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Weapons have stats that if high, max number possible, it makes the weapon kinda bad, like ammo cost etc.
In this case it works the other way around .. max is the lowest number, min is the highest number.
So you get highest damage but for the highest ammo cost, makes this mod a bit useless.
[ERROR] upload to steam failed with error: k_EResultInvalidState
TL; DR - the DPS range shown for the weapon when crafting is based on lowest and highest DPS the weapon can possibly do based on the 0-3 random categories that you can roll during crafting. The range for the grey weapon is shown as 350-350 DPS when crafting as grey weapons don't get any random categories when you craft (blue gets 1, purple gets 2, red gets 3), so the damage range can't change when crafting the grey version of the weapon.
Two of the best are factored in, if you roll them - projectiles per burst and projectiles per shot. So if when you craft the weapon and get either of these the weapon will essentially do another 20% more damage (but uses a proportional amount of ammo more. So that 510 DPS then will display as 612 instead. If you craft the purple or red version of the weapon and manage to roll both you'll get two 40% bonuses to damage and your weapon will chew through ammo like it is going out of fashion (but these are still the best two random categories to roll).
For the advance version, the minimum damage that it can roll to with my mod is indeed set the same as the max, 425. The damage per second range displayed by the game is based on more factors than just the base damage of the weapon. E.g. the rate of fire for the weapon is 1,2 per second, so that makes the minimum DPS 510. Then there's the random stat categories that you can roll. Each of these is also set to their maximum value when you roll that category.
Blue weapons roll 1 random stat category, purple 2 and red 3. Some of these categories will increase DPS too, even if some of them don;t change the range displayed by the weapon, e.g. higher critical chance means more damage on average, over time, but this isn't factored in.
For example, the Advanced Flamethrower, 43-43, perfect, then the Advanced Grenade Launcher, 585-819... cant figure out why
(if you set min_value and max_value to the same value for a WeaponStatDef entry that has a stat_features value of only "MODABLE" on its own, then when you add a mod item of that type to the weapon in-game it won't work, it'll have a value of zero in that category, so copy max_value over min_value for all WeaponStatDef entries, except for those with a stat_features value of "MODABLE")
Find what:
max_value "([0-9.].*)"(\n\t\t\t\t)min_value "([0-9.].*)"(\n\t\t\t\t)(?!stat_features "MODABLE")
Replace with:
max_value "(\1)"(\2)min_value "(\1)"(\2)
(for the WeaponStatDef entries with a stat_type value of "AMMO_COST" a lower value is better, for all other WeaponStatDef entries a higher value is better, so copy min_value over max_value for just the WeaponStatDef entries with a stat_type value of "AMMO_COST")
Find what:
max_value "([0-9.].*)"(\n\t\t\t\t)min_value "([0-9.].*)"(\n\t\t\t\t)stat_features "([A-Z\|_].*)"(\n\t\t\t\t)stat_type "AMMO_COST"
Replace with:
max_value "(\3)"(\2)min_value "(\3)"(\2)stat_features "(\5)"(\2)stat_type "AMMO_COST"
它不会解锁武器的所有类别,你只会获得该武器的正常基础类别,而灰色武器没有随机奖励类别,蓝色武器有一个随机奖励类别,紫色武器有两个,红色武器有三个。
基本类别和 0 到 3 个随机奖励类别都将以其最大值滚动。