。(由于免费版简化了运算过程,会比付费版更容易出现问题)DBID: Sets the DBID for the ProtoUnit. Used for post-game and multiplayer stat collection. It’s a good practice to assign a unique DBID for every new protoUnit, even though it’s not required for proper game functionality.
DBID:设置 ProtoUnit 的数据库 ID,用于游戏后统计和多人游戏数据收集。虽然并非必要,但通常为每个新的 ProtoUnit 分配唯一的 DBID 是个好习惯。
Icon: WPF path for unit icon, relative to Data\wpfg.
Icon:单位图标的 WPF 路径,相对于 Data\wpfg 文件夹。
PortraitIcon: WPF path for unit portrait, relative to Data\wpfg.
PortraitIcon:单位肖像的 WPF 路径,相对于 Data\wpfg 文件夹。
MinimapIcon: Path to minimap icon texture, relative to the Art folder.
MinimapIcon:小地图图标纹理的路径,相对于 Art 文件夹。
MinimapColor: ProtoUnit minimap colour. Takes RGB colour parameters, which expect floating point values in the [0.0, 1.0] interval.
MinimapColor:设置 ProtoUnit 在小地图上的颜色,接受 RGB 颜色参数,范围为浮点值 [0.0, 1.0]。
<MinimapColor red='1.0000' blue='1.0000' green='1.0000'></MinimapColor>MinimapShape: If set to 1, the minimap indicator becomes smaller if protoUnit is under the fog of war. Unused, but still functional. Original intended purpose unknown.
MinimapShape:若设置为 1,单位在小地图上在战争迷雾下会显示为更小的图标。尽管未被广泛使用,但该功能仍然有效。具体原用途不明。
MinimapSize: Size of minimap indicator. Defaults to 2.0, if not set.
MinimapSize:小地图图标的大小,若未设置,默认为 2.0。
AnimFile: Path to protoUnit animfile, relative to the Art folder.
AnimFile:ProtoUnit 动画文件的路径,相对于 Art 文件夹。
PlacementFile: Path to protoUnit placementRules file, relative to Data\placement rules.
PlacementFile:ProtoUnit 放置规则文件的路径,相对于 Data\placement rules 文件夹。
DisplayNameID: String ID for protoUnit displayed name.
DisplayNameID:显示在 ProtoUnit 上的字符串 ID。
EditorNameID: String ID for protoUnit displayed name in Scenario Editor listing.
EditorNameID:在情景编辑器列表中显示的 ProtoUnit 名称的字符串 ID。
RolloverTextID: String ID for protoUnit long rollover.
RolloverTextID:长提示文本的字符串 ID。
ShortRolloverTextID: String ID for protoUnit short rollover.
ShortRolloverTextID:短提示文本的字符串 ID。
WorldTooltipStringID: String ID to be used for the persistently displayed world tooltip. Appears to be intended for use in the Grand Conquest game mode or a tutorial mode, different from the one in the retail release. Unused, but still functional. Requires WorldToolTip protoUnitFlag to be set for proper functionality.
WorldTooltipStringID:用于在世界提示中显示的字符串 ID。这似乎旨在为 “Grand Conquest” 游戏模式或其他教程模式使用,但与正式发布版本的功能不同。此功能仍有效,但需要设置 <flag>WorldToolTip </flag>。
ClassNameID: AoM Leftover. String ID for protoUnit class to be displayed in long rollover. Unused, but still functional.
ClassNameID:AoM 遗留项。用于长提示中显示 ProtoUnit 类别的字符串 ID。尽管未使用,但该功能有效。
GoodAgainstStringID: AoM Leftover. String ID for protoUnit “Good Against” text to be displayed in long rollover. Unused, but still functional.
GoodAgainstStringID:AoM 遗留项。用于在长提示中显示的“善于对抗”文本的字符串 ID。尽管未使用,但该功能有效。
BadAgainstStringID: AoM Leftover. String ID for protoUnit “Bad Against” text to be displayed in long rollover. Unused, but still functional.
BadAgainstStringID:AoM 遗留项。用于在长提示中显示的“不擅对抗”文本的字符串 ID。尽管未使用,但该功能有效。
MaxHitpoints: ProtoUnit maximum amount of hitpoints.
MaxHitpoints:ProtoUnit 的最大生命值。
InitialHitpoints: ProtoUnit initial amount of hitpoints.
InitialHitpoints:ProtoUnit 的初始生命值。
LOS: ProtoUnit Line of Sight.
LOS:ProtoUnit 的视野范围。
MaxVelocity: ProtoUnit base speed value.
MaxVelocity:ProtoUnit 的基础速度值。
MaxRunVelocity: Appears to be protoUnit maximum speed for running, used in calculations that define when Jog and Run animations should be used by the unit.
MaxRunVelocity:ProtoUnit 的最大奔跑速度,用于计算何时切换至“Jog”和“Run”动画。
MovementType: Defines which terrains the unit can move through.
MovementType:定义单位可以穿越的地形类型。
TurnRate: ProtoUnit turning/rotation rate.
TurnRate:ProtoUnit 的旋转速率。
BatchTrainNumber: Unused and deprecated. Original purpose unknown.
BatchTrainNumber:未使用且已废弃,原始用途不明。
UnitAIType: ProtoUnit UnitAI type. Used for auto-attack behaviour, target selection, and other features related to overall unitAI handling.
UnitAIType:ProtoUnit 的 UnitAI 类型,用于自动攻击行为、目标选择,以及与整体 UnitAI 处理相关的其他功能。
nitialUnitAIStance: AoM leftover. Defines the initial stance for the UnitAI (Aggressive, Defensive, Passive or StandGround). Likely overridden by SquadMode data
nitialUnitAIStance:AoM 遗留,定义了 UnitAI 的初始状态(Aggressive、Defensive、Passive或StandGround)。可能会被 SquadMode 数据覆盖。
PopulationCount: ProtoUnit population count.
PopulationCount:ProtoUnit 占用的人口数。
TrainPoints: Total amount of time in seconds required to train protoUnit.
TrainPoints:训练该 ProtoUnit 所需的时间(以秒为单位)。
Cost: ProtoUnit cost. Takes one parameter, resourcetype, which sets the resource type for each entry.
Cost:ProtoUnit 的花费。需要一个 resourcetype 参数,用于指定资源类型。
ScoreValue: ProtoUnit contribution to player score when trained or built. If set, overrides default value calculated from the cost.
ScoreValue:训练或建造该 ProtoUnit 时对玩家分数的贡献值,若设置此值将覆盖默认的基于花费的分数值。
InitialResource: Initial amount of resources carried by the unit. Takes one parameter, resourcetype, which sets the resource type.
InitialResource:单位携带的初始资源量,包含一个 resourcetype 参数,用于指定资源类型。
<InitialResource resourcetype='Food'>50.0000</InitialResource>InitialXP: Unused and deprecated.
InitialXP: 未使用,已弃用。
CarryCapacity: Maximum amount of resources that can be carried by the unit. Takes one parameter, resourcetype, which sets the resource type.
CarryCapacity:单位最大携带资源量。包含一个 resourcetype 参数,用于指定资源类型。
<CarryCapacity resourcetype='Food'>500.0000</CarryCapacity>GathererLimit: Maximum number of units that can gather from this unit at a given time.
GathererLimit:单位在同一时间可以被其他单位采集的上限。
BuilderLimit: Maximum number of units that can build this unit when at foundation state at a given time.
BuilderLimit:当单位处于地基状态时,最多可以有多少个单位同时建造它。
ContainedSpeedBonus: Unused in AoE3 Legacy. In AoE3DE, defines how much each garrisoned unit contributes to its speed. Applied linearly.
ContainedSpeedBonus:在 AoE3 Legacy 中未使用。在 AoE3DE 中,用于定义每个驻扎单位对其速度的贡献量,按线性方式计算。
ObstructionRadiusX: ProtoUnit obstruction radius in the X axis.
ObstructionRadiusX:单位在 X 轴上的阻挡半径。
ObstructionRadiusZ: ProtoUnit obstruction radius in the Z axis.
ObstructionRadiusZ:单位在 Z 轴上的阻挡半径。
ObstructionRadius: ProtoUnit obstruction radius in both X and Z axes. Unused, but functional.
ObstructionRadius:ProtoUnit 在 X 轴和 Z 轴上的阻挡半径。此项未使用,但功能仍然有效。
FlattenTerrainExpand: Appears to define the additional radius by which the protoUnit causes the terrain to be flattened, when placed as a building.
FlattenTerrainExpand:定义 ProtoUnit 作为建筑放置时,使地形变平的额外半径。
AllowedHeightVariance: Maximum elevation height variance allowed over the area where the protoUnit is to be placed.
AllowedHeightVariance:单位放置区域的允许海拔高度差异。
WanderDistance: Wandering distance value used by huntable herds.
WanderDistance:用于可猎杀群体的徘徊距离值。
BuildPoints: Total amount of time in seconds required to build protoUnit, when working at a 1.0 Work Rate over the Foundation.
BuildPoints:单位在地基上按 1.0 工作率建造所需的总时间(秒)。
BuildingWorkRate: Work rate value used by training, researching and maintaining (auto-spawn) actions.
BuildingWorkRate:用于训练、研究和维持(自动生成)行为的工作率值。
IdleTimeout: AoM Leftover. Unused and deprecated.
IdleTimeout:AoM 遗留项。此功能已弃用。
BoredTimeout: AoM Leftover. Unused and deprecated.
BoredTimeout:AoM 遗留项。此功能已弃用。
RechargeTime: Recharge time used by Charged Actions/Abilities.
RechargeTime:用于充能动作/技能的充能时间。
CorpseDecalTime: Unused and deprecated. Original purpose unknown.
CorpseDecalTime:已弃用,原始用途未知。
CorpseDecayDelay: Delay time in seconds before decay ‘sinking’ happens after unit death.
CorpseDecayDelay:单位死亡后开始衰变前的延迟时间(秒)。
Lifespan: ProtoUnit lifespan.
Lifespan:ProtoUnit 的寿命。
Decay: Defines the delay time and the duration of decaying fadeout. Takes two parameters, decay and duration.
Decay:定义单位衰变的延迟时间和淡出时间,包含 decay 和 duration 两个参数。
<Decay delay='0.0000' duration='2.0000'></Decay>PopulationCapAddition: Adds to player population cap when ProtoUnit is fully built.
PopulationCapAddition:单位完全建成后,为玩家人口上限增加的数值。
DeadReplacement: ProtoUnit generated to replace the unit when it is destroyed.
DeadReplacement:单位被摧毁后替代生成的 ProtoUnit。
BuildReplacement: ProtoUnit generated to replace the original unit when it is fully built.
BuildReplacement:单位完全建成后替代原始单位的 ProtoUnit。
Footprint: Deprecated.
Footprint:已弃用。
BuildLimit: Maximum number of times this ProtoUnit can be built.
BuildLimit:单位的建造上限。
MaxContained: Maximum number of units that can be garrisoned in this ProtoUnit.
MaxContained:允许驻扎的最大单位数量。
ProjectileProtoUnit: The ProtoUnit used for ranged projectile attacks. Although not used in most common ranged units, it is still functional.
ProjectileProtoUnit:默认用于远程攻击的弹道单位。尽管在常见远程单位中未使用,但该功能有效。
ResourceDecay: Decay rate of resources for collectable or huntable units that have died.
ResourceDecay:对于死亡的可收集或可猎杀单位的资源衰减速率。
SocketUnitType: Unit type that can be placed in this ProtoUnit as a socket target.
SocketUnitType:ProtoUnit 可放置的单位类型,作为插槽容纳的目标单位类型。
SocketOffsetX: X-axis offset for socket placement.
SocketOffsetX:X 轴上的插槽偏移。
SocketOffsetZ: Z-axis offset for socket placement.
SocketOffsetZ:Z 轴上的插槽偏移。
AutoAttackRange: The range at which this unit can automatically attack.
AutoAttackRange:单位自动攻击的范围。
ResourceSubType: Subtype of resources for this ProtoUnit, used to define cursor or task code for gathering resources.
ResourceSubType:ProtoUnit 的资源子类型,用于定义采集光标或资源任务代码。
CreationFadeTime: Deprecated. Original purpose unknown.
CreationFadeTime:已弃用,原始用途未知。
ProjectileSpinPeriod: Rotation period for projectiles from ranged units when launched. This is unused, but still functional.
ProjectileSpinPeriod:用于弹道单位的旋转周期,发射时弹道会按设置周期旋转。此项未使用,但功能有效。
HeightBob: AoM Leftover. Allows flying units to bob up and down slightly when idle, with a period and magnitude parameter. This function may still work.
HeightBob:AoM 遗留项。使飞行单位在空闲时以一定时间周期轻微上下浮动,包含 period 和 magnitude 参数。此功能可能仍然有效。
<HeightBob period="6.0000" magnitude="2.0000"></HeightBob>PartisanType: If the current civilization has enabled partisans, this defines the ProtoUnit generated when the building is destroyed.
PartisanType:如果当前文明启用了游击队,则在建筑被摧毁时生成的游击队 ProtoUnit。此功能未使用,但可能有效。
PartisanCount: The number of partisan units generated if PartisanType is correctly set and the current civilization has enabled partisans.
PartisanCount:若 PartisanType 已正确设置且当前文明启用了游击队,则生成的游击单位数量。此功能未使用,但可能有效。
Bounty: Experience reward granted to the enemy player when this unit is destroyed. Starting from the “Knights of The Mediterranean” DLC, this can accept a resourcetype attribute to award other resource rewards along with the experience.
Bounty:单位被摧毁时给予敌方玩家的经验值奖励。从《Knights of The Mediterranean》DLC 起,可接受 resourcetype 属性,以便在经验值外分配其他资源奖励。
BuildBounty: Experience reward granted when this unit is trained or built. Starting from the “The African Royals” DLC, this can accept a resourcetype attribute to award other resource rewards along with the experience.
BuildBounty:单位完成训练或建造时的经验值奖励。从《The African Royals》DLC 起,可接受 resourcetype 属性,以便在经验值外分配其他资源奖励。
<BuildBounty>7.0000</BuildBounty><BuildBounty resourcetype='Wood'>7.0000</BuildBounty>SoundVariant: AoM leftover. Unused, likely deprecated or rendered obsolete.
SoundVariant:AoM 遗留项。可能已弃用或变得无效。
BallisticSplashProto: AoM leftover. ProtoUnit for SFX to be rendered upon projectile colliding on water. Unused, and, most likely, rendered obsolete by impact effect data.
BallisticSplashProto:AoM 遗留项。弹道单位在水面撞击时渲染的特殊效果 ProtoUnit。此功能未使用,大概已被撞击效果数据所取代。
BallisticBounceProto: Unused and deprecated.
BallisticBounceProto:未使用,已弃用。
BallisticImpactProto: AoM leftover. ProtoUnit for SFX to be rendered upon projectile colliding against structures. Unused, and, most likely, rendered obsolete by impact effect data.
BallisticImpactProto:AoM 遗留项。弹道单位在撞击建筑物时渲染的特殊效果 ProtoUnit。此功能未使用,大概已被撞击效果数据所取代。
GrantsPower: Unused and deprecated. Original purpose unknown.
GrantsPower:未使用,已弃用。原始用途未知。
GrantsPowerDuration: Unused and deprecated. Original purpose unknown.
GrantsPowerDuration:未使用,已弃用。原始用途未知。
ImpactType: ProtoUnit impact type. Used for impact effects rendering.
ImpactType:ProtoUnit 的撞击类型,用于撞击效果的渲染。
PhysicsInfo: Path to protoUnit physics info files, relative to Data\physics.
PhysicsInfo:ProtoUnit 物理信息文件的路径,相对于 Data\physics 文件夹。
SelectionPriority: ProtoUnit selection priority value.
SelectionPriority:ProtoUnit 的选择优先级值。
AllowedAge: Minimum age required to build or train the unit.
AllowedAge:建造或训练该单位所需的最低时代。
Armor: ProtoUnit Armor. Takes two parameters, type and value. From The African Royals AoE3DE onwards, protoUnits can have multiple functional Armor entries pointing to different damage types.
Armor:ProtoUnit 的护甲。包含 type 和 value 两个参数。从 The African Royals AoE3DE 起,ProtoUnits 可以拥有多个指向不同伤害类型的护甲条目。
<Armor type='Ranged' value='0.7500'></Armor>SlotCount: Attribute intended to be used by the AirCraft system. Unused and not functional in AoE3.
SlotCount:该属性用于航空系统。此功能在 AoE3 中未使用,且不具备功能性。
AutoGatherType: Resource type for auto resource tasking. Unused, but likely functional.
AutoGatherType:自动资源任务的资源类型。此功能未使用,但可能仍有效。
PlacementBuffer: Additional avoidance radius to be used at building placement. Unused, but likely functional.
PlacementBuffer:建筑放置时使用的额外避让半径。此功能未使用,但可能有效。
AnimStateMachine: Path to protoUnit animation state machine file, relative to Data\animstatemachine.
AnimStateMachine:ProtoUnit 动画状态机文件的路径,相对于 Data\animstatemachine。
ButtonPos: AoM leftover. Unused and deprecated.
ButtonPos:AoM 遗留项,已弃用。
Train: Adds a unit to the protoUnit’s command panel. Takes three parameters: row, page, column. Despite being always set and processed by the game, the row parameter is effectively unused.
Train:将单位添加到 ProtoUnit 的指令面板中。包含三个参数:row、page、column。尽管这些参数始终设置并由游戏处理,但 row 参数实际上未被使用。
<Train row='0' page='0' column='3'>Skirmisher</Train>From the original AoE3DE onwards, it can take a trShow attribute which, when set on a Train entry on the Trading Post, will force the unit to be shown in Trading Posts placed on Trade Routes.
自 AoE3DE 初始版本起,可以包含 trShow 属性,如果在交易站的 Train 条目上设置该属性,则会强制单位显示在位于贸易路线上的交易站中。
<Train row='0' page='0' column='3' trshow='1'>deChasqui</Train>Tech: Adds a tech to the protoUnit’s command panel. Takes three parameters: row, page, column. Despite being always set and processed by the game, the row parameter is effectively unused.
Tech:将科技添加到 ProtoUnit 的指令面板中。包含三个参数:row、page、column。尽管这些参数始终设置并由游戏处理,但 row 参数实际上未被使用。
<Tech row='0' page='2' column='1'>NatBowyery</Tech>From the original AoE3DE onwards, it can take a natShow attribute which, when set on a Tech entry on the Trading Post, will force the technology to be shown in Trading Posts placed on Native Settlements, regardless of the civilization.
自 AoE3DE 初始版本起,可以包含 natShow 属性,如果在交易站的 Tech 条目上设置该属性,则会强制科技显示在位于本地居民地的交易站中,而不考虑文明。
<Tech row='0' page='1' column='3' natshow='1'>deMightyTambos</Tech>Command: Adds a ProtoUnitCommand to the protoUnit’s command panel. Takes two parameters: page, column.
Command:向 ProtoUnit 的指令面板添加 ProtoUnitCommand。包含两个参数:page、column。
<Command page='10' column='2'>SetGatherPointEconomy</Command>Contain: Allows the set unitType to be garrisoned within the unit. Can take the following parameters:
Contain:允许设置的 unitType 驻扎在该单位中。包含以下参数:
Tactics: Path to protoUnit tactics file, relative to Data\tactics.
Tactics:ProtoUnit 战术文件的路径,相对于 Data\tactics 文件夹。
| 旧版本Flag(亚洲王朝) | chatGPT翻译后的内容 | 未翻译前的英文内容 |
| <Flag>NoUnitAI</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>NotPlayerPlaceable</Flag> | 使单位无法通过编辑器直接放置。 | Causes the unit to not be directly placeable through the Editor. |
| <Flag>StartEnabled</Flag> | 单位默认启用,无需通过科技激活。 | Unit starts enabled, without the necessity of being explicitly enabled by any technology. |
| <Flag>NotAlive</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>TieToWaterSurface</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>FlyingUnit</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>NoTieToGround</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>Collideable</Flag> | 无需解释,默认设置。 | Self-explanatory. Set by default. |
| <Flag>NonCollideable</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>Immoveable</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>NoHPBar</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>DieAtZeroHitpoints</Flag> | 无需解释,默认设置。 | Self-explanatory. Set by default. |
| <Flag>DoNotDieAtZeroHitpoints</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>DieAtZeroResources</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>DoNotDieAtZeroResources</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>ValidateResourceInventory</Flag> | 强制游戏验证单位资源库存与携带能力是否一致。 | Forces the game to verify current unit resource inventory against the carry capacity for each resource, and adjust it accordingly. |
| <Flag>DoNotValidateResourceInventory</Flag> | 不检查单位资源库存。 | Causes unit resource inventory to not be checked against the carry capacity for each resource. |
| <Flag>NoBloodOnDeath</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>BloodOnDeath</Flag> | 无需解释,默认设置。 | Self-explanatory. Set by default. |
| <Flag>DoesNotHaveGatherPoint</Flag> | 无需解释,默认设置。 | Self-explanatory. Set by default. |
| <Flag>HasGatherPoint</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>PlayerPlaceable</Flag> | 默认设置。 | Set by default. |
| <Flag>NonSolid</Flag> | 单位或建筑物不阻挡通行。 | Causes unit or building obstruction to not block units from passing through. |
| <Flag>Selectable</Flag> | 无需解释,默认设置。 | Self-explanatory. Set by default. |
| <Flag>NotSelectable</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>FlattenGround</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>FadeInOnCreation</Flag> | 单位创建后淡入效果,未使用但有效。 | Causes units to have a fade-in effect after being created. Unused, but seemingly functional. |
| <Flag>ObscuresUnits</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>ObscuredByUnits</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>NotObscuredByUnitsAsFoundation</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>DoNotShowOnMinimap</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>NonAutoFormedUnit</Flag> | 单位不会自动编队。 | Causes units to not adopt formations automatically. |
| <Flag>DontRotateObstruction</Flag> | 阻挡物随建筑方向旋转。 | Causes actual obstruction to be rotated according to the building orientation. |
| <Flag>DoNotCreateUnitGroupAutomatically</Flag> | 单位不会自动加入队伍。 | Causes unit to not automatically be added to a Squad once it’s instantiated. |
| <Flag>VisibleUnderFog</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>VisibleUnderFogIfGaia</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>AlphaFadeLifespan</Flag> | 若设置单位寿命,则会在寿命结束时淡出。 | If Lifespan is set for the protoUnit, causes the fade-out to begin as the lifespan time starts to be counted. |
| <Flag>Wanders</Flag> | 使单位会四处游荡,通常用于可狩猎的单位,仅影响 GAIA 拥有的单位。 | Causes units to wander. Used for herdables and huntables. Seems to only affect GAIA-owned units. |
| <Flag>CollidesWithProjectiles</Flag> | 单位会与弹道物发生碰撞。 | Self-explanatory. |
| <Flag>Projectile</Flag> | 定义单位为弹道物。 | Self-explanatory. |
| <Flag>FadeInOnBuild</Flag> | 建筑在完全建成后会淡入显示。 | Causes buildings to have a fade-in effect after being fully built. |
| <Flag>NotSearchable</Flag> | 单位不会出现在内部可见单位的查找列表中。 | Causes the unit to not be accounted for internal visible unit lookups. |
| <Flag>UnlimitedSupply</Flag> | 用于具有无限资源供应的存储单位。 | Used for resource storages with unlimited supply of resources. |
| <Flag>FaceOutwards</Flag> | 单位会面向地形的最低点放置。 | Causes unit to be placed facing the lowest terrain point. Unused, but likely functional. |
| <Flag>SnapPlacement</Flag> | 允许插槽建筑在放置时正确对齐插槽。 | Allows socketed buildings to properly snap into sockets during placement. |
| <Flag>FadeOutDuringDeathAnimation</Flag> | 在死亡动画开始时淡出。 | Causes fade out to start as the death animation begins. |
| <Flag>ForceToGaia</Flag> | 单位会强制归属为 GAIA。 | Self-explanatory. |
| <Flag>DoNotYawDuringMovement</Flag> | 单位在移动时不旋转/转向。 | Intended to cause units to not rotate/turn while moving. Unused, but likely functional. |
| <Flag>GivesLOSToAll</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>Doppled</Flag> | 单位在雾中留下虚影。 | Causes the unit to leave a doppelganger when under fog. |
| <Flag>NotDeleteable</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>DestroyProjectile</Flag> | 在弹道物到达目标后将其销毁。 | If set on a projectile protoUnit, causes it to be destroyed after reaching the target. |
| <Flag>OnlyInEditor</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>OrientUnitWithGround</Flag> | 使单位与地面对齐。 | Causes unit to orient itself with the ground. |
| <Flag>AlwaysFullColorAsCursor</Flag> | 决定是否检查阻挡物并更改光标颜色。 | Determines whether or not we check obstructions and alter the color of this as a cursor item. |
| <Flag>ConstrainOrientation</Flag> | 启用单位的方向限制。 | Enables orientation constraints for the code that orients a unit with the ground. |
| <Flag>WallBuild</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>NotCommandable</Flag> | 单位无法接受命令。 | Causes unit to not be able to take commands. |
| <Flag>KillOnAnimLoop</Flag> | 在下一次动画循环时将单位杀死。 | Causes unit to be killed on next animation loop. |
| <Flag>AreaDamageConstant</Flag> | 单位的范围伤害不会随距离变化。 | Causes the area damage inflicted by the unit to not vary with distance from the original attack target position. Unused, but functional. |
| <Flag>NoIdleActions</Flag> | 禁止单位执行空闲动作。 | Causes internal idle action to not be processed for this unit. |
| <Flag>NoProjectileDamage</Flag> | 弹道物不会造成伤害。 | Causes projectile unit to inflict no damage. |
| <Flag>PlaceAnywhere</Flag> | 禁用放置检查,允许在任何地方放置。 | Disables placement checks entirely. |
| <Flag>ProjectileTerrainOnly</Flag> | 弹道物仅与地形发生碰撞。 | Forbids projectile unit from colliding against units. Unused, but likely functional. |
| <Flag>PlayerOwnsObstruction</Flag> | 用于城门功能,使阻挡物属于玩家。 | Used for Gate functionality. |
| <Flag>PlaceSocketWhenPlacing</Flag> | 建筑放置时自动放置插槽。 | Causes Socket protoUnit to be placed once the building is placed. |
| <Flag>AlwaysShowAsSocket</Flag> | 插槽单位在占用后仍保持可见。 | Causes socket unit to remain visible after it’s occupied. |
| <Flag>StartOnAnimationUpdate</Flag> | 单位初始化时禁用持久更新,仅保留动画更新。 | Causes unit to be initialized with persistent updates (i.e., for unit AI or persistent actions) disabled, except for animation updating. |
| <Flag>StartOnNoUpdate</Flag> | 单位初始化时禁用所有持久更新。 | Causes unit to be initialized with persistent updates (i.e., for unit AI or persistent actions) disabled. |
| <Flag>DeadReplacementWhenDestroyed</Flag> | 仅在单位被摧毁时才生成死亡替代单位。 | When set, causes the dead replacement to be only placed when the unit is actually destroyed, not right after death is triggered. |
| <Flag>AnnounceConversion</Flag> | AoM 遗留项,当建筑升级/转换时通知所有玩家。 | AoM leftover. Causes a notification to be sent to all players when building is upgraded/transformed. |
| <Flag>SelectWithObstruction</Flag> | 选择时会考虑单位的阻挡范围。 | If set, selection will also account for unit obstruction. |
| <Flag>ConvertOnStartBuild</Flag> | AoM 遗留项,建筑一开始升级/转换就会转换归玩家所有。 | AoM leftover. Causes building to be converted to player as soon as upgrading/transforming process starts. |
| <Flag>PlaceAsFoundation</Flag> | 强制建筑在加载场景时作为未完成状态。 | Forces building to be not fully built on scenario load or when placed in the editor. |
| <Flag>ConvertToGaiaAtZeroHitpoints</Flag> | 单位生命值为零时转换为 GAIA 控制。 | Returns object to Gaia control at zero hitpoints. |
| <Flag>MakeUnbuiltAtZeroHitpoints</Flag> | 单位生命值为零时重置所有建造进度。 | Resets all construction progress when the unit hits zero hitpoints. |
| <Flag>SolidFoundation</Flag> | 建筑地基在放置时为实体且可碰撞。 | Causes foundations to be solid and collideable at placement. |
| <Flag>HideGarrisonFlag</Flag> | 使驻扎旗在单位/建筑中有驻扎单位时不显示。未使用,但仍然有效。 | Causes Garrison Flag to not show up over unit/building if it has garrisoned units. Unused, but functional. |
| <Flag>DoppleOnlyWhenDead</Flag> | 如果设置,则单位仅在死亡时在迷雾中留下残影。用于树木。 | If set, unit will only leave a doppelganger under fog when dead. Used for trees. |
| <Flag>DirectProjectile</Flag> | 如果设置,则发射的弹道将直接飞向目标。未使用,但可能有效。 | If set, launched projectiles fly direct in a straight line to their target. Unused, but likely functional. |
| <Flag>ForceBuildingData</Flag> | 如果设置,即使单位不是建筑物,也会初始化包含建筑工作效率等属性的内部建筑数据。 | If set, causes internal Building Data, containing attributes like Building Work Rate, to be initialized for the unit, even if it’s not a building. |
| <Flag>DecalStickToWaterSurface</Flag> | 如果设置,则在水面上时,贴花将使用水的顶点进行计算。 | If set, the decal will be computed using water vertices when over water. |
| <Flag>AllowAutoGarrison</Flag> | 允许右键点击进行自动驻扎操作。 | Allows auto-garrisoning by right-clicking for garrisonable units. |
| <Flag>MeteredGarrison</Flag> | 使解驻操作按单位逐个进行。未使用,但仍然有效。 | Causes ungarrisoning/ejection to be done unit per unit, internally. Unused, but functional. |
| <Flag>RevealFoundation</Flag> | AOM 遗留。设置后,当首次建造时将向所有人揭示建筑的位置。未使用,但仍然有效。 | AoM leftover. When set, causes this building's location to be revealed to all when first worked upon. Unused, but functional. |
| <Flag>ColorTransformNonGaia</Flag> | 如果设置,则当单位从 Gaia 转化时,小地图图标将使用玩家颜色。 | When set, causes the minimap icon to use the player color when unit is converted from gaia. |
| <Flag>Tracked</Flag> | 使单位被 KB 查找记录。 | Causes the unit to be accounted for by KB lookups. |
| <Flag>VisibleOwnerOnly</Flag> | 使单位仅对拥有者和盟友可见。 | Makes the unit become only visible to owner and allies. |
| <Flag>NotRotateable</Flag> | 禁止对象或建筑在放置时旋转。 | Forbids object or building from being rotateable at placement. |
| <Flag>DestroyUnderBuilding</Flag> | 当建筑地基覆盖时,删除该对象。 | Causes the object to be deleted once a building foundation is placed over it. |
| <Flag>GodPowerExclusion</Flag> | AOM 遗留。旨在防止特殊能力/技能在单位/建筑附近生效,类似于 AOM 中的 Isis 神庙和 Theia Hesperides 树。未使用,但可能有效。 | AoM leftover. Intended to prevent special powers/abilities from being targeted under the vicinity of the unit/building, akin to Isis monuments and Theia Hesperides Trees in AoM. Unused, but likely functional. |
| <Flag>Invulnerable</Flag> | 无需解释。 | Self-explanatory. | <Flag>DeadReplaceOnlyOnTimeout</Flag> | 仅在寿命到期死亡时才限制替换。未使用,但仍然有效。 | Limits dead replacement only to deaths due to lifespan expiring. Unused, but functional. |
| <Flag>InvulnerableIfGaia</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>CorpseDecays</Flag> | 决定单位死亡时是否生成尸体贴花。 | Determines if unit is supposed to get corpse decals when it dies. |
| <Flag>PaintTextureWhenPlacing</Flag> | 如果设置,则在需要时强制编辑器在其下方绘制合适的纹理。 | If set, forces the editor to paint down a suitable texture underneath if required. |
| <Flag>MutateDopples</Flag> | AOM 遗留。如果单位类型发生变异,则更新战争迷雾中的残影。 | AoM leftover. Causes fog of war doppelgangers to be updated, in case base unit got mutated to another unitType. |
| <Flag>InvalidTownBellLocation</Flag> | 防止建筑在收到城镇钟召唤时接收驻扎单位。 | Prevents building from receiving units for garrison from Town Bell activation. |
| <Flag>DontMarkExtraFog</Flag> | 使单位不标记额外的战争迷雾(不会揭示附近的被迷雾遮蔽的单位)。 | Causes unit to not mark additional fog (unveil nearby fogged units). |
| <Flag>VisibleUnderFogOnlyAfterSeen</Flag> | 如果设置,当单位曾被玩家看到时,会在战争迷雾中显示。 | If set, unit will become visible under the fog, if it had been seen before by the player. |
| <Flag>RMCanRotate</Flag> | 允许单位通过 RM 放置时旋转。 | Allows unit to be rotated by RM placement. |
| <Flag>KnockoutDeath</Flag> | 启用单位的英雄死亡机制。 | Enables hero death for unit. |
| <Flag>VariationLocked</Flag> | 在保存场景时将单位的图形变体锁定到单位数据中。 | Causes unit graphical variation to be set into unit data upon scenario save. |
| <Flag>ExperienceUnit</Flag> | 使由此单位击杀的军事单位记录在其动态数据中。对旧版无实际效果,但在《地中海骑士》DLC 及以后版本中,为单位使用晋升系统所必需。 | Causes kills of military units performed by this unit to be internally tracked by the unit’s dynamic data. Has no practical effect over the game or the UI for Legacy, but for Definitive edition, as of Knights of the Mediterranean DLC onwards, is required for the usage of the Veterancy system on units. |
| <Flag>FadeOutDecalOnDeath</Flag> | 使单位的贴花在死亡时逐渐淡出。 | Causes unit decal to fade out upon death. |
| <Flag>AnnounceDestruction</Flag> | AOM 遗留。单位被摧毁时向所有玩家发送通知。未使用,但可能有效。 | AoM leftover. Causes a notification to be sent to all players when destroyed. Unused, but likely functional. |
| <Flag>RotateInPlace</Flag> | 即使单位不可移动,也允许其原地旋转。 | Allows units to rotate even if they are immovable. |
| <Flag>AdjustPositionOnTerrainCollision</Flag> | 如果设置,则当单位撞到地形时停止移动,并调整到碰撞点。 | If set, this unit will stop moving at the point of impact, and move to the point of intersection. |
| <Flag>HeroName1</Flag> | 使用随机生成的名字,根据 randomnames.xml 中的模式定义。 | Causes unit to use randomly generated names, out of patterns defined in randomnames.xml. |
| <Flag>HeroName2</Flag> | 与 HeroName1 功能相同,使用随机生成的名字。 | Same functionality as HeroName1. |
| <Flag>PreventsWallBuilding</Flag> | 应为不允许附近建造墙壁的建筑/物体设置为 true。未使用,但仍然有效。 | Should be set true for buildings/objects that won't allow a wall nearby. Unused, but functional. |
| <Flag>StartingColonyBuilding</Flag> | 使建筑在第一次放置时触发初始单位的生成。 | Causes building to trigger starting units spawning upon first placement. |
| <Flag>CreateUniqueInstance</Flag> | 使该单位的每个实例都使用其自身的 protoUnit 数据实例。用于贸易站功能。 | Causes every instance of this unit to use its own instance of protoUnit data. Used for Trading Post functionality. |
| <Flag>TileAlignPlacement</Flag> | 如果设置,则在放置时项目会对齐到平铺位置。 | If set, item snaps to tile aligned locations when placing. |
| <Flag>Nugget</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>WorldToolTip</Flag> | 单位存活时显示持久的世界工具提示。 | Causes persistent world tooltip to be displayed for the unit while it’s alive. |
| <Flag>OrientWithRiver</Flag> | 使单位按照河流方向对齐。 | Causes unit to orient itself with river flow. |
| <Flag>TCBuildLimit</Flag> | 单位使用共享的城镇中心-覆盖货车建造上限。 | Causes unit to use shared TownCenter-Covered Wagon Build Limit. |
| <Flag>LockedSquad</Flag> | 在群组训练时将单位分为同一小队。未使用,且可能仅部分有效,因为游戏引擎不再支持实际的小队锁定。 | Groups trained units within the same squad when block training. Unused, and likely only partially functional, since actual squad-locking isn’t supported by the game engine anymore. |
| <Flag>SelectOnTrain</Flag> | 使单位在训练完成后立即被选中。未使用,但可能有效。 | Causes unit to be selected once it’s trained. Unused, but likely functional. |
| <Flag>PlaceAnywhereRules</Flag> | 即使设置了 PlaceAnywhere protoUnit 标志,也强制建筑遵守放置规则。 | Forces building to abide by placement rules, even if PlaceAnywhere protoUnit flag is set. |
| <Flag>ForcePopulationImpactWhenPlaced</Flag> | 在建筑地基放置时立即强制施加人口影响。 | Enforces population impact right when building foundation is placed. |
| <Flag>CanAutoHeal</Flag> | 指定可以自动治疗其他单位的单位。 | Specifies units that can auto-heal other units. | <Flag>ExcludeFromMoveAllMilitary</Flag> | 不参与所有军事单位的移动。 | Self-explanatory. |
| <Flag>DoNotShowAutoGatherRate</Flag> | 在 UI 中隐藏自动采集的速度信息。 | If set, causes AutoGather action information to not be shown in the UI. |
| <Flag>CanTargetButTakesNoDamage</Flag> | 无需解释。 | Self-explanatory. |
| <Flag>YPUsesExtraWorkerSlot</Flag> | 单位在工作/采集时占用两个工人/采集者插槽。 | Causes units to take two worker/gatherer slots when working/gathering. |
| <Flag>YPForceTrainAtBaseTrainPoints</Flag> | 强制单位在基础训练点进行训练或维护。 | Forces units trained or maintained at this unit/building to use their base train points. |
| <Flag>AllowOverPopCap</Flag> | 允许单位训练,即使人口已达到上限。 | Allows unit to be trained if there’s at least one free population slot, regardless if player will go over population capacity afterwards. |
| <Flag>ShowTactics</Flag> | 在 UI 中显示通过 protoUnitCommands 定义的建筑战术。 | Causes building tactics defined through protoUnitCommands to be displayed in the UI. |
| <Flag>EnterHotkeyContext</Flag> | 允许建筑使用快捷键,即使它不训练单位。 | Allows building to have a proper hotkey context and accept hotkeys, even if it doesn’t train units. |
| <Flag>CivSpecificText</Flag> | 根据文明键为单位的工具提示使用文明特定的文本。 | Allows this unit to properly use civilization-specific text in its tooltip, based on civ keys. |
| <Flag>AlwaysAllowOverPopCap</Flag> | 即使没有空闲的人口插槽,也强制训练单位。 | Forces unit to be trained, even if there are no free population slots. |
| <Flag>NeverCountDeathAsLoss</Flag> | 单位的死亡不会被统计为损失。 | Causes unit’s death to not be counted as loss for stat tracking. |
SocketedMinimapIcon: Path to minimap icon texture to be used by building if it’s placed over a socket, relative to the Art folder.
SocketedMinimapIcon:当建筑被放置在插槽上时使用的小地图图标纹理的路径,相对于 Art 文件夹。
CivFlagOverride: Path to civilization flag texture, relative to the Art folder, to be used instead of the flag of the current civilization.
CivFlagOverride:替代当前文明使用的旗帜的文明旗帜纹理路径,相对于 Art 文件夹。
LegacyHotkeyContext: Hotkey context to be used for Legacy hotkey keybinding. Should be set to a valid hotkey context.
