[DoNothing] title = "不做任何动作" description = "不做任何动作" comment = "" category = TC_NOTHING [[.args]] type = nothing [ExecuteFunc] title = "运行函数 [R]" description = "运行: ${函数名}" comment = "使用该功能运行的函数与触发独立, 只能运行自定义无参数函数." category = TC_NOTHING [[.args]] type = string [CommentString] title = "文本注释" description = "-------- ${注释文本} --------" comment = "" category = TC_COMMENT [[.args]] type = scriptcode [CustomScriptCode] title = "自定义代码" description = "自定义代码: ${Jass 代码}" comment = "输入一行代码. 比如: call my_func(udg_my_var)" category = TC_CUSTOM [[.args]] type = scriptcode [TriggerSleepAction] title = "等待(玩家时间)" description = "等待 ${Time} 秒" comment = "该延迟功能受真实时间的影响(也就是玩家机器上的时间). 因此每个玩家所延迟的时间可能不一致." category = TC_WAIT [[.args]] type = real default = "2" min = 0 [PolledWait] title = "等待(游戏时间)" description = "等待 ${Time} 秒(游戏时间)" comment = "该延迟功能受游戏时间的影响.通过调整游戏速度来调节该功能的具体延迟时间的长短." category = TC_WAIT [[.args]] type = real default = "2" min = 0 [YDWEWaitForLocalVariable] title = "等待(局部变量专用)[YDWE]" description = "等待 ${Time} 秒(局部变量专用)" comment = "当触发器内有局部变量,需要用到等待动作时,必须采用这个局部变量专用等待动作,不然触发器无法用于多人。" category = TC_WAIT [[.args]] type = real default = "2" min = 0 [WaitForCondition] title = "等待(条件成立)" description = "检查 ${条件} 每隔 ${Interval} 秒(直到条件成立)" comment = "采用的是'while-do'类型的方式等待,比较耗CPU资源.注意不要造成过多的不成立的条件." category = TC_WAIT [[.args]] type = boolexpr [[.args]] type = real default = "1" min = 0.1 [WaitForSoundBJ] title = "等待(声音结束)" description = "等待直到 ${Sound} 在 ${Time} 秒后结束播放." comment = "该功能只对于当前播放的3D-音效有效. 如果该音效未播放或已经结束, 则该功能无效." script_name = TriggerWaitForSound category = TC_WAIT [[.args]] type = sound [[.args]] type = real default = "0" [SetVariable] title = "设置变量" description = "设置 ${变量} = ${Value}" comment = "给变量赋值." category = TC_SETVARIABLE [[.args]] type = AnyGlobal [[.args]] type = Null [ReturnAction] title = "跳过剩余动作" description = "跳过剩余动作" comment = "跳过剩余动作,直接中止触发运行. 但是在组动作中无效." category = TC_SKIPACTIONS [[.args]] type = nothing [YDWEExitLoop] title = "退出循环" description = "退出循环" comment = "退出循环,也能退出逆天选取单位动作." script_name = DoNothing() YDNL exitwhen true// category = TC_SKIPACTIONS [[.args]] type = nothing [IfThenElseMultiple] title = "If / Then / Else (多项功能)" description = "如果(所有的条件成立) 则运行 (Then - 动作) 否则运行 (Else - 动作)" comment = "" category = TC_LOGIC [[.args]] type = nothing [IfThenElse] title = "If / Then / Else (单项功能)" description = "如果 ${条件} 成立,则运行 ${Action} 否则运行 ${Action}" comment = "" category = TC_LOGIC [[.args]] type = boolexpr [[.args]] type = code default = "DoNothing" [[.args]] type = code default = "DoNothing" [ForLoopAMultiple] title = "使用循环整数A (做多项动作)" description = "循环 循环整数A 从 ${开始} 到 ${结束}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP [[.args]] type = integer default = "1" [[.args]] type = integer default = "10" [ForLoopBMultiple] title = "使用循环整数B (做多项动作)" description = "循环 循环整数B 从 ${开始} 到 ${结束}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP [[.args]] type = integer default = "1" [[.args]] type = integer default = "10" [ForLoopVarMultiple] title = "使用整数变量 (做多项动作)" description = "循环 ${整数变量} 从 ${开始} 到 ${结束}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP [[.args]] type = integervar [[.args]] type = integer default = "1" [[.args]] type = integer default = "10" [ForLoopA] title = "使用循环整数A (做动作)" description = "循环 循环整数A 从 ${开始} 到 ${结束}, 运行 ${动作}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP [[.args]] type = integer default = "1" [[.args]] type = integer default = "10" [[.args]] type = code default = "DoNothing" [ForLoopB] title = "使用循环整数B (做动作)" description = "循环 循环整数B 从 ${开始} 到 ${结束}, 运行 ${动作}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP [[.args]] type = integer default = "1" [[.args]] type = integer default = "10" [[.args]] type = code default = "DoNothing" [ForLoopVar] title = "使用整数变量 (做动作)" description = "循环 ${整数变量} 从 ${开始} 到 ${结束}, do ${动作}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP [[.args]] type = integervar [[.args]] type = integer default = "1" [[.args]] type = integer default = "10" [[.args]] type = code default = "DoNothing" [SetForLoopIndexA] title = "设置循环整数A [R]" description = "设置循环整数A的值为 ${数值}" comment = "" category = TC_FORLOOP [[.args]] type = integer default = "10" [SetForLoopIndexB] title = "设置循环整数B [R]" description = "设置循环整数B的值为 ${数值}" comment = "" category = TC_FORLOOP [[.args]] type = integer default = "10" [StartMeleeAI] title = "启用对战AI" description = "为 ${Player} 启用对战AI: ${Script}" comment = "AI只能对电脑玩家使用,当运行该动作后,与之配匹的电脑玩家会强制执行该AI脚本." category = TC_AI [[.args]] type = player default = "Player00" [[.args]] type = aiscript default = "\"map.ai\"" [StartCampaignAI] title = "启用战役AI" description = "为 ${Player} 启用战役AI: ${Script}" comment = "AI只能对电脑玩家使用,当运行该动作后,与之配匹的电脑玩家会强制执行该AI脚本." category = TC_AI [[.args]] type = player default = "Player00" [[.args]] type = aiscript default = "\"map.ai\"" [CommandAI] title = "发送AI命令" description = "对 ${Player} 发送AI命令:(${命令}, ${数据})" comment = "发送的AI命令将被AI脚本所使用." category = TC_AI [[.args]] type = player default = "Player00" [[.args]] type = integer [[.args]] type = integer [PauseCompAI] title = "暂停/恢复 AI脚本运行 [R]" description = "设定 ${Player} ${暂停/恢复} 当前AI脚本的运行" comment = "事实上该函数是有问题的,可以这么理解:设玩家当前AI脚本的运行状态R为0,暂停1次则R+1,恢复1次则R-1,仅当R=0时该玩家才会运行AI. 在使用前请先理解这段话的意思." category = TC_AI [[.args]] type = player default = "Player00" [[.args]] type = pauseresumeoption default = "PauseResumePause" [RemoveGuardPosition] title = "忽视指定单位的警戒点" description = "忽视 ${单位} 的警戒点" comment = "单位将不会自动返回原警戒点. 一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了." category = TC_AI [[.args]] type = unit [RemoveAllGuardPositions] title = "忽视所有单位的警戒点" description = "忽视 ${Player} 的所有单位的警戒点" comment = "单位将不会自动返回原警戒点. 一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了." category = TC_AI [[.args]] type = player default = "Player00" [RecycleGuardPosition] title = "恢复指定单位的警戒点" description = "恢复 ${单位} 的警戒点" comment = "这个动作通过 AI 来恢复特定单位的警戒点." category = TC_AI [[.args]] type = unit [SetUnitCreepGuard] title = "锁定指定单位的警戒点 [R]" description = "设置 ${单位} 的警戒点: ${option}" comment = "锁定并防止 AI 脚本改动单位警戒点." category = TC_AI [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = lockunlockoption default = "LockUnLockLock" [LockGuardPosition] title = "锁定指定单位的警戒点" description = "锁定 ${单位} 的警戒点" comment = "锁定并防止 AI 脚本改动单位警戒点." category = TC_AI [[.args]] type = unit [YDWEJumpTimer] title = "跳跃函数" description = "命令 ${单位} 向 ${方向} 方向跳跃,距离为 ${距离} ,持续 ${时间} 秒,刷新周期 ${I},最大高度 ${高度}。" comment = "当最大高度设置为0,则为普通的移动。" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = degree default = "0" min = 0 max = 360 [[.args]] type = real default = "800" min = 0 [[.args]] type = real default = "2" min = 0 [[.args]] type = real default = "0.01" min = 0.03 [[.args]] type = real default = "300" min = 0 [YDWEMeatHook] title = "肉钩<钩肥大战>" description = "让单位 ${单位} 向 ${点} 放出一条钩子,钩头为 ${钩头},链条为 ${链条},最远距离可达 ${实数},链条间距为 ${实数},对敌对单位造成伤害 ${实数},刷新周期为 ${实数}。" comment = " 钩肥大战里的钩子,由Ors和Everguo优化代码。请务必从演示地图里复制钩子和钩条单位,算我求大家了-.-" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = location default = "GetSpellTargetLoc" [[.args]] type = unitcode [[.args]] type = unitcode [[.args]] type = real default = "2000" min = 0 [[.args]] type = real default = "35" min = 0 [[.args]] type = real default = "100" min = 0 [[.args]] type = real default = "0.03" min = 0.01 [YDWETimerPatternJumpAttack] title = "跳劈函数" description = "命令 ${单位} 向 ${方向} 方向跳劈,距离为 ${距离} ,持续时间 ${时间},刷新周期 ${I},最大高度 ${高度},对途经敌人造成伤害值 ${伤害量},在敌人的 ${部位} 附加特效 ${特效}。" comment = "当伤害值设置为0,则敌人身上不出现特效。代码由Fetrix_sai修改。" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = degree default = "0" min = 0 max = 360 [[.args]] type = real default = "800" min = 0 [[.args]] type = real default = "1" min = 0.01 [[.args]] type = real default = "0.03" min = 0.01 [[.args]] type = real default = "100" min = 0 [[.args]] type = real default = "0" min = 0 [[.args]] type = string default = "\"chest\"" [[.args]] type = modelfile [YDWETimerPatternMoonPriestessArrow] title = "月神箭" description = "命令 ${单位} 向 ${方向} 方向飞行,距离为 ${距离} ,持续 ${时间} 秒,刷新周期 ${I},生成带有 ${整数} 级 ${技能} 的 ${辅助单位},对目标施放 ${技能} ,在目标的 ${部位} 附加 ${特效}。" comment = " 由辅助单位给目标添加眩晕等状态。代码由Fetrix_sai修改。" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = degree default = "0" min = 0 max = 360 [[.args]] type = real default = "800" min = 0 [[.args]] type = real default = "1" min = 0.01 [[.args]] type = real default = "0.03" min = 0.01 [[.args]] type = integer default = "1" min = 1 [[.args]] type = abilcode [[.args]] type = unitcode [[.args]] type = unitorderutarg default = "UnitOrderAttackUnit" [[.args]] type = string default = "\"overhead\"" [[.args]] type = modelfile [YDWETimerPatternRushSlide] title = "冲锋" description = "命令 ${单位} 向 ${方向} 方向冲锋,射程为 ${距离} ,持续 ${时间} 秒,刷新周期 ${I},对途经敌人伤害值 ${实数},摧毁树木 ${布尔},不计算碰撞 ${布尔},无视地形 ${布尔} ,在目标的 ${部位} 附加 ${特效}(地面),附加 ${特效}(水中)" comment = " 代码由Fetrix_sai修改" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = degree default = "0" min = 0 max = 360 [[.args]] type = real default = "800" min = 0 [[.args]] type = real default = "1" min = 0.01 [[.args]] type = real default = "0.03" min = 0.01 [[.args]] type = real default = "0" min = 0 [[.args]] type = boolean default = "false" [[.args]] type = boolean default = "false" [[.args]] type = boolean default = "false" [[.args]] type = string default = "\"origin\"" [[.args]] type = modelfile [[.args]] type = modelfile [YDWEAroundSystem] title = "万能环绕函数" description = "命令 ${单位} 围绕 ${单位} 环绕,角速度为 ${实数},离心速度为 ${实数},提升速度为 ${实数},持续 ${实数} 秒\"\",\"\"刷\"\"新\"\"周\"\"期\"\"为 ${实数} 秒" comment = "角速度为正,顺时针旋转,反之逆时针;离心速度为正,远离目标,反之靠近;提升速度为正,则高度上升,反之下降。" category = TC_YDST [[.args]] type = unit default = "GetLastCreatedUnit" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "8" [[.args]] type = real default = "3" [[.args]] type = real default = "0" [[.args]] type = real default = "5" min = 0 [[.args]] type = real default = "0.03" min = 0.01 [YDWENewItemsFormula] title = "物品合成系统" description = "将材料1( ${类型},${整数})、材料2( ${类型},${整数})、材料3( ${类型},${整数})\"\"、\"\"材\"\"料\"\"4\"\"( ${类型},${整数})、材料5( ${类型},${整数})、材料6( ${类型},${整数})合成 ${物品} " comment = "填写物品合成所需的材料及其数量,最多可以填6种;当所需材料数量为0时,对应材料将被忽略。" category = TC_YDST [[.args]] type = itemcode default = "ches" [[.args]] type = integer default = "0" min = 0 [[.args]] type = itemcode default = "ches" [[.args]] type = integer default = "0" min = 0 [[.args]] type = itemcode default = "ches" [[.args]] type = integer default = "0" min = 0 [[.args]] type = itemcode default = "ches" [[.args]] type = integer default = "0" min = 0 [[.args]] type = itemcode default = "ches" [[.args]] type = integer default = "0" min = 0 [[.args]] type = itemcode default = "ches" [[.args]] type = integer default = "0" min = 0 [[.args]] type = itemcode default = "bzbe" [YDWE_TP_PauseTimerPeriodic] title = "新中心计时器-终止运行" description = "终止运行索引为 ${计时器运行索引} 的计时器运行 " comment = "当中心计时器运行某个触发器时,会生成一个运行索引;可以通过该运行索引来终止本次计时器运行。" category = TC_YDST [[.args]] type = integer [YDWE_TP_SetTimeInterval] title = "新中心计时器-修改运行间隔" description = "修改运行索引为 ${计时器运行索引} 的计时器运行间隔为 ${实数}" comment = "当中心计时器运行某个触发器时,会生成一个运行索引;可以中途修改计时器某次运行的时间间隔。" category = TC_YDST [[.args]] type = integer [[.args]] type = real default = "0.03" min = 0.01 [YDWEAttackWaveTimer] title = "刷兵系统" description = "为玩家 ${玩家} 创建 ${n} 个 ${单位类型} 在点 ${初始点} 面向 ${角度},命令他们攻击到点 ${目标点},刷新周期 ${周期}。" comment = "3C的刷兵系统,也可用于防守RPG,按周期生成每波单位向指定点进攻。" category = TC_YDST [[.args]] type = player default = "Player00" [[.args]] type = integer default = "1" min = 1 [[.args]] type = unitcode default = "hfoo" min = 0 [[.args]] type = location min = 0 [[.args]] type = degree default = "RealUnitFacing" min = 0 max = 360 [[.args]] type = location [[.args]] type = real default = "2" min = 0.01 [YDWERemoveAttackWaveByUnitID] title = "取消刷兵(输入参数)" description = "停止创建 ${单位},地点为 ${初始点},周期是 ${周期}" comment = "取消刷兵,注意这里填写的参数要与前面刷兵系统一致,不然无法停止刷兵。" category = TC_YDST [[.args]] type = unitcode default = "hfoo" [[.args]] type = location [[.args]] type = real default = "2" min = 0.01 [YDWERemoveAttackWaveByTimer] title = "取消刷兵(删除计时器)" description = "删除刷兵计时器 ${计时器}" comment = "取消刷兵,并能自动清空缓存。" category = TC_YDST [[.args]] type = timer default = "YDWERemoveAttackWaveReturnTimer" [YDWEDoubleItemSlotByAbility] title = "多重物品栏(技能触发)" description = "当 ${单位} 使用技能 ${背包技能} 时切换背包,辅助单位为 ${背包单位},背包个数为 ${整数}" comment = "切换背包时会触发单位获得和掉落物品事件;背包技能和背包单位的设置请参考example文件夹中的辅助地图。" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [[.args]] type = unitcode [[.args]] type = integer default = "3" min = 1 max = 10 [YDWEDoubleItemSlotByItem] title = "多重物品栏(物品触发)" description = "当 ${单位} 使用物品 ${背包物品} 时切换背包,辅助单位为 ${背包单位},背包个数为 ${整数}" comment = "切换背包时会触发单位获得和掉落物品事件;背包物品和背包单位的设置请参考example文件夹中的辅助地图。" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = itemcode [[.args]] type = unitcode [[.args]] type = integer default = "3" min = 1 max = 10 [YDWEGeneralBounsSystemUnitSetBonus] title = "万能属性系统-设置属性<茄子制作>" description = "设置 ${单位} 的附加 ${属性} ${计算} ${数值}" comment = "" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = bonusType default = "bonusTypeA" [[.args]] type = unitstatechangetype default = "unitstatechangetypeA" [[.args]] type = integer default = "300" [YDWESetGuard] title = "佣兵系统" description = "命令 ${单位} 跟随 ${单位},刷新周期 ${timeout},巡逻半径 ${guardRanger},返回半径 ${returnRanger},传送半径 ${outRanger},巡逻概率 ${percent}%" comment = "让一个佣兵跟随主人,可以在主人身边巡逻,当远离主人后自动返回或传送到主人身边。" category = TC_YDAI [[.args]] type = unit [[.args]] type = unit [[.args]] type = real default = "2" min = 0.01 [[.args]] type = real default = "800" min = 0 [[.args]] type = real default = "1200" min = 0 [[.args]] type = real default = "1500" min = 0 [[.args]] type = integer default = "75" min = 0 max = 100 [YDWERemoveGuard] title = "取消佣兵" description = "取消 ${单位} 的跟随" comment = "让一个佣兵不再跟随主人。备注:如果佣兵是召唤生物那么不必取消,因为当佣兵或主人死亡后,系统会自动取消跟随。" category = TC_YDAI [[.args]] type = unit [YDWEAIRecordAbility] title = "AI-技能绑定英雄" description = "给单位 ${英雄} 绑定技能 ${技能1} ${技能2} ${技能3} ${技能4} ${技能5}" comment = "为单位绑定5个技能,如果英雄只有4个技能,那么第5个技能请设置为空。" category = TC_YDAI [[.args]] type = unitcode default = "Hamg" [[.args]] type = abilcode [[.args]] type = abilcode [[.args]] type = abilcode [[.args]] type = abilcode [[.args]] type = abilcode [YDWEAIRecordLearn_sequence] title = "AI-技能学习顺序绑定英雄" description = "给单位 ${英雄} 设置技能学习顺序为( ${技能1} ${技能2} ${技能3} ${技能4} ${技能5} )" comment = "单位会按输入的等级去学习对应的技能,切记技能学习顺序要按^等级^等级...^等级^的格式输入。" category = TC_YDAI [[.args]] type = unitcode default = "Hamg" [[.args]] type = string default = "^1^3^5^" [[.args]] type = string default = "^2^4^7^" [[.args]] type = string default = "^8^9^10^" [[.args]] type = string default = "^6^" [[.args]] type = string default = "null" [YDWEHeroLearnSkillAI] title = "AI-自动学习对应技能" description = "让英雄 ${英雄} 自动学习技能,所学技能对应的英雄等级为 ${整数}" comment = "英雄会学习与等级对应的技能,这些技能必须在之前绑定给英雄。" category = TC_YDAI [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "1" min = 1 [YDWEHeroMaxSkillAI] title = "AI-自动学习全部技能" description = "让英雄 ${英雄} 自动学习所有技能。" comment = "英雄会洗去之前学习过的技能,并根据技能表顺序学习完所有技能。" category = TC_YDAI [[.args]] type = unit default = "GetTriggerUnit" [YDWEAddAIOrder] title = "AI-自动施放技能" description = "让单位 ${单位} 在 ${整数}时 ${目标}施放技能,技能施放方式为(对单位-${命令}、对点-${命令}、立即-${命令}),施放概率为 ${整数}%" comment = "让单位有一定概率施放技能,命令要与技能目标一致;代码由Red_Wolf和Fetrix_sai优化。" category = TC_YDAI [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = attackorattackedevent default = "attackorattackedeventB" [[.args]] type = targettype default = "targettypeA" [[.args]] type = unitorderutarg default = "UnitOrderAttackUnitnull" [[.args]] type = unitorderptarg default = "UnitOrderAttacknull" [[.args]] type = unitordernotarg default = "UnitOrderStopnull" [[.args]] type = integer default = "20" min = 1 max = 100 [YDWE_PreloadSL_SetFile] title = "设置存档索引(存档名单)" description = "为${玩家}在『${目录名}』下,将〖${存档名}〗的索引设置为→[${整数}]" comment = "高级功能,当目录下有多个玩家存档时,为存档添加整数索引,建立起存档文件名字与索引的对应关系。" category = TC_YDSL [[.args]] type = player default = "Player00" [[.args]] type = string [[.args]] type = string [[.args]] type = integer min = 1 max = 16 [YDWE_PreloadSL_Save] title = "保存玩家存档" description = "为${玩家}在『${目录名}』〖${存档名}〗下保存存档,该存档含有[${整数}]个数据项" comment = "保存一个玩家存档在指定路径下,注意存档的数据项数目不要填错。" category = TC_YDSL [[.args]] type = player default = "Player00" [[.args]] type = string [[.args]] type = string [[.args]] type = integer min = 1 max = 500 [YDWE_PreloadSL_Load] title = "读取玩家存档" description = "为${玩家}从『${目录名}』〖${存档名}〗上读取存档,该存档含有[${整数}]个数据项" comment = "获取指定目录下某个玩家存档,必须填写正确的文件名和数据项数目。" category = TC_YDSL [[.args]] type = player default = "Player00" [[.args]] type = string [[.args]] type = string [[.args]] type = integer min = 1 max = 500 [YDWE_PreloadSL_Set] title = "添加存档数据" description = "为${玩家}添加 ※${数据注释},在当前存档[${数据项索引}]上,添加┠${数据}┨" comment = "把数据写入到玩家存档,需要填入正确的数据项索引,注释则可以随意填写。" category = TC_YDSL [[.args]] type = player default = "Player00" [[.args]] type = string [[.args]] type = integer min = 1 max = 500 [[.args]] type = integer [YDWELocalVariableInitiliation] title = "开启局部变量功能" description = "开启局部变量功能" comment = "必须在局部变量赋值之前启用;若触发器内没有等待动作,可以不启用;有等待需求时必须选用局部变量专用等待动作。" category = TC_YDLC [[.args]] type = nothing [YDWELocalVariableEnd] title = "清空局部变量" description = "清空局部变量" comment = "清空本触发器内用到的全部局部变量,避免内存泄露;使用本动作之前请确保局部变量已经使用完毕。" category = TC_YDLC [[.args]] type = nothing [YDWESetLocalVariableInteger] title = "设置 整数 局部变量" description = "设置 local_${i} = ${整数}" comment = "为整数局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "0" [YDWESetLocalVariableIntegerArray] title = "设置 整数 局部变量数组" description = "设置 local_${i}[${index}] = ${整数}" comment = "为整数局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = integer default = "0" [YDWESetLocalVariableReal] title = "设置 实数 局部变量" description = "设置 local_${R} = ${实数}" comment = "为实数局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = real default = "0" [YDWESetLocalVariableRealArray] title = "设置 实数 局部变量数组" description = "设置 local_${R}[${index}] = ${实数}" comment = "为实数局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = real default = "0" [YDWESetLocalVariableString] title = "设置 字符串 局部变量" description = "设置 local_${str} = ${字符串}" comment = "为字符串局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = string default = "null" [YDWESetLocalVariableStringArray] title = "设置 字符串 局部变量数组" description = "设置 local_${str}[${index}] = ${字符串}" comment = "为字符串局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = string default = "null" [YDWESetLocalVariableBoolean] title = "设置 真值 局部变量" description = "设置 local_${bl} = ${真值}" comment = "为真值局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = boolean default = "false" [YDWESetLocalVariableBooleanArray] title = "设置 真值 局部变量数组" description = "设置 local_${bl}[${index}] = ${真值}" comment = "为真值局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = boolean default = "false" [YDWESetLocalVariableUnit] title = "设置 单位 局部变量" description = "设置 local_${u} = ${单位}" comment = "为单位局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = unit default = "GetTriggerUnit" [YDWESetLocalVariableUnitArray] title = "设置 单位 局部变量数组" description = "设置 local_${u}[${index}] = ${单位}" comment = "为单位局部变量赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = unit default = "GetTriggerUnit" [YDWESetLocalVariableUnitID] title = "设置 单位类型 局部变量" description = "设置 local_${uid} = ${单位类型}" comment = "为单位类型局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = unitcode default = "hfoo" [YDWESetLocalVariableUnitIDArray] title = "设置 单位类型 局部变量数组" description = "设置 local_${uid}[${index}] = ${单位类型}" comment = "为单位类型局部变量赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = unitcode default = "hfoo" [YDWESetLocalVariableAbilityID] title = "设置 技能类型 局部变量" description = "设置 local_${ab} = ${技能}" comment = "为单位类型局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = abilcode default = "Aloc" [YDWESetLocalVariableAbilityIDArray] title = "设置 技能类型 局部变量数组" description = "设置 local_${ab}[${index}] = ${技能}" comment = "为单位类型局部变量赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = abilcode default = "Aloc" [YDWESetLocalVariableItem] title = "设置 物品 局部变量" description = "设置 local_${it} = ${物品}" comment = "为物品局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = item default = "GetManipulatedItem" [YDWESetLocalVariableItemArray] title = "设置 物品 局部变量数组" description = "设置 local_${it}[${index}] = ${物品}" comment = "为物品局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = item default = "GetManipulatedItem" [YDWESetLocalVariableItemID] title = "设置 物品类型 局部变量" description = "设置 local_${itid} = ${物品类型}" comment = "为物品类型局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = itemcode default = "spsh" [YDWESetLocalVariableItemIDArray] title = "设置 物品类型 局部变量数组" description = "设置 local_${itid}[${index}] = ${物品类型}" comment = "为物品类型局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = itemcode default = "spsh" [YDWESetLocalVariableLocation] title = "设置 点 局部变量" description = "设置 local_${point} = ${点}" comment = "为点局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = location default = "GetSpellTargetLoc" [YDWESetLocalVariableLocationArray] title = "设置 点 局部变量数组" description = "设置 local_${point}[${index}] = ${点}" comment = "为点局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = location default = "GetSpellTargetLoc" [YDWESetLocalVariableGroup] title = "设置 单位组 局部变量" description = "设置 local_${g} = ${单位组}" comment = "为单位组局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = group default = "bj_lastCreatedGroup" [YDWESetLocalVariableGroupArray] title = "设置 单位组 局部变量数组" description = "设置 local_${g}[${index}] = ${单位组}" comment = "为单位组局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = group default = "bj_lastCreatedGroup" [YDWESetLocalVariableEffect] title = "设置 特效 局部变量" description = "设置 local_${e} = ${特效}" comment = "为特效局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = effect default = "GetLastCreatedEffectBJ" [YDWESetLocalVariableEffectArray] title = "设置 特效 局部变量数组" description = "设置 local_${e}[${index}] = ${特效}" comment = "为特效局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = effect default = "GetLastCreatedEffectBJ" [YDWESetLocalVariableRect] title = "设置 地区 局部变量" description = "设置 local_${rt} = ${地区}" comment = "为地区局部变量赋值,参数处填入该变量的名字;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = rect default = "GetCurrentCameraBoundsMapRectBJ" [YDWESetLocalVariableRectArray] title = "设置 地区 局部变量数组" description = "设置 local_${rt}[${index}] = ${地区}" comment = "为地区局部变量数组赋值,参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。" category = TC_YDLC [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [[.args]] type = rect default = "GetCurrentCameraBoundsMapRectBJ" [SetRandomSeed] title = "设置随机种子" description = "设置随机种子数为:${整数}" comment = "设置游戏的随机种子,随机种子会影响随机整数,攻击骰子之类的随机数。" category = TC_NOTHING [[.args]] type = integer min = 0 [YDWESetMapLimitCoordinate] title = "设置地图边界坐标 [YDWE]" description = "设置地图的边界坐标为 ( X坐标最小值 ${实数},X坐标最大值 ${实数},Y坐标最小值 ${实数},Y坐标最大值 ${实数} )" comment = "边界坐标的设置会影响钩子、跳跃等技能在地图边界处的表现形式;默认的边界坐标是镜头范围的边界,新手慎用本设置!" category = TC_RECT [[.args]] type = real [[.args]] type = real [[.args]] type = real [[.args]] type = real [YDWEFlushMissionByInteger] title = "清空 目录 (整数路径)" description = "清空目录-> ${整数}" comment = "通过输入的路径,系统会根据当前魔兽版本从GameCache或HashTable上清空目录。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [YDWEFlushMissionByString] title = "清空 目录 (字符串路径)" description = "清空目录-> ${字符串}" comment = "通过输入的路径,系统会根据当前魔兽版本从GameCache或HashTable上清空目录。" category = TC_YDLD [[.args]] type = string default = "null" [YDWESaveIntegerByInteger] title = "存储 整数 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储整数-> ${整数}" comment = "通过输入的路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储整数数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" [YDWESaveIntegerByString] title = "存储 整数 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储整数-> ${整数}" comment = "通过输入的路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储整数数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = integer default = "0" [YDWESaveRealByInteger] title = "存储 实数 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储实数-> ${实数}" comment = "通过输入的路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储实数数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = real default = "0" [YDWESaveRealByString] title = "存储 实数 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储实数-> ${实数}" comment = "通过输入的路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储实数数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = real default = "0" [YDWESaveStringByInteger] title = "存储 字符串 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储字符串-> ${字符串}" comment = "通过输入的路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储字符串数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = string default = "null" [YDWESaveStringByString] title = "存储 字符串 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储字符串-> ${字符串}" comment = "通过输入的路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储字符串数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = string default = "null" [YDWESaveBooleanByInteger] title = "存储 真值 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储真值-> ${真值}" comment = "通过输入的路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储真值数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = boolean default = "false" [YDWESaveBooleanByString] title = "存储 真值 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储真值-> ${真值}" comment = "通过输入的路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储真值数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = boolean default = "false" [YDWESaveUnitByInteger] title = "存储 单位 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储单位-> ${单位}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储单位数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = unit default = "GetTriggerUnit" [YDWESaveUnitByString] title = "存储 单位 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储单位-> ${单位}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储单位数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = unit default = "GetTriggerUnit" [YDWESaveUnitIDByInteger] title = "存储 单位类型 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储单位类型 -> ${单位类型}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储单位类型数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = unitcode default = "hfoo" [YDWESaveUnitIDByString] title = "存储 单位类型 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储单位类型-> ${单位类型}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储单位类型数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = unitcode default = "hfoo" [YDWESaveAbilityIDByInteger] title = "存储 技能 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储技能 -> ${技能}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储技能数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = abilcode default = "Aloc" [YDWESaveAbilityIDByString] title = "存储 技能 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储技能-> ${技能}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储技能数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = abilcode default = "Aloc" [YDWESaveItemByInteger] title = "存储 物品 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储物品-> ${物品}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储物品数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = item default = "GetManipulatedItem" [YDWESaveItemByString] title = "存储 物品 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储物品-> ${物品}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储物品数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = item default = "GetManipulatedItem" [YDWESaveItemIDByInteger] title = "存储 物品类型 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储物品类型-> ${物品类型}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储物品类型数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = itemcode default = "texp" [YDWESaveItemIDByString] title = "存储 物品类型 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储物品类型-> ${物品类型}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储物品类型数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = itemcode default = "texp" [YDWESavePlayerByInteger] title = "存储 玩家 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储玩家-> ${玩家}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储玩家数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = player default = "GetEnumPlayer" [YDWESavePlayerByString] title = "存储 玩家 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储玩家-> ${玩家}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储玩家数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = player default = "GetEnumPlayer" [YDWESaveTimerByInteger] title = "存储 计时器 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储计时器-> ${计时器}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储计时器数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = timer default = "GetExpiredTimer" [YDWESaveTimerByString] title = "存储 计时器 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储计时器-> ${计时器}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储计时器数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = timer default = "GetExpiredTimer" [YDWESaveTriggerByInteger] title = "存储 触发器 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储触发器-> ${触发器}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储触发器数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = trigger default = "GetTriggeringTrigger" [YDWESaveTriggerByString] title = "存储 触发器 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储触发器-> ${触发器}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储触发器数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = trigger default = "GetTriggeringTrigger" [YDWESaveLocationByInteger] title = "存储 点 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储点-> ${点}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储点数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = location default = "GetSpellTargetLoc" [YDWESaveLocationByString] title = "存储 点 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储点-> ${点}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储点数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = location default = "GetSpellTargetLoc" [YDWESaveGroupByInteger] title = "存储 单位组 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储单位组-> ${单位组}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储单位组数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = group default = "GetLastCreatedGroup" [YDWESaveGroupByString] title = "存储 单位组 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储单位组-> ${单位组}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储单位组数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = group default = "GetLastCreatedGroup" [YDWESaveMultiboardByInteger] title = "存储 多面板 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储多面板-> ${多面板}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储多面板数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [YDWESaveMultiboardByString] title = "存储 多面板 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储多面板-> ${多面板}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储多面板数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [YDWESaveMultiboardItemByInteger] title = "存储 多面板项目 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储多面板项目-> ${多面板项目}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储多面板项目数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = multiboarditem [YDWESaveMultiboardItemByString] title = "存储 多面板项目 