mod参数

AbAb(留言 | 贡献)2023年5月5日 (五) 19:19的版本 (测试一下)

目录

core

----

#name

#mass

#radius

#price

#maxHp

#buildSpeed

#altNames

#isBio

#isBug

#isBuilder

#streamingCost

#switchPriceWithStreamingCost

#selfRegenRate

#maxShield

#startShieldAtZero

#shieldRegen

#energyMax

#energyRegen

#energyStartingPercentage

#energyNeedsToRechargeToFull

#energyRegenWhenRecharging

#armour

#armourMinDamageToKeep

#borrowResourcesWhileAlive

#borrowResourcesWhileBuilt

#generation_resources

#generation_active

#generation_credits

#generation_delay

#showInEditor

#displayText

#displayDescription

#displayLocaleKey

#displayRadius

#uiTargetRadius

#shieldRenderRadius

#shieldDisplayOnlyDeflection

#shieldDeflectionDisplayRate

#showOnMinimap

#showActionWithMixedSelectionIfOtherUnitsHaveTag

#showOnMinimapToEnemies

#isBuilding

#footprint

#constructionFootprint

#displayFootprint

#buildingSelectionOffset

#buildingToFootprintOffsetX

#buildingToFootprintOffsetY

#placeOnlyOnResPool

#selfBuildRate

#ignoreInUnitCapCalculation

#copyFrom

#dont_load

#overrideAndReplace

#onNewMapSpawn

#isLocked

#isLockedIfGameModeNoNuke

#experimental

#stayNeutral

#createNeutral

#createOnAggressiveTeam

#tags

#defineUnitMemory

#fogOfWarSightRange

#fogOfWarSightRangeWhileNotBuilt

#softCollisionOnAll

#disableAllUnitCollisions

#isUnrepairableUnit

#isUnselectable

#isUnselectableAsTarget

#isPickableStartingUnit

#startFallingWhenStartingUnit

#soundOnAttackOrder

#soundOnMoveOrder

#soundOnNewSelection

#canNotBeDirectlyAttacked

#canNotBeDamaged

#canNotBeGivenOrdersByPlayer

#canOnlyBeAttackedByUnitsWithTags

#disableDeathOnZeroHp

#allowCaptureWhenNeutralByAI

#transportSlotsNeeded

#maxTransportingUnits

#transportUnitsRequireTag

#transportUnitsRequireMovementType

#transportUnitsBlockAirAndWaterUnits

#transportUnitsEachUnitAlwaysUsesSingleSlot

#transportUnitsKeepBuiltUnits

#transportUnitsCanUnloadUnits

#transportUnitsAddUnloadOption

#transportUnitsUnloadDelayBetweenEachUnit

#transportUnitsKillOnDeath

#transportUnitsHealBy

#transportUnitsBlockOtherTransports

#whileNeutralTransportAnyTeam

#whileNeutralConvertToTransportedTeam

#convertToNeutralIfNotTransporting

#transportUnitsOnTeamChangeKeepCurrentTeam

#resourceRate

#similarResourcesHaveTag

#resourceMaxConcurrentReclaimingThis

#reclaimPrice

#canReclaimResources

#canReclaimResourcesNextSearchRange

#canReclaimResourcesOnlyWithTags

#canReclaimUnitsOnlyWithTags

#resourceReclaimMultiplier

#canRepairUnitsOnlyWithTags

#canRepairBuildings

#canRepairUnits

#autoRepair

#nanoRange

#nanoRepairSpeed

#nanoBuildSpeed

#nanoUnbuildSpeed

#nanoReclaimSpeed

#nanoRangeForRepairIsMelee

#nanoRangeForReclaimIsMelee

#nanoRangeForRepair

#nanoRangeFprReclaim

#nanoFactorySpeed

#extraBuildRangeWhenBuildingThis

#builtFrom_#_name

#builtFrom_#_pos

#builtFrom_#_forceNano

#builtFrom_#_isLocked

#builtFrom_#_isLockedMessage

#exit_x

#exit_y

#exit_dirOffset

#exit_heightOffset

#exit_moveAwayAmount

#exitHeightIgnoreParent

#dieOnConstruct

#dieZeroEnergy

#numBitsOnDeath

#nukeOnDeath

#nukeOnDeathRange

#nukeOnDeathDamage

#nukeOnDeathDisableWhenNoNuke

#fireTurretXAtSelfOnDeath

#explodeOnDeath

#explodeOnDeathGroundCollision

#explodeTypeOnDeath

#effectOnDeath

#effectOnDeathGroundCollision

#unitsSpawnedOnDeath

#unitsSpawnedOnDeath_setToTeamOfLastAttacker

#hideScorchMark

#soundOnDeath

#effectOnDeathIfUnbuilt

#autoTriggerCooldownTime

#autoTriggerCooldownTime_allowDangerousHighCPU

#autoTriggerCheckRate

#autoTriggerCheckWhileNotBuilt

#updateUnitMemory

#updateUnitMemoryRate

----

[core]