LegacyHotkeyContext:用于传统快捷键绑定的快捷键上下文,必须设置为有效的快捷键上下文。
UnitHelpOverride: ProtoUnit of the help/history/compendium entry to be used, instead of the one of the current protoUnit.
UnitHelpOverride:用于帮助/历史/百科条目替代的 ProtoUnit,而非当前 ProtoUnit 的条目。
KnockoutTextID: String ID to be used for the knockout message.
KnockoutTextID:用于击倒消息的字符串 ID。
KnockoutRescueHitpointRatio: Minimum hitpoint ratio in which rescuing a knocked-out unit by bringing friendly units to its vicinity is allowed. If it’s not set, default hardcoded values will be used, according to the civType.
KnockoutRescueHitpointRatio:在单位被击倒且友方单位靠近时允许进行救援的最低生命值比例。如果未设置,将使用默认的硬编码值,根据 civType 设定。
HoverTextOverride: String ID to be used when hovering over a foundation of this particular protoUnit. Uses default hardcoded formatted string, if not set.
HoverTextOverride:当悬停在此特定 ProtoUnit 的地基上时使用的字符串 ID。若未设置,则使用默认的硬编码格式字符串。
BuildTextOverride: String ID to be used for the notification text once the building is fully built. Uses default hardcoded formatted string, if not set.
BuildTextOverride:建筑完全建成后的通知文本的字符串 ID。若未设置,则使用默认的硬编码格式字符串。
ContainedHitPointBonus: Defines how much each garrisoned unit contributes to its hit points. Applied linearly.
ContainedHitPointBonus:每个驻扎单位对其生命值的贡献值,线性叠加。
PlacementObstructionRadiusX: Obstruction radius to be used while placing foundations in the X axis. Used by buildings with crops, whose placement is restricted by ObstructionAtLeastFromType conditions.
PlacementObstructionRadiusX:放置地基时在 X 轴上的阻挡半径。用于作物类建筑,放置受限于 ObstructionAtLeastFromType 条件。
PlacementObstructionRadiusZ: Obstruction radius to be used while placing foundations in the Z axis. Used by buildings with crops, whose placement is restricted by ObstructionAtLeastFromType conditions.
PlacementObstructionRadiusZ:放置地基时在 Z 轴上的阻挡半径。用于作物类建筑,放置受限于 ObstructionAtLeastFromType 条件。
FarmingRadiusX: Radius of the walkable area of a farm building in the X axis. Requires the UseFarmingAnims protoUnit flag to be set for proper functionality.
FarmingRadiusX:农田建筑在 X 轴上的可行走区域半径。需要设置 <flag>UseFarmingAnims </flag> 以正常运行。
FarmingRadiusZ: Radius of the walkable area of a farm building in the Z axis. Requires the UseFarmingAnims protoUnit flag to be set for proper functionality.
FarmingRadiusZ:农田建筑在 Z 轴上的可行走区域半径。需要设置 <flag>UseFarmingAnims </flag> 以正常运行。
FarmingNumStops: Number of different positions an unit can move to after finishing a gathering cycle in a farming building, including its current position. Can’t be set to a value lower than two. Requires the UseFarmingAnims protoUnit flag to be set for proper functionality. If it’s not set, it will default to the hardcoded value of 8.
FarmingNumStops:单位在农田建筑中完成采集循环后可移动到的不同位置数量,包含当前位置。不可低于 2。若未设置,则默认为硬编码值 8。
FarmingObstructionRadiusX: Obstruction radius in the X axis to be used by farming code. Doesn’t affect farm placement or building.
FarmingObstructionRadiusX:农田代码使用的 X 轴阻挡半径,对农田放置或建筑无影响。
FarmingObstructionRadiusZ: Obstruction radius in the Z axis to be used by farming code. Doesn’t affect farm placement or building.
FarmingObstructionRadiusZ:农田代码使用的 Z 轴阻挡半径,对农田放置或建筑无影响。
ChargeUsageTime: Amount of time in seconds in which the main Charged Action is usable, after it’s first triggered.
ChargeUsageTime:主充能技能触发后的可用时间(秒)。
AuxRechargeTime: Recharge time used by Secondary Charged Actions/Abilities.
AuxRechargeTime:副充能技能的充能时间。
AuxChargeUsageTime: Amount of time in seconds in which the secondary Charged Action is usable, after it’s first triggered.
AuxChargeUsageTime:副充能技能触发后的可用时间(秒)。
DodgeChance: Chance of dodging an attack. Defaults to a hardcoded value if not set. Requires protoUnit flag CanDodgeAttacks to be set for proper functionality.
DodgeChance:躲避攻击的概率。如果未设置,将使用默认的硬编码值。需设置 <flag>CanDodgeAttacks </flag> 以正常运行。
DodgeMessageID: String ID of the floating text message to be used when successfully dodging an attack. Defaults to a hardcoded value if not set. Requires protoUnit flag CanDodgeAttacks to be set for proper functionality.
DodgeMessageID:成功躲避攻击时使用的浮动文本消息的字符串 ID。如果未设置,将使用默认的硬编码值。需设置 <flag>CanDodgeAttacks </flag> 以正常运行。
DodgeSoundSet: Soundset to be played when successfully dodging an attack. Defaults to a hardcoded value if not set. Requires protoUnit flag CanDodgeAttacks to be set for proper functionality.
DodgeSoundSet:成功躲避攻击时播放的音效集合。如果未设置,将使用默认的硬编码值。需设置 <flag>CanDodgeAttacks </flag> 以正常运行。
SharedBuildLimitUnit: ProtoUnit whose build limit value should be used for shared build limit. Requires protoUnit flag UseSharedBuildLimit to be set for proper functionality.
SharedBuildLimitUnit:共享建造上限时应使用的 ProtoUnit。需设置 <flag>UseSharedBuildLimit</flag> 以正常运行。
SharedBuildLimitUnitTypes: Lists unit types or protoUnits which should be accounted for the shared build limit. Requires protoUnit flag UseSharedBuildLimit to be set for proper functionality.
SharedBuildLimitUnitTypes:列出在共享建造上限时应计入的单位类型或 ProtoUnit。需设置 <flag>UseSharedBuildLimit</flag> 以正常运行。
<SharedBuildLimitUnitTypes>
<UnitType>Outpost</UnitType>
<UnitType>OutpostWagon</UnitType>
<UnitType>deUSOutpostWagon</UnitType>
<UnitType>deStateCapitolTrainOutpostWagon</UnitType>
</SharedBuildLimitUnitTypes>
CommunityPlazaWeight: Defines how many workers this unit should count as when gathering at a Community Plaza or a building which uses gathering place logic.
CommunityPlazaWeight:定义该单位在社区广场或使用聚集地逻辑的建筑中采集时计算的工人数。
CommunityPlazaLimit: Defines how many instances of this particular unit can gather at the same time at a Community Plaza or a building which uses gathering place logic.
CommunityPlazaLimit:定义同一时间在社区广场或使用聚集地逻辑的建筑中采集的该单位实例的上限。
ConversionResistance: Multiplies the conversion time for this unit by the given value.
ConversionResistance:将该单位的转换时间乘以给定值。
DisplayedRange: Overrides the displayed range value by the given value. Requires protoUnit flag DisplayRange to be set for proper functionality.
DisplayedRange:覆盖显示范围值。需设置 <flag>DisplayRange </flag> 以正常运行。
ScalingAuraScale: Factor by which aura attachments will be scaled for this unit.
ScalingAuraScale:该单位的光环附着体的缩放因子。
AgeUpCostAbsoluteMultiplier: Multiplier to the value by which kill bounties obtained by this unit contribute to the age-up discount.
AgeUpCostAbsoluteMultiplier:此单位获得的击杀奖励对升级折扣的贡献乘数。
ResourceReturn: Amount of resources to be given to the player in case the unit or building is destroyed. Resources aren’t given if the unit or building was deleted, unless if the ApplyResourceReturnIfDeleted protoUnit flag is set. Takes one parameter, resourcetype, which sets the resource type.
ResourceReturn:单位或建筑被摧毁时返还给玩家的资源量。若单位或建筑被删除,则不会返还资源,除非设置了 <flag>ApplyResourceReturnIfDeleted </flag> 。包含一个 resourcetype 参数,用于指定资源类型。
<ResourceReturn resourcetype='Gold'>100.0000</ResourceReturn>ResourceReturnRate: Amount of resources to be given to the player, as a rate of the current cost of the unit, in case the unit or building is destroyed. Resources aren’t given if the unit or building was deleted, unless if the ApplyResourceReturnIfDeleted protoUnit flag is set. If the protoUnit flag ResourceReturnRateTotalCost is set, it will account for the total cost of the unit in resources.
ResourceReturnRate:如果单位或建筑被摧毁,则按其当前成本的比例返还资源。若单位或建筑被删除,则不会返还资源,除非设置了 <flag>ApplyResourceReturnIfDeleted </flag> 。如果设置了 <flag>ResourceReturnRateTotalCost </flag> ,则会基于单位的总成本计算返还资源。
<ResourceReturnRate resourcetype='Gold'>0.5000</ResourceReturnRate>GatherRateMultiplier: Rate by which the gather rate of an unit gathering from an instance of this protoUnit will be multiplied.
GatherRateMultiplier:用于采集的单位采集此 ProtoUnit 时的采集速率倍率。
SharedSelectionUnitTypes: List of unitTypes which will share double-selection with this unit.
SharedSelectionUnitTypes:与此单位共享双重选择的 unitTypes 列表。
<SharedSelectionUnitTypes>
<UnitType>deEmir2</UnitType>
</SharedSelectionUnitTypes>
NotContain: Forbids the set unitType from being garrisoned within the unit.
NotContain:禁止设置的 unitType 驻扎在该单位内。
StealthDiscoveryRadius: Defines the minimum distance in which an enemy unit without the AbstractCanSeeStealth flag can cause this unit to be discovered when in Stealth mode.
StealthDiscoveryRadius:在隐身模式下,如果敌方单位没有 <flag>AbstractCanSeeStealth </flag> ,则敌方单位能够发现该单位的最小距离。
InitialTactic: Default tactic to be used by instances of the protoUnit upon creation.
InitialTactic:定义 ProtoUnit 实例创建时默认使用的战术。
DeadTransform: ProtoUnit to which the current unit will be transformed to upon reaching zero hitpoints.
DeadTransform:当单位生命值降至零时将其转换为的 ProtoUnit。
TrainBatchSize: Defines the size of each unit training batch, overriding the default value of 5 units.
TrainBatchSize:定义每批训练单位的数量,覆盖默认值 5 个单位。
UnitSellCommand: Defines the protoUnitCommand through which this unit can be sold, through the uiSellUnit console syscall.
UnitSellCommand:定义通过 uiSellUnit 控制台系统调用出售该单位的 protoUnitCommand。
UnitSellRate: Defines the rate in which the unit cost will be exchanged upon the usage of the unit selling command for this unit. Set to 1.0 by default.
UnitSellRate:定义该单位使用出售命令时资源成本的兑换率。默认值为 1.0。
BuildLimitIncrement: Additional build limit for protoUnit, which, for Native Settlement units, isn’t scaled with the Alliance Level or the number of Trading Posts for the protoUnit’s subCiv.
BuildLimitIncrement:为 Native Settlement 单位增加的建造上限,且不受联盟等级或贸易站数量的影响。
SkinIcon: WPF path for unit icon for a given skin, relative to Data\wpfg. Takes one parameter, id, which denotes the ID of the skin for which the given icon will be used. Only applies for Hero units which support custom skins.
SkinIcon:为指定皮肤的单位图标的 WPF 路径,相对于 Data\wpfg 文件夹。采用一个 id 参数,表示皮肤 ID,仅适用于支持自定义皮肤的英雄单位。
SkinPortrait: WPF path for unit portrait for a given skin, relative to Data\wpfg. Takes one parameter, id, which denotes the ID of the skin for which the given portrait will be used. Only applies for Hero units which support custom skins.
SkinPortrait:为指定皮肤的单位肖像的 WPF 路径,相对于 Data\wpfg 文件夹。采用一个 id 参数,表示皮肤 ID,仅适用于支持自定义皮肤的英雄单位。
FakeCard: Adds a non-HomeCity shipment to the protoUnit’s command panel. Takes three parameters: row, page, column. Despite being always set and processed by the game, the row parameter is effectively unused.
FakeCard:为 ProtoUnit 添加非 HomeCity 的运送卡片到指令面板。包含 row、page 和 column 参数。虽然这些参数始终设置并由游戏处理,但 row 参数实际上未被使用。
<FakeCard row='0' page='2' column='1'>DEBasilicaShipSpy1</FakeCard>PanelNameID: String ID for protoUnit displayed name in socket panel, if supported by the unit.
PanelNameID:ProtoUnit 在插槽面板中显示的名称字符串 ID(如果单位支持插槽面板)。
PanelRolloverID: String ID for protoUnit displayed rollover text in socket panel, if supported by the unit.
PanelRolloverID:ProtoUnit 在插槽面板中显示的悬停文本字符串 ID(如果单位支持插槽面板)。
AIStanceBaseDistance: Base distance to be used for unit auto-attack reaction when its AI Stance is set to Defensive. Set to 30, by default.
AIStanceBaseDistance:单位 AI 设置为防御时自动攻击反应的基础距离,默认值为 30。
ContainedRegenRate: Percentage-based regeneration rate for garrisoned units within the protoUnit. Only applies for buildings; overrides DefaultContainedRegenRate in base civilization data.
ContainedRegenRate:在该单位内驻扎的单位的基于百分比的生命恢复速率。仅适用于建筑物;会覆盖基础文明数据中的 DefaultContainedRegenRate。
FreeBuildPoints: Total amount of time in seconds required to build protoUnit for free through a unit belonging to the AbstractFreeBuilder unit type (e.g. Italian Architect) when working at a 1.0 Work Rate over the Foundation.
FreeBuildPoints:通过属于 AbstractFreeBuilder 类型(如意大利建筑师)的单位以 1.0 的工作率在地基上免费建造 ProtoUnit 所需的总时间(秒)。
SocketBuildProtoUnit: ProtoUnit to be built as a socketed building over the current unit when a socketBuild command is applied.
SocketBuildProtoUnit:在应用 socketBuild 命令时,在当前单位上作为插槽建筑构建的 ProtoUnit。
SocketBuildRate: Rate in which a socketBuild command will build the building referred through the SocketBuildProtoUnit attribute.
SocketBuildRate:用于 socketBuild 命令构建 SocketBuildProtoUnit 的速率。
Recharge: Recharge value used by the Primary Charged Actions/Abilities, which, unlike the RechargeTime attribute, can be tied to variables other than elapsed time. Takes two parameters, type and init, which are described as follows:
Recharge:用于主充能技能的充能值,与 RechargeTime 属性不同,可以绑定到除经过时间之外的变量。包含两个参数:type 和 init。
AuxRecharge: Recharge value used by the Secondary Charged Actions/Abilities, which, unlike the AuxRechargeTime attribute, can be tied to variables other than elapsed time. Takes the same parameters as Recharge.
AuxRecharge:用于次要充能动作/技能的充能值,与 AuxRechargeTime 属性不同,它可以与时间以外的变量挂钩。
<AuxRecharge type='Damage' init='0'>1.00</AuxRecharge>DeploymentCommand: ProtoUnit command used for deployment of units currently garrisoned and that effectively replaces the default Ungarrison command. Requires DeploymentUngarrison protoUnit flag to be set for proper functionality.
DeploymentCommand:用于部署驻扎单位的 ProtoUnit 指令,替换默认的 Ungarrison 指令。需要设置 <flag>DeploymentUngarrison</flag> 以确保正常运行。
DetonationProtoAction: ProtoAction to be triggered for detonation upon death. Requires DetonationDeath protoUnit flag to be set for proper functionality.
DetonationProtoAction:定义在单位死亡时触发的爆炸动作 ProtoAction。需要设置 <flag>DetonationDeath</flag> 才能正常工作。
DetonationCommand: ProtoUnit command which is supposed to initiate detonation process and effectively replaces the default deletion command. Requires DetonationDeath protoUnit flag to be set for proper functionality.
DetonationCommand:ProtoUnit 指令,用于启动爆炸过程,替换默认的删除指令。需要设置 <flag>DetonationDeath</flag> 才能正常工作。
DetonationHitpointThreshold: Hit point ratio which, when reached, causes protoUnitCommand set through the DetonationCommand attribute to be triggered, effectively initiating the detonation process.
DetonationHitpointThreshold:当单位生命值降至指定比例时,将触发通过 DetonationCommand 设置的指令,从而启动爆炸过程。
DetonationHitpointDecay: Rate in which unit hitpoints will decay after detonation hitpoint threshold is reached.
DetonationHitpointDecay:当达到爆炸生命值阈值后,单位生命值的衰减速率。
RoundelTierCount: Number of rows of cannons to be taken in account for Roundel Attack actions.
RoundelTierCount:定义用于 Roundel Attack 行动的炮塔行数。
DisabledDuringNoRush: When set to 1, building won’t be constructible while Treaty period is active.
DisabledDuringNoRush:若设置为 1,则在条约期内无法建造此单位。
VeterancyBonus: Defines bonuses to be applied to the unit upon reaching specific veterancy ranks. Bonuses for each rank are defined through VeterancyModify children notes, which take a modifyType attribute that should be set to a valid modify type. Requires ExperienceUnit protoUnit flag to be set for proper functionality.
VeterancyBonus:定义单位在达到特定 Veterancy 等级时获得的奖励。每个等级的奖励通过 VeterancyModify 子节点定义,并使用 modifyType 属性设定为有效的修改类型。需要设置 ExperienceUnit 标志才能正常运行。
<VeterancyBonus>
<Rank id='0'>
<VeterancyModify modifyType='MaxHP'>1.15</VeterancyModify>
<VeterancyModify modifyType='ROF'>0.85</VeterancyModify>
</Rank>
<Rank id='1'>
<VeterancyModify modifyType='MaxHP'>1.30</VeterancyModify>
<VeterancyModify modifyType='ROF'>0.70</VeterancyModify>
</Rank>
<Rank id='2'>
<VeterancyModify modifyType='MaxHP'>1.45</VeterancyModify>
<VeterancyModify modifyType='ROF'>0.55</VeterancyModify>
</Rank>
</VeterancyBonus>
| 决定版Flag | chatGPT翻译后的内容 | 未翻译前的英文内容 |
| <Flag>CantBeSlowed</Flag> | 禁止单位受到减速/目标速度提升的影响。 | Forbids unit from being affected by snaring/TargetSpeedBoost. |
| <Flag>BuildingShowTactics</Flag> | 使建筑物通过protoUnitCommands定义的战术显示在UI中。 | Causes building tactics defined through protoUnitCommands to be displayed in the UI. |
| <Flag>AllowTrainingOnWater</Flag> | 允许单位在水面上训练。 | Allows unit to be trained from a non-land unit. |
| <Flag>GatherFromTrees</Flag> | 允许非AbstractVillager单位正确从树木中采集。 | Allows non-AbstractVillager units to gather from trees properly. |
| <Flag>DrawnToCrates</Flag> | 强制单位自动从附近的箱子中收集资源。 | Forces unit to auto-gather from nearby crates. |
| <Flag>DisplayRange</Flag> | 使单位范围在选择时显示为贴花。随着新游戏选项的实现,所有单位/建筑物的范围均可显示,原功能已废弃。 | Causes unit range to be displayed as a decal upon selection. Rendered obsolete with recently implemented game options, which allow displaying range for all units/buildings. |
| <Flag>InvulnerableToAreaDamage</Flag> | 如果设置,单位将无法受到任何区域攻击造成的伤害。 | If set, this unit cannot receive any kind of damage from area attacks. |
| <Flag>DoNotDragSelectWithUnits</Flag> | 如果设置,单位将不会在拖拽选择时与其他UnitClass单位一起被选中。 | If set, this unit won't be selected with other UnitClass units when drag-selecting. |
| <Flag>TownDefenseUnit</Flag> | 用于标记短期征召单位。已废弃。 | Intended to denote short-duration levied units. Obsolete. |
| <Flag>DontTrainInBatches</Flag> | 防止批量训练并强制每次训练限制为1个。 | Prevents batch training and forces train limit per action to 1. |
| <Flag>KillIfConverted</Flag> | 如果设置,单位在被成功转换/捕获后将自动死亡。 | If set, unit is automatically killed after being successfully converted/captured. |
| <Flag>ShowUnitResourceActionRates</Flag> | 如果设置,将在UI中显示单位资源动作的当前资源速率(例如Torp)。 | If set, current resource rates for UnitResource actions (i.e. Torp) are displayed in the UI. |
| <Flag>SettlerBuildLimit</Flag> | 如果设置,单位将与所有具有LogicalTypeSettlerBuildLimit单元类型的单位共享建设限制,并使用该文明Settler/Villager单位的建设限制。 | If set, unit will share build limit with all units with the LogicalTypeSettlerBuildLimit unittype set, and will use the build limit of that civilization’s Settler/Villager unit. |
| <Flag>UseSharedBuildLimit</Flag> | 如果设置,单位将使用通用共享建设限制。 | If set, unit will use the generic shared build limit. |
| <Flag>InflictsNoDamage</Flag> | 如果设置,单位在攻击时不会造成任何伤害,尽管protoAction属性可能依然存在。该单位的攻击仍会引发敌人的警告。 | If set, unit should not inflict any damage when attacking, regardless of protoAction attributes. Attacks performed by this unit will still raise warnings for enemies. |
| <Flag>DisplayDecoyInfo</Flag> | 如果设置,将向敌人显示虚假的单位信息(头像和悬停提示)。 | If set, displays fake unit info (portrait and rollovers) to enemies. |
| <Flag>CanDodgeAttacks</Flag> | 允许非日本僧侣单位躲避攻击。 | Enables dodging behaviour for non-Japanese Monk units. |
| <Flag>NextResearchIsFree</Flag> | 强制将下一个研究项目添加到建筑队列中时不需要任何费用。 | Forces the immediate next research to be added to the queue in a building to be free. |
| <Flag>DisableBigButtonUI</Flag> | 如果设置,建筑属于本土文明(civType 1)时,不会为大按钮预留UI槽。 | If set, no UI slots will be reserved for big button, if building belongs to a native civ (civType 1). |
| <Flag>UnitTransformFree</Flag> | 如果设置,变形为该单位时不会消耗任何资源。 | If set, transforming to this unit won't cost any resources. |
| <Flag>UseFarmingAnims</Flag> | 如果设置,单位在采集时将围绕采集地点移动,类似于磨坊和农场的动作。 | If set, units will move around the gather site while gathering from it, akin to Mills and Farms. |
| <Flag>BuiltWithSeedingAnim</Flag> | 如果设置,强制单位在建造时使用农业动画。 | If set, forces units to use farming animations when constructing the building. |
| <Flag>RangeDisplayedAsSquare</Flag> | 如果设置,范围将显示为正方形的贴花。 | If set, range is displayed as a square decal. |
| <Flag>AllowSocketPlacement</Flag> | 表示单位行为类似插槽,但不是AbstractSocket类型。 | Indicates units that behave like sockets, while not being of AbstractSocket type. |
| <Flag>OptionalSocketPlacement</Flag> | 如果设置,插槽可建造的建筑物即使不在插槽中也能建造。 | If set, a socket-able building will still be buildable outside a socket. |
| <Flag>ForceInfluenceRate</Flag> | 如果设置,如果没有有效的影响速率,则无法收集资源。 | If set, resources won't be gathered if no valid influence rate is set. |
| <Flag>AllowPlacementOnIce</Flag> | 如果设置,允许建筑物在冰面上放置。 | If set, allows a building to be placed over Ice terrain. |
| <Flag>GatherableWhenSocketed</Flag> | 用于标记建筑物,当其放置在插槽上时可以收集。 | Intended for buildings which become gatherable when placed over a socket. |
| <Flag>DoNotQueue</Flag> | 如果设置,单位在训练时不会遵循建筑队列。 | If set, unit won't obey building queue when trained. |
| <Flag>MagnetDoesNotLockUnits</Flag> | 如果设置,磁铁建筑物不会使可捕捉/猎杀单位无法攻击。 | If set, magnet building won't make herdables/huntables unattackable. |
| <Flag>UseTacticArmorOverride</Flag> | 如果设置,单位将在战术数据中检查护甲覆盖。 | If set, unit will check for armor overrides in tactic data. |
| <Flag>ResourceReturnRateTotalCost</Flag> | 如果设置,资源返回率将根据总成本计算,而不是按资源计算。 | If set, return resource rate will be calculated over the total cost, instead of per resource. |
| <Flag>ForceBatchTrain</Flag> | 如果设置,MultipleBlockTrain单位/旗帜军队将强制使用批量训练。 | If set, MultipleBlockTrain units/Banner Armies will be forced to use batch training. |
| <Flag>UISkipActiveTechs</Flag> | 如果设置,命令面板将不会为已激活的技术保留插槽。 | If set, command panel won't 'reserve' slots for active techs. |
| <Flag>ApplyResourceReturnIfDeleted</Flag> | 如果设置,即使单位被玩家删除,资源返回仍然会被应用。 | If set, resource return will be applied even if the unit was deleted by the player. |
| <Flag>AlliesIgnoreInfluenceRate</Flag> | 如果设置,盟友从该单位收集时将忽略影响速率检查。 | If set, allied players gathering from this unit will ignore any checks for Influence Rate. |
| <Flag>GatherableByAllies</Flag> | 如果设置,允许盟友收集非标准资源建筑物。 | If set, allows non-standard resource buildings to be gathered by allies. |
| <Flag>ShowAutoGatherAbsoluteInfo</Flag> | 如果设置,单位UI将显示通过AutoGatherAbsolute修改类型改善其自动收集速率的单位/建筑。 | If set, unit UI will display the units/buildings which are improving its autogather rate, using the AutoGatherAbsolute modifyType. |
| <Flag>DoTacticToSameUnitType</Flag> | 如果设置,改变该单位的战术将导致所有相同单位实例的战术变化,类似于日本神社的行为。 | If set, changing tactic for this unit will cause the change to be propagated to all instances of the same unit, akin to Japanese Shrine behaviour. |
| <Flag>DoNotDeleteDeadHuntOnPlacement</Flag> | 如果设置,建筑将强制不在其区域内移除死猎物。 | If set, building will be forced to not remove dead hunt within its area when placed. |
| <Flag>CannotSnare</Flag> | 如果设置,单位将无法通过具有TargetSpeedBoost protoAction标志的攻击动作让敌方单位暂时减速(即“缠绕”)。 | If set, unit won’t be able to cause enemy units to become slower temporarily (that is, ‘snaring’ them) through attack actions with the TargetSpeedBoost protoAction flag set. |
| <Flag>BaseSpeedRunAnim</Flag> | 如果设置,单位的基础protoUnit速度将用作参考,处理慢跑/奔跑动画的切换,使得受到技术和protoPower通用效果升级影响的单位速度在移动时切换动画。 | If set, the base protoUnit speed will be used as a reference for the jog/run animation switch handling, allowing technology and protoPower GeneralEffect upgrades affecting the unit speed to cause it to use jog/run animations when moving, depending on the resulting unit speed value. |
| <Flag>HCEconomicGatherPointOnly</Flag> | 如果设置,单位将无法作为军事运输的家园城市到达点。 | If set, unit won't be able to be selected as the Home City arrival point for military shipments. |
| <Flag>DeadTransformBuildLimit</Flag> | 如果设置,当单位死亡触发转换时,目标单位的建设限制将会被检查。 | If set, when a unit transform is triggered upon unit death, through the DeadTransform protoUnit attribute, build limit will be checked for the target unit. |
| <Flag>ForceGatherSiteResource</Flag> | 如果设置,游戏将始终使用通过ModifyGather单位动作设置的收集站点库存资源ID进行收集,而不会检查protoUnit主资源或单位自身的库存。 | If set, the game will always use the gather site inventory resource ID for gathering, set through ModifyGather unit actions, without checking the protoUnit main resource or the unit inventory itself. |
| <Flag>UseStaticFarmingAnims</Flag> | 如果设置,单位将从预定义的位置收集资源,这些位置在建筑模型中定义为骨骼。此行为与《AoE3》中原生农场、亚洲稻田以及《AoE3DE》中的墨西哥文明相同。 | If set, units will gather from this gather site at predefined spots, defined as bones within the building model. This behaviour is the same as the one used in the Native Farm and in the Asian Rice Paddy, in legacy AoE3, and in the Mexican Hacienda, in the AoE3DE Mexican Civilization release. |
| <Flag>UseDanceActions</Flag> | 如果设置,单位将使用DanceBonus protoActions,包括收集者的速率提升行为,即使它不是社区广场类型(AbstractCommunityPlaza)。 | If set, allows the unit to use DanceBonus protoActions, include rate escalation behaviour with gatherers, even if it's not of Community Plaza type (AbstractCommunityPlaza). |
| <Flag>GatherGarrisonToggle</Flag> | 如果设置,允许建筑物在收集和驻扎模式之间切换。 | If set, allows building to toggle between gathering and garrisoning mode. |
| <Flag>HerdablesIgnoreGatherPoint</Flag> | 如果设置,从单位创建/生成的可捕捉单位将忽略收集点数据。 | If set, herdables created/spawned from the unit will ignore gather point data. |
| <Flag>FreeRepair</Flag> | 如果设置,修理此单位不会消耗资源。 | If set, repairing this unit costs no resources. |
| <Flag>CountHerdableAsGatherer</Flag> | 如果设置,正在收集的可捕捉单位将被游戏视为收集者。 | If set, herdables gathering at this unit will be counted as gatherers by the game KB. |
| <Flag>GatherersContributeToResourceRate</Flag> | 如果设置,收集者的总资源率将加入到显示的建筑物的自动收集速率中,适用于带有AddGathererContribution标志的protoAction。 | If set, the total resource rate of gatherers will be added into the displayed auto-gather rate at the building for a protoAction with the flag AddGathererContribution. |
| <Flag>AllowGatheringWhenFull</Flag> | 如果设置,收集满的物品仍然可以从该单位收集。 | If set, full inventory checks will be disabled when gathering from this unit, allowing herdables to gather from this unit, even if their current resource inventory is full. |
| <Flag>ShowAreaHealRate</Flag> | 如果设置,治疗光环速率将在UI中显示,就像目标治疗速率一样。 | If set, healing aura rate will be displayed on the UI, just as targeted healing rate is. |
| <Flag>ForceFullTechUpdate</Flag> | 如果设置,单位初始化后将强制更新所有玩家的技术节点和技术前提状态,以更新依赖单位数量的技术前提条件。 | If set, the updating of all player tech nodes and tech prerequisite states will be enforced once the unit is initialized, to update technology prerequisites dependent on unit count. |
| <Flag>UseAnimalsLabel</Flag> | 如果设置,收集者在统计面板中的标签将使用“动物”字符串。 | If set, the label for the gatherers listing in the stat panel will use the 'Animals' string. |
| <Flag>DanceActionNoWorkers</Flag> | 如果设置,允许DanceBonus protoActions按基本速率正常运作,不需要或不考虑建筑物中的工人。这种行为将类似于《AoE3:TAD》中的道场和儒家学院等建筑物。 | If set, allows DanceBonus protoActions to function properly for the given protoUnit at base rates, without accounting for or requiring workers at the building. Resulting behavior will be similar to Dojos, Confucian Academies, and similar buildings from AoE3:TAD. |
| <Flag>ChargeMoveAnim</Flag> | 如果设置,单位在执行充能动作时将使用自定义动画。 | If set, unit will be allowed to use custom animations when moving to perform a charged action. |
| <Flag>SocketFreeBuilding</Flag> | 如果设置,对该单位发出有效的SocketBuild命令时,将不会从玩家的库存中扣除建筑成本。 | If set, issuing a valid SocketBuild command over this unit won't deduct building cost from the player's stockpile. |
| <Flag>CannotAttackIfGaia</Flag> | 如果设置,单位在属于GAIA时将无法攻击。 | If set, unit won't be able to attack when belonging to GAIA. |
| <Flag>ApplyFlagOverrideIfGaia</Flag> | 如果设置,文明标志覆盖仅在单位属于GAIA时应用。 | If set, civilization flag override, if available, will only be applied if unit belongs to GAIA. |
| <Flag>ForceFullTechUpdateTeam</Flag> | 如果设置,单位初始化后将强制更新整个团队的所有玩家技术节点,以更新依赖单位数量的技术前提条件。 | If set, the updating of all player tech nodes for the entire team will be enforced once the unit is initialized, to update unit count dependent tech prereqs. |
| <Flag>InvestmentBuilding</Flag> | 如果设置,建筑的UI将显示资源投资数据。 | If set, resource investment data will be displayed in the building's UI. |
| <Flag>FakeConversion</Flag> | 如果设置,放置或转换单位为玩家时,不会改变单位的实际所有权,但仍会将指定的玩家设置为资源生产的所有者。 | If set, placing or converting the unit to a player won’t change actual ownership of the unit, but will still set the given player as the owner for resource production through AutoGather protoActions. |
| <Flag>AllowRebuildInGrouping</Flag> | 如果设置,当放置在RM分组实例中时,单位的位置和朝向将被保存,从而可以通过触发相应效果来重新建造该单位。 | If set, when placed in an RM grouping instance, unit position and orientation will be saved, allowing it to be re-built through the usage of the proper trigger effects. |
| <Flag>ForceUpdateVisualWhenCnverted</Flag> | 如果设置,转换后将强制更新单位的完整视觉效果。 | If set, full unit visual update will be enforced upon conversion. |
| <Flag>DisplaySocketPanel</Flag> | 如果设置,当单位属于GAIA时,插槽面板将被显示。 | If set, socket panel will be displayed when unit is owned by GAIA. |
| <Flag>TeamKillBounty</Flag> | 如果设置,摧毁该单位所获得的击杀奖励将惠及整个团队。 | If set, kill bounties granted by destroying this unit will benefit the entire team. |
| <Flag>MinimapDisplayOnTop</Flag> | 如果设置,该单位的迷你地图图标将始终强制显示在其周围所有其他单位之上。 | If set, this unit's minimap icon will always be forced to be displayed on top of all other units within its vicinity. |
| <Flag>NotRepairable</Flag> | 如果设置,禁止修理该建筑物。 | If set, this building cannot be repaired. |
| <Flag>KillSocketWhenDestroyed</Flag> | 如果设置,单位被摧毁时,插槽将被移除。 | If set, unit socket will be removed upon destruction. |
| <Flag>TeamBuildLimit</Flag> | 如果设置,建设限制逻辑将考虑整个团队所有玩家的单位数量。 | If set, build limit logic will account for unit count throughout all team players. |
| <Flag>IgnoreDefaultEjectTimeout</Flag> | 如果设置,单位弹出动作在执行时将不检查默认的单位AI弹出延迟(如果MeteredGarrison protoUnit标志已设置)。 | If set, unit ejection action won't check, internally, for the default unitAI eject delay, if MeteredGarrison protoUnit flag is set. |
| <Flag>DoNotQueueEjectActions</Flag> | 如果设置,并且与MeteredGarrison protoUnit标志一起使用,允许同时弹出多个单位,即使它们有弹出延迟设置。 | If set, alongside with the MeteredGarrison protoUnit flag, allows multiple units to be ejected at the same time, even if they have ejection delays set. |
| <Flag>SharedGarrison</Flag> | 如果设置,所有被驻守的单位将会在当前protoUnit及其他具有此标志的protoUnit之间共享。 | If set, garrisoned units will be shared throughout all other instances of the current protoUnit, and of other protoUnits which have this flag set. |
| <Flag>DisplayMinimumRange</Flag> | 如果设置,射程图标将基于单位的最小攻击射程,而不是最大射程。 | If set, range decal will be based on the minimum attack range of the unit, rather than the maximum range. |
| <Flag>DoNotAllowAllowAlliedGarrison</Flag> | 如果设置,盟友将无法在该单位内驻守。 | If set, allies won’t be able to garrison within this unit. |
| <Flag>DetonationDeath</Flag> | 如果设置,单位死亡时将触发预定义的protoAction,对周围的所有单位造成伤害。 | If set, unit will trigger a predefined protoAction upon death, damaging all units around it. |
| <Flag>BuildingExtendedDeathAnim</Flag> | 如果设置,建筑物将使用与单位相同的死亡动画处理。 | If set, building will use the same handling for death animations used by units. |
| <Flag>EnforceBigButtonUI</Flag> | 如果设置,将为本地风格的“大按钮”保留UI插槽,无论当前的文明类型是什么。 | If set, slots will be reserved for a Native-style BigButton, regardless of the current civ type. |
| <Flag>DeploymentUngarrison</Flag> | 如果设置,单位将无法手动从驻守状态中弹出,只能通过预设的部署能力/命令进行弹出。 | If set, units won't be able to be ungarrisoned manually, but only through a previously-set deployment ability/command. |
| <Flag>ForceDisplaySquadModes</Flag> | 如果设置,战术/小队模式将被显示,即使该单位不是军事类型。 | If set, squad modes/tactics will be displayed for this unit, even if it's not of Military type. |
| <Flag>HideIfSocketedFoundationUntouched</Flag> | 如果设置,如果建筑物放置在未触动的基础上,插槽将被隐藏。 | If set, socket will be hidden, if building placed upon it is currently an untouched foundation. |
| <Flag>DisplayMaxRangeOnSelection</Flag> | 默认为false。如果设置,当单位设置为显示最小射程时,最大射程将在选择时显示。 | Defaults to false. If set, in case unit is set to display minimum range on hovering, maximum range will be displayed upon selection. |
| <Flag>DisplayRangeToEnemies</Flag> | 默认为false。如果设置,将根据游戏设置渲染单位的射程图标,而不考虑单位的所有权。 | Defaults to false. If set, range decal will be rendered for this unit, according to game settings, regardless of unit ownership. |
| <Flag>ChargeIdleAnim</Flag> | 如果设置,当单位的主要或次要充能能力准备就绪时,单位的空闲和无聊动画将被充能能力的protoAction动画替代。如果与ChargeMoveAnim一起设置,单位的走路和跑步动画也将被替换,无论单位当前的目标是什么。 | If set, once either the primary or secondary charged abilities of the unit are ready to be used, unit idle and bored animations will be replaced by the ones set within the protoAction of the charged ability, if valid. When set alongside with ChargeMoveAnim, walking and running anims will also be replaced, regardless of the current target of the unit. |
| <Flag>DoNotDamageTrees</Flag> | 如果设置,单位的TruckAttack protoActions将不会损坏树木。 | If set, TruckAttack protoActions assigned to the unit will not damage trees. |
| <Flag>TacticArmorUseBaseIfNotSet</Flag> | 如果设置,并且与UseTacticArmorOverride一起使用,当当前战术的盔甲覆盖值为0时,单位将使用基本盔甲值。 | If set, alongside with UseTacticArmorOverride, unit will use base armor values, if tactic armor overrides for the current tactic are set to 0. |
| <Flag>TransformPropagateChargeState</Flag> | 如果设置,当通过DelayedTransform protoActions或TransformUnit技术效果转换单位时,充能状态将会传播。 | If set, propagates charged action state when transforming unit through DelayedTransform protoActions or TransformUnit tech effects. |
| <Flag>HerdableForceOriginalResource</Flag> | 如果设置,可捕捉单位在从任何资源物体收集时,其原始资源将始终被保留。 | If set, the original resource carried by a herdable unit will never be cleared out when gathering from any resource object. |
DBAction: Loads protoAction data from DB data set on the protoUnit. Despite being used, specifically for the BoatManager protoActions in ships, it’s obsolete, and has no effect, unless if such data is explicitly defined.
DBAction: 从 protoUnit 加载 DB 数据集中的 protoAction 数据。尽管用于船只的 BoatManager protoActions,但已过时,除非显式定义此类数据,否则不会产生效果。
Name: ProtoAction internal name. Takes one parameter, StringID, which sets the displayed string ID for that protoAction. String IDs set in this way will be displayed for every instance of this protoAction name, regardless of the protoUnit.
