StarRiver-EndlessJourney-RW.../星河征途0.9.2.6/星河征途2022/阵营分配(旧日魔龙)/旧日神教/.海军组/鳄鱼战舰/alligator_land.ini
2022-08-23 08:37:59 +08:00

614 lines
11 KiB
INI
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

[hiddenAction_开场舰载机]
autoTriggerOnEvent:created
addUnitsIntoTransport:c_helicopterR*16
[hiddenAction_重置器]
autoTrigger: if not self.hasUnitInTeam(withTag='otrezUnfull') and self.resource(type='鳄鱼舰载机坠毁数',greaterThan=0)
produceUnits:坠毁数重置器2
[hiddenAction_开舰载机]
#autoTriggerOnEvent:created
autoTrigger:if numberOfUnitsInTeam(lessThan=16,withTag='ZSJ')
addUnitsIntoTransport:c_helicopterR*1
pos:1
[hiddenAction_无敌人]
autoTrigger: if self.tags(includes='otrezAttacking') and not numberOfUnitsInEnemyTeam(greaterThan=0, withinRange=950)
temporarilyRemoveTags: otrezAttacking
[hiddenAction_起飞]
autoTrigger: if not self.tags(includes='otrezAttacking') and numberOfUnitsInEnemyTeam(greaterThan=0, withinRange=950)
temporarilyAddTags: otrezAttacking
forceUnloadTransportNow:true
[hiddenAction_下去]
autoTrigger: if self.tags(includes='otrezAttacking') and numberOfUnitsInEnemyTeam(greaterThan=0, withinRange=1000)
forceUnloadTransportNow:true
[hiddenAction_满了]
autoTrigger: if self.transportingCount(greaterThan=15)
temporarilyRemoveTags: otrezUnfull
temporarilyAddTags: otrezFull
[hiddenAction_没满]
autoTrigger: if self.transportingCount(lessThan=16)
temporarilyAddTags: otrezUnfull
temporarilyRemoveTags: otrezFull
[hiddenAction_trigger_onLand]
autoTrigger: if self.overWater()
convertTo:Alligator
[core]
class: CustomUnitMetadata
mass: 88900
#tags:鳄鱼
name: alligatorLand
displayText: Alligator
displayText_zh:鳄鱼母舰
displayDescription: -Mass armed cruiser \n-Can attack air, land, sea \n-Has laser defence \n-Its small laser defence system has a large capacity, \n making it longer to deflect bullets \n-Can go on land but slow movement
displayDescription_zh:-武装巡洋舰\n-可以攻击空中,陆地,海上\n-具有激光防御能力\n-小型激光防御系统具有大容量,\n使其偏转弹头的时间更长\n-可以在陆地上行走但速度较慢
maxHp: 17500
armour: 3
maxShield: 0
shieldRegen: 0
tags:EY,otrezAlive,otrezUnfull
builtFrom_1_name: seaFactorycjkc
builtFrom_1_pos: 13
price: 35000
techLevel: 1
unitsSpawnedOnDeath:坠毁数重置器2
maxTransportingUnits:16
transportUnitsRequireMovementType:AIR
transportUnitsRequireTag:ZSJ
transportUnitsHealBy:0.8
transportUnitsCanUnloadUnits:true
transportUnitsAddUnloadOption:false
softCollisionOnAll: 0
radius: 60
#displayRadius: 0
buildSpeed: 80s
isBuilding: false
isBio: false
isBug: false
#maxTransportingUnits: 16
energyMax: 30
energyRegen: 0.00109
energyNeedsToRechargeToFull: true
isBuilder: true
nanoRange: 232
nanoRepairSpeed: 0.8
autoRepair: true
canRepairUnits: true
canRepairBuildings: true
[action_areaShockwave]
#special attack
displayType: action
text: Blast
text_zh:爆破
description: -Creates a land earthquake shock surrounding this unit that deals 10 - 2000 damage \n-Consumes 7.5% of your energy \n-Energy needs to recharge to full to activate
description_zh:-在此装置周围造成陆地地震冲击造成10-2000伤害\n-消耗7.5%的能量\n-能量需要充满才能激活
buildSpeed: 3s
fireTurretXAtGround: wave_action
fireTurretXAtGround_withOffset: 0,0
price: energy=2
addResources: setFlag=1
resetCustomTimer: true
isActive: if self.isEnergyFull()
[graphics]
total_frames: 1
image: alligator_body.png
image_wreak: alligator_death.png
image_turret: alligator_turret.png
image_shadow: auto
shadowOffsetX: 3
shadowOffsetY: 3
teamColorsOnTurret: true
splastEffect: true
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: true
canAttackUnderwaterUnits: true
turretSize: 31
turretTurnSpeed: 3.84
maxAttackRange: 385
