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mod参数
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<p style="color: white;font-size: 120%;background-color: lightpink; text-align: center;">目录</p> <div style="column-count: 2;font-size: 80%;"> <p style="margin: 0;padding: 0;background-color: black;color: white;">core</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#name|#]]name</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#mass|#]]mass</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#radius|#]]radius</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#price|#]]price</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxHp|#]]maxHp</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildSpeed|#]]buildSpeed</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#altNames|#]]altNames</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBio|#]]isBio</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBug|#]]isBug</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilder|#]]isBuilder</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#streamingCost|#]]streamingCost</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#switchPriceWithStreamingCost|#]]switchPriceWithStreamingCost</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#selfRegenRate|#]]selfRegenRate</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxShield|#]]maxShield</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#startShieldAtZero|#]]startShieldAtZero</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldRegen|#]]shieldRegen</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyMax|#]]energyMax</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyRegen|#]]energyRegen</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyStartingPercentage|#]]energyStartingPercentage</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyNeedsToRechargeToFull|#]]energyNeedsToRechargeToFull</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyRegenWhenRecharging|#]]energyRegenWhenRecharging</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#armour|#]]armour</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#armourMinDamageToKeep|#]]armourMinDamageToKeep</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#borrowResourcesWhileAlive|#]]borrowResourcesWhileAlive</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#borrowResourcesWhileBuilt|#]]borrowResourcesWhileBuilt </p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_resources|#]]generation_resources</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_active|#]]generation_active</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_credits|#]]generation_credits</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_delay|#]]generation_delay</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showInEditor|#]]showInEditor</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayText|#]]displayText</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayDescription|#]]displayDescription</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayLocaleKey|#]]displayLocaleKey</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayRadius|#]]displayRadius</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#uiTargetRadius|#]]uiTargetRadius</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldRenderRadius|#]]shieldRenderRadius</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldDisplayOnlyDeflection|#]]shieldDisplayOnlyDeflection</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldDeflectionDisplayRate|#]]shieldDeflectionDisplayRate </p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showOnMinimap|#]]showOnMinimap</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showActionWithMixedSelectionIfOtherUnitsHaveTag|#]]showActionWithMixedSelectionIfOtherUnitsHaveTag </p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showOnMinimapToEnemies|#]]showOnMinimapToEnemies</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilding|#]]isBuilding </p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#footprint|#]]footprint</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#constructionFootprint|#]]constructionFootprint</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayFootprint|#]]displayFootprint</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingSelectionOffset|#]]buildingSelectionOffset</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingToFootprintOffsetX|#]]buildingToFootprintOffsetX</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingToFootprintOffsetY|#]]buildingToFootprintOffsetY</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#placeOnlyOnResPool|#]]placeOnlyOnResPool</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#selfBuildRate|#]]selfBuildRate</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#ignoreInUnitCapCalculation|#]]ignoreInUnitCapCalculation</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#copyFrom|#]]copyFrom</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dont_load|#]]dont_load</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#overrideAndReplace|#]]overrideAndReplace</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#onNewMapSpawn|#]]onNewMapSpawn</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isLocked|#]]isLocked</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isLockedIfGameModeNoNuke|#]]isLockedIfGameModeNoNuke</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#experimental|#]]experimental</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#stayNeutral|#]]stayNeutral</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#createNeutral|#]]createNeutral</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#createOnAggressiveTeam|#]]createOnAggressiveTeam</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#tags|#]]tags</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#defineUnitMemory|#]]defineUnitMemory</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fogOfWarSightRange|#]]fogOfWarSightRange</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fogOfWarSightRangeWhileNotBuilt|#]]fogOfWarSightRangeWhileNotBuilt</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#softCollisionOnAll|#]]softCollisionOnAll</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#disableAllUnitCollisions|#]]disableAllUnitCollisions</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnrepairableUnit|#]]isUnrepairableUnit</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnselectable|#]]isUnselectable</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnselectableAsTarget|#]]isUnselectableAsTarget</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isPickableStartingUnit|#]]isPickableStartingUnit</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#startFallingWhenStartingUnit|#]]startFallingWhenStartingUnit</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnAttackOrder|#]]soundOnAttackOrder</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnMoveOrder|#]]soundOnMoveOrder</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnNewSelection|#]]soundOnNewSelection</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeDirectlyAttacked|#]]canNotBeDirectlyAttacked</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeDamaged|#]]canNotBeDamaged</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeGivenOrdersByPlayer|#]]canNotBeGivenOrdersByPlayer</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canOnlyBeAttackedByUnitsWithTags|#]]canOnlyBeAttackedByUnitsWithTags</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#disableDeathOnZeroHp|#]]disableDeathOnZeroHp</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#allowCaptureWhenNeutralByAI|#]]allowCaptureWhenNeutralByAI</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportSlotsNeeded|#]]transportSlotsNeeded</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxTransportingUnits|#]]maxTransportingUnits</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsRequireTag|#]]transportUnitsRequireTag</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsRequireMovementType|#]]transportUnitsRequireMovementType</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsBlockAirAndWaterUnits|#]]transportUnitsBlockAirAndWaterUnits</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsEachUnitAlwaysUsesSingleSlot|#]]transportUnitsEachUnitAlwaysUsesSingleSlot</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsKeepBuiltUnits|#]]transportUnitsKeepBuiltUnits</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsCanUnloadUnits|#]]transportUnitsCanUnloadUnits</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsAddUnloadOption|#]]transportUnitsAddUnloadOption</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsUnloadDelayBetweenEachUnit|#]]transportUnitsUnloadDelayBetweenEachUnit</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsKillOnDeath|#]]transportUnitsKillOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsHealBy|#]]transportUnitsHealBy</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsBlockOtherTransports|#]]transportUnitsBlockOtherTransports</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#whileNeutralTransportAnyTeam|#]]whileNeutralTransportAnyTeam</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#whileNeutralConvertToTransportedTeam|#]]whileNeutralConvertToTransportedTeam</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#convertToNeutralIfNotTransporting|#]]convertToNeutralIfNotTransporting</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsOnTeamChangeKeepCurrentTeam|#]]transportUnitsOnTeamChangeKeepCurrentTeam</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceRate|#]]resourceRate</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#similarResourcesHaveTag|#]]similarResourcesHaveTag</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceMaxConcurrentReclaimingThis|#]]resourceMaxConcurrentReclaimingThis</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#reclaimPrice|#]]reclaimPrice</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResources|#]]canReclaimResources</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResourcesNextSearchRange|#]]canReclaimResourcesNextSearchRange</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResourcesOnlyWithTags|#]]canReclaimResourcesOnlyWithTags</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimUnitsOnlyWithTags|#]]canReclaimUnitsOnlyWithTags</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceReclaimMultiplier|#]]resourceReclaimMultiplier</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairUnitsOnlyWithTags|#]]canRepairUnitsOnlyWithTags</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairBuildings|#]]canRepairBuildings</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairUnits|#]]canRepairUnits</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoRepair|#]]autoRepair</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRange|#]]nanoRange</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRepairSpeed|#]]nanoRepairSpeed</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoBuildSpeed|#]]nanoBuildSpeed</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoUnbuildSpeed|#]]nanoUnbuildSpeed</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoReclaimSpeed|#]]nanoReclaimSpeed