mod参数
目录
core
----
----
[core]
name
值 | 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
值 | 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
值 | 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
值 | 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
值 | string |
描述 | 保留给未来使用,默认必须是CustomUnitMetadata。 |
maxHp
值 | int |
描述 | 该单位的最大生命值。(将以这个值生成)。 |
techLevel
值 | 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
值 | float / s |
描述 | 构建单位所需的时间。(也要考虑建造者的速率) |
altNames
值 | 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
值 | float |
描述 | strictLevel: 1 |
isBio
值 | bool |
描述 | 选择单位是否为生物,影响声音和溅射(除非hideScorchMark:true) |
isBug
值 | bool |
描述 | 改变一些死亡特效,以及沙盒中的排序顺序。 |
isBuilder
值 | 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
值 | 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
值 | 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
值 | float |
描述 | 被动的自我修复速率。 |
maxShield
值 | int |
描述 | 该单位的最大护盾值。如果startShieldAtZero:true,则从0开始。 |
startShieldAtZero
值 | bool |
描述 | 如果为true,则单位在创建时护盾值以0开始。 |
shieldRegen
值 | float |
描述 | 被动的护盾回复速率。 |
energyMax
值 | 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
值 | float |
描述 | 被动的能量回复速率。 |
energyStartingPercentage
值 | float |
描述 | 设置单位生成时所带的能量的百分比。 |
energyNeedsToRechargeToFull
值 | 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
值 | float |
描述 | 充能状态下的再生率。 |
armour
值 | 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
值 | int |
描述 | 受到的伤害中保留的最小伤害。默认为1。 |
borrowResourcesWhileAlive
值 | price |
描述 | 创建时借走这些资源,删除或销毁时返回。 |
borrowResourcesWhileBuilt
值 | price |
描述 | 建造完成时借走这些资源,删除或销毁时返回。 |
generation_resources
值 | 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
值 | logicBoolean |
描述 | 接收到的值为false时中止自动生成资源 |
generation_credits
值 | 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
值 | 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:
值 | bool |
描述 | Set to false to hide unit in Sandbox editor. (Defaults to true) |
displayText:
值 | LocaleString |
描述 | The unit name that the game shows to the player. |
displayText_{LANG}:
值 | string |
描述 | displayText_es: Tanque Personalizado |
displayDescription:
值 | LocaleString |
描述 | Unit description that the game shows to the player. |
displayDescription_{LANG}:
值 | string |
描述 | displayDescription_es: -Movimiento rápido\n-Daño ligero |
displayLocaleKey:
值 | string |
描述 | Translation file key for unit name and description. |
displayRadius:
值 | int |
描述 | Defaults to radius value. Set to show a larger or smaller selection circle UI on units. |
uiTargetRadius
值 | int |
描述 | Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit |
shieldRenderRadius:
值 | int |
描述 | Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units. |
shieldDisplayOnlyDeflection:
值 | bool |
描述 | Hide shield unless deflecting shot if true. |
shieldDeflectionDisplayRate:
值 | float |
描述 | Defaults to 4. High value causes shield deflection to fade disappear faster. |
showOnMinimap:
值 | bool |
描述 | Defaults to true. Hide units on minimap if false. |
showActionsWithMixedSelectionIfOtherUnitsHaveTag:
值 | bool |
描述 | Shows a merged action list if all units selected includes one of these tags. Useful for converted units. |
showOnMinimapToEnemies
值 | bool |
描述 | Useful for stealth units |
isBuilding:
值 | bool |
描述 | Defines if the unit is a building. |
footprint:
值 | ints |
描述 | "footprint: 0,0,1,1" |
constructionFootprint:
值 | ints |
描述 | "constructionFootprint: -1,-1,1,3" |
displayFootprint:
值 | ints |
描述 | "Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint." |
buildingSelectionOffset:
值 | int |
描述 | Defaults to 0. Adds or removes padding on the drawn selection rect in UI. |
buildingToFootprintOffsetX:
值 | float |
描述 | Defaults to 10. Change the building position in the footprint on the X-axis. |
buildingToFootprintOffsetY:
值 | float |
描述 | Defaults to 10. Change the building position in the footprint on the Y-axis. |
placeOnlyOnResPool:
值 | bool |
描述 | "Normally used for extractors, forces building construction in a resource pool. " |
selfBuildRate:
值 | float |