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储多面板项目-> ${多面板项目}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储多面板项目数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = multiboarditem [YDWESaveTextTagByInteger] title = "存储 漂浮文字 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储漂浮文字-> ${漂浮文字}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储漂浮文字数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = texttag default = "GetLastCreatedTextTag" [YDWESaveTextTagByString] title = "存储 漂浮文字 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储漂浮文字-> ${漂浮文字}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储漂浮文字数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = texttag default = "GetLastCreatedTextTag" [YDWESaveLightningByInteger] title = "存储 闪电 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储闪电-> ${闪电}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储闪电数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [YDWESaveLightningByString] title = "存储 闪电 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储闪电-> ${闪电}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储闪电数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [YDWESaveRegionByInteger] title = "存储 区域 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储区域-> ${区域}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储区域数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = region default = "GetTriggeringRegion" [YDWESaveRegionByString] title = "存储 区域 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储区域-> ${区域}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储区域数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = region default = "GetTriggeringRegion" [YDWESaveRectByInteger] title = "存储 地区 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储地区-> ${地区}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储地区数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = rect default = "GetCurrentCameraBoundsMapRectBJ" [YDWESaveRectByString] title = "存储 地区 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储地区-> ${地区}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储地区数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = rect default = "GetCurrentCameraBoundsMapRectBJ" [YDWESaveLeaderboardByInteger] title = "存储 排行榜 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储排行榜-> ${排行榜}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储排行榜数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [YDWESaveLeaderboardByString] title = "存储 排行榜 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储排行榜-> ${排行榜}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储排行榜数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [YDWESaveEffectByInteger] title = "存储 特效 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储特效-> ${特效}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储特效数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = effect default = "GetLastCreatedEffectBJ" [YDWESaveEffectByString] title = "存储 特效 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储特效-> ${特效}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储特效数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = effect default = "GetLastCreatedEffectBJ" [YDWESaveDestructableByInteger] title = "存储 可破坏物 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储可破坏物-> ${可破坏物}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储可破坏物数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = destructable default = "GetLastCreatedDestructable" [YDWESaveDestructableByString] title = "存储 可破坏物 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储可破坏物-> ${可破坏物}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储可破坏物数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = destructable default = "GetLastCreatedDestructable" [YDWESaveTriggerConditionByInteger] title = "存储 触发器条件 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储触发器条件-> ${触发器条件}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储触发器条件数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = triggercondition [YDWESaveTriggerConditionByString] title = "存储 触发器条件 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储触发器条件-> ${触发器条件}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储触发器条件数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = triggercondition [YDWESaveTriggerActionByInteger] title = "存储 触发器动作 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储触发器动作-> ${触发器动作}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储触发器动作数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = triggeraction [YDWESaveTriggerActionByString] title = "存储 触发器动作 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储触发器动作-> ${触发器动作}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储触发器动作数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = triggeraction [YDWESaveTriggerEventByInteger] title = "存储 事件 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储事件-> ${事件}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储事件数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = event [YDWESaveTriggerEventByString] title = "存储 事件 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储事件-> ${事件}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储事件数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = event [YDWESaveForceByInteger] title = "存储 势力 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储势力-> ${势力}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储势力数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = force [YDWESaveForceByString] title = "存储 势力 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储势力-> ${势力}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储势力数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = force [YDWESaveBoolexprByInteger] title = "存储 布尔表达式 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储布尔表达式-> ${布尔表达式}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储布尔表达式数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = boolexpr [YDWESaveBoolexprByString] title = "存储 布尔表达式 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储布尔表达式-> ${布尔表达式}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储布尔表达式数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = boolexpr [YDWESaveSoundByInteger] title = "存储 声音 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储声音-> ${声音}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储声音数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = sound [YDWESaveSoundByString] title = "存储 声音 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储声音-> ${声音}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储声音数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = sound [YDWESaveTimerDialogByInteger] title = "存储 计时器窗口 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储计时器窗口-> ${计时器窗口}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储计时器窗口数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = timerdialog [YDWESaveTimerDialogByString] title = "存储 计时器窗口 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储计时器窗口-> ${计时器窗口}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储计时器窗口数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = timerdialog [YDWESaveTrackableByInteger] title = "存储 可追踪物 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储可追踪物-> ${可追踪物}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储可追踪物数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = trackable [YDWESaveTrackableByString] title = "存储 可追踪物 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储可追踪物-> ${可追踪物}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储可追踪物数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = trackable [YDWESaveDialogByInteger] title = "存储 对话框 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储对话框-> ${对话框}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储对话框数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = dialog [YDWESaveDialogByString] title = "存储 对话框 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储对话框-> ${对话框}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储对话框数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = dialog [YDWESaveButtonByInteger] title = "存储 对话框按钮 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储对话框按钮-> ${对话框按钮}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储对话框按钮数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = button [YDWESaveButtonByString] title = "存储 对话框按钮 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储对话框按钮-> ${对话框按钮}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储对话框按钮数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = button [YDWESaveQuestByInteger] title = "存储 任务 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储任务-> ${任务}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储任务数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = quest default = "GetLastCreatedQuestBJ" [YDWESaveQuestByString] title = "存储 任务 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储任务-> ${任务}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储任务数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = quest default = "GetLastCreatedQuestBJ" [YDWESaveQuestItemByString] title = "存储 任务目标项 (字符串路径)" description = "存储目录-> ${字符串},标签-> ${字符串},存储任务目标项 -> ${任务目标项}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储任务目标项数据。" category = TC_YDLD [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = questitem default = "GetLastCreatedQuestItemBJ" [YDWESaveQuestItemByInteger] title = "存储 任务目标项 (整数路径)" description = "存储目录-> ${整数},标签-> ${整数},存储任务目标项-> ${任务目标项}" comment = "通过输入路径,系统会根据当前魔兽版本采用Return bug+GC或HashTable存储任务目标项数据。" category = TC_YDLD [[.args]] type = integer default = "0" min = 0 [[.args]] type = integer default = "0" min = 0 [[.args]] type = questitem default = "GetLastCreatedQuestItemBJ" [YDWECreateEwsp] title = "创建环绕单位" description = "围绕 ${单位} 创建 ${单位类型} 共 ${n}个 ,旋转半径 ${R},持续 ${T} 秒,刷新周期 ${I},旋转角速度每个周期 ${S}。" comment = "刷新周期越小动画越连续,但也越耗资源" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hfoo" [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "300" min = 0 [[.args]] type = real default = "20" min = 0 [[.args]] type = real default = "0.01" min = 0.01 [[.args]] type = real default = "1" [YDWECreateLine] title = "生成丝带" description = "在 ${单位} 身上生成丝带,特效单位类型为 ${单位类型},数目为 ${整数},角度偏移 ${实数},间距为 ${实数},持续时间为 ${实数},刷新周期为 ${实数},初始高度为 ${实数},高度等差为 ${实数},模型尺寸初始为 ${实数},尺寸等差为 ${实数}。" comment = " 好看的丝带~" category = TC_YDST [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "ewsp" [[.args]] type = integer default = "12" min = 0 [[.args]] type = degree default = "50" min = -360 max = 360 [[.args]] type = real default = "60" min = 0 [[.args]] type = real default = "30" min = 0 [[.args]] type = real default = "0.03" min = 0.01 [[.args]] type = real default = "0" min = 0 [[.args]] type = real default = "10" min = 0 [[.args]] type = real default = "100" min = 1.0 max = 1000.0 [[.args]] type = real default = "30" [YDWEInitCinematicSystem] title = "开启电影系统" description = "开启Script System电影系统" comment = "电影系统必需开启后才能使用,YDWE会自动加载对应的函数库。" category = TC_SCRIPTSET [[.args]] type = nothing [YDWECinematicCameraDisable] title = "关闭电影系统" description = "关闭Script System电影系统" comment = "电影系统关闭之后,无法再使用相关触发器动作。" category = TC_SCRIPTSET [[.args]] type = nothing [YDWECinSInitTempPoint] title = "设置演员出生点" description = "设置演员单位出生在 ${点\",系统会在该点创建单位\"}" comment = "系统默认演员单位出生在(0,0)点,通过这条动作可以修改出生点位置。如果要删除这个点,请在单位生成完毕后再删除。" category = TC_SCRIPTSET [[.args]] type = location default = "Location" [YDWEScriptSystemPeriod] title = "设置电影系统刷新周期" description = "设置电影系统刷新周期为 ${刷新周期\" 秒\"}" comment = "电影系统默认刷新周期是0.02秒,通过这里设定可以改变刷新周期。" category = TC_SCRIPTSET [[.args]] type = real default = "0.02" [YDWEParticlePeriod] title = "设置粒子系统刷新周期" description = "设置粒子系统刷新周期为 ${刷新周期\" 秒\"}" comment = "粒子系统包含单位移动和转向等与单位有关函数,默认刷新周期是0.02秒。" category = TC_SCRIPTSET [[.args]] type = real default = "0.02" [YDWECameraPeriod] title = "设置镜头系统刷新周期" description = "设置镜头系统刷新周期为 ${刷新周期\" 秒\"}" comment = "镜头系统包含镜头移动和锁定等函数,默认刷新周期是0.02秒。" category = TC_SCRIPTSET [[.args]] type = real default = "0.02" [YDWEFadeFilterUnit] title = "设置滤镜单位" description = "设置滤镜辅助单位类型为 ${单位类型}" comment = "电影系统带有一个滤镜模型,通过它可以获得更好的视觉效果。" category = TC_SCRIPTSET [[.args]] type = unitcode [YDWEWriteToScene] title = "记录当前场景" description = "记录当前场景为 ${整数}" comment = "告诉系统本幕场景的序号。" category = TC_SCRIPTSET [[.args]] type = integer default = "1" min = 1 [YDWEPlayScene] title = "播放场景" description = "播放场景 ${整数}" comment = "播放指定的场景。" category = TC_SCRIPTSET [[.args]] type = integer default = "1" min = 1 [YDWEScriptNextScene] title = "设置下一幕场景播放时间" description = "在时间线 ${实数} 秒时播放下一幕场景" comment = "电影系统将一部电影分为若干场景,每处场景可以在指定时间播放。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [YDWEScriptExternalFunc] title = "运行外部函数" description = "在时间线 ${实数} 秒时运行函数 ${字符串}" comment = "可以运行电影系统之外的函数,填入函数的名字即可。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = string default = "EverguoIsHandsome" [YDWEScriptSubtitleLine] title = "显示字幕线" description = "在时间线 ${实数} 秒时显示字幕线 ${字符串}" comment = "可以屏幕上显示一行文字。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = string default = "EverguoIsHandsome" [YDWEScriptSubtitleClear] title = "清除字幕线" description = "在时间线 ${实数} 秒时清除字幕线" comment = "清除屏幕上显示的文字。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [YDWEActorCreate] title = "创建演员" description = "为玩家 ${玩家} 创建一个演员单位,编号为 ${整数},单位类型为 ${整数}" comment = "电影里出场的演员,必须通过这条动作来生成;每个演员需要设置一个终身编号,如9527,系统会通过这个编号来让演员进行表演。" category = TC_SCRIPTSET [[.args]] type = player default = "Player00" [[.args]] type = integer default = "1" min = 1 [[.args]] type = unitcode default = "Edem" [YDWEScriptActAbilityLvl] title = "添加技能" description = "在时间线 ${实数} 秒时为演员 ${整数} 添加技能 ${技能},等级为 ${整数}" comment = "在演员后面的参数填写演员的编号,如9527,就可以为演员添加一个技能;可以设置技能的等级。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = abilcode default = "Aloc" [[.args]] type = integer default = "1" min = 0 [YDWEScriptActAnimPlay] title = "播放动画" description = "在时间线 ${实数} 秒时播放演员 ${整数} 的动画 ${整数},动画混合时间为 ${实数} 秒" comment = "在动画后面的参数填写该动画的索引,0为默认动画;动画混合时间是上一个动画到下一个动画的过渡时间,为0则立即切换。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = integer default = "0" min = 0 [[.args]] type = real default = "0" min = 0 [YDWEScriptActAnimSpeed] title = "调整动画速度" description = "在时间线 ${实数} 秒时调整演员 ${整数} 的动画速度为 ${实数} x100%" comment = "在动画后面的参数填写该动画的索引,0为默认动画;动画混合时间是上一个动画到下一个动画的过渡时间,为0则立即切换。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "1" [YDWEScriptActAnimReset] title = "重置动画" description = "在时间线 ${实数} 秒时重置演员 ${整数} 的动画" comment = "重置单位的动画,即播放单位的默认动画;这个动画通常是站立,索引为0。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [YDWEActorWalkProperties] title = "单位行走设置" description = "设置单位类型 ${单位类型} 的行走动画索引为 ${整数},行走动画播放时间为 ${实数},单位移动速度为 ${实数}" comment = "设置单位的行走动画参数,在本系统里单位的行走是通过不断移动单位并播放行走动画来模拟实现。" category = TC_SCRIPTSET [[.args]] type = unitcode default = "Edem" [[.args]] type = integer default = "0" min = 0 [[.args]] type = real default = "0" min = 0 [[.args]] type = real default = "0" min = 0 [YDWEScriptActWalk] title = "单位行走" description = "在时间线 ${实数} 秒时让演员 ${整数} 走到目的地(坐标X ${实数},坐标Y ${实数}),时间为 ${实数},动画混合时间为 ${实数} 秒" comment = "让单位在指定时间内跑到指定坐标;在使用这条动作之前,必须先设置好单位行走参数。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "2" min = 0 [[.args]] type = real default = "0" min = 0 [YDWEScriptActSlide] title = "单位滑行" description = "在时间线 ${实数} 秒时让演员 ${整数} 滑行到目的地(坐标X ${实数},坐标Y ${实数}),时间为 ${实数} 秒,最大高度为 ${实数}" comment = "设置单位的行走动画参数,在本系统里单位的行走是通过不断移动单位并播放行走动画来模拟实现。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "2" min = 0 [[.args]] type = real default = "0" min = 0 [YDWEScriptActTurn] title = "单位转向" description = "在时间线 ${实数} 秒时让演员 ${整数} 朝向角度 ${实数},时间为 ${实数},旋转方向为 ${整数}" comment = "让单位在指定时间内旋转到朝向某个角度;当选择最近方向,单位会自动选择用时最短的旋转方式。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = degree default = "0" min = 0 max = 360 [[.args]] type = real default = "2" min = 0 [[.args]] type = turnclockwise default = "turnclockwiseA" [YDWEScriptActFace] title = "锁定单位身体朝向" description = "在时间线 ${实数} 秒时锁定演员 ${整数} 的身体朝向演员 ${整数},部位为 ${部位},偏移坐标为( X ${Xoffset},Y ${Yoffset},Z ${offset} ),动画混合时间为 ${实数} 秒" comment = "让单位的头部或胸部一直朝向目标单位的偏移坐标点处,直到重置身体朝向为止;坐标偏移以目标单位脚下为原点。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = integer default = "2" min = 1 [[.args]] type = headORchest default = "headORchestA" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" min = 0 [YDWEScriptActFaceReset] title = "重置单位身体朝向" description = "在时间线 ${实数} 秒时重置演员 ${整数} 的身体朝向,动画混合时间为 ${实数}" comment = "让单位的身体朝向恢复正常。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "0" min = 0 [YDWEScriptActColour] title = "改变单位颜色" description = "在时间线 ${实数} 秒时改变演员 ${整数} 的颜色比例为( 红 ${红}%,绿 ${绿}%,蓝 ${蓝}% ),可见度为 ${可见度}%,指定时间为 ${时间} 秒" comment = "在指定时间内逐渐改变单位的颜色比例和可见度到指定值,单位默认颜色比列均是100%,可见度为0时单位完全透明。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 [YDWEScriptActSize] title = "改变单位身体尺寸" description = "在时间线 ${实数} 秒时改变演员 ${整数} 的身体尺寸为 ${实数},指定时间为 ${实数} 秒" comment = "在指定时间内逐渐改变单位的身体尺寸为目标值,1.0为单位正常身体尺寸。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "1.0" min = 0.01 [[.args]] type = real default = "0" min = 0 [YDWECameraSetupAssign] title = "设置镜头" description = "设置镜头 ${镜头} 的编号为 ${整数}" comment = "设置镜头的编号,系统会根据镜头这个编号来调用镜头。" category = TC_SCRIPTSET [[.args]] type = camerasetup default = "GetCurrentCameraSetup" [[.args]] type = integer default = "1" min = 1 [YDWEScriptCamera] title = "应用镜头" description = "在时间线 ${实数} 秒时应用镜头 ${整数},指定时间为 ${实数},镜头切换方式为 ${整数}" comment = "在指定时间内将当前镜头切换到目标镜头;可以选择镜头切换方式,当选择立即切换,指定时间的参数会被忽略。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "0" min = 0 [[.args]] type = camerachangetype default = "camerachangetypeA" [YDWEScriptCameraStat] title = "改变镜头参数" description = "在时间线 ${实数} 秒时设置当前镜头的参数 ${整数} 在指定时间 ${实数} 内改变为 ${实数},速度为 ${实数},镜头切换方式为 ${整数}" comment = "在指定时间内将改变当前镜头的某个属性到目标值;当选择立即切换,指定时间、目标值和速度的参数会被忽略。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = camerastattype default = "camerastattypeA" min = 1 [[.args]] type = real default = "0" min = 0 [[.args]] type = real default = "200" [[.args]] type = real default = "200" [[.args]] type = camerachangetype default = "camerachangetypeA" [YDWEScriptCameraIgnoreTerrain] title = "镜头忽略悬崖" description = "在时间线 ${实数} 秒时设置镜头移动时 ${真值} 悬崖高度" comment = "如果选择不忽略,那么镜头在移动时,会随着地形起伏而抖动;选择忽略,如果镜头高度低于地表,会看到地表下的天空。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = cameratgnoreterrain default = "cameratgnoreterrainA" [YDWEScriptActCameraLock] title = "锁定镜头位置" description = "在时间线 ${实数} 秒时锁定镜头位置到演员 ${整数},偏移坐标为( X ${Xoffset},Y ${Yoffset},Z ${offset} ),镜头运动是否平滑(${真值}),指定时间为 ${实数} 秒" comment = "在指定时间内将镜头位置锁定在目标单位的偏移坐标点处,如果镜头运动选择不平滑,那么镜头将按线性移动。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = boolean default = "true" [[.args]] type = real default = "0" min = 0 [YDWEScriptActCameraLockReset] title = "重置镜头位置" description = "在时间线 ${实数} 秒时重置镜头位置,镜头运动是否平滑(${真值}),指定时间为 ${实数} 秒" comment = "在指定时间内解除镜头位置锁定,如果镜头运动选择不平滑,那么镜头将按线性移动。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = boolean default = "true" [[.args]] type = real default = "0" min = 0 [YDWEScriptActCameraFace] title = "锁定镜头角度" description = "在时间线 ${实数} 秒时锁定镜头角度到演员 ${整数},偏移坐标为( X ${Xoffset},Y ${Yoffset},Z ${offset} ),镜头运动是否平滑(${真值}),指定时间为 ${实数} 秒" comment = "在指定时间内将镜头角度锁定在目标单位的偏移坐标点处,如果镜头运动选择不平滑,那么镜头将按线性移动。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = boolean default = "true" [[.args]] type = real default = "0" min = 0 [YDWEScriptActCameraFaceReset] title = "重置镜头角度" description = "在时间线 ${实数} 秒时重置镜头角度,镜头运动是否平滑(${真值}),指定时间为 ${实数} 秒" comment = "在指定时间内解除镜头角度锁定,如果镜头运动选择不平滑,那么镜头将按线性移动。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = boolean default = "true" [[.args]] type = real default = "0" min = 0 [YDWEScriptFog] title = "设置迷雾" description = "在时间线 ${实数} 秒时设置迷雾,Z轴起始 ${实数},Z轴结束 ${实数},颜色比例为( 红 ${红}%,绿 ${绿}%,蓝 ${蓝}% ),指定时间为 ${实数} 秒" comment = "迷雾在指定时间内变化到指定值。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = real default = "3000" min = 0 [[.args]] type = real default = "5000" min = 0 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 [YDWEScriptFade] title = "设置滤镜" description = "在时间线 ${实数} 秒时设置滤镜,颜色比例为( 红 ${红}%,绿 ${绿}%,蓝 ${蓝}% ),透明度为 ${实数}%,指定时间为 ${实数} 秒" comment = "滤镜在指定时间内变化到指定值。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 [YDWEScriptPlaySound] title = "播放声音" description = "在时间线 ${实数} 秒时播放声音,路径为 ${字符串},播放速率为 ${实数},音量为 ${整数}" comment = "播放声音;在路径处填写声音文件的路径;1.0为正常播放速率,0.5为半速,2.0为两倍速率;音量是声音大小,取值于0-127之间。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = string default = "null" [[.args]] type = real default = "0" min = 0 max = 10 [[.args]] type = integer default = "0" min = 0 max = 127 [YDWEScriptPointEffect] title = "创建特效(指定点)" description = "在时间线 ${实数} 秒时创建特效在空间坐标( X ${实数},Y ${实数},Z ${实数} ),路径为 ${字符串},特效存在时间为 ${实数} 秒" comment = "创建特效在空间坐标处,可以设置特效存在的时间。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = string default = "null" [[.args]] type = real default = "0" min = 0 [YDWEScriptActEffect] title = "创建特效(绑定单位)" description = "在时间线 ${实数} 秒时创建特效在演员 ${整数} 身上,特效路径为 ${字符串},附加部位为 ${字符串},特效存在时间为 ${实数}" comment = "创建特效在单位身上,可以设置特效附加部位和存在时间。" category = TC_SCRIPTSET [[.args]] type = real default = "2" min = 0 [[.args]] type = integer default = "1" min = 1 [[.args]] type = string default = "null" [[.args]] type = string default = "null" [[.args]] type = real default = "0" min = 0 [DisableTrigger] title = "关闭触发" description = "关闭 ${Trigger}" comment = "" category = TC_TRIGGER [[.args]] type = trigger default = "GetTriggeringTrigger" [EnableTrigger] title = "开启触发" description = "开启 ${Trigger}" comment = "" category = TC_TRIGGER [[.args]] type = trigger default = "GetTriggeringTrigger" [ConditionalTriggerExecute] title = "运行触发(检查条件)" description = "运行 ${触发} (检查条件)" comment = "如果其触发条件成立则运行触发动作." category = TC_TRIGGER [[.args]] type = trigger [YDWETimerRunTrigger] title = "计时器系统-运行触发器" description = "在 ${时间} 秒后运行 ${触发器}" comment = "启动中心计时器,在指定时间之后运行触发器。" category = TC_TRIGGER [[.args]] type = real default = "2" min = 0 [[.args]] type = trigger default = "GetTriggeringTrigger" [YDWETimerRunPeriodicTrigger] title = "计时器系统-循环运行触发器" description = "每隔 ${时间} 秒运行 ${触发器},永久运行 ${真值},运行 ${整数} 次,运行标识 ${整数}。" comment = "启动中心计时器,按指定间隔时间运行触发器;当永久运行为真,运行次数会被忽略;运行标识是自定义一个值,用来区别其它运行。" category = TC_TRIGGER [[.args]] type = real default = "2" min = 0 [[.args]] type = trigger default = "GetTriggeringTrigger" [[.args]] type = boolean default = "false" [[.args]] type = integer default = "5" min = 0 [[.args]] type = integer default = "0" [YDWETimerRunPeriodicTriggerOver] title = "计时器系统-终止运行触发器" description = "停止运行 ${触发器},运行标识 ${整数}。" comment = "使中心计时器不再运行该触发器;若触发器同一时间被多次运行且运行标识相同,中心计时器会停止对该触发器所有运行。" category = TC_TRIGGER [[.args]] type = trigger default = "GetTriggeringTrigger" [[.args]] type = integer default = "0" [TriggerExecute] title = "运行触发(无视条件)" description = "运行 ${触发} (无视条件)" comment = "无视事件和条件,运行触发动作." category = TC_TRIGGER [[.args]] type = trigger [QueuedTriggerAddBJ] title = "添加到触发队列" description = "添加 ${触发} 到触发队列(${Checking/Ignoring} 条件)" comment = "个人认为触发队列属于没用的功能." category = TC_TRIGGER [[.args]] type = trigger [[.args]] type = checkingignoringoption default = "CheckingIgnoringChecking" [QueuedTriggerRemoveBJ] title = "移出触发队列" description = "将 ${触发} 移出触发队列" comment = "如果触发正在运行,从队列移出该单位将允许后面的触发运行,但不影响本身的动作." category = TC_TRIGGER [[.args]] type = trigger default = "GetTriggeringTrigger" [QueuedTriggerClearBJ] title = "清空触发队列" description = "清空触发队列中所有触发" comment = "" category = TC_TRIGGER [[.args]] type = nothing [QueuedTriggerClearInactiveBJ] title = "清空未运行触发" description = "清空触发队列中所有未运行触发" comment = "只有正在运行的触发不会被移出队列." category = TC_TRIGGER [[.args]] type = nothing [AddTriggerEvent] title = "触发添加事件" description = "为 ${触发} 添加事件: ${事件}" comment = "使用该功能可以在游戏中为其他触发添加事件." category = TC_TRIGGER [[.args]] type = trigger default = "GetTriggeringTrigger" [[.args]] type = eventcall [DestroyTrigger] title = "删除触发器 [R]" description = "删除 ${触发器}" comment = "对不再使用的触发器可以使用该动作来删除." category = TC_TRIGGER [[.args]] type = trigger default = "GetTriggeringTrigger" [CreateNUnitsAtLoc] title = "创建单位(面向角度)" description = "创建 ${Number} 个 ${单位} 给 ${Player} 在 ${指定点} ,面向角度为 ${Direction} 度" comment = "面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位." category = TC_UNIT [[.args]] type = integer default = "1" min = 1 [[.args]] type = unitcode default = "hfoo" [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = degree default = "RealUnitFacing" min = 0 max = 360 [CreateNUnitsAtLocFacingLocBJ] title = "创建单位(面向点)" description = "创建 ${Number} ${单位} 给 ${Player} 在 ${指定点} ,面向 ${指定点}" comment = "使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位." category = TC_UNIT [[.args]] type = integer default = "1" min = 1 [[.args]] type = unitcode default = "hfoo" [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = location [CreateCorpseLocBJ] title = "创建尸体" description = "创建一个 ${单位} 的尸体给 ${Player} 在 ${指定点}" comment = "不是所有单位都有尸体形态. 使用'最后创建的单位'来获取该尸体." category = TC_UNIT [[.args]] type = unitcode default = "hfoo" [[.args]] type = player default = "Player00" [[.args]] type = location [CreatePermanentCorpseLocBJ] title = "创建永久性尸体" description = "创建一个 ${Style} ${单位} 尸体给 ${Player} 在 ${指定点} 面向角度为 ${Direction} 度" comment = "肉态尸体经常会自动变为骨态尸体." category = TC_UNIT [[.args]] type = corpsetype default = "CorpseTypeBone" [[.args]] type = unitcode default = "hfoo" [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = degree default = "GetRandomDirectionDeg" min = 0 max = 360 [" CreateUnit"] title = "创建单位(指定坐标) [C]" description = "为玩家 ${玩家} 创建一个 ${单位} 在(X坐标: ${输入坐标} Y坐标: ${输入坐标} ), 面向角度: ${facing}" comment = "不能被'最后创建的单位'捕获之" category = TC_UNIT [[.args]] type = player [[.args]] type = unitcode [[.args]] type = real [[.args]] type = real [[.args]] type = degree default = "RealUnitFacing" [" CreateUnitAtLoc"] title = "创建单位(指定点) [C]" description = "为玩家 ${玩家} 创建一个 ${单位} 在 ${指定点} 面向角度:${Face} 度" comment = "不能被'最后创建的单位'捕获之" category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unitcode default = "hfoo" [[.args]] type = location [[.args]] type = degree default = "0" [KillUnit] title = "杀死" description = "杀死 ${单位}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [RemoveUnit] title = "删除" description = "删除 ${单位}" comment = "被删除的单位不会留下尸体. 如果是英雄则不能再被复活." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [YDWETimerRemoveUnit] title = "计时器系统-删除单位[YDWE]" description = "在 ${时间} 秒后删除 ${单位}" comment = "启动中心计时器,在指定时间之后删除单位。" category = TC_UNIT [[.args]] type = real default = "2" min = 0 [[.args]] type = unit default = "GetTriggerUnit" [ExplodeUnitBJ] title = "爆炸" description = "使 ${单位} 爆炸而死" comment = "爆炸死亡不会留下尸体." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [ReplaceUnitBJ] title = "替换" description = "将 ${单位} 替换为 ${单位类型} 使用 ${Property Usage} 生命和魔法" comment = "使用'最后替换的单位'来获取该单位. 如果是不死族金矿被替换,经常还会留下一个普通的金矿. 实际上就是创建加删除单位" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hfoo" [[.args]] type = unitstatemethod default = "UnitStateMethodRelative" [ShowUnit] title = "显示/隐藏 [R]" description = "设置 ${单位} 的状态为 ${显示/隐藏}" comment = "隐藏单位不会被'区域内单位'所选取." category = TC_UNIT [[.args]] type = unit default = "bj_lastCreatedUnit" [[.args]] type = showhideoption default = "ShowHideHide" [ShowUnitHide] title = "隐藏" description = "隐藏 ${单位}" comment = "使用'单位 - 显示'来显示该单位. 隐藏单位不会被'区域内单位'所选取." category = TC_UNIT [[.args]] type = unit [ShowUnitShow] title = "显示" description = "显示 ${单位}" comment = "使用'单位 - 隐藏'来显示该单位. 隐藏单位不会被'区域内单位'所选取." category = TC_UNIT [[.args]] type = unit [SetUnitColor] title = "改变队伍颜色" description = "改变 ${单位} 的队伍颜色为 ${Color}" comment = "改变队伍颜色并不会改变单位所属." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = playercolor default = "Color00" [SetUnitOwner] title = "改变所属" description = "改变 ${单位} 所属为 ${Player} 并 ${Change/Retain Color}" comment = "" category = TC_UNIT [[.args]] type = unit [[.args]] type = player default = "Player00" [[.args]] type = colorchangeoption default = "ChangeColorTrue" [UnitShareVision] title = "共享视野 [R]" description = "设置 ${单位} 的视野对 ${Player} ${on/off}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [[.args]] type = onoffoption default = "OnOffOn" [UnitShareVisionBJ] title = "共享视野" description = "${Grant/Deny} 共享 ${单位} 的视野对 ${Player}" comment = "" category = TC_UNIT [[.args]] type = sharedontoption default = "ShareDontOptionShare" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [SetUnitPosition] title = "移动单位(立即)(指定坐标) [R]" description = "立即移动 ${单位} 到(${X},${Y})" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetUnitPositionLoc] title = "移动单位(立即)(指定点)" description = "立即移动 ${单位} 到 ${指定点}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = location [SetUnitPositionLocFacingBJ] title = "移动单位面向角度(立即)" description = "立即移动 ${单位} 到 ${指定点} ,面向角度 ${Direction} 度" comment = "建议使用'移动单位'+'设置面向角度'动作. 面向角度采用角度制,0度为正东方向,90度为正北方向." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = location [[.args]] type = degree default = "RealUnitFacing" [SetUnitPositionLocFacingLocBJ] title = "移动单位面向点(立即)" description = "立即移动 ${单位} 到 ${指定点} ,并面向 ${指定点}" comment = "建议使用'移动单位'+'设置面向角度'动作." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = location [[.args]] type = location [SetUnitX] title = "设置X坐标 [R]" description = "设置 ${单位} 的X坐标为 ${X}" comment = "注意如果坐标超出地图边界是会出错的." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [SetUnitY] title = "设置Y坐标 [R]" description = "设置 ${单位} 的Y坐标为 ${Y}" comment = "注意如果坐标超出地图边界是会出错的." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [SetUnitRallyPoint] title = "设置集结点(指定点)" description = "设置 ${单位} 的集结点到 ${指定点}" comment = "建议用发布'setrally'命令来实现该功能." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = location [SetUnitRallyUnit] title = "设置集结点(指定单位)" description = "设置 ${单位} 的集结点到 ${单位}" comment = "建议用发布'setrally'命令来实现该功能." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit [SetUnitRallyDestructable] title = "设置集结点(指定物件)" description = "设置 ${单位} 的集结点到 ${物件}" comment = "建议用发布'setrally'命令来实现该功能." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = destructable [SetUnitState] title = "设置单位属性 [R]" description = "设置 ${单位} 的 ${属性} 为 ${Value}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitstatesec default = "UnitStateLifeSec" [[.args]] type = real default = "100" [SetUnitLifePercentBJ] title = "设置生命值(百分比)" description = "设置 ${单位} 的生命值为 ${Percent}%" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "100" min = 0 max = 100 [SetUnitManaPercentBJ] title = "设置魔法值(百分比)" description = "设置 ${单位} 的魔法值为 ${Percent}%" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "100" min = 0 max = 100 [SetUnitLifeBJ] title = "设置生命值(指定值)" description = "设置 ${单位} 的生命值为 ${Value}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "GetUnitStateSwap" min = 0 [SetUnitManaBJ] title = "设置魔法值(指定值)" description = "设置 ${单位} 的魔法值为 ${Value}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" min = 0 [SetUnitInvulnerable] title = "设置无敌/可攻击" description = "设置 ${单位} ${Invulnerable/Vulnerable}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = invulnerableoption default = "InvulnerabilityInvulnerable" [PauseUnit] title = "暂停/恢复 [R]" description = "设置 ${单位} ${Pause/Unpause}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = pauseunpauseoption default = "PauseUnpauseOptionPause" [PauseUnitBJ] title = "暂停/恢复" description = "${Pause/Unpause} ${单位}" comment = "" category = TC_UNIT [[.args]] type = pauseunpauseoption default = "PauseUnpauseOptionPause" [[.args]] type = unit default = "GetTriggerUnit" [PauseAllUnitsBJ] title = "暂停/恢复 所有单位" description = "${Pause/Unpause} 所有单位" comment = "该动作只作用于当前存在于地图的单位. 