shootDelay: 0.4s
turretMultiTargeting: true
[turret_nanoHeel]
#nano turret (nano must be slot 1)
x: -26
y: -44
canShoot: false
size: 0
invisible: true
warmup: 10
isMainNanoTurret: true
[turret_b1]
#big barrel
x: -4
y: 4
image: big_barrel1.png
attachedTo: bb1
slave: true
canAttackUnderwaterUnits: false
canAttackFlyingUnits: false
shoot_sound: large_gun_fire1
shoot_sound_vol: 0.333
shoot_flame: large
shoot_light:#f1f1f1
recoilOffset: -3.75
recoilOutTime: 1
recoilReturnTime: 9
projectile: land
turnSpeed: 0
[turret_b2]
x: 4
y: 4
attachedTo: bb1
slave: true
copyFrom: b1
linkDelayWithTurret: b1
warmup: 20
projectile: land
[turret_bb1]
#
x:0
y:-6
canAttack: false
canAttackFlyingUnits: false
canAttackUnderwaterUnits: false
turnSpeed: 0.7
recoilOffset: -0.25
[turret_aab]
x: -9
y: -24
invisible: true
canAttackUnderwaterUnits: false
canAttackLandUnits: false
size: 0
delay: 10
shoot_sound: missile_fire
shoot_sound_vol: 0.34
shoot_flame: none
shoot_light: #f1f1f1
projectile: air
[turret_aab2]
x: 9
y: -24
invisible: true
copyFrom: aab
linkDelayWithTurret: aab
warmup: 10
[turret_subbot]
#torpedo
x: 0
y: 0
idleDir:0
invisible: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: true
canAttackNotTouchingWaterUnits: false
projectile: subBt
size: 1.1
delay: 152
turnSpeed: 15
[turret_LD]
#
x: 17
y: 1
canAttack: false
size: 0
invisible: true
laserDefenceEnergyUse: 0.33
limitingRange: 220
[turret_wave_action]
#ability attack
x: 0
y: 0
invisible: true
limitingRange: 230
canShoot: false
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: true
#onShoot_playAnimation:
projectile: shockwave
energyUsage: 0
#turnSpeed: 10
#turnSpeedAcceleration: 1.6
shoot_sound: large_gun_fire1
shoot_sound_vol: 0.3
shoot_flame: NONE
[projectile_land]
directDamage: 194
instant: false
life: 390
speed: 12
largeHitEffect: true
areaDamage: 194
areaRadius: 89
targetGround: true
targetGroundSpread: 1.77
drawType: 2
frame: 3
explodeEffect: CUSTOM:explosion_noise, CUSTOM:area_wave
[projectile_air]
directDamage: 53
life: 160
speed: 0.3
targetSpeed: 3
drawSize: 1.8
color: #f7ff1d
trailEffect: true
largeHitEffect: true
ballistic: true
ballistic_delaymove_height:25
ballistic_height: 25
lightColor: #f7ff1d
lightSize: 0.5
[projectile_subBt]
#torpedo
#directDamage: 110
areaDamage:170
areaRadius:60
life: 500
speed: 0.4
targetSpeed: 1
largeHitEffect: true
drawSize: 1
color: #f1f1f1
trailEffect:true
[projectile_shockwave]
#ability attack (if exc:=should not useFlag=1)
areaDamage: 500
areaRadius: 700
targetGround: true
areaExpandTime: 50
speed: 10
life: 0
instant: false
largeHitEffect: true
explodeOnEndOfLife: true
deflectionPower: -1
shieldDamageMultiplier: 0.1
buildingDamageMultiplier: 0.5
explodeEffect: CUSTOM:areaShockwave
[effect_explosion_noise]
#CustomUnitMetabase:explosion
alsoPlaySound: iconic_explosion1.wav
alpha: 0.8
frameIndex:5
stripIndex: 1
scaleFrom: 1
animateFrameStart: 0
animateFrameEnd: 20
animateFramePingPong:0
animateFrameSpeed: 0.4
animateFrameSpeedRandom: 0
[effect_area_wave]
image: free_to_use_shock_effect.png
alpha: 0.7
life: 50
scaleFrom: 0.2
scaleTo: 3.1
fadeOut: true
fadeInTime: 11
ySpeedRelative: 0
priority: low
[effect_areaShockwave]
#radial blast
life: 150
priority: verylow
dirOffsetRandom:180
scaleFrom: 0.2
scaleTo: 7.5
fadeInTime: 0.1
fadeOut: true
image: areaShockLarge.png
drawUnderUnits: true
alpha:0.9
[leg_1]
x: 38
y: 32
attach_x: 12
attach_y: 15
image_leg: leg1.png
image_foot: foot1.png
holdDisMin: 23
holdDisMax: 8
moveSpeed: 2.16
