[core] name: 蝴蝶母舰 class: CustomUnitMetadata 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 displayText: Fairy Ji Butterfly MotherShip displayText_zh: 妖姬祭蝶母舰 displayDescription:-The core of the Fairy Ji storm, it is the center of the storm. \n-[BuildUnit]||[CoreUnit] displayDescription_zh:-妖姬风暴的阵营核心,它正是风暴的中心。\n-[建筑单位]||[核心单位] #availableInDemo: true techLevel:2 radius: 50 #displayRadius: 25 isBio: false softCollisionOnAll: 3 #isBuilding: true generation_credits: 11 generation_delay: 40 canRepairBuildings: true canRepairUnits : true canReclaimResources: true autoRepair: true nanoRange: 210 nanoRepairSpeed: 1.8 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 [action_升级] price:7500 text:Upgrade Butterfly 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: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 scaleImagesTo:120 #scaleTurretImagesTo: 25 #showEnergyBar:false #imageScale: 1.5 showHealthBar:false showQueueBar:false image_shadow: AUTO shadowOffsetX:1 shadowOffsetY:1 [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:0.25s #energyUsage: 1 image: ROOT:/assets/demonjiimg/core/蝴蝶镭射炮.Ling projectile:1 idleSweepAngle:60 idleSweepDelay:100 idleSweepSpeed:0.4 [turret_上] x: -1 y: 25 warmup:0.25s #energyUsage: 1 image: ROOT:/assets/demonjiimg/core/蝴蝶镭射炮.Ling projectile:1 idleSweepAngle:60 idleSweepDelay:100 idleSweepSpeed:0.4 [turret_右] x: 34 y: -20 warmup:0.25s #energyUsage: 1 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 delay:0.8s canShoot: false canAttackFlyingUnits: false canAttackLandUnits: false canAttackUnderwaterUnits: false isMainNanoTurret: true invisible:true [projectile_1] #aaa - anti air attack directDamage: 30 life: 100 speed: 7 drawSize: 1.8 color: #46ebff lightColor: #46ebff lightSize: 0.4 [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)) * (-${core.radius}/1.31)) #isVisible:if self.hp > self.maxHp*0.6 color:#00ffff order:1 [decal_血条底板] image:ROOT:/assets/demonjiimg/core/ldp-bar.png alwaysStartDirAtZero:true dirOffset:0 imageScaleX:1.3 yOffsetAbsolute:70 xOffsetAbsolute:2 pivotOffset:0 order:-1 layer:onTop [decal_xis_个位] @define A:0 layer:onTop order:10.01 yOffsetAbsolute:70 image:ROOT:/assets/oldsungodimg/lalaiye/hp-number.png imageScale:0.7 frame: memory.#[${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