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codelist.json
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codelist.json
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{
"author": "冰点启航",
"version": "pt1",
"attributes": [
{
"key": "name:",
"section": "[core]",
"name": "名字",
"description": "定义单位原始名称,可以是中文。游戏使用它区分其它单位。如果没有在displayText或者语言文件设置显示名称,那么它也将作为单位的显示名称。\n具体描述文件位置:assets/translationsStrings_zh.properties格式:units.单位名称.name=写单位显示的名称\nunits.单位名称.description= [[填单位显示的描述]]",
"value_type": "string"
},
{
"key": "altNames:",
"section": "[core]",
"name": "别名",
"description": "以逗号分隔的名称列表。像名称一样,但优先级较低,对于启用多个自定义nod有用。",
"value_type": "string(s)"
},
{
"key": "class:",
"section": "[core]",
"name": "类",
"description": "无实际用处,可以删除。Luke说:保留供将来使用,默认情况下必须为CustomUnitMetadata。",
"value_type": "string"
},
{
"key": "strictLevel:",
"section": "[core]",
"name": "严格级别",
"description": "默认值为0,忽略代码重复。设为1时如果当前单位内有重复代码,则报错。建议添加到\"all-units.template\"以应用于所有单位,进行统一查错。",
"value_type": "float"
},
{
"key": "price:",
"section": "[core]",
"name": "价格",
"description": "设定单位造价,可以是负数,负数时提直接供资金。",
"value_type": "int"
},
{
"key": "mass:",
"section": "[core]",
"name": "质量",
"description": "单位的“重量”定义了它与其他单位的碰撞方式,值越大,推动就越困难。",
"value_type": "int"
},
{
"key": "techLevel:",
"section": "[core]",
"name": "科技等级",
"description": "设置单位的科技等级,共有3个级别,1级GUI显示为绿色,2、3级显示为黄色。",
"value_type": "int"
},
{
"key": "buildSpeed:",
"section": "[core]",
"name": "建造速度",
"description": "建造此单位需要的时间,填秒。以前的计算方式为:此处所填时间=1÷(60x你需要的秒)如果定义了工厂速率则需要乘以建造乘数。",
"value_type": "float / s"
},
{
"key": "radius:",
"section": "[core]",
"name": "半径",
"description": "单位的实际碰擦体积,也是实际的可选择范围。其光圈在displayRadius覆盖时真实体积不变。",
"value_type": "int"
},
{
"key": "isBio:",
"section": "[core]",
"name": "是生物",
"description": "此单位是否为生物,为生物则影响死亡声音和血迹(图像在drawable/blood_mark.png,hideScorchMark:true时可以隐藏)非生物则为黑色爆炸效果。",
"value_type": "bool"
},
{
"key": "isBug:",
"section": "[core]",
"name": "是虫子",
"description": "是否为虫子,用于沙盒中的单独分类。",
"value_type": "bool"
},
{
"key": "isBuilder:",
"section": "[core]",
"name": "是建造者",
"description": "若需要此单位建造建筑物,则通常需要此代码。并且默认设为[ai] useAsBuilder。",
"value_type": "bool"
},
{
"key": "maxHp:",
"section": "[core]",
"name": "生命值",
"description": "单位最大生命值,默认生成时即为此值。",
"value_type": "int"
},
{
"key": "selfRegenRate:",
"section": "[core]",
"name": "生命恢复速度",
"description": "此数值决定每帧增加血量。游戏内默认速度下,一秒为60逻辑帧,而你看到的FPS帧数为渲染帧,所以电脑上几百帧和手机上60帧和省电模式下30帧并不影响计算。所以不要写太大。可以写负值用于自毁。",
"value_type": "float"
},
{
"key": "maxShield:",
"section": "[core]",
"name": "护盾值",
"description": "单位最大护盾值,默认生成时即为此值。如果设置了startShieldAtZero:true,则初始为0.",
"value_type": "int"
},
{
"key": "startShieldAtZero:",
"section": "[core]",
"name": "护盾初始为0",
"description": "如果为true,则单位护盾值从0开始增加。",
"value_type": "bool"
},
{
"key": "shieldRegen:",
"section": "[core]",
"name": "护盾恢复速度",
"description": "此数值决定每帧增加护盾值,游戏内一秒为60帧,所以不要写太大。可以写负值。",
"value_type": "float"
},
{
"key": "energyMax:",
"section": "[core]",
"name": "能量值",
"description": "默认值为0。可以用作炮塔,激光防御和行动的弹药的能量。",
"value_type": "float"
},
{
"key": "energyRegen:",
"section": "[core]",
"name": "能量恢复速度",
"description": "能量每帧恢复速度,游戏内一秒为60帧,所以不要写太大。可以写负值。",
"value_type": "float"
},
{
"key": "energyRegenWhenRecharging",
"section": "[core]",
"name": "充能时能量恢复速度",
"description": "能量恢复是持续的,如果你设置了energyNeedsToRechargeToFull,那么攻击时按energyRegen恢复,耗尽时的灰条按此处设定值恢复。",
"value_type": "float"
},
{
"key": "energyStartingPercentage:",
"section": "[core]",
"name": "能量初始百分比",
"description": "单位生成时所携带的能量百分比。",
"value_type": "float"
},
{
"key": "energyNeedsToRechargeToFull:",
"section": "[core]",
"name": "能量需要充满",
"description": "若果能量耗尽,则需要完全充能才能进行攻击。",
"value_type": "float"
},
{
"key": "armour:",
"section": "[core]",
"name": "装甲",
"description": "抵消敌方攻击所造成的伤害。",
"value_type": "int"
},
{
"key": "armourMinDamageToKeep:",
"section": "[core]",
"name": "装甲最低伤害",
"description": "至少造成多少点伤害,默认为1.防止护甲太高完全打不动。",
"value_type": "int"
},
{
"key": "borrowResourcesWhileAlive:",
"section": "[core]",
"name": "资源活着时借用",
"description": "创建时获取这些资源,删除或销毁时将其返回。例如用于电力逻辑,负数供电和正数耗电。",
"value_type": "price"
},
{
"key": "generation_resources:",
"section": "[core]",
"name": "资源获取",
"description": "单位定时获得的资源,可自定义资源。",
"value_type": "price"
},
{
"key": "generation_active:",
"section": "[core]",
"name": "资源取得条件",
"description": "获取资源条件。可用于受损时无法产出。",
"value_type": "logicBoolean"
},
{
"key": "generation_credits:",
"section": "[core]",
"name": "资金获取",
"description": "生成资源,仅用于默认的资金,也就是铁锈默认的金钱。",
"value_type": "int"
},
{
"key": "generation_delay:",
"section": "[core]",
"name": "资金获取时间",
"description": "多久帧添加添加一次资源(generation_creditsvi指定数值)。默认值为40,一秒为60帧。Luke不建议使用。",
"value_type": "int"
},
{
"key": "showInEditor:",
"section": "[core]",
"name": "显示在沙盒中",
"description": "设置为false可在沙箱编辑器中隐藏单位。 (默认为true)",
"value_type": "bool"
},
{
"key": "displayText:",
"section": "[core]",
"name": "界面显示名称",
"description": "默认单位显示给玩家的单位名称。不填则显示core下的单位name。此条目依据语言设定不同会被下一条覆盖。",
"value_type": "LocaleString"
},
{
"key": "displayText_{LANG}:",
"section": "[core]",
"name": "界面显示文本多语言",
"description": "为单位名称添加多语言支持。此方法并不方便,不如设置游戏内部语言文件,建议催luke改。zh(中文通用) zh-cn(简体) zh-tw(台湾) zh-hk中文(香港) en(英语通用) ru(俄语) 其它自查(此列表并不全),不过你应该不会闲着支持这么多语言。西班牙语(西班牙)es-ES、葡萄牙语(葡萄牙)pt-PT、日语ja、阿姆哈拉语am、爱沙尼亚语et、保加利亚语bg、冰岛语is、波兰语pl、丹麦语da、德语de、法语(法国)fr-FR、法语(加拿大)fr-CA、菲律宾语fil、芬兰语fi、韩语ko、荷兰语nl、加泰罗尼亚语ca、捷克语cs、克罗地亚语hr、拉脱维亚语lv、立陶宛语lt、罗马尼亚语ro、马来语ms、南非荷兰语af、挪威语no、葡萄牙语(巴西)pt-BR、瑞典语sv、塞尔维亚语sr、斯洛伐克语sk、斯洛文尼亚语sl、斯瓦希里语sw、泰语th、土耳其语tr、乌克兰语uk、西班牙语(拉丁美洲)es-419、希伯来语he、希腊语el、匈牙利语hu、意大利语it、印地语hi、印度尼西亚语id in、英语(美国)en-US、英语(英国)en-GB、越南语vi、祖鲁语zu",
"value_type": "string"
},
{
"key": "displayDescription:",
"section": "[core]",
"name": "界面显示描述",
"description": "单位显示给玩家的单位描述。",
"value_type": "LocaleString"
},
{
"key": "displayDescription_{LANG}:",
"section": "[core]",
"name": "界面显示描述_其它语言",
"description": "为单位描述添加多语言支持。此方法并不方便,不如设置游戏内部语言文件,建议催luke改。地区码见上。",
"value_type": "string"
},
{
"key": "displayLocaleKey:",
"section": "[core]",
"name": "界面显示内部调用",
"description": "调用内部语言文件的单位名称和说明的翻译文件。",
"value_type": "string"
},
{
"key": "displayRadius:",
"section": "[core]",
"name": "单位选择时显示圆圈",
"description": "修改选择单位时显示的绿色圆圈,不更改实际碰撞(radius)和可选择范围。",
"value_type": "int"
},
{
"key": "uiTargetRadius",
"section": "[core]",
"name": "为目标时半径",
"description": "默认值为displayRadius。当攻击/回收/等等这个单位使用半径",
"value_type": "int"
},
{
"key": "shieldRenderRadius:",
"section": "[core]",
"name": "单位护盾显示半径",
"description": "护盾绘制半径,默认值比半径大一点。可以设置在单位上显示更大或更小的护盾圈。",
"value_type": "int"
},
{
"key": "shieldDisplayOnlyDeflection:",
"section": "[core]",
"name": "护盾只在受攻击时显示",
"description": "隐藏护盾,只在受到攻击时显示。",
"value_type": "bool"
},
{
"key": "shieldDeflectionDisplayRate:",
"section": "[core]",
"name": "护盾消失速度",
"description": "默认值为4。数值越大消失越快。",
"value_type": "float"
},
{
"key": "showOnMinimap:",
"section": "[core]",
"name": "显示在小地图上",
"description": "默认为true。如果为false,则在小地图上不显示此单位。",
"value_type": "bool"
},
{
"key": "showOnMinimapToEnemies",
"section": "[core]",
"name": "显示于敌人小地图",
"description": "是否在敌人小地图上显示。目前不支持逻辑。",
"value_type": "bool"
},
{
"key": "showActionsWithMixedSelectionIfOtherUnitsHaveTag:",
"section": "[core]",
"name": "混合所选单位所显示的行为",
"description": "如果选择的单位都包含此处使用的标签,则合并“行为(action)”。比如你的步兵通过部署转化成另一个单位,在混合时可以当作同一个单位处理,不再是默认的谁都无法执行操作。例子如红警的盟军大兵在混合选中后依旧可执行部署或解除。",
"value_type": "tags"
},
{
"key": "isBuilding:",
"section": "[core]",
"name": "是建筑",
"description": "定义单位是否为建筑物。",
"value_type": "bool"
},
{
"key": "footprint:",
"section": "[core]",
"name": "建筑碰撞范围",
"description": "填四个数值(左,上,右,下),单位是格子,建筑默认占一格,向左和向上需要填负数,填整数在选择时有偏移。\n四个数值可以完全颠倒,这样不会阻碍单位移动。决定建筑单位碰撞体积,此区域内单位不能通过,如果在单位运动途中单位则会绕过。单位实际可选择面积使用的是radius。",
"value_type": "ints"
},
{
"key": "constructionFootprint:",
"section": "[core]",
"name": "建筑覆盖范围",
"description": "基础规则同上,这个区域内不能建造建筑,但是单位可以通过。一般需要设定比上一个面积大。好处是即使建造的密密麻麻,单位也有路可走",
"value_type": "ints"
},
{
"key": "displayFootprint:",
"section": "[core]",
"name": "建筑选择UI",
"description": "基础规则同上,用于选择单位时UI显示。不设定则默认为建筑覆盖区域。",
"value_type": "ints"
},
{
"key": "buildingSelectionOffset:",
"section": "[core]",
"name": "建筑UI调整",
"description": "默认值为0。以像素为单位对选框额外设定。",
"value_type": "int"
},
{
"key": "buildingToFootprintOffsetX:",
"section": "[core]",
"name": "建筑X轴偏移",
"description": "设置X轴位置偏移,默认10.若设置非对称的建筑,单位会根据覆盖范围会挤在角上,这时如果要准确显示就需要额外偏移。与直接使用图像偏移的区别:\n由于铁锈判断选中单位是根据单位体积(radius),因此图像偏移实际上单位的位置不变,会容易造成点击时的误差。而当前代码实际上是移动单位,则不会造成这个问题。",
"value_type": "float"
},
{
"key": "buildingToFootprintOffsetY:",
"section": "[core]",
"name": "建筑Y轴偏移",
"description": "设置Y轴位置偏移,默认10.其它参上条",
"value_type": "float"
},
{
"key": "placeOnlyOnResPool:",
"section": "[core]",
"name": "建筑只能建造在资源池上",
"description": "通常用于提取器,会强制在资源池中进行建筑物构造。可以用于在自定义战役中限制某单位只能在某地建造。",
"value_type": "bool"
},
{
"key": "selfBuildRate:",
"section": "[core]",
"name": "自动建造速度",
"description": "此单位自动构造所需要的时间,目前用于虫族。计算方式为:此处所填时间=1÷(60x你需要的秒)。",
"value_type": "float"
},
{
"key": "ignoreInUnitCapCalculation",
"section": "[core]",
"name": "不计入单位数量统计",
"description": "铁锈中有单位数量上限设定,填true时不计入统计,多用于辅助单位,建筑物的默认值为true。",
"value_type": "bool"
},
{
"key": "copyFrom:",
"section": "[core]",
"name": "复制数据自",
"description": "加载其它文件的单位数据作为该单位的默认值,支持多个文件。无后缀名限制,可不写dont_load,用于模块化。",
"value_type": "file(s) (ini)"
},
{
"key": "dont_load:",
"section": "[core]",
"name": "禁止加载",
"description": "不加载此单位,缺失数据时不会出错。与copyFrom一起使用时很有用。",
"value_type": "bool"
},
{
"key": "overrideAndReplace:",
"section": "[core]",
"name": "覆盖单位",
"description": "用此单位覆盖另一个单位,地图上所有单位也将被替换,可以用来替换dex内无法修改的单位。",
"value_type": "string(s)"
},
{
"key": "onNewMapSpawn:",
"section": "[core]",
"name": "地图位置产生指定单位",
"description": "在地图上添加此单位。可以用于覆盖铁锈默认的资源逻辑。参数:\nemptyResourcePools_asNeutral 产生位置于空资源池,并且为中立所属\nemptyOrOccupiedResourcePools_asNeutral 空的或者已经占用的资源池,并且为中立所属\nmapCenter_asNeutral 地图中心,且为中立所属\nmapCenter_eachActiveTeam 地图中心,且给与每个玩家\nspawnPoint_eachActiveTeam 玩家初始位置,给与每个玩家",
"value_type": "string"
},
{
"key": "globalScale:",
"section": "[core]",
"name": "全局缩放",
"description": "废弃代码,不要用。将一个单位按比例放大,但不放大攻击力。默认值为1。不建议更改。",
"value_type": "float"
},
{
"key": "isLocked:",
"section": "[core]",
"name": "锁定",
"description": "禁止建造该单位。可以与overrideAndReplace一起使用,以限制玩家可以建造的单位。",
"value_type": "bool"
},
{
"key": "isLockedIfGameModeNoNuke:",
"section": "[core]",
"name": "禁核模式锁定",
"description": "如果在游戏开始前选择了禁用核武器,禁止建造此单位。",
"value_type": "bool"
},
{
"key": "experimental:",
"section": "[core]",
"name": "实验单位标志",
"description": "标记单位为实验单位。影响缩小图标和游戏结束统计。",
"value_type": "bool"
},
{
"key": "stayNeutral:",
"section": "[core]",
"name": "保持中立",
"description": "设置为false时,单位处于中立队伍情况下,禁止靠近时更改为玩家所属。仍然有其它方式获得。",
"value_type": "bool"
},
{
"key": "createNeutral:",
"section": "[core]",
"name": "创建时中立",
"description": "设置为true时,产生该单位总是自动转变为中立队伍。创建时中立,但不妨碍玩家捕获。",
"value_type": "bool"
},
{
"key": "createOnAggressiveTeam:",
"section": "[core]",
"name": "创建为敌对中立",
"description": "设置为true时,此中立单位对所有玩家有敌意。",
"value_type": "bool"
},
{
"key": "tags:",
"section": "[core]",
"name": "标签",
"description": "标签,用于对单位进行分类,用于实现各种各样的特殊作。比如单位数量限制,伤害修正,增益损益,触发条件等等",
"value_type": "string(s)"
},
{
"key": "fogOfWarSightRange:",
"section": "[core]",
"name": "视野",
"description": "设置单位视野,在战争迷雾中可以看到的瓷砖数量。默认为15。",
"value_type": "int"
},
{
"key": "fogOfWarSightRangeWhileNotBuilt",
"section": "[core]",
"name": "未完成时视野",
"description": "填数值,当建筑或单位没有建造完成时,它的视野范围",
"value_type": "int"
},
{
"key": "softCollisionOnAll:",
"section": "[core]",
"name": "碰撞体积软化",
"description": "与其他单位碰撞时产生柔和的碰撞效果,填负数会导致单位相互吸引。",
"value_type": "int"
},
{
"key": "disableAllUnitCollisions:",
"section": "[core]",
"name": "禁用碰撞",
"description": "如果为true,则该单位无视与其它单位碰撞。无碰撞体积单位可以用于固定位置制造效果,或是用于一些不影响单位通行的场景。",
"value_type": "bool"
},
{
"key": "isUnrepairableUnit:",
"section": "[core]",
"name": "禁止被修复",
"description": "如果为true,则任何单位都无法修复此单位。但负伤害仍然可以维修。",
"value_type": "bool"
},
{
"key": "isUnselectable:",
"section": "[core]",
"name": "禁止选择",
"description": "如果为true,则无法选择单位。 (包括AI)可用于效果单位,禁止被玩家选择。",
"value_type": "bool"
},
{
"key": "isUnselectableAsTarget",
"section": "[core]",
"name": "禁止选择和作为目标",
"description": "默认效果为isUnselectable。可以用来创造不能被选择但是可以被攻击,回收的单位",
"value_type": "bool"
},
{
"key": "isPickableStartingUnit:",
"section": "[core]",
"name": "为可选初始单位",
"description": "如果为true,则将单位添加到游戏高级设置菜单中,用于可选初始单位菜单。",
"value_type": "bool"
},
{
"key": "startFallingWhenStartingUnit:",
"section": "[core]",
"name": "为可选单位开局后从天而降",
"description": "如果为true,则游戏开始时,此单位会从从天而降。",
"value_type": "bool"
},
{
"key": "soundOnAttackOrder:",
"section": "[core]",
"name": "攻击指令音效",
"description": "填音效名称列表。用,隔开。每次下达攻击指令时只播放其中一个。仅支持.ogg和.wav格式,注意如果你mod用于pc端,则不要直接修改后缀名,要转换格式。",
"value_type": "sound(s)"
},
{
"key": "soundOnMoveOrder:",
"section": "[core]",
"name": "移动指令音效",
"description": "填声音名称列表。用,隔开。每次下达移动指令时只播放其中一个。仅支持.ogg和.wav格式,注意不要直接修改后缀名,要转换格式。",
"value_type": "sound(s)"
},
{
"key": "soundOnNewSelection:",
"section": "[core]",
"name": "选择指令音效",
"description": "填声音名称列表。用,隔开。每次下达选择指令时只播放其中一个。仅支持.ogg和.wav格式,注意不要直接修改后缀名,要转换格式。",
"value_type": "sound(s)"
},
{
"key": "canNotBeDirectlyAttacked:",
"section": "[core]",
"name": "禁止直接攻击",
"description": "无敌,如果为true,任何单位都不能直接瞄准此单位,也不会受到范围武器伤害。则还将在胜利/失败检查中跳过检查。",
"value_type": "bool"
},
{
"key": "canNotBeDamaged",
"section": "[core]",
"name": "禁止受到伤害",
"description": "无敌,可被敌方攻击,但不造成实质伤害。如果canNotBeDirectlyAttacked为true,此语句为false,则不可被直接攻击但受到范围伤害。",
"value_type": "bool"
},
{
"key": "canNotBeGivenOrdersByPlayer:",
"section": "[core]",
"name": "禁止接受指令",
"description": "如果为true,则单位不会接受玩家或AI的命令。可以选中查看信息。",
"value_type": "bool"
},
{
"key": "canOnlyBeAttackedByUnitsWithTags:",
"section": "[core]",
"name": "仅许带此标签单位攻击",
"description": "填标签,只有带有这些标签的单位才能直接定位到该单位。",
"value_type": "strings(s)"
},
{
"key": "transportSlotsNeeded:",
"section": "[core]",
"name": "运输占用位置",
"description": "默认值为1。此单位在运输载具中占据的格子数。",
"value_type": "int"
},
{
"key": "maxTransportingUnits:",
"section": "[core]",
"name": "运输槽位数量",
"description": "该单位载员格子数量。",
"value_type": "int"
},
{
"key": "transportUnitsRequireTag:",
"section": "[core]",
"name": "被运输单位需要标签",
"description": "仅允许运输具有这些标签之一的单位。可以用于运输类型分类,如人运物资,步兵车运人,气垫船运车辆。或是子机限制,如航母飞机只能降落到航母。",
"value_type": "string(s)"
},
{
"key": "transportUnitsRequireMovementType:",
"section": "[core]",
"name": "被运输单位类型限制",
"description": "仅允许运输具有这些移动类型之一的单位。默认陆地。比如可以设定某单位可以运输空军以实现停机坪,只运输海军等。",
"value_type": "movementTypes"
},
{
"key": "transportUnitsBlockAirAndWaterUnits:",
"section": "[core]",
"name": "禁止运输空军和海军",
"description": "禁止运输空军和海军,默认为true。如果为true,则此单位只能运输LAND单位。",
