2023年12月31日发(作者:)

条件:true为任意 false为所有

[TriggerEventStrings]

// Special events not defined in common.j,

// handled internally by the editor

MapInitializationEvent="地图初始化"

MapInitializationEvent="地图初始化"

MapInitializationEventHint="该事件发生在读取地图时."

// Game events

TriggerRegisterGameStateEventTimeOfDay="游戏时间改变"

TriggerRegisterGameStateEventTimeOfDay="游戏时间变为 ",~Operation," ",~Time

TriggerRegisterGameStateEventTimeOfDayHint="游戏时间采用24小时制. 当时间从不成立变为成立时触发事件."

TriggerRegisterVariableEvent="实数变化"

TriggerRegisterVariableEvent=~实数变量," 变为 ",~Operation," ",~Value

TriggerRegisterVariableEventHint="该事件只对非数组实数变量有效. 不考虑变量原值,只要条件成立即触发事件."

TriggerRegisterGameLoadedEventBJ="读取进度"

TriggerRegisterGameLoadedEventBJ="读取进度"

TriggerRegisterGameLoadedEventBJHint="指游戏进度读取完毕时."

TriggerRegisterGameSavedEventBJ="保存进度"

TriggerRegisterGameSavedEventBJ="保存进度"

TriggerRegisterGameSavedEventBJHint="指游戏进度开始保存时."

TriggerRegisterShowSkillEventBJ="学习技能按钮被点击"

TriggerRegisterShowSkillEventBJ="学习技能按钮被点击"

TriggerRegisterShowSkillEventBJHint="该事件仅用于单人游戏."

TriggerRegisterBuildSubmenuEventBJ="建造按钮被点击"

TriggerRegisterBuildSubmenuEventBJ="建造按钮被点击"

TriggerRegisterBuildSubmenuEventBJHint="该事件仅用于单人游戏."

TriggerRegisterGameEvent="比赛事件"

TriggerRegisterGameEvent="游戏将要结束在 ",~Event Type

TriggerRegisterGameEventHint="该事件只出现在的自动匹配游戏."

// Timer events

TriggerRegisterTimerEventSingle="游戏逝去时间"

TriggerRegisterTimerEventSingle="游戏开始 ",~Time," 秒"

TriggerRegisterTimerEventSingleHint=

TriggerRegisterTimerEventPeriodic="时间周期事件"

TriggerRegisterTimerEventPeriodic="每 ",~Time," 秒触发事件"

TriggerRegisterTimerEventPeriodicHint=

TriggerRegisterTimerExpireEventBJ="计时器到期"

TriggerRegisterTimerExpireEventBJ=~计时器," 到期"

TriggerRegisterTimerExpireEventBJHint="当计时器到0时触发该事件. 循环计时器可以多次触发该事件. 使用'事件响应 - 到期的计时器'来获取该计时器."

// Dialog events

TriggerRegisterDialogEventBJ="对话框点击"

TriggerRegisterDialogEventBJ=~对话框," 被点击"

TriggerRegisterDialogEventBJHint=

TriggerRegisterDialogButtonEvent="对话框按钮被点击 [R]"

TriggerRegisterDialogButtonEvent=~对话框按钮," 被点击"

TriggerRegisterDialogButtonEventHint="指定对话框按钮被点击,该事件一般需要在其他触发为其添加."

// Trackable events

TriggerRegisterTrackableHitEvent="鼠标点击可追踪对象 [R]"

TriggerRegisterTrackableHitEvent="鼠标点击 ",~可追踪对象

TriggerRegisterTrackableHitEventHint=

TriggerRegisterTrackableTrackEvent="鼠标移动到追踪对象 [R]"

TriggerRegisterTrackableTrackEvent="鼠标移动到 ",~可追踪对象

TriggerRegisterTrackableTrackEventHint=

// Player events

TriggerRegisterPlayerChatEvent="聊天信息"

TriggerRegisterPlayerChatEvent=~Player," 输入的聊天信息包含 ",~文字," ,匹配方式: ",~Match Type

TriggerRegisterPlayerChatEventHint="使用'事件响应 - 输入/匹配的聊天信息'来获取输入/用于对照的文字. 使用'事件响应 - 触发玩家'来获取输入信息的玩家."

TriggerRegisterPlayerEventEndCinematic="按下Esc键"

TriggerRegisterPlayerEventEndCinematic=~Player," 按下Esc键"

TriggerRegisterPlayerEventEndCinematicHint=

TriggerRegisterPlayerSelectionEventBJ="选择事件"

TriggerRegisterPlayerSelectionEventBJ=~Player," ",~Selects/Deselects," 一个单位"

TriggerRegisterPlayerSelectionEventBJHint="使用'事件响应 - 触发单位'来获取被选择/取消选择的单位."

TriggerRegisterPlayerKeyEventBJ="键盘事件"

TriggerRegisterPlayerKeyEventBJ=~Player," ",~Presses/Releases," ",~Key

TriggerRegisterPlayerKeyEventBJHint=

TriggerRegisterPlayerStateEvent="属性变化"

TriggerRegisterPlayerStateEvent=~Player," 的 ",~Property," 变为 ",~Operation," ",~Value

TriggerRegisterPlayerStateEventHint="不考虑原属性值,只要变化后的属性值满足条件即触发."

TriggerRegisterPlayerEventAllianceChanged="联盟状态更改"

TriggerRegisterPlayerEventAllianceChanged=~Player," 更改联盟状态"

TriggerRegisterPlayerEventAllianceChangedHint=

TriggerRegisterPlayerAllianceChange="联盟状态更改(指定项目)"

TriggerRegisterPlayerAllianceChange=~Player," 更改 ",~Alliance Type," 设置"

TriggerRegisterPlayerAllianceChangeHint=

TriggerRegisterPlayerEventVictory="胜利"

TriggerRegisterPlayerEventVictory=~Player," 胜利离开游戏"

TriggerRegisterPlayerEventVictoryHint=

TriggerRegisterPlayerEventDefeat="失败"

TriggerRegisterPlayerEventDefeat=~Player," 战败离开游戏"

TriggerRegisterPlayerEventDefeatHint=

TriggerRegisterPlayerEventLeave="离开游戏"

TriggerRegisterPlayerEventLeave=~Player," 离开游戏"

TriggerRegisterPlayerEventLeaveHint="该事件不管玩家因为什么原因离开游戏."

// Destructible events

TriggerRegisterDeathEvent="可破坏物死亡"

TriggerRegisterDeathEvent=~可破坏物," 死亡"

TriggerRegisterDeathEventHint="使用'事件响应 - 死亡的可破坏物'来获取死亡物体."

TriggerRegisterDestDeathInRegionEvent="可破坏物在区域内死亡(矩形区域)"

TriggerRegisterDestDeathInRegionEvent="可破坏物在 ",~矩形区域," 内死亡"

TriggerRegisterDestDeathInRegionEventHint="默认该事件只能监视最多64个可破坏物. 可以使用'set bj_destInRegionDiesCount'来设置该值. 不建议新手使用该触发."

// Item events

TriggerRegisterItemDeathEvent="物品被破坏 [R]"

TriggerRegisterItemDeathEvent=~物品," 被破坏"

TriggerRegisterItemDeathEventHint=

// Unit events

TriggerRegisterUnitEvent="指定单位事件"

TriggerRegisterUnitEvent=~指定单位," ",~Event

TriggerRegisterUnitEventHint=

TriggerRegisterPlayerUnitEventSimple="玩家单位事件"

TriggerRegisterPlayerUnitEventSimple=~Player," 的单位 ",~Event

TriggerRegisterPlayerUnitEventSimpleHint=

TriggerRegisterAnyUnitEventBJ="任意单位事件"

TriggerRegisterAnyUnitEventBJ="任意单位 ",~Event

TriggerRegisterAnyUnitEventBJHint=

TriggerRegisterEnterRectSimple="单位进入矩形区域"

TriggerRegisterEnterRectSimple="单位进入 ",~矩形区域

TriggerRegisterEnterRectSimpleHint="使用'事件响应 - 进入的单位'来响应进入该区域的单位. 事实上是创建不规则区域,并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响."

TriggerRegisterLeaveRectSimple="单位离开矩形区域"

TriggerRegisterLeaveRectSimple="单位离开 ",~矩形区域

TriggerRegisterLeaveRectSimpleHint="使用'事件响应 - 离开的单位'来响应离开该区域的单位. 事实上是创建不规则区域,并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响."

TriggerRegisterEnterRegionSimple="单位进入不规则区域 [R]"

TriggerRegisterEnterRegionSimple="单位进入 ",~区域

TriggerRegisterEnterRegionSimpleHint="使用'事件响应 - 进入的单位'来响应进入该区域的单位. 该事件需要在其他触发为其添加."

TriggerRegisterLeaveRegionSimple="单位离开不规则区域 [R]"

TriggerRegisterLeaveRegionSimple="单位离开 ",~区域

TriggerRegisterLeaveRegionSimpleHint="使用'事件响应 - 离开的单位'来响应离开该区域的单位. 该事件需要在其他触发为其添加."

//rRegisterEnterRegion="单位进入不规则区域(指定条件) [R]"

//rRegisterEnterRegion="单位进入 ",~区域," 并满足 ",~条件

//rRegisterEnterRegionHint="使用'事件响应 - 进入的单位'来响应进入该区域的单位. 该事件需要在其他触发为其添加."

//rRegisterLeaveRegion="单位离开不规则区域(指定条件) [R]"

//rRegisterLeaveRegion="单位离开 ",~区域," 并满足 ",~条件

//rRegisterLeaveRegionHint="使用'事件响应 - 离开的单位'来响应离开该区域的单位. 该事件需要在其他触发为其添加."

TriggerRegisterUnitInRangeSimple="接近指定单位"

TriggerRegisterUnitInRangeSimple="单位进入 ",~Range," 范围距离 ",~指定单位

TriggerRegisterUnitInRangeSimpleHint="使用'事件响应 - 触发单位'来获取接近指定单位的单位."

TriggerRegisterUnitLifeEvent="生命值变化"

TriggerRegisterUnitLifeEvent=~指定单位," 的生命值变为 ",~Operation," ",~Value

TriggerRegisterUnitLifeEventHint="从不成立变为成立时触发该事件. 注意:该参照值在注册事件时即被确定为常量,是不会变动的."

TriggerRegisterUnitManaEvent="魔法值变化"

TriggerRegisterUnitManaEvent=~指定单位," 的魔法值变为",~Operation," ",~Value

TriggerRegisterUnitManaEventHint="从不成立变为成立时触发该事件. 注意:该参照值在注册事件时即被确定为常量,是不会变动的."

//***************************************************************************

[TriggerConditionStrings]

OperatorCompareBoolean="布尔值"

OperatorCompareBoolean=~Value," ",~Operator," ",~Value

OperatorCompareBooleanHint=

OperatorCompareAbilityId="技能"

OperatorCompareAbilityId=~Value," ",~Operator," ",~Value

OperatorCompareAbilityIdHint=

OperatorCompareBuffId="魔法效果"

OperatorCompareBuffId=~魔法效果," ",~Operator," ",~魔法效果

OperatorCompareBuffIdHint=

OperatorCompareDestructible="可破坏物"

OperatorCompareDestructible=~可破坏物," ",~Operator," ",~可破坏物

OperatorCompareDestructibleHint=

OperatorCompareDestructableCode="可破坏物类型"

OperatorCompareDestructableCode=~Value," ",~Operator," ",~Value

OperatorCompareDestructableCodeHint=

OperatorCompareDialog="对话框 [R]"

OperatorCompareDialog=~对话框," ",~Operator," ",~对话框

OperatorCompareDialogHint=

OperatorCompareButton="对话框按钮"

OperatorCompareButton=~对话框按钮," ",~Operator," ",~对话框按钮

OperatorCompareButtonHint=

OperatorCompareGameDifficulty="游戏难度"

OperatorCompareGameDifficulty=~Value," ",~Operator," ",~Value

OperatorCompareGameDifficultyHint=

OperatorCompareGameSpeed="游戏速度"

OperatorCompareGameSpeed=~Value," ",~Operator," ",~Value

OperatorCompareGameSpeedHint=

OperatorCompareHeroSkill="学习技能"

OperatorCompareHeroSkill=~Value," ",~Operator," ",~Value

OperatorCompareHeroSkillHint=

OperatorCompareInteger="整数"

OperatorCompareInteger=~Value," ",~Operator," ",~Value

OperatorCompareIntegerHint=

OperatorCompareItem="物品"

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

OperatorCompareItemHint=

OperatorCompareItemType="物品分类"

OperatorCompareItemType=~Value," ",~Operator," ",~Value

OperatorCompareItemTypeHint=

OperatorCompareItemCode="物品类型"

OperatorCompareItemCode=~Value," ",~Operator," ",~Value

OperatorCompareItemCodeHint=

OperatorCompareMeleeDifficulty="对战AI难度"

OperatorCompareMeleeDifficulty=~Value," ",~Operator," ",~Value

OperatorCompareMeleeDifficultyHint=

OperatorCompareOrderCode="命令ID"

OperatorCompareOrderCode=~Value," ",~Operator," ",~Value

OperatorCompareOrderCodeHint=

OperatorComparePlayer="玩家"

OperatorComparePlayer=~Value," ",~Operator," ",~Value

OperatorComparePlayerHint=

OperatorComparePlayerColor="玩家颜色"

OperatorComparePlayerColor=~Value," ",~Operator," ",~Value

OperatorComparePlayerColorHint=

OperatorComparePlayerControl="玩家控制者"

OperatorComparePlayerControl=~Value," ",~Operator," ",~Value

OperatorComparePlayerControlHint=

OperatorComparePlayerSlotStatus="玩家游戏状态"

OperatorComparePlayerSlotStatus=~Value," ",~Operator," ",~Value

OperatorComparePlayerSlotStatusHint=

//OperatorComparePoint="点"

//OperatorComparePoint=~Value," ",~Operator," ",~Value

//OperatorComparePointHint=

OperatorCompareRace="种族"

OperatorCompareRace=~Value," ",~Operator," ",~Value

OperatorCompareRaceHint=

OperatorCompareReal="实数"

OperatorCompareReal=~Value," ",~Operator," ",~Value

OperatorCompareRealHint=

//OperatorCompareRegion="矩形区域"

//OperatorCompareRegion=~Value," ",~Operator," ",~Value

//OperatorCompareRegionHint=

OperatorCompareString="字符串"

OperatorCompareString=~Value," ",~Operator," ",~字符串

OperatorCompareStringHint=

OperatorCompareTechCode="科技研究"

OperatorCompareTechCode=~Value," ",~Operator," ",~科技

OperatorCompareTechCodeHint=

OperatorCompareTrigger="触发"

OperatorCompareTrigger=~触发," ",~Operator," ",~触发

OperatorCompareTriggerHint=

OperatorCompareUnit="单位"

OperatorCompareUnit=~Value," ",~Operator," ",~单位

OperatorCompareUnitHint=

OperatorCompareUnitCode="单位类型"

OperatorCompareUnitCode=~Value," ",~Operator," ",~Value

OperatorCompareUnitCodeHint=

OperatorCompareTerrainType="地形"

OperatorCompareTerrainType=~Value," ",~Operator," ",~Value

OperatorCompareTerrainTypeHint=

OperatorCompareTrackable="可追踪对象 [R]"

OperatorCompareTrackable=~值," ",~Operator," ",~值

OperatorCompareTrackableHint=

GetBooleanAnd="And"

GetBooleanAnd=~条件1," and ",~条件2

GetBooleanAndHint=

GetBooleanOr="Or"

GetBooleanOr=~条件1," or ",~条件2

GetBooleanOrHint=

AndMultiple="And(多个条件)"

AndMultiple="所有条件成立"

AndMultipleHint=

OrMultiple="Or(多个条件)"

OrMultiple="任一条件成立"

OrMultipleHint=

//***************************************************************************

[TriggerActionStrings]

DoNothing="无动作"

DoNothing="无动作"

DoNothingHint=

CommentString="注释"

CommentString="-------- ",~注释文字," --------"

CommentStringHint=

CustomScriptCode="自定义代码"

CustomScriptCode="自定义代码: ",~Jass代码

CustomScriptCodeHint="输入一行Jass代码. 如: call my_func(udg_my_var)"

ExecuteFunc="运行函数 [R]"

ExecuteFunc="运行函数: ",~函数名

ExecuteFuncHint="使用该功能运行的函数与触发独立."

TriggerSleepAction="等待"

TriggerSleepAction="等待 ",~Time," 秒"

TriggerSleepActionHint="等待使用实际时间. 所以遇到比如掉线导致等待玩家等情况会导致等待时间不准确."

PolledWait="等待(游戏时间)"

PolledWait="等待 ",~Time," 秒游戏时间"

PolledWaitHint="等待(游戏时间)实际上由若干个等待组成. 遇到如等待玩家等情况时不会一次将等待时间花光. 但同时,该功能的效率也是极低的."

WaitForCondition="等待条件成立"

WaitForCondition="等待直到 ",~条件," 成立,每 ",~Interval," 秒检查一次"

WaitForConditionHint=

WaitForSoundBJ="等待音效"

WaitForSoundBJ="等待直到 ",~音效," 结束前 ",~Time," 秒"

WaitForSoundBJHint="该动作仅当音效正在播放时有效. 如果该音效还没开始播放或是已经播放完毕,则该动作无效."

// Specially handled by the editor

SetVariable="设置变量"

SetVariable="设置 ",~变量," = ",~值

SetVariableHint=

// Specially handled by the editor

ReturnAction="跳过剩余动作"

ReturnAction="跳过剩余动作"

ReturnActionHint="跳过剩余动作,直接中止触发运行. 但是在组动作中无效."

// Specially handled by the editor

IfThenElseMultiple="If / Then / Else(多个动作)"

IfThenElseMultiple="如果所有条件成立则做动作1,否则做动作2"

IfThenElseMultipleHint=

// Specially handled by the editor

IfThenElse="If / Then / Else"

IfThenElse="如果 ",~条件," 成立则 ",~做动作1," 否则 ",~做动作2

IfThenElseHint=

// Specially handled by the editor

ForLoopAMultiple="For循环整数A做动作(多个动作)"

ForLoopAMultiple="For循环整数A从 ",~Start," 到 ",~End,", 做动作"

ForLoopAMultipleHint="结束值要大于开始值."

// Specially handled by the editor

ForLoopBMultiple="For循环整数B做动作(多个动作)"

ForLoopBMultiple="For循环整数B从 ",~Start," 到 ",~End,", 做动作"

ForLoopBMultipleHint="结束值要大于开始值."

// Specially handled by the editor

ForLoopVarMultiple="For自定循环整数做动作(多个动作)"

ForLoopVarMultiple="For ",~自定循环整数," 从 ",~Start," 到 ",~End,", 做动作"

ForLoopVarMultipleHint="结束值要大于开始值."

// Specially handled by the editor

ForLoopA="For循环整数A做动作"

ForLoopA="For循环整数A从 ",~Start," 到 ",~End,", ",~做动作

ForLoopAHint="结束值要大于开始值."

// Specially handled by the editor

ForLoopB="For循环整数B做动作"

ForLoopB="For循环整数B从 ",~Start," 到 ",~End,", ",~做动作

ForLoopBHint="结束值要大于开始值."

// Specially handled by the editor

ForLoopVar="For自定循环整数做动作"

ForLoopVar="For ",~自定循环整数," 从 ",~Start," 到 ",~End,", ",~做动作

ForLoopVarHint="结束值要大于开始值."

SetForLoopIndexA="设置循环整数A [R]"

SetForLoopIndexA="设置循环整数A的值为 ",~数值

SetForLoopIndexAHint=

SetForLoopIndexB="设置循环整数B [R]"

SetForLoopIndexB="设置循环整数B的值为 ",~数值

SetForLoopIndexBHint=

// AI actions

StartMeleeAI="启用对战AI"

StartMeleeAI="为 ",~Player," 启用对战AI: ",~Script

StartMeleeAIHint="AI只能对电脑玩家使用."

StartCampaignAI="启用战役AI"

StartCampaignAI="为 ",~Player," 启用战役AI: ",~Script

StartCampaignAIHint="AI只能对电脑玩家使用."

CommandAI="发送AI命令"

CommandAI="对 ",~Player," 发送AI命令:(",~命令,", ",~数据,")"

CommandAIHint="发送的AI命令将被AI脚本所使用."

PauseCompAI="暂停/恢复AI脚本运行 [R]"

PauseCompAI="使 ",~Player," ",~暂停/恢复," 当前AI脚本的运行"

PauseCompAIHint="事实上该函数是有问题的,可以这么理解:设玩家当前AI脚本的运行状态R为0,暂停1次则R+1,恢复1次则R-1,仅当R=0时该玩家才会运行AI. 在使用前请先理解这段话的意思."

RemoveGuardPosition="忽视单位警戒点"

RemoveGuardPosition="忽视 ",~单位," 的警戒点"

RemoveGuardPositionHint="单位将不会自动返回原警戒点. 一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了."

RemoveAllGuardPositions="忽视所有单位警戒点"

RemoveAllGuardPositions="忽视 ",~Player," 所有单位的警戒点"

RemoveAllGuardPositionsHint="单位将不会自动返回原警戒点. 一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了."

RecycleGuardPosition="恢复单位警戒点"

RecycleGuardPosition="恢复 ",~单位," 的警戒点"

RecycleGuardPositionHint=

//tCreepGuard="锁定单位警戒点 [R]"

//tCreepGuard="设置 ",~单位," 的警戒点:",~option

//tCreepGuardHint="锁定并防止AI脚本改动单位警戒点."

//ardPosition="锁定单位警戒点"

//ardPosition="锁定 ",~单位," 的警戒点"

//ardPositionHint="锁定并防止AI脚本改动单位警戒点."

// Trigger actions

DisableTrigger="关闭"

DisableTrigger="关闭 ",~Trigger

DisableTriggerHint=

EnableTrigger="开启"

EnableTrigger="开启 ",~Trigger

EnableTriggerHint=

ConditionalTriggerExecute="运行触发(检查条件)"

ConditionalTriggerExecute="运行 ",~触发," (检查条件)"

ConditionalTriggerExecuteHint="如果其触发条件成立则运行触发动作."

TriggerExecute="运行触发(无视条件)"

TriggerExecute="运行 ",~触发," (无视条件)"

TriggerExecuteHint="无视事件和条件,运行触发动作."

QueuedTriggerAddBJ="添加到触发队列"

QueuedTriggerAddBJ="添加 ",~触发," 到触发队列(",~Checking/Ignoring," 条件)"

QueuedTriggerAddBJHint="个人认为触发队列属于没用的功能."

QueuedTriggerRemoveBJ="移出触发队列"

QueuedTriggerRemoveBJ="将 ",~触发," 移出触发队列"

QueuedTriggerRemoveBJHint="如果触发正在运行,从队列移出该单位将允许后面的触发运行,但不影响本身的动作."

QueuedTriggerClearBJ="清空触发队列"

QueuedTriggerClearBJ="清空触发队列中所有触发"

QueuedTriggerClearBJHint=

QueuedTriggerClearInactiveBJ="清空未运行触发"

QueuedTriggerClearInactiveBJ="清空触发队列中所有未运行触发"

QueuedTriggerClearInactiveBJHint="只有正在运行的触发不会被移出队列."

AddTriggerEvent="添加事件"

AddTriggerEvent="为 ",~触发," 添加事件: ",~事件

AddTriggerEventHint="使用该功能可以在游戏中为其他触发添加事件."

DestroyTrigger="删除触发器 [R]"

DestroyTrigger="删除 ",~触发器

DestroyTriggerHint="对不再使用的触发器可以使用该动作来删除."

// Unit actions

CreateNUnitsAtLoc="创建单位(面向角度)"

CreateNUnitsAtLoc="创建 ",~Number," 个 ",~单位," 给 ",~Player," 在 ",~指定点," ,面向角度为 ",~Direction," 度"

CreateNUnitsAtLocHint="面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位."

CreateNUnitsAtLocFacingLocBJ="创建单位(面向点)"

CreateNUnitsAtLocFacingLocBJ="创建 ",~Number," ",~单位," 给 ",~Player," 在 ",~指定点," ,面向 ",~指定点

CreateNUnitsAtLocFacingLocBJHint="使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位."

CreateCorpseLocBJ="创建尸体"

CreateCorpseLocBJ="创建一个 ",~单位," 的尸体给 ",~Player," 在 ",~指定点

CreateCorpseLocBJHint="不是所有单位都有尸体形态. 使用'最后创建的单位'来获取该尸体."

CreatePermanentCorpseLocBJ="创建永久性尸体"

CreatePermanentCorpseLocBJ="创建一个 ",~Style," ",~单位," 尸体给 ",~Player," 在 ",~指定点," 面向角度为 ",~Direction," 度"

CreatePermanentCorpseLocBJHint="肉态尸体经常会自动变为骨态尸体."

KillUnit="杀死"

KillUnit="杀死 ",~单位

KillUnitHint=

RemoveUnit="删除"

RemoveUnit="删除 ",~单位

RemoveUnitHint="被删除的单位不会留下尸体. 如果是英雄则不能再被复活."

//eUnitBJ="爆炸"

//eUnitBJ="使 ",~单位," 爆炸而死"

//eUnitBJHint="爆炸死亡不会留下尸体."

ReplaceUnitBJ="替换"

ReplaceUnitBJ="将 ",~单位," 替换为 ",~单位类型," 使用 ",~Property Usage," 生命和魔法"

ReplaceUnitBJHint="使用'最后替换的单位'来获取该单位. 如果是不死族金矿被替换,经常还会留下一个普通的金矿. 实际上就是创建加删除单位,3个局部变量泄漏."

//it="显示/隐藏 [R]"

//it="设置 ",~单位," 的状态为 ",~显示/隐藏

//itHint="隐藏单位不会被'区域内单位'所选取."

//itHide="隐藏"

//itHide="隐藏 ",~单位

//itHideHint="使用'单位 - 显示'来显示该单位. 隐藏单位不会被'区域内单位'所选取."

//itShow="显示"

//itShow="显示 ",~单位

//itShowHint="使用'单位 - 隐藏'来显示该单位. 隐藏单位不会被'区域内单位'所选取."

SetUnitColor="改变队伍颜色"

SetUnitColor="改变 ",~单位," 的队伍颜色为 ",~Color

SetUnitColorHint="改变队伍颜色并不会改变单位所属."

SetUnitOwner="改变所属"

SetUnitOwner="改变 ",~单位," 所属为 ",~Player," 并 ",~Change/Retain Color

SetUnitOwnerHint=

//areVision="共享视野 [R]"

//areVision="设置 ",~单位," 的视野对 ",~Player," ",~on/off

//areVisionHint=

//areVisionBJ="共享视野"

//areVisionBJ=~Grant/Deny," 共享 ",~单位," 的视野对 ",~Player

//areVisionBJHint=

SetUnitPosition="移动单位(立即)(指定坐标) [R]"

SetUnitPosition="立即移动 ",~单位," 到(",~X,",",~Y,")"

SetUnitPositionHint=

SetUnitPositionLoc="移动单位(立即)(指定点)"

SetUnitPositionLoc="立即移动 ",~单位," 到 ",~指定点

SetUnitPositionLocHint=

SetUnitPositionLocFacingBJ="移动单位面向角度(立即)"

SetUnitPositionLocFacingBJ="立即移动 ",~单位," 到 ",~指定点," ,面向角度 ",~Direction," 度"

SetUnitPositionLocFacingBJHint="建议使用'移动单位'+'设置面向角度'动作. 面向角度采用角度制,0度为正东方向,90度为正北方向."

SetUnitPositionLocFacingLocBJ="移动单位面向点(立即)"

SetUnitPositionLocFacingLocBJ="立即移动 ",~单位," 到 ",~指定点," ,并面向 ",~指定点

SetUnitPositionLocFacingLocBJHint="建议使用'移动单位'+'设置面向角度'动作."

SetUnitX="设置单位X坐标 [R]"

SetUnitX="设置 ",~单位," 的X坐标为 ",~X

SetUnitXHint="使用该函数的效率至少是同类函数的20倍以上.但要注意如果坐标超出地图边界是会出错的."

SetUnitY="设置单位Y坐标 [R]"

SetUnitY="设置 ",~单位," 的Y坐标为 ",~Y

SetUnitYHint="使用该函数的效率至少是同类函数的20倍以上.但要注意如果坐标超出地图边界是会出错的."

//tRallyPoint="设置集结点(指定点)"

//tRallyPoint="设置 ",~单位," 的集结点到 ",~指定点

//tRallyPointHint="建议用发布'setrally'命令来实现该功能."

//tRallyUnit="设置集结点(指定单位)"

//tRallyUnit="设置 ",~单位," 的集结点到 ",~单位

//tRallyUnitHint="建议用发布'setrally'命令来实现该功能."

//tRallyDestructable="设置集结点(指定可破坏物)"

//tRallyDestructable="设置 ",~单位," 的集结点到 ",~可破坏物

//tRallyDestructableHint="建议用发布'setrally'命令来实现该功能."

//tState="设置单位生命/魔法值 [R]"

//tState="设置 ",~单位," 的 ",~生命/魔法值," 为 ",~Value

//tStateHint=

//tLifePercentBJ="设置生命值(百分比)"

//tLifePercentBJ="设置 ",~单位," 的生命值为 ",~Percent,"%"

//tLifePercentBJHint=

//tManaPercentBJ="设置魔法值(百分比)"

//tManaPercentBJ="设置 ",~单位," 的魔法值为 ",~Percent,"%"

//tManaPercentBJHint=

//tLifeBJ="设置生命值(指定值)"

//tLifeBJ="设置 ",~单位," 的生命值为 ",~Value

//tLifeBJHint=

//tManaBJ="设置魔法值(指定值)"

//tManaBJ="设置 ",~单位," 的魔法值为 ",~Value

//tManaBJHint=

SetUnitInvulnerable="设置无敌/可攻击"

SetUnitInvulnerable="设置 ",~单位," ",~Invulnerable/Vulnerable

SetUnitInvulnerableHint=

//nit="暂停/恢复 [R]"

//nit="设置 ",~单位," ",~Pause/Unpause

//nitHint=

//nitBJ="暂停/恢复"

//nitBJ=~Pause/Unpause," ",~单位

//nitBJHint=

PauseAllUnitsBJ="暂停/恢复所有单位"

PauseAllUnitsBJ=~Pause/Unpause," 所有单位"

PauseAllUnitsBJHint="该动作只作用于当前存在于地图的单位. 对于之后创建或复活的单位并不会受到影响."

//useTimedLife="暂停/恢复生命周期 [R]"

//useTimedLife="使 ",~单位," ",~Pause/Unpause," 生命周期"

//useTimedLifeHint="只有召唤单位有生命周期."

//useTimedLifeBJ="暂停/恢复生命周期"

//useTimedLifeBJ=~Pause/Unpause," ",~单位," 的生命周期"

//useTimedLifeBJHint="只有召唤单位有生命周期."

//plyTimedLife="设置生命周期 [R]"

//plyTimedLife="为 ",~单位," 设置 ",~Buff Type," 类型的生命周期,持续时间为 ",~Duration," 秒"

//plyTimedLifeHint=

//plyTimedLifeBJ="设置生命周期"

//plyTimedLifeBJ="设置 ",~Duration," 秒 ",~Buff Type," 类型的生命周期对 ",~单位

//plyTimedLifeBJHint=

SetUnitExplodedBJ="设置死亡方式"

SetUnitExplodedBJ="设置 ",~单位," ",~Explode/Die Normally," 在死亡时"

SetUnitExplodedBJHint=

UnitSuspendDecay="暂停尸体腐烂 [R]"

UnitSuspendDecay=" 设置 ",~单位," 的尸体腐烂状态: ",~Suspend/Resume

UnitSuspendDecayHint="只对已完成死亡动作的尸体有效."

//spendDecayBJ="暂停尸体腐烂 [旧]"

//spendDecayBJ=~Suspend/Resume," 尸体腐烂对 ",~单位

//spendDecayBJHint="只对已完成死亡动作的尸体有效. 该函数有Bug,不能恢复尸体腐烂状态,请使用新加函数."

UnitResetCooldown="重置技能CD"

UnitResetCooldown="重置 ",~单位," 的所有技能冷却时间"

UnitResetCooldownHint="如果要重置单一技能的CD,可以通过删除技能+添加技能+设置技能等级来完成."

UnitSetConstructionProgress="设置建筑建造进度条"

UnitSetConstructionProgress="设置 ",~Building," 的建造进度条为 ",~Progress,"%"

UnitSetConstructionProgressHint="只作用于正在建造的建筑."

UnitSetUpgradeProgress="设置建筑升级进度条"

UnitSetUpgradeProgress="设置 ",~Building," 的升级进度条为 ",~Progress,"%"

UnitSetUpgradeProgressHint="只作用于正在升级的建筑. 是建筑A升级为建筑B的升级,不是科技的研究."

UnitAddSleepPerm="控制单位睡眠状态"

UnitAddSleepPerm="使 ",~单位," ",~Sleep/Remain Awake

UnitAddSleepPermHint="使用该功能前必须用触发为单位添加'一直睡眠'技能."

UnitSetCanSleepBJ="设置单位夜晚睡眠"

UnitSetCanSleepBJ="设置 ",~单位," ",~Sleep/Remain Awake," 在夜晚"

UnitSetCanSleepBJHint="只对中立单位有效. 并不影响催眠魔法."

UnitWakeUpBJ="叫醒单位"

UnitWakeUpBJ="叫醒 ",~单位

UnitWakeUpBJHint="不影响催眠魔法效果."

//UnitIgnoreAlarm

UnitGenerateAlarms="设置警报开启/关闭"

UnitGenerateAlarms="设置警报对 ",~单位," ",~On/Off

UnitGenerateAlarmsHint="只作用于建筑."

RescueUnitBJ="营救单位"

RescueUnitBJ="营救 ",~单位," ,改变所属为 ",~Player," 并 ",~Change/Retain Color

RescueUnitBJHint=

SetUnitRescuable="设置可否营救(对玩家) [R]"

SetUnitRescuable="设置 ",~单位," 对 ",~玩家,~Rescuable/Unrescuable

SetUnitRescuableHint=

MakeUnitRescuableToForceBJ="设置可否营救(对玩家组)"

MakeUnitRescuableToForceBJ="设置 ",~单位," ",~Rescuable/Unrescuable," 对 ",~玩家组

MakeUnitRescuableToForceBJHint=

SetUnitRescueRange="设置营救范围"

SetUnitRescueRange="设置 ",~单位," 的营救范围为 ",~Range

SetUnitRescueRangeHint=

SetRescueUnitColorChangeBJ="设置营救颜色(单位)"

SetRescueUnitColorChangeBJ="设置单位 ",~Change/Retain Color," 当被营救时"

SetRescueUnitColorChangeBJHint="默认情况单位被营救时会改变颜色. 不影响已经被营救的单位."

SetRescueBuildingColorChangeBJ="设置营救颜色(建筑)"

SetRescueBuildingColorChangeBJ="设置建筑 ",~Change/Retain Color," 当被营救时"

SetRescueBuildingColorChangeBJHint="默认建筑被营救时不会改变颜色. 不影响已经被营救的建筑."

//tUseFood="允许/禁止人口占用 [R]"

//tUseFood="设置 ",~单位," : ",~Enable/Disable," 其人口占用"

//tUseFoodHint=

//tUseFoodBJ="允许/禁止人口占用"

//tUseFoodBJ=~Enable/Disable," ",~单位," 的人口占用"

//tUseFoodBJHint=

SetUnitFacing="设置单位面向角度(立即) [R]"

SetUnitFacing="设置 ",~单位," 的面向角度为 ",~Angle," 度

SetUnitFacingHint="面向角度采用角度制,0度为正东方向,90度为正北方向."

SetUnitFacingTimed="设置单位面向角度(指定时间)"

SetUnitFacingTimed="设置 ",~单位," 的面向角度为 ",~Angle," 度,使用时间 ",~Time," 秒"

SetUnitFacingTimedHint="面向角度采用角度制,0度为正东方向,90度为正北方向."

SetUnitFacingToFaceUnitTimed="设置单位面向单位"

SetUnitFacingToFaceUnitTimed="设置 ",~单位," 面向 ",~目标单位," ,使用时间 ",~Time," 秒"

SetUnitFacingToFaceUnitTimedHint="只是面向当前单位所在点而已. 并不会因为单位位置改变而改变目标位置."

SetUnitFacingToFaceLocTimed="设置单位面向点"

SetUnitFacingToFaceLocTimed="设置 ",~单位," 面向 ",~点," ,使用时间 ",~Time," 秒"

SetUnitFacingToFaceLocTimedHint=

SetUnitMoveSpeed="设置移动速度"

SetUnitMoveSpeed="设置 ",~单位," 的移动速度为 ",~Speed

SetUnitMoveSpeedHint=

SetUnitPathing="设置碰撞开关"

SetUnitPathing="设置 ",~单位," ",~On/Off," 碰撞"

SetUnitPathingHint="关闭碰撞的单位无视障碍物,但其他单位仍视其为障碍物."

SetUnitAcquireRangeBJ="设置主动攻击范围"

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

SetUnitAcquireRangeBJHint=

SetUnitUserData="设置自定义值"

SetUnitUserData="设置 ",~单位," 的自定义值为 ",~Index

SetUnitUserDataHint="单位自定义值仅用于触发器. 可用来给单位绑定一个整型数据."

UnitRemoveBuffs="删除魔法效果(指定极性) [R]"

UnitRemoveBuffs="删除 ",~单位," 的附带Buff,(",~Include/Exclude," 正面Buff, ",~Include/Exclude," 负面Buff)"

UnitRemoveBuffsEx="删除魔法效果(详细类别) [R]"

UnitRemoveBuffsEx="删除 ",~单位," 的附带Buff,(",~Include/Exclude," 正面Buff, ",~Include/Exclude," 负面Buff",~Include/Exclude," 魔法Buff, ",~Include/Exclude," 物理Buff",~Include/Exclude," 生命周期, ",~Include/Exclude," 光环效果",~Include/Exclude," 不可驱散Buff)"

//moveBuffNT="删除指定魔法效果 [R]"

//moveBuffNT="删除 ",~单位," 的 ",~魔法效果

//moveBuffNTHint=

//moveBuffsBJ="删除魔法效果(指定类别) [旧]"

//moveBuffsBJ="删除 ",~Buff Type," 魔法效果从 ",~单位

//moveBuffsBJHint=

//moveBuffsExBJ="删除魔法效果(详细类别) [旧]"

//moveBuffsExBJ="删除 ",~Buff Type," ",~Buff Resist," Buff从 ",~单位,"(",~Include/Exclude," 生命周期, ",~Include/Exclude," 光环)"

//moveBuffsExBJHint="buff性质选项第4项为无效选项, 仅为兼容而保留."

//moveBuffBJ="删除指定魔法效果"

//moveBuffBJ="删除 ",~魔法效果," 从 ",~单位

//moveBuffBJHint=

//dAbility="添加技能 [R]"

//dAbility="为 ",~单位," 添加 ",~技能

//dAbilityHint=

//dAbilityBJ="添加技能"

//dAbilityBJ="添加 ",~技能," 给 ",~单位

//dAbilityBJHint=

//moveAbility="删除技能 [R]"

//moveAbility="为 ",~单位," 删除 ",~技能

//moveAbilityHint=

//moveAbilityBJ="删除技能"

//moveAbilityBJ="删除 ",~技能," 从 ",~单位

//moveAbilityBJHint=

UnitMakeAbilityPermanent="设置技能永久性 [R]"

UnitMakeAbilityPermanent="设置 ",~单位," ",~是否," ",~技能," 永久性"

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

UnitAddType="添加类别 [R]"

UnitAddType="为 ",~单位," 添加 ",~Classification," 类别"

UnitAddTypeHint="已去除所有无效类别."

//dTypeBJ="添加类别 [旧]"

//dTypeBJ="添加 ",~Classification," 类别到 ",~单位

//dTypeBJHint="并非所有类别都是可以添加的,建议使用新函数."

UnitRemoveType="删除类别 [R]"

UnitRemoveType="为 ",~单位," 删除 ",~Classification," 类别"

UnitRemoveTypeHint="已去除所有无效类别."

//moveTypeBJ="删除类别 [旧]"

//moveTypeBJ="删除 ",~Classification," 类别从 ",~单位

//moveTypeBJHint="并非所有类别都是可以删除的,建议使用新函数."

//tAbilityLevel="降低技能等级 [R]"

//tAbilityLevel="使 ",~单位," 的 ",~技能," 等级降低1级"

//tAbilityLeveldHint="单位没有该技能则不做动作. 最低只能降到1级."

//tAbilityLevelSwapped="降低技能等级"

//tAbilityLevelSwapped="降低 ",~技能," 等级对 ",~单位

//tAbilityLevelSwappedHint="单位没有该技能则不做动作. 最低只能降到1级."

//tAbilityLevel="提升技能等级 [R]"

//tAbilityLevel="使 ",~单位," 的 ",~技能," 等级提升1级"

//tAbilityLevelHint="单位没有该技能则不做动作."

//tAbilityLevelSwapped="提升技能等级"

//tAbilityLevelSwapped="提升 ",~技能," 等级对 ",~单位

//tAbilityLevelSwappedHint="单位没有该技能则不做动作."

//tAbilityLevel="设置技能等级 [R]"

//tAbilityLevel="设置 ",~单位," 的 ",~技能," 等级为 ",~Level

//tAbilityLevelHint="单位没有该技能则不做动作."

//tAbilityLevelSwapped="设置技能等级"

//tAbilityLevelSwapped="设置 ",~技能," 等级对 ",~单位," 为 ",~Level

//tAbilityLevelSwappedHint="单位没有该技能则不做动作."

IssueImmediateOrder="发布命令(无目标)"

IssueImmediateOrder="对 ",~单位," 发布 ",~Order," 命令"

IssueImmediateOrderHint=

IssuePointOrder="发布命令(指定坐标) [R]"

IssuePointOrder="对 ",~单位," 发布 ",~Order," 命令到坐标:(",~X,",",~Y,")"

IssuePointOrderHint=

IssuePointOrderLoc="发布命令(指定点)"

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

IssuePointOrderLocHint=

IssueTargetOrder="发布命令(指定单位)"

IssueTargetOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位

IssueTargetOrderHint=

IssueTargetDestructableOrder="发布命令(指定可破坏物)"

IssueTargetDestructableOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物

IssueTargetDestructableOrderHint=

IssueTargetItemOrder="发布命令(指定物品)"

IssueTargetItemOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品

IssueTargetItemOrderHint=

IssueImmediateOrderById="按ID发布命令(无目标) [R]"

IssueImmediateOrderById="对 ",~单位," 发布 ",~Order," 命令"

IssueImmediateOrderByIdHint=

IssuePointOrderById="按ID发布命令(指定坐标) [R]"

IssuePointOrderById="对 ",~单位," 发布 ",~Order," 命令到坐标:(",~X,",",~Y,")"

IssuePointOrderByIdHint=

IssuePointOrderByIdLoc="按ID发布命令(指定点) [R]"

IssuePointOrderByIdLoc="对 ",~单位," 发布 ",~Order," 命令到目标点: ",~指定点

IssuePointOrderByIdLocHint=

IssueTargetOrderById="按ID发布命令(指定单位) [R]"

IssueTargetOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位

IssueTargetOrderByIdHint=

IssueTargetDestructableOrderById="按ID发布命令(指定可破坏物) [R]"

IssueTargetDestructableOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物

IssueTargetDestructableOrderByIdHint=

IssueTargetItemOrderById="按ID发布命令(指定物品) [R]"

IssueTargetItemOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品

IssueTargetItemOrderByIdHint=

IssueTrainOrderByIdBJ="发布训练/升级命令"

IssueTrainOrderByIdBJ="命令 ",~单位," 建造/升级为 ",~单位类型

IssueTrainOrderByIdBJHint="该升级是指A单位升级为B单位,而不是科技升级."

IssueUpgradeOrderByIdBJ="发布研究科技命令"

IssueUpgradeOrderByIdBJ="命令 ",~单位," 研究 ",~Tech-Type

IssueUpgradeOrderByIdBJHint=

IssueBuildOrderById="发布建造命令(指定坐标) [R]"

IssueBuildOrderById="命令 ",~单位," 建造 ",~单位类型," 在坐标:(",~X,",",~Y,")"

IssueBuildOrderByIdHint=

IssueBuildOrderByIdLocBJ="发布建造命令(指定点)"

IssueBuildOrderByIdLocBJ="命令 ",~单位," 建造 ",~单位类型," 在 ",~指定点

IssueBuildOrderByIdLocBJHint=

UnitDropItemPoint="发布丢弃物品命令(指定坐标) [R]"

UnitDropItemPoint="命令 ",~单位," 丢弃物品 ",~物品," 到坐标:(",~X,",",~Y,")"

UnitDropItemPointHint=

UnitDropItemPointLoc="发布丢弃物品命令(指定点)"

UnitDropItemPointLoc="命令 ",~单位," 丢弃物品 ",~物品," 到 ",~指定点

UnitDropItemPointLocHint=

//opItemSlot="移动物品到物品栏 [R]"

//opItemSlot="命令 ",~单位," 移动 ",~物品," 到物品栏# ",~Index

//opItemSlotHint="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."

//opItemSlotBJ="移动物品到物品栏"

//opItemSlotBJ="命令 ",~单位," 移动 ",~物品," 到物品栏第 ",~Index," 格"

//opItemSlotBJHint="只有当单位持有该物品时才有效."

UnitDropItemTargetBJ="发布给予物品命令"

UnitDropItemTargetBJ="命令 ",~单位," 把 ",~物品," 给 ",~单位

UnitDropItemTargetBJHint=

IssueBuyUnitOrder="发布购买单位命令 [R]"

IssueBuyUnitOrder="使 ",~玩家," 从 ",~单位," 处购买 ",~单位类型

IssueBuyUnitOrderHint=

IssueBuyItemOrder="发布购买物品命令 [R]"

IssueBuyItemOrder="使 ",~玩家," 从 ",~单位," 处购买 ",~物品类型

IssueBuyItemOrderHint="先让商店对玩家单位发布'中立商店 - 选择'命令,再使用该函数就能实现指定单位的购买物品了."

IssueNeutralImmediateOrder="发布中介命令(无目标) [R]"

IssueNeutralImmediateOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令"

IssueNeutralImmediateOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralPointOrder="发布中介命令(指定坐标) [R]"

IssueNeutralPointOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到坐标:(",~X,",",~Y,")"

IssueNeutralPointOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetOrder="发布中介命令(指定单位) [R]"

IssueNeutralTargetOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位

IssueNeutralTargetOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetDestructableOrder="发布中介命令(指定可破坏物) [R]"

IssueNeutralTargetDestructableOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物

IssueNeutralTargetDestructableOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetItemOrder="发布中介命令(指定物品) [R]"

IssueNeutralTargetItemOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品

IssueNeutralTargetItemOrderHint="可以用来对非本玩家单位发布命令."

IssueNeutralImmediateOrderById="按ID发布中介命令(无目标) [R]"

IssueNeutralImmediateOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令"

IssueNeutralImmediateOrderByIdHint="可以用来对非本玩家单位发布命令."

IssueNeutralPointOrderById="按ID发布中介命令(指定坐标) [R]"

IssueNeutralPointOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到坐标:(",~X,",",~Y,")"

IssueNeutralPointOrderByIdHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetOrderById="按ID发布中介命令(指定单位) [R]"

IssueNeutralTargetOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位

IssueNeutralTargetOrderByIdHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetDestructableOrderById="按ID发布中介命令(指定可破坏物) [R]"

IssueNeutralTargetDestructableOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物

IssueNeutralTargetDestructableOrderByIdHint="可以用来对非本玩家单位发布命令."

IssueNeutralTargetItemOrderById="按ID发布中介命令(指定物品) [R]"

IssueNeutralTargetItemOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品

IssueNeutralTargetItemOrderByIdHint="可以用来对非本玩家单位发布命令."

UnitDamagePoint="伤害区域 [R]"

UnitDamagePoint="命令 ",~单位," 在 ",~Seconds," 秒后对半径为 ",~Size," 圆心为(",~X,",",~Y,")的范围造成 ",~Amount," 点伤害(",~是," 攻击伤害, ",~是,"远程攻击) 攻击类型:

",~AttackType," 伤害类型: ",~DamageType," 装甲类型: ",~WeaponType

UnitDamagePointHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."

//magePointLoc="伤害区域 [旧]"

//magePointLoc="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

//magePointLocHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."