Name: ProtoAction 的内部名称。接受一个参数 StringID,用来设置该 protoAction 的显示字符串 ID。以这种方式设置的字符串 ID 将显示在该 protoAction 名称的每个实例中,无论 protoUnit 如何。
Type: Action type for this protoAction.
Type: 该 protoAction 的动作类型。
MaxRange: ProtoAction maximum range.
MaxRange: ProtoAction 的最大范围。
MinRange: ProtoAction minimum range.
MinRange: ProtoAction 的最小范围。
OptimalRange: ProtoAction optimal range. Unused and seemingly overridden, internally, by maximum range.
OptimalRange: ProtoAction 的最佳范围。未使用并且似乎被最大范围内部覆盖。
TypedMaxRange: Maximum range specific to a particular unitType.
TypedMaxRange: 特定 unitType 的最大范围。
<TypedMaxRange type="Huntable">10</TypedMaxRange>TypedMinRange: Minimum range specific to a particular unitType. Unused, but likely functional. Takes the same arguments as TypedMaxRange.
TypedMinRange: 特定 unitType 的最小范围。未使用,但可能是有效的。接受与 TypedMaxRange 相同的参数。
TypedOptimalRange: Optimal range specific to a particular unitType. Unused, and seemingly overridden by maximum range internally. Takes the same arguments as TypedMaxRange.
TypedOptimalRange: 特定 unitType 的最佳范围。未使用,且似乎在内部被最大范围覆盖。接受与 TypedMaxRange 相同的参数。
ROF: ProtoAction rate of fire. From The African Royals AoE3DE DLC onwards, it can take two arguments, type and target, which causes the rate of fire value to dynamically vary according to a particular variable. The behaviour of the rate of fire variation for every possible type value is described as follows:
ROF: ProtoAction 的开火速率。从《The African Royals》AoE3DE DLC 开始,它可以接受两个参数,type 和 target,这会使开火速率根据特定变量动态变化。每种可能的 type 值的速率变化行为描述如下:
HitpointRatio: Rate of fire linearly decreases as the unit’s hitpoint ratio decreases, converging to the target value, as the hitpoint ratio is closer to 0:
HitpointRatio: 随着单位生命值比例的降低,开火速率线性降低,当生命值比例接近 0 时,逐渐接近目标值:
<ROF type='HitpointRatio' target='1.5'>3.000000</ROF>MinRange: Rate of fire linearly decreases as the unit distance to the target unit decreases, converging to the target value, as the distance approaches the minimum range:
MinRange: 随着单位与目标单位距离的减少,开火速率线性降低,当距离接近最小范围时,逐渐接近目标值:
<ROF type='MinRange' target='2.0'>3.000000</ROF>Rate: ProtoAction work rate for a particular unitType. For action types that aren’t work rate-based, work rate values define which unitTypes are valid attack targets (for attacking actions) or unitTypes that are processed by this particular action (for Spawn and Maintain action types).
Rate: 特定 unitType 的 ProtoAction 工作速率。对于非基于工作速率的动作类型,工作速率值定义了哪些 unitType 是有效的攻击目标(用于攻击动作)或哪些 unitType 会被该动作处理(用于 Spawn 和 Maintain 动作类型)。
For AutoGather actions, defines which resource types are gathered. For Gather actions, it can also take a resource attribute to restrict the work rate to gathering a particular resource, for targets which support multiple resources (i.e., Rice Paddies and African Fields).
对于 AutoGather 动作,定义了要收集的资源类型。对于 Gather 动作,它还可以接受一个 resource 属性,以限制工作速率为收集特定资源,适用于支持多种资源的目标(例如,稻田和非洲田地)。
<Rate type='Mill'>0.670000</Rate>
<Rate type='ypRicePaddy' resource='Food'>0.500000</Rate>
From the original AoE3DE release onwards, it can receive the yield attribute, which allows setting a resource yield value, controlling how much the resource lasts.
从原始 AoE3DE 版本开始,它可以接受 yield 属性,用于设置资源产出值,从而控制资源的持续时间。
<Rate type='Tree' yield='1.200000'>0.500000</Rate>From the United States civilization AoE3DE release onwards, it can receive an overrideResource attribute which, for Gather actions, causes the deposited resource to be overridden by the set resource.
从《United States》文明 AoE3DE 版本开始,它可以接受 overrideResource 属性,对于 Gather 动作,会将存放的资源覆盖为设定的资源。
<Rate type='AbstractFish' overrideResource='Gold'>0.500000</Rate>From The African Royals AoE3DE DLC onwards, it can be used for inverted auras (LikeBonus with ModifyRateByType flag set). It can be used to set the contribution rate to the stat bonus for every unitType that affects the target unit.
从《The African Royals》AoE3DE DLC 开始,它可以用于反向光环(LikeBonus 并设置 ModifyRateByType 标志)。它可用于为影响目标单位的每个 unitType 设置状态加成的贡献率。
<Rate type='LogicalTypeLandMilitary'>0.02</Rate>From the Mexican Civilization AoE3DE release onwards, it can receive an inventoryRate attribute, which defines in which resources will be deposited into the unit’s own resource inventory, while performing a gather action towards the player’s stockpile.
从《Mexican Civilization》AoE3DE 版本开始,它可以接受 inventoryRate 属性,定义在执行面向玩家资源储备的收集动作时,将哪些资源存入单位自身的资源库存中。
<Rate type='deHacienda' inventoryRate='1.0'>1.000000</Rate>Anim: ProtoAction main animation.
Anim: ProtoAction 的主要动画。
ReloadAnim: ProtoAction reload animation, for attacking actions.
ReloadAnim: 用于攻击动作的 ProtoAction 重装动画。
IdleAnim: ProtoAction idling animation.
IdleAnim: ProtoAction 的闲置动画。
AnimationRate: ProtoAction animation rate. Set, by default, to 1.0. For Spawn actions without the SingleUse protoAction flag set, it can be used to set the average spawning delay.
AnimationRate: ProtoAction 的动画速率。默认设置为 1.0。对于未设置 SingleUse protoAction 标志的 Spawn 动作,它可用于设置平均生成延迟。
Damage: ProtoAction damage.
Damage: ProtoAction 的伤害值。
DamageType: ProtoAction damage type.
DamageType: ProtoAction 的伤害类型。
DamageArea: ProtoAction damage area radius. Despite it always being set as a floating point value, in legacy AoE3, it’s internally stored as an unsigned short integer. From The African Royals AoE3DE DLC onwards, it’s properly stored as a floating point value.
DamageArea: ProtoAction 的伤害区域半径。尽管始终设置为浮点值,但在旧版 AoE3 中,内部存储为无符号短整数。从《The African Royals》AoE3DE DLC 开始,它被正确存储为浮点值。
OuterDamageAreaDistance: Defines the minimum distance from a target unit to the impact point of an area damage from which the OuterDamageAreaFactor will be fully applied and, thus, the area damage factor applied over the unit will be greater than or equal to that attribute’s value.
OuterDamageAreaDistance: 定义目标单位与区域伤害影响点之间的最小距离,此距离内会完全应用 OuterDamageAreaFactor,从而对单位施加的区域伤害系数将大于或等于该属性值。
OuterDamageAreaFactor: Attribute used as a base for the calculation of the area damage factor. If the distance between the target unit and the impact point of the area damage is smaller than or equal to the OuterDamageAreaDistance value, the calculation of the areaDamageFactor will be done according to the following formula:
OuterDamageAreaFactor: 用作计算区域伤害系数的基础属性。如果目标单位与区域伤害影响点的距离小于或等于 OuterDamageAreaDistance 值,区域伤害系数将根据以下公式计算:
𝑎𝑟𝑒𝑎𝐷𝑎𝑚𝑎𝑔𝑒𝐹𝑎𝑐𝑡𝑜𝑟 = 1 − (𝑢𝑛𝑖𝑡𝐷𝑖𝑠𝑡𝑎𝑛𝑐𝑒 / 𝑜𝑢𝑡𝑒𝑟𝐷𝑎𝑚𝑎𝑔𝑒𝐴𝑟𝑒𝑎𝐷𝑖𝑠𝑡𝑎𝑛𝑐𝑒) × (1 − 𝑜𝑢𝑡𝑒𝑟𝐷𝑎𝑚𝑎𝑔𝑒𝐴𝑟𝑒𝑎𝐹𝑎𝑐𝑡𝑜𝑟)
𝑎𝑟𝑒𝑎𝐷𝑎𝑚𝑎𝑔𝑒𝐹𝑎𝑐𝑡𝑜𝑟 = 1 − (单位距离 / 外部伤害区域距离) × (1 − 外部伤害区域系数)
Otherwise, the formula to be used will be as follows:
否则,使用以下公式:
𝑎𝑟𝑒𝑎𝐷𝑎𝑚𝑎𝑔𝑒𝐹𝑎𝑐𝑡𝑜𝑟 = 1 − ((𝑢𝑛𝑖𝑡𝐷𝑖𝑠𝑡𝑎𝑛𝑐𝑒 − 𝑜𝑢𝑡𝑒𝑟𝐷𝑎𝑚𝑎𝑔𝑒𝐴𝑟𝑒𝑎𝐷𝑖𝑠𝑡𝑎𝑛𝑐𝑒) / (伤害区域半径 − 外部伤害区域距离)) × 外部伤害区域系数
𝑎𝑟𝑒𝑎𝐷𝑎𝑚𝑎𝑔𝑒𝐹𝑎𝑐𝑡𝑜𝑟 = 1 − ((单位距离 − 外部伤害区域距离) / (伤害区域半径 − 外部伤害区域距离)) × 外部伤害区域系数
DamageCap: Maximum amount of total damage that can be inflicted by an area attack. For a protoAction that has a critical damage type set to KillingBlow, sets the maximum amount of HP a unit can have to be a valid target of the critical attack.
DamageCap: 区域攻击可以造成的最大总伤害量。对于设置了 KillingBlow 类型的致命伤害的 protoAction,设置单位可以成为致命攻击有效目标的最大 HP。
DamageFlags: Defines which players are affected by area attack through a combination of the following flags: GAIA, Self, Ally, and Enemy.
DamageFlags: 通过 GAIA、自身、盟友和敌人等标志的组合定义哪些玩家会受到区域攻击的影响。
DamageBonus: Defines a damage bonus for an attack action.
DamageBonus: 为攻击动作定义伤害加成。
RangedAttackMode: Unused and deprecated.
RangedAttackMode: 未使用并已弃用。
Projectile: ProtoAction projectile protoUnit.
Projectile: ProtoAction 的投射物 protoUnit。
MaxHeight: Maximum height for projectile.
MaxHeight: 投射物的最大高度。
HeightBonusMultiplier: Unused and deprecated.
HeightBonusMultiplier: 未使用并已弃用。
NumberBounces: Appears to define the maximum number of targets a single projectile can hit.
NumberBounces: 似乎定义了单个投射物可以击中的最大目标数。
ImpactEffect: ProtoAction impact effects file, relative to the Art folder.
ImpactEffect: ProtoAction 的冲击效果文件,相对于 Art 文件夹。
Turret: Attribute intended to be used by the AirCraft system. Unused and not functional in AoE3.
Turret: 用于 AirCraft 系统的属性。未在 AoE3 中使用且无功能。
Yield: ProtoAction resource yield. Applied to all work rates over a Gather action. In Legacy, for Indian Villagers, it’s hardcoded to be only applied for wood gathering. Rendered deprecated from the AoE3DE original release onwards.
Yield: ProtoAction 的资源产出。应用于 Gather 动作的所有工作速率。在旧版中,对于印度村民,硬编码仅用于采集木材。从 AoE3DE 原始版本开始已弃用。
Accuracy: ProtoAction accuracy.
Accuracy: ProtoAction 的准确度。
HitPercent: Defines the chance of the critical attack defined by HitPercentType being triggered.
HitPercent: 定义触发由 HitPercentType 设置的致命攻击的几率。
DamageMultiplier: Damage multiplier to be applied upon critical attack activation.
DamageMultiplier: 在触发致命攻击时应用的伤害倍数。
HitPercentType: Defines the type of critical attack to be used. Multiple flags can be set by using multiple entries. Changing this value through techs causes flags to be added, instead of replaced. The possible values for this attribute are listed as follows:
HitPercentType: 定义使用的致命攻击类型。可以通过多个条目设置多个标志。通过科技更改此值会添加标志而不是替换。此属性的可能值如下:
CriticalAttack: Multiplies total attack by DamageMultiplier when triggered.
CriticalAttack: 触发时将总攻击力乘以 DamageMultiplier。
KillingBlow: Causes unit to be killed if triggered when unit is below the DamageCap value. As of AoE3DE original release onwards, it cannot affect Artillery or War Ships.
KillingBlow: 如果单位在低于 DamageCap 值时触发,会导致单位被消灭。从 AoE3DE 原始版本开始,不能影响火炮或战船。
Sweep: Causes sweep attack to be performed upon trigger.
Sweep: 触发时执行扫荡攻击。
Disciple: Causes dead enemy to be converted into ypMonkDisciple when triggered.
Disciple: 触发时将死亡敌人转化为 ypMonkDisciple。
CriticalDisciple: Enables both sweep and Disciple conversion behaviours, using separate RNGs. Sweep won’t be triggered if unit doesn’t have a sweep attack defined.
CriticalDisciple: 启用扫荡和 Disciple 转化行为,使用独立的随机数生成器。如果单位没有定义扫荡攻击,则不会触发扫荡。
DamageFactorCap: Damage multiplier limit for garrison bonus damage.
DamageFactorCap: 驻军加成伤害的伤害倍数上限。
TrackRating: Rate at which a moving target is tracked. The higher the value, the better the accuracy is against moving targets.
TrackRating: 移动目标的跟踪速率。值越高,对移动目标的命中精度越高。
Timer: Unused and deprecated.
Timer: 未使用并已弃用。
AreaSortMode: Defines how units in a target area of effect are sorted for a protoAction.
AreaSortMode: 定义目标效果区域中的单位在 protoAction 中的排序方式。
ImpactForceMin: Minimum force multiplier for ragdoll effect upon attack.
ImpactForceMin: 攻击时对布娃娃效果的最小力倍数。
ImpactForceMax: Maximum force multiplier for ragdoll effect upon attack.
ImpactForceMax: 攻击时对布娃娃效果的最大力倍数。
ImpactLaunchAngle: Launch angle for ragdoll effect upon attack.
ImpactLaunchAngle: 攻击时布娃娃效果的发射角度。
ModifyType: Modify type for AutoRangedModify, LikeBonus, and DanceBonus with UnitModification dance type.
ModifyType: 用于 AutoRangedModify、LikeBonus 和 UnitModification 类型的 DanceBonus 的修改类型。
ModifyProtoPower: ProtoPower/Ability name of the power/ability to be affected by the AbilityROF modifyType. Unused, but likely functional. Does not affect protoPowers/abilities with global cooldown.
ModifyProtoPower: 将受 AbilityROF 修改类型影响的 ProtoPower/能力的名称。未使用,但可能有效。不影响具有全局冷却时间的 protoPowers/能力。
ModifyMultiplier: For AutoRangedModify actions, defines the multiplier to be used for the bonus to be applied by the aura. For DanceBonus and LikeBonus actions, defines the multiplier value used in the bonus factor calculation. For inverted aura actions (LikeBonus with ModifyRateByType flag set), available from The African Royals AoE3DE DLC onwards, this attribute is unused.
ModifyMultiplier: 对于 AutoRangedModify 动作,定义光环应用的加成倍数。对于 DanceBonus 和 LikeBonus 动作,定义在加成因子计算中使用的倍数值。对于反向光环动作(设置了 ModifyRateByType 标志的 LikeBonus),从《The African Royals》AoE3DE DLC 开始提供,该属性未使用。
ModifyExponent: For DanceBonus and LikeBonus actions, defines the exponent value used in the bonus factor calculation. For inverted aura actions, available from The African Royals AoE3DE DLC onwards, this attribute is unused.
ModifyExponent: 对于 DanceBonus 和 LikeBonus 动作,定义在加成因子计算中使用的指数值。对于反向光环动作,从《The African Royals》AoE3DE DLC 开始提供,该属性未使用。
The calculation of the modifier factor for LikeBonus and DanceBonus is done using the following formula, if ModifyExponent is set to a positive value:
如果 ModifyExponent 设置为正值,则 LikeBonus 和 DanceBonus 的加成因子计算使用以下公式:
𝑓𝑎𝑐𝑡𝑜𝑟 = (𝑚𝑢𝑙𝑡𝑖𝑝𝑙𝑖𝑒𝑟) × (𝑛𝑢𝑚𝑈𝑛𝑖𝑡𝑠)^(𝑒𝑥𝑝𝑜𝑛𝑒𝑛𝑡) + 𝑏𝑎𝑠𝑒
𝑓𝑎𝑐𝑡𝑜𝑟 = (倍数) × (单位数)^(指数) + 基值
Otherwise:
否则:
𝑓𝑎𝑐𝑡𝑜𝑟 = (𝑚𝑢𝑙𝑡𝑖𝑝𝑙𝑖𝑒𝑟) × (𝑛𝑢𝑚𝑈𝑛𝑖𝑡𝑠)^(-𝑒𝑥𝑝𝑜𝑛𝑒𝑛𝑡) + 𝑏𝑎𝑠𝑒
𝑓𝑎𝑐𝑡𝑜𝑟 = (倍数) × (单位数)^(-指数) + 基值
ModifyBase: For DanceBonus and LikeBonus actions, defines the base value used in the bonus factor calculation. For inverted aura actions, available from The African Royals AoE3DE DLC onwards, this attribute is unused.
ModifyBase: 对于 DanceBonus 和 LikeBonus 动作,定义在加成因子计算中使用的基值。对于反向光环动作,从《The African Royals》AoE3DE DLC 开始提供,该属性未使用。
ModifyAbstractType: Defines the unitType to be affected by the aura, for AutoRangedModify actions; or by the Community Plaza/Fire Pit bonus, for DanceBonus actions.
ModifyAbstractType: 对于 AutoRangedModify 动作,定义受到光环影响的 unitType;对于 DanceBonus 动作,定义受到社区广场/火坑加成影响的 unitType。
ModifyProtoID: Defines the protoUnit to be affected by the aura, for AutoRangedModify actions; or by the Community Plaza/Fire Pit bonus, for DanceBonus actions.
ModifyProtoID: 对于 AutoRangedModify 动作,定义受光环影响的 protoUnit;对于 DanceBonus 动作,定义受社区广场/火坑加成影响的 protoUnit。
DanceBonusType: Bonus type for DanceBonus actions. The valid types are Training, XPTrickle, UnitModification, UnitSpawn, Regeneration, PopCap, WarChiefRansom, and Gathering. As of AoE3DE original release, the AutoGathering type is also available.
DanceBonusType: DanceBonus 动作的加成类型。有效类型包括 Training、XPTrickle、UnitModification、UnitSpawn、Regeneration、PopCap、WarChiefRansom 和 Gathering。从 AoE3DE 原始版本开始,AutoGathering 类型也可用。
ModelAttachment: Attachment to be used by aura/AutoRangedModify actions, relative to the Art folder.
ModelAttachment: 光环/AutoRangedModify 动作使用的附件,相对于 Art 文件夹。
ModelAttachmentBone: Bone where ModelAttachment is supposed to be attached to. Should be either a valid bone name, omitting the bone_ prefix, or bonethatdoesntexist.
ModelAttachmentBone: ModelAttachment 应附加的骨骼。应为有效的骨骼名称(去掉 bone_ 前缀)或 bonethatdoesntexist。
ScaleByContainedUnitType: Defines separate rates by which every unit type contributes to garrison bonus.
ScaleByContainedUnitType: 定义每种单位类型对驻军加成的贡献率。
<ScaleByContainedUnitType>
<Rate type='Military'>0.101</Rate>
</ScaleByContainedUnitType>
ForbidAbstractType: Defines unitTypes that cannot be affected by an AutoRangedModify action.
