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…ions in mod_tools.hpp. The first 3 parameters allow modders to change player AC effectiveness. - "playerACEpassive" modifies the player's AC effectiveness when they are not defending (default 75%) - "playerACEactive" modifies the player's AC effectiveness while blocking (default 100%) - "playerACEbless" modifies the impact each armor blessing has on AC effectiveness (default 2.5%) The latter 3 parameters allow modders to enable a conditional kill XP modifier, based on the level difference between source and recipient. - "doConditionalXPModifier" is a boolean that determines whether this system is used at all. - "conditionalXPModLvlThreshold" determines the level difference required for the XP modifier to be applied. - "conditionalXPModPercent" determines the XP modifier applied.
Added 11 new parameters for gameplaymodifiers json using existing functions in mod_tools.hpp. The first 6 parameters allow modders to apply multipliers to each of the player's core stats in the various statGet functions. The next two parameters allow modders to modify the base amount of HP and MP (current and max) the player gains upon leveling up. The last three parameters introduce a new, optional mechanic for modders to play with: trauma damage. When enabled, a portion of damage taken is applied to the player's max HP, in addition to reducing their HP normally. - doTraumaDamage is a boolean that determines whether this system is used at all. (default false) - traumaDamagePercent determines the portion of damage dealt as trauma damage. (default 0%) - traumaDamageHPLimit determines the minimum value trauma damage can reduce a player's max HP to. (default 25)
Added one parameter for gameplaymodifiers json using existing functions in mod_tools.hpp. zapBrigadeSpawnPercent allows modders to control the spawn rate of the ZAP Brigade. Previously, it was only possible to control the presence of the minotaur - not the ZAP Brigade. I slightly altered actMinotaurTimer's ZAP Brigade roll in order to achieve this efficiently. The rate should be approximately the same in vanilla, but the individual results across thousands of seeds may be slightly different.
New logic allows for active AC effectiveness values less than 1 to benefit from blessings
Classic conduct is now removed automatically after stage 25, can't be applied after stage 25
Added missing code so new properties are independently capable of enabling custom manager, if others are missing for any reason
Added separate hunger intervals for skeleton players so their hunger debuffs are cleared until they polymorph again. i'm not sure if this is even unintended, but people have requested it, so here's a working fix if it's to be accepted. :xyggi:
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Adds 6 new parameters for gameplaymodifiers json using existing functions in mod_tools.hpp.
The first 3 parameters allow modders to make changes to player AC effectiveness.
The latter 3 parameters allow modders to enable a conditional kill XP modifier, based on the level difference between the source and recipient of XP.