[IssueNeutralPointOrderById]
title = "发布中介命令(指定坐标)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})"
comment = "可以用来对非本玩家单位发布命令."
category = TC_UNIT
returns = boolean
keynum = 5
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodeptarg
default3 = "OrderCodeNeutralDetectAOE"
type4 = real
default4 = "0"
type5 = real
default5 = "0"

[IssueNeutralTargetOrderById]
title = "发布中介命令(指定单位)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}"
comment = "可以用来对非本玩家单位发布命令."
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodeutarg
default3 = "OrderCodeNeutralInterAct"
type4 = unit

[IssueNeutralTargetDestructableOrderById]
title = "发布中介命令(指定可破坏物)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}"
comment = "可以用来对非本玩家单位发布命令."
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodedtarg
default3 = "OrderCodeHarvestDestructible"
type4 = destructable

[IssueNeutralTargetItemOrderById]
title = "发布中介命令(指定物品)(ID)"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}"
comment = "可以用来对非本玩家单位发布命令."
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercodeitarg
default3 = "OrderCodeSmartItem"
type4 = item

[YDWEIssueNeutralImmediateOrderById]
title = "发布中介命令(无目标)(自定义ID) [New!]"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令"
comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。"
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 3
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId

[YDWEIssueNeutralPointOrderById]
title = "发布中介命令(指定坐标)(自定义ID) [New!]"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})"
comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。"
script_name = IssueNeutralPointOrderById
category = TC_UNIT
returns = boolean
keynum = 5
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId
type4 = real
default4 = "0"
type5 = real
default5 = "0"

[YDWEIssueNeutralTargetOrderById]
title = "发布中介命令(指定单位)(自定义ID) [New!]"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}"
comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId
type4 = unit

[YDWEIssueNeutralTargetDestructableOrderById]
title = "发布中介命令(指定可破坏物)(自定义ID) [New!]"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}"
comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId
type4 = destructable

[YDWEIssueNeutralTargetItemOrderById]
title = "发布中介命令(指定物品)(自定义ID) [New!]"
description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}"
comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。"
script_name = IssueNeutralTargetOrderById
category = TC_UNIT
returns = boolean
keynum = 4
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = ordercode
default3 = YDWEAbilityId2OrderId
type4 = item

[IssueTrainOrderByIdBJ]
title = "发布训练/升级命令"
description = "命令 ${单位} 建造/升级为 ${单位类型}"
comment = "该升级是指A单位升级为B单位,而不是科技升级."
script_name = IssueImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitcode
default2 = "hfoo"

[IssueUpgradeOrderByIdBJ]
title = "发布研究科技命令"
description = "命令 ${单位} 研究 ${Tech-Type}"
comment = ""
script_name = IssueImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = techcode
default2 = "Rhde"

[IssueBuildOrderById]
title = "发布建造命令(指定坐标) [R]"
description = "命令 ${单位} 建造 ${单位类型} 在坐标:(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 4
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitcode
default2 = "hbar"
type3 = real
default3 = "0"
type4 = real
default4 = "0"

[IssueBuildOrderByIdLocBJ]
title = "发布建造命令(指定点)"
description = "命令 ${单位} 建造 ${单位类型} 在 ${指定点}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitcode
default2 = "hbar"
type3 = location

[UnitDropItemPoint]
title = "发布丢弃物品命令(指定坐标) [R]"
description = "命令 ${单位} 丢弃物品 ${物品} 到坐标:(${X},${Y})"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 4
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "bj_lastCreatedItem"
type3 = real
default3 = "0"
type4 = real
default4 = "0"

[UnitDropItemPointLoc]
title = "发布丢弃物品命令(指定点)"
description = "命令 ${单位} 丢弃物品 ${物品} 到 ${指定点}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "GetLastCreatedItem"
type3 = location

