新云社区

 找回密码
 立即注册

QQ登录

只需一步,快速开始

查看: 36|回复: 1

[转载] jass函数英汉对照表

[复制链接]
发表于 2018-11-26 16:09:22 | 显示全部楼层 |阅读模式
[TriggerEventStrings]

// Special events not defined in common.j,
// handled internally by the editor
MapInitializationEvent="地图初始化"
MapInitializationEvent="地图初始化"
MapInitializationEventHint="该事件发生在读取地图时."


// Game events
TriggerRegisterGameStateEventTimeOfDay="游戏时间改变"
TriggerRegisterGameStateEventTimeOfDay="游戏时间变为 ",~Operation," ",~Time
TriggerRegisterGameStateEventTimeOfDayHint="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," ",~Value
TriggerRegisterVariableEventHint="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 Type
TriggerRegisterGameEventHint="该事件只出现在Battle.net的自动匹配游戏."


// Timer events
TriggerRegisterTimerEventSingle="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 events
TriggerRegisterDialogEventBJ="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 events
TriggerRegisterTrackableHitEvent="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 events
TriggerRegisterPlayerChatEvent="聊天信息"
TriggerRegisterPlayerChatEvent=~Player," 输入的聊天信息包含 ",~文字," ,匹配方式: ",~Match Type
TriggerRegisterPlayerChatEventHint="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," ",~Key
TriggerRegisterPlayerKeyEventBJHint=

TriggerRegisterPlayerStateEvent="属性变化"
TriggerRegisterPlayerStateEvent=~Player," 的 ",~Property," 变为 ",~Operation," ",~Value
TriggerRegisterPlayerStateEventHint="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 events
TriggerRegisterDeathEvent="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 events
TriggerRegisterItemDeathEvent="物品被破坏 [R]"
TriggerRegisterItemDeathEvent=~物品," 被破坏"
TriggerRegisterItemDeathEventHint=


// Unit events
TriggerRegisterUnitEvent="指定单位事件"
TriggerRegisterUnitEvent=~指定单位," ",~Event
TriggerRegisterUnitEventHint=

TriggerRegisterPlayerUnitEventSimple="玩家单位事件"
TriggerRegisterPlayerUnitEventSimple=~Player," 的单位 ",~Event
TriggerRegisterPlayerUnitEventSimpleHint=

TriggerRegisterAnyUnitEventBJ="任意单位事件"
TriggerRegisterAnyUnitEventBJ="任意单位 ",~Event
TriggerRegisterAnyUnitEventBJHint=

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," ",~Value
TriggerRegisterUnitLifeEventHint="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," ",~Value
TriggerRegisterUnitManaEventHint="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," ",~Value
OperatorCompareBooleanHint=

OperatorCompareAbilityId="技能"
OperatorCompareAbilityId=~Value," ",~Operator," ",~Value
OperatorCompareAbilityIdHint=

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," ",~Value
OperatorCompareDestructableCodeHint=

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," ",~Value
OperatorCompareGameDifficultyHint=

OperatorCompareGameSpeed="游戏速度"
OperatorCompareGameSpeed=~Value," ",~Operator," ",~Value
OperatorCompareGameSpeedHint=

OperatorCompareHeroSkill="学习技能"
OperatorCompareHeroSkill=~Value," ",~Operator," ",~Value
OperatorCompareHeroSkillHint=

OperatorCompareInteger="整数"
OperatorCompareInteger=~Value," ",~Operator," ",~Value
OperatorCompareIntegerHint=

OperatorCompareItem="物品"
OperatorCompareItem=~物品," ",~Operator," ",~物品
OperatorCompareItemHint=

OperatorCompareItemType="物品分类"
OperatorCompareItemType=~Value," ",~Operator," ",~Value
OperatorCompareItemTypeHint=

OperatorCompareItemCode="物品类型"
OperatorCompareItemCode=~Value," ",~Operator," ",~Value
OperatorCompareItemCodeHint=

OperatorCompareMeleeDifficulty="对战AI难度"
OperatorCompareMeleeDifficulty=~Value," ",~Operator," ",~Value
OperatorCompareMeleeDifficultyHint=

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," ",~Value
OperatorCompareRaceHint=

OperatorCompareReal="实数"
OperatorCompareReal=~Value," ",~Operator," ",~Value
OperatorCompareRealHint=

//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2
GetBooleanAndHint=

GetBooleanOr="Or"
GetBooleanOr=~条件1," or ",~条件2
GetBooleanOrHint=

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 editor
SetVariable="设置变量"
SetVariable="设置 ",~变量," = ",~值
SetVariableHint=

// Specially handled by the editor
ReturnAction="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 editor
IfThenElseMultiple="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 editor
IfThenElse="If / Then / Else"
IfThenElse="如果 ",~条件," 成立则 ",~做动作1," 否则 ",~做动作2
IfThenElseHint=

// Specially handled by the editor
ForLoopAMultiple="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 editor
ForLoopBMultiple="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 editor
ForLoopVarMultiple="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 editor
ForLoopA="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 editor
ForLoopB="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 editor
ForLoopVar="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 actions
StartMeleeAI="启用对战AI"
StartMeleeAI="为 ",~Player," 启用对战AI: ",~Script
StartMeleeAIHint="AI只能对电脑玩家使用."

StartCampaignAI="启用战役AI"
StartCampaignAI="为 ",~Player," 启用战役AI: ",~Script
StartCampaignAIHint="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 actions
DisableTrigger="关闭"
DisableTrigger="关闭 ",~Trigger
DisableTriggerHint=

EnableTrigger="开启"
EnableTrigger="开启 ",~Trigger
EnableTriggerHint=

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 actions
CreateNUnitsAtLoc="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 ",~Color
SetUnitColorHint="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 Color
SetUnitOwnerHint=

//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 ",~X
SetUnitXHint="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 ",~Y
SetUnitYHint="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/Vulnerable
SetUnitInvulnerableHint=

//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/Resume
UnitSuspendDecayHint="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 Awake
UnitAddSleepPermHint="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."

//UnitIgnoreAlarm

UnitGenerateAlarms="设置警报开启/关闭"
UnitGenerateAlarms="设置警报对 ",~单位," ",~On/Off
UnitGenerateAlarmsHint="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 Color
RescueUnitBJHint=

SetUnitRescuable="设置可否营救(对玩家) [R]"
SetUnitRescuable="设置 ",~单位," 对 ",~玩家,~Rescuable/Unrescuable
SetUnitRescuableHint=

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 ",~Range
SetUnitRescueRangeHint=

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 ",~Speed
SetUnitMoveSpeedHint=

SetUnitPathing="设置碰撞开关"
SetUnitPathing="设置 ",~单位," ",~On/Off," 碰撞"
SetUnitPathingHint="关闭碰撞的单位无视障碍物,但其他单位仍视其为障碍物."

SetUnitAcquireRangeBJ="设置主动攻击范围"
SetUnitAcquireRangeBJ="设置 ",~单位," 的主动攻击范围为 ",~数值
SetUnitAcquireRangeBJHint=

SetUnitUserData="设置自定义值"
SetUnitUserData="设置 ",~单位," 的自定义值为 ",~Index
SetUnitUserDataHint="单位自定义值仅用于触发器. 可用来给单位绑定一个整型数据."

UnitRemoveBuffs="删除魔法效果(指定极性) [R]"
UnitRemoveBuffs="删除 ",~单位," 的附带Buff,(",~Include/Exclude," 正面Buff, ",~Include/Exclude," 负面Buff)"

UnitRemoveBuffsEx="删除魔法效果(详细类别) [R]"
UnitRemoveBuffsEx="删除 ",~单位," 的附带Buff,(",~Include/Exclude," 正面Buff, ",~Include/Exclude," 负面Buff",~Include/Exclude," 魔法Buff, ",~Include/Exclude," 物理Buff",~Include/Exclude," 生命周期, ",~Include/Exclude," 光环效果",~Include/Exclude," 不可驱散Buff)"

//R.UnitRemoveBuffNT="删除指定魔法效果 [R]"
//R.UnitRemoveBuffNT="删除 ",~单位," 的 ",~魔法效果
//R.UnitRemoveBuffNTHint=

//O.UnitRemoveBuffsBJ="删除魔法效果(指定类别) [旧]"
//O.UnitRemoveBuffsBJ="删除 ",~Buff Type," 魔法效果从 ",~单位
//O.UnitRemoveBuffsBJHint=

//O.UnitRemoveBuffsExBJ="删除魔法效果(详细类别) [旧]"
//O.UnitRemoveBuffsExBJ="删除 ",~Buff Type," ",~Buff Resist," Buff从 ",~单位,"(",~Include/Exclude," 生命周期, ",~Include/Exclude," 光环)"
//O.UnitRemoveBuffsExBJHint="buff性质选项第4项为无效选项, 仅为兼容而保留."

//O.UnitRemoveBuffBJ="删除指定魔法效果"
//O.UnitRemoveBuffBJ="删除 ",~魔法效果," 从 ",~单位
//O.UnitRemoveBuffBJHint=

//R.UnitAddAbility="添加技能 [R]"
//R.UnitAddAbility="为 ",~单位," 添加 ",~技能
//R.UnitAddAbilityHint=

//O.UnitAddAbilityBJ="添加技能"
//O.UnitAddAbilityBJ="添加 ",~技能," 给 ",~单位
//O.UnitAddAbilityBJHint=

//R.UnitRemoveAbility="删除技能 [R]"
//R.UnitRemoveAbility="为 ",~单位," 删除 ",~技能
//R.UnitRemoveAbilityHint=

//O.UnitRemoveAbilityBJ="删除技能"
//O.UnitRemoveAbilityBJ="删除 ",~技能," 从 ",~单位
//O.UnitRemoveAbilityBJHint=

UnitMakeAbilityPermanent="设置技能永久性 [R]"
UnitMakeAbilityPermanent="设置 ",~单位," ",~是否," ",~技能," 永久性"
UnitMakeAbilityPermanentHint="如触发添加给单位的技能就是非永久性的,非永久性技能在变身并回复之后会丢失掉. 这类情况就需要设置技能永久性."

UnitAddType="添加类别 [R]"
UnitAddType="为 ",~单位," 添加 ",~Classification," 类别"
UnitAddTypeHint="已去除所有无效类别."

//O.UnitAddTypeBJ="添加类别 [旧]"
//O.UnitAddTypeBJ="添加 ",~Classification," 类别到 ",~单位
//O.UnitAddTypeBJHint="并非所有类别都是可以添加的,建议使用新函数."

UnitRemoveType="删除类别 [R]"
UnitRemoveType="为 ",~单位," 删除 ",~Classification," 类别"
UnitRemoveTypeHint="已去除所有无效类别."

//O.UnitRemoveTypeBJ="删除类别 [旧]"
//O.UnitRemoveTypeBJ="删除 ",~Classification," 类别从 ",~单位
//O.UnitRemoveTypeBJHint="并非所有类别都是可以删除的,建议使用新函数."

//R.DecUnitAbilityLevel="降低技能等级 [R]"
//R.DecUnitAbilityLevel="使 ",~单位," 的 ",~技能," 等级降低1级"
//R.DecUnitAbilityLeveldHint="单位没有该技能则不做动作. 最低只能降到1级."

//O.DecUnitAbilityLevelSwapped="降低技能等级"
//O.DecUnitAbilityLevelSwapped="降低 ",~技能," 等级对 ",~单位
//O.DecUnitAbilityLevelSwappedHint="单位没有该技能则不做动作. 最低只能降到1级."

//R.IncUnitAbilityLevel="提升技能等级 [R]"
//R.IncUnitAbilityLevel="使 ",~单位," 的 ",~技能," 等级提升1级"
//R.IncUnitAbilityLevelHint="单位没有该技能则不做动作."

//O.IncUnitAbilityLevelSwapped="提升技能等级"
//O.IncUnitAbilityLevelSwapped="提升 ",~技能," 等级对 ",~单位
//O.IncUnitAbilityLevelSwappedHint="单位没有该技能则不做动作."

//R.SetUnitAbilityLevel="设置技能等级 [R]"
//R.SetUnitAbilityLevel="设置 ",~单位," 的 ",~技能," 等级为 ",~Level
//R.SetUnitAbilityLevelHint="单位没有该技能则不做动作."

//O.SetUnitAbilityLevelSwapped="设置技能等级"
//O.SetUnitAbilityLevelSwapped="设置 ",~技能," 等级对 ",~单位," 为 ",~Level
//O.SetUnitAbilityLevelSwappedHint="单位没有该技能则不做动作."

IssueImmediateOrder="发布命令(无目标)"
IssueImmediateOrder="对 ",~单位," 发布 ",~Order," 命令"
IssueImmediateOrderHint=

IssuePointOrder="发布命令(指定坐标) [R]"
IssuePointOrder="对 ",~单位," 发布 ",~Order," 命令到坐标",~X,",",~Y,")"
IssuePointOrderHint=

IssuePointOrderLoc="发布命令(指定点)"
IssuePointOrderLoc="对 ",~单位," 发布 ",~Order," 命令到目标点: ",~指定点
IssuePointOrderLocHint=

IssueTargetOrder="发布命令(指定单位)"
IssueTargetOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位
IssueTargetOrderHint=

IssueTargetDestructableOrder="发布命令(指定可破坏物)"
IssueTargetDestructableOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物
IssueTargetDestructableOrderHint=

IssueTargetItemOrder="发布命令(指定物品)"
IssueTargetItemOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品
IssueTargetItemOrderHint=

IssueImmediateOrderById="按ID发布命令(无目标) [R]"
IssueImmediateOrderById="对 ",~单位," 发布 ",~Order," 命令"
IssueImmediateOrderByIdHint=

IssuePointOrderById="按ID发布命令(指定坐标) [R]"
IssuePointOrderById="对 ",~单位," 发布 ",~Order," 命令到坐标",~X,",",~Y,")"
IssuePointOrderByIdHint=

IssuePointOrderByIdLoc="按ID发布命令(指定点) [R]"
IssuePointOrderByIdLoc="对 ",~单位," 发布 ",~Order," 命令到目标点: ",~指定点
IssuePointOrderByIdLocHint=

IssueTargetOrderById="按ID发布命令(指定单位) [R]"
IssueTargetOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位
IssueTargetOrderByIdHint=

IssueTargetDestructableOrderById="按ID发布命令(指定可破坏物) [R]"
IssueTargetDestructableOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物
IssueTargetDestructableOrderByIdHint=

IssueTargetItemOrderById="按ID发布命令(指定物品) [R]"
IssueTargetItemOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品
IssueTargetItemOrderByIdHint=

IssueTrainOrderByIdBJ="发布训练/升级命令"
IssueTrainOrderByIdBJ="命令 ",~单位," 建造/升级为 ",~单位类型
IssueTrainOrderByIdBJHint="该升级是指A单位升级为B单位,而不是科技升级."

IssueUpgradeOrderByIdBJ="发布研究科技命令"
IssueUpgradeOrderByIdBJ="命令 ",~单位," 研究 ",~Tech-Type
IssueUpgradeOrderByIdBJHint=

IssueBuildOrderById="发布建造命令(指定坐标) [R]"
IssueBuildOrderById="命令 ",~单位," 建造 ",~单位类型," 在坐标",~X,",",~Y,")"
IssueBuildOrderByIdHint=

IssueBuildOrderByIdLocBJ="发布建造命令(指定点)"
IssueBuildOrderByIdLocBJ="命令 ",~单位," 建造 ",~单位类型," 在 ",~指定点
IssueBuildOrderByIdLocBJHint=

UnitDropItemPoint="发布丢弃物品命令(指定坐标) [R]"
UnitDropItemPoint="命令 ",~单位," 丢弃物品 ",~物品," 到坐标",~X,",",~Y,")"
UnitDropItemPointHint=

UnitDropItemPointLoc="发布丢弃物品命令(指定点)"
UnitDropItemPointLoc="命令 ",~单位," 丢弃物品 ",~物品," 到 ",~指定点
UnitDropItemPointLocHint=

//R.UnitDropItemSlot="移动物品到物品栏 [R]"
//R.UnitDropItemSlot="命令 ",~单位," 移动 ",~物品," 到物品栏# ",~Index
//R.UnitDropItemSlotHint="只有当单位持有该物品时才有效. 注意: 该函数中物品栏编号从0-5,而不是1-6."

//O.UnitDropItemSlotBJ="移动物品到物品栏"
//O.UnitDropItemSlotBJ="命令 ",~单位," 移动 ",~物品," 到物品栏第 ",~Index," 格"
//O.UnitDropItemSlotBJHint="只有当单位持有该物品时才有效."

UnitDropItemTargetBJ="发布给予物品命令"
UnitDropItemTargetBJ="命令 ",~单位," 把 ",~物品," 给 ",~单位
UnitDropItemTargetBJHint=

IssueBuyUnitOrder="发布购买单位命令 [R]"
IssueBuyUnitOrder="使 ",~玩家," 从 ",~单位," 处购买 ",~单位类型
IssueBuyUnitOrderHint=

IssueBuyItemOrder="发布购买物品命令 [R]"
IssueBuyItemOrder="使 ",~玩家," 从 ",~单位," 处购买 ",~物品类型
IssueBuyItemOrderHint="先让商店对玩家单位发布'中立商店 - 选择'命令,再使用该函数就能实现指定单位的购买物品了."

IssueNeutralImmediateOrder="发布中介命令(无目标) [R]"
IssueNeutralImmediateOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令"
IssueNeutralImmediateOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralPointOrder="发布中介命令(指定坐标) [R]"
IssueNeutralPointOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到坐标",~X,",",~Y,")"
IssueNeutralPointOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetOrder="发布中介命令(指定单位) [R]"
IssueNeutralTargetOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位
IssueNeutralTargetOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetDestructableOrder="发布中介命令(指定可破坏物) [R]"
IssueNeutralTargetDestructableOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物
IssueNeutralTargetDestructableOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetItemOrder="发布中介命令(指定物品) [R]"
IssueNeutralTargetItemOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品
IssueNeutralTargetItemOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralImmediateOrderById="按ID发布中介命令(无目标) [R]"
IssueNeutralImmediateOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令"
IssueNeutralImmediateOrderByIdHint="可以用来对非本玩家单位发布命令."

IssueNeutralPointOrderById="按ID发布中介命令(指定坐标) [R]"
IssueNeutralPointOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到坐标",~X,",",~Y,")"
IssueNeutralPointOrderByIdHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetOrderById="按ID发布中介命令(指定单位) [R]"
IssueNeutralTargetOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位
IssueNeutralTargetOrderByIdHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetDestructableOrderById="按ID发布中介命令(指定可破坏物) [R]"
IssueNeutralTargetDestructableOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物
IssueNeutralTargetDestructableOrderByIdHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetItemOrderById="按ID发布中介命令(指定物品) [R]"
IssueNeutralTargetItemOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品
IssueNeutralTargetItemOrderByIdHint="可以用来对非本玩家单位发布命令."

UnitDamagePoint="伤害区域 [R]"
UnitDamagePoint="命令 ",~单位," 在 ",~Seconds," 秒后对半径为 ",~Size," 圆心为(",~X,",",~Y,")的范围造成 ",~Amount," 点伤害(",~是," 攻击伤害, ",~是,"远程攻击) 攻击类型: ",~AttackType," 伤害类型: ",~DamageType," 装甲类型: ",~WeaponType
UnitDamagePointHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."

//O.UnitDamagePointLoc="伤害区域 [旧]"
//O.UnitDamagePointLoc="命令 ",~单位," 在 ",~Seconds," 秒后对半径为 ",~Size," 圆心为 ",~指定点," 的范围造成",~Amount," 点伤害,攻击类型: ",~AttackType," 伤害类型: ",~DamageType
//O.UnitDamagePointLocHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."

UnitDamageTarget="伤害目标 [R]"
UnitDamageTarget="命令 ",~单位," 对 ",~Target," 造成 ",~Amount," 点伤害(",~是," 攻击伤害, ",~是,"远程攻击) 攻击类型: ",~AttackType," 伤害类型: ",~DamageType," 装甲类型: ",~WeaponType
UnitDamageTargetHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."

//O.UnitDamageTargetBJ="伤害目标 [旧]"
//O.UnitDamageTargetBJ="命令 ",~单位," 对 ",~Target," 造成 ",~Amount," 点伤害,攻击类型: ",~AttackType," 伤害类型: ",~DamageType
//O.UnitDamageTargetBJHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."


// Unitpool actions
UnitPoolAddUnitType="添加单位类型 [R]"
UnitPoolAddUnitType="在 ",~单位池," 中添加一个 ",~单位," 比重为 ",~数值
UnitPoolAddUnitTypeHint="比重越高被选择的机率越大"

UnitPoolRemoveUnitType="删除单位类型 [R]"
UnitPoolRemoveUnitType="从 ",~单位池," 中删除 ",~单位
UnitPoolRemoveUnitTypeHint=

PlaceRandomUnit="选择放置单位 [R]"
PlaceRandomUnit="从 ",~单位池," 中为 ",~玩家," 任意选择一个单位并放置到点( ",~X," , ",~Y," )"," 面向 ",~度
PlaceRandomUnitHint=

DestroyUnitPool="删除单位池 [R]"
DestroyUnitPool="删除 ",~单位池
DestroyUnitPoolHint=


// Unit Group actions
ForGroupMultiple="选取单位组内单位做动作(多个动作)"
ForGroupMultiple="选取 ",~单位组," 内所有单位做动作"
ForGroupMultipleHint="使用'选取单位'来取代相应的单位. 对于单位组内每个单位都会运行一次动作(包括死亡的,不包括隐藏的). 等待不能在组动作中运行."

ForGroup="选取单位组内单位做动作"
ForGroup="选取 ",~单位组," 内所有单位 ",~做动作
ForGroupHint="使用'选取单位'来取代相应的单位. 对于单位组内每个单位都会运行一次动作(包括死亡的,不包括隐藏的). 等待不能在组动作中运行."

//R.GroupAddUnit="添加单位 [R]"
//R.GroupAddUnit="为 ",~单位组," 添加 ",~单位
//R.GroupAddUnitHint="并不影响单位本身."

//O.GroupAddUnitSimple="添加单位"
//O.GroupAddUnitSimple="添加 ",~单位," 到 ",~单位组
//O.GroupAddUnitSimpleHint="并不影响单位本身."

GroupAddGroup="添加单位组"
GroupAddGroup="添加 ",~单位组," 内所有单位到 ",~单位组
GroupAddGroupHint="并不影响单位本身."

//R.GroupRemoveUnit="移除单位 [R]"
//R.GroupRemoveUnit="为 ",~单位组," 删除 ",~单位
//R.GroupRemoveUnitHint="并不影响单位本身."

//O.GroupRemoveUnitSimple="移除单位"
//O.GroupRemoveUnitSimple="把 ",~单位," 从 ",~单位组," 移除"
//O.GroupRemoveUnitSimpleHint="并不影响单位本身."

GroupRemoveGroup="移除单位组"
GroupRemoveGroup="把 ",~单位组," 中的单位从 ",~单位组," 移除"
GroupRemoveGroupHint="并不影响单位本身."

GroupClear="清空单位组"
GroupClear="清空 ",~单位组," 内所有单位"
GroupClearHint="并不影响单位本身."

DestroyGroup="删除单位组 [R]"
DestroyGroup="删除 ",~单位组
DestroyGroupHint=

//O.GroupImmediateOrder="发布命令(无目标)"
//O.GroupImmediateOrder="对 ",~单位组,"发布 ",~Order
//O.GroupImmediateOrderHint="最多只能对单位组中12个单位发布命令."

//O.GroupPointOrder="发布命令(指定坐标) [R]"
//O.GroupPointOrder="对 ",~单位组,"发布 ",~Order," 命令,目标点",~X,",",~Y,")"
//O.GroupPointOrderHint="最多只能对单位组中12个单位发布命令."

//O.GroupPointOrderLoc="发布命令(指定点)"
//O.GroupPointOrderLoc="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~指定点
//O.GroupPointOrderLocHint="最多只能对单位组中12个单位发布命令."

//O.GroupTargetOrder="发布命令(指定单位)"
//O.GroupTargetOrder="对 ",~单位组," 发布 ",~Order," 命令,目标: ",~单位
//O.GroupTargetOrderHint="最多只能对单位组中12个单位发布命令."

//O.GroupTargetDestructableOrder="发布命令(指定可破坏物)"
//O.GroupTargetDestructableOrder="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~可破坏物
//O.GroupTargetDestructableOrderHint="最多只能对单位组中12个单位发布命令."

//O.GroupTargetItemOrder="发布命令(指定物品)"
//O.GroupTargetItemOrder="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~物品
//O.GroupTargetItemOrderHint="最多只能对单位组中12个单位发布命令."

GroupImmediateOrderById="按ID发布命令(无目标) [R]"
GroupImmediateOrderById="对 ",~单位组,"发布 ",~Order
GroupImmediateOrderByIdHint="最多只能对单位组中12个单位发布命令."

GroupPointOrderById="按ID发布命令(指定坐标) [R]"
GroupPointOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标点",~X,",",~Y,")"
GroupPointOrderByIdint="最多只能对单位组中12个单位发布命令."

GroupPointOrderByIdLoc="按ID发布命令(指定点) [R]"
GroupPointOrderByIdLoc="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~指定点
GroupPointOrderByIdLocHint="最多只能对单位组中12个单位发布命令."

GroupTargetOrderById="按ID发布命令(指定单位) [R]"
GroupTargetOrderById="对 ",~单位组," 发布 ",~Order," 命令,目标: ",~单位
GroupTargetOrderByIdHint="最多只能对单位组中12个单位发布命令."

GroupTargetDestructableOrderById="按ID发布命令(指定可破坏物) [R]"
GroupTargetDestructableOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~可破坏物
GroupTargetDestructableOrderByIdHint="最多只能对单位组中12个单位发布命令."

GroupTargetItemOrderById="按ID发布命令(指定物品) [R]"
GroupTargetItemOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~物品
GroupTargetItemOrderByIdHint="最多只能对单位组中12个单位发布命令."

GroupTrainOrderByIdBJ="发布发布训练/升级命令"
GroupTrainOrderByIdBJ="命令 ",~单位组," 训练/升级为 ",~单位类型
GroupTrainOrderByIdBJHint="最多只能对单位组中12个单位发布命令."


// Ubersplat actions
CreateUbersplatBJ="创建"
CreateUbersplatBJ="创建一个地面纹理变化在 ",~指定点," ,使用图像: ",~Type," 颜色值",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度",~Transparency,"% (",~Enable/Disable," 暂停状态, ",~Enble/Disable," 跳过出生动画)"
CreateUbersplatBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的. 使用'地面纹理变化 - 设置永久渲染状态' 来显示创建的纹理变化. 暂停状态表示动画播放完毕后是否继续保留该纹理变化."

DestroyUbersplat="删除"
DestroyUbersplat="删除 ",~Ubersplat
DestroyUbersplatHint=

ResetUbersplat="重置"
ResetUbersplat="重置 ",~Ubersplat
ResetUbersplatHint=

FinishUbersplat="结束"
FinishUbersplat="结束 ",~Ubersplat
FinishUbersplatHint="在动画播放完毕时自动清除该地面纹理变化."

//R.ShowUbersplat="显示/隐藏 [R]"
//R.ShowUbersplat="设置 ",~Ubersplat," 状态为 ",~Show/Hide
//R.ShowUbersplatHint=

//O.showUbersplatBJ="显示/隐藏"
//O.ShowUbersplatBJ=~Show/Hide," ",~Ubersplat
//O.ShowUbersplatBJHint=

SetUbersplatRender="设置渲染状态"
SetUbersplatRender="设置 ",~Ubersplat," : ",~Enable/Disable," 渲染状态"
SetUbersplatRenderHint="未发现有任何作用."

SetUbersplatRenderAlways="设置永久渲染状态"
SetUbersplatRenderAlways="设置 ",~Ubersplat," : ",~Enable/Disable," 永久渲染状态"
SetUbersplatRenderAlwaysHint="要显示地面纹理变化则必须开启该项."


// Location actions
MoveLocation="移动点 [R]"
MoveLocation="移动 ",~点," 到(",~X,",",~Y,")"
MoveLocationHint="该点必须是一个变量. 因为移动一个不可重用的点是无意义的."

RemoveLocation="清除点 [R]"
RemoveLocation="清除 ",~点
RemoveLocationHint="点是堆积最多的垃圾资源,不需要再使用的点都要记得清除掉."


// Cinematic actions
TransmissionFromUnitWithNameBJ="播送单位消息(指定单位)"
TransmissionFromUnitWithNameBJ="对 ",~玩家组," 播送信息,发言单位: ",~单位," 显示名字: ",~文字," ,播放音效: ",~音效," 显示信息: ",~文字," 持续时间: ",~Method," ",~Time," 秒并 ",~Wait/Don't Wait
TransmissionFromUnitWithNameBJHint="'没有声音'的持续时间为5秒. 等待表示其他动作需要等待信息播放完毕后才能运行."

TransmissionFromUnitTypeWithNameBJ="播送单位消息(指定单位类型)"
TransmissionFromUnitTypeWithNameBJ="对 ",~玩家组," 播送信息,发言单位: ",~Player," 的 ",~单位类型,"  显示名字:  ",~文字," 发言位置: ",~指定点," 播放音效: ",~音效," 显示信息: ",~文字," 持续时间: ",~Method," ",~Time," 秒并 ",~Wait/Don't Wait
TransmissionFromUnitTypeWithNameBJHint="'没有声音'的持续时间为5秒. 等待表示其他动作需要等待信息播放完毕后才能运行."

ForceCinematicSubtitlesBJ="字幕显示"
ForceCinematicSubtitlesBJ=~On/Off," 电影字幕显示功能"
ForceCinematicSubtitlesBJHint="该功能和'游戏菜单-声音选项'中的字幕选项中有一项为开时即能够显示电影字幕."

CinematicModeBJ="电影模式"
CinematicModeBJ=~On/Off," 电影模式对 ",~玩家组
CinematicModeBJHint=

CinematicModeExBJ="电影模式(指定时间)"
CinematicModeExBJ=~On/Off," 电影模式对 ",~玩家组," ,转换时间为 ",~Time," 秒"
CinematicModeExBJHint=

CinematicFadeBJ="淡入淡出滤镜"
CinematicFadeBJ=~Fade Type," 使用 ",~Duration," 秒时间,使用图片: ",~Texture," 颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度: ",~Transparency,"%"
CinematicFadeBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

CinematicFilterGenericBJ="高级滤镜"
CinematicFilterGenericBJ="持续时间: ",~Duration," 秒,混合方式: ",~Blending Method," 使用图片: ",~Texture," 开始颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度: ",~Transparency,"% ,结束颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度:",~Transparency,"%"
CinematicFilterGenericBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

DisplayCineFilterBJ="显示/隐藏滤镜"
DisplayCineFilterBJ=~Show/Hide," 滤镜"
DisplayCineFilterBJHint=

PingMinimap="小地图信号(所有玩家) [R]"
PingMinimap="对所有玩家发送小地图信号到坐标(",~X,",",~Y,") 持续时间: ",~Duration," 秒"
PingMinimapHint=

PingMinimapLocForForce="小地图信号(指定玩家组)"
PingMinimapLocForForce="对 ",~玩家组," 发送小地图信号到 ",~指定点," ,持续时间: ",~Duration," 秒"
PingMinimapLocForForceHint=

PingMinimapEx="小地图信号(指定颜色)(所有玩家) [R]"
PingMinimapEx="对所有玩家发送小地图信号到坐标(",~X,",",~Y,") 持续时间: ",~Duration," 秒, 信号颜色:(",~Red,",",~Green,",",~Blue,") 信号类型: ",~Style
PingMinimapExHint="颜色格式为(红,绿,蓝). 颜色值取值范围为0-255."

PingMinimapLocForForceEx="小地图信号(指定颜色)(指定玩家组)"
PingMinimapLocForForceEx="对 ",~玩家组," 发送小地图信号到 ",~指定点," ,持续时间: ",~Duration," 秒,信号类型: ",~Style," 信号颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%)"
PingMinimapLocForForceExHint="颜色格式为(红,绿,蓝). 警告信号总是红色不可变."

UnitAddIndicator="闪动指示器(对单位) [R]"
UnitAddIndicator="对 ",~单位," 闪动指示器,使用颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%) Alpha通道值: ",~Transparency
UnitAddIndicatorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.UnitAddIndicatorBJ="闪动指示器(对单位)"
//O.UnitAddIndicatorBJ="对 ",~单位," 闪动指示器,使用颜色(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度 ",~Transparency,"%"
//O.UnitAddIndicatorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

DestructableAddIndicator="闪动指示器(对可破坏物) [R]"
DestructableAddIndicator="对 ",~可破坏物," 闪动指示器,使用颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%) Alpha通道值: ",~Transparency
DestructableAddIndicatorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.DestructableAddIndicatorBJ="闪动指示器(对可破坏物)"
//O.DestructableAddIndicatorBJ="对 ",~可破坏物," 闪动指示器,使用颜色(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度 ",~Transparency,"%"
//O.DestructableAddIndicatorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

ItemAddIndicator="闪动指示器(对物品) [R]"
ItemAddIndicator="对 ",~物品," 闪动指示器,使用颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%) Alpha通道值: ",~Transparency
ItemAddIndicatorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.ItemAddIndicatorBJ="闪动指示器(对物品)"
//O.ItemAddIndicatorBJ="对 ",~物品," 闪动指示器,使用颜色(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度 ",~Transparency,"%"
//O.ItemAddIndicatorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

ShowInterface="开启/关闭信箱模式(所有玩家) [R]"
ShowInterface=~开启/关闭," 信箱模式,转换时间为 ",~Duration," 秒"
ShowInterfaceHint="使用电影镜头模式,隐藏游戏界面."

ShowInterfaceForceOff="信箱模式开启(指定玩家组)"
ShowInterfaceForceOff="对 ",~玩家组," 开启信箱模式,转换时间为 ",~Duration," 秒"
ShowInterfaceForceOffHint="使用电影镜头模式,隐藏游戏界面."

ShowInterfaceForceOn="信箱模式开启关闭(指定玩家组)"
ShowInterfaceForceOn="对 ",~玩家组," 关闭信箱模式,转换时间为 ",~Duration," 秒"
ShowInterfaceForceOnHint="关闭信箱模式,返回游戏界面."

EnableUserControl="启用/禁用玩家控制权(所有玩家) [R]"
EnableUserControl=~启用/禁用," 玩家控制权"
EnableUserControlHint=

SetUserControlForceOff="禁用玩家控制权(指定玩家组)"
SetUserControlForceOff="禁用 ",~玩家组," 的控制权"
SetUserControlForceOffHint=

SetUserControlForceOn="启用玩家控制权(指定玩家组)"
SetUserControlForceOn="启用 ",~玩家组," 的控制权"
SetUserControlForceOnHint=

EnableOcclusion="允许/禁止闭塞(所有玩家) [R]"
EnableOcclusion=~Enable/Disable," 闭塞"
EnableOcclusionHint=

EnableOcclusionBJ="允许/禁止闭塞(指定玩家组)"
EnableOcclusionBJ=~Enable/Disable," 闭塞对 ",~玩家组
EnableOcclusionBJHint=

EnableWorldFogBoundary="允许/禁止边界染色(所有玩家) [R]"
EnableWorldFogBoundary=~Enable/Disable," 边界染色"
EnableWorldFogBoundaryHint="禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的."

