[R2I]
title = "转换实数为整数"
description = "转换 ${Real} 为整数"
comment = "舍弃小数部分."
category = TC_CONV
returns = integer
[[.args]]
type = real
default = "GetUnitStateSwap"

[S2I]
title = "转换字符串为整数"
description = "转换 ${String} 为整数"
comment = ""
category = TC_CONV
returns = integer
[[.args]]
type = string
default = "GetEventPlayerChatString"

[I2R]
title = "转换整数为实数"
description = "转换 ${Integer} 为实数"
comment = ""
category = TC_CONV
returns = real
[[.args]]
type = integer
default = "GetUnitPointValueByType"

[S2R]
title = "转换字符串为实数"
description = "转换 ${String} 为实数"
comment = ""
category = TC_CONV
returns = real
[[.args]]
type = string
default = "GetEventPlayerChatString"

[Deg2Rad]
title = "转换角度为弧度"
description = "转换角度 ${Degrees} 为弧度"
comment = ""
category = TC_CONV
returns = radian
[[.args]]
type = degree
default = "0"

[Rad2Deg]
title = "转换弧度为角度"
description = "转换弧度 ${Radians} 为角度"
comment = ""
category = TC_CONV
returns = degree
[[.args]]
type = radian
default = "0"

[YDWEDeg2R]
title = "转换角度为实数"
description = "转换角度 ${Degrees} 为实数"
comment = ""
category = TC_CONV
returns = real
[[.args]]
type = degree

[YDWERad2R]
title = "转换弧度为实数"
description = "转换弧度 ${Radians} 为实数"
comment = ""
category = TC_CONV
returns = real
[[.args]]
type = radian

[YDWER2Deg]
title = "转换实数为角度"
description = "转换实数 ${Real} 为角度"
comment = ""
category = TC_CONV
returns = degree
[[.args]]
type = real

[YDWER2Rad]
title = "转换实数为弧度"
description = "转换实数 ${Real} 为弧度"
comment = ""
category = TC_CONV
returns = radian
[[.args]]
type = real

[I2S]
title = "转换整数为字符串"
description = "转换 ${Integer} 为字符串"
comment = ""
category = TC_CONV
returns = string
[[.args]]
type = integer
default = "GetConvertedPlayerId"

[R2S]
title = "转换实数为字符串"
description = "转换 ${Real} 为字符串"
comment = ""
category = TC_CONV
returns = string
[[.args]]
type = real
default = "GetUnitStateSwap"

[R2SW]
title = "格式转换实数为字符串"
description = "转换 ${Real} 为字符串,最小宽度: ${Width} ,小数位数: ${Precision}"
comment = "如: 转换(1.234, 7, 2)后为''   1.23''. 转换(1.234, 2, 5)后为''1.23400''."
category = TC_CONV
returns = string
[[.args]]
type = real
default = "GetUnitStateSwap"
[[.args]]
type = integer
default = "1"
min = 0
[[.args]]
type = integer
default = "2"
min = 0

[OffsetLocation]
title = "坐标位移"
description = "从 ${指定点} 开始, 移动 (${X}, ${Y})"
comment = "会创建点."
category = TC_LOCATION
returns = location
[[.args]]
type = location
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[PolarProjectionBJ]
title = "极坐标位移"
description = "从 ${指定点} 开始, 移动距离 ${Distance}, 方向 ${Angle}"
comment = "会创建点."
category = TC_LOCATION
returns = location
[[.args]]
type = location
[[.args]]
type = real
default = "256"
[[.args]]
type = degree
default = "0"

[DistanceBetweenPoints]
title = "点到点的距离"
description = "${点} 到 ${点} 的距离"
comment = ""
category = TC_LOCATION
returns = real
[[.args]]
type = location
[[.args]]
type = location

[AngleBetweenPoints]
title = "点到点的角度"
description = "${点} 到 ${点} 的角度"
comment = "取值-180 - 180."
category = TC_LOCATION
returns = degree
[[.args]]
type = location
[[.args]]
type = location

[YDWEDistanceBetweenUnitAndPoint]
title = "单位到点的距离 [New!]"
description = "${单位} 到 ${点} 的距离"
category = TC_LOCATION
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = location

[YDWEAngleBetweenUnitAndPoint]
title = "单位到点的角度 [New!]"
description = "${单位} 到 ${点} 的角度"
category = TC_LOCATION
returns = degree
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = location

[YDWEDistanceBetweenUnits]
title = "单位到单位的距离"
description = "${单位} 到 ${单位} 的距离"
category = TC_LOCATION
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unit
default = "GetLastCreatedUnit"

[YDWEAngleBetweenUnits]
title = "单位到单位的角度"
description = "${单位} 到 ${单位} 的角度"
category = TC_LOCATION
returns = degree
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unit
default = "GetLastCreatedUnit"

[OperatorIntegerAdd]
title = "加 < ﹢ >"
description = "${整数} + ${整数}"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer

[OperatorIntegerSubtract]
title = "减 < ﹣ >"
description = "${整数} - ${整数}"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer

[OperatorIntegerMultiply]
title = "乘 < × >"
description = "${整数} × ${整数}"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer

[OperatorIntegerDivide]
title = "除 < ÷ >"
description = "${整数} ÷ ${整数}"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer

[OperatorRealAdd]
title = "加 < ﹢ >"
description = "${实数} + ${实数}"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = real

[OperatorRealSubtract]
title = "减 < ﹣ >"
description = "${实数} - ${实数}"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = real

[OperatorRealMultiply]
title = "乘 < × >"
description = "${实数} × ${实数}"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = real

[OperatorRealDivide]
title = "除 < ÷ >"
description = "${实数} ÷ ${实数}"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = real

[OperatorDegreeAdd]
title = "加 < ﹢ >"
description = "${角度} + ${角度}"
comment = ""
category = TC_MATH
returns = degree
[[.args]]
type = degree
[[.args]]
type = degree

[OperatorDegreeSubtract]
title = "减 < ﹣ >"
description = "${角度} - ${角度}"
comment = ""
category = TC_MATH
returns = degree
[[.args]]
type = degree
[[.args]]
type = degree

[OperatorDegreeMultiply]
title = "乘 < × >"
description = "${角度} × ${实数}"
comment = ""
category = TC_MATH
returns = degree
[[.args]]
type = degree
[[.args]]
type = real

[OperatorDegreeDivide]
title = "除 < ÷ >"
description = "${角度} ÷ ${实数}"
comment = ""
category = TC_MATH
returns = degree
[[.args]]
type = degree
[[.args]]
type = real

[OperatorRadianAdd]
title = "加 < ﹢ >"
description = "${弧度} ﹢ ${弧度}"
comment = ""
category = TC_MATH
returns = radian
[[.args]]
type = radian
[[.args]]
type = real

[OperatorRadianSubtract]
title = "减 < ﹣ >"
description = "${弧度} ﹣ ${弧度}"
comment = ""
category = TC_MATH
returns = radian
[[.args]]
type = radian
[[.args]]
type = real

[OperatorRadianMultiply]
title = "乘 < × >"
description = "${弧度} × ${实数}"
comment = ""
category = TC_MATH
returns = radian
[[.args]]
type = radian
[[.args]]
type = real

[OperatorRadianDivide]
title = "除 < ÷ >"
description = "${弧度} ÷ ${实数}"
comment = ""
category = TC_MATH
returns = radian
[[.args]]
type = radian
[[.args]]
type = real

[YDWEIsTriggerEventId]
title = "判断触发的事件 [YDWE]"
description = "当前触发的事件为 ${事件}"
comment = "任意单位事件 等于 玩家单位事件，指定单位事件 等于 单位事件"
category = TC_NOTHING
returns = boolean
[[.args]]
type = eventid

[YDWEGetLocalVariableBoolean]
title = "局部变量"
description = "local_${bl}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = boolean
[[.args]]
type = string

[YDWEGetLocalVariableBooleanArray]
title = "局部变量数组"
description = "local_${bl}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = boolean
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableInteger]
title = "局部变量"
description = "local_${i}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = integer
[[.args]]
type = string

[YDWEGetLocalVariableIntegerArray]
title = "局部变量数组"
description = "local_${i}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = integer
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableReal]
title = "局部变量"
description = "local_${R}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = real
[[.args]]
type = string

[YDWEGetLocalVariableRealArray]
title = "局部变量数组"
description = "local_${R}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = real
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableString]
title = "局部变量"
description = "local_${str}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = string
[[.args]]
type = string

[YDWEGetLocalVariableStringArray]
title = "局部变量数组"
description = "local_${str}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = string
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableLocation]
title = "局部变量"
description = "local_${point}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = location
[[.args]]
type = string

[YDWEGetLocalVariableLocationArray]
title = "局部变量数组"
description = "local_${point}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = location
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableRect]
title = "局部变量"
description = "local_${rt}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = rect
[[.args]]
type = string

[YDWEGetLocalVariableRectArray]
title = "局部变量数组"
description = "local_${rt}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = rect
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableUnit]
title = "局部变量"
description = "local_${u}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = unit
[[.args]]
type = string

[YDWEGetLocalVariableUnitArray]
title = "局部变量数组"
description = "local_${u}[${index}]"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = unit
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableUnitID]
title = "局部变量"
description = "local_${uid}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = unitcode
[[.args]]
type = string

[YDWEGetLocalVariableUnitIDArray]
title = "局部变量数组"
description = "local_${uid}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = unitcode
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableItem]
title = "局部变量"
description = "local_${it}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = item
[[.args]]
type = string

[YDWEGetLocalVariableItemArray]
title = "局部变量数组"
description = "local_${it}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = item
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableItemID]
title = "局部变量"
description = "local_${itid}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = itemcode
[[.args]]
type = string

[YDWEGetLocalVariableItemIDArray]
title = "局部变量数组"
description = "local_${itid}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = itemcode
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableAbilityID]
title = "局部变量"
description = "local_${abid}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = abilcode
[[.args]]
type = string

[YDWEGetLocalVariableAbilityIDArray]
title = "局部变量数组"
description = "local_${abid}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = abilcode
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableGroup]
title = "局部变量"
description = "local_${g}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = group
[[.args]]
type = string

[YDWEGetLocalVariableGroupArray]
title = "局部变量数组"
description = "local_${g}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = group
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetLocalVariableEffect]
title = "局部变量"
description = "local_${e}"
comment = "获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = effect
[[.args]]
type = string

[YDWEGetLocalVariableEffectArray]
title = "局部变量数组"
description = "local_${e}[${index}]"
comment = "获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。"
category = TC_YDLC
returns = effect
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
min = 0

[YDWEGetBooleanByInteger]
title = "获取 真值 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取真值"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取真值数据。"
category = TC_YDLD
returns = boolean
[[.args]]
type = integer
[[.args]]
type = integer

[YDWEGetBooleanByString]
title = "获取 真值 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取真值"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取真值数据。"
category = TC_YDLD
returns = boolean
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetIntegerByInteger]
title = "获取 整数 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取整数"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取整数数据。"
category = TC_YDLD
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer

[YDWEGetIntegerByString]
title = "获取 整数 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取整数"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取整数数据。"
category = TC_YDLD
returns = integer
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetRealByInteger]
title = "获取 实数 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取实数"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取实数数据。"
category = TC_YDLD
returns = real
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetRealByString]
title = "获取 实数 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取实数"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取实数数据。"
category = TC_YDLD
returns = real
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetStringByInteger]
title = "获取 字符串 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取字符串"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取字符串数据。"
category = TC_YDLD
returns = string
[[.args]]
type = integer
[[.args]]
type = integer

[YDWEGetStringByString]
title = "获取 字符串 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取字符串"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取字符串数据。"
category = TC_YDLD
returns = string
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetLocationByInteger]
title = "获取 点 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取点"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取点数据。"
category = TC_YDLD
returns = location
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetLocationByString]
title = "获取 点 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取点"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取点数据。"
category = TC_YDLD
returns = location
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetRegionByInteger]
title = "获取 区域 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取区域"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取区域数据。"
category = TC_YDLD
returns = region
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetRegionByString]
title = "获取 区域 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取区域"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取区域数据。"
category = TC_YDLD
returns = region
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetRectByInteger]
title = "获取 地区 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取地区"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取地区数据。"
category = TC_YDLD
returns = rect
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetRectByString]
title = "获取 区域 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取地区"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取地区数据。"
category = TC_YDLD
returns = rect
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetUnitByInteger]
title = "获取 单位 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取单位"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位数据。"
category = TC_YDLD
returns = unit
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetUnitByString]
title = "获取 单位 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取单位"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位数据。"
category = TC_YDLD
returns = unit
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetUnitIDByInteger]
title = "获取 单位类型 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取单位类型"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位类型数据。"
category = TC_YDLD
returns = unitcode
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetUnitIDByString]
title = "获取 单位类型 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取单位类型"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位类型数据。"
category = TC_YDLD
returns = unitcode
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetDestructableByInteger]
title = "获取 可破坏物 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取可破坏物"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可破坏物数据。"
category = TC_YDLD
returns = destructable
[[.args]]
type = integer
min = 0
max = 1
[[.args]]
type = integer
min = 0
max = 1

[YDWEGetDestructableByString]
title = "获取 可破坏物 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取可破坏物"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可破坏物数据。"
category = TC_YDLD
returns = destructable
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetItemByInteger]
title = "获取 物品 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取物品"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品数据。"
category = TC_YDLD
returns = item
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetItemByString]
title = "获取 物品 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取物品"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品数据。"
category = TC_YDLD
returns = item
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetItemIDByInteger]
title = "获取 物品类型 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取物品类型"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品类型数据。"
category = TC_YDLD
returns = itemcode
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetItemIDByString]
title = "获取 物品类型 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取物品类型"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品类型数据。"
category = TC_YDLD
returns = itemcode
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetAbilityIDByInteger]
title = "获取 技能 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取技能"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取技能数据。"
category = TC_YDLD
returns = abilcode
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetAbilityIDByString]
title = "获取 技能 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取技能"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取技能数据。"
category = TC_YDLD
returns = abilcode
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetPlayerByInteger]
title = "获取 玩家 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取玩家"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取玩家数据。"
category = TC_YDLD
returns = player
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetPlayerByString]
title = "获取 玩家 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取玩家"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取玩家数据。"
category = TC_YDLD
returns = player
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetGroupByInteger]
title = "获取 单位组 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取单位组"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位组数据。"
category = TC_YDLD
returns = group
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetGroupByString]
title = "获取 单位组 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取单位组"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位组数据。"
category = TC_YDLD
returns = group
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetForceByInteger]
title = "获取 势力 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取势力"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取势力数据。"
category = TC_YDLD
returns = force
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetForceByString]
title = "获取 势力 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取势力"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取势力数据。"
category = TC_YDLD
returns = force
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetTriggerConditionByInteger]
title = "获取 触发器条件 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取触发器条件"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器条件数据。"
category = TC_YDLD
returns = triggercondition
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetTriggerConditionByString]
title = "获取 触发器条件 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取触发器条件"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器条件数据。"
category = TC_YDLD
returns = triggercondition
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetTriggerActionByInteger]
title = "获取 触发器动作 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取触发器动作"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器动作数据。"
category = TC_YDLD
returns = triggeraction
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetTriggerActionByString]
title = "获取 触发器动作 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取触发器动作"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器动作数据。"
category = TC_YDLD
returns = triggeraction
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetTriggerEventByInteger]
title = "获取 事件 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取事件"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取事件数据。"
category = TC_YDLD
returns = event
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetTriggerEventByString]
title = "获取 事件 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取事件"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取事件数据。"
category = TC_YDLD
returns = event
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetBoolexprByInteger]
title = "获取 布尔表达式 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取布尔表达式"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取布尔表达式数据。"
category = TC_YDLD
returns = boolexpr
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetBoolexprByString]
title = "获取 布尔表达式 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取布尔表达式"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取布尔表达式数据。"
category = TC_YDLD
returns = boolexpr
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetTriggerByInteger]
title = "获取 触发器 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取触发器"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器数据。"
category = TC_YDLD
returns = trigger
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetTriggerByString]
title = "获取 触发器 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取触发器"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器数据。"
category = TC_YDLD
returns = trigger
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetEffectByInteger]
title = "获取 特效 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取特效"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取特效数据。"
category = TC_YDLD
returns = effect
[[.args]]
type = integer
[[.args]]
type = integer

[YDWEGetEffectByString]
title = "获取 特效 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取特效"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取特效数据。"
category = TC_YDLD
returns = effect
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetLightningByInteger]
title = "获取 闪电 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取闪电"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取闪电数据。"
category = TC_YDLD
returns = lightning
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetLightningByString]
title = "获取 闪电 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取闪电"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取闪电数据。"
category = TC_YDLD
returns = lightning
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetSoundByInteger]
title = "获取 音效 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取音效"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取音效数据。"
category = TC_YDLD
returns = sound
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetSoundByString]
title = "获取 音效 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取音效"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取音效数据。"
category = TC_YDLD
returns = sound
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetQuestByInteger]
title = "获取 任务 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取任务"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务数据。"
category = TC_YDLD
returns = quest
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetQuestByString]
title = "获取 任务 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取任务"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务数据。"
category = TC_YDLD
returns = quest
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetQuestItemByInteger]
title = "获取 任务目标项 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取任务目标项"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务目标项数据。"
category = TC_YDLD
returns = questitem
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetQuestItemByString]
title = "获取 任务目标项 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取任务目标项"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务目标项数据。"
category = TC_YDLD
returns = questitem
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetDialogByInteger]
title = "获取 对话框 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取对话框"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框数据。"
category = TC_YDLD
returns = dialog
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetDialogByString]
title = "获取 对话框 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取对话框"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框数据。"
category = TC_YDLD
returns = dialog
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetButtonByInteger]
title = "获取 对话框按钮 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取对话框按钮"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框按钮数据。"
category = TC_YDLD
returns = button
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetButtonByString]
title = "获取 对话框按钮 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取对话框按钮"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框按钮数据。"
category = TC_YDLD
returns = button
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetLeaderboardByInteger]
title = "获取 排行榜 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取排行榜"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取排行榜数据。"
category = TC_YDLD
returns = leaderboard
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetLeaderboardByString]
title = "获取 排行榜 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取排行榜"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取排行榜数据。"
category = TC_YDLD
returns = leaderboard
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetMultiBoardByInteger]
title = "获取 多面板 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取多面板"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取多面板数据。"
category = TC_YDLD
returns = multiboard
[[.args]]
type = integer
[[.args]]
type = integer

[YDWEGetMultiBoardByString]
title = "获取 多面板 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取多面板"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取多面板数据。"
category = TC_YDLD
returns = multiboard
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetMultiBoardItemByInteger]
title = "获取 多面板项目 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取多面板项目"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取多面板项目数据。"
category = TC_YDLD
returns = multiboarditem
[[.args]]
type = integer
[[.args]]
type = integer

[YDWEGetMultiBoardItemByString]
title = "获取 多面板项目 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取多面板项目"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取多面板项目数据。"
category = TC_YDLD
returns = multiboarditem
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetTimerByInteger]
title = "获取 计时器 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取计时器"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器数据。"
category = TC_YDLD
returns = timer
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetTimerByString]
title = "获取 计时器 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取计时器"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器数据。"
category = TC_YDLD
returns = timer
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetTimerDialogByInteger]
title = "获取 计时器窗口 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取计时器窗口"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器窗口数据。"
category = TC_YDLD
returns = timerdialog
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetTimerDialogByString]
title = "获取 计时器窗口 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取计时器窗口"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器窗口数据。"
category = TC_YDLD
returns = timerdialog
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetTrackableByInteger]
title = "获取 可追踪物 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取可追踪物"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可追踪物数据。"
category = TC_YDLD
returns = trackable
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetTrackableByString]
title = "获取 可追踪物 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取可追踪物"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可追踪物数据。"
category = TC_YDLD
returns = trackable
[[.args]]
type = string
[[.args]]
type = string

[YDWEGetTextTagByInteger]
title = "获取 漂浮文字 (整数路径)"
description = "从存储目录-> ${整数}，标签-> ${整数} 上获取漂浮文字"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取漂浮文字数据。"
category = TC_YDLD
returns = texttag
[[.args]]
type = integer
min = 0
[[.args]]
type = integer
min = 0

[YDWEGetTextTagByString]
title = "获取 漂浮文字 (字符串路径)"
description = "从存储目录-> ${字符串}，标签-> ${字符串} 上获取漂浮文字"
comment = "通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取漂浮文字数据。"
category = TC_YDLD
returns = texttag
[[.args]]
type = string
[[.args]]
type = string

[YDWEIsItemSwitch]
title = "单位切换背包[YDWE]"
description = "${单位} 正在切换背包"
comment = "判断单位是否在切换背包，避免单位切换背包时触发获得和掉落物品事件。"
category = TC_YDST
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[YDWE_TP_GetExpiredTimerIndex]
title = "新中心计时器-获取当前到期计时器运行索引<Fetrix_sai制作>"
description = "获取当前到期计时器运行索引"
comment = "当中心计时器运行某个触发器时，会生成一个运行索引；可以通过本条API来获取当前到期的计时器运行索引。"
category = TC_YDST
returns = integer

[YDWE_TP_NewTimerPeriodic]
title = "新中心计时器-开启新的运行索引<Fetrix_sai制作>"
description = "开启中心计时器一个新的运行索引，时间间隔为 ${时间} 秒，是否循环 ${真值}，运行触发器 ${触发器}"
comment = "当中心计时器运行某个触发器时，会生成一个运行索引；本条API会按设置的参数来运行触发器，并返回一个运行索引。"
category = TC_YDST
returns = integer
[[.args]]
type = real
default = "0.03"
min = 0.01
[[.args]]
type = boolean
default = "true"
[[.args]]
type = trigger
default = "GetTriggeringTrigger"

[YDWEGeneralBounsSystemUnitGetBonus]
title = "万能属性系统-获取属性<茄子制作>"
description = "获取 ${单位} 附加 ${属性}"
comment = ""
category = TC_YDST
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = bonusType
default = "bonusTypeA"

[YDWE_TP_GetElapsedTime]
title = "获取中心计时器逝去时间<Fetrix_sai制作>"
description = "获取运行索引为 ${计时器运行索引} 的计时器逝去时间"
comment = ""
category = TC_YDST
returns = real
[[.args]]
type = integer

[YDWE_TP_GetRemainingTime]
title = "获取中心计时器剩余时间<Fetrix_sai制作>"
description = "获取运行索引为 ${计时器运行索引} 的计时器剩余时间"
comment = ""
category = TC_YDST
returns = real
[[.args]]
type = integer

[YDWE_TP_GetTimeout]
title = "获取中心计时器刷新周期<Fetrix_sai制作>"
description = "获取运行索引为 ${计时器运行索引} 的计时器刷新周期"
comment = ""
category = TC_YDST
returns = real
[[.args]]
type = integer

["  "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = boolean
[[.args]]
type = scriptcode

[StringLength]
title = "字符串长度"
description = "${String}的长度"
comment = ""
category = TC_NOTHING
returns = integer
[[.args]]
type = string
default = "GetEventPlayerChatString"

[" "]
title = "其它格式整数 [R]"
description = "其它格式整数: ${整数}"
comment = "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. "
category = TC_NOTHING
returns = integer
[[.args]]
type = scriptcode

["   "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = real
[[.args]]
type = scriptcode

[GetLocationX]
title = "点的X轴坐标"
description = "${点} 的X轴坐标"
comment = ""
category = TC_NOTHING
returns = real
[[.args]]
type = location

[GetLocationY]
title = "点的Y轴坐标"
description = "${点} 的Y轴坐标"
comment = ""
category = TC_NOTHING
returns = real
[[.args]]
type = location

[GetLocationZ]
title = "点的Z轴高度 [R]"
description = "${点} 的Z轴高度"
comment = ""
category = TC_NOTHING
returns = real
[[.args]]
type = location

[OperatorString]
title = "连接字符串 Lv2"
description = "${字符串1} + ${字符串2}"
comment = ""
category = TC_NOTHING
returns = string
[[.args]]
type = string
default = null
[[.args]]
type = string
default = null

[YDWEOperatorString3]
title = "连接字符串 Lv3"
description = "${字符串1} + ${字符串2} + ${字符串3}"
comment = ""
category = TC_NOTHING
returns = string
[[.args]]
type = string
default = null
[[.args]]
type = string
default = null
[[.args]]
type = string
default = null

["    "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = string
[[.args]]
type = scriptcode

[GetObjectName]
title = "物体名称 [C]"
description = "${物体ID} 的名称"
comment = "如'A01Z',物体编辑器中物体的名字"
category = TC_NOTHING
returns = string
[[.args]]
type = scriptcode

[SubStringBJ]
title = "截取字符串"
description = "截取 ${字符串} 的 ${Start} - ${End} 字节部分"
comment = "例: 截取''Grunts stink''的2 - 4字节部分 = ''run''."
category = TC_NOTHING
returns = string
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
[[.args]]
type = integer
default = "5"

[SubString]
title = "截取字符串 [R]"
description = "截取 ${字符串} 的 ${Start} - ${End} 字节部分(不包括首字节)"
comment = "例: 截取''Grunts stink''的2 - 4字节部分 = ''un''."
category = TC_NOTHING
returns = string
[[.args]]
type = string
[[.args]]
type = integer
default = "1"
[[.args]]
type = integer
default = "5"

[GetRectCenter]
title = "矩形区域中心"
description = "${矩形区域} 的中心点"
comment = "会创建点."
category = TC_NOTHING
returns = location
[[.args]]
type = rect
default = "GetPlayableMapRect"

[GetRandomLocInRect]
title = "矩形区域内随机点"
description = "${矩形区域} 内的随机点"
comment = "会创建点."
category = TC_NOTHING
returns = location
[[.args]]
type = rect
default = "GetPlayableMapRect"

["     "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = location
[[.args]]
type = scriptcode

[GetCurrentCameraBoundsMapRectBJ]
title = "当前可用镜头范围"
description = "当前可用镜头范围"
comment = "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."
category = TC_NOTHING
returns = rect

[GetCameraBoundsMapRect]
title = "初始可用镜头范围"
description = "初始可用镜头范围"
comment = "在地图编辑器的地图属性中设置."
category = TC_NOTHING
returns = rect

[GetPlayableMapRect]
title = "可用地图区域"
description = "可用地图区域"
comment = "在地图编辑器的地图属性中设置."
category = TC_NOTHING
returns = rect

[GetEntireMapRect]
title = "完整地图区域"
description = "完整地图区域"
comment = "在地图编辑器的地图属性中设置. 会创建矩形区域."
script_name = GetWorldBounds
category = TC_NOTHING
returns = rect

[YDWEGetRect]
title = "新建矩形区域(指定中心坐标)[YDWE]"
description = "以坐标(${x},${y})为中心，创建长${实数}，宽${实数}的矩形区域。"
comment = "会创建矩形区域"
category = TC_NOTHING
returns = rect
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "100"
min = 0
[[.args]]
type = real
default = "50"
min = 0

[OffsetRectBJ]
title = "位移创建矩形区域"
description = "与 ${矩形区域} 位移 (${X}, ${Y}) 坐标之后等价的矩形区域"
comment = "会创建矩形区域."
category = TC_NOTHING
returns = rect
[[.args]]
type = rect
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[RectFromCenterSizeBJ]
title = "新建矩形区域(指定中心点)"
description = "以 ${指定点} 为中心,宽 ${数值} ,高 ${数值} 的矩形区域"
comment = "会创建矩形区域."
category = TC_NOTHING
returns = rect
[[.args]]
type = location
[[.args]]
type = real
[[.args]]
type = real

[Rect]
title = "新建矩形区域(指定边角坐标)"
description = "左下角为(${X1}, ${Y1}),右上角为(${X2}, ${Y2})的矩形区域"
comment = "会创建矩形区域."
category = TC_NOTHING
returns = rect
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[RectFromLoc]
title = "新建矩形区域(指定边角点)"
description = "左下角为 ${点1} ,右上角为 ${点2} 的矩形区域"
comment = "会创建矩形区域."
category = TC_NOTHING
returns = rect
[[.args]]
type = location
default = "Location"
[[.args]]
type = location
default = "Location"

[CreateUnit]
title = "创建单位 (指定坐标)"
description = "给 ${玩家} 创建 ${单位} 在 (${X}, ${Y}), 面向角度为 ${Direction}"
comment = "在坐标创建单位，不能被'最后创建的单位'获得。"
category = TC_NOTHING
returns = unit
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unitcode
default = "hfoo"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = degree
default = "0"

[CreateUnitAtLoc]
title = "创建单位 (指定点)"
description = "给 ${玩家} 创建 ${单位} 在 ${指定点}, 面向角度为 ${Direction}"
comment = ""
category = TC_NOTHING
returns = unit
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unitcode
default = "hfoo"
[[.args]]
type = location
[[.args]]
type = degree
default = "0"

[CreateCorpse]
title = "新建尸体 [R]"
description = "给 ${玩家} 创建 ${单位} 的尸体在 (${X}, ${Y}), 面向角度为 ${Direction}"
comment = ""
category = TC_NOTHING
returns = unit
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unitcode
default = "hfoo"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = degree
default = "0"

[CreateBlightedGoldmine]
title = "新建不死族金矿 [R]"
description = "新建 ${玩家} 的不死族金矿在(${X},${Y}),面向角度:${Face} 度"
comment = ""
category = TC_NOTHING
returns = unit
[[.args]]
type = player
default = "Player00"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = degree
default = "0"

[GetEnumUnit]
title = "选取单位"
description = "选取单位"
comment = "使用'选取单位做动作'时, 指代相应的单位."
category = TC_NOTHING
returns = unit

[GetFilterUnit]
title = "匹配单位"
description = "匹配单位"
comment = "在'选取单位满足条件'之类功能的条件中,指代被判断单位."
category = TC_NOTHING
returns = unit

[FirstOfGroup]
title = "单位组中第一个单位"
description = "${单位组} 中第一个单位"
category = TC_NOTHING
returns = unit
[[.args]]
type = group

["      "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = unit
[[.args]]
type = scriptcode

[GroupPickRandomUnit]
title = "单位组中随机单位"
description = "${单位组} 中随机选取的一个单位"
comment = ""
category = TC_NOTHING
returns = unit
[[.args]]
type = group

[CreateUnitPool]
title = "新建单位池 [R]"
description = "新建的空单位池"
comment = "会创建单位池。"
category = TC_NOTHING
use_in_event = 0
returns = unitpool

[GetUnitTypeId]
title = "指定单位的类型"
description = "${单位} 的类型"
comment = ""
category = TC_NOTHING
returns = unitcode
[[.args]]
type = unit
default = "GetTriggerUnit"

["       "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = unitcode
[[.args]]
type = scriptcode

[ChooseRandomCreepBJ]
title = "随机中立单位类型"
description = "一个等级 ${Level} 的随机中立单位类型"
comment = "-1代表所有等级."
script_name = ChooseRandomCreep
category = TC_NOTHING
returns = unitcode
[[.args]]
type = integer
default = "1"
min = -1
max = 10

[ChooseRandomNPBuildingBJ]
title = "随机中立建筑类型"
description = "随机中立建筑类型"
comment = ""
script_name = ChooseRandomNPBuilding
category = TC_NOTHING
returns = unitcode

[CreateDestructableZ]
title = "新建可破坏物 [R]"
description = "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}"
comment = "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."
category = TC_NOTHING
returns = destructable
[[.args]]
type = destructablecode
default = "LTlt"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "GetRandomDirectionDeg"
[[.args]]
type = real
default = "1"
[[.args]]
type = integer
default = "0"

[CreateDeadDestructableZ]
title = "新建可破坏物(死亡的) [R]"
description = "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}"
comment = "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."
category = TC_NOTHING
returns = destructable
[[.args]]
type = destructablecode
default = "LTlt"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "GetRandomDirectionDeg"
[[.args]]
type = real
default = "1"
[[.args]]
type = integer
default = "0"

[RandomDestructableInRectSimpleBJ]
title = "矩形区域内的随机可破坏物"
description = "${矩形区域} 内随机选取一个可破坏物"
comment = ""
category = TC_NOTHING
returns = destructable
[[.args]]
type = rect

[RandomDestructableInRectBJ]
title = "矩形区域内的随机可破坏物(指定条件)"
description = "${矩形区域} 内满足 ${条件} 的一个随机可破坏物"
comment = "使用'匹配的可破坏物'来指代条件中用于比较的可破坏物."
category = TC_NOTHING
returns = destructable
[[.args]]
type = rect
[[.args]]
type = boolexpr

[GetEnumDestructable]
title = "选取的可破坏物"
description = "选取的可破坏物"
comment = "使用'选取可破坏物做动作'时, 指代相应的可破坏物."
category = TC_NOTHING
returns = destructable

[GetFilterDestructable]
title = "匹配的可破坏物"
description = "匹配的可破坏物"
comment = "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."
category = TC_NOTHING
returns = destructable

[GetDestructableTypeId]
title = "指定可破坏物的类型"
description = "${可破坏物} 的类型"
comment = ""
category = TC_NOTHING
returns = destructablecode
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[CreateItem]
title = "新建物品 [R]"
description = "新建 ${物品} 在(${X},${Y})"
comment = ""
category = TC_NOTHING
returns = item
[[.args]]
type = itemcode
default = "texp"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[UnitDropItem]
title = "单位掉落的物品"
description = "让 ${单位} 掉落一件 ${物品}"
comment = "在单位所在区域(32x32)内的随机点创建一个物品，注意当单位站在不可通行路径旁边时，该物品可能掉落其中而无法拾取。"
category = TC_NOTHING
returns = item
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = itemcode
default = "texp"

[RandomItemInRectSimpleBJ]
title = "矩形区域内随机物品"
description = "${矩形区域} 内随机选取的一个物品"
comment = ""
category = TC_NOTHING
use_in_event = 0
returns = item
[[.args]]
type = rect

[RandomItemInRectBJ]
title = "矩形区域内随机物品(指定条件)"
description = "${矩形区域} 内满足 ${条件} 的一个随机物品"
comment = "使用'匹配物品'来指代条件中用于比较的物品."
category = TC_NOTHING
use_in_event = 0
returns = item
[[.args]]
type = rect
[[.args]]
type = boolexpr

[GetEnumItem]
title = "选取物品"
description = "选取物品"
comment = "使用'选取物品做动作'时, 指代相应的物品."
category = TC_NOTHING
use_in_event = 0
returns = item

[GetFilterItem]
title = "匹配物品"
description = "匹配物品"
comment = "在'选取物品满足条件'之类功能的条件中,指代被判断单位."
category = TC_NOTHING
use_in_event = 0
returns = item

[UnitItemInSlot]
title = "单位持有物品"
description = "${单位} 物品栏第 ${Index} 格的物品"
comment = "第一个单位格的位置为0."
category = TC_NOTHING
returns = item
[[.args]]
type = unit
[[.args]]
type = integer
default = "0"
min = 0
max = 5

[UnitItemInSlotBJ]
title = "单位持有物品"
description = "${单位} 物品栏第 ${Index} 格的物品"
comment = "第一个单位格的位置为1."
category = TC_NOTHING
returns = item
[[.args]]
type = unit
[[.args]]
type = integer
default = "1"
min = 1
max = 6

[GetItemOfTypeFromUnitBJ]
title = "单位持有物品(指定类型)"
description = "${单位} 所持有的 ${物品类型}"
comment = "注意：有多个相同物品时，只能获取第一个物品。"
category = TC_NOTHING
returns = item
[[.args]]
type = unit
[[.args]]
type = itemcode
default = "texp"

[CreateItemPool]
title = "新建物品池 [R]"
description = "新建的空物品池"
comment = "会创建物品池."
category = TC_NOTHING
use_in_event = 0
returns = itempool

[YDWEGetLastItemPool]
title = "最后创建的物品池 [YDWE]"
description = "最后创建的物品池"
comment = "该物品池必须是由YDWE提供的<创建物品池>动作生成，不然无法获取。"
category = TC_NOTHING
use_in_event = 0
returns = itempool

[YDWEGetLastPoolAbstractedItem]
title = "最后从物品池里取出的物品[YDWE]"
description = "最后从物品池里取出的物品"
comment = "该物品必须是由YDWE提供的<选择放置物品>动作生成，不然无法获取。"
category = TC_NOTHING
use_in_event = 0
returns = item

[GetItemType]
title = "指定物品的分类"
description = "${物品} 的分类"
comment = ""
category = TC_NOTHING
returns = itemtype
[[.args]]
type = item
default = "GetLastCreatedItem"

[GetItemTypeId]
title = "指定物品的类型"
description = "${物品} 的类型"
comment = ""
category = TC_NOTHING
returns = itemcode
[[.args]]
type = item
default = "GetLastCreatedItem"

["        "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = itemcode
[[.args]]
type = scriptcode

[ChooseRandomItemExBJ]
title = "随机物品类型(指定分类)"
description = "等级 ${Level} 的随机 ${Class} 物品类型"
comment = "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."
category = TC_NOTHING
returns = itemcode
[[.args]]
type = integer
default = "1"
min = -1
[[.args]]
type = itemtype
default = "ItemTypeAny"

[ChooseRandomItemBJ]
title = "随机物品类型"
description = "等级 ${Level} 的随机物品类型"
comment = "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."
script_name = ChooseRandomItem
category = TC_NOTHING
returns = itemcode
[[.args]]
type = integer
default = "1"
min = -1

["         "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = abilcode
[[.args]]
type = scriptcode

[GetEnumPlayer]
title = "选取玩家"
description = "选取玩家"
comment = "使用'选取玩家做动作'时, 指代相应的玩家."
category = TC_NOTHING
returns = player

[GetFilterPlayer]
title = "匹配玩家"
description = "匹配玩家"
comment = "在'选取玩家满足条件'之类功能的条件中,指代被判断玩家."
category = TC_NOTHING
returns = player

[GetOwningPlayer]
title = "单位所有者"
description = "${单位} 的所有者"
comment = ""
category = TC_NOTHING
returns = player
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetItemPlayer]
title = "物品所属玩家"
description = "${物品} 的所属玩家"
comment = "与持有者无关,默认为中立被动玩家."
category = TC_NOTHING
returns = player
[[.args]]
type = item
default = "GetLastCreatedItem"

[ForcePickRandomPlayer]
title = "玩家组中随机玩家"
description = "${玩家组} 中随机抽取的一名玩家."
comment = ""
category = TC_NOTHING
returns = player
[[.args]]
type = force

[GetLocalPlayer]
title = "本地玩家 [R]"
description = "本地玩家"
comment = "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."
category = TC_NOTHING
returns = player

["          "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = player
[[.args]]
type = scriptcode

[CreateGroup]
title = "新建的单位组 [R]"
description = "新建的空单位组"
comment = "会创建单位组."
category = TC_NOTHING
returns = group

["           "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = group
[[.args]]
type = scriptcode

[GetRandomSubGroup]
title = "单位组中随机单位"
description = "随机获取 ${Count} 个单位从 ${单位组}"
comment = "会创建单位组.该函数不能使用设置 bj_wantDestroyGroup=true来清除group,会导致该动作无效."
category = TC_NOTHING
use_in_event = 0
returns = group
[[.args]]
type = integer
default = "4"
[[.args]]
type = group
default = "GetUnitsInRectAll"

[GetUnitsInRectAll]
title = "矩形区域内的单位"
description = "${矩形区域} 内的所有单位"
comment = "会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = rect
default = "GetPlayableMapRect"

[GetUnitsInRectOfPlayer]
title = "矩形区域内的玩家单位"
description = "${矩形区域} 内属于 ${Player} 的所有单位"
comment = "会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = rect
default = "GetPlayableMapRect"
[[.args]]
type = player
default = "Player00"

[GetUnitsInRectMatching]
title = "矩形区域内的单位(指定条件)"
description = "${矩形区域} 内满足 ${条件} 的所有单位"
comment = "使用'匹配单位'指代条件中用于比较的单位. 会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = rect
default = "GetPlayableMapRect"
[[.args]]
type = boolexpr

[GetUnitsInRangeOfLocAll]
title = "圆范围内单位"
description = "半径为 ${Radius} 圆心为 ${指定点} 的圆范围内所有单位"
comment = "会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = real
default = "512"
min = 0
[[.args]]
type = location
default = "GetRectCenter"

[GetUnitsInRangeOfLocMatching]
title = "圆范围内单位(指定条件)"
description = "半径为 ${Radius} 圆心为 ${指定点} 且满足 ${条件} 的所有单位"
comment = "使用'匹配单位'指代条件中用于比较的单位. 会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = real
default = "512"
min = 0
[[.args]]
type = location
default = "GetRectCenter"
[[.args]]
type = boolexpr

[GetUnitsOfPlayerAll]
title = "玩家单位"
description = "属于 ${Player} 的所有单位"
comment = "会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = player
default = "Player00"

[GetUnitsOfPlayerAndTypeId]
title = "玩家单位(指定单位类型)"
description = "属于 ${Player} 的所有 ${单位类型}"
comment = "会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unitcode
default = "hfoo"

[GetUnitsOfPlayerMatching]
title = "玩家单位(指定条件)"
description = "属于 ${Player} 并满足 ${条件} 的所有单位"
comment = "使用'匹配单位'指代条件中用于比较的单位. 会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = player
default = "Player00"
[[.args]]
type = boolexpr

[GetUnitsOfTypeIdAll]
title = "所有指定类型单位"
description = "所有 ${单位类型}"
comment = "会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = unitcode
default = "hfoo"

[GetUnitsSelectedAll]
title = "玩家选择单位"
description = "${Player} 选择的所有单位"
comment = "不能用于触发条件. 会创建单位组."
category = TC_NOTHING
returns = group
[[.args]]
type = player
default = "Player00"

[CreateForce]
title = "新建玩家组 [R]"
description = "新建空玩家组"
comment = "会创建玩家组."
category = TC_NOTHING
returns = force

[GetPlayersAll]
title = "所有玩家"
description = "所有玩家"
comment = "包括未使用玩家和中立玩家."
category = TC_NOTHING
returns = force

[GetPlayersByMapControl]
title = "所有指定控制者的玩家"
description = "所有 ${Control Type} 控制的玩家"
comment = "会创建玩家组."
category = TC_NOTHING
returns = force
[[.args]]
type = mapcontrol
default = "MapControlComputer"

[GetPlayersMatching]
title = "所有符合条件的玩家"
description = "所有符合 ${条件} 的玩家"
comment = "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."
category = TC_NOTHING
returns = force
[[.args]]
type = boolexpr

[GetPlayersAllies]
title = "玩家的盟友"
description = "所有 ${Player} 的联盟玩家"
comment = "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."
category = TC_NOTHING
returns = force
[[.args]]
type = player
default = "Player00"

[GetPlayersEnemies]
title = "玩家的敌人"
description = "所有 ${Player} 的敌对玩家"
comment = "对其敌对的所有玩家,不包括中立玩家. 会创建玩家组."
category = TC_NOTHING
returns = force
[[.args]]
type = player
default = "Player00"

[GetForceOfPlayer]
title = "转换玩家为玩家组"
description = "转换 ${Player} 为玩家组"
comment = "会创建玩家组."
category = TC_NOTHING
returns = force
[[.args]]
type = player
default = "Player00"

[GetPlayerRace]
title = "玩家的种族"
description = "${Player} 的种族"
comment = ""
category = TC_NOTHING
returns = race
[[.args]]
type = player
default = "Player00"

[GetUnitRace]
title = "单位种族"
description = "${单位} 所属种族"
comment = "物体编辑器中设置的单位所属种族."
category = TC_NOTHING
returns = race
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetCurrentCameraSetup]
title = "玩家当前镜头"
description = "玩家当前镜头"
comment = "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,但每个玩家只会有一个当前镜头."
category = TC_NOTHING
returns = camerasetup

[CreateFogModifierRect]
title = "新建可见度修正器(矩形区域) [R]"
description = "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)"
comment = "会创建可见度修正器."
category = TC_NOTHING
returns = fogmodifier
[[.args]]
type = player
default = "Player00"
[[.args]]
type = fogstate
default = "FogStateVisible"
[[.args]]
type = rect
[[.args]]
type = sharevisionoption
default = "ShareVisionShare"
[[.args]]
type = converunitoption
default = "ConverUnitNot"

[CreateFogModifierRadius]
title = "新建可见度修正器(圆范围) [R]"
description = "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)"
comment = "会创建可见度修正器."
category = TC_NOTHING
returns = fogmodifier
[[.args]]
type = player
default = "Player00"
[[.args]]
type = fogstate
default = "FogStateVisible"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "512"
[[.args]]
type = sharevisionoption
default = "ShareVisionShare"
[[.args]]
type = converunitoption
default = "ConverUnitNot"

[GetTriggeringTrigger]
title = "当前触发"
description = "当前触发"
comment = "当前所运行的触发器."
category = TC_NOTHING
returns = trigger

[GetGameDifficulty]
title = "当前游戏难度"
description = "当前游戏难度"
comment = ""
category = TC_NOTHING
returns = gamedifficulty

[GetAIDifficulty]
title = "玩家的AI难度"
description = "${Player} 的对战AI难度"
comment = "对非AI玩家返回普通难度."
category = TC_NOTHING
returns = aidifficulty
[[.args]]
type = player
default = "Player00"

[GetGameSpeed]
title = "当前游戏速度"
description = "当前游戏速度"
comment = ""
category = TC_NOTHING
returns = gamespeed

[GetPlayerController]
title = "玩家控制者"
description = "${Player} 的控制者"
comment = ""
category = TC_NOTHING
returns = mapcontrol
[[.args]]
type = player
default = "Player00"

[GetPlayerColor]
title = "玩家颜色"
description = "${Player} 的颜色"
comment = ""
category = TC_NOTHING
returns = playercolor
[[.args]]
type = player
default = "Player00"

[GetPlayerSlotState]
title = "玩家游戏状态"
description = "${Player} 的游戏状态"
comment = ""
category = TC_NOTHING
returns = playerslotstate
[[.args]]
type = player
default = "Player00"

[AddSpecialEffect]
title = "新建特效(创建到坐标) [R]"
description = "新建特效 ${Model File} 在(${X},${Y})处"
comment = "会创建特效."
category = TC_NOTHING
returns = effect
[[.args]]
type = modelfile
default = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\""
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[AddSpecialEffectLoc]
title = "新建特效(创建到点) [R]"
description = "新建特效 ${Model File} 在 ${指定点} 处"
comment = "会创建特效."
category = TC_NOTHING
returns = effect
[[.args]]
type = modelfile
default = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\""
[[.args]]
type = location

[AddSpecialEffectTarget]
title = "新建特效(创建到单位) [R]"
description = "新建特效 ${Model File} 并绑定到 ${单位} 的 ${Attachment Point} 附加点上"
comment = "会创建特效."
category = TC_NOTHING
returns = effect
[[.args]]
type = modelfile
default = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\""
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = string
default = "\"overhead\""

[AddSpellEffectById]
title = "新建特效(指定技能，创建到坐标) [R]"
description = "${技能} 的 ${EffectType} , 创建到坐标(${X},${Y})"
comment = "会创建特效."
category = TC_NOTHING
returns = effect
[[.args]]
type = abilcode
[[.args]]
type = effecttype
default = "EffectTypeEffect"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[AddSpellEffectByIdLoc]
title = "新建特效(指定技能，创建到点) [R]"
description = "${技能} 的 ${EffectType} , 创建到 ${指定点}"
comment = "会创建特效."
category = TC_NOTHING
returns = effect
[[.args]]
type = abilcode
[[.args]]
type = effecttype
default = "EffectTypeEffect"
[[.args]]
type = location

[AddSpellEffectTargetById]
title = "新建特效(指定技能，创建到单位) [R]"
description = "${技能} 的 ${EffectType} , 绑定到 ${单位} 的 ${String} 附加点"
comment = "会创建特效."
category = TC_NOTHING
returns = effect
[[.args]]
type = abilcode
[[.args]]
type = effecttype
default = "EffectTypeEffect"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = string
default = "\"overhead\""

[CreateImage]
title = "新建图像 [R]"
description = "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}"
comment = "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."
category = TC_NOTHING
use_in_event = 0
returns = image
[[.args]]
type = string
default = "\"ReplaceableTextures\\Splats\\AuraRune9b.blp\""
[[.args]]
type = real
default = "256"
[[.args]]
type = real
default = "256"
[[.args]]
type = real
default = "256"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = imagetype
default = "ImageTypeIndicator"

[CreateUbersplat]
title = "新建地面纹理变化 [R]"
description = "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)"
comment = "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."
category = TC_NOTHING
use_in_event = 0
returns = ubersplat
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = ubersplattype
default = "UbersplatTypeNGOL"
[[.args]]
type = integer
default = "255"
[[.args]]
type = integer
default = "255"
[[.args]]
type = integer
default = "255"
[[.args]]
type = integer
default = "255"
[[.args]]
type = enabledisableoption
default = "EnableDisableDisable"
[[.args]]
type = enabledisableoption
default = "EnableDisableDisable"

[AddWeatherEffect]
title = "新建天气效果 [R]"
description = "新建的在 ${矩形区域} 的天气效果: ${WeatherId}"
comment = "会创建天气效果."
category = TC_NOTHING
returns = weathereffect
[[.args]]
type = rect
[[.args]]
type = weathereffectcode

[TerrainDeformCrater]
title = "新建地形变化:弹坑 [R]"
description = "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}"
comment = "深度可取负数. 永久地形变化在保存游戏时不会被记录."
category = TC_NOTHING
returns = terraindeformation
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "512"
min = 0.01
[[.args]]
type = real
default = "96"
[[.args]]
type = integer
default = "4000"
min = 1
[[.args]]
type = cratertype
default = "CraterTypeTemporary"

[TerrainDeformRipple]
title = "新建地形变化:波纹 [R]"
description = "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}"
comment = "初始半径率=初始半径/最终半径."
category = TC_NOTHING
returns = terraindeformation
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "1024"
min = 0.01
[[.args]]
type = real
default = "96"
[[.args]]
type = integer
default = "1"
min = 1
[[.args]]
type = integer
default = "4000"
min = 1
[[.args]]
type = real
default = "4"
min = 0.01
[[.args]]
type = real
default = "16"
min = 0.01
[[.args]]
type = real
default = "1"
min = 0.01
[[.args]]
type = rippletype
default = "RippleTypeNormal"

[TerrainDeformWave]
title = "新建地形变化:冲击波 [R]"
description = "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}"
comment = "深度可取负数. 方向以(X,Y)坐标形式表示,如(1,1)表示45度."
category = TC_NOTHING
returns = terraindeformation
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "1"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "1024"
min = 0.01
[[.args]]
type = real
default = "1024"
min = 0.01
[[.args]]
type = real
default = "256"
min = 0.01
[[.args]]
type = real
default = "96"
min = 0.01
[[.args]]
type = integer
default = "1000"
min = 1
[[.args]]
type = integer
default = "1"
min = 1

[TerrainDeformRandom]
title = "新建地形变化:随机 [R]"
description = "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"
comment = ""
category = TC_NOTHING
returns = terraindeformation
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "1024"
min = 0.01
[[.args]]
type = real
default = "-96"
[[.args]]
type = real
default = "96"
[[.args]]
type = integer
default = "4000"
min = 1
[[.args]]
type = integer
default = "100"
min = 1

[DialogAddButton]
title = "添加对话框按钮 [R]"
description = "给 ${对话框} 添加按钮, 使用标题: ${文字} 快捷键: ${HotKey}"
comment = "会创建对话框按钮."
category = TC_NOTHING
returns = button
[[.args]]
type = dialog
default = "GetClickedDialogBJ"
[[.args]]
type = StringExt
[[.args]]
type = hotkeyint
default = "HotKeyNull"

[CreateLeaderboard]
title = "新建排行榜 [R]"
description = "新建的空排行榜"
comment = "会创建排行榜."
category = TC_NOTHING
returns = leaderboard

[PlayerGetLeaderboardBJ]
title = "玩家使用的排行榜"
description = "${Player} 使用的排行榜"
comment = "每个玩家只能使用1个排行榜."
script_name = PlayerGetLeaderboard
category = TC_NOTHING
returns = leaderboard
[[.args]]
type = player
default = "Player00"

[CreateMultiboard]
title = "新建多面板 [R]"
description = "新建的空多面板"
comment = "会创建多面板."
category = TC_NOTHING
use_in_event = 0
returns = multiboard

[MultiboardGetItem]
title = "多面板项目 [R]"
description = "${多面板} 的第 ${X} 行,第 ${Y} 列项"
comment = "(0,0)作为多面板首项,会创建多面板项目."
category = TC_NOTHING
use_in_event = 0
returns = multiboarditem
[[.args]]
type = multiboard
default = "bj_lastCreatedMultiboard"
[[.args]]
type = integer
default = "0"
[[.args]]
type = integer
default = "0"

[CreateTimer]
title = "新建计时器 [R]"
description = "新建的计时器"
comment = "会创建计时器."
category = TC_NOTHING
returns = timer

[YDWERemoveAttackWaveReturnTimer]
title = "最后创建的刷兵计时器[YDWE]"
description = "最后创建的刷兵计时器"
comment = "响应刷兵系统"
category = TC_NOTHING
returns = timer

["            "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = timer
[[.args]]
type = scriptcode

[CreateTrackable]
title = "新建可追踪物 [R]"
description = "新建的可追踪物, 使用模型: ${模型名字} 所在位置: ( ${X轴} , ${Y轴} ) 面向角度: ${数值} 度"
comment = "可用来响应鼠标的移动和点击. 会创建可追踪物."
category = TC_NOTHING
returns = trackable
[[.args]]
type = modelfile
default = "\"Abilities\\Spells\\Human\\ThunderClap\\ThunderClapCaster.mdl\""
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = degree
default = "0"

["              "]
title = "自定义代码"
description = "代码: ${Jass代码}"
comment = "输入一行Jass代码"
category = TC_YDHIDE
returns = hashtable
[[.args]]
type = scriptcode

[CreateTextTag]
title = "新建漂浮文字 [R]"
description = "新建的空漂浮文字"
comment = "会创建漂浮文字."
category = TC_NOTHING
use_in_event = 0
returns = texttag

[" UnitAddAbility"]
title = "添加技能 [C]"
description = "为 ${单位} 添加 ${技能}"
comment = "添加成功返回true."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode

[" UnitRemoveAbility"]
title = "删除技能 [C]"
description = "为 ${单位} 删除 ${技能}"
comment = "删除成功返回true."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode

[IssueImmediateOrder]
title = "发布命令(无目标)"
description = "对 ${单位} 发布 ${Order} 命令"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitordernotarg
default = "UnitOrderStop"

[IssuePointOrder]
title = "发布命令(指定坐标) [R]"
description = "对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderptarg
default = "UnitOrderMove"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[IssuePointOrderLoc]
title = "发布命令(指定点)"
description = "对 ${单位} 发布 ${Order} 命令到目标点: ${指定点}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderptarg
default = "UnitOrderMove"
[[.args]]
type = location

[IssueTargetOrder]
title = "发布命令(指定单位)"
description = "对 ${单位} 发布 ${Order} 命令到目标: ${单位}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderutarg
default = "UnitOrderAttackUnit"
[[.args]]
type = unit

[IssueTargetDestructableOrder]
title = "发布命令(指定可破坏物)"
description = "对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}"
comment = ""
script_name = IssueTargetOrder
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderdtarg
default = "UnitOrderHarvestDestructible"
[[.args]]
type = destructable

[IssueTargetItemOrder]
title = "发布命令(指定物品)"
description = "对 ${单位} 发布 ${Order} 命令到目标: ${物品}"
comment = ""
script_name = IssueTargetOrder
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderitarg
default = "UnitOrderSmartItem"
[[.args]]
type = item

[IssueImmediateOrderById]
title = "发布命令(无目标)(ID)"
description = "对 ${单位} 发布 ${Order} 命令"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodenotarg
default = "OrderCodeStop"

[IssuePointOrderById]
title = "发布命令(指定坐标)(ID)"
description = "对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodeptarg
default = "OrderCodeMove"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[IssuePointOrderByIdLoc]
title = "发布命令(指定点)(ID)"
description = "对 ${单位} 发布 ${Order} 命令到目标点: ${指定点}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodeptarg
default = "OrderCodeMove"
[[.args]]
type = location

[IssueTargetOrderById]
title = "发布命令(指定单位)(ID)"
description = "对 ${单位} 发布 ${Order} 命令到目标: ${单位}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodeutarg
default = "OrderCodeAttackUnit"
[[.args]]
type = unit

[IssueTargetDestructableOrderById]
title = "发布命令(指定可破坏物)(ID)"
description = "对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}"
comment = ""
script_name = IssueTargetOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodedtarg
default = "OrderCodeHarvestDestructible"
[[.args]]
type = destructable

[IssueTargetItemOrderById]
title = "发布命令(指定物品)(ID)"
description = "对 ${单位} 发布 ${Order} 命令到目标: ${物品}"
comment = ""
script_name = IssueTargetOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodeitarg
default = "OrderCodeSmartItem"
[[.args]]
type = item

[IssueNeutralImmediateOrder]
title = "发布中介命令(无目标)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令"
comment = "可以用来对非本玩家单位发布命令."
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitordernotarg
default = "UnitOrderStop"

[IssueNeutralPointOrder]
title = "发布中介命令(指定坐标)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})"
comment = "可以用来对非本玩家单位发布命令."
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderptarg
default = "UnitOrderNeutralDetectAOE"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[IssueNeutralTargetOrder]
title = "发布中介命令(指定单位)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}"
comment = "可以用来对非本玩家单位发布命令."
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderutarg
default = "UnitOrderNeutralInterAct"
[[.args]]
type = unit

[IssueNeutralTargetDestructableOrder]
title = "发布中介命令(指定可破坏物)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}"
comment = "可以用来对非本玩家单位发布命令."
script_name = IssueNeutralTargetOrder
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderdtarg
default = "UnitOrderHarvestDestructible"
[[.args]]
type = destructable

[IssueNeutralTargetItemOrder]
title = "发布中介命令(指定物品)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}"
comment = "可以用来对非本玩家单位发布命令."
script_name = IssueNeutralTargetOrder
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitorderitarg
default = "UnitOrderSmartItem"
[[.args]]
type = item

[IssueNeutralImmediateOrderById]
title = "发布中介命令(无目标)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令"
comment = "可以用来对非本玩家单位发布命令."
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodenotarg
default = "OrderCodeStop"

[IssueNeutralPointOrderById]
title = "发布中介命令(指定坐标)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})"
comment = "可以用来对非本玩家单位发布命令."
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodeptarg
default = "OrderCodeNeutralDetectAOE"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[IssueNeutralTargetOrderById]
title = "发布中介命令(指定单位)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}"
comment = "可以用来对非本玩家单位发布命令."
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodeutarg
default = "OrderCodeNeutralInterAct"
[[.args]]
type = unit

[IssueNeutralTargetDestructableOrderById]
title = "发布中介命令(指定可破坏物)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}"
comment = "可以用来对非本玩家单位发布命令."
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodedtarg
default = "OrderCodeHarvestDestructible"
[[.args]]
type = destructable

[IssueNeutralTargetItemOrderById]
title = "发布中介命令(指定物品)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}"
comment = "可以用来对非本玩家单位发布命令."
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercodeitarg
default = "OrderCodeSmartItem"
[[.args]]
type = item

[YDWEIssueNeutralImmediateOrderById]
title = "发布中介命令(无目标)(自定义ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令"
comment = "可以用来对非本玩家单位发布命令，能直接输入数字命令ID。"
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercode
default = YDWEAbilityId2OrderId

[YDWEIssueNeutralPointOrderById]
title = "发布中介命令(指定坐标)(自定义ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})"
comment = "可以用来对非本玩家单位发布命令，能直接输入数字命令ID。"
script_name = IssueNeutralPointOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercode
default = YDWEAbilityId2OrderId
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[YDWEIssueNeutralTargetOrderById]
title = "发布中介命令(指定单位)(自定义ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}"
comment = "可以用来对非本玩家单位发布命令，能直接输入数字命令ID。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercode
default = YDWEAbilityId2OrderId
[[.args]]
type = unit

[YDWEIssueNeutralTargetDestructableOrderById]
title = "发布中介命令(指定可破坏物)(自定义ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}"
comment = "可以用来对非本玩家单位发布命令，能直接输入数字命令ID。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercode
default = YDWEAbilityId2OrderId
[[.args]]
type = destructable

[YDWEIssueNeutralTargetItemOrderById]
title = "发布中介命令(指定物品)(自定义ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}"
comment = "可以用来对非本玩家单位发布命令，能直接输入数字命令ID。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = ordercode
default = YDWEAbilityId2OrderId
[[.args]]
type = item

[IssueTrainOrderByIdBJ]
title = "发布训练/升级命令"
description = "命令 ${单位} 建造/升级为 ${单位类型}"
comment = "该升级是指A单位升级为B单位,而不是科技升级."
script_name = IssueImmediateOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitcode
default = "hfoo"

[IssueUpgradeOrderByIdBJ]
title = "发布研究科技命令"
description = "命令 ${单位} 研究 ${Tech-Type}"
comment = ""
script_name = IssueImmediateOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = techcode
default = "Rhde"

[IssueBuildOrderById]
title = "发布建造命令(指定坐标) [R]"
description = "命令 ${单位} 建造 ${单位类型} 在坐标:(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitcode
default = "hbar"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[IssueBuildOrderByIdLocBJ]
title = "发布建造命令(指定点)"
description = "命令 ${单位} 建造 ${单位类型} 在 ${指定点}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitcode
default = "hbar"
[[.args]]
type = location

[UnitDropItemPoint]
title = "发布丢弃物品命令(指定坐标) [R]"
description = "命令 ${单位} 丢弃物品 ${物品} 到坐标:(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = item
default = "bj_lastCreatedItem"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[UnitDropItemPointLoc]
title = "发布丢弃物品命令(指定点)"
description = "命令 ${单位} 丢弃物品 ${物品} 到 ${指定点}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = item
default = "GetLastCreatedItem"
[[.args]]
type = location

[UnitDropItemSlot]
title = "移动物品到物品栏 [R]"
description = "命令 ${单位} 移动 ${物品} 到物品栏# ${Index}"
comment = "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."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = item
default = "bj_lastCreatedItem"
[[.args]]
type = integer
default = "0"
min = 0
max = 5

[UnitDropItemSlotBJ]
title = "移动物品到物品栏"
description = "命令 ${单位} 移动 ${物品} 到物品栏第 ${Index} 格"
comment = "只有当单位持有该物品时才有效."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = item
default = "GetLastCreatedItem"
[[.args]]
type = integer
default = "1"
min = 1
max = 6

[UnitDropItemTargetBJ]
title = "发布给予物品命令"
description = "命令 ${单位} 把 ${物品} 给 ${单位}"
comment = ""
script_name = UnitDropItemTarget
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = item
default = "GetLastCreatedItem"
[[.args]]
type = unit

[IssueBuyUnitOrder]
title = "发布购买单位命令 [R]"
description = "使 ${玩家} 从 ${单位} 处购买 ${单位类型}"
comment = ""
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitcode
default = "hfoo"

[IssueBuyItemOrder]
title = "发布购买物品命令 [R]"
description = "使 ${玩家} 从 ${单位} 处购买 ${物品类型}"
comment = "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."
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = itemcode
default = "ckng"

[UnitDamagePoint]
title = "伤害区域 [R]"
description = "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}"
comment = "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."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "500"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "100"
[[.args]]
type = isnotoption
default = "IsNotIs"
[[.args]]
type = isnotoption
default = "IsNotNot"
[[.args]]
type = attacktype
default = "AttackTypeNormal"
[[.args]]
type = damagetype
default = "DamageTypeNormal"
[[.args]]
type = weapontype
default = "WEAPON_TYPE_WHOKNOWS"

[UnitDamagePointLoc]
title = "伤害区域"
description = "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}"
comment = "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."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "500"
[[.args]]
type = location
default = "GetRectCenter"
[[.args]]
type = real
default = "100"
[[.args]]
type = attacktype
default = "AttackTypeNormal"
[[.args]]
type = damagetype
default = "DamageTypeNormal"

[UnitDamageTarget]
title = "伤害目标 [R]"
description = "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} 武器类型: ${WeaponType}"
comment = "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."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = real
default = "500"
[[.args]]
type = isnotoption
default = "IsNotIs"
[[.args]]
type = isnotoption
default = "IsNotNot"
[[.args]]
type = attacktype
default = "AttackTypeNormal"
[[.args]]
type = damagetype
default = "DamageTypeNormal"
[[.args]]
type = weapontype
default = "WEAPON_TYPE_WHOKNOWS"

[UnitDamageTargetBJ]
title = "伤害目标"
description = "命令 ${单位} 对 ${Target} 造成 ${Amount} 点伤害,攻击类型: ${AttackType} 伤害类型: ${DamageType}"
comment = "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."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = real
default = "500"
[[.args]]
type = attacktype
default = "AttackTypeNormal"
[[.args]]
type = damagetype
default = "DamageTypeNormal"

[IsUnit]
title = "单位检查"
description = "${单位} 与 ${单位}相同"
comment = "用来判断两个单位是否相等。"
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unit
default = "GetLastCreatedUnit"

[IsUnitDetected]
title = "被检测到"
description = "${单位} 处在 ${玩家} 的真实视野范围内"
comment = "用来判断单位在这个玩家反隐形范围内，注：不包含该玩家同盟的反隐范围。"
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsUnitType]
title = "单位类别检查"
description = "${单位} 是 ${Type}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unittype
default = "UnitTypeStructure"

[IsUnitRace]
title = "单位种族检查"
description = "${单位} 是 ${Race}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = race
default = "RaceHuman"

[IsUnitIdType]
title = "单位类别检查(指定单位类型)"
description = "${单位类型} 是 ${Type}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unitcode
default = "GetUnitTypeId"
[[.args]]
type = unittype
default = "UnitTypeStructure"

[IsHeroUnitId]
title = "单位类型是英雄单位"
description = "${UnitType} 是英雄单位"
category = TC_UNIT
returns = boolean
[[.args]]
type = unitcode
default = "hfoo"

[IsUnitInGroup]
title = "在单位组"
description = "${单位} 在 ${单位组} 中"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = group

[IsUnitInRange]
title = "在指定单位范围内 [R]"
description = "${单位} 在距离 ${指定单位} ${范围} 范围内"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unit
[[.args]]
type = real
default = "600"

[IsUnitInRangeXY]
title = "在指定坐标范围内 [R]"
description = "${单位} 在距离坐标(${X},${Y}) ${范围} 范围内"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "600"

[IsUnitInRangeLoc]
title = "在指定点范围内 [R]"
description = "${单位} 在距离 ${指定点} ${范围} 范围内"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = location
[[.args]]
type = real
default = "600"

[RectContainsUnit]
title = "在矩形区域内"
description = "${矩形区域} 内存在 ${单位}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = rect
default = "GetPlayableMapRect"
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsUnitInRegion]
title = "在不规则区域内 [R]"
description = "${不规则区域} 内存在 ${单位}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = region
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsUnitAliveBJ]
title = "单位生命值大于零"
description = "${单位} 生命值大于零"
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsUnitDeadBJ]
title = "单位生命值不大于零"
description = "${单位} 生命值不大于零"
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsUnitPausedBJ]
title = "单位暂停"
description = "${单位} 处于暂停状态"
comment = ""
script_name = IsUnitPaused
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsUnitHiddenBJ]
title = "单位隐藏"
description = "${单位} 处于隐藏状态"
comment = "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."
script_name = IsUnitHidden
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsUnitIllusionBJ]
title = "单位是镜像"
description = "${单位} 是镜像单位"
comment = ""
script_name = IsUnitIllusion
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[UnitCanSleepPerm]
title = "允许控制睡眠状态"
description = "允许控制 ${单位} 的睡眠状态"
comment = "即该单位拥有'一直睡眠'技能."
script_name = UnitCanSleepPerm
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[UnitCanSleepBJ]
title = "允许夜晚睡眠"
description = "${单位} 会在夜晚进入睡眠"
comment = "中立生物才会睡眠."
script_name = UnitCanSleep
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[UnitIsSleepingBJ]
title = "正在睡眠"
description = "${单位} 正在睡眠"
comment = "中立生物才会睡眠. 不包括催眠魔法."
script_name = UnitIsSleeping
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[DoesUnitGenerateAlarms]
title = "开启警报"
description = "${单位} 处于开启警报状态"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsUnitLoadedBJ]
title = "被装载"
description = "${单位} 被装载中"
comment = "被飞艇,船等有运输功能的单位装载."
script_name = IsUnitLoaded
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsUnitInTransportBJ]
title = "被指定单位装载"
description = "${单位} 被 ${运输机} 装载中"
comment = ""
script_name = IsUnitInTransport
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unit

[IsUnitSelected]
title = "被玩家选择"
description = "${单位} 被 ${Player} 选择"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsUnitAlly]
title = "是玩家的同盟单位"
description = "${单位} 是 ${Player} 的同盟单位"
comment = "包括中立状态. 单向判断玩家对单位是否为不侵犯状态."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsUnitEnemy]
title = "是玩家的敌对单位"
description = "${单位} 是 ${Player} 的敌对单位"
comment = "不包括中立状态. 单向判断玩家对单位是否为敌对侵犯."
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsUnitOwnedByPlayer]
title = "是玩家的单位"
description = "${单位} 属于 ${Player}"
comment = "判断单位是否属于这个玩家。"
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsUnitInForce]
title = "是玩家组里玩家的单位"
description = "${单位} 属于 ${玩家组} 里的玩家"
comment = "判断单位是否属于这个玩家组里的玩家。"
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = force
default = "GetPlayersAll"

[UnitHasBuffBJ]
title = "拥有魔法效果"
description = "${单位} 拥有 ${魔法效果}"
comment = ""
category = TC_UNIT
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = buffcode

[CountUnitsInGroup]
title = "单位组中单位数量"
description = "${单位组} 中的单位数量"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = group
default = "GetUnitsInRectAll"

[CountLivingPlayerUnitsOfTypeId]
title = "玩家拥有单位数量"
description = "${单位类型} 的数量对 ${Player}"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = unitcode
default = "hfoo"
[[.args]]
type = player
default = "Player00"

[GetUnitFoodUsed]
title = "单位使用人口数量"
description = "${单位} 使用的人口数量"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitFoodMade]
title = "单位提供人口数量"
description = "${单位} 提供的人口数量"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetFoodUsed]
title = "单位使用人口数量(指定单位类型)"
description = "${单位类型} 使用的人口数量"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = unitcode
default = "hfoo"

[GetFoodMade]
title = "单位提供人口数量(指定单位类型)"
description = "${单位类型} 提供的人口数量"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = unitcode
default = "hfoo"

[GetUnitPointValue]
title = "单位附加值"
description = "${单位} 的附加值"
comment = "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."
category = TC_UNIT
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitPointValueByType]
title = "单位附加值(指定单位类型)"
description = "${单位类型} 的附加值"
comment = "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."
category = TC_UNIT
returns = integer
[[.args]]
type = unitcode
default = "hfoo"

[GetUnitUserData]
title = "单位自定义值"
description = "${单位} 的自定义值"
comment = "可使用'单位 - 设置自定义值'来设置该值."
category = TC_UNIT
returns = integer
[[.args]]
type = unit

[GetUnitLevel]
title = "单位等级"
description = "${单位} 的等级"
comment = "对于英雄则会返回其英雄等级."
category = TC_UNIT
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitAbilityLevel]
title = "单位技能等级 [R]"
description = "${单位} 的 ${技能} 技能等级"
comment = "如果单位没有该技能,则返回0."
category = TC_UNIT
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode

[GetUnitAbilityLevelSwapped]
title = "单位技能等级"
description = "${技能} 的等级对 ${单位}"
comment = "如果单位没有该技能,则返回0."
category = TC_UNIT
returns = integer
[[.args]]
type = abilcode
[[.args]]
type = unit
default = "GetTriggerUnit"

[UnitInventoryCount]
title = "持有物品数量"
description = "${单位} 所持有的物品数量"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[UnitInventorySizeBJ]
title = "物品栏格数"
description = "${单位} 的物品栏格数"
comment = ""
script_name = UnitInventorySize
category = TC_UNIT
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[UnitCountBuffsEx]
title = "拥有Buff数量 [R]"
description = "${单位} 的附带Buff数量,(${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)"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = includeoption
default = "InclusionInclude"
[[.args]]
type = includeoption
default = "InclusionInclude"
[[.args]]
type = includeoptionnot
default = "InclusionIncludeNot"
[[.args]]
type = includeoptionnot
default = "InclusionIncludeNot"
[[.args]]
type = includeoption
default = "InclusionInclude"
[[.args]]
type = includeoption
default = "InclusionInclude"
[[.args]]
type = includeoptionnot
default = "InclusionIncludeNot"

[UnitCountBuffsExBJ]
title = "拥有Buff数量"
description = "${Buff Type} ${Buff Resist} Buff数量在 ${单位} 身上(${Include/Exclude} 生命周期, ${Include/Exclude} 光环)"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = buffpolarity
default = "BuffPolarityEither"
[[.args]]
type = buffresist
default = "BuffResistEither"
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = includeoption
default = "InclusionInclude"
[[.args]]
type = includeoption
default = "InclusionInclude"

[GetUnitState]
title = "属性 [R]"
description = "${单位} 的 ${Property}"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = unitstate
default = "UnitStateLife"

[GetUnitStateSwap]
title = "属性"
description = "${Property} 对于 ${单位}"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unitstate
default = "UnitStateLife"
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitLifePercent]
title = "生命百分比"
description = "${单位} 的生命百分比"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitManaPercent]
title = "魔法百分比"
description = "${单位} 的魔法百分比"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitX]
title = "单位所在X轴坐标 [R]"
description = "${单位} 所在X轴坐标"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitY]
title = "单位所在Y轴坐标 [R]"
description = "${单位} 所在Y轴坐标"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitFacing]
title = "面向角度"
description = "${单位} 的面向角度"
comment = "采用角度制. 0度为正东方向, 90度为正北方向."
category = TC_UNIT
returns = degree
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitMoveSpeed]
title = "当前移动速度"
description = "${单位} 的当前移动速度"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitDefaultMoveSpeed]
title = "默认移动速度"
description = "${单位} 的默认移动速度"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitAcquireRange]
title = "当前主动攻击范围"
description = "${单位} 的当前主动攻击范围"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitDefaultAcquireRange]
title = "默认主动攻击范围"
description = "${单位} 的默认主动攻击范围"
comment = ""
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitTurnSpeed]
title = "当前转身速度"
description = "${单位} 的当前转身速度"
comment = "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."
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitDefaultTurnSpeed]
title = "默认转身速度"
description = "${单位} 的默认转身速度"
comment = "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."
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitPropWindow]
title = "当前转向角度(弧度制) [R]"
description = "${单位} 的当前转向角度(弧度制)"
comment = "单位转身时的转向角度. 数值越大转向幅度越大. "
category = TC_UNIT
returns = radian
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitPropWindowBJ]
title = "当前转向角度(角度制)"
description = "${单位} 的当前转向角度"
comment = "单位转身时的转向角度. 数值越大转向幅度越大."
category = TC_UNIT
returns = degree
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitDefaultPropWindowBJ]
title = "默认转向角度"
description = "${单位} 的默认转向角度"
comment = "单位转身时的转向角度. 数值越大转向幅度越大."
script_name = GetUnitDefaultPropWindow
category = TC_UNIT
returns = degree
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitFlyHeight]
title = "当前飞行高度"
description = "${单位} 的当前飞行高度"
comment = "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."
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitDefaultFlyHeight]
title = "默认飞行高度"
description = "${单位} 的默认飞行高度"
comment = "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."
category = TC_UNIT
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitName]
title = "单位名字"
description = "${单位} 的名字"
comment = ""
category = TC_UNIT
returns = string
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitLoc]
title = "单位位置"
description = "${单位} 的位置"
comment = "会创建点."
category = TC_UNIT
returns = location
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitRallyPoint]
title = "单位集结点"
description = "${单位} 的集结点位置"
comment = "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."
category = TC_UNIT
returns = location
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitRallyUnit]
title = "单位集结点目标"
description = "${单位} 的集结点目标"
comment = "如果指定单位没有设置集结点到单位目标,则返回null."
category = TC_UNIT
use_in_event = 0
returns = unit
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitCurrentOrder]
title = "当前命令ID"
description = "${单位} 的当前命令ID."
comment = ""
category = TC_UNIT
use_in_event = 0
returns = ordercode
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetUnitRallyDestructable]
title = "单位集结点目标"
description = "${单位} 的集结点目标"
comment = "如果指定单位没有设置集结点到可破坏物上,则返回null."
category = TC_UNIT
use_in_event = 0
returns = destructable
[[.args]]
type = unit
default = "GetTriggerUnit"

[" CreateNUnitsAtLoc"]
title = "创建单位(面向角度) [C]"
description = "创建 ${Number} 个 ${单位} 给 ${Player} 在 ${指定点} ,面向角度为 ${Direction} 度"
comment = "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."
category = TC_UNIT
returns = group
[[.args]]
type = integer
default = "1"
min = 1
[[.args]]
type = unitcode
default = "hfoo"
[[.args]]
type = player
default = "Player00"
[[.args]]
type = location
[[.args]]
type = degree
default = "RealUnitFacing"
min = 0
max = 360

[IsTriggerEnabled]
title = "触发开启"
description = "${触发} 处于开启状态"
comment = ""
category = TC_TRIGGER
returns = boolean
[[.args]]
type = trigger
default = "GetTriggeringTrigger"

[TriggerEvaluate]
title = "触发条件成立"
description = "${触发} 的条件成立"
comment = ""
category = TC_TRIGGER
returns = boolean
[[.args]]
type = trigger

[IsTriggerQueuedBJ]
title = "触发在队列中"
description = "${触发} 在队列中"
comment = "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."
category = TC_TRIGGER
returns = boolean
[[.args]]
type = trigger

[IsTriggerQueueEmptyBJ]
title = "触发队列为空"
description = "触发队列为空"
comment = "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."
category = TC_TRIGGER
returns = boolean

[GetTriggerEvalCount]
title = "触发条件判断次数"
description = "${Trigger} 的触发条件判断次数"
comment = ""
category = TC_TRIGGER
returns = integer
[[.args]]
type = trigger
default = "GetTriggeringTrigger"

[GetTriggerExecCount]
title = "触发动作运行次数"
description = "${Trigger} 的触发动作运行次数"
comment = ""
category = TC_TRIGGER
returns = integer
[[.args]]
type = trigger
default = "GetTriggeringTrigger"

[QueuedTriggerCountBJ]
title = "队列中触发数量"
description = "触发队列中的触发数量"
comment = "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."
category = TC_TRIGGER
returns = integer

[GetTriggerName]
title = "触发名字"
description = "当前触发的名字"
comment = ""
category = TC_TRIGGER
returns = string

[CreateTrigger]
title = "新建触发 [R]"
description = "新建触发"
comment = "会创建一个新的触发器,如果对该功能不熟悉请慎用."
category = TC_TRIGGER
returns = trigger

[IsUnitGroupEmptyBJ]
title = "单位组为空"
description = "${单位组} 为空"
comment = ""
category = TC_UNITGROUP
returns = boolean
[[.args]]
type = group

[IsUnitGroupInRectBJ]
title = "单位组中单位在矩形区域内"
description = "${单位组} 中所有单位在 ${矩形区域} 内"
comment = ""
category = TC_UNITGROUP
returns = boolean
[[.args]]
type = group
[[.args]]
type = rect

[IsUnitGroupDeadBJ]
title = "单位组中所有单位死亡"
description = "${单位组} 中所有单位死亡"
comment = ""
category = TC_UNITGROUP
returns = boolean
[[.args]]
type = group

[IsMultiboardDisplayed]
title = "多面板显示"
description = "${Multiboard} 是显示的"
comment = ""
category = TC_MULTIBOARD
use_in_event = 0
returns = boolean
[[.args]]
type = multiboard
default = "GetLastCreatedMultiboard"

[IsMultiboardMinimized]
title = "多面板最小化"
description = "${Multiboard} 是最小化的"
comment = ""
category = TC_MULTIBOARD
use_in_event = 0
returns = boolean
[[.args]]
type = multiboard
default = "GetLastCreatedMultiboard"

[MultiboardGetRowCount]
title = "行数"
description = "${Multiboard} 的行数"
comment = ""
category = TC_MULTIBOARD
returns = integer
[[.args]]
type = multiboard
default = "GetLastCreatedMultiboard"

[MultiboardGetColumnCount]
title = "列数"
description = "${Multiboard} 的列数"
comment = ""
category = TC_MULTIBOARD
returns = integer
[[.args]]
type = multiboard
default = "GetLastCreatedMultiboard"

[MultiboardGetTitleText]
title = "多面板标题"
description = "${Multiboard} 的标题"
comment = ""
category = TC_MULTIBOARD
returns = string
[[.args]]
type = multiboard
default = "GetLastCreatedMultiboard"

[IsPointBlighted]
title = "坐标点被荒芜地表覆盖 [R]"
description = "坐标点(${X},${Y})被荒芜地表覆盖"
comment = ""
category = TC_ENVIRONMENT
returns = boolean
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[IsPointBlightedBJ]
title = "点被荒芜地表覆盖"
description = "${指定点} 被荒芜地表覆盖"
comment = ""
category = TC_ENVIRONMENT
returns = boolean
[[.args]]
type = location

[IsTerrainPathable]
title = "地形通行状态关闭(指定坐标) [R]"
description = "坐标(${X},${Y})处的 ${Pathing Type} 通行状态为关闭"
comment = "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."
category = TC_ENVIRONMENT
returns = boolean
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = pathingtype
default = "PathingTypeWalkability"

[IsTerrainPathableBJ]
title = "地形通行状态关闭(指定点)"
description = "${指定点} 处的 ${Pathing Type} 通行状态为关闭"
comment = "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."
category = TC_ENVIRONMENT
returns = boolean
[[.args]]
type = location
[[.args]]
type = pathingtype
default = "PathingTypeWalkability"

[GetTerrainCliffLevel]
title = "地形悬崖高度(指定坐标) [R]"
description = "坐标(${X},${Y})处的地形悬崖高度"
comment = "悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1."
category = TC_ENVIRONMENT
returns = integer
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[GetTerrainCliffLevelBJ]
title = "地形悬崖高度(指定点)"
description = "${指定点} 处的地形悬崖高度"
comment = "悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1."
category = TC_ENVIRONMENT
returns = integer
[[.args]]
type = location

[GetTerrainVariance]
title = "地形样式(指定坐标) [R]"
description = "坐标(${X},${Y})处的地形样式"
comment = ""
category = TC_ENVIRONMENT
returns = integer
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[GetTerrainVarianceBJ]
title = "地形样式(指定点)"
description = "${指定点} 处的地形样式"
comment = ""
category = TC_ENVIRONMENT
returns = integer
[[.args]]
type = location
default = "GetRectCenter"

[GetTerrainType]
title = "指定坐标地形 [R]"
description = "坐标(${X},${Y})处的地形"
comment = ""
category = TC_ENVIRONMENT
returns = terraintype
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[GetTerrainTypeBJ]
title = "指定点地形"
description = "${指定点} 处的地形"
comment = ""
category = TC_ENVIRONMENT
returns = terraintype
[[.args]]
type = location

[IsFogEnabled]
title = "战争迷雾开启"
description = "战争迷雾开启"
comment = ""
category = TC_VISIBILITY
returns = boolean

[IsFogMaskEnabled]
title = "黑色阴影开启"
description = "黑色阴影开启"
comment = ""
category = TC_VISIBILITY
returns = boolean

[IsUnitVisible]
title = "单位可见"
description = "${单位} 对 ${Player} 可见"
comment = ""
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsUnitInvisible]
title = "单位不可见"
description = "${单位} 对 ${Player} 不可见"
comment = ""
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsUnitFogged]
title = "单位在迷雾中"
description = "${单位} 在 ${Player} 的迷雾范围内"
comment = "黑色阴影内的单位不被计算在内."
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsUnitMasked]
title = "单位在黑色阴影中"
description = "${单位} 在 ${Player} 的黑色阴影内"
comment = ""
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = player
default = "Player00"

[IsLocationVisibleToPlayer]
title = "点可见"
description = "${指定点}对 ${Player} 可见"
comment = ""
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = location
default = "GetRectCenter"
[[.args]]
type = player
default = "Player00"

[IsVisibleToPlayer]
title = "坐标可见"
description = "坐标(${x},${y}) 对 ${玩家} 可见"
comment = ""
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = real
[[.args]]
type = real
[[.args]]
type = player
default = "Player00"

[IsLocationFoggedToPlayer]
title = "点在迷雾中"
description = "${指定点} 在 ${Player} 的迷雾范围内"
comment = "黑色阴影内的点不被计算在内."
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = location
default = "GetRectCenter"
[[.args]]
type = player
default = "Player00"

[IsFoggedToPlayer]
title = "坐标在迷雾中"
description = "坐标(${x},${y}) 在 ${玩家} 的迷雾范围内"
comment = "黑色阴影内的坐标不被计算在内。"
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = real
[[.args]]
type = real
[[.args]]
type = player
default = "Player00"

[IsLocationMaskedToPlayer]
title = "点在黑色阴影中"
description = "${指定点} 在 ${Player} 的黑色阴影内"
comment = ""
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = location
default = "GetRectCenter"
[[.args]]
type = player
default = "Player00"

[IsMaskedToPlayer]
title = "坐标在黑色阴影中"
description = "坐标(${x},${y}) 在 ${玩家} 的黑色阴影内"
comment = ""
category = TC_VISIBILITY
returns = boolean
[[.args]]
type = real
[[.args]]
type = real
[[.args]]
type = player
default = "Player00"

[IsDestructableAliveBJ]
title = "可破坏物存活"
description = "${可破坏物} 是存活的"
comment = ""
category = TC_DESTRUCT
returns = boolean
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[IsDestructableDeadBJ]
title = "可破坏物死亡"
description = "${可破坏物} 是死亡的"
comment = ""
category = TC_DESTRUCT
returns = boolean
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[IsDestructableInvulnerableBJ]
title = "物件无敌"
description = "${物件} 是无敌的"
comment = ""
script_name = IsDestructableInvulnerable
category = TC_DESTRUCT
returns = boolean
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[GetElevatorHeight]
title = "升降机高度"
description = "${升降机} 的高度"
comment = "可以使用'可破坏物 - 设置升降机高度'来设置升降机高度."
category = TC_DESTRUCT
returns = integer
[[.args]]
type = destructable

[GetDestructableLife]
title = "生命值"
description = "${可破坏物} 的当前生命值"
comment = ""
category = TC_DESTRUCT
returns = real
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[GetDestructableMaxLife]
title = "最大生命值"
description = "${可破坏物} 的最大生命值"
comment = ""
category = TC_DESTRUCT
returns = real
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[GetDestructableOccluderHeight]
title = "闭塞高度"
description = "${可破坏物} 的闭塞高度"
comment = ""
category = TC_DESTRUCT
returns = real
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[GetDestructableX]
title = "可破坏物所在X轴坐标 [R]"
description = "${可破坏物} 所在X轴坐标"
comment = ""
category = TC_DESTRUCT
returns = real
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[GetDestructableY]
title = "可破坏物所在Y轴坐标 [R]"
description = "${可破坏物} 所在Y轴坐标"
category = TC_DESTRUCT
returns = real
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[GetDestructableName]
title = "物件名字"
description = "${物件} 的名字"
comment = ""
category = TC_DESTRUCT
returns = string
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[GetDestructableLoc]
title = "可破坏物位置"
description = "${可破坏物} 的位置"
comment = "会创建点."
category = TC_DESTRUCT
returns = location
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[LeaderboardHasPlayerItemBJ]
title = "玩家在排行榜"
description = "${Leaderboard} 中包含 ${Player}"
comment = ""
script_name = LeaderboardHasPlayerItem
category = TC_LEADERBOARD
returns = boolean
[[.args]]
type = leaderboard
default = "GetLastCreatedLeaderboard"
[[.args]]
type = player
default = "Player00"

