Mod语法:修订间差异

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无编辑摘要
→‎属性(property):​ 先更了[core]的部分,小白知道键的功能容易,但具体怎么填值容易搞乱,该表提供了对应值类型,和不填键时的缺省值
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=== 属性(property) ===
=== 属性(property) ===
在Rusted Warfare中,属性包含一组键值对。键(key)的名称与其对应的值(value)用半角冒号隔开,单独占一行。用于规定单位的具体属性。名称不同的键视为不同类型的键,名称相同的键从属于不同类型的节视为不同类型的键。
在Rusted Warfare中,属性包含一组键值对。键(key)的名称与其对应的值(value)用半角冒号隔开,单独占一行。用于规定单位的具体属性。名称不同的键视为不同类型的键,名称相同的键从属于不同类型的节视为不同类型的键。

键的类型(<b>施工中</b>):
<table class="wikitable sortable" border="1" style="word-break:break-all;">
<tr><th>Section</th><th>Code</th><th>Value</th><th>Default</th><th>Notes</th></tr>
<tr><td>[core]</td><td>name</td><td>"string"</td><td></td><td></td></tr>
<tr><td>[core]</td><td>altNames</td><td>"string"(s)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>class</td><td>CustomUnitMetadata</td><td>CustomUnitMetadata</td><td></td></tr>
<tr><td>[core]</td><td>strictLevel</td><td>0/1</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>price</td><td>"int"/"customResourceX"="float"(s)</td><td></td><td>"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]</td></tr>
<tr><td>[core]</td><td>mass</td><td>"int"(>=0)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>techLevel</td><td>1/2/3</td><td>1</td><td></td></tr>
<tr><td>[core]</td><td>buildSpeed</td><td>"float"/"float"s</td><td>1</td><td>"float"=1/("float"s*60)</td></tr>
<tr><td>[core]</td><td>radius</td><td>"int"(>=0)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>isBio</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>isBug</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>isBuilder</td><td>bool</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>streamingCost</td><td>"int"/"customResourceX"="float"(s)</td><td></td><td>"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"];[core]resourceRate:0;[core]switchPriceWithStreamingCost:false</td></tr>
<tr><td>[core]</td><td>switchPriceWithStreamingCost</td><td>"bool"</td><td>false</td><td>[core]resourceRate:0;[core]<del>StreamingCost:</del></td></tr>
<tr><td>[core]</td><td>maxHp</td><td>"int"(>=0, if ${core.disableDeathOnZeroHp} != true)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>selfRegenRate</td><td>"float"</td><td>0</td><td>hp/s=("float"*60)/s</td></tr>
<tr><td>[core]</td><td>maxShield</td><td>"int"(>=0)</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>startShieldAtZero</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>shieldRegen</td><td>"float"</td><td>0.25</td><td>shield/s=("float"*60)/s</td></tr>
<tr><td>[core]</td><td>energyMax</td><td>"float"(>=0)</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>energyRegen</td><td>"float"</td><td>0</td><td>energy/s=("float"*60)/s</td></tr>
<tr><td>[core]</td><td>energyStartingPercentage</td><td>"float"(0-1)</td><td>1</td><td></td></tr>
<tr><td>[core]</td><td>energyNeedsToRechargeToFull</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>energyRegenWhenRecharging</td><td>"float"</td><td>${core.energyRegen}</td><td>energy/s=("float"*60)/s</td></tr>
<tr><td>[core]</td><td>armour</td><td>"int"</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>armourMinDamageToKeep</td><td>"int"</td><td>1</td><td></td></tr>
<tr><td>[core]</td><td>borrowResourcesWhileAlive</td><td>"int"/"customResourceX"="float"(s)</td><td></td><td>"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]</td></tr>
<tr><td>[core]</td><td>borrowResourcesWhileBuilt</td><td>"int"/"customResourceX"="float"(s)</td><td></td><td>"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]</td></tr>
<tr><td>[core]</td><td>generation_resources</td><td>"int"/"customResourceX"="float"(s)</td><td></td><td>"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]</td></tr>
<tr><td>[core]</td><td>generation_active</td><td>"logicBoolean"</td><td>true</td><td></td></tr>
<tr><td>[core]</td><td>generation_credits</td><td>"int"</td><td></td><td></td></tr>
<tr><td>[core]</td><td>generation_delay</td><td>"int"(>=0)</td><td>40</td><td></td></tr>
<tr><td>[core]</td><td>showInEditor</td><td>"bool"</td><td>true</td><td></td></tr>
<tr><td>[core]</td><td>displayText</td><td>"string"/i:"localeKey"</td><td></td><td>/assets/translations/Strings.properties-->"localeKey"=xxx;if displayText:i:"localeKey", displayText_"LANG":"string"</td></tr>
<tr><td>[core]</td><td>displayText_"LANG"</td><td>"string"/i:"localeKey"</td><td></td><td>"LANG" = ISO 639-1 Code(zh,ru,ja...);/assets/translations/Strings.properties-->"localeKey"=xxx;displayText:"string"(/i:"localeKey");if displayText_"LANG":i:"localeKey", displayText:"string"</td></tr>
