long aiActivateOpportunity( int opportunityID, bool flag ) : activates or deactivates an opportunity on the player's opp list.
long aiActivateOpportunity( int opportunityID, bool flag ): 在玩家的机会列表中激活或停用某个机会。
void aiAttemptResign() : asks the player if its ok to resign
void aiAttemptResign(): 询问玩家是否要投降。
void aiAutoSavegame( string filename ) : Saves the auto, debugging savegames (THIS DOESN'T REALLY DO ANYTHING).
void aiAutoSavegame( string filename ): 保存自动调试存档(实际上并没有任何实际作用)。
void aiBreakpointGo( int playerID ) : Restart XS execution after the current breakpoint.
void aiBreakpointGo( int playerID ): 在当前断点之后重新开始 XS 的执行。
void aiBreakpointSet( int playerID, string filename, int lineNumber, bool on ) : Sets a breakpoint.
void aiBreakpointSet( int playerID, string filename, int lineNumber, bool on ): 设置一个断点。
bool aiBreakTreaty( int escrowID ) : breaks the treaty using funds from the given escrow.
bool aiBreakTreaty( int escrowID ): 使用给定托管资金打破条约。
bool aiBuildWall( int buildingID, int escrowID ) : builds walls around the specified building's colony using the specified escrow.
bool aiBuildWall( int buildingID, int escrowID ): 使用指定的托管资金在目标建筑的殖民地周围建造城墙。
bool aiBuyResourceOnMarket( int resourceID ) : buys (+100) the given resource.
bool aiBuyResourceOnMarket( int resourceID ): 在市场上购买指定资源(+100 数量)。
int aiCalculateMostHatedPlayerID( int comparePlayerID ) : Returns the playerID for the player the AI thinks it should be attacking.
int aiCalculateMostHatedPlayerID( int comparePlayerID ): 返回 AI 认为最应该攻击的玩家 ID。
bool aiCanBuildWall( int buildingID, int escrowID ) : returns whether it is allowed to build a wall around the specified building's colony, and whether the player can afford it from the specified escrow.
bool aiCanBuildWall( int buildingID, int escrowID ): 返回是否允许在目标建筑的殖民地周围建墙,以及玩家是否能从指定托管资金中负担费用。
bool aiCastGodPowerAtPosition( int godPowerTechID, vector pos ) : Casts the given God power tech, at the specified position.
bool aiCastGodPowerAtPosition( int godPowerTechID, vector pos ): 在指定位置施放给定的神力科技。
bool aiCastGodPowerAtUnit( int godPowerTechID, int unitID ) : Casts the given God power tech, at the specified unit.
bool aiCastGodPowerAtUnit( int godPowerTechID, int unitID ): 在指定单位上施放给定的神力科技。
void aiChat( int playerID, string chatString ) : CP AI chat to playerID.
void aiChat( int playerID, string chatString ): 向 playerID 发送 CP AI 聊天信息。
aiCommsAllowChat( bool flag ) : enables or disables the chats from this ai player.
aiCommsAllowChat( bool flag ): 启用或禁用此 AI 玩家发送聊天信息的功能。
long aiCommsGetChatTargetType( int sentenceID ) : get target type for specified sentence.
long aiCommsGetChatTargetType( int sentenceID ): 获取指定聊天语句的目标类型。
long aiCommsGetChatVerb( int sentenceID ) : get chat verb for specified sentence.
long aiCommsGetChatVerb( int sentenceID ): 获取指定聊天语句的动词信息。
long aiCommsGetSendingPlayer( int sentenceID ) : get sending player for specified sentence.
long aiCommsGetSendingPlayer( int sentenceID ): 获取指定聊天语句的发送玩家 ID。
long aiCommsGetTargetListCount( int sentenceID ) : get number of items in target list for specified sentence.
long aiCommsGetTargetListCount( int sentenceID ): 获取指定聊天语句的目标列表中包含的数量。
long aiCommsGetTargetListItem( int sentenceID, int index ) : get index item from specified sentence.
long aiCommsGetTargetListItem( int sentenceID, int index ): 从指定聊天语句中获取目标列表的第 index 个项目。
vector aiCommsGetTargetLocation( int sentenceID ) : get target location from specified sentence.
vector aiCommsGetTargetLocation( int sentenceID ): 获取指定聊天语句的目标位置(坐标)。
void aiCommsSendReply( int sentenceID, int responseID ) : send a reply to a sentence.
void aiCommsSendReply( int sentenceID, int responseID ): 向某聊天语句发送回复。
int aiCommsSendStatement( targetPlayerID, int promptType ) : Sends a statement to the designated player.
int aiCommsSendStatement( targetPlayerID, int promptType ): 向指定玩家发送一个声明。
int aiCommsSendStatementWithVector( targetPlayerID, int promptType, vector v ) : Sends a statement to the designated player. Adds a location flare.
int aiCommsSendStatementWithVector( targetPlayerID, int promptType, vector v ): 向指定玩家发送声明,并添加一个位置标示。
bool aiCommsSetEventHandler( string handlerFunctionName ) : Sets the handler for the communications system (invalid name unsets the handler).
bool aiCommsSetEventHandler( string handlerFunctionName ): 为通信系统设置处理函数(若名称无效则取消处理函数)。
long aiCreateOpportunity( int type, int targettype, int targetID, int targetPlayerID, int source ) : adds an opportunity to the list and returns the id.
long aiCreateOpportunity( int type, int targettype, int targetID, int targetPlayerID, int source ): 将一个机会添加到列表并返回其 ID。
long aiDestroyOpportunity( int opportunityID ) : remove an opportunity on the player's opp list.
long aiDestroyOpportunity( int opportunityID ): 从玩家的机会列表中移除指定机会。
bool aiDoesWallExist( int buildingID ) : returns whether a wall exists around the specified building's colony.
bool aiDoesWallExist( int buildingID ): 返回在指定建筑殖民地周围是否已有城墙。
bool aiDoTradeMonopoly() : Executes a trade monopoly command, returns false if it fails.
bool aiDoTradeMonopoly(): 执行贸易垄断指令,如失败返回 false。
void aiEcho( string echoString ) : CP AI echo.
void aiEcho( string echoString ): CP AI 回显。
void aiErrorMessage( string errorString ) : CP AI error.
void aiErrorMessage( string errorString ): CP AI 错误信息输出。
int aiFindBestAttackGodPowerPlan(void) : find a valid god power plan to attach to an attack plan
int aiFindBestAttackGodPowerPlan(void): 查找一个可用于攻击计划的神力方案。
void aiFindBestOpportunity() : finds the best currently scored opp.
void aiFindBestOpportunity(): 查找当前得分最高的机会(opp)。
int aiFindBestTownDefenseGodPowerPlan(void) : find a valid god power plan to use for town defense
int aiFindBestTownDefenseGodPowerPlan(void): 查找一个可用于城镇防御的神力方案。
bool aiGetAllowBuildings( void ) : Returns allow buildings on/off.
bool aiGetAllowBuildings( void ): 返回是否允许建造建筑的开关状态。
float aiGetAttackResponseDistance( void ) : Returns the attack response distance.
float aiGetAttackResponseDistance( void ): 返回攻击响应的距离阈值。
int aiGetAutoFarmEscrowID( void ) : Returns the auto Farm escrow ID.
int aiGetAutoFarmEscrowID( void ): 返回自动农场托管资金的 ID。
int aiGetAutoGatherEscrowID( void ) : Returns the auto gather escrow ID.
int aiGetAutoGatherEscrowID( void ): 返回自动采集托管资金的 ID。
bool aiGetAutosaveOn() : returns whether or not its cool to turn ai autosaves on.
bool aiGetAutosaveOn(): 返回是否允许开启 AI 自动存档功能。
int aiGetAvailableEconomyPop( void ) : Returns the available economy pop for this player.
int aiGetAvailableEconomyPop( void ): 返回该玩家可用的经济人口数量。
int aiGetAvailableMilitaryPop( void ) : Returns the script-defined military pop for this player.
int aiGetAvailableMilitaryPop( void ): 返回脚本定义的玩家可用军事人口。
int aiGetCaptainPlayerID( int playerID ) : Returns the captain for the given player's team.
int aiGetCaptainPlayerID( int playerID ): 返回指定玩家所在队伍的“队长”玩家 ID。
int aiGetCurrentEconomyPop( void ) : Returns the current economy pop for this player.
int aiGetCurrentEconomyPop( void ): 返回该玩家当前的经济人口数。
void aiGetCurrentResourceNeed( int resourceID ) : returns the current resource need for the given resource.
void aiGetCurrentResourceNeed( int resourceID ): 返回指定资源的当前需求量。
float aiGetEconomyPercentage( void ) : Returns the economy priority percentage.
float aiGetEconomyPercentage( void ): 返回经济优先级的百分比。
int aiGetEconomyPop( void ) : Returns the script-defined economy pop for this player.
int aiGetEconomyPop( void ): 返回脚本定义的该玩家经济人口数。
float aiGetExploreDangerThreshold() : gets the ai's Explore Danger Threshold value.
float aiGetExploreDangerThreshold(): 获取 AI 探索的危险阈值。
int aiGetFallenExplorerID() : returns the ID of the fallen explorer; if there isn't one, returns -1
int aiGetFallenExplorerID(): 返回已阵亡探险家的 ID;若不存在则返回 -1。
int aiGetFarmLimit( void ) : Returns the per plan farm build limit.
int aiGetFarmLimit( void ): 返回每个计划可建造农场的上限。
int aiGetGameMode( void ) : Returns the game's mode.
int aiGetGameMode( void ): 返回当前游戏模式。
int aiGetGameType() : returns the current game type (e.g., cGameTypeScenario, cGameTypeRandom, etc).
int aiGetGameType(): 返回当前游戏类型(如 cGameTypeScenario、cGameTypeRandom 等)。
int aiGetGodPowerProtoIDForTechID( int techID ) : translate a granted tech id into a protopower id
int aiGetGodPowerProtoIDForTechID( int techID ): 将授权的科技 ID 转换为一个神力(protoPower)ID。
int aiGetGodPowerTechIDForSlot( int slotID ) : Get the god power tech id from the given slot.
int aiGetGodPowerTechIDForSlot( int slotID ): 从指定槽位获取对应的神力科技 ID。
int aiGetGodPowerType( int protoPowerID ) : get the type for a ProtoPower
int aiGetGodPowerType( int protoPowerID ): 获取指定神力(protoPower)的类型。
vector aiGetHCGatherPoint( void ) : Returns the HCGP.
vector aiGetHCGatherPoint( void ): 返回主城(HC)的集合点坐标。
int aiGetKOTHController() : Gets the team that is king of the hill.
int aiGetKOTHController(): 获取当前占领“王者山丘”(KOTH)的队伍。
int aiGetLastCollectedNuggetEffect(int playerID) : Gets the last collected nugget's effect
int aiGetLastCollectedNuggetEffect(int playerID): 获取该玩家最后收集的宝物效果。
int aiGetLastCollectedNuggetType(int playerID) : Gets the last collected nugget's type
int aiGetLastCollectedNuggetType(int playerID): 获取该玩家最后收集的宝物类型。
float aiGetMarketBuyCost( int resourceID ) : Returns the amount required to buy 100 units of the given resource.
float aiGetMarketBuyCost( int resourceID ): 返回购买 100 单位指定资源所需的市场价格。
float aiGetMarketSellCost( int resourceID ) : Returns the amount received for selling 100 units of the given resource.
float aiGetMarketSellCost( int resourceID ): 返回出售 100 单位指定资源可获得的市场收益。
int aiGetMaxLOSProtoUnitLimit() : gets the limit for how many LOS Protounits the AI can build
int aiGetMaxLOSProtoUnitLimit(): 获取 AI 所能建造的视野(LOS)类单位的上限。
float aiGetMilitaryPercentage( void ) : Returns the militarypriority percentage.
float aiGetMilitaryPercentage( void ): 返回军事优先级的百分比。
int aiGetMilitaryPop( void ) : Returns the script-defined military pop for this player.
int aiGetMilitaryPop( void ): 返回脚本定义的该玩家军事实力(人口)。
int aiGetMinNumberNeedForGatheringAggressives() : gets the min number of needed units to gather aggressive animals.
int aiGetMinNumberNeedForGatheringAggressives(): 获取采集具有攻击性的动物所需的最少单位数量。
int aiGetMinNumberWantForGatheringAggressives() : gets the min number of wanted units to gather aggressive animals.
int aiGetMinNumberWantForGatheringAggressives(): 获取采集具有攻击性的动物所希望的最少单位数量。
int aiGetMostHatedPlayerID( void ) : Returns the script-defined most hated player ID for this player.
int aiGetMostHatedPlayerID( void ): 返回脚本定义的该玩家最厌恶的敌对玩家 ID。
int aiGetNumberIdlePlans( int planType ) : Gets the of idle plans of the given type.
int aiGetNumberIdlePlans( int planType ): 获取指定类型的空闲计划数量。
int aiGetNumberRelicsControlled(int teamID) : Gets the number of relics controlled by this team (for relic victory).
int aiGetNumberRelicsControlled(int teamID): 获取该队伍控制的遗物数量(用于遗物胜利)。
int aiGetNumberRelicsNeededForVictory() : Gets the number of relics needed to make a relic win possible.
int aiGetNumberRelicsNeededForVictory(): 获取达成遗物胜利所需的遗物数量。
long aiGetNumberTeams() : returns the number of teams in the game.
long aiGetNumberTeams(): 返回游戏中的队伍数量。
int aiGetNumberTradePostsControlled(int teamID) : Gets the number of tradeposts controlled by this team (for monopoly victory).
int aiGetNumberTradePostsControlled(int teamID): 获取该队伍控制的交易站数量(用于垄断胜利)。
int aiGetNumberTradePostsNeededForMonopoly() : Gets the number of tradeposts needed to make a monopoly win possible.
int aiGetNumberTradePostsNeededForMonopoly(): 获取达成交易站垄断胜利所需的交易站数量。
vector aiGetOpportunityLocation(int opportunityID) : gets the location from this opportunity
vector aiGetOpportunityLocation(int opportunityID): 获取该机会(opportunity)的位置信息。
float aiGetOpportunityRadius(int opportunityID) : gets the radius from this opportunity
float aiGetOpportunityRadius(int opportunityID): 获取该机会的作用半径。
long aiGetOpportunitySourceID(int opportunityID) : gets the source id from this opportunity
long aiGetOpportunitySourceID(int opportunityID): 获取该机会的来源 ID。
long aiGetOpportunitySourceType(int opportunityID) : gets the source type from this opportunity
long aiGetOpportunitySourceType(int opportunityID): 获取该机会的来源类型。
long aiGetOpportunityTargetID(int opportunityID) : gets the target id from this opportunity
long aiGetOpportunityTargetID(int opportunityID): 获取该机会的目标 ID。
long aiGetOpportunityTargetPlayerID(int opportunityID) : gets the target playerID from this opportunity
long aiGetOpportunityTargetPlayerID(int opportunityID): 获取该机会的目标玩家 ID。
long aiGetOpportunityTargetType(int opportunityID) : gets the target type from this opportunity
long aiGetOpportunityTargetType(int opportunityID): 获取该机会的目标类型。
long aiGetOpportunityType(int opportunityID) : gets the type from this opportunity
long aiGetOpportunityType(int opportunityID): 获取该机会的类型。
bool aiGetPauseAllAgeUpgrades() : gets the pause all age upgrades flag from the AI.
bool aiGetPauseAllAgeUpgrades(): 获取 AI 是否暂停所有时代升级的标志。
string aiGetPersonality( void ) : Gets the player's personality.
string aiGetPersonality( void ): 获取该玩家的 AI 个性描述(personality)。
int aiGetPoliticianChoice(int age) : Gets the scripts choice for the AgeX Politician.
int aiGetPoliticianChoice(int age): 获取此脚本对 AgeX 政治家的选择。
int aiGetPoliticianListByIndex(int age, int index) : Gets the index'th Politicans avaiable for AgeX.
int aiGetPoliticianListByIndex(int age, int index): 获取可用于 AgeX 的第 index 个政治家。
int aiGetPoliticianListCount(int age) : Gets the number of Politicans avaiable for AgeX.
int aiGetPoliticianListCount(int age): 获取 AgeX 可选政治家的数量。
int aiGetPopNeeds() : gets the current Pop needs of all the plans.
int aiGetPopNeeds(): 获取所有计划对人口数量的当前需求。
int aiGetResourceBreakdownNumberPlans ( int resourceTypeID, int resourceSubTypeID, int baseID ) : Gets the number of plans for the given breakdown.
int aiGetResourceBreakdownNumberPlans ( int resourceTypeID, int resourceSubTypeID, int baseID ): 获取给定资源细分(breakdown)对应的计划数量。
float aiGetResourceBreakdownPercentage ( int resourceTypeID, int resourceSubTypeID, int baseID ) : Gets the percentage for the given breakdown.
float aiGetResourceBreakdownPercentage ( int resourceTypeID, int resourceSubTypeID, int baseID ): 获取给定资源细分对应的百分比。
int aiGetResourceBreakdownPlanPriority ( int resourceTypeID, int resourceSubTypeID, int baseID ) : Gets the priority of the plans for the given breakdown.
int aiGetResourceBreakdownPlanPriority ( int resourceTypeID, int resourceSubTypeID, int baseID ): 获取给定资源细分对应的计划优先级。
float aiGetResourceGathererPercentage ( int resourceID, int rgpIndex ) : Returns the resource gatherer percentage for the given resource.
float aiGetResourceGathererPercentage ( int resourceID, int rgpIndex ): 返回指定资源的采集者百分比。
float aiGetResourceGathererPercentageWeight( int rgpIndex ) : Returns the RGP weight.
float aiGetResourceGathererPercentageWeight( int rgpIndex ): 返回该采集百分比配置的权重(RGP weight)。
long aiGetScore(int playerID) : returns the score for the given player.
long aiGetScore(int playerID): 返回指定玩家的分数。
bool aiGetWallRadius(int buildingID) : returns the wall radius for the specified building's colony.
bool aiGetWallRadius(int buildingID): 返回指定建筑殖民地的城墙半径。
bool aiGetWaterMap() : Tells us if the AI thinks this is a water map or not.
bool aiGetWaterMap(): 判断 AI 是否认为这是一个水域地图。
int aiGetWorldDifficulty( void ) : Returns the world difficulty level.
int aiGetWorldDifficulty( void ): 返回世界难度等级。
string aiGetWorldDifficultyName( int level ) : Returns the name of the level.
string aiGetWorldDifficultyName( int level ): 返回指定难度等级对应的名称。
int aiGoalGetIDByIndex( int goalType, int goalState, bool active, int index ) : Returns the ID of matching goal.
int aiGoalGetIDByIndex( int goalType, int goalState, bool active, int index ): 返回与条件匹配的目标(goal)ID。
int aiGoalGetNumber( int goalType, int goalState, bool active ) : Returns the number of matching goals.
int aiGoalGetNumber( int goalType, int goalState, bool active ): 返回符合条件的目标(goal)数量。
bool aiHCCardsBuyCard(int cardIndex) : Buy this card now
bool aiHCCardsBuyCard(int cardIndex): 立即购买此卡片。
bool aiHCCardsCanIBuyThisCard(int deckIndex, int cardIndex) : Can I buy this card now?
bool aiHCCardsCanIBuyThisCard(int deckIndex, int cardIndex): 当前是否可以购买这张卡片?
long aiHCCardsFindBestCard(int cardType, int levelPref, int resourcePref) : Get the best card using the optional cardtype and optional resourcePreference
long aiHCCardsFindBestCard(int cardType, int levelPref, int resourcePref): 根据可选卡类型和资源偏好选出最佳卡片。
long aiHCCardsGetCardAgePrereq(int cardIndex) : For this cardIndex, get the age prereq.
long aiHCCardsGetCardAgePrereq(int cardIndex): 获取此卡片所需的时代前提。
long aiHCCardsGetCardCount() : For this cardIndex, get the CardCount, -1 is Infinite.
long aiHCCardsGetCardCount(): 获取该卡片的可用数量,-1 表示无限。
long aiHCCardsGetCardLevel(int cardIndex) : For this cardIndex, get the age prereq.
long aiHCCardsGetCardLevel(int cardIndex): 获取该卡片所需的时代等级。
long aiHCCardsGetCardTechID() : For this cardIndex, get the TechID.
long aiHCCardsGetCardTechID(): 获取该卡片对应的科技 ID。
long aiHCCardsGetCardUnitCount() : For this cardIndex, get the UnitCount.
long aiHCCardsGetCardUnitCount(): 获取该卡片对应的单位数量。
long aiHCCardsGetCardUnitType() : For this cardIndex, get the UnitType.
long aiHCCardsGetCardUnitType(): 获取该卡片对应的单位类型。
long aiHCCardsGetTotal() : Returns the number of cards in the Current HC.
long aiHCCardsGetTotal(): 返回当前主城(HC)中卡片的总数。
bool aiHCCardsIsCardBought(int cardIndex) : Has the cardindex been bought yet?
bool aiHCCardsIsCardBought(int cardIndex): 该卡片是否已经购买?
bool aiHCDeckActivate( long deckIndex ) : Makes the deckIndex the current active HC deck.
bool aiHCDeckActivate( long deckIndex ): 将 deckIndex 对应的套牌设为当前激活的主城套牌。
long aiHCDeckAddCardToDeck( long deckIndex, long cardIndex ) : Adds the card given to the givenHC Deck.
long aiHCDeckAddCardToDeck( long deckIndex, long cardIndex ): 将指定卡片添加到指定 HC 套牌中。
bool aiHCDeckCanPlayCard( long cardIndex ) : Can we play this card from the given deck?
bool aiHCDeckCanPlayCard( long cardIndex ): 是否能从该套牌中使用这张卡片?
bool aiHCDeckCardGetCardCount ( long deskIndex, long cardIndex ) : Gets how many cards of this type we can send. -1 mean infinite.
bool aiHCDeckCardGetCardCount ( long deskIndex, long cardIndex ): 获取此卡在该套牌中可发送的数量,-1 表示无限。
bool aiHCDeckCreate( string ) : Create a new HC Deck with the given name.
bool aiHCDeckCreate( string ): 使用给定名称创建一个新的 HC 套牌。
long aiHCDeckGetCardAgePrereq ( long deckIndex, long cardIndex ) : For this card, get the age prereq
long aiHCDeckGetCardAgePrereq ( long deckIndex, long cardIndex ): 获取该卡片所需的时代前提。
long aiHCDeckGetCardLevel ( long deckIndex, long cardIndex ) : For this card, get the level
long aiHCDeckGetCardLevel ( long deckIndex, long cardIndex ): 获取该卡片需要的等级要求。
long aiHCDeckGetCardTechID ( long deckIndex, long cardIndex ) : For this card, get the techID
long aiHCDeckGetCardTechID ( long deckIndex, long cardIndex ): 获取该卡片对应的科技 ID。
long aiHCDeckGetCardUnitCount ( long deckIndex, long cardIndex ) : For this card, get the unit Count
long aiHCDeckGetCardUnitCount ( long deckIndex, long cardIndex ): 获取该卡片对应的单位数量。
long aiHCDeckGetCardUnitType ( long deckIndex, long cardIndex ) : For this card, get the unitType
long aiHCDeckGetCardUnitType ( long deckIndex, long cardIndex ): 获取该卡片对应的单位类型。
long aiHCDeckGetNumberCards( long deckIndex ) : Returns the number of cards in the Current HC Deck.
long aiHCDeckGetNumberCards( long deckIndex ): 返回当前 HC 套牌中的卡片总数。
bool aiHCDeckPlayCard( long cardIndex ) : play this card.
bool aiHCDeckPlayCard( long cardIndex ): 使用(打出)这张卡片。
long aiHCGetNumberDecks() : Returns the number of decks in the Current HC.
long aiHCGetNumberDecks(): 返回当前 HC 中套牌的数量。
bool aiIsKOTHAllowed() : Returns true if a King of the Hill victory is possible in this game type.
bool aiIsKOTHAllowed(): 如果在当前游戏类型下能够进行“王者山丘”胜利,则返回 true。
bool aiIsMapType(string -see 3 constants at right-) : Is this a certain maptype or not. (AIFishingUseful, AITransportRequired, AITransportUseful)
bool aiIsMapType(string): 判断地图类型是否符合某种特征(如 AIFishingUseful、AITransportRequired 等)。
bool aiIsMonopolyAllowed() : Returns true if a trade monopoly is possible in this game type.
bool aiIsMonopolyAllowed(): 若在此游戏类型下可进行交易垄断,则返回 true。
bool aiIsMultiplayer() : returns true, if this is a multiplayer game.
bool aiIsMultiplayer(): 判断当前是否为多人游戏模式(true 表示是)。
bool aiIsRelicCaptureAllowed() : Returns true if a relic capture victory is possible in this game type.
bool aiIsRelicCaptureAllowed(): 在此游戏类型下是否可以通过占领遗物获得胜利。
int aiIsTeamKOTH(int teamID) : Returns true if this team is king of the hill.
int aiIsTeamKOTH(int teamID): 若该队伍是“王者山丘”掌控队则返回 true。
void aiNormalizeResourceGathererPercentages( int rgpIndex ) : Normalizes all of the resource gatherer percentages to 1.0.
void aiNormalizeResourceGathererPercentages( int rgpIndex ): 将所有资源采集者的百分比归一化到 1.0。
void aiNormalizeResourceGathererPercentageWeights( void ) : Normalizes all of the resource gatherer percentages weights to 1.0.
void aiNormalizeResourceGathererPercentageWeights( void ): 将资源采集者百分比权重归一化到 1.0。
int aiNumberUnassignedUnits( int typeID ) : Returns the number of unassigned units of the given type.
int aiNumberUnassignedUnits( int typeID ): 返回指定类型尚未分配的单位数量。
int aiNumberUnassignedUnitsByGoal( int goalID ) : Returns the number of unassigned units based on the goal's unit type(s).
int aiNumberUnassignedUnitsByGoal( int goalID ): 根据给定目标(goal)的单位类型,返回尚未分配的单位数量。
int aiPersonalityCreatePlayerHistory( void ) : Creates are player history for the given playername.
int aiPersonalityCreatePlayerHistory( void ): 为给定玩家创建玩家历史记录。
bool aiPersonalityGetDidIWinLastGameVS(int playerHistoryIndex)
bool aiPersonalityGetDidIWinLastGameVS(int playerHistoryIndex): 判断在上一次对战中 AI 是否战胜了 playerHistoryIndex 对象。
int aiPersonalityGetGameFirstAttackTime(int playerHistoryIndex, int gameIndex) : Returns the 1st attacktime from the gameIndex game.
int aiPersonalityGetGameFirstAttackTime(int playerHistoryIndex, int gameIndex): 返回在索引为 gameIndex 的游戏中,AI 发动首次攻击的时间。
float aiPersonalityGetGameResource (int playerHistoryIndex, int gameIndex, int resourceID) : Returns the given resource from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.
float aiPersonalityGetGameResource (int playerHistoryIndex, int gameIndex, int resourceID): 从 gameIndex 对应的游戏中获取指定资源;若 gameIndex = -1,则返回所有已玩游戏的资源平均值。
int aiPersonalityGetGameUnitCount (int playerHistoryIndex, int gameIndex, int unitType) : Returns the unit count from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.
int aiPersonalityGetGameUnitCount (int playerHistoryIndex, int gameIndex, int unitType): 从 gameIndex 对应的游戏中获取某单位类型的数量;若 gameIndex = -1,则返回所有已玩游戏的平均数量。
int aiPersonalityGetNumberPlayerHistories( void ) : Returns the number of player's in the Personality's history.
int aiPersonalityGetNumberPlayerHistories( void ): 返回此 AI 个性信息中所记录的玩家历史数量。
int aiPersonalityGetPlayerGamesPlayed (int playerHistoryIndex, int playerRelation) : Returns the number of games played against/with the given the playerHistoryIndex.
int aiPersonalityGetPlayerGamesPlayed (int playerHistoryIndex, int playerRelation): 返回与 playerHistoryIndex 对应的玩家对战或同队的游戏次数。
int aiPersonalityGetPlayerHistoryIndex( string searchPlayerName ) : Returns a playerHistoryIndex if this personality has played searchPlayerName before.
int aiPersonalityGetPlayerHistoryIndex( string searchPlayerName ): 若 AI 个性记录里曾与名为 searchPlayerName 的玩家对局过,则返回其 playerHistoryIndex。
string aiPersonalityGetPlayerHistoryName( int index ) : Returns the name of the index'th player in the Personality's history.
string aiPersonalityGetPlayerHistoryName( int index ): 返回个性记录(personality)里第 index 个玩家的名称。
float aiPersonalityGetPlayerUserVar ( int playerHistoryIndex, string userVarName ) : Returns the user value, given the playerHistoryIndex and the userVarName.
float aiPersonalityGetPlayerUserVar ( int playerHistoryIndex, string userVarName ): 根据 playerHistoryIndex 和 userVarName,返回该玩家的用户变量值。
float aiPersonalityGetRushBoom( void ) : Returns the rush boom scale for this ai.
float aiPersonalityGetRushBoom( void ): 返回该 AI 的快攻与爆经济(rush-boom)系数。
int aiPersonalityGetTotalGameWins (int playerHistoryIndex, int playerRelation) : Returns the total games the given player has won against this AI
int aiPersonalityGetTotalGameWins (int playerHistoryIndex, int playerRelation): 返回此玩家在与该 AI 的对局中总共获得的胜场数。
bool aiPersonalityResetPlayerHistory( int playerHistoryIndex ) : Resets the given player history.
bool aiPersonalityResetPlayerHistory( int playerHistoryIndex ): 重置指定 playerHistoryIndex 对应的玩家历史数据。
bool aiPersonalitySetPlayerUserVar ( int playerHistoryIndex, string userVarName, float val ) : sets the value, given the playerHistoryIndex, userVarName (max 255 chars), and value.
bool aiPersonalitySetPlayerUserVar ( int playerHistoryIndex, string userVarName, float val ): 为指定玩家历史(playerHistoryIndex)设置名为 userVarName(最多 255 字符)且值为 val 的用户变量。
bool aiPlanAddUnit( int planID, int unitID ) : Adds a unit to the plan.
bool aiPlanAddUnit( int planID, int unitID ): 向指定计划中添加一个单位。
bool aiPlanAddUnitType ( int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax ) : Adds a unit type to the plan.
bool aiPlanAddUnitType ( int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax ): 为指定计划添加某单位类型的信息,包括需求(Need)、期望(Want)及最大值(Max)。
bool aiPlanAddUserVariableBool ( int planID, int planVariableIndex, string name, int numberValues ) : Adds the variable to the given plan.
bool aiPlanAddUserVariableBool ( int planID, int planVariableIndex, string name, int numberValues ): 向指定计划添加一个布尔类型的自定义变量。
bool aiPlanAddUserVariableFloat ( int planID, int planVariableIndex, string name, int numberValues ) : Adds the variable to the given plan.
bool aiPlanAddUserVariableFloat ( int planID, int planVariableIndex, string name, int numberValues ): 向指定计划添加一个浮点类型的自定义变量。
bool aiPlanAddUserVariableInt ( int planID, int planVariableIndex, string name, int numberValues ) : Adds the variable to the given plan.
bool aiPlanAddUserVariableInt ( int planID, int planVariableIndex, string name, int numberValues ): 向指定计划添加一个整数类型的自定义变量。
bool aiPlanAddUserVariableString ( int planID, int planVariableIndex, string name, int numberValues ) : Adds the variable to the given plan.
bool aiPlanAddUserVariableString ( int planID, int planVariableIndex, string name, int numberValues ): 向指定计划添加一个字符串类型的自定义变量。
bool aiPlanAddUserVariableVector ( int planID, int planVariableIndex, string name, int numberValues ) : Adds the variable to the given plan.
bool aiPlanAddUserVariableVector ( int planID, int planVariableIndex, string name, int numberValues ): 向指定计划添加一个向量(vector)类型的自定义变量。
bool aiPlanAddWaypoint( int planID, vector waypoint ) : Adds the waypoint to the given plan.
bool aiPlanAddWaypoint( int planID, vector waypoint ): 向指定计划添加一个航点(waypoint)。
int aiPlanCreate( string planName, int typeName ) : Creates a plan of the given name and type.
int aiPlanCreate( string planName, int typeName ): 创建一个名称为 planName、类型为 typeName 的计划并返回其 ID。
bool aiPlanDestroy( int planID ) : Destroys the given plan.
bool aiPlanDestroy( int planID ): 销毁指定 ID 的计划。
bool aiPlanDestroyByName( string name ) : Destroys the plan of the given name.
bool aiPlanDestroyByName( string name ): 根据名称销毁相应计划。
bool aiPlanGetActive( int planID ) : Gets the active-ness of the given plan.
bool aiPlanGetActive( int planID ): 获取指定计划是否处于激活状态。
int aiPlanGetActualPriority( int planID ) : Returns the priority of the given plan.
int aiPlanGetActualPriority( int planID ): 返回该计划的优先级数值。
bool aiPlanGetAllowUnderAttackResponse( int planID ) : Gets the UA response-ness of the given plan.
bool aiPlanGetAllowUnderAttackResponse( int planID ): 查询指定计划是否允许遭受攻击时进行响应。
bool aiPlanGetAttack( int planID ) : Gets the attack flag of the given plan.
bool aiPlanGetAttack( int planID ): 返回该计划的“进攻”标志是否开启。
int aiPlanGetBaseID( int planID ) : gets the plan's base id.
int aiPlanGetBaseID( int planID ): 获取指定计划关联的基地(base)ID。
int aiPlanGetDesiredPriority( int planID ) : Returns the priority of the given plan.
int aiPlanGetDesiredPriority( int planID ): 返回该计划的期望优先级。
bool aiPlanGetEconomy( int planID ) : Gets the economy flag of the given plan.
bool aiPlanGetEconomy( int planID ): 返回该计划是否为“经济”计划标志。
int aiPlanGetEscrowID( int planID ) : Gets the escrow for the plan.
int aiPlanGetEscrowID( int planID ): 获取该计划使用的托管资金(escrow)ID。
int aiPlanGetID( string name ) : Returns the ID of the plan with the given name.
int aiPlanGetID( string name ): 根据名称获取计划的 ID。
int aiPlanGetIDByActiveIndex( int activeIndex ) : Returns the ID of the plan with the given active index.
int aiPlanGetIDByActiveIndex( int activeIndex ): 根据活跃索引获取对应计划的 ID。
int aiPlanGetIDByIndex ( int planType, int planState, bool active, int index ) : Returns the ID of matching plan.
int aiPlanGetIDByIndex ( int planType, int planState, bool active, int index ): 根据类型、状态、活跃标志及索引,获取匹配计划的 ID。
int aiPlanGetIDByTypeAndVariableType ( int planType, int varType, int varID, bool active ) : Returns the ID of the plan with the given parms.
int aiPlanGetIDByTypeAndVariableType ( int planType, int varType, int varID, bool active ): 根据给定的类型、变量类型、变量 ID 及活跃标志,获取相应计划的 ID。
int aiPlanGetIDSubStr( string searchStr ) : Returns the ID of the first plan containing the given string in its name.
int aiPlanGetIDSubStr( string searchStr ): 返回名称中含有 searchStr 的第一个计划的 ID。
vector aiPlanGetInitialPosition( int planID ) : Returns the initial positon that was set for this plan.
vector aiPlanGetInitialPosition( int planID ): 返回该计划最初设置的位置(坐标)。
vector aiPlanGetLocation( int planID ) : Returns the location for this plan.
vector aiPlanGetLocation( int planID ): 获取该计划的当前坐标位置。
bool aiPlanGetMilitary( int planID ) : Gets the military flag of the given plan.
bool aiPlanGetMilitary( int planID ): 返回该计划是否为“军事”计划标志。
string aiPlanGetName( int planID ) : Returns the name of the given plan.
string aiPlanGetName( int planID ): 返回该计划的名称。
bool aiPlanGetNoMoreUnits( int planID ) : Gets the noMoreUnits-ness of the given plan.
bool aiPlanGetNoMoreUnits( int planID ): 查询此计划是否已不再需要新单位(noMoreUnits)。
int aiPlanGetNumber( int planType, int planState, bool active ) : Returns the number of matching plans.
int aiPlanGetNumber( int planType, int planState, bool active ): 返回符合指定类型、状态及活跃标志的计划数量。
int aiPlanGetNumberUnits( int planID, int unitTypeID ) : Returns the number of units currently assigned in the given plan.
int aiPlanGetNumberUnits( int planID, int unitTypeID ): 返回此计划中指定单位类型目前的分配数量。
int aiPlanGetNumberUserVariableValues ( int planID, int planVariableIndex ) : Returns the number of values for this variable index.
int aiPlanGetNumberUserVariableValues ( int planID, int planVariableIndex ): 返回此计划自定义变量索引对应的值数量。
int aiPlanGetNumberVariableValues ( int planID, int planVariableIndex ) : Returns the number of values for this variable index.
int aiPlanGetNumberVariableValues ( int planID, int planVariableIndex ): 返回此计划变量索引对应的值数量。
bool aiPlanGetOrphan( int planID ) : Gets the orphan-ness of the given plan.
bool aiPlanGetOrphan( int planID ): 返回此计划是否为“孤儿”计划(无上级关联)。
int aiPlanGetState( int planID ) : Returns the state of the given plan.
int aiPlanGetState( int planID ): 返回此计划当前所处的状态。
int aiPlanGetType( int planID ) : Returns the type of the given plan.
int aiPlanGetType( int planID ): 获取此计划的类型。
float aiPlanGetUnitCost(int planID, bool considerHitPoints) : gets total aiCost of plan's units, weighted for HP if requested.
float aiPlanGetUnitCost(int planID, bool considerHitPoints): 获取该计划中所有单位的总成本(若 considerHitPoints=true,则按生命值加权)。
int aiPlanGetUnitStance( int planID ) : Gets the unit stance of the given plan.
int aiPlanGetUnitStance( int planID ): 返回此计划的单位战斗姿态(stance)。
bool aiPlanGetUserVariableBool ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
bool aiPlanGetUserVariableBool ( int planID, int planVariableIndex, int valueIndex ): 获取此计划布尔类型的自定义变量。
float aiPlanGetUserVariableFloat ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
float aiPlanGetUserVariableFloat ( int planID, int planVariableIndex, int valueIndex ): 获取此计划浮点类型的自定义变量。
int aiPlanGetUserVariableInt ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
int aiPlanGetUserVariableInt ( int planID, int planVariableIndex, int valueIndex ): 获取此计划整数类型的自定义变量。
string aiPlanGetUserVariableString ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
string aiPlanGetUserVariableString ( int planID, int planVariableIndex, int valueIndex ): 获取此计划字符串类型的自定义变量。
vector aiPlanGetUserVariableVector ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
vector aiPlanGetUserVariableVector ( int planID, int planVariableIndex, int valueIndex ): 获取此计划向量类型的自定义变量。
bool aiPlanGetVariableBool ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
bool aiPlanGetVariableBool ( int planID, int planVariableIndex, int valueIndex ): 获取此计划布尔类型的内置变量。
float aiPlanGetVariableFloat ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
float aiPlanGetVariableFloat ( int planID, int planVariableIndex, int valueIndex ): 获取此计划浮点类型的内置变量。
int aiPlanGetVariableInt ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
int aiPlanGetVariableInt ( int planID, int planVariableIndex, int valueIndex ): 获取此计划整数类型的内置变量。
string aiPlanGetVariableString ( int planID, int planVariableIndex ) : Gets the given variable of the given plan.
string aiPlanGetVariableString ( int planID, int planVariableIndex ): 获取此计划字符串类型的内置变量。
vector aiPlanGetVariableVector ( int planID, int planVariableIndex, int valueIndex ) : Gets the given variable of the given plan.
vector aiPlanGetVariableVector ( int planID, int planVariableIndex, int valueIndex ): 获取此计划向量类型的内置变量。
bool aiPlanRemoveUserVariable ( int planID, int planVariableIndex ) : Removes the user variable.
bool aiPlanRemoveUserVariable ( int planID, int planVariableIndex ): 删除此计划自定义变量索引对应的变量。
bool aiPlanRemoveUserVariables( int planID ) : Removes all of the user variables from the given plan.
bool aiPlanRemoveUserVariables( int planID ): 删除此计划中的所有自定义变量。
bool aiPlanRemoveUserVariableValue ( int planID, int planVariableIndex, int variableIndex ) : Removes the index-th value of the user variable.
bool aiPlanRemoveUserVariableValue ( int planID, int planVariableIndex, int variableIndex ): 删除此计划自定义变量在 variableIndex 位置的值。
bool aiPlanRemoveVariableValue ( int planID, int planVariableIndex, int variableIndex ) : Removes the index-th value of the variable.
bool aiPlanRemoveVariableValue ( int planID, int planVariableIndex, int variableIndex ): 删除此计划内置变量在 variableIndex 位置的值。
bool aiPlanSetActive( int planID, bool active ) : Sets active on/off for the given plan.
bool aiPlanSetActive( int planID, bool active ): 启用或禁用指定计划。
bool aiPlanSetAllowUnderAttackResponse ( int planID, bool uAR ) : Sets under attack response on/off for the given plan.
bool aiPlanSetAllowUnderAttackResponse ( int planID, bool uAR ): 设置此计划在遭到攻击时是否允许自动响应。
bool aiPlanSetAttack( int planID, bool v ) : Sets attack flag on/off for the given plan.
bool aiPlanSetAttack( int planID, bool v ): 打开或关闭该计划的进攻标志。
bool aiPlanSetBaseID( int planID, int baseID ) : sets the plan's base id.
bool aiPlanSetBaseID( int planID, int baseID ): 设置该计划的基地 ID。
bool aiPlanSetDesiredPriority( int planID, int priority ) : Sets the priority of the given plan.
bool aiPlanSetDesiredPriority( int planID, int priority ): 设置此计划的优先级。
bool aiPlanSetEconomy( int planID, bool v ) : Sets economy on/off for the given plan.
bool aiPlanSetEconomy( int planID, bool v ): 启用或禁用该计划的经济标志。
bool aiPlanSetEscrowID( int planID, int escrowID ) : Sets the escrow for the plan.
bool aiPlanSetEscrowID( int planID, int escrowID ): 为该计划设置托管资金 ID。
bool aiPlanSetEventHandler ( int planID, int eventType, string handlerName ) : Sets event handler function for the given plan and event.
bool aiPlanSetEventHandler ( int planID, int eventType, string handlerName ): 为该计划在特定事件类型下设置处理函数。
void aiPlanSetInitialPosition ( int planID, vector initialPosition ) : Sets the initial positon for this plan.
void aiPlanSetInitialPosition ( int planID, vector initialPosition ): 设置该计划的初始位置。
bool aiPlanSetMilitary( int planID, bool v ) : Sets military on/off for the given plan.
bool aiPlanSetMilitary( int planID, bool v ): 打开或关闭该计划的“军事”标志。
bool aiPlanSetNoMoreUnits( int planID, bool v ) : Sets noMoreUnits on/off for the given plan.
bool aiPlanSetNoMoreUnits( int planID, bool v ): 设置该计划是否不再需要新单位。
bool aiPlanSetNumberUserVariableValues ( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ) : Sets the number of values for this variable.
bool aiPlanSetNumberUserVariableValues ( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): 为该计划的某自定义变量设置值数量,并可选择是否清空当前值。
bool aiPlanSetNumberVariableValues ( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ) : Sets the number of values for this variable.
bool aiPlanSetNumberVariableValues ( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): 为该计划内置变量设置值数量,并可选择是否清空当前值。
bool aiPlanSetOrphan( int planID, bool orphan ) : Sets orphan on/off for the given plan.
bool aiPlanSetOrphan( int planID, bool orphan ): 设置此计划是否为“孤儿”状态。
bool aiPlanSetRequiresAllNeedUnits( int planID, bool rANU ) : Sets 'requiresAllNeedUnits' on/off for the given plan.
bool aiPlanSetRequiresAllNeedUnits( int planID, bool rANU ): 打开或关闭此计划对所有需求单位的要求(requiresAllNeedUnits)。
bool aiPlanSetUnitStance( int planID, int stance ) : Sets unit stance for the given plan.
bool aiPlanSetUnitStance( int planID, int stance ): 为指定计划设置单位的战斗姿态(stance)。
bool aiPlanSetUserVariableBool ( int planID, int planVariableIndex, int valueIndex, bool value ) : Sets the given variable of the given plan.
bool aiPlanSetUserVariableBool ( int planID, int planVariableIndex, int valueIndex, bool value ): 设置此计划布尔类型的自定义变量值。
bool aiPlanSetUserVariableFloat ( int planID, int planVariableIndex, int valueIndex, float value ) : Sets the given variable of the given plan.
bool aiPlanSetUserVariableFloat ( int planID, int planVariableIndex, int valueIndex, float value ): 设置此计划浮点类型的自定义变量值。
bool aiPlanSetUserVariableInt ( int planID, int planVariableIndex, int valueIndex, int value ) : Sets the given variable of the given plan.
bool aiPlanSetUserVariableInt ( int planID, int planVariableIndex, int valueIndex, int value ): 设置此计划整数类型的自定义变量值。
bool aiPlanSetUserVariableString ( int planID, int planVariableIndex, int valueIndex, string value ) : Sets the given variable of the given plan.
bool aiPlanSetUserVariableString ( int planID, int planVariableIndex, int valueIndex, string value ): 设置此计划字符串类型的自定义变量值。
bool aiPlanSetUserVariableVector ( int planID, int planVariableIndex, int valueIndex, vector value ) : Sets the given variable of the given plan.
bool aiPlanSetUserVariableVector ( int planID, int planVariableIndex, int valueIndex, vector value ): 设置此计划向量类型的自定义变量值。
bool aiPlanSetVariableBool ( int planID, int planVariableIndex, int valueIndex, bool value ) : Sets the given variable of the given plan.
bool aiPlanSetVariableBool ( int planID, int planVariableIndex, int valueIndex, bool value ): 设置此计划布尔类型的内置变量。
bool aiPlanSetVariableFloat ( int planID, int planVariableIndex, int valueIndex, float value ) : Sets the given variable of the given plan.
bool aiPlanSetVariableFloat ( int planID, int planVariableIndex, int valueIndex, float value ): 设置此计划浮点类型的内置变量。
bool aiPlanSetVariableInt ( int planID, int planVariableIndex, int valueIndex, int value ) : Sets the given variable of the given plan.
bool aiPlanSetVariableInt ( int planID, int planVariableIndex, int valueIndex, int value ): 设置此计划整数类型的内置变量。
bool aiPlanSetVariableString ( int planID, int planVariableIndex, int valueIndex, string value ) : Sets the given variable of the given plan.
bool aiPlanSetVariableString ( int planID, int planVariableIndex, int valueIndex, string value ): 设置此计划字符串类型的内置变量。
bool aiPlanSetVariableVector ( int planID, int planVariableIndex, int valueIndex, vector value ) : Sets the given variable of the given plan.
bool aiPlanSetVariableVector ( int planID, int planVariableIndex, int valueIndex, vector value ): 设置此计划向量类型的内置变量。
bool aiPlanSetWaypoints( int planID, int pathID ) : Sets the waypoints of the given plan to the waypoints of the given path.
bool aiPlanSetWaypoints( int planID, int pathID ): 将指定计划的路径点设置为 pathID 对应路径的航点序列。
bool aiPopulatePoliticianList(): Call this to make the AI fill out what Politicians are available.
bool aiPopulatePoliticianList(): 调用此函数让 AI 刷新可用的政治家列表。
void aiQueueAutoSavegame( int saveNumber ) : Queues the auto savegame.
void aiQueueAutoSavegame( int saveNumber ): 将自动存档排队等待保存(队列方式)。
int aiRandInt( int max ) : Returns a random number (mod'ed by max if provided).
int aiRandInt( int max ): 返回随机数(若提供 max,则返回结果取模于 max)。
vector aiRandLocation( void ) : Returns a random location guaranteed to be on the map.
vector aiRandLocation( void ): 返回一个地图上有效的随机坐标位置。
void aiRandSetSeed( int seed ) : Sets the seed of the random number generator.
void aiRandSetSeed( int seed ): 设置随机数生成器的种子。
bool aiRansomExplorer(int explorerID, int escrowID, int sourceBuildingID) : ransoms the specified explorer using funds from the specified escrow account and spawns it from the specified building.
bool aiRansomExplorer(int explorerID, int escrowID, int sourceBuildingID): 使用指定托管资金赎回指定探险家,并从指定建筑处复活该探险家。
bool aiReadyForTradeMonopoly() : Returns true if the monopoly command can be given now. Does not check cost.
bool aiReadyForTradeMonopoly(): 如当前可执行垄断命令,则返回 true(不检查其花费)。
bool aiRemoveResourceBreakdown ( int resourceTypeID, int resourceSubTypeID, int baseID ) : Removes the given breakdown.
bool aiRemoveResourceBreakdown ( int resourceTypeID, int resourceSubTypeID, int baseID ): 移除给定资源细分的配置。
void aiResign() : reigns the current player..
void aiResign(): 让当前玩家投降(退出游戏)。
bool aiResourceIsLocked(int resourceID) : Is this Escrow resource locked.
bool aiResourceIsLocked(int resourceID): 判断该托管资源是否处于锁定状态。
void aiResourceLock(int resourceID) : Prevent a resource from being spent by the AI.
void aiResourceLock(int resourceID): 锁定该资源,使 AI 无法使用。
void aiResourceUnlock(int resourceID) : Allow a resource to be spent by the AI.
void aiResourceUnlock(int resourceID): 解锁该资源,使 AI 可再次使用。
bool aiSellResourceOnMarket( int resourceID ) : sells (+100) the given resource.
bool aiSellResourceOnMarket( int resourceID ): 在市场上卖出指定资源(+100 数量)。
void aiSendChatToAllies( string chatString ) : CP AI chat to allies.
void aiSendChatToAllies( string chatString ): 向盟友发送 CP AI 聊天消息。
void aiSendChatToEnemies( string chatString ) : CP AI chat to enemies.
void aiSendChatToEnemies( string chatString ): 向敌人发送 CP AI 聊天消息。
void aiSendChatToEveryone( string chatString ) : CP AI chat to everyone.
void aiSendChatToEveryone( string chatString ): 向所有玩家发送 CP AI 聊天消息。
void aiSet( string filename, int playerID ) : Sets playerID's AI to the given filename.
void aiSet( string filename, int playerID ): 将指定玩家的 AI 脚本设置为给定文件名。
void aiSetAllowBuildings( bool v ) : Sets allow buildings on/off.
void aiSetAllowBuildings( bool v ): 设置是否允许建造建筑。
void aiSetAttackResponseDistance( float v ) : Set the attack response distance.
void aiSetAttackResponseDistance( float v ): 设置 AI 攻击响应的距离阈值。
void aiSetAutoFarmEscrowID( int escrowID ) : Sets the auto Farm escrow ID.
void aiSetAutoFarmEscrowID( int escrowID ): 设置自动农场托管资金的 ID。
void aiSetAutoGatherEscrowID( int escrowID ) : Sets the auto gather escrow ID.
void aiSetAutoGatherEscrowID( int escrowID ): 设置自动采集托管资金的 ID。
bool aiSetAutoGatherMilitaryUnits( bool v ) : Turns auto gathering of military units at bases on/off.
bool aiSetAutoGatherMilitaryUnits( bool v ): 设置是否自动在基地聚集军队。
void aiSetDefaultStance( int defaultStance ) : Sets your default stance for all of your units.
void aiSetDefaultStance( int defaultStance ): 为所有单位设置默认战斗姿态。
void aiSetEconomyPercentage( float v ) : Set the economy priority percentage.
void aiSetEconomyPercentage( float v ): 设置 AI 的经济优先级百分比。
void aiSetEconomyPop( int v ) : Set the script-defined economy pop for this player.
void aiSetEconomyPop( int v ): 设置脚本定义的该玩家经济人口数量。
bool aiSetExploreDangerThreshold( float value ) : sets the ai's Explore Danger Threshold value.
bool aiSetExploreDangerThreshold( float value ): 设置 AI 的探索危险阈值。
void aiSetFarmLimit( int limit ) : Sets the per plan farm build limit.
void aiSetFarmLimit( int limit ): 设置每个计划可建造农场的上限。
bool aiSetHandler( string handlerFunctionName, int type ) : Sets the handler for given type of event.
bool aiSetHandler( string handlerFunctionName, int type ): 为指定事件类型设置处理函数。
bool aiSetHCGatherPoint( vector point ) : Sets the HCGP.
bool aiSetHCGatherPoint( vector point ): 设置主城(HC)的集合点坐标。
void aiSetMaxLOSProtoUnitLimit(int limit) : sets the limit for how many LOS Protounits the AI can build
void aiSetMaxLOSProtoUnitLimit(int limit): 设置 AI 能建造的视野(LOS)类单位数量上限。
void aiSetMilitaryPercentage( float v ) : Set the military priority percentage.
void aiSetMilitaryPercentage( float v ): 设置军事优先级的百分比。
void aiSetMilitaryPop( int v ) : Set the script-defined military pop for this player.
void aiSetMilitaryPop( int v ): 设置脚本定义的玩家军事人口上限。
void aiSetMinArmySize(long v) : sets the min number of units in an attack army.
void aiSetMinArmySize(long v): 设置攻击部队的最少单位数量。
void aiSetMinNumberNeedForGatheringAggressvies(long v) : sets the min number of needed units to gather aggressive animals.
void aiSetMinNumberNeedForGatheringAggressvies(long v): 设置采集具攻击性动物所需的最少单位数量。
void aiSetMinNumberWantForGatheringAggressives(long v) : sets the min number of wanted units to gather aggressive animals.
void aiSetMinNumberWantForGatheringAggressives(long v): 设置采集具攻击性动物所希望的最少单位数量。
void aiSetMostHatedPlayerID( int v ) : Sets the script-defined most hated player ID for this player.
void aiSetMostHatedPlayerID( int v ): 设置此玩家最厌恶的敌对玩家 ID(脚本定义)。
void aiSetOpportunityLocation ( int opportunityID, vector location ) : sets the location for this opp.
void aiSetOpportunityLocation ( int opportunityID, vector location ): 为指定机会(opportunity)设置位置坐标。
void aiSetOpportunityRadius ( int opportunityID, float radius ) : sets the radius for this opp.
void aiSetOpportunityRadius ( int opportunityID, float radius ): 为指定机会设置作用半径。
bool aiSetOpportunityScore ( long oppID, long permission, float affordable, float classscore, float instance, float total ) : sets the score for this opp.
bool aiSetOpportunityScore ( long oppID, long permission, float affordable, float classscore, float instance, float total ): 设置该机会的评分(Score)。
void aiSetOpportunityTargetID ( int opportunityID, int targetType ) : sets the target id for this opp.
void aiSetOpportunityTargetID ( int opportunityID, int targetType ): 为该机会设置目标 ID。
void aiSetOpportunityTargetType ( int opportunityID, int targetType ) : sets the target type for this opp.
void aiSetOpportunityTargetType ( int opportunityID, int targetType ): 为该机会设置目标类型。
void aiSetPauseAllAgeUpgrades(bool v) : sets the pause all age upgrades flag in the AI.
void aiSetPauseAllAgeUpgrades(bool v): 设置 AI 是否暂停所有时代升级。
void aiSetPoliticianChoice(int age, int puid) : Sets the scripts choice for the AgeX Politician.
void aiSetPoliticianChoice(int age, int puid): 为 AgeX 设置指定政治家(puid)的脚本选择。
void aiSetRandomMap(bool v) : Sets the RM bool in the AI.
void aiSetRandomMap(bool v): 设置 AI 是否启用随机地图(RM)。
bool aiSetResourceBreakdown ( int resourceTypeID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID ) : Sets a subtype breakdown for a resource.
bool aiSetResourceBreakdown ( int resourceTypeID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID ): 为指定资源设置子类型细分配置(如数量、优先级、比例等)。
void aiSetResourceGathererPercentage ( int resourceID, float value, bool normalize, int rgpIndex ) : Sets the resource gatherer percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0).
void aiSetResourceGathererPercentage ( int resourceID, float value, bool normalize, int rgpIndex ): 设置指定资源的采集百分比;若 normalize 为 true,则会归一化到 1.0。
void aiSetResourceGathererPercentageWeight ( int rgpIndex, float weight ) : Sets the RGP weight.
void aiSetResourceGathererPercentageWeight ( int rgpIndex, float weight ): 设置采集百分比的权重值(RGP weight)。
void aiSetWaterMap( bool v ) : Tells the AI if this is a water map or not.
void aiSetWaterMap( bool v ): 告知 AI 当前地图是否为水域地图。
void aiSetWorldDifficulty( int v ) : Sets the world difficulty level.
void aiSetWorldDifficulty( int v ): 设置世界难度级别。
void aiSwitchMainBase(int newBaseID, bool force) : switch the newBaseID to be the main base.
void aiSwitchMainBase(int newBaseID, bool force): 切换主基地为 newBaseID,force 指定是否强制切换。
bool aiTaskUnitBuild( int unitID, int buildingTypeID, vector position ) : Does a lightweight (no plan) build tasking of the given unit to build the given building.
bool aiTaskUnitBuild( int unitID, int buildingTypeID, vector position ): 用指定单位执行轻量级建造任务(无计划),在给定坐标处建造指定类型的建筑。
bool aiTaskUnitDelete( int unitID ) : Deletes the given unit.
bool aiTaskUnitDelete( int unitID ): 删除指定单位。
bool aiTaskUnitMove( int unitID, vector position ) : Does a lightweight (no plan) move tasking of the given unit to the given location.
bool aiTaskUnitMove( int unitID, vector position ): 让指定单位执行轻量级移动任务(无计划),前往给定位置。
bool aiTaskUnitResearch( int unitID, int techID ) : Does a lightweight (no plan) research tasking of the given unit for the given tech ID.
bool aiTaskUnitResearch( int unitID, int techID ): 让指定单位进行轻量级研究任务(无计划),研究指定科技。
bool aiTaskUnitSpecialPower ( int unitID, int powerID, vector position ) : Does a lightweight (no plan) research tasking of the given unit for the given special power.
bool aiTaskUnitSpecialPower ( int unitID, int powerID, vector position ): 让指定单位执行轻量级特殊能力任务(无计划),在给定位置使用指定能力。
bool aiTaskUnitTrain ( int unitID, int unitTypeID ) : Does a lightweight (no plan) train tasking of the given unit for the given target unit type.
bool aiTaskUnitTrain ( int unitID, int unitTypeID ): 让指定单位进行轻量级的训练任务(无计划),训练特定类型的单位。
bool aiTaskUnitWork( int unitID, int targetUnitID ) : Does a lightweight (no plan) work tasking of the given unit on the given target unit.
bool aiTaskUnitWork( int unitID, int targetUnitID ): 让指定单位对目标单位执行轻量级工作任务(无计划)。
bool aiTreatyActive() : checks whether the given player has a treaty.
bool aiTreatyActive(): 检查当前玩家是否处于某个条约状态。
bool aiTribute( int playerID, int resourceID, float amount ) : Tributes the given player.
bool aiTribute( int playerID, int resourceID, float amount ): 向指定玩家进贡指定资源及数量。
int aiUnitGetTactic(int unitID) : gets the specified unit's current tactic.
int aiUnitGetTactic(int unitID): 获取指定单位当前采用的战术(tactic)。
bool aiUnitSetTactic(int unitID, int tacticID) : sets the specified tactic on the specified unit.
bool aiUnitSetTactic(int unitID, int tacticID): 为指定单位设置指定的战术。
void hcAddUnitToPerformerGroup( int groupID, int unitID ) : Adds a unit to a group of performers.
void hcAddUnitToPerformerGroup( int groupID, int unitID ): 将指定单位添加到演出者组(performer group)中。
long hcCreatePerformerGroup( int numPerformers, float attentionRadius ) : Creates a performer group.
long hcCreatePerformerGroup( int numPerformers, float attentionRadius ): 创建一个演出者组并返回其 ID。
void hcEcho( string echoString ) : HC echo.
void hcEcho( string echoString ): HomeCity 控制台输出一条回显信息。
void hcErrorMessage( string errorString ) : HC error.
void hcErrorMessage( string errorString ): HomeCity 报告一条错误消息。
int hcGetBuildingIDByName( string buildingName ) : Returns the ID for a building with the specified name.
int hcGetBuildingIDByName( string buildingName ): 根据建筑名称返回对应建筑的 ID。
int hcGetMyUnitID( void ) : Returns the HomeCity Unit ID for this unit.
int hcGetMyUnitID( void ): 返回当前单位在 HomeCity 中的单位 ID。
int hcGetNearestWPID( vector position ) : Returns the WPID closest to the position.
int hcGetNearestWPID( vector position ): 返回距离给定坐标最近的路径点(WPID)。
int hcGetNumberUnitsWithAI( string aiFilename ) : Returns the number of units with a given AI filename.
int hcGetNumberUnitsWithAI( string aiFilename ): 返回使用给定 AI 脚本文件名的单位数量。
long hcGetNumberWaypoints( void ) : Returns the number of waypoints.
long hcGetNumberWaypoints( void ): 返回路径点(waypoint)的数量。
long hcGetNumPerformerGroups() : Returns how many performer groups are currently playing.
long hcGetNumPerformerGroups(): 返回当前正在进行演出的演出者组数量。
int hcGetNumUnlockedUnits( bool regularUnits, bool performerUnits ) : Returns the number of unlocked units available.
int hcGetNumUnlockedUnits( bool regularUnits, bool performerUnits ): 返回当前解锁的常规单位或演出单位数量(由传入参数决定)。
int hcGetPerformerInProximity( long unitID ) : Returns the index-th performer unit in the proximity.
int hcGetPerformerInProximity( long unitID ): 返回周围环境中第 index 个演出者单位(示例说明)。
long hcGetRandomFreeWPID(long waypointMask) : Returns the WPID of a random waypoint.
long hcGetRandomFreeWPID(long waypointMask): 返回随机选择的空闲路径点(满足 waypointMask)ID。
long hcGetRandomWPID(long waypointMask) : Returns the WPID of a random waypoint.
long hcGetRandomWPID(long waypointMask): 返回随机路径点 ID,受 waypointMask 约束。
int hcGetUnitWithAI( string aiFilename, int index ) : Returns the index-th unit with the given AI filename.
int hcGetUnitWithAI( string aiFilename, int index ): 返回使用指定 AI 文件名的第 index 个单位。
int hcGetUnlockedUnitProtoUnitID ( int unitIndex, bool regularUnits, bool performerUnits ) : Returns the proto unit ID for an unlocked unit.
int hcGetUnlockedUnitProtoUnitID ( int unitIndex, bool regularUnits, bool performerUnits ): 返回解锁单位的原型单位 ID。
string hcGetUnlockedUnitScriptFilename ( int unitIndex, bool regularUnits, bool performerUnits ) : Returns the script file name for an unlocked unit.
string hcGetUnlockedUnitScriptFilename ( int unitIndex, bool regularUnits, bool performerUnits ): 返回解锁单位使用的脚本文件名。
string hcGetUnlockedUnitVisualFilename ( int unitIndex, bool regularUnits, bool performerUnits ) : Returns the visual file name for an unlocked unit.
string hcGetUnlockedUnitVisualFilename ( int unitIndex, bool regularUnits, bool performerUnits ): 返回解锁单位使用的视觉文件名。
vector hcGetWaypointDir( int waypoint ) : Returns the direction for a waypoint.
vector hcGetWaypointDir( int waypoint ): 返回指定路径点的方向向量。
vector hcGetWaypointPos( int waypoint ) : Returns the position for a waypoint.
vector hcGetWaypointPos( int waypoint ): 返回指定路径点的坐标位置。
void hcOccupyWPID(long wpid) : Occupies the given waypoint.
void hcOccupyWPID(long wpid): 将指定路径点标记为被占用状态。
void hcPopulateHomeCity() : Populates the home city with all units needed.
void hcPopulateHomeCity(): 为 HomeCity 添加所有所需单位。
int hcRandInt( int max ) : Returns a random number (mod'ed by max if provided).
int hcRandInt( int max ): 返回随机数(若提供 max,则进行取模)。
vector hcRandPosition( void ) : Returns a random position guaranteed to be on the map.
vector hcRandPosition( void ): 返回地图上一个随机有效坐标。
bool hcReservePerformerArea( long groupID ) : Reserves a performer area.
bool hcReservePerformerArea( long groupID ): 为指定演出者组保留一块区域。
bool hcSetUnitXSHandler ( int unitID, string handlerFunctionName, int type ) : Sets the handler for a unit for a given type of event.
bool hcSetUnitXSHandler ( int unitID, string handlerFunctionName, int type ): 为指定单位在特定事件类型下设置处理函数。
bool hcSetXSHandler( string handlerFunctionName, int type ) : Sets the handler for given type of event.
bool hcSetXSHandler( string handlerFunctionName, int type ): 为特定事件类型设置处理函数(HomeCity 级别)。
int hcUnitCreate ( int protoUnitID, string visualFilename, string aiFilename, int waypoint ) : Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID.
int hcUnitCreate ( int protoUnitID, string visualFilename, string aiFilename, int waypoint ): 创建单位(指定原型 ID 或可视文件名),并返回新单位 ID。
int hcUnitCreateAtBone ( int protoUnitID, string visualFilename, string aiFilename, string boneName ) : Creates a unit at the bone position; specify either protoUnitID or visualFilename; returns the new unit's ID.
int hcUnitCreateAtBone ( int protoUnitID, string visualFilename, string aiFilename, string boneName ): 在骨骼点创建单位(可指定原型 ID 或可视文件名),返回新单位 ID。
int hcUnitCreateUsingPos ( int protoUnitID, string visualFilename, string aiFilename, vector position, vector forward, bool visible ) : Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID.
int hcUnitCreateUsingPos ( int protoUnitID, string visualFilename, string aiFilename, vector position, vector forward, bool visible ): 在指定坐标和朝向创建单位(可指定原型 ID 或可视文件名),并返回其 ID。
void hcUnitDestroyAll( void ) : Nukes all HC units.
void hcUnitDestroyAll( void ): 清除(销毁)所有 HomeCity 单位。
bool hcUnitEnterBuilding(long unitID, long buildingID, float speed, bool queue) : Unit enters a building.
bool hcUnitEnterBuilding(long unitID, long buildingID, float speed, bool queue): 令单位以指定速度进入建筑,可选择排队执行。
bool hcUnitExit( int unitID, bool queue ) : Exits the unit (this will kill the unit).
bool hcUnitExit( int unitID, bool queue ): 使单位退出(即销毁该单位),可选择排队执行。
bool hcUnitExitBuilding(long unitID, long buildingID, float pauseTime, float speed, bool queue) : Unit exits a building.
bool hcUnitExitBuilding(long unitID, long buildingID, float pauseTime, float speed, bool queue): 令单位从建筑中离开,含停顿与速度参数,可排队。
bool hcUnitFollow(long unitID, long unitToFollowID, float speed, bool queue) : Unit follows another unit.
bool hcUnitFollow(long unitID, long unitToFollowID, float speed, bool queue): 令单位跟随另一单位,可指定速度及是否排队执行。
void hcUnitFreeWPID(long unitID, long wpid, bool queue) : Frees the given waypoint.
void hcUnitFreeWPID(long unitID, long wpid, bool queue): 释放给定的路径点占用,可排队执行。
int hcUnitGetActionType( int unitID ) : Returns the action type of the unit.
int hcUnitGetActionType( int unitID ): 返回此单位的动作类型(ActionType)。
long hcUnitGetGroupID( int unitID ) : Returns the HomeCity group ID for this unit.
long hcUnitGetGroupID( int unitID ): 返回该单位所隶属的 HomeCity 组 ID。
float hcUnitGetInitialPauseTime( int unitID ) : Gets the initial time a unit should pause before spawning.
float hcUnitGetInitialPauseTime( int unitID ): 获取此单位在出现(spawn)前需暂停的初始时长。
vector hcUnitGetPerformForwardFromGroup( int groupID, int unitID ) : Returns the performance forward vector for a unit.
vector hcUnitGetPerformForwardFromGroup( int groupID, int unitID ): 返回此单位在演出者组中的朝向向量。
vector hcUnitGetPerformPosFromGroup( int groupID, int unitID ) : Returns the performance position for a unit.
vector hcUnitGetPerformPosFromGroup( int groupID, int unitID ): 返回此单位在演出者组中的位置向量。
vector hcUnitGetPosition( int unitID ) : Returns the position of the unit.
vector hcUnitGetPosition( int unitID ): 获取此单位当前坐标位置。
string hcUnitGetScript( int unitID ) : Returns the script for the unit.
string hcUnitGetScript( int unitID ): 返回此单位绑定的脚本名称。
bool hcUnitGoIdle(long unitID, bool queue) : Makes the unit go into idle mode forever.
bool hcUnitGoIdle(long unitID, bool queue): 使此单位进入永久闲置状态,可选择排队执行。
bool hcUnitMoveToPos ( int unitID, int startWPID, BVector goalPos, float speed, float goalTolerance, bool queue ) : Walks the unit to the position.
bool hcUnitMoveToPos ( int unitID, int startWPID, BVector goalPos, float speed, float goalTolerance, bool queue ): 令单位自起始路径点移动到指定目标坐标,可配置速度、容差及是否排队。
bool hcUnitMoveToWPID ( int unitID, int startWPID, int goalWPID, float speed, float goalTolerance, bool queue ) : Walks the unit to the WPID.
bool hcUnitMoveToWPID ( int unitID, int startWPID, int goalWPID, float speed, float goalTolerance, bool queue ): 令单位从起始 WPID 移动至目标 WPID,可指定速度、容差、排队等。
bool hcUnitPlayAnim ( int unitID, string animation, float seconds, long loop, bool queue ) : Plays the anim for the unit.
bool hcUnitPlayAnim ( int unitID, string animation, float seconds, long loop, bool queue ): 播放单位的指定动画,可配置时长、循环次数等,支持排队。
void hcUnitSetFlag ( int unitID, int unitFlag, bool enable, bool queue ) : Enables / disables a unit's flag.
void hcUnitSetFlag ( int unitID, int unitFlag, bool enable, bool queue ): 启用或禁用某单位的特定标志,可选排队执行。
void hcUnitSetInitialPauseTime( int unitID, float pauseTime ) : Sets the initial time a unit should pause before spawning.
void hcUnitSetInitialPauseTime( int unitID, float pauseTime ): 设置此单位在出现(spawn)前的停顿时长。
bool hcUnitSetVisible(long unitID, bool state, bool queue) : Makes unit visible/invisible.
bool hcUnitSetVisible(long unitID, bool state, bool queue): 设定单位是否可见,并可选择排队执行。
bool hcUnitTeleportToWPID(long unitID, long WPID) : Moves the unit to the given waypoint immediately.
bool hcUnitTeleportToWPID(long unitID, long WPID): 立刻将单位传送至指定路径点位置。
bool hcUnitTurn ( int unitID, BVector forward, float turnRateInDegreesPerSec, bool queue ) : Turns the unit towards the forward vector.
bool hcUnitTurn ( int unitID, BVector forward, float turnRateInDegreesPerSec, bool queue ): 按指定速率将单位转向特定前方向量,可排队执行。
bool hcUnitWait(long unitID, float pauseTime, bool queue) : Makes script wait a number of seconds
bool hcUnitWait(long unitID, float pauseTime, bool queue): 使单位(或脚本)等待指定秒数,可排队执行。
bool kbAddAttackRouteIgnoreID( int ignoreAreaID ) : ignore this area when finding the route.
bool kbAddAttackRouteIgnoreID( int ignoreAreaID ): 在寻找进攻路径时忽略此区域 ID。
bool kbAddAttackRouteIgnoreType( int ignoreAreaTypeID ) : ignore this areatype when finding the route.
bool kbAddAttackRouteIgnoreType( int ignoreAreaTypeID ): 在寻找进攻路径时忽略此区域类型 ID。
bool kbAddAttackRouteSector( int sector ) : add a new sector to path to.
bool kbAddAttackRouteSector( int sector ): 向进攻路径中添加新的地块(sector)。
void kbAreaCalculate() : Creates areas and area groups. DO THIS BEFORE ANYTHING ELSE IN YOUR SCRIPT.
void kbAreaCalculate(): 创建区域及区域组。请在脚本中最先执行此操作。
int kbAreaFindBestGatherAreaID( int unitTypeID ) : Returns the Area ID of the best area to gather the given unit type.
int kbAreaFindBestGatherAreaID( int unitTypeID ): 返回最适合该单位类型采集的区域 ID。
int kbAreaGetBorderAreaID( int areaID, long index ) : Returns the Area ID of the index-th border area in the given area.
int kbAreaGetBorderAreaID( int areaID, long index ): 返回给定区域的第 index 个边界区域的 ID。
vector kbAreaGetCenter( int areaID ) : Returns the center of the given area.
vector kbAreaGetCenter( int areaID ): 返回指定区域的中心坐标。
int kbAreaGetClosetArea( vector position, int areaType, int areaType1, float minDistance ) : Returns the Area ID of the closest area, of the given types, to given postion.
int kbAreaGetClosetArea( vector position, int areaType, int areaType1, float minDistance ): 在指定范围和类型内返回距离给定坐标最近的区域 ID。
int kbAreaGetIDByPosition( vector position ) : Returns the ID of the given area.
int kbAreaGetIDByPosition( vector position ): 根据给定坐标返回所属区域的 ID。
int kbAreaGetNumber( void ) : Returns the number of areas.
int kbAreaGetNumber( void ): 返回当前所有区域的总数量。
int kbAreaGetNumberBlackTiles( int areaID ) : Returns the number of black tiles in the given area.
int kbAreaGetNumberBlackTiles( int areaID ): 返回此区域内未探索地块(黑地块)的数量。
int kbAreaGetNumberBorderAreas( int areaID ) : Returns the number of border areas for the given area.
int kbAreaGetNumberBorderAreas( int areaID ): 返回此区域邻接的边界区域数量。
int kbAreaGetNumberFogTiles( int areaID ) : Returns the number of fog tiles in the given area.
int kbAreaGetNumberFogTiles( int areaID ): 返回此区域内处于战争迷雾(fog)状态的地块数量。
int kbAreaGetNumberTiles( int areaID ) : Returns the number of tiles in the given area.
int kbAreaGetNumberTiles( int areaID ): 返回此区域包含的地块总数。
int kbAreaGetNumberUnits( int areaID ) : Returns the number of units in the given area.
int kbAreaGetNumberUnits( int areaID ): 返回此区域内的单位数量。
int kbAreaGetNumberVisibleTiles( int areaID ) : Returns the number of visible tiles in the given area.
int kbAreaGetNumberVisibleTiles( int areaID ): 返回此区域可见的地块数量。
int kbAreaGetType( int areaID ) : Returns the Type of area.
int kbAreaGetType( int areaID ): 返回此区域的类型标识。
int kbAreaGetUnitID( int areaID, long index ) : Returns the Unit ID of the index-th unit in the given area.
int kbAreaGetUnitID( int areaID, long index ): 获取此区域内第 index 个单位的 ID。
int kbAreaGetVisibilityChangeTime( int areaID ) : Returns the gametime of the last visibility change for the given area.
int kbAreaGetVisibilityChangeTime( int areaID ): 返回此区域最后一次可见性变化发生的游戏时间。
int kbAreaGetVPSiteID(int areaID) : returns an area's VP site ID (-1 if an area doesn't have a VP site).
int kbAreaGetVPSiteID(int areaID): 返回此区域的 VP(胜利点)场所 ID,若无则返回 -1。
vector kbAreaGroupGetCenter( int groupID ) : Returns the center of the given areaGroup.
vector kbAreaGroupGetCenter( int groupID ): 返回指定区域组的中心点坐标。
int kbAreaGroupGetIDByPosition( vector position ) : Returns the ID of the given area group.
int kbAreaGroupGetIDByPosition( vector position ): 根据坐标位置获取所属的区域组 ID。
bool kbAttackRouteAddPath( int attackRouteID, int pathID) : Rreturns true if path was added to attack route.
bool kbAttackRouteAddPath( int attackRouteID, int pathID ): 将指定路径添加到进攻路线,成功时返回 true。
bool kbBaseAddUnit( int playerID, int baseID, int unitID ) : Adds the given unit to the base.
bool kbBaseAddUnit( int playerID, int baseID, int unitID ): 将指定单位加入到某基地中。
int kbBaseCreate( int playerID, string name, vector position, float distance ) : Creates a base.
int kbBaseCreate( int playerID, string name, vector position, float distance ): 创建一个新的基地并返回其 ID。
bool kbBaseDestroy( int playerID, int baseID ) : Destroys the given base.
bool kbBaseDestroy( int playerID, int baseID ): 销毁指定基地。
void kbBaseDestroyAll( int playerID ) : Destroys all of the bases for the given player.
void kbBaseDestroyAll( int playerID ): 销毁该玩家的所有基地。
int kbBaseFindCreateResourceBase( int resourceType, int resourceSubType, int parentBaseID ) : Finds/Creates a resource base.
int kbBaseFindCreateResourceBase( int resourceType, int resourceSubType, int parentBaseID ): 查找或创建一个资源基地(隶属 parentBaseID)。
int kbBaseFindForwardMilitaryBase( int enemyPlayerID, int enemyBaseID ) : Finds/Creates a 'forward' military base against the given enemy base.
int kbBaseFindForwardMilitaryBase( int enemyPlayerID, int enemyBaseID ): 查找或创建针对此敌方基地的前线军事基地。
bool kbBaseGetActive( int playerID, int baseID ) : Gets the active flag of the base.
bool kbBaseGetActive( int playerID, int baseID ): 返回此基地是否处于激活状态。
vector kbBaseGetBackVector( int playerID, int baseID ) : Gets the back vector of the base.
vector kbBaseGetBackVector( int playerID, int baseID ): 返回此基地的背向向量(back vector)。
bool kbBaseGetEconomy( int playerID, int baseID ) : Gets the economy flag of the base.
bool kbBaseGetEconomy( int playerID, int baseID ): 查询此基地是否被标记为经济基地。
bool kbBaseGetForward( int playerID, int baseID ): Gets the forward flag of the base.
bool kbBaseGetForward( int playerID, int baseID ):获取基地是否被标记为前线(forward)的状态。
vector kbBaseGetFrontVector( int playerID, int baseID ): Gets the front vector of the base.
vector kbBaseGetFrontVector( int playerID, int baseID ):获取该基地的前方向量。
int kbBaseGetIDByIndex( int playerID, int index ): Returns the BaseID for the given base.
int kbBaseGetIDByIndex( int playerID, int index ):根据索引获取该玩家的某基地 ID。
vector kbBaseGetLastKnownDamageLocation( int playerID, int baseID ): Gets the last known damage location of the base.
vector kbBaseGetLastKnownDamageLocation( int playerID, int baseID ):获取该基地最近一次受伤害时的位置坐标。
vector kbBaseGetLocation( int playerID, int baseID ): Gets the location of the base.
vector kbBaseGetLocation( int playerID, int baseID ):获取该基地的坐标位置。
bool kbBaseGetMain( int playerID, int baseID ): Gets the main flag of the base.
bool kbBaseGetMain( int playerID, int baseID ):获取该基地是否被标记为主基地。
int kbBaseGetMainID( int playerID ): Gets the main base ID for the player.
int kbBaseGetMainID( int playerID ):获取指定玩家的主基地 ID。
float kbBaseGetMaximumResourceDistance( int playerID, int baseID ): Gets the maximum resource distance of the base.
float kbBaseGetMaximumResourceDistance( int playerID, int baseID ):获取该基地可采集资源的最大距离阈值。
bool kbBaseGetMilitary( int playerID, int baseID ): Gets the military flag of the base.
bool kbBaseGetMilitary( int playerID, int baseID ):获取该基地是否被标记为军事用途(military)。
vector kbBaseGetMilitaryGatherPoint( int playerID, int baseID ): Gets the military gather point of the base.
vector kbBaseGetMilitaryGatherPoint( int playerID, int baseID ):获取该基地的军事集结点坐标。
int kbBaseGetNextID( void ): Returns the ID of the next base that will be created.
int kbBaseGetNextID( void ):返回下一个即将被创建的基地 ID。
int kbBaseGetNumber( int playerID ): Returns the number of bases for the given player.
int kbBaseGetNumber( int playerID ):返回该玩家拥有的基地数量。
int kbBaseGetNumberUnits( int playerID, int baseID, int relation, int unitTypeID ): Returns the number of units that match the criteria.
int kbBaseGetNumberUnits( int playerID, int baseID, int relation, int unitTypeID ):返回此基地中符合指定关系与单位类型的单位数量。
int kbBaseGetOwner( int baseID ): Returns the player ID of the specified base's owner.
int kbBaseGetOwner( int baseID ):返回此基地所属玩家的 ID。
bool kbBaseGetSettlement( int playerID, int baseID ): Gets the settlement flag of the base.
bool kbBaseGetSettlement( int playerID, int baseID ):获取该基地是否被标记为城镇殖民点(settlement)。
int kbBaseGetTimeUnderAttack( int playerID, int baseID ): Returns the number of continuous seconds the base has been under attack.
int kbBaseGetTimeUnderAttack( int playerID, int baseID ):返回该基地持续被攻击的时间(秒)。
bool kbBaseGetUnderAttack( int playerID, int baseID ): Gets the under attack flag of the base.
bool kbBaseGetUnderAttack( int playerID, int baseID ):获取该基地是否正处于被攻击状态。
bool kbBaseRemoveUnit( int playerID, int baseID, int unitID ): Removes the given unit to the base.
bool kbBaseRemoveUnit( int playerID, int baseID, int unitID ):将指定单位从该基地中移除。
bool kbBaseSetActive( int playerID, int baseID, bool active ): Sets the active flag of the base.
bool kbBaseSetActive( int playerID, int baseID, bool active ):设置该基地是否处于激活状态。
bool kbBaseSetEconomy( int playerID, int baseID, bool Economy ): Sets the economy flag of the base.
bool kbBaseSetEconomy( int playerID, int baseID, bool Economy ):设置该基地是否用于经济用途(经济基地)。
bool kbBaseSetForward( int playerID, int baseID, bool forward ): Sets the forward flag of the base.
bool kbBaseSetForward( int playerID, int baseID, bool forward ):设置该基地是否为前线基地。
bool kbBaseSetFrontVector( int playerID, int baseID, vector frontVector ): Sets the front (and back) of the base.
bool kbBaseSetFrontVector( int playerID, int baseID, vector frontVector ):设置该基地的前向(与后向)向量。
bool kbBaseSetMain( int playerID, int baseID, bool main ): Sets the main flag of the base.
bool kbBaseSetMain( int playerID, int baseID, bool main ):设置该基地是否为主基地。
void kbBaseSetMaximumResourceDistance( int playerID, int baseID, float distance ): Sets the maximum resource distance of the base.
void kbBaseSetMaximumResourceDistance( int playerID, int baseID, float distance ):设置该基地的最大可采资源距离。
bool kbBaseSetMilitary( int playerID, int baseID, bool military ): Sets the military flag of the base.
bool kbBaseSetMilitary( int playerID, int baseID, bool military ):设置该基地是否为军事基地。
bool kbBaseSetMilitaryGatherPoint( int playerID, int baseID, vector gatherPoint ): Sets the military gather point of the base.
bool kbBaseSetMilitaryGatherPoint( int playerID, int baseID, vector gatherPoint ):设置该基地的军事集结点坐标。
bool kbBaseSetSettlement( int playerID, int baseID, bool settlement ): Sets the settlement flag of the base.
bool kbBaseSetSettlement( int playerID, int baseID, bool settlement ):设置该基地是否为城镇点(settlement)。
bool kbBuildingPlacementAddAreaGroupID( int areaGroupID ): Adds the AreaGroup ID to the current BP.
bool kbBuildingPlacementAddAreaGroupID( int areaGroupID ):将指定区域组 ID 添加到当前建筑放置(BP)配置中。
bool kbBuildingPlacementAddAreaID( int areaID, int numberBorderAreaLayers, bool addCenterInfluence ): Adds the Area ID to the current BP (with the given number of border area layers), addCenterInfluence - adds a positional influence from the area center.
bool kbBuildingPlacementAddAreaID( int areaID, int numberBorderAreaLayers, bool addCenterInfluence ):将指定区域 ID 添加到当前建筑放置配置,可设置边界区域层数,以及是否加入该区域中心位置的影响力。
bool kbBuildingPlacementAddPositionInfluence( vector position, float value, float distance ): Adds the position influence for the current building placement.
bool kbBuildingPlacementAddPositionInfluence( vector position, float value, float distance ):为当前建筑放置配置添加一条位置影响(坐标、影响值、影响距离)。
bool kbBuildingPlacementAddUnitInfluence( int typeID, float value, float distance, long kbResourceID ): Adds the unit influence for the current building placement.
bool kbBuildingPlacementAddUnitInfluence( int typeID, float value, float distance, long kbResourceID ):为当前建筑放置添加指定单位的影响力,可设置影响值与距离。
int kbBuildingPlacementCreate( string name ): Creates a building placement; returns the ID.
int kbBuildingPlacementCreate( string name ):创建一个建筑放置配置,并返回其 ID。
bool kbBuildingPlacementDestroy( int id ): Destroys the given building placement.
bool kbBuildingPlacementDestroy( int id ):销毁指定的建筑放置配置。
vector kbBuildingPlacementGetResultPosition( int bpID ): Returns the vector result position for given BP ID.
vector kbBuildingPlacementGetResultPosition( int bpID ):获取指定建筑放置配置(BP)的结果坐标向量。
float kbBuildingPlacementGetResultValue( int bpID ): Returns the result value for given BP ID.
float kbBuildingPlacementGetResultValue( int bpID ):获取指定建筑放置配置的评估结果值。
bool kbBuildingPlacementResetResults( void ): Resets the current building placement.
bool kbBuildingPlacementResetResults( void ):重置当前建筑放置配置的结果。
bool kbBuildingPlacementSelect( int id ): Selects the given building placement.
bool kbBuildingPlacementSelect( int id ):选中指定的建筑放置配置。
bool kbBuildingPlacementSetBaseID( int baseID, int locationPref ): Sets the base ID and location preference for the current building placement.
bool kbBuildingPlacementSetBaseID( int baseID, int locationPref ):为当前建筑放置配置设置基地 ID 及位置偏好。
bool kbBuildingPlacementSetBuildingType( int buildingTypeID ): Sets the building type for the current building placement.
bool kbBuildingPlacementSetBuildingType( int buildingTypeID ):为当前建筑放置配置指定建筑类型。
bool kbBuildingPlacementSetCenterPosition( vector position, float distance, float obstructionRadius ): Sets up center position-based BP.
bool kbBuildingPlacementSetCenterPosition( vector position, float distance, float obstructionRadius ):以给定坐标为中心设置建筑放置,包含最大距离与阻挡半径。
bool kbBuildingPlacementSetEventHandler( int eventType, string handlerName ): Sets event handler function for the current BP and event.
bool kbBuildingPlacementSetEventHandler( int eventType, string handlerName ):为当前建筑放置配置设定指定类型事件的处理函数。
bool kbBuildingPlacementSetMinimumValue( float minimumValue ): Sets the minimum acceptable value for evaluated spots in the BP.
bool kbBuildingPlacementSetMinimumValue( float minimumValue ):为建筑放置评估点设置最低可接受的数值阈值。
bool kbBuildingPlacementStart( void ): Starts the placement of current building.
bool kbBuildingPlacementStart( void ):开始执行当前建筑的放置评估。
bool kbCanAffordTech( int techID, int escrowID ): Returns true if the player can afford the tech.
bool kbCanAffordTech( int techID, int escrowID ):若玩家资金足以研究指定科技,则返回 true。
bool kbCanAffordUnit( int protoUnitTypeID, int escrowID ): Returns true if the player can afford the proto unit.
bool kbCanAffordUnit( int protoUnitTypeID, int escrowID ):若玩家资金足以训练此原型单位,则返回 true。
bool kbCanPath2( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB.
bool kbCanPath2( vector pointA, vector pointB, long protoUnitTypeID, float range ):判断指定单位类型是否能在给定距离下,从 pointA 寻路至 pointB。
bool kbCanSimPath( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB.
bool kbCanSimPath( vector pointA, vector pointB, long protoUnitTypeID, float range ):判断指定单位类型是否可模拟寻路从 pointA 到 pointB。
int kbCreateAttackRoute( string name, int startAreaID, int goalAreaID, int numInitialRoutes): Returns the Route ID if successful.
int kbCreateAttackRoute( string name, int startAreaID, int goalAreaID, int numInitialRoutes ):创建一条进攻路线并返回其 ID。
int kbCreateAttackRouteWithPath( string name, vector startPt, vector endPt): Returns the Route ID if successful.
int kbCreateAttackRouteWithPath( string name, vector startPt, vector endPt ):基于起始坐标与结束坐标创建进攻路线,并返回其 ID。
int kbCreateTechProgression( string techName, string name ): Creates a tech progression of the given name.
int kbCreateTechProgression( string techName, string name ):基于指定科技名称与自定义名称创建一条科技进程。
int kbCreateUnitProgression( string unitName, string name ): Creates a unit progression of the given name.
int kbCreateUnitProgression( string unitName, string name ):基于指定单位名称与自定义名称创建一条单位进程。
bool kbDestroyAttackRoute( int routeID ): Returns true if the route was deleted.
bool kbDestroyAttackRoute( int routeID ):销毁指定进攻路线,成功则返回 true。
void kbDump( int player1, int player2 ): KB dump for player2's units from player1's perspective.
void kbDump( int player1, int player2 ):从玩家 1 的视角,输出玩家 2 单位的知识库信息。
void kbDumpType( int player1, int player2, string typeName ): KB dump for player2's units of the given type from player1's perspective.
void kbDumpType( int player1, int player2, string typeName ):从玩家 1 的视角,输出玩家 2 指定类型单位的知识库信息。
void kbDumpVPSiteInfo(): blogs out info about all VP sites.
void kbDumpVPSiteInfo():输出所有 VP(胜利点)站点的信息。
bool kbEscrowAllocateCurrentResources( void ): Reallocates the current resource stockpile into the escrows.
bool kbEscrowAllocateCurrentResources( void ):重新分配当前资源储备至各个 escrow(资金账户)。
int kbEscrowCreate( string name, int resourceID, float percentage, int parentID ): Creates an escrow.
int kbEscrowCreate( string name, int resourceID, float percentage, int parentID ):创建一个新的资金账户并返回其 ID,可指定资源类型、资金比例及父账户。
bool kbEscrowDestroy( int escrowID, bool promoteChildren ): Destroys an escrow.
bool kbEscrowDestroy( int escrowID, bool promoteChildren ):销毁指定的资金账户,可选择是否提升其子账户。
bool kbEscrowFlush( int escrowID, int resourceID, bool flushChildren ): Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow.
bool kbEscrowFlush( int escrowID, int resourceID, bool flushChildren ):将指定资源类型在该资金账户中的所有储量转移到根账户,可选择是否同时刷新子账户。
float kbEscrowGetAmount( int escrowID, int resourceID ): Returns the amount of credits in the given escrow for the given resource.
float kbEscrowGetAmount( int escrowID, int resourceID ):返回在此资金账户中指定资源所存的数额。
int kbEscrowGetID( string name ): Returns the ID of the named escrow.
int kbEscrowGetID( string name ):根据资金账户名称返回对应的 ID。
float kbEscrowGetPercentage( int escrowID, int resourceID ): Returns the percentage of the escrow.
float kbEscrowGetPercentage( int escrowID, int resourceID ):获取此资金账户在指定资源上的百分比占比。
bool kbEscrowSetCap( int escrowID, int resourceID, float cap ): Sets the cap of the escrow.
bool kbEscrowSetCap( int escrowID, int resourceID, float cap ):为此资金账户在指定资源上设置上限。
bool kbEscrowSetPercentage( int escrowID, int resourceID, float percentage ): Sets the percentage of the escrow.
bool kbEscrowSetPercentage( int escrowID, int resourceID, float percentage ):设置此资金账户在指定资源上的百分比占比。
int kbFindAreaGroup( int groupType, float surfaceAreaRatio, int compareAreaID) : returns the visible area group that matches the given criteria.
int kbFindAreaGroup( int groupType, float surfaceAreaRatio, int compareAreaID ):在可见区域中查找符合条件的区域组并返回其 ID。
int kbFindAreaGroupByLocation( int groupType, float relativeX, float relativeZ ) : returns the visible area group that matches the given criteria.
int kbFindAreaGroupByLocation( int groupType, float relativeX, float relativeZ ):基于坐标位置在可见区域查找符合条件的区域组。
int kbFindBestBuildingToRepair(vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID) : returns the id of the best building to repair.
int kbFindBestBuildingToRepair(vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID ):在指定范围内查找最合适的建筑进行修理并返回其 ID,可设置血量比与是否在被攻击时修理。
long kbFindClosestBase( long playerRelation, vector location ): gets the nearest base of player relation from the location.
long kbFindClosestBase( long playerRelation, vector location ):从给定坐标查找在指定关系(如自己、盟友、敌人等)的最近基地。
int kbGetAge( void ): Returns the current age for the current player.
int kbGetAge( void ):获取当前玩家所处的时代年龄。
int kbGetAgeForPlayer( int id ): Returns the current age for the player specified.
int kbGetAgeForPlayer( int id ):获取指定玩家所在的时代年龄。
float kbGetAICostWeight( int resourceID ): Returns the AI cost weight for the given resource.
float kbGetAICostWeight( int resourceID ):获取指定资源在 AI 计算中的权重值。
float kbGetAmountValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the resource amount of valid KB resources for the resource types.
float kbGetAmountValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ):返回在指定距离内、符合特定资源类型及子类型的可用资源总量。
int kbGetAttackRouteID( long startAreaID, long goalAreaID): Returns the id of the routes from area1 to area2.
int kbGetAttackRouteID( long startAreaID, long goalAreaID ):获取从起始区域到目标区域的进攻路线 ID。
bool kbGetAutoBaseCreate( void ): Returns the auto base creation value.
bool kbGetAutoBaseCreate( void ):获取是否自动创建基地的设定。
float kbGetAutoBaseCreateDistance( void ): Returns the auto base creation distance.
float kbGetAutoBaseCreateDistance( void ):获取自动创建基地的距离阈值。
bool kbGetAutoBaseDetect( void ): Returns the auto base detection value.
bool kbGetAutoBaseDetect( void ):获取是否自动探测基地的设定。
float kbGetAutoBaseDetectDistance( void ): Returns the auto base creation distance.
float kbGetAutoBaseDetectDistance( void ):获取自动探测基地的距离阈值。
int kbGetBlockID( string blockName ): Returns the UnitID of the cinematic block.
int kbGetBlockID( string blockName ):获取场景动画块(cinematic block)的单位 ID。
vector kbGetBlockPosition( string blockName ): Returns the position of the cinematic block.
vector kbGetBlockPosition( string blockName ):获取场景动画块的坐标位置。
int kbGetBuildLimit(int player, int unitTypeID ): Returns the number of the unit type you are allowed to have (ONLY WORKS ON BASE UNIT TYPES); returns -1 if there is no limit.
int kbGetBuildLimit(int player, int unitTypeID ):获取该单位类型的建造上限(仅适用于基础单位类型),若无上限则返回 -1。
int kbGetCiv( void ): Returns the civilization for the player.
int kbGetCiv( void ):获取当前玩家所属文明的 ID。
int kbGetCivForPlayer( int playerID ): Returns the civ for the given player.
int kbGetCivForPlayer( int playerID ):获取指定玩家所使用的文明 ID。
string kbGetCivName( int civID ): Returns the civ name for the given civ.
string kbGetCivName( int civID ):获取指定文明 ID 的名称字符串。
float kbGetCombatEfficiency( int playerID1, int unitTypeID1, int playerID2, int unitTypeID2 ): Returns the combat efficiency of the comparison (in terms of playerID1's units).
float kbGetCombatEfficiency( int playerID1, int unitTypeID1, int playerID2, int unitTypeID2 ):返回玩家 1 单位与玩家 2 单位在战斗上的比较效率值(以玩家 1 的单位为基准)。
int kbGetCulture( void ): Returns the culture for the player.
int kbGetCulture( void ):获取当前玩家所属文化(culture)的 ID。
int kbGetCultureForPlayer( int playerID ): Returns the culture for the given player.
int kbGetCultureForPlayer( int playerID ):获取指定玩家所使用的文化 ID。
string kbGetCultureName( int cultureID ): Returns the culture name for the given culture.
string kbGetCultureName( int cultureID ):根据文化 ID 获取其名称。
long kbGetHCLevel( int playerID ): Returns the current HomeCity Level of the given player.
long kbGetHCLevel( int playerID ):返回指定玩家的主城等级(HomeCity Level)。
vector kbGetMapCenter( void ): Returns the center vector of the map.
vector kbGetMapCenter( void ):获取地图中心坐标。
float kbGetMapXSize( void ): Returns the X size of the map.
float kbGetMapXSize( void ):获取地图在 X 方向的大小。
float kbGetMapZSize( void ): Returns the Z size of the map.
float kbGetMapZSize( void ):获取地图在 Z 方向的大小。
int kbGetNumAttackRoutes( long startAreaID, long goalAreaID): Returns num paths from start to goal area.
int kbGetNumAttackRoutes( long startAreaID, long goalAreaID ):返回从起始区域到目标区域的可用进攻路线条数。
int kbGetNumberMutualAllies( void ): Returns the number of mutual allies.
int kbGetNumberMutualAllies( void ):获取当前玩家的互盟(mutual)盟友数量。
int kbGetNumberValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the number of valid KB resources for the resource types.
int kbGetNumberValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ):返回在指定距离内、符合资源类型条件的可用资源数量。
int kbGetNumberValidResourcesByPlan( int planID, int baseID ): Returns the number of valid KB resources for the given plan/base.
int kbGetNumberValidResourcesByPlan( int planID, int baseID ):根据指定计划及基地,返回可用资源数量。
float kbGetPlayerHandicap( int playerID ): Returns the player's handicap multiplier (ie., 1.0 = no handicap).
float kbGetPlayerHandicap( int playerID ):获取玩家的难度修正系数(1.0 表示无修正)。
string kbGetPlayerName( <playerID> ): Returns the player's name.
string kbGetPlayerName( <playerID> ):获取指定玩家的名称字符串。
int kbGetPlayerTeam( <playerID> ): Returns the player's team number.
int kbGetPlayerTeam( <playerID> ):获取指定玩家所属的队伍编号。
int kbGetPop( void ): Returns the current population for the player.
int kbGetPop( void ):获取当前玩家的人口数量。
int kbGetPopCap( void ): Returns the current population cap for the player.
int kbGetPopCap( void ):获取当前玩家的人口上限。
int kbGetPopCapAddition(int player, int unitTypeID ): Returns amount of pop cap addition provided by the given unit type (ONLY WORKS ON BASE UNIT TYPES).
int kbGetPopCapAddition(int player, int unitTypeID ):获取指定基础单位类型所提供的人口上限增量。
int kbGetPopSlots(int player, int unitTypeID ): Returns the number of pop slots this unit takes (ONLY WORKS ON BASE UNIT TYPES).
int kbGetPopSlots(int player, int unitTypeID ):获取此基础单位类型占用的人口槽位数。
int kbGetPopulationSlotsByQueryID( int queryID ): Returns the number of pop slots currently occupied by the results in the given query.
int kbGetPopulationSlotsByQueryID( int queryID ):根据指定查询结果,获取当前占用的人口槽位总数。
int kbGetPopulationSlotsByUnitTypeID( int playerID, int unitTypeID ): Returns the number of pop slots currently occupied by this unit type.
int kbGetPopulationSlotsByUnitTypeID( int playerID, int unitTypeID ):获取该单位类型当前占用的人口槽位总数。
float kbGetProtoUnitAICost( int protoUnitTypeID ): Returns the AI cost for the given protoUnit type ID.
float kbGetProtoUnitAICost( int protoUnitTypeID ):获取指定原型单位的 AI 价值(cost)。
int kbGetProtoUnitID( string name ): Returns the ID of the protounit.
int kbGetProtoUnitID( string name ):根据单位名称获取其原型单位 ID。
string kbGetProtoUnitName( int protoUnitTypeID ): Returns the name of the protounit ID.
string kbGetProtoUnitName( int protoUnitTypeID ):获取该原型单位 ID 所对应的名称。
int kbGetRandomEnabledPUID( int unitTypeID, int escrowID ): Returns a random, valid PUID that's of the given type.
int kbGetRandomEnabledPUID( int unitTypeID, int escrowID ):返回符合指定类型且资金可支付的随机有效单位原型 ID(PUID)。
float kbGetResourceIncome( int resourceID, float seconds, bool relative ): Returns the resource income over the last X seconds.
float kbGetResourceIncome( int resourceID, float seconds, bool relative ):获取在最近 X 秒内的某资源收入量,可选择是否相对于当前值计算。
float kbGetTargetSelectorFactor(int type) : gets the TargetSelector Factor value.
float kbGetTargetSelectorFactor(int type ):获取指定类型的目标选择因子(TargetSelector Factor)数值。
float kbGetTechAICost( int techID ): Returns the AI cost for the given tech ID.
float kbGetTechAICost( int techID ):获取指定科技的 AI 价值。
string kbGetTechName( int techID ): Returns the name of the tech ID.
string kbGetTechName( int techID ):获取指定科技 ID 的名称。
float kbGetTechPercentComplete( int techID ): Returns the percent complete for the the requested tech of the current player.
float kbGetTechPercentComplete( int techID ):获取当前玩家正在研究的该科技完成度百分比。
int kbGetTownAreaID( void ): Returns the area ID of the main town.
int kbGetTownAreaID( void ):获取主城所在的区域 ID。
vector kbGetTownLocation( void ): Returns the location of the main town.
vector kbGetTownLocation( void ):获取主城的坐标位置。
int kbGetUnitBaseTypeID( int unitID ): Returns the base type ID of the unit.
int kbGetUnitBaseTypeID( int unitID ):获取此单位的基础类型 ID。
string kbGetUnitTypeName( int unitTypeID ): Returns the name of the unit type.
string kbGetUnitTypeName( int unitTypeID ):获取此单位类型 ID 对应的名称。
int kbGetVPGeneratorByScoreType(int siteType): returns the protounit ID for the VP generator that corresponds to this type of VP site.
int kbGetVPGeneratorByScoreType(int siteType):返回与此类型 VP 站点相对应的 VP 生成器原型单位 ID。
bool kbHasPlayerLost( <playerID> ): Returns the player's lost status.
bool kbHasPlayerLost( <playerID> ):判断该玩家是否已失败出局。
bool kbIsGameOver(): Returns whether the game is over or not.
bool kbIsGameOver():判断游戏是否已经结束。
bool kbIsPlayerAlly( int playerID ): Returns true if the given player is an ally.
bool kbIsPlayerAlly( int playerID ):若指定玩家是同盟,则返回 true。
bool kbIsPlayerEnemy( int playerID ): Returns true if the given player is an enemy.
bool kbIsPlayerEnemy( int playerID ):若指定玩家是敌对关系,则返回 true。
bool kbIsPlayerHuman( int playerID ): Returns true if the given player is a a human player.
bool kbIsPlayerHuman( int playerID ):若指定玩家为人类控制,则返回 true。
bool kbIsPlayerMutualAlly( int playerID ): Returns true if the given player is a mutual ally.
bool kbIsPlayerMutualAlly( int playerID ):若指定玩家与当前玩家是双向盟友,则返回 true。
bool kbIsPlayerNeutral( int playerID ): Returns true if the given player is a neutral player.
bool kbIsPlayerNeutral( int playerID ):若指定玩家为中立关系,则返回 true。
bool kbIsPlayerResigned( <playerID> ): Returns the player's resigned status.
bool kbIsPlayerResigned( <playerID> ):判断该玩家是否已投降。
bool kbIsPlayerValid( int playerID ): Returns true if the given player is a valid player (i.e. it exists in the game).
bool kbIsPlayerValid( int playerID ):判断该玩家 ID 在当前游戏中是否存在(有效)。
bool kbLocationVisible( vector location ): Returns true if the location is currently visible to the player.
bool kbLocationVisible( vector location ):若当前玩家能看见该坐标位置,则返回 true。
void kbLookAtAllUnitsOnMap( void ): Cheats and looks at all of the units on the map. This will format your harddrive if you're not authorized to use it.
void kbLookAtAllUnitsOnMap( void ):作弊指令,可查看地图上所有单位;(未经授权请勿使用,否则硬盘自带玩笑警告)。
bool kbMakeAttackRoutes(): find all the paths to the sector specified.
bool kbMakeAttackRoutes():查找通往指定区域的所有进攻路径。
float kbMaximumResourceGet( int resourceID ): Returns the maximum amount of the given resource you can have.
float kbMaximumResourceGet( int resourceID ):获取玩家在此资源上的最大可持有值。
bool kbPathAddWaypoint( int pathID, vector waypoint ): Adds the waypoint to the given path.
bool kbPathAddWaypoint( int pathID, vector waypoint ):向指定路径添加一个路径点。
int kbPathCreate( string name ): Creates a path with the given name.
int kbPathCreate( string name ):创建一条命名路径并返回其 ID。
bool kbPathDestroy( int pathID ): Destroys the given path.
bool kbPathDestroy( int pathID ):销毁指定路径。
int kbPathGetIDByIndex( long index ): Returns the index-th path ID.
int kbPathGetIDByIndex( long index ):返回第 index 条路径的路径 ID。
float kbPathGetLength( int pathID ): Returns the length of the given path.
float kbPathGetLength( int pathID ):获取指定路径的长度。
string kbPathGetName( int pathID ): Returns the name of the given path.
string kbPathGetName( int pathID ):获取指定路径的名称。
int kbPathGetNumber( void ): Returns the number of paths.
int kbPathGetNumber( void ):返回当前已有的路径总数。
int kbPathGetNumberWaypoints( int pathID ): Returns the number of waypoints in the given path.
int kbPathGetNumberWaypoints( int pathID ):获取指定路径包含的路径点总数。
vector kbPathGetWaypoint( int pathID, long waypointNumber ): Returns the appropriate waypoint from the given path.
vector kbPathGetWaypoint( int pathID, long waypointNumber ):获取指定路径的第 waypointNumber 个路径点坐标。
float kbProgessionGetTotalResourceCost( int progressionID, int resourceID ): Returns the total cost of the given resource for this progressionID. A resourceID of -1 will return the total Cost.
float kbProgessionGetTotalResourceCost( int progressionID, int resourceID ):返回此进程 ID 在指定资源上的总消耗;若 resourceID = -1,则返回所有资源的总消耗。
int kbProgressionGetNodeData( int progressionID, int nodeIndex ): Returns the data at nodeIndex, either UnitID or TechID, depending on the type.
int kbProgressionGetNodeData( int progressionID, int nodeIndex ):返回此进程在指定节点索引处的具体数据(可能是单位或科技的 ID)。
int kbProgressionGetNodeType( int progressionID, int nodeIndex ): Returns the type of node at the given index, either Unit type or Tech type.
int kbProgressionGetNodeType( int progressionID, int nodeIndex ):返回该进程在指定节点索引处的类型(单位或科技)。
int kbProgressionGetTotalNodes( int progressionID ): Returns the total number of steps to complete the progression.
int kbProgressionGetTotalNodes( int progressionID ):返回此进程的总节点数量(完成此进程的阶段数)。
bool kbProtoUnitAvailable( int protoUnitID ): Returns true if the protoUnit is currently available.
bool kbProtoUnitAvailable( int protoUnitID ):若该原型单位可用,则返回 true。
bool kbProtoUnitIsType( int playerID, int protoUnitID, int unitTypeID ): Returns true if the protounit is of the unitTypeID.
bool kbProtoUnitIsType( int playerID, int protoUnitID, int unitTypeID ):判断该原型单位是否属于给定的单位类型 ID。
float kbResourceGet( int resourceID ): Returns the current amount of the given resource.
float kbResourceGet( int resourceID ):获取玩家当前拥有的此资源数。
long kbResourceGetXP( int playerID ): Returns the current amount XP the given player has.
long kbResourceGetXP( int playerID ):获取指定玩家当前的 XP(经验值)数。
bool kbSetAICostWeight( int resourceID, float weight ): Sets the weight this resource type is given during AI cost calculuations.
bool kbSetAICostWeight( int resourceID, float weight ):为指定资源类型在 AI 成本计算中设置权重。
void kbSetAutoBaseCreate( bool v ): Sets the auto base creation value.
void kbSetAutoBaseCreate( bool v ):设置是否自动创建基地。
void kbSetAutoBaseCreateDistance( float v ): Sets the auto base creation distance.
void kbSetAutoBaseCreateDistance( float v ):设置自动创建基地的距离阈值。
void kbSetAutoBaseDetect( bool v ): Sets the auto base detection value.
void kbSetAutoBaseDetect( bool v ):设置是否自动探测基地。
void kbSetAutoBaseDetectDistance( float v ): Sets the auto base creation distance.
void kbSetAutoBaseDetectDistance( float v ):设置自动探测基地的距离阈值。
void kbSetForwardBasePosition(vector position):set the explicit position that every forward base will use.
void kbSetForwardBasePosition(vector position):指定所有前线基地将采用的固定位置。
void kbSetPlayerHandicap( int playerID, float handicap ): Sets the indicated player's handicap multiplier (ie., 1.0 = no handicap).
void kbSetPlayerHandicap( int playerID, float handicap ):为指定玩家设置难度修正系数(1.0 表示无修正)。
int kbSetTargetSelectorFactor(int type, float val) : sets the TargetSelector Factor value.
int kbSetTargetSelectorFactor(int type, float val ):设置指定类型的目标选择因子(TargetSelector Factor)的数值,返回更新结果。
bool kbSetTownLocation( vector location ): Sets the location of the main town.
bool kbSetTownLocation( vector location ):设置主城的坐标位置。
bool kbSetupForResource( int baseID, int resourceID, float distance, float amount ): Returns true if amount of resource is within distance of a dropsite.
bool kbSetupForResource( int baseID, int resourceID, float distance, float amount ):判断在指定距离内是否存在可满足该资源数额的资源点(包含可投递点)。
bool kbTargetSelectorAddQueryResults( int queryID ): Sets the list of potential targets to the results in the given query.
bool kbTargetSelectorAddQueryResults( int queryID ):将指定查询的结果列表加入到目标选择器的可选目标列表中。
bool kbTargetSelectorAddUnitType( int protoUnitTypeID ): Add the UAIT for the given BASE unit type as a filter.
bool kbTargetSelectorAddUnitType( int protoUnitTypeID ):将指定基础单位类型的过滤条件加入目标选择器。
int kbTargetSelectorCreate( string name ): Creates a target selector; returns the ID.
int kbTargetSelectorCreate( string name ):创建一个目标选择器并返回其 ID。
bool kbTargetSelectorDestroy( int id ): Destroys the given target selector.
bool kbTargetSelectorDestroy( int id ):销毁指定目标选择器。
int kbTargetSelectorGetNumberResults( void ): Returns the number of results in the given target selector.
int kbTargetSelectorGetNumberResults( void ):返回当前目标选择器中的结果数量。
int kbTargetSelectorGetResultValue( int index ): Returns the result value for given index of the current target selector.
int kbTargetSelectorGetResultValue( int index ):获取当前目标选择器内指定索引处的结果值。
bool kbTargetSelectorResetResults( void ): Resets the current target selector.
bool kbTargetSelectorResetResults( void ):重置当前目标选择器的结果。
bool kbTargetSelectorSelect( int id ): Selects the given target selector.
bool kbTargetSelectorSelect( int id ):选中指定的目标选择器。
bool kbTargetSelectorStart( void ): Starts the current target selector.
bool kbTargetSelectorStart( void ):启动当前目标选择器的计算。
float kbTechCostPerResource( int techID, int resourceID): returns the cost of the tech for the given resource.
float kbTechCostPerResource( int techID, int resourceID ):获取此科技在指定资源上的消耗数值。
int kbTechGetStatus( int techID ): Returns the current tech status for the current player of the requested tech.
int kbTechGetStatus( int techID ):返回该科技对当前玩家来说的研究状态。
void kbTechTreeDump( void ): Dumps the current state of the KBTT.
