ColdestOfSouls Posted August 5, 2022 Share Posted August 5, 2022 I can't seem to get the armor stacking to work like it does in dst Link to comment Share on other sites More sharing options...
w00tyd00d Posted August 5, 2022 Share Posted August 5, 2022 Well, you're in luck as I just released a mod that does just that lol (I know we've already spoken on my Steam page, I'm just posting this here for clarity) https://steamcommunity.com/sharedfiles/filedetails/?id=2844835803 Quote I wanted to double all the bosses hp like dst. (from the workshop page) If you wanted to just target the bosses or be able to fine tune each health value each mob gets, then your best bet is to just adjust their specific health tuning variables. Something like this in your modmain local TUNING = GLOBAL.TUNING TUNING.DEERCLOPS_HEALTH = TUNING.DEERCLOPS_HEALTH * 2 TUNING.BEARGER_HEALTH = TUNING.BEARGER_HEALTH * 2 TUNING.MOOSE_HEALTH = TUNING.MOOSE_HEALTH * 2 TUNING.DRAGONFLY_HEALTH = TUNING.DRAGONFLY_HEALTH * 2 -- continue with any other bosses or mobs' health you want to double But if you wanted to mimic the behavior of DST then you'll want to apply a multiplier to just about everything's health, so you could probably get away with something like this AddComponentPostInit("health", function(comp) local _SetMaxHealth = comp.SetMaxHealth comp.SetMaxHealth = function(self, amount) if self.inst ~= GLOBAL.GetPlayer() then amount = amount * 2 end _SetMaxHealth(self, amount) end end) That should double the health of every entity who isn't the player (won't affect any pre-existing mobs, however). Link to comment Share on other sites More sharing options...
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