name
值string
描述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)
mass
值int
描述单位的'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。
radius
值int
描述单位周围的圆形区域,使其可以选择。(鼠标点击/屏幕触摸)
price
值int / price
描述来自建造者/建筑的单位成本。如果没有使用资源类型,则默认为资金。
class
值string
描述保留给未来使用,默认必须是CustomUnitMetadata。
maxHp
值int
描述该单位的最大生命值。(将以这个值生成)。
techLevel
值int
描述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。
buildSpeed
值float / s
描述构建单位所需的时间。(也要考虑建造者的速率)
altNames
值string(s)
描述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。
strictLevel
值float
描述strictLevel: 1
isBio
值bool
描述选择单位是否为生物,影响声音和溅射(除非hideScorchMark:true)
isBug
值bool
描述改变一些死亡特效,以及沙盒中的排序顺序。
isBuilder
值bool
描述如果这个单位要放置建筑物,通常需要。默认值随[ai]useAsBuilder改变。
streamingCost
值price
描述和价格一样,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。
switchPriceWithStreamingCost
值bool
描述将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。
selfRegenRate
值float
描述被动的自我修复速率。
maxShield
值int
描述该单位的最大护盾值。如果startShieldAtZero:true,则从0开始。
startShieldAtZero
值bool
描述如果为true,则单位在创建时护盾值以0开始。
shieldRegen
值float
描述被动的护盾回复速率。
energyMax
值float
描述默认为0,可作为炮塔、激光防御和action的弹药的能量。
energyRegen
值float
描述被动的能量回复速率。
energyStartingPercentage
值float
描述设置单位生成时所带的能量的百分比。
energyNeedsToRechargeToFull
值float
描述如果为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。
energyRegenWhenRecharging
值float
描述充能状态下的再生率。
armour
值int
描述每遭一击所抵消的伤害。(目前没有在任何原生单位中使用)
armourMinDamageToKeep
值int
描述受到的伤害中保留的最小伤害。默认为1。
borrowResourcesWhileAlive
值price
描述创建时借走这些资源,删除或销毁时返回。
borrowResourcesWhileBuilt
值price
描述建造完成时借走这些资源,删除或销毁时返回。
generation_resources
值price
描述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_active
值logicBoolean
描述接收到的值为false时中止自动生成资源
generation_credits
值int
描述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_delay
值int
描述资源/资金的自动生成的频率。默认为40。(不建议改变)。
showInEditor:
值bool
描述Set to false to hide unit in Sandbox editor. (Defaults to true)
displayText:
值LocaleString
描述The unit name that the game shows to the player.
displayText_{LANG}:
值string
描述displayText_es: Tanque Personalizado
displayDescription:
值LocaleString
描述Unit description that the game shows to the player.
displayDescription_{LANG}:
值string
描述displayDescription_es: -Movimiento rápido\n-Daño ligero
displayLocaleKey:
值string
描述Translation file key for unit name and description.
displayRadius:
值int
描述Defaults to radius value. Set to show a larger or smaller selection circle UI on units.
uiTargetRadius
值int
描述Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit
shieldRenderRadius:
值int
描述Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units.
shieldDisplayOnlyDeflection:
值bool
描述Hide shield unless deflecting shot if true.
shieldDeflectionDisplayRate:
值float
描述Defaults to 4. High value causes shield deflection to fade disappear faster.
showOnMinimap:
值bool
描述Defaults to true. Hide units on minimap if false.
showActionsWithMixedSelectionIfOtherUnitsHaveTag:
值bool
描述Shows a merged action list if all units selected includes one of these tags. Useful for converted units.
showOnMinimapToEnemies
值bool
描述Useful for stealth units
isBuilding:
值bool
描述Defines if the unit is a building.
footprint:
值ints
描述"footprint: 0,0,1,1"
constructionFootprint:
值ints
描述"constructionFootprint: -1,-1,1,3"
displayFootprint:
值ints
描述"Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint."
buildingSelectionOffset:
值int
描述Defaults to 0. Adds or removes padding on the drawn selection rect in UI.
buildingToFootprintOffsetX:
值float
描述Defaults to 10. Change the building position in the footprint on the X-axis.
buildingToFootprintOffsetY:
值float
描述Defaults to 10. Change the building position in the footprint on the Y-axis.
placeOnlyOnResPool:
值bool
描述"Normally used for extractors, forces building construction in a resource pool. "
