JASS翻译

这篇会帮助你比如在地图制作的时候有些语句不知道不认识来帮助你

MapInitializationEvent=地图初始化
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Battle.net的自动匹配游戏."
 

// Timer events
TriggerRegisterTimerEventSingle="游戏逝去时间"
TriggerRegisterTimerEventSingle="游戏开始 ",~Time," 秒"
TriggerRegisterTimerEventSingleHint=
 
TriggerRegisterTimerEventPeriodic="时间周期事件"
TriggerRegisterTimerEventPeriodic="每 ",~Time," 秒触发事件"
TriggerRegisterTimerEventPeriodicHint=
 
TriggerRegisterTimerExpireEventBJ="计时器到期"
TriggerRegisterTimerExpireEventBJ=~计时器," 到期"
TriggerRegisterTimerExpireEventBJHint="当计时器到0时触发该事件. 循环计时器可以多次触发该事件. 使用'事件响应 - 到期的计时器'来获取该计时器."
 

// Dialog events
TriggerRegisterDialogEventBJ="对话框点击"
TriggerRegisterDialogEventBJ=~对话框," 被点击"
TriggerRegisterDialogEventBJHint=
 
TriggerRegisterDialogButtonEvent="对话框按钮被点击 [R]"
TriggerRegisterDialogButtonEvent=~对话框按钮," 被点击"
TriggerRegisterDialogButtonEventHint="指定对话框按钮被点击,该事件一般需要在其他触发为其添加."
 

// Trackable events
TriggerRegisterTrackableHitEvent="鼠标点击可追踪对象 [R]"
TriggerRegisterTrackableHitEvent="鼠标点击 ",~可追踪对象
TriggerRegisterTrackableHitEventHint=
 
TriggerRegisterTrackableTrackEvent="鼠标移动到追踪对象 [R]"
TriggerRegisterTrackableTrackEvent="鼠标移动到 ",~可追踪对象
TriggerRegisterTrackableTrackEventHint=
 

// Player events
TriggerRegisterPlayerChatEvent="聊天信息"
TriggerRegisterPlayerChatEvent=~Player," 输入的聊天信息包含 ",~文字," ,匹配方式: ",~Match Type
TriggerRegisterPlayerChatEventHint="使用'事件响应 - 输入/匹配的聊天信息'来获取输入/用于对照的文字. 使用'事件响应 - 触发玩家'来获取输入信息的玩家."
 
TriggerRegisterPlayerEventEndCinematic="按下Esc键"
TriggerRegisterPlayerEventEndCinematic=~Player," 按下Esc键"
TriggerRegisterPlayerEventEndCinematicHint=
 
TriggerRegisterPlayerSelectionEventBJ="选择事件"
TriggerRegisterPlayerSelectionEventBJ=~Player," ",~Selects/Deselects," 一个单位"
TriggerRegisterPlayerSelectionEventBJHint="使用'事件响应 - 触发单位'来获取被选择/取消选择的单位."
 
TriggerRegisterPlayerKeyEventBJ="键盘事件"
TriggerRegisterPlayerKeyEventBJ=~Player," ",~Presses/Releases," ",~Key
TriggerRegisterPlayerKeyEventBJHint=
 
TriggerRegisterPlayerStateEvent="属性变化"
TriggerRegisterPlayerStateEvent=~Player," 的 ",~Property," 变为 ",~Operation," ",~Value
TriggerRegisterPlayerStateEventHint="不考虑原属性值,只要变化后的属性值满足条件即触发."
 
TriggerRegisterPlayerEventAllianceChanged="联盟状态更改"
TriggerRegisterPlayerEventAllianceChanged=~Player," 更改联盟状态"
TriggerRegisterPlayerEventAllianceChangedHint=
 
TriggerRegisterPlayerAllianceChange="联盟状态更改(指定项目)"
TriggerRegisterPlayerAllianceChange=~Player," 更改 ",~Alliance Type," 设置"
TriggerRegisterPlayerAllianceChangeHint=
 
TriggerRegisterPlayerEventVictory="胜利"
TriggerRegisterPlayerEventVictory=~Player," 胜利离开游戏"
TriggerRegisterPlayerEventVictoryHint=
 
TriggerRegisterPlayerEventDefeat="失败"
TriggerRegisterPlayerEventDefeat=~Player," 战败离开游戏"
TriggerRegisterPlayerEventDefeatHint=
 
TriggerRegisterPlayerEventLeave="离开游戏"
TriggerRegisterPlayerEventLeave=~Player," 离开游戏"
TriggerRegisterPlayerEventLeaveHint="该事件不管玩家因为什么原因离开游戏."
 

// Destructible events
TriggerRegisterDeathEvent="可破坏物死亡"
TriggerRegisterDeathEvent=~可破坏物," 死亡"
TriggerRegisterDeathEventHint="使用'事件响应 - 死亡的可破坏物'来获取死亡物体."
 
TriggerRegisterDestDeathInRegionEvent="可破坏物在区域内死亡(矩形区域)"
TriggerRegisterDestDeathInRegionEvent="可破坏物在 ",~矩形区域," 内死亡"
TriggerRegisterDestDeathInRegionEventHint="默认该事件只能监视最多64个可破坏物. 可以使用'set bj_destInRegionDiesCount'来设置该值. 不建议新手使用该触发."
 

// Item events
TriggerRegisterItemDeathEvent="物品被破坏 [R]"
TriggerRegisterItemDeathEvent=~物品," 被破坏"
TriggerRegisterItemDeathEventHint=
 

// Unit events
TriggerRegisterUnitEvent="指定单位事件"
TriggerRegisterUnitEvent=~指定单位," ",~Event
TriggerRegisterUnitEventHint=
 
TriggerRegisterPlayerUnitEventSimple="玩家单位事件"
TriggerRegisterPlayerUnitEventSimple=~Player," 的单位 ",~Event
TriggerRegisterPlayerUnitEventSimpleHint=
 
TriggerRegisterAnyUnitEventBJ="任意单位事件"
TriggerRegisterAnyUnitEventBJ="任意单位 ",~Event
TriggerRegisterAnyUnitEventBJHint=
 
TriggerRegisterEnterRectSimple="单位进入矩形区域"
TriggerRegisterEnterRectSimple="单位进入 ",~矩形区域
TriggerRegisterEnterRectSimpleHint="使用'事件响应 - 进入的单位'来响应进入该区域的单位. 事实上是创建不规则区域,并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响."
 
TriggerRegisterLeaveRectSimple="单位离开矩形区域"
TriggerRegisterLeaveRectSimple="单位离开 ",~矩形区域
TriggerRegisterLeaveRectSimpleHint="使用'事件响应 - 离开的单位'来响应离开该区域的单位. 事实上是创建不规则区域,并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响."
 
TriggerRegisterEnterRegionSimple="单位进入不规则区域 [R]"
TriggerRegisterEnterRegionSimple="单位进入 ",~区域
TriggerRegisterEnterRegionSimpleHint="使用'事件响应 - 进入的单位'来响应进入该区域的单位. 该事件需要在其他触发为其添加."
 
TriggerRegisterLeaveRegionSimple="单位离开不规则区域 [R]"
TriggerRegisterLeaveRegionSimple="单位离开 ",~区域
TriggerRegisterLeaveRegionSimpleHint="使用'事件响应 - 离开的单位'来响应离开该区域的单位. 该事件需要在其他触发为其添加."
 
//N.TriggerRegisterEnterRegion="单位进入不规则区域(指定条件) [R]"
//N.TriggerRegisterEnterRegion="单位进入 ",~区域," 并满足 ",~条件
//N.TriggerRegisterEnterRegionHint="使用'事件响应 - 进入的单位'来响应进入该区域的单位. 该事件需要在其他触发为其添加."
 
//N.TriggerRegisterLeaveRegion="单位离开不规则区域(指定条件) [R]"
//N.TriggerRegisterLeaveRegion="单位离开 ",~区域," 并满足 ",~条件
//N.TriggerRegisterLeaveRegionHint="使用'事件响应 - 离开的单位'来响应离开该区域的单位. 该事件需要在其他触发为其添加."
 
TriggerRegisterUnitInRangeSimple="接近指定单位"
TriggerRegisterUnitInRangeSimple="单位进入 ",~Range," 范围距离 ",~指定单位
TriggerRegisterUnitInRangeSimpleHint="使用'事件响应 - 触发单位'来获取接近指定单位的单位."
 
TriggerRegisterUnitLifeEvent="生命值变化"
TriggerRegisterUnitLifeEvent=~指定单位," 的生命值变为 ",~Operation," ",~Value
TriggerRegisterUnitLifeEventHint="从不成立变为成立时触发该事件. 注意:该参照值在注册事件时即被确定为常量,是不会变动的."
 
TriggerRegisterUnitManaEvent="魔法值变化"
TriggerRegisterUnitManaEvent=~指定单位," 的魔法值变为",~Operation," ",~Value
TriggerRegisterUnitManaEventHint="从不成立变为成立时触发该事件. 注意:该参照值在注册事件时即被确定为常量,是不会变动的."
 

//***************************************************************************
[TriggerConditionStrings]
 
OperatorCompareBoolean="布尔值"
OperatorCompareBoolean=~Value," ",~Operator," ",~Value
OperatorCompareBooleanHint=
 
OperatorCompareAbilityId="技能"
OperatorCompareAbilityId=~Value," ",~Operator," ",~Value
OperatorCompareAbilityIdHint=
 
OperatorCompareBuffId="魔法效果"
OperatorCompareBuffId=~魔法效果," ",~Operator," ",~魔法效果
OperatorCompareBuffIdHint=
 
OperatorCompareDestructible="可破坏物"
OperatorCompareDestructible=~可破坏物," ",~Operator," ",~可破坏物
OperatorCompareDestructibleHint=
 
OperatorCompareDestructableCode="可破坏物类型"
OperatorCompareDestructableCode=~Value," ",~Operator," ",~Value
OperatorCompareDestructableCodeHint=
 
OperatorCompareDialog="对话框 [R]"
OperatorCompareDialog=~对话框," ",~Operator," ",~对话框
OperatorCompareDialogHint=
 
OperatorCompareButton="对话框按钮"
OperatorCompareButton=~对话框按钮," ",~Operator," ",~对话框按钮
OperatorCompareButtonHint=
 
OperatorCompareGameDifficulty="游戏难度"
OperatorCompareGameDifficulty=~Value," ",~Operator," ",~Value
OperatorCompareGameDifficultyHint=
 
OperatorCompareGameSpeed="游戏速度"
OperatorCompareGameSpeed=~Value," ",~Operator," ",~Value
OperatorCompareGameSpeedHint=
 
OperatorCompareHeroSkill="学习技能"
OperatorCompareHeroSkill=~Value," ",~Operator," ",~Value
OperatorCompareHeroSkillHint=
 
OperatorCompareInteger="整数"
OperatorCompareInteger=~Value," ",~Operator," ",~Value
OperatorCompareIntegerHint=
 
OperatorCompareItem="物品"
OperatorCompareItem=~物品," ",~Operator," ",~物品
OperatorCompareItemHint=
 
OperatorCompareItemType="物品分类"
OperatorCompareItemType=~Value," ",~Operator," ",~Value
OperatorCompareItemTypeHint=
 
OperatorCompareItemCode="物品类型"
OperatorCompareItemCode=~Value," ",~Operator," ",~Value
OperatorCompareItemCodeHint=
 
OperatorCompareMeleeDifficulty="对战AI难度"
OperatorCompareMeleeDifficulty=~Value," ",~Operator," ",~Value
OperatorCompareMeleeDifficultyHint=
 
OperatorCompareOrderCode="命令ID"
OperatorCompareOrderCode=~Value," ",~Operator," ",~Value
OperatorCompareOrderCodeHint=
 
OperatorComparePlayer="玩家"
OperatorComparePlayer=~Value," ",~Operator," ",~Value
OperatorComparePlayerHint=
 
OperatorComparePlayerColor="玩家颜色"
OperatorComparePlayerColor=~Value," ",~Operator," ",~Value
OperatorComparePlayerColorHint=
 
OperatorComparePlayerControl="玩家控制者"
OperatorComparePlayerControl=~Value," ",~Operator," ",~Value
OperatorComparePlayerControlHint=
 
OperatorComparePlayerSlotStatus="玩家游戏状态"
OperatorComparePlayerSlotStatus=~Value," ",~Operator," ",~Value
OperatorComparePlayerSlotStatusHint=
 
//OperatorComparePoint="点"
//OperatorComparePoint=~Value," ",~Operator," ",~Value
//OperatorComparePointHint=
 
OperatorCompareRace="种族"
OperatorCompareRace=~Value," ",~Operator," ",~Value
OperatorCompareRaceHint=
 
OperatorCompareReal="实数"
OperatorCompareReal=~Value," ",~Operator," ",~Value
OperatorCompareRealHint=
 
//OperatorCompareRegion="矩形区域"
//OperatorCompareRegion=~Value," ",~Operator," ",~Value
//OperatorCompareRegionHint=
 
OperatorCompareString="字符串"
OperatorCompareString=~Value," ",~Operator," ",~字符串
OperatorCompareStringHint=
 
OperatorCompareTechCode="科技研究"
OperatorCompareTechCode=~Value," ",~Operator," ",~科技
OperatorCompareTechCodeHint=
 
OperatorCompareTrigger="触发"
OperatorCompareTrigger=~触发," ",~Operator," ",~触发
OperatorCompareTriggerHint=
 
OperatorCompareUnit="单位"
OperatorCompareUnit=~Value," ",~Operator," ",~单位
OperatorCompareUnitHint=
 
OperatorCompareUnitCode="单位类型"
OperatorCompareUnitCode=~Value," ",~Operator," ",~Value
OperatorCompareUnitCodeHint=
 
OperatorCompareTerrainType="地形"
OperatorCompareTerrainType=~Value," ",~Operator," ",~Value
OperatorCompareTerrainTypeHint=
 
OperatorCompareTrackable="可追踪对象 [R]"
OperatorCompareTrackable=~值," ",~Operator," ",~值
OperatorCompareTrackableHint=
 
GetBooleanAnd="And"
GetBooleanAnd=~条件1," and ",~条件2
GetBooleanAndHint=
 
GetBooleanOr="Or"
GetBooleanOr=~条件1," or ",~条件2
GetBooleanOrHint=
 
AndMultiple="And(多个条件)"
AndMultiple="所有条件成立"
AndMultipleHint=
 
OrMultiple="Or(多个条件)"
OrMultiple="任一条件成立"
OrMultipleHint=
 

//***************************************************************************
[TriggerActionStrings]
 
DoNothing="无动作"
DoNothing="无动作"
DoNothingHint=
 
CommentString="注释"
CommentString="-------- ",~注释文字," --------"
CommentStringHint=
 
CustomScriptCode="自定义代码"
CustomScriptCode="自定义代码: ",~Jass代码
CustomScriptCodeHint="输入一行Jass代码. 如: call my_func(udg_my_var)"
 
ExecuteFunc="运行函数 [R]"
ExecuteFunc="运行函数: ",~函数名
ExecuteFuncHint="使用该功能运行的函数与触发独立."
 