ForbidAbstractType: 定义不能受到 AutoRangedModify 动作影响的 unitType。
ForbidUnitType: Defines specific unitTypes that cannot be affected by an AutoRangedModify action.
ForbidUnitType: 定义不能受到 AutoRangedModify 动作影响的具体 unitType。
AttachProtoUnit: ProtoUnit to be attached to the target upon attack.
AttachProtoUnit: 攻击时附加到目标的 ProtoUnit。
ModifyResource: Resource to be produced by a DanceBonus action with DanceType set to AutoGathering.
ModifyResource: DanceType 设置为 AutoGathering 的 DanceBonus 动作生成的资源。
ConversionDelay: Delay time in seconds for the conversion of the target unit through a Convert action. Affected by ConversionResistance protoUnit attribute and action work rate.
ConversionDelay: 通过 Convert 动作转换目标单位的延迟时间(以秒为单位)。受 ConversionResistance protoUnit 属性和动作工作速率影响。
ModifyAmount: Modification value used by modify types which perform changes linearly.
ModifyAmount: 用于线性变化的修改类型的修改值。
ModifyTargetLimit: Maximum number of units that can be affected by an aura for AutoRangedModify actions or be accounted for the total bonus calculation for default LikeBonus actions.
ModifyTargetLimit: AutoRangedModify 动作的光环可影响的最大单位数,或默认 LikeBonus 动作的总加成计算中可计入的最大单位数。
DisplayedNumberProjectiles: Number of projectiles displayed in the UI for this protoAction.
DisplayedNumberProjectiles: 此 protoAction 在 UI 中显示的投射物数量。
CastPower: Defines a protoPower to be cast once an action is performed. Restricted to non-Broadside charged attack actions.
CastPower: 定义在执行动作时施放的 protoPower。仅限非 Broadside 类型的充能攻击动作。
CastPowerTargetType: Defines the target type for the protoPower to be cast. The possible values for this attribute are listed as follows:
CastPowerTargetType: 定义将施放 protoPower 的目标类型。此属性的可能值如下:
self: Casts the power over the attacking unit.
self: 释放技能到攻击的单位自身。
unit: Casts the power over the target unit.
unit: 释放技能到攻击目标单位上。
area: Casts the power over the vicinity of the target unit, taking its position as a reference point.
area: 释放技能到攻击目标单位的附近,以其位置为参考点。
DisplayNameID: String ID for the protoAction displayed name. Overrides the default name and doesn’t affect other instances of this protoAction.
DisplayNameID: 用于 protoAction 显示名称的字符串 ID。覆盖默认名称,不影响该 protoAction 的其他实例。
CivType: Restricts action functionality to a specific civType.
CivType: 将动作功能限制为特定的 civType。
FullCapacityMultiplier: Work rate multiplier to be applied for an AutoGather action when the unit is at its full resource capacity.
FullCapacityMultiplier: 当单位达到其资源最大容量时,应用于 AutoGather 动作的工作速率倍数。
ModifyDuration: Duration/lifespan time in milliseconds for an AutoRangedModify action.
ModifyDuration: AutoRangedModify 动作的持续时间/寿命时间(以毫秒为单位)。
GatheringMultiplier: Work rate multiplier to be applied for an AutoGather action when the unit is performing a gathering action.
GatheringMultiplier: 当单位执行采集动作时,应用于 AutoGather 动作的工作速率倍数。
MaintainWorkRateMultiplier: Work rate multiplier to be applied to a Maintain action.
MaintainWorkRateMultiplier: 应用于 Maintain 动作的工作速率倍数。
ModifyRateCap: Bonus factor limit for inverted aura actions (LikeBonus with ModifyRateByType flag set).
ModifyRateCap: 反向光环动作(设置了 ModifyRateByType 标志的 LikeBonus)的加成因子上限。
EmpowerData: Data to be used for Empower actions targeted to units belonging to the player. For every unitType entry, the following attributes can be set:
EmpowerData: 用于针对玩家单位的 Empower 动作的数据。对于每个 unitType 条目,可以设置以下属性:
Active: Defines whether or not a particular EmpowerData entry is active. Set by default.
Active: 定义特定的 EmpowerData 条目是否激活。默认设置。
ForbidUnitType: Defines unitTypes that are forbidden from being affected by empowerment.
ForbidUnitType: 定义被禁止受到 Empower 动作影响的 unitType。
Anim: Animation to be used for empowering.
Anim: 用于 Empower 动作的动画。
EmpowerArea: Area of effect for empowerment.
EmpowerArea: Empower 动作的效果区域。
EmpowerRate: Defines the empowerment rate for a particular modifyType.
EmpowerRate: 定义特定修改类型的 Empower 速率。
ModelAttachment: Similar functionality as of ProtoAction attribute.
ModelAttachment: 功能与 ProtoAction 属性类似。
ModelAttachmentBone: Similar functionality as of ProtoAction attribute.
ModelAttachmentBone: 功能与 ProtoAction 属性类似。

EmpowerData: Data used to define empowerment effects for units belonging to the player. This data can include various attributes for each unit type, such as animation and empowerment rate.
EmpowerData: 用于定义对玩家单位的增效效果的数据。此数据可以为每种单位类型包含各种属性,如动画和增效速率。
Active: Indicates whether the EmpowerData entry is active. This attribute is set by default.
Active: 指示 EmpowerData 条目是否激活。此属性默认设置。
ForbidUnitType: Specifies unit types that should not be affected by the empowerment action.
ForbidUnitType: 指定不应受到增效动作影响的单位类型。
Anim: The animation used when empowering a unit.
Anim: 在为单位提供增效时使用的动画。
EmpowerArea: Specifies the area of effect for the empowerment action.
EmpowerArea: 指定增效动作的效果范围。
EmpowerRate: The rate at which the empowerment effect is applied for a specific modification type.
EmpowerRate: 增效效果应用于特定修改类型的速率。
ModelAttachment: Defines any model attachment to be used during the empowerment process, similar to the ProtoAction attribute.
ModelAttachment: 定义在增效过程中使用的模型附件,与 ProtoAction 属性相似。
ModelAttachmentBone: Specifies the bone where the model attachment should be connected, similar to ProtoAction.
ModelAttachmentBone: 指定模型附件应连接的骨骼,与 ProtoAction 类似。
<EmpowerData>
<Building>
<ForbidUnitType>MinedResource</ForbidUnitType>
<EmpowerRate modifyType="BuildRate">1.75</EmpowerRate>
<EmpowerRate modifyType="BuildingWorkRate">1.5</EmpowerRate>
</Building>
</EmpowerData>
- EnemyEmpowerData: Data to be used for Empower actions targeted to units belonging to an enemy. Accepts the same attributes as EmpowerData.
- EnemyEmpowerData: 用于对敌方单位实施 Empower 动作的数据。接受与 EmpowerData 相同的属性。
<EnemyEmpowerData>
<Military>
<Anim>EmpowerEnemy</Anim>
<EmpowerArea>1.0</EmpowerArea>
<EmpowerRate modifyType="ROF">2.0</EmpowerRate>
<EmpowerRate modifyType="HealRate">-2.0</EmpowerRate>
<ModelAttachment>units\attachments\stun_stars.xml</ModelAttachment>
<ModelAttachmentBone>bonethatdoesntexist</ModelAttachmentBone>
</Military>
</EnemyEmpowerData>
- GAIAEmpowerData: Data to be used for Empower actions targeted to units belonging to Gaia. Accepts the same attributes as EmpowerData.
- GAIAEmpowerData: 用于对 Gaia 所属单位实施 Empower 动作的数据。接受与 EmpowerData 相同的属性。
<GAIAEmpowerData>
<AbstractMine>
<Anim>DanceActive</Anim>
<EmpowerRate modifyType="ResourceGatherRate">1.1</EmpowerRate>
<EmpowerRate modifyType="ResourceYield">1.25</EmpowerRate>
<ModelAttachment>effects\ypack_auras\torpgatherpower.xml</ModelAttachment>
<ModelAttachmentBone>bonethatdoesntexist</ModelAttachmentBone>
</AbstractMine>
</GAIAEmpowerData>
- DoNotAutoGatherUnlessGatheringTypes: Restricts the activation of a particular AutoGather action to unit gathering from a resource type belonging to any of the listed types.
- DoNotAutoGatherUnlessGatheringTypes: 限制某个 AutoGather 动作的激活,仅适用于从列出类型中的资源类型收集的单位。
<DoNotAutoGatherUnlessGatheringTypes>
<UnitType>AbstractField</UnitType>
<UnitType>Mill</UnitType>
<UnitType>ypRicePaddy</UnitType>
<UnitType>Farm</UnitType>
</DoNotAutoGatherUnlessGatheringTypes>
- CannonLimit: Number of cannons to be used by a BroadsideAttack action. Defaults to using the predefined number of cannons within the unit’s model, up to a limit of 6.
- CannonLimit: BroadsideAttack 动作中使用的火炮数量。默认使用单位模型中预定义的火炮数量,最多可达 6。
- MaintainTrainPoints: Unit train points to be used for Maintain action, instead of the default amount of train points set in the protoUnit data. As of the Mexican Civilization release of AoE3DE, this attribute can be also applied to DanceBonus protoActions of UnitSpawn type.
- MaintainTrainPoints: 用于 Maintain 动作的单位训练点,取代 protoUnit 数据中设置的默认训练点数。从 AoE3DE 墨西哥文明版本开始,该属性还可应用于 UnitSpawn 类型的 DanceBonus protoActions。
- StunDuration: Stun duration for non-standard StunAttack protoActions.
- StunDuration: 非标准 StunAttack protoActions 的眩晕持续时间。
- StunSoundSet: Soundset for non-standard StunAttack protoActions.
- StunSoundSet: 非标准 StunAttack protoActions 的声音集合。
- AutoStealthDelay: Minimum delay in which auto-stealth can be re-activated, after unit is discovered.
- AutoStealthDelay: 单位被发现后自动潜行可重新激活的最小延迟时间。
- AutoStealthLifespan: Lifespan for auto-stealth action.
- AutoStealthLifespan: 自动潜行动作的寿命。
- FlagOverrideUnit: ProtoUnit that holds the flag to be applied for unit modification of PeaceFlag type.
- FlagOverrideUnit: 用于 PeaceFlag 类型单位修改的 ProtoUnit 持有的旗帜。
- SelfDamageMultiplier: Percentage of damage to be reflected back to attacker when a critical attack of CriticalAttack type is triggered.
- SelfDamageMultiplier: 当触发 CriticalAttack 类型的关键攻击时,反弹给攻击者的伤害百分比。
- HitPercentSoundSet: Soundset to be used when a critical attack of CriticalAttack type is triggered.
- HitPercentSoundSet: 触发 CriticalAttack 类型的关键攻击时使用的声音集合。
- WalkAnim: ProtoAction-specific movement animation.
- WalkAnim: 特定于 ProtoAction 的移动动画。
- JogAnim: ProtoAction-specific jog animation.
- JogAnim: 特定于 ProtoAction 的慢跑动画。
- RunAnim: ProtoAction-specific running animation.
- RunAnim: 特定于 ProtoAction 的跑步动画。
- BoredAnim: ProtoAction-specific bored animation.
- BoredAnim: 特定于 ProtoAction 的无聊动画。
- FreeBuildRate: Defines work rate for free building through AbstractFreeBuilder units for a particular unit type. Takes the same basic attributes of WorkRate, except for the ones specific to gathering actions.
- FreeBuildRate: 定义通过 AbstractFreeBuilder 单位进行免费建造的工作速度,针对特定单位类型。具有与 WorkRate 相同的基本属性,但不包括特定于收集动作的属性。
- InvestmentResource: For AutoGather actions, defines which resource from the investment pool will be deducted while the resource trickle is active.
- InvestmentResource: 对于 AutoGather 动作,定义在资源缓慢增加时将从投资池中扣除的资源类型。
- SubCiv: Restricts the current action to only be active in case the unit is linked to the set subCiv.
- SubCiv: 限制当前动作仅在单位关联到指定的 subCiv 时才可激活。
- DirectionalDamageRefAngle: Reference angle in radians for directional damage target selection.
- DirectionalDamageRefAngle: 用于选择方向性伤害目标的参考角度(弧度)。
- MinTimeBetweenMultiAttacks: For Roundel Attack actions, defines the minimum interval between two consecutive attacks done to separate targets.
- MinTimeBetweenMultiAttacks: 对于 Roundel Attack 动作,定义对不同目标进行连续攻击之间的最小间隔时间。
- WalkAnim: ProtoAction-specific movement animation.
- WalkAnim: 特定于 ProtoAction 的移动动画。
- JogAnim: ProtoAction-specific jog animation.
- JogAnim: 特定于 ProtoAction 的慢跑动画。
- RunAnim: ProtoAction-specific running animation.
- RunAnim: 特定于 ProtoAction 的跑步动画。
- BoredAnim: ProtoAction-specific bored animation.
- BoredAnim: 特定于 ProtoAction 的无聊动画。
- FreeBuildRate: Defines work rate for free building through AbstractFreeBuilder units for a particular unit type. Takes the same basic attributes of WorkRate, except for the ones specific to gathering actions.
- FreeBuildRate: 定义通过 AbstractFreeBuilder 单位进行免费建造的工作速度,针对特定单位类型。具有与 WorkRate 相同的基本属性,但不包括特定于收集动作的属性。
- InvestmentResource: For AutoGather actions, defines which resource from the investment pool will be deducted while the resource trickle is active.
- InvestmentResource: 对于 AutoGather 动作,定义在资源缓慢增加时将从投资池中扣除的资源类型。
- SubCiv: Restricts the current action to only be active in case the unit is linked to the set subCiv.
- SubCiv: 限制当前动作仅在单位关联到指定的 subCiv 时才可激活。
- DirectionalDamageRefAngle: Reference angle in radians for directional damage target selection.
- DirectionalDamageRefAngle: 用于选择方向性伤害目标的参考角度(弧度)。
- MinTimeBetweenMultiAttacks: For Roundel Attack actions, defines the minimum interval between two consecutive attacks done to separate targets.
- MinTimeBetweenMultiAttacks: 对于 Roundel Attack 动作,定义对不同目标进行连续攻击之间的最小间隔时间。
AttackAction: Sets protoAction as a valid attack action.
AttackAction:将 protoAction 设定为一个有效的攻击动作。
Active: Sets protoAction as active.
Active:使 protoAction 处于激活状态。
ActiveIfContainsUnits:
ActiveIfContainsUnits:
ScaleByContainedUnits: Scales attack according to the amount of garrisoned units. Shouldn’t be set if protoAction is supposed to use ScaleByContainedUnitType.
ScaleByContainedUnits:根据驻扎单位的数量调整攻击强度。如果 protoAction 计划使用 ScaleByContainedUnitType,则不应设置此项。
HandLogic: Defines protoAction as a hand attack action.
HandLogic:将 protoAction 定义为近战攻击动作。
RangedLogic: Defines protoAction as a ranged attack action.
RangedLogic:将 protoAction 定义为远程攻击动作。
SpeedBoost: Causes unit speed to be boosted by a predefined factor upon attacking.
SpeedBoost:在攻击时使单位速度按预定倍数提升。
TargetSpeedBoost: Causes target unit speed to be hindered by a predefined factor upon attacking.
TargetSpeedBoost:在攻击时使目标单位速度按预定倍数降低。
Persistent: Causes protoAction to be persistently processed.
Persistent:使 protoAction 被持续处理。
UseBuckets: Unused and Deprecated. Likely not intended for AoE3.
UseBuckets: 未使用且已弃用。可能不适用于 AoE3。
- AddResourcesToInventory: If set, AutoGather action will deposit resources within unit’s inventory, instead of directly adding to the player’s stockpile.
- AddResourcesToInventory: 若设置,AutoGather 动作将资源存入单位的库存,而非直接添加到玩家的资源库。
- AddResourcesFasterWhenOwned:
- AddResourcesFasterWhenOwned:
SingleUse: Causes protoAction to be useable only once. Only valid for AutoGather, Build, Maintain, Spawn and Attaching.
SingleUse: 使得 protoAction 只能使用一次。仅适用于 AutoGather、Build、Maintain、Spawn 和 Attaching。
SingleUse: Causes protoAction to be useable only once. Only valid for AutoGather, Build, Maintain, Spawn, and Attaching.
SingleUse:让 protoAction 只能使用一次。仅在 AutoGather、Build、Maintain、Spawn 和 Attaching 中有效。
SingleUsePlayer: For BroadsideAttack, causes attack to only use one single cannon. For Spawn, causes protoAction to be effectively deactivated, preventing other instances of this unit from using it. As of the Mexican Civilization AoE3DE release onwards, such behavior persists to saved and recorded games.
SingleUsePlayer:在 BroadsideAttack 中,使攻击仅使用一门炮。在 Spawn 中,使 protoAction 被有效禁用,防止其他同类单位使用它。从 Mexican Civilization AoE3DE 版本开始,此行为在保存和录像中也会保持。
YearBased: Causes the number of spawned units by a Spawn action to vary by a factor of the current game year. Unused, but functional.
YearBased:让 Spawn 动作生成的单位数量根据游戏年份的变化而变化。虽然未被广泛使用,但功能有效。
Throw: Causes units to be ‘thrown’ upon dying by an attack performed by this protoAction.
Throw:在单位因该 protoAction 攻击死亡时,使单位被“抛出”。
InitialROF: Requires unit to reload before performing the first attack. Unused, but likely functional.
InitialROF:需要单位在执行首次攻击前进行装填。虽然未被广泛使用,但功能可能有效。
Linear: For Maintain actions, causes the number of produced units to be incremented by one at each iteration. The maximum number of units that can be produced in an iteration is capped by the work rate value.
Linear:对于 Maintain 动作,使每次循环中生成的单位数量增加一个。每次循环中可生成的单位数以工作速率值为上限。
NoCost: Causes manually set AutoRepair protoActions to not cost resources. Unused, but likely functional.
NoCost:使手动设置的 AutoRepair protoActions 不消耗资源。虽然未被广泛使用,但功能可能有效。
BaseDamageCap: Causes area attack actions to not account for damage bonuses for damage cap checking.
BaseDamageCap:使范围攻击动作在计算伤害上限时不考虑伤害加成。
DropsiteGathering: Enables dropsite gathering for gathering actions.
DropsiteGathering:启用收集动作的存放点收集功能。
TargetGround: Causes ranged actions to use the ground position of the unit as a reference for targeting.
TargetGround:使远程攻击动作使用单位的地面位置作为目标参考点。
InstantBallistics: Causes projectiles to travel instantly, instead of at their movement speed.
InstantBallistics:让抛射物瞬间到达目标,而不是以自身的移动速度飞行。
SelfDestruct: Causes unit to self-destruct upon attacking.
SelfDestruct:使单位在发动攻击时自我毁灭。
PerimeterWallCheck: Attribute intended to be used by the AirCraft system. Unused and not functional in AoE3.
PerimeterWallCheck:这是为 AirCraft 系统设计的属性,但在 AoE3 中未使用,且不具备功能。
PerfectAccuracy: Causes ranged attack to be fully accurate on non-moving targets.
PerfectAccuracy:让远程攻击在对静止目标时达到完全准确。
PhysicsOnSelfDestruct: Use physics to throw unit if it protoAction has self destruct flag set.
PhysicsOnSelfDestruct:当 protoAction 设置了自毁标志时,使用物理效果抛出单位。
ChargeAction: Sets this protoAction as a charged attack action.
ChargeAction:将此 protoAction 设置为蓄力攻击动作。
ShowQueueWhileWaiting: If set, Maintain actions will be shown in both the unit queue and the global game queue, if they are on waiting state. Set to 1 by default.
ShowQueueWhileWaiting:如果启用,当 Maintain 动作处于等待状态时,将在单位队列和全局游戏队列中显示。默认值为 1。
DoNotAutoGatherUnlessGathering: If set, it will cause the AutoGather action to not generate resources if unit isn’t performing a gathering action.
