mod参数:修订间差异

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{{RW代码|generation_credits|int|单位建造完成后自动生成的资金数量,通常会重复触发直到死亡。|generation_credits: 2}}
{{RW代码|generation_credits|int|单位建造完成后自动生成的资金数量,通常会重复触发直到死亡。|generation_credits: 2}}
{{RW代码|generation_delay|int|资源/资金的自动生成的频率。默认为40。(不建议改变)。|generation_delay: 40}}
{{RW代码|generation_delay|int|资源/资金的自动生成的频率。默认为40。(不建议改变)。|generation_delay: 40}}
{{RW代码|showInEditor:|bool|Set to false to hide unit in Sandbox editor. (Defaults to true)|showInEditor: false}}
{{RW代码|showInEditor|bool|在沙盒模式的编辑者显示。|showInEditor: false}}
{{RW代码|displayText:|LocaleString|The unit name that the game shows to the player.|displayText: Custom Tank}}
{{RW代码|displayText|LocaleString|游戏中显示的名称。|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|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|displayDescription:|LocaleString|Unit description that the game shows to the player.|displayDescription: -Fast movement\n-Light damage}}
{{RW代码|displayDescription|LocaleString|游戏中显示的描述。|displayDescription: -Fast movement\n-Light damage}}
{{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}}
{{RW代码|displayDescription_{LANG}|string|LANG = ISO 639-1 Code to show this text instead when game is in this language.本地化文本,中文加个"zh"。|displayDescription_es: -Movimiento rápido\n-Daño ligero}}
{{RW代码|displayLocaleKey:|string|Translation file key for unit name and description.|displayLocaleKey: units.mechArtillery}}
{{RW代码|displayLocaleKey|string|使用游戏自带的本地化文件,填关键字。|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|displayRadius|int|默认为"radius"的值,设置单位在游戏中显示的半径大小。|displayRadius: 20}}
{{RW代码|uiTargetRadius|int|Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit|uiTargetRadius: 10}}
{{RW代码|uiTargetRadius|int|玩家点击的作用半径。|uiTargetRadius: 10}}
{{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}}
{{RW代码|shieldRenderRadius|int|改变护盾的显示大小。|shieldRenderRadius: 12}}
{{RW代码|shieldDisplayOnlyDeflection:|bool|Hide shield unless deflecting shot if true.|shieldDisplayOnlyDeflection: true}}
{{RW代码|shieldDisplayOnlyDeflection|bool|只在单位受击时显示护盾。|shieldDisplayOnlyDeflection: true}}
{{RW代码|shieldDeflectionDisplayRate:|float|Defaults to 4. High value causes shield deflection to fade disappear faster.|shieldDeflectionDisplayRate: 3}}
{{RW代码|shieldDeflectionDisplayRate|float|默认为4,护盾受击时闪动速度,值越大消失越快。|shieldDeflectionDisplayRate: 3}}
{{RW代码|showOnMinimap:|bool|Defaults to true. Hide units on minimap if false.|showOnMinimap: false}}
{{RW代码|showOnMinimap|bool|单位是否显示在小地图上,默认为是。|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|showActionsWithMixedSelectionIfOtherUnitsHaveTag|bool|和带有该标签的单位一同选中时在侧边栏混合显示action|showActionsWithMixedSelectionIfOtherUnitsHaveTag true}}
{{RW代码|showOnMinimapToEnemies|bool|Useful for stealth units|showOnMinimapToEnemies: false}}
{{RW代码|showOnMinimapToEnemies|bool|是否在敌人的小地图上显示,默认为否。|showOnMinimapToEnemies: false}}
{{RW代码|isBuilding:|bool|Defines if the unit is a building.|isBuilding: true}}
{{RW代码|isBuilding|bool|是否为建筑物,默认否,如果是,将改变单位的碰撞体积等。|isBuilding: true}}
{{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|footprint|ints|"建筑物的实际占地大小,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|constructionFootprint|ints|"建筑物放置时的占地大小,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|displayFootprint|ints|"显示的建筑物的占地大小"|"displayFootprint: 0,0,1,1"}}
{{RW代码|buildingSelectionOffset:|int|Defaults to 0. Adds or removes padding on the drawn selection rect in UI.|buildingSelectionOffset: 4}}
{{RW代码|buildingSelectionOffset|int|建筑物选中时显示的图形的内边距大小。|buildingSelectionOffset: 4}}
{{RW代码|buildingToFootprintOffsetX:|float|Defaults to 10. Change the building position in the footprint on the X-axis.|buildingToFootprintOffsetX: 4}}
{{RW代码|buildingToFootprintOffsetX|float|Defaults to 10. 改变建筑物的实际位置。|buildingToFootprintOffsetX: 4}}
{{RW代码|buildingToFootprintOffsetY:|float|Defaults to 10. Change the building position in the footprint on the Y-axis.|buildingToFootprintOffsetY: 6}}
{{RW代码|buildingToFootprintOffsetY|float|Defaults to 10. 改变建筑物的实际位置。|buildingToFootprintOffsetY: 6}}
{{RW代码|placeOnlyOnResPool:|bool|"Normally used for extractors, forces building construction in a resource pool. "|placeOnlyOnResPool: true}}
{{RW代码|placeOnlyOnResPool|bool|放置时只能放在资源坑上。|placeOnlyOnResPool: true}}
{{RW代码|selfBuildRate:|float|Rate unit builds itself when placed without a builder.|selfBuildRate: 0.0008}}
{{RW代码|selfBuildRate|float|自己建造自己的速度。|selfBuildRate: 0.0008}}
{{RW代码|ignoreInUnitCapCalculation||defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.|ignoreInUnitCapCalculation: true}}
{{RW代码|ignoreInUnitCapCalculation||不计入单位上限统计,建筑物默认为"true"。|ignoreInUnitCapCalculation: true}}
{{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"}}
{{RW代码|copyFrom|file(s) (ini)|从其他文件中复制单位属性,填目标文件路径。|"copyFrom: ROOT:defaultTanks.template, tankT1.ini"}}
{{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|dont_load|bool|让程序不加载该单位。|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|overrideAndReplace|string(s)|覆盖替换某单位,填单位的"name"。|"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|onNewMapSpawn|string|"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam"|onNewMapSpawn: spawnPoint_eachActiveTeam}}
