Update:0.9.5.3-Beta2

This commit is contained in:
LingASDJ 2023-03-27 00:11:17 +08:00
parent 3e6662e217
commit 525b0c04fd
30 changed files with 1611 additions and 121 deletions

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@ -33,3 +33,5 @@ jobs:
{"type": "mod", "section":"MOD", "hidden":false},
{"type": "del", "section":"Delete", "hidden":false}
]'
release-as: 0.9.5.3-Beta2
bump-minor-pre-major: true

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@ -46,18 +46,17 @@ name: reclaim,妖姬陆军基地,妖姬海军基地,妖姬空军基地,裂痕机
pos: 1
[action_升级]
price:0
price:7500
text:Upgrade Butterfly
text_zh:升级蝴蝶
description:Memories\nA: I am not very optimistic about this gambling\nB: Everything is caused by your own blame\nC: Shut up, Magic girls City is not your plaything\n-Upgrade the butterfly\n-Change the lightning cannon into a laser gun.
description_zh:记忆碎片\n-A:我不是很看好这场赌博\n-B:一切都是你的咎由自取造成的\n-C:闭嘴,魔女之城不是你们的玩物\n-升级蝴蝶\n-将机枪炮射速加快\n-解锁魔紫激光。\n-解锁Lv2基地组。
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:90s
convertTo:NONE
buildSpeed:60s
convertTo:蝴蝶母舰T2
pos:1
showMessageToPlayer:You have successfully upgraded the butterfly Mother-Ship the basic to LV2
showMessageToPlayer_zh:%{self.playerName}已经成功升级蝴蝶母舰基本型到Lv2
isLocked:true
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
[graphics]
total_frames: 1
@ -156,10 +155,9 @@ idleSweepSpeed:0.4
[turret_左]
x: -34
y: -21
warmup:0.5s
warmup:0.25s
#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
@ -168,10 +166,9 @@ idleSweepSpeed:0.4
[turret_上]
x: -1
y: 25
warmup:0.5s
warmup:0.25s
#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
@ -180,9 +177,8 @@ idleSweepSpeed:0.4
[turret_右]
x: 34
y: -20
warmup:1s
warmup:0.25s
#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
@ -460,37 +456,16 @@ pivotOffset:0
order:-1
layer:onTop
#如果使用INT 个位需要进行血量满的判定
#如果使用INT 个位需要进行血量满的判定
[decal_xis_个位]
@define A:0
layer:onTop
order:10.01
yOffsetAbsolute:70
image:ROOT:/assets/oldsungodimg/lalaiye/hp-none-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
isVisible:if not self.hp(full=true)
alwayStartDirAtZero:true
onlyWhileAlive:true
onlyOnNonPreview:true
xOffsetAbsolute: 5
#判定单位血量满的情况
[decal_xis_个位满]
@define A:0
layer:onTop
order:10.01
yOffsetAbsolute:70
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
isVisible:if self.hp(full=true)
alwayStartDirAtZero:true
onlyWhileAlive:true
onlyOnNonPreview:true

View File

@ -0,0 +1,538 @@
[core]
name: 蝴蝶母舰T2
class: CustomUnitMetadata
price: 0
maxHp: 4200
mass: 90000
@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
displayText: Fairy Ji Deep Blue Butterfly MotherShip
displayText_zh: 妖姬深蓝母舰T2
copyFrom:ROOT:/effect/extra/index.template
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。
#availableInDemo: true
radius: 50
#displayRadius: 25
isBio: false
softCollisionOnAll: 3
#isBuilding: true
generation_credits: 20
generation_delay: 40
canRepairBuildings: true
canRepairUnits : true
canReclaimResources: true
autoRepair: true
nanoRange: 210
nanoRepairSpeed: 1.8
nanoBuildSpeed: 1.8
selfRegenRate:0.045
[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
[graphics]
total_frames:4
image: ROOT:/assets/demonjiimg/core/CBT2.png
image_wreak: NONE
image_turret: ROOT:/assets/demonjiimg/core/蝴蝶闪电炮.Ling
scaleImagesTo:120
#scaleTurretImagesTo: 25
#showEnergyBar:false
#imageScale: 1.5
showHealthBar:false
image_shadow: AUTO
shadowOffsetX:1
shadowOffsetY:1
animation_moving_start: 0
animation_moving_end: 3
animation_moving_speed: 7
animation_idle_start:0
animation_idle_end:3
animation_idle_speed:8
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
fadeOut: true
attachedToUnit: false
fadeInTime: 3
scaleFrom: 1
scaleTo: 1
alpha: 0.8
xSpeedRelativeRandom: 0.4
yOffsetRelative: -70
xOffsetRelative: 25
color:#00ffff
ySpeedRelative: 0.4
dirOffsetRandom: 0
drawUnderUnits:false
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
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 18
turretTurnSpeed: 4
maxAttackRange: 350
shootDelay: 25
turretMultiTargeting: true
[turret_主炮]
#laserTurret
image: ROOT:/assets/demonjiimg/core/蝴蝶闪电炮.Ling
image_drawOffsetY:3
image_applyTeamColors: true
#invisible: true
x: -2
y: -25
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
canAttackUnderwaterUnits: false
projectile: beam
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_左]
x: -34
y: -21
warmup:0.2s
#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
[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
[turret_右]
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_nanoTurret]
x: -2
y: -25
canShoot: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
isMainNanoTurret: true
invisible:true
[projectile_1]
#aaa - anti air attack
directDamage: 30
areaDamage:30
areaRadius:45
life: 100
speed: 7
drawSize: 1.8
color: #46ebff
lightColor: #46ebff
lightSize: 0.4
explodeEffect:CUSTOM:蓝色聚爆
[projectile_missile]
directDamage: 30
life: 290
speed: 4
drawSize: 0.9
drawType: 2
frame: 4
trailEffect: true
largeHitEffect: true
[projectile_beam]
#=== for the beam effect ===
life: 15
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_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
moveAccelerationSpeed: 0.8
moveDecelerationSpeed: 0.8
landOnGround: true
slowDeathFall: true
[effect_hitLightFlash]
priority:high
image: SHARED:light_50.png
life: 17
fadeOut: true
attachedToUnit: false
color: #63e6e8
scaleFrom: 1.8
scaleTo: 1.8
alpha: 0.8
drawUnderUnits:false
[effect_lightningShock]
life: 60
xOffsetRelative: 0
yOffsetRelative: 0
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
animateFramePingPong: false
animateFrameSpeed: 0.5
animateFrameSpeedRandom: 0.2
alpha:0.6
[effect_sparks]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 1.1
ySpeedRelativeRandom: 1.1
hSpeed: 1.5
image: SHARED:spark.png
priority: verylow
[effect_sparks2]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 1
ySpeedRelative:2
image: SHARED:spark.png
priority: verylow
[effect_lightSlowFade]
image: SHARED:light_50.png
life: 40
fadeOut: true
attachedToUnit: true
color: #63e6e8
scaleFrom: 0.3
scaleTo: 0.2
alpha: 1.7
[effect_Fire]
createWhenZoomedOut: false
priority:low
image: ROOT:/assets/demonjiimg/core/特效2.Ling
life:160
fadeOut: true
attachedToUnit: false
color: #63e6e8
fadeInTime:2
scaleFrom:1.4
scaleTo:0
alpha: 0.1
drawUnderUnits:true
ySpeedRelative:-0.5
atmospheric: true
[effect_move]
createWhenZoomedOut: false
priority:low
image: ROOT:/assets/demonjiimg/core/特效3.Ling
life:160
fadeOut: true
attachedToUnit: false
color: #63e6e8
fadeInTime:2
scaleFrom:8
scaleTo:0
alpha: 0.2
drawUnderUnits:true
ySpeedRelative:0.2
atmospheric: true
[ai]
useAsBuilder: true
#upgradedFrom: LastSpanish
#----血条------
[decal_血条]
layer:afterBody
image:ROOT:/assets/public/hpbar.png
imageScaleX:(self.hp/self.maxHp)*82
alwaysStartDirAtZero:true
dirOffset:0
yOffsetAbsolute:70
pivotOffset:0
#Thanks 杰厕灵 in Code
xOffsetAbsolute: ((1-(self.hp / self.maxHp)) * (-${core.radius}/1.31))
#isVisible:if self.hp > self.maxHp*0.6
color:#00ffff
[decal_血条底板]
image:ROOT:/assets/demonjiimg/core/ldp-bar.png
alwaysStartDirAtZero:true
dirOffset:0
imageScaleX:1.3
yOffsetAbsolute:70
xOffsetAbsolute:2
pivotOffset:0
order:-1
layer:onTop
[decal_xis_个位]
@define A:0
layer:onTop
order:10.01
yOffsetAbsolute:70
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
alwayStartDirAtZero:true
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

@ -153,7 +153,6 @@ beamImageEndRotated:true
color:#BB0000
[movement]
movementType:HOVER
moveSpeed:0.4
@ -165,14 +164,14 @@ moveIgnoringBody:false
[action_升级]
text:Upgrade
description:-
description:-Transformed into a more powerful Dragon of the Black Abyss, with T2 is direct building rights.
text_zh:升 级
description_zh:-
price:0
iconImage:ROOT:/assets/magicdragonimg/dragon/升级.png
description_zh:-改造为更加强大的黑渊之龙并且拥有T2的直接建筑权利。
price:7200
buildSpeed:40s
convertTo:遗落之龙
isLocked:true
convertTo:黑渊之龙
showMessageToAllPlayers:Black abyss,Infinite fear!% The Dragon of the Black Abyss of {self.playerName} has arrived on the battlefield.
showMessageToAllPlayers_zh:黑色的深渊,无穷的恐惧!%{self.playerName}的黑渊之龙已抵达战场。
[ai]
useAsBuilder: true
@ -209,29 +208,11 @@ teamColors:true
layer:onTop
order:10.01
yOffsetAbsolute:39
image:ROOT:/assets/oldsungodimg/lalaiye/hp-none-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
isVisible:if not self.hp(full=true)
alwayStartDirAtZero:true
onlyWhileAlive:true
onlyOnNonPreview:true
xOffsetAbsolute: 5
#判定单位血量满的情况
[decal_xis_个位满]
@define A:0
layer:onTop
order:10.01
yOffsetAbsolute:39
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
isVisible:if self.hp(full=true)
alwayStartDirAtZero:true
onlyWhileAlive:true
onlyOnNonPreview:true

View File

@ -0,0 +1,516 @@
[core]
radius:55
@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
name:黑渊之龙
displayText: Black Abyss Dragon
displayDescription: -The magic dragon that gradually lost its mind in the mock battle had forgotten its goal. It has only one goal: slaughter!\n-Is no longer the small dragon it once was, moving more quickly and can manipulate the space-time distortion for instantaneous movement.Very dangerous, need special attention.
displayText_zh: 黑渊之龙
displayDescription_zh: -在模拟战逐渐失去理智的魔龙,已经忘却了目标。它的目标只有一个:屠杀!\n-已经不再是曾经的小龙,行动更加迅速,且可以操控时空扭曲进行瞬移。十分危险,需要特别注意。
class:CustomUnitMetadata
price:1299
maxHp:4350
mass:80000
autoTriggerCooldownTime:0.1s
techLevel:2
buildSpeed:31.4s
tags:黑渊之龙,T2龙,龙
armour:16
generation_resources: credits=21
canRepairBuildings: true
canRepairUnits : true
canReclaimResources: true
autoRepair: true
nanoRange: 285
selfRegenRate:0.25
nanoRepairSpeed: 1.8
nanoBuildSpeed: 1.8
[action_blink]
price:6000
fireTurretXAtGround: blink
fireTurretXAtGround_withProjectile: blink
fireTurretXAtGround_onlyOverPassableTileOf: HOVER
whenBuilding_cannotMove: true
text: Time Reload
#description:i:gui.actions.launchNuke.description
text_zh: 时空扭曲
displayType: action
buildSpeed: 1.2s
pos: 0.1
whenBuilding_playAnimation: blink
highPriorityQueue: true
onlyOneUnitAtATime: true
iconImage: SHARED:icon_attack_point.png
allowMultipleInQueue: false
addActionCooldownTime: 25s
[canBuild_1]
name: reclaim,MLB2,循环序列T2,GRCT2,MAC,MSC,四恒防空塔,模块化炮塔底座,翠绿灵塔
pos: 1
[graphics]
total_frames:5
image:ROOT:/assets/magicdragonimg/dragon/T2/黑渊之龙.png
image_wreak:NONE
image_turret:SHARED:blank.png
image_shadow:AUTO
shadowOffsetX:-2
shadowOffsetY:-7
imageScale:1
scaleTurretImagesTo: 0.5
lock_body_rotation_with_main_turret:true
showHealthBar:false
animation_moving_start: 0
animation_moving_end: 4
animation_moving_speed: 7
animation_idle_start:0
animation_idle_end:4
animation_idle_speed:8
[leg_1]
x:-12
y:12
attach_x:0
attach_y:0
moveSpeed:2.1
moveWarmUp:0.1s
rotateSpeed:7
heightSpeed:1
resetAngle:0
image_foot:ROOT:/assets/magicdragonimg/dragon/leg.png
holdDisMin:0
holdDisMax:10
[leg_2]
x:12
y:12
copyFrom:1
[leg_3]
x:12
y:-20
copyFrom:1
[leg_4]
x:-12
y:-20
copyFrom:1
[attack]
canAttack:true
canAttackFlyingUnits:true
canAttackLandUnits:true
canAttackUnderwaterUnits:false
isFixedFiring:false
turretSize:30
turretTurnSpeed:3.4
maxAttackRange:310
shootDelay:0.05s
[turret_1]
x:-24
aimOffsetSpread:0
y:0
size:48
projectile:1
shoot_sound:NONE
shoot_sound_vol:1
shoot_flame:NONE
canShoot:true
recoilReturnTime:32
[turret_A]
x:16
aimOffsetSpread:0
y:16
size:48
projectile:3
shoot_sound:NONE
shoot_sound_vol:1
shoot_flame:NONE
canShoot:true
recoilReturnTime:32
warmup:125
[turret_B]
x:-12
aimOffsetSpread:0
y:18
size:48
projectile:3
shoot_sound:NONE
shoot_sound_vol:1
shoot_flame:NONE
canShoot:true
warmup:70
recoilReturnTime:32
[turret_3]
barrelX:-5
x:0
aimOffsetSpread:0
y:0
size:0
projectile:1
shoot_sound:NONE
shoot_sound_vol:1
shoot_flame:NONE
image:ROOT:/assets/magicdragonimg/modconon/UI.png
canShoot:false
recoilReturnTime:32
isMainNanoTurret:true
[turret_2]
x:24
y:0
copyFrom:1
[projectile_1]
areaDamage:6
areaRadius:40
life:6
flameWeapon:false
armourIgnoreAmount:60
instant:true
instantReuseLast:true
buildingDamageMultiplier:0.35
deflectionPower:-1
shieldDefectionMultiplier:0.8
shieldDamageMultiplier:1.8
instantReuseLast_alsoChangeTurretAim:true
moveWithParent:true
beamImage:SHARED:beam1.png
beamImageEnd:SHARED:beam1_end.png
beamImageStart:SHARED:beam1_start.png
beamImageOffsetRate:2
sweepOffsetFromTargetRadius:0.1
areaHitAirAndLandAtSameTime:true
beamImageStartRotated:true
beamImageEndRotated:true
color:#BB0000
[movement]
movementType:HOVER
moveSpeed:0.75
moveAccelerationSpeed:0.5
moveDecelerationSpeed:0.17
maxTurnSpeed:2.4
turnAcceleration:0.3
moveIgnoringBody:false
[ai]
useAsBuilder: true
[decal_血条]
layer:afterBody
image:ROOT:/assets/public/hpbar.png
imageScaleX:(self.hp/self.maxHp)*86
alwaysStartDirAtZero:true
dirOffset:0
color:#8c8c8c
yOffsetAbsolute:39
pivotOffset:0
#Thanks 杰厕灵 in Code
xOffsetAbsolute: ((1-(self.hp / self.maxHp)) * (-${core.radius}/1.12))
#isVisible:if self.hp > self.maxHp*0.6
[decal_血条底板]
image:ROOT:/assets/magicdragonimg/dragon/dragon-hpbar.png
alwaysStartDirAtZero:true
dirOffset:0
imageScaleX:1.3
yOffsetAbsolute:39
xOffsetAbsolute:3
pivotOffset:0
order:-1
layer:onTop
teamColors:true
#判定单位血量满的情况
[decal_xis_个位]
@define A:0
layer:onTop
order:10.01
yOffsetAbsolute:39
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
#isVisible:if self.hp(full=true)
alwayStartDirAtZero:true
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
[turret_blink]
x: 0
y: 0
canShoot:false
invisible: true
size: 1
turnSpeed: 40
limitingRange: 700
[projectile_blink]
teleportSource: true
instant: true
directDamage: 0
life: 99999
speed: 1
targetGround: true
deflectionPower:-1
shouldRevealFog:true
explodeEffect: CUSTOM:blinkFlash,CUSTOM:blinkGlow, CUSTOM:blinkChargeOut_displacement
effectOnCreate: CUSTOM:blinkFlash,CUSTOM:blinkGlow, CUSTOM:blinkEnter_displacement
[effect_blinkFlash]
priority:high
image: SHARED:light_50.png
life: 78
fadeOut: true
attachedToUnit: false
color: #ff0000
scaleFrom: 4.8
scaleTo: 1.0
alpha: 0.8
drawUnderUnits:false
[effect_blinkGlow]
priority:high
image: SHARED:light_50.png
life: 148
fadeOut: true
attachedToUnit: false
color: #00ffff
scaleFrom: 2.8
scaleTo: 7.0
alpha: 0.5
drawUnderUnits:false
[effect_blinkChargeIn_displacement]
#displacement type ignored if postprocessing is not enabled
drawType: displacement
image: SHARED:cone_inverted_normal_128.png
life: 23
fadeOut: true
fadeInTime: 20
attachedToUnit: true
color: #ff00ff
scaleFrom: 3.5
scaleTo: 1.0
alpha: 1.0
drawUnderUnits:false
#dirOffsetRandom: 180
#dirSpeed: 1
#delayedStartTimer: 0
alwayStartDirAtZero: true
[effect_blinkChargeOut_displacement]
#displacement type ignored if postprocessing is not enabled
drawType: displacement
image: SHARED:shockwave_normal_128.png
life: 80
fadeOut: true
fadeInTime: 5
attachedToUnit: false
color: #ffff00
scaleFrom: 1.0
scaleTo: 4.0
alpha: 0.3
drawUnderUnits:false
alwayStartDirAtZero: true
[effect_blinkEnter_displacement]
#displacement type ignored if postprocessing is not enabled
drawType: displacement
image: SHARED:shockwave_normal_128.png
life: 40
fadeOut: true
fadeInTime: 20
attachedToUnit: false
color: #ff0000
scaleFrom: 4.3
scaleTo: 0.5
alpha: 0.7
drawUnderUnits:false
#dirOffsetRandom: 180
#dirSpeed: 1
#delayedStartTimer: 0
alwayStartDirAtZero: true
[effect_blinkSpark]
priority:high
image: SHARED:light_50.png
life: 18
lifeRandom:5
fadeOut: true
attachedToUnit: false
color: #07eef2
scaleFrom: 0.2
scaleTo: 0.5
alpha: 0.8
drawUnderUnits:false
#xOffsetAbsoluteRandom:205
#yOffsetAbsoluteRandom:205
xOffsetRelativeRandom:30
yOffsetRelativeRandom:30
xSpeedAbsoluteRandom:1.4
ySpeedAbsoluteRandom:1.4
delayedStartTimer:30
delayedStartTimerRandom:30
physics:true
physicsGravity:-0.4
#hSpeed:1
[animation_blink]
effect_0.1s: {x:0, y:0, name:CUSTOM|blinkSpark*3}
effect_0.5s: {x:0, y:0, name:CUSTOM|blinkSpark*5}
effect_1.0s: {x:0, y:0, name:CUSTOM|blinkSpark*10}
effect_1.05s: {x:0, y:0, name:CUSTOM|blinkChargeIn_displacement}
effect_1.5s: {x:0, y:0, name:CUSTOM|blinkSpark*16}
[projectile_3]
#directDamage: 310
directDamage: 20
life: 25
instant: true
lightingEffect: true
largeHitEffect: true
shieldDamageMultiplier: 1
shieldDefectionMultiplier: 0.1
buildingDamageMultiplier: 0.5
explodeEffect:CUSTOM:lightningShock, CUSTOM:sparks*8
explodeEffectOnShield:CUSTOM:lightningShock*1, CUSTOM:hitLightFlash
[effect_hitLightFlash]
priority:high
image: SHARED:light_50.png
life: 17
fadeOut: true
attachedToUnit: false
color: #63e6e8
scaleFrom: 1.8
scaleTo: 1.8
alpha: 0.6
drawUnderUnits:false
[effect_lightningShock]
life: 60
hOffset: 0
dirOffset: 0
fadeInTime: 0
fadeOut: false
attachedToUnit: true
image: SHARED:lightning_shock.png
total_frames: 14
animateFrameStart: 0
animateFrameEnd: 13
animateFramePingPong: false
animateFrameSpeed: 0.5
[effect_sparks]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 1.6
ySpeedRelativeRandom: 1.6
hSpeed: 2
image: SHARED:spark.png
priority: verylow
[effect_sparks2]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 1
image: SHARED:spark.png
priority: verylow

View File

@ -24,11 +24,11 @@ radius:35
isBio:false
isBuilding: true
showInEditor:false
displayText: Magic Music Tower
displayText_zh: 超音波
displayDescription:It can only attack ground units. It has a large attack range and causes AOE damage to the enemy.\n-The disadvantage is that the accuracy of artillery shells is not high. \n-And has weak laser interception effect and weak credits.
displayDescription_zh:只能攻击地面单位,超大的攻击范围对敌人造成AOE伤害缺点是炮弹精度不高。\n-并且拥有弱效的激光拦截效果和微弱的资金加成
displayText: Magic Green Tower
displayText_zh: 碧绿炮
tags:LTX
displayDescription:Can only attack ground units.\n-Lasts laser damage continuously.\n-Excellent effect on single. \n-However,it needs energy.\n-When the energy is exhausted,it needs to be automatically charged before use.
displayDescription_zh:只能攻击地面单位,持续激光伤害,对单效果极好。但需要能量,能量耗尽需要自动充能后使用
energyMax: 1

View File

@ -28,7 +28,7 @@ displayText: Magic Music Tower
displayText_zh: 超音波塔
displayDescription:It can only attack ground units. It has a large attack range and causes AOE damage to the enemy.\n-The disadvantage is that the accuracy of artillery shells is not high. \n-And has weak laser interception effect and weak credits.
displayDescription_zh:只能攻击地面单位超大的攻击范围对敌人造成AOE伤害缺点是炮弹精度不高。\n-并且拥有弱效的激光拦截效果和微弱的资金加成。
displayDescription_zh:只能攻击地面单位超大的攻击范围对敌人造成AOE伤害缺点是炮弹精度不高。\n-并且拥有中等的激光拦截效果和微弱的资金加成。
energyMax: 1

View File

@ -45,6 +45,7 @@ addResources: ${core.price * 0.8}
iconExtraImage: SHARED:icon_sell_top.png
iconExtraColor: #AAFFFFFF
ai_isDisabled:true
isLocked:if self.isControlledByAI()
[graphics]
total_frames: 1

View File

@ -32,6 +32,7 @@ showOnMinimap:false
[action_upgradeT2]
text: Upgrade
text_zh:升级
textAddUnitName: ${section.convertTo}
descriptionAddFromUnit: ${section.convertTo}
descriptionAddUnitStats: ${section.convertTo}

View File

@ -35,7 +35,7 @@ displayDescription_zh:只能攻击地面单位,超大的攻击范围,对敌
disableDeathOnZeroHp:true
energyMax: 1
energyMax: 3
energyRegen: 0.0018
@ -53,6 +53,7 @@ convertTo:模块化炮塔底座ZX
#升级的说明
[action_upgradeT2]
text: Upgrade
text_zh:升级
textAddUnitName: ${section.convertTo}
descriptionAddFromUnit: ${section.convertTo}
descriptionAddUnitStats: ${section.convertTo}

View File

@ -35,7 +35,7 @@ displayDescription_zh:只能攻击地面单位,超大的攻击范围,散布
disableDeathOnZeroHp:true
energyMax: 5
energyMax: 7
energyRegen: 0.0018

View File

@ -48,6 +48,7 @@ addResources: ${core.price * 0.5}
iconExtraImage: SHARED:icon_sell_top.png
iconExtraColor: #AAFFFFFF
ai_isDisabled:true
isLocked:if self.isControlledByAI()
[attachment_单位插槽1]
x: 0

