You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I was wondering if by any chance that the healing modifier from the plague effect could be a attribute modifier. Like... Plague I cuts all healing by 50% while Plague II and up prevents any form of healing... aka a 100% cut.
The potion effects would be the same but... it would be like this with an attribute modifier.
Plague I: rats.healModifier -0.5 @ 2 = Reduces Healing by 50%, so you only get healed by 50% of the value (10 becomes 5, 20 becomes 10, etc.)
Plague II and up: rats.healModifier -1.0 @ 2 = Reduces Healing by 100%, effectively preventing any form of healing as it's at 0%. (10 becomes 0, 20 becomes 0, etc.)
Prob ensure that the healing can't go past -1.0 since that's -100%, though you CAN have leftover negative values if one tries to get around the reduced healing, like -200% healing but is treated as -100%... if one has +30% then that becomes -170% but it'll still be treated as if it were -100%. Positive values would be uncapped.
Note: rats.healModifier is just an example name so it could be anything you want, but I figure having rats.*name* would work as users would know that the attribute is linked to the mod. Some examples of attributes from other mods.
Anyways... the idea is so one could make use of this as a possible Quality Tools / Set Effect as those mods accept attribute modifiers so one could reduce healing besides it just being tied to the Plague Effect, of course if one uses Positive Values... then that would increase the healing amount. For example...
0.2 @ 2 = Will increase the healing amount by 20%, like if you got healed 12 HP... it becomes 14.4 HP.
10 @ 0 = Will apply an extra 10 HP on top of whatever you were healed by, so if you recovered 8 HP... you actually get 18 HP.
-5 @ 0 = Will reduce healing by 5, so if you got healed 16 HP, you would only get 11 HP.
Hopefully I explained this well.
The text was updated successfully, but these errors were encountered:
I was wondering if by any chance that the healing modifier from the plague effect could be a attribute modifier. Like... Plague I cuts all healing by 50% while Plague II and up prevents any form of healing... aka a 100% cut.
The potion effects would be the same but... it would be like this with an attribute modifier.
Plague I:
rats.healModifier
-0.5 @ 2 = Reduces Healing by 50%, so you only get healed by 50% of the value (10 becomes 5, 20 becomes 10, etc.)Plague II and up:
rats.healModifier
-1.0 @ 2 = Reduces Healing by 100%, effectively preventing any form of healing as it's at 0%. (10 becomes 0, 20 becomes 0, etc.)Prob ensure that the healing can't go past -1.0 since that's -100%, though you CAN have leftover negative values if one tries to get around the reduced healing, like -200% healing but is treated as -100%... if one has +30% then that becomes -170% but it'll still be treated as if it were -100%. Positive values would be uncapped.
Note:
rats.healModifier
is just an example name so it could be anything you want, but I figure havingrats.*name*
would work as users would know that the attribute is linked to the mod. Some examples of attributes from other mods.wizardryutils.SpellPotency
= WizardryUtilstconevo.damageTaken
= Tinkers Evolutionpotioncore.projectileDamage
= Potion Core...just to name a few.
Anyways... the idea is so one could make use of this as a possible Quality Tools / Set Effect as those mods accept attribute modifiers so one could reduce healing besides it just being tied to the Plague Effect, of course if one uses Positive Values... then that would increase the healing amount. For example...
0.2 @ 2 = Will increase the healing amount by 20%, like if you got healed 12 HP... it becomes 14.4 HP.
10 @ 0 = Will apply an extra 10 HP on top of whatever you were healed by, so if you recovered 8 HP... you actually get 18 HP.
-5 @ 0 = Will reduce healing by 5, so if you got healed 16 HP, you would only get 11 HP.
Hopefully I explained this well.
The text was updated successfully, but these errors were encountered: