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更新v0.33,修正说明书文字,飞机警戒不攻击幻影和隐形单位,复仇增加FLH
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ChrisLv-CN committed Dec 31, 2022
1 parent 9b88cab commit 9269470
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Showing 37 changed files with 37 additions and 35 deletions.
72 changes: 37 additions & 35 deletions DynamicPatcher/Kratos食用说明书.ini
Original file line number Diff line number Diff line change
Expand Up @@ -795,6 +795,7 @@ Stand.DrawLayer=None ;替身的渲染层设置,当ZOffset不为0时启用,NO
Stand.ZOffset=14 ;替身在ZAdjust偏移值,正值在上层,负值在下层,火车类型无效
Stand.SameTilter=yes ;替身和使者同为Drive Locomotor时,强制同步替身的倾斜角度。关闭时Drive Loco的替身会自行根据所处的格子倾斜自身。
Stand.SameMoving=no ;替身在使者移动时,也播放移动动画,并且朝向和使者一致,不影响火车
Stand.StickOnFloor=yes ;替身在使者移动时,如果需要播放移动动画,将保持贴在地上,替身为Jumpjet时无效,不影响火车
Stand.SameHouse=yes ;替身跟随附属对象的所属变化,本体属性变化如心控,替身所属也跟随变化
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
Expand Down Expand Up @@ -953,6 +954,40 @@ Broadcast.AffectsAllies=no ;是否影响友军
Broadcast.AffectsEnemies=no ;是否影响敌人
Broadcast.AffectsCivilian=no ;是否影响中立目标
Broadcast.DeactiveWhenCivilian=no ;启用时,当所属是平民时,或者被狙掉了驾驶员,不会激活效果
; 模块:礼盒, 状态类型 —— AE生效期间,将附着单位变成一个礼盒
GiftBox.Types=HTNK,E2 ;礼物
GiftBox.Nums=1,1 ;数量
GiftBox.Chances=1.0,1.0 ;抽中的概率,当决定要刷出这个类型时,可以刷出来的概率,每个类型单独计算概率,不写为100%
GiftBox.Delay=0 ;多久后开盒
GiftBox.RandomDelay=0,300 ;随机延迟
GiftBox.RandomType=no ;随机从列表中选取类型,并释放等于Nums列表中数值总和的礼物数量
GiftBox.RandomWeights=50,50 ;随机从列表中选区类型,对应列表中每个类型的权重值,数字越大概率越高,不写为1
GiftBox.EliteTypes=HTNK,E2 ;精英时开盒的礼物
GiftBox.EliteNums=1,1 ;精英时数量
GiftBox.EliteChances=1.0,1.0 ;精英时抽中的概率,当决定要刷出这个类型时,可以刷出来的概率,每个类型单独计算概率,不写为100%
GiftBox.EliteDelay=0 ;精英时多久后开盒
GiftBox.EliteRandomDelay=0,300 ;精英时随机延迟
GiftBox.EliteRandomType=no ;随机从列表中选取类型,并释放等于Nums列表中数值总和的礼物数量
GiftBox.EliteRandomWeights=50,50 ;随机从列表中选区类型,对应列表中每个类型的权重值,数字越大概率越高,不写为1
GiftBox.Remove=yes ;开盒后删除盒子
GiftBox.Explodes=no ;删除盒子后会不会引起爆炸,触发死亡武器
GiftBox.RandomRange=0 ;礼物刷在附近随机范围内,单位格
GiftBox.RandomToEmptyCell=no ;礼物只在空地上刷,没有空地就刷在原地
GiftBox.OpenWhenDestroyed=no ;礼盒单位被摧毁时释放礼物,yes时仅在被摧毁时释放,延迟等设置无效
GiftBox.OpenWhenHealthPercent=100% ;指定收到伤害后,剩余血量低于这个值时释放,0-1,0%和100%都不会启用这个设置,如果伤害很大直接击杀不会释放
GiftBox.AffectWho=MASTER ;作用于谁,ALL\MASTER\STAND
; 特殊设定,单位转换,继承血量、目标、编队和任务
GiftBox.IsTransform=no ;是否使用单位转换机制,启用后,礼盒将会强制删除,并不会发生爆炸
GiftBox.HealthPercent=100% ;指定礼物的血量百分比,0-1,0或者0%,按照原单位血量百分比进行转换
GiftBox.HealthNumber=0 ;直接指定礼物的血量数字,低于1,不使用
GiftBox.InheritHealthNumber=no ;指定礼物是否继承原单位的血量数字,非按比例转换
GiftBox.InheritTarget=yes ;指定礼物是否继承原单位的目标
GiftBox.InheritExp=yes ;如果可以升级则继承等级
GiftBox.InheritAmmo=no ;如果有弹药则继承弹药,没有弹药生成有弹药,弹药箱清空
GiftBox.InheritAE=no ;当礼盒被摧毁,第一个礼物继承礼盒的AE,礼盒自身不会继承
GiftBox.RemoveEffects=AE1,AE2 ;移除礼物继承的AE
GiftBox.AttachEffects=AE1,AE2 ;给礼物附加AE
