ConfigurableDeathMark
Allows you to configure what Damage Over Times and what Debuffs count towards proccing DeathMark, DotAPI Support.
模組介紹 作者原文
Configurable Death Mark
Configurable Death Mark allows you to decide what Damage Over Times (Dot) and what Debuffs can proc the Death Mark Effect.
The mod can work without R2API, but it has built in support for Custom DOTs added by DotAPI.
Everything is handled in the Configuration Files created by the mod, found under BepInEx/config/ConfigurableDeathMark.
Features:
- Allows you to choose what Buffs marked as Debuffs count towards proccing Via config files.
- Works with Mods that add Debuffs.
- Allows you to choose what Dot's count towards proccing via Config Files.
- Compatible with DotAPI
- Knowing what Dot youre modifying may be hard for modded DOTs due to the DotIndex enum value not having a name.
- Automatically Detects what Dots with associated Buffs have said Buff set to IsDebuff and sets the config value for that buff as False.
Wait, Whats up with that last feature? (Dev speak first paragraph, second is TL;DR)
I've seen certain mods that add custom DOT's via DotAPI which have associated buffs, but said Buffs have the isDebuff flag set to true. This by itself is an issue with how the Code for DeathMark works in vanilla.
By default, DeathMark checks first for the DebuffIndices (Which is an Array of BuffIndex, which is set from the Buffdefs that have the IsDebuff set to true.) Adds 1 to a number (we will call this number "x")if the body has the buff, and then Checks for DOT's, with the DOT logic, it only checks if the body's DotController has the DOT active. without checking if the previous code has already added 1 to x. Causing the DOT itself to count as "2 status effects" for the proccing of DeathMark. Causing the DeathMark to proc sooner than later.
TL;DR: Dot has buff, buff is debuff, counts as 2 stats effects instead of 1.
Are you aware that you're releasing a mod 6 days before the DLC Survivors of the Void launches on March 1st 2022 (Otherwise known as CUM2 day)?
Yes.
Credits:
- Borbo for the original idea.
- IHarb, RandomlyAwesome and Bubbet for helping with the ILCode.
Changelog:
'1.0.0'
- First Release
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: