Blade & Sorcery
0 of 0

File information

Last updated

Original upload

Created by

HuJohner

Uploaded by

HuJohner

Virus scan

Safe to use

Tags for this mod

About this mod

This mod will make any* item breakable.

Requirements
Permissions and credits
Changelogs
Donations
PCVR version | Nomad version


Dynamic Breakables

This mod will make any* item breakable.

*mesh of item needs to be readable, won't work for Bows or Potions

Configuration
You can configure the mod in the mod settings
General
"Mod enabled": Enables / disables the mod (default true)
"Override Item Module": Will override breakable settings of mod authors (default false)
"Only With Item Module": Will only work for items with the DynamicBreakableItemModule (default false)
"Maximum Break Cap": Caps the amount of times an item can be broken (default 10
Mending
"Time to mend": How long it takes to mend a broken item (in seconds) (default 50.0
Base
"Base Health": (default 10.0)
"Base Damage": (default 1.0)
"Needed impact force to damage": How much force is needed for the "Hits Until Break" to count as a hit (default 20.0)
"Ignore object under certain mass": When enabled, objects under a given mass won't be able to break this item. Minimal mass is defined by "minimalMassThreshold" (default false)
"Minimal mass threshold": Objects under this mass won't be able to break this item. Used when "ignoreObjectUnderCertainMass" is true (default 1.0)
"Can instantaneously break": When enabled, the Item can instantly break if the Break Velocity is met (default false
"Instantaneous break velocity": Force required to instantly break the Item (default 300.0
"Hit cooldown time": Cooldown between hits for the item to break (default 0.1
"Ignore collision on break": When enabled, broken pieces of this item won't collide. Useful for big items, to avoid jitter (default false
"Use explosion force": When enabled, broken pieces Will be pushed when parallel to the hit direction (default false
"Explosion force factor": Multiplication factor used when applying the explosion force. It multiplies the hit force (default 50.0
"Player Health Multiplier": Adds "Base Health" * multiplier to health (default 0.0
"Player Damage Multiplier": Adds "Base Damage" * multiplier to damage (default 0.0
"Base Momentum": Used to normalise momentum. Higher value reduces damage of low momentum attacks, lower increases damage for high momentum (momentum / "Base Momentum") (default 100.0)
"Momentum Damage Multiplier": Adds "Base Damage" * normalised momentum * "Momentum Damage Multiplier" to damage (default 1.0
Debug
"Logging": Enables detailed logging for warnings and damage done/received. Useful for mod creators (default false)
* DamageType | Imbue | Material | Tier
"* Health Multiplier": Adds "Base Health" * multiplier to health
"* Damage Multiplier": Adds "Base Damage" * multiplier to damage


Installation
Can be installed like any other mod using a mod manager.

Video Showcase


For Mod Authors
You can add an ItemModule to any weapon to give it specific settings. If you don't want to change a setting omit it completely
"modules": [
{
"$type": "DynamicBreakables.DynamicBreakableItemModule, DynamicBreakables",
"BaseHealth": 10,
"BaseDamage": 1,
"NeededImpactForceToDamage": 20,
"IgnoreObjectUnderCertainMass": false,
"MinimalMassThreshold": 1,
"CanInstantaneouslyBreak": false,
"InstantaneousBreakVelocityThreshold": 300,
"HitCooldownTime": 0.1,
"IgnoreCollisionOnBreak": false,
"UseExplosionForce": false,
"ExplosionForceFactor": 50,
"PlayerHealthMultiplier": 0,
"PlayerDamageMultiplier": 0,
"BaseMomentum": 100,
"MomentumDamageMultiplier": 1,
"TierModifiers": [
{
"Tier": 0,
"HealthMultiplier": 0,
"DamageMultiplier": 0
}
],
"MaterialModifiers": [
{
"MaterialId": "Wood",
"HealthMultiplier": 0.1,
"DamageMultiplier": 0.1
}
],
"DamageTypeModifiers": [
{
"DamageType": "Slash",
"HealthMultiplier": 0,
"DamageMultiplier": 3
}
],
"ImbueModifiers": [
{
"ImbueId": "Fire",
"HealthMultiplier": 0,
"DamageMultiplier": 10
}
]
}
],