</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForRepairIsMelee|#]]nanoRangeForRepairIsMelee</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForReclaimIsMelee|#]]nanoRangeForReclaimIsMelee</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForRepair|#]]nanoRangeForRepair</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeFprReclaim|#]]nanoRangeFprReclaim</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoFactorySpeed|#]]nanoFactorySpeed</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#extraBuildRangeWhenBuildingThis|#]]extraBuildRangeWhenBuildingThis</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_name|#]]builtFrom_#_name</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_pos|#]]builtFrom_#_pos</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_forceNano|#]]builtFrom_#_forceNano</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_isLocked|#]]builtFrom_#_isLocked</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_isLockedMessage|#]]builtFrom_#_isLockedMessage</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_x|#]]exit_x</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_y|#]]exit_y</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_dirOffset|#]]exit_dirOffset</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_heightOffset|#]]exit_heightOffset</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_moveAwayAmount|#]]exit_moveAwayAmount</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exitHeightIgnoreParent|#]]exitHeightIgnoreParent</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dieOnConstruct|#]]dieOnConstruct</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dieZeroEnergy|#]]dieZeroEnergy</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#numBitsOnDeath|#]]numBitsOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeath|#]]nukeOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathRange|#]]nukeOnDeathRange</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathDamage|#]]nukeOnDeathDamage</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathDisableWhenNoNuke|#]]nukeOnDeathDisableWhenNoNuke</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fireTurretXAtSelfOnDeath|#]]fireTurretXAtSelfOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeOnDeath|#]]explodeOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeOnDeathGroundCollision|#]]explodeOnDeathGroundCollision</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeTypeOnDeath|#]]explodeTypeOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeath|#]]effectOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeathGroundCollision|#]]effectOnDeathGroundCollision</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#unitsSpawnedOnDeath|#]]unitsSpawnedOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#unitsSpawnedOnDeath_setToTeamOfLastAttacker|#]]unitsSpawnedOnDeath_setToTeamOfLastAttacker</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#hideScorchMark|#]]hideScorchMark</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnDeath|#]]soundOnDeath</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeathIfUnbuilt|#]]effectOnDeathIfUnbuilt</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCooldownTime|#]]autoTriggerCooldownTime</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCooldownTime_allowDangerousHighCPU|#]]autoTriggerCooldownTime_allowDangerousHighCPU</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCheckRate|#]]autoTriggerCheckRate</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCheckWhileNotBuilt|#]]autoTriggerCheckWhileNotBuilt</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#updateUnitMemory|#]]updateUnitMemory</p> <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#updateUnitMemoryRate|#]]updateUnitMemoryRate</p> </div> <p style="color: white;font-size: 120%;background-color: lightpink; text-align: center;">[core]</p> {{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|在沙盒模式的编辑者显示。