更新炮塔节-贡献值:狐狸
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.github/workflows/release.yml
vendored
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.github/workflows/release.yml
vendored
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@ -1,19 +1,19 @@
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name: Release
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on:
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push:
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branches:
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- main
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# name: Release
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# on:
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# push:
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# branches:
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# - main
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jobs:
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release-please:
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runs-on: ubuntu-latest
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steps:
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- uses: GoogleCloudPlatform/release-please-action@v3
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id: release
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with:
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token: ${{ secrets.RELEASE_TOKEN }}
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release-type: node
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package-name: standard-version
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changelog-types: '[{"type": "types", "section":"Types", "hidden": false},{"type": "revert", "section":"Reverts", "hidden": false},{"type": "feat", "section": "Features", "hidden": false},{"type": "fix", "section": "Bug Fixes", "hidden": false},{"type": "improvement", "section": "Feature Improvements", "hidden": false},{"type": "docs", "section":"Docs", "hidden": false},{"type": "style", "section":"Styling", "hidden": false},{"type": "refactor", "section":"Code Refactoring", "hidden": false},{"type": "perf", "section":"Performance Improvements", "hidden": false},{"type": "test", "section":"Tests", "hidden": false},{"type": "build", "section":"Build System", "hidden": false},{"type": "ci", "section":"CI", "hidden":false},{"type": "update", "section":"update", "hidden":false},{"type": "Update", "section":"Update", "hidden":false},{"type": "mods", "section":"MODS", "hidden":false},{"type": "mod", "section":"MOD", "hidden":false},{"type": "更新", "section":"更新", "hidden":false},{"type": "del", "section":"Delete", "hidden":false}]'
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release-as: 0.0.2-DEV1.0
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bump-minor-pre-major: true
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# jobs:
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# release-please:
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# runs-on: ubuntu-latest
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# steps:
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# - uses: GoogleCloudPlatform/release-please-action@v3
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# id: release
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# with:
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# token: ${{ secrets.RELEASE_TOKEN }}
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# release-type: node
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# package-name: standard-version
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# changelog-types: '[{"type": "types", "section":"Types", "hidden": false},{"type": "revert", "section":"Reverts", "hidden": false},{"type": "feat", "section": "Features", "hidden": false},{"type": "fix", "section": "Bug Fixes", "hidden": false},{"type": "improvement", "section": "Feature Improvements", "hidden": false},{"type": "docs", "section":"Docs", "hidden": false},{"type": "style", "section":"Styling", "hidden": false},{"type": "refactor", "section":"Code Refactoring", "hidden": false},{"type": "perf", "section":"Performance Improvements", "hidden": false},{"type": "test", "section":"Tests", "hidden": false},{"type": "build", "section":"Build System", "hidden": false},{"type": "ci", "section":"CI", "hidden":false},{"type": "update", "section":"update", "hidden":false},{"type": "Update", "section":"Update", "hidden":false},{"type": "mods", "section":"MODS", "hidden":false},{"type": "mod", "section":"MOD", "hidden":false},{"type": "更新", "section":"更新", "hidden":false},{"type": "del", "section":"Delete", "hidden":false}]'
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# release-as: 0.0.2-DEV1.0
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# bump-minor-pre-major: true
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@ -31,6 +31,7 @@ export default defineConfig({
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{ text: '核心-CORE', link: '/src/Unit/core' },
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{ text: '可建造-CANBUILD', link: '/src/Unit/canbuild' },
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{ text: '图像-GRAPHICS', link: '/src/Unit/graphics' },
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{ text: '炮塔-TURRET', link: '/src/Unit/turret' },
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{ text: '攻击-ATTACK', link: '/src/Unit/attack' },
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{ text: '运动-MOVEMENT', link: '/src/Unit/movement' },
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{ text: '逻辑-LOGIC', link: '/src/Unit/loginboolean' },
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915
rustedwarfareapicode/src/Unit/turret.md
Normal file
915
rustedwarfareapicode/src/Unit/turret.md
Normal file
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@ -0,0 +1,915 @@
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---
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outline: deep
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---
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# **[turret]组**
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## 第一类-重复代码组
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::: tip
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以下的代码与`攻击节`重复,在此处可以覆盖`攻击节`的全局数据
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:::
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::: warning
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炮塔上限为31个,显示顺序为ini顺序递增
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:::
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### canShoot
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#### canShoot-代码简介
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代码:canShoot 中文释义:可攻击 类型:布尔值bool 隶属于:重复代码组
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#### canShoot-要点指示
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设置该炮塔是否能攻击
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#### canShoot-演示例子
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```ini
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[turret_1]
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canShoot:true
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```
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<hr>
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### canAttackLandUnits
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#### canAttackLandUnits-代码简介
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代码:canAttackLandUnits 中文释义:可攻击表面单位 类型:逻辑布尔值LogicBoolean 隶属于:重复代码组
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#### canAttackLandUnits-要点指示
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设置该炮塔是否能对地面目标攻击
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#### canAttackLandUnits-演示例子
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```ini
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[turret_1]
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canAttackLandUnits:if self.ammo>=2
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```
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<hr>
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### canAttackFlyingUnits
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#### canAttackFlyingUnits-代码简介
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代码:canAttackFlyingUnits 中文释义:可攻击空中单位 类型:逻辑布尔值LogicBoolean 隶属于:重复代码组
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#### canAttackFlyingUnits-要点指示
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设置该炮塔是否能对空中目标攻击
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#### canAttackFlyingUnits-演示例子
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```ini
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[turret_1]
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canAttackFlyingUnits:if self.ammo>=2
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```
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<hr>
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### canAttackUnderwaterUnits
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#### canAttackUnderwaterUnits-代码简介
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代码:canAttackUnderwaterUnits 中文释义:可攻击水下单位 类型:逻辑布尔值LogicBoolean 隶属于:重复代码组
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#### canAttackUnderwaterUnits-要点指示
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设置该炮塔是否能对潜水目标攻击
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#### canAttackUnderwaterUnits-演示例子
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```ini
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[turret_1]
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canAttackUnderwaterUnits:if self.ammo>=2
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```
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<hr>
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### canAttackNotTouchingWaterUnits
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#### canAttackNotTouchingWaterUnits-代码简介
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代码:canAttackNotTouchingWaterUnits 中文释义:可攻击非接触水单位 类型:逻辑布尔值LogicBoolean 隶属于:重复代码组
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#### canAttackNotTouchingWaterUnits-要点指示
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设置该炮塔是否能对不在水中的目标攻击
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#### canAttackNotTouchingWaterUnits-演示例子
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```ini
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[turret_1]
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canAttackNotTouchingWaterUnits:if self.ammo>=2
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```
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<hr>
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### limitingRange
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#### limitingRange-代码简介
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代码:limitingRange 中文释义:限制范围 类型:整数int 隶属于:重复代码组
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#### limitingRange-要点指示
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设置该炮塔的攻击距离,不能超过maxAttackRange
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#### limitingRange-演示例子
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```ini
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[turret_1]
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limitingRange:1000
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```
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<hr>
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### aimOffsetSpread
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#### aimOffsetSpread-代码简介
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代码:aimOffsetSpread 中文释义:攻击偏移 类型:浮点值float 隶属于:重复代码组
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#### aimOffsetSpread-要点指示
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攻击时按照敌人半径乘对应值进行位置偏移,填0时攻击中心
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#### aimOffsetSpread-演示例子
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```ini
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[turret_1]
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aimOffsetSpread:0.6
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```
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<hr>
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### delay
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#### delay-代码简介
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代码:limitingRange 中文释义:开火间隔 类型:浮点数float 隶属于:重复代码组
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#### delay-要点指示
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设置该炮塔的开火间隔,按帧计时,60帧为1秒
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#### delay-演示例子
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```ini
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[turret_1]
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delay:60
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```
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<hr>
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### size
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#### size-代码简介
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代码:size 中文释义:攻击偏移 类型:浮点值float 隶属于:重复代码组
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#### size-要点指示
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将炮塔开火位置进行y偏移,不能与barrelY一起使用
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#### size-演示例子
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```ini
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[turret_1]
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size:20
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```
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<hr>
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### turnSpeed
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#### turnSpeed-代码简介
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代码:turnSpeed 中文释义:炮塔转速 类型:浮点数float 隶属于:重复代码组
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#### turnSpeed-要点指示
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设置该炮塔的旋转速度,按帧旋转,每帧转动此数值,如填1是1秒旋转60度
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#### turnSpeed-演示例子
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```ini
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[turret_1]
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turnSpeed:1
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```
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<hr>
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### showRangeUIGuide
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#### showRangeUIGuide-代码简介
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代码:turnSpeed 中文释义:显示范围 类型:布尔值bool 隶属于:重复代码组
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#### showRangeUIGuide-要点指示
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设置是否显示该炮塔的范围
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#### showRangeUIGuide-演示例子
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```ini
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[turret_1]
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showRangeUIGuide:true
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```
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<hr>
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## 第二类-基础代码组
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### x y
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#### x y-代码简介
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代码:x y 中文释义:坐标X 坐标Y 类型:浮点数float 隶属于:基础代码组
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#### x y-要点指示
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设置该炮塔相对单位中心的位置
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#### x y-演示例子
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```ini
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[turret_1]
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x:10
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y:10
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```
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<hr>
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### height
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#### height-代码简介
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代码:height 中文释义:高度 类型:浮点数float 隶属于:基础代码组
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#### height-要点指示
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设置该炮塔的高度,同时链接此炮塔的炮塔也会受影响
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#### height-演示例子
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```ini
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[turret_1]
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height:10
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```
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<hr>
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### copyFrom
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#### copyFrom-代码简介
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代码:copyFrom 中文释义:复制数据自 类型:炮塔turret 隶属于:基础代码组
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#### copyFrom-要点指示
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复制此炮塔的数据并使用此数据,可被覆盖
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#### copyFrom-演示例子
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```ini
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[turret_1]
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copyFrom:2
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```
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<hr>
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### projectile
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#### projectile-代码简介
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代码:projectile 中文释义:抛射体 类型:抛射体projectile 隶属于:基础代码组
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#### projectile-要点指示
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炮塔使用此抛射体,如不填写则默认使用最前排的抛射体
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#### projectile-演示例子
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```ini
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[turret_1]
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projectile:1
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```
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<hr>
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### altProjectile
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#### altProjectile-代码简介
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代码:altProjectile 中文释义:关联抛射体 类型:抛射体projectile 隶属于:基础代码组
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#### altProjectile-要点指示
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炮塔额外关联此抛射体,如altProjectileCondition输出true,则使用此抛射体,否则使用默认projectile
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#### altProjectile-演示例子
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```ini
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[turret_1]
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altProjectile:2
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```
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<hr>
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### altProjectileCondition
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#### altProjectileCondition-代码简介
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代码:altProjectileCondition 中文释义:关联抛射体条件 类型:逻辑布尔值LogicBoolean 隶属于:基础代码组
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#### altProjectileCondition-要点指示
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此逻辑输出true时该炮塔使用altProjectile抛射体,否则使用projectile抛射体
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#### altProjectileCondition-演示例子
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```ini
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[turret_1]
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altProjectileCondition:if self.ammo>=2
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```
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<hr>
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### barrelX barrelY
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#### barrelX barrelY-代码简介
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代码:barrelX barrelY 中文释义:炮塔开火位置 类型:浮点值float 隶属于:基础代码组
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#### barrelX barrelY-要点指示
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炮塔开火位置X偏移
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炮塔开火位置Y偏移
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barrelY不能和size一起使用
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#### barrelX barrelYtion-演示例子
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```ini
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[turret_1]
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barrelX:10
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barrelY:10
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```
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<hr>
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### barrelHeight
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#### barrelHeight-代码简介
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代码:barrelHeight 中文释义:开火位置高度偏移 类型:浮点值float 隶属于:基础代码组
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#### barrelHeight-要点指示
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炮塔开火位置高度偏移
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#### barrelHeight-演示例子
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```ini
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[turret_1]
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barrelHeight:20
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```
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<hr>
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### turnSpeedAcceleration turnSpeedDeceleration
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#### turnSpeedAcceleration turnSpeedDeceleration-代码简介
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代码:turnSpeedAcceleration 中文释义:炮塔加速度/减速度 类型:浮点值float 隶属于:基础代码组
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#### turnSpeedAcceleration turnSpeedDeceleration-要点指示
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炮塔旋转加速度/减速度,按帧加速/减速
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#### turnSpeedAcceleration turnSpeedDeceleration-演示例子
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```ini
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[turret_1]
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turnSpeedAcceleration:1
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turnSpeedDeceleration:1
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```
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<hr>
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### idleDir
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#### idleDir-代码简介
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代码:idleDir 中文释义:闲置角度偏移 类型:浮点值float 隶属于:基础代码组
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#### idleDir-要点指示
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炮塔闲置时的角度偏移
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#### idleDir-演示例子
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```ini
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[turret_1]
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idleDir:20
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```
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<hr>
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### idleDirReversing
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#### idleDirReversing-代码简介
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代码:idleDirReversing 中文释义:允许角度偏移反转 类型:布尔值bool 隶属于:基础代码组
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#### idleDirReversing-要点指示
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允许单位反转后炮塔偏移角度也反转,如果该炮塔写了隶属和链接则无效
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#### idleDirReversing-演示例子
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```ini
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[turret_1]
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idleDirReversing:true
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```
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<hr>
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### shouldResetTurret
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#### shouldResetTurret-代码简介
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代码:shouldResetTurret 中文释义:空闲时自动复位 类型:布尔值bool 隶属于:基础代码组
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#### shouldResetTurret-要点指示
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设置该炮塔在空闲时自动复位
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#### shouldResetTurret-演示例子
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```ini
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[turret_1]
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shouldResetTurret:true
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```
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<hr>
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### idleSweepAngle
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#### idleSweepAngle-代码简介
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代码:idleSweepAngle 中文释义:空闲扫描角度 类型:浮点值float 隶属于:基础代码组
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#### idleSweepAngle-要点指示
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空闲时炮塔扫描的角度,如原版炮塔
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#### idleSweepAngle-演示例子
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```ini
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[turret_1]
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idleSweepAngle:60
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```
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<hr>
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### idleSweepDelay
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#### idleSweepDelay-代码简介
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代码:idleSweepAngle 中文释义:空闲扫描间隔 类型:浮点值float 隶属于:基础代码组
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#### idleSweepDelay-要点指示
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空闲时炮塔扫描的间隔,按帧计时
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#### idleSweepDelay-演示例子
|
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```ini
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[turret_1]
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idleSweepDelay:60
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```
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<hr>
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### idleSweepSpeed
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#### idleSweepSpeed-代码简介
|
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代码:idleSweepSpeed 中文释义:空闲扫描速度 类型:浮点值float 隶属于:基础代码组
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#### idleSweepSpeed-要点指示
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空闲时炮塔扫描的速度,每帧移动的度数
|
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#### idleSweepSpeed-演示例子
