安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









The problem is that disabling crits is built into the summoner, and to make them work, the easiest way is to replace this class with an exact copy, but with the ability to crit. Another mod most likely also works on replacing the class, so it turns out that they do not work together. As I remember, I added settings to disable crits for summoners, after that everything should work fine, but the summoner will not have crits
Like, for example if you set this to '50' and you have 160% Crit chance, you hit you first crit at 160% chance, second at 110% chance, third at 60% chance, fourth at 10%?
I just find it lame, you can only ever get Double Crits with vanilla stats.
There were 2 options here, either I fix everything through reflection, but before restarting the game all reforgings off and accessories are reforged as weapons, because of which they do not give anything, or change the class. I chose the second option, and to avoid problems I added the ability to disable this in the config. If another way to enable crits for the summoner appears, I will definitely refuse a copy of the class, but for now this is the only way.
If damage split is enabled, it takes the weapon's damage and adjusts the projectile's damage, multiplying by the number of minions required. For example, 1 eye requires 0.5 slots, and each eye will deal half the weapon's damage
What is more effective can only be shown by tests on specific weapons, for this purpose a function has been added to disable damage variability