Combat Expanded/Sandbox: Difference between revisions

Difficulty Update
m (add old release information)
(Difficulty Update)
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|creator=Thanathor
|creator=Thanathor
|versions=1.19.2, 1.20+}}
|versions=1.19.2, 1.20+}}
This module adds custom modifiers to armour, weapons, and mobs as well as a ramping difficulty curve the longer you survive.
This module adds custom modifiers to armor, weapons, and mobs as well as a ramping difficulty curve the longer you survive.


==Features==
==Features==
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===Mobs===
===Mobs===
As a player stays alive in the world for longer the mobs that spawn around them will grow in strength. Mobs will spawn with higher health, damage, movement speed and with better armour and weapons.
As a player stays alive in the world for longer the mobs that spawn around them will grow in strength. Mobs will spawn with higher health, damage, movement speed and with better armor and weapons.


Mobs will also receive additional bonusses depending on what biome they spawn in.
Mobs will also receive additional bonusses depending on what biome they spawn in.
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Blaze, Drowned, Slimes, Magma Cubes, Phantoms, Shulkers, Ghasts, Guardians, and Elder Guardians will gain modifiers even if spawned from a spawner.
Blaze, Drowned, Slimes, Magma Cubes, Phantoms, Shulkers, Ghasts, Guardians, and Elder Guardians will gain modifiers even if spawned from a spawner.
Zombie Reinforcements


====Zombie Alternatives====
====Zombie Alternatives====


* Zombie reinforcements will not drop their equipment.
* Zombie reinforcements will not drop their equipment.
* Baby zombies will have -60% Max Health.
* Baby zombies have -60% Max Health.
* Zombie Leaders are replaced with zombies that have highly increased stats and much better gear than ordinary zombies. In addition Zombie Leaders will be equipped with a shield enchanted with Unbreaking V. All of the equipment has a high chance of being dropped on death.
* Zombie Leaders are replaced with zombies that have highly increased stats and much better gear than ordinary zombies. In addition Zombie Leaders will be equipped with a shield enchanted with Unbreaking V. All of the equipment has a high chance of being dropped on death.


====Phantoms====
====Phantoms====
Phantoms will no longer spawn from insomnia. Instead they can be found above high mountains, unless a players Home Bed is nearby. Phantoms will additionally take damage upon contact with water.
Phantoms will no longer spawn from insomnia. Instead they can be found above high mountains, unless a players Home Bed is nearby. Phantoms will take damage upon contact with water.


=== Item Modifiers ===
=== Item Modifiers ===
Custom armour and weapons are dropped at 8.5% and 20% respectively, scaling with looting. Any items dropped like this will be prefixed with a special modifier.
Custom armor and weapons are dropped at 8.5% and 20% respectively, scaling with looting. Any items dropped like this will be prefixed with a special modifier.


====Weapons====
====Weapons====
{{/Weapons}}
{{/Weapons}}


====Armour====
====Armor====
{{/Armour}}
{{/Armour}}


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|-
|-
|{{Advancement|item=Chorus Fruit|title=Vwoops!|bg=fancy|desc=Who thought this was a good idea?}}
|{{Advancement|item=Chorus Fruit|title=Vwoops!|bg=fancy|desc=Who thought this was a good idea?}}
|Teleport using a piece of Vorpal armour
|Teleport using a piece of Vorpal armor
|}
|}


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====Player Difficulty====
====Player Difficulty====
Each player has their own Player Difficulty, which is calculated every 5 minutes or on respawn.
Each player has their own Player Difficulty, which is calculated every 5 minutes or on respawn.
Player Difficulty is calculated based on the following:


<code>Player Difficulty = Playtime * (1 - Death Multiplier) * World Difficulty</code>, where
<code>Player Difficulty = Playtime * (1 - Death Multiplier) * World Difficulty</code>, where


<code>Playtime:</code> goes up by 1 every 5 minutes a player is online, up to 100
<code>Playtime:</code> goes up by 1 every 5 minutes a player is online, up to 100.


