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import{_ as tn,v as nn,C as rn,O as an,N as sn,e as on,f as cn,F as v,u as ln,Q as le,a5 as un,c as dn,A as fn,H as hn,a6 as pn,a7 as mn,a8 as gn,a9 as bn,aa as _n,ab as In,ac as yn,ad as En,ae as Tn,af as vn,ag as wn,ah as An,ai as Sn,Y as Cn}from"./chunks/framework.c741a37c.js";import{t as rt}from"./chunks/theme.feb1b77f.js";/**
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import{_ as tn,v as nn,C as rn,O as an,N as sn,e as on,f as cn,F as v,u as ln,Q as le,a5 as un,c as dn,A as fn,H as hn,a6 as pn,a7 as mn,a8 as gn,a9 as bn,aa as _n,ab as In,ac as yn,ad as En,ae as Tn,af as vn,ag as wn,ah as An,ai as Sn,Y as Cn}from"./chunks/framework.c741a37c.js";import{t as rt}from"./chunks/theme.cba16022.js";/**
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* @license
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* Copyright 2017 Google LLC
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*
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import{_ as a,v as t,b as e,R as n}from"./chunks/framework.c741a37c.js";const k=JSON.parse('{"title":"[attack]组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/attack.md","filePath":"src/Unit/attack.md"}'),i={name:"src/Unit/attack.md"},s=n(`<h1 id="attack-组" tabindex="-1"><strong>[attack]组</strong> <a class="header-anchor" href="#attack-组" aria-label="Permalink to "**[attack]组**""></a></h1><h2 id="第一类-基础攻击代码组" tabindex="-1">第一类-基础攻击代码组 <a class="header-anchor" href="#第一类-基础攻击代码组" aria-label="Permalink to "第一类-基础攻击代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>以下的代码为<code>通用代码</code>,多半是必要的代码,如果不包括这些,可能在<code>绝大多数情况下导致错误</code>。</p></div><div class="info custom-block"><p class="custom-block-title">INFO</p><p>此处攻击代码均可以在炮塔节进行覆盖</p></div><h3 id="canattack" tabindex="-1">canAttack <a class="header-anchor" href="#canattack" aria-label="Permalink to "canAttack""></a></h3><h4 id="canattack-代码简介" tabindex="-1">canAttack-代码简介 <a class="header-anchor" href="#canattack-代码简介" aria-label="Permalink to "canAttack-代码简介""></a></h4><p>代码:canAttack 中文释义:可攻击 类型:布尔值bool 隶属于:基础攻击代码组</p><h4 id="canattack-要点指示" tabindex="-1">canAttack-要点指示 <a class="header-anchor" href="#canattack-要点指示" aria-label="Permalink to "canAttack-要点指示""></a></h4><p>设置单位是否能攻击</p><h4 id="canattack-演示例子" tabindex="-1">canAttack-演示例子 <a class="header-anchor" href="#canattack-演示例子" aria-label="Permalink to "canAttack-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">canAttack:true</span></span></code></pre></div><hr><h3 id="canattacklandunits" tabindex="-1">canAttackLandUnits <a class="header-anchor" href="#canattacklandunits" aria-label="Permalink to "canAttackLandUnits""></a></h3><h4 id="canattacklandunits-代码简介" tabindex="-1">canAttackLandUnits-代码简介 <a class="header-anchor" href="#canattacklandunits-代码简介" aria-label="Permalink to "canAttackLandUnits-代码简介""></a></h4><p>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:基础攻击代码组</p><h4 id="canattacklandunits-要点指示" tabindex="-1">canAttackLandUnits-要点指示 <a class="header-anchor" href="#canattacklandunits-要点指示" aria-label="Permalink to "canAttackLandUnits-要点指示""></a></h4><p>设置单位是否能对地面目标攻击</p><h4 id="canattacklandunits-演示例子" tabindex="-1">canAttackLandUnits-演示例子 <a class="header-anchor" href="#canattacklandunits-演示例子" aria-label="Permalink to "canAttackLandUnits-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">canAttackLandUnits:if self.ammo>=2</span></span></code></pre></div><hr><h3 id="canattackflyingunits" tabindex="-1">canAttackFlyingUnits <a class="header-anchor" href="#canattackflyingunits" aria-label="Permalink to "canAttackFlyingUnits""></a></h3><h4 id="canattackflyingunits-代码简介" tabindex="-1">canAttackFlyingUnits-代码简介 <a class="header-anchor" href="#canattackflyingunits-代码简介" aria-label="Permalink to "canAttackFlyingUnits-代码简介""></a></h4><p>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:基础攻击代码组</p><h4 id="canattackflyingunits-要点指示" tabindex="-1">canAttackFlyingUnits-要点指示 <a class="header-anchor" href="#canattackflyingunits-要点指示" aria-label="Permalink to "canAttackFlyingUnits-要点指示""></a></h4><p>设置单位是否能对空中目标攻击</p><h4 id="canattackflyingunits-演示例子" tabindex="-1">canAttackFlyingUnits-演示例子 <a class="header-anchor" href="#canattackflyingunits-演示例子" aria-label="Permalink to "canAttackFlyingUnits-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">canAttackFlyingUnits:if self.ammo>=2</span></span></code></pre></div><hr><h3 id="canattackunderwaterunits" tabindex="-1">canAttackUnderwaterUnits <a class="header-anchor" href="#canattackunderwaterunits" aria-label="Permalink to "canAttackUnderwaterUnits""></a></h3><h4 id="canattackunderwaterunits-代码简介" tabindex="-1">canAttackUnderwaterUnits-代码简介 <a class="header-anchor" href="#canattackunderwaterunits-代码简介" aria-label="Permalink to "canAttackUnderwaterUnits-代码简介""></a></h4><p>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:基础攻击代码组</p><h4 id="canattackunderwaterunits-要点指示" tabindex="-1">canAttackUnderwaterUnits-要点指示 <a class="header-anchor" href="#canattackunderwaterunits-要点指示" aria-label="Permalink to "canAttackUnderwaterUnits-要点指示""></a></h4><p>设置单位是否能对潜水目标攻击</p><h4 id="canattackunderwaterunits-演示例子" tabindex="-1">canAttackUnderwaterUnits-演示例子 <a class="header-anchor" href="#canattackunderwaterunits-演示例子" aria-label="Permalink to "canAttackUnderwaterUnits-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">canAttackUnderwaterUnits:if self.ammo>=2</span></span></code></pre></div><hr><h3 id="canattacknottouchingwaterunits" tabindex="-1">canAttackNotTouchingWaterUnits <a class="header-anchor" href="#canattacknottouchingwaterunits" aria-label="Permalink to "canAttackNotTouchingWaterUnits""></a></h3><h4 id="canattacknottouchingwaterunits-代码简介" tabindex="-1">canAttackNotTouchingWaterUnits-代码简介 <a class="header-anchor" href="#canattacknottouchingwaterunits-代码简介" aria-label="Permalink to "canAttackNotTouchingWaterUnits-代码简介""></a></h4><p>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:基础攻击代码组</p><h4 id="canattacknottouchingwaterunits-要点指示" tabindex="-1">canAttackNotTouchingWaterUnits-要点指示 <a class="header-anchor" href="#canattacknottouchingwaterunits-要点指示" aria-label="Permalink to "canAttackNotTouchingWaterUnits-要点指示""></a></h4><p>设置单位是否能对不在水中的目标攻击</p><h4 id="canattacknottouchingwaterunits-演示例子" tabindex="-1">canAttackNotTouchingWaterUnits-演示例子 <a class="header-anchor" href="#canattacknottouchingwaterunits-演示例子" aria-label="Permalink to "canAttackNotTouchingWaterUnits-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">canAttackNotTouchingWaterUnits:if self.ammo>=2</span></span></code></pre></div><hr><h2 id="第二类-攻击代码组" tabindex="-1">第二类-攻击代码组 <a class="header-anchor" href="#第二类-攻击代码组" aria-label="Permalink to "第二类-攻击代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>非必须存在的代码,根据情况自行使用</p></div><h3 id="canonlyattackunitswithtags" tabindex="-1">canOnlyAttackUnitsWithTags <a class="header-anchor" href="#canonlyattackunitswithtags" aria-label="Permalink to "canOnlyAttackUnitsWithTags""></a></h3><h4 id="canonlyattackunitswithtags-代码简介" tabindex="-1">canOnlyAttackUnitsWithTags-代码简介 <a class="header-anchor" href="#canonlyattackunitswithtags-代码简介" aria-label="Permalink to "canOnlyAttackUnitsWithTags-代码简介""></a></h4><p>代码:canOnlyAttackUnitsWithTags 中文释义:只攻击带特定标签单位 类型:标签tag 隶属于:攻击代码组</p><h4 id="canonlyattackunitswithtags-要点指示" tabindex="-1">canOnlyAttackUnitsWithTags-要点指示 <a class="header-anchor" href="#canonlyattackunitswithtags-要点指示" aria-label="Permalink to "canOnlyAttackUnitsWithTags-要点指示""></a></h4><p>设置单位只能攻击携带此标签的目标</p><h4 id="canonlyattackunitswithtags-演示例子" tabindex="-1">canOnlyAttackUnitsWithTags-演示例子 <a class="header-anchor" href="#canonlyattackunitswithtags-演示例子" aria-label="Permalink to "canOnlyAttackUnitsWithTags-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">canOnlyAttackUnitsWithTags:标签</span></span></code></pre></div><hr><h3 id="canonlyattackunitswithouttags" tabindex="-1">canOnlyAttackUnitsWithoutTags <a class="header-anchor" href="#canonlyattackunitswithouttags" aria-label="Permalink to "canOnlyAttackUnitsWithoutTags""></a></h3><h4 id="canonlyattackunitswithtags-代码简介-1" tabindex="-1">canOnlyAttackUnitsWithTags-代码简介 <a class="header-anchor" href="#canonlyattackunitswithtags-代码简介-1" aria-label="Permalink to "canOnlyAttackUnitsWithTags-代码简介""></a></h4><p>代码:canOnlyAttackUnitsWithoutTags 中文释义:不攻击带特定标签单位 类型:标签tag 隶属于:攻击代码组</p><h4 id="canonlyattackunitswithouttags-要点指示" tabindex="-1">canOnlyAttackUnitsWithoutTags-要点指示 <a class="header-anchor" href="#canonlyattackunitswithouttags-要点指示" aria-label="Permalink to "canOnlyAttackUnitsWithoutTags-要点指示""></a></h4><p>设置单位不能攻击携带此标签的目标</p><h4 id="canonlyattackunitswithouttags-演示例子" tabindex="-1">canOnlyAttackUnitsWithoutTags-演示例子 <a class="header-anchor" href="#canonlyattackunitswithouttags-演示例子" aria-label="Permalink to "canOnlyAttackUnitsWithoutTags-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">canOnlyAttackUnitsWithoutTags:标签</span></span></code></pre></div><hr><h3 id="turretmultitargeting" tabindex="-1">turretMultiTargeting <a class="header-anchor" href="#turretmultitargeting" aria-label="Permalink to "turretMultiTargeting""></a></h3><h4 id="turretmultitargeting-代码简介" tabindex="-1">turretMultiTargeting-代码简介 <a class="header-anchor" href="#turretmultitargeting-代码简介" aria-label="Permalink to "turretMultiTargeting-代码简介""></a></h4><p>代码:turretMultiTargeting 中文释义:炮塔攻击多目标 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="turretmultitargeting-要点指示" tabindex="-1">turretMultiTargeting-要点指示 <a class="header-anchor" href="#turretmultitargeting-要点指示" aria-label="Permalink to "turretMultiTargeting-要点指示""></a></h4><p>设置单位是否允许炮塔攻击不同目标,对范围限制 角度限制 不同类型炮塔很有用</p><h4 id="turretmultitargeting-演示例子" tabindex="-1">turretMultiTargeting-演示例子 <a class="header-anchor" href="#turretmultitargeting-演示例子" aria-label="Permalink to "turretMultiTargeting-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">turretMultiTargeting:true</span></span></code></pre></div><hr><h3 id="dieonattack-removeonattack" tabindex="-1">dieOnAttack/removeOnAttack <a class="header-anchor" href="#dieonattack-removeonattack" aria-label="Permalink to "dieOnAttack/removeOnAttack""></a></h3><h4 id="dieonattack-代码简介" tabindex="-1">dieOnAttack-代码简介 <a class="header-anchor" href="#dieonattack-代码简介" aria-label="Permalink to "dieOnAttack-代码简介""></a></h4><p>代码:dieOnAttack/removeOnAttack中文释义:自爆攻击/移除攻击 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="dieonattack-要点指示" tabindex="-1">dieOnAttack-要点指示 <a class="header-anchor" href="#dieonattack-要点指示" aria-label="Permalink to "dieOnAttack-要点指示""></a></h4><p>设置单位是否在攻击时自毁</p><h4 id="removeonattack-要点指示" tabindex="-1">removeOnAttack-要点指示 <a class="header-anchor" href="#removeonattack-要点指示" aria-label="Permalink to "removeOnAttack-要点指示""></a></h4><p>设置单位是否在攻击时移除自身</p><h4 id="dieonattack-removeonattack-演示例子" tabindex="-1">dieOnAttack/removeOnAttack-演示例子 <a class="header-anchor" href="#dieonattack-removeonattack-演示例子" aria-label="Permalink to "dieOnAttack/removeOnAttack-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">dieOnAttack:true</span></span>
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<span class="line"><span style="color:#A6ACCD;">removeOnAttack:true</span></span></code></pre></div><hr><h3 id="isfixedfiring" tabindex="-1">isFixedFiring <a class="header-anchor" href="#isfixedfiring" aria-label="Permalink to "isFixedFiring""></a></h3><h4 id="isfixedfiring-代码简介" tabindex="-1">isFixedFiring-代码简介 <a class="header-anchor" href="#isfixedfiring-代码简介" aria-label="Permalink to "isFixedFiring-代码简介""></a></h4><p>代码:isFixedFiring 中文释义:固定射击 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="isfixedfiring-要点指示" tabindex="-1">isFixedFiring-要点指示 <a class="header-anchor" href="#isfixedfiring-要点指示" aria-label="Permalink to "isFixedFiring-要点指示""></a></h4><p>设置单位炮塔是否需要必须对准敌人才能攻击</p><h4 id="isfixedfiring-演示例子" tabindex="-1">isFixedFiring-演示例子 <a class="header-anchor" href="#isfixedfiring-演示例子" aria-label="Permalink to "isFixedFiring-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">isFixedFiring:true</span></span></code></pre></div><hr><h3 id="stoptargetingafterfiring" tabindex="-1">stopTargetingAfterFiring <a class="header-anchor" href="#stoptargetingafterfiring" aria-label="Permalink to "stopTargetingAfterFiring""></a></h3><h4 id="stoptargetingafterfiring-代码简介" tabindex="-1">stopTargetingAfterFiring-代码简介 <a class="header-anchor" href="#stoptargetingafterfiring-代码简介" aria-label="Permalink to "stopTargetingAfterFiring-代码简介""></a></h4><p>代码:stopTargetingAfterFiring 中文释义:自动停火 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="stoptargetingafterfiring-要点指示" tabindex="-1">stopTargetingAfterFiring-要点指示 <a class="header-anchor" href="#stoptargetingafterfiring-要点指示" aria-label="Permalink to "stopTargetingAfterFiring-要点指示""></a></h4><p>设置单位在攻击后是否停止攻击</p><h4 id="stoptargetingafterfiring-演示例子" tabindex="-1">stopTargetingAfterFiring-演示例子 <a class="header-anchor" href="#stoptargetingafterfiring-演示例子" aria-label="Permalink to "stopTargetingAfterFiring-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">stopTargetingAfterFiring:true</span></span></code></pre></div><hr><h3 id="disablepassivetargeting" tabindex="-1">disablePassiveTargeting <a class="header-anchor" href="#disablepassivetargeting" aria-label="Permalink to "disablePassiveTargeting""></a></h3><h4 id="disablepassivetargeting-代码简介" tabindex="-1">disablePassiveTargeting-代码简介 <a class="header-anchor" href="#disablepassivetargeting-代码简介" aria-label="Permalink to "disablePassiveTargeting-代码简介""></a></h4><p>代码:disablePassiveTargeting 中文释义:不能主动攻击 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="disablepassivetargeting-要点指示" tabindex="-1">disablePassiveTargeting-要点指示 <a class="header-anchor" href="#disablepassivetargeting-要点指示" aria-label="Permalink to "disablePassiveTargeting-要点指示""></a></h4><p>设置单位是否需要手动指定目标才能攻击,由于attack路径点回在目标死亡后会重新选定目标,导致此条代码失效</p><h4 id="disablepassivetargeting-演示例子" tabindex="-1">disablePassiveTargeting-演示例子 <a class="header-anchor" href="#disablepassivetargeting-演示例子" aria-label="Permalink to "disablePassiveTargeting-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">disablePassiveTargeting:true</span></span></code></pre></div><hr><h3 id="ismelee" tabindex="-1">isMelee <a class="header-anchor" href="#ismelee" aria-label="Permalink to "isMelee""></a></h3><h4 id="ismelee-代码简介" tabindex="-1">isMelee-代码简介 <a class="header-anchor" href="#ismelee-代码简介" aria-label="Permalink to "isMelee-代码简介""></a></h4><p>代码:isMelee 中文释义:近战 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="ismelee-要点指示" tabindex="-1">isMelee-要点指示 <a class="header-anchor" href="#ismelee-要点指示" aria-label="Permalink to "isMelee-要点指示""></a></h4><p>设置单位是否拥有近战逻辑,如单位攻击时不需要瞄准到目标中心,只需要瞄准到半径内,同时自动索敌</p><h4 id="ismelee-演示例子" tabindex="-1">isMelee-演示例子 <a class="header-anchor" href="#ismelee-演示例子" aria-label="Permalink to "isMelee-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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<span class="line"><span style="color:#A6ACCD;">isMelee:true</span></span></code></pre></div><hr><h3 id="meleeengangementdistance" tabindex="-1">meleeEngangementDistance <a class="header-anchor" href="#meleeengangementdistance" aria-label="Permalink to "meleeEngangementDistance""></a></h3><h4 id="meleeengangementdistance-代码简介" tabindex="-1">meleeEngangementDistance-代码简介 <a class="header-anchor" href="#meleeengangementdistance-代码简介" aria-label="Permalink to "meleeEngangementDistance-代码简介""></a></h4><p>代码:meleeEngangementDistance 中文释义:近战索敌距离 类型:整数int 隶属于:攻击代码组</p><h4 id="meleeengangementdistance-要点指示" tabindex="-1">meleeEngangementDistance-要点指示 <a class="header-anchor" href="#meleeengangementdistance-要点指示" aria-label="Permalink to "meleeEngangementDistance-要点指示""></a></h4><p>设置单位的近战逻辑索敌距离,与isMelee结合使用,最高1500</p><h4 id="meleeengangementdistance-演示例子" tabindex="-1">meleeEngangementDistance-演示例子 <a class="header-anchor" href="#meleeengangementdistance-演示例子" aria-label="Permalink to "meleeEngangementDistance-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">meleeEngangementDistance:1500</span></span></code></pre></div><hr><h2 id="第三类-攻击属性代码组" tabindex="-1">第三类-攻击属性代码组 <a class="header-anchor" href="#第三类-攻击属性代码组" aria-label="Permalink to "第三类-攻击属性代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>以下的代码为<code>属性代码</code>,优先级低于炮塔节的代码,如果炮塔节未填写覆盖则使用此处的属性。