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报告翻译问题




Access to most succubus renderers/shaders (not outfit yet). Shader parameters not complete yet.
Horn, wings, and tail can be hidden.
Merchant can have skin color changed via shaders.
More English localization rewrites (total is 250+ changes now).
Auto-translated the Russian entries that were left as English. It's the right alphabet now, at least.
Shader settings shenanigans
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2544654911
Merchant
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2544654598
No horns, wings, tail
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2542503681
More shader setting shenaningans
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2542340173
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2542340356
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2542339716
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2542340659
The concept is that you no longer necessarily want to just blow all of your Essence in one go at the merchant. And, you start off significantly weaker for your first couple of battles, which I think would be an appropriate challenge. It also meshes better with the concept of a succubus instead of just acting as an Essence collector for the merchant by turning Essence into a combat resource.
Since this would probably justify a whole mod in and of itself to implement elegantly (with percentage-based modifiers or a new effect type), I have suggestions for a simplified implementation that I hope would take less effort:
Option 1:
0-9 Essence = Start combat with -1 Power, -1 Defensive
10-19 Essence = No Change / Neutral
20-29 Essence = Start combat with 1 Power, 1 Defensive
30+ Essence = Start combat with 2 Power, 2 Defensive
Option 2:
0-9 Essence = Start combat with 2 Frail, 2 Weakness, 1 Focused
10-19 Essence = Start combat with 1 Frail, 1 Weakness
20 - 29 Essence = Start combat with 1 Morale
30+ Essence = Start combat with 3 Morale, 2 Purify
Obviously you could have more gradual scaling or more significant modifiers, but since I'm asking for a favor, I don't have any expectations on variety or implementation method. You could also have something in there where if you're at 40+ Essence, you get 1 Regeneration (the buff that werewolves get) and/or 1 Echo (or whatever the "gain 1 shield every turn" buff is called). Again though, I'm just tossing out ideas.
I'd also like to take you up on your offer to see the code changes for this if you do end up implementing it. I think it would help me better understand how to modify the code going forward. Thanks!
Yeah, I stopped short on the merchant because it was way more difficult to test that something worked (re: had to have game save permanently at shop to test that in addition to animated scenes), but I will eventually get back to it. Materials are sometimes hard to inspect due to a bug in the game's version of Unity (and it took me a long time to find that out).
Yeah, that sounds like an alternate mechanic. I still need to add the ability not to spend all lust on post-battle scenes (which I wanted to base off of NPCs in the encounter), so I may get to it when I do that.
The ability to reference buff/debuff amounts exists on cards, so it should be possible to reference them (ex: in mod settings) and apply them. However, that parameter data is difficult to read. But I am currently working on a deck manager mod which will help expose that stuff in a human-readable way (eventually). Namely, each card has spell parameters, and those are the things that are used to apply which buff and how much. So, while I don't know how to do it at this point, I probably will after I get that mod to a release.
Generally, my approach to that would be: (1) be able to read essence (re: GameManager.Data.SaveData.Inflation) and make a decision what to add/remove, (2) hook into turn change (say by adding an action to BattleFramework.onChangeTurn from BattleFramework->Awake), (3) acquire the player character (maybe from instance of BattleFramework._player), and (4) apply the appropriate buffs/debuffs (BattleFramework._player.AddBuffCount) if it's the player's turn (and there's something to do). You'd need to track last seen essence after turn 1 to compare it to current essence in order to make the determination that there's something to do or not (and reset it to null on turn 1).
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2561892422
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2561894366
Option is in renderers -> want camera settings.
It sounds like you're trying to make it work for whatever the essence is at any point in the fight, but I don't think that's necessary (especially if it's just based on buffs). There are no fights that reduce your essence, and I don't think it's worth the trouble to check whether debuffs should wear off early just because you used Temptation mid-battle.
I think your steps still mostly apply, but tracking last seen essence sounds like overkill. Maybe I just don't understand the mechanics well enough.
Added ability to turn off characters in gallery events.
Added 2 very important fixes. Previously, I thought most of the game's performance issues were related to not using LoD and having huge textures, made worse by not always clearing up unused resources (ones the automatic garbage collection won't catch). If you don't have a strong enough GPU, I still think that's the case. If you do, I think performance issues may stem from repeatedly writing warnings and errors to the log file.
Fix 1: Wrap Quaternion.LookRotation so that it doesn't write warnings to the log file.
I don't know where this happens specifically, but a warning gets written to the log when this function is passed Vector3.zero. This prevents that function from doing that.
Fix 2: Wrap DecalSystem.MeshUtils.GetTriangles so that it doesn't crash to the log file on unreadable vertex data.
This happens in some gallery events, and a long, probably expensive call stack gets written to the log file whenever it encounters vertex data that can't be read (by Unity's design). There's a check in there to help address that proactively, but I wrapped it so that it wouldn't cause any other problems either. Point is, the game isn't going to try to write 20+ lines to the log every frame when things are breaking.
As always, you gotta turn them on yourself.