Originally Posted by SniperHF
Here's the creating combat document:
https://1drv.ms/w/s!AqX6ORoY5-DlgmG0j7xQPx56TrtC

Originally Posted by Echo123

On another note, the child entry doesn't seem to override the parent's stats(Or maybe I am doing something wrong). I have modified the vitality value for HardcoreNPC to be "2000"(so now chicken, rats etc have a very high vitality).


If the child entry has a blank space in a column it will take whatever is filled in from the parent.

So I'm guessing those chickens and rats have nothing filled in for vitality (because they usually just use constitution like I mentioned). Basically you did give them 2000 vitality :P.


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To reduce these animals' individual vitality, I tried changing it from the individual entry, but that doesn't seem to work.


Did you run the macro after making changes? For simplicity just use the all.xlsm macro.

Also the excel files should go in Public\<YOUR MOD>\Stats
The excel files generate txt files which end up in the Public\<YOUR MOD>\Stats\Generated folder.

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Edit- I have another question. In the excel file, is it okay to change the "using" part or manually add parent entries? Is it possible to add "custom" parent entries?


As far as I know, yes to all of those.



I didn't see this post earlier. Thanks for the files.
Yeah, I managed to get the txt files from the excel files

The rat had around 570 HP(tutorial dungeon, near the 2 undead mummy skeletons). Their individual vitality entries were 0. At -10000 individual vitality, the rat had 1 HP. At -2000 vitality, now it has 30 HP. That's what I am going with for now.

Originally Posted by FrauBlake

So, for all stats, add Vitality from the individual stat and Vitality from the meta entry and divide the result by 100. Then you have the value by which base HP is multiplied to get the final HP value.


Makes sense to me. The hardcorenpc vitality was 2000, and rat's individual vitality was -2000. So now the rat has its base HP, which is 30.

Last edited by Echo123; 14/09/16 08:54 PM.