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  • 用户:Drio
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  1. In Progress [1.2.2 Beta]Banner Effect have incorrect description (DefaultBannerEffects.DecreasedRangedAttackDamage)

    Summary: namespace TaleWorlds.Core public class DefaultBannerEffects And namespace TaleWorlds.MountAndBlade.CustomBattle.CustomBattleObjects public class CustomBattleBannerEffects Banner Effect: DecreasedRangedAttackDamage Effect name: {=p0JFbL7G}Decreased Taken Ranged Attack Damage Effect...
  2. In Progress [1.2.0 Beta]Some policies ineffective(KingsMercenaries / Peerage / LandGrantsForVeterans)

    Summary: I don't find three policies effect used code in v1.2.0 beta(Also don't find in v1.1.0 to v1.1.5). 1. DefaultPolicies.KingsMercenaries 2. DefaultPolicies.Peerage 3. DefaultPolicies.LandGrantsForVeterans If they work, I should find the code like this...
  3. Resolved [v1.2.0 Beta]Some perks ineffective(crafting > SharpenedTip & SharpenedEdge & ExperiencedSmith)

    ...{ overrideData.SwingDamageOverriden += MathF.Round((float)weapon.SwingDamage * DefaultPerks.Crafting.SharpenedEdge.PrimaryBonus); } if (hero.GetPerkValue(DefaultPerks.Crafting.SharpenedTip)) {...
  4. In Progress [v1.1.4]TRAIT valor EXP is 0, have no Increase or decrease when battle won.

    Could you describe the issue you are experiencing with more detail? I am sorry to say that I did not understand the issue.
    Thank you for your read.

    Now I understand what are my question, and I rewrite the topic.

    I played for a long time, but TRAIT valor EXP is 0, have no Increase or decrease.
    I cheated, try 10 VS 500 enemy and 500 vs 10 enemy battle, but no get valor exp when battle won.

    I open the game code, found this:
    Code:
    namespace TaleWorlds.CampaignSystem.CharacterDevelopment
    {
    public class TraitLevelingHelper
    public static void OnBattleWon(MapEvent mapEvent, float contribution)
    {
    float num = 0f;
    float strengthRatio = mapEvent.GetMapEventSide(PlayerEncounter.Current.PlayerSide).StrengthRatio;
    if (strengthRatio > 0.9f)
    {
    num = MathF.Min(20f, MathF.Sqrt(mapEvent.StrengthOfSide[(int)mapEvent.GetOtherSide(PlayerEncounter.Current.PlayerSide)]) * strengthRatio);
    }
    int xpValue = (int)(num * contribution);
    TraitLevelingHelper.AddPlayerTraitXPAndLogEntry(DefaultTraits.Valor, xpValue, ActionNotes.BattleValor, null);
    }

    I have input console command "campaign.list_player_traits" to check valor EXP.
    I sure this code is not work, but I don't know this code why don't work.
    So, the mistake is "MathF.Min(20f, MathF.Sqrt(mapEvent.StrengthOfSide[(int)mapEvent.GetOtherSide(PlayerEncounter.Current.PlayerSide)])"?
    or elsewhere?
  5. In Progress [v1.1.4]TRAIT valor EXP is 0, have no Increase or decrease when battle won.

    Deleted. I need check more for valor trait, because now I cannot take valor effect after battle won.
  6. Resolved [v1.1.4]Character Perk Effect value maybe incorrect (Crossbow Deft Hands)

    Summary: This perk effect calculate at Code: namespace SandBox.GameComponents public class SandboxAgentApplyDamageModel : AgentApplyDamageModel public override float CalculateStaggerThresholdMultiplier(...) { … if (defenderAgent.HasMount) {...
  7. In Progress English 2 string have no string code

    2 string have no string code, cannot translation to other languages. Where did you find this error (which conversation, screen, area,...)?: String 1 In Game, main menu -> SandBox -> ... -> input clan name page, page title. String = "Clan Name" Code 1: namespace...
  8. In Progress [v1.1.3]Character Perk Effect description & code not match (Riding Shepherd)

