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报告翻译问题
Is this mod compatible with unique drop loot https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2414527037
And Enemy upgrade overhaul that adds it's own loot system https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1594606989
Greed - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1508438539
The armor reduction damage deals damage only to the respective armor type (magic armor or physical armor) and doesn't affect the target's health. You can see it as acid and suffocation damage - since those are the statuses that apply those kinds of damage in the base game.
For the icon, I'm not entirely sure if I can touch that with the tools provided by the engine
It's pretty easy to confirm though. If you go in to stats extra data-> data and change FirstItemTypeShift and SecondItemTypeShift to 1 and 2 you'll start seeing Divine items at level 2, however the stats won't be any different. There are also columns in item types for what the rarities shift too, you can make other rarities look like unique. It's all cosmetic though and as far as I know though there is no way to actually use entries other than uncommon magic rare and epic.
As far as I can tell those entries don't actually do anything and the game only uses ItemType entries up to Epic. At levels 9 and 16, those numbers set in the ExtraData stat file, the game shifts all the rarities up one.
So at levels 9-15 the ItemType entries for Epic are used for Legendary items and above 15 they are used for Divine items.
It's why you stop seeing green and blue items later in the game.
Anyway maybe you already knew this but just in case.
So I think you would be safe to set the preference to add it to GM mode directly, and maybe adding it too the one that increases the curses and boon chance if you can, as it takes quite a lot of generated items to get them.
By the way, thanks for doing this mod, I really like the idea of items with disadvantages as it makes you think if you really want to equip that new item.