Skip to content

Conversation

@Patrick12115
Copy link
Contributor

@Patrick12115 Patrick12115 commented Nov 14, 2023

When Randomized Enemy Sizes is on, this can be toggled on to also scale the health based on the enemies sizes. It will only affect normal enemies and not bosses, due to how their health is handled differently.

Build Artifacts


if (CVarGetInteger("gEnemySizeScalesHealth", 0) && (actor->category == ACTORCAT_ENEMY)) {
// Scale the health based on a smaller factor than randomScale
float healthScalingFactor = 0.8f; // Adjust this factor as needed
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

How much has this been playtested to make sure it makes sense?

I imagine the smallest enemy should probably be a one hit kill, whereas the largest probably should have like 3x the amount of health?

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I have tested it a bit, but I will do more testing today.

And bigger does mean tougher in this PR. That's the whole point..

@briaguya0 briaguya0 merged commit 81ec280 into HarbourMasters:develop Dec 28, 2023
@Patrick12115 Patrick12115 deleted the Enemy-Sizes-Scales-Health branch October 1, 2024 21:55
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants