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更新v0.38,新增ECM,新增自动巡航
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ChrisLv-CN committed Jan 11, 2023
1 parent 6d3bfa4 commit 70adc3d
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Showing 37 changed files with 51 additions and 6 deletions.
57 changes: 51 additions & 6 deletions DynamicPatcher/Kratos食用说明书.ini
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,8 @@ Dive.PullUpAfterFire=no ;发射武器后即刻停止调整高度
; 演示视频 https://www.bilibili.com/video/BV1Aa41187CH
[AircraftType]
Fighter.AreaGuard=no ;是否可以执行Ctrl+Alt的区域防守命令
Fighter.AutoGuard=no ;不需要按Ctrl+Alt,只需要移动就自动进入巡航状态
Fighter.DefaultToGuard=no ;在地面待机时,自动起飞绕机场巡航
Fighter.GuardRange=10 ;区域防守的范围
Fighter.AutoFire=yes ;是否对进入范围的目标进行攻击,如果为否,则只在空中盘旋待命,建议战斗机为yes轰炸机类为no
Fighter.Ammo=1 ;拥有多少发子弹时,自动前往巡航点
Expand Down Expand Up @@ -754,6 +756,12 @@ ClearTarget=no ;被这个弹头伤害到的单位,强制消除当前锁定的



; 强制任务弹头,被这个弹头伤害到的单位,任务会被强制修改为指定的任务,但不会阻止接下来单位重新设定任务
[WarheadType]
ForceMission=None ;强制任务,None\Guard\AreaGuard\Move\Hunt\Sleep\Unload\Deploy



; AE系统,同Ares的AttachEffect,含多种模块类型,可支持附加在抛射体上,不需要注册表,直接写AE类型
; AE分为普通类型和状态类型,状态类型只能生效一个,最后附加的状态覆盖前面的,比如一个单位现在赋予了两个彩弹AE,那么他会被染成后一个赋予的颜色
; 状态类型的效果可以直接写在单位上,如 [TechnoType] Paintball.Color=180.170.0
Expand Down Expand Up @@ -854,7 +862,7 @@ Stand.SameTarget=yes ;强制替身与使者攻击同一个目标
Stand.SameLoseTarget=no ;使者失去目标同时替身也失去
Stand.SameAmmo=no ;强制替身弹药数量与使者相同
Stand.UseMasterAmmo=no ;替身在开火时消耗使者的弹药,SameAmmo启用时自动开启
; Stand.SamePassengers=no ;替身使用JOJO的乘客空间,JOJO的乘客等同于替身获得乘客
Stand.Targeting=BOTH ;替身在什么位置可以攻击,BOTH\LAND\AIR,LAND只能在地上开火,AIR只能在空中开火
Stand.ForceAttackMaster=no ;替身强制选定使者为目标
Stand.MobileFire=yes ;使者在移动时替身仍可攻击
Stand.Powered=no ;替身需要电力支持才能攻击
Expand Down Expand Up @@ -919,8 +927,10 @@ DestroySelf.AffectWho=MASTER ;摧毁谁,ALL\MASTER\STAND
; 模块:变形, 状态类型 —— AE生效期间,更改附着对象的单位类型,只允许同类之间进行转换,如动员兵变身磁暴步兵,无法对抛射体生效。
Transform.Type=none ;变形的目标,只能同类之间转换
; (不稳定,易崩) 模块:黑洞, 状态类型 —— AE生效期间,附着对象会间歇性的吸引附近的抛射体攻击自己
BlackHole.Range=0 ;扫描抛射体的范围,单位格,大于0时启用该功能
BlackHole.EliteRange=0 ;精英级扫描抛射体的范围,单位格
BlackHole.Range=0 ;扫描的范围,单位格,不等于0时启用该功能,-1表示全地图扫描
BlackHole.FullAirspace=no ;测算距离无视高度,即圆柱形范围检查
BlackHole.EliteRange=0 ;精英级扫描的范围,单位格
BlackHole.EliteFullAirspace=no ;测算距离无视高度,即圆柱形范围检查
BlackHole.Rate=15 ;扫描的频率,间隔多少帧扫描一次,越大越慢
BlackHole.EliteRate=15 ;精英级扫描的频率,间隔多少帧扫描一次,越大越慢
BlackHole.Offset=0,0,0 ;黑洞位置的偏移,FLH
Expand Down Expand Up @@ -977,11 +987,13 @@ BlackHole.AffectWho=MASTER ;谁是黑洞,ALL\MASTER\STAND
Broadcast.Types=AutoWeapon1,StandTest1 ;广播的AE类型
Broadcast.Rate=15 ;广播的频率,每隔多少帧播放一次
Broadcast.RangeMin=0 ;广播的最近距离
Broadcast.RangeMax=-1 ;广播的最大距离
Broadcast.RangeMax=-1 ;广播的最大距离,0时关闭,-1表示全地图
Broadcast.FullAirspace=no ;测算距离无视高度,即圆柱形范围检查
Broadcast.EliteTypes=AutoWeapon1,StandTest1
Broadcast.EliteRate=15
Broadcast.EliteRangeMin=0
Broadcast.EliteRangeMax=-1
Broadcast.EliteFullAirspace=no
Broadcast.TriggeredTimes=-1 ;广播触发的次数,次数用完立刻强制结束效果
; 广播影响过滤器专属设置,仅为搜索目标的设置,是否可以附加仍要看AE本身的设置
Broadcast.AffectTypes=none ;类型过滤,可影响的单位,如果设置,则只可以影响列表中的单位
Expand Down Expand Up @@ -1262,7 +1274,35 @@ Bounce.StopOnInfantry=no ;击中步兵后不会弹起
Bounce.ReboundOnInfantry=no ;击中步兵后反弹
Bounce.StopOnUnit=no ;击中载具后不会弹起
Bounce.ReboundOnUnit=no ;击中载具后反弹

; (Missile专用)模块:ECM电子对抗,状态类型 —— AE生效期间,发射电磁脉冲让导弹随机选取原目标附近的一个小可爱作为新目标
ECM.Chance=0% ;干扰成功率,大于0%启用
ECM.Rate=15 ;导弹间隔多少帧改一次目标
ECM.TriggeredTimes=1 ;导弹在持续时间内更改多少次目标,不成功也扣除一次
ECM.LockDuration=0 ;干扰生效后,多久不会再收到干扰
ECM.Feedback=no ;忽悠炮,艹他,导弹不搜索新目标,而是返回去干发射者,发射者不存在,原地爆炸
ECM.ToTechnoChance=0% ;干扰生效后,导弹选择单位而不是地面的概率
ECM.ForceRetarget=no ;干扰生效后,导弹一定重选一个不同于原来目标的目标,如果范围内没有其他目标,就砸地上
ECM.NoOwner=no ;干扰生效后,导弹变成无主状态,可以伤害发射者,击杀目标也不会给发射者经验
; 新目标选择范围的专属设置
ECM.Around=Source ;干扰生效后,导弹选择目标的圆心位置,Source/Target/Self/Shooter,Source=AE来源周围,Target=前往的目标周围,Self=自身周围,Shooter=发射者的周围,如果指定的点无效,那么就在自身周围附近找个点扎
ECM.RangeMin=0 ;干扰生效后,导弹选择目标的最小范围,单位格
ECM.RangeMax=1 ;干扰生效后,导弹选择目标的最大范围,单位格
ECM.FullAirspace=no ;测算距离无视高度,即圆柱形范围检查
; 新目标选择对象影响过滤器专属设置
ECM.AffectTypes=none ;类型过滤,可影响的单位,如果设置,则只转向清单中的单位
ECM.NotAffectTypes=none ;类型过滤,不可影响的单位,如果设置,则不转向列表中的单位,优先级更高
; 新目标选择对象影响单位设置
ECM.AffectInfantry=yes ;类型过滤,影响步兵
ECM.AffectUnit=yes ;类型过滤,影响载具
ECM.AffectAircraft=yes ;类型过滤,影响飞机
; 新目标选择影响特定对象
ECM.AffectInAir=yes ;影响在空中的单位
ECM.OnlyAffectMarks=none ;只影响带有这些标记的对象
; 新目标选择影响对象敌我识别专属设置
ECM.AffectsOwner=yes ;是否影响同阵营的
ECM.AffectsAllies=yes ;是否影响友军
ECM.AffectsEnemies=yes ;是否影响敌人
ECM.AffectsCivilian=yes ;是否影响中立目标


; 附加AE
Expand All @@ -1274,6 +1314,11 @@ StandTrainCabinLength=512 ;火车类型的替身的车厢长度,影响替身
AffectInAir=yes ;使用弹头附加效果是否影响空中单位的总开关


; 通过弹头向替身附加AE
[WarheadType]
AttachStand=no ;使用弹头附加效果是否影响替身,无敌的替身不会受到影响


; 通过乘客给载具附加AE,载具端写AE组,可以设置多组,X=[0-127],乘客带指定的AEMode进入时激活,类似FV,进入多个同Mode不会叠加,踢出乘客后,现存的乘客中不存在该Mode则移除对应的AE
[TechnoType]
AttachEffectTypesX=AutoWeapon1,StandTest1 ;要挂载的AE类型
Expand Down Expand Up @@ -1389,7 +1434,7 @@ IgnoreStandShareDamage=no



; 玩具弹头,无法造成伤害,正常计算伤害和护甲,触发所有伤害事件,但是在最后造成伤害时强制置0,不会引起反击、分散、警告等后续反应
; 玩具弹头,无法造成伤害,正常计算伤害和护甲,触发所有伤害事件,但是在最后造成伤害时强制置0,不会引起维修闪光、反击、分散、警告等后续反应
; 弹头比例不能全100%,否则会造成至少1点伤害(Phobos build32)
[WarheadType]
IsToy=no
Expand Down
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