Don't Starve Together

Don't Starve Together

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Automatic Health Adjust
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15. zář. 2016 v 15.49
24. čvn. v 15.35
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Automatic Health Adjust

Popis
This mod automatically adjusts the health of mobs depending on the number of active players, everytime a player joins or leaves.

Default is DS values for 1 player, and DST values for 6 players.
(for 2,3,4,5 players , health will be between those values of course)
And in case for some reason you have more than 6 players, it will be higher than DST values!

Has setting to set min/max value for the number of players the mod should calculate with:
So if you are playing with 4+ players, but want max health values for 3, then you can set max to 3.
Or if you play with 2+ players, but want at least health values for 4 players, you can set min to 4.
Or set it both to 6 if you always want to play with values for 6 players.
By default it is disabled.

Cave and Overworld are separated.
So if one player is in cave and one in Overworld, both worlds will have health values for 1 player.

More Customization:
in the customsettings.lua you can define your own health function!

Special case for crabking(-claws):
If a player joins/leaves during a fight against crab king, his health wont change. If you want to update his health according to new number of players, you have to leave and activate him again.

Also take a look at other mods I made, see my workshop ;)


You can change the values to anything you like, but by default they are: (1 and 6 players values)
{AncGuardian={2500, 10000}, Ancient_Sentrypede={600, 1200}, Antlion={3000, 6000}, Bearger={3000, 6000}, Bearger_Armored={4000, 8000}, Beefalo={500, 1000}, Beeguard={100, 180},
Beequeen={3000, 22500}, Brightshade={500, 1000}, Brightshade_Vine={100, 200}, Buzzard={125, 250}, Celestial_Champion1={2000, 10000}, Celestial_Champion2={2600, 13000}, Celestial_Champion3={2800, 14000},
Celestial_Revenant={2000,8000}, Celestial_Scion={3500,16000}, Clockworks={300, 900}, Crabking={3000, 12000}, Crabking_Claw={100, 500}, Deer={350, 700}, DeerGem={750, 1500}, Deerclops={2000, 4000}, Deerclops_Crystal={3000,6000}, Dragonfly={3500, 27500},
Eye_of_Terror={2000,5000}, Eye_of_Terror_Mini={150,200}, Eye_of_Terror_Twin1={4000,10000}, Eye_of_Terror_Twin2={4000,10000}, Ewecus={400, 800}, Fused_Shadeling={625, 1250}, Frostjaw={4000, 8000}, Gnarwail={500, 1000}, Grassgator={500, 1000}, Icker={300, 600}, InkBlight_Jitters={500, 1000}, InkBlight_Rasp={600, 1200}, InkBlight_Rictus={400, 800}, InkBlight_Shriek={400, 800}, Klaus1={2000, 10000}, Klaus2={5440, 27440}, Koalefant={500, 1000},
Krampus={200, 300}, Lavae={250, 500}, Lord_Fruit_Flies={900, 1500}, Lurking_Nightmare={400, 850}, Malbatross={1500, 5000}, Marotter={175, 350}, Merm={250, 500}, Moose={3000, 6000}, Mosling={350, 525}, Mush_Gnome={300, 600}, Nightmare_Werepig={2000,10000}, Ornery_Chest={400,950},
Pig_Guard={300, 600}, Poisonedtree={12, 18}, Powder_Monkey={100, 200}, Prime_Mate={200, 350}, Rabbitking={800, 2000}, Royal_Rabbit_Enforcer={150, 400}, RLobster={1500, 3000}, Rockjaw={500, 1000}, Saladmander={450, 900}, Sea_Weed={250, 500}, Shadow_Bishop1={250, 800},
Shadow_Bishop2={800, 2500}, Shadow_Bishop3={2500, 7500}, Shadow_Knight1={300, 900}, Shadow_Knight2={900, 2700}, Shadow_Knight3={2700, 8100}, Shadow_Rook1={350, 1000},
Shadow_Rook2={1000, 4000}, Shadow_Rook3={4000, 10000}, Shootius={1500, 3000}, Skeleton_A={6000, 16000}, Skeleton={2000, 4000}, Slurtle={600, 1200},
Spider_dropper={200, 400}, Spider_healer={200, 400}, Spider_hider={150, 225}, Spider_spitter={175, 350}, Spider_warrior={200, 400}, Spiderqueen={1250, 2500}, Tallbird={400, 800}, Teenbird={300, 600}, Tentacle_pillar={500, 750}, Terramite={140, 280},
Toadstool={7500, 52500}, ToadstoolMisery={11111, 99999}, Treeguard={2000, 3000}, Voaltgoat={350, 700}, Walrus={150, 300}, ['W.A.R.B.O.T.']={4500, 22500}, Warg={600, 1800}, Warg_Possessed={1500, 3000}, Werepig={350, 525}, Worm={450, 900}, Great_Depths_Worm={1500, 5000},}


FAQ:
1)Does this mod also changes other mob behaviours, like rage or so?
-> No, it only changes health, nothing more. Most special skills of mobs depend on a percentage of health, so they will still work fine.
If you still want a mod that adjusts all special skills of all mobs, depending on the number of players, then please write such a mod and we could make it dependend on my mod, so yours changes skills and my changes health.
I won't write such a mod myself, because it is ALOT of work and I don't know all the sepcial skills good enough for this.
2) Attention: When disabling this mod on existing world, the max health won't change back to normal on first loading! Close the world and load it a second time without the mod should fix the max health, but the current health might be stuck at former max health. I don't know a solution for this, because there is no way to "fix" this, with an disabled mod and as far as I know there is no "unloading mod code" to solve this.


If I one day do not update this mod anymore (eg. within 2 months and do not reply to any comments), I allow everyone to take my code and upload a updated version. Of course with credits by emtnioning me and linking to the original.
This is true for all my mods!
Populární diskuze Zobrazit vše (1)
1
27. zář. 2021 v 12.42
Setting max health of few mobs.
Kiri
Počet komentářů: 656
Zareph Lae 28. zář. v 22.53 
Hey, I just want to say I really appreciate the hard work you put into this. It means the world to me, don't ever give up.
Адская Пуля 16. zář. v 7.38 
@UnityThePlayer 3500 man
UnityThePlayer 6. zář. v 20.25 
2750 hp dragonfly is crazy work
Serp  [autor] 20. srp. v 14.36 
@rsoyxihnark: I need the error in the logifle telling the line the in script where the erroer happens.

@others:
Crabking is a very special case also with special code, so its possible that it has bugs and I hate to work in this, because its so complicated with him :D

Werepig: Most "new" mobs (mobs added within the past ~2-3 years) have percentage based phases instead of based on abolute values. So I think werepig also has this and therefore should work fine with the phases.
But feel free to suggest other default values for mobs.
rsoyxihnark 18. srp. v 10.05 
[00:06:08]: Disabling workshop-764204839 (Automatic Health Adjust) because it had an error.
Адская Пуля 15. srp. v 6.27 
@tac It's not a mistake. It's just that he's only doing his slam attack with 25% of his hp. Which leads to the fact that, under good circumstances, you will completely cancel it while he is in stun.
tac 15. srp. v 0.44 
I think I want to add to what Адская Пуля was saying. Nightmare werepig's 2nd and 3rd phase essentially don't exist with this mod on. I think that's actually a bug, and not about the values themselves. I don't think he "detects" that he should be in 2nd/3rd phase with lower initial hp values.
krzarb 30. čvc. v 23.51 
I was about to chime in, Crab King generates with the world so if you make any changes or add this mod after that, they won’t update until you’ve defeated CK and he’s respawned.
Higante 30. čvc. v 23.10 
I re-checked the mod by using it before the world was made. It is fine now, maybe adding it later on was a bad idea. Thanks for the mods:steamthumbsup::steamthis:
Higante 30. čvc. v 22.01 
Mb, the already spawned CK configured hp is buggy but when I spawned another Crab King and I put the gems, the hp was set to +50%