healthcap plugin: vampire heals only up to g_startingHealth (QL allowed 2x, players hit 400)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -27,15 +27,15 @@ The stock bot AI moves like a bot: it runs at you, hops around and goes for item
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minqlx gives bots Steam IDs from 90071996842377216 up. The plugin uses that to pick human targets only.
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minqlx is started with only our plugins (`qlx_plugins "nowarmuptext,welcome,lgbot"`). Its default plugin list needs a Redis server, which this setup doesn't run. QL's built-in `access.txt` covers admins and bans without it.
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minqlx is started with only our plugins (`qlx_plugins "nowarmuptext,welcome,lgbot,healthcap"`). Its default plugin list needs a Redis server, which this setup doesn't run. QL's built-in `access.txt` covers admins and bans without it.
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## Vampiric, measured
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`g_vampiricDamage 1` heals 1:1. Measured with `g_debugVampiricDamage 1` and two bots: an LG hit does 6 damage and the attacker gains 6. When both players hit each other at the same time, neither health changes. (The stock `_training` factory uses 0.75.)
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Vampire healing stops at the player's max health, and QL sets max health from `g_startingHealth`. So the 200 HP modes use `g_startingHealth 200` with `g_startingHealthBonus 0`: you spawn with 200 and vampire heals up to 200. Health above 100 decays 1 per second down to 100 (measured on a test server). The obvious alternative, `g_startingHealth 100` plus `g_startingHealthBonus 100`, also spawns you at 200, but caps vampire at 100: players noticed they never healed back above 100. That was this repo's setting until 2026-10 and is what the SEA preset uses; x76 heals above 100.
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Vampire healing in QL goes up to twice the player's max health, and QL sets max health from `g_startingHealth`. With `g_startingHealth 200` players healed to 400 (seen in game 2026-10-16), and there is no cvar for a vampire cap (the game module's only vampire cvars are `g_vampiricDamage` and `g_debugVampiricDamage`). So the minqlx plugin `healthcap` sets any living player above the cap back to it on every server frame. The cap is `qlx_healthCap` if above 0, otherwise `g_startingHealth`. The 200 HP modes use `g_startingHealth 200` with `g_startingHealthBonus 0`: you spawn with 200 and vampire heals up to 200. Health above 100 decays 1 per second down to 100 (measured on a test server). The alternative, `g_startingHealth 100` plus `g_startingHealthBonus 100`, also spawns you at 200, but players noticed they never healed back above 100. That was this repo's setting until 2026-10 and is what the SEA preset uses; x76 heals above 100.
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`lgvamp100` uses 100 and 0: vampire up to 100, no decay. There is no separate cvar for a vampire cap (the game module's only vampire cvars are `g_vampiricDamage` and `g_debugVampiricDamage`).
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`lgvamp100` uses 100 and 0: `healthcap` stops vampire at 100, no decay.
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## Antilag
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@@ -62,7 +62,7 @@ lgbot training bot setup (runs tools/lgbot_setup.py in the conta
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home/baseq3/ server.cfg (shared), scripts/lgvamp.factories (game modes),
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scripts/lgbot.bot + botfiles/bots/lgbot_*.c (training bot aim);
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local.cfg, secrets.cfg, mappool_lg.txt are generated from .env on each start
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home/minqlx-plugins/ nowarmuptext.py (hides warmup text), welcome.py, lgbot.py (training bot movement)
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home/minqlx-plugins/ nowarmuptext.py (hides warmup text), welcome.py, lgbot.py (training bot movement), healthcap.py (vampire cap)
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tools/ mkcfg.sh (.env -> cfg), qlrcon.py (RCON client), qlq.py (health check),
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lgbot_setup.py, lgbot_rec.py (recording analyzer), tests (python -m unittest in tools/)
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scripts/ watchdog.sh, daily-restart.sh, backup.sh, install-cron.sh
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