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431 lines
12 KiB
431 lines
12 KiB
[MapInitializationEvent]
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title = "地图初始化"
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description = "地图初始化"
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comment = "该事件发生在读取地图时."
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category = TC_NOTHING
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[[.args]]
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type = nothing
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[YDWESyStemAnyUnitDamagedRegistTrigger]
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title = "任意单位伤害事件"
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description = "任意单位 接受伤害"
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comment = "若触发器动作里有对单位造成伤害动作,会引起死循环,最好加入条件判断或在伤害前关闭当前触发器。不推荐新手使用。"
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category = TC_YDET
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[YDWESyStemItemUnmovableRegistTrigger]
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title = "任意单位移动物品事件"
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description = "任意单位 移动物品栏里的物品"
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comment = "若触发器动作里有移动物品的动作,会引起死循环,最好将移动物品的动作放到别的触发器内或移动物品前关闭当前触发器。"
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category = TC_YDET
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[YDWESyStemItemCombineRegistTrigger]
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title = "任意单位合成物品事件"
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description = "任意单位 合成一件物品"
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comment = "用来响应物品合成系统,当有物品被合成时,可以用‘最后合成的物品’捕捉到;合成该物品的单位则可用‘触发单位’捕捉到"
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category = TC_YDET
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[YDWESyStemAbilityCastingOverRegistTrigger]
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title = "任意单位施放特殊技能结束"
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description = "任意单位施放特殊技能 ${特殊技能} 结束"
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comment = "用来响应跳跃、环绕、钩子等YDWE提供的特殊技能,可用‘最后结束施放特殊技能的单位’来捕捉施放技能单位"
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category = TC_YDET
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[[.args]]
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type = abilevent
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default = "abileventA"
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[TriggerRegisterUnitEvent]
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title = "指定单位事件"
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description = "${指定单位} ${事件}"
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comment = ""
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category = TC_UNIT
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[[.args]]
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type = unit
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[[.args]]
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type = unitevent
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default = "UnitEventDeath"
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[TriggerRegisterPlayerUnitEventSimple]
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title = "玩家单位事件"
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description = "${Player} 的单位 ${Event}"
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comment = ""
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category = TC_UNIT
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[[.args]]
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type = player
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default = "Player00"
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[[.args]]
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type = playerunitevent
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default = "PlayerUnitEventDeath"
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[TriggerRegisterAnyUnitEventBJ]
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title = "任意单位事件"
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description = "任意单位 ${Event}"
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comment = ""
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category = TC_UNIT
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[[.args]]
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type = playerunitevent
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default = "PlayerUnitEventDeath"
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[TriggerRegisterEnterRectSimple]
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title = "单位进入矩形区域"
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description = "任意单位进入 ${矩形区域}"
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comment = "使用'事件响应 - 进入的单位'来响应进入该区域的单位. 事实上是创建不规则区域,并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响."
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category = TC_UNIT
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[[.args]]
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type = rect
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[TriggerRegisterLeaveRectSimple]
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title = "单位离开矩形区域"
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description = "任意单位离开 ${矩形区域}"
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comment = "使用'事件响应 - 离开的单位'来响应离开该区域的单位. 事实上是创建不规则区域,并注册单位离开不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响."
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category = TC_UNIT
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[[.args]]
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type = rect
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[TriggerRegisterEnterRegionSimple]
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title = "单位进入不规则区域 [R]"
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description = "任意单位进入 ${区域}"
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comment = "使用'事件响应 - 进入的单位'来响应进入该区域的单位. 该事件需要在其他触发为其添加."
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category = TC_UNIT
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[[.args]]
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type = region
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[TriggerRegisterLeaveRegionSimple]
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title = "单位离开不规则区域 [R]"
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description = "任意单位离开 ${区域}"
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comment = "使用'事件响应 - 离开的单位'来响应离开该区域的单位. 该事件需要在其他触发为其添加."
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category = TC_UNIT
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[[.args]]
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type = region
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[TriggerRegisterEnterRegion]
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title = "单位进入不规则区域(指定条件) [R]"
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description = "单位进入 ${区域} 并满足 ${条件}"
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comment = "使用'事件响应 - 进入的单位'来响应进入该区域的单位. 该事件需要在其他触发为其添加."
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category = TC_UNIT
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[[.args]]
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type = region
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[[.args]]
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type = boolexpr
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default = "BoolExprNull"
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[TriggerRegisterLeaveRegion]
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title = "单位离开不规则区域(指定条件) [R]"
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description = "单位离开 ${区域} 并满足 ${条件}"
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comment = "使用'事件响应 - 离开的单位'来响应离开该区域的单位. 该事件需要在其他触发为其添加."
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category = TC_UNIT
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[[.args]]
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type = region
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[[.args]]
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type = boolexpr
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default = "BoolExprNull"
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[TriggerRegisterUnitInRangeSimple]
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title = "进入指定单位的范围"
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description = "任意单位进入 ${范围} 以 ${Unit} 为中心的范围内"
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comment = "通过 '事件响应 - 触发单位' 来获取进入范围的单位."
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category = TC_UNIT
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[[.args]]
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type = real
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default = "0"
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[[.args]]
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type = unit
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[TriggerRegisterUnitLifeEvent]
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title = "生命值变化"
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description = "${指定单位} 的生命值变为 ${Operation} ${Value}"
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comment = "从不成立变为成立时触发该事件. 注意:该参照值在注册事件时即被确定为常量,是不会变动的."
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category = TC_UNIT
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[[.args]]
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type = unit
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[[.args]]
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type = limitop
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default = "LimitOpLessThan"
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[[.args]]
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type = real
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default = "50"
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[TriggerRegisterUnitManaEvent]
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title = "魔法值变化"
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description = "${指定单位} 的魔法值变为${Operation} ${Value}"
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comment = "从不成立变为成立时触发该事件. 注意:该参照值在注册事件时即被确定为常量,是不会变动的."
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category = TC_UNIT
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[[.args]]
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type = unit
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[[.args]]
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type = limitop
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default = "LimitOpLessThan"
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[[.args]]
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type = real
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default = "50"
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[TriggerRegisterDialogEventBJ]
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title = "对话框被点击"
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description = "${对话框} 被点击"
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comment = "通过 '事件响应 - 被点击的对话框' 操作事件中的对话框."
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script_name = TriggerRegisterDialogEvent
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category = TC_DIALOG
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[[.args]]
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type = dialog
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[TriggerRegisterDialogButtonEvent]
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title = "对话框按钮被点击 [R]"
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description = "${对话框按钮} 被点击"
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comment = "指定对话框按钮被点击,该事件一般需要在其他触发为其添加."
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category = TC_DIALOG
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[[.args]]
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type = button
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[TriggerRegisterDeathEvent]
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title = "可破坏物死亡"
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description = "${可破坏物} 死亡"
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comment = "使用'事件响应 - 死亡的可破坏物'来获取死亡物体."
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category = TC_DESTRUCT
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[[.args]]
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type = destructable
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[TriggerRegisterDestDeathInRegionEvent]
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title = "可破坏物在区域内死亡(矩形区域)"
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description = "可破坏物在 ${矩形区域} 内死亡"
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comment = "默认该事件只能监视最多64个可破坏物. 可以使用'设置 bj_destInRegionDiesCount'来设置该值. 不建议新手使用该触发."
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category = TC_DESTRUCT
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[[.args]]
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type = rect
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[TriggerRegisterTrackableHitEvent]
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title = "鼠标点击可追踪物 [R]"
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description = "鼠标点击 ${可追踪物}"
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comment = ""
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category = TC_TRACKABLE
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[[.args]]
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type = trackable
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[TriggerRegisterTrackableTrackEvent]
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title = "鼠标移动到追踪对象 [R]"
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description = "鼠标移动到 ${可追踪物}"
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comment = ""
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category = TC_TRACKABLE
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[[.args]]
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type = trackable
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[TriggerRegisterTimerEventSingle]
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title = "游戏计时(单次)"
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description = "当游戏逝去 ${Time} 秒"
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comment = "从事件开始的那一刻开始计时."
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category = TC_TIME
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[[.args]]
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type = real
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default = "5"
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min = 0
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[TriggerRegisterTimerEventPeriodic]
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title = "游戏计时(循环)"
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description = "每当游戏逝去 ${Time} 秒"
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comment = "从事件开始的那一刻开始计时,直到计时完毕后双重新开始计时."
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category = TC_TIME
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[[.args]]
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type = real
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default = "2"
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min = 0
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[TriggerRegisterTimerExpireEventBJ]
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title = "计时器到期"
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description = "${计时器} 到期"
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comment = "当计时器到0时触发该事件. 循环计时器可以多次触发该事件. 使用'事件响应 - 到期的计时器'来获取该计时器."
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script_name = TriggerRegisterTimerExpireEvent
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category = TC_TIME
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[[.args]]
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type = timer
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[TriggerRegisterPlayerChatEvent]
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title = "输入聊天信息"
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description = "${玩家} 输入 ${Text} ,信息过滤方式 ${Match Type}"
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comment = "事件ID是(096)"
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[[.args]]
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type = string
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[[.args]]
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type = chatmatchtype
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default = "ChatMatchTypeExact"
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[TriggerRegisterPlayerEventEndCinematic]
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title = "按下Esc键"
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description = "${玩家} 按下Esc键(跳过电影)"
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comment = "该事件在玩家按下'Escape'键时触发(可能是玩家要跳过当前所播放的电影)."
