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Bringing the description of the long-range weapon as it is, there are no settings for hit rate and cooldown time.
This is because in the case of weapons, they are described in <statBases>.
So change the description of <statBases> as follows and put it in <verbs>.
Since v1.5, explosive attacks do not require a hit ratio setting.
The <forcedMissRadius> that should have been originally set in <verbs> works.
Previously, there were Defs and Classes for error avoidance, but these are now obsolete.
If you were using them, change them.
I have crated AnimalRangeAttack.Verb_ShootBeam and AnimalRangeAttack.Verb_ArcSprayIncinerator to deal with this, please use this one.
If you are creating an original Verb or Projectile class, remember to check that the weapon is not null.
In many cases, it tries to get a weapon in EquipmentSource.def, but a null error occurs because animals cannot normally have weapons.
OK, that's easy to create too.
If you want the attack to vary with distance, simply write the following.
In this case, describe the attack with the shorter <range> on top.
This is because when looking for attacks, priority is given from the top.
DefModExtension settings can also be easily implemented by simply adding a description to the xml.
But, by setting <allowRandomVerb> to true, it will be chosen randomly according to the <commonality> set in Verb.
(The default value for <commonality> is 1, the higher the number, the more likely it is to be selected.)
For example, if the Def is set like this, the specification is that between distances 9.9 and 19.9, the first verb and second verb are selected in the ratio of 1 : 0.5.
Since <allowRandomVerb> is false by default, Verb selection for unset animals remains conventional.
This is tactically the correct course of action, but what would you think if a creature like an absolute powerhouse with a huge body was attacking you while hiding behind a cover?
Clever but lame, in my opinion.
So I created a <wantCover> setting.
By setting <wantCover> to false, the animal will not use the cover.
Also, since the default value of <wantCover> is true, you do not need to write DefModExtension if you do not want such a setting.
By adding this description to the PawnKindDef, you can now create a Pawn that has a long range attack as a ThingDef but cannot use long range attacks in the PawnKindDef setting.
This means that as a races, they have a long-range attack, but they may or may not be able to use it depending on their PawnKindDef.
In a sense, it could be said to be a useless Pawn, but if you can create a DLL, PawnKindDef can be changed later, so you could create a spec like Awakening.
<allowRangeAttackOfRace> also has a default value of true, so you do not need to describe it if you do not need this feature.
If you have any other feature requests, please comment.
I can't promise that I will implement that, but consider it.
At this time, I have no intention of implementing a feature like Pokemon battles, where you can direct a specific attack among multiple attacks.