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mod参数
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== 目录 == <div style="color: #0f0;column-count: 5;"> <p style="margin: 0;padding: 0;background-color: black;color: white;">core</p> <p style="margin: 0;padding: 0;">-<nowiki />---</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#name]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#mass]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#radius]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#price]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxHp]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildSpeed]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#altNames]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBio]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBug]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilder]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#streamingCost]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#switchPriceWithStreamingCost]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#selfRegenRate]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxShield]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#startShieldAtZero]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldRegen]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyMax]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyRegen]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyStartingPercentage]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyNeedsToRechargeToFull]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyRegenWhenRecharging]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#armour]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#armourMinDamageToKeep]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#borrowResourcesWhileAlive]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#borrowResourcesWhileBuilt]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_resources]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_active]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_credits]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_delay]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showInEditor]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayText]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayDescription]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayLocaleKey]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayRadius]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#uiTargetRadius]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldRenderRadius]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldDisplayOnlyDeflection]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldDeflectionDisplayRate]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showOnMinimap]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showActionWithMixedSelectionIfOtherUnitsHaveTag]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showOnMinimapToEnemies]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilding]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#footprint]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#constructionFootprint]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayFootprint]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingSelectionOffset]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingToFootprintOffsetX]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingToFootprintOffsetY]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#placeOnlyOnResPool]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#selfBuildRate]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#ignoreInUnitCapCalculation]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#copyFrom]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dont_load]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#overrideAndReplace]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#onNewMapSpawn]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isLocked]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isLockedIfGameModeNoNuke]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#experimental]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#stayNeutral]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#createNeutral]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#createOnAggressiveTeam]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#tags]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#defineUnitMemory]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fogOfWarSightRange]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fogOfWarSightRangeWhileNotBuilt]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#softCollisionOnAll]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#disableAllUnitCollisions]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnrepairableUnit]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnselectable]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnselectableAsTarget]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isPickableStartingUnit]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#startFallingWhenStartingUnit]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnAttackOrder]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnMoveOrder]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnNewSelection]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeDirectlyAttacked]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeDamaged]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeGivenOrdersByPlayer]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canOnlyBeAttackedByUnitsWithTags]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#disableDeathOnZeroHp]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#allowCaptureWhenNeutralByAI]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportSlotsNeeded]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxTransportingUnits]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsRequireTag]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsRequireMovementType]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsBlockAirAndWaterUnits]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsEachUnitAlwaysUsesSingleSlot]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsKeepBuiltUnits]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsCanUnloadUnits]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsAddUnloadOption]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsUnloadDelayBetweenEachUnit]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsKillOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsHealBy]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsBlockOtherTransports]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#whileNeutralTransportAnyTeam]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#whileNeutralConvertToTransportedTeam]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#convertToNeutralIfNotTransporting]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsOnTeamChangeKeepCurrentTeam]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceRate]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#similarResourcesHaveTag]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceMaxConcurrentReclaimingThis]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#reclaimPrice]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResources]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResourcesNextSearchRange]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResourcesOnlyWithTags]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimUnitsOnlyWithTags]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceReclaimMultiplier]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairUnitsOnlyWithTags]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairBuildings]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairUnits]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoRepair]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRange]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRepairSpeed]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoBuildSpeed]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoUnbuildSpeed]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoReclaimSpeed]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForRepairIsMelee]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForReclaimIsMelee]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForRepair]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeFprReclaim]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoFactorySpeed]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#extraBuildRangeWhenBuildingThis]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_name]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_pos]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_forceNano]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_isLocked]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_isLockedMessage]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_x]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_y]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_dirOffset]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_heightOffset]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_moveAwayAmount]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exitHeightIgnoreParent]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dieOnConstruct]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dieZeroEnergy]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#numBitsOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathRange]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathDamage]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathDisableWhenNoNuke]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fireTurretXAtSelfOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeOnDeathGroundCollision]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeTypeOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeathGroundCollision]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#unitsSpawnedOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#unitsSpawnedOnDeath_setToTeamOfLastAttacker]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#hideScorchMark]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnDeath]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeathIfUnbuilt]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCooldownTime]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCooldownTime_allowDangerousHighCPU]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCheckRate]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCheckWhileNotBuilt]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#updateUnitMemory]]</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#updateUnitMemoryRate]]</p> <p style="margin: 0;padding: 0;">-<nowiki />---</p> </div> == [core] == {{RW代码|name|string|定义单位的原始名称,游戏用它作为唯一的名称来识别。(这在游戏中不显示)|name: customTank1}} {{RW代码|mass|int|单位的'重量',定义了它与其他单位的碰撞方式,更大的数值意味着它更难推。|mass: 3000}} {{RW代码|radius|int|单位周围的圆形区域,使其可以选择。(鼠标点击/屏幕触摸)|radius: 20}} {{RW代码|price|int / price|来自建造者/建筑的单位成本。如果没有使用资源类型,则默认为资金。|price: 500, gold=5, stone=10}} {{RW代码|class|string|保留给未来使用,默认必须是CustomUnitMetadata。|class: CustomUnitMetadata}} {{RW代码|maxHp|int|该单位的最大生命值。(将以这个值生成)。|maxHp: 200}} {{RW代码|techLevel|int|定义单位的技术等级,有3个等级,每个等级在GUI中会以不同的颜色显示。高等级的建筑将被以更慢的速度建造。|techLevel: 1}} {{RW代码|buildSpeed|float / s|构建单位所需的时间。(也要考虑建造者的速率)|buildSpeed: 3s}} {{RW代码|altNames|string(s)|以逗号分隔的名字列表。和名字一样,但优先级较低,对多个可选mod很有用。|altNames: custTank1, customTank1, cTank1}} {{RW代码|strictLevel|float|默认为0。1 = 如果参数重复就会报错。添加到根中的"all-units.template",以适用于所有单位。|strictLevel: 1}} {{RW代码|isBio|bool|选择单位是否为生物,影响声音和溅射(除非hideScorchMark:true)|isBio: true}} {{RW代码|isBug|bool|改变一些死亡特效,以及沙盒中的排序顺序。|isBug: false}} {{RW代码|isBuilder|bool|如果这个单位要放置建筑物,通常需要。默认值随[ai]useAsBuilder改变。|isBuilder: true}} {{RW代码|streamingCost|price|和价格一样,但在这个单位在建造时支付费用。如果资源在建造时用完,建造和排队就会暂停。|streamingCost: gem=420}} {{RW代码|switchPriceWithStreamingCost|bool|将streamingCost设置为价格值并清除价格的快捷方式,添加到all-units.template中,以快速将mod切换到流式消费。|switchPriceWithStreamingCost: true}} {{RW代码|selfRegenRate|float|被动的自我修复速率。|selfRegenRate: 0.01}} {{RW代码|maxShield|int|该单位的最大护盾值。如果startShieldAtZero:true,则从0开始。|maxShield: 500}} {{RW代码|startShieldAtZero|bool|如果为true,则单位在创建时护盾值以0开始。|startShieldAtZero: true}} {{RW代码|shieldRegen|float|被动的护盾回复速率。|shieldRegen: 0.15}} {{RW代码|energyMax|float|默认为0,可作为炮塔、激光防御和action的弹药的能量。|energyMax: 1}} {{RW代码|energyRegen|float|被动的能量回复速率。|energyRegen: 0.001}} {{RW代码|energyStartingPercentage|float|设置单位生成时所带的能量的百分比。|energyStartingPercentage: 0.5}} {{RW代码|energyNeedsToRechargeToFull|float|如果为true,则在能量达到零后禁用武器,直到完全充能。激光防御无视该条。|energyNeedsToRechargeToFull: true}} {{RW代码|energyRegenWhenRecharging|float|充能状态下的再生率。|}} {{RW代码|armour|int|每遭一击所抵消的伤害。(目前没有在任何原生单位中使用)|armour: 6}} {{RW代码|armourMinDamageToKeep|int|受到的伤害中保留的最小伤害。默认为1。|armourMinDamageToKeep: 2}} {{RW代码|borrowResourcesWhileAlive|price|创建时借走这些资源,删除或销毁时返回。|borrowResourcesWhileAlive: gold=10}} {{RW代码|borrowResourcesWhileBuilt|price|建造完成时借走这些资源,删除或销毁时返回。|borrowResourcesWhileBuilt: supplyCap = -10}} {{RW代码|generation_resources|price|单位建造完成后自动生成的资源数量,通常会重复触发直到死亡。|generation_resources: credits=5, gold=20}} {{RW代码|generation_active|logicBoolean|接收到的值为false时中止自动生成资源|generation_active: if not self.hp(lessThan=100)}} {{RW代码|generation_credits|int|单位建造完成后自动生成的资金数量,通常会重复触发直到死亡。|generation_credits: 2}} {{RW代码|generation_delay|int|资源/资金的自动生成的频率。默认为40。(不建议改变)。|generation_delay: 40}} {{RW代码|showInEditor:|bool|Set to false to hide unit in Sandbox editor. (Defaults to true)|showInEditor: false}} {{RW代码|displayText:|LocaleString|The unit name that the game shows to the player.