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      -- 第一次使用需要手动安装插件 --.rar
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      example(演示地图)/AI/AI——RPG佣兵AI.w3x
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      example(演示地图)/JAPI/获取攻击和护甲.w3x
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      example(演示地图)/其他/ScriptSystem-获得WC3大奖的电影系统(By YDWE).w3x
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      example(演示地图)/存储/存储系统-CD中物品不能丢弃(新增局部变量).w3x
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@ -1,18 +1,3 @@
## 说明
# we-soui
说明版本:2022年9月12日
0.5版本是一个理论上与此前版本的SoUI互不兼容的版本。
## 模块
- 简化:针对原版函数、运算或功能的简单优化
- 鸽子:偷懒专用的功能
## 关于网易界面UI
- 目前没有要涉及这个方向的内容
```
By Soul2 For SoUI v0.5.0
```
SoUI 0.5版本占坑

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[FeatureToggle]
EnableManualNewId = 0
EnableShowInternalAttributeId = 0
EnableTriggerCopyEncodingAutoConversion = 1
[Font]
FontEnable = 0
FontName =
FontSize = 12
[HostTest]
Option = 0
[MapSave]
Option = 0
[MapTest]
EnableHost = 0
LaunchDisableSecurityAccess = 0
LaunchFixedRatioWindowed = 1
LaunchFullWindowed = 0
LaunchLockingMouse = 0
LaunchRenderingEngine = Direct3D 9
LaunchWideScreenSupport = 0
LaunchWindowed = 1
UserName =
VirtualMpq =
[PJass]
Option = 0
[ScriptCompiler]
EnableCJass = 0
EnableJassHelper = 1
EnableJassHelperDebug = 0
EnableJassHelperOptimization = 0
EnableJassHelperScriptOnly = 0
[ScriptInjection]
Option = 0
[ThirdPartyPlugin]
EnableDotNetSupport = 0
EnableTesh = 1
EnableYDTrigger = 1
[War3Patch]
Option = 0

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@ -1,13 +0,0 @@
-- 简易的blizzard.lua,若需要完整的blizzard.lua,可以使用jass2lua工具,自行转换。
local CJ = require "jass.common"
local BJ = {}
BJ.bj_MAX_PLAYER_SLOTS = 16
function BJ.TriggerRegisterAnyUnitEventBJ(trig, event)
for i = 0, BJ.bj_MAX_PLAYER_SLOTS-1 do
CJ.TriggerRegisterPlayerUnitEvent(trig, CJ.Player(i), event, nil)
end
end
return BJ

@ -1,41 +0,0 @@
local CJ = require "jass.common"
local BJ = require "blizzard"
local trig = CJ.CreateTrigger()
BJ.TriggerRegisterAnyUnitEventBJ(trig, CJ.EVENT_PLAYER_UNIT_SPELL_EFFECT)
-- 下面大量使用了函数定义后直接使用的技巧,这样甚至不需要给函数安一个名字,所以称之为‘匿名函数’。
-- 好处是代码结构更加紧密,也省去了给函数想名字的烦恼。
-- zinc也有匿名函数,如果你使用过zinc,应该不会陌生。
CJ.TriggerAddCondition(trig, CJ.Condition(
function ()
-- |xxxx|不是一个标准的lua语法,而是ydwe lua的扩展语法,值和jass里'xxxx'一样
-- 注意,在lua里'xxxx'是一个字符串,和"xxxx"一样。
return CJ.GetSpellAbilityId() == 1095264354 --'AHhb'
end
))
CJ.TriggerAddAction(trig,
function ()
local u = CJ.GetSpellTargetUnit()
local n = 0
-- 这里定义的两个局部变量,可以直接在下面的计时器函数直接使用。当然你依然可以使用hashtable来传递(但不推荐)。
-- 这是和jass的最大差别。
CJ.TimerStart(CJ.CreateTimer(), 1.00, true,
function ()
if n == 8 then
CJ.DestroyTimer(CJ.GetExpiredTimer())
else
n = n + 1
CJ.SetUnitState(u, CJ.UNIT_STATE_LIFE, 10 + CJ.GetUnitState(u, CJ.UNIT_STATE_LIFE))
CJ.DestroyEffect(CJ.AddSpecialEffectTarget("Abilities\\Spells\\Human\\HolyBolt\\HolyBoltSpecialArt.mdl", u, "overhead"))
end
end
)
end
)
CJ.TimerStart(CJ.CreateTimer(), 0.1, true,
function ()
print('ha!')
end
)

@ -1,46 +0,0 @@
local console = require "jass.console"
-- 开启一个调试窗口,用于显示调试信息,正式的版本请去掉。
-- 注:若在本文件内有语法错误,这行代码就不会被执行,语法错误也无法显示。所以
-- 需要在一切都开始前,执行它;并确保本文件内没有错误。
console.enable = true
local runtime = require "jass.runtime"
-- 注册错误回调函数,当执行lua发生错误时,会调用此函数。
-- 注:注册此函数会略微增加运行时消耗(即使没有发生错误)。
function runtime.error_handle(msg)
print("---------------------------------------")
print(" LUA ERROR ")
print("---------------------------------------")
print(tostring(msg) .. "\n")
print(debug.traceback())
print("---------------------------------------")
end
--
-- 设定调用cj函数返回的handle的type。(默认值为2)
-- 安全性依次递增,同时效率也会依次下降。
-- 0: 返回number。
---- 没有任何额外的安全性控制。
--
-- 1: 返回lightuserdata。
---- 只能判断是否相等,无法比较大小,并且不能隐式转换为整数。这和jass内的行为保持一致。
---- 但支持tostring,可以用于debug。
--
-- 2: 返回userdata。
---- lua持有handle时会增加handle的引用计数,并在__gc元方法中释放handle。
---- 0不再能被隐式转换为nil,对应jass里的null请使用nil。
--
runtime.handle_level = 2
-- 开启此项(默认开启),调用jass.xxx/japi.xxx发生崩溃时,会生产一个lua错误,并忽略这个崩溃。
-- 你可以注册jass_ext.runtime.error_handle,来获得这个错误。
-- 注:开启此项会略微增加运行时消耗(即使没有发生错误)。
runtime.catch_crash = true
-- 此项默认为开启。common.j中包含sleep操作的函数有4个,TriggerSleepAction/TriggerSyncReady
-- /TriggerWaitForSound/SyncSelections。当此项为false时,lua引擎会忽略这4个函数的调用,并给
-- 予运行时警告。当此项为true时,这4个函数将会得到正确的执行。
-- 注:开启此项会增加运行时消耗,即使你没有使用这4个函数。
runtime.sleep = true

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