View File

@ -0,0 +1,168 @@
[core]
name: GreenCraft
displayText: GreenCraft
displayDescription: -The transport warship of the Magic Dragon naval base has a good attack capability against the sea and the ground. \n-It self can also transport 5 units. By researching the [Assault Tactics] tech tree you can make it possible to release transported units for assault attacks even after death.
displayText_zh: 翠绿气垫战船
displayDescription_zh: -魔龙海军基地的运输战船,对海对地,有着不错的攻击能力。\n-自身还可以运输5个单位。通过研究【突击战术】科技树可以让它死亡后仍然可以释放运输的单位进行突击进攻。
class: CustomUnitMetadata
price: 2800
maxHp: 650
mass: 12000
techLevel: 2
buildSpeed: 35s
availableInDemo: true
radius: 28
#displayRadius: 15
maxTransportingUnits: 5
isBio: false
[graphics]
total_frames: 1
image: ROOT:/assets/magicdragonimg/airboat/气垫船.png
image_wreak: NONE
image_turret: ROOT:/assets/magicdragonimg/airboat/气垫船炮塔.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
splastEffect: true
#AUTO
image_shadow: AUTO
shadowOffsetX:1
shadowOffsetY:1
turretImageScale: 1.1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
maxAttackRange: 280
shootDelay: 0
turretTurnSpeed: 3.2
[turret_1]
x: 0
y: 10
invisible: true
copyFrom: 2
linkDelayWithTurret: 2
attachedTo: 2
slave: true
recoilOffset: -1.5
recoilOutTime: 3
recoilReturnTime: 10
[turret_2]
x: 0
y: 5
#image: ROOT:/assets/oldsungodimg/T2/SuperCraft/ultra_tank_turret.png
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
size: 12
shoot_sound: large_gun_fire2
shoot_sound_vol: 0.3
shoot_flame: small
shoot_light:#FFEECCCC
projectile: 1
delay: 45
#limitingRange: 220
turnSpeedAcceleration: 1.75
recoilOffset: -1.5
recoilOutTime: 3
recoilReturnTime: 10
[projectile_1]
#=== for the beam effect ===
life: 15
instant:true
instantReuseLast: true
instantReuseLast_alsoChangeTurretAim: true
moveWithParent: true
beamImage: SHARED:beam3.png
beamImageEnd: SHARED:beam1_end.png
beamImageStart: SHARED:beam1_start.png
#beamImageOffsetRate: 1.5
beamImageOffsetRate: 2
explodeEffect: NONE
explodeEffectOnShield: NONE
shieldDamageMultiplier: 0.75
sweepOffsetFromTargetRadius:2
#sweepOffset: x
sweepSpeed:10
initialUnguidedSpeedHeight: 1.5
targetGroundSpread: 40
gravity:0.1
lightCastOnGround: true
turnSpeed:0
retargetingInFlight:true
#=== others ===
directDamage: 5
areaDamage:5
areaRadius:80
largeHitEffect:true
#color: #aa6284b8
#color: #dd99bcf2
teamColorRatio_sourceRatio:0.6
spawnProjectilesOnCreate:1(offsetDir=160,recursionLimit=16)
teamColorRatio:0.6
#laserEffect: true
[movement]
movementType: OVER_CLIFF_WATER
moveSpeed: 1
moveAccelerationSpeed: 0.03
moveDecelerationSpeed: 0.03
targetHeight: 3.5
targetHeightDrift: 1.5
maxTurnSpeed: 1.8
turnAcceleration: 0.084
moveSlidingMode :false
[ai]
useAsTransport: true

View File

@ -24,11 +24,11 @@ canRepairUnits : true
isBuilder: true
nanoRepairSpeed: 0.2
nanoRepairSpeed: 0.35
autoRepair: true
nanoRange: 210
nanoRange: 270
displayText:verdure Spirit Tower
displayText_zh: 翠绿灵塔

View File

@ -36,7 +36,7 @@ name:setRally
pos:-1
[canBuild_Build]
name:小海虫,枪艇,玄心号,机械蓝鲸,机械鲨鱼潜艇
name:小海虫,枪艇,玄心号,机械蓝鲸,机械鲨鱼潜艇,GreenCraft
pos:1

View File

@ -0,0 +1,19 @@
[core]
name:拉莱耶风暴中介系统
copyFrom:拉莱耶-风暴母舰.ini
maxHp:0
unitsSpawnedOnDeath:拉莱耶风暴战舰
showInEditor: false
[hiddenAction_死亡]
autoTriggerOnEvent:destroyed
showMessageToAllPlayers:The center of the storm!% {self. playerName} is storm carrier Lalaier has arrived on the battlefield.
showMessageToAllPlayers_zh:风暴的中心!%{self.playerName}的拉莱耶风暴母舰已抵达战场。
[movement]
movementType: AIR
landOnGround:false
slowDeathFall: false
[ai]
useAsBuilder: true

View File

@ -24,7 +24,7 @@ tags:拉莱耶
#overrideAndReplace:mechEngineer
#price: 2
price: 5000
maxHp: 4800
maxHp: 4280
mass: 100000
techLevel: 2
experimental: true
@ -39,6 +39,7 @@ isBio: false
softCollisionOnAll: 3
#nanoFactorySpeed:2.5
canRepairBuildings: true
nanoFactorySpeed:2
canRepairUnits : true
autoRepair: true
@ -49,27 +50,27 @@ generation_credits: 20
generation_delay: 40
nanoRange: 200
nanoBuildSpeed: 2
nanoBuildSpeed: 3
[attachment_K1]
x: 80
y: 35
onCreateSpawnUnitOf: 建造手臂
y: 25
onCreateSpawnUnitOf: 纳米手臂
canBeAttackedAndDamaged:true
[attachment_K2]
x: -80
y: 35
onCreateSpawnUnitOf: 建造手臂
y: 27
onCreateSpawnUnitOf: 纳米手臂
canBeAttackedAndDamaged:true
[attachment_K3]
x: -80
y: -48
onCreateSpawnUnitOf: 建造手臂
y: -80
onCreateSpawnUnitOf: 纳米手臂
canBeAttackedAndDamaged:true
[attachment_K4]
x: 80
y: -48
onCreateSpawnUnitOf: 建造手臂
y: -80
onCreateSpawnUnitOf: 纳米手臂
canBeAttackedAndDamaged:true
[canBuild_canReclaim]
@ -77,7 +78,7 @@ name: reclaim
pos: -1
[canBuild_2]
name: mechBunkerDeployed
name: mechBunkerDeployed,LaserTurret
forceNano: true
#[canBuild_3]
@ -85,11 +86,11 @@ forceNano: true
#forceNano: true
[canBuild_4]
name: airFactory, seaFactory
name: airFactoryT2, seaFactoryT2
tech: 1
[canBuild_5]
name: repairBay, turret, antiAirTurret, laserDefence, extractor, fabricator, landFactoryX,TeslaTurret,CannonTurret
name: repairBay, turret, antiAirTurret, laserDefenceT2, extractorT2X, fabricatorT2X, landFactoryReworkedT2,TeslaTurret,CannonTurret,目视者
[graphics]
total_frames: 1
@ -467,29 +468,12 @@ teamColors:true
layer:onTop
order:10.01
yOffsetAbsolute:120
image:ROOT:/assets/oldsungodimg/lalaiye/hp-none-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
isVisible:if not self.hp(full=true)
alwayStartDirAtZero:true
onlyWhileAlive:true
onlyOnNonPreview:true
xOffsetAbsolute: 5
#判定单位血量满的情况
[decal_xis_个位满]
@define A:0
layer:onTop
order:10.01
yOffsetAbsolute:120
image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png
imageScale:0.7
frame: memory.#[${A}]
frame_width:6
frame_height:8
isVisible:if self.hp(full=true)
#isVisible:if self.hp(full=true)
alwayStartDirAtZero:true
onlyWhileAlive:true
onlyOnNonPreview:true

