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INICodingCheck.ini
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2439 lines (2337 loc) · 50.4 KB
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; 检查器入口, 需要检查的注册表
[Registries]
AircraftTypes=AircraftType
Animations=AnimType
BuildingTypes=BuildingType
Colors=ColorStruct
Countries=HouseType
InfantryTypes=InfantryType
LandTypes=Land
MissionTypes=MissionType
OverlayTypes=OverlayType
ParticleSystems=ParticleSystemType
Particles=ParticleType
Powerups=PowerupScript
SuperWeaponTypes=SuperWeaponType
Sides=HouseList
SmudgeTypes=SmudgeType
TerrainTypes=TerrainType
Tiberiums=TiberiumType
VoxelAnims=VoxelAnimType
VehicleTypes=UnitType
Warheads=WarheadType
[Animations]
CheckExist=false
[BuildingTypes]
CheckExist=false
[LandTypes]
PresetItems=Clear,Rough,Road,Water,Rock,Wall,Ore,Tiberium,Beach,River,Ice,Tunnel,Railroad,Weeds,Cliff
[MissionTypes]
PresetItems=Sleep,Harmless,Sticky,Attack,Move,Patrol,QMove,Retreat,Guard,Enter,Eaten,Capture,Harvest,Area Guard,Return,Stop,Ambush,Hunt,Unload,Sabotage,Construction,Selling,Repair,Rescue,Missile,Open
[OverlayTypes]
CheckExist=false
; 全局节
[Globals]
General
AudioVisual
CombatDamage
Colors
ColorAdd
JumpjetControls
SpecialWeapons
CrateRules
Radiation
ElevationModel
WallModel
MultiplayerDialogSettings
Maximums
AI
AIGenerals
IQ
Easy
Normal
Difficult
VariableNames
; 自定义数据类型
; 格式为key = value, default value, from ini file
; 默认提供三种特殊数据类型: int(整数)、float(小数)、string(字符串)
[Sections]
AbstractType
ObjectType
AircraftType
AnimType
BuildingType
BulletType
HouseType
InfantryType
Land
MissionType
OverlayType
ParticleSystemType
ParticleType
SuperWeaponType
SideType
SmudgeType
TechnoType
TerrainType
TiberiumType
UnitType
VoxelAnimType
WarheadType
WeaponType
; 需要限制上下限的数值类型
; Range = 数值下限(不能低于-2147483648), 数值上限(不能高于2147483647)
[NumberLimits]
int8
uint8
int16
uint16
uint31 ; 非负整数
[int8]
Range=-128,127
[uint8]
Range=0,255
[int16]
Range=-32768,32767
[uint16]
Range=0,65535
[uint31]
Range=0,2147483647
; 用于对字符串类型的特殊判定
; StartWith = 前缀的限定内容, 不填则不检查
; EndWith = 后缀的限定内容, 不填则不检查
; LimitIn = 整体的限定内容, 不填则不检查
; CaseSensitive = 是否大小写检查, 作用于前面三条
[Limits]
bool
SHPFile
PCXFile
PALFile
Locomotor
MovementZone
SpeedType
VHPScan
BuildCat
PipScale
Ability
BlitterFlag
Layer
Factory
Pip
LandType
BehavesLike
Foundation
Category
Type
Action
CrateType
IAICLSID
Sound
Eva
[bool]
StartWith=1,1,0,t,f,y,n
[SHPFile]
EndWith=4,.shp
[PCXFile]
EndWith=4,.pcx
[PALFile] ; 需要写后缀的PAL
EndWith=4,.pal
[Locomotor]
LimitIn=Drive,{4A582741-9839-11d1-B709-00A024DDAFD1},Jumpjet,{92612C46-F71F-11d1-AC9F-006008055BB5},Hover,{4A582742-9839-11d1-B709-00A024DDAFD1},Rocket,{B7B49766-E576-11d3-9BD9-00104B972FE8},Tunnel,{4A582743-9839-11d1-B709-00A024DDAFD1},Walk,{4A582744-9839-11d1-B709-00A024DDAFD1},DropPod,{4A582745-9839-11d1-B709-00A024DDAFD1},Fly,{4A582746-9839-11d1-B709-00A024DDAFD1},Teleport,{4A582747-9839-11d1-B709-00A024DDAFD1},Mech,{55D141B8-DB94-11d1-AC98-006008055BB5},Ship,{2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
[MovementZone]
LimitIn=Amphibious,AmphibiousCrusher,AmphibiousDestroyer,Crusher,CrusherAll,Destroyer,Fly,Infantry,InfantryDestroyer,Normal,Subterannean,Water,WaterBeach
[SpeedType]
LimitIn=Foot,Track,Wheel,Float,Winged,Hover,Amphibious,Creep,FloatBeach
[VHPScan]
LimitIn=None,Normal,Strong
[BuildCat]
LimitIn=Combat,Infrastructure,Resource,Power,Tech,DontCare
[PipScale]
LimitIn=none,passengers,ammo,tiberium,power,mindcontrol
[Ability]
LimitIn=FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL,GUARD_AREA,CRUSHER
[BlitterFlag]
LimitIn=0,25,50,75,100
[Layer]
LimitIn=Underground,Surface,Ground,Air,Top
[Factory]
LimitIn=AircraftType,BuildingType,InfantryType,UnitType
[Pip]
LimitIn=empty,green,yellow,white,red,blue,persongreen,personyellow,personwhite,personred,personblue,personpurple
[LandType]
LimitIn=Track,Wheel,Hover,Winged,Float,Amphibious,FloatBeach
[BehavesLike]
LimitIn=Smoke,Gas,Fire,Spark,Railgun,Web,WeakGas
[Foundation]
LimitIn=0x0,6x4,3x4,4x4,5x3,2x5,2x6,1x5,1x4,4x3,3x1,1x3,3x3REFINERY,4x2,3x5,3x3,3x2,2x3,2x2,1x2,2x1,1x1
[Category]
LimitIn=AirLift,AirPower,Transport,Support,LRFS,IFV,AFV,Recon,VIP,Civilian,Soldier
[Type]
LimitIn=MultiMissile,EMPulse,Firestorm,IonCannon,IronCurtain,ForceShield,LightningStorm,ChronoSphere,ChronoWarp,ParaDrop,AmerParaDrop,PsychicDominator,SpyPlane,GeneticConverter,PsychicReveal,DropPod,SpySat,Upgrade,HunterSeeker,ChemMissile,SonarPulse,GenericWarhead,UnitDelivery,Battery
[Action]
LimitIn=None,Move,NoMove,Enter,Self,Attack,Harvest,Select,ToggleSelect,Capture,Eaten,Repair,Sell,SellUnit,NoSell,NoRepair,Sabotage,Tote,DontUse2,DontUse3,Nuke,DontUse4,DontUse5,DontUse6,DontUse7,DontUse8,GuardArea,Heal,Damage,GRepair,NoDeploy,NoEnter,NoGRepair,TogglePower,NoTogglePower,EnterTunnel,NoEnterTunnel,IronCurtain,LightningStorm,ChronoSphere,ChronoWarp,ParaDrop,PlaceWaypoint,TibSunBug,EnterWaypointMode,FollowWaypoint,SelectWaypoint,LoopWaypointPath,DragWaypoint,AttackWaypoint,EnterWaypoint,PatrolWaypoint,AreaAttack,IvanBomb,NoIvanBomb,Detonate,DetonateAll,DisarmBomb,SelectNode,AttackSupport,PlaceBeacon,SelectBeacon,AttackMoveNav,AttackMoveTar,Demolish,AmerParaDrop,PsychicDominator,SpyPlane,GeneticConverter,ForceShield,NoForceShield,Airstrike,PsychicReveal
[CrateType]
LimitIn=Money,Unit,HealBase,Cloak,Explosion,Napalm,Squad,Darkness,Reveal,Armor,Speed,Firepower,ICBM,Invulnerability,Veteran,IonStorm,Gas,Tiberium,Pod
[IAICLSID]
LimitIn={F706E6E0-86DA-11D1-B706-00A024DDAFD1},{9E0F6120-87C1-11D1-B707-00A024DDAFD1},{C6004D80-87D1-11d1-B707-00A024DDAFD1},{FBE6D4A0-87D1-11d1-B707-00A024DDAFD1},{FBE6D4A1-87D1-11d1-B707-00A024DDAFD1}
[Sound]
[Eva]
; 用于value列表的的值
; Type = 列表的数据类型, 可填Sections、NumberLimits、Limits中的值