GiftBox.ForceMission=None ;强制设置礼物的任务,None\Guard\AreaGuard\Move\Hunt\Sleep\Unload\Deploy
;====== 以下为单位专用模块,对抛射体不生效 ======
; 模块:免疫特殊攻击 —— AE生效期间,单位会免疫特殊攻击,不会解除已经遭受的特殊攻击
Immune.Psionics=no ;免疫心灵控制
Expand All @@ -966,6 +1001,7 @@ Immune.IsLocomotor=no ;免疫磁电
; 模块:复仇 —— AE生效期间,对打死单位的攻击者进行复仇,发射一发武器
Revenge.Types=RedEye2,M60 ;单位被打死时,向攻击者发射武器
Revenge.AttachEffects=AE1,AE2 ;单位被打死时,向攻击者附加AE
Revenge.FireFLH=0,0,0 ;发射复仇武器的FLH
Revenge.Realtime=no ;即刻向攻击者反击,不必等到被打死
Revenge.FromSource=no ;复仇者是AE的来源,而不是AE的持有者
Revenge.ToSource=no ;向AE的来源复仇,而不是向攻击者
Expand Down Expand Up @@ -1009,41 +1045,7 @@ OverrideWeapon.Chance=100% ;武器发射时,概率替换武器
OverrideWeapon.EliteChance=100% ;精英时,替换武器的概率
OverrideWeapon.UseToDeathWeapon=no ;用于替换死亡武器
OverrideWeapon.AffectWho=MASTER ;作用于谁,ALL\MASTER\STAND
; 模块:礼盒, 状态类型 —— AE生效期间,将附着单位变成一个礼盒,无法对抛射体生效
GiftBox.Types=HTNK,E2 ;礼物
GiftBox.Nums=1,1 ;数量
GiftBox.Chances=1.0,1.0 ;抽中的概率,当决定要刷出这个类型时,可以刷出来的概率,每个类型单独计算概率,不写为100%
GiftBox.Delay=0 ;多久后开盒
GiftBox.RandomDelay=0,300 ;随机延迟
GiftBox.RandomType=no ;随机从列表中选取类型,并释放等于Nums列表中数值总和的礼物数量
GiftBox.RandomWeights=50,50 ;随机从列表中选区类型,对应列表中每个类型的权重值,数字越大概率越高,不写为1
GiftBox.EliteTypes=HTNK,E2 ;精英时开盒的礼物
GiftBox.EliteNums=1,1 ;精英时数量
GiftBox.EliteChances=1.0,1.0 ;精英时抽中的概率,当决定要刷出这个类型时,可以刷出来的概率,每个类型单独计算概率,不写为100%
GiftBox.EliteDelay=0 ;精英时多久后开盒
GiftBox.EliteRandomDelay=0,300 ;精英时随机延迟
GiftBox.EliteRandomType=no ;随机从列表中选取类型,并释放等于Nums列表中数值总和的礼物数量
GiftBox.EliteRandomWeights=50,50 ;随机从列表中选区类型,对应列表中每个类型的权重值,数字越大概率越高,不写为1
GiftBox.Remove=yes ;开盒后删除盒子
GiftBox.Explodes=no ;删除盒子后会不会引起爆炸,触发死亡武器
GiftBox.RandomRange=0 ;礼物刷在附近随机范围内,单位格
GiftBox.RandomToEmptyCell=no ;礼物只在空地上刷,没有空地就刷在原地
GiftBox.OpenWhenDestroyed=no ;礼盒单位被摧毁时释放礼物,yes时仅在被摧毁时释放,延迟等设置无效
GiftBox.OpenWhenHealthPercent=100% ;指定收到伤害后,剩余血量低于这个值时释放,0-1,0%和100%都不会启用这个设置,如果伤害很大直接击杀不会释放
GiftBox.AffectWho=MASTER ;作用于谁,ALL\MASTER\STAND
; 特殊设定,单位转换,继承血量、目标、编队和任务
GiftBox.IsTransform=no ;是否使用单位转换机制,启用后,礼盒将会强制删除,并不会发生爆炸
GiftBox.HealthPercent=100% ;指定礼物的血量百分比,0-1,0或者0%,按照原单位血量百分比进行转换
GiftBox.HealthNumber=0 ;直接指定礼物的血量数字,低于1,不使用
GiftBox.InheritHealthNumber=no ;指定礼物是否继承原单位的血量数字,非按比例转换
GiftBox.InheritTarget=yes ;指定礼物是否继承原单位的目标
GiftBox.InheritExp=yes ;如果可以升级则继承等级
GiftBox.InheritAmmo=no ;如果有弹药则继承弹药,没有弹药生成有弹药,弹药箱清空
GiftBox.InheritAE=no ;当礼盒被摧毁,第一个礼物继承礼盒的AE,礼盒自身不会继承
GiftBox.RemoveEffects=AE1,AE2 ;移除礼物继承的AE
GiftBox.AttachEffects=AE1,AE2 ;给礼物附加AE
GiftBox.ForceMission=None ;强制设置礼物的任务,None\Guard\AreaGuard\Move\Hunt\Sleep\Unload\Deploy
; 模块:礼盒, 状态类型 —— AE生效期间,附着的单位发射武器时,一并发射指定的超级武器,无法对抛射体生效
; 模块:发射超级武器, 状态类型 —— AE生效期间,附着的单位发射武器时,一并发射指定的超级武器,无法对抛射体生效
FireSuperWeapon.Types=NukeSpecial,IronCurtainSpecial
FireSuperWeapon.Chances=1.0,1.0 ;发射该超武的概率
FireSuperWeapon.InitDelay=0 ;延迟发射超武
Expand Down
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