对于之后创建或复活的单位并不会受到影响." category = TC_UNIT [[.args]] type = pauseunpauseoption default = "PauseUnpauseOptionPause" [UnitPauseTimedLife] title = "暂停/恢复生命周期 [R]" description = "使 ${单位} ${Pause/Unpause} 生命周期" comment = "只有召唤单位有生命周期." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = pauseunpauseoption default = "PauseUnpauseOptionPause" [UnitPauseTimedLifeBJ] title = "暂停/恢复生命周期" description = "${Pause/Unpause} ${单位} 的生命周期" comment = "只有召唤单位有生命周期." category = TC_UNIT [[.args]] type = pauseunpauseoption default = "PauseUnpauseOptionPause" [[.args]] type = unit default = "GetTriggerUnit" [UnitApplyTimedLife] title = "设置生命周期 [R]" description = "为 ${单位} 设置 ${Buff Type} 类型的生命周期,持续时间为 ${Duration} 秒" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = timedlifebuffcode default = "TimedLifeBuffCodeWaterElemental" [[.args]] type = real default = "60" min = 0 [UnitApplyTimedLifeBJ] title = "设置生命周期" description = "设置 ${Duration} 秒 ${Buff Type} 类型的生命周期对 ${单位}" comment = "" category = TC_UNIT [[.args]] type = real default = "60" min = 0 [[.args]] type = timedlifebuffcode default = "TimedLifeBuffCodeGeneric" [[.args]] type = unit default = "GetTriggerUnit" [SetUnitExplodedBJ] title = "设置死亡方式" description = "设置 ${单位} ${Explode/Die Normally} 在死亡时" comment = "" script_name = SetUnitExploded category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = explodedontoption default = "ExplodeDontExplode" [UnitSuspendDecay] title = "暂停尸体腐烂 [R]" description = " 设置 ${单位} 的尸体腐烂状态: ${Suspend/Resume}" comment = "只对已完成死亡动作的尸体有效." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = suspendresumeoption_R default = "SuspendResumeSuspend_R" [UnitSuspendDecayBJ] title = "暂停尸体腐烂" description = "${Suspend/Resume} 尸体腐烂对 ${单位}" comment = "只对已完成死亡动作的尸体有效." category = TC_UNIT [[.args]] type = suspendresumeoption default = "SuspendResumeSuspend" [[.args]] type = unit default = "GetTriggerUnit" [UnitResetCooldown] title = "重置技能CD" description = "重置 ${单位} 的所有技能冷却时间" comment = "如果要重置单一技能的CD,可以通过删除技能+添加技能+设置技能等级来完成." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [UnitSetConstructionProgress] title = "设置建筑建造进度条" description = "设置 ${Building} 的建造进度条为 ${Progress}%" comment = "只作用于正在建造的建筑." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "50" min = 0 max = 100 [UnitSetUpgradeProgress] title = "设置建筑升级进度条" description = "设置 ${Building} 的升级进度条为 ${Progress}%" comment = "只作用于正在升级的建筑. 是建筑A升级为建筑B的升级,不是科技的研究." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "50" min = 0 max = 100 [UnitAddSleepPerm] title = "控制单位睡眠状态" description = "使 ${单位} ${Sleep/Remain Awake}" comment = "使用该功能前必须用触发为单位添加'一直睡眠'技能." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = sleepwakeoption default = "SleepWakeOptionSleep" [UnitSetCanSleepBJ] title = "设置单位夜晚睡眠" description = "设置 ${单位} ${Sleep/Remain Awake} 在夜晚" comment = "只对中立单位有效. 并不影响催眠魔法." script_name = UnitAddSleep category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = sleepwakeoption default = "SleepWakeOptionSleep" [UnitWakeUpBJ] title = "叫醒" description = "叫醒 ${单位}" comment = "不影响催眠魔法效果." script_name = UnitWakeUp category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [UnitGenerateAlarms] title = "设置警报开启/关闭" description = "设置警报对 ${单位} ${On/Off}" comment = "只作用于建筑." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = onoffoption default = "OnOffOff" [RescueUnitBJ] title = "营救单位" description = "营救 ${单位} ,改变所属为 ${Player} 并 ${Change/Retain Color}" comment = "" category = TC_UNIT [[.args]] type = unit [[.args]] type = player default = "Player00" [[.args]] type = colorchangeoption default = "ChangeColorTrue" [SetUnitRescuable] title = "设置可否营救(对玩家) [R]" description = "设置 ${单位} 对 ${玩家}${Rescuable/Unrescuable}" comment = "" category = TC_UNIT [[.args]] type = unit [[.args]] type = player default = "Player00" [[.args]] type = rescuableoption default = "RescuableOptionRescuable" [MakeUnitRescuableToForceBJ] title = "设置可否营救(对玩家组)" description = "设置 ${单位} ${Rescuable/Unrescuable} 对 ${玩家组}" comment = "" category = TC_UNIT [[.args]] type = unit [[.args]] type = rescuableoption default = "RescuableOptionRescuable" [[.args]] type = force default = "Force00" [SetUnitRescueRange] title = "设置营救范围" description = "设置 ${单位} 的营救范围为 ${Range}" comment = "" category = TC_UNIT [[.args]] type = unit [[.args]] type = real default = "384" min = 0 [YDWEFlyEnable] title = "设置单位可以飞行 [YDWE]" description = "让单位 ${地面单位} 变得可以飞行。" comment = "让一个地面单位变得可以飞行,可以设置其飞行高度。" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [YDWELifeChange] title = "设置单位生命上限 [YDWE]" description = "设置 ${单位} 的生命上限 ${变化} ${整数} ,关联技能为 ${辅助技能}" comment = "如果修改后单位生命上限小于0,单位会立即死亡;关联技能的设置请参考example文件夹下的辅助地图。" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitstatechangetype default = "unitstatechangetypeA" [[.args]] type = integer default = "300" min = 0 max = 99999 [[.args]] type = abilcode [YDWEManaChange] title = "设置单位魔法上限 [YDWE]" description = "设置 ${单位} 的魔法上限 ${变化} ${整数} ,关联技能为 ${辅助技能}" comment = "如果修改后单位魔法上限小于0,单位的魔法栏将消失;关联技能的设置请参考example文件夹下的辅助地图。" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitstatechangetype default = "unitstatechangetypeA" [[.args]] type = integer default = "300" min = 0 max = 99999 [[.args]] type = abilcode [SetRescueUnitColorChangeBJ] title = "设置营救颜色(单位)" description = "设置单位 ${Change/Retain Color} 当被营救时" comment = "默认情况单位被营救时会改变颜色. 不影响已经被营救的单位." category = TC_UNIT [[.args]] type = colorchangeoption default = "ChangeColorFalse" [SetRescueBuildingColorChangeBJ] title = "设置营救颜色(建筑)" description = "设置建筑 ${Change/Retain Color} 当被营救时" comment = "默认建筑被营救时不会改变颜色. 不影响已经被营救的建筑." category = TC_UNIT [[.args]] type = colorchangeoption default = "ChangeColorFalse" [SetUnitUseFood] title = "允许/禁止 人口占用 [R]" description = "设置 ${单位} : ${Enable/Disable} 其人口占用" comment = "" category = TC_UNIT [[.args]] type = unit [[.args]] type = enabledisableoption default = "EnableDisableDisable" [SetUnitUseFoodBJ] title = "允许/禁止 人口占用" description = "${Enable/Disable} ${单位} 的人口占用" comment = "" category = TC_UNIT [[.args]] type = enabledisableoption default = "EnableDisableDisable" [[.args]] type = unit [SetUnitFacing] title = "设置单位面向角度 [R]" description = "设置 ${单位} 的面向角度为 ${Angle} 度" comment = "面向角度采用角度制,0度为正东方向,90度为正北方向。速度等于单位的转身速度。" category = TC_UNIT [[.args]] type = unit [[.args]] type = degree default = "RealUnitFacing" [SetUnitFacingTimed] title = "设置单位面向角度(指定时间)" description = "设置 ${单位} 的面向角度为 ${Angle} 度,使用时间 ${Time} 秒" comment = "面向角度采用角度制,0度为正东方向,90度为正北方向。不能超过单位的转身速度。" category = TC_UNIT [[.args]] type = unit [[.args]] type = degree default = "RealUnitFacing" [[.args]] type = real default = "0" min = 0 [SetUnitFacingToFaceUnitTimed] title = "设置单位面向单位" description = "设置 ${单位} 面向 ${目标单位} ,使用时间 ${Time} 秒" comment = "只是面向当前单位所在点而已. 并不会因为单位位置改变而改变目标位置." category = TC_UNIT [[.args]] type = unit [[.args]] type = unit [[.args]] type = real default = "0" min = 0 [SetUnitFacingToFaceLocTimed] title = "设置单位面向点" description = "设置 ${单位} 面向 ${点} ,使用时间 ${Time} 秒" comment = "" category = TC_UNIT [[.args]] type = unit [[.args]] type = location [[.args]] type = real default = "0" min = 0 [SetUnitMoveSpeed] title = "设置移动速度" description = "设置 ${单位} 的移动速度为 ${Speed}" comment = "" category = TC_UNIT [[.args]] type = unit [[.args]] type = real default = "GetUnitDefaultMoveSpeed" [SetUnitPathing] title = "设置碰撞开关" description = "设置 ${单位} ${On/Off} 碰撞" comment = "关闭碰撞的单位无视障碍物,但其他单位仍视其为障碍物." category = TC_UNIT [[.args]] type = unit [[.args]] type = pathingoption default = "PathingOff" [SetUnitAcquireRangeBJ] title = "设置主动攻击范围" description = "设置 ${单位} 的主动攻击范围为 ${数值}" comment = "" script_name = SetUnitAcquireRange category = TC_UNIT [[.args]] type = unit [[.args]] type = real [SetUnitUserData] title = "设置自定义值" description = "设置 ${单位} 的自定义值为 ${Index}" comment = "单位自定义值仅用于触发器. 可用来给单位绑定一个整型数据." category = TC_UNIT [[.args]] type = unit [[.args]] type = integer default = "0" [UnitRemoveBuffs] title = "删除魔法效果(指定极性) [R]" description = "删除 ${单位} 的附带Buff,(${Include/Exclude} 正面Buff, ${Include/Exclude} 负面Buff)" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoption default = "InclusionInclude" [UnitRemoveBuffsEx] title = "删除魔法效果(详细类别) [R]" description = "删除 ${单位} 的附带Buff,(${Include/Exclude} 正面Buff, ${Include/Exclude} 负面Buff${Include/Exclude} 魔法Buff, ${Include/Exclude} 物理Buff${Include/Exclude} 生命周期, ${Include/Exclude} 光环效果${Include/Exclude} 不可驱散Buff)" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoptionnot default = "InclusionIncludeNot" [[.args]] type = includeoptionnot default = "InclusionIncludeNot" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoptionnot default = "InclusionIncludeNot" [UnitRemoveBuffNT] title = "删除指定魔法效果 [R]" description = "删除 ${单位} 的 ${魔法效果}" comment = "" script_name = UnitRemoveAbility category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = buffcode [UnitRemoveBuffsBJ] title = "删除魔法效果(指定类别)" description = "删除 ${Buff Type} 魔法效果从 ${单位}" comment = "" category = TC_UNIT [[.args]] type = bufftype default = "BuffTypeAll" [[.args]] type = unit default = "GetTriggerUnit" [UnitRemoveBuffsExBJ] title = "删除魔法效果(详细类别)" description = "删除 ${Buff Type} ${Buff Resist} Buff从 ${单位}(${Include/Exclude} 生命周期, ${Include/Exclude} 光环)" comment = "buff性质选项第4项为无效选项, 仅为兼容而保留." category = TC_UNIT [[.args]] type = buffpolarity default = "BuffPolarityEither" [[.args]] type = buffresist default = "BuffResistEither" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoption default = "InclusionInclude" [UnitRemoveBuffBJ] title = "删除指定魔法效果" description = "删除 ${魔法效果} 从 ${单位}" comment = "" category = TC_UNIT [[.args]] type = buffcode [[.args]] type = unit default = "GetTriggerUnit" [UnitAddAbility] title = "添加技能 [R]" description = "为 ${单位} 添加 ${技能}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [UnitAddAbilityBJ] title = "添加技能" description = "添加 ${技能} 给 ${单位}" comment = "" category = TC_UNIT [[.args]] type = abilcode [[.args]] type = unit default = "GetTriggerUnit" [UnitRemoveAbility] title = "删除技能 [R]" description = "为 ${单位} 删除 ${技能}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [UnitRemoveAbilityBJ] title = "删除技能" description = "删除 ${技能} 从 ${单位}" comment = "" category = TC_UNIT [[.args]] type = abilcode [[.args]] type = unit default = "GetTriggerUnit" [UnitMakeAbilityPermanent] title = "设置技能永久性 [R]" description = "设置 ${单位} ${是否} ${技能} 永久性" comment = "如触发添加给单位的技能就是非永久性的,非永久性技能在变身并回复之后会丢失掉. 这类情况就需要设置技能永久性." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = onoffoption default = "OnOffOn" [[.args]] type = abilcode [UnitAddType] title = "添加类别 [R]" description = "为 ${单位} 添加 ${Classification} 类别" comment = "已去除所有无效类别." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unittypeaddable default = "UnitTypeMechanicalAdd" [UnitAddTypeBJ] title = "添加类别" description = "添加 ${Classification} 类别到 ${单位}" comment = "并非所有类别都是可以添加的,建议使用新函数." category = TC_UNIT [[.args]] type = unittype default = "UnitTypeMechanical" [[.args]] type = unit default = "GetTriggerUnit" [UnitRemoveType] title = "删除类别 [R]" description = "为 ${单位} 删除 ${Classification} 类别" comment = "已去除所有无效类别." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unittypeaddable default = "UnitTypeMechanicalAdd" [UnitRemoveTypeBJ] title = "删除类别" description = "删除 ${Classification} 类别从 ${单位}" comment = "并非所有类别都是可以删除的,建议使用新函数." category = TC_UNIT [[.args]] type = unittype default = "UnitTypeMechanical" [[.args]] type = unit default = "GetTriggerUnit" [DecUnitAbilityLevel] title = "降低技能等级 [R]" description = "使 ${单位} 的 ${技能} 等级降低1级" comment = "改变死亡单位的光环技能会导致魔兽崩溃." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [DecUnitAbilityLevelSwapped] title = "降低技能等级" description = "降低 ${技能} 等级对 ${单位}" comment = "改变死亡单位的光环技能会导致魔兽崩溃." category = TC_UNIT [[.args]] type = abilcode [[.args]] type = unit default = "GetTriggerUnit" [IncUnitAbilityLevel] title = "提升技能等级 [R]" description = "使 ${单位} 的 ${技能} 等级提升1级" comment = "改变死亡单位的光环技能会导致魔兽崩溃." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [IncUnitAbilityLevelSwapped] title = "提升技能等级" description = "提升 ${技能} 等级对 ${单位}" comment = "改变死亡单位的光环技能会导致魔兽崩溃." category = TC_UNIT [[.args]] type = abilcode [[.args]] type = unit default = "GetTriggerUnit" [SetUnitAbilityLevel] title = "设置技能等级 [R]" description = "设置 ${单位} 的 ${技能} 等级为 ${Level}" comment = "改变死亡单位的光环技能会导致魔兽崩溃." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [[.args]] type = integer default = "1" min = 1 [SetUnitAbilityLevelSwapped] title = "设置技能等级" description = "设置 ${技能} 等级对 ${单位} 为 ${Level}" comment = "改变死亡单位的光环技能会导致魔兽崩溃." category = TC_UNIT [[.args]] type = abilcode [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "1" min = 1 [IssueImmediateOrder] title = "发布命令(无目标)" description = "对 ${单位} 发布 ${Order} 命令" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitordernotarg default = "UnitOrderStop" [IssuePointOrder] title = "发布命令(指定坐标)" description = "对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderptarg default = "UnitOrderMove" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssuePointOrderLoc] title = "发布命令(指定点)" description = "对 ${单位} 发布 ${Order} 命令到目标点: ${指定点}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderptarg default = "UnitOrderMove" [[.args]] type = location [IssueTargetOrder] title = "发布命令(指定单位)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderutarg default = "UnitOrderAttackUnit" [[.args]] type = unit [IssueTargetDestructableOrder] title = "发布命令(指定可破坏物)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "" script_name = IssueTargetOrder category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderdtarg default = "UnitOrderHarvestDestructible" [[.args]] type = destructable [IssueTargetItemOrder] title = "发布命令(指定物品)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "" script_name = IssueTargetOrder category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderitarg default = "UnitOrderSmartItem" [[.args]] type = item [IssueImmediateOrderById] title = "发布命令(无目标)(ID)" description = "对 ${单位} 发布 ${Order} 命令" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodenotarg default = "OrderCodeStop" [IssuePointOrderById] title = "发布命令(指定坐标)(ID)" description = "对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeptarg default = "OrderCodeMove" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssuePointOrderByIdLoc] title = "发布命令(指定点)(ID)" description = "对 ${单位} 发布 ${Order} 命令到目标点: ${指定点}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeptarg default = "OrderCodeMove" [[.args]] type = location [IssueTargetOrderById] title = "发布命令(指定单位)(ID)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeutarg default = "OrderCodeAttackUnit" [[.args]] type = unit [IssueTargetDestructableOrderById] title = "发布命令(指定可破坏物)(ID)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "" script_name = IssueTargetOrderById category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodedtarg default = "OrderCodeHarvestDestructible" [[.args]] type = destructable [IssueTargetItemOrderById] title = "发布命令(指定物品)(ID)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "" script_name = IssueTargetOrderById category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeitarg default = "OrderCodeSmartItem" [[.args]] type = item [IssueNeutralImmediateOrder] title = "发布中介命令(无目标)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitordernotarg default = "UnitOrderStop" [IssueNeutralPointOrder] title = "发布中介命令(指定坐标)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderptarg default = "UnitOrderNeutralDetectAOE" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssueNeutralTargetOrder] title = "发布中介命令(指定单位)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderutarg default = "UnitOrderNeutralInterAct" [[.args]] type = unit [IssueNeutralTargetDestructableOrder] title = "发布中介命令(指定可破坏物)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "可以用来对非本玩家单位发布命令." script_name = IssueNeutralTargetOrder category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderdtarg default = "UnitOrderHarvestDestructible" [[.args]] type = destructable [IssueNeutralTargetItemOrder] title = "发布中介命令(指定物品)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "可以用来对非本玩家单位发布命令." script_name = IssueNeutralTargetOrder category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderitarg default = "UnitOrderSmartItem" [[.args]] type = item [IssueNeutralImmediateOrderById] title = "发布中介命令(无目标)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodenotarg default = "OrderCodeStop" [IssueNeutralPointOrderById] title = "发布中介命令(指定坐标)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeptarg default = "OrderCodeNeutralDetectAOE" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssueNeutralTargetOrderById] title = "发布中介命令(指定单位)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeutarg default = "OrderCodeNeutralInterAct" [[.args]] type = unit [IssueNeutralTargetDestructableOrderById] title = "发布中介命令(指定可破坏物)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "可以用来对非本玩家单位发布命令." script_name = IssueNeutralTargetOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodedtarg default = "OrderCodeHarvestDestructible" [[.args]] type = destructable [IssueNeutralTargetItemOrderById] title = "发布中介命令(指定物品)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "可以用来对非本玩家单位发布命令." script_name = IssueNeutralTargetOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeitarg default = "OrderCodeSmartItem" [[.args]] type = item [YDWEIssueNeutralImmediateOrderById] title = "发布中介命令(无目标)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralImmediateOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [YDWEIssueNeutralPointOrderById] title = "发布中介命令(指定坐标)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralPointOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [[.args]] type = real default = "0" [[.args]] type = real default = "0" [YDWEIssueNeutralTargetOrderById] title = "发布中介命令(指定单位)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralTargetOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [[.args]] type = unit [YDWEIssueNeutralTargetDestructableOrderById] title = "发布中介命令(指定可破坏物)(自定义ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralTargetOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = "851983" [[.args]] type = destructable [YDWEIssueNeutralTargetItemOrderById] title = "发布中介命令(指定物品)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralTargetOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [[.args]] type = item [IssueTrainOrderByIdBJ] title = "发布训练/升级命令" description = "命令 ${单位} 建造/升级为 ${单位类型}" comment = "该升级是指A单位升级为B单位,而不是科技升级." script_name = IssueImmediateOrderById category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hfoo" [IssueUpgradeOrderByIdBJ] title = "发布研究科技命令" description = "命令 ${单位} 研究 ${Tech-Type}" comment = "" script_name = IssueImmediateOrderById category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = techcode default = "Rhde" [IssueBuildOrderById] title = "发布建造命令(指定坐标) [R]" description = "命令 ${单位} 建造 ${单位类型} 在坐标:(${X},${Y})" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hbar" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssueBuildOrderByIdLocBJ] title = "发布建造命令(指定点)" description = "命令 ${单位} 建造 ${单位类型} 在 ${指定点}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hbar" [[.args]] type = location [UnitDropItemPoint] title = "发布丢弃物品命令(指定坐标) [R]" description = "命令 ${单位} 丢弃物品 ${物品} 到坐标:(${X},${Y})" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "bj_lastCreatedItem" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [UnitDropItemPointLoc] title = "发布丢弃物品命令(指定点)" description = "命令 ${单位} 丢弃物品 ${物品} 到 ${指定点}" comment = "" category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = location [UnitDropItemSlot] title = "移动物品到物品栏 [R]" description = "命令 ${单位} 移动 ${物品} 到物品栏# ${Index}" comment = "只有当单位持有该物品时才有效. 注意: 该函数中物品栏编号从0-5,而不是1-6." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "bj_lastCreatedItem" [[.args]] type = integer default = "0" min = 0 max = 5 [UnitDropItemSlotBJ] title = "移动物品到物品栏" description = "命令 ${单位} 移动 ${物品} 到物品栏第 ${Index} 格" comment = "只有当单位持有该物品时才有效." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = integer default = "1" min = 1 max = 6 [UnitDropItemTargetBJ] title = "发布给予物品命令" description = "命令 ${单位} 把 ${物品} 给 ${单位}" comment = "" script_name = UnitDropItemTarget category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = unit [IssueBuyUnitOrder] title = "发布购买单位命令 [R]" description = "使 ${玩家} 从 ${单位} 处购买 ${单位类型}" comment = "" script_name = IssueNeutralImmediateOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hfoo" [IssueBuyItemOrder] title = "发布购买物品命令 [R]" description = "使 ${玩家} 从 ${单位} 处购买 ${物品类型}" comment = "先让商店对玩家单位发布'中立商店 - 选择'命令,再使用该函数就能实现指定单位的购买物品了." script_name = IssueNeutralImmediateOrderById category = TC_UNIT [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = itemcode default = "ckng" [UnitDamagePoint] title = "伤害区域 [R]" description = "命令 ${单位} 在 ${Seconds} 秒后对半径为 ${Size} 圆心为(${X},${Y})的范围造成 ${Amount} 点伤害(${是} 攻击伤害, ${是}远程攻击) 攻击类型: ${AttackType} 伤害类型: ${DamageType} 装甲类型: ${WeaponType}" comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "500" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "100" [[.args]] type = isnotoption default = "IsNotIs" [[.args]] type = isnotoption default = "IsNotNot" [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [[.args]] type = weapontype default = "WEAPON_TYPE_WHOKNOWS" [UnitDamagePointLoc] title = "伤害区域" description = "命令 ${单位} 在 ${Seconds} 秒后对半径为 ${Size} 圆心为 ${指定点} 的范围造成${Amount} 点伤害,攻击类型: ${AttackType} 伤害类型: ${DamageType}" comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "500" [[.args]] type = location default = "GetRectCenter" [[.args]] type = real default = "100" [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [UnitDamageTarget] title = "伤害目标 [R]" description = "命令 ${单位} 对 ${Target} 造成 ${Amount} 点伤害(${是} 攻击伤害, ${是}远程攻击) 攻击类型: ${AttackType} 伤害类型: ${DamageType} 武器类型: ${WeaponType}" comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "500" [[.args]] type = isnotoption default = "IsNotIs" [[.args]] type = isnotoption default = "IsNotNot" [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [[.args]] type = weapontype default = "WEAPON_TYPE_WHOKNOWS" [UnitDamageTargetBJ] title = "伤害目标" description = "命令 ${单位} 对 ${Target} 造成 ${Amount} 点伤害,攻击类型: ${AttackType} 伤害类型: ${DamageType}" comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件." category = TC_UNIT [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "500" [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [YDWECreateUnitPool] title = "创建单位池 [YDWE]" description = "新建一个单位池" comment = "新建一个单位池,该单位池可以被<最后创建的单位池>获得。" category = TC_UNITPOOL [[.args]] type = nothing [UnitPoolAddUnitType] title = "添加单位类型 [R]" description = "在 ${单位池} 中添加一个 ${单位} 比重为 ${数值}" comment = "比重越高被选择的机率越大" category = TC_UNITPOOL [[.args]] type = unitpool [[.args]] type = unitcode default = "hfoo" [[.args]] type = real default = "1" [UnitPoolRemoveUnitType] title = "删除单位类型 [R]" description = "从 ${单位池} 中删除 ${单位}" comment = "" category = TC_UNITPOOL [[.args]] type = unitpool [[.args]] type = unitcode default = "hfoo" [PlaceRandomUnit] title = "选择放置单位 [R]" description = "从 ${单位池} 中为 ${玩家} 任意选择一个单位并放置到点( ${X} , ${Y} ) 面向 ${度}" comment = "" category = TC_UNITPOOL [[.args]] type = unitpool [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = degree default = "0" [YDWEPlaceRandomUnit] title = "选择放置单位 [YDWE]" description = "从 ${单位池} 中为 ${玩家} 任意选择一个单位并放置到点( ${X} , ${Y} ) 面向 ${度}" comment = "该单位可以被<最后从单位池中取出的单位>获取。" category = TC_UNITPOOL [[.args]] type = unitpool default = "bj_lastCreatedUnitPool" [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [DestroyUnitPool] title = "删除单位池 [R]" description = "删除 ${单位池}" comment = "" category = TC_UNITPOOL [[.args]] type = unitpool [ForGroupMultiple] title = "选取单位组内单位做动作(多个动作)" description = "选取 ${单位组} 内所有单位做动作" comment = "使用'选取单位'来取代相应的单位. 对于单位组内每个单位都会运行一次动作(包括死亡的,不包括隐藏的). 等待不能在组动作中运行." script_name = ForGroupBJ category = TC_UNITGROUP [[.args]] type = group [ForGroup] title = "选取单位组内单位做动作" description = "选取 ${单位组} 内所有单位 ${做动作}" comment = "使用'选取单位'来取代相应的单位. 对于单位组内每个单位都会运行一次动作(包括死亡的,不包括隐藏的). 等待不能在组动作中运行." script_name = ForGroupBJ category = TC_UNITGROUP [[.args]] type = group [[.args]] type = code default = "DoNothing" [GroupEnumUnitsInRange] title = "选取单位添加到单位组(坐标)" description = "为 ${单位组} 添加以( ${坐标X} , ${坐标Y} )为圆心,${半径} 为半径的圆范围内,满足 ${条件} 的单位" comment = "" category = TC_UNITGROUP [[.args]] type = group [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "512" min = 0 [[.args]] type = boolexpr [GroupEnumUnitsInRangeCounted] title = "选取单位添加到单位组(坐标)(不建议使用)" description = "为 ${单位组} 添加以( ${坐标X} , ${坐标Y} )为圆心,${半径} 为半径的圆范围内,满足 ${条件} 的单位。无效项( ${N} )" comment = "最后一项是无效项,建议用上一个UI" category = TC_UNITGROUP [[.args]] type = group [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "512" min = 0 [[.args]] type = boolexpr [[.args]] type = integer default = "5" min = 0 [GroupEnumUnitsInRangeOfLoc] title = "选取单位添加到单位组(点)" description = "为 ${单位组} 添加以 ${点} 为圆心,${半径} 为半径的圆范围内,满足 ${条件} 的单位" comment = "" category = TC_UNITGROUP [[.args]] type = group [[.args]] type = location [[.args]] type = real default = "512" min = 0 [[.args]] type = boolexpr [GroupEnumUnitsInRangeOfLocCounted] title = "选取单位添加到单位组(点)(不建议使用)" description = "为 ${单位组} 添加以 ${点} 为圆心,${半径} 为半径的圆范围内,满足 ${条件} 的单位。无效项( ${N} )" comment = "最后一项是无效项,建议用上一个UI" category = TC_UNITGROUP [[.args]] type = group [[.args]] type = location [[.args]] type = real default = "512" min = 0 [[.args]] type = boolexpr [[.args]] type = integer default = "5" min = 0 [GroupAddUnit] title = "添加单位 [R]" description = "为 ${单位组} 添加 ${单位}" comment = "并不影响单位本身." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = unit default = "GetTriggerUnit" [GroupAddUnitSimple] title = "添加单位" description = "添加 ${单位} 到 ${单位组}" comment = "并不影响单位本身." category = TC_UNITGROUP [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = group [GroupAddGroup] title = "添加单位组" description = "添加 ${单位组} 内所有单位到 ${单位组}" comment = "并不影响单位本身." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = group [GroupRemoveUnit] title = "移除单位 [R]" description = "为 ${单位组} 删除 ${单位}" comment = "并不影响单位本身." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = unit default = "GetTriggerUnit" [GroupRemoveUnitSimple] title = "移除单位" description = "把 ${单位} 从 ${单位组} 移除" comment = "并不影响单位本身." category = TC_UNITGROUP [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = group [GroupRemoveGroup] title = "移除单位组" description = "把 ${单位组} 中的单位从 ${单位组} 移除" comment = "并不影响单位本身." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = group [GroupClear] title = "清空单位组" description = "清空 ${单位组} 内所有单位" comment = "并不影响单位本身." category = TC_UNITGROUP [[.args]] type = group [DestroyGroup] title = "删除单位组 [R]" description = "删除 ${单位组}" comment = "" category = TC_UNITGROUP [[.args]] type = group [GroupImmediateOrder] title = "发布命令(无目标)" description = "对 ${单位组}发布 ${Order}" comment = "最多只能对单位组中12个单位发布命令." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = unitordernotarg default = "UnitOrderStop" [GroupPointOrder] title = "发布命令(指定坐标) [R]" description = "对 ${单位组}发布 ${Order} 命令,目标点:(${X},${Y})" comment = "最多只能对单位组中12个单位发布命令." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = unitorderptarg default = "UnitOrderMove" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [GroupPointOrderLoc] title = "发布命令(指定点)" description = "对 ${单位组}发布 ${Order} 命令,目标: ${指定点}" comment = "最多只能对单位组中12个单位发布命令." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = unitorderptarg default = "UnitOrderMove" [[.args]] type = location [GroupTargetOrder] title = "发布命令(指定单位)" description = "对 ${单位组} 发布 ${Order} 命令,目标: ${单位}" comment = "最多只能对单位组中12个单位发布命令." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = unitorderutarg default = "UnitOrderAttackUnit" [[.args]] type = unit [GroupTargetDestructableOrder] title = "发布命令(指定可破坏物)" description = "对 ${单位组}发布 ${Order} 命令,目标: ${可破坏物}" comment = "最多只能对单位组中12个单位发布命令." script_name = GroupTargetOrder category = TC_UNITGROUP [[.args]] type = group [[.args]] type = unitorderdtarg default = "UnitOrderHarvestDestructible" [[.args]] type = destructable [GroupTargetItemOrder] title = "发布命令(指定物品)" description = "对 ${单位组}发布 ${Order} 命令,目标: ${物品}" comment = "最多只能对单位组中12个单位发布命令." script_name = GroupTargetOrder category = TC_UNITGROUP [[.args]] type = group [[.args]] type = unitorderitarg default = "UnitOrderAttackItem" [[.args]] type = item [GroupImmediateOrderById] title = "发布命令(无目标)(ID)" description = "对 ${单位组}发布 ${Order}" comment = "最多只能对单位组中12个单位发布命令." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = ordercodenotarg default = "OrderCodeStop" [GroupPointOrderById] title = "发布命令(指定坐标)(ID)" description = "对 ${单位组}发布 ${Order} 命令,目标点:(${X},${Y})" comment = "最多只能对单位组中12个单位发布命令." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = ordercodeptarg default = "OrderCodeMove" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [GroupPointOrderByIdLoc] title = "发布命令(指定点)(ID)" description = "对 ${单位组}发布 ${Order} 命令,目标: ${指定点}" comment = "最多只能对单位组中12个单位发布命令." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = ordercodeptarg default = "OrderCodeMove" [[.args]] type = location [GroupTargetOrderById] title = "发布命令(指定单位)(ID)" description = "对 ${单位组} 发布 ${Order} 命令,目标: ${单位}" comment = "最多只能对单位组中12个单位发布命令." category = TC_UNITGROUP [[.args]] type = group [[.args]] type = ordercodeutarg default = "OrderCodeAttackUnit" [[.args]] type = unit [GroupTargetDestructableOrderById] title = "发布命令(指定可破坏物)(ID)" description = "对 ${单位组}发布 ${Order} 命令,目标: ${可破坏物}" comment = "最多只能对单位组中12个单位发布命令." script_name = GroupTargetOrder category = TC_UNITGROUP [[.args]] type = group [[.args]] type = ordercodedtarg default = "OrderCodeHarvestDestructible" [[.args]] type = destructable [GroupTargetItemOrderById] title = "发布命令(指定物品)(ID)" description = "对 ${单位组}发布 ${Order} 命令,目标: ${物品}" comment = "最多只能对单位组中12个单位发布命令." script_name = GroupTargetOrder category = TC_UNITGROUP [[.args]] type = group [[.args]] type = ordercodeitarg default = "OrderCodeAttackItem" [[.args]] type = item [GroupTrainOrderByIdBJ] title = "发布发布训练/升级命令" description = "命令 ${单位组} 训练/升级为 ${单位类型}" comment = "最多只能对单位组中12个单位发布命令." script_name = GroupImmediateOrderById category = TC_UNITGROUP [[.args]] type = group default = "GetUnitsInRectAll" [[.args]] type = unitcode default = "hfoo" [CreateUbersplatBJ] title = "创建地面纹理变化" description = "创建一个地面纹理变化在 ${指定点} ,使用图像: ${Type} 颜色值:(${Red}%, ${Green}%, ${Blue}%) 透明度${Transparency}% (${Enable/Disable} 暂停状态, ${Enble/Disable} 跳过出生动画)" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的. 使用'地面纹理变化 - 设置永久渲染状态' 来显示创建的纹理变化. 暂停状态表示动画播放完毕后是否继续保留该纹理变化." category = TC_UBERSPLAT [[.args]] type = location [[.args]] type = ubersplattype default = "UbersplatTypeNGOL" [[.args]] type = real default = "100" [[.args]] type = real default = "100" [[.args]] type = real default = "100" [[.args]] type = real default = "0" [[.args]] type = allowdontoption default = "AllowDontDont" [[.args]] type = allowdontoption default = "AllowDontDont" [DestroyUbersplat] title = "删除地面纹理变化" description = "删除 ${Ubersplat}" comment = "" category = TC_UBERSPLAT [[.args]] type = ubersplat default = "GetLastCreatedUbersplat" [ResetUbersplat] title = "重置地面纹理变化" description = "重置 ${Ubersplat}" comment = "" category = TC_UBERSPLAT [[.args]] type = ubersplat default = "GetLastCreatedUbersplat" [FinishUbersplat] title = "结束地面纹理变化" description = "结束 ${Ubersplat}" comment = "在动画播放完毕时自动清除该地面纹理变化." category = TC_UBERSPLAT [[.args]] type = ubersplat default = "GetLastCreatedUbersplat" [ShowUbersplat] title = "显示/隐藏 地面纹理变化[R]" description = "设置 ${Ubersplat} 状态为 ${Show/Hide}" comment = "" category = TC_UBERSPLAT [[.args]] type = ubersplat default = "bj_lastCreatedUbersplat" [[.args]] type = showhideoption default = "ShowHideShow" [ShowUbersplatBJ] title = "显示/隐藏 地面纹理变化" description = "${Show/Hide} ${Ubersplat}" comment = "" category = TC_UBERSPLAT [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = ubersplat default = "GetLastCreatedUbersplat" [SetUbersplatRender] title = "设置渲染状态" description = "设置 ${Ubersplat} : ${Enable/Disable} 渲染状态" comment = "未发现有任何作用." category = TC_UBERSPLAT [[.args]] type = ubersplat default = "GetLastCreatedUbersplat" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetUbersplatRenderAlways] title = "设置永久渲染状态" description = "设置 ${Ubersplat} : ${Enable/Disable} 永久渲染状态" comment = "要显示地面纹理变化则必须开启该项." category = TC_UBERSPLAT [[.args]] type = ubersplat default = "GetLastCreatedUbersplat" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [MoveLocation] title = "移动点 [R]" description = "移动 ${点} 到(${X},${Y})" comment = "该点必须是一个变量. 因为移动一个不可重用的点是无意义的." category = TC_LOCATION [[.args]] type = location [[.args]] type = real default = "0" [[.args]] type = real default = "0" [RemoveLocation] title = "清除点 [R]" description = "清除 ${点}" comment = "点是堆积最多的垃圾资源,不需要再使用的点都要记得清除掉." category = TC_LOCATION [[.args]] type = location [TransmissionFromUnitWithNameBJ] title = "播送单位消息(指定单位)" description = "对 ${玩家组} 播送信息,发言单位: ${单位} 显示名字: ${文字} ,播放音效: ${音效} 显示信息: ${文字} 持续时间: ${Method} ${Time} 秒并 ${Wait/Don't Wait}" comment = "'没有声音'的持续时间为5秒. 等待表示其他动作需要等待信息播放完毕后才能运行." category = TC_CINEMATIC [[.args]] type = force default = "GetPlayersAll" [[.args]] type = unit [[.args]] type = StringExt [[.args]] type = sound default = "SoundNull" [[.args]] type = StringExt [[.args]] type = addsettooption default = "AddSetToAdd" [[.args]] type = real default = "0" [[.args]] type = waitdontoption default = "WaitDontWait" [TransmissionFromUnitTypeWithNameBJ] title = "播送单位消息(指定单位-类型)" description = "对 ${玩家组} 播送信息,发言单位: ${Player} 的 ${单位类型} 显示名字: ${文字} 发言位置: ${指定点} 播放音效: ${音效} 显示信息: ${文字} 持续时间: ${Method} ${Time} 秒并 ${Wait/Don't Wait}" comment = "'没有声音'的持续时间为5秒. 等待表示其他动作需要等待信息播放完毕后才能运行." category = TC_CINEMATIC [[.args]] type = force default = "GetPlayersAll" [[.args]] type = player default = "Player00" [[.args]] type = unitcode default = "hfoo" [[.args]] type = StringExt [[.args]] type = location [[.args]] type = sound default = "SoundNull" [[.args]] type = StringExt [[.args]] type = addsettooption default = "AddSetToAdd" [[.args]] type = real default = "0" [[.args]] type = waitdontoption default = "WaitDontWait" [ForceCinematicSubtitlesBJ] title = "字幕显示" description = "${On/Off} 电影字幕显示功能" comment = "该功能和'游戏菜单-声音选项'中的字幕选项中有一项为开时即能够显示电影字幕." script_name = ForceCinematicSubtitles category = TC_CINEMATIC [[.args]] type = onoffoption default = "OnOffOn" [CinematicModeBJ] title = "电影模式" description = "${On/Off} 电影模式对 ${玩家组}" comment = "" category = TC_CINEMATIC [[.args]] type = onoffoption default = "OnOffOn" [[.args]] type = force default = "GetPlayersAll" [CinematicModeExBJ] title = "电影模式(指定时间)" description = "${On/Off} 电影模式对 ${玩家组} ,转换时间为 ${Time} 秒" comment = "" category = TC_CINEMATIC [[.args]] type = onoffoption default = "OnOffOn" [[.args]] type = force default = "GetPlayersAll" [[.args]] type = real default = "0.2" [CinematicFadeBJ] title = "淡入淡出滤镜" description = "${Fade Type} 使用 ${Duration} 秒时间,使用图片: ${Texture} 颜色值:(${Red}%, ${Green}%, ${Blue}%) 透明度: ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_CINEMATIC [[.args]] type = fadetypeoption default = "FadeTypeOptionFadeOutIn" [[.args]] type = real default = "2" min = 0 [[.args]] type = cinefiltertexture default = "CineFilterTextureWhite" [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [CinematicFilterGenericBJ] title = "高级滤镜" description = "持续时间: ${Duration} 秒,混合方式: ${Blending Method} 使用图片: ${Texture} 开始颜色值:(${Red}%, ${Green}%, ${Blue}%) 透明度: ${Transparency}% ,结束颜色值:(${Red}%, ${Green}%, ${Blue}%) 透明度:${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_CINEMATIC [[.args]] type = real default = "2" min = 0 [[.args]] type = blendmode default = "BlendModeBlend" [[.args]] type = cinefiltertexture default = "CineFilterTextureWhite" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [DisplayCineFilterBJ] title = "显示/隐藏 滤镜" description = "${Show/Hide} 滤镜" comment = "" script_name = DisplayCineFilter category = TC_CINEMATIC [[.args]] type = showhideoption default = "ShowHideHide" [PingMinimap] title = "小地图信号(所有玩家) [R]" description = "对所有玩家发送小地图信号到坐标(${X},${Y}) 持续时间: ${Duration} 秒" comment = "" category = TC_CINEMATIC [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "1" min = 0 [PingMinimapLocForForce] title = "小地图信号(指定玩家组)" description = "对 ${玩家组} 发送小地图信号到 ${指定点} ,持续时间: ${Duration} 秒" comment = "" category = TC_CINEMATIC [[.args]] type = force default = "GetPlayersAll" [[.args]] type = location [[.args]] type = real default = "1" min = 0 [PingMinimapEx] title = "小地图信号(指定颜色)(所有玩家) [R]" description = "对所有玩家发送小地图信号到坐标(${X},${Y}) 持续时间: ${Duration} 秒, 信号颜色:(${Red},${Green},${Blue}) 信号类型: ${Style}" comment = "颜色格式为(红,绿,蓝). 颜色值取值范围为0-255." category = TC_CINEMATIC [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "1" min = 0 [[.args]] type = integer default = "0" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "0" min = 0 max = 255 [[.args]] type = pingstyle default = "PingStyleNormal" [PingMinimapLocForForceEx] title = "小地图信号(指定颜色)(指定玩家组)" description = "对 ${玩家组} 发送小地图信号到 ${指定点} ,持续时间: ${Duration} 秒,信号类型: ${Style} 信号颜色:(${Red}%, ${Green}%, ${Blue}%)" comment = "颜色格式为(红,绿,蓝). 警告信号总是红色不可变." category = TC_CINEMATIC [[.args]] type = force default = "GetPlayersAll" [[.args]] type = location [[.args]] type = real default = "1" min = 0 [[.args]] type = minimappingstyle default = "MinimapPingStyleSimple" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [UnitAddIndicator] title = "闪动指示器(对单位) [R]" description = "对 ${单位} 闪动指示器,使用颜色:(${Red}%, ${Green}%, ${Blue}%) Alpha通道值: ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255." script_name = AddIndicator category = TC_CINEMATIC [[.args]] type = unit [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [UnitAddIndicatorBJ] title = "闪动指示器(对单位)" description = "对 ${单位} 闪动指示器,使用颜色(${Red}%, ${Green}%, ${Blue}%) 透明度 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_CINEMATIC [[.args]] type = unit [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [DestructableAddIndicator] title = "闪动指示器(对可破坏物) [R]" description = "对 ${可破坏物} 闪动指示器,使用颜色:(${Red}%, ${Green}%, ${Blue}%) Alpha通道值: ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255." script_name = AddIndicator category = TC_CINEMATIC [[.args]] type = destructable [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [DestructableAddIndicatorBJ] title = "闪动指示器(对可破坏物)" description = "对 ${可破坏物} 闪动指示器,使用颜色(${Red}%, ${Green}%, ${Blue}%) 透明度 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_CINEMATIC [[.args]] type = destructable [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [ItemAddIndicator] title = "闪动指示器(对物品) [R]" description = "对 ${物品} 闪动指示器,使用颜色:(${Red}%, ${Green}%, ${Blue}%) Alpha通道值: ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255." script_name = AddIndicator category = TC_CINEMATIC [[.args]] type = item [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [ItemAddIndicatorBJ] title = "闪动指示器(对物品)" description = "对 ${物品} 闪动指示器,使用颜色(${Red}%, ${Green}%, ${Blue}%) 透明度 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_CINEMATIC [[.args]] type = item [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [ShowInterface] title = "开启/关闭 信箱模式(所有玩家) [R]" description = "${开启/关闭} 信箱模式,转换时间为 ${Duration} 秒" comment = "使用电影镜头模式,隐藏游戏界面." category = TC_CINEMATIC [[.args]] type = onoffnotoption default = "OnOffNotOff" [[.args]] type = real default = "2" min = 0 [ShowInterfaceForceOff] title = "信箱模式开启(指定玩家组)" description = "对 ${玩家组} 开启信箱模式,转换时间为 ${Duration} 秒" comment = "使用电影镜头模式,隐藏游戏界面." category = TC_CINEMATIC [[.args]] type = force default = "GetPlayersAll" [[.args]] type = real default = "2" min = 0 [ShowInterfaceForceOn] title = "信箱模式开启关闭(指定玩家组)" description = "对 ${玩家组} 关闭信箱模式,转换时间为 ${Duration} 秒" comment = "关闭信箱模式,返回游戏界面." category = TC_CINEMATIC [[.args]] type = force default = "GetPlayersAll" [[.args]] type = real default = "2" min = 0 [EnableUserControl] title = "启用/禁用玩家控制权(所有玩家) [R]" description = "${启用/禁用} 玩家控制权" comment = "" category = TC_CINEMATIC [[.args]] type = onoffoption default = "OnOffOn" [SetUserControlForceOff] title = "禁用玩家控制权(指定玩家组)" description = "禁用 ${玩家组} 的控制权" comment = "" category = TC_CINEMATIC [[.args]] type = force default = "GetPlayersAll" [SetUserControlForceOn] title = "启用玩家控制权(指定玩家组)" description = "启用 ${玩家组} 的控制权" comment = "" category = TC_CINEMATIC [[.args]] type = force default = "GetPlayersAll" [EnableOcclusion] title = "允许/禁止闭塞(所有玩家) [R]" description = "${Enable/Disable} 闭塞" comment = "" category = TC_CINEMATIC [[.args]] type = enabledisableoption default = "EnableDisableDisable" [EnableOcclusionBJ] title = "允许/禁止闭塞(指定玩家组)" description = "${Enable/Disable} 闭塞对 ${玩家组}" comment = "" category = TC_CINEMATIC [[.args]] type = enabledisableoption default = "EnableDisableDisable" [[.args]] type = force default = "GetPlayersAll" [EnableWorldFogBoundary] title = "允许/禁止 边界染色(所有玩家) [R]" description = "${Enable/Disable} 边界染色,应用于所有玩家" comment = "禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的." category = TC_CINEMATIC [[.args]] type = enabledisableoption default = "EnableDisableDisable" [EnableWorldFogBoundaryBJ] title = "允许/禁止 边界染色(指定玩家组)" description = "${Enable/Disable} 边界染色,应用于 ${玩家组}" comment = "禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的." category = TC_CINEMATIC [[.args]] type = enabledisableoption default = "EnableDisableDisable" [[.args]] type = force default = "GetPlayersAll" [SetUnitAnimation] title = "播放单位动画" description = "播放 ${Unit} 的 ${动画名} 动作" comment = "通过 '重置单位动作' 恢复到普通的动作." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = string default = "\"stand\"" [SetUnitAnimationByIndex] title = "播放单位指定序号动动作 [R]" description = "播放 ${单位} 的第${序号} 号动作" comment = "可以指定播放所有的单位动画,不过需要自己多尝试.每个单位的动作序号不一样的." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = integer default = "0" [SetUnitAnimationWithRarity] title = "播放单位动运作(指定概率)" description = "播放 ${单位} 的 ${Animation Name} 动作,只用 ${Rarity} 动作" comment = "通过 '重置单位动作' 恢复到普通的动作." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = string default = "\"stand\"" [[.args]] type = raritycontrol default = "RarityControlFrequent" [QueueUnitAnimationBJ] title = "单位动画加入队列" description = "把 ${单位} 的 ${Animation Name} 动作添加到动作队列" comment = "单位按队列中运作的先后顺序播放动作." script_name = QueueUnitAnimation category = TC_ANIMATION [[.args]] type = unit [[.args]] type = string default = "\"stand\"" [ResetUnitAnimation] title = "重置单位动画" description = "重置 ${单位} 的动作,恢复到普通状态" comment = "无论该单位在什么动作,都将把单位的动作恢复到普通状态(也就是'stand'动作的状态)." category = TC_ANIMATION [[.args]] type = unit [AddUnitAnimationProperties] title = "添加/删除 单位动画附加名 [R]" description = "给 ${单位} 附加动作 ${Tag} ,状态为 ${Add/Remove}" comment = "比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = string default = "\"alternate\"" [[.args]] type = addremoveoption default = "AddRemoveAdd" [AddUnitAnimationPropertiesBJ] title = "添加/删除单位动画附加名" description = "${Add/Remove} ${Tag} 动画附加名给 ${单位}" comment = "比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态." category = TC_ANIMATION [[.args]] type = addremoveoption default = "AddRemoveAdd" [[.args]] type = string default = "\"alternate\"" [[.args]] type = unit [SetUnitLookAt] title = "锁定身体朝向" description = "锁定 ${单位} 的 ${Source} 朝向 ${目标单位} ,偏移坐标 (${X}, ${Y}, ${Z})" comment = "单位的该身体部件会一直朝向目标单位的偏移坐标点处,直到使用'重置身体朝向'. 坐标偏移以目标单位脚下为坐标原点." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = unitfacingbone default = "UnitFacingBoneHead" [[.args]] type = unit [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "90" [ResetUnitLookAt] title = "重置身体朝向" description = "重置 ${单位} 的身体朝向" comment = "恢复单位的身体朝向为正常状态." category = TC_ANIMATION [[.args]] type = unit [SetUnitScale] title = "改变单位尺寸(按倍数) [R]" description = "改变 ${单位} 的尺寸缩放为:(${X},${Y},${Z})" comment = "缩放尺寸使用(长,宽,高)格式." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = real default = "1" min = 0 [[.args]] type = real default = "1" min = 0 [[.args]] type = real default = "1" min = 0 [SetUnitScalePercent] title = "改变单位尺寸(按比例)" description = "设置 ${Unit} 的缩放尺寸为 (${X}%, ${Y}%, ${Z}%)" comment = "缩放尺寸使用(长,宽,高)格式." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = real default = "100" min = 0 [[.args]] type = real default = "100" min = 0 [[.args]] type = real default = "100" min = 0 [SetUnitVertexColor] title = "改变单位的颜色(RGB:0-255) [R]" description = "改变 ${单位} 的颜色值: (${Red},${Green},${Blue}), 透明值: ${Transparency}" comment = "颜色格式为(红,绿,蓝). 大多数单位使用(255,255,255)的颜色值和255的Alpha值. 透明值为0是不可见的.颜色值和Alpha值取值范围为0-255." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [SetUnitVertexColorBJ] title = "改变单位颜色(RGB:0-100%)" description = "改变 ${单位} 的颜色比例: (${Red}%, ${Green}%, ${Blue}%),透明度: ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 大多数单位使用100%的颜色值和0%透明度. 100%透明度是完全透明的." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [SetUnitTimeScale] title = "改变单位动画播放速度(按倍数) [R]" description = "改变 ${单位} 的动画播放速度为正常速度的 ${Percent} 倍" comment = "设置1倍动画播放速度来恢复正常状态." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = real default = "1" min = 0 [SetUnitTimeScalePercent] title = "改变单位动画播放速度(按百分比)" description = "改变 ${单位} 的动画播放速度为正常速度的 ${Percent}%" comment = "设置100%动画播放速度来恢复正常状态." category = TC_ANIMATION [[.args]] type = unit [[.args]] type = real default = "100" min = 0 [SetUnitTurnSpeedBJ] title = "改变单位转身速度" description = "改变 ${单位} 的转身速度为 ${Value}" comment = "转身速度表示单位改变面向方向时的速度,数值(0-1)越小表示转身越慢,为0则无法转身。" script_name = SetUnitTurnSpeed category = TC_ANIMATION [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0.5" min = 0 max = 1 [SetUnitBlendTimeBJ] title = "改变单位混合时间" description = "改变 ${单位} 的混合时间为 ${数值}" comment = "单位动画图像混合时间. 决定身体部件连接的快慢,比如攻击时手臂挥舞的速度. 默认值0.15,增大该值会导致动作僵硬化." script_name = SetUnitBlendTime category = TC_ANIMATION [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real [SetUnitFlyHeightBJ] title = "改变单位飞行高度" description = "改变 ${单位} 的飞行高度为 ${数值} ,变换速率: ${数值}" comment = "飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度." script_name = SetUnitFlyHeight category = TC_ANIMATION [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real [[.args]] type = real [SetUnitPropWindow] title = "改变单位转向角度(弧度制) [R]" description = "改变 ${单位} 的转向角度为 ${数值} (弧度制)" comment = "设置单位转身时的转向角度. 数值越大转向幅度越大. " category = TC_ANIMATION [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = radian [SetUnitPropWindowBJ] title = "改变单位转向角度(角度制)" description = "改变 ${单位} 的转向角度为 ${数值} 度" comment = "设置单位转身时的转向角度. 数值越大转向幅度越大. 大于360度的角将作为359度角处理." category = TC_ANIMATION [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = degree [SetDestructableAnimationBJ] title = "播放可破坏物动画" description = "播放 ${可破坏物} 的 ${Animation Name} 动作" comment = "" script_name = SetDestructableAnimation category = TC_ANIMATION [[.args]] type = destructable [[.args]] type = string default = "\"stand\"" [QueueDestructableAnimationBJ] title = "将可破坏物动画加入队列" description = "将 ${可破坏物} 的 ${Animation Name} 动作加入队列" comment = "" script_name = QueueDestructableAnimation category = TC_ANIMATION [[.args]] type = destructable [[.args]] type = string default = "\"stand\"" [SetDestructableAnimationSpeed] title = "改变可破坏物动画播放速度 [R]" description = "改变 ${可破坏物} 的动画播放速度为正常的 ${Percent}倍" comment = "设置1倍动画播放速度来恢复正常状态." category = TC_ANIMATION [[.args]] type = destructable [[.args]] type = real default = "1.0" [SetDestAnimationSpeedPercent] title = "改变可破坏物动画播放速度" description = "改变 ${可破坏物} 的动画播放速度为正常的 ${Percent}%" comment = "设置100%动画播放速度来恢复正常状态." category = TC_ANIMATION [[.args]] type = destructable [[.args]] type = real default = "100" [SetDoodadAnimationRect] title = "播放矩形区域内地形装饰物动画 [R]" description = "播放 ${Rect} 内所有 ${装饰物类型} 的 ${Animation Name} 动作(${允许/禁止} 随机播放)" comment = "特殊动画名: 'show', 'hide', 'soundon', 'soundoff'. 随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作." category = TC_ANIMATION [[.args]] type = rect default = "bj_mapInitialPlayableArea" [[.args]] type = doodadcode [[.args]] type = string default = "\"death\"" [[.args]] type = enabledisableoption default = "EnableDisableDisable" [SetDoodadAnimationRectBJ] title = "播放矩形区域内地形装饰物动画" description = "播放 ${Animation Name} 动作对所有 ${装饰物类型} 在 ${Rect} 内" comment = "特殊动画名: 'show', 'hide', 'soundon', 'soundoff'" category = TC_ANIMATION [[.args]] type = string default = "\"death\"" [[.args]] type = doodadcode [[.args]] type = rect default = "GetPlayableMapRect" [SetDoodadAnimation] title = "播放圆范围内地形装饰物动画 [R]" description = "选取圆心为(${X},${Y}),半径为 ${半径} 的圆范围内的 ${装饰物类型}(选取方式:${选取方式}), 做 ${Animation Name} 动作(${允许/禁止} 随机播放)" comment = "特殊动画名: 'show', 'hide', 'soundon', 'soundoff'. 随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作." category = TC_ANIMATION [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "128" [[.args]] type = doodadcode [[.args]] type = nearestonlyoption default = "NearestOnlyOff" [[.args]] type = string default = "\"death\"" [[.args]] type = enabledisableoption default = "EnableDisableDisable" [SetDoodadAnimationBJ] title = "播放圆范围内地形装饰物动画" description = "播放 ${Animation Name} 动作对所有 ${装饰物类型} 在半径为 ${Radius} 圆心为 ${指定点} 的圆范围内" comment = "特殊动画名: 'show', 'hide', 'soundon', 'soundoff'" category = TC_ANIMATION [[.args]] type = string default = "\"death\"" [[.args]] type = doodadcode [[.args]] type = real default = "128" [[.args]] type = location [DialogDisplay] title = "显示/隐藏 [R]" description = "对 ${Player} 设置 ${对话框} 的状态为 ${Show/Hide}" comment = "对话框不能应用于地图初始化事件." category = TC_DIALOG [[.args]] type = player default = "Player00" [[.args]] type = dialog [[.args]] type = showhideoption default = "ShowHideShow" [DialogDisplayBJ] title = "显示/隐藏" description = "${Show/Hide} ${Dialog} 对 ${Player}" comment = "对话框不能应用于地图初始化事件." category = TC_DIALOG [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = dialog [[.args]] type = player default = "Player00" [DialogSetMessageBJ] title = "改变标题" description = "改变 ${Dialog} 的标题为 ${Title}" comment = "" script_name = DialogSetMessage category = TC_DIALOG [[.args]] type = dialog [[.args]] type = StringExt [DialogAddButtonBJ] title = "添加对话按钮" description = "为 ${Dialog} 添加一个对话按钮,按钮标签为 ${Text}" comment = "使用'最后创建的对话按钮'来获得创建的对话按钮." category = TC_DIALOG [[.args]] type = dialog [[.args]] type = StringExt [DialogAddButtonWithHotkeyBJ] title = "添加对话框按钮(有快捷键) [R]" description = "为 ${对话框} 添加一个按钮,按钮标题为: ${文字},快捷键为: ${HotKey}" comment = "使用'最后创建的对话按钮'来获得创建的对话按钮." category = TC_DIALOG [[.args]] type = dialog [[.args]] type = StringExt [[.args]] type = hotkeyint default = "HotKeyIntNull" [DialogAddQuitButton] title = "添加退出游戏按钮 [R]" description = "为 ${对话框} 添加退出游戏按钮(${跳过} 计分屏) 按钮标题为: ${文字} 快捷键为: ${HotKey}" comment = "该函数创建的按钮并不被纪录到'最后创建的对话框按钮'.当该按钮被点击时会退出游戏" category = TC_DIALOG [[.args]] type = dialog [[.args]] type = useskipoption default = "UseSkipOptionUse" [[.args]] type = StringExt [[.args]] type = hotkeyint default = "HotKeyIntNull" [DialogClearBJ] title = "清空" description = "清空 ${Dialog}" comment = "清除对话框的标题和按钮." script_name = DialogClear category = TC_DIALOG [[.args]] type = dialog [DialogDestroy] title = "删除 [R]" description = "删除 ${对话框}" comment = "将对话框清除出内存.一般来说对话框并不需要删除." category = TC_DIALOG [[.args]] type = dialog [MeleeStartingVisibility] title = "使用对战昼夜设置" description = "使用对战昼夜设置" comment = "" category = TC_MELEE [[.args]] type = nothing [MeleeStartingHeroLimit] title = "英雄限制" description = "使用对战英雄设置" comment = "每个对战英雄只能建造1个. 最大英雄数量为3." category = TC_MELEE [[.args]] type = nothing [MeleeGrantHeroItems] title = "英雄初始物品" description = "给首发英雄一个回城卷轴" comment = "" category = TC_MELEE [[.args]] type = nothing [MeleeStartingResources] title = "设置初始资源" description = "设置初始资源" comment = "" category = TC_MELEE [[.args]] type = nothing [MeleeClearExcessUnits] title = "删除多余单位" description = "删除已使用开始点附近的中立生物" comment = "" category = TC_MELEE [[.args]] type = nothing [MeleeStartingUnits] title = "创建初始单位" description = "创建对战初始单位" comment = "" category = TC_MELEE [[.args]] type = nothing [MeleeStartingAI] title = "运行AI" description = "对电脑玩家运行对战AI脚本" comment = "动作运行之前玩家要有初始单位和资源." category = TC_MELEE [[.args]] type = nothing [MeleeInitVictoryDefeat] title = "强制胜利/失败条件" description = "强制使用对战胜利/失败条件" comment = "动作运行之前玩家要有单位." category = TC_MELEE [[.args]] type = nothing [MeleeStartingUnitsForPlayer] title = "创建初始单位(指定玩家)" description = "创建 ${Race} 的对战初始单位给 ${Player} 在 ${指定点} (${Include/Exclude} 英雄)" comment = "" category = TC_MELEE [[.args]] type = race default = "RaceHuman" [[.args]] type = player default = "Player00" [[.args]] type = location default = "GetPlayerStartLocationLoc" [[.args]] type = includeoption default = "InclusionInclude" [CreateMultiboardBJ] title = "创建" description = "创建一个列数为 ${Columns} 行数为 ${Rows} 标题为 ${文字} 的多面板" comment = "多面板不能在地图初始化时显示." category = TC_MULTIBOARD [[.args]] type = integer default = "1" min = 1 max = 16 [[.args]] type = integer default = "1" min = 1 max = 32 [[.args]] type = StringExt max = 512 [DestroyMultiboardBJ] title = "删除" description = "删除 ${Multiboard}" comment = "" script_name = DestroyMultiboard category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [MultiboardDisplay] title = "显示/隐藏 [R]" description = "设置 ${Multiboard} ${Show/Hide}" comment = "多面板不能在地图初始化时显示." category = TC_MULTIBOARD [[.args]] type = multiboard default = "bj_lastCreatedMultiboard" [[.args]] type = showhideoption default = "ShowHideHide" [MultiboardDisplayBJ] title = "显示/隐藏" description = "${Show/Hide} ${Multiboard}" comment = "多面板不能在地图初始化时显示." category = TC_MULTIBOARD [[.args]] type = showhideoption default = "ShowHideHide" [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [MultiboardSuppressDisplay] title = "显示/隐藏多面板模式 [R]" description = "${打开/关闭} 隐藏多面板模式" comment = "隐藏多面板模式将无法显示多面板." category = TC_MULTIBOARD [[.args]] type = onoffoption default = "OnOffOn" [MultiboardAllowDisplayBJ] title = "显示/隐藏多面板模式" description = "${Show/Hide} 多面板模式" comment = "隐藏多面板模式将无法显示多面板." category = TC_MULTIBOARD [[.args]] type = showhideoption default = "ShowHideHide" [MultiboardMinimize] title = "最大/最小化 [R]" description = "设置 ${Multiboard} ${Minimize/Maximize}" comment = "最小化的多面板只显示标题." category = TC_MULTIBOARD [[.args]] type = multiboard default = "bj_lastCreatedMultiboard" [[.args]] type = minimizeoption default = "Minimize" [MultiboardMinimizeBJ] title = "最大/最小化" description = "${Minimize/Maximize} ${Multiboard}" comment = "最小化的多面板只显示标题." category = TC_MULTIBOARD [[.args]] type = minimizeoption default = "Minimize" [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [MultiboardClear] title = "清空多面板" description = "清空 ${Multiboard}" comment = "清空该多面板中的所有行和列." category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [MultiboardSetTitleText] title = "设置标题" description = "设置 ${Multiboard} 的标题为 ${文字}" comment = "" category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = StringExt max = 512 [MultiboardSetTitleTextColor] title = "设置标题颜色 [R]" description = "设置 ${Multiboard} 的标题颜色为(${Red},${Green},${Blue}), Alpha值为 ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255." category = TC_MULTIBOARD [[.args]] type = multiboard default = "bj_lastCreatedMultiboard" [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "204" min = 0 max = 255 [[.args]] type = integer default = "51" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [MultiboardSetTitleTextColorBJ] title = "设置标题颜色" description = "设置 ${Multiboard} 的标题颜色为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "80" min = 0 max = 100 [[.args]] type = real default = "20" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [MultiboardSetRowCount] title = "设置行数" description = "设置 ${Multiboard} 的行数为 ${Rows}" comment = "" category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = integer default = "1" min = 1 max = 32 [MultiboardSetColumnCount] title = "设置列数" description = "设置 ${Multiboard} 的列数为 ${Columns}" comment = "" category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = integer default = "1" min = 1 max = 16 [MultiboardSetItemStyle] title = "设置指定项目显示风格 [R]" description = "设置 ${多面板项目} 的显示风格: ${Show/Hide} 文字 ${Show/Hide} 图标" comment = "" category = TC_MULTIBOARD [[.args]] type = multiboarditem [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = showhideoption default = "ShowHideShow" [MultiboardSetItemValue] title = "设置指定项目文本 [R]" description = "设置 ${多面板项目} 的项目文本为 ${文字}" comment = "" category = TC_MULTIBOARD [[.args]] type = multiboarditem [[.args]] type = StringExt [MultiboardSetItemValueColor] title = "设置指定项目颜色 [R]" description = "设置 ${多面板项目} 的项目颜色为(${Red},${Green},${Blue}), Alpha值为 ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255." category = TC_MULTIBOARD [[.args]] type = multiboarditem [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "204" min = 0 max = 255 [[.args]] type = integer default = "51" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [MultiboardSetItemWidth] title = "设置指定项目宽度 [R]" description = "设置 ${多面板项目} 的项目宽度为 ${Width} 倍屏幕宽度" category = TC_MULTIBOARD [[.args]] type = multiboarditem [[.args]] type = real default = "0.03" min = 0 max = 1 [MultiboardSetItemIcon] title = "设置指定项目图标 [R]" description = "设置 ${多面板项目} 的项目图标为 ${Icon File}" category = TC_MULTIBOARD [[.args]] type = multiboarditem [[.args]] type = imagefile default = "\"UI\\Feedback\\Resources\\ResourceGold.blp\"" [MultiboardSetItemsStyle] title = "设置所有项目显示风格 [R]" description = "设置 ${多面板} 的所有项目显示风格: ${Show/Hide} 文字 ${Show/Hide} 图标" category = TC_MULTIBOARD [[.args]] type = multiboard default = "bj_lastCreatedMultiboard" [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = showhideoption default = "ShowHideShow" [MultiboardSetItemsValue] title = "设置所有项目文本 [R]" description = "设置 ${多面板} 的所有项目文本为 ${文字}" category = TC_MULTIBOARD [[.args]] type = multiboard [[.args]] type = StringExt [MultiboardSetItemsValueColor] title = "设置所有项目颜色 [R]" description = "设置 ${多面板} 的所有项目颜色为(${Red},${Green},${Blue}), Alpha值为 ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255." category = TC_MULTIBOARD [[.args]] type = multiboard default = "bj_lastCreatedMultiboard" [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "204" min = 0 max = 255 [[.args]] type = integer default = "51" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [MultiboardSetItemsWidth] title = "设置所有项目宽度 [R]" description = "设置 ${多面板} 的所有项目宽度为 ${Width} 倍屏幕宽度" category = TC_MULTIBOARD [[.args]] type = multiboard default = "bj_lastCreatedMultiboard" [[.args]] type = real default = "0.03" min = 0 max = 1 [MultiboardSetItemsIcon] title = "设置所有项目图标 [R]" description = "设置 ${多面板} 的所有项目图标为 ${Icon File}" category = TC_MULTIBOARD [[.args]] type = multiboard default = "bj_lastCreatedMultiboard" [[.args]] type = imagefile default = "\"UI\\Feedback\\Resources\\ResourceGold.blp\"" [MultiboardSetItemStyleBJ] title = "设置项目显示风格" description = "设置 ${Multiboard} 第 ${Column} 列,第 ${Row} 行项目的显示风格: ${Show/Hide} 文字 ${Show/Hide} 图标" comment = "可以设置行/列数为0来指代所有的行/列. " category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = integer default = "1" min = 0 [[.args]] type = integer default = "1" min = 0 [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = showhideoption default = "ShowHideShow" [MultiboardSetItemValueBJ] title = "设置项目文本" description = "设置 ${Multiboard} 第 ${Column} 列,第 ${Row} 行的项目文本为 ${文字}" comment = "可以设置行/列数为0来指代所有的行/列." category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = integer default = "1" min = 0 [[.args]] type = integer default = "1" min = 0 [[.args]] type = StringExt max = 128 [MultiboardSetItemColorBJ] title = "设置项目颜色" description = "设置 ${Multiboard} 第 ${Column} 列,第 ${Row} 行的项目颜色为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "可以设置行/列数为0来指代所有的行/列. 颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = integer default = "1" min = 0 [[.args]] type = integer default = "1" min = 0 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "80" min = 0 max = 100 [[.args]] type = real default = "20" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [MultiboardSetItemWidthBJ] title = "设置项目宽度" description = "设置 ${Multiboard} 第 ${Column} 列,第 ${Row} 行的项目宽度为屏幕的 ${Width}%" comment = "" category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = integer default = "1" min = 0 [[.args]] type = integer default = "1" min = 0 [[.args]] type = real default = "3" min = 0 max = 100 [MultiboardSetItemIconBJ] title = "设置项目图标" description = "设置 ${Multiboard} 第 ${Column} 列,第 ${Row} 行的项目图标为 ${Icon File}" comment = "" category = TC_MULTIBOARD [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [[.args]] type = integer default = "1" min = 0 [[.args]] type = integer default = "1" min = 0 [[.args]] type = imagefile default = "\"UI\\Feedback\\Resources\\ResourceGold.blp\"" [MultiboardReleaseItem] title = "删除多面板项目 [R]" description = "删除 ${多面板项目}" comment = "并不会影响对多面板的显示. 多面板项目指向多面板但不附属于多面板." category = TC_MULTIBOARD [[.args]] type = multiboarditem [AddWeatherEffectSaveLast] title = "添加天气效果" description = "给 ${Rect} 添加天气效果: ${Weather Id}" comment = "用'最后添加的天气效果'来获得所添加的天气效果." category = TC_ENVIRONMENT [[.args]] type = rect default = "GetPlayableMapRect" [[.args]] type = weathereffectcode default = "WeatherAshenvaleHeavyRain" [EnableWeatherEffect] title = "启用/禁用 天气效果" description = "设置 ${Weather Effect} 的状态为: ${On/Off}" comment = "可以使用'环境 - 创建天气效果'动作来创建天气效果." category = TC_ENVIRONMENT [[.args]] type = weathereffect default = "GetLastCreatedWeatherEffect" [[.args]] type = onoffoption default = "OnOffOn" [RemoveWeatherEffectBJ] title = "删除天气效果" description = "删除 ${天气效果}" comment = "" script_name = RemoveWeatherEffect category = TC_ENVIRONMENT [[.args]] type = weathereffect default = "GetLastCreatedWeatherEffect" [TerrainDeformationCraterBJ] title = "创建地形变化:弹坑" description = "创建一个持续 ${Duration} 秒的 ${Type} 弹坑变形在 ${指定点} ,半径: ${Radius}深度: ${Depth}" comment = "使用'最后创建的地形变化'来获取该变化. 深度可取负数. 永久地形变化在保存游戏时不会被记录." category = TC_ENVIRONMENT [[.args]] type = real default = "0.5" min = 0.01 [[.args]] type = cratertype default = "CraterTypeTemporary" [[.args]] type = location [[.args]] type = real default = "512" min = 1 [[.args]] type = real default = "64" [TerrainDeformationRippleBJ] title = "创建地形变化:波纹" description = "创建一个持续 ${Duration} 秒的 ${Type} 波纹变形在 ${指定点} ,开始半径: ${Radius} ,结束半径: ${Radius} ,深度: ${Depth} 周期: ${Time} 秒,波间距: ${Distance}" comment = "使用'最后创建的地形变化'来获取该变化." category = TC_ENVIRONMENT [[.args]] type = real default = "4" min = 0.01 [[.args]] type = rippletype default = "RippleTypeNormal" [[.args]] type = location [[.args]] type = real default = "1024" min = 0 [[.args]] type = real default = "1024" min = 1 [[.args]] type = real default = "64" [[.args]] type = real default = "1" min = 0.01 [[.args]] type = real default = "512" min = 1 [TerrainDeformationWaveBJ] title = "创建地形变化:冲击波" description = "创建一个持续 ${Duration} 秒的冲击波变形从 ${Source} 到 ${Target} ,半径: ${Radius} ,深度: ${Depth} ,效果存在时间: ${Delay} 秒" comment = "使用'最后创建的地形变化'来获取该变化. 