About this mod
Depending on the type of armor equipped, a percentage bonus or penalty is applied to stamina regeneration value during combat in the game. The mod changes the vanilla system for calculating this percentage and adds a dependency on the current adrenaline value.
- Requirements
- Permissions and credits
- Changelogs
The more adrenaline, the higher the stamina regeneration in combat.
Firstly, the base bonus values for each armor element have been reduced by 40%. Thus, the bonus for a full set of heavy or light armor has become smaller (i.e. closer to 0%).
Secondly, the bonus calculation system has been changed. Now the bonus value that depends on the armor element type and the amount of adrenaline will be added to the initial value.
The initial bonus value is always -30%. In other words, stamina regeneration in combat is 0.7 of its vanilla game value when there is no adrenaline. As adrenaline increases, +0.25*k*x % will be added to this value. The maximum bonus value will come at two adrenalin points and will be +k*x %. The calculation is carried out for each armor element separately. The x parameter is the base bonus value of a particular armor element (is equal to 60% of the modulus of the vanilla game value), and the k parameter is the coefficient responsible for the armor type . k is 1 for heavy armor, 2 for medium armor, 3 for light armor. To match the mod's idea that the heavier the armor, the lower the stamina regeneration, in the case of no armor element, k is 4. In addition, there are "clothes" in the game. For example, this is a shirt, a courtiers doublet and the like. In the vanilla game, these items are listed as light armor, however they do not increace stamina regeneration. For such items, the mod also sets k to 3.
Images:
Images 2-5 show how the final bonus values for different type of full armor set will change depending on the adrenalin points. Red lines correspond to mod values, black lines correspond to vanilla values. These figures are quite enough to understand how the calculations are carried out, so I did not make such figures for each element of the armor. If you put on armor elements of different types, obviously, the final value of the bonus will be some kind of intermediate.
Image 1 shows what stamina regeneration will be with different amounts of adrenaline without armor. The value that is displayed in the character stat menu is rounded to an integer, so it displays 9/s instead of 8.5/s when adrenaline point is 0.5.
Notes:
1. Enchanting (Heft, Balance, Levity) has been changed in a similar way. In the case of no armor, the particular element will not be affected by the enchantment effect (the k parameter remain equal to 4).
2. Maximum possible bonuses to stamina regeneration in combat for full sets (0% = regeneration base value, see above): -15% for heavy armor, 0% for
medium armor, +15% for light armor, +30% for no armor.
3. For obvious reasons, the difference in stamina regen values with different amounts of adrenaline will be more noticeable when the base regeneration value in combat is higher.
2. For some reason, armor of a Thousand Flowers and pants of Netflix armor give a bonus to stamina regen despite being medium armor. I think it doesn't even fit into the vanilla concept of the armor stamina regen bonus, which is why those bonuses have been removed.
3. If you want to disable stamina regeneration dependency on adrenaline, found "function CombatStaminaArmorRegenChange()" in playerWitcher.ws and change the line "return true;" to "return false;". The value of the armor regeneration bonus will remain reduced by 40% of the vanilla value.
You can delete mod at any time, it does not affect saves.
Mod edits files listed below.
- playerWitcher.ws
items and items_plus:
- def_item_armor_dol_blathanna.xml
- dlc18_netflix_armor.xml