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(八)战神阿瑞斯(Aris)/马尔斯(Mars) - 知乎

(八)战神阿瑞斯(Aris)/马尔斯(Mars) - 知乎首发于印象单词切换模式写文章登录/注册(八)战神阿瑞斯(Aris)/马尔斯(Mars)Still前面我们讲过爱与性欲之神Aphrodite,紧接着后面又介绍了她的私生子小爱神Eros/Cupid,再接着介绍了他的法定丈夫火神Hephaestus.那么现在就来介绍她最著名的情人之一 —— 战神Ares,即罗马神话中对应的马尔斯(Mars) 希腊神话中,战神阿瑞斯(Ares)是主神宙斯和天后赫拉的儿子(赫拉只有两个儿子:火神Hephaestus和战神Ares),爱神阿芙洛狄忒(Aphrodite)的情人,掌管战争。 Ares相貌英俊,孔武有力,性格残暴好斗,象征着战争的野蛮杀戮。阿瑞斯性格暴戾,其他的神和人类都不喜欢他。他的亲身父母也不喜欢他。宙斯就曾对阿瑞斯说:“在所有住在奥林匹斯山的神中,你最令我作呕,你除了争吵、战争和打仗之外什么也不喜欢。你遗传了你母亲赫拉的固执和难管束的性情。” 在希腊神话中,战神Ares屡吃败仗。他曾被两个巨人塞进青铜大瓮,囚禁13月之久,若不是他兄弟赫尔墨斯(Hermes, 同父异母的兄弟)的营救,他早已丧生其中。他与两个妹妹,即智慧女神雅典娜和月亮及狩猎女神阿尔忒弥斯(后面会有介绍)经常发生矛盾,但基本上每次都被她们狠狠修理。 在特洛伊战场,他主动挑衅雅典娜,结果被雅典娜用一块石头砸伤脖子。凡人英雄赫拉克勒斯杀了他的儿子,阿瑞斯向他挑战,结果被英雄打伤,呻吟着回到奥林匹斯山。可以说,在崇尚和平和文艺的古希腊,战神就是外强内干,备受嘲弄的草包(哈哈哈草包战神)。这也反映了当时希腊诸城邦之间的相互关系。战神Ares是斯巴达的保护神,雅典娜是雅典的保护神。与精于文艺的雅典人相比,沉默寡言的斯巴达人对希腊神话中的影响力极低,导致在希腊神话中战神屡屡被雅典娜欺负。 不过到了古罗马时期,战神却时来运转了。在罗马神话中他被称为马尔斯(Mars)。因为罗马人崇尚武力,所以战神在罗马神话中地位极高,三月(March)和火星(Mars)都以他的名字命名。单词march还表示“进军”,因为古罗马人认为三月份是开始进军打仗的好季节。从战神的名字中还产生了martial(战争的)这个单词。Mars:[mɑːz] n.战神,火星。march:[mɑːtʃ] n.三月v.进军martial:['mɑːʃ(ə)l] adj.军事的,战争的,尚武的。martial art:武艺 火星是太阳系由内往外数的第四颗行星。其橘红色外表是因为地表被赤铁矿(氧化铁)覆盖,火星在西方被称为战神,这或许是由于它鲜红的颜色而得来的,所以火星有时被称为“红色行星”。(在希腊人之前,古埃及人曾把火星作为农耕之神来供奉)英文名Martin也来源于Mars 写了这么多内容,主要目的是加深对单词的理解,也希望你爱上英语爱上背单词,爱上神话故事。文中内容如果有侵权内容,还请联系笔者加以更改或标明出处,谢谢。如果你也喜欢还请不吝点个感谢和赞同,或关注我,后面未完待续。发布于 2019-09-02 18:24英语单词神话​赞同 40​​1 条评论​分享​喜欢​收藏​申请转载​文章被以下专栏收录印象单词词根,词源,记忆单词,让人记

Ares中文(简体)翻译:剑桥词典

Ares中文(简体)翻译:剑桥词典

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Ares 在英语-中文(简体)词典中的翻译

Aresnoun uk

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/ˈeə.riːz/ us

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/ˈer.iːz/

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in Greek mythology (= ancient stories), the god of war

阿瑞斯(希腊神话中的战神)

The Greeks understood the awful pull of war so well, they sang a hymn to Ares to help them avoid it.

希腊人非常清楚战争的可怕,他们向战神阿瑞斯高唱赞歌以期避免战争。

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Mars (GOD)

更多范例减少例句Ares was the Greek god of war, but myth also made him the lover of Aphrodite.Ares was the god who presided over the emotions that lead to violence: hatred and rage. Directly ahead in the area of the central Agora the outline of the Altar of Ares and Temple of Ares can be seen.The Greek name for Mars is Ares, the god of savage war, or bloodlust.

(Ares在剑桥英语-中文(简体)词典的翻译 © Cambridge University Press)

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Ares的翻译

中文(繁体)

阿雷斯(希臘神話中的戰神)…

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arena football

arenaceous

arenite

areola

Ares

arête

argan oil

argent

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veggie burger

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/ˈvedʒ.i ˌbɜː.ɡər/

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/ˈvedʒ.i ˌbɝː.ɡɚ/

a type of food similar to a hamburger but made without meat, by pressing together small pieces of vegetables, seeds, etc. into a flat, round shape

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ARES说明书(截止Ares 2.0) - 知乎

ARES说明书(截止Ares 2.0) - 知乎切换模式写文章登录/注册ARES说明书(截止Ares 2.0)yangzidarehttps://zhuanlan.zhihu.comARES说明书原版地址:http://ares-developers.github.io/Ares-docs/index.htmlARES更新了啥?:http://ares-developers.github.io/Ares-docs/whatsnew.html现在ARES已恢复存档功能。就说几个比较重要的: 动画弹头可以自定义载具也能给磁暴塔这样的建筑充电了某单位的武器有开火不现形语句,这个单位在一个隐形单位里开火,隐形单位不会现行伊万炸弹可以给载具飞机建筑使用了加载建筑可以成为建造前提自定义色盘可以用于单位建筑了建筑摧毁动画可以有所属色建筑,步兵可以恢复弹药量了注册单位数量上限取消(超过100电脑也不会狂造)AlphaImage可以移动,也就是说可以用于任何东西上了战机空对空允许,只要抛射体有AA=yesBaseUnit数量不仅限于3个了[GlobalControls]AllowParallelAIQueues=(boolean)是否允许AI克隆工厂墙可以有所属色门可以直接放在墙上有炮台的单位已经可以完全伪装成树飞机能玩轨道炮了隐形逻辑可以用在飞机和建筑上飞机可以选择返回哪个机场建筑使用Spawns逻辑时允许子机带MissileSpawn=yes,意味着建筑可以发射导弹类子机了 在TS里, 两栖APC能在水中展现第二种形态. 它的素材apc.vxl改变为apcw.vxl. Ares同样能够实现该功能:[VehicleType]>WaterImage= (VehicleType)在水中转换为这个单位的素材,参考武装直升机,只是借用壳子.需要注意的是shp单位并不支持这个逻辑。使车辆瘫痪变黑,爆出火花,不能移动和开火,悬浮单位落地,能变车辆的建筑变回的车辆还是EMP状态,飞机秒杀,一切命中的防御建筑瘫痪,玩具坦克控制中心失效,要电的超武计时停止,雷达黑屏,子机发射器的子机立刻坠毁,奴矿的奴隶罢工一会,武直变形完毕后才会失效,矿车在效果结束之后才会继续挖矿。EMP动画由[General]>EMPulseSparkles=EMP_FX01控制,现在每个单位可以自定义独立的EMP动画,弹头也可以设置其EMP效果。[TechnoType]>EMP.Sparkles= (animation)当该单位被EMP时显示该动画。默认[General]?EMPulseSparkles[Warhead]>EMP.Sparkles= (animation)弹头的EMP效果,如果设置了该语句就会覆盖单位本身的EMP效果。只有在单位本身已经没有其他EMP效果时才会表现。注意TS里使用Damage来控制EMP时间,在Ares中新加入了两条语句(EMP.Duration and EMP.Cap)控制,原先的语句是没用的。[Warhead]>EMP.Duration= (integer - frames)[Warhead]>EMP.Cap= (integer - frames)以上两条语句都被用来控制效果持续多长。每个单位都有个EMP计时器,这就是原理。如果你想让被EMP单位瘫痪十秒:EMP.Duration=150正数EMP.DurationEMP.Cap大于0,EMP叠加效果,但是计数器最大值不会大于设定的cap,如果被此弹头攻击之前计数器已经大于这个cap,则保持不变,总之cap应该是一个武器能造成的给EMP计数器增加的最大值EMP.Cap=0,还是EMP攻击,不过计数器无上限EMP.Cap=-1 EMP将EMP计数器的数字立刻变成EMP.Duration的数字,除非本来的计数器已经比EMP.Duration大了负数 EMP.DurationEMP.Cap=-1EMP计数器减少EMP.Duration的数字EMP.Cap 大于0EMP计数器按EMP.Duration减少,但是必然小于等于EMP.Cap,如果减少一次后仍大于,强制改写为EMP.CapEMP.Cap=0立刻激活单位[CombatDamage]>EMPAIRecoverMission= (mission) 当AI的单位被EMP,解除后执行的动作。默认Hunt。[TechnoType]>ImmuneToEMP= (boolean)是否免疫EMP[TechnoType]>EMP.Modifier= (float - multiplier)对EMP的抗性,只受到EMP影响的百分之几以下建筑默认不免疫Powered=yes Power= 负数带以下标签的建筑默认不免疫雷达超武变车辆玩具坦克控制器裂缝/隐形产生器探测隐形单位鸡光墙步兵除Cyborg=yes以外默认免疫 车辆飞机除Organic=yes外默认不免疫人工设定的免疫会超越默认值生效新的老兵精英升级包括EMP免疫:VeteranAbilities=EMPIMMUNEEliteAbilities=EMPIMMUNE[General]>EngineerCaptureLevel=(float - percent)多少血以下建筑才能一个工程师占领,在这之前工程师造成伤害[General]>EngineerDamage= (float - percent)工程师占领前一个扣多少血[General]>EngineerAlwaysCaptureTech= (boolean) 总是占领科技建筑,无视血量[General]>EngineerDamageCursor.*=(cursor definition) 自定义鼠标动作[UISettings]>AllowMultiEngineer= (bool) 启用多位工程师勾选框现在探照灯已经能够正常使用,并且更强大。[Unit]>HasSpotlight= (boolean)是否使用探照灯,现在探照灯能够用于单位,建筑上的按原样扫描,车上的只能往前[Unit]>Spotlight.StartHeight= (integer - leptons)探照灯射出的高度,默认430[Unit]>Spotlight.Distance= (integer - leptons)探照灯射出的距离[Unit]>Spotlight.AttachedTo= (enumeration - one of body|turret)从单位的哪个单位射出来,车体,炮塔或炮管?[Unit]>Spotlight.DisableRed= (boolean)[Unit]>Spotlight.DisableGreen= (boolean)[Unit]>Spotlight.DisableBlue= (boolean)光照参数(不使用红色,绿色,蓝色)[Unit]>Spotlight.DisableColor= (boolean)黑灯 激光栅栏现在能像TS里一样使用. 你需要一个建筑有LaserFencePost=yes语句来创建节点, 其他有LaserFence=yes语句的建筑之间会以激光连接(具体参考TS)。单位通过就会被摧毁。训练所能够使现有的指定单位以及未来生产的指定单位得到经验并且升级,即使训练所被摧毁,已升级的单位的升级状态依然保留,该效果不能叠加,需要注意指定单位必须是Trainable=yes,你可以借该逻辑创建步兵学院,战车学院或者阵地学院之类的玩意儿。以下的值填写1.0即升为精英单位,填写2.0即升为老兵单位,0.0无效果。[BuildingType]>Academy.InfantryVeterancy= (double - veterancy levels)拥有这样的建筑后步兵以及带有Organic=yes的车辆得到多少经验[BuildingType]>Academy.AircraftVeterancy= (double - veterancy levels) 拥有这样的建筑后空军以及带有ConsideredAircraft=yes的车辆得到多少经验 [BuildingType]>Academy.VehicleVeterancy= (double - veterancy levels) 拥有这样的建筑后载具得到多少经验 [BuildingType]>Academy.BuildingVeterancy= (double - veterancy levels) 拥有这样的建筑后建筑得到多少经验 以下语句可以用来指定部分单位得到训练所的影响,不写的话就是默认全部一类单位 [BuildingType]>Academy.Types= (list of TechnoTypes) 这些单位会受到训练所的影响 [BuildingType]>Academy.Ignore= (list of TechnoTypes) 这些单位不会受到训练所的影响和NP有点不一样。[ArmorTypes]paper=steelmagic=11%新增装甲列表,强制所有弹头或和对现有某个装甲完全一样,或全部是一个比率[Warhead]>Versus.magic= (float - modifier)该弹头对magic护甲的伤害百分比因为WW弱智的拼写错误,现在旧弹头还是Verses=,不过ARES里少于11个也不IE,新弹头用Versus弹头百分比特殊值0%不主动不还击不响应强行攻击1% 不还击不主动攻击2% 不主动攻击现在可以专门设定这些特效[Warhead]>Versus.shit.ForceFire=是否对shit护甲可以强行攻击[Warhead]>Versus.shit.Retaliate=是否可以对shit护甲反击[Warhead]>Versus.shit.PassiveAcquire=是否对shit护甲主动攻击ARES纠正了WW的弱智拼写错误Aquire免疫事例:[ArmorTypes]flakImmuneToFrost=flak[IceMan]Armor=flakImmuneToFrostPrimary=IceBlast[IceBlast]Warhead=IceBlastWH[IceBlastWH]Versus.flakImmuneToFrost=0%Versus.flakImmuneToFrost.ForceFire=yesVersus.flakImmuneToFrost.Retaliate=yesVersus.flakImmuneToFrost.PassiveAcquire=yes当一个飞机受到严重损伤或者被击落时会产生一堆尾烟,这个尾烟是硬编码的,也就是说所有飞机的尾烟都是一样的,现在可以对每架飞机进行自定义。[AircraftType]>Smoke.Anim= (animation)产生的尾烟。默认SGRYSMK1[AircraftType]>Smoke.ChanceRed= (integer - percent)严重损伤时产生烟雾的密度(每帧),越大越多。默认10[AircraftType]>Smoke.ChanceDead= (integer - percent)被击落时产生烟雾的密度(每帧),越大越多。默认80当一个单位移动时,WalkRate是用来控制该单位的图像的,当其空闲时,IdleRate被使用,一个单位若不在移动则视为空闲,包括起飞,着陆和漂浮,直升机型的单位就算看起来真的在空中时也不会播放他们的螺旋桨图像,Ares为了应对这种情况加了一个新标签。[TechnoType]>AirRate= (integer - number of frames)如果该值大于零,规定了该单位在空中时,计划要给该单位几帧的动画,AirRate覆盖WalkRate与IdleRate,若该值为零,则禁用AirRate,默认为0 ARES现在支持像鲍里斯这样的指示单位召唤空袭时的自定义语音,不写以下的值的话就使用[AudioVisual]的全局语音。[TechnoType]>VoiceAirstrikeAttack= (soundmd entry)空袭单位进入地图时的语音。默认AirstrikeAttackVoice[TechnoType]>VoiceAirstrikeAbort= (soundmd entry)空袭单位在开火前,指示单位被干掉时的语音。默认AirstrikeAbortSound海豹的增强换装系统。[TechnoType]>AlternateTheaterArt= (boolean)例如,给单位设置Image=JUNK和AlternateTheaterArt=yes会使这个单位使用雪地装[JUNKA],沙漠装[JUNKD] 等等,没有相应SHP默认[JUNK],比原来的更灵活AE逻辑被用来赋予单位各种属性,例如增加攻击力,削减防御,回复生命,以及其他,就像NP的升级超武一样,但AE更为强大,它不仅仅能用于超武,它还能应用在各种各样的地方。以下是AE的标签通用:[Section]>AttachEffect.Animation= (AnimationType)赋予属性的单位伴随的动画,就像伊文炸弹那样,动画要注册[Section]>AttachEffect.Duration= (integer) 属性持续时间,默认为0[Section]>AttachEffect.TemporalHidesAnim= (boolean)被超时空武器攻击时是否停止动画?默认否[Section]>AttachEffect.SpeedMultiplier= (float - multiplier)速度加成[Section]>AttachEffect.ArmorMultiplier= (float - multiplier)装甲加成[Section]>AttachEffect.FirepowerMultiplier= (float - multiplier)伤害加成[Section]>AttachEffect.ROFMultiplier= (double - multiplier) ROF的因数,就像国家设置里的那样。被影响的单位的攻击间隔会乘以这里指定的数值,默认1.0。须注意,ROF数值并不是实时影响,仅在开火时赋予。因此如果一个单位处于该状态时开火,在状态结束后ROF不会对应变化。比如设置AE效果ROF2倍,一个ROF为15的单位的ROF将会变为30,而开火后的瞬间AE效果消失了,但ROF仍然会按照30计算,不会对应缩短为15。[Section]>AttachEffect.Cloakable= (boolean)隐形加成[Section]>AttachEffect.ForceDecloak= (boolean) 如果设置为是,那么使用该AE的单位会强制现行,默认否[Section]>AttachEffect.DiscardOnEntry= (boolean)如果设置为是,那么当这个单位从地图上消失,比如进入建筑或单位里,AE效果会消失,默认否[Section]>AttachEffect.PenetratesIronCurtain= (boolean) 决定该AE是否能够在目标单位/建筑上有铁幕或力盾时附加上,默认否。只能用于单位:[TechnoType]>AttachEffect.Delay= (integer)该单位获得AE后多少时间内不能够再接收AE效果,负值为不重置效果。默认0,立刻马上[TechnoType]>AttachEffect.InitialDelay= (integer - frames)定义AE的初始间隔,即附着后多长时间生效。0代表立刻。默认0。只能用于弹头:[Warhead]>AttachEffect.Cumulative= (boolean)是否能够叠加作用,默认否[Warhead]>AttachEffect.AnimResetOnReapply= (boolean)如果不能叠加作用,再次赋予属性时会重设动画,默认否 在TS中运输机能够吊运载具并投放到任意地点,Ares恢复了这个逻辑并新增了一些语句。[AircraftType]>Carryall.SizeLimit= (integer)吊运规格的最大限制,默认为能够吊运任意单位即值为-1[UnitType]>Carryall.Allowed= (boolean)这个载具能否吊运,Organic=yes和NonVehicle=yes的单位不能吊运. 如果指定那么覆盖全局,目前不可能“撤消”这个标签,所以必须指定这个标签蜘蛛什么的不能吊运该单位要成功吊运必须要有AirportBound=no并且没有Dock=,否则不能吊运建议不要吊运船,否则放不回水里,而扔到地上会爆掉,所以船尽量设置Carryall.Allowed=no超空间监狱可以把单位吸进来同时炮塔会改变,如果监狱爆掉这些单位会被释放出来。[Weapon]>Abductor= (boolean)如果设置为是,武器能够吸入单位,当该单位被摧毁时被吸入的单位会重新出现.奴隶和自己会被归属到Special,如果该单位吸满了或者该单位无法吸入,就使用正常的武器伤害,默认否确保这个单位有乘客位置,而且设置大小限制为0否则吸入会受限制建筑无法使用该逻辑否则IE[Weapon]>Abductor.Anim= (animation)单位被吸入时产生的动画[Weapon]>Abductor.ChangeOwner= (boolean)被吸入的单位是否会归属到攻击者的所属,默认否[Weapon]>Abductor.AbductBelowPercent= (float)只有低于这个血量百分比的单位才会被吸入,默认100%[Weapon]>Abductor.MaxHealth= (integer - hitpoints) HP数值高于此处设定的话就不能被抓过来。0代表不检查,默认0。[TechnoType]>ImmuneToAbduction= (boolean)这个单位不能被吸入只会受到伤害,默认否[TechnoType]>PassengerTurret= (boolean)吸单位后会改变炮塔,吸入一个改变一次0 passengers footur.vxl1 passenger footur1.vxl5 passengers footur5.vxl要用这个逻辑该单位必须使用Turret=yes,TurretCount,WeaponX [TechnoType]>Chronoshift.Allow= (boolean)指定这个单位能否被空间转移超武转移,默认是[BuildingType]>Chronoshift.IsVehicle= (boolean)这个建筑能否(被视为载具)被转移,默认否[TechnoType]>Chronoshift.Crushable= (boolean)如果设置为no,那么这个单位不会被超时空传送过来的单位压在下面,取而代之的是被超时空传送过来的单位被摧毁(下克上)。不要用在建筑上。默认yes[General]>ChronoInfantryCrush= (boolean) 如果设置为no,步兵传到坦克上时会死而不是把坦克摧毁。默认yes在原版中,有些平民会攻击玩家和AI,但是玩家的单位不会主动攻击他们,在一些复刻CC的MOD里存在器官受,这些器官受由于是平民类单位所以你不会主动去打,结果就是你家或者AI家被一群器官受活活拆掉,这些情况是因为原版引擎无法识别这种情况,ARES改变了这种情况。[TechnoType]>CivilianEnemy= (boolean)这种单位是否被视为主动攻击目标。默认否如果平民单位不被视作威胁,那么只有当这些平民单位攻击你的单位时才会进行反击,典型如器官受和泰伯利亚肉球把房子一个个拆掉。这里有两个新的全局标签改善这种情况。[CombatDamage]>AutoRepel= (boolean)是否AI会把攻击友军单位的平民单位视为敌人。这能够使附近的单位阻止这种情况。默认否[CombatDamage]>PlayerAutoRepel= (boolean)是否玩家会把攻击友军单位的平民单位视为敌人。这能够使附近的单位阻止这种情况。默认否[AircraftType]>Crashable= (boolean)飞机是否坠毁而不是爆炸,写no爆炸,写yes坠毁在YR里飞机被打下来会旋转着坠机,不过这样对于大型飞机看起来十分傻逼(试想一下一个先锋武装炮艇机像杂耍一样转着掉下来……), ARES有个新参数来禁用这个坠机方式。[AircraftType]>CrashSpin= (boolean)是否旋转着掉下来,如果不希望这样就写no,默认是注意该逻辑只适用飞机,基洛夫这样的实际上是载具类的不能用。[Animation]>CustomPalette= (filename with .pal extension)如果要在不同地表用不同的色盘,请使用~~~作为代表气候类型,例如:CustomPalette=abcd.pal一直使用abcd.palCustomPalette=lib~~~.pal使用libtem.pal, libsno.pal, etc.注意如果用于抛射体,你需要注册建筑建造形状和大小随便定义,还能做多边形注意给战车工厂用这个会变得蛋疼,所以不要用这个逻辑多边形建筑用固体高度那玩意儿会蛋疼为了方便计算,压缩包里有个工具可以用来弄这玩意儿文件地址为Documentation/_downloads/custom_foundation.html能够微观自定义图标色盘在artmd.ini里:[UnitArt]>CameoPalette= (filename, *including* the .pal extension)在rulesmd.ini里:[SuperWeapon]>SidebarPalette= (filename, *including* the .pal extension)[TechnoType]>Insignia.Rookie= (filename, excluding the .shp extension)[TechnoType]>Insignia.Veteran= (filename, excluding the .shp extension)[TechnoType]>Insignia.Elite= (filename, excluding the .shp extension)分别对应新兵,精英,老兵时的军衔军衔帧设定[TechnoType]>InsigniaFrame= (integer - frame index) [TechnoType]>InsigniaFrame.Rookie= (integer - frame index) [TechnoType]>InsigniaFrame.Veteran= (integer - frame index) [TechnoType]>InsigniaFrame.Elite= (integer - frame index) 从军衔中使用的帧。设置-1来使用默认帧。默认-1。对敌隐藏军衔等级现在可以让敌人看不见你的单位的等级。[General]>EnemyInsignia= (boolean)敌人是否能看到你的单位的等级,默认是[TechnoType]>Insignia.ShowEnemy= (boolean)这个单位能否把等级给敌人看,默认[General]?EnemyInsignia注意观察者还是看得到的。[TechnoType]>Insignia.Rookie= (filename, excluding the .shp extension)[TechnoType]>Insignia.Veteran= (filename, excluding the .shp extension)[TechnoType]>Insignia.Elite= (filename, excluding the .shp extension)分别对应新兵,精英,老兵时的军衔军衔帧设定[TechnoType]>InsigniaFrame= (integer - frame index) [TechnoType]>InsigniaFrame.Rookie= (integer - frame index) [TechnoType]>InsigniaFrame.Veteran= (integer - frame index) [TechnoType]>InsigniaFrame.Elite= (integer - frame index) 从军衔中使用的帧。设置-1来使用默认帧。默认-1。对敌隐藏军衔等级现在可以让敌人看不见你的单位的等级。[General]>EnemyInsignia= (boolean)敌人是否能看到你的单位的等级,默认是[TechnoType]>Insignia.ShowEnemy= (boolean)这个单位能否把等级给敌人看,默认[General]?EnemyInsignia注意观察者还是看得到的。[TechnoType]>Parachute.Anim= (animation)该单位使用哪个降落伞动画,降落伞动画默认单位色盘指定单位获得经验的方法。以下本体单位不能带有Trainable=no,不然无效,如果乘客,空袭飞机,被控单位,子机带有Trainable=no,那么其获得经验将全部给予本体。来自乘客的击杀[TechnoType]>Experience.FromPassengers= (boolean)载具里的乘客开火载具能够得到经验,默认是[TechnoType]>Experience.PromotePassengers= (boolean)如果载具满级那么乘客得到经验,默认否[TechnoType]>Experience.PassengerModifier= (float - multiplier)如果一个击杀是由乘客做的,那么所得经验为这个百分比,默认100%来自召唤空袭的击杀[TechnoType]>Experience.FromAirstrike= (boolean)如果一个击杀由鲍里斯那样的召唤飞机做的, 召唤者能够得到经验而不是给飞机,默认否[TechnoType]>Experience.AirstrikeModifier= (float - multiplier)召唤飞机摧毁对方获得的经验比,默认100%来自受控单位的击杀[TechnoType]>Experience.MindControlSelfModifier= (float - multiplier)控制的单位摧毁敌方,控制者获得的经验百分比,默认0%[TechnoType]>Experience.MindControlVictimModifier= (float - multiplier)控制的单位获得的经验百分比,默认100%如果控制者和战斗要塞的所有者不是盟友的话,控制战斗要塞这样的单位,里面的乘客开火摧毁敌方后获得的经验不算在里面. 控制友军单位摧毁敌方,控制者不会得经验。来自航母子机的击杀[TechnoType]>Experience.SpawnOwnerModifier= (float - multiplier) 子机摧毁敌方单位,航母获得的经验百分比,设置在航母上,默认0%[TechnoType]>Experience.SpawnModifier= (float - multiplier)子机摧毁敌方单位,子机获得的经验百分比,设置在航母上,默认100%升级乘客这个逻辑被用于初始载荷的OpenTopped=yes的单位,这样的单位可以模拟一种单位使用非常多类型的武器。这个逻辑搭配Experience.PromotePassengers=no和Experience.FromPassengers=yes使用更佳。注意:这个逻辑给予乘员的不是经验值,而是等级。乘员的等级会永远强制为载具的等级。如果一个高级的单位进入了可以升级乘客的低级载具,那么这个单位会变为低级的,就好像他根本没升级过。译者注:初始载荷的OpenTopped=yes单位不是一般都会设置不能手动进入和释放单位的么。。[TechnoType]>Promote.IncludePassengers= (boolean) 是否所有有Trainable=yes的单位会被设置为与该载具相同的等级。默认no[AircraftType]?Missile.Custom= (boolean)是否为自定义导弹[AircraftType]>Missile.PauseFrames= (integer)[AircraftType]>Missile.TiltFrames= (integer)[AircraftType]>Missile.PitchInitial= (float)[AircraftType]>Missile.PitchFinal= (float)[AircraftType]>Missile.TurnRate= (float)[AircraftType]>Missile.RaiseRate= (float)[AircraftType]>Missile.Acceleration= (float)[AircraftType]>Missile.Altitude= (integer)[AircraftType]>Missile.Damage= (integer)[AircraftType]>Missile.EliteDamage= (integer)[AircraftType]>Missile.BodyLength= (integer)[AircraftType]>Missile.LazyCurve= (boolean)[AircraftType]>Missile.Warhead= (Warhead)[AircraftType]>Missile.EliteWarhead= (Warhead)[AircraftType]>Missile.TakeOffAnim= (Animation)[AircraftType]>Missile.TrailerAnim= (Animation)[AircraftType]>Missile.TrailerSeparation= (integer)相关参数,不需要翻译新增的可选语句[AircraftType]>Missile.Weapon= (Weapon)导弹用这个武器来产生伤害,意味着可以很简单地做带辐射的导弹。如果不设置,就用Missile.Damage和Missile.Warhead产生伤害[AircraftType]>Missile.EliteWeapon= (Weapon) 三星时用的武器受损火花当单位受损时会冒烟和飙出火花来,现在可以用这个做到,详情可见ModEnc。[TechnoType]>DamageSparks= (boolean)定义该单位是否会飙出DamageParticleSystems所指定的粒子系统。默认InfantryTypes是Cyborg时有,其他都不会有烟雾和火花的受损粒子系统ARES加入了两个新标签来启用这个功能,该功能所使用的粒子系统必须包含BehavesLike=Smoke或BehavesLike=Spark才行。[TechnoType]>DamageSmokeParticleSystems= (list of ParticleSystems)定义使用的烟雾粒子系统。默认为所有有BehavesLike=Smoke设置的DamageParticleSystems[TechnoType]>DamageSparksParticleSystems= (list of ParticleSystems)定义使用的火花粒子系统。默认为所有有BehavesLike=Spark设置的DamageParticleSystems某些单位应该是直接被EMP摧毁而不是瘫痪。飞机会瞬间被EMP摧毁,但某些飞行器例如武装直升机,基洛夫,飞碟并不算是飞机。EMP.Threshold 能改变这个现象。EMP.Threshold 默认是inair,EMP能摧毁任何在空中的单位,跳伞的单位不算在这里面。[TechnoType]>EMP.Threshold= (enumeration - one of yes|no|inair *or* integer - frames)制定该单位是否会被EMP摧毁. 如果使用整数那么该单位在承受如此剂量的EMP后才会被摧毁。正数表示达到这个量摧毁单位,填yes等同于1负值表示只有在空中达到这个量才会摧毁这个单位. 填inair等同于-10就是无效,等同于no你可以创建一个陆地单位,在承受一定的EMP也会被摧毁,或者像武直一样的单位,陆地不会被摧毁,然而在空中承受100帧EMP后掉下来。被EMP,需要驾驶员的载具无驾驶员,失去控制中心控制的单位会变黑,现在可以对变黑的程度进行自定义。[AudioVisual]>DeactivateDimEMP= (float - multiplier)被EMP的单位的变黑程度。默认0.8[AudioVisual]>DeactivateDimOperator= (float - multiplier)需要驾驶员的载具无驾驶员时的变黑程度。默认0.65[AudioVisual]>DeactivateDimPowered= (float - multiplier)失去控制的单位的变黑程度。默认0.5注意这个值一般取0到1之间,写1就是和原来亮度一样,如果超过1那么会变亮,你要做特殊效果我没话说。SHP类的单位是不会被这个影响的。在TS里的野生动物比红警里的奶牛更加活跃,其中之一就是泰伯利亚恶魔,ARES能够再现这个讨厌的玩意儿。[InfantryType]>Doggie= (boolean)这个步兵是否被指定为泰伯利亚恶魔,表现如下:在守备模式下趴在泰矿上,攻击接近过来的东西,并且在受伤时会跑到泰矿上治疗,这个单位需要有Crawls=yes,否则趴不下来,如果要表现得是个野生动物别忘了加上NotHuman=yes来避免死亡时的人类死亡动画在YR里,镭射幽浮吸电厂会导致整个基地停电,现在可以自定义这个功能。[TechnoType]>Drain.Local= (boolean)是否一次只能吸目标建筑的电,或者该建筑被吸电是是否连带整个基地的电力,默认否[TechnoType]>Drain.Amount= (integer)吸多少电,如果是正值,那么表示该单位最多能吸多少电,或者是该建筑最多能被吸多少电,如果是负值,那么表示该单位至少能吸多少电,或者是该建筑至少能被吸多少电,默认0,该语句必须有上面那个语句才有效现在没有[General]>DropPodWeapon也是可以产生空降仓的,当然你设定也可以。[General]>DropPodTrailer= (AnimationType)空降仓降落时的尾烟。默认SMOKEY全局超级武器默认值[General]>DropPodTypes= (list of InfantryTypes)空降仓里的兄贵类型,只能是步兵,可以设多个,出来的可能性都是一样的。默认none,火风暴里是E1和E2[General]>DropPodMinimum= (integer)丢下来的套子的最小数量。默认0,火风暴里是5[General]>DropPodMaximum= (integer)丢下来的套子的最大数量。默认0,火风暴里是8更多关于空降仓的设定请参考超武部分[General]>EnemyHealth这个标签可以使敌方看不见你的单位血条,ARES新加了一个标签来使敌方看不到你维修建筑时的小扳手。[General]>EnemyWrench= (boolean)写no时就能使敌方看不见维修小扳手,当然,观察者还是可以看得到,默认yes现在可以新增EVA语音来替换原版的3阵营语音,需要在evamd.ini里注册:[EVATypes]0=GDI1=Cabal然后该干啥干啥,比如:[EVA_LowPower]Cabal=ccab053GDI=cgdi053不同单位的工厂(狗屋)[InfantryOrVehicle]>BuiltAt= (list of BuildingTypes)指定在哪个建筑建造[BuildingType]>Factory.ExplicitOnly= (boolean)是否只允许指定单位建造,默认否载具克隆缸[BuildingType]>CloningFacility= (boolean)允许该建筑克隆载具,默认否克隆选项[InfantryOrVehicle]>Cloneable= (boolean)该单位能否被克隆,默认是[InfantryOrVehicle]>ClonedAt= (list of BuildingTypes)在哪里克隆和铁幕一样,机场护盾对某建筑的微观效果也能够自定义了。[BuildingType]>ForceShield.Modifier= (float - multiplier)填百分比,该建筑被罩护盾后的实际受影响时间将会是力场护盾本身的时间乘以这个值,如果填0那么该建筑无法罩护盾,默认100%在TS里树木被带有Sparky=yes的弹头攻击后会起火,同时将火势蔓延到周围的树上,以此造成森林火灾,ARES恢复了这个功能,不过需要一些设置。你需要在每个可燃烧的树上写上IsFlammable=yes,并且设置好[AudioVisual]>OnFire的三个动画以及[AudioVisual]>TreeFire的两个动画如果烧不掉树,注意[AudioVisual]>SmallFire的动画在Art需要设置Scorch=no[BuildingType]>GateDownSound= (sound name)开启声音[BuildingType]>GateUpSound= (sound name)关闭声音[TechnoType]>Gattling.Cycle= (boolean)当到达最后一阶盖特后,会跳回第一阶IsCow[InfantryType]>IsCow= (boolean)[COW]默认是,其他否,表现为像奶牛一样乱跑IsDesolator[InfantryType]>IsDesolator= (boolean)[DESO]默认是,其他否,表现为部署后正常释放武器 多种IFV 所有有Gunner=yes的载具都能像IFV一样切换炮塔,因此你能拥有多种IFV 。 更多的炮塔和武器 ARES平台支持超过18种不同的炮塔和VXL与HVA素材,这意味着TurretCount现在可以设置为大于18的值,虽然不支持TurretCount值大于127(谁TM这么闲做这么多炮塔)。 以及理所当然的,武器也可以设置大于18的值了。定义IFV模式 InitiateWeaponIndex和InitiateTurretIndex可以丢了,不过之前如果在地图INI里改了IFV类单位的模式,可能需要重新改一下。[TechnoType]>WeaponTurretIndexX=(integer - turret index) 在WeaponX和EliteWeaponX启用时将使用这个炮塔,通过乘客的IFVMode来定义。X是从1到WeaponCount的数。默认值为-1。 注意: 当步兵的IFVMode是0时WeaponX的X应该是1。例如,IFVMode=4会启用Weapon5指定的武器,使用的炮塔也是WeaponTurretIndex5。 Gunner=yes的单位可以让每一个武器有自己的提示文本,使用一下标签: [TechnoType]>WeaponUINameX= (CSF label)IFV维修语音 现在ARES可以自定义IFV类单位的维修语音。 [VehicleType]>VoiceIFVRepair= (soundmd entry)微观定义 [AudioVisual]>VoiceIFVRepair= (soundmd entry)宏观定义,只用于[FV] 劫车犯能够偷窃敌方载具。如果你给一个步兵设定VehicleThief=yes,那么有以下语句进行自定义[InfantryType]>VehicleThief.EnterSound= (Sound name)进车声音[InfantryType]>VehicleThief.LeaveSound= (Sound name)被偷载具破坏劫车犯出来的声音[InfantryType]>VehicleThief.BreakMindControl= (boolean)是否能偷窃被心灵支配的载具,当进入载具该载具会切断与控制者的联系,默认为是[InfantryType]>VehicleThief.OneTime= (boolean)劫车犯是否只能偷一次车(载具摧毁后将无法逃出)[InfantryType]>VehicleThief.KillPilots= (integer)劫车犯偷装人的车能够杀死多少人,-1为杀死全部人,默认为0[TechnoType]>VehicleThief.Allowed= (boolean)该载具是否允许被偷窃,默认为是注意劫车犯不能偷友军与中立车辆,被狙杀驾驶员的车辆不能开,但是可以连用VehicleThief=yes和CanDrive=yes来允许。狩猎者单位全局设置[General]>HunterSeekerDetonateProximity= (integer)能够引爆目标的距离,单位是leptons。默认0,TS里是150[General]>HunterSeekerDescendProximity= (integer)距离目标多远是狩猎者开始下降,单位是leptons。默认0, TS里是700[General]>HunterSeekerAscentSpeed= (integer)当升到一个更高的飞行高度时的速度。默认0,TS里是40[General]>HunterSeekerDescentSpeed= (integer)当降到一个更低的飞行高度时的速度。默认0,TS里是50[General]>HunterSeekerEmergeSpeed= (integer)从发射设施发出时的速度。默认0,TS里是6狩猎者单位微观设置以下值覆盖全局值[VehicleType]>HunterSeeker.DetonateProximity= (integer)[VehicleType]>HunterSeeker.DescendProximity= (integer)[VehicleType]>HunterSeeker.AscentSpeed= (integer)[VehicleType]>HunterSeeker.DescentSpeed= (integer)[VehicleType]>HunterSeeker.EmergeSpeed= (integer)我想不需要翻译这个…不允许的目标这个标签可以防止该单位成为狩猎者的攻击目标,以免高价值目标或微不足道的目标成为靶子[TechnoType]>HunterSeeker.Ignore= (boolean)是否狩猎者不把这个单位作为攻击目标,即使没有其他目标了狩猎者也不会对其进行攻击。默认否原版中步兵被InfDeath=5的动画击杀,强制使用动画列表里的那个触电死亡动画,现在可以正常指定。[AudioVisual]>InfantryElectrocuted= (animation)触电死亡时用这个动画,如果不指定就寻找ELECTRO作为触电死亡动画这个逻辑允许被弹头击中的载具驾驶员挂掉,载具变为中立状态,就像RA3娜塔沙的F技一样,无载具的单位能够被占领。[Warhead]>KillDriver= (boolean)该弹头能否杀死驾驶员[Warhead]>KillDriver.Owner= (enumeration - civilian,special,neutral)驾驶员被杀后载具归属。默认special[Warhead]>KillDriver.KillBelowPercent= (float)该弹头只有在被打击单位的生命低于这个百分比时才能杀死驾驶员。默认100%[Warhead]>KillDriver.Chance= (float - percentage) 设定当单位可以被击杀驾驶员时,有多大的概率被击杀驾驶员。默认100% [Warhead]>KillDriver.RemoveVeterancy= (bool)当一个单位被狙杀驾驶员之后,移除它的等级。默认no。[TechnoType]>ProtectedDriver= (boolean)该载具驾驶员能否被杀死。默认能[TechnoType]>CanDrive= (boolean)该载具能否占领驾驶。默认不能[TechnoType]>CanBeDriven= (boolean) 决定一个单位的初始驾驶员被击杀后,能否使用新的驾驶员占领。如果是,就可以。默认yes。现在该逻辑已经可以被CellSpread影响了。[BuildingType]>LightningRod= (boolean)是否能够吸引雷击[BuildingType]>LightningRod.Modifier= (float - modifier)被雷击的伤害百分比[Animation]>MakeInfantryOwner= (enumeration invoker|killer|victim|neutral|random)决定是谁的invoker看情况|killer击杀者|victim死人|neutral野生|random随机一堆next动画的话 MakeInfantry=应该写在最后一个,MakeInfantryOwner= 应该写第一个,动画使用单位色盘这东西,MakeInfantryOwner 只对InfDeathAnim, DeathAnims和地图触发生效 ,默认是看情况InfDeathAnim是击杀者DeathAnims是死人触发里的就是触发的拥有国家现在MakeInfantryOwner已经扩展到普通步兵死亡动画了在YR里一个建筑只能控制一个单位,现在能够使用新逻辑来实现多单位控制。