UnitDamageTarget="伤害目标 [R]"

UnitDamageTarget="命令 ",~单位," 对 ",~Target," 造成 ",~Amount," 点伤害(",~是," 攻击伤害, ",~是,"远程攻击) 攻击类型: ",~AttackType," 伤害类型: ",~DamageType," 装甲类型:

",~WeaponType

UnitDamageTargetHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."

//mageTargetBJ="伤害目标 [旧]"

//mageTargetBJ="命令 ",~单位," 对 ",~Target," 造成 ",~Amount," 点伤害,攻击类型: ",~AttackType," 伤害类型: ",~DamageType

//mageTargetBJHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."

// Unitpool actions

UnitPoolAddUnitType="添加单位类型 [R]"

UnitPoolAddUnitType="在 ",~单位池," 中添加一个 ",~单位," 比重为 ",~数值

UnitPoolAddUnitTypeHint="比重越高被选择的机率越大"

UnitPoolRemoveUnitType="删除单位类型 [R]"

UnitPoolRemoveUnitType="从 ",~单位池," 中删除 ",~单位

UnitPoolRemoveUnitTypeHint=

PlaceRandomUnit="选择放置单位 [R]"

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

PlaceRandomUnitHint=

DestroyUnitPool="删除单位池 [R]"

DestroyUnitPool="删除 ",~单位池

DestroyUnitPoolHint=

// Unit Group actions

ForGroupMultiple="选取单位组内单位做动作(多个动作)"

ForGroupMultiple="选取 ",~单位组," 内所有单位做动作"

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

ForGroup="选取单位组内单位做动作"

ForGroup="选取 ",~单位组," 内所有单位 ",~做动作

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

//ddUnit="添加单位 [R]"

//ddUnit="为 ",~单位组," 添加 ",~单位

//ddUnitHint="并不影响单位本身."

//ddUnitSimple="添加单位"

//ddUnitSimple="添加 ",~单位," 到 ",~单位组

//ddUnitSimpleHint="并不影响单位本身."

GroupAddGroup="添加单位组"

GroupAddGroup="添加 ",~单位组," 内所有单位到 ",~单位组

GroupAddGroupHint="并不影响单位本身."

//emoveUnit="移除单位 [R]"

//emoveUnit="为 ",~单位组," 删除 ",~单位

//emoveUnitHint="并不影响单位本身."

//emoveUnitSimple="移除单位"

//emoveUnitSimple="把 ",~单位," 从 ",~单位组," 移除"

//emoveUnitSimpleHint="并不影响单位本身."

GroupRemoveGroup="移除单位组"

GroupRemoveGroup="把 ",~单位组," 中的单位从 ",~单位组," 移除"

GroupRemoveGroupHint="并不影响单位本身."

GroupClear="清空单位组"

GroupClear="清空 ",~单位组," 内所有单位"

GroupClearHint="并不影响单位本身."

DestroyGroup="删除单位组 [R]"

DestroyGroup="删除 ",~单位组

DestroyGroupHint=

//mmediateOrder="发布命令(无目标)"

//mmediateOrder="对 ",~单位组,"发布 ",~Order

//mmediateOrderHint="最多只能对单位组中12个单位发布命令."

//ointOrder="发布命令(指定坐标) [R]"

//ointOrder="对 ",~单位组,"发布 ",~Order," 命令,目标点:(",~X,",",~Y,")"

//ointOrderHint="最多只能对单位组中12个单位发布命令."

//ointOrderLoc="发布命令(指定点)"

//ointOrderLoc="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~指定点

//ointOrderLocHint="最多只能对单位组中12个单位发布命令."

//argetOrder="发布命令(指定单位)"

//argetOrder="对 ",~单位组," 发布 ",~Order," 命令,目标: ",~单位

//argetOrderHint="最多只能对单位组中12个单位发布命令."

//argetDestructableOrder="发布命令(指定可破坏物)"

//argetDestructableOrder="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~可破坏物

//argetDestructableOrderHint="最多只能对单位组中12个单位发布命令."

//argetItemOrder="发布命令(指定物品)"

//argetItemOrder="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~物品

//argetItemOrderHint="最多只能对单位组中12个单位发布命令."

GroupImmediateOrderById="按ID发布命令(无目标) [R]"

GroupImmediateOrderById="对 ",~单位组,"发布 ",~Order

GroupImmediateOrderByIdHint="最多只能对单位组中12个单位发布命令."

GroupPointOrderById="按ID发布命令(指定坐标) [R]"

GroupPointOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标点:(",~X,",",~Y,")"

GroupPointOrderByIdint="最多只能对单位组中12个单位发布命令."

GroupPointOrderByIdLoc="按ID发布命令(指定点) [R]"

GroupPointOrderByIdLoc="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~指定点

GroupPointOrderByIdLocHint="最多只能对单位组中12个单位发布命令."

GroupTargetOrderById="按ID发布命令(指定单位) [R]"

GroupTargetOrderById="对 ",~单位组," 发布 ",~Order," 命令,目标: ",~单位

GroupTargetOrderByIdHint="最多只能对单位组中12个单位发布命令."

GroupTargetDestructableOrderById="按ID发布命令(指定可破坏物) [R]"

GroupTargetDestructableOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~可破坏物

GroupTargetDestructableOrderByIdHint="最多只能对单位组中12个单位发布命令."

GroupTargetItemOrderById="按ID发布命令(指定物品) [R]"

GroupTargetItemOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~物品

GroupTargetItemOrderByIdHint="最多只能对单位组中12个单位发布命令."

GroupTrainOrderByIdBJ="发布发布训练/升级命令"

GroupTrainOrderByIdBJ="命令 ",~单位组," 训练/升级为 ",~单位类型

GroupTrainOrderByIdBJHint="最多只能对单位组中12个单位发布命令."

// Ubersplat actions

CreateUbersplatBJ="创建"

CreateUbersplatBJ="创建一个地面纹理变化在 ",~指定点," ,使用图像: ",~Type," 颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度",~Transparency,"% (",~Enable/Disable," 暂停状态,

",~Enble/Disable," 跳过出生动画)"

CreateUbersplatBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的. 使用'地面纹理变化 - 设置永久渲染状态' 来显示创建的纹理变化. 暂停状态表示动画播放完毕后是否继续保留该纹理变化."

DestroyUbersplat="删除"

DestroyUbersplat="删除 ",~Ubersplat

DestroyUbersplatHint=

ResetUbersplat="重置"

ResetUbersplat="重置 ",~Ubersplat

ResetUbersplatHint=

FinishUbersplat="结束"

FinishUbersplat="结束 ",~Ubersplat

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

//ersplat="显示/隐藏 [R]"

//ersplat="设置 ",~Ubersplat," 状态为 ",~Show/Hide

//ersplatHint=

//ersplatBJ="显示/隐藏"

//ersplatBJ=~Show/Hide," ",~Ubersplat

//ersplatBJHint=

SetUbersplatRender="设置渲染状态"

SetUbersplatRender="设置 ",~Ubersplat," : ",~Enable/Disable," 渲染状态"

SetUbersplatRenderHint="未发现有任何作用."

SetUbersplatRenderAlways="设置永久渲染状态"

SetUbersplatRenderAlways="设置 ",~Ubersplat," : ",~Enable/Disable," 永久渲染状态"

SetUbersplatRenderAlwaysHint="要显示地面纹理变化则必须开启该项."

// Location actions

MoveLocation="移动点 [R]"

MoveLocation="移动 ",~点," 到(",~X,",",~Y,")"

MoveLocationHint="该点必须是一个变量. 因为移动一个不可重用的点是无意义的."

RemoveLocation="清除点 [R]"

RemoveLocation="清除 ",~点

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

// Cinematic actions

TransmissionFromUnitWithNameBJ="播送单位消息(指定单位)"

TransmissionFromUnitWithNameBJ="对 ",~玩家组," 播送信息,发言单位: ",~单位," 显示名字: ",~文字," ,播放音效: ",~音效," 显示信息: ",~文字," 持续时间: ",~Method," ",~Time," 秒并

",~Wait/Don't Wait

TransmissionFromUnitWithNameBJHint="'没有声音'的持续时间为5秒. 等待表示其他动作需要等待信息播放完毕后才能运行."

TransmissionFromUnitTypeWithNameBJ="播送单位消息(指定单位类型)"

TransmissionFromUnitTypeWithNameBJ="对 ",~玩家组," 播送信息,发言单位: ",~Player," 的 ",~单位类型," 显示名字: ",~文字," 发言位置: ",~指定点," 播放音效: ",~音效," 显示信息: ",~文字," 持续时间: ",~Method," ",~Time," 秒并 ",~Wait/Don't Wait

TransmissionFromUnitTypeWithNameBJHint="'没有声音'的持续时间为5秒. 等待表示其他动作需要等待信息播放完毕后才能运行."

ForceCinematicSubtitlesBJ="字幕显示"

ForceCinematicSubtitlesBJ=~On/Off," 电影字幕显示功能"

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

CinematicModeBJ="电影模式"

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

CinematicModeBJHint=

CinematicModeExBJ="电影模式(指定时间)"

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

CinematicModeExBJHint=

CinematicFadeBJ="淡入淡出滤镜"

CinematicFadeBJ=~Fade Type," 使用 ",~Duration," 秒时间,使用图片: ",~Texture," 颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度: ",~Transparency,"%"

CinematicFadeBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

CinematicFilterGenericBJ="高级滤镜"

CinematicFilterGenericBJ="持续时间: ",~Duration," 秒,混合方式: ",~Blending Method," 使用图片: ",~Texture," 开始颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度: ",~Transparency,"% ,结束颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度:",~Transparency,"%"

CinematicFilterGenericBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

DisplayCineFilterBJ="显示/隐藏滤镜"

DisplayCineFilterBJ=~Show/Hide," 滤镜"

DisplayCineFilterBJHint=

PingMinimap="小地图信号(所有玩家) [R]"

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

PingMinimapHint=

PingMinimapLocForForce="小地图信号(指定玩家组)"

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

PingMinimapLocForForceHint=

PingMinimapEx="小地图信号(指定颜色)(所有玩家) [R]"

PingMinimapEx="对所有玩家发送小地图信号到坐标(",~X,",",~Y,") 持续时间: ",~Duration," 秒, 信号颜色:(",~Red,",",~Green,",",~Blue,") 信号类型: ",~Style

PingMinimapExHint="颜色格式为(红,绿,蓝). 颜色值取值范围为0-255."

PingMinimapLocForForceEx="小地图信号(指定颜色)(指定玩家组)"

PingMinimapLocForForceEx="对 ",~玩家组," 发送小地图信号到 ",~指定点," ,持续时间: ",~Duration," 秒,信号类型: ",~Style," 信号颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%)"

PingMinimapLocForForceExHint="颜色格式为(红,绿,蓝). 警告信号总是红色不可变."

UnitAddIndicator="闪动指示器(对单位) [R]"

UnitAddIndicator="对 ",~单位," 闪动指示器,使用颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%) Alpha通道值: ",~Transparency

UnitAddIndicatorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//dIndicatorBJ="闪动指示器(对单位)"

//dIndicatorBJ="对 ",~单位," 闪动指示器,使用颜色(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度 ",~Transparency,"%"

//dIndicatorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

DestructableAddIndicator="闪动指示器(对可破坏物) [R]"

DestructableAddIndicator="对 ",~可破坏物," 闪动指示器,使用颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%) Alpha通道值: ",~Transparency

DestructableAddIndicatorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//ctableAddIndicatorBJ="闪动指示器(对可破坏物)"

//ctableAddIndicatorBJ="对 ",~可破坏物," 闪动指示器,使用颜色(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度 ",~Transparency,"%"

//ctableAddIndicatorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

ItemAddIndicator="闪动指示器(对物品) [R]"

ItemAddIndicator="对 ",~物品," 闪动指示器,使用颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%) Alpha通道值: ",~Transparency

ItemAddIndicatorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//dIndicatorBJ="闪动指示器(对物品)"

//dIndicatorBJ="对 ",~物品," 闪动指示器,使用颜色(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度 ",~Transparency,"%"

//dIndicatorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

ShowInterface="开启/关闭信箱模式(所有玩家) [R]"

ShowInterface=~开启/关闭," 信箱模式,转换时间为 ",~Duration," 秒"

ShowInterfaceHint="使用电影镜头模式,隐藏游戏界面."

ShowInterfaceForceOff="信箱模式开启(指定玩家组)"

ShowInterfaceForceOff="对 ",~玩家组," 开启信箱模式,转换时间为 ",~Duration," 秒"

ShowInterfaceForceOffHint="使用电影镜头模式,隐藏游戏界面."

ShowInterfaceForceOn="信箱模式开启关闭(指定玩家组)"

ShowInterfaceForceOn="对 ",~玩家组," 关闭信箱模式,转换时间为 ",~Duration," 秒"

ShowInterfaceForceOnHint="关闭信箱模式,返回游戏界面."

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

EnableUserControl=~启用/禁用," 玩家控制权"

EnableUserControlHint=

SetUserControlForceOff="禁用玩家控制权(指定玩家组)"

SetUserControlForceOff="禁用 ",~玩家组," 的控制权"

SetUserControlForceOffHint=

SetUserControlForceOn="启用玩家控制权(指定玩家组)"

SetUserControlForceOn="启用 ",~玩家组," 的控制权"

SetUserControlForceOnHint=

EnableOcclusion="允许/禁止闭塞(所有玩家) [R]"

EnableOcclusion=~Enable/Disable," 闭塞"

EnableOcclusionHint=

EnableOcclusionBJ="允许/禁止闭塞(指定玩家组)"

EnableOcclusionBJ=~Enable/Disable," 闭塞对 ",~玩家组

EnableOcclusionBJHint=

EnableWorldFogBoundary="允许/禁止边界染色(所有玩家) [R]"

EnableWorldFogBoundary=~Enable/Disable," 边界染色"

EnableWorldFogBoundaryHint="禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的."

EnableWorldFogBoundaryBJ="允许/禁止边界染色(指定玩家组)"

EnableWorldFogBoundaryBJ=~Enable/Disable," 边界染色对 ",~玩家组

EnableWorldFogBoundaryBJHint="禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的."

// Animation actions

SetUnitAnimation="播放单位动画"

SetUnitAnimation="播放 ",~单位," 的 ",~Animation Name," 动作"

SetUnitAnimationHint="使用'重置单位动作'恢复单位到正常状态."

SetUnitAnimationByIndex="指定序号播放单位动画 [R]"

SetUnitAnimationByIndex="播放 ",~单位," 的#",~序号," 的动作"

SetUnitAnimationByIndexHint="可以指定播放所有的单位动画,不过需要自己多尝试."

SetUnitAnimationWithRarity="播放单位动画(指定概率)"

SetUnitAnimationWithRarity="播放 ",~单位," 的 ",~Animation Name," 动作,只用 ",~Rarity," 的动作"

SetUnitAnimationWithRarityHint="使用'重置单位动作'恢复单位到正常状态."

QueueUnitAnimationBJ="将单位动画加入队列"

QueueUnitAnimationBJ="将 ",~单位," 的 ",~Animation Name," 动作添加到队列"

QueueUnitAnimationBJHint=

ResetUnitAnimation="重置单位动画"

ResetUnitAnimation="重置 ",~单位," 动作,恢复到正常状态"

ResetUnitAnimationHint="其实就是播放单位的'stand'动作. 且建议使用该方法."

//tAnimationProperties="添加/删除单位动画附加名 [R]"

//tAnimationProperties="对 ",~单位," 进行动画附加名 ",~Tag," 的 ",~Add/Remove

//tAnimationPropertiesHint="比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态."

//tAnimationPropertiesBJ="添加/删除单位动画附加名"

//tAnimationPropertiesBJ=~Add/Remove," ",~Tag," 动画附加名给 ",~单位

//tAnimationPropertiesBJHint="比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态."

SetUnitLookAt="锁定身体朝向"

SetUnitLookAt="锁定 ",~单位," 的 ",~Source," 朝向 ",~目标单位," ,偏移坐标 (",~X,", ",~Y,", ",~Z,")"

SetUnitLookAtHint="单位的该身体部件会一直朝向目标单位的偏移坐标点处,直到使用'重置身体朝向'. 坐标偏移以目标单位脚下为坐标原点."

ResetUnitLookAt="重置身体朝向"

ResetUnitLookAt="重置 ",~单位," 的身体朝向"

ResetUnitLookAtHint="恢复单位的身体朝向为正常状态."

//tScale="改变单位尺寸 [R]"

//tScale="改变 ",~单位," 的尺寸缩放为:(",~X,",",~Y,",",~Z,")"

//tScaleHint="缩放值使用(长,宽,高)格式."

//tScalePercent="改变单位尺寸"

//tScalePercent="改变 ",~单位," 的尺寸缩放为:(",~X,"%, ",~Y,"%, ",~Z,"%)"

//tScalePercentHint="缩放值使用(长,宽,高)格式."

SetUnitVertexColor="改变单位颜色 [R]"

SetUnitVertexColor="改变 ",~单位," 的颜色值为:(",~Red,",",~Green,",",~Blue,"), Alpha通道值: ",~Transparency

SetUnitVertexColorHint="颜色格式为(红,绿,蓝). 大多数单位使用(255,255,255)的颜色值和255的Alpha值. Alpha值为0是不可见的.颜色值和Alpha值取值范围为0-255."

//tVertexColorBJ="改变单位颜色 [旧]"

//tVertexColorBJ="改变 ",~单位," 的颜色比例为(",~Red,"%, ",~Green,"%, ",~Blue,"%),透明度为 ",~Transparency,"%"

//tVertexColorBJHint="颜色格式为(红,绿,蓝). 大多数单位使用100%的颜色值和0%透明度. 100%透明度是完全透明的."

//tTimeScale="改变单位动画播放速度 [R]"

//tTimeScale="改变 ",~单位," 的动画播放速度为正常速度的 ",~Percent," 倍"

//tTimeScaleHint="设置1倍动画播放速度来恢复正常状态."

//tTimeScalePercent="改变单位动画播放速度"

//tTimeScalePercent="改变 ",~单位," 的动画播放速度为正常速度的 ",~Percent,"%"

//tTimeScalePercentHint="设置100%动画播放速度来恢复正常状态."

SetUnitTurnSpeedBJ="改变单位转身速度"

SetUnitTurnSpeedBJ="改变 ",~单位," 的转身速度为 ",~Value

SetUnitTurnSpeedBJHint="转身速度表示单位改变面向方向时的速度. 数值越小表示转身越慢."

SetUnitBlendTimeBJ="改变单位混合时间"

SetUnitBlendTimeBJ="改变 ",~单位," 的混合时间为 ",~数值

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

SetUnitFlyHeightBJ="改变单位飞行高度"

SetUnitFlyHeightBJ="改变 ",~单位," 的飞行高度为 ",~数值," ,变换速率: ",~数值

SetUnitFlyHeightBJHint="飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度."

SetUnitPropWindow="改变单位转向角度(弧度制) [R]"

SetUnitPropWindow="改变 ",~单位," 的转向角度为 ",~数值," (弧度制)"

SetUnitPropWindowHint="设置单位转身时的转向角度. 数值越大转向幅度越大. 效率高于角度制函数."

SetUnitPropWindowBJ="改变单位转向角度(角度制)"

SetUnitPropWindowBJ="改变 ",~单位," 的转向角度为 ",~数值," 度"

SetUnitPropWindowBJHint="设置单位转身时的转向角度. 数值越大转向幅度越大. 大于360度的角将作为359度角处理."

SetDestructableAnimationBJ="播放可破坏物动画"

SetDestructableAnimationBJ="播放 ",~可破坏物," 的 ",~Animation Name," 动作"

SetDestructableAnimationBJHint=

QueueDestructableAnimationBJ="将可破坏物动画加入队列"

QueueDestructableAnimationBJ="将 ",~可破坏物," 的 ",~Animation Name," 动作加入队列"

QueueDestructableAnimationBJHint=

//tructableAnimationSpeed="改变可破坏物动画播放速度 [R]"

//tructableAnimationSpeed="改变 ",~可破坏物," 的动画播放速度为正常的 ",~Percent,"倍"

//tructableAnimationSpeedHint="设置1倍动画播放速度来恢复正常状态."

//tAnimationSpeedPercent="改变可破坏物动画播放速度"

//tAnimationSpeedPercent="改变 ",~可破坏物," 的动画播放速度为正常的 ",~Percent,"%"

//tAnimationSpeedPercentHint="设置100%动画播放速度来恢复正常状态."

SetDoodadAnimationRect="播放矩形区域内地形装饰物动画 [R]"

SetDoodadAnimationRect="播放 ",~Rect," 内所有 ",~装饰物类型," 的 ",~Animation Name," 动作(",~允许/禁止," 随机播放)"

SetDoodadAnimationRectHint="特殊动画名: 'show', 'hide', 'soundon', 'soundoff'. 随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作."

//dadAnimationRectBJ="播放矩形区域内地形装饰物动画 [旧]"

//dadAnimationRectBJ="播放 ",~Animation Name," 动作对所有 ",~装饰物类型," 在 ",~Rect," 内"

//dadAnimationRectBJHint="特殊动画名: 'show', 'hide', 'soundon', 'soundoff'"

SetDoodadAnimation="播放圆范围内地形装饰物动画 [R]"

SetDoodadAnimation="选取圆心为(",~X,",",~Y,"),半径为 ",~半径," 的圆范围内的 ",~装饰物类型,"(选取方式:",~选取方式,"), 做 ",~Animation Name," 动作(",~允许/禁止," 随机播放)"

SetDoodadAnimationHint="特殊动画名: 'show', 'hide', 'soundon', 'soundoff'. 随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作."

//dadAnimationBJ="播放圆范围内地形装饰物动画 [旧]"

//dadAnimationBJ="播放 ",~Animation Name," 动作对所有 ",~装饰物类型," 在半径为 ",~Radius," 圆心为 ",~指定点," 的圆范围内"

//dadAnimationBJHint="特殊动画名: 'show', 'hide', 'soundon', 'soundoff'"

// Dialog actions

//Display="显示/隐藏 [R]"

//Display="对 ",~Player," 设置 ",~对话框," ",~Show/Hide

//DisplayHint="对话框不能在地图初始化时显示."

//DisplayBJ="显示/隐藏"

//DisplayBJ=~Show/Hide," ",~对话框," 对 ",~Player

//DisplayBJHint="对话框不能在地图初始化时显示."

DialogSetMessageBJ="设置标题"

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

DialogSetMessageBJHint=

DialogAddButtonBJ="添加对话框按钮"

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

DialogAddButtonBJHint=

DialogAddButtonWithHotkeyBJ="添加对话框按钮(有快捷键) [R]"

DialogAddButtonWithHotkeyBJ="为 ",~对话框," 添加按钮, 按钮标题为: ",~文字," 快捷键为: ",~HotKey

DialogAddQuitButton="添加退出游戏按钮 [R]"

DialogAddQuitButton="为 ",~对话框," 添加退出游戏按钮(",~跳过," 计分屏) 按钮标题为: ",~文字," 快捷键为: ",~HotKey

DialogAddQuitButtonHint="该函数创建的按钮并不被纪录到'最后创建的对话框按钮'."

DialogClearBJ="清空对话框"

DialogClearBJ="清空 ",~对话框

DialogClearBJHint="清空对话框的标题和所有按钮."

DialogDestroy="删除对话框 [R]"

DialogDestroy="删除 ",~对话框

DialogDestroyHint="一般来说对话框并不需要删除."

// Melee Game actions

MeleeStartingVisibility="使用对战昼夜设置"

MeleeStartingVisibility="使用对战昼夜设置"

MeleeStartingVisibilityHint=

MeleeStartingHeroLimit="英雄限制"

MeleeStartingHeroLimit="使用对战英雄设置"

MeleeStartingHeroLimitHint="每个对战英雄只能建造1个. 最大英雄数量为3."

MeleeGrantHeroItems="英雄初始物品"

MeleeGrantHeroItems="给首发英雄一个回城卷轴"

MeleeGrantHeroItemsHint=

MeleeStartingResources="设置初始资源"

MeleeStartingResources="设置初始资源"

MeleeStartingResourcesHint=

MeleeClearExcessUnits="删除多余单位"

MeleeClearExcessUnits="删除已使用开始点附近的中立生物"

MeleeClearExcessUnitsHint=

MeleeStartingUnits="创建初始单位"

MeleeStartingUnits="创建对战初始单位"

MeleeStartingUnitsHint=

MeleeStartingAI="运行AI"

MeleeStartingAI="对电脑玩家运行对战AI脚本"

MeleeStartingAIHint="动作运行之前玩家要有初始单位和资源."

MeleeInitVictoryDefeat="强制胜利/失败条件"

MeleeInitVictoryDefeat="强制使用对战胜利/失败条件"

MeleeInitVictoryDefeatHint="动作运行之前玩家要有单位."

MeleeStartingUnitsForPlayer="创建初始单位(指定玩家)"

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

MeleeStartingUnitsForPlayerHint=

// Multiboard actions

CreateMultiboardBJ="创建"

CreateMultiboardBJ="创建一个列数为 ",~Columns," 行数为 ",~Rows," 标题为 ",~文字," 的多面板"

CreateMultiboardBJHint="多面板不能在地图初始化时显示."

DestroyMultiboardBJ="删除"

DestroyMultiboardBJ="删除 ",~Multiboard

DestroyMultiboardBJHint=

//oardDisplay="显示/隐藏 [R]"

//oardDisplay="设置 ",~Multiboard," ",~Show/Hide

//oardDisplayHint="多面板不能在地图初始化时显示."

//oardDisplayBJ="显示/隐藏"

//oardDisplayBJ=~Show/Hide," ",~Multiboard

//oardDisplayBJHint="多面板不能在地图初始化时显示."

//oardSuppressDisplay="显示/隐藏多面板模式 [R]"

//oardSuppressDisplay=~打开/关闭," 隐藏多面板模式"

//oardSuppressDisplayHint="隐藏多面板模式将无法显示多面板."

MultiboardAllowDisplayBJ="显示/隐藏多面板模式"

MultiboardAllowDisplayBJ=~Show/Hide," 多面板模式"

MultiboardAllowDisplayBJHint="隐藏多面板模式将无法显示多面板."

//oardMinimize="最大/最小化 [R]"

//oardMinimize="设置 ",~Multiboard," ",~Minimize/Maximize

//oardMinimizeHint="最小化的多面板只显示标题."

//oardMinimizeBJ="最大/最小化"

//oardMinimizeBJ=~Minimize/Maximize," ",~Multiboard

//oardMinimizeBJHint="最小化的多面板只显示标题."

MultiboardClear="清空多面板"

MultiboardClear="清空 ",~Multiboard

MultiboardClearHint="清空该多面板中的所有行和列."

MultiboardSetTitleText="设置标题"

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

MultiboardSetTitleTextHint=

MultiboardSetTitleTextColor="设置标题颜色 [R]"

MultiboardSetTitleTextColor="设置 ",~Multiboard," 的标题颜色为(",~Red,",",~Green,",",~Blue,"), Alpha值为 ",~Transparency

MultiboardSetTitleTextColorHint="颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255."

//oardSetTitleTextColorBJ="设置标题颜色 [旧]"

//oardSetTitleTextColorBJ="设置 ",~Multiboard," 的标题颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//oardSetTitleTextColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

MultiboardSetRowCount="设置行数"

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

MultiboardSetRowCountHint=

MultiboardSetColumnCount="设置列数"

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

MultiboardSetColumnCountHint=

MultiboardSetItemStyle="设置指定项目显示风格 [R]"

MultiboardSetItemStyle="设置 ",~多面板项目," 的显示风格: ",~Show/Hide," 文字 ",~Show/Hide," 图标"

MultiboardSetItemStyleHint=

MultiboardSetItemValue="设置指定项目文本 [R]"

MultiboardSetItemValue="设置 ",~多面板项目," 的项目文本为 ",~文字

MultiboardSetItemValueHint=

MultiboardSetItemValueColor="设置指定项目颜色 [R]"

MultiboardSetItemValueColor="设置 ",~多面板项目," 的项目颜色为(",~Red,",",~Green,",",~Blue,"), Alpha值为 ",~Transparency

MultiboardSetItemValueColorHint="颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255."

MultiboardSetItemWidth="设置指定项目宽度 [R]"

MultiboardSetItemWidth="设置 ",~多面板项目," 的项目宽度为 ",~Width," 倍屏幕宽度"

MultiboardSetItemIcon="设置指定项目图标 [R]"

MultiboardSetItemIcon="设置 ",~多面板项目," 的项目图标为 ",~Icon File

MultiboardSetItemsStyle="设置所有项目显示风格 [R]"

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

MultiboardSetItemsValue="设置所有项目文本 [R]"

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

MultiboardSetItemsValueColor="设置所有项目颜色 [R]"

MultiboardSetItemsValueColor="设置 ",~多面板," 的所有项目颜色为(",~Red,",",~Green,",",~Blue,"), Alpha值为 ",~Transparency

MultiboardSetItemsValueColorHint="颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围为0-255."

MultiboardSetItemsWidth="设置所有项目宽度 [R]"

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

MultiboardSetItemsIcon="设置所有项目图标 [R]"

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

//oardSetItemStyleBJ="设置项目显示风格 [旧]"

//oardSetItemStyleBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行项目的显示风格: ",~Show/Hide," 文字 ",~Show/Hide," 图标"

//oardSetItemStyleBJHint="可以设置行/列数为0来指代所有的行/列. 以下5个动作都有1个局部变量泄漏."

//oardSetItemValueBJ="设置项目文本 [旧]"

//oardSetItemValueBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行的项目文本为 ",~文字

//oardSetItemValueBJHint="可以设置行/列数为0来指代所有的行/列."

//oardSetItemColorBJ="设置项目颜色 [旧]"

//oardSetItemColorBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行的项目颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//oardSetItemColorBJHint="可以设置行/列数为0来指代所有的行/列. 颜色格式为(红,绿,蓝). 透明度100%是不可见的."

//oardSetItemWidthBJ="设置项目宽度 [旧]"

//oardSetItemWidthBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行的项目宽度为屏幕的 ",~Width,"%"

//oardSetItemWidthBJHint=

//oardSetItemIconBJ="设置项目图标 [旧]"

//oardSetItemIconBJ="设置 ",~Multiboard," 第 ",~Column," 列,第 ",~Row," 行的项目图标为 ",~Icon File

//oardSetItemIconBJHint=

MultiboardReleaseItem="删除多面板项目[R]"

MultiboardReleaseItem="删除 ",~多面板项目

MultiboardReleaseItemHint="并不会影响对多面板的显示. 多面板项目指向多面板但不附属于多面板."

// Environment actions

AddWeatherEffectSaveLast="创建天气效果"

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

AddWeatherEffectSaveLastHint=

EnableWeatherEffect="启用/禁用天气效果"

EnableWeatherEffect="设置 ",~天气效果," ",~On/Off

EnableWeatherEffectHint="可以使用'环境 - 创建天气效果'动作来创建天气效果."

RemoveWeatherEffectBJ="删除天气效果"

RemoveWeatherEffectBJ="删除 ",~天气效果

RemoveWeatherEffectBJHint=

TerrainDeformationCraterBJ="创建地形变化:弹坑"

TerrainDeformationCraterBJ="创建一个持续 ",~Duration," 秒的 ",~Type," 弹坑变形在 ",~指定点," ,半径: ",~Radius,"深度: ",~Depth

TerrainDeformationCraterBJHint="使用'最后创建的地形变化'来获取该变化. 深度可取负数. 永久地形变化在保存游戏时不会被记录."

TerrainDeformationRippleBJ="创建地形变化:波纹"

TerrainDeformationRippleBJ="创建一个持续 ",~Duration," 秒的 ",~Type," 波纹变形在 ",~指定点," ,开始半径: ",~Radius," ,结束半径: ",~Radius," ,深度: ",~Depth," 周期: ",~Time," 秒,波间距:

",~Distance

TerrainDeformationRippleBJHint="使用'最后创建的地形变化'来获取该变化."

TerrainDeformationWaveBJ="创建地形变化:冲击波"

TerrainDeformationWaveBJ="创建一个持续 ",~Duration," 秒的冲击波变形从 ",~Source," 到 ",~Target," ,半径: ",~Radius," ,深度: ",~Depth," ,效果存在时间: ",~Delay," 秒"

TerrainDeformationWaveBJHint="使用'最后创建的地形变化'来获取该变化. 深度可取负数."

TerrainDeformationRandomBJ="创建地形变化:随机"

TerrainDeformationRandomBJ="创建一个持续 ",~Duration," 秒的随机变形变形在 ",~指定点," ,半径: ",~Radius," 最小深度: ",~Minimum," 最大深度: ",~Maximum,", 变形间隔: ",~Update

Interval," 秒"

TerrainDeformationRandomBJHint="使用'最后创建的地形变化'来获取该变化."

//nDeformStop="停止地形变化 [R]"

//nDeformStop="停止 ",~Terrain Deformation," ,衰退时间: ",~Duration," 毫秒"

//nDeformStopHint="地形变化会平滑地过渡到无."

//nDeformationStopBJ="停止地形变化"

//nDeformationStopBJ="停止 ",~Terrain Deformation," ,衰退时间: ",~Duration," 秒"

//nDeformationStopBJHint="地形变化会平滑地过渡到无."

TerrainDeformStopAll="停止所有地形变化"

TerrainDeformStopAll="停止所有地形变化"

TerrainDeformStopAllHint="包括由技能引起的地形变化."

SetWaterDeforms="开启/关闭水面变形"

SetWaterDeforms=~On/Off," 水面变形"

SetWaterDeformsHint="开启时当发生地形变化时水面高度也会随着变化. 对永久变形无效."

SetTerrainType="改变地形类型(指定坐标) [R]"

SetTerrainType="改变(",~X,",",~Y,")处的地形为 ",~Terrain Type," ,使用样式: ",~Variation," 范围: ",~Area," 形状: ",~Shape

SetTerrainTypeHint="地形样式-1表示随机样式. 范围即地形编辑器中的刷子大小.1表示128x128范围"

SetTerrainTypeBJ="改变地形类型(指定点)"

SetTerrainTypeBJ="改变 ",~指定点," 处的地形为 ",~Terrain Type," ,使用样式: ",~Variation," 范围: ",~Area," 形状: ",~Shape

SetTerrainTypeBJHint="地形样式-1表示随机样式. 范围即地形编辑器中的刷子大小.1表示128x128范围"

SetTerrainPathable="设置地形通行状态(指定坐标) [R]"

SetTerrainPathable="设置(",~X,",",~Y,")处单元点的 ",~Pathing," 地形通行状态为: ",~On/Off

SetTerrainPathableHint="例:设置'建造'通行状态为开,则该点可以建造建筑. 一个单元点范围为32x32."

SetTerrainPathableBJ="设置地形通行状态(指定点)"

SetTerrainPathableBJ="设置 ",~指定点," 处单元点的 ",~Pathing," 地形通行状态为: ",~On/Off

SetTerrainPathableBJHint="例:设置'建造'通行状态为开,则该点可以建造建筑. 一个单元点范围为32x32."

SetWaterBaseColor="设置水颜色 [R]"

SetWaterBaseColor="设置水颜色为:(",~Red,",",~Green,",",~Blue,"), Alpha通道值为: ",~Transparency

SetWaterBaseColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//erBaseColorBJ="设置水颜色 [旧]"

//erBaseColorBJ="设置水颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//erBaseColorBJHint="颜色格式为(红,绿,蓝). 100%透明的水是不可见的."

SetSkyModel="设置天空"

SetSkyModel="设置天空模型为 ",~Sky

SetSkyModelHint=

//rainFogEx="设置迷雾 [R]"

//rainFogEx="迷雾风格: ",~Style,", Z轴开始端: ",~Z-Start,", Z轴结束端: ",~Z-End,", 密度: ",~Density," 颜色:(",~Red,",",~Green,",",~Blue,")"

//rainFogExHint="颜色格式为(红,绿,蓝). 取值范围0-1."

//rainFogExBJ="设置迷雾"

//rainFogExBJ="迷雾风格: ",~Style,", Z轴开始端: ",~Z-Start,", Z轴结束端: ",~Z-End,", 密度: ",~Density," 颜色:(",~Red,"%, ",~Green,"%, ",~Blue,"%)"

//rainFogExBJHint="颜色格式为(红,绿,蓝)."

ResetTerrainFogBJ="重置迷雾"

ResetTerrainFogBJ="重置迷雾为默认设置"

ResetTerrainFogBJHint=

//SetBlightPoint

//SetBlightLoc

//ghtRect="创建/删除荒芜地表(矩形区域) [R]"

//ghtRect="为 ",~Player," 在 ",~Region," ",~Create/Remove," 一块荒芜地表"

//ghtRectHint=

//ghtRectBJ="创建/删除荒芜地表(矩形区域)"

//ghtRectBJ=~Create/Remove," 一块荒芜地表给 ",~Player," 在 ",~Region

//ghtRectBJHint=

SetBlight="创建/删除荒芜地表(圆范围)(指定坐标) [R]"

SetBlight="为 ",~Player," 在圆心为(",~X,",",~Y,"),半径为 ",~R," 的圆范围内 ",~Create/Remove," 一块荒芜地表"

SetBlightHint=

SetBlightRadiusLocBJ="创建/删除荒芜地表(圆范围)(指定点)"

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

SetBlightRadiusLocBJHint=

// Countdown Timer actions

//TimerStart

StartTimerBJ="开启计时器"

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

StartTimerBJHint=

//imer="暂停计时器 [R]"

//imer="暂停 ",~计时器

//imerHint=

//Timer="恢复暂停计时器 [R]"

//Timer="恢复暂停 ",~计时器

//TimerHint=

//imerBJ="暂停/恢复计时器"

//imerBJ=~Pause/Resume," ",~计时器

//imerBJHint=

DestroyTimer="删除计时器 [R]"

DestroyTimer="删除 ",~计时器

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

CreateTimerDialogBJ="创建计时器窗口"

CreateTimerDialogBJ="为 ",~计时器," 创建计时器窗口,使用标题: ",~文字

CreateTimerDialogBJHint="计时器窗口不能在地图初始化时显示."

DestroyTimerDialogBJ="删除计时器窗口"

DestroyTimerDialogBJ="删除 ",~计时器窗口

DestroyTimerDialogBJHint=

//ialogDisplay="显示/隐藏计时器窗口(所有玩家) [R]"

//ialogDisplay="设置 ",~计时器窗口," 的状态为",~Show/Hide

//ialogDisplayHint="计时器窗口不能在地图初始化时显示."

//ialogDisplayBJ="显示/隐藏计时器窗口(所有玩家)"

//ialogDisplayBJ=~Show/Hide," ",~计时器窗口

//ialogDisplayBJHint="计时器窗口不能在地图初始化时显示."

TimerDialogDisplayForPlayerBJ="显示/隐藏计时器窗口(指定玩家)"

TimerDialogDisplayForPlayerBJ=~Show/Hide," ",~计时器窗口," 对 ",~Player

TimerDialogDisplayForPlayerBJHint="计时器窗口不能在地图初始化时显示."

TimerDialogSetTitleBJ="改变计时器窗口标题"

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

TimerDialogSetTitleBJHint=

TimerDialogSetTitleColor="改变计时器窗口文字颜色 [R]"

TimerDialogSetTitleColor="改变 ",~计时器窗口," 文字颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为: ",~Transparency

TimerDialogSetTitleColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//ialogSetTitleColorBJ="改变计时器窗口文字颜色 [旧]"

//ialogSetTitleColorBJ="改变 ",~计时器窗口," 文字颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//ialogSetTitleColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

TimerDialogSetTimeColor="改变计时器窗口时间颜色 [R]"

TimerDialogSetTimeColor="改变 ",~计时器窗口," 时间颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为: ",~Transparency

TimerDialogSetTimeColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//ialogSetTimeColorBJ="改变计时器窗口时间颜色 [旧]"

//ialogSetTimeColorBJ="改变 ",~计时器窗口," 时间颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//ialogSetTimeColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

TimerDialogSetSpeed="设置计时器窗口速率 [R]"

TimerDialogSetSpeed="设置 ",~计时器窗口," 的显示速度为正常的 ",~Factor," 倍"

TimerDialogSetSpeedHint=" 同时计时器显示时间也会随之变化. 就是说60秒的计时器设置为2倍速则显示时间也会变为120秒."

// Camera actions

CameraSetupApplyForceDuration="应用镜头(所有玩家) [R]"

CameraSetupApplyForceDuration="将 ",~镜头," 应用方式设置为 ",~Apply Method," 使用时间 ",~Time," 秒"

CameraSetupApplyForceDurationHint=

CameraSetupApplyForPlayer="应用镜头(指定玩家)"

CameraSetupApplyForPlayer=~Apply Method," ",~镜头," 对 ",~Player," 使用时间 ",~Time," 秒"

CameraSetupApplyForPlayerHint=

PanCameraToTimed="平移镜头(所有玩家) [R]"

PanCameraToTimed="平移玩家镜头到(",~X,",",~Y,"),使用时间 ",~Time," 秒"

PanCameraToTimedHint=

PanCameraToTimedLocForPlayer="平移镜头(指定玩家)"

PanCameraToTimedLocForPlayer="平移 ",~Player," 的镜头到 ",~指定点," ,使用时间 ",~Time," 秒"

PanCameraToTimedLocForPlayerHint=

PanCameraToTimedWithZ="指定高度平移镜头(所有玩家) [R]"

PanCameraToTimedWithZ="平移玩家镜头到(",~X,",",~Y,"),镜头距离地面高度为 ",~Z," ,使用时间 ",~Time," 秒"

PanCameraToTimedWithZHint="在指定移动路径上镜头不会低于地面高度."

PanCameraToTimedLocWithZForPlayer="指定高度平移镜头(指定玩家)"

PanCameraToTimedLocWithZForPlayer="平移 ",~Player," 的镜头到 ",~指定点," ,镜头距离地面高度为 ",~Z," ,使用时间 ",~Time," 秒"

PanCameraToTimedLocWithZForPlayerHint="在指定移动路径上镜头不会低于地面高度."

SmartCameraPanBJ="在必要时平移镜头(指定玩家)"

SmartCameraPanBJ="在必要时平移 ",~Player," 的镜头到 ",~指定点," ,使用时间 ",~Time," 秒"

SmartCameraPanBJHint="如果距离过远则直接跳转镜头,如果过近则不做动作. 一个点泄漏."

SetCameraField="设置镜头属性(所有玩家) [R]"

SetCameraField="设置玩家的镜头属性: ",~Field," 为 ",~数值," ,使用时间 ",~Time," 秒"

SetCameraFieldHint=

SetCameraFieldForPlayer="设置镜头属性(指定玩家)"

SetCameraFieldForPlayer="设置 ",~Player," 的镜头属性: ",~Field," 为 ",~数值," ,使用时间 ",~Time," 秒"

SetCameraFieldForPlayerHint=

SetCameraRotateMode="指定点旋转镜头(所有玩家) [R]"

SetCameraRotateMode="以(",~X,",",~Y,")中心点旋转",~Rad," 弧度, 使用时间: ",~Time," 秒"

SetCameraRotateModeHint=

RotateCameraAroundLocBJ="指定点旋转镜头(指定玩家)"

RotateCameraAroundLocBJ="旋转角度: ",~Angle," 度,中心点: ",~指定点," 指定玩家: ",~Player," 使用时间: ",~Time," 秒"

RotateCameraAroundLocBJHint=

SetCameraTargetController="锁定镜头到单位(所有玩家) [R]"

SetCameraTargetController="锁定玩家镜头到 ",~单位,", 偏移坐标(",~X,", ",~Y,") ,使用 ",~Rotation Source

SetCameraTargetControllerHint="偏移坐标(X,Y)以单位脚底为原点坐标."

SetCameraTargetControllerNoZForPlayer="锁定镜头到单位(指定玩家)"

SetCameraTargetControllerNoZForPlayer="锁定 ",~Player," 的镜头到 ",~单位,", 偏移坐标(",~X,", ",~Y,") ,使用 ",~Rotation Source

SetCameraTargetControllerNoZForPlayerHint="偏移坐标(X,Y)以单位脚底为原点坐标."

SetCameraOrientController="锁定镜头到单位(固定镜头源)(所有玩家) [R]"

SetCameraOrientController="锁定玩家镜头到 ",~单位,", 偏移坐标(",~X,", ",~Y,")"

SetCameraOrientControllerHint="偏移坐标(X,Y)以单位脚底为原点坐标."

SetCameraOrientControllerForPlayerBJ="锁定镜头到单位(固定镜头源)(指定玩家)"

SetCameraOrientControllerForPlayerBJ="锁定 ",~Player," 的镜头到 ",~单位,", 偏移坐标(",~X,", ",~Y,")"

SetCameraOrientControllerForPlayerBJHint="偏移坐标(X,Y)以单位脚底为原点坐标."

SetCinematicCamera="播放电影镜头(所有玩家) [R]"

SetCinematicCamera="对玩家播放电影镜头: ",~Camera File

SetCinematicCameraHint="在'ObjectsCinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询."

SetCinematicCameraForPlayer="播放电影镜头(指定玩家)"

SetCinematicCameraForPlayer="对 ",~Player," 播放电影镜头: ",~Camera File

SetCinematicCameraForPlayerHint="在'ObjectsCinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询."

StopCamera="停止播放镜头(所有玩家) [R]"

StopCamera="停止对玩家播放镜头"

StopCameraHint=" 比如在平移镜头的过程中可用该动作来中断平移."

StopCameraForPlayerBJ="停止播放镜头(指定玩家)"

StopCameraForPlayerBJ="停止对 ",~Player," 播放镜头"

StopCameraForPlayerBJHint=" 比如在平移镜头的过程中可用该动作来中断平移."

ResetToGameCamera="重置游戏镜头(所有玩家) [R]"

ResetToGameCamera="重置玩家镜头为游戏默认状态,使用时间 ",~Time," 秒"

ResetToGameCameraHint=

ResetToGameCameraForPlayer="重置游戏镜头(指定玩家)"

ResetToGameCameraForPlayer="重置 ",~Player," 的镜头为游戏默认状态,使用时间 ",~Time," 秒"

ResetToGameCameraForPlayerHint=

CameraSetSmoothingFactorBJ="设置镜头平滑参数"

CameraSetSmoothingFactorBJ="设置镜头平滑参数为 ",~Factor

CameraSetSmoothingFactorBJHint="数值越大,镜头转换越平滑."

CameraResetSmoothingFactorBJ="重置镜头平滑参数"

CameraResetSmoothingFactorBJ="重置镜头平滑参数为游戏默认值"

CameraResetSmoothingFactorBJHint="其实就是设置镜头平滑参数为0."

//CameraSetSourceNoise

//CameraSetTargetNoise

CameraSetSourceNoiseEx="摇晃镜头源(所有玩家) [R]"

CameraSetSourceNoiseEx="摇晃玩家的镜头源, 摇晃幅度: ",~Magnitude," 速率: ",~Velocity," 摇晃方式: ",~方式

CameraSetSourceNoiseExHint="使用'镜头 - 重置镜头'或设置摇晃幅度和速率为0来停止摇晃."

CameraSetSourceNoiseForPlayer="摇晃镜头源(指定玩家)"

CameraSetSourceNoiseForPlayer="摇晃 ",~Player," 的镜头源, 摇晃幅度: ",~Magnitude," 速率: ",~Velocity

CameraSetSourceNoiseForPlayerHint="使用'镜头 - 重置镜头'或'镜头 - 停止摇晃镜头'来停止摇晃."

CameraSetTargetNoiseEx="摇晃镜头目标(所有玩家) [R]"

CameraSetTargetNoiseEx="摇晃玩家的镜头源, 摇晃幅度: ",~Magnitude," 速率: ",~Velocity," 摇晃方式: ",~方式

CameraSetTargetNoiseExHint="使用'镜头 - 重置镜头'或设置摇晃幅度和速率为0来停止摇晃."

CameraSetTargetNoiseForPlayer="摇晃镜头目标(指定玩家)"

CameraSetTargetNoiseForPlayer="摇晃 ",~Player," 的镜头目标, 摇晃幅度: ",~Magnitude," 速率: ",~Velocity

CameraSetTargetNoiseForPlayerHint="使用'镜头 - 重置镜头'或'镜头 - 停止摇晃镜头'来停止摇晃."

CameraSetEQNoiseForPlayer="震动镜头(指定玩家)"

CameraSetEQNoiseForPlayer="震动 ",~Player," 的镜头, 震动幅度: ",~Magnitude

CameraSetEQNoiseForPlayerHint="使用'镜头 - 重置镜头'或'镜头 - 停止震动镜头'来停止震动."

CameraClearNoiseForPlayer="停止摇晃/震动镜头(指定玩家)"

CameraClearNoiseForPlayer="停止 ",~Player," 镜头的摇晃和震动"

CameraClearNoiseForPlayerHint="可以用本地玩家实现对所有玩家停止摇晃/震动镜头."