|showInEditor: false}} {{RW代码|displayText|LocaleString|游戏中显示的名称。|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|游戏中显示的描述。|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.本地化文本,中文加个"zh"。|displayDescription_es: -Movimiento rápido\n-Daño ligero}} {{RW代码|displayLocaleKey|string|使用游戏自带的本地化文件,填关键字。|displayLocaleKey: units.mechArtillery}} {{RW代码|displayRadius|int|默认为"radius"的值,设置单位在游戏中显示的半径大小。|displayRadius: 20}} {{RW代码|uiTargetRadius|int|玩家点击的作用半径。|uiTargetRadius: 10}} {{RW代码|shieldRenderRadius|int|改变护盾的显示大小。|shieldRenderRadius: 12}} {{RW代码|shieldDisplayOnlyDeflection|bool|只在单位受击时显示护盾。|shieldDisplayOnlyDeflection: true}} {{RW代码|shieldDeflectionDisplayRate|float|默认为4,护盾受击时闪动速度,值越大消失越快。|shieldDeflectionDisplayRate: 3}} {{RW代码|showOnMinimap|bool|单位是否显示在小地图上,默认为是。|showOnMinimap: false}} {{RW代码|showActionsWithMixedSelectionIfOtherUnitsHaveTag|bool|和带有该标签的单位一同选中时在侧边栏混合显示action。|showActionsWithMixedSelectionIfOtherUnitsHaveTag true}} {{RW代码|showOnMinimapToEnemies|bool|是否在敌人的小地图上显示,默认为否。|showOnMinimapToEnemies: false}} {{RW代码|isBuilding|bool|是否为建筑物,默认否,如果是,将改变单位的碰撞体积等。|isBuilding: true}} {{RW代码|footprint|ints|"建筑物的实际占地大小,Defaults to 0,0,0,0 = 1 center tile."|"footprint: 0,0,1,1"}} {{RW代码|constructionFootprint|ints|"建筑物放置时的占地大小,Defaults to 0,0,0,0 = 1 center tile."|"constructionFootprint: -1,-1,1,3"}} {{RW代码|displayFootprint|ints|"显示的建筑物的占地大小"|"displayFootprint: 0,0,1,1"}} {{RW代码|buildingSelectionOffset|int|建筑物选中时显示的图形的内边距大小。|buildingSelectionOffset: 4}} {{RW代码|buildingToFootprintOffsetX|float|Defaults to 10. 改变建筑物的实际位置。|buildingToFootprintOffsetX: 4}} {{RW代码|buildingToFootprintOffsetY|float|Defaults to 10. 改变建筑物的实际位置。|buildingToFootprintOffsetY: 6}} {{RW代码|placeOnlyOnResPool|bool|放置时只能放在资源坑上。|placeOnlyOnResPool: true}} {{RW代码|selfBuildRate|float|自己建造自己的速度。|selfBuildRate: 0.0008}} {{RW代码|ignoreInUnitCapCalculation||不计入单位上限统计,建筑物默认为"true"。|ignoreInUnitCapCalculation: true}} {{RW代码|copyFrom|file(s) (ini)|从其他文件中复制单位属性,填目标文件路径。|"copyFrom: ROOT:defaultTanks.template, tankT1.ini"}} {{RW代码|dont_load|bool|让程序不加载该单位。|dont_load: true}} {{RW代码|overrideAndReplace|string(s)|覆盖替换某单位,填单位的"name"。|"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|isLocked|bool|在建造列表中锁定该单位。不支持布尔逻辑。|isLocked: true}} {{RW代码|isLockedIfGameModeNoNuke|bool|如果游戏设置为无核模式该单位将被锁定建造。|isLockedIfGameModeNoNuke: true}} {{RW代码|experimental|bool|将该单位标记为实验级单位,影响缩放图标和局后统计。|experimental: true}} {{RW代码|stayNeutral|bool|使该单位不能被捕获。|stayNeutral: false}} {{RW代码|createNeutral|bool|生成时为无敌意中立单位。|createNeutral: true}} {{RW代码|createOnAggressiveTeam|bool|生成时为有敌意中立单位。|createOnAggressiveTeam: true}} {{RW代码|tags|string(s)|自定多个标签,一些代码功能的实现依靠它。|"tags: tank, smallTank, piercingDamage"}} {{RW代码|defineUnitMemory||"定义单位内存,用于保存一些活动数据,进而用这些数据实现某些功能。Allowed types: boolean, float/number, unit, string."|"defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText "}} {{RW代码|fogOfWarSightRange|int|设置雾中可视的格数。默认为15。|fogOfWarSightRange: 35}} {{RW代码|fogOfWarSightRangeWhileNotBuilt|int|未建成时的雾中可视格数。|fogOfWarSightRangeWhileNotBuilt: 10}} {{RW代码|softCollisionOnAll|int|展示一种软的碰撞效果,和半径是一个单位。|softCollisionOnAll: 3}} {{RW代码|disableAllUnitCollisions|bool|使单位不会和其他单位碰撞。|disableAllUnitCollisions: true}} {{RW代码|isUnrepairableUnit|bool|使单位不能被纳米修复。|isUnrepairableUnit: true}} {{RW代码|isUnselectable|bool|使单位不能被选中包括AI玩家。|isUnselectable: true}} {{RW代码|isUnselectableAsTarget|bool|"不能被作为目标进行攻击回收等操作。"|isUnselectableAsTarget: false}} {{RW代码|isPickableStartingUnit|bool|"添加到游戏的开局单位选单中。"|isPickableStartingUnit: true}} {{RW代码|startFallingWhenStartingUnit|bool|如果自己是开局单位则开局时从天而降。