Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
(I think i forgot to add the number)
Also, "The Antagonist" is no longer ice, it is now slag.
or is it ?
Or you could find them in chests and sometimes enemies.
But i don't know why, I've been able to use the parameters only in lua, not in-game commands.
The format should be:
/spawnitem [shieldname]blshield 1 '{"level":6, "animationPartVariants": {"capacitor" : "maliwan" } }'
See if you have any luck.
Now I just have to pull up those age-old Reddit posts on which manufacturers do what. I am assuming you made sure each manufacturer had the same stats.
Also, how are Nova body, Spike body, and Maliwan capacitor elements determined in the item generation, and what names do they have? Is it the standard "elementalType": "fire/electric/ice/poison" like vanilla weapons? And if I don't specify an element, but do specify a Nova, Spike, or Maliwan capacitor, will the code randomly assign an element, or will it break?
I used these:
https://apple1417.github.io/bl2/shields/
https://apple1417.github.io/bl2/shields/materials/
https://apple1417.github.io/bl2/shields/calculations/
But the format is inconsistent (negative numbers are either green or red), so I made all red negative and all green positve.
Currently the shield type is randomly selected between the types the manufacturer has, determined by seed.
Also applies to element chosen and elemental resistance.
Currently only physical, explosive, poison, ice, fire, electric are implemented for novas/spike. But only Fire/Poison/Electric are enabled for generation.