魔兽争霸JASS函数库
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条件:true为任意false为所有[TriggerEventStrings]// Special events not defined in common.j,// handled internally by the editorMapInitializationEvent="地图初始化"MapInitializationEvent="地图初始化"MapInitializationEventHint="该事件发生在读取地图时."// Game eventsTriggerRegisterGameStateEventTimeOfDay="游戏时间改变"TriggerRegisterGameStateEventTimeOfDay="游戏时间变为",~Operation," ",~TimeTriggerRegisterGameStateEventTimeOfDayHint="游戏时间采用24小时制. 当时间从不成立变为成立时触发事件."TriggerRegisterVariableEvent="实数变化"TriggerRegisterVariableEvent=~实数变量," 变为",~Operation," ",~ValueTriggerRegisterVariableEventHint="该事件只对非数组实数变量有效. 不考虑变量原值,只要条件成立即触发事件."TriggerRegisterGameLoadedEventBJ="读取进度"TriggerRegisterGameLoadedEventBJ="读取进度"TriggerRegisterGameLoadedEventBJHint="指游戏进度读取完毕时."TriggerRegisterGameSavedEventBJ="保存进度"TriggerRegisterGameSavedEventBJ="保存进度"TriggerRegisterGameSavedEventBJHint="指游戏进度开始保存时."TriggerRegisterShowSkillEventBJ="学习技能按钮被点击"TriggerRegisterShowSkillEventBJ="学习技能按钮被点击"TriggerRegisterShowSkillEventBJHint="该事件仅用于单人游戏."TriggerRegisterBuildSubmenuEventBJ="建造按钮被点击"TriggerRegisterBuildSubmenuEventBJ="建造按钮被点击"TriggerRegisterBuildSubmenuEventBJHint="该事件仅用于单人游戏."TriggerRegisterGameEvent="比赛事件"TriggerRegisterGameEvent="游戏将要结束在",~Event TypeTriggerRegisterGameEventHint="该事件只出现在的自动匹配游戏."// Timer eventsTriggerRegisterTimerEventSingle="游戏逝去时间"TriggerRegisterTimerEventSingle="游戏开始",~Time," 秒"TriggerRegisterTimerEventSingleHint=TriggerRegisterTimerEventPeriodic="时间周期事件"TriggerRegisterTimerEventPeriodic="每",~Time," 秒触发事件"TriggerRegisterTimerEventPeriodicHint=TriggerRegisterTimerExpireEventBJ="计时器到期"TriggerRegisterTimerExpireEventBJ=~计时器," 到期"TriggerRegisterTimerExpireEventBJHint="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."// Dialog eventsTriggerRegisterDialogEventBJ="对话框点击"TriggerRegisterDialogEventBJ=~对话框," 被点击"TriggerRegisterDialogEventBJHint=TriggerRegisterDialogButtonEvent="对话框按钮被点击[R]"TriggerRegisterDialogButtonEvent=~对话框按钮," 被点击"TriggerRegisterDialogButtonEventHint="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."// Trackable eventsTriggerRegisterTrackableHitEvent="鼠标点击可追踪对象[R]"TriggerRegisterTrackableHitEvent="鼠标点击",~可追踪对象TriggerRegisterTrackableHitEventHint=TriggerRegisterTrackableTrackEvent="鼠标移动到追踪对象[R]"TriggerRegisterTrackableTrackEvent="鼠标移动到",~可追踪对象TriggerRegisterTrackableTrackEventHint=// Player eventsTriggerRegisterPlayerChatEvent="聊天信息"TriggerRegisterPlayerChatEvent=~Player," 输入的聊天信息包含",~文字," ,匹配方式: ",~Match TypeTriggerRegisterPlayerChatEventHint="使用'事件响应- 输入/匹配的聊天信息'来获取输入/用于对照的文字. 使用'事件响应- 触发玩家'来获取输入信息的玩家."TriggerRegisterPlayerEventEndCinematic="按下Esc键"TriggerRegisterPlayerEventEndCinematic=~Player," 按下Esc键"TriggerRegisterPlayerEventEndCinematicHint=TriggerRegisterPlayerSelectionEventBJ="选择事件"TriggerRegisterPlayerSelectionEventBJ=~Player," ",~Selects/Deselects," 一个单位"TriggerRegisterPlayerSelectionEventBJHint="使用'事件响应- 触发单位'来获取被选择/取消选择的单位."TriggerRegisterPlayerKeyEventBJ="键盘事件"TriggerRegisterPlayerKeyEventBJ=~Player," ",~Presses/Releases," ",~KeyTriggerRegisterPlayerKeyEventBJHint=TriggerRegisterPlayerStateEvent="属性变化"TriggerRegisterPlayerStateEvent=~Player," 的",~Property," 变为",~Operation," ",~ValueTriggerRegisterPlayerStateEventHint="不考虑原属性值,只要变化后的属性值满足条件即触发."TriggerRegisterPlayerEventAllianceChanged="联盟状态更改"TriggerRegisterPlayerEventAllianceChanged=~Player," 更改联盟状态"TriggerRegisterPlayerEventAllianceChangedHint=TriggerRegisterPlayerAllianceChange="联盟状态更改(指定项目)"TriggerRegisterPlayerAllianceChange=~Player," 更改",~Alliance Type," 设置"TriggerRegisterPlayerAllianceChangeHint=TriggerRegisterPlayerEventVictory="胜利"TriggerRegisterPlayerEventVictory=~Player," 胜利离开游戏"TriggerRegisterPlayerEventVictoryHint=TriggerRegisterPlayerEventDefeat="失败"TriggerRegisterPlayerEventDefeat=~Player," 战败离开游戏"TriggerRegisterPlayerEventDefeatHint=TriggerRegisterPlayerEventLeave="离开游戏"TriggerRegisterPlayerEventLeave=~Player," 离开游戏"TriggerRegisterPlayerEventLeaveHint="该事件不管玩家因为什么原因离开游戏."// Destructible eventsTriggerRegisterDeathEvent="可破坏物死亡"TriggerRegisterDeathEvent=~可破坏物," 死亡"TriggerRegisterDeathEventHint="使用'事件响应- 死亡的可破坏物'来获取死亡物体."TriggerRegisterDestDeathInRegionEvent="可破坏物在区域内死亡(矩形区域)"TriggerRegisterDestDeathInRegionEvent="可破坏物在",~矩形区域," 内死亡"TriggerRegisterDestDeathInRegionEventHint="默认该事件只能监视最多64个可破坏物. 可以使用'set bj_destInRegionDiesCount'来设置该值. 不建议新手使用该触发."// Item eventsTriggerRegisterItemDeathEvent="物品被破坏[R]"TriggerRegisterItemDeathEvent=~物品," 被破坏"TriggerRegisterItemDeathEventHint=// Unit eventsTriggerRegisterUnitEvent="指定单位事件"TriggerRegisterUnitEvent=~指定单位," ",~EventTriggerRegisterUnitEventHint=TriggerRegisterPlayerUnitEventSimple="玩家单位事件"TriggerRegisterPlayerUnitEventSimple=~Player," 的单位",~EventTriggerRegisterPlayerUnitEventSimpleHint=TriggerRegisterAnyUnitEventBJ="任意单位事件"TriggerRegisterAnyUnitEventBJ="任意单位",~EventTriggerRegisterAnyUnitEventBJHint=TriggerRegisterEnterRectSimple="单位进入矩形区域"TriggerRegisterEnterRectSimple="单位进入",~矩形区域TriggerRegisterEnterRectSimpleHint="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."TriggerRegisterLeaveRectSimple="单位离开矩形区域"TriggerRegisterLeaveRectSimple="单位离开",~矩形区域TriggerRegisterLeaveRectSimpleHint="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."TriggerRegisterEnterRegionSimple="单位进入不规则区域[R]"TriggerRegisterEnterRegionSimple="单位进入",~区域TriggerRegisterEnterRegionSimpleHint="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."TriggerRegisterLeaveRegionSimple="单位离开不规则区域[R]"TriggerRegisterLeaveRegionSimple="单位离开",~区域TriggerRegisterLeaveRegionSimpleHint="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."//N.TriggerRegisterEnterRegion="单位进入不规则区域(指定条件) [R]"//N.TriggerRegisterEnterRegion="单位进入",~区域," 并满足",~条件//N.TriggerRegisterEnterRegionHint="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."//N.TriggerRegisterLeaveRegion="单位离开不规则区域(指定条件) [R]"//N.TriggerRegisterLeaveRegion="单位离开",~区域," 并满足",~条件//N.TriggerRegisterLeaveRegionHint="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."TriggerRegisterUnitInRangeSimple="接近指定单位"TriggerRegisterUnitInRangeSimple="单位进入",~Range," 范围距离",~指定单位TriggerRegisterUnitInRangeSimpleHint="使用'事件响应- 触发单位'来获取接近指定单位的单位."TriggerRegisterUnitLifeEvent="生命值变化"TriggerRegisterUnitLifeEvent=~指定单位," 的生命值变为",~Operation," ",~ValueTriggerRegisterUnitLifeEventHint="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."TriggerRegisterUnitManaEvent="魔法值变化"TriggerRegisterUnitManaEvent=~指定单位," 的魔法值变为",~Operation," ",~ValueTriggerRegisterUnitManaEventHint="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."//***************************************************************************[TriggerConditionStrings]OperatorCompareBoolean="布尔值"OperatorCompareBoolean=~Value," ",~Operator," ",~ValueOperatorCompareBooleanHint=OperatorCompareAbilityId="技能"OperatorCompareAbilityId=~Value," ",~Operator," ",~ValueOperatorCompareAbilityIdHint=OperatorCompareBuffId="魔法效果"OperatorCompareBuffId=~魔法效果," ",~Operator," ",~魔法效果OperatorCompareBuffIdHint=OperatorCompareDestructible="可破坏物"OperatorCompareDestructible=~可破坏物," ",~Operator," ",~可破坏物OperatorCompareDestructibleHint=OperatorCompareDestructableCode="可破坏物类型"OperatorCompareDestructableCode=~Value," ",~Operator," ",~ValueOperatorCompareDestructableCodeHint=OperatorCompareDialog="对话框[R]"OperatorCompareDialog=~对话框," ",~Operator," ",~对话框OperatorCompareDialogHint=OperatorCompareButton="对话框按钮"OperatorCompareButton=~对话框按钮," ",~Operator," ",~对话框按钮OperatorCompareButtonHint=OperatorCompareGameDifficulty="游戏难度"OperatorCompareGameDifficulty=~Value," ",~Operator," ",~ValueOperatorCompareGameDifficultyHint=OperatorCompareGameSpeed="游戏速度"OperatorCompareGameSpeed=~Value," ",~Operator," ",~ValueOperatorCompareGameSpeedHint=OperatorCompareHeroSkill="学习技能"OperatorCompareHeroSkill=~Value," ",~Operator," ",~ValueOperatorCompareHeroSkillHint=OperatorCompareInteger="整数"OperatorCompareInteger=~Value," ",~Operator," ",~ValueOperatorCompareIntegerHint=OperatorCompareItem="物品"OperatorCompareItem=~物品," ",~Operator," ",~物品OperatorCompareItemHint=OperatorCompareItemType="物品分类"OperatorCompareItemType=~Value," ",~Operator," ",~ValueOperatorCompareItemTypeHint=OperatorCompareItemCode="物品类型"OperatorCompareItemCode=~Value," ",~Operator," ",~ValueOperatorCompareItemCodeHint=OperatorCompareMeleeDifficulty="对战AI难度"OperatorCompareMeleeDifficulty=~Value," ",~Operator," ",~ValueOperatorCompareMeleeDifficultyHint=OperatorCompareOrderCode="命令ID"OperatorCompareOrderCode=~Value," ",~Operator," ",~Value