Project Zomboid

Project Zomboid

Point Blank
scott_hf 8 月 11 日 下午 8:55
requesting suggestions - balancing
there have been comments that this mod is too "overpowered"

if you have suggestions on a feature to balance point blank more, please respond to this thread. if there are any good suggestions that arent too technically complex, i'll add it as a mod option.
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I would like to ask the numbers exactly.
I find the description quite misleading for the option "Point Blank Minimum Bonus Damage Multiplier"
Let's say I set the minimun damage to 0.4 (meaning if i deal 100 dmg to a zombie I will only deal 40). Then, the second setting with no explanation would be multiplied again for this value. Then let's say i set the multiplier to 0.5
Does this mean my damage now would be 40 x 0.5?

Could you please explain both settings when Instakill is disabled?
first, it will try to get and use the max damage of the weapon you're using.

then, if that damage is less than PointBlankMinimumBonusDamage, it will set that damage to the minimum you've configured in the settings.

finally, it will multiply that damage by your bonus damage multiplier.

here is the full script below


function HF_PointBlank.CalculatePointBlankWeaponDamage(_damage)
if _damage == nil then
local weaponObj = HF_PointBlank.GetPlayerWeapon()
if weaponObj ~= nil and weaponObj:getScriptItem() ~= nil then
_damage = weaponObj:getScriptItem():getMaxDamage()
end
_damage = _damage or .2
end

local prePbValue = _damage

if _damage < HF_PointBlank.SETTINGS.PointBlankMinimumBonusDamage then
_damage = HF_PointBlank.SETTINGS.PointBlankMinimumBonusDamage
end

_damage = HF_PointBlank.SETTINGS.PointBlankBonusDamageMultiplier * _damage;

HF_PointBlank.printLogMsg("CalculatePointBlankWeaponDamage (" .. prePbValue .. ") ==> " .. _damage);

return _damage
end
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