Hi! Can bLocalVariablesZeroInitialization be used for changing the default colours for different text? I didn't quite get how to use it, could you clarify it please?
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Hi! Can bLocalVariablesZeroInitialization be used for changing the default colours for different text? I didn't quite get how to use it, could you clarify it please?
Bow damage is different because of missile_speed_bonus. Wich can apply 2 bonuses at a time. Your speed and enemy speed. Or it can apply 2 debaffs at one time. Your speed and enemy speed. Also engine treat proficiencies as damage bonus. 100% at 100 proficiency and 15% bonus for each 100 proficiency points. So at 500 pfroficiency and 10 power_draw you will get 100% + 14*10% + 4*15% = 300% damage. Apply to that speed bonus approximatelly 130-200% multiplicatively. And armors are a bit useless against pierce damage. In this game bows are overpowered. Maximum damage 500. I saw it many times.Hi K700,
I found some new issues while using WSE2 with my mod "east1135".
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3. bow damage is not stable, sometimes will cause massive damage
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thanks for your explanation! I will continue to observe this issue as it occasionally occurs.Bow damage is different because of missile_speed_bonus. Wich can apply 2 bonuses at a time. Your speed and enemy speed. Or it can apply 2 debaffs at one time. Your speed and enemy speed. Also engine treat proficiencies as damage bonus. 100% at 100 proficiency and 15% bonus for each 100 proficiency points. So at 500 pfroficiency and 10 power_draw you will get 100% + 14*10% + 4*15% = 300% damage. Apply to that speed bonus approximatelly 130-200% multiplicatively. And armors are a bit useless against pierce damage. In this game bows are overpowered. Maximum damage 500. I saw it many times.
It's clear from the name that it's not related.I'm not quite sure what "initialize all local variables with zeros" means, but I guess it's not connected to colours, right?
Will be fixed in the next update.Hi K700,
here comes the screenshots for issue 1 and issue 2.
fld = 4400 #(fld, <fp_register>, <value_fixed_point>), #Loads <value_fixed_point> into <fp_register>
globals()['fp%d' % index] = index #fixed point registers (wse)
globals()['freg%d' % index] = index #fixed point registers (wse)
header_common_addon.pyPython:Does wse2 engine use any TAG for <fp_register>?
To the very end of the file on a new lineI do apologize if this has been answered in the last...60 or so pages but: I'm not much of a person for code. when you say endstrirngs for the code edit to a module's PostFX file precisely what Endstrings would i be looking for?
Module of interest: Gekokujo Daimyo Edition Reimagined if that info somehow helps.
Reason: Postprocessing blackscreen requiring the file edit. I have no idea what I'm looking for in this coding string for the post fx file.
ok so i did do that (i think. im not particularly coding literate so i might be dumb.) however looking at the RGL.text log shows there's an intense amount of everyrthing not being correctly loaded. i am going to assume this means that this is more than a coding edit requirement.To the very end of the file on a new line