mod参数:修订间差异

(测试一下)
 
(未显示同一用户的5个中间版本)
第1行:
== 目录 ==
<div style="color: #0f0;column-count: 5;">
<p style="margin: 0;padding: 0;background-color: black;color: white;">core</p>
<p style="margin: 0;padding: 0;">-<nowiki />---</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#name]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#mass]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#radius]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#price]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxHp]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#altNames]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBio]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBug]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilder]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#streamingCost]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#switchPriceWithStreamingCost]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#selfRegenRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxShield]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#startShieldAtZero]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldRegen]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyMax]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyRegen]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyStartingPercentage]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyNeedsToRechargeToFull]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyRegenWhenRecharging]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#armour]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#armourMinDamageToKeep]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#borrowResourcesWhileAlive]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#borrowResourcesWhileBuilt]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_resources]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_active]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_credits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_delay]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showInEditor]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayText]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayDescription]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayLocaleKey]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayRadius]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#uiTargetRadius]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldRenderRadius]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldDisplayOnlyDeflection]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldDeflectionDisplayRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showOnMinimap]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showActionWithMixedSelectionIfOtherUnitsHaveTag]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showOnMinimapToEnemies]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilding]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#footprint]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#constructionFootprint]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayFootprint]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingSelectionOffset]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingToFootprintOffsetX]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingToFootprintOffsetY]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#placeOnlyOnResPool]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#selfBuildRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#ignoreInUnitCapCalculation]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#copyFrom]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dont_load]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#overrideAndReplace]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#onNewMapSpawn]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isLocked]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isLockedIfGameModeNoNuke]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#experimental]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#stayNeutral]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#createNeutral]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#createOnAggressiveTeam]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#tags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#defineUnitMemory]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fogOfWarSightRange]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fogOfWarSightRangeWhileNotBuilt]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#softCollisionOnAll]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#disableAllUnitCollisions]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnrepairableUnit]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnselectable]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnselectableAsTarget]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isPickableStartingUnit]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#startFallingWhenStartingUnit]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnAttackOrder]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnMoveOrder]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnNewSelection]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeDirectlyAttacked]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeDamaged]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeGivenOrdersByPlayer]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canOnlyBeAttackedByUnitsWithTags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#disableDeathOnZeroHp]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#allowCaptureWhenNeutralByAI]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportSlotsNeeded]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxTransportingUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsRequireTag]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsRequireMovementType]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsBlockAirAndWaterUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsEachUnitAlwaysUsesSingleSlot]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsKeepBuiltUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsCanUnloadUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsAddUnloadOption]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsUnloadDelayBetweenEachUnit]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsKillOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsHealBy]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsBlockOtherTransports]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#whileNeutralTransportAnyTeam]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#whileNeutralConvertToTransportedTeam]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#convertToNeutralIfNotTransporting]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsOnTeamChangeKeepCurrentTeam]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#similarResourcesHaveTag]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceMaxConcurrentReclaimingThis]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#reclaimPrice]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResources]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResourcesNextSearchRange]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResourcesOnlyWithTags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimUnitsOnlyWithTags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceReclaimMultiplier]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairUnitsOnlyWithTags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairBuildings]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoRepair]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRange]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRepairSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoBuildSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoUnbuildSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoReclaimSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForRepairIsMelee]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForReclaimIsMelee]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForRepair]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeFprReclaim]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoFactorySpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#extraBuildRangeWhenBuildingThis]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_name]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_pos]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_forceNano]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_isLocked]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_isLockedMessage]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_x]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_y]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_dirOffset]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_heightOffset]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_moveAwayAmount]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exitHeightIgnoreParent]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dieOnConstruct]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dieZeroEnergy]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#numBitsOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathRange]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathDamage]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathDisableWhenNoNuke]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fireTurretXAtSelfOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeOnDeathGroundCollision]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeTypeOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeathGroundCollision]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#unitsSpawnedOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#unitsSpawnedOnDeath_setToTeamOfLastAttacker]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#hideScorchMark]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeathIfUnbuilt]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCooldownTime]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCooldownTime_allowDangerousHighCPU]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCheckRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCheckWhileNotBuilt]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#updateUnitMemory]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#updateUnitMemoryRate]]</p>
