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@ChrisLv-CN ChrisLv-CN released this 04 Dec 17:15
· 188 commits to main since this release

“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.