无编辑摘要
小 (测试一下) |
无编辑摘要 |
||
| 第195行: | 第195行: | ||
{{RW代码|generation_credits|int|单位建造完成后自动生成的资金数量,通常会重复触发直到死亡。|generation_credits: 2}} | {{RW代码|generation_credits|int|单位建造完成后自动生成的资金数量,通常会重复触发直到死亡。|generation_credits: 2}} | ||
{{RW代码|generation_delay|int|资源/资金的自动生成的频率。默认为40。(不建议改变)。|generation_delay: 40}} | {{RW代码|generation_delay|int|资源/资金的自动生成的频率。默认为40。(不建议改变)。|generation_delay: 40}} | ||
{{RW代码|showInEditor | {{RW代码|showInEditor|bool|在沙盒模式的编辑者显示。|showInEditor: false}} | ||
{{RW代码|displayText | {{RW代码|displayText|LocaleString|游戏中显示的名称。|displayText: Custom Tank}} | ||
{{RW代码|displayText_{LANG} | {{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 | {{RW代码|displayDescription|LocaleString|游戏中显示的描述。|displayDescription: -Fast movement\n-Light damage}} | ||
{{RW代码|displayDescription_{LANG} | {{RW代码|displayDescription_{LANG}|string|LANG = ISO 639-1 Code to show this text instead when game is in this language.本地化文本,中文加个"zh"。|displayDescription_es: -Movimiento rápido\n-Daño ligero}} | ||
{{RW代码|displayLocaleKey | {{RW代码|displayLocaleKey|string|使用游戏自带的本地化文件,填关键字。|displayLocaleKey: units.mechArtillery}} | ||
{{RW代码|displayRadius | {{RW代码|displayRadius|int|默认为"radius"的值,设置单位在游戏中显示的半径大小。|displayRadius: 20}} | ||
{{RW代码|uiTargetRadius|int| | {{RW代码|uiTargetRadius|int|玩家点击的作用半径。|uiTargetRadius: 10}} | ||
{{RW代码|shieldRenderRadius | {{RW代码|shieldRenderRadius|int|改变护盾的显示大小。|shieldRenderRadius: 12}} | ||
{{RW代码|shieldDisplayOnlyDeflection | {{RW代码|shieldDisplayOnlyDeflection|bool|只在单位受击时显示护盾。|shieldDisplayOnlyDeflection: true}} | ||
{{RW代码|shieldDeflectionDisplayRate | {{RW代码|shieldDeflectionDisplayRate|float|默认为4,护盾受击时闪动速度,值越大消失越快。|shieldDeflectionDisplayRate: 3}} | ||
{{RW代码|showOnMinimap | {{RW代码|showOnMinimap|bool|单位是否显示在小地图上,默认为是。|showOnMinimap: false}} | ||
{{RW代码|showActionsWithMixedSelectionIfOtherUnitsHaveTag | {{RW代码|showActionsWithMixedSelectionIfOtherUnitsHaveTag|bool|和带有该标签的单位一同选中时在侧边栏混合显示action。|showActionsWithMixedSelectionIfOtherUnitsHaveTag true}} | ||
{{RW代码|showOnMinimapToEnemies|bool| | {{RW代码|showOnMinimapToEnemies|bool|是否在敌人的小地图上显示,默认为否。|showOnMinimapToEnemies: false}} | ||
{{RW代码|isBuilding | {{RW代码|isBuilding|bool|是否为建筑物,默认否,如果是,将改变单位的碰撞体积等。|isBuilding: true}} | ||
{{RW代码|footprint | {{RW代码|footprint|ints|"建筑物的实际占地大小,Defaults to 0,0,0,0 = 1 center tile."|"footprint: 0,0,1,1"}} | ||
{{RW代码|constructionFootprint | {{RW代码|constructionFootprint|ints|"建筑物放置时的占地大小,Defaults to 0,0,0,0 = 1 center tile."|"constructionFootprint: -1,-1,1,3"}} | ||
{{RW代码|displayFootprint | {{RW代码|displayFootprint|ints|"显示的建筑物的占地大小"|"displayFootprint: 0,0,1,1"}} | ||
{{RW代码|buildingSelectionOffset | {{RW代码|buildingSelectionOffset|int|建筑物选中时显示的图形的内边距大小。|buildingSelectionOffset: 4}} | ||
{{RW代码|buildingToFootprintOffsetX | {{RW代码|buildingToFootprintOffsetX|float|Defaults to 10. 改变建筑物的实际位置。|buildingToFootprintOffsetX: 4}} | ||
{{RW代码|buildingToFootprintOffsetY | {{RW代码|buildingToFootprintOffsetY|float|Defaults to 10. 改变建筑物的实际位置。|buildingToFootprintOffsetY: 6}} | ||
{{RW代码|placeOnlyOnResPool | {{RW代码|placeOnlyOnResPool|bool|放置时只能放在资源坑上。|placeOnlyOnResPool: true}} | ||
{{RW代码|selfBuildRate | {{RW代码|selfBuildRate|float|自己建造自己的速度。|selfBuildRate: 0.0008}} | ||
{{RW代码|ignoreInUnitCapCalculation|| | {{RW代码|ignoreInUnitCapCalculation||不计入单位上限统计,建筑物默认为"true"。|ignoreInUnitCapCalculation: true}} | ||
{{RW代码|copyFrom | {{RW代码|copyFrom|file(s) (ini)|从其他文件中复制单位属性,填目标文件路径。|"copyFrom: ROOT:defaultTanks.template, tankT1.ini"}} | ||
{{RW代码|dont_load | {{RW代码|dont_load|bool|让程序不加载该单位。|dont_load: true}} | ||
{{RW代码|overrideAndReplace | {{RW代码|overrideAndReplace|string(s)|覆盖替换某单位,填单位的"name"。|"overrideAndReplace: builder, combatEngineer"}} | ||
{{RW代码|onNewMapSpawn | {{RW代码|onNewMapSpawn|string|"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam"|onNewMapSpawn: spawnPoint_eachActiveTeam}} | ||
{{RW代码|globalScale | {{RW代码|globalScale|float|一步改变单位的贴图体积等,一般不使用。|globalScale: 2}} | ||
{{RW代码|isLocked | {{RW代码|isLocked|bool|在建造列表中锁定该单位。不支持布尔逻辑。|isLocked: true}} | ||
{{RW代码|isLockedIfGameModeNoNuke | {{RW代码|isLockedIfGameModeNoNuke|bool|如果游戏设置为无核模式该单位将被锁定建造。|isLockedIfGameModeNoNuke: true}} | ||
{{RW代码|experimental | {{RW代码|experimental|bool|将该单位标记为实验级单位,影响缩放图标和局后统计。|experimental: true}} | ||
{{RW代码|stayNeutral | {{RW代码|stayNeutral|bool|使该单位不能被捕获。|stayNeutral: false}} | ||
{{RW代码|createNeutral | {{RW代码|createNeutral|bool|生成时为无敌意中立单位。|createNeutral: true}} | ||
{{RW代码|createOnAggressiveTeam | {{RW代码|createOnAggressiveTeam|bool|生成时为有敌意中立单位。|createOnAggressiveTeam: true}} | ||
{{RW代码|tags | {{RW代码|tags|string(s)|自定多个标签,一些代码功能的实现依靠它。|"tags: tank, smallTank, piercingDamage"}} | ||
{{RW代码|defineUnitMemory||" | {{RW代码|defineUnitMemory||"定义单位内存,用于保存一些活动数据,进而用这些数据实现某些功能。Allowed types: boolean, float/number, unit, string."|"defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText "}} | ||
{{RW代码||| | {{RW代码|fogOfWarSightRange|int|设置雾中可视的格数。默认为15。|fogOfWarSightRange: 35}} | ||
{{RW代码| | {{RW代码|fogOfWarSightRangeWhileNotBuilt|int|未建成时的雾中可视格数。|fogOfWarSightRangeWhileNotBuilt: 10}} | ||
{{RW代码| | {{RW代码|softCollisionOnAll|int|展示一种软的碰撞效果,和半径是一个单位。|softCollisionOnAll: 3}} | ||
{{RW代码| | {{RW代码|disableAllUnitCollisions|bool|使单位不会和其他单位碰撞。|disableAllUnitCollisions: true}} | ||
{{RW代码| | {{RW代码|isUnrepairableUnit|bool|使单位不能被纳米修复。|isUnrepairableUnit: true}} | ||
{{RW代码| | {{RW代码|isUnselectable|bool|使单位不能被选中包括AI玩家。|isUnselectable: true}} | ||
{{RW代码| | {{RW代码|isUnselectableAsTarget|bool|"不能被作为目标进行攻击回收等操作。"|isUnselectableAsTarget: false}} | ||
{{RW代码| | {{RW代码|isPickableStartingUnit|bool|"添加到游戏的开局单位选单中。"|isPickableStartingUnit: true}} | ||
{{RW代码|startFallingWhenStartingUnit|bool|如果自己是开局单位则开局时从天而降。|startFallingWhenStartingUnit: true}} | |||
{{RW代码|startFallingWhenStartingUnit | {{RW代码|soundOnAttackOrder|sound(s)|攻击指令时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg "}} | ||
{{RW代码|soundOnAttackOrder | {{RW代码|soundOnMoveOrder|sound(s)|移动指令时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.ogg"}} | ||
{{RW代码|soundOnMoveOrder | {{RW代码|soundOnNewSelection|sound(s)|新选中时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnNewSelection: tankSelection1.ogg, tankSelection2.ogg"}} | ||
{{RW代码|soundOnNewSelection | {{RW代码|canNotBeDirectlyAttacked|bool|不能被直接攻击,游戏胜负判定时不作为依据。|canNotBeDirectlyAttacked: true}} | ||
{{RW代码|canNotBeDirectlyAttacked | {{RW代码|canNotBeDamaged|bool|"不会受伤。"|canNotBeDamaged: true}} | ||
{{RW代码|canNotBeDamaged|bool|" | {{RW代码|canNotBeGivenOrdersByPlayer|bool|不能被玩家控制,包括AI玩家。|canNotBeGivenOrdersByPlayer: true}} | ||
{{RW代码|canNotBeGivenOrdersByPlayer | {{RW代码|canOnlyBeAttackedByUnitsWithTags|strings(s)|"该单位不能被带该标签的单位攻击。"|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}} | ||
{{RW代码|canOnlyBeAttackedByUnitsWithTags | {{RW代码|disableDeathOnZeroHp|bool|"血量低于0时不会死亡。"|disableDeathOnZeroHp: true}} | ||
{{RW代码|disableDeathOnZeroHp|bool|" | {{RW代码|allowCaptureWhenNeutralByAI|bool|"允许被AI捕获吗。"|allowCaptureWhenNeutralByAI: true}} | ||
{{RW代码|allowCaptureWhenNeutralByAI|bool|" | {{RW代码|transportSlotsNeeded|int|"运输需要的槽数量默认为1,实验单位默认为5。"|transportSlotsNeeded: 2}} | ||
{{RW代码|transportSlotsNeeded | {{RW代码|maxTransportingUnits|int|运输的空间大小。|maxTransportingUnits: 5}} | ||
{{RW代码|maxTransportingUnits|int| | {{RW代码|transportUnitsRequireTag|string(s)|只有这些标签单位能进入运输。|"transportUnitsRequireTag: smallTank, soldier"}} | ||
{{RW代码|transportUnitsRequireTag | {{RW代码|transportUnitsRequireMovementType|movementTypes|只允许这类移动类型的单位进入运输。|"transportUnitsRequireMovementType: AIR, WATER"}} | ||
{{RW代码|transportUnitsRequireMovementType | {{RW代码|transportUnitsBlockAirAndWaterUnits|bool|不能运输空中和水上单位。|transportUnitsBlockAirAndWaterUnits: false}} | ||
{{RW代码|transportUnitsBlockAirAndWaterUnits | {{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot|bool|"每个被运输的单位只占一格空间。"|transportUnitsEachUnitAlwaysUsesSingleSlot: true}} | ||
{{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot | {{RW代码|transportUnitsKeepBuiltUnits|bool|将生产完成的单位放在运输槽中,而不是直接出来。|transportUnitsKeepBuiltUnits: true}} | ||
{{RW代码|transportUnitsKeepBuiltUnits | {{RW代码|transportUnitsCanUnloadUnits|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). 在这些条件下能卸载单位。|transportUnitsCanUnloadUnits: false}} | ||
{{RW代码|transportUnitsCanUnloadUnits | {{RW代码|transportUnitsAddUnloadOption|bool|添加卸载按钮,默认为"true"。|transportUnitsAddUnloadOption: false}} | ||
{{RW代码|transportUnitsAddUnloadOption | {{RW代码|transportUnitsUnloadDelayBetweenEachUnit|float|单位一个个卸载时的间隔,游戏帧。|transportUnitsUnloadDelayBetweenEachUnit: 12}} | ||
{{RW代码|transportUnitsUnloadDelayBetweenEachUnit | {{RW代码|transportUnitsKillOnDeath|LogicBoolean|这些条件下运输单位死亡时杀死被运输的单位。|transportUnitsKillOnDeath: if self.isOverLiquid()}} | ||
{{RW代码|transportUnitsKillOnDeath | {{RW代码|transportUnitsHealBy|float|给被运输单位的治疗速度。|transportUnitsHealBy: 0.1}} | ||
{{RW代码|transportUnitsHealBy | {{RW代码|transportUnitsBlockOtherTransports|bool|"不运输具有运输槽位的单位。默认"true"。"|transportUnitsBlockOtherTransports: false}} | ||
{{RW代码|transportUnitsBlockOtherTransports | {{RW代码|whileNeutralTransportAnyTeam|bool|中立时可运输任何队伍的单位。|whileNeutralTransportAnyTeam: true}} | ||
{{RW代码|whileNeutralTransportAnyTeam | {{RW代码|whileNeutralConvertToTransportedTeam|bool|中立时转换为被运输的单位的队伍。|whileNeutralConvertToTransportedTeam: true}} | ||
{{RW代码|whileNeutralConvertToTransportedTeam | {{RW代码|convertToNeutralIfNotTransporting|bool|无单位被运输时转换为中立。|convertToNeutralIfNotTransporting: true}} | ||
{{RW代码|convertToNeutralIfNotTransporting | {{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam|bool|自己队伍所属变化时不改变自己运输的单位的所属。|transportUnitsOnTeamChangeKeepCurrentTeam: true}} | ||
{{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam | {{RW代码|resourceRate|float|作为资源矿物时被回收的速度,跟血量有关。|resourceRate: 100}} | ||
{{RW代码|resourceRate | {{RW代码|similarResourcesHaveTag|string(s)|建造者回收完某个矿后会自动寻找特定范围内的同类矿进行回收,有这个标签的被视为同类矿。|similarResourcesHaveTag: goldResource}} | ||
{{RW代码|similarResourcesHaveTag | {{RW代码|resourceMaxConcurrentReclaimingThis|int|作为资源矿允许的同时回收自己的建造者的数量。|resourceMaxConcurrentReclaimingThis: 3}} | ||
{{RW代码|resourceMaxConcurrentReclaimingThis | {{RW代码|reclaimPrice|int|设置一个回收价格取代"price"。|reclaimPrice: gold=1000}} | ||
{{RW代码|reclaimPrice | {{RW代码|canReclaimResources|bool|"可以回收资源矿物。"|canReclaimResources: true}} | ||
{{RW代码|canReclaimResources | {{RW代码|canReclaimResourcesNextSearchRange|int|回收资源矿物自动寻找的范围。|canReclaimResourcesNextSearchRange: 100}} | ||
{{RW代码|canReclaimResourcesNextSearchRange | {{RW代码|canReclaimResourcesOnlyWithTags|string(s)|只能回收带这些标签的资源矿物。|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}} | ||
{{RW代码|canReclaimResourcesOnlyWithTags | {{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"只能回收带这些标签的矿物。"|canReclaimUnitsOnlyWithTags: reclaimable}} | ||
{{RW代码|canReclaimUnitsOnlyWithTags|string(s)|" | {{RW代码|resourceReclaimMultiplier|float|"资源回收速度倍数。"|resourceReclaimMultiplier: 1.5}} | ||
{{RW代码|resourceReclaimMultiplier|float|" | {{RW代码|canRepairUnitsOnlyWithTags|string(s)|只可修复这些标签的单位。|canRepairUnitsOnlyWithTags: vulnerable}} | ||
{{RW代码|canRepairUnitsOnlyWithTags|string(s)| | {{RW代码|canRepairBuildings|bool|可以修复建筑物。|canRepairBuildings: true}} | ||
{{RW代码|canRepairBuildings | {{RW代码|canRepairUnits|bool|"可以修复单位。"|canRepairUnits: true}} | ||
{{RW代码|canRepairUnits | {{RW代码|autoRepair|bool|自动维修纳米范围内的单位。|autoRepair: true}} | ||
{{RW代码|autoRepair | {{RW代码|nanoRange|int|纳米修复回收的范围,默认85。|nanoRange: 110}} | ||
{{RW代码|nanoRange | {{RW代码|nanoRepairSpeed|float|纳米修复速度默认0.2。|nanoRepairSpeed: 0.01}} | ||
{{RW代码|nanoRepairSpeed | {{RW代码|nanoBuildSpeed|float|纳米建造速度(倍数),默认1。|nanoBuildSpeed: 0.9}} | ||
{{RW代码|nanoBuildSpeed | {{RW代码|nanoUnbuildSpeed|float|纳米反建造速度。|nanoUnbuildSpeed: 1.4}} | ||
{{RW代码|nanoUnbuildSpeed | {{RW代码|nanoReclaimSpeed|float|纳米回收速度。|nanoReclaimSpeed: 0.23}} | ||
{{RW代码|nanoReclaimSpeed | {{RW代码|nanoRangeForRepairIsMelee|bool|纳米维修距离是贴身。|nanoRangeForRepairIsMelee: true}} | ||
{{RW代码|nanoRangeForRepairIsMelee | {{RW代码|nanoRangeForReclaimIsMelee|bool|纳米回收距离是贴身。|nanoRangeForReclaimIsMelee: true}} | ||
{{RW代码|nanoRangeForReclaimIsMelee | {{RW代码|nanoRangeForRepair|int|那么维修的范围。|nanoRangeForRepair: 60}} | ||
{{RW代码|nanoRangeForRepair | {{RW代码|nanoRangeForReclaim|int|纳米回收的范围。|nanoRangeForReclaim: 60}} | ||
{{RW代码|nanoRangeForReclaim | {{RW代码|nanoFactorySpeed|float|工厂生产速度默认1.|nanoFactorySpeed: 1.2}} | ||
{{RW代码|nanoFactorySpeed | {{RW代码|extraBuildRangeWhenBuildingThis|int|建造该单位时使用额外的建造距离,对大占地或海上建筑物有用。|extraBuildRangeWhenBuildingThis: 90}} | ||
{{RW代码|extraBuildRangeWhenBuildingThis | {{RW代码|builtFrom_#_name|string(s)|建造自_序号_名称|"builtFrom_1_name: landFactory, airFactory"}} | ||
{{RW代码|builtFrom_ | {{RW代码|builtFrom_#_pos|float|建造自_序号_排序大小|builtFrom_1_pos: 0.1}} | ||
{{RW代码|builtFrom_ | {{RW代码|builtFrom_#_forceNano|bool|建造自_序号_使用纳米建造,而不是内部工厂方式建造。|builtFrom_1_forceNano: true}} | ||
{{RW代码|builtFrom_ | {{RW代码|builtFrom_#_isLocked|LogicBoolean|建造自_序号_锁定条件|builtFrom_1_isLocked: if self.hp(lessThan=100)}} | ||
{{RW代码|builtFrom_ | {{RW代码|builtFrom_#_isLockedMessage|LocaleString建造自_序号_锁定讯息|builtFrom_1_isLockedMessage: -Needs more population}} | ||
{{RW代码|builtFrom_ | {{RW代码|exit_x|float|单位生产运输的出口位置。|exit_x: 0}} | ||
{{RW代码|exit_x | {{RW代码|exit_y|float|单位生产运输的出口位置。默认5|exit_x: 5}} | ||
{{RW代码|exit_y | {{RW代码|exit_dirOffset|float|单位生产运输的出口朝向。|exit_dirOffset: 140}} | ||
{{RW代码|exit_dirOffset | {{RW代码|exit_heightOffset|float|单位生产运输的出口高度偏移。|exit_heightOffset: 16}} | ||
{{RW代码|exit_heightOffset | {{RW代码|exit_moveAwayAmount|float|单位生产运输的出口出口时自主移动的距离。|exit_moveAwayAmount: 10}} | ||
{{RW代码|exit_moveAwayAmount | {{RW代码|exitHeightIgnoreParent|bool|单位生产运输的出口高度忽略父单位。|exitHeightIgnoreParent: true}} | ||
{{RW代码|exitHeightIgnoreParent|bool| | {{RW代码|dieOnConstruct|bool|进行建造时消失死亡。|dieOnConstruct: true}} | ||
{{RW代码|dieOnConstruct | {{RW代码|dieOnZeroEnergy|bool|能量为0时死亡。|dieOnZeroEnergy: true}} | ||
{{RW代码|dieOnZeroEnergy | {{RW代码|numBitsOnDeath|int|单位死时爆炸的碎片数。|numBitsOnDeath: 20}} | ||
{{RW代码|numBitsOnDeath | {{RW代码|nukeOnDeath|bool|死亡时核爆。|nukeOnDeath: true}} | ||
{{RW代码|nukeOnDeath | {{RW代码|nukeOnDeathRange|float|死亡时核爆的伤害范围。|nukeOnDeathRange: 140}} | ||