深度可取负数." category = TC_ENVIRONMENT [[.args]] type = real default = "0.5" min = 0.01 [[.args]] type = location [[.args]] type = location [[.args]] type = real default = "256" min = 0 [[.args]] type = real default = "96" [[.args]] type = real default = "0" min = 0 [TerrainDeformationRandomBJ] title = "创建地形变化:随机" description = "创建一个持续 ${Duration} 秒的随机变形变形在 ${指定点} ,半径: ${Radius} 最小深度: ${Minimum} 最大深度: ${Maximum}, 变形间隔: ${Update Interval} 秒" comment = "使用'最后创建的地形变化'来获取该变化." category = TC_ENVIRONMENT [[.args]] type = real default = "4" min = 0.01 [[.args]] type = location [[.args]] type = real default = "512" min = 0 [[.args]] type = real default = "-32" [[.args]] type = real default = "32" [[.args]] type = real default = "0.1" min = 0.01 [TerrainDeformStop] title = "停止地形变化 [R]" description = "停止 ${Terrain Deformation} ,衰退时间: ${Duration} 毫秒" comment = "地形变化会平滑地过渡到无." category = TC_ENVIRONMENT [[.args]] type = terraindeformation default = "bj_lastCreatedTerrainDeformation" [[.args]] type = integer default = "0" min = 0 [TerrainDeformationStopBJ] title = "停止地形变化" description = "停止 ${Terrain Deformation} ,衰退时间: ${Duration} 秒" comment = "地形变化会平滑地过渡到无." category = TC_ENVIRONMENT [[.args]] type = terraindeformation default = "GetLastCreatedTerrainDeformation" [[.args]] type = real default = "0" min = 0 [TerrainDeformStopAll] title = "停止所有地形变化" description = "停止所有地形变化" comment = "包括由技能引起的地形变化." category = TC_ENVIRONMENT [[.args]] type = nothing [SetWaterDeforms] title = "开启/关闭 水面变形" description = "${On/Off} 水面变形" comment = "开启时当发生地形变化时水面高度也会随着变化. 对永久变形无效." category = TC_ENVIRONMENT [[.args]] type = onoffoption default = "OnOffOn" [SetTerrainType] title = "改变地形类型(指定坐标) [R]" description = "改变(${X},${Y})处的地形为 ${Terrain Type} ,使用样式: ${Variation} 范围: ${Area} 形状: ${Shape}" comment = "地形样式-1表示随机样式. 范围即地形编辑器中的刷子大小.1表示128x128范围" category = TC_ENVIRONMENT [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = terraintype default = "TerrainTypeLdrt" [[.args]] type = integer default = "-1" [[.args]] type = integer default = "1" [[.args]] type = terrainshape default = "TerrainShapeCircle" [SetTerrainTypeBJ] title = "改变地形类型(指定点)" description = "改变 ${指定点} 处的地形为 ${Terrain Type} ,使用样式: ${Variation} 范围: ${Area} 形状: ${Shape}" comment = "地形样式-1表示随机样式. 范围即地形编辑器中的刷子大小.1表示128x128范围" category = TC_ENVIRONMENT [[.args]] type = location [[.args]] type = terraintype default = "TerrainTypeLdrt" [[.args]] type = integer default = "-1" [[.args]] type = integer default = "1" [[.args]] type = terrainshape default = "TerrainShapeCircle" [SetTerrainPathable] title = "设置地形通行状态(指定坐标) [R]" description = "设置(${X},${Y})处单元点的 ${Pathing} 地形通行状态为: ${On/Off}" comment = "例:设置'建造'通行状态为开,则该点可以建造建筑. 一个单元点范围为32x32." category = TC_ENVIRONMENT [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = pathingtype default = "PathingTypeWalkability" [[.args]] type = onoffoption default = "OnOffOn" [SetTerrainPathableBJ] title = "设置地形通行状态(指定点)" description = "设置 ${指定点} 处单元点的 ${Pathing} 地形通行状态为: ${On/Off}" comment = "例:设置'建造'通行状态为开,则该点可以建造建筑. 一个单元点范围为32x32." category = TC_ENVIRONMENT [[.args]] type = location [[.args]] type = pathingtype default = "PathingTypeWalkability" [[.args]] type = onoffoption default = "OnOffOn" [SetWaterBaseColor] title = "设置水颜色 [R]" description = "设置水颜色为:(${Red},${Green},${Blue}), 透明值为: ${Transparency}" comment = "颜色格式为(红,绿,蓝). 透明值0为不可见. 颜色值和透明道值取值范围为0-255." category = TC_ENVIRONMENT [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [SetWaterBaseColorBJ] title = "设置水颜色" description = "设置水颜色为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 100%透明的水是不可见的." category = TC_ENVIRONMENT [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [SetSkyModel] title = "设置天空" description = "设置天空模型为 ${Sky}" comment = "" category = TC_ENVIRONMENT [[.args]] type = skymodelstring default = "SkyModelNone" [SetTerrainFogEx] title = "设置迷雾 [R]" description = "迷雾风格: ${Style}, Z轴开始端: ${Z-Start}, Z轴结束端: ${Z-End}, 密度: ${Density} 颜色:(${Red},${Green},${Blue})" comment = "颜色格式为(红,绿,蓝). 取值范围0.00-1.00." category = TC_ENVIRONMENT [[.args]] type = fogstyle default = "FogStyleLinear" [[.args]] type = real default = "1000" min = 0 [[.args]] type = real default = "8000" min = 0 [[.args]] type = real default = "0" min = 0 [[.args]] type = real default = "1" min = 0 max = 1 [[.args]] type = real default = "1" min = 0 max = 1 [[.args]] type = real default = "1" min = 0 max = 1 [SetTerrainFogExBJ] title = "设置迷雾" description = "迷雾风格: ${Style}, Z轴开始端: ${Z-Start}, Z轴结束端: ${Z-End}, 密度: ${Density} 颜色:(${Red}%, ${Green}%, ${Blue}%)" comment = "颜色格式为(红,绿,蓝)." category = TC_ENVIRONMENT [[.args]] type = fogstyle default = "FogStyleLinear" [[.args]] type = real default = "1000" min = 0 [[.args]] type = real default = "8000" min = 0 [[.args]] type = real default = "0" min = 0 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [ResetTerrainFogBJ] title = "重置迷雾" description = "重置迷雾为默认设置" comment = "" script_name = ResetTerrainFog category = TC_ENVIRONMENT [[.args]] type = nothing [SetBlightRect] title = "创建/删除荒芜地表(矩形区域) [R]" description = "为 ${Player} 在 ${Region} ${Create/Remove} 一块荒芜地表" comment = "" category = TC_ENVIRONMENT [[.args]] type = player default = "Player00" [[.args]] type = rect default = "bj_mapInitialPlayableArea" [[.args]] type = createremoveoption default = "CreateRemoveCreate" [SetBlightRectBJ] title = "创建/删除荒芜地表(矩形区域)" description = "${Create/Remove} 一块荒芜地表给 ${Player} 在 ${Region}" comment = "" category = TC_ENVIRONMENT [[.args]] type = createremoveoption default = "CreateRemoveCreate" [[.args]] type = player default = "Player00" [[.args]] type = rect default = "GetPlayableMapRect" [SetBlight] title = "创建/删除荒芜地表(圆范围)(指定坐标) [R]" description = "为 ${Player} 在圆心为(${X},${Y}),半径为 ${R} 的圆范围内 ${Create/Remove} 一块荒芜地表" comment = "" category = TC_ENVIRONMENT [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "512" min = 0 [[.args]] type = createremoveoption default = "CreateRemoveCreate" [SetBlightRadiusLocBJ] title = "创建/删除荒芜地表(圆范围)(指定点)" description = "${Create/Remove} 一块荒芜地表给 ${Player} 在圆心为 ${指定点} 半径为 ${Radius} 的圆范围" comment = "" category = TC_ENVIRONMENT [[.args]] type = createremoveoption default = "CreateRemoveCreate" [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = real default = "512" min = 0 [StartTimerBJ] title = "运行计时器" description = "运行 ${计时器},模式: ${模式},周期: ${时间} 秒" comment = "" category = TC_TIMER [[.args]] type = timer [[.args]] type = periodicoption default = "PeriodicOptionOneTime" [[.args]] type = real default = "30" min = 0 [PauseTimer] title = "暂停计时器 [R]" description = "暂停 ${计时器}" comment = "" category = TC_TIMER [[.args]] type = timer default = "bj_lastStartedTimer" [TimerStart] title = "运行计时器 [C]" description = "运行 ${计时器},周期: ${时间} 秒,模式: ${模式},运行函数: ${函数}" comment = "等同于TimerStart" category = TC_TIMER [[.args]] type = timer [[.args]] type = real default = "0.03" [[.args]] type = periodicoption default = "PeriodicOptionOneTime" min = 0 [[.args]] type = scriptcode [ResumeTimer] title = "恢复计时器 [R]" description = "恢复 ${计时器}" comment = "" category = TC_TIMER [[.args]] type = timer default = "bj_lastStartedTimer" [PauseTimerBJ] title = "暂停/恢复 计时器" description = "${Pause/Resume} ${Timer}" comment = "" category = TC_TIMER [[.args]] type = pauseresumeoption default = "PauseResumePause" [[.args]] type = timer default = "GetLastCreatedTimerBJ" [DestroyTimer] title = "删除计时器 [R]" description = "删除 ${计时器}" comment = "一般来说,计时器并不需要删除.只为某些有特别需求的用户提供." category = TC_TIMER [[.args]] type = timer default = "bj_lastStartedTimer" [YDWETimerDestroyTimer] title = "计时器系统-删除计时器[YDWE]" description = "在 ${时间} 秒后删除 ${计时器}" comment = "启动中心计时器,在指定时间之后删除计时器。" category = TC_TIMER [[.args]] type = real default = "2" min = 0 [[.args]] type = timer default = "GetLastCreatedTimerBJ" [CreateTimerDialogBJ] title = "创建计时器窗口" description = "为 ${计时器} 创建计时器窗口,标题: ${文字}" comment = "计时器窗口不能在地图初始化时显示." category = TC_TIMER [[.args]] type = timer default = "GetLastCreatedTimerBJ" [[.args]] type = StringExt [DestroyTimerDialogBJ] title = "删除计时器窗口" description = "删除 ${计时器窗口}" comment = "" script_name = DestroyTimerDialog category = TC_TIMER [[.args]] type = timerdialog default = "GetLastCreatedTimerDialogBJ" [TimerDialogDisplay] title = "显示/隐藏 计时器窗口(所有玩家) [R]" description = "设置 ${计时器窗口} 的状态为${Show/Hide}" comment = "计时器窗口不能在地图初始化时显示." category = TC_TIMER [[.args]] type = timerdialog default = "bj_lastCreatedTimerDialog" [[.args]] type = showhideoption default = "ShowHideHide" [TimerDialogDisplayBJ] title = "显示/隐藏 计时器窗口(所有玩家)" description = "${Show/Hide} ${计时器窗口}" comment = "计时器窗口不能在地图初始化时显示." category = TC_TIMER [[.args]] type = showhideoption default = "ShowHideHide" [[.args]] type = timerdialog default = "GetLastCreatedTimerDialogBJ" [TimerDialogDisplayForPlayerBJ] title = "显示/隐藏 计时器窗口(指定玩家)" description = "${Show/Hide} ${计时器窗口} 应用于 ${Player}" comment = "计时器窗口不能在地图初始化时显示." category = TC_TIMER [[.args]] type = showhideoption default = "ShowHideHide" [[.args]] type = timerdialog default = "GetLastCreatedTimerDialogBJ" [[.args]] type = player default = "Player00" [TimerDialogSetTitleBJ] title = "改变计时器窗口标题" description = "改变 ${Timer Window} 的标题为 ${Title}" comment = "" script_name = TimerDialogSetTitle category = TC_TIMER [[.args]] type = timerdialog default = "GetLastCreatedTimerDialogBJ" [[.args]] type = StringExt [TimerDialogSetTitleColor] title = "改变计时器窗口文字颜色 [R]" description = "改变 ${Timer Window} 文字颜色为(${Red},${Green},${Blue}) 透明值为: ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和透明值值取值范围为0-255." category = TC_TIMER [[.args]] type = timerdialog default = "bj_lastCreatedTimerDialog" [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "204" min = 0 max = 255 [[.args]] type = integer default = "51" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [TimerDialogSetTitleColorBJ] title = "改变计时器窗口标题颜色" description = "改变 ${Timer Window} 的标题颜色为 (${红}%, ${绿}%, ${蓝}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_TIMER [[.args]] type = timerdialog default = "GetLastCreatedTimerDialogBJ" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "80" min = 0 max = 100 [[.args]] type = real default = "20" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [TimerDialogSetTimeColor] title = "改变计时器窗口计时颜色 [R]" description = "改变 ${Timer Window} 的计间颜色为(${Red},${Green},${Blue}) 透明值为: ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和透明值值取值范围为0-255." category = TC_TIMER [[.args]] type = timerdialog default = "bj_lastCreatedTimerDialog" [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "204" min = 0 max = 255 [[.args]] type = integer default = "51" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [TimerDialogSetTimeColorBJ] title = "改变计时器窗口计时颜色" description = "改变 ${Timer Window} 的计时颜色为 (${红}%, ${绿}%, ${蓝}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_TIMER [[.args]] type = timerdialog default = "GetLastCreatedTimerDialogBJ" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "80" min = 0 max = 100 [[.args]] type = real default = "20" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [TimerDialogSetSpeed] title = "设置计时器窗口速率 [R]" description = "设置 ${Timer Window} 的时间流逝速度为 ${Factor} 倍" comment = " 同时计时器显示时间也会随之变化. 就是说60秒的计时器设置为2倍速则显示时间也会变为120秒." category = TC_TIMER [[.args]] type = timerdialog default = "bj_lastCreatedTimerDialog" [[.args]] type = real default = "1" [CameraSetupApplyForceDuration] title = "应用镜头(所有玩家)(限时) [R]" description = "将 ${镜头} 应用方式设置为 ${Apply Method},持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = camerasetup [[.args]] type = cameraapplyoption default = "CameraApply" [[.args]] type = real default = "0" min = 0 [CameraSetupApplyForPlayer] title = "应用镜头(指定玩家)(限时)" description = "${应用方式} ${镜头} 作用于 ${Player},持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = cameraapplyoption default = "CameraApply" [[.args]] type = camerasetup [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" min = 0 [PanCameraToTimed] title = "平移镜头(所有玩家)(限时) [R]" description = "平移玩家镜头到(${X},${Y}),持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" min = 0 [PanCameraToTimedLocForPlayer] title = "平移镜头(指定玩家)(限时)" description = "平移 ${Player} 的镜头到 ${点},持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = real default = "0" min = 0 [PanCameraToTimedWithZ] title = "指定高度平移镜头(所有玩家)(限时) [R]" description = "平移玩家镜头到(${X},${Y}),镜头距离地面高度为 ${Z},持续 ${Time} 秒" comment = "在指定移动路径上镜头不会低于地面高度." category = TC_CAMERA [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" min = 0 [PanCameraToTimedLocWithZForPlayer] title = "指定高度平移镜头(指定玩家)(限时)" description = "平移 ${Player} 的镜头到 ${Point} 距离地面高度为 ${Z},持续 ${Time} 秒" comment = "在指定移动路径上镜头不会低于地面高度." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = real default = "0" [[.args]] type = real default = "0" min = 0 [SmartCameraPanBJ] title = "在必要时平移镜头(指定玩家)(限时)" description = "在必要时平移 ${Player} 的镜头到 ${指定点} ,持续 ${Time} 秒" comment = "如果距离过远则直接跳转镜头,如果过近则不做动作." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = real default = "0.5" min = 0 [SetCameraField] title = "设置镜头属性(所有玩家)(限时) [R]" description = "设置玩家的镜头属性 ${Field} 为 ${数值},持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = camerafield default = "CameraFieldTargetDistance" [[.args]] type = real default = "CameraSetupGetField" [[.args]] type = real default = "0" min = 0 [SetCameraFieldForPlayer] title = "设置镜头属性(指定玩家)(限时)" description = "设置 ${Player} 的镜头属性 ${Field} 为 ${Value},持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = camerafield default = "CameraFieldTargetDistance" [[.args]] type = real default = "CameraSetupGetFieldSwap" [[.args]] type = real default = "0" min = 0 [SetCameraRotateMode] title = "指定点旋转镜头(所有玩家)(弧度)(限时) [R]" description = "以(${X},${Y})为中心,旋转弧度为${Rad}, 持续: ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = radian default = "RealPi" [[.args]] type = real default = "2" min = 0 [RotateCameraAroundLocBJ] title = "指定点旋转镜头(指定玩家)(角度)(限时)" description = "旋转角度为${Angle} 度,以 ${点} 为中心,应用于 ${Player},持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = degree default = "90" [[.args]] type = location [[.args]] type = player default = "Player00" [[.args]] type = real default = "2" min = 0 [SetCameraTargetController] title = "锁定镜头到单位(所有玩家) [R]" description = "锁定玩家镜头到 ${单位}, 偏移坐标(${X}, ${Y}) ,使用 ${Rotation Source}" comment = "偏移坐标(X,Y)以单位脚底为原点坐标." category = TC_CAMERA [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = cameraorientationoption default = "CameraOrientationNormal" [SetCameraTargetControllerNoZForPlayer] title = "锁定镜头到单位(指定玩家)" description = "锁定 ${Player} 的镜头到 ${单位}, 偏移坐标(${X}, ${Y}) ,使用 ${Rotation Source}" comment = "偏移坐标(X,Y)以单位脚底为原点坐标." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = cameraorientationoption default = "CameraOrientationNormal" [SetCameraOrientController] title = "锁定镜头到单位(固定镜头源)(所有玩家) [R]" description = "锁定玩家镜头到 ${单位}, 偏移坐标(${X}, ${Y})" comment = "偏移坐标(X,Y)以单位脚底为原点坐标." category = TC_CAMERA [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetCameraOrientControllerForPlayerBJ] title = "锁定镜头到单位(固定镜头源)(指定玩家)" description = "锁定 ${Player} 的镜头到 ${单位}, 偏移坐标(${X}, ${Y})" comment = "偏移坐标(X,Y)以单位脚底为原点坐标." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetCinematicCamera] title = "播放电影镜头(所有玩家) [R]" description = "对所有玩家播放电影镜头: ${Camera File}" comment = "在'Objects\\CinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询." category = TC_CAMERA [[.args]] type = modelfile default = "\"cinematic.mdl\"" [SetCinematicCameraForPlayer] title = "播放电影镜头(指定玩家)" description = "对 ${Player} 播放电影镜头: ${Camera File}" comment = "在'Objects\\CinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = modelfile default = "\"cinematic.mdl\"" [StopCamera] title = "停止播放镜头(所有玩家) [R]" description = "让所有玩家停止播放镜头" comment = "比如在平移镜头的过程中可用该动作来中断平移." category = TC_CAMERA [StopCameraForPlayerBJ] title = "停止播放镜头(指定玩家)" description = "让 ${Player} 停止播放镜头" comment = "比如在平移镜头的过程中可用该动作来中断平移." category = TC_CAMERA [[.args]] type = player default = "Player00" [ResetToGameCamera] title = "重置游戏镜头(所有玩家) [R]" description = "重置玩家镜头为游戏默认状态,持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = real default = "0" min = 0 [ResetToGameCameraForPlayer] title = "重置游戏镜头(指定玩家)" description = "重置 ${Player} 的镜头为游戏默认状态,持续 ${Time} 秒" comment = "" category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" min = 0 [CameraSetSmoothingFactorBJ] title = "设置镜头平滑参数" description = "设置镜头平滑参数为 ${Factor}" comment = "数值越大,镜头转换越平滑." script_name = CameraSetSmoothingFactor category = TC_CAMERA [[.args]] type = real default = "1" min = 0 [CameraResetSmoothingFactorBJ] title = "重置镜头平滑参数" description = "重置镜头平滑参数为游戏默认值" comment = "其实就是设置镜头平滑参数为0." category = TC_CAMERA [[.args]] type = nothing [CameraSetSourceNoiseEx] title = "摇晃镜头源(所有玩家) [R]" description = "摇晃玩家的镜头源, 摇晃幅度: ${Magnitude} 速率: ${Velocity} 摇晃方式: ${方式}" comment = "使用'镜头 - 重置镜头'或设置摇晃幅度和速率为0来停止摇晃." category = TC_CAMERA [[.args]] type = real default = "10" [[.args]] type = real default = "0.1" [[.args]] type = vertonlyoption default = "VertOnlyOff" [CameraSetSourceNoiseForPlayer] title = "摇晃镜头源(指定玩家)" description = "摇晃 ${Player} 的镜头源, 摇晃幅度: ${Magnitude} 速率: ${Velocity}" comment = "使用'镜头 - 重置镜头'或'镜头 - 停止摇晃镜头'来停止摇晃." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = real default = "10" [[.args]] type = real default = "0.1" [CameraSetTargetNoiseEx] title = "摇晃镜头目标(所有玩家) [R]" description = "摇晃玩家的镜头源, 摇晃幅度: ${Magnitude} 速率: ${Velocity} 摇晃方式: ${方式}" comment = "使用'镜头 - 重置镜头'或设置摇晃幅度和速率为0来停止摇晃." category = TC_CAMERA [[.args]] type = real default = "10" [[.args]] type = real default = "0.1" [[.args]] type = vertonlyoption default = "VertOnlyOff" [CameraSetTargetNoiseForPlayer] title = "摇晃镜头目标(指定玩家)" description = "摇晃 ${Player} 的镜头目标, 摇晃幅度: ${Magnitude} 速率: ${Velocity}" comment = "使用'镜头 - 重置镜头'或'镜头 - 停止摇晃镜头'来停止摇晃." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = real default = "10" [[.args]] type = real default = "0.1" [CameraSetEQNoiseForPlayer] title = "震动镜头(指定玩家)" description = "震动 ${Player} 的镜头, 震动幅度: ${Magnitude}" comment = "使用'镜头 - 重置镜头'或'镜头 - 停止震动镜头'来停止震动." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = real default = "3" min = 0 [CameraClearNoiseForPlayer] title = "停止摇晃/震动镜头(指定玩家)" description = "停止 ${Player} 镜头的摇晃和震动" comment = "可以用本地玩家实现对所有玩家停止摇晃/震动镜头." category = TC_CAMERA [[.args]] type = player default = "Player00" [SetCameraBounds] title = "设置可用镜头区域(所有玩家) [R]" description = "设置玩家可用镜头区域: 左下角(${X},${Y}), 左上角(${X},${Y}), 右上角(${X},${Y}), 右下角(${X},${Y})" comment = "该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域." category = TC_CAMERA [[.args]] type = real [[.args]] type = real [[.args]] type = real [[.args]] type = real [[.args]] type = real [[.args]] type = real [[.args]] type = real [[.args]] type = real [AdjustCameraBoundsForPlayerBJ] title = "扩张/收缩 可用镜头区域(指定玩家)" description = "${Extend/Shrink} ${Player} 的可用镜头区域, 西: ${West} ,东 ${East} ,北: ${North} ,南: ${South}" comment = "该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域." category = TC_CAMERA [[.args]] type = cameraboundsadjusttype default = "CameraBoundsAdjustAdd" [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetCameraBoundsToRectForPlayerBJ] title = "设置可用镜头区域(指定玩家)" description = "设置 ${Player} 的可用镜头区域为 ${地区}" comment = "该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = rect [SetCameraQuickPosition] title = "设置空格键转向点(所有玩家) [R]" description = "设置玩家的空格键转向点为(${X},${Y})" comment = "按下空格键时镜头转向的位置." category = TC_CAMERA [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetCameraQuickPositionLocForPlayer] title = "设置空格键转向点(指定玩家)" description = "设置 ${Player} 的空格键转向点为 ${指定点}" comment = "按下空格键时镜头转向的位置." category = TC_CAMERA [[.args]] type = player default = "Player00" [[.args]] type = location [FogEnable] title = "启用/禁用 战争迷雾 [R]" description = "${启用/禁用} 战争迷雾" comment = "" category = TC_VISIBILITY [[.args]] type = enableddisabledoption default = "EnabledDisabledDisabled" [FogEnableOn] title = "启用战争迷雾" description = "启用战争迷雾" comment = "" category = TC_VISIBILITY [[.args]] type = nothing [FogEnableOff] title = "禁用战争迷雾" description = "禁用战争迷雾" comment = "" category = TC_VISIBILITY [[.args]] type = nothing [FogMaskEnable] title = "启用/禁用黑色阴影 [R]" description = "${启用/禁用} 黑色阴影" comment = "" category = TC_VISIBILITY [[.args]] type = enableddisabledoption default = "EnabledDisabledDisabled" [FogMaskEnableOn] title = "启用黑色阴影" description = "启用黑色阴影" comment = "" category = TC_VISIBILITY [[.args]] type = nothing [FogMaskEnableOff] title = "禁用黑色阴影" description = "禁用黑色阴影" comment = "" category = TC_VISIBILITY [[.args]] type = nothing [CreateFogModifierRectBJ] title = "创建可见度修正器(矩形区域)" description = "创建一个状态为 ${Enabled/Disabled} 的可见度修正器给 ${Player} ,设置 ${Visibility State} 在 ${Region}" comment = "会创建可见度修正器." category = TC_VISIBILITY [[.args]] type = enableddisabledoption default = "EnabledDisabledEnabled" [[.args]] type = player default = "Player00" [[.args]] type = fogstate default = "FogStateVisible" [[.args]] type = rect default = "GetPlayableMapRect" [CreateFogModifierRadiusLocBJ] title = "创建可见度修正器(圆范围)" description = "创建一个状态为 ${Enabled/Disabled} 的可见度修正器给 ${Player} ,设置 ${Visibility State} 在圆心为 ${指定点} 半径为 ${Radius} 的圆范围" comment = "会创建可见度修正器." category = TC_VISIBILITY [[.args]] type = enableddisabledoption default = "EnabledDisabledEnabled" [[.args]] type = player default = "Player00" [[.args]] type = fogstate default = "FogStateVisible" [[.args]] type = location [[.args]] type = real default = "512" min = 0 [FogModifierStart] title = "启用可见度修正器" description = "启用 ${Visibility Modifier}" comment = "" category = TC_VISIBILITY [[.args]] type = fogmodifier default = "GetLastCreatedFogModifier" [FogModifierStop] title = "禁用可见度修正器" description = "禁用 ${Visibility Modifier}" comment = "" category = TC_VISIBILITY [[.args]] type = fogmodifier default = "GetLastCreatedFogModifier" [DestroyFogModifier] title = "删除可见度修正器" description = "删除 ${Visibility Modifier}" comment = "" category = TC_VISIBILITY [[.args]] type = fogmodifier default = "GetLastCreatedFogModifier" [SetFogStateRect] title = "设置地图迷雾(矩形区域) [R]" description = "为 ${玩家} 设置 ${FogStateVisible} 在 ${矩形区域} (对盟友 ${共享} 视野)" comment = "" category = TC_VISIBILITY [[.args]] type = player default = "Player00" [[.args]] type = fogstate default = "FogStateVisible" [[.args]] type = rect [[.args]] type = sharevisionoption default = "ShareVisionShare" [SetFogStateRadius] title = "设置地图迷雾(圆范围) [R]" description = "为 ${玩家} 设置 ${FogStateVisible} 在圆心为(${X},${Y}) 半径为 ${数值} 的范围, (对盟友 ${共享} 视野)" comment = "" category = TC_VISIBILITY [[.args]] type = player default = "Player00" [[.args]] type = fogstate default = "FogStateVisible" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "512" [[.args]] type = sharevisionoption default = "ShareVisionShare" [CreateDestructableLoc] title = "创建可破坏物" description = "创建 ${可破坏物类型} 在 ${指定点} ,面向角度: ${Direction} 尺寸缩放: ${Scale} 样式: ${Variation}" comment = "面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的可破坏物'来获取创建的物体." category = TC_DESTRUCT [[.args]] type = destructablecode default = "LTlt" [[.args]] type = location [[.args]] type = degree default = "GetRandomDirectionDeg" [[.args]] type = real default = "1" min = 0 [[.args]] type = integer default = "0" min = 0 [CreateDeadDestructableLocBJ] title = "创建可破坏物(死亡)" description = "创建死亡的 ${可破坏物类型} 在 ${指定点} ,面向角度: ${Direction} 尺寸缩放: ${Scale} 样式: ${Variation}" comment = "面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的可破坏物'来获取创建的物体." category = TC_DESTRUCT [[.args]] type = destructablecode default = "LTlt" [[.args]] type = location [[.args]] type = degree default = "GetRandomDirectionDeg" [[.args]] type = real default = "1" min = 0 [[.args]] type = integer default = "0" min = 0 [KillDestructable] title = "杀死" description = "杀死 ${可破坏物}" comment = "" category = TC_DESTRUCT [[.args]] type = destructable default = "GetLastCreatedDestructable" [RemoveDestructable] title = "删除" description = "删除 ${可破坏物}" comment = "" category = TC_DESTRUCT [[.args]] type = destructable default = "GetLastCreatedDestructable" [DestructableRestoreLife] title = "复活" description = "复活 ${Destructible} ,设置生命值为 ${Value} 并 ${Show/Hide} 生长动画" comment = "" category = TC_DESTRUCT [[.args]] type = destructable default = "GetLastCreatedDestructable" [[.args]] type = real default = "GetDestructableMaxLife" [[.args]] type = showhideoption default = "ShowHideShow" [ShowDestructable] title = "显示/隐藏 [R]" description = "设置 ${可破坏物} 的状态为 ${Show/Hide}" comment = "隐藏的可破坏物不被显示,但仍影响通行和视线." category = TC_DESTRUCT [[.args]] type = destructable default = "bj_lastCreatedDestructable" [[.args]] type = showhideoption default = "ShowHideHide" [ShowDestructableBJ] title = "显示/隐藏" description = "${Show/Hide} ${可破坏物}" comment = "隐藏的可破坏物不被显示,但仍影响通行和视线." category = TC_DESTRUCT [[.args]] type = showhideoption default = "ShowHideHide" [[.args]] type = destructable default = "GetLastCreatedDestructable" [SetDestructableLifePercentBJ] title = "设置生命值(百分比)" description = "设置 ${可破坏物} 的生命值为 ${Percent}%" comment = "" category = TC_DESTRUCT [[.args]] type = destructable default = "GetLastCreatedDestructable" [[.args]] type = real default = "100" min = 0 max = 100 [SetDestructableLife] title = "设置生命值(指定值)" description = "设置 ${可破坏物} 的生命值为 ${Value}" comment = "" category = TC_DESTRUCT [[.args]] type = destructable default = "GetLastCreatedDestructable" [[.args]] type = real default = "GetDestructableMaxLife" min = 0 [SetDestructableMaxLifeBJ] title = "设置最大生命值" description = "设置 ${可破坏物} 的最大生命值为 ${Value}" comment = "" script_name = SetDestructableMaxLife category = TC_DESTRUCT [[.args]] type = destructable default = "GetLastCreatedDestructable" [[.args]] type = real default = "100" min = 0 [ModifyGateBJ] title = "打开/关闭/破坏大门" description = "${Open/Close/Destroy} ${大门}" comment = "" category = TC_DESTRUCT [[.args]] type = gateoperation default = "GateOperationOpen" [[.args]] type = destructable [ChangeElevatorWalls] title = "打开/关闭升降机墙壁" description = "${Open/Close} ${Walls} 对 ${升降机}" comment = "" category = TC_DESTRUCT [[.args]] type = elevatorwallop default = "ElevatorWallOpClose" [[.args]] type = elevatorwalltype default = "ElevatorWallTypeAll" [[.args]] type = destructable [ChangeElevatorHeight] title = "设置升降机高度" description = "设置 ${升降机} 的高度为 ${Height}" comment = "" category = TC_DESTRUCT [[.args]] type = destructable [[.args]] type = integer default = "1" min = 1 max = 3 [SetDestructableInvulnerableBJ] title = "设置无敌/可攻击" description = "设置 ${可破坏物} ${Invulnerable/Vulnerable}" comment = "" script_name = SetDestructableInvulnerable category = TC_DESTRUCT [[.args]] type = destructable default = "GetLastCreatedDestructable" [[.args]] type = invulnerableoption default = "InvulnerabilityInvulnerable" [SetDestructableOccluderHeight] title = "设置闭塞高度" description = "设置 ${可破坏物} 的闭塞高度为 ${Height}" comment = "" category = TC_DESTRUCT [[.args]] type = destructable [[.args]] type = real default = "128" [EnumDestructablesInRectAllMultiple] title = "选取矩形区域内可破坏物做动作(多个动作)" description = "选取 ${矩形区域} 内所有可破坏物做动作" comment = "组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行." script_name = EnumDestructablesInRectAll category = TC_DESTRUCT [[.args]] type = rect default = "GetPlayableMapRect" [EnumDestructablesInCircleBJMultiple] title = "选取指定点范围内可破坏物做动作(多个动作)" description = "选取 ${Radius} 范围以 ${指定点} 为中心的区域内所有可破坏物做动作(多个动作)" comment = "组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行." script_name = EnumDestructablesInCircleBJ category = TC_DESTRUCT [[.args]] type = real default = "256" [[.args]] type = location [EnumDestructablesInRectAll] title = "选取矩形区域内可破坏物做动作" description = "选取 ${矩形区域} 内所有可破坏物 ${做动作}" comment = "组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行." category = TC_DESTRUCT [[.args]] type = rect default = "GetPlayableMapRect" [[.args]] type = code default = "DoNothing" [EnumDestructablesInCircleBJ] title = "选取指定点范围内可破坏物做动作" description = "选取 ${Radius} 范围以 ${指定点}为中心的区域内所有可破坏物 ${做动作}" comment = "组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行." category = TC_DESTRUCT [[.args]] type = real default = "256" [[.args]] type = location [[.args]] type = code default = "DoNothing" [CreateLeaderboardBJ] title = "创建" description = "对 ${玩家组} 创建排行榜,使用标题: ${文字}" comment = "排行榜不能在地图初始化时显示. 