View File

@ -0,0 +1,133 @@
[core]
name: 纳米手臂
class: CustomUnitMetadata
price: 0
maxHp: 3500
mass: 4000
isUnselectable:true
displayText:Build_Arms
showOnMinimap:false
displayText_zh:纳米手臂
#overrideAndReplace:combatEngineer
techLevel: 2
buildSpeed: 0.0005
availableInDemo: false
selfRegenRate:0.1
radius: 17
displayRadius: 18
isBio: false
isBuilder: true
builtFrom_1_name: landFactorywfwq
builtFrom_1_pos: 6
#builtFrom_1_techLevel: 2
showInEditor: false
canRepairBuildings: true
canRepairUnits : true
canReclaimResources: true
transportSlotsNeeded: 2
autoRepair: true
nanoRange: 350
nanoBuildSpeed: 1.2
[graphics]
total_frames: 1
image: SHARED:blank.png
image_wreak: NONE
image_turret: ROOT:/assets/oldsungodimg/lalaiye/buildarm.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: AUTO
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: true
isFixedFiring: true
turretSize: 3
turretTurnSpeed: 3
maxAttackRange: 170
shootDelay: 50
turretRotateWithBody: false
[turret_nanoTurret]
x: 0
y: 0
idleDir:0
idleDirReversing:0
#invisible: true
canShoot: false
turnSpeed: 3
turnSpeedAcceleration: 0.2
#idleSpin: 0.8
isMainNanoTurret: true
[projectile_1]
directDamage: 30
life: 70
speed: 7
frame: 11
lightColor: #FFccCCEE
lightSize: 0.4
[projectile_2]
#torpedo
directDamage: 45
life: 250
speed: 0.4
targetSpeed: 1.3
drawSize: 1
color: #1E1E96
trailEffect: true
largeHitEffect: true
[movement]
movementType: AIR
moveSpeed: 1.0
moveAccelerationSpeed: 0.03
moveDecelerationSpeed: 0.08
targetHeight: 4
targetHeightDrift: 1.5
maxTurnSpeed: 3.5
turnAcceleration: 0.05
moveSlidingMode :true
moveIgnoringBody:true
moveSlidingDir: 181
[ai]
useAsBuilder: true

View File

@ -464,3 +464,12 @@ hSpeed: 1
image: ROOT:/assets/oldsungodimg/lalaiye/spark.png
priority: low
#---------------------------------------------------------------------------------------------------------------------------------------------
[action_升级]
text:Authorize
description:-We have gained recognition from the Leiden faction, and now we can obtain a more powerful Lalaiye Storm Mothership!
text_zh:授权
description_zh:-我们获得了莱顿势力的认可,现在,我们可以获得更加强大的拉莱耶风暴母舰!
price:7600
buildSpeed:60s
convertTo:拉莱耶风暴中介系统

View File

@ -28,7 +28,7 @@ isBuilding: true
displayText:Sea Factory_T2
displayDescription:-Build T2 Sea units, Which can be upgraded
displayText_zh:海军基地_T2
displayText_zh:海军基地-T2
displayDescription_zh:-制造初级海上单位,可升级
exit_x:0

View File

@ -19,7 +19,7 @@ copyFrom:空军基地.ini
constructionFootprint: -1,-1,1,2
tags:空军基地,空军基地T2,factory,mainBuidings,airFactory,airFactoryT2
displayText_zh: 空军工厂 T-2
displayText_zh: 空军工厂-T2
displayDescription_zh: 生产空中单位,可升级
displayText: Air Factory T-2

View File

@ -7,7 +7,7 @@ maxHp: 2000
mass: 9000
displayText: LandFactoryT2
displayText_zh:陆军工厂T2
displayText_zh:陆军工厂-T2
[canBuild_Rally]
name:setRally,scout,tank,c_artillery,hoverTank,目视者,幻光者,superHeavyHoverTank,Igniter,superHeavyTank,combatEngineer,c_mammothTank,heavyTank,missileTank,heavyHoverTank,plasmaTank,c_laserTank,hovercraft,attackLandingCraft