TriggerSleepAction="等待"
TriggerSleepAction="等待 ",~Time," 秒"
TriggerSleepActionHint="等待使用实际时间. 所以遇到比如掉线导致等待玩家等情况会导致等待时间不准确."
 
PolledWait="等待(游戏时间)"
PolledWait="等待 ",~Time," 秒游戏时间"
PolledWaitHint="等待(游戏时间)实际上由若干个等待组成. 遇到如等待玩家等情况时不会一次将等待时间花光. 但同时,该功能的效率也是极低的."
 
WaitForCondition="等待条件成立"
WaitForCondition="等待直到 ",~条件," 成立,每 ",~Interval," 秒检查一次"
WaitForConditionHint=
 
WaitForSoundBJ="等待音效"
WaitForSoundBJ="等待直到 ",~音效," 结束前 ",~Time," 秒"
WaitForSoundBJHint="该动作仅当音效正在播放时有效. 如果该音效还没开始播放或是已经播放完毕,则该动作无效."
 
// Specially handled by the editor
SetVariable="设置变量"
SetVariable="设置 ",~变量," = ",~值
SetVariableHint=
 
// Specially handled by the editor
ReturnAction="跳过剩余动作"
ReturnAction="跳过剩余动作"
ReturnActionHint="跳过剩余动作,直接中止触发运行. 但是在组动作中无效."
 
// Specially handled by the editor
IfThenElseMultiple="If / Then / Else(多个动作)"
IfThenElseMultiple="如果所有条件成立则做动作1,否则做动作2"
IfThenElseMultipleHint=
 
// Specially handled by the editor
IfThenElse="If / Then / Else"
IfThenElse="如果 ",~条件," 成立则 ",~做动作1," 否则 ",~做动作2
IfThenElseHint=
 
// Specially handled by the editor
ForLoopAMultiple="For循环整数A做动作(多个动作)"
ForLoopAMultiple="For循环整数A从 ",~Start," 到 ",~End,", 做动作"
ForLoopAMultipleHint="结束值要大于开始值."
 
// Specially handled by the editor
ForLoopBMultiple="For循环整数B做动作(多个动作)"
ForLoopBMultiple="For循环整数B从 ",~Start," 到 ",~End,", 做动作"
ForLoopBMultipleHint="结束值要大于开始值."
 
// Specially handled by the editor
ForLoopVarMultiple="For自定循环整数做动作(多个动作)"
ForLoopVarMultiple="For ",~自定循环整数," 从 ",~Start," 到 ",~End,", 做动作"
ForLoopVarMultipleHint="结束值要大于开始值."
 
// Specially handled by the editor
ForLoopA="For循环整数A做动作"
ForLoopA="For循环整数A从 ",~Start," 到 ",~End,", ",~做动作
ForLoopAHint="结束值要大于开始值."
 
// Specially handled by the editor
ForLoopB="For循环整数B做动作"
ForLoopB="For循环整数B从 ",~Start," 到 ",~End,", ",~做动作
ForLoopBHint="结束值要大于开始值."
 
// Specially handled by the editor
ForLoopVar="For自定循环整数做动作"
ForLoopVar="For ",~自定循环整数," 从 ",~Start," 到 ",~End,", ",~做动作
ForLoopVarHint="结束值要大于开始值."
 
SetForLoopIndexA="设置循环整数A [R]"
SetForLoopIndexA="设置循环整数A的值为 ",~数值
SetForLoopIndexAHint=
 
SetForLoopIndexB="设置循环整数B [R]"
SetForLoopIndexB="设置循环整数B的值为 ",~数值
SetForLoopIndexBHint=
 
// AI actions
StartMeleeAI="启用对战AI"
StartMeleeAI="为 ",~Player," 启用对战AI: ",~Script
StartMeleeAIHint="AI只能对电脑玩家使用."
 
StartCampaignAI="启用战役AI"
StartCampaignAI="为 ",~Player," 启用战役AI: ",~Script
StartCampaignAIHint="AI只能对电脑玩家使用."
 
CommandAI="发送AI命令"
CommandAI="对 ",~Player," 发送AI命令:(",~命令,", ",~数据,")"
CommandAIHint="发送的AI命令将被AI脚本所使用."
 
PauseCompAI="暂停/恢复AI脚本运行 [R]"
PauseCompAI="使 ",~Player," ",~暂停/恢复," 当前AI脚本的运行"
PauseCompAIHint="事实上该函数是有问题的,可以这么理解:设玩家当前AI脚本的运行状态R为0,暂停1次则R+1,恢复1次则R-1,仅当R=0时该玩家才会运行AI. 在使用前请先理解这段话的意思."
 
RemoveGuardPosition="忽视单位警戒点"
RemoveGuardPosition="忽视 ",~单位," 的警戒点"
RemoveGuardPositionHint="单位将不会自动返回原警戒点. 一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了."
 
RemoveAllGuardPositions="忽视所有单位警戒点"
RemoveAllGuardPositions="忽视 ",~Player," 所有单位的警戒点"
RemoveAllGuardPositionsHint="单位将不会自动返回原警戒点. 一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了."
 
RecycleGuardPosition="恢复单位警戒点"
RecycleGuardPosition="恢复 ",~单位," 的警戒点"
RecycleGuardPositionHint=
 
//R.SetUnitCreepGuard="锁定单位警戒点 [R]"
//R.SetUnitCreepGuard="设置 ",~单位," 的警戒点:",~option
//R.SetUnitCreepGuardHint="锁定并防止AI脚本改动单位警戒点."
 
//O.LockGuardPosition="锁定单位警戒点"
//O.LockGuardPosition="锁定 ",~单位," 的警戒点"
//O.LockGuardPositionHint="锁定并防止AI脚本改动单位警戒点."
 

// Trigger actions
DisableTrigger="关闭"
DisableTrigger="关闭 ",~Trigger
DisableTriggerHint=
 
EnableTrigger="开启"
EnableTrigger="开启 ",~Trigger
EnableTriggerHint=
 
ConditionalTriggerExecute="运行触发(检查条件)"
ConditionalTriggerExecute="运行 ",~触发," (检查条件)"
ConditionalTriggerExecuteHint="如果其触发条件成立则运行触发动作."
 
TriggerExecute="运行触发(无视条件)"
TriggerExecute="运行 ",~触发," (无视条件)"
TriggerExecuteHint="无视事件和条件,运行触发动作."
 
QueuedTriggerAddBJ="添加到触发队列"
QueuedTriggerAddBJ="添加 ",~触发," 到触发队列(",~Checking/Ignoring," 条件)"
QueuedTriggerAddBJHint="个人认为触发队列属于没用的功能."
 
QueuedTriggerRemoveBJ="移出触发队列"
QueuedTriggerRemoveBJ="将 ",~触发," 移出触发队列"
QueuedTriggerRemoveBJHint="如果触发正在运行,从队列移出该单位将允许后面的触发运行,但不影响本身的动作."
 
QueuedTriggerClearBJ="清空触发队列"
QueuedTriggerClearBJ="清空触发队列中所有触发"
QueuedTriggerClearBJHint=
 
QueuedTriggerClearInactiveBJ="清空未运行触发"
QueuedTriggerClearInactiveBJ="清空触发队列中所有未运行触发"
QueuedTriggerClearInactiveBJHint="只有正在运行的触发不会被移出队列."
 
AddTriggerEvent="添加事件"
AddTriggerEvent="为 ",~触发," 添加事件: ",~事件
AddTriggerEventHint="使用该功能可以在游戏中为其他触发添加事件."
 
DestroyTrigger="删除触发器 [R]"
DestroyTrigger="删除 ",~触发器
DestroyTriggerHint="对不再使用的触发器可以使用该动作来删除."
 

// Unit actions
CreateNUnitsAtLoc="创建单位(面向角度)"
CreateNUnitsAtLoc="创建 ",~Number," 个 ",~单位," 给 ",~Player," 在 ",~指定点," ,面向角度为 ",~Direction," 度"
CreateNUnitsAtLocHint="面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位."
 
CreateNUnitsAtLocFacingLocBJ="创建单位(面向点)"
CreateNUnitsAtLocFacingLocBJ="创建 ",~Number," ",~单位," 给 ",~Player," 在 ",~指定点," ,面向 ",~指定点
CreateNUnitsAtLocFacingLocBJHint="使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位."
 
CreateCorpseLocBJ="创建尸体"
CreateCorpseLocBJ="创建一个 ",~单位," 的尸体给 ",~Player," 在 ",~指定点
CreateCorpseLocBJHint="不是所有单位都有尸体形态. 使用'最后创建的单位'来获取该尸体."
 
CreatePermanentCorpseLocBJ="创建永久性尸体"
CreatePermanentCorpseLocBJ="创建一个 ",~Style," ",~单位," 尸体给 ",~Player," 在 ",~指定点," 面向角度为 ",~Direction," 度"
CreatePermanentCorpseLocBJHint="肉态尸体经常会自动变为骨态尸体."
 
KillUnit="杀死"
KillUnit="杀死 ",~单位
KillUnitHint=
 
RemoveUnit="删除"
RemoveUnit="删除 ",~单位
RemoveUnitHint="被删除的单位不会留下尸体. 如果是英雄则不能再被复活."
 
//O.ExplodeUnitBJ="爆炸"
//O.ExplodeUnitBJ="使 ",~单位," 爆炸而死"
//O.ExplodeUnitBJHint="爆炸死亡不会留下尸体."
 
ReplaceUnitBJ="替换"
ReplaceUnitBJ="将 ",~单位," 替换为 ",~单位类型," 使用 ",~Property Usage," 生命和魔法"
ReplaceUnitBJHint="使用'最后替换的单位'来获取该单位. 如果是不死族金矿被替换,经常还会留下一个普通的金矿. 实际上就是创建加删除单位,3个局部变量泄漏."
 
//R.ShowUnit="显示/隐藏 [R]"
//R.ShowUnit="设置 ",~单位," 的状态为 ",~显示/隐藏
//R.ShowUnitHint="隐藏单位不会被'区域内单位'所选取."
 
//O.ShowUnitHide="隐藏"
//O.ShowUnitHide="隐藏 ",~单位
//O.ShowUnitHideHint="使用'单位 - 显示'来显示该单位. 隐藏单位不会被'区域内单位'所选取."
 
//O.ShowUnitShow="显示"
//O.ShowUnitShow="显示 ",~单位
//O.ShowUnitShowHint="使用'单位 - 隐藏'来显示该单位. 隐藏单位不会被'区域内单位'所选取."
 
SetUnitColor="改变队伍颜色"
SetUnitColor="改变 ",~单位," 的队伍颜色为 ",~Color
SetUnitColorHint="改变队伍颜色并不会改变单位所属."
 
SetUnitOwner="改变所属"
SetUnitOwner="改变 ",~单位," 所属为 ",~Player," 并 ",~Change/Retain Color
SetUnitOwnerHint=
 
//R.UnitShareVision="共享视野 [R]"
//R.UnitShareVision="设置 ",~单位," 的视野对 ",~Player," ",~on/off
//R.UnitShareVisionHint=
 
//O.UnitShareVisionBJ="共享视野"
//O.UnitShareVisionBJ=~Grant/Deny," 共享 ",~单位," 的视野对 ",~Player
//O.UnitShareVisionBJHint=
 
SetUnitPosition="移动单位(立即)(指定坐标) [R]"
SetUnitPosition="立即移动 ",~单位," 到(",~X,",",~Y,")"
SetUnitPositionHint=
 
SetUnitPositionLoc="移动单位(立即)(指定点)"
SetUnitPositionLoc="立即移动 ",~单位," 到 ",~指定点
SetUnitPositionLocHint=
 
SetUnitPositionLocFacingBJ="移动单位面向角度(立即)"
SetUnitPositionLocFacingBJ="立即移动 ",~单位," 到 ",~指定点," ,面向角度 ",~Direction," 度"
SetUnitPositionLocFacingBJHint="建议使用'移动单位'+'设置面向角度'动作. 面向角度采用角度制,0度为正东方向,90度为正北方向."
 
SetUnitPositionLocFacingLocBJ="移动单位面向点(立即)"
SetUnitPositionLocFacingLocBJ="立即移动 ",~单位," 到 ",~指定点," ,并面向 ",~指定点
SetUnitPositionLocFacingLocBJHint="建议使用'移动单位'+'设置面向角度'动作."
 
SetUnitX="设置单位X坐标 [R]"
SetUnitX="设置 ",~单位," 的X坐标为 ",~X
SetUnitXHint="使用该函数的效率至少是同类函数的20倍以上.但要注意如果坐标超出地图边界是会出错的."
 
SetUnitY="设置单位Y坐标 [R]"
SetUnitY="设置 ",~单位," 的Y坐标为 ",~Y
SetUnitYHint="使用该函数的效率至少是同类函数的20倍以上.但要注意如果坐标超出地图边界是会出错的."
 
//O.SetUnitRallyPoint="设置集结点(指定点)"
//O.SetUnitRallyPoint="设置 ",~单位," 的集结点到 ",~指定点
//O.SetUnitRallyPointHint="建议用发布'setrally'命令来实现该功能."
 
//O.SetUnitRallyUnit="设置集结点(指定单位)"
//O.SetUnitRallyUnit="设置 ",~单位," 的集结点到 ",~单位
//O.SetUnitRallyUnitHint="建议用发布'setrally'命令来实现该功能."
 
//O.SetUnitRallyDestructable="设置集结点(指定可破坏物)"
//O.SetUnitRallyDestructable="设置 ",~单位," 的集结点到 ",~可破坏物
//O.SetUnitRallyDestructableHint="建议用发布'setrally'命令来实现该功能."
 
//R.SetUnitState="设置单位生命/魔法值 [R]"
//R.SetUnitState="设置 ",~单位," 的 ",~生命/魔法值," 为 ",~Value
//R.SetUnitStateHint=
 
//O.SetUnitLifePercentBJ="设置生命值(百分比)"
//O.SetUnitLifePercentBJ="设置 ",~单位," 的生命值为 ",~Percent,"%"
//O.SetUnitLifePercentBJHint=
 
//O.SetUnitManaPercentBJ="设置魔法值(百分比)"
//O.SetUnitManaPercentBJ="设置 ",~单位," 的魔法值为 ",~Percent,"%"
//O.SetUnitManaPercentBJHint=
 
//O.SetUnitLifeBJ="设置生命值(指定值)"
//O.SetUnitLifeBJ="设置 ",~单位," 的生命值为 ",~Value
//O.SetUnitLifeBJHint=
 
//O.SetUnitManaBJ="设置魔法值(指定值)"
//O.SetUnitManaBJ="设置 ",~单位," 的魔法值为 ",~Value
//O.SetUnitManaBJHint=
 
SetUnitInvulnerable="设置无敌/可攻击"
SetUnitInvulnerable="设置 ",~单位," ",~Invulnerable/Vulnerable
SetUnitInvulnerableHint=
 
//R.PauseUnit="暂停/恢复 [R]"
//R.PauseUnit="设置 ",~单位," ",~Pause/Unpause
//R.PauseUnitHint=
 
//O.PauseUnitBJ="暂停/恢复"
//O.PauseUnitBJ=~Pause/Unpause," ",~单位
//O.PauseUnitBJHint=
 
PauseAllUnitsBJ="暂停/恢复所有单位"
PauseAllUnitsBJ=~Pause/Unpause," 所有单位"
PauseAllUnitsBJHint="该动作只作用于当前存在于地图的单位. 对于之后创建或复活的单位并不会受到影响."
 