"value_type": "bool"
},
{
"key": "transportUnitsKeepBuiltUnits:",
"section": "[core]",
"name": "单位建造完成时保留在载具内",
"description": "使建造的单位留在运输者中,而不是造完直接从载具中出来。",
"value_type": "LogicBoolean"
},
{
"key": "transportUnitsCanUnloadUnits:",
"section": "[core]",
"name": "载具可以卸载单位",
"description": "载具卸载单位需要满足条件,默认为“ if not self.isOverLiquid() and not self.isMoving()”(不在液体上且没有移动)",
"value_type": "LogicBoolean"
},
{
"key": "transportUnitsAddUnloadOption:",
"section": "[core]",
"name": "载具显示卸载按钮",
"description": "是否显示卸载按钮",
"value_type": "LogicBoolean"
},
{
"key": "transportUnitsUnloadDelayBetweenEachUnit:",
"section": "[core]",
"name": "载具卸载时间间隔",
"description": "卸载单位之间的延迟时间。",
"value_type": "float"
},
{
"key": "transportUnitsKillOnDeath:",
"section": "[core]",
"name": "载具内单位和载具一同死亡",
"description": "默认为true。如果载具死亡,则其中单位也死亡。",
"value_type": "LogicBoolean"
},
{
"key": "transportUnitsHealBy:",
"section": "[core]",
"name": "载具治疗内部单位速度",
"description": "填数值,以帧为单位。自动治疗载具内部单位。",
"value_type": "float"
},
{
"key": "transportUnitsBlockOtherTransports:",
"section": "[core]",
"name": "载具禁止装载其它载具",
"description": "默认值为true,如果为false,则此载具可以装载其它载具。比如步兵装物资,载具装步兵,运输船装载具。",
"value_type": "bool"
},
{
"key": "whileNeutralTransportAnyTeam:",
"section": "[core]",
"name": "中立时可装载任意所属单位",
"description": "如果是中立的,则这个部队可以装载任何队伍的部队。可用于占领中立单位,比如坦克需要驾驶员,步兵建筑平民建筑。",
"value_type": "bool"
},
{
"key": "whileNeutralConvertToTransportedTeam:",
"section": "[core]",
"name": "中立时转换为载员队伍",
"description": "中立时将其转换为载员队伍。与whileNeutralTransportAnyTeam一起使用,用于占领中立单位。",
"value_type": "bool"
},
{
"key": "convertToNeutralIfNotTransporting:",
"section": "[core]",
"name": "卸载所有单位时恢复为中立",
"description": "卸载单位时将其恢复为中立队伍。与whileNeutralTransportAnyTeam一起使用。",
"value_type": "bool"
},
{
"key": "transportUnitsOnTeamChangeKeepCurrentTeam:",
"section": "[core]",
"name": "转换所属时保留内部单位所属",
"description": "如果为true,则单位转换阵营时仍然将运输的单位保留在其原始队伍中。",
"value_type": "bool"
},
{
"key": "transportUnitsEachUnitAlwaysUsesSingleSlot",
"section": "[core]",
"name": "载员只占用一个槽位",
"description": "所有载员无论体积只占用一个运输槽。但体积大于载员数时仍然不能进入。",
"value_type": "bool"
},
{
"key": "resourceRate:",
"section": "[core]",
"name": "回收速率",
"description": "回收速度。按帧算。与canReclaimResources一起使用。允许其他队伍回收该单位。通常与中立队伍配合使用。使用价格来设置获取哪些资源。",
"value_type": "float"
},
{
"key": "similarResourcesHaveTag:",
"section": "[core]",
"name": "像用于此标签的单位",
"description": "有这些标签时,资源采集单位将视为同一种资源",
"value_type": "string(s)"
},
{
"key": "resourceMaxConcurrentReclaimingThis:",
"section": "[core]",
"name": "可同时被此数目单位回收",
"description": "默认为无限制。限制有多少单位可以同时回收此资源。",
"value_type": "int"
},
{
"key": "reclaimPrice:",
"section": "[core]",
"name": "回收价格",
"description": "自定义资源,类似价格。对于自定义资源很有用。",
"value_type": "int"
},
{
"key": "canReclaimResources:",
"section": "[core]",
"name": "可以回收资源",
"description": "如果为true,则此单位可以收集资源,这对于resourceRate很有用。",
"value_type": "bool"
