JASS代码加翻译更新(第六篇)
[GetLocalPlayer]
title = "本地玩家 [R]"
description = "本地玩家"
comment = "指代玩家自己,所以對每個(gè)玩家返回值都不一樣. 如果不清楚該函數(shù)的話千萬別用,因?yàn)楹芸赡芤驗(yàn)椴煌蕉鴮?dǎo)致掉線."
category = TC_NOTHING
returns = player
[" ? ? ? ? ?"]
title = "自定義代碼 [C]"
description = "代碼: ${Jass代碼}"
comment = "輸入一行Jass代碼"
category = TC_NOTHING
returns = player
keynum = 1
type1 = scriptcode
[CreateGroup]
title = "新建的單位組 [R]"
description = "新建的空單位組"
comment = "會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
[" ? ? ? ? ? "]
title = "自定義代碼 [C]"
description = "代碼: ${Jass代碼}"
comment = "輸入一行Jass代碼"
category = TC_NOTHING
returns = group
keynum = 1
type1 = scriptcode
[GetRandomSubGroup]
title = "單位組中隨機(jī)單位"
description = "隨機(jī)獲取 ${Count} 個(gè)單位從 ${單位組}"
comment = "會(huì)創(chuàng)建單位組.該函數(shù)不能使用設(shè)置 bj_wantDestroyGroup=true來清除group,會(huì)導(dǎo)致該動(dòng)作無效."
category = TC_NOTHING
use_in_event = 0
returns = group
keynum = 2
type1 = integer
default1 = "4"
type2 = group
default2 = "GetUnitsInRectAll"
[GetUnitsInRectAll]
title = "矩形區(qū)域內(nèi)的單位"
description = "${矩形區(qū)域} 內(nèi)的所有單位"
comment = "會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 1
type1 = rect
default1 = "GetPlayableMapRect"
[GetUnitsInRectOfPlayer]
title = "矩形區(qū)域內(nèi)的玩家單位"
description = "${矩形區(qū)域} 內(nèi)屬于 ${Player} 的所有單位"
comment = "會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 2
type1 = rect
default1 = "GetPlayableMapRect"
type2 = player
default2 = "Player00"
[GetUnitsInRectMatching]
title = "矩形區(qū)域內(nèi)的單位(指定條件)"
description = "${矩形區(qū)域} 內(nèi)滿足 ${條件} 的所有單位"
comment = "使用'匹配單位'指代條件中用于比較的單位. 會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 2
type1 = rect
default1 = "GetPlayableMapRect"
type2 = boolexpr
[GetUnitsInRangeOfLocAll]
title = "圓范圍內(nèi)單位"
description = "半徑為 ${Radius} 圓心為 ${指定點(diǎn)} 的圓范圍內(nèi)所有單位"
comment = "會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 2
type1 = real
default1 = "512"
min1 = 0
type2 = location
default2 = "GetRectCenter"
[GetUnitsInRangeOfLocMatching]
title = "圓范圍內(nèi)單位(指定條件)"
description = "半徑為 ${Radius} 圓心為 ${指定點(diǎn)} 且滿足 ${條件} 的所有單位"
comment = "使用'匹配單位'指代條件中用于比較的單位. 會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 3
type1 = real
default1 = "512"
min1 = 0
type2 = location
default2 = "GetRectCenter"
type3 = boolexpr
[GetUnitsOfPlayerAll]
title = "玩家單位"
description = "屬于 ${Player} 的所有單位"
comment = "會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 1
type1 = player
default1 = "Player00"
[GetUnitsOfPlayerAndTypeId]
title = "玩家單位(指定單位類型)"
description = "屬于 ${Player} 的所有 ${單位類型}"
comment = "會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 2
type1 = player
default1 = "Player00"
type2 = unitcode
default2 = "hfoo"
[GetUnitsOfPlayerMatching]
title = "玩家單位(指定條件)"
description = "屬于 ${Player} 并滿足 ${條件} 的所有單位"
comment = "使用'匹配單位'指代條件中用于比較的單位. 會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 2
type1 = player
default1 = "Player00"
type2 = boolexpr
[GetUnitsOfTypeIdAll]
title = "所有指定類型單位"
description = "所有 ${單位類型}"
comment = "會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 1
type1 = unitcode
default1 = "hfoo"
[GetUnitsSelectedAll]
title = "玩家選擇單位"
description = "${Player} 選擇的所有單位"
comment = "不能用于觸發(fā)條件. 會(huì)創(chuàng)建單位組."