; Range = 列表长度最小值, 列表长度最大值
[Lists]
BoolList
IntList
ColorStruct
RandomStruct
Point2D
CoordStruct
AnimList
BuildingList
InfantryList
UnitList
AircraftList
HouseList
VoxelAnimList
ParticleSystemList
TerrainList
SmudgeList
VersesList
Vector3D<float>
AbilityList
[BoolList]
Type=int
[IntList]
Type=int
[ColorStruct]
Type=uint8
Range=3,3
[RandomStruct]
Type=uint31
Range=2,2
[Point2D]
Type=int
Range=2,2
[CoordStruct]
Type=int
Range=3,3
[AnimList]
Type=AnimType
[BuildingList]
Type=BuildingType
[InfantryList]
Type=InfantryType
[UnitList]
Type=UnitType
[AircraftList]
Type=AircraftType
[HouseList]
Type=HouseType
[VoxelAnimList]
Type=VoxelAnimType
[ParticleSystemList]
Type=ParticleSystemType
[TerrainList]
Type=TerrainType
[SmudgeList]
Type=SmudgeType
[VersesList]
Type=float
Range=11,11
[Vector3D<float>]
Type=float
Range=3,3
[AbilityList]
Type=Ability
[General]
DamageFireTypes=AnimList
OreTwinkle=AnimType
BarrelExplode=AnimType
BarrelDebris=VoxelAnimList
BarrelParticle=ParticleSystemType
NukeTakeOff=AnimType
Wake=AnimType
DropPod=AnimList
DeadBodies=AnimList
MetallicDebris=AnimList
BridgeExplosions=AnimList
IonBlast=AnimType
IonBeam=AnimType
WeatherConClouds=AnimList
WeatherConBolts=AnimList
WeatherConBoltExplosion=AnimType
DominatorWarhead=WarheadType
DominatorFirstAnim=AnimType
DominatorSecondAnim=AnimType
DominatorFireAtPercentage=int
DominatorCaptureRange=int
DominatorDamage=int
ChronoPlacement=AnimType
ChronoBeam=AnimType
ChronoBlast=AnimType
ChronoBlastDest=AnimType
WarpIn=AnimType
WarpOut=AnimType
WarpAway=AnimType
IronCurtainInvokeAnim=AnimType
ForceShieldInvokeAnim=AnimType
WeaponNullifyAnim=AnimType
ChronoSparkle1=AnimType
InfantryExplode=AnimType
FlamingInfantry=AnimType
InfantryHeadPop=AnimType
InfantryNuked=AnimType
InfantryVirus=AnimType
InfantryBrute=AnimType
InfantryMutate=AnimType
Behind=AnimType
MoveFlash=AnimType
Parachute=AnimType
BombParachute=AnimType
DropZoneAnim=AnimType
EMPulseSparkles=AnimType
LargeVisceroid=UnitType
SmallVisceroid=UnitType
TiberiumHeal=bool
SelfHealInfantryFrames=int
SelfHealInfantryAmount=int
SelfHealUnitFrames=int
SelfHealUnitAmount=int
PrerequisitePower=BuildingList
PrerequisiteFactory=BuildingList
PrerequisiteBarracks=BuildingList
PrerequisiteRadar=BuildingList
PrerequisiteTech=BuildingList
PrerequisiteProc=BuildingList
ZoomInFactor=float
RevealByHeight=int
AllowShroudedSubteranneanMoves=bool
AircraftFogReveal=int
MinLowPowerProductionSpeed=float
MaxLowPowerProductionSpeed=float
LowPowerPenaltyModifier=float
MultipleFactory=float
MaximumCheerRate=int
TreeFlammability=float
MissileSpeedVar=float
MissileROTVar=float
MissileSafetyAltitude=int
DropPodWeapon=WeaponType
DropPodHeight=int
DropPodSpeed=int
DropPodAngle=float
CrewEscape=float
TunnelSpeed=int
HoverDampen=float
HoverBob=float
HoverHeight=int
HoverBoost=float
HoverAcceleration=float
HoverBrake=float
VeteranRatio=float
VeteranCombat=float
VeteranSpeed=float
VeteranSight=float
VeteranArmor=float
VeteranROF=float
VeteranCap=float
ExplosiveVoxelDebris=VoxelAnimList
BridgeVoxelMax=int
TireVoxelDebris=VoxelAnimType
ScrapVoxelDebris=VoxelAnimType
CloakingStages=int
ShipSinkingWeight=float
IceCrackingWeight=float
IceBreakingWeight=float
CliffBackImpassability=int
PlacementDelay=float
TrackedUphill=float
TrackedDownhill=float
WheeledUphill=float
WheeledDownhill=float
WindDirection=int
CameraRange=int
FlightLevel=int
ParachuteMaxFallRate=int
NoParachuteMaxFallRate=int
RepairBay=BuildingList
GDIGateOne=BuildingType
GDIGateTwo=BuildingType
NodGateOne=BuildingType
NodGateTwo=BuildingType
WallTower=BuildingType
Shipyard=BuildingList
GDIPowerPlant=BuildingType
NodRegularPower=BuildingType
NodAdvancedPower=BuildingType
ThirdPowerPlant=BuildingType
PrerequisiteProcAlternate=UnitType
BaseUnit=UnitList
HarvesterUnit=UnitList
PadAircraft=AircraftList
Paratrooper=InfantryType
SecretInfantry=InfantryList
SecretUnits=UnitList
SecretBuildings=BuildingList
ChronoDelay=int
ChronoReinfDelay=int
ChronoDistanceFactor=int
ChronoTrigger=bool
ChronoMinimumDelay=int
ChronoRangeMinimum=int
AlliedDisguise=InfantryType
SovietDisguise=InfantryType
ThirdDisguise=InfantryType
SpyPowerBlackout=int
SpyMoneyStealPercent=float
AttackCursorOnDisguise=bool
PurifierBonus=float
Engineer=InfantryType
Technician=InfantryType
Pilot=InfantryType
AlliedCrew=InfantryType
SovietCrew=InfantryType
ThirdCrew=InfantryType
CurleyShuffle=bool
FineDiffControl=bool
TeamDelays=IntList
AIHateDelays=IntList
AIAlternateProductionCreditCutoff=int
AIUseTurbineUpgradeProbability=float
NodAIBuildsWalls=bool
AIBuildsWalls=bool
FillEarliestTeamProbability=IntList
MinimumAIDefensiveTeams=IntList
MaximumAIDefensiveTeams=IntList
TotalAITeamCap=IntList
UseMinDefenseRule=bool
DissolveUnfilledTeamDelay=int
AISafeDistance=int
AIMinorSuperReadyPercent=float
HarvesterTooFarDistance=int
ChronoHarvTooFarDistance=int
AlliedBaseDefenseCounts=IntList
SovietBaseDefenseCounts=IntList
ThirdBaseDefenseCounts=IntList
AIPickWallDefensePercent=IntList
AIRestrictReplaceTime=int
ThreatPerOccupant=int
ApproachTargetResetMultiplier=float
CampaignMoneyDeltaEasy=int
CampaignMoneyDeltaHard=int
GuardAreaTargetingDelay=int
NormalTargetingDelay=int
AINavalYardAdjacency=int
DisabledDisguiseDetectionPercent=IntList
AIAutoDeployFrameDelay=IntList
MaximumBuildingPlacementFailures=int
TiberiumShortScan=int
TiberiumintScan=int
SlaveMinerShortScan=int
SlaveMinerSlaveScan=int
SlaveMinerintScan=int
SlaveMinerScanCorrection=int
SlaveMinerKickFrameDelay=int
AISuperDefenseProbability=IntList
AISuperDefenseFrames=int
AISuperDefenseDistance=float
AICaptureNormal=IntList
AICaptureWounded=IntList
AICaptureLowPower=IntList
AICaptureLowMoney=IntList
AICaptureLowMoneyMark=int
AICaptureWoundedMark=float
MultiplayerAICM=IntList
