Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
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.
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.
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.
Does it apply healing at a constant rate or a percentage? Does the healing rate change between entities?