Sorry if using the terminology wrong but can effects by this mod be applied with different curves? Like, is healing or damage applied linearly or are there ways to config this differently, say, exponentially? Different mods have tried: LATE's rate-still-fall-end system comes to mind.
can effects by this mod be applied with different curves?
currently, the individual effect definitions have control over how the effects are applied. the base mod (status effects) provides a handful of ways of composing values, but those ways are rather basic. if there is interest, i can supply some "fold" methods which make use of the same mechanisms as my limit_phyiscs_monoids mod, which provides different "curves".
actually, after thinking about this for a while, i think i should break out the scaling mechanisms in the limit_physics_monoids mod into futil and provide that as an option for people creating status effects.
this status effects mod is one step in a chain of a very complicated system of interacting effects that i'm trying to gradually bring into a mature state. i've been sitting on this for a while while i contemplate whether i'm approaching the goals in the right way. the mods that i'm aiming to release that depend on this are std_effects, then staminoid, then balanced_nutrients, then balanced_nutrient_overrides.
today i've added some API to allow an easier incorporation of "monoid limiters", though the whole thing is still fairly esoteric and math-heavy. i'd like to give the different limiters more natural explanations, but i'm not quite sure how to do that. i'll meditate on that for a while. suggestions are welcome.
oh, this is a way for creating discrete onset, active, and falling off scales for effects? that sounds quite useful, i bet i can implement something similiar. i actually want to do something like this for e.g. a lycanthropy effect, where you shouldn't instantly change abilities, and your speed/jump/etc should scale gradually when it's starting or ending.