},
{
"key": "canReclaimResourcesNextSearchRange:",
"section": "[core]",
"name": "搜寻资源范围",
"description": "当一处资源采集完后,搜寻更多资源的范围。",
"value_type": "int"
},
{
"key": "canReclaimResourcesOnlyWithTags:",
"section": "[core]",
"name": "仅允许回收特定标签资源",
"description": "仅允许回收有此标签的单位。",
"value_type": "string(s)"
},
{
"key": "canRepairBuildings:",
"section": "[core]",
"name": "可以修建筑",
"description": "如果为true,该单位可以修复建筑。 (isBuilder:true是必需的)",
"value_type": "bool"
},
{
"key": "canRepairUnits:",
"section": "[core]",
"name": "可以修单位",
"description": "如果为true,此单位可以修复单位。 (isBuilder:true是必需的)",
"value_type": "bool"
},
{
"key": "autoRepair:",
"section": "[core]",
"name": "可以自动修",
"description": "自动维修附近单位,范围为nanoRange。 (isBuilder:true是必需的)",
"value_type": "bool"
},
{
"key": "canReclaimUnitsOnlyWithTags",
"section": "[core]",
"name": "仅允许回收特定标签单位",
"description": "仅允许此单位回收具有特定标签单位。",
"value_type": "tags"
},
{
"key": "canRepairUnitsOnlyWithTags",
"section": "[core]",
"name": "仅允许维修特定标签单位",
"description": "仅允许此单位维修具有特定标签单位。",
"value_type": "tags"
},
{
"key": "nanoRange:",
"section": "[core]",
"name": "维修或建造范围",
"description": "默认值为85。定义单位的构建/修复/回收范围。",
"value_type": "int"
},
{
"key": "nanoRepairSpeed:",
"section": "[core]",
"name": "维修速度",
"description": "默认值为0.2。定义单位修复速度。",
"value_type": "float"
},
{
"key": "nanoBuildSpeed:",
"section": "[core]",
"name": "建造速度",
"description": "默认值为1。定义单位建造速度。 (可能与目标的buildSpeed相乘)",
"value_type": "float"
},
{
"key": "nanoRangeForRepairIsMelee:",
"section": "[core]",
"name": "维修范围按近战逻辑",
"description": "定义此单位维修时是否为近战算法,默认计算是从自身中心到目标中心,如果单位过大运动又受到阻碍,则虽然看起来很近,然而实际太远无法建造。\n近战类算法则是算上其半径,由中心计算改为从边缘计算。",
"value_type": "bool"
},
{
"key": "nanoRangeForReclaimIsMelee:",
"section": "[core]",
"name": "回收范围按近战逻辑",
"description": "与上条类似,本条定义其回收范围是否为近战算法。",
"value_type": "bool"
},
{
"key": "nanoRangeForRepair:",
"section": "[core]",
"name": "维修距离",
"description": "此单位维修距离。",
"value_type": "int"
},
{
"key": "nanoRangeForReclaim:",
"section": "[core]",
"name": "回收距离",
"description": "此单位回收距离。",
"value_type": "int"
},
{
"key": "nanoFactorySpeed:",
"section": "[core]",
"name": "工厂速度乘数",
"description": "默认值为1。如果此单位是工厂,则乘以创建单位的buildSpeed值。用于加速或者减速建造。",
"value_type": "float"
},
{
"key": "extraBuildRangeWhenBuildingThis:",
"section": "[core]",
"name": "额外建造距离",
"description": "此单位额外的建造距离,可以使建造者在更远的地方建造它,多用于水上建筑。",
"value_type": "int"
},
{
"key": "builtFrom_#_name:",
"section": "[core]",
"name": "从此单位建造",
"description": "除非你向原版工厂添加单位,否则不建议使用。将该单位添加到目标建筑物中。",
"value_type": "string(s)"
},
{
"key": "builtFrom_#_pos:",
"section": "[core]",
"name": "从此单位建造排序",
"description": "在列表中的排序,越小越靠前。",
"value_type": "float"
},
{
"key": "builtFrom_#_forceNano:",
"section": "[core]",
"name": "从此单位像建筑一样建造",
"description": "如果为true,则像构建建筑一样造此单位。 (即使是一个单位)",
"value_type": "bool"
},
{
"key": "builtFrom_#_isLocked:",
"section": "[core]",
"name": "从此单位建造条件",