selfBuildRate:
值float
描述Rate unit builds itself when placed without a builder.
ignoreInUnitCapCalculation
值
描述defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.
copyFrom:
值file(s) (ini)
描述"Uses unit data from another ini file as default for this unit, supports multiple files."
dont_load:
值bool
描述"Do not load unit, and don't error on missing data. Can be useful when used with copyFrom."
overrideAndReplace:
值string(s)
描述Overrides another unit with this unit. Build links and map positions to target unit will be replaced.
onNewMapSpawn:
值string
描述"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam"
globalScale:
值float
描述Defaults to 1. Changing not recommended.
isLocked:
值bool
描述Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.
isLockedIfGameModeNoNuke:
值bool
描述Disallows building of this unit if nukes are disabled during match setup.
experimental:
值bool
描述Tag unit as experimental. Affects zoomed out icon and end game stats.
stayNeutral:
值bool
描述Set to false to disable capture when unit is on the neutral team.
createNeutral:
值bool
描述Set to true to always spawn the unit on the neutral team.
createOnAggressiveTeam:
值bool
描述Set to true to always spawn the unit on aggressive teams on single player matches.
tags:
值string(s)
描述"List of comma separated strings. Used to classify units, create special actions and balances."
defineUnitMemory
值
描述"Can define several variables for custom storage, unique for each unit. Allowed types: boolean, float/number, unit, string."
值
描述Add a pair of square brackets to turn them into arrays for those specific data types
fogOfWarSightRange:
值int
描述Sets number of tiles this unit can see through the fog of war. Defaults to 15.
fogOfWarSightRangeWhileNotBuilt
值int
描述Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange
softCollisionOnAll:
值int
描述Creates a soft collision effect when touching other units.
disableAllUnitCollisions:
值bool
描述Unit cannot collide with others if true.
isUnrepairableUnit:
值bool
描述No unit can repair this unit if true.
isUnselectable:
值bool
描述If true unit cannot be selected. (includes AI players)
isUnselectableAsTarget
值bool
描述"Defaults to isUnselectable. Can be used to create units that cannot be selected but can be targeted for attack, reclaim, etc"
isPickableStartingUnit:
值bool
描述"If true, unit is added to dropdowns for starting unit in game setup menus."
startFallingWhenStartingUnit:
值bool
描述Unit will appear falling from skies when starting unit if true.
soundOnAttackOrder:
值sound(s)
描述List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats.
soundOnMoveOrder:
值sound(s)
描述List of sound names. Only one will be played on each move order. Only .ogg and .wav formats.
soundOnNewSelection:
值sound(s)
描述List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats.
canNotBeDirectlyAttacked:
值bool
描述No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks.
canNotBeDamaged
值bool
描述"Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)"
canNotBeGivenOrdersByPlayer:
值bool
描述If true unit will not take player or AI orders.
canOnlyBeAttackedByUnitsWithTags:
值strings(s)
描述"List of tag strings, only units with these tags can directly target this unit."
disableDeathOnZeroHp
值bool
描述"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."
allowCaptureWhenNeutralByAI
值bool
描述"When true, it lets to be captured on contact by AI as well. Defaults as false"
transportSlotsNeeded:
值int
描述"Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5."
maxTransportingUnits
值int
描述Number of slots this units has for transporting other units.
transportUnitsRequireTag:
值string(s)
描述Only allows trasport of units that have one of these tags.
transportUnitsRequireMovementType:
值movementTypes
描述Only allows trasport of units that have one of these movement types.
transportUnitsBlockAirAndWaterUnits:
值bool
描述Defaults to true. This unit can only transport LAND units if true.
transportUnitsEachUnitAlwaysUsesSingleSlot:
值bool
描述"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."
transportUnitsKeepBuiltUnits:
值bool
描述Makes built units stay inside transport instead of exiting it once ready if true.
transportUnitsCanUnloadUnits:
值LogicBoolean
描述Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.
transportUnitsAddUnloadOption:
值bool
描述Defines if unload button should be added to the unit menu
transportUnitsUnloadDelayBetweenEachUnit:
值float
描述Changes the delay it takes between each unit getting unloaded.
transportUnitsKillOnDeath:
值LogicBoolean
描述Defaults to true. If false transported units don't die when transport dies.
transportUnitsHealBy:
值float
描述Rate to heal units that are being transported.
transportUnitsBlockOtherTransports:
值bool
描述"Defaults to true, if false this transports can hold other transports."
whileNeutralTransportAnyTeam:
值bool
描述This unit can transport units of any team while neutral if true.
whileNeutralConvertToTransportedTeam:
值bool
描述Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.
convertToNeutralIfNotTransporting:
值bool
描述Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.
transportUnitsOnTeamChangeKeepCurrentTeam:
值bool
描述Keeps transported units on their orginal team when this unit is converted if true.
resourceRate:
值float
描述Used with canReclaimResources. Allows other teams to reclaim this unit. Normally used with neutral team. Use price to set what resources are gained.
similarResourcesHaveTag:
值string(s)
描述When this has been reclaimed harvester unit moves on to another resource with these tags.
resourceMaxConcurrentReclaimingThis:
值int
描述Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time.
reclaimPrice:
值int
描述Like price but for resources. Useful for buildable resources.
canReclaimResources:
值bool
描述"If true this unit can gather resources, useful with resourceRate."
canReclaimResourcesNextSearchRange:
值int
描述Defines the resource search range of this unit when its main gathered resource runs out.
canReclaimResourcesOnlyWithTags:
值string(s)
描述This unit is only allowed to gather resources with these tags.
canReclaimUnitsOnlyWithTags
值string(s)
描述"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"
resourceReclaimMultiplier
值float
描述"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""
canRepairUnitsOnlyWithTags
值string(s)
描述Repairs units with the specified tags
canRepairBuildings:
值bool
描述Can this can heal ally buildings (isBuilder:true is required)
canRepairUnits:
值bool
描述"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."
autoRepair:
值bool
描述Automatically try and repair damaged units in nano range. (isBuilder:true is required)
nanoRange:
值int
描述Defaults to 85. Defines the unit building/repair/reclaim range.
nanoRepairSpeed:
值float
描述Defaults to 0.2. Defines the unit nano repair/reclaim speed.
nanoBuildSpeed:
值float
描述Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)
nanoUnbuildSpeed:
值float
描述How fast a builder reclaims an incomplete building (defaults to 1)
nanoReclaimSpeed:
值float
描述How fast a builder reclaims a normal unit (not a resource unit)
nanoRangeForRepairIsMelee:
值bool
描述Defines if this unit must touch its target to repair it.
nanoRangeForReclaimIsMelee:
值bool
描述Defines if this unit must touch its target to reclaim it.
nanoRangeForRepair:
值int
描述Defines a specific range for the repair action of this unit.
nanoRangeForReclaim:
值int
描述Defines a specific range for the reclaim action of this unit.
nanoFactorySpeed:
值float
描述Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory.