void kbTechTreeDump( void ):输出知识库科技树(KBTT)的当前状态信息。
int kbTechTreeGetCheapestEconUpgrade( int resourceUnitTypeID ): gets cheapest researchable econ upgrade, optionally for specified resource unit type.
int kbTechTreeGetCheapestEconUpgrade( int resourceUnitTypeID ):获取最廉价且可研究的经济升级,可指定资源单位类型。
int kbTechTreeGetCheapestUnitUpgrade( int unitTypeID ): gets cheapest researchable unit upgrade, optionally for specified unit/unit line.
int kbTechTreeGetCheapestUnitUpgrade( int unitTypeID ):获取最廉价且可研究的单位升级,可指定单位或系列。
float kbTotalResourceGet( int resourceID ): Returns the total amount of the given resource gathered to this point in the game.
float kbTotalResourceGet( int resourceID ):返回游戏进行至当前时点时,玩家在该资源上已累计获取的总量。
float kbUnitCostPerResource( int protoUnitID, int resourceID): returns the cost of the protounit for the given resource.
float kbUnitCostPerResource( int protoUnitID, int resourceID ):获取此原型单位在指定资源上的消耗数值。
int kbUnitCount(int player, int unitTypeID, int stateID ): Returns a quick unit count of units for a player.
int kbUnitCount(int player, int unitTypeID, int stateID ):快速返回某玩家在指定状态下(stateID)的此单位类型数量。
void kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state(s) ): Returns a quick unit count of player2's units from player1's perspective.
void kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state(s) ):在控制台输出玩家 2 单位类型及状态的数量(从玩家 1 的视角)。
int kbUnitGetActionType( int unitID ): Returns the actionTypeID of the unit.
int kbUnitGetActionType( int unitID ):获取此单位的动作类型 ID。
int kbUnitGetAreaID( int unitID ): Returns the area ID for this unit ID.
int kbUnitGetAreaID( int unitID ):获取此单位所在区域的 ID。
int kbUnitGetArmyID( int unitID ): Returns the army ID for this unit ID.
int kbUnitGetArmyID( int unitID ):获取此单位所隶属的军队 ID。
int kbUnitGetBaseID( int unitID ): Returns the base ID for this unit ID.
int kbUnitGetBaseID( int unitID ):获取此单位所属的基地 ID。
float kbUnitGetCurrentAICost( int unitID ): Returns the current AI cost (worth) for this unit ID.
float kbUnitGetCurrentAICost( int unitID ):获取此单位的当前 AI 价值(效益)。
float kbUnitGetCurrentHitpoints( int unitID ): Returns the current hitpoints for this unit ID.
float kbUnitGetCurrentHitpoints( int unitID ):获取此单位当前血量值。
float kbUnitGetHealth( int unitID ): Returns the health for this unit ID.
float kbUnitGetHealth( int unitID ):获取此单位的健康值(可与血量区分或同义)。
float kbUnitGetMaximumAICost( int unitID ): Returns the maximum AI cost (worth) for this unit ID.
float kbUnitGetMaximumAICost( int unitID ):获取此单位在 AI 逻辑下的最大价值。
float kbUnitGetMaximumHitpoints( int unitID ): Returns the maximum hitpoints for this unit ID.
float kbUnitGetMaximumHitpoints( int unitID ):获取此单位的最大血量上限。
int kbUnitGetMovementType( int unitTypeID ): Returns the movementType for this unitTypeID.
int kbUnitGetMovementType( int unitTypeID ):获取此单位类型的移动方式(movementType)。
int kbUnitGetNumberWorkers( int unitID ): Returns the number of units currently working on the given unit.
int kbUnitGetNumberWorkers( int unitID ):返回当前有多少单位在对该单位执行工作(建造/修理等)。
int kbUnitGetPlanID( int unitID ): Returns the plan ID for this unit ID.
int kbUnitGetPlanID( int unitID ):获取此单位所属的计划(plan)ID。
int kbUnitGetPlayerID(int unitID ): Returns the player ID for this unit ID.
int kbUnitGetPlayerID(int unitID ):获取此单位所属的玩家 ID。
vector kbUnitGetPosition( int unitID ): Returns the position for this unit ID.
vector kbUnitGetPosition( int unitID ):获取此单位的坐标位置。
int kbUnitGetProtoUnitID( int unitID ): Returns the unit's protounit ID.
int kbUnitGetProtoUnitID( int unitID ):获取此单位对应的原型单位 ID。
int kbUnitGetTargetUnitID( int unitID ): Returns the target unit ID of the given unit.
int kbUnitGetTargetUnitID( int unitID ):返回此单位当前目标对象的单位 ID。
int kbUnitGetWorkerID( int unitID, int index ): Returns the index-th worker unit ID.
int kbUnitGetWorkerID( int unitID, int index ):返回第 index 个正在对此单位进行工作(如修理、建造等)的单位 ID。
bool kbUnitIsType( int unitID, long unitTypeID ): Returns true if the unit is of the unitTypeID.
bool kbUnitIsType( int unitID, long unitTypeID ):判断该单位是否属于指定单位类型。
bool kbUnitPickAddCombatEfficiencyType( int upID, int typeID, float weight ) : Adds an enemy unit typeID to the unit pick combat efficiency calculation.
bool kbUnitPickAddCombatEfficiencyType( int upID, int typeID, float weight ):在此单位选择(unit pick)中,针对某敌方单位类型添加战斗效率计算条目并设置权重。
bool kbUnitPickAdjustPreferenceFactor( int upID, int unitTypeID, float baseFactorAdjustment ) : Adjusts the preferenceFactor for that unit type (uses 50.0 as the base if the UP doesn't exist yet).
bool kbUnitPickAdjustPreferenceFactor( int upID, int unitTypeID, float baseFactorAdjustment ):针对某单位类型调整其偏好因子(若不存在则以 50.0 为基准)。
int kbUnitPickCreate( string name ): Creates a unit pick.
int kbUnitPickCreate( string name ):创建一条单位选择(unit pick)并返回其 ID。
bool kbUnitPickDestroy( int upID ): Destroys the given unit pick.
bool kbUnitPickDestroy( int upID ):销毁指定的单位选择。
int kbUnitPickGetAttackUnitType( int upID ) : Gets the unit pick attack unit type.
int kbUnitPickGetAttackUnitType( int upID ):获取此单位选择中指定的进攻单位类型。
int kbUnitPickGetDesiredNumberBuildings( int upID, int index ) : gets the unit pick desired number buildings for the index-th unit type.
int kbUnitPickGetDesiredNumberBuildings( int upID, int index ):获取此单位选择在第 index 个单位类型下所期望的建筑数量。
int kbUnitPickGetDesiredNumberUnitTypes( int upID ) : Gets the unit pick desired number unit types.
int kbUnitPickGetDesiredNumberUnitTypes( int upID ):获取此单位选择期望的单位类型数量。
int kbUnitPickGetGoalCombatEfficiencyType( int upID ) : Gets the unit pick attack unit type.
int kbUnitPickGetGoalCombatEfficiencyType( int upID ):获取此单位选择的目标战斗效率单位类型。
int kbUnitPickGetMaximumNumberUnits( int upID ) : Gets the unit pick maximum number units.
int kbUnitPickGetMaximumNumberUnits( int upID ):获取此单位选择中的最大单位数限制。
int kbUnitPickGetMaximumPop( int upID ) : Gets the unit pick maximum pop.
int kbUnitPickGetMaximumPop( int upID ):获取此单位选择允许的最大人口数。
int kbUnitPickGetMinimumNumberUnits( int upID ) : Gets the unit pick minimum number units.
int kbUnitPickGetMinimumNumberUnits( int upID ):获取此单位选择所需的最少单位数。
int kbUnitPickGetMinimumPop( int upID ) : Gets the unit pick minimum pop.
int kbUnitPickGetMinimumPop( int upID ):获取此单位选择允许的最低人口数。
int kbUnitPickGetNumberResults( int upID ) : Returns the number of unit pick results.
int kbUnitPickGetNumberResults( int upID ):返回此单位选择计算后得到的结果数量。
float kbUnitPickGetPreferenceWeight( int upID ) : Gets the unit pick preference weight.
float kbUnitPickGetPreferenceWeight( int upID ):获取此单位选择的偏好权重。
int kbUnitPickGetResult( int upID, int index ) : Returns the index-th ProtoUnitID.
int kbUnitPickGetResult( int upID, int index ):返回此单位选择结果中第 index 个的原型单位 ID。
bool kbUnitPickResetAll( int upID ) : Resets all of the unit pick data.
bool kbUnitPickResetAll( int upID ):重置此单位选择的所有数据。
bool kbUnitPickResetCombatEfficiencyTypes( int upID ) : Resets the enemy unit typeIDs for the unit pick combat efficiency calculation.
bool kbUnitPickResetCombatEfficiencyTypes( int upID ):重置此单位选择在战斗效率计算时所使用的敌方单位类型列表。
bool kbUnitPickResetResults( int upID ) : Resets the unit pick results.
bool kbUnitPickResetResults( int upID ):重置此单位选择已生成的结果。
int kbUnitPickRun( int upID ) : Runs the unit pick.
int kbUnitPickRun( int upID ):执行此单位选择计算并返回完成后的结果。
bool kbUnitPickSetAttackUnitType( int upID, int type ) : Sets the unit pick attack unit type.
bool kbUnitPickSetAttackUnitType( int upID, int type ):为此单位选择设置进攻单位类型。
bool kbUnitPickSetCombatEfficiencyWeight( int upID ) : Sets the unit pick combat efficiency weight.
bool kbUnitPickSetCombatEfficiencyWeight( int upID ):为此单位选择启用战斗效率权重评估。
bool kbUnitPickSetCostWeight( int upID ) : Sets the unit pick cost weight.
bool kbUnitPickSetCostWeight( int upID ):启用基于费用的权重评估。
bool kbUnitPickSetDesiredNumberBuildings( int upID, int index, int numberBuildings ) : Sets the unit pick desired number buildings for the index-th unit type.
bool kbUnitPickSetDesiredNumberBuildings( int upID, int index, int numberBuildings ):为此单位选择的第 index 个单位类型设置期望的建筑数量。
bool kbUnitPickSetDesiredNumberUnitTypes( int upID, int number, int numberBuildings, bool degradeNumberBuildings ) : Sets the unit pick desired number unit types.
bool kbUnitPickSetDesiredNumberUnitTypes( int upID, int number, int numberBuildings, bool degradeNumberBuildings ):设置此单位选择期望的单位类型数量、对应建筑数量,并可选择是否递减建筑数量。
bool kbUnitPickSetEnemyPlayerID( int upID, int playerID ) : Sets the unit pick enemy player ID.
bool kbUnitPickSetEnemyPlayerID( int upID, int playerID ):为此单位选择指定目标敌对玩家 ID。
bool kbUnitPickSetGoalCombatEfficiencyType( int upID, int type ) : Sets the unit pick attack unit type.
bool kbUnitPickSetGoalCombatEfficiencyType( int upID, int type ):为此单位选择指定目标的战斗效率单位类型。
bool kbUnitPickSetMaximumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types.
bool kbUnitPickSetMaximumNumberUnits( int upID, int number ):设置此单位选择的最大可使用单位数量。
bool kbUnitPickSetMaximumPop( int upID, int number ) : Sets the unit pick desired max pop.
bool kbUnitPickSetMaximumPop( int upID, int number ):为此单位选择设置所允许的最大人口数。
bool kbUnitPickSetMinimumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types.
bool kbUnitPickSetMinimumNumberUnits( int upID, int number ):设置此单位选择的最少可使用单位数。
bool kbUnitPickSetMinimumPop( int upID, int number ) : Sets the unit pick desired min pop.
bool kbUnitPickSetMinimumPop( int upID, int number ):为此单位选择设置所需的最小人口数。
bool kbUnitPickSetMovementType( int upID, int movementType ) : Sets the unit pick movement type.
bool kbUnitPickSetMovementType( int upID, int movementType ):为此单位选择指定单位的移动类型。
bool kbUnitPickSetPreferenceFactor( int upID, int unitTypeID, float preferenceFactor ) : Sets the preferenceFactor for that unit type.
bool kbUnitPickSetPreferenceFactor( int upID, int unitTypeID, float preferenceFactor ):设置该单位类型的偏好因子数值。
bool kbUnitPickSetPreferenceWeight( int upID, float v ) : Sets the unit pick preference weight.
bool kbUnitPickSetPreferenceWeight( int upID, float v ):设置此单位选择的偏好加权系数。
int kbUnitQueryCreate( string name ): Creates a unit query, returns the query ID.
int kbUnitQueryCreate( string name ):创建一个单位查询,并返回该查询的 ID。
bool kbUnitQueryDestroy( long queryID ): Destroys the given unit query.
bool kbUnitQueryDestroy( long queryID ):销毁指定的单位查询。
int kbUnitQueryExecute( long queryID ): Executes the current query; returns number of results.
int kbUnitQueryExecute( long queryID ):执行当前查询,并返回结果数量。
int kbUnitQueryExecuteOnQuery( long currentQueryID, int previousQueryID ): Executes the current query on the previous query's results; returns the new number of results.
int kbUnitQueryExecuteOnQuery( long currentQueryID, int previousQueryID ):在先前查询结果上执行当前查询,并返回新的结果数量。
int kbUnitQueryExecuteOnQueryByName( long currentQueryID, string previousQueryName ): Executes the current query on the previous query's results; returns the new number of results.
int kbUnitQueryExecuteOnQueryByName( long currentQueryID, string previousQueryName ):在以名称标识的先前查询结果上执行当前查询,并返回新的结果数量。
int kbUnitQueryGetResult( long queryID, int index ): Returns the UnitID of the index-th result in the current query.
int kbUnitQueryGetResult( long queryID, int index ):返回当前查询中第 index 个结果对应的单位 ID。
float kbUnitQueryGetUnitCost( int queryID, bool considerHealth ): Gets total AI cost of query's units, weighted for HP if requested.
float kbUnitQueryGetUnitCost( int queryID, bool considerHealth ):获取当前查询中所有单位的 AI 价值总和,可按血量加权计算。
float kbUnitQueryGetUnitHitpoints( int queryID, bool considerHealth ): Gets HP of query's units, using current HP if requested.
float kbUnitQueryGetUnitHitpoints( int queryID, bool considerHealth ):获取当前查询中单位的血量,若 considerHealth 为 true,则使用当前血量计算。
int kbUnitQueryNumberResults( long queryID ): Returns the number of results in the current query.
int kbUnitQueryNumberResults( long queryID ):返回当前查询的结果数量。
bool kbUnitQueryResetData( long queryID ): Resets the given unit query data AND results.
bool kbUnitQueryResetData( long queryID ):重置指定单位查询的所有数据和结果。
bool kbUnitQueryResetResults( long queryID ): Resets the given unit query results.
bool kbUnitQueryResetResults( long queryID ):重置指定单位查询的结果。
bool kbUnitQuerySetActionType( long queryID, int actionTypeID ): Sets query data.
bool kbUnitQuerySetActionType( long queryID, int actionTypeID ):设置查询的数据——动作类型。
bool kbUnitQuerySetAreaGroupID( long queryID, int areaGroupID ): Sets query data.
bool kbUnitQuerySetAreaGroupID( long queryID, int areaGroupID ):设置查询的数据——区域组 ID。
bool kbUnitQuerySetAreaID( long queryID, int areaID ): Sets query data.
bool kbUnitQuerySetAreaID( long queryID, int areaID ):设置查询的数据——区域 ID。
bool kbUnitQuerySetArmyID( long queryID, int armyID ): Sets query data.
bool kbUnitQuerySetArmyID( long queryID, int armyID ):设置查询的数据——军队 ID。
bool kbUnitQuerySetAscendingSort( long queryID, bool v ): If parm is true, results are sorted in ascending distance order from the query position.
bool kbUnitQuerySetAscendingSort( long queryID, bool v ):若参数 v 为 true,则查询结果按照与查询位置的距离升序排列。
bool kbUnitQuerySetBaseID( long queryID, int baseID ): Sets query data.
bool kbUnitQuerySetBaseID( long queryID, int baseID ):设置查询的数据——基地 ID。
bool kbUnitQuerySetIgnoreKnockedOutUnits( long queryID, bool v ): Sets query data.
bool kbUnitQuerySetIgnoreKnockedOutUnits( long queryID, bool v ):设置查询的数据——是否忽略被击倒的单位。
bool kbUnitQuerySetMaximumDistance( long queryID, float distance ): Sets query data.
bool kbUnitQuerySetMaximumDistance( long queryID, float distance ):设置查询的数据——最大距离限制。
bool kbUnitQuerySetPlayerID( long queryID, int playerID, bool resetQueryData ): Sets query data.
bool kbUnitQuerySetPlayerID( long queryID, int playerID, bool resetQueryData ):设置查询的数据——玩家 ID,并可选择重置查询数据。
bool kbUnitQuerySetPlayerRelation( long queryID, int playerRelation ): Sets query data.
bool kbUnitQuerySetPlayerRelation( long queryID, int playerRelation ):设置查询的数据——玩家关系。
bool kbUnitQuerySetPosition( long queryID, vector v ): Sets query data.
bool kbUnitQuerySetPosition( long queryID, vector v ):设置查询的数据——查询位置向量。
bool kbUnitQuerySetSeeableOnly( long queryID, bool seeableOnly ): Sets query data.
bool kbUnitQuerySetSeeableOnly( long queryID, bool seeableOnly ):设置查询的数据——是否仅考虑可见单位。
bool kbUnitQuerySetState( long queryID, int state ): Sets query data.
bool kbUnitQuerySetState( long queryID, int state ):设置查询的数据——单位状态。
bool kbUnitQuerySetUnitType( long queryID, int unitTypeID ): Sets query data.
bool kbUnitQuerySetUnitType( long queryID, int unitTypeID ):设置查询的数据——单位类型 ID。
bool kbUnitVisible( int unitID ): Returns true if the unit is currently visible to the player.
bool kbUnitVisible( int unitID ):若该单位当前对玩家可见,则返回 true。
int kbVPSiteGetLocation( int siteID ): Returns the specified VP site's world location.
int kbVPSiteGetLocation( int siteID ):返回指定 VP 站点在世界中的位置(坐标)。
int kbVPSiteGetOwnerPlayerID( int siteID ): Returns the specified VP site's owning player.
int kbVPSiteGetOwnerPlayerID( int siteID ):返回指定 VP 站点所属玩家的 ID。
int kbVPSiteGetState( int siteID ): Returns the specified VP site's state.
int kbVPSiteGetState( int siteID ):返回指定 VP 站点的状态。
int kbVPSiteGetType( int siteID ): Returns the specified VP site's type (e.g., native, trade, etc).
int kbVPSiteGetType( int siteID ):返回指定 VP 站点的类型(例如:原住民、贸易等)。
int kbVPSiteQuery( int scoreType, int playerRelationOrID, int siteState ): Returns ID for an array containing VP site IDs that match the specified parameters.
int kbVPSiteQuery( int scoreType, int playerRelationOrID, int siteState ):根据指定的分数类型、玩家关系或 ID 以及站点状态,返回一个包含符合条件的 VP 站点 ID 的数组的 ID。
rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist) : Adds a class for an area's cliff edge to avoid.
rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist) :为指定区域添加需要避开的悬崖边缘类别,最小距离为 minDist。
rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified cliff valley area.
rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation):为指定的悬崖谷区域添加随机路径点。
rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction): Adds the given waypoint to the specified cliff area (for valleys).
rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction):将指定的路径点添加到指定的悬崖区域(用于山谷)。
bool rmAddAreaConstraint(int areaID, int constraintID): Add specified constraint to an area.
bool rmAddAreaConstraint(int areaID, int constraintID):向区域添加指定的约束条件。
rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point.
rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction):在区域内添加一个影响点。
rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment.
rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2):在区域内添加一个影响段。
rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes.
rmAddAreaRemoveType(int areaID, string typeName):在指定区域内移除指定的单位类型。
rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist): Adds a terrain layer to an area.
rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist):为区域添加一层地形,参数指定最小与最大距离。
rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area.
rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName):为区域添加地形替换规则,将 terrainTypeName 替换为 newTypeName。
bool rmAddAreaToClass(int areaID, int classID): Add given area to specified class.
bool rmAddAreaToClass(int areaID, int classID):将指定区域添加到指定类别中。
rmAddClosestPointConstraint( int constraintID ): Adds constraint to closest point finder.
rmAddClosestPointConstraint( int constraintID ):向最近点查找器添加约束条件。
rmAddConnectionArea(int connectionID, int areaID): Adds an area to the connection.
rmAddConnectionArea(int connectionID, int areaID):将区域添加到连接中。
bool rmAddConnectionConstraint(int connectionID, int constraintID): Add specified constraint to a connection.
bool rmAddConnectionConstraint(int connectionID, int constraintID):向连接添加指定的约束条件。
bool rmAddConnectionEndConstraint(int connectionID, int constraintID): Add specified constraint for a connection end point.
bool rmAddConnectionEndConstraint(int connectionID, int constraintID):为连接的终点添加指定的约束条件。
bool rmAddConnectionStartConstraint(int connectionID, int constraintID): Add specified constraint for a connection start point.
bool rmAddConnectionStartConstraint(int connectionID, int constraintID):为连接的起点添加指定的约束条件。
rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the connection.
rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName):为连接添加地形替换规则,将 terrainTypeName 替换为 newTypeName。
rmAddConnectionToClass(int connectionID, int classID): Adds the connection to specified class.
rmAddConnectionToClass(int connectionID, int classID):将连接添加到指定类别中。
int rmAddFairLoc(string unitName, bool forward, bool inside, float minPlayerDist, float maxPlayerDist, float locDist, float edgeDist, bool playerArea, bool teamArea): Adds some fairLoc placement info.
int rmAddFairLoc(string unitName, bool forward, bool inside, float minPlayerDist, float maxPlayerDist, float locDist, float edgeDist, bool playerArea, bool teamArea):添加公平位置放置信息,参数详见说明。
bool rmAddFairLocConstraint(int fairLocID, int constraintID): Add specified constraint to a fairLoc placement.
bool rmAddFairLocConstraint(int fairLocID, int constraintID):为公平位置放置添加指定的约束条件。
bool rmAddGroupingConstraint(int GroupingID, int constraintID): Add specified constraint to a grouping.
bool rmAddGroupingConstraint(int GroupingID, int constraintID):为分组添加指定的约束条件。
bool rmAddGroupingToClass(int GroupingID, int classID): Add given grouping to specified class.
bool rmAddGroupingToClass(int GroupingID, int classID):将指定分组添加到指定类别中。
rmAddMapTerrainByAngleInfo(string terrain, float minSlope, float maxSlope, float outerRange): Adds a terrain to paint on tiles that are sloped between the specified angles (0 degrees is flat terrain, 90 degrees is sheer terrain), modified by a random number between 0.0 and outerRange.
rmAddMapTerrainByAngleInfo(string terrain, float minSlope, float maxSlope, float outerRange):为坡度在指定角度之间(0度为平坦,90度为陡峭)的瓷砖添加一种地形,随机数在0.0至 outerRange 之间用于调整。
rmAddMapTerrainByHeightInfo(string terrain, float minHeight, float maxHeight, float outerRange): Adds a terrain to paint between the specified heights, modified by a random number between 0.0 and outerRange.
rmAddMapTerrainByHeightInfo(string terrain, float minHeight, float maxHeight, float outerRange):在指定高度范围内添加一种地形,随机数在0.0至 outerRange 之间用于调整。
rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses) : Adds mercs to the merc manager for this game.
rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses):向本局游戏的雇佣兵管理器中添加指定数量的雇佣兵。
bool rmAddObjectDefConstraint(int defID, int constraintID): Add specified constraint to given object def.
bool rmAddObjectDefConstraint(int defID, int constraintID):向指定的对象定义中添加约束条件。
rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance): Add item to object definition.
rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance):向对象定义中添加物品。
rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance): Add item to object definition.
rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance):通过单位类型向对象定义中添加物品。
bool rmAddObjectDefToClass(int objectDefID, int classID): Add given object def to specified class.
bool rmAddObjectDefToClass(int objectDefID, int classID):将指定的对象定义添加到指定类别中。
rmAddPlayerResource(int playerID, string resourceName, float amount): Adds to a player's resource amount.
rmAddPlayerResource(int playerID, string resourceName, float amount):增加指定玩家的资源数量。
rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified trade route.
rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation):为指定的贸易路线添加随机路径点。
rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation): Adds random waypoints to the specified trade route.
rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation):为指定的贸易路线添加随机路径点(使用向量指定位置)。
rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction): Adds the given waypoint to the specified trade route.
rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction):将指定的路径点添加到指定的贸易路线中(使用比例表示位置)。
rmAddTradeRouteWaypointVector(int tradeRouteID, vector v): Adds the given waypoint to the specified trade route.
rmAddTradeRouteWaypointVector(int tradeRouteID, vector v):将指定的路径点添加到指定的贸易路线中(使用向量表示位置)。
rmAddTriggerCondition(string conditionType):
rmAddTriggerCondition(string conditionType):添加触发条件,类型为 conditionType。
rmAddTriggerEffect(string effectType):
rmAddTriggerEffect(string effectType):添加触发效果,类型为 effectType。
rmAddUnitsToArmy(int playerID, int armyID, int objectDefID):
rmAddUnitsToArmy(int playerID, int armyID, int objectDefID):向指定军队中添加单位(通过对象定义 ID)。
rmAllocateSubCivs(int number) : Allocates the number of sub civs in the world.
rmAllocateSubCivs(int number) :分配世界中子文明的数量。
rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count.
rmAreaFractionToTiles(float fraction):将地图面积的比例转换为瓦片数量。
rmAreaID(string name): Gets area ID for given area name.
rmAreaID(string name):获取指定名称区域的 ID。
rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map.
rmAreaTilesToFraction(int tiles):将区域的瓦片数量转换为地图的面积比例。
rmBuildAllAreas() : Simultaneously builds all unbuilt areas.
rmBuildAllAreas():同时构建所有未构建的区域。
rmBuildArea(int areaID): Builds the specified area.
rmBuildArea(int areaID):构建指定的区域。
rmBuildConnection(int connectionID): Builds the given connection.
rmBuildConnection(int connectionID):构建指定的连接。
rmBuildTradeRoute(int tradeRouteID, string terrainTypeName): Builds the trade route with the given terrain type.
rmBuildTradeRoute(int tradeRouteID, string terrainTypeName):构建指定地形类型的贸易路线。
rmClassID(string name): Gets class ID for given class name.
rmClassID(string name):获取指定类别名称的类别 ID。
rmClearClosestPointConstraints() : Clears constraints for closest point finder.
rmClearClosestPointConstraints():清除最近点查找器的所有约束条件。
rmConstraintID(string name): Gets constraint ID for given constraint name.
rmConstraintID(string name):获取指定约束名称的约束 ID。
rmCreateArea(string name, int parentAreaID): Creates an area.
rmCreateArea(string name, int parentAreaID):创建一个区域,父区域 ID 为 parentAreaID。
int rmCreateAreaConstraint(string name, int areaID): Make a constraint that forces something to remain within an area.
int rmCreateAreaConstraint(string name, int areaID):创建一个区域约束,强制某物保持在指定区域内。
int rmCreateAreaDistanceConstraint(string name, int areaID, float distance): Make an area distance constraint.
int rmCreateAreaDistanceConstraint(string name, int areaID, float distance):创建一个区域距离约束,要求在指定距离内。
int rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance): Make an area max distance constraint.
int rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance):创建一个区域最大距离约束,要求不超过指定距离。
int rmCreateAreaOverlapConstraint(string name, int areaID): Make an area overlap constraint.
int rmCreateAreaOverlapConstraint(string name, int areaID):创建一个区域重叠约束。
rmCreateArmy(int playerID, string armyName):
rmCreateArmy(int playerID, string armyName):为指定玩家创建一个军队,名称为 armyName。
int rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction): Make a box constraint.
int rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction):创建一个盒状约束,参数指定起始与结束坐标以及缓冲比例。
int rmCreateClassDistanceConstraint(string name, int classID, float distance): Make a class distance constraint.
int rmCreateClassDistanceConstraint(string name, int classID, float distance):创建一个类别距离约束,要求距离不超过指定值。
int rmCreateCliffEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff edge.
int rmCreateCliffEdgeConstraint(string name, int areaID):创建一个悬崖边缘约束,要求某物保持在区域的悬崖边缘内。
int rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge distance constraint.
int rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance):创建一个悬崖边缘距离约束,要求距离不超过指定值。
int rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge max distance constraint.
int rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance):创建一个悬崖边缘最大距离约束。
int rmCreateCliffRampConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff ramp edge.
int rmCreateCliffRampConstraint(string name, int areaID):创建一个悬崖坡道约束,要求某物保持在区域的悬崖坡道边缘内。
int rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge distance constraint.
int rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance):创建一个悬崖坡道距离约束,要求距离不超过指定值。
int rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge max distance constraint.
int rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance):创建一个悬崖坡道最大距离约束。
rmCreateConnection(string name): Creates an connection.
rmCreateConnection(string name):创建一个连接。
int rmCreateCornerConstraint(string name, int corner, bool outside): Make a constraint to pass if in or out of a corner.
int rmCreateCornerConstraint(string name, int corner, bool outside):创建一个角落约束,根据参数决定是否要求在角落内或外。
int rmCreateEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's edge.
int rmCreateEdgeConstraint(string name, int areaID):创建一个边缘约束,要求某物保持在区域边缘内。
int rmCreateEdgeDistanceConstraint(string name, int areaID, float distance): Make an area edge distance constraint.
int rmCreateEdgeDistanceConstraint(string name, int areaID, float distance):创建一个区域边缘距离约束,要求距离不超过指定值。
int rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area edge max distance constraint.
int rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance):创建一个区域边缘最大距离约束。
rmCreateGrouping(int defID, string filename): Creates a grouping.
rmCreateGrouping(int defID, string filename):创建一个分组,参数为对象定义 ID 和文件名。
bool rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's ally's HCGPs.
bool rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance):创建主城聚集点约束,用于避开指定玩家盟友的主城聚集点,最小距离为 minDistance。
bool rmCreateHCGPConstraint(string name, float minDistance): Create home city gather point constraint to avoid all HCGPs.
bool rmCreateHCGPConstraint(string name, float minDistance):创建主城聚集点约束,用于避开所有主城聚集点,最小距离为 minDistance。
bool rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's enemy's HCGPs.
bool rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance):创建主城聚集点约束,用于避开指定玩家敌人的主城聚集点,最小距离为 minDistance。
bool rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's HCGP.
bool rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance):创建主城聚集点约束,用于避开指定玩家的主城聚集点,最小距离为 minDistance。
int rmCreateMaxHeightConstraint(string name, float height): Make an max height constraint (terrain must be less than given height).
int rmCreateMaxHeightConstraint(string name, float height):创建一个最大高度约束,要求地形高度必须低于指定值。
rmCreateObjectDef(string name): Creates an object definition.
rmCreateObjectDef(string name):创建一个对象定义。
int rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction): Makes a 'pie' constraint.
int rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction):创建一个“饼形”约束,参数指定位置比例、内外半径、最小和最大角度及缓冲比例。
rmCreateStartingUnitsObjectDef(float clusterDistance): Creates special object definition for starting units with the given cluster distance.
rmCreateStartingUnitsObjectDef(float clusterDistance):创建用于初始单位的特殊对象定义,聚集距离为 clusterDistance。
int rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to avoid terrain with certain passability.
int rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance):创建一个地形距离约束,用于避开具有特定通行性的地形。
int rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to be close to terrain with certain passability.
int rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance):创建一个地形最大距离约束,用于接近具有特定通行性的地形。
rmCreateTradeRoute() : Creates a trade route.
rmCreateTradeRoute():创建一条贸易路线。
int rmCreateTradeRouteDistanceConstraint(string name, float minDistance): Make a constraint to avoid trade routes.
int rmCreateTradeRouteDistanceConstraint(string name, float minDistance):创建一个贸易路线距离约束,要求距离不低于 minDistance。
rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length): Creates a trade route in the specified area.
rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length):在指定区域内创建一条贸易路线,路径长度为 length。
rmCreateTrigger(string triggerName):
rmCreateTrigger(string triggerName):创建一个触发器,名称为 triggerName。
int rmCreateTypeDistanceConstraint(string name, string Unittype, float distance): Make a type distance constraint.
int rmCreateTypeDistanceConstraint(string name, string Unittype, float distance):创建一个类型距离约束,要求与指定单位类型的距离为 distance。
int rmDefineClass(string className): Define a class with the given name.
int rmDefineClass(string className):定义一个类别,名称为 className。
rmDefineConstant(string name, int value):
rmDefineConstant(string name, int value):定义常量,名称为 name,值为 value。
rmDegreesToRadians(float degrees): Converts an angle in degrees to radians.
rmDegreesToRadians(float degrees):将角度转换为弧度。
rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime): applies a lighting set effect.
rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime):应用指定灯光集效果。
rmDoLightingFade("lightSetName", fadeTime): applies a lighting set fade.
rmDoLightingFade("lightSetName", fadeTime):应用指定灯光集的渐隐效果。
rmEchoError(string echoString, int level): Random map echo.
rmEchoError(string echoString, int level):输出错误信息,用于随机地图提示。
rmEchoInfo(string echoString, int level): Random map echo.
rmEchoInfo(string echoString, int level):输出信息,用于随机地图提示。
rmEchoWarning(string echoString, int level): Random map echo.
rmEchoWarning(string echoString, int level):输出警告信息,用于随机地图提示。
rmEnableLocalWater(bool enable): Enables / disables local water disturbances.
rmEnableLocalWater(bool enable):启用或禁用局部水域扰动效果。
float rmFairLocXFraction(int playerID, int index): Gets a player's fairLoc x fraction.
float rmFairLocXFraction(int playerID, int index):获取指定玩家的公平位置 x 比例。
float rmFairLocZFraction(int playerID, int index): Gets a player's fairLoc z fraction.
float rmFairLocZFraction(int playerID, int index):获取指定玩家的公平位置 z 比例。
rmFillMapCorners(): Fill map corners with blackmap.
rmFillMapCorners():将地图角落填充为未探索状态(黑图)。
rmFindCloserArea(float xFraction, float zFraction, int area1, int area2): Returns which area is closer.
rmFindCloserArea(float xFraction, float zFraction, int area1, int area2):返回哪个区域更接近指定的比例位置。
rmFindClosestPoint(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints.
rmFindClosestPoint(float xFraction, float zFraction, float maxDistance):寻找满足预设约束条件的最近点。
rmFindClosestPointVector(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints.
rmFindClosestPointVector(float xFraction, float zFraction, float maxDistance):寻找满足预设约束条件的最近点(返回向量)。
vector rmGetAreaClosestPoint(int areaID, vector point, float pullback, int constraintID): Returns the point in areaID that's closest to the given point, optionally requiring that it pass the given constraint.
vector rmGetAreaClosestPoint(int areaID, vector point, float pullback, int constraintID):返回区域 areaID 内离指定点最近的点,可选要求该点满足特定约束。
int rmGetAverageHomeCityLevel(): Returns the average (rounded down) HC Level of the players in the game.
int rmGetAverageHomeCityLevel():返回游戏中玩家的平均主城等级(向下取整)。
rmGetCivID(string civName) : Returns the civ ID.
rmGetCivID(string civName):返回指定文明名称对应的文明 ID。
int rmGetHighHomeCityLevel(): Returns the highest HC Level of the players in the game.
int rmGetHighHomeCityLevel():返回游戏中最高的主城等级。
int rmGetHomeCityLevel(int playerID): Returns the HC Level of the given player.
int rmGetHomeCityLevel(int playerID):返回指定玩家的主城等级。
rmGetIsFFA(): Returns true if this map is set to be a FFA game which means each player on their own team.
rmGetIsFFA():如果该地图为自由对战(每个玩家单独一队)则返回 true。
rmGetIsKOTH(): Returns true if this map is set to be a King of the Hill game.
rmGetIsKOTH():如果该地图为王者之丘游戏,则返回 true。
rmGetIsRelicCapture(): Returns true if this map is set to be a relic game.
rmGetIsRelicCapture():如果该地图为圣物夺取游戏,则返回 true。
int rmGetLowHomeCityLevel(): Returns the lowest HC Level of the players in the game.
int rmGetLowHomeCityLevel():返回游戏中最低的主城等级。
int rmGetMapXSize(): Returns the X size of the map.
int rmGetMapXSize():返回地图的 X 轴尺寸。
int rmGetMapZSize(): Returns the Z size of the map.
int rmGetMapZSize():返回地图的 Z 轴尺寸。
rmGetNomadStart(): Returns true if this map is to place a covered wagon instead of a town center.
rmGetNomadStart():如果此地图用于放置有遮篷的马车而非城镇中心,则返回 true。
int rmGetNumberFairLocs(int playerID): Gets a player's number of fairLocs.
int rmGetNumberFairLocs(int playerID):获取指定玩家的公平位置数量。
rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team.
rmGetNumberPlayersOnTeam(int teamID):获取指定队伍中的玩家数量。
rmGetNumberUnitsPlaced(int objectDefID):
rmGetNumberUnitsPlaced(int objectDefID):返回指定对象定义已放置的单位数量。
rmGetPlayerCiv(int playerID): Gets the civilization the specified player is on.
rmGetPlayerCiv(int playerID):获取指定玩家所属的文明。
rmGetPlayerCulture(int playerID): Gets the culture the specified player is on.
rmGetPlayerCulture(int playerID):获取指定玩家所属的文化。
rmGetPlayerName(int playerID): Gets a player's name.
rmGetPlayerName(int playerID):获取指定玩家的名称。
rmGetPlayerTeam(int playerID): Gets the team the specified player is on.
rmGetPlayerTeam(int playerID):获取指定玩家所在的队伍编号。
rmGetSeaLevel(): Gets the sea level for the map.
rmGetSeaLevel():获取地图的海平面高度。
rmGetTradeRouteWayPoint(int tradeRouteID, float fraction): Retrieves a waypoint along the trade route based on the fraction.
rmGetTradeRouteWayPoint(int tradeRouteID, float fraction):根据比例获取指定贸易路线上的路径点。
rmGetUnitPlaced(int objectDefID, int index):
rmGetUnitPlaced(int objectDefID, int index):获取指定对象定义中放置的第 index 个单位的ID(若有返回)。
rmGetUnitPlacedOfPlayer(int objectDefID, int playerID):
rmGetUnitPlacedOfPlayer(int objectDefID, int playerID):获取指定玩家在指定对象定义中放置的单位ID。
vector rmGetUnitPosition( int unitID ): Returns the position of the unit.
vector rmGetUnitPosition( int unitID ):返回单位的位置向量。
rmIsMapType( string type ): Returns true if the map belongs to the given type.
rmIsMapType( string type ):如果地图属于指定类型,则返回 true。
rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles.
rmMetersToTiles(float meters):将以米为单位的距离转换为瓦片数量。
rmMultiplyPlayerResource(int playerID, string resourceName, float factor): Multiplys a player's resource amount by the given factor.
rmMultiplyPlayerResource(int playerID, string resourceName, float factor):将指定玩家的资源数量乘以给定系数。
rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area.
rmPaintAreaTerrain(int areaID):为指定区域涂抹地形。
rmPaintAreaTerrainByAngle(long areaID, string terrain, float minAngle, float maxAngle, float outerRange): Paints the area's tiles in the specified angle range with specified terrain (with outerRange buffer if feathering is desired).
rmPaintAreaTerrainByAngle(long areaID, string terrain, float minAngle, float maxAngle, float outerRange):在指定区域内,将瓦片在指定角度范围内以指定地形进行涂抹(可选缓冲 outerRange 以实现羽化效果)。
rmPaintAreaTerrainByHeight(long areaID, string terrain, float minHeight, float maxHeight, float outerRange): Paints the area's tiles in the specified height range with specified terrain (with outerRange buffer if feathering is desired).
rmPaintAreaTerrainByHeight(long areaID, string terrain, float minHeight, float maxHeight, float outerRange):在指定区域内,将瓦片在指定高度范围内以指定地形进行涂抹(可选缓冲 outerRange 以实现羽化效果)。
bool rmPlaceFairLocs(): Sets fairLoc placement locations.
bool rmPlaceFairLocs(): 设置公平位置的放置点。
bool rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount): Place grouping at specified location.
bool rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount):在指定位置放置分组。
bool rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount): Place grouping at specified point.
bool rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount):在指定点放置分组。
rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount): Place grouping for the player in the given area.
rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount):在指定区域内为玩家放置分组。
rmPlaceMapClusters(string terrain, string protounit): place object clusters (of the specified protounit) around the map, and also optionally paint with the specified terrain.
rmPlaceMapClusters(string terrain, string protounit):在地图周围放置指定单位类型的物体簇,并可选地以指定地形进行涂抹。
rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount): Place object definition for the player at the given area's location.
rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount):在指定区域的位置为玩家放置对象定义。
rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount): Place object definition at specific location for given player.
rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount):在指定位置为玩家放置对象定义。
rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount): Place object definition at specific point for given player.
rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount):在指定点为玩家放置对象定义。
rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player at the location of a random area in the given class.
rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID, int placeCount):在指定类别中随机区域的位置为玩家放置对象定义。
rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount): Place object definition for the player in the given area.
rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount):在指定区域内为玩家放置对象定义。
rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player in a random area in the given class.
rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount):在指定类别中随机区域内为玩家放置对象定义。
rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount): Place object definition per player.
rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount):为每个玩家放置对象定义(根据是否玩家所有决定)。
rmPlacePlayer(int playerID, float xFraction, float zFraction): Sets one player location.
rmPlacePlayer(int playerID, float xFraction, float zFraction):设置指定玩家的起始位置。
rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations.
rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation):生成一圈玩家位置,参数控制最小与最大比例及角度变化。
rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation): Makes a line of player locations.
rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation):生成一条玩家位置直线,参数控制距离和间距的变化。
rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance): Makes a line of player locations along the specified river.
rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance):在指定河流旁生成一条玩家位置直线,参数控制距离变化、间距变化和边缘距离。
rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat): Makes a square of player locations.
rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat):生成一个玩家位置的正方形,参数控制距离、距离变化和间距变化。
rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction.
rmPlayerLocXFraction(int playerID):获取指定玩家起始位置的 x 比例。
rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction.
rmPlayerLocZFraction(int playerID):获取指定玩家起始位置的 z 比例。
rmRandFloat(float min, float max): Returns a random float between min and max.
rmRandFloat(float min, float max):返回介于 min 和 max 之间的随机浮点数。
rmRandInt(int min, int max): Returns a random integer between min and max.
rmRandInt(int min, int max):返回介于 min 和 max 之间的随机整数。
rmResetFairLocs(): Resets fairLoc placment info.
rmResetFairLocs(): 重置公平位置的放置信息。
rmRiverAddShallow(riverID, distancePct);:
rmRiverAddShallow(riverID, distancePct);:为指定河流添加浅水区,参数 distancePct 表示距离比例。
rmRiverAddShallows(riverID, count, radius):
rmRiverAddShallows(riverID, count, radius):为指定河流添加多个浅水区,参数 count 和 radius 分别表示数量和半径。
rmRiverAddWaypoint(riverID, xFraction, zFraction): Add waypoint to a river. Don't mix with rmRiverSetConnections or rmRiverConnectRiver
rmRiverAddWaypoint(riverID, xFraction, zFraction):向指定河流添加路径点(请勿与 rmRiverSetConnections 或 rmRiverConnectRiver 混用)。
rmRiverAvoid(riverID, riverID2, minDist):
rmRiverAvoid(riverID, riverID2, minDist):设置河流间的避让,确保两河之间至少有 minDist 的距离。
rmRiverBuild:
rmRiverBuild:构建河流(具体参数和行为根据内部定义)。
rmRiverConnectRiver(riverID, riverID, pct, end):
rmRiverConnectRiver(riverID, riverID, pct, end):连接两条河流,参数 pct 表示连接比例,end 表示结束标记。
rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR): make a river dude.
rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR):在指定区域内创建河流,参数指定水类型、断裂数、偏移量以及最小、最大半径。
rmRiverReveal(int riverID, int extraTiles): -- reveals a river plus the specified number of extra tiles around it.
rmRiverReveal(int riverID, int extraTiles):揭示指定河流,并在周围额外显示 extraTiles 数量的瓦片。
rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation):
rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation):设置指定河流岸边噪声参数。
rmRiverSetConnections(riverID, start, end):
rmRiverSetConnections(riverID, start, end):设置指定河流的起始与结束连接点。
rmRiverSetShallowRadius(riverID, radius):
rmRiverSetShallowRadius(riverID, radius):设置指定河流的浅水区半径。
rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area.
rmSetAreaBaseHeight(int areaID, float height):为指定区域设置基础高度。
rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge): Set cliff edge parameters for an area.
rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge):为指定区域设置悬崖边缘参数,包含数量、尺寸、变化、间距及地图边缘标记。
rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp): Set an area's cliff height.
rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp):为指定区域设置悬崖高度,参数包括高度值、变化和坡度。
rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge): Set cliff painting options for an area.
rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge):为指定区域设置悬崖涂装选项,包括地面、外边缘、侧面、最小侧面高度和内边缘的涂装选项。
rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area.
rmSetAreaCliffType(int areaID, string cliffName):为指定区域设置悬崖类型。
rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1).
rmSetAreaCoherence(int areaID, float coherence):设置区域的连贯性(范围 0 至 1)。
rmSetAreaEdgeFilling(int areaID, int borderSize): Enable edge filling and set a border search size (for Carolina and similar maps with a big continent).
rmSetAreaEdgeFilling(int areaID, int borderSize):启用边缘填充并设置边界搜索尺寸(适用于有大大陆的地图,如 Carolina 地图)。
rmSetAreaElevationEdgeFalloffDist(int areaID, float dist): Sets the area elevation noise to falloff as it gets closer to the area edge.
rmSetAreaElevationEdgeFalloffDist(int areaID, float dist):设置区域海拔噪声在接近边缘时的衰减距离。
rmSetAreaElevationMinFrequency(int areaID, float freq): Sets the area elevation variation noise frequency (best >0 and <1).
rmSetAreaElevationMinFrequency(int areaID, float freq):设置区域海拔变化噪声的最小频率(推荐范围大于 0 且小于 1)。
rmSetAreaElevationNoiseBias(int areaID, float bias): Sets the area elevation variation noise bias (-1 means down only, 0 means +- equally, 1 means up only.).
rmSetAreaElevationNoiseBias(int areaID, float bias):设置区域海拔变化噪声的偏差(-1 仅向下,0 正负均衡,1 仅向上)。
rmSetAreaElevationOctaves(int areaID, int octaves): Sets the area elevation variation noise octaves.
rmSetAreaElevationOctaves(int areaID, int octaves):设置区域海拔变化噪声的倍频数。
rmSetAreaElevationPersistence(int areaID, float persistence): Sets the area elevation variation noise persistence (best >0 and <1).
rmSetAreaElevationPersistence(int areaID, float persistence):设置区域海拔变化噪声的持续性(推荐范围大于 0 且小于 1)。
rmSetAreaElevationType(int areaID, int type): Sets the area elevation variation type (cElevNormal, cElevFractalSum, cElevTurbulence).
rmSetAreaElevationType(int areaID, int type):设置区域海拔变化的类型(例如 cElevNormal, cElevFractalSum, cElevTurbulence)。
rmSetAreaElevationVariation(int areaID, float variation): Sets the area elevation variation height (amount to vary +- from area base height).
rmSetAreaElevationVariation(int areaID, float variation):设置区域海拔变化高度,即相对于基础高度的最大变动量。
rmSetAreaForestClumpiness(int areaID, float density): Sets the forest density for an area.
rmSetAreaForestClumpiness(int areaID, float density):为指定区域设置森林簇聚度。
rmSetAreaForestDensity(int areaID, float density): Sets the forest density for an area.
rmSetAreaForestDensity(int areaID, float density):为指定区域设置森林密度。
rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area.
rmSetAreaForestType(int areaID, string forestName):为指定区域设置森林类型。
rmSetAreaForestUnderbrush(int areaID, float density): Sets the forest density for an area.
rmSetAreaForestUnderbrush(int areaID, float density):为指定区域设置森林下层灌木密度。
rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings.
rmSetAreaHeightBlend(int areaID, int heightBlend):设置区域高度与周围环境融合的平滑度。
rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location.
rmSetAreaLocation(int areaID, float xFraction, float zFraction):设置区域的位置(以比例表示)。
rmSetAreaLocPlayer(int areaID, int playerID): Set the area location to player's location.
rmSetAreaLocPlayer(int areaID, int playerID):将区域位置设置为指定玩家的位置。
rmSetAreaLocTeam(int areaID, int teamID): Set the area location to team's location.
rmSetAreaLocTeam(int areaID, int teamID):将区域位置设置为指定队伍的位置。
rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance.
rmSetAreaMaxBlobDistance(int areaID, float dist):设置区域内斑块的最大距离。
rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs.
rmSetAreaMaxBlobs(int areaID, int blobs):设置区域内斑块的最大数量。
rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance.
rmSetAreaMinBlobDistance(int areaID, float dist):设置区域内斑块的最小距离。
rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs.
rmSetAreaMinBlobs(int areaID, int blobs):设置区域内斑块的最小数量。
rmSetAreaMix(int areaID, string mixName): Sets the mix for an area. Overrides terrain type if it is also set.
rmSetAreaMix(int areaID, string mixName):为指定区域设置混合效果;若同时设置了地形类型,则该混合效果将覆盖地形设置。
rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain): Determines whether an area obeys world circle constraint.
rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain):确定指定区域是否遵守全球圆形约束。
rmSetAreaReveal(int areaID, int tiles): Sets the area to be revealed (-1 means don't reveal, 0 means reveal, >0 means reveal plus that number of extra tiles.
rmSetAreaReveal(int areaID, int tiles):设置区域揭示状态(-1 表示不揭示,0 表示正常揭示,>0 表示揭示并额外显示指定数量的瓦片)。
rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map.
rmSetAreaSize(float minFraction, float maxFraction):将区域大小设置为地图的最小/最大比例。
rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction).
rmSetAreaSmoothDistance(int areaID, int smoothDistance):设置区域边缘平滑距离(考虑每个方向上的相邻点数)。
rmSetAreaTerrainLayerVariance(int areaID, bool variance): Specifies if the area should vary the terrain layer edges.
rmSetAreaTerrainLayerVariance(int areaID, bool variance):指定是否对区域内的地形层边缘进行变化处理。
rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area.
rmSetAreaTerrainType(int areaID, string terrainTypeName):为指定区域设置地形类型。
rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails.
rmSetAreaWarnFailure(int areaID, bool warn):设置区域构建失败时是否发出警告。
rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area.
rmSetAreaWaterType(int areaID, string waterName):为指定区域设置水域类型。
rmSetBaseTerrainMix(string mixName): Initializes the base terrain with the requested mix. Call before rmTerrainInitialize.
rmSetBaseTerrainMix(string mixName):使用指定混合效果初始化基础地形,调用前请先执行 rmTerrainInitialize。
rmSetConnectionBaseHeight(int connectionID, float width): Sets the base height of a connection.
rmSetConnectionBaseHeight(int connectionID, float width):设置连接的基础高度。
rmSetConnectionBaseTerrainCost(int connectionID, float cost): Sets the base terrain cost for a connection.
rmSetConnectionBaseTerrainCost(int connectionID, float cost):设置连接的基础地形成本。
rmSetConnectionCoherence(int connectionID, float width): Sets area coherence (0-1).
rmSetConnectionCoherence(int connectionID, float width):设置连接的连贯性(范围 0 至 1)。
rmSetConnectionHeightBlend(int connectionID, float width): Sets how smoothly connection height blends into surroundings.
rmSetConnectionHeightBlend(int connectionID, float width):设置连接高度与周围环境融合的平滑度。
rmSetConnectionPositionVariance(int connectionID, float variance): Sets the position variance of a connection.
rmSetConnectionPositionVariance(int connectionID, float variance):设置连接位置的变化量。
rmSetConnectionSmoothDistance(int connectionID, float width): Sets connection edge smoothing distance (distance is number of neighboring points to consider in each direction).
rmSetConnectionSmoothDistance(int connectionID, float width):设置连接边缘平滑距离(每个方向上考虑的邻近点数)。
rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost): Sets the terrain cost for a connection.
rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost):为连接设置指定地形类型的成本。
rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage): Sets the connection type.
rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage):设置连接类型,参数决定是否连接全部及连接百分比。
rmSetConnectionWarnFailure(int connectionID, bool warn): Sets whether a connection warns on failure.
rmSetConnectionWarnFailure(int connectionID, bool warn):设置连接失败时是否发出警告。
rmSetConnectionWidth(int connectionID, float width, float variance): Sets the width of a connection.
rmSetConnectionWidth(int connectionID, float width, float variance):设置连接的宽度及其变化量。
rmSetGaiaCiv(int civ) : Sets Gaia's civilization.
rmSetGaiaCiv(int civ):设置 Gaia 所属的文明。
rmSetGlobalRain(percent): sets the global rain percent.
rmSetGlobalRain(percent):设置全球降雨百分比。
rmSetGlobalSnow(percent): sets the global snow percent.
rmSetGlobalSnow(percent):设置全球降雪百分比。
rmSetGlobalStormLength(length, timeBetweenStorms): sets storm length and time between storm in seconds.
rmSetGlobalStormLength(length, timeBetweenStorms):设置暴风雨持续时间及暴风雨之间的间隔(单位:秒)。
rmSetGroupingMaxDistance(int defID, float dist): Set the maximum distance for the grouping (in meters).
rmSetGroupingMaxDistance(int defID, float dist):为指定分组设置最大距离(单位:米)。
rmSetGroupingMinDistance(int defID, float dist): Set the minimum distance for the grouping (in meters).
rmSetGroupingMinDistance(int defID, float dist):为指定分组设置最小距离(单位:米)。
bool rmSetHomeCityGatherPoint(int playerID, vector point): Sets the HCGP for the given player.
bool rmSetHomeCityGatherPoint(int playerID, vector point):为指定玩家设置主城集结点(HCGP)。
bool rmSetHomeCityWaterSpawnPoint(int playerID, vector point): Sets the HCWSP for the given player.
bool rmSetHomeCityWaterSpawnPoint(int playerID, vector point):为指定玩家设置主城水域生成点(HCWSP)。
rmSetIgnoreForceToGaia(bool val):
rmSetIgnoreForceToGaia(bool val):设置是否忽略将单位强制转换为 Gaia 的操作。
rmSetLightingSet(string name) : Sets a lighting set
rmSetLightingSet(string name):设置指定的照明组。
rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence): sets up cluster system; standard inputs to noise generator used to determine cluster placement.
rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence):设置地图聚类噪声参数(最小频率、八度数、持续性);这些为噪声生成器提供标准参数以确定聚类位置。
rmSetMapClusteringObjectParams(int minObjectCount, int maxObjectCount, float maxPosOffset): sets up cluster system; min/max objects per tile (default: 0-3), and max random offset when placing (default: 0.5 tiles).
rmSetMapClusteringObjectParams(int minObjectCount, int maxObjectCount, float maxPosOffset):设置地图聚类对象参数;定义每个瓦片上最小/最大对象数(默认0-3)以及放置时的最大随机偏移(默认0.5瓦片)。
rmSetMapClusteringPlacementParams(float paintThreshold, float placeMinVal, float placeMaxVal, int type): sets up cluster system; valid ranges are from -1.0 to 1.0 and are compared to the internal noise field for deciding where to paint terrain and place clusters. Type is cClusterLand, or cClusterWater, or cClusterShallowWater, or cClusterEverywhere.
rmSetMapClusteringPlacementParams(float paintThreshold, float placeMinVal, float placeMaxVal, int type):设置地图聚类放置参数;有效范围为 -1.0 到 1.0,将与内部噪声场比较以决定何处绘制地形和放置聚类。类型可为 cClusterLand、cClusterWater、cClusterShallowWater 或 cClusterEverywhere。
rmSetMapElevationHeightBlend(int blend): Sets how much to smooth the overall terrain after initializing with noise.
rmSetMapElevationHeightBlend(int blend):设置使用噪声初始化后整体地形平滑的程度。
rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation): Sets up terrain for initializing with a noise layer.
rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation):设置地形海拔参数,用于使用噪声层初始化地形。
rmSetMapSize( int x, int z ): Sets the size of the map.
rmSetMapSize( int x, int z ):设置地图尺寸(x、z方向)。
rmSetMapType( string type ): Indicates that this map is of a certain type (it can be multiple types simultaneously.
rmSetMapType( string type ):指定地图类型(可同时属于多种类型)。
rmSetNuggetDifficulty(int minLevel, int maxLevel): Sets the min/max difficulty levels for placing nuggets.
rmSetNuggetDifficulty(int minLevel, int maxLevel):设置放置金块的最小和最大难度等级。
rmSetObjectDefAllowOverlap(int defID, bool on): Lets objects overlap within this object def.
rmSetObjectDefAllowOverlap(int defID, bool on):允许在该对象定义中对象彼此重叠。
rmSetObjectDefCreateHerd(int defID, bool on): Creates a herd out of all units placed in this object def.
rmSetObjectDefCreateHerd(int defID, bool on):将此对象定义中的所有单位聚集成群。
rmSetObjectDefForceFullRotation(int defID, bool on): Forces things in this object def to get full arbitrary rotation.
rmSetObjectDefForceFullRotation(int defID, bool on):强制使该对象定义中的物体能够进行任意角度的旋转。
rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on): Turn on the garrison secondary units flag.
rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on):开启对象定义中驻军辅助单位的标志。
rmSetObjectDefGarrisonStartingUnits(int defID, bool on): Turn on the garrison starting units flag.
rmSetObjectDefGarrisonStartingUnits(int defID, bool on):开启对象定义中初始驻军单位的标志。
rmSetObjectDefHerdAngle(int defID, float angle): Set a herd angle(clockwise from +z) in the object def.
rmSetObjectDefHerdAngle(int defID, float angle):在对象定义中设置群体角度(以+z方向为起点,顺时针计算)。
rmSetObjectDefMaxDistance(int defID, float dist): Set the maximum distance for the object definition (in meters).
rmSetObjectDefMaxDistance(int defID, float dist):为对象定义设置最大距离(单位:米)。
rmSetObjectDefMinDistance(int defID, float dist): Set the minimum distance for the object definition (in meters).
rmSetObjectDefMinDistance(int defID, float dist):为对象定义设置最小距离(单位:米)。
rmSetObjectDefTradeRouteID(int defID, int tradeRouteID): Set the trade route for all objects in this object definition.
rmSetObjectDefTradeRouteID(int defID, int tradeRouteID):为该对象定义中的所有对象设置贸易路线 ID。
rmSetOceanReveal(bool reveal): Sets whether or not to reveal oceans.
rmSetOceanReveal(bool reveal):设置是否显示海洋区域。
rmSetPlacementSection(float fromPercent, float toPercent): Sets the section of the placement line to use.
rmSetPlacementSection(float fromPercent, float toPercent):设置用于放置的区域区段(以百分比表示)。
rmSetPlacementTeam(int teamID): Sets the team to place.
rmSetPlacementTeam(int teamID):设置用于放置单位的队伍。
rmSetPlayerArea(int playerID, int areaID): Sets a player's 'official' area.
rmSetPlayerArea(int playerID, int areaID):设置玩家的“官方”区域。
rmSetPlayerLocation(int playerID, float xFraction, float zFraction): Manually sets a player's starting location.
rmSetPlayerLocation(int playerID, float xFraction, float zFraction):手动设置玩家的起始位置(以比例表示)。
rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ): Sets the area of the map to use for player placement.
rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ):设置用于玩家放置的地图区域(指定最小和最大 X、Z 值)。
rmSetPlayerResource(int playerID, string resourceName, float amount): Sets a player's resource amount.
rmSetPlayerResource(int playerID, string resourceName, float amount):设置玩家的资源数量。
rmSetRiverFoundationParams(int tileBuffer, float heightOffset) -- sets up river foundation parameters: the terrain buffer around the river, and the height of the banks above water level
rmSetRiverFoundationParams(int tileBuffer, float heightOffset):设置河流基础参数,包括河流周围的地形缓冲以及河岸高于水面的高度(单位:米)。
rmSetSeaLevel(): Sets the sea level for the map.
rmSetSeaLevel():设置地图的海平面高度。
rmSetSeaType(string name): Sets the sea type for the map. This is used if terrain is initialized to water.
rmSetSeaType(string name):设置地图的海域类型(用于当地形初始化为水时)。
rmSetStatusText(status, progress) : Sets the friendly cool loading screen text.
rmSetStatusText(status, progress):设置加载界面上显示的状态文本。
rmSetSubCiv(int index, string civName, bool big) : Sets a given sub civ in the world.
rmSetSubCiv(int index, string civName, bool big):在游戏中设置指定的子文明(包括索引、文明名称和是否采用大图标)。
rmSetTeamArea(int teamID, int areaID): Sets a team's 'official' area.
rmSetTeamArea(int teamID, int areaID):设置队伍的“官方”区域。
rmSetTeamSpacingModifier(float modifier): Sets the team spacing modifier.
rmSetTeamSpacingModifier(float modifier):设置队伍间距的修正值。
rmSetTriggerActive(bool active):
rmSetTriggerActive(bool active):设置触发器的激活状态。
rmSetTriggerConditionParam(string paramName, string value, bool add):
rmSetTriggerConditionParam(string paramName, string value, bool add):设置触发条件参数(参数名称、值及是否累加)。
rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add):
rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add):设置针对军队的触发条件参数(参数名称、玩家ID、军队ID及是否累加)。
rmSetTriggerConditionParamFloat(string paramName, float value, bool add):
rmSetTriggerConditionParamFloat(string paramName, float value, bool add):设置触发条件浮点参数(参数名称、值及是否累加)。
rmSetTriggerConditionParamInt(string paramName, int value, bool add):
rmSetTriggerConditionParamInt(string paramName, int value, bool add):设置触发条件整数参数(参数名称、值及是否累加)。
rmSetTriggerEffectParam(string paramName, string value, bool add):
rmSetTriggerEffectParam(string paramName, string value, bool add):设置触发效果参数(参数名称、值及是否累加)。
rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add):
rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add):设置针对军队的触发效果参数(参数名称、玩家ID、军队ID及是否累加)。
rmSetTriggerEffectParamFloat(string paramName, float value, bool add):
rmSetTriggerEffectParamFloat(string paramName, float value, bool add):设置触发效果浮点参数(参数名称、值及是否累加)。
rmSetTriggerEffectParamInt(string paramName, int value, bool add):
rmSetTriggerEffectParamInt(string paramName, int value, bool add):设置触发效果整数参数(参数名称、值及是否累加)。
rmSetTriggerLoop(bool loop):
rmSetTriggerLoop(bool loop):设置触发器是否循环。
rmSetTriggerPriority(int priority):
rmSetTriggerPriority(int priority):设置触发器的优先级。
rmSetTriggerRunImmediately(bool runImmediately):
rmSetTriggerRunImmediately(bool runImmediately):设置是否让触发器立即运行。
rmSetVPFile(string filename):
rmSetVPFile(string filename):设置 VP 文件(文件名)。
rmSetWindMagnitude(float magnitude): sets the global wind magnitude (1.0f is default).
rmSetWindMagnitude(float magnitude):设置全局风力大小(默认值为 1.0)。
rmSetWorldCircleConstraint(bool constrain): sets whether RM activities should be constrained to the main world circle.
rmSetWorldCircleConstraint(bool constrain):设置 RM 活动是否应被限制在主世界圆内。
rmSwitchToTrigger(int triggerID):
rmSwitchToTrigger(int triggerID):切换到指定的触发器(触发器 ID)。
rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height.
rmTerrainInitialize( string baseTerrain, float height):将地形初始化为指定的基本类型和高度。
rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters.
rmTilesToMeters(int tiles):将瓦片数量转换为米数。
rmTriggerID(string triggerName):
rmTriggerID(string triggerName):获取指定触发器名称对应的触发器 ID。
rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters.
rmXFractionToMeters(float meters):将地图 x 方向的比例转换为米数。
rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count.
rmXFractionToTiles(float fraction):将地图 x 方向的比例转换为瓦片数。
rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction.
rmXMetersToFraction(float meters):将米数转换为地图 x 方向的比例。
rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map.
rmXTilesToFraction(int tiles):将 x 方向的瓦片数转换为地图比例。
rmZFractionToMeters(float meters): Converts a fraction of the map in the z direction to meters.
rmZFractionToMeters(float meters):将地图 z 方向的比例转换为米数。
rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count.
rmZFractionToTiles(float fraction):将地图 z 方向的比例转换为瓦片数。
rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction.
rmZMetersToFraction(float meters):将米数转换为地图 z 方向的比例。
rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map.
rmZTilesToFraction(int tiles):将 z 方向的瓦片数转换为地图比例。
trActivateTrigger(<eventID>) : Activates (sets active = true) the trigger specified by the given eventID.
trActivateTrigger(<eventID>):激活指定事件ID的触发器(设置 active = true)。
trAddArmyToPlan(armyname, planname): Adds the units in the specified army to the specified plan.
trAddArmyToPlan(armyname, planname):将指定军队中的单位添加到指定计划中。
trAICommsAttackUnits(playerID, armyToAttack): playerID will attack armyToAttack, sent via player Comms.
trAICommsAttackUnits(playerID, armyToAttack):通过玩家通信系统,playerID 将攻击 armyToAttack。
trAICommsCancelOrder(sendToPlayerID): tell player sendToPlayerID to cancel order, sent via player Comms.
trAICommsCancelOrder(sendToPlayerID):通过玩家通信系统,指示 sendToPlayerID 取消当前订单。
trAICommsClaim(sendToPlayerID): tell player sendToPlayerID to claim TradePost at (locX, locY, locZ), sent via player Comms.
trAICommsClaim(sendToPlayerID):通过玩家通信系统,指示 sendToPlayerID 占领位于 (locX, locY, locZ) 的贸易站。
trAICommsDefendPoint(playerID, defendX, defendY, defendZ): playerID will defend point (defendX, defendY, defendZ), sent via player Comms.
trAICommsDefendPoint(playerID, defendX, defendY, defendZ):通过玩家通信系统,playerID 将守卫指定点 (defendX, defendY, defendZ)。
trAICommsRequestTribute(fromPlayerID, resource, amount): fromPlayerID will send resource of x amount, sent via player Comms.
trAICommsRequestTribute(fromPlayerID, resource, amount):通过玩家通信系统,fromPlayerID 将请求以指定数量发送资源。
trAICommsTrain(sendToPlayerID, unitTypeName): tell player sendToPlayerID to train Units of type unitTypeName, sent via player Comms.
trAICommsTrain(sendToPlayerID, unitTypeName):通过玩家通信系统,指示 sendToPlayerID 训练指定类型(unitTypeName)的单位。
trAIFunc( <playerID> <functionName> <param> ): Makes the camera shake.
trAIFunc( <playerID> <functionName> <param> ):使摄像机震动。
trArmyDispatch( <parameters> ): creates the units in the army specified.
trArmyDispatch( <parameters> ):创建指定军队中的单位。
trArmyPlayerDefakify(armyname) : Defakifies the army.
trArmyPlayerDefakify(armyname):将指定军队转换为真实状态(解除假状态)。
trArmyPlayerFakify(armyname, fakeplayerindex) : Fakifies the army to the specified fake player index.
trArmyPlayerFakify(armyname, fakeplayerindex):将指定军队转换为指定假玩家的军队。
trArmySelect(army info string): selects the units in the army specified.
trArmySelect(army info string):选中指定军队中的单位。
trArmySelectInt(int playerID, int armyID): selects the units in the army specified.
trArmySelectInt(int playerID, int armyID):选中指定玩家的指定军队中的单位。
trAttackUnits(srcArmyname, armyToAttack, planname): srcArmy units will attack armyToAttack in the given planname.
trAttackUnits(srcArmyname, armyToAttack, planname):源军队中的单位将在指定计划下攻击目标军队。
trBlockAllAmbientSounds : blocks all ambient sounds from this point forward.
trBlockAllAmbientSounds:从此处开始阻止所有环境音效。
trBlockAllSounds(excludeDialog): Blocks all sounds from playing from this point forward.
trBlockAllSounds(excludeDialog):从此处开始阻止所有声音播放(可排除对话音效)。
trBranchScenario( <dialog message> ): pop up a dialog allowing choice to load a scenario.
trBranchScenario( <dialog message> ):弹出对话框,允许选择加载场景。
trBuildingIsOnCursor(protoname) : Returns true if the proto unit specified is on the cursor and is a building.
trBuildingIsOnCursor(protoname) :如果指定的 proto 单位正位于鼠标光标上且是建筑,则返回 true。
trCameraCut( pos, dir, up, right ) : puts the camera in the specified location.
trCameraCut( pos, dir, up, right ):将摄像机切换到指定的位置。
trCameraLockOnUnit( <enable> <time to orient> <trigger ID> ) : Orients the camera to the selected unit, and keeps it locked on that unit.
trCameraLockOnUnit( <enable> <time to orient> <trigger ID> ):将摄像机锁定在选中单位上,并保持锁定。
trCameraPanWithUnit( <enable> <trigger ID> ) : Moves the camera in the same direction that a particular unit moves.
trCameraPanWithUnit( <enable> <trigger ID> ):使摄像机与指定单位移动方向同步移动。
trCameraShake( <duration> <strength> ) : Makes the camera shake.
trCameraShake( <duration> <strength> ):使摄像机震动。
trCampaignAdvance() : advances the campaign (advance user profile, AND plays the next scenario).
trCampaignAdvance():推进战役(更新用户档案并播放下一个场景)。
trCampaignAdvanceProgress() : advances the user progress through the campaign (updates user profile only).
trCampaignAdvanceProgress():推进战役进度(仅更新用户档案)。
trCampaignPlayCurrent() : plays the current scenario in the campaign.
trCampaignPlayCurrent():播放战役中的当前场景。
trCamTrackLoad( <filename> ) : Loads a camera track.
trCamTrackLoad( <filename> ):加载摄像机轨迹。
trCamTrackPlay( <duration> <eventID> ) : plays the current camera track.
trCamTrackPlay( <duration> <eventID> ):播放当前摄像机轨迹。
trChatHistoryClear : forces the chat history to reset.
trChatHistoryClear:强制重置聊天历史。
trChatHistoryContains(text) : returns whether the current chat history contains the given text as a substring.
trChatHistoryContains(text) :检查当前聊天历史中是否包含指定子字符串。
trChatSend(fromID, message) : Changes the chat status.
trChatSend(fromID, message) :发送聊天消息,改变聊天状态。
trChatSendSpoofed(fromID, message) : Changes the chat status, but does not append player.
trChatSendSpoofed(fromID, message) :发送伪装的聊天消息,不附加玩家信息。
trChatSendSpoofedToPlayer(fromID, toID, message) : Changes the chat status, but does not append player. Goes to specific player.
trChatSendSpoofedToPlayer(fromID, toID, message) :向指定玩家发送伪装的聊天消息,不附加玩家信息。
trChatSendToPlayer(fromID, toID, message) : Changes the chat status for one specific player.
trChatSendToPlayer(fromID, toID, message) :向指定玩家发送聊天消息。
trChatSetStatus( <onOff> ) : Changes the chat status.
trChatSetStatus( <onOff> ):设置聊天状态(开/关)。
trCinematicAbort() : returns the abort cinematic status.
trCinematicAbort():返回终止电影的状态。
trCinematicDoAbort() : aborts the cinematic.
trCinematicDoAbort():终止电影播放。
trClearCounterDisplay:
trClearCounterDisplay:清除计数器显示。
trCounterAbort(name) : abort a counter.
trCounterAbort(name) :中止指定计数器。
trCounterAddTime(name, start, stop, message, event) : start a counter that may or may not fire an event.
trCounterAddTime(name, start, stop, message, event) :启动一个计数器,该计数器可能触发事件,也可能不触发。
trCounterAddTimeMs(name, start, stop, message, event) : start a counter (in milliseconds) that may or may not fire an event.
trCounterAddTimeMs(name, start, stop, message, event) :以毫秒为单位启动一个计数器,该计数器可能触发事件,也可能不触发。
trCounterAddUnit(name, playerid, count, protounit, message, event) : start a counter that may or may not fire an event.
trCounterAddUnit(name, playerid, count, protounit, message, event) :启动一个计数器(单位计数),该计数器可能触发事件,也可能不触发。
trCounterAddXP(name, playerid, count, message, event) : start a counter that may or may not fire an event.
trCounterAddXP(name, playerid, count, message, event) :启动一个计数器(经验值计数),该计数器可能触发事件,也可能不触发。
trCountUnitsInArea(centerUnit, matchPlayer, matchType, range):
trCountUnitsInArea(centerUnit, matchPlayer, matchType, range):统计指定区域内的单位数量。
trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency) : No help.
trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency):创建攻击计划。(无详细说明)
trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance) : No help.
trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance):创建防守计划。(无详细说明)
trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) : Creates a revealer with the given attributes.
trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) :使用指定属性创建一个揭示器。
trCreateTreaty:
trCreateTreaty:创建条约。
trCurrentPlayer() : returns the current player.
trCurrentPlayer():返回当前玩家。
trDamageUnit(amt) : does a specific amount of damage to HP in instant typeless damage.
trDamageUnit(amt) :对单位造成指定量的即时无类型伤害(扣除 HP)。
trDamageUnitPercent(percent) : does % percent of a unit's total HP in instant typeless damage.
trDamageUnitPercent(percent):对单位造成其总生命值百分之 percent 的即时无属性伤害。
trDamageUnitsInArea(player, unitType, dist, damage) : All units within dist of the selected ref object that match type take dmg.
trDamageUnitsInArea(player, unitType, dist, damage):在指定参照物周围距离 dist 内,所有匹配 unitType 的单位均受到 damage 伤害。
trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance) : srcArmy units will defend defendedArmyUnits in the given planname.
trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance):源军队中的单位将在指定计划 planname 下保护目标军队中的单位,评估频率为 evaluationFrequency,集合距离为 gatherdistance。
trDelayedRuleActivation(<rulename>) : adds a rule to the runtime to be activated on the next update.
trDelayedRuleActivation(<rulename>):将规则 rulename 添加到运行时,待下一次更新时激活。
trDisableTrigger(<eventID>) : Disables (sets active = false) the trigger specified by the given eventID.
trDisableTrigger(<eventID>):禁用指定事件ID eventID 的触发器(将 active 置为 false)。
trEcho(<echoString>) : Trigger echo.
trEcho(<echoString>):触发器回显指定的字符串 echoString。
trEchoStatValue(player, stat) : fetch a stat value from the KB and echo to chat.
trEchoStatValue(player, stat):从知识库中获取统计数据 stat 并在聊天中回显,适用于玩家 player。
trEndGame : Signal that the game has ended.