//R.UnitPauseTimedLife="暂停/恢复生命周期 [R]"
//R.UnitPauseTimedLife="使 ",~单位," ",~Pause/Unpause," 生命周期"
//R.UnitPauseTimedLifeHint="只有召唤单位有生命周期."
 
//O.UnitPauseTimedLifeBJ="暂停/恢复生命周期"
//O.UnitPauseTimedLifeBJ=~Pause/Unpause," ",~单位," 的生命周期"
//O.UnitPauseTimedLifeBJHint="只有召唤单位有生命周期."
 
//R.UnitApplyTimedLife="设置生命周期 [R]"
//R.UnitApplyTimedLife="为 ",~单位," 设置 ",~Buff Type," 类型的生命周期,持续时间为 ",~Duration," 秒"
//R.UnitApplyTimedLifeHint=
 
//O.UnitApplyTimedLifeBJ="设置生命周期"
//O.UnitApplyTimedLifeBJ="设置 ",~Duration," 秒 ",~Buff Type," 类型的生命周期对 ",~单位
//O.UnitApplyTimedLifeBJHint=
 
SetUnitExplodedBJ="设置死亡方式"
SetUnitExplodedBJ="设置 ",~单位," ",~Explode/Die Normally," 在死亡时"
SetUnitExplodedBJHint=
 
UnitSuspendDecay="暂停尸体腐烂 [R]"
UnitSuspendDecay=" 设置 ",~单位," 的尸体腐烂状态: ",~Suspend/Resume
UnitSuspendDecayHint="只对已完成死亡动作的尸体有效."
 
//O.UnitSuspendDecayBJ="暂停尸体腐烂 [旧]"
//O.UnitSuspendDecayBJ=~Suspend/Resume," 尸体腐烂对 ",~单位
//O.UnitSuspendDecayBJHint="只对已完成死亡动作的尸体有效. 该函数有Bug,不能恢复尸体腐烂状态,请使用新加函数."
 
UnitResetCooldown="重置技能CD"
UnitResetCooldown="重置 ",~单位," 的所有技能冷却时间"
UnitResetCooldownHint="如果要重置单一技能的CD,可以通过删除技能+添加技能+设置技能等级来完成."
 
UnitSetConstructionProgress="设置建筑建造进度条"
UnitSetConstructionProgress="设置 ",~Building," 的建造进度条为 ",~Progress,"%"
UnitSetConstructionProgressHint="只作用于正在建造的建筑."
 
UnitSetUpgradeProgress="设置建筑升级进度条"
UnitSetUpgradeProgress="设置 ",~Building," 的升级进度条为 ",~Progress,"%"
UnitSetUpgradeProgressHint="只作用于正在升级的建筑. 是建筑A升级为建筑B的升级,不是科技的研究."
 
UnitAddSleepPerm="控制单位睡眠状态"
UnitAddSleepPerm="使 ",~单位," ",~Sleep/Remain Awake
UnitAddSleepPermHint="使用该功能前必须用触发为单位添加'一直睡眠'技能."
 
UnitSetCanSleepBJ="设置单位夜晚睡眠"
UnitSetCanSleepBJ="设置 ",~单位," ",~Sleep/Remain Awake," 在夜晚"
UnitSetCanSleepBJHint="只对中立单位有效. 并不影响催眠魔法."
 
UnitWakeUpBJ="叫醒单位"
UnitWakeUpBJ="叫醒 ",~单位
UnitWakeUpBJHint="不影响催眠魔法效果."
 
//UnitIgnoreAlarm
 
UnitGenerateAlarms="设置警报开启/关闭"
UnitGenerateAlarms="设置警报对 ",~单位," ",~On/Off
UnitGenerateAlarmsHint="只作用于建筑."
 
RescueUnitBJ="营救单位"
RescueUnitBJ="营救 ",~单位," ,改变所属为 ",~Player," 并 ",~Change/Retain Color
RescueUnitBJHint=
 
SetUnitRescuable="设置可否营救(对玩家) [R]"
SetUnitRescuable="设置 ",~单位," 对 ",~玩家,~Rescuable/Unrescuable
SetUnitRescuableHint=
 
MakeUnitRescuableToForceBJ="设置可否营救(对玩家组)"
MakeUnitRescuableToForceBJ="设置 ",~单位," ",~Rescuable/Unrescuable," 对 ",~玩家组
MakeUnitRescuableToForceBJHint=
 
SetUnitRescueRange="设置营救范围"
SetUnitRescueRange="设置 ",~单位," 的营救范围为 ",~Range
SetUnitRescueRangeHint=
 
SetRescueUnitColorChangeBJ="设置营救颜色(单位)"
SetRescueUnitColorChangeBJ="设置单位 ",~Change/Retain Color," 当被营救时"
SetRescueUnitColorChangeBJHint="默认情况单位被营救时会改变颜色. 不影响已经被营救的单位."
 
SetRescueBuildingColorChangeBJ="设置营救颜色(建筑)"
SetRescueBuildingColorChangeBJ="设置建筑 ",~Change/Retain Color," 当被营救时"
SetRescueBuildingColorChangeBJHint="默认建筑被营救时不会改变颜色. 不影响已经被营救的建筑."
 
//R.SetUnitUseFood="允许/禁止人口占用 [R]"
//R.SetUnitUseFood="设置 ",~单位," : ",~Enable/Disable," 其人口占用"
//R.SetUnitUseFoodHint=
 
//O.SetUnitUseFoodBJ="允许/禁止人口占用"
//O.SetUnitUseFoodBJ=~Enable/Disable," ",~单位," 的人口占用"
//O.SetUnitUseFoodBJHint=
 
SetUnitFacing="设置单位面向角度(立即) [R]"
SetUnitFacing="设置 ",~单位," 的面向角度为 ",~Angle," 度
SetUnitFacingHint="面向角度采用角度制,0度为正东方向,90度为正北方向."
 
SetUnitFacingTimed="设置单位面向角度(指定时间)"
SetUnitFacingTimed="设置 ",~单位," 的面向角度为 ",~Angle," 度,使用时间 ",~Time," 秒"
SetUnitFacingTimedHint="面向角度采用角度制,0度为正东方向,90度为正北方向."
 
SetUnitFacingToFaceUnitTimed="设置单位面向单位"
SetUnitFacingToFaceUnitTimed="设置 ",~单位," 面向 ",~目标单位," ,使用时间 ",~Time," 秒"
SetUnitFacingToFaceUnitTimedHint="只是面向当前单位所在点而已. 并不会因为单位位置改变而改变目标位置."
 
