Here's the creating combat document:
https://1drv.ms/w/s!AqX6ORoY5-DlgmG0j7xQPx56TrtC
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.
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.
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.
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.
Exactly.
(I suppose this is the HP that comes out for 2 constitution at level 1, although I haven't looked at the rat's stat.)
I do not know how the Excel macros work nor do I know VBA nor did I ever bother to look at the macros, not sure if I could even look at them with LibreOffice (and not willing to buy Excel only to do some modding).
But it could be that an entry of 0 in the Excel file results in no line with Vitality in the individual stat which means it would take the value 100 inherited from _Base (or _Animal which inherits from _Base, does not matter).
You always have to look at the result in the .txt file, looking only at the Excel values might give you false results. (If the rat really had an entry of 0, if should have 1 HP in classic and explorer mode.)
Of course you can change the tactician meta entry to 2000 and adjust the individual stats accordingly. But without any change to the classic and explorer mode meta entries, all NPCs in classic and explorer will have 1 HP because of the required high negative values in the individual stats required to counter the crazy high value in meta (HardcoreNPC).
It's much better to start with a way lower Vitality in the meta and only change the individual entries where necessary.
As already mentioned, Baardvark's change already doubled enemy HP of all enemmies that use stats which do not have a Vitality entry, because those use the default 100 from the included _Base.
If that was the only change he made, he did of course not double HP of all NPCs with Vitality higher than 100, because adding 100 can only double 100 but not 120. And he overdid it with NPCs that have Vitality lower than 100.
Every change you make in individual stats also affects all other difficulty modes, which is not the biggest problem for moderate changes, but a big problem for huge changes in stats required to counter a huge meta entry. (The individual stats are for ALL difficulty modes, the meta entry only for the corresponding difficulty mode.)
For example, it is much better to change meta from 0 to 100 than changing meta from 0 to 2000 and counter that by changing individual stats to -1800, which has the same outcome, but ONLY for the difficulty mode which has the 2000 meta Vitality. Without adjustment, all HP in all other modes would be 1 for all NPCs, independent of level, because without changes there all NPC Vitalities would have to be negative to counter the way too high 2000 of the meta entry !
(You saw this with your change to -10000, the result was negative which lead to 1 HP.)
So my advice is, use a way lower value in the meta entry and only adjust all stats that have Vitality different from the base of 100.
Start with the value that achieves your desired goal, e.g. 100 to have HP doubled for most NPCs. If you want triple HP, use 200 and so forth. Then adjust the individual entries that have overwritten the 100 from _Base. For example, with 100 in meta, the Void Dragon needs 900 in his individual stat instead of the default 500 to double his HP, because 900+100 = 1000 which is 2*500. Using 2000 in meta and setting the Vitality value of his stat entry to -1000 only to achieve the desired +1000 does not make sense (and negatively affects other difficulty modes).
As a rule, double the value that is above 100 and add that to 100 for the individual entry (because that is what is 'missing' in the meta entry.
Be aware that there are Vitality entries below 100 in stats, for example, the tutorial skeletons use 60 as far as I remember. To double their HP with a 100 meta entry, add the value that 60 is above 100, which is -40, so the stats of those would become 20 instead of 60. 20+100 is 120 and voila, you have HP doubled. (This is a change that would very negativley affect classic and explorer mode though.)
With 100 in meta, an entry of 120 in the stat should become 140, the resulting value is 240 (100 from meta + 140 from stat) which is exactly twice the original 120.
Not a single entry without any overwritten Vitality nor _Base has to be changed if you don't overdo it in the meta entry.
I doubt that you really want NPCs to have around 20 times the HP they currently have, so do not start with 2000 in the meta entry.
(The Dragon would only have 5 times his current HP because he starts with a very high Vitality of 500 already.)