About this mod
This mod will make any* weapon or shield breakable.
- Requirements
- Permissions and credits
- Changelogs
- Donations
This mod will make any* weapon or shield breakable.
*mesh of item needs to be readable
Mending spell was removed in favour of anvil repairing. Place a broken weapon on an anvil and add ingots to it to repair with. Then hit the weapon 3 times to repair it in full. The amount of ingots needed depends on the tier. T1 = 1, T4 = 4 etc.. Higher tier ingots will count more (eg T3 ingot = counts as 3). The minimum amount of ingots is 1 so even tier 0 weapons will require 1 ingot. This system is best used with the Persist Breaks option, which will keep the weapon broken across level loads and sessions. This is disabled by default due to balancing reasons. For the same reason, by default, Player owned weapons won't break in Crystal Hunt, but this can be disabled in the mod options.
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)
"Persist Breaks": If this is enabled your borken weapon stays broken stays broken even across level/game loads (default false)
"CH Only* Player Owned not breaking": If this is enabled in Crystal Hunt only(!) player owned items won't break. (default true)
"Time to mend": How long it takes to mend a broken item (in seconds) (default 50.0)
Base
"Base Health": (default 10)
"Base Damage": (default 1)
"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
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
}
]
}
],