{{RW代码|globalScale:|float|Defaults to 1. Changing not recommended.|globalScale: 2}}
{{RW代码|globalScale|float|一步改变单位的贴图体积等,一般不使用。|globalScale: 2}}
{{RW代码|isLocked:|bool|Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.|isLocked: true}}
{{RW代码|isLocked|bool|在建造列表中锁定该单位。不支持布尔逻辑。|isLocked: true}}
{{RW代码|isLockedIfGameModeNoNuke:|bool|Disallows building of this unit if nukes are disabled during match setup.|isLockedIfGameModeNoNuke: true}}
{{RW代码|isLockedIfGameModeNoNuke|bool|如果游戏设置为无核模式该单位将被锁定建造。|isLockedIfGameModeNoNuke: true}}
{{RW代码|experimental:|bool|Tag unit as experimental. Affects zoomed out icon and end game stats.|experimental: true}}
{{RW代码|experimental|bool|将该单位标记为实验级单位,影响缩放图标和局后统计。|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|stayNeutral|bool|使该单位不能被捕获。|stayNeutral: false}}
{{RW代码|createNeutral:|bool|Set to true to always spawn the unit on the neutral team.|createNeutral: true}}
{{RW代码|createNeutral|bool|生成时为无敌意中立单位。|createNeutral: true}}
{{RW代码|createOnAggressiveTeam:|bool|Set to true to always spawn the unit on aggressive teams on single player matches.|createOnAggressiveTeam: true}}
{{RW代码|createOnAggressiveTeam|bool|生成时为有敌意中立单位。|createOnAggressiveTeam: true}}
{{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|tags|string(s)|自定多个标签,一些代码功能的实现依靠它。|"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|defineUnitMemory||"定义单位内存,用于保存一些活动数据,进而用这些数据实现某些功能。Allowed types: boolean, float/number, unit, string."|"defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText "}}
{{RW代码|fogOfWarSightRange|int|设置雾中可视的格数。默认为15。|fogOfWarSightRange: 35}}
{{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|fogOfWarSightRangeWhileNotBuilt|int|未建成时的雾中可视格数。|fogOfWarSightRangeWhileNotBuilt: 10}}
{{RW代码|fogOfWarSightRange:|int|Sets number of tiles this unit can see through the fog of war. Defaults to 15.|fogOfWarSightRange: 35}}
{{RW代码|softCollisionOnAll|int|展示一种软的碰撞效果,和半径是一个单位。|softCollisionOnAll: 3}}
{{RW代码|fogOfWarSightRangeWhileNotBuilt|int|Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange|fogOfWarSightRangeWhileNotBuilt: 10}}
{{RW代码|disableAllUnitCollisions|bool|使单位不会和其他单位碰撞。|disableAllUnitCollisions: true}}
{{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|isUnrepairableUnit|bool|使单位不能被纳米修复。|isUnrepairableUnit: true}}
{{RW代码|isUnrepairableUnit:|bool|No unit can repair this unit if true.|isUnrepairableUnit: true}}
{{RW代码|isUnselectable|bool|使单位不能被选中包括AI玩家。|isUnselectable: true}}
{{RW代码|isUnselectableAsTarget|bool|"不能被作为目标进行攻击回收等操作。"|isUnselectableAsTarget: false}}
{{RW代码|isUnselectable:|bool|If true unit cannot be selected. (includes AI players)|isUnselectable: true}}
{{RW代码|isPickableStartingUnit|bool|"添加到游戏的开局单位选单中。"|isPickableStartingUnit: true}}
{{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}}
{{RW代码|startFallingWhenStartingUnit|bool|如果自己是开局单位则开局时从天而降。|startFallingWhenStartingUnit: true}}
{{RW代码|isPickableStartingUnit:|bool|"If true, unit is added to dropdowns for starting unit in game setup menus."|isPickableStartingUnit: true}}
{{RW代码|soundOnAttackOrder|sound(s)|攻击指令时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg "}}
{{RW代码|startFallingWhenStartingUnit:|bool|Unit will appear falling from skies when starting unit if true.|startFallingWhenStartingUnit: true}}
{{RW代码|soundOnMoveOrder|sound(s)|移动指令时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.ogg"}}
{{RW代码|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|soundOnNewSelection|sound(s)|新选中时播放音效,可填多个,并在一次触发中播放其中之一。|"soundOnNewSelection: tankSelection1.ogg, tankSelection2.ogg"}}
{{RW代码|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"}}
{{RW代码|canNotBeDirectlyAttacked|bool|不能被直接攻击,游戏胜负判定时不作为依据。|canNotBeDirectlyAttacked: true}}
{{RW代码|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"}}
{{RW代码|canNotBeDamaged|bool|"不会受伤。"|canNotBeDamaged: true}}
{{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|canNotBeGivenOrdersByPlayer|bool|不能被玩家控制,包括AI玩家。|canNotBeGivenOrdersByPlayer: 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|canOnlyBeAttackedByUnitsWithTags|strings(s)|"该单位不能被带该标签的单位攻击。"|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}}
{{RW代码|canNotBeGivenOrdersByPlayer:|bool|If true unit will not take player or AI orders.|canNotBeGivenOrdersByPlayer: true}}
{{RW代码|disableDeathOnZeroHp|bool|"血量低于0时不会死亡。"|disableDeathOnZeroHp: true}}
{{RW代码|canOnlyBeAttackedByUnitsWithTags:|strings(s)|"List of tag strings, only units with these tags can directly target this unit."|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}}
{{RW代码|allowCaptureWhenNeutralByAI|bool|"允许被AI捕获吗。"|allowCaptureWhenNeutralByAI: true}}
{{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}}
{{RW代码|transportSlotsNeeded|int|"运输需要的槽数量默认为1,实验单位默认为5。"|transportSlotsNeeded: 2}}
{{RW代码|allowCaptureWhenNeutralByAI|bool|"When true, it lets to be captured on contact by AI as well. Defaults as false"|allowCaptureWhenNeutralByAI: true}}
{{RW代码|maxTransportingUnits|int|运输的空间大小。|maxTransportingUnits: 5}}
{{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|transportUnitsRequireTag|string(s)|只有这些标签单位能进入运输。|"transportUnitsRequireTag: smallTank, soldier"}}
{{RW代码|maxTransportingUnits|int|Number of slots this units has for transporting other units.|maxTransportingUnits: 5}}
{{RW代码|transportUnitsRequireMovementType|movementTypes|只允许这类移动类型的单位进入运输。|"transportUnitsRequireMovementType: AIR, WATER"}}
{{RW代码|transportUnitsRequireTag:|string(s)|Only allows trasport of units that have one of these tags.|"transportUnitsRequireTag: smallTank, soldier"}}
{{RW代码|transportUnitsBlockAirAndWaterUnits|bool|不能运输空中和水上单位。|transportUnitsBlockAirAndWaterUnits: false}}
{{RW代码|transportUnitsRequireMovementType:|movementTypes|Only allows trasport of units that have one of these movement types.|"transportUnitsRequireMovementType: AIR, WATER"}}
{{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot|bool|"每个被运输的单位只占一格空间。"|transportUnitsEachUnitAlwaysUsesSingleSlot: true}}
{{RW代码|transportUnitsBlockAirAndWaterUnits:|bool|Defaults to true. This unit can only transport LAND units if true.|transportUnitsBlockAirAndWaterUnits: false}}
{{RW代码|transportUnitsKeepBuiltUnits|bool|将生产完成的单位放在运输槽中,而不是直接出来。|transportUnitsKeepBuiltUnits: true}}
{{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot:|bool|"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."|transportUnitsEachUnitAlwaysUsesSingleSlot: true}}
{{RW代码|transportUnitsCanUnloadUnits|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). 在这些条件下能卸载单位。|transportUnitsCanUnloadUnits: false}}
{{RW代码|transportUnitsKeepBuiltUnits:|bool|Makes built units stay inside transport instead of exiting it once ready if true.|transportUnitsKeepBuiltUnits: true}}
{{RW代码|transportUnitsAddUnloadOption|bool|添加卸载按钮,默认为"true"。|transportUnitsAddUnloadOption: false}}
{{RW代码|transportUnitsCanUnloadUnits:|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.|transportUnitsCanUnloadUnits: false}}
{{RW代码|transportUnitsUnloadDelayBetweenEachUnit|float|单位一个个卸载时的间隔,游戏帧。|transportUnitsUnloadDelayBetweenEachUnit: 12}}
{{RW代码|transportUnitsAddUnloadOption:|bool|Defines if unload button should be added to the unit menu|transportUnitsAddUnloadOption: false}}
{{RW代码|transportUnitsKillOnDeath|LogicBoolean|这些条件下运输单位死亡时杀死被运输的单位。|transportUnitsKillOnDeath: if self.isOverLiquid()}}
{{RW代码|transportUnitsUnloadDelayBetweenEachUnit:|float|Changes the delay it takes between each unit getting unloaded.|transportUnitsUnloadDelayBetweenEachUnit: 12}}
{{RW代码|transportUnitsHealBy|float|给被运输单位的治疗速度。|transportUnitsHealBy: 0.1}}
{{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|transportUnitsBlockOtherTransports|bool|"不运输具有运输槽位的单位。默认"true"。"|transportUnitsBlockOtherTransports: false}}
{{RW代码|transportUnitsHealBy:|float|Rate to heal units that are being transported.|transportUnitsHealBy: 0.1}}
{{RW代码|whileNeutralTransportAnyTeam|bool|中立时可运输任何队伍的单位。|whileNeutralTransportAnyTeam: true}}
{{RW代码|transportUnitsBlockOtherTransports:|bool|"Defaults to true, if false this transports can hold other transports."|transportUnitsBlockOtherTransports: false}}
{{RW代码|whileNeutralConvertToTransportedTeam|bool|中立时转换为被运输的单位的队伍。|whileNeutralConvertToTransportedTeam: true}}
{{RW代码|whileNeutralTransportAnyTeam:|bool|This unit can transport units of any team while neutral if true.|whileNeutralTransportAnyTeam: true}}
{{RW代码|convertToNeutralIfNotTransporting|bool|无单位被运输时转换为中立。|convertToNeutralIfNotTransporting: true}}
{{RW代码|whileNeutralConvertToTransportedTeam:|bool|Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.|whileNeutralConvertToTransportedTeam: true}}
{{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam|bool|自己队伍所属变化时不改变自己运输的单位的所属。|transportUnitsOnTeamChangeKeepCurrentTeam: true}}
{{RW代码|convertToNeutralIfNotTransporting:|bool|Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.|convertToNeutralIfNotTransporting: true}}
{{RW代码|resourceRate|float|作为资源矿物时被回收的速度,跟血量有关。|resourceRate: 100}}
{{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam:|bool|Keeps transported units on their orginal team when this unit is converted if true.|transportUnitsOnTeamChangeKeepCurrentTeam: true}}
{{RW代码|similarResourcesHaveTag|string(s)|建造者回收完某个矿后会自动寻找特定范围内的同类矿进行回收,有这个标签的被视为同类矿。|similarResourcesHaveTag: goldResource}}
{{RW代码|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}}
{{RW代码|resourceMaxConcurrentReclaimingThis|int|作为资源矿允许的同时回收自己的建造者的数量。|resourceMaxConcurrentReclaimingThis: 3}}
{{RW代码|similarResourcesHaveTag:|string(s)|When this has been reclaimed harvester unit moves on to another resource with these tags.|similarResourcesHaveTag: goldResource}}
{{RW代码|reclaimPrice|int|设置一个回收价格取代"price"。|reclaimPrice: gold=1000}}
{{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|canReclaimResources|bool|"可以回收资源矿物。"|canReclaimResources: true}}
{{RW代码|reclaimPrice:|int|Like price but for resources. Useful for buildable resources.|reclaimPrice: gold=1000}}
{{RW代码|canReclaimResourcesNextSearchRange|int|回收资源矿物自动寻找的范围。|canReclaimResourcesNextSearchRange: 100}}