AIVirtualPurifiers=IntList
AISlaveMinerNumber=IntList
HarvestersPerRefinery=IntList
AIExtraRefineries=IntList
AmerParaDropInf=InfantryList
AmerParaDropNum=IntList
AllyParaDropInf=InfantryList
AllyParaDropNum=IntList
SovParaDropInf=InfantryList
SovParaDropNum=IntList
YuriParaDropInf=InfantryList
YuriParaDropNum=IntList
AnimToInfantry=InfantryList
AIIonCannonConYardValue=IntList
AIIonCannonWarFactoryValue=IntList
AIIonCannonPowerValue=IntList
AIIonCannonTechCenterValue=IntList
AIIonCannonEngineerValue=IntList
AIIonCannonThiefValue=IntList
AIIonCannonHarvesterValue=IntList
AIIonCannonMCVValue=IntList
AIIonCannonAPCValue=IntList
AIIonCannonBaseDefenseValue=IntList
AIIonCannonPlugValue=IntList
AIIonCannonHelipadValue=IntList
AIIonCannonTempleValue=IntList
CloakDelay=float
GameSpeedBias=float
BaseBias=float
SeparateAircraft=bool
BaseDefenseDelay=float
SuspendPriority=int
SuspendDelay=float
SurvivorRate=float
AlliedSurvivorDivisor=int
SovietSurvivorDivisor=int
ThirdSurvivorDivisor=int
ReloadRate=float
AutocreateTime=float
BuildupTime=float
HarvesterDumpRate=float
HarvesterLoadRate=int
BuildSpeed=float
DamageDelay=float
GrowthRate=float
RefundPercent=float
RepairPercent=float
RepairStep=int
IRepairStep=int
RepairRate=float
URepairRate=float
IRepairRate=float
Stray=float
RelaxedStray=float
GuardModeStray=float
CloseEnough=float
BlendedFog=bool
AttackingAircraftSightRange=int
LeptonsPerSightIncrease=int
TiberiumTransmogrify=int
LightningDeferment=int
LightningDamage=int
LightningStormDuration=int
LightningHitDelay=int
LightningScatterDelay=int
LightningCellSpread=int
LightningSeparation=int
LightningWarhead=WarheadType
LightningPrintText=bool
ForceShieldRadius=int
ForceShieldDuration=int
ForceShieldBlackoutDuration=int
ForceShieldPlayFadeSoundTime=int
MutateExplosion=bool
PrismType=BuildingType
PrismSupportModifier=float
PrismSupportMax=int
PrismSupportDelay=int
PrismSupportDuration=int
PrismSupportHeight=int
V3RocketPauseFrames=int
V3RocketTiltFrames=int
V3RocketPitchInitial=float
V3RocketPitchFinal=float
V3RocketTurnRate=float
V3RocketRaiseRate=int
V3RocketAcceleration=float
V3RocketAltitude=int
V3RocketDamage=int
V3RocketEliteDamage=int
V3RocketBodyLength=int
V3RocketLazyCurve=bool
V3RocketType=AircraftType
DMislPauseFrames=int
DMislTiltFrames=int
DMislPitchInitial=float
DMislPitchFinal=float
DMislTurnRate=float
DMislRaiseRate=int
DMislAcceleration=float
DMislAltitude=int
DMislDamage=int
DMislEliteDamage=int
DMislBodyLength=int
DMislLazyCurve=bool
DMislType=AircraftType
CMislPauseFrames=int
CMislTiltFrames=int
CMislPitchInitial=float
CMislPitchFinal=float
CMislTurnRate=float
CMislRaiseRate=int
CMislAcceleration=float
CMislAltitude=int
CMislDamage=int
CMislEliteDamage=int
CMislBodyLength=int
CMislLazyCurve=bool
CMislType=AircraftType
ParadropRadius=int
SpotlightMovementRadius=int
SpotlightLocationRadius=int
