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| == 目录 ==
| |
| <div style="color: #0f0;column-count: 5;">
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| <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>
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| <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>
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| <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>
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| <p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilder]]</p>
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| <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] == | | == [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 |
| {{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}} | | |name |
| {{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}} | | |string |
| {{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}} | | |名称 |
| {{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 |
| {{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}} | | |mass |
| {{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}} | | |int |
| {{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}} | | |重量 |
| {{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 |
| {{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}} | | |radius |
| {{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}} | | |int |
| {{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}} | | |半径 |
| {{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 |
| {{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}} | | |price |
| {{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}}
| | |int/resource = float |
| {{RW代码|shieldRegen|float|被动的护盾回复速率。|shieldRegen: 0.15}} | | |造价 |
| {{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 |
| {{RW代码|energyStartingPercentage|float|设置单位生成时所带的能量的百分比。|energyStartingPercentage: 0.5}} | | |maxHp |
| {{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}} | | |int |
| {{RW代码|energyRegenWhenRecharging|float|充能状态下的再生率。|}} | | |最大血量 |
| {{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 |
| {{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}} | | |selfRegenRate |
| {{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}} | | |float |
| {{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}} | | |自动回血速度 |
| {{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 |
| {{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}} | | |buildSpeed |
| {{RW代码|showInEditor:|bool|Set to false to hide unit in Sandbox editor. (Defaults to true)|showInEditor: false}} | | |float/float + "s" |
| {{RW代码|displayText:|LocaleString|The unit name that the game shows to the player.|displayText: Custom Tank}} | | |建造速度 |
| {{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 |
| {{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}} | | |class |
| {{RW代码|displayLocaleKey:|string|Translation file key for unit name and description.|displayLocaleKey: units.mechArtillery}} | | |"CustomUnitMetadata" |
| {{RW代码|displayRadius:|int|Defaults to radius value. Set to show a larger or smaller selection circle UI on units.|displayRadius: 20}} | | |类 |
| {{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 |
| {{RW代码|shieldDisplayOnlyDeflection:|bool|Hide shield unless deflecting shot if true.|shieldDisplayOnlyDeflection: true}} | | |techLevel |
| {{RW代码|shieldDeflectionDisplayRate:|float|Defaults to 4. High value causes shield deflection to fade disappear faster.|shieldDeflectionDisplayRate: 3}} | | |"1"/"2"/"3" |
| {{RW代码|showOnMinimap:|bool|Defaults to true. Hide units on minimap if false.|showOnMinimap: false}} | | |科技等级 |
| {{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 |
| {{RW代码|isBuilding:|bool|Defines if the unit is a building.|isBuilding: true}} | | |altNames |
| {{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"}} | | |string(s) |
| {{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"}} | | |其他名称(多个) |
| {{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 |
| {{RW代码|buildingToFootprintOffsetX:|float|Defaults to 10. Change the building position in the footprint on the X-axis.|buildingToFootprintOffsetX: 4}} | | |strictLevel |
| {{RW代码|buildingToFootprintOffsetY:|float|Defaults to 10. Change the building position in the footprint on the Y-axis.|buildingToFootprintOffsetY: 6}} | | |"0"/"1" |
| {{RW代码|placeOnlyOnResPool:|bool|"Normally used for extractors, forces building construction in a resource pool. "|placeOnlyOnResPool: true}} | | |严格等级 |
| {{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 |
| {{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"}} | | |isBio |
| {{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}} | | |bool |
| {{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"}}
| | |是生物 |
| {{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 |
| {{RW代码|isLocked:|bool|Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.|isLocked: true}} | | |isBug |
| {{RW代码|isLockedIfGameModeNoNuke:|bool|Disallows building of this unit if nukes are disabled during match setup.|isLockedIfGameModeNoNuke: true}} | | |bool |
| {{RW代码|experimental:|bool|Tag unit as experimental. Affects zoomed out icon and end game stats.|experimental: true}} | | |是虫 |
| {{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 |
| {{RW代码|createOnAggressiveTeam:|bool|Set to true to always spawn the unit on aggressive teams on single player matches.|createOnAggressiveTeam: true}} | | |isBuilder |
| {{RW代码|tags:|string(s)|"List of comma separated strings. Used to classify units, create special actions and balances."|"tags: tank, smallTank, piercingDamage"}} | | |bool |
| {{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 "}} | | |是建造者 |
| {{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 |
| {{RW代码|fogOfWarSightRangeWhileNotBuilt|int|Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange|fogOfWarSightRangeWhileNotBuilt: 10}} | | |streamingCost |
| {{RW代码|softCollisionOnAll:|int|Creates a soft collision effect when touching other units.|softCollisionOnAll: 3}} | | |int/resource = float |
| {{RW代码|disableAllUnitCollisions:|bool|Unit cannot collide with others if true.|disableAllUnitCollisions: true}} | | |流式建造造价 |
| {{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 |
| {{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}} | | |switchPriceWithStreamingCost |
| {{RW代码|isPickableStartingUnit:|bool|"If true, unit is added to dropdowns for starting unit in game setup menus."|isPickableStartingUnit: true}} | | |bool |
| {{RW代码|startFallingWhenStartingUnit:|bool|Unit will appear falling from skies when starting unit if true.|startFallingWhenStartingUnit: true}} | | |普通建造转换为流式建造 |
| {{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 |
| {{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"}} | | |maxShield |
| {{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}}
| | |int |
| {{RW代码|canNotBeDamaged|bool|"Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)"|canNotBeDamaged: true}} | | |最大护盾值 |
| {{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 |
| {{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}} | | |startShieldAtZero |
| {{RW代码|allowCaptureWhenNeutralByAI|bool|"When true, it lets to be captured on contact by AI as well. Defaults as false"|allowCaptureWhenNeutralByAI: true}} | | |bool |
| {{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}} | | |初始护盾值为0 |
| {{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 |
| {{RW代码|transportUnitsRequireMovementType:|movementTypes|Only allows trasport of units that have one of these movement types.|"transportUnitsRequireMovementType: AIR, WATER"}} | | |shieldRegen |
| {{RW代码|transportUnitsBlockAirAndWaterUnits:|bool|Defaults to true. This unit can only transport LAND units if true.|transportUnitsBlockAirAndWaterUnits: false}} | | |float |
| {{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot:|bool|"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."|transportUnitsEachUnitAlwaysUsesSingleSlot: true}} | | |护盾值自动回复速度 |
| {{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 |
| {{RW代码|transportUnitsAddUnloadOption:|bool|Defines if unload button should be added to the unit menu|transportUnitsAddUnloadOption: false}} | | |energyMax |
| {{RW代码|transportUnitsUnloadDelayBetweenEachUnit:|float|Changes the delay it takes between each unit getting unloaded.|transportUnitsUnloadDelayBetweenEachUnit: 12}} | | |float |
| {{RW代码|transportUnitsKillOnDeath:|LogicBoolean|Defaults to true. If false transported units don't die when transport dies.|transportUnitsKillOnDeath: if self.isOverLiquid()}} | | |最大能量值 |
| {{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 |
| {{RW代码|whileNeutralTransportAnyTeam:|bool|This unit can transport units of any team while neutral if true.|whileNeutralTransportAnyTeam: true}} | | |energyRegen |
| {{RW代码|whileNeutralConvertToTransportedTeam:|bool|Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.|whileNeutralConvertToTransportedTeam: true}} | | |float |
| {{RW代码|convertToNeutralIfNotTransporting:|bool|Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.|convertToNeutralIfNotTransporting: true}} | | |能量值自动回复速度 |
| {{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 |
| {{RW代码|similarResourcesHaveTag:|string(s)|When this has been reclaimed harvester unit moves on to another resource with these tags.|similarResourcesHaveTag: goldResource}} | | |energyStartingPercentage |
| {{RW代码|resourceMaxConcurrentReclaimingThis:|int|Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. |resourceMaxConcurrentReclaimingThis: 3}} | | |float |
| {{RW代码|reclaimPrice:|int|Like price but for resources. Useful for buildable resources.|reclaimPrice: gold=1000}} | | |初始能量值占比 |
| {{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 |
| {{RW代码|canReclaimResourcesOnlyWithTags:|string(s)|This unit is only allowed to gather resources with these tags.|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}} | | |energyNeedsToRechargeToFull |
| {{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"|canReclaimUnitsOnlyWithTags: reclaimable}} | | |bool |
| {{RW代码|resourceReclaimMultiplier|float|"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""|resourceReclaimMultiplier: 1.5}} | | |需要充能 |
| {{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 |
| {{RW代码|canRepairUnits:|bool|"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."|canRepairUnits: true}} | | |energyRegenWhenRecharging |
| {{RW代码|autoRepair:|bool|Automatically try and repair damaged units in nano range. (isBuilder:true is required)|autoRepair: true}} | | |float |
| {{RW代码|nanoRange:|int|Defaults to 85. Defines the unit building/repair/reclaim range.|nanoRange: 110}} | | |充能时能量回复速度 |
| {{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 |
| {{RW代码|nanoUnbuildSpeed:|float|How fast a builder reclaims an incomplete building (defaults to 1)|nanoUnbuildSpeed: 1.4}} | | |armour |
| {{RW代码|nanoReclaimSpeed:|float|How fast a builder reclaims a normal unit (not a resource unit)|nanoReclaimSpeed: 0.23}} | | |int |
| {{RW代码|nanoRangeForRepairIsMelee:|bool|Defines if this unit must touch its target to repair it.|nanoRangeForRepairIsMelee: true}} | | |护甲值 |
| {{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 |
| {{RW代码|nanoRangeForReclaim:|int|Defines a specific range for the reclaim action of this unit.|nanoRangeForReclaim: 60}} | | |armourMinDamageToKeep |
| {{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}} | | |int |
| {{RW代码|extraBuildRangeWhenBuildingThis:|int|Temporarily adds extra build range to builders to build this unit. Useful for water based buildings.|extraBuildRangeWhenBuildingThis: 90}} | | |伤害值低于护甲值时造成的伤害 |
| {{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 |
| {{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}} | | |borrowResourcesWhileAlive |
| {{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)}} | | |int/resource = float |
| {{RW代码|builtFrom_{NUM}_isLockedMessage:|LocaleString|Message shown when this build link is locked.|builtFrom_1_isLockedMessage: -Needs more population}} | | |存活时借取资源 |
| {{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 |
| {{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}} | | |borrowResourcesWhileBuilt |
| {{RW代码|exit_heightOffset:|float|Defaults to 0. Defines the height where created or unloaded units appears.|exit_heightOffset: 16}} | | |int/resource = float |
| {{RW代码|exit_moveAwayAmount:|float|Defaults to 70. Defines the distance that created or unloaded units moves from this unit.|exit_moveAwayAmount: 10}} | | |完成建造时借取资源 |
| {{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 |
| {{RW代码|dieOnZeroEnergy:|bool|Kills this unit if energy level reaches zero when true.|dieOnZeroEnergy: true}} | | |generation_resources |
| {{RW代码|numBitsOnDeath:|int|Defines the number of scattered bit fragments when this unit dies.|numBitsOnDeath: 20}} | | |resource = float |
| {{RW代码|nukeOnDeath:|bool|Unit will spawn a nuke detonation built-in effect when dies if true.|nukeOnDeath: true}} | | |自动生成资源-每次生成的资源量 |
| {{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 |
| {{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}} | | |generation_active |
| {{RW代码|fireTurretXAtSelfOnDeath:|turret ref|Auto-shoot a specific turret when this unit dies.|fireTurretXAtSelfOnDeath: turret_1}} | | |logicBoolean |
| {{RW代码|explodeOnDeath:|bool|Defaults to true. Disables the unit death explode built-in effect if false.|explodeOnDeath: false}} | | |自动生成资源激活条件 |
| {{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 |
| {{RW代码|effectOnDeath:|effect(s) ref|Spawns built-in or custom effects when unit dies.|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}} | | |generation_credits |
| {{RW代码|effectOnDeathGroundCollision:|effect(s) ref|Like effectOnDeath but when unit touches ground. Useful for flying units.|effectOnDeathGroundCollision: CUSTOM:bigExplosion}} | | |int |
| {{RW代码|unitsSpawnedOnDeath:|string(s)|Spawns these units when dies. Comma separated unit identifiers.|"unitsSpawnedOnDeath: tank*5, hoverTank"}} | | |自动生成资金-每次生成量 |
| {{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 |
| {{RW代码|soundOnDeath:|string(s)|Sets a custom sound for this unit death.|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}} | | |generation_delay |
| {{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}} | | |int |
| {{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}} | | |自动生成资源-间隔时间 |
| {{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 |
| {{RW代码|autoTriggerCheckWhileNotBuilt:|bool|Defaults to false. autoTrigger of unit actions check even when not completely built if true|autoTriggerCheckWhileNotBuilt: true}} | | |showInEditor |
| {{RW代码|updateUnitMemory:|memory|Faster memory update than [action_#] setUnitMemory. Useful on many applications.|updateUnitMemory: timeCount += 1}} | | |bool |
| {{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}} | | |在沙盒模式中显示 |
| | }} |
| | {{RW代码 |
| | |displayText |
| | |string |
| | |显示的名称 |
