update redstorm beta1

This commit is contained in:
LingASDJ 2023-11-19 23:04:22 +08:00
parent 56aaa2c9c2
commit 0933108a1b
81 changed files with 2196 additions and 262 deletions

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@ -1,85 +1,8 @@
# Changelog
## [0.9.5](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v0.9.5...v0.9.5) (2023-07-04)
## 0.9.6.0-秋枫盛典-更新日志:
### update
* 0.9.5.4-Beta1 ([3c68bca](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/3c68bca0e3395fda92d660d4345e4adcca8a66fe))
* 0.9.5.4-Beta2 ([49da6c9](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/49da6c9fc4af7835d757e706cdae599257f6f408))
## [0.9.5](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v0.9.5...v0.9.5) (2023-07-03)
### update
* 0.9.5.4-Beta1 ([3c68bca](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/3c68bca0e3395fda92d660d4345e4adcca8a66fe))
* 0.9.5.4-Beta2 ([49da6c9](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/49da6c9fc4af7835d757e706cdae599257f6f408))
## [0.9.5](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v0.9.5...v0.9.5) (2023-07-03)
### update
* 0.9.5.4-Beta1 ([3c68bca](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/3c68bca0e3395fda92d660d4345e4adcca8a66fe))
* 0.9.5.4-Beta2 ([49da6c9](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/49da6c9fc4af7835d757e706cdae599257f6f408))
## [0.9.5](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v0.9.5...v0.9.5) (2023-04-18)
### update
* 0.9.5.4-Beta1 ([3c68bca](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/3c68bca0e3395fda92d660d4345e4adcca8a66fe))
* 0.9.5.4-Beta2 ([49da6c9](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/49da6c9fc4af7835d757e706cdae599257f6f408))
## [0.9.5](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v0.9.5...v0.9.5) (2023-04-18)
### update
* 0.9.5.4-Beta1 ([3c68bca](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/3c68bca0e3395fda92d660d4345e4adcca8a66fe))
* 0.9.5.4-Beta2 ([49da6c9](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/49da6c9fc4af7835d757e706cdae599257f6f408))
## [0.9.5](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v0.9.5...v0.9.5) (2023-04-13)
### update
* 0.9.5.4-Beta1 ([3c68bca](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/3c68bca0e3395fda92d660d4345e4adcca8a66fe))
## [0.9.5](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v0.9.5...v0.9.5) (2023-04-13)
### update
* 0.9.5.4-Beta1 ([3c68bca](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/3c68bca0e3395fda92d660d4345e4adcca8a66fe))
## [0.9.5](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v1.0.2...v0.9.5) (2023-03-26)
### update
* 0.9.5.3-Beta2 ([525b0c0](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/525b0c04fd9a9a736e561c0191debbdbb176c46c))
## [1.0.2](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v1.0.1...v1.0.2) (2023-03-21)
### MODS
* StarRiverUpdateScripts.yml ([14b4ebc](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/14b4ebc85ee51fce449b64e9045869c1f978de49))
## [1.0.1](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/compare/v1.0.0...v1.0.1) (2023-03-21)
### MODS
* add Auto Yml ([2874e7f](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/2874e7f70ef1a2c870581a395c0abe159178a2e0))
### update
* 0 Supplementary Updates ([9faa6cf](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/9faa6cf385c4e96bd5e3c46e85ecdc9a33277964))
* 0-beta2 ([ae6f830](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/ae6f8301f1b811d5171a4d227d88e8957f1553d6))
* 0-test1 ([7c55ad2](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/7c55ad2074a98c2bec187b1b05798ef3e8219fcd))
* 0.9.5.0 ([ee9f49a](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/ee9f49ae011e7a57dd5f648e0cdb20b29ac7057f))
* Auto Meger Yml ([7c62877](https://github.com/LingASDJ/StarRiver-EndlessJourney-RW-MODS/commit/7c628779fe0e1e68d14f3bcb0abf084277478c45))
* 数据平衡:
* 旧日:
1.红珊瑚号血量提升500火炮攻击力从95提升到110.
2.

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@ -2,6 +2,15 @@
[global_resource_Res]
hidden:true
### 全局资源
[global_resource_异构金属]
displayName:Isomeric-Metal
displayName_zh:异构金属
#iconImage:ROOT:/资源/资源图标/远古金属.png
hidden:false
displayColor:#FFFF00
###除岁行动
[action_资金分流I]

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@ -0,0 +1,51 @@
[core]
name: 60s进度条
displayText:进度条
tags:条
autoTriggerCooldownTime:2s
showInEditor:false
class: CustomUnitMetadata
maxHp:1000
techLevel: 1
buildSpeed: 0.0025
mass:100
radius: 90
price:0
isBio: false
softCollisionOnAll: 0
[graphics]
#image:轰炸机.png
showSelectionIndicator:false
showHealthBar:false
icon_zoomed_out_neverShow:true
image:SHARED:blank.png
[attack]
canAttack:false
maxAttackRange:0
[movement]
movementType: none
moveSpeed: 0
moveAccelerationSpeed: 0
moveDecelerationSpeed: 0
maxTurnSpeed: 0
turnAcceleration: 0
moveSlidingMode :true
moveIgnoringBody:true
[hiddenAction_初始]
autoTriggerOnEvent:created
alsoQueueAction:运行
[hiddenAction_运行]
sendMessageTo:customTarget1
sendMessageWithTags:完成转换
deleteSelf:true
buildSpeed:60s

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@ -5,6 +5,8 @@ price: 0
maxHp: 2400
mass: 90000
copyFrom:血条.md
@memory #:number[]
updateUnitMemory: #[0]= self.hp%10, #[1]= int((self.hp%100)/10), #[2]= int((self.hp%1000)/100),#[3]= int((self.hp%10000)/1000)
updateUnitMemoryRate:0
@ -43,6 +45,10 @@ nanoBuildSpeed: 1.8
selfRegenRate:0.012
#此处有自动触发高刷新更改
autoTriggerCooldownTime:0.1s
[canBuild_1]
name: reclaim,妖姬陆军基地,妖姬海军基地,妖姬空军基地,裂痕机枪,Star-J,Star1,妖姬修复装置,裂痕火炮,Demon-Laser
pos: 1
@ -54,15 +60,31 @@ text_zh:升级蝴蝶
description:Memories\n-Real or virtual? This is a question worth pondering, but if virtual reality is easier to lose ourselves than reality, can we still find our original goal?
description_zh:记忆碎片:\n-现实还是虚拟?这是一个值得深思的问题,但如果虚拟比现实更容易迷失自我,那我们还能找到自己最初的目标吗?
allowMultipleInQueue:false
buildSpeed:60s
convertTo:蝴蝶母舰T2
buildSpeed:0s
pos:1
attachments_addNewUnits:60s进度条
attachments_onlyOnSlots:进度条显示
temporarilyAddTags:开始转换
isLocked:if self.tags(includes='开始转换')
isLockedMessage:开始转换,无法取消
[hiddenAction_升级完成]
autoTriggerOnEvent:newMessage(withTag='完成转换')
convertTo:蝴蝶母舰T2
showMessageToAllPlayers:%{self.playerName}The Butterfly Deep Blue Mothership has arrived on the battlefield
showMessageToAllPlayers_zh:%{self.playerName}的蝴蝶深蓝母舰已抵达战场
[attachment_进度条显示]
x:0
y:0
idleDir:0
rotateWithParent:false
lockRotation:false
isUnselectable:false
[graphics]
total_frames: 1
showQueueBar:false
image: ROOT:/assets/demonjiimg/core/蝴蝶.Ling
image_wreak: NONE
image_turret: ROOT:/assets/demonjiimg/core/蝴蝶闪电炮.Ling
@ -71,6 +93,7 @@ scaleImagesTo:120
#showEnergyBar:false
#imageScale: 1.5
showHealthBar:false
showQueueBar:false
image_shadow: AUTO
shadowOffsetX:1
shadowOffsetY:1
@ -446,6 +469,7 @@ pivotOffset:0
xOffsetAbsolute: ((1-(self.hp / self.maxHp)) * (-${core.radius}/1.31))
#isVisible:if self.hp > self.maxHp*0.6
color:#00ffff
order:1
[decal_血条底板]
image:ROOT:/assets/demonjiimg/core/ldp-bar.png
@ -495,4 +519,5 @@ xOffsetAbsolute:-5
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
isVisible:if memory.#[${A}] != 0
xOffsetAbsolute:-10
xOffsetAbsolute:-10

View File

@ -11,7 +11,7 @@ updateUnitMemoryRate:0
displayText: Fairy Ji Deep Blue Butterfly MotherShip
displayText_zh: 妖姬深蓝母舰T2
copyFrom:ROOT:/effect/extra/index.template
copyFrom:ROOT:/effect/extra/index.template,血条.md
displayDescription:-The leader unit of the Fairy Ji Storm,Leading the Fairy Ji Concubine to glory.
displayDescription_zh:-妖姬风暴的领袖单位,带领妖姬走向辉煌。
@ -41,6 +41,10 @@ nanoBuildSpeed: 1.8
selfRegenRate:0.045
#此处有自动触发高刷新更改
autoTriggerCooldownTime:0.1s
[canBuild_1]
name: reclaim,妖姬陆军基地T2,妖姬海军基地T2,妖姬空军基地T2,裂痕机枪,Star-J-T2,Star2,妖姬修复装置,裂痕火炮,Demon-Laser
pos: 1
@ -56,6 +60,7 @@ scaleImagesTo:120
#showEnergyBar:false
#imageScale: 1.5
showHealthBar:false
showQueueBar:false
image_shadow: AUTO
shadowOffsetX:1
shadowOffsetY:1
@ -72,41 +77,25 @@ movementEffect:CUSTOM:尾焰XL,CUSTOM:尾焰LX
movementEffectRate: 3
[effect_尾焰XL]
image: ROOT:/assets/oldsungodimg/lalaiye/nofire-xp.png
life: 16
image: ROOT:/effect/.prj/.2.png
life: 15
fadeOut: true
attachedToUnit: false
fadeInTime: 3
fadeInTime:6
scaleFrom: 1
scaleTo: 1
alpha: 0.8
xSpeedRelativeRandom: 0.4
yOffsetRelative: -70
xOffsetRelative: 25
color:#00ffff
yOffsetRelative: -60
xOffsetRelative: 23
color:#3BC4D7
ySpeedRelative: 0.4
dirOffsetRandom: 0
drawUnderUnits:false
drawUnderUnits:true
atmospheric: true
[effect_尾焰LX]
image: ROOT:/assets/oldsungodimg/lalaiye/nofire-xp.png
life: 16
fadeOut: true
attachedToUnit: false
fadeInTime: 3
scaleFrom: 1
scaleTo: 1
alpha: 0.8
color:#00ffff
xSpeedRelativeRandom: 0.4
yOffsetRelative: -70
xOffsetRelative: -28
ySpeedRelative: 0.4
dirOffsetRandom: 0
drawUnderUnits:false
atmospheric: true
@copyFromSection:effect_尾焰XL
xOffsetRelative:-25
[attack]
canAttack: true
canAttackFlyingUnits: true
@ -114,8 +103,8 @@ canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 18
turretTurnSpeed: 4
maxAttackRange: 350
shootDelay: 25
maxAttackRange: 390
shootDelay: 18
turretMultiTargeting: true
@ -131,53 +120,19 @@ idleDir:0
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
projectile: beam2
size: 6
chargeEffectImage: ROOT:/assets/demonjiimg/core/LaserCharge.Ling
delay: 5
energyUsage: 1
shouldResetTurret: true
turnSpeed: 4.2
turnSpeedAcceleration: 0.3
aimOffsetSpread: 0
idleSweepAngle:20
idleSweepDelay:100
idleSweepSpeed:0.4
[turret_主炮X]
#laserTurret
image: ROOT:/assets/demonjiimg/core/蝴蝶闪电炮.Ling
image_drawOffsetY:3
image_applyTeamColors: true
invisible: true
x: -2
y: -18
idleDir:0
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
projectile: beam
size: 6
chargeEffectImage: ROOT:/assets/demonjiimg/core/LaserCharge.Ling
delay: 5
energyUsage: 1
delay: 1
energyUsage: 0
shouldResetTurret: true
turnSpeed: 4.2
turnSpeedAcceleration: 0.3
turnSpeed: 2.5
turnSpeedAcceleration: 0.09
aimOffsetSpread: 0
@ -186,10 +141,11 @@ idleSweepAngle:20
idleSweepDelay:100
idleSweepSpeed:0.4
[turret_左]
x: -34
y: -21
warmup:0.2s
warmup:0.3s
#energyUsage: 1
image: ROOT:/assets/demonjiimg/core/蝴蝶镭射炮.Ling
chargeEffectImage: ROOT:/assets/demonjiimg/core/特效1.Ling
@ -198,29 +154,105 @@ idleSweepAngle:60
idleSweepDelay:100
idleSweepSpeed:0.4
[turret_上]
x: -1
y: 25
warmup:0.5s
#energyUsage: 1
image: ROOT:/assets/demonjiimg/core/蝴蝶镭射炮.Ling
chargeEffectImage: ROOT:/assets/demonjiimg/core/特效1.Ling
projectile:1
idleSweepAngle:60
idleSweepDelay:100
idleSweepSpeed:0.4
shoot_sound:ROOT:sound/开火.ogg:1.5
size:8
recoilOffset:-3
recoilOutTime:4
recoilReturnTime:20
shoot_flame:CUSTOM:HexaStar
[turret_右]
copyFrom:左
x: 34
y: -20
warmup:0.5s
#energyUsage: 1
chargeEffectImage: ROOT:/assets/demonjiimg/core/特效1.Ling
image: ROOT:/assets/demonjiimg/core/蝴蝶镭射炮.Ling
projectile:1
idleSweepAngle:60
idleSweepDelay:100
idleSweepSpeed:0.4
[turret_上]
copyFrom:左
x: -1
y: 25
[turret_雷电]
x:0
y:0
projectile:雷电
delay:20s
invisible:true
limitingRange:1500
[projectile_雷电]
directDamage:900
areaDamage:750
areaRadius:80
drawSize:0
life:1
instant:true
explodeEffect:CUSTOM:闪
explodeEffectOnShield:CUSTOM:闪
spawnUnit:LH-25-10
[effect_闪]
alsoPlaySound:ROOT:sound/雷电.wav
priority:critical
showInFog:true
image:ROOT:effect/.tai/雷.png
yOffsetRelative:0
life:30
fadeOut:true
fadeInTime:2
scaleFrom:1
scaleTo:1
alpha:1
color:#FFFFFF
drawUnderUnits:false
hOffset:0
dirOffsetRandom:0
dirSpeedRandom:0
atmospheric:true
xOffsetRelativeRandom:0
yOffsetRelativeRandom:0
xSpeedAbsoluteRandom:0
ySpeedAbsoluteRandom:0
alwayStartDirAtZero:true
alsoEmitEffects:CUSTOM:闪电命中
[effect_闪电命中]
life:60
yOffsetAbsolute:0
yOffsetRelative:0
dirOffsetRandom:0
priority:critical
drawUnderUnits:true
fadeOut:true
fadeInTime:1
attachedToUnit:true
scaleFrom:3
scaleTo:3
image:ROOT:effect/.tai/闪电命中.png
total_frames:14
animateFrameStart:0
animateFrameEnd:13
animateFrameSpeed:0.3
alpha:1
alsoEmitEffects:CUSTOM:电
[effect_电]
life:30
priority:critical
fadeOut:true
fadeInTime:1
attachedToUnit:false
scaleFrom:20000
scaleTo:20000
image:ROOT:effect/.tai/电.png
total_frames:1
alpha:1
[turret_nanoTurret]
x: -2
@ -234,16 +266,20 @@ invisible:true
[projectile_1]
#aaa - anti air attack
directDamage: 30
areaDamage:30
areaRadius:45
directDamage: 32
life: 100
speed: 7
drawSize: 1.8
speed: 9
targetSpeedAcceleration:0.2
targetSpeed:15
drawSize: 0.4
color: #46ebff
lightColor: #46ebff
lightSize: 0.4
explodeEffect:CUSTOM:蓝色聚爆
image:ROOT:effect/.prj/能量弹.png
explodeEffect:CUSTOM:lightningShock,CUSTOM:hitLightFlash
shieldDamageMultiplier:2
shieldDefectionMultiplier:0.5
[projectile_missile]
@ -260,13 +296,13 @@ largeHitEffect: true
[projectile_beam]
#=== for the beam effect ===
life: 15
life: 3
instant:true
instantReuseLast: true
#instantReuseLast_alsoChangeTurretAim: true
#moveWithParent: true
beamImage: ROOT:/assets/demonjiimg/core/Laser.Ling
beamImage: ROOT:/assets/demonjiimg/core/Laser.png
beamImageEnd: SHARED:beam1_end.png
beamImageStart: SHARED:beam1_start.png
#beamImageOffsetRate: 1.5
@ -287,7 +323,7 @@ directDamage: 5
#color: #aa6284b8
#color: #dd99bcf2
color: #ff00ff
color: #00ffff
teamColorRatio_sourceRatio:0.8
@ -295,56 +331,6 @@ teamColorRatio:0.5
laserEffect: true
[projectile_beam2]
#=== for the beam effect ===
life: 0
instant:true
instantReuseLast: true
#instantReuseLast_alsoChangeTurretAim: true
#moveWithParent: true
beamImage: ROOT:/assets/demonjiimg/core/Laser.Ling
beamImageEnd: SHARED:beam1_end.png
beamImageStart: SHARED:beam1_start.png
#beamImageOffsetRate: 1.5
beamImageOffsetRate: 2
explodeEffect: NONE
explodeEffectOnShield: NONE
shieldDamageMultiplier: 0.75
sweepOffsetFromTargetRadius:0.4
#sweepOffset: x
sweepSpeed:10
#=== others ===
directDamage: 5
#color: #aa6284b8
#color: #dd99bcf2
color: #ff00ff
teamColorRatio_sourceRatio:0.8
teamColorRatio:0.5
laserEffect: true
#[projectile_3]
#directDamage: 100
#life: 150
#speed: 3.5
#image: ROOT:/assets/demonjiimg/core/VC.png
#lightColor: #FFccCCEE
#lightSize: 0.4
#image: ROOT:/assets/demonjiimg/core/VC.png
#areaDamage: 300
#areaRadius: 100
#trailEffect:CUSTOM:Fire
[movement]
movementType: AIR
moveSpeed: 0.94
@ -486,6 +472,7 @@ pivotOffset:0
xOffsetAbsolute: ((1-(self.hp / self.maxHp)) * (-${core.radius}/1.31))
#isVisible:if self.hp > self.maxHp*0.6
color:#00ffff
order:1
[decal_血条底板]
image:ROOT:/assets/demonjiimg/core/ldp-bar.png