<tr><td>[core]</td><td>displayDescription</td><td>"string"/i:"localeKey"</td><td></td><td>/assets/translations/Strings.properties-->"localeKey"=xxx;if displayDescription:i:"localeKey", displayDescription_"LANG":"string"</td></tr>
<tr><td>[core]</td><td>displayDescription_"LANG"</td><td>"string"/i:"localeKey"</td><td></td><td>"LANG" = ISO 639-1 Code(zh,ru,ja...);/assets/translations/Strings.properties-->"localeKey"=xxx;displayDescription:"string"(/i:"localeKey");if displayDescription_"LANG":i:"localeKey", displayDescription:"string"</td></tr>
<tr><td>[core]</td><td>displayLocaleKey</td><td>"unitLocaleKey"</td><td></td><td>/assets/translations/Strings.properties-->units."unitLocaleKey".name</td></tr>
<tr><td>[core]</td><td>displayRadius</td><td>"int"(>=0)</td><td>${core.radius}</td><td></td></tr>
<tr><td>[core]</td><td>uiTargetRadius</td><td>"int"(>=0;==6, if ${core.radius} < 6)</td><td>${core.radius}</td><td></td></tr>
<tr><td>[core]</td><td>shieldRenderRadius</td><td>"int"(>=0)</td><td>${core.radius}</td><td></td></tr>
<tr><td>[core]</td><td>shieldDisplayOnlyDeflection</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>shieldDeflectionDisplayRate</td><td>"float"</td><td>4</td><td>Unfiled</td></tr>
<tr><td>[core]</td><td>showOnMinimap</td><td>"bool"</td><td>true</td><td></td></tr>
<tr><td>[core]</td><td>showActionsWithMixedSelectionIfOtherUnitsHaveTag</td><td>"tag"(s)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>showOnMinimapToEnemies</td><td>"bool"</td><td>${graphics.isVisibleToEnemies}</td><td></td></tr>
<tr><td>[core]</td><td>isBuilding</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>footprint</td><td>-"int",-"int","int","int"(>=0)</td><td>-0,-0,0,0</td><td>"int"="int"*tile="int"*(20px*20px)</td></tr>
<tr><td>[core]</td><td>constructionFootprint</td><td>-"int",-"int","int","int"<(>=0)/td><td>-0,-0,0,0</td><td>"int"="int"*tile="int"*(20px*20px)</td></tr>
<tr><td>[core]</td><td>displayFootprint</td><td>-"int",-"int","int","int"(>=0)</td><td>${core.footprint}</td><td>"int"="int"*tile="int"*(20px*20px)</td></tr>
<tr><td>[core]</td><td>buildingSelectionOffset</td><td>"int"</td><td>0</td><td>"int"="int"px*"int"px</td></tr>
<tr><td>[core]</td><td>buildingToFootprintOffsetX</td><td>"float"</td><td>10</td><td>"float"="float"px</td></tr>
<tr><td>[core]</td><td>buildingToFootprintOffsetY</td><td>"float"</td><td>10</td><td>"float"="float"px</td></tr>
<tr><td>[core]</td><td>placeOnlyOnResPool</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>selfBuildRate</td><td>"float"/"float"s</td><td>0</td><td>"float"=1/("float"s*60)</td></tr>
<tr><td>[core]</td><td>ignoreInUnitCapCalculation</td><td>"bool"</td><td>${core.isBuilding}</td><td></td></tr>
<tr><td>[core]</td><td>copyFrom</td><td>"filePath"(.ini)(s)</td><td></td><td>"filePath" = ./../xxx/xx/xxxx.ini</td></tr>
<tr><td>[core]</td><td>dont_load</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>overrideAndReplace</td><td>"unitName"(s)</td><td></td><td>"unitName" = ${core.name}</td></tr>
<tr><td>[core]</td><td>onNewMapSpawn</td><td>emptyResourcePools_asNeutral/emptyOrOccupiedResourcePools_asNeutral/mapCenter_asNeutral/mapCenter_eachActiveTeam/spawnPoint_eachActiveTeam</td><td></td><td></td></tr>
<tr><td>[core]</td><td>isLocked</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>isLockedIfGameModeNoNuke</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>experimental</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>stayNeutral</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>createNeutral</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>createOnAggressiveTeam</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>tags</td><td>"tag"(s)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>defineUnitMemory</td><td>boolean/float/number/unit/string "string"(s)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>fogOfWarSightRange</td><td>"int"(>=0)</td><td>15</td><td>"int"="int"px</td></tr>
<tr><td>[core]</td><td>fogOfWarSightRangeWhileNotBuilt</td><td>"int"(>=0)</td><td>${core.fogOfWarSightRange}</td><td>"int"="int"px</td></tr>
<tr><td>[core]</td><td>softCollisionOnAll</td><td>"int"(>=0)</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>disableAllUnitCollisions</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>isUnrepairableUnit</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>isUnselectable</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>isUnselectableAsTarget</td><td>"bool"</td><td>${core.isUnselectable}</td><td></td></tr>
<tr><td>[core]</td><td>isPickableStartingUnit</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>startFallingWhenStartingUnit</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>soundOnAttackOrder</td><td>"filePath"(.ogg/.wav)(s)</td><td></td><td>"filePath" = ./../xxx/xx/xxxx.ogg(/.wav)</td></tr>
<tr><td>[core]</td><td>soundOnMoveOrder</td><td>"filePath"(.ogg/.wav)(s)</td><td></td><td>"filePath" = ./../xxx/xx/xxxx.ogg(/.wav)</td></tr>
<tr><td>[core]</td><td>soundOnNewSelection</td><td>"filePath"(.ogg/.wav)(s)</td><td></td><td>"filePath" = ./../xxx/xx/xxxx.ogg(/.wav)</td></tr>
<tr><td>[core]</td><td>canNotBeDirectlyAttacked</td><td>"bool"</td><td>false</td><td>[core]<del>canOnlyBeAttackedByUnitsWithTags:</del></td></tr>
<tr><td>[core]</td><td>canNotBeDamaged</td><td>"bool"</td><td>${core.canNotBeDirectlyAttacked}</td><td></td></tr>
<tr><td>[core]</td><td>canNotBeGivenOrdersByPlayer</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>canOnlyBeAttackedByUnitsWithTags</td><td>"tag"(s)</td><td></td><td>[core]<del>canNotBeDirectlyAttacked:</del></td></tr>
<tr><td>[core]</td><td>disableDeathOnZeroHp</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>transportSlotsNeeded</td><td>"int"(>=0)</td><td>1</td><td></td></tr>
<tr><td>[core]</td><td>maxTransportingUnits</td><td>"int"(>=0)</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsRequireTag</td><td>"tag"(s)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsRequireMovementType</td><td>NONE/LAND/BUILDING/HOVER/OVER_CLIFF/OVER_CLIFF_WATER/AIR/WATER(s)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsBlockAirAndWaterUnits</td><td>"bool"</td><td>true</td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsKeepBuiltUnits</td><td>"logicBoolean"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsCanUnloadUnits</td><td>"logicBoolean"</td><td>if not (self.isOverLiquid or self.isMoving)</td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsAddUnloadOption</td><td>"bool"</td><td>true/false(if ${core.transportUnitsCanUnloadUnits} == false)</td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsUnloadDelayBetweenEachUnit</td><td>"float"/"float"s</td><td>30</td><td>"float"s="float"*60</td></tr>
<tr><td>[core]</td><td>transportUnitsKillOnDeath</td><td>"logicBoolean"</td><td>true</td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsHealBy</td><td>"float"</td><td>0</td><td>hp/s=("float"*60)/s</td></tr>
<tr><td>[core]</td><td>transportUnitsBlockOtherTransports</td><td>"bool"</td><td>true</td><td></td></tr>
<tr><td>[core]</td><td>whileNeutralTransportAnyTeam</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>whileNeutralConvertToTransportedTeam</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>convertToNeutralIfNotTransporting</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>transportUnitsOnTeamChangeKeepCurrentTeam</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>resourceRate</td><td>"float"(>0)</td><td>0</td><td>[core]switchPriceWithStreamingCost:false;[core]<del>StreamingCost:</del></td></tr>
<tr><td>[core]</td><td>similarResourcesHaveTag</td><td>"tag"(s)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>resourceMaxConcurrentReclaimingThis</td><td>"int"(>=0)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>reclaimPrice</td><td>"int"/"customResourceX"="float"(s)</td><td></td><td>"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]</td></tr>
<tr><td>[core]</td><td>canReclaimResources</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>canReclaimResourcesNextSearchRange</td><td>"int"(>=0)</td><td>500</td><td></td></tr>
<tr><td>[core]</td><td>canReclaimResourcesOnlyWithTags</td><td>"tag"(s)</td><td></td><td></td></tr>
<tr><td>[core]</td><td>canReclaimUnitsOnlyWithTags</td><td>"tag"(s)</td><td></td><td>[core]canRepairBuildings:true/[core]canRepairUnits:true</td></tr>
<tr><td>[core]</td><td>resourceReclaimMultiplier</td><td>"float"</td><td>1</td><td></td></tr>
<tr><td>[core]</td><td>canRepairUnitsOnlyWithTags</td><td>"tag"(s)</td><td></td><td>[core]canRepairBuildings:true/[core]canRepairUnits:true</td></tr>
<tr><td>[core]</td><td>canRepairBuildings</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>canRepairUnits</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>autoRepair</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>nanoRange</td><td>"int"(>=0)</td><td>85</td><td></td></tr>
<tr><td>[core]</td><td>nanoRepairSpeed</td><td>"float"</td><td>0.2</td><td>hp/s=("float"*60)/s</td></tr>
<tr><td>[core]</td><td>nanoBuildSpeed</td><td>"float"(>=0)</td><td>1</td><td></td></tr>