</p></div><h3 id="turretsize" tabindex="-1">turretSize <a class="header-anchor" href="#turretsize" aria-label="Permalink to "turretSize""></a></h3><h4 id="turretsize-代码简介" tabindex="-1">turretSize-代码简介 <a class="header-anchor" href="#turretsize-代码简介" aria-label="Permalink to "turretSize-代码简介""></a></h4><p>代码:turretSize 中文释义:炮塔大小 类型:浮点值float 隶属于:攻击属性代码组</p><h4 id="turretsize-要点指示" tabindex="-1">turretSize-要点指示 <a class="header-anchor" href="#turretsize-要点指示" aria-label="Permalink to "turretSize-要点指示""></a></h4><p>设置单位炮塔大小,按像素修改炮塔开火位置,在炮塔节使用size覆盖</p><h4 id="turretsize-演示例子" tabindex="-1">turretSize-演示例子 <a class="header-anchor" href="#turretsize-演示例子" aria-label="Permalink to "turretSize-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">turretSize:20</span></span></code></pre></div><hr><h3 id="turretturnspeed" tabindex="-1">turretTurnSpeed <a class="header-anchor" href="#turretturnspeed" aria-label="Permalink to "turretTurnSpeed""></a></h3><h4 id="turretturnspeed-代码简介" tabindex="-1">turretTurnSpeed-代码简介 <a class="header-anchor" href="#turretturnspeed-代码简介" aria-label="Permalink to "turretTurnSpeed-代码简介""></a></h4><p>代码:turretTurnSpeed 中文释义:炮塔转速 类型:浮点值float 隶属于:攻击属性代码组</p><h4 id="turretturnspeed-要点指示" tabindex="-1">turretTurnSpeed-要点指示 <a class="header-anchor" href="#turretturnspeed-要点指示" aria-label="Permalink to "turretTurnSpeed-要点指示""></a></h4><p>设置单位炮塔的旋转速度,按帧转动炮塔,如60帧1速就是1秒旋转60度,在炮塔节使用turnSpeed覆盖</p><h4 id="turretturnspeed-演示例子" tabindex="-1">turretTurnSpeed-演示例子 <a class="header-anchor" href="#turretturnspeed-演示例子" aria-label="Permalink to "turretTurnSpeed-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">turretTurnSpeed:2</span></span></code></pre></div><hr><h3 id="shootdelay" tabindex="-1">shootDelay <a class="header-anchor" href="#shootdelay" aria-label="Permalink to "shootDelay""></a></h3><h4 id="shootdelay-代码简介" tabindex="-1">shootDelay-代码简介 <a class="header-anchor" href="#shootdelay-代码简介" aria-label="Permalink to "shootDelay-代码简介""></a></h4><p>代码:shootDelay 中文释义:攻击间隔 类型:浮点值float 隶属于:攻击属性代码组</p><h4 id="shootdelay-要点指示" tabindex="-1">shootDelay-要点指示 <a class="header-anchor" href="#shootdelay-要点指示" aria-label="Permalink to "shootDelay-要点指示""></a></h4><p>设置单位炮塔的攻击间隔,按帧或按时间修改,如填写60可以更换成1s,在炮塔节使用delay覆盖</p><h4 id="shootdelay-演示例子" tabindex="-1">shootDelay-演示例子 <a class="header-anchor" href="#shootdelay-演示例子" aria-label="Permalink to "shootDelay-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">shootDelay:60</span></span></code></pre></div><hr><h3 id="maxattackrange" tabindex="-1">maxAttackRange <a class="header-anchor" href="#maxattackrange" aria-label="Permalink to "maxAttackRange""></a></h3><h4 id="maxattackrange-代码简介" tabindex="-1">maxAttackRange-代码简介 <a class="header-anchor" href="#maxattackrange-代码简介" aria-label="Permalink to "maxAttackRange-代码简介""></a></h4><p>代码:maxAttackRange 中文释义:攻击距离 类型:整数int 隶属于:攻击属性代码组</p><h4 id="maxattackrange-要点指示" tabindex="-1">maxAttackRange-要点指示 <a class="header-anchor" href="#maxattackrange-要点指示" aria-label="Permalink to "maxAttackRange-要点指示""></a></h4><p>设置单位炮塔的攻击距离,在炮塔节使用limitingRange覆盖</p><details class="details custom-block"><summary>Details</summary><p>limitingRange不能超过maxAttackRange,如果炮塔都使用了limitingRange,那此处需要删除maxAttackRange</p></details><h4 id="maxattackrange-演示例子" tabindex="-1">maxAttackRange-演示例子 <a class="header-anchor" href="#maxattackrange-演示例子" aria-label="Permalink to "maxAttackRange-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">maxAttackRange:1000</span></span></code></pre></div><hr><h3 id="aimoffsetspread" tabindex="-1">aimOffsetSpread <a class="header-anchor" href="#aimoffsetspread" aria-label="Permalink to "aimOffsetSpread""></a></h3><h4 id="aimoffsetspread-代码简介" tabindex="-1">aimOffsetSpread-代码简介 <a class="header-anchor" href="#aimoffsetspread-代码简介" aria-label="Permalink to "aimOffsetSpread-代码简介""></a></h4><p>代码:aimOffsetSpread 中文释义:攻击偏移 类型:浮点值float 隶属于:攻击属性组</p><h4 id="aimoffsetspread-要点指示" tabindex="-1">aimOffsetSpread-要点指示 <a class="header-anchor" href="#aimoffsetspread-要点指示" aria-label="Permalink to "aimOffsetSpread-要点指示""></a></h4><p>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</p><h4 id="aimoffsetspread-演示例子" tabindex="-1">aimOffsetSpread-演示例子 <a class="header-anchor" href="#aimoffsetspread-演示例子" aria-label="Permalink to "aimOffsetSpread-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">aimOffsetSpread:0.6</span></span></code></pre></div><hr><h3 id="shootdelaymultiplier-shootdamagemultiplier" tabindex="-1">shootDelayMultiplier/shootDamageMultiplier <a class="header-anchor" href="#shootdelaymultiplier-shootdamagemultiplier" aria-label="Permalink to "shootDelayMultiplier/shootDamageMultiplier""></a></h3><h4 id="shootdelaymultiplier-shootdamagemultiplier-代码简介" tabindex="-1">shootDelayMultiplier/shootDamageMultiplier-代码简介 <a class="header-anchor" href="#shootdelaymultiplier-shootdamagemultiplier-代码简介" aria-label="Permalink to "shootDelayMultiplier/shootDamageMultiplier-代码简介""></a></h4><p>代码:shootDelayMultiplier/shootDamageMultiplier 中文释义:攻击间隔乘数/攻击伤害乘数 类型:浮点值 隶属于:攻击属性代码组</p><h4 id="shootdelaymultiplier-shootdamagemultiplier-要点指示" tabindex="-1">shootDelayMultiplier/shootDamageMultiplier-要点指示 <a class="header-anchor" href="#shootdelaymultiplier-shootdamagemultiplier-要点指示" aria-label="Permalink to "shootDelayMultiplier/shootDamageMultiplier-要点指示""></a></h4><p>设置单位的攻击间隔乘数和攻击伤害乘数,在行动节使用setUnitStats修改</p><h4 id="shootdelaymultiplier-shootdamagemultiplier-演示例子" tabindex="-1">shootDelayMultiplier/shootDamageMultiplier-演示例子 <a class="header-anchor" href="#shootdelaymultiplier-shootdamagemultiplier-演示例子" aria-label="Permalink to "shootDelayMultiplier/shootDamageMultiplier-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[action_1]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">setUnitStats:</span><span style="color:#F07178;">shootDelayMultiplier</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">0.8,</span><span style="color:#F07178;">shootDamageMultiplier</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">1.4</span></span></code></pre></div><hr><h2 id="第四类-显示相关组" tabindex="-1">第四类-显示相关组 <a class="header-anchor" href="#第四类-显示相关组" aria-label="Permalink to "第四类-显示相关组""></a></h2><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-k2C9S" id="tab-0oa9XuG" checked="checked"><label for="tab-0oa9XuG">屑狐狸</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">以下的代码为</span><span style="color:#89DDFF;">\`</span><span style="color:#FFCB6B;">显示代码</span><span style="color:#89DDFF;">\`</span><span style="color:#FFCB6B;">,用于让单位在攻击时效果更好</span></span>
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||||
<span class="line"><span style="color:#FFCB6B;">对于部分有对应需求的单位来说这部分较为有用</span></span></code></pre></div></div></div><h3 id="setmainturretas" tabindex="-1">setMainTurretAs <a class="header-anchor" href="#setmainturretas" aria-label="Permalink to "setMainTurretAs""></a></h3><h4 id="setmainturretas-代码简介" tabindex="-1">setMainTurretAs-代码简介 <a class="header-anchor" href="#setmainturretas-代码简介" aria-label="Permalink to "setMainTurretAs-代码简介""></a></h4><p>代码:setMainTurretAs 中文释义:设置主炮塔 类型:炮塔turret ref 隶属于:显示相关组</p><h4 id="setmainturretas-要点指示" tabindex="-1">setMainTurretAs-要点指示 <a class="header-anchor" href="#setmainturretas-要点指示" aria-label="Permalink to "setMainTurretAs-要点指示""></a></h4><p>设置单位主炮塔</p><h4 id="setmainturretas-演示例子" tabindex="-1">setMainTurretAs-演示例子 <a class="header-anchor" href="#setmainturretas-演示例子" aria-label="Permalink to "setMainTurretAs-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">setMainTurretAs:31</span></span></code></pre></div><hr><h3 id="turretrotatewithbody" tabindex="-1">turretRotateWithBody <a class="header-anchor" href="#turretrotatewithbody" aria-label="Permalink to "turretRotateWithBody""></a></h3><h4 id="turretrotatewithbody-代码简介" tabindex="-1">turretRotateWithBody-代码简介 <a class="header-anchor" href="#turretrotatewithbody-代码简介" aria-label="Permalink to "turretRotateWithBody-代码简介""></a></h4><p>代码:turretRotateWithBody 中文释义:炮塔跟随主体旋转 类型:布尔值bool 隶属于:显示相关组</p><h4 id="turretrotatewithbody-要点指示" tabindex="-1">turretRotateWithBody-要点指示 <a class="header-anchor" href="#turretrotatewithbody-要点指示" aria-label="Permalink to "turretRotateWithBody-要点指示""></a></h4><p>设置单位炮塔跟随主体旋转,比如重型拦截机</p><h4 id="turretrotatewithbody-演示例子" tabindex="-1">turretRotateWithBody-演示例子 <a class="header-anchor" href="#turretrotatewithbody-演示例子" aria-label="Permalink to "turretRotateWithBody-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">turretRotateWithBody:true</span></span></code></pre></div><hr><h3 id="attackmovement" tabindex="-1">attackMovement <a class="header-anchor" href="#attackmovement" aria-label="Permalink to "attackMovement""></a></h3><h4 id="attackmovement-代码简介" tabindex="-1">attackMovement-代码简介 <a class="header-anchor" href="#attackmovement-代码简介" aria-label="Permalink to "attackMovement-代码简介""></a></h4><p>代码:attackMovement 中文释义:攻击移动类型 类型:字符串string 隶属于:显示相关组</p><h4 id="attackmovement-要点指示" tabindex="-1">attackMovement-要点指示 <a class="header-anchor" href="#attackmovement-要点指示" aria-label="Permalink to "attackMovement-要点指示""></a></h4><p>设置单位攻击移动类型</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>可填类型如下</p><table><thead><tr><th>类型</th><th>normal</th><th>bomber</th><th>moveaway</th><th>strafing</th></tr></thead><tbody><tr><td>效果</td><td>无</td><td>轰炸机</td><td>无效</td><td>无效</td></tr></tbody></table></div><h4 id="attackmovement-演示例子" tabindex="-1">attackMovement-演示例子 <a class="header-anchor" href="#attackmovement-演示例子" aria-label="Permalink to "attackMovement-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">attackMovement:bomber</span></span></code></pre></div><hr><h3 id="showrangeuiguide" tabindex="-1">showRangeUIGuide <a class="header-anchor" href="#showrangeuiguide" aria-label="Permalink to "showRangeUIGuide""></a></h3><h4 id="showrangeuiguide-代码简介" tabindex="-1">showRangeUIGuide-代码简介 <a class="header-anchor" href="#showrangeuiguide-代码简介" aria-label="Permalink to "showRangeUIGuide-代码简介""></a></h4><p>代码:showRangeUIGuide 中文释义:显示范围UI 类型:布尔值bool 隶属于:显示相关组</p><h4 id="showrangeuiguide-要点指示" tabindex="-1">showRangeUIGuide-要点指示 <a class="header-anchor" href="#showrangeuiguide-要点指示" aria-label="Permalink to "showRangeUIGuide-要点指示""></a></h4><p>是否显示范围UI,如默认不显示的小范围填写true则会显示范围,比如瞭望塔</p><h4 id="showrangeuiguide-演示例子" tabindex="-1">showRangeUIGuide-演示例子 <a class="header-anchor" href="#showrangeuiguide-演示例子" aria-label="Permalink to "showRangeUIGuide-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">showRangeUIGuide:true</span></span></code></pre></div><hr>`,206),l=[s];function r(o,c,h,d,p,u){return t(),e("div",null,l)}const m=a(i,[["render",r]]);export{k as __pageData,m as default};
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import{_ as a,v as t,b as e,R as n}from"./chunks/framework.c741a37c.js";const k=JSON.parse('{"title":"[attack]组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/attack.md","filePath":"src/Unit/attack.md"}'),i={name:"src/Unit/attack.md"},s=n(`<h1 id="attack-组" tabindex="-1"><strong>[attack]组</strong> <a class="header-anchor" href="#attack-组" aria-label="Permalink to "**[attack]组**""></a></h1><h2 id="第一类-基础攻击代码组" tabindex="-1">第一类-基础攻击代码组 <a class="header-anchor" href="#第一类-基础攻击代码组" aria-label="Permalink to "第一类-基础攻击代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>以下的代码为<code>通用代码</code>,多半是必要的代码,如果不包括这些,可能在<code>绝大多数情况下导致错误</code>。</p></div><div class="info custom-block"><p class="custom-block-title">INFO</p><p>此处攻击代码均可以在炮塔节进行覆盖</p></div><h3 id="canattack" tabindex="-1">canAttack <a class="header-anchor" href="#canattack" aria-label="Permalink to "canAttack""></a></h3><h4 id="canattack-代码简介" tabindex="-1">canAttack-代码简介 <a class="header-anchor" href="#canattack-代码简介" aria-label="Permalink to "canAttack-代码简介""></a></h4><p>代码:canAttack 中文释义:可攻击 类型:布尔值bool 隶属于:基础攻击代码组</p><h4 id="canattack-要点指示" tabindex="-1">canAttack-要点指示 <a class="header-anchor" href="#canattack-要点指示" aria-label="Permalink to "canAttack-要点指示""></a></h4><p>设置单位是否能攻击</p><h4 id="canattack-演示例子" tabindex="-1">canAttack-演示例子 <a class="header-anchor" href="#canattack-演示例子" aria-label="Permalink to "canAttack-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">canAttack:true</span></span></code></pre></div><hr><h3 id="canattacklandunits" tabindex="-1">canAttackLandUnits <a class="header-anchor" href="#canattacklandunits" aria-label="Permalink to "canAttackLandUnits""></a></h3><h4 id="canattacklandunits-代码简介" tabindex="-1">canAttackLandUnits-代码简介 <a class="header-anchor" href="#canattacklandunits-代码简介" aria-label="Permalink to "canAttackLandUnits-代码简介""></a></h4><p>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:基础攻击代码组</p><h4 id="canattacklandunits-要点指示" tabindex="-1">canAttackLandUnits-要点指示 <a class="header-anchor" href="#canattacklandunits-要点指示" aria-label="Permalink to "canAttackLandUnits-要点指示""></a></h4><p>设置单位是否能对地面目标攻击</p><h4 id="canattacklandunits-演示例子" tabindex="-1">canAttackLandUnits-演示例子 <a class="header-anchor" href="#canattacklandunits-演示例子" aria-label="Permalink to "canAttackLandUnits-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">canAttackLandUnits:if self.ammo>=2</span></span></code></pre></div><hr><h3 id="canattackflyingunits" tabindex="-1">canAttackFlyingUnits <a class="header-anchor" href="#canattackflyingunits" aria-label="Permalink to "canAttackFlyingUnits""></a></h3><h4 id="canattackflyingunits-代码简介" tabindex="-1">canAttackFlyingUnits-代码简介 <a class="header-anchor" href="#canattackflyingunits-代码简介" aria-label="Permalink to "canAttackFlyingUnits-代码简介""></a></h4><p>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:基础攻击代码组</p><h4 id="canattackflyingunits-要点指示" tabindex="-1">canAttackFlyingUnits-要点指示 <a class="header-anchor" href="#canattackflyingunits-要点指示" aria-label="Permalink to "canAttackFlyingUnits-要点指示""></a></h4><p>设置单位是否能对空中目标攻击</p><h4 id="canattackflyingunits-演示例子" tabindex="-1">canAttackFlyingUnits-演示例子 <a class="header-anchor" href="#canattackflyingunits-演示例子" aria-label="Permalink to "canAttackFlyingUnits-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">canAttackFlyingUnits:if self.ammo>=2</span></span></code></pre></div><hr><h3 id="canattackunderwaterunits" tabindex="-1">canAttackUnderwaterUnits <a class="header-anchor" href="#canattackunderwaterunits" aria-label="Permalink to "canAttackUnderwaterUnits""></a></h3><h4 id="canattackunderwaterunits-代码简介" tabindex="-1">canAttackUnderwaterUnits-代码简介 <a class="header-anchor" href="#canattackunderwaterunits-代码简介" aria-label="Permalink to "canAttackUnderwaterUnits-代码简介""></a></h4><p>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:基础攻击代码组</p><h4 id="canattackunderwaterunits-要点指示" tabindex="-1">canAttackUnderwaterUnits-要点指示 <a class="header-anchor" href="#canattackunderwaterunits-要点指示" aria-label="Permalink to "canAttackUnderwaterUnits-要点指示""></a></h4><p>设置单位是否能对潜水目标攻击</p><h4 id="canattackunderwaterunits-演示例子" tabindex="-1">canAttackUnderwaterUnits-演示例子 <a class="header-anchor" href="#canattackunderwaterunits-演示例子" aria-label="Permalink to "canAttackUnderwaterUnits-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">canAttackUnderwaterUnits:if self.ammo>=2</span></span></code></pre></div><hr><h3 id="canattacknottouchingwaterunits" tabindex="-1">canAttackNotTouchingWaterUnits <a class="header-anchor" href="#canattacknottouchingwaterunits" aria-label="Permalink to "canAttackNotTouchingWaterUnits""></a></h3><h4 id="canattacknottouchingwaterunits-代码简介" tabindex="-1">canAttackNotTouchingWaterUnits-代码简介 <a class="header-anchor" href="#canattacknottouchingwaterunits-代码简介" aria-label="Permalink to "canAttackNotTouchingWaterUnits-代码简介""></a></h4><p>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:基础攻击代码组</p><h4 id="canattacknottouchingwaterunits-要点指示" tabindex="-1">canAttackNotTouchingWaterUnits-要点指示 <a class="header-anchor" href="#canattacknottouchingwaterunits-要点指示" aria-label="Permalink to "canAttackNotTouchingWaterUnits-要点指示""></a></h4><p>设置单位是否能对不在水中的目标攻击</p><h4 id="canattacknottouchingwaterunits-演示例子" tabindex="-1">canAttackNotTouchingWaterUnits-演示例子 <a class="header-anchor" href="#canattacknottouchingwaterunits-演示例子" aria-label="Permalink to "canAttackNotTouchingWaterUnits-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">canAttackNotTouchingWaterUnits:if self.ammo>=2</span></span></code></pre></div><hr><h2 id="第二类-攻击代码组" tabindex="-1">第二类-攻击代码组 <a class="header-anchor" href="#第二类-攻击代码组" aria-label="Permalink to "第二类-攻击代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>非必须存在的代码,根据情况自行使用</p></div><h3 id="canonlyattackunitswithtags" tabindex="-1">canOnlyAttackUnitsWithTags <a class="header-anchor" href="#canonlyattackunitswithtags" aria-label="Permalink to "canOnlyAttackUnitsWithTags""></a></h3><h4 id="canonlyattackunitswithtags-代码简介" tabindex="-1">canOnlyAttackUnitsWithTags-代码简介 <a class="header-anchor" href="#canonlyattackunitswithtags-代码简介" aria-label="Permalink to "canOnlyAttackUnitsWithTags-代码简介""></a></h4><p>代码:canOnlyAttackUnitsWithTags 中文释义:只攻击带特定标签单位 类型:标签tag 隶属于:攻击代码组</p><h4 id="canonlyattackunitswithtags-要点指示" tabindex="-1">canOnlyAttackUnitsWithTags-要点指示 <a class="header-anchor" href="#canonlyattackunitswithtags-要点指示" aria-label="Permalink to "canOnlyAttackUnitsWithTags-要点指示""></a></h4><p>设置单位只能攻击携带此标签的目标</p><h4 id="canonlyattackunitswithtags-演示例子" tabindex="-1">canOnlyAttackUnitsWithTags-演示例子 <a class="header-anchor" href="#canonlyattackunitswithtags-演示例子" aria-label="Permalink to "canOnlyAttackUnitsWithTags-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">canOnlyAttackUnitsWithTags:标签</span></span></code></pre></div><hr><h3 id="canonlyattackunitswithouttags" tabindex="-1">canOnlyAttackUnitsWithoutTags <a class="header-anchor" href="#canonlyattackunitswithouttags" aria-label="Permalink to "canOnlyAttackUnitsWithoutTags""></a></h3><h4 id="canonlyattackunitswithtags-代码简介-1" tabindex="-1">canOnlyAttackUnitsWithTags-代码简介 <a class="header-anchor" href="#canonlyattackunitswithtags-代码简介-1" aria-label="Permalink to "canOnlyAttackUnitsWithTags-代码简介""></a></h4><p>代码:canOnlyAttackUnitsWithoutTags 中文释义:不攻击带特定标签单位 类型:标签tag 隶属于:攻击代码组</p><h4 id="canonlyattackunitswithouttags-要点指示" tabindex="-1">canOnlyAttackUnitsWithoutTags-要点指示 <a class="header-anchor" href="#canonlyattackunitswithouttags-要点指示" aria-label="Permalink to "canOnlyAttackUnitsWithoutTags-要点指示""></a></h4><p>设置单位不能攻击携带此标签的目标</p><h4 id="canonlyattackunitswithouttags-演示例子" tabindex="-1">canOnlyAttackUnitsWithoutTags-演示例子 <a class="header-anchor" href="#canonlyattackunitswithouttags-演示例子" aria-label="Permalink to "canOnlyAttackUnitsWithoutTags-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">canOnlyAttackUnitsWithoutTags:标签</span></span></code></pre></div><hr><h3 id="turretmultitargeting" tabindex="-1">turretMultiTargeting <a class="header-anchor" href="#turretmultitargeting" aria-label="Permalink to "turretMultiTargeting""></a></h3><h4 id="turretmultitargeting-代码简介" tabindex="-1">turretMultiTargeting-代码简介 <a class="header-anchor" href="#turretmultitargeting-代码简介" aria-label="Permalink to "turretMultiTargeting-代码简介""></a></h4><p>代码:turretMultiTargeting 中文释义:炮塔攻击多目标 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="turretmultitargeting-要点指示" tabindex="-1">turretMultiTargeting-要点指示 <a class="header-anchor" href="#turretmultitargeting-要点指示" aria-label="Permalink to "turretMultiTargeting-要点指示""></a></h4><p>设置单位是否允许炮塔攻击不同目标,对范围限制 角度限制 不同类型炮塔很有用</p><h4 id="turretmultitargeting-演示例子" tabindex="-1">turretMultiTargeting-演示例子 <a class="header-anchor" href="#turretmultitargeting-演示例子" aria-label="Permalink to "turretMultiTargeting-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">turretMultiTargeting:true</span></span></code></pre></div><hr><h3 id="dieonattack-removeonattack" tabindex="-1">dieOnAttack/removeOnAttack <a class="header-anchor" href="#dieonattack-removeonattack" aria-label="Permalink to "dieOnAttack/removeOnAttack""></a></h3><h4 id="dieonattack-代码简介" tabindex="-1">dieOnAttack-代码简介 <a class="header-anchor" href="#dieonattack-代码简介" aria-label="Permalink to "dieOnAttack-代码简介""></a></h4><p>代码:dieOnAttack/removeOnAttack中文释义:自爆攻击/移除攻击 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="dieonattack-要点指示" tabindex="-1">dieOnAttack-要点指示 <a class="header-anchor" href="#dieonattack-要点指示" aria-label="Permalink to "dieOnAttack-要点指示""></a></h4><p>设置单位是否在攻击时自毁</p><h4 id="removeonattack-要点指示" tabindex="-1">removeOnAttack-要点指示 <a class="header-anchor" href="#removeonattack-要点指示" aria-label="Permalink to "removeOnAttack-要点指示""></a></h4><p>设置单位是否在攻击时移除自身</p><h4 id="dieonattack-removeonattack-演示例子" tabindex="-1">dieOnAttack/removeOnAttack-演示例子 <a class="header-anchor" href="#dieonattack-removeonattack-演示例子" aria-label="Permalink to "dieOnAttack/removeOnAttack-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">dieOnAttack:true</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">removeOnAttack:true</span></span></code></pre></div><hr><h3 id="isfixedfiring" tabindex="-1">isFixedFiring <a class="header-anchor" href="#isfixedfiring" aria-label="Permalink to "isFixedFiring""></a></h3><h4 id="isfixedfiring-代码简介" tabindex="-1">isFixedFiring-代码简介 <a class="header-anchor" href="#isfixedfiring-代码简介" aria-label="Permalink to "isFixedFiring-代码简介""></a></h4><p>代码:isFixedFiring 中文释义:固定射击 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="isfixedfiring-要点指示" tabindex="-1">isFixedFiring-要点指示 <a class="header-anchor" href="#isfixedfiring-要点指示" aria-label="Permalink to "isFixedFiring-要点指示""></a></h4><p>设置单位炮塔是否需要必须对准敌人才能攻击</p><h4 id="isfixedfiring-演示例子" tabindex="-1">isFixedFiring-演示例子 <a class="header-anchor" href="#isfixedfiring-演示例子" aria-label="Permalink to "isFixedFiring-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">isFixedFiring:true</span></span></code></pre></div><hr><h3 id="stoptargetingafterfiring" tabindex="-1">stopTargetingAfterFiring <a class="header-anchor" href="#stoptargetingafterfiring" aria-label="Permalink to "stopTargetingAfterFiring""></a></h3><h4 id="stoptargetingafterfiring-代码简介" tabindex="-1">stopTargetingAfterFiring-代码简介 <a class="header-anchor" href="#stoptargetingafterfiring-代码简介" aria-label="Permalink to "stopTargetingAfterFiring-代码简介""></a></h4><p>代码:stopTargetingAfterFiring 中文释义:自动停火 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="stoptargetingafterfiring-要点指示" tabindex="-1">stopTargetingAfterFiring-要点指示 <a class="header-anchor" href="#stoptargetingafterfiring-要点指示" aria-label="Permalink to "stopTargetingAfterFiring-要点指示""></a></h4><p>设置单位在攻击后是否停止攻击</p><h4 id="stoptargetingafterfiring-演示例子" tabindex="-1">stopTargetingAfterFiring-演示例子 <a class="header-anchor" href="#stoptargetingafterfiring-演示例子" aria-label="Permalink to "stopTargetingAfterFiring-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">stopTargetingAfterFiring:true</span></span></code></pre></div><hr><h3 id="disablepassivetargeting" tabindex="-1">disablePassiveTargeting <a class="header-anchor" href="#disablepassivetargeting" aria-label="Permalink to "disablePassiveTargeting""></a></h3><h4 id="disablepassivetargeting-代码简介" tabindex="-1">disablePassiveTargeting-代码简介 <a class="header-anchor" href="#disablepassivetargeting-代码简介" aria-label="Permalink to "disablePassiveTargeting-代码简介""></a></h4><p>代码:disablePassiveTargeting 中文释义:不能主动攻击 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="disablepassivetargeting-要点指示" tabindex="-1">disablePassiveTargeting-要点指示 <a class="header-anchor" href="#disablepassivetargeting-要点指示" aria-label="Permalink to "disablePassiveTargeting-要点指示""></a></h4><p>设置单位是否需要手动指定目标才能攻击,由于attack路径点回在目标死亡后会重新选定目标,导致此条代码失效</p><h4 id="disablepassivetargeting-演示例子" tabindex="-1">disablePassiveTargeting-演示例子 <a class="header-anchor" href="#disablepassivetargeting-演示例子" aria-label="Permalink to "disablePassiveTargeting-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">disablePassiveTargeting:true</span></span></code></pre></div><hr><h3 id="ismelee" tabindex="-1">isMelee <a class="header-anchor" href="#ismelee" aria-label="Permalink to "isMelee""></a></h3><h4 id="ismelee-代码简介" tabindex="-1">isMelee-代码简介 <a class="header-anchor" href="#ismelee-代码简介" aria-label="Permalink to "isMelee-代码简介""></a></h4><p>代码:isMelee 中文释义:近战 类型:布尔值bool 隶属于:攻击代码组</p><h4 id="ismelee-要点指示" tabindex="-1">isMelee-要点指示 <a class="header-anchor" href="#ismelee-要点指示" aria-label="Permalink to "isMelee-要点指示""></a></h4><p>设置单位是否拥有近战逻辑,如单位攻击时不需要瞄准到目标中心,只需要瞄准到半径内,同时自动索敌</p><h4 id="ismelee-演示例子" tabindex="-1">isMelee-演示例子 <a class="header-anchor" href="#ismelee-演示例子" aria-label="Permalink to "isMelee-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">isMelee:true</span></span></code></pre></div><hr><h3 id="meleeengangementdistance" tabindex="-1">meleeEngangementDistance <a class="header-anchor" href="#meleeengangementdistance" aria-label="Permalink to "meleeEngangementDistance""></a></h3><h4 id="meleeengangementdistance-代码简介" tabindex="-1">meleeEngangementDistance-代码简介 <a class="header-anchor" href="#meleeengangementdistance-代码简介" aria-label="Permalink to "meleeEngangementDistance-代码简介""></a></h4><p>代码:meleeEngangementDistance 中文释义:近战索敌距离 类型:整数int 隶属于:攻击代码组</p><h4 id="meleeengangementdistance-要点指示" tabindex="-1">meleeEngangementDistance-要点指示 <a class="header-anchor" href="#meleeengangementdistance-要点指示" aria-label="Permalink to "meleeEngangementDistance-要点指示""></a></h4><p>设置单位的近战逻辑索敌距离,与isMelee结合使用,最高1500</p><h4 id="meleeengangementdistance-演示例子" tabindex="-1">meleeEngangementDistance-演示例子 <a class="header-anchor" href="#meleeengangementdistance-演示例子" aria-label="Permalink to "meleeEngangementDistance-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">meleeEngangementDistance:1500</span></span></code></pre></div><hr><h2 id="第三类-攻击属性代码组" tabindex="-1">第三类-攻击属性代码组 <a class="header-anchor" href="#第三类-攻击属性代码组" aria-label="Permalink to "第三类-攻击属性代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>以下的代码为<code>属性代码</code>,优先级低于炮塔节的代码,如果炮塔节未填写覆盖则使用此处的属性。</p></div><h3 id="turretsize" tabindex="-1">turretSize <a class="header-anchor" href="#turretsize" aria-label="Permalink to "turretSize""></a></h3><h4 id="turretsize-代码简介" tabindex="-1">turretSize-代码简介 <a class="header-anchor" href="#turretsize-代码简介" aria-label="Permalink to "turretSize-代码简介""></a></h4><p>代码:turretSize 中文释义:炮塔大小 类型:浮点值float 隶属于:攻击属性代码组</p><h4 id="turretsize-要点指示" tabindex="-1">turretSize-要点指示 <a class="header-anchor" href="#turretsize-要点指示" aria-label="Permalink to "turretSize-要点指示""></a></h4><p>设置单位炮塔大小,按像素修改炮塔开火位置,在炮塔节使用size覆盖</p><h4 id="turretsize-演示例子" tabindex="-1">turretSize-演示例子 <a class="header-anchor" href="#turretsize-演示例子" aria-label="Permalink to "turretSize-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
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||||
<span class="line"><span style="color:#A6ACCD;">turretSize:20</span></span></code></pre></div><hr><h3 id="turretturnspeed" tabindex="-1">turretTurnSpeed <a class="header-anchor" href="#turretturnspeed" aria-label="Permalink to "turretTurnSpeed""></a></h3><h4 id="turretturnspeed-代码简介" tabindex="-1">turretTurnSpeed-代码简介 <a class="header-anchor" href="#turretturnspeed-代码简介" aria-label="Permalink to "turretTurnSpeed-代码简介""></a></h4><p>代码:turretTurnSpeed 中文释义:炮塔转速 类型:浮点值float 隶属于:攻击属性代码组</p><h4 id="turretturnspeed-要点指示" tabindex="-1">turretTurnSpeed-要点指示 <a class="header-anchor" href="#turretturnspeed-要点指示" aria-label="Permalink to "turretTurnSpeed-要点指示""></a></h4><p>设置单位炮塔的旋转速度,按帧转动炮塔,如60帧1速就是1秒旋转60度,在炮塔节使用turnSpeed覆盖</p><h4 id="turretturnspeed-演示例子" tabindex="-1">turretTurnSpeed-演示例子 <a class="header-anchor" href="#turretturnspeed-演示例子" aria-label="Permalink to "turretTurnSpeed-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">turretTurnSpeed:2</span></span></code></pre></div><hr><h3 id="shootdelay" tabindex="-1">shootDelay <a class="header-anchor" href="#shootdelay" aria-label="Permalink to "shootDelay""></a></h3><h4 id="shootdelay-代码简介" tabindex="-1">shootDelay-代码简介 <a class="header-anchor" href="#shootdelay-代码简介" aria-label="Permalink to "shootDelay-代码简介""></a></h4><p>代码:shootDelay 中文释义:攻击间隔 类型:浮点值float 隶属于:攻击属性代码组</p><h4 id="shootdelay-要点指示" tabindex="-1">shootDelay-要点指示 <a class="header-anchor" href="#shootdelay-要点指示" aria-label="Permalink to "shootDelay-要点指示""></a></h4><p>设置单位炮塔的攻击间隔,按帧或按时间修改,如填写60可以更换成1s,在炮塔节使用delay覆盖</p><h4 id="shootdelay-演示例子" tabindex="-1">shootDelay-演示例子 <a class="header-anchor" href="#shootdelay-演示例子" aria-label="Permalink to "shootDelay-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">shootDelay:60</span></span></code></pre></div><hr><h3 id="maxattackrange" tabindex="-1">maxAttackRange <a class="header-anchor" href="#maxattackrange" aria-label="Permalink to "maxAttackRange""></a></h3><h4 id="maxattackrange-代码简介" tabindex="-1">maxAttackRange-代码简介 <a class="header-anchor" href="#maxattackrange-代码简介" aria-label="Permalink to "maxAttackRange-代码简介""></a></h4><p>代码:maxAttackRange 中文释义:攻击距离 类型:整数int 隶属于:攻击属性代码组</p><h4 id="maxattackrange-要点指示" tabindex="-1">maxAttackRange-要点指示 <a class="header-anchor" href="#maxattackrange-要点指示" aria-label="Permalink to "maxAttackRange-要点指示""></a></h4><p>设置单位炮塔的攻击距离,在炮塔节使用limitingRange覆盖</p><details class="details custom-block"><summary>Details</summary><p>limitingRange不能超过maxAttackRange,如果炮塔都使用了limitingRange,那此处需要删除maxAttackRange</p></details><h4 id="maxattackrange-演示例子" tabindex="-1">maxAttackRange-演示例子 <a class="header-anchor" href="#maxattackrange-演示例子" aria-label="Permalink to "maxAttackRange-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">maxAttackRange:1000</span></span></code></pre></div><hr><h3 id="aimoffsetspread" tabindex="-1">aimOffsetSpread <a class="header-anchor" href="#aimoffsetspread" aria-label="Permalink to "aimOffsetSpread""></a></h3><h4 id="aimoffsetspread-代码简介" tabindex="-1">aimOffsetSpread-代码简介 <a class="header-anchor" href="#aimoffsetspread-代码简介" aria-label="Permalink to "aimOffsetSpread-代码简介""></a></h4><p>代码:aimOffsetSpread 中文释义:攻击偏移 类型:浮点值float 隶属于:攻击属性组</p><h4 id="aimoffsetspread-要点指示" tabindex="-1">aimOffsetSpread-要点指示 <a class="header-anchor" href="#aimoffsetspread-要点指示" aria-label="Permalink to "aimOffsetSpread-要点指示""></a></h4><p>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</p><h4 id="aimoffsetspread-演示例子" tabindex="-1">aimOffsetSpread-演示例子 <a class="header-anchor" href="#aimoffsetspread-演示例子" aria-label="Permalink to "aimOffsetSpread-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">aimOffsetSpread:0.6</span></span></code></pre></div><hr><h3 id="shootdelaymultiplier-shootdamagemultiplier" tabindex="-1">shootDelayMultiplier/shootDamageMultiplier <a class="header-anchor" href="#shootdelaymultiplier-shootdamagemultiplier" aria-label="Permalink to "shootDelayMultiplier/shootDamageMultiplier""></a></h3><h4 id="shootdelaymultiplier-shootdamagemultiplier-代码简介" tabindex="-1">shootDelayMultiplier/shootDamageMultiplier-代码简介 <a class="header-anchor" href="#shootdelaymultiplier-shootdamagemultiplier-代码简介" aria-label="Permalink to "shootDelayMultiplier/shootDamageMultiplier-代码简介""></a></h4><p>代码:shootDelayMultiplier/shootDamageMultiplier 中文释义:攻击间隔乘数/攻击伤害乘数 类型:浮点值 隶属于:攻击属性代码组</p><h4 id="shootdelaymultiplier-shootdamagemultiplier-要点指示" tabindex="-1">shootDelayMultiplier/shootDamageMultiplier-要点指示 <a class="header-anchor" href="#shootdelaymultiplier-shootdamagemultiplier-要点指示" aria-label="Permalink to "shootDelayMultiplier/shootDamageMultiplier-要点指示""></a></h4><p>设置单位的攻击间隔乘数和攻击伤害乘数,在行动节使用setUnitStats修改</p><h4 id="shootdelaymultiplier-shootdamagemultiplier-演示例子" tabindex="-1">shootDelayMultiplier/shootDamageMultiplier-演示例子 <a class="header-anchor" href="#shootdelaymultiplier-shootdamagemultiplier-演示例子" aria-label="Permalink to "shootDelayMultiplier/shootDamageMultiplier-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[action_1]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">setUnitStats:</span><span style="color:#F07178;">shootDelayMultiplier</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">0.8,</span><span style="color:#F07178;">shootDamageMultiplier</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">1.4</span></span></code></pre></div><hr><h2 id="第四类-显示相关组" tabindex="-1">第四类-显示相关组 <a class="header-anchor" href="#第四类-显示相关组" aria-label="Permalink to "第四类-显示相关组""></a></h2><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-k2C9S" id="tab-0oa9XuG" checked="checked"><label for="tab-0oa9XuG">屑狐狸</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">以下的代码为</span><span style="color:#89DDFF;">\`</span><span style="color:#FFCB6B;">显示代码</span><span style="color:#89DDFF;">\`</span><span style="color:#FFCB6B;">,用于让单位在攻击时效果更好</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">对于部分有对应需求的单位来说这部分较为有用</span></span></code></pre></div></div></div><h3 id="setmainturretas" tabindex="-1">setMainTurretAs <a class="header-anchor" href="#setmainturretas" aria-label="Permalink to "setMainTurretAs""></a></h3><h4 id="setmainturretas-代码简介" tabindex="-1">setMainTurretAs-代码简介 <a class="header-anchor" href="#setmainturretas-代码简介" aria-label="Permalink to "setMainTurretAs-代码简介""></a></h4><p>代码:setMainTurretAs 中文释义:设置主炮塔 类型:炮塔turret ref 隶属于:显示相关组</p><h4 id="setmainturretas-要点指示" tabindex="-1">setMainTurretAs-要点指示 <a class="header-anchor" href="#setmainturretas-要点指示" aria-label="Permalink to "setMainTurretAs-要点指示""></a></h4><p>设置单位主炮塔</p><h4 id="setmainturretas-演示例子" tabindex="-1">setMainTurretAs-演示例子 <a class="header-anchor" href="#setmainturretas-演示例子" aria-label="Permalink to "setMainTurretAs-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">setMainTurretAs:31</span></span></code></pre></div><hr><h3 id="turretrotatewithbody" tabindex="-1">turretRotateWithBody <a class="header-anchor" href="#turretrotatewithbody" aria-label="Permalink to "turretRotateWithBody""></a></h3><h4 id="turretrotatewithbody-代码简介" tabindex="-1">turretRotateWithBody-代码简介 <a class="header-anchor" href="#turretrotatewithbody-代码简介" aria-label="Permalink to "turretRotateWithBody-代码简介""></a></h4><p>代码:turretRotateWithBody 中文释义:炮塔跟随主体旋转 类型:布尔值bool 隶属于:显示相关组</p><h4 id="turretrotatewithbody-要点指示" tabindex="-1">turretRotateWithBody-要点指示 <a class="header-anchor" href="#turretrotatewithbody-要点指示" aria-label="Permalink to "turretRotateWithBody-要点指示""></a></h4><p>设置单位炮塔跟随主体旋转,比如重型拦截机</p><h4 id="turretrotatewithbody-演示例子" tabindex="-1">turretRotateWithBody-演示例子 <a class="header-anchor" href="#turretrotatewithbody-演示例子" aria-label="Permalink to "turretRotateWithBody-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">turretRotateWithBody:true</span></span></code></pre></div><hr><h3 id="attackmovement" tabindex="-1">attackMovement <a class="header-anchor" href="#attackmovement" aria-label="Permalink to "attackMovement""></a></h3><h4 id="attackmovement-代码简介" tabindex="-1">attackMovement-代码简介 <a class="header-anchor" href="#attackmovement-代码简介" aria-label="Permalink to "attackMovement-代码简介""></a></h4><p>代码:attackMovement 中文释义:攻击移动类型 类型:字符串string 隶属于:显示相关组</p><h4 id="attackmovement-要点指示" tabindex="-1">attackMovement-要点指示 <a class="header-anchor" href="#attackmovement-要点指示" aria-label="Permalink to "attackMovement-要点指示""></a></h4><p>设置单位攻击移动类型</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>可填类型如下</p><table><thead><tr><th>类型</th><th>normal</th><th>bomber</th><th>moveaway</th><th>strafing</th></tr></thead><tbody><tr><td>效果</td><td>无</td><td>轰炸机</td><td>无效</td><td>无效</td></tr></tbody></table></div><h4 id="attackmovement-演示例子" tabindex="-1">attackMovement-演示例子 <a class="header-anchor" href="#attackmovement-演示例子" aria-label="Permalink to "attackMovement-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">attackMovement:bomber</span></span></code></pre></div><hr><h3 id="showrangeuiguide" tabindex="-1">showRangeUIGuide <a class="header-anchor" href="#showrangeuiguide" aria-label="Permalink to "showRangeUIGuide""></a></h3><h4 id="showrangeuiguide-代码简介" tabindex="-1">showRangeUIGuide-代码简介 <a class="header-anchor" href="#showrangeuiguide-代码简介" aria-label="Permalink to "showRangeUIGuide-代码简介""></a></h4><p>代码:showRangeUIGuide 中文释义:显示范围UI 类型:布尔值bool 隶属于:显示相关组</p><h4 id="showrangeuiguide-要点指示" tabindex="-1">showRangeUIGuide-要点指示 <a class="header-anchor" href="#showrangeuiguide-要点指示" aria-label="Permalink to "showRangeUIGuide-要点指示""></a></h4><p>是否显示范围UI,如默认不显示的小范围填写true则会显示范围,比如瞭望塔</p><h4 id="showrangeuiguide-演示例子" tabindex="-1">showRangeUIGuide-演示例子 <a class="header-anchor" href="#showrangeuiguide-演示例子" aria-label="Permalink to "showRangeUIGuide-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[attack]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">showRangeUIGuide:true</span></span></code></pre></div><hr>`,206),l=[s];function r(o,c,h,d,p,u){return t(),e("div",null,l)}const m=a(i,[["render",r]]);export{k as __pageData,m as default};
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@ -1,4 +1,4 @@
|
|||
import{_ as n,v as i,b as o,F as s,L as a,E as c,O as t,R as e,M as p}from"./chunks/framework.c741a37c.js";const v=JSON.parse('{"title":"[canBuild]建造组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/canbuild.md","filePath":"src/Unit/canbuild.md"}'),r={name:"src/Unit/canbuild.md"},d=e(`<h1 id="canbuild-建造组" tabindex="-1"><strong>[canBuild]建造组</strong> <a class="header-anchor" href="#canbuild-建造组" aria-label="Permalink to "**[canBuild]建造组**""></a></h1><h3 id="canbuild-name" tabindex="-1">[canBuild_NAME] <a class="header-anchor" href="#canbuild-name" aria-label="Permalink to "[canBuild_NAME]""></a></h3><h4 id="canbuild-name-代码简介" tabindex="-1">[canBuild_NAME]-代码简介 <a class="header-anchor" href="#canbuild-name-代码简介" aria-label="Permalink to "[canBuild_NAME]-代码简介""></a></h4><p>代码: [canBuild_NAME] 中文释义:可建造_名字 类型:字符型 canBuild_NAME = 组名 如果不填写此组名 将默认拥有一个命名为空格的组名。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>建议将NAME命名为此组的描述或可建造单位的昵称。<br> 以便于阅读代码。</p></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-uFOfk" id="tab-SG3WohS" checked="checked"><label for="tab-SG3WohS">allureluoli</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[</span><span style="color:#A6ACCD;">canBuild_造小坦</span><span style="color:#89DDFF;">]</span></span>
|
||||
import{_ as n,v as i,b as o,F as s,L as a,E as c,O as t,R as e,M as p}from"./chunks/framework.c741a37c.js";const v=JSON.parse('{"title":"[canBuild]建造组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/canbuild.md","filePath":"src/Unit/canbuild.md"}'),r={name:"src/Unit/canbuild.md"},d=e(`<h1 id="canbuild-建造组" tabindex="-1"><strong>[canBuild]建造组</strong> <a class="header-anchor" href="#canbuild-建造组" aria-label="Permalink to "**[canBuild]建造组**""></a></h1><h3 id="canbuild-name" tabindex="-1">[canBuild_NAME] <a class="header-anchor" href="#canbuild-name" aria-label="Permalink to "[canBuild_NAME]""></a></h3><h4 id="canbuild-name-代码简介" tabindex="-1">[canBuild_NAME]-代码简介 <a class="header-anchor" href="#canbuild-name-代码简介" aria-label="Permalink to "[canBuild_NAME]-代码简介""></a></h4><p>代码: [canBuild_NAME] 中文释义:可建造_名字 类型:字符型 canBuild_NAME = 组名 如果不填写此组名 将默认拥有一个命名为空格的组名。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>建议将NAME命名为此组的描述或可建造单位的昵称。<br> 以便于阅读代码。</p></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-fK1pV" id="tab-dynsmKU" checked="checked"><label for="tab-dynsmKU">allureluoli</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[</span><span style="color:#A6ACCD;">canBuild_造小坦</span><span style="color:#89DDFF;">]</span></span>
|
||||
<span class="line"><span style="color:#89DDFF;">[</span><span style="color:#A6ACCD;">canBuild_SmallTank</span><span style="color:#89DDFF;">]</span></span>
|
||||
<span class="line"><span style="color:#89DDFF;">[</span><span style="color:#A6ACCD;">canBuild_建造科技</span><span style="color:#89DDFF;">]</span></span></code></pre></div></div></div><div class="danger custom-block"><p class="custom-block-title">DANGER</p><p>[canBuild_NAME] 中的NAME命名禁止重复,否则会引发报错。<br> 其中下划线作为分隔符也是重要的,如果没有将引发报错。</p></div><h4 id="canbuild-name-演示例子" tabindex="-1">[canBuild_NAME]-演示例子 <a class="header-anchor" href="#canbuild-name-演示例子" aria-label="Permalink to "[canBuild_NAME]-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[canBuild_SmallTank]</span><span style="color:#A6ACCD;"> </span><span style="color:#676E95;font-style:italic;">#英文命名</span></span>
|
||||
<span class="line"><span style="color:#89DDFF;">[canBuild_小坦克]</span><span style="color:#A6ACCD;"> </span><span style="color:#676E95;font-style:italic;">#中文命名</span></span>
|
||||
|
@ -30,4 +30,4 @@ import{_ as n,v as i,b as o,F as s,L as a,E as c,O as t,R as e,M as p}from"./chu
|
|||
<span class="line"><span style="color:#A6ACCD;">isLockedAlt2Message: 第三个原因是我觉得你应该把雪糕分我一半吃。</span></span></code></pre></div><h3 id="addresources" tabindex="-1">addResources <a class="header-anchor" href="#addresources" aria-label="Permalink to "addResources""></a></h3><h4 id="addresources-代码简介" tabindex="-1">addResources-代码简介 <a class="header-anchor" href="#addresources-代码简介" aria-label="Permalink to "addResources-代码简介""></a></h4><p>代码:addResources 中文释义: 增加资源 类型: 资源</p><h4 id="addresources-用法" tabindex="-1">addResources-用法 <a class="header-anchor" href="#addresources-用法" aria-label="Permalink to "addResources-用法""></a></h4><p>填写所需的资源名和数量,在放置建筑物或生产单位时,将这些资源添加到自身中。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>使用逗号分隔,可以添加多种资源。</p></div><h4 id="addresources-演示例子" tabindex="-1">addResources-演示例子 <a class="header-anchor" href="#addresources-演示例子" aria-label="Permalink to "addResources-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[canBuild_SmallTank]</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">addResources: </span><span style="color:#F07178;">ammo</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">5, </span><span style="color:#F07178;">setFlag</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">1</span></span></code></pre></div><h3 id="price" tabindex="-1">price <a class="header-anchor" href="#price" aria-label="Permalink to "price""></a></h3><h4 id="price-代码简介" tabindex="-1">price-代码简介 <a class="header-anchor" href="#price-代码简介" aria-label="Permalink to "price-代码简介""></a></h4><p>代码:price 中文释义: 价格 类型: 资源</p><h4 id="price-用法" tabindex="-1">price-用法 <a class="header-anchor" href="#price-用法" aria-label="Permalink to "price-用法""></a></h4><p>填写所需的资源名和数量,会覆盖默认需要的资源和价格。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>用处如建造一个建筑时候附送一个单位。此代码可用设定为两者价钱之和,矿场600,送矿车1400,而建造时花2000,送1400,卖600,可避免玩家刷钱。(抄自HX代码表)</p></div><h4 id="price-演示例子" tabindex="-1">price-演示例子 <a class="header-anchor" href="#price-演示例子" aria-label="Permalink to "price-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[canBuild_SmallTank]</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">price: 5000,</span><span style="color:#F07178;">ammo</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">5</span></span></code></pre></div><h3 id="isguiblinking" tabindex="-1">isGuiBlinking <a class="header-anchor" href="#isguiblinking" aria-label="Permalink to "isGuiBlinking""></a></h3><h4 id="isguiblinking-代码简介" tabindex="-1">isGuiBlinking-代码简介 <a class="header-anchor" href="#isguiblinking-代码简介" aria-label="Permalink to "isGuiBlinking-代码简介""></a></h4><p>代码:isGuiBlinking 中文释义: 界面闪烁 类型: 逻辑布尔值</p><h4 id="isguiblinking-用法" tabindex="-1">isGuiBlinking-用法 <a class="header-anchor" href="#isguiblinking-用法" aria-label="Permalink to "isGuiBlinking-用法""></a></h4><p>为true时在UI中拥有闪烁效果。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>可以添加条件判断语句。<br> 满足某些条件时闪烁此UI,用来提示某些单位可以建造了。</p></div><h4 id="isguiblinking-演示例子" tabindex="-1">isGuiBlinking-演示例子 <a class="header-anchor" href="#isguiblinking-演示例子" aria-label="Permalink to "isGuiBlinking-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[canBuild_SmallTank]</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">isGuiBlinking:true</span></span></code></pre></div>`,59);function m(g,A,y,C,q,D){const l=p("font");return i(),o("div",null,[d,s("div",h,[u,s("p",null,[a("可以用来告知玩家被锁定原因。"),k,a(" 能够通过转义字符 "),c(l,{color:"red"},{default:t(()=>[a("\\n")]),_:1}),a(" 实现文本换行。")])]),b])}const F=n(r,[["render",m]]);export{v as __pageData,F as default};