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@ -0,0 +1,57 @@
[decal_阈值条]
layer:afterBody
image:ROOT:/assets/public/hpbar.png
imageScaleX:(self.resource.Hphold/self.maxHp)*82
alwaysStartDirAtZero:true
dirOffset:0
yOffsetAbsolute:70
pivotOffset:0
#Thanks 杰厕灵 in Code
alpha:0.9
xOffsetAbsolute: ((1-(self.resource.Hphold / self.maxHp)) * (-${core.radius}/1.31))
#isVisible:if self.hp > self.maxHp*0.6
color:#ff0000
order:0
[resource_Hphold]
displayName:阈值
hidden:false
[hiddenAction_受伤触发]
autoTriggerOnEvent: tookDamage()
alsoTriggerAction:减少阈值
[hiddenAction_减少阈值]
addResourcesWithLogic:Hphold=-int(self.resource.Hphold-self.hp)/20-2
alsoQueueAction:减少阈值
alsoTriggerOrQueueActionConditional:if self.resource.Hphold > self.hp
buildSpeed:0s
highPriorityQueue:true
[hiddenAction_静态血量上限绑定]
autoTriggerOnEvent:created
requireConditional:if self.maxHp > 0
setResourcesWithLogic:Hphold=${core.maxHp}
[hiddenAction_高于血量触发]
autoTrigger:if self.resource.Hphold > self.hp
addResourcesWithLogic:Hphold=-int(self.resource.Hphold-self.hp)/45-4
[hiddenAction_高于血量触发平滑设置]
autoTrigger:if self.resource.Hphold > self.hp
addResourcesWithLogic:Hphold=-int(self.resource.Hphold-self.hp)/60-2
[hiddenAction_低于血量重置绑定]
autoTrigger:if self.resource.Hphold < self.hp
setResourcesWithLogic:Hphold=self.hp
[effect_HexaStar]
attachedToUnit:false
life:30
image:ROOT:effect/.tai/.六角星.png
fadeOut:true
priority:verylow
scaleFrom:0.2
scaleTo:0.8
alpha:1
dirOffsetRandom:360

View File

@ -8,7 +8,7 @@ displayDescription_zh:-九头蛇战机,旧日的高阶战机,翱翔于空中
class: CustomUnitMetadata
price: 5000
maxHp: 1000
maxHp: 800
mass: 40000
techLevel: 2

View File

@ -0,0 +1,82 @@
[core]
name: 异构金属钻井
class: CustomUnitMetadata
price: 10000
maxHp: 600
mass: 9000
displayText: Heterogeneous metal drilling
displayDescription: -The old sun god discovered an extremely precious resource underground, and they named it heterogeneous metal. \n-The use of conventional extractors for this rare resource can lead to overload explosions, so heterogeneous metal drilling must be used for extraction.
tags:Heterogeneous
displayText_zh: 异构金属钻井
displayDescription_zh:-旧日神教在地下发现一种极其珍贵的资源,他们将它命名为异构金属。\n-这种稀有的资源使用常规提取器会导致超载爆炸,因此必须使用异构金属钻井进行提取。
#price per credit: $1100
generation_resources: 异构金属=1
generation_delay: 240
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,0,0
#used for placement, and placement of other buildings
constructionFootprint: -1,-1,1,1
techLevel: 2
buildSpeed: 0.0005
radius: 20
isBio: false
isBuilding: true
# [action_upgradeT2]
# convertTo: 循环序列T2
# price: 3400
# text:Upgrade
# description: Upgrade to high level cyclic sequence extraction square
# text_zh: 升级
# description_zh: 升级到高等级的循环序列提取方阵
# displayType: upgrade
# buildSpeed: 16s
# iconImage: SHARED:icon_upgrade.png
# iconExtraImage: SHARED:icon_upgrade_top.png
# iconExtraColor: #AAFFFFFF
[animation_idle]
onActions : idle
body_0s: {frame:0}
body_2s: {frame:0}
body_2.1s: {frame:1}
body_3.1s: {frame:8}
body_3.2s: {frame:9}
body_5.2s: {frame:9}
body_5.3s: {frame:8}
body_6.3s: {frame:0}
[graphics]
total_frames: 10
image: ROOT:/assets/oldsungodimg/T3/GoldExtra/GoldExtra-T1.png
image_wreak: NONE
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
maxAttackRange: 0
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1

View File

@ -15,7 +15,7 @@ displayDescription_zh:-配有两门火力重炮,两发高射炮,一个攻击
price: 15000
techLevel: 2
maxHp: 4500
maxHp: 5000
#softCollisionOnAll: 1
@ -157,7 +157,7 @@ delay: 100
turnSpeed: 15
[projectile_火炮]
directDamage:95
directDamage:110
life: 150
speed: 7
largeHitEffect: true

View File

@ -21,6 +21,7 @@ image_wreak: none
image_turret: none
image_shadow: auto
shadowOffsetX: 1
teamColorsOnTurret:true
shadowOffsetY: 1
[attack]
canAttack: true

View File

@ -0,0 +1,224 @@
[attack]
canAttack: true
canAttackFlyingUnits:true
canAttackLandUnits:true
canAttackUnderwaterUnits: false
aimOffsetSpread:0
turretSize: 2
turretTurnSpeed: 4
shootDelay:1
turretMultiTargeting:true
[turret_1]
#turret
x:0
y:-1
size:140
#clearTurretTargetAfterFiring:true
shoot_flame:large
shoot_light:#FFff925c
turnSpeed:0.85
turnSpeedAcceleration: 0.18
turnSpeedDeceleration: 0.35
canShoot: true
warmup:5s
#shoot_sound:ROOT:/.单位贴图/.单位音效/.激光磁炮2.ogg
shoot_sound_vol:0.1
limitingRange: 560
limitingMinRange: 140
recoilOffset:-3
recoilOutTime:2
recoilReturnTime:60
idleDir:0
[turret_left]
copyFrom:1
invisible:true
size:140
x:0
y:-1
warmup:6s
canShoot: true
[turret_right]
invisible:true
copyFrom:1
x:0
y:-1
warmup:5.5s
size:140
canShoot: true
[turret_2]
#turret
x:0
y:-1
size:8
turnSpeed:0.85
invisible:true
turnSpeedAcceleration: 0.18
turnSpeedDeceleration: 0.35
canShoot: true
canAttackFlyingUnits:false
canAttackLandUnits:false
canAttackNotTouchingWaterUnits:false
canAttackUnderwaterUnits:false
energyUsage:1000
#shoot_sound:ROOT:/.单位贴图/.单位音效/.激光磁炮2.ogg
shoot_sound_vol:0.1
projectile:2
limitingRange: 140
[decal_圆环之理]
layer:onTop
order:1
alwayStartDirAtZero:true
yOffsetAbsolute:-2
imageScale:2
image:ROOT:/assets/oldsungodimg/T3/HeavyMegaTank/royal.png
alpha:0.1
onlyWhenSelectedByAnyPlayer:true
[projectile_1]
#cannon shot
#directDamage: 300
areaDamage: 200
areaDamageNoFalloff:true
areaRadius: 120
life: 20000
image:ROOT:/assets/oldsungodimg/T3/HeavyMegaTank/project.png
speed:15
largeHitEffect: true
lightColor: #ffff925c
lightSize: 0.6
trailEffect: CUSTOM:projectileTrail
trailEffectRate:1
initialUnguidedSpeedHeight: 1.2
gravity:5
deflectionPower:2
lightCastOnGround: true
explodeEffect:CUSTOM:常规爆破
[projectile_2]
directDamage: 0
frame:1
spawnUnit:ExplosionLargeCustom*1
life:400
[effect_projectileTrail]
#custom projectile trail
stripIndex: effects
frameIndex: 0
#image: SHARED:light_50.png
life: 50
fadeOut: true
attachedToUnit: false
color: #ffff925c
fadeInTime:10
scaleFrom: 0.6
scaleTo: 0.9
alpha: 0.6
drawUnderUnits:false
#ySpeedRelative:-1
atmospheric:true
dirOffsetRandom:180
xSpeedAbsoluteRandom: 0.2
ySpeedAbsoluteRandom: 0.2
ySpeedRelative:0.8
[effect_dustL]
#custom track trail
life: 50
stripIndex: dust
frameIndex: 0
frameIndexRandom: 2
scaleFrom: 1.5
scaleTo: 1.9
alpha: 0.6
atmospheric:true
#dirOffsetRandom:180
xSpeedAbsoluteRandom: 0.1
ySpeedAbsoluteRandom: 0.1
ySpeedRelative:-0.8
hSpeed:0.1
xOffsetRelative:20
yOffsetRelative:-34
drawUnderUnits:true
attachedToUnit: false
[effect_dustR]
#custom track trail
life: 50
stripIndex: dust
frameIndex: 0
frameIndexRandom: 2
scaleFrom: 1.5
scaleTo: 1.9
alpha: 0.6
atmospheric:true
#dirOffsetRandom:180
xSpeedAbsoluteRandom: 0.1
ySpeedAbsoluteRandom: 0.1
ySpeedRelative:-0.8
hSpeed:0.1
xOffsetRelative:-20
yOffsetRelative:-34
drawUnderUnits:true
attachedToUnit: false
[movement]
movementType: LAND
moveSpeed: 0.45
moveAccelerationSpeed: 0.04
moveDecelerationSpeed: 0.06
reverseSpeedPercentage:1.0
maxTurnSpeed: 1.2
turnAcceleration: 0.15
moveSlidingMode :false
moveIgnoringBody:false
[graphics]
total_frames: 3
image:ROOT:/assets/oldsungodimg/T3/HeavyMegaTank/base.png
image_wreak:ROOT:/assets/oldsungodimg/T3/HeavyMegaTank/base_dead.png
image_turret:ROOT:/assets/oldsungodimg/T3/HeavyMegaTank/mega_turret.png
# scaleImagesTo:80
# scaleTurretImagesTo: 60
image_shadow: AUTO
shadowOffsetX:2
shadowOffsetY:2
animation_moving_start: 0
animation_moving_end: 2
animation_moving_speed:2.2
dustEffect: true
teamColorsOnTurret: true
[core]
class: CustomUnitMetadata
price:70000,异构金属=100
maxHp:25000
#高级特效
copyFrom:ROOT:/effect/extra/index.template
mass:30000
techLevel: 2
buildSpeed:85s
radius:72
displayRadius:72
numBitsOnDeath:200
softCollisionOnAll: 0
fireTurretXAtSelfOnDeath: 2
name:HMTK
tags:HMTK
displayText_zh:概念型重型实验坦克
displayDescription_zh:-拥有非常强大的一门火炮,每次进行三连发。\n-可造成巨大的范围伤害,对空对地。\n-但本身有一个攻击死角范围,若目标进入死角范围则无法攻击。\n-移速较慢,可以通过研发反制模块后获得全局加成后变得更强。\n-[旧日神教-突击反制模块[未激活]]\n-血量低于50%时每次攻击附带当前血量的20%额外伤害。]
displayText:Experimental Conceptual Heavy Tank
displayDescription:-Possessing a very powerful cannon, it causes areaDamage.Air to Land All Attack\n-Moderate movement speed, which can become stronger after developing counter modules.

View File

@ -342,26 +342,26 @@ description:The former lord, today is faith.
description_zh:昔日的领主,今日的信仰。
[action_浸没阵营]
temporarilyAddTags:已开火过
addActionCooldownTime:60s
displayType:infoOnlyStockpile
text:Immersion Technique
text_zh:浸没技术
isVisible:if self.tags(includes='充能完毕') and not self.tags(includes='已开火过')
isLocked:if self.isControlledByAI()
buildSpeed:6s
alsoQueueAction:永眠
#playSoundGlobally:.瞄准.ogg:0.6
iconExtraImage:ROOT:/assets/public/JMJS-CS.png
convertTo:SSTR
whenBuilding_triggerAction:浸没显示
attachments_deleteNumUnits:20
showMessageToAllPlayers_zh:WARNING:失落的科技在此复兴,侦察到浸没阵营的四世同仁机甲。【属于:%{self.playerName}】
showMessageToAllPlayers:WARNING: The ambition of the General Government, the Old Day of the past! [Belongs to:%{self.playerName}]
# [action_浸没阵营]
# temporarilyAddTags:已开火过
# addActionCooldownTime:60s
# displayType:infoOnlyStockpile
# text:Immersion Technique
# text_zh:浸没技术
# isVisible:if self.tags(includes='充能完毕') and not self.tags(includes='已开火过')
# isLocked:if self.isControlledByAI()
# buildSpeed:6s
# alsoQueueAction:永眠
# #playSoundGlobally:.瞄准.ogg:0.6
# iconExtraImage:ROOT:/assets/public/JMJS-CS.png
# convertTo:SSTR
# whenBuilding_triggerAction:浸没显示
# attachments_deleteNumUnits:20
# showMessageToAllPlayers_zh:WARNING:失落的科技在此复兴,侦察到浸没阵营的四世同仁机甲。【属于:%{self.playerName}】
# showMessageToAllPlayers:WARNING: The ambition of the General Government, the Old Day of the past! [Belongs to:%{self.playerName}]
description:Lost technology,Immersed empire.
description_zh:失落的科技,浸染的帝国。(联动阵营尚未完成,你可以通过沙盒进行测试)
# description:Lost technology,Immersed empire.
# description_zh:失落的科技,浸染的帝国。(联动阵营尚未完成,你可以通过沙盒进行测试)
[hiddenAction_旧日]
autoTrigger:if self.resource.Res==1 and self.isControlledByAI()

View File

@ -0,0 +1,149 @@
[core]
name:LH-25-10
class:CustomUnitMetadata
price:0
mass:0
techLevel:1
buildSpeed:1s
radius:0
displayRadius:0
softCollisionOnAll:300000
hideScorchMark:false
#effectOnDeathGroundCollosionfalse
explodeOnDeath:false
#effectOnDeathfalse
showInEditor:false
explodeOnDeathGroundCollosion:false
numBitsOnDeath:0
maxHp:99999
armour:99999
armourMinDamageToKeep:0
showOnMinimap:false
energyMax:100
energyRegen:1
canNotBeDirectlyAttacked:true
isUnselectable:true
fogOfWarSightRange:1
[action_t1]
autoTrigger:if self.timeAlive(laterThanSeconds=10)
isVisible:false
addResources:hp=-999999
[graphics]
total_frames:1
image:lightning_hit.png
image_turret:NONE
#PROls2.png
showEnergyBar:false
[attack]
canAttack:true
canAttackFlyingUnits:true
canAttackLandUnits:true
canAttackUnderwaterUnits:false
shootDelay:0.35s
maxAttackRange:100
turretSize:0
turretTurnSpeed:100
turretMultiTargeting:true
[turret_1]
x:0
y:0
energyUsage:1
limitingMinRange:0
limitingRange:30
[turret_2]
x:0
y:0
limitingMinRange:29
limitingRange:45
energyUsage:1
[turret_3]
x:0
y:0
limitingMinRange:44
limitingRange:65
energyUsage:1
[turret_4]
x:0
y:0
limitingMinRange:64
energyUsage:1
[turret_5]
x:0
y:0
limitingMinRange:64
energyUsage:1
[turret_6]
x:0
y:0
limitingMinRange:44
energyUsage:1
[projectile_1]
directDamage:25
lightSize:0
life:20
lightingEffect:true
instant:true
shieldDamageMultiplier:1.1
shieldDefectionMultiplier:0.7
buildingDamageMultiplier:0.8
explodeEffect:CUSTOM:LS,CUSTOM:sparks*6
[movement]
movementType:OVER_CLIFF_WATER
moveSpeed:0
targetHeight:0
targetHeightDrift:0
maxTurnSpeed:999
[effect_LS]
alsoPlaySound:buiding_explode
life:60
hOffset:0
dirOffset:0
dirOffsetRandom:180
fadeInTime:0
fadeOut:false
attachedToUnit:false
image:SHARED:lightning_shock.png
total_frames:14
animateFrameStart:0
animateFrameStartRandomAdd:2
animateFrameEnd:13
animateFrameSpeed:0.5
animateFrameSpeedRandom:0.2
alpha:0.6
scaleFrom:0.5
scaleTo:1
[effect_sparks]
attachedToUnit:false
life:100
physics:true
xSpeedRelativeRandom:1
ySpeedRelativeRandom:1
hSpeed:2
image:SHARED:spark.png
priority:verylow

View File

@ -1,6 +1,6 @@
[core]
name:AISystemLoadingSY
copyFrom:override-build.ini,ROOT:/code/demonji/蝴蝶母舰/蝴蝶母舰.ini
copyFrom:override-build.ini
unitsSpawnedOnDeath:AISystemV1,蝴蝶母舰核心
maxHp:0

View File

@ -0,0 +1,35 @@
[core]
name:启动核心
class:CustomUnitMetadata
maxHp:1
price:0
mass:0
radius:0
displayRadius:0
showInEditor:false
showOnMinimap:false
canNotBeDirectlyAttacked:true
isUnselectable:true
fogOfWarSightRange:20
startFallingWhenStartingUnit:true
overrideAndReplace:commandCenter
[graphics]
total_frames:1
image:lightning_hit.png
image_turret:NONE
#PROls2.png
[attack]
canAttack:false
[movement]
movementType:BUILDING
targetHeight:0
startingHeightOffset:1600

Binary file not shown.

After

Width:  |  Height:  |  Size: 373 B

View File

@ -0,0 +1,520 @@
[core]
name: 蠕行之灾
class: CustomUnitMetadata
#price: 2
price: 5000
copyFrom:血条.md
maxHp: 2700
mass: 7500
displayText:Worm Calamity
displayText_zh:蠕行之灾
displayDescription:The Worm Calamity is the core unit of the Wisdom Worm Empire, a terrifying creation with astonishing self-healing ability and terrifying nano turrets. This unit can build and produce other units, and upgrade through core reactions. \n\n-This unit has excellent combat performance both in the air and on the ground, with moderate movement speed, making it a key unit of the Wisdom Insect Empire.
displayDescription_zh:蠕行之灾是智虫帝国的核心单位,它是一个恐怖的机械造物。\n拥有惊人的自我恢复能力和令人恐惧的纳米炮塔。\n该单位可以建造和生产其他单位并通过核心反应进行升级。\n\n这个单位在空中和地面上都有着优秀的作战表现移速适中成为智虫帝国的关键单位。
techLevel: 1
experimental: true
buildSpeed: 0.0002
#buildSpeed: 1
#availableInDemo: true
radius: 39
displayRadius: 39
fogOfWarSightRange:19
transportSlotsNeeded: 8
isBio: false
isBuilder: true
softCollisionOnAll: 3
#nanoFactorySpeed:2.5
generation_credits: 12
generation_delay: 40
selfRegenRate:0.4
#builtFrom_1_name: commandCenter
#builtFrom_1_pos: 2
canRepairBuildings: true
canRepairUnits : true
canReclaimResources: true
autoRepair: true
nanoRange: 220
nanoRepairSpeed: 0.4
nanoBuildSpeed: 8
nukeOnDeath: true
nukeOnDeathRange: 70
nukeOnDeathDamage: 2400
nukeOnDeathDisableWhenNoNuke: true
#此处有自动触发高刷新更改
autoTriggerCooldownTime:0.1s
[canBuild_1]
name: builder
pos: 1
forceNano: true
[canBuild_2]
name: combatEngineer
pos: 1
forceNano: true
[canBuild_3]
name: heavyTank
pos: 1
forceNano: true
[canBuild_4]
name: heavyHoverTank
pos: 1
forceNano: true
[canBuild_5]
name: artillery
pos: 1
forceNano: true
[canBuild_6]
name: scout
pos: 1
forceNano: true
[canBuild_7]
name: turret, turret_artillery, antiAirTurret
pos: 0.1
[canBuild_8]
name: extractor
pos: 0.3
[canBuild_9]
name: landFactory, mechFactory, airFactory
pos: 0.4
[canBuild_10]
name: laserDefence, repairBay
pos: 0.5
[canBuild_11]
name: bomber
pos: 1
forceNano: true
[canBuild_showReclaimAction]
name: reclaim
pos: -1
[graphics]
drawLayer: experimentals
total_frames: 1
showHealthBar:false
image: ROOT:/assets/wisdomwormimg/wormlord/wormlordT1.png
image_wreak: NONE
image_turret: ROOT:/assets/wisdomwormimg/wormlord/wormlord_turret.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
showQueueBar:false
teamColorsOnTurret: true
image_shadow: AUTO
shadowOffsetX:3
shadowOffsetY:3
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 30
turretTurnSpeed: 2
maxAttackRange: 290
shootDelay: 85
turretMultiTargeting: true
[turret_nanoTurret]
x: 0
y: 16
idleDir:-50
idleDirReversing: -110
warmup:30
idleSpin:0.4
turnSpeed: 4
size: 8
#image: SHARED:nano_turret.png
canShoot: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
isMainNanoTurret: true
[turret_Left]
x:-26
y:-16
delay:55
shouldResetTurret:false
shoot_sound:missile_fire
shoot_sound_vol:0.2
shoot_light:#FFEECCCC
projectile:laserShot
size:1
turnSpeed:90
shoot_flame:shockwave
[turret_Right]
copyFrom:Left
x:26
y:-16
delay:100
[projectile_laserShot]
directDamage: 80
life: 70
speed: 9
frame: 11
[projectile_cannonShot]
#main turret projectile
#directDamage: 0 #no directDamage with targetGround
life: 150
speed: 5
largeHitEffect: true
frame: 2
targetGround: true
areaDamage: 160
areaRadius: 45
[projectile_plasma]
directDamage: 190
life: 80
speed: 16
targetSpeed: 16
targetSpeedAcceleration: 0.7
drawType:2
frame:4
drawSize: 1
#trailEffect: CUSTOM:projectileTrail
trailEffectRate:2
#trailEffectRate: true
#lightColor:#ffffff
explodeEffect: smallExplosion, CUSTOM:hitLightFlash, CUSTOM:projectilePassThough
#explodeEffectOnShield: CUSTOM:hitLightFlash
effectOnCreate: CUSTOM:projectileLight
[effect_warmup]
priority:high
image: SHARED:light_50.png
life: 25
fadeOut: true
attachedToUnit: true
color: #e89263
scaleFrom: 0.1
scaleTo: 0.1
alpha: 0.8
drawUnderUnits:false
ySpeedRelative:3.9
[effect_lightSlowFade]
image: SHARED:light_50.png
life: 40
fadeOut: true
attachedToUnit: true
color: #e89263
scaleFrom: 0.4
scaleTo: 0.4
alpha: 0.5
#drawUnderUnits:true
[effect_lightSlowFadeBase]
image: SHARED:light_50.png
life: 30
fadeOut: true
attachedToUnit: true
color: #AAAAFF
scaleFrom: 0.2
scaleTo: 0.6
alpha: 0.7
#drawUnderUnits:true
yOffsetRelative:-41
ySpeedRelative:0.3
[effect_projectileTrail]
image: SHARED:light_50.png
life: 20
fadeOut: true
attachedToUnit: false
color: #e89263
fadeInTime:2
scaleFrom: 0.4
scaleTo: 0.4
alpha: 0.6
drawUnderUnits:true
#ySpeedRelative:-1
[effect_projectileLight]
priority:veryhigh
image: SHARED:light_50.png
life: 100
fadeOut: true
attachedToUnit: true
color: #e89263
fadeInTime:2
scaleFrom: 0.8
scaleTo: 0.8
alpha: 0.6
drawUnderUnits:false
liveAfterAttachedDies: false
[effect_hitLightFlash]
priority:high
image: SHARED:light_50.png
life: 14
fadeOut: true
attachedToUnit: false
color: #e89263
scaleFrom: 1.8
scaleTo: 1.8
alpha: 0.6
drawUnderUnits:false
[effect_projectilePassThough]
priority:high
frameIndex: 4
stripIndex: projectiles2
life: 20
fadeOut: true
attachedToUnit: false
color: #FFFFFF
scaleFrom: 1
scaleTo: 0.5
alpha: 1
drawUnderUnits:false
ySpeedRelative:2
atmospheric: true
[leg_1]
x: -32
y: 22
attach_x: 0
attach_y: 23
moveSpeed:0.9
heightSpeed:0.9
moveWarmUp:3
resetAngle:0
holdDisMin:12
holdDisMax:25
hold_moveOnlyIfFurthest:true
image_leg: ROOT:/assets/wisdomwormimg/wormlord/wormlord_s1r_leg.png
image_foot: ROOT:/assets/wisdomwormimg/wormlord/wormlord_s1r_foot.png
#drawUnderAllUnits:true
favourOppositeSideNeighbours: true
drawLegWhenZoomedOut: true
drawFootWhenZoomedOut: true
[leg_2]
x: 32
y: 22
attach_x: 0
attach_y: 23
copyFrom:1
image_leg: ROOT:/assets/wisdomwormimg/wormlord/wormlord_s1l_leg.png
image_foot: ROOT:/assets/wisdomwormimg/wormlord/wormlord_s1l_foot.png
favourOppositeSideNeighbours:false
[leg_3]
x: -24
y: 35
attach_x: 0
attach_y: 40
moveSpeed:1.1
heightSpeed:1.1
moveWarmUp:3
resetAngle:0
holdDisMin:12
holdDisMax:25
hold_moveOnlyIfFurthest:true
image_leg: ROOT:/assets/wisdomwormimg/wormlord/wormlord_s2_leg.png
image_foot: ROOT:/assets/wisdomwormimg/wormlord/wormlord_s2_foot.png
#drawUnderAllUnits:true
favourOppositeSideNeighbours: true
drawLegWhenZoomedOut: true
drawFootWhenZoomedOut: true
[leg_4]
x: 24
y: 35
attach_x: 0
attach_y: 40
copyFrom:3
image_leg: ROOT:/assets/wisdomwormimg/wormlord/wormlord_s2r_leg.png
image_foot: ROOT:/assets/wisdomwormimg/wormlord/wormlord_s2r_foot.png
favourOppositeSideNeighbours:false
[movement]
movementType:OVER_CLIFF_WATER
moveSpeed:0.5
moveAccelerationSpeed:0.05
moveDecelerationSpeed:0.05
targetHeight:3
targetHeightDrift:0
maxTurnSpeed:0.9
turnAcceleration:0.15
[ai]
useAsBuilder: true
[attachment_进度条显示]
x:0
y:0
idleDir:0
rotateWithParent:false
lockRotation:false
isUnselectable:false
#----血条------
[decal_血条]
layer:afterBody
image:ROOT:/assets/public/hpbar.png
imageScaleX:(self.hp/self.maxHp)*63
alwaysStartDirAtZero:true
dirOffset:0
color:#9C7BA3
yOffsetAbsolute:69
pivotOffset:0
#Thanks 杰厕灵 in Code
xOffsetAbsolute: ((1-(self.hp / self.maxHp)) * (-${core.radius}/1.12))
#isVisible:if self.hp > self.maxHp*0.6
order:1
[decal_血条底板]
image:ROOT:/assets/wisdomwormimg/wormlord/wormlord_hpbar.png
alwaysStartDirAtZero:true
dirOffset:0
imageScaleX:1.3
yOffsetAbsolute:69
xOffsetAbsolute:3
pivotOffset:0
order:-1
layer:onTop
teamColors:true
[decal_xis_个位]
@define A:0
layer:onTop
order:10.01
yOffsetAbsolute:69
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
alwayStartDirAtZero:true
color:#97789E
onlyWhileAlive:true
onlyOnNonPreview:true
xOffsetAbsolute: 5
[decal_xis_十位]
@copyFromSection: decal_xis_个位
@define A:1
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
isVisible:if memory.#[${A}] != 0 or memory.#[2] != 0 or memory.#[3] != 0
xOffsetAbsolute:0
[decal_xis_百位]
@copyFromSection: decal_xis_个位
@define A:2
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
isVisible:if memory.#[${A}] != 0 or memory.#[3] != 0
xOffsetAbsolute:-5
[decal_xis_千位]
@copyFromSection: decal_xis_个位
@define A:3
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
isVisible:if memory.#[${A}] != 0
xOffsetAbsolute:-10

View File

@ -0,0 +1,539 @@
[core]
name: 蠕行之灾T2
class: CustomUnitMetadata
#price: 2
price: 5000
copyFrom:血条.md
maxHp: 5000
mass: 7500
displayText:Worm Calamity[T2]
displayText_zh:蠕行之灾[T2]
displayDescription:The Worm Calamity is the core unit of the Wisdom Worm Empire, a terrifying creation with astonishing self-healing ability and terrifying nano turrets. This unit can build and produce other units, and upgrade through core reactions. \n\n-This unit has excellent combat performance both in the air and on the ground, with moderate movement speed, making it a key unit of the Wisdom Insect Empire.
displayDescription_zh:蠕行之灾是智虫帝国的核心单位,它是一个恐怖的机械造物。\n拥有惊人的自我恢复能力和令人恐惧的纳米炮塔。\n该单位可以建造和生产其他单位并通过核心反应进行升级。\n\n这个单位在空中和地面上都有着优秀的作战表现移速适中成为智虫帝国的关键单位。
techLevel: 1
experimental: true
buildSpeed: 0.0002
#buildSpeed: 1
#availableInDemo: true
radius: 65
displayRadius: 65
fogOfWarSightRange:19
transportSlotsNeeded: 8
isBio: false
isBuilder: true
softCollisionOnAll: 3
#nanoFactorySpeed:2.5
generation_credits: 12
generation_delay: 40
selfRegenRate:0.4
#builtFrom_1_name: commandCenter
#builtFrom_1_pos: 2
canRepairBuildings: true
canRepairUnits : true
canReclaimResources: true
autoRepair: true
nanoRange: 220
nanoRepairSpeed: 0.4
nanoBuildSpeed: 8
nukeOnDeath: true
nukeOnDeathRange: 200
nukeOnDeathDamage: 4400
nukeOnDeathDisableWhenNoNuke: true
[canBuild_1]
name: builder
pos: 1
forceNano: true
[canBuild_2]
name: combatEngineer
pos: 1
forceNano: true
[canBuild_3]
name: heavyTank
pos: 1
forceNano: true
[canBuild_4]
name: heavyHoverTank
pos: 1
forceNano: true
[canBuild_5]
name: artillery
pos: 1
forceNano: true
[canBuild_6]
name: scout
pos: 1
forceNano: true
[canBuild_7]
name: turret, turret_artillery, antiAirTurret
pos: 0.1
[canBuild_8]
name: extractor
pos: 0.3
[canBuild_9]
name: landFactory, mechFactory, airFactory
pos: 0.4
[canBuild_10]
name: laserDefence, repairBay
pos: 0.5
[canBuild_11]
name: bomber
pos: 1
forceNano: true
[canBuild_showReclaimAction]
name: reclaim
pos: -1
[graphics]
drawLayer: experimentals
total_frames: 1
image: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2.png
image_wreak: NONE
image_turret: ROOT:/assets/wisdomwormimg/wormlord/wormlord_turret.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
showQueueBar:false
teamColorsOnTurret: true
image_shadow: AUTO
shadowOffsetX:3
shadowOffsetY:3
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 30
turretTurnSpeed: 2
maxAttackRange: 350
shootDelay: 65
turretMultiTargeting: true
[turret_nanoTurret]
x: 0
y: 40
idleDir:180
warmup:30
turnSpeed: 4
size: 8
#image: SHARED:nano_turret.png
canShoot: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
isMainNanoTurret: true
[turret_Left]
x:-25.5
y:-30
delay:85
shouldResetTurret:false
shoot_sound:missile_fire
shoot_sound_vol:0.2
shoot_light:#FFEECCCC
idleSpin:0.4
projectile:plasma
size:1
turnSpeed:90
shoot_flame:shockwave
[turret_Right]
copyFrom:Left
x:25.5
y:-30
delay:85
idleSpin:0.4
[turret_LRight]
copyFrom:Left
x:25.5
y:7
delay:85
idleSpin:0.4
[turret_RLight]
copyFrom:Left
x:-25.5
y:7
delay:85
idleSpin:0.4
[projectile_laserShot]
directDamage: 80
life: 70
speed: 9
frame: 11
[projectile_cannonShot]
#main turret projectile
#directDamage: 0 #no directDamage with targetGround
life: 150
speed: 5
largeHitEffect: true
frame: 2
targetGround: true
areaDamage: 160
areaRadius: 45
[projectile_plasma]
directDamage: 90
life: 80
speed: 16
targetSpeed: 16
targetSpeedAcceleration: 0.7
color:#00ff00
frame:11
drawSize: 1.4
#trailEffect: CUSTOM:projectileTrail
trailEffectRate:2
#trailEffectRate: true
#lightColor:#ffffff
explodeEffect: smallExplosion, CUSTOM:hitLightFlash, CUSTOM:projectilePassThough
#explodeEffectOnShield: CUSTOM:hitLightFlash
effectOnCreate: CUSTOM:projectileLight
[effect_warmup]
priority:high
image: SHARED:light_50.png
life: 25
fadeOut: true
attachedToUnit: true
color: #e89263
scaleFrom: 0.1
scaleTo: 0.1
alpha: 0.8
drawUnderUnits:false
ySpeedRelative:3.9
[effect_lightSlowFade]
image: SHARED:light_50.png
life: 40
fadeOut: true
attachedToUnit: true
color: #e89263
scaleFrom: 0.4
scaleTo: 0.4
alpha: 0.5
#drawUnderUnits:true
[effect_lightSlowFadeBase]
image: SHARED:light_50.png
life: 30
fadeOut: true
attachedToUnit: true
color: #AAAAFF
scaleFrom: 0.2
scaleTo: 0.6
alpha: 0.7
#drawUnderUnits:true
yOffsetRelative:-41
ySpeedRelative:0.3
[effect_projectileTrail]
image: SHARED:light_50.png
life: 20
fadeOut: true
attachedToUnit: false
color: #e89263
fadeInTime:2
scaleFrom: 0.4
scaleTo: 0.4
alpha: 0.6
drawUnderUnits:true
#ySpeedRelative:-1
[effect_projectileLight]
priority:veryhigh
image: SHARED:light_50.png
life: 100
fadeOut: true
attachedToUnit: true
color: #e89263
fadeInTime:2
scaleFrom: 0.8
scaleTo: 0.8
alpha: 0.6
drawUnderUnits:false
liveAfterAttachedDies: false
[effect_hitLightFlash]
priority:high
image: SHARED:light_50.png
life: 14
fadeOut: true
attachedToUnit: false
color: #e89263
scaleFrom: 1.8
scaleTo: 1.8
alpha: 0.6
drawUnderUnits:false
[effect_projectilePassThough]
priority:high
frameIndex: 4
stripIndex: projectiles2
life: 20
