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关于jass的英文


[DoNothing] title = "不做任何动作" 【【淘密令】】 = "不做任何动作" comment = "" category = TC_NOTHING keynum = 1 type1 = nothing

[ExecuteFunc] title = "运行函数 [R]" 【【淘密令】】 = "运行: ${函数名}" comment = "使用该功能运行的函数与触发独立, 只能运行自定义无参数函数." category = TC_NOTHING keynum = 1 type1 = string

[CommentString] title = "文本注释" 【【淘密令】】 = "-------- ${注释文本} --------" comment = "" category = TC_COMMENT keynum = 1 type1 = scriptcode

[CustomScriptCode] title = "自定义代码" 【【淘密令】】 = "自定义代码: ? ${Jass 代码}" comment = "输入一行代码. 比如: call my_func(udg_my_var)" category = TC_CUSTOM keynum = 1 type1 = scriptcode

[TriggerSleepAction] title = "等待(玩家时间)" 【【淘密令】】 = "等待 ${Time} 秒" comment = "该延迟功能受真实时间的影响(也就是玩家机器上的时间). 因此每个玩家所延迟的时间可能不一致." category = TC_WAIT keynum = 1 type1 = real default1 = "2" min1 = 0

[PolledWait] title = "等待(游戏时间)" 【【淘密令】】 = "等待 ${Time} 秒(游戏时间)" comment = "该延迟功能受游戏时间的影响.通过调整游戏速度来调节该功能的具体延迟时间的长短." category = TC_WAIT keynum = 1 type1 = real default1 = "2" min1 = 0

[YDWEWaitForLocalVariable] title = "等待(局部变量专用)[YDWE]" 【【淘密令】】 = "等待 ${Time} 秒(局部变量专用)" comment = "当触发器内有局部变量,需要用到等待动作时,必须采用这个局部变量专用等待动作,不然触发器无法用于多人。" category = TC_WAIT keynum = 1 type1 = real default1 = "2" min1 = 0

[WaitForCondition] title = "等待(条件成立)" 【【淘密令】】 = "检查 ${条件} 每隔 ${Interval} 秒(直到条件成立)" comment = "采用的是'while-do'类型的方式等待,比较耗CPU资源.注意不要造成过多的不成立的条件." category = TC_WAIT keynum = 2 type1 = boolexpr type2 = real default2 = "1" min2 = 0.1

[WaitForSoundBJ] title = "等待(声音结束)" 【【淘密令】】 = "等待直到 ${Sound} 在 ${Time} 秒后结束播放." comment = "该功能只对于当前播放的3D-音效有效. 如果该音效未播放或已经结束, 则该功能无效." script_name = TriggerWaitForSound category = TC_WAIT keynum = 2 type1 = sound type2 = real default2 = "0"

[SetVariable] title = "设置变量" 【【淘密令】】 = "设置 ${变量} = ${Value}" comment = "给变量赋值." category = TC_SET【【微信】】 = 2 type1 = AnyGlobal type2 = Null

[ReturnAction] title = "跳过剩余动作" 【【淘密令】】 = "跳过剩余动作" comment = "跳过剩余动作,直接中止触发运行. 但是在组动作中无效." category = TC_SKIPACTIONS keynum = 1 type1 = nothing

[YDWEExitLoop] title = "退出循环" 【【淘密令】】 = "退出循环" comment = "退出循环,也能退出逆天选取单位动作." script_name = DoNothing() YDNL exitwhen true// category = TC_SKIPACTIONS keynum = 1 type1 = nothing

[IfThenElseMultiple] title = "If / Then / Else (多项功能)" 【【淘密令】】 = "如果(所有的条件成立) 则运行 (Then - 动作) 否则运行 (Else - 动作)" comment = "" category = TC_LOGIC keynum = 1 type1 = nothing

[IfThenElse] title = "If / Then / Else (单项功能)" 【【淘密令】】 = "如果 ${条件} 成立,则运行 ${Action} 否则运行 ${Action}" comment = "" category = TC_LOGIC keynum = 3 type1 = boolexpr type2 = code default2 = "DoNothing" type3 = code default3 = "DoNothing"

[ForLoopAMultiple] title = "使用循环整数A (做多项动作)" 【【淘密令】】 = "循环 循环整数A 从 ${开始} 到 ${结束}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP keynum = 2 type1 = integer default1 = "1" type2 = integer default2 = "10"

[ForLoopBMultiple] title = "使用循环整数B (做多项动作)" 【【淘密令】】 = "循环 循环整数B 从 ${开始} 到 ${结束}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP keynum = 2 type1 = integer default1 = "1" type2 = integer default2 = "10"

[ForLoop【【微信】】] title = "使用整数变量 (做多项动作)" 【【淘密令】】 = "循环 ${整数变量} 从 ${开始} 到 ${结束}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP keynum = 3 type1 = integer【【微信】】 = integer default2 = "1" type3 = integer default3 = "10"

[ForLoopA] title = "使用循环整数A (做动作)" 【【淘密令】】 = "循环 循环整数A 从 ${开始} 到 ${结束}, 运行 ${动作}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP keynum = 3 type1 = integer default1 = "1" type2 = integer default2 = "10" type3 = code default3 = "DoNothing"

[ForLoopB] title = "使用循环整数B (做动作)" 【【淘密令】】 = "循环 循环整数B 从 ${开始} 到 ${结束}, 运行 ${动作}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP keynum = 3 type1 = integer default1 = "1" type2 = integer default2 = "10" type3 = code default3 = "DoNothing"

[ForLoopVar] title = "使用整数变量 (做动作)" 【【淘密令】】 = "循环 ${整数变量} 从 ${开始} 到 ${结束}, do ${动作}" comment = "后一个整数一定要比前一个整数要大." category = TC_FORLOOP keynum = 4 type1 = integer【【微信】】 = integer default2 = "1" type3 = integer default3 = "10" type4 = code default4 = "DoNothing"

[SetForLoopIndexA] title = "设置循环整数A [R]" 【【淘密令】】 = "设置循环整数A的值为 ${数值}" comment = "" category = TC_FORLOOP keynum = 1 type1 = integer default1 = "10"

[SetForLoopIndexB] title = "设置循环整数B [R]" 【【淘密令】】 = "设置循环整数B的值为 ${数值}" comment = "" category = TC_FORLOOP keynum = 1 type1 = integer default1 = "10"

[StartMeleeAI] title = "启用对战AI" 【【淘密令】】 = "为 ${Player} 启用对战AI: ${Script}" comment = "AI只能对电脑玩家使用,当运行该动作后,与之配匹的电脑玩家会强制执行该AI脚本." category = TC_AI keynum = 2 type1 = player default1 = "Player00" type2 = aiscript default2 = "\"map.ai\""

[StartCampaignAI] title = "启用战役AI" 【【淘密令】】 = "为 ${Player} 启用战役AI: ${Script}" comment = "AI只能对电脑玩家使用,当运行该动作后,与之配匹的电脑玩家会强制执行该AI脚本." category = TC_AI keynum = 2 type1 = player default1 = "Player00" type2 = aiscript default2 = "\"map.ai\""

[CommandAI] title = "发送AI命令" 【【淘密令】】 = "对 ${Player} 发送AI命令:(${命令}, ${数据})" comment = "发送的AI命令将被AI脚本所使用." category = TC_AI keynum = 3 type1 = player default1 = "Player00" type2 = integer type3 = integer

[PauseCompAI] title = "暂停/恢复 AI脚本运行 [R]" 【【淘密令】】 = "设定 ${Player} ${暂停/恢复} 当前AI脚本的运行" comment = "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." category = TC_AI keynum = 2 type1 = player default1 = "Player00" type2 = pauseresumeoption default2 = "PauseResumePause"

[Remo【【微信】】] title = "忽视指定单位的警戒点" 【【淘密令】】 = "忽视 ${单位} 的警戒点" comment = "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." category = TC_AI keynum = 1 type1 = unit

[Remo【【微信】】s] title = "忽视所有单位的警戒点" 【【淘密令】】 = "忽视 ${Player} 的所有单位的警戒点" comment = "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." category = TC_AI keynum = 1 type1 = player default1 = "Player00"

