魔兽争霸JASS函数库

更新时间:2023-06-15 00:14:27 阅读: 评论:0

条件:true为任意 fal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"
民法调整对象
MapInitializationEventHint="该事件发生在读取地图时."
二年级语文作文关于美食// 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东三旗村
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"
孝庄皇后简介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"
广州到肇庆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=高分犯罪电影
TriggerRegisterPlayerSelectionEventBJ="选择事件"
TriggerRegisterPlayerSelectionEventBJ=~Player," ",~Selects/Delects," 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," ",~Press/Releas," ",~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=
益智游戏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"

本文发布于:2023-06-15 00:14:27,感谢您对本站的认可!

本文链接:https://www.wtabcd.cn/fanwen/fan/82/956241.html

版权声明:本站内容均来自互联网,仅供演示用,请勿用于商业和其他非法用途。如果侵犯了您的权益请与我们联系,我们将在24小时内删除。

标签:事件   游戏   触发   点击   获取   时间
相关文章
留言与评论(共有 0 条评论)
   
验证码:
推荐文章
排行榜
Copyright ©2019-2022 Comsenz Inc.Powered by © 专利检索| 网站地图