| | }} |
| | {{RW代码 |
| | |displayText_{LANG} |
| | |string |
| | |显示的单位名称(其他语言) |
| | }} |
| | {{RW代码 |
| | |displayDescription |
| | |string |
| | |显示的单位描述 |
| | }} |
| | {{RW代码 |
| | |displayDescription_{LANG} |
| | |string |
| | |显示的单位描述(其他语言) |
| | }} |
| | {{RW代码 |
| | |displayLocaleKey |
| | |本地化文件中支持的单位的名称 |
| | |引用内置本地化文件的文本 |
| | }} |
| | {{RW代码 |
| | |displayRadius |
| | |int |
| | |显示的半径 |
| | }} |
| | {{RW代码 |
| | |uiTargetRadius |
| | |int |
| | |作为玩家命令目标的单位的半径 |
| | }} |
| | {{RW代码 |
| | |shieldRenderRadius |
| | |int |
| | |护盾显示半径 |
| | }} |
| | {{RW代码 |
| | |shieldDisplayOnlyDeflection |
| | |bool |
| | |护盾仅在受攻击时显示 |
| | }} |
| | {{RW代码 |
| | |shieldDeflectionDisplayRate |
| | |float |
| | |护盾受到攻击后闪烁消失速度 |
| | }} |
| | {{RW代码 |
| | |showOnMinimap |
| | |bool |
| | |在小地图中显示 |
| | }} |
| | {{RW代码 |
| | |showActionsWithMixedSelectionIfOtherUnitsHaveTag |
| | |tagName(s) |
| | |选中带有这些标签的混合部队时一同显示它们的action |
| | }} |
| | {{RW代码 |
| | |showOnMinimapToEnemies |
| | |bool |
| | |在敌方小地图中显示该单位 |
| | }} |
| | {{RW代码 |
| | |isBuilding |
| | |bool |
| | |是建筑物 |
| | }} |
| | {{RW代码 |
| | |footprint |
| | |-int,-int,int,int(左,上,右,下) |
| | |建筑物占地大小 |
| | }} |
| | {{RW代码 |
| | |constructionFootprint |
| | |-int,-int,int,int(左,上,右,下) |
| | |摆放时建筑物的占地大小 |
| | }} |
| | {{RW代码 |
| | |displayFootprint |
| | |-int,-int,int,int(左,上,右,下) |
| | |显示的建筑物占地大小 |
| | }} |
| | {{RW代码 |
| | |buildingSelectionOffset |
| | | |
| | | |
| | }} |
| | {{RW代码 |
| | |buildingToFootprintOffsetX |
| | | |
| | | |
| | }} |
| | {{RW代码 |
| | |buildingToFootprintOffsetY |
| | | |
| | | |
| | }} |
| | {{RW代码 |
| | |placeOnlyOnResPool |
| | |bool |
| | |仅允许放置在矿坑上 |
| | }} |
| | {{RW代码 |
| | |selfBuildRate |
| | |float |
| | |自动自我建造速度 |
| | }} |
| | {{RW代码 |
| | |ignoreInUnitCapCalculation |
| | |bool |
| | |不计入单位数量上限统计中(建筑物默认为"true") |
| | }} |
| | {{RW代码 |
| | |copyFrom |
| | |fileFath(s) |
| | |从其他ini文件中复制代码 |
| | }} |
| | {{RW代码 |
| | |dont_load |
| | |bool |
| | |不被游戏加载 |
| | }} |
| | {{RW代码 |
| | |overrideAndReplace |
| | |unitsList(s) |
| | |覆盖这些单位 |
| | }} |
| | {{RW代码 |
| | |onNewMapSpawn |
| | |emptyResourcePools_asNeutral/emptyOrOccupiedResourcePools_asNeutral/mapCenter_asNeutral/mapCenter_eachActiveTeam/spawnPoint_eachActiveTeam |
| | |开局时在地图的这个位置生成该单位 |
| | }} |
| | {{RW代码 |
| | |isLocked |
| | |bool |
| | |在建造列表中锁定 |
| | }} |
| | {{RW代码 |
| | |isLockedIfGameModeNoNuke |
| | |bool |
| | |如果游戏设置为无核模式则在建造列表中锁定 |
| | }} |
| | {{RW代码 |
| | |experimental |
| | |bool |
| | |该单位是实验单位(影响单位图标、结算统计(和图层?)) |
| | }} |
| | {{RW代码 |
| | |stayNeutral |
| | |bool |
| | |维持中立(如果单位归属中立队伍) |
| | }} |
| | {{RW代码 |
| | |createNeutral |
| | |bool |
| | |生成时归属中立队伍 |
| | }} |
| | {{RW代码 |
| | |createOnAggressiveTeam |
| | |bool |
| | |生成时归属敌意队伍 |
| | }} |
| | {{RW代码 |
| | |tags |
| | |tag(s) |
| | |单位的标签(作为某些操作的筛选条件) |
| | }} |
| | {{RW代码 |
| | |defineUnitMemory |
| | |dataType variableName(s) |
| | |定义单位内存(定义一些变量来收集和引用单位活动中的数据) |
| | }} |
| | {{RW代码 |
| | |fogOfWarSightRange |
| | |int |
| | |战争迷雾中的视野范围 |
| | }} |
| | {{RW代码 |
| | |fogOfWarSightRangeWhileNotBuilt |
| | |int |
| | |未完成建造时单位在战争迷雾中的视野 |
| | }} |
| | {{RW代码 |
| | |softCollisionOnAll |
| | |int |
| | |软碰撞 |
| | }} |
| | {{RW代码 |
| | |disableAllUnitCollisions |
| | |bool |
| | |禁用碰撞体积 |
| | }} |
| | {{RW代码 |
| | |isUnrepairableUnit |
| | |bool |
| | |不可被纳米射线维修 |
| | }} |
| | {{RW代码 |
| | |isUnselectable |
| | |bool |
| | |不能被选中 |
| | }} |
| | {{RW代码 |
| | |isUnselectableAsTarget |
| | |bool |
| | |不能作为指令的目标 |
| | }} |
| | {{RW代码 |
| | |isPickableStartingUnit |
| | |bool |
| | |可作为初始单位 |
| | }} |
| | {{RW代码 |
| | |startFallingWhenStartingUnit |
| | |bool |
| | |作为初始单位时在游戏开始时从天而降 |
| | }} |
| | {{RW代码 |
| | |soundOnAttackOrder |
| | |fileFath(.ogg)(s) |
| | |下达攻击命令时播放声音 |
| | }} |
| | {{RW代码 |
| | |soundOnMoveOrder |
| | |fileFath(.ogg)(s) |
| | |下达移动命令时播放声音 |
| | }} |
| | {{RW代码 |
| | |soundOnNewSelection |
| | |fileFath(.ogg)(s) |
| | |被选中时播放声音 |
| | }} |
| | {{RW代码 |
| | |canNotBeDirectlyAttacked |
| | |bool |
| | |不能被(作为目标)直接攻击(可以受到范围武器伤害) |
| | }} |
| | {{RW代码 |
| | |canNotBeDamaged |
| | |bool |
| | |受到伤害时不会损失生命值 |
| | }} |
| | {{RW代码 |
| | |canNotBeGivenOrdersByPlayer |
| | |bool |
| | |玩家不能给该单位下达指令 |
| | }} |
| | {{RW代码 |
| | |canOnlyBeAttackedByUnitsWithTags |
| | |tag(s) |
| | |不能被具有这些标签的单位直接攻击 |
| | }} |
| | {{RW代码 |
| | |disableDeathOnZeroHp |
| | |bool |
| | |生命值不会影响该单位的生死 |
| | }} |
| | {{RW代码 |
| | |allowCaptureWhenNeutralByAI |
| | |bool |
| | |为中立单位时允许被AI玩家捕获 |
| | }} |
| | {{RW代码 |
| | |transportSlotsNeeded |
| | |int |
| | |运输该单位所需槽位数量 |
| | }} |
| | {{RW代码 |
| | |maxTransportingUnits |
| | |int |
| | |该单位具有的运输槽位的数量 |
| | }} |
| | {{RW代码 |
| | |transportUnitsRequireTag |
| | |tag(s) |
| | |仅允许运输具有这些标签的单位 |
| | }} |
| | {{RW代码 |
| | |transportUnitsRequireMovementType |
| | |movementType(s) |
| | |仅允许运输这些移动类型的单位 |
| | }} |
| | {{RW代码 |
| | |transportUnitsBlockAirAndWaterUnits |
| | |bool |
| | |不允许运输空中和水中单位(默认为"true") |
| | }} |
| | {{RW代码 |
| | |transportUnitsEachUnitAlwaysUsesSingleSlot |
| | |bool |
| | |每个单位都只占一格运输槽位(前提是单位能进去?) |
| | }} |
| | {{RW代码 |
| | |transportUnitsKeepBuiltUnits |
| | |bool |
| | |建造完成的单位被放到运输槽位中(而不是走出来) |
| | }} |
| | {{RW代码 |
| | |transportUnitsCanUnloadUnits |
| | |logicBoolean |
| | |单位允许卸载-条件 |
| | }} |
| | {{RW代码 |
| | |transportUnitsAddUnloadOption |
| | |bool |
| | |添加卸载按钮(默认为"true") |
| | }} |
| | {{RW代码 |
| | |transportUnitsUnloadDelayBetweenEachUnit |
| | |float |
| | |卸载时被运输单位出来的时间间隔 |
| | }} |
| | {{RW代码 |
| | |transportUnitsKillOnDeath |
| | |logicBoolean |
| | |运输单位死亡时也杀死被运输的单位-条件 |
| | }} |
| | {{RW代码 |
| | |transportUnitsHealBy |
| | |float |
| | |被运输的单位获得的治疗的速度 |
| | }} |
| | {{RW代码 |
| | |transportUnitsBlockOtherTransports |
| | |bool |
| | |不允许运输具有运输能力的单位(默认为"true") |
| | }} |
| | {{RW代码 |
| | |whileNeutralTransportAnyTeam |
| | |bool |
| | |当单位为中立时运行运输任何队伍的单位 |
| | }} |
| | {{RW代码 |
| | |whileNeutralConvertToTransportedTeam |
| | |bool |
| | |当单位为中立时转换为被运输的单位的队伍 |
| | }} |
| | {{RW代码 |
| | |convertToNeutralIfNotTransporting |
| | |bool |
| | |若未运输任何单位则转换为中立单位 |
| | }} |
| | {{RW代码 |
| | |transportUnitsOnTeamChangeKeepCurrentTeam |
| | |bool |
| | | |
| | }} |
| | {{RW代码 |
| | |resourceRate |
| | |float |
| | | |
| | }} |
| | {{RW代码 |
| | |similarResourcesHaveTag |
| | |tag(s) |
| | |将具有这些标签的单位归类为相似资源(建造者自动回收时会回收临近的相似资源) |
| | }} |
| | {{RW代码 |
| | |resourceMaxConcurrentReclaimingThis |
| | |int |
| | |同时回收该资源的最大单位数量 |
| | }} |
| | {{RW代码 |
| | |reclaimPrice |
| | |int/resoure = float |
| | |回收价格(默认pirce为回收价格) |
| | }} |
| | {{RW代码 |
| | |canReclaimResources |
| | |bool |
| | |可以回收资源() |
| | }} |
| | {{RW代码 |
| | |canReclaimResourcesNextSearchRange |
| | |int |
| | |自动回收临近的相似资源的距离 |
| | }} |
| | {{RW代码 |
| | |canReclaimResourcesOnlyWithTags |
| | |tag(s) |
| | |仅允许回收具有这些标签的资源 |
| | }} |
| | {{RW代码 |
| | |canReclaimUnitsOnlyWithTags |
| | |tag(s) |
| | |仅允许回收具有这些标签的单位 |
| | }} |
| | {{RW代码 |
| | |resourceReclaimMultiplier |
| | |float |
| | |回收资源的速度倍数 |
| | }} |
| | {{RW代码 |
| | |canRepairUnitsOnlyWithTags |
| | |tag(s) |
| | |仅允许修理具有这些标签的单位 |
| | }} |
| | {{RW代码 |
| | |canRepairBuildings |
| | |true |
| | |允许修理建筑物 |
| | }} |
| | {{RW代码 |
| | |canRepairUnits |
| | |bool |
| | |允许修理单位 |
| | }} |
| | {{RW代码 |
| | |autoRepair |
| | |bool |
| | |主动修理(不会为了修理而进行移动) |
| | }} |
| | {{RW代码 |
| | |nanoRange |
| | |int |
| | |纳米射线范围 |
| | }} |
| | {{RW代码 |
| | |nanoRepairSpeed |
| | |float |
| | |维修的速度 |
| | }} |
| | {{RW代码 |
| | |nanoBuildSpeed |
| | |float |
| | |建造的速度倍数 |
| | }} |
| | {{RW代码 |
| | |nanoUnbuildSpeed |
| | |float |
| | |反建造的速度倍数 |
| | }} |
| | {{RW代码 |
| | |nanoReclaimSpeed |
| | |float |
| | |回收速度 |
| | }} |
| | {{RW代码 |
| | |nanoRangeForRepairIsMelee |
| | |bool |
| | |贴身进行维修 |
| | }} |
| | {{RW代码 |
| | |nanoRangeForReclaimIsMelee |
| | |bool |
| | |贴身进行回收 |
| | }} |
| | {{RW代码 |
| | |nanoRangeForRepair |
| | |int |
| | |修理的纳米射线的范围 |
| | }} |
| | {{RW代码 |
| | |nanoRangeForReclaim |
| | |int |
| | |回收的纳米射线的范围 |
| | }} |
| | {{RW代码 |
| | |nanoFactorySpeed |
| | |float |
| | |内部工厂建造速度倍数 |
| | }} |
| | {{RW代码 |
| | |extraBuildRangeWhenBuildingThis |
| | |int |
| | |建造该单位特例使用的纳米射线距离 |
| | }} |
| | {{RW代码 |
| | |builtFrom_{NUM}_name |
| | |unitsList(s) |
| | |建造自( )单位 |
| | }} |
| | {{RW代码 |
| | |builtFrom_{NUM}_pos |
| | |float |
| | |建造自-该单位在建造列表中的顺序 |
| | }} |
| | {{RW代码 |
| | |builtFrom_{NUM}_forceNano |
| | |bool |
| | |建造自-使用纳米射线 |
| | }} |
| | {{RW代码 |
| | |builtFrom_{NUM}_isLocked |
| | |logicBoolean |
| | |建造自-锁定建造条件 |
| | }} |
| | {{RW代码 |
| | |builtFrom_{NUM}_isLockedMessage |
| | |strings |
| | |建造自-锁定时消息 |
| | }} |
| | {{RW代码 |
| | |exit_x |
| | |float |
| | |出口相对位置X |
| | }} |
| | {{RW代码 |
| | |exit_y |
| | |float |
| | |出口相对位置Y |
| | }} |
| | {{RW代码 |
| | |exit_dirOffset |
| | |float |
| | |出口相对角度 |
| | }} |
| | {{RW代码 |
| | |exit_heightOffset |
| | |float |
| | |出口相对高度 |
| | }} |
| | {{RW代码 |
| | |exit_moveAwayAmount |
| | |float |
| | |出口自动移动的距离 |
| | }} |
| | {{RW代码 |
| | |exitHeightIgnoreParent |
| | | |
| | | |
| | }} |
| | {{RW代码 |
| | |dieOnConstruct |
| | |bool |
| | |进行纳米建造时死亡 |
| | }} |
| | {{RW代码 |
| | |dieOnZeroEnergy |
| | |bool |
| | |能量值等于低于0时死亡 |
| | }} |
| | {{RW代码 |
| | |numBitsOnDeath |
| | |int |
| | |死亡时爆炸生成碎片的数量 |
| | }} |
| | {{RW代码 |
| | |nukeOnDeath |
| | |bool |
| | |死亡时核爆 |
| | }} |
| | {{RW代码 |
| | |nukeOnDeathRange |
| | |int |
| | |死亡时核爆时伤害范围 |
| | }} |
| | {{RW代码 |
| | |nukeOnDeathDamage |
| | |int |
| | |死亡时核爆伤害值 |
| | }} |
| | {{RW代码 |
| | |nukeOnDeathDisableWhenNoNuke |
| | |bool |
| | |游戏有禁核选项时死亡时不会核爆 |
| | }} |
| | {{RW代码 |
| | |fireTurretXAtSelfOnDeath |
| | |turretsList |
| | |死亡时使用该炮塔向自己所在位置开火 |
| | }} |
| | {{RW代码 |
| | |explodeOnDeath |
| | |bool |
| | |死亡时爆炸 |
| | }} |
| | {{RW代码 |
| | |explodeOnDeathGroundCollision |
| | |bool |
| | |死亡时(在空中的单位)撞击地面后爆炸 |
| | }} |
| | {{RW代码 |
| | |explodeTypeOnDeath |
| | |verysmall/small/normal/large/largeUnit/building/buildingNoShockwaveOrSmoke/verylargeBuilding |
| | |死亡时爆炸的类型 |
| | }} |
| | {{RW代码 |
| | |effectOnDeath |
| | |effectsList(s) |
| | |死亡时生成的效果 |
| | }} |
| | {{RW代码 |
| | |effectOnDeathGroundCollision |
| | |effectsList(s) |
| | |死亡时(空中的单位)撞击地面时生成的效果 |
| | }} |
| | {{RW代码 |
| | |unitsSpawnedOnDeath |
| | |unitsSpawned |
| | |死亡时生成的单位 |
| | }} |
| | {{RW代码 |
| | |unitsSpawnedOnDeath_setToTeamOfLastAttacker |
| | |bool |
| | |死亡时生成的单位归最后攻击者队伍 |
| | }} |
| | {{RW代码 |
| | |hideScorchMark |
| | |bool |
| | |隐藏死亡后焦痕 |
| | }} |
| | {{RW代码 |
| | |soundOnDeath |
| | |fileFath(.ogg)(s?) |
| | |死亡时播放声音 |
| | }} |
| | {{RW代码 |
| | |effectOnDeathIfUnbuilt |
| | |effectsList(s?) |
| | |单位未完成建造时死亡时生成的效果 |
| | }} |
| | {{RW代码 |
| | |autoTriggerCooldownTime |
| | |int/(float)s |
| | |action自动触发冷却时间 |
| | }} |
| | {{RW代码 |
| | |autoTriggerCooldownTime_allowDangerousHighCPU |
| | |bool |
| | |action自动触发冷却-解除安全限制 |
| | }} |
| | {{RW代码 |
| | |autoTriggerCheckRate |
| | |everyFrame/every4Frames/every8Frames |
| | |action自动触发检测频率 |
| | }} |
| | {{RW代码 |
| | |autoTriggerCheckWhileNotBuilt |
| | |bool |
| | |未完成建造时进行触发检测 |
| | }} |
| | {{RW代码 |
| | |updateUnitMemory |
| | | |
| | | |
| | }} |
| | {{RW代码 |
| | |updateUnitMemoryRate |
| | | |
| | | |
| | }} |
| | {{RW代码 |
| | |@memory |
| | | |
| | | |
| | }} |
| | |
| | == [canBuild_NAME] == |
| | {{RW代码 |
| | |name |
| | |string(s) |
| | |名称 |
| | }} |
| | {{RW代码 |
| | |pos |
| | |float |
