MmoMobScaling-1.2.0.jar
What's new
Plays alongside the boss fights Ziggfreed's CommonLib 2.1.0 runs: a boss an encounter script raises is the fight's own, so this mod leaves it and its adds alone, and a bound fight can harden with the power of the region it stands in. Requires Ziggfreed's CommonLib 2.1.0 and MMO Skill Tree 1.6.1 or newer: the floors are the versions this mod is built against, and the three jars update together.
- New: a scripted boss and its adds are left alone. A creature raised by an encounter script's own spawn marker, and a boss a live fight has bound, get no rarity, no affix, no name decoration, no aura and none of this mod's health scaling, and residue from an earlier save is stripped off them. The fight's health is the fight's own, scaled by the encounter framework per party member and per power point; a second hand writing the same number would fight it every phase.
- New: a bound fight reads the region's power. This mod hands the encounter framework the tracked player power of the region the boss stands in, so a fight whose binding row scales health per power point has a number to multiply. A region nobody has been tracked in reads as unknown, never as zero.
Mmoscaling_Bossesmeans ambient world bosses. The five roles in it are unchanged; it is the elite scope for a boss nobody scripted. A boss an encounter runs declares itself by being bound and is never classified by this mod, so listing its role here changes nothing.- The rarity roll happens one tick after the spawn. The roll itself is unchanged (same seed, same rosters, same gates, same fold), so every mob still gets the rarity, affixes and variant it always got. The one thing you can see: a freshly spawned scaled mob enters the world at its base maximum health and is brought up to its scaled maximum a tick later.
- A multi-phase boss is rolled at most once per life. A boss that changes form mid-fight is not re-rolled and re-scaled at each change. A chunk reload still re-derives the identical result from the mob's own seed, which is what carries a retune onto saved mobs.
- Fixed: the three Dungeon of Fear world rules no longer shadow each other. Their patterns end at each dungeon's own name, so each rule matches its own instance alone, and the two startup warnings about them are gone.
- Fixed: the mob inspector's affix chips draw their icons. Each chip reserved room for a picture and drew a blank gap before its name; an affix pictured by an item shows that item.
- The mob's health bar wears the same finish as every other bar in the family: a sunk well behind the fill, a gloss across its top and a shade along its bottom, in place of a flat red rectangle in a flat black slot.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include