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
Absolutely, feel free to do so.
If you do, raise the percentages, of coures. Healing for 0.3% of damage dealt is just ridiculous.
In any case, thank you. I still like this mod and use it.
I have no idea.
It adds a listener for inflicted damage by the player, lt then looks up that enemy type and it's stats and grants you a certain percentage of it's max health.
The callback and lookup for sure will work locally. However I'm not sure what happens if the player health is modified on the client.
It just always works as long as installed.
@43770gaming
I wanted it to always work to not interfer with the visuals.
The best option would be to bind it to an item in the inventory that is not equipped or well add some mod bench that attaches the script to an existing weapon.
But this is officially my first mod ever done and I did it caus I wanted it. So don't expect much effort to make more.
The issue with that mod is a little bit that monsters have a high variety of healthpools and weapons either very slow or super fast.
This is basically why the gain for hits is so low and the kill relatively high.
You could go rapidfire low tier or aoe in a big crowd of enemies and live forever. The more enemies the more op it is.