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回報翻譯問題
FYI the rifle and pistol are fine and don't seem to be affected by this
Template.Abilities.AddItem('DisruptorRifleCrit');.
When I started the game there was no effect.
A. Do I have to change anything in the files?
B: Do I have to tell the AML that data sets have been changed there?
C: Is the effect not applied to a running game and existing weapons?
We probably only had to adopt this for the other levels.
ChosenRifle_XCOM:
Template.Abilities.AddItem('DisruptorRifleCrit');
I think I got it. Got the SDK.Now I found a file that has these "var configs". Just finding the right entries.
I think I basically understand what I have to do. However, I can't find the mentioned files in the x2Item of the base game( should this be the "DefaultGameData_WeaponData"?)
Is it also possible that I need more than Notepad+ to find the right files?
var config int CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE;
var config int CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE;
var config int CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE;
something like that then in the config
CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE = 100
CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE = 100
CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE = 100
I'm not sure if that would work as I'm not quite sure when they added that I would search to see what the template is called it might not be called Template.PsiCritChance it might be something else not sure but whatever the default is it needs to be written the same way in the config file for the mod. hope this helps
That would increase the crit against all opponents, not only against Psionics.
With this I tried to have the small versions to crit. This is in the GameCore INI.
DISRUPTOR_RIFLE_PSI_CRIT=100 (The Original)
DISRUPTOR_CV_RIFLE_PSI_CRIT=100
DISRUPTOR_CV_PSI_CRIT=100
DISRUPTORCV_PSI_CRIT=100
CHOSENPEWPEWPEW_PSI_CRIT=100
CHOSENPEWPEWPEW_CV_PSI_CRIT=100
CHOSENPEWPEWPEWCV_PSI_CRIT=100
Unfortunately, this did not bring the hoped-for result.
I know you don't like modding anymore. But would it be possible that you could look up why the 100% Psi Crit doesn't work on the smaller versions of the Disruptor? I have tried to fix it by adding more entries for the smaller versions in different spellings to the entry that controls the Psi Crit on the normal Disruptor. Unfortunately I could not reproduce the effect.
When selecting that they're cosmetic, it still gives the weapons their extra abilities right???
Is there a way to remove them as well??
ADVENT Armoury - War of the Chosen - ADVENT Flamethrower
XComChosenPewPews
XComChosenPEWpewPEW
The look the same. Is this a bug?