[UnitType]>PoweredBy= (list of BuildingType)该单位被该建筑控制注意PoweredBy= 能够用于独立的建筑,这样就能实现两种建筑同时对该单位有操控权,即使一个建筑被摧毁另一个建筑依然能让该单位运行。单位必须有人进去才能启动[TechnoType]>Operator= (string, either an InfantryType or “_ANY_”)指定某个驾驶者才能操作,_ANY_的话是任意驾驶者都行,默认none,不需要驾驶者这个单位必须至少有一个乘客位置,建筑则需要设置InfantryAbsorb=yes建筑没有操作者只会表现出无法使用武器,但是诸如生产,超武,反部署,雷达等不会受到影响需要注意的是AI不会用这样的功能,所以应该避免AI造需要操作者的单位现在可以让某些你需要的建筑具备单位通行功能,比如建筑类的地雷,这样单位就可以踩上去。[BuildingType]>IsPassable= (boolean)该建筑所在的格子能不能让载具和步兵站在上面或者通过。默认否图标能使用PCX文件而不仅仅是SHP了,这可以使图标更精细。在artmd.ini里:[UnitArt]>CameoPCX= (filename, *including* the .pcx extension)[UnitArt]>AltCameoPCX= (filename, *including* the .pcx extension)指定该单位的PCX图标,格式为“filename.pcx“在rulesmd.ini里:[SuperWeapon]>SidebarPCX= (filename, *including* the .pcx extension)超武用,和上面一样和其他PCX文件一样,需要用索引色,并且图标PCX必须是256色且大小为60x48像素。在YR里步兵进入可驻兵建筑后格子的颜色只有那几种(貌似是白红蓝黄紫绿),现在你可以自定义这玩意儿。[TechnoType]>Pip= (integer)填数字,用pips文件内的哪一帧作为驻兵时的格子样式,pips文件名为“pips.shp”和“pips2.shp”,可行的值为0到总帧数-1,如果为无效值将会IE[Unit]>Prerequisite.RequiredTheaters= (list of theater names)需要这种气候才能造TEMPERATE - most mapsSNOW - arctic/snowy mapsURBAN - some city mapsDESERT - some desert maps, older maps use TemperateLUNAR - Soviet Mission 6NEWURBAN - most YR urban mapsPrerequisiteOverride不会覆盖Prerequisite.RequiredTheaters[Unit]>Prerequisite.Negative= (list of BuildingTypes)有这个建筑就没法造PrerequisiteOverride不会覆盖Prerequisite.Negative[Unit]>Prerequisite.Lists= (integer)指定有多少建造前提[Unit]>Prerequisite.List#= (list of BuildingTypes (where # is the 1-based index of the prerequisite list, the maximum specified by Prerequisite.Lists))指定新的建造前提,想设置多少都可以(根据Prerequisite.Lists决定)[Unit]>Prerequisite.StolenTechs= (list of integers)指定有多少偷窃前提,其他具体的参考后面的偷窃科技条目[BuildingType]>FactoryOwners.Permanent= (boolean)[BuildingType]>FactoryOwners.HaveAllPlans= (boolean)占领该建筑后是否获得对应工厂的专用科技,效果为永久(即一旦占领不可撤销),默认否。[BuildingType]>FactoryOwners.HasAllPlans= (boolean)占领该建筑后是否获得对应工厂的专用科技,效果为临时(即一旦失去建筑则失去科技),默认否。[TechnoType]>FactoryOwners= (list of houses)这个列表内国家的工厂可以建造该单位。如果是空的,每个国家都可以建造。此外,玩家至少需要一个在该列表内国家的工厂来建造或者这些国家里至少一个的科技树来建造它。[TechnoType]>FactoryOwners.Forbidden= (list of houses)与上面相反,这个列表内国家的工厂不能建造该单位。注意AI无视建筑上的这两条语句,仅在单位上有效通用的先决条件组你现在能自定义先决条件组就像原来的POWER (PrerequisitePower)FACTORY (PrerequisiteFactory)BARRACKS (PrerequisiteBarracks)RADAR (PrerequisiteRadar)TECH (PrerequisiteTech)PROC (PrerequisiteProc and PrerequisiteProcAlternate)这些你需要创建一个新的条目[GenericPrerequisites]然后才能添加先决条件组像GROUPNAME= (list of BuildingTypes)[GenericPrerequisites]NAVALYARD=GAYARD,NAYARD,YAYARDetc...[TechnoType]...Prerequisites=NAVALYARD...Alternate Prerequisites with Non-BuildingsTo support the Slave Miner as prerequisite, Yuri’s Revenge added the option to satisfy the PROC requirement by either owning the deployed building or alternatively the undeployed Slave Miner vehicle. This was done only for the refinery group by adding [General]?PrerequisiteProcAlternate=, which accepted one VehicleType.Ares adds alternate prerequisites support for all Generic Prerequisite Groups and expands this feature to support multiple items of arbitrary TechnoTypes.[General]>PrerequisiteXAlternate= (list of TechnoTypes)A list of types that alternatively satisfy this requirement if player does not own a building from the [General]?PrerequisiteX= list.Replace X with a key from [GenericPrerequisites], first character upper case, all others lower case. For instance, NAVALYARD from above would become Navalyard.Note:Using BuildingTypes is not supported and adding them here might give unexpected results. For example, upgrades will not work.智障逻辑不予翻译。[BuildingType]>PrismForwarding= (enumeration - yes|no|forward|attack)决定此建筑是否可以递光。PrismForwarding=forward 代表此建筑可以为其他建筑递光,但自身不能接受递光。PrismForwarding=attack 代表此建筑可以接受递光,但自身不能为其他建筑递光。PrismForwarding=yes 代表此建筑具备完整的递光功能 - 既可以递光也可以接受递光。PrismForwarding=no 代表此建筑不启动递光逻辑。[General]>PrismType中的建筑默认yes,其他建筑默认no。[BuildingType]>PrismForwarding.Targets= (list of BuildingTypes)这个建筑能够递光支援的建筑[BuildingType]>PrismForwarding.MaxFeeds= (integer)最大支援数量,-1表示无限制,默认[General]>PrismSupportMax覆盖[BuildingType]>PrismForwarding.MaxChainLength= (integer)反向连接数量,-1表示无限制,默认1,如果要达到上图效果就要设置3[BuildingType]>PrismForwarding.MaxNetworkSize= (integer)如果开火中的塔超过支援的塔,这个标签表示在递光网络的总数,不包括开火中的塔,默认[General]>PrismSupportMax覆盖[BuildingType]>PrismForwarding.SupportModifier= (float - multiplier)递光杀伤倍数,默认[General]>PrismSupportModifier覆盖[BuildingType]>PrismForwarding.DamageAdd= (integer - damage bonus)增加固定的伤害而不是倍数,默认0[BuildingType]>PrismForwarding.MyHeight= (integer - leptons)递光高度,默认[General]>PrismSupportHeight覆盖[BuildingType]>PrismForwarding.ToAllies= (boolean)是否能支援友军的塔,默认否[BuildingType]>PrismForwarding.BreakSupport= (boolean)可以在终止的最后一刻进行支援,而不需要重新充能,默认否[BuildingType]>PrismForwarding.ChargeDelay= (integer - frames)递光时充能的延迟,默认1,最好别动(作者如是说,这玩意儿是用来测试玩的)[BuildingType]>PrismForwarding.Intensity= (integer - laser thickness)随着递光增加激光的宽度[BuildingType]>Overpowerable= (boolean)是否能攻击递光同时进行[BuildingType]>PrismForwarding.SupportWeapon= (weapon)[BuildingType]>PrismForwarding.EliteSupportWeapon= (weapon)副武器的递光不再使用而是用这个标签的武器递光以下标签可以被用来定义支援时的光束武器,都是原版标签。[PrismForwarding.SupportWeapon]>Range= (integer - cells)支援半径,默认主武器射程+1[PrismForwarding.SupportWeapon]>MinimumRange= (integer - cells)最小半径[PrismForwarding.SupportWeapon]>ROF= (integer - frames)支援速率,默认[General]>PrismSupportDelay覆盖[PrismForwarding.SupportWeapon]>Report= (sound)支援声音[PrismForwarding.SupportWeapon]>IsLaser= (boolean)是否是激光[PrismForwarding.SupportWeapon]>IsElectricBolt= (boolean)是否是特斯拉[PrismForwarding.SupportWeapon]>IsRadBeam= (boolean)是否是辐射波为了方便计算,压缩包里有个工具可以用来弄这玩意儿文件地址为Documentation/_downloads/PrismForwarding.xls[BuildingType]>PrismForwarding= (enumeration - yes|no|forward|attack)决定此建筑是否可以递光。PrismForwarding=forward 代表此建筑可以为其他建筑递光,但自身不能接受递光。PrismForwarding=attack 代表此建筑可以接受递光,但自身不能为其他建筑递光。PrismForwarding=yes 代表此建筑具备完整的递光功能 - 既可以递光也可以接受递光。PrismForwarding=no 代表此建筑不启动递光逻辑。[General]>PrismType中的建筑默认yes,其他建筑默认no。[BuildingType]>PrismForwarding.Targets= (list of BuildingTypes)这个建筑能够递光支援的建筑[BuildingType]>PrismForwarding.MaxFeeds= (integer)最大支援数量,-1表示无限制,默认[General]>PrismSupportMax覆盖[BuildingType]>PrismForwarding.MaxChainLength= (integer)反向连接数量,-1表示无限制,默认1,如果要达到上图效果就要设置3[BuildingType]>PrismForwarding.MaxNetworkSize= (integer)如果开火中的塔超过支援的塔,这个标签表示在递光网络的总数,不包括开火中的塔,默认[General]>PrismSupportMax覆盖[BuildingType]>PrismForwarding.SupportModifier= (float - multiplier)递光杀伤倍数,默认[General]>PrismSupportModifier覆盖[BuildingType]>PrismForwarding.DamageAdd= (integer - damage bonus)增加固定的伤害而不是倍数,默认0[BuildingType]>PrismForwarding.MyHeight= (integer - leptons)递光高度,默认[General]>PrismSupportHeight覆盖[BuildingType]>PrismForwarding.ToAllies= (boolean)是否能支援友军的塔,默认否[BuildingType]>PrismForwarding.BreakSupport= (boolean)可以在终止的最后一刻进行支援,而不需要重新充能,默认否[BuildingType]>PrismForwarding.ChargeDelay= (integer - frames)递光时充能的延迟,默认1,最好别动(作者如是说,这玩意儿是用来测试玩的)[BuildingType]>PrismForwarding.Intensity= (integer - laser thickness)随着递光增加激光的宽度[BuildingType]>Overpowerable= (boolean)是否能攻击递光同时进行[BuildingType]>PrismForwarding.SupportWeapon= (weapon)[BuildingType]>PrismForwarding.EliteSupportWeapon= (weapon)副武器的递光不再使用而是用这个标签的武器递光以下标签可以被用来定义支援时的光束武器,都是原版标签。[PrismForwarding.SupportWeapon]>Range= (integer - cells)支援半径,默认主武器射程+1[PrismForwarding.SupportWeapon]>MinimumRange= (integer - cells)最小半径[PrismForwarding.SupportWeapon]>ROF= (integer - frames)支援速率,默认[General]>PrismSupportDelay覆盖[PrismForwarding.SupportWeapon]>Report= (sound)支援声音[PrismForwarding.SupportWeapon]>IsLaser= (boolean)是否是激光[PrismForwarding.SupportWeapon]>IsElectricBolt= (boolean)是否是特斯拉[PrismForwarding.SupportWeapon]>IsRadBeam= (boolean)是否是辐射波为了方便计算,压缩包里有个工具可以用来弄这玩意儿文件地址为Documentation/_downloads/PrismForwarding.xls现在插件类建筑也支持油井逻辑,如ProduceCashDelay,ProduceCashAmount和ProduceCashStartup。此外,ProduceCashStartup支持负数,占领时扣钱,不过当占领方的资金低于这个值时依然能够占领这个建筑。PS:ProduceCashStartup=-700000让一个单位能够干扰雷达,进入这个单位的干扰范围内雷达将会黑掉,对自己和友军的雷达无效。[TechnoType]>RadarJamRadius= (integer - radius in cells)干扰范围把单位丢进去某个建筑你就能造这个单位的逻辑。[BuildingType]>ReverseEngineersVictims= (boolean)允许逆向工程逻辑,默认否[BuildingType]>SpyEffect.UndoReverseEngineer= (boolean)间谍能取消掉所有逆向工程,默认否[InfantryOrVehicle]>CanBeReversed= (boolean)这个单位能被逆向制造,默认是[TechnoType]>ReversedAs= (TechnoType) 这个单位被逆向工程后,作为什么单位被给予。如果不设置则为该单位本身。默认不设置。在TS里支持凝固汽油弹等纵火武器的动画效果,现在这个功能已经在ARES里恢复了,这个效果由SmallFire和LargeFire这两个标签定义。[Animation]>Scorch= (boolean)这个动画会将[AudioVisual]>SmallFire指定的动画蔓延到周围,不过不会在水,冰,岩石等地方产生[Animation]>Flamer= (boolean)这个动画会在周围随机产生[AudioVisual]>SmallFire和[AudioVisual]>LargeFire指定的动画 现在秘密科技实验室可以自定义,这种建筑必须设置SecretLab=yes才行[Building]>SecretLab.PossibleBoons= (list of TechnoTypes)随机的可以出现的东西[Building]>SecretLab.GenerateOnCapture= (boolean)每次占领都重新随机一个东西,如果否的话在进入地图就定死,反复占领也都是一个单位,默认否[Boon]>SecretLab.RequiredHouses= (list of countries)只有这个国家占领才能获得单位[Boon]>SecretLab.ForbiddenHouses= (list of countries)除了这个国家其他国家占领都能获得单位单位视野在YR里最多只能到10,和弹头范围一样现在视野也可以写更大的值。注意视野太大的话可能导致一个蛋疼的八角形的视野轮廓,所以不要滥用,更不要用这个来开全图……(这个以后或许会修复)现在建筑可以设置成具有实际高度特性,意味着有些武器在设定后如果朝建筑后的目标进行攻击,抛射体会被建筑给挡住,如果这个功能被启用,单位会寻找最佳路径,尽量绕过建筑去攻击目标。坚固程度可以让单位区分这个建筑是否对它意味着坚不可摧,如果超过它的承受能力它会考虑绕过建筑进行攻击。只有非我军建筑会被单位考虑绕过或直接打击,单位不会通过我方建筑进行直接攻击,开启的门不会被当做攻击的障碍。对于攻击者的设定[Projectile]>SubjectToBuildings= (boolean)这个抛射体是否会被建筑阻挡,默认为否[Projectile]>SolidLevel= (integer)这个抛射体所能承受的坚固程度,如果这个值高于或等于建筑的坚固程度,那么这个单位将会直接对建筑后的目标进行攻击,首先摧毁障碍再说,如果低于建筑的坚固等级,那么就不能开火,必须绕过建筑进行攻击,默认0对承受者的设定[BuildingType]>SolidHeight= (integer - cells)建筑的阻挡高度,默认为0,即可以完全穿透,-1意味着可以完全阻挡,单位为格,一格等于256像素注意:不建议用在不是矩形或者镂空的建筑上,例如巴黎铁塔这种越往上越尖的建筑,因为炮弹打上去可能表现得像是在半空爆炸[BuildingType]>SolidLevel= (integer) 建筑的坚固程度,默认1全局设定可以设定是否友军抛射体能够直接透过建筑攻击目标,影射AlliedWallTransparency[CombatDamage]>AlliedSolidTransparency= (boolean)写yes的话可以透过,默认否隐形航母现在子机发射者这样的单位比如驱逐舰和航母可以支持隐形,YR里如果让子机发射者隐形,子机将会在回程途中直接坠机。另外,子机现在可以用基洛夫这样的单位。空中航母YR里空中航母无法实现,因为子机会跑地上去或者飞出地图,现在空中航母可以做了,为了效果好一些建议是子机飞行高度比发射者高一些,因为子机还是从上到下降落的……当然这个逻辑还有点问题,比如声音方面的,以后再说。[BuildingType]>SpyEffect.Custom= (boolean)该建筑能否渗透雷达[BuildingType]>SpyEffect.ResetRadar= (boolean)是否是雷达,被黑后黑掉地图[BuildingType]>SpyEffect.RevealRadar= (boolean)是否把敌人的地图给你[BuildingType]>SpyEffect.KeepRadar= (boolean)如果启用那么会一直持续效果电力[BuildingType]>SpyEffect.PowerOutageDuration= (integer - frames)停电时间钱[BuildingType]>SpyEffect.StolenMoneyAmount= (integer - credits)固定偷多少钱[BuildingType]>SpyEffect.StolenMoneyPercentage= (float - multiplier)偷钱百分比超级武器[BuildingType]>SpyEffect.ResetSuperweapons= (boolean)重新计时[BuildingType]>SpyEffect.SuperWeapon= (SuperWeaponType)获得一次该超武使用权注意:不是所有超武都支持[BuildingType]>SpyEffect.SuperWeaponPermanent= (boolean)永久使用权,需要上面语句。默认no 偷窃科技[BuildingType]>SpyEffect.StolenTechIndex= (integer)这个建筑的偷窃项(0-31)[TechnoType]>Prerequisite.StolenTechs= (list of integers)这个单位需要偷窃这个偷窃具有某个偷窃项的建筑才能被偷出来(0-31),可以多指定几个比如你要弄一个超空间尤里,需要偷窃尤里兵营和盟军机场,那么就可以给兵营的偷窃项设置1,机场设置2,然后超空间尤里设置1,2,这样超空间尤里就必须偷了以上两个建筑才能建造。如果你给[GATECH], [NATECH]或者[YATECH](总之就是三方高科)设置了SpyEffect.Custom=yes, 那么旧的偷窃语句就不再适用。生产设施[BuildingType]>SpyEffect.UnitVeterancy= (boolean)是否偷窃后能让同类单位出厂老兵只支持步兵和载具 [BuildingType]>SpyEffect.InfantryVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的步兵初始一级。需要SpyEffect.Custom=yes. 默认no。 [BuildingType]>SpyEffect.VehicleVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的载具初始一级。需要SpyEffect.Custom=yes. 默认no。 [BuildingType]>SpyEffect.NavalVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的海军初始一级。需要SpyEffect.Custom= yes. 默认no。 [BuildingType]>SpyEffect.AircraftVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的飞机初始一级。需要SpyEffect.Custom= yes. 默认no。 [BuildingType]>SpyEffect.BuildingVeterancy= (boolean) 当这个建筑被渗透时,Trainable=yes的建筑初始一级。需要SpyEffect.Custom= yes. 默认no。[BuildingType]>SpyEffect.RevealProduction= (boolean)是否可以看到对方在造什么,就像下面那张图不同建筑的特殊效果Fake=yes 显示TXT_FAKE并且在工具条显示真实名称Power 显示电力,格式为TXT_POWER_DRAIN2Storage 显示现金,格式为TXT_MONEY_FORMAT_1Factory 显示图标 逆向工程取消掉对面所有的逆向工程单位,具体参考逆向工程逻辑条目建筑破坏[BuildingType]>SpyEffect.SabotageDelay= (integer - frames) 设置当该建筑被渗透时,过指定帧数后爆炸(就像被安了C4一样)。如果设定负值,则读取[CombatDamage]?C4Delay,设定0将取消这个功能。默认0。空效果[BuildingType]>SpyEffect.Nothing= (boolean) 当这个建筑被渗透时,什么也不会发生。需要SpyEffect.Custom=yes,且需要没有其他SpyEffect设定。默认no。在原来的红色警戒里,飞行员会从毁坏的飞机跳伞。ARES重新引入这个功能以及一些额外的改进,所有这一切都是可以自定义的。单位建筑通用[TechnoType]>Survivor.Side#= (InfantryType) (#代表阵营例如0代表盟军(GDI),1代表苏联(Nod),2代表尤里(ThirdSide))什么阵营产生什么步兵,可以同一种建筑或单位但是不同阵营产生不同步兵。默认和阵营里设置的基础步兵一样[TechnoType]>Crew.TechnicianChance= (integer - percent between 0 and 100)产生技师的几率。有主武器的建筑默认15,其他0单位特定[Unit]>Survivor.Pilots= (integer)会产生多少单位,有Crewed=yes 默认1,没有就是0[Unit]>Survivor.RookiePilotChance= (integer between 0 and 100)[Unit]>Survivor.VeteranPilotChance= (integer between 0 and 100)[Unit]>Survivor.ElitePilotChance= (integer between 0 and 100)新兵,老兵,精英时驾驶员逃出概率,没有的话[General]?CrewEscape控制[Unit]>Survivor.RookiePassengerChance= (integer between 0 and 100)[Unit]>Survivor.VeteranPassengerChance= (integer between 0 and 100)[Unit]>Survivor.ElitePassengerChance= (integer between 0 and 100)乘客逃出概率,在空中必死值得一提的是逃出的驾驶员和载具获得的经验值量是相同的,相对而言。建筑特定除了残兵和技师,被占领建筑也可以逃出占有者的工程师,当然这个也要从回收资金里扣除,最小逃出一个,最多五个。[BuildingType]>Crew.EngineerChance= (integer - percent between 0 and 100)占有者逃出工程师的几率(代替一般逃兵),正常情况下被占领建筑绝对不会出工程师除非加上这个语句,默认Factory=BuildingType类建筑是25(25%),其他都是0在TS里如果一个单位受到攻击然而并没有被杀死,那么该单位所在的整个小队都会追着打攻击者,这个功能在RA2里被砍了,现在可以重新启用。[General]>TeamRetaliate= (boolean)是否允许团队复仇。默认否现在在游戏中当中立科技建筑的占有者败北,投降后,被占领的科技建筑将不会被一起摧毁而是回归到初始拥有者(即中立方)。只有有MultiplayPassive=yes的所属方可以允许这个条件,同时在单人游戏里无效。[General]>ReturnStructures= (boolean)是否被占领建筑可以回归中立方当占有者败北或投降时,默认否[BuildingType ]>Returnable= (boolean)是否该建筑可以回归中立方,默认[General]?ReturnStructures[BuildingType]>LostEvaEvent= (EVA event) 当该已经被我方占领的科技建筑被其他玩家占领时播放EVA语音。需要NeedsEngineer=yes。默认EVA_TechBuildingLost[BuildingType]>Message.Capture= (CSF label)占领时显示CSF。需要NeedsEngineer=yes。默认none[BuildingType]>Message.Lost= (CSF label)丢失时显示CSF。需要NeedsEngineer=yes。默认none通过该功能可以手动关闭或开启某个建筑的电源供应来停止其机能,这样可以在电力不足的时候得到应急用的电力。[General]>TogglePowerAllowed= (boolean)是否允许手动切换电源,默认否,在游戏里默认没有这个功能的热键,需要自己在键位设置里找[General]>TogglePowerCursor= (cursor definition)停电时的鼠标指针[General]>TogglePowerNoCursor= (cursor definition)如果该建筑不能停电,就使用这个鼠标指针建筑被切断电源后,和维修小扳手表现相同,敌人看不到标志,观察者可以看到,不过如果两种状态同时存在会优先表现维修小扳手,停电标志是poweroff.shp,使用鼠标色盘小地图切换电源指针不支持[IQ]>TogglePower= (integer)定义这个等级的AI会切换电源,默认-1[General]>TogglePowerDelay= (integer - frames)切换电源的延迟,默认45在YR里,萌苏有两种狗,萌苏尤有三种工程师,虽然他们的功能完全相同,但是当你要全选狗或工程师的时候,你必须所有种类都选择一遍,这样非常麻烦,比如你有20条狗但是不把萌苏两种狗都至少选择一条就不能把这20条狗全选,现在有个新的方案来解决这种蛋疼问题。[TechnoType]>GroupAs= (string)把这个单位归类于该选择组里,选择组名字不能太长(低于20个字母),比如你可以把三种工程师都标为ENGINEER,这样选择任意一个工程师就能全选三种工程师(总感觉翻译得很啰嗦,算了不管了)[General]>TypeSelectUseDeploy= (boolean)能够变形或者部署的单位是不是在变形后依然归属于原来的选择组,默认是现在单位被毁可以设置其独有的EVA语音,当然也可以借此把EVA语音关闭,这样就不用给单位写不计入损失数的语句什么的了当然,有DontScore=yes,Insignificant=yes或者Spawned=yes的单位是不会被播报的。[Unit]>EVA.Lost= (evamd entry)填none就是不播报,默认是EVA_UnitLost需要控制的单位如果像遥控坦克这样的单位隐形,被杀死驾驶员之类的方法失去隐形后,这个反正依然能被友军的隐形装置影响。寄生单位现在蜘蛛钻隐型单位不会被甩出来。空中单位的隐形现在空中的单位也能受到隐形装置的影响有Cloakable=yes或CLOAK 能力升级的单位可以无视高度而隐形. 其他的则可以用以下语句来调整:[General]>CloakHeight= (integer) 在该高度下才能隐形。默认为[General]?HoverHeight的值(悬浮单位高度)隐形声音[AudioVisual]>DecloakSound= (Sound) 全局方面暴露出的声音,默认和 [AudioVisual]?CloakSound一样[TechnoType]>CloakSound= (Sound)微观调控该单位进入隐形状态的声音。默认为 [AudioVisual]?CloakSound[TechnoType]>DecloakSound= (Sound) 微观调控该单位暴露出的声音。默认为 [AudioVisual]?DecloakSound隐形层级给每个单位微观定义隐形层级,覆盖全局值。[TechnoType]>Cloakable.Stages= (integer) 要经历多少层才能进入隐形状态,越小越快。默认为[General]?CloakingStages隐形的条件控制静止时才隐形有CloakStop=yes的单位只有在静止时才隐形,移动时会暴露,有BalloonHover=yes的单位无效部署时才隐形该步兵必须有Cloakable=yes或CLOAK能力升级。[InfantryType]>Cloakable.Deployed= (boolean) 需要部署才能隐形,默认否只有有电时隐形Powered=yes的建筑在没电时也是隐形的,这种情况可以用这个修正[BuildingType]>Cloakable.Powered= (boolean) 是否要有电才隐形,默认否完全禁止隐形[TechnoType]>Cloakable.Allowed= (boolean)是否可以隐形,如果写否那么就算用隐形装置也不能让这玩意儿隐形,默认是反隐形在TS里SensorArray=yes使用SensorsSight=的范围来探知隐形和地下单位,并且绘制范围扫描圈。即使被摧毁然而探知能力仍然存在的问题将不再发生。两个新的EVA警告已经被添加,EVA_CloakedUnitDetected和EVA_SubterraneanUnitDetected,这两个会在探测到隐形单位或地下单位时播放。设置反隐形或反地下单位的通报间隔[AudioVisual]>StealthSpeakDelay= (double - minutes, defaults to 0.0) 在相邻两次反隐形通报中间隔几分钟。[AudioVisual]>SubterraneanSpeakDelay= (double - minutes, defaults to 0.0) 在相邻两次反钻地通报中间隔几分钟。抑制反隐传感器的警告[TechnoType]>SensorArray.Warn= (boolean)如果写否那么即使这个单位被传感器侦测到也不会发出警告。默认是现在shp载具(例如蜘蛛)面数可以不止8面。在art里设置:[VehicleType]>Facings= (integer)支持等于8或大于8(需要是8的倍数)。值低于8意味着只使用1面。默认8在命令与征服将军中中国的运兵车出厂时自带一个红卫兵,现在这个功能被加入了ARES豪华午餐。如果是建筑,必须带有CanBeOccupied=yes或者InfantryAbsorb=yes设置,不然将不支持初始载荷逻辑。建筑只支持步兵载荷。初始载荷不能超过建筑的MaxNumberOccupants或者载具的Passengers,并且确保Size和SizeLimit没问题。步兵不能用这逻辑。[TechnoType]>InitialPayload.Types= (list of TechnoTypes)初始载荷这些单位,可以写多个,不允许写建筑和空军!由于连环套会导致死循环,所以修复了,可以放心用[TechnoType]>InitialPayload.Nums= (list of integers)数量,对应上面那个,不设定的话全部都是1特定乘员可以指定单位能否进某个特定单位,这个逻辑仅支持VehicleTypes和AircraftTypes。从2.0版本开始也可以设定在BuildingTypes上[TechnoType]>Passengers.Allowed= (list of TechnoTypes) 这些单位可以进入这个单位。如果你想让所有单位都进不去,就设置成一个假单位或者一个建筑[TechnoType]>Passengers.Disallowed= (list of TechnoTypes)这些单位不允许进入这个单位忽略乘员大小[UnitType]>Passengers.BySize= (boolean) 决定这个载具在装载乘员的时候,是否读取Size,如果no,则载具能装载相当于它Passengers数量的单位。(即所有成员只占1格)。默认yes。需要注意的是,SizeLimit是永久读取的。禁止手动选择目标这可以让玩家不能手动选择目标,不过并不能阻止单位自动攻击目标,不仅仅是报复攻击,就像EMPulseCannon一样。[TechnoType]>NoManualFire= (boolean)是否不能手动选择目标进行攻击,仅依靠单位自身判断进行攻击。默认no禁止手动卸载乘员这可以让玩家不能手动逐出乘员,可以用到超空间监狱上面去。当然,被摧毁的时候依然会出来,如果要改成被摧毁时不出来参考生还者逻辑。[VehicleType/AircraftType]>NoManualUnload= (boolean)是否不能手动卸载乘员。默认no 禁止手动装载乘员 [TechnoType]>NoManualEnter= (boolean)是否不能手动装载乘员。默认no禁止手动区域防御如果你把鼠标放到军医上就会显示区域防御指针,现在可以取消这种情况。[InfantryType]>NoSelfGuardArea= (boolean)是否不能手动区域防御。默认no沙丘2000中有一种名为破坏者的步兵,他们能够进入建筑并摧毁之,同时牺牲自己,ARES复刻了这个逻辑。只有敌方建筑可以被破坏,在可破坏的建筑上玩家会得到进入光标。[InfantryType]>Saboteur= (boolean)是否这个步兵可以进入可破坏建筑。这个建筑将会像按了C4一样被摧毁,并且破坏者在这个过程中被消耗。需要Infiltrate=yes。不能和偷车贼逻辑,CanDrive=yes, C4和Occupier=yes语句连用。默认为no[BuildingType]>ImmuneToSaboteurs= (boolean)这个建筑能否被破坏,如果填yes,破坏者就不能进入。如果写了CanC4=no或者TechLevel=-1或者CanBeOccupied=yes则默认yes,其他情况下为no在TS里(当然在RA2里也是),所有单位默认CanPassiveAquire=yes,即主动攻击,这导致像隐形坦克这样的单位在不该开火的时候会开火(如果玩家不控制),现在有新功能可以解决这类问题。[TechnoType]>CanPassiveAquire.Guard= (boolean)是否在防御模式(放在那不管)下能够主动攻击,如果设置no,那么这个单位不会主动攻击,不过在区域防守模式下依然可以主动攻击。默认yes[TechnoType]>CanPassiveAquire.Cloak= (boolean)是否能够主动攻击当隐形并且在防御模式,如果设置no, 那么这个单位在隐形时不会主动攻击,,不过在区域防守模式下依然可以主动攻击。CanPassiveAquire.Guard=no会覆盖这个标签,默认yes如果第一条yes(默认),第二条no,那隐形坦克在隐形状态就不会主动攻击,但是暴露时就会主动攻击,或者一些平时不会隐形的单位,也可以设置这条,当偶然获得隐形时就不会随便惹事了。有OmniCrusher=yes的单位可以碾压任何可碾压的东西,包括载具围墙,但是有个问题就是有这个语句的单位会老是想着去碾压对方,这会导致该单位操控起来很蛋疼。ARES提供了这个问题的解决方法。[TechnoType]>OmniCrusher.Aggressive= (boolean)这个单位是否会在攻击时老是想着去压对方,即使它跑得比西方记者还慢,如果否,这个单位不会想法设法接近对方碾毙之。需要OmniCrusher=yes。默认yes又是个来自沙丘2000的复刻逻辑,这个逻辑可以让坦克在压死步兵时对坦克造成伤害。 [TechnoType]>CrushDamage= (integer - hitpoints)[TechnoType]>CrushDamage.Rookie= (integer - hitpoints)[TechnoType]>CrushDamage.Veteran= (integer - hitpoints)[TechnoType]>CrushDamage.Elite= (integer - hitpoints)当载具压过带有以上语句的单位时会对碾压者造成的伤害。默认0[TechnoType]>CrushDamage.Warhead= (Warhead)碾压伤害的弹头。默认[General]>C4Warhead一个武器有DiskLaser=yes的时候不结算AnimList=,ARES让动画有效。[AudioVisual]>DiskLaserAnimEnabled= (boolean) 总而言之设置yes就对了。默认no突击者属于一种巷战类的逻辑,原版当中有Assaulter=yes的单位可以进入驻兵建筑将建筑清空,ARES可以定义建筑以及突击者的突击等级。[TechnoType]>Assaulter.Level= (int)定义单位的突击等级,写在步兵上可以突击小于或等于其等级的建筑,写在建筑上定义防突击等级。默认0注:建筑的突击等级小于0的话意味着完全不能突击。在早期的游戏如TD和RA里建筑没电就会逐渐掉血,现在你也可以这样做。伤害弹头使用[General]?C4Warhead。全局设置[General]>Degrade.Enabled= (boolean)是否启用该逻辑,伤害频率由DamageDelay定义[General]>Degrade.Percentage= (double - percentage)损伤持续到建筑总血量的百分之几,1为不会损伤,0为损伤到建筑摧毁。