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JASS代码翻译更新(第七篇)

發(fā)布時間:2024/1/1 编程问答 34 豆豆
生活随笔 收集整理的這篇文章主要介紹了 JASS代码翻译更新(第七篇) 小編覺得挺不錯的,現(xiàn)在分享給大家,幫大家做個參考.

[IssueNeutralPointOrderById]
title = "發(fā)布中介命令(指定坐標)(ID)"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到坐標:(${X},${Y})"
comment = "可以用來對非本玩家單位發(fā)布命令."
category = TC_UNIT
returns = boolean
keynum = 5
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodeptarg
default3 = "OrderCodeNeutralDetectAOE"
type4 = real
default4 = "0"
type5 = real
default5 = "0"

[IssueNeutralTargetOrderById]
title = "發(fā)布中介命令(指定單位)(ID)"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標: ${單位}"
comment = "可以用來對非本玩家單位發(fā)布命令."
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodeutarg
default3 = "OrderCodeNeutralInterAct"
type4 = unit

[IssueNeutralTargetDestructableOrderById]
title = "發(fā)布中介命令(指定可破壞物)(ID)"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標: ${可破壞物}"
comment = "可以用來對非本玩家單位發(fā)布命令."
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodedtarg
default3 = "OrderCodeHarvestDestructible"
type4 = destructable

[IssueNeutralTargetItemOrderById]
title = "發(fā)布中介命令(指定物品)(ID)"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標: ${物品}"
comment = "可以用來對非本玩家單位發(fā)布命令."
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodeitarg
default3 = "OrderCodeSmartItem"
type4 = item

[YDWEIssueNeutralImmediateOrderById]
title = "發(fā)布中介命令(無目標)(自定義ID) [New!]"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令"
comment = "可以用來對非本玩家單位發(fā)布命令,能直接輸入數(shù)字命令I(lǐng)D。"
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 3
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId

[YDWEIssueNeutralPointOrderById]
title = "發(fā)布中介命令(指定坐標)(自定義ID) [New!]"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到坐標:(${X},${Y})"
comment = "可以用來對非本玩家單位發(fā)布命令,能直接輸入數(shù)字命令I(lǐng)D。"
script_name = IssueNeutralPointOrderById
category = TC_UNIT
returns = boolean
keynum = 5
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId
type4 = real
default4 = "0"
type5 = real
default5 = "0"

[YDWEIssueNeutralTargetOrderById]
title = "發(fā)布中介命令(指定單位)(自定義ID) [New!]"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標: ${單位}"
comment = "可以用來對非本玩家單位發(fā)布命令,能直接輸入數(shù)字命令I(lǐng)D。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId
type4 = unit

[YDWEIssueNeutralTargetDestructableOrderById]
title = "發(fā)布中介命令(指定可破壞物)(自定義ID) [New!]"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標: ${可破壞物}"
comment = "可以用來對非本玩家單位發(fā)布命令,能直接輸入數(shù)字命令I(lǐng)D。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId
type4 = destructable

[YDWEIssueNeutralTargetItemOrderById]
title = "發(fā)布中介命令(指定物品)(自定義ID) [New!]"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標: ${物品}"
comment = "可以用來對非本玩家單位發(fā)布命令,能直接輸入數(shù)字命令I(lǐng)D。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId
type4 = item

[IssueTrainOrderByIdBJ]
title = "發(fā)布訓(xùn)練/升級命令"
description = "命令 ${單位} 建造/升級為 ${單位類型}"
comment = "該升級是指A單位升級為B單位,而不是科技升級."
script_name = IssueImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitcode
default2 = "hfoo"

[IssueUpgradeOrderByIdBJ]
title = "發(fā)布研究科技命令"
description = "命令 ${單位} 研究 ${Tech-Type}"
comment = ""
script_name = IssueImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = techcode
default2 = "Rhde"

[IssueBuildOrderById]
title = "發(fā)布建造命令(指定坐標) [R]"
description = "命令 ${單位} 建造 ${單位類型} 在坐標:(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 4
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitcode
default2 = "hbar"
type3 = real
default3 = "0"
type4 = real
default4 = "0"

[IssueBuildOrderByIdLocBJ]
title = "發(fā)布建造命令(指定點)"
description = "命令 ${單位} 建造 ${單位類型} 在 ${指定點}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitcode
default2 = "hbar"
type3 = location

