Barotrauma 潜渊症

Barotrauma 潜渊症

评价数不足
Be human pls
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
2.605 KB
2023 年 12 月 16 日 上午 4:01
9 月 17 日 下午 4:52
6 项改动说明 ( 查看 )

订阅以下载
Be human pls

描述
All humans now have human health, human reaction and aim

No more x3 health multiplier for merchants and aimbot for guards

Should work on top of any other mods, e.g. Dynamic europa

This is a lighter version of this mod
23 条留言
Antinous 2024 年 11 月 5 日 下午 12:51 
Alright, thanks. I'll take a look at it.
Nupaska  [作者] 2024 年 11 月 5 日 下午 12:48 
Check how "Let them all in" works
iirc it changes StayInAbyss on monster spawn
Mb you could also change health
Antinous 2024 年 11 月 5 日 下午 12:45 
Well, in practice, I just want to halve the HP of every entity as a means of making weapons more deadly.
Nupaska  [作者] 2024 年 11 月 5 日 下午 12:42 
> something I can make
Make what? change npc health multipliers?
You can, but then you'll need to override those npcs and they will conflict with npcs from other mods like Dynamic europa
Antinous 2024 年 11 月 5 日 下午 12:39 
Alright, well, is it something I can make with XML, or would scripting need to be involved? Setting the Vitality Multiplier for Crew and Non-Crew actors.
Nupaska  [作者] 2024 年 11 月 5 日 下午 12:27 
I have no idea
Antinous 2024 年 11 月 5 日 下午 12:25 
Huh, you're right. 1 shot to the head and the bot is lying on the floor bleeding out. Do you know of a way to apply the Campaign's Vitality Multipliers to the Sub and Level Editor?
Nupaska  [作者] 2024 年 11 月 5 日 下午 12:24 
Also health multiplier seems to be completely broken https://github.com/FakeFishGames/Barotrauma/discussions/15068
Antinous 2024 年 11 月 5 日 下午 12:21 
Oh, they are? I should test that again. I recall the Vitality being set to 100 in every run, regardless of the Multiplier.
Nupaska  [作者] 2024 年 11 月 5 日 上午 8:14 
Isn't that what difficulty sliders are for?
iirc health multiplier and campaign health settings are independent