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note.txt
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new habitable world orbiting gas giant in delta chago
Lilik Aether
莫斯电码:
一点=1t
一划=3t
字母内间隔=2t
字母间间隔=7t
EveryFrameCombatPlugin 实现一个用来控制导弹群的类
getCombatEngine addPlugin
everyFrameEffect:
SensorDishRotationEffect advance(float amount, CombatEngineAPI engine, WeaponAPI weapon)
ShipAPI.isFighter
EveryFrameWeaponEffectPlugin
New instances of every CombatEnginePlugin are now created per battle, rather than single instances persisting throughout the entire game
The missileTypes used in vanilla are BOMB, BOMB_WITH_SLOW, FLARE, FLARE_JAMMER, FLARE_SEEKER, MIRV, MISSILE, MISSILE_TWO_STAGE_SECOND_UNGUIDED, NO_AI, PHASE_CHARGE, PHASE_MINE, and ROCKET
{"behavior":"MIRV",
"splitRange":800,
"splitRangeRange":100, # randomize split range to 300 to 500
"minTimeToSplit":2,
"canSplitEarly":true,
"splitSound":"sabot_srm_split",
"numShots":1,
"damage":5000, # damage for second stage
"emp":400,
"damageType":KINETIC,
"hitpoints":500,
"evenSpread":true,
"arc":5,
"spreadInaccuracy":0,
#"spreadSpeed":300,
"spreadSpeed":1000,
"spreadSpeedRange":0, #1000+-500
#"projectileRange":800, # only needed if not a missile
#"flightTime": 5,
#"projSpeed": 1000,
"projectileSpec":"uf_zircon_stage_two",
"smokeSpec":{"particleSizeMin":20.0,
"particleSizeRange":20.0,
"cloudParticleCount":11,
"cloudDuration":1.0,
"cloudRadius":20.0,
"blowbackParticleCount":0,
"blowbackDuration":0,
"blowbackLength":0,
"blowbackSpread":0,
"particleColor":[100,100,100,200]}
}