{{RW代码|canReclaimResources:|bool|"If true this unit can gather resources, useful with resourceRate."|canReclaimResources: true}}
{{RW代码|canReclaimResourcesOnlyWithTags|string(s)|只能回收带这些标签的资源矿物。|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}}
{{RW代码|canReclaimResourcesNextSearchRange:|int|Defines the resource search range of this unit when its main gathered resource runs out.|canReclaimResourcesNextSearchRange: 100}}
{{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"只能回收带这些标签的矿物。"|canReclaimUnitsOnlyWithTags: reclaimable}}
{{RW代码|canReclaimResourcesOnlyWithTags:|string(s)|This unit is only allowed to gather resources with these tags.|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}}
{{RW代码|resourceReclaimMultiplier|float|"资源回收速度倍数。"|resourceReclaimMultiplier: 1.5}}
{{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"|canReclaimUnitsOnlyWithTags: reclaimable}}
{{RW代码|canRepairUnitsOnlyWithTags|string(s)|只可修复这些标签的单位。|canRepairUnitsOnlyWithTags: vulnerable}}
{{RW代码|resourceReclaimMultiplier|float|"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""|resourceReclaimMultiplier: 1.5}}
{{RW代码|canRepairBuildings|bool|可以修复建筑物。|canRepairBuildings: true}}
{{RW代码|canRepairUnitsOnlyWithTags|string(s)|Repairs units with the specified tags|canRepairUnitsOnlyWithTags: vulnerable}}
{{RW代码|canRepairBuildings:|bool|Can this can heal ally buildings (isBuilder:true is required)|canRepairBuildings: true}}
{{RW代码|canRepairUnits|bool|"可以修复单位。"|canRepairUnits: true}}
{{RW代码|autoRepair|bool|自动维修纳米范围内的单位。|autoRepair: true}}
{{RW代码|canRepairUnits:|bool|"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."|canRepairUnits: true}}
{{RW代码|nanoRange|int|纳米修复回收的范围,默认85。|nanoRange: 110}}
{{RW代码|autoRepair:|bool|Automatically try and repair damaged units in nano range. (isBuilder:true is required)|autoRepair: true}}
{{RW代码|nanoRepairSpeed|float|纳米修复速度默认0.2。|nanoRepairSpeed: 0.01}}
{{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|nanoBuildSpeed|float|纳米建造速度(倍数),默认1。|nanoBuildSpeed: 0.9}}
{{RW代码|nanoUnbuildSpeed|float|纳米反建造速度。|nanoUnbuildSpeed: 1.4}}
{{RW代码|nanoBuildSpeed:|float|Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)|nanoBuildSpeed: 0.9}}
{{RW代码|nanoReclaimSpeed|float|纳米回收速度。|nanoReclaimSpeed: 0.23}}
{{RW代码|nanoUnbuildSpeed:|float|How fast a builder reclaims an incomplete building (defaults to 1)|nanoUnbuildSpeed: 1.4}}
{{RW代码|nanoRangeForRepairIsMelee|bool|纳米维修距离是贴身。|nanoRangeForRepairIsMelee: true}}
{{RW代码|nanoReclaimSpeed:|float|How fast a builder reclaims a normal unit (not a resource unit)|nanoReclaimSpeed: 0.23}}
{{RW代码|nanoRangeForReclaimIsMelee|bool|纳米回收距离是贴身。|nanoRangeForReclaimIsMelee: true}}
{{RW代码|nanoRangeForRepairIsMelee:|bool|Defines if this unit must touch its target to repair it.|nanoRangeForRepairIsMelee: true}}
{{RW代码|nanoRangeForRepair|int|那么维修的范围。|nanoRangeForRepair: 60}}
{{RW代码|nanoRangeForReclaimIsMelee:|bool|Defines if this unit must touch its target to reclaim it.|nanoRangeForReclaimIsMelee: true}}
{{RW代码|nanoRangeForReclaim|int|纳米回收的范围。|nanoRangeForReclaim: 60}}
{{RW代码|nanoRangeForRepair:|int|Defines a specific range for the repair action of this unit.|nanoRangeForRepair: 60}}
{{RW代码|nanoFactorySpeed|float|工厂生产速度默认1.|nanoFactorySpeed: 1.2}}
{{RW代码|nanoRangeForReclaim:|int|Defines a specific range for the reclaim action of this unit.|nanoRangeForReclaim: 60}}
{{RW代码|extraBuildRangeWhenBuildingThis|int|建造该单位时使用额外的建造距离,对大占地或海上建筑物有用。|extraBuildRangeWhenBuildingThis: 90}}
{{RW代码|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|builtFrom_#_name|string(s)|建造自_序号_名称|"builtFrom_1_name: landFactory, airFactory"}}
{{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_#_pos|float|建造自_序号_排序大小|builtFrom_1_pos: 0.1}}
{{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|builtFrom_#_forceNano|bool|建造自_序号_使用纳米建造,而不是内部工厂方式建造。|builtFrom_1_forceNano: true}}
{{RW代码|builtFrom_{NUM}_pos:|float|Order this build link appears in UI. Using canBuild instead is more recommended.|builtFrom_1_pos: 0.1}}
{{RW代码|builtFrom_#_isLocked|LogicBoolean|建造自_序号_锁定条件|builtFrom_1_isLocked: if self.hp(lessThan=100)}}
{{RW代码|builtFrom_{NUM}_forceNano:|bool|Build as if this is a building if true. (even if it's a unit)|builtFrom_1_forceNano: true}}
{{RW代码|builtFrom_#_isLockedMessage|LocaleString建造自_序号_锁定讯息|builtFrom_1_isLockedMessage: -Needs more population}}
{{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|exit_x|float|单位生产运输的出口位置。|exit_x: 0}}
{{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|exit_y|float|单位生产运输的出口位置。默认5|exit_x: 5}}
{{RW代码|exit_dirOffset|float|单位生产运输的出口朝向。|exit_dirOffset: 140}}
{{RW代码|exit_y:|float|Where created or unloaded units appears from the transport or building. Defaults to 5.|exit_x: 5}}
{{RW代码|exit_heightOffset|float|单位生产运输的出口高度偏移。|exit_heightOffset: 16}}
{{RW代码|exit_dirOffset:|float|Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units.|exit_dirOffset: 140}}
{{RW代码|exit_moveAwayAmount|float|单位生产运输的出口出口时自主移动的距离。|exit_moveAwayAmount: 10}}
{{RW代码|exit_heightOffset:|float|Defaults to 0. Defines the height where created or unloaded units appears.|exit_heightOffset: 16}}
{{RW代码|exitHeightIgnoreParent|bool|单位生产运输的出口高度忽略父单位。|exitHeightIgnoreParent: true}}
{{RW代码|exit_moveAwayAmount:|float|Defaults to 70. Defines the distance that created or unloaded units moves from this unit.|exit_moveAwayAmount: 10}}
{{RW代码|dieOnConstruct|bool|进行建造时消失死亡。|dieOnConstruct: true}}
{{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|dieOnZeroEnergy|bool|能量为0时死亡。|dieOnZeroEnergy: true}}
{{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}}
{{RW代码|numBitsOnDeath|int|单位死时爆炸的碎片数。|numBitsOnDeath: 20}}
{{RW代码|dieOnZeroEnergy:|bool|Kills this unit if energy level reaches zero when true.|dieOnZeroEnergy: true}}
{{RW代码|nukeOnDeath|bool|死亡时核爆。|nukeOnDeath: true}}
{{RW代码|numBitsOnDeath:|int|Defines the number of scattered bit fragments when this unit dies.|numBitsOnDeath: 20}}
{{RW代码|nukeOnDeathRange|float|死亡时核爆的伤害范围。|nukeOnDeathRange: 140}}
{{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|nukeOnDeathDamage|float|死亡时核爆的伤害。|nukeOnDeathDamage: 2000}}
{{RW代码|nukeOnDeathDisableWhenNoNuke|bool|无核模式时不会殉爆。|nukeOnDeathDisableWhenNoNuke: true}}
{{RW代码|nukeOnDeathDamage:|float|Defines the nuke effect area damage when using nukeOnDeath.|nukeOnDeathDamage: 2000}}
{{RW代码|fireTurretXAtSelfOnDeath|turret ref|死亡时向自身位置射出该炮塔的弹丸。|fireTurretXAtSelfOnDeath: turret_1}}
{{RW代码|nukeOnDeathDisableWhenNoNuke:|bool|Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps.|nukeOnDeathDisableWhenNoNuke: true}}
{{RW代码|explodeOnDeath|bool|死亡时爆炸。|explodeOnDeath: false}}
{{RW代码|fireTurretXAtSelfOnDeath:|turret ref|Auto-shoot a specific turret when this unit dies.|fireTurretXAtSelfOnDeath: turret_1}}
{{RW代码|explodeOnDeathGroundCollision|boolean|死亡时高处触地时爆炸。|explodeOnDeathGroundCollision: false}}
{{RW代码|explodeOnDeath:|bool|Defaults to true. Disables the unit death explode built-in effect if false.|explodeOnDeath: false}}
{{RW代码|explodeTypeOnDeath|preset effects|内置爆炸类型"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}}
{{RW代码|explodeOnDeathGroundCollision:|boolean|Defaults to true. Disables the explode built-in effect on death when unit touches ground if false.|explodeOnDeathGroundCollision: false}}
{{RW代码|effectOnDeath|effect(s) ref|死亡时生成效果。|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}}
{{RW代码|explodeTypeOnDeath:|preset effects|"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}}
{{RW代码|effectOnDeath:|effect(s) ref|Spawns built-in or custom effects when unit dies.|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}}
{{RW代码|effectOnDeathGroundCollision|effect(s) ref|死亡触地时生成效果。|effectOnDeathGroundCollision: CUSTOM:bigExplosion}}
{{RW代码|unitsSpawnedOnDeath|string(s)|死亡时原地生成单位。|"unitsSpawnedOnDeath: tank*5, hoverTank"}}
{{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_setToTeamOfLastAttacker|bool|死亡时原地生成的单位归属最后攻击者的队伍。|unitsSpawnedOnDeath_setToTeamOfLastAttacker: true}}
{{RW代码|unitsSpawnedOnDeath:|string(s)|Spawns these units when dies. Comma separated unit identifiers.|"unitsSpawnedOnDeath: tank*5, hoverTank"}}
{{RW代码|hideScorchMark|bool|隐藏死后焦痕。|hideScorchMark: true}}
{{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|soundOnDeath|string(s)|死亡时播放音效。|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}}
{{RW代码|hideScorchMark:|bool|Disables the death scorch mark leaved when unit dies if true.|hideScorchMark: true}}
{{RW代码|effectOnDeathIfUnbuilt: |effect(s) ref|"未建成时死亡生成效果 Defaults to effectOnDeath"|effectOnDeathIfUnbuilt: CUSTOM:implode}}
{{RW代码|soundOnDeath:|string(s)|Sets a custom sound for this unit death.|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}}
{{RW代码|autoTriggerCooldownTime|time (seconds)|自动触发的触发冷却时间,默认为1秒。|autoTriggerCooldownTime: 0.05s}}
{{RW代码|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_allowDangerousHighCPU|bool|解除自动触发的冷却时间的安全限制,使能低于0.2s。|autoTriggerCooldownTime_allowDangerousHighCPU: true}}
{{RW代码|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|autoTriggerCheckRate|enum|自动触发的检测频率,默认每帧。"options: everyFrame (default), every4Frames, every8Frames. Note: all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Note: Adding [core]autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with complex autoTriggers."|autoTriggerCheckRate:every8Frames}}
{{RW代码|autoTriggerCooldownTime_allowDangerousHighCPU:|bool|Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended.|autoTriggerCooldownTime_allowDangerousHighCPU: true}}
{{RW代码|autoTriggerCheckWhileNotBuilt|bool|未建成时激活自动触发检测。|autoTriggerCheckWhileNotBuilt: true}}
{{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}}
{{RW代码|updateUnitMemory|memory|Faster memory update than [action_#] setUnitMemory. Useful on many applications.|updateUnitMemory: timeCount += 1}}
{{RW代码|autoTriggerCheckWhileNotBuilt:|bool|Defaults to false. autoTrigger of unit actions check even when not completely built if true|autoTriggerCheckWhileNotBuilt: true}}
{{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|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}}

2023年5月5日 (五) 21:34的版本

目录

core

----

#name

#mass

#radius

#price

#maxHp

#buildSpeed

#altNames

#isBio

#isBug

#isBuilder

#streamingCost

#switchPriceWithStreamingCost

#selfRegenRate

#maxShield

#startShieldAtZero

#shieldRegen

#energyMax

#energyRegen

#energyStartingPercentage

#energyNeedsToRechargeToFull

#energyRegenWhenRecharging

#armour

#armourMinDamageToKeep

#borrowResourcesWhileAlive

#borrowResourcesWhileBuilt

#generation_resources

#generation_active

#generation_credits

#generation_delay

#showInEditor

#displayText

#displayDescription

#displayLocaleKey

#displayRadius

#uiTargetRadius

#shieldRenderRadius

#shieldDisplayOnlyDeflection

#shieldDeflectionDisplayRate

#showOnMinimap

#showActionWithMixedSelectionIfOtherUnitsHaveTag

#showOnMinimapToEnemies

#isBuilding

#footprint

#constructionFootprint

#displayFootprint

#buildingSelectionOffset

#buildingToFootprintOffsetX

#buildingToFootprintOffsetY

#placeOnlyOnResPool

#selfBuildRate

#ignoreInUnitCapCalculation

#copyFrom

#dont_load

#overrideAndReplace

#onNewMapSpawn

#isLocked

#isLockedIfGameModeNoNuke

#experimental

#stayNeutral

#createNeutral

#createOnAggressiveTeam

#tags

#defineUnitMemory

#fogOfWarSightRange

#fogOfWarSightRangeWhileNotBuilt

#softCollisionOnAll

#disableAllUnitCollisions

#isUnrepairableUnit

#isUnselectable

#isUnselectableAsTarget

#isPickableStartingUnit

#startFallingWhenStartingUnit

#soundOnAttackOrder

#soundOnMoveOrder

#soundOnNewSelection

#canNotBeDirectlyAttacked

#canNotBeDamaged

#canNotBeGivenOrdersByPlayer

#canOnlyBeAttackedByUnitsWithTags

#disableDeathOnZeroHp

#allowCaptureWhenNeutralByAI

#transportSlotsNeeded

#maxTransportingUnits

#transportUnitsRequireTag

#transportUnitsRequireMovementType

#transportUnitsBlockAirAndWaterUnits

#transportUnitsEachUnitAlwaysUsesSingleSlot

#transportUnitsKeepBuiltUnits

#transportUnitsCanUnloadUnits

#transportUnitsAddUnloadOption

#transportUnitsUnloadDelayBetweenEachUnit

#transportUnitsKillOnDeath

#transportUnitsHealBy

#transportUnitsBlockOtherTransports

#whileNeutralTransportAnyTeam

#whileNeutralConvertToTransportedTeam

#convertToNeutralIfNotTransporting

#transportUnitsOnTeamChangeKeepCurrentTeam

#resourceRate

#similarResourcesHaveTag

#resourceMaxConcurrentReclaimingThis

#reclaimPrice

#canReclaimResources

#canReclaimResourcesNextSearchRange

#canReclaimResourcesOnlyWithTags

#canReclaimUnitsOnlyWithTags

#resourceReclaimMultiplier

#canRepairUnitsOnlyWithTags

#canRepairBuildings

#canRepairUnits

#autoRepair

#nanoRange

#nanoRepairSpeed

#nanoBuildSpeed

#nanoUnbuildSpeed

#nanoReclaimSpeed

#nanoRangeForRepairIsMelee

#nanoRangeForReclaimIsMelee

#nanoRangeForRepair

#nanoRangeFprReclaim

#nanoFactorySpeed

#extraBuildRangeWhenBuildingThis

#builtFrom_#_name

#builtFrom_#_pos

#builtFrom_#_forceNano

#builtFrom_#_isLocked

#builtFrom_#_isLockedMessage

#exit_x

#exit_y

#exit_dirOffset

#exit_heightOffset

#exit_moveAwayAmount

#exitHeightIgnoreParent

#dieOnConstruct

#dieZeroEnergy

#numBitsOnDeath

#nukeOnDeath

#nukeOnDeathRange

#nukeOnDeathDamage

#nukeOnDeathDisableWhenNoNuke

#fireTurretXAtSelfOnDeath

#explodeOnDeath

#explodeOnDeathGroundCollision

#explodeTypeOnDeath

#effectOnDeath

#effectOnDeathGroundCollision

#unitsSpawnedOnDeath

#unitsSpawnedOnDeath_setToTeamOfLastAttacker

#hideScorchMark

#soundOnDeath

#effectOnDeathIfUnbuilt

#autoTriggerCooldownTime

#autoTriggerCooldownTime_allowDangerousHighCPU

#autoTriggerCheckRate

#autoTriggerCheckWhileNotBuilt

#updateUnitMemory

#updateUnitMemoryRate

----

[core]

