Max health/armor pickups
Posted: Sat Sep 07, 2013 1:42 pm
Hello fellow doomers, I found the idea of max health and armor interesting, so I looked around and found this:
I will give a little explanation on how this works:
NOTE: The "health" property in the health pickups is how high your health can go when using that pickup. This put you in better command over how you want your pickups to work.
When it is 200, it works in a way similar to this, and ignores the max increase:
("Health" property in pickup) - ("Health" property in playerclass) = how high above it will give health
for normal doom health bonuses (and skulltag max hp bonus):
200 - 100 = 100
Therefore it will cap at 200 with normal doom health bonuses and 250 when fully filled with skulltag max health bonuses.
Spoiler: Max bonuses from skulltag (Open)
I will give a little explanation on how this works:
Spoiler: Health (Open)
Spoiler: armor (Open)Note that if you got an item that can give +50 max to either health or armor and another that can give +100, their effects will not stack into a total of +150, it will always cap at +100.
Spoiler: example (Open)Why not do this the strife way, like described on the zdoom wiki? Because that way every health item will fully heal the player.
NOTE: The "health" property in the health pickups is how high your health can go when using that pickup. This put you in better command over how you want your pickups to work.
When it is 200, it works in a way similar to this, and ignores the max increase:
("Health" property in pickup) - ("Health" property in playerclass) = how high above it will give health
for normal doom health bonuses (and skulltag max hp bonus):
200 - 100 = 100
Therefore it will cap at 200 with normal doom health bonuses and 250 when fully filled with skulltag max health bonuses.