[UnitDropItemPoint]
title = "發(fā)布丟棄物品命令(指定坐標) [R]"
description = "命令 ${單位} 丟棄物品 ${物品} 到坐標:(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 4
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "bj_lastCreatedItem"
type3 = real
default3 = "0"
type4 = real
default4 = "0"

[UnitDropItemPointLoc]
title = "發(fā)布丟棄物品命令(指定點)"
description = "命令 ${單位} 丟棄物品 ${物品} 到 ${指定點}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "GetLastCreatedItem"
type3 = location

[UnitDropItemSlot]
title = "移動物品到物品欄 [R]"
description = "命令 ${單位} 移動 ${物品} 到物品欄# ${Index}"
comment = "只有當單位持有該物品時才有效. 注意: 該函數(shù)中物品欄編號從0-5,而不是1-6."
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "bj_lastCreatedItem"
type3 = integer
default3 = "0"
min3 = 0
max3 = 5

[UnitDropItemSlotBJ]
title = "移動物品到物品欄"
description = "命令 ${單位} 移動 ${物品} 到物品欄第 ${Index} 格"
comment = "只有當單位持有該物品時才有效."
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "GetLastCreatedItem"
type3 = integer
default3 = "1"
min3 = 1
max3 = 6

[UnitDropItemTargetBJ]
title = "發(fā)布給予物品命令"
description = "命令 ${單位} 把 ${物品} 給 ${單位}"
comment = ""
script_name = UnitDropItemTarget
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "GetLastCreatedItem"
type3 = unit

[IssueBuyUnitOrder]
title = "發(fā)布購買單位命令 [R]"
description = "使 ${玩家} 從 ${單位} 處購買 ${單位類型}"
comment = ""
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 3
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = unitcode
default3 = "hfoo"

[IssueBuyItemOrder]
title = "發(fā)布購買物品命令 [R]"
description = "使 ${玩家} 從 ${單位} 處購買 ${物品類型}"
comment = "先讓商店對玩家單位發(fā)布'中立商店 - 選擇'命令,再使用該函數(shù)就能實現(xiàn)指定單位的購買物品了."
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 3
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = itemcode
default3 = "ckng"

[UnitDamagePoint]
title = "傷害區(qū)域 [R]"
description = "命令 ${單位} 在 ${Seconds} 秒后對半徑為 ${Size} 圓心為(${X},${Y})的范圍造成 ${Amount} 點傷害(${是} 攻擊傷害, ${是}遠程攻擊) 攻擊類型: ${AttackType} 傷害類型: ${DamageType} 裝甲類型: ${WeaponType}"
comment = "該動作不會打斷單位動作. 由該動作傷害/殺死單位同樣正常觸發(fā)'受到傷害'和'死亡'單位事件."
category = TC_UNIT
returns = boolean
keynum = 11
type1 = unit
default1 = "GetTriggerUnit"
type2 = real
default2 = "0"
type3 = real
default3 = "500"
type4 = real
default4 = "0"
type5 = real
default5 = "0"
type6 = real
default6 = "100"
type7 = isnotoption
default7 = "IsNotIs"
type8 = isnotoption
default8 = "IsNotNot"
type9 = attacktype
default9 = "AttackTypeNormal"
type10 = damagetype
default10 = "DamageTypeNormal"
type11 = weapontype
default11 = "WEAPON_TYPE_WHOKNOWS"

[UnitDamagePointLoc]
title = "傷害區(qū)域"
description = "命令 ${單位} 在 ${Seconds} 秒后對半徑為 ${Size} 圓心為 ${指定點} 的范圍造成${Amount} 點傷害,攻擊類型: ${AttackType} 傷害類型: ${DamageType}"
comment = "該動作不會打斷單位動作. 由該動作傷害/殺死單位同樣正常觸發(fā)'受到傷害'和'死亡'單位事件."
category = TC_UNIT
returns = boolean
keynum = 7
type1 = unit
default1 = "GetTriggerUnit"
type2 = real
default2 = "0"
type3 = real
default3 = "500"
type4 = location
default4 = "GetRectCenter"
type5 = real
default5 = "100"
type6 = attacktype
default6 = "AttackTypeNormal"
type7 = damagetype
default7 = "DamageTypeNormal"

[UnitDamageTarget]
title = "傷害目標 [R]"
description = "命令 ${單位} 對 ${Target} 造成 ${Amount} 點傷害(${是} 攻擊傷害, ${是}遠程攻擊) 攻擊類型: ${AttackType} 傷害類型: ${DamageType} 武器類型: ${WeaponType}"
comment = "該動作不會打斷單位動作. 由該動作傷害/殺死單位同樣正常觸發(fā)'受到傷害'和'死亡'單位事件."
category = TC_UNIT
returns = boolean
keynum = 8
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit
default2 = "GetTriggerUnit"
type3 = real
default3 = "500"
type4 = isnotoption
default4 = "IsNotIs"
type5 = isnotoption
default5 = "IsNotNot"
type6 = attacktype
default6 = "AttackTypeNormal"
type7 = damagetype
default7 = "DamageTypeNormal"
type8 = weapontype
default8 = "WEAPON_TYPE_WHOKNOWS"

[UnitDamageTargetBJ]
title = "傷害目標"
description = "命令 ${單位} 對 ${Target} 造成 ${Amount} 點傷害,攻擊類型: ${AttackType} 傷害類型: ${DamageType}"
comment = "該動作不會打斷單位動作. 由該動作傷害/殺死單位同樣正常觸發(fā)'受到傷害'和'死亡'單位事件."
category = TC_UNIT
returns = boolean
keynum = 5
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit
default2 = "GetTriggerUnit"
type3 = real
default3 = "500"
type4 = attacktype
default4 = "AttackTypeNormal"
type5 = damagetype
default5 = "DamageTypeNormal"

[IsUnit]
title = "單位檢查"
description = "${單位} 與 ${單位}相同"
comment = "用來判斷兩個單位是否相等。"
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit
default2 = "GetLastCreatedUnit"

[IsUnitDetected]
title = "被檢測到"
description = "${單位} 處在 ${玩家} 的真實視野范圍內(nèi)"
comment = "用來判斷單位在這個玩家反隱形范圍內(nèi),注:不包含該玩家同盟的反隱范圍。"
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitType]
title = "單位類別檢查"
description = "${單位} 是 ${Type}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unittype
default2 = "UnitTypeStructure"

[IsUnitRace]
title = "單位種族檢查"
description = "${單位} 是 ${Race}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = race
default2 = "RaceHuman"

[IsUnitIdType]
title = "單位類別檢查(指定單位類型)"
description = "${單位類型} 是 ${Type}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unitcode
default1 = "GetUnitTypeId"
type2 = unittype
default2 = "UnitTypeStructure"

[IsHeroUnitId]
title = "單位類型是英雄單位"
description = "${UnitType} 是英雄單位"
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unitcode
default1 = "hfoo"

[IsUnitInGroup]
title = "在單位組"
description = "${單位} 在 ${單位組} 中"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = group

[IsUnitInRange]
title = "在指定單位范圍內(nèi) [R]"
description = "${單位} 在距離 ${指定單位} ${范圍} 范圍內(nèi)"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit
type3 = real
default3 = "600"

[IsUnitInRangeXY]
title = "在指定坐標范圍內(nèi) [R]"
description = "${單位} 在距離坐標(${X},${Y}) ${范圍} 范圍內(nèi)"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 4
type1 = unit
default1 = "GetTriggerUnit"
type2 = real
default2 = "0"
type3 = real
default3 = "0"
type4 = real
default4 = "600"

[IsUnitInRangeLoc]
title = "在指定點范圍內(nèi) [R]"
description = "${單位} 在距離 ${指定點} ${范圍} 范圍內(nèi)"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = location
type3 = real
default3 = "600"

[RectContainsUnit]
title = "在矩形區(qū)域內(nèi)"
description = "${矩形區(qū)域} 內(nèi)存在 ${單位}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = rect
default1 = "GetPlayableMapRect"
type2 = unit
default2 = "GetTriggerUnit"

[IsUnitInRegion]
title = "在不規(guī)則區(qū)域內(nèi) [R]"
description = "${不規(guī)則區(qū)域} 內(nèi)存在 ${單位}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = region
type2 = unit
default2 = "GetTriggerUnit"

[IsUnitAliveBJ]
title = "單位生命值大于零"
description = "${單位} 生命值大于零"
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitDeadBJ]
title = "單位生命值不大于零"
description = "${單位} 生命值不大于零"
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitPausedBJ]
title = "單位暫停"
description = "${單位} 處于暫停狀態(tài)"
comment = ""
script_name = IsUnitPaused
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitHiddenBJ]
title = "單位隱藏"
description = "${單位} 處于隱藏狀態(tài)"
comment = "可通過'單位 - 隱藏'動作來析藏單位. 運輸機,靈魂之球,祭壇中的單位都被認為是隱藏狀態(tài)."
script_name = IsUnitHidden
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitIllusionBJ]
title = "單位是鏡像"
description = "${單位} 是鏡像單位"
comment = ""
script_name = IsUnitIllusion
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitCanSleepPerm]
title = "允許控制睡眠狀態(tài)"
description = "允許控制 ${單位} 的睡眠狀態(tài)"
comment = "即該單位擁有'一直睡眠'技能."
script_name = UnitCanSleepPerm
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitCanSleepBJ]
title = "允許夜晚睡眠"
description = "${單位} 會在夜晚進入睡眠"
comment = "中立生物才會睡眠."
script_name = UnitCanSleep
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitIsSleepingBJ]
title = "正在睡眠"
description = "${單位} 正在睡眠"
comment = "中立生物才會睡眠. 不包括催眠魔法."
script_name = UnitIsSleeping
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[DoesUnitGenerateAlarms]
title = "開啟警報"
description = "${單位} 處于開啟警報狀態(tài)"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitLoadedBJ]
title = "被裝載"
description = "${單位} 被裝載中"
comment = "被飛艇,船等有運輸功能的單位裝載."
script_name = IsUnitLoaded
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitInTransportBJ]
title = "被指定單位裝載"
description = "${單位} 被 ${運輸機} 裝載中"
comment = ""
script_name = IsUnitInTransport
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit

[IsUnitSelected]
title = "被玩家選擇"
description = "${單位} 被 ${Player} 選擇"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitAlly]
title = "是玩家的同盟單位"
description = "${單位} 是 ${Player} 的同盟單位"
comment = "包括中立狀態(tài). 單向判斷玩家對單位是否為不侵犯狀態(tài)."
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitEnemy]
title = "是玩家的敵對單位"
description = "${單位} 是 ${Player} 的敵對單位"
comment = "不包括中立狀態(tài). 單向判斷玩家對單位是否為敵對侵犯."
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitOwnedByPlayer]
title = "是玩家的單位"
description = "${單位} 屬于 ${Player}"
comment = "判斷單位是否屬于這個玩家。"
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitInForce]
title = "是玩家組里玩家的單位"
description = "${單位} 屬于 ${玩家組} 里的玩家"
comment = "判斷單位是否屬于這個玩家組里的玩家。"
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = force
default2 = "GetPlayersAll"

[UnitHasBuffBJ]
title = "擁有魔法效果"
description = "${單位} 擁有 ${魔法效果}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = buffcode

[CountUnitsInGroup]
title = "單位組中單位數(shù)量"
description = "${單位組} 中的單位數(shù)量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = group
default1 = "GetUnitsInRectAll"

[CountLivingPlayerUnitsOfTypeId]
title = "玩家擁有單位數(shù)量"
description = "${單位類型} 的數(shù)量對 ${Player}"
comment = ""
category = TC_UNIT
returns = integer
keynum = 2
type1 = unitcode
default1 = "hfoo"
type2 = player
default2 = "Player00"

[GetUnitFoodUsed]
title = "單位使用人口數(shù)量"
description = "${單位} 使用的人口數(shù)量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitFoodMade]
title = "單位提供人口數(shù)量"
description = "${單位} 提供的人口數(shù)量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetFoodUsed]
title = "單位使用人口數(shù)量(指定單位類型)"
description = "${單位類型} 使用的人口數(shù)量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unitcode
default1 = "hfoo"

[GetFoodMade]
title = "單位提供人口數(shù)量(指定單位類型)"
description = "${單位類型} 提供的人口數(shù)量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unitcode
default1 = "hfoo"

[GetUnitPointValue]
title = "單位附加值"
description = "${單位} 的附加值"
comment = "單位附加值不可改變. 可以做一些特殊用途. 比如TD地圖中的建筑販賣價格."
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitPointValueByType]
title = "單位附加值(指定單位類型)"
description = "${單位類型} 的附加值"
comment = "單位附加值不可改變. 可以做一些特殊用途. 比如TD地圖中的建筑販賣價格."
category = TC_UNIT
returns = integer
keynum = 1
type1 = unitcode
default1 = "hfoo"

[GetUnitUserData]
title = "單位自定義值"
description = "${單位} 的自定義值"
comment = "可使用'單位 - 設(shè)置自定義值'來設(shè)置該值."
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit

[GetUnitLevel]
title = "單位等級"
description = "${單位} 的等級"
comment = "對于英雄則會返回其英雄等級."
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitAbilityLevel]
title = "單位技能等級 [R]"
description = "${單位} 的 ${技能} 技能等級"
comment = "如果單位沒有該技能,則返回0."
category = TC_UNIT
returns = integer
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = abilcode