OperatorCompareOrderCodeHint=OperatorComparePlayer="玩家"OperatorComparePlayer=~Value," ",~Operator," ",~Value OperatorComparePlayerHint=OperatorComparePlayerColor="玩家颜色"OperatorComparePlayerColor=~Value," ",~Operator," ",~Value OperatorComparePlayerColorHint=OperatorComparePlayerControl="玩家控制者"OperatorComparePlayerControl=~Value," ",~Operator," ",~Value OperatorComparePlayerControlHint=OperatorComparePlayerSlotStatus="玩家游戏状态" OperatorComparePlayerSlotStatus=~Value," ",~Operator," ",~Value OperatorComparePlayerSlotStatusHint=//OperatorComparePoint="点"//OperatorComparePoint=~Value," ",~Operator," ",~Value//OperatorComparePointHint=OperatorCompareRace="种族"OperatorCompareRace=~Value," ",~Operator," ",~ValueOperatorCompareRaceHint=OperatorCompareReal="实数"OperatorCompareReal=~Value," ",~Operator," ",~ValueOperatorCompareRealHint=//OperatorCompareRegion="矩形区域"//OperatorCompareRegion=~Value," ",~Operator," ",~Value//OperatorCompareRegionHint=OperatorCompareString="字符串"OperatorCompareString=~Value," ",~Operator," ",~字符串OperatorCompareStringHint=OperatorCompareTechCode="科技研究"OperatorCompareTechCode=~Value," ",~Operator," ",~科技OperatorCompareTechCodeHint=OperatorCompareTrigger="触发"OperatorCompareTrigger=~触发," ",~Operator," ",~触发OperatorCompareTriggerHint=OperatorCompareUnit="单位"OperatorCompareUnit=~Value," ",~Operator," ",~单位OperatorCompareUnitHint=OperatorCompareUnitCode="单位类型"OperatorCompareUnitCode=~Value," ",~Operator," ",~Value OperatorCompareUnitCodeHint=OperatorCompareTerrainType="地形"OperatorCompareTerrainType=~Value," ",~Operator," ",~Value OperatorCompareTerrainTypeHint=OperatorCompareTrackable="可追踪对象[R]"OperatorCompareTrackable=~值," ",~Operator," ",~值OperatorCompareTrackableHint=GetBooleanAnd="And"GetBooleanAnd=~条件1," and ",~条件2GetBooleanAndHint=GetBooleanOr="Or"GetBooleanOr=~条件1," or ",~条件2GetBooleanOrHint=AndMultiple="And(多个条件)"AndMultiple="所有条件成立"AndMultipleHint=OrMultiple="Or(多个条件)"OrMultiple="任一条件成立"OrMultipleHint=//*************************************************************************** [TriggerActionStrings]DoNothing="无动作"DoNothing="无动作"DoNothingHint=CommentString="注释"CommentString="-------- ",~注释文字," --------"CommentStringHint=CustomScriptCode="自定义代码"CustomScriptCode="自定义代码: ",~Jass代码CustomScriptCodeHint="输入一行Jass代码. 如: call my_func(udg_my_var)"ExecuteFunc="运行函数[R]"ExecuteFunc="运行函数: ",~函数名ExecuteFuncHint="使用该功能运行的函数与触发独立."TriggerSleepAction="等待"TriggerSleepAction="等待",~Time," 秒"TriggerSleepActionHint="等待使用实际时间. 所以遇到比如掉线导致等待玩家等情况会导致等待时间不准确."PolledWait="等待(游戏时间)"PolledWait="等待",~Time," 秒游戏时间"PolledWaitHint="等待(游戏时间)实际上由若干个等待组成. 遇到如等待玩家等情况时不会一次将等待时间花光. 但同时,该功能的效率也是极低的."WaitForCondition="等待条件成立"WaitForCondition="等待直到",~条件," 成立,每",~Interval," 秒检查一次"WaitForConditionHint=WaitForSoundBJ="等待音效"WaitForSoundBJ="等待直到",~音效," 结束前",~Time," 秒"WaitForSoundBJHint="该动作仅当音效正在播放时有效. 如果该音效还没开始播放或是已经播放完毕,则该动作无效."