标题为空则不显示标题栏." category = TC_LEADERBOARD [[.args]] type = force default = "GetPlayersAll" [[.args]] type = StringExt [DestroyLeaderboardBJ] title = "删除" description = "删除 ${排行榜}" comment = "" script_name = DestroyLeaderboard category = TC_LEADERBOARD [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [LeaderboardClear] title = "清空 [R]" description = "清空 ${排行榜}" comment = "清空排行榜中所有内容." category = TC_LEADERBOARD [[.args]] type = leaderboard default = "bj_lastCreatedLeaderboard" [LeaderboardSortItemsBJ] title = "排序" description = "将 ${排行榜} 按 ${Field} 使用 ${Ascending/Descending} 排列" comment = "" category = TC_LEADERBOARD [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = leaderboardsortoption default = "LeaderboardSortByValue" [[.args]] type = ascendingoption default = "AscendingOptionDescending" [LeaderboardDisplay] title = "显示/隐藏 [R]" description = "设置 ${排行榜} ${Show/Hide}" comment = "排行榜不能在地图初始化时显示." category = TC_LEADERBOARD [[.args]] type = leaderboard default = "bj_lastCreatedLeaderboard" [[.args]] type = showhideoption default = "ShowHideHide" [LeaderboardDisplayBJ] title = "显示/隐藏" description = "${Show/Hide} ${排行榜}" comment = "排行榜不能在地图初始化时显示." category = TC_LEADERBOARD [[.args]] type = showhideoption default = "ShowHideHide" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [PlayerSetLeaderboard] title = "设置玩家使用的排行榜 [R]" description = "设置 ${Player} 使用 ${排行榜}" comment = "每个玩家只能显示一个排行榜." category = TC_LEADERBOARD [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "bj_lastCreatedLeaderboard" [LeaderboardSetLabelBJ] title = "设置标题" description = "设置 ${Leaderboard} 的标题为 ${文字}" comment = "" script_name = LeaderboardSetLabel category = TC_LEADERBOARD [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = StringExt [LeaderboardSetLabelColor] title = "设置文字颜色 [R]" description = "设置 ${Leaderboard} 的文字颜色为(${Red},${Green},${Blue}) Alpha通道值为: ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255." category = TC_LEADERBOARD [[.args]] type = leaderboard default = "bj_lastCreatedLeaderboard" [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "204" min = 0 max = 255 [[.args]] type = integer default = "51" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [LeaderboardSetLabelColorBJ] title = "设置文字颜色" description = "设置 ${Leaderboard} 的文字颜色为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_LEADERBOARD [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "80" min = 0 max = 100 [[.args]] type = real default = "20" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [LeaderboardSetValueColor] title = "设置数值颜色 [R]" description = "设置 ${Leaderboard} 的数值颜色为(${Red},${Green},${Blue}) Alpha通道值为: ${Transparency}" comment = "颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255." category = TC_LEADERBOARD [[.args]] type = leaderboard default = "bj_lastCreatedLeaderboard" [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "204" min = 0 max = 255 [[.args]] type = integer default = "51" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [LeaderboardSetValueColorBJ] title = "设置数值颜色" description = "设置 ${Leaderboard} 的数值颜色为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_LEADERBOARD [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "80" min = 0 max = 100 [[.args]] type = real default = "20" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [LeaderboardSetStyleBJ] title = "设置显示样式" description = "设置 ${Leaderboard} 的显示样式: ${Show/Hide} 标题, ${Show/Hide} 文字, ${Show/Hide} 分数, ${Show/Hide} 图标" comment = "" script_name = LeaderboardSetStyle category = TC_LEADERBOARD [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = showhideoption default = "ShowHideShow" [LeaderboardAddItemBJ] title = "添加玩家" description = "添加 ${Player} 到 ${Leaderboard} ,使用名字: ${文字} 设置分数: ${Value}" comment = "" category = TC_LEADERBOARD [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = StringExt [[.args]] type = integer default = "0" [LeaderboardRemovePlayerItemBJ] title = "移除玩家" description = "把 ${Player} 从 ${Leaderboard} 移除" comment = "" category = TC_LEADERBOARD [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [LeaderboardSetPlayerItemLabelBJ] title = "改变玩家名字" description = "设置 ${Player} 在 ${Leaderboard} 中的名字为 ${文字}" comment = "" category = TC_LEADERBOARD [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = StringExt [LeaderboardSetPlayerItemLabelColorBJ] title = "设置玩家名字颜色" description = "设置 ${Player} 在 ${Leaderboard} 中的名字颜色为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_LEADERBOARD [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "80" min = 0 max = 100 [[.args]] type = real default = "20" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [LeaderboardSetPlayerItemValueBJ] title = "改变玩家分数" description = "设置 ${Player} 在 ${Leaderboard} 中的分数为: ${Value}" comment = "" category = TC_LEADERBOARD [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = integer default = "0" [LeaderboardSetPlayerItemValueColorBJ] title = "改变玩家分数颜色" description = "设置 ${Player} 在 ${Leaderboard} 中的分数颜色为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_LEADERBOARD [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "80" min = 0 max = 100 [[.args]] type = real default = "20" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [LeaderboardSetPlayerItemStyleBJ] title = "设置玩家显示样式" description = "设置 ${Player} 在 ${Leaderboard} 中的显示样式: ${Show/Hide} 名字, ${Show/Hide} 分数, ${Show/Hide} 图标" comment = "" category = TC_LEADERBOARD [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = showhideoption default = "ShowHideShow" [CreateTextTagLocBJ] title = "创建漂浮文字(指定地点)" description = "创建漂浮文字: ${文字} 在 ${指定点},Z轴高度: ${Z} ,字体大小: ${Size} ,颜色值:(${Red}%, ${Green}%, ${Blue}%) ,透明度: ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_TEXTTAG [[.args]] type = StringExt [[.args]] type = location [[.args]] type = real default = "0" [[.args]] type = real default = "10" min = 1 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [CreateTextTagUnitBJ] title = "创建漂浮文字(指定单位)" description = "创建漂浮文字: ${文字} 在 ${单位}的头顶, Z轴偏移 ${Z},字体大小: ${Size} ,颜色值:(${Red}%, ${Green}%, ${Blue}%) ,透明度: ${Transparency}%" comment = "该方式创建的漂浮文字并不会跟随单位一起移动. 颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_TEXTTAG [[.args]] type = StringExt [[.args]] type = unit [[.args]] type = real default = "0" [[.args]] type = real default = "10" min = 1 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [DestroyTextTagBJ] title = "删除" description = "删除 ${Floating Text}" comment = "游戏最多允许存在100个漂浮文字,所以请及时删除不再使用的漂浮文字." script_name = DestroyTextTag category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [YDWETimerDestroyTextTag] title = "计时器系统-删除漂浮文字[YDWE]" description = "在 ${时间} 秒后删除 ${漂浮文字}" comment = "启动中心计时器,在指定时间之后删除漂浮文字。" category = TC_TEXTTAG [[.args]] type = real default = "2" min = 0 [[.args]] type = texttag default = "GetLastCreatedTextTag" [SetTextTagVisibility] title = "显示/隐藏 (所有玩家) [R]" description = "对所有玩家 ${Show/Hide} ${Floating Text}" comment = "" category = TC_TEXTTAG [[.args]] type = texttag default = "bj_lastCreatedTextTag" [[.args]] type = showhideoption default = "ShowHideShow" [ShowTextTagForceBJ] title = "显示/隐藏" description = "${Show/Hide} ${Floating Text} 对 ${玩家组}" comment = "" category = TC_TEXTTAG [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = force default = "GetPlayersAll" [SetTextTagVelocity] title = "设置速率 [R]" description = "设置 ${Floating Text} 的X轴速率: ${XSpeed} ,Y轴速率: ${YSpeed}" comment = "对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动. 这里的1约等于游戏中的1800速度." category = TC_TEXTTAG [[.args]] type = texttag default = "bj_lastCreatedTextTag" [[.args]] type = real default = "64" [[.args]] type = real default = "90" [SetTextTagVelocityBJ] title = "设置速率" description = "设置 ${Floating Text} 的移动速率为 ${Speed} ,方向为 ${Angle} 度" comment = "对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动. 方向采用角度制,0度为正东方向,90度为正北方向." category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = real default = "64" [[.args]] type = degree default = "90" [SetTextTagColor] title = "改变颜色 [R]" description = "改变 ${Floating Text} 的颜色为(${Red},${Green},${Blue}) 透明值为 ${Transparency}" comment = "颜色格式为(红,绿,蓝). 透明值0为不可见. 颜色值和透明值取值范围为0-255." category = TC_TEXTTAG [[.args]] type = texttag default = "bj_lastCreatedTextTag" [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [SetTextTagColorBJ] title = "改变颜色" description = "改变 ${Floating Text} 的颜色为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 max = 100 [SetTextTagPos] title = "改变位置(坐标) [R]" description = "改变 ${Floating Text} 的位置为(${X},${Y}) ,Z轴高度为 ${Z}" comment = "" category = TC_TEXTTAG [[.args]] type = texttag default = "bj_lastCreatedTextTag" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetTextTagPosBJ] title = "改变位置(点)" description = "改变 ${Floating Text} 的位置为 ${指定点} ,Z轴高度为 ${Z}" comment = "" category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = location [[.args]] type = real default = "0" [SetTextTagPosUnitBJ] title = "改变位置(单位)" description = "改变 ${Floating Text} 的位置到 ${单位} 头顶Z轴偏移 ${Z} 处" comment = "" script_name = SetTextTagPosUnit category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = unit [[.args]] type = real default = "0" [SetTextTagText] title = "改变文字内容 [R]" description = "改变 ${Floating Text} 的内容为 ${文字} ,字体大小: ${Size}" comment = "采用原始字体大小单位. 字体大小不能超过0.5." category = TC_TEXTTAG [[.args]] type = texttag default = "bj_lastCreatedTextTag" [[.args]] type = StringExt [[.args]] type = real default = "0.23" [SetTextTagTextBJ] title = "改变文字内容" description = "改变 ${Floating Text} 的内容为 ${文字} ,字体大小: ${Size}" comment = "" category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = StringExt [[.args]] type = real default = "10" [SetTextTagSuspendedBJ] title = "暂停/恢复" description = "设置 ${Floating Text} : ${Enable/Disable} 暂停状态" comment = "暂停状态暂停漂浮文字的移动和生命计时." script_name = SetTextTagSuspended category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetTextTagPermanentBJ] title = "设置永久显示" description = "设置 ${Floating Text} : ${Enable/Disable} 永久显示." comment = "" script_name = SetTextTagPermanent category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetTextTagLifespanBJ] title = "设置显示时间" description = "设置 ${Floating Text} 的显示时间为 ${Time} 秒" comment = "该动作并不影响永久性漂浮文字. 当显示时间到期时,系统会自动清除该漂浮文字." script_name = SetTextTagLifespan category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = real default = "5" [SetTextTagFadepointBJ] title = "设置消逝时间点" description = "设置 ${Floating Text} 的消逝时间点为 ${Time} 秒" comment = "该动作并不影响永久性漂浮文字. 当漂浮文字存在时间到达该值时会开始淡化消逝." script_name = SetTextTagFadepoint category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = real default = "4" [SetTextTagAgeBJ] title = "设置已存在时间" description = "设置 ${Floating Text} 的已存在时间为 ${Time} 秒" comment = "该动作并不影响永久性漂浮文字. " script_name = SetTextTagAge category = TC_TEXTTAG [[.args]] type = texttag default = "GetLastCreatedTextTag" [[.args]] type = real default = "0" [RegionAddRect] title = "添加区域 [R]" description = "对 ${不规则区域} 添加 ${矩形区域}" comment = "区域是游戏中一个游戏地区的集合体,可以包含地区和点." category = TC_REGION [[.args]] type = region [[.args]] type = rect [RegionClearRect] title = "移除区域 [R]" description = "在 ${不规则区域} 中移除 ${矩形区域}" comment = "" category = TC_REGION [[.args]] type = region [[.args]] type = rect [RegionAddCell] title = "添加单元点(指定坐标) [R]" description = "对 ${不规则区域} 添加单元点: (${X},${Y})" comment = "单元点大小为32x32." category = TC_REGION [[.args]] type = region [[.args]] type = real default = "0" [[.args]] type = real default = "0" [RegionAddCellAtLoc] title = "添加单元点(指定点) [R]" description = "对 ${不规则区域} 添加单元点: ${点}" comment = "单元点大小为32x32." category = TC_REGION [[.args]] type = region [[.args]] type = location [RegionClearCell] title = "移除单元点(指定坐标) [R]" description = "在 ${不规则区域} 中移除单元点: (${X},${Y})" comment = "单元点大小为32x32." category = TC_REGION [[.args]] type = region [[.args]] type = real default = "0" [[.args]] type = real default = "0" [RegionClearCellAtLoc] title = "移除单元点(指定点) [R]" description = "在 ${不规则区域} 中移除单元点: ${点}" comment = "单元点大小为32x32." category = TC_REGION [[.args]] type = region [[.args]] type = location [RemoveRegion] title = "删除不规则区域 [R]" description = "删除 ${不规则区域}" comment = "" category = TC_REGION [[.args]] type = region [SetRect] title = "设置矩形区域(指定坐标) [R]" description = "重新设置 ${矩形区域} ,左下角坐标为(${X},${Y}), 右上角坐标为(${X},${Y})" comment = "该区域必须是一个变量. 重新设置矩形区域的大小和位置." category = TC_RECT [[.args]] type = rect [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetRectFromLoc] title = "设置矩形区域(指定点) [R]" description = "重新设置 ${矩形区域} ,左下角点为 ${点} 右上角点为 ${点}" comment = "该区域必须是一个变量. 重新设置矩形区域的大小和位置." category = TC_RECT [[.args]] type = rect [[.args]] type = location [[.args]] type = location [MoveRectTo] title = "移动矩形区域(指定坐标) [R]" description = "移动 ${矩形区域} 到(${X},${Y})" comment = "该区域必须是一个变量. 目标点将作为该区域的新中心点." category = TC_RECT [[.args]] type = rect [[.args]] type = real default = "0" [[.args]] type = real default = "0" [MoveRectToLoc] title = "移动矩形区域(指定点)" description = "移动 ${矩形区域} 到 ${目标点}" comment = "该区域必须是一个变量. 目标点将作为该区域的新中心点." category = TC_RECT [[.args]] type = rect [[.args]] type = location [RemoveRect] title = "删除矩形区域 [R]" description = "删除 ${矩形区域}" comment = "" category = TC_RECT [[.args]] type = rect [QuestMessageBJ] title = "发送任务信息" description = "对 ${玩家组} 发送 ${Quest Message Type} 信息: ${文字}" comment = "" category = TC_QUEST [[.args]] type = force default = "GetPlayersAll" [[.args]] type = questmessagetype default = "QuestMessageTypeUpdated" [[.args]] type = StringExt [CreateQuestBJ] title = "创建任务" description = "创建一个 ${Quest Type} 任务,标题: ${文字} 任务说明: ${文字} 任务图标: ${Icon Path}" comment = "" category = TC_QUEST [[.args]] type = questtypeoption default = "QuestTypeReqDiscovered" [[.args]] type = StringExt max = 24 [[.args]] type = StringExt [[.args]] type = imagefile default = "\"ReplaceableTextures\\CommandButtons\\BTNAmbush.blp\"" [DestroyQuestBJ] title = "删除任务" description = "删除 ${Quest}" comment = "被删除的任务将不再显示在任务列表." script_name = DestroyQuest category = TC_QUEST [[.args]] type = quest default = "GetLastCreatedQuestBJ" [QuestSetEnabled] title = "启用/禁用 任务 [R]" description = "设置 ${Quest} ${Enable/Disable}" comment = "被禁用的任务将不会显示在任务列表." category = TC_QUEST [[.args]] type = quest default = "bj_lastCreatedQuest" [[.args]] type = enabledisableoption default = "EnableDisableDisable" [QuestSetEnabledBJ] title = "启用/禁用任务" description = "${Enable/Disable} ${Quest}" comment = "被禁用的任务将不会显示在任务列表." category = TC_QUEST [[.args]] type = enabledisableoption default = "EnableDisableDisable" [[.args]] type = quest default = "GetLastCreatedQuestBJ" [QuestSetCompletedBJ] title = "设置任务完成" description = "设置 ${Quest} ${Completed/Incomplete}" comment = "" script_name = QuestSetCompleted category = TC_QUEST [[.args]] type = quest default = "GetLastCreatedQuestBJ" [[.args]] type = completionoption default = "CompletionOptionCompleted" [QuestSetFailedBJ] title = "设置任务失败" description = "设置 ${Quest} ${Failed/Not Failed}" comment = "" script_name = QuestSetFailed category = TC_QUEST [[.args]] type = quest default = "GetLastCreatedQuestBJ" [[.args]] type = failureoption default = "FailureOptionFailed" [QuestSetDiscoveredBJ] title = "设置任务被发现" description = "设置 ${Quest} ${Discovered/Undiscovered}" comment = "" script_name = QuestSetDiscovered category = TC_QUEST [[.args]] type = quest default = "GetLastCreatedQuestBJ" [[.args]] type = discoveredoption default = "DiscoveredOptionDiscovered" [QuestSetTitleBJ] title = "设置任务标题" description = "设置 ${Quest} 的标题为 ${文字}" comment = "" script_name = QuestSetTitle category = TC_QUEST [[.args]] type = quest default = "GetLastCreatedQuestBJ" [[.args]] type = StringExt [QuestSetDescriptionBJ] title = "设置任务说明" description = "设置 ${Quest} 的任务说明为: ${文字}" comment = "" script_name = QuestSetDescription category = TC_QUEST [[.args]] type = quest default = "GetLastCreatedQuestBJ" [[.args]] type = StringExt [CreateQuestItemBJ] title = "创建任务项目" description = "为 ${Quest} 创建一个任务项目: ${文字}" comment = "" category = TC_QUEST [[.args]] type = quest default = "GetLastCreatedQuestBJ" [[.args]] type = StringExt [QuestItemSetCompletedBJ] title = "设置任务项目完成" description = "设置 ${Quest Requirement} ${Completed/Incomplete}" comment = "" script_name = QuestItemSetCompleted category = TC_QUEST [[.args]] type = questitem default = "GetLastCreatedQuestItemBJ" [[.args]] type = completionoption default = "CompletionOptionCompleted" [QuestItemSetDescriptionBJ] title = "改变任务项目说明" description = "改变 ${Quest Requirement} 的说明为: ${文字}" comment = "" script_name = QuestItemSetDescription category = TC_QUEST [[.args]] type = questitem default = "GetLastCreatedQuestItemBJ" [[.args]] type = StringExt [CreateDefeatConditionBJ] title = "创建失败条件" description = "创建失败条件: ${文字}" comment = "失败条件会在每个任务中显示." category = TC_QUEST [[.args]] type = StringExt [DestroyDefeatConditionBJ] title = "删除失败条件" description = "删除 ${Defeat Condition}" comment = "被删除的失败条件会从每个任务中移除." script_name = DestroyDefeatCondition category = TC_QUEST [[.args]] type = defeatcondition default = "GetLastCreatedDefeatConditionBJ" [DefeatConditionSetDescriptionBJ] title = "改变失败条件说明" description = "改变 ${Defeat Condition} 的说明为: ${文字}" comment = "" script_name = DefeatConditionSetDescription category = TC_QUEST [[.args]] type = defeatcondition default = "GetLastCreatedDefeatConditionBJ" [[.args]] type = StringExt [FlashQuestDialogButtonBJ] title = "闪动任务按钮" description = "闪动任务按钮" comment = "" script_name = FlashQuestDialogButton category = TC_QUEST [[.args]] type = nothing [AddLightningLoc] title = "创建闪电效果" description = "创建一道 ${Type} 闪电效果,从 ${点} 到 ${点}" comment = "" category = TC_LIGHTNING [[.args]] type = lightningtype default = "LightningTypeCLPB" [[.args]] type = location [[.args]] type = location [DestroyLightningBJ] title = "删除闪电效果" description = "删除 ${Lightning}" comment = "" script_name = DestroyLightning category = TC_LIGHTNING [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [YDWETimerDestroyLightning] title = "计时器系统-删除闪电效果[YDWE]" description = "在 ${时间} 秒后删除 ${闪电效果}" comment = "启动中心计时器,在指定时间之后删除闪电效果。" category = TC_LIGHTNING [[.args]] type = real default = "2" min = 0 [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [MoveLightningEx] title = "移动闪电效果(指定坐标) [R]" description = "移动 ${Lightning} 到新位置,(${Boolean} 检查可见性) 新起始点: (${X},${Y},${Z}) 新终结点: (${X},${Y},${Z})" comment = "可指定Z坐标. 允许检查可见性则在指定起始点和终结点都不可见时将不移动闪电效果." category = TC_LIGHTNING [[.args]] type = lightning default = "bj_lastCreatedLightning" [[.args]] type = allowdontoption default = "AllowDontDont" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [MoveLightningLoc] title = "移动闪电效果(指定点)" description = "移动 ${Lightning} ,使其连接 ${点} 到 ${点}" comment = "" category = TC_LIGHTNING [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [[.args]] type = location [[.args]] type = location [SetLightningColorBJ] title = "改变闪电效果颜色" description = "改变 ${Lightning} 的颜色值为(${Red} ${Green} ${Blue}) Alpha通道值为 ${Alpha}" comment = "颜色格式为(红,绿,蓝). 颜色和Alpha通道值取值范围0-1. Alpha通道值为0即完全透明." script_name = SetLightningColor category = TC_LIGHTNING [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [[.args]] type = real default = "1" [[.args]] type = real default = "1" [[.args]] type = real default = "1" [[.args]] type = real default = "1" [PlaySoundBJ] title = "播放音效" description = "播放 ${音效}" comment = "音效不能在地图初始化时播放. 注意3D音效必须指定地点播放." category = TC_SOUND [[.args]] type = sound [PlaySoundAtPointBJ] title = "播放3D音效(指定点)" description = "播放 ${3D音效} ,音量: ${Volume}% 播放位置: ${指定点} Z轴高度: ${Z}" comment = "音效不能在地图初始化时播放. 该动作只能用于播放3D音效." category = TC_SOUND [[.args]] type = sound [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = location [[.args]] type = real default = "0" [PlaySoundOnUnitBJ] title = "播放3D音效(跟随单位)" description = "播放 ${3D音效} ,音量: ${Volume}%, 跟随单位: ${目标单位}" comment = "音效不能在地图初始化时播放. 该动作只能用于播放3D音效." category = TC_SOUND [[.args]] type = sound [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = unit [PlaySoundFromOffsetBJ] title = "跳播音效" description = "播放 ${音效},音量: ${Volume}%,跳过开始 ${Offset} 秒" comment = "音效不能在地图初始化时播放.该动作不能用于3D音效." category = TC_SOUND [[.args]] type = sound [[.args]] type = real default = "100" min = 0 max = 100 [[.args]] type = real default = "0" min = 0 [StopSoundBJ] title = "停止音效" description = "停止播放 ${音效} ${After Fading/Immediately}" comment = "" category = TC_SOUND [[.args]] type = sound [[.args]] type = fadedontoption default = "FadeDontFade" [KillSoundWhenDoneBJ] title = "删除音效" description = "删除 ${音效}" comment = "如果音效正在播放则在播放结束时删除." script_name = KillSoundWhenDone category = TC_SOUND [[.args]] type = sound [SetSoundVolume] title = "设置音效音量 [R]" description = "设置 ${音效} 的音量为 ${Volume}" comment = "音量取值范围0-127." category = TC_SOUND [[.args]] type = sound [[.args]] type = integer default = "127" min = 0 max = 127 [SetSoundVolumeBJ] title = "设置音效音量" description = "设置 ${音效} 的音量为 ${Volume}%" comment = "" category = TC_SOUND [[.args]] type = sound [[.args]] type = real default = "100" min = 0 max = 100 [SetSoundPlayPosition] title = "设置音效播放时间点 [R]" description = "设置 ${音效} 的播放时间点为 ${Offset} 毫秒" comment = "音效必须是正在播放的. 不能用于3D音效." category = TC_SOUND [[.args]] type = sound [[.args]] type = integer default = "0" min = 0 [SetSoundOffsetBJ] title = "设置音效播放时间点" description = "设置播放时间点为 ${Offset} 秒对 ${音效}" comment = "音效必须是正在播放的. 不能用于3D音效." category = TC_SOUND [[.args]] type = real default = "0" min = 0 [[.args]] type = sound [SetSoundDistanceCutoffBJ] title = "设置声音截断距离" description = "设置 ${音效} 的截断距离为 ${数值}" comment = "地图距离,玩家镜头距离音源超过该范围则切断声音." script_name = SetSoundDistanceCutoff category = TC_SOUND [[.args]] type = sound [[.args]] type = real [SetSoundPitchBJ] title = "设置声音速率" description = "设置 ${音效} 的速率为 ${数值}" comment = "表示正常速率的倍数." script_name = SetSoundPitch category = TC_SOUND [[.args]] type = sound [[.args]] type = real [AttachSoundToUnitBJ] title = "绑定单位" description = "将 ${3D音效} 绑定到 ${单位}" comment = "该动作仅用于3D音效." script_name = AttachSoundToUnit category = TC_SOUND [[.args]] type = sound [[.args]] type = unit [SetSoundPosition] title = "设置3D音效位置(指定坐标) [R]" description = "设置 ${3D音效} 的播放位置为(${X},${Y}), Z轴高度为 ${Z}" comment = "该动作仅用于3D音效." category = TC_SOUND [[.args]] type = sound [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetSoundPositionLocBJ] title = "设置3D音效位置(指定点)" description = "设置 ${3D音效} 的播放位置为 ${指定点} Z轴高度为 ${Z}" comment = "该动作仅用于3D音效." category = TC_SOUND [[.args]] type = sound [[.args]] type = location [[.args]] type = real default = "0" [SetSoundDistances] title = "设置3D音效衰减范围" description = "设置 ${3D音效} 的衰减最小范围: ${数值} 最大范围: ${数值}" comment = "该动作仅用于3D音效. 注意不一定要达到最大范围,音量衰减到一定程度也会变没的." category = TC_SOUND [[.args]] type = sound [[.args]] type = real min = 0 [[.args]] type = real min = 0 [SetStackedSoundBJ] title = "添加/删除区域音效" description = "${Add/Remove} ${3D音效} 到 ${地区}" comment = "该动作仅用于3D音效." category = TC_SOUND [[.args]] type = addremoveoption default = "AddRemoveAdd" [[.args]] type = sound [[.args]] type = rect [SetAmbientDaySound] title = "使用白天环境音效" description = "使用 ${Theme} 白天环境音效" comment = "" category = TC_SOUND [[.args]] type = ambientthemeday default = "AmbientThemeDayL" [SetAmbientNightSound] title = "使用夜晚环境音效" description = "使用 ${Theme} 夜晚环境音效" comment = "" category = TC_SOUND [[.args]] type = ambientthemenight default = "AmbientThemeNightL" [EnableDawnDusk] title = "允许/禁止昼夜交替音效" description = "${Enable/Disable} 昼夜交替音效" comment = "" category = TC_SOUND [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetMapMusic] title = "设置背景音乐列表 [R]" description = "设置背景音乐列表为: ${Music} , ${允许/禁止} 随机播放, 开始播放序号为 ${Index}" comment = "可指定播放文件或播放目录." category = TC_SOUND [[.args]] type = musicfile default = "MusicFileMusic" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = integer default = "0" [SetMapMusicIndexedBJ] title = "设置背景音乐列表(指定播放)" description = "设置背景音乐列表为: ${Music} ,播放序号: ${Index}" comment = "可指定播放文件或播放目录." category = TC_SOUND [[.args]] type = musicfile default = "MusicFileMusic" [[.args]] type = integer default = "0" [SetMapMusicRandomBJ] title = "设置背景音乐列表(随机播放)" description = "设置背景音乐列表为: ${Music} ,随机播放" comment = "可指定播放文件或播放目录." category = TC_SOUND [[.args]] type = musicfile default = "MusicFileMusic" [ClearMapMusicBJ] title = "清空背景音乐列表" description = "清空背景音乐列表" comment = "" script_name = ClearMapMusic category = TC_SOUND [[.args]] type = nothing [PlayMusicBJ] title = "播放背景音乐" description = "播放 ${背景音乐}" comment = "" category = TC_SOUND [[.args]] type = musicfile [PlayMusicExBJ] title = "跳播背景音乐" description = "播放 ${背景音乐} ,跳过开始 ${Offset} 秒,淡入时间: ${Fade Time} 秒" comment = "" category = TC_SOUND [[.args]] type = musicfile [[.args]] type = real default = "0" min = 0 [[.args]] type = real default = "0" min = 0 [StopMusicBJ] title = "停止背景音乐" description = "停止背景音乐 ${After Fading/Immediately}" comment = "" script_name = StopMusic category = TC_SOUND [[.args]] type = fadedontoption default = "FadeDontFade" [ResumeMusicBJ] title = "恢复背景音乐" description = "恢复背景音乐" comment = "" script_name = ResumeMusic category = TC_SOUND [[.args]] type = nothing [SetMusicVolume] title = "设置背景音乐音量 [R]" description = "设置背景音乐音量为 ${Volume}" comment = "音量取值范围为0-127." category = TC_SOUND [[.args]] type = integer default = "127" min = 0 max = 127 [SetMusicVolumeBJ] title = "设置背景音乐音量" description = "设置背景音乐音量为 ${Volume}%" comment = "" category = TC_SOUND [[.args]] type = real default = "100" min = 0 max = 100 [SetMusicPlayPosition] title = "设置背景音乐播放时间点 [R]" description = "设置当前背景音乐的播放时间点为 ${Offset} 毫秒" category = TC_SOUND [[.args]] type = integer default = "0" min = 0 [SetMusicOffsetBJ] title = "设置背景音乐播放时间点" description = "设置当前背景音乐的播放时间点为 ${Offset} 秒" comment = "" category = TC_SOUND [[.args]] type = real default = "0" min = 0 [PlayThematicMusic] title = "播放主题音乐 [C]" description = "播放 ${Music Theme} 主题音乐" comment = "播放主题音乐一次,然后恢复原来的音乐." script_name = PlayThematicMusic category = TC_SOUND [[.args]] type = musictheme default = "MusicThemeHeroicVictory" [PlayThematicMusicBJ] title = "播放主题音乐" description = "播放 ${Music Theme} 主题音乐" comment = "播放主题音乐一次,然后恢复原来的音乐." script_name = PlayThematicMusic category = TC_SOUND [[.args]] type = musictheme default = "MusicThemeHeroicVictory" [PlayThematicMusicEx] title = "跳播主题音乐 [R]" description = "播放 ${Music Theme} 主题音乐,跳过开始 ${Offset} 毫秒" category = TC_SOUND [[.args]] type = musictheme default = "MusicThemeHeroicVictory" [[.args]] type = integer default = "0" min = 0 [PlayThematicMusicExBJ] title = "跳播主题音乐" description = "播放 ${Music Theme} 主题音乐,跳过开始 ${Offset} 秒" comment = "播放主题音乐一次,然后恢复原来的音乐." category = TC_SOUND [[.args]] type = musictheme default = "MusicThemeHeroicVictory" [[.args]] type = real default = "0" min = 0 [EndThematicMusic] title = "停止主题音乐[C]" description = "停止正在播放的主题音乐" comment = "" script_name = EndThematicMusic category = TC_SOUND [[.args]] type = nothing [EndThematicMusicBJ] title = "停止主题音乐" description = "停止正在播放的主题音乐" comment = "" script_name = EndThematicMusic category = TC_SOUND [[.args]] type = nothing [SetThematicMusicPlayPosition] title = "设置主题音乐播放时间点 [R]" description = "设置当前主题音乐播放时间点为 ${Offset} 毫秒" comment = "" category = TC_SOUND [[.args]] type = integer default = "0" min = 0 [SetThematicMusicOffsetBJ] title = "设置主题音乐播放时间点" description = "设置当前主题音乐播放时间点为 ${Offset} 秒" comment = "" category = TC_SOUND [[.args]] type = real default = "0" min = 0 [VolumeGroupSetVolume] title = "设置多通道音量 [R]" description = "设置 ${Volume Channel} 的音量为 ${Volume}" comment = "音量取值范围0-1." category = TC_SOUND [[.args]] type = volumegroup default = "VolumeGroupMusic" [[.args]] type = real default = "1" min = 0 max = 1 [VolumeGroupSetVolumeBJ] title = "设置多通道音量" description = "设置 ${Volume Channel} 的音量为 ${Volume}%" comment = "" category = TC_SOUND [[.args]] type = volumegroup default = "VolumeGroupMusic" [[.args]] type = real default = "100" min = 0 max = 100 [SetCineModeVolumeGroupsBJ] title = "设置电影多通道音量环境" description = "设置多通道音量为电影模式" comment = "" category = TC_SOUND [[.args]] type = nothing [SetSpeechVolumeGroupsBJ] title = "设置语音多通道音量环境" description = "设置多通道音量为语音模式" comment = "语音模式即电影的播送单位消息功能." category = TC_SOUND [[.args]] type = nothing [VolumeGroupResetBJ] title = "重置多通道音量" description = "重置所有通道音量为预设值." category = TC_SOUND [[.args]] type = nothing [AddSpecialEffectLocBJ] title = "创建特效(指定点)" description = "在 ${指定点} 创建特效: ${Model File}" comment = "" category = TC_SPECIALEFFECT [[.args]] type = location [[.args]] type = modelfile default = "\"Abilities\\Spells\\Human\\ThunderClap\\ThunderClapCaster.mdl\"" [AddSpecialEffectTargetUnitBJ] title = "创建特效(绑定单位)" description = "创建并绑定特效到 ${Attachment Point} 对 ${单位} ,使用模型: ${Model File}" comment = "" category = TC_SPECIALEFFECT [[.args]] type = string default = "\"overhead\"" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = modelfile default = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\"" [DestroyEffectBJ] title = "删除特效" description = "删除 ${Special Effect}" comment = "" script_name = DestroyEffect category = TC_SPECIALEFFECT [[.args]] type = effect default = "GetLastCreatedEffectBJ" [YDWETimerDestroyEffect] title = "计时器系统-删除特效[YDWE]" description = "在 ${时间} 秒后删除 ${特效}" comment = "启动中心计时器,在指定时间之后删除特效。" category = TC_SPECIALEFFECT [[.args]] type = real default = "2" min = 0 [[.args]] type = effect default = "bj_lastCreatedEffect" [CreateImageBJ] title = "创建" description = "使用图像: ${Image} 大小: ${Size} 创建点: ${指定点} Z轴偏移: ${Z} 图像类型: ${Type}" comment = "使用'图像 - 设置永久渲染状态'才能显示图像. 创建点作为图像的左下角位置. 该功能存在Bug,会在图像上和右面多出256象素. 所以需要支持Alpha通道的图像且上和右面最后一行像素为透明才能完美显示." category = TC_IMAGE [[.args]] type = string default = "\"ReplaceableTextures\\Splats\\AuraRune9b.blp\"" [[.args]] type = real default = "256" [[.args]] type = location [[.args]] type = real default = "0" [[.args]] type = imagetype default = "ImageTypeIndicator" [DestroyImage] title = "删除" description = "删除 ${图像}" comment = "" category = TC_IMAGE [[.args]] type = image [ShowImage] title = "显示/隐藏 [R]" description = "设置 ${Image} ${Show/Hide}" comment = "" category = TC_IMAGE [[.args]] type = image default = "bj_lastCreatedImage" [[.args]] type = showhideoption default = "ShowHideShow" [ShowImageBJ] title = "显示/隐藏图像" description = "${Show/Hide} ${Image}" comment = "" category = TC_IMAGE [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = image default = "GetLastCreatedImage" [SetImageConstantHeight] title = "设置图像高度" description = "设置 ${Image} ${Enable/Disable} Z轴显示,并设置高度为 ${Height}" comment = "实际显示高度为图像高度+Z轴偏移. 只有允许Z轴显示时才有效." category = TC_IMAGE [[.args]] type = image [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = real default = "0" [SetImagePosition] title = "改变图像位置(指定坐标) [R]" description = "改变 ${Image} 的位置为(${X},${Y}),Z轴偏移为 ${Z}" comment = "指图像的左下角位置." category = TC_IMAGE [[.args]] type = image default = "bj_lastCreatedImage" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetImagePositionBJ] title = "改变图像位置(指定点)" description = "改变 ${Image} 的位置为 ${Position} ,Z轴偏移为 ${Z}" comment = "指图像的左下角位置." category = TC_IMAGE [[.args]] type = image default = "GetLastCreatedImage" [[.args]] type = location [[.args]] type = real default = "0" [SetImageColor] title = "改变图像颜色 [R]" description = "设置 ${Image} 的颜色值为(${Red},${Green},${Blue}) Alpha值为 ${Alpha}" comment = "颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围0-255." category = TC_IMAGE [[.args]] type = image default = "bj_lastCreatedImage" [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [[.args]] type = integer default = "255" min = 0 max = 255 [SetImageColorBJ] title = "改变图像颜色" description = "设置 ${Image} 的颜色值为(${Red}%, ${Green}%, ${Blue}%) 透明度为 ${Transparency}%" comment = "颜色格式为(红,绿,蓝). 透明度100%是不可见的." category = TC_IMAGE [[.args]] type = image default = "GetLastCreatedImage" [[.args]] type = real default = "100.0" min = 0.0 max = 100.0 [[.args]] type = real default = "100.0" min = 0.0 max = 100.0 [[.args]] type = real default = "100.0" min = 0.0 max = 100.0 [[.args]] type = real default = "0.0" min = 0.0 max = 100.0 [SetImageRender] title = "设置图像渲染状态" description = "设置 ${Image} : ${Enable/Disable} 显示状态" comment = "未发现有任何作用." category = TC_IMAGE [[.args]] type = image default = "GetLastCreatedImage" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetImageRenderAlways] title = "设置图像永久渲染状态" description = "设置 ${Image} : ${Enable/Disable} 永久显示状态" comment = "要显示图像则必须开启该项." category = TC_IMAGE [[.args]] type = image default = "GetLastCreatedImage" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetImageAboveWater] title = "图像水面显示状态" description = "设置 ${Image} : ${Enable/Disable} 水面显示, ${Enable/Disable} 水的Alpha通道" comment = "前者设置图像在水面或是水底显示. 后者设置图像是否受水的Alpha通道影响. " category = TC_IMAGE [[.args]] type = image default = "GetLastCreatedImage" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetImageType] title = "改变图像类型" description = "改变 ${Image} 类型为 ${Type}" comment = "" category = TC_IMAGE [[.args]] type = image default = "GetLastCreatedImage" [[.args]] type = imagetype default = "ImageTypeIndicator" [SetPlayerState] title = "设置属性" description = "设置 ${Player} 的 ${Property} 为 ${Value}" comment = "" script_name = SetPlayerStateBJ category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = playerstate default = "PlayerStateGold" [[.args]] type = integer default = "750" [AdjustPlayerStateBJ] title = "增加属性" description = "增加 ${Value} ${Player} 的 ${Property}" comment = "使用负数来减少." category = TC_PLAYER [[.args]] type = integer default = "1000" [[.args]] type = player default = "Player00" [[.args]] type = playerstate default = "PlayerStateGold" [SetPlayerFlag] title = "开启/关闭 玩家参数 [R]" description = "设置 ${Player} 属性: ${Player Flag} ${On/Off}" comment = "开启玩家12的'给与奖励'表示杀死玩家12单位会获得金钱奖励." script_name = SetPlayerState category = TC_PLAYER [[.args]] type = player default = "PlayerNA" [[.args]] type = playerflag default = "PlayerFlagGivesBounty" [[.args]] type = onoffintoption default = "OnOffIntOff" [SetPlayerFlagBJ] title = "开启/关闭 玩家参数" description = "设置 ${Player Flag} ${On/Off} 对 ${Player}" comment = "开启玩家12的'给与奖励'表示杀死玩家12单位会获得金钱奖励." category = TC_PLAYER [[.args]] type = playerflag default = "PlayerFlagGivesBounty" [[.args]] type = onoffoption default = "OnOffOff" [[.args]] type = player default = "PlayerNA" [SetPlayerTaxRate] title = "设置税率 [R]" description = "设置 ${Player} 交纳给 ${Player} 的 ${Resource} 所得税为 ${Rate} %" comment = "缴纳所得税所损失的资源可以通过'玩家得分'的'税务损失的黄金/木材'来获取. 所得税最高为100%. 且玩家1对玩家2和玩家3都交纳80%所得税.则玩家1采集黄金时将给玩家2 8黄金,玩家3 2黄金." category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = player default = "Player01" [[.args]] type = playerresource default = "PlayerResourceGold" [[.args]] type = integer default = "0" min = 0 max = 100 [SetPlayerTaxRateBJ] title = "设置税率" description = "设置 ${Rate} %的 ${Resource} 所得税, ${Player} 交纳给 ${Player}" comment = "缴纳所得税所损失的资源可以通过'玩家得分'的'税务损失的黄金/木材'来获取. 