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Releases: ChrisLv-CN/YRDynamicPatcher-Kratos

Build7.4

14 Apr 14:07
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敬告 Attention

新版本的Kratos的源代码库迁移至DPKratos-Lite
The source code base of the new version of Kratos is migrated to DPKratos-Lite.

新版本将深度结合DP2.1的框架结构,对代码进行完全重构,因此此库停止更新,仅做Build7的维护工作。
The new version will deeply combine the framework structure of DP2.1 and completely refactor the code, so this repository will stop updating and only do the maintenance of Build7.

对于非开发者的Modder,使用新版本可以前往此处下载Release。
For non-developer Modders, using the new version, you can go to Here to download Releases.

前言 Foreword

如果你不是开发者,或者不打算添加和使用DP脚本,那么应该遵循以下操作,可以提高载入的速度。(在你发布mod的时候也应该这么做)
If you are not a developer, or do not plan to add and use DP scripts, then you should follow the steps below to improve the loading speed. (This should also be do when you release your mod)

1、删除DynamicPatcher.dll
Delete DynamicPatcher.dll.

2、将DynamicPatcher_RELEASE.dll更名为DynamicPatcher.dll
Rename DynamicPatcher_RELEASE.dll to DynamicPatcher.dll.

注意 Note

1、“nores”是给非开发者的包。
‘nores’ is for Non-Developer.

2、这个包为非开发者准备的,使用DynamicPatcher-2.0-debug,不含有源代码。
This package is prepared for non-developers, uses DynamicPatcher-2.0-debug, does not contain Source Code.

3、此版本及以后的版本默认使用开发版DP,同时附带发布版DP,如需发布,自行改名字。
This version and later versions use the development version DP by default, and also comes with the release version DP. If you need to publish, you can rename and override yourself.

4、如果你已经使用了本项目的先期打包,建议将其全部删除,再进行覆盖。
If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.

5、Build7与之前的版本不同,由于更新了DP2.0,你必须完全删除文件夹"DynamicPatcher",再添加本包。
Build7 is different from the previous version. Due to the updated DP2.0, you must completely delete the folder "DynamicPatcher", and then add this package.

6、DP2.0 不再需要为 syringe.exegamemd.exe 添加管理员权限,如果遇到联机同步故障,可试着解除管理员权限。
DP2.0 no longer needs to add administrator privileges to syringe.exe and gamemd.exe. If you encounter online synchronization failures, you can try to remove administrator privileges.

必须完全删除文件夹"DynamicPatcher",再添加本包。
You must completely delete the folder "DynamicPatcher", and then add this package.
必须完全删除文件夹"DynamicPatcher",再添加本包。
You must completely delete the folder "DynamicPatcher", and then add this package.
必须完全删除文件夹"DynamicPatcher",再添加本包。
You must completely delete the folder "DynamicPatcher", and then add this package.

7、修改了Stand.PromoteFormMaster的拼写错误Form,正确的写法是Stand.PromoteFromMasterFrom。同时调整了部分Stand的默认值。
Fixed the spelling error Form of Stand.PromoteFormMaster, the correct spelling is Stand.PromoteFromMaster is From. At the same time, the default values of some Stands have been changed.

打包更新 Build Update

B7.1 - 修复礼盒变形开出的单位Buff异常堆叠。
Fixed the abnormal stacking of Unit's buffs from GiftBox.

B7.2 - 修复在抛射体上使用尾巴会导致联机不同步的问题。
Fixed Out Of Syn where using a tail on a projectile.

B7.3 - 建筑替身现在支持雷达和间谍卫星。
Building as Stand now support Radar and SpySat.

B7.4 - 修复AntiMissile不检查Interceptable的BUG,增加标签Stand.FreeDirection
Fix the bug that AntiMissile does not check Interceptable, add the new label Stand.FreeDirection.

更新日志 Change Log

1、框架升级到 DP 2.0 (debug version),可以使用DP2.0全新的组件机制,所以需要完全删除旧版,重新覆盖新版本
The framework is upgraded to DP 2.0 (debug version), which can use the new component system of DP 2.0, so it is necessary to completely delete the old packages and re-cover the new packages.

2、新增特性“显示血条数值”“显示伤害数值”,数字的显示有两种风格,可使用“游戏字体”“SHP文件”,随包内附带两个shp文件pips.shppipsnum.shp可以直接使用,默认开启,可以在[AudioVisual]中加入如DamageText.Hidden=yes设置来关闭显示或深度定制化显示。
Added "Display Health number" and "Display Damage number" feature, the display of numbers has two styles, the "game font" or "SHP file", the package has two shp files pips.shp and pipsnum.shp for easy use. It is enabled by default. You can add settings like DamageText.Hidden=yes in [AudioVisual] to turn it off or other to deeply customize the display.

3、新增飞行器警戒巡航,由《世纪之战》提供,演示视频
Added Aircraft Area Guard, provided by "世纪之战", Demo Video.

4、染色弹现在可以给建筑染色,替身也会相应的一同染色。
Paintball can print color to Building and Stand.

5、新增动画播放时释放超武,设置与武器发射超武相似,同时也扩展了武器发射超武的部分设置。
Added Launch Super weapon when Animation is playing, like launch when weapons fire, expanded some settings.

6、现在由动画衍生的动画,如碎片尾烟等均可传递所属,可使用ExpireAnimOnWater流星\碎片动画指定在落水时的水花动画。
Now those animations spawn by an animation, like Debris, Trailer, etc. can inherit its House. And you can use ExpireAnimOnWater to cover Anim when a Meteor or Debris hit the water.

7、现在可以使用SubjectToGround为导弹设定是否在穿过地面时引爆。ROT>1时默认为yes,使用直线时,如ROT=1,默认值为no
Now can set SubjectToGround to homing projectile detonate when it throws the ground, default yes when ROT>1, default no when use straight like ROT=1.

8、新增AE类型"武器禁用"Weapon.Disable,可影响单位附着的替身,中招后无法发射武器。
Added new AE-Type Weapon.Disable to disable unit's weapon, can affects Unit's own Stand.

9、新增AE类型“武器替换”OverrideWeapon,可影响单位附着的替身,在单位发射武器时,发射出来的武器会被替换成指定的武器。
Added new AE-Type OverrideWeapon, when the Unit is fire, the projectile will change to custom weapon.

10、新增AE类型“武器发射超武”FireSuperWeapon,可影响单位附着的替身,在单位发射武器时,发射超级武器。
Added new AE-Type FireSuperWeapon, when the Unit is fire, the SuperWeapon will launch same.

11、新增AE类型“礼盒”GiftBox,可影响单位附着的替身,在单位获得这个AE时,它将被转换成礼盒单位。
Added new AE-TypeGiftBox, when the Unit has this effect, the Unit will transform to a GiftBox.

12、新增AE类型“禁止选择”Select.Disable,在单位获得这个AE时,它将无法被鼠标选中。
Add new AE-TypeSelect.Disable to disable selected by mouse.

13、扩展了部分设置,如FireSuperWeaponGiftBox等,有几率精英等设置,AE同。
Some feature settings have expanded, like FireSuperWeapon and GiftBox etc. They can set Chance and Elite etc. AE-Type same.

14、扩展了部分AE类型的设置,现在他们可以用AffectWho来指定只影响谁,取值ALL\MASTER\STAND
Expanded settings for some AE-Types, now they can use AffectWho to specify who only affects, values ALL\MASTER\STAND.

15、扩展了部分AE类型的设置,DeactiveWhenCivilian可以让附着的效果在单位被狙杀驾驶员让所属更改时停止工作,但AE并不会因此被取消,计时器也不会暂停。
Expanded the settings of some AE-Types, DeactiveWhenCivilian can make the attached effect stop working when the Unit's House is changed like pilot dead, but the AE will not be removed and the timer will not be paused.

16、GiftBox现在可以通过RandomWeight来控制在激活RandomType时,列表中每个礼物的随机权重,数值越高越容易被选中。但是即使被选中,仍会单独计算这个类型是否可以被释放的Chance
GiftBox can now use RandomWeight to control the random weight of each gift in the list when RandomType is activated, the higher the value, the easier it is to be selected. But even if it is selected, the Chance still decide this type can be released.