默认黄血就停止损伤,即[AudioVisual]?ConditionYellow[General]>Degrade.AmountNormal= (int - hitpoints)电力充足时损伤伤害,默认0[General]>Degrade.AmountConsumer= (int - hitpoints)电力不足时损伤伤害,默认1微观设置[BuildingType]>Degrade.Percentage= (double - percentage)损伤持续到多少停止。默认[General]?Degrade.Percentage[BuildingType]>Degrade.Amount= (int - hitpoints)伤害量,默认电力充足时和[General]?Degrade.AmountNormal一样,其他情况[General]?Degrade.AmountConsumer国家设置[Country]>Degrades= (boolean)是否该国家启用该逻辑,有MultiplayPassive=yes的国家默认no,其他yes[House]>Degrades= (boolean)同上,不过这个是用于任务的,默认[Country]?Degrades单独的消耗弹药计算可以单独设置武器一次消耗多少弹药。[Weapon]>Ammo= (integer)写0就是不消耗弹药。默认1弹药一次恢复量以及空仓时弹药一次恢复量[TechnoType]>ReloadAmount= (integer)弹药一次恢复多少,不支持负值。默认1[TechnoType]>EmptyReloadAmount= (integer)写0或负值就会让单位打完所有弹药后不会恢复,默认ReloadAmount注意:以上不支持飞机类单位飞机专用的弹药恢复速率在原版当中飞机恢复弹药是定死的,如果你要做一个大弹药量用机枪为武器的飞机就很蛋疼,用这个就可以解决问题。[AircraftType]>ReloadRate= (double - minutes)恢复速率,停靠建筑必须有UnitReload=yes。默认[General]?ReloadRate弹药耗尽时切换武器一个很实用的功能,效果如标题所说。[TechnoType]>NoAmmoWeapon= (integer)当弹药用尽后切换至另一武器。值为0是主武器,1为副武器,-1不切换武器。默认-1注意该标签不能覆盖被载具和步兵上的DeployFire=yes启用的DeployFireWeapon。[TechnoType]>NoAmmoAmount= (integer)如果弹药等于低于该值,则启用NoAmmoWeapon。默认0单位升级后自愈的能力是被游戏平台定死的,现在可以自定义。[TechnoType]>SelfHealing.Rate= (double - minutes)自愈速率。默认[General]?RepairRate.[TechnoType]>SelfHealing.Max= (double - percentage)自愈上限,自愈至总血量的多少后就不再自愈。单位升级后的自愈上限可以用下面3条语句调整。默认100%[TechnoType]>SelfHealing.RookieMax= (double - percentage)[TechnoType]>SelfHealing.VeteranMax= (double - percentage)[TechnoType]>SelfHealing.EliteMax= (double - percentage)对应新兵,老兵,精英的自愈上限。默认SelfHealing.Max[TechnoType]>SelfHealing.Amount= (integer - hitpoints)自愈时每次恢复多少血量,不能低于0。默认1[TechnoType]>SelfHealing.RookieAmount= (integer - hitpoints)[TechnoType]>SelfHealing.VeteranAmount= (integer - hitpoints)[TechnoType]>SelfHealing.EliteAmount= (integer - hitpoints)无需多言。默认SelfHealing.Amount[TechnoType]>SelfHealing.CombatDelay= (integer - frames) 在单位攻击(到底是攻击还是被攻击尚不清楚)之后多长时间不能自愈。默认0。定义一个建筑为假建筑,假建筑被自己和友军选中时会显示TXT_FAKE字样,间谍渗透后也会有这效果。如果要更好地蒙骗对手还得用上假名称逻辑。[BuildingType]>Fake= (boolean)定义该建筑为假建筑。默认no[BuildingType]>EnemyUIName= (csf string)非友方看该建筑时显示这个名称,而不是真实名称。注意:目前该逻辑只适用于建筑,以后或许会扩展至所有类型单位。[TechnoType]>FakeOf= (TechnoType) 这个单位是什么单位的假单位。当使用快捷键查询该单位时,会重定义到原本的单位上。比较著名的是摸3的天秤和妹妹的关系。默认none。 原版当中强制将可回收且1x1占地的建筑视为单位,如果你框框A的话就会把这些建筑也框选进来,现在有个语句来防止这种情况发生。[BuildingType]>MassSelectable= (boolean)写no就不会被框选进来。这个功能来源于沙丘2000,当一个载具碾死步兵时,载具也会受到伤害。 [TechnoType]>CrushDamage= (integer - hitpoints) [TechnoType]>CrushDamage.Rookie= (integer - hitpoints) [TechnoType]>CrushDamage.Veteran= (integer - hitpoints) [TechnoType]>CrushDamage.Elite= (integer - hitpoints)这个单位被碾压时对碾压者造成的伤害,第一条优先级高于后面三条。默认0 [TechnoType]>CrushDamage.Warhead= (Warhead)碾压伤害弹头。默认[General]>C4Warhead 这还用我多说吗??全局[General]>BountyEnablers= (list of BuildingTypes)只有在玩家拥有这个列表里的建筑时才会激活赏金逻辑,如果这个列表是空的,那么赏金逻辑不需要任何条件就激活,写none就是屏蔽该逻辑。默认none[AudioVisual]>BountyDisplay= (boolean)是否摧毁单位获得赏金时显示获得效果。默认no微观(定义赏金猎人) [TechnoType]>Bounty= (boolean)该单位是否拥有获得赏金的能力。默认no[TechnoType]>Bounty.Display= (boolean)是否摧毁单位获得赏金时显示获得效果。默认[AudioVisual]?BountyDisplay微观(定义猎物) [TechnoType]>Bounty.Value= (integer - credits)被杀时猎人获得多少赏金,可以设置负值用于惩罚玩家,如果设置,将重置下面几条。默认0[TechnoType]>Bounty.RookieValue= (integer - credits) [TechnoType]>Bounty.VeteranValue= (integer - credits) [TechnoType]>Bounty.EliteValue= (integer - credits)默认Bounty.Value。优化原版当中使用粒子系统的武器都会显著降低游戏帧数,比如spark和railgun类的粒子系统。现在ARES优化了这部分,将会提升游戏效能。看到优化粒子系统的时候我是很高兴的,不过显然这有一定代价,AlexB似乎对粒子系统阉割了一部分。满足以下条件优化就会自动生效,只要一个不满足就不生效。1.[ParticleSystem]>BehavesLike= 是Spark或Railgun,两者混合会使优化无效 2.ParticleType像[ParticleSystemType]>HoldsWhat= 一样设置相同3.ParticleType不用Alphaimages或line trailers 烟雾类粒子可以设置伤害范围烟雾类粒子只能伤害一个格子内的单位,无论设置多么大的粒子图像,Ares允许自定义。[ParticleType]>DamageRange= (double - cells)伤害范围,如果低于或等于0.0,所有在烟雾粒子所在单元格上的单位都会受到影响,每个单位都只受到一次影响。默认0.0有形类粒子自定义色盘[ParticleType]>Palette= (filename with .pal extension)这还用得着解释??默认ANIM.PAL粒子产生动画可以产生粒子,但是不能设置产生位置,一定是在动画中心产生,现在可以设置偏移[AnimType]>SpawnsParticle.RangeMinimum= (double - cells)距离动画中心产生粒子的最小距离。默认0.0如果写负值则使用其绝对值,这使得粒子产生位置有两倍几率更接近动画中心。[AnimType]>SpawnsParticle.RangeMaximum= (double - cells)最大距离,必须大于等于最小距离。默认0.0除了使用动画型轨迹,ARES允许将烟雾类粒子系统挂在抛射体上,这会使得抛射体在飞向目标的过程中产生烟雾粒子,这个系统在VoxelAnimTypes上也有效。[Projectile]>AttachedSystem= (ParticleSystemType)该抛射体使用该粒子系统,只有BehavesLike=smoke支持。现在可以给每个单位设置工业工厂效果的倍率。[TechnoType]>FactoryPlant.Multiplier= (double - multiplier)单位的工业工厂倍率,最终的折扣将会乘以工业工厂本身的倍率,完全支持-1.0到1.0,0.0使倍率无效。默认1.0例子:如果工业工厂倍率是0.6,单位倍率为0.5,那么最后的价值将会是成本的0.8倍。换句话说:如果一个单位的价格减少了60%,乘数只有补助一半的成本,最终价格将在原始成本的80%。AlexB的奇思妙想,这TM搞得也太复杂了,我看了半天才看明白大概意思,这里以我的见解解释一下:假设一个1000块的单位,它的工业工厂倍率是0.5,而工业工厂将会使所有单位降价到原价的60%,即0.6,则降价的部分是原价的40%,乘以单位本身的倍率,则实际降价20%,最终单位价格是800,给个公式方便理解。单位最终价格=单位原价-[单位原价x(1-工业工厂倍率)x单位倍率]升级时的闪光时长全局设置YR里只有在升级到精英时才闪光,这个效果由EliteFlashTimer控制,ARES增加了升级到老兵时的效果。[AudioVisual]>VeteranFlashTimer= (integer - frames)升级到老兵时闪光多长时间。默认0音效,EVA和闪光[TechnoType]>Promote.VeteranSound= (sound)单位升级到老兵时播放音效。默认[AudioVisual]>UpgradeVeteranSound[TechnoType]>Promote.EliteSound= (sound)单位升级到精英时播放音效。默认[AudioVisual]>UpgradeEliteSound[TechnoType]>Promote.VeteranFlash= (integer - frames)升级到老兵闪光多长时间。默认[AudioVisual]>VeteranFlashTimer[TechnoType]>Promote.EliteFlash= (integer - frames)精英。默认[AudioVisual]>EliteFlashTimer[TechnoType]>EVA.VeteranPromoted= (EVA message)当单位升级到老兵是播放EVA。默认EVA_UnitPromoted[TechnoType]>EVA.ElitePromoted= (EVA message)精英。默认EVA_UnitPromoted精英和老兵时转换单位(NPExt多段升级)只支持同类单位相互转换(步兵变步兵,载具变载具,飞机变飞机)- 如果新单位子弹总数更少,则减少子弹数。 - 生命值会被重新计算以使用新的Strength。- 隐形会正常的移交。 - 探照灯会重新定位。[TechnoType]>Promote.VeteranType= (TechnoType) 如果设置了,则当单位升级至老兵级时转换为该单位。默认none。[TechnoType]>Promote.EliteType= (TechnoType) 如果设置了,则当单位升级至精英级时转换为该单位。 默认none。[TechnoType]>Promote.VeteranExperience= (double) 该代码用来给予被老兵转换后的单位初始得到的经验倍率。可以将一个单位转换为另一个无等级的单位。(用-1.0来降低一级,这样一个老兵级单位变形后会成为另一个新兵级单位。)默认0.0。[TechnoType]>Promote.EliteExperience= (double) 同上,不过用于精英级转换时。默认0.0。提示:如果单位跳过老兵级直接升级为精英级,则不会启动老兵级转换。 注意:升级转换并不是递进的:假如一个单位转换后所处的经验等级仍然能够转换为下一个单位,这时转换不会发生。警告:转换有很多限制。比如如果转换后的步兵比以前更大(指Size),而他已经处于满载的载具里,升级转换不会发生。你不能改变Locomotor,如果单位可以进入载具或者建筑,并且单位可以升级,你不应该改变这个单位的大小。不能转换成有特殊武器的单位(时空,心控,寄生),……精英和老兵时获得的能力EMPIMMUNE 免疫EMPPROTECTED_DRIVER 免疫狙杀驾驶员RADIMMUNE 辐射免疫UNWARPABLE 无法被超时空传送POISONIMMUNE 免疫毒PSIONICWEAPONIMMUNE 免疫精神攻击PSIONICSIMMUNE 免疫控制(心灵控制超武依然可以有效) 现在可以设置宝箱当中钱的随机量。[CrateRules]>RandomCrateMoney= (integer - credits)一个随机数从0到该语句设置的值将加到钱箱给定的基本数值,设置0将不会产生随机数,永远是钱箱给定的数值。默认900当一个带着或不带降落伞的单位被空投进战场时,以下设置可以设定他会以多快的速度下降。[TechnoType]>FallRate.Parachute= (integer) 一个有降落伞的单位的空降加速度。默认1.[TechnoType]>FallRate.NoParachute= (integer) 一个无降落伞的单位的空降加速度。默认1.[TechnoType]>FallRate.ParachuteMax= (integer) 有降落伞的单位的最大下落速度,值必须为负。默认[General]?ParachuteMaxFallRate.[TechnoType]>FallRate.NoParachuteMax= (integer) 无降落伞的单位的最大下落速度,值必须为负。默认[General]?NoParachuteMaxFallRate.Ares支持单独设定炮台ROT而不是读取单位的ROT。[TechnoType]>TurretROT= (integer) 设置单位炮台的转向速度。有效值域从0到127。默认[TechnoType]?ROT.全局设定[General]>BuildupTime现在被分离成两个部分,可以在BuildingType里单独指定拔起与变卖的时间。同样的,Ares现在允许动画比设置的时间有更多帧而不出错。建造时间如果被压缩的太短的话,就意味着需要跳帧,这种情况下拔起的时间会被自动延长来回避这个问题。[BuildingType]>BuildupTime= (double - minutes) 建筑物的拔起所需时间。默认[General]?BuildupTime. 注意:建筑物仍会在被放置下来的一瞬间就可以工作,而不是完全建成之后。[BuildingType]>SellTime= (double - minutes) 与建造时间相似不过是在变卖的时候用的。默认BuildupTime.在原版中,AI的对于同一种建筑只会建造一次。只有电厂和防御设施是例外的,他们将会分别在AI电力匮乏和防御短缺的时候被多次建造。现在Ares里你可以轻松的设置AI将会建造多少同种建筑。这个数值将会在你设定的基准数中随机选取一个,并加上额外数值。[BuildingType]>AIBuildCounts= (list of integers) AI将在不同难度下建造几个这种建筑,依次为困难,中等,简单。设定数值必须大于等于1。默认1,1,1[BuildingType]>AIExtraCounts= (list of integers)AI将在不同难度下额外建造几个这种建筑,依次为困难,中等,简单。AI将会在随机建造完之后,额外建造建筑物。设定数值必须大于等于0,默认0,0,0现在将可以设置当资金匮乏时维修是否暂停,而不是停止。[General]>RepairStopOnInsufficientFunds= (boolean)设置当资金匮乏时,维修是否会被停止。如果否,维修模式将不会被关闭,扳手将仍然可视,尽管建筑已经不是被修理的状态了。当资金恢复时,维修会一同恢复。这个逻辑只对玩家生效。默认是。全局设置的Dig和DigSound已经可以在有钻地行为的单位身上局部定义了,并且分成了钻入和钻出两部分。[TechnoType]>DigIn= (animation) 当单位钻入地面时播放的动画。默认[AudioVisual]>Dig.[TechnoType]>DigOut= (animation) 当单位钻出地面时播放的动画。默认[AudioVisual]>Dig.[TechnoType]>DigInSound= (sound entry) 当单位钻入地面时播放的音效。默认[AudioVisual]>DigSound.[TechnoType]>DigOutSound= (sound entry) 当单位钻出地面时播放的音效。默认[AudioVisual]>DigSound.设置鼠标新增了注册表[MouseCursors],新的鼠标可以写在这里,形式如下Name=Frame,Count,Interval,MiniFrame,MiniCount,HotSpotX,HotSpotY 具体数值和以前一样在此不再重复。默认值表见_downloads/MouseCursors.txt单位与建筑的判定指针现在每一个单位和建筑的功能指针都将可以被自定义。移动移动指针被用在以下场合上:设置工厂的集结点,反部署建筑物,命令单位移动。[TechnoType]>Cursor.Move= (mouse cursor) 指定单位的可移动指针,默认为Move[TechnoType]>Cursor.NoMove= (mouse cursor) 指定单位的不可移动针织,默认为NoMove部署部署指针被用在以下场合上:释放驻军或乘员,单位的部署命令,或某些单位的副武器(比如尤里)。[TechnoType]>Cursor.Deploy= (mouse cursor)指定单位的可部署指针,默认为Deploy[TechnoType]>Cursor.NoDeploy= (mouse cursor) 指定单位的不可移动指针,默认为NoDeploy进入进入指针被用在一下场合上:进入坦克碉堡(Bunker=yes),进入发电机(InfantryAbsorb=yes或UnitAbsorb=yes),进入回收站(Grinding=yes),进入维修厂或机场(UnitRepair=yes)以及进入载具。需注意的是间谍行为等非正常进入不是使用进入指针的。[TechnoType]>Cursor.Enter= (mouse cursor)命令其他单位进入此单位显示的指针,默认为Enter[TechnoType]>Cursor.NoEnter= (mouse cursor) 其他单位不可进入此单位显示的指针,默认NoEnter渗透间谍渗透建筑物的时候显示这个指针。[BuildingType]>Cursor.Spy= (mouse cursor) 默认Enter武器武器的攻击指针也可以单独定义。[Weapon]>Cursor.Attack= (mouse cursor) 当单位在攻击距离内时,显示的指针。默认为Attack[Weapon]>Cursor.AttackOutOfRange= (mouse cursor) 当单位不在攻击距离内时显示的指针。默认为AttackOutOfRange注意:当有两种以上的单位被选中,这个逻辑就没用了。这个地道网络系统来自于命令与征服:将军,隧道建筑之间互相连通,可以快速移动部队从一个隧道建筑到另一个隧道建筑。实际上来说,单位并不是真的在隧道之间移动。一个玩家可以有多种隧道建筑,但它们共享一个容纳空间,只要进入其中一个隧道建筑,他们就可以立即从另一个入口出来。在玩家的最后一个隧道建筑被摧毁前已经进入的单位将会一直保留,但是当最后一个隧道被摧毁时其中的单位会被全部杀死,击杀者也会获得隧道内单位的经验和击杀数。如果最后一个隧道建筑被变卖,单位将试图从中撤出。隧道类型需要在[TunnelType]注册表下进行注册。以下是隧道类型可用语句:[TunnelType]>Passengers= (integer)这种地道网络系统所能容纳的最大人数,每个单元占用一格容量。[TunnelType]>MaxSize= (double)能进入隧道的单位的最大尺寸,大于这个值的单位进不来。一个建筑可以通过设置以下标签变成一个隧道的入口。多个建筑可以共享相同的隧道模式。只有尺寸小于或等于隧道入口的SizeLimit单位允许进入入口。注意:单位从地道网络入口跑出来目前没有次序,这可能会在未来的版本中的更新快速入门:如果你没有单位进入隧道的入口指针,检查是否正确设置隧道建筑的Passengers=和MaxSize=。每当单位进入或离开隧道建筑,隧道入口可以播放EnterTransportSound和LeaveTransportSound这些装载/卸载音效,隧道入口建筑物将显示代表隧道系统内容物的格子。[BuildingType]>Tunnel= (TunnelType)设置该建筑的隧道类型注意:隧道建筑是不允许拥有武器和炮塔的,更不能使用超空间监狱和心灵控制逻辑。警告:悬浮单位在进入UnitAbsorb=Yes的建筑时有BUG(虽然我不知道是啥BUG),在进入隧道入口的建筑有同样的问题。举例:首先注册隧道类型[TunnelTypes]0=GLATunnel1=CivilianTunnel2=LoveTunnel给隧道类型写上该隧道类型的属性[GLATunnel]Passengers=8MaxSize=4.0将隧道类型赋予隧道建筑[CATNNL]Tunnel=CivilianTunnel[BuildingType]>EngineerRepairable= (boolean) 决定工程师是否能进入修理建筑,如果no,则建筑仍然可以被扳手维修,但不能被工程师维修。默认同Repairable。[TechnoType]>BuildTime.Speed= (double - minutes) 每花费1000块钱所使用的分钟数。默认 [General]> BuildSpeed。 如果设置了,带有Wall= yes的建筑将不会再应用WallBuildSpeedCoefficient。 [TechnoType]>BuildTime.Cost= (integer - credits) 如果设置了,建筑的建造时间将使用这里设置的Cost进行计算,而不使用建筑自己的Cost。默认Cost。 建筑的建造时间=(Cost/1000)*BuildSpeed 低电力时: [TechnoType]>BuildTime.LowPowerPenalty= (double - modifier) 低电力时的建造时间惩罚倍数。默认[General]>LowPowerPenaltyModifier [TechnoType]>BuildTime.MinLowPower= (double) 低电力时生产速度的最小值。默认[General]>MinLowPowerProductionSpeed。 [TechnoType]>BuildTime.MaxLowPower= (double) 低电力时生产速度的最大值。默认[General]>MaxLowPowerProductionSpeed 。多工厂生产表现: [TechnoType]>BuildTime.MultipleFactory= (double - multiplier) 多工厂生产的建造速度因数。默认[General]>MultipleFactory。 [General]>AIFriendlyDistance= (integer - cells) 这个数值用于给AI在友军基地附近聚集单位。默认[General]>AISafeDistance[Animation]>Damage.Delay= (integer - frames) 动画造成伤害的间隔。默认0。DeployDir分离 [TechnoType]>DeployDir= (integer - facing) 当一个DeployToLand单位着陆时的朝向。有效值为0到7。 默认[General]DeployDir如果DeployToLand=yes单位没有DeployingAnim,他就不需要转向适合这个动画的方向,那么转向DeployDir就会被跳过。这不会影响到原版的武装直升机,因为他有DeployingAnim。DeployDir支持DeployToLand=no的单位如果单位有DeployingAnim,那么即使DeployToLand=no他也会转向DeployDir的方向。这样,DeployingAnim可以被做的更合适,单位就不会突然换面了。 通过部署变换单位 [TechnoType]>Convert.Deploy= (TechnoType) 设置IsSimpleDeployer= yes单位部署变换成什么单位。变换发生在单位部署完成后,也就是DeployingAnim播放完之后。默认none。 部署后,单位是可动的,不像武装直升机那样部署后锁在那个格子里。 DeployToLand=yes也支持,DeployingAnim也可以看,而且DeployToLand=no也可以用DeployDir。 与升级转换有同样的限制,除了: - 改变Locomotor是支持的(比如武装直升机变坦克这种变换) - 因为这种变换一定是发生在地图上的,所以Size的变化是允许的。 从18.224.868开始,悬浮单位可以部署变形了。这样的单位会平滑地着陆。增强WaterImage [TechnoType]>Convert.Water= (TechnoType) 当单位移动到海滩或水格上变换成什么单位。默认none。 [TechnoType]>Convert.Land= (TechnoType) 当单位移动到既不是海滩也不是水的格子上变换成什么单位。默认none。 注册表为[Sides]可以无限阵营,但是只有16个国家可以正常每个阵营都必须设定以下内容生还者,驾驶员,以及其他[Side]>DefaultDisguise= (InfantryType)间谍出厂时默认的伪装类型[Side]>Crew= (InfantryType)步兵驾驶员类型,该车辆或建筑要有Crewed=yes[Side]>Engineer= (InfantryType)基地类的建筑卖掉或者被摧毁出来的工程师。默认[General]?Engineer[Side]>Technician= (InfantryType)技术员,某些特殊建筑卖掉或被摧毁时出来。默认[General]?Technician[Side]>SurvivorDivisor= (integer)卖建筑炸建筑的残兵数量,越大越少AI基础防御[Side]>AI.BaseDefenses= (list of BuildingTypes)AI用的防御建筑名单[Side]>AI.BaseDefenseCounts= (list of integers)AI的防御建筑数目,数字对应上面伞兵[Side]>ParaDrop.Types= (list of InfantryTypes and/or VehicleTypes)默认的科技机场伞兵,和国家设定一样,如果国家设定没有就用阵营设定,原有三阵营的默认值就是YuriParaDropInf附近那些,你懂的[Side]>ParaDrop.Num= (list of integers)和国家设定一样,如果国家设定没有就用阵营设定[Side]>ParaDrop.Aircraft= (AircraftType)和国家设定一样,如果国家设定没有就用阵营设定[Side]>Parachute.Anim= (Animation)和国家设定一样,如果国家设定没有就用阵营设定。默认使用PARACH.Parachute.Anim=狩猎者 [Side]>HunterSeeker= (VehicleType) 狩猎者超武使用的单位,覆盖全局值的[General]?GDIHunterSeeker和[General]?NodHunterSeeker。默认none阵营界面[Side]>Sidebar.MixFileIndex= (integer)使用Sidec0*.mix作为界面[Side]>Sidebar.YuriFileNames= (boolean)是否用尤里的界面sidec02md.mix和里面包含的其他内容[Side]>ToolTipColor= (R,G,B)提示文本和分数界面等等的字体颜色第二第三阵营默认255,255,0,其余的都是164,210,255[Side]>MessageTextColor= (Color scheme)地图触发动作11产生的文本颜色,第二阵营默认6号颜色,第三阵营默认13号颜色,其余的都是11号颜色,在原版rules里,这几个颜色分别是DarkRed,DarkSky,DarkBlue[Side]>DialogBackground.Image= (filename, *including* the .shp extension)这个阵营的背景对话框shp,大小452x326,默认PUDLGBGA.SHP,PUDLGBGS.SHP和PUDLGBGY.SHP为第一第二以及其他阵营需要设置DialogBackground.Palette=[Side]>DialogBackground.Palette= (filename, *including* the .pal extension)色盘默认DIALOG.PAL为第一第二阵营,其他阵营DIALOG.PAL[Side]>LoadingTheme= (theme id) 多人游戏时阵营载入音乐。默认LOADING[Side]>EVA.Tag= (EVA event)Eva文件的设定名,如酥菌的所有都是Russian,萌菌的所有都是Allied,原NP的第四阵营都是Fourth分数画面和背景音乐 战役 对这个不了解的直接去翻原版mix里的相关文件。 [Side]>CampaignScore.Background= (filename, *including* the .shp extension) 一个632x568的图片用做背景。使用的色盘定义为CampaignScore.Palette。默认是ASCRBKMD.SHP,SSCRBKMD.SHP或SYCRBKMD.SHP作为第一,第二,第三及其他阵营的背景 [Side]>CampaignScore.Transition= (filename, *including* the .shp extension) 过渡形态。使用色盘定义为CampaignScore.Palette。默认是ASCRTMD.SHP,SSCRTMD.SHP或SYCRTMD.SHP作为第一,第二,第三及其他阵营的过渡 [Side]>CampaignScore.Animation= (filename, *including* the .shp extension) 不断转的那个东西,过渡形态结束后将会循环这玩意儿。使用的色盘定义为CampaignScore.Palette。默认是ASCRAMD.SHP,SSCRAMD.SHP或SYCRAMD.SHP 作为第一,第二,第三及其他阵营的转动动画 [Side]>CampaignScore.Palette= (filename, *including* the .pal extension) 色盘。默认是ASCORE.PAL,SSCORE.PAL或YSCORE.PAL作为第一,第二,第三及其他阵营的色盘 分数画面的音乐也是可以自定义的。 [Side]>CampaignScore.UnderParTheme= (theme id) 比最快时间完成得还快时播放这个。默认SCORE [Side]>CampaignScore.OverParTheme= (theme id) 比最快时间完成得慢时播放这个。默认SCORE 多人游戏 [Side]>MultiplayerScore.Background= (filename, *including* the .shp extension) 一个632x568的图片用做背景。使用的色盘定义为MultiplayerScore.Palette。默认是MPASCRNL.SHP,MPSSCRNL.SHP或MPYSCRNL.SHP作为第一,第二,第三及其他阵营的背景 [Side]>MultiplayerScore.Palette= (filename, *including* the .pal extension) 色盘。默认MPASCRN.PAL,MPSSCRN.PAL或MPYSCRN.PAL作为第一,第二,第三及其他阵营的背景 [Side]>MultiplayerScore.Bars= (filename, *including* the .pcx extension) 各种条子,因为是pcx文件所以不需要色盘,一共有10条,编号01到10,写到这条语句里的时候要把编号换成~~,默认是mpascrnlbar~~.pcx,mpsscrnlbar~~.pcx或mpyscrnlbar~~.pcx作为第一,第二,第三及其他阵营的条子(~~是编号) 我觉得不用说了。 [Side]>MultiplayerScore.WinTheme= (theme id) 战胜的音乐。默认SCORE [Side]>MultiplayerScore.LoseTheme= (theme id) 战败的音乐。默认SCORE 游戏结束时的图片 就是一辆坦克开火,显示游戏结束之类的那张图片,在原版里所有国家都一样,现在可以自定义,这个shp至少要有4帧:战役胜利战败,遭遇战胜利战败。 [Side]>GraphicalText.Image= (filename, *including* the .shp extension) 图片。默认GRFXTXT.SHP [Side]>GraphicalText.Palette= (filename, *including* the .pal extension) 色盘。默认GRFXTXT.PAL 注册表为[Countries]复制原版能玩的国家,改名,重注册进国家注册表,此外还有一些新标签 AI基础建筑 [Country]>AI.PowerPlants= (list of BuildingTypes) AI认为这些东西是电厂 伞兵 [Country]>ParaDrop.Types= (list of InfantryTypes and/or VehicleTypes) 单位注册名表,用于科技机场的伞兵类型,可以填坦克,默认和阵营设定一致,注意,旧的伞兵不支持坦克 [Country]>ParaDrop.Num= (list of integers) 每个单位的数字列表 [Country]>ParaDrop.Aircraft= (AircraftType) 飞机类型,和阵营一致 [Country]>Parachute.Anim= (Animation) 默认的降落伞图像 其他 [Country]>VeteranBuildings= (list of BuildingTypes)在这个列表里的建筑造出来就是精英级别 [Country]>GivesBounty= (boolean) 决定这个国家是否能得到赏金。no的话,即使单位设置了可以获得赏金,这个国家也不能得到赏金,默认yes。 国家界面 [Country]>File.Flag= (filename, *including* the .pcx extension)文件名,包含.pcx扩展名,国旗[Country]>File.ObserverBackground= (filename, *including* the .pcx or .shp extension)观察者模式时右边看到的国家背景,大小121x96,shp用observer.pal色盘[Country]>File.ObserverFlag= (filename, *including* the .pcx or .shp extension)观察者模式时右边看到的国旗[Country]>File.ObserverFlagAltPalette= (boolean)如果是,用yrii.pal绘制shp,否则用observer.pal[Country]>File.LoadScreen= (filename, *including* the .shp extension)载入界面,包括.shp扩展名,文件名格式是"filename%s*******.shp",%为当前的分辨率,比如800,640[Country]>File.LoadScreenPAL= (filename, *including* the .pal extension)载入色盘,包括扩展名[Country]>LoadScreenText.Name= (CSF label)显示的国家名,Name:开头[Country]>LoadScreenText.SpecialName= (CSF label)特殊单位的名字,如磁能坦克[Country]>LoadScreenText.Brief= (CSF label)特殊单位的说明[Country]>LoadScreenText.Color= (Color scheme)载入文字颜色,注册在[Colors]里 [Country]>LoadingTheme= (theme id) 用该国家玩遭遇战时的载入音乐。默认是LOADING [Country]>MenuText.Status= (CSF label) 法国能建造巨炮,德国能建造坦克杀手的那一行 [Country]>RandomSelectionWeight= (integer) 国家随机选中的权重,越大越容易被选中,默认1 [Country]>ListIndex= (integer) 决定了国家选择表的顺序,如果有重复则按国家注册表顺序决定,负数数值的国家会隐藏。如果不想随机选中,设定RandomSelectionWeight=0. 此标签默认100 [Country]>File.Taunt=Taunts\filename 如“Taunts\filename%02i.wav”,会让游戏自动加载filename01到08的东西,对战嘲笑设置,仅对16个国家生效 从1.1开始使用~~代替%02i,如上例子变为“Taunts\filename~~.wav”初始单位[Country]>StartInMultiplayer.Types= (list of InfantryTypes and/or VehicleTypes) 当遭遇战开始时,会有哪些单位被随机分配给这个国家的玩家。如果不设定,游戏会选取可用的AllowedToStartInMultiplayer单位。只支持InfantryTypes和VehicleTypes。使用 来让这个国家没有任何初始单位。注意:现在如果没有起始步兵,不会再引起游戏崩溃了。修正全局单位花费默认情况下,游戏将通过汇总和平均可作为初始单位的单位的所有成本(仅考虑这局游戏的国家)来确定一个单位的平均成本。单位计数设置与此相乘。(译者:举例来说,A国家初始单位为10000块的EPIC单位,B国家初始单位为100块的基础兵,那么当游戏开始时B国家的初始单位数量会远远大于A国家初始单位数量,但是当一局游戏里只有两个B国家时双方初始单位数量就相对正常,这个条目就是说明了这样的现象。)[General]>StartInMultiplayerUnitCost= (integer - credits) 一个平均单位的固定学额。如果不设置,游戏将使用上述方法。在这种情况下,ARES现在将推断的平均单位成本输出到日志文件中。初始建造场 现在允许玩家初始直接获得建造场,而不是MCV。[Country]>StartInMultiplayer.WithConst= (boolean)设置玩家是否将从BuildConst得到一个可用的建筑来代替BaseUnit中的载具。默认否。[WeaponTypes]新建一个这个注册表,在这个表里注册没有被实际应用的武器,解决了原本诸如位置标定器一类的假单位问题。原来只能支持单一开火动画或者8面开火动画,现在支持16面和32面开火动画(不需要额外增加任何语句)。现在IsSonic=yes或UseFireParticles=yes的武器可以设定正常伤害,就像穿透伤害一样[Weapon]>ApplyDamage= (boolean)使IsSonic=yes或UseFireParticles=yes的武器赋予Damage的伤害,如果写no就会禁用任何伤害就像Damage=0一样,同时不产生弹头动画(这个问题以后会解决)。默认IsSonic=yes或UseFireParticles=yes的武器为no,其他武器yes[Weapon]>IvanBomb.Warhead= (WarheadType)炸弹爆炸弹头[Weapon]>IvanBomb.Damage= (integer)炸弹伤害[Weapon]>IvanBomb.Detachable= (boolean)能否拆弹[Weapon]>IvanBomb.DestroysBridges= (boolean)能否能炸桥,桥梁维修小屋可以一直丢但是默认炸不掉[Weapon]>IvanBomb.CanDetonateTimeBomb= (boolean)能否手动引爆[Weapon]>IvanBomb.Delay= (integer)爆炸延时[Weapon]>IvanBomb.AttachSound= (sound name)丢上去的声音[Weapon]>IvanBomb.TickingSound= (sound name)计时器滴滴答答的声音,填SOUNDMD的注册名,必须带Control=loop[Weapon]>IvanBomb.Image= (filename, *excluding*the .shp extension)图像,不要带扩展名(卧槽前面的都要这个怎么又不要了,一帮蛋疼B)。默认bombcurs.shp[Weapon]>IvanBomb.FlickerRate= (integer)炸弹图像跳动频率,计算细则关我屌事frameToShow = (Game.CurrentFrame – Bomb.PlantingFrame) / (Bomb.Delay / (Bomb.Image.Frames – 1))IF (CurrentFrame mod (2 * Bomb.FlickerRate) >= Bomb.FlickerRate) THEN frameToShow= frameToShow + 1现在你可以在炸弹的最后一帧写上“炸死你个B”之类的话了,比如下图这个骷髅[Weapon]>IvanBomb.DeathBomb= (boolean) 设置当这个炸弹安置在敌人身上时是否将会只在死亡后爆炸而不使用倒计时爆炸逻辑。默认否。[Weapon]>IvanBomb.DeathBombOnAllies= (boolean)设置当这个炸弹安置在盟友身上时是否将会只在死亡后爆炸而不使用倒计时爆炸逻辑。默认否。[Weapon]>IvanBomb.CanDetonateDeathBomb= (boolean)能否手动引爆死亡型炸弹。默认[CombatDamage]?CanDetonateDeathBomb.[Weapon]>IvanBomb.DetonateOnSell= (boolean)如果被绑定的目标被变卖了,是否会引起爆炸。默认是。[Weapon]>Beam.Color= (R,G,B)颜色[Weapon]>Beam.IsHouseColor= (boolean)是否是玩家所属色[Weapon]>Beam.Duration= (integer)持续时间,默认15,有RadEruption=yes的为5到20随机数[Weapon]>Beam.Amplitude= (float)振幅大小,默认40[Weapon]>Bolt.Color1= (R,G,B)[Weapon]>Bolt.Color2= (R,G,B)[Weapon]>Bolt.Color3= (R,G,B)颜色,没啥好说的[Weapon]>Bolt.ParticleSystem= (ParticleSystem) 决定在目标位置生成的粒子系统。使用关闭这个功能。默认为DefaultSparkSystem。重启的功能[Weapon]>Wave.IsLaser= (boolean)大波[Weapon]>Wave.IsBigLaser= (boolean)小波 重启的功能[Weapon]>Wave.IsLaser= (boolean)大波[Weapon]>Wave.IsBigLaser= (boolean)小波可以用于电磁波和声波波的颜色[Weapon]>Wave.Color= (R,G,B)颜色[Weapon]>Wave.IsHouseColor= (boolean)是否是玩家所属色[Weapon]>Wave.Intensity= (R,G,B) 相对于原始像素颜色,对波的颜色分量增加的值,支持负值使波变暗。0,0,0表示强度没有变化。默认值因波的类型而异。如果Wave.Color=被设置 ,则默认为0,0,0。波颜色和强度的默认值波类型 Wave.Color Wave.Intensity 表现Laser 64,0,96 0,0,0 Red/blue tintSonic 0,0,0 0,256,256 Green/blue lightMagnetron 0,0,0 128,0,1024 Cold blue-ish lightIt is possible to use hexadecimal notation for color and intensity like 40h,0h,60h. It is also possible to use negative values like -64,0,-96.Each of the three component values can be considered as 1/256th, thus 64 representing 0.25. Then, the resulting value for a color component is calculated using the original pixel color component 0 <= c <= 255 and a value determined by the game 0.0 <= x < 1.0 by the formula: c + color * x + c * intensity * x.看不懂XD波的绘制方向[Weapon]>Wave.ReverseAgainstVehicles= (boolean)默认IsMagBeam=yes的波会从目标向发射者绘制,发射者是车辆[Weapon]>Wave.ReverseAgainstBuildings= (boolean)是否从目标向发射的建筑绘制[Weapon]>Wave.ReverseAgainstInfantry= (boolean)是否从目标向发射的步兵绘制[Weapon]>Wave.ReverseAgainstAircraft= (boolean)是否从目标向发射的飞机绘制[Weapon]>Wave.ReverseAgainstOthers= (boolean)是否从目标向发射的其他玩意儿绘制穿透伤害[Weapon]>AmbientDamage= (integer)伤害,默认0[Weapon]>Warhead= (WarheadType)弹头 重启的功能[Weapon]>Wave.IsLaser= (boolean)大波[Weapon]>Wave.IsBigLaser= (boolean)小波可以用于电磁波和声波波的颜色[Weapon]>Wave.Color= (R,G,B)颜色[Weapon]>Wave.IsHouseColor= (boolean)是否是玩家所属色[Weapon]>Wave.Intensity= (R,G,B) 相对于原始像素颜色,对波的颜色分量增加的值,支持负值使波变暗。0,0,0表示强度没有变化。默认值因波的类型而异。如果Wave.Color=被设置 ,则默认为0,0,0。波颜色和强度的默认值波类型 Wave.Color Wave.Intensity 表现Laser 64,0,96 0,0,0 Red/blue tintSonic 0,0,0 0,256,256 Green/blue lightMagnetron 0,0,0 128,0,1024 Cold blue-ish lightIt is possible to use hexadecimal notation for color and intensity like 40h,0h,60h. It is also possible to use negative values like -64,0,-96.Each of the three component values can be considered as 1/256th, thus 64 representing 0.25. Then, the resulting value for a color component is calculated using the original pixel color component 0 <= c <= 255 and a value determined by the game 0.0 <= x < 1.0 by the formula: c + color * x + c * intensity * x.看不懂XD波的绘制方向[Weapon]>Wave.ReverseAgainstVehicles= (boolean)默认IsMagBeam=yes的波会从目标向发射者绘制,发射者是车辆[Weapon]>Wave.ReverseAgainstBuildings= (boolean)是否从目标向发射的建筑绘制[Weapon]>Wave.ReverseAgainstInfantry= (boolean)是否从目标向发射的步兵绘制[Weapon]>Wave.ReverseAgainstAircraft= (boolean)是否从目标向发射的飞机绘制[Weapon]>Wave.ReverseAgainstOthers= (boolean)是否从目标向发射的其他玩意儿绘制穿透伤害[Weapon]>AmbientDamage= (integer)伤害,默认0[Weapon]>Warhead= (WarheadType)弹头可以用于电磁波和声波波的颜色[Weapon]>Wave.Color= (R,G,B)颜色[Weapon]>Wave.IsHouseColor= (boolean)是否是玩家所属色[Weapon]>Wave.Intensity= (R,G,B) 相对于原始像素颜色,对波的颜色分量增加的值,支持负值使波变暗。0,0,0表示强度没有变化。默认值因波的类型而异。如果Wave.Color=被设置 ,则默认为0,0,0。波颜色和强度的默认值波类型 Wave.Color Wave.Intensity 表现Laser 64,0,96 0,0,0 Red/blue tintSonic 0,0,0 0,256,256 Green/blue lightMagnetron 0,0,0 128,0,1024 Cold blue-ish lightIt is possible to use hexadecimal notation for color and intensity like 40h,0h,60h. It is also possible to use negative values like -64,0,-96.Each of the three component values can be considered as 1/256th, thus 64 representing 0.25. Then, the resulting value for a color component is calculated using the original pixel color component 0 <= c <= 255 and a value determined by the game 0.0 <= x < 1.0 by the formula: c + color * x + c * intensity * x.看不懂XD波的绘制方向[Weapon]>Wave.ReverseAgainstVehicles= (boolean)默认IsMagBeam=yes的波会从目标向发射者绘制,发射者是车辆[Weapon]>Wave.ReverseAgainstBuildings= (boolean)是否从目标向发射的建筑绘制[Weapon]>Wave.ReverseAgainstInfantry= (boolean)是否从目标向发射的步兵绘制[Weapon]>Wave.ReverseAgainstAircraft= (boolean)是否从目标向发射的飞机绘制[Weapon]>Wave.ReverseAgainstOthers= (boolean)是否从目标向发射的其他玩意儿绘制穿透伤害[Weapon]>AmbientDamage= (integer)伤害,默认0[Weapon]>Warhead= (WarheadType)弹头[Weapon]>LaserThickness= (integer)激光宽度,和NP一样,渣效果,而且强制玩家所属色[Animation]>Weapon= (Weapon) 决定动画伴随的武器,动画每帧发射一次武器。如果设置了,就会在这个动画所在的位置发射一个该武器的抛射体,并瞬间引爆它。伤害取决于动画设置的Damage,而不是武器的。这个武器必须是游戏已知的,即必须被单位使用过。如果没有任何单位使用这个武器,就必须注册在[WeaponTypes]里。多方向抛射体固定为32方向,每个方向只能用一帧表示,现在ARES可以使32面抛射体在每面都有动画(因此你可以做出一个自轴旋转的shp导弹)。[Projectile]>AnimLength= (integer - frames)抛射体每面的动画长度,该抛射体需要Rotates=yes。默认1注意,不能用0,否则瞬间爆炸。全局设定里[CombatDamage]>BallisticScatter决定了全局弹道散布范围,ARES提供了微观值并且将其分为两个标签,这个标签想要起效,抛射体一定要写Inaccurate=yes和Arcing=yes才行[Projectile]>BallisticScatter.Min= (float - cell range)散布最小范围。默认如果有FlakScatter=no或者Invisible=yes就是[CombatDamage]>BallisticScatter/2,否则是0[Projectile]>BallisticScatter.Max= (float - cell range)散布最大范围。默认[CombatDamage]?BallisticScatter 这个功能已经从TS里恢复。它能决定一个抛射体是否引爆自己当攻击目标超过了它的有效追击范围时(防止无限追击)。默认是390格子。[Projectile]>Ranged= (boolean)这个抛射体是否会用完燃料然后引爆自己。默认否[Weapon]>ProjectileRange= (float - cell range)在引爆前能够飞多远,。默认390格子通用设置[Projectile]>AroundTarget= (boolean)决定分裂或空爆子武器的散步原点,yes以目标为原点散步子武器,no则以抛体爆炸处为原点。空爆默认no,分裂默认yes。本页面由紫色放逐重新译制,更方便理解。增强的弹头目标影响[Warhead]>AffectsEnemies= (boolean)决定这个弹头是否能够影响它发射者的敌人。[Warhead]>AffectsOwner= (boolean) 决定这个弹头是否能够影响它发射者的阵营。你可以用这个设置一个弹头能打自己和敌人,但是对友军无效,也可以设置对友军和敌人有效,但是对自己无效。默认同AffectsAllies[Warhead]>EffectsRequireDamage= (bool) 决定这个弹头是否只会影响被该弹头伤害掉至少一滴血的目标,如果否,则无论是否造成伤害都会有影响。默认no。[Warhead]>EffectsRequireVerses= (bool) 决定这个弹头是否只会影响弹头比例大于0的目标,如果否,则无论什么弹头比例都会有影响。默认yes。允许弹头不带伤害[Warhead]>AllowZeroDamage= (boolean) 决定0伤害是否会影响到所有的目标,否则不影响。默认否。桥梁破坏者[Warhead]>BridgeAbsoluteDestroyer= (boolean) 决定有Wall=yes的弹头是否能瞬间摧毁桥。需要设置CellSpread。IonCannonWarhead默认yes,其他默认no。非恶意弹头[Warhead]>Malicious= (boolean)这个弹头是否会引起伊娃的警告,比如打矿车伊娃也不会说抑制单位死亡信息[Warhead]>UnitLost.Suppress= (boolean)被这个弹头杀死的单位不会触发EVA警报,不过被打时的提示依然会说,所以视情况请结合非恶意弹头使用。防止散布[Warhead]>PreventScatter= (boolean)是否当用这个弹头攻击单位时不会散布即使有能力这样。默认否声呐弹头[Warhead]>Sonar.Duration= (integer - frames)被击中的单位会强制现身这么久。武器禁用弹头[Warhead]>DisableWeapons.Duration= (integer - frames)被击中的单位会无法开火这么久,注意,对海豹的C4这类特殊能力无效。闪光[Warhead]>Flash.Duration= (integer - frames) 被该弹头击中时会闪烁,就像被治疗的时候那样。在红色警戒里,一个单位被有Charges=yes的武器攻击时也会闪烁。只能用于攻击型弹头,不支持治疗武器。核弹闪光NUKE弹头被硬编码为会导致全屏闪光,现在这个效果可以给别的弹头用了,也可以用来把NUKE弹头的闪光给屏蔽掉。[Warhead]>NukeFlash.Duration= (integer - frames)瞎狗眼持续时间。NUKE默认30,其他0真实伤害(百分比伤害)[Warhead]>RelativeDamage= (boolean) 是否造成真实伤害,必须要有以下四个语句才有效。[Warhead]>RelativeDamage.Buildings= (integer - percent)[Warhead]>RelativeDamage.Aircraft= (integer - percent)[Warhead]>RelativeDamage.Infantry= (integer - percent)[Warhead]>RelativeDamage.Vehicles= (integer - percent)造成的百分比伤害,支持-100到100,正值为最大生命值百分比,负值为当前生命值百分比,0即无效真实伤害会将Organic=yes的载具视为步兵,ConsideredAircaraft=yes的载具视为空军。 在YR里,弹头的溅射范围最大只能达到11,而且极不稳定,在ARES里加强了这玩意儿,现在溅射范围将不再受到限制,并且对AE,铁幕等特殊类型弹头同样有效。警告:如果你把数值翻了一倍,那么范围将会翻两番,为了游戏稳定性最好不要滥用……真的会卡的。溅射伤害限制在YR里一个溅射弹头打中建筑,由于建筑占多个格子,这个伤害将会多次计算(这也就是为什么V3这种东西打防御建筑效果一般,但是打大型建筑简直是拆迁王的原因),在ARES里可以设定一个溅射弹头击中建筑后伤害次数限制,通过以下标签来指定。[Warhead]>CellSpread.MaxAffect= (integer)该弹头打中建筑伤害最多计算几次,如果是1的话那么无论该弹头对该建筑命中多大范围,伤害就是武器的正常伤害。默认-1,即无限可以加铁幕,可以消铁幕。和EMP一样为局部定义,一个弹头有自己的叠加参数,比如强力铁幕弹头可以+100,最高151帧,垃圾铁幕弹头最高堆20帧一次+10,一个铁幕计数器50的单位被强力弹头打了变150,再被弱的打一下还是150。[Warhead]>IronCurtain.Duration= (integer - frames)正数加,负数减,帧数[Warhead]>IronCurtain.Cap= (integer)负数不能叠加,0无限叠加,不是0就是有个最大值除非铁幕计数器已经超过最大值[TechnoType]>IronCurtain.Modifier= (float - multiplier)单位受铁幕影响的倍数关系,默认100,0就是不受影响如果铁幕效果和普通效果同时存在,必定是先常规伤害,organic和步兵会秒杀铁幕闪光就是被铁幕了的东西被打中产生的那个蓝色的/黑色的椭圆形特效。[AudioVisual]>IronCurtainFlash= (boolean) 是否会产生上述现象。默认是。[Warhead]>IronCurtain.Flash= (boolean) 局部覆盖。默认同[AudioVisual]>IronCurtainFlash。[Warhead]>MindControl.Permanent= (boolean)和NP一样[Warhead]>Temporal.WarpAway= (animation)超空间兵抹除单位后的动画,微观动画会覆盖[General]?WarpAway=[Warhead]>Temporal.WarpAway= (animation)超空间兵抹除单位后的动画,微观动画会覆盖[General]?WarpAway=核弹实际爆炸前有个短暂的爆光动画,YR里被平台定死了,现在可以自定义了[Warhead]>PreImpactAnim= (string, animation ID)这个弹头实际爆炸前会先播放这个动画[Warhead]>PreImpactAnim.Moves= (boolean) 如果yes,就会移动PreImpactAnim跟着本应处于爆炸中心的单位。默认no。[Warhead]>Damage.Deployed= (float - multiplier)部署单位受伤比例,现在部署单位和匍匐单位独立了[Warhead]>InfDeathAnim= (string, animation ID)和NP一样在YR里,被混乱气流(带有Psychedelic=yes的弹头)波及到的单位会进入狂怒状态,除了不受控制任意攻击外,其开火速度会大幅增强,现在可以自定义每个单位在狂怒状态下的开火速度倍数。[CombatDamage]>BerserkROFMultiplier= (float - multiplier)全局开火速度倍数,越小越快。默认0.5,即开火速度快两倍[TechnoType]>Berserk.ROFMultiplier= (float - multiplier)微观开火速度倍数,默认[CombatDamage]?BerserkROFMultiplier 和NPEXT的安全狙杀差不多,这个逻辑应用到弹头上后用这个弹头击杀目标不会触发目标的死亡武器。[Warhead]>DeathWeapon.Suppress= (list of TechnoTypes)填单位名称,可以填多个,表示这个弹头不会触发这些单位的死亡武器。[Warhead]>DeathWeapon.SuppressVehicles= (boolean)写yes后被这个弹头击杀的所有载具都不会触发死亡武器。如果写no,上面那条依然会检查。默认no[Warhead]>DeathWeapon.SuppressInfantry= (boolean)同上,针对步兵的设置。默认no 和NPEXT的立体爆炸弹头差不多,原版中地表爆炸的弹头不会伤到空中单位,桥上的则可以伤害到,现在可以设置了。[Warhead]>DamageAirThreshold= (integer - leptons) 如果弹头在离地这么高的地方爆炸就会伤害到空中单位,低于这个高度就不会,-1代表永远会伤害到,写一个很高的值如9999就能防止该弹头伤害到空中单位。默认0[General]>DamageAirConsiderBridges= (boolean)是否所有弹头都能伤害到空中单位(视作在桥上爆炸)。默认no桥面上爆炸的高度相当于416leptons,即4层。YR硬编码了一条设定,只有步兵才能医疗步兵,只有载具才能维修载具。Ares打破了这一硬编码,现在步兵和载具可以相互维修,甚至维修一切弹头允许的TechnoTypes。这将允许The Aftermath中的机械工或者将军系列的救护车在mod中制作出来。 注意:机场上的飞机不能被载具维修,步兵则没有此限制。未来可能会改动这一数据。巷战时武器能对这个建筑内的人进行多少百分比的攻击而不仅仅是对建筑本身攻击,用来做战壕和掩体。[BuildingType]>UC.PassThrough= (float - chance)有多少几率攻击能够穿透这个掩体攻击到里面的步兵,默认0[BuildingType]>UC.FatalRate= (float - chance)如果武器能够攻击到驻兵,一击必杀的几率,默认0[BuildingType]>UC.DamageMultiplier= (float - multiplier)如果武器能够攻击到驻兵,伤害倍率[Projectile]>SubjectToTrenches= (boolean)该弹体是否无视UC.PassThrough,100%命中驻兵,yes的话UC.PassThrough依然有效,no的话直接贯通,默认是 这个功能能允许敌人的步兵进入自家的战斗碉堡。[BuildingType]>Bunker.Raidable= (boolean)这个建筑能否被敌人步兵占据当被敌人占领时所属权属于敌人,玩家不能变卖这玩意儿除非敌人步兵离开当建筑被摧毁时,会变成另外一种建筑,通常是披着废墟的外衣,工程师可以把废墟建筑恢复成原来的建筑。[BuildingType]>Rubble.Destroyed= (BuildingType)该建筑被摧毁时会变成这种建筑,同时将具有下列属性强加在他们身上:Capturable=noTogglePower=noUnsellable=yes CanBeOccupied=no该建筑是满血状态,同时工程师进入后能修复成以下标签指定的建筑警告:不要把这个建筑设置成本身,否则游戏卡死[BuildingType]>Rubble.Destroyed.Remove= (boolean)该建筑被摧毁时直接消失,不会转变为废墟建筑,覆盖Rubble.Destroyed=。默认否[BuildingType]>Rubble.Destroyed.Owner= (enum default|civilian|special|neutral)被摧毁时废墟建筑给谁。默认给原来的所有者[BuildingType]>Rubble.Destroyed.Strength= (integer)变成废墟建筑时的血量,正值意味着还剩这么多血量,负值里,-99意味着剩99%的血量,-1意味着剩1%的血量,剩余的值全都意味着满血。默认和设定建筑血量相同[BuildingType]>Rubble.Destroyed.Anim= (AnimationType) 变成废墟或者被摧毁直接消失时的动画[BuildingType]>Rubble.Intact= (BuildingType)工程师修复后变成这种建筑,如果不指定的话就无法再恢复原来的建筑(设置成别的建筑也是可以的!)[BuildingType]>Rubble.Intact.Remove= (boolean)工程师进去后把废墟建筑移除,覆盖Rubble.Intact=。默认否[BuildingType]>Rubble.Intact.Owner= (enum default|civilian|special|neutral)不需要解释[BuildingType]>Rubble.Intact.Strength= (integer)不需要解释。默认-1,1%的血量[BuildingType]>Rubble.Intact.Anim= (AnimationType)不需要解释战壕能将步兵从一段战壕移动到下一个战壕[BuildingType]>IsTrench= (string - trench type ID)指定这个战壕的名称,只有同种战壕能够穿越,意味着战壕得用围墙,激光墙类型的建筑[BuildingType]>CanBeOccupiedBy= (list of InfantryTypes)只有这种步兵能占据这个建筑,该步兵必须设置可以占据建筑在更早的游戏中,泰伯利亚与矿石都不能够直接转化为资金。作为代替,资源会被贮存在精炼厂中,然后储存到储藏井。这项萝鸡在红色警戒2里不再有效。Ares恢复了储藏功能。由矿石精炼器所获得的额外的资金总是转化为现金而非储藏井。这是因为矿井在爆炸时是按照收集数额在原地生成等价矿石,而多余的金钱则不会转化为任何东西。提示在类似奴隶矿场那样的可移动精炼厂不支持此萝鸡。奴隶矿场不能提供储藏空间,因为它由建筑状态进行反部署时会丢失那些储藏的矿石。启用储藏萝鸡该萝鸡将同其在TS里一样工作。出于是复原的萝鸡的原因,你需要给储藏矿石的建筑附加一条代码:[BuildingType]>Refinery.UseStorage= (boolean)这条代码决定精炼厂是否会将矿石储存起来而不是化为现金。被直接转化的矿石将不占据储存空间。默认值为no。EVA提示当储藏空间已经或即将被占满时,EVA会通过一条EVA_SilosNeeded语音提示警告玩家。注:游戏里没有这条语言也没有其对应的文件,在用之前你需要自己找一个加上。(可以直接从ts里拿一个)[General]>Message.SilosNeeded= (csf label)矿满的时候出现CSF提示PipScale=Tiberium储藏的矿石将以一个特定的PipScale表现出来。储藏矿石的建筑将通过格子显示当前有多少被占据的空间,并将其与该建筑的总格数进行直观对比。矿石将显示为黄色,彩色矿石则是蓝色。若要将该萝鸡用于带有Refinery=yes或ResourceDestination=yes的建筑上,你还需要添加Refinery.UseStorage=yes。这个条件之所以被添加,是因为如果没有的话,游戏会自动让所有未被修改过的矿石精炼厂都带有相应的PipScale。流程1.游戏规定一个玩家所持有现金的最大数额Cmax,玩家的游戏开局资金不计入其中。设每一座储藏井的储藏量为C0。2.玩家建设一座启用储藏萝鸡的精炼厂。3.采矿车采矿完毕,到精炼厂进行精炼。设精炼开始前玩家现金数额为C,采矿车所提供的矿石价值为C1。4.若C+C1>Cmax,且玩家有多余的储藏空间,则玩家在精炼完成时的现金数额将达到Cmax,同时游戏自动将矿石按照比例储藏于精炼厂内;若无多余储藏空间,则发出提示EVA_SilosNeeded。(相当于你的额外部分矿石作废)5.若C+C1≤Cmax,则玩家在精炼完成时的现金数额将达到C+C1,此时储藏空间将不会发生变化。6.当玩家已建设n座精炼厂/储藏井时,其当前所持现金的最大数额将增长到Cmax+n*C0。携带泰矿的单位被摧毁时会泄露泰矿。[TechnoType]>TiberiumSpill= (boolean)是否被摧毁时泄露泰矿。默认否某个有该属性的单位(比如器官受)移到泰伯利亚矿上就能回血的设定已经恢复并且可以自由定制。允许泰伯利亚治愈注意在[General]>HoverHeight高度以上的单位无效[General]>TiberiumHealEnabled= (boolean)是否允许泰伯利亚矿可以治疗单位,同时需要以下参数设定。默认否[General]>TiberiumHeal= (float - minutes)每多少分钟回血。默认1.13333,即68秒治疗对象升级能力设定里有TIBERIUM_HEAL的单位可以被治疗[TechnoType]>TiberiumHeal= (boolean)有这条语句的单位可以被治疗。默认否。以下参数可以用于调整泰伯利亚矿的治愈值[Tiberium]>Heal.Delay= (float - minutes)治疗间隔,默认为[General]>TiberiumHeal[Tiberium]>Heal.Step= (integer)对空军的治愈值,默认[General]>RepairStep[Tiberium]>Heal.IStep= (integer)对步兵的治愈值,默认[General]>IRepairStep[Tiberium]>Heal.UStep= (integer)对载具的治愈值,默认[General]>URepairStep有TiberiumHeal=yes(而不是TIBERIUM_HEAL升级能力)的单位被摧毁时会随机留下泰伯利亚矿,现在这个效果已经脱离泰伯利亚治愈了[TechnoType]>TiberiumRemains= (boolean)该单位被摧毁时是否留下泰伯利亚,默认TiberiumHeal当[General]>TiberiumHealEnabled=yes开启时,否则不在TS里,一般步兵站在泰伯利亚矿上会受到伤害,并且有几率死亡后变成器官受。ARES有新的语句来启动该逻辑,此外,高于[General]>HoverHeight的单位不会受到伤害。[General]>TiberiumDamageEnabled= (boolean)泰伯利亚是否能够伤害步兵,默认否,同时需要以下语句的设置伤害目标[TechnoType]>TiberiumProof= (boolean)是否免疫泰矿伤害。步兵默认否,其他类型单位是泰矿伤害和弹头[Tiberium]>Damage= (integer)伤害。默认Power / 10(什么玩意儿), 至少1[Tiberium]>Warhead= (warhead)弹头。默认[CombatDamage]>C4Warhead器官受萝鸡已被部分还原。他们会在地图内乱跑,当两个带有SmallVisceroid=yes(而非[General]>SmallVisceroid)的载具单位相遇时,他们会合并为[General]>LargeVisceroid所规定的载具单位。EX1友情提示:根据GD所言,[General]>LargeVisceroid可能无效,你需要在一个载具单位下添加LargeVisceroid=yes以定义该载具是一个LargeVisceroid。注意器官受目前不会在严重受损时自行跑到一片泰矿上自行回复HP。当一个步兵单位由于泰矿伤害而致死时,他们有一定几率会转化为[General]>SmallVisceroid所规定的单位(如果存在定义)。该逻辑需要地图中存在[Basic]>TiberiumDeathToVisceroid=yes以生效。器官受由所属方Natural控制。Ares增加了一条代码以允许自定义各单位的转化可能性。全局代码在TS中就已经存在,但没有任何效果。[General]>TiberiumTransmogrify= (integer - percent)一个因泰矿伤害而死的单位转化为[General]>SmallVisceroid的概率。默认值为0。EX1注:该语句在Ares中生效后,其默认概率并非为0,而是40%,该语句最早在TS中存在时后面的数值就是40。[TechnoType]>TiberiumTransmogrify= (integer - percent)一个因泰矿伤害而死的特定单位转化为[General]>SmallVisceroid的概率。默认值为[General]>TiberiumTransmogrify。 当采集了泰矿的采矿车(好像矿仓也可以?不清楚)被摧毁时会爆炸,爆炸威力取决于矿石的量,这个功能还没有完全恢复,有这些语句可以用。[CombatDamage]>TiberiumExplosive= (boolean)是否在采矿车里的泰矿当采矿车被摧毁时产生爆炸,默认否[CombatDamage]>TiberiumExplosiveWarhead= (warhead)在TS里被强制为C4弹头,并且范围固定1.5,现在可以自定义,默认是none [AudioVisual]>TiberiumExplosiveAnim= (animation) 矿爆动画。 需要不设置TiberiumExplosiveWarhead。某些覆盖物被带有TiberiumChainReaction=yes的动画攻击后就会产生泰伯利亚矿爆,在TS里可以产生一系列连锁反应,在YR里这个无效,不过现在可以了,并且有更多自定义。[Tiberium]>ExplosionWarhead= (warhead)矿爆的弹头,默认[General]>C4Warhead注意TS里的弹头是HE,可以产生连锁反应,而在RA里却是Super,不能产生连锁反应[Tiberium]>ExplosionDamage= (integer)矿爆伤害,默认是[CombatDamage]>TiberiumExplosionDamage[Tiberium]>Debris.Chance= (integer - percent)产生碎片的概率,影响到连锁反应的进程,整数,默认33(即33%)[General]>OverlayExplodeThreshold=(integer)伤害高于这个值才会产生矿爆,默认0禁止在游戏模式ini里修改超武的action和type,要用就用rules,写个新的超武,在游戏模式里重做关联。额外的超级武器在原版里一个建筑只能关联两个超级武器,使用SuperWeapon以及SuperWeapon2,ARES可以让一个建筑关联更多的超级武器。[BuildingType]>SuperWeapons= (list of SuperWeaponTypes)该建筑关联这些超级武器。通用语句[SuperWeapon]>SW.Range= (float,int)填*或者*,*,前者是直径后者是椭圆的半长轴半短轴[SuperWeapon]>SW.CreateRadarEvent= (bool)是否建立雷达事件[SuperWeapon]>SW.AffectsHouse= (enum none谁都不|owner发出者|allies盟友|team自己和盟友|enemies敌人|all全部)影响对象,可以设多个[SuperWeapon]>SW.AffectsTarget= (enum land|water|empty|infantry|units|buildings)可以作用的地形和对象,可以设多个[SuperWeapon]>SW.ShowCameo= (boolean)是否在防御栏显示此超武,默认是,AutoFire的默认隐藏[SuperWeapon]>SW.Deferment= (integer frames)超武生效前帧数,仅对部分有效[SuperWeapon]>SW.TimerVisibility= (enum - owner,allies,team,enemy,others,all,none) 当ShowTimer=yes时,哪些玩家可以看见计时器,默认all。定死的值[SuperWeapon]>SW.PostDependent= (SuperWeapon)定义超时空的两个超武链接,例如[ChronoSphereSpecial]>SW.PostDependent=ChronoWarpSpecial释放条件[SuperWeapon]>SW.FireIntoShroud= (boolean)能否丢进黑雾,默认是[SuperWeapon]>SW.AutoFire= (boolean)自动发出,会丢到效果最好的地方,默认否[SuperWeapon]>SW.ManualFire= (boolean)人工发出,如果autofire=no的话这行代码就没用,有个蛋用[SuperWeapon]>SW.RequiresTarget= (enum land|water|empty|infantry|units|buildings)可以点什么类型的目标,不是此目标的话就不能点下去,比如护盾只能点建筑[SuperWeapon]>SW.RequiresHouse= (enum none|owner|allies|team|enemies|all)是否对敌人盟友之类的生效[SuperWeapon]>SW.Group= (integer) 设置超武组号,可以在AI脚本中涉及到超级武器的部分指定该组号,默认0。需要搭配SW.AITargeting=IronCurtain使用。[SuperWeapon]>SW.AITargeting= (enum SW Targeting Type)AI怎么用None:不会用LightningStorm:侵略性,不能和其他闪电一起Nuke:侵略性或用触发指定PsychicDominator;最大的敌人单位集群GeneticMutator:3X3内最大的敌人步兵集群ParaDrop:敌人家防御最差的地方ForceShield:敌人超武砸的地方NoTarget:随便砸Offensive:侵略性Stealth:只攻击隐形单位,受SW.RequiresTarget和SW.RequiresHouse影响Base:砸自己基地EnemyBase:砸敌人基地HunterSeeker:像NoTarget一样,但是会打敌人的单位,这个只对一些超武有用IronCurtain: 运用55号脚本关联启动,类似原版铁幕。Self:砸这个超武的超武建筑(干啥啊,蛋疼啊)默认值表:SW.AITargetingSW.AIRequiresTargetSW.AIRequiresHouseRequires EnemyPreferenceExtrasNoneN/AN/AN/AN/AN/ANukeinfantry,units,buildingsenemiesyesoffensiveyesLightningStorminfantry,units,buildingsenemiesyesoffensiveyesPsychicDominatorinfantry,unitsallyeshold if offensiveyesGeneticMutatorinfantryallnohold if offensiveyesForceShielddo not usedo not usenodefensiveyesParaDropdo not usedo not usenooffensive, base centeryesOffensiveinfantry,units,buildingsenemiesyesnothingyesMultiMissilebuildingsnoneyesoffensiveyesHunterSeekerN/AN/AyesnothingnoNoTargetN/AN/AnonothingnoStealthinfantry,units,buildingsenemiesnonothingyesSelfnone1)do not usenonothingyesBasedo not usedo not usenobase centeryesEnemyBasedo not usedo not useyesbase centeryes范围限制可以设置超武的射程,以超武建筑为中心,超过其发射范围就不能发射超武。[SuperWeapon]>SW.RangeMaximum= (float - cell range)[SuperWeapon]>SW.RangeMinimum= (float - cell range)最大范围和最小范围,负数即无限。默认-1,随便打指示者以下标签设置单位为指示者,超武只能在指示者的范围内发射。[SuperWeapon]>SW.Designators= (list of TechnoTypes)需要这些单位作为指示者,不写就是不需要[SuperWeapon]>SW.AnyDesignator= (boolean)是否任何单位都能做指示者,覆盖SW.Designators。默认否[TechnoType]>DesignatorRange= (integer - cells)指示者的指示范围。默认和[TechnoType]>Sight一样抑制者和抑制者相反,超武不能在这些单位周围发射。另外如果建筑作为抑制者没电,没有被占领的话,那么抑制功能就会无效。[SuperWeapon]>SW.Inhibitors= (list of TechnoTypes) 需要这些单位作为抑制者。[SuperWeapon]>SW.AnyInhibitor= (boolean)是否任何单位都能做抑制者,覆盖上面那个。[TechnoType]>InhibitorRange= (integer - cells)抑制者的抑制范围。阵营国家限制现在可以设定超武的归属国家,如果另一个国家占领了这个国家的超武建筑,超武也不能够被占领国家使用。[SuperWeapon]>SW.RequiredHouses= (list of HouseTypes) 这个超武归属于那个国家。[SuperWeapon]>SW.ForbiddenHouses= (list of HouseTypes) 哪些国家不能用这个超武。辅助建筑在TS里NOD有一个叫化学飞弹的超武,这个超武必须要有另一个非超武建筑化学工厂(介绍是化学工厂生产化学飞弹)才能使用,化学工厂被称为辅助建筑,这个逻辑在ARES里得到了复原。[SuperWeapon]>SW.AuxBuildings= (list of BuildingTypes)这个超武需要这些建筑存在时才能使用。[SuperWeapon]>SW.NegBuildings= (list of BuildingTypes)这个超武在有这些建筑存在时不能使用。新增鼠标具体可以看鼠标指针[SuperWeapon]>Cursor= (cursor definition)可以释放时的鼠标,默认攻击鼠标指针[SuperWeapon]>NoCursor= (cursor definition)不能释放时的鼠标,默认禁止鼠标指针长期生效超武超武需要设置UseChargeDrain=yes[SuperWeapon]>SW.ChargeToDrainRatio= (float multiplier)此超武有效时间,默认为[General]>ChargeToDrainRatio[SuperWeapon]>SW.Unstoppable= (boolean)是否禁止手工停止,注意这个功能简直就是火风暴专用,用于别的超武会发生不可预期的效果花费[SuperWeapon]>Money.Amount= (integer - credits)超武开火时加钱,负数扣钱,默认0[SuperWeapon]>Money.DrainAmount= (integer - credits)火风暴扣钱,默认0[SuperWeapon]>Money.DrainDelay= (integer - frames)火风暴扣钱间隔动画/音效[SuperWeapon]>SW.Animation= (animation)目标地点的动画[SuperWeapon]>SW.AnimationHeight= (integer)动画高度[SuperWeapon]>SW.AnimationVisibility= (enumeration none|owner|allies|team|enemies|all)谁能看见动画[SuperWeapon]>SW.Sound= (sound)目标地点的声音[SuperWeapon]>SW.ActivationSound= (sound)超武成功触发的声音,如闪电风暴EVA事件[SuperWeapon]>EVA.Detected= (EVA event)超武建筑建造[SuperWeapon]>EVA.Ready= (EVA event)就绪[SuperWeapon]>EVA.Activated= (EVA event)启动[SuperWeapon]>EVA.Impatient= (EVA event)超武还不能释放[SuperWeapon]>EVA.InsufficientFunds= (EVA event)钱不够,默认EVA_InsufficientFunds[SuperWeapon]>EVA.SelectTarget= (EVA event)点超武图标时不想用就写none。