This mod is a copy of the TSRC mod. It also fixed active stats that broke the entire game. They should be working properly now, which will bring you a lot of pleasure.
Problems with getting wet will be fixed soon: at the moment, getting wet may not be correct. I will set up the blotting in the near future (there is a rather complicated feedback in the calculations, in which I am obviously confused :) )
This mod greatly changes the mechanics of character parameters.
All parameters are configured in Game User Settings.ini
The value per point parameter does not work when configuring the server (only multipliers in the mod configuration settings work)
Character stats can now be upgraded by active actions! More details at the end of the new products description
I will also introduce a more detailed description of buffs/debuffs in the buffs menu soon:
at the moment, I have added a more detailed description of the buffs for the armor buff, buffs for the movement speed penalty, statistics of active character parameters (health, food, oxygen, water, and so on).
WARNING:
If you need to activate the single player mode in the game, you must enter the command in the console
" Cheat slomo 3.21 " or " cheat scriptcommand spon "
To turn off the single player mode:
" Cheat slomo 1.23 " or " cheat scriptcommand spoff "
The single player mode includes the effect of slowing down the players during the action of the second breath.
Health: gives a total increase of +2% to hp, endurance, oxygen, as well as +2 health points, reduces the penalty for pumped weight -5% (which reduces movement speed and jump height), reduces the penalty for food (-1% of endurance), increases food intake ~+0.03 and water ~+0.005), increases health regeneration by 0.015 per point.
Stamina: restored much more slowly than in the standard version about 6.6 times.For each point, +10 stamina and +5% stamina recovery rate are given. It also increases the consumption of water and food
Oxygen: The amount of oxygen has been reduced (75). Time under water = 25 seconds before oxygen starvation.
With severe damage to the player (~ 50% of health), a "second wind" appears (with a pumped oxygen level of 15+) Second Wind: is triggered provided that you are badly injured (the higher the oxygen parameter, the less injury is required) by pressing the POOP key. Increases damage, speed by 1%, jump by 0.5%. Accelerates by 5x+ regen hp and endurance. Damage resistance is also increased by 0.5% for each skill point. When the "Single Player" game mode is enabled, time is slowed down. Depending on the upgraded Oxygen skill, time dilation lasts longer and slows down time more by 10/20/40/75% or longer. The recovery time starts at 600 seconds. The parameters are adjusted in the settings During the buff, there is a very high consumption of food and water.
Scuba Armor: The dependence of the player's condition on the depth of immersion in water is introduced. The deeper the player dives, the more oxygen is consumed, and at a sufficiently high depth, health begins to be taken away. When pumping Oxygen/Water/Health/Fortitude, the player can dive to a greater depth with fewer negative consequences. Also, the scuba diver's kit significantly reduces the negative impact of depth (it strongly depends on the quality of objects)
Food: Reduces food intake. Increases the health score by 4 points. Reduces the speed and height of the jump. It also reduces stamina.
With moderate cold, there is a thirst for murder. 15 points of the "Food" parameter are required
the thirst for murder: Provides continuous recovery of health.Gives an increase in melee damage. Accelerates the recovery of stamina.The higher the "Food" parameter, the lower the hunger value can drop, giving additional bonuses for starvation.
Water: The water bonus multiplier depends on the server settings. Gradually, as the skill increases, it begins to give additional buffs, which directly depend on the thirst of the player. When thirst is quenched at 100%, the player receives an increase of 0.25% to speed for each point, +0.125% to jump (the buff starts working with 10 points of water), starting with 15 points 35%+3.5% health regeneration, starting from 20 points, 30%+1.5% per additional experience point. Starting from 30 points, 30%+1% swimming speed.
Weight: Pumping weight additionally gives 1% health, increases food/water consumption, reduces damage by 0.4% for each point, gives a -0.5% penalty to speed and jumping for each point (the penalty is reduced by 1.5% for each health point).
Melee: Additionally consumes food and water. Together with the TSRW mod, it gives an increase in damage to bows, the range of arrows from bows and increases the speed of breakage and scatter
Speed: additionally increases the height of the jump. It also reduces the damage to the player by 0.4% for each point (to be more precise, it increases the chance of causing reduced damage, more on this in the Fortitude parameter). Increases the consumption of water and food
Fortitude: Additionally increases damage resistance by 2% for each point. Increases the chance of a successful outcome of a random value (I can't describe the random, it's too complicated, sorry :) ). In short: initially, the random is added to the total multiplier of 0.15, with 100 parameter points, the maximum random value is 0.66 ((Fortitude^1/2) / 15), which gives a total multiplier of 0.81.