17、为建筑的摧毁动画ExplosionDestroyAnimDebrisAnim等添加所属。
Set House for animations Explosion, DestroyAnim, DebrisAnim, etc. when a building is destroy.

18、动画现在使用Warhead或者Weapon来制造伤害 ,都可以继承属性。增加了标签Damage.InitDelay来控制动画在产生伤害之前的延迟,Damage.Delay也可以对使用Warhead的动画产生效果,使用标签Warhead.PlayAnim可以让使用Warhead来制造伤害的动画,播放弹头的动画。
Animations now use Warhead or Weapon to make damage, both can inherit House. Added the label Damage.InitDelay to set a delay of animations before make damage. Damage.Delay can also have effects on animations using Warhead, the label Warhead.PlayAnim can make animations using Warhead, play Warhead's animation.

19、新增标签DeployToTransform,可以使得步兵载具,在部署动作完成时,变身为其他单位,原理和礼盒一样,杀死原单位再创建新的单位。
Added label DeployToTransform, make Infantry or Unit transform to anther Unit when they deployed. like GiftBox, the origin unit will remove.

20、扩展了Stand的设置,现在设置Stand.Immune=no可以让Stand成为目标并收到伤害,同时可以使用Stand.DamageFromMaster让Stand分摊JOJO收到的伤害,或者使用Stand.DamageToMaster让JOJO分摊自己收到的伤害。
Expanded the setting of Stand, now set Stand.Immune=no to make Stand a target and receive damage, and you can use Stand.DamageFromMaster to let Stand share the damage received by JOJO, or use Stand.DamageToMaster to let JOJO shared the damage received by Stand.

21、修改了Stand的默认配置,Stand.VirtualUnit=yes
Changed the default configuration of Stand, Stand.VirtualUnit=yes.

22、新增标签Missile.Homing,可以让子机导弹攻击移动目标时能跟踪并准确命中,当子机导弹的目标为空中单位时,该功能自动开启
Added the tag Missile.Homing, which allows the SpawnMissile to track and accurately hit the moving target. When the target is in air, this function is automatically enabled.

23、现在Unit在使用部署开火的时候,可以正确的使用FireOnce令其在发射一次武器后停止开火。
Unit now correctly uses FireOnce to stop firing after one shot when in DeployFire.

24、扩展了Stand的设置,现在替身可以使用Stand.SameAmmoStand.UseMasterAmmo来同步或消耗JOJO的弹药,当Stand.SameAmmo开启的时候,Stand.UseMasterAmmo默认开启。
Expanded Stand's settings, now Stand can use Stand.SameAmmo and Stand.UseMasterAmmo to sync or consume JOJO's ammo. When Stand.SameAmmo is enabled, Stand.UseMasterAmmo is enabled by default.

25、新增AE类型“自损伤”DamageSelf,中招后持续收到伤害,隐形也无法避免。
Add new AE-TypeDamageSelf to still get damage itself even cloaked.

26、动画新增标签Visibility,可以设置动画只向哪些所属势力播放,NONE\OWNER\ALLIES\ENEMIES,NONE表示全部。
The animation adds a new label Visibility, which can set the animation to only play to which house, NONE\OWNER\ALLIES\ENEMIES, NONE means all.

27、扩展了AE类型Anim的设置,现在AE持续动画可以在单位隐形时播放,并且可以控制只向哪些所属势力播放。
Expanded the settings of AE-Type Anim, now AE animation...

Read more

Build6.25

22 Jan 07:52
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“nores”是给非开发者的包。
‘nores’ is for Non-Developer.
这个包为非开发者准备的,使用DynamicPatcher-1.0-debug,不含有源代码。
This package is prepared for non-developers, uses DynamicPatcher-1.0-debug, does not contain Source Code.
此版本及以后的版本默认使用开发版DP,同时附带发布版DP,如需发布,自行改名字。
This version and later versions use the development version DP by default, and also comes with the release version DP. If you need to publish, you can rename and override yourself.
如果你已经使用了本项目的先期打包,建议将其全部删除,再进行覆盖。
If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.
*Build6与之前的版本不同,由于合并了新DP的新特性版本,强烈建议完全删除文件夹DynamicPatcher,再添加本包。
Build6 is different from the previous version. Due to the new feature version of the new DP, it is strongly recommended to completely delete the folder "DynamicPatcher", and then add this package.