SpotlightSpeed=float
SpotlightAcceleration=float
SpotlightAngle=float
SpotlightRadius=int
RevealTriggerRadius=int
ChargeToDrainRatio=float
WallBuildSpeedCoefficient=float
ConditionYellowSparkingProbability=float
ConditionRedSparkingProbability=float
AITriggerSuccessWeightDelta=int
AITriggerFailureWeightDelta=int
AITriggerTrackRecordCoefficient=int
WeedCapacity=int
FlashFrameTime=int
RadarCombatFlashTime=int
RadarEventSpeed=float
RadarEventRotationSpeed=float
RadarEventSuppressionDistances=IntList
RadarEventVisibilityDurations=IntList
RadarEventDurations=IntList
RadarEventMinRadius=int
RadarEventColorSpeed=float
MyEffectivenessCoefficientDefault=float
TargetEffectivenessCoefficientDefault=float
TargetSpecialThreatCoefficientDefault=float
TargetStrengthCoefficientDefault=float
TargetDistanceCoefficientDefault=float
DumbMyEffectivenessCoefficient=float
DumbTargetEffectivenessCoefficient=float
DumbTargetSpecialThreatCoefficient=float
DumbTargetStrengthCoefficient=float
DumbTargetDistanceCoefficient=float
EnemyHouseThreatBonus=float
VeinholeMonsterStrength=int
MaxVeinholeGrowth=int
VeinholeGrowthRate=int
VeinholeShrinkRate=int
VeinDamage=int
VeinholeTypeClass=TerrainType
DefaultMirageDisguises=TerrainList
InfantryBlinkDisguiseTime=int
MaximumQueuedObjects=int
MaxWaypointPathLength=int
TreeStrength=int
EngineerCaptureLevel=float
TalkBubbleTime=float
[CombatDamage]
AmmoCrateDamage=int
IonCannonDamage=int
RailgunDamageRadius=int
TiberiumExplosionDamage=int
TiberiumStrength=int
Scorches=SmudgeList
Scorches1=SmudgeList
Scorches2=SmudgeList
Scorches3=SmudgeList
Scorches4=SmudgeList
SplashList=AnimList
FlameDamage=WarheadType
FlameDamage2=WarheadType
C4Warhead=WarheadType
CrushWarhead=WarheadType
V3Warhead=WarheadType
DMislWarhead=WarheadType
V3EliteWarhead=WarheadType
DMislEliteWarhead=WarheadType
CMislWarhead=WarheadType
CMislEliteWarhead=WarheadType
IvanWarhead=WarheadType
CanDetonateTimeBomb=bool
CanDetonateDeathBomb=bool
DeathWeapon=WeaponType
IvanDamage=int
IvanTimedDelay=int
IvanIconFlickerRate=int
IronCurtainDuration=int
PsychicRevealRadius=int
OccupyDamageMultiplier=float
OccupyROFMultiplier=float
OccupyWeaponRange=int
BunkerDamageMultiplier=float
BunkerROFMultiplier=float
BunkerWeaponRangeBonus=int
OpenToppedDamageMultiplier=float
OpenToppedRangeBonus=int
OpenToppedWarpDistance=int
OverloadCount=IntList
OverloadDamage=IntList
OverloadFrames=IntList
MindControlAttackLineFrames=int
DrainAnimationType=AnimType
DrainMoneyFrameDelay=int
DrainMoneyAmount=int
FallingDamageMultiplier=float
CurrentStrengthDamage=bool
ControlledAnimationType=AnimType
PermaControlledAnimationType=AnimType
IonCannonWarhead=WarheadType
DefaultLargeGreySmokeSystem=ParticleSystemList
DefaultSmallGreySmokeSystem=ParticleSystemList
DefaultSparkSystem=ParticleSystemList
DefaultLargeRedSmokeSystem=ParticleSystemList
