SoUI 0.5版本占坑
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[YDWEIsEventPhysicalDamage]
title = "是物理伤害 [JAPI]"
description = "单位所受伤害是物理伤害"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[YDWEIsEventAttackDamage]
title = "是攻击伤害 [JAPI]"
description = "单位所受伤害是攻击伤害"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[YDWEIsEventRangedDamage]
title = "是远程伤害 [JAPI]"
description = "单位所受伤害是远程伤害"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[YDWEIsEventDamageType]
title = "伤害类型 [JAPI]"
description = "单位所受伤害的伤害类型是 ${伤害类型}"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[[.args]]
type = damagetype
default = "DamageTypeNormal"
[YDWEIsEventWeaponType]
title = "武器类型 [JAPI]"
description = "单位所受伤害的武器类型是 ${武器类型}"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[[.args]]
type = weapontype
default = "WEAPON_TYPE_WHOKNOWS"
[YDWEIsEventAttackType]
title = "攻击类型 [JAPI]"
description = "单位所受伤害的攻击类型是 ${攻击类型}"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[[.args]]
type = attacktype
default = "AttackTypeNormal"
[YDWEGetObjectPropertyInteger]
title = "物体属性 (整数) [JAPI]"
description = "[${类型}]${物体} 的 ${属性名}"
comment = "属性名也就是物体编辑器里按Ctrl+D后看到的英文名"
category = TC_UNIT
use_in_event = 0
returns = integer
[[.args]]
type = objecttype
default = "objecttype00_abilcode"
[[.args]]
type = Null
default = "AHhb"
[[.args]]
type = string
default = "\"levels\""
[YDWEGetObjectPropertyReal]
title = "物体属性 (实数) [JAPI]"
description = "[${类型}]${物体} 的 ${属性名}"
comment = "属性名也就是物体编辑器里按Ctrl+D后看到的英文名"
category = TC_UNIT
use_in_event = 0
returns = real
[[.args]]
type = objecttype
default = "objecttype00_abilcode"
[[.args]]
type = Null
default = "AHhb"
[[.args]]
type = string
default = "\"Rng1\""
[YDWEGetObjectPropertyString]
title = "物体属性 (字符串) [JAPI]"
description = "[${类型}]${物体} 的 ${属性名}"
comment = "属性名也就是物体编辑器里按Ctrl+D后看到的英文名"
category = TC_UNIT
use_in_event = 0
returns = string
[[.args]]
type = objecttype
default = "objecttype00_abilcode"
[[.args]]
type = Null
default = "AHhb"
[[.args]]
type = string
default = "\"Name\""
[YDWEGetUnitAbilityState]
title = "技能属性 [JAPI]"
description = "${单位} 的 ${技能} 的 ${状态}"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode
[[.args]]
type = AbilityState
default = "ABILITY_STATE_COOLDOWN"
[YDWEGetUnitAbilityDataInteger]
title = "技能数据 (整数) [JAPI]"
description = "${单位} 的 ${技能} 第 ${等级} 级的 ${数据}"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode
[[.args]]
type = integer
default = "1"
min = 1
[[.args]]
type = AbilityDataInteger
default = "ABILITY_DATA_COST"
[YDWEGetUnitAbilityDataReal]
title = "技能数据 (实数) [JAPI]"
description = "${单位} 的 ${技能} 第 ${等级} 级的 ${数据}"
comment = "数据A~数据I也就是物体编辑器里按Ctrl+D后看到的DataA~DataI"
category = TC_UNIT
use_in_event = 0
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode
[[.args]]
type = integer
default = "1"
min = 1
[[.args]]
type = AbilityDataReal
default = "ABILITY_DATA_COOL"
[YDWEGetUnitAbilityDataString]
title = "技能数据 (字符串) [JAPI]"
description = "${单位} 的 ${技能} 第 ${等级} 级的 ${数据}"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = string
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode
[[.args]]
type = integer
default = "1"
min = 1
[[.args]]
type = AbilityDataString
default = "ABILITY_DATA_TIP"
[YDWEGetItemDataString]
title = "物品数据 (字符串) [JAPI]"
description = "${物品} 的 ${数据}"
comment = ""
category = TC_ITEM
use_in_event = 0
returns = string
[[.args]]
type = itemcode
default = "ches"
[[.args]]
type = ItemDataString
default = "ITEM_DATA_TIP"
[EXGetEffectX]
title = "X轴坐标 [JAPI] [New!]"
description = "${特效} 的X轴坐标"
comment = ""
category = TC_SPECIALEFFECT
use_in_event = 0
returns = real
[[.args]]
type = effect
default = "bj_lastCreatedEffect"
[EXGetEffectY]
title = "Y轴坐标 [JAPI] [New!]"
description = "${特效} 的Y轴坐标"
comment = ""
category = TC_SPECIALEFFECT
use_in_event = 0
returns = real
[[.args]]
type = effect
default = "bj_lastCreatedEffect"
[EXGetEffectZ]
title = "高度 [JAPI] [New!]"
description = "${特效} 的高度"
comment = ""
category = TC_SPECIALEFFECT
use_in_event = 0
returns = real
[[.args]]
type = effect
default = "bj_lastCreatedEffect"
[EXGetEffectSize]
title = "大小 [JAPI] [New!]"
description = "${特效} 的大小"
comment = ""
category = TC_SPECIALEFFECT
use_in_event = 0
returns = real
[[.args]]
type = effect
default = "bj_lastCreatedEffect"
[DzIsUnitAttackType]
title = "攻击类型[JAPI]"
description = "[${whichUnit}] ${index} 的攻击类型为 ${attackType}"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = Dmgplus
default = "Dmgplus1"
[[.args]]
type = attacktype
default = "AttackTypePierce"
[DzIsUnitDefenseType]
title = "护甲类型[JAPI]"
description = "[${whichUnit}] 的护甲类型为 ${defenseType}"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = defensetype
default = "DefenseTypeNormal"