<code>Death Multiplier:</code> is calculated on death by: <code>Death Multiplier = Death Multiplier * 0.75 + 0.2</code>, every time difficulty is calculated it is reduced by 0.01 for every 5 minutes since the last death.
<code>Death Multiplier:</code> is calculated on death by: <code>Death Multiplier = Death Multiplier * 0.75 + 0.2</code>, every time difficulty is calculated it is reduced by 0.01 for every 5 minutes since the last death.
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====Mob Difficulty====
====Mob Difficulty====
When a mob spawns it will be assigned a Mob Difficulty of its own to modify its stats, this is calculated based on the following:
When a mob spawns it will be assigned a Mob Difficulty of its own to modify its stats.


<code>Player Difficulty * Difficulty Modifier + Random Offset + Illager Bonus</code>
<code>Player Difficulty * Difficulty Modifier + Random Offset + Illager Bonus</code>, where


<code>Player Difficulty:</code> Difficulty taken from the closest player
<code>Player Difficulty:</code> Difficulty taken from the closest player
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* Start with a random value between -0.1 - 0.1
* Start with a random value between -0.1 - 0.1
* If it's raining: +0.2
* If it's raining: +0.2
* If the mob spawned on the surface and it is night time: +0.1 for crescent moon, +0.2 for quarter moon, +0.3 for gibbous moon and +0.4 for a full moon
* If the mob spawned on the surface and it is night time: +0.1 for crescent moon, +0.2 for quarter moon, +0.3 for gibbous moon or +0.4 for a full moon
* If mob spawned underground (Dark): +0.3
* If mob spawned underground (Dark): +0.3
* If in Mountainous biomes: +0.2
* If in Mountainous biomes: +0.2
* If a Home Bed is nearby: -0.4
* If an active Home Bed is within 128 blocks: -0.4


<code>Random Offset:</code> a random value between -5 and 5
<code>Random Offset:</code> a random value between -5 and 5
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* Pillager/Vindicator raider: +<code>3*(raid wave)</code>
* Pillager/Vindicator raider: +<code>3*(raid wave)</code>


A mobs Difficulty is then used to calculate their stats. Each mobs has their own Stat Page with Base and Caps for each stat. Each stat is calculated by applying a normal distribution of the Base, then taking a percentage of that based on the mobs Difficulty. This stat cannot exceed the Cap listed on the mobs Stat Page.
A mobs Difficulty is then used to calculate their stats. Each mobs has their own Stat Page with Base and Caps for each stat. Each stat calculates its score by applying a normal distribution of the Base, then taking a percentage of that equal to the mobs Mob Difficulty. This score cannot exceed the Cap listed on the mobs Stat Page.


Finally the actual stat is calculated as follows:
Finally the actual stat is calculated as follows:
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==== Mob Modifiers ====
==== Mob Modifiers ====
When the chance for a modifier is <u>underlined</u> it scales up with Mob Difficulty, the displayed chance is for 100 Mob Difficulty, e.g. an 80% chance at 100 Mob Difficulty would be a 40% chance at 50 Mob Difficulty.  
If the chance for a modifier is <u>underlined</u> it scales up with Mob Difficulty, the displayed chance is for 100 Mob Difficulty, e.g. an 80% chance at 100 Mob Difficulty would be a 40% chance at 50 Mob Difficulty.  
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
! colspan="4" |General Mob Modifiers
! colspan="4" |General Mob Modifiers
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|<u>33% chance</u> to equip a weapon
|<u>33% chance</u> to equip a weapon


<u>75% chance</u> to equip armour (4x)
<u>75% chance</u> to equip armor (4x)


<u>15% chance</u> for +15% Movement Speed
<u>15% chance</u> for +15% Movement Speed
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'''Armor Toughness:''' 5 / 2
'''Armor Toughness:''' 5 / 2
|<u>75% chance</u> to equip armour (4x)
|<u>75% chance</u> to equip armor (4x)


<u>10% chance</u> for Power Enchantment
<u>10% chance</u> for Power Enchantment
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'''Armor Toughness:''' 14 / 8
'''Armor Toughness:''' 14 / 8
|<u>100% chance</u> to equip Iron or Chainmail armour (4x)
|<u>100% chance</u> to equip Iron or Chainmail armor (4x)