    ...if (mobileParty.HasPerk(DefaultPerks.Riding.Shepherd, false)) { result.AddFactor(-herdingModifier * DefaultPerks.Riding.Shepherd.PrimaryBonus, DefaultPerks.Riding.Shepherd.Name); } } Let herdingModifier is -0.8. This code is -( -0.8 ) * -0.5 = -0.4, the party speed will be...
  9. In Progress [v1.1.2] Issue text variable have no input value

    Summary: Text code: {FpUybbSk} have no input variable value at quest dialog. This code use at "CaravansCampaignBehavior" is correct. Code file: namespace TaleWorlds.CampaignSystem.Issues public class EscortMerchantCaravanIssueBehavior : CampaignBehaviorBase public class...
  10. Tutorial Other [Tutorial, Translation] Bannerlord Translation Tutorial and Translate M&B tool

    I have a problem.

    I create a new language, and will upload to steam workshop, so I create a new module folder.

    My question is that the new language does not use official font file?

    This is my test files, game version is v1.1.2.
    Test Language Module

    {module}/ModuleData/GUI/Fonts/{module name}Languages.xml
    XML:
    <Languages DefaultLanguage="English">
      <!-- TestLanguage -->
      <Language id="TestLanguage" DefaultFont="simkai" LineSeperatorChar="-">
        <Map From="FiraSansExtraCondensed-Light" To="simkai"/>
        <Map From="FiraSansExtraCondensed-Medium" To="simkai"/>
        <Map From="FiraSansExtraCondensed-Regular" To="simkai"/>
        <Map From="Galahad" To="simkai"/>
        <Map From="Galahad_Numbers_Bold" To="simkai"/>
    
        <ForbiddenStartOfLineCharacters Characters="!),.:;?]}¢·–— '&quot;• 、。〆〞〕〉》」︰︱︲︳﹐﹑﹒﹓﹔﹕﹖﹘﹚﹜!),.:;?︶︸︺︼︾﹀﹂﹗]|}、&#8288;"/>
        <ForbiddenEndOfLineCharacters Characters="([{£¥'&quot;‵〈《「『〔〝︴﹙﹛({︵︷︹︻︽︿﹁﹃﹏&#8288;"/>
        <NewlineDoesntRequireSpace/>
      </Language>
    </Languages>
    This code copy from chinese, use same offical font "simkai".

    {module}/ModuleData/Languages/TEST/language_data.xml
    XML:
    <?xml version="1.0" encoding="utf-16"?>
    <LanguageData id="TestLanguage" name="TestLanguage" subtitle_extension="zh-HANT" supported_iso="zh-HANT,zh-tw,zh-hk" under_development="false">
      <LanguageFile xml_path="TEST/SandBox/std_SandBox_View.xml" />
    </LanguageData>
    This code copy from chinese, use "uft-16".

    {module}/ModuleData/Languages/TEST/SandBox/std_SandBox_View.xml
    XML:
    <?xml version="1.0" encoding="utf-16"?>
    <base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="string">
     <tags>
      <tag language="TestLanguage"/>
     </tags>
     <strings>
      <string id="171fTtIN" text="測試模式"/>
     </strings>
    </base>
    This code copy from chinese, use "uft-16", and change game main menu option text "Sandbox" to "測試模式".

    In game main menu, the option text is changed, but show "OO", cannot display the word.

    Do you know, what is my mistake?

