ProtoUnit 属性

温馨提示:本文档由こはね使用免费版的chatgpt4人工智障协助翻译,翻译内容自行验证,不保证绝对准确。。(由于免费版简化了运算过程,会比付费版更容易出现问题)
本文档来源于互联网,疑似为官方文档,以下内容均未经过圣典作者实际测试,仅供参考,并不是100%准确的;估算正确率应该有95%以上,但很多内容都没有解释清楚。
关于正确率的例子:例如<Flag>AlwaysAllowOverPopCap</Flag>应为“建造此单位必须有空余人口,而且当前人口数量必须<当前人口总数-此单位占用人口点数”;从字面上翻译不是这样,但在旧版本实测就是这样。(不排除决定版已经修正,这个在决定版没有进行过测试)。
注:本文档也没有更正下面的<Flag>AlwaysAllowOverPopCap</Flag>,仅保留翻译后的内容,其他有错误的内容同理。

语言(Language):

旧版本(亚洲王朝)

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>SplitAtMaxInventory</Flag> 未使用且已弃用 Unused and deprecated.
<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>MarketAbility</Flag> 未使用且已弃用 Unused and deprecated.
<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>GarrisonBonus</Flag> 未使用且已弃用 Unused and deprecated.
<Flag>GarrisonSpeedBonus</Flag> 未使用且已弃用 Unused and deprecated.
<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>CannotAttackDisabledUnits</Flag> AoM 遗留项,已弃用。 AoM leftover. Unused and deprecated.
<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>InitialGarrisonOnly</Flag> AoM 遗留项,已弃用。 AoM leftover. Unused and deprecated.
<Flag>WallBuild</Flag> 无需解释。 Self-explanatory.
<Flag>ShowGarrisonButton</Flag> 已弃用。 Unused and deprecated.
<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>AlwaysCheckCollisions</Flag> 已弃用,原用途不明。 Unused and deprecated. Original purpose unknown.
<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>ExcludeFromPlaytest</Flag> AoM 遗留项,已弃用。 AoM leftover. Unused and deprecated.
<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>OverrideInitialGarrison</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<Flag>TownBellButton</Flag> 未使用并已弃用。 Unused and deprecated.
<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>ApplyHandicapTraining</Flag> 未使用并已弃用。 Unused and deprecated.
<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>HideFromHelp</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<Flag>HideResourceInventory</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<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>NotScalable</Flag> 未使用并已弃用。可能是缩放功能的遗留。 Unused and deprecated. Possibly a leftover of scaling feature.
<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>SingleGatherer</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<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>HideHitpointsIfGaia</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<Flag>FlareOnFullyBuilt</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<Flag>AnnounceFoundationStarted</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<Flag>VictoryBuilding</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<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>Burnable</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<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>UseObstructionOnMinimap</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<Flag>UseAlignedObstructionOnMinimap</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<Flag>RenderAfterWater</Flag> 未使用并已弃用。 Unused and deprecated.
<Flag>DontSortAlphaPolys</Flag> 未使用并已弃用。 Unused and deprecated.
<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>BattleMusicTrigger</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<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>HideCostFromDetailHelp</Flag> AoM 遗留,未使用并已弃用。 AoM leftover. Unused and deprecated.
<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>ColonyBuilding</Flag> 已弃用,旧殖民系统的遗留项。 Unused and deprecated. Likely a leftover of the old Colony system.
<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>ColonyPlacementCenter</Flag> 未使用并已弃用,可能是旧殖民地系统的遗留。 Unused and deprecated. Likely a leftover of the old Colony system.
<Flag>ColonyPlacementL</Flag> 未使用并已弃用,可能是旧殖民地系统的遗留。 Unused and deprecated. Likely a leftover of the old Colony system.
<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>PerimeterGenerator</Flag> 原本打算用于 AirCraft 系统。在 AOE3 中未使用且无效。 ProtoUnit flag intended to be used by the AirCraft system. Unused and not functional in AoE3.
<Flag>Airfield</Flag> 原本打算用于 AirCraft 系统。在 AOE3 中未使用且无效。 ProtoUnit flag intended to be used by the AirCraft system. Unused and not functional in AoE3.
<Flag>Blocker</Flag> 原本打算用于 AirCraft 系统。在 AOE3 中未使用且无效。 ProtoUnit flag intended to be used by the AirCraft system. Unused and not functional in AoE3.
<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.

决定版

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.

ProtoActions (Tactics): Attributes

Definitive Edition ProtoActions (Tactics): Attributes

旧版本Action Flag

决定版Action Flag

旧版本Modify Type

决定版Modify Type

旧版本 tactic

注:此处tactic内容除了与action的同名标签,其他仅能用于tactics文件的<tactic></tactic>标签;不可用于protoy.xml

决定版 tactic

注:此处tactic内容除了与action的同名标签,其他仅能用于tactics文件的<tactic></tactic>标签;不可用于protoy.xml


以下内容用免费的真·chatGPT4人工智障故意生成的,请勿相信。因为我觉得好玩,所以专门弄了几次。














人工智障生成的内容默认不可选择以及复制,若要选择请点击这个按钮: それは草!
在日语中,“草”是指“草”(くさ,kusa)本身的意思,但在网络语言和年轻人之间的交流中,它有了一个特定的用法。
网络用法:
“草”(草生える,くさはえる,kusa haeru)在网络用语中常常用来表示“笑”的意思,相当于英文中的“LOL”。这个用法的由来与“草”字的形状有关系,因为在日本的网络中,常用“w”(日文的“笑”)来表示笑声,而“w”形状像是草丛,特别是多个“w”连在一起看起来像一片草地,因此大家开始用“草”来代替“w”。