SetCameraBounds="设置可用镜头区域(所有玩家) [R]"

SetCameraBounds="设置玩家可用镜头区域: 左下角(",~X,",",~Y,"), 左上角(",~X,",",~Y,"), 右上角(",~X,",",~Y,"), 右下角(",~X,",",~Y,")"

SetCameraBoundsHint="该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域."

AdjustCameraBoundsForPlayerBJ="扩张/收缩可用镜头区域(指定玩家)"

AdjustCameraBoundsForPlayerBJ=~Extend/Shrink," ",~Player," 的可用镜头区域, 西: ",~West," ,东 ",~East," ,北: ",~North," ,南: ",~South

AdjustCameraBoundsForPlayerBJHint="该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域."

SetCameraBoundsToRectForPlayerBJ="设置可用镜头区域(指定玩家)"

SetCameraBoundsToRectForPlayerBJ="设置 ",~Player," 的可用镜头区域为 ",~矩形区域

SetCameraBoundsToRectForPlayerBJHint="该动作同样会影响小地图的显示. 但小地图的图片是无法改变的. 实际可用区域要大于可用镜头区域."

SetCameraQuickPosition="设置空格键转向点(所有玩家) [R]"

SetCameraQuickPosition="设置玩家的空格键转向点为(",~X,",",~Y,")"

SetCameraQuickPositionHint="按下空格键时镜头转向的位置."

SetCameraQuickPositionLocForPlayer="设置空格键转向点(指定玩家)"

SetCameraQuickPositionLocForPlayer="设置 ",~Player," 的空格键转向点为 ",~指定点

SetCameraQuickPositionLocForPlayerHint="按下空格键时镜头转向的位置."

// Visibility actions

//ble="启用/禁用战争迷雾 [R]"

//ble=~启用/禁用," 战争迷雾"

//bleHint=

//bleOn="启用战争迷雾"

//bleOn="启用战争迷雾"

//bleOnHint=

//bleOff="禁用战争迷雾"

//bleOff="禁用战争迷雾"

//bleOffHint=

//kEnable="启用/禁用黑色阴影 [R]"

//kEnable=~启用/禁用," 黑色阴影"

//kEnableHint=

//kEnableOn="启用黑色阴影"

//kEnableOn="启用黑色阴影"

//kEnableOnHint=

//kEnableOff="禁用黑色阴影"

//kEnableOff="禁用黑色阴影"

//kEnableOffHint=

CreateFogModifierRectBJ="创建可见度修正器(矩形区域)"

CreateFogModifierRectBJ="创建一个状态为 ",~Enabled/Disabled," 的可见度修正器给 ",~Player," ,设置 ",~Visibility State," 在 ",~Region

CreateFogModifierRectBJHint="会创建可见度修正器."

CreateFogModifierRadiusLocBJ="创建可见度修正器(圆范围)"

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

CreateFogModifierRadiusLocBJHint="会创建可见度修正器."

FogModifierStart="启用可见度修正器"

FogModifierStart="启用 ",~Visibility Modifier

FogModifierStartHint=

FogModifierStop="禁用可见度修正器"

FogModifierStop="禁用 ",~Visibility Modifier

FogModifierStopHint=

DestroyFogModifier="删除可见度修正器"

DestroyFogModifier="删除 ",~Visibility Modifier

DestroyFogModifierHint=

SetFogStateRect="设置地图迷雾(矩形区域) [R]"

SetFogStateRect="为 ",~玩家," 设置 ",~FogStateVisible," 在 ",~矩形区域," (对盟友 ",~共享," 视野)"

SetFogStateRectHint=

SetFogStateRadius="设置地图迷雾(圆范围) [R]"

SetFogStateRadius="为 ",~玩家," 设置 ",~FogStateVisible," 在圆心为(",~X,",",~Y,") 半径为 ",~数值," 的范围, (对盟友 ",~共享," 视野)"

SetFogStateRadiusHint=

// Destructable actions

CreateDestructableLoc="创建可破坏物"

CreateDestructableLoc="创建 ",~可破坏物类型," 在 ",~指定点," ,面向角度: ",~Direction," 尺寸缩放: ",~Scale," 样式: ",~Variation

CreateDestructableLocHint="面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的可破坏物'来获取创建的物体."

CreateDeadDestructableLocBJ="创建可破坏物(死亡)"

CreateDeadDestructableLocBJ="创建死亡的 ",~可破坏物类型," 在 ",~指定点," ,面向角度: ",~Direction," 尺寸缩放: ",~Scale," 样式: ",~Variation

CreateDeadDestructableLocBJHint="面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的可破坏物'来获取创建的物体."

KillDestructable="杀死"

KillDestructable="杀死 ",~可破坏物

KillDestructableHint=

RemoveDestructable="删除"

RemoveDestructable="删除 ",~可破坏物

RemoveDestructableHint=

DestructableRestoreLife="复活"

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

DestructableRestoreLifeHint=

//structable="显示/隐藏 [R]"

//structable="设置 ",~可破坏物," 的状态为 ",~Show/Hide

//structableHint="隐藏的可破坏物不被显示,但仍影响通行和视线."

//structableBJ="显示/隐藏"

//structableBJ=~Show/Hide," ",~可破坏物

//structableBJHint="隐藏的可破坏物不被显示,但仍影响通行和视线."

SetDestructableLifePercentBJ="设置生命值(百分比)"

SetDestructableLifePercentBJ="设置 ",~可破坏物," 的生命值为 ",~Percent,"%"

SetDestructableLifePercentBJHint=

SetDestructableLife="设置生命值(指定值)"

SetDestructableLife="设置 ",~可破坏物," 的生命值为 ",~Value

SetDestructableLifeHint=

SetDestructableMaxLifeBJ="设置最大生命值"

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

SetDestructableMaxLifeBJHint=

ModifyGateBJ="打开/关闭/破坏大门"

ModifyGateBJ=~Open/Close/Destroy," ",~大门

ModifyGateBJHint=

ChangeElevatorWalls="打开/关闭升降机墙壁"

ChangeElevatorWalls=~Open/Close," ",~Walls," 对 ",~升降机

ChangeElevatorWallsHint="存在10~30个局部变量泄漏."

ChangeElevatorHeight="设置升降机高度"

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

ChangeElevatorHeightHint=

SetDestructableInvulnerableBJ="设置无敌/可攻击"

SetDestructableInvulnerableBJ="设置 ",~可破坏物," ",~Invulnerable/Vulnerable

SetDestructableInvulnerableBJHint=

SetDestructableOccluderHeight="设置闭塞高度"

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

SetDestructableOccluderHeightHint=

EnumDestructablesInRectAllMultiple="选取矩形区域内可破坏物做动作(多个动作)"

EnumDestructablesInRectAllMultiple="选取 ",~矩形区域," 内所有可破坏物做动作"

EnumDestructablesInRectAllMultipleHint="组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行."

EnumDestructablesInCircleBJMultiple="选取指定点范围内可破坏物做动作(多个动作)"

EnumDestructablesInCircleBJMultiple="选取 ",~Radius," 范围以 ",~指定点," 为中心的区域内所有可破坏物做动作(多个动作)"

EnumDestructablesInCircleBJMultipleHint="组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行. 也是矩形区域,不建议使用该功能."

EnumDestructablesInRectAll="选取矩形区域内可破坏物做动作"

EnumDestructablesInRectAll="选取 ",~矩形区域," 内所有可破坏物 ",~做动作

EnumDestructablesInRectAllHint="组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行."

EnumDestructablesInCircleBJ="选取指定点范围内可破坏物做动作"

EnumDestructablesInCircleBJ="选取 ",~Radius," 范围以 ",~指定点,"为中心的区域内所有可破坏物 ",~做动作

EnumDestructablesInCircleBJHint="组动作中可使用'选取的可破坏物'来获取对应的可破坏物. 每个可破坏物都会运行一次动作(包括死亡和隐藏的). 等待不能在组动作中运行. 也是矩形区域,不建议使用该功能."

// Leaderboard actions

CreateLeaderboardBJ="创建"

CreateLeaderboardBJ="对 ",~玩家组," 创建排行榜,使用标题: ",~文字

CreateLeaderboardBJHint="排行榜不能在地图初始化时显示. 标题为空则不显示标题栏."

DestroyLeaderboardBJ="删除"

DestroyLeaderboardBJ="删除 ",~排行榜

DestroyLeaderboardBJHint=

LeaderboardClear="清空 [R]"

LeaderboardClear="清空 ",~排行榜

LeaderboardClearHint="清空排行榜中所有内容."

LeaderboardSortItemsBJ="排序"

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

LeaderboardSortItemsBJHint=

//boardDisplay="显示/隐藏 [R]"

//boardDisplay="设置 ",~排行榜," ",~Show/Hide,

//boardDisplayHint="排行榜不能在地图初始化时显示."

//boardDisplayBJ="显示/隐藏"

//boardDisplayBJ=~Show/Hide," ",~排行榜

//boardDisplayBJHint="排行榜不能在地图初始化时显示."

PlayerSetLeaderboard="设置玩家使用的排行榜 [R]"

PlayerSetLeaderboard="设置 ",~Player," 使用 ",~排行榜

PlayerSetLeaderboardHint="每个玩家只能显示一个排行榜."

LeaderboardSetLabelBJ="设置标题"

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

LeaderboardSetLabelBJHint=

LeaderboardSetLabelColor="设置文字颜色 [R]"

LeaderboardSetLabelColor="设置 ",~Leaderboard," 的文字颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为: ",~Transparency

LeaderboardSetLabelColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//boardSetLabelColorBJ="设置文字颜色 [旧]"

//boardSetLabelColorBJ="设置 ",~Leaderboard," 的文字颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//boardSetLabelColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

LeaderboardSetValueColor="设置数值颜色 [R]"

LeaderboardSetValueColor="设置 ",~Leaderboard," 的数值颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为: ",~Transparency

LeaderboardSetValueColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//boardSetValueColorBJ="设置数值颜色 [旧]"

//boardSetValueColorBJ="设置 ",~Leaderboard," 的数值颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//boardSetValueColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

LeaderboardSetStyleBJ="设置显示样式"

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

LeaderboardSetStyleBJHint=

LeaderboardAddItemBJ="添加玩家"

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

LeaderboardAddItemBJHint=

LeaderboardRemovePlayerItemBJ="移除玩家"

LeaderboardRemovePlayerItemBJ="把 ",~Player," 从 ",~Leaderboard," 移除"

LeaderboardRemovePlayerItemBJHint=

LeaderboardSetPlayerItemLabelBJ="改变玩家名字"

LeaderboardSetPlayerItemLabelBJ="设置 ",~Player," 在 ",~Leaderboard," 中的名字为 ",~文字

LeaderboardSetPlayerItemLabelBJHint=

LeaderboardSetPlayerItemLabelColorBJ="改变玩家名字颜色"

LeaderboardSetPlayerItemLabelColorBJ="设置 ",~Player," 在 ",~Leaderboard," 中的名字颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

LeaderboardSetPlayerItemLabelColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

LeaderboardSetPlayerItemValueBJ="改变玩家分数"

LeaderboardSetPlayerItemValueBJ="设置 ",~Player," 在 ",~Leaderboard," 中的分数为: ",~Value

LeaderboardSetPlayerItemValueBJHint=

LeaderboardSetPlayerItemValueColorBJ="改变玩家分数颜色"

LeaderboardSetPlayerItemValueColorBJ="设置 ",~Player," 在 ",~Leaderboard," 中的分数颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

LeaderboardSetPlayerItemValueColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

LeaderboardSetPlayerItemStyleBJ="设置玩家显示样式"

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

LeaderboardSetPlayerItemStyleBJHint=

// Text Tag actions

CreateTextTagLocBJ="创建漂浮文字(指定点)"

CreateTextTagLocBJ="创建漂浮文字: ",~文字," 在 ",~指定点," ,Z轴高度: ",~Z," ,字体大小: ",~Size," ,颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) ,透明度: ",~Transparency,"%"

CreateTextTagLocBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

CreateTextTagUnitBJ="创建漂浮文字(指定单位)"

CreateTextTagUnitBJ="创建漂浮文字:",~文字," 在 ",~单位," 头顶Z轴偏移 ",~Z," 处,字体大小: ",~Size," ,颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) ,透明度: ",~Transparency,"%"

CreateTextTagUnitBJHint="该方式创建的漂浮文字并不会跟随单位一起移动. 颜色格式为(红,绿,蓝). 透明度100%是不可见的."

DestroyTextTagBJ="删除"

DestroyTextTagBJ="删除 ",~Floating Text

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

SetTextTagVisibility="显示/隐藏(所有玩家) [R]"

SetTextTagVisibility="对所有玩家 ",~Show/Hide," ",~Floating Text

SetTextTagVisibilityHint=

ShowTextTagForceBJ="显示/隐藏(指定玩家组)"

ShowTextTagForceBJ=~Show/Hide," ",~Floating Text," 对 ",~玩家组

ShowTextTagForceBJHint=

//tTagVelocity="设置速率 [R]"

//tTagVelocity="设置 ",~Floating Text," 的X轴速率: ",~XSpeed," ,Y轴速率: ",~YSpeed

//tTagVelocityHint="对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动. 这里的1约等于游戏中的1800速度."

SetTextTagVelocityBJ="设置速率"

SetTextTagVelocityBJ="设置 ",~Floating Text," 的移动速率为 ",~Speed," ,方向为 ",~Angle," 度"

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

SetTextTagColor="改变颜色 [R]"

SetTextTagColor="改变 ",~Floating Text," 的颜色为(",~Red,",",~Green,",",~Blue,") Alpha通道值为 ",~Transparency

SetTextTagColorHint="颜色格式为(红,绿,蓝). Alpha通道值0为不可见. 颜色值和Alpha通道值取值范围为0-255."

//tTagColorBJ="改变颜色 [旧]"

//tTagColorBJ="改变 ",~Floating Text," 的颜色为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//tTagColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

SetTextTagPos="改变位置(指定坐标) [R]"

SetTextTagPos="改变 ",~Floating Text," 的位置为(",~X,",",~Y,") ,Z轴高度为 ",~Z

SetTextTagPosBJ="改变位置(指定点)"

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

SetTextTagPosBJHint=

SetTextTagPosUnitBJ="改变位置(指定单位)"

SetTextTagPosUnitBJ="改变 ",~Floating Text," 的位置到 ",~单位," 头顶Z轴偏移 ",~Z," 处"

SetTextTagPosUnitBJHint=

//tTagText="改变文字 [R]"

//tTagText="改变 ",~Floating Text," 的内容为 ",~文字," ,字体大小: ",~Size

//tTagTextHint="采用原始字体大小单位. 字体大小不能超过0.5."

SetTextTagTextBJ="改变文字"

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

SetTextTagTextBJHint=

SetTextTagSuspendedBJ="暂停/恢复"

SetTextTagSuspendedBJ="设置 ",~Floating Text," : ",~Enable/Disable," 暂停状态"

SetTextTagSuspendedBJHint="暂停状态暂停漂浮文字的移动和生命计时."

SetTextTagPermanentBJ="设置永久性"

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

SetTextTagPermanentBJHint=

SetTextTagLifespanBJ="设置生命周期"

SetTextTagLifespanBJ="设置 ",~Floating Text," 的生命周期为 ",~Time," 秒"

SetTextTagLifespanBJHint="该动作并不影响永久性漂浮文字. 当生命周期到期时,系统会自动清除该漂浮文字."

SetTextTagFadepointBJ="设置消逝时间点"

SetTextTagFadepointBJ="设置 ",~Floating Text," 的消逝时间点为 ",~Time," 秒"

SetTextTagFadepointBJHint="该动作并不影响永久性漂浮文字. 当漂浮文字存在时间到达该值时会开始淡化消逝."

SetTextTagAgeBJ="设置已存在时间"

SetTextTagAgeBJ="设置 ",~Floating Text," 的已存在时间为 ",~Time," 秒"

SetTextTagAgeBJHint="该动作并不影响永久性漂浮文字. "

// Region actions

RegionAddRect="添加区域 [R]"

RegionAddRect="对 ",~不规则区域," 添加 ",~矩形区域

RegionAddRectHint=

RegionClearRect="移除区域 [R]"

RegionClearRect="在 ",~不规则区域," 中移除 ",~矩形区域

RegionClearRectHint=

RegionAddCell="添加单元点(指定坐标) [R]"

RegionAddCell="对 ",~不规则区域," 添加单元点: (",~X,",",~Y,")"

RegionAddCellHint=单元点大小为32x32.

RegionAddCellAtLoc="添加单元点(指定点) [R]"

RegionAddCellAtLoc="对 ",~不规则区域," 添加单元点: ",~点

RegionAddCellAtLocHint=单元点大小为32x32.

RegionClearCell="移除单元点(指定坐标) [R]"

RegionClearCell="在 ",~不规则区域," 中移除单元点: (",~X,",",~Y,")"

RegionClearCellHint=单元点大小为32x32.

RegionClearCellAtLoc="移除单元点(指定点) [R]"

RegionClearCellAtLoc="在 ",~不规则区域," 中移除单元点: ",~点

RegionClearCellAtLocHint=单元点大小为32x32.

RemoveRegion="删除不规则区域 [R]"

RemoveRegion="删除 ",~不规则区域

RemoveRegionHint=

// Rect actions

SetRect="设置矩形区域(指定坐标) [R]"

SetRect="重新设置 ",~矩形区域," ,左下角坐标为(",~X,",",~Y,"), 右上角坐标为(",~X,",",~Y,")"

SetRectHint="该区域必须是一个变量. 重新设置矩形区域的大小和位置."

SetRectFromLoc="设置矩形区域(指定点) [R]"

SetRectFromLoc="重新设置 ",~矩形区域," ,左下角点为 ",~点," 右上角点为 ",~点

SetRectFromLocHint="该区域必须是一个变量. 重新设置矩形区域的大小和位置."

MoveRectTo="移动矩形区域(指定坐标) [R]"

MoveRectTo="移动 ",~矩形区域," 到(",~X,",",~Y,")"

MoveRectToHint="该区域必须是一个变量. 目标点将作为该区域的新中心点."

MoveRectToLoc="移动矩形区域(指定点)"

MoveRectToLoc="移动 ",~矩形区域," 到 ",~目标点

MoveRectToLocHint="该区域必须是一个变量. 目标点将作为该区域的新中心点."

RemoveRect="删除矩形区域 [R]"

RemoveRect="删除 ",~矩形区域

RemoveRectHint=

// Quest actions

QuestMessageBJ="发送任务信息"

QuestMessageBJ="对 ",~玩家组," 发送 ",~Quest Message Type," 信息: ",~文字

QuestMessageBJHint=

CreateQuestBJ="创建任务"

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

CreateQuestBJHint=

DestroyQuestBJ="删除任务"

DestroyQuestBJ="删除 ",~Quest

DestroyQuestBJHint="被删除的任务将不再显示在任务列表."

//etEnabled="启用/禁用任务 [R]"

//etEnabled="设置 ",~Quest," ",~Enable/Disable

//etEnabledHint="被禁用的任务将不会显示在任务列表."

//etEnabledBJ="启用/禁用任务"

//etEnabledBJ=~Enable/Disable," ",~Quest

//etEnabledBJHint="被禁用的任务将不会显示在任务列表."

QuestSetCompletedBJ="设置任务完成"

QuestSetCompletedBJ="设置 ",~Quest," ",~Completed/Incomplete

QuestSetCompletedBJHint=

QuestSetFailedBJ="设置任务失败"

QuestSetFailedBJ="设置 ",~Quest," ",~Failed/Not Failed

QuestSetFailedBJHint=

QuestSetDiscoveredBJ="设置任务被发现"

QuestSetDiscoveredBJ="设置 ",~Quest," ",~Discovered/Undiscovered

QuestSetDiscoveredBJHint=

QuestSetTitleBJ="设置任务标题"

QuestSetTitleBJ="设置 ",~Quest," 的标题为 ",~文字

QuestSetTitleBJHint=

QuestSetDescriptionBJ="设置任务说明"

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

QuestSetDescriptionBJHint=

CreateQuestItemBJ="创建任务项目"

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

CreateQuestItemBJHint=

QuestItemSetCompletedBJ="设置任务项目完成"

QuestItemSetCompletedBJ="设置 ",~Quest Requirement," ",~Completed/Incomplete

QuestItemSetCompletedBJHint=

QuestItemSetDescriptionBJ="改变任务项目说明"

QuestItemSetDescriptionBJ="改变 ",~Quest Requirement," 的说明为: ",~文字

QuestItemSetDescriptionBJHint=

CreateDefeatConditionBJ="创建失败条件"

CreateDefeatConditionBJ="创建失败条件: ",~文字

CreateDefeatConditionBJHint="失败条件会在每个任务中显示."

DestroyDefeatConditionBJ="删除失败条件"

DestroyDefeatConditionBJ="删除 ",~Defeat Condition

DestroyDefeatConditionBJHint="被删除的失败条件会从每个任务中移除."

DefeatConditionSetDescriptionBJ="改变失败条件说明"

DefeatConditionSetDescriptionBJ="改变 ",~Defeat Condition," 的说明为: ",~文字

DefeatConditionSetDescriptionBJHint=

FlashQuestDialogButtonBJ="闪动任务按钮"

FlashQuestDialogButtonBJ="闪动任务按钮"

FlashQuestDialogButtonBJHint=

// Lightning actions

AddLightningLoc="创建"

AddLightningLoc="创建一道 ",~Type," 闪电效果,从 ",~点," 到 ",~点

AddLightningLocHint=

DestroyLightningBJ="删除"

DestroyLightningBJ="删除 ",~Lightning

DestroyLightningBJHint=

//MoveLightning

MoveLightningEx="移动(指定坐标) [R]"

MoveLightningEx="移动 ",~Lightning," 到新位置,(",~Boolean," 检查可见性) 新起始点: (",~X,",",~Y,",",~Z,") 新终结点: (",~X,",",~Y,",",~Z,")

MoveLightningExHint="可指定Z坐标. 允许检查可见性则在指定起始点和终结点都不可见时将不移动闪电效果."

MoveLightningLoc="移动(指定点)"

MoveLightningLoc="移动 ",~Lightning," ,使其连接 ",~点," 到 ",~点

MoveLightningLocHint=

SetLightningColorBJ="改变颜色"

SetLightningColorBJ="改变 ",~Lightning," 的颜色值为(",~Red," ",~Green," ",~Blue,") Alpha通道值为 ",~Alpha

SetLightningColorBJHint="颜色格式为(红,绿,蓝). 颜色和Alpha通道值取值范围0-1. Alpha通道值为0即完全透明."

// Sound actions

PlaySoundBJ="播放音效"

PlaySoundBJ="播放 ",~音效

PlaySoundBJHint="音效不能在地图初始化时播放. 注意3D音效必须指定地点播放."

PlaySoundAtPointBJ="播放3D音效(指定点)"

PlaySoundAtPointBJ="播放 ",~3D音效," ,音量: ",~Volume,"% 播放位置: ",~指定点," Z轴高度: ",~Z

PlaySoundAtPointBJHint="音效不能在地图初始化时播放. 该动作只能用于播放3D音效."

PlaySoundOnUnitBJ="播放3D音效(跟随单位)"

PlaySoundOnUnitBJ="播放 ",~3D音效," ,音量: ",~Volume,"%, 跟随单位: ",~目标单位

PlaySoundOnUnitBJHint="音效不能在地图初始化时播放. 该动作只能用于播放3D音效."

PlaySoundFromOffsetBJ="跳播音效"

PlaySoundFromOffsetBJ="播放 ",~音效,",音量: ",~Volume,"%,跳过开始 ",~Offset," 秒"

PlaySoundFromOffsetBJHint="音效不能在地图初始化时播放.该动作不能用于3D音效."

StopSoundBJ="停止音效"

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

StopSoundBJHint=

KillSoundWhenDoneBJ="删除音效"

KillSoundWhenDoneBJ="删除 ",~音效

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

//ndVolume="设置音效音量 [R]"

//ndVolume="设置 ",~音效," 的音量为 ",~Volume

//ndVolumeHint="音量取值范围0-127."

//ndVolumeBJ="设置音效音量"

//ndVolumeBJ="设置 ",~音效," 的音量为 ",~Volume,"%"

//ndVolumeBJHint=

//ndPlayPosition="设置音效播放时间点 [R]"

//ndPlayPosition="设置 ",~音效," 的播放时间点为 ",~Offset," 毫秒"

//ndPlayPositionHint="音效必须是正在播放的. 不能用于3D音效."

