[DzIsKeyDown] title = "判断按键是否按下" description = "判断 ${按键} 是否按下" comment = "" category = BZ_GUI returns = boolean [[.args]] type = gamekey default = "GameKey_TriggerGameKey" [DzFrameGetEnable] title = "控件是否启用" description = "${frame} 是否启用" comment = "" category = BZ_GUI returns = boolean [[.args]] type = frame [DzFrameGetValue] title = "获取当前值" description = "获取 ${frame} 当前值" comment = "(支持Slider、SimpleStatusBar、StatusBar)" category = BZ_GUI returns = real [[.args]] type = frame [DzIsMouseOverUI] title = "鼠标是否在游戏内" description = "鼠标是否在游戏内" comment = "" category = BZ_HW returns = boolean [DzIsWindowActive] title = "判断游戏窗口是否处于活动状态" description = "判断窗口是否处于活动状态" comment = "" category = BZ_HW returns = boolean [DzGetMouseTerrainX] title = "获取鼠标在游戏内的坐标X" description = "获取鼠标在游戏内的坐标X" comment = "" category = BZ_HW returns = real [DzGetMouseTerrainY] title = "获取鼠标在游戏内的坐标Y" description = "获取鼠标在游戏内的坐标Y" comment = "" category = BZ_HW returns = real [DzGetMouseTerrainZ] title = "获取鼠标在游戏内的坐标Z" description = "获取鼠标在游戏内的坐标Z" comment = "" category = BZ_HW returns = real [DzGetMouseX] title = "获取鼠标在屏幕的坐标X" description = "获取鼠标在屏幕的坐标X" comment = "" category = BZ_HW returns = integer [DzGetMouseY] title = "获取鼠标在屏幕的坐标Y" description = "获取鼠标在屏幕的坐标Y" comment = "" category = BZ_HW returns = integer [DzGetMouseXRelative] title = "获取鼠标游戏窗口坐标X" description = "获取鼠标游戏窗口坐标X" comment = "" category = BZ_HW returns = integer [DzGetMouseYRelative] title = "获取鼠标游戏窗口坐标Y" description = "获取鼠标游戏窗口坐标Y" comment = "" category = BZ_HW returns = integer [DzGetWindowWidth] title = "获取war3窗口宽度" description = "获取魔兽窗口宽度" comment = "" category = BZ_HW returns = integer [DzGetWindowHeight] title = "获取魔兽窗口高度" description = "获取魔兽窗口高度" comment = "" category = BZ_HW returns = integer [DzGetWindowX] title = "获取魔兽窗口X坐标" description = "获取魔兽窗口X坐标" comment = "" category = BZ_HW returns = integer [DzGetWindowY] title = "获取魔兽窗口Y坐标" description = "获取魔兽窗口Y坐标" comment = "" category = BZ_HW returns = integer [DzGetTriggerSyncData] title = "事件响应 - 数据同步事件的数据" description = "获取同步的数据" comment = "获取数据同步事件中所收到的数据内容。仅限在[数据同步事件]内使用。" category = BZ_SYNC returns = string [DzGetTriggerSyncPlayer] title = "事件响应 - 数据同步事件的来源玩家" description = "获取同步数据的玩家" comment = "获取是哪位玩家发送了数据同步事件。仅限在数据同步事件内使用。" category = BZ_SYNC returns = player [DzGetTriggerKey] title = "事件响应 - 获取触发的按键" description = "获取触发的按键" comment = "响应 [硬件] - 按键事件" category = BZ_HW returns = gamekey [DzGetWheelDelta] title = "事件响应 - 获取滚轮变化值" description = "获取滚轮变化值" comment = "响应 [硬件] - 鼠标滚轮事件,正负区分上下" category = BZ_HW returns = integer [DzGetTriggerKeyPlayer] title = "事件响应 - 获取触发硬件事件的玩家" description = "获取触发硬件事件的玩家" comment = "响应 [硬件] - 按键事件 滚轮事件 窗口大小变化事件" category = BZ_HW returns = player [DzGetUnitUnderMouse] title = "获取鼠标指向的单位" description = "鼠标指向的单位" comment = "" category = BZ_HW returns = unit [DzGetLocale] title = "获取客户端语言 [NEW]" description = "获取客户端语言" comment = "对不同语言客户端返回不同" category = BZ_HW returns = string [DzGetUnitNeededXP] title = "获取升级所需经验 [NEW]" description = "获取单位 ${unit} 的 ${level}级 升级所需经验" comment = "" category = TC_UNIT returns = integer [[.args]] type = string [[.args]] type = integer [DzCreateFrame] title = "新建Frame" description = "新建Frame 名字:${frame} 父节点:${parent} ID:${Id}" comment = "名字为fdf文件中的名字,ID默认填0。