name
string
描述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)
mass
int
描述单位的'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。
radius
int
描述单位周围的圆形区域,使其可以选择。(鼠标点击/屏幕触摸)
price
int / price
描述来自建造者/建筑的单位成本。如果没有使用资源类型,则默认为资金。
class
string
描述保留给未来使用,默认必须是CustomUnitMetadata。
maxHp
int
描述该单位的最大生命值。(将以这个值生成)。
techLevel
int
描述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。
buildSpeed
float / s
描述构建单位所需的时间。(也要考虑建造者的速率)
altNames
string(s)
描述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。
strictLevel
float
描述strictLevel: 1
isBio
bool
描述选择单位是否为生物,影响声音和溅射(除非hideScorchMark:true)
isBug
bool
描述改变一些死亡特效,以及沙盒中的排序顺序。
isBuilder
bool
描述如果这个单位要放置建筑物,通常需要。默认值随[ai]useAsBuilder改变。
streamingCost
price
描述和价格一样,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。
switchPriceWithStreamingCost
bool
描述将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。
selfRegenRate
float
描述被动的自我修复速率。
maxShield
int
描述该单位的最大护盾值。如果startShieldAtZero:true,则从0开始。
startShieldAtZero
bool
描述如果为true,则单位在创建时护盾值以0开始。
shieldRegen
float
描述被动的护盾回复速率。
energyMax
float
描述默认为0,可作为炮塔、激光防御和action的弹药的能量。
energyRegen
float
描述被动的能量回复速率。
energyStartingPercentage
float
描述设置单位生成时所带的能量的百分比。
energyNeedsToRechargeToFull
float
描述如果为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。
energyRegenWhenRecharging
float
描述充能状态下的再生率。
armour
int
描述每遭一击所抵消的伤害。(目前没有在任何原生单位中使用)
armourMinDamageToKeep
int
描述受到的伤害中保留的最小伤害。默认为1。
borrowResourcesWhileAlive
price
描述创建时借走这些资源,删除或销毁时返回。
borrowResourcesWhileBuilt
price
描述建造完成时借走这些资源,删除或销毁时返回。
generation_resources
price
描述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_active
logicBoolean
描述接收到的值为false时中止自动生成资源
generation_credits
int
描述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_delay
int
描述资源/资金的自动生成的频率。默认为40。(不建议改变)。
showInEditor
bool
描述在沙盒模式的编辑者显示。
displayText
LocaleString
描述游戏中显示的名称。
displayText_{LANG}
string
描述displayText_es: Tanque Personalizado
displayDescription
LocaleString
描述游戏中显示的描述。
displayDescription_{LANG}
string
描述displayDescription_es: -Movimiento rápido\n-Daño ligero
displayLocaleKey
string
描述使用游戏自带的本地化文件,填关键字。
displayRadius
int
描述默认为"radius"的值,设置单位在游戏中显示的半径大小。
uiTargetRadius
int
描述玩家点击的作用半径。
shieldRenderRadius
int
描述改变护盾的显示大小。
shieldDisplayOnlyDeflection
bool
描述只在单位受击时显示护盾。
shieldDeflectionDisplayRate
float
描述默认为4,护盾受击时闪动速度,值越大消失越快。
showOnMinimap
bool
描述单位是否显示在小地图上,默认为是。
showActionsWithMixedSelectionIfOtherUnitsHaveTag
bool
描述和带有该标签的单位一同选中时在侧边栏混合显示action。
showOnMinimapToEnemies
bool
描述是否在敌人的小地图上显示,默认为否。
isBuilding
bool
描述是否为建筑物,默认否,如果是,将改变单位的碰撞体积等。
footprint
ints
描述"footprint: 0,0,1,1"
constructionFootprint
ints
描述"constructionFootprint: -1,-1,1,3"
displayFootprint
ints
描述"显示的建筑物的占地大小"
buildingSelectionOffset
int
描述建筑物选中时显示的图形的内边距大小。
buildingToFootprintOffsetX
float
描述Defaults to 10. 改变建筑物的实际位置。
buildingToFootprintOffsetY
float
描述Defaults to 10. 改变建筑物的实际位置。
placeOnlyOnResPool
bool
描述放置时只能放在资源坑上。
selfBuildRate
float
描述自己建造自己的速度。
ignoreInUnitCapCalculation
描述不计入单位上限统计,建筑物默认为"true"。
copyFrom
file(s) (ini)
描述从其他文件中复制单位属性,填目标文件路径。
dont_load
bool
描述让程序不加载该单位。
overrideAndReplace
string(s)
描述覆盖替换某单位,填单位的"name"。
onNewMapSpawn
string
描述"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam"
globalScale
float
描述一步改变单位的贴图体积等,一般不使用。
isLocked
bool
描述在建造列表中锁定该单位。不支持布尔逻辑。
isLockedIfGameModeNoNuke
bool
描述如果游戏设置为无核模式该单位将被锁定建造。
experimental
bool
描述将该单位标记为实验级单位,影响缩放图标和局后统计。
stayNeutral
bool
描述使该单位不能被捕获。
createNeutral
bool
描述生成时为无敌意中立单位。
createOnAggressiveTeam
bool
描述生成时为有敌意中立单位。
tags
string(s)
描述自定多个标签,一些代码功能的实现依靠它。
defineUnitMemory
描述"定义单位内存,用于保存一些活动数据,进而用这些数据实现某些功能。Allowed types: boolean, float/number, unit, string."
fogOfWarSightRange
int
描述设置雾中可视的格数。默认为15。
fogOfWarSightRangeWhileNotBuilt
int
描述未建成时的雾中可视格数。
softCollisionOnAll
int
描述展示一种软的碰撞效果,和半径是一个单位。
disableAllUnitCollisions
bool
描述使单位不会和其他单位碰撞。
isUnrepairableUnit
bool
描述使单位不能被纳米修复。
isUnselectable
bool
描述使单位不能被选中包括AI玩家。
isUnselectableAsTarget
bool
描述"不能被作为目标进行攻击回收等操作。"
isPickableStartingUnit
bool
描述"添加到游戏的开局单位选单中。"
startFallingWhenStartingUnit
bool
描述如果自己是开局单位则开局时从天而降。
soundOnAttackOrder
sound(s)
描述攻击指令时播放音效,可填多个,并在一次触发中播放其中之一。
soundOnMoveOrder
sound(s)
描述移动指令时播放音效,可填多个,并在一次触发中播放其中之一。
soundOnNewSelection
sound(s)
描述新选中时播放音效,可填多个,并在一次触发中播放其中之一。
canNotBeDirectlyAttacked
bool
描述不能被直接攻击,游戏胜负判定时不作为依据。
canNotBeDamaged
bool
描述"不会受伤。"
canNotBeGivenOrdersByPlayer
bool
描述不能被玩家控制,包括AI玩家。