//ndOffsetBJ="设置音效播放时间点"

//ndOffsetBJ="设置播放时间点为 ",~Offset," 秒对 ",~音效

//ndOffsetBJHint="音效必须是正在播放的. 不能用于3D音效."

SetSoundDistanceCutoffBJ="设置声音截断距离"

SetSoundDistanceCutoffBJ="设置 ",~音效," 的截断距离为 ",~数值

SetSoundDistanceCutoffBJHint="地图距离,玩家镜头距离音源超过该范围则切断声音."

SetSoundPitchBJ="设置声音速率"

SetSoundPitchBJ="设置 ",~音效," 的速率为 ",~数值

SetSoundPitchBJHint="表示正常速率的倍数."

AttachSoundToUnitBJ="绑定单位"

AttachSoundToUnitBJ="将 ",~3D音效," 绑定到 ",~单位

AttachSoundToUnitBJHint="该动作仅用于3D音效."

SetSoundPosition="设置3D音效位置(指定坐标) [R]"

SetSoundPosition="设置 ",~3D音效," 的播放位置为(",~X,",",~Y,"), Z轴高度为 ",~Z

SetSoundPosition="该动作仅用于3D音效."

SetSoundPositionLocBJ="设置3D音效位置(指定点)"

SetSoundPositionLocBJ="设置 ",~3D音效," 的播放位置为 ",~指定点," Z轴高度为 ",~Z

SetSoundPositionLocBJHint="该动作仅用于3D音效."

SetSoundDistances="设置3D音效衰减范围"

SetSoundDistances="设置 ",~3D音效," 的衰减最小范围: ",~数值," 最大范围: ",~数值

SetSoundDistancesHint="该动作仅用于3D音效. 注意不一定要达到最大范围,音量衰减到一定程度也会变没的."

SetStackedSoundBJ="添加/删除区域音效"

SetStackedSoundBJ=~Add/Remove," ",~3D音效," 到 ",~矩形区域

SetStackedSoundBJHint="该动作仅用于3D音效."

SetAmbientDaySound="使用白天环境音效"

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

SetAmbientDaySoundHint=

SetAmbientNightSound="使用夜晚环境音效"

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

SetAmbientNightSoundHint=

EnableDawnDusk="允许/禁止昼夜交替音效"

EnableDawnDusk=~Enable/Disable," 昼夜交替音效"

EnableDawnDuskHint=

//Music="设置背景音乐列表 [R]"

//Music="设置背景音乐列表为: ",~Music," , ",~允许/禁止," 随机播放, 开始播放序号为 ",~Index

//MusicHint="可指定播放文件或播放目录."

//MusicIndexedBJ="设置背景音乐列表(指定播放)"

//MusicIndexedBJ="设置背景音乐列表为: ",~Music," ,播放序号: ",~Index

//MusicIndexedBJHint="可指定播放文件或播放目录."

//MusicRandomBJ="设置背景音乐列表(随机播放)"

//MusicRandomBJ="设置背景音乐列表为: ",~Music," ,随机播放"

//MusicRandomBJHint="可指定播放文件或播放目录."

ClearMapMusicBJ="清空背景音乐列表"

ClearMapMusicBJ="清空背景音乐列表"

ClearMapMusicBJHint=

//PlayMusic

//PlayMusicEx

PlayMusicBJ="播放背景音乐"

PlayMusicBJ="播放 ",~背景音乐

PlayMusicBJHint=

PlayMusicExBJ="跳播背景音乐"

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

PlayMusicExBJHint=

StopMusicBJ="停止背景音乐"

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

StopMusicBJHint=

ResumeMusicBJ="恢复背景音乐"

ResumeMusicBJ="恢复背景音乐"

ResumeMusicBJHint=

//icVolume="设置背景音乐音量 [R]"

//icVolume="设置背景音乐音量为 ",~Volume

//icVolumeHint="音量取值范围为0-127."

//icVolumeBJ="设置背景音乐音量"

//icVolumeBJ="设置背景音乐音量为 ",~Volume,"%"

//icVolumeBJHint=

//icPlayPosition="设置背景音乐播放时间点 [R]"

//icPlayPosition="设置当前背景音乐的播放时间点为 ",~Offset," 毫秒"

//icPlayPositiontHint=

//icOffsetBJ="设置背景音乐播放时间点"

//icOffsetBJ="设置当前背景音乐的播放时间点为 ",~Offset," 秒"

//icOffsetBJHint=

PlayThematicMusicBJ="播放主题音乐"

PlayThematicMusicBJ="播放 ",~Music Theme," 主题音乐"

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

//ematicMusicEx="跳播主题音乐 [R]"

//ematicMusicEx="播放 ",~Music Theme," 主题音乐,跳过开始 ",~Offset," 毫秒"

//ematicMusicExBJHint="播放主题音乐一次,然后恢复原来的音乐."

//ematicMusicExBJ="跳播主题音乐"

//ematicMusicExBJ="播放 ",~Music Theme," 主题音乐,跳过开始 ",~Offset," 秒"

//ematicMusicExBJHint="播放主题音乐一次,然后恢复原来的音乐."

EndThematicMusicBJ="停止主题音乐"

EndThematicMusicBJ="停止正在播放的主题音乐"

EndThematicMusicBJHint=

//maticMusicPlayPosition="设置主题音乐播放时间点 [R]"

//maticMusicPlayPosition="设置当前主题音乐播放时间点为 ",~Offset," 毫秒"

//maticMusicPlayPositionHint=

//maticMusicOffsetBJ="设置主题音乐播放时间点"

//maticMusicOffsetBJ="设置当前主题音乐播放时间点为 ",~Offset," 秒"

//maticMusicOffsetBJHint=

//GroupSetVolume="设置多通道音量 [R]"

//GroupSetVolume="设置 ",~Volume Channel," 的音量为 ",~Volume

//GroupSetVolumeHint="音量取值范围0-1."

//GroupSetVolumeBJ="设置多通道音量"

//GroupSetVolumeBJ="设置 ",~Volume Channel," 的音量为 ",~Volume,"%"

//GroupSetVolumeBJHint=

SetCineModeVolumeGroupsBJ="设置电影多通道音量环境"

SetCineModeVolumeGroupsBJ="设置多通道音量为电影模式"

SetCineModeVolumeGroupsBJHint=

SetSpeechVolumeGroupsBJ="设置语音多通道音量环境"

SetSpeechVolumeGroupsBJ="设置多通道音量为语音模式"

SetSpeechVolumeGroupsBJHint="语音模式即电影的播送单位消息功能."

VolumeGroupResetBJ="重置多通道音量"

VolumeGroupResetBJ="重置所有通道音量为预设值."

// Special Effect actions

AddSpecialEffectLocBJ="创建特效(指定点)"

AddSpecialEffectLocBJ="在 ",~指定点," 创建特效: ",~Model File

AddSpecialEffectLocBJHint=

AddSpecialEffectTargetUnitBJ="创建特效(绑定单位)"

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

AddSpecialEffectTargetUnitBJHint=

DestroyEffectBJ="删除特效"

DestroyEffectBJ="删除 ",~Special Effect

DestroyEffectBJHint=

// Image actions

CreateImageBJ="创建"

CreateImageBJ="使用图像: ",~Image," 大小: ",~Size," 创建点: ",~指定点," Z轴偏移: ",~Z," 图像类型: ",~Type

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

DestroyImage="删除"

DestroyImage="删除 ",~图像

DestroyImageHint=

//age="显示/隐藏 [R]"

//age="设置 ",~Image," ",~Show/Hide

//ageHint=

//ageBJ="显示/隐藏"

//ageBJ=~Show/Hide," ",~Image

//ageBJHint=

SetImageConstantHeight="设置高度"

SetImageConstantHeight="设置 ",~Image," ",~Enable/Disable," Z轴显示,并设置高度为 ",~Height

SetImageConstantHeightHint="实际显示高度为图像高度+Z轴偏移. 只有允许Z轴显示时才有效."

SetImagePosition="改变位置(指定坐标) [R]"

SetImagePosition="改变 ",~Image," 的位置为(",~X,",",~Y,"),Z轴偏移为 ",~Z

SetImagePositionHint="指图像的左下角位置."

SetImagePositionBJ="改变位置(指定点)"

SetImagePositionBJ="改变 ",~Image," 的位置为 ",~Position," ,Z轴偏移为 ",~Z

SetImagePositionBJHint="指图像的左下角位置."

SetImageColor="改变颜色 [R]"

SetImageColor="设置 ",~Image," 的颜色值为(",~Red,",",~Green,",",~Blue,") Alpha值为 ",~Alpha

SetImageColorHint="颜色格式为(红,绿,蓝). Alpha值为0是不可见的. 颜色值和Alpha值取值范围0-255."

//geColorBJ="改变颜色"

//geColorBJ="设置 ",~Image," 的颜色值为(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度为 ",~Transparency,"%"

//geColorBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的."

SetImageRender="设置渲染状态"

SetImageRender="设置 ",~Image," : ",~Enable/Disable," 显示状态"

SetImageRenderHint="未发现有任何作用."

SetImageRenderAlways="设置永久渲染状态"

SetImageRenderAlways="设置 ",~Image," : ",~Enable/Disable," 永久显示状态"

SetImageRenderAlwaysHint="要显示图像则必须开启该项."

SetImageAboveWater="水面显示状态"

SetImageAboveWater="设置 ",~Image," : ",~Enable/Disable," 水面显示, ",~Enable/Disable," 水的Alpha通道"

SetImageAboveWaterHint="前者设置图像在水面或是水底显示. 后者设置图像是否受水的Alpha通道影响. "

SetImageType="改变类型"

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

SetImageTypeHint=

// Player actions

SetPlayerState="设置属性"

SetPlayerState="设置 ",~Player," 的 ",~Property," 为 ",~Value

SetPlayerStateHint=

AdjustPlayerStateBJ="增加属性"

AdjustPlayerStateBJ="增加 ",~Value," ",~Player," 的 ",~Property

AdjustPlayerStateBJHint="使用负数来减少."

//yerFlag="开启/关闭玩家参数 [R]"

//yerFlag="设置 ",~Player," 属性: ",~Player Flag," ",~On/Off

//yerFlagHint=""开启玩家12的'给与奖励'表示杀死玩家12单位会获得金钱奖励."

//yerFlagBJ="开启/关闭玩家参数"

//yerFlagBJ="设置 ",~Player Flag," ",~On/Off," 对 ",~Player

//yerFlagBJHint=""开启玩家12的'给与奖励'表示杀死玩家12单位会获得金钱奖励."

//yerTaxRate="设置所得税 [R]"

//yerTaxRate="设置 ",~Player," 交纳给 ",~Player," 的 ",~Resource," 所得税为 ",~Rate," %"

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

//yerTaxRateBJ="设置所得税"

//yerTaxRateBJ="设置 ",~Rate," %的 ",~Resource," 所得税, ",~Player," 交纳给 ",~Player

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

EnableCreepSleepBJ="允许/禁止中立生物睡眠"

EnableCreepSleepBJ=~Enable/Disable," 中立生物睡眠"

EnableCreepSleepBJHint="只影响夜晚的睡眠. 不影响催眠魔法."

SetPlayerAllianceStateBJ="设置联盟状态"

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

SetPlayerAllianceStateBJHint=

//yerAlliance="设置联盟状态(指定项目) [R]"

//yerAlliance="命令 ",~Player," 对 ",~Player," 设置 ",~Alliance Type," ",~On/Off

//yerAllianceHint="注意:可以对玩家自己设置联盟状态. 可用来实现一些特殊效果."

//yerAllianceBJ="设置联盟状态(指定项目)"

//yerAllianceBJ="命令 ",~Player," 设置 ",~Alliance Type," ",~On/Off," 对 ",~Player

//yerAllianceBJHint=

//yerAbilityAvailable="允许/禁用技能 [R]"

//yerAbilityAvailable="设置 ",~Player," 的 ",~技能," 为 ",~Enable/Disable

//yerAbilityAvailableHint="设置玩家能否使用该技能."

//yerAbilityAvailableBJ="允许/禁用技能"

//yerAbilityAvailableBJ=~Enable/Disable," ",~技能," 对 ",~Player

//yerAbilityAvailableBJHint="设置玩家能否使用该技能."

SetPlayerUnitAvailableBJ="设置单位可用性"

SetPlayerUnitAvailableBJ="设置 ",~单位类型," ",~Available/Unavailable," 对 ",~Player

SetPlayerUnitAvailableBJHint="设置玩家能否建造该单位."

SetPlayerUnitMaxAllowed="限制单位可建造数量"

SetPlayerUnitMaxAllowed="限制 ",~单位类型," 的可建造数量为 ",~Limit," 对 ",~Player

SetPlayerUnitMaxAllowedHint="-1为无限制,0为不能生产."

SetPlayerMaxHeroesAllowed="限制英雄数量"

SetPlayerMaxHeroesAllowed="限制英雄数量为 ",~Limit," 对 ",~Player

SetPlayerMaxHeroesAllowedHint="-1为无限制,0为不能生产."

SetPlayerTechResearchedSwap="设置科技等级"

SetPlayerTechResearchedSwap="设置 ",~科技," 的等级为 ",~Level," 对 ",~Player

SetPlayerTechResearchedSwapHint="科技等级不能倒退."

SetPlayerTechMaxAllowedSwap="设置最大科技等级"

SetPlayerTechMaxAllowedSwap="设置 ",~科技," 的等级为 ",~Level," 对 ",~Player

SetPlayerTechMaxAllowedSwapHint="科技等级不能倒退."

//SetPlayerTechResearched

//SetPlayerTechMaxAllowed

//yerColor="改变玩家颜色 [R]"

//yerColor="改变 ",~Player," 的玩家颜色为 ",~Color

//yerColorHint="不改变现有单位的颜色."

SetPlayerColorBJ="改变玩家颜色"

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

SetPlayerColorBJHint=

//yerHandicap="设置生命障碍 [R]"

//yerHandicap="设置 ",~Player," 的生命障碍为正常的 ",~Percent,"倍"

//yerHandicapHint="生命障碍影响玩家拥有单位的生命最大值. 生命之书并不受生命障碍限制,所以对英雄血量可能会有偏差."

SetPlayerHandicapBJ="设置生命障碍"

SetPlayerHandicapBJ="设置 ",~Player," 的生命障碍为正常的 ",~Percent,"%"

SetPlayerHandicapBJHint="生命障碍影响玩家拥有单位的生命最大值. 生命之书并不受生命障碍限制,所以对英雄血量可能会有偏差."

//yerOnScoreScreen="显示/隐藏计分屏显示 [R]"

//yerOnScoreScreen="设置 ",~Player," ",~Show/Hide," 在计分屏的显示."

//yerOnScoreScreenHint=

//yerOnScoreScreenBJ="显示/隐藏计分屏显示"

//yerOnScoreScreenBJ=~Show/Hide," ",~Player," 在计分屏的显示."

//yerOnScoreScreenBJHint=

SetPlayerName="更改名字"

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

SetPlayerNameHint=

// Player Group actions

ForForceMultiple="选取玩家组内玩家做动作(多个动作)"

ForForceMultiple="选取 ",~玩家组," 内所有玩家做动作"

ForForceMultipleHint="玩家组动作中可使用'选取玩家'来获取对应的玩家. 等待不能在组动作中运行."

ForForce="选取玩家组内玩家做动作"

ForForce="选取 ",~玩家组," 内所有玩家 ",~做动作

ForForceHint="玩家组动作中可使用'选取玩家'来获取对应的玩家. 等待不能在组动作中运行."

//ddPlayer="添加玩家 [R]"

//ddPlayer="为 ",~玩家组," 添加 ",~玩家

//ddPlayerHint="并不影响玩家本身."

//ddPlayerSimple="添加玩家"

//ddPlayerSimple="添加 ",~Player," 到 ",~玩家组

//ddPlayerSimpleHint="并不影响玩家本身."

//emovePlayer="移除玩家 [R]"

//emovePlayer="为 ",~玩家组," 移除 ",~玩家

//emovePlayerHint="并不影响玩家本身."

//emovePlayerSimple="移除玩家"

//emovePlayerSimple="把 ",~Player," 从 ",~玩家组," 移除"

//emovePlayerSimpleHint="并不影响玩家本身."

ForceClear="清空玩家组"

ForceClear="清空 ",~玩家组," 内所有玩家"

ForceClearHint="并不影响玩家本身."

SetForceAllianceStateBJ="设置联盟"

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

SetForceAllianceStateBJHint=

DestroyForce="删除玩家组 [R]"

DestroyForce="删除 ",~玩家组

DestroyForceHint="注意: 不要删除系统预置的玩家组."

// Item actions

CreateItemLoc="创建"

CreateItemLoc="创建 ",~物品," 在 ",~指定点

CreateItemLocHint=

RemoveItem="删除"

RemoveItem="删除 ",~物品

RemoveItemHint=

//mVisible="显示/隐藏 [R]"

//mVisible="设置 ",~物品," 的状态为: ",~Show/Hide

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

//mVisibleBJ="显示/隐藏"

//mVisibleBJ=~Show/Hide," ",~物品

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

SetItemPosition="移动到坐标(立即)(指定坐标) [R]"

SetItemPosition="移动 ",~物品," 到(",~X,",",~Y,")"

SetItemPositionHint=

SetItemPositionLoc="移动到指定点(立即)(指定点)"

SetItemPositionLoc="移动 ",~物品," 到 ",~指定点

SetItemPositionLocHint=

SetItemLifeBJ="设置生命值"

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

SetItemLifeBJHint=

SetItemCharges="设置使用次数"

SetItemCharges="设置 ",~物品," 的使用次数为 ",~Charges

SetItemChargesHint="设置为0可以使物品能无限次使用."

SetItemInvulnerableBJ="设置无敌/可攻击"

SetItemInvulnerableBJ="设置 ",~物品," ",~Invulnerable/Vulnerable

SetItemInvulnerableBJHint=

SetItemPawnable="设置可否抵押"

SetItemPawnable="设置 ",~物品," ",~Pawnable/Unpawnable

SetItemPawnableHint="不可抵押物品不能被卖到商店."

SetItemDroppableBJ="设置可否丢弃"

SetItemDroppableBJ="设置",~物品," ",~Droppable/Undroppable

SetItemDroppableBJHint="不可掉落物品在被捡起之后就不能移动和丢弃.(但可通过触发实现)"

SetItemDropOnDeathBJ="设置死亡是否掉落"

SetItemDropOnDeathBJ="设置 ",~物品," ",~Drop from/Stay with," 在持有者死亡时"

SetItemDropOnDeathBJHint=

SetItemPlayerBJ="改变所属玩家"

SetItemPlayerBJ="改变 ",~物品," 的所属玩家为: ",~Player," 并 ",~Change/Retain Color

SetItemPlayerBJHint="不是所有物品都能改变颜色. 所属玩家与持有者无关,默认为中立被动玩家."

SetItemUserData="设置自定义值"

SetItemUserData="设置 ",~物品," 的自定义值为 ",~Index

SetItemUserDataHint="物品自定义值只用于触发器. 可以用来为物品绑定一个整型数据."

EnumItemsInRectBJMultiple="选取矩形区域内物品做动作(多个动作)"

EnumItemsInRectBJMultiple="选取 ",~矩形区域," 内所有物品做动作"

EnumItemsInRectBJMultipleHint="组动作中可使用'选取物品'来获取对应的物品. 区域内每个物品都会运行一次动作(包括隐藏物品,不包括物品栏中的物品). 等待不能在组动作中运行."

EnumItemsInRectBJ="选取矩形区域内物品做动作"

EnumItemsInRectBJ="选取 ",~矩形区域," 内所有物品 ",~做动作

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

// Itempool actions

ItemPoolAddItemType="添加物品类型 [R]"

ItemPoolAddItemType="在 ",~物品池," 中添加一个 ",~物品," 比重为 ",~数值

ItemPoolAddItemTypeHint="比重越高被选择的机率越大."

ItemPoolRemoveItemType="删除物品类型 [R]"

ItemPoolRemoveItemType="从 ",~物品池," 中删除 ",~物品

ItemPoolRemoveItemTypeHint=

PlaceRandomItem="选择放置物品 [R]"

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

PlaceRandomItemHint=

DestroyItemPool="删除物品池 [R]"

DestroyItemPool="删除 ",~物品池

DestroyItemPoolHint=

// Selection actions

ClearSelectionForPlayer="清空选择(指定玩家)"

ClearSelectionForPlayer="清空 ",~Player," 的选择"

ClearSelectionForPlayerHint="使玩家取消选择所有已选单位."

SelectGroupForPlayerBJ="选择单位组(指定玩家)"

SelectGroupForPlayerBJ="选择 ",~单位组," 对 ",~Player

SelectGroupForPlayerBJHint="使玩家取消选择所有单位,并选择单位组中最多12个单位."

SelectUnitForPlayerSingle="选择单位(指定玩家)"

SelectUnitForPlayerSingle="选择 ",~单位," 对 ",~Player

SelectUnitForPlayerSingleHint="使玩家取消选择所有单位,并选择该单位."

SelectUnitAddForPlayer="添加选择单位(指定玩家)"

SelectUnitAddForPlayer="添加选择 ",~单位," 对 ",~Player

SelectUnitAddForPlayerHint="使玩家添加选择该单位."

SelectUnitRemoveForPlayer="取消选择单位(指定玩家)"

SelectUnitRemoveForPlayer="取消选择 ",~单位," 对 ",~Player

SelectUnitRemoveForPlayerHint="使玩家取消选择该单位."

ClearSelection="清空选择(所有玩家)"

ClearSelection="清空所有玩家的选择"

ClearSelectionHint="使玩家取消选择所有已选单位."

SelectGroupBJ="选择单位组(所有玩家)"

SelectGroupBJ="命令所有玩家选择 ",~单位组

SelectGroupBJHint="使所有玩家取消选择所有单位,并选择单位组中最多12个单位."

SelectUnitSingle="选择单位(所有玩家)"

SelectUnitSingle="命令所有玩家选择 ",~单位

SelectUnitSingleHint="使玩家取消选择所有已选单位,并选择该单位."

//SelectUnit

SelectUnitAdd="添加选择单位(所有玩家)"

SelectUnitAdd="命令所有玩家添加选择 ",~单位

SelectUnitAddHint=

SelectUnitRemove="取消选择单位(所有玩家)"

SelectUnitRemove="命令所有玩家取消选择 ",~单位

SelectUnitRemoveHint=

// Hero actions

SelectHeroSkill="学习技能"

SelectHeroSkill="命令 ",~Hero," 学习技能 ",~Skill

SelectHeroSkillHint="只有当英雄有剩余技能点时有效."

//oLevelNT="提升等级 [R]"

//oLevelNT="提升 ",~Hero," 的英雄等级到 ",~Level," , ",~Show/Hide," 升级动画"

//oLevelNTHint="只能提升等级. 英雄经验将重置为该等级的初始值."

//ripHeroLevel="降低等级 [R]"

//ripHeroLevel="降低 ",~Hero," ",~Level," 个等级"

//ripHeroLevelHint="只能降低等级. 英雄经验将重置为该等级的初始值."

SetHeroLevel="设置等级"

SetHeroLevel="设置 ",~Hero," 的英雄等级为 ",~Level," , ",~Show/Hide," 升级动画"

SetHeroLevelHint="如果等级有变动,英雄经验将重置为该等级的初始值."

SetHeroXP="设置经验值"

SetHeroXP="设置 ",~Hero," 的经验值为 ",~Quantity," , ",~Show/Hide," 升级动画"

SetHeroXPHint="经验值不能倒退."

//oXP="增加经验值 [R]"

//oXP="增加 ",~Hero," ",~Quantity," 点经验值, ",~Show/Hide," 升级动画"

//oXPHint="经验值不能倒退."

//oXPSwapped="增加经验值"

//oXPSwapped="增加 ",~Quantity," 经验值给 ",~Hero," , ",~Show/Hide," 升级动画"

//oXPSwappedHint="经验值不能倒退."

