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AdditiveDamageModifier
Makes resistance and weakness stack instead of applying only the strongest effect
CHANGELOG
Version |
Update Notes |
|---|---|
| 1.0.7 | - Improved calculating damage sum logic |
| 1.0.6 | - Resolved players doing excessive damage in some edge cases |
| 1.0.5 | - Added fall damage multiplier - Now it is easier to type in numbers on config manager |
| 1.0.4 | - Made it so that player would have -100% damage from spirit,chop,pickaxe by default - Added config option for min damage cap player would get from all damage sources(pierce, slash, blunt, poison, lightning, frost, fire) - please regenerate your conifg |
| 1.0.3 | - if sum of frost resistance and weakness is below -15%(configurable), Player gets immune to Freezing and Cold, check Cold/Freezing Immunity Trigger Frost Delta Percent |
| 1.0.2 | - Removed lower-cap clamping during intermediate accumulation, which previously caused order-dependent results and incorrect behavior when multiple modifiers were combined - During additive combination, if any modifier is Ignore, the final result is forced to Ignore (0 damage) - Immune is now fixed at -100% (weakness still can be added over it) - Minimum Damage Taken Cap now applies to players only. - Config cleanup |
| 1.0.1 | - Ignore overrides other resistance and weakness field into 0% total damage - Make player Ignore chop, pickaxe, spirit damage instead of Immune |
| 1.0.0 | - Initial Release |