[core] name: 七零剿灭 displayText:Sky Blue seven zero carrier displayText_zh:猩红七零航载机 displayDescription: -Heavy armor can attack the ground\n- Stronger to air \n- Needs to be refitted when the missile is exhausted \n- Self-healing displayDescription_zh:-七零航载机\n-妖姬帝国最新空军科技。\n-是妖姬帝国为了应付白热化的战争研发出的最新航载机。\n-她不仅能抗能打,并且拥有一个时空跳跃装置,更能带上僚机共同战斗。以及含有四个运输战斗机在附近跟随。 class: CustomUnitMetadata price: 45000 maxHp: 32000 mass: 40000 @global spawnUnitsType:七零之眼剿灭 @global spawnUnitsNum:4 @global reloadTime:8 copyFrom:航母模板.thh maxTransportingUnits:4 transportUnitsCanUnloadUnits:false transportUnitsRequireTag:七零子机 transportUnitsRequireMovementType:AIR tags:七零航载机 techLevel: 2 buildSpeed: 100s experimental: true radius: 24 #displayRadius: 11 isBio: false #softCollisionOnAll: 3 softCollisionOnAll: 24 selfRegenRate:0.1 builtFrom_1_name: experimentalLandFactoru发发刊词y builtFrom_1_pos: 1.1 energyMax: 12 energyRegen: 0.015 energyNeedsToRechargeToFull: true [graphics] drawLayer: experimentals total_frames: 1 imageScale: 1 image:七零之约.png image_wreak: NONE image_turret: 激光炮塔.png scaleImagesTo: 140 #scaleTurretImagesTo: 9 image_shadow: AUTO shadowOffsetX:1 shadowOffsetY:1 movementEffect: CUSTOM:dustL, CUSTOM:dustR movementEffectReverse: CUSTOM:dustL, CUSTOM:dustR movementEffectReverseFlipEffects: true movementEffectRate: 1 lock_body_rotation_with_main_turret: true [attack] turretRotateWithBody: false canAttack: true canAttackFlyingUnits: true canAttackLandUnits: true canAttackUnderwaterUnits: false turretSize: 10 turretTurnSpeed: 1 maxAttackRange: 540 shootDelay: 25 #isFixedFiring: true [turret_1] #head invisible: true canShoot: false x: 0 y: 0 idleDir:0 [turret_激光1] #laser attachedTo: 1 x: 0 y: 0 idleDir:0 shoot_sound:plasma_fire shoot_sound_vol:0.06 shoot_light:#64B5F6 canAttackFlyingUnits: true canAttackLandUnits: false canAttackUnderwaterUnits: false projectile: 2 size: 8 delay: 25 recoilOffset: -2 turnSpeed: 0.8 turnSpeedAcceleration: 1 #energyUsage: 1.3 [turret_4] #missile invisible: true attachedTo: 1 x: -8 y: 25 idleDir:0 energyUsage: 0.35 shoot_sound:missile_fire shoot_sound_vol:0.1 shoot_light:#64B5F6 shoot_flame:small canAttackFlyingUnits: false canAttackLandUnits: true canAttackUnderwaterUnits: false projectile: 1 size: 0 delay: 60 turnSpeed: 0.8 turnSpeedAcceleration: 1 [turret_5] #missile copyFrom: 4 warmup:10 invisible: true x: 8 y: 25 [turret_6] #missile copyFrom: 4 warmup:20 invisible: true x: -12 y: 25 [turret_7] #missile copyFrom: 4 warmup:30 invisible: true x: 12 y: 25 [projectile_1] #missile areaDamage: 45 areaRadius: 40 drawSize: 0.8 #targetGround: true #targetGroundSpread: 20 life: 240 speed: 2.6 trailEffect:CUSTOM:projectileTrail largeHitEffect: true lightColor: #64B5F6 lightSize: 0.4 spawnProjectilesOnCreate:1(offsetDir=5,recursionLimit=5),1(offsetDir=-5,recursionLimit=5) drawType:2 frame:4 explodeEffect: CUSTOM:projectilePassThough, smallExplosion, CUSTOM:hitLightFlash