// Specially handled by the editorSetVariable="设置变量"SetVariable="设置",~变量," = ",~值SetVariableHint=// Specially handled by the editorReturnAction="跳过剩余动作"ReturnAction="跳过剩余动作"ReturnActionHint="跳过剩余动作,直接中止触发运行. 但是在组动作中无效."// Specially handled by the editorIfThenElseMultiple="If / Then / Else(多个动作)"IfThenElseMultiple="如果所有条件成立则做动作1,否则做动作2"IfThenElseMultipleHint=// Specially handled by the editorIfThenElse="If / Then / Else"IfThenElse="如果",~条件," 成立则",~做动作1," 否则",~做动作2IfThenElseHint=// Specially handled by the editorForLoopAMultiple="For循环整数A做动作(多个动作)"ForLoopAMultiple="For循环整数A从",~Start," 到",~End,", 做动作"ForLoopAMultipleHint="结束值要大于开始值."// Specially handled by the editorForLoopBMultiple="For循环整数B做动作(多个动作)"ForLoopBMultiple="For循环整数B从",~Start," 到",~End,", 做动作"ForLoopBMultipleHint="结束值要大于开始值."// Specially handled by the editorForLoopVarMultiple="For自定循环整数做动作(多个动作)"ForLoopVarMultiple="For ",~自定循环整数," 从",~Start," 到",~End,", 做动作"ForLoopVarMultipleHint="结束值要大于开始值."// Specially handled by the editorForLoopA="For循环整数A做动作"ForLoopA="For循环整数A从",~Start," 到",~End,", ",~做动作ForLoopAHint="结束值要大于开始值."// Specially handled by the editorForLoopB="For循环整数B做动作"ForLoopB="For循环整数B从",~Start," 到",~End,", ",~做动作ForLoopBHint="结束值要大于开始值."// Specially handled by the editorForLoopVar="For自定循环整数做动作"ForLoopVar="For ",~自定循环整数," 从",~Start," 到",~End,", ",~做动作ForLoopVarHint="结束值要大于开始值."SetForLoopIndexA="设置循环整数A [R]"SetForLoopIndexA="设置循环整数A的值为",~数值SetForLoopIndexAHint=SetForLoopIndexB="设置循环整数B [R]"SetForLoopIndexB="设置循环整数B的值为",~数值SetForLoopIndexBHint=// AI actionsStartMeleeAI="启用对战AI"StartMeleeAI="为",~Player," 启用对战AI: ",~ScriptStartMeleeAIHint="AI只能对电脑玩家使用."StartCampaignAI="启用战役AI"StartCampaignAI="为",~Player," 启用战役AI: ",~ScriptStartCampaignAIHint="AI只能对电脑玩家使用."CommandAI="发送AI命令"CommandAI="对",~Player," 发送AI命令:(",~命令,", ",~数据,")"CommandAIHint="发送的AI命令将被AI脚本所使用."PauseCompAI="暂停/恢复AI脚本运行[R]"PauseCompAI="使",~Player," ",~暂停/恢复," 当前AI脚本的运行"PauseCompAIHint="事实上该函数是有问题的,可以这么理解:设玩家当前AI脚本的运行状态R为0,暂停1次则R+1,恢复1次则R-1,仅当R=0时该玩家才会运行AI. 在使用前请先理解这段话的意思."RemoveGuardPosition="忽视单位警戒点"RemoveGuardPosition="忽视",~单位," 的警戒点"RemoveGuardPositionHint="单位将不会自动返回原警戒点. 一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了."RemoveAllGuardPositions="忽视所有单位警戒点"RemoveAllGuardPositions="忽视",~Player," 所有单位的警戒点"RemoveAllGuardPositionsHint="单位将不会自动返回原警戒点. 一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了."RecycleGuardPosition="恢复单位警戒点"RecycleGuardPosition="恢复",~单位," 的警戒点"RecycleGuardPositionHint=//R.SetUnitCreepGuard="锁定单位警戒点[R]"//R.SetUnitCreepGuard="设置",~单位," 的警戒点:",~option//R.SetUnitCreepGuardHint="锁定并防止AI脚本改动单位警戒点."//O.LockGuardPosition="锁定单位警戒点"//O.LockGuardPosition="锁定",~单位," 的警戒点"//O.LockGuardPositionHint="锁定并防止AI脚本改动单位警戒点."