|
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```ini
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[turret_1]
|
||||
idleSweepSpeed:1
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```
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<hr>
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|
||||
### idleSweepCondition
|
||||
#### idleSweepCondition-代码简介
|
||||
代码:idleSweepCondition 中文释义:空闲扫描条件 类型:逻辑布尔值LogicBoolean 隶属于:基础代码组
|
||||
#### altProjectileCondition-要点指示
|
||||
空闲扫描需要的条件
|
||||
#### idleSweepCondition-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
idleSweepCondition:if self.ammo>=2
|
||||
```
|
||||
<hr>
|
||||
|
||||
### idleSweepAddRandomAngle
|
||||
#### idleSweepAddRandomAngle-代码简介
|
||||
代码:idleSweepAddRandomAngle 中文释义:空闲扫描随机角度 类型:浮点值float 隶属于:基础代码组
|
||||
#### idleSweepAddRandomAngle-要点指示
|
||||
空闲时炮塔扫描的随机角度
|
||||
#### idleSweepAddRandomAngle-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
idleSweepAddRandomAngle:60
|
||||
```
|
||||
<hr>
|
||||
|
||||
### idleSweepAddRandomDelay
|
||||
#### idleSweepAddRandomDelay-代码简介
|
||||
代码:idleSweepAddRandomDelay 中文释义:空闲扫描随机间隔 类型:浮点值float 隶属于:基础代码组
|
||||
#### idleSweepAddRandomDelay-要点指示
|
||||
空闲时炮塔扫描的随机间隔,按帧计时
|
||||
#### idleSweepAddRandomDelay-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
idleSweepAddRandomDelay:60
|
||||
```
|
||||
<hr>
|
||||
|
||||
### attachedTo
|
||||
#### attachedTo-代码简介
|
||||
代码:attachedTo 中文释义:链接 类型:炮塔turret 隶属于:基础代码组
|
||||
#### attachedTo-要点指示
|
||||
链接到此炮塔,原点重定位至此炮塔
|
||||
#### attachedTo-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
attachedTo:1
|
||||
```
|
||||
<hr>
|
||||
|
||||
### slave
|
||||
#### slave-代码简介
|
||||
代码:slave 中文释义:隶属 类型:布尔值bool 隶属于:基础代码组
|
||||
#### slave-要点指示
|
||||
与attachedTo一起使用,用于让炮塔与链接的炮塔一起旋转
|
||||
#### slave-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
slave:true
|
||||
```
|
||||
<hr>
|
||||
|
||||
### isMainNanoTurret
|
||||
#### isMainNanoTurret-代码简介
|
||||
代码:isMainNanoTurret 中文释义:是主构建炮塔 类型:布尔值bool 隶属于:基础代码组
|
||||
#### isMainNanoTurret-要点指示
|
||||
将炮塔设定为用于修复/建造的炮塔
|
||||
只能有一个主构建炮塔
|
||||
#### isMainNanoTurret-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
isMainNanoTurret:true
|
||||
```
|
||||
<hr>
|
||||
|
||||
### energyUsage
|
||||
#### energyUsage-代码简介
|
||||
代码:energyUsage 中文释义:能量需求 类型:浮点值float 隶属于:基础代码组
|
||||
#### energyUsage-要点指示
|
||||
炮塔攻击需要的能量,攻击后扣除,能量不够时无法攻击
|
||||
#### energyUsage-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
energyUsage:60
|
||||
```
|
||||
<hr>
|
||||
|
||||
### resourceUsage
|
||||
#### resourceUsage-代码简介
|
||||
代码:resourceUsage 中文释义: 类型:资源resource 隶属于:基础代码组
|
||||
#### resourceUsage-要点指示
|
||||
攻击后扣除的资源,即使资源不足也能攻击
|
||||
#### resourceUsage-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
resourceUsage:资源=60,ammo=60
|
||||
```
|
||||
<hr>
|
||||
|
||||
### linkDelayWithTurret
|
||||
#### linkDelayWithTurret-代码简介
|
||||
代码:linkDelayWithTurret 中文释义:链接间隔 类型:炮塔turret 隶属于:基础代码组
|
||||
#### linkDelayWithTurret-要点指示
|
||||
链接的炮塔攻击后重置炮塔攻击间隔,与预热一起使用可以做出交替开火的效果
|
||||
#### linkDelayWithTurret-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
linkDelayWithTurret:1
|
||||
```
|
||||
<hr>
|
||||
|
||||
### warmup
|
||||
#### warmup-代码简介
|
||||
代码:warmup 中文释义:预热 类型:浮点值float 隶属于:基础代码组
|
||||
#### warmup-要点指示
|
||||
炮塔蓄力的时间,停止攻击时归零,按帧计时
|
||||
#### warmup-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
warmup:60
|
||||
```
|
||||
<hr>
|
||||
|
||||
### warmupCallDownRate
|
||||
#### warmupCallDownRate-代码简介
|
||||
代码:warmupCallDownRate 中文释义:预热下降速度 类型:浮点值float 隶属于:基础代码组
|
||||
#### warmupCallDownRate-要点指示
|
||||
停止攻击时预热的降低速度,按帧下降
|
||||
需要warmupNoReset:true
|
||||
#### warmupCallDownRate-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
warmupCallDownRate:1
|
||||
```
|
||||
<hr>
|
||||
|
||||
### warmupNoReset
|
||||
#### warmupNoReset-代码简介
|
||||
代码:warmupNoReset 中文释义:预热不重置 类型:布尔值bool 隶属于:基础代码组
|
||||
#### warmupNoReset-要点指示
|
||||
默认为false,停止攻击时炮塔预热不会归零
|
||||
填true时warmupCallDownRate会生效并降低预热
|
||||
#### warmupNoReset-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
warmupNoReset:true
|
||||
```
|
||||
<hr>
|
||||
|
||||
### warmupShootDelayTransfer
|
||||
#### warmupShootDelayTransfer-代码简介
|
||||
代码:warmupShootDelayTransfer 中文释义:开火间隔过渡 类型:浮点值float 隶属于:基础代码组
|
||||
#### warmupShootDelayTransfer-要点指示
|
||||
按炮塔蓄力的时间,与攻击间隔进行相减
|
||||
填写正数时会让攻击间隔缩短
|
||||
相减为负数时会自动取绝对值
|
||||
填写负数时会让攻击间隔延长
|
||||
#### warmupShootDelayTransfer-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
warmupShootDelayTransfer:60
|
||||
```
|
||||
::: details
|
||||
delay:30-攻击间隔为0.5秒
|
||||
warmupShootDelayTransfer:120-攻击间隔降低2秒
|
||||
最后得出数据为-1.5秒-攻击间隔为1.5秒
|
||||
:::
|
||||
<hr>
|
||||
|
||||
### onShoot_freezeBodyMovementFor
|
||||
#### onShoot_freezeBodyMovementFor-代码简介
|
||||
代码:onShoot_freezeBodyMovementFor 中文释义:射击时冻结主体 类型:浮点值float 隶属于:基础代码组
|
||||
#### onShoot_freezeBodyMovementFor-要点指示
|
||||
攻击后冻结主体的时间,按帧计时
|
||||
#### onShoot_freezeBodyMovementFor-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
onShoot_freezeBodyMovementFor:60
|
||||
```
|
||||
<hr>
|
||||
|
||||
### barrelOffsetX_onOddShots
|
||||
#### barrelOffsetX_onOddShots-代码简介
|
||||
代码:barrelOffsetX_onOddShots 中文释义:射击时炮塔偏移 类型:浮点值float 隶属于:基础代码组
|
||||
#### barrelOffsetX_onOddShots-要点指示
|
||||
攻击时炮塔角度偏移量,用于单个炮塔使用多炮管图像时让炮管偏移
|
||||
如原版T2机枪塔T3机枪塔,炮管越多效果越差
|
||||
#### barrelOffsetX_onOddShots-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
barrelOffsetX_onOddShots:10
|
||||
```
|
||||
<hr>
|
||||
|
||||
