mod参数:修订间差异

无编辑摘要
(测试一下)
无编辑摘要
第195行:
{{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|showInEditor:|bool|Set to false to hide unit in Sandbox editor. (Defaults to true)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.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|displayDescription:|LocaleString|Unit description that the game shows to the player.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.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.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 默认为"radius value. Set to show a larger or smaller selection circle UI on units."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.改变护盾的显示大小。|shieldRenderRadius: 12}}
{{RW代码|shieldDisplayOnlyDeflection:|bool|Hide shield unless deflecting shot if true.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.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.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 和带有该标签的单位一同选中时在侧边栏混合显示action list if all units selected includes one of these tags. Useful for converted units.|showActionsWithMixedSelectionIfOtherUnitsHaveTag: true}}
{{RW代码|showOnMinimapToEnemies|bool|Useful for stealth units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.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.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.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.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.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. "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.自己建造自己的速度。|selfBuildRate: 0.0008}}
{{RW代码|ignoreInUnitCapCalculation||defaults to 不计入单位上限统计,建筑物默认为"true for buildings otherwise false. Set to true to not count this unit in unit cap."。|ignoreInUnitCapCalculation: true}}
{{RW代码|copyFrom:|file(s) (ini)|"Uses unit data from another ini file as default for this unit, supports multiple files."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."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.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|globalScale:|float|Defaults to 1. Changing not recommended.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.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.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.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.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.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.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."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. 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:isUnrepairableUnit|bool|Unit cannot collide with others if true.使单位不能被纳米修复。|disableAllUnitCollisionsisUnrepairableUnit: true}}
{{RW代码|isUnrepairableUnit:isUnselectable|bool|No unit can repair this unit if true.使单位不能被选中包括AI玩家。|isUnrepairableUnitisUnselectable: 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:canRepairUnits|bool|Can this can heal ally buildings (isBuilder:true is required)"可以修复单位。"|canRepairBuildingscanRepairUnits: 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:nanoBuildSpeed|float|Defaults to 0.2. Defines the unit nano repair/reclaim speed.纳米建造速度(倍数),默认1。|nanoRepairSpeednanoBuildSpeed: 0.019}}
{{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:exit_y|float|Where created or unloaded units appears from the transport or building. Defaults to 0.单位生产运输的出口位置。默认5|exit_x: 05}}
{{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:nukeOnDeathDamage|float|Defines the nuke effect range when using nukeOnDeath.死亡时核爆的伤害。|nukeOnDeathRangenukeOnDeathDamage: 1402000}}
{{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:effectOnDeathGroundCollision|effect(s) ref|Spawns built-in or custom effects when unit dies.死亡触地时生成效果。|"effectOnDeath: shockwave, CUSTOMeffectOnDeathGroundCollision:pieces*3, CUSTOM:deathSound"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}}
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