// Trigger actionsDisableTrigger="关闭"DisableTrigger="关闭",~TriggerDisableTriggerHint=EnableTrigger="开启"EnableTrigger="开启",~TriggerEnableTriggerHint=ConditionalTriggerExecute="运行触发(检查条件)"ConditionalTriggerExecute="运行",~触发," (检查条件)"ConditionalTriggerExecuteHint="如果其触发条件成立则运行触发动作."TriggerExecute="运行触发(无视条件)"TriggerExecute="运行",~触发," (无视条件)"TriggerExecuteHint="无视事件和条件,运行触发动作."QueuedTriggerAddBJ="添加到触发队列"QueuedTriggerAddBJ="添加",~触发," 到触发队列(",~Checking/Ignoring," 条件)"QueuedTriggerAddBJHint="个人认为触发队列属于没用的功能."QueuedTriggerRemoveBJ="移出触发队列"QueuedTriggerRemoveBJ="将",~触发," 移出触发队列"QueuedTriggerRemoveBJHint="如果触发正在运行,从队列移出该单位将允许后面的触发运行,但不影响本身的动作."QueuedTriggerClearBJ="清空触发队列"QueuedTriggerClearBJ="清空触发队列中所有触发"QueuedTriggerClearBJHint=QueuedTriggerClearInactiveBJ="清空未运行触发"QueuedTriggerClearInactiveBJ="清空触发队列中所有未运行触发"QueuedTriggerClearInactiveBJHint="只有正在运行的触发不会被移出队列."AddTriggerEvent="添加事件"AddTriggerEvent="为",~触发," 添加事件: ",~事件AddTriggerEventHint="使用该功能可以在游戏中为其他触发添加事件."DestroyTrigger="删除触发器[R]"DestroyTrigger="删除",~触发器DestroyTriggerHint="对不再使用的触发器可以使用该动作来删除."// Unit actionsCreateNUnitsAtLoc="创建单位(面向角度)"CreateNUnitsAtLoc="创建",~Number," 个",~单位," 给",~Player," 在",~指定点," ,面向角度为",~Direction," 度"CreateNUnitsAtLocHint="面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位."CreateNUnitsAtLocFacingLocBJ="创建单位(面向点)"CreateNUnitsAtLocFacingLocBJ="创建",~Number," ",~单位," 给",~Player," 在",~指定点," ,面向",~指定点CreateNUnitsAtLocFacingLocBJHint="使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位."CreateCorpseLocBJ="创建尸体"CreateCorpseLocBJ="创建一个",~单位," 的尸体给",~Player," 在",~指定点CreateCorpseLocBJHint="不是所有单位都有尸体形态. 使用'最后创建的单位'来获取该尸体."CreatePermanentCorpseLocBJ="创建永久性尸体"CreatePermanentCorpseLocBJ="创建一个",~Style," ",~单位," 尸体给",~Player," 在",~指定点," 面向角度为",~Direction," 度"CreatePermanentCorpseLocBJHint="肉态尸体经常会自动变为骨态尸体."KillUnit="杀死"KillUnit="杀死",~单位KillUnitHint=RemoveUnit="删除"RemoveUnit="删除",~单位RemoveUnitHint="被删除的单位不会留下尸体. 如果是英雄则不能再被复活."//O.ExplodeUnitBJ="爆炸"//O.ExplodeUnitBJ="使",~单位," 爆炸而死"//O.ExplodeUnitBJHint="爆炸死亡不会留下尸体."ReplaceUnitBJ="替换"ReplaceUnitBJ="将",~单位," 替换为",~单位类型," 使用",~Property Usage," 生命和魔法"ReplaceUnitBJHint="使用'最后替换的单位'来获取该单位. 如果是不死族金矿被替换,经常还会留下一个普通的金矿. 实际上就是创建加删除单位,3个局部变量泄漏."//R.ShowUnit="显示/隐藏[R]"//R.ShowUnit="设置",~单位," 的状态为",~显示/隐藏//R.ShowUnitHint="隐藏单位不会被'区域内单位'所选取."//O.ShowUnitHide="隐藏"//O.ShowUnitHide="隐藏",~单位//O.ShowUnitHideHint="使用'单位- 显示'来显示该单位. 隐藏单位不会被'区域内单位'所选取."//O.ShowUnitShow="显示"//O.ShowUnitShow="显示",~单位//O.ShowUnitShowHint="使用'单位- 隐藏'来显示该单位. 隐藏单位不会被'区域内单位'所选取."SetUnitColor="改变队伍颜色"SetUnitColor="改变",~单位," 的队伍颜色为",~ColorSetUnitColorHint="改变队伍颜色并不会改变单位所属."SetUnitOwner="改变所属"SetUnitOwner="改变",~单位," 所属为",~Player," 并",~Change/Retain ColorSetUnitOwnerHint=//R.UnitShareVision="共享视野[R]"//R.UnitShareVision="设置",~单位," 的视野对",~Player," ",~on/off//R.UnitShareVisionHint=//O.UnitShareVisionBJ="共享视野"//O.UnitShareVisionBJ=~Grant/Deny," 共享",~单位," 的视野对",~Player//O.UnitShareVisionBJHint=SetUnitPosition="移动单位(立即)(指定坐标) [R]"SetUnitPosition="立即移动",~单位," 到(",~X,",",~Y,")"SetUnitPositionHint=SetUnitPositionLoc="移动单位(立即)(指定点)"SetUnitPositionLoc="立即移动",~单位," 到",~指定点SetUnitPositionLocHint=SetUnitPositionLocFacingBJ="移动单位面向角度(立即)"SetUnitPositionLocFacingBJ="立即移动",~单位," 到",~指定点," ,面向角度",~Direction," 度"SetUnitPositionLocFacingBJHint="建议使用'移动单位'+'设置面向角度'动作. 