安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Thanks so much for reading my TED talk. =)
{
"SlotName": "Dogtag",
"Items": [
{
"ClassName": "Dogtag_Bandit",
"Chance": 1.0,
"Quantity": {
"Min": 0.0,
"Max": 0.0
},
"Health": [
{
"Min": 1.0,
"Max": 1.0,
"Zone": ""
}
],
"InventoryAttachments": [],
"InventoryCargo": [],
"ConstructionPartsBuilt": [],
"Sets": []
}
]
},
since AIs are currently still considered “players,” they may also receive them (not verified).
override Dogtag_Base EquipDogtag(PlayerBase player)
{
Dogtag_Base tag;
if (!player.HasDogtag()) // check if the player has a tag already
// create a new tag is the player doesn't have one
int slotId = InventorySlots.GetSlotIdFromString("Dogtag");
// update player's dogtags base on time
float playtime = player.StatGet("playtime");
// create dog tag based on playtime
if (playtime > 86400 && playtime < 259199)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Silver", slotId);
}
else if (playtime > 259200 && playtime < 604799)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Granite", slotId);
}
else if (playtime > 604800)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Cobalt", slotId);
}
else
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Survivor", slotId);
}
}
tag = player.GetDogtag(); // get current tag on player, new or existing
tag.SetNickName(player.GetIdentity().GetName()); // updates player's name
return tag;
}