|
||||
<span class="line"><span style="color:#A6ACCD;">isGuiBlinking:true</span></span></code></pre></div>`,59);function m(g,A,y,C,q,D){const l=p("font");return i(),o("div",null,[d,s("div",h,[u,s("p",null,[a("可以用来告知玩家被锁定原因。"),k,a(" 能够通过转义字符 "),c(l,{color:"red"},{default:t(()=>[a("\\n")]),_:1}),a(" 实现文本换行。")])]),b])}const L=n(r,[["render",m]]);export{v as __pageData,L as default};
|
|
@ -1,4 +1,4 @@
|
|||
import{_ as n,v as i,b as o,F as s,L as a,E as c,O as t,R as e,M as p}from"./chunks/framework.c741a37c.js";const v=JSON.parse('{"title":"[canBuild]建造组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/canbuild.md","filePath":"src/Unit/canbuild.md"}'),r={name:"src/Unit/canbuild.md"},d=e(`<h1 id="canbuild-建造组" tabindex="-1"><strong>[canBuild]建造组</strong> <a class="header-anchor" href="#canbuild-建造组" aria-label="Permalink to "**[canBuild]建造组**""></a></h1><h3 id="canbuild-name" tabindex="-1">[canBuild_NAME] <a class="header-anchor" href="#canbuild-name" aria-label="Permalink to "[canBuild_NAME]""></a></h3><h4 id="canbuild-name-代码简介" tabindex="-1">[canBuild_NAME]-代码简介 <a class="header-anchor" href="#canbuild-name-代码简介" aria-label="Permalink to "[canBuild_NAME]-代码简介""></a></h4><p>代码: [canBuild_NAME] 中文释义:可建造_名字 类型:字符型 canBuild_NAME = 组名 如果不填写此组名 将默认拥有一个命名为空格的组名。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>建议将NAME命名为此组的描述或可建造单位的昵称。<br> 以便于阅读代码。</p></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-uFOfk" id="tab-SG3WohS" checked="checked"><label for="tab-SG3WohS">allureluoli</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[</span><span style="color:#A6ACCD;">canBuild_造小坦</span><span style="color:#89DDFF;">]</span></span>
|
||||
import{_ as n,v as i,b as o,F as s,L as a,E as c,O as t,R as e,M as p}from"./chunks/framework.c741a37c.js";const v=JSON.parse('{"title":"[canBuild]建造组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/canbuild.md","filePath":"src/Unit/canbuild.md"}'),r={name:"src/Unit/canbuild.md"},d=e(`<h1 id="canbuild-建造组" tabindex="-1"><strong>[canBuild]建造组</strong> <a class="header-anchor" href="#canbuild-建造组" aria-label="Permalink to "**[canBuild]建造组**""></a></h1><h3 id="canbuild-name" tabindex="-1">[canBuild_NAME] <a class="header-anchor" href="#canbuild-name" aria-label="Permalink to "[canBuild_NAME]""></a></h3><h4 id="canbuild-name-代码简介" tabindex="-1">[canBuild_NAME]-代码简介 <a class="header-anchor" href="#canbuild-name-代码简介" aria-label="Permalink to "[canBuild_NAME]-代码简介""></a></h4><p>代码: [canBuild_NAME] 中文释义:可建造_名字 类型:字符型 canBuild_NAME = 组名 如果不填写此组名 将默认拥有一个命名为空格的组名。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>建议将NAME命名为此组的描述或可建造单位的昵称。<br> 以便于阅读代码。</p></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-fK1pV" id="tab-dynsmKU" checked="checked"><label for="tab-dynsmKU">allureluoli</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[</span><span style="color:#A6ACCD;">canBuild_造小坦</span><span style="color:#89DDFF;">]</span></span>
|
||||
<span class="line"><span style="color:#89DDFF;">[</span><span style="color:#A6ACCD;">canBuild_SmallTank</span><span style="color:#89DDFF;">]</span></span>
|
||||
<span class="line"><span style="color:#89DDFF;">[</span><span style="color:#A6ACCD;">canBuild_建造科技</span><span style="color:#89DDFF;">]</span></span></code></pre></div></div></div><div class="danger custom-block"><p class="custom-block-title">DANGER</p><p>[canBuild_NAME] 中的NAME命名禁止重复,否则会引发报错。<br> 其中下划线作为分隔符也是重要的,如果没有将引发报错。</p></div><h4 id="canbuild-name-演示例子" tabindex="-1">[canBuild_NAME]-演示例子 <a class="header-anchor" href="#canbuild-name-演示例子" aria-label="Permalink to "[canBuild_NAME]-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[canBuild_SmallTank]</span><span style="color:#A6ACCD;"> </span><span style="color:#676E95;font-style:italic;">#英文命名</span></span>
|
||||
<span class="line"><span style="color:#89DDFF;">[canBuild_小坦克]</span><span style="color:#A6ACCD;"> </span><span style="color:#676E95;font-style:italic;">#中文命名</span></span>
|
||||
|
@ -30,4 +30,4 @@ import{_ as n,v as i,b as o,F as s,L as a,E as c,O as t,R as e,M as p}from"./chu
|
|||
<span class="line"><span style="color:#A6ACCD;">isLockedAlt2Message: 第三个原因是我觉得你应该把雪糕分我一半吃。</span></span></code></pre></div><h3 id="addresources" tabindex="-1">addResources <a class="header-anchor" href="#addresources" aria-label="Permalink to "addResources""></a></h3><h4 id="addresources-代码简介" tabindex="-1">addResources-代码简介 <a class="header-anchor" href="#addresources-代码简介" aria-label="Permalink to "addResources-代码简介""></a></h4><p>代码:addResources 中文释义: 增加资源 类型: 资源</p><h4 id="addresources-用法" tabindex="-1">addResources-用法 <a class="header-anchor" href="#addresources-用法" aria-label="Permalink to "addResources-用法""></a></h4><p>填写所需的资源名和数量,在放置建筑物或生产单位时,将这些资源添加到自身中。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>使用逗号分隔,可以添加多种资源。</p></div><h4 id="addresources-演示例子" tabindex="-1">addResources-演示例子 <a class="header-anchor" href="#addresources-演示例子" aria-label="Permalink to "addResources-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[canBuild_SmallTank]</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">addResources: </span><span style="color:#F07178;">ammo</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">5, </span><span style="color:#F07178;">setFlag</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">1</span></span></code></pre></div><h3 id="price" tabindex="-1">price <a class="header-anchor" href="#price" aria-label="Permalink to "price""></a></h3><h4 id="price-代码简介" tabindex="-1">price-代码简介 <a class="header-anchor" href="#price-代码简介" aria-label="Permalink to "price-代码简介""></a></h4><p>代码:price 中文释义: 价格 类型: 资源</p><h4 id="price-用法" tabindex="-1">price-用法 <a class="header-anchor" href="#price-用法" aria-label="Permalink to "price-用法""></a></h4><p>填写所需的资源名和数量,会覆盖默认需要的资源和价格。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>用处如建造一个建筑时候附送一个单位。此代码可用设定为两者价钱之和,矿场600,送矿车1400,而建造时花2000,送1400,卖600,可避免玩家刷钱。(抄自HX代码表)</p></div><h4 id="price-演示例子" tabindex="-1">price-演示例子 <a class="header-anchor" href="#price-演示例子" aria-label="Permalink to "price-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[canBuild_SmallTank]</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">price: 5000,</span><span style="color:#F07178;">ammo</span><span style="color:#89DDFF;">=</span><span style="color:#A6ACCD;">5</span></span></code></pre></div><h3 id="isguiblinking" tabindex="-1">isGuiBlinking <a class="header-anchor" href="#isguiblinking" aria-label="Permalink to "isGuiBlinking""></a></h3><h4 id="isguiblinking-代码简介" tabindex="-1">isGuiBlinking-代码简介 <a class="header-anchor" href="#isguiblinking-代码简介" aria-label="Permalink to "isGuiBlinking-代码简介""></a></h4><p>代码:isGuiBlinking 中文释义: 界面闪烁 类型: 逻辑布尔值</p><h4 id="isguiblinking-用法" tabindex="-1">isGuiBlinking-用法 <a class="header-anchor" href="#isguiblinking-用法" aria-label="Permalink to "isGuiBlinking-用法""></a></h4><p>为true时在UI中拥有闪烁效果。</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>可以添加条件判断语句。<br> 满足某些条件时闪烁此UI,用来提示某些单位可以建造了。</p></div><h4 id="isguiblinking-演示例子" tabindex="-1">isGuiBlinking-演示例子 <a class="header-anchor" href="#isguiblinking-演示例子" aria-label="Permalink to "isGuiBlinking-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[canBuild_SmallTank]</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">isGuiBlinking:true</span></span></code></pre></div>`,59);function m(g,A,y,C,q,D){const l=p("font");return i(),o("div",null,[d,s("div",h,[u,s("p",null,[a("可以用来告知玩家被锁定原因。"),k,a(" 能够通过转义字符 "),c(l,{color:"red"},{default:t(()=>[a("\\n")]),_:1}),a(" 实现文本换行。")])]),b])}const F=n(r,[["render",m]]);export{v as __pageData,F as default};
|
||||
<span class="line"><span style="color:#A6ACCD;">isGuiBlinking:true</span></span></code></pre></div>`,59);function m(g,A,y,C,q,D){const l=p("font");return i(),o("div",null,[d,s("div",h,[u,s("p",null,[a("可以用来告知玩家被锁定原因。"),k,a(" 能够通过转义字符 "),c(l,{color:"red"},{default:t(()=>[a("\\n")]),_:1}),a(" 实现文本换行。")])]),b])}const L=n(r,[["render",m]]);export{v as __pageData,L as default};
|
|
@ -1,4 +1,4 @@
|
|||
import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chunks/framework.c741a37c.js";const E=JSON.parse('{"title":"[core]组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/core.md","filePath":"src/Unit/core.md"}'),p={name:"src/Unit/core.md"},d=i(`<h1 id="core-组" tabindex="-1"><strong>[core]组</strong> <a class="header-anchor" href="#core-组" aria-label="Permalink to "**[core]组**""></a></h1><h2 id="第一类-通用代码组" tabindex="-1">第一类-通用代码组 <a class="header-anchor" href="#第一类-通用代码组" aria-label="Permalink to "第一类-通用代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>以下的代码为<code>通用代码</code>,多半是必要的代码,如果不包括这些,可能在<code>绝大多数情况下导致错误</code>。</p></div><h3 id="name" tabindex="-1">name <a class="header-anchor" href="#name" aria-label="Permalink to "name""></a></h3><h4 id="name-代码简介" tabindex="-1">name-代码简介 <a class="header-anchor" href="#name-代码简介" aria-label="Permalink to "name-代码简介""></a></h4><p>代码:name 中文释义:名字 类型:字符型 隶属于:通用代码组</p><h4 id="name-要点指示" tabindex="-1">name-要点指示 <a class="header-anchor" href="#name-要点指示" aria-label="Permalink to "name-要点指示""></a></h4><hr><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-hrka2" id="tab-5neogNR" checked="checked"><label for="tab-5neogNR">JDSALing</label><input type="radio" name="group-hrka2" id="tab-tToI1gF"><label for="tab-tToI1gF">Tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">定义单位原始名称,可以是中文。</span></span>
|
||||
import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chunks/framework.c741a37c.js";const M=JSON.parse('{"title":"[core]组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/core.md","filePath":"src/Unit/core.md"}'),p={name:"src/Unit/core.md"},d=i(`<h1 id="core-组" tabindex="-1"><strong>[core]组</strong> <a class="header-anchor" href="#core-组" aria-label="Permalink to "**[core]组**""></a></h1><h2 id="第一类-通用代码组" tabindex="-1">第一类-通用代码组 <a class="header-anchor" href="#第一类-通用代码组" aria-label="Permalink to "第一类-通用代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>以下的代码为<code>通用代码</code>,多半是必要的代码,如果不包括这些,可能在<code>绝大多数情况下导致错误</code>。</p></div><h3 id="name" tabindex="-1">name <a class="header-anchor" href="#name" aria-label="Permalink to "name""></a></h3><h4 id="name-代码简介" tabindex="-1">name-代码简介 <a class="header-anchor" href="#name-代码简介" aria-label="Permalink to "name-代码简介""></a></h4><p>代码:name 中文释义:名字 类型:字符型 隶属于:通用代码组</p><h4 id="name-要点指示" tabindex="-1">name-要点指示 <a class="header-anchor" href="#name-要点指示" aria-label="Permalink to "name-要点指示""></a></h4><hr><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-uOwFg" id="tab-E9H4NZ1" checked="checked"><label for="tab-E9H4NZ1">JDSALing</label><input type="radio" name="group-uOwFg" id="tab-RwkoOQQ"><label for="tab-RwkoOQQ">Tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">定义单位原始名称,可以是中文。</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">游戏使用它区分其它单位。</span></span>
|
||||
<span class="line"></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">如果没有在[displayText或者语言文件设置显示名称],</span></span>
|
||||
|
@ -16,13 +16,13 @@ import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chu
|
|||
<span class="line"><span style="color:#A6ACCD;">displayText_zh:中文标题</span></span>
|
||||
<span class="line"></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">displayDescription: -English Description</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">displayDescription_zh:-中文描述</span></span></code></pre></div><hr><h3 id="price" tabindex="-1">price <a class="header-anchor" href="#price" aria-label="Permalink to "price""></a></h3><h4 id="price-代码简介" tabindex="-1">price-代码简介 <a class="header-anchor" href="#price-代码简介" aria-label="Permalink to "price-代码简介""></a></h4><p>代码:price 中文释义:价格 类型:整数 隶属于:通用代码组</p><h4 id="price-要点指示" tabindex="-1">price-要点指示 <a class="header-anchor" href="#price-要点指示" aria-label="Permalink to "price-要点指示""></a></h4><p>定义单位的价格,显示在单位信息中,建造时也以此价格为准。</p><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-9isRD" id="tab-RDyyt7K" checked="checked"><label for="tab-RDyyt7K">Tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">默认情况下,price只需要填写一个整数,此时使用的是游戏内自带的资金credit;</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">displayDescription_zh:-中文描述</span></span></code></pre></div><hr><h3 id="price" tabindex="-1">price <a class="header-anchor" href="#price" aria-label="Permalink to "price""></a></h3><h4 id="price-代码简介" tabindex="-1">price-代码简介 <a class="header-anchor" href="#price-代码简介" aria-label="Permalink to "price-代码简介""></a></h4><p>代码:price 中文释义:价格 类型:整数 隶属于:通用代码组</p><h4 id="price-要点指示" tabindex="-1">price-要点指示 <a class="header-anchor" href="#price-要点指示" aria-label="Permalink to "price-要点指示""></a></h4><p>定义单位的价格,显示在单位信息中,建造时也以此价格为准。</p><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-nJkC4" id="tab-_6Hxv7h" checked="checked"><label for="tab-_6Hxv7h">Tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">默认情况下,price只需要填写一个整数,此时使用的是游戏内自带的资金credit;</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">想要更改资源类型,可以使用:</span></span>
|
||||
<span class="line"><span style="color:#89DDFF;">\`</span><span style="color:#FFCB6B;">price:资源1</span><span style="color:#C3E88D;">=数值1,资源2=数值2,资源3=数值3,……</span><span style="color:#89DDFF;">\`</span><span style="color:#A6ACCD;"> </span><span style="color:#FFCB6B;">的格式</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">(前提是此资源要在使用的单位进行定义)。</span></span></code></pre></div></div></div><h4 id="price-演示例子" tabindex="-1">price-演示例子 <a class="header-anchor" href="#price-演示例子" aria-label="Permalink to "price-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">price:120,石油=80,铁=60</span></span></code></pre></div><hr><h3 id="radius" tabindex="-1">radius <a class="header-anchor" href="#radius" aria-label="Permalink to "radius""></a></h3><h4 id="radius-代码简介" tabindex="-1">radius-代码简介 <a class="header-anchor" href="#radius-代码简介" aria-label="Permalink to "radius-代码简介""></a></h4><p>代码:radius 中文释义:半径 类型:整数 隶属于:通用代码组</p><h4 id="radius-要点指示" tabindex="-1">radius-要点指示 <a class="header-anchor" href="#radius-要点指示" aria-label="Permalink to "radius-要点指示""></a></h4><p>半径定义单位的<code>实际碰撞体积和显示范围</code>,在未设置<code>选择框大小</code>时,半径决定是单位选择框的大小。 半径的单位是像素(px)。</p><h4 id="radius-演示例子" tabindex="-1">radius-演示例子 <a class="header-anchor" href="#radius-演示例子" aria-label="Permalink to "radius-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">radius:20</span></span></code></pre></div><hr><h3 id="mass" tabindex="-1">mass <a class="header-anchor" href="#mass" aria-label="Permalink to "mass""></a></h3><h4 id="mass-代码简介" tabindex="-1">mass-代码简介 <a class="header-anchor" href="#mass-代码简介" aria-label="Permalink to "mass-代码简介""></a></h4><p>代码:mass 中文释义:质量 类型:整数 隶属于:通用代码组</p><h4 id="mass-要点指示" tabindex="-1">mass-要点指示 <a class="header-anchor" href="#mass-要点指示" aria-label="Permalink to "mass-要点指示""></a></h4><p>质量决定单位在各种碰撞时的效果。<code>质量越大,其他单位越难推动</code>。</p><h4 id="mass-演示例子" tabindex="-1">mass-演示例子 <a class="header-anchor" href="#mass-演示例子" aria-label="Permalink to "mass-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">mass:2000</span></span></code></pre></div><hr><h3 id="maxhp" tabindex="-1">maxHp <a class="header-anchor" href="#maxhp" aria-label="Permalink to "maxHp""></a></h3><h4 id="maxhp-代码简介" tabindex="-1">maxHp-代码简介 <a class="header-anchor" href="#maxhp-代码简介" aria-label="Permalink to "maxHp-代码简介""></a></h4><p>代码:maxHp 中文释义:最大生命值 类型:整数 隶属于:通用代码组</p><h4 id="maxhp-要点指示" tabindex="-1">maxHp-要点指示 <a class="header-anchor" href="#maxhp-要点指示" aria-label="Permalink to "maxHp-要点指示""></a></h4><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-GoaxX" id="tab-EY9hYo4" checked="checked"><label for="tab-EY9hYo4">tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">最大生命值定义单位在不修改它时最多能够有多少血量,</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">mass:2000</span></span></code></pre></div><hr><h3 id="maxhp" tabindex="-1">maxHp <a class="header-anchor" href="#maxhp" aria-label="Permalink to "maxHp""></a></h3><h4 id="maxhp-代码简介" tabindex="-1">maxHp-代码简介 <a class="header-anchor" href="#maxhp-代码简介" aria-label="Permalink to "maxHp-代码简介""></a></h4><p>代码:maxHp 中文释义:最大生命值 类型:整数 隶属于:通用代码组</p><h4 id="maxhp-要点指示" tabindex="-1">maxHp-要点指示 <a class="header-anchor" href="#maxhp-要点指示" aria-label="Permalink to "maxHp-要点指示""></a></h4><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-fTD6i" id="tab-mKGHBYK" checked="checked"><label for="tab-mKGHBYK">tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">最大生命值定义单位在不修改它时最多能够有多少血量,</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">单位默认生成时即是这个血量。</span></span>
