.config.scaling

The namespace containing all configurable options for multiplayer scaling / balancing.

While this is intended to let you customize the difficulty to your taste you can also just crank the values super high / low and do silly things

Members

static actorCost

the number of actors that must be sacrificed.

Default Value:
  • 1
Current Value:

static checkPassage

the base function to check the passage of the game map

static enemyBattleIndexScaler

The scaler for when enemies will attack in combat. IE: the higher this number is the later in combat enemies will act.

Default Value:
  • 1
Current Value:

static healingWhispersScaler

this number is divided by the number of players in the current combat when calculating healing whispers scaling.
IE: when 1 player is in combat 1/1 =1 so healing whispers will be normal
IE: when 2 players are in combat 1/2 = .5 so healing whispers will deal .5 healing to all 8 players

Default Value:
  • 1
Current Value:

static hpPlayerDivisor

when there are more than one player in combat with an enemy,
the number of players is divided by this number then the enemies' health is multiplied by this.

Default Value:
  • 1.2
Current Value:

static hpScaler

this is multiplied by the max hp of all enemies

Default Value:
  • 1.3
Current Value:

static partyActionsTargetAll

whether party actions, like healing whispers target all parties.

Default Value:
  • true, there are other scalers that nerf these abilities to make this fair
Current Value:

static resurrectionActorCost

whether resurrecting an ally requires sacrificing an actor/party member

Default Value:
  • false
Current Value:

static resurrectionHasCost

whether resurrecting an ally has a cost

Default Value:
  • true
Current Value:

static resurrectionItemAmount

the number of the resurrection item that is needed to revive a player (if one is needed)

Default Value:
  • 1
Current Value:

static resurrectionItemCost

whether resurrecting an ally has an item cost

Default Value:
  • true
Current Value:

static resurrectionItemId

the item id of the item that will be consumed to revive someone

Default Value:
  • 116, lesser soul
Current Value:

static resurrectionNeedsNecromancy

whether resurrecting an allies requires necromancy

Default Value:
  • false //not implemented yet
Current Value:

static scaleHp

whether enemy hp should be scaled default should be true, but currently false due to bug

Default Value:
  • true
Current Value:

static shouldScaleHealingWhispers

whether or not healing whispers gets scaled

Default Value:
  • true.
Current Value:

Methods

static enemyBattleIndex(battler)

The formula for where the enemies attack in combat, by default,
after one party could've attacked it is the enemies turn, then the rest of the players
!!DANGER!! don't touch this unless you know what you are doing.

Parameters:
Name Type Description
battler Game_Battler

static getHealingWhispersScaler()

the function to scale healing whispers.
!!Danger!! don't edit this unless you know what you are doing.

static hpScaling() → {number}

the function to scale hp

Returns:
number -

the scaler for the enemies' hp
!!DANGER!! only edit this if you know what you are doing

static resurrectionCost() → {boolean}

the function to handle resurrection cost
!!Danger!! only edit this if you know what you are doing.

Returns:
boolean