DoNotAutoGatherUnlessGathering:如果启用,当单位未进行收集动作时,AutoGather 动作将不会生成资源。
TargetEnemy: Causes an AutoRangedModify action to affect only enemy units.
TargetEnemy:让 AutoRangedModify 动作仅影响敌对单位。
ModifyExclusive: Causes other AutoRangedModify actions sharing the same modifyType to not be processed.
ModifyExclusive:使得共享同一 modifyType 的其他 AutoRangedModify 动作不会被处理。
ExcludeFromRangeIndicator: Excludes action from being processed for range decal displaying.
ExcludeFromRangeIndicator:使该动作不被用于显示范围指示器的处理。
CastWhenAnimationFinished: Deprecated.
CastWhenAnimationFinished:已弃用。
UnrandomizeCannonROF: Forces Cannon shots to use the ROF set in the protoAction, without random variations.
UnrandomizeCannonROF:让炮击严格按照 protoAction 中设定的射速执行,而不产生随机变化。
TargetGaia: Causes an AutoRangedModify action to affect only Gaia units.
TargetGaia:使 AutoRangedModify 动作只影响 Gaia 单位。
DoNotIgnoreDead: Causes an AutoRangedModify action to also affect dead units.
DoNotIgnoreDead:使 AutoRangedModify 动作也影响死亡单位。
DeadExclusive: Restrict an AutoRangedModify action to only affect dead units.
DeadExclusive:将 AutoRangedModify 动作限制为仅影响死亡单位。
SingleUnit: Causes an AutoRangedModify action to only affect a single target.
SingleUnit:使 AutoRangedModify 动作仅影响单个目标。
IncludeGaia: Causes an AutoRangedModify action to affect Gaia units, besides of player units.
IncludeGaia:使 AutoRangedModify 动作除玩家单位外还影响 Gaia 单位。
HideFromStats: Hides protoAction from unit stats.
HideFromStats:在单位统计中隐藏 protoAction。
ForceUpdateMode: Forces units affected by an AutoRangedModify action set to not persistently update (i.e. with the StartOnNoUpdate protoUnit flag set) to full update state, allowing them to be properly affected by auras.
ForceUpdateMode:强制被 AutoRangedModify 动作影响的单位进入完全更新状态,即使设置了 StartOnNoUpdate protoUnit 标志,以便正确受到光环影响。
ModifySelf: Causes AutoRangedModify and LikeBonus actions to affect the source unit.
ModifySelf:使 AutoRangedModify 和 LikeBonus 动作影响源单位自身。
AuxChargeAction: Sets this protoAction as a secondary charged attack action.
AuxChargeAction:将此 protoAction 设置为辅助蓄力攻击动作。
CannotBeConvertedByAllies: Prevents an AutoConvert action from causing a friendly player from capturing the unit.
CannotBeConvertedByAllies:防止 AutoConvert 动作导致友方玩家捕获该单位。
TargetUnbuilt: Restricts an AutoRangedModify action to only affect targets which aren’t fully built (i.e. building foundations and buildings under construction).
TargetUnbuilt:将 AutoRangedModify 动作限制为仅影响未完全建造的目标(如建筑地基和正在建造的建筑)。
RestrictToNativeSettlements: Restricts an AutoGather action to be only functional when the building is socketed over a Native Settlement.
RestrictToNativeSettlements:将 AutoGather 动作限制为仅在建筑放置于原住民定居点上时才起作用。
TargetEnemyIncludeGaia: Causes an AutoRangedModify action to affect only enemy or gaia units.
TargetEnemyIncludeGaia:使 AutoRangedModify 动作仅影响敌方或 Gaia 单位。
NoStack: Prevents more than one instance of an AutoRangedModify action of the same source unit from affecting the same target unit, while still allowing it to be affected by other AutoRangedModify actions set to the same modifyType.
NoStack:防止同一源单位的多个 AutoRangedModify 动作实例影响同一目标单位,但仍允许其被其他设置为相同 modifyType 的 AutoRangedModify 动作影响。
SquareAura: Causes the area of effect of an AutoRangedModify action to be a square, instead of circular.
SquareAura:使 AutoRangedModify 动作的影响范围为方形,而非圆形。
GatherLinkedResource: Causes a ResourceProxy action to account only for socketed resources, if any.
GatherLinkedResource:使 ResourceProxy 动作仅考虑已插槽的资源(如果有)。
DontKillWhenExpired: Prevents a ResourceProxy action from triggering unit death upon resource depletion.
DontKillWhenExpired:防止 ResourceProxy 动作在资源耗尽时触发单位死亡。
RestrictToGatherers: Restricts an AutoRangedModify action to only affect units gathering from the source unit.
RestrictToGatherers:将 AutoRangedModify 动作限制为仅影响从源单位采集的单位。
HealNonIdle: Allows a Heal action to heal non-idle units.
HealNonIdle:允许 Heal 动作治疗非闲置单位。
UseHCGatherPoint: Causes units produced by a Maintain action to be delivered at the HC drop-off point.
UseHCGatherPoint:使 Maintain 动作生产的单位在 HC 投递点交付。
IncludeAlly: Causes an AutoRangedModify action to affect allied units, besides of player units.
IncludeAlly:使 AutoRangedModify 动作除玩家单位外还影响盟友单位。
ModifyRateByType: Causes a LikeBonus protoAction to have inverted aura behaviour, making nearby units within the area defined by MaxRange of the unitType defined in ModifyAbstractType to contribute to the bonus applied to the source unit by rates defined through the WorkRate entries.
ModifyRateByType:使 LikeBonus protoAction 拥有反向光环行为,让在 MaxRange 范围内、属于 ModifyAbstractType 中定义的 unitType 的附近单位,通过 WorkRate 条目定义的速率,为源单位提供加成。
RestrictToKnockout: Causes a Maintain action to only be active when an unit is in knocked out state. As of the Mexican Civilization AoE3DE release onwards, it can also be used in Spawn actions, which causes, if used alongside with the SingleUse flag, the unit spawning to be triggered every time the unit enters knockout state.
RestrictToKnockout:使 Maintain 动作仅在单位处于击倒状态时激活。从 AoE3DE 的墨西哥文明发布开始,它也可用于 Spawn 动作,如果与 SingleUse 标志一起使用,每当单位进入击倒状态时都会触发单位生成。
ModifySingleActionByType: Causes AutoRangedModifyAction to not target an unit if it’s already affected by another action set to the same ModifyType.
ModifySingleActionByType:使 AutoRangedModifyAction 在单位已被设置为相同 ModifyType 的其他动作影响时,不再针对该单位。
NoStackIgnorePUID: When set alongside with NoStack, also prevents instances of the protoAction from other protoUnits from affecting the same target unit.
NoStackIgnorePUID:当与 NoStack 一起设置时,还可防止来自其他 protoUnit 的 protoAction 实例影响同一目标单位。
AutoGatherScaleByGatherRate: Causes AutoGather rate to be affected by the current gather rate of the unit.
AutoGatherScaleByGatherRate:使 AutoGather 速率受单位当前采集速率的影响。
SpawnIgnoreBuildLimit: Causes a Spawn action to spawn units, regardless of build limit.
SpawnIgnoreBuildLimit:使 Spawn 动作在不考虑建造上限的情况下生成单位。
DoNotAutoGatherIfSocketed: Prevents an AutoGather action from generating resources if building is placed over a socket.
DoNotAutoGatherIfSocketed:当建筑放置在插槽上时,防止 AutoGather 动作生成资源。
HandAttackDisplayRange: Forces the range to be displayed for a hand attack protoAction.
HandAttackDisplayRange:强制显示手动攻击 protoAction 的攻击范围。
AttachForceDieWithUnit: When in an Attaching action, causes an unit without lifespan set attached to an enemy unit to be forcibly removed once the unit dies.
AttachForceDieWithUnit:在 Attaching 动作中,当未设置寿命的单位附加到敌方单位上时,一旦该敌方单位死亡,附加的单位将被强制移除。
AutoGatherInventoryIfNotSocketed: Causes an AutoGather action with the GatherLinkedResource flag set to gather from the unit’s own inventory, if it’s not currently socketed.
AutoGatherInventoryIfNotSocketed:当未插槽时,使带有 GatherLinkedResource 标志的 AutoGather 动作从单位自身的库存中采集资源。
DisableAutoAttack: For protoActions of AutoStealth type, disables auto-attacking while the action is active.
DisableAutoAttack:对于 AutoStealth 类型的 protoAction,在动作激活时禁用自动攻击。
RestrictToIdleUnits: Restricts an AutoRangedModify action to only affect units that are currently idle.
RestrictToIdleUnits:将 AutoRangedModify 动作限制为仅影响当前闲置的单位。
RestrictToValidRepairTargets: Restricts an AutoRangedModify action to only affect units that are valid targets for the Repair command.
RestrictToValidRepairTargets:将 AutoRangedModify 动作限制为仅影响可作为修理命令目标的单位。
KeepAlive: Forces a single-use Maintain or Spawn action to be kept alive, internally, preventing it from being re-triggered, in case persistent actions are reloaded through tactic switching.
KeepAlive:在内部强制保持一次性使用的 Maintain 或 Spawn 动作活跃,防止在通过策略切换重新加载持久动作时被重新触发。
ModifyRangeUseLOS: Causes an AutoRangedModify action to use the current unit’s LOS as its effective range.
ModifyRangeUseLOS:使 AutoRangedModify 动作使用当前单位的视野(LOS)作为其有效范围。
AttachValidTargetOnly: Causes AttachProtoUnits to only be spawned when the attack action has properly targeted a living valid target.
AttachValidTargetOnly:使 AttachProtoUnits 仅在攻击动作正确锁定活着的有效目标时才生成。
AddGathererContribution: Causes the displayed gathering rate for an AutoGather action to also account for the total gathering rate of all units gathering from the current unit, if the GatherersContributeToResourceRate protoUnit flag is set.
AddGathererContribution:当设置了 GatherersContributeToResourceRate protoUnit 标志时,使 AutoGather 动作显示的采集速率还包括所有从当前单位采集的单位的总采集速率。
DepositToGatherSiteOwner: Causes a Gather action to deposit resources to the gather site owner, instead of the current owner of the gatherer unit.
DepositToGatherSiteOwner:使 Gather 动作将资源存入采集点的所有者,而不是采集单位的当前所有者。
RestrictToFullCapacityGatherers: Restricts an AutoRangedModify action to only affect units gathering from the source unit that have a full resource inventory.
RestrictToFullCapacityGatherers:将 AutoRangedModify 动作限制为仅影响从源单位采集且资源库存已满的单位。
SpawnOnAnimationLoop: For Spawn protoActions, causes spawning to be performed once the current unit animation ends.
SpawnOnAnimationLoop:对于 Spawn protoAction,在当前单位动画结束时执行生成。
DestroyUnitAfterUse: For Spawn protoActions, causes source unit to be killed after spawning action is performed when used alongside with the SpawnOnAnimationLoop protoAction flag.
DestroyUnitAfterUse:对于 Spawn protoAction,当与 SpawnOnAnimationLoop protoAction 标志一起使用时,在执行生成动作后,源单位将被消灭。
ModifySelfOnly: Restricts an AutoRangedModify protoAction to only affect the current unit.
ModifySelfOnly:将 AutoRangedModify protoAction 限制为仅影响当前单位。
FirstTC: Restricts an AutoRangedModify protoAction to only be active if the current unit is the first TC for the current player.
FirstTC:将 AutoRangedModify protoAction 限制为仅当当前单位是当前玩家的第一个 TC 时才激活。
ActiveIfGaia: Causes the current action to be only active if unit belongs to Gaia.
ActiveIfGaia:使当前动作仅在单位属于 Gaia 时激活。
ActiveIfNotGaia: Causes the current action to be only active if unit belongs to an actual non-Gaia player.
ActiveIfNotGaia:使当前动作仅在单位属于实际的非 Gaia 玩家时激活。
AutoGatherTeam: For AutoGather actions, causes the resource trickle to benefit all players within the team, instead of just the owner of the unit.
AutoGatherTeam:对于 AutoGather 动作,使资源收益惠及团队内的所有玩家,而不仅仅是单位的所有者。
CannotBeConvertedByEnemies: Prevents an AutoConvert action from causing an enemy player to capture the unit.
CannotBeConvertedByEnemies:防止 AutoConvert 动作导致敌方玩家捕获该单位。
ForceSpawn: Forces a UnitSpawn action to be processed, and executed if/when applicable, by the game, in case it’s assigned to a starting unit or building.
ForceSpawn:当分配给起始单位或建筑时,强制游戏处理并执行 UnitSpawn 动作(如果适用)。
ConvertToGaiaIfForbidden: For AutoConvert actions, causes unit to be converted to Gaia, in case it’s captured by a player who has been is forbidden from capturing the current unit through scenario or RM triggers.
ConvertToGaiaIfForbidden:对于 AutoConvert 动作,当单位被通过情景或 RM 触发器禁止捕获当前单位的玩家捕获时,将单位转换为 Gaia。
NotActiveOnTreaty: Sets the current action as inactive while the game is under a Treaty period.
NotActiveOnTreaty:当游戏处于条约期间时,将当前动作设置为不激活。
IncludeEnemy: For inverted aura actions (LikeBonus with ModifyRateByType flag set), causes valid Enemy units to be accounted for modifier calculation.
IncludeEnemy:对于反转的光环动作(设置了 ModifyRateByType 标志的 LikeBonus),使有效的敌方单位被计入修正值计算。
DirectionalDamage: Sets an Attack action with area of damage attack to inflict directional damage, instead of traditional area damage.
DirectionalDamage:将具有范围伤害的攻击动作设置为造成定向伤害,而非传统的范围伤害。
TargetLock: For Attack actions, causes the unit to maintain its current target while it’s under its LOS, even if it’s outside the set maximum range for the current action.
TargetLock:对于攻击动作,使单位在目标处于其视野内时保持当前目标,即使目标超出了当前动作的设定最大范围。
BuildLimitSuspend: For Maintain actions, causes the action to suspend and save progress, in case build limit has been reached, instead of resetting it.
BuildLimitSuspend:对于 Maintain 动作,当达到建造上限时,使动作暂停并保存进度,而不是重置。
DoesMultiAttack: For Roundel Attack actions, allows the action to attack multiple targets at the same time when set.
DoesMultiAttack:对于 Roundel Attack 动作,设置后允许同时攻击多个目标。
Speed: Unit maximum speed.
Speed:单位的最高速度。
MaxHP: Unit maximum hit points.
MaxHP:单位的最大生命值。
Damage: Unit damage.
Damage:单位的伤害。
MovingDamage: Unused and deprecated.
MovingDamage:未使用,已弃用。
SiegeDamage: Unit siege damage. Affects, specifically, the damage inflicted against buildings and ships, and not necessarily all protoActions with the damageType set to Siege.
SiegeDamage:单位的攻城伤害。具体来说,影响对建筑物和船只造成的伤害,而不一定是所有 damageType 设置为 Siege 的 protoAction。
Bounty: Kill bounty obtained by affected units.
Bounty:受影响单位获得的击杀赏金。
UnitDamage: Damage inflicted against units (as in non-buildings and non-ships).
UnitDamage:对单位(非建筑和非船只)造成的伤害。
LOS: Line of Sight. Functional, but causes unit LOS to glitch after being applied.
LOS:视野(LOS)。功能正常,但应用后会导致单位的视野出现问题。
Armor: SquadMode armor bonus. Not functional for units which aren’t using a tactic/squadMode that enforces armor bonuses.
Armor:SquadMode 的装甲加成。对于未使用强制装甲加成的战术/编队模式的单位无效。
GatherRate: Gather rate for all resources.
GatherRate:所有资源的采集速率。
AbilityROF: ProtoPower cooldown time for power set in ModifyProtoPower. Does not affect protoPowers with global cooldown.
AbilityROF:为 ModifyProtoPower 中设置的 ProtoPower 的冷却时间。不影响具有全局冷却的 protoPower。
ROF: Unit rate of fire.
ROF:单位的射速。
AutoGatherRate: AutoGather rate for all actions.
AutoGatherRate:所有动作的 AutoGather 速率。
UnitResource: Consumes resource inventory for natural resources at a linear rate, based on the ModifyAmount attribute value.
UnitResource:根据 ModifyAmount 属性值,以线性速率消耗自然资源的库存。
BaseHP: Unit hit points, applied over base protoUnit hitpoints, instead of the current value.
BaseHP:单位的生命值,基于 protoUnit 的基础生命值,而不是当前的数值。
BuildingWorkRate: Building Work Rate.
BuildingWorkRate:建筑的工作速率。
BuildRate: Affects Building construction rate when affecting builders. Affects auto-building rate when affecting foundations placed by wagons.
BuildRate:当作用于建造者时,影响建筑的建造速度。当作用于由马车放置的地基时,影响自动建造速度。
Chaos: Enables Chaos behaviour on affected units.
Chaos:使受影响的单位启用 Chaos(混乱)行为。
FarmingGatherRate: Gather rate for farm objects (AbstractFarm unitType).
FarmingGatherRate:农场对象(AbstractFarm unitType)的采集速率。
InfluenceRate: Rate in which resources gathered by affected units will be converted into Influence.
InfluenceRate:受影响单位采集的资源转换为 Influence(影响力)的比例。
HealRate: Linear heal rate, or progressive damage, if set as a negative value. For buildings, hit points addition/subtraction will be percentage-based.
HealRate:线性的治疗速率,若设为负值,则为持续伤害。对于建筑,生命值的增减将基于百分比。
AutoGatherAbsolute: AutoGather rate for all actions with a rate greater than zero. Adds to the AutoGather rate linearly, instead of multiplying.
AutoGatherAbsolute:针对所有 AutoGather 速率大于零的动作,线性增加 AutoGather 速率,而非倍增。
RepairCost: Building repair cost.
RepairCost:建筑的维修成本。
TrainingRate: Building unit training rate.
TrainingRate:建筑的单位训练速率。
EconomicTrainingRate: Building economic unit training rate.
EconomicTrainingRate:建筑的经济单位训练速率。
MilitaryTrainingRate: Building military unit training rate.
MilitaryTrainingRate:建筑的军事单位训练速率。
ResearchRate: Building technology researching rate.
ResearchRate:建筑的科技研究速率。
ResourceGatherRate: Resource gathering rate multiplier for gatherers gathering from the affected unit.
ResourceGatherRate:采集者从受影响单位采集资源时的采集速率倍数。
ResourceYield: Resource yield rate multiplier for gatherers gathering from the affected unit.
ResourceYield:采集者从受影响单位采集资源时的资源产出倍数。
NaturalFoodGatherRate: Gather rate for natural food sources (targets with Food as their main resource and either Nature or NatureClass types set).
NaturalFoodGatherRate:自然食物源(主要资源为 Food 且类型设置为 Nature 或 NatureClass 的目标)的采集速率。
TreeGatherRate: Gather rate for trees.
TreeGatherRate:树木的采集速率。
MineGatherRate: Gather rate for mines (MinedResource unitType).
MineGatherRate:矿藏(MinedResource unitType)的采集速率。
AutoBuildRate: Auto-building rate for foundations placed by wagons.
AutoBuildRate:由马车放置的地基的自动建造速率。
PeaceFlag: Causes affected units to be perceived as friendly units by enemies, preventing them from being attacked by enemy units and vice-versa. If the affected units support civilization flag displaying, the flag will be replaced by the flag set in the CivFlagOverride attribute of the protoUnit defined through the FlagOverrideUnit protoAction attribute, if it’s set to a valid value.
PeaceFlag:使受影响的单位被敌人视为友方单位,防止它们被敌方单位攻击,反之亦然。如果受影响的单位支持显示文明旗帜,旗帜将被替换为通过 FlagOverrideUnit protoAction 属性定义的 protoUnit 的 CivFlagOverride 属性中设置的旗帜(如果设置了有效值)。
BaseDamage: Unit damage, applied over base protoUnit damage, instead of the current value.
