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I'm going to echo Pippu on Mine-style explosions dealing too much damage, and add that SPB dealing a whopping 50 is way too overboard; everyone else is getting better items, you're getting a massive slowdown, and then you lose what would typically be at least half your health as well? Way too much, it's just a punishment for playing too well and getting ahead at that point, especially because it doesn't actually help other players catch up, just makes your day bad. Instead, I'd suggest the SPB hitting first gives everyone *else* ten or so health so they can actually stay in the game to capitalize on the opportunity, and only dealing 25 to first. Take mines down to 20 with that as well.

Also, yeah, if a player is eliminated, last place should have a buffer to finish after they're the last active racer left. Even something like a ten second countdown to give them a chance but not leave everyone else waiting if they're really lagging behind.

Also, a health buffer at 1 HP so you can't get one-shot or something and have one last chance. Perhaps hitting someone else with an item gives you back +1 HP (but only applies to new items; an old banana can't activate it, for example). Also bumping people with shoes could life steal a bit.
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I'm going to echo Pippu on Mine-style explosions dealing too much damage, and add that SPB dealing a whopping 50 is way too overboard

HPMod V2 SPB damage is 30 by default; any other damage value for it means someone tweaked item damage for their particular server.
SPB gets stuck on dead players

While goofing around after seeing a floating SPB happen in a MP match, I found that if the its target dies but doesn't actually get hit by said SPB, it gets stuck until the end of the match.
~16 seconds had passed in the second image, and Sonic still wasn't retargeted to.
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Yes another mod mod
HP for kart! Try to eliminate each other with items!

Thanks Fayt for the GIF!
Try not to run out of health!

Maybe try not to slip as well...
Players who run out of HP are ELIMINATED from the race. Eliminating all other players results with an instant win!
Getting hit by items hurts you, as well as falling off!
Also don't try cheating the eggbox...

hpmod_enabled (Default: On)
Toggle if HPMOD is enabled.

hpmod_enabledinbattle (Default: On)
Toggle if HPMOD is enabled in battle.

hpmod_maxhp (Default: 50)
Set the maximum HP for everyone.

hpmod_maxhpperplayer (Default: 3)
Increases the maximum HP for everyone based on the amount of players in-game when the race starts.

hpmod_maxhpperplayerminplayers (Default: 8)
The minimum amount of players required before max HP is increased per player.

hpmod_killhealenabled (Default: On)
Toggles wether HP is healed when a player eliminates another player.

hpmod_killhealamount (Default: 25)
Sets how much HP is healed when a player eliminates another player.

hpmod_combatdamage (Default: On)
Toggles if HP is lost from spin-outs, explosions, crushes and falls.

hpmod_bumpdamage (Default: On)
Toggles if HP is lost from bumps between two players.

hpmod_wallbonkdamage (Default: On)
Toggles if HP is lost from wall-bonking.

hpmod_deathdelay (Default: 17 (tics))
The amount of delay in tics between someone being eliminated and exploding.
A tic is 1/35 of a second.

The next two commands relating to healing where left in but (in my opinion) makes the mod less fun to play.
Only consider changing these variables if you are playing a high lap count game!

hpmod_hphealmode (Default: off)

Sets how HP is healed per lap, it has 3 modes:
  1. Off: HP is not healed whenever a lap is finished (Default)
  2. On: HP is healed whenever you finish a lap
  3. Limited: Same as "On" but limits HP healed to only the last amount set by hpmod_hpheal

hpmod_hpheal (Default: 20)
Set how much HP is recovered per lap

hpmod_itemabsorb (Default: Off)
An option that was implemented but disabled by default due to not fitting well. Players are able to push "Custom 1" to eat their current item, recovering HP. This also drops the item behind them for someone else to pick up.
v2 - A few of server variable defaults have changes:
  • HP defaults to 50, with +3 per player over 8 players.
  • Wall-bonk damage is off by default.
Bump damage mechanics have changed, bumping someone will remember who bumped them, meaning you can get eliminations from bumping people off the stage. Also, damage can also only be dealt if one person has sneaker boost (like in battle).
Dying is no longer instant, players will spin out for about 1/2 a second before being eliminated.
SPB damage has been separated out from explosion damage. SPB now deals 30 damage, where as all other explosions deal 20.
v1.8 - Added basic elimination support, force spectates people when they are eliminated to running out of HP.
v1.7 - Added 3 commands for toggling types of damage on and off.
The HP bar can be toggled on and off though lua using hpmod_showbar
Players can be damaged using hpmod_damagehp(target player, damage, attacking player, force elimination), The attacking player can be a hitfeed v2 table, if the player is eliminated from this attack, the attacker will be displayed.
v1.6 - Allowed for HPMOD to be turned off during battle using the command hpmod_enabledinbattle.
Bump damage has been changed:
  • HP drain is now based on your speed when you bumped the wall.
  • HP drain from wallbonks while under the effect of a sneaker boost is halved.
v1.5 - Fixed bug that caused peoples HP to drop after eliminating someone (and maybe other things since small rewrite with max HP calculation)
v1.4 - Max HP can be now increased per player by changing hpmod_maxhpperplayer (see "Console variables for more info")
Players who have not finished after a player has finished will now slowly lose HP after a while
HP healed when eliminating someone will now stay after finishing a lap
v1.3 - Added battle support
Sinks might be... slightly deadly now...
v1.2 - Added HP heal on elimination: eliminate another player and get back HP!
Increased some console variable max values
v1.1 - Fixed (hopefully) some sync issues
{!} icons now do not show up under certain circumstances
Added the ability to check for HPMOD in lua. Check the variable "hpmod"
v1 - Initial release
Can it go get support for the vanilla SRB2?
played with this mod for a moment or two

i like that you changed the bump damage system, it's good for races, but there should be an option to bring back the old bump mechanics for those who preferred the old system (for whatever reason)
The hpmod_enable and hpmd_enableinbattle commands are no longer working EDIT: never mind I just did not have the mod installed and thought I already did
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