Enemies / EnemiesNoSync

This module contains the enemy descriptors. The name of the module can be either Enemies or EnemiesNoSync, but never both at the same time. The choice of which to use depends on if you want your difficulty to be pubbable, that is, to be played with players that do not have CD2 installed:

该模块包含敌人描述符。模块名称可以是 Enemies 或 EnemiesNoSync,但二者不可同时使用。具体选择取决于你是否希望自己的难度支持“公开匹配”,即允许未安装 CD2 的玩家加入游戏。

  • Some CD2 features require being replicated to the clients, such as the Scale enemy control or the customization of enemy looks (materials). Enemies can replicate these characteristics to players, but in exchange it will force the clients to use CD2 or they will suffer a disconnect upon mission start.
  • CD2 的某些功能需要同步到客户端,例如敌人的缩放控制(Scale)或外观(材质)自定义。Enemies 可将这些特性同步至客户端,但会强制客户端必须安装 CD2,否则任务开始时将断开连接。
  • EnemiesNoSync doesn't do replication to clients. A difficulty with EnemiesNoSync is compatible with all clients, regardless of whether they use CD1, CD2 or nothing at all. When you use EnemiesNoSync you are implicitly stating that you didn't use any features that require replication.
  • EnemiesNoSync 不会向客户端同步任何数据。使用 EnemiesNoSync 的难度配置可兼容所有客户端,无论其是否安装了 CD1、CD2,或两者皆未安装。选择 EnemiesNoSync 即表示你未使用任何需要同步的功能。

To see which features require the Enemies module, please check the following guide by @Spy: On Pubbing With CD2.

要查看哪些功能需要使用 Enemies 模块的,请参考@Spy提供的以下指南:《On Pubbing With CD2》。

Descriptor controls

Name Type
CanBeUsedForConstantPressure Boolean
CanBeUsedInEncounters Boolean
CustomVeterans 自定义变种 See Veteran control below.
DifficultyRating Float
MaxSpawnCount Int
MinSpawnCount Int
Rarity Float
Significance String, takes ("Swarmer", "Normal", "Critical", "Critter")
SpawnAmountModifier 生出数量修正因子 Float
SpawnRarityModifiers 生成稀有度修正因子 *
SpawnSpread 生成分布 Float
UsesSpawnRarityModifiers 是否使用生成稀有度修正因子 Boolean
UsesVeteranLarge 是否使用大型敌人的变异率 See Veteran control below.
VeteranClasses 变种分类 See Veteran control below.

Enemy controls

Fields inside [[]] are special submodules that can be found in the sections that follow.

[[]]内的字段是特殊的子模块,可以在以下部分找到。

Name Type Comments
Alert 敌人是否为警戒状态 Boolean If True, the enemy will spawn aggroed to the player. It is True by default in enemies spawned by a wave spawner.
AttackDamageMultiplier 敌人伤害倍数(包括近战/远程) Float Multiplies an enemy's melee and projectile damage. Can be used with EnemiesNoSync.
Base ED The enemy will have the specified ED as base. Check the table in Resources for the vanilla descriptors.
CanPlayerStandOn 敌人是否允许玩家站立 Boolean
CaveLeech 水蛭 [[CaveLeech]] See the CaveLeech module below for special Cave Leech controls.
Courage 勇气值(恐惧抗性)[恐惧值 * (1-勇气值)= 恐惧概率] Float
Direct 底层属性 [Int, Float, Bool, Pcol] Special control that can expose enemy properties (see example below).
DisplayName 命名 String
Elite 是否精英 Float | Bool This field accepts a float number indicating the percentage of Elite enemies that will spawn for that descriptor.
EnemyHealthScaling 敌人血量倍数 String
ForceEliteBase 强制精英(需要一个本来能精英的ED) ED See Elite variants for all enemies below.
Grabber 捕手蝇 [[Grabber]] See the Grabber module below for special Grabber controls.
IsBossFight 是否为boss战 Boolean If True, the enemy will have a boss bar in the player UI similar to the vanilla dreadnoughts. The name in the bar will be the descriptor's DisplayName.
JellyBreeder 水母饲育控制 [[JellyBreeder]] See the JellyBreeder module below for special breeder controls.
Heal Float A positive number N will heal the enemy N hps. A negative number will do N dps to the enemy. This control has an advanced mode specified below.
HealthMultiplier 血量倍数 Float
HealthRaw 血量 Float
Materials 材质 [[Materials]] A list of UE4 materials that will be applied to different parts of the enemy. Each enemy is different with regard to how many materials will it accept and how will they be applied, so trial and error is usually needed to get the expected results.
MEV Special
Movement 移动 [[Movement]] See the Movement submodule below.
NoSpawnWithin ……范围内不生成 Float Removes enemies that spawn within the specified distance of the player, in cm.
Outline 轮廓 [[Outline]] Allows setting a permanent outline (as if someone had pinged) to an enemy. See below in the outline section for the options.
Projectile 发射物 [[Projectile]] See Projectiles.
PST_CritBonusDamage 暴击伤害加成倍数 Int Multiplies the normal damage in case of a Critical Hit (see PST_CritBonusDamage below). Default of 1.2 (20 % bonus).
PST_CritChance 暴击概率 Int Chance of both bugs dealing Critical Damage to players or the other way around (no way to have only one direction). Defaults to 0 (0 % chance).
PST_DamageFromPlayers 玩家伤害调整 Int Multiplies all damage sources considered to be from players (including things like temperature shock damage). Defaults to 1.
PST_ExplodeOnDeath 效果为易爆内脏 Int When the enemy dies it explodes as if it was a Volatile Bugs mission.
PST_MovementSpeed Int Modifies enemy speed. This is a legacy pawn stat. See the Movement module below for a more customizable module new in CD2.
Resistances 抗性 [[Resistances]] See the Resistances submodule below.
Scale 尺寸比例 Float
Spawner [[Spawner]] See Spawners below.
ShowHealthBar 血条显示 Boolean
StaggerImmunityWindow 免疫眩晕时间 Float
StaggerDurationMultiplier 眩晕持续时间倍数 Float
Temperature 温度 [[Temperature]] See the Temperature submodule below.
TimeDilation Float Speeds up the enemy's attack and movement. Please note that time-dilating enemies can be a source of desync.
UsesBiomeVariants 是否使用群系变种 Boolean Enables/disables the biome variants of enemies (eg. Frost Praetorian in Glacial Strata).
WeakpointHP 弱点血量 Float

Heal advanced mode

Heal can accept the following advanced settings:

Heal模块可以接受以下高级设置:

  • InitialRate: sets the initial healing if positive or bleed if negative.
  • 初始治疗速率:设置初始治疗量(如果为正)或初始流血量(如果为负)。
    • FinalRate: sets the value that will be used after SwitchAfter time has passed.
    • 最终治疗速率:设置在 SwitchAfter 时间后使用的值。
      • SwitchAfter: the time at which the FinalRate will be used. Starts counting on enemy spawn.
      • 转换时间:转换到FinalRate的时间,计时从敌人生成开始。

        Outline special control(轮廓控制)

        This module allows to give a permanent outline to an enemy, as if someone had pinged it.

        该模块允许为敌人设置一个永久的轮廓,就像有人标记了它一样。

        It is usually used to mark dangerous enemies like breeders or ranged threats so you can see them through walls.

        通常用于标记危险的敌人,如饲育水母或远程威胁,以便你能穿墙看到它们。

        It accepts two fields: Enable, which accepts a boolean, and Type, which accepts one of the following: Enemy (red outline, default), Friendly, Neutral and Item.