[GetUnitAbilityLevelSwapped]
title = "單位技能等級"
description = "${技能} 的等級對 ${單位}"
comment = "如果單位沒有該技能,則返回0."
category = TC_UNIT
returns = integer
keynum = 2
type1 = abilcode
type2 = unit
default2 = "GetTriggerUnit"

[UnitInventoryCount]
title = "持有物品數(shù)量"
description = "${單位} 所持有的物品數(shù)量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitInventorySizeBJ]
title = "物品欄格數(shù)"
description = "${單位} 的物品欄格數(shù)"
comment = ""
script_name = UnitInventorySize
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitCountBuffsEx]
title = "擁有Buff數(shù)量 [R]"
description = "${單位} 的附帶Buff數(shù)量,(${Include/Exclude} 正面Buff, ${Include/Exclude} 負面Buff${Include/Exclude} 魔法Buff, ${Include/Exclude} 物理Buff${Include/Exclude} 生命周期, ${Include/Exclude} 光環(huán)效果${Include/Exclude} 不可驅(qū)散Buff)"
comment = ""
category = TC_UNIT
returns = integer
keynum = 8
type1 = unit
default1 = "GetTriggerUnit"
type2 = includeoption
default2 = "InclusionInclude"
type3 = includeoption
default3 = "InclusionInclude"
type4 = includeoptionnot
default4 = "InclusionIncludeNot"
type5 = includeoptionnot
default5 = "InclusionIncludeNot"
type6 = includeoption
default6 = "InclusionInclude"
type7 = includeoption
default7 = "InclusionInclude"
type8 = includeoptionnot
default8 = "InclusionIncludeNot"

[UnitCountBuffsExBJ]
title = "擁有Buff數(shù)量"
description = "${Buff Type} ${Buff Resist} Buff數(shù)量在 ${單位} 身上(${Include/Exclude} 生命周期, ${Include/Exclude} 光環(huán))"
comment = ""
category = TC_UNIT
returns = integer
keynum = 5
type1 = buffpolarity
default1 = "BuffPolarityEither"
type2 = buffresist
default2 = "BuffResistEither"
type3 = unit
default3 = "GetTriggerUnit"
type4 = includeoption
default4 = "InclusionInclude"
type5 = includeoption
default5 = "InclusionInclude"

[GetUnitState]
title = "屬性 [R]"
description = "${單位} 的 ${Property}"
comment = ""
category = TC_UNIT
returns = real
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitstate
default2 = "UnitStateLife"

[GetUnitStateSwap]
title = "屬性"
description = "${Property} 對于 ${單位}"
comment = ""
category = TC_UNIT
returns = real
keynum = 2
type1 = unitstate
default1 = "UnitStateLife"
type2 = unit
default2 = "GetTriggerUnit"

[GetUnitLifePercent]
title = "生命百分比"
description = "${單位} 的生命百分比"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitManaPercent]
title = "魔法百分比"
description = "${單位} 的魔法百分比"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitX]
title = "單位所在X軸坐標 [R]"
description = "${單位} 所在X軸坐標"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitY]
title = "單位所在Y軸坐標 [R]"
description = "${單位} 所在Y軸坐標"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitFacing]
title = "面向角度"
description = "${單位} 的面向角度"
comment = "采用角度制. 0度為正東方向, 90度為正北方向."
category = TC_UNIT
returns = degree
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitMoveSpeed]
title = "當前移動速度"
description = "${單位} 的當前移動速度"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultMoveSpeed]
title = "默認移動速度"
description = "${單位} 的默認移動速度"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitAcquireRange]
title = "當前主動攻擊范圍"
description = "${單位} 的當前主動攻擊范圍"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultAcquireRange]
title = "默認主動攻擊范圍"
description = "${單位} 的默認主動攻擊范圍"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitTurnSpeed]
title = "當前轉(zhuǎn)身速度"
description = "${單位} 的當前轉(zhuǎn)身速度"
comment = "轉(zhuǎn)身速度表示單位改變面向方向時的速度. 數(shù)值越小表示轉(zhuǎn)身越慢."
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultTurnSpeed]
title = "默認轉(zhuǎn)身速度"
description = "${單位} 的默認轉(zhuǎn)身速度"
comment = "轉(zhuǎn)身速度表示單位改變面向方向時的速度. 數(shù)值越小表示轉(zhuǎn)身越慢."
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitPropWindow]
title = "當前轉(zhuǎn)向角度(弧度制) [R]"
description = "${單位} 的當前轉(zhuǎn)向角度(弧度制)"
comment = "單位轉(zhuǎn)身時的轉(zhuǎn)向角度. 數(shù)值越大轉(zhuǎn)向幅度越大. "
category = TC_UNIT
returns = radian
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitPropWindowBJ]
title = "當前轉(zhuǎn)向角度(角度制)"
description = "${單位} 的當前轉(zhuǎn)向角度"
comment = "單位轉(zhuǎn)身時的轉(zhuǎn)向角度. 數(shù)值越大轉(zhuǎn)向幅度越大."
category = TC_UNIT
returns = degree
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultPropWindowBJ]
title = "默認轉(zhuǎn)向角度"
description = "${單位} 的默認轉(zhuǎn)向角度"
comment = "單位轉(zhuǎn)身時的轉(zhuǎn)向角度. 數(shù)值越大轉(zhuǎn)向幅度越大."
script_name = GetUnitDefaultPropWindow
category = TC_UNIT
returns = degree
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitFlyHeight]
title = "當前飛行高度"
description = "${單位} 的當前飛行高度"
comment = "飛行單位可以直接改變飛行高度. 其他單位通過添加/刪除 替換為飛行單位的變身技能(如烏鴉形態(tài))之后,也能改變飛行高度."
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultFlyHeight]
title = "默認飛行高度"
description = "${單位} 的默認飛行高度"
comment = "飛行單位可以直接改變飛行高度. 其他單位通過添加/刪除 替換為飛行單位的變身技能(如烏鴉形態(tài))之后,也能改變飛行高度."
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitName]
title = "單位名字"
description = "${單位} 的名字"
comment = ""
category = TC_UNIT
returns = string
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitLoc]
title = "單位位置"
description = "${單位} 的位置"
comment = "會創(chuàng)建點."
category = TC_UNIT
returns = location
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitRallyPoint]
title = "單位集結(jié)點"
description = "${單位} 的集結(jié)點位置"
comment = "如果單位沒有設(shè)置集結(jié)點,則返回null. 設(shè)置自己為集結(jié)點可取消集結(jié)點設(shè)置. 會創(chuàng)建點."
category = TC_UNIT
returns = location
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitRallyUnit]
title = "單位集結(jié)點目標"
description = "${單位} 的集結(jié)點目標"
comment = "如果指定單位沒有設(shè)置集結(jié)點到單位目標,則返回null."
category = TC_UNIT
use_in_event = 0
returns = unit
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitCurrentOrder]
title = "當前命令I(lǐng)D"
description = "${單位} 的當前命令I(lǐng)D."
comment = ""
category = TC_UNIT
use_in_event = 0
returns = ordercode
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitRallyDestructable]
title = "單位集結(jié)點目標"
description = "${單位} 的集結(jié)點目標"
comment = "如果指定單位沒有設(shè)置集結(jié)點到可破壞物上,則返回null."
category = TC_UNIT
use_in_event = 0
returns = destructable
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[" CreateNUnitsAtLoc"]
title = "創(chuàng)建單位(面向角度) [C]"
description = "創(chuàng)建 ${Number} 個 ${單位} 給 ${Player} 在 ${指定點} ,面向角度為 ${Direction} 度"
comment = "面向角度采用角度制,0度為正東方向,90度為正北方向. 使用'最后創(chuàng)建的單位組'來獲取創(chuàng)建的所有單位. 使用'最后創(chuàng)建的單位'來獲取創(chuàng)建的單個單位."
category = TC_UNIT
returns = group
keynum = 5
type1 = integer
default1 = "1"
min1 = 1
type2 = unitcode
default2 = "hfoo"
type3 = player
default3 = "Player00"
type4 = location
type5 = degree
default5 = "RealUnitFacing"
min5 = 0
max5 = 360

[IsTriggerEnabled]
title = "觸發(fā)開啟"
description = "${觸發(fā)} 處于開啟狀態(tài)"
comment = ""
category = TC_TRIGGER
returns = boolean
keynum = 1
type1 = trigger
default1 = "GetTriggeringTrigger"

[TriggerEvaluate]
title = "觸發(fā)條件成立"
description = "${觸發(fā)} 的條件成立"
comment = ""
category = TC_TRIGGER
returns = boolean
keynum = 1
type1 = trigger

[IsTriggerQueuedBJ]
title = "觸發(fā)在隊列中"
description = "${觸發(fā)} 在隊列中"
comment = "可使用'觸發(fā)器 - 添加到隊列'和'觸發(fā)器 - 移出隊列'動作來操作觸發(fā)隊列."
category = TC_TRIGGER
returns = boolean
keynum = 1
type1 = trigger