[LeaderboardGetPlayerIndexBJ]
title = "排行榜位置"
description = "${Player} 在 ${Leaderboard} 的排名"
comment = ""
category = TC_LEADERBOARD
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = leaderboard
default = "GetLastCreatedLeaderboard"

[LeaderboardGetItemCount]
title = "行数"
description = "${Leaderboard} 的行数"
comment = ""
category = TC_LEADERBOARD
returns = integer
[[.args]]
type = leaderboard
default = "GetLastCreatedLeaderboard"

[LeaderboardGetIndexedPlayerBJ]
title = "玩家所在排行榜位置"
description = "第 ${Position} 位玩家在 ${Leaderboard} 中"
comment = ""
category = TC_LEADERBOARD
use_in_event = 0
returns = player
[[.args]]
type = integer
default = "1"
min = 1
max = 16
[[.args]]
type = leaderboard
default = "GetLastCreatedLeaderboard"

[IsPointInRegion]
title = "包含坐标"
description = "${不规则区域} 内包含坐标(${X},${Y})"
comment = "TC_REGION"
category = TC_REGION
returns = boolean
[[.args]]
type = region
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[IsLocationInRegion]
title = "包含点"
description = "${不规则区域} 内包含点: ${点}"
comment = "TC_REGION"
category = TC_REGION
returns = boolean
[[.args]]
type = region
[[.args]]
type = location

[RectContainsLoc]
title = "包含点"
description = "${矩形区域} 内包含 ${点}"
comment = ""
category = TC_RECT
returns = boolean
[[.args]]
type = rect
default = "GetPlayableMapRect"
[[.args]]
type = location

[GetRectCenterX]
title = "中心X坐标"
description = "${矩形区域} 的中心X坐标"
comment = ""
category = TC_RECT
returns = real
[[.args]]
type = rect
default = "GetPlayableMapRect"

[GetRectCenterY]
title = "中心Y坐标"
description = "${矩形区域} 的中心Y坐标"
comment = ""
category = TC_RECT
returns = real
[[.args]]
type = rect
default = "GetPlayableMapRect"

[GetRectMinX]
title = "左下角X坐标"
description = "${矩形区域} 的左下角X坐标"
comment = ""
category = TC_RECT
returns = real
[[.args]]
type = rect
default = "GetPlayableMapRect"

[GetRectMinY]
title = "左下角Y坐标"
description = "${矩形区域} 的左下角Y坐标"
comment = ""
category = TC_RECT
returns = real
[[.args]]
type = rect
default = "GetPlayableMapRect"

[GetRectMaxX]
title = "右上角X坐标"
description = "${矩形区域} 的右上角X坐标"
comment = ""
category = TC_RECT
returns = real
[[.args]]
type = rect
default = "GetPlayableMapRect"

[GetRectMaxY]
title = "右上角Y坐标"
description = "${矩形区域} 的右上角Y坐标"
comment = ""
category = TC_RECT
returns = real
[[.args]]
type = rect
default = "GetPlayableMapRect"

[GetRectWidthBJ]
title = "宽度"
description = "${矩形区域} 的宽度"
comment = ""
category = TC_RECT
returns = real
[[.args]]
type = rect

[GetRectHeightBJ]
title = "高度"
description = "${矩形区域} 的高度"
comment = ""
category = TC_RECT
returns = real
[[.args]]
type = rect

[IsQuestItemCompleted]
title = "任务项目完成"
description = "${Quest Requirement} 已完成"
comment = ""
category = TC_QUEST
returns = boolean
[[.args]]
type = questitem
default = "GetLastCreatedQuestItemBJ"

[IsQuestEnabled]
title = "任务激活"
description = "${Quest} 已激活"
comment = ""
category = TC_QUEST
returns = boolean
[[.args]]
type = quest
default = "GetLastCreatedQuestBJ"

[IsQuestCompleted]
title = "任务完成"
description = "${Quest} 已完成"
comment = ""
category = TC_QUEST
returns = boolean
[[.args]]
type = quest
default = "GetLastCreatedQuestBJ"

[IsQuestFailed]
title = "任务失败"
description = "${Quest} 失败"
comment = ""
category = TC_QUEST
returns = boolean
[[.args]]
type = quest
default = "GetLastCreatedQuestBJ"

[IsQuestDiscovered]
title = "任务被发现"
description = "${Quest} 已被发现"
comment = ""
category = TC_QUEST
returns = boolean
[[.args]]
type = quest
default = "GetLastCreatedQuestBJ"

[IsQuestRequired]
title = "是主要任务"
description = "${Quest} 是主要任务"
comment = ""
category = TC_QUEST
returns = boolean
[[.args]]
type = quest
default = "GetLastCreatedQuestBJ"

[CreateQuest]
title = "新建任务 [R]"
description = "新建任务 "
comment = "新建一个任务.注：这条毫无用处，别用——everguo"
category = TC_QUEST
returns = quest

[YDWECreateQuest]
title = "新建任务[YDWE]"
description = "新建一个 ${Quest Type} 任务,标题: ${文字} 任务说明: ${文字} 任务图标: ${Icon Path}"
comment = "新建一个任务；YDWE新增。"
script_name = CreateQuestBJ
category = TC_QUEST
returns = quest
[[.args]]
type = questtypeoption
default = "QuestTypeReqDiscovered"
[[.args]]
type = StringExt
max = 24
[[.args]]
type = StringExt
[[.args]]
type = imagefile
default = "\"ReplaceableTextures\\CommandButtons\\BTNAmbush.blp\""

[YDWECreateQuestItem]
title = "创建任务目标项[YDWE]"
description = "为 ${Quest} 创建一个任务目标项: ${文字}"
comment = "新建一个任务目标项；YDWE新增功能。"
script_name = CreateQuestItemBJ
category = TC_QUEST
returns = questitem
[[.args]]
type = quest
default = "GetLastCreatedQuestBJ"
[[.args]]
type = StringExt

[IsPlayerFlagSetBJ]
title = "玩家参数开启"
description = "${Player Flag} 为允许,对 ${Player}"
comment = ""
category = TC_PLAYER
returns = boolean
[[.args]]
type = playerflag
default = "PlayerFlagGivesBounty"
[[.args]]
type = player
default = "PlayerNA"

[IsPlayerAlly]
title = "是玩家的盟友"
description = "${Player} 是 ${Player} 的盟友"
comment = "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."
category = TC_PLAYER
returns = boolean
[[.args]]
type = player
default = "GetTriggerPlayer"
[[.args]]
type = player
default = "Player00"

[IsPlayerEnemy]
title = "是玩家的敌人"
description = "${Player} 是 ${Player} 的敌人"
comment = "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."
category = TC_PLAYER
returns = boolean
[[.args]]
type = player
default = "GetTriggerPlayer"
[[.args]]
type = player
default = "Player00"

[IsPlayerObserver]
title = "玩家是裁判或观察者 [R]"
description = "${Player}是裁判或观察者"
comment = ""
category = TC_PLAYER
returns = boolean
[[.args]]
type = player
default = "GetTriggerPlayer"

[IsPlayerRacePrefSet]
title = "玩家的种族选择"
description = "${Player} 选择了 ${RacePreference}"
comment = ""
category = TC_PLAYER
returns = boolean
[[.args]]
type = player
default = "GetTriggerPlayer"
[[.args]]
type = racepreference
default = "RacePrefRandom"

[GetPlayerAlliance]
title = "联盟状态设置"
description = "${Player} 对 ${Player} 开启 ${Alliance Type}"
comment = ""
category = TC_PLAYER
returns = boolean
[[.args]]
type = player
default = "GetTriggerPlayer"
[[.args]]
type = player
default = "Player00"
[[.args]]
type = alliancetype
default = "AllianceTypePassive"

[IsPlayerInForce]
title = "在玩家组"
description = "${Player} 在 ${玩家组} 中"
comment = ""
category = TC_PLAYER
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = force
default = "GetPlayersAll"

[GetPlayerState]
title = "玩家属性"
description = "${Player} ${Property}"
comment = ""
category = TC_PLAYER
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = playerstate
default = "PlayerStateGold"

[GetPlayerTaxRate]
title = "玩家税率 [R]"
description = "${Player} 需要交纳给 ${Player} 的 ${Resource} 所得税"
comment = "所得税取值范围0-100."
category = TC_PLAYER
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = player
default = "Player01"
[[.args]]
type = playerresource
default = "PlayerResourceGold"

[GetPlayerTaxRateBJ]
title = "玩家税率"
description = "${Resource} 所得税, ${Player} 交纳给 ${Player}"
comment = "所得税取值范围0-100."
category = TC_PLAYER
returns = integer
[[.args]]
type = playerresource
default = "PlayerResourceGold"
[[.args]]
type = player
default = "Player00"
[[.args]]
type = player
default = "Player01"

[GetPlayerScore]
title = "玩家得分"
description = "${Player} ${Score}"
comment = ""
category = TC_PLAYER
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = playerscore
default = "PlayerScoreTotal"

[GetConvertedPlayerId]
title = "玩家ID"
description = "${Player} 的玩家ID"
comment = "玩家ID取值1-16."
category = TC_PLAYER
returns = integer
[[.args]]
type = player
default = "GetTriggerPlayer"

[GetPlayerId]
title = "玩家ID - 1 [R]"
description = "${Player} 的玩家ID - 1"
comment = "玩家ID取值1-16."
category = TC_PLAYER
returns = integer
[[.args]]
type = player
default = "GetTriggerPlayer"

[GetPlayerStructureCount]
title = "建筑数量"
description = "${Player} 拥有的建筑数量(${Include/Exclude} 未完成的)"
comment = ""
category = TC_PLAYER
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = includeoption
default = "InclusionExclude"

[GetPlayerUnitCount]
title = "非建筑单位数量"
description = "${Player} 拥有的非建筑单位数量(${Include/Exclude} 未完成的)"
comment = ""
category = TC_PLAYER
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = includeoption
default = "InclusionExclude"

[GetPlayerTechCountSimple]
title = "当前科技等级"
description = "${科技} 的当前等级对 ${Player}"
comment = ""
category = TC_PLAYER
returns = integer
[[.args]]
type = techcode
[[.args]]
type = player
default = "Player00"

[GetPlayerTechMaxAllowedSwap]
title = "最大科技等级"
description = "${科技} 的最大等级对 ${Player}"
comment = ""
category = TC_PLAYER
returns = integer
[[.args]]
type = techcode
[[.args]]
type = player
default = "Player00"

[GetPlayerTeam]
title = "玩家队伍"
description = "${Player} 所属队伍编号"
comment = ""
category = TC_PLAYER
returns = integer
[[.args]]
type = player
default = "Player00"

[CountPlayersInForceBJ]
title = "玩家组中玩家数量"
description = "${玩家组} 中的玩家数量"
comment = ""
category = TC_PLAYER
returns = integer
[[.args]]
type = force
default = "GetPlayersByMapControl"

[GetPlayerHandicapXPBJ]
title = "经验增长率"
description = "${Player} 的经验增长率"
comment = "百分比数值, 默认值为100."
category = TC_PLAYER
returns = real
[[.args]]
type = player
default = "Player00"

[GetPlayerHandicapBJ]
title = "生命障碍"
description = "${Player} 的生命障碍"
comment = "百分比数值, 默认值为100."
category = TC_PLAYER
returns = real
[[.args]]
type = player
default = "Player00"

[GetPlayerName]
title = "玩家名字"
description = "${Player} 的名字"
comment = ""
category = TC_PLAYER
returns = string
[[.args]]
type = player
default = "GetTriggerPlayer"

[GetPlayerStartLocationLoc]
title = "玩家开始位置"
description = "${Player} 的游戏开始位置"
comment = "会创建点."
category = TC_PLAYER
returns = location
[[.args]]
type = player
default = "Player00"

[CheckItemStatus]
title = "物品状态检查"
description = "${物品} 是 ${Status} 的"
comment = ""
category = TC_ITEM
use_in_event = 0
returns = boolean
[[.args]]
type = item
default = "GetLastCreatedItem"
[[.args]]
type = itemstatus
default = "ItemStatusHidden"

[CheckItemcodeStatus]
title = "物品类型状态检查"
description = "${物品类型} 是 ${Status} 的"
comment = ""
category = TC_ITEM
use_in_event = 0
returns = boolean
[[.args]]
type = itemcode
default = "GetItemTypeId"
[[.args]]
type = itemcodestatus
default = "ItemcodeStatusPowerup"

[IsItemVisible]
title = "物品可见 [R]"
description = "${物品} 是可见的"
comment = "物品不被隐藏且不被单位持有时即为可见的."
category = TC_ITEM
use_in_event = 0
returns = boolean
[[.args]]
type = item
default = "bj_lastCreatedItem"

[IsItemHiddenBJ]
title = "物品隐藏"
description = "${物品} 是隐藏的"
comment = "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."
category = TC_ITEM
use_in_event = 0
returns = boolean
[[.args]]
type = item
default = "GetLastCreatedItem"

[IsItemOwned]
title = "物品被持有"
description = "${物品} 是被持有的"
comment = "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."
category = TC_ITEM
use_in_event = 0
returns = boolean
[[.args]]
type = item

[IsItemPowerup]
title = "物品是拾取时自动使用的 [R]"
description = "${物品} 是拾取时自动使用类物品"
comment = ""
category = TC_ITEM
use_in_event = 0
returns = boolean
[[.args]]
type = item
default = "bj_lastCreatedItem"

[IsItemSellable]
title = "物品可被市场随机出售 [R]"
description = "${物品} 可被市场随机出售"
comment = ""
category = TC_ITEM
use_in_event = 0
returns = boolean
[[.args]]
type = item
default = "bj_lastCreatedItem"

[IsItemPawnable]
title = "物品可被抵押 [R]"
description = "${物品} 可被抵押"
comment = ""
category = TC_ITEM
use_in_event = 0
returns = boolean
[[.args]]
type = item
default = "bj_lastCreatedItem"

[RectContainsItem]
title = "物品在矩形区域"
description = "${物品} 在 ${矩形区域}"
comment = "单位持有的物品不会被计算在内."
category = TC_ITEM
returns = boolean
[[.args]]
type = item
default = "GetLastCreatedItem"
[[.args]]
type = rect

[IsItemInvulnerable]
title = "物品无敌"
description = "${物品} 是无敌的"
comment = ""
category = TC_ITEM
returns = boolean
[[.args]]
type = item
default = "GetLastCreatedItem"

[GetInventoryIndexOfItemTypeBJ]
title = "物品在物品栏的序号 [C]"
description = "${单位} 所持有的 ${物品类型} 的物品栏序号"
comment = "如果单位没有该类型的物品则返回0"
category = TC_ITEM
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = itemcode
default = "texp"

[GetItemLevel]
title = "物品等级"
description = "${物品} 的物品等级"
comment = ""
category = TC_ITEM
returns = integer
[[.args]]
type = item
default = "GetLastCreatedItem"

[GetItemCharges]
title = "使用次数"
description = "${物品} 的使用次数"
comment = "无限使用物品将返回0."
category = TC_ITEM
returns = integer
[[.args]]
type = item
default = "GetLastCreatedItem"

[GetItemUserData]
title = "物品自定义值"
description = "${物品} 的自定义值"
comment = "可以使用'物品 - 设置自定义值'来设置该值."
category = TC_ITEM
returns = integer
[[.args]]
type = item

[GetItemLifeBJ]
title = "生命值"
description = "${物品} 的当前生命值"
comment = ""
category = TC_ITEM
returns = real
[[.args]]
type = item
default = "GetLastCreatedItem"

[GetItemX]
title = "物品的X轴坐标 [R]"
description = "${物品} 的X轴坐标"
comment = ""
category = TC_ITEM
returns = real
[[.args]]
type = item
default = "GetLastCreatedItem"

[GetItemY]
title = "物品的Y轴坐标 [R]"
description = "${物品} 的Y轴坐标"
comment = ""
category = TC_ITEM
returns = real
[[.args]]
type = item
default = "GetLastCreatedItem"

[GetItemName]
title = "物品名字"
description = "${物品} 的名字"
comment = ""
category = TC_ITEM
returns = string
[[.args]]
type = item
default = "GetManipulatedItem"

[GetItemLoc]
title = "物品位置"
description = "${物品} 的位置"
comment = "会创建点."
category = TC_ITEM
returns = location
[[.args]]
type = item
default = "GetLastCreatedItem"

[UnitHasItem]
title = "持有物品"
description = "${Hero} 拥有 ${物品}"
comment = ""
category = TC_HERO
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = item
default = "GetLastCreatedItem"

[UnitHasItemOfTypeBJ]
title = "持有物品(指定类型)"
description = "${Hero} 拥有 ${物品类型}"
comment = ""
category = TC_HERO
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = itemcode
default = "texp"

[IsSuspendedXP]
title = "经验不可获得"
description = "${Hero} 不可获得经验"
comment = "可使用'英雄 - 允许/禁止经验获取'来设置该项."
category = TC_HERO
returns = boolean
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetHeroLevel]
title = "英雄等级"
description = "${英雄} 的英雄等级"
comment = ""
category = TC_HERO
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetHeroXP]
title = "英雄经验值"
description = "${英雄} 的经验值"
comment = ""
category = TC_HERO
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[GetHeroStr]
title = "英雄力量 [R]"
description = "${英雄} 的力量值(${Include/Exclude} 加成)"
comment = ""
category = TC_HERO
returns = integer
[[.args]]
type = unit
[[.args]]
type = includeoption
default = "InclusionExclude"

[GetHeroAgi]
title = "英雄敏捷 [R]"
description = "${英雄} 的敏捷值(${Include/Exclude} 加成)"
comment = ""
category = TC_HERO
returns = integer
[[.args]]
type = unit
[[.args]]
type = includeoption
default = "InclusionExclude"

[GetHeroInt]
title = "英雄智力 [R]"
description = "${英雄} 的智力值(${Include/Exclude} 加成)"
comment = ""
category = TC_HERO
returns = integer
[[.args]]
type = unit
[[.args]]
type = includeoption
default = "InclusionExclude"

[GetHeroStatBJ]
title = "英雄属性"
description = "${Attribute} 对 ${英雄} (${Include/Exclude} 加成)"
comment = ""
category = TC_HERO
returns = integer
[[.args]]
type = herostat
default = "HeroStatStr"
[[.args]]
type = unit
[[.args]]
type = includeoption
default = "InclusionExclude"

[GetHeroSkillPoints]
title = "未分配技能点数"
description = "${英雄} 的未分配技能点数"
comment = ""
category = TC_HERO
returns = integer
[[.args]]
type = unit

[GetHeroProperName]
title = "英雄称谓"
description = "${Hero} 的称谓"
comment = "如圣骑士会返回'无惧的布赞恩'而不是'圣骑士'."
category = TC_HERO
returns = string
[[.args]]
type = unit
default = "GetTriggerUnit"

[IsMapFlagSet]
title = "地图参数设置"
description = "${Map Flag} 已设置"
comment = ""
category = TC_GAME
returns = boolean
[[.args]]
type = mapflag
default = "MapFlagUseHandicaps"

[IsCustomCampaignButtonVisibile]
title = "自定义战役按钮可见"
description = "自定义战役按钮# ${Number} 可见"
comment = ""
category = TC_GAME
use_in_event = 0
returns = boolean
[[.args]]
type = integer
default = "1"
min = 1

[GetCreepCampFilterState]
title = "小地图中立生物显示开启"
description = "小地图中立生物显示开启"
comment = ""
category = TC_GAME
returns = boolean

[SaveGameExists]
title = "游戏存档存在"
description = "${存档文件} 已存在"
comment = ""
category = TC_GAME
use_in_event = 0
returns = boolean
[[.args]]
type = anyfile

[IsNoVictoryCheat]
title = "无法胜利 [R]"
description = "玩家开启作弊模式: 无法胜利"
comment = "单机作弊码开启的模式."
category = TC_GAME
use_in_event = 0
returns = boolean

[IsNoDefeatCheat]
title = "无法失败 [R]"
description = "玩家开启作弊模式: 无法失败"
comment = "单机作弊码开启的模式."
category = TC_GAME
use_in_event = 0
returns = boolean

[GetPlayers]
title = "玩家数量"
description = "玩家数量"
comment = "地图编辑器中开启的玩家数量(1-12)."
category = TC_GAME
returns = integer

[GetTeams]
title = "队伍数量"
description = "队伍数量"
comment = ""
category = TC_GAME
returns = integer

[GetAllyColorFilterState]
title = "联盟颜色显示设置"
description = "联盟颜色显示设置"
comment = "0为不开启. 1为小地图显示. 2为小地图和游戏都显示."
category = TC_GAME
returns = integer

[GetTournamentFinishNowRule]
title = "比赛结束规则"
description = "比赛结束规则"
comment = "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.."
category = TC_GAME
use_in_event = 0
returns = integer

[GetTournamentScore]
title = "对战比赛得分"
description = "${Player} 的当前对战比赛得分"
comment = "对战游戏时如果游戏时间过长,系统将以该值来决定胜负."
category = TC_GAME
use_in_event = 0
returns = integer
[[.args]]
type = player
default = "Player00"

[GetTimeOfDay]
title = "游戏时间"
description = "游戏时间"
comment = "游戏中的昼夜时间."
category = TC_GAME
returns = real

[GetTimeOfDayScalePercentBJ]
title = "昼夜时间流逝速度"
description = "昼夜时间流逝速度"
comment = "百分比数值, 100为默认值."
category = TC_GAME
returns = real

[GetAbilityName]
title = "技能名称"
description = "${技能} 的名称"
comment = ""
script_name = GetObjectName
category = TC_GAME
returns = string
[[.args]]
type = abilcode

[GetAbilityEffectBJ]
title = "技能效果路径名"
description = "${技能} 的 ${EffectType} 路径名(序号: ${Index})"
comment = "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."
script_name = GetAbilityEffectById
category = TC_GAME
returns = string
[[.args]]
type = abilcode
[[.args]]
type = effecttype
default = "EffectTypeEffect"
[[.args]]
type = integer
default = "0"