[UnitDropItemSlot]
title = "移动物品到物品栏 [R]"
description = "命令 ${单位} 移动 ${物品} 到物品栏# ${Index}"
comment = "只有当单位持有该物品时才有效. 注意: 该函数中物品栏编号从0-5,而不是1-6."
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "bj_lastCreatedItem"
type3 = integer
default3 = "0"
min3 = 0
max3 = 5

[UnitDropItemSlotBJ]
title = "移动物品到物品栏"
description = "命令 ${单位} 移动 ${物品} 到物品栏第 ${Index} 格"
comment = "只有当单位持有该物品时才有效."
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "GetLastCreatedItem"
type3 = integer
default3 = "1"
min3 = 1
max3 = 6

[UnitDropItemTargetBJ]
title = "发布给予物品命令"
description = "命令 ${单位} 把 ${物品} 给 ${单位}"
comment = ""
script_name = UnitDropItemTarget
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = item
default2 = "GetLastCreatedItem"
type3 = unit

[IssueBuyUnitOrder]
title = "发布购买单位命令 [R]"
description = "使 ${玩家} 从 ${单位} 处购买 ${单位类型}"
comment = ""
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 3
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = unitcode
default3 = "hfoo"

[IssueBuyItemOrder]
title = "发布购买物品命令 [R]"
description = "使 ${玩家} 从 ${单位} 处购买 ${物品类型}"
comment = "先让商店对玩家单位发布'中立商店 - 选择'命令,再使用该函数就能实现指定单位的购买物品了."
script_name = IssueNeutralImmediateOrderById
category = TC_UNIT
returns = boolean
keynum = 3
type1 = player
default1 = "Player00"
type2 = unit
default2 = "GetTriggerUnit"
type3 = itemcode
default3 = "ckng"

[UnitDamagePoint]
title = "伤害区域 [R]"
description = "命令 ${单位} 在 ${Seconds} 秒后对半径为 ${Size} 圆心为(${X},${Y})的范围造成 ${Amount} 点伤害(${是} 攻击伤害, ${是}远程攻击) 攻击类型: ${AttackType} 伤害类型: ${DamageType} 装甲类型: ${WeaponType}"
comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."
category = TC_UNIT
returns = boolean
keynum = 11
type1 = unit
default1 = "GetTriggerUnit"
type2 = real
default2 = "0"
type3 = real
default3 = "500"
type4 = real
default4 = "0"
type5 = real
default5 = "0"
type6 = real
default6 = "100"
type7 = isnotoption
default7 = "IsNotIs"
type8 = isnotoption
default8 = "IsNotNot"
type9 = attacktype
default9 = "AttackTypeNormal"
type10 = damagetype
default10 = "DamageTypeNormal"
type11 = weapontype
default11 = "WEAPON_TYPE_WHOKNOWS"

[UnitDamagePointLoc]
title = "伤害区域"
description = "命令 ${单位} 在 ${Seconds} 秒后对半径为 ${Size} 圆心为 ${指定点} 的范围造成${Amount} 点伤害,攻击类型: ${AttackType} 伤害类型: ${DamageType}"
comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."
category = TC_UNIT
returns = boolean
keynum = 7
type1 = unit
default1 = "GetTriggerUnit"
type2 = real
default2 = "0"
type3 = real
default3 = "500"
type4 = location
default4 = "GetRectCenter"
type5 = real
default5 = "100"
type6 = attacktype
default6 = "AttackTypeNormal"
type7 = damagetype
default7 = "DamageTypeNormal"

[UnitDamageTarget]
title = "伤害目标 [R]"
description = "命令 ${单位} 对 ${Target} 造成 ${Amount} 点伤害(${是} 攻击伤害, ${是}远程攻击) 攻击类型: ${AttackType} 伤害类型: ${DamageType} 武器类型: ${WeaponType}"
comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."
category = TC_UNIT
returns = boolean
keynum = 8
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit
default2 = "GetTriggerUnit"
type3 = real
default3 = "500"
type4 = isnotoption
default4 = "IsNotIs"
type5 = isnotoption
default5 = "IsNotNot"
type6 = attacktype
default6 = "AttackTypeNormal"
type7 = damagetype
default7 = "DamageTypeNormal"
type8 = weapontype
default8 = "WEAPON_TYPE_WHOKNOWS"