{{RW代码|nukeOnDeathRange | {{RW代码|nukeOnDeathDamage|float|死亡时核爆的伤害。|nukeOnDeathDamage: 2000}} | ||
{{RW代码|nukeOnDeathDamage | {{RW代码|nukeOnDeathDisableWhenNoNuke|bool|无核模式时不会殉爆。|nukeOnDeathDisableWhenNoNuke: true}} | ||
{{RW代码|nukeOnDeathDisableWhenNoNuke | {{RW代码|fireTurretXAtSelfOnDeath|turret ref|死亡时向自身位置射出该炮塔的弹丸。|fireTurretXAtSelfOnDeath: turret_1}} | ||
{{RW代码|fireTurretXAtSelfOnDeath | {{RW代码|explodeOnDeath|bool|死亡时爆炸。|explodeOnDeath: false}} | ||
{{RW代码|explodeOnDeath | {{RW代码|explodeOnDeathGroundCollision|boolean|死亡时高处触地时爆炸。|explodeOnDeathGroundCollision: false}} | ||
{{RW代码|explodeOnDeathGroundCollision | {{RW代码|explodeTypeOnDeath|preset effects|内置爆炸类型"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}} | ||
{{RW代码|explodeTypeOnDeath | {{RW代码|effectOnDeath|effect(s) ref|死亡时生成效果。|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}} | ||
{{RW代码|effectOnDeath | {{RW代码|effectOnDeathGroundCollision|effect(s) ref|死亡触地时生成效果。|effectOnDeathGroundCollision: CUSTOM:bigExplosion}} | ||
{{RW代码|effectOnDeathGroundCollision | {{RW代码|unitsSpawnedOnDeath|string(s)|死亡时原地生成单位。|"unitsSpawnedOnDeath: tank*5, hoverTank"}} | ||
{{RW代码|unitsSpawnedOnDeath | {{RW代码|unitsSpawnedOnDeath_setToTeamOfLastAttacker|bool|死亡时原地生成的单位归属最后攻击者的队伍。|unitsSpawnedOnDeath_setToTeamOfLastAttacker: true}} | ||
{{RW代码|unitsSpawnedOnDeath_setToTeamOfLastAttacker | {{RW代码|hideScorchMark|bool|隐藏死后焦痕。|hideScorchMark: true}} | ||
{{RW代码|hideScorchMark | {{RW代码|soundOnDeath|string(s)|死亡时播放音效。|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}} | ||
{{RW代码|soundOnDeath | {{RW代码|effectOnDeathIfUnbuilt: |effect(s) ref|"未建成时死亡生成效果 Defaults to effectOnDeath"|effectOnDeathIfUnbuilt: CUSTOM:implode}} | ||
{{RW代码|effectOnDeathIfUnbuilt: |effect(s) ref|" | {{RW代码|autoTriggerCooldownTime|time (seconds)|自动触发的触发冷却时间,默认为1秒。|autoTriggerCooldownTime: 0.05s}} | ||
{{RW代码|autoTriggerCooldownTime | {{RW代码|autoTriggerCooldownTime_allowDangerousHighCPU|bool|解除自动触发的冷却时间的安全限制,使能低于0.2s。|autoTriggerCooldownTime_allowDangerousHighCPU: true}} | ||
{{RW代码|autoTriggerCooldownTime_allowDangerousHighCPU | {{RW代码|autoTriggerCheckRate|enum|自动触发的检测频率,默认每帧。"options: everyFrame (default), every4Frames, every8Frames. Note: all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Note: Adding [core]autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with complex autoTriggers."|autoTriggerCheckRate:every8Frames}} | ||
{{RW代码|autoTriggerCheckRate | {{RW代码|autoTriggerCheckWhileNotBuilt|bool|未建成时激活自动触发检测。|autoTriggerCheckWhileNotBuilt: true}} | ||
{{RW代码|autoTriggerCheckWhileNotBuilt | {{RW代码|updateUnitMemory|memory|Faster memory update than [action_#] setUnitMemory. Useful on many applications.|updateUnitMemory: timeCount += 1}} | ||
{{RW代码|updateUnitMemory | {{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}} | ||
{{RW代码|updateUnitMemoryRate | |||