WIn_RustTools/Assets/CodeTable/RustCode/code.json
muqing 7735738c3d 简化和优化代码,添加新 JSON 文件
此次提交主要对代码进行了简化和优化,具体更改如下:

1. 在 `App.xaml` 中,将 `ConCernItem` 的 `DataTemplate` 从 `StackPanel` 改为 `Grid`,并添加了 `Grid.ColumnDefinitions` 和 `Grid.RowDefinitions`。
2. 在 `App.xaml.cs` 中,删除了创建和解压缩 `RustCode` 目录的代码,改为直接从 `Assets` 目录获取 `DataBaseManifest` 文件,并更新了异常处理逻辑。
3. 在 `RustTools.csproj` 中,添加了新的 `PackageReference`,更新了 `RestSharp` 的版本,并注释掉了 `squirrel.windows` 的引用。
4. 在 `PostRwmod.xaml.cs` 中,删除了 `SharpCompress.Common` 和 `TinyPinyin` 的引用。
5. 在 `CodeDataPage.xaml.cs` 中,更新了 `filePath` 的路径,从 `ApplicationData.Current.LocalFolder.Path` 改为 `AppContext.BaseDirectory`。
6. 在 `ConcernPage.xaml` 中,调整了 `StackPanelA` 的 `MinWidth` 属性,并删除了 `StackPanel` 的 `Background` 属性。
7. 在 `ConcernPage.xaml.cs` 中,更新了 `Getlist` 方法的逻辑,增加了对 `response` 的空值和错误码检查。
8. 在 `ModulePage.xaml.cs` 中,删除了 `SharpCompress.Common` 和 `WinRT.Interop` 的引用。
9. 在 `SettingsPage.xaml` 中,更新了 `PersonPicture` 的 `ToolTipService.ToolTip` 属性。
10. 在 `IniHelper.cs` 中,更新了 `Load` 方法的 `filePath` 路径,并添加了目录不存在时创建目录的逻辑。
11. 在 `wj.cs` 中,更新了 `CD` 的路径为 `AppContext.BaseDirectory`,并注释掉了废弃的路径。
12. 在 `config.ini` 中,添加了 `[Settings]` 节点和 `SystemBackdrop=Mica` 设置。

此外,添加了以下新 JSON 文件:
1. `DataBaseManifest.json`:包含数据集的基本信息和数据表的映射。
2. `game_version.json`:包含游戏版本数据。
3. `section.json`:包含铁锈助手节名数据。
4. `value_type.json`:定义了一个名为 "值类型表" 的数据结构,包含多个值类型及其详细信息。
2025-01-20 22:43:40 +08:00

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{
"name": "铁锈助手代码表数据集",
"data": [
{
"code": "name",
"translate": "名称",
"description": "定义单位的原始名称,在这种情况下,游戏使用标识为唯一的名称。 (游戏中不显示此名称)",
"type": "string",
"addVersion": 1,
"section": "core",
"demo": "中文:\n[核心]\n名称:单位名称\n\nEnglish:\n[core]\nname:demo"
},
{
"code": "class",
"translate": "类",
"description": "保留供将来使用,默认情况下必须为自定义单位元数据。",
"type": "class",
"addVersion": 1,
"section": "core",
"demo": "中文:\n[核心]\n类:自定义单位元数据\n\nEnglish:\n[core]\nclass:CustomUnitMetadata"
},
{
"code": "CustomUnitMetadata",
"translate": "自定义单位元数据",
"description": "代替CustomUnitMetadata",
"type": "constant",
"addVersion": 3,
"section": "core",
"demo": "中文:\n[核心]\n类:自定义单位元数据\n\nEnglish:\n[core]\nclass:CustomUnitMetadata"
},
{
"code": "price",
"translate": "价格",
"description": "设定单位造价,可以是负数,负数时提直接供资金。",
"type": "resource",
"addVersion": 1,
"section": "core,action,hiddenAction",
"demo": "中文:\n[核心]\n价格:5000\n\nEnglish:\n[core]\nprice:5000"
},
{
"code": "maxHp",
"translate": "生命值",
"description": "单位最大生命值,默认生成时即为此值。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": "中文:\n[核心]\n生命值:5000\n\nEnglish:\n[core]\nmaxHp:5000"
},
{
"code": "mass",
"translate": "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,其他小质量的单位推动它就越困难。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": "中文:\n[核心]\n质量:1000\n\nEnglish:\n[core]\nmass:5000"
},
{
"code": "techLevel",
"translate": "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。\n他主要用于在早期的Build_From参数现在已经不推荐使用此参数。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": "中文:\n[核心]\n科技等级:3\n\nEnglish:\n[core]\ntechLevel:3"
},
{
"code": "buildSpeed",
"translate": "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。",
"type": "time",
"addVersion": 1,
"section": "core,action,hiddenAction,ai,template,comment",
"demo": ""
},
{
"code": "radius",
"translate": "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 单位选择时显示圆圈 覆盖时真实体积不变。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "isBio",
"translate": "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.pnghideScorchMarktrue时可以隐藏非生物则为黑色爆炸效果。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "displayText",
"translate": "界面显示名称",
"description": "默认单位显示给玩家的单位名称。不填则显示核心下的单位名称。此条目依据语言设定不同会被下一条覆盖。",
"type": "language",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "displayDescription",
"translate": "界面显示描述",
"description": "描述你的单位,游戏显示给玩家。",
"type": "language",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "copyFrom",
"translate": "复制自",
"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。\ncopyFrom现在可以用三个双引号引用多行内容\n用法举例:\ncopyFrom:\nROOT:a.ini,\nROOT:b.ini,\nROOT:c.ini",
"type": "path",
"addVersion": 1,
"section": "turret,leg,core,arm",
"demo": ""
},
{
"code": "dont_load",
"translate": "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。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "true",
"translate": "真",
"description": "代替true",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "false",
"translate": "假",
"description": "代替false",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "altNames",
"translate": "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mod有用。",
"type": "string",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "overrideAndReplace",
"translate": "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。",
"type": "copyDexunit",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "globalScale",
"translate": "全局规模",
"description": "默认为1。 不推荐改变。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "displayLocaleKey",
"translate": "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。",
"type": "string",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "showInEditor",
"translate": "显示在沙盒中",
"description": "设置为 假 可在沙箱编辑器中隐藏单位。 (默认为真)",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "isLocked",
"translate": "锁定",
"description": "锁定这个行动/建造,在游戏中无法使用这个行动。",
"type": "logicBoolean",
"addVersion": 1,
"section": "action,hiddenAction,canBuild,core",
"demo": ""
},
{
"code": "experimental",
"translate": "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。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "generation_credits",
"translate": "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。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "generation_delay",
"translate": "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。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "stayNeutral",
"translate": "保持中立",
"description": "设置为假时,如果该单位是中立单位,则玩家靠近时不会更改自身队伍。仍然有其它方式获得。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "resourceRate",
"translate": "回收速率",
"description": "回收速度。按帧算。与 可以回收资源 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。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "canReclaimResources",
"translate": "可以回收资源",
"description": "如果为真则此单位可以收集资源这对于resourceRate很有用。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "maxShield",
"translate": "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(护盾初始为零:真)则初始值为0.",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "startShieldAtZero",
"translate": "护盾初始为零",
"description": "如果为true则你创建该单位的时候它的护盾初始值为0。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "shieldRegen",
"translate": "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,所以写'1'就是每秒恢复60护盾,可以写负值以做到减少护盾的效果。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "shieldDisplayOnlyDeflection",
"translate": "护盾只在受攻击时显示",
"description": "隐藏护盾图像,让护盾图像只在受到攻击时显示。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "shieldDeflectionDisplayRate",
"translate": "护盾消失速度",
"description": "默认值为4。数值越大消失越快。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "energyMax",
"translate": "能量值",
"description": "大部分情况下会用到,默认值为0。可以用作炮塔激光防御和行动的弹药的能量。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "energyRegen",
"translate": "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。写'1'就是每秒恢复60能量,可以写负值以做到每秒减少能量的效果。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "energyStartingPercentage",
"translate": "能量初始百分比",
"description": "单位生成时所携带的能量百分比,比如单位的能量值设置为100,如果这一条代码写的是30则单位初始拥有30能量,默认为100。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "energyNeedsToRechargeToFull",
"translate": "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(比如火蜂战机对地的导弹)。对不需要能量需求的炮塔无效",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "displayRadius",
"translate": "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。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "buildingSelectionOffset",
"translate": "建筑UI调整",
"description": "默认值为0。以像素为单位对选框额外设定。也就是说,如果这个建筑单位选中的方框和你预想的有差别的话,使用这条代码可以不改变建筑覆盖面积的情况下改变选中它的绿色方框",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "buildingToFootprintOffsetX",
"translate": "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: 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。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "buildingToFootprintOffsetY",
"translate": "建筑Y轴偏移",
"description": "设置Y轴位置偏移默认10.其它参见 建筑X轴偏移",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "fogOfWarSightRange",
"translate": "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。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "exit_x",
"translate": "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",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "exit_y",
"translate": "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。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "softCollisionOnAll",
"translate": "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,如果填的太大则该单位几乎会被无视碰撞。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "isBug",
"translate": "是虫子",
"description": "是否为虫族,用于沙盒分类,一般和'是生物'一起使用。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "hideScorchMark",
"translate": "死亡痕迹",
"description": "如果为真,则禁止单位死亡时留下焦痕。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "isBuilding",
"translate": "是建筑",
"description": "定义单位是否为建筑物,并赋予默认的占地面积等。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "placeOnlyOnResPool",
"translate": "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。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "canRepairBuildings",
"translate": "可以修建筑",
"description": "如果为真,该单位可以修复建筑。 (被修复目标的代码中,是建筑:真 是必需的)",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "canRepairUnits",
"translate": "可以修单位",
"description": "如果为真,此单位可以修复单位。 (此单位代码中,是建造者:真是必需的)",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "autoRepair",
"translate": "可自动修",
"description": "自动维修附近单位,范围为 维修或建造范围。 (此单位代码中,是建造者:真是必需的)",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "nanoRange",
"translate": "维修或建造范围",
"description": "默认值为85。定义单位的建造/修复/回收范围。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "nanoRepairSpeed",
"translate": "维修速度",
"description": "默认值为0.2。定义单位修复速度,每秒修复量也是以每秒60帧计算。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "nanoBuildSpeed",
"translate": "纳米建造速度",
"description": "默认值为1。定义单位建造速度。 可能与目标的buildSpeed相乘",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "nanoFactorySpeed",
"translate": "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。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "selfRegenRate",
"translate": "生命恢复速度",
"description": "此数值决定每帧增加血量游戏内一秒为60帧所以不要写太大。可以写负值以做到每秒减少血量的效果。",
"type": "float",
"addVersion": 1,
"section": "core,logicBoolean",
"demo": ""
},
{
"code": "selfBuildRate",
"translate": "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)。",
"type": "float,logicBoolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "dieOnConstruct",
"translate": "构建时死亡",
"description": "如果为true则创建建筑时删除自身,比如虫族的建造者。(目标建筑物/单位需要selfBuildRate以自动建造完成",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "numBitsOnDeath",
"translate": "死亡产生碎片",
"description": "定义该单位死亡时散落的碎片的数量。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "nukeOnDeath",
"translate": "死亡核爆",
"description": "不推荐使用。如果为真,单位死亡时会生成一个内置的核弹爆炸效果。(可以逝世给轻武写这个)",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "nukeOnDeathRange",
"translate": "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。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "nukeOnDeathDamage",
"translate": "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。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "nukeOnDeathDisableWhenNoNuke",
"translate": "死亡核爆条件",
"description": "不推荐使用。默认为假。如果为真,则禁用核武器时,该单位死亡时不会产生核爆炸。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "maxTransportingUnits",
"translate": "运输槽位数量",
"description": "该单位载员格子数量,比如运输机是4,飞行堡垒是12。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "transportSlotsNeeded",
"translate": "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,比如小坦是1,概念坦是5。",
"type": "int",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "updateUnitMemory",
"translate": "内存更新",
"description": "比【action_#】setUnitMemory更快的内存更新。在许多应用上很有用。",
"type": "memory",
"addVersion": 4,
"section": "core",
"demo": "中文:\n[核心]\n内存更新:timeCount += 1\n\nEnglish:\n[core]\nupdateUnitMemory: timeCount += 1"
},
{
"code": "updateUnitMemoryRate",
"translate": "内存更新频率",
"description": "设置内存更新的频率。默认值为1。设置为0将更新内存每帧。",
"type": "int",
"addVersion": 4,
"section": "core",
"demo": "中文:\n[核心]\n内存更新频率:0\n\nEnglish:\n[core]\nupdateUnitMemoryRate:0"
},
{
"code": "memory",
"translate": "内存",
"description": "一种模板友好的定义单位内存方法。声明名称后接类型,以冒号分隔",
"type": "macro",
"addVersion": 4,
"section": "core",
"demo": "中文:\n[核心]\n@定义内存 fish:\n\nEnglish:\n[core]\n@memory fish:unit"
},
{
"code": "@memory",
"translate": "@定义内存",
"description": "一种模板友好的定义单位内存方法。声明名称后接类型,以冒号分隔",
"type": "macro",
"addVersion": 4,
"section": "core",
"demo": "中文:\n[核心]\n@定义内存 fish:\n\nEnglish:\n[core]\n@memory fish:unit"
},
{
"code": "@memory X",
"translate": "@定义内存 X",
"description": "定义此单元的内存,也必须定义其类型。",
"type": "macro",
"addVersion": 4,
"section": "core",
"demo": "中文:\n[核心]\n@定义内存 transportCount:float\n\nEnglish:\n[core]\n@memory transportCount:float"
},
{
"code": "total_frames",
"translate": "总帧数",
"description": "默认值为1。将图像分割为指定分数用于动画。第一帧编号为0,小坦的总帧数是3,因此它的移动帧为0,1,2而不是1,2,3\n\n可用范围图像效果贴花",
"type": "int",
"addVersion": 1,
"section": "graphics,effect,decal",
"demo": ""
},
{
"code": "frame_width",
"translate": "图像宽度",
"description": "设置单帧宽度,自动计算并覆盖总帧数。如果总帧数提供的图像宽度不是预想的宽度的话可以用此代码调整,一般不建议改变\n\n可用范围图像效果贴花",
"type": "int",
"addVersion": 1,
"section": "graphics,effect,decal",
"demo": ""
},
{
"code": "frame_height",
"translate": "图像高度",
"description": "默认为图像高度。",
"type": "int",
"addVersion": 1,
"section": "graphics,effect",
"demo": ""
},
{
"code": "image_offsetX",
"translate": "图像X轴偏移",
"description": "图像在X轴偏移用于不对称图像比如你的单位有个吊臂这样中心不在正中间。",
"type": "int",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "image_offsetY",
"translate": "图像Y轴偏移",
"description": "图像在Y轴偏移,用于比较高的单位。",
"type": "int",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "teamColorsUseHue",
"translate": "阵营色色相",
"description": "单位上的绿色像素转换为团队颜色。 若为真整个单位都带有团队色彩。 默认为假。",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "image",
"translate": "主体图像",
"description": "图像:填图片名称格式为png。\r\n\r\n炮塔:使用自定义图片。覆盖单位的主炮塔图像。\r\n\r\n抛射体:使用自定义图片,覆盖默认的抛射体图片。\r\n\r\n效果:这个效果的图像,如果没有使用图像集则需要使用这个代码。\r\n\r\n贴花:调用的主要图像。以上均可填写图像路径也可以使用CORE,ROOT,SHARED三大引导。下方Demo使用贴花组进行演示演示",
"type": "baseImage",
"addVersion": 1,
"section": "graphics,turret,effect,projectile,comment,decal",
"demo": "1.SHARED(调用铁锈共享图库):\n:中文:\n[贴花_图层]\n主体图像:SHARED:no_icon.png\n\nEnglish:\n[decal_图层]\nimage:SHARED:no_icon.png\n\n2.Index(直接调用相对路径):\n:中文:\n[贴花_图层]\n主体图像:icon.png\n\nEnglish:\n[decal_图层]\nimage:SHARED:icon.png\n\n3.CORE(调用铁锈包内资产文件夹【assets/units/】的资源):\n:中文:\n[贴花_图层]\n主体图像:CORE:tanks/tank.png\n\nEnglish:\n[decal_图层]\nimage:CORE:tanks/tank.pngn\n4.ROOT(调用自身模组包的绝对路径,在下方描述中就即为你mod包中的tanks文件夹中的tank.png。):\n:中文:\n[贴花_图层]\n主体图像:ROOT:/tanks/tank.png\n\nEnglish:\n[decal_图层]\nimage:ROOT:/tanks/tank.png"
},
{
"code": "showShotDelayBar",
"translate": "显示蓄力条",
"description": "用于隐藏慢火炮塔的回调,是否显示蓄力条,就是火炮攻击后下面的蓝条条",
"type": "image",
"addVersion": 5,
"section": "graphics",
"demo": ""
},
{
"code": "image_back",
"translate": "背景图像",
"description": "可选的在单位后面绘制图像,不随单位转动。可用于工厂底图,单位角标等。",
"type": "image",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "image_wreak",
"translate": "死亡图像",
"description": "单位死亡时使用的图像,不能填自动",
"type": "image",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "image_turret",
"translate": "炮塔图像",
"description": "所有炮塔的默认图像,也可以用主体图像为每个炮塔设置单独的图像。",
"type": "image",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "image_shadow",
"translate": "阴影图像",
"description": "填无或自动,或图像文件。\n贴花组和图像组使用一样。重要提示:与图像组的阴影图像代码不同在于这里无法使用AUTO,请填写文件。\n可用范围图像贴花。",
"type": "image",
"addVersion": 1,
"section": "graphics,decal",
"demo": ""
},
{
"code": "NONE",
"translate": "无",
"description": "代替NONE,有些时候会用到,比如死亡图像:无",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "AUTO",
"translate": "自动",
"description": "代替AUTO,有些时候会用到,比如阴影图像:自动,但是不能写给死亡图像",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "shadowOffsetX",
"translate": "阴影图像偏移X轴",
"description": "阴影x轴偏移值正数往右\n\n可用范围图像贴花",
"type": "float",
"addVersion": 1,
"section": "graphics,decal",
"demo": ""
},
{
"code": "shadowOffsetY",
"translate": "阴影图像偏移Y轴",
"description": "阴影y轴偏移值正数往下\n\n可用范围图像贴花",
"type": "float",
"addVersion": 1,
"section": "graphics,decal",
"demo": ""
},
{
"code": "teamColorsOnTurret",
"translate": "炮塔使用队伍色",
"description": "默认为假。在炮塔上也应用团队颜色。",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "scaleImagesTo",
"translate": "缩放图像到",
"description": "单位像素。调整图像大小以使其适合像素值。同时影响腿部和阴影图像,比起'图像缩放比例',优点在于能更精细的调整图像",
"type": "float",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "imageScale",
"translate": "图像缩放比例",
"description": "根据原本的图像调整图像大小。默认值为1。也可以影响腿部和阴影图像。比起'缩放图像到',优点在于能快速调整图像比例大小\n贴花可以使用动态逻辑。\n\n可用范围图像贴花",
"type": "float",
"addVersion": 1,
"section": "graphics,decal",
"demo": ""
},
{
"code": "scaleTurretImagesTo",
"translate": "炮塔图像缩放",
"description": "单位像素。缩放炮塔图像至指定像素,只用填宽度,需要在图像节写炮塔图像",
"type": "float",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "splastEffect",
"translate": "水波效果",
"description": "单位经过水面时产生水波效果。默认为假。",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "dustEffect",
"translate": "灰尘效果",
"description": "单位在地面上产生灰尘效果。默认为假。",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "splastEffectReverse",
"translate": "逆向水波效果",
"description": "填真时,在倒车时也能产生水波效果。",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "dustEffectReverse",
"translate": "逆向灰尘效果",
"description": "填真时,在倒车时也能产生灰尘效果。",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "drawLayer",
"translate": "绘制图层",
"description": "陆上单位通常默认为ground或ground2。运输船为ground2。wreaks, underwater, bottom, ground, ground2, experimentals, air, top",
"type": "string",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "lock_body_rotation_with_main_turret",
"translate": "锁定主体旋转随主炮塔",
"description": "锁定主体图像旋转追随主炮塔,注意'主炮塔'指的是代码里从上到下碰到的第一个炮塔",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "lock_shadow_rotation_with_main_turret",
"translate": "阴影锁定为主炮塔方向",
"description": "将身体图像阴影锁定到主炮塔的方向",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "rotate_with_direction",
"translate": "随角度旋转",
"description": "默认为真。设置为假时将单位图像锁定为0度。通常与animation_direction_ *一起用作多向视图。",
"type": "boolean",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "animation_direction_units",
"translate": "多向动画度数",
"description": "45个代表8个方向90个代表4个方向的动画。与rotate_with_direction一起使用。",
"type": "float",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "animation_direction_strideX",
"translate": "多向动画x向",
"description": "动画帧取值在方向改变时偏移。一般填0",
"type": "int",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "animation_direction_strideY",
"translate": "多向动画y向",
"description": "动画帧在方向改变Y轴偏移偏移。与frame_height一起使用。一般填1。",
"type": "int",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "animation_direction_starting",
"translate": "初始动画朝向",
"description": "第一帧的方向,取决于你的素材。",
"type": "float",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "turretSize",
"translate": "全局炮塔大小",
"description": "设置所有炮塔大小。填数值,按像素计算,不决定素材大小,而是以此为半径的开火位置。可以被'炮塔大小'覆盖以设置每个炮塔单独的大小",
"type": "float",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "turretTurnSpeed",
"translate": "全局炮塔转速",
"description": "炮塔转速,单位是每帧旋转角度。可以被'旋转速度'覆盖以设置炮塔单独的转速",
"type": "float",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "turretRotateWithBody",
"translate": "炮塔随主体旋转",
"description": "炮塔随主体旋转。默认真。",
"type": "boolean",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "attackMovement",
"translate": "攻击移动类型",
"description": "移动攻击类型。填标准/轰炸机。能量耗尽时轰炸机攻击运动将后退。可填moveawaystrafing但无效。",
"type": "attackMovement",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "normal",
"translate": "标准",
"description": "代替normal,用在攻击移动类型",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "bomber",
"translate": "轰炸机",
"description": "代替bomber,用在攻击移动类型",
"type": "constant",
"addVersion": 3,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "disablePassiveTargeting",
"translate": "不能主动攻击",
"description": "单位只攻击手动选择的目标。很少使用或需要。比如自爆卡车,如果会自动攻击敌人就太蠢了。",
"type": "boolean",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "maxAttackRange",
"translate": "攻击距离",
"description": "最大攻击距离。默认为100,可以被限制范围覆盖以设置炮塔单独的攻击范围/r/n需要注意的是,如果一个单位只有一个炮塔,并且写了攻击距离,那就不可以再给那个唯一的炮塔写限制范围,如果存在多个炮塔,并且某炮塔的限制范围比攻击距离大,即使敌人到了该炮塔的射程里也不会攻击",
"type": "float",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "shootDelay",
"translate": "攻击间隔",
"description": "所有炮塔的开火间隔默认为0.83s,可以被开火间隔覆盖以设置炮塔单独的攻击间隔,不同于攻击距离,即使你在唯一的炮塔上写了'开火间隔'也不会报错",
"type": "time",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "isMelee",
"translate": "近战",
"description": "近战单位。与低攻击范围配合使用(例如 攻击距离9可使自身和目标半径添加到范围内并影响单位AI。",
"type": "boolean",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "dieOnAttack",
"translate": "自杀攻击",
"description": "攻击时自毁,比如自爆飞虫。",
"type": "boolean",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "canAttack",
"translate": "可以攻击",
"description": "为单位设置一个绝对的状态,如果设置为假,则不能攻击任何单位。其他可以攻击选项将无效。",
"type": "boolean",
"addVersion": 1,
"section": "attack,attachment",
"demo": ""
},
{
"code": "canAttackFlyingUnits",
"translate": "可攻击空中单位",
"description": "可以攻击空中单位,下面的攻击条件代码可于任意炮塔单独设置。",
"type": "logicBoolean",
"addVersion": 1,
"section": "attack,turret",
"demo": ""
},
{
"code": "canAttackLandUnits",
"translate": "可攻击表面单位",
"description": "可以攻击表面单位(包括陆地和水面)",
"type": "logicBoolean",
"addVersion": 1,
"section": "attack,turret",
"demo": ""
},
{
"code": "canAttackUnderwaterUnits",
"translate": "可攻击水下单位",
"description": "可以攻击水下单位",
"type": "logicBoolean",
"addVersion": 1,
"section": "attack,turret",
"demo": ""
},
{
"code": "canAttackNotTouchingWaterUnits",
"translate": "可以攻击非接触水单位",
"description": "可以攻击非接触水单位,默认为真。如果是假,则只能攻击与水接触的单位,不能攻击岸上。用于鱼雷逻辑。也可以根据炮塔需要设置。",
"type": "logicBoolean",
"addVersion": 1,
"section": "attack,turret",
"demo": ""
},
{
"code": "isFixedFiring",
"translate": "固定射击",
"description": "必须将身体对准目标射击。通常会使得部队需要停下来并将自身角度对准目标才能瞄准和射击。比如自行火炮。",
"type": "boolean",
"addVersion": 1,
"section": "attack",
"demo": ""
},
{
"code": "aimOffsetSpread",
"translate": "瞄准偏移",
"description": "将每次攻击时的偏移量乘以目标半径。默认为0.6。设为0则不偏移对范围武器影响较大。可以写在攻击节以影响全局炮塔,也可以写在单独的炮塔里",
"type": "float",
"addVersion": 1,
"section": "attack,turret",
"demo": ""
},
{
"code": "x",
"translate": "x坐标",
"description": "x坐标,定义炮塔、腿脚、附属之类的位置",
"type": "float",
"addVersion": 1,
"section": "turret,attachment,arm,leg",
"demo": ""
},
{
"code": "y",
"translate": "y坐标",
"description": "y坐标,同x坐标",
"type": "float",
"addVersion": 1,
"section": "turret,attachment,arm,leg",
"demo": ""
},
{
"code": "idleDir",
"translate": "闲时角度",
"description": "闲置时角度。",
"type": "int",
"addVersion": 1,
"section": "turret,attachment",
"demo": ""
},
{
"code": "linkDelayWithTurret",
"translate": "链接间隔",
"description": "当填写的炮塔开火时,该炮塔上的冷却延迟将被重置/删除",
"type": "int",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "delay",
"translate": "开火间隔",
"description": "为炮塔设置单独的攻击间隔,覆盖攻击间隔。",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "warmup",
