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rules_to_do.ini
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rules_to_do.ini
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;抽卡机制
;场上有一大堆中立单位,作为卡池里每张卡的对应
;
;玩家抽卡时进入”抽卡判定流程”,获得随机类型卡片
;①如果这张卡在卡池里还存有对应的类型,就保留下来,同时它仅一次击杀一个卡池里的对应类型,相当于卡池存货被消耗掉一个
;②如果这张卡在卡池里不存在对应的类型,由AutoDeath.TechnosDontExist自毁,这种方式自毁的卡片自动投放下一个随机卡片,直到投放的卡片在卡池里存在对应为止
;③当单位被正常途径摧毁,而不是在抽卡判定流程里被判定不存在而消失时,在卡池里生成一个对应类型,相当于存入卡池
;
;通过局部变量跳出叠层超武:
;真超武CD很短,每次使用后通过buff给局部变量-1,每次使用真超武前先用假超武投放一个建筑,建筑套buff判断局部变量大于等于1才自动跳出真超武
;时刻检测,如果局部变量小于1,就投放假超武的NegB,即无法使用。而如果获得层数,就顺带摧毁NegB
;(”澣骦零星“的方案:)【但是有更好的方案!:通过叠加emp炮建筑来做到叠层超武——你只需要在emp炮超武里面设置一个开火者无限就行——这样就会有多少个开火者——就有多少层超武——并且两个超武可以不用挂载建筑上——第二个弹头超武甚至可以你直接可以不用拥有】
; 【本质就是EMP炮建筑只要还存在,EMP炮就始终可以使用,每次使用EMP炮超武跳一个真超武,使用一次就炸掉一个EMP炮建筑】
;
;
;
;如何稳定长时间的环境光?——用侦察机扫射核弹,核弹超武可以用环境光
;(如果不考虑把心灵支配和闪电风暴找一个废掉,只能用核弹)
;
;笔记:POWERON或者POWEROFF是一个断电的动画
;
;
;独特的缩圈机制:地图最外围放一圈不可手动控制载具,这些载具两两相邻相互攻击形成的激光墙,一段时间后,地图中心的单位嘲讽这些载具向中心移动,于是激光墙围成的面积开始缩小
;
;
;笔记:EP结局关的火风暴围墙的模型是FIREWALL,围墙之间的动画是PLSMTC
;
;
;
;波能炮方案
;WeaponFire BUFF,武器开火动画给自己循环套火力AE,也持续给自己挂持续时间很短的状态BUFF
;本体有一个试图移除火力AE的弹头BUFF,但是只要有状态BUFF,就挂不上,因此就移除不了火力AE
;如果停止瞄准目标,状态BUFF就没有了
;此外,本体武器是假武器,技能可以解除
;
;
;
;
;
;
;
;
;保留装备系统:炽热香炉、休克疗法、参天巨人的坚决、刀下取金、成吨的伤害、法力燃烧、完全适应、大而不能倒、心之刚、狙神之眼、粉碎器、卢登的回声、冕已有卫、提亚马特、先声夺人、坚定投资器、好运连连、不是今天、理想主义、幸运手套、、、
;
;;局部变量操作说明:
;局部变量的定义与索引值:https://github.com/Sidoupiar/Ra2-SIWinterIsComingEx-Documents/blob/main/%E8%A7%A6%E5%8F%91%E4%B8%8EAI%E8%84%9A%E6%9C%AC%E5%8A%A8%E4%BD%9C/%E6%95%B0%E6%8D%AE-%E4%BD%9C%E6%88%98%E6%96%B9%E5%B1%80%E9%83%A8%E5%8F%98%E9%87%8F.md
;局部变量依赖数据包(DataPack)的IDCode作为索引值n,然后使用数值型数据集合(NumberData)https://github.com/Sidoupiar/Ra2-SIWinterIsComingEx-Documents/blob/main/%E8%A7%A6%E5%8F%91%E4%B8%8EAI%E8%84%9A%E6%9C%AC%E5%8A%A8%E4%BD%9C/AI%E8%84%9A%E6%9C%AC%E5%8A%A8%E4%BD%9C-2-%E6%93%8D%E4%BD%9C%E4%BD%9C%E6%88%98%E6%96%B9%E5%B1%80%E9%83%A8%E5%8F%98%E9%87%8F.md#ai%E8%84%9A%E6%9C%AC%E5%8A%A8%E4%BD%9C-%E6%93%8D%E4%BD%9C%E4%BD%9C%E6%88%98%E6%96%B9%E5%B1%80%E9%83%A8%E5%8F%98%E9%87%8F
;实现“当前场上有多少个X单位”功能的方法:
;先给X单位打上同一种BUFF,这些BUFF都是主动生效的“操作局部变量”BUFF,每个的运算类型都是给同一个IDCode的数据包里的数值数据加一,最终的结果就保存在后台了
;然后如果要判断
;;;;区分移动和静止状态
;初始单位=X0,携带一个变形弹头BUFF,时刻把自己变成Y,Y形态是移动形态的炮弹落地不精准
;还有一个自瞄武器BUFF,让它朝着单位当前所在的格子开火(抛体Proximity=yes),CellSpread=0,如果这单位移动,就无法打到它前一刻所在的位置的格子(但是我不确定对于移动速度慢的单位的效果)。如果单位停下来,自瞄武器BUFF的弹头就可以把单位变回X0,并且提供一个暂时的屏蔽BUFF,阻止上一段说的变形弹头BUFF生效
;Techno类型储存+转录应用:
;在一个注册表下面设置“转录对”,比如From1=HTNK,To1=MTNK,意思就是读取的单位类型是HTNK,作为结果输出的是MTNK
;用弹头或buff可以读取单位Techno,并把单位类型和储存到对应的序号上
;单位投放buff投放储存的单位类型,甚至
;①
;有种形态是废铁的矿石的注册名是TIB2
;TALKQSTN对话气泡,里面是问号,其实只是TALKBUBL的第二帧
;TALKEXCL对话气泡,里面是感叹号,其实只是TALKBUBL的第三帧
;[TALKSTAR] ;here新增
;Image=TALKBUBL
;CustomPalette=palette.pal
;Normalized=no
;UseNormalLight=yes
;ZAdjust=-900
;YSortAdjust=7200
;Layer=top
;Start=0
;LoopStart=0
;LoopEnd=1
;End=0
;不知道这样行不行(
;图标制作流程:
;1.从MO WIKI上扒下webp格式图标
;2.格式工厂转为png格式
;3.PS里把png转为索引色,并且生成色盘.pal文件
;4.把索引色的一个个png拖放到格子里,注意格子的序号:点击“制作按钮显示SHP文件”,填入的按钮数量,其实就是四种状态(开始、停留、点击、禁用)每一种,从起始编号开始往后有几帧,四种分别输出一个shp
;冷却进度起始则独立于四种状态,从任意一个格子开始,往后依次一帧帧连接起来,也输出一个shp
;最终五种shp填入按钮配置即可
;9995 = YurikuLaugh
;9996 = YurikuDartsAttackCommand
;9997 = YurikuMove
;9998 = YurikuSelect
;9987 = NatashaAttack
;9986 = NatashaDie
;9985 = NatashaCreated
;9984 = NatashaFear
;9983 = NatashaAirstrikeVoice
;9982 = NatashaAttackCommand
;9981 = NatashaMove
;9990 = NatashaSelect
;在coop_domain里
;^百合子
;[YURIKU]
;Pip=red
;Ammo=3
;Cost=1500
;Hero=yes
;Name=yuriku
;Size=1
;Armor=libra
;Image=YURIKU
;Owner=Pacific
;Sight=9
;Speed=10
;Bounty=yes
;Points=100
;Reload=35
;UIName=Name:YURIKU
;IFVMode=-1
;PipWrap=3
;Primary=PsychicDarts
;Sensors=yes
;Soylent=750
;Category=Soldier
;Deployer=yes
;DieSound=LibraDie
;Explodes=yes
;Fearless=yes
;Strength=1200
;Cloneable=no
;Crushable=no
;FireAngle=32
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
;MoveSound=YuriPrimeMoveLoop
;Secondary=SuperPsiWave
;SpeedType=Hover
;TechLevel=10
;VoiceMove=YurikuMove
;BuildLimit=1
;CrushSound=InfantrySquish
;DeployFire=yes
;UseOwnName=false
;DeathWeapon=PsychicDarts
;ImmuneToEMP=no
;SelfHealing=yes
;ThreatPosed=25
;VoiceDeploy=YurikuGravityAttackCommand
;VoiceSelect=YurikuSelect
;Bounty.Value=750
;ElitePrimary=PsychicDarts
;MovementZone=AmphibiousDestroyer
;PhysicalSize=1
;Prerequisite=GAPILE,CAJAPA07
;SensorsSight=9
;AirRangeBonus=1
;CanBeReversed=no
;ImmuneToVeins=yes
;TiberiumProof=yes
;UndeployDelay=10
;VoiceFeedback=none
;Bounty.Display=yes
;DetectDisguise=no
;EliteAbilities=SELF_HEAL,FIREPOWER
;EliteSecondary=SuperPsiWave
;Insignia.Elite=HEROSTAR
;DistributedFire=yes
;Insignia.Rookie=HEROSTCR
;ImmuneToPsionics=yes
;Insignia.Veteran=HEROSTBR
;LeadershipRating=99
;VeteranAbilities=STRONGER
;HasRadialIndicator=true
;OmniCrushResistant=yes
;RadialFireSegments=8
;SpecialThreatValue=1
;BuildTimeMultiplier=1.5
;Experience.ShowEnemy=no
;Promote.VeteranSound=UpgradeVeteranHero
;Chronoshift.Crushable=no
;IsSelectableCombatant=yes
;PsychicDetectionRadius=9
;VoicePrimaryWeaponAttack=YurikuDartsAttackCommand
;^娜塔莎
;[NATASHA]
;Pip=red
;Ammo=9
;Cost=500
;Hero=yes
;Name=Natasha
;Size=1
;Armor=moral
;Image=NATASHA
;Owner=USSR,Latin,Chinese,PsiCorps,Headquaters,ScorpionCell,Europeans,UnitedStates,Pacific,Guild1,Guild2,Guild3
;Sight=9
;Speed=7
;Bounty=yes
;Points=100
;Reload=80
;UIName=Name:NATASHA
;IFVMode=31
;PipWrap=3
;Primary=SVD
;Sensors=yes
;Soylent=750
;Category=Soldier
;Deployer=yes
;DieSound=NatashaDie
;PipScale=Ammo
;Strength=240
;Assaulter=no
;Cloneable=no
;Crushable=no