所得税最高为100%. 且玩家1对玩家2和玩家3都交纳80%所得税.则玩家1采集黄金时将给玩家2 8黄金,玩家3 2黄金." category = TC_PLAYER [[.args]] type = integer default = "0" min = 0 max = 100 [[.args]] type = playerresource default = "PlayerResourceGold" [[.args]] type = player default = "Player00" [[.args]] type = player default = "Player01" [SetPlayerTeam] title = "设置玩家队伍" description = "设置 ${Player} 的队伍为 ${队伍ID}" comment = "" category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = integer default = "0" [EnableCreepSleepBJ] title = "允许/禁止 中立生物睡眠" description = "${Enable/Disable} 中立生物睡眠" comment = "只影响夜晚的睡眠. 不影响催眠魔法." category = TC_PLAYER [[.args]] type = enabledisableoption default = "EnableDisableDisable" [SetPlayerAllianceStateBJ] title = "设置联盟状态" description = "命令 ${Player} 设置对 ${Player} 的联盟状态为 ${Alliance Setting}" comment = "" category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = player default = "Player01" [[.args]] type = alliancesetting default = "AllianceSettingAlliedVision" [SetPlayerAlliance] title = "设置联盟状态(指定项目) [R]" description = "命令 ${Player} 对 ${Player} 设置 ${Alliance Type} ${On/Off}" comment = "注意:可以对玩家自己设置联盟状态. 可用来实现一些特殊效果." category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = player default = "Player01" [[.args]] type = alliancetype default = "AllianceTypePassive" [[.args]] type = onoffoption default = "OnOffOn" [SetPlayerAllianceBJ] title = "设置联盟状态(指定项目)" description = "命令 ${Player} 设置 ${Alliance Type} ${On/Off} 对 ${Player}" comment = "" category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = alliancetype default = "AllianceTypePassive" [[.args]] type = onoffoption default = "OnOffOn" [[.args]] type = player default = "Player01" [SetPlayerAbilityAvailable] title = "允许/禁用 技能 [R]" description = "设置 ${Player} 的 ${技能} 为 ${Enable/Disable}" comment = "设置玩家能否使用该技能." category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = abilcode [[.args]] type = enabledisableoption default = "EnableDisableDisable" [SetPlayerAbilityAvailableBJ] title = "允许/禁用 技能" description = "${Enable/Disable} ${技能} 对 ${Player}" comment = "设置玩家能否使用该技能." category = TC_PLAYER [[.args]] type = enabledisableoption default = "EnableDisableDisable" [[.args]] type = abilcode [[.args]] type = player default = "Player00" [SetPlayerUnitAvailableBJ] title = "设置单位可用性" description = "设置 ${单位类型} ${Available/Unavailable} 对 ${Player}" comment = "设置玩家能否建造该单位." category = TC_PLAYER [[.args]] type = unitcode default = "hfoo" [[.args]] type = availabilityoption default = "AvailabilityOptionAvailable" [[.args]] type = player default = "Player00" [SetPlayerUnitMaxAllowed] title = "限制单位可建造数量" description = "限制 ${单位类型} 的可建造数量为 ${Limit} 对 ${Player}" comment = "-1为无限制,0为不能生产." script_name = SetPlayerTechMaxAllowedSwap category = TC_PLAYER [[.args]] type = unitcode default = "hfoo" [[.args]] type = integer default = "1" min = -1 [[.args]] type = player default = "Player00" [SetPlayerMaxHeroesAllowed] title = "限制英雄数量" description = "限制英雄数量为 ${Limit} 对 ${Player}" comment = "-1为无限制,0为不能生产." category = TC_PLAYER [[.args]] type = integer default = "3" min = -1 [[.args]] type = player default = "Player00" [AddPlayerTechResearched] title = "增加科技等级" description = "增加 ${玩家} 的 ${科技} 科技 ${整数} 级" comment = "科技等级不能倒退。" category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = techcode [[.args]] type = integer default = "0" min = 0 [SetPlayerTechResearchedSwap] title = "设置科技等级" description = "设置 ${科技} 的等级为 ${Level} 对 ${Player}" comment = "科技等级不能倒退." category = TC_PLAYER [[.args]] type = techcode [[.args]] type = integer default = "0" min = 0 [[.args]] type = player default = "Player00" [SetPlayerTechMaxAllowedSwap] title = "设置最大科技等级" description = "设置 ${科技} 的等级为 ${Level} 对 ${Player}" comment = "科技等级不能倒退." category = TC_PLAYER [[.args]] type = techcode [[.args]] type = integer default = "0" min = 0 [[.args]] type = player default = "Player00" [SetPlayerColor] title = "改变玩家颜色 [R]" description = "将 ${Player} 的玩家颜色改为 ${Color}" comment = "不改变现有单位的颜色." category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = playercolor default = "Color00" [SetPlayerColorBJ] title = "改变玩家颜色" description = "将 ${Player} 的玩家颜色改为 ${Color} ,并 ${Changing/Retaining color} 玩家单位颜色" comment = "" category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = playercolor default = "Color00" [[.args]] type = playerchangecoloroption default = "PlayerChangeColorChange" [SetPlayerHandicap] title = "设置生命上限 [R]" description = "设置 ${Player} 的生命障碍为正常的 ${Percent}倍" comment = "生命上限影响玩家拥有单位的生命最大值. 生命之书并不受生命上限限制,所以对英雄血量可能会有偏差." category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = real default = "1" min = 0.01 max = 10000 [SetPlayerHandicapBJ] title = "设置生命上限" description = "设置 ${Player} 的生命障碍为正常的 ${Percent}%" comment = "生命上限影响玩家拥有单位的生命最大值. 生命之书并不受生命上限限制,所以对英雄血量可能会有偏差." category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = real default = "100" min = 1 max = 10000 [SetPlayerOnScoreScreen] title = "显示/隐藏计分屏显示 [R]" description = "设置 ${Player} ${Show/Hide} 在计分屏的显示." comment = "" category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = showhideoption default = "ShowHideHide" [SetPlayerOnScoreScreenBJ] title = "显示/隐藏计分屏显示" description = "${Show/Hide} ${Player} 在计分屏的显示." comment = "" category = TC_PLAYER [[.args]] type = showhideoption default = "ShowHideHide" [[.args]] type = player default = "Player00" [SetPlayerName] title = "更改名字" description = "更改 ${Player} 的名字为 ${文字}" comment = "" category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = StringExt [RemovePlayer] title = "踢除玩家" description = "踢除 ${Player} ,玩家的游戏结果为 ${文字}" comment = "" category = TC_PLAYER [[.args]] type = player default = "Player00" [[.args]] type = playergameresult default = "GameResultLose" [ForForceMultiple] title = "选取玩家组内玩家做动作(多个动作)" description = "选取 ${玩家组} 内所有玩家做动作" comment = "玩家组动作中可使用'选取玩家'来获取对应的玩家. 等待不能在组动作中运行." script_name = ForForce category = TC_PLAYERGROUP [[.args]] type = force default = "GetPlayersAll" [ForForce] title = "选取玩家组内玩家做动作" description = "选取 ${玩家组} 内所有玩家 ${做动作}" comment = "玩家组动作中可使用'选取玩家'来获取对应的玩家. 等待不能在组动作中运行." category = TC_PLAYERGROUP [[.args]] type = force default = "GetPlayersAll" [[.args]] type = code default = "DoNothing" [ForceAddPlayer] title = "添加玩家 [R]" description = " ${玩家组} 添加 ${玩家}" comment = "并不影响玩家本身." category = TC_PLAYERGROUP [[.args]] type = force [[.args]] type = player default = "Player00" [ForceAddPlayerSimple] title = "添加玩家" description = "添加 ${Player} 到 ${玩家组}" comment = "并不影响玩家本身." category = TC_PLAYERGROUP [[.args]] type = player default = "Player00" [[.args]] type = force [ForceRemovePlayer] title = "移除玩家 [R]" description = "从 ${玩家组} 中移除 ${玩家}" comment = "并不影响玩家本身." category = TC_PLAYERGROUP [[.args]] type = force [[.args]] type = player default = "Player00" [ForceRemovePlayerSimple] title = "移除玩家" description = "将 ${Player} 从 ${玩家组} 移除" comment = "并不影响玩家本身." category = TC_PLAYERGROUP [[.args]] type = player default = "Player00" [[.args]] type = force [ForceClear] title = "清空玩家组" description = "清空 ${玩家组} 内所有玩家" comment = "并不影响玩家本身." category = TC_PLAYERGROUP [[.args]] type = force [SetForceAllianceStateBJ] title = "设置联盟" description = "命令 ${Player} 设置对 ${Player} 的联盟状态为 ${Alliance Setting}" comment = "" category = TC_PLAYERGROUP [[.args]] type = force default = "GetPlayersAll" [[.args]] type = force default = "GetPlayersAll" [[.args]] type = alliancesetting default = "AllianceSettingAlliedVision" [DestroyForce] title = "删除玩家组 [R]" description = "删除 ${玩家组}" comment = "注意: 不要删除系统预置的玩家组." category = TC_PLAYERGROUP [[.args]] type = force [CreateItemLoc] title = "创建" description = "创建 ${物品} 在 ${指定点}" comment = "" category = TC_ITEM [[.args]] type = itemcode default = "texp" [[.args]] type = location [CreateItem] title = "创建" description = "新建 ${物品} 在(${X},${Y})" comment = "" category = TC_ITEM [[.args]] type = itemcode default = "texp" [[.args]] type = real [[.args]] type = real [RemoveItem] title = "删除" description = "删除 ${物品}" comment = "" category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [YDWETimerRemoveItem] title = "计时器系统-删除物品[YDWE]" description = "在 ${时间} 秒后删除 ${物品}" comment = "启动中心计时器,在指定时间之后删除物品。" category = TC_ITEM [[.args]] type = real default = "2" min = 0 [[.args]] type = item default = "GetLastCreatedItem" [YDWEItemAbilityStorage] title = "物品属性系统-添加技能给物品[YDWE]" description = "为 ${物品类型} 添加 ${技能}" comment = "将技能添加给物品,英雄获得物品后,会获得额外的技能;这些技能会出现在单位身上,因此尽量不要添加带有图标的技能。" category = TC_ITEM [[.args]] type = itemcode default = "spsh" [[.args]] type = abilcode default = "AIfg" [SetItemVisible] title = "显示/隐藏 [R]" description = "设置 ${物品} 的状态为: ${Show/Hide}" comment = "只对在地面的物品有效,不会影响在物品栏中的物品. 单位通过触发得到一个隐藏物品时,会自动显示该物品." category = TC_ITEM [[.args]] type = item default = "bj_lastCreatedItem" [[.args]] type = showhideoption default = "ShowHideHide" [SetItemVisibleBJ] title = "显示/隐藏" description = "${Show/Hide} ${物品}" comment = "只对在地面的物品有效,不会影响在物品栏中的物品. 单位通过触发得到一个隐藏物品时,会自动显示该物品." category = TC_ITEM [[.args]] type = showhideoption default = "ShowHideHide" [[.args]] type = item default = "GetLastCreatedItem" [SetItemPosition] title = "移动物品到坐标(立即)(指定坐标) [R]" description = "移动 ${物品} 到(${X},${Y})" comment = "" category = TC_ITEM [[.args]] type = item default = "bj_lastCreatedItem" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [SetItemPositionLoc] title = "移动物品到指定点(立即)(指定点)" description = "移动 ${物品} 到 ${指定点}" comment = "" category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = location [SetItemLifeBJ] title = "设置物品生命值" description = "设置 ${物品} 的生命值为 ${Value}" comment = "" script_name = SetWidgetLife category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = real default = "50" min = 0 [SetItemCharges] title = "设置物品使用次数" description = "设置 ${物品} 的使用次数为 ${Charges}" comment = "设置为0可以使物品能无限次使用." category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = integer default = "1" min = 0 [SetItemInvulnerableBJ] title = "设置物品无敌/可攻击" description = "设置 ${物品} ${Invulnerable/Vulnerable}" comment = "" script_name = SetItemInvulnerable category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = invulnerableoption default = "InvulnerabilityInvulnerable" [SetItemPawnable] title = "设置物品可否抵押" description = "设置 ${物品} ${Pawnable/Unpawnable}" comment = "不可抵押物品不能被卖到商店." category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = pawnableoption default = "PawnableOptionPawnable" [SetItemDroppableBJ] title = "设置物品可否丢弃" description = "设置${物品} ${Droppable/Undroppable}" comment = "不可掉落物品在被捡起之后就不能移动和丢弃.(但可通过触发实现)" script_name = SetItemDroppable category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = dropnodropoption default = "DropNoDropOptionNoDrop" [SetItemDropID] title = "设置重生神符的产生单位类型" description = "设置 ${物品} 产生 ${单位类型}" comment = "设置重生神符对应的单位类型后,当英雄吃了重生神符,则会产生指定类型的单位。" category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = unitcode default = "hfoo" [SetItemDropOnDeathBJ] title = "设置物品死亡是否掉落" description = "设置 ${物品} ${Drop from/Stay with} 在持有者死亡时" comment = "" script_name = SetItemDropOnDeath category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = droppableoption default = "DroppableOptionDrop" [SetItemPlayerBJ] title = "改变物品所属玩家" description = "改变 ${物品} 的所属玩家为: ${Player} 并 ${Change/Retain Color}" comment = "不是所有物品都能改变颜色. 所属玩家与持有者无关,默认为中立被动玩家." script_name = SetItemPlayer category = TC_ITEM [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = player default = "Player00" [[.args]] type = colorchangeoption default = "ChangeColorTrue" [SetItemUserData] title = "设置物品自定义值" description = "设置 ${物品} 的自定义值为 ${Index}" comment = "物品自定义值只用于触发器. 可以用来为物品绑定一个整型数据." category = TC_ITEM [[.args]] type = item [[.args]] type = integer default = "0" [EnumItemsInRectBJMultiple] title = "选取矩形区域内物品做动作(多个动作)" description = "选取 ${矩形区域} 内所有物品做动作" comment = "组动作中可使用'选取物品'来获取对应的物品. 区域内每个物品都会运行一次动作(包括隐藏物品,不包括物品栏中的物品). 等待不能在组动作中运行." script_name = EnumItemsInRectBJ category = TC_ITEM [[.args]] type = rect default = "GetPlayableMapRect" [EnumItemsInRectBJ] title = "选取矩形区域内物品做动作" description = "选取 ${矩形区域} 内所有物品 ${做动作}" comment = "组动作中可使用'选取物品'来获取对应的物品. 区域内每个物品都会运行一次动作(包括隐藏物品,不包括单位身上的物品). 等待不能在组动作中运行." category = TC_ITEM [[.args]] type = rect default = "GetPlayableMapRect" [[.args]] type = code default = "DoNothing" [YDWECreateItemPool] title = "创建物品池 [YDWE]" description = "新建一个物品池" comment = "新建一个物品池,该物品池可以被<最后创建的物品池>获得。" category = TC_ITEMPOOL [[.args]] type = nothing [ItemPoolAddItemType] title = "添加物品类型 [R]" description = "在 ${物品池} 中添加一个 ${物品} 比重为 ${数值}" comment = "比重越高被选择的机率越大." category = TC_ITEMPOOL [[.args]] type = itempool [[.args]] type = itemcode default = "texp" [[.args]] type = real default = "1" [ItemPoolRemoveItemType] title = "删除物品类型 [R]" description = "从 ${物品池} 中删除 ${物品}" comment = "" category = TC_ITEMPOOL [[.args]] type = itempool [[.args]] type = itemcode default = "texp" [PlaceRandomItem] title = "选择放置物品 [R]" description = "从 ${物品池} 中任意选择一个物品并放置到( ${X} , ${Y} )点" comment = "" category = TC_ITEMPOOL [[.args]] type = itempool [[.args]] type = real default = "0" [[.args]] type = real default = "0" [YDWEPlaceRandomItem] title = "选择放置物品 [YDWE]" description = "从 ${物品池} 中选择一个物品并放置到点( ${X} , ${Y} ) " comment = "该物品可以被<最后从物品池中取出的物品>获取。" category = TC_ITEMPOOL [[.args]] type = itempool default = "bj_lastCreatedItemPool" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [DestroyItemPool] title = "删除物品池 [R]" description = "删除 ${物品池}" comment = "" category = TC_ITEMPOOL [[.args]] type = itempool [ClearSelectionForPlayer] title = "清空选择(指定玩家)" description = "清空 ${Player} 的选择" comment = "使玩家取消选择所有已选单位." category = TC_UNITSEL [[.args]] type = player default = "Player00" [SelectGroupForPlayerBJ] title = "选择单位组(指定玩家)" description = "选择 ${单位组} 对 ${Player}" comment = "使玩家取消选择所有单位,并选择单位组中最多12个单位." category = TC_UNITSEL [[.args]] type = group [[.args]] type = player default = "Player00" [SelectUnitForPlayerSingle] title = "选择单位(指定玩家)" description = "选择 ${单位} 对 ${Player}" comment = "使玩家取消选择所有单位,并选择该单位." category = TC_UNITSEL [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [SelectUnitAddForPlayer] title = "添加选择单位(指定玩家)" description = "添加选择 ${单位} 对 ${Player}" comment = "使玩家添加选择该单位." category = TC_UNITSEL [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [SelectUnitRemoveForPlayer] title = "取消选择单位(指定玩家)" description = "取消选择 ${单位} 对 ${Player}" comment = "使玩家取消选择该单位." category = TC_UNITSEL [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [ClearSelection] title = "清空选择(所有玩家)" description = "清空所有玩家的选择" comment = "使玩家取消选择所有已选单位." category = TC_UNITSEL [[.args]] type = nothing [SelectGroupBJ] title = "选择单位组(所有玩家)" description = "命令所有玩家选择 ${单位组}" comment = "使所有玩家取消选择所有单位,并选择单位组中最多12个单位." category = TC_UNITSEL [[.args]] type = group [SelectUnitSingle] title = "选择单位(所有玩家)" description = "命令所有玩家选择 ${单位}" comment = "使玩家取消选择所有已选单位,并选择该单位." category = TC_UNITSEL [[.args]] type = unit default = "GetTriggerUnit" [SelectUnitAdd] title = "添加选择单位(所有玩家)" description = "命令所有玩家添加选择 ${单位}" comment = "" category = TC_UNITSEL [[.args]] type = unit default = "GetTriggerUnit" [SelectUnitRemove] title = "取消选择单位(所有玩家)" description = "命令所有玩家取消选择 ${单位}" comment = "" category = TC_UNITSEL [[.args]] type = unit default = "GetTriggerUnit" [SelectHeroSkill] title = "学习技能" description = "命令 ${Hero} 学习技能 ${Skill}" comment = "只有当英雄有剩余技能点时有效." category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = heroskillcode default = "HeroSkillBlizzard" [SetHeroLevelNT] title = "提升等级 [R]" description = "提升 ${Hero} 的英雄等级到 ${Level} , ${Show/Hide} 升级动画" comment = "只能提升等级. 英雄经验将重置为该等级的初始值." script_name = SetHeroLevel category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "2" min = 1 [[.args]] type = showhideoption default = "ShowHideHide" [UnitStripHeroLevel] title = "降低等级 [R]" description = "降低 ${Hero} ${Level} 个等级" comment = "只能降低等级. 英雄经验将重置为该等级的初始值." category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "1" min = 1 [SetHeroLevel] title = "设置等级" description = "设置 ${Hero} 的英雄等级为 ${Level} , ${Show/Hide} 升级动画" comment = "如果等级有变动,英雄经验将重置为该等级的初始值." script_name = SetHeroLevelBJ category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "2" min = 1 [[.args]] type = showhideoption default = "ShowHideHide" [SetHeroXP] title = "设置经验值" description = "设置 ${Hero} 的经验值为 ${Quantity} , ${Show/Hide} 升级动画" comment = "经验值不能倒退." category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "4000" min = 0 [[.args]] type = showhideoption default = "ShowHideHide" [AddHeroXP] title = "增加经验值 [R]" description = "增加 ${Hero} ${Quantity} 点经验值, ${Show/Hide} 升级动画" comment = "经验值不能倒退." category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "1000" [[.args]] type = showhideoption default = "ShowHideHide" [AddHeroXPSwapped] title = "增加经验值" description = "增加 ${Quantity} 经验值给 ${Hero} , ${Show/Hide} 升级动画" comment = "经验值不能倒退." category = TC_HERO [[.args]] type = integer default = "1000" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = showhideoption default = "ShowHideHide" [SuspendHeroXP] title = "允许/禁止经验获取 [R]" description = "${Enable/Disable} ${Hero} 的经验获取" comment = "" category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = suspendresumeoption_R default = "SuspendResumeSuspend_R" [SuspendHeroXPBJ] title = "允许/禁止经验获取" description = "${Enable/Disable} ${Hero} 的经验获取" comment = "" category = TC_HERO [[.args]] type = enabledisableoption default = "EnableDisableDisable" [[.args]] type = unit default = "GetTriggerUnit" [SetPlayerHandicapXP] title = "设置经验获得率 [R]" description = "设置 ${Player} 的经验获得率为正常的 ${Value} 倍" comment = "" category = TC_HERO [[.args]] type = player default = "Player00" [[.args]] type = real default = "1" min = 0 [SetPlayerHandicapXPBJ] title = "设置经验获得率" description = "设置 ${Player} 的经验获得率为 ${Percent}%" comment = "" category = TC_HERO [[.args]] type = player default = "Player00" [[.args]] type = real default = "100" min = 0 [ReviveHero] title = "立即复活(指定坐标) [R]" description = "立即复活 ${英雄} 在(${X},${Y}), ${Show/Hide} 复活动画" comment = "如果英雄正在祭坛复活,则会退回部分花费(默认为100%)." category = TC_HERO [[.args]] type = unit [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = showhideoption default = "ShowHideHide" [ReviveHeroLoc] title = "立即复活(指定点)" description = "立即复活 ${英雄} 在 ${指定点} , ${Show/Hide} 复活动画" comment = "如果英雄正在祭坛复活,则会退回部分花费(默认为100%)." category = TC_HERO [[.args]] type = unit [[.args]] type = location [[.args]] type = showhideoption default = "ShowHideHide" [SetHeroStr] title = "设置英雄力量 [R]" description = "设置 ${英雄} 的力量为 ${Value} ,(${Permanent}永久奖励)" comment = "永久奖励貌似无效项,不需要理会." category = TC_HERO [[.args]] type = unit [[.args]] type = integer default = "10" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetHeroAgi] title = "设置英雄敏捷 [R]" description = "设置 ${英雄} 的敏捷为 ${Value} ,(${Permanent}永久奖励)" comment = "永久奖励貌似无效项,不需要理会." category = TC_HERO [[.args]] type = unit [[.args]] type = integer default = "10" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [SetHeroInt] title = "设置英雄智力 [R]" description = "设置 ${英雄} 的智力为 ${Value} ,(${Permanent}永久奖励)" comment = "永久奖励貌似无效项,不需要理会." category = TC_HERO [[.args]] type = unit [[.args]] type = integer default = "10" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [ModifyHeroStat] title = "修改英雄属性" description = "修改 ${Attribute} 对 ${英雄} : ${Modify} ${Value} 点" comment = "" category = TC_HERO [[.args]] type = herostat default = "HeroStatStr" [[.args]] type = unit [[.args]] type = modifymethod default = "ModifyMethodAdd" [[.args]] type = integer default = "10" [UnitModifySkillPoints] title = "添加剩余技能点 [R]" description = "增加 ${英雄} ${Value} 点剩余技能点" comment = "" category = TC_HERO [[.args]] type = unit [[.args]] type = integer default = "1" [ModifyHeroSkillPoints] title = "修改剩余技能点" description = "修改 ${英雄} 的剩余技能点: ${Modify} ${Value} 点" comment = "" category = TC_HERO [[.args]] type = unit [[.args]] type = modifymethod default = "ModifyMethodAdd" [[.args]] type = integer default = "1" [SetReservedLocalHeroButtons] title = "保留英雄图标" description = "为玩家保留 ${Number} 个左上角英雄图标." comment = "因为共享单位而被控制的其他玩家英雄的图标将在保留位置之后开始显示." category = TC_HERO [[.args]] type = integer default = "3" min = 0 max = 6 [UnitAddItem] title = "给予物品 [R]" description = "给予 ${单位} ${物品}" comment = "" category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetLastCreatedItem" [UnitAddItemSwapped] title = "给予物品" description = "把 ${物品} 给 ${单位}" comment = "" category = TC_HERO [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = unit default = "GetTriggerUnit" [UnitAddItemByIdSwapped] title = "创建物品给英雄" description = "创建 ${物品类型} 给 ${单位}" comment = "" category = TC_HERO [[.args]] type = itemcode default = "texp" [[.args]] type = unit default = "GetTriggerUnit" [UnitAddItemToSlotById] title = "新建物品到指定物品栏 [R]" description = "给予 ${单位} ${物品类型} 并放在物品栏# ${数值}" comment = "注意: 物品栏编号从0-5,而不是1-6. 该动作创建的物品不被'最后创建的物品'所记录." category = TC_HERO [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = itemcode default = "texp" [[.args]] type = integer default = "0" [UnitRemoveItemSwapped] title = "丢弃物品(指定物品)" description = "丢弃 ${物品} ,从 ${单位} 身上" comment = "物品将被丢弃在英雄脚下." category = TC_HERO [[.args]] type = item [[.args]] type = unit [UnitRemoveItemFromSlotSwapped] title = "丢弃物品(指定物品栏)" description = "丢弃物品栏中第 ${Index} 格的物品,从 ${单位} 身上" comment = "如果物品存在则会被丢弃在英雄脚下." category = TC_HERO [[.args]] type = integer default = "1" min = 1 max = 6 [[.args]] type = unit [UnitUseItem] title = "使用物品(无目标)" description = "命令 ${单位} 使用 ${物品}" comment = "" category = TC_HERO [[.args]] type = unit [[.args]] type = item default = "GetLastCreatedItem" [UnitUseItemPoint] title = "使用物品(指定坐标)" description = "命令 ${单位} 使用 ${物品} ,目标坐标:(${X},${Y})" comment = "" category = TC_HERO [[.args]] type = unit [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [UnitUseItemPointLoc] title = "使用物品(指定点)" description = "命令 ${单位} 使用 ${物品} ,目标点: ${指定点}" comment = "" category = TC_HERO [[.args]] type = unit [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = location [UnitUseItemTarget] title = "使用物品(对单位)" description = "命令 ${单位} 使用 ${物品} ,目标: ${单位}" comment = "" category = TC_HERO [[.args]] type = unit [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = unit [UnitUseItemDestructable] title = "使用物品(对可破坏物)" description = "命令 ${单位} 使用 ${物品} ,目标: ${可破坏物}" comment = "" script_name = UnitUseItemTarget category = TC_HERO [[.args]] type = unit [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = destructable [DisplayTextToPlayer] title = "对玩家显示文本消息(自动限时) [R]" description = "对 ${玩家} 在屏幕位移(${X},${Y})处显示文本: ${文字}" comment = "显示时间取决于文字长度. 位移的取值在0-1之间. 可使用'本地玩家'实现对所有玩家发送消息." category = TC_GAME [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = StringExt [DisplayTimedTextToPlayer] title = "对玩家显示文本消息(指定时间) [R]" description = "对 ${玩家} 在屏幕位移(${X},${Y})处显示 ${时间} 秒的文本信息: ${文字}" comment = "位移的取值在0-1之间. 可使用'本地玩家[R]'实现对所有玩家发送消息." category = TC_GAME [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "30" [[.args]] type = StringExt [DisplayTextToForce] title = "对玩家组显示文本消息(自动限时)" description = "对 ${玩家组} 发送文本信息: ${文字}" comment = "显示时间取决于文字长度." category = TC_GAME [[.args]] type = force default = "GetPlayersAll" [[.args]] type = StringExt [DisplayTimedTextToForce] title = "对玩家组显示文本消息(指定时间)" description = "对 ${玩家组} 发送显示 ${Time} 秒的文本信息: ${文字}" comment = "" category = TC_GAME [[.args]] type = force default = "GetPlayersAll" [[.args]] type = real default = "30" min = 0 [[.args]] type = StringExt [BJDebugMsg] title = "显示Debug消息 [C]" description = "显示Debug信息: ${文字}" comment = "对玩家发送持续60秒的信息. 一般用于地图调试." category = TC_GAME [[.args]] type = StringExt [ClearTextMessagesBJ] title = "清空文本信息(指定玩家组)" description = "清空 ${玩家组} 屏幕上的文本信息" comment = "" category = TC_GAME [[.args]] type = force default = "GetPlayersAll" [ClearTextMessages] title = "清空文本信息(所有玩家) [R]" description = "清空玩家屏幕上的文本信息" comment = "" category = TC_GAME [[.args]] type = nothing [PauseGame] title = "暂停/恢复游戏 [R]" description = "${暂停/恢复} 游戏" comment = "" category = TC_GAME [[.args]] type = pauseresumeoption default = "PauseResumePause" [PauseGameOn] title = "暂停游戏" description = "暂停游戏" comment = "" category = TC_GAME [[.args]] type = nothing [PauseGameOff] title = "恢复游戏" description = "恢复游戏" comment = "" category = TC_GAME [[.args]] type = nothing [SetGameSpeed] title = "设定游戏速度" description = "设定游戏速度为 ${Speed}" comment = "你可以通过'游戏 - 锁定游戏速度'动作来锁定游戏速度." category = TC_GAME [[.args]] type = gamespeed default = "GameSpeedNormal" [LockGameSpeedBJ] title = "锁定游戏速度" description = "锁定游戏速度" comment = "使用该动作后无法改变游戏速度." category = TC_GAME [[.args]] type = nothing [UnlockGameSpeedBJ] title = "解除锁定游戏速度" description = "解除锁定游戏速度" comment = "解除'游戏 - 锁定游戏速度'对游戏速度的锁定." category = TC_GAME [[.args]] type = nothing [SetMapFlag] title = "设置地图参数" description = "设置 ${Map Flag} 为 ${On/Off}" comment = "" category = TC_GAME [[.args]] type = mapflag default = "MapFlagUseHandicaps" [[.args]] type = onoffoption default = "OnOffOn" [SetGameDifficulty] title = "设置游戏难度 [R]" description = "设置当前游戏难度为 ${GameDifficulty}" comment = "游戏难度只是作为运行AI的一个参考值,没有AI的地图该功能无用." category = TC_GAME [[.args]] type = gamedifficulty default = "GameDifficultyNormal" [SetTimeOfDay] title = "设置游戏时间" description = "设置游戏时间为 ${Time}" comment = "游戏时间采用24小时制." category = TC_GAME [[.args]] type = real default = "12" min = 0 max = 24 [SetTimeOfDayScale] title = "设置昼夜时间流逝速度 [R]" description = "设置昼夜时间流逝速度为默认值的 ${Value}倍" comment = "设置100%来恢复正常值. 该值并不影响游戏速度." category = TC_GAME [[.args]] type = real default = "0" min = 0 [SetTimeOfDayScalePercentBJ] title = "设置昼夜时间流逝速度" description = "设置昼夜时间流逝速度为默认值的 ${Percent}%" comment = "设置100%来恢复正常值. 该值并不影响游戏速度." category = TC_GAME [[.args]] type = real default = "0" min = 0 [UseTimeOfDayBJ] title = "开启/关闭 昼夜交替" description = "${On/Off} 昼夜交替" comment = "" category = TC_GAME [[.args]] type = onoffoption default = "OnOffOff" [DoNotSaveReplay] title = "关闭游戏录像功能 [R]" description = "关闭游戏录像功能" comment = "游戏结束时不保存游戏录像." category = TC_GAME [Cheat] title = "输入作弊码 [R]" description = "输入作弊码: ${String}" comment = "作弊码只在单机有效." category = TC_GAME [[.args]] type = string default = "\"greedisgood 999999\"" [ShareEverythingWithTeam] title = "共享视野和完全控制权" description = "设置 ${Player} 对盟友共享视野和完全控制权" comment = "当玩家互相为盟友时才有效. 同时玩家也会获得其盟友的单位控制权." category = TC_GAME [[.args]] type = player default = "Player00" [MakeUnitsPassiveForPlayer] title = "设置玩家单位为中立受害单位" description = "改变 ${Player} 所有单位为中立受害单位" comment = "默认状态中立受害受所有玩家欺凌而不抵抗." category = TC_GAME [[.args]] type = player default = "Player00" [CustomVictoryBJ] title = "游戏胜利" description = "设置 ${Player} 胜利(${Show/Skip} 胜利对话框, ${Show/Skip} 计分屏)" comment = "" category = TC_GAME [[.args]] type = player default = "Player00" [[.args]] type = useskipoption default = "UseSkipOptionUse" [[.args]] type = useskipoption default = "UseSkipOptionUse" [CustomDefeatBJ] title = "游戏失败" description = "设置 ${Player} 失败并显示失败信息: ${文字}" comment = "" category = TC_GAME [[.args]] type = player default = "Player00" [[.args]] type = StringExt default = "WESTRING_PEVENT_DEFEAT_MSG" [SetNextLevelBJ] title = "设置下一关卡" description = "设置下一关卡为 ${Level}" comment = "设置游戏结束后的下一关卡." category = TC_GAME [[.args]] type = string default = "\"Maps\\MapName.w3m\"" [ChangeLevel] title = "切换关卡 [R]" description = "切换到关卡: ${Filename} (${Show/Skip} 计分屏)" comment = "" category = TC_GAME [[.args]] type = anyfile default = "\"LoadFile.w3z\"" [[.args]] type = useskipoption default = "UseSkipOptionSkip" [SaveGame] title = "保存进度 [R]" description = "保存游戏进度为: ${Filename}" comment = "" category = TC_GAME [[.args]] type = anyfile default = "\"SaveFile.w3z\"" [LoadGameBJ] title = "读取进度" description = "读取游戏进度 ${Filename} (${Show/Skip} 计分屏)" comment = "" script_name = LoadGame category = TC_GAME [[.args]] type = anyfile default = "\"LoadFile.w3z\"" [[.args]] type = useskipoption default = "UseSkipOptionSkip" [SaveAndLoadGameBJ] title = "保存并读取进度" description = "保存游戏进度为: ${Filename} 并读取进度: ${Filename} (${Show/Skip} 计分屏)" comment = "" category = TC_GAME [[.args]] type = anyfile default = "\"SaveFile.w3z\"" [[.args]] type = anyfile default = "\"LoadFile.w3z\"" [[.args]] type = useskipoption default = "UseSkipOptionSkip" [SaveAndChangeLevelBJ] title = "保存并切换关卡" description = "保存游戏进度为: ${Filename} 并切换到关卡: ${Filename} (${Show/Skip} 计分屏)" comment = "" category = TC_GAME [[.args]] type = anyfile default = "\"SaveFile.w3z\"" [[.args]] type = anyfile default = "\"Maps\\MapName.w3x\"" [[.args]] type = useskipoption default = "UseSkipOptionSkip" [RenameSaveDirectoryBJ] title = "重命名存档文件夹" description = "更改 ${源文件夹} 的名字为 ${目标文件夹}" comment = "" script_name = RenameSaveDirectory category = TC_GAME [[.args]] type = anyfile [[.args]] type = anyfile [RemoveSaveDirectoryBJ] title = "删除存档文件夹" description = "删除 ${文件夹}" comment = "文件夹内的内容都会被删除." script_name = RemoveSaveDirectory category = TC_GAME [[.args]] type = anyfile [CopySaveGameBJ] title = "复制存档文件" description = "复制 ${源文件} 并保存为 ${目标文件}" comment = "该动作只在响应'保存/读取进度'时有效,每个事件中最多能用16次." script_name = CopySaveGame category = TC_GAME [[.args]] type = anyfile [[.args]] type = anyfile [SetCampaignMenuRaceBJ] title = "设置战役背景" description = "设置战役背景为 ${Campaign}" comment = "" category = TC_GAME [[.args]] type = campaignindex default = "CampaignIndexH" [SetMissionAvailableBJ] title = "允许/禁止 关卡" description = "${Enable/Disable} ${Mission}" comment = "" category = TC_GAME [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = missionindex default = "MissionIndexH01" [SetCampaignAvailableBJ] title = "允许/禁止 战役" description = "${Enable/Disable} ${Campaign}" comment = "" category = TC_GAME [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = campaignindex default = "CampaignIndexH" [SetCinematicAvailableBJ] title = "允许/禁止 开场电影" description = "${Enable/Disable} ${Cinematic}" comment = "" category = TC_GAME [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = cinematicindex default = "CinematicIndexHED" [ShowCustomCampaignButton] title = "显示/隐藏 自定义战役按钮" description = "${Show/Hide} 自定义战役按钮 #${Number}" comment = "" category = TC_GAME [[.args]] type = showhideoption default = "ShowHideShow" [[.args]] type = integer default = "1" min = 1 [DisableRestartMission] title = "禁用 重新开始任务按钮" description = "设置 重新开始任务按钮可以点击为 ${}" comment = "当单人游戏时,可以设置重新开始任务按钮能否允许点击。" category = TC_GAME [[.args]] type = boolean default = "false" [SetAllyColorFilterState] title = "设置联盟颜色显示" description = "设置联盟颜色显示状态为 ${State}" comment = "0为不开启. 1为小地图显示. 2为小地图和游戏都显示. 相当于游戏中Alt+A功能." category = TC_GAME [[.args]] type = integer default = "0" min = 0 max = 2 [SetCreepCampFilterState] title = "设置小地图中立生物显示" description = "小地图 ${Show/Hide} 中立生物" comment = "相当于游戏中Alt+R功能." category = TC_GAME [[.args]] type = showhideoption default = "ShowHideHide" [EnableMinimapFilterButtons] title = "允许/禁用小地图按钮" description = "${Enable/Disable} 联盟颜色显示按钮, ${Enable/Disable} 中立生物显示按钮" comment = "" category = TC_GAME [[.args]] type = enabledisableoption default = "EnableDisableDisable" [[.args]] type = enabledisableoption default = "EnableDisableDisable" [EnableSelect] title = "允许/禁用选择" description = "${Enable/Disable} 选择和取消选择功能 (${Enable/Disable} 显示选择圈)" comment = "禁用选择后仍可以通过触发来选择物体. 