1.14:修订间差异

添加的内容 删除的内容
无编辑摘要
无编辑摘要
第58行: 第58行:
'''Mod特性'''
'''Mod特性'''


{{折叠|Mod特性|
{{折叠|Mod特性|2=*新增: [graphics]isVisibleToEnemies and [graphics]showOnMinimapToEnemies - allows creation of stealth systems when used with canOnlyBeAttackedByUnitsWithTags, and converting to revealed versions
2=*新增: [graphics]isVisibleToEnemies[graphics]showOnMinimapToEnemies - 允许与canOnlyBeAttackedByUnitsWithTags使用,创建隐身单位,并转换为显形状态。
*新增: [ai]lowPriorityTargetForOtherUnits and [ai]notPassivelyTargetedByOtherUnits - Allows better wall buildings that units don’t target by default.
*新增: [ai]lowPriorityTargetForOtherUnits[ai]notPassivelyTargetedByOtherUnits - 允许创建更好的墙体建筑,地方单位默认不将其设为目标。
*[action]addActionCooldownFor, [action]addAllActionCooldownsFor and [action]clearAllActionCooldowns - Player cannot use action again till timeout expires
*[action]addActionCooldownFor, [action]addAllActionCooldownsFor[action]clearAllActionCooldowns - 在冷却结束前,玩家不能再使用动作。
*[animation]effect_Xs: {x,y,name} - Spawn effects while playing an animation
*[animation]effect_Xs: {x,y,name} - 播放动画时生成特效
*新增: [action]convertTo_keepCurrentTags
*新增: [action]convertTo_keepCurrentTags
*新增: [core]disableDeathOnZeroHp
*新增: [core]disableDeathOnZeroHp
*新增: [action]takeResources_directTransferStoppingAtZero
*新增: [action]takeResources_directTransferStoppingAtZero
*每个单位现在最多有20个脚
*Per unit leg limit is now 20
*新增 %{self.playerName}, %{self.teamName}, %{self.resource.X} to showMessageToAllPlayers, etc actions to create dynamic messages
*新增 %{self.playerName}, %{self.teamName}, %{self.resource.X} 来执行向所有玩家展示消息等操作来创建动态消息
*新增: [turret]aimOffsetSpread
*新增: [turret]aimOffsetSpread
*新增: [action]addWaypoint_position_relativeOffsetFromSelf
*新增: [action]addWaypoint_position_relativeOffsetFromSelf
*新增: [action]whenBuilding_rotateTo_aimAtActionTarget and [action]whenBuilding_rotateTo_rotateTurretX (BETA NOTE: is broken in some cases)
*新增: [action]whenBuilding_rotateTo_aimAtActionTarget[action]whenBuilding_rotateTo_rotateTurretX (BETA版提示:在某些情况无法生效)
*新增: [attachment]showAllActionsFrom (logic boolean) - shows actions from the attachment when parent is selected, when clicked actions will be applied to the attachment as if they were selected. Can be used to create inventory systems, or control subsystems of a unit, etc.
*新增: [attachment]showAllActionsFrom (logic boolean) - 当选择单位本体时,显示来自附属单位的动作,当点击时,动作将被应用到附属单位上,就像选择了本体一样。可用于创建库存系统,或单位的控制子系统等。
*[action]isAlsoViewableByEnemies and [action]isAlsoViewableByAllies - Allows other players to see actions from this unit, useful for showing stats to other players (eg missile count, items collected)
*[action]isAlsoViewableByEnemies[action]isAlsoViewableByAllies - 允许其他玩家看到该单位的动作,对向其他玩家展示统计信息很有用(如导弹数量、收集的物品)。
*transportedUnitsToTransfer=X option 新增 to unitSpawn fields - Moves units from the source unit into the newly created unit. Can be used to create parachutes from planes, teleport effects, etc
*transportedUnitsToTransfer=X 选项添加到unitSpawn字段 - 将单位从源单位移动到新创建的单位。可用于创建飞机上的降落伞、传送效果等。
*新增: [movement]heightChangeRate
*新增: [movement]heightChangeRate
*新增: [movement]fallingAcceleration, [movement]fallingAccelerationDead
*新增: [movement]fallingAcceleration, [movement]fallingAccelerationDead
*New logic function: self.height()
*新逻辑函数:self.height()
*新增: [effect]alsoEmitEffectsOnDeath
*新增: [effect]alsoEmitEffectsOnDeath
*新增: [effect]lifeRandom
*新增: [effect]lifeRandom
*spawnPoint_eachActiveTeam option 新增 to [core]onNewMapSpawn
*spawnPoint_eachActiveTeam选项添加到了[core]onNewMapSpawn
*新增: [action]addWaypoint_triggerActionIfMatched
*新增: [action]addWaypoint_triggerActionIfMatched
*新增: [action]showMessageToAllEnemyPlayers (need test)
*新增: [action]showMessageToAllEnemyPlayers (需要进一步测试)
* support for ranges in flag ids (eg: unsetFlag=1-5)
*增加了对标志id中范围的支持。(eg: unsetFlag=1-5)
*请注意,在设置新的标志之前,单位标志现在已被取消设置。
*Note unit flags are now unset before new flags are set
*unitRef feature with functions: self, self.parent(), self.transporting(slot=x), self.attachment(slot=X) - eg: [action]textAddUnitName: unitRef self.attachment(slot="1")
*unitRef特性: self, self.parent(), self.transporting(slot=x), self.attachment(slot=X) - eg: [action]textAddUnitName: unitRef self.attachment(slot="1")
*新增: [action]textAddUnitName: unitType or unitRef
*新增: [action]textAddUnitName: unitType or unitRef
*新增: [action]descriptionAddFromUnit: unitType or unitRef
*新增: [action]descriptionAddFromUnit: unitType or unitRef
*新增: [action]descriptionAddUnitStats: unitType or unitRef
*新增: [action]descriptionAddUnitStats: unitType or unitRef
*更变: [action]unitShownInUI: now also supports as unitRef
*更变: [action]unitShownInUI: now also supports as unitRef
*新增: [action]unitShownInUIWithHpBar - (boolean) default true, Only used when unitShownInUI is a unitRef
*新增: [action]unitShownInUIWithHpBar - (boolean) 默认为true,仅在unitShownInUIunitRef时使用。
*新增: [action]unitShownInUIWithProgressBar - (boolean) default true, Only used when unitShownInUI is a unitRef. Replaces HP bar if active
*新增: [action]unitShownInUIWithProgressBar - (boolean) 默认为true,仅当unitShownInUIunitRef时使用, 如果激活则替换血量条。
*新增: [action]attachments_unload
*新增: [action]attachments_unload
*新增: [action]forceUnloadTransportNow_onlyOnSlot
*新增: [action]forceUnloadTransportNow_onlyOnSlot
第96行: 第97行:
*新增: [projectile]wobbleFrequency
*新增: [projectile]wobbleFrequency
*新增: [projectile]turnSpeed
*新增: [projectile]turnSpeed
*新增: [projectile]spawnProjectilesOnEndOfLife (projectile types) - eg: spawnProjectilesOnEndOfLife: torpedo_split(offsetDir=90), torpedo_split(offsetDir=-90)
*新增: [projectile]spawnProjectilesOnEndOfLife (抛射体类型) - eg: spawnProjectilesOnEndOfLife: torpedo_split(offsetDir=90), torpedo_split(offsetDir=-90)
*新增: [projectile]spawnProjectilesOnExplode (projectile types)
*新增: [projectile]spawnProjectilesOnExplode (抛射体类型)
*新增: [projectile]spawnProjectilesOnCreate (projectile types)
*新增: [projectile]spawnProjectilesOnCreate (抛射体类型)
*spawnProjectile options: spawnChance, maxSpawnLimit, recursionLimit, offsetX, offsetY, offsetRandomXY, offsetRandomX, offsetRandomY, offsetHeight, offsetRandomDir, offsetDir
*spawnProjectile options: spawnChance, maxSpawnLimit, recursionLimit, offsetX, offsetY, offsetRandomXY, offsetRandomX, offsetRandomY, offsetHeight, offsetRandomDir, offsetDir
*新增: [turret]canAttackMaxAngle
*新增: [turret]canAttackMaxAngle
*transportUnloadedOrRemovedUnit 新增 to [action]autoTriggerOnEvent
*transportUnloadedOrRemovedUnit 已添加到 [action]autoTriggerOnEvent
*更变: [projectile]pushForce / pushVelocity now working on all units
*更变: [projectile]pushForce / pushVelocity 现在对所有单位可用
*新增: [turret]barrelOffsetX_onOddShots
*新增: [turret]barrelOffsetX_onOddShots
*新增: [core]canReclaimUnitsOnlyWithTags
*新增: [core]canReclaimUnitsOnlyWithTags
*新增: [core]canRepairUnitsOnlyWithTags
*新增: [core]canRepairUnitsOnlyWithTags
*新增: [placementRule_X] section - allows creation of
*新增: [placementRule_X] section - 允许创建放置规则
*[placementRule]anyRuleInGroup:X (Only require 1 of the rules in this group pass, instead of all. Use the same group name on other placement rules to create a group.)
*[placementRule]anyRuleInGroup:X (只要求本组中的1条规则通过而不是全部。在其他放置规则上使用相同的组名来创建组。)
**[placementRule]searchTags:X
**[placementRule]searchTags:X
**[placementRule]searchTeam:[TeamRelation] defaults to own
**[placementRule]searchTeam:[TeamRelation] 默认为自己
**[placementRule]searchOffsetX: defaults to 0
**[placementRule]searchOffsetX: defaults to 0
**[placementRule]searchOffsetY: defaults to 0
**[placementRule]searchOffsetY: defaults to 0
第118行: 第119行:
**[placementRule]maxCount:X
**[placementRule]maxCount:X
**[placementRule]blocksPlacement: [true/false]
**[placementRule]blocksPlacement: [true/false]
**[placementRule]cannotPlaceMessage: Message shown to player if this rule fails (will be first failing rule in mergedRuleGroup)
**[placementRule]cannotPlaceMessage:如果不符合此规则,则会向玩家显示消息 (合并后的规则组中将成为第一个不符合的规则)
**[placementRule]checkEachTile: [true/false] defaults to true (set to false to only test unit center)
**[placementRule]checkEachTile: [true/false] defaults to true (设置为false以仅测试单位中心)
*新增: [projectile]mutatorX_addResourcesDirectHit
*新增: [projectile]mutatorX_addResourcesDirectHit
*新增: [projectile]mutatorX_addResourcesAreaHit
*新增: [projectile]mutatorX_addResourcesAreaHit
*新增: [core]exitHeightIgnoreParent
*新增: [core]exitHeightIgnoreParent
*新增: [core]ignoreInUnitCapCalculation (defaults to true for buildings)
*新增: [core]ignoreInUnitCapCalculation (对建筑物默认为true)
*新增: [action]iconExtraImage
*新增: [action]iconExtraImage
*新增: [action]iconExtraColor
*新增: [action]iconExtraColor
*新增: [action]iconExtraIsVisible (logic boolean)
*新增: [action]iconExtraIsVisible (逻辑布尔值)
*新增: [core]explodeTypeOnDeath - (options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding)
*新增: [core]explodeTypeOnDeath - (可用选项: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding)
*新增: [core]fogOfWarSightRangeWhileNotBuilt
*新增: [core]fogOfWarSightRangeWhileNotBuilt
*新增: [turret]idleSweepAngle
*新增: [turret]idleSweepAngle
第140行: 第141行:
*新增: [action]setBuilt (float 0-1)
*新增: [action]setBuilt (float 0-1)
*新增: [action]offsetSelfAbsolute: x,y,[height]
*新增: [action]offsetSelfAbsolute: x,y,[height]
*新增: [action]alwaysSinglePress (default false) - No confirmation needed on mobile, use with canPlayerCancel: false and allowMultipleInQueue: false to also hide the queue interface.}}
*新增: [action]alwaysSinglePress (default false) - 移动无需确认,与canPlayerCancel: falseallowMultipleInQueue: false一起使用还可以隐藏队列界面。}}


|}<br />
|}<br />