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iPotato13

Troubleshooting: Lowering the Health Configs to Allow Modded Weapons to Work Properly

11 posts in this topic

So I downloaded a weapons mod to allow me to shoot creepers and bears with cannons and crossbows until I realized the damage they do is based on Vanilla damage systems (while a cannon does 25 health points, which insta-kills a Vanilla zombie, it only does a fraction of damage to a TFC zombie, who have a much higher base health). I wanted to know if there was a way to change damage multipliers in the TFC configs, or if I'll just have to find a mod that lets me change both player stats and those of mobs. If anyone has any comments that could help, feel free to help!

 

-iPotato 

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Adding health multipiler config should be in the Suggestion subforum... but I agree with you that that should be configurable. Or at least make external mod items configurable.

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It is up to the external mod to offer config. IE lets you config damage of revolver.

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Alright. I'll dig a bit deeper into the mod's configs and see if I come up with anything. If not I'll get a mod that allows the mobs to have less health :P

 

Adding health multipiler config should be in the Suggestion subforum... 

 

Should I take the liberty of doing that myself then? Or should it stay where it is?

Edited by iPotato13
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Then you would have issue that TFC weapons are stupidly insanely OP. Dropping HP just requires Mob Properties. Balancing it all that is whole other issue.

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Don't bother making a suggestion post about changing the health scale in TFC, it's already been discussed to death and will most likely not be implemented. This may or may not change for TFC2, but that's a whole other beast.

 

Like Bunsan said, you're going to have much better luck with the mod that the weapons come from including a modifier to increase the damage they do, instead of trying to decrease the existing system.

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Yeah I went deep within the belly of the java files to finally find the damage modifiers. Now what's left to do is tinker with the numbers :P

 

Also, out of curiosity and to possibly gain some insight on how to balance it, how is the damage, health systems, and Player life actually calculated? I read it before on one of the forums, but I could never find it again.

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http://wiki.terrafirmacraft.com/The_Player

 

"Instead of hearts, health is represented with a red-colored bar and white text overlay. When a player first spawns, they have a maximum health value of 1,000 HP. This value increases and decreases depending on the player's nutrition and experience levels. If a player's max health increases, the bar will update to show the new health available to be regenerated."

 

http://wiki.terrafirmacraft.com/Food#Nutrition

 

"The first four categories account for 25% of the player's max health, with the dairy bar giving an additional boost of up to 25% the possible max health. For example, a starting player with no levels has a possible max health of 800HP with all four of the first categories filled. If one of these categories are empty while the other three are full, the player will have a max health of 600HP. If the player has a full dairy bar in addition to all four of the main categories being full, they will have a max health of 1,000HP."

 

https://github.com/Deadrik/TFCraft/blob/master/src/Common/com/bioxx/tfc/Core/TFC_MobData.java

 

Damage isn't calculated, it's just static numbers that we chose, although vanilla Minecraft might tweak how much damage things do based on the in-game difficulty level. I'm not quite sure what you mean by health systems.

 

*Note: The difference in what is stated as the starting maximum health is the two different perspectives for players who do and do not think of dairy as a requirement. The math is the same in the end.

Edited by Kittychanley
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Ah! Thank you; for some reason those were the only pages I haven't looked for it again :D

 

Damage isn't calculated, it's just static numbers that we chose, although vanilla Minecraft might tweak how much damage things do based on the in-game difficulty level. I'm not quite sure what you mean by health systems.

 

*Note: The difference in what is stated as the starting maximum health is the two different perspectives for players who do and do not think of dairy as a requirement. The math is the same in the end.

 

Alright then. I suppose that answers my question, since I meant to ask if the numbers were formulated and calculated or just picked as what would sound balanced. Thanks for clearing that up!

 

What I meant by "health systems" were why the Mobs and The Player have 500 and 1000 HP in TFC rather than the normal 20 HP system of Vanilla. Like is there is an actual system in place to determine those specific numbers, or was it, again the numbers that felt right in the sense?

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There is no system or calculation in place, the numbers were just chosen for what felt right balance-wise.

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Alright. Seems very insightful then. Thanks!

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