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
;Secondary=SVDE
;TechLevel=10
;VoiceMove=NatashaMove
;BuildLimit=1
;CrushSound=InfantrySquish
;;;;;DeathAnims=MEGACREATE06 ;死亡动画本来是刷一个受伤版的娜塔莎的,删除
;DeployFire=yes
;UseOwnName=false
;CreateSound=NatashaCreated
;EmptyReload=120
;ImmuneToEMP=no
;SelfHealing=yes
;ThreatPosed=25
;VoiceAttack=NatashaAttackCommand
;VoiceSelect=NatashaSelect
;Bounty.Value=750
;ElitePrimary=SVDE
;MovementZone=Infantry
;PhysicalSize=1
;Prerequisite=NAHAND,NATECH
;SensorsSight=5
;AirstrikeTeam=2
;CanBeReversed=no
;CivilianEnemy=yes
;ImmuneToVeins=yes
;TiberiumProof=yes
;VoiceFeedback=NatashaFear
;Bounty.Display=yes
;EliteAbilities=SELF_HEAL,FIREPOWER,FASTER
;EliteSecondary=SVDE
;Insignia.Elite=HEROSTAR
;NavalTargeting=4
;Insignia.Rookie=HEROSTCR
;ImmuneToPsionics=yes
;Insignia.Veteran=HEROSTBR
;LeadershipRating=8
;VeteranAbilities=STRONGER
;AirstrikeTeamType=BPLN
;EmptyReloadAmount=9
;EliteAirstrikeTeam=4
;Promote.EliteSound=NatashaAirstrikeVoice
;SpecialThreatValue=1
;BuildTimeMultiplier=1.5
;OpenTransportWeapon=0
;Promote.VeteranSound=UpgradeVeteranHero
;AirstrikeRechargeTime=50
;Chronoshift.Crushable=no
;IsSelectableCombatant=yes
;EliteAirstrikeTeamType=BPLNE
;ImmuneToPsionicWeapons=no
;Experience.FromAirstrike=100%
;EliteAirstrikeRechargeTime=25
;PixelSelectionBracketDelta=-3
;VoiceSecondaryWeaponAttack=NatashaAirstrikeVoice
;AllowedToStartInMultiplayer=no
;[SVD]
;ROF=60
;Ammo=1
;Burst=1
;Range=11
;Speed=100
;Damage=300
;Report=NatashaAttack
;Warhead=NatashaWH
;IsRailgun=true
;Projectile=InvisibleWork
;AmbientDamage=150
;FireInTransport=no
;AttachedParticleSystem=NewInvisibleSniper
;[SVDE]
;ROF=60
;Ammo=1
;Burst=1
;Range=15
;Speed=100
;Damage=300
;Report=NatashaAttack
;Warhead=NatashaWH
;IsRailgun=true
;Projectile=InvisibleWork
;AmbientDamage=150
;FireInTransport=no
;AttachedParticleSystem=NewInvisibleSniper
;[NewInvisibleSniper]
;Spawns=yes
;Slowdown=.02
;HoldsWhat=NewInvisibleSPart
;BehavesLike=Railgun
;ParticleCap=1
;SpawnCutoff=10
;SpawnFrames=1
;SpawnRadius=1
;SpiralRadius=0
;ParticlesPerCoord=.05
;SpiralDeltaPerCoord=0
;SpawnTranslucencyCutoff=11
;MovementPerturbationCoefficient=0
;PositionPerturbationCoefficient=0
;VelocityPerturbationCoefficient=0
;
;[NewInvisibleSPart]
;Deacc=.05
;Image=
;MaxDC=1
;MaxEC=1
;Warhead=HollowPoint4
;Velocity=5.0
;EndStateAI=50
;WindEffect=0
;BehavesLike=Smoke
;Translucency=100
;StateAIAdvance=3
;DeleteOnStateLimit=yes
;
;[ParticleSystems]
;9999=NewInvisibleSniper
;
;[Particles]
;9999=NewInvisibleSPart
;;;如下CCNG5一内鬼要塞机制
[CCNG5_CARAD_B]:[CARAD] ;一号位门口那个通讯塔(以前是科技辐照塔)
UIName=RULE:ccng_base
Image=CARAD
Armor=special
HealthBar.Hide=yes
KeepAlive=no
Selectable=no
Capturable=false
SpySat=yes
Radar=yes
Insignificant=no
Explodes=yes