[IsTriggerQueueEmptyBJ]
title = "觸發(fā)隊列為空"
description = "觸發(fā)隊列為空"
comment = "可使用'觸發(fā)器 - 添加到隊列'和'觸發(fā)器 - 移出隊列'動作來操作觸發(fā)隊列."
category = TC_TRIGGER
returns = boolean

[GetTriggerEvalCount]
title = "觸發(fā)條件判斷次數(shù)"
description = "${Trigger} 的觸發(fā)條件判斷次數(shù)"
comment = ""
category = TC_TRIGGER
returns = integer
keynum = 1
type1 = trigger
default1 = "GetTriggeringTrigger"

[GetTriggerExecCount]
title = "觸發(fā)動作運行次數(shù)"
description = "${Trigger} 的觸發(fā)動作運行次數(shù)"
comment = ""
category = TC_TRIGGER
returns = integer
keynum = 1
type1 = trigger
default1 = "GetTriggeringTrigger"

[QueuedTriggerCountBJ]
title = "隊列中觸發(fā)數(shù)量"
description = "觸發(fā)隊列中的觸發(fā)數(shù)量"
comment = "可使用'觸發(fā)器 - 添加到隊列'和'觸發(fā)器 - 移出隊列'動作來操作觸發(fā)隊列."
category = TC_TRIGGER
returns = integer

[GetTriggerName]
title = "觸發(fā)名字"
description = "當前觸發(fā)的名字"
comment = ""
category = TC_TRIGGER
returns = string

[CreateTrigger]
title = "新建觸發(fā) [R]"
description = "新建觸發(fā)"
comment = "會創(chuàng)建一個新的觸發(fā)器,如果對該功能不熟悉請慎用."
category = TC_TRIGGER
returns = trigger

[IsUnitGroupEmptyBJ]
title = "單位組為空"
description = "${單位組} 為空"
comment = ""
category = TC_UNITGROUP
returns = boolean
keynum = 1
type1 = group

[IsUnitGroupInRectBJ]
title = "單位組中單位在矩形區(qū)域內(nèi)"
description = "${單位組} 中所有單位在 ${矩形區(qū)域} 內(nèi)"
comment = ""
category = TC_UNITGROUP
returns = boolean
keynum = 2
type1 = group
type2 = rect

[IsUnitGroupDeadBJ]
title = "單位組中所有單位死亡"
description = "${單位組} 中所有單位死亡"
comment = ""
category = TC_UNITGROUP
returns = boolean
keynum = 1
type1 = group

[IsMultiboardDisplayed]
title = "多面板顯示"
description = "${Multiboard} 是顯示的"
comment = ""
category = TC_MULTIBOARD
use_in_event = 0
returns = boolean
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[IsMultiboardMinimized]
title = "多面板最小化"
description = "${Multiboard} 是最小化的"
comment = ""
category = TC_MULTIBOARD
use_in_event = 0
returns = boolean
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[MultiboardGetRowCount]
title = "行數(shù)"
description = "${Multiboard} 的行數(shù)"
comment = ""
category = TC_MULTIBOARD
returns = integer
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[MultiboardGetColumnCount]
title = "列數(shù)"
description = "${Multiboard} 的列數(shù)"
comment = ""
category = TC_MULTIBOARD
returns = integer
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[MultiboardGetTitleText]
title = "多面板標題"
description = "${Multiboard} 的標題"
comment = ""
category = TC_MULTIBOARD
returns = string
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[IsPointBlighted]
title = "坐標點被荒蕪地表覆蓋 [R]"
description = "坐標點(${X},${Y})被荒蕪地表覆蓋"
comment = ""
category = TC_ENVIRONMENT
returns = boolean
keynum = 2
type1 = real
default1 = "0"
type2 = real
default2 = "0"

[IsPointBlightedBJ]
title = "點被荒蕪地表覆蓋"
description = "${指定點} 被荒蕪地表覆蓋"
comment = ""
category = TC_ENVIRONMENT
returns = boolean
keynum = 1
type1 = location

[IsTerrainPathable]
title = "地形通行狀態(tài)關(guān)閉(指定坐標) [R]"
description = "坐標(${X},${Y})處的 ${Pathing Type} 通行狀態(tài)為關(guān)閉"
comment = "指定類型單位不能通行即通行狀態(tài)為關(guān)閉. 如該點不能造建筑就是'建造'通行狀態(tài)為關(guān)閉. 可使用'環(huán)境 - 設(shè)置地形通行狀態(tài)'來改變通行狀態(tài)."
category = TC_ENVIRONMENT
returns = boolean
keynum = 3
type1 = real
default1 = "0"
type2 = real
default2 = "0"
type3 = pathingtype
default3 = "PathingTypeWalkability"

[IsTerrainPathableBJ]
title = "地形通行狀態(tài)關(guān)閉(指定點)"
description = "${指定點} 處的 ${Pathing Type} 通行狀態(tài)為關(guān)閉"
comment = "指定類型單位不能通行即通行狀態(tài)為關(guān)閉. 如該點不能造建筑就是'建造'通行狀態(tài)為關(guān)閉. 可使用'環(huán)境 - 設(shè)置地形通行狀態(tài)'來改變通行狀態(tài)."
category = TC_ENVIRONMENT
returns = boolean
keynum = 2
type1 = location
type2 = pathingtype
default2 = "PathingTypeWalkability"

[GetTerrainCliffLevel]
title = "地形懸崖高度(指定坐標) [R]"
description = "坐標(${X},${Y})處的地形懸崖高度"
comment = "懸崖高度:深水區(qū)為0, 淺水區(qū)為1, 平原為2, 之后每層+1."
category = TC_ENVIRONMENT
returns = integer
keynum = 2
type1 = real
default1 = "0"
type2 = real
default2 = "0"

[GetTerrainCliffLevelBJ]
title = "地形懸崖高度(指定點)"
description = "${指定點} 處的地形懸崖高度"
comment = "懸崖高度:深水區(qū)為0, 淺水區(qū)為1, 平原為2, 之后每層+1."
category = TC_ENVIRONMENT
returns = integer
keynum = 1
type1 = location

[GetTerrainVariance]
title = "地形樣式(指定坐標) [R]"
description = "坐標(${X},${Y})處的地形樣式"
comment = ""
category = TC_ENVIRONMENT
returns = integer
keynum = 2
type1 = real
default1 = "0"
type2 = real
default2 = "0"

[GetTerrainVarianceBJ]
title = "地形樣式(指定點)"
description = "${指定點} 處的地形樣式"
comment = ""
category = TC_ENVIRONMENT
returns = integer
keynum = 1
type1 = location
default1 = "GetRectCenter"

[GetTerrainType]
title = "指定坐標地形 [R]"
description = "坐標(${X},${Y})處的地形"
comment = ""
category = TC_ENVIRONMENT
returns = terraintype
keynum = 2
type1 = real
default1 = "0"
type2 = real
default2 = "0"

[GetTerrainTypeBJ]
title = "指定點地形"
description = "${指定點} 處的地形"
comment = ""
category = TC_ENVIRONMENT
returns = terraintype
keynum = 1
type1 = location

[IsFogEnabled]
title = "戰(zhàn)爭迷霧開啟"
description = "戰(zhàn)爭迷霧開啟"
comment = ""
category = TC_VISIBILITY
returns = boolean

[IsFogMaskEnabled]
title = "黑色陰影開啟"
description = "黑色陰影開啟"
comment = ""
category = TC_VISIBILITY
returns = boolean

[IsUnitVisible]
title = "單位可見"
description = "${單位} 對 ${Player} 可見"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitInvisible]
title = "單位不可見"
description = "${單位} 對 ${Player} 不可見"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitFogged]
title = "單位在迷霧中"
description = "${單位} 在 ${Player} 的迷霧范圍內(nèi)"
comment = "黑色陰影內(nèi)的單位不被計算在內(nèi)."
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitMasked]
title = "單位在黑色陰影中"
description = "${單位} 在 ${Player} 的黑色陰影內(nèi)"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsLocationVisibleToPlayer]
title = "點可見"
description = "${指定點}對 ${Player} 可見"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = location
default1 = "GetRectCenter"
type2 = player
default2 = "Player00"

[IsVisibleToPlayer]
title = "坐標可見"
description = "坐標(${x},${y}) 對 ${玩家} 可見"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 3
type1 = real
type2 = real
type3 = player
default3 = "Player00"

[IsLocationFoggedToPlayer]
title = "點在迷霧中"
description = "${指定點} 在 ${Player} 的迷霧范圍內(nèi)"
comment = "黑色陰影內(nèi)的點不被計算在內(nèi)."
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = location
default1 = "GetRectCenter"
type2 = player
default2 = "Player00"

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