BaseDamage:单位的伤害,基于 protoUnit 的基础伤害,而不是当前值。
BuildBounty: Building build bounty. Does not affect resources other than XP.
BuildBounty:建筑的建造赏金。仅影响经验值,不影响其他资源。
RechargeTime: Charged action recharge time. Affects both main and auxiliary recharge times.
RechargeTime:蓄力动作的冷却时间。影响主和辅助的冷却时间。
Range: Maximum range.
Range:最大范围。
RangeAbsolute: Maximum range. Adds linearly, instead of multiplying.
RangeAbsolute:最大范围。以线性方式增加,而不是倍增。
Shield: Redirects damage received by targeted units by the rate defined in ModifyMultiplier. For units affected by multiple Shield auras,
Shield:按照 ModifyMultiplier 定义的比例,重定向目标单位受到的伤害。对于受到多个 Shield 光环影响的单位,
BaseSpeed: Unit maximum speed, applied over base protoUnit value.
BaseSpeed:单位的最大速度,基于 protoUnit 的基础值。
UnitRegenRate: Unit regeneration rate defined through protoUnit or civilization data.
UnitRegenRate:单位的恢复速率,通过 protoUnit 或文明数据定义。
Active: Defines whether the tactic is active or not. Set to 1 (Active) by default.
Active:定义战术是否处于激活状态。默认情况下,设置为 1(激活)。
Action: Adds a valid action for this tactic. Takes one attribute, priority, which defines choice priority for attack actions.
Action:为该战术添加一个有效的动作。包含一个属性 priority,用于设定攻击动作的选择优先级。
CheckIfCanStealth: Forces Stealth check to be performed before switching to this tactic. Takes one attribute, range, which defines the range in which it checks for enemy units within the vicinity of the unit that can forbid switching to a Stealth tactic.
CheckIfCanStealth:在切换到该战术前强制进行隐身检测。包含一个属性 range,定义在单位周围检查敌方单位的范围,这些敌方单位可能会阻止切换到隐身战术。
SpeedModifier: Modifier to be applied to unit movement speed after switching to the current tactic.
SpeedModifier:在切换到当前战术后,调整单位移动速度的修正值。
MaxHPModifier: Modifier to be applied to unit hitpoints after switching to the current tactic.
MaxHPModifier:在切换到当前战术后,调整单位最大生命值的修正值。
DamageModifier: Modifier to be applied to unit damage after switching to the current tactic.
DamageModifier:在切换到当前战术后,调整单位伤害的修正值。
MovingDamageModifier: Modifier intended to be applied to unit moving damage after switching to the current tactic. Deprecated, as it depends on non-functional modify type MovingDamage.
MovingDamageModifier:原计划用于在切换到当前战术后调整单位移动伤害的修正值。已弃用,因为依赖于不可用的修改类型 MovingDamage。
SiegeDamageModifier: Modifier to be applied to unit siege damage after switching to the current tactic.
SiegeDamageModifier:在切换到当前战术后,调整单位攻城伤害的修正值。
UnitDamageModifier: Modifier to be applied to unit damage against living targets (as in non-buildings and non-ships) after switching to the current tactic.
UnitDamageModifier:在切换到当前战术后,调整单位对活体目标(非建筑和非船只)的伤害修正值。
UnitType: Intended to restrict the current tactic to a particular unit type. Superseded by SquadMode restriction to specific unit types.
UnitType:旨在将当前战术限制为特定的单位类型。已被 SquadMode 对特定单位类型的限制取代。
TooltipStringID: String ID for world tooltip to be rendered over unit when switching to this tactic. Likely intended for internal Ensemble testing or an unknown tutorial mode.
TooltipStringID:切换到此战术时在单位上显示的世界提示的字符串 ID。可能用于内部测试或未知的教程模式。
AttackType: Unit type that defines valid attack targets.
AttackType:定义有效攻击目标的单位类型。
AutoAttackType: Unit type that defines valid auto-attack targets. If not set, auto-attack will be disabled for the current tactic.
AutoAttackType:定义有效自动攻击目标的单位类型。如果未设置,当前战术的自动攻击将被禁用。
AttackResponseType: Unit type that defines valid retaliation targets.
AttackResponseType:定义有效反击目标的单位类型。
RunAway: If set, enables running away behaviour.
RunAway:如果设置,启用逃跑行为。
AutoRetarget: If set, units will look for other targets automatically, if current attack target becomes invalid.
AutoRetarget:如果设置,当当前攻击目标变为无效时,单位将自动寻找其他目标。
Exclusive: Deprecated. Original purpose unknown. Possibly intended to allow certain tactics to be simultaneously activated, when unset?
Exclusive:已弃用。原始用途未知。可能是在未设置时允许某些战术同时激活?
MoveAttack: Deprecated. Apparently intended to allow Tactic to support simultaneous moving and attacking actions.
MoveAttack:已弃用。似乎旨在允许战术支持同时移动和攻击动作。
ModelAttachment: Model Attachment animfile to be applied over unit when switching to this tactic. Only applied if ModelAttachmentBone is set to a valid bone.
ModelAttachment:在切换到此战术时应用于单位的模型附件动画文件。仅当 ModelAttachmentBone 设置为有效骨骼时才应用。
ModelAttachmentBone: Bone where ModelAttachment is supposed to be attached to. Must be a valid bone name, omitting the bone_ prefix.
ModelAttachmentBone:ModelAttachment 应附加的骨骼。必须是有效的骨骼名称,省略 bone_ 前缀。
AgeRequirement: Minimum age required for this tactic to be available. Set as an integer value.
AgeRequirement:此战术可用的最低时代要求。设置为整数值。
FireType: Fire particle type to be rendered over unit when switching to this tactic (Economic, Military).
FireType:切换到此战术时在单位上渲染的火焰粒子类型(Economic,Military)。
ProtoUnitCommand: ProtoUnitCommand linked to this tactic. Used for fetching HUD tactic icon and rollover for buildings that display tactics on the game HUD.
ProtoUnitCommand:链接到此战术的 ProtoUnitCommand。用于获取在游戏 HUD 上显示战术的建筑的 HUD 战术图标和提示。
Transition: Defines transition data between the current tactic and a target tactic. For units, can be used to define a limber animation. For buildings, it’s required in order to allow proper tactic switching. Takes the following parameters, which should be defined as XML children elements:
Transition:定义当前战术和目标战术之间的过渡数据。对于单位,可用于定义变换动画。对于建筑物,过渡数据是实现正确战术切换所必需的。包含以下参数,应作为 XML 子元素定义:
Tactic: Target Tactic.
Tactic:目标战术。
Action: Deprecated.
Action:已弃用。
Anim: Transition animation.
Anim:过渡动画。
Length: Transition length.
Length:过渡时长。
Enter: Deprecated. Likely leftover of a primitive limbering system with separate entering and exiting modes.
Enter:已弃用。可能是原始转换系统中具有单独进入和退出模式的遗留项。
Exit: Should be set to 1 for this to be a valid transition.
Exit:应设置为 1,表示这是一个有效的过渡。
Automatic: If set, unit will transition automatically to tactic if it’s required to perform an action that’s only available in the target tactic.
Automatic:如果设置,当需要执行仅在目标战术中可用的动作时,单位将自动过渡到该战术。
CommandAutomatic: Allows automatic tactic transition, if required by a Game Command, in case Automatic is not set.
CommandAutomatic:如果未设置 Automatic,但游戏命令需要,则允许自动战术过渡。
LandOnly: If set, tactic transition will be forbidden if unit is on water.
LandOnly:如果设置,当单位在水上时将禁止战术过渡。
IdleAnim: Idle animation for current tactic.
IdleAnim:当前战术的待机动画。
BoredAnim: Bored animation for current tactic.
BoredAnim:当前战术的无聊动画。
DeathAnim: Death animation for current tactic.
DeathAnim:当前战术的死亡动画。
WalkAnim: Movement animation for current tactic.
WalkAnim:当前战术的移动动画。
MoveAnim: Movement animation for current tactic.
MoveAnim:当前战术的移动动画。
JogAnim: Jog animation for current tactic.
JogAnim:当前战术的慢跑动画。
RunAnim: Running animation for current tactic.
RunAnim:当前战术的奔跑动画。
FakePortraitIcon: Decoy portrait icon to be displayed to enemies when tactic is set. Requires DisplayDecoyInfo protoUnit flag to be set for proper functionality.
FakePortraitIcon:当设置战术时向敌人显示的诱饵头像图标。需要设置 DisplayDecoyInfo protoUnit 标志以确保正常功能。
FakeDisplayNameID: Decoy unit name string to be displayed to enemies when tactic is set. Requires DisplayDecoyInfo protoUnit flag to be set for proper functionality.
FakeDisplayNameID:当设置战术时向敌人显示的诱饵单位名称字符串。需要设置 DisplayDecoyInfo protoUnit 标志以确保正常功能。
FakeRolloverTextID: Decoy unit long rollover string to be displayed to enemies when tactic is set. Requires DisplayDecoyInfo protoUnit flag to be set for proper functionality.
FakeRolloverTextID:当设置战术时向敌人显示的诱饵单位长提示字符串。需要设置 DisplayDecoyInfo protoUnit 标志以确保正常功能。
FakeShortRolloverTextID: Decoy unit short rollover string to be displayed to enemies when tactic is set. Requires DisplayDecoyInfo protoUnit flag to be set for proper functionality.
FakeShortRolloverTextID:当设置战术时向敌人显示的诱饵单位短提示字符串。需要设置 DisplayDecoyInfo protoUnit 标志以确保正常功能。
ArmorOverride: Armor override value to be used when this tactic is set. Takes two attributes, type and value, which define, respectively, the armor type and armor value for the override. Requires UseTacticArmorOverride protoUnit flag to be set for proper functionality. When using this system, separate armor values will need to be defined for each tactic. As of Knights of the Mediterranean AoE3 DLC onwards, if protoUnit flag TacticArmorUseBaseIfNotSet, unit will fall back to default armor values from protoUnit data for each damage type not set in the tactic override.
ArmorOverride:当设置此战术时使用的装甲覆盖值。包含两个属性,type 和 value,分别定义覆盖的装甲类型和装甲值。需要设置 UseTacticArmorOverride protoUnit 标志以确保正常功能。当使用此系统时,需要为每个战术定义单独的装甲值。从《地中海骑士》AoE3 DLC 开始,如果设置了 protoUnit 标志 TacticArmorUseBaseIfNotSet,对于战术覆盖中未设置的每种伤害类型,单位将回退到 protoUnit 数据中的默认装甲值。
RolloverStringID: String ID for tactic rollover. Overrides rollover for squadMode linked to tactic.
RolloverStringID:战术提示的字符串 ID。覆盖链接到战术的 squadMode 的提示。
ActiveIcon: WPF path, relative to Data\wpfg, to the icon to be displayed when tactic is selected. Overrides icon set for squadMode linked to tactic.
ActiveIcon:当选择战术时要显示的图标的 WPF 路径,相对于 Data\wpfg。覆盖链接到战术的 squadMode 的图标设置。
AvailableIcon: WPF path, relative to Data\wpfg, to the icon to be displayed when tactic is available, but not selected. Overrides icon set for squadMode linked to tactic.
AvailableIcon:当战术可用但未选择时要显示的图标的 WPF 路径,相对于 Data\wpfg。覆盖链接到战术的 squadMode 的图标设置。
UnavailableIcon: WPF path, relative to Data\wpfg, to the icon to be displayed when tactic is currently unavailable, due to being forbidden by a protoPower currently active. Overrides icon set for squadMode linked to tactic.
UnavailableIcon:当战术当前不可用(由于当前激活的 protoPower 禁止)时要显示的图标的 WPF 路径,相对于 Data\wpfg。覆盖链接到战术的 squadMode 的图标设置。

























<ProjectileProtoUnitSet>
<ProjectileSetEntry range='16.0000'>Arrow</ProjectileSetEntry>
<ProjectileSetEntry range='24.0000'>LongArrow</ProjectileSetEntry>
</ProjectileProtoUnitSet>
<AllowedFarms>
<UnitType>Farm</UnitType>
<UnitType>deEstateFarm</UnitType>
</AllowedFarms>
SurvivalBounty: Experience reward granted to the player when the unit survives or is not killed for a specific time period. Starting from the “The Titans” expansion, this can accept a resourcetype attribute to award other resource rewards along with the experience.
SurvivalBounty:单位存活或未在特定时间内被摧毁时给予玩家的经验值奖励。从《The Titans》扩展包开始,此项可接受 resourcetype 属性,除了经验外,还可分配其他资源奖励。
<SurvivalBounty>5.0000</SurvivalBounty><SurvivalBounty resourcetype='Wood'>5.0000</SurvivalBounty>ReinforcementBounty: Experience granted when this unit is created by a hero or unit with the “Reinforcement” ability.
ReinforcementBounty:当此单位由英雄或具有“强化”能力的单位创建时给予的经验值奖励。
TechBounty: Experience reward granted to the player when this unit is trained after researching a technology.
TechBounty:当通过研究某项科技后训练此单位时,给予玩家的经验值奖励。
ExperienceReward: Defines the amount of experience granted to the player when this unit completes an action, such as killing an enemy unit.
ExperienceReward:定义单位完成某个动作(例如击杀敌方单位)时给予玩家的经验值奖励。
UpgradeTo: ProtoUnit that this unit can be upgraded to.
UpgradeTo:此单位可升级到的 ProtoUnit。
ReplacementUnit: The unit that replaces this ProtoUnit when it is upgraded or transformed.
ReplacementUnit:当此 ProtoUnit 被升级或转化时,替代它的单位。
RegenerationRate: The rate at which this unit regenerates health over time.
RegenerationRate:此单位的生命值每秒恢复速率。
BlockRate: The chance for this unit to block incoming damage.
BlockRate:此单位抵挡来自敌方的伤害的几率。
ArmorType: Defines the armor class of this unit, determining its resistance to specific types of attacks.
ArmorType:定义此单位的护甲类型,决定其对特定类型攻击的抵抗力。
Morale: Defines the morale of this unit. Units with low morale will be more likely to flee or retreat in battle.
Morale:定义此单位的士气。士气较低的单位在战斗中更可能逃跑或撤退。
ResourceProductionRate: Defines the rate at which this unit generates resources, if applicable.
ResourceProductionRate:此单位生成资源的速率(如果适用)。
SpecialAbilityCooldown: The cooldown time for the unit's special ability.
SpecialAbilityCooldown:单位特殊技能的冷却时间。
WoundedState: Defines the threshold at which this unit enters a wounded state, typically resulting in reduced combat effectiveness.
WoundedState:定义单位进入受伤状态的阈值,通常会导致战斗效能降低。
PreBuildTime: Time in seconds before this unit starts being built, used for special units.
PreBuildTime:此单位开始建造前的预建时间(秒),适用于特殊单位。
BuildTimeFactor: Defines the scaling factor for how long it takes to build this unit.
BuildTimeFactor:定义建造此单位所需时间的缩放因子。
DestroyUnitOnDeath: Defines if this unit should be destroyed (along with associated assets) when it dies.
DestroyUnitOnDeath:定义此单位是否在死亡时被摧毁(包括关联资源)。
DeathEvent: Event triggered when the unit dies.
DeathEvent:单位死亡时触发的事件。
OnBuildEvent: Event triggered when the unit begins to be built.
OnBuildEvent:单位开始建造时触发的事件。
OnUpgradeEvent: Event triggered when the unit is upgraded.
OnUpgradeEvent:单位被升级时触发的事件。
OnDeathEvent: Event triggered when the unit dies.
OnDeathEvent:单位死亡时触发的事件。
SoundVariant: Variant of the sound event played when this unit performs certain actions. Each SoundVariant is mapped to a certain animation or action in the game, and can be defined with parameters.
SoundVariant:此单位在执行某些动作时播放的声音事件的变体。每个 SoundVariant 都映射到游戏中的某个动画或动作,并且可以通过参数进行定义。
Heatmap: Deprecated. Used in previous versions to define how units would appear in the heatmap for pathfinding or targeting.
Heatmap:已弃用。在以前的版本中用于定义单位在热力图中如何显示,以便路径寻找或目标定位。
SoundVariant: Variant of the sound event played when this unit performs certain actions. Each SoundVariant is mapped to a certain animation or action in the game, and can be defined with parameters.
SoundVariant:此单位在执行某些动作时播放的声音事件的变体。每个 SoundVariant 都映射到游戏中的某个动画或动作,并且可以通过参数进行定义。
VisibleThroughTerrain: If true, the unit will be visible through terrain and other objects.
VisibleThroughTerrain:如果为真,则单位可以穿透地形和其他物体而被看到。
IsShip: If true, the ProtoUnit will behave like a ship.
IsShip:如果为真,则 ProtoUnit 将表现为一艘船。
IsTrap: If true, this ProtoUnit is considered a trap in the game, potentially damaging or deceiving enemy units when triggered.
IsTrap:如果为真,则此 ProtoUnit 在游戏中被视为一个陷阱,当触发时可能会对敌方单位造成伤害或产生欺骗效果。
DefaultResourceGather: Defines the default resource that the unit will gather, if applicable.
DefaultResourceGather:定义单位将收集的默认资源(如适用)。
BaseObjectClass: The base object class that the unit inherits, used for defining common behaviors and properties.
BaseObjectClass:单位继承的基础对象类,用于定义通用行为和属性。
FleshDecayTime: Time in seconds it takes for flesh or corpse to decay after death.
FleshDecayTime:单位死亡后,尸体腐烂所需的时间(秒)。
ProductionQueue: Defines the queue of units or resources that can be produced by this ProtoUnit during its construction or usage.
ProductionQueue:定义此 ProtoUnit 在建造或使用过程中可以生产的单位或资源的队列。
IsTrainer: If true, this ProtoUnit can train other units in the game.
IsTrainer:如果为真,则此 ProtoUnit 可以训练游戏中的其他单位。
Vision: The range at which this unit can detect enemies or other units.
Vision:此单位可以侦测敌人或其他单位的视野范围。
Heatmap: Deprecated. Used in previous versions to define how units would appear in the heatmap for pathfinding or targeting.
Heatmap:已弃用。在以前的版本中用于定义单位在热力图中如何显示,以便路径寻找或目标定位。
DecayTexture: Texture applied to units during decay animation.
DecayTexture:单位在衰变动画中应用的纹理。
DecayTexture2: Alternative texture for decay animation.
DecayTexture2:替代的衰变动画纹理。
DecayFrame: Number of frames for unit decay animation.
DecayFrame:单位衰变动画的帧数。
DecayFrame2: Number of frames for alternative decay animation.
DecayFrame2:替代衰变动画的帧数。
Dead: Defines unit state when dead. Typically used to specify the appearance or behavior of the unit after death.
Dead:单位死亡后的状态,通常用于指定死亡后单位的外观或行为。
DeadParticles: Particle effects generated when the unit dies.
DeadParticles:单位死亡时生成的粒子效果。
DeadSound: Sound played when the unit dies.
DeadSound:单位死亡时播放的音效。
FootstepSound: Sound played when the unit walks, often used for ground units.
FootstepSound:单位行走时播放的音效,通常用于地面单位。
AttackSound: Sound played when the unit attacks.
AttackSound:单位攻击时播放的音效。
AttackTargetSound: Sound played when the unit targets an enemy or structure.
AttackTargetSound:单位瞄准敌人或建筑时播放的音效。
CriticalHitSound: Sound played when the unit lands a critical hit.
CriticalHitSound:单位进行暴击时播放的音效。
MissSound: Sound played when the unit misses its attack.
MissSound:单位攻击未命中时播放的音效。
AttackSpecialSound: Special sound variant played during a special attack.
AttackSpecialSound:特殊攻击时播放的特殊音效。
ChasingSound: Sound played when the unit is chasing an enemy.
ChasingSound:单位追逐敌人时播放的音效。
AmbientSound: Background or environmental sound played continuously while the unit is alive.
AmbientSound:单位存活期间持续播放的背景或环境音效。