|startFallingWhenStartingUnit: true}} {{RW代码|soundOnAttackOrder|sound(s)|攻击指令时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg "}} {{RW代码|soundOnMoveOrder|sound(s)|移动指令时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.ogg"}} {{RW代码|soundOnNewSelection|sound(s)|新选中时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnNewSelection: tankSelection1.ogg, tankSelection2.ogg"}} {{RW代码|canNotBeDirectlyAttacked|bool|不能被直接攻击,游戏胜负判定时不作为依据。|canNotBeDirectlyAttacked: true}} {{RW代码|canNotBeDamaged|bool|"不会受伤。"|canNotBeDamaged: true}} {{RW代码|canNotBeGivenOrdersByPlayer|bool|不能被玩家控制,包括AI玩家。|canNotBeGivenOrdersByPlayer: true}} {{RW代码|canOnlyBeAttackedByUnitsWithTags|strings(s)|"该单位不能被带该标签的单位攻击。"|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}} {{RW代码|disableDeathOnZeroHp|bool|"血量低于0时不会死亡。"|disableDeathOnZeroHp: true}} {{RW代码|allowCaptureWhenNeutralByAI|bool|"允许被AI捕获吗。"|allowCaptureWhenNeutralByAI: true}} {{RW代码|transportSlotsNeeded|int|"运输需要的槽数量默认为1,实验单位默认为5。"|transportSlotsNeeded: 2}} {{RW代码|maxTransportingUnits|int|运输的空间大小。|maxTransportingUnits: 5}} {{RW代码|transportUnitsRequireTag|string(s)|只有这些标签单位能进入运输。|"transportUnitsRequireTag: smallTank, soldier"}} {{RW代码|transportUnitsRequireMovementType|movementTypes|只允许这类移动类型的单位进入运输。|"transportUnitsRequireMovementType: AIR, WATER"}} {{RW代码|transportUnitsBlockAirAndWaterUnits|bool|不能运输空中和水上单位。|transportUnitsBlockAirAndWaterUnits: false}} {{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot|bool|"每个被运输的单位只占一格空间。"|transportUnitsEachUnitAlwaysUsesSingleSlot: true}} {{RW代码|transportUnitsKeepBuiltUnits|bool|将生产完成的单位放在运输槽中,而不是直接出来。|transportUnitsKeepBuiltUnits: true}} {{RW代码|transportUnitsCanUnloadUnits|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). 在这些条件下能卸载单位。|transportUnitsCanUnloadUnits: false}} {{RW代码|transportUnitsAddUnloadOption|bool|添加卸载按钮,默认为"true"。|transportUnitsAddUnloadOption: false}} {{RW代码|transportUnitsUnloadDelayBetweenEachUnit|float|单位一个个卸载时的间隔,游戏帧。|transportUnitsUnloadDelayBetweenEachUnit: 12}} {{RW代码|transportUnitsKillOnDeath|LogicBoolean|这些条件下运输单位死亡时杀死被运输的单位。|transportUnitsKillOnDeath: if self.isOverLiquid()}} {{RW代码|transportUnitsHealBy|float|给被运输单位的治疗速度。|transportUnitsHealBy: 0.1}} {{RW代码|transportUnitsBlockOtherTransports|bool|"不运输具有运输槽位的单位。默认"true"。"|transportUnitsBlockOtherTransports: false}} {{RW代码|whileNeutralTransportAnyTeam|bool|中立时可运输任何队伍的单位。|whileNeutralTransportAnyTeam: true}} {{RW代码|whileNeutralConvertToTransportedTeam|bool|中立时转换为被运输的单位的队伍。|whileNeutralConvertToTransportedTeam: true}} {{RW代码|convertToNeutralIfNotTransporting|bool|无单位被运输时转换为中立。|convertToNeutralIfNotTransporting: true}} {{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam|bool|自己队伍所属变化时不改变自己运输的单位的所属。|transportUnitsOnTeamChangeKeepCurrentTeam: true}} {{RW代码|resourceRate|float|作为资源矿物时被回收的速度,跟血量有关。|resourceRate: 100}} {{RW代码|similarResourcesHaveTag|string(s)|建造者回收完某个矿后会自动寻找特定范围内的同类矿进行回收,有这个标签的被视为同类矿。|similarResourcesHaveTag: goldResource}} {{RW代码|resourceMaxConcurrentReclaimingThis|int|作为资源矿允许的同时回收自己的建造者的数量。|resourceMaxConcurrentReclaimingThis: 3}} {{RW代码|reclaimPrice|int|设置一个回收价格取代"price"。|reclaimPrice: gold=1000}} {{RW代码|canReclaimResources|bool|"可以回收资源矿物。"|canReclaimResources: true}} {{RW代码|canReclaimResourcesNextSearchRange|int|回收资源矿物自动寻找的范围。|canReclaimResourcesNextSearchRange: 100}} {{RW代码|canReclaimResourcesOnlyWithTags|string(s)|只能回收带这些标签的资源矿物。|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}} {{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"只能回收带这些标签的矿物。"|canReclaimUnitsOnlyWithTags: reclaimable}} {{RW代码|resourceReclaimMultiplier|float|"资源回收速度倍数。"|resourceReclaimMultiplier: 1.5}} {{RW代码|canRepairUnitsOnlyWithTags|string(s)|只可修复这些标签的单位。|canRepairUnitsOnlyWithTags: vulnerable}} {{RW代码|canRepairBuildings|bool|可以修复建筑物。