"description": "如果为true,则无法在目标中构建此单位。 (逻辑布尔值,设置建造条件)",
"value_type": "LogicBoolean"
},
{
"key": "builtFrom_#_isLockedMessage:",
"section": "[core]",
"name": "从此单位建造锁定信息",
"description": "无法建造时显示的信息。",
"value_type": "LocaleString"
},
{
"key": "exit_x:",
"section": "[core]",
"name": "离开x轴",
"description": "从载具卸载或者工厂生产完成时,单位出现的位置,默认为0",
"value_type": "float"
},
{
"key": "exit_y:",
"section": "[core]",
"name": "离开y轴",
"description": "从载具卸载或者工厂生产完成时,单位出现的位置,默认为5,正数向下。",
"value_type": "float"
},
{
"key": "exit_dirOffset:",
"section": "[core]",
"name": "离开旋转角度",
"description": "单位默认为180(朝下),建筑物默认为0(朝右)。定义已创建或卸载单位的退出方向。",
"value_type": "float"
},
{
"key": "exit_heightOffset:",
"section": "[core]",
"name": "离开高度",
"description": "默认值为0。定义创建或卸载的单位出现的高度。",
"value_type": "float"
},
{
"key": "exit_moveAwayAmount:",
"section": "[core]",
"name": "离开距离",
"description": "默认值为70。定义创建或卸载的单位与该单位的距离。",
"value_type": "float"
},
{
"key": "exitHeightIgnoreParent",
"section": "[core]",
"name": "离开高度忽略父单位",
"description": "离开时的高度不考虑父高度;用于与父单位一起建造时分离附件",
"value_type": "bool"
},
{
"key": "dieOnConstruct:",
"section": "[core]",
"name": "构建时死亡",
"description": "如果为true,则创建建筑时删除自身。(目标建筑物/单位需要selfBuildRate以自动建造完成)",
"value_type": "bool"
},
{
"key": "dieOnZeroEnergy:",
"section": "[core]",
"name": "无能量时死亡",
"description": "如果能量值为零,该单位死亡。",
"value_type": "bool"
},
{
"key": "numBitsOnDeath:",
"section": "[core]",
"name": "死亡产生碎片",
"description": "定义该单位死亡时散落的碎片的数量。",
"value_type": "int"
},
{
"key": "nukeOnDeath:",
"section": "[core]",
"name": "死亡核爆",
"description": "不推荐使用。建议使用死亡武器代替,其拥有更丰富的设定选项。如果为true,单位死亡时会生成一个内置的核弹爆炸效果。",
"value_type": "bool"
},
{
"key": "nukeOnDeathRange:",
"section": "[core]",
"name": "死亡核爆范围",
"description": "不推荐使用。定义使用nukeOnDeath时的核弹效果范围。",
"value_type": "float"
},
{
"key": "nukeOnDeathDamage:",
"section": "[core]",
"name": "死亡核爆伤害",
"description": "不推荐使用。定义使用nukeOnDeath时的核武器效果区域伤害。",
"value_type": "float"
},
{
"key": "nukeOnDeathDisableWhenNoNuke:",
"section": "[core]",
"name": "死亡核爆条件",
"description": "不推荐使用。默认为false。如果为true,则禁用核武器时,该单位死亡时不会产生核爆炸。",
"value_type": "bool"
},
{
"key": "fireTurretXAtSelfOnDeath:",
"section": "[core]",
"name": "死亡武器",
"description": "死亡武器。单位死后,使用指定炮塔攻击自身所在位置。",
"value_type": "turret ref"
},
{
"key": "explodeOnDeath:",
"section": "[core]",
"name": "死亡爆炸",
"description": "默认为true。如果为false,则禁用单位死亡时的内置爆炸效果。",
"value_type": "bool"
},
{
"key": "explodeOnDeathGroundCollision:",
"section": "[core]",
"name": "死亡撞击地面爆炸",
"description": "默认为true。如果为false,则禁用接触地面时内置爆炸效果。",
"value_type": "boolean"
},
{
"key": "effectOnDeath:",
"section": "[core]",
"name": "死亡效果",
"description": "单位死亡时产生内置或自定义效果。",
"value_type": "effect(s) ref"
},
{
"key": "effectOnDeathGroundCollision:",
"section": "[core]",
"name": "死亡撞击地面效果",
"description": "类似于effectOnDeath,但当单位接触地面时。对飞行单位有用。",
"value_type": "effect(s) ref"
},
{
"key": "unitsSpawnedOnDeath:",