Starbound

Starbound

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NPC Combat Regen
   
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23 Jan, 2023 @ 4:44pm
11 Apr, 2023 @ 8:52pm
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NPC Combat Regen

Description
Concept by Starlight Maiden
Coded by Void Eye Gaming

(Particles on Screenshot is only for demonstrative purposes. They are not present in the actual mod)

This mod aims to give NPCs and Monsters the ability to heal damage passively. This affects both friendly and hostile NPCs and Monsters. It should work retroactively, and be safe to uninstall if you find the healing to be too aggressive. After 3 seconds of no damage, entities will begin healing decently quick. This healing however doesn't apply to bosses, nor players. No particle effects will be shown when they are healing, so no need to worry about a constant aura of red crosses on random npcs and monsters that were damaged.
15 Comments
Star Berry 22 Oct, 2023 @ 2:32pm 
Also, for the sake of balance in fights against hostile NPCs, maybe you should increase the downtime threshold from 3 seconds to 5. that seems to be a sufficient wait for being considered "out of combat."
Star Berry 22 Oct, 2023 @ 2:30pm 
Can you make this work on NPCs but not monsters? This mod is a lifesaver for players who like to keep settlements, as well as for keeping random merchants & questgivers from gradually dying; however, it makes enemies with invulnerable phases, such as those hidey rock dudes and the ghost cat thingies, really annoying to fight.
glider521al (Aura of Worlds dev) 20 Mar, 2023 @ 2:35am 
Another mod probably did remove the stat,

Though it might be a simpler catch all to limit the healing to a second cap (the 3 second heal prevention timer is useful, there are mods out there that will make some enemies temporarily immune).
This would prevent rare high health monster from regenerating faster than a player at that level can damage them.
Starlight Maiden  [author] 20 Mar, 2023 @ 2:25am 
Oh. I just checked it in my game. The healing is not normally supposed to be applied, TwinIndifferent. Could it be another mod removing the healing immunity stat?
Starlight Maiden  [author] 20 Mar, 2023 @ 2:11am 
It's applying to dreadwing? I'll see what I can do about fixing that.
TwinIndifferent 18 Mar, 2023 @ 8:37am 
Healing is being applied to Dreadwing for some reason tho. I have !!FUN!! times trying to fight him with regening health back to full after another gliding attack.
libero2711 2 Feb, 2023 @ 1:01pm 
awful
glider521al (Aura of Worlds dev) 28 Jan, 2023 @ 10:19pm 
Excellent! Added a 👍 and linked to your mod through our mod synergies page.

I would however, recommend putting a fixed rate cap on healing
(e.g. maybe 2HP x ([Tier]+1)/per second or some other check on change on hp over time)
as some mods may add minibosses or rare special enemies with a lot of health.
Starlight Maiden  [author] 27 Jan, 2023 @ 9:39pm 
Healing rate is the same across the board. So a tier 1 gleap would go from 0.1 to max health at the same time it'd take for a tier 6 generated monster to go from 0.1 to max health. The way healing works is that you set a rate, which is a percentage of an entity's health. It's that plus how long the duration of the healing should be.

If I were to make the healing change based on entity, it'd probably be a little more messier in the code, as well as having several different status effects in the file in order to give them a different rate. So as such they all have a singular healing rate.

As an extra bit of info, bosses have the stat "healingStatusImmunity":1.0 this basically means they can't be healed. If a modded boss forgets to include that in the stat, it'll be affected by the healing.
glider521al (Aura of Worlds dev) 27 Jan, 2023 @ 6:49pm 
Thanks for the answer.

Does it apply healing at a constant rate or a percentage? Does the healing rate change between entities?