You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I run Scaling Health with Tinkers Tool Leveling and due to mob health getting high, I wish to scale the way the XP is gained, much like how Construct's Armory's XP Gained/Cap works where you can set a cap on the amount of XP gained as well as how much XP to gain when slaying a mob. Here's an example.
The XP Multiplier is used for how much xp you will get by slaying mobs.
Multiplier is 1.0 and the mob has 500 Health... then 500 XP is gained upon kill.
Multiplier is 0.5 and the mob has 500 Health... then 250 XP is gained upon kill.
Multiplier is 0.25 and the mob has 500 Health... then 125 XP is gained upon kill.
The XP Cap is... well a cap of how much XP you will get upon slaying mobs.
Cap is -1 and the mob has 500 Health... then 500 XP is gained upon kill.
Cap is 345 and the mob has 500 Health... then 345 XP is gained upon kill.
Cap is 10 and the mob has 500 Health... then 10 XP is gained upon kill.
You can mix the XP Scaling with this if you wish to award the high XP but not have it go too high. For example...
Cap is 2000 and the Multiplier is 0.5 while the mob has 10000 health... normally you would get 5000 XP due to the multiplier being 0.5 but because there's a 2000 XP Cap... you will only get 2000 XP for that mob kill.
The text was updated successfully, but these errors were encountered:
Definitely sounds like an interesting idea, though I doubt I'll find the time (and motivation) to implement these changes in the near future (I'm not actively using this mod anymore and generally never really got into writing mc mods, importunately).
However I'd gladly merge a PR implementing this stuff, so... ;)
I run Scaling Health with Tinkers Tool Leveling and due to mob health getting high, I wish to scale the way the XP is gained, much like how Construct's Armory's XP Gained/Cap works where you can set a cap on the amount of XP gained as well as how much XP to gain when slaying a mob. Here's an example.
The XP Multiplier is used for how much xp you will get by slaying mobs.
Multiplier is 1.0 and the mob has 500 Health... then 500 XP is gained upon kill.
Multiplier is 0.5 and the mob has 500 Health... then 250 XP is gained upon kill.
Multiplier is 0.25 and the mob has 500 Health... then 125 XP is gained upon kill.
The XP Cap is... well a cap of how much XP you will get upon slaying mobs.
Cap is -1 and the mob has 500 Health... then 500 XP is gained upon kill.
Cap is 345 and the mob has 500 Health... then 345 XP is gained upon kill.
Cap is 10 and the mob has 500 Health... then 10 XP is gained upon kill.
You can mix the XP Scaling with this if you wish to award the high XP but not have it go too high. For example...
Cap is 2000 and the Multiplier is 0.5 while the mob has 10000 health... normally you would get 5000 XP due to the multiplier being 0.5 but because there's a 2000 XP Cap... you will only get 2000 XP for that mob kill.
The text was updated successfully, but these errors were encountered: