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更新v0.41,新增FLH绑定车身,刷动画圆形随机偏移,GiftBox的AE所属是接受者时用单位的所属,NavalTargeting=6时…
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…不能朝水面射击
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ChrisLv-CN committed Jan 26, 2023
1 parent 98f34bb commit fe81013
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Showing 35 changed files with 32 additions and 3 deletions.
35 changes: 32 additions & 3 deletions DynamicPatcher/Kratos食用说明书.ini
Original file line number Diff line number Diff line change
Expand Up @@ -192,6 +192,7 @@ Spawns.Chances=1.0,1.0,1.0 ;抽中的概率,当决定要刷出这个类型时
Spawns.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
Spawns.RandomWeights=50,50,50 ;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
Spawns.Offset=0,0,0 ;新动画与原动画的位置偏移,FLH,F是↗方向
Spawns.RandomOffset=0,0 ;新动画与原动画的位置随机方向随机偏移,优先级低于FLH方向随机偏移
Spawns.RandomOffsetF=0,0 ;新动画与原动画的位置向F方向随机偏移
Spawns.RandomOffsetL=0,0 ;新动画与原动画的位置向L方向随机偏移
Spawns.RandomOffsetH=0,0 ;新动画与原动画的位置向H方向随机偏移
Expand Down Expand Up @@ -497,6 +498,17 @@ SecondaryCrawlingFLH=150,0,225
EliteSecondaryCrawlingFLH=150,0,225


; 武器FLH不跟随炮塔转动,以车身前方计算
[TechnoTypeArt]
PrimaryFireOnBody=no
ElitePrimaryFireOnBody=no
SecondaryFireOnBody=no
EliteSecondaryFireOnBody=no
; 盖特和多功能,X=1-127
WeaponXOnBody=no
EliteWeaponXOnBody=no


; 尾巴重制版,多类型尾巴,全部写在Artmd.ini中,不需要注册表,直接写尾巴类型
[TrailType]
Mode=LASER ;尾巴的类型,LASER\BEAM\ELECTRIC\PARTICLE\ANIM
Expand Down Expand Up @@ -713,10 +725,23 @@ AttachFire.RadialZ=yes ;按照Brust扇形发射,调整Z方向,比如Burst=8
AttachFire.SimulateBurst=no ;模拟原版的Burst有延迟的发射每一个武器
AttachFire.SimulateBurstDelay=7 ;模拟原版的Burst时每次发射的间隔
AttachFire.SimulateBurstMode=0 ;模拟原版的Burst模式,当FLH的L不为0时,0=不切换左右,1=LRLRLRLR,2=LLLLRRRR,3=LR*Burst
; 发射条件
AttachFire.Feedback=no ;攻击武器发射者
AttachFire.OnlyFireInTransport=no ;只有在载具内才能使用这个附加武器
AttachFire.UseAlternateFLH=no ;在载具内时,不使用AttachFire指定的FLH而是启用载具对应的FLH
AttachFire.Feedback=no ;攻击武器发射者
AttachFire.AffectsTerrain=yes ;能否朝树之类的地形对象发射
AttachFire.OnlyFireWhenHP=0%,100% ;仅在自身血量在这个比例范围内发射
AttachFire.OnlyFireWhenTargetHP=0%,100% ;仅在目标血量在这个比例范围内发射
; 发射目标过滤器
AttachFire.AffectTerrain=yes ;能否朝树之类的地形对象发射
AttachFire.AffectTypes=none ;可射击的单位类型
AttachFire.NotAffectTypes=none ;不可射击的单位类型
AttachFire.OnlyAffectMarks=none ;只能向具有该标记的对象发射
; 目标单位类型
AttachFire.AffectBuilding=yes ;能否朝建筑发射
AttachFire.AffectInfantry=yes ;能否朝步兵发射
AttachFire.AffectUnit=yes ;能否朝单位发射
AttachFire.AffectAircraft=yes ;能否朝飞机发射
; 目标所属类型
AttachFire.AffectsOwner=yes ;能否朝同阵营目标发射
AttachFire.AffectsAllies=yes ;能否朝友军目标发射
AttachFire.AffectsEnemies=yes ;能否朝敌军目标发射
Expand Down Expand Up @@ -880,7 +905,11 @@ Info.X.ZeroFrameIndex=0
Info.X.MaxFrameIndex=-1 ;模式为Image时,允许显示的帧序号的最大值,如Wrap=1时,MaxFrameIndex=5,则当数字大于5时,仍显示第5帧
Info.X.ImageSize=5,8 ;模式为SHP数字时,每个位数的大小
Info.X.Wrap=1 ;模式为Image时,增加多少个数字跳下一帧
; 监视单位自身的属性,指定类型有别与其他的设置,不读取Watch
; 监视单位自身的属性,不读取Watch
Info.Ammo.Mode=NONE ;显示单位的弹药
Info.Reload.Mode=NONE ;显示单位的弹药装填延迟时间
Info.ROF.Mode=NONE ;显示单位的ROF延迟时间
; 涉及到文字内容或者绘制线条,只能使用特定类型显示的单位属性
Info.ID.Mode=NONE ;使用Text显示出单位的section
Info.Armor.Mode=NONE ;使用Text显示出单位的护甲类型
Info.Mission.Mode=NONE ;使用Text显示出单位的任务
Expand Down
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