|
||||
<span class="line"><span style="color:#82AAFF;">maxHp可以通过单位参考.maxHp</span><span style="color:#89DDFF;">()</span><span style="color:#A6ACCD;">来获取,</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">也可以通过[action]进行修改。</span></span></code></pre></div></div></div><h4 id="maxhp-演示例子" tabindex="-1">maxHp-演示例子 <a class="header-anchor" href="#maxhp-演示例子" aria-label="Permalink to "maxHp-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
|
@ -48,7 +48,7 @@ import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chu
|
|||
<span class="line"><span style="color:#A6ACCD;">maxShield:3000</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">shieldRegen:0.5</span></span></code></pre></div><hr><h3 id="energymax" tabindex="-1">energyMax <a class="header-anchor" href="#energymax" aria-label="Permalink to "energyMax""></a></h3><h4 id="energymax-代码简介" tabindex="-1">energyMax-代码简介 <a class="header-anchor" href="#energymax-代码简介" aria-label="Permalink to "energyMax-代码简介""></a></h4><p>代码:energyMax 中文释义:能量值 类型:浮点型 隶属于:单位统计代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>默认值为0。可以用作炮塔,激光防御和行动的弹药的能量。</p></div><h4 id="energymax-演示例子" tabindex="-1">energyMax-演示例子 <a class="header-anchor" href="#energymax-演示例子" aria-label="Permalink to "energyMax-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyMax:5</span></span></code></pre></div><hr><h3 id="energyregen" tabindex="-1">energyRegen <a class="header-anchor" href="#energyregen" aria-label="Permalink to "energyRegen""></a></h3><h4 id="energyregen-代码简介" tabindex="-1">energyRegen-代码简介 <a class="header-anchor" href="#energyregen-代码简介" aria-label="Permalink to "energyRegen-代码简介""></a></h4><p>代码:energyRegen 中文释义:能量恢复速度 类型:浮点型 隶属于:单位统计代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>能量每帧恢复速度,游戏内一秒为60帧,所以不要写太大。可以写负值。</p></div><h4 id="energyregen-演示例子" tabindex="-1">energyRegen-演示例子 <a class="header-anchor" href="#energyregen-演示例子" aria-label="Permalink to "energyRegen-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyRegen:0.4</span></span></code></pre></div><hr><h3 id="energyregenwhenrecharging" tabindex="-1">energyRegenWhenRecharging <a class="header-anchor" href="#energyregenwhenrecharging" aria-label="Permalink to "energyRegenWhenRecharging""></a></h3><h4 id="energyregenwhenrecharging-代码简介" tabindex="-1">energyRegenWhenRecharging-代码简介 <a class="header-anchor" href="#energyregenwhenrecharging-代码简介" aria-label="Permalink to "energyRegenWhenRecharging-代码简介""></a></h4><p>代码:energyRegenWhenRecharging 中文释义:充能时能量恢复速度 类型:浮点型 隶属于:单位统计代码组</p>`,77),D={class:"tip custom-block"},A=e("p",{class:"custom-block-title"},"TIP",-1),F=i(`<h4 id="energyregenwhenrecharging-演示例子" tabindex="-1">energyRegenWhenRecharging-演示例子 <a class="header-anchor" href="#energyregenwhenrecharging-演示例子" aria-label="Permalink to "energyRegenWhenRecharging-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyRegen:0.4</span></span></code></pre></div><hr><h3 id="energyregenwhenrecharging" tabindex="-1">energyRegenWhenRecharging <a class="header-anchor" href="#energyregenwhenrecharging" aria-label="Permalink to "energyRegenWhenRecharging""></a></h3><h4 id="energyregenwhenrecharging-代码简介" tabindex="-1">energyRegenWhenRecharging-代码简介 <a class="header-anchor" href="#energyregenwhenrecharging-代码简介" aria-label="Permalink to "energyRegenWhenRecharging-代码简介""></a></h4><p>代码:energyRegenWhenRecharging 中文释义:充能时能量恢复速度 类型:浮点型 隶属于:单位统计代码组</p>`,77),D={class:"tip custom-block"},F=e("p",{class:"custom-block-title"},"TIP",-1),A=i(`<h4 id="energyregenwhenrecharging-演示例子" tabindex="-1">energyRegenWhenRecharging-演示例子 <a class="header-anchor" href="#energyregenwhenrecharging-演示例子" aria-label="Permalink to "energyRegenWhenRecharging-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyMax:1</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyRegenWhenRecharging:0.4</span></span></code></pre></div><hr><h3 id="energyneedstorechargetofull" tabindex="-1">energyNeedsToRechargeToFull <a class="header-anchor" href="#energyneedstorechargetofull" aria-label="Permalink to "energyNeedsToRechargeToFull""></a></h3><h4 id="energyneedstorechargetofull-代码简介" tabindex="-1">energyNeedsToRechargeToFull-代码简介 <a class="header-anchor" href="#energyneedstorechargetofull-代码简介" aria-label="Permalink to "energyNeedsToRechargeToFull-代码简介""></a></h4><p>代码:energyNeedsToRechargeToFull 中文释义:能量需要充满 类型:布尔型 隶属于:单位统计代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>如果能量耗尽,则需要完全充能才能进行攻击。</p></div><h4 id="energyneedstorechargetofull-演示例子" tabindex="-1">energyNeedsToRechargeToFull-演示例子 <a class="header-anchor" href="#energyneedstorechargetofull-演示例子" aria-label="Permalink to "energyNeedsToRechargeToFull-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyMax:4</span></span>
|
||||
|
@ -61,7 +61,7 @@ import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chu
|
|||
<span class="line"><span style="color:#676E95;font-style:italic;">#如果受到40以下的常规攻击,则进行最低伤害判定</span></span></code></pre></div><hr><h3 id="borrowresourceswhilealive" tabindex="-1">borrowResourcesWhileAlive <a class="header-anchor" href="#borrowresourceswhilealive" aria-label="Permalink to "borrowResourcesWhileAlive""></a></h3><h4 id="borrowresourceswhilealive-代码简介" tabindex="-1">borrowResourcesWhileAlive-代码简介 <a class="header-anchor" href="#borrowresourceswhilealive-代码简介" aria-label="Permalink to "borrowResourcesWhileAlive-代码简介""></a></h4><p>代码:armour 中文释义:资源活着时借用 类型:Price型 隶属于:单位统计代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>创建时获取这些资源,删除或销毁时将其返回。 例如用于电力逻辑,负数供电和正数耗电。</p></div><h4 id="borrowresourceswhilealive-演示例子" tabindex="-1">borrowResourcesWhileAlive-演示例子 <a class="header-anchor" href="#borrowresourceswhilealive-演示例子" aria-label="Permalink to "borrowResourcesWhileAlive-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">borrowResourcesWhileAlive:5000</span></span>
|
||||
<span class="line"><span style="color:#676E95;font-style:italic;">#单位活着的时候给予5000金币,死亡扣除5000金币</span></span>
|
||||
<span class="line"><span style="color:#676E95;font-style:italic;">#一个小型贷款系统,</span></span></code></pre></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-79nED" id="tab-L2Vbug_" checked="checked"><label for="tab-L2Vbug_">考考你</label><input type="radio" name="group-79nED" id="tab-ZLdnadJ"><label for="tab-ZLdnadJ">显示答案</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">如果这里要通过这个代码做一个小的贷款系统,</span></span>
|
||||
<span class="line"><span style="color:#676E95;font-style:italic;">#一个小型贷款系统,</span></span></code></pre></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-9Y55r" id="tab-zsQIbnh" checked="checked"><label for="tab-zsQIbnh">考考你</label><input type="radio" name="group-9Y55r" id="tab-SKpFIjp"><label for="tab-SKpFIjp">显示答案</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">如果这里要通过这个代码做一个小的贷款系统,</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">并经过一段时间让单位死亡。</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">只需要4行代码即可实现,试试看。</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">提示:dieOnZeroEnergy:true</span></span>
|
||||
|
@ -116,4 +116,4 @@ import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chu
|
|||
<span class="line"><span style="color:#A6ACCD;">footprint: -1,-1,1,1</span></span></code></pre></div><hr><h3 id="constructionfootprint" tabindex="-1">constructionFootprint <a class="header-anchor" href="#constructionfootprint" aria-label="Permalink to "constructionFootprint""></a></h3><h4 id="constructionfootprint-代码简介" tabindex="-1">constructionFootprint-代码简介 <a class="header-anchor" href="#constructionfootprint-代码简介" aria-label="Permalink to "constructionFootprint-代码简介""></a></h4><p>代码:constructionFootprint 中文释义:建筑覆盖范围 类型:多整型 隶属于:构建代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>基础规则同上,这个区域内不能建造建筑,但是单位可以通过。<br> 一般需要设定比上一个面积大。<br> 好处是即使建造的密密麻麻,单位也有路可走。</p></div><h4 id="constructionfootprint-演示例子" tabindex="-1">constructionFootprint-演示例子 <a class="header-anchor" href="#constructionfootprint-演示例子" aria-label="Permalink to "constructionFootprint-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">constructionFootprint: -1,-1,1,3</span></span></code></pre></div><hr><h3 id="displayfootprint" tabindex="-1">displayFootprint <a class="header-anchor" href="#displayfootprint" aria-label="Permalink to "displayFootprint""></a></h3><h4 id="displayfootprint-代码简介" tabindex="-1">displayFootprint-代码简介 <a class="header-anchor" href="#displayfootprint-代码简介" aria-label="Permalink to "displayFootprint-代码简介""></a></h4><p>代码:displayFootprint 中文释义:建筑选择UI 类型:多整型 隶属于:构建代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>基础规则同上,用于选择单位时UI显示。不设定则默认为建筑覆盖区域。</p></div><h4 id="displayfootprint-演示例子" tabindex="-1">displayFootprint-演示例子 <a class="header-anchor" href="#displayfootprint-演示例子" aria-label="Permalink to "displayFootprint-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">displayFootprint: 0,0,1,1</span></span></code></pre></div><hr><h3 id="buildingselectionoffset" tabindex="-1">buildingSelectionOffset <a class="header-anchor" href="#buildingselectionoffset" aria-label="Permalink to "buildingSelectionOffset""></a></h3><h4 id="buildingselectionoffset-代码简介" tabindex="-1">buildingSelectionOffset-代码简介 <a class="header-anchor" href="#buildingselectionoffset-代码简介" aria-label="Permalink to "buildingSelectionOffset-代码简介""></a></h4><p>代码:buildingSelectionOffset 中文释义:建筑UI调整 类型:整型 隶属于:构建代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>基础规则同上,用于选择单位时UI显示。不设定则默认为建筑覆盖区域。</p></div><h4 id="buildingselectionoffset-演示例子" tabindex="-1">buildingSelectionOffset-演示例子 <a class="header-anchor" href="#buildingselectionoffset-演示例子" aria-label="Permalink to "buildingSelectionOffset-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">buildingSelectionOffset: 4</span></span></code></pre></div><hr>`,183);function P(T,R,w,_,B,I){const s=c("font");return o(),r("div",null,[d,e("p",null,[a("主要在"),n(s,{color:"orange"},{default:l(()=>[a("启用多个自定义Mod")]),_:1}),a("进行优先级定义"),h,a(" 以逗号分隔的名称列表。像"),n(s,{color:"orange"},{default:l(()=>[a("名称一样,但优先级较低")]),_:1}),a(",对于"),n(s,{color:"orange"},{default:l(()=>[a("启用多个自定义mod")]),_:1}),a("有用。")]),u,e("div",b,[g,e("p",null,[a("早期是用于在"),n(s,{color:"orange"},{default:l(()=>[a("builtFrom")]),_:1}),a("的代码,并结合科技等级使用。如果工厂的等级低于单位的目标科技等级,则会在工厂里面隐藏该单位。"),m,a("自铁锈1.09后出现"),n(s,{color:"orange"},{default:l(()=>[a("overrideAndReplace")]),_:1}),a("后,该方法则不建议使用。有关于新策略,请参考"),n(s,{color:"orange"},{default:l(()=>[a("overrideAndReplace")]),_:1}),a("代码文档指南。"),y,a(" 设置单位的科技等级,共有3个级别,1级GUI显示为绿色,2、3级显示为黄色。超过3报错。")])]),k,e("div",C,[f,e("p",null,[a("若设置成true,则会在单位死亡时产生血迹,"),q,a(" 图像在"),n(s,{color:"orange"},{default:l(()=>[a("drawable/blood_mark.png"),v,a("当hideScorchMark:true")]),_:1}),a("时可以隐藏非生物则为黑色爆炸效果。")])]),x,e("div",D,[A,e("p",null,[a("能量恢复是持续的,如果你设置了"),n(s,{color:"orange"},{default:l(()=>[a("energyNeedsToRechargeToFull")]),_:1}),a(", 那么攻击时按energyRegen恢复,耗尽时的灰条按此处设定值恢复。")])]),F])}const M=t(p,[["render",P]]);export{E as __pageData,M as default};
|
||||
<span class="line"><span style="color:#A6ACCD;">buildingSelectionOffset: 4</span></span></code></pre></div><hr>`,183);function P(T,R,w,_,B,I){const s=c("font");return o(),r("div",null,[d,e("p",null,[a("主要在"),n(s,{color:"orange"},{default:l(()=>[a("启用多个自定义Mod")]),_:1}),a("进行优先级定义"),h,a(" 以逗号分隔的名称列表。像"),n(s,{color:"orange"},{default:l(()=>[a("名称一样,但优先级较低")]),_:1}),a(",对于"),n(s,{color:"orange"},{default:l(()=>[a("启用多个自定义mod")]),_:1}),a("有用。")]),u,e("div",b,[g,e("p",null,[a("早期是用于在"),n(s,{color:"orange"},{default:l(()=>[a("builtFrom")]),_:1}),a("的代码,并结合科技等级使用。如果工厂的等级低于单位的目标科技等级,则会在工厂里面隐藏该单位。"),m,a("自铁锈1.09后出现"),n(s,{color:"orange"},{default:l(()=>[a("overrideAndReplace")]),_:1}),a("后,该方法则不建议使用。有关于新策略,请参考"),n(s,{color:"orange"},{default:l(()=>[a("overrideAndReplace")]),_:1}),a("代码文档指南。"),y,a(" 设置单位的科技等级,共有3个级别,1级GUI显示为绿色,2、3级显示为黄色。超过3报错。")])]),k,e("div",C,[f,e("p",null,[a("若设置成true,则会在单位死亡时产生血迹,"),q,a(" 图像在"),n(s,{color:"orange"},{default:l(()=>[a("drawable/blood_mark.png"),v,a("当hideScorchMark:true")]),_:1}),a("时可以隐藏非生物则为黑色爆炸效果。")])]),x,e("div",D,[F,e("p",null,[a("能量恢复是持续的,如果你设置了"),n(s,{color:"orange"},{default:l(()=>[a("energyNeedsToRechargeToFull")]),_:1}),a(", 那么攻击时按energyRegen恢复,耗尽时的灰条按此处设定值恢复。")])]),A])}const E=t(p,[["render",P]]);export{M as __pageData,E as default};
|
|
@ -1,4 +1,4 @@
|
|||
import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chunks/framework.c741a37c.js";const E=JSON.parse('{"title":"[core]组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/core.md","filePath":"src/Unit/core.md"}'),p={name:"src/Unit/core.md"},d=i(`<h1 id="core-组" tabindex="-1"><strong>[core]组</strong> <a class="header-anchor" href="#core-组" aria-label="Permalink to "**[core]组**""></a></h1><h2 id="第一类-通用代码组" tabindex="-1">第一类-通用代码组 <a class="header-anchor" href="#第一类-通用代码组" aria-label="Permalink to "第一类-通用代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>以下的代码为<code>通用代码</code>,多半是必要的代码,如果不包括这些,可能在<code>绝大多数情况下导致错误</code>。</p></div><h3 id="name" tabindex="-1">name <a class="header-anchor" href="#name" aria-label="Permalink to "name""></a></h3><h4 id="name-代码简介" tabindex="-1">name-代码简介 <a class="header-anchor" href="#name-代码简介" aria-label="Permalink to "name-代码简介""></a></h4><p>代码:name 中文释义:名字 类型:字符型 隶属于:通用代码组</p><h4 id="name-要点指示" tabindex="-1">name-要点指示 <a class="header-anchor" href="#name-要点指示" aria-label="Permalink to "name-要点指示""></a></h4><hr><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-hrka2" id="tab-5neogNR" checked="checked"><label for="tab-5neogNR">JDSALing</label><input type="radio" name="group-hrka2" id="tab-tToI1gF"><label for="tab-tToI1gF">Tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">定义单位原始名称,可以是中文。</span></span>