DeathWeapon=CCNG5_DeathW
SuperWeapon=CCNG5_TimerS
[CCNG5_TimerS]
Message.Launch=RULE:ccng5_timerm
UIName=RULE:ccng5_timers
Money.Amount=0
RechargeTime=1.6 ;矩阵最长1.6min
ShowTimer=yes
SW.Warhead=DummyWH
SW.Damage=0
SW.Shots=1
SW.ShowCameo=false
SW.UseAITargeting=yes
SW.AITargeting=Self
SW.ManualFire=false
SW.AutoFire=yes
IsPowered=no
Type=GenericWarhead
Action=Custom
Range=0
DisableableFromShell=no
LineMultiplier=0
SW.FireIntoShroud=no
EVA.Ready=none
SW.CreateRadarEvent=no
SW.Inhibitors=none
FlashSidebarTabFrames=0
[CCNG5_DeathW]
Damage=5000
Projectile=WOCP
Warhead=CCNG5_DeathWH
[CCNG5_DeathWH] ;一号位失败时,击杀内鬼的最后存活条件
Versus.ccng5_wolfb=100%
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
CellSpread=400
PercentAtMax=1
IronCurtain.Duration=-99999999
;;;关键:确定身份为内鬼的建筑;;;
[CCNG5_WolfB]:[GB]
;Image=KENNL
InvisibleInGame=yes
KeepAlive=yes
;只有山上死亡时才会导致内鬼彻底死亡
Armor=ccng5_wolfb;special
SuperWeapon=CCNG5_WolfIdentityS
ImmuneToPsionics=yes
Explodes=yes
DeathWeapon=CCNG5_WolfDeathW
[CCNG5_WolfDeathW]
Damage=9999
Projectile=WOCP
Warhead=CCNG5_WolfDeathWH
[CCNG5_WolfDeathWH] ;一号位失败时,击杀内鬼的最后存活条件
Versus.special=100%
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
CellSpread=400
PercentAtMax=1
IronCurtain.Duration=-99999999
AffectsOwner=yes
AffectsAllies=no
AffectsEnemies=no
Culling=yes
Culling.BelowHealth=100%
;内鬼有一个超武让他确定身份
[CCNG5_WolfIdentityS]:[X_BasicS]
CameoPriority=9999999
SidebarPCX=ccng5_wolf.pcx
Text.Ready=RULE:ccng5_wolft
Text.Preparing=RULE:ccng5_wolft
SW.InitialReady=yes
RechargeTime=9999
;
;
;
;
;
;
;
;
;
;
;
;;;;每个人一个的建筑————初始化确定内鬼
;矩阵:
;0.1/0.2/0.3/0.4
;0.5/0.6/0.7/0.8
;0.9/1.0/1.1/1.2
;1.3/1.4/1.5/1.6
;均衡矩阵:
;0.1/0.2/1.5/1.6
;0.5/0.6/1.1/1.2
;0.9/1.0/0.7/0.8
;1.3/1.4/0.3/0.4
[CCNG5_CAOILD1_B]:[GB]
BuffInit.Types=CCNG5_1_BF
UIName=NAME:CAOILD
Image=CAOILD
SpySat=yes
;Radar=yes
ProduceCashAmount=20
ProduceCashDelay=100
ProduceCashDisplay=yes
[CCNG5_CAOILD2_B]:[GB]
BuffInit.Types=CCNG5_2_BF
UIName=NAME:CAOILD
Image=CAOILD
SpySat=yes
;Radar=yes
ProduceCashAmount=20
ProduceCashDelay=100
ProduceCashDisplay=yes
[CCNG5_CAOILD3_B]:[GB]
BuffInit.Types=CCNG5_3_BF
UIName=NAME:CAOILD
Image=CAOILD
SpySat=yes
;Radar=yes
ProduceCashAmount=20
ProduceCashDelay=100
ProduceCashDisplay=yes
[CCNG5_CAOILD4_B]:[GB]
BuffInit.Types=CCNG5_4_BF
UIName=NAME:CAOILD
Image=CAOILD
SpySat=yes
;Radar=yes
ProduceCashAmount=20
ProduceCashDelay=100
ProduceCashDisplay=yes
;;;;
;;;;
;;;;
[CCNG5_1_BF]
After.Type=Remove
Effect.Type=Team
Power.Bases=1
Effect.Counts=1
Effect.DataPack=CCNG5_1_DPK
[CCNG5_2_BF]:[CCNG5_1_BF]
Effect.DataPack=CCNG5_2_DPK
[CCNG5_3_BF]:[CCNG5_1_BF]
Effect.DataPack=CCNG5_3_DPK
[CCNG5_4_BF]:[CCNG5_1_BF]
Effect.DataPack=CCNG5_4_DPK
[CCNG5_1_DPK]
TechnoPacks=CCNG5_1_TPK
[CCNG5_2_DPK]
TechnoPacks=CCNG5_2_TPK
