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Dragon32 posted:
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For some custom class mods I have I grabbed these ability names from their respective localisation files, you should be able to do something similar with the custom classes you use:
;Lucubration's Infantry abilities
.basicShotAbilities="CripplingShot"
.basicShotAbilities="StaggeringShot"
.basicShotAbilities="ZoneOfControlShot"
.basicShotAbilities="FireForEffect"
;Lucubrations Sniper abilities
.basicShotAbilities="Lucu_Sniper_SniperRifleShot"
.basicShotAbilities="Lucu_Sniper_PrecisionShot"
.basicShotAbilities="Lucu_Sniper_FollowUpShot"
.basicShotAbilities="Lucu_Sniper_SabotRoundDamage"
;Escalation classes
;common
.moveShotAbilities="Beags_Escalation_SwordSliceNoCharge"
.moveShotAbilities="Beags_Escalation_LightningHandsSword"
.basicShotAbilities="Beags_Escalation_PistolStandardShot"
.basicShotAbilities="Beags_Escalation_LightningHandsPistol"
.basicShotAbilities="Beags_Escalation_Flush"
;gunner
.basicShotAbilities="Beags_Escalation_IronCurtain"
;Grenadier and Gunner Class Separation
.basicShotAbilities="GunnerBulletStorm"
.basicShotAbilities="GunnerFlush"
xxapollo posted:
================================
Here is what I came up with for Arcky's Trooper class and Isms Rogue class (for anyone who has these and wants them included in LifetimeStats) I've not yet tested this and I'm not sure if all skills are included, but it's a start.
;rogue abilities
.basicShotAbilities="ConcussiveShot"
.basicShotAbilities="RogueSap"
.basicShotAbilities="RogueAmbushShot"
.basicShotAbilities="eadeye2"
.basicShotAbilities="ConcussiveShot2"
.basicShotAbilities="IsmsNBK"
.basicShotAbilities="RogueAndGun"
.basicShotAbilities="Faceoff2"
;trooper abilities
.basicShotAbilities="JackLethalShot"
.basicShotAbilities="JackTrueShot"
.basicShotAbilities="JackDeathSentence"
.basicShotAbilities="JackPiercingBarrage"
What I mean by this, is that occasionally the expected ability name (based on what is shown in the UI or class name) is not necessarily the name of the ability which is triggered. If people want, I could add a field to the INI to help you guys debug new abilities that let you see which abilities have been triggered (and in what quantity) to the stats window.
This would let you 'debug' mods, and see which triggers get sent and what their actual names are.
Thanks for continuing to use the mod!
Couple more I've got for the Old War Abilities mod:
;Old War Abilities
.basicShotAbilities="OWA_Flush"
.basicShotAbilities="OWA_DisablingShot"
And the Beatdown Skill:
;Beatdown Skill
.moveShotAbilities="GunSmack"
Here's what I've got so far.
;LW2
;Shinobi
.moveShotAbilities="SwordSlice_LW"
;Gunner
.basicShotAbilities="SuppressionShot_LW"
.basicShotAbilities="AreaSuppressionShot_LW"
;Ranger
.basicShotAbilities="LightEmUp"
.basicShotAbilities="WalkFire"
;Sharpshooter
.basicShotAbilities="SnapShot"
.basicShotAbilities="PrecisionShot"
.basicShotAbilities="DoubleTap"
.basicShotAbilities="Kubikuri"
;Assault
.basicShotAbilities="SlugShot"
;AWC
.basicShotAbilities="CloseCombatSpecialistAttack"
I think this is fairly complete now.
I'll continue testing.
Won't there be a .moveShotAbilities for the Gunner and their knife? Or is that using the vanilla "SwordSlice"?
As far as I know, it's the latter, and it already sees that trigger properly. The moveShot stuff, correct me if I'm wrong, Kosmo, is because of how the game handles it -- each tile of movement seems to be an individual "activation" where LtS is concerned
.basicShotAbilities="PointBlank"
.basicShotAbilities="BothBarrels"