mod参数:修订间差异

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(测试,粗处理,但减少人工干预造成的错误)
无编辑摘要
第1行:
{{RW代码|name:|string|"Defines the unit raw name, game uses it to identify as a unique name. 定义单位的原始名称,游戏用它作为唯一的名称来识别。(This is not displayed in-game)"这在游戏中不显示)|name: customTank1}}
{{RW代码|mass:|int|"The 单位的'weight重量' of the unit, defines how it collides with other units, a greater value means it's tougher to push.",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}}
{{RW代码|radius:|int|Circular area around the unit that makes it selectable. 单位周围的圆形区域,使其可以选择。(mouse click鼠标点击/screen touch屏幕触摸)|radius: 20}}
{{RW代码|price:|int / price|The unit cost from builders来自建造者/buildings. Defaults to credits if no resource type is used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|"Reserved for future use, must be 保留给未来使用,默认必须是CustomUnitMetadata by default."|class: CustomUnitMetadata}}
{{RW代码|maxHp:|int|The max health for the unit. 该单位的最大生命值。(will spawn with this value将以这个值生成).|maxHp: 200}}
{{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}}
{{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}}
{{RW代码|buildSpeed:|float / s|Time it takes to build the unit. 构建单位所需的时间。(may multiply with builder speed也要考虑建造者的速率)|buildSpeed: 3s}}
{{RW代码|altNames:|string(s)|"Comma separated list of names. Like name but lower priority, useful for multiple optional mods."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|"Defaults to 默认为0. 1 = Errors if keys are duplicated. Add to "如果参数重复就会报错。添加到根中的"all-units.template"" in root to apply to all units.",以适用于所有单位。|strictLevel: 1}}
{{RW代码|isBio:|bool|"Choose whether the unit is bioligical or not, affects sound and splat (unless 选择单位是否为生物,影响声音和溅射(除非hideScorchMark:true)"true)|isBio: true}}
{{RW代码|isBug:|bool|"Changes some death defaults, and sort order in Sandbox."改变一些死亡特效,以及沙盒中的排序顺序。|isBug: false}}
{{RW代码|isBuilder:|bool|Normally required if this unit places buildings. Defaults to 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}}
{{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.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|"Shortcut to set streamingCost to price value and clear price, add to 设置为价格值并清除价格的快捷方式,添加到all-units.template to quickly switch a 中,以快速将mod over to streaming resources."切换到流式消费。|switchPriceWithStreamingCost: true}}
{{RW代码|selfRegenRate:|float|Passive self repair rate.被动的自我修复速率。|selfRegenRate: 0.01}}
{{RW代码|maxShield:|int|The max shield hitpoints of the unit. Can start with 0 hitpoints if 该单位的最大护盾值。如果startShieldAtZero:true.true,则从0开始。|maxShield: 500}}
{{RW代码|startShieldAtZero:|bool|Unit starts with a 如果为true,则单位在创建时护盾值以0 hitpoints shield on created if true.开始。|startShieldAtZero: true}}
{{RW代码|shieldRegen:|float|Passive shield regen rate.被动的护盾回复速率。|shieldRegen: 0.15}}
{{RW代码|energyMax:|float|"Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions."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|energyRegen:|float|Passive energy regen rate.被动的能量回复速率。|energyRegen: 0.001}}
{{RW代码|energyStartingPercentage:|float|Sets the percentage of charged energy when the unit is first built.设置单位生成时所带的能量的百分比。|energyStartingPercentage: 0.5}}
{{RW代码|energyNeedsToRechargeToFull:|float|Disables weapons using energy after reaching zero till fully recharged if true.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}}
{{RW代码|energyRegenWhenRecharging:|float|Regen rate while recharging.充能状态下的再生率。|}}
{{RW代码|armour:|int|Damage taken away from each hit. 每遭一击所抵消的伤害。(not currently used in any vanilla units目前没有在任何原生单位中使用)|armour: 6}}
{{RW代码|armourMinDamageToKeep:|int|Min damage to keep from received damage. Defaults to 受到的伤害中保留的最小伤害。默认为1.|armourMinDamageToKeep: 2}}
{{RW代码|borrowResourcesWhileAlive:|price|Takes these resources when created and returns them when removed or destroyed.创建时借走这些资源,删除或销毁时返回。|borrowResourcesWhileAlive: gold=10}}
{{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."建造完成时借走这些资源,删除或销毁时返回。|borrowResourcesWhileBuilt: supplyCap = -10}}
{{RW代码|generation_resources:|price|Income unit creates. (custom resource version)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|Disables generation_resources/credits when 接收到的值为false. (logic_boolean)时中止自动生成资源|generation_active: if not self.hp(lessThan=100)}}
{{RW代码|generation_credits:|int|Income unit creates. (credits only)单位建造完成后自动生成的资金数量,通常会重复触发直到死亡。|generation_credits: 2}}
{{RW代码|generation_delay:|int|How often generation_resources资源/credits is added. Defaults to 资金的自动生成的频率。默认为40. (changing not recommended)。(不建议改变)。|generation_delay: 40}}
{{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}}
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