EnableWorldFogBoundaryBJ="允许/禁止边界染色(指定玩家组)"
EnableWorldFogBoundaryBJ=~Enable/Disable," 边界染色对 ",~玩家组
EnableWorldFogBoundaryBJHint="禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的."


// Animation actions
SetUnitAnimation="播放单位动画"
SetUnitAnimation="播放 ",~单位," 的 ",~Animation Name," 动作"
SetUnitAnimationHint="使用'重置单位动作'恢复单位到正常状态."

SetUnitAnimationByIndex="指定序号播放单位动画 [R]"
SetUnitAnimationByIndex="播放 ",~单位," 的#",~序号," 的动作"
SetUnitAnimationByIndexHint="可以指定播放所有的单位动画,不过需要自己多尝试."

SetUnitAnimationWithRarity="播放单位动画(指定概率)"
SetUnitAnimationWithRarity="播放 ",~单位," 的 ",~Animation Name," 动作,只用 ",~Rarity," 的动作"
SetUnitAnimationWithRarityHint="使用'重置单位动作'恢复单位到正常状态."

QueueUnitAnimationBJ="将单位动画加入队列"
QueueUnitAnimationBJ="将 ",~单位," 的 ",~Animation Name," 动作添加到队列"
QueueUnitAnimationBJHint=

ResetUnitAnimation="重置单位动画"
ResetUnitAnimation="重置 ",~单位," 动作,恢复到正常状态"
ResetUnitAnimationHint="其实就是播放单位的'stand'动作. 且建议使用该方法."

//R.AddUnitAnimationProperties="添加/删除单位动画附加名 [R]"
//R.AddUnitAnimationProperties="对 ",~单位," 进行动画附加名 ",~Tag," 的 ",~Add/Remove
//R.AddUnitAnimationPropertiesHint="比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态."

//O.AddUnitAnimationPropertiesBJ="添加/删除单位动画附加名"
//O.AddUnitAnimationPropertiesBJ=~Add/Remove," ",~Tag," 动画附加名给 ",~单位
//O.AddUnitAnimationPropertiesBJHint="比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态."

SetUnitLookAt="锁定身体朝向"
SetUnitLookAt="锁定 ",~单位," 的 ",~Source," 朝向 ",~目标单位," ,偏移坐标 (",~X,", ",~Y,", ",~Z,")"
SetUnitLookAtHint="单位的该身体部件会一直朝向目标单位的偏移坐标点处,直到使用'重置身体朝向'. 坐标偏移以目标单位脚下为坐标原点."

ResetUnitLookAt="重置身体朝向"
ResetUnitLookAt="重置 ",~单位," 的身体朝向"
ResetUnitLookAtHint="恢复单位的身体朝向为正常状态."

//R.SetUnitScale="改变单位尺寸 [R]"
//R.SetUnitScale="改变 ",~单位," 的尺寸缩放为:(",~X,",",~Y,",",~Z,")"
//R.SetUnitScaleHint="缩放值使用(长,宽,高)格式."

//O.SetUnitScalePercent="改变单位尺寸"
//O.SetUnitScalePercent="改变 ",~单位," 的尺寸缩放为:(",~X,"%, ",~Y,"%, ",~Z,"%)"
//O.SetUnitScalePercentHint="缩放值使用(长,宽,高)格式."

SetUnitVertexColor="改变单位颜色 [R]"
SetUnitVertexColor="改变 ",~单位," 的颜色值为:(",~Red,",",~Green,",",~Blue,"), Alpha通道值: ",~Transparency
SetUnitVertexColorHint="颜色格式为(红,绿,蓝). 大多数单位使用(255,255,255)的颜色值和255的Alpha值. Alpha值为0是不可见的.颜色值和Alpha值取值范围为0-255."

//O.SetUnitVertexColorBJ="改变单位颜色 [旧]"
//O.SetUnitVertexColorBJ="改变 ",~单位,"  的颜色比例为(",~Red,"%, ",~Green,"%, ",~Blue,"%),透明度为 ",~Transparency,"%"
//O.SetUnitVertexColorBJHint="颜色格式为(红,绿,蓝). 大多数单位使用100%的颜色值和0%透明度. 100%透明度是完全透明的."

//R.SetUnitTimeScale="改变单位动画播放速度 [R]"
//R.SetUnitTimeScale="改变 ",~单位," 的动画播放速度为正常速度的 ",~Percent," 倍"
//R.SetUnitTimeScaleHint="设置1倍动画播放速度来恢复正常状态."

//O.SetUnitTimeScalePercent="改变单位动画播放速度"
//O.SetUnitTimeScalePercent="改变 ",~单位," 的动画播放速度为正常速度的 ",~Percent,"%"
//O.SetUnitTimeScalePercentHint="设置100%动画播放速度来恢复正常状态."

SetUnitTurnSpeedBJ="改变单位转身速度"
SetUnitTurnSpeedBJ="改变 ",~单位," 的转身速度为 ",~Value
SetUnitTurnSpeedBJHint="转身速度表示单位改变面向方向时的速度. 数值越小表示转身越慢."

SetUnitBlendTimeBJ="改变单位混合时间"
SetUnitBlendTimeBJ="改变 ",~单位," 的混合时间为 ",~数值
SetUnitBlendTimeBJHint="单位动画图像混合时间. 决定身体部件连接的快慢,比如攻击时手臂挥舞的速度. 默认值0.15,增大该值会导致动作僵硬化."

SetUnitFlyHeightBJ="改变单位飞行高度"
SetUnitFlyHeightBJ="改变 ",~单位," 的飞行高度为 ",~数值," ,变换速率: ",~数值
SetUnitFlyHeightBJHint="飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度."

SetUnitPropWindow="改变单位转向角度(弧度制) [R]"
SetUnitPropWindow="改变 ",~单位," 的转向角度为 ",~数值," (弧度制)"
SetUnitPropWindowHint="设置单位转身时的转向角度. 数值越大转向幅度越大. 效率高于角度制函数."

SetUnitPropWindowBJ="改变单位转向角度(角度制)"
SetUnitPropWindowBJ="改变 ",~单位," 的转向角度为 ",~数值," 度"
SetUnitPropWindowBJHint="设置单位转身时的转向角度. 数值越大转向幅度越大. 大于360度的角将作为359度角处理."

SetDestructableAnimationBJ="播放可破坏物动画"
SetDestructableAnimationBJ="播放 ",~可破坏物," 的 ",~Animation Name," 动作"
SetDestructableAnimationBJHint=

QueueDestructableAnimationBJ="将可破坏物动画加入队列"
QueueDestructableAnimationBJ="将 ",~可破坏物," 的 ",~Animation Name," 动作加入队列"
QueueDestructableAnimationBJHint=

//R.SetDestructableAnimationSpeed="改变可破坏物动画播放速度 [R]"
//R.SetDestructableAnimationSpeed="改变 ",~可破坏物," 的动画播放速度为正常的 ",~Percent,"倍"
//R.SetDestructableAnimationSpeedHint="设置1倍动画播放速度来恢复正常状态."

//O.SetDestAnimationSpeedPercent="改变可破坏物动画播放速度"
//O.SetDestAnimationSpeedPercent="改变 ",~可破坏物," 的动画播放速度为正常的 ",~Percent,"%"
//O.SetDestAnimationSpeedPercentHint="设置100%动画播放速度来恢复正常状态."

SetDoodadAnimationRect="播放矩形区域内地形装饰物动画 [R]"
SetDoodadAnimationRect="播放 ",~Rect," 内所有 ",~装饰物类型," 的 ",~Animation Name," 动作(",~允许/禁止," 随机播放)"
SetDoodadAnimationRectHint="特殊动画名: 'show', 'hide', 'soundon', 'soundoff'. 随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作."

//O.SetDoodadAnimationRectBJ="播放矩形区域内地形装饰物动画 [旧]"
//O.SetDoodadAnimationRectBJ="播放 ",~Animation Name," 动作对所有 ",~装饰物类型," 在 ",~Rect," 内"
//O.SetDoodadAnimationRectBJHint="特殊动画名: 'show', 'hide', 'soundon', 'soundoff'"

SetDoodadAnimation="播放圆范围内地形装饰物动画 [R]"
SetDoodadAnimation="选取圆心为(",~X,",",~Y,"),半径为 ",~半径," 的圆范围内的 ",~装饰物类型,"(选取方式:",~选取方式,"), 做 ",~Animation Name," 动作(",~允许/禁止," 随机播放)"
SetDoodadAnimationHint="特殊动画名: 'show', 'hide', 'soundon', 'soundoff'. 随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作."

//O.SetDoodadAnimationBJ="播放圆范围内地形装饰物动画 [旧]"
//O.SetDoodadAnimationBJ="播放 ",~Animation Name," 动作对所有 ",~装饰物类型," 在半径为 ",~Radius," 圆心为 ",~指定点," 的圆范围内"
//O.SetDoodadAnimationBJHint="特殊动画名: 'show', 'hide', 'soundon', 'soundoff'"


// Dialog actions
//R.DialogDisplay="显示/隐藏 [R]"
//R.DialogDisplay="对 ",~Player," 设置 ",~对话框," ",~Show/Hide
//R.DialogDisplayHint="对话框不能在地图初始化时显示."

//O.DialogDisplayBJ="显示/隐藏"
//O.DialogDisplayBJ=~Show/Hide," ",~对话框," 对 ",~Player
//O.DialogDisplayBJHint="对话框不能在地图初始化时显示."

DialogSetMessageBJ="设置标题"
DialogSetMessageBJ="设置 ",~对话框," 的标题为 ",~文字
DialogSetMessageBJHint=

DialogAddButtonBJ="添加对话框按钮"
DialogAddButtonBJ="为 ",~对话框," 添加按钮,按钮标题为: ",~文字
DialogAddButtonBJHint=

DialogAddButtonWithHotkeyBJ="添加对话框按钮(有快捷键) [R]"
DialogAddButtonWithHotkeyBJ="为 ",~对话框," 添加按钮, 按钮标题为: ",~文字," 快捷键为: ",~HotKey

DialogAddQuitButton="添加退出游戏按钮 [R]"
DialogAddQuitButton="为 ",~对话框," 添加退出游戏按钮(",~跳过," 计分屏) 按钮标题为: ",~文字," 快捷键为: ",~HotKey
DialogAddQuitButtonHint="该函数创建的按钮并不被纪录到'最后创建的对话框按钮'."

DialogClearBJ="清空对话框"
DialogClearBJ="清空 ",~对话框
DialogClearBJHint="清空对话框的标题和所有按钮."

DialogDestroy="删除对话框 [R]"
DialogDestroy="删除 ",~对话框
DialogDestroyHint="一般来说对话框并不需要删除."


// Melee Game actions
MeleeStartingVisibility="使用对战昼夜设置"
MeleeStartingVisibility="使用对战昼夜设置"
MeleeStartingVisibilityHint=

MeleeStartingHeroLimit="英雄限制"
MeleeStartingHeroLimit="使用对战英雄设置"
MeleeStartingHeroLimitHint="每个对战英雄只能建造1个. 最大英雄数量为3."

MeleeGrantHeroItems="英雄初始物品"
MeleeGrantHeroItems="给首发英雄一个回城卷轴"
MeleeGrantHeroItemsHint=

MeleeStartingResources="设置初始资源"
MeleeStartingResources="设置初始资源"
MeleeStartingResourcesHint=

MeleeClearExcessUnits="删除多余单位"
MeleeClearExcessUnits="删除已使用开始点附近的中立生物"
MeleeClearExcessUnitsHint=

MeleeStartingUnits="创建初始单位"
MeleeStartingUnits="创建对战初始单位"
MeleeStartingUnitsHint=

MeleeStartingAI="运行AI"
MeleeStartingAI="对电脑玩家运行对战AI脚本"
MeleeStartingAIHint="动作运行之前玩家要有初始单位和资源."

MeleeInitVictoryDefeat="强制胜利/失败条件"
MeleeInitVictoryDefeat="强制使用对战胜利/失败条件"
MeleeInitVictoryDefeatHint="动作运行之前玩家要有单位."

MeleeStartingUnitsForPlayer="创建初始单位(指定玩家)"
MeleeStartingUnitsForPlayer="创建 ",~Race," 的对战初始单位给 ",~Player," 在 ",~指定点," (",~Include/Exclude," 英雄)"
MeleeStartingUnitsForPlayerHint=


// Multiboard actions
CreateMultiboardBJ="创建"
CreateMultiboardBJ="创建一个列数为 ",~Columns," 行数为 ",~Rows," 标题为 ",~文字," 的多面板"
CreateMultiboardBJHint="多面板不能在地图初始化时显示."

DestroyMultiboardBJ="删除"
DestroyMultiboardBJ="删除 ",~Multiboard
DestroyMultiboardBJHint=

//R.MultiboardDisplay="显示/隐藏 [R]"
//R.MultiboardDisplay="设置 ",~Multiboard," ",~Show/Hide
//R.MultiboardDisplayHint="多面板不能在地图初始化时显示."

//O.MultiboardDisplayBJ="显示/隐藏"
//O.MultiboardDisplayBJ=~Show/Hide," ",~Multiboard
//O.MultiboardDisplayBJHint="多面板不能在地图初始化时显示."

//N.MultiboardSuppressDisplay="显示/隐藏多面板模式 [R]"
//N.MultiboardSuppressDisplay=~打开/关闭," 隐藏多面板模式"
//N.MultiboardSuppressDisplayHint="隐藏多面板模式将无法显示多面板."

MultiboardAllowDisplayBJ="显示/隐藏多面板模式"
MultiboardAllowDisplayBJ=~Show/Hide," 多面板模式"
MultiboardAllowDisplayBJHint="隐藏多面板模式将无法显示多面板."

//R.MultiboardMinimize="最大/最小化 [R]"
//R.MultiboardMinimize="设置 ",~Multiboard," ",~Minimize/Maximize
//R.MultiboardMinimizeHint="最小化的多面板只显示标题."

//O.MultiboardMinimizeBJ="最大/最小化"
//O.MultiboardMinimizeBJ=~Minimize/Maximize," ",~Multiboard
//O.MultiboardMinimizeBJHint="最小化的多面板只显示标题."

MultiboardClear="清空多面板"
MultiboardClear="清空 ",~Multiboard
MultiboardClearHint="清空该多面板中的所有行和列."

MultiboardSetTitleText="设置标题"
MultiboardSetTitleText="设置 ",~Multiboard," 的标题为 ",~文字
MultiboardSetTitleTextHint=

MultiboardSetTitleTextColor="设置标题颜色 [R]"
MultiboardSetTitleTextColor="设置 ",~Multiboard," 的标题颜色为(",~Red,",",~Green,",",~Blue,"), Alpha值为 ",~Transparency
MultiboardSetTitleTextColorHint="颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255."

//O.MultiboardSetTitleTextColorBJ="设置标题颜色 [旧]"
//O.MultiboardSetTitleTextColorBJ="设置 ",~Multiboard," 的标题颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.MultiboardSetTitleTextColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

MultiboardSetRowCount="设置行数"
MultiboardSetRowCount="设置 ",~Multiboard," 的行数为 ",~Rows
MultiboardSetRowCountHint=

MultiboardSetColumnCount="设置列数"
MultiboardSetColumnCount="设置 ",~Multiboard," 的列数为 ",~Columns
MultiboardSetColumnCountHint=

MultiboardSetItemStyle="设置指定项目显示风格 [R]"
MultiboardSetItemStyle="设置 ",~多面板项目," 的显示风格: ",~Show/Hide," 文字 ",~Show/Hide," 图标"
MultiboardSetItemStyleHint=

MultiboardSetItemValue="设置指定项目文本 [R]"
MultiboardSetItemValue="设置 ",~多面板项目," 的项目文本为 ",~文字
MultiboardSetItemValueHint=

MultiboardSetItemValueColor="设置指定项目颜色 [R]"
MultiboardSetItemValueColor="设置 ",~多面板项目," 的项目颜色为(",~Red,",",~Green,",",~Blue,"), Alpha值为 ",~Transparency
MultiboardSetItemValueColorHint="颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255."

MultiboardSetItemWidth="设置指定项目宽度 [R]"
MultiboardSetItemWidth="设置 ",~多面板项目," 的项目宽度为 ",~Width," 倍屏幕宽度"

MultiboardSetItemIcon="设置指定项目图标 [R]"
MultiboardSetItemIcon="设置 ",~多面板项目," 的项目图标为 ",~Icon File

MultiboardSetItemsStyle="设置所有项目显示风格 [R]"
MultiboardSetItemsStyle="设置 ",~多面板," 的所有项目显示风格: ",~Show/Hide," 文字 ",~Show/Hide," 图标"

MultiboardSetItemsValue="设置所有项目文本 [R]"
MultiboardSetItemsValue="设置 ",~多面板," 的所有项目文本为 ",~文字

MultiboardSetItemsValueColor="设置所有项目颜色 [R]"
MultiboardSetItemsValueColor="设置 ",~多面板," 的所有项目颜色为(",~Red,",",~Green,",",~Blue,"), Alpha值为 ",~Transparency
MultiboardSetItemsValueColorHint="颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255."

MultiboardSetItemsWidth="设置所有项目宽度 [R]"
MultiboardSetItemsWidth="设置 ",~多面板," 的所有项目宽度为 ",~Width," 倍屏幕宽度"

MultiboardSetItemsIcon="设置所有项目图标 [R]"
MultiboardSetItemsIcon="设置 ",~多面板," 的所有项目图标为 ",~Icon File

//O.MultiboardSetItemStyleBJ="设置项目显示风格 [旧]"
//O.MultiboardSetItemStyleBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行项目的显示风格: ",~Show/Hide," 文字 ",~Show/Hide," 图标"
//O.MultiboardSetItemStyleBJHint="可以设置行/列数为0来指代所有的行/列. 以下5个动作都有1个局部变量泄漏."

//O.MultiboardSetItemValueBJ="设置项目文本 [旧]"
//O.MultiboardSetItemValueBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行的项目文本为 ",~文字
//O.MultiboardSetItemValueBJHint="可以设置行/列数为0来指代所有的行/列."

//O.MultiboardSetItemColorBJ="设置项目颜色 [旧]"
//O.MultiboardSetItemColorBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行的项目颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.MultiboardSetItemColorBJHint="可以设置行/列数为0来指代所有的行/列. 颜色格式为(红,绿,蓝). 透明度100%是不可见的."

//O.MultiboardSetItemWidthBJ="设置项目宽度 [旧]"
//O.MultiboardSetItemWidthBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行的项目宽度为屏幕的 ",~Width,"%"
//O.MultiboardSetItemWidthBJHint=

//O.MultiboardSetItemIconBJ="设置项目图标 [旧]"
//O.MultiboardSetItemIconBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行的项目图标为 ",~Icon File
//O.MultiboardSetItemIconBJHint=

MultiboardReleaseItem="删除多面板项目[R]"
MultiboardReleaseItem="删除 ",~多面板项目
MultiboardReleaseItemHint="并不会影响对多面板的显示. 多面板项目指向多面板但不附属于多面板."


// Environment actions
AddWeatherEffectSaveLast="创建天气效果"
AddWeatherEffectSaveLast="在 ",~矩形区域," 创建天气效果: ",~Weather Id
AddWeatherEffectSaveLastHint=

EnableWeatherEffect="启用/禁用天气效果"
EnableWeatherEffect="设置 ",~天气效果," ",~On/Off
EnableWeatherEffectHint="可以使用'环境 - 创建天气效果'动作来创建天气效果."

RemoveWeatherEffectBJ="删除天气效果"
RemoveWeatherEffectBJ="删除 ",~天气效果
RemoveWeatherEffectBJHint=

TerrainDeformationCraterBJ="创建地形变化:弹坑"
TerrainDeformationCraterBJ="创建一个持续 ",~Duration," 秒的 ",~Type," 弹坑变形在 ",~指定点," ,半径: ",~Radius,"深度: ",~Depth
TerrainDeformationCraterBJHint="使用'最后创建的地形变化'来获取该变化. 深度可取负数. 永久地形变化在保存游戏时不会被记录."

TerrainDeformationRippleBJ="创建地形变化:波纹"
TerrainDeformationRippleBJ="创建一个持续 ",~Duration," 秒的 ",~Type," 波纹变形在 ",~指定点," ,开始半径: ",~Radius," ,结束半径: ",~Radius," ,深度: ",~Depth," 周期: ",~Time," 秒,波间距: ",~Distance
TerrainDeformationRippleBJHint="使用'最后创建的地形变化'来获取该变化."

TerrainDeformationWaveBJ="创建地形变化:冲击波"
TerrainDeformationWaveBJ="创建一个持续 ",~Duration," 秒的冲击波变形从 ",~Source," 到 ",~Target," ,半径: ",~Radius," ,深度: ",~Depth," ,效果存在时间: ",~Delay," 秒"
TerrainDeformationWaveBJHint="使用'最后创建的地形变化'来获取该变化. 深度可取负数."

TerrainDeformationRandomBJ="创建地形变化:随机"
TerrainDeformationRandomBJ="创建一个持续 ",~Duration," 秒的随机变形变形在 ",~指定点," ,半径: ",~Radius," 最小深度: ",~Minimum," 最大深度: ",~Maximum,", 变形间隔: ",~Update Interval," 秒"
TerrainDeformationRandomBJHint="使用'最后创建的地形变化'来获取该变化."

//R.TerrainDeformStop="停止地形变化 [R]"
//R.TerrainDeformStop="停止 ",~Terrain Deformation," ,衰退时间: ",~Duration," 毫秒"
//R.TerrainDeformStopHint="地形变化会平滑地过渡到无."

//O.TerrainDeformationStopBJ="停止地形变化"
//O.TerrainDeformationStopBJ="停止 ",~Terrain Deformation," ,衰退时间: ",~Duration," 秒"
//O.TerrainDeformationStopBJHint="地形变化会平滑地过渡到无."

TerrainDeformStopAll="停止所有地形变化"
TerrainDeformStopAll="停止所有地形变化"
TerrainDeformStopAllHint="包括由技能引起的地形变化."

SetWaterDeforms="开启/关闭水面变形"
SetWaterDeforms=~On/Off," 水面变形"
SetWaterDeformsHint="开启时当发生地形变化时水面高度也会随着变化. 对永久变形无效."

SetTerrainType="改变地形类型(指定坐标) [R]"
SetTerrainType="改变(",~X,",",~Y,")处的地形为 ",~Terrain Type," ,使用样式: ",~Variation," 范围: ",~Area," 形状: ",~Shape
SetTerrainTypeHint="地形样式-1表示随机样式. 范围即地形编辑器中的刷子大小.1表示128x128范围"

SetTerrainTypeBJ="改变地形类型(指定点)"
SetTerrainTypeBJ="改变 ",~指定点," 处的地形为 ",~Terrain Type," ,使用样式: ",~Variation," 范围: ",~Area," 形状: ",~Shape
SetTerrainTypeBJHint="地形样式-1表示随机样式. 范围即地形编辑器中的刷子大小.1表示128x128范围"

SetTerrainPathable="设置地形通行状态(指定坐标) [R]"
SetTerrainPathable="设置(",~X,",",~Y,")处单元点的 ",~Pathing," 地形通行状态为: ",~On/Off
SetTerrainPathableHint="例:设置'建造'通行状态为开,则该点可以建造建筑. 一个单元点范围为32x32."

SetTerrainPathableBJ="设置地形通行状态(指定点)"
SetTerrainPathableBJ="设置 ",~指定点," 处单元点的 ",~Pathing," 地形通行状态为: ",~On/Off
SetTerrainPathableBJHint="例:设置'建造'通行状态为开,则该点可以建造建筑. 一个单元点范围为32x32."

SetWaterBaseColor="设置水颜色 [R]"
SetWaterBaseColor="设置水颜色为:(",~Red,",",~Green,",",~Blue,"), Alpha通道值为: ",~Transparency
SetWaterBaseColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.SetWaterBaseColorBJ="设置水颜色 [旧]"
//O.SetWaterBaseColorBJ="设置水颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.SetWaterBaseColorBJHint="颜色格式为(红,绿,蓝). 100%透明的水是不可见的."

SetSkyModel="设置天空"
SetSkyModel="设置天空模型为 ",~Sky
SetSkyModelHint=

//R.SetTerrainFogEx="设置迷雾 [R]"
//R.SetTerrainFogEx="迷雾风格: ",~Style,", Z轴开始端: ",~Z-Start,", Z轴结束端: ",~Z-End,", 密度: ",~Density," 颜色:(",~Red,",",~Green,",",~Blue,")"
//R.SetTerrainFogExHint="颜色格式为(红,绿,蓝). 取值范围0-1."

//O.SetTerrainFogExBJ="设置迷雾"
//O.SetTerrainFogExBJ="迷雾风格: ",~Style,", Z轴开始端: ",~Z-Start,", Z轴结束端: ",~Z-End,", 密度: ",~Density," 颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%)"
//O.SetTerrainFogExBJHint="颜色格式为(红,绿,蓝)."

ResetTerrainFogBJ="重置迷雾"
ResetTerrainFogBJ="重置迷雾为默认设置"
ResetTerrainFogBJHint=

//SetBlightPoint
//SetBlightLoc

//R.SetBlightRect="创建/删除荒芜地表(矩形区域) [R]"
//R.SetBlightRect="为 ",~Player," 在 ",~Region," ",~Create/Remove," 一块荒芜地表"
//R.SetBlightRectHint=

//O.SetBlightRectBJ="创建/删除荒芜地表(矩形区域)"
//O.SetBlightRectBJ=~Create/Remove," 一块荒芜地表给 ",~Player," 在 ",~Region
//O.SetBlightRectBJHint=

SetBlight="创建/删除荒芜地表(圆范围)(指定坐标) [R]"
SetBlight="为 ",~Player," 在圆心为(",~X,",",~Y,"),半径为 ",~R," 的圆范围内 ",~Create/Remove," 一块荒芜地表"
SetBlightHint=

SetBlightRadiusLocBJ="创建/删除荒芜地表(圆范围)(指定点)"
SetBlightRadiusLocBJ=~Create/Remove," 一块荒芜地表给 ",~Player," 在圆心为 ",~指定点," 半径为 ",~Radius," 的圆范围"
SetBlightRadiusLocBJHint=


// Countdown Timer actions

//TimerStart

StartTimerBJ="开启计时器"
StartTimerBJ="开启 ",~计时器," ,计时方式: ",~One-Shot/Repeating," 时间设置: ",~Time," 秒"
StartTimerBJHint=

//R.PauseTimer="暂停计时器 [R]"
//R.PauseTimer="暂停 ",~计时器
//R.PauseTimerHint=

//R.ResumeTimer="恢复暂停计时器 [R]"
//R.ResumeTimer="恢复暂停 ",~计时器
//R.ResumeTimerHint=

//O.PauseTimerBJ="暂停/恢复计时器"
//O.PauseTimerBJ=~Pause/Resume," ",~计时器
//O.PauseTimerBJHint=

DestroyTimer="删除计时器 [R]"
DestroyTimer="删除 ",~计时器
DestroyTimerHint="一般来说,计时器并不需要删除.只为某些有特别需求的用户提供."

CreateTimerDialogBJ="创建计时器窗口"
CreateTimerDialogBJ="为 ",~计时器," 创建计时器窗口,使用标题: ",~文字
CreateTimerDialogBJHint="计时器窗口不能在地图初始化时显示."

DestroyTimerDialogBJ="删除计时器窗口"
DestroyTimerDialogBJ="删除 ",~计时器窗口
DestroyTimerDialogBJHint=

//R.TimerDialogDisplay="显示/隐藏计时器窗口(所有玩家) [R]"
//R.TimerDialogDisplay="设置 ",~计时器窗口," 的状态为",~Show/Hide
//R.TimerDialogDisplayHint="计时器窗口不能在地图初始化时显示."

//O.TimerDialogDisplayBJ="显示/隐藏计时器窗口(所有玩家)"
//O.TimerDialogDisplayBJ=~Show/Hide," ",~计时器窗口
//O.TimerDialogDisplayBJHint="计时器窗口不能在地图初始化时显示."

TimerDialogDisplayForPlayerBJ="显示/隐藏计时器窗口(指定玩家)"
TimerDialogDisplayForPlayerBJ=~Show/Hide," ",~计时器窗口," 对 ",~Player
TimerDialogDisplayForPlayerBJHint="计时器窗口不能在地图初始化时显示."

TimerDialogSetTitleBJ="改变计时器窗口标题"
TimerDialogSetTitleBJ="改变 ",~计时器窗口," 的标题为 ",~文字
TimerDialogSetTitleBJHint=

TimerDialogSetTitleColor="改变计时器窗口文字颜色 [R]"
TimerDialogSetTitleColor="改变 ",~计时器窗口," 文字颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为: ",~Transparency
TimerDialogSetTitleColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.TimerDialogSetTitleColorBJ="改变计时器窗口文字颜色 [旧]"
//O.TimerDialogSetTitleColorBJ="改变 ",~计时器窗口," 文字颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.TimerDialogSetTitleColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

TimerDialogSetTimeColor="改变计时器窗口时间颜色 [R]"
TimerDialogSetTimeColor="改变 ",~计时器窗口," 时间颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为: ",~Transparency
TimerDialogSetTimeColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.TimerDialogSetTimeColorBJ="改变计时器窗口时间颜色 [旧]"
//O.TimerDialogSetTimeColorBJ="改变 ",~计时器窗口," 时间颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.TimerDialogSetTimeColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

TimerDialogSetSpeed="设置计时器窗口速率 [R]"
TimerDialogSetSpeed="设置 ",~计时器窗口," 的显示速度为正常的 ",~Factor," 倍"
TimerDialogSetSpeedHint=" 同时计时器显示时间也会随之变化. 就是说60秒的计时器设置为2倍速则显示时间也会变为120秒."


// Camera actions
CameraSetupApplyForceDuration="应用镜头(所有玩家) [R]"
CameraSetupApplyForceDuration="将 ",~镜头," 应用方式设置为 ",~Apply Method," 使用时间 ",~Time," 秒"
CameraSetupApplyForceDurationHint=

CameraSetupApplyForPlayer="应用镜头(指定玩家)"
CameraSetupApplyForPlayer=~Apply Method," ",~镜头," 对 ",~Player," 使用时间 ",~Time," 秒"
CameraSetupApplyForPlayerHint=

PanCameraToTimed="平移镜头(所有玩家) [R]"
PanCameraToTimed="平移玩家镜头到(",~X,",",~Y,"),使用时间 ",~Time," 秒"
PanCameraToTimedHint=

PanCameraToTimedLocForPlayer="平移镜头(指定玩家)"
PanCameraToTimedLocForPlayer="平移 ",~Player," 的镜头到 ",~指定点," ,使用时间 ",~Time," 秒"
PanCameraToTimedLocForPlayerHint=

PanCameraToTimedWithZ="指定高度平移镜头(所有玩家) [R]"
PanCameraToTimedWithZ="平移玩家镜头到(",~X,",",~Y,"),镜头距离地面高度为 ",~Z," ,使用时间 ",~Time," 秒"
PanCameraToTimedWithZHint="在指定移动路径上镜头不会低于地面高度."

PanCameraToTimedLocWithZForPlayer="指定高度平移镜头(指定玩家)"
PanCameraToTimedLocWithZForPlayer="平移 ",~Player," 的镜头到 ",~指定点," ,镜头距离地面高度为 ",~Z," ,使用时间 ",~Time," 秒"
PanCameraToTimedLocWithZForPlayerHint="在指定移动路径上镜头不会低于地面高度."

SmartCameraPanBJ="在必要时平移镜头(指定玩家)"
SmartCameraPanBJ="在必要时平移 ",~Player," 的镜头到 ",~指定点," ,使用时间 ",~Time," 秒"
SmartCameraPanBJHint="如果距离过远则直接跳转镜头,如果过近则不做动作. 一个点泄漏."

SetCameraField="设置镜头属性(所有玩家) [R]"
SetCameraField="设置玩家的镜头属性: ",~Field," 为 ",~数值," ,使用时间 ",~Time," 秒"
SetCameraFieldHint=

SetCameraFieldForPlayer="设置镜头属性(指定玩家)"
SetCameraFieldForPlayer="设置 ",~Player," 的镜头属性: ",~Field," 为 ",~数值," ,使用时间 ",~Time," 秒"
SetCameraFieldForPlayerHint=

SetCameraRotateMode="指定点旋转镜头(所有玩家) [R]"
SetCameraRotateMode="以(",~X,",",~Y,")中心点旋转",~Rad," 弧度, 使用时间: ",~Time," 秒"
SetCameraRotateModeHint=

RotateCameraAroundLocBJ="指定点旋转镜头(指定玩家)"
RotateCameraAroundLocBJ="旋转角度: ",~Angle," 度,中心点: ",~指定点," 指定玩家: ",~Player,"  使用时间: ",~Time," 秒"
RotateCameraAroundLocBJHint=

SetCameraTargetController="锁定镜头到单位(所有玩家) [R]"
SetCameraTargetController="锁定玩家镜头到 ",~单位,", 偏移坐标(",~X,", ",~Y,") ,使用 ",~Rotation Source
SetCameraTargetControllerHint="偏移坐标(X,Y)以单位脚底为原点坐标."

SetCameraTargetControllerNoZForPlayer="锁定镜头到单位(指定玩家)"
SetCameraTargetControllerNoZForPlayer="锁定 ",~Player," 的镜头到 ",~单位,", 偏移坐标(",~X,", ",~Y,") ,使用 ",~Rotation Source
SetCameraTargetControllerNoZForPlayerHint="偏移坐标(X,Y)以单位脚底为原点坐标."

SetCameraOrientController="锁定镜头到单位(固定镜头源)(所有玩家) [R]"
SetCameraOrientController="锁定玩家镜头到 ",~单位,", 偏移坐标(",~X,", ",~Y,")"
SetCameraOrientControllerHint="偏移坐标(X,Y)以单位脚底为原点坐标."

SetCameraOrientControllerForPlayerBJ="锁定镜头到单位(固定镜头源)(指定玩家)"
SetCameraOrientControllerForPlayerBJ="锁定 ",~Player," 的镜头到 ",~单位,", 偏移坐标(",~X,", ",~Y,")"
SetCameraOrientControllerForPlayerBJHint="偏移坐标(X,Y)以单位脚底为原点坐标."

SetCinematicCamera="播放电影镜头(所有玩家) [R]"
SetCinematicCamera="对玩家播放电影镜头: ",~Camera File
SetCinematicCameraHint="在'Objects\CinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询."

SetCinematicCameraForPlayer="播放电影镜头(指定玩家)"
SetCinematicCameraForPlayer="对 ",~Player," 播放电影镜头: ",~Camera File
SetCinematicCameraForPlayerHint="在'Objects\CinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询."

StopCamera="停止播放镜头(所有玩家) [R]"
StopCamera="停止对玩家播放镜头"
StopCameraHint=" 比如在平移镜头的过程中可用该动作来中断平移."

StopCameraForPlayerBJ="停止播放镜头(指定玩家)"
StopCameraForPlayerBJ="停止对 ",~Player," 播放镜头"
StopCameraForPlayerBJHint=" 比如在平移镜头的过程中可用该动作来中断平移."

ResetToGameCamera="重置游戏镜头(所有玩家) [R]"
ResetToGameCamera="重置玩家镜头为游戏默认状态,使用时间 ",~Time," 秒"
ResetToGameCameraHint=

ResetToGameCameraForPlayer="重置游戏镜头(指定玩家)"
ResetToGameCameraForPlayer="重置 ",~Player," 的镜头为游戏默认状态,使用时间 ",~Time," 秒"
ResetToGameCameraForPlayerHint=

CameraSetSmoothingFactorBJ="设置镜头平滑参数"
CameraSetSmoothingFactorBJ="设置镜头平滑参数为 ",~Factor
CameraSetSmoothingFactorBJHint="数值越大,镜头转换越平滑."

CameraResetSmoothingFactorBJ="重置镜头平滑参数"
CameraResetSmoothingFactorBJ="重置镜头平滑参数为游戏默认值"
CameraResetSmoothingFactorBJHint="其实就是设置镜头平滑参数为0."

//CameraSetSourceNoise
//CameraSetTargetNoise

CameraSetSourceNoiseEx="摇晃镜头源(所有玩家) [R]"
CameraSetSourceNoiseEx="摇晃玩家的镜头源, 摇晃幅度: ",~Magnitude," 速率: ",~Velocity," 摇晃方式: ",~方式
CameraSetSourceNoiseExHint="使用'镜头 - 重置镜头'或设置摇晃幅度和速率为0来停止摇晃."

CameraSetSourceNoiseForPlayer="摇晃镜头源(指定玩家)"
CameraSetSourceNoiseForPlayer="摇晃 ",~Player," 的镜头源, 摇晃幅度: ",~Magnitude," 速率: ",~Velocity
CameraSetSourceNoiseForPlayerHint="使用'镜头 - 重置镜头'或'镜头 - 停止摇晃镜头'来停止摇晃."

CameraSetTargetNoiseEx="摇晃镜头目标(所有玩家) [R]"
CameraSetTargetNoiseEx="摇晃玩家的镜头源, 摇晃幅度: ",~Magnitude," 速率: ",~Velocity," 摇晃方式: ",~方式
CameraSetTargetNoiseExHint="使用'镜头 - 重置镜头'或设置摇晃幅度和速率为0来停止摇晃."

CameraSetTargetNoiseForPlayer="摇晃镜头目标(指定玩家)"
CameraSetTargetNoiseForPlayer="摇晃 ",~Player," 的镜头目标, 摇晃幅度: ",~Magnitude," 速率: ",~Velocity
CameraSetTargetNoiseForPlayerHint="使用'镜头 - 重置镜头'或'镜头 - 停止摇晃镜头'来停止摇晃."

CameraSetEQNoiseForPlayer="震动镜头(指定玩家)"
CameraSetEQNoiseForPlayer="震动 ",~Player," 的镜头, 震动幅度: ",~Magnitude
CameraSetEQNoiseForPlayerHint="使用'镜头 - 重置镜头'或'镜头 - 停止震动镜头'来停止震动."

CameraClearNoiseForPlayer="停止摇晃/震动镜头(指定玩家)"
CameraClearNoiseForPlayer="停止 ",~Player," 镜头的摇晃和震动"
CameraClearNoiseForPlayerHint="可以用本地玩家实现对所有玩家停止摇晃/震动镜头."

SetCameraBounds="设置可用镜头区域(所有玩家) [R]"
SetCameraBounds="设置玩家可用镜头区域: 左下角(",~X,",",~Y,"), 左上角(",~X,",",~Y,"), 右上角(",~X,",",~Y,"), 右下角(",~X,",",~Y,")"
SetCameraBoundsHint="该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域."

AdjustCameraBoundsForPlayerBJ="扩张/收缩可用镜头区域(指定玩家)"
AdjustCameraBoundsForPlayerBJ=~Extend/Shrink," ",~Player," 的可用镜头区域, 西: ",~West," ,东 ",~East," ,北: ",~North," ,南: ",~South
AdjustCameraBoundsForPlayerBJHint="该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域."

SetCameraBoundsToRectForPlayerBJ="设置可用镜头区域(指定玩家)"
SetCameraBoundsToRectForPlayerBJ="设置 ",~Player," 的可用镜头区域为 ",~矩形区域
SetCameraBoundsToRectForPlayerBJHint="该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域."

SetCameraQuickPosition="设置空格键转向点(所有玩家) [R]"
SetCameraQuickPosition="设置玩家的空格键转向点为(",~X,",",~Y,")"
SetCameraQuickPositionHint="按下空格键时镜头转向的位置."

SetCameraQuickPositionLocForPlayer="设置空格键转向点(指定玩家)"
SetCameraQuickPositionLocForPlayer="设置 ",~Player," 的空格键转向点为 ",~指定点
SetCameraQuickPositionLocForPlayerHint="按下空格键时镜头转向的位置."


// Visibility actions
//R.FogEnable="启用/禁用战争迷雾 [R]"
//R.FogEnable=~启用/禁用," 战争迷雾"
//R.FogEnableHint=

//O.FogEnableOn="启用战争迷雾"
//O.FogEnableOn="启用战争迷雾"
//O.FogEnableOnHint=

//O.FogEnableOff="禁用战争迷雾"
//O.FogEnableOff="禁用战争迷雾"
//O.FogEnableOffHint=

//R.FogMaskEnable="启用/禁用黑色阴影 [R]"
//R.FogMaskEnable=~启用/禁用," 黑色阴影"
//R.FogMaskEnableHint=

//O.FogMaskEnableOn="启用黑色阴影"
//O.FogMaskEnableOn="启用黑色阴影"
//O.FogMaskEnableOnHint=

//O.FogMaskEnableOff="禁用黑色阴影"
//O.FogMaskEnableOff="禁用黑色阴影"
//O.FogMaskEnableOffHint=

CreateFogModifierRectBJ="创建可见度修正器(矩形区域)"
CreateFogModifierRectBJ="创建一个状态为 ",~Enabled/Disabled," 的可见度修正器给 ",~Player," ,设置 ",~Visibility State," 在 ",~Region
CreateFogModifierRectBJHint="会创建可见度修正器."

CreateFogModifierRadiusLocBJ="创建可见度修正器(圆范围)"
CreateFogModifierRadiusLocBJ="创建一个状态为 ",~Enabled/Disabled," 的可见度修正器给 ",~Player," ,设置 ",~Visibility State," 在圆心为 ",~指定点," 半径为 ",~Radius," 的圆范围"
CreateFogModifierRadiusLocBJHint="会创建可见度修正器."

FogModifierStart="启用可见度修正器"
FogModifierStart="启用 ",~Visibility Modifier
FogModifierStartHint=

FogModifierStop="禁用可见度修正器"
FogModifierStop="禁用 ",~Visibility Modifier
FogModifierStopHint=

DestroyFogModifier="删除可见度修正器"
DestroyFogModifier="删除 ",~Visibility Modifier
DestroyFogModifierHint=

SetFogStateRect="设置地图迷雾(矩形区域) [R]"
SetFogStateRect="为 ",~玩家," 设置 ",~FogStateVisible," 在 ",~矩形区域," (对盟友 ",~共享," 视野)"
SetFogStateRectHint=

SetFogStateRadius="设置地图迷雾(圆范围) [R]"
SetFogStateRadius="为 ",~玩家," 设置 ",~FogStateVisible," 在圆心为(",~X,",",~Y,") 半径为 ",~数值," 的范围, (对盟友 ",~共享," 视野)"
SetFogStateRadiusHint=


// Destructable actions
CreateDestructableLoc="创建可破坏物"
CreateDestructableLoc="创建 ",~可破坏物类型," 在 ",~指定点," ,面向角度: ",~Direction," 尺寸缩放: ",~Scale," 样式: ",~Variation
CreateDestructableLocHint="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'最后创建的可破坏物'来获取创建的物体."

CreateDeadDestructableLocBJ="创建可破坏物(死亡)"
CreateDeadDestructableLocBJ="创建死亡的 ",~可破坏物类型," 在 ",~指定点," ,面向角度: ",~Direction," 尺寸缩放: ",~Scale," 样式: ",~Variation
CreateDeadDestructableLocBJHint="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'最后创建的可破坏物'来获取创建的物体."

KillDestructable="杀死"
KillDestructable="杀死 ",~可破坏物
KillDestructableHint=

RemoveDestructable="删除"
RemoveDestructable="删除 ",~可破坏物
RemoveDestructableHint=

DestructableRestoreLife="复活"
DestructableRestoreLife="复活 ",~可破坏物," 并设置生命值为 ",~Value," , ",~Show/Hide," 复活动画"
DestructableRestoreLifeHint=

//R.ShowDestructable="显示/隐藏 [R]"
//R.ShowDestructable="设置 ",~可破坏物," 的状态为 ",~Show/Hide
//R.ShowDestructableHint="隐藏的可破坏物不被显示,但仍影响通行和视线."

//O.ShowDestructableBJ="显示/隐藏"
//O.ShowDestructableBJ=~Show/Hide," ",~可破坏物
//O.ShowDestructableBJHint="隐藏的可破坏物不被显示,但仍影响通行和视线."

SetDestructableLifePercentBJ="设置生命值(百分比)"
SetDestructableLifePercentBJ="设置 ",~可破坏物," 的生命值为 ",~Percent,"%"
SetDestructableLifePercentBJHint=

SetDestructableLife="设置生命值(指定值)"
SetDestructableLife="设置 ",~可破坏物," 的生命值为 ",~Value
SetDestructableLifeHint=

SetDestructableMaxLifeBJ="设置最大生命值"
SetDestructableMaxLifeBJ="设置 ",~可破坏物," 的最大生命值为 ",~Value
SetDestructableMaxLifeBJHint=

ModifyGateBJ="打开/关闭/破坏大门"
ModifyGateBJ=~Open/Close/Destroy," ",~大门
ModifyGateBJHint=

ChangeElevatorWalls="打开/关闭升降机墙壁"
ChangeElevatorWalls=~Open/Close," ",~Walls," 对 ",~升降机
ChangeElevatorWallsHint="存在10~30个局部变量泄漏."

ChangeElevatorHeight="设置升降机高度"
ChangeElevatorHeight="设置 ",~升降机," 的高度为 ",~Height
ChangeElevatorHeightHint=

SetDestructableInvulnerableBJ="设置无敌/可攻击"
SetDestructableInvulnerableBJ="设置 ",~可破坏物," ",~Invulnerable/Vulnerable
SetDestructableInvulnerableBJHint=

SetDestructableOccluderHeight="设置闭塞高度"
SetDestructableOccluderHeight="设置 ",~可破坏物," 的闭塞高度为 ",~Height
SetDestructableOccluderHeightHint=

EnumDestructablesInRectAllMultiple="选取矩形区域内可破坏物做动作(多个动作)"
EnumDestructablesInRectAllMultiple="选取 ",~矩形区域," 内所有可破坏物做动作"
EnumDestructablesInRectAllMultipleHint="组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行."

EnumDestructablesInCircleBJMultiple="选取指定点范围内可破坏物做动作(多个动作)"
EnumDestructablesInCircleBJMultiple="选取 ",~Radius," 范围以 ",~指定点," 为中心的区域内所有可破坏物做动作(多个动作)"
EnumDestructablesInCircleBJMultipleHint="组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行. 也是矩形区域,不建议使用该功能."

EnumDestructablesInRectAll="选取矩形区域内可破坏物做动作"
EnumDestructablesInRectAll="选取 ",~矩形区域," 内所有可破坏物 ",~做动作
EnumDestructablesInRectAllHint="组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行."

EnumDestructablesInCircleBJ="选取指定点范围内可破坏物做动作"
EnumDestructablesInCircleBJ="选取 ",~Radius," 范围以 ",~指定点,"为中心的区域内所有可破坏物 ",~做动作
EnumDestructablesInCircleBJHint="组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行. 也是矩形区域,不建议使用该功能."


// Leaderboard actions
CreateLeaderboardBJ="创建"
CreateLeaderboardBJ="对 ",~玩家组," 创建排行榜,使用标题: ",~文字
CreateLeaderboardBJHint="排行榜不能在地图初始化时显示. 标题为空则不显示标题栏."

DestroyLeaderboardBJ="删除"
DestroyLeaderboardBJ="删除 ",~排行榜
DestroyLeaderboardBJHint=

LeaderboardClear="清空 [R]"
LeaderboardClear="清空 ",~排行榜
LeaderboardClearHint="清空排行榜中所有内容."

LeaderboardSortItemsBJ="排序"
LeaderboardSortItemsBJ="将 ",~排行榜," 按 ",~Field," 使用 ",~Ascending/Descending," 排列"
LeaderboardSortItemsBJHint=

//R.LeaderboardDisplay="显示/隐藏 [R]"
//R.LeaderboardDisplay="设置 ",~排行榜," ",~Show/Hide,
//R.LeaderboardDisplayHint="排行榜不能在地图初始化时显示."

//O.LeaderboardDisplayBJ="显示/隐藏"
//O.LeaderboardDisplayBJ=~Show/Hide," ",~排行榜
//O.LeaderboardDisplayBJHint="排行榜不能在地图初始化时显示."

PlayerSetLeaderboard="设置玩家使用的排行榜 [R]"
PlayerSetLeaderboard="设置 ",~Player," 使用 ",~排行榜
PlayerSetLeaderboardHint="每个玩家只能显示一个排行榜."

LeaderboardSetLabelBJ="设置标题"
LeaderboardSetLabelBJ="设置 ",~Leaderboard," 的标题为 ",~文字
LeaderboardSetLabelBJHint=

LeaderboardSetLabelColor="设置文字颜色 [R]"
LeaderboardSetLabelColor="设置 ",~Leaderboard," 的文字颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为: ",~Transparency
LeaderboardSetLabelColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.LeaderboardSetLabelColorBJ="设置文字颜色 [旧]"
//O.LeaderboardSetLabelColorBJ="设置 ",~Leaderboard," 的文字颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.LeaderboardSetLabelColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

LeaderboardSetValueColor="设置数值颜色 [R]"
LeaderboardSetValueColor="设置 ",~Leaderboard," 的数值颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为: ",~Transparency
LeaderboardSetValueColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.LeaderboardSetValueColorBJ="设置数值颜色 [旧]"
//O.LeaderboardSetValueColorBJ="设置 ",~Leaderboard," 的数值颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.LeaderboardSetValueColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

LeaderboardSetStyleBJ="设置显示样式"
LeaderboardSetStyleBJ="设置 ",~Leaderboard," 的显示样式: ",~Show/Hide," 标题, ",~Show/Hide," 文字, ",~Show/Hide," 分数, ",~Show/Hide," 图标"
LeaderboardSetStyleBJHint=

LeaderboardAddItemBJ="添加玩家"
LeaderboardAddItemBJ="添加 ",~Player," 到 ",~Leaderboard," ,使用名字: ",~文字," 设置分数: ",~Value
LeaderboardAddItemBJHint=

LeaderboardRemovePlayerItemBJ="移除玩家"
LeaderboardRemovePlayerItemBJ="把 ",~Player," 从 ",~Leaderboard," 移除"
LeaderboardRemovePlayerItemBJHint=

LeaderboardSetPlayerItemLabelBJ="改变玩家名字"
LeaderboardSetPlayerItemLabelBJ="设置 ",~Player," 在 ",~Leaderboard," 中的名字为 ",~文字
LeaderboardSetPlayerItemLabelBJHint=

LeaderboardSetPlayerItemLabelColorBJ="改变玩家名字颜色"
LeaderboardSetPlayerItemLabelColorBJ="设置 ",~Player," 在 ",~Leaderboard," 中的名字颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
LeaderboardSetPlayerItemLabelColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

LeaderboardSetPlayerItemValueBJ="改变玩家分数"
LeaderboardSetPlayerItemValueBJ="设置 ",~Player," 在 ",~Leaderboard," 中的分数为: ",~Value
LeaderboardSetPlayerItemValueBJHint=

LeaderboardSetPlayerItemValueColorBJ="改变玩家分数颜色"
LeaderboardSetPlayerItemValueColorBJ="设置 ",~Player," 在 ",~Leaderboard," 中的分数颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
LeaderboardSetPlayerItemValueColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

LeaderboardSetPlayerItemStyleBJ="设置玩家显示样式"
LeaderboardSetPlayerItemStyleBJ="设置 ",~Player," 在 ",~Leaderboard," 中的显示样式: ",~Show/Hide," 名字, ",~Show/Hide," 分数, ",~Show/Hide," 图标"
LeaderboardSetPlayerItemStyleBJHint=


// Text Tag actions
CreateTextTagLocBJ="创建漂浮文字(指定点)"
CreateTextTagLocBJ="创建漂浮文字: ",~文字," 在 ",~指定点," ,Z轴高度: ",~Z," ,字体大小: ",~Size," ,颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) ,透明度: ",~Transparency,"%"
CreateTextTagLocBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

CreateTextTagUnitBJ="创建漂浮文字(指定单位)"
CreateTextTagUnitBJ="创建漂浮文字:",~文字," 在 ",~单位," 头顶Z轴偏移 ",~Z," 处,字体大小: ",~Size," ,颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) ,透明度: ",~Transparency,"%"
CreateTextTagUnitBJHint="该方式创建的漂浮文字并不会跟随单位一起移动.  颜色格式为(红,绿,蓝). 透明度100%是不可见的."

DestroyTextTagBJ="删除"
DestroyTextTagBJ="删除 ",~Floating Text
DestroyTextTagBJHint=" 游戏最多允许存在100个漂浮文字. 当超过范围时新创建的漂浮文字会直接替换最后一个漂浮文字,导致只能显示一个漂浮文字的状况. 所以请及时删除不再使用的漂浮文字."

SetTextTagVisibility="显示/隐藏(所有玩家) [R]"
SetTextTagVisibility="对所有玩家 ",~Show/Hide," ",~Floating Text
SetTextTagVisibilityHint=

ShowTextTagForceBJ="显示/隐藏(指定玩家组)"
ShowTextTagForceBJ=~Show/Hide," ",~Floating Text," 对 ",~玩家组
ShowTextTagForceBJHint=

//N.SetTextTagVelocity="设置速率 [R]"
//N.SetTextTagVelocity="设置 ",~Floating Text," 的X轴速率: ",~XSpeed," ,Y轴速率: ",~YSpeed
//N.SetTextTagVelocityHint="对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动. 这里的1约等于游戏中的1800速度."

SetTextTagVelocityBJ="设置速率"
SetTextTagVelocityBJ="设置 ",~Floating Text," 的移动速率为 ",~Speed," ,方向为 ",~Angle," 度"
SetTextTagVelocityBJHint="对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动. 方向采用角度制,0度为正东方向,90度为正北方向."

SetTextTagColor="改变颜色 [R]"
SetTextTagColor="改变 ",~Floating Text," 的颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为 ",~Transparency
SetTextTagColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//O.SetTextTagColorBJ="改变颜色 [旧]"
//O.SetTextTagColorBJ="改变 ",~Floating Text," 的颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.SetTextTagColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

SetTextTagPos="改变位置(指定坐标) [R]"
SetTextTagPos="改变 ",~Floating Text," 的位置为(",~X,",",~Y,") ,Z轴高度为 ",~Z

SetTextTagPosBJ="改变位置(指定点)"
SetTextTagPosBJ="改变 ",~Floating Text," 的位置为 ",~指定点," ,Z轴高度为 ",~Z
SetTextTagPosBJHint=

SetTextTagPosUnitBJ="改变位置(指定单位)"
SetTextTagPosUnitBJ="改变 ",~Floating Text," 的位置到 ",~单位," 头顶Z轴偏移 ",~Z," 处"
SetTextTagPosUnitBJHint=

//N.SetTextTagText="改变文字 [R]"
//N.SetTextTagText="改变 ",~Floating Text," 的内容为 ",~文字," ,字体大小: ",~Size
//N.SetTextTagTextHint="采用原始字体大小单位. 字体大小不能超过0.5."

SetTextTagTextBJ="改变文字"
SetTextTagTextBJ="改变 ",~Floating Text," 的内容为 ",~文字," ,字体大小: ",~Size
SetTextTagTextBJHint=

SetTextTagSuspendedBJ="暂停/恢复"
SetTextTagSuspendedBJ="设置 ",~Floating Text," : ",~Enable/Disable," 暂停状态"
SetTextTagSuspendedBJHint="暂停状态暂停漂浮文字的移动和生命计时."

SetTextTagPermanentBJ="设置永久性"
SetTextTagPermanentBJ="设置 ",~Floating Text," : ",~Enable/Disable," 永久显示."
SetTextTagPermanentBJHint=

SetTextTagLifespanBJ="设置生命周期"
SetTextTagLifespanBJ="设置 ",~Floating Text," 的生命周期为 ",~Time," 秒"
SetTextTagLifespanBJHint="该动作并不影响永久性漂浮文字. 当生命周期到期时,系统会自动清除该漂浮文字."

SetTextTagFadepointBJ="设置消逝时间点"
SetTextTagFadepointBJ="设置 ",~Floating Text," 的消逝时间点为 ",~Time," 秒"
SetTextTagFadepointBJHint="该动作并不影响永久性漂浮文字. 当漂浮文字存在时间到达该值时会开始淡化消逝."

SetTextTagAgeBJ="设置已存在时间"
SetTextTagAgeBJ="设置 ",~Floating Text," 的已存在时间为 ",~Time," 秒"
SetTextTagAgeBJHint="该动作并不影响永久性漂浮文字. "


// Region actions
RegionAddRect="添加区域 [R]"
RegionAddRect="对 ",~不规则区域," 添加 ",~矩形区域
RegionAddRectHint=

RegionClearRect="移除区域 [R]"
RegionClearRect="在 ",~不规则区域," 中移除 ",~矩形区域
RegionClearRectHint=

RegionAddCell="添加单元点(指定坐标) [R]"
RegionAddCell="对 ",~不规则区域," 添加单元点: (",~X,",",~Y,")"
RegionAddCellHint=单元点大小为32x32.

RegionAddCellAtLoc="添加单元点(指定点) [R]"
RegionAddCellAtLoc="对 ",~不规则区域," 添加单元点: ",~点
RegionAddCellAtLocHint=单元点大小为32x32.

RegionClearCell="移除单元点(指定坐标) [R]"
RegionClearCell="在 ",~不规则区域," 中移除单元点: (",~X,",",~Y,")"
RegionClearCellHint=单元点大小为32x32.

RegionClearCellAtLoc="移除单元点(指定点) [R]"
RegionClearCellAtLoc="在 ",~不规则区域," 中移除单元点: ",~点
RegionClearCellAtLocHint=单元点大小为32x32.

RemoveRegion="删除不规则区域 [R]"
RemoveRegion="删除 ",~不规则区域
RemoveRegionHint=


// Rect actions
SetRect="设置矩形区域(指定坐标) [R]"
SetRect="重新设置 ",~矩形区域," ,左下角坐标为(",~X,",",~Y,"), 右上角坐标为(",~X,",",~Y,")"
SetRectHint="该区域必须是一个变量. 重新设置矩形区域的大小和位置."

SetRectFromLoc="设置矩形区域(指定点) [R]"
SetRectFromLoc="重新设置 ",~矩形区域," ,左下角点为 ",~点," 右上角点为 ",~点
SetRectFromLocHint="该区域必须是一个变量. 重新设置矩形区域的大小和位置."

MoveRectTo="移动矩形区域(指定坐标) [R]"
MoveRectTo="移动 ",~矩形区域," 到(",~X,",",~Y,")"
MoveRectToHint="该区域必须是一个变量. 目标点将作为该区域的新中心点."


MoveRectToLoc="移动矩形区域(指定点)"
MoveRectToLoc="移动 ",~矩形区域," 到 ",~目标点
MoveRectToLocHint="该区域必须是一个变量. 目标点将作为该区域的新中心点."

RemoveRect="删除矩形区域 [R]"
RemoveRect="删除 ",~矩形区域
RemoveRectHint=


// Quest actions
QuestMessageBJ="发送任务信息"
QuestMessageBJ="对 ",~玩家组," 发送 ",~Quest Message Type," 信息: ",~文字
QuestMessageBJHint=

CreateQuestBJ="创建任务"
CreateQuestBJ="创建一个 ",~Quest Type," 任务,标题: ",~文字," 任务说明: ",~文字," 任务图标: ",~Icon Path
CreateQuestBJHint=

DestroyQuestBJ="删除任务"
DestroyQuestBJ="删除 ",~Quest
DestroyQuestBJHint="被删除的任务将不再显示在任务列表."

//R.QuestSetEnabled="启用/禁用任务 [R]"
//R.QuestSetEnabled="设置 ",~Quest," ",~Enable/Disable
//R.QuestSetEnabledHint="被禁用的任务将不会显示在任务列表."

//O.QuestSetEnabledBJ="启用/禁用任务"
//O.QuestSetEnabledBJ=~Enable/Disable," ",~Quest
//O.QuestSetEnabledBJHint="被禁用的任务将不会显示在任务列表."

QuestSetCompletedBJ="设置任务完成"
QuestSetCompletedBJ="设置 ",~Quest," ",~Completed/Incomplete
QuestSetCompletedBJHint=

QuestSetFailedBJ="设置任务失败"
QuestSetFailedBJ="设置 ",~Quest," ",~Failed/Not Failed
QuestSetFailedBJHint=

QuestSetDiscoveredBJ="设置任务被发现"
QuestSetDiscoveredBJ="设置 ",~Quest," ",~Discovered/Undiscovered
QuestSetDiscoveredBJHint=

QuestSetTitleBJ="设置任务标题"
QuestSetTitleBJ="设置 ",~Quest," 的标题为 ",~文字
QuestSetTitleBJHint=

QuestSetDescriptionBJ="设置任务说明"
QuestSetDescriptionBJ="设置 ",~Quest," 的任务说明为: ",~文字
QuestSetDescriptionBJHint=

CreateQuestItemBJ="创建任务项目"
CreateQuestItemBJ="为 ",~Quest," 创建一个任务项目: ",~文字
CreateQuestItemBJHint=

QuestItemSetCompletedBJ="设置任务项目完成"
QuestItemSetCompletedBJ="设置 ",~Quest Requirement," ",~Completed/Incomplete
QuestItemSetCompletedBJHint=

QuestItemSetDescriptionBJ="改变任务项目说明"
QuestItemSetDescriptionBJ="改变 ",~Quest Requirement," 的说明为: ",~文字
QuestItemSetDescriptionBJHint=

CreateDefeatConditionBJ="创建失败条件"
CreateDefeatConditionBJ="创建失败条件: ",~文字
CreateDefeatConditionBJHint="失败条件会在每个任务中显示."

DestroyDefeatConditionBJ="删除失败条件"
DestroyDefeatConditionBJ="删除 ",~Defeat Condition
DestroyDefeatConditionBJHint="被删除的失败条件会从每个任务中移除."

DefeatConditionSetDescriptionBJ="改变失败条件说明"
DefeatConditionSetDescriptionBJ="改变 ",~Defeat Condition," 的说明为: ",~文字
DefeatConditionSetDescriptionBJHint=

FlashQuestDialogButtonBJ="闪动任务按钮"
FlashQuestDialogButtonBJ="闪动任务按钮"
FlashQuestDialogButtonBJHint=


// Lightning actions
AddLightningLoc="创建"
AddLightningLoc="创建一道 ",~Type," 闪电效果,从 ",~点," 到 ",~点
AddLightningLocHint=

DestroyLightningBJ="删除"
DestroyLightningBJ="删除 ",~Lightning
DestroyLightningBJHint=

//MoveLightning

MoveLightningEx="移动(指定坐标) [R]"
MoveLightningEx="移动 ",~Lightning," 到新位置,(",~Boolean," 检查可见性) 新起始点: (",~X,",",~Y,",",~Z,") 新终结点: (",~X,",",~Y,",",~Z,")
MoveLightningExHint="可指定Z坐标. 允许检查可见性则在指定起始点和终结点都不可见时将不移动闪电效果."

MoveLightningLoc="移动(指定点)"
MoveLightningLoc="移动 ",~Lightning," ,使其连接 ",~点," 到 ",~点
MoveLightningLocHint=

SetLightningColorBJ="改变颜色"
SetLightningColorBJ="改变 ",~Lightning," 的颜色值为(",~Red," ",~Green," ",~Blue,") Alpha通道值为 ",~Alpha
SetLightningColorBJHint="颜色格式为(红,绿,蓝). 颜色和Alpha通道值取值范围0-1. Alpha通道值为0即完全透明."


// Sound actions
PlaySoundBJ="播放音效"
PlaySoundBJ="播放 ",~音效
PlaySoundBJHint="音效不能在地图初始化时播放. 注意3D音效必须指定地点播放."

PlaySoundAtPointBJ="播放3D音效(指定点)"
PlaySoundAtPointBJ="播放 ",~3D音效," ,音量: ",~Volume,"% 播放位置: ",~指定点," Z轴高度: ",~Z
PlaySoundAtPointBJHint="音效不能在地图初始化时播放. 该动作只能用于播放3D音效."

PlaySoundOnUnitBJ="播放3D音效(跟随单位)"
PlaySoundOnUnitBJ="播放 ",~3D音效," ,音量: ",~Volume,"%, 跟随单位: ",~目标单位
PlaySoundOnUnitBJHint="音效不能在地图初始化时播放. 该动作只能用于播放3D音效."

PlaySoundFromOffsetBJ="跳播音效"
PlaySoundFromOffsetBJ="播放 ",~音效,",音量: ",~Volume,"%,跳过开始 ",~Offset," 秒"
PlaySoundFromOffsetBJHint="音效不能在地图初始化时播放.该动作不能用于3D音效."

StopSoundBJ="停止音效"
StopSoundBJ="停止播放 ",~音效," ",~After Fading/Immediately
StopSoundBJHint=

KillSoundWhenDoneBJ="删除音效"
KillSoundWhenDoneBJ="删除 ",~音效
KillSoundWhenDoneBJHint="如果音效正在播放则在播放结束时删除."

//R.SetSoundVolume="设置音效音量 [R]"
//R.SetSoundVolume="设置 ",~音效," 的音量为 ",~Volume
//R.SetSoundVolumeHint="音量取值范围0-127."

//O.SetSoundVolumeBJ="设置音效音量"
//O.SetSoundVolumeBJ="设置 ",~音效," 的音量为 ",~Volume,"%"
//O.SetSoundVolumeBJHint=

//R.SetSoundPlayPosition="设置音效播放时间点 [R]"
//R.SetSoundPlayPosition="设置 ",~音效," 的播放时间点为 ",~Offset," 毫秒"
//R.SetSoundPlayPositionHint="音效必须是正在播放的. 不能用于3D音效."

//O.SetSoundOffsetBJ="设置音效播放时间点"
//O.SetSoundOffsetBJ="设置播放时间点为 ",~Offset," 秒对 ",~音效
//O.SetSoundOffsetBJHint="音效必须是正在播放的. 不能用于3D音效."

SetSoundDistanceCutoffBJ="设置声音截断距离"
SetSoundDistanceCutoffBJ="设置 ",~音效," 的截断距离为 ",~数值
SetSoundDistanceCutoffBJHint="地图距离,玩家镜头距离音源超过该范围则切断声音."

SetSoundPitchBJ="设置声音速率"
SetSoundPitchBJ="设置 ",~音效," 的速率为 ",~数值
SetSoundPitchBJHint="表示正常速率的倍数."

AttachSoundToUnitBJ="绑定单位"
AttachSoundToUnitBJ="将 ",~3D音效," 绑定到 ",~单位
AttachSoundToUnitBJHint="该动作仅用于3D音效."

SetSoundPosition="设置3D音效位置(指定坐标) [R]"
SetSoundPosition="设置 ",~3D音效," 的播放位置为(",~X,",",~Y,"), Z轴高度为 ",~Z
SetSoundPosition="该动作仅用于3D音效."

SetSoundPositionLocBJ="设置3D音效位置(指定点)"
SetSoundPositionLocBJ="设置 ",~3D音效," 的播放位置为 ",~指定点," Z轴高度为 ",~Z
SetSoundPositionLocBJHint="该动作仅用于3D音效."

SetSoundDistances="设置3D音效衰减范围"
SetSoundDistances="设置 ",~3D音效," 的衰减最小范围: ",~数值," 最大范围: ",~数值
SetSoundDistancesHint="该动作仅用于3D音效. 注意不一定要达到最大范围,音量衰减到一定程度也会变没的."

SetStackedSoundBJ="添加/删除区域音效"
SetStackedSoundBJ=~Add/Remove," ",~3D音效," 到 ",~矩形区域
SetStackedSoundBJHint="该动作仅用于3D音效."

SetAmbientDaySound="使用白天环境音效"
SetAmbientDaySound="使用 ",~Theme," 白天环境音效"
SetAmbientDaySoundHint=

SetAmbientNightSound="使用夜晚环境音效"
SetAmbientNightSound="使用 ",~Theme," 夜晚环境音效"
SetAmbientNightSoundHint=

EnableDawnDusk="允许/禁止昼夜交替音效"
EnableDawnDusk=~Enable/Disable," 昼夜交替音效"
EnableDawnDuskHint=

//R.SetMapMusic="设置背景音乐列表 [R]"
//R.SetMapMusic="设置背景音乐列表为: ",~Music," , ",~允许/禁止," 随机播放, 开始播放序号为 ",~Index
//R.SetMapMusicHint="可指定播放文件或播放目录."

//O.SetMapMusicIndexedBJ="设置背景音乐列表(指定播放)"
//O.SetMapMusicIndexedBJ="设置背景音乐列表为: ",~Music," ,播放序号: ",~Index
//O.SetMapMusicIndexedBJHint="可指定播放文件或播放目录."

//O.SetMapMusicRandomBJ="设置背景音乐列表(随机播放)"
//O.SetMapMusicRandomBJ="设置背景音乐列表为: ",~Music," ,随机播放"
//O.SetMapMusicRandomBJHint="可指定播放文件或播放目录."

