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POISON_OVERLAP/999 (중독중첩)
POISON_DURATION/999 (중독지속시간)
IMMUNE_POISON/100 (중독저항)
STUN/50 (직접공격시 스턴)
STUN_DURATION/999 (기절 지속시간)
IMMUNE_STUN (스턴저항)
CHILL (직접공격시 추위 피해)
CHILL_DECREASE_SPEED/999 (추위상태이상 부여)
CHILL_DURATION/999 (추위 지속시간)
IMMUNE_CHILL (추위저항)
PRECISION/999 (조준정확도)
BULLET_RESIST/999 (원거리 피해방어)
ADDITIONAL_SHOTS/999 (추가 무기 장탄수)
INFINITY_SHOT (무한탄창)
CANT_UNEQUIP (장착 해제 불가)
LAST_POWER_BULLET/999 (마지막탄환 데미지 증가)
AUTOMATIC_FIRE (오토에임)
JUMP_POWER/10 (점프력 강화)
EXPLOSIVE_BULLET/10 (폭발탄환)
SPREAD_SHOT/10 (총알이 N갈래로 나눠짐)
FAST_SKILL_COOLDOWN/999 (스킬 쿨타임 감소)
GIANT_SLAYER/999 (적체력이 75퍼 이상일떄 입히는 피해증가)
NOMAL_ENEMY_BONUS/999 (일반몹에게 입히는 추가 데미지)
BOSS_ENEMY_BONUS/999 (보스에게 입히는 추가 데미지)
BURN (직접공격시 화상)
BURN_DURATION/999 (화상 지속시간)
BURN_ADDITIONAL_DAMAGE/999 (화상 데미지)
BURN_SPEED/999 (화상속도)
IMMUNE_BURN (화상저항)
SHOCK/1 () (직접공격시 감전)
IMMUNE_SHOCK/100 (감전저항)
SHOCK_DURATION/100 (감전 지속시간)
CRITICAL_DAMAGE_RATE/999 (크리티컬 데미지)
POWER/999 (위력)
ATTACK_SPEED/999 (공격속도)
DEFENSE/999 (방어력)
HP/999 (체력)
EVASION/999 (회피)
BLOCK/999 (막기)
TOUGHNESS/999 (강인함)
PROTECTIONSHIELD/999 (쉴드)
MOVE_SPEED/100 (이동속도)
DASH/5 (대쉬 추가횟수)
DASH_RESTORE_SPEED/999 (대쉬회복속도)
DASH_DISTANCE/1 (대쉬거리)
ADD_DASH_ON_KILL/10 (적처치시 대쉬 획득)
INVINCIBLE_ON_DASH/1 (대쉬 중 무적)
IGNORE_DEFENSE/999 (방어 관통)
FINALATK_PERCENT/999 (최종 공격력)
HP_PERCENT/999 (최대 HP퍼센트)
DAMAGE_MAX/999 (최대 데미지)
TRUE_DAMAGE/99999 (고정 데미지)
GOLD_DROP/500 (골드 드롭량)
ATTRACT_GOLD/500 (범위 내 골드 끌어드림)
RELOAD_SPEED/999 (재장전속도)
RAPID_RELOAD (고급 재장전가능)
When I kill the mod mini boss of Ice stage, The game couldn't detect the dead of mini boss,
and I couldn't get out of the mini boss room.
I think there's some error for replacing mini boss to mod mini boss.
Because it happened only when I tried to replace the mini boss to mod mini boss
好的学习了,非常感谢!
When I tried to change the texture of lizard man, it displayed both of texture in any state. (default state and rage state of texture)
And it displayed the original texture when I made custom monster's hp lower until it rage.
I think it have some wrong points in my making process.
I couldn't see this in animation tap.
And if you don't mind, could you tell me how to change it?
Dungreed游戏制作者并没有使用文本配置表来配置技能或者道具.这也是Dungreed编辑器开发的难点所在.
Dungreed使用的Unity SerializedObject来作为配置表.制作方式就是在Unity编辑器中手动拖拽引用,修改数值并保存.这种方式可读性极低且难以扩展.
如果你要查看某个道具的具体信息,建议你直接通过Dungreed编辑器查看,右侧的数据面板其实就是原作者的制作时调整后的结果.
在制作编辑器之前,我曾经使用代码导出过一份道具的配置,只能查看一些大概的数值和对象组件的引用关系:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3084306973
That might be a bit difficult, I need some time to think about how to develop it.
If it's possible I can create Infinite weapons.
After overloading, it is necessary to recreate the object for it to take effect.
The overload of individual objects is still in an unstable state. If any issues arise after overloading, please click the Reload button on the tab to reload everything.
SetEffects Fixed
2: The issue with the icon is likely a small mistake in my code, which I will fix tonight. You don't need to change any configurations. I am trying to unify the way all types of configurations are filled out. (Previously, the method for SetEffect was different from Item), but now SetEffect supports two methods (it is compatible with the previous one, and it also supports modification of any visible property through the Property tag, just like Item). This change is in preparation for generating configurations in the future. I believe I have found a universal method that can modify most of the configurations in Dungreed.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3133185548
新增怪物编辑功能,以下是简单示例:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3148540915
优化了加载性能
统一了套装效果填写方法(以前的填法依然兼容)
총알/특수 효과 기능을 추가하였습니다, 다음은 간단한 예시입니다:
Added the function to modify bullets/special effects, here's a simple example:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3133185548
Based on the picture you provided, I didn't see any issues, but I was indeed able to normally modify the appearance using a similar filling method. Here are my configuration settings; you can check if there are any differences.
My Test Costume [drive.google.com]
https://imgur.com/a/iycnCw9
I tried the function and there are no issues. However, there's a mistake where the name of the off-hand object is not "Sword(1)" but rather "Sword (1)." The creator added a space which is indeed hard to notice. I'll add a copy button to prevent this kind of misunderstanding from happening again.
然后根据刚才面板中观察到的信息,目标就是替换 Sword对象的(Attack1,Attack2,Idle)的动画.所以配置中首先会让你填写ObjName,这个就代表你要替换哪个对象的动画.然后Units里面填你要替换的各个动画的名称和用于替换的图片名与帧数等信息.
其实原理是比较简单的,你可以参考工坊里已有的其他作者制作的武器,和我的那两个示例mod.直接在原有配置的基础上修改可能比从头做快很多