|displayText: Custom Tank}} {{RW代码|displayText_{LANG}:|string|LANG = ISO 639-1 Code to show this text instead when game is in this language.|displayText_es: Tanque Personalizado}} {{RW代码|displayDescription:|LocaleString|Unit description that the game shows to the player.|displayDescription: -Fast movement\n-Light damage}} {{RW代码|displayDescription_{LANG}:|string|LANG = ISO 639-1 Code to show this text instead when game is in this language.|displayDescription_es: -Movimiento rápido\n-Daño ligero}} {{RW代码|displayLocaleKey:|string|Translation file key for unit name and description.|displayLocaleKey: units.mechArtillery}} {{RW代码|displayRadius:|int|Defaults to radius value. Set to show a larger or smaller selection circle UI on units.|displayRadius: 20}} {{RW代码|uiTargetRadius|int|Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit|uiTargetRadius: 10}} {{RW代码|shieldRenderRadius:|int|Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units.|shieldRenderRadius: 12}} {{RW代码|shieldDisplayOnlyDeflection:|bool|Hide shield unless deflecting shot if true.|shieldDisplayOnlyDeflection: true}} {{RW代码|shieldDeflectionDisplayRate:|float|Defaults to 4. High value causes shield deflection to fade disappear faster.|shieldDeflectionDisplayRate: 3}} {{RW代码|showOnMinimap:|bool|Defaults to true. Hide units on minimap if false.|showOnMinimap: false}} {{RW代码|showActionsWithMixedSelectionIfOtherUnitsHaveTag:|bool|Shows a merged action list if all units selected includes one of these tags. Useful for converted units.|showActionsWithMixedSelectionIfOtherUnitsHaveTag: true}} {{RW代码|showOnMinimapToEnemies|bool|Useful for stealth units|showOnMinimapToEnemies: false}} {{RW代码|isBuilding:|bool|Defines if the unit is a building.|isBuilding: true}} {{RW代码|footprint:|ints|"Left, up, right, down. Tiles taken up which block unit movement. Defaults to 0,0,0,0 = 1 center tile."|"footprint: 0,0,1,1"}} {{RW代码|constructionFootprint:|ints|"Tiles taken up for placement of other buildings. Defaults to 0,0,0,0 = 1 center tile."|"constructionFootprint: -1,-1,1,3"}} {{RW代码|displayFootprint:|ints|"Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint."|"displayFootprint: 0,0,1,1"}} {{RW代码|buildingSelectionOffset:|int|Defaults to 0. Adds or removes padding on the drawn selection rect in UI.|buildingSelectionOffset: 4}} {{RW代码|buildingToFootprintOffsetX:|float|Defaults to 10. Change the building position in the footprint on the X-axis.|buildingToFootprintOffsetX: 4}} {{RW代码|buildingToFootprintOffsetY:|float|Defaults to 10. Change the building position in the footprint on the Y-axis.|buildingToFootprintOffsetY: 6}} {{RW代码|placeOnlyOnResPool:|bool|"Normally used for extractors, forces building construction in a resource pool. "|placeOnlyOnResPool: true}} {{RW代码|selfBuildRate:|float|Rate unit builds itself when placed without a builder.|selfBuildRate: 0.0008}} {{RW代码|ignoreInUnitCapCalculation||defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.|ignoreInUnitCapCalculation: true}} {{RW代码|copyFrom:|file(s) (ini)|"Uses unit data from another ini file as default for this unit, supports multiple files."|"copyFrom: ROOT:defaultTanks.template, tankT1.ini"}} {{RW代码|dont_load:|bool|"Do not load unit, and don't error on missing data. Can be useful when used with copyFrom."|dont_load: true}} {{RW代码|overrideAndReplace:|string(s)|Overrides another unit with this unit. Build links and map positions to target unit will be replaced.|"overrideAndReplace: builder, combatEngineer"}} {{RW代码|onNewMapSpawn:|string|"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam"|onNewMapSpawn: spawnPoint_eachActiveTeam}} {{RW代码|globalScale:|float|Defaults to 1. Changing not recommended.|globalScale: 2}} {{RW代码|isLocked:|bool|Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.|isLocked: true}} {{RW代码|isLockedIfGameModeNoNuke:|bool|Disallows building of this unit if nukes are disabled during match setup.|isLockedIfGameModeNoNuke: true}} {{RW代码|experimental:|bool|Tag unit as experimental. Affects zoomed out icon and end game stats.|experimental: true}} {{RW代码|stayNeutral:|bool|Set to false to disable capture when unit is on the neutral team.|stayNeutral: false}} {{RW代码|createNeutral:|bool|Set to true to always spawn the unit on the neutral team.|createNeutral: true}} {{RW代码|createOnAggressiveTeam:|bool|Set to true to always spawn the unit on aggressive teams on single player matches.|createOnAggressiveTeam: true}} {{RW代码|tags:|string(s)|"List of comma separated strings. Used to classify units, create special actions and balances."|"tags: tank, smallTank, piercingDamage"}} {{RW代码|defineUnitMemory||"Can define several variables for custom storage, unique for each unit. Allowed types: boolean, float/number, unit, string."