mod参数/graphics
image:
<值>
file (image)
<释>
File path to png image.
image: body.png
image_back:
<值>
file (image)
<释>
An optional image drawn behind other units. Useful for factories that units exit
image_back: floor.png
image_shield
<值>
file (image)
<释>
Image to show as a custom shield
image_shield: forcefield.png
image_wreak:
<值>
file (image)
<释>
Image to use when unit dies. Can be NONE to leave no wreak
image_wreak: ded.png
image_offsetX:
<值>
int
<释>
Use this to adjust the graphics of a unit if it is too far off one side
image_offsetX: 21
image_offsetY:
<值>
int
<释>
Use this to adjust the graphics of a unit if it is too far off one side
image_offsetY: 41
image_offsetH:
<值>
int
<释>
"Use this to adjust the height of the graphic, especially when using decals"
image_offsetH: 25
image_floatingPointSize
<值>
int
<释>
Fixes of by 1 pixel sizing for images with widths and/or height that has odd value
image_floatingPointSize: 10
isVisible
<值>
logic
<释>
If false will hide the unit.
isVisible: false
isVisibleToEnemies
<值>
bool
<释>
Only visible to player and allies when false. Recommend with showOnMinimapToEnemies. Useful for stealth units.
isVisibleToEnemies: false
teamColoringMode
<值>
<释>
"How pixels are used for team coloring, options: pureGreen (default), hueAdd, hueShift, disabled"
teamColoringMode: disabled
scaleImagesTo:
<值>
float
<释>
"Resize image to fit this value in pixels. Effects leg, and shadow images as well."
scaleImagesTo: 1
imageScale:
<值>
float
<释>
"Resize image. Defaults to 1. Effects leg, and shadow images as well."
imageScale: 1
drawLayer:
<值>
string
<释>
"Land units normally default to ground or ground2 if transport. Options: wreaks, underwater, bottom, ground, ground2, experimentals, air, top"
drawLayer: bottom
whenBeingBuiltMakeTransparentTill
<值>
float
<释>
"How long the transparent effect is applied to incomplete units, set to 0 to disable completely. Default: 1"
whenBeingBuiltMakeTransparentTill: 0.4
icon_zoomed_out
<值>
file (image)
<释>
Sets the custom image of the unit icon on the zoomed out battle map
icon_zoomed_out: unitIcon.png
icon_zoomed_out_neverShow
<值>
bool
<释>
Sets wheather show the unit icon or not on the zoomed out battle map
icon_zoomed_out_neverShow: false
icon_build
<值>
file (image)
<释>
Displays icon of the unit on Build Panel
icon_build: iconFish.png
image_turret:
<值>
file (image)
<释>
"Default image for all turrets, can also be set per turret"
image_turret: gun.png
teamColorsOnTurret:
<值>
bool
<释>
Defaults false. Apply team colours on turret as well. Also effects pre-turret images
teamColorsOnTurret: true
scaleTurretImagesTo:
<值>
float
<释>
"Will cause crash if image_turret is not specified, even if image is set per turret"
scaleTurretImagesTo: 1.2
lock_body_rotation_with_main_turret:
<值>
bool
<释>
Locks body image locked to first turret's direction
lock_body_rotation_with_main_turret: true
lock_leg_rotation_with_main_turret
<值>
bool
<释>
Locks legs and arms to first turret's direction
lock_leg_rotation_with_main_turret: true
image_shadow:
<值>
file (image)
<释>
"Image file, NONE, AUTO or AUTO_ANIMATED. (AUTO will use image and make it transparent black only.)"
image_shadow: shadow.png
shadowOffsetX:
<值>
float
<释>
Adjusts shadow horizontally
shadowOffsetX: 10
shadowOffsetY:
<值>
float
<释>
Adjusts shadow vertically
shadowOffsetY: 10
image_shadow_frames
<值>
bool
<释>
If shadow image should use frame animation of main image. .Alternative to AUTO_ANIMATED shadow value.
image_shadow_frames: true
lock_shadow_rotation_with_main_turret:
<值>
bool
<释>
Locks body image shadow locked to first turret's direction
lock_shadow_rotation_with_main_turret: true
total_frames
<值>
int
<释>
Defaults to 1. Animations require this.
total_frames: 3
frame_width:
<值>
int
<释>
"Calculated for you if total frames is set, but can be overridden"
frame_width: 40
frame_height:
<值>
int
<释>
Defaults to image height
frame_height: 60
default_frame
<值>
int
<释>
Default frame when not playing an animation. First frame is 0
default_frame: 0
splastEffect:
<值>
bool
<释>
True to create a water wave effect when over water. Default false
splastEffect: true
dustEffect:
<值>
bool
<释>
True to create a dust effect when over land. Default false
dustEffect: true
splastEffectReverse:
<值>
bool
<释>
True to also create effect when unit is reversing
splastEffectReverse: true
dustEffectReverse:
<值>
bool
<释>
True to also create effect when unit is reversing
dustEffectReverse: true
movementEffect
<值>
effect
<释>
"Custom movement effect, can be anything"
"movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5"
movementEffectReverse
<值>
effect
<释>
Reversed version of movementEffect: key
"movementEffectReverse: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5"
movementEffectRate
<值>
float
<释>
Sets the frequency of effects being spawned while moving
movementEffectRate: 10
movementEffectReverseFlipEffects
<值>
bool
<释>
Create effect as if unit has rotated 180 when reversing
movementEffectReverseFlipEffects: true
repairEffect
<值>
effect ref
<释>
"Custom repair effect, can be anything. Replaces default effect from builders"
repairEffect: CUSTOM:mist*5
repairEffectAtTarget
<值>
effect
<释>
Custom repair effect towards the repaired target
repairEffectAtTarget: CUSTOM:greensparks*2
repairEffectRate
<值>
int
<释>
"Sets the frequency of effects being spawned while repairing. Defaults to 5, affects both sides."
repairEffectRate: 20
reclaimEffect
<值>
effect
<释>
"Custom reclaim effect, can be anything. Replaces default effect from builders"
reclaimEffect: CUSTOM:sap*5
reclaimEffectAtTarget
<值>
effect
<释>
Custom reclaim effect towards the reclaimed target
reclaimEffectAtTarget: CUSTOM:redsparks*2
reclaimEffectRate
<值>
int
<释>
"Sets the frequency of effects being spawned while reclaiming. Defaults to 5, affects both sides."
reclaimEffectRate: 20
rotate_with_direction:
<值>
bool
<释>
Defaults to true. Makes unit body image locked to 0 degrees when false. Often used with animation_direction_*
rotate_with_direction: false
animation_direction_units:
<值>
float
<释>
"45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:false"
animation_direction_units: 45
animation_direction_strideX:
<值>
int
<释>
Animation frames to offset on direction change.
animation_direction_strideX: 40
animation_direction_strideY:
<值>
int
<释>
Animation frames to offset on direction change. Used with frame_height.
animation_direction_strideY: 60
animation_direction_starting:
<值>
float
<释>
Direction for first frame
animation_direction_starting: 90
disableLowHpFire
<值>
bool
<释>
"Defaults to false. When true, removes the flames on severely damaged unit/structure."
disableLowHpFire: false
disableLowHpSmoke
<值>
bool
<释>
"Defaults to false. When true, removes the smokes on severely damaged unit/structure."
disableLowHpSmoke: false
showTransportBar:
<值>
bool
<释>
Defaults to true. Shows the transport bar for transport units.
showTransportBar: false
showHealthBar
<值>
bool
<释>
"Defaults to true. Shows the health bar of a unit. (Still hidden even if true when ""Always show unit health"" setting is disabled.)"
showHealthBar: false
showEnergyBar
<值>
bool
<释>
Defaults to true. Shows the energy bar of a unit.
showEnergyBar: false
showShieldBar
<值>
bool
<释>
Defaults to true. Shows the shield bar of a unit. Also affects the presence of set custom shield sprite.
showShieldBar: false
showQueueBar
<值>
bool
<释>
Defaults to true. Shows the bar for build or action queue of a unit.
showQueueBar: false
showShotDelayBar
<值>
bool
<释>
Defaults to true. Shows the shot delay/warmup of a unit before firing.
showShotDelayBar: false
showSelectionIndicator
<值>
bool
<释>
Defaults to true. Shows select circle/box if true
showSelectionIndicator: false
teamColorsUseHue:
<值>
bool
<释>
False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to false
animation_TYPE_start:
<值>
int
<释>
"TYPE can be set to: attack, moving, idle. Use [animation] section instead for more control"
animation_moving_start: 0
animation_TYPE_end:
<值>
int
<释>
"End frame, must be larger then start"
animation_moving_end: 3
animation_TYPE_scale_start:
<值>
float
<释>
Scale unit image. Defaults to 1. Useful for bio units or breathing effects.
animation_TYPE_scale_end:
<值>
float
<释>
Scale unit image. Defaults to 1. Useful for bio units or breathing effects.
animation_TYPE_speed:
<值>
float
<释>
Delay for each frame of animation. Larger values cause slower animation
animation_TYPE_pingPong:
<值>
bool
<释>
Play animation in reverse before repeating. Useful with scale_start/scale_end