安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
hmm.. in the .ini near the bottom is the option for using custom damage values.. try setting that to true... I did this for my game because I also edited the values on the following lines... I've not had any problems with this mod thus far
OnPostTemplatesCreated is the function most mods use to modify abilities/etc. So if the OPTC of one mod runs an changes something, and then the next one modifies the same thing it may overwrite what the previous one did. Generally, they run in order of subscription.
"last OPTC" here refers to mod load orders, as in the last mod loaded OnPostTemplatesCreated will be the one that decides if Whiplash uses cooldown or charges or both. Thankfully for (most) of the mods that I know of that affect whiplash you can normally change the config.ini to whatever you want.. as long as all values across all mods are the same it doesn't really matter which loads first/last, but the values from the last loaded mod will be what takes effect in game.
Hope you found that helpful @Greenburger :)
Default vanilla whiplash damage is 6 and crit 0
this changes it per tier to (electrical damage, double to robots);
conventional = damage 4, crit 1,
magnetic = damage 6, crit 2, (plus chance to stun)
beam = damage 8, crit 2, (plus chance to burn)
with config options to control pretty much every aspect...
Great mod :)