→[core]
(我正在写core节的代码的介绍) |
(→[core]) |
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| 第3行: | 第3行: | ||
|name | |name | ||
|string | |string | ||
| | |名称 | ||
}} | }} | ||
{{RW代码 | |||
|mass | |||
|int | |||
|重量 | |||
}} | |||
{{RW代码 | |||
|radius | |||
|int | |||
|半径 | |||
}} | |||
{{RW代码 | |||
|price | |||
|int/resource = float | |||
|造价 | |||
}} | |||
{{RW代码 | |||
|maxHp | |||
|int | |||
|最大血量 | |||
}} | |||
{{RW代码 | |||
|selfRegenRate | |||
|float | |||
|自动回血速度 | |||
}} | |||
{{RW代码 | |||
|buildSpeed | |||
|float/float + "s" | |||
|建造速度 | |||
}} | |||
{{RW代码 | |||
|class | |||
|"CustomUnitMetadata" | |||
|类 | |||
}} | |||
{{RW代码 | |||
|techLevel | |||
|"1"/"2"/"3" | |||
|科技等级 | |||
}} | |||
{{RW代码 | |||
|altNames | |||
|string(s) | |||
|其他名称(多个) | |||
}} | |||
{{RW代码 | |||
|strictLevel | |||
|"0"/"1" | |||
|严格等级 | |||
}} | |||
{{RW代码 | |||
|isBio | |||
|bool | |||
|是生物 | |||
}} | |||
{{RW代码 | |||
|isBug | |||
|bool | |||
|是虫 | |||
}} | |||
{{RW代码 | |||
|isBuilder | |||
|bool | |||
|是建造者 | |||
}} | |||
{{RW代码 | |||
|streamingCost | |||
|int/resource = float | |||
|流式建造造价 | |||
}} | |||
{{RW代码 | |||
|switchPriceWithStreamingCost | |||
|bool | |||
|普通建造转换为流式建造 | |||
}} | |||
{{RW代码 | |||
|maxShield | |||
|int | |||
|最大护盾值 | |||
}} | |||
{{RW代码 | |||
|startShieldAtZero | |||
|bool | |||
|初始护盾值为0 | |||
}} | |||
{{RW代码 | |||
|shieldRegen | |||
|float | |||
|护盾值自动回复速度 | |||
}} | |||
{{RW代码 | |||
|energyMax | |||
|float | |||
|最大能量值 | |||
}} | |||
{{RW代码 | |||
|energyRegen | |||
|float | |||
|能量值自动回复速度 | |||
}} | |||
{{RW代码 | |||
|energyStartingPercentage | |||
|float | |||
|初始能量值占比 | |||
}} | |||
{{RW代码 | |||
|energyNeedsToRechargeToFull | |||
|bool | |||
|需要充能 | |||
}} | |||
{{RW代码 | |||
|energyRegenWhenRecharging | |||
|float | |||
|充能时能量回复速度 | |||
}} | |||
{{RW代码 | |||
|armour | |||
|int | |||
|护甲值 | |||
}} | |||
{{RW代码 | |||
|armourMinDamageToKeep | |||
|int | |||
|伤害值低于护甲值时造成的伤害 | |||
}} | |||
{{RW代码 | |||
|borrowResourcesWhileAlive | |||
|int/resource = float | |||
|存活时借取资源 | |||
}} | |||
{{RW代码 | |||
|borrowResourcesWhileBuilt | |||
|int/resource = float | |||
|完成建造时借取资源 | |||
}} | |||
{{RW代码 | |||
|generation_resources | |||
|resource = float | |||
|自动生成资源-每次生成的资源量 | |||
}} | |||
{{RW代码 | |||
|generation_active | |||
|logicBoolean | |||
|自动生成资源激活条件 | |||
}} | |||
{{RW代码 | |||
|generation_credits | |||
|int | |||
|自动生成资金-每次生成量 | |||
}} | |||
{{RW代码 | |||
|generation_delay | |||
|int | |||
|自动生成资源-间隔时间 | |||
}} | |||
{{RW代码 | |||
|showInEditor | |||
|bool | |||
|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] == | == [canBuild_NAME] == | ||
== [graphics] == | == [graphics] == | ||