Build Update

B6.1 - 屏蔽多余的日志信息,Paintball效果在Next时更加的平滑。
Remove redundant log information, and the Paintball effect is smoother in Next.
B6.2 - 修复AttackBeacon失效的问题。
Fix AttackBeacon not working.
B6.3 - 额外发射的武器支持Ares和Phobos的自定义特斯拉效果。
Extra fired weapons now support custom Tesla effects by Ares and Phobos.
B6.4 - 多类型尾巴系统中,电弧类型标签由Electric.IsAlternateColor改为Bolt.IsAlternateColor,并增加额外的标签以支持Ares和Phobos的自定义特斯拉效果,如Bolt.Color1、Bolt.Disable1等。
In the multi-type tail system, the ELECTRIC-type label is changed from Electric.IsAlternateColor to Bolt.IsAlternateColor, and extand some labels to support the custom Tesla effects by Ares and Phobos, such as Bolt.Color1, Bolt.Disable1, etc.
B6.5 - 修复了可能导致替身从抛射体上脱落的BUG,可能导致反抛射体无法工作的BUG,优化了AutoWeapon的部分逻辑,增加了一个AutoWeapon.FireToTarget标签让AutoWeapon仅向附加对象的目标开火。
Fixed a bug that could cause the Stand to drop off the projectile, and a bug that could cause the anti-projectile to not work. Part of the logic of AutoWeapon was optimized, and a label AutoWeapon.FireToTarget was added to make AutoWeapon only fire at the target of the attached object.
B6.6 - 修复了替身绑在子机上不会跟随消失的BUG,增加了一个标签Stand.ExplodesWithMaster来让替身在JOJO死亡时发生爆炸。
Fixed the bug that the Stand would not disappear when attach to the Spawn, and added a label Stand.ExplodesWithMaster to make the Stand explode when JOJO dies.
B6.7 - 增加了一个标签Stand.DrawLayer控制替身的渲染层次,增加了一个标签Stand.Powered来让替身只在电力充足时行动。
Added a label Stand.DrawLayer to control the rendering level of the Stand, and added a label Stand.Powered to let the Stand act only when the power is sufficient.
B6.8 - 重新设计了AE的叠加控制机制,现在Cumulative将有三个值来控制叠加状态,不再受AutoWeapon的影响,Cumulative=Attacker时,来自不同来源的同一个AE可以叠加。AutoWeapon.IsAttackerMark的含义更加明确,即是否可以与AE的来源进行互动,允许武器来自Attacker或朝向Attacker发射。
Redesigned the Cumulative control of AE. Now Cumulative will have three values to control the state, which is no longer affected by AutoWeapon. When Cumulative=Attacker, the same AE from Different Attacker can be Cumulative. The meaning of AutoWeapon.IsAttackerMark is more explicit, is it possible to interact with the source of AE, allowing the weapon to be fired from the Attacker or fired to the Attacker.
B6.9 - 修复了碰撞检查建筑的问题,修复了替身在Stand.Powered=yes时停电依然可以行动的问题,增加了标签Stand.SameHouse=yes来控制替身是否跟随使者改变自身的所属。
Fixed a bug of Bullet checking buildings if enable proximity, fixed a bug that the Stand can still act when the power is cut down when Stand.Powered=yes, and added a new label Stand.SameHouse=yes to control whether the Stand changes its House with the Master.
B6.10 - 修复并添加对Phobos的TurretOffset的支持,AE增加标签NotAffectTypes来建立黑名单。
Fix and add support for Phobos' TurretOffset, Adds a new label NotAffectTypes to build a blacklist of AEType.
B6.11 - 修复TurretOffset下IsOnTurret旋转方向错误的BUG.