面向角度采用角度制,0度为正东方向,90度为正北方向."SetUnitPositionLocFacingLocBJ="移动单位面向点(立即)"SetUnitPositionLocFacingLocBJ="立即移动",~单位," 到",~指定点," ,并面向",~指定点SetUnitPositionLocFacingLocBJHint="建议使用'移动单位'+'设置面向角度'动作."SetUnitX="设置单位X坐标[R]"SetUnitX="设置",~单位," 的X坐标为",~XSetUnitXHint="使用该函数的效率至少是同类函数的20倍以上.但要注意如果坐标超出地图边界是会出错的."SetUnitY="设置单位Y坐标[R]"SetUnitY="设置",~单位," 的Y坐标为",~YSetUnitYHint="使用该函数的效率至少是同类函数的20倍以上.但要注意如果坐标超出地图边界是会出错的."//O.SetUnitRallyPoint="设置集结点(指定点)"//O.SetUnitRallyPoint="设置",~单位," 的集结点到",~指定点//O.SetUnitRallyPointHint="建议用发布'setrally'命令来实现该功能."//O.SetUnitRallyUnit="设置集结点(指定单位)"//O.SetUnitRallyUnit="设置",~单位," 的集结点到",~单位//O.SetUnitRallyUnitHint="建议用发布'setrally'命令来实现该功能."//O.SetUnitRallyDestructable="设置集结点(指定可破坏物)"//O.SetUnitRallyDestructable="设置",~单位," 的集结点到",~可破坏物//O.SetUnitRallyDestructableHint="建议用发布'setrally'命令来实现该功能."//R.SetUnitState="设置单位生命/魔法值[R]"//R.SetUnitState="设置",~单位," 的",~生命/魔法值," 为",~Value//R.SetUnitStateHint=//O.SetUnitLifePercentBJ="设置生命值(百分比)"//O.SetUnitLifePercentBJ="设置",~单位," 的生命值为",~Percent,"%"//O.SetUnitLifePercentBJHint=//O.SetUnitManaPercentBJ="设置魔法值(百分比)"//O.SetUnitManaPercentBJ="设置",~单位," 的魔法值为",~Percent,"%"//O.SetUnitManaPercentBJHint=//O.SetUnitLifeBJ="设置生命值(指定值)"//O.SetUnitLifeBJ="设置",~单位," 的生命值为",~Value//O.SetUnitLifeBJHint=//O.SetUnitManaBJ="设置魔法值(指定值)"//O.SetUnitManaBJ="设置",~单位," 的魔法值为",~Value//O.SetUnitManaBJHint=SetUnitInvulnerable="设置无敌/可攻击"SetUnitInvulnerable="设置",~单位," ",~Invulnerable/VulnerableSetUnitInvulnerableHint=//R.PauseUnit="暂停/恢复[R]"//R.PauseUnit="设置",~单位," ",~Pause/Unpause//R.PauseUnitHint=//O.PauseUnitBJ="暂停/恢复"//O.PauseUnitBJ=~Pause/Unpause," ",~单位//O.PauseUnitBJHint=PauseAllUnitsBJ="暂停/恢复所有单位"PauseAllUnitsBJ=~Pause/Unpause," 所有单位"PauseAllUnitsBJHint="该动作只作用于当前存在于地图的单位. 对于之后创建或复活的单位并不会受到影响."//R.UnitPauseTimedLife="暂停/恢复生命周期[R]"//R.UnitPauseTimedLife="使",~单位," ",~Pause/Unpause," 生命周期"//R.UnitPauseTimedLifeHint="只有召唤单位有生命周期."//O.UnitPauseTimedLifeBJ="暂停/恢复生命周期"//O.UnitPauseTimedLifeBJ=~Pause/Unpause," ",~单位," 的生命周期"//O.UnitPauseTimedLifeBJHint="只有召唤单位有生命周期."//R.UnitApplyTimedLife="设置生命周期[R]"//R.UnitApplyTimedLife="为",~单位," 设置",~Buff Type," 类型的生命周期,持续时间为",~Duration," 秒"//R.UnitApplyTimedLifeHint=//O.UnitApplyTimedLifeBJ="设置生命周期"//O.UnitApplyTimedLifeBJ="设置",~Duration," 秒",~Buff Type," 类型的生命周期对",~单位//O.UnitApplyTimedLifeBJHint=SetUnitExplodedBJ="设置死亡方式"SetUnitExplodedBJ="设置",~单位," ",~Explode/Die Normally," 在死亡时"SetUnitExplodedBJHint=UnitSuspendDecay="暂停尸体腐烂[R]"UnitSuspendDecay=" 设置",~单位," 的尸体腐烂状态: ",~Suspend/ResumeUnitSuspendDecayHint="只对已完成死亡动作的尸体有效."