<u>40% chance</u> to equip a bow with {{Stack|effect:Wither}}Wither arrows
<u>40% chance</u> to equip a bow with {{Stack|effect:Wither}}Wither arrows
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'''Armor Toughness:''' 6 / 2
'''Armor Toughness:''' 6 / 2
|<u>33% chance</u> to equip Gold armour (4x)
|<u>33% chance</u> to equip Gold armor (4x)
|-
|-
|Zombified Piglin
|Zombified Piglin
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If '''in Raid Wave 5/6/7/8:'''
If '''in Raid Wave 5/6/7/8:'''


* 20/40/60/80/100% chance of Piercing Enchantment
* 20/40/60/80% chance of Piercing Enchantment
|-
|-
|Vindicator
|Vindicator
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<u>25% chance</u> to spawn 1 extra Zombie
<u>25% chance</u> to spawn 1 extra Zombie
|Movement Speed Base +2
|Movement Speed Base +2
Armour Toughness Base +2
Armor Toughness Base +2
|'''Cave Spider:'''
|'''Cave Spider:'''


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Deep Frozen Ocean  
Deep Frozen Ocean  
|}
|}
| +60% Armour Toughness
| +60% Armor Toughness
|'''Drowned''':
|'''Drowned''':


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|}  
|}  
|
|
| Head slot is replaced with a "Zombie Spore" that comes in 3 varieties:
|Head slot is replaced with a "Zombie Spore" that comes in 3 varieties:
 
'''Cherry''' in Cherry Groves:
'''Cherry''' in Cherry Groves:
*grants 16 Max Health
*grants 2 Attack Damage
'''Normal''' in other Flowering Biomes (66% chance)
*grants 8 Max Health
*grants -1.5 Attack Damage
'''Flowering''' in other Flowering Biomes (33% chance)


* grants 16 Max Health
Each Spore also reduces the mobs Max Health by 25%.
* grants 2 Attack Damage


'''Normal''' in other Flowering Biomes (66% chance)
Killing a Spore Zombie will drop the Spore which will respawn a new Spore Zombie after 8 seconds.


* grants 8 Max Health
Every time a Spore respawns a Zombie the drop chance of its subsequent Spores drops by 10%.
* grants -1.5 Attack Damage
'''Flowering''' in other Flowering Biomes (33% chance)


Each Spore also reduces the mobs Max Health by 25%
Killing a Spore Zombie will drop the Spore which will respawn
a new Spore Zombie after 8 seconds. Every time a Spore
respawns a Zombie the drop chance of its subsequent Spores drops by 10%.
Setting Spore Zombies on fire destroys the Spore.
Setting Spore Zombies on fire destroys the Spore.
|85% chance to be replaced with 3 zombies.
|85% chance to be replaced with 3 zombies.
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|<nowiki>+10% Attack Damage</nowiki>
|<nowiki>+10% Attack Damage</nowiki>


+50% Armour Toughness
+50% Armor Toughness


Mob Difficulty +20%
Mob Difficulty +20%
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|'''Drowned:'''
|'''Drowned:'''
* +100% Movement Speed
* +100% Movement Speed
* +10% Armour
* +10% Armor
* +75% Armour Toughness
* +75% Armor Toughness
* +2 Attack Damage
* +2 Attack Damage
* <u>45% chance</u> to spawn a Guardian, thrice
* <u>45% chance</u> to spawn a Guardian, thrice
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|
|
|Attacks apply {{Stack|effect:Weakness}}Weakness and {{Stack|effect:Hunger}}Hunger II (0:15)
|Attacks apply {{Stack|effect:Weakness}}Weakness and {{Stack|effect:Hunger}}Hunger II (0:15)
|{{Stack|effect:Hunger}}Hunger II, {{Stack|effect:Poison}} Poison and
|{{Stack|effect:Hunger}}Hunger II, {{Stack|effect:Poison}} Poison and {{Stack|effect:Weakness}}Weakness (0:05) arrows
{{Stack|effect:Weakness}}Weakness (0:05) arrows
|'''Cave Spider:'''
|'''Cave Spider:'''


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|Crimson Forest
|Crimson Forest
|Max Health Cap from 18 to 28
|Max Health Cap from 18 to 28
|<u>33% chance</u> to spawn with Gold armour (4x)
|<u>33% chance</u> to spawn with Gold armor (4x)
|
|
|
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