Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I originally meant this as a way to pinpoint those missing values out and fill them in while modders put proper values in but now everyone is just relying on this to do the job. But I'm happy if at least one modder will bother making manual config.
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