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Posted

I am making an rpg mod where my entites can have up to thousands of health. Of course the damage system is changed too and i managed to fit it to "vanilla" with a custom scaling calculation etc. I stumbled across the problem that (dont know since when) lots of IAttributes have a strict limit. Health has a limit of 1024 and i can't change that since its final. Also i tried to see if i can do it with the getter and setter methods in the entitie classes but setHealth is based on getMaxHealth which is final and using the unchangable IAttribute. getHealth is final too. I don't wan't to implement my own health system since i do want it to have (at least some) combability with vanilla and other mods. I might have to use lots of events if i'm doing it that way to achieve the goal but first i want to ask, if there is some better/easier way to do this. Thx

Posted

First off, why do entities need to have multiple thousands of health? 1024 is pretty high even for a damage mod. It'd seem simpler to just make your weapons/spells do 20 damage rather than 20k.

 

Second, you could always try the way of 'damage reduction'.  When the player hits an enemy an event is fired that damages said enemy. The easiest way to make an enemy feel like he has a certain amount of health would be to make every 100 damage instead do 1 damage. Then hold the leftover damage for the next hit. That way it'd still take 4000k worth of damage to hit a 10 hp enemy.

 

The only problem that we'd have here now is that tooltip mods would still show 10 hearts. The obvious way is to say "Well, lets pretend a heart is 10k instead of 2." If you implement your own tooltip system in the game you could just show health as hearths x 10,000 or something of the like, or make it more precise depending on how much you hit.

 

If the health is hard coded to have a 1024 limit there's no way to go about that.  Not that I know off at least.

Posted

yeah ik, but the thing is: it wont just be a shifted health system where i add some 0 behind. i will be using the whole scale (weapons can do 1 to 10k damage etc.). well, based off your suggestion i now have an idea to do it easily thx. the only problem with that are now that health displaying mods will be useless xD

Posted
27 minutes ago, Flemmli97 said:

yeah ik, but the thing is: it wont just be a shifted health system where i add some 0 behind. i will be using the whole scale (weapons can do 1 to 10k damage etc.). well, based off your suggestion i now have an idea to do it easily thx. the only problem with that are now that health displaying mods will be useless xD

Using gui overlays you could easily implement one of those yourself. Though that'd be the next step. Good luck. 

Posted
39 minutes ago, Flemmli97 said:

yeah ik, but the thing is: it wont just be a shifted health system where i add some 0 behind. i will be using the whole scale (weapons can do 1 to 10k damage etc.). well, based off your suggestion i now have an idea to do it easily thx. the only problem with that are now that health displaying mods will be useless xD

 

I still would question the whole "1 to 10k damage" concept. I can't imagine any situation where 1/100th of a percent health would make a difference in game play or even be perceivable. What you should do is map out all the weapons and damage effects you want to make and then only use as much resolution as needed to cover that. 

 

Also if you want more resolution can't you register a new attribute to use in combination with normal health? Like what if the main health was 1 to 1024 and second one counted 1/1024ths of health. Similarly you could use a capability for the extra resolution.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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