Craft skill: It will be a little secret ;) In the future, in combination with the TSRW mod, I intend to make a link to the manufacture of objects in structures. Also in the TSRW mod, this parameter is responsible for the "ability to use objects", which reduces the rate of damage to objects when used, and also increases the chance of a successful critical attack on the enemy (the random is also difficult there :))
The armor is graded into light, heavy and tech armor. Depending on the type and quality of the armor, the speed penalty varies. All types of armor can provide additional damage reduction (or, conversely, increase damage to the player, depending on the parameters applied). Also, light armor gives an additional stealth parameter (like ghillie armor).
LIGHT ARMOR:
When increasing the parameters of speed 1/50, crafting 1/100, health 1/140, the armor parameter increases. There is no initial penalty, the maximum bonus is 2.0 ( 0.8 - Speed/50 + Craft/100 . When the weight increases 1/50, the penalty for quality decreases (an ordinary item has no penalty, a legendary one gives a penalty of 2 times: 1 - Index/10+Weight/50 ) - Max 2.0
When speeding, oxygen, crafting is reduced by 0.1% of the speed penalty for a light type of armor. The quality increases the penalty. Depending on the type of armor, the penalty increases. The penalty index is given in the following table: Cloth< Hide<Ghillie<Chitin<Hazard. The average penalty is about 5% of the transfer rate ( 0.005 + TypeArmorIndex0.003(1 + QualityIndex/5) - 0.001(Speed+Craft+Oxygen) ) TypeArmorIndex=0(cloth);1(Hide)...4(Hazard)
QualityIndex=0...5(Legendary)Sneaking up. In light armor, Oxygen/2, Speed, Craft dominate to enhance stealth. Formula: 0.05%
(Craft+Speed+Ox/2)QualityIndexArmorCoef/TypeArmorIndex* . ArmorCoef - HEAD(1)/SHIRT(3)/PANTS(3)/GLOVES(1)/BOOTS(2)
The calculation is carried out for one thing worn
HEAVY ARMOR:
- (1 - (QualityIndex * 0.130000)) + (Weight / 100)* (((0.650000 + (Weight / 50)) + (Craft / 100)) + (Health / 120)) - Max 1.5
- HeavyArmorIndex*(1+QualityIndex/5)/100 + 0.01) - 0.001*(Weight*2+Craft+Oxygen)
- Does not have this parameter
TEK ARMOR:
- (1 - (QualityIndex * 0.100000)) + (Craft / 50)* (((1 + (Speed / 75)) + (Craft / 100)) + (Health / 140)) - Max 2.5
- Crafting skill gives a speed bonus when equipped with full TEK armor = 0,025%Craft(QualityIndex + 1)
3)Sneaking only works when fully equipped with armor
Formula: 4%+(QualityIndex+1)0,8%+(Craft4+Speed2+Oxygen)(QualityIndex + 1)*0,005%
The bonus armor (or penalty) parameter is displayed as an armor buff icon with the value of additional armor (or penalty)
Now, when running on water, a penalty is issued to the speed of movement (depending on the degree of immersion in water). Also, the character swims a little faster on the very surface of the water
The player will get wet when immersed in water. A soaked player will receive a heat resistance bonus and a cold resistance penalty. The higher the ambient temperature, the faster the player will dry. When found with objects (or animals) that give additional resistance to temperature, the player will also dry faster (the Fortitude parameter is not involved in the calculation). The player gets wet in the rain.
- Shields reduce total damage:
Wood -15%
Metal -20%
Steel -25%
Riot -30%
Mithril Riot -35%
Tek -40%
according to the formula : ReceiveDamageMult*0.85(Wood)/0.8/0.75/0.7/0.65/0.6(Tek)
NEW ADDITION:
Added a HUD for active stats
Added a distinction between a man and a woman.
A woman has a bonus to stamina +25%, resistance +25%, water +25%, consumes 35% less water and food.
Has a -20% penalty to weight -20% to food -10% to speed
Now, depending on the size of the player, the bonuses to the parameters also change. Larger players have a higher overview, receive bonuses to weight, food, movement and swimming speed, jump height, but receive penalties to endurance, oxygen, maneuverability in flight, becomes less agile (affects the reduction of damage from Fortitude), as well as a penalty to Fortitude itself, and also receives a penalty to water (thirst). Players with a small build have reverse bonuses and penalties. The difference range is from 0.8 to 1.2.
Upon reaching an altitude of 25,000 (conditional 5 km), the player begins to gradually lose health and oxygen. The higher the player rises, the worse it will get. Oxygen pumping reduces damage.
Now the player can boost their stats with active actions (all stats can be adjusted freely enough)
The number of points and the amount of experience of all stats are displayed in the buffs description menu.
