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