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






my dumbass keeps hitting it by mistake lol
I'll leave a discussion post with the error.
I think this may be the culprit. I suggest using TryGetGlobalItem() instead of GetGlobalItem.
public static GlobalModItem MyModItem(this Item item)
{
return item.GetGlobalItem<GlobalModItem>();
}
Spicy, I haven't heard of this issue before. I can't think of anything specific from Weapon Enchantments that could cause the issue you're describing. What specific weapon and ammo were you using when it duplicated the weapon?
figured it out. amazing mod btw
I would appreciate that :)
I want to keep this mod as simple and widely compatible as possible, but I understand that I might be undermining it, so if this feature is added in the future it will likely be configurable
I mean i attached 2 ammos i would like to cycle between those 2 not the other ones i have in the inventory.
Did i get it correct? Am i missing something?
Anyways, thanks for removing the single ammunition limit. Your mod actually works *perfectly* in tandem with mine (AlternatingAmmo) now that you're able to choose multiple ammo types. This will make calamity runs so much fun being able to specify ammo types with your mod and alternate through them with mine.
Next time I post a mod update I'll be sure to mention your mod is a good mod to use with mine. This mod is awesome great work btw.