Health: swings by pumping all other parameters
Stamina: swings due to active actions - cross-country running x2 running x0.5 jumping x1.5 swimming x0.6 shield lock x0.3
Oxygen: swings due to lack of oxygen and depth of immersion - if the player experiences oxygen starvation x2, the experience directly depends on the % of missing oxygen, every 10 meters gives an additional increase to the multiplier +x0.3. At greater depths, the multiplier decreases and reaches +x0.1 (х0.1 begins at about a depth of 400 meters).
Food: swings from the intensity of starvation and the rate of saturation. The faster the player starves or gets full, the more experience is given. The experience also increases depending on the amount of the "food" parameter (for every 100 units +x1)
Water: the higher the thirst level, the faster the parameter swings. Radiation x2 Sunstroke - up to x3 Super heat x2 . The experience also increases depending on the amount of stun on the player (up to 50 - up to x2, then up to x3). The experience also increases depending on the amount of the "food" parameter (for every 100 units +x1)
Weight: swings from active actions during a severe overload of the player. There is also an experience multiplier that depends on the weight of the player's clothes
**20 / ( Max Weight/(((Max Weight - 100) / 200 +1) X Weight Of Things)) **
With a margin below 80%, the experience is 6.6 times slower. with a preponderance of 80%/1.5, it is 20 times slower. This parameter (80%) can be reduced if the vestibular is pumped. On average, for each stat point, the weight parameter is reduced by 1%. Running x4 attacking x0.5 Jumping x1 Swimming x2 Moving x0.25 shield blocking x0.4
Melee: Swings due to melee battles. The dependence of gaining experience:
Melee= 100%+5% per Melee point
Damage= 0%+10% per damage unit
Fist Damage= 0.5+0.5*(Melee parameter Points*20%)
Riding Damage= ((current dino speed/400)+1)*100%
Water damage= 200%
Attack during the fall= (1.3^1.5)*100% for every 0.5 seconds of flight (max 3000%+100% for each Melee point)
Speed:
Running= running speed of the player /(7m/s)1^(1+0.05speed)
Falling= (1.3^(1+1.5))(1+1.5).. T Where T is the fall time in seconds (max Falling exp=(20+4*speed)2 in seconds)
Mount running= DinoSpeed/1000^(1+0.05speed)*2
Riding Damage= ((current dino speed/400)+1)*100%
Swimming= Swimming speed of the player /(3.5 m/s)1^(1+0.05speed)
Fortitude:
All factors that negatively affect the character's health (cold, heat, injury, oxygen starvation, starvation, thirst) increase the resistance skill.
Also, the damage inflicted on you will increase it in proportion to the damage and the percentage of damage inflicted on you. The higher the Fortitude skill, the more experience will be given in the end for all these events.
Crafting:
Everything you create in structures also gives you experience and an active crafting skill. It is possible to set up a crafting multiplier for resources and ammo.
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GAMEUSERSETTINGS.INI
[CONFIG SPEED]
FallDamageMultiplier=400 - damage multiplier when falling. higher the value, higher the damage (vanilla 200)
bFalldamagePerStat=True - Includes dependence on the player's parameters (level and speed)
MinFallDamage=30 - The minimum damage that the player will receive, no matter how much he increases his speed
MaxFallDamage=200
MaxSwimSpeed=0.55 - Basic swimming speed (in vanilla 1.0)
MaxSpeedMultiplier=0.75 - Basic running speed (in vanilla 1.0)
bSpeedBuffOn=True
[CONFIG STATS BUFF]
HPRegenMult=1 - A multiplier responsible for the amount of regenerated health depending on the level of health
HPMult=1 - The multiplier responsible for the amount of health per point of the health parameter
StartPlayerHP=100 - The starting value. If set to 0, the basic settings of the game will be applied, not the mod.
StartPlayerStamina=100 - The starting value. If set to 0, the basic settings of the game will be applied, not the mod.
StartPlayerOxygen=75 - The starting value. If set to 0, the basic settings of the game will be applied, not the mod.