[CCNG5_3_DPK]
TechnoPacks=CCNG5_3_TPK
[CCNG5_4_DPK]
TechnoPacks=CCNG5_4_TPK
[CCNG5_1_TPK]
Technos=CCNG5_1_aB,CCNG5_1_bB,CCNG5_1_cB,CCNG5_1_dB
Total=1
[CCNG5_2_TPK]
Technos=CCNG5_2_aB,CCNG5_2_bB,CCNG5_2_cB,CCNG5_2_dB
Total=1
[CCNG5_3_TPK]
Technos=CCNG5_3_aB,CCNG5_3_bB,CCNG5_3_cB,CCNG5_3_dB
Total=1
[CCNG5_4_TPK]
Technos=CCNG5_4_aB,CCNG5_4_bB,CCNG5_4_cB,CCNG5_4_dB
Total=1
;;;;
[CCNG5_1_aB]:[GB]
SuperWeapon=CCNG5_1_aS
[CCNG5_1_bB]:[GB]
SuperWeapon=CCNG5_1_bS
[CCNG5_1_cB]:[GB]
SuperWeapon=CCNG5_1_cS
[CCNG5_1_dB]:[GB]
SuperWeapon=CCNG5_1_dS
[CCNG5_2_aB]:[GB]
SuperWeapon=CCNG5_2_aS
[CCNG5_2_bB]:[GB]
SuperWeapon=CCNG5_2_bS
[CCNG5_2_cB]:[GB]
SuperWeapon=CCNG5_2_cS
[CCNG5_2_dB]:[GB]
SuperWeapon=CCNG5_2_dS
[CCNG5_3_aB]:[GB]
SuperWeapon=CCNG5_3_aS
[CCNG5_3_bB]:[GB]
SuperWeapon=CCNG5_3_bS
[CCNG5_3_cB]:[GB]
SuperWeapon=CCNG5_3_cS
[CCNG5_3_dB]:[GB]
SuperWeapon=CCNG5_3_dS
[CCNG5_4_aB]:[GB]
SuperWeapon=CCNG5_4_aS
[CCNG5_4_bB]:[GB]
SuperWeapon=CCNG5_4_bS
[CCNG5_4_cB]:[GB]
SuperWeapon=CCNG5_4_cS
[CCNG5_4_dB]:[GB]
SuperWeapon=CCNG5_4_dS
;;;;
[CCNG5_InhiB]:[GB]
Image=none ;无模型
InhibitorRange=400
[CCNG5_1_aS]
RechargeTime=0.1
;;;;
AITeam.TechnoList=CCNG5_WolfB ;确定身份为内鬼的建筑
AITeam.Team=BasicTeam
Type=UnitDelivery
Deliver.Types=CCNG5_InhiB
Deliver.Owner=neutral
SW.Inhibitors=CCNG5_InhiB ;如果已经有人投放了内鬼建筑,就会一直全场其他人投放内鬼建筑
UIName=(:)
;SidebarPCX=.pcx
SW.ShowCameo=false
Money.Amount=0
SW.InitialReady=yes
SW.Shots=1
SW.UseAITargeting=yes
SW.AITargeting=Self
SW.ManualFire=false
SW.AutoFire=yes
Cursor=Golden
NoCursor=NoCanDo
IsPowered=no
Action=Custom
Range=0
ShowTimer=no
DisableableFromShell=no
LineMultiplier=0
SW.FireIntoShroud=no
EVA.Ready=EVA_BattlePowerReady
SW.CreateRadarEvent=no
FlashSidebarTabFrames=0
;均衡矩阵:
;0.1/0.2/1.5/1.6
;0.5/0.6/1.1/1.2
;0.9/1.0/0.7/0.8
;1.3/1.4/0.3/0.4
[CCNG5_1_bS]:[CCNG5_1_aS]
RechargeTime=0.2
[CCNG5_1_cS]:[CCNG5_1_aS]
RechargeTime=1.5
[CCNG5_1_dS]:[CCNG5_1_aS]
RechargeTime=1.6
[CCNG5_2_aS]:[CCNG5_1_aS]
RechargeTime=0.5
[CCNG5_2_bS]:[CCNG5_1_aS]
RechargeTime=0.6
[CCNG5_2_cS]:[CCNG5_1_aS]
RechargeTime=1.1
[CCNG5_2_dS]:[CCNG5_1_aS]
RechargeTime=1.2
[CCNG5_3_aS]:[CCNG5_1_aS]
RechargeTime=0.9
[CCNG5_3_bS]:[CCNG5_1_aS]
RechargeTime=1.0
[CCNG5_3_cS]:[CCNG5_1_aS]
RechargeTime=0.7
[CCNG5_3_dS]:[CCNG5_1_aS]
RechargeTime=0.8
[CCNG5_4_aS]:[CCNG5_1_aS]
RechargeTime=1.3
[CCNG5_4_bS]:[CCNG5_1_aS]
RechargeTime=1.4
[CCNG5_4_cS]:[CCNG5_1_aS]
RechargeTime=0.3
[CCNG5_4_dS]:[CCNG5_1_aS]
RechargeTime=0.4
;;;珠光莲花
;;;[HxF003FnWH]
;;;Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,3%
;;;DetonateOnAllMapObjects=yes
;;;DetonateOnAllMapObjects.Full=yes
;;;DetonateOnAllMapObjects.RequireVerses=no
;;;DetonateOnAllMapObjects.AffectTargets=all
;;;;DetonateOnAllMapObjects.AffectTypes=