SetUnitFacingToFaceLocTimed="设置单位面向点"
SetUnitFacingToFaceLocTimed="设置 ",~单位," 面向 ",~点," ,使用时间 ",~Time," 秒"
SetUnitFacingToFaceLocTimedHint=
 
SetUnitMoveSpeed="设置移动速度"
SetUnitMoveSpeed="设置 ",~单位," 的移动速度为 ",~Speed
SetUnitMoveSpeedHint=
 
SetUnitPathing="设置碰撞开关"
SetUnitPathing="设置 ",~单位," ",~On/Off," 碰撞"
SetUnitPathingHint="关闭碰撞的单位无视障碍物,但其他单位仍视其为障碍物."
 
SetUnitAcquireRangeBJ="设置主动攻击范围"
SetUnitAcquireRangeBJ="设置 ",~单位," 的主动攻击范围为 ",~数值
SetUnitAcquireRangeBJHint=
 
SetUnitUserData="设置自定义值"
SetUnitUserData="设置 ",~单位," 的自定义值为 ",~Index
SetUnitUserDataHint="单位自定义值仅用于触发器. 可用来给单位绑定一个整型数据."
 
UnitRemoveBuffs="删除魔法效果(指定极性) [R]"
UnitRemoveBuffs="删除 ",~单位," 的附带Buff,(",~Include/Exclude," 正面Buff, ",~Include/Exclude," 负面Buff)"
 
UnitRemoveBuffsEx="删除魔法效果(详细类别) [R]"
UnitRemoveBuffsEx="删除 ",~单位," 的附带Buff,(",~Include/Exclude," 正面Buff, ",~Include/Exclude," 负面Buff",~Include/Exclude," 魔法Buff, ",~Include/Exclude," 物理Buff",~Include/Exclude," 生命周期, ",~Include/Exclude," 光环效果",~Include/Exclude," 不可驱散Buff)"
 
//R.UnitRemoveBuffNT="删除指定魔法效果 [R]"
//R.UnitRemoveBuffNT="删除 ",~单位," 的 ",~魔法效果
//R.UnitRemoveBuffNTHint=
 
//O.UnitRemoveBuffsBJ="删除魔法效果(指定类别) [旧]"
//O.UnitRemoveBuffsBJ="删除 ",~Buff Type," 魔法效果从 ",~单位
//O.UnitRemoveBuffsBJHint=
 
//O.UnitRemoveBuffsExBJ="删除魔法效果(详细类别) [旧]"
//O.UnitRemoveBuffsExBJ="删除 ",~Buff Type," ",~Buff Resist," Buff从 ",~单位,"(",~Include/Exclude," 生命周期, ",~Include/Exclude," 光环)"
//O.UnitRemoveBuffsExBJHint="buff性质选项第4项为无效选项, 仅为兼容而保留."
 
//O.UnitRemoveBuffBJ="删除指定魔法效果"
//O.UnitRemoveBuffBJ="删除 ",~魔法效果," 从 ",~单位
//O.UnitRemoveBuffBJHint=
 
//R.UnitAddAbility="添加技能 [R]"
//R.UnitAddAbility="为 ",~单位," 添加 ",~技能
//R.UnitAddAbilityHint=
 
//O.UnitAddAbilityBJ="添加技能"
//O.UnitAddAbilityBJ="添加 ",~技能," 给 ",~单位
//O.UnitAddAbilityBJHint=
 
//R.UnitRemoveAbility="删除技能 [R]"
//R.UnitRemoveAbility="为 ",~单位," 删除 ",~技能
//R.UnitRemoveAbilityHint=
 
//O.UnitRemoveAbilityBJ="删除技能"
//O.UnitRemoveAbilityBJ="删除 ",~技能," 从 ",~单位
//O.UnitRemoveAbilityBJHint=
 
UnitMakeAbilityPermanent="设置技能永久性 [R]"
UnitMakeAbilityPermanent="设置 ",~单位," ",~是否," ",~技能," 永久性"
UnitMakeAbilityPermanentHint="如触发添加给单位的技能就是非永久性的,非永久性技能在变身并回复之后会丢失掉. 这类情况就需要设置技能永久性."
 
UnitAddType="添加类别 [R]"
UnitAddType="为 ",~单位," 添加 ",~Classification," 类别"
UnitAddTypeHint="已去除所有无效类别."
 
//O.UnitAddTypeBJ="添加类别 [旧]"
//O.UnitAddTypeBJ="添加 ",~Classification," 类别到 ",~单位
//O.UnitAddTypeBJHint="并非所有类别都是可以添加的,建议使用新函数."
 
UnitRemoveType="删除类别 [R]"
UnitRemoveType="为 ",~单位," 删除 ",~Classification," 类别"
UnitRemoveTypeHint="已去除所有无效类别."
 
//O.UnitRemoveTypeBJ="删除类别 [旧]"
//O.UnitRemoveTypeBJ="删除 ",~Classification," 类别从 ",~单位
//O.UnitRemoveTypeBJHint="并非所有类别都是可以删除的,建议使用新函数."
 
//R.DecUnitAbilityLevel="降低技能等级 [R]"
//R.DecUnitAbilityLevel="使 ",~单位," 的 ",~技能," 等级降低1级"
//R.DecUnitAbilityLeveldHint="单位没有该技能则不做动作. 最低只能降到1级."
 
//O.DecUnitAbilityLevelSwapped="降低技能等级"
//O.DecUnitAbilityLevelSwapped="降低 ",~技能," 等级对 ",~单位
//O.DecUnitAbilityLevelSwappedHint="单位没有该技能则不做动作. 最低只能降到1级."
 
//R.IncUnitAbilityLevel="提升技能等级 [R]"
//R.IncUnitAbilityLevel="使 ",~单位," 的 ",~技能," 等级提升1级"
//R.IncUnitAbilityLevelHint="单位没有该技能则不做动作."
 
//O.IncUnitAbilityLevelSwapped="提升技能等级"
//O.IncUnitAbilityLevelSwapped="提升 ",~技能," 等级对 ",~单位
//O.IncUnitAbilityLevelSwappedHint="单位没有该技能则不做动作."
 
//R.SetUnitAbilityLevel="设置技能等级 [R]"
//R.SetUnitAbilityLevel="设置 ",~单位," 的 ",~技能," 等级为 ",~Level
//R.SetUnitAbilityLevelHint="单位没有该技能则不做动作."
 
//O.SetUnitAbilityLevelSwapped="设置技能等级"
//O.SetUnitAbilityLevelSwapped="设置 ",~技能," 等级对 ",~单位," 为 ",~Level
//O.SetUnitAbilityLevelSwappedHint="单位没有该技能则不做动作."
 