信息提示(CSF)[SuperWeapon]>Message.Detected= (CSF label)探测到[SuperWeapon]>Message.Ready= (CSF label)就绪[SuperWeapon]>Message.Launch= (CSF label)发动[SuperWeapon]>Message.Activate= (CSF label)某超武产生效果,如闪电风暴[SuperWeapon]>Message.Abort= (CSF label)同类超舞已发动[SuperWeapon]>Message.InsufficientFunds= (CSF label)钱不够[SuperWeapon]>Message.FirerColor= (boolean)是否用玩家色显示信息,默认否[SuperWeapon]>Message.Color= (Color scheme)指定颜色,比Message.FirerColor=yes 权限低图标文本设定显示超舞状态的CSF。[SuperWeapon]>Text.Hold= (CSF label)没电[SuperWeapon]>Text.Ready= (CSF label)就绪[SuperWeapon]>Text.Charging= (CSF label)火风暴,尚未充能完毕[SuperWeapon]>Text.Active= (CSF label)火风暴,已激活[SuperWeapon]>Text.Preparing= (CSF label)准备中超级武器全局光[SuperWeapon]>Light.Enabled= (boolean)是否引起全局光改变,只支持第一超武[SuperWeapon]>Light.Ambient= (integer)环境亮度,太高会卡[SuperWeapon]>Light.Red= (integer)[SuperWeapon]>Light.Green= (integer)[SuperWeapon]>Light.Blue= (integer)颜色,一群蛋疼的家伙居然没有把RGB合成一个标签Action=SellUnit在TS里你可以把停在维修平台上的单位用变卖指令卖掉,在YR里如果你在超武上添加上面这个语句你也可以获得和TS那样的效果,但是存在问题,如果你卖掉坦克碉堡里的东西会导致IE,ARES修复了这个问题。不过我觉得这功能并没有什么卵用。Type=LightningStorm默认值:[SuperWeapon]►SW.Range= (float,integer)雷击范围。默认[General]►LightningCellSpread[SuperWeapon]►SW.Damage= (integer)伤害。默认[General]►LightningDamage[SuperWeapon]►SW.Warhead= (Warhead)弹头。默认[General]►LightningWarhead[SuperWeapon]►SW.Deferment= (integer frames)启动前准备帧数。默认[General]►LightningDeferment[SuperWeapon]►SW.ActivationSound= (Sound)闪电风暴激活声音[AudioVisual]►StormSound[SuperWeapon]►SW.AITargeting= (enum)AI瞄准模式。默认LightningStorm[SuperWeapon]►Light.*= (integer)设定光线效果 默认是地图的[Lighting]►Ion*特殊值:[SuperWeapon]►Lightning.Duration= (integer - frames)持续时间。默认[General]►LightningStormDuration,-1是无限长[SuperWeapon]►Lightning.RadarOutage= (integer - frames)受到SW.AffectsHouse影响的玩家的雷达关闭时间。默认[General]►LightningStormDuration[SuperWeapon]►Lightning.RadarOutageAffects= (enum)影响对象。默认enemies[SuperWeapon]►Lightning.HitDelay= (integer - frames)两个云放电的间隔。默认[General]►LightningHitDelay[SuperWeapon]►Lightning.ScatterDelay= (integer - frames)刷出云的间隔。默认[General]►LightningScatterDelay[SuperWeapon]►Lightning.ScatterCount= (integer)一次刷云产生的数目。默认Lightning.ScatterDelay ,0或负数导致只有中心雷击[SuperWeapon]►Lightning.Separation= (integer - distance)两个云之间的最小距离。默认[General]►LightningSeparation[SuperWeapon]►Lightning.PrintText= (boolean)是否会出现闪电风暴接近中的CSF。默认[General]►LightningPrintText[SuperWeapon]►Lightning.IgnoreLightningRod= (boolean)是否无视建筑避雷针LightningRod=yes。默认no[SuperWeapon]►Lightning.DebrisMin= (integer)一次最少产生碎片数。默认2[SuperWeapon]►Lightning.DebrisMax= (integer)最大。默认4[SuperWeapon]►Lightning.CloudHeight= (integer - leptons)云的高度,小于0的话会把云放在闪电表的第一个闪电上面[SuperWeapon]►Lightning.BoltExplosion= (Animation)雷击动画。默认 [General]►WeatherConBoltExplosion[SuperWeapon]►Lightning.Sounds= (list of Sounds)雷击声音。默认 [AudioVisual]►LightningSounds[SuperWeapon]►Lightning.Clouds= (list of Animation)云类型,不得缺少。默认[General]►WeatherConClouds[SuperWeapon]►Lightning.Bolts= (list of Animation)电类型,可以缺少。默认[General]►WeatherConBolts[SuperWeapon]►Lightning.Debris= (list of Animation)雷击产生的碎片类型[General]►MetallicDebrisBouncer=yes不得用于雷的动画,否则击中建筑立刻IEType=MultiMissile默认值:[SuperWeapon]►SW.Damage= (integer)伤害,负数则用payload的伤害。默认-1[SuperWeapon]►SW.Warhead= (Warhead)不写的话就用payload的弹头[SuperWeapon]►SW.ActivationSound= (Sound)核弹警告。默认[AudioVisual]►DigSound[SuperWeapon]►SW.AITargeting= (enum)AI瞄准参数。默认Nuke.[SuperWeapon]►Light.*= (integer)光线设定。差不多就是Light.Ambient=200,Light.Red=175,Light.Green=150,Light.Blue=125特殊值:[SuperWeapon]►Nuke.Payload= (Weapon)砸下来的核弹类型。默认nukepayload[SuperWeapon]►Nuke.TakeOff= (Animation)核弹起灰时候的动画。默认[General]►NukeTakeOff.Nuke.TakeOff=[SuperWeapon]►Nuke.PsiWarning= (Animation)心灵探测器探测到核弹的警告动画。默认PSIWARN.Nuke.PsiWarning=[SuperWeapon]►Nuke.SiloLaunch= (boolean)是否从核弹井发射,否的话弹头会直接落下核弹的一切起灰武器之类都要用子武器列表注册,总之要照抄原来的那套,ARES允许多个类型核弹井发射同一超武。Type=PsychicDominator默认值:[SuperWeapon]►SW.Range= (float,integer)控制范围。默认为[General]►DominatorCaptureRange[SuperWeapon]►SW.Damage= (integer)控制前伤害,负数是没伤害。默认[General]►DominatorDamage[SuperWeapon]►SW.Warhead= (Warhead)伤害弹头。默认[General]►DominatorWarhead[SuperWeapon]►SW.Deferment= (integer - frames)启动之前的延时。默认0[SuperWeapon]►SW.ActivationSound= (Sound)启动声音。默认[AudioVisual]►PsychicDominatorActivateSound[SuperWeapon]►SW.AITargeting= (enum)瞄准模式。默认PsychicDominator[SuperWeapon]►SW.AffectsHouse= (enum)影响对象。默认all[SuperWeapon]►SW.AffectsTarget= (enum)控制对象。默认infantry,units[SuperWeapon]►Light.*= (integer)颜色,默认是 [Lighting]►Dominator*Psychic特殊值:[SuperWeapon]►Dominator.FirstAnim= (Animation)尤里的大头动画。默认[General]►DominatorFirstAnim[SuperWeapon]►Dominator.FirstAnimHeight= (integer - leptons)大头高度。默认750[SuperWeapon]►Dominator.SecondAnim= (Animation)生效时候的动画。默认 [General]►DominatorSecondAnim[SuperWeapon]►Dominator.SecondAnimHeight= (integer - leptons)生效动画高度。默认0[SuperWeapon]►Dominator.FireAtPercentage= (integer)写整数。表示在这个百分比的大头动画播放完毕时候控制生效,默认[General]►DominatorFireAtPercentage[SuperWeapon]►Dominator.ControlAnim= (Animation)被控制的单位头上的圆圈。默认[CombatDamage]►PermaControlledAnimationType[SuperWeapon]►Dominator.Capture= (boolean)是否可以控制。默认可以[SuperWeapon]►Dominator.Ripple= (boolean)是否使用波纹效果[SuperWeapon]►Dominator.CaptureMindControlled= (boolean)是否可以控制已经被控制的单位。默认是[SuperWeapon]►Dominator.CapturePermaMindControlled= (boolean)是否控制已经被控制器永久控制的单位。默认是[SuperWeapon]►Dominator.CaptureImmuneToPsionics= (boolean)是否可以强行控制免疫的单位。默认否[SuperWeapon]►Dominator.PermanentCapture= (boolean)是否永久。默认是,不得再控制回去Type=ChronoSphere超时空需要 ChronoWarp以生效默认值:[SuperWeapon]►SW.Range= (float,integer)[SuperWeapon]►SW.Animation= (Animation)[SuperWeapon]►SW.AnimationHeight= (integer)[SuperWeapon]►SW.AITargeting= (enum)[SuperWeapon]►SW.AffectsHouse= (enum)[SuperWeapon]►SW.AffectsTarget= (enum)废话不说了,默认值自己看原版[SuperWeapon]►SW.PostDependent= (super weapon)超时空的副超武,默认超舞列表的第一个ChronoWarp类特殊值:[SuperWeapon]►Chronosphere.BlastSrc= (Animation)起始点动画。默认[General]►ChronoBlast[SuperWeapon]►Chronosphere.BlastDest= (Animation)目标点动画。默认[General]►ChronoBlastDest[SuperWeapon]►Chronosphere.ReconsiderBuildings= (boolean)是否移动车辆变成的建筑。默认移动[SuperWeapon]►Chronosphere.KillOrganic= (boolean)是否杀兵。默认yes,no的话步兵也可超时空[SuperWeapon]►Chronosphere.KillTeleporters= (boolean)是否杀Teleporter=yes的单位。默认no[SuperWeapon]►Chronosphere.AffectsIronCurtain= (boolean)是否可以移动铁幕单位。默认no[SuperWeapon]►Chronosphere.AffectsUnwarpable= (boolean)是否受Warpable=no影响。默认yes[SuperWeapon]►Chronosphere.AffectsUndeployable= (boolean)是否影响可以打包的建筑,如果yes,建筑会像车辆一样找最近的空地着陆。默认no[SuperWeapon]►Chronosphere.BlowUnplaceable= (boolean)是否摧毁超时空失败的建筑。默认yes现在可以直接移动一般建筑,其他规则同上。这里还是有问题,超时空的机场不允许生产飞机,探照灯会留在原地。Type=ChronoWarp这个超武一切参数只有AI瞄准,鼠标动作和圆圈大小有效,因为是个承载性质的超武。 Type=IronCurtain&Type=ForceShield铁幕和力盾的区别就是目标颜色,指定为力盾的超武使用力盾参数。默认值:[SuperWeapon]►SW.Range= (float,integer)[SuperWeapon]►SW.Animation= (Animation)[SuperWeapon]►SW.AnimationHeight= (integer)[SuperWeapon]►SW.AITargeting= (enum)[SuperWeapon]►SW.AffectsHouse= (enum)[SuperWeapon]►SW.AffectsTarget= (enum)[SuperWeapon]►SW.RequiresTarget= (enum)[SuperWeapon]►SW.RequiresHouse= (enum)特殊值:[SuperWeapon]►Protect.Duration= (integer - frames)持续时间。默认[General]►ForceShieldDuration和[CombatDamage]►IronCurtainDuration[SuperWeapon]►Protect.PowerOutage= (integer - frames)掐电时间。护盾默认[General]►ForceShieldBlackoutDuration,其他0[SuperWeapon]►Protect.PlayFadeSoundTime= (integer - frames)消失声音在彻底消失之前若干帧开始播放[SuperWeapon]►SpecialSound,必须小于Protect.Duration。护盾默认[General]►ForceShieldPlayFadeSoundTime,其他0Type=GeneticConverter默认值:[SuperWeapon]►SW.Range= (float,integer)如果设定Mutate.Explosion=yes会被无视[SuperWeapon]►SW.Damage= (integer)[SuperWeapon]►SW.Warhead= (Warhead)[SuperWeapon]►SW.Animation= (Animation)[SuperWeapon]►SW.AnimationHeight= (integer)[SuperWeapon]►SW.Sound= (Sound)[SuperWeapon]►SW.AITargeting= (enum)[SuperWeapon]►SW.AffectsHouse= (enum)[SuperWeapon]►SW.AffectsTarget= (enum)设定只能影响 land 或water 的目标,不能写单位名称,默认all特殊值:[SuperWeapon]►Mutate.Explosion= (boolean)如果是,就用damage和warhead造个爆炸,无视其他,否的话就用SW.Warhead杀兵,无视比例和免疫系统。默认[General]►MutateExplosion[SuperWeapon]►Mutate.IgnoreCyborg= (boolean)是否无视电子人Cyborg=yes,Mutate.Explosion=yes则无视。默认no[SuperWeapon]►Mutate.IgnoreNotHuman= (boolean)是否影响NotHuman=yes set,如果 Mutate.Explosion=yes无视。默认no[SuperWeapon]►Mutate.KillNatural= (boolean)是否直接地杀死Natural=yes,用弹头SW.Warhead。默认yes,在有那啥啥代码的时候被无视Type=ParaDrop&Type=AmerParaDrop注意:Type=AmerParaDrop只能有一个默认值:[SuperWeapon]►SW.AITargeting= (enum)默认AI瞄准类型为ParaDrop旧式空降只能用步兵,坦克填写进去的话会强制用一个步兵类型单位,要有效降坦克,必须用ARES专用代码。不定义类型的话,会用国家和阵营的设定。旧版INI只支持三阵营和美国的默认步兵设定,要降坦克必须用ARES代码重设定,原版的四类全局代码可以删除,改成阵营局部设定。原版删除会IE,ARES可以放心。特殊值:[SuperWeapon]►ParaDrop.Types= (list of InfantryTypes and/or VehicleTypes)单位类型。对于Type=AmerParaDrop默认为AmerParaDropInf=[SuperWeapon]►ParaDrop.Num= (list of integers)每个单位的数字。对于Type=AmerParaDrop默认AmerParaDropNum=[SuperWeapon]►ParaDrop.Aircraft= (AircraftType)默认飞机和国家相同[SuperWeapon]►ParaDrop.Count= (integer - number of planes)飞机数目默认1,可以单独设定超武的每一个飞机[Superweapon]►ParaDrop.ID.PlaneX.*=ID 是国家或阵营名 X 是正整数,起始点 2 终点是飞机数目 Count。第一架飞机不要用 PlaneX ,如果要,设定所有阵营,ID不写这个功能就是比如第一个飞机是入侵者第二个飞机是黑鹰第三个是运输机[Superweapon]►Paradrop.Country.PlaneX.*=国家设定[Superweapon]►Paradrop.Side.PlaneX.*=阵营设定X[Superweapon]►Paradrop.PlaneX.*= 超武默认飞机X[Superweapon]►Paradrop.Country.*= 国家默认飞机X[Superweapon]►Paradrop.Side.*= 阵营默认飞机X[Superweapon]►Paradrop.*= 超武的默认飞机[Country]►Paradrop.*=国家默认飞机[Side]►Paradrop.*= 阵营默认飞机[General]►*=全局默认飞机Type=ParaDrop和Type=AmerParaDrop只有一些默认值的区别,AI都会使用。Type=SpyPlane默认值:[SuperWeapon]►SW.AITargeting= (enum)特殊值:[SuperWeapon]►SpyPlane.Type= (AircraftType)飞机类型[SuperWeapon]►SpyPlane.Count= (integer)数量[SuperWeapon]►SpyPlane.Mission= (mission)执行任务(Guard, Attack, Move, etc)。默认pyPlane_ApproachType=PsychicReveal默认值:[SuperWeapon]►SW.Range= (float,integer)使用-1的时候直接开全图,并且不需要手动点。[SuperWeapon]►SW.Sound= (Sound)[SuperWeapon]►SW.AITargeting= (enum)Type=SonarPulse可以揭露隐形单位。默认值:[SuperWeapon]►SW.Range= (float,integer)[SuperWeapon]►SW.AITargeting= (enum)[SuperWeapon]►SW.AffectsHouse= (enum)[SuperWeapon]►SW.AffectsTarget= (enum)特殊值:[SuperWeapon]►SonarPulse.Delay= (integer - frames)持续多少帧,默认60Type=GenericWarhead在指定地点引爆一个弹头。默认值:[SuperWeapon]►SW.Damage= (integer)[SuperWeapon]►SW.Warhead= (warhead)[SuperWeapon]►SW.AITargeting= (enum)如果要让超武打发射建筑就别忘了给建筑设置DamageSelf=yes(就像核弹井),这有个毛用,一帮蛋疼。Type=UnitDelivery在指定地点投放单位,类似空降仓。默认值:[SuperWeapon]?SW.Deferment= (integer - frames)单位丢上来之前的延迟,默认20[SuperWeapon]?SW.ActivationSound= (Sound)[SuperWeapon]?SW.AITargeting= (enum)特殊值:[SuperWeapon]?Deliver.Types= (list of TechnoTypes)丢出来的单位,建筑也可以[SuperWeapon]?Deliver.Buildups= (boolean)丢建筑出来是否播放建造动画。默认否这个语句在0.C被移除了,现在总是会播放建造动画[SuperWeapon]?Deliver.Owner= (enum invoker|neutral|special|civilian)丢出来的单位归属谁。默认超武发射者Type=Firestorm这是个从TS恢复过来的超武,当启动这个超武时,将会激活火风暴围墙,其能量场可以摧毁任何从上面越过的东西包括炮弹(注意,如果在抛射体上有IgnoresFirestorm=yes(SubjectToFirewall已经被移除了,注意)的话可以穿过)。有Firestorm.Wall=yes的建筑将会被视为火风暴围墙并且自动连接。该超武一旦激活,其维持时间由SW.ChargeToDrainRatio控制,直到能量耗尽重新进入充能状态,你也可以手动关闭它以防浪费,具体请参考上面的Charge/Drain部分,你也可以在ModEnc获得更多信息。如果一个单位有IgnoresFirestorm=yes,那么当单位通过的时候不会炸。如果单位被摧毁了,乘员不会被驱逐出来(大概是直接躺)。 定义一个东西为火风暴围墙 [BuildingType]?Firestorm.Wall= (boolean)这个建筑是否是火风暴围墙,默认否 全局设定 [CombatDamage]?FirestormWarhead= (Warhead)这个弹头用于启动的火风暴摧毁单位时使用。不能写none否则爆炸。默认是[General]?C4Warhead [General]?DamageToFirestormDamageCoefficient= (double - multiplier)这个值乘以火风暴对单位造成的伤害将会反映到火风暴的持续时间,换句话说就是火风暴将会减少使用时间当火风暴摧毁单位的时候,这个值越高,火风暴摧毁单位后减少的持续时间越多。默认0.0,摧毁单位时不会减少持续时间。TS里的值为0.1 以下4条语句用来定义火风暴的动画: [AudioVisual]?FirestormActiveAnim= (AnimationType)火风暴启动后的节点动画,使用建筑色盘。默认GAFSDF_A[AudioVisual]?FirestormIdleAnim= (AnimationType)启动后时不时冒出来的火柱。默认FSIDLE[AudioVisual]?FirestormGroundAnim= (AnimationType)干掉地面单位后产生的火柱。默认FSGRND[AudioVisual]?FirestormAirAnim= (AnimationType)干掉空中单位后产生的火柱,默认FSAIR 地图触发 92和93号触发可以无条件启动或关闭火风暴,并且无限保持在启动状态,不过如果提供火风暴的建筑被摧毁或者因为其他原因,火风暴会像往常一样关闭。触发只能用于非玩家阵营。 注意:AI不会用这个超武。Type=HunterSeeker 狩猎者狩猎者超武是从TS里恢复过来的,这个超武启动时会从建筑飞出一个单位,把地图上任意东西撞爆,可能是步兵,可能是载具,也可能是建筑,如果把基地撞爆就搞笑了,总之是个很蛋疼的超武。译者注:HunterSeeker必需是个载具类的单位而不是飞机类的单位,此外,经过测试,该单位的主武器将会作为撞击的武器,这点将使该超武变得更可控。默认值:[SuperWeapon]►SW.MaxCount= (integer)当拥有多个发射建筑时,一次能够发射最多几个狩猎者,例如设置为5时即使你有10座发射建筑,一次也只能发射最多5个,低于5个发射建筑还是以发射建筑数量为准发射相同数量的狩猎者。默认为1[SuperWeapon]►SW.AITargeting= (enum)默认无目标[SuperWeapon]►SW.AffectsHouse= (enum)默认敌人[SuperWeapon]►SW.AffectsTarget= (enum)默认全部[SuperWeapon]►EVA.Detected= (EVA event)默认EVA_HunterSeekerDetected[SuperWeapon]►EVA.Ready= (EVA event)默认EVA_HunterSeekerReady[SuperWeapon]►EVA.Activated= (EVA event)默认EVA_HunterSeekerLaunched[SuperWeapon]►Text.Ready= (CSF label)默认TXT_RELEASE特殊值:[SuperWeapon]►HunterSeeker.Buildings= (list of BuildingType)能够发出狩猎者的建筑,可以不是挂载超武的建筑,如果没有建筑可以发出的话那么狩猎者无法发出且超武不会重新计时。默认[SpecialWeapons]►HSBuilding[SuperWeapon]►HunterSeeker.Type= (VehicleType)释放出去的单位,覆盖默认值。默认是这个阵营的HunterSeeker(在新增阵营板块)[SuperWeapon]►HunterSeeker.RandomOnly= (boolean)是否所有敌人单位都能成为狩猎者的目标,如果不是, 非平民目标会成为多人游戏中玩家的首选,如果没有首选目标, 那么就会选择一个随机的目标进行攻击。默认否如何设置狩猎者和攻击目标请去阵营与国家看。关于狩猎者狩猎者在TS里是一种飞行类单位并且有HunterSeeker=yes的设置,它由狩猎者超武发出,具体的请去ModEnc查看。[SpecialWeapons]►HSBuilding= (list of BuildingTypes)能够发出狩猎者的建筑,不一定必须是挂载狩猎者超武的建筑。默认none, TS使用的是GAPLUG,NATMPL Type=DropPod这个神奇的超武是从TS里来的,使用这个超武时会有一堆套子从天而降并且对地面进行射♂击,然后从里面跑出一个个兄贵。默认值:[SuperWeapon]►SW.AITargeting= (enum)默认ParaDrop[SuperWeapon]►EVA.Detected= (EVA event)默认EVA_DropPodDetected[SuperWeapon]►EVA.Ready= (EVA event)默认EVA_DropPodReady[SuperWeapon]►EVA.Activated= (EVA event)默认EVA_DropPodActivated特殊值:[SuperWeapon]►DropPod.Types= (list of InfantryTypes)空降仓里的兄贵类型,只能是步兵,可以设多个,出来的可能性都是一样的。默认为[General]►DropPodTypes[SuperWeapon]►DropPod.Veterancy= (float)出来的兄贵等级,这个值可以取0.0到[General]►VeteranCap定义的值。默认2.0(老兵)[SuperWeapon]►DropPod.Minimum= (integer)丢下来的套子的最小数量。默认[General]►DropPodMinimum[SuperWeapon]►DropPod.Maximum= (integer)丢下来的套子的最大数量。默认[General]►DropPodMaximum这个超武必须放在空地上才能让部队有效着陆,如果释放失败,没有释放出去的部队将会储存到下一次空降仓内。Type=EMPulse这个超武是从TS里移植的,有点类似于一般武器,不但有攻击范围,还有各种和一般武器类似的特性。默认值:[SuperWeapon]►SW.RangeMinimum= (float - cell range)攻击最小范围。默认0[SuperWeapon]►SW.RangeMaximum= (float - cell range)最大范围。默认-1,无限大[SuperWeapon]►SW.MaxCount= (integer)发射武器的最大数量,负数即有无限发。默认1[SuperWeapon]►SW.AITargeting= (enum)默认AI不会用特殊值:[SuperWeapon]►EMPulse.Cannons= (list of BuildingType)指定这个建筑作为EMP炮的发射器,如果不设定,所有EMPulseCannon=yes的建筑都会被认定为发射器,需要注意,使用EMP炮的所有建筑都必须设置主武器。默认none[SuperWeapon]►EMPulse.TargetSelf= (boolean)是否打自己,和死亡武器很类似,如果要成功发射,必须设置DamageSelf=yes,卧槽什么蛋疼功能。默认否[SuperWeapon]►EMPulse.Linked= (boolean)是否当仅一门炮需要满足发射范围,其他炮是否满足发射范围也无所谓,只有在SW.MaxCount超过1时才会表现出来,区别在于这门炮可以只作为指示者,不必要参与开火。默认否[SuperWeapon]►EMPulse.PulseBall= (Animation)发射武器前在炮口FLH位置表现的准备动画,写none可以禁用。默认PULSBALL[SuperWeapon]►EMPulse.PulseDelay= (integer - frames)发射前的延迟,默认32。发射表现为EMP炮瞄准目标,炮口产生准备动画,然后发射出一个炮弹打击指定地点,该建筑实际上没有真正地开火,武器的效果也是无效的。如果EMPulse.TargetSelf=yes,一个炮弹会立即引爆在所有EMP炮的位置,当然,这些建筑实际上也没有真正地开火。如果建筑有EMPulseCannon=no被放进EMPulse.Cannons,这个建筑会很正常地发射它的主武器,不需要充能和检测发射范围。你可以把ini文件拆成好几份然后用这玩意儿整合。[#include]把[#include]建在rulesmd.ini然后这样写:[#include]1=rules_sw.ini2=rules_vehicles.ini3=rules_buildings.ini4=rules_aircraft.ini5=rules_infantry.ini如果在rulesmd和rules_infantry都有相同代码,rules_infantry优先使用。子ini文件名怎么写都可以。除了ra2md.csf,游戏还会载入stringtable00.csf到stringtable99.csf并且优先级更高。你也能直接在ini里用NOSTR:prefix命名,比如,UIName=NOSTR:Sonar Pulse会被显示为“Sonar Pulse”,尽管如此,这玩意儿(包括prefix)不能超过31个。CSF条目最大能写20000条。 从128个字符的限制提升到512个。expandmd##.mix会被优先载入,以此覆盖langmd.mix。游戏现在能直接读取WAV文件,也就是说没有必要再打包进BAG了,声音必须在soundmd.ini写(不需要.wav后缀),在0.A中,打包进MIX里也可以被读取。现在不用在sb里用压缩保存mouse.sha也能用了,在原版如果你不用这种方法保存mouse.sha就会糊成一坨。重要:没有成功实现(啥?)在Snowmd.ini里写:[General]►Medians=71按照它设置就是,否则创建城区出错。尤里的复仇只读取audio.idx和audio.bag,否则modder就只能在包含原本音频文件的bag里进行添加,或者依靠直接将音频文件丢在文件夹下。ARES现在支持多个bag文件读取,这样可以更方便地整理音频文件,你可以把所有的新增音频放进一个独立的bag文件。首先audio.idx是最先读取的,然后是audio01.idx到audio99.idx,编号对应同样命名的bag文件。长话短说吧,alexb让影片列表能够更加灵活的编辑了。ra2md.ini里会有一个[UnlockedMovies]来掌控玩家已经解锁了哪些影片。然后呢,为了使用这个逻辑,你需要新建一个ini,叫做moviemd.ini,然后加一个叫做[Movies]的注册表,把所有的影片文件名注册进去,不带.bik后缀。这样的话影片就能够正常的显示在游戏里那个影片列表里。对于所有的影片可以进行两条设置。[MovieFilename]>Description= (CSF label) 在影片列表中显示的名字。必须设置。[MovieFilename]>Unlockable= (boolean) 这个影片是否不会一直显示在影片列表中,如果设置为no,那么就会一直显示,就像开场影片那样。默认yesAlexB给你们写的示范:; Assume INTRO.BIK and BRIEF01.BIK exist[Movies]0=INTRO1=BRIEF01[INTRO]Description=Name:IntroMovieUnlockable=no[BRIEF01]Description=Name:MissionName01现在截图出PCX而不是BMP,PCX比BMP更小且支持更广泛。如果你的战役数量超过默认数量,你可以选择使用TS风格的战役列表。ARES能随意定制战役数量,在battlemd.ini里的非测试地图都会展现在下面的列表里,由Description=来定义。在uimd.ini:[UISettings]►CampaignList= (boolean)允许使用这种列表,默认否[UISettings]►ShowDebugCampaigns= (boolean)在战役列表里显示DebugOnly=yes设置的地图. 默认否自定义战役于battlemd.ini:[Battle]►HoverSound= (sound)选择战役的时候出现这种声音。默认 AlliedCampaignSelect,SovietCampaignSelect和BootCampSelect[Battle]►Summary= (CSF label)展现战役介绍在难度条下面战役载入文本颜色YR一直用红色作为战役载入文本的颜色,现在能用这个missionmd.ini标签自定义。[Mission]►LoadScreenText.Color= (Color scheme)使用[Colors]列表里的颜色,比如LoadScreenText.Color=AlliedLoad主题音乐现在每个单人任务或遭遇战都可以自定义载入时的主题音乐,需要用记事本打开地图自己写进去。[Basic]►LoadingTheme= (theme id)载入任务时的音乐(必须用thememd.ini里写的),写none就是没音乐。默认是LOADING[Country]►LoadingTheme= (theme id)用该国家玩遭遇战时的载入音乐。默认是LOADING-CD 免CD-NOLOGO 不载入EASB的LOGO-LOG 产生debug.log日志文件-LOG-CSF 把csf缺失写进去-STRICT 把ie写进去-AI-CONTROL 允许玩家控制AI-AFFINITY:N 用以控制游戏会选择哪个CPU运行,尚未完全实装不推荐使用。N代表组合数。可以弄4个任务入口,自定义于uimd.ini。 把X换成1234来使用 [UISettings]►CampaignX= (battle)按按钮从哪关开始,必须在battle.ini里有,如果要隐藏按钮就写CampaignX=no。默认ALL1,SOV1,TUT1或norespectively [UISettings]►CampaignX.Image= (filename, *including* the .shp extension)按钮的样子,大小260x136,可参考fsalg.shp。默认fsalg.shp或fsslg.shp [UISettings]►CampaignX.Palette= (filename, *including* the .pal extension)色盘。默认fsalg.pal,fsslg.pal或fsbclg.pal [UISettings]►CampaignX.Subline= (CSF label)按钮下方的CSF。默认为STT:AlliedCampaignIcon,STT:SovietCampaignIcon或STT:CampaignAnimTutorial [UISettings]►CampaignX.Tooltip= (CSF label)把鼠标放在按钮上底部工具条显示的CSF。默认为CampaignX.Subline 要调整把鼠标放在按钮上的语音参见战役列表的HoverSound=在uimd.ini里改,可以定制16种:[Colors]►Count= (integer)要显示的颜色数,8-16[Colors]►SlotX.DisplayColor= (R,G,B)第几个颜色显示的颜色[Colors]►SlotX.ColorScheme= (Color scheme)在rulesmd的[Colors]定义配色方案的名称[Colors]►SlotX.Tooltip= (CSF label)底部工具条显示的CSFSlot ID MenuColor ColorScheme ToolTip NoteSlot1 221,226,13 Gold STT:PlayerColorGoldSlot2 255,25,25 DarkRed STT:PlayerColorRedSlot3 42,116,226 DarkBlue STT:PlayerColorBlueSlot4 62,209,46 DarkGreen STT:PlayerColorGreenSlot5 255,160,25 Orange STT:PlayerColorOrangeSlot6 50,215,230 DarkSky STT:PlayerColorSkyBlueSlot7 149,40,189 Purple STT:PlayerColorPurpleSlot8 255,154,235 Magenta STT:PlayerColorPinkSlot9 148,93,239 NeonBlue STT:PlayerColorLilacSlot10 115,255,231 LightBlue STT:PlayerColorLightBlueSlot11 255,239,99 Yellow STT:PlayerColorLimeSlot12 8,195,90 Green STT:PlayerColorTealSlot13 189,85,0 Red STT:PlayerColorBrownSlot14 128,128,128 Grey STT:PlayerColorCharcoal(others) 255,255,255 LightGrey NOSTR:Observer 96,96,96 LightGrey STT:PlayerColorObserverARES开发者:谨慎使用!在ares.ini里添加如下:[Graphics.Advanced]DirectX.Force= (hardware|emulation)While hardware is the default, emulation has the same effect as the special ddraw.dll which made the games faster by not drawing the effects that aren’t supported by software emulation.emulation is not available on Windows Vista and later. Ares defaults to hardware on such systems.Ares.ini is not intended to be included or edited by mods, as this file may include various other settings in future that the end-user wishes to set themselves. Launch Base does not permit mods to include ares.ini, and also provides its own interface to allow the user to modify the above graphical settings.不翻译,自己理解,菜逼就不要玩这个了。 IE时就会改变except.txt的内容,ARES对此进行了增强。except.txt可以附带产生时间来防止现有的except.txt被 编辑于 2023-05-30 22:52・IP 属地河南NP文​赞同​​添加评论​分享​喜欢​