<tr><td>[core]</td><td>nanoUnbuildSpeed</td><td>"float"(>=0)</td><td>1</td><td></td></tr>
<tr><td>[core]</td><td>nanoReclaimSpeed</td><td>"float"(>=0)</td><td>${core.nanoRepairSpeed}*5.1</td><td>hp/s=("float"*60)/s</td></tr>
<tr><td>[core]</td><td>nanoRangeForRepairIsMelee</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>nanoRangeForReclaimIsMelee</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>nanoRangeForRepair</td><td>"int"(>=0)</td><td>${core.nanoRange}</td><td></td></tr>
<tr><td>[core]</td><td>nanoRangeForReclaim</td><td>"int"(>=0)</td><td>${core.nanoRange}</td><td></td></tr>
<tr><td>[core]</td><td>nanoFactorySpeed</td><td>"float"(>=0)</td><td>1</td><td></td></tr>
<tr><td>[core]</td><td>extraBuildRangeWhenBuildingThis</td><td>"int"</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>builtFrom_"#"_name</td><td>"unitName"(s)</td><td></td><td>"#" = "int"(>=0);"unitName" = ${core.name}</td></tr>
<tr><td>[core]</td><td>builtFrom_"#"_pos</td><td>"float"</td><td></td><td>"#" = "int"(>=0)</td></tr>
<tr><td>[core]</td><td>builtFrom_"#"_forceNano</td><td>"bool"</td><td>false</td><td>"#" = "int"(>=0)</td></tr>
<tr><td>[core]</td><td>builtFrom_"#"_isLocked</td><td>"logicBoolean"</td><td>false</td><td>"#" = "int"(>=0)</td></tr>
<tr><td>[core]</td><td>builtFrom_"#"_isLockedMessage</td><td>"string"/i:"localeKey"</td><td></td><td>"#" = "int"(>=0);/assets/translations/Strings.properties-->"localeKey"=xxx</td></tr>
<tr><td>[core]</td><td>exit_x</td><td>"float"</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>exit_y</td><td>"float"</td><td>9</td><td></td></tr>
<tr><td>[core]</td><td>exit_dirOffset</td><td>"float"</td><td>180(units)/0(buildings)</td><td></td></tr>
<tr><td>[core]</td><td>exit_heightOffset</td><td>"float"</td><td>0</td><td></td></tr>
<tr><td>[core]</td><td>exit_moveAwayAmount</td><td>"float"</td><td>70</td><td></td></tr>
<tr><td>[core]</td><td>exitHeightIgnoreParent</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>dieOnConstruct</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>dieOnZeroEnergy</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>numBitsOnDeath</td><td>"int"(>=0)</td><td>4(if ${core.mass} <= 30000)/8(if ${core.mass} > 30000)/7(buildings)</td><td></td></tr>
<tr><td>[core]</td><td>nukeOnDeath</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>nukeOnDeathRange</td><td>"float"(>=0)</td><td>250</td><td></td></tr>
<tr><td>[core]</td><td>nukeOnDeathDamage</td><td>"float"</td><td>5400</td><td></td></tr>
<tr><td>[core]</td><td>nukeOnDeathDisableWhenNoNuke</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>fireTurretXAtSelfOnDeath</td><td>"turretX"</td><td></td><td>[turret_"turretX"]</td></tr>
<tr><td>[core]</td><td>explodeOnDeath</td><td>"bool"</td><td>true</td><td></td></tr>
<tr><td>[core]</td><td>explodeOnDeathGroundCollision</td><td>"bool"</td><td>true</td><td></td></tr>
<tr><td>[core]</td><td>explodeTypeOnDeath</td><td>verysmall/small/normal/large/largeUnit/building/buildingNoShockwaveOrSmoke/verylargeBuilding(s)</td><td>normal</td><td></td></tr>
<tr><td>[core]</td><td>effectOnDeath</td><td>smoke/shockwave/small/medium/large/CUSTOM:"customEffectX"*"int"(>=0)(s)</td><td></td><td>[effect_"customEffectX"]</td></tr>
<tr><td>[core]</td><td>effectOnDeathGroundCollision</td><td>smoke/shockwave/small/medium/large/CUSTOM:"customEffectX"*"int"(>=0)(s)</td><td></td><td>[effect_"customEffectX"]</td></tr>
<tr><td>[core]</td><td>unitsSpawnedOnDeath</td><td>"unitName"*"int"(>=0)(s)</td><td></td><td>"unitName" = ${core.name}</td></tr>
<tr><td>[core]</td><td>unitsSpawnedOnDeath_setToTeamOfLastAttacker</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>hideScorchMark</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>soundOnDeath</td><td>"built-inSound"/"filePath"(.ogg/.wav)(s)</td><td></td><td>\res\raw\"built-inSound".ogg(/.wav)</td></tr>
<tr><td>[core]</td><td>effectOnDeathIfUnbuilt</td><td>smoke/shockwave/small/medium/large/CUSTOM:"customEffectX"*"int"(>=0)(s)</td><td></td><td>[effect_"customEffectX"]</td></tr>
<tr><td>[core]</td><td>autoTriggerCooldownTime</td><td>"float"(>=5;<120;>=0,if ${core.autoTriggerCooldownTime_allowDangerousHighCPU} == true)/"float"s(>=${5/60}s;<2s;>=0s,if ${core.autoTriggerCooldownTime_allowDangerousHighCPU} == true)</td><td>60</td><td></td></tr>
<tr><td>[core]</td><td>autoTriggerCooldownTime_allowDangerousHighCPU</td><td>"bool"</td><td>false</td><td></td></tr>
<tr><td>[core]</td><td>autoTriggerCheckRate</td><td>everyFrame/every4Frames/every8Frames</td><td>everyFrame</td><td></td></tr>
</table>

