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Laporkan kesalahan penerjemahan
-- Anything that starts with a -- is a comment.
-- Comments are just notes to yourself. They don't do anything.
-- You can add, change, or delete comments all you'd like.
-- I put my comments above or on the line they refer to.
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-- Do you want this mod to add a button to the bottom bar?
-- Use "right", "left", or false
add_button_for_aerial_pursuit_lock = "right"
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-- This option allows you to change this mod's primary hotkeys or get rid of them altogether
-- You probably don't need to edit this unless you need it for another mod or you need
-- a lot of camera bookmark hotkeys and wish this mod didn't use so many.
-- Set these to true to use the hotkey in the mod's description ("Save Camera Bookmark 8")
-- Set this to false to not use the hotkey at all
-- Or you can set this to one of the allowed modding hotkeys (F2 to F4) like "script_shift_F2"
hotkey_for_aerial_pursuit_lock = true
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-- Do you want an icon above the unit when the aerial pusuit lock is on?
-- "yes" - Use an icon when on
-- "no" - never use an icon above the unit
show_icon_above_aerial_pursuit_unit = "yes"
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-- This mod disables unit responses (like "Moving out!", "Right away!", etc) when a unit
-- has an aerial pursuit order, because this mod re-issues orders frequently.
-- "if needed" - Leave unit responses on most of the time, and
-- only mute them when a unit is given an aerial pusuit order.
-- This will cause unit responses to be turned on and off as needed during the battle.
-- "always" - Always turn unit responses off. This gives you a more consistent experience, but
-- it means that you won't hear the unit responses even if you aren't using aerial pursuit
-- at the moment.
turn_off_unit_responses = "if needed"
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-- This controls how often this mod checks for targets and updates orders for units
-- under its control
seconds_between_aerial_pursuit_checks = 0.6
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-- Should aerial pursuit units consider routing and/or shattered enemies to be
-- valid targets before victory is declared? (Once victory is declared, all enemies are shattered,
-- so this mod assumes they can be targets at that point.)
can_target_routing_enemies = false
can_target_shattered_enemies = false
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-- If your aerial pursuit unit gets into melee with another flying unit, the aerial pursuit
-- is either suspended or canceled. Once the melee is finished, should the aerial pursuit
-- be automatically resumed?
resume_aerial_pursuit_after_combat = true
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-- If your aerial pursuit unit starts to flee, the aerial pursuit is either suspended or canceled.
-- If that unit rallies, should the aerial pursuit be automatically resumed?
resume_aerial_pursuit_once_rallied = false
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-- If enemy flying units get close, your aerial pursuers will attack them to try to
-- maintain air superiority. How much should this mod prioritize enemy flying units?
-- Set this to 0 if you want aerial pursuers to try to ignore enemy flying units.
anti_flyer_aggro_factor = 1.6
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-- How far away can your aerial pursuit unit be from its target and still count as having arrived?
tolerance_for_arrived_at_target = 12.0
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-- Do you want to turn off "Move Fast" when your flying unit gets close to its ground target?
turn_off_move_fast_when_close = true
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-- This next setting does nothing unless you also have the Find Idle Units mod enabled.
-- Aerial Pursuit can ask Find Idle Units to consider your aerial pursuit units to be idle
-- when they are close to their targets or after they are done using automatic abilities.
-- Choose one of the following (be sure to include the "quotes" around your setting)
--
-- "proximity" - should consider aerial pursuers to be "idle" when close to their target
-- "after bombards" - If you are *not* using auto_use_bombard_abilities,
-- or if your unit runs out of ability uses,
-- this setting becomes the same as "proximity".
-- While your flying unit might still be using abilities automatically,
-- though, it will not be considered idle, even if it is not moving, etc.
-- "basic" - Don't give any special instructions to the Find Idle Units mod.
mode_for_find_idle_mod = "after bombards"
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-- Now for the fun settings!
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-- Do you want this mod to automatically use some bombard abilities?
-- (See the mod desciption for a list of supported abilities.)
--
-- !!! IMPORTANT: If you have auto_use_bombard_abilities set to true, you can
-- still use abilities manually, too, and it won't crash or anything.
-- Just be aware that this mod can't reliably know that you used the ability manually.
-- This means that manual uses won't reset this mod's wait times,
-- and that this mod will never know for sure that you have no
-- auto-bombards left (which might affect the mode_for_find_idle_mod setting).
auto_use_bombard_abilities = false
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-- If auto_use_bombard_abilities is set to true, how close to the enemy unit does your unit
-- need to be before using its ability? (Keep in mind that due to movement, this will need
-- to be above 0 if you ever want the ability to have a chance to be used.)
distance_tolerance_for_auto_ability = 6.0
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-- If auto_use_bombard_abilities is set to true and your ability has multiple uses,
-- how many seconds should your unit wait between uses?
-- Using abilities too quickly is often a waste since the enemy is often scattered.
-- This mod will still need to wait for your ability to recharge between uses, if applicable.
--
-- (I suppose you can set this to 0 if you really want to unload all your firepower as quickly
-- as possible. Perhaps you are role-playing as an angry former apprentice blasting
-- their elusive former master on a salt-covered planet?)
wait_time_for_enemy_form_up = 10.0