category = TC_NOTHING
returns = group
keynum = 1
type1 = player
default1 = "Player00"
[CreateForce]
title = "新建玩家組 [R]"
description = "新建空玩家組"
comment = "會(huì)創(chuàng)建玩家組."
category = TC_NOTHING
returns = force
[GetPlayersAll]
title = "所有玩家"
description = "所有玩家"
comment = "包括未使用玩家和中立玩家."
category = TC_NOTHING
returns = force
[GetPlayersByMapControl]
title = "所有指定控制者的玩家"
description = "所有 ${Control Type} 控制的玩家"
comment = "會(huì)創(chuàng)建玩家組."
category = TC_NOTHING
returns = force
keynum = 1
type1 = mapcontrol
default1 = "MapControlComputer"
[GetPlayersMatching]
title = "所有符合條件的玩家"
description = "所有符合 ${條件} 的玩家"
comment = "使用'匹配玩家'指代條件中用于比較的玩家,包括未使用玩家和中立玩家. 會(huì)創(chuàng)建玩家組."
category = TC_NOTHING
returns = force
keynum = 1
type1 = boolexpr
[GetPlayersAllies]
title = "玩家的盟友"
description = "所有 ${Player} 的聯(lián)盟玩家"
comment = "需要雙方互為聯(lián)盟狀態(tài),包括自己,不包括中立玩家. 會(huì)創(chuàng)建玩家組."
category = TC_NOTHING
returns = force
keynum = 1
type1 = player
default1 = "Player00"
[GetPlayersEnemies]
title = "玩家的敵人"
description = "所有 ${Player} 的敵對玩家"
comment = "對其敵對的所有玩家,不包括中立玩家. 會(huì)創(chuàng)建玩家組."
category = TC_NOTHING
returns = force
keynum = 1
type1 = player
default1 = "Player00"
[GetForceOfPlayer]
title = "轉(zhuǎn)換玩家為玩家組"
description = "轉(zhuǎn)換 ${Player} 為玩家組"
comment = "會(huì)創(chuàng)建玩家組."
category = TC_NOTHING
returns = force
keynum = 1
type1 = player
default1 = "Player00"
[GetPlayerRace]
title = "玩家的種族"
description = "${Player} 的種族"
comment = ""
category = TC_NOTHING
returns = race
keynum = 1
type1 = player
default1 = "Player00"
[GetUnitRace]
title = "單位種族"
description = "${單位} 所屬種族"
comment = "物體編輯器中設(shè)置的單位所屬種族."
category = TC_NOTHING
returns = race
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"
[GetCurrentCameraSetup]
title = "玩家當(dāng)前鏡頭"
description = "玩家當(dāng)前鏡頭"
comment = "注意:該函數(shù)對各玩家返回值不同,請確定你知道自己在做什么,否則很容易引起掉線. 會(huì)創(chuàng)建鏡頭對象,但每個(gè)玩家只會(huì)有一個(gè)當(dāng)前鏡頭."
category = TC_NOTHING
returns = camerasetup
[CreateFogModifierRect]
title = "新建可見度修正器(矩形區(qū)域) [R]"
description = "新建的 ${玩家} 可見度修正器. 可見度: ${FogStateVisible} 影響區(qū)域: ${矩形區(qū)域} (對盟友 ${共享} 視野, ${覆蓋} 單位視野)"
comment = "會(huì)創(chuàng)建可見度修正器."
category = TC_NOTHING
returns = fogmodifier
keynum = 5
type1 = player
default1 = "Player00"
type2 = fogstate
default2 = "FogStateVisible"
type3 = rect
type4 = sharevisionoption
default4 = "ShareVisionShare"
type5 = converunitoption
default5 = "ConverUnitNot"
[CreateFogModifierRadius]
title = "新建可見度修正器(圓范圍) [R]"
description = "新建的 ${玩家} 可見度修正器. 可見度: ${FogStateVisible} 圓心坐標(biāo):(${X},${Y}) 半徑: ${數(shù)值} (對盟友 ${共享} 視野, ${覆蓋} 單位視野)"
comment = "會(huì)創(chuàng)建可見度修正器."
category = TC_NOTHING
returns = fogmodifier
keynum = 7
type1 = player
default1 = "Player00"
type2 = fogstate
default2 = "FogStateVisible"
type3 = real
default3 = "0"
type4 = real
default4 = "0"
type5 = real
default5 = "512"
type6 = sharevisionoption
default6 = "ShareVisionShare"
type7 = converunitoption
default7 = "ConverUnitNot"
[GetTriggeringTrigger]
title = "當(dāng)前觸發(fā)"
description = "當(dāng)前觸發(fā)"
comment = "當(dāng)前所運(yùn)行的觸發(fā)器."
category = TC_NOTHING
returns = trigger
[GetGameDifficulty]
title = "當(dāng)前游戲難度"
description = "當(dāng)前游戲難度"
comment = ""
category = TC_NOTHING
returns = gamedifficulty
[GetAIDifficulty]
title = "玩家的AI難度"
description = "${Player} 的對戰(zhàn)AI難度"
comment = "對非AI玩家返回普通難度."
category = TC_NOTHING
returns = aidifficulty
keynum = 1
type1 = player
default1 = "Player00"
[GetGameSpeed]
title = "當(dāng)前游戲速度"
description = "當(dāng)前游戲速度"
comment = ""
category = TC_NOTHING
returns = gamespeed
[GetPlayerController]
title = "玩家控制者"
description = "${Player} 的控制者"
comment = ""
category = TC_NOTHING
returns = mapcontrol
keynum = 1
type1 = player
default1 = "Player00"
[GetPlayerColor]
title = "玩家顏色"
description = "${Player} 的顏色"
comment = ""
category = TC_NOTHING
returns = playercolor
keynum = 1
type1 = player
default1 = "Player00"
[GetPlayerSlotState]
title = "玩家游戲狀態(tài)"
description = "${Player} 的游戲狀態(tài)"
comment = ""
category = TC_NOTHING
returns = playerslotstate
keynum = 1
type1 = player
default1 = "Player00"
[AddSpecialEffect]
title = "新建特效(創(chuàng)建到坐標(biāo)) [R]"
description = "新建特效 ${Model File} 在(${X},${Y})處"
comment = "會(huì)創(chuàng)建特效."
category = TC_NOTHING
returns = effect
keynum = 3
type1 = modelfile
default1 = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\""
type2 = real
default2 = "0"
type3 = real
default3 = "0"
[AddSpecialEffectLoc]
title = "新建特效(創(chuàng)建到點(diǎn)) [R]"
description = "新建特效 ${Model File} 在 ${指定點(diǎn)} 處"
comment = "會(huì)創(chuàng)建特效."
category = TC_NOTHING
returns = effect
keynum = 2
type1 = modelfile
default1 = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\""
type2 = location
[AddSpecialEffectTarget]
title = "新建特效(創(chuàng)建到單位) [R]"
description = "新建特效 ${Model File} 并綁定到 ${單位} 的 ${Attachment Point} 附加點(diǎn)上"
comment = "會(huì)創(chuàng)建特效."
category = TC_NOTHING
returns = effect
keynum = 3
type1 = modelfile
default1 = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\""
type2 = unit
default2 = "GetTriggerUnit"
type3 = string
default3 = "\"overhead\""
[AddSpellEffectById]
title = "新建特效(指定技能,創(chuàng)建到坐標(biāo)) [R]"
description = "${技能} 的 ${EffectType} , 創(chuàng)建到坐標(biāo)(${X},${Y})"
comment = "會(huì)創(chuàng)建特效."
category = TC_NOTHING
returns = effect
keynum = 4
type1 = abilcode
type2 = effecttype
default2 = "EffectTypeEffect"
type3 = real
default3 = "0"
type4 = real
default4 = "0"
[AddSpellEffectByIdLoc]
title = "新建特效(指定技能,創(chuàng)建到點(diǎn)) [R]"
description = "${技能} 的 ${EffectType} , 創(chuàng)建到 ${指定點(diǎn)}"
comment = "會(huì)創(chuàng)建特效."
category = TC_NOTHING
returns = effect
keynum = 3
type1 = abilcode
type2 = effecttype
default2 = "EffectTypeEffect"
type3 = location
[AddSpellEffectTargetById]
title = "新建特效(指定技能,創(chuàng)建到單位) [R]"
description = "${技能} 的 ${EffectType} , 綁定到 ${單位} 的 ${String} 附加點(diǎn)"
comment = "會(huì)創(chuàng)建特效."
category = TC_NOTHING
returns = effect
keynum = 4
type1 = abilcode
type2 = effecttype
default2 = "EffectTypeEffect"
type3 = unit
default3 = "GetTriggerUnit"
type4 = string
default4 = "\"overhead\""
[CreateImage]
title = "新建圖像 [R]"
description = "新建圖像: ${Image} 大小:(${X},${Y},${Z}) 創(chuàng)建點(diǎn):(${X},${Y},${Z}) 原點(diǎn)坐標(biāo):(${X},${Y},${Z}) 圖像類型: ${Type}"
comment = "使用'圖像 - 設(shè)置永久渲染狀態(tài)'動(dòng)作才能顯示圖像. 大小、創(chuàng)建點(diǎn)和原點(diǎn)格式為(X,Y,Z). 創(chuàng)建點(diǎn)作為圖像的左下角位置. 會(huì)創(chuàng)建圖像."
category = TC_NOTHING
use_in_event = 0
returns = image
keynum = 11
type1 = string
default1 = "\"ReplaceableTextures\\Splats\\AuraRune9b.blp\""
type2 = real
default2 = "256"
type3 = real
default3 = "256"
type4 = real
default4 = "256"
type5 = real
default5 = "0"
type6 = real
default6 = "0"
type7 = real
default7 = "0"
type8 = real
default8 = "0"
type9 = real
default9 = "0"
type10 = real
default10 = "0"
type11 = imagetype
default11 = "ImageTypeIndicator"
[CreateUbersplat]
title = "新建地面紋理變化 [R]"
description = "新建的地面紋理變化在點(diǎn)(${X},${Y}),使用圖像: ${Type} 顏色值為(${Red},${Green},${Blue}) Alpha值為${Transparency} (${Enable/Disable} 暫停狀態(tài), ${Enble/Disable} 跳過出生動(dòng)畫)"
comment = "顏色值和Alpha值取值范圍0-255. 使用'地面紋理變化 - 設(shè)置永久渲染狀態(tài)' 來顯示創(chuàng)建的紋理變化. 暫停狀態(tài)表示動(dòng)畫播放完畢后是否繼續(xù)保留該紋理變化. 會(huì)創(chuàng)建紋理變化."
category = TC_NOTHING
use_in_event = 0
returns = ubersplat
keynum = 9
type1 = real
default1 = "0"
type2 = real
default2 = "0"
type3 = ubersplattype
default3 = "UbersplatTypeNGOL"
type4 = integer
default4 = "255"
type5 = integer
default5 = "255"
type6 = integer
default6 = "255"
type7 = integer
default7 = "255"
type8 = enabledisableoption
default8 = "EnableDisableDisable"
type9 = enabledisableoption
default9 = "EnableDisableDisable"
[AddWeatherEffect]
title = "新建天氣效果 [R]"
description = "新建的在 ${矩形區(qū)域} 的天氣效果: ${WeatherId}"
comment = "會(huì)創(chuàng)建天氣效果."
category = TC_NOTHING
returns = weathereffect
keynum = 2
type1 = rect
type2 = weathereffectcode
[TerrainDeformCrater]
title = "新建地形變化:彈坑 [R]"
description = "新建的彈坑變形. 中心坐標(biāo):(${X},${Y}) 半徑: ${Radius} 深度: ${Depth} 持續(xù)時(shí)間: ${Duration} 毫秒, 變化類型: ${Type}"
comment = "深度可取負(fù)數(shù). 永久地形變化在保存游戲時(shí)不會(huì)被記錄."
category = TC_NOTHING
returns = terraindeformation
keynum = 6
type1 = real
default1 = "0"
type2 = real
default2 = "0"
type3 = real
default3 = "512"
min3 = 0.01
type4 = real
default4 = "96"
type5 = integer
default5 = "4000"
min5 = 1
type6 = cratertype
default6 = "CraterTypeTemporary"
[TerrainDeformRipple]
title = "新建地形變化:波紋 [R]"
description = "新建的波紋變形. 中心坐標(biāo):(${X},${Y}) 最終半徑: ${Radius} 深度: ${Depth} 持續(xù)時(shí)間: ${Duration} 毫秒, 變化次數(shù): ${Count} 面波數(shù): ${SpaceWave} 總波數(shù): ${TimeWave} 初始半徑率: ${數(shù)值} 變化類型: ${Type}"
comment = "初始半徑率=初始半徑/最終半徑."
category = TC_NOTHING
returns = terraindeformation
keynum = 10
type1 = real
default1 = "0"
type2 = real
default2 = "0"
type3 = real
default3 = "1024"
min3 = 0.01
type4 = real
default4 = "96"
type5 = integer
default5 = "1"
min5 = 1
type6 = integer
default6 = "4000"
min6 = 1
type7 = real
default7 = "4"
min7 = 0.01
type8 = real
default8 = "16"
min8 = 0.01
type9 = real
default9 = "1"
min9 = 0.01
type10 = rippletype
default10 = "RippleTypeNormal"
[TerrainDeformWave]
title = "新建地形變化:沖擊波 [R]"
description = "新建的沖擊波變形. 起始坐標(biāo):(${X},${Y}) 波方向:(${X},${Y}) 波距離: ${distance} 波速度: ${speed} 波半徑: ${radius} 深度: ${Depth} 變形效果持續(xù)時(shí)間: ${Delay} 毫秒, 變化次數(shù): ${Count}"
comment = "深度可取負(fù)數(shù). 方向以(X,Y)坐標(biāo)形式表示,如(1,1)表示45度."
category = TC_NOTHING
returns = terraindeformation
keynum = 10
type1 = real
default1 = "0"
type2 = real
default2 = "0"
type3 = real
default3 = "1"
type4 = real
default4 = "0"
type5 = real
default5 = "1024"
min5 = 0.01
type6 = real
default6 = "1024"
min6 = 0.01
type7 = real
default7 = "256"
min7 = 0.01
type8 = real
default8 = "96"
min8 = 0.01
type9 = integer
default9 = "1000"
min9 = 1
type10 = integer
default10 = "1"
min10 = 1
[TerrainDeformRandom]
title = "新建地形變化:隨機(jī) [R]"
description = "新建的隨機(jī)變形. 中心坐標(biāo):(${X},${Y}) 半徑: ${Radius} 最小高度變化: ${Depth} 最大高度變化: ${Depth} 持續(xù)時(shí)間: ${Duration} 毫秒, 變化周期: ${Duration} 毫秒"
comment = ""
category = TC_NOTHING
returns = terraindeformation
keynum = 7
type1 = real
default1 = "0"
type2 = real
default2 = "0"
type3 = real
default3 = "1024"
min3 = 0.01
type4 = real
default4 = "-96"
type5 = real
default5 = "96"
type6 = integer
default6 = "4000"
min6 = 1
type7 = integer
default7 = "100"
min7 = 1
[DialogAddButton]
title = "添加對話框按鈕 [R]"
description = "給 ${對話框} 添加按鈕, 使用標(biāo)題: ${文字} 快捷鍵: ${HotKey}"
comment = "會(huì)創(chuàng)建對話框按鈕."
category = TC_NOTHING
returns = button
keynum = 3
type1 = dialog
default1 = "GetClickedDialogBJ"
type2 = StringExt
type3 = hotkeyint
default3 = "HotKeyNull"
[CreateLeaderboard]
title = "新建排行榜 [R]"
description = "新建的空排行榜"
comment = "會(huì)創(chuàng)建排行榜."
category = TC_NOTHING
returns = leaderboard
[PlayerGetLeaderboardBJ]
title = "玩家使用的排行榜"
description = "${Player} 使用的排行榜"
comment = "每個(gè)玩家只能使用1個(gè)排行榜."
script_name = PlayerGetLeaderboard
category = TC_NOTHING
returns = leaderboard
keynum = 1
type1 = player
default1 = "Player00"
[CreateMultiboard]
title = "新建多面板 [R]"
description = "新建的空多面板"
comment = "會(huì)創(chuàng)建多面板."
category = TC_NOTHING
use_in_event = 0
returns = multiboard
[MultiboardGetItem]
title = "多面板項(xiàng)目 [R]"
description = "${多面板} 的第 ${X} 行,第 ${Y} 列項(xiàng)"
comment = "(0,0)作為多面板首項(xiàng),會(huì)創(chuàng)建多面板項(xiàng)目."
category = TC_NOTHING
use_in_event = 0
returns = multiboarditem
keynum = 3
type1 = multiboard
default1 = "bj_lastCreatedMultiboard"
type2 = integer
default2 = "0"
type3 = integer
default3 = "0"
[CreateTimer]
title = "新建計(jì)時(shí)器 [R]"
description = "新建的計(jì)時(shí)器"
comment = "會(huì)創(chuàng)建計(jì)時(shí)器."
category = TC_NOTHING
returns = timer
[YDWERemoveAttackWaveReturnTimer]
title = "最后創(chuàng)建的刷兵計(jì)時(shí)器[YDWE]"
description = "最后創(chuàng)建的刷兵計(jì)時(shí)器"
comment = "響應(yīng)刷兵系統(tǒng)"
category = TC_NOTHING
returns = timer
[" ? ? ? ? ? ?"]
title = "自定義代碼 [C]"
description = "代碼: ${Jass代碼}"
comment = "輸入一行Jass代碼"
category = TC_NOTHING
returns = timer
keynum = 1
type1 = scriptcode
[CreateTrackable]
title = "新建可追蹤物 [R]"
description = "新建的可追蹤物, 使用模型: ${模型名字} 所在位置: ( ${X軸} , ${Y軸} ) 面向角度: ${數(shù)值} 度"
comment = "可用來響應(yīng)鼠標(biāo)的移動(dòng)和點(diǎn)擊. 會(huì)創(chuàng)建可追蹤物."
category = TC_NOTHING
returns = trackable
keynum = 4
type1 = modelfile
default1 = "\"Abilities\\Spells\\Human\\ThunderClap\\ThunderClapCaster.mdl\""
type2 = real
default2 = "0"
type3 = real
default3 = "0"
type4 = degree
default4 = "0"
[" ? ? ? ? ? ? ?"]
title = "自定義代碼 [C]"
description = "代碼: ${Jass代碼}"
comment = "輸入一行Jass代碼"
category = TC_NOTHING
returns = hashtable
keynum = 1
type1 = scriptcode
[CreateTextTag]
title = "新建漂浮文字 [R]"
description = "新建的空漂浮文字"
comment = "會(huì)創(chuàng)建漂浮文字."
category = TC_NOTHING
use_in_event = 0
returns = texttag
[" UnitAddAbility"]
title = "添加技能 [C]"
description = "為 ${單位} 添加 ${技能}"
comment = "添加成功返回true."
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = abilcode
[" UnitRemoveAbility"]
title = "刪除技能 [C]"
description = "為 ${單位} 刪除 ${技能}"
comment = "刪除成功返回true."