=== 注释 ===
=== 注释 ===
注释即为对代码的解释和说明。清晰的注释有利于帮助理解代码的含义。铁锈战争的<code>.ini</code>文件语法在注释方面提供了三种方式:
注释即为对代码的解释和说明。清晰的注释有利于帮助理解代码的含义。铁锈战争的<code>.ini</code>文件语法在注释方面提供了三种方式:

2022年7月19日 (二) 19:30的版本

.ini文件

纯文本文件。游戏通过读取以.ini为扩展名的文件来获取具体单位的属性。内容组成方面,由节(section)、键(key)、注释(comment)三个部分组成:

节(section)

包含用两个半角英文方括号包围的节的名称([section]),单独占一行。用于声明相关的键从属于该节。其后的行直到另一个节前一行的键均归属于该节。名称不同的节视为不同类型的节。

节的类型:

[core]
[canBuild_NAME]
[graphics]
[attack]
[turret_NAME]
[projectile_NAME]
[movement]
[ai]
[leg_#]
[arm_#]
[attachment_NAME]
[action_NAME]
[hiddenAction_NAME]
[effect_NAME]
[animation_NAME]
[placementRule_NAME]
[global_resource_NAME]
[resource_NAME]
[template_NAME]
[comment_NAME]

属性(property)

在Rusted Warfare中,属性包含一组键值对。键(key)的名称与其对应的值(value)用半角冒号隔开,单独占一行。用于规定单位的具体属性。名称不同的键视为不同类型的键,名称相同的键从属于不同类型的节视为不同类型的键。

键的类型(施工中):