        它接受两个字段:Enable(true/false)和Type,Type 接受以下字段之一:敌人(红色轮廓,默认)、友好、 中立和物品。

        "ED_Spider_ExploderTank": {
            "Outline": {
                "Enabled": true,
                "Type":"Enemy"
            }
        }
        

        Direct special control特殊控制

        Direct allows to directly change enemy properties as defined in UE4. Many properties that are not directly exposed by CD2 can be changed with Direct. For example:

        Direct允许直接更改UE4中定义的敌人属性。许多 CD2 未直接开放的属性可以通过Direct进行更改,比如:

        "ED_Spider_ExploderTank": {
            "Direct": {
                "Int:NumClusterBombs": 200 
            }
        }
        
        "ED_Spider_Exploder": {
          "Movement": {
            "MaxPawnSpeed": 5,
            "MaxAcceleration": 5,
            "MaxBrakingDeceleration": 10,
            "AlignDirectionSpeed": 10,
            "AlignToTargetMinRequiredAngle": 1,
            "StrafeSpeed": 5
          },
          "Direct": {
            "PCol:Mesh": true
          },
          "CanPlayerStandOn": true,
          "Alert": true
        }
        
        "ED_JellyBreeder": {
          "Direct": {
            "Bool:Capsule.bHiddenInGame": false,
            "PCol:Capsule": true
          },
          "CanPlayerStandOn": true
        }
        

        In the Direct page you can find a non-exhaustive but fairly complete compilation of all the known direct controls.

        在Direct 页面,你可以找到虽然没有穷尽但仍比较完整的能够控制的属性

        Elite variants for all enemies(让所有敌人都有精英变种)

        Setting Elite to true or to some float number will only work directly for those enemies that have a vanilla elite variant: guards, grabbers, praetorians, bulks, menaces and trijaws. For the rest of the enemies, an elite base must be specified by setting ForceEliteBase to some existing ED that has an elite variant. As an example, the following snippet creates an elite septic spreader, which won't work without the ForceEliteBase:

        将Elite设置为true或某个浮点数,仅对原版已具备精英变种的敌人直接生效,如守卫、捕手蝇、禁卫、大自爆、速射和三颚等等。对于其他敌人,必须通过 ForceEliteBase 指定一个已有精英变体的敌人描述符作为模板。例如,以下代码片段创建了一个精英脓毒异虫,如果没有 ForceEliteBase 则无法生成其精英变种:

        "ED_Elite_Septic_Spreader": {
            "Base": "ED_Spider_Lobber",
            "Elite": true,
            "ForceEliteBase": "ED_Grabber"
        }
        

        The type of elite specified as base can modify the characteristics of your custom elite descriptor, feel free to experiment.

        你选择的 ForceEliteBase 能够影响你想要自定义精英变种的敌人的属性,尽管尝试

        Veteran control(变种控制)

        Veterans allow some enemies to promote to other enemies. In vanilla the veteran classes are hardcoded (for example, oppressors are praetorians that got promoted with a probability given by the VeteranLarge setting in DifficultySetting). CD2 improves the system by allowing the player to create their own custom veteran classes. There are currently two ways to interact with the veteran system:

        变种控制允许一些敌人变异为其他敌人。在原版游戏中,变种系统是固定的(例如,禁卫是通过DifficultySetting中的VeteranLarge设置以一定概率变异为暴君的)。CD2改进了该机制,允许玩家创建自定义的变种类别。目前有两种方式与变种系统进行交互:

        • VeteranClasses accepts a list of descriptors that the base descriptor can promote to. VeteranClasses uses VeteranNormal probablities unless UsesVeteranLarge is set to true. The following snippet shows an example:
        • VeteranClasses接受一个描述符列表,以控制基础敌人可以变异为哪些敌人。VeteranClasses使用 VeteranNormal 的概率,除非将 UsesVeteranLarge 设置为true。以下代码片段展示了一个例子:
        "DifficultySetting": {
            "VeteranNormal": {
                [
                "Weight": 1,
                "Min": 0.2, 
                "Max": 0.2
                ]
            }
        },
        "Enemies": {
            "ED_Spider_Grunt": {
                "VeteranClasses": [
                    "ED_Spider_Shooter",
                    "ED_Spider_Spitter"
                ]
            }
        }
        

        With these settings, Grunts will promote to acid and web spitters with a 20 % chance each time they spawn. One disadvantage of this approach is that VeternalNormal and VeteranLarge are global.

