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NxLabs / Vintage Story

Mortal Damage

OBy OmegaHaxors

Earthbound-inspired combat

Mortal Damage

Description

Changes the way combat damage is dealt to be more realistic. Instead of losing it all at once, you'll lose it over time.

90% of Slash/Crush/Stab damage you take is reduced and converted into bleeding, which will slowly tick down over time.
<span style="text-decoration: line-through;">75% of Stab damage and</span> 50% of <span style="text-decoration: line-through;">Crush/</span>Fall damage is converted into bleeding.
Healing items such as poultices will not restore your health directly, however, they instead reduce bleeding by an equal amount.
If you take a fatal hit (any hit that would have killed you) you will instead suffer Mortal Damage. If you don't heal, you will die.
From full health (20) it takes about 2 minutes to fully bleed out from a double-headed drifter's fatal hit, giving you lots of time.
Any healing that won't go towards reducing bleeding is converted into regen, which is like bleeding in reverse but WAY slower.
Regen won't give you health unless you're not bleeding, and will set itself to 0 once your health is maxed out.

Going into a crouching position (defending) will halve the speed in which bleeding is converted into health loss. This just might save your life.
Not sprinting will also halve the speed in which bleeding is converted into health loss, so walking to get medical help is your best bet.

It will tell you what your health will be when taking a hit, but if you forger you can use /bleed to see your true health.
Now there's an extra health bar (the blood bar) which shows you where your true health is. No more guess work!

INCOMPATIBILITIES:

Wildcraft "heal over time" poultices should be disabled

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