    Thank you for your read.
  11. Resolved [v1.1.0 Beta] Issue text one code(xvCzjcjU) two content (different variables)

    Summary: 1. HeadmanVillageNeedsDraughtAnimalsIssue, variable name use "_ANIMAL" 2. VillageNeedsCraftingMaterialsIssue, variable name use "_ITEM" This affects non-English language text. Code file: namespace TaleWorlds.CampaignSystem.Issues public class...
  12. Resolved [v1.1.0 Beta] Character Perk Effect description & code vlaue not match (Tactics mproviser)

    Oh, sorry...
    Yes, this code is for Primary Bonus effect, not Second Bonus😅
  13. In Progress [v1.1.0 Beta] Character Perk Effect description & code vlaue not match (Steward PriceOfLoyalty)

    ...= town.Governor.GetSkillValue(DefaultSkills.Steward) - 250; result.AddFactor(DefaultPerks.Steward.PriceOfLoyalty.SecondaryBonus * (float)num, DefaultPerks.Steward.PriceOfLoyalty.Name); } ... }} Perk file description display to player is skill point above...
  14. Resolved [v1.1.0 Beta] Character Perk Effect description & code vlaue not match (Tactics mproviser)

    Summary: Code file: namespace TaleWorlds.CampaignSystem.CharacterDevelopment public class DefaultPerks { ... this._tacticsImproviser.Initialize("{=qAn93jVN}Improviser", DefaultSkills.Tactics, this.GetTierCost(5), this._tacticsSwiftRegroup, "{=pFSWDNaF}No morale penalty for disorganized state in...
  15. In Progress [v1.1.0 Beta] Character Perk Effect description not match (Bow NockingPoint)

    ...void CalculateGarrisonEffectsOnSecurity(...){ ... if (PerkHelper.GetPerkValueForTown(DefaultPerks.Bow.NockingPoint, town)) { result.Add(num4 * num6 * DefaultPerks.Bow.NockingPoint.SecondaryBonus, DefaultPerks.Bow.NockingPoint.Name, null);<~ Secondary Bouns is not match, effect is for...
  16. Resolved [v1.1.0 Beta] Character Perk Effect Code (Polearm SureFooted)

    Summary: Ref: Code file: DefaultPerks this._polearmSureFooted.Initialize("{=bdzt4TcN}Sure Footed", DefaultSkills.Polearm, this.GetTierCost(9), this._polearmUnstoppableForce, "{=EQmElTk0}{VALUE}% defense against mount charge damage.", SkillEffect.PerkRole.Personal, 0.5f...
  17. In Progress [v1.1.0 Beta] Character Perk Effect description (Bow RangersSwiftness)

    Summary: Code file: namespace TaleWorlds.CampaignSystem.CharacterDevelopment public class DefaultPerks { ... this._bowRangersSwiftness.Initialize("{=p12tSfCC}Ranger's Swiftness", DefaultSkills.Bow, this.GetTierCost(10), this._bowQuickDraw, "{=RQd005zy}Equipped bows do not slow you down."...
  18. Resolved [1.9.0]Character Perk Effect (polearm.Lancer)

    Summary: Perk Description: {=eL9RlPbj}Increases your speed damage bonus with polearms by 20% while mounted." namespace TaleWorlds.CampaignSystem.GameComponents public class SandboxStrikeMagnitudeModel : StrikeMagnitudeCalculationModel public override float CalculateStrikeMagnitudeForSwing() <~...
  19. Resolved [1.9.0]Character Perk Effect (crossbow.MightyPull)

    Summary: namespace SandBox.GameComponents public class SandboxAgentStatCalculateModel : AgentStatCalculateModel private void GetPerkAndBannerEffectsOnAgent() Detect incorrect skill. [CODE Begin] else if (rightHandEquippedItem.RelevantSkill == DefaultSkills.Crossbow) { ...
  20. In Progress [1.9.0]Character Perk Effect (bow.RenownedArcher)

    Summary: DefaultPerks.Bow.RenownedArcher In namespace TaleWorlds.CampaignSystem.CharacterDevelopment > private void InitializeAll() Description is :"{=u0j3Nfmc}Ranged troops are 30% cheaper to recruit and to upgrade." But the upgrade cost bonus code is for all troops. namespace...
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