        通过此设置,小战士每次生成时都有20%的概率变种为吐酸异虫/吐丝异虫。这种方法的一个缺点是,VeteranNormal 和 VeteranLarge 是全局设置(即所有使用该配置的都采用这个值)。

        • The second way is CustomVeterans, which bypasses the VeternalNormal and VeteranLarge settings and lets the user specify the probability directly. The following snippet whould work exactly as the one before, but now the probabilities are contained to the grunt descriptor instead of being global:
        • 第二种方式是 CustomVeterans,它绕过了VeteranNormal和VeteranLarge的设置,允许你单独指定变异率。以下代码片段功能与之前的完全相同,但现在概率仅作用于战士异虫,而非全局生效:
        "ED_Spider_Grunt": {
             "CustomVeterans": {
                "ED_Spider_Grunt": 0.8,
                "ED_Spider_Shooter": 0.1,
                "ED_Spider_Spitter": 0.1
              }
            }
        

        CustomVeterans also allows specifying a mutator to decide which enemies to spawn, which can give more control. One useful use case is to limit the amount of veterans of a certain type:

        CustomVeterans还允许通过 Mutator 来决定要生成哪些敌人,从而实现更精细的控制。一个典型用例是:限制某一类型的变种数量:

        "ED_Spider_Grunt": {
              "CustomVeterans": {
                "Mutate": "RandomChoice",
                "Choices": [ "ED_Spider_Buffer", "ED_Spider_Grunt", "ED_Spider_Grunt_Guard", "ED_Spider_Grunt_Attacker" ],
                "Weights": [
                  {
                    "Mutate": "IfFloat",
                    "Value": { "Mutate": "EnemyCount", "ED": "ED_Spider_Buffer" },
                    "<": 5,
                    "Then": 30,
                    "Else": 0
                  },
                  1,
                  1,
                  1
                ]
              }
            },
        

        This snippet gives a very high chance of wardens to spawn until there are 5 of them in the map, at which point the probability to get more warden promotions will drop to 0.

        当地图上典狱长数量未达到5只时,该代码片段会赋予其极高的生成概率;一旦达到5只,战士异虫变异为典狱长的概率将降至零。

        Custom materials(自定义材质)

        CD2 allows specifying a list of Materials in individual enemy descriptors to customize how the enemies look. This feature requires Enemies for clients to be able to see the changes.

        CD2允许在每个敌人的描述符中指定一系列材质来定制敌人的外观。此功能需要使用 Enemies 模块,客户端才能看到变化。(未安装 CD2 的客户端不支持)

        Example: create an orange septic.

        示例:创建一个橙色的脓毒异虫。

        {
            "Enemies": {
                "ED_Spider_Lobber": {
                    "Materials": ["M_Halloween_Light_Orange", "M_Halloween_Light_Orange"]
                }
            }
        }
        
        
        CD2modhub

        Each enemy has a certain number of material slots. There are hundreds of available materials, but not all of them work when used in enemies. The best way to test and find new materials for your enemies is spawning the enemy in Sandbox Utilities and changing them, and you will be able to see the change in real time. This procedure is explained in this document by @TheBrain. If you wish to leave a slot with the default material, both "" and Default work.

        每个敌人有一定数量的材质槽位,游戏中有数百种可用的材质,但并非所有材质都能在敌人身上生效。测试并寻找新材质的最佳方式是,在沙盒工具中生成敌人并进行更改,即可立刻看到变化。@TheBrain 在文档中详细说明了操作流程,如果你希望将材质槽留空以使用默认材质,使用""或Default都可以。

        Resistances(抗性)

        Fields for the resistances submodule. These controls can be used to define resistances to all types of damage in the game. DamageMultiplier is the catch-all for all damage types.