[UnitDamageTargetBJ]
title = "伤害目标"
description = "命令 ${单位} 对 ${Target} 造成 ${Amount} 点伤害,攻击类型: ${AttackType} 伤害类型: ${DamageType}"
comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件."
category = TC_UNIT
returns = boolean
keynum = 5
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit
default2 = "GetTriggerUnit"
type3 = real
default3 = "500"
type4 = attacktype
default4 = "AttackTypeNormal"
type5 = damagetype
default5 = "DamageTypeNormal"

[IsUnit]
title = "单位检查"
description = "${单位} 与 ${单位}相同"
comment = "用来判断两个单位是否相等。"
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit
default2 = "GetLastCreatedUnit"

[IsUnitDetected]
title = "被检测到"
description = "${单位} 处在 ${玩家} 的真实视野范围内"
comment = "用来判断单位在这个玩家反隐形范围内,注:不包含该玩家同盟的反隐范围。"
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitType]
title = "单位类别检查"
description = "${单位} 是 ${Type}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unittype
default2 = "UnitTypeStructure"

[IsUnitRace]
title = "单位种族检查"
description = "${单位} 是 ${Race}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = race
default2 = "RaceHuman"

[IsUnitIdType]
title = "单位类别检查(指定单位类型)"
description = "${单位类型} 是 ${Type}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unitcode
default1 = "GetUnitTypeId"
type2 = unittype
default2 = "UnitTypeStructure"

[IsHeroUnitId]
title = "单位类型是英雄单位"
description = "${UnitType} 是英雄单位"
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unitcode
default1 = "hfoo"

[IsUnitInGroup]
title = "在单位组"
description = "${单位} 在 ${单位组} 中"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = group

[IsUnitInRange]
title = "在指定单位范围内 [R]"
description = "${单位} 在距离 ${指定单位} ${范围} 范围内"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit
type3 = real
default3 = "600"

[IsUnitInRangeXY]
title = "在指定坐标范围内 [R]"
description = "${单位} 在距离坐标(${X},${Y}) ${范围} 范围内"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 4
type1 = unit
default1 = "GetTriggerUnit"
type2 = real
default2 = "0"
type3 = real
default3 = "0"
type4 = real
default4 = "600"

[IsUnitInRangeLoc]
title = "在指定点范围内 [R]"
description = "${单位} 在距离 ${指定点} ${范围} 范围内"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 3
type1 = unit
default1 = "GetTriggerUnit"
type2 = location
type3 = real
default3 = "600"

[RectContainsUnit]
title = "在矩形区域内"
description = "${矩形区域} 内存在 ${单位}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = rect
default1 = "GetPlayableMapRect"
type2 = unit
default2 = "GetTriggerUnit"

[IsUnitInRegion]
title = "在不规则区域内 [R]"
description = "${不规则区域} 内存在 ${单位}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = region
type2 = unit
default2 = "GetTriggerUnit"

[IsUnitAliveBJ]
title = "单位生命值大于零"
description = "${单位} 生命值大于零"
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitDeadBJ]
title = "单位生命值不大于零"
description = "${单位} 生命值不大于零"
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitPausedBJ]
title = "单位暂停"
description = "${单位} 处于暂停状态"
comment = ""
script_name = IsUnitPaused
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitHiddenBJ]
title = "单位隐藏"
description = "${单位} 处于隐藏状态"
comment = "可通过'单位 - 隐藏'动作来析藏单位. 运输机,灵魂之球,祭坛中的单位都被认为是隐藏状态."
script_name = IsUnitHidden
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitIllusionBJ]
title = "单位是镜像"
description = "${单位} 是镜像单位"
comment = ""
script_name = IsUnitIllusion
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitCanSleepPerm]
title = "允许控制睡眠状态"
description = "允许控制 ${单位} 的睡眠状态"
comment = "即该单位拥有'一直睡眠'技能."
script_name = UnitCanSleepPerm
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitCanSleepBJ]
title = "允许夜晚睡眠"
description = "${单位} 会在夜晚进入睡眠"
comment = "中立生物才会睡眠."
script_name = UnitCanSleep
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitIsSleepingBJ]
title = "正在睡眠"
description = "${单位} 正在睡眠"
comment = "中立生物才会睡眠. 不包括催眠魔法."
script_name = UnitIsSleeping
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[DoesUnitGenerateAlarms]
title = "开启警报"
description = "${单位} 处于开启警报状态"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitLoadedBJ]
title = "被装载"
description = "${单位} 被装载中"
comment = "被飞艇,船等有运输功能的单位装载."
script_name = IsUnitLoaded
category = TC_UNIT
returns = boolean
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[IsUnitInTransportBJ]
title = "被指定单位装载"
description = "${单位} 被 ${运输机} 装载中"
comment = ""
script_name = IsUnitInTransport
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unit

[IsUnitSelected]
title = "被玩家选择"
description = "${单位} 被 ${Player} 选择"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitAlly]
title = "是玩家的同盟单位"
description = "${单位} 是 ${Player} 的同盟单位"
comment = "包括中立状态. 单向判断玩家对单位是否为不侵犯状态."
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitEnemy]
title = "是玩家的敌对单位"
description = "${单位} 是 ${Player} 的敌对单位"
comment = "不包括中立状态. 单向判断玩家对单位是否为敌对侵犯."
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitOwnedByPlayer]
title = "是玩家的单位"
description = "${单位} 属于 ${Player}"
comment = "判断单位是否属于这个玩家。"
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitInForce]
title = "是玩家组里玩家的单位"
description = "${单位} 属于 ${玩家组} 里的玩家"
comment = "判断单位是否属于这个玩家组里的玩家。"
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = force
default2 = "GetPlayersAll"

[UnitHasBuffBJ]
title = "拥有魔法效果"
description = "${单位} 拥有 ${魔法效果}"
comment = ""
category = TC_UNIT
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = buffcode

[CountUnitsInGroup]
title = "单位组中单位数量"
description = "${单位组} 中的单位数量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = group
default1 = "GetUnitsInRectAll"

[CountLivingPlayerUnitsOfTypeId]
title = "玩家拥有单位数量"
description = "${单位类型} 的数量对 ${Player}"
comment = ""
category = TC_UNIT
returns = integer
keynum = 2
type1 = unitcode
default1 = "hfoo"
type2 = player
default2 = "Player00"

[GetUnitFoodUsed]
title = "单位使用人口数量"
description = "${单位} 使用的人口数量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitFoodMade]
title = "单位提供人口数量"
description = "${单位} 提供的人口数量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetFoodUsed]
title = "单位使用人口数量(指定单位类型)"
description = "${单位类型} 使用的人口数量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unitcode
default1 = "hfoo"

[GetFoodMade]
title = "单位提供人口数量(指定单位类型)"
description = "${单位类型} 提供的人口数量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unitcode
default1 = "hfoo"

[GetUnitPointValue]
title = "单位附加值"
description = "${单位} 的附加值"
comment = "单位附加值不可改变. 可以做一些特殊用途. 比如TD地图中的建筑贩卖价格."
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitPointValueByType]
title = "单位附加值(指定单位类型)"
description = "${单位类型} 的附加值"
comment = "单位附加值不可改变. 可以做一些特殊用途. 比如TD地图中的建筑贩卖价格."
category = TC_UNIT
returns = integer
keynum = 1
type1 = unitcode
default1 = "hfoo"

