StarRiver-EndlessJourney-RW.../code/demonji/蝴蝶母舰/蝴蝶母舰.ini
2023-11-19 23:04:22 +08:00

524 lines
9.4 KiB
INI

[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