//dHeroXP="允许/禁止经验获取 [R]"

//dHeroXP=~Enable/Disable," ",~Hero," 的经验获取"

//dHeroXPHint=

//dHeroXPBJ="允许/禁止经验获取"

//dHeroXPBJ=~Enable/Disable," ",~Hero," 的经验获取"

//dHeroXPBJHint=

//yerHandicapXP="设置经验获得率 [R]"

//yerHandicapXP="设置 ",~Player," 的经验获得率为正常的 ",~Value," 倍"

//yerHandicapXPHint=

//yerHandicapXPBJ="设置经验获得率"

//yerHandicapXPBJ="设置 ",~Player," 的经验获得率为 ",~Percent,"%"

//yerHandicapXPBJHint=

ReviveHero="立即复活(指定坐标) [R]"

ReviveHero="立即复活 ",~英雄," 在(",~X,",",~Y,"), ",~Show/Hide," 复活动画"

ReviveHeroHint="如果英雄正在祭坛复活,则会退回部分花费(默认为100%)."

ReviveHeroLoc="立即复活(指定点)"

ReviveHeroLoc="立即复活 ",~英雄," 在 ",~指定点," , ",~Show/Hide," 复活动画"

ReviveHeroLocHint="如果英雄正在祭坛复活,则会退回部分花费(默认为100%)."

//oStr="设置英雄力量 [R]"

//oStr="设置 ",~英雄," 的力量为 ",~Value," ,(",~Permanent,"永久奖励)"

//oStrHint="永久奖励貌似无效项,不需要理会."

//oAgi="设置英雄敏捷 [R]"

//oAgi="设置 ",~英雄," 的敏捷为 ",~Value," ,(",~Permanent,"永久奖励)"

//oAgiHint="永久奖励貌似无效项,不需要理会."

//oInt="设置英雄智力 [R]"

//oInt="设置 ",~英雄," 的智力为 ",~Value," ,(",~Permanent,"永久奖励)"

//oIntHint="永久奖励貌似无效项,不需要理会."

//HeroStat="修改英雄属性"

//HeroStat="修改 ",~Attribute," 对 ",~英雄," : ",~Modify," ",~Value," 点"

//HeroStatHint=

//difySkillPoints="添加剩余技能点 [R]"

//difySkillPoints="增加 ",~英雄," ",~Value," 点剩余技能点"

//difySkillPointsHint=

ModifyHeroSkillPoints="修改剩余技能点"

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

ModifyHeroSkillPointsHint=

SetReservedLocalHeroButtons="保留英雄图标"

SetReservedLocalHeroButtons="为玩家保留 ",~Number," 个左上角英雄图标."

SetReservedLocalHeroButtonsHint="因为共享单位而被控制的其他玩家英雄的图标将在保留位置之后开始显示."

//dItem="给予物品 [R]"

//dItem="给予 ",~单位," ",~物品

//dItemHint=

//dItemSwapped="给予物品"

//dItemSwapped="把 ",~物品," 给 ",~单位

//dItemSwappedHint=

UnitAddItemByIdSwapped="创建物品给英雄"

UnitAddItemByIdSwapped="创建 ",~物品类型," 给 ",~单位

UnitAddItemByIdSwappedHint=

UnitAddItemToSlotById="新建物品到指定物品栏 [R]"

UnitAddItemToSlotById="给予 ",~单位," ",~物品类型," 并放在物品栏# ",~数值

UnitAddItemToSlotByIdHint="注意: 物品栏编号从0-5,而不是1-6. 该动作创建的物品不被'最后创建的物品'所记录."

UnitRemoveItemSwapped="丢弃物品(指定物品)"

UnitRemoveItemSwapped="丢弃 ",~物品," ,从 ",~单位," 身上"

UnitRemoveItemSwappedHint="物品将被丢弃在英雄脚下."

UnitRemoveItemFromSlotSwapped="丢弃物品(指定物品栏)"

UnitRemoveItemFromSlotSwapped="丢弃物品栏中第 ",~Index," 格的物品,从 ",~单位," 身上"

UnitRemoveItemFromSlotSwappedHint="如果物品存在则会被丢弃在英雄脚下."

UnitUseItem="使用物品(无目标)"

UnitUseItem="命令 ",~单位," 使用 ",~物品

UnitUseItemHint=

UnitUseItemPoint="使用物品(指定坐标)"

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

UnitUseItemPointHint=

UnitUseItemPointLoc="使用物品(指定点)"

UnitUseItemPointLoc="命令 ",~单位," 使用 ",~物品," ,目标点: ",~指定点

UnitUseItemPointLocHint=

UnitUseItemTarget="使用物品(对单位)"

UnitUseItemTarget="命令 ",~单位," 使用 ",~物品," ,目标: ",~单位

UnitUseItemTargetHint=

UnitUseItemDestructable="使用物品(对可破坏物)"

UnitUseItemDestructable="命令 ",~单位," 使用 ",~物品," ,目标: ",~可破坏物

UnitUseItemDestructableHint=

// Game actions

DisplayTextToPlayer="对玩家显示文本消息(自动限时) [R]"

DisplayTextToPlayer="对 ",~玩家," 在屏幕位移(",~X,",",~Y,")处显示文本: ",~文字

DisplayTextToPlayerHint="显示时间取决于文字长度. 位移太大会看不到文本信息. 可使用'本地玩家'实现对所有玩家发送消息."

DisplayTimedTextToPlayer="对玩家显示文本消息(指定时间) [R]"

DisplayTimedTextToPlayer="对 ",~玩家," 在屏幕位移(",~X,",",~Y,")处显示 ",~时间," 秒的文本信息: ",~文字

DisplayTimedTextToPlayerHint="位移太大会看不到文本信息. 可使用'本地玩家'实现对所有玩家发送消息."

DisplayTextToForce="对玩家组显示文本消息(自动限时)"

DisplayTextToForce="对 ",~玩家组," 发送文本信息: ",~文字

DisplayTextToForceHint="显示时间取决于文字长度."

DisplayTimedTextToForce="对玩家组显示文本消息(指定时间)"

DisplayTimedTextToForce="对 ",~玩家组," 发送显示 ",~Time," 秒的文本信息: ",~文字

DisplayTimedTextToForceHint=

ClearTextMessages="清空文本信息(所有玩家) [R]"

ClearTextMessages="清空玩家屏幕上的文本信息"

ClearTextMessagesHint=

ClearTextMessagesBJ="清空文本信息(指定玩家组)"

ClearTextMessagesBJ="清空 ",~玩家组," 屏幕上的文本信息"

ClearTextMessagesBJHint=

//ame="暂停/恢复游戏 [R]"

//ame=~暂停/恢复," 游戏"

//ameHint=

//ameOn="暂停游戏"

//ameOn="暂停游戏"

//ameOnHint=

//ameOff="恢复游戏"

//ameOff="恢复被暂停的游戏"

//ameOffHint=

SetGameSpeed="设置游戏速度"

SetGameSpeed="设置游戏速度为 ",~Speed

SetGameSpeedHint="你可以通过'游戏 - 锁定游戏速度'动作来锁定游戏速度."

LockGameSpeedBJ="锁定游戏速度"

LockGameSpeedBJ="锁定游戏速度"

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

UnlockGameSpeedBJ="解除锁定游戏速度"

UnlockGameSpeedBJ="解除锁定游戏速度"

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

SetMapFlag="设置地图参数"

SetMapFlag="设置 ",~Map Flag," ",~On/Off

SetMapFlagHint=

SetGameDifficulty="设置游戏难度 [R]"

SetGameDifficulty="设置当前游戏难度为 ",~GameDifficulty

SetGameDifficultyHint="游戏难度只是作为运行AI的一个参考值."

//SetFloatGameState

//SetTimeOfDayScale

//SuspendTimeOfDay

SetTimeOfDay="设置游戏时间"

SetTimeOfDay="设置游戏时间为 ",~Time

SetTimeOfDayHint="游戏时间采用24小时制."

//eOfDayScale="设置昼夜时间流逝速度 [R]"

//eOfDayScale="设置昼夜时间流逝速度为默认值的 ",~Value,"倍"

//eOfDayScaleHint="设置100%来恢复正常值. 该值并不影响游戏速度."

//eOfDayScalePercentBJ="设置昼夜时间流逝速度"

//eOfDayScalePercentBJ="设置昼夜时间流逝速度为默认值的 ",~Percent,"%"

//eOfDayScalePercentBJHint="设置100%来恢复正常值. 该值并不影响游戏速度."

UseTimeOfDayBJ="开启/关闭昼夜交替"

UseTimeOfDayBJ=~On/Off," 昼夜交替"

UseTimeOfDayBJHint=

DoNotSaveReplay="关闭游戏录像功能 [R]"

DoNotSaveReplay="关闭游戏录像功能"

DoNotSaveReplayHint="游戏结束时不保存游戏录像."

Cheat="输入作弊码 [R]"

Cheat="输入作弊码: ",~String

CheatHint="作弊码只在单机有效."

ShareEverythingWithTeam="对盟友共享视野和完全控制权"

ShareEverythingWithTeam="命令 ",~Player," 对盟友共享视野和完全控制权"

ShareEverythingWithTeamHint="当玩家互相为盟友时才有效. 同时玩家也会获得其盟友的单位控制权."

MakeUnitsPassiveForPlayer="改变所有单位为中立受害单位"

MakeUnitsPassiveForPlayer="改变 ",~Player," 所有单位为中立受害单位"

MakeUnitsPassiveForPlayerHint="默认状态中立受害受所有玩家欺凌而不抵抗."

CustomVictoryBJ="胜利"

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

CustomVictoryBJHint=

CustomDefeatBJ="失败"

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

CustomDefeatBJHint=

SetNextLevelBJ="设置下一关卡"

SetNextLevelBJ="设置下一关卡为 ",~Level

SetNextLevelBJHint="设置游戏结束后的下一关卡."

ChangeLevel="切换关卡 [R]"

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

ChangeLevel

SaveGame="保存进度 [R]"

SaveGame="保存游戏进度为: ",~Filename

SaveGameHint=

LoadGameBJ="读取进度"

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

LoadGameBJHint=

SaveAndLoadGameBJ="保存并读取进度 [旧]"

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

SaveAndLoadGameBJHint=

SaveAndChangeLevelBJ="保存并切换关卡 [旧]"

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

SaveAndChangeLevelBJHint=

RenameSaveDirectoryBJ="重命名存档文件夹"

RenameSaveDirectoryBJ="更改 ",~源文件夹," 的名字为 ",~目标文件夹

RenameSaveDirectoryBJHint=

RemoveSaveDirectoryBJ="删除存档文件夹"

RemoveSaveDirectoryBJ="删除 ",~文件夹

RemoveSaveDirectoryBJHint="文件夹内的内容都会被删除."

CopySaveGameBJ="复制存档文件"

CopySaveGameBJ="复制 ",~源文件," 并保存为 ",~目标文件

CopySaveGameBJHint="该动作只在响应'保存/读取进度'时有效,每个事件中最多能用16次."

SetCampaignMenuRaceBJ="设置战役背景"

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

SetCampaignMenuRaceBJHint=

SetMissionAvailableBJ="允许/禁止关卡"

SetMissionAvailableBJ=~Enable/Disable," ",~Mission

SetMissionAvailableBJHint=

SetCampaignAvailableBJ="允许/禁止战役"

SetCampaignAvailableBJ=~Enable/Disable," ",~Campaign

SetCampaignAvailableBJHint=

SetCinematicAvailableBJ="允许/禁止过场电影"

SetCinematicAvailableBJ=~Enable/Disable," ",~Cinematic

SetCinematicAvailableBJHint=

ShowCustomCampaignButton="显示/隐藏自定义战役按钮"

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

ShowCustomCampaignButtonHint=

SetAllyColorFilterState="设置联盟颜色显示"

SetAllyColorFilterState="设置联盟颜色显示状态为 ",~State

SetAllyColorFilterStateHint="0为不开启. 1为小地图显示. 2为小地图和游戏都显示. 相当于游戏中Alt+A功能."

SetCreepCampFilterState="设置小地图中立生物显示"

SetCreepCampFilterState="小地图 "~Show/Hide," 中立生物"

SetCreepCampFilterStateHint="相当于游戏中Alt+R功能."

EnableMinimapFilterButtons="允许/禁用小地图按钮"

EnableMinimapFilterButtons=~Enable/Disable," 联盟颜色显示按钮, ",~Enable/Disable," 中立生物显示按钮"

EnableMinimapFilterButtonsHint=

EnableSelect="允许/禁用选择"

EnableSelect=~Enable/Disable," 选择和取消选择功能 (",~Enable/Disable," 显示选择圈)"

EnableSelectHint="禁用选择后仍可以通过触发来选择物体. 只有允许选择功能时才会显示选择圈."

EnableDragSelect="允许/禁用框选"

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

EnableDragSelectHint=

EnablePreSelect="允许/禁用预选"

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

EnablePreSelectHint=

ForceUIKeyBJ="按下UI键"

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

ForceUIKeyBJHint=

ForceUICancelBJ="按下Esc键"

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

ForceUICancelBJHint=

//PreloadStart

//PreloadRefresh

//PreloadEndEx

//PreloadGenClear

//PreloadGenStart

//PreloadGenEnd

Preload="预载文件"

Preload="预载 ",~文件

PreloadHint=

PreloadEnd="开始预载"

PreloadEnd="开始预载, 超时设置 ",~Time," 秒"

PreloadEndHint=

Preloader="批量预载"

Preloader="预载所有在 ",~文件," 中列出的文件"

PreloaderHint=

// Game Cache actions

InitGameCacheBJ="创建缓存"

InitGameCacheBJ="创建游戏缓存,使用文件名: ",~Filename

InitGameCacheBJHint=

SaveGameCacheBJ="本地保存游戏缓存"

SaveGameCacheBJ="保存 ",~Game Cache," 到本地硬盘"

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

StoreUnitBJ="记录单位"

StoreUnitBJ="记录 ",~单位," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache

StoreUnitBJHint="使用'游戏缓存 - 读取单位'来读取该单位. 名称和类别名不能包含空格."

StoreRealBJ="记录实数"

StoreRealBJ="记录 ",~实数," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache

StoreRealBJHint="使用'游戏缓存 - 读取实数'来读取该数值. 名称和类别名不能包含空格."

StoreIntegerBJ="记录整数"

StoreIntegerBJ="记录 ",~整数," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache

StoreIntegerBJHint="使用'游戏缓存 - 读取整数'来读取该数值. 名称和类别名不能包含空格."

StoreBooleanBJ="记录布尔值"

StoreBooleanBJ="记录 ",~布尔值," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache

StoreBooleanBJHint="使用'游戏缓存 - 读取布尔值'来读取该值. 名称和类别名不能包含空格."

StoreStringBJ="记录字符串"

StoreStringBJ="记录 ",~字符串," ,使用名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache

StoreStringBJHint="使用'游戏缓存 - 读取字符串'来读取该值. 名称和类别名不能包含空格."

RestoreUnitLocFacingAngleBJ="读取单位(面向角度)"

RestoreUnitLocFacingAngleBJ="从缓存读取单位, 名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache," ,所属玩家: ",~Player," 创建点: ",~点," 面向角度: ",~Angle

RestoreUnitLocFacingAngleBJHint="使用'最后读取的单位'来获取该单位. 如果不存在该缓存数据,则'最后读取的单位'将被设为null."

RestoreUnitLocFacingPointBJ="读取单位(面向点)"

RestoreUnitLocFacingPointBJ="从缓存读取单位, 名称: ",~文字," 类别名: ",~Category," 缓存: ",~Game Cache," ,所属玩家: ",~Player," 创建点: ",~点," 面向: ",~指定点

RestoreUnitLocFacingPointBJHint="使用'最后读取的单位'来获取该单位. 如果不存在该缓存数据,则'最后读取的单位'将被设为null."

ReloadGameCachesFromDisk="读取本地缓存数据"

ReloadGameCachesFromDisk="从本地硬盘读取缓存数据"

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

FlushGameCacheBJ="删除缓存"

FlushGameCacheBJ="删除 ",~GameCache

FlushGameCacheBJHint="删除并清空该缓存的所有数据."

FlushStoredMissionBJ="删除类别"

FlushStoredMissionBJ="删除类别 ",~Category," 在缓存 ",~GameCache," 中"

FlushStoredMissionBJHint="清空该类别下的所有缓存数据."

// Neutral Building actions

AddResourceAmountBJ="增加储金量"

AddResourceAmountBJ="增加 ",~Quantity," 黄金到 ",~金矿

AddResourceAmountBJHint="使用负数来减少储金量."

SetResourceAmount="设置储金量"

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

SetResourceAmountHint=

BlightGoldMineForPlayer="创建不死族金矿(立即)"

BlightGoldMineForPlayer="将 ",~金矿," 变为 ",~Player," 的不死族金矿"

BlightGoldMineForPlayerHint="金矿的储金量不会改变."

WaygateActivateBJ="启用/禁用传送门"

WaygateActivateBJ=~Enable/Disable," ",~传送门

WaygateActivateBJHint=

WaygateSetDestination="设置传送门目的坐标 [R]"

WaygateSetDestination="设置 ",~传送门," 的目的地为(",~X,",",~Y,")"

WaygateSetDestinationHint=

WaygateSetDestinationLocBJ="设置传送门目的点"

WaygateSetDestinationLocBJ="设置 ",~传送门," 的目的地为 ",~Target

WaygateSetDestinationLocBJHint=

SetAltMinimapIcon="设置小地图特殊标志"

SetAltMinimapIcon="设置小地图特殊标志为 ",~Image

SetAltMinimapIconHint="必须使用16x16的图像."

UnitSetUsesAltIconBJ="开启/关闭小地图特殊标志"

UnitSetUsesAltIconBJ=~On/Off," ",~单位," 的小地图特殊标志"

UnitSetUsesAltIconBJHint="使用'中立建筑 - 设置小地图特殊标志'动作来设置显示的标志. 默认为中立建筑标志."

AddItemToStockBJ="添加物品(指定市场)"

AddItemToStockBJ="添加 ",~物品类型," 到 ",~Marketplace," 并设置库存量: ",~Count," 最大库存量: ",~Max

AddItemToStockBJHint="只影响有'出售物品'技能的单位."

AddItemToAllStock="添加物品(所有市场)"

AddItemToAllStock="添加 ",~物品类型," 到所有市场并设置库存量: ",~Count," 最大库存量: ",~Max

AddItemToAllStockHint="影响所有拥有'出售物品'技能的单位."

AddUnitToStockBJ="添加单位(指定市场)"

AddUnitToStockBJ="添加 ",~单位类型," 到 ",~Marketplace," 并设置库存量: ",~Count," 最大库存量: ",~Max

AddUnitToStockBJHint="只影响有'出售单位'技能的单位."

AddUnitToAllStock="添加单位(所有市场)"

AddUnitToAllStock="添加 ",~单位类型," 到所有市场并设置库存量: ",~Count," 最大库存量: ",~Max

AddUnitToAllStockHint="影响所有拥有'出售单位'技能的单位."

RemoveItemFromStockBJ="删除物品(指定市场)"

RemoveItemFromStockBJ="删除 ",~物品类型," 从 ",~Marketplace

RemoveItemFromStockBJHint="只影响有'出售物品'技能的单位"

RemoveItemFromAllStock="删除物品(所有市场)"

RemoveItemFromAllStock="删除 ",~物品类型," 从所有市场"

RemoveItemFromAllStockHint="影响所有拥有'出售物品'技能的单位."

RemoveUnitFromStockBJ="删除单位(指定市场)"

RemoveUnitFromStockBJ="删除 ",~单位类型," 从 ",~Marketplace

RemoveUnitFromStockBJHint="只影响有'出售单位'技能的单位."

RemoveUnitFromAllStock="删除单位(所有市场)"

RemoveUnitFromAllStock="删除 ",~单位类型," 从所有市场"

RemoveUnitFromAllStockHint="影响所有拥有'出售单位'技能的单位."

SetItemTypeSlots="限制物品种类(指定市场)"

SetItemTypeSlots="限制 ",~Marketplace," 的可出售物品种类数为 ",~Quantity

SetItemTypeSlotsHint="只影响有'出售物品'技能的单位."

SetAllItemTypeSlots="限制物品种类(所有市场)"

SetAllItemTypeSlots="限制所有市场的可出售物品种类数为 ",~Quantity

SetAllItemTypeSlotsHint="影响所有拥有'出售物品'技能的单位."

SetUnitTypeSlots="限制单位种类(指定市场)"

SetUnitTypeSlots="限制 ",~Marketplace," 的可出售单位种类数为 ",~Quantity

SetUnitTypeSlotsHint="只影响有'出售单位'技能的单位."

SetAllUnitTypeSlots="限制单位种类(所有市场)"

SetAllUnitTypeSlots="限制所有市场的可出售单位种类数为 ",~Quantity

SetAllUnitTypeSlotsHint="影响所有拥有'出售单位'技能的单位."

// Obsolete actions

//AddPerfLogLabel="** AddPerfLogLabel **"

//AddPerfLogLabel="** AddPerfLogLabel(",~Label,") **"

//AddPerfLogLabelHint="** This is for debugging purposes only - remove before ship. **"

//Cheat="** Cheat **"

//Cheat="** Cheat(",~Label,") **"

//CheatHint="** This is for debugging purposes only - remove before ship. **"

//***************************************************************************

[TriggerCallStrings]

// returns boolean

IsDestructableAliveBJ="可破坏物存活"

IsDestructableAliveBJ=~可破坏物," 是存活的"

IsDestructableAliveBJHint="建议使用'可破坏物生命>0'来判断."

IsDestructableDeadBJ="可破坏物死亡"

IsDestructableDeadBJ=~可破坏物," 是死亡的"

IsDestructableDeadBJHint="建议使用'可破坏物生命<=0'来判断."

IsDestructableInvulnerableBJ="可破坏物无敌"

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

IsDestructableInvulnerableBJHint=

IsPointBlighted="坐标点被荒芜地表覆盖 [R]"

IsPointBlighted="坐标点(",~X,",",~Y,")被荒芜地表覆盖"

IsPointBlightedHint=

IsPointBlightedBJ="点被荒芜地表覆盖"

IsPointBlightedBJ=~指定点," 被荒芜地表覆盖"

IsPointBlightedBJHint=

IsTerrainPathable="地形通行状态关闭(指定坐标) [R]"

IsTerrainPathable="坐标(",~X,",",~Y,")处的 ",~Pathing Type," 通行状态为关闭"

IsTerrainPathableHint="指定类型单位不能通行即通行状态为关闭. 如该点不能造建筑就是'建造'通行状态为关闭. 可使用'环境 - 设置地形通行状态'来改变通行状态."

IsTerrainPathableBJ="地形通行状态关闭(指定点)"

IsTerrainPathableBJ=~指定点," 处的 ",~Pathing Type," 通行状态为关闭"

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

IsMapFlagSet="地图参数设置"

IsMapFlagSet=~Map Flag," 已设置"

IsMapFlagSetHint=

IsCustomCampaignButtonVisibile="自定义战役按钮可见"

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

IsCustomCampaignButtonVisibileHint=

GetCreepCampFilterState="小地图中立生物显示开启"

GetCreepCampFilterState="小地图中立生物显示开启"

GetCreepCampFilterStateHint=

SaveGameExists="游戏存档存在"

SaveGameExists=~存档文件," 已存在"

SaveGameExistsHint=

IsNoVictoryCheat="无法胜利 [R]"

IsNoVictoryCheat="玩家开启作弊模式: 无法胜利"

IsNoVictoryCheatHint="单机作弊码开启的模式."

IsNoDefeatCheat="无法失败 [R]"

IsNoDefeatCheat="玩家开启作弊模式: 无法失败"

IsNoDefeatCheatHint="单机作弊码开启的模式."

GetStoredBooleanBJ="缓存读取布尔值"

GetStoredBooleanBJ="从游戏缓存读取布尔值,名称: ",~文字," 类别: ",~Category," 缓存: ",~Game Cache

GetStoredBooleanBJHint="如果该值不存在则返回false."

HaveStoredValue="缓存项存在"

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

HaveStoredValueHint=

UnitHasItem="持有物品"

UnitHasItem=~Hero," 拥有 ",~物品

UnitHasItemHint=

UnitHasItemOfTypeBJ="持有物品(指定类型)"

UnitHasItemOfTypeBJ=~Hero," 拥有 ",~物品类型

UnitHasItemOfTypeBJHint=

IsSuspendedXP="经验不可获得"

IsSuspendedXP=~Hero," 不可获得经验"

IsSuspendedXPHint="可使用'英雄 - 允许/禁止经验获取'来设置该项."

