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You can check the configurations here and see what each configuration does, to access the configurations files you can find it in VintagestoryDatapath/ModConfig/RPGDifficulty
In this sections you will see how every status is calculated
The Blacklist -> All entities code in the blacklist will be completly ignored in the status calculation
The Whitelist -> Only the entities in this list will be considered in the status calculation
If a entity is on blacklist and whitelist at same time is ignored
Every amount of increaseStatsEveryDistance
a status for distance will be incremented this means all attributeStatsIncreaseEveryDistance
will be increment by 1, for that specific entity, in resume every time you go away from x:0 z:0 the entities will become stronger and give more loot (by default)
Every negative amount of baseStatusHeight
a status for height will be incremented, this is valid only for negative values, this means going up from baseStatusHeight
will not count only number below baseStatusHeight
will count, this means all attributeStatsIncreaseEveryHeight
will be increment by 1, for that specific entity, in resume every time you go deeper the entities will become stronger and give more loot (by default)
Every increaseStatsEveryWorldDays
days will increase the entities status. (ingame days)
The health of entities is calculated in the spawn moment, we pickup the Entity Base Max Health and increase it to: BaseHealth + BaseHealth * percentageToIncrease, example: 20 + 20 * 0.5
= 20 + 10
= 30
The damage of entities is calculated in entity load, we pickup the Entity Damage and increase it to: damage + damage * percentageToIncrease, example: 5 + 5 * 0.5
= 5 + 2.5
= 7.5
The loot is calculated in the harvest moment, we pickup the player harvest drop rate and increase it to: defaultHarvest + lootIncrease, example: 0.5 + 0.8
= 1.3
Variation is calculated after all calculations,
example in damage: 15 * variation(0.5) = 7.5
OR 15 * variation(1.5) = 22.5