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