;;;DetonateOnAllMapObjects.AffectHouses=team
;;;PenetratesBunker=yes
;;;BuffAddTypes=HxF003BF
;;;[HxF003BF]
;;;AType=Remove
;;;Anim=,,REDDOT_Blue_HighAN,
;;;EType=AttackBuffMark
;;;Effect.AcceptBuffs=HxF003CritPreBF
;;;[REDDOT_BlueAN]
;;;[REDDOT_Blue_HighAN]
;;;[HxF003CritPreBF]
;;;AType=Remove
;;;EType=WeaponSelf
;;;PowerBases=,,,-0.8 ;-0.4=60%的概率开火,0=100%
;;;EWeapons=HxF003CritPreW
;;;ECounts=1
;;;[HxF003CritPreW]:[GW]
;;;Warhead=HxF003CritPreWH
;;;[HxF003CritPreWH]
;;;AllowDamageOnSelf=yes
;;;Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,0%
;;;BuffAddTypes=HxF003CritBF
;;;[HxF003CritBF]
;;;AType=Remove
;;;Anim=AE-CYCL,AE-CYCL,AE-CYCL,AE-CYCL
;;;EType=AttackRatio
;;;PowerBases=0.5
;;;ECounts=2
;;;EModes=2,0,0,0,0,0
;毒圈原方案
;[PUBG_Shrinke1V]
;BuffInitTypes=PUBG_Shrinke1BF
;Image=HALOTNK
;HunterSeeker.Ignore=yes
;Armor=special
;Speed=4
;Strength=10000
;CrateGoodie=no
;;;;以上单独修改
;Insignificant=yes
;EVA.Lost=none
;DieSound=none
;ThreatPosed=0
;IronCurtain.Modifier=0
;TechLevel=-1
;Cost=1
;Soylent=1
;Points=0
;Weight=9999
;Size=9999
;PhysicalSize=1
;BalloonHover=yes
;ConsideredAircraft=yes
;Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
;SpeedType=Hover
;MovementZone=Fly
;Fearless=yes
;Crushable=no
;ProtectedDriver=yes
;OmniCrushResistant=yes
;Chronoshift.Crushable=no
;VehicleThief.Allowed=no
;SelfHealing=yes
;SelfHealing.Amount=10000
;Speed=12
;JumpjetSpeed=12
;JumpjetClimb=800 ;来自[MAGNET]
;JumpjetCrash=800 ;来自[MAGNET]
;JumpJetAccel=100 ;来自[MAGNET]
;JumpjetTurnRate=100 ;来自[MAGNET]
;JumpjetHeight=1 ;不管填的有多低,最低生效值都是10,看起来还是和地面有距离,可以改模型坐标来让单位整体靠下,在视觉效果上达成贴地飞行
;JumpjetWobbles=.1 ;来自[MAGNET]
;JumpjetDeviation=15
;JumpjetNoWobbles=yes
;[PUBG_Shrinke2V]:[PUBG_Shrinke1V]
;BuffInitTypes=PUBG_Shrinke2BF
;[PUBG_Shrinke3V]:[PUBG_Shrinke1V]
;BuffInitTypes=PUBG_Shrinke3BF
;[PUBG_Shrinke4V]:[PUBG_Shrinke1V]
;BuffInitTypes=PUBG_Shrinke4BF
;[PUBG_Shrinke5V]:[PUBG_Shrinke1V]
;BuffInitTypes=PUBG_Shrinke5BF
;[PUBG_Shrinke6V]:[PUBG_Shrinke1V]
;BuffInitTypes=PUBG_Shrinke6BF
;[PUBG_Shrinke7V]:[PUBG_Shrinke1V]
;BuffInitTypes=PUBG_Shrinke7BF
;[PUBG_Shrinke8V]:[PUBG_Shrinke1V]
;BuffInitTypes=PUBG_Shrinke8BF
;;;;;
;[PUBG_Shrinke1BF]
;EWeapons=PUBG_Shrinke1W
;EType=WeaponFire
;Effect.UnitType=U
;EOwner=Self
;EModes=2,0,0,0,1,0
;[PUBG_Shrinke2BF]:[PUBG_Shrinke1BF]
;EWeapons=PUBG_Shrinke2W
;[PUBG_Shrinke3BF]:[PUBG_Shrinke1BF]
;EWeapons=PUBG_Shrinke3W
;[PUBG_Shrinke4BF]:[PUBG_Shrinke1BF]
;EWeapons=PUBG_Shrinke4W
;[PUBG_Shrinke5BF]:[PUBG_Shrinke1BF]
;EWeapons=PUBG_Shrinke5W
;[PUBG_Shrinke6BF]:[PUBG_Shrinke1BF]
;EWeapons=PUBG_Shrinke6W
;[PUBG_Shrinke7BF]:[PUBG_Shrinke1BF]
;EWeapons=PUBG_Shrinke7W
;[PUBG_Shrinke8BF]:[PUBG_Shrinke1BF]
;EWeapons=PUBG_Shrinke8W
;;;;;
;[PUBG_Shrinke1W]
;BuffTarget.AcceptTypes=PUBG_Shrinke2BF
