You can code this yourself. It is very easy:
dgdata.zip\lua\common\Items\Chest_Items.lua
Code: c++
- #################################################################################################################
- # Nimoth Chest Armor
- #################################################################################################################
- ItemBlueprint {
- Name = 'Item_Chest_030',
- DisplayName = '<LOC ITEM_Chest_0004>Nimoth Chest Armor',
- GetHealthBonus = function(self) return Buffs['Item_Chest_030'].Affects.MaxHealth.Add end,
- GetArmorBonus = function(self) return Buffs['Item_Chest_030'].Affects.Armor.Add end,
- Tooltip = {
- Bonuses = {
- '<LOC ITEM_Chest_0003>+[GetHealthBonus] Health',
- '<LOC ITEM_Chest_0001>+[GetArmorBonus] Armor',
- },
- },
- Mesh = '/meshes/items/chest/chest_mesh',
- Animation = '/meshes/items/chest/Animations/chest_Idle_anim.gr2',
- MeshScale = 0.10,
- Icon = 'NewIcons/Chest/Chest8',
- Abilities = {
- AbilityBlueprint {
- Name = 'Item_Chest_030',
- AbilityType = 'Quiet',
- FromItem = 'Item_Chest_030',
- Icon = 'NewIcons/Chest/Chest8',
- Buffs = {
- BuffBlueprint {
- Name = 'Item_Chest_030',
- BuffType = 'CHESTEVASION',
- Debuff = false,
- EntityCategory = 'ALLUNITS',
- Stacks = 'ALWAYS',
- Duration = -1,
- Affects = {
- MaxHealth = {Add = 500, AdjustEnergy = false},
- Armor = {Add = 750},
- },
- }
- },
- }
- },
- }
Change the BuffBlueprint "Affects" to:
Code: c++
-
- MaxHealth = {Mult = .2, AdjustHealth = false},
- Armor = {Add = 750},
- },
That would make Nimoth's give a 20% hp bonus. Basically just add 1 to the number and then times it by 100 to get the end result (-.7 == reduce HP by 30% for example).
You just need to put that in a hook. There are mod intrustions you can find in the modding forum.
Good luck!