|"defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText "}} {{RW代码|||Add a pair of square brackets to turn them into arrays for those specific data types|"defineUnitMemory: unit[] squad, float[] mango"}} {{RW代码|fogOfWarSightRange:|int|Sets number of tiles this unit can see through the fog of war. Defaults to 15.|fogOfWarSightRange: 35}} {{RW代码|fogOfWarSightRangeWhileNotBuilt|int|Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange|fogOfWarSightRangeWhileNotBuilt: 10}} {{RW代码|softCollisionOnAll:|int|Creates a soft collision effect when touching other units.|softCollisionOnAll: 3}} {{RW代码|disableAllUnitCollisions:|bool|Unit cannot collide with others if true.|disableAllUnitCollisions: true}} {{RW代码|isUnrepairableUnit:|bool|No unit can repair this unit if true.|isUnrepairableUnit: true}} {{RW代码|isUnselectable:|bool|If true unit cannot be selected. (includes AI players)|isUnselectable: true}} {{RW代码|isUnselectableAsTarget|bool|"Defaults to isUnselectable. Can be used to create units that cannot be selected but can be targeted for attack, reclaim, etc"|isUnselectableAsTarget: false}} {{RW代码|isPickableStartingUnit:|bool|"If true, unit is added to dropdowns for starting unit in game setup menus."|isPickableStartingUnit: true}} {{RW代码|startFallingWhenStartingUnit:|bool|Unit will appear falling from skies when starting unit if true.|startFallingWhenStartingUnit: true}} {{RW代码|soundOnAttackOrder:|sound(s)|List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats.|"soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg "}} {{RW代码|soundOnMoveOrder:|sound(s)|List of sound names. Only one will be played on each move order. Only .ogg and .wav formats.|"soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.ogg"}} {{RW代码|soundOnNewSelection:|sound(s)|List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats.|"soundOnNewSelection: tankSelection1.ogg, tankSelection2.ogg"}} {{RW代码|canNotBeDirectlyAttacked:|bool|No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks.|canNotBeDirectlyAttacked: true}} {{RW代码|canNotBeDamaged|bool|"Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)"|canNotBeDamaged: true}} {{RW代码|canNotBeGivenOrdersByPlayer:|bool|If true unit will not take player or AI orders.|canNotBeGivenOrdersByPlayer: true}} {{RW代码|canOnlyBeAttackedByUnitsWithTags:|strings(s)|"List of tag strings, only units with these tags can directly target this unit."|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}} {{RW代码|disableDeathOnZeroHp|bool|"Setting to true allows unit to continue living even at 0 HP, useful for custom ""death"" action. Warning: If not used with an autoTrigger, etc units will attack this unit forever."|disableDeathOnZeroHp: true}} {{RW代码|allowCaptureWhenNeutralByAI|bool|"When true, it lets to be captured on contact by AI as well. Defaults as false"|allowCaptureWhenNeutralByAI: true}} {{RW代码|transportSlotsNeeded:|int|"Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5."|transportSlotsNeeded: 2}} {{RW代码|maxTransportingUnits|int|Number of slots this units has for transporting other units.|maxTransportingUnits: 5}} {{RW代码|transportUnitsRequireTag:|string(s)|Only allows trasport of units that have one of these tags.|"transportUnitsRequireTag: smallTank, soldier"}} {{RW代码|transportUnitsRequireMovementType:|movementTypes|Only allows trasport of units that have one of these movement types.|"transportUnitsRequireMovementType: AIR, WATER"}} {{RW代码|transportUnitsBlockAirAndWaterUnits:|bool|Defaults to true. This unit can only transport LAND units if true.|transportUnitsBlockAirAndWaterUnits: false}} {{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot:|bool|"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."|transportUnitsEachUnitAlwaysUsesSingleSlot: true}} {{RW代码|transportUnitsKeepBuiltUnits:|bool|Makes built units stay inside transport instead of exiting it once ready if true.|transportUnitsKeepBuiltUnits: true}} {{RW代码|transportUnitsCanUnloadUnits:|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.|transportUnitsCanUnloadUnits: false}} {{RW代码|transportUnitsAddUnloadOption:|bool|Defines if unload button should be added to the unit menu|transportUnitsAddUnloadOption: false}} {{RW代码|transportUnitsUnloadDelayBetweenEachUnit:|float|Changes the delay it takes between each unit getting unloaded.|transportUnitsUnloadDelayBetweenEachUnit: 12}} {{RW代码|transportUnitsKillOnDeath:|LogicBoolean|Defaults to true. If false transported units don't die when transport dies.|transportUnitsKillOnDeath: if self.isOverLiquid()}} {{RW代码|transportUnitsHealBy:|float|Rate to heal units that are being transported.