then 345 XP is gained upon kill.Ĭap is 10 and the mob has 500 Health. then 500 XP is gained upon kill.Ĭap is 345 and the mob has 500 Health. well a cap of how much XP you will get upon slaying mobs.Ĭap is -1 and the mob has 500 Health. Multiplier is 0.25 and the mob has 500 Health. Multiplier is 0.5 and the mob has 500 Health. Multiplier is 1.0 and the mob has 500 Health. The XP Multiplier is used for how much xp you will get by slaying mobs. 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. I wonder if there could be an XP Gained & XP Cap of some sorts. No more residual XP from killing giant bosses. XP always starts at 0 after a levelup. This option changes how the XP requirement scales for each levelup. The levelMuliplier is now included in the config file, and can be changed from its default value of 2.0.They can take the color codes described here, and can be toggled off to use the default values from the lang file instead.Īdditional changes from Liketechnik-s-Tinker-Tweaks: #Tinkertool modifies modYou should NOT have both installed, just use this mod and set bonusStats=true to enable the feature.Īll modifier messages and levelup messages are now customizable through the config. This feature was copied from Tinkers Leveling, a similar mod that granted raw bonus stats on levelup instead of random modifiers or modifier slots. In the future, this will be made more extensively configurable. Stat growth currently does not affect bow stats, only the common stats found on all tools. By default, only the random modifier module is enabled. This means that when your tool levels up, it can gain a random modifier, an extra modifier slot, increased base stats, or any combination of the 3. This beta version adds an optional stat growth module.
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