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Rapporter et oversættelsesproblem








static function X2AbilityTemplate CreateLightRedFog()
{
local XMBEffect_ConditionalStatChange Effect;
local X2Condition_UnitStatCheck Condition;
//local ChrmSRF_Getter Getter;
local int idx;
//Getter = new class 'ChrmSRF_Getter';
Condition = new class'X2Condition_UnitStatCheck';
Condition.AddCheckStat(eStat_HP, default.LightBreakpoint, eCheck_LessThan,,, true);
Condition.AddCheckStat(eStat_HP, (default.ModerateBreakpoint - 1), eCheck_GreaterThan,,, true);
Effect = new class'XMBEffect_ConditionalStatChange';
for(idx=0;idx<default.StatList.Length;idx++)
{
//Effect.AddPersistentStatChange(eStat_Mobility, -2);
//Effect.AddPersistentStatChange(eStat_Offense, -10);
if(!default.bPercentage[idx])
Effect.AddPersistentStatChange(default.StatList[idx], default.LightEffect[idx]);
else
Effect.AddPersistentStatChange(default.StatList[idx], default.LightEffect[idx], MODOP_Multiplication);
}
//ConditionalStatChangeEffect.SetDisplayInfo(ePerkBuff_Bonus, Template.LocFriendlyName, Template.LocHelpText, Template.IconImage, true,,Template.AbilitySourceName);
// The effect only applies while wounded
Effect.Conditions.AddItem(Condition);
//Effect.AbilityTargetConditionsAsTarget.AddItem(Condition);
// Create the template using a helper function
return Passive('LightRedFog', "img:///UILibrary_XPACK_Common.PerkIcons.UIPerk_mountainmist", true, Effect, true, true);
}
One issue with XMBEffect_BonusDamageByDamageType: When used for a passive ability (e.g. your Pyromaniac example), it does not display a damage preview (e.g. adding psi damage doesn't affect Soulfire's damage preview, fire doesn't affect Flamethrowers etc.). I believe the damage preview works with grenades though and the damage dealt is also correctly affect for all skills I have tested so far.
Is this safe to ignore?? It gives me a failed build. I havent even started putting in code yet just wanted to make sure all the files were locked in
I am also seeing this issue and do not know how to resolve.