MmoMobScaling-1.0.1.jar
What's new
Per-world tuning and a live intensity dial for MMO Mob Scaling. You can now make one world or dungeon scale differently from the rest of the server, and turn the overall difficulty up or down on the fly. Requires MMO Skill Tree 1.5.0+ and Ziggfreed's CommonLib 1.2.0+.
- New: per-world / per-instance settings. A new
WorldOverrideslist inServer/MmoMobScaling/Settings/*.jsonlets a world name (exact, aPrefix_*, or*, the same matching MMO Skill Tree's world rules use, so it also catches suffixed instance worlds) carry its own tuning: intensity, rarity spawn chance, a player-scaling on/off switch, and the full difficulty group (caps, distance escalation, stat curve). Anything you leave out inherits the global settings, and your overrides stack on top of (or replace, by world name) the shipped defaults, so you never re-author the whole list. - New: turn player-based scaling off per world. A
PlayerScalingEnabledswitch (global or per world) pins a world to its own fixed difficulty, ignoring how strong the nearby players are, exactly what an authored dungeon wants. - New: a numeric intensity dial.
Intensityis now a single multiplier (1.0 is normal) on how hard mobs hit and how tanky they are. Tune it live for the whole server with/mobscaling --intensity=<number>(a live change; set it in your config file to keep it across restarts), or set a different intensity for one world in its override. - New: built-in defaults for three Dungeon of Fear instances. Dungeon of Fear I and II ship with player-based scaling turned off (fixed difficulty), and all three (I, II, III) ship with distance-from-spawn escalation turned off, out of the box. Retune or extend them from your own config or a content pack.
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