targetSpeed: 6.0 explodeEffectOnShield: CUSTOM:hitLightFlash [effect_lightSlowFade] image: SHARED:light_50.png life: 40 fadeOut: true attachedToUnit: true color: #63e6e8 scaleFrom: 0.7 scaleTo: 0.7 alpha: 0.5 drawUnderUnits:true [effect_projectileTrail] image: SHARED:light_50.png life: 20 fadeOut: true attachedToUnit: false color: #63e6e8 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: #63e6e8 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: #63e6e8 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 [projectile_2] directDamage: 40 areaDamage: 40 areaRadius: 35 life: 20 instant:true instantReuseLast: true instantReuseLast_alsoChangeTurretAim: true moveWithParent: true beamImage: SHARED:beam3.png beamImageEnd: SHARED:beam1_end.png beamImageStart: SHARED:beam1_start.png beamImageOffsetRate: 2 color:#FF00FFE0 lightColor:#FF00FFE0 shieldDamageMultiplier: 0.75 #spawnUnit:溅射 sweepOffsetFromTargetRadius:0.4 sweepSpeed:10 largeHitEffect: true laserEffect:true spawnProjectilesOnCreate:1(offsetDir=5,recursionLimit=5),1(offsetDir=-5,recursionLimit=5) explodeEffect:CUSTOM:七零审判 explodeEffectOnShield:CUSTOM:七零审判 [movement] movementType: AIR moveSpeed: 1.1 moveAccelerationSpeed: 0.01 moveDecelerationSpeed: 0.01 targetHeightDrift: 2 landOnGround: false reverseSpeedPercentage:0.8 maxTurnSpeed: 2 turnAcceleration: 0.03 moveSlidingMode :true moveIgnoringBody:true moveSlidingDir: 181 slowDeathFall: true [effect_七零审判] life:50 hOffset: 0 fadeInTime: 0 fadeOut: true attachedToUnit: false image:七零审判.png scaleTo:0.6 scaleFrom:0.21 priority:critical dirSpeed:30 alpha:1 [effect_dustL] image: 尾焰.png life:30 stripIndex: dust frameIndex: 0 frameIndexRandom: 2 scaleFrom: 1.5 scaleTo: 1 alpha: 0.6 color:red atmospheric:true #dirOffsetRandom:180 xSpeedAbsoluteRandom: 0.1 ySpeedAbsoluteRandom: 0.1 ySpeedRelative:-3.5 hSpeed:0.1 xOffsetRelative:0 yOffsetRelative:-15 drawUnderUnits:true attachedToUnit: false [effect_dustR] image: 尾焰.png life:30 stripIndex: dust color:red frameIndex: 0 frameIndexRandom: 2 scaleFrom: 2.5 scaleTo: 1 alpha: 1 atmospheric:true #dirOffsetRandom:180 xSpeedAbsoluteRandom: 0.1 ySpeedAbsoluteRandom: 0.1 ySpeedRelative:-0.8 hSpeed:0.1 xOffsetRelative:0 yOffsetRelative:-15 drawUnderUnits:true attachedToUnit: false [attachment_2] x:0 y:20 @copyFromSection:attachment_1 [attachment_3] x:0 y:35 @copyFromSection:attachment_1 [attachment_4] x:0 y:55 @copyFromSection:attachment_1 [ai] useAsTransport:false [attachment_单位插槽1] x: 0 y: 0 #idleDir:-60 idleDir:0 idleDirReversing:0 onCreateSpawnUnitOf:TR #指向核心2.ini addTransportedUnits: true setDrawLayerOnTop: true lockLegMovement:false canBeAttackedAndDamaged: true isUnselectable: false showAllActionsFrom:if self.hasFlag(id=1) #注意后面的id #resetRotationWhenNotAttacking:true lockRotation: true createIncompleteIfParentIs: false redirectDamageToParent: true redirectDamageToParent_shieldOnly: true