只有允许选择功能时才会显示选择圈." category = TC_GAME [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [EnableDragSelect] title = "允许/禁用框选" description = "${Enable/Disable} 框选功能 (${Enable/Disable} 显示选择框)" comment = "" category = TC_GAME [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [EnablePreSelect] title = "允许/禁用预选" description = "${Enable/Disable} 预选功能 (${Enable/Disable} 显示预选圈,生命槽,物体信息)" comment = "" category = TC_GAME [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = enabledisableoption default = "EnableDisableEnable" [ForceUIKeyBJ] title = "强制按键" description = "命令 ${Player} 按下 ${Key} 键" comment = "" category = TC_GAME [[.args]] type = player default = "Player00" [[.args]] type = string default = "\"A\"" [ForceUICancelBJ] title = "强制按Esc键" description = "命令 ${Player} 按下Esc键" comment = "" category = TC_GAME [[.args]] type = player default = "Player00" [Preload] title = "预载文件" description = "预载 ${文件}" comment = "可以事先载入文件并调入到游戏内存,以加快游戏的速度." category = TC_GAME [[.args]] type = anyfile [PreloadEnd] title = "开始预载" description = "开始预载, 超时设置 ${Time} 秒" comment = "将文件调入到游戏内存中." category = TC_GAME [[.args]] type = real default = "0.5" [Preloader] title = "批量预载" description = "预载所有在 ${文件} 中列出的文件" comment = "" category = TC_GAME [[.args]] type = preloadfile [InitGameCacheBJ] title = "创建游戏缓存" description = "创建游戏缓存,使用文件名: ${Filename}" comment = "" category = TC_GAMECACHE [[.args]] type = string default = "\"MapName.w3v\"" [SaveGameCacheBJ] title = "本地保存游戏缓存" description = "保存 ${Game Cache} 到本地硬盘" comment = "只对单机游戏有效,保存缓存数据到本地硬盘,主要用来实现战役关卡间的数据传递." script_name = SaveGameCache category = TC_GAMECACHE [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [StoreUnitBJ] title = "记录单位" description = "记录 ${单位} ,使用名称: ${文字} 类别名: ${Category} 缓存: ${Game Cache}" comment = "使用'游戏缓存 - 读取单位'来读取该数值. 名称和类别名不能包含空格." category = TC_GAMECACHE [[.args]] type = unit [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [StoreReal] title = "记录实数" description = "缓存: ${Game Cache} 类别名: ${Category} 使用名称: ${文字} 记录: ${实数}" comment = "使用'游戏缓存 - 读取实数'来读取该数值. 名称和类别名不能包含空格." category = TC_GAMECACHE [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string default = "\"Category\"" [[.args]] type = string [[.args]] type = real [StoreInteger] title = "记录整数" description = "缓存: ${Game Cache} 类别名: ${Category} 使用名称: ${文字} 记录: ${整数}" comment = "使用'游戏缓存 - 读取整数'来读取该数值. 名称和类别名不能包含空格." category = TC_GAMECACHE [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string [[.args]] type = string [[.args]] type = integer [StoreBoolean] title = "记录布尔值" description = "缓存: ${Game Cache} 类别名: ${Category} 使用名称: ${文字} 记录: ${布尔值}" comment = "使用'游戏缓存 - 读取布尔值'来读取该值. 名称和类别名不能包含空格." category = TC_GAMECACHE [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string default = "\"Category\"" [[.args]] type = string [[.args]] type = boolean [StoreString] title = "记录字符串" description = "缓存: ${Game Cache} 类别名: ${Category} 使用名称: ${文字} 记录: ${字符串}" comment = "使用'游戏缓存 - 读取字符串'来读取该值. 名称和类别名不能包含空格." category = TC_GAMECACHE [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string default = "\"Category\"" [[.args]] type = string [[.args]] type = string [RestoreUnitLocFacingAngleBJ] title = "读取单位(面向角度)" description = "从缓存读取单位, 名称: ${文字} 类别名: ${Category} 缓存: ${Game Cache} ,所属玩家: ${Player} 创建点: ${点} 面向角度: ${Angle}" comment = "使用'最后读取的单位'来获取该单位. 如果不存在该缓存数据,则'最后读取的单位'将被设为null." category = TC_GAMECACHE [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = degree default = "0" [RestoreUnitLocFacingPointBJ] title = "读取单位(面向点)" description = "从缓存读取单位, 名称: ${文字} 类别名: ${Category} 缓存: ${Game Cache} ,所属玩家: ${Player} 创建点: ${点} 面向: ${指定点}" comment = "使用'最后读取的单位'来获取该单位. 如果不存在该缓存数据,则'最后读取的单位'将被设为null." category = TC_GAMECACHE [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = location [ReloadGameCachesFromDisk] title = "读取本地缓存数据" description = "从本地硬盘读取缓存数据" comment = "只对单机游戏有效,从本地硬盘读取缓存数据,主要用来实现战役关卡间的数据传递." category = TC_GAMECACHE [[.args]] type = nothing [FlushGameCacheBJ] title = "删除缓存" description = "删除 ${GameCache}" comment = "删除并清空该缓存的所有数据." script_name = FlushGameCache category = TC_GAMECACHE [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [FlushStoredMission] title = "删除类别" description = "删除缓存 ${GameCache} 中 ${Category} 类别" comment = "清空该类别下的所有缓存数据." category = TC_GAMECACHE [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string default = "\"Category\"" [InitHashtableBJ] title = "<1.24> 新建哈希表" description = "创建一个新的哈希表" comment = "您可以使用哈希表来储存临时数据" category = TC_HASHTABLE [InitHashtable] title = "<1.24> 新建哈希表 [C]" description = "创建一个新的哈希表" comment = "您可以使用哈希表来储存临时数据" category = TC_HASHTABLE [SaveRealBJ] title = "<1.24> 保存实数" description = "保存实数 ${Value} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取实数' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = real [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveReal] title = "<1.24> 保存实数 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存实数 ${Value}" comment = "使用 '哈希表 - 从哈希表提取实数' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = real [SaveIntegerBJ] title = "<1.24> 保存整数" description = "保存整数 ${Value} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取整数' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = integer [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveInteger] title = "<1.24> 保存整数 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存整数 ${Value}" comment = "使用 '哈希表 - 从哈希表提取整数' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = integer [SaveBooleanBJ] title = "<1.24> 保存布尔" description = "保存布尔 ${Value} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取布尔' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = boolean [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveBoolean] title = "<1.24> 保存布尔 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存布尔 ${Value}" comment = "使用 '哈希表 - 从哈希表提取布尔' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = boolean [SaveStringBJ] title = "<1.24> 保存字符串" description = "保存字符串 ${Value} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取字符串' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = string [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveStr] title = "<1.24> 保存字符串 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存字符串 ${Value}" comment = "使用 '哈希表 - 从哈希表提取字符串' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = string [SaveAgentHandle] title = "<1.24> 保存实体对象 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存对象 ${Value}" comment = "实体对象即一切需要计算变量连接数的对象" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = agent [SavePlayerHandleBJ] title = "<1.24> 保存玩家" description = "保存玩家 ${Player} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取玩家' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = player [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SavePlayerHandle] title = "<1.24> 保存玩家 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存玩家 ${Value}" comment = "使用 '哈希表 - 从哈希表提取玩家' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = player [SaveDestructableHandleBJ] title = "<1.24> 保存可破坏物" description = "保存可破坏物 ${Destructable} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取可破坏物' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = destructable [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveDestructableHandle] title = "<1.24> 保存可破坏物 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存可破坏物 ${Value}" comment = "使用 '哈希表 - 从哈希表提取可破坏物' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = destructable [SaveItemHandleBJ] title = "<1.24> 保存物品" description = "保存物品 ${Item} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取物品' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = item [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveItemHandle] title = "<1.24> 保存物品 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存物品 ${Value}" comment = "使用 '哈希表 - 从哈希表提取物品' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = item [SaveUnitHandleBJ] title = "<1.24> 保存单位" description = "保存单位 ${Unit} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取单位' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = unit [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveUnitHandle] title = "<1.24> 保存单位 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存单位 ${Value}" comment = "使用 '哈希表 - 从哈希表提取单位' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = unit [YDWESaveAbilityHandleBJ] title = "<1.24> 保存技能" description = "保存技能 ${Ability} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取技能' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = abilcode [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [YDWESaveAbilityHandle] title = "<1.24> 保存技能 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存技能 ${Value}" comment = "使用 '哈希表 - 从哈希表提取技能' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer default = "1" [[.args]] type = integer default = "1" [[.args]] type = abilcode [SaveTimerHandleBJ] title = "<1.24> 保存计时器" description = "保存计时器 ${Timer} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取计时器' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = timer [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveTimerHandle] title = "<1.24> 保存计时器 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存计时器 ${Value}" comment = "使用 '哈希表 - 从哈希表提取计时器' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = timer [SaveTriggerHandleBJ] title = "<1.24> 保存触发器" description = "保存触发器 ${Trigger} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取触发器' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = trigger [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveTriggerHandle] title = "<1.24> 保存触发器 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存触发器 ${Value}" comment = "使用 '哈希表 - 从哈希表提取触发器' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = trigger [SaveTriggerConditionHandleBJ] title = "<1.24> 保存触发条件" description = "保存触发条件 ${Triggercondition} 在子索引 ${Value} of ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取触发条件' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = triggercondition [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveTriggerConditionHandle] title = "<1.24> 保存触发条件 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存触发条件 ${Value}" comment = "使用 '哈希表 - 从哈希表提取触发条件' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = triggercondition [SaveTriggerActionHandleBJ] title = "<1.24> 保存触发动作" description = "保存触发动作 ${Triggeraction} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取触发动作' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = triggeraction [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveTriggerActionHandle] title = "<1.24> 保存触发动作 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存触发动作 ${Value}" comment = "使用 '哈希表 - 从哈希表提取触发动作' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = triggeraction [SaveTriggerEventHandleBJ] title = "<1.24> 保存触发事件" description = "保存触发事件 ${Event} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取触发事件' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = event [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveTriggerEventHandle] title = "<1.24> 保存触发事件 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存触发事件 ${Value}" comment = "使用 '哈希表 - 从哈希表提取触发事件' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = event [SaveForceHandleBJ] title = "<1.24> 保存玩家组" description = "保存玩家组 ${Force} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取玩家组' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = force [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveForceHandle] title = "<1.24> 保存玩家组 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存玩家组 ${Value}" comment = "使用 '哈希表 - 从哈希表提取玩家组' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = force [SaveGroupHandleBJ] title = "<1.24> 保存单位组" description = "保存单位组${Group} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取单位组' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = group [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveGroupHandle] title = "<1.24> 保存单位组 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存单位组 ${Value}" comment = "使用 '哈希表 - 从哈希表提取单位组' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = group [SaveLocationHandleBJ] title = "<1.24> 保存点" description = "保存点 ${Location} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取点' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = location [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveLocationHandle] title = "<1.24> 保存点 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存点 ${Value}" comment = "使用 '哈希表 - 从哈希表提取点' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = location [SaveRegionHandleBJ] title = "<1.24> 保存区域(不规则)" description = "保存区域(不规则) ${Region} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取区域(不规则)' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = region [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveRegionHandle] title = "<1.24> 保存区域(不规则) [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存区域(不规则) ${Value}" comment = "使用 '哈希表 - 从哈希表提取区域(不规则)' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = region [SaveRectHandleBJ] title = "<1.24> 保存区域(矩型)" description = "保存区域(矩型) ${Rect} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取区域(矩型)' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = rect [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveRectHandle] title = "<1.24> 保存区域(矩型) [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存区域(矩型) ${Value}" comment = "使用 '哈希表 - 从哈希表提取区域(矩型)' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = rect [SaveBooleanExprHandleBJ] title = "<1.24> 保存布尔表达式" description = "保存布尔表达式 ${Boolexpr} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取布尔表达式' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = boolexpr [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveBooleanExprHandle] title = "<1.24> 保存布尔表达式 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存布尔表达式 ${Value}" comment = "使用 '哈希表 - 从哈希表提取布尔表达式' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = boolexpr [SaveSoundHandleBJ] title = "<1.24> 保存音效" description = "保存音效 ${Sound} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取音效' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = sound [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveSoundHandle] title = "<1.24> 保存音效 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存音效 ${Value}" comment = "使用 '哈希表 - 从哈希表提取音效' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = sound [SaveEffectHandleBJ] title = "<1.24> 保存特效" description = "保存特效${Effect} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取特效' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = effect [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveEffectHandle] title = "<1.24> 保存特效 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存特效 ${Value}" comment = "使用 '哈希表 - 从哈希表提取特效' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = effect [SaveUnitPoolHandleBJ] title = "<1.24> 保存单位池" description = "保存单位池 ${Unitpool} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取单位池' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = unitpool [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveUnitPoolHandle] title = "<1.24> 保存单位池 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存单位池 ${Value}" comment = "使用 '哈希表 - 从哈希表提取单位池' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = unitpool [SaveItemPoolHandleBJ] title = "<1.24> 保存物品池" description = "保存物品池 ${Itempool} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取物品池' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = itempool [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveItemPoolHandle] title = "<1.24> 保存物品池 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存物品池 ${Value}" comment = "使用 '哈希表 - 从哈希表提取物品池' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = itempool [SaveQuestHandleBJ] title = "<1.24> 保存任务" description = "保存任务 ${Quest} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取任务' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = quest [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveQuestHandle] title = "<1.24> 保存任务 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存任务 ${Value}" comment = "使用 '哈希表 - 从哈希表提取任务' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = quest [SaveQuestItemHandleBJ] title = "<1.24> 保存任务要求" description = "保存任务要求 ${Questitem} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取任务要求' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = questitem [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveQuestItemHandle] title = "<1.24> 保存任务要求 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存任务要求 ${Value}" comment = "使用 '哈希表 - 从哈希表提取任务要求' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = questitem [SaveDefeatConditionHandleBJ] title = "<1.24> 保存失败条件" description = "保存失败条件 ${Defeatcondition} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取失败条件' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = defeatcondition [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveDefeatConditionHandle] title = "<1.24> 保存失败条件 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存失败条件 ${Value}" comment = "使用 '哈希表 - 从哈希表提取失败条件' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = defeatcondition [SaveTimerDialogHandleBJ] title = "<1.24> 保存计时器窗口" description = "保存计时器窗口 ${Timerdialog} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取计时器窗口' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = timerdialog [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveTimerDialogHandle] title = "<1.24> 保存计时器窗口 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存计时器窗口 ${Value}" comment = "使用 '哈希表 - 从哈希表提取计时器窗口' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = timerdialog [SaveLeaderboardHandleBJ] title = "<1.24> 保存排行榜" description = "保存排行榜 ${Leaderboard} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取排行榜' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = leaderboard [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveLeaderboardHandle] title = "<1.24> 保存排行榜 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存排行榜 ${Value}" comment = "使用 '哈希表 - 从哈希表提取排行榜' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = leaderboard [SaveMultiboardHandleBJ] title = "<1.24> 保存多面板" description = "保存多面板 ${Multiboard} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取多面板' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = multiboard [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveMultiboardHandle] title = "<1.24> 保存多面板 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存多面板 ${Value}" comment = "使用 '哈希表 - 从哈希表提取多面板' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = multiboard [SaveMultiboardItemHandleBJ] title = "<1.24> 保存多面板项目" description = "保存多面板项目 ${Multiboarditem} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取多面板项目' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = multiboarditem [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveMultiboardItemHandle] title = "<1.24> 保存多面板项目 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存多面板项目 ${Value}" comment = "使用 '哈希表 - 从哈希表提取多面板项目' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = multiboarditem [SaveTrackableHandleBJ] title = "<1.24> 保存可追踪物" description = "保存可追踪物 ${Trackable} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取可追踪物' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = trackable [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveTrackableHandle] title = "<1.24> 保存可追踪物 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存可追踪物 ${Value}" comment = "使用 '哈希表 - 从哈希表提取可追踪物' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = trackable [SaveDialogHandleBJ] title = "<1.24> 保存对话框" description = "保存对话框 ${Dialog} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取对话框' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = dialog [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveDialogHandle] title = "<1.24> 保存对话框 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存对话框 ${Value}" comment = "使用 '哈希表 - 从哈希表提取对话框' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = dialog [SaveButtonHandleBJ] title = "<1.24> 保存对话框按钮" description = "保存对话框按钮 ${Button} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取对话框按钮' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = button [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveButtonHandle] title = "<1.24> 保存对话框按钮 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存对话框按钮 ${Value}" comment = "使用 '哈希表 - 从哈希表提取对话框按钮' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = button [SaveTextTagHandleBJ] title = "<1.24> 保存漂浮文字" description = "保存漂浮文字 ${Texttag} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取漂浮文字' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = texttag [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveTextTagHandle] title = "<1.24> 保存漂浮文字 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存漂浮文字 ${Value}" comment = "使用 '哈希表 - 从哈希表提取漂浮文字' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = texttag [SaveLightningHandleBJ] title = "<1.24> 保存闪电效果" description = "保存闪电效果 ${Lightning} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取闪电效果' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = lightning [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveLightningHandle] title = "<1.24> 保存闪电效果 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存闪电效果 ${Value}" comment = "使用 '哈希表 - 从哈希表提取闪电效果' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = lightning [SaveImageHandleBJ] title = "<1.24> 保存图像" description = "保存图像 ${Image} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取图像' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = image [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveImageHandle] title = "<1.24> 保存图像 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存图像 ${Value}" comment = "使用 '哈希表 - 从哈希表提取图像' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = image [SaveUbersplatHandleBJ] title = "<1.24> 保存地面纹理变化" description = "保存地面纹理变化 ${Ubersplat} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取地面纹理变化' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = ubersplat [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveUbersplatHandle] title = "<1.24> 保存地面纹理变化 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存地面纹理变化 ${Value}" comment = "使用 '哈希表 - 从哈希表提取地面纹理变化' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = ubersplat [SaveFogStateHandleBJ] title = "<1.24> 保存迷雾状态" description = "保存迷雾状态 ${Fogstate} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取迷雾状态' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = fogstate [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveFogStateHandle] title = "<1.24> 保存迷雾状态 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存迷雾状态 ${Value}" comment = "使用 '哈希表 - 从哈希表提取迷雾状态' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = fogstate [SaveFogModifierHandleBJ] title = "<1.24> 保存可见度修正器" description = "保存可见度修正器 ${Fogmodifier} 在子索引 ${Value} 主索引 ${Value} 位于 ${Hashtable} 之内" comment = "使用 '哈希表 - 从哈希表提取可见度修正器' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = fogmodifier [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [SaveFogModifierHandle] title = "<1.24> 保存可见度修正器 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存可见度修正器 ${Value}" comment = "使用 '哈希表 - 从哈希表提取可见度修正器' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = fogmodifier [SaveHashtableHandle] title = "<1.24> 保存哈希表 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 中保存哈希表 ${Value}" comment = "使用 '哈希表 - 从哈希表提取哈希表' 可以取出保存的值" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "bj_lastCreatedHashtable" [FlushParentHashtableBJ] title = "<1.24> 清空哈希表" description = "<1.24> 清空 ${Hashtable}" comment = "清空哈希表所有数据" script_name = FlushParentHashtable category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [FlushParentHashtable] title = "<1.24> 清空哈希表 [C]" description = "清空 ${Hashtable}" comment = "清空哈希表所有数据" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [FlushChildHashtableBJ] title = "<1.24> 清空哈希表主索引" description = "<1.24> 清空 ${Value} 位于 ${Hashtable} 之内" comment = "清空哈希表主索引下的所有数据" category = TC_HASHTABLE [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [FlushChildHashtable] title = "<1.24> 清空哈希表主索引 [C]" description = "清空 ${Hashtable} 中位于主索引 ${Value} 之内的所有数据" comment = "清空哈希表主索引下的所有数据" category = TC_HASHTABLE [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [AddResourceAmountBJ] title = "增加黄金储量" description = "增加 ${Quantity} 黄金储量给 ${金矿}" comment = "使用负数来减少黄金储量." category = TC_NEUTRALBUILDING [[.args]] type = integer default = "5000" [[.args]] type = unit [SetResourceAmount] title = "设置黄金储量" description = "设置 ${金矿} 的黄金储量为 ${Quantity}" comment = "" category = TC_NEUTRALBUILDING [[.args]] type = unit [[.args]] type = integer default = "12500" min = 0 [BlightGoldMineForPlayer] title = "创建不死族金矿(立即)" description = "将 ${金矿} 变为 ${Player} 的不死族金矿" comment = "金矿的储金量不会改变." category = TC_NEUTRALBUILDING [[.args]] type = unit [[.args]] type = player default = "Player00" [WaygateActivateBJ] title = "启用/禁用 传送门" description = "${Enable/Disable} ${传送门}" comment = "" category = TC_NEUTRALBUILDING [[.args]] type = enabledisableoption default = "EnableDisableEnable" [[.args]] type = unit [WaygateSetDestination] title = "设置传送门目的坐标 [R]" description = "设置 ${传送门} 的目的地为(${X},${Y})" comment = "" category = TC_NEUTRALBUILDING [[.args]] type = unit [[.args]] type = real default = "0" [[.args]] type = real default = "0" [WaygateSetDestinationLocBJ] title = "设置传送门目的点" description = "设置 ${传送门} 的目的地为 ${Target}" comment = "" category = TC_NEUTRALBUILDING [[.args]] type = unit [[.args]] type = location [SetAltMinimapIcon] title = "设置小地图特殊标志" description = "设置小地图特殊标志为 ${Image}" comment = "必须使用16x16的图像." category = TC_NEUTRALBUILDING [[.args]] type = imagefile default = "\"UI\\Minimap\\Minimap-Tower\"" [UnitSetUsesAltIconBJ] title = "开启/关闭 小地图特殊标志" description = "${On/Off} ${单位} 的小地图特殊标志" comment = "使用'中立建筑 - 设置小地图特殊标志'动作来设置显示的标志. 默认为中立建筑标志." category = TC_NEUTRALBUILDING [[.args]] type = onoffoption default = "OnOffOn" [[.args]] type = unit [AddItemToStockBJ] title = "添加物品(指定市场)" description = "添加 ${物品类型} 到 ${Marketplace} 并设置库存量: ${Count} 最大库存量: ${Max}" comment = "只影响有'出售物品'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = itemcode default = "texp" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "0" [[.args]] type = integer default = "1" [AddItemToAllStock] title = "添加物品(所有市场)" description = "添加 ${物品类型} 到所有市场并设置库存量: ${Count} 最大库存量: ${Max}" comment = "影响所有拥有'出售物品'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = itemcode default = "texp" [[.args]] type = integer default = "0" [[.args]] type = integer default = "1" [AddUnitToStockBJ] title = "添加单位(指定市场)" description = "添加 ${单位类型} 到 ${Marketplace} 并设置库存量: ${Count} 最大库存量: ${Max}" comment = "只影响有'出售单位'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = unitcode default = "hfoo" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "0" [[.args]] type = integer default = "1" [AddUnitToAllStock] title = "添加单位(所有市场)" description = "添加 ${单位类型} 到所有市场并设置库存量: ${Count} 最大库存量: ${Max}" comment = "影响所有拥有'出售单位'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = unitcode default = "hfoo" [[.args]] type = integer default = "0" [[.args]] type = integer default = "1" [RemoveItemFromStockBJ] title = "删除物品(指定市场)" description = "删除 ${物品类型} 从 ${Marketplace}" comment = "只影响有'出售物品'技能的单位" category = TC_NEUTRALBUILDING [[.args]] type = itemcode default = "texp" [[.args]] type = unit default = "GetTriggerUnit" [RemoveItemFromAllStock] title = "删除物品(所有市场)" description = "删除 ${物品类型} 从所有市场" comment = "影响所有拥有'出售物品'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = itemcode default = "texp" [RemoveUnitFromStockBJ] title = "删除单位(指定市场)" description = "删除 ${单位类型} 从 ${Marketplace}" comment = "只影响有'出售单位'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = unitcode default = "hfoo" [[.args]] type = unit default = "GetTriggerUnit" [RemoveUnitFromAllStock] title = "删除单位(所有市场)" description = "删除 ${单位类型} 从所有市场" comment = "影响所有拥有'出售单位'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = unitcode default = "hfoo" [SetItemTypeSlots] title = "限制物品种类(指定市场)" description = "限制 ${Marketplace} 的可出售物品种类数为 ${Quantity}" comment = "只影响有'出售物品'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "6" [SetAllItemTypeSlots] title = "限制物品种类(所有市场)" description = "限制所有市场的可出售物品种类数为 ${Quantity}" comment = "影响所有拥有'出售物品'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = integer default = "6" [SetUnitTypeSlots] title = "限制单位种类(指定市场)" description = "限制 ${Marketplace} 的可出售单位种类数为 ${Quantity}" comment = "只影响有'出售单位'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = integer default = "6" [SetAllUnitTypeSlots] title = "限制单位种类(所有市场)" description = "限制所有市场的可出售单位种类数为 ${Quantity}" comment = "影响所有拥有'出售单位'技能的单位." category = TC_NEUTRALBUILDING [[.args]] type = integer default = "6" [YDWEMemoryLeakHelperMapIsOpenMemoryLeakHelper] title = "自动排泄系统-开启系统自动排泄功能" description = "设置系统自动排泄功能开启 ${false}" comment = "自动排泄系统从收集到的反馈来看不是很理想,请尽量不要使用它。" category = TC_YDHIDE [[.args]] type = boolean default = "false" [YDWEMemoryLeakHelperDisplayLeaks] title = "自动排泄系统-显示泄露" description = "显示点、单位组和特效泄露的数目" comment = "自动排泄系统从收集到的反馈来看不是很理想,请尽量不要使用它。" category = TC_YDHIDE [[.args]] type = nothing [YDWEMemoryLeakHelperProtectLastCaughtHandle] title = "自动排泄系统-保护最后生成的句柄" description = "保护最后生成的点、单位组和特效句柄,使其不被系统自动清除" comment = "自动排泄系统从收集到的反馈来看不是很理想,请尽量不要使用它。" category = TC_YDHIDE [[.args]] type = nothing [YDWEMemoryLeakHelperProtectLocation] title = "自动排泄系统-保护-点" description = "保护点 ${点},使其不被系统自动清除" comment = "自动排泄系统从收集到的反馈来看不是很理想,请尽量不要使用它。" category = TC_YDHIDE [[.args]] type = location [YDWEMemoryLeakHelperProtectGroup] title = "自动排泄系统-保护-单位组" description = "保护单位组 ${单位组},使其不被系统自动清除" comment = "自动排泄系统从收集到的反馈来看不是很理想,请尽量不要使用它。" category = TC_YDHIDE [[.args]] type = group [YDWEMemoryLeakHelperProtectEffect] title = "自动排泄系统-保护-特效" description = "保护特效 ${特效},使其不被系统自动清除" comment = "自动排泄系统从收集到的反馈来看不是很理想,请尽量不要使用它。" category = TC_YDHIDE [[.args]] type = effect default = "GetLastCreatedEffectBJ" [StoreRealBJ] title = "记录实数" description = "记录 ${实数} ,使用名称: ${文字} 类别名: ${Category} 缓存: ${Game Cache}" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE [[.args]] type = real [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [StoreIntegerBJ] title = "记录整数" description = "记录 ${整数} ,使用名称: ${文字} 类别名: ${Category} 缓存: ${Game Cache}" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE [[.args]] type = integer [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [StoreBooleanBJ] title = "记录布尔值" description = "记录 ${布尔值} ,使用名称: ${文字} 类别名: ${Category} 缓存: ${Game Cache}" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE [[.args]] type = boolean [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [StoreStringBJ] title = "记录字符串" description = "记录 ${字符串} ,使用名称: ${文字} 类别名: ${Category} 缓存: ${Game Cache}" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE [[.args]] type = string [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [FlushGameCache] title = "删除缓存 [C]" description = "删除 ${GameCache}" comment = "删除并清空该缓存的所有数据.和原版UI完全一致,但却不能兼容原版UI,它的存在完全是在添乱啊" script_name = FlushGameCache category = TC_YDHIDE [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [FlushStoredMissionBJ] title = "删除类别" description = "删除类别 ${Category} 在缓存 ${GameCache} 中" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [YDWESetAttackDamageWeaponType] title = "设置默认攻击|伤害|武器类型 [YDWE]" description = "设置默认攻击类型为 ${攻击类型},伤害类型为 ${伤害类型},武器类型为 ${武器类型}" comment = "设置一些技能(如钩子、月神箭)需要用到的攻击|伤害|武器类型,系统会按设置的攻击|伤害|武器类型对目标造成伤害。" category = TC_UNIT [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [[.args]] type = weapontype default = "WEAPON_TYPE_WHOKNOWS"