|canRepairBuildings: true}} {{RW代码|canRepairUnits|bool|"可以修复单位。"|canRepairUnits: true}} {{RW代码|autoRepair|bool|自动维修纳米范围内的单位。|autoRepair: true}} {{RW代码|nanoRange|int|纳米修复回收的范围,默认85。|nanoRange: 110}} {{RW代码|nanoRepairSpeed|float|纳米修复速度默认0.2。|nanoRepairSpeed: 0.01}} {{RW代码|nanoBuildSpeed|float|纳米建造速度(倍数),默认1。|nanoBuildSpeed: 0.9}} {{RW代码|nanoUnbuildSpeed|float|纳米反建造速度。|nanoUnbuildSpeed: 1.4}} {{RW代码|nanoReclaimSpeed|float|纳米回收速度。|nanoReclaimSpeed: 0.23}} {{RW代码|nanoRangeForRepairIsMelee|bool|纳米维修距离是贴身。|nanoRangeForRepairIsMelee: true}} {{RW代码|nanoRangeForReclaimIsMelee|bool|纳米回收距离是贴身。|nanoRangeForReclaimIsMelee: true}} {{RW代码|nanoRangeForRepair|int|那么维修的范围。|nanoRangeForRepair: 60}} {{RW代码|nanoRangeForReclaim|int|纳米回收的范围。|nanoRangeForReclaim: 60}} {{RW代码|nanoFactorySpeed|float|工厂生产速度默认1.|nanoFactorySpeed: 1.2}} {{RW代码|extraBuildRangeWhenBuildingThis|int|建造该单位时使用额外的建造距离,对大占地或海上建筑物有用。|extraBuildRangeWhenBuildingThis: 90}} {{RW代码|builtFrom_#_name|string(s)|建造自_序号_名称|"builtFrom_1_name: landFactory, airFactory"}} {{RW代码|builtFrom_#_pos|float|建造自_序号_排序大小|builtFrom_1_pos: 0.1}} {{RW代码|builtFrom_#_forceNano|bool|建造自_序号_使用纳米建造,而不是内部工厂方式建造。|builtFrom_1_forceNano: true}} {{RW代码|builtFrom_#_isLocked|LogicBoolean|建造自_序号_锁定条件|builtFrom_1_isLocked: if self.hp(lessThan=100)}} {{RW代码|builtFrom_#_isLockedMessage|LocaleString建造自_序号_锁定讯息|builtFrom_1_isLockedMessage: -Needs more population}} {{RW代码|exit_x|float|单位生产运输的出口位置。|exit_x: 0}} {{RW代码|exit_y|float|单位生产运输的出口位置。默认5|exit_x: 5}} {{RW代码|exit_dirOffset|float|单位生产运输的出口朝向。|exit_dirOffset: 140}} {{RW代码|exit_heightOffset|float|单位生产运输的出口高度偏移。|exit_heightOffset: 16}} {{RW代码|exit_moveAwayAmount|float|单位生产运输的出口出口时自主移动的距离。|exit_moveAwayAmount: 10}} {{RW代码|exitHeightIgnoreParent|bool|单位生产运输的出口高度忽略父单位。|exitHeightIgnoreParent: true}} {{RW代码|dieOnConstruct|bool|进行建造时消失死亡。|dieOnConstruct: true}} {{RW代码|dieOnZeroEnergy|bool|能量为0时死亡。|dieOnZeroEnergy: true}} {{RW代码|numBitsOnDeath|int|单位死时爆炸的碎片数。|numBitsOnDeath: 20}} {{RW代码|nukeOnDeath|bool|死亡时核爆。|nukeOnDeath: true}} {{RW代码|nukeOnDeathRange|float|死亡时核爆的伤害范围。|nukeOnDeathRange: 140}} {{RW代码|nukeOnDeathDamage|float|死亡时核爆的伤害。|nukeOnDeathDamage: 2000}} {{RW代码|nukeOnDeathDisableWhenNoNuke|bool|无核模式时不会殉爆。|nukeOnDeathDisableWhenNoNuke: true}} {{RW代码|fireTurretXAtSelfOnDeath|turret ref|死亡时向自身位置射出该炮塔的弹丸。|fireTurretXAtSelfOnDeath: turret_1}} {{RW代码|explodeOnDeath|bool|死亡时爆炸。|explodeOnDeath: false}} {{RW代码|explodeOnDeathGroundCollision|boolean|死亡时高处触地时爆炸。|explodeOnDeathGroundCollision: false}} {{RW代码|explodeTypeOnDeath|preset effects|内置爆炸类型"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}} {{RW代码|effectOnDeath|effect(s) ref|死亡时生成效果。|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}} {{RW代码|effectOnDeathGroundCollision|effect(s) ref|死亡触地时生成效果。|effectOnDeathGroundCollision: CUSTOM:bigExplosion}} {{RW代码|unitsSpawnedOnDeath|string(s)|死亡时原地生成单位。|"unitsSpawnedOnDeath: tank*5, hoverTank"}} {{RW代码|unitsSpawnedOnDeath_setToTeamOfLastAttacker|bool|死亡时原地生成的单位归属最后攻击者的队伍。|unitsSpawnedOnDeath_setToTeamOfLastAttacker: true}} {{RW代码|hideScorchMark|bool|隐藏死后焦痕。|hideScorchMark: true}} {{RW代码|soundOnDeath|string(s)|死亡时播放音效。|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}} {{RW代码|effectOnDeathIfUnbuilt: |effect(s) ref|"未建成时死亡生成效果 Defaults to effectOnDeath"|effectOnDeathIfUnbuilt: CUSTOM:implode}} {{RW代码|autoTriggerCooldownTime|time (seconds)|自动触发的触发冷却时间,默认为1秒。|autoTriggerCooldownTime: 0.05s}} {{RW代码|autoTriggerCooldownTime_allowDangerousHighCPU|bool|解除自动触发的冷却时间的安全限制,使能低于0.2s。|autoTriggerCooldownTime_allowDangerousHighCPU: true}} {{RW代码|autoTriggerCheckRate|enum|自动触发的检测频率,默认每帧。"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|未建成时激活自动触发检测。|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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