DefaultSmallRedSmokeSystem=ParticleSystemList
DefaultDebrisSmokeSystem=ParticleSystemList
DefaultFireStreamSystem=ParticleSystemList
DefaultTestParticleSystem=ParticleSystemList
DefaultRepairParticleSystem=ParticleSystemList
BerzerkAllowed=bool
TurboBoost=float
AtomDamage=int
BallisticScatter=float
BridgeStrength=int
C4Delay=float
Crush=float
ExpSpread=float
FireSupress=int
HomingScatter=float
MaxDamage=int
MinDamage=int
TiberiumExplosive=bool
PlayerAutoCrush=bool
PlayerReturnFire=bool
PlayerScatter=bool
TreeTargeting=bool
Incoming=int
CollapseChance=int
[AudioVisual]
DetailMinFrameRateNormal=int
DetailMinFrameRateMovie=int
DetailBufferZoneWidth=int
PoseDir=int
DeployDir=int
DropPodPuff=AnimType
WaypointAnimationSpeed=int
VeinAttack=AnimType
DigSound=Sound
GUIBuildSound=Sound
GUITabSound=Sound
GUIOpenSound=Sound
GUICloseSound=Sound
GUIMoveOutSound=Sound
GUIMoveInSound=Sound
GUIComboOpenSound=Sound
GUIComboCloseSound=Sound
GUICheckboxSound=Sound
ScoreAnimSound=Sound
CheerSound=Sound
DefaultChronoSound=Sound
StartPlanningModeSound=Sound
EndPlanningModeSound=Sound
CrateMoneySound=Sound
CrateRevealSound=Sound
CrateFireSound=Sound
CrateArmourSound=Sound
CrateSpeedSound=Sound
CrateUnitSound=Sound
CratePromoteSound=Sound
ImpactWaterSound=Sound
ImpactLandSound=Sound
SinkingSound=Sound
ChronoInSound=Sound
ChronoOutSound=Sound
BombTickingSound=Sound
BombAttachSound=Sound
YuriMindControlSound=Sound
AddPlanningModeCommandSound=Sound
ExecutePlanSound=Sound
PlaceBeaconSound=Sound
BuildingGarrisonedSound=Sound
BuildingAbandonedSound=Sound
BuildingRepairedSound=Sound
BaseUnderAttackSound=Sound
UpgradeVeteranSound=Sound
UpgradeEliteSound=Sound
VoiceIFVRepair=Sound
SlavesFreeSound=Sound
SlaveMinerDeploySound=Sound
SlaveMinerUndeploySound=Sound
BunkerWallsUpSound=Sound
BunkerWallsDownSound=Sound
RepairBridgeSound=Sound
PsychicDominatorActivateSound=Sound
GeneticMutatorActivateSound=Sound
PsychicRevealActivateSound=Sound
MasterMindOverloadDeathSound=Sound
AirstrikeAbortSound=Sound
AirstrikeAttackVoice=Sound
MindClearedSound=Sound
EnterGrinderSound=Sound
LeaveGrinderSound=Sound
EnterBioReactorSound=Sound
LeaveBioReactorSound=Sound
ActivateSound=Sound
DeactivateSound=Sound
SpyPlaneCamera=Sound
LetsDoTheTimeWarpOutAgain=Sound
LetsDoTheTimeWarpInAgain=Sound
DiskLaserChargeUp=Sound
SpyPlaneCameraFrames=int
CreateUnitSound=Sound
CreateInfantrySound=Sound
CreateAircraftSound=Sound
IFVTransformSound=Sound
PsychicSensorDetectSound=Sound
SpySatActivationSound=Sound
SpySatDeactivationSound=Sound
Dig=AnimType
AtmosphereEntry=AnimType
GateUp=Sound
GateDown=Sound
ShroudGrow=bool
ScrollMultiplier=float
ShakeScreen=int
CloakSound=Sound
SellSound=Sound
GameClosed=Sound
IncomingMessage=Sound
MessageCharTyped=Sound
SystemError=Sound
OptionsChanged=Sound
GameForming=Sound
PlayerLeft=Sound
PlayerJoined=Sound
Construction=Sound
CreditTicks=string ; TBD 2 Sounds