重复创建同名Frame会导致游戏退出时显示崩溃消息,如需避免可以使用Tag创建" category = BZ_GUI returns = frame [[.args]] type = string default = "name" [[.args]] type = frame default = DzGetGameUI [[.args]] type = integer default = 0 [DzCreateFrameByTagName] title = "新建Frame [Tag]" description = "创建 类型:${type} 名字:${frame} 父节点:${parent} 模版:${template} ID:${Id}" comment = "此处名字可以自定义,类型和模版填写fdf文件中的内容。通过此函数创建的Frame无法获取到子Frame。" category = BZ_GUI returns = frame [[.args]] type = string default = FRAME [[.args]] type = string default = "name" [[.args]] type = frame default = DzGetGameUI [[.args]] type = string default = "template" [[.args]] type = integer default = 0 [DzFrameFindByName] title = "获取子Frame" description = "获取名字为 ${name} 的子Frame ID:${Id}" comment = "ID默认填0,同名时优先获取最后被创建的。非Simple类的Frame类型都用此函数来获取子Frame。" category = BZ_GUI returns = frame [[.args]] type = string [[.args]] type = integer default = 0 [DzSimpleFrameFindByName] title = "获取子SimpleFrame" description = "获取名字为 ${name} 的子SimpleFrame ID:${Id}" comment = "ID默认填0,同名时优先获取最后被创建的。SimpleFrame为fdf中的Frame类型。" category = BZ_GUI returns = frame [[.args]] type = string [[.args]] type = integer default = 0 [DzSimpleFontStringFindByName] title = "获取子SimpleFontString" description = "获取名字为 ${name} 的子SimpleFontString ID:${Id}" comment = "ID默认填0,同名时优先获取最后被创建的。SimpleFontString为fdf中的Frame类型。" category = BZ_GUI returns = frame [[.args]] type = string [[.args]] type = integer default = 0 [DzSimpleTextureFindByName] title = "获取子SimpleTexture" description = "获取名字为 ${name} 的子SimpleTexture ID:${Id}" comment = "ID默认填0,同名时优先获取最后被创建的。SimpleTexture为fdf中的Frame类型。" category = BZ_GUI returns = frame [[.args]] type = string [[.args]] type = integer [DzGetTriggerUIEventFrame] title = "事件响应 - 触发的Frame" description = "触发的Frame" comment = "" category = BZ_GUI returns = frame [DzGetTriggerUIEventPlayer] title = "事件响应 - 获取触发ui的玩家" description = "获取触发ui的玩家" comment = "" category = BZ_GUI returns = player [DzGetMouseFocus] title = "鼠标所在的Frame控件指针" description = "鼠标所在的Frame控件指针" comment = "不是所有类型的Frame都能响应鼠标,能响应的有BUTTON,TEXT等" category = BZ_GUI returns = frame [DzFrameGetPortrait] title = "原生 - 单位大头像" description = "单位大头像" comment = "小地图右侧的大头像" category = BZ_GUI returns = frame [DzFrameGetMinimap] title = "原生 - 小地图" description = "小地图" comment = "" category = BZ_GUI returns = frame [DzFrameGetCommandBarButton] title = "原生 - 技能按钮" description = "技能按钮:(${row}, ${calumn})" comment = "参考物编中的技能按钮(x,y)坐标" category = BZ_GUI returns = frame [[.args]] type = integer default = 0 [[.args]] type = integer default = 0 [DzFrameGetHeroBarButton] title = "原生 - 英雄按钮" description = "英雄按钮:${buttnoid}" comment = "左侧的英雄头像,参数表示第N+1个英雄,索引从0开始" category = BZ_GUI returns = frame [[.args]] type = integer default = 0 [DzFrameGetHeroHPBar] title = "原生 - 英雄血条" description = "英雄血条:${buttnoid}" comment = "左侧的英雄头像下的血条,参数表示第N+1个英雄,索引从0开始" category = BZ_GUI returns = frame [[.args]] type = integer default = 0 [DzFrameGetHeroManaBar] title = "原生 - 英雄蓝条" description = "英雄蓝条:${buttnoid}" comment = "左侧的英雄头像下的蓝条,参数表示第N+1个英雄,索引从0开始" category = BZ_GUI returns = frame [[.args]] type = integer default = 0 [DzFrameGetItemBarButton] title = "原生 - 物品栏按钮" description = "物品栏按钮:${buttnoid}" comment = "索引从0开始" category = BZ_GUI returns = frame [[.args]] type = integer default = 0 [DzFrameGetMinimapButton] title = "原生 - 小地图按钮" description = "小地图按钮:${buttnoid}" comment = "小地图右侧竖排按钮,索引从0开始" category = BZ_GUI returns = frame [[.args]] type = integer default = 0 [DzFrameGetUpperButtonBarButton] title = "原生 - 界面按钮" description = "界面按钮:${buttnoid}" comment = "左上的菜单等按钮,索引从0开始" category = BZ_GUI returns = frame [[.args]] type = integer default = 0 [DzFrameGetTooltip] title = "原生 - 鼠标提示" description = "鼠标提示" comment = "鼠标移动到物品或技能按钮上显示的提示窗,初始位于技能栏上方" category = BZ_GUI returns = frame [DzFrameGetChatMessage] title = "原生 - 玩家聊天信息框" description = "玩家聊天信息框" comment = "" category = BZ_GUI returns = frame [DzFrameGetUnitMessage] title = "原生 - 系统消息框" description = "系统消息框" comment = "包含显示消息给玩家 及 显示Debug消息 等," category = BZ_GUI returns = frame [DzFrameGetTopMessage] title = "原生 - 上方消息框" description = "上方消息框" comment = "高维修费用 等消息" category = BZ_GUI returns = frame [DzGetGameUI] title = "原生 - 游戏UI" description = "游戏UI" comment = "一般用作创建自定义UI的父节点" category = BZ_GUI returns = frame [DzFrameGetText] title = "获取 Frame 内的文字" description = "获取 ${buttnoid} 的文字" comment = "(支持EditBox, TextFrame, TextArea, SimpleFontString)" category = BZ_GUI returns = string [[.args]] type = frame [DzFrameGetAlpha] title = "获取 Frame 的 透明度(0-255)" description = "获取 ${Frame} 的透明度" comment = "" category = BZ_GUI returns = integer [[.args]] type = frame [DzFrameGetTextSizeLimit] title = "获取 Frame 的 字数限制" description = "获取 ${frame} 的字数限制" comment = "(支持EditBox)" category = BZ_GUI returns = integer [[.args]] type = frame [DzFrameGetHeight] title = "获取 Frame 的 高度 [NEW]" description = "获取 ${frame} 的高度" comment = "" category = BZ_GUI returns = real [[.args]] type = frame [DzFrameGetParent] title = "获取 Frame 的 Parent [NEW]" description = "获取 ${frame} 的 Parent" comment = "" category = BZ_GUI returns = frame [[.args]] type = frame [DzFrameGetName] title = "获取 Frame 的 名称 [NEW]" description = "获取 ${frame} 的 名称" comment = "" category = BZ_GUI returns = string [[.args]] type = frame [DzGetColor] title = "取 RGBA 色值" description = "红色:${Red} 绿色:${Green} 蓝色:${Blue} 透明度:${Alpha}" comment = "返回一个整数,用于设置Frame颜色" category = BZ_GUI returns = integer [[.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 [DzF2I] title = "转换 Frame 为 整数" description = "转换 ${Frame} 为 整数" comment = "" category = BZ_GUI returns = integer [[.args]] type = frame [DzI2F] title = "转换 整数 为 Frame" description = "转换 ${Integer} 为 Frame" comment = "" category = BZ_GUI returns = frame [[.args]] type = integer [DzK2I] title = "转换 按键 为 整数" description = "转换 ${Key} 为 整数" comment = "" category = BZ_HW returns = integer [[.args]] type = gamekey [DzI2K] title = "转换 整数 为 按键" description = "转换 ${Integer} 为 按键" comment = "" category = BZ_HW returns = gamekey [[.args]] type = integer