mod参数:修订间差异
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== |
== [core] == |
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{{RW代码 |
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=== [core] === |
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|name |
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{{RW代码|name:|string|"Defines the unit raw name, game uses it to identify as a unique name. (This is not displayed in-game)"|name: customTank1}} |
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|string |
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{{RW代码|mass:|int|"The 'weight' of the unit, defines how it collides with other units, a greater value means it's tougher to push."|mass: 3000}} |
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|名称 |
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{{RW代码|radius:|int|Circular area around the unit that makes it selectable. (mouse click/screen touch)|radius: 20}} |
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}} |
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{{RW代码|price:|int / price|The unit cost from builders/buildings. Defaults to credits if no resource type is used|"price: 500, gold=5, stone=10"}} |
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{{RW代码 |
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{{RW代码|class:|string|"Reserved for future use, must be CustomUnitMetadata by default."|class: CustomUnitMetadata}} |
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|mass |
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{{RW代码|maxHp:|int|The max health for the unit. (will spawn with this value).|maxHp: 200}} |
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|int |
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{{RW代码|techLevel:|int|"Defines the Tech Level of the unit, there're 3 levels and each will appear in a different color in the GUI."|techLevel: 1}} |
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|重量 |
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{{RW代码|buildSpeed:|float / s|Time it takes to build the unit. (may multiply with builder speed)|buildSpeed: 3s}} |
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}} |
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{{RW代码|altNames:|string(s)|"Comma separated list of names. Like name but lower priority, useful for multiple optional mods."|"altNames: custTank1, customTank1, cTank1"}} |
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{{RW代码 |
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{{RW代码|strictLevel:|float|"Defaults to 0. 1 = Errors if keys are duplicated. Add to ""all-units.template"" in root to apply to all units."|strictLevel: 1}} |
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|radius |
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{{RW代码|isBio:|bool|"Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true)"|isBio: true}} |
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|int |
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{{RW代码|isBug:|bool|"Changes some death defaults, and sort order in Sandbox."|isBug: false}} |
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|半径 |
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{{RW代码|isBuilder:|bool|Normally required if this unit places buildings. Defaults to [ai]useAsBuilder.|isBuilder: true}} |
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}} |
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{{RW代码|streamingCost:|price|Like price but paid for overtime while this unit is being queued or built. Construction or queue is paused if resources run out while building.|streamingCost: gem=420}} |
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{{RW代码 |
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{{RW代码|switchPriceWithStreamingCost:|bool|"Shortcut to set streamingCost to price value and clear price, add to all-units.template to quickly switch a mod over to streaming resources."|switchPriceWithStreamingCost: true}} |
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|price |
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{{RW代码|selfRegenRate:|float|Passive self repair rate.|selfRegenRate: 0.01}} |
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|int/resource = float |
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{{RW代码|maxShield:|int|The max shield hitpoints of the unit. Can start with 0 hitpoints if startShieldAtZero:true.|maxShield: 500}} |
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|造价 |
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{{RW代码|startShieldAtZero:|bool|Unit starts with a 0 hitpoints shield on created if true.|startShieldAtZero: true}} |
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}} |
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{{RW代码|shieldRegen:|float|Passive shield regen rate.|shieldRegen: 0.15}} |
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{{RW代码 |
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{{RW代码|energyMax:|float|"Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions."|energyMax: 1}} |
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|maxHp |
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{{RW代码|energyRegen:|float|Passive energy regen rate.|energyRegen: 0.001}} |
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|int |
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{{RW代码|energyStartingPercentage:|float|Sets the percentage of charged energy when the unit is first built.|energyStartingPercentage: 0.5}} |
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|最大血量 |
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{{RW代码|energyNeedsToRechargeToFull:|float|Disables weapons using energy after reaching zero till fully recharged if true.|energyNeedsToRechargeToFull: true}} |
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}} |
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{{RW代码|energyRegenWhenRecharging:|float|Regen rate while recharging.|}} |
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{{RW代码 |
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{{RW代码|armour:|int|Damage taken away from each hit. (not currently used in any vanilla units)|armour: 6}} |
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|selfRegenRate |
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{{RW代码|armourMinDamageToKeep:|int|Min damage to keep from received damage. Defaults to 1.|armourMinDamageToKeep: 2}} |
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|float |
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{{RW代码|borrowResourcesWhileAlive:|price|Takes these resources when created and returns them when removed or destroyed.|borrowResourcesWhileAlive: gold=10}} |
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|自动回血速度 |
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{{RW代码|borrowResourcesWhileBuilt:|price|"Like borrowResourcesWhileAlive but doesn't take affect till built. Mostly useful for buildings like houses that have negative resources to add to the unit cap, etc."|borrowResourcesWhileBuilt: supplyCap = -10}} |
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}} |
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{{RW代码|generation_resources:|price|Income unit creates. (custom resource version)|"generation_resources: credits=5, gold=20"}} |
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{{RW代码 |
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{{RW代码|generation_active:|logicBoolean|Disables generation_resources/credits when false. (logic_boolean)|generation_active: if not self.hp(lessThan=100)}} |
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|buildSpeed |
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{{RW代码|generation_credits:|int|Income unit creates. (credits only)|generation_credits: 2}} |
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|float/float + "s" |
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{{RW代码|generation_delay:|int|How often generation_resources/credits is added. Defaults to 40. (changing not recommended)|generation_delay: 40}} |
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|建造速度 |
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{{RW代码|showInEditor:|bool|Set to false to hide unit in Sandbox editor. (Defaults to true)|showInEditor: false}} |
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}} |
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{{RW代码|displayText:|LocaleString|The unit name that the game shows to the player.|displayText: Custom Tank}} |
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{{RW代码 |
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{{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}} |
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|class |
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{{RW代码|displayDescription:|LocaleString|Unit description that the game shows to the player.|displayDescription: -Fast movement\n-Light damage}} |
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|"CustomUnitMetadata" |
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{{RW代码|displayDescription_{LANG}:|string|LANG = ISO 639-1 Code to show this text instead when game is in this language.|displayDescription_es: -Movimiento rápido\n-Daño ligero}} |
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|类 |
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{{RW代码|displayLocaleKey:|string|Translation file key for unit name and description.|displayLocaleKey: units.mechArtillery}} |
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}} |
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{{RW代码|displayRadius:|int|Defaults to radius value. Set to show a larger or smaller selection circle UI on units.|displayRadius: 20}} |
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{{RW代码 |
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{{RW代码|uiTargetRadius|int|Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit|uiTargetRadius: 10}} |
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|techLevel |
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{{RW代码|shieldRenderRadius:|int|Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units.|shieldRenderRadius: 12}} |
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|"1"/"2"/"3" |
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{{RW代码|shieldDisplayOnlyDeflection:|bool|Hide shield unless deflecting shot if true.|shieldDisplayOnlyDeflection: true}} |
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|科技等级 |
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{{RW代码|shieldDeflectionDisplayRate:|float|Defaults to 4. High value causes shield deflection to fade disappear faster.|shieldDeflectionDisplayRate: 3}} |
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}} |
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{{RW代码|showOnMinimap:|bool|Defaults to true. Hide units on minimap if false.|showOnMinimap: false}} |
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{{RW代码 |
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{{RW代码|showActionsWithMixedSelectionIfOtherUnitsHaveTag:|bool|Shows a merged action list if all units selected includes one of these tags. Useful for converted units.|showActionsWithMixedSelectionIfOtherUnitsHaveTag: true}} |
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|altNames |
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{{RW代码|showOnMinimapToEnemies|bool|Useful for stealth units|showOnMinimapToEnemies: false}} |
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|string(s) |
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{{RW代码|isBuilding:|bool|Defines if the unit is a building.|isBuilding: true}} |
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|其他名称(多个) |
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{{RW代码|footprint:|ints|"Left, up, right, down. Tiles taken up which block unit movement. Defaults to 0,0,0,0 = 1 center tile."|"footprint: 0,0,1,1"}} |
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}} |
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{{RW代码|constructionFootprint:|ints|"Tiles taken up for placement of other buildings. Defaults to 0,0,0,0 = 1 center tile."|"constructionFootprint: -1,-1,1,3"}} |
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{{RW代码 |
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{{RW代码|displayFootprint:|ints|"Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint."|"displayFootprint: 0,0,1,1"}} |
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|strictLevel |
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{{RW代码|buildingSelectionOffset:|int|Defaults to 0. Adds or removes padding on the drawn selection rect in UI.|buildingSelectionOffset: 4}} |
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|"0"/"1" |
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{{RW代码|buildingToFootprintOffsetX:|float|Defaults to 10. Change the building position in the footprint on the X-axis.|buildingToFootprintOffsetX: 4}} |
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|严格等级 |
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{{RW代码|buildingToFootprintOffsetY:|float|Defaults to 10. Change the building position in the footprint on the Y-axis.|buildingToFootprintOffsetY: 6}} |
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}} |
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{{RW代码|placeOnlyOnResPool:|bool|"Normally used for extractors, forces building construction in a resource pool. "|placeOnlyOnResPool: true}} |
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{{RW代码 |
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{{RW代码|selfBuildRate:|float|Rate unit builds itself when placed without a builder.|selfBuildRate: 0.0008}} |
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|isBio |
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{{RW代码|ignoreInUnitCapCalculation||defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.|ignoreInUnitCapCalculation: true}} |
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|bool |
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{{RW代码|copyFrom:|file(s) (ini)|"Uses unit data from another ini file as default for this unit, supports multiple files."|"copyFrom: ROOT:defaultTanks.template, tankT1.ini"}} |
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|是生物 |
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{{RW代码|dont_load:|bool|"Do not load unit, and don't error on missing data. Can be useful when used with copyFrom."|dont_load: true}} |
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}} |
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{{RW代码|overrideAndReplace:|string(s)|Overrides another unit with this unit. Build links and map positions to target unit will be replaced.|"overrideAndReplace: builder, combatEngineer"}} |
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{{RW代码 |
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{{RW代码|onNewMapSpawn:|string|"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam",onNewMapSpawn: spawnPoint_eachActiveTeam}} |
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|isBug |
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{{RW代码|globalScale:|float|Defaults to 1. Changing not recommended.|globalScale: 2}} |
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|bool |
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{{RW代码|isLocked:|bool|Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.|isLocked: true}} |
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|是虫 |
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{{RW代码|isLockedIfGameModeNoNuke:|bool|Disallows building of this unit if nukes are disabled during match setup.|isLockedIfGameModeNoNuke: true}} |
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}} |
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{{RW代码|experimental:|bool|Tag unit as experimental. Affects zoomed out icon and end game stats.|experimental: true}} |
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{{RW代码 |
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{{RW代码|stayNeutral:|bool|Set to false to disable capture when unit is on the neutral team.|stayNeutral: false}} |
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|isBuilder |
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{{RW代码|createNeutral:|bool|Set to true to always spawn the unit on the neutral team.|createNeutral: true}} |
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|bool |
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{{RW代码|createOnAggressiveTeam:|bool|Set to true to always spawn the unit on aggressive teams on single player matches.|createOnAggressiveTeam: true}} |
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|是建造者 |
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{{RW代码|tags:|string(s)|"List of comma separated strings. Used to classify units, create special actions and balances."|"tags: tank, smallTank, piercingDamage"}} |
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}} |
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{{RW代码|defineUnitMemory||"Can define several variables for custom storage, unique for each unit. Allowed types: boolean, float/number, unit, string."|"defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText}} |
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{{RW代码 |
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{{RW代码|||Add a pair of square brackets to turn them into arrays for those specific data types|"defineUnitMemory: unit[] squad, float[] mango"}} |
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|streamingCost |
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{{RW代码|fogOfWarSightRange:|int|Sets number of tiles this unit can see through the fog of war. Defaults to 15.|fogOfWarSightRange: 35}} |
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|int/resource = float |
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{{RW代码|fogOfWarSightRangeWhileNotBuilt|int|Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange|fogOfWarSightRangeWhileNotBuilt: 10}} |
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|流式建造造价 |
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{{RW代码|softCollisionOnAll:|int|Creates a soft collision effect when touching other units.|softCollisionOnAll: 3}} |
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}} |
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{{RW代码|disableAllUnitCollisions:|bool|Unit cannot collide with others if true.|disableAllUnitCollisions: true}} |
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{{RW代码 |
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{{RW代码|isUnrepairableUnit:|bool|No unit can repair this unit if true.|isUnrepairableUnit: true}} |
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|switchPriceWithStreamingCost |
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{{RW代码|isUnselectable:|bool|If true unit cannot be selected. (includes AI players)|isUnselectable: true}} |
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|bool |
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{{RW代码|isUnselectableAsTarget|bool|"Defaults to isUnselectable. Can be used to create units that cannot be selected but can be targeted for attack, reclaim, etc"|isUnselectableAsTarget: false}} |
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|普通建造转换为流式建造 |
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{{RW代码|isPickableStartingUnit:|bool|"If true, unit is added to dropdowns for starting unit in game setup menus."|isPickableStartingUnit: true}} |
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}} |
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{{RW代码|startFallingWhenStartingUnit:|bool|Unit will appear falling from skies when starting unit if true.|startFallingWhenStartingUnit: true}} |
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{{RW代码 |
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{{RW代码|soundOnAttackOrder:|sound(s)|List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats.|"soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg "}} |
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|maxShield |
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{{RW代码|soundOnMoveOrder:|sound(s)|List of sound names. Only one will be played on each move order. Only .ogg and .wav formats.|"soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.ogg"}} |
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|int |
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{{RW代码|soundOnNewSelection:|sound(s)|List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats.|"soundOnNewSelection: tankSelection1.ogg, tankSelection2.ogg"}} |
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|最大护盾值 |
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{{RW代码|canNotBeDirectlyAttacked:|bool|No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks.|canNotBeDirectlyAttacked: true}} |
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}} |
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{{RW代码|canNotBeDamaged|bool|"Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)"|canNotBeDamaged: true}} |
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{{RW代码 |
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{{RW代码|canNotBeGivenOrdersByPlayer:|bool|If true unit will not take player or AI orders.|canNotBeGivenOrdersByPlayer: true}} |
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|startShieldAtZero |
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{{RW代码|canOnlyBeAttackedByUnitsWithTags:|strings(s)|"List of tag strings, only units with these tags can directly target this unit."|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}} |
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|bool |
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{{RW代码|disableDeathOnZeroHp|bool|"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."|disableDeathOnZeroHp: true}} |
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|初始护盾值为0 |
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{{RW代码|allowCaptureWhenNeutralByAI|bool|"When true, it lets to be captured on contact by AI as well. Defaults as false"|allowCaptureWhenNeutralByAI: true}} |
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}} |
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{{RW代码|transportSlotsNeeded:|int|"Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5."|transportSlotsNeeded: 2}} |
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{{RW代码 |
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{{RW代码|maxTransportingUnits|int|Number of slots this units has for transporting other units.|maxTransportingUnits: 5}} |
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|shieldRegen |
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{{RW代码|transportUnitsRequireTag:|string(s)|Only allows trasport of units that have one of these tags.|"transportUnitsRequireTag: smallTank, soldier"}} |
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|float |
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{{RW代码|transportUnitsRequireMovementType:|movementTypes|Only allows trasport of units that have one of these movement types.|"transportUnitsRequireMovementType: AIR, WATER"}} |
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|护盾值自动回复速度 |
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{{RW代码|transportUnitsBlockAirAndWaterUnits:|bool|Defaults to true. This unit can only transport LAND units if true.|transportUnitsBlockAirAndWaterUnits: false}} |
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}} |
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{{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot:|bool|"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."|transportUnitsEachUnitAlwaysUsesSingleSlot: true}} |
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{{RW代码 |
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{{RW代码|transportUnitsKeepBuiltUnits:|bool|Makes built units stay inside transport instead of exiting it once ready if true.|transportUnitsKeepBuiltUnits: true}} |
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|energyMax |
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{{RW代码|transportUnitsCanUnloadUnits:|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.|transportUnitsCanUnloadUnits: false}} |
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|float |
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{{RW代码|transportUnitsAddUnloadOption:|bool|Defines if unload button should be added to the unit menu|transportUnitsAddUnloadOption: false}} |
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|最大能量值 |
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{{RW代码|transportUnitsUnloadDelayBetweenEachUnit:|float|Changes the delay it takes between each unit getting unloaded.|transportUnitsUnloadDelayBetweenEachUnit: 12}} |
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}} |
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{{RW代码|transportUnitsKillOnDeath:|LogicBoolean|Defaults to true. If false transported units don't die when transport dies.|transportUnitsKillOnDeath: if self.isOverLiquid()}} |
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{{RW代码 |
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{{RW代码|transportUnitsHealBy:|float|Rate to heal units that are being transported.|transportUnitsHealBy: 0.1}} |
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|energyRegen |
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{{RW代码|transportUnitsBlockOtherTransports:|bool|"Defaults to true, if false this transports can hold other transports."|transportUnitsBlockOtherTransports: false}} |
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|float |
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{{RW代码|whileNeutralTransportAnyTeam:|bool|This unit can transport units of any team while neutral if true.|whileNeutralTransportAnyTeam: true}} |
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|能量值自动回复速度 |
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{{RW代码|whileNeutralConvertToTransportedTeam:|bool|Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.|whileNeutralConvertToTransportedTeam: true}} |
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}} |
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{{RW代码|convertToNeutralIfNotTransporting:|bool|Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.|convertToNeutralIfNotTransporting: true}} |
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{{RW代码 |
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{{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam:|bool|Keeps transported units on their orginal team when this unit is converted if true.|transportUnitsOnTeamChangeKeepCurrentTeam: true}} |
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|energyStartingPercentage |
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{{RW代码|resourceRate:|float|Used with canReclaimResources. Allows other teams to reclaim this unit. Normally used with neutral team. Use price to set what resources are gained.|resourceRate: 100}} |
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|float |
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{{RW代码|similarResourcesHaveTag:|string(s)|When this has been reclaimed harvester unit moves on to another resource with these tags.|similarResourcesHaveTag: goldResource}} |
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|初始能量值占比 |
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{{RW代码|resourceMaxConcurrentReclaimingThis:|int|Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. |resourceMaxConcurrentReclaimingThis: 3}} |
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}} |
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{{RW代码|reclaimPrice:|int|Like price but for resources. Useful for buildable resources.|reclaimPrice: gold=1000}} |
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{{RW代码 |
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{{RW代码|canReclaimResources:|bool|"If true this unit can gather resources, useful with resourceRate."|canReclaimResources: true}} |
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|energyNeedsToRechargeToFull |
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{{RW代码|canReclaimResourcesNextSearchRange:|int|Defines the resource search range of this unit when its main gathered resource runs out.|canReclaimResourcesNextSearchRange: 100}} |
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|bool |
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{{RW代码|canReclaimResourcesOnlyWithTags:|string(s)|This unit is only allowed to gather resources with these tags.|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}} |
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|需要充能 |
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{{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"|canReclaimUnitsOnlyWithTags: reclaimable}} |
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}} |
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{{RW代码|resourceReclaimMultiplier|float|"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""|resourceReclaimMultiplier: 1.5}} |
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{{RW代码 |
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{{RW代码|canRepairUnitsOnlyWithTags|string(s)|Repairs units with the specified tags|canRepairUnitsOnlyWithTags: vulnerable}} |
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|energyRegenWhenRecharging |
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{{RW代码|canRepairBuildings:|bool|Can this can heal ally buildings (isBuilder:true is required)|canRepairBuildings: true}} |
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|float |
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{{RW代码|canRepairUnits:|bool|"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."|canRepairUnits: true}} |
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|充能时能量回复速度 |
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{{RW代码|autoRepair:|bool|Automatically try and repair damaged units in nano range. (isBuilder:true is required)|autoRepair: true}} |
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}} |
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{{RW代码|nanoRange:|int|Defaults to 85. Defines the unit building/repair/reclaim range.|nanoRange: 110}} |
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{{RW代码 |
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{{RW代码|nanoRepairSpeed:|float|Defaults to 0.2. Defines the unit nano repair/reclaim speed.|nanoRepairSpeed: 0.01}} |
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|armour |
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{{RW代码|nanoBuildSpeed:|float|Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)|nanoBuildSpeed: 0.9}} |
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|int |
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{{RW代码|nanoUnbuildSpeed:|float|How fast a builder reclaims an incomplete building (defaults to 1)|nanoUnbuildSpeed: 1.4}} |
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|护甲值 |
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{{RW代码|nanoReclaimSpeed:|float|How fast a builder reclaims a normal unit (not a resource unit)|nanoReclaimSpeed: 0.23}} |
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}} |
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{{RW代码|nanoRangeForRepairIsMelee:|bool|Defines if this unit must touch its target to repair it.|nanoRangeForRepairIsMelee: true}} |
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{{RW代码 |
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{{RW代码|nanoRangeForReclaimIsMelee:|bool|Defines if this unit must touch its target to reclaim it.|nanoRangeForReclaimIsMelee: true}} |
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|armourMinDamageToKeep |
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{{RW代码|nanoRangeForRepair:|int|Defines a specific range for the repair action of this unit.|nanoRangeForRepair: 60}} |
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|int |
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{{RW代码|nanoRangeForReclaim:|int|Defines a specific range for the reclaim action of this unit.|nanoRangeForReclaim: 60}} |
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|伤害值低于护甲值时造成的伤害 |
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{{RW代码|nanoFactorySpeed:|float|Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory.|nanoFactorySpeed: 1.2}} |
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}} |
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{{RW代码|extraBuildRangeWhenBuildingThis:|int|Temporarily adds extra build range to builders to build this unit. Useful for water based buildings.|extraBuildRangeWhenBuildingThis: 90}} |
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{{RW代码 |
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{{RW代码|builtFrom_{NUM}_name:|string(s)|Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction.|"builtFrom_1_name: landFactory, airFactory"}} |
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|borrowResourcesWhileAlive |
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{{RW代码|builtFrom_{NUM}_pos:|float|Order this build link appears in UI. Using canBuild instead is more recommended.|builtFrom_1_pos: 0.1}} |
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|int/resource = float |
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{{RW代码|builtFrom_{NUM}_forceNano:|bool|Build as if this is a building if true. (even if it's a unit)|builtFrom_1_forceNano: true}} |
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|存活时借取资源 |
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{{RW代码|builtFrom_{NUM}_isLocked:|LogicBoolean|If true this unit cannot be built in this build link. (can be conditioned if logicBooleans are used)|builtFrom_1_isLocked: if self.hp(lessThan=100)}} |
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}} |
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{{RW代码|builtFrom_{NUM}_isLockedMessage:|LocaleString|Message shown when this build link is locked.|builtFrom_1_isLockedMessage: -Needs more population}} |
|||
{{RW代码 |
|||
{{RW代码|exit_x:|float|Where created or unloaded units appears from the transport or building. Defaults to 0.|exit_x: 0}} |
|||
|borrowResourcesWhileBuilt |
|||
{{RW代码|exit_y:|float|Where created or unloaded units appears from the transport or building. Defaults to 5.|exit_x: 5}} |
|||
|int/resource = float |
|||
{{RW代码|exit_dirOffset:|float|Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units.|exit_dirOffset: 140}} |
|||
|完成建造时借取资源 |
|||
{{RW代码|exit_heightOffset:|float|Defaults to 0. Defines the height where created or unloaded units appears.|exit_heightOffset: 16}} |
|||
}} |
|||
{{RW代码|exit_moveAwayAmount:|float|Defaults to 70. Defines the distance that created or unloaded units moves from this unit.|exit_moveAwayAmount: 10}} |
|||
{{RW代码 |
|||
{{RW代码|exitHeightIgnoreParent|bool|Ignores parent height for exit height; useful for separating attachments with their parents for building|exitHeightIgnoreParent: true}} |
|||
|generation_resources |
|||
{{RW代码|dieOnConstruct:|bool|Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set)|dieOnConstruct: true}} |
|||
|resource = float |
|||
{{RW代码|dieOnZeroEnergy:|bool|Kills this unit if energy level reaches zero when true.|dieOnZeroEnergy: true}} |
|||
|自动生成资源-每次生成的资源量 |
|||
{{RW代码|numBitsOnDeath:|int|Defines the number of scattered bit fragments when this unit dies.|numBitsOnDeath: 20}} |
|||
}} |
|||
{{RW代码|nukeOnDeath:|bool|Unit will spawn a nuke detonation built-in effect when dies if true.|nukeOnDeath: true}} |
|||
{{RW代码 |
|||
{{RW代码|nukeOnDeathRange:|float|Defines the nuke effect range when using nukeOnDeath.|nukeOnDeathRange: 140}} |
|||
|generation_active |
|||
{{RW代码|nukeOnDeathDamage:|float|Defines the nuke effect area damage when using nukeOnDeath.|nukeOnDeathDamage: 2000}} |
|||
|logicBoolean |
|||
{{RW代码|nukeOnDeathDisableWhenNoNuke:|bool|Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps.|nukeOnDeathDisableWhenNoNuke: true}} |
|||
|自动生成资源激活条件 |
|||
{{RW代码|fireTurretXAtSelfOnDeath:|turret ref|Auto-shoot a specific turret when this unit dies.|fireTurretXAtSelfOnDeath: turret_1}} |
|||
}} |
|||
{{RW代码|explodeOnDeath:|bool|Defaults to true. Disables the unit death explode built-in effect if false.|explodeOnDeath: false}} |
|||
{{RW代码 |
|||
{{RW代码|explodeOnDeathGroundCollision:|boolean|Defaults to true. Disables the explode built-in effect on death when unit touches ground if false.|explodeOnDeathGroundCollision: false}} |
|||
|generation_credits |
|||
{{RW代码|explodeTypeOnDeath:|preset effects|"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}} |
|||
|int |
|||
{{RW代码|effectOnDeath:|effect(s) ref|Spawns built-in or custom effects when unit dies.|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}} |
|||
|自动生成资金-每次生成量 |
|||
{{RW代码|effectOnDeathGroundCollision:|effect(s) ref|Like effectOnDeath but when unit touches ground. Useful for flying units.|effectOnDeathGroundCollision: CUSTOM:bigExplosion}} |
|||
}} |
|||
{{RW代码|unitsSpawnedOnDeath:|string(s)|Spawns these units when dies. Comma separated unit identifiers.|"unitsSpawnedOnDeath: tank*5, hoverTank"}} |
|||
{{RW代码 |
|||
{{RW代码|unitsSpawnedOnDeath_setToTeamOfLastAttacker:|bool|Units spawned on death will appear on the last attacker team if true.|unitsSpawnedOnDeath_setToTeamOfLastAttacker: true}} |
|||
|generation_delay |
|||
{{RW代码|hideScorchMark:|bool|Disables the death scorch mark leaved when unit dies if true.|hideScorchMark: true}} |
|||
|int |
|||