canOnlyBeAttackedByUnitsWithTags
strings(s)
描述"该单位不能被带该标签的单位攻击。"
disableDeathOnZeroHp
bool
描述"血量低于0时不会死亡。"
allowCaptureWhenNeutralByAI
bool
描述"允许被AI捕获吗。"
transportSlotsNeeded
int
描述"运输需要的槽数量默认为1,实验单位默认为5。"
maxTransportingUnits
int
描述运输的空间大小。
transportUnitsRequireTag
string(s)
描述只有这些标签单位能进入运输。
transportUnitsRequireMovementType
movementTypes
描述只允许这类移动类型的单位进入运输。
transportUnitsBlockAirAndWaterUnits
bool
描述不能运输空中和水上单位。
transportUnitsEachUnitAlwaysUsesSingleSlot
bool
描述"每个被运输的单位只占一格空间。"
transportUnitsKeepBuiltUnits
bool
描述将生产完成的单位放在运输槽中,而不是直接出来。
transportUnitsCanUnloadUnits
LogicBoolean
描述Defaults to: if not self.isOverLiquid() and not self.isMoving(). 在这些条件下能卸载单位。
transportUnitsAddUnloadOption
bool
描述添加卸载按钮,默认为"true"。
transportUnitsUnloadDelayBetweenEachUnit
float
描述单位一个个卸载时的间隔,游戏帧。
transportUnitsKillOnDeath
LogicBoolean
描述这些条件下运输单位死亡时杀死被运输的单位。
transportUnitsHealBy
float
描述给被运输单位的治疗速度。
transportUnitsBlockOtherTransports
bool
描述"不运输具有运输槽位的单位。默认"true"。"
whileNeutralTransportAnyTeam
bool
描述中立时可运输任何队伍的单位。
whileNeutralConvertToTransportedTeam
bool
描述中立时转换为被运输的单位的队伍。
convertToNeutralIfNotTransporting
bool
描述无单位被运输时转换为中立。
transportUnitsOnTeamChangeKeepCurrentTeam
bool
描述自己队伍所属变化时不改变自己运输的单位的所属。
resourceRate
float
描述作为资源矿物时被回收的速度,跟血量有关。
similarResourcesHaveTag
string(s)
描述建造者回收完某个矿后会自动寻找特定范围内的同类矿进行回收,有这个标签的被视为同类矿。
resourceMaxConcurrentReclaimingThis
int
描述作为资源矿允许的同时回收自己的建造者的数量。
reclaimPrice
int
描述设置一个回收价格取代"price"。
canReclaimResources
bool
描述"可以回收资源矿物。"
canReclaimResourcesNextSearchRange
int
描述回收资源矿物自动寻找的范围。
canReclaimResourcesOnlyWithTags
string(s)
描述只能回收带这些标签的资源矿物。
canReclaimUnitsOnlyWithTags
string(s)
描述"只能回收带这些标签的矿物。"
resourceReclaimMultiplier
float
描述"资源回收速度倍数。"
canRepairUnitsOnlyWithTags
string(s)
描述只可修复这些标签的单位。
canRepairBuildings
bool
描述可以修复建筑物。
canRepairUnits
bool
描述"可以修复单位。"
autoRepair
bool
描述自动维修纳米范围内的单位。
nanoRange
int
描述纳米修复回收的范围,默认85。
nanoRepairSpeed
float
描述纳米修复速度默认0.2。
nanoBuildSpeed
float
描述纳米建造速度(倍数),默认1。
nanoUnbuildSpeed
float
描述纳米反建造速度。
nanoReclaimSpeed
float
描述纳米回收速度。
nanoRangeForRepairIsMelee
bool
描述纳米维修距离是贴身。
nanoRangeForReclaimIsMelee
bool
描述纳米回收距离是贴身。
nanoRangeForRepair
int
描述那么维修的范围。
nanoRangeForReclaim
int
描述纳米回收的范围。
nanoFactorySpeed
float
描述工厂生产速度默认1.
extraBuildRangeWhenBuildingThis
int
描述建造该单位时使用额外的建造距离,对大占地或海上建筑物有用。
builtFrom_#_name
string(s)
描述建造自_序号_名称
builtFrom_#_pos
float
描述建造自_序号_排序大小
builtFrom_#_forceNano
bool
描述建造自_序号_使用纳米建造,而不是内部工厂方式建造。
builtFrom_#_isLocked
LogicBoolean
描述建造自_序号_锁定条件
builtFrom_#_isLockedMessage
LocaleString建造自_序号_锁定讯息
描述builtFrom_1_isLockedMessage: -Needs more population
exit_x
float
描述单位生产运输的出口位置。
exit_y
float
描述单位生产运输的出口位置。默认5
exit_dirOffset
float
描述单位生产运输的出口朝向。
exit_heightOffset
float
描述单位生产运输的出口高度偏移。
exit_moveAwayAmount
float
描述单位生产运输的出口出口时自主移动的距离。
exitHeightIgnoreParent
bool
描述单位生产运输的出口高度忽略父单位。
dieOnConstruct
bool
描述进行建造时消失死亡。
dieOnZeroEnergy
bool
描述能量为0时死亡。
numBitsOnDeath
int
描述单位死时爆炸的碎片数。
nukeOnDeath
bool
描述死亡时核爆。
nukeOnDeathRange
float
描述死亡时核爆的伤害范围。
nukeOnDeathDamage
float
描述死亡时核爆的伤害。
nukeOnDeathDisableWhenNoNuke
bool
描述无核模式时不会殉爆。
fireTurretXAtSelfOnDeath
turret ref
描述死亡时向自身位置射出该炮塔的弹丸。
explodeOnDeath
bool
描述死亡时爆炸。
explodeOnDeathGroundCollision
boolean
描述死亡时高处触地时爆炸。
explodeTypeOnDeath
preset effects
描述内置爆炸类型"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"
effectOnDeath
effect(s) ref
描述死亡时生成效果。
effectOnDeathGroundCollision
effect(s) ref
描述死亡触地时生成效果。
unitsSpawnedOnDeath
string(s)
描述死亡时原地生成单位。
unitsSpawnedOnDeath_setToTeamOfLastAttacker
bool
描述死亡时原地生成的单位归属最后攻击者的队伍。
hideScorchMark
bool
描述隐藏死后焦痕。
soundOnDeath
string(s)
描述死亡时播放音效。
effectOnDeathIfUnbuilt:
effect(s) ref
描述"未建成时死亡生成效果 Defaults to effectOnDeath"
autoTriggerCooldownTime
time (seconds)
描述自动触发的触发冷却时间,默认为1秒。
autoTriggerCooldownTime_allowDangerousHighCPU
bool
描述解除自动触发的冷却时间的安全限制,使能低于0.2s。
autoTriggerCheckRate
enum
描述自动触发的检测频率,默认每帧。"options: everyFrame (default), every4Frames, every8Frames. Note: all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Note: Adding [core]autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with complex autoTriggers."
autoTriggerCheckWhileNotBuilt
bool
描述未建成时激活自动触发检测。
updateUnitMemory
memory
描述Faster memory update than [action_#] setUnitMemory. Useful on many applications.
updateUnitMemoryRate
int
描述Sets how often the memory is updated. Defaults at 1s. settings it to 0 will update memory every frame.