A lightweight, highly customizable ZScript mod that adds dynamic health regeneration mechanics to Doom. Whether you want to recreate modern shooter pacing (like Call of Duty), tactical segment-based healing (like Wolfenstein or Quake Champions), or fine-tune your own custom challenge, this mod provides all the options you need.
- Two Unique Healing Modes: Switch between Standard Cap (percentage-based) and a fully customizable Segment-Based (chunked) regeneration.
- Custom Health Segments: Define exactly how large your health chunks are to perfectly tailor the game's tactical pacing.
- In-Game Settings Menu: Fine-tune every aspect of regeneration directly from the Options > Health Regen Settings menu.
- Pre-configured Presets: Quickly apply themed presets (Wolfenstein, Quake, Call of Duty) or standard difficulty presets ranging from Power Trip (Easy) to Hardcore (Hard).
- Movement Multipliers: Bonus healing scaling when crouching or standing still.
- Stand-Still Restriction Switch: A toggle to restrict health regeneration strictly to when the player is stationary.
- Audio-Visual Feedback: Optional custom visual sparkles/particles and soft healing sound effects that trigger when health is actively restored.
You can adjust all variables in the console or via the Health Regen Settings menu.
| Console CVar | Default | Allowed Range | Description |
|---|---|---|---|
mod_regen_enabled |
true |
true / false |
Enable or disable the entire regeneration handler. |
mod_regen_mode |
0 |
0, 1 |
0: Standard Cap %, 1: Segment-Based |
mod_regen_cap |
25 |
5 to 200 |
Maximum health percentage you can regenerate to (Standard mode only). |
mod_regen_segment_size |
20 |
5 to 100 |
Size of the health chunks (Segment-Based mode only). |
mod_regen_amount |
5 |
1 to 100 |
Base health points (HP) restored per second. |
mod_regen_delay |
5 |
0 to 30 |
Safety window (seconds) after taking damage before regeneration begins. |
mod_regen_crouch_mult |
1.0 |
1.0 to 5.0 |
Speed multiplier applied when the player is crouching. |
mod_regen_still_mult |
1.0 |
1.0 to 5.0 |
Speed multiplier applied when the player is standing still. |
mod_regen_only_still |
false |
true / false |
If enabled, healing is suspended entirely while moving. |
mod_regen_particles |
true |
true / false |
Enable or disable visual fullbright particle effects when healing. |
mod_regen_sound |
true |
true / false |
Enable or disable the healing sound effect (misc/i_pk_up). |
Regeneration restores health up to a static percentage of your player's maximum HP (e.g., 25 HP for a standard 100 HP cap). If your health is above this threshold, no regeneration occurs.
Instead of restoring health to a static percentage cap, this mode divides your health pool into sequential, independent segments (or "health chunks") based on the mod_regen_segment_size CVar.
- Health only regenerates up to the boundary of your currently active segment. It will never cross over into a higher segment automatically.
- To climb into a higher segment, you must pick up active health items (such as Stimpacks, Medkits, or Blue Potions) to cross the boundary line. Once crossed, regeneration will now heal you up to the ceiling of that new segment.
- Example (Using a Custom 20 HP Segment Size):
- If your health falls to 12 HP, you are in the 0-20 HP segment. You will regenerate up to 20 HP.
- If you collect a Stimpack and push your health to 22 HP, you enter the 21-40 HP segment. You will now regenerate up to 40 HP.
- If you take damage down to 45 HP, you are in the 41-60 HP segment. You will regenerate up to 60 HP.
Healing rate can be scaled dynamically depending on player state:
- Multiplier Stacking: If both
mod_regen_crouch_multandmod_regen_still_multare set above1.0, they stack multiplicatively. - Horizontal vs. Vertical Movement: Stillness is evaluated based only on horizontal/lateral velocity (X and Y axes). This ensures that jumping, falling, or riding vertical elevators does not break your "standing still" bonus or suspend healing when
mod_regen_only_stillis enabled.
Quick-select presets are available at the bottom of the Options Menu:
- Power Trip (Easy): 100% Cap, 15 HP/sec, 2-second delay.
- Casual (Medium-Easy): 50% Cap, 10 HP/sec, 3-second delay.
- Balanced (Normal): 25% Cap, 5 HP/sec, 5-second delay.
- Tough (Medium-Hard): 20% Cap, 2 HP/sec, 5-second delay.
- Hardcore (Hard): 15% Cap, 1 HP/sec, 7-second delay.
- Wolfenstein: The New Order: 20 HP Segment Mode, 5 HP/sec, 5-second delay.
- Quake Champions (B.J. Blazkowicz): 25 HP Segment Mode, 5 HP/sec, 3-second delay.
- Call of Duty: 100% Cap (Full heal), 20 HP/sec, 5-second delay.
Note: Selecting any preset will automatically reset "Only Heal When Still" (mod_regen_only_still) to false.
This mod is implemented in ZScript (requiring ZDoom 4.11+ source ports):
EventHandlerLogic: Checks player states once every 35 tics (1 second) inWorldTickto keep performance overhead virtually non-existent.- Dynamic Damage Delay: Uses
WorldThingDamagedto trigger the configured safety delay period accurately when a player takes damage.
- Download and compile the mod as a
.pk3or.zipfile (or load the folder directly in source ports that support directory loads). - Load the mod using your preferred GZDoom launcher (e.g., ZDL) or drag-and-drop the mod onto the source port executable.
- Open the game, head to Options > Health Regen Settings, and customize your settings.