{{RW代码|soundOnDeath:|string(s)|Sets a custom sound for this unit death.|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}} |
|||
|自动生成资源-间隔时间 |
|||
{{RW代码|effectOnDeathIfUnbuilt: |effect(s) ref|"If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath"|effectOnDeathIfUnbuilt: CUSTOM:implode}} |
|||
}} |
|||
{{RW代码|autoTriggerCooldownTime:|time (seconds)|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: 0.05s}} |
|||
{{RW代码 |
|||
{{RW代码|autoTriggerCooldownTime_allowDangerousHighCPU:|bool|Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended.|autoTriggerCooldownTime_allowDangerousHighCPU: true}} |
|||
|showInEditor |
|||
{{RW代码|autoTriggerCheckRate:|enum|"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}} |
|||
|bool |
|||
{{RW代码|autoTriggerCheckWhileNotBuilt:|bool|Defaults to false. autoTrigger of unit actions check even when not completely built if true|autoTriggerCheckWhileNotBuilt: true}} |
|||
|在沙盒模式中显示 |
|||
{{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}} |
|||
{{RW代码 |
|||
{{RW代码|@memory||"A template-friendly method of defineUnitMemory. Declare name followed by type, separated by a colon"|@memory fish:unit}} |
|||
|displayText |
|||
{{RW代码||||@memory bullets:number}} |
|||
|string |
|||
{{RW代码|||Add a pair of square brackets for array memory type|@memory myTargets:unit[]}} |
|||
|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] == |
|||
{{RW代码 |
|||
|name |
|||
|string(s) |
|||
|名称 |
|||
}} |
|||
{{RW代码 |
|||
|pos |
|||
|float |
|||
|在建造列表中的顺序(值越大越靠后) |
|||
}} |
|||
{{RW代码 |
|||
|tech |
|||
|1/2/3 |
|||
|指定科技等级(主要对陆军工厂、空军基地、海军基地、激光防御等有用) |
|||
}} |
|||
{{RW代码 |
|||
|forceNano |
|||
|bool |
|||
|使用纳米光线进行建造 |
|||
}} |
|||
{{RW代码 |
|||
|isVisible |
|||
|logicBoolean |
|||
|(在建造列表中)可见-条件 |
|||
}} |
|||
{{RW代码 |
|||
|isLocked |
|||
|logicBoolean |
|||
|在建造列表中锁定-条件 |
|||
}} |
|||
{{RW代码 |
|||
|isLockedMessage |
|||
|string |
|||
|锁定时显示消息 |
|||
}} |
|||
{{RW代码 |
|||
|isLockedMessage_{LANG} |
|||
|string |
|||
|锁定时显示消息-其他语言 |
|||
}} |
|||
{{RW代码 |
|||
|isLockedAlt |
|||
|logicBoolean |
|||
|另一种在建造列表中锁定情形-条件 |
|||
}} |
|||
{{RW代码 |
|||
|isLockedAltMessage |
|||
|string |
|||
|另一种锁定时显示消息-其他语言 |
|||
}} |
|||
{{RW代码 |
|||
|isLockedAlt2 |
|||
|logicBoolean |
|||
|另一种在建造列表中锁定情形2-条件 |
|||
}} |
|||
{{RW代码 |
|||
|isLockedAlt2Message |
|||
|string |
|||
|另一种锁定时显示消息2-其他语言 |
|||
}} |
|||
{{RW代码 |
|||
|addResources |
|||
|int/resourcesList(s) |
|||
|开始建造时添加资源 |
|||
}} |
|||
{{RW代码 |
|||
|price |
|||
|int/resourcesList(s) |
|||
|造价(覆盖被建造单位原来的造价) |
|||
}} |
|||
{{RW代码 |
|||
|isGuiBlinking |
|||
|logicBoolean |
|||
|建造列表中该按钮闪烁-条件 |
|||
}} |
|||
== [graphics] == |
|||
== [attack] == |
|||
== [turret_NAME] == |
|||
== [projectile_NAME] == |
|||
== [movement] == |
|||
== [ai] == |
|||
== [arm_#]/[leg_#] == |
|||
== [attachment_NAME] == |
|||
== [action_NAME]/[hiddenAction_NAME] == |
|||
== [effect_NAME] == |
|||
== [animation_NAME] == |
|||
== [placementRule_NAME] == |
|||
== [resource_NAME] == |
|||
== [global_resource_NAME] == |
|||
== [decal_name] == |
|||
== [template_NAME] == |
|||
== [comment_NAME] == |
|||
== 附录 == |
|||
=== 值的类型 === |
|||
=== ${}的用法 === |
|||
=== """的用法 === |
|||
=== 模板用法 === |
2023年10月16日 (一) 09:26的最新版本
[core]
name
值 | string |
描述 | 名称 |
mass
值 | int |
描述 | 重量 |
radius
值 | int |
描述 | 半径 |
price
值 | 造价 |
描述 |
maxHp
值 | int |
描述 | 最大血量 |
selfRegenRate
值 | float |
描述 | 自动回血速度 |
buildSpeed
值 | float/float + "s" |
描述 | 建造速度 |
class
值 | "CustomUnitMetadata" |
描述 | 类 |
techLevel
值 | "1"/"2"/"3" |
描述 | 科技等级 |
altNames
值 | string(s) |
描述 | 其他名称(多个) |
strictLevel
值 | "0"/"1" |
描述 | 严格等级 |
isBio
值 | bool |
描述 | 是生物 |
isBug
值 | bool |
描述 | 是虫 |
isBuilder
值 | bool |
描述 | 是建造者 |
streamingCost
值 | 流式建造造价 |
描述 |
switchPriceWithStreamingCost
值 | bool |
描述 | 普通建造转换为流式建造 |
maxShield
值 | int |
描述 | 最大护盾值 |
startShieldAtZero
值 | bool |
描述 | 初始护盾值为0 |
shieldRegen
值 | float |
描述 | 护盾值自动回复速度 |
energyMax
值 | float |
描述 | 最大能量值 |
energyRegen
值 | float |
描述 | 能量值自动回复速度 |
energyStartingPercentage
值 | float |
描述 | 初始能量值占比 |
energyNeedsToRechargeToFull
值 | bool |
描述 | 需要充能 |
energyRegenWhenRecharging
值 | float |
描述 | 充能时能量回复速度 |
armour
值 | int |
描述 | 护甲值 |
armourMinDamageToKeep
值 | int |
描述 | 伤害值低于护甲值时造成的伤害 |
borrowResourcesWhileAlive
值 | 存活时借取资源 |
描述 |
borrowResourcesWhileBuilt
值 | 完成建造时借取资源 |
描述 |
generation_resources
值 | 自动生成资源-每次生成的资源量 |
描述 |
generation_active
值 | logicBoolean |
描述 | 自动生成资源激活条件 |
generation_credits
值 | int |
描述 | 自动生成资金-每次生成量 |
generation_delay
值 | int |
描述 | 自动生成资源-间隔时间 |
showInEditor
值 | bool |
描述 | 在沙盒模式中显示 |
displayText
值 | string |
描述 | 显示的名称 |
displayText_{LANG}
值 | string |
描述 | 显示的单位名称(其他语言) |
displayDescription
值 | string |
描述 | 显示的单位描述 |
displayDescription_{LANG}
值 | string |
描述 | 显示的单位描述(其他语言) |
displayLocaleKey
值 | 本地化文件中支持的单位的名称 |
描述 | 引用内置本地化文件的文本 |
displayRadius
值 | int |
描述 | 显示的半径 |
uiTargetRadius
值 | int |
描述 | 作为玩家命令目标的单位的半径 |
shieldRenderRadius
值 | int |
描述 | 护盾显示半径 |
shieldDisplayOnlyDeflection
值 | bool |
描述 | 护盾仅在受攻击时显示 |
shieldDeflectionDisplayRate
值 | float |
描述 | 护盾受到攻击后闪烁消失速度 |
showOnMinimap
值 | bool |
描述 | 在小地图中显示 |
showActionsWithMixedSelectionIfOtherUnitsHaveTag
值 | tagName(s) |
描述 | 选中带有这些标签的混合部队时一同显示它们的action |
showOnMinimapToEnemies
值 | bool |
描述 | 在敌方小地图中显示该单位 |
isBuilding
值 | bool |
描述 | 是建筑物 |
footprint
值 | -int,-int,int,int(左,上,右,下) |
描述 | 建筑物占地大小 |
constructionFootprint
值 | -int,-int,int,int(左,上,右,下) |
描述 | 摆放时建筑物的占地大小 |
displayFootprint
值 | -int,-int,int,int(左,上,右,下) |
描述 | 显示的建筑物占地大小 |
buildingSelectionOffset
值 | |
描述 |
buildingToFootprintOffsetX
值 | |
描述 |
buildingToFootprintOffsetY
值 | |
描述 |
placeOnlyOnResPool
值 | bool |
描述 | 仅允许放置在矿坑上 |
selfBuildRate
值 | float |
描述 | 自动自我建造速度 |
ignoreInUnitCapCalculation
值 | bool |
描述 | 不计入单位数量上限统计中(建筑物默认为"true") |
copyFrom
值 | fileFath(s) |
描述 | 从其他ini文件中复制代码 |
dont_load
值 | bool |
描述 | 不被游戏加载 |
overrideAndReplace
值 | unitsList(s) |
描述 | 覆盖这些单位 |
onNewMapSpawn
值 | emptyResourcePools_asNeutral/emptyOrOccupiedResourcePools_asNeutral/mapCenter_asNeutral/mapCenter_eachActiveTeam/spawnPoint_eachActiveTeam |
描述 | 开局时在地图的这个位置生成该单位 |
isLocked
值 | bool |
描述 | 在建造列表中锁定 |
isLockedIfGameModeNoNuke
值 | bool |
描述 | 如果游戏设置为无核模式则在建造列表中锁定 |
experimental
值 | bool |
描述 | 该单位是实验单位(影响单位图标、结算统计(和图层?)) |
stayNeutral
值 | bool |
描述 | 维持中立(如果单位归属中立队伍) |
createNeutral
值 | bool |
描述 | 生成时归属中立队伍 |
createOnAggressiveTeam
值 | bool |
描述 | 生成时归属敌意队伍 |
tags
值 | tag(s) |
描述 | 单位的标签(作为某些操作的筛选条件) |
defineUnitMemory
值 | dataType variableName(s) |
描述 | 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) |
fogOfWarSightRange
值 | int |
描述 | 战争迷雾中的视野范围 |
fogOfWarSightRangeWhileNotBuilt
值 | int |
描述 | 未完成建造时单位在战争迷雾中的视野 |
softCollisionOnAll
值 | int |
描述 | 软碰撞 |
disableAllUnitCollisions
值 | bool |
描述 | 禁用碰撞体积 |
isUnrepairableUnit
值 | bool |
描述 | 不可被纳米射线维修 |
isUnselectable
值 | bool |
描述 | 不能被选中 |
isUnselectableAsTarget
值 | bool |
描述 | 不能作为指令的目标 |
isPickableStartingUnit
值 | bool |
描述 | 可作为初始单位 |
startFallingWhenStartingUnit
值 | bool |
描述 | 作为初始单位时在游戏开始时从天而降 |
soundOnAttackOrder
值 | fileFath(.ogg)(s) |
描述 | 下达攻击命令时播放声音 |
soundOnMoveOrder
值 | fileFath(.ogg)(s) |
描述 | 下达移动命令时播放声音 |
soundOnNewSelection
值 | fileFath(.ogg)(s) |
描述 | 被选中时播放声音 |
canNotBeDirectlyAttacked
值 | bool |
描述 | 不能被(作为目标)直接攻击(可以受到范围武器伤害) |
canNotBeDamaged
值 | bool |
描述 | 受到伤害时不会损失生命值 |
canNotBeGivenOrdersByPlayer
值 | bool |
描述 | 玩家不能给该单位下达指令 |
canOnlyBeAttackedByUnitsWithTags
值 | tag(s) |
描述 | 不能被具有这些标签的单位直接攻击 |
disableDeathOnZeroHp
值 | bool |
描述 | 生命值不会影响该单位的生死 |
allowCaptureWhenNeutralByAI
值 | bool |
描述 | 为中立单位时允许被AI玩家捕获 |
transportSlotsNeeded
值 | int |
描述 | 运输该单位所需槽位数量 |
maxTransportingUnits
值 | int |
描述 | 该单位具有的运输槽位的数量 |
transportUnitsRequireTag
值 | tag(s) |
描述 | 仅允许运输具有这些标签的单位 |
transportUnitsRequireMovementType
值 | movementType(s) |
描述 | 仅允许运输这些移动类型的单位 |
transportUnitsBlockAirAndWaterUnits
值 | bool |
描述 | 不允许运输空中和水中单位(默认为"true") |
transportUnitsEachUnitAlwaysUsesSingleSlot
值 | bool |
描述 | 每个单位都只占一格运输槽位(前提是单位能进去?) |
transportUnitsKeepBuiltUnits
值 | bool |
描述 | 建造完成的单位被放到运输槽位中(而不是走出来) |
transportUnitsCanUnloadUnits
值 | logicBoolean |
描述 | 单位允许卸载-条件 |
transportUnitsAddUnloadOption
值 | bool |
描述 | 添加卸载按钮(默认为"true") |
transportUnitsUnloadDelayBetweenEachUnit
值 | float |
描述 | 卸载时被运输单位出来的时间间隔 |
transportUnitsKillOnDeath
值 | logicBoolean |
描述 | 运输单位死亡时也杀死被运输的单位-条件 |
transportUnitsHealBy
值 | float |
描述 | 被运输的单位获得的治疗的速度 |
transportUnitsBlockOtherTransports
值 | bool |
描述 | 不允许运输具有运输能力的单位(默认为"true") |
whileNeutralTransportAnyTeam
值 | bool |
描述 | 当单位为中立时运行运输任何队伍的单位 |
whileNeutralConvertToTransportedTeam
值 | bool |
描述 | 当单位为中立时转换为被运输的单位的队伍 |
convertToNeutralIfNotTransporting
值 | bool |
描述 | 若未运输任何单位则转换为中立单位 |
transportUnitsOnTeamChangeKeepCurrentTeam
值 | bool |
描述 |
resourceRate
值 | float |
描述 |
similarResourcesHaveTag
值 | tag(s) |
描述 | 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) |
resourceMaxConcurrentReclaimingThis
值 | int |
描述 | 同时回收该资源的最大单位数量 |
reclaimPrice
值 | 回收价格(默认pirce为回收价格) |
描述 |
canReclaimResources
值 | bool |
描述 | 可以回收资源() |
canReclaimResourcesNextSearchRange
值 | int |
描述 | 自动回收临近的相似资源的距离 |
canReclaimResourcesOnlyWithTags
值 | tag(s) |
描述 | 仅允许回收具有这些标签的资源 |
canReclaimUnitsOnlyWithTags
值 | tag(s) |
描述 | 仅允许回收具有这些标签的单位 |
resourceReclaimMultiplier
值 | float |
描述 | 回收资源的速度倍数 |
canRepairUnitsOnlyWithTags
值 | tag(s) |
描述 | 仅允许修理具有这些标签的单位 |
canRepairBuildings
值 | true |
描述 | 允许修理建筑物 |
canRepairUnits
值 | bool |
描述 | 允许修理单位 |
autoRepair
值 | bool |
描述 | 主动修理(不会为了修理而进行移动) |
nanoRange
值 | int |
描述 | 纳米射线范围 |
nanoRepairSpeed
值 | float |
描述 | 维修的速度 |
nanoBuildSpeed
值 | float |
描述 | 建造的速度倍数 |
nanoUnbuildSpeed
值 | float |
描述 | 反建造的速度倍数 |
nanoReclaimSpeed
值 | float |
描述 | 回收速度 |
nanoRangeForRepairIsMelee
值 | bool |
描述 | 贴身进行维修 |
nanoRangeForReclaimIsMelee
值 | bool |
描述 | 贴身进行回收 |
nanoRangeForRepair
值 | int |
描述 | 修理的纳米射线的范围 |
nanoRangeForReclaim
值 | int |
描述 | 回收的纳米射线的范围 |
nanoFactorySpeed
值 | float |
描述 | 内部工厂建造速度倍数 |
extraBuildRangeWhenBuildingThis
值 | int |
描述 | 建造该单位特例使用的纳米射线距离 |
builtFrom_{NUM}_name
值 | unitsList(s) |
描述 | 建造自( )单位 |
builtFrom_{NUM}_pos
值 | float |
描述 | 建造自-该单位在建造列表中的顺序 |
builtFrom_{NUM}_forceNano
值 | bool |
描述 | 建造自-使用纳米射线 |
builtFrom_{NUM}_isLocked
值 | logicBoolean |
描述 | 建造自-锁定建造条件 |
builtFrom_{NUM}_isLockedMessage
值 | strings |
描述 | 建造自-锁定时消息 |
exit_x
值 | float |
描述 | 出口相对位置X |
exit_y
值 | float |
描述 | 出口相对位置Y |
exit_dirOffset
值 | float |
描述 | 出口相对角度 |
exit_heightOffset
值 | float |
描述 | 出口相对高度 |
exit_moveAwayAmount
值 | float |
描述 | 出口自动移动的距离 |
exitHeightIgnoreParent
值 | |
描述 |
dieOnConstruct
值 | bool |
描述 | 进行纳米建造时死亡 |
dieOnZeroEnergy
值 | bool |
描述 | 能量值等于低于0时死亡 |
numBitsOnDeath
值 | int |
描述 | 死亡时爆炸生成碎片的数量 |
nukeOnDeath
值 | bool |
描述 | 死亡时核爆 |
nukeOnDeathRange
值 | int |
描述 | 死亡时核爆时伤害范围 |
nukeOnDeathDamage
值 | int |
描述 | 死亡时核爆伤害值 |
nukeOnDeathDisableWhenNoNuke
值 | bool |
描述 | 游戏有禁核选项时死亡时不会核爆 |
fireTurretXAtSelfOnDeath
值 | turretsList |
描述 | 死亡时使用该炮塔向自己所在位置开火 |
explodeOnDeath
值 | bool |
描述 | 死亡时爆炸 |
explodeOnDeathGroundCollision
值 | bool |
描述 | 死亡时(在空中的单位)撞击地面后爆炸 |
explodeTypeOnDeath
值 | verysmall/small/normal/large/largeUnit/building/buildingNoShockwaveOrSmoke/verylargeBuilding |
描述 | 死亡时爆炸的类型 |
effectOnDeath
值 | effectsList(s) |
描述 | 死亡时生成的效果 |
effectOnDeathGroundCollision
值 | effectsList(s) |
描述 | 死亡时(空中的单位)撞击地面时生成的效果 |
unitsSpawnedOnDeath
值 | unitsSpawned |
描述 | 死亡时生成的单位 |
unitsSpawnedOnDeath_setToTeamOfLastAttacker
值 | bool |
描述 | 死亡时生成的单位归最后攻击者队伍 |
hideScorchMark
值 | bool |
描述 | 隐藏死亡后焦痕 |
soundOnDeath
值 | fileFath(.ogg)(s?) |
描述 | 死亡时播放声音 |
effectOnDeathIfUnbuilt
值 | effectsList(s?) |
描述 | 单位未完成建造时死亡时生成的效果 |
autoTriggerCooldownTime
值 | int/(float)s |
描述 | action自动触发冷却时间 |
autoTriggerCooldownTime_allowDangerousHighCPU
值 | bool |
描述 | action自动触发冷却-解除安全限制 |
autoTriggerCheckRate
值 | everyFrame/every4Frames/every8Frames |
描述 | action自动触发检测频率 |
autoTriggerCheckWhileNotBuilt
值 | bool |
描述 | 未完成建造时进行触发检测 |
updateUnitMemory
值 | |
描述 |
updateUnitMemoryRate
值 | |
描述 |
@memory
值 | |
描述 |
[canBuild_NAME]
name
值 | string(s) |
描述 | 名称 |
pos
值 | float |
描述 | 在建造列表中的顺序(值越大越靠后) |
tech
值 | 1/2/3 |
描述 | 指定科技等级(主要对陆军工厂、空军基地、海军基地、激光防御等有用) |
forceNano
值 | bool |
描述 | 使用纳米光线进行建造 |
isVisible
值 | logicBoolean |
描述 | (在建造列表中)可见-条件 |
isLocked
值 | logicBoolean |
描述 | 在建造列表中锁定-条件 |
isLockedMessage
值 | string |
描述 | 锁定时显示消息 |
isLockedMessage_{LANG}
值 | string |
描述 | 锁定时显示消息-其他语言 |
isLockedAlt
值 | logicBoolean |
描述 | 另一种在建造列表中锁定情形-条件 |
isLockedAltMessage
值 | string |
描述 | 另一种锁定时显示消息-其他语言 |
isLockedAlt2
值 | logicBoolean |
描述 | 另一种在建造列表中锁定情形2-条件 |
isLockedAlt2Message
值 | string |
描述 | 另一种锁定时显示消息2-其他语言 |
addResources
值 | int/resourcesList(s) |
描述 | 开始建造时添加资源 |
price
值 | int/resourcesList(s) |
描述 | 造价(覆盖被建造单位原来的造价) |
isGuiBlinking
值 | logicBoolean |
描述 | 建造列表中该按钮闪烁-条件 |