SectionCodeValueDefaultNotes
[core]name"string"
[core]altNames"string"(s)
[core]classCustomUnitMetadataCustomUnitMetadata
[core]strictLevel0/10
[core]price"int"/"customResourceX"="float"(s)"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]
[core]mass"int"(>=0)
[core]techLevel1/2/31
[core]buildSpeed"float"/"float"s1"float"=1/("float"s*60)
[core]radius"int"(>=0)
[core]isBio"bool"false
[core]isBug"bool"false
[core]isBuilderboolfalse
[core]streamingCost"int"/"customResourceX"="float"(s)"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"];[core]resourceRate:0;[core]switchPriceWithStreamingCost:false
[core]switchPriceWithStreamingCost"bool"false[core]resourceRate:0;[core]StreamingCost:
[core]maxHp"int"(>=0, if ${core.disableDeathOnZeroHp} != true)
[core]selfRegenRate"float"0hp/s=("float"*60)/s
[core]maxShield"int"(>=0)0
[core]startShieldAtZero"bool"false
[core]shieldRegen"float"0.25shield/s=("float"*60)/s
[core]energyMax"float"(>=0)0
[core]energyRegen"float"0energy/s=("float"*60)/s
[core]energyStartingPercentage"float"(0-1)1
[core]energyNeedsToRechargeToFull"bool"false
[core]energyRegenWhenRecharging"float"${core.energyRegen}energy/s=("float"*60)/s
[core]armour"int"0
[core]armourMinDamageToKeep"int"1
[core]borrowResourcesWhileAlive"int"/"customResourceX"="float"(s)"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]
[core]borrowResourcesWhileBuilt"int"/"customResourceX"="float"(s)"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]
[core]generation_resources"int"/"customResourceX"="float"(s)"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]
[core]generation_active"logicBoolean"true
[core]generation_credits"int"
[core]generation_delay"int"(>=0)40
[core]showInEditor"bool"true
[core]displayText"string"/i:"localeKey"/assets/translations/Strings.properties-->"localeKey"=xxx;if displayText:i:"localeKey", displayText_"LANG":"string"
[core]displayText_"LANG""string"/i:"localeKey""LANG" = ISO 639-1 Code(zh,ru,ja...);/assets/translations/Strings.properties-->"localeKey"=xxx;displayText:"string"(/i:"localeKey");if displayText_"LANG":i:"localeKey", displayText:"string"
[core]displayDescription"string"/i:"localeKey"/assets/translations/Strings.properties-->"localeKey"=xxx;if displayDescription:i:"localeKey", displayDescription_"LANG":"string"
[core]displayDescription_"LANG""string"/i:"localeKey""LANG" = ISO 639-1 Code(zh,ru,ja...);/assets/translations/Strings.properties-->"localeKey"=xxx;displayDescription:"string"(/i:"localeKey");if displayDescription_"LANG":i:"localeKey", displayDescription:"string"
[core]displayLocaleKey"unitLocaleKey"/assets/translations/Strings.properties-->units."unitLocaleKey".name
[core]displayRadius"int"(>=0)${core.radius}
[core]uiTargetRadius"int"(>=0;==6, if ${core.radius} < 6)${core.radius}
[core]shieldRenderRadius"int"(>=0)${core.radius}
[core]shieldDisplayOnlyDeflection"bool"false
[core]shieldDeflectionDisplayRate"float"4Unfiled
[core]showOnMinimap"bool"true
[core]showActionsWithMixedSelectionIfOtherUnitsHaveTag"tag"(s)
[core]showOnMinimapToEnemies"bool"${graphics.isVisibleToEnemies}
[core]isBuilding"bool"false
[core]footprint-"int",-"int","int","int"(>=0)-0,-0,0,0"int"="int"*tile="int"*(20px*20px)
[core]constructionFootprint-"int",-"int","int","int"<(>=0)/td>-0,-0,0,0"int"="int"*tile="int"*(20px*20px)
[core]displayFootprint-"int",-"int","int","int"(>=0)${core.footprint}"int"="int"*tile="int"*(20px*20px)
[core]buildingSelectionOffset"int"0"int"="int"px*"int"px
[core]buildingToFootprintOffsetX"float"10"float"="float"px
[core]buildingToFootprintOffsetY"float"10"float"="float"px
[core]placeOnlyOnResPool"bool"false
[core]selfBuildRate"float"/"float"s0"float"=1/("float"s*60)
[core]ignoreInUnitCapCalculation"bool"${core.isBuilding}
[core]copyFrom"filePath"(.ini)(s)"filePath" = ./../xxx/xx/xxxx.ini
[core]dont_load"bool"false
[core]overrideAndReplace"unitName"(s)"unitName" = ${core.name}
[core]onNewMapSpawnemptyResourcePools_asNeutral/emptyOrOccupiedResourcePools_asNeutral/mapCenter_asNeutral/mapCenter_eachActiveTeam/spawnPoint_eachActiveTeam
[core]isLocked"bool"false
[core]isLockedIfGameModeNoNuke"bool"false
[core]experimental"bool"false
[core]stayNeutral"bool"false
[core]createNeutral"bool"false
[core]createOnAggressiveTeam"bool"false
[core]tags"tag"(s)
[core]defineUnitMemoryboolean/float/number/unit/string "string"(s)
[core]fogOfWarSightRange"int"(>=0)15"int"="int"px
[core]fogOfWarSightRangeWhileNotBuilt"int"(>=0)${core.fogOfWarSightRange}"int"="int"px
[core]softCollisionOnAll"int"(>=0)0
[core]disableAllUnitCollisions"bool"false
[core]isUnrepairableUnit"bool"false
[core]isUnselectable"bool"false
[core]isUnselectableAsTarget"bool"${core.isUnselectable}
[core]isPickableStartingUnit"bool"false
[core]startFallingWhenStartingUnit"bool"false
[core]soundOnAttackOrder"filePath"(.ogg/.wav)(s)"filePath" = ./../xxx/xx/xxxx.ogg(/.wav)
