Barotrauma

Barotrauma

Barotrauma Workshop
You can build your own submarines and monsters with in-game editors and share your creations with other players. Imagine and experiment.
Custom exo mods glitch.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2920285952
This mod, which is the prototype for many useful custom exo mods, has a serious bug that allows unlimited underwater movement without consuming oxygen under certain conditions. This allows cheating that significantly damages the game balance in PvP such as traitor mode. This bug has also been passed down to many custom exo mods based on this mod.

In the future, modders who are thinking of creating or introducing custom exos are strongly encouraged to fix any bugs before creating or using them.
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<!-- 装入氧气罐 -->
<StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1000.0" Condition="-0.3" comparison="And" targetslot="0">
<Conditional IsDead="false" />
<Conditional HullOxygenPercentage="lt 50" />
<Conditional InWater="false" />
<RequiredItem items="oxygensource" type="Contained" />
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1000.0" Condition="-0.3" comparison="And" targetslot="0">
<Conditional InWater="true" />
<RequiredItem items="oxygensource" type="Contained" />
</StatusEffect>
<!--旧版效果
<StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1000.0" Condition="-0.3" comparison="And" targetslot="0">
<Conditional IsDead="false" />
<Conditional HullOxygenPercentage="lt 50" />
<Conditional InWater="false" />
<RequiredItem items="oxygentank" type="Contained" />
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1000.0" Condition="-0.3" comparison="And" targetslot="0">
<Conditional InWater="true" />
<RequiredItem items="oxygentank" type="Contained" />
</StatusEffect>
装入液氧罐
<StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1500.0" Condition="-0.05" comparison="And" targetslot="0">
<Conditional IsDead="false" />
<Conditional HullOxygenPercentage="lt 50" />
<Conditional InWater="false" />
<RequiredItem items="oxygenitetank" type="Contained" />
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1500.0" Condition="-0.05" comparison="And" targetslot="0">
<Conditional InWater="true" />
<RequiredItem items="oxygenitetank" type="Contained" />
</StatusEffect>-->

The above status effects should be stored in the processing section of the item container.
<ItemContainer capacity="0" hideitems="true" containedstateindicatorstyle="tank" containedstateindicatorslot="0">
<SlotIcon slotindex="0" texture="Content/UI/CampaignUIAtlas2.png" sourcerect="777,779,112,100" origin="0.5,0.5" />
<SlotIcon slotindex="1" texture="Content/UI/WeaponUI.png" sourcerect="64,961,32,22" origin="0.5,0.45" />
<SlotIcon slotindex="2" texture="Content/UI/InventoryUIAtlas.png" sourcerect="888,278,62,44" origin="0.5,0.5" />
<SubContainer capacity="1" maxstacksize="1">
<Containable items="oxygensource,weldingtoolfuel" />

 here

</SubContainer>

The bug will be fixed by embedding the above status effects in this section.
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