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[core]
#给每个单位套上皇帝的护盾,避免没有这个节报错
maxShield:0
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armour:0
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###邪红母舰
strictLevel:0
[global_resource_力场]
hidden:true
displayRoundedDown:false
[global_resource_濒临]
hidden:true
displayRoundedDown:false
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[action_机体升级I]
autoTriggerOnEvent:created
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requireConditional:if numberOfUnitsInEnemyTeam(withTag="机体升级I",greaterThan=0)
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setUnitStats:maxHp=self.maxHp*1.3,hp=self.maxHp
isVisible:false
ai_isDisabled:true
[action_机体升级II]
autoTriggerOnEvent:created
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requireConditional:if numberOfUnitsInEnemyTeam(withTag="机体升级II",greaterThan=0)
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setUnitStats:maxHp=self.maxHp*1.5,hp=self.maxHp
isVisible:false
ai_isDisabled:true
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[action_机体升级III]
autoTriggerOnEvent:created
requireConditional:if numberOfUnitsInEnemyTeam(withTag="机体升级III",greaterThan=0)
setUnitStats:maxHp=self.maxHp*1.7,hp=self.maxHp
isVisible:false
ai_isDisabled:true
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[action_机体升级-恢复]
autoTrigger:if not numberOfUnitsInEnemyTeam(withTag="机体升级I",greaterThan=0) and not numberOfUnitsInEnemyTeam(withTag="机体升级II",greaterThan=0) and not numberOfUnitsInEnemyTeam(withTag="机体升级III",greaterThan=0)
setUnitStats:maxHp=${core.maxHp}*1
isVisible:false
ai_isDisabled:true
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[action_超速策略I]
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autoTrigger:if numberOfUnitsInEnemyTeam(withTag="超速策略I",greaterThan=0)
setUnitStats:moveSpeed=${movement.moveSpeed}*1.4
isVisible:false
ai_isDisabled:true
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[action_超速策略II]
autoTrigger:if numberOfUnitsInEnemyTeam(withTag="超速策略II",greaterThan=0)
setUnitStats:moveSpeed=${movement.moveSpeed}*1.8
isVisible:false
ai_isDisabled:true
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[action_超速策略-恢复]
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autoTrigger:if not numberOfUnitsInEnemyTeam(withTag="超速策略I",greaterThan=0) and not numberOfUnitsInEnemyTeam(withTag="超速策略II",greaterThan=0)
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setUnitStats:moveSpeed=${movement.moveSpeed}*1
isVisible:false
ai_isDisabled:true
[action_护盾庇护]
autoTriggerOnEvent:created
requireConditional:if numberOfUnitsInEnemyTeam(withTag="护盾庇护I",greaterThan=0)
setUnitStats:maxShield=${core.maxShield}*1.5,shield=self.maxShield
isVisible:false
ai_isDisabled:true
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[action_护盾庇护2]
autoTriggerOnEvent:created
requireConditional:if numberOfUnitsInEnemyTeam(withTag="护盾庇护II",greaterThan=0)
setUnitStats:maxShield=${core.maxShield}*2.0,shield=self.maxShield
isVisible:false
ai_isDisabled:true
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[action_护盾庇护-恢复]
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autoTrigger:if not numberOfUnitsInEnemyTeam(withTag="护盾庇护I",greaterThan=0) and not numberOfUnitsInEnemyTeam(withTag="护盾庇护II",greaterThan=0)
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setUnitStats:maxShield=${core.maxShield}*1
isVisible:false
ai_isDisabled:true
#合约系统
[action_苦难之路I]
autoTrigger:if numberOfUnitsInEnemyTeam(withTag="苦难之路I",greaterThan=0)
setUnitStats:shootDamageMultiplier=1.5
isVisible:false
ai_isDisabled:true
[action_苦难之路II]
autoTrigger:if numberOfUnitsInEnemyTeam(withTag="苦难之路II",greaterThan=0)
setUnitStats:shootDamageMultiplier=1.7
isVisible:false
ai_isDisabled:true
[action_苦难之路III]
autoTrigger:if numberOfUnitsInEnemyTeam(withTag="苦难之路III",greaterThan=0)
setUnitStats:shootDamageMultiplier=1.9
isVisible:false
ai_isDisabled:true
[action_苦难之路-恢复]
autoTrigger:if not numberOfUnitsInEnemyTeam(withTag="苦难之路I",greaterThan=0) and not numberOfUnitsInEnemyTeam(withTag="苦难之路II",greaterThan=0) and not numberOfUnitsInEnemyTeam(withTag="苦难之路III",greaterThan=0)
setUnitStats:shootDamageMultiplier=1
isVisible:false
ai_isDisabled:true
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[action_全副武装I]
autoTriggerOnEvent:created
requireConditional:if numberOfUnitsInEnemyTeam(withTag="全副武装I",greaterThan=0)
setUnitStats:armour+=10
isVisible:false
ai_isDisabled:true
[action_全副武装II]
autoTriggerOnEvent:created
requireConditional:if numberOfUnitsInEnemyTeam(withTag="全副武装II",greaterThan=0)
setUnitStats:armour+=20
isVisible:false
ai_isDisabled:true
[action_全副武装-恢复]
autoTrigger:if not numberOfUnitsInEnemyTeam(withTag="全副武装I",greaterThan=0) and not numberOfUnitsInEnemyTeam(withTag="全副武装II",greaterThan=0)
setUnitStats:armour=${core.armour}*1
isVisible:false
ai_isDisabled:true