trEndGame:发出游戏结束的信号。
trEventFire(<eventID>) : cause an event to occur.
trEventFire(<eventID>):触发指定事件 eventID 的发生。
trEventSetHandler(<eventID> <handler>) : sets a handler function for an event id.
trEventSetHandler(<eventID> <handler>):为指定事件ID eventID 设置处理函数 handler。
trFadeOutAllSounds(<duration>) : Fades out all sounds over a given duration.
trFadeOutAllSounds(<duration>):在指定时长内逐渐淡出所有声音。
trFadeOutMusic(<duration>) : Fades out current music over a given duration.
trFadeOutMusic(<duration>):在指定时长内逐渐淡出当前音乐。
trForbidProtounit(player, protoname) : adds protounit to the forbidden list.
trForbidProtounit(player, protoname):将指定玩家 player 的 proto 单位 protoname 加入禁止列表。
trForceNonCinematicModels() : forces models to be in non cinematic mode.
trForceNonCinematicModels():强制使模型进入非电影模式。
trFormationScale(scale) : scales the formation size of formations in the game.
trFormationScale(scale):按比例 scale 缩放游戏中部队阵型的规模。
trGameLoadScenario(<scenario name>) : start a game using scenario.
trGameLoadScenario(<scenario name>):使用指定场景开始游戏。
trGamePause(<true/false>) : pause or unpause the game.
trGamePause(<true/false>):暂停或取消暂停游戏。
trGetNumberNuggetsGathered : Returns the number of nuggets gathered by the specified player.
trGetNumberNuggetsGathered:返回指定玩家采集到的金块数量。
trGetNumberSelectedUnitIDs():
trGetNumberSelectedUnitIDs():返回当前选中单位ID的数量。
trGetSelectedUnitID(int index):
trGetSelectedUnitID(int index):返回指定索引处的选中单位ID。
trGetStatValue(player, stat) : fetch a stat value from the KB.
trGetStatValue(player, stat):从知识库中获取指定玩家 player 的统计数据 stat。
trGetWorldDifficulty():
trGetWorldDifficulty():返回当前世界难度等级。
trGrantVP(player, number) : Grants a number of Scenario VP to a player.
trGrantVP(player, number):向指定玩家授予 number 个场景胜利点。
trHasNuggetBeenCollected : Returns true if the nugget has been collected; an optional playerID parameter can specify a particular player.
trHasNuggetBeenCollected:如果金块已被采集则返回 true,可选参数 playerID 用于查询特定玩家。
trHasPlayerSentHCShipment(<targetHCPlayerID>) : Returns true when the player has sent a shipment from the home city.
trHasPlayerSentHCShipment(<targetHCPlayerID>):如果玩家已从主城发送补给则返回 true,targetHCPlayerID 为目标主城玩家ID。
trImmediateUnitGarrison(<unitScenarioName>) : Instantly garrisons units inside another unit without considering distance.
trImmediateUnitGarrison(<unitScenarioName>):立即将单位驻防到另一单位内,忽略距离限制,单位名称为 unitScenarioName。
trIsGadgetVisible(<name>) : returns true if gadget is real.
trIsGadgetVisible(<name>):如果指定小工具处于显示状态(真实)则返回 true。
trIsMovieNotPlaying() : returns false if a movie is currently playing.
trIsMovieNotPlaying():如果当前正在播放电影则返回 false。
trIsPlayerSelectingHCBuilding(<hcBuildingName>) : Returns true if the current player is selecting the building in their HC which has the specified name.
trIsPlayerSelectingHCBuilding(<hcBuildingName>):如果当前玩家正在选中主城中名称为 hcBuildingName 的建筑,则返回 true。
trIsPlayerSendingHCShipment(<targetHCPlayerID>) : Returns true when the player sends a shipment from home city.
trIsPlayerSendingHCShipment(<targetHCPlayerID>):当玩家从主城发送补给时返回 true。
trIsPlayerVisitingHC(<targetHCPlayerID>) : Returns true if the current player is looking at the home city of the specified player.
trIsPlayerVisitingHC(<targetHCPlayerID>):如果当前玩家正在访问指定玩家的主城,则返回 true。
trKillAIPlan(playerID, planName) : No help.
trKillAIPlan(playerID, planName):终止指定玩家的 AI 计划(无详细说明)。
trLetterBox(<onOff>) : Turns letter box mode on or off.
trLetterBox(<onOff>):打开或关闭影院黑边模式。
trMessageSetText(<text>, <timeout>) : displays the message text.
trMessageSetText(<text>, <timeout>):显示带有超时设置的消息文本。
trMinimapFlare(<playerID> <duration> <position> <flash>) : Sends a Minimap flare to a certain player.
trMinimapFlare(<playerID> <duration> <position> <flash>):向指定玩家发送小地图闪光效果,持续时间为 duration,位置为 position,闪烁标志为 flash。
trModeEnter(<name>) : enters the mode specified.
trModeEnter(<name>):进入指定模式 <name>。
trModifyProtounit(unit, player, field, delta) : modifies proto unit data for this scenario only.
trModifyProtounit(unit, player, field, delta):仅在本场景中修改指定单位(unit)的 proto 单位数据,其所属玩家为 player,对字段 field 进行增量修改 delta。
trMusicPlay(<filename> <duration>) : Plays the music file.
trMusicPlay(<filename> <duration>):播放指定的音乐文件,持续时间为 duration。
trMusicPlayCurrent() : Plays the current music.
trMusicPlayCurrent():播放当前音乐。
trMusicSetCurrentMusicSet() : sets the current music set.
trMusicSetCurrentMusicSet():设置当前音乐集。
trMusicSetMood(<moodID>) : Changes the music to the mood associated with the mood id.
trMusicSetMood(<moodID>):将音乐切换至与指定 moodID 关联的情绪音乐。
trMusicStop() : Stops the current music.
trMusicStop():停止当前播放的音乐。
trObjectGettingWorked(objectScenarioName) : Returns true if the object is currently being worked.
trObjectGettingWorked(objectScenarioName):如果指定对象(objectScenarioName)当前正在被工作,则返回 true。
trObjectiveComplete(objectiveID, forceComplete, playSound) : Completes the specified objective. Forces a reoccurring objective complete if forceComplete is true.
trObjectiveComplete(objectiveID, forceComplete, playSound):完成指定目标;若 forceComplete 为 true,则强制完成重复性目标,同时可选择播放声音。
trObjectiveDiscover(objectiveID, playSound) : 'Discovers' a previously unknown (to the player) objective.
trObjectiveDiscover(objectiveID, playSound):使玩家“发现”一个之前未知的目标,playSound 指定是否播放声音。
trObjectiveHide(objectiveID) : Hides the specified objective on the UI.
trObjectiveHide(objectiveID):在用户界面上隐藏指定目标。
trObjectiveShow(objectiveID) : Shows the specified objective on the UI.
trObjectiveShow(objectiveID):在用户界面上显示指定目标。
trOverlayText(message, time, x, y, width, background) : puts up a big movie-credits style text overlay, optionally in a strange location, and now with a background.
trOverlayText(message, time, x, y, width, background):显示大屏幕电影字幕风格的文本覆盖,可选位置和背景。
trPlayerActive(playerID) : returns true/false if the player is active.
trPlayerActive(playerID):返回指定玩家是否处于活跃状态(true/false)。
trPlayerAtPopCap(playerID) : returns true if player is at pop cap.
trPlayerAtPopCap(playerID):如果指定玩家的人口达到上限,则返回 true。
trPlayerBuildingCount(playerID) : returns the number of buildings for the player.
trPlayerBuildingCount(playerID):返回指定玩家的建筑数量。
trPlayerControlsSocket(playerID, objectScenarioName) : Returns true if the specified player is built on the specified socket.
trPlayerControlsSocket(playerID, objectScenarioName):如果指定玩家在指定插槽(objectScenarioName)上建造了单位,则返回 true。
trPlayerCountBuildingInProgress(playerID, protoname) : returns true if building is being built.
trPlayerCountBuildingInProgress(playerID, protoname):如果指定玩家的建筑(protoname)正在建设中,则返回 true。
trPlayerCurrentXPCount(playerID) : Returns the current (not total) XP for the player.
trPlayerCurrentXPCount(playerID):返回指定玩家当前的经验值(非累计值)。
trPlayerDefeated(playerID) : returns true/false if the player has been defeated.
trPlayerDefeated(playerID):返回指定玩家是否已被击败(true/false)。
trPlayerGetDiplomacy(playerID, playerID) : gets the diplomacy status between players.
trPlayerGetDiplomacy(playerID, playerID):获取两个玩家之间的外交状态。
trPlayerGetPopulation(playerID) : returns the player population.
trPlayerGetPopulation(playerID):返回指定玩家的人口数量。
trPlayerGrantResources(player, resource, amount) : advances the campaign.
trPlayerGrantResources(player, resource, amount):向指定玩家授予指定数量的资源(同时推进战役进程)。
trPlayerKillAllBuildings(<playerID>) : Kills all of the buildings of a given player.
trPlayerKillAllBuildings(<playerID>):摧毁指定玩家的所有建筑。
trPlayerKillAllUnits(<playerID>) : Kills all of the units of a given player.
trPlayerKillAllUnits(<playerID>):摧毁指定玩家的所有单位。
trPlayerModifyLOS(playerID, cansee, playerID) : Adds/removes LOS between players.
trPlayerModifyLOS(playerID, cansee, playerID):为玩家之间添加或移除视野。
trPlayerOverrideArtCulture(playerID, culture) : Overrides the culture used for choosing the player's art.
trPlayerOverrideArtCulture(playerID, culture):覆盖用于选择玩家艺术风格的文化设置。
trPlayerOverrideSoundCiv(playerID, civilization) : Overrides the civilization used for choosing the player's vocal sound effects.
trPlayerOverrideSoundCiv(playerID, civilization):覆盖用于选择玩家声音效果的文明设置。
trPlayerResetBlackMap(<playerID>) : Resets the black map for a given HUMAN player.
trPlayerResetBlackMap(<playerID>):重置指定人类玩家的黑地图状态。
trPlayerResetBlackMapForAllPlayers : Resets the black map for all HUMAN players.
trPlayerResetBlackMapForAllPlayers:重置所有人类玩家的黑地图状态。
trPlayerResourceCount(playerID, resource) : returns the number of resources for the player.
trPlayerResourceCount(playerID, resource):返回指定玩家的资源数量(针对 resource)。
trPlayerSetActive(playerID) : sets the active player.
trPlayerSetActive(playerID):将指定玩家设为活跃玩家。
trPlayerSetAge(playerID, age, displayEffect) : Sets the age of the specified player.
trPlayerSetAge(playerID, age, displayEffect):设置指定玩家的时代(age),并决定是否显示效果(displayEffect)。
trPlayerSetDiplomacy(playerID, playerID, status) : sets the diplomacy status between players.
trPlayerSetDiplomacy(playerID, playerID, status):设置两玩家之间的外交状态,status 为状态值。
trPlayerSetHCAccess(playerID, hcAccess) : Sets whether the player has access to the HC.
trPlayerSetHCAccess(playerID, hcAccess):设置指定玩家是否有权访问主城(HC)。
trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning) : Toggles whether the player can spawn new covered wagons.
trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning):切换指定玩家是否允许生成新的覆盖马车。
trPlayerToggleAllowTCSpawning(playerID, allowSpawning) : Toggles whether the player's TC can spawn units.
trPlayerToggleAllowTCSpawning(playerID, allowSpawning):切换指定玩家的城镇中心(TC)是否允许生成单位。
trPlayerTribute(from, resource, amount to) : tributes resources to a player.
trPlayerTribute(from, resource, amount to):向指定玩家缴纳资源作为贡品,数量为 amount。
trPlayerUnitAndBuildingCount(playerID) : returns the number of units and buildings for the player.
trPlayerUnitAndBuildingCount(playerID):返回指定玩家的单位与建筑总数。
trPlayerUnitCount(playerID) : returns the number of units for the player.
trPlayerUnitCount(playerID):返回指定玩家的单位数量。
trPlayerUnitCountSpecific(playerID, protoName) : returns the number of units for the player.
trPlayerUnitCountSpecific(playerID, protoName):返回指定玩家特定 proto 单位的数量。
trPlayerVPCount(playerID) : returns the number of victory points for the player.
trPlayerVPCount(playerID):返回指定玩家的胜利点数。
trPlayMovie(<FileName>) : plays movies from the AVI directory.
trPlayMovie(<FileName>):从 AVI 目录中播放电影。
trPlayNextMusicTrack() : Plays the next song in the music play list.
trPlayNextMusicTrack():播放音乐播放列表中的下一首歌曲。
trQuestVarCopy(var1, var2) : copies value of one of the trigger scratch variables.
trQuestVarCopy(var1, var2):将一个触发器临时变量的值复制到另一个变量中。
trQuestVarEcho(varname, value) : chats out the value of one of the trigger scratch variables.
trQuestVarEcho(varname, value):在聊天中显示指定触发器临时变量 varname 的值 value。
trQuestVarGet(varname) : retrieve value of a trigger scratch variable, returns zero if unset.
trQuestVarGet(varname):获取指定触发器临时变量 varname 的值,若未设置则返回 0。
trQuestVarSet(varname, value) : sets one of the trigger scratch variables.
trQuestVarSet(varname, value):设置指定触发器临时变量 varname 的值为 value。
trQuestVarSetFromRand(varname, minval, maxval, round) : sets one of the trigger scratch variables within a random range.
trQuestVarSetFromRand(varname, minval, maxval, round):在指定随机范围内设置触发器临时变量 varname 的值,范围为 [minval, maxval],round 表示是否取整。
trRateConstruction(<rate>) : modify construction rate.
trRateConstruction(<rate>):修改建筑施工速度,按指定比例 <rate>。
trRateResearch(<rate>) : modify research rate.
trRateResearch(<rate>):修改科技研究速度,按指定比例 <rate>。
trRatesNormal(void) : restore all rates to normal.
trRatesNormal(void):将所有速度恢复到正常状态。
trRateTrain(<rate>) : modify training rate.
trRateTrain(<rate>):修改训练速度,按指定比例 <rate>。
trRenderRain(<float percent>) : controls rain rendering.
trRenderRain(<float percent>):控制雨水渲染,指定百分比。
trRenderSky(<true/false> <skyName>) : turn sky rendering on/off and set which sky to use.
trRenderSky(<true/false> <skyName>):打开或关闭天空渲染,并设置使用的天空类型。
trRenderSnow(<float percent>) : controls snow rendering.
trRenderSnow(<float percent>):控制雪景渲染,指定百分比。
trRevealEntireMap() : shows whole map, similar to how revealed mode works.
trRevealEntireMap():显示整个地图,类似于完全揭示模式。
trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration) : Sets the unit as speaking or not.
trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration):设置指定单位(objectScenarioName)是否正在讲话,持续时间为 duration。
trSetCounterDisplay(text):
trSetCounterDisplay(text):设置计数器显示文本为 text。
trSetCurrentPlayerStatus(<active>) : sets the current player as active or inactive.
trSetCurrentPlayerStatus(<active>):将当前玩家状态设置为活跃或不活跃,active 为 true/false。
trSetFogAndBlackmap(<true/false> <true/false>) : turn fog and black map on/off.
trSetFogAndBlackmap(<true/false> <true/false>):打开或关闭雾和黑地图效果。
trSetLighting(setname, fadetime) : fades to the specified lighting set over fadetime.
trSetLighting(setname, fadetime):在 fadetime 时间内渐变到指定的照明设置 setname。
trSetObscuredUnits(<bool>) : Sets whether or not units can be drawn obscured or not.
trSetObscuredUnits(<bool>):设置单位是否以被遮蔽方式绘制,bool 为 true 或 false。
trSetPauseInObjectiveWindow():
trSetPauseInObjectiveWindow():设置在目标窗口中暂停。
trSetPauseOnAgeUpgrade():
trSetPauseOnAgeUpgrade():在升级时代时暂停。
trSetPlayerDefeated : call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.).
trSetPlayerDefeated:当玩家在本地机器上被击败时调用此函数(该函数需在所有机器上同步调用)。
trSetPlayerWon : call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.).
trSetPlayerWon:当玩家在本地机器上获胜时调用此函数(该函数需在所有机器上同步调用)。
trSetRevealerActiveState(revealerName, active) : Finds the specified revealer and sets it to active or inactive.
trSetRevealerActiveState(revealerName, active):查找指定的揭示器 revealerName,并将其状态设置为 active(true)或 inactive(false)。
trSetShadowFarClip(<enable>, <distance>) : Enable or disable the shadow far clipping plane.
trSetShadowFarClip(<enable>, <distance>):启用或禁用阴影远裁剪面,参数为 enable 和距离 distance。
trSetUnitIdleProcessing(<bool>) : Sets whether or not units can do their idle processing.
trSetUnitIdleProcessing(<bool>):设置单位是否执行空闲处理,布尔值参数决定开关。
trSetUserControls(<active>) : sets the player controls on or off.
trSetUserControls(<active>):打开或关闭玩家控制,active 为 true/false。
trShowCampaignDlg(NextCampaign) : shows the campaign dialog.
trShowCampaignDlg(NextCampaign):显示战役对话框,参数为 NextCampaign。
trShowChoiceDialog(maintext, choice1, event1, choice2, event2) : displays a dialog with 2 choices and activates a trigger in response.
trShowChoiceDialog(maintext, choice1, event1, choice2, event2):显示带有两个选项的对话框,并根据选择激活相应触发器。
trShowDamage:
trShowDamage:显示伤害效果。
trShowHCView(playerID) : Sets the view to the HC if the specified player is the current player.
trShowHCView(playerID):如果指定的 playerID 与当前玩家匹配,则切换视图到主城(HC)。
trShowImageDialog(texture, subtitle) : displays a custom image in a dialog, with a subtitle.
trShowImageDialog(texture, subtitle):在对话框中显示自定义图片,并附带字幕。
trShowSPCNote(<Title> <Text>) : Displays the SPC Note Dlg with the specified title and text.
trShowSPCNote(<Title> <Text>):显示带有指定标题和文本的 SPC 提示对话框。
trShowWinLose(text, soundfile) : message and sound.
trShowWinLose(text, soundfile):显示胜负信息及播放指定的声音文件。
trShowWorldView(playerID) : Sets the view to the world if the player specified is the current player.
trShowWorldView(playerID):如果指定的 playerID 与当前玩家一致,则切换视图到世界视图。
trSoundPlayDialog(<filename>, <event>, <ignoreOnAbort>, <subtitle>, <portrait>) : Plays the sound associated with the filename.
trSoundPlayDialog(<filename>, <event>, <ignoreOnAbort>, <subtitle>, <portrait>):播放与指定文件名关联的对话音效,并可指定事件、是否忽略中止、字幕及头像。
trSoundPlayDialogue(<stringID>, <eventID>, <ignoreOnAbort>, <seconds>) : Plays the sound associated with the dialogue.
trSoundPlayDialogue(<stringID>, <eventID>, <ignoreOnAbort>, <seconds>):播放与对话相关联的声音,参数包括字符串 ID、事件 ID、是否忽略中止以及持续秒数。
trSoundPlayFN(<filename>) : Plays the sound associated with the filename.
trSoundPlayFN(<filename>):播放与指定文件名关联的声音。
trSoundPlayPaused(<filename>) : Plays the sound associated with the filename.
trSoundPlayPaused(<filename>):播放与指定文件名关联的声音(处于暂停状态下播放)。
trSoundTimer(long milliseconds, long eventID) : creates a high performance sound timer and passes the eventID as data.
trSoundTimer(long milliseconds, long eventID):创建一个高性能声音计时器,并将 eventID 作为数据传递。
trStartGameRecord : add help string.
trStartGameRecord:开始游戏记录。(提示:添加帮助说明)
trStopGameRecord : add help string.
trStopGameRecord:停止游戏记录。(提示:添加帮助说明)
trTechSetStatus(playerID, techID, status) : sets the tech status for the player.
trTechSetStatus(playerID, techID, status):为指定玩家设置科技 techID 的状态为 status。
trTechStatusActive(playerID, techID) : returns true if tech is active for player.
trTechStatusActive(playerID, techID):如果指定玩家的科技 techID 正在激活中,则返回 true。
trTechStatusCheck(playerID, techID, techStatus) : returns true if tech's status is techStatus.
trTechStatusCheck(playerID, techID, techStatus):如果指定玩家的科技 techID 的状态等于 techStatus,则返回 true。
trTechStatusResearching(playerID, techID) : returns true if tech is being researched for player.
trTechStatusResearching(playerID, techID):如果指定玩家的科技 techID 正在研究中,则返回 true。
trTime(void) : Returns the current gametime in Seconds.
trTime(void):以秒为单位返回当前游戏时间。
trTimeMS(void) : Returns the current gametime in Milliseconds.
trTimeMS(void):以毫秒为单位返回当前游戏时间。
trTradeRouteSetLevel(traderouteindex, level) : Sets the specified trade route to the specified level from a trigger.
trTradeRouteSetLevel(traderouteindex, level):通过触发器将指定贸易路线 traderouteindex 设置为指定等级 level。
trTradeRouteSetPosition(position) : Places train on a specified position on the route.
trTradeRouteSetPosition(position):将火车放置在贸易路线上的指定位置 position。
trTradeRouteToggleState(position) : Enable or disables the unit from showing.
trTradeRouteToggleState(position):启用或禁用单位的显示状态(适用于贸易路线单位)。
trUIFadeToColor(<r> <g> <b> <duration> <delay> <inout>) : fade in/out using color specified.
trUIFadeToColor(<r> <g> <b> <duration> <delay> <inout>):使用指定的 RGB 颜色在设定的时长和延迟内进行淡入或淡出。
trUIFlash(<gadget name> <flashLimit> <colorR> <colorG> <colorB>) : flashes a UI element.
trUIFlash(<gadget name> <flashLimit> <colorR> <colorG> <colorB>):使指定小工具 gadget name 闪烁,闪烁上限为 flashLimit,颜色为 RGB。
trUIFlashCategory(<category> <flash>) : flashes a UI element (maybe).
trUIFlashCategory(<category> <flash>):使指定类别的 UI 元素闪烁(可能)。
trUIFlashTech(<tech id> <flash>) : flashes a UI element (maybe).
trUIFlashTech(<tech id> <flash>):使指定科技 ID 的 UI 元素闪烁(可能)。
trUIFlashTrain(<proto name> <flash>) : flashes a UI element (maybe).
trUIFlashTrain(<proto name> <flash>):使指定 proto 单位的 UI 元素闪烁(可能)。
trUIStopFlash(<gadget name>) : stops the flashing of a UI element.
trUIStopFlash(<gadget name>):停止指定小工具的闪烁效果。
trUnBlockAllAmbientSounds() : Unblocks all ambient sounds that were previously blocked from playing.
trUnBlockAllAmbientSounds():解除对所有环境声音的屏蔽,允许其播放。
trUnblockAllSounds() : Unblocks all sounds that were previously blocked from playing.
trUnblockAllSounds():解除对所有声音的屏蔽,允许其播放。
trUnforbidProtounit(player, protoname) : removes protounit from the forbidden list.
trUnforbidProtounit(player, protoname):从禁止列表中移除指定玩家的 proto 单位 protoname。
trUnitAlive(void) : Returns true if all selected units are alive.
trUnitAlive(void):如果所有选中的单位均存活,则返回 true。
trUnitBuildUnit(<protoUnitName> <BVector position (x,y,z)>) : Selects units and makes them build a unit at the specified location.
trUnitBuildUnit(<protoUnitName> <BVector position (x,y,z)>):选中单位,并在指定位置构建 proto 单位。
trUnitChangeName(name) : set an override name for a specific unit.
trUnitChangeName(name):为指定单位设置覆盖名称。
trUnitChangeProtoUnit : changes the proto unit for a given set of units.
trUnitChangeProtoUnit:更改一组单位的 proto 单位类型。
trUnitCinematicRemoveControlAction() : Removes the current control action so the next thing can take effect immediately. (For IGC)
trUnitCinematicRemoveControlAction():移除当前控制动作,使下一动作能立即生效。(适用于 IGC)
trUnitConvert(playerID) : converts the selected units to the specified player.
trUnitConvert(playerID):将选中单位转换归属到指定玩家(playerID)。
trUnitCreate(<protoName> <scenarioName> <x> <y> <z> <heading> <playerID>) : creates a new unit.
trUnitCreate(<protoName> <scenarioName> <x> <y> <z> <heading> <playerID>):创建一个新单位,参数分别为 proto 名称、场景名称、位置 (x, y, z)、朝向以及所属玩家 ID。
trUnitDead(void) : Returns true if all selected units are dead.
trUnitDead(void):如果所有选中单位均已死亡,则返回 true。
trUnitDelete(remove) : removes or kills the selected unit(s).
trUnitDelete(remove):删除或杀死选中的单位,参数决定行为。
trUnitDestroy(void) : destroys the selected unit(s).
trUnitDestroy(void):销毁选中的单位。
trUnitDistanceToPoint(<x> <y> <z>) : Returns the shortest distance between the selected units and the point.
trUnitDistanceToPoint(<x> <y> <z>):返回选中单位与指定点之间的最短距离。
trUnitDistanceToUnit(<unitScenarioName>) : Returns the shortest distance between the selected units and the given unit.
trUnitDistanceToUnit(<unitScenarioName>):返回选中单位与指定单位(unitScenarioName)之间的最短距离。
trUnitDistanceToUnitID(<unitID>) : Returns the shortest distance between the selected units and the given unit.
trUnitDistanceToUnitID(<unitID>):返回选中单位与指定单位 ID 之间的最短距离。
trUnitDoWorkOnUnit(<unitScenarioName> <eventID>) : Tasks the selected unit(s) to perform work on the given unit.
trUnitDoWorkOnUnit(<unitScenarioName> <eventID>):指派选中单位对指定单位(unitScenarioName)执行工作任务,事件 ID 为 eventID。
trUnitEjectContained : ejects all contained units.
trUnitEjectContained:弹出所有被包含的单位。
trUnitFaceUnit(<unitScenarioName> <eventID>) : Moves the selected unit(s) to face the given unit.
trUnitFaceUnit(<unitScenarioName> <eventID>):使选中单位转向指定单位(unitScenarioName),并触发事件 eventID。
trUnitGarrison(<unitScenarioName> <eventID>) : Tasks the selected unit(s) to garrison into another unit.
trUnitGarrison(<unitScenarioName> <eventID>):指派选中单位进入指定单位(unitScenarioName)进行驻防,并触发事件 eventID。
trUnitGetContained : returns the number of units contained.
trUnitGetContained:返回被包含单位的数量。
trUnitGetHeading(<scenarioName>) : returns the unit's heading.
trUnitGetHeading(<scenarioName>):返回指定单位(scenarioName)的朝向角度。
trUnitGetIsContained(protounit) : returns true if this unit is contained by the specified protounit.
trUnitGetIsContained(protounit):如果该单位被指定的 proto 单位包含,则返回 true。
trUnitHasLOS(playerID) : returns true if the player can see the selected unit, otherwise returns false.
trUnitHasLOS(playerID):如果指定玩家能够看到选中单位,则返回 true;否则返回 false。
trUnitHighlight(seconds) : does something to highlight the units selected.
trUnitHighlight(seconds):以指定秒数突出显示选中单位。
trUnitIsOwnedBy(playerID) : determines if the selected units are owned by the specified player.
trUnitIsOwnedBy(playerID):判断选中单位是否归属于指定玩家。
trUnitIsSelected : returns if the specified unit is selected.
trUnitIsSelected:返回指定单位是否被选中。
trUnitMakeInvulnerable( <enable> ) : Makes a unit invulnerable to damage. Turn it off to return the unit to normal.
trUnitMakeInvulnerable( <enable> ):使单位免受伤害。关闭该功能可使单位恢复正常状态。
trUnitMoveFromArea( <x> <y> <z> <eventID> <bAttackMove> <player> <unitType> <radius> ) : Moves all matching units near the selected unit(s) to the given position.
trUnitMoveFromArea( <x> <y> <z> <eventID> <bAttackMove> <player> <unitType> <radius> ):将所有符合条件且靠近选定单位的单位移动到指定位置。
trUnitMoveToPoint( <x> <y> <z> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier> ) : Moves the selected unit(s) to the given position.
trUnitMoveToPoint( <x> <y> <z> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier> ):将选定单位移动到指定位置。
trUnitMoveToUnit( <unitScenarioName> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier> ) : Moves the selected unit(s) to the spot occupied by the given unit.
trUnitMoveToUnit( <unitScenarioName> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier> ):将选定单位移动到由指定单位占据的位置。
trUnitPercentComplete : returns the percent complete as 0 to 100.
trUnitPercentComplete:返回完成百分比,范围为0至100。
trUnitPercentDamaged : returns the percent damaged as 0 to 100.
trUnitPercentDamaged:返回受损百分比,范围为0至100。
trUnitPlayerDefakify() : Sets the selected unit as not having a fake player.
trUnitPlayerDefakify():设置选定单位不使用虚假玩家。
trUnitPlayerFakify(fakePlayerIndex) : Sets the selected unit as having the fake player with the specified index (0-7).
trUnitPlayerFakify(fakePlayerIndex):将选定单位设置为使用指定索引(0-7)的虚假玩家。
trUnitSelect(<unitScenarioName>) : 'Selects' the unit in the trigger selection system.
trUnitSelect(<unitScenarioName>):在触发器选择系统中“选择”指定的单位。
trUnitSelectByID(<unitID>) : 'Selects' the unit in the trigger selection system.
trUnitSelectByID(<unitID>):在触发器选择系统中选中指定单位 ID。
trUnitSelectClear(void) : Clears the units in the trigger selection system.
trUnitSelectClear(void):清除触发器选择系统中所有选中的单位。
trUnitSetAnimation(<AnimName> <versionIndex> <loop> <eventID> <destroyOnNextControlAction>) : Sets the cinematic animation version for the selected unit(s).
trUnitSetAnimation(<AnimName> <versionIndex> <loop> <eventID> <destroyOnNextControlAction>):为选中单位设置电影级动画,参数依次为动画名称、版本索引、是否循环、事件 ID 以及是否在下次控制动作时销毁。
trUnitSetHeading(<degrees>) : sets the unit's heading.
trUnitSetHeading(<degrees>):将选中单位的朝向设置为指定角度 <degrees>(单位:度)。
trUnitSetHP(<hitpoints>) : set the hitpoints for all selected units.
trUnitSetHP(<hitpoints>):为所有选中单位设置生命值为 <hitpoints>。
trUnitSetStance : set the stance for the given set of units.
trUnitSetStance:设置选中单位的站姿(战斗、待命等)。
trUnitSuspendAction(actionName, <suspend>) : Makes an action on a unit suspended or not.
trUnitSuspendAction(actionName, <suspend>):使指定单位的动作 actionName 暂停或恢复,参数 suspend 为 true 或 false。
trUnitTeleport : moves units from current position to the specified position.
trUnitTeleport:将选中单位从当前位置瞬间移动到指定位置。
trUnitTypeIsSelected : returns if the specified unit type is selected.
trUnitTypeIsSelected:判断指定类型的单位是否被选中。
trUnitVisToPlayer(playerID) : returns true if the player can see the selected unit, and it is on screen.
trUnitVisToPlayer(playerID):如果指定玩家能看到选中单位且该单位在屏幕上,则返回 true。
trVPAnnualAwards(enable) : enables/disables the award of VP's each year.
trVPAnnualAwards(enable):启用或禁用每年颁发胜利点的功能,参数 enable 为 true/false。
trWaypointAddPoint(<vector>) : Adds the waypoint into the trigger selection system.
trWaypointAddPoint(<vector>):将当前摄像机位置(向量形式)添加为触发器选择系统中的路径点。
trWaypointAddUnit(<unitScenarioName>) : Adds the unit's position as a waypoint in the trigger selection system.
trWaypointAddUnit(<unitScenarioName>):将指定单位(unitScenarioName)的当前位置添加为触发器路径点。
trWaypointClear(void) : Clears the waypoints in the trigger selection system.
trWaypointClear(void):清除触发器选择系统中的所有路径点。
trWriteToLog(message) : Writes text to the Age3Log.
trWriteToLog(message):将指定消息写入 Age3Log 日志文件中。
trYouLose(text) : player loses, specifies message.
trYouLose(text):玩家失败,显示指定消息 text。
trYouWin(directToMenu) : player wins. If directToMenu is true, go directly to Campaign Menu.
trYouWin(directToMenu):玩家获胜;若 directToMenu 为 true,则直接进入战役菜单。
ability( int abilityId, int unitID, doWhenNotSelected ) : Explorer Abilities use.
ability( int abilityId, int unitID, doWhenNotSelected ): 用于执行探险家相关能力。
abortCinematic: abort the current cinematic.
abortCinematic: 终止当前的过场动画。
AIDebugGathererToggle: toggles whether the ai gatherer distribution window is up, refreshing if first showing.
AIDebugGathererToggle: 切换 AI 采集者分配窗口的显示状态,如果是第一次则刷新显示。
AIDebugInfoRefresh: shows the ai debug menu with new data.
AIDebugInfoRefresh: 显示新的 AI 调试菜单信息。
AIDebugInfoToggle: toggles whether the ai debug menu is up, refreshing if first showing.
AIDebugInfoToggle: 切换 AI 调试菜单的显示状态,如果是第一次则刷新。
AIDebugOutputToggle: toggles whether the ai output window is up, refreshing if first showing.
AIDebugOutputToggle: 切换 AI 输出窗口的显示状态,如果是第一次则刷新。
AIDebugPastResourceNeedToggle: toggles whether the ai past resource needs window is up, refreshing if first showing.
AIDebugPastResourceNeedToggle: 切换 AI 过去资源需求窗口的显示状态,如果是第一次则刷新。
AIDebugPopToggle: toggles whether the ai pop distribution window is up, refreshing if first showing.
AIDebugPopToggle: 切换 AI 人口分配窗口的显示状态,如果是第一次则刷新。
AIDebugShowBasesToggle: toggles the display of bases
AIDebugShowBasesToggle: 切换基地显示状态。
AIDebugShowBattlesToggle: toggles the display of AI Battles.
AIDebugShowBattlesToggle: 切换 AI 战斗信息的显示状态。
AIDebugShowChatHistoryToggle: toggles the display of chat history.
AIDebugShowChatHistoryToggle: 切换聊天历史的显示状态。
AIDebugShowOpportunitiesToggle: toggles the display of opps.
AIDebugShowOpportunitiesToggle: 切换机会(opportunities)的显示状态。
AIDebugShowPlansToggle: toggles the display of plans.
AIDebugShowPlansToggle: 切换计划(plans)的显示状态。
AIDebugTimedStatsToggle: toggles whether the kb timed stats window is up, refreshing if first showing.
AIDebugTimedStatsToggle: 切换 kb 计时统计窗口的显示状态,如果是第一次则刷新。
AIDebugToggleBPText: toggles the showing of Building placement value text.