;Warhead=Special2
;Range=256
;;
;Damage=1
;ROF=100
;Projectile=PUBG_ShrinkeP
;Speed=100
;Bright=no
;IsHouseColor=false
;IsLaser=true
;LaserDuration=35
;LaserOuterSpread=123,123,123
;LaserInnerSpread=123,123,123
;LaserOuterColor=255,123,163
;LaserInnerColor=255,123,163
;[PUBG_Shrinke2W]:[PUBG_Shrinke1W]
;BuffTarget.AcceptTypes=PUBG_Shrinke3BF
;[PUBG_Shrinke3W]:[PUBG_Shrinke1W]
;BuffTarget.AcceptTypes=PUBG_Shrinke4BF
;[PUBG_Shrinke4W]:[PUBG_Shrinke1W]
;BuffTarget.AcceptTypes=PUBG_Shrinke5BF
;[PUBG_Shrinke5W]:[PUBG_Shrinke1W]
;BuffTarget.AcceptTypes=PUBG_Shrinke6BF
;[PUBG_Shrinke6W]:[PUBG_Shrinke1W]
;BuffTarget.AcceptTypes=PUBG_Shrinke7BF
;[PUBG_Shrinke7W]:[PUBG_Shrinke1W]
;BuffTarget.AcceptTypes=PUBG_Shrinke8BF
;[PUBG_Shrinke8W]:[PUBG_Shrinke1W]
;BuffTarget.AcceptTypes=PUBG_Shrinke1BF
;[PUBG_ShrinkeP]
;Inviso=yes
;Image=none
;AA=yes
;SubjectToCliffs=no
;SubjectToElevation=no
;SubjectToWalls=no
;;;;;
;Trajectory=Straight
;Trajectory.Speed=10
;Trajectory.Straight.PassDetonate=yes
;Trajectory.Straight.PassDetonateWarhead=PUBG_KillWH
;Trajectory.Straight.PassDetonateDamage=10000
;Trajectory.Straight.PassDetonateDelay=15
;[PUBG_KillWH]
;CellSpread=3
;PercentAtMax=1
;Versus.mcv=0%
;Versus.basecnst=0%
;Verses=1,1,1,1,1,1,1,1,1,1,1
;DamageAirThreshold=-1
;AnimList=JDGM
;
;
;;PUBG_Circle_01_BF,PUBG_Circle_02_BF,PUBG_Circle_03_BF,PUBG_Circle_04_BF,PUBG_Circle_05_BF,PUBG_Circle_06_BF,PUBG_Circle_07_BF,PUBG_Circle_08_BF,PUBG_Circle_09_BF,PUBG_Circle_10_BF,PUBG_Circle_11_BF
;
;[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_01_WH
;EType=Warhead
;EDelay=3
;PowerBases=1
;[PUBG_Circle_02_BF]:[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_02_WH
;[PUBG_Circle_03_BF]:[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_03_WH
;[PUBG_Circle_04_BF]:[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_04_WH
;[PUBG_Circle_05_BF]:[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_05_WH
;[PUBG_Circle_06_BF]:[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_06_WH
;[PUBG_Circle_07_BF]:[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_07_WH
;[PUBG_Circle_08_BF]:[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_08_WH
;[PUBG_Circle_09_BF]:[PUBG_Circle_01_BF]
;EWarheads=PUBG_Circle_09_WH
;[PUBG_Circle_10_BF]:[PUBG_Circle_10_BF]
;EWarheads=PUBG_Circle_10_WH
;[PUBG_Circle_11_BF]:[PUBG_Circle_11_BF]
;EWarheads=PUBG_Circle_11_WH
;
;[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread004_AN
;[PUBG_Circle_02_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread016_AN
;[PUBG_Circle_03_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread024_AN
;[PUBG_Circle_04_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread036_AN