        Resistances 模块的字段,这些控制项可以用来定义敌人对所有类型伤害的抗性,DamageMultiplier 是适用于所有伤害类型的通用设置。

        Name Type 翻译
        InvulnerableToNonDefinedResistances Boolean 免疫未定义的伤害类型
        DamageMultiplier Float 受到的所有类型伤害的倍数
        FireDamageMultiplier Float 火伤害倍数
        CorrosiveDamageMultiplier Float 腐蚀伤害倍数(典型的如:泥枪)
        ElectricDamageMultiplier Float 电伤害倍数
        ColdDamageMultiplier Float 冰伤害倍数
        KineticDamageMultiplier Float 动能伤害倍数
        PhysicalDamageMultiplier Float 物理伤害倍数(近战)
        ExplosionDamageMultiplier Float 爆炸伤害倍数
        InternalDamageMultiplier Float 内部伤害倍数
        RadiationDamageMultiplier Float 辐射伤害倍数
        PoisonDamageMultiplier Float 毒伤害倍数(典型的如:屁雷)
        PiercingDamageMultiplier Float 穿刺伤害倍数(典型的如:弩)

        Movement(移动)

        The following values are all multipliers with defaults of 1. The following descriptions are provided by @emctwo.

        以下值均为倍率,默认值为1。描述由 @emctwo 提供。

        Name Type Description
        MaxPawnSpeed 最大速度 Float Multiplies the maximum speed of the enemy.
        StrafeSpeed 侧移速度 Float Multiplies enemy speed when strafing (enemy movement changes to strafe when they are close to a player).
        MinSlowdownAngle 最小转向减速角度 Float When enemies turn they tend to slow down; this field multiplies the minimum angle for the speed change.
        MaxSlowdownAngle 最大转向减速角度 Float When enemies turn they tend to slow down; this field multiplies the maximum angle for the speed change.
        MaxStrafeDistance 最大侧移起始距离 Float The distance to a player where the enemy starts to strafe.
        AlignDirectionSpeed 转向速度 Float Multiplies how quickly the enemy turns.
        FleeSpeedBoostMultiplier 恐惧逃离速度 Float Multiplies enemy speed when feared.
        MaxAcceleration 最大加速度 Float Multiplies how quickly the enemy can change speed.
        MaxBrakingDeceleration 最大减速度 Float Affects how quickly the enemy slows down, which mostly changes how far away from the player they start to slow down.
        PathfinderSize 寻路距离大小 Currently Unsupported
        AlignToTargetMinRequiredAngle 转向对齐最小所需角度 Float The minimal angle required between the enemy's forward direction and the player position to start turning.
        PathfinderPreference 寻路优先级 Currently Unsupported

        CaveLeech(水蛭)

        Special controls for cave leeches.

        水蛭的特殊控制

        Name Type Default 翻译
        BiteDamage Float 10 撕咬伤害
        BitesPerSecond Float 1 每秒撕咬次数
        MaxDistanceXY Float 1000 水平最大索敌距离
        GrapDelay Float 0.1 抓取启动延迟
        TentacleSpeed Float 600 触手伸出速度
        TentacleRetractSpeed Float 1100 触手收回速度
        TentaclePullSpeed Float 2000 触手拖拽速度
        TentacleDropPlayerSpeed Float 1500 触手释放玩家速度
        TentacleDropGroundDistance Float 300 触手释放玩家的地面距离阈值
        MaxDropPlayerDuration Float 2 抓取玩家的最大持续时间
        RevivedGracePeriod Float 10 复活后免疫抓取的宽限期

        Grabber(捕手蝇)

        Special controls for grabbers.