fadeOut: true
attachedToUnit: false
color: #FFFFFF
scaleFrom: 1
scaleTo: 0.5
alpha: 1
drawUnderUnits:false
ySpeedRelative:2
atmospheric: true
[leg_1]
x: 23
y: 29
attach_x:21.9
attach_y: 0
moveSpeed:1.6
heightSpeed:1.6
moveWarmUp:6
resetAngle:0
holdDisMin:6
holdDisMax:18
hold_moveOnlyIfFurthest:true
image_leg: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2_s1r_leg.png
image_foot: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2_s1r_foot.png
#drawUnderAllUnits:true
favourOppositeSideNeighbours: true
drawLegWhenZoomedOut: true
drawFootWhenZoomedOut: true
[leg_2]
x: -23
y: 30
attach_x:-21.9
attach_y: 0
copyFrom:1
image_leg: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2_s1l_leg.png
image_foot: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2_s1l_foot.png
favourOppositeSideNeighbours:false
[leg_3]
x: -19
y: 60
attach_x: -22
attach_y: 0
moveSpeed:1.4
heightSpeed:1.4
moveWarmUp:6
resetAngle:0
holdDisMin:6
holdDisMax:18
hold_moveOnlyIfFurthest:true
image_leg: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2_s1l_leg.png
image_foot: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2_s2r_foot.png
#drawUnderAllUnits:true
favourOppositeSideNeighbours: true
drawLegWhenZoomedOut: true
drawFootWhenZoomedOut: true
[leg_4]
x: 19
y: 60
attach_x: 22
attach_y: 0
copyFrom:3
image_leg: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2_s1r_leg.png
image_foot: ROOT:/assets/wisdomwormimg/wormlord/wormlordT2_s2l_foot.png
favourOppositeSideNeighbours:false
[movement]
movementType:OVER_CLIFF_WATER
moveSpeed:0.85
moveAccelerationSpeed:0.05
moveDecelerationSpeed:0.05
targetHeight:3
targetHeightDrift:0
maxTurnSpeed:0.5
turnAcceleration:0.15
[ai]
useAsBuilder: true
[attachment_进度条显示]
x:0
y:0
idleDir:0
rotateWithParent:false
lockRotation:false
isUnselectable:false
#----血条------
[decal_血条]
layer:afterBody
image:ROOT:/assets/public/hpbar.png
imageScaleX:(self.hp/self.maxHp)*68
alwaysStartDirAtZero:true
dirOffset:0
color:#9C7BA3
yOffsetAbsolute:100
pivotOffset:0
#Thanks 杰厕灵 in Code
xOffsetAbsolute: ((1-(self.hp / self.maxHp)) * (-${core.radius}/1.75))
#isVisible:if self.hp > self.maxHp*0.6
order:1
[decal_血条底板]
image:ROOT:/assets/wisdomwormimg/wormlord/wormlord_hpbar.png
#image:SHARED:blank.png
alwaysStartDirAtZero:true
dirOffset:0
imageScaleX:1.3
yOffsetAbsolute:100
xOffsetAbsolute:3
pivotOffset:0
order:-1
layer:onTop
teamColors:true
[decal_xis_个位]
@define A:0
layer:onTop
order:10.01
yOffsetAbsolute:100
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
alwayStartDirAtZero:true
color:#97789E
onlyWhileAlive:true
onlyOnNonPreview:true
xOffsetAbsolute: 5
[decal_xis_十位]
@copyFromSection: decal_xis_个位
@define A:1
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
isVisible:if memory.#[${A}] != 0 or memory.#[2] != 0 or memory.#[3] != 0
xOffsetAbsolute:0
[decal_xis_百位]
@copyFromSection: decal_xis_个位
@define A:2
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
isVisible:if memory.#[${A}] != 0 or memory.#[3] != 0
xOffsetAbsolute:-5
[decal_xis_千位]
@copyFromSection: decal_xis_个位
@define A:3
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
isVisible:if memory.#[${A}] != 0
xOffsetAbsolute:-10
[decal_阈值条]
layer:afterBody
image:ROOT:/assets/public/hpbar.png
imageScaleX:(self.resource.Hphold/self.maxHp)*68
alwaysStartDirAtZero:true
dirOffset:0
yOffsetAbsolute:100
pivotOffset:0
#Thanks 杰厕灵 in Code
alpha:0.9
xOffsetAbsolute:((1-(self.resource.Hphold / self.maxHp)) * (-${core.radius}/1.75))
#isVisible:if self.hp > self.maxHp*0.6
color:#00ffff
order:0

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@ -0,0 +1,53 @@
[core]
@memory #:number[]
updateUnitMemory: #[0]= self.hp%10, #[1]= int((self.hp%100)/10), #[2]= int((self.hp%1000)/100),#[3]= int((self.hp%10000)/1000)
updateUnitMemoryRate:0
[graphics]
showHealthBar:false
showQueueBar:false
[decal_阈值条]
layer:afterBody
image:ROOT:/assets/public/hpbar.png
imageScaleX:(self.resource.Hphold/self.maxHp)*63
alwaysStartDirAtZero:true
dirOffset:0
yOffsetAbsolute:69
pivotOffset:0
#Thanks 杰厕灵 in Code
alpha:0.9
xOffsetAbsolute:((1-(self.resource.Hphold / self.maxHp)) * (-${core.radius}/1.12))
#isVisible:if self.hp > self.maxHp*0.6
color:#00ffff
order:0
[resource_Hphold]
displayName:阈值
hidden:false
[hiddenAction_受伤触发]
autoTriggerOnEvent: tookDamage()
alsoTriggerAction:减少阈值
[hiddenAction_减少阈值]
addResourcesWithLogic:Hphold=-int(self.resource.Hphold-self.hp)/20-2
alsoQueueAction:减少阈值
alsoTriggerOrQueueActionConditional:if self.resource.Hphold > self.hp
buildSpeed:0s
highPriorityQueue:true
[hiddenAction_静态血量上限绑定]
autoTriggerOnEvent:created
requireConditional:if self.maxHp > 0
setResourcesWithLogic:Hphold=${core.maxHp}
[hiddenAction_高于血量触发]
autoTrigger:if self.resource.Hphold > self.hp
addResourcesWithLogic:Hphold=-int(self.resource.Hphold-self.hp)/45-4
[hiddenAction_高于血量触发平滑设置]
autoTrigger:if self.resource.Hphold > self.hp
addResourcesWithLogic:Hphold=-int(self.resource.Hphold-self.hp)/60-2
[hiddenAction_低于血量重置绑定]
autoTrigger:if self.resource.Hphold < self.hp
setResourcesWithLogic:Hphold=self.hp