<p style="margin: 0;padding: 0;">-<nowiki />---</p>
</div>
== [core] ==
{{RW代码
{{RW代码|name|string|定义单位的原始名称,游戏用它作为唯一的名称来识别。(这在游戏中不显示)|name: customTank1}}
|name
{{RW代码|mass|int|单位的'重量',定义了它与其他单位的碰撞方式,更大的数值意味着它更难推。|mass: 3000}}
|string
{{RW代码|radius|int|单位周围的圆形区域,使其可以选择。(鼠标点击/屏幕触摸)|radius: 20}}
|名称
{{RW代码|price|int / price|来自建造者/建筑的单位成本。如果没有使用资源类型,则默认为资金。|price: 500, gold=5, stone=10}}
}}
{{RW代码|class|string|保留给未来使用,默认必须是CustomUnitMetadata。|class: CustomUnitMetadata}}
{{RW代码
{{RW代码|maxHp|int|该单位的最大生命值。(将以这个值生成)。|maxHp: 200}}
|mass
{{RW代码|techLevel|int|定义单位的技术等级,有3个等级,每个等级在GUI中会以不同的颜色显示。高等级的建筑将被以更慢的速度建造。|techLevel: 1}}
|int
{{RW代码|buildSpeed|float / s|构建单位所需的时间。(也要考虑建造者的速率)|buildSpeed: 3s}}
|重量
{{RW代码|altNames|string(s)|以逗号分隔的名字列表。和名字一样,但优先级较低,对多个可选mod很有用。|altNames: custTank1, customTank1, cTank1}}
}}
{{RW代码|strictLevel|float|默认为0。1 = 如果参数重复就会报错。添加到根中的"all-units.template",以适用于所有单位。|strictLevel: 1}}
{{RW代码
{{RW代码|isBio|bool|选择单位是否为生物,影响声音和溅射(除非hideScorchMark:true)|isBio: true}}
|radius
{{RW代码|isBug|bool|改变一些死亡特效,以及沙盒中的排序顺序。|isBug: false}}
|int
{{RW代码|isBuilder|bool|如果这个单位要放置建筑物,通常需要。默认值随[ai]useAsBuilder改变。|isBuilder: true}}
|半径
{{RW代码|streamingCost|price|和价格一样,但在这个单位在建造时支付费用。如果资源在建造时用完,建造和排队就会暂停。|streamingCost: gem=420}}
}}
{{RW代码|switchPriceWithStreamingCost|bool|将streamingCost设置为价格值并清除价格的快捷方式,添加到all-units.template中,以快速将mod切换到流式消费。|switchPriceWithStreamingCost: true}}
{{RW代码
{{RW代码|selfRegenRate|float|被动的自我修复速率。|selfRegenRate: 0.01}}
|price
{{RW代码|maxShield|int|该单位的最大护盾值。如果startShieldAtZero:true,则从0开始。|maxShield: 500}}
|int/resource = float
{{RW代码|startShieldAtZero|bool|如果为true,则单位在创建时护盾值以0开始。|startShieldAtZero: true}}
|造价
{{RW代码|shieldRegen|float|被动的护盾回复速率。|shieldRegen: 0.15}}
}}
{{RW代码|energyMax|float|默认为0,可作为炮塔、激光防御和action的弹药的能量。|energyMax: 1}}
{{RW代码
{{RW代码|energyRegen|float|被动的能量回复速率。|energyRegen: 0.001}}
|maxHp
{{RW代码|energyStartingPercentage|float|设置单位生成时所带的能量的百分比。|energyStartingPercentage: 0.5}}
|int
{{RW代码|energyNeedsToRechargeToFull|float|如果为true,则在能量达到零后禁用武器,直到完全充能。激光防御无视该条。|energyNeedsToRechargeToFull: true}}
|最大血量
{{RW代码|energyRegenWhenRecharging|float|充能状态下的再生率。|}}
}}
{{RW代码|armour|int|每遭一击所抵消的伤害。(目前没有在任何原生单位中使用)|armour: 6}}
{{RW代码
{{RW代码|armourMinDamageToKeep|int|受到的伤害中保留的最小伤害。默认为1。|armourMinDamageToKeep: 2}}
|selfRegenRate
{{RW代码|borrowResourcesWhileAlive|price|创建时借走这些资源,删除或销毁时返回。|borrowResourcesWhileAlive: gold=10}}
|float
{{RW代码|borrowResourcesWhileBuilt|price|建造完成时借走这些资源,删除或销毁时返回。|borrowResourcesWhileBuilt: supplyCap = -10}}
|自动回血速度
{{RW代码|generation_resources|price|单位建造完成后自动生成的资源数量,通常会重复触发直到死亡。|generation_resources: credits=5, gold=20}}
}}
{{RW代码|generation_active|logicBoolean|接收到的值为false时中止自动生成资源|generation_active: if not self.hp(lessThan=100)}}
{{RW代码
{{RW代码|generation_credits|int|单位建造完成后自动生成的资金数量,通常会重复触发直到死亡。|generation_credits: 2}}
|buildSpeed
{{RW代码|generation_delay|int|资源/资金的自动生成的频率。默认为40。(不建议改变)。|generation_delay: 40}}
|float/float + "s"
{{RW代码|showInEditor:|bool|Set to false to hide unit in Sandbox editor. (Defaults to true)|showInEditor: false}}
|建造速度
{{RW代码|displayText:|LocaleString|The unit name that the game shows to the player.|displayText: Custom Tank}}
}}
{{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}}
{{RW代码
{{RW代码|displayDescription:|LocaleString|Unit description that the game shows to the player.|displayDescription: -Fast movement\n-Light damage}}
|class
{{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}}
|"CustomUnitMetadata"
{{RW代码|displayLocaleKey:|string|Translation file key for unit name and description.|displayLocaleKey: units.mechArtillery}}
|类
{{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|uiTargetRadius|int|Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit|uiTargetRadius: 10}}
{{RW代码
{{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}}
|techLevel
{{RW代码|shieldDisplayOnlyDeflection:|bool|Hide shield unless deflecting shot if true.|shieldDisplayOnlyDeflection: true}}
|"1"/"2"/"3"
{{RW代码|shieldDeflectionDisplayRate:|float|Defaults to 4. High value causes shield deflection to fade disappear faster.|shieldDeflectionDisplayRate: 3}}
|科技等级
{{RW代码|showOnMinimap:|bool|Defaults to true. Hide units on minimap if false.|showOnMinimap: false}}
}}
{{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}}
{{RW代码
{{RW代码|showOnMinimapToEnemies|bool|Useful for stealth units|showOnMinimapToEnemies: false}}
|altNames
{{RW代码|isBuilding:|bool|Defines if the unit is a building.|isBuilding: true}}
|string(s)
{{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"}}
|其他名称(多个)
{{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|displayFootprint:|ints|"Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint."|"displayFootprint: 0,0,1,1"}}
{{RW代码
{{RW代码|buildingSelectionOffset:|int|Defaults to 0. Adds or removes padding on the drawn selection rect in UI.|buildingSelectionOffset: 4}}
|strictLevel
{{RW代码|buildingToFootprintOffsetX:|float|Defaults to 10. Change the building position in the footprint on the X-axis.|buildingToFootprintOffsetX: 4}}
