无编辑摘要
小 (测试一下) |
无编辑摘要 |
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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_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|displayText
{{RW代码|displayText_{LANG}
{{RW代码|displayDescription
{{RW代码|displayDescription_{LANG}
{{RW代码|displayLocaleKey
{{RW代码|displayRadius
{{RW代码|uiTargetRadius|int|
{{RW代码|shieldRenderRadius
{{RW代码|shieldDisplayOnlyDeflection
{{RW代码|shieldDeflectionDisplayRate
{{RW代码|showOnMinimap
{{RW代码|showActionsWithMixedSelectionIfOtherUnitsHaveTag
{{RW代码|showOnMinimapToEnemies|bool|
{{RW代码|isBuilding
{{RW代码|footprint
{{RW代码|constructionFootprint
{{RW代码|displayFootprint
{{RW代码|buildingSelectionOffset
{{RW代码|buildingToFootprintOffsetX
{{RW代码|buildingToFootprintOffsetY
{{RW代码|placeOnlyOnResPool
{{RW代码|selfBuildRate
{{RW代码|ignoreInUnitCapCalculation||
{{RW代码|copyFrom
{{RW代码|dont_load
{{RW代码|overrideAndReplace
{{RW代码|onNewMapSpawn
{{RW代码|globalScale
{{RW代码|isLocked
{{RW代码|isLockedIfGameModeNoNuke
{{RW代码|experimental
{{RW代码|stayNeutral
{{RW代码|createNeutral
{{RW代码|createOnAggressiveTeam
{{RW代码|tags
{{RW代码|defineUnitMemory||"
{{RW代码|fogOfWarSightRange|int|设置雾中可视的格数。默认为15。|fogOfWarSightRange: 35}}
{{RW代码|fogOfWarSightRangeWhileNotBuilt|int|未建成时的雾中可视格数。|fogOfWarSightRangeWhileNotBuilt: 10}}
{{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|disableAllUnitCollisions|bool|使单位不会和其他单位碰撞。|disableAllUnitCollisions: true}}
{{RW代码|
{{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|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|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|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|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|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|canNotBeDamaged|bool|"不会受伤。"|canNotBeDamaged: true}}
{{RW代码|canNotBeGivenOrdersByPlayer|bool|不能被玩家控制,包括AI玩家。|canNotBeGivenOrdersByPlayer: true}}
{{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|disableDeathOnZeroHp|bool|"血量低于0时不会死亡。"|disableDeathOnZeroHp: true}}
{{RW代码|allowCaptureWhenNeutralByAI|bool|"允许被AI捕获吗。"|allowCaptureWhenNeutralByAI: true}}
{{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|maxTransportingUnits|int|运输的空间大小。|maxTransportingUnits: 5}}
{{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|transportUnitsRequireMovementType|movementTypes|只允许这类移动类型的单位进入运输。|"transportUnitsRequireMovementType: AIR, WATER"}}
{{RW代码|transportUnitsBlockAirAndWaterUnits|bool|不能运输空中和水上单位。|transportUnitsBlockAirAndWaterUnits: false}}
{{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot|bool|"每个被运输的单位只占一格空间。"|transportUnitsEachUnitAlwaysUsesSingleSlot: true}}
{{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|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|transportUnitsAddUnloadOption|bool|添加卸载按钮,默认为"true"。|transportUnitsAddUnloadOption: false}}
{{RW代码|transportUnitsUnloadDelayBetweenEachUnit|float|单位一个个卸载时的间隔,游戏帧。|transportUnitsUnloadDelayBetweenEachUnit: 12}}
{{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|transportUnitsHealBy|float|给被运输单位的治疗速度。|transportUnitsHealBy: 0.1}}
{{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|whileNeutralTransportAnyTeam|bool|中立时可运输任何队伍的单位。|whileNeutralTransportAnyTeam: true}}
{{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|convertToNeutralIfNotTransporting|bool|无单位被运输时转换为中立。|convertToNeutralIfNotTransporting: true}}
{{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|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|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|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|reclaimPrice|int|设置一个回收价格取代"price"。|reclaimPrice: gold=1000}}
