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@ChrisLv-CN ChrisLv-CN released this 22 Jan 07:52
· 163 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-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.