|transportUnitsHealBy: 0.1}} {{RW代码|transportUnitsBlockOtherTransports:|bool|"Defaults to true, if false this transports can hold other transports."|transportUnitsBlockOtherTransports: false}} {{RW代码|whileNeutralTransportAnyTeam:|bool|This unit can transport units of any team while neutral if true.|whileNeutralTransportAnyTeam: true}} {{RW代码|whileNeutralConvertToTransportedTeam:|bool|Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.|whileNeutralConvertToTransportedTeam: true}} {{RW代码|convertToNeutralIfNotTransporting:|bool|Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.|convertToNeutralIfNotTransporting: true}} {{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam:|bool|Keeps transported units on their orginal team when this unit is converted if true.|transportUnitsOnTeamChangeKeepCurrentTeam: true}} {{RW代码|resourceRate:|float|Used with canReclaimResources. Allows other teams to reclaim this unit. Normally used with neutral team. Use price to set what resources are gained.|resourceRate: 100}} {{RW代码|similarResourcesHaveTag:|string(s)|When this has been reclaimed harvester unit moves on to another resource with these tags.|similarResourcesHaveTag: goldResource}} {{RW代码|resourceMaxConcurrentReclaimingThis:|int|Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. |resourceMaxConcurrentReclaimingThis: 3}} {{RW代码|reclaimPrice:|int|Like price but for resources. Useful for buildable resources.|reclaimPrice: gold=1000}} {{RW代码|canReclaimResources:|bool|"If true this unit can gather resources, useful with resourceRate."|canReclaimResources: true}} {{RW代码|canReclaimResourcesNextSearchRange:|int|Defines the resource search range of this unit when its main gathered resource runs out.|canReclaimResourcesNextSearchRange: 100}} {{RW代码|canReclaimResourcesOnlyWithTags:|string(s)|This unit is only allowed to gather resources with these tags.|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}} {{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"|canReclaimUnitsOnlyWithTags: reclaimable}} {{RW代码|resourceReclaimMultiplier|float|"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""|resourceReclaimMultiplier: 1.5}} {{RW代码|canRepairUnitsOnlyWithTags|string(s)|Repairs units with the specified tags|canRepairUnitsOnlyWithTags: vulnerable}} {{RW代码|canRepairBuildings:|bool|Can this can heal ally buildings (isBuilder:true is required)|canRepairBuildings: true}} {{RW代码|canRepairUnits:|bool|"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."|canRepairUnits: true}} {{RW代码|autoRepair:|bool|Automatically try and repair damaged units in nano range. (isBuilder:true is required)|autoRepair: true}} {{RW代码|nanoRange:|int|Defaults to 85. Defines the unit building/repair/reclaim range.|nanoRange: 110}} {{RW代码|nanoRepairSpeed:|float|Defaults to 0.2. Defines the unit nano repair/reclaim speed.|nanoRepairSpeed: 0.01}} {{RW代码|nanoBuildSpeed:|float|Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)|nanoBuildSpeed: 0.9}} {{RW代码|nanoUnbuildSpeed:|float|How fast a builder reclaims an incomplete building (defaults to 1)|nanoUnbuildSpeed: 1.4}} {{RW代码|nanoReclaimSpeed:|float|How fast a builder reclaims a normal unit (not a resource unit)|nanoReclaimSpeed: 0.23}} {{RW代码|nanoRangeForRepairIsMelee:|bool|Defines if this unit must touch its target to repair it.|nanoRangeForRepairIsMelee: true}} {{RW代码|nanoRangeForReclaimIsMelee:|bool|Defines if this unit must touch its target to reclaim it.|nanoRangeForReclaimIsMelee: true}} {{RW代码|nanoRangeForRepair:|int|Defines a specific range for the repair action of this unit.|nanoRangeForRepair: 60}} {{RW代码|nanoRangeForReclaim:|int|Defines a specific range for the reclaim action of this unit.|nanoRangeForReclaim: 60}} {{RW代码|nanoFactorySpeed:|float|Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory.|nanoFactorySpeed: 1.2}} {{RW代码|extraBuildRangeWhenBuildingThis:|int|Temporarily adds extra build range to builders to build this unit. Useful for water based buildings.|extraBuildRangeWhenBuildingThis: 90}} {{RW代码|builtFrom_{NUM}_name:|string(s)|Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction.|"builtFrom_1_name: landFactory, airFactory"}} {{RW代码|builtFrom_{NUM}_pos:|float|Order this build link appears in UI. Using canBuild instead is more recommended.|builtFrom_1_pos: 0.1}} {{RW代码|builtFrom_{NUM}_forceNano:|bool|Build as if this is a building if true. (even if it's a unit)|builtFrom_1_forceNano: true}} {{RW代码|builtFrom_{NUM}_isLocked:|LogicBoolean|If true this unit cannot be built in this build link. (can be conditioned if logicBooleans are used)|builtFrom_1_isLocked: if self.hp(lessThan=100)}} {{RW代码|builtFrom_{NUM}_isLockedMessage:|LocaleString|Message shown when this build link is locked.