Ares | God, Myths, Siblings, Family, & Facts | Britannica

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Which Greek deity besides Ares was usually assigned to the sphere of war?

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Who was Ares?Ares was the ancient Greek god of war or, more properly, the spirit of battle. He represented the distasteful aspects of brutal warfare and slaughter. Ares was never very popular, and his worship was not extensive in Greece.What was Ares's relation with Aphrodite?Ares was associated with Aphrodite from the earliest times; in fact, Aphrodite was known locally (e.g., at Sparta) as a war goddess, apparently an early facet of her character. Occasionally, Aphrodite was Ares’ legitimate wife.Who were the parents of Ares?From at least the time of Homer, Ares was established as the son of the chief god, Zeus, and Hera, his consort. Ares was one of the Olympian deities.Which Greek deity besides Ares was usually assigned to the sphere of war?Zeus, the chief god, specifically assigns the sphere of war to Ares, the god of war, and Athena. Athena’s moral and military superiority to Ares derives in part from the fact that she represents the intellectual and civilized side of war and the virtues of justice and skill, whereas Ares represents blood lust.relief of Mars UltorRelief of Mars Ultor, 26–14 bce; in the Cleveland Museum of Art.(more)Ares, in Greek religion, god of war or, more properly, the spirit of battle. Unlike his Roman counterpart, Mars, he was never very popular, and his worship was not extensive in Greece. He represented the distasteful aspects of brutal warfare and slaughter. From at least the time of Homer—who established him as the son of the chief god, Zeus, and Hera, his consort—Ares was one of the Olympian deities; his fellow gods and even his parents, however, were not fond of him (Iliad, Book V, 889 ff.). Nonetheless, he was accompanied in battle, by his sister Eris (Strife) and his sons (by Aphrodite) Phobos and Deimos (Panic and Rout). Also associated with him were two lesser war deities: Enyalius, who is virtually identical with Ares himself, and Enyo, a female counterpart.AresAres, classical sculpture; in the National Roman Museum, Rome.(more)Ares’ worship was largely in the northern areas of Greece, and, although devoid of the social, moral, and theological associations usual with major deities, his cult had many interesting local features. At Sparta, in early times, at least, human sacrifices were made to him from among the prisoners of war. In addition, a nocturnal offering of dogs—an unusual sacrificial victim, which might indicate a chthonic (infernal) deity—was made to him as Enyalius. During his festival at Geronthrae in Laconia, no women were allowed in the sacred grove, but at Tegea he was honoured in a special women’s sacrifice as Gynaikothoinas (“Entertainer of Women”). At Athens he had a temple at the foot of the Areopagus (“Ares’ Hill”).

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A Study of Greek and Roman Mythology

What did the ancient Greeks say about Scorpio?Scorpius is the eighth sign of the zodiac and is said to govern the period from about October 24 to November 21. (more)See all videos for this articleThe mythology surrounding the figure of Ares is not extensive. He was associated with Aphrodite from earliest times; in fact, Aphrodite was known locally (e.g., at Sparta) as a war goddess, apparently an early facet of her character. Occasionally, Aphrodite was Ares’ legitimate wife, and by her he fathered Deimos, Phobos (who accompanied him into battle), Harmonia, and—as first told by Simonides in the 6th century bce—Eros, god of love. By Aglauros, the daughter of Cecrops, he was the father of Alcippe. He was the sire of at least three of Heracles’ adversaries: Cycnus, Lycaon, and Diomedes of Thrace. On vases, Ares is usually the typical armed warrior. The Parthenon frieze contains a group of Olympians, among whom Ares, in unwarlike garb, has been tentatively identified. He also appears on the great frieze of the altar at Pergamum. The Editors of Encyclopaedia BritannicaThis article was most recently revised and updated by Meg Matthias.

Ares和Eris是什么关系? - 知乎

Ares和Eris是什么关系? - 知乎首页知乎知学堂发现等你来答​切换模式登录/注册游戏音响监听音箱Ares和Eris是什么关系?关注者1被浏览970关注问题​写回答​邀请回答​好问题​添加评论​分享​1 个回答默认排序知乎用户​没什么太大的关系.Ares是阿瑞斯,希腊神话的战神,宙斯和赫拉的儿子,雅典娜的兄长和敌人(经常充当反派).Eris是纷争女神厄里斯,辈分上可以算是比阿瑞斯大多了.她母亲黑夜女神倪克斯是最早的混沌神卡俄斯的女儿,同时也是原初神之一.混沌神卡俄斯的双胞胎妹妹就是大地女神盖亚,盖亚独自生了天神乌拉诺斯(好像是身体一部分变的),并和他结合(希腊神话中.乱...伦....很常见)成为第一代希腊神,并生下了十二提坦神,由于乌拉诺斯越来越残暴,盖亚也受不了了,于是就密谋让小儿子克罗诺斯用镰刀阉割(没错字面含义)并推翻了父亲乌拉诺斯,之后克罗诺斯在地狱囚禁了除了十二泰坦神外的其他乌拉诺斯的子嗣(独眼巨人和百手巨人),然后和他的妹妹瑞亚结合生下了宙斯波塞冬哈迪斯赫拉德墨忒耳赫丝堤这几个大众最熟悉的希腊神中的长辈(其他耳熟能详的希腊神的大多是大种马宙斯的儿女).乌拉诺斯被推翻后升了天并永不下地(毕竟他就是天神),临走时他诅咒克罗诺斯也会被自己的孩子推翻,于是克罗诺斯感到了畏惧,就生吞了他的孩子们,但是宙斯在母亲瑞亚的庇护下逃过了一劫,后来宙斯设计让克罗诺斯吐出了他的兄弟姐妹并推翻了克罗诺斯神位,之后泰坦神都被关押在地狱(当然除了瑞亚).后来泰坦神还造过反,他们怂恿自己的子嗣泰坦巨人们去造反(他们自己被囚禁了,只能远程遥控了),首领是爱泼特斯(十二泰坦神之一)的儿子阿忒拉斯,宙斯们眼看快输了,就放出了被克罗诺斯囚禁的乌拉诺斯的子嗣们--独眼巨人和百手巨人.扭转了败局.之后所有的泰坦也都被囚禁到地狱里了,除了3个:阿忒拉斯被罚去顶天,赫拉克勒斯的故事有一个就是关于他去求助阿忒拉斯并帮他顶天的.以及阿忒拉斯的2个没有参与叛乱的儿子,这两兄弟就是大名鼎鼎的哥哥普罗米修斯和弟弟埃庇米修斯(他老婆就是潘多拉).然后说回黑夜女神倪克斯.就连盖亚都和宙斯闹翻了,毕竟宙斯推翻了她最爱的儿子克罗诺斯,所以她还生出了大名鼎鼎的恶魔之王堤丰去造反(堤丰希腊神话中大部分怪物的父亲,比如九头蛇海德拉奇美拉斯芬克斯地狱三头犬等等),虽然一度打断宙斯的手脚,但是最后还是被宙斯扔雷风筝掉了.但是倪克斯却是宙斯最敬重的神,几乎没有之一,在某些希腊神话体系中,她还是宙斯的养母,是至高女神,地位超然.所以严格说来,厄里斯是宙斯的表姑表姨一辈了.辈分算比较高的至于厄里斯在神话里的主要戏份就是拿出了金苹果引发了几个女神之间的纷争并最终爆发了特洛伊战争.顺便说一下,圣斗士中最后的睡神和死神以及冥河船夫卡戎其实也都是黑夜女神倪克斯的儿子,也就是厄里斯的兄长.而克罗诺斯另外还有一个不是和瑞亚生儿子叫喀戎(和卡戎比较像但不是同一个人),就是赫拉克勒斯的半人马老师,同时也是很多希腊英雄的老师(比如阿克琉斯伊阿宋俄耳甫斯等等).是个大名鼎鼎的贤者.他最后以自己的永生为代价代替了受难普罗米修斯,之后被宙斯升了天成为了半人马星座.编辑于 2020-06-05 16:40​赞同​​添加评论​分享​收藏​喜欢收起​​

【渣翻】DDD词条:阿瑞斯(Ares) - 知乎

【渣翻】DDD词条:阿瑞斯(Ares) - 知乎切换模式写文章登录/注册【渣翻】DDD词条:阿瑞斯(Ares)羟基氧民科译自K. van der Toorn, B. Becking and P.W. van der Horst (eds.), Dictionary of Deities and Demons in the Bible² (Leiden, 1999), pp. 85-88.本词条编者:Jan BremmerI. 阿瑞斯是希腊的战争之神,其名亦可代表其他神祇的战士一面,比如宙斯·阿瑞奥斯(→Zeus Areios),雅典娜·阿瑞亚(→Athena Areia),阿芙洛狄忒·阿瑞亚(→Aphrodite Areia)以及,在迈锡尼时期似乎就有的赫尔墨斯·阿瑞阿斯(→Hermaas Areias)(Burkert 1985:169)。在《圣经》中他可能作为含神专名的元素存在于阿瑞奥帕戈斯山(Areopagus)之名中(Acts 17)。此名已出现于线形文字B中,作Are(KN Fp 14),但其词源有争议。或许它是一个古代的抽象名词,意为“战斗群体,战争”(throng of battle, war)(Burkert 1985:169,但亦参Peters 1986: 371-375)。阿瑞斯之名在希腊文学中经常与埃倪阿利奥斯(Enyalios),另一位古老的战神无差别地替换,但是在宗教崇拜中他们明确分离,如已在迈锡尼时期的那样(Graf 1985: 266-267)。阿瑞斯在斯基提亚(Herodotus 4.59-62),小亚细亚(Robert, Hellenica VII.69-70; X.72-78, 214 note 5; XIII.44; 1966, 91-100),阿拉伯半岛和叙利亚(Seyrig 1970; Augé 1984)与当地战神等同,罗马人将其等同于马尔斯。II. 阿瑞斯是最优秀的战士(the warrior par excellence),这特别是体现于他更加凶残与毁灭性的形象以及他是唯一一个在特洛伊战场上像凡人一样战斗的神。荷马将他描绘为一位年轻、强壮、高大与迅捷的神;简言之,他拥有古风时期战士的一切理想特质,这些古风时期战士被称为他的“侍从”(therapontes, ozoi:Maader 1979:1254-1255)[译注:ozoi 直译是“苗裔”]。但他也是“人类的毁灭者”(Il. 5.31)以及“孤军战士的非理性”(“Unvernunft des Nur-Kriegers”)的化身(Maader 1979:1251)。正如宙斯所说:“你是所有奥林波斯神中我最恨的小厮,你心里喜欢的只有吵架、战争和斗殴。”(Il. 5.890-1)。具有代表性的一个神话是,当西叙福斯成功囚禁死神(→Thanatos)并因此使人类停止死亡时,是阿瑞斯解救了死神,如埃斯库罗斯在其Sisyphus Drapetes 中所述(见S. Radt, Tragicorum Graecorum fragmenta [vol.3 Aeschylus: Göttingen 1985] 337)。正是阿瑞斯作为狂怒与毁灭的战士的角色或许可以解释为什么巫师-医师(magic-healers)将一些病归咎于阿瑞斯附身(Hippocrates, Sacred Disease 4)以及为什么索福克勒斯(Oedipus Rex 190)可以将阿瑞斯等同于瘟疫。阿瑞斯是一位不可或缺的神,但同时他的杀人者角色使他不受欢迎。特别是后者涌现于神话与仪式中时。神话说阿瑞斯生于色雷斯(Thrace)(Il. 13.301; Od. 8.361),这一国度被认为是一个蛮荒之地,虽然不正确;这里也有他的坟墓(Ps-Clement, Recogn. 10.24)。他与狄奥倪索斯(→Dionysos)相似,都出生于色雷斯,这表明希腊人喜欢将负面形象置于自身文化以外,而非表明这些神真的原本是异族神。他的父亲是宙斯,母亲是赫拉(→Hera)(Il. 5.892-893),她在一些希腊城邦中也以军事面相受到崇拜(M. L. West, Hesiod: Theogony [Oxford 1966] ad 922)。他的姐妹与伙伴是埃里斯(Eris),即“不和,冲突”(Il. 4.440-1)而他的女儿是残酷的阿玛宗女人族(→Amazons)(Pherecydes, FGH 3F 15a);在诗系之《埃塞俄比斯》(Aethiopis)(fr. 1)中他已是彭忒西勒亚(Penthesileia)的父亲。在其子嗣中重要的有福波斯“溃逃”和得摩斯“恐惧”(Phobos ‘Rout’and Deimos‘Terror’)(West, Hesiod: Theonogy, comm. ad 934; add Artemidorus 2.34)、阿斯卡拉福斯(Askalaphos),即夜行肉食的“猫头鹰”(nightly, predatory ‘owl’)(Janko, comm. on Il. 13.478-480),还有伟大的猎人墨勒阿格罗斯(Meleagros)(Hesiod fr. 25)——谱系是一种联系相关人物的典型希腊方式。作为战神,阿瑞斯代表战争的残暴面而非保卫之事,他不可或缺,也经常伴随有雅典娜(→Athena),战场职责与智谋的化身。因而荷马(Il. 18.516)描写道,在阿基琉斯之盾上,阿瑞斯和雅典娜正在率领战士;奥德修斯自称阿瑞斯与雅典娜曾给予他勇气(Od. 14.216),而在瓶画中两位神常常一同作战:在古风时期的图像中阿瑞斯甚至被描绘为正在协助雅典娜的诞生(Bruneau 1984: 491)。在《伊利亚特》中,我们可以观察到许多处理阿瑞斯负面形象的策略。首先,当阿瑞斯于战场上面对雅典娜时,他总是败者,如雅典娜协助狄奥墨得斯对战阿瑞斯(5.824)、为了阻止他为其子阿斯卡拉福斯复仇而卸下他的武装(15.121-141)以及用一块石头把他撂倒(21. 391-415)。类似地,伪赫西奥德(Ps-Hesiod)《赫拉克勒斯之盾》(Shield)中赫拉克勒斯(→Heracles)对战阿瑞斯之子库克诺斯(Cycnus),一个想用人头建造神庙的人[译注:Stesichorus, fr. 207 PMG = ΣΑ Pind. Ol. 10.9],的时候,赫拉克勒斯在雅典娜的帮助下取得了胜利,尽管阿瑞斯也帮助他的儿子:永远是智谋与责任之女神取得胜利。这也契合在西弗诺斯(Siphnos)宝库浮雕上及一些古风时期瓶画中阿瑞斯通常处于角落的“败者”形象(Bruneau 1984:491)。阿瑞斯和雅典娜之间的复杂关系也良好体现于“阿波罗多洛斯”(‘Apollodorus’)所述的忒拜建城神话中(3.4.1-2)。当卡德摩斯抵达忒拜,他斩杀了一条守卫泉水的龙(dragon),阿瑞斯的后裔[译注:在希腊语中,龙,drakon,就是蛇]。在雅典娜的建议下,他播种下怪物的牙齿,这长出了武装的战士,Spartoi。然后一场互斗开始了,只有五个人活过了这场阋墙之争。接着,卡德摩斯必须服侍阿瑞斯一整年以补偿致他们死亡之罪。在劳役结束以后,他经由雅典娜成为了忒拜之王并迎娶了阿瑞斯与阿芙洛狄忒(→Aphrodite)之女哈尔摩尼亚(Harmonia):“杀人的战争终止于和谐的秩序”(‘murderous war ends in harmonious order’)(Burkert 1985:170)。这里也一样,是最后雅典娜帮助卡德摩斯战胜了阿瑞斯的影响。《伊利亚特》5:385-391提到了一个更加极端的进路(亦见Nonnus, Dion. 302-304),真正有关于阿瑞斯的稀有神话之一。在这里,荷马讲到阿洛欧斯(Aloeus)之子,奥托斯与埃菲阿尔忒斯(Otos and Ephialtes)捆绑了阿瑞斯,把他在铜瓮中锁了十三个月。亏得这俩捕手的继母通报了赫尔墨斯(→Hermes),他才成功被其释放而得救;这个故事的变体也记录于许多后来的材料中(Faraone 1992:86-87)。这则神话似乎反映了一种宗教崇拜,其中阿瑞斯的雕像通常被束缚着而一年中只有一次能得以释放(so already Farnell 1909:407)。相似的宗教崇拜都针对那些被认为对社会秩序具有危险的神祇(Graf 1985:81-96)。这些神祇的危险性质有时由其雕像的小型而异常的外表所强调,而保萨尼阿斯(Pausanias 3.19.7)在斯巴达通往特拉普奈(Therapnai)的道路上所见的被狄奥斯库里兄弟(→Dioskouroi)从遥远的科尔基斯(Colchis)取回的阿瑞斯雕像的这一传统指向了同一方向。阿瑞斯的宗教崇拜很罕见;甚至在忒拜似乎没有一处献给阿瑞斯的神庙,不像在雅典和伯罗奔尼撒和克里特诸城邦那样(Graf 1985:265)。阿瑞斯的边缘地位亦由其接受狗作为祭牲这一事实强调,就如阴森可怖的赫卡忒(Hecate)和污秽的生育女神埃勒提亚(Eileithyia)一样:阿瑞斯的宗教崇拜并不引向像那些在祭牲可食的场合下的和平共宴(Graf 1985:422)[译注:Paus. 3.14.9和Plut. Quest. Rom. 290d原文提到的都是Enyalios而非Ares(且仅限于斯巴达),我们是否有必要进行区分?]。一些不可靠的传统提到斯巴达人(Apollodorus FGH 244 F125)和利姆诺斯岛(Lemnos)人(Fulgentius, Ant. serm. 5, cf. Jacoby on Sosicrates FGH 461 F1)会将活人献祭给阿瑞斯,这些也与阿瑞斯宗教崇拜的非社会特征相符。在一些城市中,阿瑞斯的男性特质由排除女性崇拜者强调(Pausanias 2.22.4-5, 3.22.6),正如同女性也禁止进入埃倪阿利奥斯的神庙一样(Teles 24.11)。这是一个很自然的仪式,但也发生逆转(reverse)。据说在特革亚(Tegea),有一次女性袭击了斯巴达人而拯救了城镇。在胜利以后女性为阿瑞斯举行胜利仪式,而男性甚至得不到祚肉。一个阿瑞斯·Gynaikothoinas,“女性之欢宴者”(‘Feaster of Woman’ or ‘One whom women feast’)的石柱(stele)因纪念这次盛宴而树立于特革亚的阿戈拉广场。似乎,我们的材料源,保萨尼阿斯(8.48.4-5)从未发现相关的仪式,但是这则神话强烈表明了曾经特革亚女性在特革亚阿戈拉广场举行祭祀而将男性排除在外。这一不同寻常的女性对男神的宗教崇拜指出了一个普通社会秩序暂时颠覆于其中的仪式(Graf 1984)。阿瑞斯在文学中通常与阿芙洛狄忒关联,正如他们令人喜闻乐见的偷情故事所表明的(Od. 8.266-369);在艺术中,他甚至似乎被描绘为正协助这位女神的诞生,如同他协助雅典娜的诞生一样(Bruneau 1984:491),而在宗教崇拜中,他们的共用神庙与祭坛也表明如此(Graf 1985:264)。这一关联基于两层联系。一方面,阿芙洛狄忒具有战士的一面。另一方面,二者之间具有强烈的反差,如在《荷马颂诗致阿芙洛狄忒》(Homeric Hymn to Aphrodite)中提到,雅典娜“不以黄金的阿芙洛狄忒的事业为乐,使她心满意足的是战争和阿瑞斯的事业”(9-10)。这一反差也清晰地体现于忒拜军事执政官(polemarchs)庆祝阿芙洛狄忒节(Aphrodisia)以结束任期。在此处,阿芙洛狄忒的宗教崇拜通过一个解除节日(festival of dissolution)缓和了从战事到和平个人生活之间的过渡(Graf 1984:253-254),正如在埃吉纳(Aegina),一个献给男性神波塞冬(→Poseidon)的怪异节庆以阿芙洛狄忒日(Aphrodisia)结束(Plutarch, Mor. 301)。尽管处于对立面,两位神确实彼此相属:正如忒拜建城神话所表明的,只有阿瑞斯和阿芙洛狄忒的配对才产生了和谐(Harmonia)(Bremmer 1994:45-46)。在公元前五世纪末阿瑞斯的重要性似乎降低了。诚然,喜剧仍然可以把坚韧不屈的雅典将军福密俄(Phormio)(d. ca. 429/8)昵称为“阿瑞斯”(Eupolis fr. 268.15)以及把一位勇士称为“阿瑞斯的小伙” (Plato fr. 112),但是在雅典瓶画上这位神变得很少能够辨识。在希腊化时期阿瑞斯很少受提及(Robert, Hellenica X 77),但是在公元二世纪仍然有人可以在梦中与阿瑞斯交合(Artemidorus 5.87)[译注:这男的直肠不舒服,在梦中被阿瑞斯透了以后就好了]。III. 在《圣经》中阿瑞斯通常出现于亚略巴古山(Areopagus)和亚略巴古的官丢尼修(Dionysius Areopagites)这些名字中(Acts 17)[译注:此处采和合本译法,译者更喜好前文中使用的“阿瑞奥帕戈斯”一译名。]。但实际上,民间词源学(folk etymology)通过各种神话将这座“阿瑞斯之山”与这位神联系起来。但在山上没有这位神的宗教崇拜而最近的解释试图将这个山名的第一个成分与同形词areios,“坚硬”联系起来,并将这个名字解释为“坚硬的岩石”(Wallace 1989:213-214)。IV. BibliographyC. AUGÉ, Ares (in peripheria orientali), LIMC II.1 (1984) 493-495; I. BECK, Ares in Vasenmalerei, Relief und Rundplastik (Mainz 1983); J. N. BREMMER, Greek Religions (Oxford 1994); P. BRUNEAU, Ares, LIMC II.1 (1984) 478-492; W. BURKERT, Greek Religion (Oxford 1985); C. A. FARAONE, Talismans and Trojan Horses. Guardian Statues in Ancient Greek Myth and Ritual (New York & Oxford 1992); L. R. FARNELL, The Cults of the Greek States V (Oxford 1909) 396-414; F. GRAF, Women, War, and Warlike Divinities, ZPE 55 (1984) 245-254; GRAF, Nordionische Kulte (Rome 1985); A. HEUBECK, Amphiaraos, Die Sprache 17 (1971) 8-22; F. JOUAN, Le dieu Arès: figure rituelle et image Iitteraire, Le point théologique 52 (1989) 125-140; B. MAADER, Ares, LfgrE I (Göttingen 1979) 1246-1265; M. PETERS, Probleme mit anlautenden Laryngalen, Die Sprache 32 (1986) 365-383; L. ROBERT, Hellenica I-XIII (Paris 1940-1965); ROBERT, Documents de l'Asie Mineure méridionale (Paris & Geneva 1966); H. SEYRIG, Les dieux armés et les Arabes en Syrie, Syria 47 (1970) 77-112; R. W. WALLACE, The Areopagos Council to 307 B.C. (Baltimore & London 1989); P. WATHELET, Arès Ie mal aimé, Les Etudes Classiques 60 (1992) 113-128.J. N. Bremmer编辑于 2023-07-31 14:17・IP 属地未知希腊神话古希腊​赞同 34​​3 条评论​分享​喜欢​收藏​申请