;[PUBG_Circle_05_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread048_AN
;[PUBG_Circle_06_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread060_AN
;[PUBG_Circle_07_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread072_AN
;[PUBG_Circle_08_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread084_AN
;[PUBG_Circle_09_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread096_AN
;[PUBG_Circle_10_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread108_AN
;[PUBG_Circle_11_WH]:[PUBG_Circle_01_WH]
;AnimList=PUBG_CellSpread120_AN
;
;
;[PUBG_CellSpread004_AN]
;[PUBG_CellSpread016_AN]
;[PUBG_CellSpread024_AN]
;[PUBG_CellSpread036_AN]
;[PUBG_CellSpread048_AN]
;[PUBG_CellSpread060_AN]
;[PUBG_CellSpread072_AN]
;[PUBG_CellSpread084_AN]
;[PUBG_CellSpread096_AN]
;[PUBG_CellSpread108_AN]
;[PUBG_CellSpread120_AN]
;后坐力
[QTNK_TV]:[QTNK]
;BuffInitTypes=HZL_BF
Primary=QTNK_TW
;[HZL_BF]
;EType=WeaponShoot
;PowerBases=,,,,0.5 ;50%概率开火
;Effect.UnitType=U
;EWeapons=HxT002FnW
[QTNK_TW]:[MantisGun]
Anim=HZL_AN
[HZL_AN] ;[EROCKER]
;Image=HINDWAVEB
Damage=5000000
DamageRadius=900000
Warhead=AntiGravityWH
Normalized=no
CustomPalette=domwave.pal
UseNormalLight=yes
Translucency=25
;[QTNK_TP]:[CannonInviso]
;Trajectory=Straight
;Trajectory.Speed=100
;Trajectory.Straight.DetonationDistance=1
;Trajectory.Straight.PassThrough=yes
;Trajectory.Straight.ApplyRangeModifiers=yes
;Trajectory.Straight.PassDetonate=yes
;Trajectory.Straight.PassDetonateWarhead=MO337_GHOSTV_WH
;Trajectory.Straight.PassDetonateDamage=26
;Trajectory.Straight.PassDetonateDelay=3
[QTNK_TFBW]:[GW]
Warhead=QTNK_TFBWH
[QTNK_TFBWH]
Rocker=yes
CellSpread=.5
PercentAtMax=.5 ;[AntiGravityWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
;旧方案——太变态
[MO337_YTNK_S_V]
Image=MO337_YTNK_S
UIName=(:加特林冲锋车\n在加特林坦克的基础上:\n升级为中甲,武器为常驻的三阶段,其他属性不变)
Prerequisite=YURWEAP
Primary=MO337_YTNK_S_W
ElitePrimary=MO337_YTNK_S_EW
Crewed=no
Strength=310 ;来自YTNK
Category=AFV
Armor=medium ;YTNK是light
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=-1 ;在_MO_337.INI里=2
Sight=6
Speed=7
CrateGoodie=no
AllowedToStartInMultiplayer=no
Crusher=yes
Owner=ScorpionCell
RequiredHouses=ScorpionCell
Cost=700;YTNK是600
Soylent=350
Bounty.Value=140
Bounty=yes
Bounty.Display=yes
FireAngle=8
Points=25 ;YTNK是20
ROT=8 ;来自YTNK
TurretROT=14 ;来自YTNK
IsSelectableCombatant=yes
DeathWeapon=UnitDeathWeapon
Explodes=yes
VoiceSelect=GattlingTankSelect
VoiceMove=GattlingTankMove
VoiceAttack=GattlingTankAttackCommand
DieSound=GenVehicleDie
MoveSound=GattlingTankMoveStart
CrushSound=TankCrush
MinDebris=1
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=15
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100,100,275
Weight=4
VeteranAbilities=STRONGER
EliteAbilities=SELF_HEAL,FIREPOWER,FASTER