修正爆头(已过时)

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)。

游戏玩法

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”。

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安装(标准):

将存档解压到 \Modules