
修正爆头(已过时)
修正穿甲伤害的爆头伤害倍率:x2 -> x1.2(与其他类型相同:切割和钝击)。
查看大图修正穿刺伤害对人类的爆头伤害倍率:x2 -> x1.2(与其他类型一致:切割和钝击)。
这对弓和弩(部分对投枪)很重要。
源代码:
internal class OltoSandboxAgentApplyDamageModel : SandboxAgentApplyDamageModel
{
public override float GetBodyPartDamageMultiplier(
BoneBodyPartType bodyPart,
DamageTypes type,
bool isHuman)
{
float multiplierForBodyPart = 1f;
switch(bodyPart)
{
case BoneBodyPartType.None:
multiplierForBodyPart = 1f;
break;
case BoneBodyPartType.Head:
switch (type)
{
case DamageTypes.Invalid:
multiplierForBodyPart = 2f;
break;
case DamageTypes.Cut:
multiplierForBodyPart = 1.2f;
break;
case DamageTypes.Pierce:
multiplierForBodyPart = !isHuman ? 1.2f : 1.2f; //2f
break;
case DamageTypes.Blunt:
multiplierForBodyPart = 1.2f;
break;
}
break;
case BoneBodyPartType.Neck:
switch (type)
{
case DamageTypes.Invalid:
multiplierForBodyPart = 2f;
break;
case DamageTypes.Cut:
multiplierForBodyPart = 1.2f;
break;
case DamageTypes.Pierce:
multiplierForBodyPart = !isHuman ? 1.2f : 1.2f; //2f
break;
case DamageTypes.Blunt:
multiplierForBodyPart = 1.2f;
break;
}
break;
case BoneBodyPartType.Chest:
case BoneBodyPartType.Abdomen:
case BoneBodyPartType.ShoulderLeft:
case BoneBodyPartType.ShoulderRight:
case BoneBodyPartType.ArmLeft:
case BoneBodyPartType.ArmRight:
multiplierForBodyPart = isHuman ? 1f : 0.8f;
break;
case BoneBodyPartType.Legs:
multiplierForBodyPart = 0.8f;
break;
}
return multiplierForBodyPart;
}
}
在两个地方进行了更改:
multiplierForBodyPart = !isHuman ? 1.2f : 2f;
对于“头部”和“颈部”。
====
安装(标准):
将存档解压到 \Modules
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