AIDebugToggleBPText: 切换建筑放置数值文本的显示状态。
alignResources(): realigns all resources in the world to tile boundaries
alignResources(): 将世界上的所有资源对齐到地形网格边界。
alignSelectedUnits(): realigns all selected units to tile boundaries
alignSelectedUnits(): 将所有已选单位对齐到地形网格边界。
ambientColor([integerR] [integerG] [integerB]) : Set ambient color to given RGB (0-255)
ambientColor([integerR] [integerG] [integerB]): 将环境光颜色设置为指定的 RGB(范围 0-255)。
ambientColor2([integerR] [integerG] [integerB]) : Set ambient color 2 to given RGB (0-255)
ambientColor2([integerR] [integerG] [integerB]): 将环境光 2 的颜色设置为指定的 RGB(范围 0-255)。
ambientGetColor : Get ambient color
ambientGetColor: 获取当前环境光的颜色值。
applyLightingSet([name]) : Applies a Lighting set
applyLightingSet([name]): 应用名为 [name] 的光照配置。
areaIncrementAreaToRender( int playerID ) : increments the area to render.
areaIncrementAreaToRender( int playerID ): 增加该玩家渲染的区域范围。
blackmap([integerState]) : toggles or sets unexplored black map rendering.
blackmap([integerState]): 切换或设置未探索区域的黑色地图渲染。
breakTreaty() : break your treaties
breakTreaty(): 破坏现有条约。
brushCircularSize([<floatValue>]) : sets the circular brush size
brushCircularSize([<floatValue>]): 设置圆形笔刷的大小。
brushSize([integerSize]) : sets brush size.
brushSize([integerSize]): 设置笔刷大小。
cameraBackward([integerKeyState]) : intended for ui use only. Indicates that camera backward key has gone up or down.
cameraBackward([integerKeyState]): 仅供 UI 使用,表示相机向后移动键被按下或松开。
cameraDown([integerKeyState]) : intended for ui use only. Indicates that camera down key has gone up or down.
cameraDown([integerKeyState]): 仅供 UI 使用,表示相机向下移动键被按下或松开。
cameraDump() : debug command to spew info about the current state of the game camera
cameraDump(): 调试命令,用于输出当前游戏相机的状态信息。
cameraForward([integerKeyState]) : intended for ui use only. Indicates that camera forward key has gone up or down.
cameraForward([integerKeyState]): 仅供 UI 使用,表示相机向前移动键被按下或松开。
cameraLeft([integerKeyState]) : intended for ui use only. Indicates that camera left key has gone up or down.
cameraLeft([integerKeyState]): 仅供 UI 使用,表示相机向左移动键被按下或松开。
cameraLocalYawLeft([integerKeyState]) : intended for ui use only. Indicates that camera 'Local Yaw left' key has gone up or down.
cameraLocalYawLeft([integerKeyState]): 仅供 UI 使用,表示本地相机左偏转键被按下或松开。
cameraLocalYawRight([integerKeyState]) : intended for ui use only. Indicates that camera 'Local Yaw right' key has gone up or down.
cameraLocalYawRight([integerKeyState]): 仅供 UI 使用,表示本地相机右偏转键被按下或松开。
cameraNice : puts the camera in a reasonable orientation.
cameraNice: 将相机置于合理的默认方向。
cameraPitchBackward([integerKeyState]) : intended for ui use only. Indicates that camera pitch backward key has gone up or down.
cameraPitchBackward([integerKeyState]): 仅供 UI 使用,表示相机俯仰后移键被按下或松开。
cameraPitchForward([integerKeyState]) : intended for ui use only. Indicates that camera pitch forward key has gone up or down.
cameraPitchForward([integerKeyState]): 仅供 UI 使用,表示相机俯仰前移键被按下或松开。
cameraRight([integerKeyState]) : intended for ui use only. Indicates that camera right key has gone up or down.
cameraRight([integerKeyState]): 仅供 UI 使用,表示相机向右移动键被按下或松开。
cameraRollLeft([integerKeyState]) : intended for ui use only. Indicates that camera roll left key has gone up or down.
cameraRollLeft([integerKeyState]): 仅供 UI 使用,表示相机左滚转键被按下或松开。
cameraRollRight([integerKeyState]) : intended for ui use only. Indicates that camera roll right key has gone up or down.
cameraRollRight([integerKeyState]): 仅供 UI 使用,表示相机右滚转键被按下或松开。
cameraRotate(<integerState>) : sets whether camera limiting is on.
cameraRotate(<integerState>): 设置相机旋转限制是否启用。
cameraUp([integerKeyState]) : intended for ui use only. Indicates that camera up key has gone up or down.
cameraUp([integerKeyState]): 仅供 UI 使用,表示相机向上移动键被按下或松开。
cameraWorldBackward([integerKeyState]) : intended for ui use only. Indicates that camera world backward key has gone up or down.
cameraWorldBackward([integerKeyState]): 仅供 UI 使用,表示相机世界后退键被按下或松开。
cameraWorldBackwardLeft([integerKeyState]) : intended for ui use only. Indicates that camera world backward & left key has gone up or down.
cameraWorldBackwardLeft([integerKeyState]): 仅供 UI 使用,表示相机世界后退并左移键被按下或松开。
cameraWorldBackwardRight([integerKeyState]) : intended for ui use only. Indicates that camera world backward & right key has gone up or down.
cameraWorldBackwardRight([integerKeyState]): 仅供 UI 使用,表示相机世界后退并右移键被按下或松开。
cameraWorldForward([integerKeyState]) : intended for ui use only. Indicates that camera world forward key has gone up or down.
cameraWorldForward([integerKeyState]): 仅供 UI 使用,表示相机世界前进键被按下或松开。
cameraWorldForwardLeft([integerKeyState]) : intended for ui use only. Indicates that camera world forward & left key has gone up or down.
cameraWorldForwardLeft([integerKeyState]): 仅供 UI 使用,表示相机世界前进并左移键被按下或松开。
cameraWorldForwardRight([integerKeyState]) : intended for ui use only. Indicates that camera world forward & right key has gone up or down.
cameraWorldForwardRight([integerKeyState]): 仅供 UI 使用,表示相机世界前进并右移键被按下或松开。
cameraYawLeft([integerKeyState]) : intended for ui use only. Indicates that camera yaw left key has gone up or down.
cameraYawLeft([integerKeyState]): 仅供 UI 使用,表示相机向左偏航键被按下或松开。
cameraYawRight([integerKeyState]) : intended for ui use only. Indicates that camera yaw right key has gone up or down.
cameraYawRight([integerKeyState]): 仅供 UI 使用,表示相机向右偏航键被按下或松开。
campaignAdvance : add help string.
campaignAdvance: 继续战役进程的命令(示例说明)。
campaignPlayCurrent : add help string.
campaignPlayCurrent: 播放当前战役内容的命令(示例说明)。
campaignQuit : add help string.
campaignQuit: 退出当前战役的命令(示例说明)。
campaignResetCurScenario : add help string.
campaignResetCurScenario: 重置当前战役场景的命令(示例说明)。
campaignResume : add help string.
campaignResume: 继续当前战役进度的命令(示例说明)。
campaignStart : add help string.
campaignStart: 开始新战役的命令(示例说明)。
cancelAutoPatcher() : Cancel the auto patcher.
cancelAutoPatcher(): 取消自动更新补丁进程。
cancelRepairUnit(int unitID) : Cancels the auto repair on the specified unit.
cancelRepairUnit(int unitID): 取消对指定单位的自动修理。
void cancelResearchInSelected(<TechID>) : cancel researching of a tech in any valid selected unit
void cancelResearchInSelected(<TechID>): 在任何已选中且可研究的单位中,取消对应科技研究。
void cancelTrainInSelected(<ProtoUnitID>,<All>) : cancel training of a unit type in any valid selected unit
void cancelTrainInSelected(<ProtoUnitID>,<All>): 在任何已选中且可训练的单位中,取消对应单位类型的训练。
cancelTrainReinforcement( int armyID ) : Cancel training of a reinforcement.
cancelTrainReinforcement( int armyID ): 取消某支援部队的训练。
categoryFlash(<ID> <flash>) : turns gadget flashing on/off.
categoryFlash(<ID> <flash>): 切换某分类相关的闪烁(on/off)。
changeCliffType(string cliffName) : change the cliff type for all cliffs on the map
changeCliffType(string cliffName): 更改地图上所有悬崖的类型为指定名称。
chat([stringText] integerPlayer) : adds a line of chat text from the given player (current if not provided).
chat([stringText] integerPlayer): 以某玩家身份(若未指定则为当前玩家)添加一条聊天消息。
void click() : plays the default UI click sound.
void click(): 播放默认的界面点击音效。
commandResearch( int commandID, int unitID) : Researches the given command from the given unit.
commandResearch( int commandID, int unitID ): 在指定单位上执行给定研究命令。
config(<stringToken>) : changes config state just like a .cfg line
config(<stringToken>): 类似在 .cfg 文件中修改配置状态。
configDef(<stringName>) : defines a config variable
configDef(<stringName>): 定义一个新的配置变量。
configDump : sends to output a list of all current config vars
configDump: 输出所有当前配置变量的列表。
configGetByID(<intValue>) : look up config by enum ID
configGetByID(<intValue>): 通过枚举 ID 查找对应的配置条目。
configHelp([symbolFilter]) : show all formally defined config variables that contain the filter string, or use no parameters for a full list.
configHelp([symbolFilter]): 显示所有包含该过滤字符串的已定义配置变量;若无参数则显示全部。
configHelpPrefix([symbolFilter]) : show all formally defined config variables that start with the filter string, or use no parameters for a full list.
configHelpPrefix([symbolFilter]): 显示所有前缀符合该过滤字符串的已定义配置变量;若无参数则显示全部。
configSet(<stringName> <stringValue>) : sets a particular config var to a string value
configSet(<stringName> <stringValue>): 将某配置变量设置为指定字符串值。
configSetFloat(<stringName> <floatValue>) : sets a config var to a floating point value
configSetFloat(<stringName> <floatValue>): 将某配置变量设置为浮点数值。
configSetInt(<stringName> <integerValue>) : sets a config var to an integer value
configSetInt(<stringName> <integerValue>): 将某配置变量设置为整数值。
configToggle(<stringName>) : defined var becomes undefined, and vice versa
configToggle(<stringName>): 已定义变量若被切换则变为未定义,反之亦然。
configUndef(stringName) : un-defines a config variable
configUndef(stringName): 取消对某配置变量的定义。
confirmAutoPatcher() : Used to tell autpatcher user pressed OK on exit or error dialog.
confirmAutoPatcher(): 用于通知自动更新补丁器,用户在退出或错误对话框中按下了确定。
console : toggles the state of the console dialog
console: 打开或关闭控制台窗口的显示状态。
convertCoveredWagon() : Convert a covered wagon into a Town Center
convertCoveredWagon(): 将马车转换为城镇中心。
decrementUSP2SelectedUnitStack:
decrementUSP2SelectedUnitStack: 减少 USP2 选中单位堆栈的命令(示例说明)。
display([integerState]) : with no arg, toggles display on/off. otherwise, sets display
display([integerState]): 无参数时切换显示开关,有参数时设置显示状态。
displayType([integerState]) : with no arg, cycles through the various status display modes. otherwise sets display type
displayType([integerState]): 无参数时循环切换不同状态显示模式,有参数时设置显示类型。
doAbilityInSelected( protoPowerName) : use ability in current unit selection.
doAbilityInSelected(protoPowerName): 对当前已选单位使用该能力(protoPowerName)。
doAbilityInType( protoPowerName) : use ability in proto unit type if the player has one
doAbilityInType(protoPowerName): 若玩家拥有该原型单位类型,则使用该能力。
doCommandInSelected( commandName) : use command in current unit selection.
doCommandInSelected(commandName): 在当前选中单位上执行该命令。
doMPSetup(bool useESO) : Enter BMultiplayer setup.
doMPSetup(bool useESO): 进入多人游戏设置,可指定是否使用 ESO。
doSPSetup() : Enter Single player setup.
doSPSetup(): 进入单人游戏设置。
doTriggerImport : load some triggers.
doTriggerImport: 加载(导入)一些触发器配置。
drawWorldTooltipClipRect() : Toggles whether or not to draw the world tooltip restricted screen rectangle.
drawWorldTooltipClipRect(): 切换是否绘制世界提示的屏幕裁剪区域。
dropToMainMenu : drop back to the main menu
dropToMainMenu: 回到主菜单界面。
echo(<stringMessage>) : sends a message to the console output
echo(<stringMessage>): 将一条消息发送到控制台输出。
echoLocalized(<stringID>) : sets the game status text from a string in the string resource.
echoLocalized(<stringID>): 使用字符串资源中的文本来设置游戏状态文字。
echoNum(<stringMessage>) : sends a number to the console output
echoNum(<stringMessage>): 将一个数值输出到控制台。
editMode(<symbolModeName>) : changes the edit mode
editMode(<symbolModeName>): 切换编辑模式。
editorSetAllTradeRoutesToDef(string newDefName) : Editor use - sets all trade route definitons to the spedified definition.
editorSetAllTradeRoutesToDef(string newDefName): 编辑器使用——将所有贸易路线定义重置为指定名称。
editorSetTechStatus(string techToActivate, bool active) : Editor only function that activates/deactivates a given tech
editorSetTechStatus(string techToActivate, bool active): 仅编辑器可用,激活或禁用指定科技。
editorUpdateUnitVisuals : Editor only functions. goes thru all the units and updates thier visuals.
editorUpdateUnitVisuals: 仅编辑器可用,遍历所有单位并更新其视觉效果。
enterAttackMoveMode:
enterAttackMoveMode: 进入攻击移动模式的命令(示例说明)。
enterCampaignMode(<name>):
enterCampaignMode(<name>): 进入指定名称的战役模式。
enterGCGameMode(<name>):
enterGCGameMode(<name>): 进入指定名称的大型战局模式(示例说明)。
enterRecordGameMode(<name>):
enterRecordGameMode(<name>): 进入指定名称的录制回放模式(示例说明)。
exit : exits the game
exit: 退出游戏。
exitMPSetupSubScreen : Leave the current MP screen and return to the MP setup menu.
exitMPSetupSubScreen: 离开当前多人游戏子界面,返回多人游戏设置菜单。
fadeToColor(<r> <g> <b> <duration> <delay> <inout>) : fade in/out using color specified.
fadeToColor(<r> <g> <b> <duration> <delay> <inout>): 使用指定颜色进行淡入/淡出效果,含时长与延迟参数。
fakeSunParams([intensity] [specIntensity] [specPower] [inclination] [rotation]) : Set fake sun params for water
fakeSunParams([intensity] [specIntensity] [specPower] [inclination] [rotation]): 设置水面用的假太阳光参数。
fog([integerState]) : toggles or sets LOS fog.
fog([integerState]): 切换或设置视野迷雾(LOS fog)。
fourOfAKind() : starts the four of a kind victory if valid.
fourOfAKind(): 若可行,则启动“四张同类”胜利条件(示例说明)。
gadgetFlash(<stringName> <flash>) : turns gadget flashing on/off.
gadgetFlash(<stringName> <flash>): 对名为 <stringName> 的界面部件执行闪烁切换。
gadgetReal(<stringName>) : makes real the named gadget.
gadgetReal(<stringName>): 使名为 <stringName> 的部件变为实态(显示/启用)。
gadgetRealIfNotMP(<stringName>) : makes real the named gadget.
gadgetRealIfNotMP(<stringName>): 若非多人游戏环境,则使指定界面部件可用。
gadgetRefresh(<stringName>) : refresh the contents of the named gadget.
gadgetRefresh(<stringName>): 刷新名为 <stringName> 的部件内容。
gadgetScrollDown : scrolls the gadget up one unit
gadgetScrollDown: 将部件内容向下滚动(UI 操作)。
gadgetScrollLeft : scrolls the gadget to the left one unit
gadgetScrollLeft: 将部件内容向左滚动。
gadgetScrollRight : scrolls the gadget to the Right one unit
gadgetScrollRight: 将部件内容向右滚动。
gadgetScrollUp : scrolls the gadget up one unit
gadgetScrollUp: 将部件内容向上滚动。
gadgetToggle(<stringName>) : toggles the reality of the named gadget.
gadgetToggle(<stringName>): 切换名为 <stringName> 的部件是否显示/可用。
gadgetToggleIfNotMP(<stringName>) : toggles the reality of the named gadget.
gadgetToggleIfNotMP(<stringName>): 若非多人游戏环境,则切换指定部件的显示/可用状态。
gadgetUnreal(<stringName>) : makes un-real the named gadget.
gadgetUnreal(<stringName>): 使名为 <stringName> 的部件变为虚态(隐藏/禁用)。
gadgetWheelScroll : ui use. Scrolling function for hooking wheel to gadget scrolling
gadgetWheelScroll: UI 操作,鼠标滚轮滚动以对部件执行滚动操作。
hackscreenshot : take a screen shot
hackscreenshot: 截取游戏画面。
handlePostGame : does what needs to be done.
handlePostGame: 处理游戏结束后的相关操作。
help( string commandSubstring ): - Lists all of the commands that contain the given substring
help( string commandSubstring ): 列出所有包含该子字符串的命令。
helpPrefix( string commandPrefix ): - Lists all of the commands that start with the given prefix
helpPrefix( string commandPrefix ): 列出所有以该前缀开头的命令。
helpText( string helptextSubstring ): - Lists all of the commands that contain the given substring in their help text.
helpText( string helptextSubstring ): 列出所有在帮助文本中含有该子字符串的命令。
hideGameMenu : hide the in-game menu.
hideGameMenu: 隐藏游戏内菜单。
void homeCityMakeActiveByID(<playerID> <techName>) : Activates the given home city tech.
void homeCityMakeActiveByID(<playerID> <techName>): 激活指定主城科技(通过 playerID、techName)。
void homeCityResearch(<playerID> <techName>) : Researches the given home city tech.
void homeCityResearch(<playerID> <techName>): 研究指定的主城科技。
void homeCityResearchByID(<playerID> <techName>) : Researches the given home city tech.
void homeCityResearchByID(<playerID> <techName>): 研究指定的主城科技(通过名称 ID)。
void homeCityResearchByIDOutsideGame(<playerID> <techName>) : Researches the given home city tech when a game is not active.
void homeCityResearchByIDOutsideGame(<playerID> <techName>): 在非游戏状态下研究指定主城科技。
void homeCityResearchByIDPregame(<TechID>) : Researches the given home city tech when you are *really* completely out side of the game.
void homeCityResearchByIDPregame(<TechID>): 在彻底退出游戏状态下研究指定主城科技。
homeCityShipEject( int playerID, int buildingID, int puid, int index ) : Cancels the given unit out of the ship.
homeCityShipEject( int playerID, int buildingID, int puid, int index ): 将指定单位从船舶队列中移除(取消)。
homeCityTrain( int playerID, int buildingID, int puid ) : Trains the given PUID from the given home city building.
homeCityTrain( int playerID, int buildingID, int puid ): 在指定主城建筑中训练指定 PUID 的单位。
homeCityTrain2( int playerID, int cardIndex ) : Sends the given HC card in the home city.
homeCityTrain2( int playerID, int cardIndex ): 在主城发送指定卡片(cardIndex)。
homeCityTransport( int playerID ) : Transports units from the home city.
homeCityTransport( int playerID ): 从主城运输单位到场景中。
IMEEnable(<true/false>) : enables or disables IME
IMEEnable(<true/false>): 启用或禁用输入法编辑器(IME)。
incrementUSP2SelectedUnitStack:
incrementUSP2SelectedUnitStack: 增加 USP2 选中单位堆栈的命令(示例说明)。
kothVictory : starts the King of the Hill victory if valid.
kothVictory:如果条件满足,则开始“王者之巅”胜利。
leaveGame : destroys the world and returns to main menu.
leaveGame:销毁当前世界并返回主菜单。
loadCamera(<stringFilename>) : load camera from file.
loadCamera(<stringFilename>):从文件中加载摄像机。
loadCampaignScenario(<stringFilename>) : loads in a campaign scenario file.
loadCampaignScenario(<stringFilename>):加载战役场景文件。
loadGame(<stringFilename>) : loads in a saved game.
loadGame(<stringFilename>):加载存档。
loadGrouping( string groupingName ) : Loads a grouping. No parameter pops up dialog.
loadGrouping( string groupingName ):加载一个分组;若未指定参数,则会弹出对话框。
loadGroupingUnicode : For UI use only.
loadGroupingUnicode:仅用于用户界面。
loadGroupingUnicodeLUA : For UI use only.
loadGroupingUnicodeLUA:仅用于用户界面。
loadLightingSet([name] [apply]) : loads the specified lighting set.
loadLightingSet([name] [apply]):加载指定的光照设置。
loadRecentFile(<stringFilename>) : loads the file named, interpreting whether it is a scenario, savegame, etc. dynamically.
loadRecentFile(<stringFilename>):动态加载指定文件,并自动判断其为场景、存档等类型。
loadScenario(<stringFilename>) : loads in a scenario file.
loadScenario(<stringFilename>):加载场景文件。
loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>, <isAge3Scenario>) : loads in a tutorial scenario file.
loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>, <isAge3Scenario>):加载教程场景文件。
loadUserDefinedGrouping(string groupingName) : Loads a grouping from the user writable grouping directory.
loadUserDefinedGrouping(string groupingName):从用户可写分组目录中加载分组。
lookAt(float x, float z) : looks at given x,z location on terrain.
lookAt(float x, float z):将视角对准地形上指定的 x, z 位置。
lookAtArmy(int playerID, string armyName) : looks at given kb army.
lookAtArmy(int playerID, string armyName):查看指定玩家的军队。
lookAtHomeCityBuilding( int building ) : View the specific home city building.
lookAtHomeCityBuilding( int building ):查看指定的主城建筑。
map(<eventString> <contextString> <commandString>) : maps input event to command, in that context. See input mapper design.doc for more details.
map(<eventString> <contextString> <commandString>):在指定上下文中将输入事件映射为命令。详见 input mapper design.doc。
mercTrain( int playerID, int buildingID, int puid ) : Trains the given merc from the given home city building.
mercTrain( int playerID, int buildingID, int puid ):在指定的主城建筑中训练指定的雇佣兵单位。
minimapRotateMode(integerMode) : changes the minimap rotation mode. No arg means toggle.
minimapRotateMode(integerMode):更改小地图旋转模式;若无参数,则切换模式。
minimapZoom([floatZoom]) : sets the zoom factor of the minimap.
minimapZoom([floatZoom]):设置小地图的缩放系数。
minimapZoomDelta([floatZoomDelta]) : changes the zoom factor of the minimap up or down by that amount (remaining centered on the current view).
minimapZoomDelta([floatZoomDelta]):将小地图的缩放系数增加或减少指定的数值(保持当前视图中心不变)。
modeEnter(<stringMode>) : enters the named mode.
modeEnter(<stringMode>):进入指定模式。
modelDestroyAll : destroys all models.
modelDestroyAll:销毁所有模型。
modelLoad(model XML file name) : loads the specified model.
modelLoad(model XML file name):加载指定的模型(XML 文件)。
modelSetAnim(anim Index) : sets the current animation index for the model.
modelSetAnim(anim Index):设置模型的动画索引。
modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>) : toggles between the two modes only if we're not in a BMultiplayer game.
modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>):在非多人游戏时,在两种模式之间切换。
mpCustomScreenSetSavegame(<name>) : UI used only.
mpCustomScreenSetSavegame(<name>):仅用于用户界面的自定义存档设置。
musicPlaySong (songname, fadetime) : play a sound as if it were a music track.
musicPlaySong (songname, fadetime):播放指定歌曲,模拟音乐轨道效果。
musicSetVolume (0.0f-1.0f) : set the current music volume.
musicSetVolume (0.0f-1.0f):设置当前音乐音量。
musicStop() : stop playing music.
musicStop():停止播放音乐。
musicToggleBattleMode : toggles between battle mode and normal mode.
musicToggleBattleMode:在战斗模式与常规模式之间切换音乐。
obscuredUnitToggle : Toggles between different ways obscured units are shown.
obscuredUnitToggle:切换不同的单位遮挡显示方式。
outputBlankLine : Dumps a blank line to the output.
outputBlankLine:向输出中写入一空行。
pause([integerState][checkForAllowPause]) : with no arg, toggles pause state on/off. otherwise, sets pause state.
pause([integerState][checkForAllowPause]):若无参数,则切换暂停状态;否则,设置暂停状态。
pause2([integerState]) : with no arg, toggles pause state on/off. otherwise, sets pause state.
pause2([integerState]):若无参数,则切换暂停状态;否则,设置暂停状态。
player([integerPlayer]) : with no arg, outputs current player. otherwise, sets current player to given argument.
player([integerPlayer]):若无参数,则输出当前玩家;否则,将当前玩家设置为指定值。
playerResign : resigns the currently controlled player.
playerResign:当前玩家宣布认输。
playMovie() : Plays movies from a playlist in the AVI directory.
playMovie():从 AVI 目录中播放播放列表中的电影。
postGamePlayAgain : does what needs to be done.
postGamePlayAgain:执行赛后“再玩一次”操作。
ransomExplorer() : ransoms your explorer.
ransomExplorer():赎回你的探险者单位。
redo : Re-does the last undone operation.
redo:重做上一次撤销的操作。
relicCapture : starts the Relic Capture victory if valid.
relicCapture:如果条件满足,则开始“圣物争夺”胜利。
renderAnisotropic([integerState]) : sets desired anisotropy.
renderAnisotropic([integerState]):设置所需的各向异性过滤状态。
renderAreaDangerLevels(int playerID, int state) : draws areas and color-codes them by danger level.
renderAreaDangerLevels(int playerID, int state):绘制区域并根据危险级别为其着色。
renderAreaGroupID([playerID], <areaGroupID> [integerState]) : sets the render state of the given area (no integerState toggles).
renderAreaGroupID([playerID], <areaGroupID> [integerState]):设置指定区域组的渲染状态(无整数参数则切换状态)。
renderAreaID([playerID], <areaID> [integerState]) : sets the render state of the given area (no integerState toggles).
renderAreaID([playerID], <areaID> [integerState]):设置指定区域的渲染状态(无整数参数则切换状态)。
renderAreas([playerID], [integerState]) : sets the render state for all areas (no arg toggles).
renderAreas([playerID], [integerState]):设置所有区域的渲染状态(无参数则切换状态)。
renderBaseID([playerID], <areaID> [integerState]) : sets the render state of the given base (no integerState toggles).
renderBaseID([playerID], <areaID> [integerState]):设置指定基地的渲染状态(无整数参数则切换状态)。
renderForceReset : forces the renderer to reset.
renderForceReset:强制渲染器重置。
renderFriendOrFoe([integerState]) : with no arg, toggles friend or foe colors. otherwise, sets it.
renderFriendOrFoe([integerState]):若无参数,则切换友军与敌军颜色;否则,设置为指定状态。
renderRefresh([integerState]) : with no arg, changes refresh rate to 75hz in fullscreen. otherwise, sets fullscreen refresh to value.
renderRefresh([integerState]):若无参数,则在全屏模式下将刷新率切换至 75hz;否则,设置全屏刷新率为指定值。
renderTrilinear([integerState]) : sets trilinear filtering on/off.
renderTrilinear([integerState]):设置三线性过滤的开启或关闭。
renderWindow([integerState]) : with no arg, toggles window/fullscreen. otherwise, sets mode to window(1)/fullscreen(0).
renderWindow([integerState]):若无参数,则切换窗口/全屏模式;否则,将模式设置为窗口(1)或全屏(0)。
repairUnit(int unitID) : Starts the auto repair on the specified unit.
repairUnit(int unitID) :开始对指定单位执行自动修理。
res(<integerXRes>, <integerYRes>) : changes screen resolution.
res(<integerXRes>, <integerYRes>):更改屏幕分辨率。
resbpp(<integerXRes>, <integerYRes>, <integerBPP>) : changes screen resolution and bit depth.
resbpp(<integerXRes>, <integerYRes>, <integerBPP>):更改屏幕分辨率和位深。
void researchByID( <techID> <ResearchingUnitID> [Player#] ) : Start the research of TechID from ResearchingUnitID for the current player (if no player is specified).
void researchByID( <techID> <ResearchingUnitID> [Player#] ):由指定研究单位为当前玩家(若未指定玩家)开始研究指定的技术 ID。
researchTechInSelected( techName) : research a tech in current unit selection.
researchTechInSelected( techName) :在当前所选单位中研究指定的技术。
resetAmbientColor() : reset the ambient color to full.
resetAmbientColor():将环境光颜色重置为默认全亮状态。
resetDefaultPlayerColors : reloads the player colors from the XML file.
resetDefaultPlayerColors:从 XML 文件重新加载玩家颜色。
resetSunColor() : reset the sun color to full.
resetSunColor():将太阳颜色重置为默认状态。
resourceMarket(<intPlayerID> <stringResourceTo> <floatAmount> <stringResourceFrom>) : Sends out a market use command for the given player, resource and amount. Negative means selling.
resourceMarket(<intPlayerID> <stringResourceTo> <floatAmount> <stringResourceFrom>):为指定玩家发送市场使用指令,指定资源和数量;负数表示出售。
resourceTrade(<intPlayerID> <stringResourceTo> <floatAmountTo> <stringResourceFrom> <resourceAmountFrom>) : Sends out a trade resource command for the given player, resource and amount.
resourceTrade(<intPlayerID> <stringResourceTo> <floatAmountTo> <stringResourceFrom> <resourceAmountFrom>):为指定玩家发送贸易资源指令,指定资源及数量。
restart() : re-launch current scenario.
restart():重新启动当前场景。
restartCurrentGame : restarts current game.
restartCurrentGame:重新开始当前游戏。
saveCamera(<stringFilename>) : save camera to file.
saveCamera(<stringFilename>):将摄像机设置保存到文件中。
saveCurrentHomeCityCamera() : save camera to file.
saveCurrentHomeCityCamera():保存当前主城摄像机设置到文件中。
saveCurrentHomeCityWidescreenCamera() : save widescreen camera to file.
saveCurrentHomeCityWidescreenCamera():保存当前主城宽屏摄像机设置到文件中。
saveGame(<stringFilename>) : saves out a game in progress.
saveGame(<stringFilename>):保存当前进行中的游戏到文件中。
saveLightingSet([name]) : Saves the current status of lighting values as a set
saveLightingSet([name]):将当前照明状态保存为一个集合(可选参数)。
saveScenario(<stringFilename>) : saves out a scenario file.
saveScenario(<stringFilename>):将当前场景保存为文件。
scoreUpdate : causes score to update even if it isn't supposed to yet, time wise
scoreUpdate:强制更新分数,即使时间条件尚未满足。
screenshot: take a screen shot
screenshot:截取当前屏幕。
sendAttackSentence(int sendingPlayer, int receivingPlayer, int targetPlayer, int targetUnit, float xPos, float zPos): send attack sentence from one player to another; specify targetPlayer, or targetUnit, or xPos and zPos.
sendAttackSentence(int sendingPlayer, int receivingPlayer, int targetPlayer, int targetUnit, float xPos, float zPos):从一个玩家向另一个玩家发送攻击指令;可指定目标玩家、目标单位,或目标位置(xPos, zPos)。
sendDefendSentence(int sendingPlayer, int receivingPlayer, float xPos, float zPos): send defend sentence from one player to another; specify target xPos and zPos.
sendDefendSentence(int sendingPlayer, int receivingPlayer, float xPos, float zPos):从一个玩家向另一个玩家发送防守指令;指定目标位置(xPos, zPos)。
sendPromptType(int sendingPlayer, int promptType): send AIChat to current player from sendingPlayer; specify desired AIChatPromptType.
sendPromptType(int sendingPlayer, int promptType):由发送者向当前玩家发送 AI 聊天消息;指定所需的 AI 聊天提示类型。
sendTributeSentence(int sendingPlayer, int receivingPlayer, int resourceID): send tribute sentence from one player to another; specify desired resource.
sendTributeSentence(int sendingPlayer, int receivingPlayer, int resourceID):从一个玩家向另一个玩家发送贡品指令;指定所需资源。
setBloomFeedbackParams([currentFrameContribution] [lastFrameContribution]):sets bloom feedback params
setBloomFeedbackParams([currentFrameContribution] [lastFrameContribution]):设置辉光反馈参数。
setBloomParams([bloomThreshold] [bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomPass] [bloomSigma]):sets tonemap params
setBloomParams([bloomThreshold] [bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomPass] [bloomSigma]):设置辉光参数(色调映射参数)。
setBloomStreakParams([streakCount] [Passes] [ElementOffset] [Exposure] [Intensity] [Falloff] [streakRed] [streakGreen] [streakBlue] [threshold]):sets bloom streak params
setBloomStreakParams([streakCount] [Passes] [ElementOffset] [Exposure] [Intensity] [Falloff] [streakRed] [streakGreen] [streakBlue] [threshold]):设置辉光拖尾参数。
setBumpScale([scale]) : sets scene bump scale
setBumpScale([scale]):设置场景凹凸比例。
setDropDefaultMips( int num ) : Set mip levels to skip for default category textures.
setDropDefaultMips( int num ):为默认类别纹理设置跳过的 mip 级别。
setDropTerrainMips( int num ) : Set mip levels to skip for terrain category textures.
setDropTerrainMips( int num ):为地形类别纹理设置跳过的 mip 级别。
setFogParams([planarfogColorR] [planarfogColorG] [planarfogColorB] [planarfogDensity] [planarfogHeight]) : set Planar Height Params
setFogParams([planarfogColorR] [planarfogColorG] [planarfogColorB] [planarfogDensity] [planarfogHeight]):设置平面雾参数(高度参数)。
setGameFadeIn(<r> <g> <b> <duration> <delay> <inout>): turn fade in on/off, set color duration.
setGameFadeIn(<r> <g> <b> <duration> <delay> <inout>):切换淡入效果并设置颜色与持续时间。
setGraphicDetail(<detailLevel>) : Sets the graphic detail. (0 = HIGH, 1 = MEDIUM, 2 = LOW)
setGraphicDetail(<detailLevel>):设置图形细节(0 = 高, 1 = 中, 2 = 低)。
setHDRMultisampleFactor([int]) : sets HDR multisample factor [1,8] - 1 is disabled
setHDRMultisampleFactor([int]):设置 HDR 多重采样因子(范围 1 到 8,1 表示禁用)。
setHemiLight([topColorR] [topColorG] [topColorB] [bottomColorR] [bottomColorG] [bottomColorB] [axisYaw] [axisPitch] [intensity] [unitIntensity] [terrainIntensity]) : sets a hemilight
setHemiLight([topColorR] [topColorG] [topColorB] [bottomColorR] [bottomColorG] [bottomColorB] [axisYaw] [axisPitch] [intensity] [unitIntensity] [terrainIntensity]):设置半球光。
setHomeCityGatherUnit(int unitID): Sets the home city gather point to the specified unit.
setHomeCityGatherUnit(int unitID):将主城集结点设置为指定单位(unitID)。
setLDRBloomParams([bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomSigma]):sets LDR Bloom params
setLDRBloomParams([bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomSigma]):设置 LDR 辉光参数。
setMinimapUnitFilter() : sets the minimap filter for units
setMinimapUnitFilter():设置小地图单位过滤器。
setSceneLightParams([sunIntensity] [power] [specIntensity] [metalness] [fogColorR] [fogColorG] [fogColorB] [fogDensity] [fogStart]) : sets scene light params
setSceneLightParams([sunIntensity] [power] [specIntensity] [metalness] [fogColorR] [fogColorG] [fogColorB] [fogDensity] [fogStart]):设置场景光照参数。
setShadowBiasMul([biasMultiplier]) : set the shadow buffer bias multipler (supaScreenshot only)
setShadowBiasMul([biasMultiplier]):设置阴影缓冲偏置倍数(仅用于 supaScreenshot)。
setShadowQuality([qualityLevel]) : set the quality level of shadows
setShadowQuality([qualityLevel]):设置阴影质量级别。
setShadowRotationOp([bool]) : controls shadow projection rotation optimization
setShadowRotationOp([bool]):控制阴影投影旋转优化。
setShadowSnapping([bool]) : controls shadow matrix snapping
setShadowSnapping([bool]):控制阴影矩阵捕捉。
setSquadMode: Sets the mode for a squad.
setSquadMode:设置小队模式。
setSunPosition([integerSunInclination] [integerSunRotation] [boolRelative]): sets the sun height above the horizon and position in the world, The bool tells if the changes are relative
setSunPosition([integerSunInclination] [integerSunRotation] [boolRelative]):设置太阳在世界中的位置及其相对于地平线的高度,bool 参数表示是否为相对变化。
setSuperSampleFactors([floatX], [floatY]) : sets HDR supersampling factors (1.0 to 2.0, both 1.0 is off)
setSuperSampleFactors([floatX], [floatY]):设置 HDR 超采样因子(范围 1.0 至 2.0,1.0 表示禁用)。
setSuperSampleFilterIndex([int]) : sets supersample filter kernel
setSuperSampleFilterIndex([int]):设置超采样滤波核索引。
setSuperSampleFilterScales([floatX], [floatY]) : sets supersample kernel scales(1.0 = normal, less = blurrier, higher = sharper)
setSuperSampleFilterScales([floatX], [floatY]):设置超采样核缩放比例(1.0 表示正常,值较小则更模糊,值较大则更锐利)。
setTerrainLightingParams([bumpScale] [specularPower] [specularIntensity] [terrainMetalness]):sets Terrain Lighting Params
setTerrainLightingParams([bumpScale] [specularPower] [specularIntensity] [terrainMetalness]):设置地形光照参数。
setToneMapParams([exposure] [dispGamma] [greyFStops] [kneeLow] [kneeHigh] [ditherNoiseInten]):sets tonemap params
setToneMapParams([exposure] [dispGamma] [greyFStops] [kneeLow] [kneeHigh] [ditherNoiseInten]):设置色调映射参数。
void setWorldDifficulty( int v ): Sets the world difficulty level.
void setWorldDifficulty( int v ):设置世界难度级别。
setWorldTooltipRectDims1024(minX, minY, maxX, maxY) : Sets the world tooltip restricted screen rectangle to the given dimensions relative to 1024x768 resolution.
setWorldTooltipRectDims1024(minX, minY, maxX, maxY):将世界工具提示限制屏幕矩形设置为相对于 1024x768 分辨率的指定尺寸。
shadowDarkness([integerDarkness] [pcfFilterScalar] [biasNV] [biasATI] [slope]) : Set shadow darkness (0-255) - (PCF Filter Sclar 0-16)
shadowDarkness([integerDarkness] [pcfFilterScalar] [biasNV] [biasATI] [slope]):设置阴影暗度(0-255),PCF 滤波器标量(0-16)。
showCampaignDialog(<name><msg>): UI used only
showCampaignDialog(<name><msg>):显示战役对话框(仅限 UI 使用)。
showGameFromPostGame : does what needs to be done.
showGameFromPostGame:从赛后界面返回游戏,执行必要操作。
showGameMenu: show the in-game menu.
showGameMenu:显示游戏内菜单。
showSPCNote(title, text) : Display's the SPC Note Dialog with the specified title and text.
showSPCNote(title, text):显示 SPC 注释对话框,使用指定的标题和文本。
spawnUnits(protoname, count, unitID) : Spawn Units from the UnitID building.
spawnUnits(protoname, count, unitID):从指定建筑(unitID)生成单位(protoname,数量 count)。
specialPower( int playerID, int powerEntryIndex, int powerID ) : Special power use.
specialPower( int playerID, int powerEntryIndex, int powerID ):使用特殊能力。
squadMode: Sets the mode for a squad.
squadMode:设置小队模式。
squadWheel( float angle, int squadID ) : Wheels the squad.
squadWheel( float angle, int squadID ):使小队旋转(参数:角度、squadID)。
startAutoPatcher(bool manualMode) : Start the auto patcher.
startAutoPatcher(bool manualMode):启动自动补丁程序。
startCampaign( string campaignName ) : starts the given campaign.
startCampaign( string campaignName ):启动指定战役。
startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut) : Start fullscreen playback of a movie.
startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut):全屏播放电影。
startRandomGame : begins a new random game.