[GetAbilitySoundBJ]
title = "技能音效名"
description = "${技能} 的 ${SoundType} 名字"
comment = "同样,实际上就是技能编辑器中按Ctrl+D看到的文本内容."
script_name = GetAbilitySoundById
category = TC_GAME
returns = string
[[.args]]
type = abilcode
[[.args]]
type = soundtype
default = "SoundTypeEffect"

[GetStoredBoolean]
title = "读取布尔值[R]"
description = "从${Game Cache}中读取布尔值,类别: ${Category},名称: ${文字}"
comment = "如果该值不存在则返回false."
category = TC_GAMECACHE
returns = boolean
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = string

[HaveStoredValue]
title = "缓存项存在"
description = "名称为 ${文字} 的 ${Type} 类缓存项被保存在类别: ${Category} 缓存: ${Game Cache}"
comment = ""
category = TC_GAMECACHE
use_in_event = 0
returns = boolean
[[.args]]
type = string
[[.args]]
type = cachevaluetype
default = "CacheValueTypeUnit"
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"

[GetStoredInteger]
title = "缓存读取整数 [C]"
description = "从${Game Cache}中读取整数值,类别: ${Category},名称: ${文字}"
comment = "如果该值不存在则返回0."
category = TC_GAMECACHE
returns = integer
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = string

[GetStoredReal]
title = "缓存读取实数 [C]"
description = "从 ${Game Cache} 中读取实数,类别: ${Category} 名称: ${文字}"
comment = "如果该值不存在则返回0."
category = TC_GAMECACHE
returns = real
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = string

[GetStoredString]
title = "读取字符串 [C]"
description = "从 ${Game Cache} 中读取字符串,类别: ${Category} 名称: ${文字}"
comment = "如果该值不存在,则返回空字符串. 注意,空字符串不等于null"
category = TC_GAMECACHE
returns = string
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = string

[InitGameCache]
title = "新建游戏缓存 [R]"
description = "新建游戏缓存: ${缓存名}"
comment = "创建一个新的游戏缓存,一个地图最多只有有256个游戏缓存."
category = TC_GAMECACHE
returns = gamecache
[[.args]]
type = string
default = "\"MapName.w3v\""

[WaygateIsActiveBJ]
title = "传送门激活"
description = "${传送门} 处于激活状态"
comment = ""
script_name = WaygateIsActive
category = TC_NEUTRALBUILDING
returns = boolean
[[.args]]
type = unit

[GetResourceAmount]
title = "储金量"
description = "${金矿} 的储金量"
comment = "只对金矿有效."
category = TC_NEUTRALBUILDING
returns = integer
[[.args]]
type = unit

[WaygateGetDestinationX]
title = "传送门目的地X坐标"
description = "${传送门} 的目的地X坐标"
comment = ""
category = TC_NEUTRALBUILDING
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[WaygateGetDestinationY]
title = "传送门目的地Y坐标"
description = "${传送门} 的目的地Y坐标"
comment = ""
category = TC_NEUTRALBUILDING
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"

[WaygateGetDestinationLocBJ]
title = "传送门目的地"
description = "${传送门} 的目的地"
comment = "会创建点."
category = TC_NEUTRALBUILDING
returns = location
[[.args]]
type = unit

[LoadBooleanBJ]
title = "<1.24> 从哈希表提取布尔"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取布尔"
comment = "如果不存在则返回False"
category = TC_HASHTABLE
returns = boolean
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadBoolean]
title = "<1.24> 从哈希表提取布尔 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取布尔"
comment = "如果不存在则返回False"
category = TC_HASHTABLE
returns = boolean
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[HaveSavedValue]
title = "<1.24> 哈希项存在"
description = "子索引为 ${Value} 的 ${Type} 类数据被保存在主索引为 ${Value} 的 ${Hashtable} 中"
comment = ""
category = TC_HASHTABLE
use_in_event = 0
returns = boolean
[[.args]]
type = integer
[[.args]]
type = hashtablevaluetype
default = "HashtableValueTypeHandle"
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[GetHandleIdBJ]
title = "<1.24> 获取对象的h2i值"
description = "转换 ${Handle} 为整数"
comment = "创建一个对应该handle的临时密钥,可以在哈希表中作为索引号使用.当该handle被彻底销毁时,密钥会被回收."
category = TC_HASHTABLE
returns = integer
[[.args]]
type = handle

[GetHandleId]
title = "<1.24> 获取对象的h2i值 [C]"
description = "转换 ${Handle} 为整数"
comment = "创建一个对应该handle的临时密钥,可以在哈希表中作为索引号使用.当该handle被彻底销毁时,密钥会被回收."
category = TC_HASHTABLE
returns = integer
[[.args]]
type = handle

[StringHashBJ]
title = "<1.24> 获取字符串的哈希值"
description = "转换 ${String} 为整数"
comment = "创建一个对应该字符串的永久密钥,可以在哈希表中作为索引号使用"
category = TC_HASHTABLE
returns = integer
[[.args]]
type = string

[LoadIntegerBJ]
title = "<1.24> 从哈希表提取整数"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取整数"
comment = "如果不存在则返回0"
category = TC_HASHTABLE
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadInteger]
title = "<1.24> 从哈希表提取整数 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取整数"
comment = "如果不存在则返回0"
category = TC_HASHTABLE
returns = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadRealBJ]
title = "<1.24> 从哈希表提取实数"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取实数"
comment = "如果不存在则返回0.00"
category = TC_HASHTABLE
returns = real
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadReal]
title = "<1.24> 从哈希表提取实数 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取实数"
comment = "如果不存在则返回0.00"
category = TC_HASHTABLE
returns = real
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadStringBJ]
title = "<1.24> 从哈希表提取字符串"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取字符串"
comment = "如果不存在则返回空字符串"
category = TC_HASHTABLE
use_in_event = 0
returns = string
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadStr]
title = "<1.24> 从哈希表提取字符串 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取字符串"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
use_in_event = 0
returns = string
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadPlayerHandleBJ]
title = "<1.24> 从哈希表提取玩家"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取玩家"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = player
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadPlayerHandle]
title = "<1.24> 从哈希表提取玩家 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取玩家"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = player
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadDestructableHandleBJ]
title = "<1.24> 从哈希表提取可破坏物"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取可破坏物"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = destructable
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadDestructableHandle]
title = "<1.24> 从哈希表提取可破坏物 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取可破坏物"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = destructable
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadItemHandleBJ]
title = "<1.24> 从哈希表提取物品"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取物品"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = item
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadItemHandle]
title = "<1.24> 从哈希表提取物品 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取物品"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = item
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadUnitHandleBJ]
title = "<1.24> 从哈希表提取单位"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取单位"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = unit
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadUnitHandle]
title = "<1.24> 从哈希表提取单位 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取单位"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = unit
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[YDWELoadAbilityHandleBJ]
title = "<1.24> 从哈希表提取技能"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取技能"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = abilcode
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[YDWELoadAbilityHandle]
title = "<1.24> 从哈希表提取技能 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取技能"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = abilcode
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadTimerHandleBJ]
title = "<1.24> 从哈希表提取计时器"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取计时器"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = timer
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadTimerHandle]
title = "<1.24> 从哈希表提取计时器 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取计时器"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = timer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadTriggerHandleBJ]
title = "<1.24> 从哈希表提取触发器"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取触发器"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = trigger
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadTriggerHandle]
title = "<1.24> 从哈希表提取触发器 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取触发器"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = trigger
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadTriggerConditionHandleBJ]
title = "<1.24> 从哈希表提取触发条件"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取触发条件"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = triggercondition
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadTriggerConditionHandle]
title = "<1.24> 从哈希表提取触发条件 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取触发条件"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = triggercondition
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadTriggerActionHandleBJ]
title = "<1.24> 从哈希表提取触发动作"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取触发动作"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = triggeraction
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadTriggerActionHandle]
title = "<1.24> 从哈希表提取触发动作 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取触发动作"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = triggeraction
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadTriggerEventHandleBJ]
title = "<1.24> 从哈希表提取触发事件"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取触发事件"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = event
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadTriggerEventHandle]
title = "<1.24> 从哈希表提取触发事件 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取触发事件"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = event
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadForceHandleBJ]
title = "<1.24> 从哈希表提取玩家组"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取玩家组"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = force
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadForceHandle]
title = "<1.24> 从哈希表提取玩家组 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取玩家组"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = force
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadGroupHandleBJ]
title = "<1.24> 从哈希表提取单位组"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取单位组"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = group
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadGroupHandle]
title = "<1.24> 从哈希表提取单位组 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取单位组"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = group
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadLocationHandleBJ]
title = "<1.24> 从哈希表提取点"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取点"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = location
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadLocationHandle]
title = "<1.24> 从哈希表提取点 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取点"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = location
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadRegionHandleBJ]
title = "<1.24> 从哈希表提取区域(不规则)"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取区域(不规则)"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = region
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadRegionHandle]
title = "<1.24> 从哈希表提取区域(不规则) [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取区域(不规则)"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = region
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadRectHandleBJ]
title = "<1.24> 从哈希表提取区域(矩型)"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取区域(矩型)"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = rect
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadRectHandle]
title = "<1.24> 从哈希表提取区域(矩型) [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取区域(矩型)"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = rect
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadBooleanExprHandleBJ]
title = "<1.24> 从哈希表提取布尔表达式"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取布尔表达式"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = boolexpr
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadBooleanExprHandle]
title = "<1.24> 从哈希表提取布尔表达式 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取布尔表达式"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = boolexpr
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadSoundHandleBJ]
title = "<1.24> 从哈希表提取音效"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取音效"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = sound
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadSoundHandle]
title = "<1.24> 从哈希表提取音效 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取音效"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = sound
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadEffectHandleBJ]
title = "<1.24> 从哈希表提取特效"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取特效"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = effect
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadEffectHandle]
title = "<1.24> 从哈希表提取特效 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取特效"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = effect
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadUnitPoolHandleBJ]
title = "<1.24> 从哈希表提取单位池"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取单位池"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = unitpool
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadUnitPoolHandle]
title = "<1.24> 从哈希表提取单位池 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取单位池"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = unitpool
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadItemPoolHandleBJ]
title = "<1.24> 从哈希表提取物品池"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取物品池"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = itempool
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadItemPoolHandle]
title = "<1.24> 从哈希表提取物品池 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取物品池"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = itempool
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadQuestHandleBJ]
title = "<1.24> 从哈希表提取任务"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取任务"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = quest
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadQuestHandle]
title = "<1.24> 从哈希表提取任务 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取任务"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = quest
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadQuestItemHandleBJ]
title = "<1.24> 从哈希表提取任务要求"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取任务要求"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = questitem
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadQuestItemHandle]
title = "<1.24> 从哈希表提取任务要求 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取任务要求"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = questitem
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadDefeatConditionHandleBJ]
title = "<1.24> 从哈希表提取失败条件"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取失败条件"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = defeatcondition
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadDefeatConditionHandle]
title = "<1.24> 从哈希表提取失败条件 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取失败条件"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = defeatcondition
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadTimerDialogHandleBJ]
title = "<1.24> 从哈希表提取计时器窗口"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取计时器窗口"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = timerdialog
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadTimerDialogHandle]
title = "<1.24> 从哈希表提取计时器窗口 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取计时器窗口"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = timerdialog
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadLeaderboardHandleBJ]
title = "<1.24> 从哈希表提取排行榜"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取排行榜"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = leaderboard
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadLeaderboardHandle]
title = "<1.24> 从哈希表提取排行榜 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取排行榜"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = leaderboard
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadMultiboardHandleBJ]
title = "<1.24> 从哈希表提取多面板"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取多面板"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = multiboard
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadMultiboardHandle]
title = "<1.24> 从哈希表提取多面板 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取多面板"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = multiboard
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadMultiboardItemHandleBJ]
title = "<1.24> 从哈希表提取多面板项目"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取多面板项目"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = multiboarditem
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadMultiboardItemHandle]
title = "<1.24> 从哈希表提取多面板项目 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取多面板项目"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = multiboarditem
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadTrackableHandleBJ]
title = "<1.24> 从哈希表提取可追踪物"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取可追踪物"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = trackable
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadTrackableHandle]
title = "<1.24> 从哈希表提取可追踪物 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取可追踪物"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = trackable
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadDialogHandleBJ]
title = "<1.24> 从哈希表提取对话框"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取对话框"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = dialog
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadDialogHandle]
title = "<1.24> 从哈希表提取对话框 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取对话框"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = dialog
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadButtonHandleBJ]
title = "<1.24> 从哈希表提取对话框按钮"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取对话框按钮"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = button
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadButtonHandle]
title = "<1.24> 从哈希表提取对话框按钮 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取对话框按钮"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = button
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadTextTagHandleBJ]
title = "<1.24> 从哈希表提取漂浮文字"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取漂浮文字"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = texttag
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadTextTagHandle]
title = "<1.24> 从哈希表提取漂浮文字 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取漂浮文字"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = texttag
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadLightningHandleBJ]
title = "<1.24> 从哈希表提取闪电效果"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取闪电效果"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = lightning
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadLightningHandle]
title = "<1.24> 从哈希表提取闪电效果 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取闪电效果"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = lightning
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadImageHandleBJ]
title = "<1.24> 从哈希表提取图象"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取图象"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = image
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadImageHandle]
title = "<1.24> 从哈希表提取图象 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取图象"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = image
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadUbersplatHandleBJ]
title = "<1.24> 从哈希表提取地面纹理变化"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取地面纹理变化"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = ubersplat
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadUbersplatHandle]
title = "<1.24> 从哈希表提取地面纹理变化 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取地面纹理变化"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = ubersplat
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadFogStateHandleBJ]
title = "<1.24> 从哈希表提取迷雾状态"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取迷雾状态"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = fogstate
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadFogStateHandle]
title = "<1.24> 从哈希表提取迷雾状态 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取迷雾状态"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = fogstate
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[LoadFogModifierHandleBJ]
title = "<1.24> 从哈希表提取可见度修正器"
description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取可见度修正器"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = fogmodifier
[[.args]]
type = integer
[[.args]]
type = integer
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"

[LoadFogModifierHandle]
title = "<1.24> 从哈希表提取可见度修正器 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取可见度修正器"
comment = "如果不存在则返回空"
category = TC_HASHTABLE
returns = fogmodifier
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[OperatorInt]
title = "算术运算 Lv2"
description = "${数值} ${运算符} ${数值}"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = ArithmeticOperator
default = "OperatorAdd"
[[.args]]
type = integer
default = "1"

[OperatorReal]
title = "算术运算 Lv2"
description = "${Value} ${Operator} ${Value}"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
default = "0"
[[.args]]
type = ArithmeticOperator
default = "OperatorAdd"
[[.args]]
type = real
default = "0"

[YDWEOperatorInt3]
title = "算术运算 Lv3"
description = "${数值} ${运算符} ${数值} ${运算符} ${数值}"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = YArithmeticOperator
default = "YOperatorAdd"
[[.args]]
type = integer
default = "0"
[[.args]]
type = YArithmeticOperator
default = "YOperatorAdd"
[[.args]]
type = integer
default = "0"

[YDWEOperatorReal3]
title = "算术运算 Lv3"
description = "${数值} ${运算符} ${数值} ${运算符} ${数值}"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = YArithmeticOperator
default = "YOperatorAdd"
[[.args]]
type = real
default = "0"
[[.args]]
type = YArithmeticOperator
default = "YOperatorAdd"
[[.args]]
type = real
default = "0"

[YDWE_PreloadSL_Get]
title = "获取存档数据"
description = "从${玩家}获取 ※${数据注释}，从当前存档[${数据项索引}]上获取"
comment = "从玩家本地存档上获取数据，需要填入正确的数据项索引，标签即该项数据的注释。"
category = TC_YDSL
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string
[[.args]]
type = integer
min = 1
max = 500

[YDWE_PreloadSL_GetFile]
title = "获取存档名(存档名单)[YDWE]"
description = "为${玩家}在『${目录名}』下，获取索引为[${整数}]的存档名"
comment = "高级功能，获取指定目录下某个玩家存档文件的名字，填写正确的索引，即可获得对应存档名。"
category = TC_YDSL
returns = string
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string
[[.args]]
type = integer
min = 1
max = 16

[GetForLoopIndexA]
title = "循环整数A"
description = "循环整数A"
comment = ""
category = TC_FORLOOP
returns = integer

[GetForLoopIndexB]
title = "循环整数B"
description = "循环整数B"
comment = ""
category = TC_FORLOOP
returns = integer

[OrderId2StringBJ]
title = "转换命令ID为字符串"
description = "转换 ${Order} 为命令字符串"
comment = "如''harvest'', ''move'', ''smart'', ''attack''都是命令字符串."
category = TC_CONVERSION
returns = string
[[.args]]
type = ordercode
default = "GetIssuedOrderIdBJ"

[UnitId2StringBJ]
title = "转换单位类型为字符串"
description = "转换 ${单位类型} 为字符串"
comment = ""
category = TC_CONVERSION
returns = string
[[.args]]
type = unitcode
default = "GetUnitTypeId"

[GetLocalizedString]
title = "本地字符串 [R]"
description = "本地字符串: ${文字}"
comment = "获取ui\\framedef\\globalstrings.fdf中定义的字符串."
category = TC_CONVERSION
use_in_event = 0
returns = string
[[.args]]
type = string

[StringIdentity]
title = "本地字符串"
description = "本地字符串: ${文字}"
comment = "获取ui\\framedef\\globalstrings.fdf中定义的字符串."
script_name = GetLocalizedString
category = TC_CONVERSION
use_in_event = 0
returns = string
[[.args]]
type = string

[GetLocalizedHotkey]
title = "本地热键 "
description = "本地热键: ${文字}"
comment = "获取ui\\miscui.txt中定义的热键."
category = TC_CONVERSION
use_in_event = 0
returns = integer
[[.args]]
type = string

[StringCase]
title = "大小写转换"
description = "转换 ${字符串} 为 ${Lower/Upper Case} 形式"
comment = ""
category = TC_CONVERSION
returns = string
[[.args]]
type = StringExt
[[.args]]
type = stringcaseoption
default = "StringCaseLower"

[Location]
title = "坐标点"
description = "坐标(${X}, ${Y})"
comment = "会创建点."
category = TC_CONVERSION
returns = location
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[String2UnitIdBJ]
title = "转换字符串为单位类型"
description = "转换 ${字符串} 为单位类型"
comment = ""
script_name = UnitId
category = TC_CONVERSION
returns = unitcode
[[.args]]
type = string
default = "footman"

[String2OrderIdBJ]
title = "转换命令字符串为命令ID"
description = "转换 ${字符串} 为命令ID"
comment = "如''harvest'', ''move'', ''smart'', ''attack''都是命令字符串."
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = string
default = "stop"

[UnitId2OrderIdBJ]
title = "转换单位类型为命令ID"
description = "转换 ${单位类型} 为命令ID"
comment = ""
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = unitcode
default = "hfoo"

[ConvertedPlayer]
title = "转换玩家ID为玩家"
description = "玩家 ${Player Index}"
comment = "玩家ID取值1-16."
category = TC_CONVERSION
returns = player
[[.args]]
type = integer
default = "1"
min = 1
max = 16

[YDWEGetGameCurrentTime]
title = "计时器系统-获取游戏当前时间"
description = "获取游戏当前时间"
comment = "获得从游戏开始到目前流逝的时间，以秒为单位。"
category = TC_YDST
returns = integer

[YDWETimerSystemGetRunIndex]
title = "计时器系统-获取中心计时器当前执行索引"
description = "获取中心计时器当前执行索引"
comment = "获得中心计时器运行触发器或函数目前为止的执行次数。"
category = TC_YDST
returns = integer

[YDWEGetUnitItemSoftId]
title = "物品在物品栏中的位置[YDWE]"
description = "获取 ${单位} 物品栏中 ${物品} 的位置"
comment = "返回物品所在单位物品栏中的位置，为1-6之间的某个值；若单位身上不存在该物品，则返回0。"
category = TC_YDST
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = item
default = "GetManipulatedItem"

[YDWEConverUnitcodeToInt]
title = "显示单位类型为整数[YDWE]"
description = "显示<${单位类型}>为整数"
comment = "单位类型本身是个整数，因此无需转换；该功能主要用于存储系统的路径设置中。"
category = TC_YDST
returns = integer
[[.args]]
type = unitcode

[YDWEConverItemcodeToInt]
title = "显示物品类型为整数[YDWE]"
description = "显示<${物品类型}>为整数"
comment = "物品类型本身是个整数，因此无需转换；该功能主要用于存储系统的路径设置中。"
category = TC_YDST
returns = integer
[[.args]]
type = itemcode

[YDWEConverAbilcodeToInt]
title = "显示技能类型为整数[YDWE]"
description = "显示<${技能类型}>为整数"
comment = "技能类型本身是个整数，因此无需转换；该功能主要用于存储系统的路径设置中。"
category = TC_YDST
returns = integer
[[.args]]
type = abilcode

[YDWEConverOrdercodeToInt]
title = "显示命令ID为整数[YDWE]"
description = "显示<${命令ID}>为整数"
comment = "命令ID本身是个整数，因此无需转换；该功能主要用于存储系统的路径设置中。"
category = TC_YDST
returns = integer
[[.args]]
type = ordercode

[YDWEI2UnitId]
title = "转换整数为单位Id [YDWE]"
description = "转换 ${整数} 为单位Id"
comment = "将一个整数转换成单位ID，如输入1751543663，将转成步兵的ID。"
category = TC_YDST
returns = unitcode
[[.args]]
type = integer

[YDWEI2ItemId]
title = "转换整数为物品Id [YDWE]"
description = "转换 ${整数} 为物品Id"
comment = "将一个整数转换成物品ID，如输入1936749416，将转成魔法护盾的ID。"
category = TC_YDST
returns = itemcode
[[.args]]
type = integer