### canAttackCondition
|
||||
#### canAttackCondition-代码简介
|
||||
代码:canAttackCondition 中文释义:攻击条件 类型:逻辑布尔值LogicBoolean 隶属于:基础代码组
|
||||
#### canAttackCondition-要点指示
|
||||
设置该炮塔攻击需要的额外条件
|
||||
输出false时无法攻击
|
||||
#### canAttackCondition-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
canAttackCondition:if self.ammo>=2
|
||||
```
|
||||
<hr>
|
||||
|
||||
### clearTurretTargetAfterFiring
|
||||
#### clearTurretTargetAfterFiring-代码简介
|
||||
代码:clearTurretTargetAfterFiring 中文释义:攻击后重置炮塔目标 类型:布尔值bool 隶属于:重复代码组
|
||||
#### clearTurretTargetAfterFiring-要点指示
|
||||
炮塔攻击后重置目标
|
||||
#### clearTurretTargetAfterFiring-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
clearTurretTargetAfterFiring:true
|
||||
```
|
||||
<hr>
|
||||
|
||||
### limitingAngle
|
||||
#### limitingAngle-代码简介
|
||||
代码:limitingAngle 中文释义:限制角度 类型:浮点值float 隶属于:基础代码组
|
||||
#### limitingAngle-要点指示
|
||||
与idleDir配合使用,炮塔只能以+/-此角度进行攻击。
|
||||
如idleDir:0的炮塔,此数值填写90则可以旋转到[-90,90]这个区间的任意角度
|
||||
#### limitingAngle-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
limitingAngle:30
|
||||
```
|
||||
<hr>
|
||||
|
||||
### limitingMinRange
|
||||
#### limitingMinRange-代码简介
|
||||
代码:limitingMinRange 中文释义:最小范围 类型:浮点值float 隶属于:基础代码组
|
||||
#### limitingMinRange-要点指示
|
||||
设置炮塔不能攻击此范围内的敌人
|
||||
#### limitingMinRange-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
limitingMinRange:30
|
||||
```
|
||||
<hr>
|
||||
|
||||
### canAttackMaxAngle
|
||||
#### canAttackMaxAngle-代码简介
|
||||
代码:canAttackMaxAngle 中文释义:最大可攻击角度 类型:浮点值float 隶属于:基础代码组
|
||||
#### canAttackMaxAngle-要点指示
|
||||
设置炮塔可攻击的角度,默认为15
|
||||
填写181可以实现全角度攻击
|
||||
#### canAttackMaxAngle-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
canAttackMaxAngle:30
|
||||
```
|
||||
<hr>
|
||||
|
||||
### interceptProjectiles_withTags
|
||||
#### interceptProjectiles_withTags-代码简介
|
||||
代码:interceptProjectiles_withTags 中文释义:拦截抛射体需要标签 类型:标签tags 隶属于:基础代码组
|
||||
#### interceptProjectiles_withTags-要点指示
|
||||
设置拦截的抛射体携带的标签
|
||||
拥有此标签的抛射体才能触发并进行拦截
|
||||
#### interceptProjectiles_withTags-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
interceptProjectiles_withTags:标签
|
||||
```
|
||||
<hr>
|
||||
|
||||
### interceptProjectiles_andTargetingGroundUnderDistance
|
||||
#### interceptProjectiles_andTargetingGroundUnderDistance-代码简介
|
||||
代码:interceptProjectiles_andTargetingGroundUnderDistance 中文释义:拦截抛射体检索范围 类型:浮点值float 隶属于:基础代码组
|
||||
#### interceptProjectiles_andTargetingGroundUnderDistance-要点指示
|
||||
设置拦截抛射体的范围
|
||||
携带对应标签的抛射体落点在此范围内才会拦截
|
||||
#### interceptProjectiles_andTargetingGroundUnderDistance-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
interceptProjectiles_andTargetingGroundUnderDistance:1000
|
||||
```
|
||||
<hr>
|
||||
|
||||
### interceptProjectiles_andUnderDistance
|
||||
#### interceptProjectiles_andUnderDistance-代码简介
|
||||
代码:interceptProjectiles_andUnderDistance 中文释义:拦截抛射体攻击范围 类型:浮点值float 隶属于:基础代码组
|
||||
#### interceptProjectiles_andUnderDistance-要点指示
|
||||
设置拦截抛射体攻击范围
|
||||
携带对应标签的抛射体进入此范围就会进行拦截
|
||||
#### interceptProjectiles_andUnderDistance-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
interceptProjectiles_andUnderDistance:2000
|
||||
```
|
||||
<hr>
|
||||
|
||||
### interceptProjectiles_andOverHeight
|
||||
#### interceptProjectiles_andOverHeight-代码简介
|
||||
代码:interceptProjectiles_withTags 中文释义:拦截抛射体高度 类型:浮点值float 隶属于:基础代码组
|
||||
#### interceptProjectiles_andOverHeight-要点指示
|
||||
设置拦截抛射体时,发射的抛射体初始爬升的高度
|
||||
#### interceptProjectiles_andOverHeight-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
interceptProjectiles_andOverHeight:50
|
||||
```
|
||||
<hr>
|
||||
|
||||
### interceptProjectile_removeTargetLifeOnly
|
||||
#### interceptProjectile_removeTargetLifeOnly-代码简介
|
||||
代码:interceptProjectile_removeTargetLifeOnly 中文释义:拦截抛射体移除目标存活时间 类型:布尔值bool 隶属于:基础代码组
|
||||
#### interceptProjectile_removeTargetLifeOnly-要点指示
|
||||
设置被击中的抛射体可爆炸或分裂。用于设定命中抛射体时是否执行分裂逻辑。
|
||||
#### interceptProjectile_removeTargetLifeOnly-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
interceptProjectile_removeTargetLifeOnly:true
|
||||
```
|
||||
<hr>
|
||||
|
||||
### laserDefenceEnergyUse
|
||||
#### laserDefenceEnergyUse-代码简介
|
||||
代码:laserDefenceEnergyUse 中文释义:激光防御能量需求 类型:浮点数float 隶属于:基础代码组
|
||||
#### laserDefenceEnergyUse-要点指示
|
||||
拦截1次抛射体消耗的能量
|
||||
#### laserDefenceEnergyUse-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
laserDefenceEnergyUse:1
|
||||
```
|
||||
<hr>
|
||||
|
||||
### laserDefenceEnergyUse
|
||||
#### laserDefenceEnergyUse-代码简介
|
||||
代码:laserDefenceEnergyUse 中文释义:激光防御能量需求 类型:浮点数float 隶属于:基础代码组
|
||||
#### laserDefenceEnergyUse-要点指示
|
||||
拦截1次抛射体消耗的能量
|
||||
#### laserDefenceEnergyUse-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
laserDefenceEnergyUse:1
|
||||
```
|
||||
<hr>
|
||||
|
||||
## 第三类-显示相关组
|
||||
|
||||
### invisible
|
||||
#### invisible-代码简介
|
||||
代码:invisible 中文释义:隐藏图像 类型:逻辑布尔值LogicBoolean 隶属于:显示相关组
|
||||
#### invisible-要点指示
|
||||
是否隐藏炮塔图像
|
||||
#### invisible-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
invisible:if self.ammo<=2
|
||||
```
|
||||
<hr>
|
||||
|
||||
### image
|
||||
#### image-代码简介
|
||||
代码:image 中文释义:主体图像 类型:图像png 隶属于:显示相关组
|
||||
#### image-要点指示
|
||||
炮塔图像
|
||||
#### image-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
image:png.png
|
||||
```
|
||||
<hr>
|
||||
|
||||
### image_applyTeamColors
|
||||
#### image_applyTeamColors-代码简介
|
||||
代码:image_applyTeamColors 中文释义:隐藏图像 类型:逻辑布尔值LogicBoolean 隶属于:显示相关组
|
||||
#### image_applyTeamColors-要点指示
|
||||
