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Rapporter et oversættelsesproblem
Please keep this version around!" Both types(Level by damage dealt/level by damage taken) should exist. In the same mod. Choose which you want, or both.
[Ref 919E3B42]
at Verse.Pawn.Tick () [0x0064a] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- TRANSPILER Krkr.RocketMan.Soyuz: IEnumerable`1 Soyuz.Patches.Pawn_Tick_Patch:Transpiler(IEnumerable`1 instructions, ILGenerator generator)
- POSTFIX dev.tobot.vpe-better-autocast: Void BetterAutocastVPE.Patches.Pawn_Tick_Autocast:Postfix(Pawn __instance)
- FINALIZER Krkr.RocketMan.Soyuz: Void Soyuz.Patches.Pawn_Tick_Patch:Finalizer(Pawn __instance, Exception __exception) 报错是这个,要是能修一下就好了.这个血量上限更加高一些
Please keep this version around!
(If auto-translate didn't mess up completely, I don't seem to be alone with this opinion.)
On March 16, Zaljerem has fixed all the bugs I reported. This continuation is terminated. Please go to level this by Zaljerem .
而PostPostApplyDamage这个函数正是导致只适用于玩家选项出错的罪魁祸首,它会给所有收到伤害的pawn都添加这个状态。我把他修复了之后。
我发现仅对玩家生效的选项的开启和关闭能在局内立即生效,所以我在PostPostApplyDamage函数添加了几个判断会在局内检测仅对玩家生效选项,受到攻击自动添加或移除这个状态,你说的这个bug目前我清楚,是我为了处理局内开关这个选项导致的
LevelUp.HealthLevelling.PostPostApplyDamage (DamageInfo dinfo, float totalDamageDealt)
问题:dinfo(伤害信息)或 totalDamageDealt(总伤害值)参数可能为 null,或该方法内部未正确处理某些对象的初始化。