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回報翻譯問題
But I became aware of it because I have a problem with extra DMG, it's possible that it could help.
I have given a weapon a passive effect, which causes more damage to robotic units.
Ingame, the bonus damage is also applied to the enemies, but unfortunately it is not included in the dmg display when aiming.
Would your mod help, or is its function in a different area?
+PatchWeapons = (TargetCategories = ("gauntlet", \\
"psijack"), \\
DonorWeapons = ((Template = "PsiAmp_CV", WeaponTech = "conventional"), \\
(Template = "PsiAmp_MG", WeaponTech = "magnetic"), \\
(Template = "PsiAmp_BM", WeaponTech = "beam")), \\
bReplace = true, \\
iModifier = 0, \\
fMultiplier = 1.0, \\
Priority = 20000)
can you show me an example of using the breplacer tag. iam new to coding and iam not understannding how to write the bool
The way I have the default config set up means that if gauntlets do not have damage specified for Soulfire they just get psi amp damage copied over as-is. If you see a different multiplier than 1.0 in the log it would mean another mod put a lower damage value for Soulfire on them.
If you want to override all tags on targets you can use the bReplace option. Make a new rule that only copies psi amp -> gauntlet at a higher priority and put that option in. Remove the reference tag and adjust fMultiplier and/or iModifier manually if you want them to have different values compared to psi amps.
Primary weapon Templar gauntlet is usually identical to psi amp in damage values so a tier 2 gauntlet should be better than tier 1 psi amp. If they aren't then another mod already put weaker damage values on the gauntlet and my mod can't really do much about that because it is only really meant to patch missing damage values.
The secondary weapon shard gauntlet from Psionic Melee is weaker than psi amp, that is harder to change as it is intentional.