View File

@ -5,17 +5,24 @@ deleteSelf:true
[action_判定]
temporarilyAddTags:已使用
addActionCooldownTime:60s
text:The terrain nearby is not very good?
description:Try using the blink function. It can only be used once.
text_zh:附近地形不太好?
description_zh:试试使用瞬移功能吧,只能使用一次。
displayType: action
buildSpeed: 1.3s
pos: 0.1
whenBuilding_playAnimation: blink
highPriorityQueue: true
onlyOneUnitAtATime: true
isVisible:if not self.tags(includes='已使用')
fireTurretXAtGround:瞬移
buildSpeed:0s
fireTurretXAtGround_withProjectile: blink
fireTurretXAtGround_onlyOverPassableTileOf: HOVER
whenBuilding_cannotMove: true
[core]
name: HowBuilder
@ -99,7 +106,7 @@ y: 0
invisible: true
warmup:30
projectile:LinkTo
#projectile:blink
canShoot: false
canAttackFlyingUnits: false
@ -112,22 +119,159 @@ life: 70
speed: 7
frame: 11
# 瞬移抛射体
[projectile_LinkTo]
directDamage: 30
life: 70
speed: 7
instant:true
teleportSource:true
[projectile_blink]
teleportSource: true
instant: true
directDamage: 0
life: 99999
speed: 1
targetGround: true
deflectionPower:-1
shouldRevealFog:true
explodeEffect: CUSTOM:blinkFlash,CUSTOM:blinkGlow, CUSTOM:blinkChargeOut_displacement
effectOnCreate: CUSTOM:blinkFlash,CUSTOM:blinkGlow, CUSTOM:blinkEnter_displacement
[effect_blinkFlash]
priority:high
image: SHARED:light_50.png
life: 78
fadeOut: true
attachedToUnit: false
color: #07eef2
scaleFrom: 3.8
scaleTo: 1.0
alpha: 0.8
drawUnderUnits:false
[effect_blinkGlow]
priority:high
image: SHARED:light_50.png
life: 148
fadeOut: true
attachedToUnit: false
color: #07eef2
scaleFrom: 2.8
scaleTo: 5.0
alpha: 0.5
drawUnderUnits:false
[effect_blinkChargeIn_displacement]
#displacement type ignored if postprocessing is not enabled
drawType: displacement
image: SHARED:cone_inverted_normal_128.png
life: 23
fadeOut: true
fadeInTime: 20
attachedToUnit: true
color: #FFFFFF
scaleFrom: 1.5
scaleTo: 1.0
alpha: 1.0
drawUnderUnits:false
#dirOffsetRandom: 180
#dirSpeed: 1
#delayedStartTimer: 0
alwayStartDirAtZero: true
[effect_blinkChargeOut_displacement]
#displacement type ignored if postprocessing is not enabled
drawType: displacement
image: SHARED:shockwave_normal_128.png
life: 80
fadeOut: true
fadeInTime: 5
attachedToUnit: false
color: #FFFFFF
scaleFrom: 1.0
scaleTo: 4.0
alpha: 0.3
drawUnderUnits:false
alwayStartDirAtZero: true
[effect_blinkEnter_displacement]
#displacement type ignored if postprocessing is not enabled
drawType: displacement
image: SHARED:shockwave_normal_128.png
life: 40
fadeOut: true
fadeInTime: 20
attachedToUnit: false
color: #FFFFFF
scaleFrom: 1.6
scaleTo: 0.5
alpha: 0.7
drawUnderUnits:false
#dirOffsetRandom: 180
#dirSpeed: 1
#delayedStartTimer: 0
alwayStartDirAtZero: true
[effect_blinkSpark]
priority:high
image: SHARED:light_50.png
life: 18
lifeRandom:5
fadeOut: true
attachedToUnit: false
color: #07eef2
scaleFrom: 0.2
scaleTo: 1.5
alpha: 0.8
drawUnderUnits:false
#xOffsetAbsoluteRandom:205
#yOffsetAbsoluteRandom:205
xOffsetRelativeRandom:30
yOffsetRelativeRandom:30
xSpeedAbsoluteRandom:1.4
ySpeedAbsoluteRandom:1.4
delayedStartTimer:30
delayedStartTimerRandom:30
physics:true
physicsGravity:-0.4
#hSpeed:1
[animation_blink]
effect_0.1s: {x:0, y:0, name:CUSTOM|blinkSpark*3}
effect_0.5s: {x:0, y:0, name:CUSTOM|blinkSpark*5}
effect_1.0s: {x:0, y:0, name:CUSTOM|blinkSpark*10}
effect_1.05s: {x:0, y:0, name:CUSTOM|blinkChargeIn_displacement}
effect_1.5s: {x:0, y:0, name:CUSTOM|blinkSpark*16}
[movement]
movementType: NONE
movementType: AIR
moveSpeed:0
moveAccelerationSpeed: 0
moveDecelerationSpeed: 0
heightChangeRate: 7
#targetHeight: 2
startingHeightOffset:500
maxTurnSpeed:0
turnAcceleration: 0

View File

@ -13,3 +13,20 @@ alpha:1
animateFrameStart:0
animateFrameEnd:11
animateFrameSpeed:0.4
[effect_蓝色聚爆]
life:30
priority:critical
fadeOut:false
fadeInTime:16
attachedToUnit:false
scaleFrom:0.1
scaleTo:0.8
image:ROOT:effect/extra/skybluebombeffect.png
total_frames:9
color:#00eeee
alpha:1
animateFrameStart:0
animateFrameEnd:8
animateFrameSpeed:0.4

View File

@ -1,5 +1,5 @@
[mod]
title:StarRiver-V0.9.5.3-B测先导版
title:StarRiver-V0.9.5.3-Beta2
description:风暴已然袭来,而悖论仍在继续\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\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