//O.UnitSuspendDecayBJ="暂停尸体腐烂[旧]"//O.UnitSuspendDecayBJ=~Suspend/Resume," 尸体腐烂对",~单位//O.UnitSuspendDecayBJHint="只对已完成死亡动作的尸体有效. 该函数有Bug,不能恢复尸体腐烂状态,请使用新加函数."UnitResetCooldown="重置技能CD"UnitResetCooldown="重置",~单位," 的所有技能冷却时间"UnitResetCooldownHint="如果要重置单一技能的CD,可以通过删除技能+添加技能+设置技能等级来完成."UnitSetConstructionProgress="设置建筑建造进度条"UnitSetConstructionProgress="设置",~Building," 的建造进度条为",~Progress,"%" UnitSetConstructionProgressHint="只作用于正在建造的建筑."UnitSetUpgradeProgress="设置建筑升级进度条"UnitSetUpgradeProgress="设置",~Building," 的升级进度条为",~Progress,"%" UnitSetUpgradeProgressHint="只作用于正在升级的建筑. 是建筑A升级为建筑B的升级,不是科技的研究."UnitAddSleepPerm="控制单位睡眠状态"UnitAddSleepPerm="使",~单位," ",~Sleep/Remain AwakeUnitAddSleepPermHint="使用该功能前必须用触发为单位添加'一直睡眠'技能."UnitSetCanSleepBJ="设置单位夜晚睡眠"UnitSetCanSleepBJ="设置",~单位," ",~Sleep/Remain Awake," 在夜晚"UnitSetCanSleepBJHint="只对中立单位有效. 并不影响催眠魔法."UnitWakeUpBJ="叫醒单位"UnitWakeUpBJ="叫醒",~单位UnitWakeUpBJHint="不影响催眠魔法效果."//UnitIgnoreAlarmUnitGenerateAlarms="设置警报开启/关闭"UnitGenerateAlarms="设置警报对",~单位," ",~On/OffUnitGenerateAlarmsHint="只作用于建筑."RescueUnitBJ="营救单位"RescueUnitBJ="营救",~单位," ,改变所属为",~Player," 并",~Change/Retain ColorRescueUnitBJHint=SetUnitRescuable="设置可否营救(对玩家) [R]"SetUnitRescuable="设置",~单位," 对",~玩家,~Rescuable/UnrescuableSetUnitRescuableHint=MakeUnitRescuableToForceBJ="设置可否营救(对玩家组)"MakeUnitRescuableToForceBJ="设置",~单位," ",~Rescuable/Unrescuable," 对",~玩家组MakeUnitRescuableToForceBJHint=SetUnitRescueRange="设置营救范围"SetUnitRescueRange="设置",~单位," 的营救范围为",~RangeSetUnitRescueRangeHint=SetRescueUnitColorChangeBJ="设置营救颜色(单位)"SetRescueUnitColorChangeBJ="设置单位",~Change/Retain Color," 当被营救时" SetRescueUnitColorChangeBJHint="默认情况单位被营救时会改变颜色. 不影响已经被营救的单位."SetRescueBuildingColorChangeBJ="设置营救颜色(建筑)"SetRescueBuildingColorChangeBJ="设置建筑",~Change/Retain Color," 当被营救时" SetRescueBuildingColorChangeBJHint="默认建筑被营救时不会改变颜色. 不影响已经被营救的建筑."//R.SetUnitUseFood="允许/禁止人口占用[R]"//R.SetUnitUseFood="设置",~单位," : ",~Enable/Disable," 其人口占用"//R.SetUnitUseFoodHint=//O.SetUnitUseFoodBJ="允许/禁止人口占用"//O.SetUnitUseFoodBJ=~Enable/Disable," ",~单位," 的人口占用"//O.SetUnitUseFoodBJHint=SetUnitFacing="设置单位面向角度(立即) [R]"SetUnitFacing="设置",~单位," 的面向角度为",~Angle," 度SetUnitFacingHint="面向角度采用角度制,0度为正东方向,90度为正北方向."SetUnitFacingTimed="设置单位面向角度(指定时间)"SetUnitFacingTimed="设置",~单位," 的面向角度为",~Angle," 度,使用时间",~Time," 秒" SetUnitFacingTimedHint="面向角度采用角度制,0度为正东方向,90度为正北方向."SetUnitFacingToFaceUnitTimed="设置单位面向单位"SetUnitFacingToFaceUnitTimed="设置",~单位," 面向",~目标单位," ,使用时间",~Time," 秒" SetUnitFacingToFaceUnitTimedHint="只是面向当前单位所在点而已. 并不会因为单位位置改变而改变目标位置."SetUnitFacingToFaceLocTimed="设置单位面向点"SetUnitFacingToFaceLocTimed="设置",~单位," 面向",~点," ,使用时间",~Time," 秒" SetUnitFacingToFaceLocTimedHint=SetUnitMoveSpeed="设置移动速度"SetUnitMoveSpeed="设置",~单位," 的移动速度为",~SpeedSetUnitMoveSpeedHint=SetUnitPathing="设置碰撞开关"。