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = abilcode
[IssueImmediateOrder]
title = "發(fā)布命令(無目標(biāo))"
description = "對 ${單位} 發(fā)布 ${Order} 命令"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitordernotarg
default2 = "UnitOrderStop"
[IssuePointOrder]
title = "發(fā)布命令(指定坐標(biāo)) [R]"
description = "對 ${單位} 發(fā)布 ${Order} 命令到坐標(biāo):(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 4
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitorderptarg
default2 = "UnitOrderMove"
type3 = real
default3 = "0"
type4 = real
default4 = "0"
[IssuePointOrderLoc]
title = "發(fā)布命令(指定點(diǎn))"
description = "對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo)點(diǎn): ${指定點(diǎn)}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitorderptarg
default2 = "UnitOrderMove"
type3 = location
[IssueTargetOrder]
title = "發(fā)布命令(指定單位)"
description = "對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${單位}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitorderutarg
default2 = "UnitOrderAttackUnit"
type3 = unit
[IssueTargetDestructableOrder]
title = "發(fā)布命令(指定可破壞物)"
description = "對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${可破壞物}"
comment = ""
script_name = IssueTargetOrder
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitorderdtarg
default2 = "UnitOrderHarvestDestructible"
type3 = destructable
[IssueTargetItemOrder]
title = "發(fā)布命令(指定物品)"
description = "對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${物品}"
comment = ""
script_name = IssueTargetOrder
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitorderitarg
default2 = "UnitOrderSmartItem"
type3 = item
[IssueImmediateOrderById]
title = "發(fā)布命令(無目標(biāo))(ID)"
description = "對 ${單位} 發(fā)布 ${Order} 命令"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = ordercodenotarg
default2 = "OrderCodeStop"
[IssuePointOrderById]
title = "發(fā)布命令(指定坐標(biāo))(ID)"
description = "對 ${單位} 發(fā)布 ${Order} 命令到坐標(biāo):(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 4
type1 = unit
default1 = "GetTriggerUnit"
type2 = ordercodeptarg
default2 = "OrderCodeMove"
type3 = real
default3 = "0"
type4 = real
default4 = "0"
[IssuePointOrderByIdLoc]
title = "發(fā)布命令(指定點(diǎn))(ID)"
description = "對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo)點(diǎn): ${指定點(diǎn)}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = ordercodeptarg
default2 = "OrderCodeMove"
type3 = location
[IssueTargetOrderById]
title = "發(fā)布命令(指定單位)(ID)"
description = "對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${單位}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = ordercodeutarg
default2 = "OrderCodeAttackUnit"
type3 = unit
[IssueTargetDestructableOrderById]
title = "發(fā)布命令(指定可破壞物)(ID)"
description = "對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${可破壞物}"
comment = ""
script_name = IssueTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = ordercodedtarg
default2 = "OrderCodeHarvestDestructible"
type3 = destructable
[IssueTargetItemOrderById]
title = "發(fā)布命令(指定物品)(ID)"
description = "對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${物品}"
comment = ""
script_name = IssueTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = ordercodeitarg
default2 = "OrderCodeSmartItem"
type3 = item
[IssueNeutralImmediateOrder]
title = "發(fā)布中介命令(無目標(biāo))"
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."
category = TC_UNIT
returns = boolean
keynum = 3
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = unitordernotarg
default3 = "UnitOrderStop"
[IssueNeutralPointOrder]
title = "發(fā)布中介命令(指定坐標(biāo))"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到坐標(biāo):(${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 = unitorderptarg
default3 = "UnitOrderNeutralDetectAOE"
type4 = real
default4 = "0"
type5 = real
default5 = "0"
[IssueNeutralTargetOrder]
title = "發(fā)布中介命令(指定單位)"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${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 = unitorderutarg
default3 = "UnitOrderNeutralInterAct"
type4 = unit
[IssueNeutralTargetDestructableOrder]
title = "發(fā)布中介命令(指定可破壞物)"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${可破壞物}"
comment = "可以用來對非本玩家單位發(fā)布命令."
script_name = IssueNeutralTargetOrder
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = unitorderdtarg
default3 = "UnitOrderHarvestDestructible"
type4 = destructable
[IssueNeutralTargetItemOrder]
title = "發(fā)布中介命令(指定物品)"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到目標(biāo): ${物品}"
comment = "可以用來對非本玩家單位發(fā)布命令."
script_name = IssueNeutralTargetOrder
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = unitorderitarg
default3 = "UnitOrderSmartItem"
type4 = item
[IssueNeutralImmediateOrderById]
title = "發(fā)布中介命令(無目標(biāo))(ID)"
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."
category = TC_UNIT
returns = boolean
keynum = 3
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodenotarg
default3 = "OrderCodeStop"
[IssueNeutralPointOrderById]
title = "發(fā)布中介命令(指定坐標(biāo))(ID)"
description = "使 ${玩家} 對 ${單位} 發(fā)布 ${Order} 命令到坐標(biāo):(${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(biāo): ${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(biāo): ${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(biāo): ${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(biāo))(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
?
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