{{RW代码|canReclaimResources|bool|"可以回收资源矿物。"|canReclaimResources: true}}
{{RW代码|canReclaimResourcesNextSearchRange|int|回收资源矿物自动寻找的范围。|canReclaimResourcesNextSearchRange: 100}}
{{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|canReclaimUnitsOnlyWithTags|string(s)|"只能回收带这些标签的矿物。"|canReclaimUnitsOnlyWithTags: reclaimable}}
{{RW代码|resourceReclaimMultiplier|float|"资源回收速度倍数。"|resourceReclaimMultiplier: 1.5}}
{{RW代码|canRepairUnitsOnlyWithTags|string(s)|只可修复这些标签的单位。|canRepairUnitsOnlyWithTags: vulnerable}}
{{RW代码|canRepairBuildings|bool|可以修复建筑物。|canRepairBuildings: true}}
{{RW代码|
{{RW代码|autoRepair|bool|自动维修纳米范围内的单位。|autoRepair: true}}
{{RW代码|nanoRange|int|纳米修复回收的范围,默认85。|nanoRange: 110}}
{{RW代码|nanoRepairSpeed|float|纳米修复速度默认0.2。|nanoRepairSpeed: 0.01}}
{{RW代码|
{{RW代码|nanoUnbuildSpeed|float|纳米反建造速度。|nanoUnbuildSpeed: 1.4}}
{{RW代码|nanoReclaimSpeed|float|纳米回收速度。|nanoReclaimSpeed: 0.23}}
{{RW代码|nanoRangeForRepairIsMelee|bool|纳米维修距离是贴身。|nanoRangeForRepairIsMelee: true}}
{{RW代码|nanoRangeForReclaimIsMelee|bool|纳米回收距离是贴身。|nanoRangeForReclaimIsMelee: true}}
{{RW代码|nanoRangeForRepair|int|那么维修的范围。|nanoRangeForRepair: 60}}
{{RW代码|nanoRangeForReclaim|int|纳米回收的范围。|nanoRangeForReclaim: 60}}
{{RW代码|nanoFactorySpeed|float|工厂生产速度默认1.|nanoFactorySpeed: 1.2}}
{{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|builtFrom_#_name|string(s)|建造自_序号_名称|"builtFrom_1_name: landFactory, airFactory"}}
{{RW代码|builtFrom_#_pos|float|建造自_序号_排序大小|builtFrom_1_pos: 0.1}}
{{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_#_isLocked|LogicBoolean|建造自_序号_锁定条件|builtFrom_1_isLocked: if self.hp(lessThan=100)}}
{{RW代码|builtFrom_#_isLockedMessage|LocaleString建造自_序号_锁定讯息|builtFrom_1_isLockedMessage: -Needs more population}}
{{RW代码|exit_x|float|单位生产运输的出口位置。|exit_x: 0}}
{{RW代码|
{{RW代码|exit_dirOffset|float|单位生产运输的出口朝向。|exit_dirOffset: 140}}
{{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_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|exitHeightIgnoreParent|bool|单位生产运输的出口高度忽略父单位。|exitHeightIgnoreParent: true}}
{{RW代码|dieOnConstruct|bool|进行建造时消失死亡。|dieOnConstruct: true}}
{{RW代码|dieOnZeroEnergy|bool|能量为0时死亡。|dieOnZeroEnergy: true}}
{{RW代码|numBitsOnDeath|int|单位死时爆炸的碎片数。|numBitsOnDeath: 20}}
{{RW代码|nukeOnDeath|bool|死亡时核爆。|nukeOnDeath: true}}
{{RW代码|nukeOnDeathRange|float|死亡时核爆的伤害范围。|nukeOnDeathRange: 140}}
{{RW代码|
{{RW代码|nukeOnDeathDisableWhenNoNuke|bool|无核模式时不会殉爆。|nukeOnDeathDisableWhenNoNuke: true}}
{{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|explodeOnDeath|bool|死亡时爆炸。|explodeOnDeath: false}}
{{RW代码|explodeOnDeathGroundCollision|boolean|死亡时高处触地时爆炸。|explodeOnDeathGroundCollision: false}}
{{RW代码|explodeTypeOnDeath|preset effects|内置爆炸类型"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}}
{{RW代码|effectOnDeath|effect(s) ref|死亡时生成效果。|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}}
{{RW代码|
{{RW代码|unitsSpawnedOnDeath|string(s)|死亡时原地生成单位。|"unitsSpawnedOnDeath: tank*5, hoverTank"}}
{{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|hideScorchMark|bool|隐藏死后焦痕。|hideScorchMark: true}}
{{RW代码|soundOnDeath|string(s)|死亡时播放音效。|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}}
{{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|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_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|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|autoTriggerCheckWhileNotBuilt|bool|未建成时激活自动触发检测。|autoTriggerCheckWhileNotBuilt: true}}
{{RW代码|updateUnitMemory|memory|Faster memory update than [action_#] setUnitMemory. Useful on many applications.|updateUnitMemory: timeCount += 1}}
{{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}}
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