ClearMapMusicBJ="清空背景音乐列表"
ClearMapMusicBJ="清空背景音乐列表"
ClearMapMusicBJHint=

//PlayMusic
//PlayMusicEx

PlayMusicBJ="播放背景音乐"
PlayMusicBJ="播放 ",~背景音乐
PlayMusicBJHint=

PlayMusicExBJ="跳播背景音乐"
PlayMusicExBJ="播放 ",~背景音乐," ,跳过开始 ",~Offset," 秒,淡入时间: ",~Fade Time," 秒"
PlayMusicExBJHint=

StopMusicBJ="停止背景音乐"
StopMusicBJ="停止背景音乐 ",~After Fading/Immediately
StopMusicBJHint=

ResumeMusicBJ="恢复背景音乐"
ResumeMusicBJ="恢复背景音乐"
ResumeMusicBJHint=

//R.SetMusicVolume="设置背景音乐音量 [R]"
//R.SetMusicVolume="设置背景音乐音量为 ",~Volume
//R.SetMusicVolumeHint="音量取值范围为0-127."

//O.SetMusicVolumeBJ="设置背景音乐音量"
//O.SetMusicVolumeBJ="设置背景音乐音量为 ",~Volume,"%"
//O.SetMusicVolumeBJHint=

//R.SetMusicPlayPosition="设置背景音乐播放时间点 [R]"
//R.SetMusicPlayPosition="设置当前背景音乐的播放时间点为 ",~Offset," 毫秒"
//R.SetMusicPlayPositiontHint=

//O.SetMusicOffsetBJ="设置背景音乐播放时间点"
//O.SetMusicOffsetBJ="设置当前背景音乐的播放时间点为 ",~Offset," 秒"
//O.SetMusicOffsetBJHint=

PlayThematicMusicBJ="播放主题音乐"
PlayThematicMusicBJ="播放 ",~Music Theme," 主题音乐"
PlayThematicMusicBJHint="播放主题音乐一次,然后恢复原来的音乐."

//R.PlayThematicMusicEx="跳播主题音乐 [R]"
//R.PlayThematicMusicEx="播放 ",~Music Theme," 主题音乐,跳过开始 ",~Offset," 毫秒"
//R.PlayThematicMusicExBJHint="播放主题音乐一次,然后恢复原来的音乐."

//O.PlayThematicMusicExBJ="跳播主题音乐"
//O.PlayThematicMusicExBJ="播放 ",~Music Theme," 主题音乐,跳过开始 ",~Offset," 秒"
//O.PlayThematicMusicExBJHint="播放主题音乐一次,然后恢复原来的音乐."

EndThematicMusicBJ="停止主题音乐"
EndThematicMusicBJ="停止正在播放的主题音乐"
EndThematicMusicBJHint=

//R.SetThematicMusicPlayPosition="设置主题音乐播放时间点 [R]"
//R.SetThematicMusicPlayPosition="设置当前主题音乐播放时间点为 ",~Offset," 毫秒"
//R.SetThematicMusicPlayPositionHint=

//O.SetThematicMusicOffsetBJ="设置主题音乐播放时间点"
//O.SetThematicMusicOffsetBJ="设置当前主题音乐播放时间点为 ",~Offset," 秒"
//O.SetThematicMusicOffsetBJHint=

//R.VolumeGroupSetVolume="设置多通道音量 [R]"
//R.VolumeGroupSetVolume="设置 ",~Volume Channel," 的音量为 ",~Volume
//R.VolumeGroupSetVolumeHint="音量取值范围0-1."

//O.VolumeGroupSetVolumeBJ="设置多通道音量"
//O.VolumeGroupSetVolumeBJ="设置 ",~Volume Channel," 的音量为 ",~Volume,"%"
//O.VolumeGroupSetVolumeBJHint=

SetCineModeVolumeGroupsBJ="设置电影多通道音量环境"
SetCineModeVolumeGroupsBJ="设置多通道音量为电影模式"
SetCineModeVolumeGroupsBJHint=

SetSpeechVolumeGroupsBJ="设置语音多通道音量环境"
SetSpeechVolumeGroupsBJ="设置多通道音量为语音模式"
SetSpeechVolumeGroupsBJHint="语音模式即电影的播送单位消息功能."

VolumeGroupResetBJ="重置多通道音量"
VolumeGroupResetBJ="重置所有通道音量为预设值."


// Special Effect actions
AddSpecialEffectLocBJ="创建特效(指定点)"
AddSpecialEffectLocBJ="在 ",~指定点," 创建特效: ",~Model File
AddSpecialEffectLocBJHint=

AddSpecialEffectTargetUnitBJ="创建特效(绑定单位)"
AddSpecialEffectTargetUnitBJ="创建并绑定特效到 ",~Attachment Point," 对 ",~单位," ,使用模型: ",~Model File
AddSpecialEffectTargetUnitBJHint=

DestroyEffectBJ="删除特效"
DestroyEffectBJ="删除 ",~Special Effect
DestroyEffectBJHint=


// Image actions
CreateImageBJ="创建"
CreateImageBJ="使用图像: ",~Image," 大小: ",~Size," 创建点: ",~指定点," Z轴偏移: ",~Z," 图像类型: ",~Type
CreateImageBJHint="使用'图像 - 设置永久渲染状态'才能显示图像. 创建点作为图像的左下角位置. 该功能存在Bug,会在图像上和右面多出256象素. 所以需要支持Alpha通道的图像且上和右面最后一行像素为透明才能完美显示."

DestroyImage="删除"
DestroyImage="删除 ",~图像
DestroyImageHint=

//R.ShowImage="显示/隐藏 [R]"
//R.ShowImage="设置 ",~Image," ",~Show/Hide
//R.ShowImageHint=

//O.ShowImageBJ="显示/隐藏"
//O.ShowImageBJ=~Show/Hide," ",~Image
//O.ShowImageBJHint=

SetImageConstantHeight="设置高度"
SetImageConstantHeight="设置 ",~Image," ",~Enable/Disable," Z轴显示,并设置高度为 ",~Height
SetImageConstantHeightHint="实际显示高度为图像高度+Z轴偏移. 只有允许Z轴显示时才有效."

SetImagePosition="改变位置(指定坐标) [R]"
SetImagePosition="改变 ",~Image," 的位置为(",~X,",",~Y,"),Z轴偏移为 ",~Z
SetImagePositionHint="指图像的左下角位置."

SetImagePositionBJ="改变位置(指定点)"
SetImagePositionBJ="改变 ",~Image," 的位置为 ",~Position," ,Z轴偏移为 ",~Z
SetImagePositionBJHint="指图像的左下角位置."

SetImageColor="改变颜色 [R]"
SetImageColor="设置 ",~Image," 的颜色值为(",~Red,",",~Green,",",~Blue,") Alpha值为 ",~Alpha
SetImageColorHint="颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围0-255."

//O.SetImageColorBJ="改变颜色"
//O.SetImageColorBJ="设置 ",~Image," 的颜色值为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"
//O.SetImageColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

SetImageRender="设置渲染状态"
SetImageRender="设置 ",~Image," : ",~Enable/Disable," 显示状态"
SetImageRenderHint="未发现有任何作用."

SetImageRenderAlways="设置永久渲染状态"
SetImageRenderAlways="设置 ",~Image," : ",~Enable/Disable," 永久显示状态"
SetImageRenderAlwaysHint="要显示图像则必须开启该项."

SetImageAboveWater="水面显示状态"
SetImageAboveWater="设置 ",~Image," : ",~Enable/Disable," 水面显示, ",~Enable/Disable," 水的Alpha通道"
SetImageAboveWaterHint="前者设置图像在水面或是水底显示. 后者设置图像是否受水的Alpha通道影响. "

SetImageType="改变类型"
SetImageType="改变 ",~Image," 类型为 ",~Type
SetImageTypeHint=


// Player actions
SetPlayerState="设置属性"
SetPlayerState="设置 ",~Player," 的 ",~Property," 为 ",~Value
SetPlayerStateHint=

AdjustPlayerStateBJ="增加属性"
AdjustPlayerStateBJ="增加 ",~Value," ",~Player," 的 ",~Property
AdjustPlayerStateBJHint="使用负数来减少."

//R.SetPlayerFlag="开启/关闭玩家参数 [R]"
//R.SetPlayerFlag="设置 ",~Player," 属性: ",~Player Flag," ",~On/Off
//R.SetPlayerFlagHint=""开启玩家12的'给与奖励'表示杀死玩家12单位会获得金钱奖励."

//O.SetPlayerFlagBJ="开启/关闭玩家参数"
//O.SetPlayerFlagBJ="设置 ",~Player Flag," ",~On/Off," 对 ",~Player
//O.SetPlayerFlagBJHint=""开启玩家12的'给与奖励'表示杀死玩家12单位会获得金钱奖励."

//R.SetPlayerTaxRate="设置所得税 [R]"
//R.SetPlayerTaxRate="设置 ",~Player," 交纳给 ",~Player," 的 ",~Resource," 所得税为 ",~Rate," %"
//R.SetPlayerTaxRateHint="缴纳所得税所损失的资源可以通过'玩家得分'的'税务损失的黄金/木材'来获取. 所得税最高为100%. 且玩家1对玩家2和玩家3都交纳80%所得税.则玩家1采集黄金时将给玩家2 8黄金,玩家3 2黄金."

//O.SetPlayerTaxRateBJ="设置所得税"
//O.SetPlayerTaxRateBJ="设置 ",~Rate," %的 ",~Resource," 所得税, ",~Player," 交纳给 ",~Player
//O.SetPlayerTaxRateBJHint="缴纳所得税所损失的资源可以通过'玩家得分'的'税务损失的黄金/木材'来获取. 所得税最高为100%. 且玩家1对玩家2和玩家3都交纳80%所得税.则玩家1采集黄金时将给玩家2 8黄金,玩家3 2黄金."

EnableCreepSleepBJ="允许/禁止中立生物睡眠"
EnableCreepSleepBJ=~Enable/Disable," 中立生物睡眠"
EnableCreepSleepBJHint="只影响夜晚的睡眠. 不影响催眠魔法."

SetPlayerAllianceStateBJ="设置联盟状态"
SetPlayerAllianceStateBJ="命令 ",~Player," 设置对 ",~Player," 的联盟状态为 ",~Alliance Setting
SetPlayerAllianceStateBJHint=

//R.SetPlayerAlliance="设置联盟状态(指定项目) [R]"
//R.SetPlayerAlliance="命令 ",~Player," 对 ",~Player," 设置 ",~Alliance Type," ",~On/Off
//R.SetPlayerAllianceHint="注意:可以对玩家自己设置联盟状态. 可用来实现一些特殊效果."

//O.SetPlayerAllianceBJ="设置联盟状态(指定项目)"
//O.SetPlayerAllianceBJ="命令 ",~Player," 设置 ",~Alliance Type," ",~On/Off," 对 ",~Player
//O.SetPlayerAllianceBJHint=

//R.SetPlayerAbilityAvailable="允许/禁用技能 [R]"
//R.SetPlayerAbilityAvailable="设置 ",~Player," 的 ",~技能," 为 ",~Enable/Disable
//R.SetPlayerAbilityAvailableHint="设置玩家能否使用该技能."

//O.SetPlayerAbilityAvailableBJ="允许/禁用技能"
//O.SetPlayerAbilityAvailableBJ=~Enable/Disable," ",~技能," 对 ",~Player
//O.SetPlayerAbilityAvailableBJHint="设置玩家能否使用该技能."

SetPlayerUnitAvailableBJ="设置单位可用性"
SetPlayerUnitAvailableBJ="设置 ",~单位类型," ",~Available/Unavailable," 对 ",~Player
SetPlayerUnitAvailableBJHint="设置玩家能否建造该单位."

SetPlayerUnitMaxAllowed="限制单位可建造数量"
SetPlayerUnitMaxAllowed="限制 ",~单位类型," 的可建造数量为 ",~Limit," 对 ",~Player
SetPlayerUnitMaxAllowedHint="-1为无限制,0为不能生产."

SetPlayerMaxHeroesAllowed="限制英雄数量"
SetPlayerMaxHeroesAllowed="限制英雄数量为 ",~Limit," 对 ",~Player
SetPlayerMaxHeroesAllowedHint="-1为无限制,0为不能生产."

SetPlayerTechResearchedSwap="设置科技等级"
SetPlayerTechResearchedSwap="设置 ",~科技," 的等级为 ",~Level," 对 ",~Player
SetPlayerTechResearchedSwapHint="科技等级不能倒退."

SetPlayerTechMaxAllowedSwap="设置最大科技等级"
SetPlayerTechMaxAllowedSwap="设置 ",~科技," 的等级为 ",~Level," 对 ",~Player
SetPlayerTechMaxAllowedSwapHint="科技等级不能倒退."

//SetPlayerTechResearched
//SetPlayerTechMaxAllowed

//N.SetPlayerColor="改变玩家颜色 [R]"
//N.SetPlayerColor="改变 ",~Player," 的玩家颜色为 ",~Color
//N.SetPlayerColorHint="不改变现有单位的颜色."

SetPlayerColorBJ="改变玩家颜色"
SetPlayerColorBJ="改变 ",~Player," 的玩家颜色为 ",~Color," ,并 ",~Changing/Retaining color," 对已存在单位"
SetPlayerColorBJHint=

//N.SetPlayerHandicap="设置生命障碍 [R]"
//N.SetPlayerHandicap="设置 ",~Player," 的生命障碍为正常的 ",~Percent,"倍"
//N.SetPlayerHandicapHint="生命障碍影响玩家拥有单位的生命最大值. 生命之书并不受生命障碍限制,所以对英雄血量可能会有偏差."

SetPlayerHandicapBJ="设置生命障碍"
SetPlayerHandicapBJ="设置 ",~Player," 的生命障碍为正常的 ",~Percent,"%"
SetPlayerHandicapBJHint="生命障碍影响玩家拥有单位的生命最大值. 生命之书并不受生命障碍限制,所以对英雄血量可能会有偏差."

//R.SetPlayerOnScoreScreen="显示/隐藏计分屏显示 [R]"
//R.SetPlayerOnScoreScreen="设置 ",~Player," ",~Show/Hide," 在计分屏的显示."
//R.SetPlayerOnScoreScreenHint=

//O.SetPlayerOnScoreScreenBJ="显示/隐藏计分屏显示"
//O.SetPlayerOnScoreScreenBJ=~Show/Hide," ",~Player," 在计分屏的显示."
//O.SetPlayerOnScoreScreenBJHint=

SetPlayerName="更改名字"
SetPlayerName="更改 ",~Player," 的名字为 ",~文字
SetPlayerNameHint=


// Player Group actions
ForForceMultiple="选取玩家组内玩家做动作(多个动作)"
ForForceMultiple="选取 ",~玩家组," 内所有玩家做动作"
ForForceMultipleHint="玩家组动作中可使用'选取玩家'来获取对应的玩家. 等待不能在组动作中运行."

ForForce="选取玩家组内玩家做动作"
ForForce="选取 ",~玩家组," 内所有玩家 ",~做动作
ForForceHint="玩家组动作中可使用'选取玩家'来获取对应的玩家. 等待不能在组动作中运行."

//R.ForceAddPlayer="添加玩家 [R]"
//R.ForceAddPlayer="为 ",~玩家组," 添加 ",~玩家
//R.ForceAddPlayerHint="并不影响玩家本身."

//O.ForceAddPlayerSimple="添加玩家"
//O.ForceAddPlayerSimple="添加 ",~Player," 到 ",~玩家组
//O.ForceAddPlayerSimpleHint="并不影响玩家本身."

//R.ForceRemovePlayer="移除玩家 [R]"
//R.ForceRemovePlayer="为 ",~玩家组," 移除 ",~玩家
//R.ForceRemovePlayerHint="并不影响玩家本身."

//O.ForceRemovePlayerSimple="移除玩家"
//O.ForceRemovePlayerSimple="把 ",~Player," 从 ",~玩家组," 移除"
//O.ForceRemovePlayerSimpleHint="并不影响玩家本身."

ForceClear="清空玩家组"
ForceClear="清空 ",~玩家组," 内所有玩家"
ForceClearHint="并不影响玩家本身."

SetForceAllianceStateBJ="设置联盟"
SetForceAllianceStateBJ="命令 ",~Player," 设置对 ",~Player," 的联盟状态为 ",~Alliance Setting
SetForceAllianceStateBJHint=

DestroyForce="删除玩家组 [R]"
DestroyForce="删除 ",~玩家组
DestroyForceHint="注意: 不要删除系统预置的玩家组."


// Item actions
CreateItemLoc="创建"
CreateItemLoc="创建 ",~物品," 在 ",~指定点
CreateItemLocHint=

RemoveItem="删除"
RemoveItem="删除 ",~物品
RemoveItemHint=

//R.SetItemVisible="显示/隐藏 [R]"
//R.SetItemVisible="设置 ",~物品," 的状态为: ",~Show/Hide
//R.SetItemVisibleHint="只对在地面的物品有效,不会影响在物品栏中的物品. 单位通过触发得到一个隐藏物品时,会自动显示该物品."

//O.SetItemVisibleBJ="显示/隐藏"
//O.SetItemVisibleBJ=~Show/Hide," ",~物品
//O.SetItemVisibleBJHint="只对在地面的物品有效,不会影响在物品栏中的物品. 单位通过触发得到一个隐藏物品时,会自动显示该物品."

SetItemPosition="移动到坐标(立即)(指定坐标) [R]"
SetItemPosition="移动 ",~物品," 到(",~X,",",~Y,")"
SetItemPositionHint=

SetItemPositionLoc="移动到指定点(立即)(指定点)"
SetItemPositionLoc="移动 ",~物品," 到 ",~指定点
SetItemPositionLocHint=

SetItemLifeBJ="设置生命值"
SetItemLifeBJ="设置 ",~物品," 的生命值为 ",~Value
SetItemLifeBJHint=

SetItemCharges="设置使用次数"
SetItemCharges="设置 ",~物品," 的使用次数为 ",~Charges
SetItemChargesHint="设置为0可以使物品能无限次使用."

SetItemInvulnerableBJ="设置无敌/可攻击"
SetItemInvulnerableBJ="设置 ",~物品," ",~Invulnerable/Vulnerable
SetItemInvulnerableBJHint=

SetItemPawnable="设置可否抵押"
SetItemPawnable="设置 ",~物品," ",~Pawnable/Unpawnable
SetItemPawnableHint="不可抵押物品不能被卖到商店."

SetItemDroppableBJ="设置可否丢弃"
SetItemDroppableBJ="设置",~物品," ",~Droppable/Undroppable
SetItemDroppableBJHint="不可掉落物品在被捡起之后就不能移动和丢弃.(但可通过触发实现)"

SetItemDropOnDeathBJ="设置死亡是否掉落"
SetItemDropOnDeathBJ="设置 ",~物品," ",~Drop from/Stay with," 在持有者死亡时"
SetItemDropOnDeathBJHint=

SetItemPlayerBJ="改变所属玩家"
SetItemPlayerBJ="改变 ",~物品," 的所属玩家为: ",~Player," 并 ",~Change/Retain Color
SetItemPlayerBJHint="不是所有物品都能改变颜色. 所属玩家与持有者无关,默认为中立被动玩家."

SetItemUserData="设置自定义值"
SetItemUserData="设置 ",~物品," 的自定义值为 ",~Index
SetItemUserDataHint="物品自定义值只用于触发器. 可以用来为物品绑定一个整型数据."

EnumItemsInRectBJMultiple="选取矩形区域内物品做动作(多个动作)"
EnumItemsInRectBJMultiple="选取 ",~矩形区域," 内所有物品做动作"
EnumItemsInRectBJMultipleHint="组动作中可使用'选取物品'来获取对应的物品. 区域内每个物品都会运行一次动作(包括隐藏物品,不包括物品栏中的物品). 等待不能在组动作中运行."

EnumItemsInRectBJ="选取矩形区域内物品做动作"
EnumItemsInRectBJ="选取 ",~矩形区域," 内所有物品 ",~做动作
EnumItemsInRectBJHint="组动作中可使用'选取物品'来获取对应的物品. 区域内每个物品都会运行一次动作(包括隐藏物品,不包括单位身上的物品). 等待不能在组动作中运行."


// Itempool actions

ItemPoolAddItemType="添加物品类型 [R]"
ItemPoolAddItemType="在 ",~物品池," 中添加一个 ",~物品," 比重为 ",~数值
ItemPoolAddItemTypeHint="比重越高被选择的机率越大."

ItemPoolRemoveItemType="删除物品类型 [R]"
ItemPoolRemoveItemType="从 ",~物品池," 中删除 ",~物品
ItemPoolRemoveItemTypeHint=

PlaceRandomItem="选择放置物品 [R]"
PlaceRandomItem="从 ",~物品池," 中任意选择一个物品并放置到( ",~X," , ",~Y," )点"
PlaceRandomItemHint=

DestroyItemPool="删除物品池 [R]"
DestroyItemPool="删除 ",~物品池
DestroyItemPoolHint=


// Selection actions
ClearSelectionForPlayer="清空选择(指定玩家)"
ClearSelectionForPlayer="清空 ",~Player," 的选择"
ClearSelectionForPlayerHint="使玩家取消选择所有已选单位."

SelectGroupForPlayerBJ="选择单位组(指定玩家)"
SelectGroupForPlayerBJ="选择 ",~单位组," 对 ",~Player
SelectGroupForPlayerBJHint="使玩家取消选择所有单位,并选择单位组中最多12个单位."

SelectUnitForPlayerSingle="选择单位(指定玩家)"
SelectUnitForPlayerSingle="选择 ",~单位," 对 ",~Player
SelectUnitForPlayerSingleHint="使玩家取消选择所有单位,并选择该单位."

SelectUnitAddForPlayer="添加选择单位(指定玩家)"
SelectUnitAddForPlayer="添加选择 ",~单位," 对 ",~Player
SelectUnitAddForPlayerHint="使玩家添加选择该单位."

SelectUnitRemoveForPlayer="取消选择单位(指定玩家)"
SelectUnitRemoveForPlayer="取消选择 ",~单位," 对 ",~Player
SelectUnitRemoveForPlayerHint="使玩家取消选择该单位."

ClearSelection="清空选择(所有玩家)"
ClearSelection="清空所有玩家的选择"
ClearSelectionHint="使玩家取消选择所有已选单位."

SelectGroupBJ="选择单位组(所有玩家)"
SelectGroupBJ="命令所有玩家选择 ",~单位组
SelectGroupBJHint="使所有玩家取消选择所有单位,并选择单位组中最多12个单位."

SelectUnitSingle="选择单位(所有玩家)"
SelectUnitSingle="命令所有玩家选择 ",~单位
SelectUnitSingleHint="使玩家取消选择所有已选单位,并选择该单位."

//SelectUnit

SelectUnitAdd="添加选择单位(所有玩家)"
SelectUnitAdd="命令所有玩家添加选择 ",~单位
SelectUnitAddHint=

SelectUnitRemove="取消选择单位(所有玩家)"
SelectUnitRemove="命令所有玩家取消选择 ",~单位
SelectUnitRemoveHint=


// Hero actions
SelectHeroSkill="学习技能"
SelectHeroSkill="命令 ",~Hero," 学习技能 ",~Skill
SelectHeroSkillHint="只有当英雄有剩余技能点时有效."

//N.SetHeroLevelNT="提升等级 [R]"
//N.SetHeroLevelNT="提升 ",~Hero," 的英雄等级到 ",~Level," , ",~Show/Hide," 升级动画"
//N.SetHeroLevelNTHint="只能提升等级. 英雄经验将重置为该等级的初始值."

//N.UnitStripHeroLevel="降低等级 [R]"
//N.UnitStripHeroLevel="降低 ",~Hero," ",~Level," 个等级"
//N.UnitStripHeroLevelHint="只能降低等级. 英雄经验将重置为该等级的初始值."

SetHeroLevel="设置等级"
SetHeroLevel="设置 ",~Hero," 的英雄等级为 ",~Level," , ",~Show/Hide," 升级动画"
SetHeroLevelHint="如果等级有变动,英雄经验将重置为该等级的初始值."

SetHeroXP="设置经验值"
SetHeroXP="设置 ",~Hero," 的经验值为 ",~Quantity," , ",~Show/Hide," 升级动画"
SetHeroXPHint="经验值不能倒退."

//R.AddHeroXP="增加经验值 [R]"
//R.AddHeroXP="增加 ",~Hero," ",~Quantity," 点经验值, ",~Show/Hide," 升级动画"
//R.AddHeroXPHint="经验值不能倒退."

//O.AddHeroXPSwapped="增加经验值"
//O.AddHeroXPSwapped="增加 ",~Quantity," 经验值给 ",~Hero," , ",~Show/Hide," 升级动画"
//O.AddHeroXPSwappedHint="经验值不能倒退."

//R.SuspendHeroXP="允许/禁止经验获取 [R]"
//R.SuspendHeroXP=~Enable/Disable," ",~Hero," 的经验获取"
//R.SuspendHeroXPHint=

//O.SuspendHeroXPBJ="允许/禁止经验获取"
//O.SuspendHeroXPBJ=~Enable/Disable," ",~Hero," 的经验获取"
//O.SuspendHeroXPBJHint=

//R.SetPlayerHandicapXP="设置经验获得率 [R]"
//R.SetPlayerHandicapXP="设置 ",~Player," 的经验获得率为正常的 ",~Value," 倍"
//R.SetPlayerHandicapXPHint=

//O.SetPlayerHandicapXPBJ="设置经验获得率"
//O.SetPlayerHandicapXPBJ="设置 ",~Player," 的经验获得率为 ",~Percent,"%"
//O.SetPlayerHandicapXPBJHint=

ReviveHero="立即复活(指定坐标) [R]"
ReviveHero="立即复活 ",~英雄," 在(",~X,",",~Y,"), ",~Show/Hide," 复活动画"
ReviveHeroHint="如果英雄正在祭坛复活,则会退回部分花费(默认为100%)."

ReviveHeroLoc="立即复活(指定点)"
ReviveHeroLoc="立即复活 ",~英雄," 在 ",~指定点," , ",~Show/Hide," 复活动画"
ReviveHeroLocHint="如果英雄正在祭坛复活,则会退回部分花费(默认为100%)."

//R.SetHeroStr="设置英雄力量 [R]"
//R.SetHeroStr="设置 ",~英雄," 的力量为 ",~Value," ,(",~Permanent,"永久奖励)"
//R.SetHeroStrHint="永久奖励貌似无效项,不需要理会."

//R.SetHeroAgi="设置英雄敏捷 [R]"
//R.SetHeroAgi="设置 ",~英雄," 的敏捷为 ",~Value," ,(",~Permanent,"永久奖励)"
//R.SetHeroAgiHint="永久奖励貌似无效项,不需要理会."

//R.SetHeroInt="设置英雄智力 [R]"
//R.SetHeroInt="设置 ",~英雄," 的智力为 ",~Value," ,(",~Permanent,"永久奖励)"
//R.SetHeroIntHint="永久奖励貌似无效项,不需要理会."

//O.ModifyHeroStat="修改英雄属性"
//O.ModifyHeroStat="修改 ",~Attribute," 对 ",~英雄," : ",~Modify," ",~Value," 点"
//O.ModifyHeroStatHint=

//N.UnitModifySkillPoints="添加剩余技能点 [R]"
//N.UnitModifySkillPoints="增加 ",~英雄," ",~Value," 点剩余技能点"
//N.UnitModifySkillPointsHint=

ModifyHeroSkillPoints="修改剩余技能点"
ModifyHeroSkillPoints="修改 ",~英雄," 的剩余技能点: ",~Modify," ",~Value," 点"
ModifyHeroSkillPointsHint=

SetReservedLocalHeroButtons="保留英雄图标"
SetReservedLocalHeroButtons="为玩家保留 ",~Number," 个左上角英雄图标."
SetReservedLocalHeroButtonsHint="因为共享单位而被控制的其他玩家英雄的图标将在保留位置之后开始显示."

//R.UnitAddItem="给予物品 [R]"
//R.UnitAddItem="给予 ",~单位," ",~物品
//R.UnitAddItemHint=

//O.UnitAddItemSwapped="给予物品"
//O.UnitAddItemSwapped="把 ",~物品," 给 ",~单位
//O.UnitAddItemSwappedHint=

UnitAddItemByIdSwapped="创建物品给英雄"
UnitAddItemByIdSwapped="创建 ",~物品类型," 给 ",~单位
UnitAddItemByIdSwappedHint=

UnitAddItemToSlotById="新建物品到指定物品栏 [R]"
UnitAddItemToSlotById="给予 ",~单位," ",~物品类型," 并放在物品栏# ",~数值
UnitAddItemToSlotByIdHint="注意: 物品栏编号从0-5,而不是1-6. 该动作创建的物品不被'最后创建的物品'所记录."

UnitRemoveItemSwapped="丢弃物品(指定物品)"
UnitRemoveItemSwapped="丢弃 ",~物品," ,从 ",~单位," 身上"
UnitRemoveItemSwappedHint="物品将被丢弃在英雄脚下."

UnitRemoveItemFromSlotSwapped="丢弃物品(指定物品栏)"
UnitRemoveItemFromSlotSwapped="丢弃物品栏中第 ",~Index," 格的物品,从 ",~单位," 身上"
UnitRemoveItemFromSlotSwappedHint="如果物品存在则会被丢弃在英雄脚下."

UnitUseItem="使用物品(无目标)"
UnitUseItem="命令 ",~单位," 使用 ",~物品
UnitUseItemHint=

UnitUseItemPoint="使用物品(指定坐标)"
UnitUseItemPoint="命令 ",~单位," 使用 ",~物品," ,目标坐标:(",~X,",",~Y,")"
UnitUseItemPointHint=

UnitUseItemPointLoc="使用物品(指定点)"
UnitUseItemPointLoc="命令 ",~单位," 使用 ",~物品," ,目标点: ",~指定点
UnitUseItemPointLocHint=

UnitUseItemTarget="使用物品(对单位)"
UnitUseItemTarget="命令 ",~单位," 使用 ",~物品," ,目标: ",~单位
UnitUseItemTargetHint=

UnitUseItemDestructable="使用物品(对可破坏物)"
UnitUseItemDestructable="命令 ",~单位," 使用 ",~物品," ,目标: ",~可破坏物
UnitUseItemDestructableHint=


// Game actions
DisplayTextToPlayer="对玩家显示文本消息(自动限时) [R]"
DisplayTextToPlayer="对 ",~玩家," 在屏幕位移(",~X,",",~Y,")处显示文本: ",~文字
DisplayTextToPlayerHint="显示时间取决于文字长度. 位移太大会看不到文本信息. 可使用'本地玩家'实现对所有玩家发送消息."

DisplayTimedTextToPlayer="对玩家显示文本消息(指定时间) [R]"
DisplayTimedTextToPlayer="对 ",~玩家," 在屏幕位移(",~X,",",~Y,")处显示 ",~时间," 秒的文本信息: ",~文字
DisplayTimedTextToPlayerHint="位移太大会看不到文本信息. 可使用'本地玩家'实现对所有玩家发送消息."

DisplayTextToForce="对玩家组显示文本消息(自动限时)"
DisplayTextToForce="对 ",~玩家组," 发送文本信息: ",~文字
DisplayTextToForceHint="显示时间取决于文字长度."

DisplayTimedTextToForce="对玩家组显示文本消息(指定时间)"
DisplayTimedTextToForce="对 ",~玩家组," 发送显示 ",~Time," 秒的文本信息: ",~文字
DisplayTimedTextToForceHint=

ClearTextMessages="清空文本信息(所有玩家) [R]"
ClearTextMessages="清空玩家屏幕上的文本信息"
ClearTextMessagesHint=

ClearTextMessagesBJ="清空文本信息(指定玩家组)"
ClearTextMessagesBJ="清空 ",~玩家组," 屏幕上的文本信息"
ClearTextMessagesBJHint=

//R.PauseGame="暂停/恢复游戏 [R]"
//R.PauseGame=~暂停/恢复," 游戏"
//R.PauseGameHint=

//O.PauseGameOn="暂停游戏"
//O.PauseGameOn="暂停游戏"
//O.PauseGameOnHint=

//O.PauseGameOff="恢复游戏"
//O.PauseGameOff="恢复被暂停的游戏"
//O.PauseGameOffHint=

SetGameSpeed="设置游戏速度"
SetGameSpeed="设置游戏速度为 ",~Speed
SetGameSpeedHint="你可以通过'游戏 - 锁定游戏速度'动作来锁定游戏速度."

LockGameSpeedBJ="锁定游戏速度"
LockGameSpeedBJ="锁定游戏速度"
LockGameSpeedBJHint="防止游戏速度被更改. 就算是触发也不可以."

UnlockGameSpeedBJ="解除锁定游戏速度"
UnlockGameSpeedBJ="解除锁定游戏速度"
UnlockGameSpeedBJHint="解除'游戏 - 锁定游戏速度'对游戏速度的锁定."

SetMapFlag="设置地图参数"
SetMapFlag="设置 ",~Map Flag," ",~On/Off
SetMapFlagHint=

SetGameDifficulty="设置游戏难度 [R]"
SetGameDifficulty="设置当前游戏难度为 ",~GameDifficulty
SetGameDifficultyHint="游戏难度只是作为运行AI的一个参考值."

//SetFloatGameState
//SetTimeOfDayScale
//SuspendTimeOfDay

SetTimeOfDay="设置游戏时间"
SetTimeOfDay="设置游戏时间为 ",~Time
SetTimeOfDayHint="游戏时间采用24小时制."

//R.SetTimeOfDayScale="设置昼夜时间流逝速度 [R]"
//R.SetTimeOfDayScale="设置昼夜时间流逝速度为默认值的 ",~Value,"倍"
//R.SetTimeOfDayScaleHint="设置100%来恢复正常值. 该值并不影响游戏速度."

//O.SetTimeOfDayScalePercentBJ="设置昼夜时间流逝速度"
//O.SetTimeOfDayScalePercentBJ="设置昼夜时间流逝速度为默认值的 ",~Percent,"%"
//O.SetTimeOfDayScalePercentBJHint="设置100%来恢复正常值. 该值并不影响游戏速度."

UseTimeOfDayBJ="开启/关闭昼夜交替"
UseTimeOfDayBJ=~On/Off," 昼夜交替"
UseTimeOfDayBJHint=

DoNotSaveReplay="关闭游戏录像功能 [R]"
DoNotSaveReplay="关闭游戏录像功能"
DoNotSaveReplayHint="游戏结束时不保存游戏录像."

Cheat="输入作弊码 [R]"
Cheat="输入作弊码: ",~String
CheatHint="作弊码只在单机有效."

ShareEverythingWithTeam="对盟友共享视野和完全控制权"
ShareEverythingWithTeam="命令 ",~Player," 对盟友共享视野和完全控制权"
ShareEverythingWithTeamHint="当玩家互相为盟友时才有效. 同时玩家也会获得其盟友的单位控制权."

MakeUnitsPassiveForPlayer="改变所有单位为中立受害单位"
MakeUnitsPassiveForPlayer="改变 ",~Player," 所有单位为中立受害单位"
MakeUnitsPassiveForPlayerHint="默认状态中立受害受所有玩家欺凌而不抵抗."