[leg_2]
x: -38
y: 32
attach_x: -12
attach_y: 15
copyFrom: 1
[leg_3]
x: 41
y: -9
attach_y: 0
attach_x: -10
copyFrom: 1
[leg_4]
x: -41
y: -9
attach_y: 0
attach_x: -10
copyFrom: 1
[leg_5]
x: 38
y: -41
attach_x: 17
attach_y: -19
copyFrom: 1
[leg_6]
x: -38
y: -41
attach_x: 17
attach_y: 19
copyFrom: 1
[movement]
movementType: OVER_CLIFF_WATER
moveSpeed: 0.3
moveAccelerationSpeed: 0.021
moveDecelerationSpeed: 0.121
reverseSpeedPercentage: 0.2
maxTurnSpeed: 0.74
turnAcceleration: 0.055
moveSlidingMode: false
moveSlidingDir: 181
moveIgnoringBody: false
slowDeathFall: true
targetHeight: 2
targetHeightDrift: 0
[action_selectSlot1]
@define slotId: 1
buildSpeed: 0s
text: [
textAddUnitName: unitRef self.attachment(slot="unitSlot${slotId}")
textPostFix: ]
descriptionAddFromUnit: unitRef self.attachment(slot="unitSlot${slotId}")
descriptionAddUnitStats: unitRef self.attachment(slot="unitSlot${slotId}")
addResources: unsetFlag=1-16, setFlag=${slotId}
isGuiBlinking: if self.hasFlag(id=${slotId})
displayType: action
unitShownInUI: unitRef self.attachment(slot="unitSlot${slotId}")
iconExtraIsVisible: if self.hasFlag(id=${slotId})
iconExtraImage: icon_selected.png
pos:2
canPlayerCancel: false
allowMultipleInQueue: false
alwaysSinglePress: true
extraLagHidingInUI: true
[action_selectSlot2]
@copyFromSection: action_selectSlot1
@define slotId: 2
[action_selectSlot3]
@copyFromSection: action_selectSlot1
@define slotId: 3
[action_selectSlot4]
@copyFromSection: action_selectSlot1
@define slotId: 4
[action_selectSlot5]
@copyFromSection: action_selectSlot1
@define slotId: 5
[action_selectSlot6]
@copyFromSection: action_selectSlot1
@define slotId: 6
[action_selectSlot7]
@copyFromSection: action_selectSlot1
@define slotId: 7
[action_selectSlot8]
@copyFromSection: action_selectSlot1
@define slotId: 8
[action_selectSlot9]
@copyFromSection: action_selectSlot1
@define slotId: 9
[action_selectSlot10]
@copyFromSection: action_selectSlot1
@define slotId: 10
[action_selectSlot11]
@copyFromSection: action_selectSlot1
@define slotId: 11
[action_selectSlot12]
@copyFromSection: action_selectSlot1
@define slotId: 12
[action_selectSlot13]
@copyFromSection: action_selectSlot1
@define slotId: 13
[action_selectSlot14]
@copyFromSection: action_selectSlot1
@define slotId: 14
[action_selectSlot15]
@copyFromSection: action_selectSlot1
@define slotId: 15
[action_selectSlot16]
@copyFromSection: action_selectSlot1
@define slotId: 16
[attachment_unitSlot1]
x:0
y:0
addTransportedUnits: true
setDrawLayerOnBottom: true
canBeAttackedAndDamaged: false
isUnselectable: true
canAttack:false
addTransportedUnits: true
[attachment_unitSlot2]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot3]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot4]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot5]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot6]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot7]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot8]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot9]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot10]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot11]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot12]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot13]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot14]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot15]
@copyFromSection: attachment_unitSlot1
x:0
y:0
[attachment_unitSlot16]
@copyFromSection: attachment_unitSlot1
x:0
y:0