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[TriggerRegisterPlayerSelectionEventBJ]
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title = "选择单位事件"
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description = "${玩家} ${Selects/Deselects} 一个单位"
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comment = "通过'事件回应 - 触发单位' 操作被玩家选择的单位."
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[[.args]]
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type = seldeseloption
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default = "SelDeselOptionSel"
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[TriggerRegisterPlayerKeyEventBJ]
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title = "键盘事件"
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description = "${玩家} ${Presses/Releases} ${Key} "
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comment = "目前游戏只支持'Up/Down/Left/Right'四个方向键."
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[[.args]]
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type = keyeventtype
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default = "KeyEventTypeDepress"
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[[.args]]
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type = keyeventkey
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default = "KeyEventKeyLeft"
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[TriggerRegisterPlayerStateEvent]
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title = "属性事件"
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description = "${玩家} 的 ${Property} 属性 ${Operation} ${值}"
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comment = ""
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[[.args]]
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type = playerstate
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default = "PlayerStateGold"
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[[.args]]
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type = limitop
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default = "LimitOpGreaterThanOrEqual"
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[[.args]]
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type = real
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default = "1000"
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[TriggerRegisterPlayerEventAllianceChanged]
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title = "联盟状态事件(任意状态)"
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description = "${玩家} 改变联盟状态设定"
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comment = ""
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[TriggerRegisterPlayerAllianceChange]
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title = "联盟状态更改(指定项目)"
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description = "${Player} 更改 ${Alliance Type} 设置"
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comment = "当改变项目为【共享单位】时,(触发玩家)会不生效,此时不建议使用【任意玩家】事件。"
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[[.args]]
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type = alliancetype
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default = "AllianceTypePassive"
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[TriggerRegisterPlayerEventVictory]
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title = "游戏胜利"
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description = "${玩家} 胜利后离开游戏"
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comment = ""
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[TriggerRegisterPlayerEventDefeat]
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title = "游戏失败"
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description = "${玩家} 失败后离开游戏"
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comment = ""
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[TriggerRegisterPlayerEventLeave]
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title = "离开游戏"
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description = "${玩家} 离开游戏"
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comment = "这个事件通过玩家离开游戏来开启."
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category = TC_PLAYER
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[[.args]]
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type = player
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default = "Player00"
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[TriggerRegisterItemDeathEvent]
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title = "物品被破坏 [R]"
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description = "${物品} 被破坏"
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comment = ""
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script_name = TriggerRegisterDeathEvent
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category = TC_ITEM
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[[.args]]
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type = item
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[TriggerRegisterGameStateEventTimeOfDay]
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title = "游戏时间事件"
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description = "当游戏时间 ${Operation} ${时间}"
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comment = "游戏时间采用24小时制.早上从6:00开始,下午从18:00开始."
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category = TC_GAME
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[[.args]]
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type = limitop
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default = "LimitOpEqual"
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[[.args]]
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type = real
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default = "12"
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min = 0
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max = 24
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[TriggerRegisterVariableEvent]
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title = "实数变量事件"
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description = "${变量} 的值 ${Operation} ${值}"
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comment = "这个事件只适用于实数类型的变量."
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category = TC_GAME
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[[.args]]
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type = VarAsString_Real
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[[.args]]
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type = limitop
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default = "LimitOpEqual"
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[[.args]]
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type = real
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default = "0"
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[TriggerRegisterGameLoadedEventBJ]
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title = "游戏读档"
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description = "读取游戏存档"
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comment = "当游戏读取完毕时,该事件生效."
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category = TC_GAME
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[[.args]]
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type = nothing
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[TriggerRegisterGameSavedEventBJ]
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title = "游戏存档"
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description = "保存游戏存档"
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comment = "在切入保存游戏界面前,该事件生效."
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category = TC_GAME
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[[.args]]
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type = nothing
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[TriggerRegisterShowSkillEventBJ]
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title = "英雄技能按钮被点击"
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description = "英雄技能按钮被点击"
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comment = ""
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category = TC_GAME
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[[.args]]
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type = nothing
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[TriggerRegisterBuildSubmenuEventBJ]
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title = "建造建筑按钮被点击"
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description = "建造建筑按钮被点击"
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comment = ""
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category = TC_GAME
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[[.args]]
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type = nothing
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[TriggerRegisterGameEvent]
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title = "比赛游戏事件"
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description = "该游戏将在 ${Event Type} 后结束"
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comment = "该事件只出现在Battle.net的自动匹配游戏."
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category = TC_GAME
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[[.args]]
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type = gameevent
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default = "GameEventTourneyNow"
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