描述 | Rate unit builds itself when placed without a builder. |
ignoreInUnitCapCalculation
值 | |
描述 | defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap. |
copyFrom:
值 | file(s) (ini) |
描述 | "Uses unit data from another ini file as default for this unit, supports multiple files." |
dont_load:
值 | bool |
描述 | "Do not load unit, and don't error on missing data. Can be useful when used with copyFrom." |
overrideAndReplace:
值 | string(s) |
描述 | Overrides another unit with this unit. Build links and map positions to target unit will be replaced. |
onNewMapSpawn:
值 | string |
描述 | "Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam" |
globalScale:
值 | float |
描述 | Defaults to 1. Changing not recommended. |
isLocked:
值 | bool |
描述 | Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build. |
isLockedIfGameModeNoNuke:
值 | bool |
描述 | Disallows building of this unit if nukes are disabled during match setup. |
experimental:
值 | bool |
描述 | Tag unit as experimental. Affects zoomed out icon and end game stats. |
stayNeutral:
值 | bool |
描述 | Set to false to disable capture when unit is on the neutral team. |
createNeutral:
值 | bool |
描述 | Set to true to always spawn the unit on the neutral team. |
createOnAggressiveTeam:
值 | bool |
描述 | Set to true to always spawn the unit on aggressive teams on single player matches. |
tags:
值 | string(s) |
描述 | "List of comma separated strings. Used to classify units, create special actions and balances." |
defineUnitMemory
值 | |
描述 | "Can define several variables for custom storage, unique for each unit. Allowed types: boolean, float/number, unit, string." |
值 | |
描述 | Add a pair of square brackets to turn them into arrays for those specific data types |
fogOfWarSightRange:
值 | int |
描述 | Sets number of tiles this unit can see through the fog of war. Defaults to 15. |
fogOfWarSightRangeWhileNotBuilt
值 | int |
描述 | Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange |
softCollisionOnAll:
值 | int |
描述 | Creates a soft collision effect when touching other units. |
disableAllUnitCollisions:
值 | bool |
描述 | Unit cannot collide with others if true. |
isUnrepairableUnit:
值 | bool |
描述 | No unit can repair this unit if true. |
isUnselectable:
值 | bool |
描述 | If true unit cannot be selected. (includes AI players) |
isUnselectableAsTarget
值 | bool |
描述 | "Defaults to isUnselectable. Can be used to create units that cannot be selected but can be targeted for attack, reclaim, etc" |
isPickableStartingUnit:
值 | bool |
描述 | "If true, unit is added to dropdowns for starting unit in game setup menus." |
startFallingWhenStartingUnit:
值 | bool |
描述 | Unit will appear falling from skies when starting unit if true. |
soundOnAttackOrder:
值 | sound(s) |
描述 | List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats. |
soundOnMoveOrder:
值 | sound(s) |
描述 | List of sound names. Only one will be played on each move order. Only .ogg and .wav formats. |
soundOnNewSelection:
值 | sound(s) |
描述 | List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats. |
canNotBeDirectlyAttacked:
值 | bool |
描述 | No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks. |
canNotBeDamaged
值 | bool |
描述 | "Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)" |
canNotBeGivenOrdersByPlayer:
值 | bool |
描述 | If true unit will not take player or AI orders. |
canOnlyBeAttackedByUnitsWithTags:
值 | strings(s) |
描述 | "List of tag strings, only units with these tags can directly target this unit." |
disableDeathOnZeroHp
值 | bool |
描述 | "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." |
allowCaptureWhenNeutralByAI
值 | bool |
描述 | "When true, it lets to be captured on contact by AI as well. Defaults as false" |
transportSlotsNeeded:
值 | int |
描述 | "Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5." |
maxTransportingUnits
值 | int |
描述 | Number of slots this units has for transporting other units. |
transportUnitsRequireTag:
值 | string(s) |
描述 | Only allows trasport of units that have one of these tags. |
transportUnitsRequireMovementType:
值 | movementTypes |
描述 | Only allows trasport of units that have one of these movement types. |
transportUnitsBlockAirAndWaterUnits:
值 | bool |
描述 | Defaults to true. This unit can only transport LAND units if true. |
transportUnitsEachUnitAlwaysUsesSingleSlot:
值 | bool |
描述 | "Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded." |
transportUnitsKeepBuiltUnits:
值 | bool |
描述 | Makes built units stay inside transport instead of exiting it once ready if true. |
transportUnitsCanUnloadUnits:
值 | LogicBoolean |
描述 | Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false. |
transportUnitsAddUnloadOption:
值 | bool |
描述 | Defines if unload button should be added to the unit menu |
transportUnitsUnloadDelayBetweenEachUnit:
值 | float |
描述 | Changes the delay it takes between each unit getting unloaded. |
transportUnitsKillOnDeath:
值 | LogicBoolean |
描述 | Defaults to true. If false transported units don't die when transport dies. |
transportUnitsHealBy:
值 | float |
描述 | Rate to heal units that are being transported. |
transportUnitsBlockOtherTransports:
值 | bool |
描述 | "Defaults to true, if false this transports can hold other transports." |
whileNeutralTransportAnyTeam:
值 | bool |
描述 | This unit can transport units of any team while neutral if true. |
whileNeutralConvertToTransportedTeam:
值 | bool |
描述 | Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam. |
convertToNeutralIfNotTransporting:
值 | bool |
描述 | Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam. |
transportUnitsOnTeamChangeKeepCurrentTeam:
值 | bool |
描述 | Keeps transported units on their orginal team when this unit is converted if true. |
resourceRate:
值 | float |
描述 | Used with canReclaimResources. Allows other teams to reclaim this unit. Normally used with neutral team. Use price to set what resources are gained. |
similarResourcesHaveTag:
值 | string(s) |
描述 | When this has been reclaimed harvester unit moves on to another resource with these tags. |
resourceMaxConcurrentReclaimingThis:
值 | int |
描述 | Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. |
reclaimPrice:
值 | int |
描述 | Like price but for resources. Useful for buildable resources. |
canReclaimResources:
值 | bool |
描述 | "If true this unit can gather resources, useful with resourceRate." |
canReclaimResourcesNextSearchRange:
值 | int |
描述 | Defines the resource search range of this unit when its main gathered resource runs out. |
canReclaimResourcesOnlyWithTags:
值 | string(s) |
描述 | This unit is only allowed to gather resources with these tags. |
canReclaimUnitsOnlyWithTags
值 | string(s) |
描述 | "This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags" |
resourceReclaimMultiplier
值 | float |
描述 | "Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed""" |
canRepairUnitsOnlyWithTags
值 | string(s) |
描述 | Repairs units with the specified tags |
canRepairBuildings:
值 | bool |
描述 | Can this can heal ally buildings (isBuilder:true is required) |
canRepairUnits:
值 | bool |
描述 | "Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings." |
autoRepair:
值 | bool |
描述 | Automatically try and repair damaged units in nano range. (isBuilder:true is required) |
nanoRange:
值 | int |
描述 | Defaults to 85. Defines the unit building/repair/reclaim range. |
nanoRepairSpeed:
值 | float |
描述 | Defaults to 0.2. Defines the unit nano repair/reclaim speed. |
nanoBuildSpeed:
值 | float |
描述 | Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed) |
nanoUnbuildSpeed:
值 | float |
描述 | How fast a builder reclaims an incomplete building (defaults to 1) |
nanoReclaimSpeed:
值 | float |
描述 | How fast a builder reclaims a normal unit (not a resource unit) |
nanoRangeForRepairIsMelee:
值 | bool |
描述 | Defines if this unit must touch its target to repair it. |
nanoRangeForReclaimIsMelee:
值 | bool |
描述 | Defines if this unit must touch its target to reclaim it. |
nanoRangeForRepair:
值 | int |
描述 | Defines a specific range for the repair action of this unit. |
nanoRangeForReclaim:
值 | int |
描述 | Defines a specific range for the reclaim action of this unit. |
nanoFactorySpeed:
值 | float |
描述 | Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory. |