CustomVictoryBJ="胜利"
CustomVictoryBJ="设置 ",~Player," 胜利(",~Show/Skip," 胜利对话框, ",~Show/Skip," 计分屏)"
CustomVictoryBJHint=

CustomDefeatBJ="失败"
CustomDefeatBJ="设置 ",~Player," 失败并显示失败信息: ",~文字
CustomDefeatBJHint=

SetNextLevelBJ="设置下一关卡"
SetNextLevelBJ="设置下一关卡为 ",~Level
SetNextLevelBJHint="设置游戏结束后的下一关卡."

ChangeLevel="切换关卡 [R]"
ChangeLevel="切换到关卡: ",~Filename," (",~Show/Skip," 计分屏)"
ChangeLevel

SaveGame="保存进度 [R]"
SaveGame="保存游戏进度为: ",~Filename
SaveGameHint=

LoadGameBJ="读取进度"
LoadGameBJ="读取 ",~Filename," (",~Show/Skip," 计分屏)"
LoadGameBJHint=


SaveAndLoadGameBJ="保存并读取进度 [旧]"
SaveAndLoadGameBJ="保存游戏进度为: ",~Filename," 并读取进度: ",~Filename," (",~Show/Skip," 计分屏)"
SaveAndLoadGameBJHint=

SaveAndChangeLevelBJ="保存并切换关卡 [旧]"
SaveAndChangeLevelBJ="保存游戏进度为: ",~Filename," 并切换到关卡: ",~Filename," (",~Show/Skip," 计分屏)"
SaveAndChangeLevelBJHint=

RenameSaveDirectoryBJ="重命名存档文件夹"
RenameSaveDirectoryBJ="更改 ",~源文件夹," 的名字为 ",~目标文件夹
RenameSaveDirectoryBJHint=

RemoveSaveDirectoryBJ="删除存档文件夹"
RemoveSaveDirectoryBJ="删除 ",~文件夹
RemoveSaveDirectoryBJHint="文件夹内的内容都会被删除."

CopySaveGameBJ="复制存档文件"
CopySaveGameBJ="复制 ",~源文件," 并保存为 ",~目标文件
CopySaveGameBJHint="该动作只在响应'保存/读取进度'时有效,每个事件中最多能用16次."

SetCampaignMenuRaceBJ="设置战役背景"
SetCampaignMenuRaceBJ="设置战役背景为 ",~Campaign
SetCampaignMenuRaceBJHint=

SetMissionAvailableBJ="允许/禁止关卡"
SetMissionAvailableBJ=~Enable/Disable," ",~Mission
SetMissionAvailableBJHint=

SetCampaignAvailableBJ="允许/禁止战役"
SetCampaignAvailableBJ=~Enable/Disable,"  ",~Campaign
SetCampaignAvailableBJHint=

SetCinematicAvailableBJ="允许/禁止过场电影"
SetCinematicAvailableBJ=~Enable/Disable," ",~Cinematic
SetCinematicAvailableBJHint=

ShowCustomCampaignButton="显示/隐藏自定义战役按钮"
ShowCustomCampaignButton=~Show/Hide," 自定义战役按钮 #",~Number
ShowCustomCampaignButtonHint=

SetAllyColorFilterState="设置联盟颜色显示"
SetAllyColorFilterState="设置联盟颜色显示状态为 ",~State
SetAllyColorFilterStateHint="0为不开启. 1为小地图显示. 2为小地图和游戏都显示. 相当于游戏中Alt+A功能."

SetCreepCampFilterState="设置小地图中立生物显示"
SetCreepCampFilterState="小地图 "~Show/Hide," 中立生物"
SetCreepCampFilterStateHint="相当于游戏中Alt+R功能."

EnableMinimapFilterButtons="允许/禁用小地图按钮"
EnableMinimapFilterButtons=~Enable/Disable," 联盟颜色显示按钮, ",~Enable/Disable," 中立生物显示按钮"
EnableMinimapFilterButtonsHint=

EnableSelect="允许/禁用选择"
EnableSelect=~Enable/Disable," 选择和取消选择功能 (",~Enable/Disable," 显示选择圈)"
EnableSelectHint="禁用选择后仍可以通过触发来选择物体. 只有允许选择功能时才会显示选择圈."

EnableDragSelect="允许/禁用框选"
EnableDragSelect=~Enable/Disable," 框选功能 (",~Enable/Disable," 显示选择框)"
EnableDragSelectHint=

EnablePreSelect="允许/禁用预选"
EnablePreSelect=~Enable/Disable," 预选功能 (",~Enable/Disable," 显示预选圈,生命槽,物体信息)"
EnablePreSelectHint=

ForceUIKeyBJ="按下UI键"
ForceUIKeyBJ="命令 ",~Player," 按下 ",~Key," 键"
ForceUIKeyBJHint=

ForceUICancelBJ="按下Esc键"
ForceUICancelBJ="命令 ",~Player," 按下Esc键"
ForceUICancelBJHint=


//PreloadStart
//PreloadRefresh
//PreloadEndEx
//PreloadGenClear
//PreloadGenStart
//PreloadGenEnd

Preload="预载文件"
Preload="预载 ",~文件
PreloadHint=

PreloadEnd="开始预载"
PreloadEnd="开始预载, 超时设置 ",~Time," 秒"
PreloadEndHint=

Preloader="批量预载"
Preloader="预载所有在 ",~文件," 中列出的文件"
PreloaderHint=


// Game Cache actions
InitGameCacheBJ="创建缓存"
InitGameCacheBJ="创建游戏缓存,使用文件名: ",~Filename
InitGameCacheBJHint=

SaveGameCacheBJ="本地保存游戏缓存"
SaveGameCacheBJ="保存 ",~Game Cache," 到本地硬盘"
SaveGameCacheBJHint="只对单机游戏有效,保存缓存数据到本地硬盘,主要用来实现战役关卡间的数据传递."

StoreUnitBJ="记录单位"
StoreUnitBJ="记录 ",~单位," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache
StoreUnitBJHint="使用'游戏缓存 - 读取单位'来读取该单位. 名称和类别名不能包含空格."

StoreRealBJ="记录实数"
StoreRealBJ="记录 ",~实数," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache
StoreRealBJHint="使用'游戏缓存 - 读取实数'来读取该数值. 名称和类别名不能包含空格."

StoreIntegerBJ="记录整数"
StoreIntegerBJ="记录 ",~整数," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache
StoreIntegerBJHint="使用'游戏缓存 - 读取整数'来读取该数值. 名称和类别名不能包含空格."

StoreBooleanBJ="记录布尔值"
StoreBooleanBJ="记录 ",~布尔值," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache
StoreBooleanBJHint="使用'游戏缓存 - 读取布尔值'来读取该值. 名称和类别名不能包含空格."

StoreStringBJ="记录字符串"
StoreStringBJ="记录 ",~字符串," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache
StoreStringBJHint="使用'游戏缓存 - 读取字符串'来读取该值. 名称和类别名不能包含空格."

RestoreUnitLocFacingAngleBJ="读取单位(面向角度)"
RestoreUnitLocFacingAngleBJ="从缓存读取单位, 名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache," ,所属玩家: ",~Player," 创建点: ",~点," 面向角度: ",~Angle
RestoreUnitLocFacingAngleBJHint="使用'最后读取的单位'来获取该单位. 如果不存在该缓存数据,则'最后读取的单位'将被设为null."

RestoreUnitLocFacingPointBJ="读取单位(面向点)"
RestoreUnitLocFacingPointBJ="从缓存读取单位, 名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache," ,所属玩家: ",~Player," 创建点: ",~点," 面向: ",~指定点
RestoreUnitLocFacingPointBJHint="使用'最后读取的单位'来获取该单位. 如果不存在该缓存数据,则'最后读取的单位'将被设为null."

ReloadGameCachesFromDisk="读取本地缓存数据"
ReloadGameCachesFromDisk="从本地硬盘读取缓存数据"
ReloadGameCachesFromDiskHint="只对单机游戏有效,从本地硬盘读取缓存数据,主要用来实现战役关卡间的数据传递."

FlushGameCacheBJ="删除缓存"
FlushGameCacheBJ="删除 ",~GameCache
FlushGameCacheBJHint="删除并清空该缓存的所有数据."

FlushStoredMissionBJ="删除类别"
FlushStoredMissionBJ="删除类别 ",~Category," 在缓存 ",~GameCache," 中"
FlushStoredMissionBJHint="清空该类别下的所有缓存数据."


// Neutral Building actions
AddResourceAmountBJ="增加储金量"
AddResourceAmountBJ="增加 ",~Quantity," 黄金到 ",~金矿
AddResourceAmountBJHint="使用负数来减少储金量."

SetResourceAmount="设置储金量"
SetResourceAmount="设置 ",~金矿," 的储金量为 ",~Quantity
SetResourceAmountHint=

BlightGoldMineForPlayer="创建不死族金矿(立即)"
BlightGoldMineForPlayer="将 ",~金矿," 变为 ",~Player," 的不死族金矿"
BlightGoldMineForPlayerHint="金矿的储金量不会改变."

WaygateActivateBJ="启用/禁用传送门"
WaygateActivateBJ=~Enable/Disable," ",~传送门
WaygateActivateBJHint=

WaygateSetDestination="设置传送门目的坐标 [R]"
WaygateSetDestination="设置 ",~传送门," 的目的地为(",~X,",",~Y,")"
WaygateSetDestinationHint=

WaygateSetDestinationLocBJ="设置传送门目的点"
WaygateSetDestinationLocBJ="设置 ",~传送门," 的目的地为 ",~Target
WaygateSetDestinationLocBJHint=

SetAltMinimapIcon="设置小地图特殊标志"
SetAltMinimapIcon="设置小地图特殊标志为 ",~Image
SetAltMinimapIconHint="必须使用16x16的图像."

UnitSetUsesAltIconBJ="开启/关闭小地图特殊标志"
UnitSetUsesAltIconBJ=~On/Off," ",~单位," 的小地图特殊标志"
UnitSetUsesAltIconBJHint="使用'中立建筑 - 设置小地图特殊标志'动作来设置显示的标志. 默认为中立建筑标志."

AddItemToStockBJ="添加物品(指定市场)"
AddItemToStockBJ="添加 ",~物品类型," 到 ",~Marketplace," 并设置库存量: ",~Count," 最大库存量: ",~Max
AddItemToStockBJHint="只影响有'出售物品'技能的单位."

AddItemToAllStock="添加物品(所有市场)"
AddItemToAllStock="添加 ",~物品类型," 到所有市场并设置库存量: ",~Count," 最大库存量: ",~Max
AddItemToAllStockHint="影响所有拥有'出售物品'技能的单位."

AddUnitToStockBJ="添加单位(指定市场)"
AddUnitToStockBJ="添加 ",~单位类型," 到 ",~Marketplace," 并设置库存量: ",~Count," 最大库存量: ",~Max
AddUnitToStockBJHint="只影响有'出售单位'技能的单位."

AddUnitToAllStock="添加单位(所有市场)"
AddUnitToAllStock="添加 ",~单位类型," 到所有市场并设置库存量: ",~Count," 最大库存量: ",~Max
AddUnitToAllStockHint="影响所有拥有'出售单位'技能的单位."

RemoveItemFromStockBJ="删除物品(指定市场)"
RemoveItemFromStockBJ="删除 ",~物品类型," 从 ",~Marketplace
RemoveItemFromStockBJHint="只影响有'出售物品'技能的单位"

RemoveItemFromAllStock="删除物品(所有市场)"
RemoveItemFromAllStock="删除 ",~物品类型," 从所有市场"
RemoveItemFromAllStockHint="影响所有拥有'出售物品'技能的单位."

RemoveUnitFromStockBJ="删除单位(指定市场)"
RemoveUnitFromStockBJ="删除 ",~单位类型," 从 ",~Marketplace
RemoveUnitFromStockBJHint="只影响有'出售单位'技能的单位."

RemoveUnitFromAllStock="删除单位(所有市场)"
RemoveUnitFromAllStock="删除 ",~单位类型," 从所有市场"
RemoveUnitFromAllStockHint="影响所有拥有'出售单位'技能的单位."

SetItemTypeSlots="限制物品种类(指定市场)"
SetItemTypeSlots="限制 ",~Marketplace," 的可出售物品种类数为 ",~Quantity
SetItemTypeSlotsHint="只影响有'出售物品'技能的单位."

SetAllItemTypeSlots="限制物品种类(所有市场)"
SetAllItemTypeSlots="限制所有市场的可出售物品种类数为 ",~Quantity
SetAllItemTypeSlotsHint="影响所有拥有'出售物品'技能的单位."

SetUnitTypeSlots="限制单位种类(指定市场)"
SetUnitTypeSlots="限制 ",~Marketplace," 的可出售单位种类数为 ",~Quantity
SetUnitTypeSlotsHint="只影响有'出售单位'技能的单位."

SetAllUnitTypeSlots="限制单位种类(所有市场)"
SetAllUnitTypeSlots="限制所有市场的可出售单位种类数为 ",~Quantity
SetAllUnitTypeSlotsHint="影响所有拥有'出售单位'技能的单位."


// Obsolete actions
//AddPerfLogLabel="** AddPerfLogLabel **"
//AddPerfLogLabel="** AddPerfLogLabel(",~Label,") **"
//AddPerfLogLabelHint="** This is for debugging purposes only - remove before ship. **"

//Cheat="** Cheat **"
//Cheat="** Cheat(",~Label,") **"
//CheatHint="** This is for debugging purposes only - remove before ship. **"



//***************************************************************************
[TriggerCallStrings]

// returns boolean
IsDestructableAliveBJ="可破坏物存活"
IsDestructableAliveBJ=~可破坏物," 是存活的"
IsDestructableAliveBJHint="建议使用'可破坏物生命>0'来判断."

IsDestructableDeadBJ="可破坏物死亡"
IsDestructableDeadBJ=~可破坏物," 是死亡的"
IsDestructableDeadBJHint="建议使用'可破坏物生命<=0'来判断."

IsDestructableInvulnerableBJ="可破坏物无敌"
IsDestructableInvulnerableBJ=~可破坏物," 是无敌的"
IsDestructableInvulnerableBJHint=

IsPointBlighted="坐标点被荒芜地表覆盖 [R]"
IsPointBlighted="坐标点(",~X,",",~Y,")被荒芜地表覆盖"
IsPointBlightedHint=

IsPointBlightedBJ="点被荒芜地表覆盖"
IsPointBlightedBJ=~指定点," 被荒芜地表覆盖"
IsPointBlightedBJHint=

IsTerrainPathable="地形通行状态关闭(指定坐标) [R]"
IsTerrainPathable="坐标(",~X,",",~Y,")处的 ",~Pathing Type," 通行状态为关闭"
IsTerrainPathableHint="指定类型单位不能通行即通行状态为关闭. 如该点不能造建筑就是'建造'通行状态为关闭. 可使用'环境 - 设置地形通行状态'来改变通行状态."

IsTerrainPathableBJ="地形通行状态关闭(指定点)"
IsTerrainPathableBJ=~指定点," 处的 ",~Pathing Type," 通行状态为关闭"
IsTerrainPathableBJHint="指定类型单位不能通行即通行状态为关闭. 如该点不能造建筑就是'建造'通行状态为关闭. 可使用'环境 - 设置地形通行状态'来改变通行状态."

IsMapFlagSet="地图参数设置"
IsMapFlagSet=~Map Flag," 已设置"
IsMapFlagSetHint=

IsCustomCampaignButtonVisibile="自定义战役按钮可见"
IsCustomCampaignButtonVisibile="自定义战役按钮# ",~Number," 可见"
IsCustomCampaignButtonVisibileHint=

GetCreepCampFilterState="小地图中立生物显示开启"
GetCreepCampFilterState="小地图中立生物显示开启"
GetCreepCampFilterStateHint=

SaveGameExists="游戏存档存在"
SaveGameExists=~存档文件," 已存在"
SaveGameExistsHint=

IsNoVictoryCheat="无法胜利 [R]"
IsNoVictoryCheat="玩家开启作弊模式: 无法胜利"
IsNoVictoryCheatHint="单机作弊码开启的模式."

IsNoDefeatCheat="无法失败 [R]"
IsNoDefeatCheat="玩家开启作弊模式: 无法失败"
IsNoDefeatCheatHint="单机作弊码开启的模式."

GetStoredBooleanBJ="缓存读取布尔值"
GetStoredBooleanBJ="从游戏缓存读取布尔值,名称: ",~文字," 类别: ",~Category," 缓存: ",~Game Cache
GetStoredBooleanBJHint="如果该值不存在则返回false."

HaveStoredValue="缓存项存在"
HaveStoredValue="名称为 "~文字," 的 ",~Type," 类缓存项被保存在类别: ",~Category," 缓存: ",~Game Cache
HaveStoredValueHint=

UnitHasItem="持有物品"
UnitHasItem=~Hero," 拥有 ",~物品
UnitHasItemHint=

UnitHasItemOfTypeBJ="持有物品(指定类型)"
UnitHasItemOfTypeBJ=~Hero," 拥有 ",~物品类型
UnitHasItemOfTypeBJHint=

IsSuspendedXP="经验不可获得"
IsSuspendedXP=~Hero," 不可获得经验"
IsSuspendedXPHint="可使用'英雄 - 允许/禁止经验获取'来设置该项."

//O.CheckItemStatus="物品状态检查"
//O.CheckItemStatus=~物品," 是 ",~Status," 的"
//O.CheckItemStatusHint=

CheckItemcodeStatus="物品类型状态检查"
CheckItemcodeStatus=~物品类型," 是 ",~Status," 的"
CheckItemcodeStatusHint=

//R.IsItemVisible="物品可见 [R]"
//R.IsItemVisible=~物品," 是可见的"
//R.IsItemVisibleHint="物品不被隐藏且不被单位持有时即为可见的."

//O.IsItemHiddenBJ="物品隐藏"
//O.IsItemHiddenBJ=~物品," 是隐藏的"
//O.IsItemHiddenBJHint="单位持有的物品也被认为是隐藏的. 建议使用物品可见=False来作判断."

IsItemOwned="物品被持有"
IsItemOwned=~物品," 是被持有的"
IsItemOwnedHint="在物品栏中的物品都是被持有的. 就算单位正处于死亡状态."

//R.IsItemPowerup="物品是拾取时自动使用的 [R]"
//R.IsItemPowerup=~物品," 是拾取时自动使用类物品"
//R.IsItemPowerupHint=

//R.IsItemSellable="物品可被市场随机出售 [R]"
//R.IsItemSellable=~物品," 可被市场随机出售"
//R.IsItemSellableHint=

//R.IsItemPawnable="物品可被抵押 [R]"
//R.IsItemPawnable=~物品," 可被抵押"
//R.IsItemPawnableHint=

RectContainsItem="物品在矩形区域"
RectContainsItem=~物品," 在 ",~矩形区域
RectContainsItemHint="单位持有的物品不会被计算在内."

IsItemInvulnerable="物品无敌"
IsItemInvulnerable=~物品," 是无敌的"
IsItemInvulnerableHint=

LeaderboardHasPlayerItemBJ="玩家在排行榜"
LeaderboardHasPlayerItemBJ=~Leaderboard," 中包含 ",~Player
LeaderboardHasPlayerItemBJHint=

IsMultiboardDisplayed="多面板显示"
IsMultiboardDisplayed=~Multiboard," 是显示的"
IsMultiboardDisplayedHint=

IsMultiboardMinimized="多面板最小化"
IsMultiboardMinimized=~Multiboard," 是最小化的"
IsMultiboardMinimizedHint=

WaygateIsActiveBJ="传送门激活"
WaygateIsActiveBJ=~传送门," 处于激活状态"
WaygateIsActiveBJHint=

IsPlayerFlagSetBJ="玩家参数开启"
IsPlayerFlagSetBJ=~Player Flag," 为允许,对 ",~Player
IsPlayerFlagSetBJHint=

IsPlayerAlly="是玩家的盟友"
IsPlayerAlly=~Player," 是 ",~Player," 的盟友"
IsPlayerAllyHint="包括中立状态. 单向判断玩家A对玩家B联盟不侵犯,即表示玩家A是玩家B的盟友."

IsPlayerEnemy="是玩家的敌人"
IsPlayerEnemy=~Player," 是 ",~Player," 的敌人"
IsPlayerEnemyHint="不包括中立状态. 单向判断玩家A对玩家B敌对侵犯,即表示玩家A是玩家B的盟友.

GetPlayerAlliance="联盟状态设置"
GetPlayerAlliance=~Player," 对 ",~Player," 开启 ",~Alliance Type
GetPlayerAllianceHint=

IsPlayerInForce="在玩家组"
IsPlayerInForce=~Player," 在 ",~玩家组," 中"
IsPlayerInForceHint=

IsQuestItemCompleted="任务项目完成"
IsQuestItemCompleted=~Quest Requirement," 已完成"
IsQuestItemCompletedHint=

IsQuestEnabled="任务激活"
IsQuestEnabled=~Quest," 已激活"
IsQuestEnabledHint=

IsQuestCompleted="任务完成"
IsQuestCompleted=~Quest," 已完成"
IsQuestCompletedHint=

IsQuestFailed="任务失败"
IsQuestFailed=~Quest," 失败"
IsQuestFailedHint=

IsQuestDiscovered="任务被发现"
IsQuestDiscovered=~Quest," 已被发现"
IsQuestDiscoveredHint=

IsQuestRequired="是主要任务"
IsQuestRequired=~Quest," 是主要任务"
IsQuestRequiredHint=

RectContainsLoc="包含点"
RectContainsLoc=~矩形区域," 内包含 ",~点
RectContainsLocHint=

IsPointInRegion="包含坐标"
IsPointInRegion=~不规则区域," 内包含坐标(",~X,",",~Y,")"
IsPointInRegionHint=TC_REGION

IsLocationInRegion="包含点"
IsLocationInRegion=~不规则区域," 内包含点: ",~点
IsLocationInRegionHint=TC_REGION

IsTriggerEnabled="触发开启"
IsTriggerEnabled=~触发," 处于开启状态"
IsTriggerEnabledHint=

TriggerEvaluate="触发条件成立"
TriggerEvaluate=~触发," 的条件成立"
TriggerEvaluateHint=

IsTriggerQueuedBJ="触发在队列中"
IsTriggerQueuedBJ=~触发," 在队列中"
IsTriggerQueuedBJHint="可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列."

IsTriggerQueueEmptyBJ="触发队列为空"
IsTriggerQueueEmptyBJ="触发队列为空"
IsTriggerQueueEmptyBJHint="可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列."

IsUnitType="单位类别检查"
IsUnitType=~单位," 是 ",~Type
IsUnitTypeHint=

IsUnitIdType="单位类别检查(指定单位类型)"
IsUnitIdType=~单位类型," 是 ",~Type
IsUnitIdTypeHint=

IsUnitInGroup="在单位组"
IsUnitInGroup=~单位," 在 ",~单位组," 中"
IsUnitInGroupHint=

RectContainsUnit="在矩形区域内"
RectContainsUnit=~矩形区域," 内存在 ",~单位
RectContainsUnitHint=

IsUnitInRegion="在不规则区域内 [R]"
IsUnitInRegion=~不规则区域," 内存在 ",~单位
IsUnitInRegionHint=

IsUnitAliveBJ="单位存活"
IsUnitAliveBJ=~单位," 是存活的"
IsUnitAliveBJHint="实际上该函数是判断单位血量是否>0."

IsUnitDeadBJ="单位死亡"
IsUnitDeadBJ=~单位," 处于死亡状态"
IsUnitDeadBJHint="实际上该函数是判断单位血量是否<=0."

IsUnitPausedBJ="单位暂停"
IsUnitPausedBJ=~单位," 处于暂停状态"
IsUnitPausedBJHint=

IsUnitHiddenBJ="单位隐藏"
IsUnitHiddenBJ=~单位," 处于隐藏状态"
IsUnitHiddenBJHint="可通过'单位 - 隐藏'动作来析藏单位. 运输机,灵魂之球,祭坛中的单位都被认为是隐藏状态."

IsUnitIllusionBJ="单位是镜像"
IsUnitIllusionBJ=~单位," 是镜像单位"
IsUnitIllusionBJHint=

UnitCanSleepPerm="允许控制睡眠状态"
UnitCanSleepPerm="允许控制 "~单位," 的睡眠状态"
UnitCanSleepPermHint="即该单位拥有'一直睡眠'技能."

UnitCanSleepBJ="允许夜晚睡眠"
UnitCanSleepBJ=~单位," 会在夜晚进入睡眠"
UnitCanSleepBJHint="中立生物才会睡眠."

UnitIsSleepingBJ="正在睡眠"
UnitIsSleepingBJ=~单位," 正在睡眠"
UnitIsSleepingBJHint="中立生物才会睡眠. 不包括催眠魔法."

DoesUnitGenerateAlarms="开启警报"
DoesUnitGenerateAlarms=~单位," 处于开启警报状态"
DoesUnitGenerateAlarmsHint=

IsUnitLoadedBJ="被装载"
IsUnitLoadedBJ=~单位," 被装载中"
IsUnitLoadedBJHint="被飞艇,船等有运输功能的单位装载."

IsUnitInTransportBJ="被指定单位装载"
IsUnitInTransportBJ=~单位," 被 ",~运输机," 装载中"
IsUnitInTransportBJHint=

IsUnitSelected="被玩家选择"
IsUnitSelected=~单位," 被 ",~Player," 选择"
IsUnitSelectedHint=

IsUnitAlly="是玩家的同盟单位"
IsUnitAlly=~单位," 是 ",~Player," 的同盟单位"
IsUnitAllyHint="包括中立状态. 单向判断玩家对单位是否为不侵犯状态."

IsUnitEnemy="是玩家的敌对单位"
IsUnitEnemy=~单位," 是 ",~Player," 的敌对单位"
IsUnitEnemyHint="不包括中立状态. 单向判断玩家对单位是否为敌对侵犯."

UnitHasBuffBJ="拥有魔法效果"
UnitHasBuffBJ=~单位," 拥有 ",~魔法效果
UnitHasBuffBJHint=

IsUnitGroupEmptyBJ="单位组为空"
IsUnitGroupEmptyBJ=~单位组," 为空"
IsUnitGroupEmptyBJHint=

IsUnitGroupInRectBJ="单位组中单位在矩形区域内"
IsUnitGroupInRectBJ=~单位组," 中所有单位在 ",~矩形区域," 内"
IsUnitGroupInRectBJHint=

IsUnitGroupDeadBJ="单位组中所有单位死亡"
IsUnitGroupDeadBJ=~单位组," 中所有单位死亡"
IsUnitGroupDeadBJHint=

IsFogEnabled="战争迷雾开启"
IsFogEnabled="战争迷雾开启"
IsFogEnabledHint=

IsFogMaskEnabled="黑色阴影开启"
IsFogMaskEnabled="黑色阴影开启"
IsFogMaskEnabledHint=

IsUnitVisible="单位可见"
IsUnitVisible=~单位," 对 ",~Player," 可见"
IsUnitVisibleHint=

IsUnitInvisible="单位不可见"
IsUnitInvisible=~单位," 对 ",~Player," 不可见"
IsUnitInvisibleHint=

IsUnitFogged="单位在迷雾中"
IsUnitFogged=~单位," 在 ",~Player," 的迷雾范围内"
IsUnitFoggedHint="黑色阴影内的单位不被计算在内."

IsUnitMasked="单位在黑色阴影中"
IsUnitMasked=~单位," 在 ",~Player," 的黑色阴影内"
IsUnitMaskedHint=

IsLocationVisibleToPlayer="点可见"
IsLocationVisibleToPlayer=~指定点,"对 ",~Player," 可见"
IsLocationVisibleToPlayerHint=

IsLocationFoggedToPlayer="点在迷雾中"
IsLocationFoggedToPlayer=~指定点," 在 ",~Player," 的迷雾范围内"
IsLocationFoggedToPlayerHint="黑色阴影内的点不被计算在内."

IsLocationMaskedToPlayer="点在黑色阴影中"
IsLocationMaskedToPlayer=~指定点," 在 ",~Player," 的黑色阴影内"
IsLocationMaskedToPlayerHint=


// returns integer
OperatorInt="算术运算"
OperatorInt=~数值," ",~运算符," ",~数值
OperatorIntHint=

GetForLoopIndexA="循环整数A [旧]"
GetForLoopIndexA="循环整数A"
GetForLoopIndexAHint=

GetForLoopIndexB="循环整数B [旧]"
GetForLoopIndexB="循环整数B"
GetForLoopIndexBHint=

StringLength="字符串长度"
StringLength=~String,的长度
StringLengthHint=

="其它格式整数 [R]"
="其它格式整数: ",~整数
Hint="可以在这使用如0x1ab3和'A001'之类的整数形式,或是直接写算术表达式."

R2I="转换实数为整数"
R2I="转换 ",~Real," 为整数"
R2RHint="舍弃小数部分."

S2I="转换字符串为整数"
S2I="转换 ",~String," 为整数"
S2IHint=

GetElevatorHeight="升降机高度"
GetElevatorHeight=~升降机," 的高度"
GetElevatorHeightHint="可以使用'可破坏物 - 设置升降机高度'来设置升降机高度."

GetTerrainCliffLevel="地形悬崖高度(指定坐标) [R]"
GetTerrainCliffLevel="坐标(",~X,",",~Y,")处的地形悬崖高度"
GetTerrainCliffLevelHint="悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1."

GetTerrainCliffLevelBJ="地形悬崖高度(指定点)"
GetTerrainCliffLevelBJ=~指定点," 处的地形悬崖高度"
GetTerrainCliffLevelBJHint="悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1."

GetTerrainVariance="地形样式(指定坐标) [R]"
GetTerrainVariance="坐标(",~X,",",~Y,")处的地形样式"
GetTerrainVarianceHint=

GetTerrainVarianceBJ="地形样式(指定点)"
GetTerrainVarianceBJ=~指定点," 处的地形样式"
GetTerrainVarianceBJHint=

GetLearnedSkillLevel="学习技能等级"
GetLearnedSkillLevel="学习技能等级"
GetLearnedSkillLevelHint="响应'学习技能'单位事件,指代被学习技能的等级. 注意,该值为学习后的等级."

GetPlayers="玩家数量"
GetPlayers="玩家数量"
GetPlayersHint="地图编辑器中开启的玩家数量(1-12)."

GetTeams="队伍数量 [废弃]"
GetTeams="队伍数量"
GetTeamsHint="该函数有错误."

GetAllyColorFilterState="联盟颜色显示设置"
GetAllyColorFilterState="联盟颜色显示设置"
GetAllyColorFilterStateHint="0为不开启. 1为小地图显示. 2为小地图和游戏都显示."

GetTournamentFinishNowRule="比赛结束规则"
GetTournamentFinishNowRule="比赛结束规则"
GetTournamentFinishNowRuleHint="1表示游戏开始时间已经超过限定时,无法以平局结束. 其他值表示游戏还在初期阶段,此时退出游戏将以平局结束.."

GetTournamentScore="对战比赛得分"
GetTournamentScore=~Player," 的当前对战比赛得分"
GetTournamentScoreHint="对战游戏时如果游戏时间过长,系统将以该值来决定胜负."

GetStoredIntegerBJ="缓存读取整数"
GetStoredIntegerBJ="从游戏缓存读取整数,名称: ",~文字," 类别: ",~Category," 缓存: ",~Game Cache
GetStoredIntegerBJHint="如果该值不存在则返回0."

GetHeroLevel="英雄等级"
GetHeroLevel=~英雄," 的英雄等级"
GetHeroLevelHint=

GetHeroXP="英雄经验值"
GetHeroXP=~英雄," 的经验值"
GetHeroXPHint=

//R.GetHeroStr="英雄力量 [R]"
//R.GetHeroStr=~英雄," 的力量值(",~Include/Exclude," 加成)"
//R.GetHeroStrHint=

//R.GetHeroAgi="英雄敏捷 [R]"
//R.GetHeroAgi=~英雄," 的敏捷值(",~Include/Exclude," 加成)"
//R.GetHeroAgiHint=

//R.GetHeroInt="英雄智力 [R]"
//R.GetHeroInt=~英雄," 的智力值(",~Include/Exclude," 加成)"
//R.GetHeroIntHint=

//O.GetHeroStatBJ="英雄属性"
//O.GetHeroStatBJ=~Attribute," 对 ",~英雄," (",~Include/Exclude," 加成)"
//O.GetHeroStatBJHint=

GetHeroSkillPoints="未分配技能点数"
GetHeroSkillPoints=~英雄," 的未分配技能点数"
GetHeroSkillPointsHint=

GetItemLevel="物品等级"
GetItemLevel=~物品," 的物品等级"
GetItemLevelHint=

GetItemCharges="使用次数"
GetItemCharges=~物品," 的使用次数"
GetItemChargesHint="无限使用物品将返回0."

GetItemUserData="物品自定义值"
GetItemUserData=~物品," 的自定义值"
GetItemUserDataHint="可以使用'物品 - 设置自定义值'来设置该值."

LeaderboardGetPlayerIndexBJ="排行榜位置"
LeaderboardGetPlayerIndexBJ=~Player," 在 ",~Leaderboard," 的排名"
LeaderboardGetPlayerIndexBJHint=

GetRandomInt="随机整数"
GetRandomInt="随机整数,最小值: ",~Minimum," 最大值: ",~Maximum
GetRandomIntHint=

IMinBJ="取较小值"
IMinBJ="取(",~整数1,", ",~整数2,")中较小值"
IMinBJHint=

IMaxBJ="取较大值"
IMaxBJ="取(",~整数1,", ",~整数2,")中较大值"
IMaxBJHint=

IAbsBJ="绝对值"
IAbsBJ=~整数," 的绝对值"
IAbsBJHint=

ISignBJ="符号标志"
ISignBJ=~整数," 的符号标志"
ISignBJHint="负数为-1. 非负数为1."

ModuloInteger="模"
ModuloInteger=~被除数," mod ",~除数
ModuloIntegerHint="取模计算,例: 12 mod 5 = 2."

MultiboardGetRowCount="行数"
MultiboardGetRowCount=~Multiboard," 的行数"
MultiboardGetRowCountHint=

MultiboardGetColumnCount="列数"
MultiboardGetColumnCount=~Multiboard," 的列数"
MultiboardGetColumnCountHint=

GetResourceAmount="储金量"
GetResourceAmount=~金矿," 的储金量"
GetResourceAmountHint="只对金矿有效."

GetPlayerState="玩家属性"
GetPlayerState=~Player," ",~Property
GetPlayerStateHint=

//R.GetPlayerTaxRate="玩家所得税 [R]"
//R.GetPlayerTaxRate=~Player," 需要交纳给 ",~Player," 的 ",~Resource," 所得税
//R.GetPlayerTaxRateHint="所得税取值范围0-100."

//O.GetPlayerTaxRateBJ="玩家所得税"
//O.GetPlayerTaxRateBJ=~Resource," 所得税, ",~Player," 交纳给 ",~Player
//O.GetPlayerTaxRateBJHint="所得税取值范围0-100."

GetPlayerScore="玩家得分"
GetPlayerScore=~Player," ",~Score
GetPlayerScoreHint=

GetConvertedPlayerId="玩家索引"
GetConvertedPlayerId=~Player," 的玩家索引号"
GetConvertedPlayerIdHint="玩家索引取值1-16."

GetPlayerStructureCount="建筑数量"
GetPlayerStructureCount=~Player," 拥有的建筑数量(",~Include/Exclude," 未完成的)"
GetPlayerStructureCountHint=

GetPlayerUnitCount="非建筑单位数量"
GetPlayerUnitCount=~Player," 拥有的非建筑单位数量(",~Include/Exclude," 未完成的)"
GetPlayerUnitCountHint=

GetPlayerTechCountSimple="当前科技等级"
GetPlayerTechCountSimple=~科技," 的当前等级对 ",~Player
GetPlayerTechCountSimpleHint=

GetPlayerTechMaxAllowedSwap="最大科技等级"
GetPlayerTechMaxAllowedSwap=~科技," 的最大等级对 ",~Player
GetPlayerTechMaxAllowedSwapHint=

//O.GetPlayerTeam="玩家队伍 [废弃]"
//O.GetPlayerTeam=~Player," 所属队伍编号"
//O.GetPlayerTeamHint="错误函数."

CountPlayersInForceBJ="玩家组中玩家数量"
CountPlayersInForceBJ=~玩家组," 中的玩家数量"
CountPlayersInForceBJHint=

CountUnitsInGroup="单位组中单位数量"
CountUnitsInGroup=~单位组," 中的单位数量"
CountUnitsInGroupHint=

CountLivingPlayerUnitsOfTypeId="玩家拥有单位数量"
CountLivingPlayerUnitsOfTypeId=~单位类型," 的数量对 ",~Player
CountLivingPlayerUnitsOfTypeIdHint=

GetUnitFoodUsed="单位使用人口数量"
GetUnitFoodUsed=~单位," 使用的人口数量"
GetUnitFoodUsedHint=

GetUnitFoodMade="单位提供人口数量"
GetUnitFoodMade=~单位," 提供的人口数量"
GetUnitFoodMadeHint=

GetFoodUsed="单位使用人口数量(指定单位类型)"
GetFoodUsed=~单位类型," 使用的人口数量"
GetFoodUsedHint=

GetFoodMade="单位提供人口数量(指定单位类型)"
GetFoodMade=~单位类型," 提供的人口数量"
GetFoodMadeHint=

GetUnitPointValue="单位附加值"
GetUnitPointValue=~单位," 的附加值"
GetUnitPointValueHint="单位附加值不可改变. 可以做一些特殊用途. 比如TD地图中的建筑贩卖价格."

GetUnitPointValueByType="单位附加值(指定单位类型)"
GetUnitPointValueByType=~单位类型," 的附加值"
GetUnitPointValueByTypeHint=单位附加值不可改变. 可以做一些特殊用途. 比如TD地图中的建筑贩卖价格.

GetUnitUserData="单位自定义值"
GetUnitUserData=~单位," 的自定义值"
GetUnitUserDataHint="可使用'单位 - 设置自定义值'来设置该值."

GetUnitLevel="单位等级"
GetUnitLevel=~单位," 的等级"
GetUnitLevelHint="对于英雄则会返回其英雄等级."

//R.GetUnitAbilityLevel="单位技能等级 [R]"
//R.GetUnitAbilityLevel=~单位," 的 ",~技能," 技能等级"
//R.GetUnitAbilityLevelHint="如果单位没有该技能,则返回0."

//O.GetUnitAbilityLevelSwapped="单位技能等级"
//O.GetUnitAbilityLevelSwapped=~技能," 的等级对 ",~单位
//O.GetUnitAbilityLevelSwappedHint="如果单位没有该技能,则返回0."

UnitInventoryCount="持有物品数量"
UnitInventoryCount=~单位," 所持有的物品数量"
UnitInventoryCountHint=

UnitInventorySizeBJ="物品栏格数"
UnitInventorySizeBJ=~单位," 的物品栏格数"
UnitInventorySizeBJHint=

UnitCountBuffsEx="拥有Buff数量 [R]"
UnitCountBuffsEx=~单位," 的附带Buff数量,(",~Include/Exclude," 正面Buff, ",~Include/Exclude," 负面Buff",~Include/Exclude," 魔法Buff, ",~Include/Exclude," 物理Buff",~Include/Exclude," 生命周期, ",~Include/Exclude," 光环效果",~Include/Exclude," 不可驱散Buff)"
UnitCountBuffsExHint=

UnitCountBuffsExBJ="拥有Buff数量 [旧]"
UnitCountBuffsExBJ=~Buff Type," ",~Buff Resist," Buff数量在 ",~单位," 身上(",~Include/Exclude," 生命周期, ",~Include/Exclude," 光环)"
UnitCountBuffsExBJHint=

GetTriggerEvalCount="触发条件判断次数"
GetTriggerEvalCount=~Trigger," 的触发条件判断次数"
GetTriggerEvalCountHint=

GetTriggerExecCount="触发动作运行次数"
GetTriggerExecCount=~Trigger," 的触发动作运行次数"
GetTriggerExecCountHint=

QueuedTriggerCountBJ="队列中触发数量"
QueuedTriggerCountBJ="触发队列中的触发数量"
QueuedTriggerCountBJHint="可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列."


// returns real
OperatorReal="算术运算"
OperatorReal=~Value," ",~Operator," ",~Value
OperatorRealHint=

GetLocationX="点的X轴坐标"
GetLocationX=~点," 的X轴坐标"
GetLocationXHint=

GetLocationY="点的Y轴坐标"
GetLocationY=~点," 的Y轴坐标"
GetLocationYHint=

GetLocationZ="点的Z轴高度 [R]"
GetLocationZ=~点," 的Z轴高度"
GetLocationZHint=

//R.CameraSetupGetField="镜头属性(指定镜头) [R]"
//R.CameraSetupGetField=~镜头," 的 ",~Camera Field
//R.CameraSetupGetFieldHint=

//O.CameraSetupGetFieldSwap="镜头属性(指定镜头)"
//O.CameraSetupGetFieldSwap=~Camera Field," 对 ",~镜头
//O.CameraSetupGetFieldSwapHint=

GetCameraField="镜头属性(当前镜头)"
GetCameraField="当前镜头的 ",~Camera Field
GetCameraFieldHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraTargetPositionX="当前镜头目标X坐标"
GetCameraTargetPositionX="当前镜头目标X坐标"
GetCameraTargetPositionXHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraTargetPositionY="当前镜头目标Y坐标"
GetCameraTargetPositionY="当前镜头目标Y坐标"
GetCameraTargetPositionYHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraTargetPositionZ="当前镜头目标Z坐标"
GetCameraTargetPositionZ="当前镜头目标Z坐标"
GetCameraTargetPositionZHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraEyePositionX="当前镜头源X坐标"
GetCameraEyePositionX="当前镜头源X坐标"
GetCameraEyePositionXHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraEyePositionY="当前镜头源Y坐标"
GetCameraEyePositionY="当前镜头源Y坐标"
GetCameraEyePositionYHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraEyePositionZ="当前镜头源Z坐标"
GetCameraEyePositionZ="当前镜头源Z坐标"
GetCameraEyePositionZHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundMinX="当前可用镜头区域最小X坐标 [R]"
GetCameraBoundMinX="当前可用镜头区域最小X坐标"
GetCameraBoundMinXHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundMinY="当前可用镜头区域最小Y坐标 [R]"
GetCameraBoundMinY="当前可用镜头区域最小Y坐标"
GetCameraBoundMinYHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundMaxX="当前可用镜头区域最大X坐标 [R]"
GetCameraBoundMaxX="当前可用镜头区域最大X坐标"
GetCameraBoundMaxXHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundMaxY="当前可用镜头区域最大Y坐标 [R]"
GetCameraBoundMaxY="当前可用镜头区域最大Y坐标"
GetCameraBoundMaxYHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetLastTransmissionDurationBJ="最后发言长度 [旧]"
GetLastTransmissionDurationBJ="最后发言长度"
GetLastTransmissionDurationBJHint="最后一次使用'电影 - 播送单位消息'动作的单位发言时间."

I2R="转换整数为实数"
I2R="转换 ",~Integer," 为实数"
I2RHint=

S2R="转换字符串为实数"
S2R="转换 ",~String," 为实数"
S2RHint=

Deg2Rad="转换角度为弧度"
Deg2Rad="转换角度 ",~Degrees," 为弧度"
Deg2RadHint=

Rad2Deg="转换弧度为角度"
Rad2Deg="转换弧度 ",~Radians," 为角度"
Rad2DegHint=

TimerGetElapsed="逝去时间"
TimerGetElapsed=~计时器," 的逝去时间"
TimerGetElapsedHint=

TimerGetRemaining="剩余时间"
TimerGetRemaining=~计时器," 的剩余时间"
TimerGetRemainingHint=

TimerGetTimeout="设置时间"
TimerGetTimeout=~计时器," 设置的时间"
TimerGetTimeoutHint=

GetDestructableLife="生命值"
GetDestructableLife=~可破坏物," 的当前生命值"
GetDestructableLifeHint=

GetDestructableMaxLife="最大生命值"
GetDestructableMaxLife=~可破坏物," 的最大生命值"
GetDestructableMaxLifeHint=

GetDestructableOccluderHeight="闭塞高度"
GetDestructableOccluderHeight=~可破坏物," 的闭塞高度"
GetDestructableOccluderHeightHint=

GetDestructableX="可破坏物所在X轴坐标 [R]"
GetDestructableX=~可破坏物," 所在X轴坐标"
GetDestructableXHint=

GetDestructableY="可破坏物所在Y轴坐标 [R]"
GetDestructableY=~可破坏物," 所在Y轴坐标"
GetDestructableYHint

GetEventDamage="伤害值"
GetEventDamage="单位所受伤害"
GetEventDamageHint="响应'受到伤害'单位事件,指代单位所受伤害."

GetOrderPointX="命令发布点X坐标 [R]"
GetOrderPointX="命令发布点X坐标"
GetOrderPointXHint="用坐标代替点可以省去创建、删除点的麻烦."

GetOrderPointY="命令发布点Y坐标 [R]"
GetOrderPointY="命令发布点Y坐标"
GetOrderPointYHint="用坐标代替点可以省去创建、删除点的麻烦."

GetTournamentFinishSoonTimeRemaining="比赛剩余时间"
GetTournamentFinishSoonTimeRemaining="比赛剩余时间"
GetTournamentFinishSoonTimeRemainingHint="响应'比赛事件'游戏将要结束. 单位为秒."

GetTimeOfDay="游戏时间"
GetTimeOfDay="游戏时间"
GetTimeOfDayHint="游戏中的昼夜时间."

GetTimeOfDayScalePercentBJ="昼夜时间流逝速度"
GetTimeOfDayScalePercentBJ="昼夜时间流逝速度"
GetTimeOfDayScalePercentBJHint="百分比数值, 100为默认值."

GetStoredRealBJ="缓存读取实数"
GetStoredRealBJ="从游戏缓存读取实数,名称: ",~文字," 类别: ",~Category," 缓存: ",~Game Cache
GetStoredRealBJHint="如果该值不存在则返回0."

GetItemLifeBJ="生命值"
GetItemLifeBJ=~物品," 的当前生命值"
GetItemLifeBJHint=

GetItemX="物品的X轴坐标 [R]"
GetItemX=~物品," 的X轴坐标"
GetItemXHint=

GetItemY="物品的Y轴坐标 [R]"
GetItemY=~物品," 的Y轴坐标"
GetItemYHint=

GetLightningColorRBJ="红颜色值"
GetLightningColorRBJ=~Lightning," 的红颜色值"
GetLightningColorRBJHint="取值范围0-1. 可使用'闪电效果 - 改变颜色'动作来改变颜色值."

GetLightningColorGBJ="绿颜色值"
GetLightningColorGBJ=~Lightning," 的绿颜色值"
GetLightningColorGBJHint="取值范围0-1. 可使用'闪电效果 - 改变颜色'动作来改变颜色值."

GetLightningColorBBJ="蓝颜色值"
GetLightningColorBBJ=~Lightning," 的蓝颜色值"
GetLightningColorBBJHint="取值范围0-1. 可使用'闪电效果 - 改变颜色'动作来改变颜色值."

GetLightningColorABJ="Alpha通道值"
GetLightningColorABJ=~Lightning," 的Alpha通道值"
GetLightningColorABJHint="取值范围0-1. Alpha通道值为0是完全透明的. 可使用'闪电效果 - 改变颜色'动作来改变Alpha通道值."

GetRandomReal="随机实数"
GetRandomReal="随机实数,最小值: ",~Minimum," 最大值: ",~Maximum
GetRandomRealHint=

GetRandomDirectionDeg="随机角度"
GetRandomDirectionDeg="随机角度"
GetRandomDirectionDegHint="0-360的随机实数. 建议直接用随即实数来做."

GetRandomPercentageBJ="随机百分数"
GetRandomPercentageBJ="随机百分数"
GetRandomPercentageBJHint="0-100的随机实数. 建议直接用随即实数来做."

DistanceBetweenPoints="两点间距"
DistanceBetweenPoints=~点," 和 ",~点," 之间的距离"
DistanceBetweenPointsHint=

AngleBetweenPoints="两点间方向"
AngleBetweenPoints=~点," 到 ",~点," 的角度"
AngleBetweenPointsHint="取值-180 - 180."

RMinBJ="取较小值"
RMinBJ="取(",~实数1,", ",~实数2,")中较小值"
RMinBJHint=

RMaxBJ="取较大值"
RMaxBJ="取(",~实数1,", ",~实数2,")中较大值"
RMaxBJHint=

RAbsBJ="绝对值"
RAbsBJ=~实数," 的绝对值"
RAbsBJHint=

RSignBJ="符号标志"
RSignBJ=~实数," 的符号标志"
RSignBJHint="负数为-1. 非负数为1."

ModuloReal="模"
ModuloReal=~被除数," mod ",~除数
ModuloRealHint="取模计算,例: 9.0 mod 2.5 = 1.5."

Pow="幂运算"
Pow=~实数," 的 ",~实数," 次幂"
PowHint=

SquareRoot="平方根"
SquareRoot=~实数," 的平方根"
SquareRootHint=

Sin="正弦(弧度) [R]"
Sin="Sin(",~Angle,")"
SinHint="采用弧度制计算. native函数,效率高于角度制函数."

SinBJ="正弦(角度)"
SinBJ="Sin(",~Angle,")"
SinBJHint="采用角度制计算."

Cos="余弦(弧度) [R]"
Cos="Cos(",~Angle,")"
CosHint="采用弧度制计算. native函数,效率高于角度制函数."

CosBJ="余弦(角度)"
CosBJ="Cos(",~Angle,")"
CosBJHint="采用角度制计算."

Tan="正切(弧度) [R]"
Tan="Tan(",~Angle,")"
TanHint="采用弧度制计算. native函数,效率高于角度制函数."

TanBJ="正切(角度)"
TanBJ="Tan(",~Angle,")"
TanBJHint="采用角度制计算."

Asin="反正弦(弧度) [R]"
Asin="Asin(",~数值,")"
AsinHint="采用弧度制计算. 返回弧度取值-π/2 — π/2. native函数,效率高于角度制函数."

AsinBJ="反正弦(角度)"
AsinBJ="Asin(",~数值,")"
AsinBJHint="采用角度制计算. 返回角度取值-90 — 90."

Acos="反余弦(弧度) [R]"
Acos="Acos(",~数值,")"
AcosHint="采用弧度制计算. 返回弧度取值0 — π. native函数,效率高于角度制函数."

AcosBJ="反余弦(角度)"
AcosBJ="Acos(",~数值,")"
AcosBJHint="采用角度制计算. 返回角度取值0 — 180."

Atan="反正切(弧度) [R]"
Atan="Atan(",~数值,")"
AtanHint="采用弧度制计算. 返回弧度取值-π/2 — π/2. native函数,效率高于角度制函数."

AtanBJ="反正切(角度)"
AtanBJ="Atan(",~数值,")"
AtanBJHint="采用角度制计算. 返回角度取值-90 — 90."

Atan2="反正切(Y:X)(弧度) [R]"
Atan2="Atan(",~Y," : ",~X,")"
Atan2Hint="采用弧度制计算. 返回弧度取值-π/2 — π/2. native函数,效率高于角度制反余弦函数."

Atan2BJ="反正切(角度)(Y:X)"
Atan2BJ="Atan(",~Y," : ",~X,")"
Atan2BJHint="采用角度制计算. 返回角度取值-90 — 90."

GetPlayerHandicapXPBJ="经验增长率"
GetPlayerHandicapXPBJ=~Player," 的经验增长率"
GetPlayerHandicapXPBJHint="百分比数值, 默认值为100."

GetPlayerHandicapBJ="生命障碍"
GetPlayerHandicapBJ=~Player," 的生命障碍"
GetPlayerHandicapBJHint="百分比数值, 默认值为100."

GetRectCenterX="中心X坐标"
GetRectCenterX=~矩形区域," 的中心X坐标"
GetRectCenterXHint=

GetRectCenterY="中心Y坐标"
GetRectCenterY=~矩形区域," 的中心Y坐标"
GetRectCenterYHint=

GetRectMinX="左下角X坐标"
GetRectMinX=~矩形区域," 的左下角X坐标"
GetRectMinXHint=

GetRectMinY="左下角Y坐标"
GetRectMinY=~矩形区域," 的左下角Y坐标"
GetRectMinYHint=

GetRectMaxX="右上角X坐标"
GetRectMaxX=~矩形区域," 的右上角X坐标"
GetRectMaxXHint=

GetRectMaxY="右上角Y坐标"
GetRectMaxY=~矩形区域," 的右上角Y坐标"
GetRectMaxYHint=

GetRectWidthBJ="宽度"
GetRectWidthBJ=~矩形区域," 的宽度"
GetRectWidthBJHint=

GetRectHeightBJ="高度"
GetRectHeightBJ=~矩形区域," 的高度"
GetRectHeightBJHint=

GetSoundDurationBJ="音效长度"
GetSoundDurationBJ=~音效," 的长度"
GetSoundDurationBJHint="单位为秒."

GetSoundFileDurationBJ="音乐长度"
GetSoundFileDurationBJ=~音乐," 的长度"
GetSoundFileDurationBJHint="单位为秒."

//R.GetUnitState="属性 [R]"
//R.GetUnitState=~单位," 的 ",~Property
//R.GetUnitStateHint=

//O.GetUnitStateSwap="属性"
//O.GetUnitStateSwap=~Property," 对于 ",~单位
//O.GetUnitStateSwapHint=

GetUnitLifePercent="生命百分比"
GetUnitLifePercent=~单位," 的生命百分比"
GetUnitLifePercentHint=

GetUnitManaPercent="魔法百分比"
GetUnitManaPercent=~单位," 的魔法百分比"
GetUnitManaPercentHint=

GetUnitX="单位所在X轴坐标 [R]"
GetUnitX=~单位," 所在X轴坐标"
GetUnitXHint=

GetUnitY="单位所在Y轴坐标 [R]"
GetUnitY=~单位," 所在Y轴坐标"
GetUnitYHint=

GetUnitFacing="面向角度"
GetUnitFacing=~单位," 的面向角度"
GetUnitFacingHint="采用角度制. 0度为正东方向, 90度为正北方向."

GetUnitMoveSpeed="当前移动速度"
GetUnitMoveSpeed=~单位," 的当前移动速度"
GetUnitMoveSpeedHint=

GetUnitDefaultMoveSpeed="默认移动速度"
GetUnitDefaultMoveSpeed=~单位," 的默认移动速度"
GetUnitDefaultMoveSpeedHint=

GetUnitAcquireRange="当前主动攻击范围"
GetUnitAcquireRange=~单位," 的当前主动攻击范围"
GetUnitAcquireRangeHint=

GetUnitDefaultAcquireRange="默认主动攻击范围"
GetUnitDefaultAcquireRange=~单位," 的默认主动攻击范围"
GetUnitDefaultAcquireRangeHint=

GetUnitTurnSpeed="当前转身速度"
GetUnitTurnSpeed=~单位," 的当前转身速度"
GetUnitTurnSpeedHint="转身速度表示单位改变面向方向时的速度. 数值越小表示转身越慢."

GetUnitDefaultTurnSpeed="默认转身速度"
GetUnitDefaultTurnSpeed=~单位," 的默认转身速度"
GetUnitDefaultTurnSpeedHint="转身速度表示单位改变面向方向时的速度. 数值越小表示转身越慢."

GetUnitPropWindow="当前转向角度(弧度制) [R]"
GetUnitPropWindow=~单位," 的当前转向角度(弧度制)"
GetUnitPropWindowHint="单位转身时的转向角度. 数值越大转向幅度越大. 效率高于角度制函数."

GetUnitPropWindowBJ="当前转向角度(角度制)"
GetUnitPropWindowBJ=~单位," 的当前转向角度"
GetUnitPropWindowBJHint="单位转身时的转向角度. 数值越大转向幅度越大."

GetUnitDefaultPropWindowBJ="默认转向角度"
GetUnitDefaultPropWindowBJ=~单位," 的默认转向角度"
GetUnitDefaultPropWindowBJHint="单位转身时的转向角度. 数值越大转向幅度越大."

GetUnitFlyHeight="当前飞行高度"
GetUnitFlyHeight=~单位," 的当前飞行高度"
GetUnitFlyHeightHint="飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度."

GetUnitDefaultFlyHeight="默认飞行高度"
GetUnitDefaultFlyHeight=~单位," 的默认飞行高度"
GetUnitDefaultFlyHeightHint="飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度."


// returns string
OperatorString="连接字符串"
OperatorString=~字符串1," + ",~字符串2
OperatorStringHint=

SubStringBJ="截取字符串"
SubStringBJ="截取 ",~字符串," 的 ",~Start," - ",~End," 字节部分"
SubStringBJHint="例: 截取''Grunts stink''的2 - 4字节部分 = ''run''."

//N.SubString="截取字符串 [R]"
//N.SubString="截取 ",~字符串," 的 ",~Start," - ",~End," 字节部分(不包括首字节)"
//N.SubStringHint="例: 截取''Grunts stink''的2 - 4字节部分 = ''un''."

I2S="转换整数为字符串"
I2S="转换 ",~Integer," 为字符串"
I2SHint=

R2S="转换实数为字符串"
R2S="转换 ",~Real," 为字符串"
R2SHint=

R2SW="格式转换实数为字符串"
R2SW="转换 ",~Real," 为字符串,最小宽度: ",~Width," ,小数位数: ",~Precision
R2SWHint="如: 转换(1.234, 7, 2)后为''   1.23''. 转换(1.234, 2, 5)后为''1.23400''."

OrderId2StringBJ="转换命令ID为字符串"
OrderId2StringBJ="转换 ",~Order," 为命令字符串"
OrderId2StringBJHint="如''harvest'', ''move'', ''smart'', ''attack''都是命令字符串."

UnitId2StringBJ="转换单位类型为字符串"
UnitId2StringBJ="转换 ",~单位类型," 为字符串"
UnitId2StringBJHint=

//R.GetLocalizedString="本地字符串 [R]"
//R.GetLocalizedString="本地字符串: ",~文字
//R.GetLocalizedStringHint="获取GlobalStrings.fdf中定义的字符串."

//O.StringIdentity="本地字符串"
//O.StringIdentity="本地字符串: ",~文字
//O.StringIdentityHint="获取GlobalStrings.fdf中定义的字符串."

StringCase="大小写转换"
StringCase="转换 ",~字符串," 为 ",~Lower/Upper Case," 形式"
StringCaseHint=

GetDestructableName="可破坏物名字"
GetDestructableName=~可破坏物," 的名字"
GetDestructableNameHint=

GetEventPlayerChatString="输入的聊天信息"
GetEventPlayerChatString="输入的聊天信息"
GetEventPlayerChatStringHint=

GetEventPlayerChatStringMatched="匹配的聊天信息"
GetEventPlayerChatStringMatched="匹配的聊天信息"
GetEventPlayerChatStringMatchedHint=

GetSaveBasicFilename="存档文件名"
GetSaveBasicFilename="存档文件名"
GetSaveBasicFilenameHint="响应'游戏 - 保存进度'事件."

GetAbilityName="技能名称"
GetAbilityName=~技能," 的名称"
GetAbilityNameHint=

GetAbilityEffectBJ="技能效果路径名"
GetAbilityEffectBJ=~技能," 的 ",~EffectType," 路径名(序号: ",~Index,")"
GetAbilityEffectBJHint="返回技能效果的模型路径,不管该效果是否存在.实际上就是技能编辑器中按Ctrl+D看到的文本内容. 该效果有多个模型时,序号表示取哪一个模型,如果该序号对应的文本内容不存在则返回上一序号."

GetAbilitySoundBJ="技能音效名"
GetAbilitySoundBJ=~技能," 的 ",~SoundType," 名字"
GetAbilitySoundBJHint="同样,实际上就是技能编辑器中按Ctrl+D看到的文本内容."

GetStoredStringBJ="读取字符串"
GetStoredStringBJ="从游戏缓存读取字符串,名称: ",~文字," 类别: ",~Category," 缓存: ",~Game Cache
GetStoredStringBJHint="如果该值不存在,则返回空字符串. 注意,空字符串不等于null"

GetHeroProperName="英雄称谓"
GetHeroProperName=~Hero," 的称谓"
GetHeroProperNameHint="如圣骑士会返回'无惧的布赞恩'而不是'圣骑士'."

GetItemName="物品名字"
GetItemName=~物品," 的名字"
GetItemNameHint=

MultiboardGetTitleText="多面板标题"
MultiboardGetTitleText=~Multiboard," 的标题"
MultiboardGetTitleTextHint=

GetPlayerName="玩家名字"
GetPlayerName=~Player," 的名字"
GetPlayerNameHint=

GetTriggerName="触发名字"
GetTriggerName="当前触发的名字"
GetTriggerNameHint=

GetUnitName="单位名字"
GetUnitName=~单位," 的名字"
GetUnitNameHint=


// returns location
GetRectCenter="矩形区域中心"
GetRectCenter=~矩形区域," 的中心点"
GetRectCenterHint="会创建点."

GetRandomLocInRect="矩形区域内随机点"
GetRandomLocInRect=~矩形区域," 内的随机点"
GetRandomLocInRectHint="会创建点."

OffsetLocation="坐标位移点"
OffsetLocation=~指定点," 坐标位移 (",~X,", ",~Y,")处"
OffsetLocationHint="会创建点."

PolarProjectionBJ="极坐标位移点"
PolarProjectionBJ="从 "~指定点," 开始,距离 ",~Distance," ,方向为 ",~Angle," 度的位移处"
PolarProjectionBJHint="会创建点."

CameraSetupGetDestPositionLoc="镜头目标点"
CameraSetupGetDestPositionLoc=~镜头," 的目标点"
CameraSetupGetDestPositionLocHint="会创建点."

GetCameraTargetPositionLoc="当前镜头目标点"
GetCameraTargetPositionLoc="当前镜头目标点"
GetCameraTargetPositionLocHint="会创建点. 注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraEyePositionLoc="当前镜头源位置"
GetCameraEyePositionLoc="当前镜头源位置"
GetCameraEyePositionLocHint="会创建点. 注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

Location="坐标点"
Location="坐标(",~X,", ",~Y,")"
LocationHint="会创建点."

GetDestructableLoc="可破坏物位置"
GetDestructableLoc=~可破坏物," 的位置"
GetDestructableLocHint="会创建点."

GetOrderPointLoc="命令发布点"
GetOrderPointLoc="命令发布点"
GetOrderPointLocHint="响应'发布指定点目标命令'单位事件. 会创建点."

GetSpellTargetLoc="技能施放点"
GetSpellTargetLoc="技能施放点"
GetSpellTargetLocHint="响应'技能施放'单位事件. 注意技能施放结束将无法捕获该点. 会创建点."

GetItemLoc="物品位置"
GetItemLoc=~物品," 的位置"
GetItemLocHint="会创建点."

WaygateGetDestinationLocBJ="传送门目的地"
WaygateGetDestinationLocBJ=~传送门," 的目的地"
WaygateGetDestinationLocBJHint="会创建点."

GetPlayerStartLocationLoc="玩家开始位置"
GetPlayerStartLocationLoc=~Player," 的游戏开始位置"
GetPlayerStartLocationLocHint="会创建点."

GetUnitLoc="单位位置"
GetUnitLoc=~单位," 的位置"
GetUnitLocHint="会创建点."

GetUnitRallyPoint="单位集结点"
GetUnitRallyPoint=~单位," 的集结点位置"
GetUnitRallyPointHint="如果单位没有设置集结点,则返回null. 设置自己为集结点可取消集结点设置. 会创建点."


// returns region
GetTriggeringRegion="触发区域 [R]"
GetTriggeringRegion="触发区域"
GetTriggeringRegionHint="响应单位进入/离开不规则区域事件."

// returns rect
GetCurrentCameraBoundsMapRectBJ="当前可用镜头范围"
GetCurrentCameraBoundsMapRectBJ="当前可用镜头范围"
GetCurrentCameraBoundsMapRectBJHint="会创建矩形区域. 注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundsMapRect="初始可用镜头范围"
GetCameraBoundsMapRect="初始可用镜头范围"
GetCameraBoundsMapRectHint="在地图编辑器的地图属性中设置."

GetPlayableMapRect="可用地图区域 [旧]"
GetPlayableMapRect="可用地图区域"
GetPlayableMapRectHint="在地图编辑器的地图属性中设置."

GetEntireMapRect="完整地图区域"
GetEntireMapRect="完整地图区域"
GetEntireMapRectHint="在地图编辑器的地图属性中设置. 会创建矩形区域."

OffsetRectBJ="位移创建矩形区域
OffsetRectBJ="与 ",~矩形区域," 位移 (",~X,", ",~Y,") 坐标之后等价的矩形区域"
OffsetRectBJHint="会创建矩形区域."

RectFromCenterSizeBJ="新建矩形区域(指定中心点)"
RectFromCenterSizeBJ="以 ",~指定点," 为中心,宽 ",~数值," ,高 ",~数值," 的矩形区域"
RectFromCenterSizeBJHint="会创建矩形区域."

Rect="新建矩形区域(指定边角坐标)"
Rect="左下角为(",~X1,", ",~Y1,"),右上角为(",~X2,", ",~Y2,")的矩形区域"
RectHint="会创建矩形区域."

RectFromLoc="新建矩形区域(指定边角点)"
RectFromLoc="左下角为 ",~点1," ,右上角为 ",~点2," 的矩形区域"
RectFromLocHint="会创建矩形区域."


// returns unit
CreateUnit="新建单位(指定坐标) [R]"
CreateUnit="新建 ",~玩家," 的 ",~单位," 在(",~X,",",~Y,"),面向角度:",~Face," 度"
CreateUnitHint=

CreateUnitAtLoc="新建单位(指定点) [R]"
CreateUnitAtLoc="新建 ",~玩家," 的 ",~单位," 在 ",~点," 面向角度:",~Face," 度"
CreateUnitAtLocHint=

CreateCorpse="新建尸体 [R]"
CreateCorpse="新建 ",~玩家," 的 ",~单位," 的尸体在(",~X,",",~Y,"),面向角度:",~Face," 度"
CreateCorpseHint=

CreateBlightedGoldmine="新建不死族金矿 [R]"
CreateBlightedGoldmine="新建 ",~玩家," 的不死族金矿在(",~X,",",~Y,"),面向角度:",~Face," 度"
CreateBlightedGoldmineHint=

GetLastCreatedUnit="最后创建的单位 [旧]"
GetLastCreatedUnit="最后创建的单位"
GetLastCreatedUnitHint="最后一个使用'单位 - 创建'动作创建的单位."

GetLastRestoredUnitBJ="最后读取的单位 [旧]"
GetLastRestoredUnitBJ="最后读取的单位"
GetLastRestoredUnitBJHint="最后一个使用'游戏缓存 - 读取单位'动作创建的单位."

GetLastReplacedUnitBJ="最后替换的单位 [旧]"
GetLastReplacedUnitBJ="最后替换的单位"
GetLastReplacedUnitBJHint="最后一个使用'单位 - 替换'替换的单位."

GetLastHauntedGoldMine="最后创建的不死族金矿 [旧]"
GetLastHauntedGoldMine="最后创建的不死族金矿"
GetLastHauntedGoldMineHint="最后一个使用'中立建筑 - 创建不死族金矿'创建的不死族金矿."

GetEnumUnit="选取单位"
GetEnumUnit="选取单位"
GetEnumUnitHint="使用'选取单位做动作'时, 指代相应的单位."

GetFilterUnit="匹配单位"
GetFilterUnit="匹配单位"
GetFilterUnitHint="在'选取单位满足条件'之类功能的条件中,指代被判断单位."

FirstOfGroup="单位组中第一个单位"
FirstOfGroup=~单位组," 中第一个单位"

GroupPickRandomUnit="单位组中随机单位"
GroupPickRandomUnit=~单位组," 中随机选取的一个单位"
GroupPickRandomUnitHint=

GetAttackedUnitBJ="被攻击单位"
GetAttackedUnitBJ="被攻击单位"
GetAttackedUnitBJHint="响应'被攻击'单位事件."

GetAttacker="攻击单位"
GetAttacker="攻击单位"
GetAttackerHint="响应'被攻击'单位事件."

GetBuyingUnit="购买者"
GetBuyingUnit="购买者"
GetBuyingUnitHint="响应'出售单位','出售物品'或'抵押物品'单位事件."

GetCancelledStructure="被取消的建筑"
GetCancelledStructure="被取消的建筑"
GetCancelledStructureHint="响应'取消建造建筑'单位事件."

GetSpellAbilityUnit="施法单位"
GetSpellAbilityUnit="施法单位"
GetSpellAbilityUnitHint="响应'施放技能'单位事件."

GetConstructedStructure="完成的建筑"
GetConstructedStructure="完成的建筑"
GetConstructedStructureHint="响应'完成建造建筑'单位事件."

GetConstructingStructure="正在建造的建筑"
GetConstructingStructure="正在建造的建筑"
GetConstructingStructureHint="响应'开始建造建筑'单位事件."

GetEventDamageSource="伤害来源"
GetEventDamageSource="伤害来源"
GetEventDamageSourceHint="响应'受到伤害'单位事件."

GetDecayingUnit="腐化的单位"
GetDecayingUnit="腐化的单位"
GetDecayingUnitHint="响应'开始腐化'单位事件."

GetDyingUnit="死亡单位"
GetDyingUnit="死亡单位"
GetDyingUnitHint="响应'死亡'单位事件."

GetEnteringUnit="进入的单位"
GetEnteringUnit="进入的单位"
GetEnteringUnitHint="响应'单位进入区域'单位事件."