"translate": "预热",
"description": "射击前延迟。需要准备多长时间才能攻击,可以配合预热效果制作出蓄力效果等。",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "warmupCallDownRate",
"translate": "预热下降速度",
"description": "停止攻击后预热条下降速度",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "warmupNoReset",
"translate": "预热不重置",
"description": "默认为假。射击后未重设真正的预热时。与预热不重置 一起使用。",
"type": "boolean",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "warmupShootDelayTransfer",
"translate": "开火间隔过渡",
"description": "默认值为0这是一个乘数用于通过预热值减少下一次开火延迟。与预热不重置一起使用时可以使攻击速度越来越快。",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "recoilOffset",
"translate": "后坐力大小",
"description": "开火后向前或向后推动炮塔,以产生后坐力。只会改变炮塔图像位置。填像素,正数向前,负数向后",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "recoilOutTime",
"translate": "后坐力速度",
"description": "开火后到达偏移位置的时间",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "recoilReturnTime",
"translate": "后坐力恢复时间",
"description": "开火后回到默认位置所需时间。",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "energyUsage",
"translate": "能量需求",
"description": "发射武器所需的能量。与resourceUsage相同energy = X。比如能量需求:1,可以用于激光拦截等。如果核心节写了能量需要充满:真,则所有写了能量需求的炮塔在单位能量值不足以下一次攻击时都会等待能量值满的时候再攻击,比如火蜂战机的对地导弹",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "attachedTo",
"translate": "链接到",
"description": "要连接的另一个炮塔的ID将相对于它定位并随其旋转。",
"type": "turret",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "canShoot",
"translate": "可以开火",
"description": "可以开火,默认为真。如果单位可以攻击,并且唯一的炮塔写了可以开火:假时,则这个炮塔只会对准目标而不会开火/r/n如果单位写了可以攻击:假,则不管你的炮塔有没有写可以开火,单位都不会攻击目标",
"type": "boolean",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "shoot_sound_vol",
"translate": "开火音效大小",
"description": "播放声音大小。/r/n有一个更简单的方法,开火音效:shoot.ogg:2",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "shoot_flame",
"translate": "开火效果",
"description": "开火时的效果内置参考表末尾。Luke推荐为small, large, smoke, shockwave。可以自定义。",
"type": "string",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "shoot_light",
"translate": "开火闪光",
"description": "开火时闪光16进制argb格式。#AARRGGBB,透明度,红,绿,蓝",
"type": "color",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "slave",
"translate": "隶属",
"description": "锁定此转塔的方向,并为附加的转塔发射冷却时间。常用于多炮管单位。",
"type": "boolean",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "invisible",
"translate": "隐藏图像",
"description": "炮塔:即不显示炮塔本身图像,但是攻击什么的还是可以。\r\n\r\n抛射体:隐藏抛射体图像。",
"type": "boolean",
"addVersion": 1,
"section": "turret,projectile",
"demo": ""
},
{
"code": "canAttackCondition",
"translate": "攻击条件",
"description": "攻击需要满足条件。比如,攻击条件:如果 自身能量值(满=真),优先级低于 可以开火",
"type": "logicBoolean",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "size",
"translate": "炮塔大小",
"description": "控制炮塔中心与弹丸产生点之间的距离。比如你的炮塔图像高度为50,你就可以写炮塔大小:50",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "limitingRange",
"translate": "限制范围",
"description": "限制此炮塔的攻击范围。不要将此应用到所有炮塔如果需要则设置maxAttackRange。(攻击距离)",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "laserDefenceEnergyUse",
"translate": "激光防御能量需求",
"description": "炮塔启用激光防御拦截敌方抛射体。拦截距离等于这个炮塔的开火距离,还应在核心中设置energyMax。",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "shouldResetTurret",
"translate": "炮塔自动归位",
"description": "默认为假。 填假时禁止炮塔自动归位。",
"type": "boolean",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "idleSpin",
"translate": "闲时转速",
"description": "炮塔闲置时的旋转速度,单位度每帧。",
"type": "float",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "isMainNanoTurret",
"translate": "是主构建炮塔",
"description": "默认为假。用于建造和修复单位的炮塔。比如实验蜘蛛的构建炮塔,通常用于建造者,只能在一个炮塔上为真,并且可射击设置为假。",
"type": "boolean",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "chargeEffectImage",
"translate": "充能效果图像",
"description": "预热时的充能效果。默认是由小变大。",
"type": "image",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "directDamage",
"translate": "直接伤害",
"description": "击中对目标单位造成伤害。不适用于targetGround:true。",
"type": "int",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "areaDamage",
"translate": "范围伤害",
"description": "范围伤害值,此区域内敌方单位都将受到损伤,默认向边缘递减。",
"type": "int",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "areaRadius",
"translate": "范围半径",
"description": "范围伤害区域大小此区域内敌方单位都将受到损伤默认向边缘递减。数值类型为像素大小算法为半径铁锈内地块一格长为20像素。",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "deflectionPower",
"translate": "激光拦截耗能",
"description": "默认值为1。此抛射体被激光防御拦截所需的次数。 -1为禁止拦截。比如火焰",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "targetGround",
"translate": "目标为地面",
"description": "抛射体瞄准并攻击目标所在的地面而不是追踪目标。直接伤害将会失效需要使用和areaRadius。(范围伤害)",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "life",
"translate": "存在时间",
"description": "炮弹:开火后炮弹在没命中时的存活时间单位为帧。60为1s。多少合适取决于速度与射程。\r\n\r\n效果:默认值为200。到时间效果消失。 设置得尽可能低以减少效果开销。",
"type": "time",
"addVersion": 1,
"section": "effect,projectile,comment",
"demo": ""
},
{
"code": "speed",
"translate": "速度",
"description": "炮弹:抛射体飞行速度单位是每帧飞行像素。铁锈地块1格20像素填1则每秒飞行3格。\r\n\r\n动画:速度越小越快。仅效果开始结束scale_startscale_end",
"type": "float",
"addVersion": 1,
"section": "animation,projectile,comment",
"demo": ""
},
{
"code": "instant",
"translate": "瞬间命中",
"description": "立即击中目标。不管是否会被激光拦截",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "instantReuseLast",
"translate": "瞬间命中回收最后抛射体",
"description": "用于激光和闪电。激光或闪电命中后还会存在一段时间,当此抛射体命中后,清除上一个抛射体效果。使得只有一个抛射体存在。如使用高频射速变成光束武器,而不是瞎眼叠加。",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "ballistic",
"translate": "弹道",
"description": "弹道导弹效果,使抛射体先飞向空中并向下飞,而不是走直线。",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "trailEffect",
"translate": "尾焰",
"description": "设置为真时为默认的尾焰。但也可以指向任何自定义效果,或使用内置效果。",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "lightSize",
"translate": "闪光大小",
"description": "抛射体光照大小,单位半径是地块格子",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "lightColor",
"translate": "闪光颜色",
"description": "抛射体光照颜色。",
"type": "color",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "largeHitEffect",
"translate": "大的打击效果",
"description": "为真时会产生大的爆炸效果和声音(仅用于装饰),设为假时会禁用范围武器的冲击波效果。/r/n要做到类似于导弹舰那样有声音但是没有冲击波的效果,只需要在抛射体写上范围半径:0",
"type": "boolean",
"addVersion": 1,
"section": "projectile,comment",
"demo": ""
},
{
"code": "lightingEffect",
"translate": "闪电效果",
"description": "将抛射体图像修改为闪电,一般和瞬间命中一起使用,如果是高频的话则建议再加个瞬间命中回收抛射体。",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "laserEffect",
"translate": "激光效果",
"description": "将抛射体图像修改为激光。优先级似乎大于闪电效果,通常与瞬间命中搭配",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "ballistic_delaymove_height",
"translate": "弹道垂直飞行高度",
"description": "弹道导弹发射初期效果,决定弹道一开始先升高多少,再斜向爬升到最高过度。",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "ballistic_height",
"translate": "弹道高度",
"description": "弹道最终高度。",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "targetSpeed",
"translate": "到达速度",
"description": "加速到这个速度。",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "autoTargetingOnDeadTarget",
"translate": "自动切换目标",
"description": "如果目标死亡则自动切换单位。填真时如果有代码 目标为地面:真 炮弹将会追踪距离它最近的单位。如果没有 目标为地面 时将会在单位死亡后再改变目标。",
"type": "boolean",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "drawSize",
"translate": "绘制大小",
"description": "缩放抛射体大小。默认为1。",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "color",
"translate": "颜色",
"description": "炮弹:使用十六进制值对该弹丸重新着色,可以改变激光图像的颜色。\r\n\r\n效果:填16进制颜色值给图像上叠加颜色。一般建议图像使用灰度图然后叠加颜色。注意彩色图是无法叠加白色变白的。\r\n\r\n贴花:可以使用16进制颜色或者ARGB值。\n\n可用范围抛射体效果贴花",
"type": "color",
"addVersion": 1,
"section": "projectile,effect,comment,decal",
"demo": ""
},
{
"code": "drawType",
"translate": "绘制类型",
"description": "使用内置抛射体图像。 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png",
"type": "int",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "frame",
"translate": "帧",
"description": "抛射体:要使用的内置图像帧,编号从零开始。\n\n贴花(与total_frames相比,frame可支持动态逻辑,可以改变内存等来修改第几帧。从而可以让Moder们做出更多惊人的东西。发挥想象力你会探索其中的奥秘。)",
"type": "int",
"addVersion": 1,
"section": "projectile,decal",
"demo": ""
},
{
"code": "flameWeapon",
"translate": "火焰武器",
"description": "命中时产生小火焰(仅用于装饰)",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "hitSound",
"translate": "打击音效",
"description": "启用命中音效,默认真。",
"type": "boolean",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "targetGroundSpread",
"translate": "目标为地面散布",
"description": "填数值,用于目标为地面时随机造成偏差效果。",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "speedSpread",
"translate": "速度散布",
"description": "随机改变炮弹初始速度。",
"type": "float",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "movementType",
"translate": "移动类型",
"description": "定义单位将能够通过的地形以及与单位类型相关的其他属性。类型:无、陆地、建筑、空中、水面、两栖、跨悬崖、跨水和悬崖。",
"type": "movementType",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "LAND",
"translate": "陆地",
"description": "代替LAND",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "BUILDING",
"translate": "建筑",
"description": "代替BUILDING",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "AIR",
"translate": "空中",
"description": "代替AIR",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "WATER",
"translate": "水面",
"description": "代替WATER",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "HOVER",
"translate": "两栖",
"description": "代替HOVER",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "OVER_CLIFF",
"translate": "跨悬崖",
"description": "代替OVER_CLIFF",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "OVER_CLIFF_WATER",
"translate": "跨水和悬崖",
"description": "代替OVER_CLIFF_WATER",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "slowDeathFall",
"translate": "死亡缓慢降落",
"description": "为真时,被击毁时降落速度减慢,并且向前滑行一段距离。注意,必须设置死亡图像,不然坠落后会显示生前图像,(遗照 ✓)而不是直接炸掉。",
"type": "boolean",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "moveSpeed",
"translate": "移动速度",
"description": "运动:单位的最大移动速度。",
"type": "float",
"addVersion": 1,
"section": "movement,leg,arm",
"demo": ""
},
{
"code": "moveAccelerationSpeed",
"translate": "加速度",
"description": "定义单位加速到最大速度的加速度。单位为每帧",
"type": "float",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "moveDecelerationSpeed",
"translate": "减速度",
"description": "与加速度相对应得减速度。不要设的太小。单位为每帧",
"type": "float",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "reverseSpeedPercentage",
"translate": "倒车速度比率",
"description": "默认值为0.6。超过0.4会在短距离以40的速度时反转。 如果设置为1前进后退则不转弯。 填0时禁止倒退必须旋转。",
"type": "float",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "landOnGround",
"translate": "降落到地面",
"description": "闲置时使飞行器降落。",
"type": "string",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "targetHeight",
"translate": "到达高度",
"description": "默认为0但如果运动类型为空军则默认为35。",
"type": "float",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "targetHeightDrift",
"translate": "高度浮动",
"description": "默认0空军1.5。定义单位高度上下浮动高度。比如悬浮坦克",
"type": "float",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "maxTurnSpeed",
"translate": "转弯速度",
"description": "最大转弯速度。",
"type": "float",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "turnAcceleration",
"translate": "转弯加速度",
"description": "转弯加速度。",
"type": "float",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "moveSlidingMode",
"translate": "移动后滑动",
"description": "移动后滑动,相当于惯性。和单位的速度,加速度,转弯速度有关。真时受推力影响",
"type": "boolean",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "moveIgnoringBody",
"translate": "移动忽略转向",
"description": "为真效果即不必转弯便能运动,为假效果即原地转弯完成才能运动",
"type": "boolean",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "moveSlidingDir",
"translate": "移动滑动角度",
"description": "移动滑动角度。无明显效果。",
"type": "int",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "joinsGroupFormations",
"translate": "加入队形",
"description": "将单位组成小队,铁锈调集大量部队时将其组成方阵,可能影响速度或浪费时间。禁用后则不参与组队。",
"type": "boolean",
"addVersion": 1,
"section": "movement",
"demo": ""
},
{
"code": "useAsBuilder",
"translate": "用作建造者",
"description": "作为建造者。如果单位可以建造或维修建筑物,则设置为真。 默认为[核心] 是建造者:真。",
"type": "boolean",
"addVersion": 1,
"section": "ai",
"demo": ""
},
{
"code": "disableUse",
"translate": "禁止建立",
"description": "禁止AI建立这个单位或建筑物",
"type": "boolean",
"addVersion": 1,
"section": "ai",
"demo": ""
},
{
"code": "maxGlobal",
"translate": "全图最大数量",
"description": "全图最多拥有的数量。",
"type": "int",
"addVersion": 1,
"section": "ai",
"demo": ""
},
{
"code": "maxEachBase",
"translate": "每个基地最大数量",
"description": "每个基地最多拥有的数量。",
"type": "int",
"addVersion": 1,
"section": "ai",
"demo": ""
},
{
"code": "buildPriority",
"translate": "建造优先级",
"description": "建造优先级填0-1。 越大越AI越可能造。Luke的陆军工厂使用0.8空军工厂使用0.48炮塔使用0.47。",
"type": "float",
"addVersion": 1,
"section": "ai",
"demo": ""
},
{
"code": "noneInBaseExtraPriority",
"translate": "基地内没有时优先级",
"description": "如果AI基地中不存在此单位则增加其优先级。",
"type": "float",
"addVersion": 1,
"section": "ai",
"demo": ""
},
{
"code": "noneGlobalExtraPriority",
"translate": "全图没有时优先级",
"description": "如果此单位在地图上的任何位置都不存在,则增加其优先级。",
"type": "float",
"addVersion": 1,
"section": "ai",
"demo": ""
},
{
"code": "upgradedFrom",
"translate": "升级自",
"description": "创建到另一个单位的链接,用于保留同一单位已升级和未升级的计数。",
"type": "string",
"addVersion": 1,
"section": "ai",
"demo": ""
},
{
"code": "attach_x",
"translate": "x轴链接位置",
"description": "在X轴上设置腿部的附着点。",
"type": "float",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "attach_y",
"translate": "Y轴链接位置",
"description": "在Y轴上设置腿部的附着点。",
"type": "float",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "hidden",
"translate": "隐藏",
"description": "腿、附属等:向玩家隐藏这个的图像(可填逻辑布尔值)。\r\n\r\n资源:向玩家隐藏此资源。",
"type": "boolean",
"addVersion": 1,
"section": "arm,leg,global,resource",
"demo": ""
},
{
"code": "rotateSpeed",
"translate": "腿脚旋转速度",
"description": "设置脚旋转速度,非对称情况下很明显。",
"type": "float",
"addVersion": 1,
"section": "arm,leg",
"demo": ""
},
{
"code": "lockMovement",
"translate": "锁定运动",
"description": "禁止使用腿脚,将其锁定到主体。用于将行走单位转换为飞行单位。",
"type": "boolean",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "heightSpeed",
"translate": "高度速度",
"description": "移动时脚抬高速度和高度。",
"type": "float",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "draw_foot_on_top",
"translate": "绘制脚在顶层",
"description": "绘制脚在顶层。",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "dust_effect",
"translate": "落地灰尘效果",
"description": "脚落地时产生灰尘。",
"type": "boolean",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "strictLevel",
"translate": "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\"全单位模板\"以应用于所有单位,进行统一查错。",
"type": "float",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "isBuilder",
"translate": "是建造者",
"description": "若需要此单位放置建筑物,则通常需要此代码。并且默认设为[人机]用作建造者。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "armour",
"translate": "装甲",
"description": "抵消敌方攻击所造成的伤害。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "armourMinDamageToKeep",
"translate": "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。可以填0让破不了甲的伤害对其无法造成损伤(我们未能刮花敌方装甲.jpg)",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "borrowResourcesWhileAlive",
"translate": "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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "generation_resources",
"translate": "资源获取",
"description": "单位定时获得的资源,可自定义资源。",
"type": "resource",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "generation_active",
"translate": "资源取得条件",
"description": "获取资源条件。可用于受损时无法产出。",
"type": "resource",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "showOnMinimap",
"translate": "显示在小地图上",
"description": "默认为真。如果为假,则在小地图上不显示此单位。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "showActionsWithMixedSelectionIfOtherUnitsHaveTag",
"translate": "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,不再是谁都无法执行部署或解除操作。如红警的盟军大兵。\"",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "showOnMinimapToEnemies",
"translate": "在迷你地图上显示给敌人",
"description": "对隐形部队有用,定义敌人是否能在小地图上显示这个单位",
"type": "boolean",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "ignoreInUnitCapCalculation",
"translate": "忽略单位上限计算",
"description": "忽略单位上限计算(建筑默认为真)",
"type": "boolean",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "onNewMapSpawn",
"translate": "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: emptyResourcePools_asNeutral 产生于空资源池且为中立所属 emptyOrOccupiedResourcePools_asNeutral 空的或者已经占用的资源池且为中立所属 mapCenter_asNeutral 地图中心且为中立所属 mapCenter_eachActiveTeam 地图中心且给与每个玩家spawnPoint_eachActiveTeam每个活跃的队伍旁(1.14新增)",
"type": "onNewMapSpawn",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "emptyResourcePools_asNeutral",
"translate": "产生于空资源池且为中立所属",
"description": "代替emptyResourcePools_asNeutral",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "emptyOrOccupiedResourcePools_asNeutral",
"translate": "空的或者已经占用的资源池且为中立所属",
"description": "代替emptyOrOccupiedResourcePools_asNeutral",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "mapCenter_asNeutral",
"translate": "地图中心且为中立所属",
"description": "代替mapCenter_asNeutral",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "mapCenter_eachActiveTeam",
"translate": "地图中心且给与每个玩家",
"description": "代替mapCenter_eachActiveTeam",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "spawnPoint_eachActiveTeam",
"translate": "每个活跃的队伍旁",
"description": "代替spawnPoint_eachActiveTeam",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "isLockedIfGameModeNoNuke",
"translate": "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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "createNeutral",
"translate": "创建时中立",
"description": "设置为真时,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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "tags",
"translate": "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,一般会为特殊单位使用",
"type": "string",
"addVersion": 2,
"section": "core,projectile,hiddenAction",
"demo": ""
},
{
"code": "fogOfWarSightRangeWhileNotBuilt",
"translate": "建造视野",
"description": "设置单位建造视野,在战争迷雾中可以看到的瓷砖数量。当单位建造未完成时,能够限制其视图范围。",
"type": "int",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "isUnrepairableUnit",
"translate": "禁止被修复",
"description": "如果为真,则任何单位都无法修复此单位。但负伤害仍然可以维修。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "isUnselectable",
"translate": "禁止选择",
"description": "如果为真,则无法选择单位。 包括AI可用于效果单位禁止被玩家选择。",
"type": "boolean",
"addVersion": 2,
"section": "core,attachment",
"demo": ""
},
{
"code": "disableAllUnitCollisions",
"translate": "禁用碰撞",
"description": "如果为真,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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "isPickableStartingUnit",
"translate": "为可选初始单位",
"description": "如果为真,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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "startFallingWhenStartingUnit",
"translate": "为可选单位开局后从天而降",
"description": "如果为真,则游戏开始时,此单位会从从天而降。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "soundOnAttackOrder",
"translate": "攻击指令音效",
"description": "填声音名称列表。用,隔开。每次下达攻击指令时只其中播放一个。仅支持.ogg和.wav格式注意不要直接修改后缀名要转换格式。",
"type": "audio",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "soundOnMoveOrder",
"translate": "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其中播放一个。仅支持.ogg和.wav格式注意不要直接修改后缀名要转换格式。",
"type": "audio",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "soundOnNewSelection",
"translate": "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其中播放一个。仅支持.ogg和.wav格式注意不要直接修改后缀名要转换格式。",
"type": "audio",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "canNotBeDirectlyAttacked",
"translate": "禁止直接攻击",
"description": "无敌,如果为真,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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "canNotBeDamaged",
"translate": "禁止受到伤害",
"description": "无敌,可被敌方攻击,但不造成实质伤害。如果禁止直接攻击为真,此语句为假,则不可被直接攻击但受到范围伤害。",
"type": "boolean",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "canNotBeGivenOrdersByPlayer",
"translate": "禁止接受指令",
"description": "如果为真则单位不会接受玩家或AI的命令。可以选中查看信息。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "canOnlyBeAttackedByUnitsWithTags",
"translate": "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。",
"type": "string",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "disableDeathOnZeroHp",
"translate": "零生命值时不死亡",
"description": "零生命值时不死亡",
"type": "boolean",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsRequireTag",
"translate": "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。",
"type": "string",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsRequireMovementType",
"translate": "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。可填写:无,陆地,空中,两栖,建筑,水面,跨悬崖,跨水和悬崖",
"type": "movementType",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsBlockAirAndWaterUnits",
"translate": "禁止运输空军和海军",
"description": "禁止运输空军和海军,默认为真。如果为真,则此单位只能运输陆地单位。(包括两栖和跨悬崖,跨水和悬崖)",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsKeepBuiltUnits",
"translate": "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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsCanUnloadUnits",
"translate": "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)",
"type": "logicBoolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsAddUnloadOption",
"translate": "载具显示卸载按钮",
"description": "是否显示卸载按钮",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsUnloadDelayBetweenEachUnit",
"translate": "载具卸载时间间隔",
"description": "卸载两个单位之间的延迟时间。",
"type": "float",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsKillOnDeath",
"translate": "载具内单位和载具一同死亡",
"description": "默认为真。如果载具死亡,则其中单位也死亡。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsHealBy",
"translate": "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。",
"type": "float",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsBlockOtherTransports",
"translate": "载具禁止装载其它载具",
"description": "默认值为真,如果为假,则此载具可以装载其它载具。比如步兵装物资,载具装步兵,运输船装载具套娃(",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "whileNeutralTransportAnyTeam",
"translate": "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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "whileNeutralConvertToTransportedTeam",
"translate": "中立时转换为载员队伍",
"description": "中立时将其转换为载员队伍。与中立时可装载任意所属单位一起使用,用于占领中立单位。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "convertToNeutralIfNotTransporting",
"translate": "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。与中立时可装载任意所属单位一起使用。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsOnTeamChangeKeepCurrentTeam",
"translate": "转换所属时保留内部单位所属",
"description": "如果为真,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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "similarResourcesHaveTag",
"translate": "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",
"type": "string",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "resourceMaxConcurrentReclaimingThis",
"translate": "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。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "reclaimPrice",
"translate": "回收价格",
"description": "自定义资源,类似价格。对于自定义资源很有用。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "nanoRangeForRepairIsMelee",
"translate": "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。 近战类算法则是算上其半径,由中心计算改为从边缘计算。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "nanoRangeForReclaimIsMelee",
"translate": "回收范围按近战逻辑",
"description": "与维修范围按近战逻辑类似,本条定义其回收范围是否为近战算法。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "nanoRangeForRepair",
"translate": "维修距离",
"description": "此单位维修距离。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "nanoRangeForReclaim",
"translate": "回收距离",
"description": "此单位回收距离。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "exit_dirOffset",
"translate": "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。",
"type": "float",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "exit_heightOffset",
"translate": "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。",
"type": "float",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "exit_moveAwayAmount",
"translate": "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。",
"type": "float",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "exitHeightIgnoreParent",
"translate": "退出高度忽略父级",
"description": "退出高度忽略父级",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "dieOnZeroEnergy",
"translate": "无能量时死亡",
"description": "如果能量值为零,该单位死亡。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "explodeOnDeathGroundCollision",
"translate": "死亡撞击地面爆炸",
"description": "默认为真。如果为假,则禁用接触地面时内置爆炸效果。",
"type": "boolean",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "explodeTypeOnDeath",
"translate": "死亡爆炸类型",
"description": "选项verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding非常小正常大单位建筑建筑没有冲击波或烟雾非常大的建筑",
"type": "string",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "verysmall",
"translate": "非常小",
"description": "代替verysmall",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "small",
"translate": "小",
"description": "代替small",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "large",
"translate": "大",
"description": "代替large",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "largeUnit",
"translate": "大单位",
"description": "代替largeUnit",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "buildingNoShockwaveOrSmoke",
"translate": "建筑没有冲击波或烟雾",
"description": "代替buildingNoShockwaveOrSmoke",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "verylargeBuilding",
"translate": "非常大的建筑",
"description": "代替verylargeBuilding",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "unitsSpawnedOnDeath_setToTeamOfLastAttacker",
"translate": "死亡产生单位所属",
"description": "如果为真,死亡时产生的单位将更改归属为最后一个攻击者的队伍。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "effectOnDeath",
"translate": "死亡效果",
"description": "单位死亡时产生内置或自定义效果。",
"type": "effect",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "effectOnDeathGroundCollision",
"translate": "死亡撞击地面效果",
"description": "类似于死亡效果,但当单位接触地面时。对飞行单位有用。",
"type": "effect",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "unitsSpawnedOnDeath",
"translate": "死亡产生单位",
"description": "死亡时产生这些单位。用逗号分隔的单位标识符。比如死亡产生单位:坦克,建造者。注意需要使用英文逗号",
"type": "unit",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "effectOnDeathIfUnbuilt",
"translate": "没建造完成时死亡效果",
"description": "如果该单位没有完成,并被销毁,则发挥这一效果。",
"type": "effect",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "autoTriggerCooldownTime",
"translate": "自动触发间隔",
"description": "设置自动触发动作间隔。默认为1s。警告对于许多设备将此值设置得太低可能会影响性能具体取决于操作效果。最低为0.1s,最高为2s,如果设置了允许超高频触发,则最低会变成0.01s(或者更低?),不建议将自动触发间隔设置得太低,因为同时出现过多该单位时会很消耗资源,自动触发不止会判断true,还会判断false",
"type": "time",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "pos",
"translate": "排序",
"description": "此单位在用户界面中排序,越小越靠上。",
"type": "float",
"addVersion": 2,
"section": "action,canBuild",
"demo": ""
},
{
"code": "forceNano",
"translate": "建造方式",
"description": "如果为真,则将目标当作是建筑物建造。 (即使是一个单位)",
"type": "boolean",
"addVersion": 2,
"section": "canBuild",
"demo": ""
},
{
"code": "isLockedMessage",
"translate": "锁定消息",
"description": "显示锁定的原因。",
"type": "language",
"addVersion": 2,
"section": "action,canBuild",
"demo": ""
},
{
"code": "isLockedAlt",
"translate": "更多锁定原因",
"description": "另一个被锁定原因。只是允许显示不同的消息。",
"type": "logicBoolean",
"addVersion": 2,
"section": "action,canBuild",
"demo": ""
},
{
"code": "isLockedAltMessage",
"translate": "更多锁定消息",
"description": "显示更多锁定的原因。",
"type": "string",
"addVersion": 2,
"section": "canBuild,action",
"demo": ""
},
{
"code": "isLockedAlt2",
"translate": "更多锁定原因2",
"description": "更多的锁定原因…",
"type": "logicBoolean",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "isLockedAlt2Message",
"translate": "更多锁定消息2",
"description": "显示更多锁定的原因。",
"type": "string",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "addResources",
"translate": "增加资源",
"description": "增加指定的资源,可以是credit(游戏内置的资金)也可以是任何自定义资源,比如增加资源:电力=114514,也可以将数字写成负数来减少资源。",
"type": "resource",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "isGuiBlinking",
"translate": "界面闪烁",
"description": "如果为真则在UI中生成闪烁效果。",
"type": "logicBoolean",
"addVersion": 3,
"section": "action,comment",
"demo": ""
},
{
"code": "image_shield",
"translate": "护盾图像",
"description": "自定义护盾图像",
"type": "image",
"addVersion": 3,
"section": "graphics",
"demo": ""
},
{
"code": "isVisibleToEnemies",
"translate": "单位图像对敌人显示",
"description": "单位图像对敌人显示,搭配在迷你地图上显示给敌人可以让单位在敌人视角里变成空气(隐形)",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "teamColoringMode",
"translate": "阵营色模式",
"description": "目前似乎无效有四个值disabled,hueShift,hueAdd,pureGreen。(禁用,色相偏移,色相添加,纯绿)",
"type": "string",
"addVersion": 3,
"section": "graphics",
"demo": ""
},
{
"code": "disabled",
"translate": "禁用",
"description": "代替disabled",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "hueShift",
"translate": "色相偏移",
"description": "代替hueShift",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "hueAdd",
"translate": "色相添加",
"description": "代替hueAdd",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "pureGreen",
"translate": "纯绿",
"description": "代替pureGreen",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "whenBeingBuiltMakeTransparentTill",
"translate": "建造时透明度",
"description": "设为0则一开始便完全不透明设为1则直到建造完成时才不透明。",
"type": "float",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "icon_zoomed_out",
"translate": "缩放图标",
"description": "缩放时显示的图标,如果在游戏设置里启用了缩小后显示单位图标的话",
"type": "image",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "icon_zoomed_out_neverShow",
"translate": "缩放图标永不显示",
"description": "缩放图标永不显示。",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "lock_leg_rotation_with_main_turret",
"translate": "锁定腿脚旋转随主炮塔",
"description": "锁定腿脚图像旋转追随主炮塔",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "image_shadow_frames",
"translate": "阴影图像指定",
"description": "真时阴影不随单位移动而改变方向。",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "movementEffect",
"translate": "运动效果",
"description": "自定义运动效果,可以是内置的或者自定义的。",
"type": "effect",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "movementEffectReverse",
"translate": "逆向运动效果",
"description": "自定义倒车效果。",
"type": "effect",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "movementEffectRate",
"translate": "运动效果频率",
"description": "自定义效果产生频率,每隔多少帧一次。",
"type": "float",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "movementEffectReverseFlipEffects",
"translate": "逆向时反转运动效果",
"description": "创建效果就像单位在倒车时旋转了180。",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "reclaimEffect",
"translate": "回收效果",
"description": "自定义回收效果,可以是任何东西。替换回收时的默认效果",
"type": "effect",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "reclaimEffectAtTarget",
"translate": "回收目标效果",
"description": "回收目标上产生的效果。",
"type": "effect",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "reclaimEffectRate",
"translate": "回收效果频率",
"description": "回收效果每隔多少帧产生一次。",
"type": "float",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "disableLowHpFire",
"translate": "禁用低生命冒火",
"description": "禁用低生命值时冒火",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "disableLowHpSmoke",
"translate": "禁用低生命冒烟",
"description": "禁用低生命值时冒烟",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "showTransportBar",
"translate": "显示运输条",
"description": "显示运输条。",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "showHealthBar",
"translate": "显示生命条",
"description": "显示生命条。",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "showEnergyBar",
"translate": "显示能量条",
"description": "显示能量条。",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "canOnlyAttackUnitsWithTags",
"translate": "只攻击带特定标签单位",
"description": "只能攻击带特定标签的单位。",
"type": "tags",
"addVersion": 2,
"section": "turret,attack",
"demo": ""
},
{
"code": "canOnlyAttackUnitsWithoutTags",
"translate": "不攻击带特定标签单位",
"description": "不能攻击带特定标签的单位。",
"type": "tags",
"addVersion": 2,
"section": "turret,attack",
"demo": ""
},
{
"code": "turretMultiTargeting",
"translate": "每个炮塔向不同目标射击",
"description": "允许每个炮塔同时向不同的目标射击。如果使用限制角度非常有用",
"type": "boolean",
"addVersion": 2,
"section": "attack",
"demo": ""
},
{
"code": "meleeEngangementDistance",
"translate": "近战索敌距离",
"description": "使部队游猎自动移动以攻击附近的敌方部队。近战默认为250非近战默认为0即使非近战也可以使用。",
"type": "int",
"addVersion": 2,
"section": "attack",
"demo": ""
},
{
"code": "stopTargetingAfterFiring",
"translate": "自动停火",
"description": "单位射击后停止瞄准。很少使用或需要。如用于你不希望胡乱攻击浪费弹药的单位。",
"type": "boolean",
"addVersion": 2,
"section": "attack",
"demo": ""
},
{
"code": "shieldRenderRadius",
"translate": "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。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "footprint",
"translate": "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。 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。",
"type": "range",
"addVersion": 2,
"section": "core,hiddenAction",
"demo": ""
},
{
"code": "constructionFootprint",
"translate": "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",
"type": "range",
"addVersion": 2,
"section": "core,hiddenAction",
"demo": ""
},
{
"code": "displayFootprint",
"translate": "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。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "createOnAggressiveTeam",
"translate": "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并且不可被捕获",
"type": "boolean",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "transportUnitsEachUnitAlwaysUsesSingleSlot",
"translate": "载员只占用一个槽位",
"description": "所有载员强制性只占一个运输槽,不管它本来占用多少运输位。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "canReclaimResourcesNextSearchRange",
"translate": "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。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "canReclaimResourcesOnlyWithTags",
"translate": "只能使用标签回收资源",
"description": "仅允许回收有此标签的单位。",
"type": "string",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "extraBuildRangeWhenBuildingThis",
"translate": "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。",
"type": "int",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "fireTurretXAtSelfOnDeath",
"translate": "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。",
"type": "turret",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "explodeOnDeath",
"translate": "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。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "soundOnDeath",
"translate": "死亡音效",
"description": "为该单位设置自定义死亡声音。",
"type": "string",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "canReclaimUnitsOnlyWithTags",
"translate": "只能回收带标签的单位",
"description": "只能回收带标签的单位",
"type": "tags",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "canRepairUnitsOnlyWithTags",
"translate": "只能修复带标签的单位",
"description": "只能修复带标签的单位",
"type": "tags",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "isUnselectableAsTarget",
"translate": "不可选择为目标",
"description": "不可选择为目标",
"type": "boolean",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "availableInDemo",
"translate": "演示版可用",
"description": "设置此单位是否在Demo版使用",
"type": "boolean",
"addVersion": 1,
"section": "core,ai",
"demo": ""
},
{
"code": "tech",
"translate": "科技",
"description": "没啥用。科技等级。通常只会影响此单位界面中的颜色。默认为1只能填1、2、3。",
"type": "int",
"addVersion": 2,
"section": "canBuild",
"demo": ""
},
{
"code": "builtFrom",
"translate": "建造自",
"description": "相当于builtFrom。语法:建造自_(序号)_名称建造自_(序号)_排序建造自_(序号)_建造方式。比如:/r/n建造自_1_名称:建造者/r/n建造自_1_排序:1",
"type": "prefixKey",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "canBuild",
"translate": "可建造",
"description": "相当于canBuild。语法:可建造_(序号)_名称可建造_(序号)_排序可建造_(序号)_建造方式。比如:/r/n可建造_1_名称:建造者/r/n可建造_1_排序:1/r/n或者用这种写法一次性写多个可建造:/r/n[可建造]/r/n名称:建造者,坦克,悬浮坦克/r/n排序:1",
"type": "prefixKey",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "isVisible",
"translate": "可见",
"description": "默认为true,如果为false将隐藏单位。比如你写了一个行动,如果在行动里写了可见:假,则你不能在选中单位的右侧找到这个行动,另外写在图像节时可以让单位隐藏图像,相当于图像缩放比例:0\n\n可用范围附属行动可建造图像贴花",
"type": "logicBoolean",
"addVersion": 2,
"section": "attachment,action,canBuild,graphics,comment,decal",
"demo": ""
},
{
"code": "repairEffect",
"translate": "维修效果",
"description": "自定义维修效果,可以是任何东西。替换构建时的默认效果",
"type": "effect",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "repairEffectAtTarget",
"translate": "维修目标效果",
"description": "维修目标上产生的效果。",
"type": "effect",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "repairEffectRate",
"translate": "维修效果频率",
"description": "维修效果每隔多少帧产生一次。",
"type": "float",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "animation_TYPE_scale_start",
"translate": "动画_类型_缩放开始",
"description": "比例单位图像。默认值为1。适用于生物单位或呼吸效果。",
"type": "float",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "animation_TYPE_scale_end",
"translate": "动画_类型_缩放结束",
"description": "比例单位图像。默认值为1。适用于生物单位或呼吸效果。",
"type": "float",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "animation_TYPE_speed",
"translate": "动画_类型_速度",
"description": "动画每一帧的延迟。较大的值会导致动画变慢",
"type": "float",
"addVersion": 1,
"section": "graphics",
"demo": ""
},
{
"code": "animation_TYPE_pingPong",
"translate": "动画_类型_膨胀",
"description": "重复播放之前请反向播放动画。与scale_start / scale_end一起使用",
"type": "boolean",
"addVersion": 2,
"section": "graphics",
"demo": ""
},
{
"code": "showRangeUIGuide",
"translate": "显示范围UI",
"description": "显示攻击范围的白圈。默认true.",
"type": "boolean",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "projectile",
"translate": "抛射体",
"description": "该炮塔使用此抛射体。默认为单位代码中从上往下的第一个抛射体。",
"type": "projectile",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "barrelX",
"translate": "炮弹x",
"description": "默认值为0。控制抛射体生成的X轴位置。正数向右",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "barrelY",
"translate": "炮弹y",
"description": "默认为大0。注意size(炮塔大小)和barrelY含义相同",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "barrelHeight",
"translate": "炮弹高度",
"description": "高度用于3d。影响抛射体产生的高度。",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "turnSpeed",
"translate": "旋转速度",
"description": "炮塔最大转动速度。单位度每帧。也可以写在抛射体里让抛射体变成转速较低的导弹",
"type": "float",
"addVersion": 2,
"section": "turret,projectile",
"demo": ""
},
{
"code": "turnSpeedAcceleration",
"translate": "炮塔旋转加速度",
"description": "炮塔加速度,默认设置为禁用,并使用全转速度。",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "turnSpeedDeceleration",
"translate": "炮塔旋转减速度",
"description": "默认为turnSpeedAcceleration。将此值设置为高于转弯加速度可能会允许更快地命中目标",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "idleDirReversing",
"translate": "闲时角度反转",
"description": "允许闲置时角度反转。除非连接到另一个炮塔否则连接的炮塔在反转时通常会旋转否则默认为idleDir + 180。如重坦逆行时炮塔转向。",
"type": "float",
"addVersion": 2,
"section": "turret,attachment",
"demo": ""
},
{
"code": "resourceUsage",
"translate": "资源需求",
"description": "可以使用资金/能源/生命/护盾/弹药等。如果不符合条件则停止攻击。credits/energy/hp/shield/ammo",
"type": "logicBoolean",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "onShoot_freezeBodyMovementFor",
"translate": "射击时冻结主体",
"description": "射击后禁止运动,比如填60就是这个炮塔射击后禁止运动1s",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "clearTurretTargetAfterFiring",
"translate": "射击后重置炮塔目标",
"description": "射击后重置炮塔目标。",
"type": "boolean",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "limitingAngle",
"translate": "限制角度",
"description": "与idleDir配合。炮塔只能以自身瞄准的方向的+/-此角度进行攻击。比如填写的是45,则这个炮塔只能攻击自身面前±45°的敌人(一片扇形区域)",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "limitingMinRange",
"translate": "最小距离",
"description": "设置炮塔的最小攻击范围,不能攻击此范围内单位,也就是死角。比如核弹井",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "interceptProjectiles_withTags",
"translate": "拦截抛射体需有标签",
"description": "拦截具有此标签的抛射体,目前铁锈用于反核武器。",
"type": "tags",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "interceptProjectiles_andTargetingGroundUnderDistance",
"translate": "拦截抛射体搜索范围",
"description": "守护的范围,只有当敌方攻击在此圈子内时才考虑拦截。",
"type": "int",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "interceptProjectiles_andUnderDistance",
"translate": "拦截抛射体守护范围",
"description": "默认值为2000当抛射体到达这个距离时才开始发射拦截。",
"type": "int",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "interceptProjectiles_andOverHeight",
"translate": "拦截抛射体高度",
"description": "需要超过高度才会拦截。",
"type": "int",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "image_applyTeamColors",
"translate": "图像应用队伍颜色",
"description": "炮塔图像使用队伍颜色。默认为false。",
"type": "boolean",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "image_drawOffsetX",
"translate": "图像绘制偏移x",
"description": "炮塔图像在X轴偏移。",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "image_drawOffsetY",
"translate": "图像绘制偏移y",
"description": "炮塔图像在Y轴偏移。",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "warmupStartEffect",
"translate": "预热效果",
"description": "预热时在炮塔大小的位置产生效果。",
"type": "effect",
"addVersion": 1,
"section": "turret",
"demo": ""
},
{
"code": "shoot_sound",
"translate": "开火音效",
"description": "开火音效,填声音文件。有以下内置条目:attack、move、click、missile_fire、missile_hit、unit_explode、buiding_explode、 tank_firing、cannon_firing、gun_fire、lighting_burst、plasma_fire、plasma_fire2、firing3、firing4、large_gun_fire1、 large_gun_fire2、bug_die、bug_attack、interface_error、nuke_explode、nuke_launch、laser_deflect、laser_deflect2",
"type": "audio",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "onShoot_playAnimation",
"translate": "开火播放动画",
"description": "开火后播放[Animation]中的自定义动画",
"type": "string",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "idleSweepAngle",
"translate": "空闲扫描角度",
"description": "默认情况下禁用。 控制炮塔的左右方向",
"type": "int",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "idleSweepDelay",
"translate": "空闲扫描延迟",
"description": "控制空闲扫描移动之间的延迟",
"type": "float",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "idleSweepSpeed",
"translate": "空闲扫描速度",
"description": "控制炮塔扫描的速度",
"type": "float",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "idleSweepCondition",
"translate": "空闲扫描条件",
"description": "如果在特定条件下设置为禁用,则炮塔将恢复到其空闲状态",
"type": "logicBoolean",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "idleSweepAddRandomDelay",
"translate": "空闲扫描添加随机延迟",
"description": "为空闲扫描添加随机延迟。",
"type": "float",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "idleSweepAddRandomAngle",
"translate": "空闲扫描添加随机角度",
"description": "为空闲扫描添加随机角度值",
"type": "float",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "barrelOffsetX_onOddShots",
"translate": "奇数射击时炮弹偏移",
"description": "默认0。在奇数射击时横向偏移用于简化双管单位制作。比如重坦",
"type": "float",
"addVersion": 3,
"section": "turret",
"demo": ""
},
{
"code": "canAttackMaxAngle",
"translate": "攻击最大角度",
"description": "可以攻击最大角度",
"type": "float",
"addVersion": 2,
"section": "turret",
"demo": ""
},
{
"code": "explodeOnEndOfLife",
"translate": "寿终爆炸",
"description": "默认为false。True则会在寿命终结时爆炸并产生其命中时该有的效果。而不是直接消失。",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "unloadUpToXUnitsFromSource",
"translate": "卸载单位至命中地",
"description": "将指定个数单位卸载到抛射体爆炸位置。可以用来写传送机(高级起来了)",
"type": "int",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "teleportSource",
"translate": "传送",
"description": "将单位移动到抛射体爆炸的位置,用于传送自身。比如移动基地",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "spawnUnit",
"translate": "产生单位",
"description": "在弹丸爆炸位置产生这种单位,比如产生单位:坦克,如果需要产生多个单位只需要在产生的单位后面写*X,X为产生的数量,比如产生单位:坦克*5",
"type": "unit",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "convertHitToSourceTeam",
"translate": "命中时更改所属",
"description": "将更改被命中的单位转换队伍为自身所属。可以用来策反",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "areaDamageNoFalloff",
"translate": "范围伤害不衰减",
"description": "默认false.为true时范围伤害不再向边缘递减。",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "areaRadiusFromEdge",
"translate": "范围伤害从边缘计算",
"description": "范围伤害将从单位的边缘计算,而不是默认的中心计算。主要用于攻击大型单位。",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "areaExpandTime",
"translate": "范围扩展时间",
"description": "铁锈的范围伤害默认为对范围内的所有敌人一瞬间造成伤害,此代码会让瞬间伤害变为扩散型,例如范围扩展时间:120,则最边缘的单位会在两秒后受到伤害。比如核弹。",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "areaHitAirAndLandAtSameTime",
"translate": "范围武器同时攻击空中和地面",
"description": "范围武器将同时打击空中和地面。",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "areaHitUnderwaterAlways",
"translate": "范围武器可攻击深海",
"description": "范围武器将可以打击深海单位如潜艇。",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "areaIgnoreUnitsCloserThan",
"translate": "范围伤害忽略区域",
"description": "小于此范围的单位不会受到攻击影响。需要比areaRadius小否则造不成伤害。",
"type": "int",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "buildingDamageMultiplier",
"translate": "建筑伤害乘数",
"description": "默认为1。对建筑物伤害乘上此数值用于伤害修正。比如闪电对建筑物伤害低火焰对建筑物伤害高。(被攻击的单位需要是建筑:真)",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "shieldDamageMultiplier",
"translate": "护盾伤害乘数",
"description": "默认为1。对护盾伤害乘数。如0对护盾不造成伤害2对护盾造成双倍伤害",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "shieldDefectionMultiplier",
"translate": "护盾阻挡乘数",
"description": "护盾阻挡乘数填0则可无视护盾同时对单位和盾造成伤害。",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "armourIgnoreAmount",
"translate": "无视装甲数量",
"description": "无视目标装甲数量并造成伤害。/r/n如果一个单位装甲为50,一个伤害为50的伤害打在它身上只会造成它的装甲最低伤害,如果写了无视装甲数量:25,则会造成25伤害/r/n大概的伤害换算就是:/r/n受到的伤害=自身装甲-抛射体伤害-无视装甲数量,如果换算为负数则会造成抛射体伤害,如果为零则造成装甲最低伤害",
"type": "int",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "friendlyFire",
"translate": "友伤",
"description": "范围武器有友伤可以伤害自己单位。铁锈限制不能对盟友有伤害。负数友伤可以用于范围维修如果修盟友则需要用中立单位实现。参数false true only-ignoreEnemy",
"type": "friendlyFire",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "mutatorX_ifUnitWithTags",
"translate": "修正需要标签",
"description": "伤害修正所需标签,仅对携带标签单位有效。否则为原始伤害。注意,如果想对不同标签的敌人造成不同的修正效果,则只要把mutatorX_ifUnitWithTags中的X改成任意字母或数字,不过后面的mutatorX_directDamageMultiplier(修正直接伤害)也好,mutatorX_addResourcesDirectHit(修正直接伤害添加资源)也好,它们中的X都要改成对应的,比如:/r/nmutatorX_ifUnitWithTags:造成2倍伤害/r/nmutatorX_directDamageMultiplier:2/r/nmutator5_ifUnitWithTags:造成5倍伤害/r/nmutator5_directDamageMultiplier:5",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "mutatorX_ifUnitWithoutTags",
"translate": "修正除此标签",
"description": "伤害修正除此标签外有效。同修正需要标签",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "mutatorX_directDamageMultiplier",
"translate": "修正直接伤害",
"description": "对于直接伤害的修正,注意是乘数。比如直接伤害100这里填2对目标就造成200伤害。",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "mutatorX_areaDamageMultiplier",
"translate": "修正范围伤害",
"description": "伤害修正,范围伤害(areaDamage)乘数。比如范围伤害100这里填2对目标就造成200伤害。",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "mutatorX_changedExplodeEffect",
"translate": "修正命中效果",
"description": "如果此修正处于有效状态,则更改爆炸效果。",
"type": "effect",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "pushForce",
"translate": "推动力量",
"description": "抛射体爆炸后可用推动单位,可用于击退,对所有受到该伤害的目标击退,如果是范围伤害,则将受到伤害的目标以爆炸点为中心向四周推开",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "pushVelocity",
"translate": "推进速度",
"description": "抛射体爆炸后可用推动单位,这两条未公开代码适用范围不广,不建议使用。此代码填写值不要太大,大概在6~30内即可",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "targetSpeedAcceleration",
"translate": "抛射体加速度",
"description": "抛射体加速度控制targetSpeed(到达速度)的速度提升",
"type": "float",
"addVersion": 2,
"section": "projectile,comment",
"demo": ""
},
{
"code": "disableLeadTargeting",
"translate": "禁用预判",
"description": "瞄准移动目标时禁用预判计算。默认为false。",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "leadTargetingSpeedCalculation",
"translate": "预判计算",
"description": "用于使用targetGround时预判计算。目标计算的预期速度。默认为“targetSpeed”。如果设置则基于speed. ",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "initialUnguidedSpeedHeight",
"translate": "初始非制导垂直速度",
"description": "设置抛射体和地面间的垂直速度利用gravity制造出平滑的抛物线。比较迷填1左右重力可以不填。效果同自行火炮",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "gravity",
"translate": "重力",
"description": "控制地面的弹丸的拉力。与initialUnguidedSpeedHeight一起使用。",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "initialUnguidedSpeedX",
"translate": "初非导引速度X",
"description": "让抛射体以弧线形式移动,负数向左,正数向右。",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "initialUnguidedSpeedY",
"translate": "初非导引速度Y",
"description": "修改抛射体的高度,正数向下,负数向右。",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "explodeEffect",
"translate": "爆炸效果",
"description": "抛射体爆炸效果",
"type": "effect",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "explodeEffectOnShield",
"translate": "护盾上爆炸效果",
"description": "如果目标上有护盾,则使用此效果",
"type": "effect",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "teamColorRatio",
"translate": "抛射体阵营色色相",
"description": "将团队颜色混合到抛射体颜色中填0-1。",
"type": "float",
"addVersion": 2,
"section": "projectile,effect",
"demo": ""
},
{
"code": "drawUnderUnits",
"translate": "绘制与单位下",
"description": "绘制与单位下方。",
"type": "boolean",
"addVersion": 2,
"section": "effect,projectile,comment",
"demo": ""
},
{
"code": "effectOnCreate",
"translate": "创建时效果",
"description": "创建时效果,会追随抛射体。",
"type": "effect",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "shouldRevealFog",
"translate": "揭开迷雾",
"description": "抛射体在爆炸时向玩家揭开迷雾。似乎无法调整揭开的范围",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "alwaysVisibleInFog",
"translate": "迷雾中显示",
"description": "抛射体总是在迷雾中显示。",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "nukeWeapon",
"translate": "核武器",
"description": "发射时在迷你地图上显示,并且迷你地图会闪烁,命中时还会产生核爆的效果,还有其他一些效果。",
"type": "boolean",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "trailEffectRate",
"translate": "尾焰频率",
"description": "尾焰产生频率默认为3",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "delayedStartTimer",
"translate": "延迟时间",
"description": "抛射体从发射到移动的延迟时间,如果写了瞬间命中,则是从发射到命中的延迟时间。",
"type": "float",
"addVersion": 3,
"section": "effect",
"demo": ""
},
{
"code": "lightCastOnGround",
"translate": "光在地面上投射",
"description": "光在地面上投射。",
"type": "boolean",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "autoTargetingOnDeadTargetLead",
"translate": "自动切换目标引导",
"description": "它将在新的目标上发挥主导作用",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "spawnProjectilesOnEndOfLife",
"translate": "寿终产生抛射体",
"description": "在寿命结束时发射新的炮弹,对二次弹射有用",
"type": "projectile",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "spawnProjectilesOnExplode",
"translate": "爆炸产生抛射体",
"description": "同寿终产生抛射体,但不需要生命来达到0,只要爆炸就会产生",
"type": "projectile",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "spawnProjectilesOnCreate",
"translate": "创建产生抛射体",
"description": "在这个弹丸的创建上发射了射弹,但使它自己创建将创建一个无限循环,因此通常是这样写的1(递归限制=1),如果不是创建自身则不需要递归限制",
"type": "projectile",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "wobbleAmplitude",
"translate": "摆动幅度",
"description": "抛射体飞出去的时候会左右摇摆,比如火蜂战机的对地导弹、导弹飞艇的导弹",
"type": "float",
"addVersion": 3,
"section": "projectile,comment",
"demo": ""
},
{
"code": "wobbleFrequency",
"translate": "摆动频率",
"description": "弹丸多久会摆动一次,对旋转速度有用",
"type": "float",
"addVersion": 3,
"section": "projectile,comment",
"demo": ""
},
{
"code": "moveWithParent",
"translate": "和父级一起移动",
"description": "当父级移动时移动弹丸。 对光束效果有用。",
"type": "boolean",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "sweepOffset",
"translate": "扫描偏移",
"description": "对光束效果有用。",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "sweepSpeed",
"translate": "扫描速度",
"description": "对光束效果有用。",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "mutatorX_addResourcesDirectHit",
"translate": "修正直接伤害添加资源",
"description": "修正直接伤害命中时添加资源,比如mutatorX_addResourcesDirectHit:credit=-50,可以是任何资源(某偷电贼狂喜)",
"type": "resource",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "mutatorX_addResourcesAreaHit",
"translate": "修正范围伤害添加资源",
"description": "修正范围伤害命中时添加资源,对命中的所有目标生效,同修正直接伤害添加资源",
"type": "resource",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "retargetingInFlight",
"translate": "飞行中重新瞄准",
"description": "可以在飞行中重新瞄准一个新的目标,配合旋转速度:0可以做到东方式弹幕",
"type": "boolean",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "retargetingInFlightSearchDelay",
"translate": "飞行中瞄准搜索延迟",
"description": "在挑选新目标之间有多长延迟。",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "retargetingInFlightSearchRange",
"translate": "飞行中瞄准搜索范围",
"description": "目标被重新选择的范围。",
"type": "int",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "retargetingInFlightSearchLead",
"translate": "飞行搜索引导重新定位",
"description": "射弹的引射试图击中目标",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "retargetingInFlightSearchOnlyTags",
"translate": "飞行搜索中定位拥有此标签",
"description": "只将自己重定向到带有这些标签的单元",
"type": "tags",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "beamImage",
"translate": "光束图像",
"description": "用于激光效果的图像",
"type": "image",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "beamImageOffsetRate",
"translate": "光束图像偏移率",
"description": "光束图像的偏移率",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "beamImageStart",
"translate": "光束图像起始帧",
"description": "帧启动波束动画效果",
"type": "int",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "beamImageEnd",
"translate": "光束图像结束帧",
"description": "帧启动波束动画效果",
"type": "int",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "startingHeightOffset",
"translate": "创建时高度偏移",
"description": "单位在创建时高度。负数上升比较慢。",
"type": "float",
"addVersion": 3,
"section": "movement",
"demo": ""
},
{
"code": "heightChangeRate",
"translate": "高度变化率",
"description": "单位改变高度的速率,从转换或漂移",
"type": "float",
"addVersion": 3,
"section": "movement",
"demo": ""
},
{
"code": "fallingAcceleration",
"translate": "坠落加速",
"description": "单位下降的加速度",
"type": "float",
"addVersion": 3,
"section": "movement",
"demo": ""
},
{
"code": "fallingAccelerationDead",
"translate": "死亡坠落加速",
"description": "坠落加速,但当被摧毁时",
"type": "float",
"addVersion": 2,
"section": "movement",
"demo": ""
},
{
"code": "useAsTransport",
"translate": "用作运输",
"description": "作为载具。如果单位可以运输单位则默认为true.如果你的单位可以运输又能攻击则AI可能囤积起来而不攻击则需要设置false.",
"type": "boolean",
"addVersion": 3,
"section": "ai",
"demo": ""
},
{
"code": "useAsAttacker",
"translate": "用作攻击者",
"description": "是否作为攻击者。",
"type": "boolean",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "useAsHarvester",
"translate": "用作采集",
"description": "作为采集者。如果单位可以回收资源则默认为true",
"type": "boolean",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "ai_upgradePriority",
"translate": "AI升级优先级",
"description": "升级优先级。默认值为0.06。 设置在0-1之间越高表示AI更有可能先于其他升级该单位。",
"type": "float",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "recommendedInEachBaseNum",
"translate": "推荐在每个基地的数量",
"description": "推荐在每个基地中的数量。",
"type": "int",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "recommendedInEachBasePriorityIfUnmet",
"translate": "推荐条件不满足时优先级",
"description": "如果未满足,推荐在基地中的优先级。",
"type": "float",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "whenUsingAsHarvester_recommendedInEachBase",
"translate": "每个基地此采集者数量",
"description": "当此单位用作采集者时,每个基地推荐的采集者数量。",
"type": "int",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "whenUsingAsHarvester_recommendedGlobal",
"translate": "全地图推荐采集者数量",
"description": "当此单位用作采集者时,全图推荐的采集者数量。",
"type": "int",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "whenUsingAsHarvester_includeOtherHarvesterCounts",
"translate": "是否算在采集者计数中",
"description": "当此单位用作采集者时,是否算在其它采集者统计中。",
"type": "boolean",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "onlyUseAsHarvester_ifBaseHasUnitTagged",
"translate": "有此标签才作为采集者",
"description": "只有当基地有单位标记时才可以作为采集者使用.",
"type": "string",
"addVersion": 3,
"section": "ai",
"demo": ""
},
{
"code": "lowPriorityTargetForOtherUnits",
"translate": "对其他单位低优先级",
"description": "对其他单位低优先级",
"type": "boolean",
"addVersion": 3,
"section": "ai",
"demo": ""
},
{
"code": "notPassivelyTargetedByOtherUnits",
"translate": "不是其他单位的被动目标",
"description": "不是其他单位的被动目标",
"type": "boolean",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "endDirOffset",
"translate": "末端角度偏移值",
"description": "目标脚/末端相对于身体的旋转角度。",
"type": "int",
"addVersion": 2,
"section": "arm,leg",
"demo": ""
},
{
"code": "moveWarmUp",
"translate": "移动延迟",
"description": "腿脚移动延迟",
"type": "float",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "holdDisMin",
"translate": "最小移动距离",
"description": "默认值为7。如果相邻的腿还没有重新移动则至少移动此距离。",
"type": "float",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "holdDisMax",
"translate": "最大移动距离",
"description": "默认值为16。如果已经移动超过此距离则强制重新放置腿。",
"type": "float",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "holdDisMin_maxMovingLegs",
"translate": "最大移动腿数目",
"description": "最多移动腿数目",
"type": "int",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "hold_moveOnlyIfFurthest",
"translate": "只在最远时保持移动",
"description": "保持移动仅在最远时候。",
"type": "boolean",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "holdDisMin_checkNeighbours",
"translate": "最小移动距离检查相邻",
"description": "移动最小距离时检查相邻的腿脚。",
"type": "boolean",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "hardLimit",
"translate": "硬性限制",
"description": "默认值为50。强制腿部不要走的超过此数值。最好不要用到。",
"type": "float",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "estimatingPositionMultiplier",
"translate": "预测位置乘数",
"description": "默认值为1。根据单位速度预测单位可用的腿脚放置位置。",
"type": "float",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "image_end",
"translate": "末端图像",
"description": "末端图像,相当于脚。",
"type": "image",
"addVersion": 2,
"section": "arm",
"demo": ""
},
{
"code": "image_end_shadow",
"translate": "末端图像阴影",
"description": "末端图像阴影。",
"type": "image",
"addVersion": 2,
"section": "arm",
"demo": ""
},
{
"code": "image_end_teamColors",
"translate": "末端图像着色",
"description": "末端图像使用阵营色。",
"type": "boolean",
"addVersion": 2,
"section": "arm",
"demo": ""
},
{
"code": "image_foot",
"translate": "脚图像",
"description": "脚图像与image_end相同",
"type": "image",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "image_foot_shadow",
"translate": "脚图像阴影",
"description": "脚图像阴影。",
"type": "image",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "image_middle",
"translate": "中部图像",
"description": "中部图像,相当于腿。",
"type": "image",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "image_leg",
"translate": "腿图像",
"description": "腿图像与image_middle相同",
"type": "image",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "drawOverBody",
"translate": "绘制主体之上",
"description": "绘制在主体之上。",
"type": "boolean",
"addVersion": 2,
"section": "arm,leg",
"demo": ""
},
{
"code": "drawUnderAllUnits",
"translate": "绘制所有单位之下",
"description": "绘制所有单位之下。",
"type": "boolean",
"addVersion": 2,
"section": "leg,arm",
"demo": ""
},
{
"code": "drawDirOffset",
"translate": "绘制角度偏移",
"description": "绘制角度偏移。",
"type": "float",
"addVersion": 2,
"section": "leg,arm",
"demo": ""
},
{
"code": "favourOppositeSideNeighbours",
"translate": "偏向于临近一侧",
"description": "填true时使得左右的腿脚拉开时间差这样更好看。否则看起来顺拐。计算相邻的X比接近的Y查10倍时间。",
"type": "boolean",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "drawLegWhenZoomedOut",
"translate": "缩小时绘制腿",
"description": "在缩小显示倍数(看到东西更多)后绘制腿。False时不绘制。为了提高绘制腿性能默认值根据单位大小而变化。",
"type": "boolean",
"addVersion": 2,
"section": "leg",
"demo": ""
},
{
"code": "drawFootWhenZoomedOut",
"translate": "缩小时绘制脚",
"description": "在缩小显示倍数(看到东西更多)后绘制脚。False时不绘制。为了提高绘制腿性能默认值根据单位大小而变化。如果单独设置阴影则可能比较怪异。",
"type": "boolean",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "resetAngle",
"translate": "复位角度",
"description": "复位角度。",
"type": "float",
"addVersion": 1,
"section": "leg",
"demo": ""
},
{
"code": "height",
"translate": "高度",
"description": "子单位高度。",
"type": "float",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "onCreateSpawnUnitOf",
"translate": "创建时生成单位",
"description": "该单位创造时往这个附属位添加填写的单位。",
"type": "unit",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "canBeAttackedAndDamaged",
"translate": "可被攻击或损坏",
"description": "这个子单位是否可以被攻击或受到伤害。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "lockLegMovement",
"translate": "锁定腿脚运动",
"description": "锁定腿脚运动,明明是锁定leg的运动,写在movement节却会报错,写在附属节却不会,怪哎,另外这个代码写在附属节好像也没什么用",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "keepAliveWhenParentDies",
"translate": "保持子存活",
"description": "当此单位死亡时,子单位保持存活而不是随着父单位一起死亡。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "setDrawLayerOnTop",
"translate": "绘制于顶层",
"description": "此子单位绘制于顶层。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "setDrawLayerOnBottom",
"translate": "绘制于底层",
"description": "此子单位绘制于底层。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "addTransportedUnits",
"translate": "增加被运输单位",
"description": "这个附属位的单位是否会添加到运输单位槽中,在这个附属会显示的情况下,这个代码为真时可以做到空母的效果。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "lockRotation",
"translate": "锁定旋转",
"description": "锁定子单位的方向,禁止它旋转。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "rotateWithParent",
"translate": "子单位一同旋转",
"description": "旋转时子单位是否一同旋转。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "resetRotationWhenNotAttacking",
"translate": "不攻击时重置角度",
"description": "不攻击时恢复到自身默认角度",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "deattachIfWantingToMove",
"translate": "移动时脱离",
"description": "若收到移动命令子单位将自动分离。这包括来自action的路径点。可以用来制作机场或者空母、航母等",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "prioritizeParentsMainTarget",
"translate": "优先考虑母体的主要目标",
"description": "子单位优先考虑母体当前的目标。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "alwaysAllowedToAttackParentsMainTarget",
"translate": "总是攻击母体的主要目标",
"description": "子单总是攻击母体的攻击目标。",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "onParentTeamChangeKeepCurrentTeam",
"translate": "改变队伍时子单位保持原队伍",
"description": "默认值为false。如果为true则母体改变队伍时子单位不改变队伍。",
"type": "boolean",
"addVersion": 3,
"section": "attachment",
"demo": ""
},
{
"code": "smoothlyBlendPositionWhenExistingUnitAdded",
"translate": "补充时平滑移动",
"description": "补充所装载单位至槽位时平滑移动。",
"type": "boolean",
"addVersion": 3,
"section": "attachment",
"demo": ""
},
{
"code": "keepWaypointsNeedingMovement",
"translate": "保持航点需要移动",
"description": "保持航点需要移动",
"type": "boolean",
"addVersion": 3,
"section": "attachment",
"demo": ""
},
{
"code": "showAllActionsFrom",
"translate": "显示所有的行动",
"description": "显示选中时附加在父单元列表中的单元的所有操作",
"type": "boolean",
"addVersion": 3,
"section": "attachment",
"demo": ""
},
{
"code": "createIncompleteIfParentIs",
"translate": "如果父级创建完整",
"description": "如果父级是创建完整的",
"type": "boolean",
"addVersion": 3,
"section": "attachment",
"demo": ""
},
{
"code": "redirectDamageToParent",
"translate": "重定向伤害到父级",
"description": "这个附属受到的伤害会传递给父单位,自己不会受伤",
"type": "boolean",
"addVersion": 3,
"section": "attachment",
"demo": ""
},
{
"code": "redirectDamageToParent_shieldOnly",
"translate": "只有护盾重定向伤害到父级",
"description": "同上,只不过是护盾",
"type": "boolean",
"addVersion": 2,
"section": "attachment",
"demo": ""
},
{
"code": "alsoEmitEffects",
"translate": "也创造效果",
"description": "该效果创建时创建更多效果,对于多效果很有用。 注意:创建的效果上的其他“ alsoEmitEffects”将被忽略禁止套娃。",
"type": "effect",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "ifSpawnFailsEmitEffects",
"translate": "如果失败则创建效果",
"description": "如果此效果的“spawnChance”失败则产生这些效果。",
"type": "effect",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "alsoPlaySound",
"translate": "也播放音效",
"description": "播放音效,填文件名或内置。",
"type": "audio",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "createWhenOffscreen",
"translate": "可创建于画面之外",
"description": "允许在画面之外产生此效果默认为false。",
"type": "boolean",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "createWhenZoomedOut",
"translate": "缩小时可产生效果",
"description": "允许缩小时产生此效果默认值为true",
"type": "boolean",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "createWhenOverLiquid",
"translate": "创建于液体上",
"description": "允许在液体上方产生此效果默认值为true",
"type": "boolean",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "createWhenOverLand",
"translate": "创建于陆地上",
"description": "允许在陆地上方产生此效果默认值为true",
"type": "boolean",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "spawnChance",
"translate": "效果产生几率",
"description": "默认值1.如果小于1则效果有可能会被创建(卢克少数的随机代码)",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "showInFog",
"translate": "在雾中显示",
"description": "该效果在迷雾中是否会显示,默认为false",
"type": "boolean",
"addVersion": 3,
"section": "effect",
"demo": ""
},
{
"code": "delayedStartTimerRandom",
"translate": "延迟创建随机时间",
"description": "等待时间随机变化",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "liveAfterAttachedDies",
"translate": "目标死后存活",
"description": "目标死后动画是否继续存在,比如抛射体的尾焰,在抛射体命中后消失,使用AttachedToUnit时默认为false.",
"type": "boolean",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "priority",
"translate": "效果优先级",
"description": "默认为高一次显示太多效果时依据重要程度丢弃不重要的以用于创建新的。verylow/low/high/veryhigh/critical(很低,低,高,很高,至关重要),对于性能较差的设备更容易看出来",
"type": "string",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "attachedToUnit",
"translate": "附着在单位上",
"description": "此效果产生时吸附到目标单位或抛射体。将与之一起移动,比如抛射体的尾焰,如果为假则尾焰不会附着在抛射体上而是停留在创造时的位置并随效果的相对/绝对速度移动。",
"type": "boolean",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "alwayStartDirAtZero",
"translate": "初始角度总是为零",
"description": "忽略附属单位或者产者的角度,也可以这样写:/r/n产生单位:坦克(初始角度总是为零=真)",
"type": "boolean",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "atmospheric",
"translate": "空气效果",
"description": "添加阻力使此效果减慢速度,并添加随机移动。用于模拟尾焰。",
"type": "boolean",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "physics",
"translate": "物理效果",
"description": "撞击地面时反弹,效果如特拉…特斯拉机甲命中后产生的粒子,需要高度才能生效。",
"type": "boolean",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "physicsGravity",
"translate": "物理重力",
"description": "默认为1。physics:true时的垂直方向加速度。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "xOffsetRelative",
"translate": "X相对偏移量",
"description": "效果起始时相对于炮塔炮弹单位的偏移的方向位置。正数向右负数向左。从1.15开始,可支持动态逻辑。\n\n可用范围效果贴花",
"type": "float,logicBoolean",
"addVersion": 2,
"section": "effect,decal",
"demo": ""
},
{
"code": "yOffsetRelative",
"translate": "Y相对偏移量",
"description": "效果起始时相对于炮塔炮弹单位的偏移的方向位置。正数向前负数向后。从1.15开始,可支持动态逻辑。\n\n可用范围效果贴花",
"type": "float,logicBoolean",
"addVersion": 2,
"section": "effect,decal",
"demo": ""
},
{
"code": "xOffsetRelativeRandom",
"translate": "X相对随机偏移量",
"description": "X相对目标随机偏移量。随机增加或减少此值用于偏移像素。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "yOffsetRelativeRandom",
"translate": "Y相对随机偏移量",
"description": "Y相对目标随机偏移量。随机增加或减少此值用于偏移像素。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "xOffsetAbsolute",
"translate": "X绝对偏移量",
"description": "Absolute类为绝对偏移它不像Relative那样考虑单位的方向。比如设置x向速度为1绝对偏移则始终向右移动相对偏移可以向任意方向移动。从1.15开始,可支持动态逻辑。\n\n可用范围效果贴花",
"type": "float,logicBoolean",
"addVersion": 2,
"section": "effect,decal",
"demo": ""
},
{
"code": "yOffsetAbsolute",
"translate": "Y绝对偏移量",
"description": "按位置偏移起动效果忽略附加炮塔单位等的方向。从1.15开始,可支持动态逻辑。\n\n可用范围效果贴花",
"type": "float,logicBoolean",
"addVersion": 2,
"section": "effect,decal",
"demo": ""
},
{
"code": "xOffsetAbsoluteRandom",
"translate": "X绝对随机偏移量",
"description": "随机增加或减少此值,用于偏移像素。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "yOffsetAbsoluteRandom",
"translate": "Y绝对随机偏移量",
"description": "随机增加或减少此值,用于偏移像素。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "xSpeedRelative",
"translate": "X相对速度",
"description": "X轴相对于目标的移动速度。正数向右负数向左。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "ySpeedRelative",
"translate": "Y相对速度",
"description": "Y轴相对于目标的移动速度。正数向前负数向后。",
"type": "float",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "xSpeedRelativeRandom",
"translate": "X随机相对速度",
"description": "随机增加或减少此值,用于偏移像素。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "ySpeedRelativeRandom",
"translate": "Y随机相对速度",
"description": "随机增加或减少此值,用于偏移像素。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "xSpeedAbsolute",
"translate": "X绝对速度",
"description": "X轴相对于起点的绝对移动速度。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "ySpeedAbsolute",
"translate": "Y绝对速度",
"description": "Y轴相对于起点的绝对移动速度。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "xSpeedAbsoluteRandom",
"translate": "X随机绝对速度",
"description": "按此值随机更改初始值。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "ySpeedAbsoluteRandom",
"translate": "Y随机绝对速度",
"description": "按此值随机更改初始值。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "hOffset",
"translate": "高度偏移",
"description": "距目标的高度偏移。正数向上,负数向下。\n\n可用范围效果贴花",
"type": "float",
"addVersion": 2,
"section": "effect,decal",
"demo": ""
},
{
"code": "hOffsetRandom",
"translate": "随机高度偏移",
"description": "按此值随机更改初始值。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "hSpeedRandom",
"translate": "随机高度速度偏移",
"description": "按此值随机更改初始值。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "dirOffset",
"translate": "角度偏移",
"description": "角度偏移,修改初始朝向。注意,0度可能存在朝向问题。可使用动态逻辑\n\n可用范围效果贴花",
"type": "float,l",
"addVersion": 2,
"section": "effect,decal",
"demo": ""
},
{
"code": "dirOffsetRandom",
"translate": "随机角度偏移量",
"description": "按此值随机更改偏移角度。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "dirSpeed",
"translate": "效果转速",
"description": "修改效果的旋转速度。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "dirSpeedRandom",
"translate": "随机转速",
"description": "按此值随机更改旋转速度。",
"type": "float",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "frameIndex",
"translate": "帧索引",
"description": "使用内置效果时所取用的帧编号0取第一帧。",
"type": "int",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "frameIndexRandom",
"translate": "帧随机",
"description": "随机增减索引值,用于随机使用同组内不同的图像。",
"type": "int",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "stripIndex",
"translate": "图像集",
"description": "\"要使用的内置图像集。不能与自定义图像一起使用。如effects 效果1对应res内文件effects.png以此类推。 explode_big爆炸效果图、light_50闪光贴图、flame开火图火焰、dust灰尘贴图、smoke_black黑烟、shockwave冲击波、fire火焰图、lava_bubble岩浆泡、effects2效果2、plasma_shot等离子、shockwave_large大冲击波、explode_bits碎片、explode_big2大爆炸、explode_bits_bug虫碎片、projectiles抛射体、projectiles2抛射体2、effects3效果3\"",
"type": "string",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "Image",
"translate": "图像",
"description": "要使用的自定义图像文件。不能与stripIndex一起使用。",
"type": "image",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "scaleTo",
"translate": "结束缩放倍数",
"description": "效果结束时缩放倍数。",
"type": "float",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "scaleFrom",
"translate": "初始缩放倍数",
"description": "效果初始时缩放倍数,用于效果从小到大缩放,或者反向缩放。",
"type": "float",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "fadeInTime",
"translate": "淡入时间",
"description": "设置淡入效果时间从透明到不透明。透明度值从0%到100%,有一点很奇怪,淡入时间貌似不能超过存在时间的一半,否则淡入时间结束后会直接消失",
"type": "float",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "fadeOut",
"translate": "淡出",
"description": "设置淡入效果时间透明度从100%淡出到%0。把alpha设置为高于1可以延长淡出。",
"type": "boolean",
"addVersion": 2,
"section": "effect,comment",
"demo": ""
},
{
"code": "alpha",
"translate": "透明度",
"description": "介于0-1之间。可以设置为大于1以延迟淡出效果\n游戏不允许设置超过1的透明度但你可通过动态逻辑超过。\n\n可用范围效果贴花",
"type": "float",
"addVersion": 1,
"section": "effect,comment,decal",
"demo": ""
},
{
"code": "shadow",
"translate": "阴影",
"description": "true时绘制阴影。如果使用imageShadow则强制为true",
"type": "boolean",
"addVersion": 2,
"section": "effect,decal",
"demo": ""
},
{
"code": "animateFrameStart",
"translate": "动画开始帧",