|
||||
import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chunks/framework.c741a37c.js";const M=JSON.parse('{"title":"[core]组","description":"","frontmatter":{"outline":"deep"},"headers":[],"relativePath":"src/Unit/core.md","filePath":"src/Unit/core.md"}'),p={name:"src/Unit/core.md"},d=i(`<h1 id="core-组" tabindex="-1"><strong>[core]组</strong> <a class="header-anchor" href="#core-组" aria-label="Permalink to "**[core]组**""></a></h1><h2 id="第一类-通用代码组" tabindex="-1">第一类-通用代码组 <a class="header-anchor" href="#第一类-通用代码组" aria-label="Permalink to "第一类-通用代码组""></a></h2><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>以下的代码为<code>通用代码</code>,多半是必要的代码,如果不包括这些,可能在<code>绝大多数情况下导致错误</code>。</p></div><h3 id="name" tabindex="-1">name <a class="header-anchor" href="#name" aria-label="Permalink to "name""></a></h3><h4 id="name-代码简介" tabindex="-1">name-代码简介 <a class="header-anchor" href="#name-代码简介" aria-label="Permalink to "name-代码简介""></a></h4><p>代码:name 中文释义:名字 类型:字符型 隶属于:通用代码组</p><h4 id="name-要点指示" tabindex="-1">name-要点指示 <a class="header-anchor" href="#name-要点指示" aria-label="Permalink to "name-要点指示""></a></h4><hr><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-uOwFg" id="tab-E9H4NZ1" checked="checked"><label for="tab-E9H4NZ1">JDSALing</label><input type="radio" name="group-uOwFg" id="tab-RwkoOQQ"><label for="tab-RwkoOQQ">Tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">定义单位原始名称,可以是中文。</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">游戏使用它区分其它单位。</span></span>
|
||||
<span class="line"></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">如果没有在[displayText或者语言文件设置显示名称],</span></span>
|
||||
|
@ -16,13 +16,13 @@ import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chu
|
|||
<span class="line"><span style="color:#A6ACCD;">displayText_zh:中文标题</span></span>
|
||||
<span class="line"></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">displayDescription: -English Description</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">displayDescription_zh:-中文描述</span></span></code></pre></div><hr><h3 id="price" tabindex="-1">price <a class="header-anchor" href="#price" aria-label="Permalink to "price""></a></h3><h4 id="price-代码简介" tabindex="-1">price-代码简介 <a class="header-anchor" href="#price-代码简介" aria-label="Permalink to "price-代码简介""></a></h4><p>代码:price 中文释义:价格 类型:整数 隶属于:通用代码组</p><h4 id="price-要点指示" tabindex="-1">price-要点指示 <a class="header-anchor" href="#price-要点指示" aria-label="Permalink to "price-要点指示""></a></h4><p>定义单位的价格,显示在单位信息中,建造时也以此价格为准。</p><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-9isRD" id="tab-RDyyt7K" checked="checked"><label for="tab-RDyyt7K">Tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">默认情况下,price只需要填写一个整数,此时使用的是游戏内自带的资金credit;</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">displayDescription_zh:-中文描述</span></span></code></pre></div><hr><h3 id="price" tabindex="-1">price <a class="header-anchor" href="#price" aria-label="Permalink to "price""></a></h3><h4 id="price-代码简介" tabindex="-1">price-代码简介 <a class="header-anchor" href="#price-代码简介" aria-label="Permalink to "price-代码简介""></a></h4><p>代码:price 中文释义:价格 类型:整数 隶属于:通用代码组</p><h4 id="price-要点指示" tabindex="-1">price-要点指示 <a class="header-anchor" href="#price-要点指示" aria-label="Permalink to "price-要点指示""></a></h4><p>定义单位的价格,显示在单位信息中,建造时也以此价格为准。</p><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-nJkC4" id="tab-_6Hxv7h" checked="checked"><label for="tab-_6Hxv7h">Tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">默认情况下,price只需要填写一个整数,此时使用的是游戏内自带的资金credit;</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">想要更改资源类型,可以使用:</span></span>
|
||||
<span class="line"><span style="color:#89DDFF;">\`</span><span style="color:#FFCB6B;">price:资源1</span><span style="color:#C3E88D;">=数值1,资源2=数值2,资源3=数值3,……</span><span style="color:#89DDFF;">\`</span><span style="color:#A6ACCD;"> </span><span style="color:#FFCB6B;">的格式</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">(前提是此资源要在使用的单位进行定义)。</span></span></code></pre></div></div></div><h4 id="price-演示例子" tabindex="-1">price-演示例子 <a class="header-anchor" href="#price-演示例子" aria-label="Permalink to "price-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">price:120,石油=80,铁=60</span></span></code></pre></div><hr><h3 id="radius" tabindex="-1">radius <a class="header-anchor" href="#radius" aria-label="Permalink to "radius""></a></h3><h4 id="radius-代码简介" tabindex="-1">radius-代码简介 <a class="header-anchor" href="#radius-代码简介" aria-label="Permalink to "radius-代码简介""></a></h4><p>代码:radius 中文释义:半径 类型:整数 隶属于:通用代码组</p><h4 id="radius-要点指示" tabindex="-1">radius-要点指示 <a class="header-anchor" href="#radius-要点指示" aria-label="Permalink to "radius-要点指示""></a></h4><p>半径定义单位的<code>实际碰撞体积和显示范围</code>,在未设置<code>选择框大小</code>时,半径决定是单位选择框的大小。 半径的单位是像素(px)。</p><h4 id="radius-演示例子" tabindex="-1">radius-演示例子 <a class="header-anchor" href="#radius-演示例子" aria-label="Permalink to "radius-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">radius:20</span></span></code></pre></div><hr><h3 id="mass" tabindex="-1">mass <a class="header-anchor" href="#mass" aria-label="Permalink to "mass""></a></h3><h4 id="mass-代码简介" tabindex="-1">mass-代码简介 <a class="header-anchor" href="#mass-代码简介" aria-label="Permalink to "mass-代码简介""></a></h4><p>代码:mass 中文释义:质量 类型:整数 隶属于:通用代码组</p><h4 id="mass-要点指示" tabindex="-1">mass-要点指示 <a class="header-anchor" href="#mass-要点指示" aria-label="Permalink to "mass-要点指示""></a></h4><p>质量决定单位在各种碰撞时的效果。<code>质量越大,其他单位越难推动</code>。</p><h4 id="mass-演示例子" tabindex="-1">mass-演示例子 <a class="header-anchor" href="#mass-演示例子" aria-label="Permalink to "mass-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">mass:2000</span></span></code></pre></div><hr><h3 id="maxhp" tabindex="-1">maxHp <a class="header-anchor" href="#maxhp" aria-label="Permalink to "maxHp""></a></h3><h4 id="maxhp-代码简介" tabindex="-1">maxHp-代码简介 <a class="header-anchor" href="#maxhp-代码简介" aria-label="Permalink to "maxHp-代码简介""></a></h4><p>代码:maxHp 中文释义:最大生命值 类型:整数 隶属于:通用代码组</p><h4 id="maxhp-要点指示" tabindex="-1">maxHp-要点指示 <a class="header-anchor" href="#maxhp-要点指示" aria-label="Permalink to "maxHp-要点指示""></a></h4><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-GoaxX" id="tab-EY9hYo4" checked="checked"><label for="tab-EY9hYo4">tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">最大生命值定义单位在不修改它时最多能够有多少血量,</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">mass:2000</span></span></code></pre></div><hr><h3 id="maxhp" tabindex="-1">maxHp <a class="header-anchor" href="#maxhp" aria-label="Permalink to "maxHp""></a></h3><h4 id="maxhp-代码简介" tabindex="-1">maxHp-代码简介 <a class="header-anchor" href="#maxhp-代码简介" aria-label="Permalink to "maxHp-代码简介""></a></h4><p>代码:maxHp 中文释义:最大生命值 类型:整数 隶属于:通用代码组</p><h4 id="maxhp-要点指示" tabindex="-1">maxHp-要点指示 <a class="header-anchor" href="#maxhp-要点指示" aria-label="Permalink to "maxHp-要点指示""></a></h4><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-fTD6i" id="tab-mKGHBYK" checked="checked"><label for="tab-mKGHBYK">tobby3600</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">最大生命值定义单位在不修改它时最多能够有多少血量,</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">单位默认生成时即是这个血量。</span></span>
|
||||
<span class="line"><span style="color:#82AAFF;">maxHp可以通过单位参考.maxHp</span><span style="color:#89DDFF;">()</span><span style="color:#A6ACCD;">来获取,</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">也可以通过[action]进行修改。</span></span></code></pre></div></div></div><h4 id="maxhp-演示例子" tabindex="-1">maxHp-演示例子 <a class="header-anchor" href="#maxhp-演示例子" aria-label="Permalink to "maxHp-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
|
@ -48,7 +48,7 @@ import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chu
|
|||
<span class="line"><span style="color:#A6ACCD;">maxShield:3000</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">shieldRegen:0.5</span></span></code></pre></div><hr><h3 id="energymax" tabindex="-1">energyMax <a class="header-anchor" href="#energymax" aria-label="Permalink to "energyMax""></a></h3><h4 id="energymax-代码简介" tabindex="-1">energyMax-代码简介 <a class="header-anchor" href="#energymax-代码简介" aria-label="Permalink to "energyMax-代码简介""></a></h4><p>代码:energyMax 中文释义:能量值 类型:浮点型 隶属于:单位统计代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>默认值为0。可以用作炮塔,激光防御和行动的弹药的能量。</p></div><h4 id="energymax-演示例子" tabindex="-1">energyMax-演示例子 <a class="header-anchor" href="#energymax-演示例子" aria-label="Permalink to "energyMax-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyMax:5</span></span></code></pre></div><hr><h3 id="energyregen" tabindex="-1">energyRegen <a class="header-anchor" href="#energyregen" aria-label="Permalink to "energyRegen""></a></h3><h4 id="energyregen-代码简介" tabindex="-1">energyRegen-代码简介 <a class="header-anchor" href="#energyregen-代码简介" aria-label="Permalink to "energyRegen-代码简介""></a></h4><p>代码:energyRegen 中文释义:能量恢复速度 类型:浮点型 隶属于:单位统计代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>能量每帧恢复速度,游戏内一秒为60帧,所以不要写太大。可以写负值。</p></div><h4 id="energyregen-演示例子" tabindex="-1">energyRegen-演示例子 <a class="header-anchor" href="#energyregen-演示例子" aria-label="Permalink to "energyRegen-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyRegen:0.4</span></span></code></pre></div><hr><h3 id="energyregenwhenrecharging" tabindex="-1">energyRegenWhenRecharging <a class="header-anchor" href="#energyregenwhenrecharging" aria-label="Permalink to "energyRegenWhenRecharging""></a></h3><h4 id="energyregenwhenrecharging-代码简介" tabindex="-1">energyRegenWhenRecharging-代码简介 <a class="header-anchor" href="#energyregenwhenrecharging-代码简介" aria-label="Permalink to "energyRegenWhenRecharging-代码简介""></a></h4><p>代码:energyRegenWhenRecharging 中文释义:充能时能量恢复速度 类型:浮点型 隶属于:单位统计代码组</p>`,77),D={class:"tip custom-block"},A=e("p",{class:"custom-block-title"},"TIP",-1),F=i(`<h4 id="energyregenwhenrecharging-演示例子" tabindex="-1">energyRegenWhenRecharging-演示例子 <a class="header-anchor" href="#energyregenwhenrecharging-演示例子" aria-label="Permalink to "energyRegenWhenRecharging-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyRegen:0.4</span></span></code></pre></div><hr><h3 id="energyregenwhenrecharging" tabindex="-1">energyRegenWhenRecharging <a class="header-anchor" href="#energyregenwhenrecharging" aria-label="Permalink to "energyRegenWhenRecharging""></a></h3><h4 id="energyregenwhenrecharging-代码简介" tabindex="-1">energyRegenWhenRecharging-代码简介 <a class="header-anchor" href="#energyregenwhenrecharging-代码简介" aria-label="Permalink to "energyRegenWhenRecharging-代码简介""></a></h4><p>代码:energyRegenWhenRecharging 中文释义:充能时能量恢复速度 类型:浮点型 隶属于:单位统计代码组</p>`,77),D={class:"tip custom-block"},F=e("p",{class:"custom-block-title"},"TIP",-1),A=i(`<h4 id="energyregenwhenrecharging-演示例子" tabindex="-1">energyRegenWhenRecharging-演示例子 <a class="header-anchor" href="#energyregenwhenrecharging-演示例子" aria-label="Permalink to "energyRegenWhenRecharging-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyMax:1</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyRegenWhenRecharging:0.4</span></span></code></pre></div><hr><h3 id="energyneedstorechargetofull" tabindex="-1">energyNeedsToRechargeToFull <a class="header-anchor" href="#energyneedstorechargetofull" aria-label="Permalink to "energyNeedsToRechargeToFull""></a></h3><h4 id="energyneedstorechargetofull-代码简介" tabindex="-1">energyNeedsToRechargeToFull-代码简介 <a class="header-anchor" href="#energyneedstorechargetofull-代码简介" aria-label="Permalink to "energyNeedsToRechargeToFull-代码简介""></a></h4><p>代码:energyNeedsToRechargeToFull 中文释义:能量需要充满 类型:布尔型 隶属于:单位统计代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>如果能量耗尽,则需要完全充能才能进行攻击。</p></div><h4 id="energyneedstorechargetofull-演示例子" tabindex="-1">energyNeedsToRechargeToFull-演示例子 <a class="header-anchor" href="#energyneedstorechargetofull-演示例子" aria-label="Permalink to "energyNeedsToRechargeToFull-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">energyMax:4</span></span>
|
||||
|
@ -61,7 +61,7 @@ import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chu
|
|||
<span class="line"><span style="color:#676E95;font-style:italic;">#如果受到40以下的常规攻击,则进行最低伤害判定</span></span></code></pre></div><hr><h3 id="borrowresourceswhilealive" tabindex="-1">borrowResourcesWhileAlive <a class="header-anchor" href="#borrowresourceswhilealive" aria-label="Permalink to "borrowResourcesWhileAlive""></a></h3><h4 id="borrowresourceswhilealive-代码简介" tabindex="-1">borrowResourcesWhileAlive-代码简介 <a class="header-anchor" href="#borrowresourceswhilealive-代码简介" aria-label="Permalink to "borrowResourcesWhileAlive-代码简介""></a></h4><p>代码:armour 中文释义:资源活着时借用 类型:Price型 隶属于:单位统计代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>创建时获取这些资源,删除或销毁时将其返回。 例如用于电力逻辑,负数供电和正数耗电。</p></div><h4 id="borrowresourceswhilealive-演示例子" tabindex="-1">borrowResourcesWhileAlive-演示例子 <a class="header-anchor" href="#borrowresourceswhilealive-演示例子" aria-label="Permalink to "borrowResourcesWhileAlive-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">borrowResourcesWhileAlive:5000</span></span>
|
||||
<span class="line"><span style="color:#676E95;font-style:italic;">#单位活着的时候给予5000金币,死亡扣除5000金币</span></span>
|
||||
<span class="line"><span style="color:#676E95;font-style:italic;">#一个小型贷款系统,</span></span></code></pre></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-79nED" id="tab-L2Vbug_" checked="checked"><label for="tab-L2Vbug_">考考你</label><input type="radio" name="group-79nED" id="tab-ZLdnadJ"><label for="tab-ZLdnadJ">显示答案</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">如果这里要通过这个代码做一个小的贷款系统,</span></span>
|
||||
<span class="line"><span style="color:#676E95;font-style:italic;">#一个小型贷款系统,</span></span></code></pre></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-9Y55r" id="tab-zsQIbnh" checked="checked"><label for="tab-zsQIbnh">考考你</label><input type="radio" name="group-9Y55r" id="tab-SKpFIjp"><label for="tab-SKpFIjp">显示答案</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">如果这里要通过这个代码做一个小的贷款系统,</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">并经过一段时间让单位死亡。</span><span style="color:#A6ACCD;"> </span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">只需要4行代码即可实现,试试看。</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">提示:dieOnZeroEnergy:true</span></span>
|
||||
|
@ -116,4 +116,4 @@ import{_ as t,v as o,b as r,F as e,L as a,E as n,O as l,R as i,M as c}from"./chu
|
|||