[GetUnitUserData]
title = "单位自定义值"
description = "${单位} 的自定义值"
comment = "可使用'单位 - 设置自定义值'来设置该值."
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit

[GetUnitLevel]
title = "单位等级"
description = "${单位} 的等级"
comment = "对于英雄则会返回其英雄等级."
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitAbilityLevel]
title = "单位技能等级 [R]"
description = "${单位} 的 ${技能} 技能等级"
comment = "如果单位没有该技能,则返回0."
category = TC_UNIT
returns = integer
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = abilcode

[GetUnitAbilityLevelSwapped]
title = "单位技能等级"
description = "${技能} 的等级对 ${单位}"
comment = "如果单位没有该技能,则返回0."
category = TC_UNIT
returns = integer
keynum = 2
type1 = abilcode
type2 = unit
default2 = "GetTriggerUnit"

[UnitInventoryCount]
title = "持有物品数量"
description = "${单位} 所持有的物品数量"
comment = ""
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitInventorySizeBJ]
title = "物品栏格数"
description = "${单位} 的物品栏格数"
comment = ""
script_name = UnitInventorySize
category = TC_UNIT
returns = integer
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[UnitCountBuffsEx]
title = "拥有Buff数量 [R]"
description = "${单位} 的附带Buff数量,(${Include/Exclude} 正面Buff, ${Include/Exclude} 负面Buff${Include/Exclude} 魔法Buff, ${Include/Exclude} 物理Buff${Include/Exclude} 生命周期, ${Include/Exclude} 光环效果${Include/Exclude} 不可驱散Buff)"
comment = ""
category = TC_UNIT
returns = integer
keynum = 8
type1 = unit
default1 = "GetTriggerUnit"
type2 = includeoption
default2 = "InclusionInclude"
type3 = includeoption
default3 = "InclusionInclude"
type4 = includeoptionnot
default4 = "InclusionIncludeNot"
type5 = includeoptionnot
default5 = "InclusionIncludeNot"
type6 = includeoption
default6 = "InclusionInclude"
type7 = includeoption
default7 = "InclusionInclude"
type8 = includeoptionnot
default8 = "InclusionIncludeNot"

[UnitCountBuffsExBJ]
title = "拥有Buff数量"
description = "${Buff Type} ${Buff Resist} Buff数量在 ${单位} 身上(${Include/Exclude} 生命周期, ${Include/Exclude} 光环)"
comment = ""
category = TC_UNIT
returns = integer
keynum = 5
type1 = buffpolarity
default1 = "BuffPolarityEither"
type2 = buffresist
default2 = "BuffResistEither"
type3 = unit
default3 = "GetTriggerUnit"
type4 = includeoption
default4 = "InclusionInclude"
type5 = includeoption
default5 = "InclusionInclude"

[GetUnitState]
title = "属性 [R]"
description = "${单位} 的 ${Property}"
comment = ""
category = TC_UNIT
returns = real
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = unitstate
default2 = "UnitStateLife"

[GetUnitStateSwap]
title = "属性"
description = "${Property} 对于 ${单位}"
comment = ""
category = TC_UNIT
returns = real
keynum = 2
type1 = unitstate
default1 = "UnitStateLife"
type2 = unit
default2 = "GetTriggerUnit"