Fix the bug that the rotation direction is wrong of IsOnTurret in TurretOffset.
B6.12 - 修复一个战役存档的问题。
Fixed a bug where the game was saved/loaded incorrectly.
B6.13 - 修复礼盒获得的载具无法搭载乘客的BUG。
Fixed a bug where the transport vehicle spawn from the gift box could not carry passengers.
B6.14 - 修复一个与朝向有关的数学问题。
Fix a direction math problem.
B6.15 - 修复一个同组AE在削减计时器时的计算错误。
Fixed a miscalculation of the same group of AEs when cutting the timer.
B6.16 - 修复一个尾巴系统的渲染错误,优化联机稳定性,AE新增标签ResetDurationOnReapply=no和Stand.ForceAttackMaster=no。
Fixed a rendering error of the tail system, optimized the online stability, and added two labels ResetDurationOnReapply=no and Stand.ForceAttackMaster to AEType.
B6.17 - 修复了尾迹系统、替身系统、自动武器系统在联机时会造成同步错误的问题。
Fixed many issues where the Tail-System, Stand-System, and AutoWeapon-System would cause synchronization errors when online multiplayer matches.
B6.18 - 修复了当使用GiftBox获得步兵或Jumpjet单位时产生空气墙的问题。在使用步兵或JJ单位做替身时也可能产生空气墙问题,该问题并未修复,请使用地面载具作为替身。
Fixed Air-Block created when using GiftBox to get Infantry or Jumpjet units. There may also be an Air-Block issue when using Infantry or Jumpjet units as Stand, this issue has not been fixed, please use Ground Vehicles as Stand.
B6.19 - 完全修复在使用GiftBox与Stand功能时由步兵类型和Jumpjet类型造成的空气墙问题。
Completely fixed the Air-Block issue caused by Infantry type and Jumpjet type when using GiftBox and Stand functions.
B6.20 - 修复在使用Stand功能时由于受到建筑挤压强制移动而造成的空气墙问题。 GiftBox新增标签GiftBox.OpenWhenDestoryed=no。
Fixed the air-block issue caused by forced movement by building extrusion Stand unit. and added label GiftBox.OpenWhenDestoryed=no to GiftBox.
B6.21 - 修复因为[NukeCarrier]的Damage=0而造成核弹升空消失的bug。抛射体增加标签AdvancedBallistics=no来关闭高级Acring弹道来兼容Phobos的调整重力逻辑。替身增加了标签SameTilter强制调整Drive替身的倾斜,增加标签MobileFire来让替身在JOJO移动时哑火。
Fixed a bug that caused the nuke to disappear when the [NukeCarrier]'s Damage=0. Added the label AdvancedBallistics=no to projectiles to disable advanced Acring ballistics to be compatible with Phobos' adjusted Arcing's gravity logic. Added the label Stand.SameTilter to the Stand to force the tilt of the Drive Stand, and added the label Stand.MobileFire to make the Stand misfire when JOJO moving.
B6.22 - 修复盖特在精英阶段的计数错误导致升阶失败的严重错误。
Fixed a serious bug where Gatting Count Error in the elite stage caused the upgrade to fail.
B6.23 - 修复当带着AE动画的单位死亡时可能产生的EIP 004A9794问题,修复JJFacingToTarget的单位不会追踪跑出射程的敌人的问题。
Fixed EIP 004A9794 when a unit with AE-Animation dies. Fixed JJFacingToTarget units not tracking enemies out of range.
B6.24 - JJFacingToTarget的JJ单位现在可以执行Guard和AreaGuard的任务。
JJ units of JJFacingToTarget can now perform Guard and AreaGuard missions.
B6.25 - 修复AttachFire.CheckRange只检查最远距离而忽视最近距离的问题。
Fixed AttachFire.CheckRange only checking the max range and ignoring the min range.

