敌人配置 · Enemies / EnemiesNoSync

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。

英文原文

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:

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》。

英文原文

To see which features require the Enemies module, please check the following guide by @Spy: 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

[[]]内的字段是特殊的子模块,可以在以下部分找到。

英文原文

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

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
敌人伤害倍率(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
敌人血量倍率
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
捕手异虫蝇
[[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
血量倍率
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
暴击伤害加成倍率
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
眩晕持续时间倍率
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 模块可以接受以下高级设置:

英文原文

Heal can accept the following advanced settings:

轮廓控制 · Outline special control

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。

英文原文

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

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。

英文原文

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

它接受两个字段:Enable(true/false)和 Type,Type 接受以下字段之一:Enemy(红色轮廓,默认)、Friendly、Neutral 和 Item。

英文原文

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.

提示:Type 这个字段实际不太好用——即使你设置了它,轮廓显示的仍然是该敌人本身的种类。不要指望用它改变轮廓外观。

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

Direct special control 特殊控制

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:

英文原文

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:

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

在 Direct 页面,你可以找到虽然没有穷尽但仍比较完整的所有已知直接控制项的清单

英文原文

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

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

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,如护卫、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种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:

英文原文

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:

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

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,尽情尝试

英文原文

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

变种控制 · Veteran control

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:

英文原文

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:

json
"DifficultySetting": {
    "VeteranNormal": {
        [
        "Weight": 1,
        "Min": 0.2, 
        "Max": 0.2
        ]
    }
},
"Enemies": {
    "ED_Spider_Grunt": {
        "VeteranClasses": [
            "ED_Spider_Shooter",
            "ED_Spider_Spitter"
        ]
    }
}

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)。

英文原文

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.

json
"ED_Spider_Grunt": {
     "CustomVeterans": {
        "ED_Spider_Grunt": 0.8,
        "ED_Spider_Shooter": 0.1,
        "ED_Spider_Spitter": 0.1
      }
    }

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:

英文原文

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:

json
"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
        ]
      }
    },

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。

英文原文

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.

自定义材质 · Custom materials

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)

英文原文

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.

示例:创建一个橙色的脓毒异虫。

英文原文

Example: create an orange septic.

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

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。

英文原文

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.

抗性 · Resistances

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。

英文原文

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.

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

移动 · Movement

以下值均为倍率,默认值为 1。描述由 @emctwo 提供。

英文原文

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

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

水蛭 · CaveLeech

水蛭的特殊控制

英文原文

Special controls for cave leeches.

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

捕手异虫蝇 · Grabber

控制捕手异虫蝇

英文原文

Special controls for grabbers.

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

水母 · JellyBreeder

控制水母

英文原文

Special controls for breeders.

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

示例:

json
{
  "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
      }
    }
  }
}

生成器 · Spawner

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:

英文原文

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

Name Description Default
OnSpawnDelay Seconds until the first spawn
首次生成前的延迟时间(秒)
2
OnSpawnCount Initial number of enemies to spawn
初始生成数量
0
OnDeathCount Number of enemies to spawn on death
宿主死亡时额外生成的数量
0
IntervalSpawnCount Number of enemies to spawn periodically
每次周期生成的敌人数量
0
Interval Time between interval spawns. Min 0.1 seconds
周期生成的时间间隔(秒)
2
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
最大同时存活生成数量
200
OnDeathKillSpawns If true, kill all spawned enemies when the host enemy dies
宿主死亡时杀死所有已生成单位
False
OnlySpawnOnAlert Will only spawn once the enemy is alerted
仅在敌人进入警戒状态后才生成
True

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

英文原文

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:

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

所有 Spawner 模块内的字段可以被 Mutator 控制

英文原文

All fields inside the Spawner can be mutated.