|builtFrom_1_isLockedMessage: -Needs more population}} {{RW代码|exit_x:|float|Where created or unloaded units appears from the transport or building. Defaults to 0.|exit_x: 0}} {{RW代码|exit_y:|float|Where created or unloaded units appears from the transport or building. Defaults to 5.|exit_x: 5}} {{RW代码|exit_dirOffset:|float|Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units.|exit_dirOffset: 140}} {{RW代码|exit_heightOffset:|float|Defaults to 0. Defines the height where created or unloaded units appears.|exit_heightOffset: 16}} {{RW代码|exit_moveAwayAmount:|float|Defaults to 70. Defines the distance that created or unloaded units moves from this unit.|exit_moveAwayAmount: 10}} {{RW代码|exitHeightIgnoreParent|bool|Ignores parent height for exit height; useful for separating attachments with their parents for building|exitHeightIgnoreParent: true}} {{RW代码|dieOnConstruct:|bool|Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set)|dieOnConstruct: true}} {{RW代码|dieOnZeroEnergy:|bool|Kills this unit if energy level reaches zero when true.|dieOnZeroEnergy: true}} {{RW代码|numBitsOnDeath:|int|Defines the number of scattered bit fragments when this unit dies.|numBitsOnDeath: 20}} {{RW代码|nukeOnDeath:|bool|Unit will spawn a nuke detonation built-in effect when dies if true.|nukeOnDeath: true}} {{RW代码|nukeOnDeathRange:|float|Defines the nuke effect range when using nukeOnDeath.|nukeOnDeathRange: 140}} {{RW代码|nukeOnDeathDamage:|float|Defines the nuke effect area damage when using nukeOnDeath.|nukeOnDeathDamage: 2000}} {{RW代码|nukeOnDeathDisableWhenNoNuke:|bool|Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps.|nukeOnDeathDisableWhenNoNuke: true}} {{RW代码|fireTurretXAtSelfOnDeath:|turret ref|Auto-shoot a specific turret when this unit dies.|fireTurretXAtSelfOnDeath: turret_1}} {{RW代码|explodeOnDeath:|bool|Defaults to true. Disables the unit death explode built-in effect if false.|explodeOnDeath: false}} {{RW代码|explodeOnDeathGroundCollision:|boolean|Defaults to true. Disables the explode built-in effect on death when unit touches ground if false.|explodeOnDeathGroundCollision: false}} {{RW代码|explodeTypeOnDeath:|preset effects|"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}} {{RW代码|effectOnDeath:|effect(s) ref|Spawns built-in or custom effects when unit dies.|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}} {{RW代码|effectOnDeathGroundCollision:|effect(s) ref|Like effectOnDeath but when unit touches ground. Useful for flying units.|effectOnDeathGroundCollision: CUSTOM:bigExplosion}} {{RW代码|unitsSpawnedOnDeath:|string(s)|Spawns these units when dies. Comma separated unit identifiers.|"unitsSpawnedOnDeath: tank*5, hoverTank"}} {{RW代码|unitsSpawnedOnDeath_setToTeamOfLastAttacker:|bool|Units spawned on death will appear on the last attacker team if true.|unitsSpawnedOnDeath_setToTeamOfLastAttacker: true}} {{RW代码|hideScorchMark:|bool|Disables the death scorch mark leaved when unit dies if true.|hideScorchMark: true}} {{RW代码|soundOnDeath:|string(s)|Sets a custom sound for this unit death.|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}} {{RW代码|effectOnDeathIfUnbuilt: |effect(s) ref|"If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath"|effectOnDeathIfUnbuilt: CUSTOM:implode}} {{RW代码|autoTriggerCooldownTime:|time (seconds)|Post automatic action cooldown (Not detection cooldown). Defaults to 1s. Warning: Setting this too low for many units might effect performance depending on the action effects.|autoTriggerCooldownTime: 0.05s}} {{RW代码|autoTriggerCooldownTime_allowDangerousHighCPU:|bool|Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended.|autoTriggerCooldownTime_allowDangerousHighCPU: true}} {{RW代码|autoTriggerCheckRate:|enum|"options: everyFrame (default), every4Frames, every8Frames. Note: all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Note: Adding [core]autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with complex autoTriggers."|autoTriggerCheckRate:every8Frames}} {{RW代码|autoTriggerCheckWhileNotBuilt:|bool|Defaults to false. autoTrigger of unit actions check even when not completely built if true|autoTriggerCheckWhileNotBuilt: true}} {{RW代码|updateUnitMemory:|memory|Faster memory update than [action_#] setUnitMemory. Useful on many applications.|updateUnitMemory: timeCount += 1}} {{RW代码|updateUnitMemoryRate:|int|Sets how often the memory is updated. Defaults at 1s. settings it to 0 will update memory every frame.|updateUnitMemoryRate: 0}}
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