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EvilItem ID Values: Difference between revisions

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Created page with "The '''"EvilItem"''' object contains 5 values and thus, unique objects. {| class="wikitable" |+EvilItem ID Guide !ID !What it is !What it does |- |'''0''' |Unleash orb |Fills the Unleash bar to the maximum value regardless of level. |- |'''1''' |Health ring |Fills the health bar to the maximum value regardless of level. |- |'''2''' |Attack Pickup |Increased outgoing damage. |- |'''3''' |Defense Pickup |Decreases incoming damage. |- |'''4''' |Shield Pickup |Fills the shie..."
 
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|'''0'''
|'''0'''
|Unleash orb
|Unleash Orb
|Fills the Unleash bar to the maximum value regardless of level.
|Fills the Unleash bar to the maximum value regardless of level.
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|-
|'''1'''
|'''1'''
|Health ring
|Health Ring
|Fills the health bar to the maximum value regardless of level.
|Fills the health bar to the maximum value regardless of level.
|-
|-

Revision as of 06:44, 20 January 2025

The "EvilItem" object contains 5 values and thus, unique objects.

EvilItem ID Guide
ID What it is What it does
0 Unleash Orb Fills the Unleash bar to the maximum value regardless of level.
1 Health Ring Fills the health bar to the maximum value regardless of level.
2 Attack Pickup Increased outgoing damage.
3 Defense Pickup Decreases incoming damage.
4 Shield Pickup Fills the shield count to the maximum regardless of level.

ID's 5 and onwards display nothing and functionally do nothing.

Attack Pickups affect (ID 2) can be increased or reduced by modifying "PowerUpRatio" & "PowerUpTimer" in "Evil.prm.xml".

Defense Pickups affect (ID 3) can be increased or reduced by modifying "GuardUpRatio" & "GuardUpTimer" in "Evil.prm.xml".