StartPlayerWater=100 - The starting value. If set to 0, the basic settings of the game will be applied, not the mod.
bStatHPOn=True - The parameter that enables/disables alternative health pumping
bStatStaminaOn=True - A parameter that enables/disables alternative stamina pumping
StartStaminaRegen=0.1 - Initial recovery of stamina (I don't remember in vanilla :) like 1.0)
StaminaMult=1 - Stamina Multiplier per parameter point
StaminaRegenMult=1 - Stamina Regen Multiplier per parameter point
FoodDrainPerStat=0.5 - % Penalty for food consumption per point of the parameter giving the penalty
WaterDrainPerStat=0.5 - % Penalty for water consumption per point of the parameter giving the penalty
MinFoodDrain=-0.2 - The maximum possible food intake, above which the value will not rise
MinWaterDrain=-0.4- The maximum possible water intake, above which the value will not rise
MaxFoodDrain=0 - The minimum possible food intake, below which the value will not fall. WARNING: With positive values and pumping of the food parameter, the food scale will begin to recover
MaxWaterDrain=0 - The minimum possible water intake, below which the value will not fall. WARNING: With positive values and pumping of the water parameter, the water scale will begin to recover
bWaterBuffOn=True - The water effect (increasing speed, restoring health, increasing experience, and so on) will be disabled if set to FALSE
bFoodBuffOn=True - Turn on/off the food buff
bFortitudeBuff=True - The Fortitude buff, which gives additional protection against damage, will be disabled if set to FALSE
FortitudeMult=1 -Fortitude multiplier that increases damage resistance per parameter point (weather resistance can be adjusted with basic ARK settings)
bOxygenBuffOn=True - True - Turn on/off the oxygen buff
OxygenMult=1 - The multiplier responsible for the amount of ox per point of the ox parameter
OxygenDurationRepeatMin=30 - Minimum recovery time of the "second wind" buff
OxygenDurationRepeatMax=600 - Maximum (start) recovery time of the "second wind" buff
WaterMult=1 - Water buff multiplier (for the amount of water per parameter point, adjusts the basic settings of the ARK)
FoodMult=1 - Food buff multiplier (for the amount of food per parameter point, adjusts the basic settings of the ARK)
bHeightDebuffEnable=True -Is the debuff enabled when the player is too high
bDeepDebuffEnable=True - Is the debuff enabled when the player is too deep underwater
AdditionalHeight=-5000 - Increasing the maximum allowable height. The higher the value, the higher you can go.
[CONFIG STATS]
SetTimeRepeat=0.5 - not use
bSinglePlayer=True - Includes the ability to slow down time with a "second wind"
TimeRebuffPlayer=3 - The time of the re-imposition of player parameter changes by my mod. I do not guarantee correct operation both at too low values and at too high :) It is mainly responsible for updating food/water consumption and melee damage, and it is also possible to update movement speed
ArmorPerCraftSkillDurabilityMult=0.01 - Коэффициент эффективности статов на параметр DurabilityDecreaseMultiplier. Чем выше данный показатель, тем сильнее влияют параметры на него (как уменьшение порчи от крафта, так и увеличение порчи от параметров Скорости, Веса, Еды)
The coefficient of effectiveness of stats for the DurabilityDecreaseMultiplier parameter. The higher this indicator, the more strongly the parameters affect it (both a decrease in spoilage from crafting, and an increase in spoilage from Speed, Weight, and Food parameters)
ArmorDurabilityMult=1.0 - The initial parameter of armor damage (including shields and armor tech). The higher this parameter is, the faster the armor deteriorates
[CONFIG ACTIVE STATS BUFF]
ExpMultHealth=1
ExpMultStamina=1
ExpMultOx=1
ExpMultWater=1
ExpMultFood=1
ExpMultWeight=1
ExpMultMelee=1
ExpMultSpeed=1
ExpMultCraft=1
ExpMultTorpid=1
ExponentReqMult=0.65 - Increase the experience gain with a new level to the extent that you set (changes the final result of calculations)
ReqExpMult=8 - A multiplier that increases the experience depending on the set parameter with each new level
StartReqExpMult=100 - The base number from which the calculation of levels begins
MaxCapActiveStats=50
bActiveStatsOn=True
ActiveWaterPerPoint=10 - The number of parameter points that gives one stat point (Water)
ActiveFoodPerPoint=10
ActiveWeightPerPoint=10
ActiveMeleePerPoint=4
ActiveSpeedPerPoint=1
ActiveCraftPerPoint=5
ActiveFortitudePerPoint=2
ExpMultCraftAmmoOrRes=0.5 - Exp multiplier for the active crafting parameter when making ammo and resources
bDeathDecreaseExp=False - Enables a mode where the player loses experience upon death
bLevelDecreaseExp=False - When bDeathDecreaseExp=True is enabled, if it is in the True state, then the active stat decreases % of the last stat level. Otherwise, from the general experience of the stat
bPassiveExpDecrease=False - Is the player's basic experience decreasing
ExpDecreaseMult=0.05 - Reduction of the active stat. 0.05 = 5%
PassiveExpDecreaseMult=0.01 - The percentage of decrease in the player's basic experience is 0.01 = 1%