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Докладване на проблем с превода
The dev has to either fix the spelling or adjust the behavior
That being said, not sure why you'd intuit setting off fireworks would keep enemies *away* from your campsite... you're literally shooting off exploding signal flares :P
Well, I just follow what the UI says, I already learnt that the UI's modding is limited. But you can't blame me for assuming that a button saying: "Prevents Nightime Ambushes", will "Prevent Nightime Ambushes". I don't care about in game logic, I just do what the game says. For example, more darkness would actually make harder for finding gold instead of increasing the chance to find it, but I don't mind lack of logic within a game, I just want a proper and clear explanation fo the mechanics.
Is there no place for a string anywhere?
Like In the tooltip of the perk
Or simply call it "Firework of falso hope or something"
I am sure you will find an elegant solution, you are a smart guy.
Or simply write it as "Known Bug" on top of the page or something or more like a "Attention: UI limitation"
Don't give Redhook flack without reaching out to them
Just open a ticket and I am sure they will respond with an update as soon as resources are avaiable.
Or open a thread in the forum and post the link where we can support the idea of a more open approach to the UI
(e.g. if (ambushChanceMod > 0) "Decreased chance" else "Increased chance") (this wouldnt account a 0 but that shouldnt be too difficult))
Keep in mind that they are a small Indy company and have to manage the new dlc also.
Stay positive, your mod is fun, just not that intuitive :)
Maybe Ill open a thread then...
This is also something Red Hook probably can't fix without completely re-writing a large portion of the UI code because they hardcoded so much of it instead of leaving it open and accessible.
Something with this much hardcoding is usually not something that a developer will waste time re-writing unless they're really, really passionate about making it dynamically available for modding or unless it's going to have clear monetary value so that they can afford to spend the time doing it to be able to pay themselves.
I've looked at what we're allowed to see of the UI script myself and I've talked with several other mod authors like Exaelus about it. We've mostly concluded that it's a really garbage tooltip system and probably the most limiting part of modding this game. There's a lot of pretty cool things you can do with the effects in Darkest Dungeon, but most authors won't do it because there's no way to make tooltips for it.
I used to do hardcode too, but after I realized that the 1000 or so lines of "code" could be written in a simple for loop in about 5 or so lines I broke inside
Dont do hardcode kids D:
I guess we all have to live with the limited options we have, until someone rewrites the source...
I'll just stay away from the skill then. I thought it was fantastic as it takes a good chunk of stress + prevent ambush at the cost of a small damage penalty (which can be removed by herbs).
This character really needs some nerfs to what it does, so I use it that way.