[YDWES2Id]
title = "转换字符串为Id [YDWE]"
description = "需要转换成ID的字符串为：${字符窜}"
comment = "将一个字符串转换成单位、物品等目标的ID；如spsh转换后为'spsh'，届时可以通过聊天输入字符串来创建单位或物品。"
category = TC_YDST
returns = integer
[[.args]]
type = string
default = "spsh"

[YDWES2UnitId]
title = "转换字符串为单位Id [YDWE]"
description = "需要转换成单位Id的字符窜为：${字符窜}"
comment = "将一个字符窜转换成单位ID，如输入hfoo，将转成步兵的ID。"
category = TC_YDST
returns = unitcode
[[.args]]
type = string
default = "hfoo"

[YDWES2ItemId]
title = "转换字符串为物品Id [YDWE]"
description = "需要转换成物品Id的字符串为：${字符窜}"
comment = "将一个字符串转换成物品ID，如输入spsh，将转成魔法护盾的ID。"
category = TC_YDST
returns = itemcode
[[.args]]
type = string
default = "spsh"

[YDWEGetUnitGoldCost]
title = "获取 黄金消耗 (单位类型)"
description = "获取 ${单位} 建造时消耗的黄金"
comment = "本触发只能获取普通单位建造时消耗的黄金，若填入英雄单位，将会获得固定值425"
category = TC_YDST
returns = integer
[[.args]]
type = unitcode
default = "hfoo"

[YDWEGetUnitWoodCost]
title = "获取 木头消耗 (单位类型)"
description = "获取 ${单位} 建造时消耗的木头"
comment = "本触发只能获取普通单位建造时消耗的木头，若填入英雄单位，将会获得固定值100"
category = TC_YDST
returns = integer
[[.args]]
type = unitcode
default = "hfoo"

[YDWEGetUnitBuildTime]
title = "获取 建造时间 (单位类型)"
description = "获取 ${单位} 建造时需要的时间"
comment = "本触发只能获取普通单位建造时需要的时间，若填入英雄单位，将会获得固定值55"
category = TC_YDST
returns = integer
[[.args]]
type = unitcode
default = "hfoo"

[YDWEGetUnitFoodUsed]
title = "获取 消耗人口 (单位)"
description = "获取 ${单位} 建造时消耗的人口"
comment = "本触发只能获取普通单位建造时消耗的人口，若填入英雄单位，将会获得固定值5"
category = TC_YDST
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[YDWEGetUnitFoodMade]
title = "获取 提供人口 (单位)"
description = "获取 ${单位} 建造后提供的人口"
comment = "本触发只能获取普通单位建造后提供的人口，若填入英雄单位，将会获得固定值0"
category = TC_YDST
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[YDWECoordinateX]
title = "修正X坐标 [YDWE]"
description = "需要修正的X坐标为：${实数}"
comment = "设修正X坐标，强制它大于地图边界最小值，小于地图边界最大值，避免弹出游戏错误。"
category = TC_YDST
returns = real
[[.args]]
type = real

[YDWECoordinateY]
title = "修正Y坐标 [YDWE]"
description = "需要修正的Y坐标为：${实数}"
comment = "设修正Y坐标，强制它大于地图边界最小值，小于地图边界最大值，避免弹出游戏错误。"
category = TC_YDST
returns = real
[[.args]]
type = real

[YDWEGetUnitArmor]
title = "获取单位护甲<Rising_Dusk制作>"
description = "获取 ${单位} 的护甲值，关联技能为 ${辅助技能}"
comment = "可以获取单位的护甲值；需要保证混乱攻击对所有护甲均为100%伤害。关联技能的设置请参考example文件夹下的辅助地图。"
category = TC_YDST
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode

[YDWEId2S]
title = "转换Id为字符串"
description = "需要转换的Id为：${整数}"
comment = "将一个单位、物品等目标的Id转换成字符串；如'spsh'转换后为spsh。"
category = TC_YDST
returns = string
[[.args]]
type = integer
default = "'spsh'"

[YDWEGetPlayerColorString]
title = "附加上玩家颜色"
description = "|c[${玩家}]${Start}|r"
comment = ""
category = TC_YDST
returns = string
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string

[GetLastAbilityCastingUnit]
title = "获取最后结束施放特殊技能的单位"
description = "获取最后结束施放特殊技能的单位"
comment = "响应单位释放特殊技能事件，当技能释放完毕后，可以获取最后施放特殊技能的单位。"
category = TC_YDST
returns = unit

[GetLastAbilityTargetUnit]
title = "获取最后被特殊技能命中的单位"
description = "获取最后被特殊技能命中的单位"
comment = "响应单位释放可以命中目标的特殊技能事件，如钩子、月神箭；当技能命中目标后，可以获取最后被特殊技能命中的单位。"
category = TC_YDST
returns = unit

[YDWEInitHashtable]
title = "新建哈希表(YDWE)"
description = "新建哈希表"
comment = "获得一个新哈希表。"
category = TC_YDST
use_in_event = 0
returns = hashtable

[GetLearnedSkillLevel]
title = "学习技能等级"
description = "学习技能等级"
comment = "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."
category = TC_EVENTRESPONSE
returns = integer

[GetEventDamage]
title = "伤害值"
description = "单位所受伤害"
comment = "响应'受到伤害'单位事件,指代单位所受伤害."
category = TC_EVENTRESPONSE
returns = real

[GetOrderPointX]
title = "命令发布点X坐标 [R]"
description = "命令发布点X坐标"
comment = "用坐标代替点可以省去创建、删除点的麻烦."
category = TC_EVENTRESPONSE
returns = real

[GetOrderPointY]
title = "命令发布点Y坐标 [R]"
description = "命令发布点Y坐标"
comment = "用坐标代替点可以省去创建、删除点的麻烦."
category = TC_EVENTRESPONSE
returns = real

[GetSpellTargetX]
title = "技能施放点X坐标"
description = "获取技能目标点的X坐标"
comment = "这是1.24的函数，但已加入函数库，在1.20也可以使用。"
category = TC_EVENTRESPONSE
returns = real

[GetSpellTargetY]
title = "技能施放点Y坐标"
description = "获取技能目标点的Y坐标"
comment = "这是1.24的函数，但已加入函数库，在1.20也可以使用。"
category = TC_EVENTRESPONSE
returns = real

[GetTournamentFinishSoonTimeRemaining]
title = "比赛剩余时间"
description = "比赛剩余时间"
comment = "响应'比赛事件'游戏将要结束. 单位为秒."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = real

[GetEventPlayerChatString]
title = "输入的聊天信息"
description = "输入的聊天信息"
comment = ""
category = TC_EVENTRESPONSE
returns = string

[GetEventPlayerChatStringMatched]
title = "匹配的聊天信息"
description = "匹配的聊天信息"
comment = ""
category = TC_EVENTRESPONSE
returns = string

[GetSaveBasicFilename]
title = "存档文件名"
description = "存档文件名"
comment = "响应'游戏 - 保存进度'事件."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = string

[GetOrderPointLoc]
title = "命令发布点"
description = "命令发布点"
comment = "响应'发布指定点目标命令'单位事件. 会创建点."
category = TC_EVENTRESPONSE
returns = location

[GetSpellTargetLoc]
title = "技能施放点"
description = "技能施放点"
comment = "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."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = location

[CreateRegion]
title = "新建区域 [R]"
description = "新建区域"
comment = "会创建一个新的不规则区域,如果不往该区域添加点或地区,则该区域无效果."
category = TC_REGION
use_in_event = 0
returns = region

[GetTriggeringRegion]
title = "触发区域 [R]"
description = "触发区域"
comment = "响应单位进入/离开不规则区域事件."
category = TC_EVENTRESPONSE
returns = region

[GetAttackedUnitBJ]
title = "被攻击单位"
description = "被攻击单位"
comment = "响应'被攻击'单位事件."
script_name = GetTriggerUnit
category = TC_EVENTRESPONSE
returns = unit

[GetAttacker]
title = "攻击单位"
description = "攻击单位"
comment = "响应'被攻击'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetBuyingUnit]
title = "购买者"
description = "购买者"
comment = "响应'出售单位','出售物品'或'抵押物品'单位事件."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = unit

[GetCancelledStructure]
title = "被取消的建筑"
description = "被取消的建筑"
comment = "响应'取消建造建筑'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetSpellAbilityUnit]
title = "施法单位"
description = "施法单位"
comment = "响应'施放技能'单位事件."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = unit

[GetConstructingStructure]
title = "正在建造的建筑"
description = "正在建造的建筑"
comment = "响应'开始建造建筑'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetConstructedStructure]
title = "完成的建筑"
description = "完成的建筑"
comment = "响应'完成建造建筑'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetEventDamageSource]
title = "伤害来源"
description = "伤害来源"
comment = "响应'受到伤害'单位事件."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = unit

[GetDecayingUnit]
title = "腐化的单位"
description = "腐化的单位"
comment = "响应'开始腐化'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetDyingUnit]
title = "死亡单位"
description = "死亡单位"
comment = "响应'死亡'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetEnteringUnit]
title = "进入的单位"
description = "进入的单位"
comment = "响应'单位进入区域'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetManipulatingUnit]
title = "操作物品的单位"
description = "操作物品的单位"
comment = "响应'使用/获得/丢失物品'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetKillingUnitBJ]
title = "凶手单位"
description = "凶手单位"
comment = "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."
script_name = GetKillingUnit
category = TC_EVENTRESPONSE
returns = unit

[GetLearningUnit]
title = "学习技能的英雄"
description = "学习技能的英雄"
comment = "响应'学习技能'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetLeavingUnit]
title = "离开的单位"
description = "离开的单位"
comment = "响应'单位离开区域'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetLevelingUnit]
title = "升级的英雄"
description = "升级的英雄"
comment = "响应'提升等级'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetLoadedUnitBJ]
title = "被装载单位"
description = "被装载单位"
comment = "响应'被装载'单位事件."
script_name = GetLoadedUnit
category = TC_EVENTRESPONSE
returns = unit

[GetOrderedUnit]
title = "发布命令的单位"
description = "发布命令的单位"
comment = "响应'发布命令'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetChangingUnit]
title = "被改变所有者的单位"
description = "被改变所有者的单位"
comment = "响应'改变所有者'单位事件."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = unit

[GetResearchingUnit]
title = "研究科技的单位"
description = "研究科技的单位"
comment = "响应'开始/取消/完成科技研究'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetRevivableUnit]
title = "可复活英雄"
description = "可复活英雄"
comment = "响应'变为可复活的'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetRevivingUnit]
title = "复活英雄"
description = "复活英雄"
comment = "响应'开始/取消/完成复活'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetSellingUnit]
title = "贩卖者"
description = "贩卖者"
comment = "响应'出售单位','出售物品'或'抵押物品'单位事件."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = unit

[GetSoldUnit]
title = "被贩卖单位"
description = "被贩卖单位"
comment = "响应'出售单位'单位事件."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = unit

[GetSummonedUnit]
title = "召唤单位"
description = "召唤单位"
comment = "响应'召唤单位'单位事件,指代被召唤单位."
category = TC_EVENTRESPONSE
returns = unit

[GetSummoningUnit]
title = "召唤者"
description = "召唤者"
comment = "响应'召唤单位'单位事件."
category = TC_EVENTRESPONSE
returns = unit

[GetOrderTargetUnit]
title = "命令发布目标"
description = "命令发布目标"
comment = "响应'发布指定物体目标命令'单位事件并以单位为目标时."
category = TC_EVENTRESPONSE
returns = unit

[GetSpellTargetUnit]
title = "技能施放目标"
description = "技能施放目标"
comment = "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."
category = TC_EVENTRESPONSE
returns = unit

[GetEventTargetUnit]
title = "事件目标单位"
description = "事件目标单位"
comment = "响应'注意到/获取攻击目标'单位事件,指代目标单位."
category = TC_EVENTRESPONSE
returns = unit

[GetTrainedUnit]
title = "训练单位"
description = "训练单位"
comment = "响应'完成训练单位'单位事件,指代被训练单位."
category = TC_EVENTRESPONSE
returns = unit

[GetTransportUnitBJ]
title = "运输单位"
description = "运输单位"
comment = "响应'被装载'单位事件.指代作为载体的单位."
script_name = GetTransportUnit
category = TC_EVENTRESPONSE
returns = unit

[GetTriggerUnit]
title = "触发单位"
description = "触发单位"
comment = ""
category = TC_EVENTRESPONSE
returns = unit

[GetTrainedUnitType]
title = "训练单位类型"
description = "训练单位类型"
comment = "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."
category = TC_EVENTRESPONSE
returns = unitcode

[GetIssuedOrderIdBJ]
title = "发布的命令ID"
description = "发布的命令ID"
comment = "响应'发布命令'单位事件."
script_name = GetIssuedOrderId
category = TC_EVENTRESPONSE
returns = ordercode

[GetDyingDestructable]
title = "死亡的可破坏物"
description = "死亡的可破坏物"
comment = "响应'可破坏物死亡'事件."
category = TC_EVENTRESPONSE
returns = destructable

[GetOrderTargetDestructable]
title = "命令发布目标(可破坏物)"
description = "命令发布目标"
comment = "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."
category = TC_EVENTRESPONSE
returns = destructable

[GetSpellTargetDestructable]
title = "技能施放目标(可破坏物)"
description = "技能施放目标"
comment = "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."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = destructable

[GetManipulatedItem]
title = "被操作物品"
description = "被操作物品"
comment = "响应'使用/得到/丢弃物品'单位事件."
category = TC_EVENTRESPONSE
returns = item

[GetSoldItem]
title = "被售出物品"
description = "被售出物品"
comment = "响应'出售物品'或'抵押物品'单位事件."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = item

[GetOrderTargetItem]
title = "命令发布目标"
description = "命令发布目标"
comment = "响应'发布指定物体目标命令'单位事件并以物品为目标时."
category = TC_EVENTRESPONSE
returns = item

[GetSpellTargetItem]
title = "技能施放目标"
description = "技能施放目标"
comment = "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."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = item

[GetResearched]
title = "被研究科技"
description = "被研究科技"
comment = "响应'开始/取消/完成科技研究'单位事件."
category = TC_EVENTRESPONSE
returns = techcode

[GetSpellAbilityId]
title = "施放技能"
description = "施放技能"
comment = "响应施放技能单位事件, 指代被施放的技能."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = abilcode

[GetLearnedSkill]
title = "学习技能 [R]"
description = "学习技能"
comment = "响应'学习技能'单位事件, 指代被学习的技能."
category = TC_EVENTRESPONSE
returns = abilcode

[GetLearnedSkillBJ]
title = "学习技能"
description = "学习技能"
comment = "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."
script_name = GetLearnedSkill
category = TC_EVENTRESPONSE
returns = heroskillcode

[GetChangingUnitPrevOwner]
title = "原所有者"
description = "原所有者"
comment = "响应'改变所有者'单位事件,指代单位原来的所有者."
category = TC_EVENTRESPONSE
use_in_event = 0
returns = player

[GetTriggerPlayer]
title = "触发玩家"
description = "触发玩家"
comment = ""
category = TC_EVENTRESPONSE
returns = player

[GetClickedDialogBJ]
title = "点击的对话框"
description = "点击的对话框"
comment = "响应'对话框 - 点击对话框/按钮'事件."
script_name = GetClickedDialog
category = TC_EVENTRESPONSE
returns = dialog

[GetClickedButtonBJ]
title = "点击的对话框按钮"
description = "点击的对话框按钮"
comment = "响应'对话框 - 点击对话框/按钮'事件."
script_name = GetClickedButton
category = TC_EVENTRESPONSE
returns = button

[GetExpiredTimer]
title = "到期的计时器"
description = "到期的计时器"
comment = "响应'时间 - 计时器到期'事件."
category = TC_EVENTRESPONSE
returns = timer

[GetTriggeringTrackable]
title = "事件响应 - 触发可追踪物 [R]"
description = "事件响应 - 触发可追踪物"
comment = ""
category = TC_EVENTRESPONSE
returns = trackable

[GetRandomInt]
title = "随机整数"
description = "随机整数,最小值: ${Minimum} 最大值: ${Maximum}"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
default = "1"
[[.args]]
type = integer
default = "10"

[IMinBJ]
title = "取较小值"
description = "取(${整数1}, ${整数2})中较小值"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer

[IMaxBJ]
title = "取较大值"
description = "取(${整数1}, ${整数2})中较大值"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer

[IAbsBJ]
title = "绝对值"
description = "${整数} 的绝对值"
comment = ""
category = TC_MATH
returns = integer
[[.args]]
type = integer

[ISignBJ]
title = "符号标志"
description = "${整数} 的符号标志"
comment = "负数为-1. 非负数为1."
category = TC_MATH
returns = integer
[[.args]]
type = integer

[StringHash]
title = "获取字符串的哈希值"
description = "(${String})的哈希值"
comment = "获取一个对应该字符串的密钥，不同的字符串的密钥基本不可能相同，也很难找到两个不同的字符串他们有着相同的密钥。可以用于制作密码等功能。"
category = TC_MATH
returns = integer
[[.args]]
type = string

[ModuloInteger]
title = "模"
description = "${被除数} mod ${除数}"
comment = "取模计算,例: 13 mod 5 = 3."
category = TC_MATH
returns = integer
[[.args]]
type = integer
[[.args]]
type = integer

[GetRandomReal]
title = "随机实数"
description = "随机实数,最小值: ${Minimum} 最大值: ${Maximum}"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "1"

[GetRandomDirectionDeg]
title = "随机角度"
description = "随机角度"
comment = "0-360的随机角度."
category = TC_MATH
returns = degree

[GetRandomPercentageBJ]
title = "随机百分数"
description = "随机百分数"
comment = "0-100的随机实数."
category = TC_MATH
returns = real

[RMinBJ]
title = "取较小值"
description = "取(${实数1}, ${实数2})中较小值"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = real

[RMaxBJ]
title = "取较大值"
description = "取(${实数1}, ${实数2})中较大值"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = real

[RAbsBJ]
title = "绝对值"
description = "${实数} 的绝对值"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real

[RSignBJ]
title = "符号标志"
description = "${实数} 的符号标志"
comment = "负数为-1. 非负数为1."
category = TC_MATH
returns = real
[[.args]]
type = real

[ModuloReal]
title = "模"
description = "${被除数} mod ${除数}"
comment = "取模计算,例: 9.0 mod 2.5 = 1.5."
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = real

[Pow]
title = "幂运算"
description = "${实数} 的 ${实数} 次幂"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
[[.args]]
type = real

[SquareRoot]
title = "平方根"
description = "${实数} 的平方根"
comment = ""
category = TC_MATH
returns = real
[[.args]]
type = real
min = 0

[SinBJ]
title = "正弦(角度)"
description = "Sin(${Angle})"
comment = "采用角度制计算."
category = TC_MATH
returns = real
[[.args]]
type = degree
default = "GetUnitFacing"

[CosBJ]
title = "余弦(角度)"
description = "Cos(${Angle})"
comment = "采用角度制计算."
category = TC_MATH
returns = real
[[.args]]
type = degree
default = "GetUnitFacing"

[TanBJ]
title = "正切(角度)"
description = "Tan(${Angle})"
comment = "采用角度制计算."
category = TC_MATH
returns = real
[[.args]]
type = degree
default = "GetUnitFacing"

[AsinBJ]
title = "反正弦(角度)"
description = "Asin(${数值})"
comment = "采用角度制计算. 返回角度取值-90 — 90."
category = TC_MATH
returns = degree
[[.args]]
type = real
min = -1
max = 1

[AcosBJ]
title = "反余弦(角度)"
description = "Acos(${数值})"
comment = "采用角度制计算. 返回角度取值0 — 180."
category = TC_MATH
returns = degree
[[.args]]
type = real
min = -1
max = 1

[AtanBJ]
title = "反正切(角度)"
description = "Atan(${数值})"
comment = "采用角度制计算. 返回角度取值-90 — 90."
category = TC_MATH
returns = degree
[[.args]]
type = real

[Atan2BJ]
title = "反正切(角度)(Y:X)"
description = "Atan(${Y} : ${X})"
comment = "采用角度制计算. 返回角度取值-90 — 90."
category = TC_MATH
returns = degree
[[.args]]
type = real
[[.args]]
type = real

[Sin]
title = "正弦(弧度) [R]"
description = "Sin(${Angle})"
comment = "采用弧度制计算. "
category = TC_MATH
returns = real
[[.args]]
type = radian
default = "bj_PI"

[Cos]
title = "余弦(弧度) [R]"
description = "Cos(${Angle})"
comment = "采用弧度制计算. "
category = TC_MATH
returns = real
[[.args]]
type = radian
default = "bj_PI"

[Tan]
title = "正切(弧度) [R]"
description = "Tan(${Angle})"
comment = "采用弧度制计算. "
category = TC_MATH
returns = real
[[.args]]
type = radian
default = "bj_PI"

[Asin]
title = "反正弦(弧度) [R]"
description = "Asin(${数值})"
comment = "采用弧度制计算. 返回弧度取值-π/2 — π/2. "
category = TC_MATH
returns = radian
[[.args]]
type = real
default = "0"
min = -1
max = 1

[Acos]
title = "反余弦(弧度) [R]"
description = "Acos(${数值})"
comment = "采用弧度制计算. 返回弧度取值0 — π. "
category = TC_MATH
returns = radian
[[.args]]
type = real
default = "0"
min = -1
max = 1

[Atan]
title = "反正切(弧度) [R]"
description = "Atan(${数值})"
comment = "采用弧度制计算. 返回弧度取值-π/2 — π/2. "
category = TC_MATH
returns = radian
[[.args]]
type = real
default = "0"

[Atan2]
title = "反正切(Y:X)(弧度) [R]"
description = "Atan(${Y} : ${X})"
comment = "采用弧度制计算. 返回弧度取值-π/2 — π/2. "
category = TC_MATH
returns = radian
[[.args]]
type = real
[[.args]]
type = real

[YDWELogarithmLg]
title = "对数函数(10为底)<c kuhn制作>"
description = "Lg(${x})"
comment = "10^n=x，那么lg(x)=n，如lg(100)=2；鸣谢zyl910"
category = TC_MATH
returns = real
[[.args]]
type = real
min = 0.01