<span class="line"><span style="color:#A6ACCD;">footprint: -1,-1,1,1</span></span></code></pre></div><hr><h3 id="constructionfootprint" tabindex="-1">constructionFootprint <a class="header-anchor" href="#constructionfootprint" aria-label="Permalink to "constructionFootprint""></a></h3><h4 id="constructionfootprint-代码简介" tabindex="-1">constructionFootprint-代码简介 <a class="header-anchor" href="#constructionfootprint-代码简介" aria-label="Permalink to "constructionFootprint-代码简介""></a></h4><p>代码:constructionFootprint 中文释义:建筑覆盖范围 类型:多整型 隶属于:构建代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>基础规则同上,这个区域内不能建造建筑,但是单位可以通过。<br> 一般需要设定比上一个面积大。<br> 好处是即使建造的密密麻麻,单位也有路可走。</p></div><h4 id="constructionfootprint-演示例子" tabindex="-1">constructionFootprint-演示例子 <a class="header-anchor" href="#constructionfootprint-演示例子" aria-label="Permalink to "constructionFootprint-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">constructionFootprint: -1,-1,1,3</span></span></code></pre></div><hr><h3 id="displayfootprint" tabindex="-1">displayFootprint <a class="header-anchor" href="#displayfootprint" aria-label="Permalink to "displayFootprint""></a></h3><h4 id="displayfootprint-代码简介" tabindex="-1">displayFootprint-代码简介 <a class="header-anchor" href="#displayfootprint-代码简介" aria-label="Permalink to "displayFootprint-代码简介""></a></h4><p>代码:displayFootprint 中文释义:建筑选择UI 类型:多整型 隶属于:构建代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>基础规则同上,用于选择单位时UI显示。不设定则默认为建筑覆盖区域。</p></div><h4 id="displayfootprint-演示例子" tabindex="-1">displayFootprint-演示例子 <a class="header-anchor" href="#displayfootprint-演示例子" aria-label="Permalink to "displayFootprint-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">displayFootprint: 0,0,1,1</span></span></code></pre></div><hr><h3 id="buildingselectionoffset" tabindex="-1">buildingSelectionOffset <a class="header-anchor" href="#buildingselectionoffset" aria-label="Permalink to "buildingSelectionOffset""></a></h3><h4 id="buildingselectionoffset-代码简介" tabindex="-1">buildingSelectionOffset-代码简介 <a class="header-anchor" href="#buildingselectionoffset-代码简介" aria-label="Permalink to "buildingSelectionOffset-代码简介""></a></h4><p>代码:buildingSelectionOffset 中文释义:建筑UI调整 类型:整型 隶属于:构建代码组</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>基础规则同上,用于选择单位时UI显示。不设定则默认为建筑覆盖区域。</p></div><h4 id="buildingselectionoffset-演示例子" tabindex="-1">buildingSelectionOffset-演示例子 <a class="header-anchor" href="#buildingselectionoffset-演示例子" aria-label="Permalink to "buildingSelectionOffset-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[core]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">buildingSelectionOffset: 4</span></span></code></pre></div><hr>`,183);function P(T,R,w,_,B,I){const s=c("font");return o(),r("div",null,[d,e("p",null,[a("主要在"),n(s,{color:"orange"},{default:l(()=>[a("启用多个自定义Mod")]),_:1}),a("进行优先级定义"),h,a(" 以逗号分隔的名称列表。像"),n(s,{color:"orange"},{default:l(()=>[a("名称一样,但优先级较低")]),_:1}),a(",对于"),n(s,{color:"orange"},{default:l(()=>[a("启用多个自定义mod")]),_:1}),a("有用。")]),u,e("div",b,[g,e("p",null,[a("早期是用于在"),n(s,{color:"orange"},{default:l(()=>[a("builtFrom")]),_:1}),a("的代码,并结合科技等级使用。如果工厂的等级低于单位的目标科技等级,则会在工厂里面隐藏该单位。"),m,a("自铁锈1.09后出现"),n(s,{color:"orange"},{default:l(()=>[a("overrideAndReplace")]),_:1}),a("后,该方法则不建议使用。有关于新策略,请参考"),n(s,{color:"orange"},{default:l(()=>[a("overrideAndReplace")]),_:1}),a("代码文档指南。"),y,a(" 设置单位的科技等级,共有3个级别,1级GUI显示为绿色,2、3级显示为黄色。超过3报错。")])]),k,e("div",C,[f,e("p",null,[a("若设置成true,则会在单位死亡时产生血迹,"),q,a(" 图像在"),n(s,{color:"orange"},{default:l(()=>[a("drawable/blood_mark.png"),v,a("当hideScorchMark:true")]),_:1}),a("时可以隐藏非生物则为黑色爆炸效果。")])]),x,e("div",D,[A,e("p",null,[a("能量恢复是持续的,如果你设置了"),n(s,{color:"orange"},{default:l(()=>[a("energyNeedsToRechargeToFull")]),_:1}),a(", 那么攻击时按energyRegen恢复,耗尽时的灰条按此处设定值恢复。")])]),F])}const M=t(p,[["render",P]]);export{E as __pageData,M as default};
|
||||
<span class="line"><span style="color:#A6ACCD;">buildingSelectionOffset: 4</span></span></code></pre></div><hr>`,183);function P(T,R,w,_,B,I){const s=c("font");return o(),r("div",null,[d,e("p",null,[a("主要在"),n(s,{color:"orange"},{default:l(()=>[a("启用多个自定义Mod")]),_:1}),a("进行优先级定义"),h,a(" 以逗号分隔的名称列表。像"),n(s,{color:"orange"},{default:l(()=>[a("名称一样,但优先级较低")]),_:1}),a(",对于"),n(s,{color:"orange"},{default:l(()=>[a("启用多个自定义mod")]),_:1}),a("有用。")]),u,e("div",b,[g,e("p",null,[a("早期是用于在"),n(s,{color:"orange"},{default:l(()=>[a("builtFrom")]),_:1}),a("的代码,并结合科技等级使用。如果工厂的等级低于单位的目标科技等级,则会在工厂里面隐藏该单位。"),m,a("自铁锈1.09后出现"),n(s,{color:"orange"},{default:l(()=>[a("overrideAndReplace")]),_:1}),a("后,该方法则不建议使用。有关于新策略,请参考"),n(s,{color:"orange"},{default:l(()=>[a("overrideAndReplace")]),_:1}),a("代码文档指南。"),y,a(" 设置单位的科技等级,共有3个级别,1级GUI显示为绿色,2、3级显示为黄色。超过3报错。")])]),k,e("div",C,[f,e("p",null,[a("若设置成true,则会在单位死亡时产生血迹,"),q,a(" 图像在"),n(s,{color:"orange"},{default:l(()=>[a("drawable/blood_mark.png"),v,a("当hideScorchMark:true")]),_:1}),a("时可以隐藏非生物则为黑色爆炸效果。")])]),x,e("div",D,[F,e("p",null,[a("能量恢复是持续的,如果你设置了"),n(s,{color:"orange"},{default:l(()=>[a("energyNeedsToRechargeToFull")]),_:1}),a(", 那么攻击时按energyRegen恢复,耗尽时的灰条按此处设定值恢复。")])]),A])}const E=t(p,[["render",P]]);export{M as __pageData,E as default};
|
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@ -9,7 +9,7 @@ import{_ as e,v as a,b as t,R as n}from"./chunks/framework.c741a37c.js";const u=
|
|||
<span class="line"><span style="color:#A6ACCD;">reverseSpeedPercentage:0.4</span></span></code></pre></div><hr><h3 id="maxturnspeed" tabindex="-1">maxTurnSpeed <a class="header-anchor" href="#maxturnspeed" aria-label="Permalink to "maxTurnSpeed""></a></h3><h4 id="maxturnspeed-代码简介" tabindex="-1">maxTurnSpeed-代码简介 <a class="header-anchor" href="#maxturnspeed-代码简介" aria-label="Permalink to "maxTurnSpeed-代码简介""></a></h4><p>代码:maxTurnSpeed 中文释义:转弯速度 类型:浮点数 隶属于:速度相关组</p><h4 id="maxturnspeed-要点指示" tabindex="-1">maxTurnSpeed-要点指示 <a class="header-anchor" href="#maxturnspeed-要点指示" aria-label="Permalink to "maxTurnSpeed-要点指示""></a></h4><p>定义单位转弯的速度</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>转弯速度的单位是<strong>度/帧</strong>,如果转弯速度为1,那么一秒将旋转60度</p></div><h4 id="maxturnspeed-演示例子" tabindex="-1">maxTurnSpeed-演示例子 <a class="header-anchor" href="#maxturnspeed-演示例子" aria-label="Permalink to "maxTurnSpeed-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[movement]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">maxTurnSpeed:1.5</span></span></code></pre></div><hr><h3 id="turnacceleration" tabindex="-1">turnAcceleration <a class="header-anchor" href="#turnacceleration" aria-label="Permalink to "turnAcceleration""></a></h3><h4 id="turnacceleration-代码简介" tabindex="-1">turnAcceleration-代码简介 <a class="header-anchor" href="#turnacceleration-代码简介" aria-label="Permalink to "turnAcceleration-代码简介""></a></h4><p>代码:turnAcceleration 中文释义:转弯速度 类型:浮点数 隶属于:速度相关组</p><h4 id="turnacceleration-要点指示" tabindex="-1">turnAcceleration-要点指示 <a class="header-anchor" href="#turnacceleration-要点指示" aria-label="Permalink to "turnAcceleration-要点指示""></a></h4><p>定义单位转弯的加速度,开始转弯时将从零开始加速直到转弯速度</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>转弯加速度是按帧计算的,如果想要每秒增加0.6需要填0.01</p></div><h4 id="turnacceleration-演示例子" tabindex="-1">turnAcceleration-演示例子 <a class="header-anchor" href="#turnacceleration-演示例子" aria-label="Permalink to "turnAcceleration-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[movement]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">maxTurnSpeed:1.5</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">turnAcceleration:0.01</span></span></code></pre></div><hr><h2 id="第三类-高度相关组" tabindex="-1">第三类-高度相关组 <a class="header-anchor" href="#第三类-高度相关组" aria-label="Permalink to "第三类-高度相关组""></a></h2><h3 id="targetheight" tabindex="-1">targetHeight <a class="header-anchor" href="#targetheight" aria-label="Permalink to "targetHeight""></a></h3><h4 id="targetheight-代码简介" tabindex="-1">targetHeight-代码简介 <a class="header-anchor" href="#targetheight-代码简介" aria-label="Permalink to "targetHeight-代码简介""></a></h4><p>代码:targetHeight 中文释义:到达高度 类型:浮点数 隶属于:高度相关组</p><h4 id="targetheight-要点指示" tabindex="-1">targetHeight-要点指示 <a class="header-anchor" href="#targetheight-要点指示" aria-label="Permalink to "targetHeight-要点指示""></a></h4><p>定义单位的高度,当单位创建完成时会从0到达这个高度</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>如果运动类型为AIR,targetHeight默认值将为20</p></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-qi5CL" id="tab-bIrGhHL" checked="checked"><label for="tab-bIrGhHL">摸鱼人time</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">大部分单位能被什么类型的攻击方式攻击不取决于移动类型,而是取决于高度</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">turnAcceleration:0.01</span></span></code></pre></div><hr><h2 id="第三类-高度相关组" tabindex="-1">第三类-高度相关组 <a class="header-anchor" href="#第三类-高度相关组" aria-label="Permalink to "第三类-高度相关组""></a></h2><h3 id="targetheight" tabindex="-1">targetHeight <a class="header-anchor" href="#targetheight" aria-label="Permalink to "targetHeight""></a></h3><h4 id="targetheight-代码简介" tabindex="-1">targetHeight-代码简介 <a class="header-anchor" href="#targetheight-代码简介" aria-label="Permalink to "targetHeight-代码简介""></a></h4><p>代码:targetHeight 中文释义:到达高度 类型:浮点数 隶属于:高度相关组</p><h4 id="targetheight-要点指示" tabindex="-1">targetHeight-要点指示 <a class="header-anchor" href="#targetheight-要点指示" aria-label="Permalink to "targetHeight-要点指示""></a></h4><p>定义单位的高度,当单位创建完成时会从0到达这个高度</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>如果运动类型为AIR,targetHeight默认值将为20</p></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-pSjCQ" id="tab-1O0eiG0" checked="checked"><label for="tab-1O0eiG0">摸鱼人time</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">大部分单位能被什么类型的攻击方式攻击不取决于移动类型,而是取决于高度</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">如果高度是负数,那么可以被水下攻击命中</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">如果高度位于0到10之间,可以被对表面攻击命中</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">如果高度大于10,可以被对空攻击命中</span></span>
|
|
@ -9,7 +9,7 @@ import{_ as e,v as a,b as t,R as n}from"./chunks/framework.c741a37c.js";const u=
|
|||
<span class="line"><span style="color:#A6ACCD;">reverseSpeedPercentage:0.4</span></span></code></pre></div><hr><h3 id="maxturnspeed" tabindex="-1">maxTurnSpeed <a class="header-anchor" href="#maxturnspeed" aria-label="Permalink to "maxTurnSpeed""></a></h3><h4 id="maxturnspeed-代码简介" tabindex="-1">maxTurnSpeed-代码简介 <a class="header-anchor" href="#maxturnspeed-代码简介" aria-label="Permalink to "maxTurnSpeed-代码简介""></a></h4><p>代码:maxTurnSpeed 中文释义:转弯速度 类型:浮点数 隶属于:速度相关组</p><h4 id="maxturnspeed-要点指示" tabindex="-1">maxTurnSpeed-要点指示 <a class="header-anchor" href="#maxturnspeed-要点指示" aria-label="Permalink to "maxTurnSpeed-要点指示""></a></h4><p>定义单位转弯的速度</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>转弯速度的单位是<strong>度/帧</strong>,如果转弯速度为1,那么一秒将旋转60度</p></div><h4 id="maxturnspeed-演示例子" tabindex="-1">maxTurnSpeed-演示例子 <a class="header-anchor" href="#maxturnspeed-演示例子" aria-label="Permalink to "maxTurnSpeed-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[movement]</span></span>
|
||||
<span class="line"><span style="color:#A6ACCD;">maxTurnSpeed:1.5</span></span></code></pre></div><hr><h3 id="turnacceleration" tabindex="-1">turnAcceleration <a class="header-anchor" href="#turnacceleration" aria-label="Permalink to "turnAcceleration""></a></h3><h4 id="turnacceleration-代码简介" tabindex="-1">turnAcceleration-代码简介 <a class="header-anchor" href="#turnacceleration-代码简介" aria-label="Permalink to "turnAcceleration-代码简介""></a></h4><p>代码:turnAcceleration 中文释义:转弯速度 类型:浮点数 隶属于:速度相关组</p><h4 id="turnacceleration-要点指示" tabindex="-1">turnAcceleration-要点指示 <a class="header-anchor" href="#turnacceleration-要点指示" aria-label="Permalink to "turnAcceleration-要点指示""></a></h4><p>定义单位转弯的加速度,开始转弯时将从零开始加速直到转弯速度</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>转弯加速度是按帧计算的,如果想要每秒增加0.6需要填0.01</p></div><h4 id="turnacceleration-演示例子" tabindex="-1">turnAcceleration-演示例子 <a class="header-anchor" href="#turnacceleration-演示例子" aria-label="Permalink to "turnAcceleration-演示例子""></a></h4><div class="language-ini"><button title="Copy Code" class="copy"></button><span class="lang">ini</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#89DDFF;">[movement]</span></span>
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<span class="line"><span style="color:#A6ACCD;">maxTurnSpeed:1.5</span></span>
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<span class="line"><span style="color:#A6ACCD;">turnAcceleration:0.01</span></span></code></pre></div><hr><h2 id="第三类-高度相关组" tabindex="-1">第三类-高度相关组 <a class="header-anchor" href="#第三类-高度相关组" aria-label="Permalink to "第三类-高度相关组""></a></h2><h3 id="targetheight" tabindex="-1">targetHeight <a class="header-anchor" href="#targetheight" aria-label="Permalink to "targetHeight""></a></h3><h4 id="targetheight-代码简介" tabindex="-1">targetHeight-代码简介 <a class="header-anchor" href="#targetheight-代码简介" aria-label="Permalink to "targetHeight-代码简介""></a></h4><p>代码:targetHeight 中文释义:到达高度 类型:浮点数 隶属于:高度相关组</p><h4 id="targetheight-要点指示" tabindex="-1">targetHeight-要点指示 <a class="header-anchor" href="#targetheight-要点指示" aria-label="Permalink to "targetHeight-要点指示""></a></h4><p>定义单位的高度,当单位创建完成时会从0到达这个高度</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>如果运动类型为AIR,targetHeight默认值将为20</p></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-qi5CL" id="tab-bIrGhHL" checked="checked"><label for="tab-bIrGhHL">摸鱼人time</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">大部分单位能被什么类型的攻击方式攻击不取决于移动类型,而是取决于高度</span></span>
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<span class="line"><span style="color:#A6ACCD;">turnAcceleration:0.01</span></span></code></pre></div><hr><h2 id="第三类-高度相关组" tabindex="-1">第三类-高度相关组 <a class="header-anchor" href="#第三类-高度相关组" aria-label="Permalink to "第三类-高度相关组""></a></h2><h3 id="targetheight" tabindex="-1">targetHeight <a class="header-anchor" href="#targetheight" aria-label="Permalink to "targetHeight""></a></h3><h4 id="targetheight-代码简介" tabindex="-1">targetHeight-代码简介 <a class="header-anchor" href="#targetheight-代码简介" aria-label="Permalink to "targetHeight-代码简介""></a></h4><p>代码:targetHeight 中文释义:到达高度 类型:浮点数 隶属于:高度相关组</p><h4 id="targetheight-要点指示" tabindex="-1">targetHeight-要点指示 <a class="header-anchor" href="#targetheight-要点指示" aria-label="Permalink to "targetHeight-要点指示""></a></h4><p>定义单位的高度,当单位创建完成时会从0到达这个高度</p><div class="tip custom-block"><p class="custom-block-title">TIP</p><p>如果运动类型为AIR,targetHeight默认值将为20</p></div><div class="vp-code-group"><div class="tabs"><input type="radio" name="group-pSjCQ" id="tab-1O0eiG0" checked="checked"><label for="tab-1O0eiG0">摸鱼人time</label></div><div class="blocks"><div class="language-bash active"><button title="Copy Code" class="copy"></button><span class="lang">bash</span><pre class="shiki material-theme-palenight"><code><span class="line"><span style="color:#FFCB6B;">大部分单位能被什么类型的攻击方式攻击不取决于移动类型,而是取决于高度</span></span>
|
||||
<span class="line"><span style="color:#FFCB6B;">如果高度是负数,那么可以被水下攻击命中</span></span>
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||||
<span class="line"><span style="color:#FFCB6B;">如果高度位于0到10之间,可以被对表面攻击命中</span></span>
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<span class="line"><span style="color:#FFCB6B;">如果高度大于10,可以被对空攻击命中</span></span>
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|
||||
{"src_debug_test.md":"03f04e38","api-dev.md":"0aa495ac","index.md":"7175d133","src_unit_core.md":"5ce0a05f","src_unit_graphics.md":"f3da4d2a","src_unit_attack.md":"071d9992","src_map_tsada.md":"5947f45b","src_unit_movement.md":"57a6cb8b","src_unit_canbuild.md":"5f8787c9","src_rw-engine_quick-start.md":"20e72dd5","src_unit_loginboolean.md":"88fcbc52"}
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