"description": "动画从哪一帧开始,第一帧编号为0",
"type": "int",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "animateFrameEnd",
"translate": "动画结束帧",
"description": "动画在哪一帧结束。",
"type": "int",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "animateFramePingPong",
"translate": "动画帧重放",
"description": "动画正序播放完毕后再倒序播放一次。",
"type": "boolean",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "animateFrameSpeed",
"translate": "动画帧速度",
"description": "动画播放速度单位位游戏帧一般动画帧数也不高所以设置一般为0.x",
"type": "time",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "animateFrameSpeedRandom",
"translate": "动画帧随机速度",
"description": "按此值随机更改动画速度。",
"type": "float",
"addVersion": 3,
"section": "effect",
"demo": ""
},
{
"code": "lifeRandom",
"translate": "随机存在时间",
"description": "存在时间随机+/-此值",
"type": "float",
"addVersion": 3,
"section": "effect",
"demo": ""
},
{
"code": "alsoEmitEffectsOnDeath",
"translate": "也创造死亡效果",
"description": "创建时创建更多效果,对于多效果很有用。 注意:创建的效果上的其他“ alsoEmitEffects”将被忽略禁止套娃。",
"type": "effect",
"addVersion": 2,
"section": "effect",
"demo": ""
},
{
"code": "onActions",
"translate": "动画触发条件",
"description": "触发条件:移动、攻击、闲置、在建造中、建造中并将动画拉伸至建造时长、生产中 move, attack, idle, underConstruction, underConstructionWithLinkedBuiltTime, queuedUnits",
"type": "onActions",
"addVersion": 2,
"section": "animation",
"demo": ""
},
{
"code": "onActionsQueuedUnitPlayAt",
"translate": "在队列中有单位播放",
"description": "当使用onAction:queueedUnits时动画开始之前需要达到值设置为0-1之间",
"type": "float",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "blendIn",
"translate": "融入上个动画",
"description": "与上一个动画融合时间。",
"type": "time",
"addVersion": 2,
"section": "animation",
"demo": ""
},
{
"code": "blendOut",
"translate": "融入下个动画",
"description": "与下一个动画融合时间。",
"type": "time",
"addVersion": 2,
"section": "animation",
"demo": ""
},
{
"code": "pingPong",
"translate": "反向播放动画",
"description": "结束后反向播放动画。",
"type": "boolean",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "KeyframeTimeScale",
"translate": "关键帧时间尺度",
"description": "缩放所有关键帧时间,这有助于在不更改所有内容的情况下更快/更慢地制作动画",
"type": "float",
"addVersion": 2,
"section": "animation",
"demo": ""
},
{
"code": "direction_starting",
"translate": "多向动画朝向",
"description": "覆盖[graphics] animation_direction_starting第一帧的方向取决于你的素材。",
"type": "float",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "scale_start",
"translate": "缩放开始",
"description": "开始规模。不推荐使用,而是使用主体关键帧。",
"type": "float",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "scale_end",
"translate": "缩放结束",
"description": "最终规模。不推荐使用,而是使用主体关键帧。",
"type": "float",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "addActionCooldownTime",
"translate": "增加动作冷却时间",
"description": "增加动作冷却时间,冷却未完成时玩家无法使用该动作。",
"type": "time",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "text",
"translate": "文本",
"description": "界面中显示的文字",
"type": "language",
"addVersion": 2,
"section": "action,template,comment,hiddenAction",
"demo": ""
},
{
"code": "description",
"translate": "描述",
"description": "选中时显示的文本,用于解释其用途。",
"type": "string",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "displayType",
"translate": "显示类型",
"description": "行动的显示类型正常模式为none无(绿色)、集结(白色R)、升级(蓝色U)、单位队列(绿色)、建筑(绿色)、行为(蓝色)、仅信息(灰色)、无框信息 none, rally, upgrade, queueUnit, building, action, infoOnly, infoOnlyNoBox",
"type": "displayType",
"addVersion": 2,
"section": "action,comment",
"demo": ""
},
{
"code": "displayRemainingStockpile",
"translate": "显示剩余库存",
"description": "显示剩余库存,显示为根据资源计算可以触发操作的次数。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "iconImage",
"translate": "图标",
"description": "使用图像作为此动作图标。\r\n如果它在全局资源或者是局部资源的话则是显示该资源的图像。\r\n用法[resource_演示]\r\niconImage:ROOT:/你的图像.png\r\n温馨提示:这个建议使用绝对路径因为模板是套在每个子目录的下面的。且长宽像素不能超过100px不支持自适应推荐50px",
"type": "image",
"addVersion": 2,
"section": "action,global_resource,resource",
"demo": ""
},
{
"code": "unitShownInUI",
"translate": "UI中显示的单位",
"description": "使用此单位作为动作图标。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "isActive",
"translate": "可用",
"description": "默认为true。如果为false则会禁用操作并在用户界面中以红色显示。",
"type": "logicBoolean",
"addVersion": 2,
"section": "action,template",
"demo": ""
},
{
"code": "allowMultipleInQueue",
"translate": "允许多个队列",
"description": "允许多次点击此行为形成队列false时则只能点一次不能累加。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "onlyOneUnitAtATime",
"translate": "一次只有一个单位",
"description": "填true时选中多个同类单位时只有一个执行此行为。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "ai_isDisabled",
"translate": "AI被禁用",
"description": "默认为false。使用此操作停止AI使用此动作。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "ai_isHighPriority",
"translate": "AI高优先级",
"description": "AI将优先执行此动作。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "ai_considerSameAsBuilding",
"translate": "AI作为建筑",
"description": "填建筑。考虑动作的优先级将会跟建筑物建优先级一样。",
"type": "boolean",
"addVersion": 2,
"section": "ai",
"demo": ""
},
{
"code": "autoTriggerOnEvent",
"translate": "自动触发事件",
"description": "满足此条件则自动触发。参数表: 创建完成和激活销毁杀死任何单位队列中单位完成队列添加项目队列项目取消传送接触目标成功玩家指定路径队伍变更运输新单位卸载或移除单位created, completeAndActive, destroyed, killedAnyUnit, queuedUnitFinished, queueItemAdded, queueItemCancelled, teleported, touchTargetSuccess, newWaypointGivenByPlayer, teamChanged, transportingNewUnittransportUnloadedOrRemovedUnit",
"type": "string",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "autoTrigger",
"translate": "自动触发",
"description": "如果为true则立即触发此操作的效果忽略价格isActiveisVisiblebuildSpeed等,当全场计算的autoTrigger数量庞大时可能会出现卡顿",
"type": "logicBoolean",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "highPriorityQueue",
"translate": "高优先级队列",
"description": "默认为false。如果为true则此操作将跳过队列中的所有其他低优先级操作。适用于fireTurret类动作。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "canPlayerCancel",
"translate": "玩家可以取消",
"description": "玩家可以取消此动作。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "whenBuilding_cannotMove",
"translate": "使单位无法移动",
"description": "执行操作准备时停止单位移动。适用于类似部署类动作。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "whenBuilding_playAnimation",
"translate": "建立时播放动画",
"description": "准备此动作时,播放[animation]中自定义的动画。",
"type": "unknown",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "whenBuilding_rotateTo",
"translate": "将单位旋转到",
"description": "准备此动作时,将单位主体旋转到该方向,可以写在隐藏行动里但无效",
"type": "float",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "whenBuilding_rotateTo_orBackwards",
"translate": "当建筑物旋转到向后或向后",
"description": "如果为true则当角度较小时允许从whenBuilding_rotateTo旋转180度。",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "whenBuilding_rotateTo_waitTillRotated",
"translate": "未完成动作时不执行动作",
"description": "在单位旋转到指定角度之前,这个动作不会执行,需要定义建造速度且不为零,如果强行移动改变角度的话可能会重新计算进度",
"type": "boolean",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "whenBuilding_temporarilyConvertTo",
"translate": "准备时临时转换为",
"description": "准备此操作时临时转换为另一个单位。原始单位的操作将保留。",
"type": "unit",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "whenBuilding_triggerAction",
"translate": "建立触发动作时",
"description": "准备时触发另一个动作",
"type": "unknown",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "spawnEffectsOnQueue",
"translate": "产生对队列的影响",
"description": "动作准备开始时产生的效果。",
"type": "unknown",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "playSoundToPlayerOnQueue",
"translate": "在队列上播放声音给播放器",
"description": "动作准备时播放给玩家的声音。",
"type": "audio",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "convertTo",
"translate": "转换成",
"description": "将您的单位转换为另一个单位。属性被保留,但是附属不会改变",
"type": "unit",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addEnergy",
"translate": "增加能量",
"description": "为单位增加能量。需要设置了energyMax否则不起作用。与addResourcesenergy = X 相同)",
"type": "float",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "addResourcesScaledByAIHandicaps",
"translate": "根据AI难度添加资源",
"description": "与addResources类似但根据AI难度级别增加或减少。比例最简单40%、简单70%、中等100%、困难140%、很困难180%、不可能370%,比如根据AI难度添加资源:credit=10",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "deleteSelf",
"translate": "删除自我",
"description": "删除此单位等同于沙盒模式的Delete Unit,没有死亡效果,不执行任何死亡触发。",
"type": "boolean",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "resetCustomTimer",
"translate": "重置自定义计时器",
"description": "重置自定义计时器与self.customTimer,需要注意的是,所有的计时器都会被重置",
"type": "logicBoolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "setBodyRotation",
"translate": "设置身体旋转",
"description": "设置单位旋转度数。单位朝右为0度。因为是结果而不是准备过程所以很突然。",
"type": "int",
"addVersion": 2,
"section": "hiddenAction",
"demo": ""
},
{
"code": "alsoTriggerAction",
"translate": "也执行动作",
"description": "瞬间触发其他动作的结果。忽略行动的要求。",
"type": "unknown",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "alsoQueueAction",
"translate": "也添加进队列",
"description": "将另一个动作添加到序列中。忽略行动的要求",
"type": "unknown",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "alsoTriggerOrQueueActionConditional",
"translate": "也执行队列或需执行条件",
"description": "将此操作添加到序列。如果条件不满足(false)则忽略alsoQueueAction。默认true.",
"type": "logicBoolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "playSoundAtUnit",
"translate": "播放声音至单位",
"description": "动作结束时在当前位置播放声音。",
"type": "audio",
"addVersion": 2,
"section": "action,hiddenAction,template",
"demo": ""
},
{
"code": "playSoundGlobally",
"translate": "播放声音至全图",
"description": "播放全局声音,所有玩家都能听到。",
"type": "audio",
"addVersion": 2,
"section": "hiddenAction",
"demo": ""
},
{
"code": "playSoundToPlayer",
"translate": "播放声音至玩家",
"description": "播放声音,只有自己能听到。",
"type": "audio",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "fireTurretXAtGround",
"translate": "指定攻击地面炮塔",
"description": "使用此炮塔攻击玩家所指定的地面。",
"type": "turret",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "fireTurretXAtGround_withOffset",
"translate": "指定攻击地面坐标",
"description": "攻击指定坐标所在地面,不需要手动选择,",
"type": "position",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "fireTurretXAtGround_withProjectile",
"translate": "指定攻击地面抛射体",
"description": "设定使用的抛射体,如果不设置则为炮塔默认的抛射体。",
"type": "projectile",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "fireTurretXAtGround_count",
"translate": "指定攻击地面数量",
"description": "设置发射的抛射体数量默认为1",
"type": "int",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "fireTurretXAtGround_onlyOverPassableTileOf",
"translate": "指定攻击地面类型",
"description": "设置手动选择的地面需要满足这种运动方式。列表:无,陆地,建筑,空军,水。两栖,跨悬崖,跨悬崖和度水。 NONE LAND BUILDING AIR WATER HOVER OVER_CLIFF OVER_CLIFF_WATER",
"type": "string",
"addVersion": 2,
"section": "action",
"demo": ""
},
{
"code": "spawnUnits",
"translate": "动作产生单位",
"description": "产生指定单位,可用是多种。",
"type": "unit",
"addVersion": 2,
"section": "hiddenAction",
"demo": ""
},
{
"code": "spawnEffects",
"translate": "产生效果",
"description": "产生指定效果",
"type": "effect",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "produceUnits",
"translate": "生产单位",
"description": "类似spawnUnits但是单位像正常生产一样并获得路径的移动。只对非建筑物刷的单位有效。",
"type": "unit",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "addUnitsIntoTransport",
"translate": "添加单位到载具",
"description": "将单位添加到运输槽中,在添加之前会检查空间是否够。",
"type": "unit",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "deleteNumUnitsFromTransport",
"translate": "从载具中删除单位数",
"description": "从载具中删除指定数量单位。",
"type": "int",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "deleteNumUnitsFromTransport_onlyWithTags",
"translate": "从载具删除带标签单位",
"description": "从载具中删除具有此标签的指定数量单位。",
"type": "string",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "startUnloadingTransport",
"translate": "开始卸载单位",
"description": "开始卸载单位。",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "forceUnloadTransportNow",
"translate": "强制卸载单位",
"description": "立即强制卸载单位",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "clearAllWaypoints",
"translate": "清除所有路径点",
"description": "清除当前所有路径。",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "clearActiveWaypoint",
"translate": "清除当前路径点",
"description": "清除当前路径,也就是停止当前动作,执行下一个路径点。",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_type",
"translate": "添加路径点动作类型",
"description": "添加的路径点类型。移动,移动攻击,防守,进入载具,主动装载,攻击,回收,维修,靠近目标,建造,跟随。 move, attackMove, guard, loadInto, loadUp, attack, reclaim, repair, touchTarget, build, follow",
"type": "addWaypoint_type",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_unitType",
"translate": "添加路径点单位类型",
"description": "仅用于addWaypoint_typebuild",
"type": "unknown",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_prepend",
"translate": "添加路径点序列位置",
"description": "添加到路径点的开头或结尾",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_triggerActionIfFailed",
"translate": "添加路径点失败触发",
"description": "如果target_nearestUnit找不到匹配项因此无法添加航点则触发此操作",
"type": "unknown",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_maxTime",
"translate": "添加路径点检索时间",
"description": "如果此路径点这么久还无法执行完成,则取消。",
"type": "time",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_target_nearestUnit_tagged",
"translate": "添加路径点检索标签",
"description": "添加的路径点目标为靠近有此标签的单位。",
"type": "tags",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_target_nearestUnit_team",
"translate": "添加路径点靠近队伍",
"description": "添加的路径点目标需要的所属方己方中立盟友任何ownneutralallyenemyany",
"type": "unknown",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_target_nearestUnit_maxRange",
"translate": "添加路径点检索范围",
"description": "添加的路径点靠近某目标时考虑的最大范围。",
"type": "float",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_target_mapMustBeReachable",
"translate": "添加路径点路径可达",
"description": "添加的路径点靠近某目标时必须是有可到达路径的。",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_position_offsetFromSelf",
"translate": "添加路径点坐标偏移",
"description": "添加的路径点相对于自身偏移的坐标。",
"type": "position",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_position_fromAction",
"translate": "添加路径点动作坐标",
"description": "将当前动作指定的坐标添加进路径序列中。",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_position_randomOffsetFromSelf",
"translate": "添加路径点随机偏移",
"description": "添加坐标进路径点时的随机值。",
"type": "float",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "playAnimation",
"translate": "播放动画",
"description": "播放[animation_xx]类型动画。",
"type": "unknown",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "playAnimationIfNotPlaying",
"translate": "播放动画限制",
"description": "如果该动画已经在播放,就不再播放动画。",
"type": "unknown",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "finishPlayingLastAnimation",
"translate": "完成最后动画",
"description": "完成最后一个动画,包括融合",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "stopLastAnimation",
"translate": "停止最后动画",
"description": "停止最后一个动画,跳过融合",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "switchToNeutralTeam",
"translate": "切换至中立队伍",
"description": "将队伍更改为中立。该队伍与其他所有队伍结盟。除非使用[core]stayNeutral:true否则它将被附近的单位捕获。",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "switchToAggressiveTeam",
"translate": "切换至侵略性队伍",
"description": "将此单位队伍更改为侵略性的内置队伍。不能被其它单位捕获。",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources",
"translate": "提取资源",
"description": "提取资源,至少写一种资源。",
"type": "resource",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "takeResources_includeUnitsInTransport",
"translate": "提取资源包括载具内",
"description": "提取资源,包括载具内单位。",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_includeParent",
"translate": "提取资源包括父单位或载具",
"description": "提取资源,包括父单位和运输载具。",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "takeResources_includeUnitsWithinRange",
"translate": "提取资源范围",
"description": "提取资源,在此范围内。",
"type": "float",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_includeUnitsWithinRange_team",
"translate": "提取资源队伍",
"description": "提取在此范围内队伍的资源。与“includeUnitsWithinRange”一起使用默认为own。可以是 己方中立盟友任何除自己外盟友ownneutralallyenemyanyallyNotOwn",
"type": "takeResources_includeUnitsWithinRange_team",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_excludeUnitsWithoutTags",
"translate": "提取资源标签",
"description": "提取资源,但排除没有此标签的单位。",
"type": "tags",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_excludeUnitsWithTheseResources",
"translate": "提取资源排除资源",
"description": "提取资源,不包括拥有这些资源的单位。",
"type": "resource",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_excludeUnitsWithoutAllResources",
"translate": "提取资源排除不足",
"description": "提取资源排除缺乏资源者。默认为true.",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_triggerActionIfAnyCollected",
"translate": "提取资源成功触发",
"description": "如果有任何收集,则触发动作。",
"type": "unknown",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_triggerActionIfNoneCollected",
"translate": "提取资源失败触发",
"description": "如果没有收集,则触发操作。",
"type": "unknown",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_discardCollected",
"translate": "提取资源删除",
"description": "从目标中获取资源,但不向自身添加也就是删除。",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "takeResources_keepResourcesOnTarget",
"translate": "提取资源克隆",
"description": "不从目标添加或删除资源。但克隆资源。与takeResources_discardCollected和takeResources_triggerActionIfAnyCollected一起使用以创建资源检测器。",
"type": "boolean",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "takeResources_maxUnits",
"translate": "提取资源目标量",
"description": "最多从多少单位提取资源默认为1。",
"type": "int",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "convertResource_from",
"translate": "转换资源来源",
"description": "将此资源转换资源为别的资源。",
"type": "resource",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "convertResource_to",
"translate": "转换资源至",
"description": "将资源转后为此资源,要提供的自定义资源的名称",
"type": "resource",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "convertResource_minAmount",
"translate": "转换资源至少",
"description": "如果来源中资源小于该数量则跳过。默认为0。在大多数情况下可能不需要。",
"type": "int",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "convertResource_maxAmount",
"translate": "转换资源至多",
"description": "“来源资源”和“转换后资源”之间的最大转化量",
"type": "int",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "convertResource_multiplyAmountBy",
"translate": "转换资源倍率",
"description": "资源转换倍率不影响提取的数量。默认值为1。",
"type": "float",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "resourceAmount",
"translate": "资源类型",
"description": "自定义资源的名称使用以下3个键进行设置。所有键都是可选的可以一起使用。",
"type": "string",
"addVersion": 2,
"section": "action,hiddenAction,action",
"demo": ""
},
{
"code": "resourceAmount_setValue",
"translate": "资源类型设置数值",
"description": "设置此资源的绝对值,忽略资源的当前值。默认忽略。",
"type": "float",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "resourceAmount_addOtherResource",
"translate": "资源类型添加至",
"description": "添加到其中的另一个自定义资源的名称。可以不使用resourceAmount_setValue只是添加资源。或者使用resourceAmount_setValue:0复制一个资源值。",
"type": "resource",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "resourceAmount_multiplyBy",
"translate": "资源类型乘数",
"description": "默认值为1。将当前资源值乘上此值。",
"type": "float",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "attachments_addNewUnits",
"translate": "附属添加单位",
"description": "添加单位作为其子单位,需要定义附属位置。",
"type": "unit",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "attachments_deleteNumUnits",
"translate": "附属删除单位数",
"description": "删除单位数量",
"type": "int",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "attachments_onlyOnSlots",
"translate": "附属添加于槽位",
"description": "只添加于特定槽位",
"type": "string",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "disconnectFromParent",
"translate": "脱离父单位",
"description": "脱离父单位",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "temporarilyAddTags",
"translate": "临时标签添加",
"description": "将标签添加到单位,直到转换或重置。",
"type": "tags",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "temporarilyRemoveTags",
"translate": "临时标签删除",
"description": "从单位上删除标签。",
"type": "tags",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "resetToDefaultTags",
"translate": "标签重置",
"description": "重置为默认标签。",
"type": "boolean",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "addGlobalTeamTags",
"translate": "添加全局标签",
"description": "为玩家的团队添加此全局标签。与self.globalTeamTags()一起使用可创建解锁和升级。",
"type": "tags",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "removeGlobalTeamTags",
"translate": "移除全局标签",
"description": "从玩家队伍中删除此全局标签。",
"type": "tags",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "showMessageToPlayer",
"translate": "发送消息至玩家",
"description": "向玩家个人发送信息。",
"type": "string",
"addVersion": 2,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "showMessageToAllPlayers",
"translate": "发送消息至所有",
"description": "向所有玩家发送消息。",
"type": "string",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "showQuickWarLogToPlayer",
"translate": "发送战争快报至玩家",
"description": "向玩家个人发送战争快报。在左下角android端目前不显示",
"type": "string",
"addVersion": 2,
"section": "action,hiddenAction",
"demo": ""
},
{
"code": "showQuickWarLogToAllPlayers",
"translate": "发送战争快报至所有",
"description": "向所有玩家发送战争快报。在左下角android端目前不显示",
"type": "string",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "debugMessage",
"translate": "日志信息",
"description": "仅在启用调试模式的沙箱中显示。",
"type": "boolean",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "addAllActionCooldownsTime",
"translate": "增加所有动作冷却时间",
"description": "增加所有动作冷却时间,冷却未完成时玩家无法使用该动作。",
"type": "time",
"addVersion": 3,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "iconExtraImage",
"translate": "图标额外图像",
"description": "行动图标额外图像。",
"type": "image",
"addVersion": 3,
"section": "action",
"demo": ""
},
{
"code": "iconExtraColor",
"translate": "图标额外颜色",
"description": "行动图标额外颜色。",
"type": "color",
"addVersion": 3,
"section": "action",
"demo": ""
},
{
"code": "iconExtraIsVisible",
"translate": "图标额外可见",
"description": "行动图标额外可见。",
"type": "boolean",
"addVersion": 3,
"section": "action",
"demo": ""
},
{
"code": "setBuilt",
"translate": "建造百分比",
"description": "指定单元是如何构建的从0-100%的百分比数字在0到1之间",
"type": "float",
"addVersion": 3,
"section": "template,hiddenAction",
"demo": ""
},
{
"code": "alwaysSinglePress",
"translate": "总是独立执行",
"description": "默认为false在移动设备上不需要确认使用CANPlayerCancelfalse并允许多个队列false也隐藏队列接口。",
"type": "boolean",
"addVersion": 3,
"section": "action",
"demo": ""
},
{
"code": "isAlsoViewableByAllies",
"translate": "盟友可见",
"description": "允许盟友从这个单位看到行动,有用的显示统计给其他玩家(如导弹计数,项目收集)",
"type": "boolean",
"addVersion": 3,
"section": "action",
"demo": ""
},
{
"code": "isAlsoViewableByEnemies",
"translate": "敌人可见",
"description": "允许敌人从这个单位看到行动,有用的显示统计给其他玩家(如导弹计数,项目收集)",
"type": "boolean",
"addVersion": 3,
"section": "action",
"demo": ""
},
{
"code": "whenBuilding_rotateTo_aimAtActionTarget",
"translate": "当建筑物旋转达到行动目标时",
"description": "注:在某些情况下是坏的",
"type": "boolean",
"addVersion": 3,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "whenBuilding_rotateTo_rotateTurretX",
"translate": "当建筑物旋转时旋转炮塔",
"description": "当建筑物旋转时旋转炮塔。",
"type": "boolean",
"addVersion": 3,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "convertTo_keepCurrentTags",
"translate": "带标签转换成",
"description": "与转换成类似,此命令保留标签",
"type": "unit",
"addVersion": 3,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "forceUnloadTransportNow_onlyOnSlot",
"translate": "强制卸载夹槽内单位",
"description": "强制卸载夹槽内的单位。",
"type": "boolean",
"addVersion": 3,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "addWaypoint_triggerActionIfMatched",
"translate": "添加路径点目标行动如果匹配",
"description": "添加路径点目标行动如果匹配。",
"type": "unknown",
"addVersion": 2,
"section": "action ,hiddenAction",
"demo": ""
},
{
"code": "neutralTeam",
"translate": "中立队伍",
"description": "产生中立团队而不是所属玩家。",
"type": "boolean",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "setToTeamOfLastAttacker",
"translate": "所属攻击者",
"description": "生成单位归属于攻击者。(在[core] unitsSpawnedOnDeath上有用",
"type": "boolean",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "maxSpawnLimit",