IssueImmediateOrder="发布命令(无目标)"
IssueImmediateOrder="对 ",~单位," 发布 ",~Order," 命令"
IssueImmediateOrderHint=
 
IssuePointOrder="发布命令(指定坐标) [R]"
IssuePointOrder="对 ",~单位," 发布 ",~Order," 命令到坐标:(",~X,",",~Y,")"
IssuePointOrderHint=
 
IssuePointOrderLoc="发布命令(指定点)"
IssuePointOrderLoc="对 ",~单位," 发布 ",~Order," 命令到目标点: ",~指定点
IssuePointOrderLocHint=
 
IssueTargetOrder="发布命令(指定单位)"
IssueTargetOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位
IssueTargetOrderHint=
 
IssueTargetDestructableOrder="发布命令(指定可破坏物)"
IssueTargetDestructableOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物
IssueTargetDestructableOrderHint=
 
IssueTargetItemOrder="发布命令(指定物品)"
IssueTargetItemOrder="对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品
IssueTargetItemOrderHint=
 
IssueImmediateOrderById="按ID发布命令(无目标) [R]"
IssueImmediateOrderById="对 ",~单位," 发布 ",~Order," 命令"
IssueImmediateOrderByIdHint=
 
IssuePointOrderById="按ID发布命令(指定坐标) [R]"
IssuePointOrderById="对 ",~单位," 发布 ",~Order," 命令到坐标:(",~X,",",~Y,")"
IssuePointOrderByIdHint=
 
IssuePointOrderByIdLoc="按ID发布命令(指定点) [R]"
IssuePointOrderByIdLoc="对 ",~单位," 发布 ",~Order," 命令到目标点: ",~指定点
IssuePointOrderByIdLocHint=
 
IssueTargetOrderById="按ID发布命令(指定单位) [R]"
IssueTargetOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位
IssueTargetOrderByIdHint=
 
IssueTargetDestructableOrderById="按ID发布命令(指定可破坏物) [R]"
IssueTargetDestructableOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物
IssueTargetDestructableOrderByIdHint=
 
IssueTargetItemOrderById="按ID发布命令(指定物品) [R]"
IssueTargetItemOrderById="对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品
IssueTargetItemOrderByIdHint=
 
IssueTrainOrderByIdBJ="发布训练/升级命令"
IssueTrainOrderByIdBJ="命令 ",~单位," 建造/升级为 ",~单位类型
IssueTrainOrderByIdBJHint="该升级是指A单位升级为B单位,而不是科技升级."
 
IssueUpgradeOrderByIdBJ="发布研究科技命令"
IssueUpgradeOrderByIdBJ="命令 ",~单位," 研究 ",~Tech-Type
IssueUpgradeOrderByIdBJHint=
 
IssueBuildOrderById="发布建造命令(指定坐标) [R]"
IssueBuildOrderById="命令 ",~单位," 建造 ",~单位类型," 在坐标:(",~X,",",~Y,")"
IssueBuildOrderByIdHint=
 
IssueBuildOrderByIdLocBJ="发布建造命令(指定点)"
IssueBuildOrderByIdLocBJ="命令 ",~单位," 建造 ",~单位类型," 在 ",~指定点
IssueBuildOrderByIdLocBJHint=
 
UnitDropItemPoint="发布丢弃物品命令(指定坐标) [R]"
UnitDropItemPoint="命令 ",~单位," 丢弃物品 ",~物品," 到坐标:(",~X,",",~Y,")"
UnitDropItemPointHint=
 
UnitDropItemPointLoc="发布丢弃物品命令(指定点)"
UnitDropItemPointLoc="命令 ",~单位," 丢弃物品 ",~物品," 到 ",~指定点
UnitDropItemPointLocHint=
 
//R.UnitDropItemSlot="移动物品到物品栏 [R]"
//R.UnitDropItemSlot="命令 ",~单位," 移动 ",~物品," 到物品栏# ",~Index
//R.UnitDropItemSlotHint="只有当单位持有该物品时才有效. 注意: 该函数中物品栏编号从0-5,而不是1-6."
 
//O.UnitDropItemSlotBJ="移动物品到物品栏"
//O.UnitDropItemSlotBJ="命令 ",~单位," 移动 ",~物品," 到物品栏第 ",~Index," 格"
//O.UnitDropItemSlotBJHint="只有当单位持有该物品时才有效."
 
UnitDropItemTargetBJ="发布给予物品命令"
UnitDropItemTargetBJ="命令 ",~单位," 把 ",~物品," 给 ",~单位
UnitDropItemTargetBJHint=
 
IssueBuyUnitOrder="发布购买单位命令 [R]"
IssueBuyUnitOrder="使 ",~玩家," 从 ",~单位," 处购买 ",~单位类型
IssueBuyUnitOrderHint=
 
IssueBuyItemOrder="发布购买物品命令 [R]"
IssueBuyItemOrder="使 ",~玩家," 从 ",~单位," 处购买 ",~物品类型
IssueBuyItemOrderHint="先让商店对玩家单位发布'中立商店 - 选择'命令,再使用该函数就能实现指定单位的购买物品了."
 
IssueNeutralImmediateOrder="发布中介命令(无目标) [R]"
IssueNeutralImmediateOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令"
IssueNeutralImmediateOrderHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralPointOrder="发布中介命令(指定坐标) [R]"
IssueNeutralPointOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到坐标:(",~X,",",~Y,")"
IssueNeutralPointOrderHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralTargetOrder="发布中介命令(指定单位) [R]"
IssueNeutralTargetOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位
IssueNeutralTargetOrderHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralTargetDestructableOrder="发布中介命令(指定可破坏物) [R]"
IssueNeutralTargetDestructableOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物
IssueNeutralTargetDestructableOrderHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralTargetItemOrder="发布中介命令(指定物品) [R]"
IssueNeutralTargetItemOrder="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品
IssueNeutralTargetItemOrderHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralImmediateOrderById="按ID发布中介命令(无目标) [R]"
IssueNeutralImmediateOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令"
IssueNeutralImmediateOrderByIdHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralPointOrderById="按ID发布中介命令(指定坐标) [R]"
IssueNeutralPointOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到坐标:(",~X,",",~Y,")"
IssueNeutralPointOrderByIdHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralTargetOrderById="按ID发布中介命令(指定单位) [R]"
IssueNeutralTargetOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~单位
IssueNeutralTargetOrderByIdHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralTargetDestructableOrderById="按ID发布中介命令(指定可破坏物) [R]"
IssueNeutralTargetDestructableOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~可破坏物
IssueNeutralTargetDestructableOrderByIdHint="可以用来对非本玩家单位发布命令."
 
IssueNeutralTargetItemOrderById="按ID发布中介命令(指定物品) [R]"
IssueNeutralTargetItemOrderById="使 ",~玩家," 对 ",~单位," 发布 ",~Order," 命令到目标: ",~物品
IssueNeutralTargetItemOrderByIdHint="可以用来对非本玩家单位发布命令."
 
UnitDamagePoint="伤害区域 [R]"
UnitDamagePoint="命令 ",~单位," 在 ",~Seconds," 秒后对半径为 ",~Size," 圆心为(",~X,",",~Y,")的范围造成 ",~Amount," 点伤害(",~是," 攻击伤害, ",~是,"远程攻击) 攻击类型: ",~AttackType," 伤害类型: ",~DamageType," 装甲类型: ",~WeaponType
UnitDamagePointHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."
 
//O.UnitDamagePointLoc="伤害区域 [旧]"
//O.UnitDamagePointLoc="命令 ",~单位," 在 ",~Seconds," 秒后对半径为 ",~Size," 圆心为 ",~指定点," 的范围造成",~Amount," 点伤害,攻击类型: ",~AttackType," 伤害类型: ",~DamageType
//O.UnitDamagePointLocHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."
 
UnitDamageTarget="伤害目标 [R]"
UnitDamageTarget="命令 ",~单位," 对 ",~Target," 造成 ",~Amount," 点伤害(",~是," 攻击伤害, ",~是,"远程攻击) 攻击类型: ",~AttackType," 伤害类型: ",~DamageType," 装甲类型: ",~WeaponType
UnitDamageTargetHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."
 
//O.UnitDamageTargetBJ="伤害目标 [旧]"
//O.UnitDamageTargetBJ="命令 ",~单位," 对 ",~Target," 造成 ",~Amount," 点伤害,攻击类型: ",~AttackType," 伤害类型: ",~DamageType
//O.UnitDamageTargetBJHint="该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."
 