温度 · Temperature

特殊的温度控制,用于改变敌人对高温和低温的反应。

英文原文

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

Name Type
DieIfFrozen
冰冻时立即死亡
Boolean
DieIfBurning
着火时立即死亡
Boolean
IsHeatsourceWhenOnFire
着火时作为热源
Boolean
OnFireHeatRange
着火后作为热源的作用范围
Float
BurnTemperature
点燃温度阈值
Float
DouseFireTemperature
熄灭燃烧状态温度阈值
Float
FreezeTemperature
冻结温度阈值(注意:冰冻的应该为负值)
Float
UnfreezeTemperature
解冻温度阈值
Float
WarmingRate
升温率
Float
CoolingRate
降温率
Float
TemperatureChangeScale
温度变化倍率
Float
FrozenDamageBonusScale
冻结状态下的伤害加成倍率。实测:CD2 v0.13 里生效的名字是 FozenDamageBonusScale(少一个 r),本页这个拼法反而不生效;CD2 作者以后可能修掉它。
Float
MaxColdSlowdown
低温导致的最大减速比例
Float

以下代码片段使用 Temperature 模块让 无畏异虫 变得可以点燃。

英文原文

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

json
{ 
    "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}
        }
    }
}

资源掉落 · DropResource

令敌人在被击杀时掉落资源。这些字段上的 Mutator 会在每次敌人死亡时进行计算

英文原文

Enemies drop resources when they are killed.Mutators on these fields are evaluated between every enemy death.

Field Name
字段名称
Type Default Description
Enable
启用与否
Boolean true Whether to drop resources when the enemy dies
决定敌人死亡时是否掉落资源
Resource
资源类型
String Nitra Allowed: Nitra, Gold, Dystrum, Iron, OilShale, RedSugar
允许设置为:硝石、黄金、异镝、吸铁石、油页岩和红糖
Amount
掉落资源数量
float 1 Amount of resource to drop, or hp heal amount of red sugar
掉落资源数量;若为红糖,则表示恢复的生命值量
LaunchStrength
抛射力度
float 1 Strength of resource dispersal
资源掉落时的抛射力度
GoombaOnly
仅限踩踏击杀
Boolean False If true, resources are only dropped if the enemy has been goomba'd
若为 true,则仅当敌人被 踩踏击杀 时才会掉落资源

踩踏击杀 · Goomba

允许矮人通过 跳到敌人身上 后造成伤害(马里奥)

英文原文

Allows dwarves to damage enemies by jumping/landing on top of the enemy.

Field name
字段名称
Type
种类
Default Description
Enable
启用与否
Boolean True
Cooldown
冷却时间
Float 0.2 Minimum time between successive damage to an enemy from goomba tech
对同一敌人通过 踩踏造成伤害的最小间隔时间(s)
MaxAngle
最大角度
Float 50 Max angle the dwarf may be away from a straight down hit to still be counted for goomba. At 180, all impact directions count.
矮人跳跃方向与垂直向下方向的最大允许夹角(单位°)。当设置为 180 时,任何方向的撞击都有效
SpeedThreshold
速度阈值
float 300 Speed a dwarf must be moving before an impact is considered goomba'ing
矮人必须达到的最低下落速度,其撞击才会被判定为踩踏。
FlattenAmount
压扁程度
Float 0 Amount to flatten an enemy when it is goomba'd between 0 and 0.7
敌人被踩踏时“压扁”视觉效果程度,取值范围为 0 到 0.7。
DamageMultiplier
伤害倍率
Float 0 DamageMultiplier * (Speed - SpeedThreshold) + FlatDamage = damage dealt. Because speeds can be high (300-1000), this multiplier may be low.
最终伤害 = DamageMultiplier * (Speed - SpeedThreshold) + FlatDamage。由于速度值通常较高(一般在 300~1000 之间),此倍率通常设为较小数值。
FlatDamage
固定伤害
float 0 Flat damage dealt regardless of speed. If not set and damagemultiplier not set, defaults to 10k damage.
与速度无关的固定伤害值。若 FlatDamage 和 DamageMultiplier 均未设置,则默认造成 10000 点伤害。
DamageType
伤害类型
DamageType DMG_Physical Most or all DMG_* types supported e.g. DMG_Burn
大多数/所有 种类都支持 DMG_xxx 的语法