Invisible, Inc.

Invisible, Inc.

Function Library
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更新:2021 年 6 月 11 日 @ 下午 4:36

V1.48:
* Program tooltip for breaking firewalls (TIPDESC) will now display firewall strength dynamically, using program's "break_firewall" value as well as modifiers like Portcullis Daemon.
* All vanilla firewall breaker programs updated to use dynamic TIPDESC tooltip.
* Added a way to define custom firewall strenght for the tooltip.

For modders:

- TIPDESC for programs now gets {2} argument ("break_firewalls" variable) for tooltip formatting using "util.sformat"

- if program has "custom_firewall_break = true" variable set, you can pass custom firewall break value to the tooltip by defining "getFirewallBreak = function( self, sim, player, targetUnit)" function in the program definition that returns an integer.

更新:2021 年 5 月 17 日 @ 上午 10:32

V1.47:
* Updated ignoring Magnetic Reinforcement effect - now works correctly with drones.
* Added trait support for ignoring Magnetic Reinforcements for following item types:
- ranged EMP weapon
- door trap
- EMP Pack

更新:2021 年 5 月 14 日 @ 上午 9:09

V1.46:
* Fixed crash on using disposable grenades with "throwUnit" trait.

更新:2021 年 4 月 5 日 @ 上午 4:14

V1.45:
* Fixed prices of 0 CR in nanofabs with specific New Items and Augments campaign setting.

更新:2021 年 1 月 30 日 @ 上午 7:21

V1.44:
* Fixed Breaching Charges (New Items and Augments mod) not killing all units stacked on the same tile.

更新:2021 年 1 月 5 日 @ 上午 9:37

V1.43:
* Removed Switch incompatibility.

更新:2020 年 12 月 14 日 @ 下午 12:02

V1.42:
* Updated functionality for Hostage Monitor augment for "New Items and Augments" mod.

更新:2020 年 10 月 17 日 @ 下午 12:22

V1.41:
* Fixed Manual Reload crashing the game if item with that ability had no ammo defined.
* Added `icebreakFortify` trait support to buster chips - allows to fortify devices against recapture.

更新:2020 年 10 月 10 日 @ 上午 10:50

V1.40:
* Added Breakable Items functionality. Code by Hekateras.
* Added program count tags for Worldgen Extended mod.

更新:2020 年 9 月 16 日 @ 下午 2:13

V1.39:
* Breaching Charges and EMP Packs now queue up and batch process KO/Kill effects after all targets are affected.