mod参数:修订间差异

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== .ini ==
== [core] ==
{{RW代码
=== [core] ===
|name
{{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}}
|string
{{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}}
|名称
{{RW代码|radius:|int|Circular area around the unit that makes it selectable. (mouse click/screen touch)|radius: 20}}
}}
{{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"}}
{{RW代码
{{RW代码|class:|string|"Reserved for future use, must be CustomUnitMetadata by default."|class: CustomUnitMetadata}}
|mass
{{RW代码|maxHp:|int|The max health for the unit. (will spawn with this value).|maxHp: 200}}
|int
{{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}}
|重量
{{RW代码|buildSpeed:|float / s|Time it takes to build the unit. (may multiply with builder speed)|buildSpeed: 3s}}
}}
{{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"}}
{{RW代码
{{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}}
|radius
{{RW代码|isBio:|bool|"Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true)"|isBio: true}}
|int
{{RW代码|isBug:|bool|"Changes some death defaults, and sort order in Sandbox."|isBug: false}}
|半径
{{RW代码|isBuilder:|bool|Normally required if this unit places buildings. Defaults to [ai]useAsBuilder.|isBuilder: true}}
}}
{{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}}
{{RW代码
{{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}}
|price
{{RW代码|selfRegenRate:|float|Passive self repair rate.|selfRegenRate: 0.01}}
|int/resource = float
{{RW代码|maxShield:|int|The max shield hitpoints of the unit. Can start with 0 hitpoints if startShieldAtZero:true.|maxShield: 500}}
|造价
{{RW代码|startShieldAtZero:|bool|Unit starts with a 0 hitpoints shield on created if true.|startShieldAtZero: true}}
}}
{{RW代码|shieldRegen:|float|Passive shield regen rate.|shieldRegen: 0.15}}
{{RW代码
{{RW代码|energyMax:|float|"Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions."|energyMax: 1}}
|maxHp
{{RW代码|energyRegen:|float|Passive energy regen rate.|energyRegen: 0.001}}
|int
{{RW代码|energyStartingPercentage:|float|Sets the percentage of charged energy when the unit is first built.|energyStartingPercentage: 0.5}}
|最大血量
{{RW代码|energyNeedsToRechargeToFull:|float|Disables weapons using energy after reaching zero till fully recharged if true.|energyNeedsToRechargeToFull: true}}
}}
{{RW代码|energyRegenWhenRecharging:|float|Regen rate while recharging.|}}
{{RW代码
{{RW代码|armour:|int|Damage taken away from each hit. (not currently used in any vanilla units)|armour: 6}}
|selfRegenRate
{{RW代码|armourMinDamageToKeep:|int|Min damage to keep from received damage. Defaults to 1.|armourMinDamageToKeep: 2}}
|float
{{RW代码|borrowResourcesWhileAlive:|price|Takes these resources when created and returns them when removed or destroyed.|borrowResourcesWhileAlive: gold=10}}
|自动回血速度
{{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}}
}}
{{RW代码|generation_resources:|price|Income unit creates. (custom resource version)|"generation_resources: credits=5, gold=20"}}
{{RW代码
{{RW代码|generation_active:|logicBoolean|Disables generation_resources/credits when false. (logic_boolean)|generation_active: if not self.hp(lessThan=100)}}
|buildSpeed
{{RW代码|generation_credits:|int|Income unit creates. (credits only)|generation_credits: 2}}
|float/float + "s"
{{RW代码|generation_delay:|int|How often generation_resources/credits is added. Defaults to 40. (changing not recommended)|generation_delay: 40}}
|建造速度
{{RW代码|showInEditor:|bool|Set to false to hide unit in Sandbox editor. (Defaults to true)|showInEditor: false}}
}}
{{RW代码|displayText:|LocaleString|The unit name that the game shows to the player.|displayText: Custom Tank}}
{{RW代码
{{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}}
|class
{{RW代码|displayDescription:|LocaleString|Unit description that the game shows to the player.|displayDescription: -Fast movement\n-Light damage}}
|"CustomUnitMetadata"
{{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}}
|类
{{RW代码|displayLocaleKey:|string|Translation file key for unit name and description.|displayLocaleKey: units.mechArtillery}}
}}
{{RW代码|displayRadius:|int|Defaults to radius value. Set to show a larger or smaller selection circle UI on units.|displayRadius: 20}}
{{RW代码
{{RW代码|uiTargetRadius|int|Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit|uiTargetRadius: 10}}
|techLevel
{{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}}
|"1"/"2"/"3"
{{RW代码|shieldDisplayOnlyDeflection:|bool|Hide shield unless deflecting shot if true.|shieldDisplayOnlyDeflection: true}}
|科技等级
{{RW代码|shieldDeflectionDisplayRate:|float|Defaults to 4. High value causes shield deflection to fade disappear faster.|shieldDeflectionDisplayRate: 3}}
}}
{{RW代码|showOnMinimap:|bool|Defaults to true. Hide units on minimap if false.|showOnMinimap: false}}
{{RW代码
{{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}}
|altNames
{{RW代码|showOnMinimapToEnemies|bool|Useful for stealth units|showOnMinimapToEnemies: false}}
|string(s)
{{RW代码|isBuilding:|bool|Defines if the unit is a building.|isBuilding: true}}
|其他名称(多个)
{{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"}}
}}
{{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"}}
{{RW代码
{{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"}}
|strictLevel
{{RW代码|buildingSelectionOffset:|int|Defaults to 0. Adds or removes padding on the drawn selection rect in UI.|buildingSelectionOffset: 4}}
|"0"/"1"
{{RW代码|buildingToFootprintOffsetX:|float|Defaults to 10. Change the building position in the footprint on the X-axis.|buildingToFootprintOffsetX: 4}}
|严格等级
{{RW代码|buildingToFootprintOffsetY:|float|Defaults to 10. Change the building position in the footprint on the Y-axis.|buildingToFootprintOffsetY: 6}}
}}
{{RW代码|placeOnlyOnResPool:|bool|"Normally used for extractors, forces building construction in a resource pool. "|placeOnlyOnResPool: true}}
{{RW代码
{{RW代码|selfBuildRate:|float|Rate unit builds itself when placed without a builder.|selfBuildRate: 0.0008}}
|isBio
{{RW代码|ignoreInUnitCapCalculation||defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.|ignoreInUnitCapCalculation: true}}
|bool
{{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"}}
|是生物
{{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}}
}}
{{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"}}
{{RW代码
{{RW代码|onNewMapSpawn:|string|"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam",onNewMapSpawn: spawnPoint_eachActiveTeam}}
|isBug
{{RW代码|globalScale:|float|Defaults to 1. Changing not recommended.|globalScale: 2}}
|bool
{{RW代码|isLocked:|bool|Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.|isLocked: true}}
|是虫
{{RW代码|isLockedIfGameModeNoNuke:|bool|Disallows building of this unit if nukes are disabled during match setup.|isLockedIfGameModeNoNuke: true}}
}}
{{RW代码|experimental:|bool|Tag unit as experimental. Affects zoomed out icon and end game stats.|experimental: true}}
{{RW代码
{{RW代码|stayNeutral:|bool|Set to false to disable capture when unit is on the neutral team.|stayNeutral: false}}
|isBuilder
{{RW代码|createNeutral:|bool|Set to true to always spawn the unit on the neutral team.|createNeutral: true}}
|bool
{{RW代码|createOnAggressiveTeam:|bool|Set to true to always spawn the unit on aggressive teams on single player matches.|createOnAggressiveTeam: true}}
|是建造者
{{RW代码|tags:|string(s)|"List of comma separated strings. Used to classify units, create special actions and balances."|"tags: tank, smallTank, piercingDamage"}}
}}
{{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}}
{{RW代码
{{RW代码|||Add a pair of square brackets to turn them into arrays for those specific data types|"defineUnitMemory: unit[] squad, float[] mango"}}
|streamingCost
{{RW代码|fogOfWarSightRange:|int|Sets number of tiles this unit can see through the fog of war. Defaults to 15.|fogOfWarSightRange: 35}}
|int/resource = float
{{RW代码|fogOfWarSightRangeWhileNotBuilt|int|Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange|fogOfWarSightRangeWhileNotBuilt: 10}}
|流式建造造价
{{RW代码|softCollisionOnAll:|int|Creates a soft collision effect when touching other units.|softCollisionOnAll: 3}}
}}
{{RW代码|disableAllUnitCollisions:|bool|Unit cannot collide with others if true.|disableAllUnitCollisions: true}}
{{RW代码
{{RW代码|isUnrepairableUnit:|bool|No unit can repair this unit if true.|isUnrepairableUnit: true}}
|switchPriceWithStreamingCost
{{RW代码|isUnselectable:|bool|If true unit cannot be selected. (includes AI players)|isUnselectable: true}}
|bool
{{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}}
|普通建造转换为流式建造
{{RW代码|isPickableStartingUnit:|bool|"If true, unit is added to dropdowns for starting unit in game setup menus."|isPickableStartingUnit: true}}
}}
{{RW代码|startFallingWhenStartingUnit:|bool|Unit will appear falling from skies when starting unit if true.|startFallingWhenStartingUnit: true}}
{{RW代码
{{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 "}}
|maxShield
{{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"}}
|int
{{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"}}
|最大护盾值
{{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}}
}}
{{RW代码|canNotBeDamaged|bool|"Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)"|canNotBeDamaged: true}}
{{RW代码
{{RW代码|canNotBeGivenOrdersByPlayer:|bool|If true unit will not take player or AI orders.|canNotBeGivenOrdersByPlayer: true}}
|startShieldAtZero
{{RW代码|canOnlyBeAttackedByUnitsWithTags:|strings(s)|"List of tag strings, only units with these tags can directly target this unit."|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}}
|bool
{{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}}
|初始护盾值为0
{{RW代码|allowCaptureWhenNeutralByAI|bool|"When true, it lets to be captured on contact by AI as well. Defaults as false"|allowCaptureWhenNeutralByAI: true}}
}}
{{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}}
{{RW代码
{{RW代码|maxTransportingUnits|int|Number of slots this units has for transporting other units.|maxTransportingUnits: 5}}
|shieldRegen
{{RW代码|transportUnitsRequireTag:|string(s)|Only allows trasport of units that have one of these tags.|"transportUnitsRequireTag: smallTank, soldier"}}
|float
{{RW代码|transportUnitsRequireMovementType:|movementTypes|Only allows trasport of units that have one of these movement types.|"transportUnitsRequireMovementType: AIR, WATER"}}
|护盾值自动回复速度
{{RW代码|transportUnitsBlockAirAndWaterUnits:|bool|Defaults to true. This unit can only transport LAND units if true.|transportUnitsBlockAirAndWaterUnits: false}}
}}
{{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot:|bool|"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."|transportUnitsEachUnitAlwaysUsesSingleSlot: true}}
{{RW代码
{{RW代码|transportUnitsKeepBuiltUnits:|bool|Makes built units stay inside transport instead of exiting it once ready if true.|transportUnitsKeepBuiltUnits: true}}
|energyMax
{{RW代码|transportUnitsCanUnloadUnits:|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.|transportUnitsCanUnloadUnits: false}}
|float
{{RW代码|transportUnitsAddUnloadOption:|bool|Defines if unload button should be added to the unit menu|transportUnitsAddUnloadOption: false}}
|最大能量值
{{RW代码|transportUnitsUnloadDelayBetweenEachUnit:|float|Changes the delay it takes between each unit getting unloaded.|transportUnitsUnloadDelayBetweenEachUnit: 12}}
}}
{{RW代码|transportUnitsKillOnDeath:|LogicBoolean|Defaults to true. If false transported units don't die when transport dies.|transportUnitsKillOnDeath: if self.isOverLiquid()}}
{{RW代码
{{RW代码|transportUnitsHealBy:|float|Rate to heal units that are being transported.|transportUnitsHealBy: 0.1}}
|energyRegen
{{RW代码|transportUnitsBlockOtherTransports:|bool|"Defaults to true, if false this transports can hold other transports."|transportUnitsBlockOtherTransports: false}}
|float
{{RW代码|whileNeutralTransportAnyTeam:|bool|This unit can transport units of any team while neutral if true.|whileNeutralTransportAnyTeam: true}}
|能量值自动回复速度
{{RW代码|whileNeutralConvertToTransportedTeam:|bool|Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.|whileNeutralConvertToTransportedTeam: true}}
}}
{{RW代码|convertToNeutralIfNotTransporting:|bool|Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.|convertToNeutralIfNotTransporting: true}}
{{RW代码
{{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam:|bool|Keeps transported units on their orginal team when this unit is converted if true.|transportUnitsOnTeamChangeKeepCurrentTeam: true}}
|energyStartingPercentage
{{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}}
|float
{{RW代码|similarResourcesHaveTag:|string(s)|When this has been reclaimed harvester unit moves on to another resource with these tags.|similarResourcesHaveTag: goldResource}}
|初始能量值占比
{{RW代码|resourceMaxConcurrentReclaimingThis:|int|Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. |resourceMaxConcurrentReclaimingThis: 3}}
}}
{{RW代码|reclaimPrice:|int|Like price but for resources. Useful for buildable resources.|reclaimPrice: gold=1000}}
{{RW代码
{{RW代码|canReclaimResources:|bool|"If true this unit can gather resources, useful with resourceRate."|canReclaimResources: true}}
|energyNeedsToRechargeToFull
{{RW代码|canReclaimResourcesNextSearchRange:|int|Defines the resource search range of this unit when its main gathered resource runs out.|canReclaimResourcesNextSearchRange: 100}}
|bool
{{RW代码|canReclaimResourcesOnlyWithTags:|string(s)|This unit is only allowed to gather resources with these tags.|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}}
|需要充能
{{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"|canReclaimUnitsOnlyWithTags: reclaimable}}
}}
{{RW代码|resourceReclaimMultiplier|float|"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""|resourceReclaimMultiplier: 1.5}}
{{RW代码
{{RW代码|canRepairUnitsOnlyWithTags|string(s)|Repairs units with the specified tags|canRepairUnitsOnlyWithTags: vulnerable}}
|energyRegenWhenRecharging
{{RW代码|canRepairBuildings:|bool|Can this can heal ally buildings (isBuilder:true is required)|canRepairBuildings: true}}
|float
{{RW代码|canRepairUnits:|bool|"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."|canRepairUnits: true}}
|充能时能量回复速度
{{RW代码|autoRepair:|bool|Automatically try and repair damaged units in nano range. (isBuilder:true is required)|autoRepair: true}}
}}
{{RW代码|nanoRange:|int|Defaults to 85. Defines the unit building/repair/reclaim range.|nanoRange: 110}}
{{RW代码
{{RW代码|nanoRepairSpeed:|float|Defaults to 0.2. Defines the unit nano repair/reclaim speed.|nanoRepairSpeed: 0.01}}
|armour
{{RW代码|nanoBuildSpeed:|float|Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)|nanoBuildSpeed: 0.9}}
|int
{{RW代码|nanoUnbuildSpeed:|float|How fast a builder reclaims an incomplete building (defaults to 1)|nanoUnbuildSpeed: 1.4}}
|护甲值
{{RW代码|nanoReclaimSpeed:|float|How fast a builder reclaims a normal unit (not a resource unit)|nanoReclaimSpeed: 0.23}}
}}
{{RW代码|nanoRangeForRepairIsMelee:|bool|Defines if this unit must touch its target to repair it.|nanoRangeForRepairIsMelee: true}}
{{RW代码
{{RW代码|nanoRangeForReclaimIsMelee:|bool|Defines if this unit must touch its target to reclaim it.|nanoRangeForReclaimIsMelee: true}}
|armourMinDamageToKeep
{{RW代码|nanoRangeForRepair:|int|Defines a specific range for the repair action of this unit.|nanoRangeForRepair: 60}}
|int
{{RW代码|nanoRangeForReclaim:|int|Defines a specific range for the reclaim action of this unit.|nanoRangeForReclaim: 60}}
|伤害值低于护甲值时造成的伤害
{{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}}
}}
{{RW代码|extraBuildRangeWhenBuildingThis:|int|Temporarily adds extra build range to builders to build this unit. Useful for water based buildings.|extraBuildRangeWhenBuildingThis: 90}}
{{RW代码
{{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"}}
|borrowResourcesWhileAlive
{{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}}
|int/resource = float
{{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}}
|存活时借取资源
{{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)}}
}}
{{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
string
描述名称
mass
int
描述重量
radius
int
描述半径
price
造价
描述
maxHp
int
描述最大血量
selfRegenRate
float
描述自动回血速度
buildSpeed
float/float + "s"
描述建造速度
class
"CustomUnitMetadata"
描述
techLevel
"1"/"2"/"3"
描述科技等级
altNames
string(s)
描述其他名称(多个)
strictLevel
"0"/"1"
描述严格等级
isBio
bool
描述是生物
isBug
bool
描述是虫
isBuilder
bool
描述是建造者
streamingCost
流式建造造价
描述
switchPriceWithStreamingCost
bool
描述普通建造转换为流式建造
maxShield
int
描述最大护盾值
startShieldAtZero
bool
描述初始护盾值为0
shieldRegen
float
描述护盾值自动回复速度
energyMax
float
描述最大能量值
energyRegen
float
描述能量值自动回复速度
energyStartingPercentage
float
描述初始能量值占比
energyNeedsToRechargeToFull
bool
描述需要充能
energyRegenWhenRecharging
float
描述充能时能量回复速度
armour
int
描述护甲值
armourMinDamageToKeep
int
描述伤害值低于护甲值时造成的伤害
borrowResourcesWhileAlive
存活时借取资源
描述
borrowResourcesWhileBuilt
完成建造时借取资源
描述
generation_resources
自动生成资源-每次生成的资源量
描述
generation_active
logicBoolean
描述自动生成资源激活条件
generation_credits
int
描述自动生成资金-每次生成量
generation_delay
int
描述自动生成资源-间隔时间
showInEditor
bool
描述在沙盒模式中显示
displayText
string
描述显示的名称
displayText_{LANG}
string
描述显示的单位名称(其他语言)
displayDescription
string
描述显示的单位描述
displayDescription_{LANG}
string
描述显示的单位描述(其他语言)
displayLocaleKey
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
int
描述显示的半径
uiTargetRadius
int
描述作为玩家命令目标的单位的半径
shieldRenderRadius
int
描述护盾显示半径
shieldDisplayOnlyDeflection
bool
描述护盾仅在受攻击时显示
shieldDeflectionDisplayRate
float
描述护盾受到攻击后闪烁消失速度
showOnMinimap
bool
描述在小地图中显示
showActionsWithMixedSelectionIfOtherUnitsHaveTag
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
bool
描述在敌方小地图中显示该单位
isBuilding
bool
描述是建筑物
footprint
-int,-int,int,int(左,上,右,下)
描述建筑物占地大小
constructionFootprint
-int,-int,int,int(左,上,右,下)
描述摆放时建筑物的占地大小
displayFootprint
-int,-int,int,int(左,上,右,下)
描述显示的建筑物占地大小
buildingSelectionOffset
描述
buildingToFootprintOffsetX
描述
buildingToFootprintOffsetY
描述
placeOnlyOnResPool
bool
描述仅允许放置在矿坑上
selfBuildRate
float
描述自动自我建造速度
ignoreInUnitCapCalculation
bool
描述不计入单位数量上限统计中(建筑物默认为"true")
copyFrom
fileFath(s)
描述从其他ini文件中复制代码
dont_load
bool
描述不被游戏加载
overrideAndReplace
unitsList(s)
描述覆盖这些单位
onNewMapSpawn
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
bool
描述在建造列表中锁定
isLockedIfGameModeNoNuke
bool
描述如果游戏设置为无核模式则在建造列表中锁定
experimental
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
bool
描述维持中立(如果单位归属中立队伍)
createNeutral
bool
描述生成时归属中立队伍
createOnAggressiveTeam
bool
描述生成时归属敌意队伍
tags
tag(s)
描述单位的标签(作为某些操作的筛选条件)
defineUnitMemory
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
int
描述战争迷雾中的视野范围
fogOfWarSightRangeWhileNotBuilt
int
描述未完成建造时单位在战争迷雾中的视野
softCollisionOnAll
int
描述软碰撞
disableAllUnitCollisions
bool
描述禁用碰撞体积
isUnrepairableUnit
bool
描述不可被纳米射线维修
isUnselectable
bool
描述不能被选中
isUnselectableAsTarget
bool
描述不能作为指令的目标
isPickableStartingUnit
bool
描述可作为初始单位
startFallingWhenStartingUnit
bool
描述作为初始单位时在游戏开始时从天而降
soundOnAttackOrder
fileFath(.ogg)(s)
描述下达攻击命令时播放声音
soundOnMoveOrder
fileFath(.ogg)(s)
描述下达移动命令时播放声音
soundOnNewSelection
fileFath(.ogg)(s)
描述被选中时播放声音
canNotBeDirectlyAttacked
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
bool
描述受到伤害时不会损失生命值
canNotBeGivenOrdersByPlayer
bool
描述玩家不能给该单位下达指令
canOnlyBeAttackedByUnitsWithTags
tag(s)
描述不能被具有这些标签的单位直接攻击
disableDeathOnZeroHp
bool
描述生命值不会影响该单位的生死
allowCaptureWhenNeutralByAI
bool
描述为中立单位时允许被AI玩家捕获
transportSlotsNeeded
int
描述运输该单位所需槽位数量
maxTransportingUnits
int
描述该单位具有的运输槽位的数量
transportUnitsRequireTag
tag(s)
描述仅允许运输具有这些标签的单位
transportUnitsRequireMovementType
movementType(s)
描述仅允许运输这些移动类型的单位
transportUnitsBlockAirAndWaterUnits
bool
描述不允许运输空中和水中单位(默认为"true")
transportUnitsEachUnitAlwaysUsesSingleSlot
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
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
logicBoolean
描述单位允许卸载-条件
transportUnitsAddUnloadOption
bool
描述添加卸载按钮(默认为"true")
transportUnitsUnloadDelayBetweenEachUnit
float
描述卸载时被运输单位出来的时间间隔
transportUnitsKillOnDeath
logicBoolean
描述运输单位死亡时也杀死被运输的单位-条件
transportUnitsHealBy
float
描述被运输的单位获得的治疗的速度
transportUnitsBlockOtherTransports
bool
描述不允许运输具有运输能力的单位(默认为"true")
whileNeutralTransportAnyTeam
bool
描述当单位为中立时运行运输任何队伍的单位
whileNeutralConvertToTransportedTeam
bool
描述当单位为中立时转换为被运输的单位的队伍
convertToNeutralIfNotTransporting
bool
描述若未运输任何单位则转换为中立单位
transportUnitsOnTeamChangeKeepCurrentTeam
bool
描述
resourceRate
float
描述
similarResourcesHaveTag
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
int
描述同时回收该资源的最大单位数量
reclaimPrice
回收价格(默认pirce为回收价格)
描述
canReclaimResources
bool
描述可以回收资源()
canReclaimResourcesNextSearchRange
int
描述自动回收临近的相似资源的距离
canReclaimResourcesOnlyWithTags
tag(s)
描述仅允许回收具有这些标签的资源
canReclaimUnitsOnlyWithTags
tag(s)
描述仅允许回收具有这些标签的单位
resourceReclaimMultiplier
float
描述回收资源的速度倍数
canRepairUnitsOnlyWithTags
tag(s)
描述仅允许修理具有这些标签的单位
canRepairBuildings
true
描述允许修理建筑物
canRepairUnits
bool
描述允许修理单位
autoRepair
bool
描述主动修理(不会为了修理而进行移动)
nanoRange
int
描述纳米射线范围
nanoRepairSpeed
float
描述维修的速度
nanoBuildSpeed
float
描述建造的速度倍数
nanoUnbuildSpeed
float
描述反建造的速度倍数
nanoReclaimSpeed
float
描述回收速度
nanoRangeForRepairIsMelee
bool
描述贴身进行维修
nanoRangeForReclaimIsMelee
bool
描述贴身进行回收
nanoRangeForRepair
int
描述修理的纳米射线的范围
nanoRangeForReclaim
int
描述回收的纳米射线的范围
nanoFactorySpeed
float
描述内部工厂建造速度倍数
extraBuildRangeWhenBuildingThis
int
描述建造该单位特例使用的纳米射线距离
builtFrom_{NUM}_name
unitsList(s)
描述建造自( )单位
builtFrom_{NUM}_pos
float
描述建造自-该单位在建造列表中的顺序
builtFrom_{NUM}_forceNano
bool
描述建造自-使用纳米射线
builtFrom_{NUM}_isLocked
logicBoolean
描述建造自-锁定建造条件
builtFrom_{NUM}_isLockedMessage
strings
描述建造自-锁定时消息
exit_x
float
描述出口相对位置X
exit_y
float
描述出口相对位置Y
exit_dirOffset
float
描述出口相对角度
exit_heightOffset
float
描述出口相对高度
exit_moveAwayAmount
float
描述出口自动移动的距离
exitHeightIgnoreParent
描述
dieOnConstruct
bool
描述进行纳米建造时死亡
dieOnZeroEnergy
bool
描述能量值等于低于0时死亡
numBitsOnDeath
int
描述死亡时爆炸生成碎片的数量
nukeOnDeath
bool
描述死亡时核爆
nukeOnDeathRange
int
描述死亡时核爆时伤害范围
nukeOnDeathDamage
int
描述死亡时核爆伤害值
nukeOnDeathDisableWhenNoNuke
bool
描述游戏有禁核选项时死亡时不会核爆
fireTurretXAtSelfOnDeath
turretsList
描述死亡时使用该炮塔向自己所在位置开火
explodeOnDeath
bool
描述死亡时爆炸
explodeOnDeathGroundCollision
bool
描述死亡时(在空中的单位)撞击地面后爆炸
explodeTypeOnDeath
verysmall/small/normal/large/largeUnit/building/buildingNoShockwaveOrSmoke/verylargeBuilding
描述死亡时爆炸的类型
effectOnDeath
effectsList(s)
描述死亡时生成的效果
effectOnDeathGroundCollision
effectsList(s)
描述死亡时(空中的单位)撞击地面时生成的效果
unitsSpawnedOnDeath
unitsSpawned
描述死亡时生成的单位
unitsSpawnedOnDeath_setToTeamOfLastAttacker
bool
描述死亡时生成的单位归最后攻击者队伍
hideScorchMark
bool
描述隐藏死亡后焦痕
soundOnDeath
fileFath(.ogg)(s?)
描述死亡时播放声音
effectOnDeathIfUnbuilt
effectsList(s?)
描述单位未完成建造时死亡时生成的效果
autoTriggerCooldownTime
int/(float)s
描述action自动触发冷却时间
autoTriggerCooldownTime_allowDangerousHighCPU
bool
描述action自动触发冷却-解除安全限制
autoTriggerCheckRate
everyFrame/every4Frames/every8Frames
描述action自动触发检测频率
autoTriggerCheckWhileNotBuilt
bool
描述未完成建造时进行触发检测
updateUnitMemory
描述
updateUnitMemoryRate
描述
@memory
描述

[canBuild_NAME]

name
string(s)
描述名称
pos
float
描述在建造列表中的顺序(值越大越靠后)
tech
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
bool
描述使用纳米光线进行建造
isVisible
logicBoolean
描述(在建造列表中)可见-条件
isLocked
logicBoolean
描述在建造列表中锁定-条件
isLockedMessage
string
描述锁定时显示消息
isLockedMessage_{LANG}
string
描述锁定时显示消息-其他语言
isLockedAlt
logicBoolean
描述另一种在建造列表中锁定情形-条件
isLockedAltMessage
string
描述另一种锁定时显示消息-其他语言
isLockedAlt2
logicBoolean
描述另一种在建造列表中锁定情形2-条件
isLockedAlt2Message
string
描述另一种锁定时显示消息2-其他语言
addResources
int/resourcesList(s)
描述开始建造时添加资源
price
int/resourcesList(s)
描述造价(覆盖被建造单位原来的造价)
isGuiBlinking
logicBoolean
描述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