"translate": "最大生成数量",
"description": "与spawnChance一起使用时总共可以产生的最大单位数",
"type": "int",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "gridAlign",
"translate": "对齐网格",
"description": "将生成位置与网格对齐,对建筑物有用",
"type": "boolean",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "skipIfOverlapping",
"translate": "跳过条件",
"description": "如果在无效的位置产卵,请勿产卵该单位。 例如基于LAND的单位或水上",
"type": "boolean",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "offsetX",
"translate": "X偏移",
"description": "产生位置X偏移量单位像素",
"type": "float",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "offsetY",
"translate": "Y偏移",
"description": "产生位置Y偏移量",
"type": "float",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "offsetRandomX",
"translate": "X随机偏移",
"description": "产生位置X随机偏移量",
"type": "float",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "offsetRandomY",
"translate": "Y随机偏移",
"description": "产生位置Y随机偏移量",
"type": "float",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "offsetRandomDir",
"translate": "角度随机偏移",
"description": "产生时角度随机偏移量",
"type": "int",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "offsetHeight",
"translate": "高度随机偏移",
"description": "高度随机偏移量",
"type": "int",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "if",
"translate": "如果",
"description": "所有逻辑布尔值使用if开始除非仅使用true/false",
"type": "if",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "and",
"translate": "和",
"description": "需要and两边条件都满足执行。",
"type": "unknown",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "or",
"translate": "或",
"description": "or两边条件满足一个即可执行。",
"type": "unknown",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "not",
"translate": "非",
"description": "将逻辑结果取反。",
"type": "unknown",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isUnderwater",
"translate": "自身在水下",
"description": "单位在水下,深水单位如潜艇。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isAtGroundHeight",
"translate": "自身在地面高度",
"description": "单位在地面,触发范围是-1~4如果你单位高度在不断变化时超过此值的话此条不一定触发因为铁锈检测频率默认是1s. 等同于self.gound()或self.ground",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isFlying",
"translate": "自身在天上",
"description": "如果单位在天上飞行,则执行。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isMoving",
"translate": "自身在移动",
"description": "如果自身在移动则执行。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isAtTopSpeed",
"translate": "自身到最高速度",
"description": "如果到达最高速度则执行。等同self.maxspeed",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isInWater",
"translate": "自身在水中",
"description": "如果自身在水中则执行。等同于self.inwater",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isOverwater",
"translate": "自身在水上",
"description": "如果自身投影在水面这种地形则执行。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isOverLiquid",
"translate": "自身在液体上",
"description": "如果自身在液体则执行。岩浆算为液体。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isOverClift",
"translate": "自身在悬崖上",
"description": "如果自身在悬崖上则执行。等同self.isOverCliff",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isOverPassableTile",
"translate": "自身在地块类型上",
"description": "如果自身在这类通行地块上则执行,类型:无、陆地、建筑、空中、水面、两栖、跨悬崖、跨水和悬崖 NONE、LAND、BUILDING、AIR、WATER、HOVER、OVER_CLIFF、OVER_CLIFF_WATER",
"type": "self.isOverPassableTile",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.hasResources",
"translate": "自身有资源",
"description": "可以检查多种资源(所有价格参数)",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.resource",
"translate": "自身资源",
"description": "检查单个资源条件。参数greaterThanLessThanequalTo参数超过少于等于",
"type": "simpleLogicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.hp",
"translate": "自身血量",
"description": "自身血量条件。(参数:greaterThan,lessThan,equalTo,empty,full)参数,超过,少于,等于,空,满",
"type": "logicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.ammo",
"translate": "自身弹药",
"description": "自身弹药条件。(参数:greaterThan,lessThan,equalTo,empty,full)参数,超过,少于,等于,空,满",
"type": "logicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isAmmoEmpty",
"translate": "自身弹药为空",
"description": "self.ammo(empty=true)的快捷方式。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.ammoIncludingQueued",
"translate": "自身弹药包含队列",
"description": "自身弹药数量,包括还在队列中的。(参数:greaterThan,lessThan,equalTo,empty,full)参数:大于,小于,等于,空,满\r\n",
"type": "logicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.energy",
"translate": "自身能量",
"description": "自身能量数值。(参数:greaterThan,lessThan,equalTo,empty,full)参数,超过,少于,等于,空,满",
"type": "logicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.energyIncludingQueued",
"translate": "自身能量包含队列",
"description": "自身能量数值,包括还在队列中的。(参数:greaterThan,lessThan,equalTo,empty,full)参数:大于,小于,等于,空,满",
"type": "logicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isEnergyFull",
"translate": "自身能量为满",
"description": "self.energy(full=true)的快捷方式。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isEnergyEmpty",
"translate": "自身能量为空",
"description": "self.energy(empty=true)的快捷方式。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.shield",
"translate": "自身护盾数值",
"description": "自身护盾数值(参数:greaterThan,lessThan,equalTo,empty,full)参数:大于,小于,等于,空,满",
"type": "logicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.kills",
"translate": "自身杀敌数量",
"description": "自身杀敌数量。(参数:greaterThan,lessThan,equalTo)(参数:大于,小于,等于)",
"type": "simpleLogicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.queueSize",
"translate": "自身队列大小",
"description": "自身队列大小。(参数:greaterThan,lessThan,equalTo,empty,full)参数:大于,小于,等于,空,满",
"type": "logicalConditionStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "game.nukesEnabled",
"translate": "游戏核武可用",
"description": "游戏核武可用。也就是开局前,高级设置的启用核武选项。",
"type": "boolean",
"addVersion": 2,
"section": "core",
"demo": ""
},
{
"code": "self.hasFlag",
"translate": "自身有标志",
"description": "自身拥有标志。可用通过增加资源和价格修改。参数id = 0-31使用addResources在action中更改此vaule",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.globalTeamTags",
"translate": "有全局标签",
"description": "有全局标签,(parameters: includes)参数:包括",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.transportingCount",
"translate": "自身运输数量",
"description": "载具运输单位数量(parameters: greaterThan, lessThan,equalTo,empty)(参数:大于,小于,等于,为空)",
"type": "self.transportingCount",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isAttacking",
"translate": "自身在攻击",
"description": "单位正在攻击。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.hasParent",
"translate": "自身有父单位",
"description": "用于子单位和载员逻辑。有父单位时执行。可选参数:需要标签。withTag =\"unit\"",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.hasTakenDamage",
"translate": "受到伤害",
"description": "单位受到伤害。参数:几秒内,几秒后。(parameters:withinSeconds=X,laterThanSeconds=X)",
"type": "logicTimeStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.timeAlive",
"translate": "存活时间",
"description": "单位存活时间。参数:几秒内,几秒后。(parameters:withinSeconds=X,laterThanSeconds=X)",
"type": "logicTimeStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.lastConverted",
"translate": "最后转换时间",
"description": "单位最后转换时间。参数:几秒内,几秒后。(parameters:withinSeconds=X,laterThanSeconds=X)",
"type": "logicTimeStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.customTimer",
"translate": "自身自定义计时器",
"description": "自身自定义计时器。参数:几秒内,几秒后。(parameters:withinSeconds=X,laterThanSeconds=X)",
"type": "logicTimeStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isOnNeutralTeam",
"translate": "自身在中立队伍",
"description": "自身在中立队伍。",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "numberOfUnitsInEnemyTeam",
"translate": "敌人有此单位数量",
"description": "敌人有拥有此单位的数量。(参数:withTag,greaterThan,lessThan,withinRange,incompleteBuildings,factoryQueue)",
"type": "logicQuantityStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "numberOfUnitsInNeutralTeam",
"translate": "中立有此单位数量",
"description": "中立队伍拥有此单位数量。(参数:withTag,greaterThan,lessThan,withinRange,incompleteBuildings,factoryQueue)",
"type": "logicQuantityStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.hasUnitInTeam",
"translate": "自身队伍有单位",
"description": "自身队伍拥有此单位数量。(参数:withTagintraRangeincompleteBuildingsfactoryQueue)numberOfUnitsInTeam的别名",
"type": "logicQuantityStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.noUnitInTeam",
"translate": "自身队伍无单位",
"description": "自身队伍单位数量不满足。(参数:withTagintraRangeincompleteBuildingsfactoryQueue)numberOfUnitsInTeam的别名",
"type": "logicQuantityStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "self.isControlledByAI",
"translate": "自身属于AI控制",
"description": "单位归属于AI所属放控制",
"type": "noParameterLogicStatement",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "credits",
"translate": "资金",
"description": "铁锈中默认用于全局的资金。",
"type": "resource",
"addVersion": 1,
"section": "logicBoolean",
"demo": ""
},
{
"code": "int",
"translate": "取整",
"description": "如果值为小数可用int取整例如${int(core.price*0.25)}",
"type": "resource",
"addVersion": 1,
"section": "logicBoolean",
"demo": ""
},
{
"code": "energy",
"translate": "能量",
"description": "能量",
"type": "resource",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "hp",
"translate": "血量",
"description": "血量",
"type": "resource",
"addVersion": 1,
"section": "logicBoolean",
"demo": ""
},
{
"code": "shield",
"translate": "护盾",
"description": "护盾",
"type": "resource",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "ammo",
"translate": "弹药",
"description": "弹药每个单位的隐藏值供mod使用。",
"type": "int",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "setFlag",
"translate": "设置标志",
"description": "设置标志范围0-31。标志存储在每个单元中与addResourcesresourceUsage或price等一起使用。",
"type": "int",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "unsetFlag",
"translate": "取消标志",
"description": "取消已经设置的标志",
"type": "int",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "hasFlag",
"translate": "拥有标志",
"description": "拥有标志。",
"type": "int",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "hasMissingFlag",
"translate": "没有标志",
"description": "没有标志。",
"type": "int",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "X",
"translate": "X",
"description": "[global_resource_x]或[resource_x]节中定义的任何资源。",
"type": "resource",
"addVersion": 2,
"section": "logicBoolean",
"demo": ""
},
{
"code": "displayName",
"translate": "显示名称",
"description": "用户界面中此资源的名称",
"type": "string",
"addVersion": 2,
"section": "global_resource,resource",
"demo": ""
},
{
"code": "displayTextAppendResourceWithGap",
"translate": "显示带有间隙的文本追加资源",
"description": "默认为 false(假)。将不相关的资源可以放在同一行,在资源之间添加以节省空间。",
"type": "string",
"addVersion": 6,
"section": "global_resource,resource",
"demo": ""
},
{
"code": "appendResourceInHUD_whenThisZero",
"translate": "显示带有间隙的文本追加资源",
"description": "默认为 true(真)。 False(假) 以允许附加资源(如最大值)与父类资源一起隐藏。",
"type": "string",
"addVersion": 5,
"section": "global_resource,resource",
"demo": ""
},
{
"code": "iconImageUseInText",
"translate": "描述中显示资源图像",
"description": "在队列等显示资源图像默认为true(真)",
"type": "boolean",
"addVersion": 5,
"section": "global_resource,resource",
"demo": ""
},
{
"code": "displayNameHideWhenIconShownInText",
"translate": "隐藏文本显示图标",
"description": "(先决条件:需要资源图像)\r\n默认为false(假),在队列等显示资源图像,和上面的相反,他是隐藏文本显示图标和:在使用描述里,比如小坦的价格如 (图像)350",
"type": "string",
"addVersion": 5,
"section": "global_resource,resource",
"demo": ""
},
{
"code": "displayNameHideWhenIconShownInHUD",
"translate": "隐藏文本显示图标",
"description": "(先决条件:需要资源图像)\r\n默认为false(假),显示名称隐藏时我显示在HUD在右上角只显示名字如果为true就隐藏如 (图像)350",
"type": "string",
"addVersion": 5,
"section": "global_resource,resource",
"demo": ""
},
{
"code": "displayColorUseInText",
"translate": "显示资源的颜色",
"description": "(先决条件:需要资源图像)\r\n默认为true(真),- 在操作描述中显示资源颜色就是在描述中有颜色觉得花里胡哨的可以用“appendResourceInHUD” - 之后将在 HUD 中堆叠另一个资源。\r\n 使用目标资源的颜色和图标,可以堆叠。\r\n说白了就是把资源摞后面一样有另一个资源的颜色比如绿资金时间",
"type": "string",
"addVersion": 5,
"section": "global_resource,resource",
"demo": ""
},
{
"code": "displayPrefixInHUD",
"translate": "资源值之(前/后)显示文本并删除资源原名称",
"description": "可用于 appendResourceInHUD 以显示资源限制\r\n比如\r\n只有 350\r\ndisplayPostfixInHUD - 在资源值之后显示的文本\r\n350 资源(接上)\r\ndisplayPrefixInHUD:无\r\n无350资源\r\n根据使用方式不同则显示之前或者之后",
"type": "string",
"addVersion": 5,
"section": "global_resource,resource",
"demo": ""
},
{
"code": "displayNameShort",
"translate": "显示短名称",
"description": "在较小的UI上显示的文本如action的悬浮文本默认为displayName",
"type": "string",
"addVersion": 2,
"section": "global",
"demo": ""
},
{
"code": "displayColor",
"translate": "显示颜色",
"description": "颜色可以是十六进制带有可选的alpha",
"type": "color",
"addVersion": 2,
"section": "global",
"demo": ""
},
{
"code": "equivalentGlobalResourceForAI",
"translate": "作为AI的全局资源",
"description": "用于向AI提示具有本地资源的资源节点可用于获取不同的全局资源。例如当一台收割机卸载资源",
"type": "boolean",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "@copyFromSection",
"translate": "复制节",
"description": "在任何节中使用,以包引用自节或模板的代码。如@copyFromSection template_name/action_name/projectile_name",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "@copyFrom_skipThisSection",
"translate": "复制但跳过节",
"description": "在任何节中使用例如在引用时候不复制某个action.",
"type": "boolean",
"addVersion": 2,
"section": "action,animation",
"demo": ""
},
{
"code": "@define",
"translate": "@局部",
"description": "在一个节中定义一个局部变量(最好在模板外部)",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "@global",
"translate": "@全局",
"description": "定义在所有节中使用的全局变量。注意:局部变量具有更高的优先级",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "${X}",
"translate": "变量引用",
"description": "${X}可以用来引用变量(也可以在模板外部完成)",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "${section.key} ",
"translate": "值引用",
"description": "${section.key}可以用来引用键(也可以在模板外部完成)。",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "greaterThan",
"translate": "超过",
"description": "代替greaterThan\r\n\r\n在1.15你可以直接使用'>'表示!",
"type": "noPromptLogicConstant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "lessThan",
"translate": "小于",
"description": "代替lessThan\r\n\r\n在1.15你可以直接使用'<'表示!",
"type": "noPromptLogicConstant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "equalTo",
"translate": "等于",
"description": "代替equalTo\r\n\r\n在1.15你可以直接使用'通用逻辑运算符'表示!\r\n\r\n例如:autoTrigger: if self.energy(equalTo=100) or self.energy(lessThan=100) 则可以写成 autoTrigger: if self.energy<=100",
"type": "noPromptLogicConstant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "empty",
"translate": "空",
"description": "代替empty",
"type": "logicConstants",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "full",
"translate": "满",
"description": "代替full",
"type": "logicConstants",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "verylow",
"translate": "很低",
"description": "代替verylow",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "low",
"translate": "低",
"description": "代替low",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "high",
"translate": "高",
"description": "代替high",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "veryhigh",
"translate": "很高",
"description": "代替veryhigh",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "critical",
"translate": "至关重要",
"description": "代替critical",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "idle",
"translate": "闲置",
"description": "代替idle",
"type": "prefixKey",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "start",
"translate": "动画开始",
"description": "代替start",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "end",
"translate": "动画结束",
"description": "代替end",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "animation",
"translate": "动画",
"description": "代替animation",
"type": "prefixKey",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "moving",
"translate": "移动中",
"description": "代替moving",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "energyRegenWhenRecharging",
"translate": "充能时能量恢复速度",
"description": "充能时能量恢复速度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。",
"type": "float",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "own",
"translate": "己方",
"description": "代替own",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "neutral",
"translate": "中立",
"description": "代替neutral",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "ally",
"translate": "盟友",
"description": "代替ally",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "enemy",
"translate": "敌方",
"description": "代替enemy",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "any",
"translate": "任何",
"description": "代替any",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "teamColorRatio_sourceRatio",
"translate": "阵营色色相比例",
"description": "将团队颜色混合到抛射体颜色中与原色比例,默认为(1-teamColorRatio)",
"type": "float",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "textPostFix",
"translate": "文本动态更改",
"description": "显示为后缀的文本与textAddUnitName一起用于创建文本UI",
"type": "string",
"addVersion": 3,
"section": "action",
"demo": ""
},
{
"code": "textAddUnitName",
"translate": "从单元添加名称",
"description": "从指定单位添加名称。",
"type": "unit",
"addVersion": 3,
"section": "action,template",
"demo": ""
},
{
"code": "descriptionAddFromUnit",
"translate": "从单元添加描述",
"description": "从指定单位添加单位描述。",
"type": "unit",
"addVersion": 3,
"section": "action,template",
"demo": ""
},
{
"code": "descriptionAddUnitStats",
"translate": "从单元添加属性",
"description": "从指定单位添加详细信息描述,比如攻击力,攻击范围。",
"type": "unit",
"addVersion": 3,
"section": "action,template",
"demo": ""
},
{
"code": "unitShownInUIWithHpBar",
"translate": "单元在UI显示Hp条",
"description": "在ui中显示单位血条。默认true,仅当unitShownInUI是unitRef时使用",
"type": "boolean",
"addVersion": 3,
"section": "core",
"demo": ""
},
{
"code": "unitShownInUIWithProgressBar",
"translate": "单元在UI显示进度条",
"description": "在ui中显示单位进度条。默认true,仅当unitShownInUI是unitRef时使用。如果激活则替换HP bar",
"type": "boolean",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "requireConditional",
"translate": "需要条件",
"description": "如果结果为false则跳过此操作所有结果。",
"type": "logicBoolean",
"addVersion": 3,
"section": "hiddenAction",
"demo": ""
},
{
"code": "takeResources_directTransferStoppingAtZero",
"translate": "提取资源直接转换至零",
"description": "提取资源直接转换至0,用于完全转换。",
"type": "boolean",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "attachments_unload",
"translate": "卸载附属",
"description": "附属单位卸载",
"type": "boolean",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "attachments_disconnect",
"translate": "附属断开连接",
"description": "附属单位断开连接",
"type": "boolean",
"addVersion": 3,
"section": "hiddenAction,action",
"demo": ""
},
{
"code": "recursionLimit",
"translate": "递归限制",
"description": "用于限制抛射体刷抛射体自身的上限,而不会产生死循环。这对自动生成很有用,因为不会无限生成,有利于链条爆炸",
"type": "int",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "offsetRandomXY",
"translate": "偏移随机XY",
"description": "刷出的抛射体在两个方向的偏移随机偏移,使真正的在一个区域随机化。",
"type": "float",
"addVersion": 3,
"section": "projectile",
"demo": ""
},
{
"code": "offsetDir",
"translate": "偏移角度",
"description": "刷出的抛射体的角度偏移",
"type": "float",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "allyNotOwn",
"translate": "盟友非自身",
"description": "代替allyNotOwn",
"type": "constant",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "autoTargetingOnDeadTargetRange",
"translate": "自动切换目标检索范围",
"description": "当旧目标死亡时选择新目标的范围",
"type": "int",
"addVersion": 2,
"section": "projectile",
"demo": ""
},
{
"code": "type",
"translate": "类型",
"description": "代替type",
"type": "constant",
"addVersion": 3,
"section": "canBuild",
"demo": ""
},
{
"code": "withTag",
"translate": "有标签",
"description": "代替withTag",
"type": "withTag",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "incompleteBuildings",
"translate": "不完整的建筑物",
"description": "代替incompleteBuildings",
"type": "logicConstants",
"addVersion": 3,
"section": "Specific",
"demo": ""
},
{
"code": "numberOfUnitsInTeam",
"translate": "队伍中此单位数量",
"description": "玩家自身拥有此单位数量。(参数:withTag,greaterThan,lessThan,withinRange,incompleteBuildings,factoryQueue) 参数:标签,超过,少于,范围,建造中,工厂队列。",
"type": "logicQuantityStatement",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "factoryQueue",
"translate": "工厂队列",
"description": "代替factoryQueue",
"type": "noPromptLogicConstant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "withinRange",
"translate": "范围",
"description": "代替withinRange",
"type": "noPromptLogicConstant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "SHARED",
"translate": "共享",
"description": "使用共享图像资源。",
"type": "share",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "shadowFrame",
"translate": "阴影框架",
"description": "和阴影图像配合使用,制作出自定义的炮弹阴影。",
"type": "int",
"addVersion": 1,
"section": "projectile",
"demo": ""
},
{
"code": "onlyIdle",
"translate": "空闲时",
"description": "代替onlyIdle",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "spinRate",
"translate": "自旋速率",
"description": "用于制作类似于直升机螺旋桨的效果。",
"type": "float",
"addVersion": 1,
"section": "arm",
"demo": ""
},
{
"code": "streamingCost",
"translate": "流式建造花费",
"description": "持续消耗的流式价格 - 像price但价格消耗分担到整个建造过程中而建筑或单位在建造中时如果资源不足会自动暂停",
"type": "resource",
"addVersion": "4",
"section": "core",
"demo": ""
},
{
"code": "switchPriceWithStreamingCost",
"translate": "切换价格为流造价",
"description": "快捷设置为默认资金消耗方式或为流式建造方式。建议使用模板快速将一个模组为所有单位切换流资源。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "uiTargetRadius",
"translate": "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",
"type": "int",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "defineUnitMemory",
"translate": "定义单位内存",
"description": "为每个单元创建唯一的自定义存储变量。允许的类型:boolean, float/number, unit, string,defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText",
"type": "macro,memory",
"addVersion": 1,
"section": "Specific",
"demo": "defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText"
},
{
"code": "autoTriggerCooldownTime_allowDangerousHighCPU",
"translate": "允许超高频触发",
"description": "自动触发冷却时间允许高CPU占用也就是可以使用非常高频的触发但不建议这么做。",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "autoTriggerCheckRate",
"translate": "自动触发检查率",
"description": "选项:everyFrame(默认)every4Frames, every8Frames。\r\n注意:所有触发器无论检查率都是在第一次创建和自动触发冷却之后检查的。\r\n注:使用模板添加[core]autoTriggerCheckRate:every8Frames到所有单位。可以使使用了复杂autoTriggers的mod有巨大的性能提升。",
"type": "autoTriggerCheckRate",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "everyFrame",
"translate": "每帧",
"description": "代替everyFrame",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "every4Frames",
"translate": "每4帧",
"description": "代替every4Frames",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "every8Frames",
"translate": "每8帧",
"description": "代替every8Frames",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "turretImageScale",
"translate": "炮塔图像缩放比例",
"description": "炮塔图像缩放比例",
"type": "int",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "showShieldBar",
"translate": "显示护盾条",
"description": "填true时显示护盾条,false禁用。默认为true.",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "showQueueBar",
"translate": "显示队列条",
"description": "填true时显示操作、生成的队列条,false禁用。默认为true.",
"type": "boolean",
"addVersion": 1,
"section": "core",
"demo": ""
},
{
"code": "animation_TYPE_start",
"translate": "动画_类型_开始",
"description": "已弃用,请改用[animation]部分",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "animation_TYPE_end",
"translate": "动画_类型_结束",
"description": "结束帧,必须更大然后开始",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "shootDelayMultiplier",
"translate": "开火间隔乘数",
"description": "默认为1。可以在setUnitStats动态改变",
"type": "int",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "shootDamageMultiplier",
"translate": "开火伤害乘数",
"description": "默认为1。可以在setUnitStats动态改变",
"type": "int",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "altProjectile",
