doxparthealth-1.4.0.jar
Curse Maven Snippet
What's new
New server options (defaults keep the current behaviour)
- partHealthTotal (default 100): total of all limb maximums. 20 = vanilla scale (head 2.4, torso 6.8,
arms 2.4, legs 3). Healing items heal the same share of a limb at any scale; numbers show one decimal
below scale 1. Changing it on a running server keeps each limb's current ratio.
- armorEffectiveness (default 1.0) and armorMaxReductionPercent (default 80): for players using part
health, armor points and toughness are multiplied by this against non-gun damage (mobs, arrows,
explosions...), up to the max reduction. Gun hits placed by DoxAmmo keep using DoxAmmo's armor rules.
Fixed
- Some HUD and healing texts (healing, heal screen title, blackout, cancel) were always in Korean.
- Players with part health turned off no longer see the part health panel in the inventory and grid
view. The server now tells the client whether part health is on, and the panel hides as soon as it
is turned off.
- Dying or respawning while bandaging a leg no longer leaves you slowed until you log out. The
healing slow is now removed on death, on respawn, and whenever no healing is in progress.
Added
- PartHealthManager.resetPlayer(ServerPlayer): resets a player to full part health, stops any
healing in progress and clears part debuffs. For mods that send players back to a lobby.
- [1.4.0 only] Max part health multiplier for other mods: player tag doxparthealth_mult_<percent>
(e.g. doxparthealth_mult_200 = x2) or PartHealthManager.setMaxMultiplier(player, k). Default x1
(no tag), so nothing changes unless a mod sets it; it multiplies with partHealthTotal. The mod that
adds the tag must remove it.
- Test commands: /doxhealth armortest <damage>, /doxhealth open; [1.4.0 only] /doxhealth mult <k>.
Changed
- The sync packet carries more data. [2.2.0] network protocol 3 - update client and server together.
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