| | |在建造列表中的顺序(值越大越靠后) |
| | }} |
| | {{RW代码 |
| | |tech |
| | |1/2/3 |
| | |指定科技等级(主要对陆军工厂、空军基地、海军基地、激光防御等有用) |
| | }} |
| | {{RW代码 |
| | |forceNano |
| | |bool |
| | |使用纳米光线进行建造 |
| | }} |
| | {{RW代码 |
| | |isVisible |
| | |logicBoolean |
| | |(在建造列表中)可见-条件 |
| | }} |
| | {{RW代码 |
| | |isLocked |
| | |logicBoolean |
| | |在建造列表中锁定-条件 |
| | }} |
| | {{RW代码 |
| | |isLockedMessage |
| | |string |
| | |锁定时显示消息 |
| | }} |
| | {{RW代码 |
| | |isLockedMessage_{LANG} |
| | |string |
| | |锁定时显示消息-其他语言 |
| | }} |
| | {{RW代码 |
| | |isLockedAlt |
| | |logicBoolean |
| | |另一种在建造列表中锁定情形-条件 |
| | }} |
| | {{RW代码 |
| | |isLockedAltMessage |
| | |string |
| | |另一种锁定时显示消息-其他语言 |
| | }} |
| | {{RW代码 |
| | |isLockedAlt2 |
| | |logicBoolean |
| | |另一种在建造列表中锁定情形2-条件 |
| | }} |
| | {{RW代码 |
| | |isLockedAlt2Message |
| | |string |
| | |另一种锁定时显示消息2-其他语言 |
| | }} |
| | {{RW代码 |
| | |addResources |
| | |int/resourcesList(s) |
| | |开始建造时添加资源 |
| | }} |
| | {{RW代码 |
| | |price |
| | |int/resourcesList(s) |
| | |造价(覆盖被建造单位原来的造价) |
| | }} |
| | {{RW代码 |
| | |isGuiBlinking |
| | |logicBoolean |
| | |建造列表中该按钮闪烁-条件 |
| | }} |
| | |
| | == [graphics] == |
| | {{RW代码 |
| | |total_frames |
| | |int |
| | |纹理的帧数量(精灵图方面) 无动画时使用1 |
| | }} |
| | {{RW代码 |
| | |image |
| | |fileFath(.png)(s) |
| | |主纹理文件(body) |
| | }} |
| | {{RW代码 |
| | |image_turret |
| | |fileFath(.png)(s) |
| | |炮塔纹理文件(body).优先级低于内联 |
| | }} |
| | {{RW代码 |
| | |image_wreak |
| | |fileFath(.png)(s) |
| | |死亡时纹理文件(body) |
| | }} |
| | {{RW代码 |
| | |image_shadow |
| | |enum(s) |
| | |阴影渲染方式(AUTO为自动) |
| | }} |
| | {{RW代码 |
| | |shadowOffsetX |
| | |int |
| | |阴影位置漂移(x)右为正(单位:px) |
| | }} |
| | {{RW代码 |
| | |shadowOffsetY |
| | |int |
| | |阴影位置漂移(x)下为正(单位:px) |
| | }} |
| | {{RW代码 |
| | |scaleImagesTo |
| | |int |
| | |图像在游戏中缩放到该大小 |
| | }} |
| | {{RW代码 |
| | |animation_moving_start |
| | |int |
| | |帧开始位置(Sprite. 精灵图动画专用) 0为第一帧 |
| | }} |
| | {{RW代码 |
| | |animation_moving_end |
| | |int |
| | |帧结束位置(Sprite. 精灵图动画专用) 非强求为最后一帧 |
| | }} |
| | {{RW代码 |
| | |animation_moving_speed |
| | |int |
| | |帧速度系数, RW原版都为1 |
| | }} |
| | {{RW代码 |
| | |movementEffect |
| | |effectID(s) |
| | |移动使用的尘埃效果 |
| | }} |
| | |
| | {{RW代码 |
| | |dustEffect |
| | |bool |
| | |是否开启尘埃效果 |
| | }} |
| | |
| | == [attack] == |
| | == [turret_NAME] == |
| | == [projectile_NAME] == |
| | == [movement] == |
| | {{RW代码 |
| | |movementType |
| | |enum(s) |
| | |行进类型, 例如 AIR(空军飞行), LAND(陆军行走)... |
| | }} |
| | {{RW代码 |
| | |moveSpeed |
| | |float |
| | |行进速度, 在1.0左右波动为推荐数值 |
| | }} |
| | {{RW代码 |
| | |moveAccelerationSpeed |
| | |float |
| | |行进加速度(不建议大于行进速度) |
| | }} |
| | {{RW代码 |
| | |moveDecelerationSpeed |
| | |float |
| | |行进减速度(不建议大于行进速度) |
| | }} |
| | {{RW代码 |
| | |maxTurnSpeed |
| | |float |
| | |转向速度 |
| | }} |
| | {{RW代码 |
| | |turnAcceleration |
| | |float |
| | |转向加速度 |
| | }} |
| | {{RW代码 |
| | |turnDeceleration |
| | |float |
| | |转向减速度 |
| | }} |
| | {{RW代码 |
| | |moveSlidingMode |
| | |bool |
| | |移动时启用滑行 |
| | }} |
| | {{RW代码 |
| | |moveIgnoringBody |
| | |bool |
| | |身体无法被其他单位推动 |
| | }} |
| | |
| | == [ai] == |
| | == [arm_#]/[leg_#] == |
| | == [attachment_NAME] == |
| | == [action_NAME]/[hiddenAction_NAME] == |
| | == [effect_NAME] == |
| | == [animation_NAME] == |
| | == [placementRule_NAME] == |
| | == [resource_NAME] == |
| | == [global_resource_NAME] == |
| | == [decal_name] == |
| | == [template_NAME] == |
| | == [comment_NAME] == |
| | == 附录 == |
| | === 值的类型 === |
| | 主要有 |
| | |
| | int 填整数 |
| | |
| | 值范围:-2147483648~2147483647 |
| | |
| | float 浮点值,填小数 |
| | |
| | 极限值:infinity,-infinity,NaN,0 |
| | |
| | boolean 布尔值 填true/false |
| | |
| | logic boolean 逻辑布尔值,填 |
| | true/false和逻辑 |
| | |
| | unit 单位名,与string差不太多,别用()和* |
| | === ${}的用法 === |
| | === """的用法 === |
| | === 模板用法 === |