Change Log

1、原AutoWeapon.WeaponTypes标签更名为AutoWeapon.Types。
Rename the AutoWeapon.WeaponTypes label to AutoWeapon.Types.
2、移除原标签 AutoWeapon.Shooter,移除原标签AutoWeapon.ToAttacker。
Remove those label AutoWeapon.Shooter and AutoWeapon.ToAttacker.
3、原DestroySelfPeaceful标签更名为DestroySelf.Peaceful,与AE新增效果同名。
Rename the DestroySelfPeaceful label to DestroySelf.Peaceful, same name as AE's new effect.
4、AttachEffect增加了属性的调整,部分效果可以影响抛射体。
AttachEffect add the effects of such as Firepower and speed, some can affect ProjectileType.
5、删除Paintball,移动至AttachEffect-System.
Delete Paintball, move to AttachEffect-System.
6、扩展AttachEffectTypes新效果类型,DestroySelf,Transform等。
Expand AttachEffectTypes with new effect types, DestroySelf, Transform, etc.
7、重新设计AttackerMark系统,依旧使用AttachEffectTypes的AutoWeapon效果,添加了独立的CumulativeByDifferentAttacker标签控制多来源叠加,当AutoWeapon.IsAttackerMark=yes时启动特殊设置,AutoWeapon的行为由AE接受者向指定位置发射变更为AE的来源朝AE接受者发射武器,额外的标签控制发射的朝向与武器所属。
Redesigned the AttackerMark system, still using the AutoWeapon effect of AttachEffectTypes, adding an independent label CumulativeByDifferentAttacker to control multi-source attach cumulative, when AutoWeapon.IsAttackerMark=yes special settings are actived, and the behavior of AutoWeapon is changed from the AE-Receiver fire to point to change to the AE-Source fire to the AE-Receiver, and extra labels to control more details.
8、AutoWeapon现在可以发射附加单位自身持有的武器。
AutoWeapon can now fire weapons held by attached units.
9、重新设计了抛射体近炸并穿透机制,现在有更多的细节设置。
The projectile proximity and penetration system has been redesigned and now has more detailed settings.

Build5.6

04 Dec 17:15
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“nores”是给非开发者的包。
‘nores’ is for Non-Developer.
这个包为非开发者准备的,使用DynamicPatcher-1.0-release,不含有源代码,不具备打包功能,无法进行自定义修改。
This package is prepared for non-developers, uses DynamicPatcher-1.0-release, does not contain Source Code, does not have the Packaging function, and cannot be customized.
如果你已经使用了本项目的先期打包,建议将其全部删除,再进行覆盖。
If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.

B5.1 - 修复ExtraFire武器不能A地板的问题。
Fixed the bug that ExtraFire weapons can't shoot to ground.
B5.2 - 修复AE需要至少造成1点伤害才能附加的问题。
Fix the bug that AE needs to cause at least 1 point of damage to attach.
B5.2 - 修复火车类型的替身会遮挡本体的问题。
Fix the bug that IsTrain=yes Stand would block the Master unit.
B5.3 - 修复附加AE的弹头的护甲检查。
Fix the armor check of the warhead with AE attached.
B5.3 - 新增AE的一个白名单机制AffectsTypes,如果设置,则只影响指定的单位类型。
Added a whitelist of AffectsTypes for AE, if set, only the specified unit type will be affected.
B5.4 - 当AE启用AutoWeapon并且Shooter=Attacker时,该AE将判定为攻击者标记,来源不同的攻击者的同名AE将会叠加。
When AutoWeapon is enabled on an AE and AE.Shooter=Attacker, the AE will be judged as an Attacker Mark, and AEs with the same name of attackers from different sources will be superimposed.
B5.5 - 设置了Level=yes的ROT=1抛射体现在不会强制启用碰触引信,ROT=1是否启用碰触引信仅由Proximity控制。
The ROT=1 projectile with Level=yes is reflected in that the touch fuze is not forcibly activated, and whether the touch fuze is activated or not is only controlled by Proximity.
B5.6 - 修复当ROT=1的抛射体,并且Proximity=yes时,如果场上出现了Aircraft,会导致抛射体判定为撞击到目标而直接引爆的BUG。
Fixed a bug where when ROT=1 projectile and Proximity=yes, if an Aircraft appears on the field, the projectile will be judged to hit the target and detonate directly.