// Unitpool actions
UnitPoolAddUnitType="添加单位类型 [R]"
UnitPoolAddUnitType="在 ",~单位池," 中添加一个 ",~单位," 比重为 ",~数值
UnitPoolAddUnitTypeHint="比重越高被选择的机率越大"
 
UnitPoolRemoveUnitType="删除单位类型 [R]"
UnitPoolRemoveUnitType="从 ",~单位池," 中删除 ",~单位
UnitPoolRemoveUnitTypeHint=
 
PlaceRandomUnit="选择放置单位 [R]"
PlaceRandomUnit="从 ",~单位池," 中为 ",~玩家," 任意选择一个单位并放置到点( ",~X," , ",~Y," )"," 面向 ",~度
PlaceRandomUnitHint=
 
DestroyUnitPool="删除单位池 [R]"
DestroyUnitPool="删除 ",~单位池
DestroyUnitPoolHint=
 

// Unit Group actions
ForGroupMultiple="选取单位组内单位做动作(多个动作)"
ForGroupMultiple="选取 ",~单位组," 内所有单位做动作"
ForGroupMultipleHint="使用'选取单位'来取代相应的单位. 对于单位组内每个单位都会运行一次动作(包括死亡的,不包括隐藏的). 等待不能在组动作中运行."
 
ForGroup="选取单位组内单位做动作"
ForGroup="选取 ",~单位组," 内所有单位 ",~做动作
ForGroupHint="使用'选取单位'来取代相应的单位. 对于单位组内每个单位都会运行一次动作(包括死亡的,不包括隐藏的). 等待不能在组动作中运行."
 
//R.GroupAddUnit="添加单位 [R]"
//R.GroupAddUnit="为 ",~单位组," 添加 ",~单位
//R.GroupAddUnitHint="并不影响单位本身."
 
//O.GroupAddUnitSimple="添加单位"
//O.GroupAddUnitSimple="添加 ",~单位," 到 ",~单位组
//O.GroupAddUnitSimpleHint="并不影响单位本身."
 
GroupAddGroup="添加单位组"
GroupAddGroup="添加 ",~单位组," 内所有单位到 ",~单位组
GroupAddGroupHint="并不影响单位本身."
 
//R.GroupRemoveUnit="移除单位 [R]"
//R.GroupRemoveUnit="为 ",~单位组," 删除 ",~单位
//R.GroupRemoveUnitHint="并不影响单位本身."
 
//O.GroupRemoveUnitSimple="移除单位"
//O.GroupRemoveUnitSimple="把 ",~单位," 从 ",~单位组," 移除"
//O.GroupRemoveUnitSimpleHint="并不影响单位本身."
 
GroupRemoveGroup="移除单位组"
GroupRemoveGroup="把 ",~单位组," 中的单位从 ",~单位组," 移除"
GroupRemoveGroupHint="并不影响单位本身."
 
GroupClear="清空单位组"
GroupClear="清空 ",~单位组," 内所有单位"
GroupClearHint="并不影响单位本身."
 
DestroyGroup="删除单位组 [R]"
DestroyGroup="删除 ",~单位组
DestroyGroupHint=
 
//O.GroupImmediateOrder="发布命令(无目标)"
//O.GroupImmediateOrder="对 ",~单位组,"发布 ",~Order
//O.GroupImmediateOrderHint="最多只能对单位组中12个单位发布命令."
 
//O.GroupPointOrder="发布命令(指定坐标) [R]"
//O.GroupPointOrder="对 ",~单位组,"发布 ",~Order," 命令,目标点:(",~X,",",~Y,")"
//O.GroupPointOrderHint="最多只能对单位组中12个单位发布命令."
 
//O.GroupPointOrderLoc="发布命令(指定点)"
//O.GroupPointOrderLoc="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~指定点
//O.GroupPointOrderLocHint="最多只能对单位组中12个单位发布命令."
 
//O.GroupTargetOrder="发布命令(指定单位)"
//O.GroupTargetOrder="对 ",~单位组," 发布 ",~Order," 命令,目标: ",~单位
//O.GroupTargetOrderHint="最多只能对单位组中12个单位发布命令."
 
//O.GroupTargetDestructableOrder="发布命令(指定可破坏物)"
//O.GroupTargetDestructableOrder="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~可破坏物
//O.GroupTargetDestructableOrderHint="最多只能对单位组中12个单位发布命令."
 
//O.GroupTargetItemOrder="发布命令(指定物品)"
//O.GroupTargetItemOrder="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~物品
//O.GroupTargetItemOrderHint="最多只能对单位组中12个单位发布命令."
 
GroupImmediateOrderById="按ID发布命令(无目标) [R]"
GroupImmediateOrderById="对 ",~单位组,"发布 ",~Order
GroupImmediateOrderByIdHint="最多只能对单位组中12个单位发布命令."
 
GroupPointOrderById="按ID发布命令(指定坐标) [R]"
GroupPointOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标点:(",~X,",",~Y,")"
GroupPointOrderByIdint="最多只能对单位组中12个单位发布命令."
 
GroupPointOrderByIdLoc="按ID发布命令(指定点) [R]"
GroupPointOrderByIdLoc="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~指定点
GroupPointOrderByIdLocHint="最多只能对单位组中12个单位发布命令."
 
GroupTargetOrderById="按ID发布命令(指定单位) [R]"
GroupTargetOrderById="对 ",~单位组," 发布 ",~Order," 命令,目标: ",~单位
GroupTargetOrderByIdHint="最多只能对单位组中12个单位发布命令."
 
GroupTargetDestructableOrderById="按ID发布命令(指定可破坏物) [R]"
GroupTargetDestructableOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~可破坏物
GroupTargetDestructableOrderByIdHint="最多只能对单位组中12个单位发布命令."
 
GroupTargetItemOrderById="按ID发布命令(指定物品) [R]"
GroupTargetItemOrderById="对 ",~单位组,"发布 ",~Order," 命令,目标: ",~物品
GroupTargetItemOrderByIdHint="最多只能对单位组中12个单位发布命令."
 
GroupTrainOrderByIdBJ="发布发布训练/升级命令"
GroupTrainOrderByIdBJ="命令 ",~单位组," 训练/升级为 ",~单位类型
GroupTrainOrderByIdBJHint="最多只能对单位组中12个单位发布命令."
 

// Ubersplat actions
CreateUbersplatBJ="创建"
CreateUbersplatBJ="创建一个地面纹理变化在 ",~指定点," ,使用图像: ",~Type," 颜色值:(",~Red,"%, ",~Green,"%, ",~Blue,"%) 透明度",~Transparency,"% (",~Enable/Disable," 暂停状态, ",~Enble/Disable," 跳过出生动画)"
CreateUbersplatBJHint="颜色格式为(红,绿,蓝). 透明度100%是不可见的. 使用'地面纹理变化 - 设置永久渲染状态' 来显示创建的纹理变化. 暂停状态表示动画播放完毕后是否继续保留该纹理变化."
 
DestroyUbersplat="删除"
DestroyUbersplat="删除 ",~Ubersplat
DestroyUbersplatHint=
 
ResetUbersplat="重置"
ResetUbersplat="重置 ",~Ubersplat
ResetUbersplatHint=
 
FinishUbersplat="结束"
FinishUbersplat="结束 ",~Ubersplat
FinishUbersplatHint="在动画播放完毕时自动清除该地面纹理变化."
 
//R.ShowUbersplat="显示/隐藏 [R]"
//R.ShowUbersplat="设置 ",~Ubersplat," 状态为 ",~Show/Hide
//R.ShowUbers

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