[YDWELogarithmLn]
title = "对数函数(e为底)<c kuhn制作>"
description = "Ln(${x})"
comment = "e^n=x，那么ln(x)=n，e即自然对数，约等于2.718281828；鸣谢zyl910"
category = TC_MATH
returns = real
[[.args]]
type = real
min = 0.01

[YDWELogarithmLog]
title = "对数函数(任意底)<c kuhn制作>"
description = "Log(${a})(${b})"
comment = "a^n=b，那么log(a)(b)=n，如log(2)(4)=2；鸣谢zyl910"
category = TC_MATH
returns = real
[[.args]]
type = real
min = 0.01
[[.args]]
type = real
min = 0.01

[GetLastTransmissionDurationBJ]
title = "最后发言长度"
description = "最后发言长度"
comment = "最后一次使用'电影 - 播送单位消息'动作的单位发言时间."
category = TC_CINEMATIC
returns = real

[TimerGetElapsed]
title = "逝去时间"
description = "${计时器} 的逝去时间"
comment = ""
category = TC_TIMER
returns = real
[[.args]]
type = timer

[TimerGetRemaining]
title = "剩余时间"
description = "${计时器} 的剩余时间"
comment = ""
category = TC_TIMER
returns = real
[[.args]]
type = timer

[TimerGetTimeout]
title = "设置时间"
description = "${计时器} 设置的时间"
comment = ""
category = TC_TIMER
returns = real
[[.args]]
type = timer

[CreateTimerDialog]
title = "新建计时器窗口 [R]"
description = "为 ${计时器} 新建计时窗口"
comment = "为一个计时器创建一个新建计时器窗口."
category = TC_TIMER
returns = timerdialog
[[.args]]
type = timer

[CameraSetupGetField]
title = "镜头属性(指定镜头) [R]"
description = "${镜头} 的 ${Camera Field}"
comment = ""
category = TC_CAMERA
returns = real
[[.args]]
type = camerasetup
[[.args]]
type = camerafield
default = "CameraFieldTargetDistance"

[CameraSetupGetFieldSwap]
title = "镜头属性(指定镜头)"
description = "${Camera Field} 对 ${镜头}"
comment = ""
category = TC_CAMERA
returns = real
[[.args]]
type = camerafield
default = "CameraFieldTargetDistance"
[[.args]]
type = camerasetup

[GetCameraField]
title = "镜头属性(当前镜头)"
description = "当前镜头的 ${Camera Field}"
comment = "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."
category = TC_CAMERA
returns = real
[[.args]]
type = camerafield
default = "CameraFieldTargetDistance"

[GetCameraTargetPositionX]
title = "当前镜头目标X坐标"
description = "当前镜头目标X坐标"
comment = "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."
category = TC_CAMERA
returns = real

[GetCameraTargetPositionY]
title = "当前镜头目标Y坐标"
description = "当前镜头目标Y坐标"
comment = "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."
category = TC_CAMERA
returns = real

[GetCameraTargetPositionZ]
title = "当前镜头目标Z坐标"
description = "当前镜头目标Z坐标"
comment = "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."
category = TC_CAMERA
returns = real

[GetCameraEyePositionX]
title = "当前镜头源X坐标"
description = "当前镜头源X坐标"
comment = "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."
category = TC_CAMERA
returns = real

[GetCameraEyePositionY]
title = "当前镜头源Y坐标"
description = "当前镜头源Y坐标"
comment = "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."
category = TC_CAMERA
returns = real

[GetCameraEyePositionZ]
title = "当前镜头源Z坐标"
description = "当前镜头源Z坐标"
comment = "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."
category = TC_CAMERA
returns = real

[CameraSetupGetDestPositionLoc]
title = "镜头目标点"
description = "${镜头} 的目标点"
comment = "会创建点."
category = TC_CAMERA
returns = location
[[.args]]
type = camerasetup

[GetCameraTargetPositionLoc]
title = "当前镜头目标点"
description = "当前镜头目标点"
comment = "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."
category = TC_CAMERA
returns = location

[GetCameraEyePositionLoc]
title = "当前镜头源位置"
description = "当前镜头源位置"
comment = "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."
category = TC_CAMERA
returns = location

[GetLightningColorRBJ]
title = "红颜色值"
description = "${Lightning} 的红颜色值"
comment = "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."
script_name = GetLightningColorR
category = TC_LIGHTNING
use_in_event = 0
returns = real
[[.args]]
type = lightning
default = "GetLastCreatedLightningBJ"

[GetLightningColorGBJ]
title = "绿颜色值"
description = "${Lightning} 的绿颜色值"
comment = "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."
script_name = GetLightningColorG
category = TC_LIGHTNING
use_in_event = 0
returns = real
[[.args]]
type = lightning
default = "GetLastCreatedLightningBJ"

[GetLightningColorBBJ]
title = "蓝颜色值"
description = "${Lightning} 的蓝颜色值"
comment = "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."
script_name = GetLightningColorB
category = TC_LIGHTNING
use_in_event = 0
returns = real
[[.args]]
type = lightning
default = "GetLastCreatedLightningBJ"

[GetLightningColorABJ]
title = "Alpha通道值"
description = "${Lightning} 的Alpha通道值"
comment = "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."
script_name = GetLightningColorA
category = TC_LIGHTNING
use_in_event = 0
returns = real
[[.args]]
type = lightning
default = "GetLastCreatedLightningBJ"

[AddLightning]
title = "新建闪电效果 [R]"
description = "新建闪电效果: ${闪电效果} (${Boolean}检查可见性) 起始点:(${X},${Y}) 终结点:(${X},${Y})"
comment = "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."
category = TC_LIGHTNING
returns = lightning
[[.args]]
type = lightningtype
default = "LightningTypeCLPB"
[[.args]]
type = allowdontoption
default = "AllowDontDont"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[AddLightningEx]
title = "新建闪电效果(指定Z轴) [R]"
description = "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})"
comment = "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."
category = TC_LIGHTNING
returns = lightning
[[.args]]
type = lightningtype
default = "LightningTypeCLPB"
[[.args]]
type = allowdontoption
default = "AllowDontDont"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[GetSoundDurationBJ]
title = "音效长度"
description = "${音效} 的长度"
comment = "单位为秒."
category = TC_SOUND
returns = real
[[.args]]
type = sound
default = "GetLastPlayedSound"

[GetSoundFileDurationBJ]
title = "音乐长度"
description = "${音乐} 的长度"
comment = "单位为秒."
category = TC_SOUND
returns = real
[[.args]]
type = musicfile
default = "GetLastPlayedMusic"

[GetLastCreatedUnit]
title = "最后创建的单位"
description = "最后创建的单位"
comment = "最后一个使用'单位 - 创建'动作创建的单位."
category = TC_LAST
returns = unit

[GetLastRestoredUnitBJ]
title = "最后读取的单位"
description = "最后读取的单位"
comment = "最后一个使用'游戏缓存 - 读取单位'动作创建的单位."
category = TC_LAST
returns = unit

[GetLastReplacedUnitBJ]
title = "最后替换的单位"
description = "最后替换的单位"
comment = "最后一个使用'单位 - 替换'替换的单位."
category = TC_LAST
returns = unit

[GetLastHauntedGoldMine]
title = "最后创建的不死族金矿"
description = "最后创建的不死族金矿"
comment = "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."
category = TC_LAST
returns = unit

[YDWEGetLastUnitPool]
title = "最后创建的单位池 [YDWE]"
description = "最后创建的单位池"
comment = "该单位池必须是由YDWE提供的<创建单位池>动作生成，不然无法获取。"
category = TC_LAST
use_in_event = 0
returns = unitpool

[GetLastCreatedDestructable]
title = "最后创建的可破坏物"
description = "最后创建的可破坏物"
comment = "最后一个使用 '可破坏物 - 创建'动作创建的可破坏物."
category = TC_LAST
returns = destructable

[GetLastCreatedItem]
title = "最后创建的物品"
description = "最后创建的物品"
comment = "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."
category = TC_LAST
returns = item

[GetLastRemovedItem]
title = "最后丢弃的物品"
description = "最后丢弃的物品"
comment = "最后一个使用'英雄 - 丢弃物品'动作丢弃的物品."
category = TC_LAST
returns = item

[GetLastMovedItemInItemSlot]
title = "最后在物品栏中移动的物品 [YDWE]"
description = "最后在物品栏中移动的物品"
comment = "最后一个单位在物品栏中移动的物品"
category = TC_LAST
returns = item

[GetLastCombinedItem]
title = "最后被合成的物品 [YDWE]"
description = "最后被合成的物品"
comment = "最后由物品合成系统合成的物品"
category = TC_LAST
returns = item

[GetLastCreatedGroup]
title = "最后创建的单位组"
description = "最后创建的单位组"
comment = "最后一批通过'单位 - 创建'动作创建的单位."
category = TC_LAST
returns = group

[GetLastCreatedFogModifier]
title = "最后创建的可见度修正器"
description = "最后创建的可见度修正器"
comment = "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."
category = TC_LAST
returns = fogmodifier

[GetLastCreatedEffectBJ]
title = "最后创建的特效"
description = "最后创建的特效"
comment = "最后一个使用'特殊效果 - 创建特效'动作创建的效果."
category = TC_LAST
returns = effect

[GetLastCreatedLightningBJ]
title = "最后创建的闪电效果"
description = "最后创建的闪电效果"
comment = "最后一个使用'闪电效果 - 创建'动作创建的闪电效果."
category = TC_LAST
use_in_event = 0
returns = lightning

[GetLastCreatedImage]
title = "最后创建的图像"
description = "最后创建的图像"
comment = "最后一个使用'图像 - 创建'动作创建的图像."
category = TC_LAST
use_in_event = 0
returns = image

[GetLastCreatedUbersplat]
title = "最后创建的地面纹理变化"
description = "最后创建的地面纹理变化"
comment = "最后一个使用'地面纹理 - 创建'动作创建的纹理变化."
category = TC_LAST
use_in_event = 0
returns = ubersplat

[GetLastCreatedWeatherEffect]
title = "最后创建的天气效果"
description = "最后创建的天气效果"
comment = "最后一个使用'环境 - 创建天气效果'动作创建的天气效果."
category = TC_LAST
returns = weathereffect

[GetLastCreatedTerrainDeformation]
title = "最后创建的地形变化"
description = "最后创建的地形变化"
comment = "最后一个由'环境 - 创建地形变化'动作创建的地形变化."
category = TC_LAST
use_in_event = 0
returns = terraindeformation

[GetLastPlayedSound]
title = "最后播放的音效"
description = "最后播放的音效"
comment = "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."
category = TC_LAST
returns = sound

[GetLastPlayedMusic]
title = "最后播放的音乐"
description = "最后播放的音乐"
comment = "最后一个由'声音 - 播放音乐'动作播放的音乐."
category = TC_LAST
returns = musicfile

[GetLastCreatedQuestBJ]
title = "最后创建的任务"
description = "最后创建的任务"
comment = "最后一个由'任务 - 创建任务'动作创建的任务."
category = TC_LAST
returns = quest

[GetLastCreatedQuestItemBJ]
title = "最后创建的任务项目"
description = "最后创建的任务项目"
comment = "最后一个由'任务 - 创建任务项目'动作创建的任务项目."
category = TC_LAST
returns = questitem

[GetLastCreatedDefeatConditionBJ]
title = "最后创建的失败条件"
description = "最后创建的失败条件"
comment = "最后一个由'任务 - 创建失败条件'动作创建的失败条件."
category = TC_LAST
returns = defeatcondition

[GetLastCreatedButtonBJ]
title = "最后创建的对话框按钮"
description = "最后创建的对话框按钮"
comment = "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."
category = TC_LAST
returns = button

[GetLastCreatedLeaderboard]
title = "最后创建的排行榜"
description = "最后创建的排行榜"
comment = "最后一个由'排行榜 - 创建排行榜'动作创建的排行榜."
category = TC_LAST
returns = leaderboard

[GetLastCreatedMultiboard]
title = "最后创建的多面板"
description = "最后创建的多面板"
comment = "最后一个由'多面板 - 创建多面板'动作创建的多面板."
category = TC_LAST
use_in_event = 0
returns = multiboard

[GetLastCreatedTimerBJ]
title = "最后启用的计时器"
description = "最后启用的计时器"
comment = "最后一个由'计时器 - 启用计时器'动作启用的计时器."
category = TC_LAST
returns = timer

[GetLastCreatedTimerDialogBJ]
title = "最后创建的计时器窗口"
description = "最后创建的计时器窗口"
comment = "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."
category = TC_LAST
returns = timerdialog

[GetLastCreatedGameCacheBJ]
title = "最后创建的游戏缓存"
description = "最后创建的游戏缓存"
comment = "最后一个由'游戏缓存 - 创建缓存'动作创建的缓存."
category = TC_LAST
returns = gamecache

[GetLastCreatedHashtableBJ]
title = "最后创建的哈希表"
description = "最后创建的哈希表"
comment = "能得到通过 '哈希表 - 新建哈希表' 最后一次创建的哈希表"
category = TC_LAST
returns = hashtable

[LoadHashtableHandle]
title = "<1.24> 从哈希表提取哈希表 [C]"
description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取哈希表"
comment = "如果不存在则返回空"
category = TC_LAST
returns = hashtable
[[.args]]
type = hashtable
default = "GetLastCreatedHashtableBJ"
[[.args]]
type = integer
[[.args]]
type = integer

[GetLastCreatedTextTag]
title = "最后创建的漂浮文字"
description = "最后创建的漂浮文字"
comment = "最后一个由'漂浮文字 - 创建漂浮文字'动作创建的漂浮文字."
category = TC_LAST
use_in_event = 0
returns = texttag

[YDWECinSActor]
title = "演员单位"
description = "电影系统里编号为(${整数})的演员"
comment = "获取Script System电影系统中的演员单位。"
category = TC_SCRIPTSET
returns = unit
[[.args]]
type = integer
default = "1"
min = 1

[PlaceRandomUnit]
title = "选择放置单位 [R]"
description = "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}"
comment = "从单位池中随机选取一个单位类型."
category = TC_UNITPOOL
returns = unit
[[.args]]
type = unitpool
[[.args]]
type = player
default = "Player00"
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"
[[.args]]
type = degree
default = "0"

[YDWEGetLastPoolAbstractedUnit]
title = "最后从单位池里取出的单位"
description = "最后从单位池里取出的单位"
comment = "该单位必须是由YDWE提供的<选择放置单位>动作生成，不然无法获取。"
category = TC_UNITPOOL
returns = unit

[PlaceRandomItem]
title = "选择放置物品 [R]"
description = "从 ${物品池} 中任意选择一个物品并放置到( ${X} , ${Y} )点"
comment = ""
category = TC_ITEMPOOL
returns = item
[[.args]]
type = itempool
[[.args]]
type = real
default = "0"
[[.args]]
type = real
default = "0"

[DialogCreate]
title = "新建对话框 [R]"
description = "新建对话框"
comment = "创建新的对话框."
category = TC_DIALOG
returns = dialog

[YDWEGetUnitID]
title = "获取 单位 的整数地址"
description = "获取 ${单位} 的整数地址"
comment = "可以把一个单位转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"

[YDWEGetPlayerID]
title = "获取 玩家 的整数地址"
description = "获取 ${玩家} 的整数地址"
comment = "可以把一个玩家转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = player
default = "GetTriggerPlayer"

[YDWEGetItemID]
title = "获取 物品 的整数地址"
description = "获取 ${物品} 的整数地址"
comment = "可以把一个物品转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = item
default = "GetManipulatedItem"

[YDWEGetTimerID]
title = "获取 计时器 的整数地址"
description = "获取 ${计时器} 的整数地址"
comment = "可以把一个计时器转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = timer
default = "GetLastCreatedTimerBJ"

[YDWEGetTriggerID]
title = "获取 触发器 的整数地址"
description = "获取 ${触发器} 的整数地址"
comment = "可以把一个触发器转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = trigger
default = "GetTriggeringTrigger"

[YDWEGetGroupID]
title = "获取 单位组 的整数地址"
description = "获取 ${单位组} 的整数地址"
comment = "可以把一个单位组转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = group
default = "GetLastCreatedGroup"

[YDWEGetLocationID]
title = "获取 点 的整数地址"
description = "获取 ${点} 的整数地址"
comment = "可以把一个点转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = location

[YDWEGetUnitTypeID]
title = "获取 单位类型 的整数地址"
description = "获取 ${单位类型} 的整数地址"
comment = "可以把一个单位类型转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = unitcode
default = "hfoo"

[YDWEGetAbilityTypeID]
title = "获取 技能类型 的整数地址"
description = "获取 ${技能类型} 的整数地址"
comment = "可以把一个技能类型转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = abilcode
default = "Aloc"

[YDWEGetItemTypeID]
title = "获取 物品类型 的整数地址"
description = "获取 ${物品类型} 的整数地址"
comment = "可以把一个物品类型转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = itemcode
default = "spsh"

[YDWEGetMultiboardID]
title = "获取 多面板 的整数地址"
description = "获取 ${多面板} 的整数地址"
comment = "可以把一个多面板转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = multiboard
default = "GetLastCreatedMultiboard"

[YDWEGetMultiboardItemID]
title = "获取 多面板项目 的整数地址"
description = "获取 ${多面板项目} 的整数地址"
comment = "可以把一个多面板项目转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = multiboarditem

[YDWEGetTextTagID]
title = "获取 漂浮文字 的整数地址"
description = "获取 ${漂浮文字} 的整数地址"
comment = "可以把一个漂浮文字转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = texttag
default = "GetLastCreatedTextTag"

[YDWEGetLightningID]
title = "获取 闪电 的整数地址"
description = "获取 ${闪电} 的整数地址"
comment = "可以把一个闪电成转整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = lightning
default = "bj_lastCreatedLightning"

[YDWEGetRegionID]
title = "获取 区域 的整数地址"
description = "获取 ${区域} 的整数地址"
comment = "可以把一个区域转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = region
default = "GetTriggeringRegion"

[YDWEGetRectID]
title = "获取 地区 的整数地址"
description = "获取 ${地区} 的整数地址"
comment = "可以把一个地区转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = rect
default = "GetPlayableMapRect"

[YDWEGetLeaderboardID]
title = "获取 排行榜 的整数地址"
description = "获取 ${排行榜} 的整数地址"
comment = "可以把一个排行榜转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = leaderboard
default = "DestroyLeaderboard"

[YDWEGetEffectID]
title = "获取 特效 的整数地址"
description = "获取 ${特效} 的整数地址"
comment = "可以把一个特效转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = effect
default = "GetLastCreatedEffectBJ"

[YDWEGetDestructableID]
title = "获取 可破坏物 的整数地址"
description = "获取 ${可破坏物} 的整数地址"
comment = "可以把一个可破坏物转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = destructable
default = "GetLastCreatedDestructable"

[YDWEGetTriggerConditionID]
title = "获取 触发器条件 的整数地址"
description = "获取 ${触发器条件} 的整数地址"
comment = "可以把一个触发器条件转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = triggercondition

[YDWEGetTriggerActionID]
title = "获取 触发器动作 的整数地址"
description = "获取 ${触发器动作} 的整数地址"
comment = "可以把一个触发器动作转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = triggeraction

[YDWEGetTriggerEventID]
title = "获取 事件 的整数地址"
description = "获取 ${事件} 的整数地址"
comment = "可以把一个事件转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = event

[YDWEGetForceID]
title = "获取 势力 的整数地址"
description = "获取 ${势力} 的整数地址"
comment = "可以把一个势力转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = force

[YDWEGetBoolexprID]
title = "获取 布尔表达式 的整数地址"
description = "获取 ${布尔表达式} 的整数地址"
comment = "可以把一个布尔表达式转成整数，方便存入缓存或Hash表。"
category = TC_YDID
returns = integer
[[.args]]
type = boolexpr

[GetStoredBooleanBJ]
title = "读取布尔值"
description = "从游戏缓存读取布尔值,名称: ${文字} 类别: ${Category} 缓存: ${Game Cache}"
comment = "原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了"
category = TC_YDHIDE
returns = boolean
[[.args]]
type = string
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"

[GetStoredIntegerBJ]
title = "缓存读取整数"
description = "从游戏缓存读取整数,名称: ${文字} 类别: ${Category} 缓存: ${Game Cache}"
comment = "原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了"
category = TC_YDHIDE
returns = integer
[[.args]]
type = string
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"

[GetStoredRealBJ]
title = "缓存读取实数"
description = "从游戏缓存读取实数,名称: ${文字} 类别: ${Category} 缓存: ${Game Cache}"
comment = "原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了"
category = TC_YDHIDE
returns = real
[[.args]]
type = string
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"

[GetStoredStringBJ]
title = "读取字符串"
description = "从游戏缓存读取字符串,名称: ${文字} 类别: ${Category} 缓存: ${Game Cache}"
comment = "原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了"
category = TC_YDHIDE
use_in_event = 0
returns = string
[[.args]]
type = string
[[.args]]
type = string
default = "\"Category\""
[[.args]]
type = gamecache
default = "GetLastCreatedGameCacheBJ"

[YDWEConvert]
title = "命令ID"
description = "${ID}"
comment = ""
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = integer

[YDWEAbilityId2OrderId]
title = "技能的命令ID"
description = "${技能} 的 ${类型}"
comment = "技能ID一定要用常量"
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = abilcode
default = 'AHbz'
[[.args]]
type = OrderType
default = OrderTypeOrder

[YDWEUOrderId2OrderId]
title = "单位目标命令"
description = "${命令}"
comment = ""
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = ordercodeutarg

[YDWEPOrderId2OrderId]
title = "点目标命令"
description = "${命令}"
comment = ""
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = ordercodeptarg

[YDWEDOrderId2OrderId]
title = "可破坏物目标命令"
description = "${命令}"
comment = ""
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = ordercodedtarg

[YDWEIOrderId2OrderId]
title = "物品目标命令"
description = "${命令}"
comment = ""
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = ordercodeitarg

[YDWENOrderId2OrderId]
title = "无目标命令"
description = "${命令}"
comment = ""
category = TC_CONVERSION
returns = ordercode
[[.args]]
type = ordercodenotarg