"translate": "关联抛射体",
"description": "当altProjectileCondition为true时从此炮塔发射的抛射体。",
"type": "projectile",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "altProjectileCondition",
"translate": "关联抛射体条件",
"description": "用于altProjectile",
"type": "logicBoolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "interceptProjectile_removeTargetLifeOnly",
"translate": "拦截抛射体移除目标存活时间",
"description": "默认值为false当为false时射弹移除。true时使被击中的抛射体爆炸或分裂。用于设定命中抛射体时是否执行分裂逻辑。",
"type": "time",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "onShoot_triggerActions",
"translate": "开火触发行为",
"description": "每次这个炮塔开火时触发这些动作",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "unloadUpToXUnitsAndGiveAttackOrder",
"translate": "卸载单位并赋予攻击目标",
"description": "在炮塔炮筒位置卸下X个单位并让它们攻击炮塔指定的目标。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "hullDamageMultiplier",
"translate": "护盾损伤乘数",
"description": "可以用来制造只影响护盾的电磁脉冲武器。0忽略单位只伤害护盾",
"type": "int",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "ignoreParentShootDamageMultiplier",
"translate": "忽略父单位射击伤害乘数",
"description": "忽略父单位射击伤害乘数",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "targetGround_includeTargetHeight",
"translate": "目标为地面包括目标高度",
"description": "区域影响AA武器",
"type": "int",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "targetGroundHeightOffset",
"translate": "目标为地面高度偏移",
"description": "在目标上方或下方射击。可能对分裂和落下的炮弹有用。",
"type": "int",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "instantReuseLast_alsoChangeTurretAim",
"translate": "命中回收抛射体且改变瞄准",
"description": "使炮塔瞄准受到命中目标扫描效果的影响,对光束武器有用",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "instantReuseLast_keepAreaDamageList",
"translate": "命中回收抛射体区域伤害列表",
"description": "瞬间命中并回收最后的抛射体并且保持区域伤害列表默认false,保持列表是1.13的正常行为,造成区域伤害不会第二次生效,但不是很有用。只有当你想要旧的行为时才使用这个。",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "turnSpeedWhenNear",
"translate": "靠近时转弯速度",
"description": "用于当射弹非常接近目标时,默认禁用转弯速度以使其能够命中。",
"type": "float",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "sweepOffsetFromTargetRadius",
"translate": "扫描偏移目标半径",
"description": "以目标半径作为扫描偏移量乘数,用于制作类似于两栖护盾坦克的激光武器。对光束效果很有用。",
"type": "int",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "beamImageStartRotated",
"translate": "波束始端旋转",
"description": "光束动画开火端效果图像是否以炮塔角度旋转旋转,默认false,不旋转.",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "beamImageEndRotated",
"translate": "波束末端旋转",
"description": "光束动画命中端效果图像是否旋转,默认false.",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "pivotOffset",
"translate": "枢轴偏移",
"description": "效果:像 dirOffset但也旋转所有的相对键并产生子效果\n\n贴花(相当于把单位定位的直角坐标系旋转该角度,然后重新确定xy) 只影响X/Y相对偏移,不旋转图像)\n\n可用范围效果贴花(警告:该代码有多义,请使用时留意)",
"type": "float,logicBoolean",
"addVersion": 1,
"section": "decal,effect",
"demo": ""
},
{
"code": "pivotOffsetRandom",
"translate": "枢轴偏移随机",
"description": "-",
"type": "misc",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "animateFrameLooping",
"translate": "动画帧循环",
"description": "默认false。当为false时,效果被移除时,动画结束",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "effect_[time]",
"translate": "效果关键帧",
"description": "在播放动画时产生效果",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "guiBuildUnit",
"translate": "界面显示单位",
"description": "将action图标和鼠标指针改为指定单位这就像你用建造者去造建筑会受地形影响可为action或路径点提供坐标。",
"type": "unit",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "whenBuilding_temporarilyConvertTo_keepFields",
"translate": "转换时保留字段",
"description": "不要在使用whenbuilding_temporaryconvertto时更改这些字段(无论是从或到)这对setUnitStats很有用",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "addResourcesWithLogic",
"translate": "用逻辑添加资源",
"description": "与addResources类似但允许对资源值使用逻辑",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "setResourcesWithLogic",
"translate": "用逻辑设置资源",
"description": "将目标资源设置为此值,而不是添加。小心对全局资源使用。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "setUnitStats",
"translate": "设置单位状态",
"description": "字段值。允许在不转换的情况下动态更改选定的字段数量。支持=/+=/-=,动态数学/逻辑。可以改变的领域:maxHp, hp, maxShield, shield, shield dregen, maxEnergy, energy, armor, mass, shootDelayMultiplier, shootDamageMultiplier, movspeed, maxTurnSpeed, maxAttackRange",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "resetUnitStats",
"translate": "恢复单位状态",
"description": "将setUnitStats所做的更改重置为基本值",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "setUnitMemory",
"translate": "设置单位内存",
"description": "改变本单元的内存,值可以用逻辑设置。内存必须首先用“定义单位内存”代码定义",
"type": "macro,memory",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "fireTurretXAtGround_withTarget",
"translate": "指定攻击目标",
"description": "炮塔瞄准指示的单位或标记的位置发射",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "offsetSelfAbsolute",
"translate": "自身位置偏移",
"description": "使用时将修改单位当前位置,以单位为中心的绝对坐标。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "addWaypoint_target_fromReference",
"translate": "添加路径点来自参考",
"description": "添加路径点来自单位信息引用。\r\n\r\n用法举例:addWaypoint_target_fromReference:parent.lastDamagedBy\r\n\r\n添加路径点的目标是上次伤害自己母体的单位",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "addWaypoint_position_relativeOffsetFromSelf",
"translate": "添加路径点相对偏移",
"description": "添加路径点位置相对自身偏移量。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "addWaypoint_target_randomUnit_tagged",
"translate": "添加指定标签的随机单位",
"description": "添加路径点单位为指定标签的随机单位",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "addWaypoint_target_randomUnit_team",
"translate": "添加指定队伍的随机单位",
"description": "添加路径点单位为指定队伍的随机单位",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "addWaypoint_target_randomUnit_maxRange",
"translate": "添加指定范围的随机单位",
"description": "添加路径点单位为指定范围的随机单位",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "addActionCooldownApplyToActions",
"translate": "添加指定动作冷却时间",
"description": "action id设置addActionCooldownTime的目标。默认情况下是当前操作本身。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "clearAllActionCooldowns",
"translate": "清除所有动作冷却时间",
"description": "清除所有动作冷却时间,使其立即可用。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "switchtoteam",
"translate": "切换至特定队伍",
"description": "切换到小队id。从0开始。(中立-1敌对中立-2)",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "takeResources_includeReference",
"translate": "提取资源包括引用",
"description": "提取资源包括引用",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "takeResources_excludeUnitsWithoutCustomTarget1EqualTo",
"translate": "提取资源没有自定义目标为",
"description": "提取资源没有自定义目标为",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "takeResources_saveFirstUnitToCustomTarget1",
"translate": "提取资源保存第一个单元自定义目标1",
"description": "提取资源保存第一个单元自定义目标1",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "takeResources_saveFirstUnitToCustomTarget2",
"translate": "提取资源保存第一个单元自定义目标2",
"description": "提取资源保存第一个单元自定义目标2",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "showMessageToAllEnemyPlayers",
"translate": "发送消息给所有敌人",
"description": "发送消息给所有敌人。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "globalMessage_textColor",
"translate": "信息颜色",
"description": "修改全局信息颜色",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "transportedUnitsToTransfer",
"translate": "载员至载具",
"description": "将指定数量的单元放入刷出的单元的运输槽位中。",
"type": "unit",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "copyWaypointsFrom",
"translate": "复制路径来自",
"description": "复制目标上的所有路径点到创建的单位。\r\n\r\n举例: spawnUnits: tank(copyWaypointsFrom=self)",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": ">",
"translate": "大于",
"description": "如果右侧的数字较小则返回真",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "<=",
"translate": "小于等于",
"description": "如果左边的数字小于或等于右边,则返回真",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": ">=",
"translate": "大于等于",
"description": "如果右侧的数字小于或等于右边,则返回真",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "==",
"translate": "判断等于",
"description": "如果两边的数字、单位、字符串、布尔值相同,则返回真",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "!=",
"translate": "不等于",
"description": "如果两边的数字、单位、字符串、布尔值不同,则返回真",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "+",
"translate": "加",
"description": "添加两个数字或连接两个字符串",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "-",
"translate": "减",
"description": "两个数字相减",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "/",
"translate": "除",
"description": "两个数字相除",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "*",
"translate": "乘",
"description": "两个数字相乘",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "%",
"translate": "求余",
"description": "将两个数字相除并返回余数",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.isOverOpenLand",
"translate": "自身在开阔地带",
"description": "如果自身在开阔地带则执行。self.isOverPassableTiletype ='LAND')的快捷方式",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.isReversing()",
"translate": "自身在逆向移动",
"description": "如果自身在逆向移动则执行。",
"type": "unknown",
"addVersion": 6,
"section": "Specific",
"demo": ""
},
{
"code": "self.height",
"translate": "自身高度",
"description": "如果自身在特定高度则执行。(参数:greaterThan,lessThan,equalTo,empty,full)参数,超过,少于,等于,空,满)",
"type": "logicalConditionStatement",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.resource.RESOURCE_TYPE",
"translate": "自身资源类型",
"description": "快捷方式self.resource(type='RESOURCE_TYPE')",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.isResourceLargerThan",
"translate": "自身资源大于",
"description": "比较两个资源注意multiplyTargetBy不造成资源改变。(参数:来源,比较目标,超过,乘数 source=x, compareTarget=x, byMoreThan=x, multiplyTargetBy=x)",
"type": "self.isResourceLargerThan",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.teamId",
"translate": "自身队伍id",
"description": "返回单位或标记的团队 ID。 从0开始。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.x(), self.y(), self.z",
"translate": "自身坐标分量",
"description": "返回单位的坐标分量",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.dir",
"translate": "自身角度",
"description": "返回单位的方向",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.priceCredits",
"translate": "自身资源价格",
"description": "返回单位的资源价格",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.tags",
"translate": "自身有标签",
"description": "自身拥有标签。等同self.hasTags",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.numberOfAttachedUnits",
"translate": "自身有子单位",
"description": "自身有子单位数量。withTag,greaterThan,lessThan,equalTo参数:标签,大于、小于、等于",
"type": "logicQuantityStatement",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.hasActiveWaypoint",
"translate": "自身有活动的路径点",
"description": "单位当前活动的路径点为此类型。类型=路径点类型。([type = WAYPOINT_TYPE]",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.transportingUnitWithTags",
"translate": "自身运输单位有标签",
"description": "自身运输单位有标签(parameters: includes)参数:包括",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.numberOfUnitsInAllyNotOwnTeam",
"translate": "盟友有此单位数量",
"description": "盟友拥有此单位的数量。(参数:withTag,greaterThan,lessThan,withinRange,incompleteBuildings,factoryQueue)",
"type": "logicQuantityStatement",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "numberOfUnitsInAggressiveTeam",
"translate": "敌对中立拥有此单位数量",
"description": "特殊的“对所有人都有侵略性”的队伍,这与numberOfUnitsInEnemyTeam不同.(参数:withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue",
"type": "logicQuantityStatement",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "self.readUnitMemory()",
"translate": "自身.读取单位内存",
"description": "读取单位内存,例子:(name:string, type:string{boolean,unit,float,string, [default])",
"type": "Specific",
"addVersion": 1,
"section": "Specific,looginBoolean",
"demo": "中文:\n[core]\n[action_升级]\n可用: 如果 父单位.读取单位内存('boostTarget', type='unit') == self\n\nEnglish:isActive: if parent.readUnitMemory('boostTarget', type='unit') == self"
},
{
"code": "readUnitMemory",
"translate": "读取单位内存",
"description": "从单元引用中读取内存(例如,自己,父类)",
"type": "Specific",
"addVersion": 1,
"section": "Specific,looginBoolean",
"demo": ""
},
{
"code": "thisActionTarget",
"translate": "当前动作目标",
"description": "当前目标或定位的位置。\r\nfireTurretXAtGround: mainGun (thisActionTarget==Marker with ground location)\r\nalsoTriggerAction: x (thisActionTarget==Same as original action)\r\n[turret]onShoot_triggerActions: x (thisActionTarget==Target that was shot at)\r\ntakeResources_triggerActionIfAnyCollected: x (thisActionTarget==Target with resources)\r\naddWaypoint_triggerActionIfMatched: x (thisActionTarget == Marker for move/Target for attack, etc. Note: use addWaypoint_maxTime:0 if you want to search only)",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "eventSource",
"translate": "事件来源",
"description": "来自 autoTriggerOnEvent 的当前触发器,否则为 null\r\nautoTriggerOnEvent: tookDamage (thisActionTarget==Unit that caused damage)\r\nautoTriggerOnEvent: killedAnyUnit (thisActionTarget==Unit that was killed)\r\nautoTriggerOnEvent: transportingNewUnit (thisActionTarget==Unit that was transported)\r\nautoTriggerOnEvent: transportUnloadedOrRemovedUnit (thisActionTarget==Unit unloaded)\r\nautoTriggerOnEvent: queuedUnitFinished (thisActionTarget==New unit made)\r\nautoTriggerOnEvent: touchTargetSuccess (thisActionTarget==Target touched)",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "attachment",
"translate": "附件",
"description": "(参数:[slot]、[withTag]\r\nself.attachment(withTag='x').lastDamagedBy.getAsMarker\r\n\r\n#以前还要写self.attachment的现在只需要attachment一个单词并且你也可以在直接attachment后面加检测\r\n\r\n#用法举例:if attachment(withTag='xxx').attacking.hp==100",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "transporting",
"translate": "运输",
"description": "(参数:[插槽]\r\nif self.transporting(slot=0).hasResources(gold=100)",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "attacking",
"translate": "当前攻击目标",
"description": "当前正在攻击的目标,可能不是当前的路径点目标。\r\nif attacking.tags(includes='bug') and attacking.hp < 20",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "lastDamagedBy",
"translate": "最后伤害源",
"description": "最后一个攻击这个的单位。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "parent",
"translate": "父单位",
"description": "传输器或附件父级。 (注:单元在无连接槽位时运输时处于暂停状态)\r\nEg autoTrigger: if parent.energy > 100",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "activeWaypointTarget",
"translate": "活动路径点目标",
"description": "当前活动航路点目标。 包括攻击、运输、修理等。\r\nif distanceBetween(self, activeWaypointTarget) < 100",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "customTarget1",
"translate": "自定义目标",
"description": "自定义内存,默认为创建该单元的单元。\r\nif parent.customTarget1 == self",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "nearestUnit",
"translate": "接近单位",
"description": "(withinRange=500, withTag='x',relation='any') 搜索一个单位(不推荐在 autoTrigger 中进行检查)",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "globalSearchForFirstUnit",
"translate": "全局检查第一个单位",
"description": "(withTag=x,relation) - 返回找到的与过滤器匹配的第一个(也是最旧的)单元。 慢,避免在 autoTrigger 检查中使用",
"type": "unit",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "getAsMarker",
"translate": "获取为标记",
"description": "在一个单位现在所在的位置创建一个临时标记。 标记的创建速度非常快,不再需要时会自动删除。 不链接到任何单位并且在单位死亡时仍然存在,并且在源移动时保持不变。",
"type": "marker",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "getOffsetAbsolute",
"translate": "获取绝对偏移",
"description": "([x],[y],[height]) 返回具有绝对偏移量的标记(-y 是北,+x 是东)\r\n在1.15p6之后支持动态参数self.isInMap()\r\n如果在地图上通常可以用检测随机单位生成在地图外面后的执行条件应该如何",
"type": "marker",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "getOffsetRelative",
"translate": "获取相对偏移",
"description": "([x],[y],[height],[dirOffset]) 返回具有相对偏移量的标记。 (y+ 是向前)\r\nself.getOffsetRelative(y=100).nearestUnit(withinRange=70, withTag='mouse') != null\r\n在1.15p6之后支持动态参数self.isInMap()\r\n如果在地图上通常可以用检测随机单位生成在地图外面后的执行条件应该如何",
"type": "marker",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "game.mapWidth()",
"translate": "检测地图的宽度",
"description": "可能是变量使用方法Luke未说明。需自行探索。",
"type": "marker",
"addVersion": 5,
"section": "Specific",
"demo": ""
},
{
"code": "game.mapHeight()",
"translate": "检测地图的高度",
"description": "可能是变量使用方法Luke未说明。需自行探索。",
"type": "marker",
"addVersion": 5,
"section": "Specific",
"demo": ""
},
{
"code": "memory.NAME",
"translate": "内存",
"description": "使用当前defineUnitMemory 类型读取自身的快捷方式。 不能在其他单元上使用,为此使用 readUnitMemory。 不要调用自身。",
"type": "unknown",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "distance",
"translate": "距离",
"description": "更快的距离计算,但结果是平方",
"type": "distance",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "distanceSquared",
"translate": "距离方差",
"description": "返回两点之间的平方差。 比distance快一点。",
"type": "distance",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "displayRoundedDown",
"translate": "显示为整数",
"description": "对资源进行舍入显示为整数。",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "displayWhenZero",
"translate": "为零时显示",
"description": "资源为零时也显示。",
"type": "boolean",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "damagingBorder",
"translate": "伤害边框",
"description": "此内部单位会生成一个圆形的安全区域,所有区域外的单位会不断收到伤害直到死亡。游戏内部极特殊单位。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "zonemarker",
"translate": "区域标记",
"description": "此单位用于指示伤害边框移动到何处是放大还是缩小可使用“techLevel”控制大小。游戏内部极特殊单位。可以通过代码调用它。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "showFog",
"translate": "迷雾",
"description": "就是游戏里面的迷雾,游戏内部极特殊单位。可以通过代码调用它。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "editorOrBuilder",
"translate": "沙盒建造者",
"description": "沙盒模式的控制终端,游戏内部的极特殊单位。可以通过代码调用它。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "missing",
"translate": "错误缺失单位",
"description": "当载入的存档或者模组重载后有被删除的单位,该单位将会出现!",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "fogRevealer",
"translate": "迷雾探查器",
"description": "核弹探查迷雾,以前可见,现在已经无法选中。但仍然有其他用途。游戏内部的极特殊单位。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "flare_10s",
"translate": "信号烟",
"description": "用途不明,游戏内部的极特殊单位。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "spreadingFire",
"translate": "火",
"description": "生长到一定程度将会向四周的无属性地块扩散,生长程度会随受到的伤害大小回溯。可被回收并获得$800游戏内部的极特殊单位。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "wall_v",
"translate": "城墙",
"description": "内部单位,碰撞箱体积与实际贴图不符。游戏内部的极特殊单位。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "tankDestroyer",
"translate": "坦克杀手",
"description": "游戏内部的极特殊单位。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "magaTank",
"translate": "超级坦克",
"description": "游戏内部的极特殊单位。",
"type": "noParameterLogicStatement",
"addVersion": 1,
"section": "vanillaDexUnit",
"demo": ""
},
{
"code": "aaBeamGunship",
"translate": "AA激光战机",
"description": "内置单位代替aaBeamGunship",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "amphibiousJet",
"translate": "两栖喷气机",
"description": "内置单位代替amphibiousJet",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_interceptor",
"translate": "轻型拦截机",
"description": "内置单位代替c_interceptor",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "heavyInterceptorz",
"translate": "重型拦截机",
"description": "内置单位代替heavyInterceptor",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_helicopter",
"translate": "直升机",
"description": "内置单位代替heavyInterceptor",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "lightGunship",
"translate": "轻型直升机",
"description": "内置单位代替heavyInterceptor",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "gunShip",
"translate": "武装直升机",
"description": "内置单位代替gunShip",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "dropship",
"translate": "运输机",
"description": "内置单位代替dropShip",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "missileAirship",
"translate": "导弹飞艇",
"description": "内置单位代替missileAirship",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "fireBee",
"translate": "火蜂",
"description": "内置单位代替fireBee",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "experimentalDropship",
"translate": "飞行堡垒",
"description": "内置单位代替experimentalDropship",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "combatEngineer",
"translate": "战斗工程师",
"description": "内置单位代替combatEngineer",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_laserTank",
"translate": "激光坦克",
"description": "内置单位代替c_laserTank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_mammothTank",
"translate": "猛犸坦克",
"description": "内置单位代替c_mammothTank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechEngineer",
"translate": "机械师",
"description": "内置单位代替mechEngineer",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "missileTank",
"translate": "导弹射击坦克",
"description": "内置单位代替missileTank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "plasmaTank",
"translate": "等离子坦克",
"description": "内置单位代替plasmaTank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "scout",
"translate": "侦查者",
"description": "内置单位代替scout",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_artillery",
"translate": "自行火炮",
"description": "内置单位代替c_artillery",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "heavyArtillery",
"translate": "重型火炮",
"description": "内置单位代替heavyArtillery",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_tank",
"translate": "坦克",
"description": "内置单位代替c_tank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "builder",
"translate": "建造者",
"description": "内置单位代替builder",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "hoverTank",
"translate": "悬浮坦克",
"description": "内置单位代替hoverTank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "hovercraft",
"translate": "运输艇",
"description": "内置单位代替hovercraft",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "heavyHoverTank",
"translate": "重型气垫坦克",
"description": "内置单位代替heavyHoverTank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechGun",
"translate": "基础机甲",
"description": "内置单位代替mechGun",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechMissile",
"translate": "防空机甲",
"description": "内置单位代替mechMissile",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechArtillery",
"translate": "火炮机甲",
"description": "内置单位代替mechArtillery",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechBunker",
"translate": "移动炮塔",
"description": "内置单位代替mechBunker",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechFlame",
"translate": "喷火机甲",
"description": "内置单位代替mechFlame",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechHeavyMissile",
"translate": "重型防空机械装甲",
"description": "内置单位代替mechHeavyMissile",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechLaser",
"translate": "等离子机甲",
"description": "内置单位代替mechLaser",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechLightning",
"translate": "特斯拉机甲",
"description": "内置单位代替mechLightning",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechMinigun",
"translate": "机枪机甲",
"description": "内置单位代替mechMinigun",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "experimentalHoverTank",
"translate": "概念型悬浮坦克",
"description": "内置单位代替experimentalHoverTank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "modularSpider",
"translate": "模块蜘蛛",
"description": "内置单位代替modularSpider",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_experimentalTank",
"translate": "概念型坦克",
"description": "内置单位代替c_experimentalTank",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "experimentalSpider",
"translate": "实验蜘蛛",
"description": "内置单位代替experimentalSpider",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "experimentalGunship",
"translate": "移动基地",
"description": "内置单位代替experimentalGunship",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "missileShip",
"translate": "导弹舰",
"description": "内置单位代替missileShip",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "gunBoat",
"translate": "机枪艇",
"description": "内置单位代替gunBoat",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "battleShip",
"translate": "战列舰",