[RecycleGuardPosition] title = "恢复指定单位的警戒点" 【【淘密令】】 = "恢复 ${单位} 的警戒点" comment = "这个动作通过 AI 来恢复特定单位的警戒点." category = TC_AI keynum = 1 type1 = unit

[SetUnitCreepGuard] title = "锁定指定单位的警戒点 [R]" 【【淘密令】】 = "设置 ${单位} 的警戒点: ${option}" comment = "锁定并防止 AI 脚本改动单位警戒点." category = TC_AI keynum = 2 type1 = unit default1 = "GetTriggerUnit" type2 = lockunlockoption default2 = "LockUnLockLock"

[LockGuardPosition] title = "锁定指定单位的警戒点" 【【淘密令】】 = "锁定 ${单位} 的警戒点" comment = "锁定并防止 AI 脚本改动单位警戒点." category = TC_AI keynum = 1 type1 = unit

[YDWEJumpTimer] title = "跳跃函数" 【【淘密令】】 = "命令 ${单位} 向 ${方向} 方向跳跃,距离为 ${距离} ,持续 ${时间} 秒,刷新周期 ${I},最大高度 ${高度}。" comment = "当最大高度设置为0,则为普通的移动。" category = TC_YDST keynum = 6 type1 = unit default1 = "GetTriggerUnit" type2 = degree default2 = "0" min2 = 0 max2 = 360 type3 = real default3 = "800" min3 = 0 type4 = real default4 = "2" min4 = 0 type5 = real default5 = "0.01" min5 = 0.03 type6 = real default6 = "300" min6 = 0

[YDWEMeatHook] title = "肉钩<钩肥大战>" 【【淘密令】】 = "让单位 ${单位} 向 ${点} 放出一条钩子,钩头为 ${钩头},链条为 ${链条},最远距离可达 ${实数},链条间距为 ${实数},对敌对单位造成伤害 ${实数},刷新周期为 ${实数}。" comment = " ? ? ? ? ? ?钩肥大战里的钩子,由Ors和Everguo优化代码。请务必从演示地图里复制钩子和钩条单位,算我求大家了-.-" category = TC_YDST keynum = 8 type1 = unit default1 = "GetTriggerUnit" type2 = location default2 = "GetSpellTargetLoc" type3 = unitcode type4 = unitcode type5 = real default5 = "2000" min5 = 0 type6 = real default6 = "35" min6 = 0 type7 = real default7 = "100" min7 = 0 type8 = real default8 = "0.03" min8 = 0.01

[YDWETimerPatternJumpAttack] title = "跳劈函数" 【【淘密令】】 = "命令 ${单位} 向 ${方向} 方向跳劈,距离为 ${距离} ,持续时间 ${时间},刷新周期 ${I},最大高度 ${高度},对途经敌人造成伤害值 ${伤害量},在敌人的 ${部位} 附加特效 ${特效}。" comment = "当伤害值设置为0,则敌人身上不出现特效。代码由Fetrix_sai修改。" category = TC_YDST keynum = 9 type1 = unit default1 = "GetTriggerUnit" type2 = degree default2 = "0" min2 = 0 max2 = 360 type3 = real default3 = "800" min3 = 0 type4 = real default4 = "1" min4 = 0.01 type5 = real default5 = "0.03" min5 = 0.01 type6 = real default6 = "100" min6 = 0 type7 = real default7 = "0" min7 = 0 type8 = string default8 = "\"chest\"" type9 = modelfile

[YDWETimerPatternMoonPriestessArrow] title = "月神箭" 【【淘密令】】 = "命令 ${单位} 向 ${方向} 方向飞行,距离为 ${距离} ,持续 ${时间} 秒,刷新周期 ${I},生成带有 ${整数} 级 ${技能} 的 ${辅助单位},对目标施放 ${技能} ,在目标的 ${部位} 附加 ${特效}。" comment = " ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 由辅助单位给目标添加眩晕等状态。代码由Fetrix_sai修改。&#