|"0"/"1"
{{RW代码|buildingToFootprintOffsetY:|float|Defaults to 10. Change the building position in the footprint on the Y-axis.|buildingToFootprintOffsetY: 6}}
|严格等级
{{RW代码|placeOnlyOnResPool:|bool|"Normally used for extractors, forces building construction in a resource pool. "|placeOnlyOnResPool: true}}
}}
{{RW代码|selfBuildRate:|float|Rate unit builds itself when placed without a builder.|selfBuildRate: 0.0008}}
{{RW代码
{{RW代码|ignoreInUnitCapCalculation||defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.|ignoreInUnitCapCalculation: true}}
|isBio
{{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"}}
|bool
{{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}}
|是生物
{{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|onNewMapSpawn:|string|"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam"|onNewMapSpawn: spawnPoint_eachActiveTeam}}
{{RW代码
{{RW代码|globalScale:|float|Defaults to 1. Changing not recommended.|globalScale: 2}}
|isBug
{{RW代码|isLocked:|bool|Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.|isLocked: true}}
|bool
{{RW代码|isLockedIfGameModeNoNuke:|bool|Disallows building of this unit if nukes are disabled during match setup.|isLockedIfGameModeNoNuke: true}}
|是虫
{{RW代码|experimental:|bool|Tag unit as experimental. Affects zoomed out icon and end game stats.|experimental: true}}
}}
{{RW代码|stayNeutral:|bool|Set to false to disable capture when unit is on the neutral team.|stayNeutral: false}}
{{RW代码
{{RW代码|createNeutral:|bool|Set to true to always spawn the unit on the neutral team.|createNeutral: true}}
|isBuilder
{{RW代码|createOnAggressiveTeam:|bool|Set to true to always spawn the unit on aggressive teams on single player matches.|createOnAggressiveTeam: true}}
|bool
{{RW代码|tags:|string(s)|"List of comma separated strings. Used to classify units, create special actions and balances."|"tags: tank, smallTank, piercingDamage"}}
|是建造者
{{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|||Add a pair of square brackets to turn them into arrays for those specific data types|"defineUnitMemory: unit[] squad, float[] mango"}}
{{RW代码
{{RW代码|fogOfWarSightRange:|int|Sets number of tiles this unit can see through the fog of war. Defaults to 15.|fogOfWarSightRange: 35}}
|streamingCost
{{RW代码|fogOfWarSightRangeWhileNotBuilt|int|Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange|fogOfWarSightRangeWhileNotBuilt: 10}}
|int/resource = float
{{RW代码|softCollisionOnAll:|int|Creates a soft collision effect when touching other units.|softCollisionOnAll: 3}}
|流式建造造价
{{RW代码|disableAllUnitCollisions:|bool|Unit cannot collide with others if true.|disableAllUnitCollisions: true}}
}}
{{RW代码|isUnrepairableUnit:|bool|No unit can repair this unit if true.|isUnrepairableUnit: true}}
{{RW代码
{{RW代码|isUnselectable:|bool|If true unit cannot be selected. (includes AI players)|isUnselectable: true}}
|switchPriceWithStreamingCost
{{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}}
|bool
{{RW代码|isPickableStartingUnit:|bool|"If true, unit is added to dropdowns for starting unit in game setup menus."|isPickableStartingUnit: true}}
|普通建造转换为流式建造
{{RW代码|startFallingWhenStartingUnit:|bool|Unit will appear falling from skies when starting unit if true.|startFallingWhenStartingUnit: true}}
}}
{{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 "}}
{{RW代码
{{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"}}
|maxShield
{{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"}}
|int
{{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}}
|最大护盾值
{{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|canNotBeGivenOrdersByPlayer:|bool|If true unit will not take player or AI orders.|canNotBeGivenOrdersByPlayer: true}}
{{RW代码
{{RW代码|canOnlyBeAttackedByUnitsWithTags:|strings(s)|"List of tag strings, only units with these tags can directly target this unit."|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}}
|startShieldAtZero
{{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}}
|bool
{{RW代码|allowCaptureWhenNeutralByAI|bool|"When true, it lets to be captured on contact by AI as well. Defaults as false"|allowCaptureWhenNeutralByAI: true}}
|初始护盾值为0
{{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|maxTransportingUnits|int|Number of slots this units has for transporting other units.|maxTransportingUnits: 5}}
{{RW代码
{{RW代码|transportUnitsRequireTag:|string(s)|Only allows trasport of units that have one of these tags.|"transportUnitsRequireTag: smallTank, soldier"}}
|shieldRegen
{{RW代码|transportUnitsRequireMovementType:|movementTypes|Only allows trasport of units that have one of these movement types.|"transportUnitsRequireMovementType: AIR, WATER"}}
|float
{{RW代码|transportUnitsBlockAirAndWaterUnits:|bool|Defaults to true. This unit can only transport LAND units if true.|transportUnitsBlockAirAndWaterUnits: false}}
|护盾值自动回复速度
{{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|transportUnitsKeepBuiltUnits:|bool|Makes built units stay inside transport instead of exiting it once ready if true.|transportUnitsKeepBuiltUnits: true}}
{{RW代码
{{RW代码|transportUnitsCanUnloadUnits:|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.|transportUnitsCanUnloadUnits: false}}
|energyMax
{{RW代码|transportUnitsAddUnloadOption:|bool|Defines if unload button should be added to the unit menu|transportUnitsAddUnloadOption: false}}
|float
{{RW代码|transportUnitsUnloadDelayBetweenEachUnit:|float|Changes the delay it takes between each unit getting unloaded.|transportUnitsUnloadDelayBetweenEachUnit: 12}}
|最大能量值
{{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|transportUnitsHealBy:|float|Rate to heal units that are being transported.|transportUnitsHealBy: 0.1}}
{{RW代码
{{RW代码|transportUnitsBlockOtherTransports:|bool|"Defaults to true, if false this transports can hold other transports."|transportUnitsBlockOtherTransports: false}}
|energyRegen
{{RW代码|whileNeutralTransportAnyTeam:|bool|This unit can transport units of any team while neutral if true.|whileNeutralTransportAnyTeam: true}}
|float
{{RW代码|whileNeutralConvertToTransportedTeam:|bool|Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.|whileNeutralConvertToTransportedTeam: true}}
|能量值自动回复速度
{{RW代码|convertToNeutralIfNotTransporting:|bool|Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.|convertToNeutralIfNotTransporting: true}}
}}
{{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam:|bool|Keeps transported units on their orginal team when this unit is converted if true.|transportUnitsOnTeamChangeKeepCurrentTeam: true}}
{{RW代码
{{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}}
|energyStartingPercentage
{{RW代码|similarResourcesHaveTag:|string(s)|When this has been reclaimed harvester unit moves on to another resource with these tags.|similarResourcesHaveTag: goldResource}}
|float
{{RW代码|resourceMaxConcurrentReclaimingThis:|int|Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. |resourceMaxConcurrentReclaimingThis: 3}}
|初始能量值占比
{{RW代码|reclaimPrice:|int|Like price but for resources. Useful for buildable resources.|reclaimPrice: gold=1000}}
}}
{{RW代码|canReclaimResources:|bool|"If true this unit can gather resources, useful with resourceRate."|canReclaimResources: true}}
{{RW代码
{{RW代码|canReclaimResourcesNextSearchRange:|int|Defines the resource search range of this unit when its main gathered resource runs out.|canReclaimResourcesNextSearchRange: 100}}
|energyNeedsToRechargeToFull
{{RW代码|canReclaimResourcesOnlyWithTags:|string(s)|This unit is only allowed to gather resources with these tags.|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}}
|bool
{{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"|canReclaimUnitsOnlyWithTags: reclaimable}}
|需要充能
{{RW代码|resourceReclaimMultiplier|float|"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""|resourceReclaimMultiplier: 1.5}}
}}
{{RW代码|canRepairUnitsOnlyWithTags|string(s)|Repairs units with the specified tags|canRepairUnitsOnlyWithTags: vulnerable}}
{{RW代码
{{RW代码|canRepairBuildings:|bool|Can this can heal ally buildings (isBuilder:true is required)|canRepairBuildings: true}}
|energyRegenWhenRecharging
{{RW代码|canRepairUnits:|bool|"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."|canRepairUnits: true}}
|float
{{RW代码|autoRepair:|bool|Automatically try and repair damaged units in nano range. (isBuilder:true is required)|autoRepair: true}}
|充能时能量回复速度
{{RW代码|nanoRange:|int|Defaults to 85. Defines the unit building/repair/reclaim range.|nanoRange: 110}}
}}
{{RW代码|nanoRepairSpeed:|float|Defaults to 0.2. Defines the unit nano repair/reclaim speed.|nanoRepairSpeed: 0.01}}
{{RW代码
{{RW代码|nanoBuildSpeed:|float|Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)|nanoBuildSpeed: 0.9}}
|armour
{{RW代码|nanoUnbuildSpeed:|float|How fast a builder reclaims an incomplete building (defaults to 1)|nanoUnbuildSpeed: 1.4}}
|int
{{RW代码|nanoReclaimSpeed:|float|How fast a builder reclaims a normal unit (not a resource unit)|nanoReclaimSpeed: 0.23}}
|护甲值
{{RW代码|nanoRangeForRepairIsMelee:|bool|Defines if this unit must touch its target to repair it.|nanoRangeForRepairIsMelee: true}}
}}
{{RW代码|nanoRangeForReclaimIsMelee:|bool|Defines if this unit must touch its target to reclaim it.|nanoRangeForReclaimIsMelee: true}}
{{RW代码
{{RW代码|nanoRangeForRepair:|int|Defines a specific range for the repair action of this unit.|nanoRangeForRepair: 60}}
|armourMinDamageToKeep
{{RW代码|nanoRangeForReclaim:|int|Defines a specific range for the reclaim action of this unit.|nanoRangeForReclaim: 60}}
|int
{{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}}
|伤害值低于护甲值时造成的伤害
{{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|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"}}
{{RW代码
{{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}}
|borrowResourcesWhileAlive
{{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}}
|int/resource = float
{{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)}}
|存活时借取资源
{{RW代码|builtFrom_{NUM}_isLockedMessage:|LocaleString|Message shown when this build link is locked.|builtFrom_1_isLockedMessage: -Needs more population}}
}}
{{RW代码|exit_x:|float|Where created or unloaded units appears from the transport or building. Defaults to 0.|exit_x: 0}}
{{RW代码
{{RW代码|exit_y:|float|Where created or unloaded units appears from the transport or building. Defaults to 5.|exit_x: 5}}
|borrowResourcesWhileBuilt
{{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}}
|int/resource = float
{{RW代码|exit_heightOffset:|float|Defaults to 0. Defines the height where created or unloaded units appears.|exit_heightOffset: 16}}
|完成建造时借取资源
{{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|exitHeightIgnoreParent|bool|Ignores parent height for exit height; useful for separating attachments with their parents for building|exitHeightIgnoreParent: true}}
{{RW代码
{{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}}
|generation_resources
{{RW代码|dieOnZeroEnergy:|bool|Kills this unit if energy level reaches zero when true.|dieOnZeroEnergy: true}}
|resource = float
{{RW代码|numBitsOnDeath:|int|Defines the number of scattered bit fragments when this unit dies.|numBitsOnDeath: 20}}
|自动生成资源-每次生成的资源量
{{RW代码|nukeOnDeath:|bool|Unit will spawn a nuke detonation built-in effect when dies if true.|nukeOnDeath: true}}
}}
{{RW代码|nukeOnDeathRange:|float|Defines the nuke effect range when using nukeOnDeath.|nukeOnDeathRange: 140}}
{{RW代码
{{RW代码|nukeOnDeathDamage:|float|Defines the nuke effect area damage when using nukeOnDeath.|nukeOnDeathDamage: 2000}}
|generation_active
{{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}}
|logicBoolean
{{RW代码|fireTurretXAtSelfOnDeath:|turret ref|Auto-shoot a specific turret when this unit dies.|fireTurretXAtSelfOnDeath: turret_1}}
|自动生成资源激活条件
{{RW代码|explodeOnDeath:|bool|Defaults to true. Disables the unit death explode built-in effect if false.|explodeOnDeath: false}}
}}
{{RW代码|explodeOnDeathGroundCollision:|boolean|Defaults to true. Disables the explode built-in effect on death when unit touches ground if false.|explodeOnDeathGroundCollision: false}}
{{RW代码
{{RW代码|explodeTypeOnDeath:|preset effects|"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}}
|generation_credits
{{RW代码|effectOnDeath:|effect(s) ref|Spawns built-in or custom effects when unit dies.|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}}
|int
{{RW代码|effectOnDeathGroundCollision:|effect(s) ref|Like effectOnDeath but when unit touches ground. Useful for flying units.|effectOnDeathGroundCollision: CUSTOM:bigExplosion}}
|自动生成资金-每次生成量
{{RW代码|unitsSpawnedOnDeath:|string(s)|Spawns these units when dies. Comma separated unit identifiers.|"unitsSpawnedOnDeath: tank*5, hoverTank"}}
}}
{{RW代码|unitsSpawnedOnDeath_setToTeamOfLastAttacker:|bool|Units spawned on death will appear on the last attacker team if true.|unitsSpawnedOnDeath_setToTeamOfLastAttacker: true}}
{{RW代码
{{RW代码|hideScorchMark:|bool|Disables the death scorch mark leaved when unit dies if true.|hideScorchMark: true}}
|generation_delay
{{RW代码|soundOnDeath:|string(s)|Sets a custom sound for this unit death.|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}}
|int
{{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}}
|自动生成资源-间隔时间
{{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|autoTriggerCooldownTime_allowDangerousHighCPU:|bool|Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended.|autoTriggerCooldownTime_allowDangerousHighCPU: true}}
{{RW代码
{{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}}
|showInEditor
{{RW代码|autoTriggerCheckWhileNotBuilt:|bool|Defaults to false. autoTrigger of unit actions check even when not completely built if true|autoTriggerCheckWhileNotBuilt: true}}
|bool
{{RW代码|updateUnitMemory:|memory|Faster memory update than [action_#] setUnitMemory. Useful on many applications.|updateUnitMemory: timeCount += 1}}
|在沙盒模式中显示
{{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
|displayText
|string
|显示的名称
}}
{{RW代码
|displayText_{LANG}
|string
|显示的单位名称(其他语言)
}}
{{RW代码
|displayDescription
|string
|显示的单位描述
}}
{{RW代码
|displayDescription_{LANG}
|string
|显示的单位描述(其他语言)
}}
{{RW代码
|displayLocaleKey
|本地化文件中支持的单位的名称
|引用内置本地化文件的文本
}}
{{RW代码
|displayRadius
|int
|显示的半径
}}
{{RW代码
|uiTargetRadius
|int
|作为玩家命令目标的单位的半径
}}
{{RW代码
|shieldRenderRadius
|int
|护盾显示半径
}}
{{RW代码
|shieldDisplayOnlyDeflection
|bool
|护盾仅在受攻击时显示
}}
{{RW代码
|shieldDeflectionDisplayRate
|float
|护盾受到攻击后闪烁消失速度
}}
{{RW代码
|showOnMinimap
|bool
|在小地图中显示
}}
{{RW代码
|showActionsWithMixedSelectionIfOtherUnitsHaveTag
|tagName(s)
|选中带有这些标签的混合部队时一同显示它们的action
}}
{{RW代码
|showOnMinimapToEnemies
|bool
|在敌方小地图中显示该单位
}}
{{RW代码
|isBuilding
|bool
|是建筑物
}}
{{RW代码
|footprint
|-int,-int,int,int(左,上,右,下)
|建筑物占地大小
}}
{{RW代码
|constructionFootprint
|-int,-int,int,int(左,上,右,下)
|摆放时建筑物的占地大小
}}
{{RW代码
|displayFootprint
|-int,-int,int,int(左,上,右,下)
|显示的建筑物占地大小
}}
{{RW代码
|buildingSelectionOffset
|
|
}}
{{RW代码
|buildingToFootprintOffsetX
|
|
}}
{{RW代码
|buildingToFootprintOffsetY
|
|
}}
{{RW代码
|placeOnlyOnResPool
|bool
|仅允许放置在矿坑上
}}
{{RW代码
|selfBuildRate
|float
|自动自我建造速度
}}
{{RW代码
|ignoreInUnitCapCalculation
|bool
|不计入单位数量上限统计中(建筑物默认为"true")
}}
{{RW代码
|copyFrom
|fileFath(s)
|从其他ini文件中复制代码
}}
{{RW代码
|dont_load
|bool
|不被游戏加载
}}
{{RW代码
|overrideAndReplace
|unitsList(s)
|覆盖这些单位
}}
{{RW代码
|onNewMapSpawn
|emptyResourcePools_asNeutral/emptyOrOccupiedResourcePools_asNeutral/mapCenter_asNeutral/mapCenter_eachActiveTeam/spawnPoint_eachActiveTeam
|开局时在地图的这个位置生成该单位
}}
{{RW代码
|isLocked
|bool
|在建造列表中锁定
}}
{{RW代码
|isLockedIfGameModeNoNuke
|bool
|如果游戏设置为无核模式则在建造列表中锁定
}}
{{RW代码
|experimental
|bool
|该单位是实验单位(影响单位图标、结算统计(和图层?))
}}
{{RW代码
|stayNeutral
|bool
|维持中立(如果单位归属中立队伍)
}}
{{RW代码
|createNeutral
|bool
|生成时归属中立队伍
}}
{{RW代码
|createOnAggressiveTeam
|bool
|生成时归属敌意队伍
}}
{{RW代码
|tags
|tag(s)
|单位的标签(作为某些操作的筛选条件)
}}
{{RW代码
|defineUnitMemory
|dataType variableName(s)
|定义单位内存(定义一些变量来收集和引用单位活动中的数据)
}}
{{RW代码
|fogOfWarSightRange
|int
|战争迷雾中的视野范围
}}
{{RW代码
|fogOfWarSightRangeWhileNotBuilt
|int
|未完成建造时单位在战争迷雾中的视野
}}
{{RW代码
|softCollisionOnAll
|int
|软碰撞
}}
{{RW代码
|disableAllUnitCollisions
|bool
|禁用碰撞体积
}}
{{RW代码
|isUnrepairableUnit
|bool
|不可被纳米射线维修
}}
{{RW代码
|isUnselectable
|bool
|不能被选中
}}
{{RW代码
|isUnselectableAsTarget
|bool
|不能作为指令的目标
}}
{{RW代码
|isPickableStartingUnit
|bool
|可作为初始单位
}}
{{RW代码
|startFallingWhenStartingUnit
|bool
|作为初始单位时在游戏开始时从天而降
}}
{{RW代码
|soundOnAttackOrder
|fileFath(.ogg)(s)
|下达攻击命令时播放声音
}}
{{RW代码
|soundOnMoveOrder
|fileFath(.ogg)(s)
|下达移动命令时播放声音
}}
{{RW代码
|soundOnNewSelection
|fileFath(.ogg)(s)
|被选中时播放声音
}}
{{RW代码
|canNotBeDirectlyAttacked
|bool
|不能被(作为目标)直接攻击(可以受到范围武器伤害)
}}
{{RW代码
|canNotBeDamaged
|bool
|受到伤害时不会损失生命值
}}
{{RW代码
|canNotBeGivenOrdersByPlayer
|bool
|玩家不能给该单位下达指令
}}
{{RW代码
|canOnlyBeAttackedByUnitsWithTags
|tag(s)
|不能被具有这些标签的单位直接攻击
}}
{{RW代码
|disableDeathOnZeroHp
|bool
|生命值不会影响该单位的生死
}}
{{RW代码
|allowCaptureWhenNeutralByAI
|bool
|为中立单位时允许被AI玩家捕获
}}
{{RW代码
|transportSlotsNeeded
|int
|运输该单位所需槽位数量
}}
{{RW代码
|maxTransportingUnits
|int
|该单位具有的运输槽位的数量
}}
{{RW代码
|transportUnitsRequireTag
|tag(s)
|仅允许运输具有这些标签的单位
}}
{{RW代码
|transportUnitsRequireMovementType
|movementType(s)
|仅允许运输这些移动类型的单位
}}
{{RW代码
|transportUnitsBlockAirAndWaterUnits
|bool
|不允许运输空中和水中单位(默认为"true")
}}
{{RW代码
|transportUnitsEachUnitAlwaysUsesSingleSlot
|bool
|每个单位都只占一格运输槽位(前提是单位能进去?)
}}
{{RW代码
|transportUnitsKeepBuiltUnits
|bool
|建造完成的单位被放到运输槽位中(而不是走出来)
}}
{{RW代码
|transportUnitsCanUnloadUnits
|logicBoolean
|单位允许卸载-条件
}}
{{RW代码
|transportUnitsAddUnloadOption
|bool
|添加卸载按钮(默认为"true")
}}
{{RW代码
|transportUnitsUnloadDelayBetweenEachUnit
|float
|卸载时被运输单位出来的时间间隔
}}
{{RW代码
|transportUnitsKillOnDeath
|logicBoolean
|运输单位死亡时也杀死被运输的单位-条件
}}
{{RW代码
|transportUnitsHealBy
|float
|被运输的单位获得的治疗的速度
}}
{{RW代码
|transportUnitsBlockOtherTransports
|bool
|不允许运输具有运输能力的单位(默认为"true")
}}
{{RW代码
|whileNeutralTransportAnyTeam
|bool
|当单位为中立时运行运输任何队伍的单位
}}
{{RW代码
|whileNeutralConvertToTransportedTeam
|bool
|当单位为中立时转换为被运输的单位的队伍
}}
{{RW代码
|convertToNeutralIfNotTransporting
|bool
|若未运输任何单位则转换为中立单位
}}
{{RW代码
|transportUnitsOnTeamChangeKeepCurrentTeam
|bool
|
}}
{{RW代码
|resourceRate
|float
|
}}
{{RW代码
|similarResourcesHaveTag
|tag(s)
|将具有这些标签的单位归类为相似资源(建造者自动回收时会回收临近的相似资源)
}}
{{RW代码
|resourceMaxConcurrentReclaimingThis
|int
|同时回收该资源的最大单位数量
}}
{{RW代码
|reclaimPrice
|int/resoure = float
|回收价格(默认pirce为回收价格)
}}
{{RW代码
|canReclaimResources
|bool
|可以回收资源()
}}
{{RW代码
|canReclaimResourcesNextSearchRange
|int
|自动回收临近的相似资源的距离
}}
{{RW代码
|canReclaimResourcesOnlyWithTags
|tag(s)
|仅允许回收具有这些标签的资源
}}
{{RW代码
|canReclaimUnitsOnlyWithTags
|tag(s)
|仅允许回收具有这些标签的单位
}}
{{RW代码
|resourceReclaimMultiplier
|float
|回收资源的速度倍数
}}
{{RW代码
|canRepairUnitsOnlyWithTags
|tag(s)
|仅允许修理具有这些标签的单位
}}
{{RW代码
|canRepairBuildings
|true
|允许修理建筑物
}}
{{RW代码
|canRepairUnits
|bool
|允许修理单位
}}
{{RW代码
|autoRepair
|bool
|主动修理(不会为了修理而进行移动)
}}
{{RW代码
|nanoRange
|int
|纳米射线范围
}}
{{RW代码
|nanoRepairSpeed
|float
|维修的速度
}}
{{RW代码
|nanoBuildSpeed
|float
|建造的速度倍数
}}
{{RW代码
|nanoUnbuildSpeed
|float
|反建造的速度倍数
}}
{{RW代码
|nanoReclaimSpeed
|float
|回收速度
}}
{{RW代码
|nanoRangeForRepairIsMelee
|bool
|贴身进行维修
}}
{{RW代码
|nanoRangeForReclaimIsMelee
|bool
|贴身进行回收
}}
{{RW代码
|nanoRangeForRepair
|int
|修理的纳米射线的范围
}}
{{RW代码
|nanoRangeForReclaim
|int
|回收的纳米射线的范围
}}
{{RW代码
|nanoFactorySpeed
|float
|内部工厂建造速度倍数
}}
{{RW代码
|extraBuildRangeWhenBuildingThis
|int
|建造该单位特例使用的纳米射线距离
}}
{{RW代码
|builtFrom_{NUM}_name
|unitsList(s)
|建造自( )单位
}}
{{RW代码
|builtFrom_{NUM}_pos
|float
|建造自-该单位在建造列表中的顺序
}}
{{RW代码
|builtFrom_{NUM}_forceNano
|bool
|建造自-使用纳米射线
}}
{{RW代码
|builtFrom_{NUM}_isLocked
|logicBoolean
|建造自-锁定建造条件
}}
{{RW代码
|builtFrom_{NUM}_isLockedMessage
|strings
|建造自-锁定时消息
}}
{{RW代码
|exit_x
|float
|出口相对位置X
}}
{{RW代码
|exit_y
|float
|出口相对位置Y
}}
{{RW代码
|exit_dirOffset
|float
|出口相对角度
}}
{{RW代码
|exit_heightOffset
|float
|出口相对高度
}}
{{RW代码
|exit_moveAwayAmount
|float
|出口自动移动的距离
}}
{{RW代码
|exitHeightIgnoreParent
|
|
}}
{{RW代码
|dieOnConstruct
|bool
|进行纳米建造时死亡
}}
{{RW代码
|dieOnZeroEnergy
|bool
|能量值等于低于0时死亡
}}
{{RW代码
|numBitsOnDeath
|int
|死亡时爆炸生成碎片的数量
}}
{{RW代码
|nukeOnDeath
|bool
|死亡时核爆
}}
{{RW代码
|nukeOnDeathRange
|int
|死亡时核爆时伤害范围
}}
{{RW代码
|nukeOnDeathDamage
|int
|死亡时核爆伤害值
}}
{{RW代码
|nukeOnDeathDisableWhenNoNuke
|bool
|游戏有禁核选项时死亡时不会核爆
}}
{{RW代码
|fireTurretXAtSelfOnDeath
|turretsList
|死亡时使用该炮塔向自己所在位置开火
}}
{{RW代码
|explodeOnDeath
|bool
|死亡时爆炸
}}
{{RW代码
|explodeOnDeathGroundCollision
|bool
|死亡时(在空中的单位)撞击地面后爆炸
}}
{{RW代码
|explodeTypeOnDeath
|verysmall/small/normal/large/largeUnit/building/buildingNoShockwaveOrSmoke/verylargeBuilding
|死亡时爆炸的类型
}}
{{RW代码
|effectOnDeath
|effectsList(s)
|死亡时生成的效果
}}
{{RW代码
|effectOnDeathGroundCollision
|effectsList(s)
|死亡时(空中的单位)撞击地面时生成的效果
}}
{{RW代码
|unitsSpawnedOnDeath
|unitsSpawned
|死亡时生成的单位
}}
{{RW代码
|unitsSpawnedOnDeath_setToTeamOfLastAttacker
|bool
|死亡时生成的单位归最后攻击者队伍
}}
{{RW代码
|hideScorchMark
|bool
|隐藏死亡后焦痕
}}
{{RW代码
|soundOnDeath
|fileFath(.ogg)(s?)
|死亡时播放声音
}}
{{RW代码
|effectOnDeathIfUnbuilt
|effectsList(s?)
|单位未完成建造时死亡时生成的效果
}}
{{RW代码
|autoTriggerCooldownTime
|int/(float)s
|action自动触发冷却时间
}}
{{RW代码
|autoTriggerCooldownTime_allowDangerousHighCPU
|bool
|action自动触发冷却-解除安全限制
}}
{{RW代码
|autoTriggerCheckRate
|everyFrame/every4Frames/every8Frames
|action自动触发检测频率
}}
{{RW代码
|autoTriggerCheckWhileNotBuilt
|bool
|未完成建造时进行触发检测
}}
{{RW代码
|updateUnitMemory
|
|
}}
{{RW代码
|updateUnitMemoryRate
|
|
}}
{{RW代码
|@memory
|
|
}}
 
== [canBuild_NAME] ==
{{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 ===
573

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