[GetUnitLifePercent]
title = "生命百分比"
description = "${单位} 的生命百分比"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitManaPercent]
title = "魔法百分比"
description = "${单位} 的魔法百分比"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitX]
title = "单位所在X轴坐标 [R]"
description = "${单位} 所在X轴坐标"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitY]
title = "单位所在Y轴坐标 [R]"
description = "${单位} 所在Y轴坐标"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitFacing]
title = "面向角度"
description = "${单位} 的面向角度"
comment = "采用角度制. 0度为正东方向, 90度为正北方向."
category = TC_UNIT
returns = degree
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitMoveSpeed]
title = "当前移动速度"
description = "${单位} 的当前移动速度"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultMoveSpeed]
title = "默认移动速度"
description = "${单位} 的默认移动速度"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitAcquireRange]
title = "当前主动攻击范围"
description = "${单位} 的当前主动攻击范围"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultAcquireRange]
title = "默认主动攻击范围"
description = "${单位} 的默认主动攻击范围"
comment = ""
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitTurnSpeed]
title = "当前转身速度"
description = "${单位} 的当前转身速度"
comment = "转身速度表示单位改变面向方向时的速度. 数值越小表示转身越慢."
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultTurnSpeed]
title = "默认转身速度"
description = "${单位} 的默认转身速度"
comment = "转身速度表示单位改变面向方向时的速度. 数值越小表示转身越慢."
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitPropWindow]
title = "当前转向角度(弧度制) [R]"
description = "${单位} 的当前转向角度(弧度制)"
comment = "单位转身时的转向角度. 数值越大转向幅度越大. "
category = TC_UNIT
returns = radian
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitPropWindowBJ]
title = "当前转向角度(角度制)"
description = "${单位} 的当前转向角度"
comment = "单位转身时的转向角度. 数值越大转向幅度越大."
category = TC_UNIT
returns = degree
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultPropWindowBJ]
title = "默认转向角度"
description = "${单位} 的默认转向角度"
comment = "单位转身时的转向角度. 数值越大转向幅度越大."
script_name = GetUnitDefaultPropWindow
category = TC_UNIT
returns = degree
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitFlyHeight]
title = "当前飞行高度"
description = "${单位} 的当前飞行高度"
comment = "飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度."
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitDefaultFlyHeight]
title = "默认飞行高度"
description = "${单位} 的默认飞行高度"
comment = "飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度."
category = TC_UNIT
returns = real
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitName]
title = "单位名字"
description = "${单位} 的名字"
comment = ""
category = TC_UNIT
returns = string
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitLoc]
title = "单位位置"
description = "${单位} 的位置"
comment = "会创建点."
category = TC_UNIT
returns = location
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitRallyPoint]
title = "单位集结点"
description = "${单位} 的集结点位置"
comment = "如果单位没有设置集结点,则返回null. 设置自己为集结点可取消集结点设置. 会创建点."
category = TC_UNIT
returns = location
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitRallyUnit]
title = "单位集结点目标"
description = "${单位} 的集结点目标"
comment = "如果指定单位没有设置集结点到单位目标,则返回null."
category = TC_UNIT
use_in_event = 0
returns = unit
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitCurrentOrder]
title = "当前命令ID"
description = "${单位} 的当前命令ID."
comment = ""
category = TC_UNIT
use_in_event = 0
returns = ordercode
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[GetUnitRallyDestructable]
title = "单位集结点目标"
description = "${单位} 的集结点目标"
comment = "如果指定单位没有设置集结点到可破坏物上,则返回null."
category = TC_UNIT
use_in_event = 0
returns = destructable
keynum = 1
type1 = unit
default1 = "GetTriggerUnit"

[" CreateNUnitsAtLoc"]
title = "创建单位(面向角度) [C]"
description = "创建 ${Number} 个 ${单位} 给 ${Player} 在 ${指定点} ,面向角度为 ${Direction} 度"
comment = "面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位."
category = TC_UNIT
returns = group
keynum = 5
type1 = integer
default1 = "1"
min1 = 1
type2 = unitcode
default2 = "hfoo"
type3 = player
default3 = "Player00"
type4 = location
type5 = degree
default5 = "RealUnitFacing"
min5 = 0
max5 = 360

[IsTriggerEnabled]
title = "触发开启"
description = "${触发} 处于开启状态"
comment = ""
category = TC_TRIGGER
returns = boolean
keynum = 1
type1 = trigger
default1 = "GetTriggeringTrigger"

[TriggerEvaluate]
title = "触发条件成立"
description = "${触发} 的条件成立"
comment = ""
category = TC_TRIGGER
returns = boolean
keynum = 1
type1 = trigger

[IsTriggerQueuedBJ]
title = "触发在队列中"
description = "${触发} 在队列中"
comment = "可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列."
category = TC_TRIGGER
returns = boolean
keynum = 1
type1 = trigger

[IsTriggerQueueEmptyBJ]
title = "触发队列为空"
description = "触发队列为空"
comment = "可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列."
category = TC_TRIGGER
returns = boolean

[GetTriggerEvalCount]
title = "触发条件判断次数"
description = "${Trigger} 的触发条件判断次数"
comment = ""
category = TC_TRIGGER
returns = integer
keynum = 1
type1 = trigger
default1 = "GetTriggeringTrigger"

[GetTriggerExecCount]
title = "触发动作运行次数"
description = "${Trigger} 的触发动作运行次数"
comment = ""
category = TC_TRIGGER
returns = integer
keynum = 1
type1 = trigger
default1 = "GetTriggeringTrigger"

[QueuedTriggerCountBJ]
title = "队列中触发数量"
description = "触发队列中的触发数量"
comment = "可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列."
category = TC_TRIGGER
returns = integer

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

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

[IsUnitGroupEmptyBJ]
title = "单位组为空"
description = "${单位组} 为空"
comment = ""
category = TC_UNITGROUP
returns = boolean
keynum = 1
type1 = group

[IsUnitGroupInRectBJ]
title = "单位组中单位在矩形区域内"
description = "${单位组} 中所有单位在 ${矩形区域} 内"
comment = ""
category = TC_UNITGROUP
returns = boolean
keynum = 2
type1 = group
type2 = rect

[IsUnitGroupDeadBJ]
title = "单位组中所有单位死亡"
description = "${单位组} 中所有单位死亡"
comment = ""
category = TC_UNITGROUP
returns = boolean
keynum = 1
type1 = group

[IsMultiboardDisplayed]
title = "多面板显示"
description = "${Multiboard} 是显示的"
comment = ""
category = TC_MULTIBOARD
use_in_event = 0
returns = boolean
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[IsMultiboardMinimized]
title = "多面板最小化"
description = "${Multiboard} 是最小化的"
comment = ""
category = TC_MULTIBOARD
use_in_event = 0
returns = boolean
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[MultiboardGetRowCount]
title = "行数"
description = "${Multiboard} 的行数"
comment = ""
category = TC_MULTIBOARD
returns = integer
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[MultiboardGetColumnCount]
title = "列数"
description = "${Multiboard} 的列数"
comment = ""
category = TC_MULTIBOARD
returns = integer
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[MultiboardGetTitleText]
title = "多面板标题"
description = "${Multiboard} 的标题"
comment = ""
category = TC_MULTIBOARD
returns = string
keynum = 1
type1 = multiboard
default1 = "GetLastCreatedMultiboard"

[IsPointBlighted]
title = "坐标点被荒芜地表覆盖 [R]"
description = "坐标点(${X},${Y})被荒芜地表覆盖"
comment = ""
category = TC_ENVIRONMENT
returns = boolean
keynum = 2
type1 = real
default1 = "0"
type2 = real
default2 = "0"

[IsPointBlightedBJ]
title = "点被荒芜地表覆盖"
description = "${指定点} 被荒芜地表覆盖"
comment = ""
category = TC_ENVIRONMENT
returns = boolean
keynum = 1
type1 = location