        控制捕手蝇

        Name Type Default 翻译
        WanderingSpeed Float 250 游荡速度
        WanderingAcceleration Float 1000 游荡加速度
        ChaseSpeed Float 750 追击速度
        ChaseAcceleration Float 4000 追击加速度
        CarrySpeed Float 500 携带玩家移动速度
        CarryAcceleration Float 3000 携带玩家加速度
        FleeSpeed Float 800 逃跑速度
        FleeAcceleration Float 1000 逃跑加速度
        ExtraUpForce Float 15 额外向上推力
        PreventGrabAfterSpawn Float 3 生成后禁止抓取的持续时间
        GrabTime Float 20 抓取持续时间
        DamageTimeLimit Float 4 伤害判定时间窗口
        DamageThreshold Float 25 伤害判定阈值
        RevivedGravePeriod Float 5 复活后免疫抓取的宽限期

        JellyBreeder(水母)

        Special controls for breeders.

        控制水母

        Name Type Default Comments 翻译
        EnemyToSpawn ED Can be mutated. 卵孵化后生成的敌人类型
        TimeBetweenBursts Float 20 卵批次之间的生成间隔(秒)
        TimeBetweenEggs Float 3 同一批次内各卵的生成间隔(秒)
        CloseToSpawnEggTime Float 3 玩家靠近时提前开始生成卵的时间(秒)
        EggBurstSize Int 3 每批次生成的卵数量
        MaxJellies Int 25 最大卵数量
        MultiplierOnHighPlayerCount Float 1.5 玩家数量多时的卵生成数量倍率
        SpawnAmount Int 4 每个卵孵化时生成的敌人数量
        EggName String 卵的显示名称
        EggMaterial Material 卵的材质
        EggHealth Float 125 卵的生命值
        EggSpeed Float 1.0 卵的移动速度
        EggTime Float 17 卵的孵化时间(秒)

        Example:

        示例:

        {
          "Name": "CD2 Beta 6 Test - Breeder Update",
          "Enemies": {
            "ED_GruntBreeder": {
              "Base": "ED_JellyBreeder",
              "DisplayName": "Greeder",
              "Materials": [
                "M_Spider_Grunt_Body_Generic",
                "M_Spider_Grunt_Armor_Guard01",
                "M_Spider_Grunt_Armor_Generic",
                "M_Spider_Grunt_Armor_Guard01",
                "M_Jelly_Breeder_Spike",
                "M_Spider_Grunt_Armor_SlasherClaws"
              ],
              "JellyBreeder": {
                "EnemyToSpawn": "ED_Spider_Grunt",
                "SpawnAmount": 1,
                "TimeBetweenBursts": 40,
                "EggBurstSize": 18,
                "TimeBetweenEggs": 0.5,
                "EggName": "Grunt Egg",
                "EggMaterial": "M_Spider_Grunt_Armor_Guard01",
                "EggHealth": 5,
                "EggTime": 1
              }
            },
            "ED_StalkerBreeder": {
              "Base": "ED_JellyBreeder",
              "DisplayName": "Stalker Breeder",
              "ShowHealthBar": false,
              "Materials": [
                "M_Spider_Stalker_Camouflage",
                "M_Spider_Stalker_Camouflage",
                "M_Spider_Stalker_Camouflage",
                "M_Spider_Stalker_Camouflage",
                "M_Spider_Stalker_Camouflage",
                "M_Spider_Stalker_Camouflage",
                "M_Spider_Stalker_Camouflage"
              ],
              "JellyBreeder": {
                "EnemyToSpawn": "ED_Spider_Stalker",
                "SpawnAmount": 1,
                "TimeBetweenBursts": 40,
                "EggBurstSize": 1,
                "TimeBetweenEggs": 2,
                "EggName": "Stalker Egg",
                "EggMaterial": "M_Spider_Stalker_Camouflage",
                "EggHealth": 80,
                "EggTime": 40
              }
            }
          }
        }
        

        Spawner(生成器)

        Spawner is a special submodule that allows any enemy to periodically spawn other enemies with different flexilibity options. It contains the following fields:

        Spawner 是一个特殊子模块,允许任何敌人周期性生成其他敌人,并提供多种灵活的选项。它包含以下字段:

        Name Description Default 翻译
        OnSpawnDelay Seconds until the first spawn 2 首次生成前的延迟时间(秒)
        OnSpawnCount Initial number of enemies to spawn 0 初始生成数量
        OnDeathCount Number of enemies to spawn on death 0 宿主死亡时额外生成的数量
        IntervalSpawnCount Number of enemies to spawn periodically 0 每次周期生成的敌人数量
        Interval Time between interval spawns. Min 0.1 seconds 2 周期生成的时间间隔(秒)
        ED The descriptor to spawn 要生成的敌人描述符
        MaxSpawns Max alive enemies to be spawned by this spawner. Not compatible with EDs with CustomVeteran 200 最大同时存活生成数量
        OnDeathKillSpawns If true, kill all spawned enemies when the host enemy dies False 宿主死亡时杀死所有已生成单位
        OnlySpawnOnAlert Will only spawn once the enemy is alerted True 仅在敌人进入警戒状态后才生成

        The following snippet shows a stingtail descriptor with a swarmer module attached. The spawner will spawn 2 swarmers every second until 10 are alive and they will all die when the stingtail is killed:

        以下代码片段展示了一个带有 Spawner 模块的钩子。Spawner 将每秒生成2只蜂拥,直到存活10只为止,所有蜂拥 会在 钩子 死亡时一起死亡:

        "ED_Spider_Stinger": {
            "Spawner": {
                "ED": "ED_Spider_Spawn",
                "IntervalSpawnCount": 2,
                "Interval": 1,
                "OnDeathCount": 0,
                "MaxSpawns": 10,
                "OnDeathKillSpawns": true
            }
        }
        

        All fields inside the Spawner can be mutated.

        所有 Spawner模块内的字段可以被 Mutate控制

        Temperature(温度)

        Special temperature controls to change how enemies react to heat and cold.

        特殊的温度控制,用于改变敌人对高温和低温的反应。

        Name Type 翻译
        DieIfFrozen Boolean 冰冻时立即死亡
        DieIfBurning Boolean 着火时立即死亡
        IsHeatsourceWhenOnFire Boolean 着火时作为热源
        OnFireHeatRange Float 着火后作为热源的作用范围
        BurnTemperature Float 点燃温度阈值
        DouseFireTemperature Float 熄灭燃烧状态温度阈值
        FreezeTemperature Float 冻结温度阈值(注意:冰冻的应该为负值)
        UnfreezeTemperature Float 解冻温度阈值
        WarmingRate Float 升温率
        CoolingRate Float 降温率
        TemperatureChangeScale Float 温度变化倍率
        FrozenDamageBonusScale Float 冻结状态下的伤害加成倍率
        MaxColdSlowdown Float 低温导致的最大减速比例

        Example: the following snippet use the Temperature module to make dreadnoughts ignitable.

        以下代码片段使用 Temperature 模块让 无畏异虫 变得可以点燃。

        { 
            "Enemies": {
                "ED_Spider_Boss_Heavy": {
                  "Resistances": {"DamageMultiplier": 1.23, "FireDamageMultiplier": 1.2},
                  "Temperature": {"BurnTemperature": 100, "DouseFireTemperature": 50}
                },
                "ED_Spider_Boss_TwinA": {
                  "Resistances": {"DamageMultiplier": 1.3, "FireDamageMultiplier": 1.2},
                  "Temperature": {"BurnTemperature": 100, "DouseFireTemperature": 50}
                },
                "ED_Spider_Boss_TwinB": {
                  "Resistances": {"DamageMultiplier": 1.23, "FireDamageMultiplier": 1.2},
                  "Temperature": {"BurnTemperature": 100, "DouseFireTemperature": 50}
                }
            }
        }