阿瑞斯 - 搜狗百科

- 搜狗百科阿瑞斯(Ares)是古希腊神话中的战争之神,奥林匹斯十二主神之一,宙斯和赫拉的儿子,力量与权力的象征,是战争、战斗、魄力、秩序与暴乱之神,被视为尚武精神的化身。 阿瑞斯的形象源于色雷斯人,他天性嗜血、好战、凶残,被形容为“嗜杀成性的杀人魔王”以及“有防卫城堡的征服者”。网页微信知乎图片视频医疗汉语问问百科更多»登录帮助首页任务任务中心公益百科积分商城个人中心添加义项Ares是一个多义词,您可以选择查看以下义项(共4个义项):战神阿瑞斯希腊神话编程前DK战队教练阿瑞斯编辑词条添加义项同义词收藏分享分享到QQ空间新浪微博战神阿瑞斯“Ares(战神阿瑞斯)”一般是指“阿瑞斯(战神阿瑞斯)”阿瑞斯(Ares)是古希腊神话中的战争之神,奥林匹斯十二主神之一,宙斯和赫拉的儿子,力量与权力的象征,是战争、战斗、魄力、秩序与暴乱之神,被视为尚武精神的化身。阿瑞斯的形象源于色雷斯人,他天性嗜血、好战、凶残,被形容为“嗜杀成性的杀人魔王”以及“有防卫城堡的征服者”。罗马对应神玛尔斯展开所属奥林匹斯十二主神展开司掌战争、兵变、战场、血腥、破坏、尚武精神、战车比赛展开父母众神之王:宙斯、天后:赫拉展开兄弟姐妹火神:赫菲斯托斯(同父同母)、青春女神:赫柏、智慧女神:雅典娜、狩猎女神:阿尔忒弥斯、光明之神:阿波罗、神使:赫尔墨斯、酒神:狄俄尼索斯、大力神:赫拉克勒斯展开外文名Ἄρης(希腊语)、Ares(英语)展开中文名阿瑞斯展开神话体系希腊神话展开居所奥林匹斯山展开象征矛、盔、战车、兀鹰、猎狗、野猪展开配偶战争与毁城女神:厄倪俄展开子女厄洛斯、安特柔斯、福波斯、得摩斯、弗勒古阿斯、哈耳摩尼亚、阿德剌斯忒亚展开性别男展开展开词条标签:神话人物人物免责声明搜狗百科词条内容由用户共同创建和维护,不代表搜狗百科立场。如果您需要医学、法律、投资理财等专业领域的建议,我们强烈建议您独自对内容的可信性进行评估,并咨询相关专业人士。词条信息词条浏览:418000次最近更新:22.03.22编辑次数:27次创建者:☆veヾ檸檬突出贡献者:新手指引了解百科编辑规范用户体系商城兑换问题解答关于审核关于编辑关于创建常见问题意见反馈及投诉举报与质疑举报非法用户未通过申诉反馈侵权信息对外合作邮件合作任务领取官方微博微信公众号搜索词条编辑词条 收藏 查看我的收藏分享分享到QQ空间新浪微博投诉登录企业推广免责声明用户协议隐私政策编辑帮助意见反馈及投诉© SOGOU.COM 京ICP备11001839号-1 京公网安备110000020000

Ares - The Greek God of War | Mythology.net

Ares - The Greek God of War | Mythology.net

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Ares

By Prof. Geller

Last Updated: September 30, 2018

Who is Ares?

Ares is the Greek god of war that was known for his destructive behavior. While it is known that Athena was also a goddess of war (and sibling to Ares) the two couldn’t be any more different. Athena was known for her knowledge and strategies that were associated with war while Ares was known to be the personification of all the violence and rage that make up war. Coincidentally, Athena was one of Zeus’ favorite children while Ares was Zeus’ least favorite child and hated by many other gods and goddesses.

Ares, the god of war

While Ares’ Roman counterpart (Mars) gained more respect among the people, the Greeks and their deities had little use for a god as reckless and violent as Ares. The one exception seems to be the goddess Aphrodite. While she isn’t the only woman Ares had relations with, she is the most notable and bore him many influential children. The number varies depending on the source, but it has been confirmed that Deimos, Phobos, and Harmonia were all born to Ares. Later sources also include Adrestia, and the four Erotes – Eros, Anteros, Pothos, and Himeros as being children of Aphrodite and Ares.

Why Was Ares so Hated By the Other Gods?

Although it would seem that a god who embodied war would be greatly respected and admired by the early Greeks, they seemed to have little use for Ares. This is likely because of his reckless and irresponsible behavior that often led him to be rash and act on his impulses instead of patiently contriving a thorough battle plan.

The few stories that do tell us of Ares’ deeds and accomplishments suggest that the god was not the bravest of his siblings despite his lust for war. One story tells of Ares returning, wounded, from the Trojan war and complaining to Zeus about his injuries. Zeus responds by calling him a two faced liar and informing him that his is the most hated among all of Zeus’ children. In fact, Zeus tells Ares that if he weren’t his son, he would have been cast into the depths of Tartarus long ago.

It was also known that Ares wasn’t one to respect the boundaries of another’s happiness – even when it came to marriage. He started an affair with Aphrodite – the wife of his own brother, Hephaestus. This is one of the most well-known tales that speaks of Ares, partly because of the great shame that was brought upon the god for choosing to ignore the sanctity of his brother’s marriage.

Why Wasn’t Ares Worshiped By The People?

While it makes sense that Ares wouldn’t be popular among the powerful Greek deities, there are some who wonder why he didn’t become more popular among the citizens of early Greece. Perhaps the most important factor that came for the people’s fear and hatred of Ares can be found in the god’s tendencies to ignore the well being of his followers.

The early Greeks knew that they would only be able to rely on Ares when it came to conflict. The problem with this was that Ares was known to get caught up in the destruction of battle itself and had no loyalties when it came to fighting. Those who prayed to Ares may enjoy his support early on in the beginnings of the struggle, but they would often be dismayed to find the god fighting for the other side to prolong the battle and increase the death and destruction caused by the war.

The one exception among the Greeks and their perspective of Ares was the Spartans. The warriors of Sparta were devoted to supporting Ares’ cause and even made human sacrifices to the god with their prisoners of war. Later on, the Spartans would also be known to sacrifice dogs to the god – a strange practice during that time.

Did Ares Have Any Redeeming Qualities?

Although it was generally agreed that Ares was one of the most hated and least respected gods in Greek mythology, it is notable to mention that Ares has some of the best relationships with women out of all the gods. He never used trickery or force to form a union with a woman – although he never married either. Still, Ares was known for generally showing respect towards his partners. It was, perhaps, his only ‘soft’ side or compassionate attribute.

Ares Defends His Daughter, Alcippe

This demeanor extended past his love life. There is a story that tells of one of Ares’ daughters, whose name was Alcippe. One day, a son of Poseidon named Halirrhothius came across Alcippe and deeply desired her. It appears, however, that Alcippe did not reciprocate the same feelings. Instead of moving on, Halirrhothius decided to rape Alcippe (or at least attempted to do so according to legend). When Ares saw what had happened, he was enraged. He immediately came to his daughter’s defense, stopping the attack and brutally killing Halirrhothius.

Alcippe, Ares’ daughter

When Poseidon learned of what had happened to Halirrhothius , he was furious and demanded a trial. It was common for many of the gods to take advantage of women or force them into sexual relations, which likely made Ares’ aggression and defense of his daughter unusual. Poseidon called for a trial for the killing of his son – which may be the earliest recorded murder trial in history. The trial was held on a hill in Mount Olympus that is now called Aeropagus (Ares’ Hill). All of the other gods and goddesses came to pass judgment on Ares for his deeds and eventually found him ‘not guilty’ of all charges. He was, however, required to host a sporting event in Halirrhothius ’ honor – an event that would later be associated with Ares as well.

Origins

Legend tells that Ares was one of few children that was born to Zeus by his union with Hera (a few of the others being Eris [goddess of chaos and strife] and Enyo [goddess of war and destruction]). Although Ares is thought to be the only son that was born to Zeus from his marriage with Hera, Zeus was never fond of Ares. In fact, Ares may have been Zeus’ least favorite god, and there was a time when Zeus alluded that he would banish Ares to Tartarus if he wasn’t his own son. This lack of support meant that the other gods and goddesses didn’t have to go out of their way to show kindness to Ares – and many didn’t. Instead, they often left him to defend himself and many of the legends that he appears in describe some sort of humiliation that he was subjected to.

Ares and the Aloadae

When Ares was very young, he was still growing in power as a god and had already developed a taste for war. He enjoyed stirring up battles and causing mischief and violence. It was this thirst for aggression that caused him to displease the Aloadae.

The Aloadae were two giant brothers named Otus and Ephialtes. These two brothers were angered by Ares’ mischief because many of the battles he caused ruined their crops. They conspired to capture him and kept him locked away in a bronze jar for one lunar year (thirteen months). Many legends suggest that Ares’ brief reign would have ended with this story had the stepmother of the two giants not told Hermes what had happened to Ares.

Knowing of Ares’ fate, however, was not enough to motivate the other gods and goddesses to come to his aide. Their quick action was likely also a result of the threats that were being made by Otus and Ephialtes. They were threatening to storm Mount Olympus if they weren’t given the hand of Artemis (for Otus) and Hera (for Ephialtes) in marriage. Knowing that the two brothers would follow through on their plan to storm Mount Olympus if given enough time, a plan was concocted to kill the two giants and free Ares.

Ares Is Sent Away From Mount Olympus

After being imprisoned by the Aloadae and almost perishing from his lack of care and nutrition, Hera decided that Ares (still an infant) should be raised elsewhere. She sent him to live with a lesser known deity named Priapus, who lived on Earth. This is interesting considering that Hera cursed Priapus in the womb which is why he was banished to Earth in the first place. Regardless, Priapus agrees to take care of the young Ares.

Priapus’ teaching Ares would go on to shape the young god’s character and skillset. It was Priapus who taught him much of what he knew. Priapus was also considered to be a warlike god, though he was never given the same level of attention as Ares and Athena. Interestingly enough, Priapus refused to teach Ares anything about warfare until he had first been schooled in the ways of dancing. It was only when Ares had mastered dancing that he was able to learn more about warfare and fighting. Eventually when Ares grew older, he engaged in a number of battles that enabled him to prove himself in a way that earned him a place on Mount Olympus.

Ares Later in Life

Ares Has an Affair with Aphrodite

Ares wasn’t the only undesirable god among Zeus and Hera’s offspring. His brother Hephaestus was also rejected because of his terrible ugliness. As revenge, Hephaestus made a golden throne for Hera that wouldn’t allow her to get up until she met all of his demands. Among these demands were that Hephaestus be allowed back onto Mount Olympus and that he be given Aphrodite’s hand in marriage. This last demand caused extreme displeasure to Ares and Aphrodite, who had already fallen in love.

Ares and Aphrodite

Because they did not wish to give up the connection that had already been kindled between them, Ares and Aphrodite decided to continue their relationship in secret. This was fine for a time, but eventually Helios saw the two in an intimate embrace and told Hephaestus of the affair. Hephaestus was immediately angered and wanted revenge. Instead of confronting Ares directly, he made a net of the finest metals that he had. The end-product was a trap that was practically invisible and could be sprung by Hephaestus at any time he chose.

Hephaestus waited until Ares and Aphrodite had engage in passionate lovemaking before he sprang his trap. The net shot up and trapped the two lovers in an intimate embrace that they couldn’t free themselves from. To make matters worse, Hephaestus invited all the gods and goddesses to his home to see the two lovers in their shameful state. The goddesses declined out of respect, but many of the gods went to marvel at Aphrodite’s beauty and cast shame upon Ares. The two were held in their revealing embrace for days before Hephaestus decided to let them go.

Ares and Aphrodite never married, but there was a level of commitment that was shared between the two. Aphrodite went on to give birth to several children for Ares. Among these children were Phobos (god of fear and phobias), Deimos (god of terror), Harmonia (goddess of harmony), and Adrestia (goddess of revolt). Although it is not surprising that Ares was father to so many war gods and goddesses, it is also noted that he bore four other children with Aphrodite that were considerably more gentle in nature. These were the Erotes (the winged gods of love) and their names were Eros, Anteros, Himeros, and Pothos.

Ares Tries to Avenge Cycnus

With the violent nature and tendencies that are often associated with Ares, it shouldn’t come as a surprise that the majority of his offspring had the same attributes. Though Ares’ family was often rough around the edges, they did have respect for their father and worked to show their admiration in strange and often grotesque ways.

Perhaps the best example of these acts was the temple that was being built in Ares’ honor by Cycnus. It is known that Cycnus was an evil man who was extremely cruel. He had a habit of killing both men and animals in brutal fashion and then stealing their bones. He planned to use their bones and skulls to construct a gory temple in his father’s honor. Eventually, the other gods and goddesses grew tired of Cycnus killing their favorite followers and sacrifices meant for them. They decided to intervene. Hercules was instructed to kill Cycnus to bring an end to his reign of terror.

Hercules did as instructed, causing Ares (who was also present) to be enraged. Furious, Ares lunged at the young Hercules and attempted to strike him down with his sword. Athena blocked the strike and instructed Ares to stand down because it was the will of the other gods that Hercules should live. Still enraged and acting on impulse from the loss of his son, Ares ignored the warning and tried to strike at Hercules again. Before he could do so, however, Hercules wounded Ares in the thigh, causing him to fall to the ground in pain. When this happened, Phobos and Deimos descended in Ares’ war chariot and took him back to the safety of Mount Olympus.

Ares in the Trojan War

Unlike the other gods, Ares chose to go against Zeus in the Trojan War and sided with his lover, Aphrodite. He fought with terrifying rage to help the Trojans in their battle against the Achaeans. At one point, his leadership of the Trojan army almost defeated the Achaeans. Unfortunately, there were too many gods who sided with Zeus and helped the Achaeans for the Trojans to succeed. Still, Ares did his best to fight for the honor of Aphrodite. When she was wounded on the battlefield, Ares loaned her his war chariot so that she could escape to safety and have her wounds treated.

Ares also squared off against Athena in the Trojan war, only to be humiliated. He hurled a spear at her chest with great might, but because she wore the Helm of Death she was able to deflect the spear and return a powerful blow herself by hurling a boulder at Ares. The boulder hit Ares with tremendous force and caused him to cry out so loudly that he was heard even over all the chaos on the battlefield. Athena then spent a significant amount of time bragging about her superior talents in war and the battlefield, shaming Ares. Aphrodite tried to come to Ares’ aide, but she was also struck down by Athena.

The Combat of Ares and Athena

Eventually, the two retreated to Mount Olympus to have their wounds tended to. When Ares went to Zeus to tell him of what had happened on the battlefield, Zeus told Ares that he was “the most hated of all gods who hold Olympus.” Still, Zeus ensured that Ares was properly cared for by instructing Paieon to tend to his son’s wounds.

Children of Ares

Although most of Ares’ children were born to him by Aphrodite, he did have a few demi-god children as well. As with Aphrodite, he maintained some sort of commitment with the mothers of his children, at least for a time, and seemed to genuinely care for the well being of his offspring. This is clearly demonstrated by his quick defense of Alcippe and Cycnus. Ares had many children and did his best to care for all of them.

Phobos and Deimos

Phobos and Deimos (the gods of fear and terror) were born to Ares by Aphrodite and were known to frequently accompany their father into battle. They were often associated with the fear and panic that was often associated with war. However, because Aphrodite was their mother, they were also the gods of fear of significant loss.

Harmonia

Another child of Ares and Aphrodite was Harmonia. She was known to be the goddess of harmony and concord, taking many of her mother’s attributes over her father’s.

Adrestia

Adrestia was a goddess who continued her father’s warlike legacy. Also born from the union of Ares and Aphrodite, she was an immortal who became the goddess of revolt. She was often associated with any sort of revenge and retribution because of her attributes.

The Erotes

The last of Ares’ children from his union with Aphrodite was the Erotes. These children were known to have been gods of love and sexual intimacy. Their names were Eros, Anteros, Himeros, and Pothos.

The Amazons

The Amazons were a fierce group of female warriors and many of them were born through a union between Ares and a nymph named Harmonia (not his daughter). Two famous Amazons named Penthesilea and Hippolyta were both children of Ares. Unfortunately, both women were slayed by Hercules during his quests.

Alcippe

Not much is known of Alcippe other than her unfortunate assault at the hands of Halirrhothius. It is known, however, that Alcippe was very dear to Ares and he swiftly came to her aide during her time of need. Ares stopped Halirrhothius’ attack and brutally killed him for daring to attempt to force his daughter into an unwanted union.

King Diomedes

King Diomedes is most famous for his strange handling of four horses that came to be known as the Mares of Diomedes (also the Mares of Thrace). Diomedes fed these horses human flesh, which caused them to become mad and gave them strange capabilities like breathing fire. Hercules was sent to steal the mares and is known to have lost a dear friend to the cannibalistic beasts because he did not know that they feasted on human flesh. As revenge, Hercules fed Diomedes to the horses to calm them enough to control them and take them to Mount Olympus.

Places Named for Ares

Although Ares was not favored like many of the other gods, there were still places named in his honor.

Areopagus

The Areopagus (Hill of Ares, aka. The Areios) is located on the Acropolis of Athens. This place is named for Ares because it is supposedly where his trial was held when he killed Halirrhothius for assulting his daughter, Alcippe. Although Ares was found to be justified for the killing, the hill was decided as the place where all murder trials would be held. If a person was found to be guilty, they were thrown from the top of the hill to their death.

The Isle of Ares

The Isle of Ares was known to be where the Golden Fleece was kept and proved to be a difficult challenge for Jason and the Argonauts. Ares kept the island guarded by vicious birds that could release dagger-like feathers as weapons against unwanted visitors.

The Garden of Ares

The Garden of Ares is an especially sacred place because it is supposedly where the Golden Fleece was kept until Jason and the Argonauts took it for their quest.

The Planet Ares

Although we know it as Mars today, the Greeks named ‘the red planet’ Ares, the famed war god. It is thought that this planet was named for him because of the red color which likely reminded them of blood and gore.

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May 23, 2018 6:03 pm this is good

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April 20, 2018 12:57 am What year was this published

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September 30, 2018 3:28 am 2018

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xiauxoui <3

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March 6, 2020 10:47 am no it was published in year 8162

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Ares - World History Encyclopedia

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Ares

Contents

Definition

by Mark Cartwright

published on 24 March 2017

Available in other languages: French, Greek, Italian, Portuguese, Spanish, Turkish

AresSquinchPix.com (Copyright)

Ares was the Greek god of war. He was perhaps the most unpopular of all the Olympian gods because of his quick temper, aggressiveness, and unquenchable thirst for conflict. Ares famously seduced Aphrodite, unsuccessfully fought with Hercules, and enraged Poseidon by killing his son Halirrhothios.

One of the most human of the 12 Olympian gods, Ares was a popular subject in Greek art. The god became even more popular in Roman times when he took on a much more serious aspect as Mars, the Roman god of war.

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Ares' Family Relations

Son of Zeus and Hera, Ares' sisters were Hebe and Eileithyia. Despite being a god, the Greeks considered him from Thrace, perhaps in an attempt to associate him with what they thought of as foreign and war-loving peoples, wholly different from themselves. Ares had various children with different partners, several of whom were unfortunate enough to come up against Hercules when he performed his celebrated twelve labours. Ares' daughter Hippolyta, the Amazon queen, lost her girdle to Hercules; his son Eurytion lost his cattle; and Diomedes had his horses stolen by the Greek hero. The courageous but warlike Amazons were also thought to be descendants of Ares.

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In the Greek myths, Ares was noted for his beauty and courage, qualities which no doubt helped him win the affections of the Greek goddess Aphrodite (even though she was married to Hephaistos) with whom he had a daughter, Harmonia, and the god of love and desire Eros. Hephaistos managed to entrap the lovers in an ingenious bed, and the tale is told in some detail in Book 8 of Homer's Odyssey. Once caught, the punishment for Ares' indiscretion was temporary banishment from Mount Olympus.

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'city-sacking Ares' represented the most brutal & bloody side of warfare.

Described by Hesiod in his Theogony as 'shield-piercing Ares' and 'city-sacking Ares,' the god represented the more brutal and bloody side of battle, which was in contrast to Athena who represented the more strategic elements of warfare. In stories from Greek mythology, Ares was usually to be found in the company of his other children with Aphrodite, Phobos (Fear) and Deimos (Terror), with his sister Eris (Strife), and with his charioteer Ennyo.

Ares Battles Hercules

The most popular myth involving Ares was his fight with Hercules. Ares' son Kyknos was infamous for waylaying pilgrims on their way to the oracle at Delphi, and so earned the displeasure of Apollo, who sent Hercules to deal with him. Hercules killed Kyknos, and a furious Ares engaged the hero in a fight. However, Hercules was protected from harm by Athena and even managed to wound Ares. Another myth and ignominious episode for Ares was his capture by the twin Giants Ephialtes and Otus when they stormed Mount Olympus. They imprisoned the god in a bronze jar (or cauldron) for one year and he was only freed through the intervention of Hermes.

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Scene from the Shield of HerculesJastrow (Public Domain)

The Trojan War

In Homer's version of the Trojan War in the Iliad, Ares supports the Trojans, sometimes even leading them in battle along with Hector. The Iliad shows Ares in a less than positive light and a rather unpopular member of the Greek pantheon. He is described as 'hateful Ares,' 'the man-killer,' 'the war-glutton,' and the 'curse of men.' Homer's picture of Ares, like the above mythological tales, often demonstrates his weakness in comparison to the other gods. Ares is roundly beaten by Athena who, supporting the Achaeans, knocks him out with a large rock. He also comes off worse against the Achaean hero Diomedes who even manages to injure the god with his spear, albeit with the help of Athena. Homer describes the scream of the wounded Ares as like the shouts of 10,000 men. Fleeing back to Olympus, Zeus ignores the complaints of Ares but instructs Paieon to heal his wound.

Athens & Cult of Ares

Ares again upset the harmony of Olympus when he was accused of killing Poseidon's son Halirrhothios near a stream below the Athenian acropolis. A special court was convened - the Areopagos - on a hill near the stream, to hear the case. Ares was acquitted as it was disclosed Halirrhothios had raped Ares' daughter Alcippe. Thereafter in Athens, the Areopagus became the place of trial for cases involving murder and impiety.

Ares AlkamenesCarole Raddato (CC BY-SA)

Perhaps unsurprisingly, considering the city's strong militaristic culture, Ares was greatly esteemed in Sparta. Ares was not commonly worshipped but there were cult sites with temples dedicated to the god on Crete (he is mentioned in Linear B tablets from Knossos) and at Argos, Athens, Erythrae, Geronthrae, Megalopolis, Tegea, Therapne, and Troezen. He also had a cult in Thrace and was popular among the Colchians on the Black Sea.

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How is Ares Represented in Art?

In ancient Greek Archaic and Classical art, Ares is most often depicted wearing full armour and helmet and carrying a shield and spear. In this respect, he may appear indistinguishable from any other armed warrior. Sometimes the Greek deity is shown riding his chariot pulled by fire-breathing horses. The myth of Ares' battle with Hercules was a popular subject for Attic vases in the 6th century BCE.

In later times, the Roman god Mars was given many of the attributes of Ares, although, as was typical of the Roman view of the gods, with less human qualities. In Roman mythology, Mars was also the father of Romulus and Remus (through the rape of the Vestal Virgin Rhea Silvia), the legendary founders of Rome, and, therefore, the city achieved a sacred status. Like Athena for Athens, Mars was also the patron god of the Roman capital and the month martius (March) was named after him.

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This article has been reviewed by our editorial team before publication to ensure accuracy, reliability and adherence to academic standards in accordance with our editorial policy.

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Bibliography

Carabatea, M. Greek Mythology. Pergamos, Peania, 2007

Carpenter, T.H. Art and Myth in Ancient Greece. Thames & Hudson, 2012.

Graves, R. The Greek Myths. Penguin UK, 2011.

Hesiod. Hesiod. Loeb Classical Library, 2007.

Homer. The Iliad. Penguin Classics, 1998.

Homer. The Odyssey. Penguin Classics, 1999.

Hope Moncrieff, A.R. Classical Mythology. Senate, London, 1994

Hornblower, S. The Oxford Classical Dictionary. Oxford University Press, 2012.

National Geographic. National Geographic Essential Visual History of World Mythology. National Geographic, 2008.

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About the Author

Mark Cartwright

Mark is a full-time author, researcher, historian, and editor. Special interests include art, architecture, and discovering the ideas that all civilizations share. He holds an MA in Political Philosophy and is the WHE Publishing Director.

Translations

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Questions & Answers

What is Ares the god of?

Ares is the Greek god of war.

Is Ares good or bad?

Ares is more bad than good since he causes wars and conflicts, even among the gods and heroes. He also has a bad temper and is known for being too aggressive.

Is Ares the son of Zeus?

Ares is the son of Zeus and Hera.

Who is Ares in love with?

In Greek mythology, Ares is in love with Aphrodite, the wife of Hephaestus.

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Cite This Work

APA Style

Cartwright, M. (2017, March 24). Ares.

World History Encyclopedia. Retrieved from https://www.worldhistory.org/Ares/

Chicago Style

Cartwright, Mark. "Ares."

World History Encyclopedia. Last modified March 24, 2017.

https://www.worldhistory.org/Ares/.

MLA Style

Cartwright, Mark. "Ares."

World History Encyclopedia. World History Encyclopedia, 24 Mar 2017. Web. 06 Mar 2024.

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c. 700 BCE

Greek poet Hesiod writes his Theogony and Works and Days.

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