[IsTerrainPathable]
title = "地形通行状态关闭(指定坐标) [R]"
description = "坐标(${X},${Y})处的 ${Pathing Type} 通行状态为关闭"
comment = "指定类型单位不能通行即通行状态为关闭. 如该点不能造建筑就是'建造'通行状态为关闭. 可使用'环境 - 设置地形通行状态'来改变通行状态."
category = TC_ENVIRONMENT
returns = boolean
keynum = 3
type1 = real
default1 = "0"
type2 = real
default2 = "0"
type3 = pathingtype
default3 = "PathingTypeWalkability"

[IsTerrainPathableBJ]
title = "地形通行状态关闭(指定点)"
description = "${指定点} 处的 ${Pathing Type} 通行状态为关闭"
comment = "指定类型单位不能通行即通行状态为关闭. 如该点不能造建筑就是'建造'通行状态为关闭. 可使用'环境 - 设置地形通行状态'来改变通行状态."
category = TC_ENVIRONMENT
returns = boolean
keynum = 2
type1 = location
type2 = pathingtype
default2 = "PathingTypeWalkability"

[GetTerrainCliffLevel]
title = "地形悬崖高度(指定坐标) [R]"
description = "坐标(${X},${Y})处的地形悬崖高度"
comment = "悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1."
category = TC_ENVIRONMENT
returns = integer
keynum = 2
type1 = real
default1 = "0"
type2 = real
default2 = "0"

[GetTerrainCliffLevelBJ]
title = "地形悬崖高度(指定点)"
description = "${指定点} 处的地形悬崖高度"
comment = "悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1."
category = TC_ENVIRONMENT
returns = integer
keynum = 1
type1 = location

[GetTerrainVariance]
title = "地形样式(指定坐标) [R]"
description = "坐标(${X},${Y})处的地形样式"
comment = ""
category = TC_ENVIRONMENT
returns = integer
keynum = 2
type1 = real
default1 = "0"
type2 = real
default2 = "0"

[GetTerrainVarianceBJ]
title = "地形样式(指定点)"
description = "${指定点} 处的地形样式"
comment = ""
category = TC_ENVIRONMENT
returns = integer
keynum = 1
type1 = location
default1 = "GetRectCenter"

[GetTerrainType]
title = "指定坐标地形 [R]"
description = "坐标(${X},${Y})处的地形"
comment = ""
category = TC_ENVIRONMENT
returns = terraintype
keynum = 2
type1 = real
default1 = "0"
type2 = real
default2 = "0"

[GetTerrainTypeBJ]
title = "指定点地形"
description = "${指定点} 处的地形"
comment = ""
category = TC_ENVIRONMENT
returns = terraintype
keynum = 1
type1 = location

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

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

[IsUnitVisible]
title = "单位可见"
description = "${单位} 对 ${Player} 可见"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitInvisible]
title = "单位不可见"
description = "${单位} 对 ${Player} 不可见"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitFogged]
title = "单位在迷雾中"
description = "${单位} 在 ${Player} 的迷雾范围内"
comment = "黑色阴影内的单位不被计算在内."
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsUnitMasked]
title = "单位在黑色阴影中"
description = "${单位} 在 ${Player} 的黑色阴影内"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = unit
default1 = "GetTriggerUnit"
type2 = player
default2 = "Player00"

[IsLocationVisibleToPlayer]
title = "点可见"
description = "${指定点}对 ${Player} 可见"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = location
default1 = "GetRectCenter"
type2 = player
default2 = "Player00"

[IsVisibleToPlayer]
title = "坐标可见"
description = "坐标(${x},${y}) 对 ${玩家} 可见"
comment = ""
category = TC_VISIBILITY
returns = boolean
keynum = 3
type1 = real
type2 = real
type3 = player
default3 = "Player00"

[IsLocationFoggedToPlayer]
title = "点在迷雾中"
description = "${指定点} 在 ${Player} 的迷雾范围内"
comment = "黑色阴影内的点不被计算在内."
category = TC_VISIBILITY
returns = boolean
keynum = 2
type1 = location
default1 = "GetRectCenter"
type2 = player
default2 = "Player00"

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