//temStatus="物品状态检查"

//temStatus=~物品," 是 ",~Status," 的"

//temStatusHint=

CheckItemcodeStatus="物品类型状态检查"

CheckItemcodeStatus=~物品类型," 是 ",~Status," 的"

CheckItemcodeStatusHint=

//Visible="物品可见 [R]"

//Visible=~物品," 是可见的"

//VisibleHint="物品不被隐藏且不被单位持有时即为可见的."

//HiddenBJ="物品隐藏"

//HiddenBJ=~物品," 是隐藏的"

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

IsItemOwned="物品被持有"

IsItemOwned=~物品," 是被持有的"

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

//Powerup="物品是拾取时自动使用的 [R]"

//Powerup=~物品," 是拾取时自动使用类物品"

//PowerupHint=

//Sellable="物品可被市场随机出售 [R]"

//Sellable=~物品," 可被市场随机出售"

//SellableHint=

//Pawnable="物品可被抵押 [R]"

//Pawnable=~物品," 可被抵押"

//PawnableHint=

RectContainsItem="物品在矩形区域"

RectContainsItem=~物品," 在 ",~矩形区域

RectContainsItemHint="单位持有的物品不会被计算在内."

IsItemInvulnerable="物品无敌"

IsItemInvulnerable=~物品," 是无敌的"

IsItemInvulnerableHint=

LeaderboardHasPlayerItemBJ="玩家在排行榜"

LeaderboardHasPlayerItemBJ=~Leaderboard," 中包含 ",~Player

LeaderboardHasPlayerItemBJHint=

IsMultiboardDisplayed="多面板显示"

IsMultiboardDisplayed=~Multiboard," 是显示的"

IsMultiboardDisplayedHint=

IsMultiboardMinimized="多面板最小化"

IsMultiboardMinimized=~Multiboard," 是最小化的"

IsMultiboardMinimizedHint=

WaygateIsActiveBJ="传送门激活"

WaygateIsActiveBJ=~传送门," 处于激活状态"

WaygateIsActiveBJHint=

IsPlayerFlagSetBJ="玩家参数开启"

IsPlayerFlagSetBJ=~Player Flag," 为允许,对 ",~Player

IsPlayerFlagSetBJHint=

IsPlayerAlly="是玩家的盟友"

IsPlayerAlly=~Player," 是 ",~Player," 的盟友"

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

IsPlayerEnemy="是玩家的敌人"

IsPlayerEnemy=~Player," 是 ",~Player," 的敌人"

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

GetPlayerAlliance="联盟状态设置"

GetPlayerAlliance=~Player," 对 ",~Player," 开启 ",~Alliance Type

GetPlayerAllianceHint=

IsPlayerInForce="在玩家组"

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

IsPlayerInForceHint=

IsQuestItemCompleted="任务项目完成"

IsQuestItemCompleted=~Quest Requirement," 已完成"

IsQuestItemCompletedHint=

IsQuestEnabled="任务激活"

IsQuestEnabled=~Quest," 已激活"

IsQuestEnabledHint=

IsQuestCompleted="任务完成"

IsQuestCompleted=~Quest," 已完成"

IsQuestCompletedHint=

IsQuestFailed="任务失败"

IsQuestFailed=~Quest," 失败"

IsQuestFailedHint=

IsQuestDiscovered="任务被发现"

IsQuestDiscovered=~Quest," 已被发现"

IsQuestDiscoveredHint=

IsQuestRequired="是主要任务"

IsQuestRequired=~Quest," 是主要任务"

IsQuestRequiredHint=

RectContainsLoc="包含点"

RectContainsLoc=~矩形区域," 内包含 ",~点

RectContainsLocHint=

IsPointInRegion="包含坐标"

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

IsPointInRegionHint=TC_REGION

IsLocationInRegion="包含点"

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

IsLocationInRegionHint=TC_REGION

IsTriggerEnabled="触发开启"

IsTriggerEnabled=~触发," 处于开启状态"

IsTriggerEnabledHint=

TriggerEvaluate="触发条件成立"

TriggerEvaluate=~触发," 的条件成立"

TriggerEvaluateHint=

IsTriggerQueuedBJ="触发在队列中"

IsTriggerQueuedBJ=~触发," 在队列中"

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

IsTriggerQueueEmptyBJ="触发队列为空"

IsTriggerQueueEmptyBJ="触发队列为空"

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

IsUnitType="单位类别检查"

IsUnitType=~单位," 是 ",~Type

IsUnitTypeHint=

IsUnitIdType="单位类别检查(指定单位类型)"

IsUnitIdType=~单位类型," 是 ",~Type

IsUnitIdTypeHint=

IsUnitInGroup="在单位组"

IsUnitInGroup=~单位," 在 ",~单位组," 中"

IsUnitInGroupHint=

RectContainsUnit="在矩形区域内"

RectContainsUnit=~矩形区域," 内存在 ",~单位

RectContainsUnitHint=

IsUnitInRegion="在不规则区域内 [R]"

IsUnitInRegion=~不规则区域," 内存在 ",~单位

IsUnitInRegionHint=

IsUnitAliveBJ="单位存活"

IsUnitAliveBJ=~单位," 是存活的"

IsUnitAliveBJHint="实际上该函数是判断单位血量是否>0."

IsUnitDeadBJ="单位死亡"

IsUnitDeadBJ=~单位," 处于死亡状态"

IsUnitDeadBJHint="实际上该函数是判断单位血量是否<=0."

IsUnitPausedBJ="单位暂停"

IsUnitPausedBJ=~单位," 处于暂停状态"

IsUnitPausedBJHint=

IsUnitHiddenBJ="单位隐藏"

IsUnitHiddenBJ=~单位," 处于隐藏状态"

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

IsUnitIllusionBJ="单位是镜像"

IsUnitIllusionBJ=~单位," 是镜像单位"

IsUnitIllusionBJHint=

UnitCanSleepPerm="允许控制睡眠状态"

UnitCanSleepPerm="允许控制 "~单位," 的睡眠状态"

UnitCanSleepPermHint="即该单位拥有'一直睡眠'技能."

UnitCanSleepBJ="允许夜晚睡眠"

UnitCanSleepBJ=~单位," 会在夜晚进入睡眠"

UnitCanSleepBJHint="中立生物才会睡眠."

UnitIsSleepingBJ="正在睡眠"

UnitIsSleepingBJ=~单位," 正在睡眠"

UnitIsSleepingBJHint="中立生物才会睡眠. 不包括催眠魔法."

DoesUnitGenerateAlarms="开启警报"

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

DoesUnitGenerateAlarmsHint=

IsUnitLoadedBJ="被装载"

IsUnitLoadedBJ=~单位," 被装载中"

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

IsUnitInTransportBJ="被指定单位装载"

IsUnitInTransportBJ=~单位," 被 ",~运输机," 装载中"

IsUnitInTransportBJHint=

IsUnitSelected="被玩家选择"

IsUnitSelected=~单位," 被 ",~Player," 选择"

IsUnitSelectedHint=

IsUnitAlly="是玩家的同盟单位"

IsUnitAlly=~单位," 是 ",~Player," 的同盟单位"

IsUnitAllyHint="包括中立状态. 单向判断玩家对单位是否为不侵犯状态."

IsUnitEnemy="是玩家的敌对单位"

IsUnitEnemy=~单位," 是 ",~Player," 的敌对单位"

IsUnitEnemyHint="不包括中立状态. 单向判断玩家对单位是否为敌对侵犯."

UnitHasBuffBJ="拥有魔法效果"

UnitHasBuffBJ=~单位," 拥有 ",~魔法效果

UnitHasBuffBJHint=

IsUnitGroupEmptyBJ="单位组为空"

IsUnitGroupEmptyBJ=~单位组," 为空"

IsUnitGroupEmptyBJHint=

IsUnitGroupInRectBJ="单位组中单位在矩形区域内"

IsUnitGroupInRectBJ=~单位组," 中所有单位在 ",~矩形区域," 内"

IsUnitGroupInRectBJHint=

IsUnitGroupDeadBJ="单位组中所有单位死亡"

IsUnitGroupDeadBJ=~单位组," 中所有单位死亡"

IsUnitGroupDeadBJHint=

IsFogEnabled="战争迷雾开启"

IsFogEnabled="战争迷雾开启"

IsFogEnabledHint=

IsFogMaskEnabled="黑色阴影开启"

IsFogMaskEnabled="黑色阴影开启"

IsFogMaskEnabledHint=

IsUnitVisible="单位可见"

IsUnitVisible=~单位," 对 ",~Player," 可见"

IsUnitVisibleHint=

IsUnitInvisible="单位不可见"

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

IsUnitInvisibleHint=

IsUnitFogged="单位在迷雾中"

IsUnitFogged=~单位," 在 ",~Player," 的迷雾范围内"

IsUnitFoggedHint="黑色阴影内的单位不被计算在内."

IsUnitMasked="单位在黑色阴影中"

IsUnitMasked=~单位," 在 ",~Player," 的黑色阴影内"

IsUnitMaskedHint=

IsLocationVisibleToPlayer="点可见"

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

IsLocationVisibleToPlayerHint=

IsLocationFoggedToPlayer="点在迷雾中"

IsLocationFoggedToPlayer=~指定点," 在 ",~Player," 的迷雾范围内"

IsLocationFoggedToPlayerHint="黑色阴影内的点不被计算在内."

IsLocationMaskedToPlayer="点在黑色阴影中"

IsLocationMaskedToPlayer=~指定点," 在 ",~Player," 的黑色阴影内"

IsLocationMaskedToPlayerHint=

// returns integer

OperatorInt="算术运算"

OperatorInt=~数值," ",~运算符," ",~数值

OperatorIntHint=

GetForLoopIndexA="循环整数A [旧]"

GetForLoopIndexA="循环整数A"

GetForLoopIndexAHint=

GetForLoopIndexB="循环整数B [旧]"

GetForLoopIndexB="循环整数B"

GetForLoopIndexBHint=

StringLength="字符串长度"

StringLength=~String,的长度

StringLengthHint=

="其它格式整数 [R]"

="其它格式整数: ",~整数

Hint="可以在这使用如0x1ab3和'A001'之类的整数形式,或是直接写算术表达式."

R2I="转换实数为整数"

R2I="转换 ",~Real," 为整数"

R2RHint="舍弃小数部分."

S2I="转换字符串为整数"

S2I="转换 ",~String," 为整数"

S2IHint=

GetElevatorHeight="升降机高度"

GetElevatorHeight=~升降机," 的高度"

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

GetTerrainCliffLevel="地形悬崖高度(指定坐标) [R]"

GetTerrainCliffLevel="坐标(",~X,",",~Y,")处的地形悬崖高度"

GetTerrainCliffLevelHint="悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1."

GetTerrainCliffLevelBJ="地形悬崖高度(指定点)"

GetTerrainCliffLevelBJ=~指定点," 处的地形悬崖高度"

GetTerrainCliffLevelBJHint="悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1."

GetTerrainVariance="地形样式(指定坐标) [R]"

GetTerrainVariance="坐标(",~X,",",~Y,")处的地形样式"

GetTerrainVarianceHint=

GetTerrainVarianceBJ="地形样式(指定点)"

GetTerrainVarianceBJ=~指定点," 处的地形样式"

GetTerrainVarianceBJHint=

GetLearnedSkillLevel="学习技能等级"

GetLearnedSkillLevel="学习技能等级"

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

GetPlayers="玩家数量"

GetPlayers="玩家数量"

GetPlayersHint="地图编辑器中开启的玩家数量(1-12)."

GetTeams="队伍数量 [废弃]"

GetTeams="队伍数量"

GetTeamsHint="该函数有错误."

GetAllyColorFilterState="联盟颜色显示设置"

GetAllyColorFilterState="联盟颜色显示设置"

GetAllyColorFilterStateHint="0为不开启. 1为小地图显示. 2为小地图和游戏都显示."

GetTournamentFinishNowRule="比赛结束规则"

GetTournamentFinishNowRule="比赛结束规则"

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

GetTournamentScore="对战比赛得分"

GetTournamentScore=~Player," 的当前对战比赛得分"

GetTournamentScoreHint="对战游戏时如果游戏时间过长,系统将以该值来决定胜负."

GetStoredIntegerBJ="缓存读取整数"

GetStoredIntegerBJ="从游戏缓存读取整数,名称: ",~文字," 类别: ",~Category," 缓存: ",~Game Cache

GetStoredIntegerBJHint="如果该值不存在则返回0."

GetHeroLevel="英雄等级"

GetHeroLevel=~英雄," 的英雄等级"

GetHeroLevelHint=

GetHeroXP="英雄经验值"

GetHeroXP=~英雄," 的经验值"

GetHeroXPHint=

//oStr="英雄力量 [R]"

//oStr=~英雄," 的力量值(",~Include/Exclude," 加成)"

//oStrHint=

//oAgi="英雄敏捷 [R]"

//oAgi=~英雄," 的敏捷值(",~Include/Exclude," 加成)"

//oAgiHint=

//oInt="英雄智力 [R]"

//oInt=~英雄," 的智力值(",~Include/Exclude," 加成)"

//oIntHint=

//oStatBJ="英雄属性"

//oStatBJ=~Attribute," 对 ",~英雄," (",~Include/Exclude," 加成)"

//oStatBJHint=

GetHeroSkillPoints="未分配技能点数"

GetHeroSkillPoints=~英雄," 的未分配技能点数"

GetHeroSkillPointsHint=

GetItemLevel="物品等级"

GetItemLevel=~物品," 的物品等级"

GetItemLevelHint=

GetItemCharges="使用次数"

GetItemCharges=~物品," 的使用次数"

GetItemChargesHint="无限使用物品将返回0."

GetItemUserData="物品自定义值"

GetItemUserData=~物品," 的自定义值"

GetItemUserDataHint="可以使用'物品 - 设置自定义值'来设置该值."

LeaderboardGetPlayerIndexBJ="排行榜位置"

LeaderboardGetPlayerIndexBJ=~Player," 在 ",~Leaderboard," 的排名"

LeaderboardGetPlayerIndexBJHint=

GetRandomInt="随机整数"

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

GetRandomIntHint=

IMinBJ="取较小值"

IMinBJ="取(",~整数1,", ",~整数2,")中较小值"

IMinBJHint=

IMaxBJ="取较大值"

IMaxBJ="取(",~整数1,", ",~整数2,")中较大值"

IMaxBJHint=

IAbsBJ="绝对值"

IAbsBJ=~整数," 的绝对值"

IAbsBJHint=

ISignBJ="符号标志"

ISignBJ=~整数," 的符号标志"

ISignBJHint="负数为-1. 非负数为1."

ModuloInteger="模"

ModuloInteger=~被除数," mod ",~除数

ModuloIntegerHint="取模计算,例: 12 mod 5 = 2."

MultiboardGetRowCount="行数"

MultiboardGetRowCount=~Multiboard," 的行数"

MultiboardGetRowCountHint=

MultiboardGetColumnCount="列数"

MultiboardGetColumnCount=~Multiboard," 的列数"

MultiboardGetColumnCountHint=

GetResourceAmount="储金量"

GetResourceAmount=~金矿," 的储金量"

GetResourceAmountHint="只对金矿有效."

GetPlayerState="玩家属性"

GetPlayerState=~Player," ",~Property

GetPlayerStateHint=

//yerTaxRate="玩家所得税 [R]"

//yerTaxRate=~Player," 需要交纳给 ",~Player," 的 ",~Resource," 所得税

//yerTaxRateHint="所得税取值范围0-100."

//yerTaxRateBJ="玩家所得税"

//yerTaxRateBJ=~Resource," 所得税, ",~Player," 交纳给 ",~Player

//yerTaxRateBJHint="所得税取值范围0-100."

GetPlayerScore="玩家得分"

GetPlayerScore=~Player," ",~Score

GetPlayerScoreHint=

GetConvertedPlayerId="玩家索引"

GetConvertedPlayerId=~Player," 的玩家索引号"

GetConvertedPlayerIdHint="玩家索引取值1-16."

GetPlayerStructureCount="建筑数量"

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

GetPlayerStructureCountHint=

GetPlayerUnitCount="非建筑单位数量"

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

GetPlayerUnitCountHint=

GetPlayerTechCountSimple="当前科技等级"

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

GetPlayerTechCountSimpleHint=

GetPlayerTechMaxAllowedSwap="最大科技等级"

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

GetPlayerTechMaxAllowedSwapHint=

//yerTeam="玩家队伍 [废弃]"

//yerTeam=~Player," 所属队伍编号"

//yerTeamHint="错误函数."

CountPlayersInForceBJ="玩家组中玩家数量"

CountPlayersInForceBJ=~玩家组," 中的玩家数量"

CountPlayersInForceBJHint=

CountUnitsInGroup="单位组中单位数量"

CountUnitsInGroup=~单位组," 中的单位数量"

CountUnitsInGroupHint=

CountLivingPlayerUnitsOfTypeId="玩家拥有单位数量"

CountLivingPlayerUnitsOfTypeId=~单位类型," 的数量对 ",~Player

CountLivingPlayerUnitsOfTypeIdHint=

GetUnitFoodUsed="单位使用人口数量"

GetUnitFoodUsed=~单位," 使用的人口数量"

GetUnitFoodUsedHint=

GetUnitFoodMade="单位提供人口数量"

GetUnitFoodMade=~单位," 提供的人口数量"

GetUnitFoodMadeHint=

GetFoodUsed="单位使用人口数量(指定单位类型)"

GetFoodUsed=~单位类型," 使用的人口数量"

GetFoodUsedHint=

GetFoodMade="单位提供人口数量(指定单位类型)"

GetFoodMade=~单位类型," 提供的人口数量"

GetFoodMadeHint=

GetUnitPointValue="单位附加值"

GetUnitPointValue=~单位," 的附加值"

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

GetUnitPointValueByType="单位附加值(指定单位类型)"

GetUnitPointValueByType=~单位类型," 的附加值"

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

GetUnitUserData="单位自定义值"

GetUnitUserData=~单位," 的自定义值"

GetUnitUserDataHint="可使用'单位 - 设置自定义值'来设置该值."

GetUnitLevel="单位等级"

GetUnitLevel=~单位," 的等级"

GetUnitLevelHint="对于英雄则会返回其英雄等级."

//tAbilityLevel="单位技能等级 [R]"

//tAbilityLevel=~单位," 的 ",~技能," 技能等级"

//tAbilityLevelHint="如果单位没有该技能,则返回0."

//tAbilityLevelSwapped="单位技能等级"

//tAbilityLevelSwapped=~技能," 的等级对 ",~单位

//tAbilityLevelSwappedHint="如果单位没有该技能,则返回0."

UnitInventoryCount="持有物品数量"

UnitInventoryCount=~单位," 所持有的物品数量"

UnitInventoryCountHint=

UnitInventorySizeBJ="物品栏格数"

UnitInventorySizeBJ=~单位," 的物品栏格数"

UnitInventorySizeBJHint=

UnitCountBuffsEx="拥有Buff数量 [R]"

UnitCountBuffsEx=~单位," 的附带Buff数量,(",~Include/Exclude," 正面Buff, ",~Include/Exclude," 负面Buff",~Include/Exclude," 魔法Buff, ",~Include/Exclude," 物理Buff",~Include/Exclude,"

生命周期, ",~Include/Exclude," 光环效果",~Include/Exclude," 不可驱散Buff)"

UnitCountBuffsExHint=

UnitCountBuffsExBJ="拥有Buff数量 [旧]"

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

UnitCountBuffsExBJHint=

GetTriggerEvalCount="触发条件判断次数"

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

GetTriggerEvalCountHint=

GetTriggerExecCount="触发动作运行次数"

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

GetTriggerExecCountHint=

QueuedTriggerCountBJ="队列中触发数量"

QueuedTriggerCountBJ="触发队列中的触发数量"

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

// returns real

OperatorReal="算术运算"

OperatorReal=~Value," ",~Operator," ",~Value

OperatorRealHint=

GetLocationX="点的X轴坐标"

GetLocationX=~点," 的X轴坐标"

GetLocationXHint=

GetLocationY="点的Y轴坐标"

GetLocationY=~点," 的Y轴坐标"

GetLocationYHint=

GetLocationZ="点的Z轴高度 [R]"

GetLocationZ=~点," 的Z轴高度"

GetLocationZHint=

//SetupGetField="镜头属性(指定镜头) [R]"

//SetupGetField=~镜头," 的 ",~Camera Field

//SetupGetFieldHint=

//SetupGetFieldSwap="镜头属性(指定镜头)"

//SetupGetFieldSwap=~Camera Field," 对 ",~镜头

//SetupGetFieldSwapHint=

GetCameraField="镜头属性(当前镜头)"

GetCameraField="当前镜头的 ",~Camera Field

GetCameraFieldHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraTargetPositionX="当前镜头目标X坐标"

GetCameraTargetPositionX="当前镜头目标X坐标"

GetCameraTargetPositionXHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraTargetPositionY="当前镜头目标Y坐标"

GetCameraTargetPositionY="当前镜头目标Y坐标"

GetCameraTargetPositionYHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraTargetPositionZ="当前镜头目标Z坐标"

GetCameraTargetPositionZ="当前镜头目标Z坐标"

GetCameraTargetPositionZHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraEyePositionX="当前镜头源X坐标"

GetCameraEyePositionX="当前镜头源X坐标"

GetCameraEyePositionXHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraEyePositionY="当前镜头源Y坐标"

GetCameraEyePositionY="当前镜头源Y坐标"

GetCameraEyePositionYHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraEyePositionZ="当前镜头源Z坐标"

GetCameraEyePositionZ="当前镜头源Z坐标"

GetCameraEyePositionZHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundMinX="当前可用镜头区域最小X坐标 [R]"

GetCameraBoundMinX="当前可用镜头区域最小X坐标"

GetCameraBoundMinXHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundMinY="当前可用镜头区域最小Y坐标 [R]"

GetCameraBoundMinY="当前可用镜头区域最小Y坐标"

GetCameraBoundMinYHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundMaxX="当前可用镜头区域最大X坐标 [R]"

GetCameraBoundMaxX="当前可用镜头区域最大X坐标"

GetCameraBoundMaxXHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetCameraBoundMaxY="当前可用镜头区域最大Y坐标 [R]"

GetCameraBoundMaxY="当前可用镜头区域最大Y坐标"

GetCameraBoundMaxYHint="注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线."

GetLastTransmissionDurationBJ="最后发言长度 [旧]"

GetLastTransmissionDurationBJ="最后发言长度"

GetLastTransmissionDurationBJHint="最后一次使用'电影 - 播送单位消息'动作的单位发言时间."

I2R="转换整数为实数"

I2R="转换 ",~Integer," 为实数"

I2RHint=

S2R="转换字符串为实数"

S2R="转换 ",~String," 为实数"

S2RHint=

Deg2Rad="转换角度为弧度"

Deg2Rad="转换角度 ",~Degrees," 为弧度"

Deg2RadHint=

Rad2Deg="转换弧度为角度"

Rad2Deg="转换弧度 ",~Radians," 为角度"

Rad2DegHint=

TimerGetElapsed="逝去时间"

TimerGetElapsed=~计时器," 的逝去时间"

TimerGetElapsedHint=

TimerGetRemaining="剩余时间"

TimerGetRemaining=~计时器," 的剩余时间"

TimerGetRemainingHint=

TimerGetTimeout="设置时间"

TimerGetTimeout=~计时器," 设置的时间"

TimerGetTimeoutHint=

GetDestructableLife="生命值"

GetDestructableLife=~可破坏物," 的当前生命值"

GetDestructableLifeHint=

GetDestructableMaxLife="最大生命值"

GetDestructableMaxLife=~可破坏物," 的最大生命值"

GetDestructableMaxLifeHint=

GetDestructableOccluderHeight="闭塞高度"

GetDestructableOccluderHeight=~可破坏物," 的闭塞高度"

GetDestructableOccluderHeightHint=

GetDestructableX="可破坏物所在X轴坐标 [R]"

GetDestructableX=~可破坏物," 所在X轴坐标"

GetDestructableXHint=

GetDestructableY="可破坏物所在Y轴坐标 [R]"

GetDestructableY=~可破坏物," 所在Y轴坐标"

GetDestructableYHint

GetEventDamage="伤害值"

GetEventDamage="单位所受伤害"

GetEventDamageHint="响应'受到伤害'单位事件,指代单位所受伤害."

GetOrderPointX="命令发布点X坐标 [R]"

GetOrderPointX="命令发布点X坐标"

GetOrderPointXHint="用坐标代替点可以省去创建、删除点的麻烦."

GetOrderPointY="命令发布点Y坐标 [R]"

GetOrderPointY="命令发布点Y坐标"