[core]soundOnMoveOrder"filePath"(.ogg/.wav)(s)"filePath" = ./../xxx/xx/xxxx.ogg(/.wav)
[core]soundOnNewSelection"filePath"(.ogg/.wav)(s)"filePath" = ./../xxx/xx/xxxx.ogg(/.wav)
[core]canNotBeDirectlyAttacked"bool"false[core]canOnlyBeAttackedByUnitsWithTags:
[core]canNotBeDamaged"bool"${core.canNotBeDirectlyAttacked}
[core]canNotBeGivenOrdersByPlayer"bool"false
[core]canOnlyBeAttackedByUnitsWithTags"tag"(s)[core]canNotBeDirectlyAttacked:
[core]disableDeathOnZeroHp"bool"false
[core]transportSlotsNeeded"int"(>=0)1
[core]maxTransportingUnits"int"(>=0)0
[core]transportUnitsRequireTag"tag"(s)
[core]transportUnitsRequireMovementTypeNONE/LAND/BUILDING/HOVER/OVER_CLIFF/OVER_CLIFF_WATER/AIR/WATER(s)
[core]transportUnitsBlockAirAndWaterUnits"bool"true
[core]transportUnitsKeepBuiltUnits"logicBoolean"false
[core]transportUnitsCanUnloadUnits"logicBoolean"if not (self.isOverLiquid or self.isMoving)
[core]transportUnitsAddUnloadOption"bool"true/false(if ${core.transportUnitsCanUnloadUnits} == false)
[core]transportUnitsUnloadDelayBetweenEachUnit"float"/"float"s30"float"s="float"*60
[core]transportUnitsKillOnDeath"logicBoolean"true
[core]transportUnitsHealBy"float"0hp/s=("float"*60)/s
[core]transportUnitsBlockOtherTransports"bool"true
[core]whileNeutralTransportAnyTeam"bool"false
[core]whileNeutralConvertToTransportedTeam"bool"false
[core]convertToNeutralIfNotTransporting"bool"false
[core]transportUnitsOnTeamChangeKeepCurrentTeam"bool"false
[core]resourceRate"float"(>0)0[core]switchPriceWithStreamingCost:false;[core]StreamingCost:
[core]similarResourcesHaveTag"tag"(s)
[core]resourceMaxConcurrentReclaimingThis"int"(>=0)
[core]reclaimPrice"int"/"customResourceX"="float"(s)"int" = credits="int";[global_resource_"customResourceX"]/[resource_"customResourceX"]
[core]canReclaimResources"bool"false
[core]canReclaimResourcesNextSearchRange"int"(>=0)500
[core]canReclaimResourcesOnlyWithTags"tag"(s)
[core]canReclaimUnitsOnlyWithTags"tag"(s)[core]canRepairBuildings:true/[core]canRepairUnits:true
[core]resourceReclaimMultiplier"float"1
[core]canRepairUnitsOnlyWithTags"tag"(s)[core]canRepairBuildings:true/[core]canRepairUnits:true
[core]canRepairBuildings"bool"false
[core]canRepairUnits"bool"false
[core]autoRepair"bool"false
[core]nanoRange"int"(>=0)85
[core]nanoRepairSpeed"float"0.2hp/s=("float"*60)/s
[core]nanoBuildSpeed"float"(>=0)1
[core]nanoUnbuildSpeed"float"(>=0)1
[core]nanoReclaimSpeed"float"(>=0)${core.nanoRepairSpeed}*5.1hp/s=("float"*60)/s
[core]nanoRangeForRepairIsMelee"bool"false
[core]nanoRangeForReclaimIsMelee"bool"false
[core]nanoRangeForRepair"int"(>=0)${core.nanoRange}
[core]nanoRangeForReclaim"int"(>=0)${core.nanoRange}
[core]nanoFactorySpeed"float"(>=0)1
[core]extraBuildRangeWhenBuildingThis"int"0
[core]builtFrom_"#"_name"unitName"(s)"#" = "int"(>=0);"unitName" = ${core.name}
[core]builtFrom_"#"_pos"float""#" = "int"(>=0)
[core]builtFrom_"#"_forceNano"bool"false"#" = "int"(>=0)
[core]builtFrom_"#"_isLocked"logicBoolean"false"#" = "int"(>=0)
[core]builtFrom_"#"_isLockedMessage"string"/i:"localeKey""#" = "int"(>=0);/assets/translations/Strings.properties-->"localeKey"=xxx
[core]exit_x"float"0
[core]exit_y"float"9
[core]exit_dirOffset"float"180(units)/0(buildings)
[core]exit_heightOffset"float"0
[core]exit_moveAwayAmount"float"70
[core]exitHeightIgnoreParent"bool"false
[core]dieOnConstruct"bool"false
[core]dieOnZeroEnergy"bool"false
[core]numBitsOnDeath"int"(>=0)4(if ${core.mass} <= 30000)/8(if ${core.mass} > 30000)/7(buildings)
[core]nukeOnDeath"bool"false
[core]nukeOnDeathRange"float"(>=0)250
[core]nukeOnDeathDamage"float"5400
[core]nukeOnDeathDisableWhenNoNuke"bool"false
[core]fireTurretXAtSelfOnDeath"turretX"[turret_"turretX"]
[core]explodeOnDeath"bool"true
[core]explodeOnDeathGroundCollision"bool"true
[core]explodeTypeOnDeathverysmall/small/normal/large/largeUnit/building/buildingNoShockwaveOrSmoke/verylargeBuilding(s)normal
[core]effectOnDeathsmoke/shockwave/small/medium/large/CUSTOM:"customEffectX"*"int"(>=0)(s)[effect_"customEffectX"]
[core]effectOnDeathGroundCollisionsmoke/shockwave/small/medium/large/CUSTOM:"customEffectX"*"int"(>=0)(s)[effect_"customEffectX"]
[core]unitsSpawnedOnDeath"unitName"*"int"(>=0)(s)"unitName" = ${core.name}
[core]unitsSpawnedOnDeath_setToTeamOfLastAttacker"bool"false
[core]hideScorchMark"bool"false
[core]soundOnDeath"built-inSound"/"filePath"(.ogg/.wav)(s)\res\raw\"built-inSound".ogg(/.wav)
[core]effectOnDeathIfUnbuiltsmoke/shockwave/small/medium/large/CUSTOM:"customEffectX"*"int"(>=0)(s)[effect_"customEffectX"]
[core]autoTriggerCooldownTime"float"(>=5;<120;>=0,if ${core.autoTriggerCooldownTime_allowDangerousHighCPU} == true)/"float"s(>=${5/60}s;<2s;>=0s,if ${core.autoTriggerCooldownTime_allowDangerousHighCPU} == true)60
[core]autoTriggerCooldownTime_allowDangerousHighCPU"bool"false
[core]autoTriggerCheckRateeveryFrame/every4Frames/every8FrameseveryFrame