炮塔图像是否使用阵营色
|
||||
#### image_applyTeamColors-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
image_applyTeamColors:true
|
||||
```
|
||||
<hr>
|
||||
|
||||
### image_drawOffsetX/image_drawOffsetY
|
||||
#### image_drawOffsetX/image_drawOffsetY-代码简介
|
||||
代码:image_drawOffsetX/image_drawOffsetY 中文释义:图像x偏移/图像y偏移 类型:浮点数float 隶属于:显示相关组
|
||||
#### image_drawOffsetX/image_drawOffsetY-要点指示
|
||||
图像偏移x或y,不影响炮塔属性
|
||||
#### image_drawOffsetX/image_drawOffsetY-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
image_drawOffsetX:20
|
||||
image_drawOffsetY:20
|
||||
```
|
||||
<hr>
|
||||
|
||||
### chargeEffectImage
|
||||
#### chargeEffectImage-代码简介
|
||||
代码:chargeEffectImage 中文释义:蓄力图像 类型:图像png 隶属于:显示相关组
|
||||
#### chargeEffectImage-要点指示
|
||||
炮塔蓄力图像,与warmup配合使用
|
||||
#### chargeEffectImage-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
chargeEffectImage:png.png
|
||||
```
|
||||
<hr>
|
||||
|
||||
### warmupStartEffect
|
||||
#### warmupStartEffect-代码简介
|
||||
代码:warmupStartEffect 中文释义:炮塔蓄力图像 类型:效果effect 隶属于:显示相关组
|
||||
#### warmupStartEffect-要点指示
|
||||
蓄力时产生一次效果
|
||||
#### warmupStartEffect-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
warmupStartEffect:CUSTOM:效果
|
||||
```
|
||||
<hr>
|
||||
|
||||
|
||||
### shoot_sound
|
||||
#### shoot_sound-代码简介
|
||||
代码:shoot_sound 中文释义:攻击音效 类型:音频wav/ogg 隶属于:显示相关组
|
||||
#### shoot_sound-要点指示
|
||||
攻击时播放音频
|
||||
#### shoot_sound-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
shoot_sound:ogg.ogg/wav.wav
|
||||
```
|
||||
<hr>
|
||||
|
||||
### shoot_sound_vol
|
||||
#### shoot_sound_vol-代码简介
|
||||
代码:shoot_sound_vol 中文释义:攻击音效大小 类型:浮点值float 隶属于:显示相关组
|
||||
#### shoot_sound_vol-要点指示
|
||||
设置攻击时产生音效的音量大小
|
||||
#### shoot_sound_vol-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
shoot_sound_vol:0.1
|
||||
```
|
||||
<hr>
|
||||
|
||||
### shoot_flame
|
||||
#### shoot_flame-代码简介
|
||||
代码:shoot_flame 中文释义:开火效果 类型:效果effect 隶属于:显示相关组
|
||||
#### shoot_flame-要点指示
|
||||
设置开火时产生的效果
|
||||
#### shoot_flame-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
shoot_flame:CUSTOM:效果
|
||||
```
|
||||
<hr>
|
||||
|
||||
### shoot_light
|
||||
#### shoot_light-代码简介
|
||||
代码:shoot_light 中文释义:攻击闪光 类型:颜色码 隶属于:显示相关组
|
||||
#### shoot_light-要点指示
|
||||
设置攻击时产生闪光,颜色码排列为AARRGGBB
|
||||
#### shoot_light-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
shoot_light:#00000000
|
||||
```
|
||||
<hr>
|
||||
|
||||
### idleSpin
|
||||
#### idleSpin-代码简介
|
||||
代码:idleSpin 中文释义:闲时转速 类型:浮点值float 隶属于:显示相关组
|
||||
#### idleSpin-要点指示
|
||||
设置炮塔每帧转动角度,如原版萨姆导弹
|
||||
#### idleSpin-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
idleSpin:1
|
||||
```
|
||||
<hr>
|
||||
|
||||
### recoilOffset
|
||||
#### recoilOffset-代码简介
|
||||
代码:recoilOffset 中文释义:后坐力大小 类型:浮点值float 隶属于:显示相关组
|
||||
#### recoilOffset-要点指示
|
||||
设置炮塔在攻击后产生后坐力
|
||||
填负数让炮塔后退,填正数则前进
|
||||
#### recoilOffset-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
recoilOffset:-5
|
||||
```
|
||||
<hr>
|
||||
|
||||
### recoilOutTime
|
||||
#### recoilOutTime-代码简介
|
||||
代码:recoilOutTime 中文释义:后坐力速度 类型:浮点值float 隶属于:显示相关组
|
||||
#### recoilOutTime-要点指示
|
||||
设置炮塔后坐力产生的速度
|
||||
后坐力会在此时间完成后退/前进
|
||||
#### recoilOutTime-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
recoilOutTime:7.5
|
||||
```
|
||||
<hr>
|
||||
|
||||
### recoilReturnTime
|
||||
#### recoilReturnTime-代码简介
|
||||
代码:recoilReturnTime 中文释义:后坐力恢复 类型:浮点值float 隶属于:显示相关组
|
||||
#### recoilReturnTime-要点指示
|
||||
后坐力完成后退/前进后,复位所需要的时间
|
||||
炮塔会在此时间完成复位
|
||||
#### recoilReturnTime-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
recoilReturnTime:15
|
||||
```
|
||||
<hr>
|
||||
|
||||
### yAxisScaling
|
||||
#### yAxisScaling-代码简介
|
||||
代码:yAxisScaling 中文释义:Y轴缩放比例 类型:浮点值float 隶属于:显示相关组
|
||||
#### yAxisScaling-要点指示
|
||||
多用于用于2.5D效果,也就是伪3D
|
||||
#### yAxisScaling-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
yAxisScaling:25
|
||||
```
|
||||
<hr>
|
||||
|
||||
## 第四类-触发相关组
|
||||
|
||||
### onShoot_playAnimation
|
||||
#### onShoot_playAnimation-代码简介
|
||||
代码:onShoot_playAnimation 中文释义:开火触发动画 类型:动画animation 隶属于:触发相关组
|
||||
#### onShoot_playAnimation-要点指示
|
||||
设置炮塔攻击时播放该动画
|
||||
#### onShoot_playAnimation-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
onShoot_playAnimation:1
|
||||
```
|
||||
<hr>
|
||||
|
||||
### onShoot_freezeBodyMovementFor
|
||||
#### onShoot_freezeBodyMovementFor-代码简介
|
||||
代码:onShoot_freezeBodyMovementFor 中文释义:开火冻结移动 类型:浮点值float 隶属于:触发相关组
|
||||
#### onShoot_freezeBodyMovementFor-要点指示
|
||||
设置炮塔开火后无法移动的时间,按帧计时
|
||||
#### onShoot_freezeBodyMovementFor-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
onShoot_freezeBodyMovementFor:60
|
||||
```
|
||||
<hr>
|
||||
|
||||
### onShoot_triggerActions
|
||||
#### onShoot_triggerActions-代码简介
|
||||
代码:onShoot_triggerActions 中文释义:开火触发行动 类型:行动action 隶属于:触发相关组
|
||||
#### onShoot_triggerActions-要点指示
|
||||
设置炮塔攻击时触发的行动
|
||||
#### onShoot_triggerActions-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
onShoot_triggerActions:1
|
||||
```
|
||||
<hr>
|
||||
|
||||
### unloadUpToXUnitsAndGiveAttackOrder
|
||||
#### unloadUpToXUnitsAndGiveAttackOrder-代码简介
|
||||
代码:unloadUpToXUnitsAndGiveAttackOrder 中文释义:卸载n个单位并赋予攻击目标 类型:整数int 隶属于:触发相关组
|
||||
#### unloadUpToXUnitsAndGiveAttackOrder-要点指示
|
||||
在炮塔开火处卸载n个单位
|
||||
同时提供路径让它们攻击炮塔指定的目标
|
||||
#### unloadUpToXUnitsAndGiveAttackOrder-演示例子
|
||||
```ini
|
||||
[turret_1]
|
||||
unloadUpToXUnitsAndGiveAttackOrder:1
|
||||
```
|
||||
<hr>
|
Loading…
Reference in New Issue
Block a user