GetManipulatingUnit="操作物品的单位"
GetManipulatingUnit="操作物品的单位"
GetManipulatingUnitHint="响应'使用/获得/丢失物品'单位事件."

GetKillingUnitBJ="凶手单位"
GetKillingUnitBJ="凶手单位"
GetKillingUnitBJHint="响应'死亡'单位事件. 如果不是被单位所杀(比如负数邪恶光环)则返回null."

GetLearningUnit="学习技能的英雄"
GetLearningUnit="学习技能的英雄"
GetLearningUnitHint="响应'学习技能'单位事件."

GetLeavingUnit="离开的单位"
GetLeavingUnit="离开的单位"
GetLeavingUnitHint="响应'单位离开区域'单位事件."

GetLevelingUnit="升级的英雄"
GetLevelingUnit="升级的英雄"
GetLevelingUnitHint="响应'提升等级'单位事件."

GetLoadedUnitBJ="被装载单位"
GetLoadedUnitBJ="被装载单位"
GetLoadedUnitBJHint="响应'被装载'单位事件."

GetOrderedUnit="发布命令的单位"
GetOrderedUnit="发布命令的单位"
GetOrderedUnitHint="响应'发布命令'单位事件."

GetChangingUnit="被改变所有者的单位"
GetChangingUnit="被改变所有者的单位"
GetChangingUnitHint="响应'改变所有者'单位事件."

GetResearchingUnit="研究科技的单位"
GetResearchingUnit="研究科技的单位"
GetResearchingUnitHint="响应'开始/取消/完成科技研究'单位事件."

GetRevivableUnit="可复活英雄"
GetRevivableUnit="可复活英雄"
GetRevivableUnitHint="响应'变为可复活的'单位事件."

GetRevivingUnit="复活英雄"
GetRevivingUnit="复活英雄"
GetRevivingUnitHint="响应'开始/取消/完成复活'单位事件."

GetSellingUnit="贩卖者"
GetSellingUnit="贩卖者"
GetSellingUnitHint="响应'出售单位','出售物品'或'抵押物品'单位事件."

GetSoldUnit="被贩卖单位"
GetSoldUnit="被贩卖单位"
GetSoldUnitHint="响应'出售单位'单位事件."

GetSummonedUnit="召唤单位"
GetSummonedUnit="召唤单位"
GetSummonedUnitHint="响应'召唤单位'单位事件,指代被召唤单位."

GetSummoningUnit="召唤者"
GetSummoningUnit="召唤者"
GetSummoningUnitHint="响应'召唤单位'单位事件."

GetOrderTargetUnit="命令发布目标"
GetOrderTargetUnit="命令发布目标"
GetOrderTargetUnitHint="响应'发布指定物体目标命令'单位事件并以单位为目标时."

GetSpellTargetUnit="技能施放目标"
GetSpellTargetUnit="技能施放目标"
GetSpellTargetUnitHint="响应'施放技能'单位事件并以单位为目标时. 注意: 技能施放结束将无法捕获施放目标."

GetEventTargetUnit="事件目标单位"
GetEventTargetUnit="事件目标单位"
GetEventTargetUnitHint="响应'注意到/获取攻击目标'单位事件,指代目标单位."

GetTrainedUnit="训练单位"
GetTrainedUnit="训练单位"
GetTrainedUnitHint="响应'完成训练单位'单位事件,指代被训练单位."

GetTransportUnitBJ="运输单位"
GetTransportUnitBJ="运输单位"
GetTransportUnitBJHint="响应'被装载'单位事件.指代作为载体的单位."

GetTriggerUnit="触发单位"
GetTriggerUnit="触发单位"
GetTriggerUnitHint=

GetUnitRallyUnit="单位集结点目标"
GetUnitRallyUnit=~单位," 的集结点目标"
GetUnitRallyUnitHint="如果指定单位没有设置集结点到单位目标,则返回null."


//R.eturns unitpool
CreateUnitPool="新建单位池 [R]"
CreateUnitPool="新建的空单位池"
CreateUnitPoolHint=会创建单位池.


// returns unitcode
GetUnitTypeId="指定单位的类型"
GetUnitTypeId=~单位," 的类型"
GetUnitTypeIdHint=

ChooseRandomCreepBJ="随机中立生物类型"
ChooseRandomCreepBJ="一个等级 ",~Level," 的随机中立生物类型"
ChooseRandomCreepBJHint="-1代表所有等级."

ChooseRandomNPBuildingBJ="随机中立建筑类型"
ChooseRandomNPBuildingBJ="随机中立建筑类型"
ChooseRandomNPBuildingBJHint=

String2UnitIdBJ="转换字符串为单位类型"
String2UnitIdBJ="转换 ",~字符串," 为单位类型"
String2UnitIdBJHint=

GetTrainedUnitType="训练单位类型"
GetTrainedUnitType="训练单位类型"
GetTrainedUnitTypeHint="响应'开始/取消/完成训练单位'单位事件, 指代所训练的单位类型."


// returns ordercode
String2OrderIdBJ="转换命令字符串为命令ID"
String2OrderIdBJ="转换 ",~字符串," 为命令ID"
String2OrderIdBJHint="如''harvest'', ''move'', ''smart'', ''attack''都是命令字符串."

UnitId2OrderIdBJ="转换单位类型为命令ID"
UnitId2OrderIdBJ="转换 ",~单位类型," 为命令ID"
UnitId2OrderIdBJHint=

GetIssuedOrderIdBJ="发布的命令ID"
GetIssuedOrderIdBJ="发布的命令ID"
GetIssuedOrderIdBJHint="响应'发布命令'单位事件."

GetUnitCurrentOrder="当前命令ID"
GetUnitCurrentOrder=~单位," 的当前命令ID."
GetUnitCurrentOrderHint=


// returns destructable
GetLastCreatedDestructable="最后创建的可破坏物 [旧]"
GetLastCreatedDestructable="最后创建的可破坏物"
GetLastCreatedDestructableHint="最后一个使用 '可破坏物 - 创建'动作创建的可破坏物."


CreateDestructableZ="新建可破坏物"
CreateDestructableZ="新建的 ",~可破坏物类型," 在(",~X,",",~Y,",",~Z,"),面向角度: ",~Direction," 尺寸缩放: ",~Scale," 样式: ",~Variation
CreateDestructableZHint="坐标为(X,Y,Z)格式. 面向角度采用角度制,0度为正东方向,90度为正北方向."

CreateDeadDestructableZ="新建可破坏物(死亡的) [R]"
CreateDeadDestructableZ="新建死亡的 ",~可破坏物类型," 在(",~X,",",~Y,",",~Z"),面向角度: ",~Direction," 尺寸缩放: ",~Scale," 样式: ",~Variation
CreateDeadDestructableZHint="坐标为(X,Y,Z)格式. 面向角度采用角度制,0度为正东方向,90度为正北方向."

RandomDestructableInRectSimpleBJ="矩形区域内的随机可破坏物"
RandomDestructableInRectSimpleBJ=~矩形区域," 内随机选取一个可破坏物"
RandomDestructableInRectSimpleBJHint=

RandomDestructableInRectBJ="矩形区域内的随机可破坏物(指定条件)"
RandomDestructableInRectBJ=~矩形区域," 内满足 ",~条件," 的一个随机可破坏物"
RandomDestructableInRectBJHint="使用'匹配的可破坏物'来指代条件中用于比较的可破坏物."

GetEnumDestructable="选取的可破坏物"
GetEnumDestructable="选取的可破坏物"
GetEnumDestructableHint="使用'选取可破坏物做动作'时, 指代相应的可破坏物."

GetFilterDestructable="匹配的可破坏物"
GetFilterDestructable="匹配的可破坏物"
GetFilterDestructableHint="在'选取可破坏物满足条件'之类功能的条件中,指代被判断的可破坏物."

GetDyingDestructable="死亡的可破坏物"
GetDyingDestructable="死亡的可破坏物"
GetDyingDestructableHint="响应'可破坏物死亡'事件."

GetOrderTargetDestructable="命令发布目标(可破坏物)"
GetOrderTargetDestructable="命令发布目标"
GetOrderTargetDestructableHint="响应'发布指定物体目标命令'单位事件并以可破坏物为目标时."

GetSpellTargetDestructable="技能施放目标(可破坏物)"
GetSpellTargetDestructable="技能施放目标"
GetSpellTargetDestructableHint="响应'施放技能'单位事件并以可破坏物为目标时. 注意: 技能施放结束将无法捕获施放目标."

GetUnitRallyDestructable="单位集结点目标"
GetUnitRallyDestructable=~单位," 的集结点目标"
GetUnitRallyDestructableHint="如果指定单位没有设置集结点到可破坏物上,则返回null."


// returns destructablecode
GetDestructableTypeId="指定可破坏物的类型"
GetDestructableTypeId=~可破坏物," 的类型"
GetDestructableTypeIdHint=


// returns item
CreateItem="新建物品 [R]"
CreateItem="新建 ",~物品," 在(",~X,",",~Y,")"
CreateItemHint=

GetLastCreatedItem="最后创建的物品 [旧]"
GetLastCreatedItem="最后创建的物品"
GetLastCreatedItemHint="最后一个使用'物品 - 创建'或'英雄 - 创建物品给英雄'动作创建的物品."

GetLastRemovedItem="最后丢弃的物品 [旧]"
GetLastRemovedItem="最后丢弃的物品"
GetLastRemovedItemHint="最后一个使用'英雄 - 丢弃物品'动作丢弃的物品."

RandomItemInRectSimpleBJ="矩形区域内随机物品"
RandomItemInRectSimpleBJ=~矩形区域," 内随机选取的一个物品"
RandomItemInRectSimpleBJHint=

RandomItemInRectBJ="矩形区域内随机物品(指定条件)"
RandomItemInRectBJ=~矩形区域," 内满足 ",~条件," 的一个随机物品"
RandomItemInRectBJHint="使用'匹配物品'来指代条件中用于比较的物品."

GetEnumItem="选取物品"
GetEnumItem="选取物品"
GetEnumItemHint="使用'选取物品做动作'时, 指代相应的物品."

GetFilterItem="匹配物品"
GetFilterItem="匹配物品"
GetFilterItemHint="在'选取物品满足条件'之类功能的条件中,指代被判断单位."

UnitItemInSlotBJ="单位持有物品"
UnitItemInSlotBJ=~单位," 物品栏第 ",~Index," 格的物品"
UnitItemInSlotBJHint=

GetItemOfTypeFromUnitBJ="单位持有物品(指定类型)"
GetItemOfTypeFromUnitBJ=~单位," 所持有的 ",~物品类型
GetItemOfTypeFromUnitBJHint="建议用循环+判断物品类型会更好些."

GetManipulatedItem="被操作物品"
GetManipulatedItem="被操作物品"
GetManipulatedItemHint="响应'使用/得到/丢弃物品'单位事件."

GetSoldItem="被售出物品"
GetSoldItem="被售出物品"
GetSoldItemHint="响应'出售物品'或'抵押物品'单位事件."

GetOrderTargetItem="命令发布目标"
GetOrderTargetItem="命令发布目标"
GetOrderTargetItemHint="响应'发布指定物体目标命令'单位事件并以物品为目标时."

GetSpellTargetItem="技能施放目标"
GetSpellTargetItem="技能施放目标"
GetSpellTargetItemHint="响应施放技能单位事件并以物品为目标时. 注意: 技能施放结束将无法捕获施放目标."


// returns itemtype
GetItemType="指定物品的分类"
GetItemType=~物品," 的分类"
GetItemTypeHint=


// returns itemcode
GetItemTypeId="指定物品的类型"
GetItemTypeId=~物品," 的类型"
GetItemTypeIdHint=

ChooseRandomItemExBJ="随机物品类型(指定分类)"
ChooseRandomItemExBJ="等级 ",~Level," 的随机 ",~Class," 物品类型"
ChooseRandomItemExBJHint="该功能为新版函数,使用新版等级作为参照对象. -1表示任何等级."

ChooseRandomItemBJ="随机物品类型"
ChooseRandomItemBJ="等级 ",~Level," 的随机物品类型"
ChooseRandomItemBJHint="该功能为ROC版函数,使用旧版等级作为参照对象. -1表示任何等级."


//R.eturns itempool
CreateItemPool="新建物品池 [R]"
CreateItemPool="新建的空物品池"
CreateItemPoolHint=会创建物品池.


// returns techcode
GetResearched="被研究科技"
GetResearched="被研究科技"
GetResearchedHint="响应'开始/取消/完成科技研究'单位事件."


// returns abilcode
GetSpellAbilityId="施放技能"
GetSpellAbilityId="施放技能"
GetSpellAbilityIdHint="响应施放技能单位事件, 指代被施放的技能."

GetLearnedSkill="学习技能 [R]"
GetLearnedSkill="学习技能"
GetLearnedSkillHint="响应'学习技能'单位事件, 指代被学习的技能."


// returns heroskillcode
GetLearnedSkillBJ="学习技能"
GetLearnedSkillBJ="学习技能"
GetLearnedSkillBJHint="响应'学习技能'单位事件, 指代被学习的技能. 新函数在'技能'类别中."


// returns player
GetEnumPlayer="选取玩家"
GetEnumPlayer="选取玩家"
GetEnumPlayerHint="使用'选取玩家做动作'时, 指代相应的玩家."

GetFilterPlayer="匹配玩家"
GetFilterPlayer="匹配玩家"
GetFilterPlayerHint="在'选取玩家满足条件'之类功能的条件中,指代被判断玩家."

GetOwningPlayer="单位所有者"
GetOwningPlayer=~单位," 的所有者"
GetOwningPlayerHint=

GetItemPlayer="物品所属玩家"
GetItemPlayer=~物品," 的所属玩家"
GetItemPlayerHint="与持有者无关,默认为中立被动玩家."

ForcePickRandomPlayer="玩家组中随机玩家"
ForcePickRandomPlayer=~玩家组," 中随机抽取的一名玩家."
ForcePickRandomPlayerHint=

GetLocalPlayer="本地玩家 [R]"
GetLocalPlayer="本地玩家"
GetLocalPlayerHint="指代玩家自己,所以对每个玩家返回值都不一样. 如果不清楚该函数的话千万别用,因为很可能因为不同步而导致掉线."

ConvertedPlayer="转换玩家索引号为玩家"
ConvertedPlayer="玩家 ",~Player Index
ConvertedPlayerHint="玩家索引号取值1-16."

GetChangingUnitPrevOwner="原所有者"
GetChangingUnitPrevOwner="原所有者"
GetChangingUnitPrevOwnerHint="响应'改变所有者'单位事件,指代单位原来的所有者."

GetTriggerPlayer="触发玩家"
GetTriggerPlayer="触发玩家"
GetTriggerPlayerHint=

LeaderboardGetIndexedPlayerBJ="所在位置玩家"
LeaderboardGetIndexedPlayerBJ="第 ",~Position," 位玩家在 ",~Leaderboard," 中"
LeaderboardGetIndexedPlayerBJHint=


// returns group
CreateGroup="新建的单位组 [R]"
CreateGroup="新建的空单位组"
CreateGroupHint="会创建单位组."

GetLastCreatedGroup="最后创建的单位组 [旧]"
GetLastCreatedGroup="最后创建的单位组"
GetLastCreatedGroupHint="最后一批通过'单位 - 创建'动作创建的单位."

GetRandomSubGroup="单位组中随机单位"
GetRandomSubGroup="随机获取 ",~Count," 个单位从 ",~单位组
GetRandomSubGroupHint="会创建单位组."

GetUnitsInRectAll="矩形区域内的单位"
GetUnitsInRectAll=~矩形区域," 内的所有单位"
GetUnitsInRectAllHint="会创建单位组."

GetUnitsInRectOfPlayer="矩形区域内的玩家单位"
GetUnitsInRectOfPlayer=~矩形区域," 内属于 ",~Player," 的所有单位"
GetUnitsInRectOfPlayerHint="会创建单位组."

GetUnitsInRectMatching="矩形区域内的单位(指定条件)"
GetUnitsInRectMatching=~矩形区域," 内满足 ",~条件," 的所有单位"
GetUnitsInRectMatchingHint="使用'匹配单位'指代条件中用于比较的单位. 会创建单位组."

GetUnitsInRangeOfLocAll="圆范围内单位"
GetUnitsInRangeOfLocAll="半径为 ",~Radius," 圆心为 ",~指定点," 的圆范围内所有单位"
GetUnitsInRangeOfLocAllHint="会创建单位组."

GetUnitsInRangeOfLocMatching="圆范围内单位(指定条件)"
GetUnitsInRangeOfLocMatching="半径为 ",~Radius," 圆心为 ",~指定点," 且满足 ",~条件," 的所有单位"
GetUnitsInRangeOfLocMatchingHint="使用'匹配单位'指代条件中用于比较的单位. 会创建单位组."

GetUnitsOfPlayerAll="玩家单位"
GetUnitsOfPlayerAll="属于 ",~Player," 的所有单位"
GetUnitsOfPlayerAllHint="会创建单位组."

GetUnitsOfPlayerAndTypeId="玩家单位(指定单位类型)"
GetUnitsOfPlayerAndTypeId="属于 ",~Player," 的所有 ",~单位类型
GetUnitsOfPlayerAndTypeIdHint="会创建单位组."

GetUnitsOfPlayerMatching="玩家单位(指定条件)"
GetUnitsOfPlayerMatching="属于 ",~Player," 并满足 ",~条件," 的所有单位"
GetUnitsOfPlayerMatchingHint="使用'匹配单位'指代条件中用于比较的单位. 会创建单位组."

GetUnitsOfTypeIdAll="所有指定类型单位"
GetUnitsOfTypeIdAll="所有 ",~单位类型
GetUnitsOfTypeIdAllHint="会创建单位组."

GetUnitsSelectedAll="玩家选择单位"
GetUnitsSelectedAll=~Player," 选择的所有单位"
GetUnitsSelectedAllHint="不能用于触发条件. 会创建单位组."


// returns force
CreateForce="新建玩家组 [R]"
CreateForce="新建空玩家组"
CreateForceHint="会创建玩家组."

GetPlayersAll="所有玩家 [旧]"
GetPlayersAll="所有玩家"
GetPlayersAllHint="包括未使用玩家和中立玩家."

GetPlayersByMapControl="所有指定控制者的玩家"
GetPlayersByMapControl="所有 ",~Control Type," 控制的玩家"
GetPlayersByMapControlHint="会创建玩家组."

GetPlayersMatching="所有符合条件的玩家"
GetPlayersMatching="所有符合 ",~条件," 的玩家"
GetPlayersMatchingHint="使用'匹配玩家'指代条件中用于比较的玩家,包括未使用玩家和中立玩家. 会创建玩家组."

GetPlayersAllies="玩家的盟友"
GetPlayersAllies="所有 ",~Player," 的联盟玩家"
GetPlayersAlliesHint="需要双方互为联盟状态,包括自己,不包括中立玩家. 会创建玩家组."

GetPlayersEnemies="玩家的敌人"
GetPlayersEnemies="所有 ",~Player," 的敌对玩家"
GetPlayersEnemiesHint="对其敌对的所有玩家,不包括中立玩家. 会创建玩家组."

GetForceOfPlayer="转换玩家为玩家组"
GetForceOfPlayer="转换 ",~Player," 为玩家组"
GetForceOfPlayerHint="会创建玩家组."


// returns race
GetPlayerRace="玩家种族"
GetPlayerRace=~Player," 的种族"
GetPlayerRaceHint=

GetUnitRace="单位种族"
GetUnitRace=~单位," 所属种族"
GetUnitRaceHint="物体编辑器中设置的单位所属种族."


// returns camerasetup
GetCurrentCameraSetup="玩家当前镜头"
GetCurrentCameraSetup="玩家当前镜头"
GetCurrentCameraSetupHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线. 会创建镜头对象."


// returns fogmodifier
CreateFogModifierRect="新建可见度修正器(矩形区域) [R]"
CreateFogModifierRect="新建的 ",~玩家," 可见度修正器. 可见度: ",~FogStateVisible," 影响区域: ",~矩形区域," (对盟友 ",~共享," 视野, ",~覆盖," 单位视野)"
CreateFogModifierRectHint="会创建可见度修正器."

CreateFogModifierRadius="新建可见度修正器(圆范围) [R]"
CreateFogModifierRadius="新建的 ",~玩家," 可见度修正器. 可见度: ",~FogStateVisible," 圆心坐标:(",~X,",",~Y,") 半径: ",~数值," (对盟友 ",~共享," 视野, ",~覆盖," 单位视野)"
CreateFogModifierRadiusHint="会创建可见度修正器."

GetLastCreatedFogModifier="最后创建的可见度修正器 [旧]"
GetLastCreatedFogModifier="最后创建的可见度修正器"
GetLastCreatedFogModifierHint="最后一个由'可见度 - 创建可见度修正器'动作创建的可见度修正器."


// returns trigger
GetTriggeringTrigger="当前触发"
GetTriggeringTrigger="当前触发"
GetTriggeringTriggerHint=


// returns gamedifficulty
GetGameDifficulty="当前游戏难度"
GetGameDifficulty="当前游戏难度"
GetGameDifficultyHint=


// returns aidifficulty
GetAIDifficulty="玩家的AI难度"
GetAIDifficulty=~Player," 的对战AI难度"
GetAIDifficultyHint="对非AI玩家返回普通难度."


// returns gamespeed
GetGameSpeed="当前游戏速度"
GetGameSpeed="当前游戏速度"
GetGameSpeedHint=


// returns mapcontrol
GetPlayerController="玩家控制者"
GetPlayerController=~Player," 的控制者"
GetPlayerControllerHint=


// returns playercolor
GetPlayerColor="玩家颜色"
GetPlayerColor=~Player," 的颜色"
GetPlayerColorHint=


// returns playerslotstate
GetPlayerSlotState="玩家游戏状态"
GetPlayerSlotState=~Player," 的游戏状态"
GetPlayerSlotStateHint=


// returns effect
AddSpecialEffect="新建特效(指定坐标) [R]"
AddSpecialEffect="新建特效 ",~Model File," 在(",~X,",",~Y,")处"
AddSpecialEffectHint=会创建特效.

AddSpecialEffectLoc="新建特效(指定点) [R]"
AddSpecialEffectLoc="新建特效 ",~Model File," 在 ",~指定点," 处"
AddSpecialEffectLocHint=会创建特效.

AddSpecialEffectTarget="新建特效(绑定单位) [R]"
AddSpecialEffectTarget="新建特效 ",~Model File," 并绑定到 ",~单位," 的 ",~Attachment Point," 附加点上"
AddSpecialEffectTargetHint=会创建特效.

//AddSpellEffect
//AddSpellEffectLoc
//AddSpellEffectTarget

AddSpellEffectById="技能效果(指定坐标) [R]"
AddSpellEffectById=~技能," 的 ",~EffectType," , 创建到坐标(",~X,",",~Y,")"
AddSpellEffectByIdHint=会创建特效.

AddSpellEffectByIdLoc="技能效果(指定点) [R]"
AddSpellEffectByIdLoc=~技能," 的 ",~EffectType," , 创建到 ",~指定点
AddSpellEffectByIdLocHint=会创建特效.

AddSpellEffectTargetById="技能效果(绑定单位) [R]"
AddSpellEffectTargetById=~技能," 的 ",~EffectType," , 绑定到 ",~单位," 的 ",~String," 附加点"
AddSpellEffectTargetByIdHint=会创建特效.

GetLastCreatedEffectBJ="最后创建的特效 [旧]"
GetLastCreatedEffectBJ="最后创建的特效"
GetLastCreatedEffectBJHint="最后一个使用'特殊效果 - 创建特效'动作创建的效果."


// returns lightning
//AddLightning

AddLightningEx="新建闪电效果 [R]"
AddLightningEx="新建闪电效果: ",~闪电效果," (",~Boolean,"检查可见性) 起始点:("~X,",",~Y,",",~Z,") 终结点:("~X,",",~Y,",",~Z,")"
AddLightningExHint="会创建闪电效果. 允许检查可见性则在起始点和终结点都不可见时将不创建闪电效果."

GetLastCreatedLightningBJ="最后创建的闪电效果 [旧]"
GetLastCreatedLightningBJ="最后创建的闪电效果"
GetLastCreatedLightningBJHint="最后一个使用'闪电效果 - 创建'动作创建的闪电效果."

// returns image
CreateImage="新建图像 [R]"
CreateImage="新建图像: ",~Image," 大小:(",~X,",",~Y,",",~Z,") 创建点:(",~X,",",~Y,",",~Z,") 原点坐标:(",~X,",",~Y,",",~Z,") 图像类型: ",~Type
CreateImageHint="使用'图像 - 设置永久渲染状态'动作才能显示图像. 大小、创建点和原点格式为(X,Y,Z). 创建点作为图像的左下角位置. 会创建图像."

GetLastCreatedImage="最后创建的图像 [旧]"
GetLastCreatedImage="最后创建的图像"
GetLastCreatedImageHint="最后一个使用'图像 - 创建'动作创建的图像."


// returns ubersplat
CreateUbersplat="新建地面纹理变化 [R]"
CreateUbersplat="新建的地面纹理变化在点(",~X,",",~Y,"),使用图像: ",~Type," 颜色值为(",~Red,",",~Green,",",~Blue,") Alpha值为",~Transparency," (",~Enable/Disable," 暂停状态, ",~Enble/Disable," 跳过出生动画)"
CreateUbersplatHint="颜色值和Alpha值取值范围0-255. 使用'地面纹理变化 - 设置永久渲染状态' 来显示创建的纹理变化. 暂停状态表示动画播放完毕后是否继续保留该纹理变化. 会创建纹理变化."


GetLastCreatedUbersplat="最后创建的地面纹理变化 [旧]"
GetLastCreatedUbersplat="最后创建的地面纹理变化"
GetLastCreatedUbersplatHint="最后一个使用'地面纹理 - 创建'动作创建的纹理变化."


// returns weathereffect
AddWeatherEffect="新建天气效果 [R]"
AddWeatherEffect="新建的在 ",~矩形区域," 的天气效果: ",~WeatherId
AddWeatherEffectHint="会创建天气效果."

GetLastCreatedWeatherEffect="最后创建的天气效果 [旧]"
GetLastCreatedWeatherEffect="最后创建的天气效果"
GetLastCreatedWeatherEffectHint="最后一个使用'环境 - 创建天气效果'动作创建的天气效果."


// returns terraindeformation
TerrainDeformCrater="新建地形变化:弹坑 [R]"
TerrainDeformCrater="新建的弹坑变形. 中心坐标:(",~X,",",~Y,") 半径: ",~Radius," 深度: ",~Depth," 持续时间: ",~Duration," 毫秒, 变化类型: ",~Type
TerrainDeformCraterHint="深度可取负数. 永久地形变化在保存游戏时不会被记录.

TerrainDeformRipple="新建地形变化:波纹 [R]"
TerrainDeformRipple="新建的波纹变形. 中心坐标:(",~X,",",~Y,") 最终半径: ",~Radius," 深度: ",~Depth," 持续时间: ",~Duration," 毫秒, 变化次数: ",~Count," 面波数: ",~SpaceWave," 总波数: ",~TimeWave," 初始半径率: ",~数值," 变化类型: ",~Type
TerrainDeformRipple="初始半径率=初始半径/最终半径."

TerrainDeformWave="新建地形变化:冲击波 [R]"
TerrainDeformWave="新建的冲击波变形. 起始坐标:(",~X,",",~Y,") 波方向:(",~X,",",~Y,") 波距离: ",~distance," 波速度: ",~speed," 波半径: ",~radius," 深度: ",~Depth," 变形效果持续时间: ",~Delay," 毫秒, 变化次数: ",~Count
TerrainDeformWaveHint="深度可取负数. 方向以(X,Y)坐标形式表示,如(1,1)表示45度."

TerrainDeformRandom="新建地形变化:随机 [R]"
TerrainDeformRandom="新建的随机变形. 中心坐标:(",~X,",",~Y,") 半径: ",~Radius," 最小高度变化: ",~Depth," 最大高度变化: ",~Depth," 持续时间: ",~Duration," 毫秒, 变化周期: ",~Duration," 毫秒"
TerrainDeformRandomHint=

GetLastCreatedTerrainDeformation="最后创建的地形变化 [旧]"
GetLastCreatedTerrainDeformation="最后创建的地形变化"
GetLastCreatedTerrainDeformationHint="最后一个由'环境 - 创建地形变化'动作创建的地形变化."


// returns terraintype
GetTerrainType="指定坐标地形 [R]"
GetTerrainType="坐标(",~X,",",~Y,")处的地形"
GetTerrainTypeHint=

GetTerrainTypeBJ="指定点地形 [旧]"
GetTerrainTypeBJ=~指定点," 处的地形"
GetTerrainTypeBJHint=


// returns sound
GetLastPlayedSound="最后播放的音效 [旧]"
GetLastPlayedSound="最后播放的音效"
GetLastPlayedSoundHint="最后一个由'声音 - 播放音效'或'电影 - 播放单位消息'动作播放的音效."


// returns music
GetLastPlayedMusic="最后播放的音乐 [旧]"
GetLastPlayedMusic="最后播放的音乐"
GetLastPlayedMusicHint="最后一个由'声音 - 播放音乐'动作播放的音乐."


// returns quest
GetLastCreatedQuestBJ="最后创建的任务 [旧]"
GetLastCreatedQuestBJ="最后创建的任务"
GetLastCreatedQuestBJHint="最后一个由'任务 - 创建任务'动作创建的任务."


// returns questitem
GetLastCreatedQuestItemBJ="最后创建的任务项目 [旧]"
GetLastCreatedQuestItemBJ="最后创建的任务项目"
GetLastCreatedQuestItemBJHint="最后一个由'任务 - 创建任务项目'动作创建的任务项目."


// returns defeatcondition
GetLastCreatedDefeatConditionBJ="最后创建的失败条件 [旧]"
GetLastCreatedDefeatConditionBJ="最后创建的失败条件"
GetLastCreatedDefeatConditionBJHint="最后一个由'任务 - 创建失败条件'动作创建的失败条件."


// returns dialog
GetClickedDialogBJ="点击的对话框"
GetClickedDialogBJ="点击的对话框"
GetClickedDialogBJHint="响应'对话框 - 点击对话框/按钮'事件."


// returns button
DialogAddButton="新建对话框按钮 [R]"
DialogAddButton="新建的对话框按钮,在 ",~对话框," 上, 使用标题: ",~文字," 快捷键: ",~HotKey
DialogAddButtonHint="会创建对话框按钮."

GetLastCreatedButtonBJ="最后创建的对话框按钮 [旧]"
GetLastCreatedButtonBJ="最后创建的对话框按钮"
GetLastCreatedButtonBJHint="最后一个由'对话框 - 创建对话框按钮'动作创建的对话框按钮."

GetClickedButtonBJ="点击的对话框按钮"
GetClickedButtonBJ="点击的对话框按钮"
GetClickedButtonBJHint="响应'对话框 - 点击对话框/按钮'事件."


// returns Leaderboard
CreateLeaderboard="新建排行榜 [R]"
CreateLeaderboard="新建的空排行榜"
CreateLeaderboardHint="会创建排行榜."

GetLastCreatedLeaderboard="最后创建的排行榜 [旧]"
GetLastCreatedLeaderboard="最后创建的排行榜"
GetLastCreatedLeaderboardHint="最后一个由'排行榜 - 创建排行榜'动作创建的排行榜."

PlayerGetLeaderboardBJ="玩家使用的排行榜"
PlayerGetLeaderboardBJ=~Player," 使用的排行榜"
PlayerGetLeaderboardBJHint="每个玩家只能使用1个排行榜."


// returns multiboard
CreateMultiboard="新建多面板 [R]"
CreateMultiboard="新建的空多面板"
CreateMultiboardHint="会创建多面板."

GetLastCreatedMultiboard="最后创建的多面板 [旧]"
GetLastCreatedMultiboard="最后创建的多面板"
GetLastCreatedMultiboardHint="最后一个由'多面板 - 创建多面板'动作创建的多面板."


// returns multiboarditem
MultiboardGetItem="多面板项目 [R]"
MultiboardGetItem=~多面板," 的第 ",~X," 行,第 ",~Y," 列项"
MultiboardGetItemHint="(0,0)作为多面板首项,会创建多面板项目."


// returns timer
CreateTimer="新建计时器 [R]"
CreateTimer="新建的计时器"
CreateTimerHint="会创建计时器."

GetLastCreatedTimerBJ="最后启用的计时器 [旧]"
GetLastCreatedTimerBJ="最后启用的计时器"
GetLastCreatedTimerBJHint="最后一个由'计时器 - 启用计时器'动作启用的计时器."

GetExpiredTimer="到期的计时器"
GetExpiredTimer="到期的计时器"
GetExpiredTimerHint="响应'时间 - 计时器到期'事件."


// returns timerdialog
GetLastCreatedTimerDialogBJ="最后创建的计时器窗口 [旧]"
GetLastCreatedTimerDialogBJ="最后创建的计时器窗口"
GetLastCreatedTimerDialogBJHint="最后一个由'计时器 - 创建计时器窗口'动作创建的计时器窗口."


// returns gamecache
GetLastCreatedGameCacheBJ="最后创建的游戏缓存 [旧]"
GetLastCreatedGameCacheBJ="最后创建的游戏缓存"
GetLastCreatedGameCacheBJHint="最后一个由'游戏缓存 - 创建缓存'动作创建的缓存."


// returns Trackable
CreateTrackable="新建可追踪对象 [R]"
CreateTrackable="新建的可追踪对象, 使用模型: ",~模型名字," 所在位置: ( ",~X轴," , ",~Y轴," ) 面向角度: ",~数值," 度"
CreateTrackableHint="可用来响应鼠标的移动和点击. 会创建可追踪对象."

GetTriggeringTrackable="事件响应 - 触发对象 [R]"
GetTriggeringTrackable="事件响应 - 触发对象"
GetTriggeringTrackableHint=


// returns texttag
CreateTextTag="新建漂浮文字 [R]"
CreateTextTag="新建的空漂浮文字"
CreateTextTagHint="会创建漂浮文字."

GetLastCreatedTextTag="最后创建的漂浮文字 [旧]"
GetLastCreatedTextTag="最后创建的漂浮文字"
GetLastCreatedTextTagHint="最后一个由'漂浮文字 - 创建漂浮文字'动作创建的漂浮文字."