extraBuildRangeWhenBuildingThis:
值 | int |
描述 | Temporarily adds extra build range to builders to build this unit. Useful for water based buildings. |
builtFrom_{NUM}_name:
值 | string(s) |
描述 | Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction. |
builtFrom_{NUM}_pos:
值 | float |
描述 | Order this build link appears in UI. Using canBuild instead is more recommended. |
builtFrom_{NUM}_forceNano:
值 | bool |
描述 | Build as if this is a building if true. (even if it's a unit) |
builtFrom_{NUM}_isLocked:
值 | LogicBoolean |
描述 | If true this unit cannot be built in this build link. (can be conditioned if logicBooleans are used) |
builtFrom_{NUM}_isLockedMessage:
值 | LocaleString |
描述 | Message shown when this build link is locked. |
exit_x:
值 | float |
描述 | Where created or unloaded units appears from the transport or building. Defaults to 0. |
exit_y:
值 | float |
描述 | Where created or unloaded units appears from the transport or building. Defaults to 5. |
exit_dirOffset:
值 | float |
描述 | Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units. |
exit_heightOffset:
值 | float |
描述 | Defaults to 0. Defines the height where created or unloaded units appears. |
exit_moveAwayAmount:
值 | float |
描述 | Defaults to 70. Defines the distance that created or unloaded units moves from this unit. |
exitHeightIgnoreParent
值 | bool |
描述 | Ignores parent height for exit height; useful for separating attachments with their parents for building |
dieOnConstruct:
值 | bool |
描述 | Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set) |
dieOnZeroEnergy:
值 | bool |
描述 | Kills this unit if energy level reaches zero when true. |
numBitsOnDeath:
值 | int |
描述 | Defines the number of scattered bit fragments when this unit dies. |
nukeOnDeath:
值 | bool |
描述 | Unit will spawn a nuke detonation built-in effect when dies if true. |
nukeOnDeathRange:
值 | float |
描述 | Defines the nuke effect range when using nukeOnDeath. |
nukeOnDeathDamage:
值 | float |
描述 | Defines the nuke effect area damage when using nukeOnDeath. |
nukeOnDeathDisableWhenNoNuke:
值 | bool |
描述 | Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps. |
fireTurretXAtSelfOnDeath:
值 | turret ref |
描述 | Auto-shoot a specific turret when this unit dies. |
explodeOnDeath:
值 | bool |
描述 | Defaults to true. Disables the unit death explode built-in effect if false. |
explodeOnDeathGroundCollision:
值 | boolean |
描述 | Defaults to true. Disables the explode built-in effect on death when unit touches ground if false. |
explodeTypeOnDeath:
值 | preset effects |
描述 | "options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding" |
effectOnDeath:
值 | effect(s) ref |
描述 | Spawns built-in or custom effects when unit dies. |
effectOnDeathGroundCollision:
值 | effect(s) ref |
描述 | Like effectOnDeath but when unit touches ground. Useful for flying units. |
unitsSpawnedOnDeath:
值 | string(s) |
描述 | Spawns these units when dies. Comma separated unit identifiers. |
unitsSpawnedOnDeath_setToTeamOfLastAttacker:
值 | bool |
描述 | Units spawned on death will appear on the last attacker team if true. |
hideScorchMark:
值 | bool |
描述 | Disables the death scorch mark leaved when unit dies if true. |
soundOnDeath:
值 | string(s) |
描述 | Sets a custom sound for this unit death. |
effectOnDeathIfUnbuilt:
值 | effect(s) ref |
描述 | "If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath" |
autoTriggerCooldownTime:
值 | time (seconds) |
描述 | 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_allowDangerousHighCPU:
值 | bool |
描述 | Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended. |
autoTriggerCheckRate:
值 | enum |
描述 | "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:
值 | bool |
描述 | Defaults to false. autoTrigger of unit actions check even when not completely built if true |
updateUnitMemory:
值 | memory |
描述 | Faster memory update than [action_#] setUnitMemory. Useful on many applications. |
updateUnitMemoryRate:
值 | int |
描述 | Sets how often the memory is updated. Defaults at 1s. settings it to 0 will update memory every frame. |