extraBuildRangeWhenBuildingThis:
值int
描述Temporarily adds extra build range to builders to build this unit. Useful for water based buildings.
builtFrom_{NUM}_name:
值string(s)
描述Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction.
builtFrom_{NUM}_pos:
值float
描述Order this build link appears in UI. Using canBuild instead is more recommended.
builtFrom_{NUM}_forceNano:
值bool
描述Build as if this is a building if true. (even if it's a unit)
builtFrom_{NUM}_isLocked:
值LogicBoolean
描述If true this unit cannot be built in this build link. (can be conditioned if logicBooleans are used)
builtFrom_{NUM}_isLockedMessage:
值LocaleString
描述Message shown when this build link is locked.
exit_x:
值float
描述Where created or unloaded units appears from the transport or building. Defaults to 0.
exit_y:
值float
描述Where created or unloaded units appears from the transport or building. Defaults to 5.
exit_dirOffset:
值float
描述Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units.
exit_heightOffset:
值float
描述Defaults to 0. Defines the height where created or unloaded units appears.
exit_moveAwayAmount:
值float
描述Defaults to 70. Defines the distance that created or unloaded units moves from this unit.
exitHeightIgnoreParent
值bool
描述Ignores parent height for exit height; useful for separating attachments with their parents for building
dieOnConstruct:
值bool
描述Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set)
dieOnZeroEnergy:
值bool
描述Kills this unit if energy level reaches zero when true.
numBitsOnDeath:
值int
描述Defines the number of scattered bit fragments when this unit dies.
nukeOnDeath:
值bool
描述Unit will spawn a nuke detonation built-in effect when dies if true.
nukeOnDeathRange:
值float
描述Defines the nuke effect range when using nukeOnDeath.
nukeOnDeathDamage:
值float
描述Defines the nuke effect area damage when using nukeOnDeath.
nukeOnDeathDisableWhenNoNuke:
值bool
描述Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps.
fireTurretXAtSelfOnDeath:
值turret ref
描述Auto-shoot a specific turret when this unit dies.
explodeOnDeath:
值bool
描述Defaults to true. Disables the unit death explode built-in effect if false.
explodeOnDeathGroundCollision:
值boolean
描述Defaults to true. Disables the explode built-in effect on death when unit touches ground if false.
explodeTypeOnDeath:
值preset effects
描述"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"
effectOnDeath:
值effect(s) ref
描述Spawns built-in or custom effects when unit dies.
effectOnDeathGroundCollision:
值effect(s) ref
描述Like effectOnDeath but when unit touches ground. Useful for flying units.
unitsSpawnedOnDeath:
值string(s)
描述Spawns these units when dies. Comma separated unit identifiers.
unitsSpawnedOnDeath_setToTeamOfLastAttacker:
值bool
描述Units spawned on death will appear on the last attacker team if true.
hideScorchMark:
值bool
描述Disables the death scorch mark leaved when unit dies if true.
soundOnDeath:
值string(s)
描述Sets a custom sound for this unit death.
effectOnDeathIfUnbuilt:
值effect(s) ref
描述"If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath"
autoTriggerCooldownTime:
值time (seconds)
描述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_allowDangerousHighCPU:
值bool
描述Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended.
autoTriggerCheckRate:
值enum
描述"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."
autoTriggerCheckWhileNotBuilt:
值bool
描述Defaults to false. autoTrigger of unit actions check even when not completely built if true
updateUnitMemory:
值memory
描述Faster memory update than [action_#] setUnitMemory. Useful on many applications.
updateUnitMemoryRate:
值int
描述Sets how often the memory is updated. Defaults at 1s. settings it to 0 will update memory every frame.