注释

注释即为对代码的解释和说明。清晰的注释有利于帮助理解代码的含义。铁锈战争的.ini文件语法在注释方面提供了三种方式:

(1)用#进行单行的注释

在行的开头加上符号#后,游戏程序会忽略这一行的内容,不将其作为代码解析。但编写这些的人类可以注意到这些。

[projectile_1]
#directDamage: 20
#有人反映单发伤害太低,这里改成了30
directDamage: 30
…

(2)用""""""的组合进行多行注释

在行头使用"""作为起始,在之后的行尾使用"""作为结束。在其之间的内容均会被游戏忽略。

"""
这是三个英文引号
实际上这个组合还有个功能,就是用它引住key: value的value使value可以换行输入如:
builtFrom_1_name: airFactory
可以是
builtFrom_1_name: """airF
actory"""
可是有一种情况,你用多行注释注释掉了有换行输入的内容它显然就会混乱,也就是目前的情况
"""

(3)用[comment_NAME]进行成节的注释

该节之后的行直到下一个节前一行均不会被加载。

[comment_hiddenAction_1]
autoTriggerOnEvent: created
addGlobalTeamTags: 计时
[comment_1]
maxHp: 2000
[core]
#[comment_NAME]节下的东西是不会被加载的,去引用它会提示找不到任何key
@copyFromSection: comment_1
…

mod-info.txt文件

纯文本文件。游戏通过在mod文件夹根目录读取mod-info.txt这样命名的文件来获得mod作者提供的mod描述信息。

相关参数解释:

#(必填)
[mod]
#(选填)告诉游戏能够支持该mod运行的最低游戏版本。若不满足最低版本,提示后仍可加载,但除地图外不可用,同时不提供代码错误的报错提醒。
minVersion: v1.14
#(必填)该mod在游戏中显示的标题。
title: Mega Builders
#(选填)该mod在游戏中显示的描述。使用"\n"使其在游戏中换行显示(pc版并不会换行显示)。
description: Example mod which replaces builders with Mega Builders.

#(选填,在游戏中播放mod中的.ogg文件作为背景音乐)#关于.ogg文件的说明仍待补充
[music]
#填音乐文件夹路径。
sourceFolder: soundtrack
#当使用该mod的单位时仅播放该mod的音乐,填"true"或"false"。
whenUsingUnitsFromThisMod_playExclusively: true

#该文件支持单行注释
"""和
多行
注释"""

all-units.template文件

all-units.template也是INI格式的文件。文件中的代码会自动应用到模组内的所有单位中(效果与使用core节下的copyFrom一致)到同级及以下级文件夹的所有.ini文件中。若存在代码错误,报错不会指向其本身,而是其所应用的.ini文件。