"description": "内置单位代替battleShip",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "attackSubmarine",
"translate": "潜水艇",
"description": "内置单位代替attackSubmarine",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "builderShip",
"translate": "海上建造者",
"description": "内置单位代替builderShip",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "lightSub",
"translate": "轻型潜艇",
"description": "内置单位代替lightSub",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "nautilusSubmarine",
"translate": "鹦鹉螺号",
"description": "内置单位代替nautilusSubmarine",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "heavySub",
"translate": "重型潜艇",
"description": "内置单位代替heavySub",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "heavyBattleship",
"translate": "重型战列舰",
"description": "内置单位代替heavyBattleship",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "heavyMissileShip",
"translate": "重型导弹舰",
"description": "内置单位代替heavyMissileShip",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "heavyAAShip",
"translate": "重型防空战舰",
"description": "内置单位代替heavyAAShip",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "experiementalCarrier",
"translate": "航空母舰",
"description": "内置单位代替experiementalCarrier",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_turret_t1",
"translate": "炮塔",
"description": "内置单位代替c_turret_t1",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "c_antiAirTurret",
"translate": "防空炮塔",
"description": "内置单位代替c_antiAirTurret",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "extractorT1",
"translate": "资源抽取器",
"description": "内置单位代替extractorT1",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "fabricatorT1",
"translate": "资源制造仪",
"description": "内置单位代替fabricatorT1",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "laboratory",
"translate": "实验室",
"description": "内置单位代替laboratory",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "laserDefence",
"translate": "激光塔",
"description": "内置单位代替laserDefence",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "repairbay",
"translate": "修复湾",
"description": "内置单位代替repairbay",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "commandCenter",
"translate": "实验工厂",
"description": "内置单位代替commandCenter",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "mechFactory",
"translate": "机械工厂",
"description": "内置单位代替mechFactory",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "landFactory",
"translate": "陆军工厂",
"description": "内置单位代替landFactory",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "seaFactory",
"translate": "海军工厂",
"description": "内置单位代替seaFactory",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "airFactory",
"translate": "空军工厂",
"description": "内置单位代替airFactory",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "outpostT1",
"translate": "战争塔楼T1",
"description": "内置单位代替laserDefence",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "creditsCrates",
"translate": "资源箱",
"description": "内置单位代替creditsCrates",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "crystal_mid",
"translate": "水晶",
"description": "内置单位代替crystal_mid",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "nukeLauncherC",
"translate": "核弹发射井",
"description": "内置单位代替nukeLauncherC",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "antiNukeLauncherC",
"translate": "反核防御",
"description": "内置单位代替antiNukeLauncherC",
"type": "internalUnits",
"addVersion": 1,
"section": "vanillaUnit",
"demo": ""
},
{
"code": "only-ignoreEnemy",
"translate": "仅忽略敌人",
"description": "代替only-ignoreEnemy",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "withinSeconds",
"translate": "几秒内",
"description": "代替withinSeconds",
"type": "noPromptLogicConstant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "laterThanSeconds",
"translate": "几秒后",
"description": "代替laterThanSeconds",
"type": "noPromptLogicConstant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "source",
"translate": "来源",
"description": "代替source",
"type": "noPromptLogicConstant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "compareTarget",
"translate": "比较目标",
"description": "代替compareTarget",
"type": "noPromptLogicConstant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "byMoreThan",
"translate": "被超过",
"description": "代替byMoreThan",
"type": "logicConstants",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "multiplyTargetBy",
"translate": "目标乘数",
"description": "代替multiplyTargetBy",
"type": "logicConstants",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "extraLagHidingInUI",
"translate": "消除ui额外延迟",
"description": "用于联机从ui中立即更新而不需要从服务器确认等待时间。",
"type": "boolean",
"addVersion": 1,
"section": "canBuild",
"demo": ""
},
{
"code": "ROOT",
"translate": "根路径",
"description": "代替ROOT",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "rally",
"translate": "集结",
"description": "代替rally",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "upgrade",
"translate": "升级",
"description": "代替upgrade",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "queueUnit",
"translate": "单位队列",
"description": "代替queueUnit",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "infoOnly",
"translate": "仅信息",
"description": "代替infoOnly",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "infoOnlyNoBox",
"translate": "无框信息",
"description": "代替infoOnlyNoBox",
"type": "constant",
"addVersion": 2,
"section": "Specific",
"demo": ""
},
{
"code": "en",
"translate": "英文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "ar",
"translate": "阿拉伯文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "be",
"translate": "白俄罗斯文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "bg",
"translate": "保加利亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "ca",
"translate": "加泰罗尼亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "cs",
"translate": "捷克文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "da",
"translate": "丹麦文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "de",
"translate": "德文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "el",
"translate": "希腊文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "es",
"translate": "西班牙文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "fi",
"translate": "芬兰文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "fr",
"translate": "法文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "hr",
"translate": "克罗地亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "hu",
"translate": "匈牙利文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "is",
"translate": "冰岛文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "it",
"translate": "意大利文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "iw",
"translate": "希伯来文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "ja",
"translate": "日文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "lt",
"translate": "立陶宛文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "lv",
"translate": "拉托维亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "mk",
"translate": "马其顿文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "nl",
"translate": "荷兰文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "no",
"translate": "挪威文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "pl",
"translate": "波兰文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "pt",
"translate": "葡萄牙文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "ro",
"translate": "罗马尼亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "ru",
"translate": "俄文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "sh",
"translate": "塞波尼斯-克罗地亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "sk",
"translate": "斯洛伐克文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "sl",
"translate": "斯洛文尼亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "sq",
"translate": "阿尔巴尼亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "sr",
"translate": "塞尔维亚文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "sv",
"translate": "瑞典文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "th",
"translate": "泰文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "tr",
"translate": "土耳其文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "uk",
"translate": "乌克兰文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "zh",
"translate": "中文",
"description": "语言",
"type": "countryCode",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "CUSTOM",
"translate": "自定义",
"description": "代替CUSTOM",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "hSpeed",
"translate": "高度移动速度",
"description": "高度移动速度。正数向上,负数向下。",
"type": "float",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "action",
"translate": "行动",
"description": "代替action",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "Unknown",
"translate": "未知",
"description": "代替Unknown",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "attack",
"translate": "攻击",
"description": "代替attack",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "underConstruction",
"translate": "在建造中",
"description": "代替underConstruction",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "underConstructionWithLinkedBuiltTime",
"translate": "建造中并将动画拉伸至建造时长",
"description": "代替underConstructionWithLinkedBuiltTime",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "queuedUnits",
"translate": "有单位在队列中",
"description": "代替queuedUnits",
"type": "constant",
"addVersion": 1,
"section": "Specific",
"demo": ""
},
{
"code": "core.price",
"translate": "核心.资金",
"description": "逻辑条件。",
"type": "resource",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "parent.resource",
"translate": "父类.资金",
"description": "逻辑条件。",
"type": "resource",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "convertTo_keepCurrentFields",
"translate": "转换单位保留setUnitStats的更改状态",
"description": "布尔值,填写布尔或者逻辑",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "select",
"translate": "比较输出",
"description": "进行比较输出如果前面写的检测逻辑为真会输出textA否则输出textB\r\n\r\n#用法举例:showMessageToAllPlayers:select(if self.isMoving, 你正在移动, 你不在移动)",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "debug",
"translate": "调试信息",
"description": "一般用来输出文本信息以解释为何会出现该情况。可以用来检查复杂的嵌套的比较、逻辑或运算符号或者提示玩家某地方出现了错误。只在沙盒debug模式下可用\r\n\r\n用法举例:if debug(true)",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "str",
"translate": "强制转换",
"description": "将一个数值、单位或者逻辑布尔转化成文本值\r\n\r\n用法举例: str(self.energy)+'x'\r\n\r\n将自身能量的值变成文本后面再加一个x的文本因此最终输出会是'100x'",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "substring",
"translate": "精确取值",
"description": "substring(text,start,end) - 将一个文本中特定的一段字符输出\r\n\r\n用法举例: substring('hello',0,2)\r\n\r\n输出hello中从第0个字母到第2个字母因此最终输出会是'he'\r\n\r\n用法举例: substring('%{self.playerName}',0,3)\r\n\r\n输出玩家名称中前3个字因此最终输出结果会是'铁锈助'",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "length",
"translate": "文本长度计量",
"description": "将文本长度以数字方式输出\r\n\r\n用法举例:length(hello)\r\n\r\n输出hello的长度hello有五个字母那么就是输出5\r\n\r\n用法举例:length(%{self.resource.黄金})\r\n\r\n输出自身名为黄金的资源值的长度比如说黄金的值是123是3位数那么就是输出3",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "squareRoot",
"translate": "数值开方",
"description": " 将一个数字开方並输出\r\n\r\n用法举例:squareRoot(4)\r\n\r\n输出4的开方也就是2",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "max",
"translate": "最大值",
"description": "用法举例: max(5, 10)\r\n\r\n比较5和10哪个大一点因为10大一点所以输出是10",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "min",
"translate": "最小值",
"description": "用法举例: min(5, 10)\r\n\r\n比较5和10哪个大一点因为5小一点所以输出是5\r\n\r\n用法举例2: if self.hp==min(self.ammo, self.energy)比较自身的弹药和自身的能量,哪个最小就输出哪个,之后检测自己血量是否等于最小的那个",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "createMarker",
"translate": "临时标记",
"description": "设置临时标记 - 该标记可保存在变量中或用作移动指令等的参考\r\n\r\n如果不再引用会自动删除",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "null",
"translate": "空值",
"description": "值处于空\r\n\r\n例如: self.customTarget2 != null如果自身自定义目标2不等于空\r\n\r\n#这里的意思就是检测自己是不是已经设置了自定义单位2了",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "nullUnit",
"translate": "单位丢失",
"description": "处于单位丢失\r\n\r\n例如: self.customTarget2 != null如果自身自定义目标2不等于空\r\n\r\n#这里的意思就是检测自己是不是已经设置了自定义单位2了",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "spawnSource",
"translate": "创建来源",
"description": "创建来源 读取已储存的队伍或位置\r\n\r\n举例: spawnUnits: tank(spawnSource=memory.lastLocation)",
"type": "boolean",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "anyRuleInGroup",
"translate": "放置规则组",
"description": "放置规则组名。仅需要通过此组规则中的1条而不是全部通过。在其他放置规则中可使用相同的组名称来创建组。在下方的Demo中我们使用了Red所以也要加一个对应的放置规则节。",
"type": "string",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n放置规则组:Red\n\nEnglish:\n[placementRule_rules]\nanyRuleInGroup:Red"
},
{
"code": "searchTags",
"translate": "检索标签",
"description": "搜索至少包含这些标签之一的任何单位,在检索之前确保有这个标签。",
"type": "tags",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n检索标签:Red\n\nEnglish:\n[placementRule_rules]\nsearchTags:Red"
},
{
"code": "searchTeam",
"translate": "检索队伍",
"description": "检索队伍,要搜索的团队可以是:自身|中立|盟友非自身|盟友|敌人|任何。 own|neutral|allyNotOwn|ally|enemy|any",
"type": "team",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n检索队伍:敌人\n\nEnglish:\n[placementRule_rules]\nsearchTeam:enemy"
},
{
"code": "searchOffsetX",
"translate": "检索偏移量X",
"description": "检索X轴偏移默认为0。用法与炮塔定位坐标差不多。",
"type": "float",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n检索偏移量X:4\n\nEnglish:\n[placementRule_rules]\nsearchOffsetX:4"
},
{
"code": "searchOffsetY",
"translate": "检索偏移量Y",
"description": "检索Y轴偏移默认为0。用法与炮塔定位坐标差不多。",
"type": "float",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n检索偏移量Y:4\n\nEnglish:\n[placementRule_rules]\nsearchOffsetY:4"
},
{
"code": "searchDistance",
"translate": "搜索距离",
"description": "搜索距离,从而限制放置规则条件。",
"type": "float",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n搜索距离:99\n\nEnglish:\n[placementRule_rules]\nsearchDistance:99"
},
{
"code": "excludeIncompleteBuildings",
"translate": "排除不完整建筑",
"description": "排除不完整建筑,指的是那些还没有完全建造好的建筑。填写布尔值,无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n排除不完整建筑:真\n\nEnglish:\n[placementRule_rules]\nexcludeIncompleteBuildings:true"
},
{
"code": "excludeNonBuildings",
"translate": "排除非建筑",
"description": "排除非建筑,指的是那些根本就不是建筑的单位。填写布尔值,无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n排除非建筑:真\n\nEnglish:\n[placementRule_rules]\nexcludeNonBuildings:true"
},
{
"code": "minCount",
"translate": "最小数量",
"description": "设定需要在搜索中找到的单位的最小数量。(如需要靠近某物)。默认值为0",
"type": "int",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n最小数量:6\n\nEnglish:\n[placementRule_rules]\nminCount:6"
},
{
"code": "maxCount",
"translate": "最大数量",
"description": "在匹配失败前设置最大单位数量(例如不能接近某个值)。默认为无限的",
"type": "int",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n最大数量:1\n\nEnglish:\n[placementRule_rules]\nmaxCount:1"
},
{
"code": "blocksPlacement",
"translate": "禁止放置",
"description": "禁止放置。默认为true。",
"type": "int",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n禁止放置:真\n\nEnglish:\n[placementRule_rules]\nblocksPlacement:true"
},
{
"code": "cannotPlaceMessage",
"translate": "放置失败信息",
"description": "如果此放置规则失败则会向玩家显示消息将成为mergedRuleGroup中的第一个失败规则。",
"type": "string",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n放置失败信息:不能在这里建造\n\nEnglish:\n[placementRule_rules]\ncannotPlaceMessage:不能在这里建造"
},
{
"code": "checkEachTile",
"translate": "检查每个地块",
"description": "[true / false]默认为true仅对测试单元中心设置为falsetrue会检查显示在放置网格上的单元下方的每个图块",
"type": "string",
"addVersion": 4,
"section": "placementRule",
"demo": "中文:\n[放置规则_rules]\n检查每个地块:真\n\nEnglish:\n[placementRule_rules]\ncheckEachTile:true"
},
{
"code": "layer",
"translate": "绘制贴花图层",
"description": "绘制贴花的图层参数可以为shadow, beforeBody, afterBody, onTop, beforeUI",
"type": "decallayer",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n绘制贴花图层:绘制顶部\n\nEnglish:\n[decal_图层]\nlayer:onTop"
},
{
"code": "order",
"translate": "贴花排序",
"description": "默认为0并且按照ini里的顺序优先级排序。",
"type": "int",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n贴花排序:3\n\nEnglish:\n[decal_图层]\norder:3"
},
{
"code": "onlyWhenSelectedByOwnPlayer",
"translate": "我方队伍选中时绘制",
"description": "当我方队伍选中后绘制该Decal(贴花),使用布尔值进行。无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n我方队伍选中时绘制:真\n\nEnglish:\n[decal_图层]\nonlyWhenSelectedByOwnPlayer:true"
},
{
"code": "onlyWhenSelectedByEnemyPlayer",
"translate": "敌方队伍选中时绘制",
"description": "当敌方队伍选中后绘制该Decal(贴花),使用布尔值进行。无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n敌方队伍选中时绘制:真\n\nEnglish:\n[decal_图层]\nonlyWhenSelectedByEnemyPlayer:true"
},
{
"code": "onlyWhenSelectedByAllyNotOwnPlayer",
"translate": "我方盟友选中时绘制",
"description": "当我方盟友队伍选中后绘制该Decal(贴花),使用布尔值进行。无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n盟友队伍选中时绘制:真\n\nEnglish:\n[decal_图层]\nonlyWhenSelectedByAllyNotOwnPlayer:true"
},
{
"code": "onlyWhenSelectedByAnyPlayer",
"translate": "任意玩家选中时绘制",
"description": "任意玩家被选中后绘制该Decal(贴花),使用布尔值进行。无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n任意玩家选中时绘制:真\n\nEnglish:\n[decal_图层]\nonlyWhenSelectedByAnyPlayer:true"
},
{
"code": "includeParentsSelection",
"translate": "包含父单位选中时绘制",
"description": "包含父单位被选中后绘制该Decal(贴花),使用布尔值进行。无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n包含父单位选中时绘制:真\n\nEnglish:\n[decal_图层]\nincludeParentsSelection:true"
},
{
"code": "onlyPlayersWithUnitControl",
"translate": "使用者能够控制此单位时绘制",
"description": "仅在查看者能够控制此单位时绘制该Decal(贴花),使用布尔值进行。无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n使用者能够控制此单位时绘制:真\n\nEnglish:\n[decal_图层]\nonlyPlayersWithUnitControl:true"
},
{
"code": "onlyWithZoomLevelOrMore",
"translate": "缩放到当前大小或更大时绘制",
"description": "仅当缩放到当前大小或更大时绘制该Decal(推测啥都不动进游戏就是1倍缩放) ",
"type": "float",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n缩放到当前大小或更大时绘制:2\n\nEnglish:\n[decal_图层]\nonlyWithZoomLevelOrMore:2"
},
{
"code": "onlyWhileActive",
"translate": "单位建造完成时绘制",
"description": "仅在单位建造完成时绘制该Decal(比如建造者建造一般的建筑就不算),使用布尔值进行。无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n单位建造完成时绘制:真\n\nEnglish:\n[decal_图层]\nonlyWhileActive:true"
},
{
"code": "onlyWhileAlive",
"translate": "单位存活时绘制",
"description": "(如果图层(layer)为beforeUI默认为true,否则false)仅在存活时绘制该Decal(为true死后消失),使用布尔值进行。无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n单位存活时绘制:真\n\nEnglish:\n[decal_图层]\nonlyWhileAlive:true"
},
{
"code": "onlyInPreview",
"translate": "侧边栏和建筑放置预览中显示",
"description": "仅在侧边栏和建筑放置预览中显示,使用布尔值进行。无法使用动态逻辑",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n侧边栏和建筑放置预览中显示:真\n\nEnglish:\n[decal_图层]\nonlyInPreview:true"
},
{
"code": "onlyOnNonPreview",
"translate": "仅在非预览中显示",
"description": "仅在非预览中显示(与上一条相反),使用布尔值进行。无法使用动态逻辑",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n仅在非预览中显示:真\n\nEnglish:\n[decal_图层]\nonlyOnNonPreview:true"
},
{
"code": "imageScaleX",
"translate": "图像X轴缩放",
"description": "图像X轴缩放(倍数),这个不用过多介绍了吧。他们仍然可以使用动态逻辑,例如:(self.resource.持续时间/90)",
"type": "float,logicBoolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n图像X轴缩放:5\n\nEnglish:\n[decal_图层]\nimageScaleX:5"
},
{
"code": "imageScaleY",
"translate": "图像Y轴缩放",
"description": "图像Y轴缩放(倍数),这个不用过多介绍了吧。他们仍然可以使用动态逻辑,例如:(self.resource.持续时间/90)",
"type": "float,logicBoolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n图像Y轴缩放:5\n\nEnglish:\n[decal_图层]\nimageScaleY:5"
},
{
"code": "teamColors",
"translate": "阵营色强制渲染",
"description": "为该Decal(贴花)强制渲染阵营色,无效的话你可能需要开启OpenGL实验性功能。使用布尔值进行。无法使用动态逻辑",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n阵营色强制渲染:真\n\nEnglish:\n[decal_图层]\nteamColors:5"
},
{
"code": "imageStack",
"translate": "图像堆栈列表",
"description": "(使用PNG文件进行2.5D图像渲染,但确定是用于2.5d单位)/例子imageStack:1层贴图.png,2层贴图.png,3层贴图.png,....",
"type": "baseImage",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n图像堆栈列表:1.png,2.png,3.png,4.png\n\nEnglish:\n[decal_图层]\nimageStack:1.png,2.png,3.png,4.png"
},
{
"code": "stack_hOffset",
"translate": "堆栈高度偏移",
"description": "填写浮点值,从而使图像堆栈列表进行高度偏移。",
"type": "float",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n堆栈高度偏移:1.3\n\nEnglish:\n[decal_图层]\nstack_hOffset:1.3"
},
{
"code": "stack_frameOffset",
"translate": "堆栈帧偏移",
"description": "填写整型值,从而使图像堆栈列表进行帧偏移。",
"type": "int",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n堆栈帧偏移:3\n\nEnglish:\n[decal_图层]\nstack_frameOffset:3"
},
{
"code": "stack_drawInReverseOrder",
"translate": "堆栈绘图顺序",
"description": "填写布尔值,效果不太清楚,待各位自行测试。",
"type": "int",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n堆栈绘图顺序:真\n\nEnglish:\n[decal_图层]\nstack_drawInReverseOrder:true"
},
{
"code": "stack_indexStart",
"translate": "堆栈起始图像",
"description": "填写整形值,以告诉游戏从谁开始作为起始图像值。",
"type": "int",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n堆栈起始图像:4\n\nEnglish:\n[decal_图层]\nstack_indexStart:4"
},
{
"code": "stack_indexCount",
"translate": "堆栈图像数量",
"description": "填写整形值",
"type": "int",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n堆栈图像数量:4\n\nEnglish:\n[decal_图层]\nstack_indexCount:4"
},
{
"code": "onlyTeam",
"translate": "查看者为特定队伍时显示",
"description": "仅在查看者为特定队伍时显示该Decal(贴花),参数可以为(own|notOwn|neutral|allyNotOwn|ally|enemy|any)",
"type": "team",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n查看者为特定队伍时显示:敌人\n\nEnglish:\n[decal_图层]\nonlyTeam:enemy"
},
{
"code": "alwaysStartDirAtZero",
"translate": "固定角度为零",
"description": "总是固定角度为零(总是朝上),填写布尔值,无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n固定角度为零:真\n\nEnglish:\n[decal_图层]\nalwaysStartDirAtZero:true"
},
{
"code": "alwaysStartHeightAtZero",
"translate": "固定高度为零",
"description": "总是固定角度为零(总是朝上),填写布尔值,无法使用动态逻辑。",
"type": "boolean",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n固定高度为零:真\n\nEnglish:\n[decal_图层]\nalwaysStartHeightAtZero:true"
},
{
"code": "basePosition",
"translate": "中心位置",
"description": "(贴花)Decal的中心位置(填单位参考)/或者填写临时标记:(self.x+10,self.y+10)",
"type": "unit,marker",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n中心位置:tank\n\nEnglish:\n[decal_图层]\nbasePosition:tank"
},
{
"code": "basePositionFromLegEnd",
"translate": "指定脚为中心位置",
"description": "(贴花)Decal的中心位置(填自身的leg节名字例如[leg_test]那么就填写test(参考Demo))/或者填写临时标记:(self.x+10,self.y+10)",
"type": "leg,marker",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n指定脚为中心位置:test\n\nEnglish:\n[decal_图层]\nbasePositionFromLegEnd:test"
},
{
"code": "basePositionFromTurretEnd",
"translate": "指定炮塔为中心位置",
"description": "(贴花)Decal的中心位置(填自身的turret节名字例如[turret_Main]那么就填写Main(参考Demo))/或者填写临时标记:(self.x+10,self.y+10)",
"type": "turret,marker",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n指定炮塔为中心位置:Main\n\nEnglish:\n[decal_图层]\nbasePositionFromTurretEnd:Main"
},
{
"code": "drawLineTo",
"translate": "绘制线条",
"description": "绘制线条到(受到颜色和宽度影像) (填单位参考)/或者填写临时标记:(self.x+10,self.y+10)",
"type": "unit,marker",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n绘制线条:tank\n\nEnglish:\n[decal_图层]\ndrawLineTo:tank"
},
{
"code": "lineWidth",
"translate": "线宽度",
"description": "绘制线的宽度,填写浮点值",
"type": "float",
"addVersion": 4,
"section": "decal",
"demo": "中文:\n[贴花_图层]\n线宽度:1.5\n\nEnglish:\n[decal_图层]\nlineWidth:1.5"
},
{
"code": "beforeBody",
"translate": "在主体上层绘制",
"description": "该贴花层绘制在主体图层上方",
"type": "constant",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "afterBody",
"translate": "在主体上层绘制",
"description": "该贴花层绘制在主体图层下方",
"type": "constant",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "onTop",
"translate": "绘制顶部",
"description": "该贴花层绘制在最顶部",
"type": "constant",
"addVersion": 4,
"section": "Specific",
"demo": ""
},
{
"code": "beforeUI",
"translate": "绘制UI上",
"description": "该贴花层绘制在UI上方",
"type": "constant",
"addVersion": 4,
"section": "Specific",
"demo": ""
}
]
}