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@ -0,0 +1,252 @@
[core]
name:ExplosionLargeCustom
class:CustomUnitMetadata
price:1
mass:1
#showInEditor:false
techLevel:1
buildSpeed:1
showInEditor:false
#betaCodes
isUnselectable:true
canNotBeDirectlyAttacked:true
disableAllUnitCollisions:true
#EndOfBetaCodes
displayDescription:dont use, this is an effect, Pls just no, you crash with this
radius:0
isBio:false
isBug:false
isBuilding:true
constructionFootprint:-1,-1,-1,-1
maxHp:999
maxShield:99999
shieldRegen:999
shieldDisplayOnlyDeflection:true
shieldDeflectionDisplayRate:99999
numBitsOnDeath:30
explodeOnDeath:false
[graphics]
image:null.png
image_wreak: NONE
image_turret: NONE
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 0
turretTurnSpeed:999999
isMelee:true
#dieOnAttack:true
maxAttackRange: 50000
shootDelay: 1s
[turret_1]
x:0
y:0
invisible:true
shoot_flame:NONE
shoot_sound:NONE
shoot_sound_vol:0.3
shoot_light:#FFcceeee
[projectile_1]
#directDamage: 4
life: 0
largeHitEffect: true
targetGround:true
targetGroundSpread:10
areaRadius:100
areaDamage:0
shieldDamageMultiplier: 10
buildingDamageMultiplier: 0.5
explodeOnEndOfLife: true
explodeEffect:CUSTOM:ShockWave,CUSTOM:ShockWaveSlow,CUSTOM:flash1, CUSTOM:flare1*5,CUSTOM:explosion3s1*3,CUSTOM:explosion3s2*3,CUSTOM:explosion2s1*2,CUSTOM:explosion2s2*2,CUSTOM:explosion1s1,CUSTOM:explosion1s2,CUSTOM:flash2
[movement]
movementType: HOVER
targetHeight:0
moveSpeed: 0
moveAccelerationSpeed: 0
moveDecelerationSpeed: 0
maxTurnSpeed: 0
turnAcceleration: 0
moveSlidingMode :false
moveIgnoringBody:false
[action_die]
displayType: action
autoTrigger: if self.timeAlive(laterThanSeconds=1)
price: 0
text: Explode
buildSpeed: 1s
addResources: hp:-1000
[effect_explosion1s1]
alsoPlaySound:explodeLarge.ogg
life:100
scaleFrom:3.5
scaleTo:3
image:explosion.png
total_frames:14
animateFrameStart: 0
animateFrameEnd: 13
animateFrameSpeed: 0.5
xOffsetRelativeRandom:5
yOffsetRelativeRandom:5
[effect_explosion1s2]
life:100
scaleFrom:3
delayedStartTimer:5
scaleTo:2.8
image:explosion.png
total_frames:14
animateFrameStart: 0
animateFrameEnd: 13
animateFrameSpeed: 0.5
xOffsetRelativeRandom:40
yOffsetRelativeRandom:40
[effect_explosion2s1]
life:100
delayedStartTimer:10
scaleFrom:2.5
scaleTo:2.0
image:explosion.png
alpha:0.8
total_frames:14
animateFrameStart: 0
animateFrameEnd: 13
animateFrameSpeed: 0.5
xOffsetRelativeRandom:50
yOffsetRelativeRandom:50
[effect_explosion2s2]
life:100
delayedStartTimer:15
scaleFrom:2
scaleTo:1.8
image:explosion.png
alpha:0.8
total_frames:14
animateFrameStart: 0
animateFrameEnd: 13
animateFrameSpeed: 0.5
xOffsetRelativeRandom:50
yOffsetRelativeRandom:50
[effect_explosion3s1]
life:100
delayedStartTimer:20
scaleFrom:1.5
scaleTo:1
image:explosion.png
alpha:0.8
total_frames:14
animateFrameStart: 0
animateFrameEnd: 13
animateFrameSpeed: 0.5
xOffsetRelativeRandom:60
yOffsetRelativeRandom:60
[effect_explosion3s2]
life:100
delayedStartTimer:25
scaleFrom:1
scaleTo:0.5
image:explosion.png
alpha:0.8
total_frames:14
animateFrameStart: 0
animateFrameEnd: 13
animateFrameSpeed: 0.5
xOffsetRelativeRandom:60
yOffsetRelativeRandom:60
[effect_flare1]
image: SHARED:light_50.png
life: 40
fadeOut: true
color: #ff9900
scaleFrom: 0.3
scaleTo: 0.3
alpha: 0.5
xSpeedRelativeRandom:4
ySpeedRelativeRandom:4
[effect_flash1]
image: SHARED:light_50.png
life: 80
fadeOut: true
color: #ff9900
scaleFrom: 5
scaleTo:0
alpha: 1
drawUnderUnits:true
[effect_flash2]
image: flash.png
life: 20
fadeOut: true
color: #ffffff
scaleFrom: 3
scaleTo:0
alpha: 1
[effect_ShockWave]
priority:high
stripIndex:shockwave_large
life: 20
scaleFrom: 0.5
scaleTo: 4.5
[effect_ShockWaveSlow]
priority:high
image:areaNew.png
life: 30
scaleFrom: 0
scaleTo: 1

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@ -14,6 +14,21 @@ animateFrameStart:0
animateFrameEnd:11
animateFrameSpeed:0.4
[effect_常规爆破]
life:30
priority:critical
fadeOut:false
fadeInTime:1
attachedToUnit:false
scaleFrom:0.8
scaleTo:2.8
image:ROOT:effect/extra/爆破.png
total_frames:16
alpha:1
animateFrameStart:0
animateFrameEnd:15
animateFrameSpeed:0.5
[effect_蓝色聚爆]
life:30
priority:critical

View File

@ -252,7 +252,7 @@ idleDir:-90
canBeAttackedAndDamaged:false
keepAliveWhenParentDies:true
setDrawLayerOnTop:true
addTransportedUnits:1
addTransportedUnits:true
rotateWithParent:true
lockRotation:false
resetRotationWhenNotAttacking:true
@ -499,8 +499,13 @@ nanoBuildSpeed:0.35
name:SSTR
tags:SSTR
displayText:“四世同仁”指挥机甲
displayDescription:来自浸没阵营的高度智能的机甲,兼并建造与攻击。\n-对空对地,可以自我修复护盾,可以建造和生产东西,可以简单进行单位运输。
displayText:Four Generations Command Mech
displayText_zh:“四世同仁”指挥机甲
displayDescription:A highly intelligent mech from the immersion camp that doubles as a builder and attacker.\n-air-to-ground,can self-repair shields, can build and produce things, and can simply do unit transportation.
displayDescription_zh:来自浸没阵营的高度智能的机甲,兼并建造与攻击。\n-对空对地,可以自我修复护盾,可以建造和生产东西,可以简单进行单位运输。
[canBuild_1]

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@ -1,7 +1,11 @@
[core]
name:unnecessary-rt1
displayText:浸没工厂
displayDescription:建造沉浸复原的单位
displayText:Submersion Factory
displayDescription:Constructing Immersion Recovery Army Units.
displayText_zh:浸没工厂
displayDescription_zh:建造沉浸复原的陆军单位。
class:CustomUnitMetadata
price:1500
maxHp:1000

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@ -1,5 +1,8 @@
[mod]
title:星河征途-渊澪星空-浸染旧日-V0.9.6.0
title:星河征途-赤色风暴-Beta1
description:冰菱之心上面的印记,是曾经的诺言。\n-失效的格罗尔高塔仍在运行,模拟战还是现实,或许会在这一次有了答案.\n\n-总制作:JDSALing,Lilys\n\n-美工:DC,默鸽,冷群,小果果,北梦孤辰,迷迭香,Lea,葛城\n\n-语言支持:中文(源语言),English(美国英文)\n\n-音乐制作:Prohonor\n\n-本地组支持:Catand\n\n-联动声明:浸没技术,莱顿科技,统一教会\n\n-人物立绘:PbFish\n\n-测试人员:第四维,兰兹,口水猫,清明,牙疼,Catand,Fang,瓜皮,Mizuki,卡俄斯,葛城,EDAJ,此账号已注销,白虎鲸,苏叶,Plee,Mason,Liuliu\n\n-外部联动:SES BTM MP97\n\n-CopyRight-2023-RE-CORE\n\n-The root of the time confusion, the cost is simply a practice war time.\n-Chief Producer: JDSALing \n-Artists: Mo Ge, Leng Qun, Xiao Guoguo, Beimeng Guchen, Rosemary, Lea\n-Language Support: Chinese (source language), English (American English)-\nExternal linkage: SES BTM MP97\n\n-CopyRight-2023-RE-CORE
thumbnail:icon.png
minVersion:1.15p11
minVersion:1.15p11
[map]
addExtraMapsForPath:false

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