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English Health Mod 1.8 # HC 1.9.4 >

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old Health Mod 1.8 # HC 1.9.4

Mami Tomoe
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Hello!

This is an advanced module that you may implement into file cs2d HC Admin Script 1.9.4 (06/07/2026) .
Other versions of the framework (such as file cs2d HC Admin Script 1.9.3 ) will NOT work.
Specifically this module requires HC patch
1.9.4 (30/06/2025)
or newer.

This module will implement the "health mod" feature.
Said feature allows developers to set players' health to a value beyond the max value provided by CS2D (250).

This file serves as a direct competitor to the file: file cs2d [MT] Percent Health Module (deprecated)
Said file becomes inaccurate when the player reaches a health value lower than the incoming damage. This module addresses that by not using the CS2D health at all.

Config:
You may configure the digit count (1 -> 9HP, 2 -> 99HP, 3 -> 999HP...).
Some other variables can be changed, check the included documentation.

Change Log >

The small print >

Usage video: https://youtu.be/NsFJRqGlNgk

IMG:https://raw.githubusercontent.com/Mami-Tomoe/hc-194/refs/heads/main/Resources/Font_Awesome_5_brands_github.svg.png
edited 24×, last 15.08.26 12:46:40 pm
Approved by Gaios

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35 kb, 262 Downloads

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Pagyra
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I noticed that the current implementation has limitations with weapon damage calculation. Perhaps it would be worth adding a separate damage calculator that takes into account:

Weapon type
Player armor
Distance to target
Possible modifiers

This would make the system more accurate and eliminate the issue with single-shot kills.

And technically, for visualization purposes, we could keep 100 as the base percentage and calculate all changes relative to the final health value. This approach avoids issues with large numerical values and keeps the system scalable. Also, integrating percentage-based damage calculation could solve many problems with mods.

Similarly, this framework allows weapons and abilities to deal damage not only as fixed numerical values but also as percentages of current or maximum health. Percentage-based damage scales well with high HP pools and can be balanced more cleanly across different tiers of progression.

We can also incorporate a wide range of health-related mechanics:

Regeneration – passive or triggered restoration of HP over time (flat amount, percentage, or formula-based).
Vampirism / Lifesteal / Drain Health – converting dealt damage into health recovery; can be split into physical lifesteal, weapon type vamp, or conditional variants (e.g., only on critical hits or kills).
Absorption / Shields – temporary health buffers that absorb damage before it affects actual HP; can be flat, percentage-based, or tied to specific damage types.
Resistance / Mitigation – reduces incoming damage via a multiplier or flat reduction; can apply globally or only to specific damage types (e.g., shotgun damage, fire, bleed).
Restoration / Healing – direct recovery of HP through various triggers: fixed values, percentages, conditional formulas, or unusual interactions (e.g., “healing with knife strikes,” area-of-effect heals, or resource-linked healing).
Invulnerability / Immunity / Evasion / Dodge / Block – mechanics that prevent or reduce the chance of taking damage; these can be time-limited, condition-triggered, or resource-costed.
Accordingly, we can categorize damage and health effects into distinct groups:

Direct Damage – straightforward reduction of HP, either as fixed values or percentages. Can be further split into physical, magical, true damage, etc.
Weakening / Exhaustion – applies a stacking multiplier that increases incoming damage; can be time-based, stack-limited, or reset on healing.
Wither / Health Siphon – deals direct damage while simultaneously reducing maximum HP; can be temporary or permanent, with optional caps or decay mechanics.
Degradation – a timed reduction of maximum HP (e.g., a curse that lowers max HP by X% per second for N seconds); can include recovery conditions or counter-mechanics.
Special Damage (DoT – Damage over Time) – periodic or situational damage with defined formulas and triggers (e.g., bleed ticks, poison clouds, environmental hazards); can scale with stats, be resistible, or stack multiplicatively/additively.
Last Stand / Second Wind – allows a character to remain functional or gain a brief window of survival even when HP reaches zero; often paired with a cooldown, resource cost, or one-time use.
Execution Threshold / Resurrection – defines a low-HP threshold where certain abilities become available (e.g., execute moves) or where automatic revival mechanics trigger (full/partial HP restore, temporary invulnerability, or staggered revival).
This classification supports flexible balancing: percentage-based effects scale with progression, while fixed-value mechanics provide reliable baseline interactions. It also allows for layered defenses (shields + resistance + evasion) and layered threats (direct damage + DoT + max HP reduction), creating richer combat dynamics.
I like it!

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Wojtek646
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I have found a bug - You cant pick up any bandages nor medkits

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Mora
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Is a good update! I can see the idea to add dispenser custom money to the player similar to health!
I like it!

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Mami Tomoe
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@user Mora: Nothing in this script is hard-coded. You can increase the limit to 999999HP if you wanted to, but then the health would cover the armour.

Only things I hard-coded are positions/sizes of elements, and those are justifiably hard-coded.

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Mora
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I like this feature which may fit everything I need. Is okay that you're not hardcoded it, because for example I need to adapt it for my own mods, where I can hardcode this myself. Meanwhile I'm hardcoding custom money system unlimited, and since health is not that much related to any other hooks such as money - this decision is okay.

Here is a like for breaking limits with classic cs2d hud! And there's some 🍪 cookie for You
I like it!

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Mami Tomoe
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@user mrc: I decided not to hard-code anything like that.
I'd much rather make my own damage calculating system.

Also remember, if the laser does 1,000 damage, and you have a heavy armour, you'd theoretically take 250 HP damage.
If your custom health is set to 500 HP, you shouldn't be able to get one shot by a laser.

That is just one of many reasons why I didn't hard-code some weapons, but I encourage players to do so if they need that functionality.
edited 1×, last 11.10.25 04:44:46 pm

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mrc
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Answer for the "small print": You can use customkill if you get hit by a weapon like Laser when having more than 250 HP.
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