BuildingDieSound=Sound
BuildingSlam=Sound
RadarOn=Sound
RadarOff=Sound
MovieOn=Sound
MovieOff=Sound
ScoldSound=Sound
TeslaCharge=Sound
TeslaZap=Sound
BuildingDamageSound=Sound
ChuteSound=Sound
GenericClick=Sound
GenericBeep=Sound
BuildingDrop=Sound
StopSound=Sound
GuardSound=Sound
ScatterSound=Sound
StormSound=Sound
LightningSounds=Sound
ShellButtonSlideSound=Sound
TreeFire=AnimList
OnFire=AnimList
Smoke=AnimType
EliteFlashTimer=int
SmallFire=AnimType
LargeFire=AnimType
AllyReveal=bool
ConditionRed=float
ConditionYellow=float
DropZoneRadius=int
EnemyHealth=bool
Gravity=int
IdleActionFrequency=float
MessageDelay=float
MovieTime=float
NamedCivilians=bool
SavourDelay=float
ShroudRate=float
FogRate=float
VeinGrowthRate=float
IceGrowthRate=float
IceSolidifyFrameTime=int
IceCrackSounds=string ; TBD Sound List
AmbientChangeRate=float
AmbientChangeStep=float
SpeakDelay=float
TimerWarning=float
ExtraUnitLight=float
ExtraInfantryLight=float
ExtraAircraftLight=float
LocalRadarColor=ColorStruct
LineTrailColorOverride=ColorStruct
ChronoBeamColor=ColorStruct
MagnaBeamColor=ColorStruct
OreTwinkleChance=int
LaserTargetColor=int
IronCurtainColor=int
BerserkColor=int
ForceShieldColor=int
DirectRockingCoefficient=float
FallBackCoefficient=float
[AbstractType]
UIName=string
Name=string
[ObjectType]:[AbstractType]
Image=string
AlphaImage=string
CrushSound=Sound
AmbientSound=Sound
Crushable=bool
Bombable=bool
NoSpawnAlt=bool
AlternateArcticArt=bool
RadarInvisible=bool
Selectable=bool
LegalTarget=bool
Armor=string
Strength=int
Immune=bool
Insignificant=bool
HasRadialIndicator=bool
RadialColor=ColorStruct
IgnoresFirestorm=bool
UseLineTrail=bool
LineTrailColor=ColorStruct
LineTrailColorDecrement=int
Theater=bool
NewTheater=bool
Voxel=bool
[TechnoType]:[ObjectType]
LandTargeting=int
NavalTargeting=int
SpeedType=SpeedType
CanBeHidden=bool
TypeImmune=bool
WalkRate=int
IdleRate=int
MoveToShroud=bool
IsTrain=bool
DoubleOwned=bool
GuardRange=int
Explodes=bool
DeathWeapon=WeaponType
DeathWeaponDamageModifier=float
FlightLevel=int
IsDropship=bool
PitchAngle=float
RollAngle=float
PitchSpeed=float
Locomotor=Locomotor
CloakingSpeed=int
ThreatAvoidanceCoefficient=float
SlowdownDistance=int
DeaccelerationFactor=float
AccelerationFactor=float
Weight=float
PhysicalSize=int
Size=int
SizeLimit=int
HoverAttack=bool
VHPScan=VHPScan
MaxDebris=int
MinDebris=int
DebrisTypes=VoxelAnimList
DebrisMaximums=IntList
DebrisAnims=AnimList
HasTurretTooltips=bool
TurretCount=int
WeaponCount=int
IsChargeTurret=bool
ClearAllWeapons=bool
Primary=WeaponType
Secondary=WeaponType
ElitePrimary=WeaponType
EliteSecondary=WeaponType
Weapon(1,WeaponCount)=WeaponType
EliteWeapon(1,WeaponCount)=WeaponType
VoiceMove=Sound
VoiceSelect=Sound
VoiceSelectEnslaved=Sound
VoiceSelectDeactivated=Sound
VoiceAttack=Sound
VoiceSpecialAttack=Sound
VoiceDie=Sound