1、修复JumpjetFacingToTarget导致单位跳出地图外的恶性BUG。
Fixed a vicious bug where JumpjetFacingToTarget caused the unit to teleport out of the map.
2、原AttachWeapon标签更名为ExtraFire。
Rename the AttachWeapon label to ExtraFire.
3、删除[StandTypes]和原有的Stand-System,合并为全新的AttachEffect-System。
Delete [StandTypes] and Stand-System and merge all features into the new AttachEffect-System.
4、删除AttackerMark,合并为全新的AttachEffect-System。
Delete AttackerMark and merge all features into the new AttachEffect-System.
5、新增全新类型[AttachEffectType],全新注册表[AttachEffectTypes],拥有Stand、AutoWeapon等多重类型,可以由弹头赋予、消除。
Add a new type [AttachEffectType], a new registry [AttachEffectTypes], with multiple types such as Stand and AutoWeapon, which can be add or eliminated by the warhead.

Build4.1

07 Nov 10:22
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“nores”是给非开发者的包。
‘nores’ is for Non-Developer.
这个包为非开发者准备的,使用DynamicPatcher-1.0-release,不含有源代码,不具备打包功能,无法进行自定义修改。
This package is prepared for non-developers, uses DynamicPatcher-1.0-release, does not contain Source Code, does not have the Packaging function, and cannot be customized.
如果你已经使用了本项目的先期打包,建议将其全部删除,再进行覆盖。
If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.

b4.1 - 修复一个傻逼的性能问题
b4.1 - Fix stupid performance issues

1、尾巴系统重制,现在可以支持多种类型的尾巴。
The trail system has been remake, and now it can support multiple types of trails.
2、Arcing=yes的抛射体现在强制精确命中,取消了AdvancedArcing标签,不精准标签由FlakScatter调整为Inaccurate,与Ares保持一致。
The ejection of Arcing=yes is reflected in the forced precision hit, the AdvancedArcing label is cancelled, and the inaccurate label is adjusted from FlakScatter to Inaccurate, which is consistent with Ares.
3、替身系统重制。
Remake the stand system.

Build3

20 Oct 16:44
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“nores”是给非开发者的包。
‘nores’ is for Non-Developer.
这个包为非开发者准备的,使用DynamicPatcher-1.0-release,不含有源代码,不具备打包功能,无法进行自定义修改。
This package is prepared for non-developers, uses DynamicPatcher-1.0-release, does not contain Source Code, does not have the Packaging function, and cannot be customized.
如果你已经使用了本项目的先期打包,建议将其全部删除,再进行覆盖。
If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.

1、更完善的AttachWeapon系统,可以支持乘客,盖特,同时FLH的设置被移动到Art中,作为乘客时,FLH在载具上设置。
A more complete AttachWeapon system can support passengers and Gettling. At the same time, the FLH settings are moved to Art. When used as a passenger, FLH is set on the Transporter.
2、更完善的SupportSpawnsWeapon系统,可以支持乘客,支持一直发射,同时FLH的设置被移动到Art中,作为乘客时,FLH在载具上设置。
A more complete SupportSpawnsWeapon system can support passengers and always fire. At the same time, the FLH setting is moved to Art. When as a passenger, FLH is set on the vehicle.
3、新增彩弹,写在弹头上。
A paintball in warhead.

Build2

08 Sep 04:52
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“nores”是给非开发者的包。
‘nores’ is for Non-Developer.
这个包为非开发者准备的,使用DynamicPatcher-1.0-release,不含有源代码,不具备打包功能,无法进行自定义修改。
This package is prepared for non-developers, uses DynamicPatcher-1.0-release, does not contain Source Code, does not have the Packaging function, and cannot be customized.
如果你已经使用了本项目的先期打包,建议将其全部删除,再进行覆盖。
If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.

注意事项
Precautions
1、GiftBox.Destroy 更名为 GiftBox.Explodes,跟随在Remove之后起效,表示删除单位后是否引发爆炸,播放爆炸动画和触发死亡武器,默认为no。
2、GiftBox.EmptyCell 更名为 GiftBox.RandomToEmptyCell,跟随在RandomRange之后起效,表示随机选择时空地优先。

first release

02 Aug 14:49
d920d14
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first release Pre-release
Pre-release

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