//***************************************************************************
[AIFunctionStrings]
// These functions are defined in AIEditorData.txt

// --- Boolean

TownThreatened="基地被攻击"
TownThreatened="基地被攻击"
TownThreatenedHint="

TownHasMine="基地有金矿"
TownHasMine="#",~ID," 基地有金矿"

TownHasHall="基地有主建筑"
TownHasHall="#",~ID," 基地有主建筑"

CaptainIsHome="攻击指挥官在家"
CaptainIsHome="攻击指挥官在家"

CaptainIsFull="攻击组准备完毕"
CaptainIsFull="攻击组准备完毕"

CaptainIsEmpty="攻击组为空"
CaptainIsEmpty="攻击组为空"

CaptainRetreating="攻击指挥官撤退"
CaptainRetreating="攻击指挥官撤退"

CaptainAtGoal="攻击指挥官到达目的地"
CaptainAtGoal="攻击指挥官到达目的地"

CaptainInCombat="指挥官在战斗"
CaptainInCombat=~Captain Type," 指挥官在战斗"

CreepsOnMap="存在中立生物"
CreepsOnMap="存在中立生物"

ExpansionNeeded="需要扩张"
ExpansionNeeded="需要扩张"
ExpansionNeededHint="当AI需要开分矿时返回True."

// --- Integer

GetUnitCount="单位总数"
GetUnitCount=~单位类型," 的总数"
GetUnitCountHint="包括正在建造的单位."

GetUnitCountDone="已完成单位总数"
GetUnitCountDone="已完成 ",~单位类型," 的总数"
GetUnitCountDoneHint="不包括包括正在建造的单位."

GetTownUnitCount="单位总数(指定基地)"
GetTownUnitCount=~单位类型," 的总数在#",~Town," 基地(只取已完成单位: ",~Option,")"
GetTownUnitCountHint="

GetMinesOwned="拥有金矿数量"
GetMinesOwned="拥有金矿数量"
GetMinesOwnedHint="AI玩家正在使用的金矿数量."

GetGoldOwned="未被使用的金矿数量"
GetGoldOwned="未被使用的金矿数量"
GetGoldOwnedHint="未被采集保持满储金量的金矿."

TownWithMine="有金矿的基地ID"
TownWithMine="有金矿的基地ID"
TownWithMineHint="返回编号最靠前的有金矿的基地"

GetGold="当前黄金资源"
GetGold="当前黄金资源"
GetGoldHint="当前AI玩家拥有的黄金资源"

GetWood="当前木材资源"
GetWood="当前木材资源"
GetWoodHint="当前AI玩家拥有的木材资源"

GetUnitGoldCost="单位造价(黄金)"
GetUnitGoldCost="建造 ",~单位类型," 所需黄金"

GetUnitWoodCost="单位造价(木材)"
GetUnitWoodCost="建造 ",~单位类型," 所需木材"

GetUnitBuildTime="单位建造时间"
GetUnitBuildTime=~单位类型," 的建造时间"
GetUnitBuildTimeHint="时间单位为秒."

GetUpgradeLevel="当前科技等级"
GetUpgradeLevel="当前",~科技," 的等级"

GetUpgradeGoldCost="科技升级花费黄金"
GetUpgradeGoldCost=~科技," 升级花费黄金"

GetUpgradeWoodCost="科技升级花费木材"
GetUpgradeWoodCost=~科技," 升级花费木材"

GetNextExpansion="下一个扩张点ID"
GetNextExpansion="下一个扩张点ID"
GetNextExpansionHint=

FoodUsed="已使用人口"
FoodUsed="已使用人口"
FoodUsedHint="AI玩家的当前人口数"

TotalFoodProduced="可用人口数"
TotalFoodProduced="可用人口数"
TotalFoodProducedHint="AI玩家的当前可使用人口数"

GetFoodMade="单位提供人口数量"
GetFoodMade=~单位类型," 可提供的人口数量"

CommandsWaiting="等待命令数量"
CommandsWaiting="等待命令数量"
CommandsWaitingHint="命令可以通过触发动作'AI - 发送AI命令'发送给AI玩家."

CheckLastCommand="最后一条命令"
CheckLastCommand="最后一条发送的命令, ",~Option," 命令"
CheckLastCommandHint="命令可以通过触发动作'AI - 发送AI命令'发送给AI玩家."

CheckLastCommandData="最后一条命令数据"
CheckLastCommandData="最后一条发送命令的数据, ",~Option," 命令"
CheckLastCommandDataHint="命令可以通过触发动作'AI - 发送AI命令'发送给AI玩家."

CaptainGroupSize="攻击组人数"
CaptainGroupSize="攻击组人数"
CaptainGroupSizeHint="攻击组当前人数."

CaptainReadinessHP="攻击组生命级别"
CaptainReadinessHP="攻击组生命级别"
CaptainReadinessHPHint="生命级别为所有攻击组单位的平均百分比血量,最高为100."

CaptainReadinessMa="攻击魔法级别"
CaptainReadinessMa="攻击组魔法级别"
CaptainReadinessMaHint="魔法级别为所有攻击组单位的平均百分比魔法值,最高为100."

CurrentAttackWave="当前攻击波数"
CurrentAttackWave="当前攻击波数"
CurrentAttackWaveHint="攻击波数在AI编辑器攻击表中定义."

MeleeDifficulty="对战难度等级"
MeleeDifficulty="对战难度等级"


Jass 数据类型一览表  
数据类型 解释
integer  整数
real  真值型
string  字符串
boolean  布尔型
handle  句柄
code  代码
ability  技能
aidifficulty  对战AI难度
alliancetype  盟友类型
blendmode  合成算法
boolexpr  布尔表达式
buff  缓冲
button  对话按钮
camerafield  镜头区域
camerasetup  镜头物体
conditionfunc  条件函数
defeatcondition  失败条件
destructable  可破坏的
dialog  对话
dialogevent  对话事件
effect  特效
effecttype  特效类型
event  事件
eventid  事件代码
fgamestate  游戏状态(f)
filterfunc  过滤函数
fogmodifier  可见修改器
fogstate  可见状态
force  玩家组
gamecache  游戏缓存
gamedifficulty  游戏难度
gameevent  游戏事件
gamespeed  游戏速度
gamestate  游戏状态
gametype  游戏类型
group  单位组
igamestate  游戏状态(I)
item  物品
itempool  物品池
itemtype  物品类
leaderboard  排行榜
limitop  比较算符
location  点
mapcontrol  玩家控制者
mapdensity  地图密度
mapflag  地图标记
mapsetting  地图设置
mapvisibility  地图可见性
multiboard  多面板
multiboarditem  多面板项目
placement  起始位置分布
player  玩家
playercolor  玩家颜色
playerevent  玩家事件
playergameresult 玩家游戏结果
playerscore  玩家得分
playerslotstate  玩家槽状态
playerstate  玩家属性
playerunitevent  玩家单位事件
quest  任务
questitem  任务要求
race  种族
racepreference  种族优选
raritycontrol  动画珍品
rect  地区
region  地区
sound  声音
startlocprio  起始位置优先权
terraindeformation 地形变形
texmapflags  地图涂层标志
texttag  漂浮文字
timer  计时器
timerdialog  计时器窗口
trackable  可跟踪
trigger  触发器
triggeraction  触发器动作
triggercondition 触发器条件
unit  单位
unitevent  单位事件
unitpool  单位池
unitstate  单位属性
unittype  单位类型
version  版本
volumegroup  音量频道
weathereffect  气候效果
widget  有生命的对象
widgetevent  容器事件

常数表

aidifficulty 常数表:

AI_DIFFICULTY_INSANE AI难度-令人发疯的

AI_DIFFICULTY_NEWBIE AI难度-新手

AI_DIFFICULTY_NORMAL AI难度-正常
alliancetype 常数表:

ALLIANCE_HELP_REQUEST 联盟帮助要求

ALLIANCE_HELP_RESPONSE 联盟帮助响应

ALLIANCE_PASSIVE 被动联盟

ALLIANCE_RESCUABLE 联盟可营救

ALLIANCE_SHARED_ADVANCED_CONTROL 联盟共享高级控制

ALLIANCE_SHARED_CONTROL 联盟共享控制

ALLIANCE_SHARED_SPELLS 联盟共享魔法

ALLIANCE_SHARED_VISION 联盟共享视野

ALLIANCE_SHARED_VISION_FORCED 联盟势力共享视野

ALLIANCE_SHARED_XP 联盟共享优先权
blendmode
常数表:

BLEND_MODE_ADDITIVE 合成算法-附加混合

BLEND_MODE_BLEND 合成算法-普通混合

BLEND_MODE_DONT_CARE 合成算法-

BLEND_MODE_KEYALPHA 合成算法-关键的alpha混合

BLEND_MODE_MODULATE 合成算法-调整混合

BLEND_MODE_MODULATE_2X 合成算法-调整2x混合

BLEND_MODE_NONE 合成算法-无混合

boolean
常数表:

FALSE 假

TRUE 真

camerafield
常数表:

CAMERA_FIELD_ANGLE_OF_ATTACK 镜头区域-攻击角度

CAMERA_FIELD_FARZ 镜头区域-远端

CAMERA_FIELD_FIELD_OF_VIEW 镜头区域-区域观看

CAMERA_FIELD_ROLL 镜头区域-滚动

CAMERA_FIELD_ROTATION 镜头区域-旋转

CAMERA_FIELD_TARGET_DISTANCE 镜头区域-距离到目标

CAMERA_FIELD_ZOFFSET 镜头区域-高度位移

dialogevent
常数表:

EVENT_DIALOG_BUTTON_CLICK 事件-对话按钮点击

EVENT_DIALOG_CLICK 事件-对话点击

effecttype
常数表:

EFFECT_TYPE_CASTER 特效类型-施法者特效

EFFECT_TYPE_EFFECT 特效类型-受影响特效

EFFECT_TYPE_SPECIAL 特效类型-特殊特效

EFFECT_TYPE_TARGET 特效类型-目标特效

fgamestate
常数表:

GAME_STATE_TIME_OF_DAY 游戏状态-时间
fogstate
常数表:

FOG_OF_WAR_FOGGED 可见效果-战争迷雾

FOG_OF_WAR_MASKED 可见效果-黑色迷雾

FOG_OF_WAR_VISIBLE 可见效果-可见
gamedifficulty
常数表:

MAP_DIFFICULTY_EASY 地图难度-容易

MAP_DIFFICULTY_HARD 地图难度-困难

MAP_DIFFICULTY_INSANE 地图难度-令人发疯的

MAP_DIFFICULTY_NORMAL 地图难度-正常

gameevent常数表:

EVENT_GAME_BUILD_SUBMENU 游戏事件-创建子菜单

EVENT_GAME_END_LEVEL 游戏事件-游戏本关结束

EVENT_GAME_ENTER_REGION 游戏事件-进入区域

EVENT_GAME_LEAVE_REGION 游戏事件-离开区域

EVENT_GAME_LOADED 游戏事件-游戏装载完毕

EVENT_GAME_SAVE 游戏事件-储存

EVENT_GAME_SHOW_SKILL 游戏事件-显示技能

EVENT_GAME_STATE_LIMIT 游戏事件-游戏状态限制

EVENT_GAME_TIMER_EXPIRED 游戏事件-游戏超时

EVENT_GAME_TOURNAMENT_FINISH_NOW 游戏事件-比赛完成

EVENT_GAME_TOURNAMENT_FINISH_SOON 游戏事件-比赛即将完成

EVENT_GAME_TRACKABLE_HIT 游戏事件-可跟踪打击

EVENT_GAME_TRACKABLE_TRACK 游戏事件-可跟踪跟踪

EVENT_GAME_VARIABLE_LIMIT 游戏事件-游戏变量限制

EVENT_GAME_VICTORY 游戏事件-游戏胜利

gamespeed常数表:

MAP_SPEED_FAST 地图-较快游戏速度

MAP_SPEED_FASTEST 地图-最快游戏速度

MAP_SPEED_NORMAL 地图-正常游戏速度

MAP_SPEED_SLOW 地图-低游戏速度

MAP_SPEED_SLOWEST 地图-最低游戏速度

gametype常数表:

GAME_TYPE_BLIZ 游戏类型-官方地图

GAME_TYPE_FFA 游戏类型-自由竞赛

GAME_TYPE_FOUR_TEAM_PLAY 游戏类型-4队竞赛

GAME_TYPE_MELEE 游戏类型-对战

GAME_TYPE_ONE_ON_ONE 游戏类型-1 对 1

GAME_TYPE_THREE_TEAM_PLAY 游戏类型-3队竞赛

GAME_TYPE_TWO_TEAM_PLAY 游戏类型-2队竞赛

GAME_TYPE_USE_MAP_SETTINGS 游戏类型-使用地图设置

igamestate常数表:

GAME_STATE_DISCONNECTED 游戏状态-断开

GAME_STATE_DIVINE_INTERVENTION 游戏状态-干涉

integer常数表:

CAMERA_MARGIN_BOTTOM 镜头空白-底部

CAMERA_MARGIN_LEFT 镜头空白-左边

CAMERA_MARGIN_RIGHT 镜头空白-右边

CAMERA_MARGIN_TOP 镜头空白-顶部

JASS_MAX_ARRAY_SIZE 数组最大域值

PLAYER_NEUTRAL_AGGRESSIVE 中立敌对玩家

PLAYER_NEUTRAL_PASSIVE 中立被动玩家

itemtype常数表:

ITEM_TYPE_ANY 物品类型-任何种类

ITEM_TYPE_ARTIFACT 物品类型-人造物品

ITEM_TYPE_CAMPAIGN 物品类型-战役

ITEM_TYPE_CHARGED 物品类型-可充

ITEM_TYPE_MISCELLANEOUS 物品类型-混杂

ITEM_TYPE_PERMANENT 物品类型-永久

ITEM_TYPE_POWERUP 物品类型-升级

ITEM_TYPE_PURCHASABLE 物品类型-可购买

ITEM_TYPE_TOME 物品类型-书

ITEM_TYPE_UNKNOWN 物品类型-未定义种类

limitop常数表:

EQUAL 等于

GREATER_THAN 大于

GREATER_THAN_OR_EQUAL 大于或等于

LESS_THAN 小于

LESS_THAN_OR_EQUAL 小于等于

NOT_EQUAL 不等于

mapcontrol常数表:

MAP_CONTROL_COMPUTER 地图控制者-电脑

MAP_CONTROL_CREEP 地图控制者-野生

MAP_CONTROL_NEUTRAL 地图控制者-中立

MAP_CONTROL_NONE 地图控制者-无

MAP_CONTROL_RESCUABLE 地图控制者-营救

MAP_CONTROL_USER 地图控制者-用户

mapdensity常数表:

MAP_DENSITY_HEAVY 地图-高密度

MAP_DENSITY_LIGHT 地图-小密度

MAP_DENSITY_MEDIUM 地图-中等密度

MAP_DENSITY_NONE 地图-无密度

mapflag常数表:

MAP_ALLIANCE_CHANGES_HIDDEN 地图-隐藏改变联盟

MAP_CHEATS 地图-容许作弊码

MAP_CHEATS_HIDDEN 地图-隐藏作弊码

MAP_FIXED_COLORS 地图-固定颜色

MAP_FOG_ALWAYS_VISIBLE 地图迷雾-总是可见

MAP_FOG_HIDE_TERRAIN 地图迷雾-隐藏地形

MAP_FOG_MAP_EXPLORED 地图迷雾-地图已探索

MAP_LOCK_ALLIANCE_CHANGES 地图-锁定改变联盟

MAP_LOCK_RANDOM_SEED 地图-不容许随机游戏速度

MAP_LOCK_RESOURCE_TRADING 地图-锁定资源交易

MAP_LOCK_SPEED 地图-锁定游戏速度

MAP_OBSERVERS 地图-允许有观察者

MAP_OBSERVERS_ON_DEATH 地图-默认为观看者

MAP_RANDOM_HERO 地图-随机英雄

MAP_RANDOM_RACES 地图-随机种族

MAP_RELOADED 地图-地图转换

MAP_RESOURCE_TRADING_ALLIES_ONLY 地图-容许联盟资源交易

MAP_SHARED_ADVANCED_CONTROL 地图-共享高级控制

MAP_USE_HANDICAPS 地图-使用障碍

placement常数表:

MAP_PLACEMENT_FIXED 地图-玩家固定放置

MAP_PLACEMENT_RANDOM 地图-玩家随机放置

MAP_PLACEMENT_TEAMS_TOGETHER 地图-同一联盟玩家放置在一起

MAP_PLACEMENT_USE_MAP_SETTINGS 地图-使用地图设置的玩家放置

playercolor常数表:

PLAYER_COLOR_AQUA 玩家颜色-浅绿

PLAYER_COLOR_BLUE 玩家颜色-蓝

PLAYER_COLOR_BROWN 玩家颜色-棕色

PLAYER_COLOR_CYAN 玩家颜色-青

PLAYER_COLOR_GREEN 玩家颜色-绿

PLAYER_COLOR_LIGHT_BLUE 玩家颜色-亮蓝

PLAYER_COLOR_LIGHT_GRAY 玩家颜色-亮灰

PLAYER_COLOR_ORANGE 玩家颜色-橙

PLAYER_COLOR_PINK 玩家颜色-粉红

PLAYER_COLOR_PURPLE 玩家颜色-紫

PLAYER_COLOR_RED 玩家颜色-红

PLAYER_COLOR_YELLOW 玩家颜色-黄

playerevent常数表:

EVENT_PLAYER_ALLIANCE_CHANGED 玩家事件-盟友设置变化

EVENT_PLAYER_ARROW_DOWN_DOWN 玩家事件-按下键

EVENT_PLAYER_ARROW_DOWN_UP 玩家事件-释放下键

EVENT_PLAYER_ARROW_LEFT_DOWN 玩家事件-按左键

EVENT_PLAYER_ARROW_LEFT_UP 玩家事件-释放左键

EVENT_PLAYER_ARROW_RIGHT_DOWN 玩家事件-按右键

EVENT_PLAYER_ARROW_RIGHT_UP 玩家事件-释放右键

EVENT_PLAYER_ARROW_UP_DOWN 玩家事件-按上键

EVENT_PLAYER_ARROW_UP_UP 玩家事件-释放上键

EVENT_PLAYER_CHAT 玩家事件-聊天

EVENT_PLAYER_DEFEAT 玩家事件-失败

EVENT_PLAYER_END_CINEMATIC 玩家事件-结束电影

EVENT_PLAYER_LEAVE 玩家事件-离开

EVENT_PLAYER_STATE_LIMIT 玩家事件-状态限制

EVENT_PLAYER_VICTORY 玩家事件-胜利



playergameresult常数表:

PLAYER_GAME_RESULT_DEFEAT 玩家结果-失败

PLAYER_GAME_RESULT_NEUTRAL 玩家结果-不确定

PLAYER_GAME_RESULT_TIE 玩家结果-平局

PLAYER_GAME_RESULT_VICTORY 玩家结果-胜利



playerscore常数表:

PLAYER_SCORE_FOOD_MAXPROD 玩家积分-最大的人口数量

PLAYER_SCORE_FOOD_MAXUSED 玩家积分-最大所使用的人口数量

PLAYER_SCORE_GOLD_GIVEN 玩家积分-给予盟友的金子

PLAYER_SCORE_GOLD_LOST_TAX 玩家积分-由于税而损失的金子

PLAYER_SCORE_GOLD_LOST_UPKEEP 玩家积分-因为维修费而损失的金

PLAYER_SCORE_GOLD_MINED_TOTAL 玩家积分-所采集的金子 (总共)

PLAYER_SCORE_GOLD_MINED_UPKEEP 玩家积分-所采集的金子(带有维修

PLAYER_SCORE_GOLD_RECEIVED 玩家积分-从盟友那里收到的金子

PLAYER_SCORE_HERO_TOTAL 玩家积分-总的英雄得分

PLAYER_SCORE_HEROES_KILLED 玩家积分-杀死英雄

PLAYER_SCORE_ITEMS_GAINED 玩家积分-获得物品

PLAYER_SCORE_LUMBER_GIVEN 玩家积分-给予盟友的木材

PLAYER_SCORE_LUMBER_LOST_TAX 玩家积分-由于税而损失的木材

PLAYER_SCORE_LUMBER_LOST_UPKEEP 玩家积分-由于维修费而损失的木

PLAYER_SCORE_LUMBER_RECEIVED 玩家积分-从盟友那里收到的木材

PLAYER_SCORE_LUMBER_TOTAL 玩家积分-采集到的木材

PLAYER_SCORE_MERCS_HIRED 玩家积分-雇佣兵

PLAYER_SCORE_RESOURCE_TOTAL 玩家积分-总的资源得分

PLAYER_SCORE_STRUCT_BUILT 玩家积分-已建造建筑

PLAYER_SCORE_STRUCT_RAZED 玩家积分-被毁建筑

PLAYER_SCORE_TECH_PERCENT 玩家积分-科技百分比

PLAYER_SCORE_TOTAL 玩家积分-总的整体得分

PLAYER_SCORE_UNIT_TOTAL 玩家积分-总的单位得分

PLAYER_SCORE_UNITS_KILLED 玩家积分-消灭单位

PLAYER_SCORE_UNITS_TRAINED 玩家积分-已训练单位

playerunitevent常数表:

EVENT_PLAYER_HERO_LEVEL 玩家英雄事件-提升一个等级

EVENT_PLAYER_HERO_REVIVABLE 玩家英雄事件-变得可重生的

EVENT_PLAYER_HERO_REVIVE_CANCEL 玩家英雄事件-取消重生

EVENT_PLAYER_HERO_REVIVE_FINISH 玩家英雄事件-完成重生

EVENT_PLAYER_HERO_REVIVE_START 玩家英雄事件-开始重生

EVENT_PLAYER_HERO_SKILL 玩家英雄事件-学习一项技能

EVENT_PLAYER_UNIT_ATTACKED 玩家单位事件-被攻击的

EVENT_PLAYER_UNIT_CHANGE_OWNER 玩家单位事件-变化拥有者

EVENT_PLAYER_UNIT_CONSTRUCT_CANCEL 玩家单位事件-取消建造

EVENT_PLAYER_UNIT_CONSTRUCT_FINISH 玩家单位事件-完成建造

EVENT_PLAYER_UNIT_CONSTRUCT_START 玩家单位事件-开始建造

EVENT_PLAYER_UNIT_DEATH 玩家单位事件-死亡

EVENT_PLAYER_UNIT_DECAY 玩家单位事件-衰退

EVENT_PLAYER_UNIT_DESELECTED 玩家单位事件-取消选择

EVENT_PLAYER_UNIT_DETECTED 玩家单位事件-被发现

EVENT_PLAYER_UNIT_DROP_ITEM 玩家单位事件-丢失一件物品

EVENT_PLAYER_UNIT_HIDDEN 玩家单位事件-隐藏

EVENT_PLAYER_UNIT_ISSUED_ORDER 玩家单位事件-发布一个无目标的

EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER 玩家单位事件-发布一个锁定一个

EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER 玩家单位事件-发布一个目标指令

EVENT_PLAYER_UNIT_ISSUED_UNIT_ORDER 玩家单位事件-发布一个锁定一个

EVENT_PLAYER_UNIT_LOADED 玩家单位事件-装进了传送门

EVENT_PLAYER_UNIT_PAWN_ITEM 玩家单位事件-抵押物品(到商店)

EVENT_PLAYER_UNIT_PICKUP_ITEM 玩家单位事件-获得一件物品

EVENT_PLAYER_UNIT_RESCUED 玩家单位事件-被营救了

EVENT_PLAYER_UNIT_RESEARCH_CANCEL 玩家单位事件-取消研究

EVENT_PLAYER_UNIT_RESEARCH_FINISH 玩家单位事件-完成研究

EVENT_PLAYER_UNIT_RESEARCH_START 玩家单位事件-开始研究

EVENT_PLAYER_UNIT_SELECTED 玩家单位事件-被选择

EVENT_PLAYER_UNIT_SELL 玩家单位事件-贩卖一个单位

EVENT_PLAYER_UNIT_SELL_ITEM 玩家单位事件-购买物品(从商店)

EVENT_PLAYER_UNIT_SPELL_CAST 玩家单位事件-开始施放一种技能

EVENT_PLAYER_UNIT_SPELL_CHANNEL 玩家单位事件-开始一种持续性技

EVENT_PLAYER_UNIT_SPELL_EFFECT 玩家单位事件-开始一种技能的效

EVENT_PLAYER_UNIT_SPELL_ENDCAST 玩家单位事件-停止施放一种技能

EVENT_PLAYER_UNIT_SPELL_FINISH 玩家单位事件-施放技能结束

EVENT_PLAYER_UNIT_SUMMON 玩家单位事件-产生一个召唤单位

EVENT_PLAYER_UNIT_TRAIN_CANCEL 玩家单位事件-取消训练一个单位

EVENT_PLAYER_UNIT_TRAIN_FINISH 玩家单位事件-完成训练一个单位

EVENT_PLAYER_UNIT_TRAIN_START 玩家单位事件-开始训练一个单位

EVENT_PLAYER_UNIT_UPGRADE_CANCEL 玩家单位事件-取消升级

EVENT_PLAYER_UNIT_UPGRADE_FINISH 玩家单位事件-完成升级

EVENT_PLAYER_UNIT_UPGRADE_START 玩家单位事件-开始升级

EVENT_PLAYER_UNIT_USE_ITEM 玩家单位事件-使用一件物品

race常数表:

RACE_DEMON 恶魔族

RACE_HUMAN 人族

RACE_NIGHTELF 暗夜精灵族

RACE_ORC 兽族

RACE_OTHER 其他族

RACE_UNDEAD 不死族

racepreference常数表:

RACE_PREF_DEMON

RACE_PREF_HUMAN

RACE_PREF_NIGHTELF

RACE_PREF_ORC

RACE_PREF_RANDOM

RACE_PREF_UNDEAD

RACE_PREF_USER_SELECTABLE

raritycontrol 常数表:

RARITY_FREQUENT 频率控制-普通频率

RARITY_RARE 频率控制-罕见的

startlocprio 常数表:

MAP_LOC_PRIO_HIGH 起始位置分布优先权-高

MAP_LOC_PRIO_LOW 起始位置分布优先权-低

MAP_LOC_PRIO_NOT 起始位置分布优先权-无

texmapflags常数表:

TEXMAP_FLAG_NONE 地图涂层标志-无

TEXMAP_FLAG_WRAP_U 地图涂层标志-重叠(U)

TEXMAP_FLAG_WRAP_UV 地图涂层标志-重叠(UV)

TEXMAP_FLAG_WRAP_V 地图涂层标志-重叠(V)
unitevent
常数表:

EVENT_UNIT_ACQUIRED_TARGET 单位事件-获得一个目标

EVENT_UNIT_ATTACKED 单位事件-被攻击

EVENT_UNIT_CHANGE_OWNER 单位事件-变化拥有者

EVENT_UNIT_CONSTRUCT_CANCEL 单位事件-取消建造

EVENT_UNIT_CONSTRUCT_FINISH 单位事件-完成建造

EVENT_UNIT_DAMAGED 单位事件-接受伤害

EVENT_UNIT_DEATH 单位事件-死亡

EVENT_UNIT_DECAY 单位事件-衰退

EVENT_UNIT_DESELECTED 单位事件-取消选择

EVENT_UNIT_DETECTED 单位事件-被发现

EVENT_UNIT_DROP_ITEM 单位事件-丢失一件物品

EVENT_UNIT_HERO_LEVEL 英雄单位事件-提升一个等级

EVENT_UNIT_HERO_REVIVABLE 英雄单位事件-变得可重生的

EVENT_UNIT_HERO_REVIVE_CANCEL 英雄单位事件-取消重生

EVENT_UNIT_HERO_REVIVE_FINISH 英雄单位事件-完成重生

EVENT_UNIT_HERO_REVIVE_START 英雄单位事件-开始重生

EVENT_UNIT_HERO_SKILL 英雄单位事件-学习一项技能

EVENT_UNIT_HIDDEN 单位事件-隐藏

EVENT_UNIT_ISSUED_ORDER 单位事件-发布一个无目标的指令

EVENT_UNIT_ISSUED_POINT_ORDER 单位事件-发布一个锁定一个点的

EVENT_UNIT_ISSUED_TARGET_ORDER 单位事件-发布一个锁定目标的指

EVENT_UNIT_LOADED 单位事件-装进了传送门

EVENT_UNIT_PAWN_ITEM 单位事件-抵押物品(到商店)

EVENT_UNIT_PICKUP_ITEM 单位事件-获得一件物品

EVENT_UNIT_RESCUED 单位事件-被营救

EVENT_UNIT_RESEARCH_CANCEL 单位事件-取消研究

EVENT_UNIT_RESEARCH_FINISH 单位事件-完成研究

EVENT_UNIT_RESEARCH_START 单位事件-开始研究

EVENT_UNIT_SELECTED 单位事件-被选择

EVENT_UNIT_SELL 单位事件-贩卖一个单位

EVENT_UNIT_SELL_ITEM 单位事件-购买物品(从商店)

EVENT_UNIT_SPELL_CAST 单位事件-开始施放一种技能

EVENT_UNIT_SPELL_CHANNEL 单位事件-开始一种持续性技能

EVENT_UNIT_SPELL_EFFECT 单位事件-开始一种技能的效果

EVENT_UNIT_SPELL_ENDCAST 单位事件-停止施放一种技能

EVENT_UNIT_SPELL_FINISH 单位事件-施放技能结束

EVENT_UNIT_STATE_LIMIT 单位事件-状态限制

EVENT_UNIT_SUMMON 单位事件-产生一个召唤单位

EVENT_UNIT_TARGET_IN_RANGE 单位事件-注意范围内的一个目标

EVENT_UNIT_TRAIN_CANCEL 单位事件-取消训练一个单位

EVENT_UNIT_TRAIN_FINISH 单位事件-完成训练一个单位

EVENT_UNIT_TRAIN_START 单位事件-开始训练一个单位

EVENT_UNIT_UPGRADE_CANCEL 单位事件-取消升级

EVENT_UNIT_UPGRADE_FINISH 单位事件-完成升级

EVENT_UNIT_UPGRADE_START 单位事件-开始升级

EVENT_UNIT_USE_ITEM 单位事件-使用一件物品

玩家组playerslotstate常数表:

PLAYER_SLOT_STATE_EMPTY 空的玩家槽

PLAYER_SLOT_STATE_LEFT 玩家离开的玩家槽

PLAYER_SLOT_STATE_PLAYING 正在使用的玩家槽

玩家状态(playerstate)常数表:

PLAYER_STATE_ALLIED_VICTORY 玩家状态-联盟胜利

PLAYER_STATE_FOOD_CAP_CEILING 玩家状态-食物最大容量

PLAYER_STATE_GAME_RESULT 玩家状态-游戏结果

PLAYER_STATE_GIVES_BOUNTY 玩家状态-给予奖励

PLAYER_STATE_GOLD_GATHERED 玩家状态-已收集金钱

PLAYER_STATE_GOLD_UPKEEP_RATE 玩家状态-金钱维护率

PLAYER_STATE_LUMBER_GATHERED 玩家状态-已收集木材

PLAYER_STATE_LUMBER_UPKEEP_RATE 玩家状态-木材维护率

PLAYER_STATE_NO_CREEP_SLEEP 玩家状态-野生生物不睡眠

PLAYER_STATE_OBSERVER 玩家状态-观看者

PLAYER_STATE_OBSERVER_ON_DEATH 玩家状态-默认为观看者

PLAYER_STATE_PLACED 玩家状态-放置

PLAYER_STATE_RESOURCE_FOOD_CAP 玩家状态-食物容量

PLAYER_STATE_RESOURCE_FOOD_USED 玩家状态-食物使用

PLAYER_STATE_RESOURCE_GOLD 玩家状态-金钱资源

PLAYER_STATE_RESOURCE_HERO_TOKENS 玩家状态-使用英雄

PLAYER_STATE_RESOURCE_LUMBER 玩家状态-木材资源

PLAYER_STATE_UNFOLLOWABLE 玩家状态-不可跟随

单位属性/状态(Unitstate)常数表:

UNIT_STATE_LIFE 单位状态-生命

UNIT_STATE_MANA 单位状态-法力

UNIT_STATE_MAX_LIFE 单位状态-最大生命

UNIT_STATE_MAX_MANA 单位状态-最大法力


单位类型(Unittype)常数表:

UNIT_TYPE_ANCIENT 单位类型-古代的

UNIT_TYPE_ATTACKS_FLYING 单位类型-可以攻击飞行单位

UNIT_TYPE_ATTACKS_GROUND 单位类型-可以攻击地 单位

UNIT_TYPE_DEAD 单位类型-死亡单位

UNIT_TYPE_FLYING 单位类型-飞行单位

UNIT_TYPE_GIANT 单位类型-巨人

UNIT_TYPE_GROUND 单位类型-地面单位

UNIT_TYPE_HERO 单位类型-英雄

UNIT_TYPE_MECHANICAL 单位类型-机械的

UNIT_TYPE_MELEE_ATTACKER 单位类型-肉搏攻击者

UNIT_TYPE_PEON 单位类型-苦工

UNIT_TYPE_PLAGUED 单位类型-中了瘟疫的

UNIT_TYPE_RANGED_ATTACKER 单位类型-远程攻击者

UNIT_TYPE_SAPPER 单位类型-工兵

UNIT_TYPE_SNARED 单位类型-被诱捕的

UNIT_TYPE_STRUCTURE 单位类型-建筑单位

UNIT_TYPE_STUNNED 单位类型-被晕眩的

UNIT_TYPE_SUMMONED 单位类型-被召唤的

UNIT_TYPE_TOWNHALL 单位类型-城镇大厅类型单位

UNIT_TYPE_UNDEAD 单位类型-不死的

version
常数表:

VERSION_FROZEN_THRONE 版本-冰封王座

VERSION_REIGN_OF_CHAOS 版本-混乱之治

volumegroup
常数表:

SOUND_VOLUMEGROUP_AMBIENTSOUNDS 场景配音

SOUND_VOLUMEGROUP_COMBAT 战斗声音

SOUND_VOLUMEGROUP_FIRE 火焰声音

SOUND_VOLUMEGROUP_MUSIC 音乐

SOUND_VOLUMEGROUP_SPELLS 动画和法术声音

SOUND_VOLUMEGROUP_UI 用户界面声音

SOUND_VOLUMEGROUP_UNITMOVEMENT 单位移动声音

SOUND_VOLUMEGROUP_UNITSOUNDS 单位回应声音

widgetevent
常数表:

EVENT_WIDGET_DEATH 事件-容器死亡

条件类型:true为任意 false为所有

数学计算:
        +       加
        -       减
        *       乘
        /       除

比较符号:
等于:      ==
不等于:    !=
大于:       >
小于:       <
大于或等于:>=
小于等于:  <=

注意: 双=号(==)才是比较, 单=号是赋值!!!

布尔条件
and         条件和
or          条件或
not         否定条件
回复

使用道具 举报

 楼主| 发表于 2018-11-26 16:11:03 | 显示全部楼层
表示是真的长,如果有需要的可以直接下载···· 对照表.txt (222.56 KB, 下载次数: 0, 售价: 5 影币)
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

小黑屋|手机版| 新云社区 ( 湘ICP备18022762 )

GMT+8, 2018-12-14 16:53

Powered by Discuz! X3.4

© 2018-2099 New cloud Community

快速回复 返回顶部 返回列表