startRandomGame:开始一个新的随机游戏。
startRandomGame2(<filename> <#players> <random seed> <scenarioFilename> <debug> <teamCount> <mapsize> <resources> <random_civs>) : begins a new random game with the given parms.
startRandomGame2(<filename> <#players> <random seed> <scenarioFilename> <debug> <teamCount> <mapsize> <resources> <random_civs>):使用指定参数启动新的随机游戏。
startRandomGameAgeAndMapCode(<startingage> <nomad> <mapcode>) : Generates a random map game with the given starting age, nomad start(true/false), and map code.
startRandomGameAgeAndMapCode(<startingage> <nomad> <mapcode>):生成一个随机地图游戏,使用指定的起始时代、是否游牧开始(true/false)以及地图代码。
startRandomGameMapCode(<mapcode>) : Generates a random map game with the given map code.
startRandomGameMapCode(<mapcode>):生成一个随机地图游戏,使用指定的地图代码。
sunColor([integerR] [integerG] [integerB]) : Set sun color to given RGB (0-255)
sunColor([integerR] [integerG] [integerB]):设置太阳颜色(RGB,范围 0-255)。
sunDecreaseInclination([integerKeyState]) : intended for ui use only. Indicates that the decrease sun inclination key has gone up/down.
sunDecreaseInclination([integerKeyState]):用于 UI,仅表示降低太阳倾角的按键已被按下或松开。
sunDecreaseRotation([integerKeyState]) : intended for ui use only. Indicates that the decrease sun rotation key has gone up/down.
sunDecreaseRotation([integerKeyState]):用于 UI,仅表示降低太阳旋转的按键已被按下或松开。
sunGetColor : Get sun color
sunGetColor:获取太阳颜色。
sunIncreaseInclination([integerKeyState]) : intended for ui use only. Indicates that the increase sun inclination key has gone up/down.
sunIncreaseInclination([integerKeyState]):用于 UI,仅表示增加太阳倾角的按键已被按下或松开。
sunIncreaseRotation([integerKeyState]) : intended for ui use only. Indicates that the increase sun rotation key has gone up/down.
sunIncreaseRotation([integerKeyState]):用于 UI,仅表示增加太阳旋转的按键已被按下或松开。
techFlash(<techID> <flash>) : turns gadget flashing on/off.
techFlash(<techID> <flash>):切换小工具闪烁状态。
terrainAdjustGlobalHeight(float meters) : adjusts (raise/lower) the terrain height by the specified meters.
terrainAdjustGlobalHeight(float meters):调整全局地形高度(增加或降低指定米数)。
terrainAmbient([integerR] [integerG] [integerB]) : Set terrain ambient reflectivity to the given RGB (0-255)
terrainAmbient([integerR] [integerG] [integerB]):设置地形环境反射率(RGB,范围 0-255)。
terrainFilter : filters the entire terrain.
terrainFilter:对整个地形应用过滤效果。
terrainFilterArea(<integerX1> <integerY1> <integerX2> <integerY2>) : filters a sub-area of the terrain.
terrainFilterArea(<integerX1> <integerY1> <integerX2> <integerY2>):对地形的子区域应用过滤效果。
terrainFlatten : flattens the entire terrain.
terrainFlatten:使整个地形平整。
terrainFlattenArea(<integerX1> <integerY1> <integerX2> <integerY2>) : flattens a sub-area of the terrain.
terrainFlattenArea(<integerX1> <integerY1> <integerX2> <integerY2>):使地形的子区域平整。
terrainGetAmbient : Get terrain ambient reflectivity
terrainGetAmbient:获取地形的环境反射率。
terrainPaint : paint whole terrain with given texture.
terrainPaint:使用指定纹理为整个地形上色。
terrainPaintMix : paint whole terrain with given mix.
terrainPaintMix:使用指定混合模式为整个地形上色。
terrainSetMix([integerType]) : sets the terrain mix to paint.
terrainSetMix([integerType]):设置地形混合模式(参数:[integerType])。
terrainSetSubtype([integerType]) : sets the terrain subtype to paint.
terrainSetSubtype([integerType]):设置地形子类型(参数:[integerType])。
terrainSetType([integerType]) : sets the terrain type to paint.
terrainSetType([integerType]):设置地形类型(参数:[integerType])。
void tis(<stringProtoName>,<traincount>) : just like train in selected, but more abbreviated
void tis(<stringProtoName>,<traincount>):类似于选中单位的训练命令,但更简略。
toggleDebugTime : handles the time display toggling
toggleDebugTime:切换调试时间显示状态。
toggleHomeCityView( ) : Toggles home city view for the current player.
toggleHomeCityView( ):切换当前玩家的主城视图。
toggleHomeCityViewTech( ) : Toggles tech home city view for the current player.
toggleHomeCityViewTech( ):切换当前玩家的科技主城视图。
toggleScore : handles the score toggling.
toggleScore:处理分数显示的切换。
toggleShadows(void) : toggle shadows on/off.
toggleShadows(void):切换阴影显示状态(开/关)。
toggleTime : handles the time display toggling.
toggleTime:处理时间显示的切换。
toggleWorldTooltipClipRect() : Toggles whether or not world tooltips are using the restricted screen rectangle.
toggleWorldTooltipClipRect():切换是否对世界工具提示使用受限屏幕矩形。
trackAddWaypoint : adds the camera's current position and orientation to the current camera track.
trackAddWaypoint:将当前摄像机的位置和朝向添加到当前摄像机轨迹中。
trackAdvance() : advances the camera track to a specific location.
trackAdvance():使摄像机轨迹前进到特定位置。
trackClear : clears all tracks.
trackClear:清除所有轨迹。
trackEditWaypoint : edits the currently selected camera track.
trackEditWaypoint:编辑当前选中的摄像机轨迹节点。
trackGotoSelectedEvent(<index>) : moves the camera to the current event.
trackGotoSelectedEvent(<index>):将摄像机移动到当前事件所在位置。
trackGotoSelectedWaypoint(<index>) : moves the camera to the current waypoint.
trackGotoSelectedWaypoint(<index>):将摄像机移动到当前轨迹节点位置。
trackInsert() : adds a new camera track.
trackInsert():插入一个新的摄像机轨迹。
trackLoad(<stringFilename>) : loads a camera track and makes it current.
trackLoad(<stringFilename>):加载摄像机轨迹并设为当前轨迹。
trackPause() : pauses the current camera track.
trackPause():暂停当前摄像机轨迹播放。
trackPlay([duration], eventID) : plays a track file (if "none" then plays the current track); with no argument uses current duration, otherwise sets duration.
trackPlay([duration], eventID):播放摄像机轨迹文件(若为 "none" 则播放当前轨迹);无参数时使用当前时长,否则按指定时长播放。
trackRemove() : removes selected track.
trackRemove():移除选定的轨迹。
trackRemoveWaypoint : removes the most recently added track waypoint from the current camera track.
trackRemoveWaypoint:移除当前摄像机轨迹中最近添加的节点。
trackSave(<stringFilename>) : saves the current camera track.
trackSave(<stringFilename>):保存当前摄像机轨迹到文件。
trackSetSelectedWaypoint(<index>) : sets the current waypoint to the button with the same index.
trackSetSelectedWaypoint(<index>):将当前轨迹节点设置为与指定索引对应的按钮节点。
trackStepBackward : steps the current camera track 1 step backward.
trackStepBackward:使当前摄像机轨迹倒退一步。
trackStepForward : steps the current camera track 1 step forward.
trackStepForward:使当前摄像机轨迹前进一步。
trackStop() : stops the current camera track.
trackStop():停止当前摄像机轨迹播放。
trackToggleShow : toggles rendering of the camera track on and off.
trackToggleShow:切换摄像机轨迹的渲染显示状态。
tradeRouteCommand( int playerID, int tradeRoutUnit, int commandID ) : Adds the given command to the trade post bucket.
tradeRouteCommand( int playerID, int tradeRoutUnit, int commandID ):向贸易站命令池中添加指定命令。
tradeRouteTrain( int playerID, int tradeRoutUnit, int puid ) : Trains the given PUID from the given trade post on the trade route.
tradeRouteTrain( int playerID, int tradeRoutUnit, int puid ):在贸易路线中,从指定贸易站训练指定 PUID 单位。
void trainByID( <ProtoUnitID> <TrainingUnitID> [Player#] ) : Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified).
void trainByID( <ProtoUnitID> <TrainingUnitID> [Player#] ):开始为当前玩家(若未指定玩家)从 TrainingUnitID 训练一个 ProtoUnitID 单位。
trainFlash( <protoID> <flash> ) : turns gadget flashing on/off.
trainFlash( <protoID> <flash> ):切换小工具闪烁状态。
void trainInSelected( <stringProtoName>, <traincount> ) : tries to train the selected unit type in any valid selected unit.
void trainInSelected( <stringProtoName>, <traincount> ):尝试在任一有效选中单位中训练选定的单位类型。
void trainInSelectedByID( <protoID>, <traincount> ) : just like train in selected, but fastAr because it takes a protoID.
void trainInSelectedByID( <protoID>, <traincount> ):与选中训练类似,但更快捷,因为直接使用 protoID。
trainReinforcement( int armyID ) : Trains a reinforcement.
trainReinforcement( int armyID ):训练一支增援部队。
uiAddChatNotification : Adds a notification to the game's chat output, can play a sound too.
uiAddChatNotification:向游戏聊天输出中添加通知,并可同时播放声音。
uiAddSelectionButtonDown : Intended for UI use only. Indicates that the add selection button has been pressed.
uiAddSelectionButtonDown:仅供UI使用。表示添加选择按钮被按下。
uiAddSelectionButtonUp : Intended for UI use only. Indicates that the add selection button has been released.
uiAddSelectionButtonUp:仅供UI使用。表示添加选择按钮已被释放。
uiAddSelectNumberGroup([integerGroup]) : Adds the units in the given number group to the current selection.
uiAddSelectNumberGroup([integerGroup]):将指定数字组中的单位添加到当前选中单位中。
uiApplyLightingSet([integerIndex]) : Intended for UI use only. Applies a Lighting Set.
uiApplyLightingSet([integerIndex]):仅供UI使用。应用指定的照明集。
uiBMultiplayerSave : Stop playing stupid music at 11pm.
uiBMultiplayerSave:停止在晚上11点播放无聊的音乐。(提示:仅供多人游戏使用)
uiBuildAtPointer() : Instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location.
uiBuildAtPointer():指示当前选中的单位在指针位置构建当前光标指定的 proto 建筑类型。
uiBuildMode([integerType]) : Performs an edit mode change and sets the proto ID, after verifying sufficient resources for the current player.
uiBuildMode([integerType]):在确认当前玩家资源充足后,切换编辑模式并设置 proto ID。
uiBuildWallAtPointer : Instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location, with wall-like endpoint behavior.
uiBuildWallAtPointer:指示当前选中的单位在指针位置以类似墙体的端点行为构建当前光标指定的 proto 建筑类型。
uiCameraControl([x],[y]) : Controls the camera with the gamepad stick.
uiCameraControl([x],[y]):通过手柄摇杆控制摄像机。
uiCameraScroll([fast],[x],[y]) : Scrolls the game view.
uiCameraScroll([fast],[x],[y]):滚动游戏视图。
uiCenterPointer : Centers the mouse pointer.
uiCenterPointer:将鼠标指针居中。
uiChangeBrushCornerMode : Changes the ability to modify corner tiles: 0-All, 1-Corners only, 2-No corners.
uiChangeBrushCornerMode:更改修改角块的模式:0-全部,1-仅角块,2-不修改角块。
uiChangeBrushSize(p1 p2 p3 p4) : Changes the size of the current brush.
uiChangeBrushSize(p1 p2 p3 p4):更改当前画笔的大小,参数 p1 至 p4 为尺寸相关参数。
uiChangeBrushType("name") : Changes the brush to the named type.
uiChangeBrushType("name"):将画笔更换为指定名称的类型。
uiChangeCliffModMode : Changes the ability to modify vertices on cliff edges: 0-No clamping, 1-Clamp Low Edge, 2-Clamp High Edge, 3-Clamp All Edges.
uiChangeCliffModMode:更改修改悬崖边缘顶点的模式:0-不夹紧,1-夹紧低边,2-夹紧高边,3-夹紧所有边缘。
uiChangeElevationToSample([integerKeyState]) : Intended for UI use only. Indicates that the change elevation to sample button has gone up/down.
uiChangeElevationToSample([integerKeyState]):仅供UI使用。表示“采样高度”按钮的状态已改变(按下或释放)。
uiChatDisplayModeToggle : Toggles the chat display mode.
uiChatDisplayModeToggle:切换聊天显示模式。
uiChatDisplayModeToHistory : Toggles the chat display mode to history mode.
uiChatDisplayModeToHistory:切换聊天显示模式至历史模式。
uiChatDisplayModeToRecent : Toggles the chat display mode to recent mode.
uiChatDisplayModeToRecent:切换聊天显示模式至最新模式。
uiChatScrollBack([integerKeyState]) : Scrolls chat back one.
uiChatScrollBack([integerKeyState]):向后滚动聊天一行。
uiChatScrollForward([integerKeyState]) : Scrolls chat forward one.
uiChatScrollForward([integerKeyState]):向前滚动聊天一行。
uiCircleSelect([on],[doubleClick],[leaveSelected]) : Starts/stops circle selection.
uiCircleSelect([on],[doubleClick],[leaveSelected]):开始或停止圆形选择。
uiCircleSelectResize([x],[y]) : Resizes the circle selection.
uiCircleSelectResize([x],[y]):调整圆形选择区域的大小。
uiClearAllCinematicInfo : Clears all cinematic info including model/texture precache info.
uiClearAllCinematicInfo:清除所有影视信息,包括模型和纹理预缓存数据。
uiClearChat(clearOnly) : Clears the chat and resets to recent mode. (When clearOnly is true, only clears the chat.)
uiClearChat(clearOnly):清除聊天并重置为最新模式。(当 clearOnly 为 true 时,仅清除聊天,不重新填充。)
uiClearCinematicInfo : Clears cinematic trigger info.
uiClearCinematicInfo:清除影视触发器信息。
uiClearCursor : Resets the cursor to the basic pointer.
uiClearCursor:将光标重置为基本指针。
uiClearGatherPoint : Clears the gather point for the selected unit(s), returning it to a default state.
uiClearGatherPoint:清除选中单位的集结点,恢复默认状态。
uiClearMenu : Removes any dangling child menus from the specified gadget.
uiClearMenu:移除指定控件上所有悬挂的子菜单。
uiClearNumberGroup([integerGroup]) : Erases the specified number group.
uiClearNumberGroup([integerGroup]):清除指定的数字组。
uiClearSelection : Deselects all selected units.
uiClearSelection:取消所有单位的选择。
uiCloseDialog : Closes any active dialog (as if the close button were clicked).
uiCloseDialog:关闭所有活动对话框(模拟点击关闭按钮)。
uiCloseFieldSet : Closes any active field set (as if the close button were clicked).
uiCloseFieldSet:关闭所有活动字段集(模拟点击关闭按钮)。
uiCommandCircleMenu([on]) : Turns the gamepad command panel circle menu on or off.
uiCommandCircleMenu([on]):开启或关闭游戏手柄命令面板的圆形菜单。
uiCommandPanelControl([on]) : Turns the gamepad command panel control on or off.
uiCommandPanelControl([on]):开启或关闭游戏手柄命令面板控制。
uiCommandPanelExecute : Executes the command panel action via the gamepad.
uiCommandPanelExecute:通过手柄执行命令面板操作。
uiCommandPanelMove([x], [y]) : Moves between selections in the command panel.
uiCommandPanelMove([x], [y]):在命令面板中切换选项(参数 x、y 为位移值)。
uiCommsFlareAtPointer : Used for flaring a position in the player communications dialog.
uiCommsFlareAtPointer:用于在玩家通信对话框中对某位置发出闪光提示。
uiConsulateUI : Activates the consulate UI.
uiConsulateUI:激活领事馆用户界面。
uiConsulateUIInSelected() : Activates the consulate UI for the selected units via hotkeys.
uiConsulateUIInSelected():通过快捷键为选中单位激活领事馆界面。
uiCopyToClipboard() : Copies the current brush selection to the clipboard.
uiCopyToClipboard():将当前画笔选择复制到剪贴板。
uiCoverTerrainWithWater(floatWaterHeight, floatDepth, waterName) : Flattens terrain and applies water over the entire map.
uiCoverTerrainWithWater(floatWaterHeight, floatDepth, waterName):平整地形,并在整张地图上覆盖水域。
uiCreateNumberGroup([integerGroup]) : Creates a number group from the currently selected units.
uiCreateNumberGroup([integerGroup]):基于当前选中单位创建数字组。
uiCreateRandomRiver : Creates a random river. (No further details provided.)
uiCreateRandomRiver:创建一条随机河流。(无详细说明)
uiCreateRiver : Creates a river. (No further details provided.)
uiCreateRiver:创建一条河流。(无详细说明)
uiCreateRiverToggleWaypointMode : Toggles waypoint mode for river creation. (No further details provided.)
uiCreateRiverToggleWaypointMode:切换河流创建时的路点模式。(无详细说明)
uiCycleCurrentActivate : Simulates pressing the current cycle gadget button.
uiCycleCurrentActivate:模拟按下当前循环小工具按钮。
uiCycleGadget([integerDelta]) : Cycles through the active child gadgets of a deluxe gadget.
uiCycleGadget([integerDelta]):循环切换豪华控件中激活的子控件。(参数为增量)
uiDecPlaceVariation : Decreases the placement variation value.
uiDecPlaceVariation:降低放置时的变异值。
uiDeleteAllSelectedUnits : Deletes all selected units.
uiDeleteAllSelectedUnits:删除所有选中的单位。
uiDeleteCameraStartLoc : Deletes the camera start location.
uiDeleteCameraStartLoc:删除摄像机起始位置。
uiDeleteSelectedUnit() : Deletes the selected unit.
uiDeleteSelectedUnit():删除选中的单位。
uiDeleteSelectedUnit2() : Deletes the selected unit (alternative command).
uiDeleteSelectedUnit2():删除选中的单位(备用命令)。
uiDeleteUnits([integerKeyState]) : (UI only) Indicates the delete units button's press/release state.
uiDeleteUnits([integerKeyState]):仅供UI使用,表示删除单位按钮的状态变化。
uiDoubleClickSelect([integerAdd], [checkAction]) : (UI only) Performs double-click selection at the pointer location.
uiDoubleClickSelect([integerAdd], [checkAction]):仅供UI使用,在指针位置执行双击选择操作。
uiDumpAllUnitHotKeyMappings() : Outputs all unit-creation hotkey mappings to the console.
uiDumpAllUnitHotKeyMappings():将所有创建单位的快捷键映射输出到控制台。
uiDumpKeyMappings(stringContext) : Outputs all key mappings for the specified context to the console.
uiDumpKeyMappings(stringContext):将指定上下文的所有键映射输出到控制台。
uiDumpUnmappedKeys(stringContext) : Outputs all unmapped keys for the specified context to the console.
uiDumpUnmappedKeys(stringContext):将指定上下文中所有未映射的键输出到控制台。
uiEjectAtPointer : (UI only) Sends an ejection command with waypoint for the selected unit.
uiEjectAtPointer:仅供UI使用,向选中单位发送带路点的弹出命令。
uiEjectGarrisonedUnits : (UI only) Sends an ejection command for the selected garrisoned units.
uiEjectGarrisonedUnits:仅供UI使用,向驻防单位发送弹出命令。
uiEmpowerAtPointer : Commands the selected unit(s) to empower the target building at the pointer location.
uiEmpowerAtPointer:命令选中单位在指针位置对目标建筑施加增幅效果。
uiEnterContext(<stringContext>) : Enters the specified UI context.
uiEnterContext(<stringContext>):进入指定的用户界面上下文。
uiEnterGameMenuModeIfNotResigned : Enters GameMenu mode if the current player is not resigned.
uiEnterGameMenuModeIfNotResigned:如果当前玩家未放弃,则进入游戏菜单模式。
uiExpireCurrentObjectiveNotification : Causes the current objective notification to fade out or disappear.
uiExpireCurrentObjectiveNotification:使当前目标通知淡出或消失。
uiExportGrouping : Saves the current grouping.
uiExportGrouping:导出当前分组。
uiExportTriggers : Exports the current triggers.
uiExportTriggers:导出当前触发器设置。
uiFilterTerrainSelection : filter the current terrain selection.
uiFilterTerrainSelection:过滤当前的地形选择。
uiFindAlliedNatives() : finds allied natives of the current player in order, so that it can be called repeatedly to cycle.
uiFindAlliedNatives():按照顺序查找当前玩家的盟友原住民,可反复调用以循环遍历。
uiFindAllOfSelectedType() : finds all units of the same type as the selected unit.
uiFindAllOfSelectedType():查找与所选单位类型相同的所有单位。
uiFindAllOfType() : finds all units of the same type.
uiFindAllOfType():查找所有相同类型的单位。
uiFindAllOfTypeIdle() : finds all idle units of the same type.
uiFindAllOfTypeIdle():查找所有相同类型且处于空闲状态的单位。
uiFindCrowd([findType],[noLookAt]):
uiFindCrowd([findType],[noLookAt]):查找人群(参数 findType 与 noLookAt 控制搜索条件)。
uiFindDancers() : finds the next native settler dancing at the firepit in arbitrary unit ID order, to be repeatedly called to cycle.
uiFindDancers():查找下一个在火堆旁跳舞的原住民定居者(按照单位ID的任意顺序),可反复调用以循环遍历。
uiFindGatherersNotGathering() : finds the gatherer unit that's not gathering in arbitrary unit ID order, to be repeatedly called to cycle.
uiFindGatherersNotGathering():查找未采集资源的采集单位(按单位ID的任意顺序),可反复调用以循环遍历。
uiFindIdleType([typeName]) : finds the next idle unit of the given type in arbitrary unit ID order, to be repeatedly called to cycle.
uiFindIdleType([typeName]):查找给定类型中下一个空闲单位(按单位ID的任意顺序),可反复调用以循环遍历。
uiFindKeyMapping(stringKeyname) : finds all key mappings for a given key.
uiFindKeyMapping(stringKeyname):查找指定键的所有映射。
uiFindResourceGatherers([typeName]) : finds the next resource gatherer unit of the given resource type in arbitrary unit ID order, to be repeatedly called to cycle.
uiFindResourceGatherers([typeName]):查找给定资源类型中下一个采集单位(按单位ID的任意顺序),可反复调用以循环遍历。
uiFindTownBellTC() : finds the next town center with an active town bell, to be repeatedly called to cycle.
uiFindTownBellTC():查找下一个激活了镇钟的城镇中心,供反复调用以循环遍历。
uiFindType([typeName]) : finds the next unit (idle or not) of the given type in arbitrary unit ID order, to be repeatedly called to cycle.
uiFindType([typeName]):查找给定类型中下一个单位(无论是否空闲),按单位ID的任意顺序,供反复调用以循环遍历。
uiFlareAtPointer : Sends out a flare at the pointer position.
uiFlareAtPointer:在指针位置发出闪光。
uiFlattenTerrainSelection : Flattens the current terrain selection.
uiFlattenTerrainSelection:将当前选中的地形区域平整化。
uiForceShift([on]) : Forces the shift key state on or off.
uiForceShift([on]):强制设置Shift键状态(开或关)。
uiFormationOrientation() : Sets the orientation of a formation.
uiFormationOrientation():设置编队的朝向。
uiGarrisonToPointer : Commands the selected unit(s) to garrison in a building at the pointer position.
uiGarrisonToPointer:命令选中单位在指针位置进入建筑物驻防。
uiGuardAtPointer : (UI only) Sends a guard order.
uiGuardAtPointer:仅供UI使用,发送守卫命令。
uiHandleIdleBanner([typeName]) : Handles the idle banner display (does the right thing).
uiHandleIdleBanner([typeName]):处理空闲横幅显示(按预期操作)。
uiHandleUserTab(listSel, parent) : Toggles user texture display.
uiHandleUserTab(listSel, parent):处理用户标签的切换(用户纹理显示切换)。
uiHelpAtPointer : Sends a help message at the pointer position.
uiHelpAtPointer:在指针位置发送帮助信息。
uiHideCursor : (Testing only) Hides the cursor.
uiHideCursor:(仅供测试)隐藏光标。
uiHidePlayerSummaryDialog : Hides the player summary dialog.
uiHidePlayerSummaryDialog:隐藏玩家摘要对话框。
uiHideTributeDialog : Maximizes the main UI by hiding the tribute dialog.
uiHideTributeDialog:隐藏进贡对话框,最大化主界面。
uiIgnoreNextKey : Used when activating a text box to prevent the key used from being entered into it.
uiIgnoreNextKey:在激活文本框时使用,防止该键被错误输入到文本框中。
uiImportTriggers : Loads trigger definitions.
uiImportTriggers:加载触发器定义。
uiIncPlaceVariation : Increases the placement variation value.
uiIncPlaceVariation:增加放置变异值。
uiInitOptionsScreenProfileEditDialog : Initializes the Profile Edit Dialog in the Options Screen.
uiInitOptionsScreenProfileEditDialog:初始化选项界面中的个人资料编辑对话框。
uiLastDetailHelp : Returns to the most recent help entry.
uiLastDetailHelp:返回最近的帮助条目。
uiLeaveContext(<stringContext>) : Leaves the specified UI context.
uiLeaveContext(<stringContext>):离开指定的用户界面上下文。
uiLeaveModeOnUnshift : Causes the game to return to edit mode "none" when the shift key is released.
uiLeaveModeOnUnshift:当Shift键释放时,使游戏返回至“无”编辑模式。
uiLoadTriggers : Loads trigger definitions.
uiLoadTriggers:加载触发器定义。
uiLookAtAndSelectUnit : Moves the camera to the specified unit and selects it.
uiLookAtAndSelectUnit:移动摄像机到指定单位并选中该单位。
uiLookAtBattle : Moves the camera to view the specified battle.
uiLookAtBattle:移动摄像机以观看指定战斗。
uiLookAtNumberGroup([integerGroup]) : Moves the camera to view the specified number group.
uiLookAtNumberGroup([integerGroup]):移动摄像机以查看指定的数字组。
uiLookAtProto : Moves the camera to the first instance of the specified proto unit owned by the current player.
uiLookAtProto:将摄像机移动到当前玩家拥有的第一个指定原型单位位置。
uiLookAtSelection : Moves the camera to view the first selected unit.
uiLookAtSelection:将摄像机移动到第一个选中单位的位置。
uiLookAtUnit : Moves the camera to view the specified unit.
uiLookAtUnit:将摄像机移动到指定单位的位置。
uiLookAtUnitByName(scenarioName) : Moves the camera to view the specified unit by name.
uiLookAtUnitByName(scenarioName):按名称将摄像机移动到指定单位的位置。
uiLowerElevation([integerKeyState]) : (UI only) Indicates that the lower elevation button has been pressed or released.
uiLowerElevation([integerKeyState]):仅供UI使用,表示降低海拔按钮的状态变化。
uiLowerTerrainSelection([integerKeyState]) : (UI only) Indicates that the lower terrain selection button has been pressed or released.
uiLowerTerrainSelection([integerKeyState]):仅供UI使用,表示降低地形选择按钮的状态变化。
uiLowerWater([integerKeyState]) : (UI only) Indicates that the lower water button has been pressed or released.
uiLowerWater([integerKeyState]):仅供UI使用,表示降低水域按钮的状态变化。
uiMapPointerControl([x],[y],[doGoto]) : Moves the map pointer based on the given coordinates and flag.
uiMapPointerControl([x],[y],[doGoto]):根据给定的坐标和标志移动地图指针。
uiMapPointerGoto([activeCheck]) : Jumps the camera to the map pointer location.
uiMapPointerGoto([activeCheck]):将摄像机跳转到地图指针所在位置。
uiMessageBox([stringText] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit
uiMessageBox([stringText] [stringCommand]):弹出一个消息框,显示触发命令的文本,当点击确定按钮时执行该命令。
uiMessageBox2([stringID] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit
uiMessageBox2([stringID] [stringCommand]):弹出一个消息框,显示由字符串ID指定的文本,当点击确定按钮时执行该命令。
uiMinimizeStats():
uiMinimizeStats():最小化统计信息窗口。
uiMoveAllMilitaryAtPointer() : Moves all military units to the pointer position.
uiMoveAllMilitaryAtPointer():将所有军队单位移动到指针位置。
uiMoveSelectionAddButtonDown : (UI only) Indicates that the selection add button has been pressed.
uiMoveSelectionAddButtonDown:仅供UI使用,表示添加选区按钮被按下。
uiMoveSelectionAddButtonUp : (UI only) Indicates that the selection add button has been released.
uiMoveSelectionAddButtonUp:仅供UI使用,表示添加选区按钮已释放。
uiMoveSelectionButtonDown : (UI only) Indicates that the selection button has been pressed.
uiMoveSelectionButtonDown:仅供UI使用,表示选区按钮被按下。
uiMoveSelectionButtonUp : (UI only) Indicates that the selection button has been released.
uiMoveSelectionButtonUp:仅供UI使用,表示选区按钮已释放。
uiMoveUnitBackward([integerKeyState]) : (UI only) Indicates that the move unit backward key has been pressed or released.
uiMoveUnitBackward([integerKeyState]):仅供UI使用,表示单位后移键的状态变化。
uiMoveUnitDown([integerKeyState]) : (UI only) Indicates that the move unit down key has been pressed or released.
uiMoveUnitDown([integerKeyState]):仅供UI使用,表示单位下移键的状态变化。
uiMoveUnitForward([integerKeyState]) : (UI only) Indicates that the move unit forward key has been pressed or released.
uiMoveUnitForward([integerKeyState]):仅供UI使用,表示单位前移键的状态变化。
uiMoveUnitLeft([integerKeyState]) : (UI only) Indicates that the move unit left key has been pressed or released.
uiMoveUnitLeft([integerKeyState]):仅供UI使用,表示单位左移键的状态变化。
uiMoveUnitRight([integerKeyState]) : (UI only) Indicates that the move unit right key has been pressed or released.
uiMoveUnitRight([integerKeyState]):仅供UI使用,表示单位右移键的状态变化。
uiMoveUnitUp([integerKeyState]) : (UI only) Indicates that the move unit up key has been pressed or released.
uiMoveUnitUp([integerKeyState]):仅供UI使用,表示单位上移键的状态变化。
uiNewScenario : creates a new blank scenario.
uiNewScenario:创建一个全新的空白场景。
uiOpenCameraTrackBrowser : opens a camera track from the data directory.
uiOpenCameraTrackBrowser:从数据目录中打开一个摄像机轨迹浏览器。
uiOpenGrandConquestBrowser : opens a Grand Conquest saved game.
uiOpenGrandConquestBrowser:打开一局Grand Conquest保存的游戏。
uiOpenRecordGameBrowser : opens a record game from the saved game directory.
uiOpenRecordGameBrowser:从保存的游戏目录中打开一局记录游戏。
uiOpenSavedGameBrowser : opens a game from the saved game directory.
uiOpenSavedGameBrowser:从保存的游戏目录中打开一局游戏。
uiOpenScenarioBrowser : opens a scenario from the scenario directory.
uiOpenScenarioBrowser:从场景目录中打开一个场景。
uiPaint([integerKeyState]) : (UI only) Indicates that the paint button has been pressed or released.
uiPaint([integerKeyState]):仅供UI使用,表示绘制按钮的状态变化。
uiPaintCliff([integerKeyState]) : (UI only) Indicates that the paint cliff button has been pressed or released.
uiPaintCliff([integerKeyState]):仅供UI使用,表示绘制悬崖按钮的状态变化。
uiPaintForest(paint, offset) : (UI only) Indicates that the paint forest command has been activated with specified parameters.
uiPaintForest(paint, offset):仅供UI使用,表示激活绘制森林命令,并使用指定参数。
uiPaintTerrainOverlay([integerKeyState]) : (UI only) Indicates that the terrain overlay paint button has been pressed or released.
uiPaintTerrainOverlay([integerKeyState]):仅供UI使用,表示绘制地形叠加层按钮的状态变化。
uiPaintTerrainToSample([integerKeyState]) : (UI only) Indicates that the sample terrain button has been pressed or released.
uiPaintTerrainToSample([integerKeyState]):仅供UI使用,表示采样地形按钮的状态变化。
uiPaintWater([integerKeyState]) : (UI only) Indicates that the paint water button has been pressed or released.
uiPaintWater([integerKeyState]):仅供UI使用,表示绘制水域按钮的状态变化。
uiPaintWaterArea([integerKeyState]) : (UI only) Painting water area.
uiPaintWaterArea([integerKeyState]):仅供UI使用,表示绘制水域区域。
uiPaintWaterObjects : Paints objects on the currently selected water.
uiPaintWaterObjects:在当前选择的水面上绘制对象。
uiPasteFromClipboard() : Pastes the contents of the clipboard into the brush selection.
uiPasteFromClipboard():将剪贴板内容粘贴到刷选中。
uiPatrolAtPointer : (UI only) Sends a patrol order at the pointer location.
uiPatrolAtPointer:仅供UI使用,在指针位置发送巡逻命令。
uiPitchUnitDown([integerKeyState]) : (UI only) Indicates that the pitch unit down key has been pressed or released.
uiPitchUnitDown([integerKeyState]):仅供UI使用,表示单位俯仰向下键的状态变化。
uiPitchUnitUp([integerKeyState]) : (UI only) Indicates that the pitch unit up key has been pressed or released.
uiPitchUnitUp([integerKeyState]):仅供UI使用,表示单位俯仰向上键的状态变化。
uiPlaceAtPointer([boolChangeVariation]) : (UI only) Places a unit at the pointer location, optionally changing variation.
uiPlaceAtPointer([boolChangeVariation]):仅供UI使用,在指针位置放置单位,可选择是否更改变异值。
uiPlaceRiverShallow:
uiPlaceRiverShallow:放置浅水河段(参数由脚本定义)。
uiPlaceRiverWaypoint:
uiPlaceRiverWaypoint:放置河流路点(参数由脚本定义)。
uiPlaceTradeRouteWaypoint:
uiPlaceTradeRouteWaypoint:放置贸易路线路点(参数由脚本定义)。
uiPoliticianUI : Activates the politician UI.
uiPoliticianUI:激活政客用户界面。
uiPoliticianUIInSelected() : Activates the politician UI for the current selection.
uiPoliticianUIInSelected():为当前选中单位激活政客用户界面。
uiPowerCircleMenu([on]) : Toggles the gamepad power panel circle menu on or off.
uiPowerCircleMenu([on]):切换游戏手柄电源面板圆形菜单的显示状态。
uiRaiseElevation([integerKeyState]) : (UI only) Indicates that the raise elevation button has been pressed or released.
uiRaiseElevation([integerKeyState]):仅供UI使用,表示提升海拔按钮的状态变化。
uiRaiseTerrainSelection([integerKeyState]) : (UI only) Indicates that the raise terrain selection button has been pressed or released.
uiRaiseTerrainSelection([integerKeyState]):仅供UI使用,表示提升地形选择按钮的状态变化。
uiRaiseWater([integerKeyState]) : (UI only) Indicates that the raise water button has been pressed or released.
uiRaiseWater([integerKeyState]):仅供UI使用,表示提升水域按钮的状态变化。
uiRefreshEditorMenu : Reconstitutes the entire editor menu.
uiRefreshEditorMenu:重新构建整个编辑器菜单。
uiReleaseDownKeys : Releases all keys that are currently held down.
uiReleaseDownKeys:释放所有当前按下的键。
uiRemoveFromAnyNumberGroup : Removes the current selection from any number group.
uiRemoveFromAnyNumberGroup:将当前选区从任意数字组中移除。
uiRemoveRiverShallow:
uiRemoveRiverShallow:移除浅水河段(参数由脚本定义)。
uiRemoveRiverWaypoint:
uiRemoveRiverWaypoint:移除河流路点(参数由脚本定义)。
uiRemoveSelectedUnit([unitID]) : Removes the specified unit, or the selected unit if no ID is specified.
uiRemoveSelectedUnit([unitID]):移除指定单位,或在未指定ID时移除选中单位。
uiRemoveTerrainOverlay : (UI only) Removes the painted terrain overlay at the current mouse position.
uiRemoveTerrainOverlay:仅供UI使用,移除当前鼠标位置的地形叠加层。
uiRemoveTradeRouteWaypoint:
uiRemoveTradeRouteWaypoint:移除贸易路线路点(参数由脚本定义)。
uiRepairAtPointer : Commands the selected unit(s) to repair the target building at the pointer location.
uiRepairAtPointer:命令选中单位在指针位置修理目标建筑。
uiResetFindCrowd:
uiResetFindCrowd:重置查找人群的状态。
uiResetScreenSelect : Resets the screen selection.
uiResetScreenSelect:重置屏幕选区。
uiRollUnitLeft([integerKeyState]) : (UI only) Indicates that the roll unit left key has been pressed or released.
uiRollUnitLeft([integerKeyState]):仅供UI使用,表示单位向左滚动键的状态变化。
uiRollUnitRight([integerKeyState]) : (UI only) Indicates that the roll unit right key has been pressed or released.
uiRollUnitRight([integerKeyState]):仅供UI使用,表示单位向右滚动键的状态变化。
uiRotateClipboard(degrees) : Rotates the contents of the clipboard by the specified degrees.
uiRotateClipboard(degrees):将剪贴板内容按指定角度旋转。
uiRotateSelection : (UI only) Rotates the selected unit(s).
uiRotateSelection:仅供UI使用,旋转选中单位。
uiRotateWaterLeft([integerKeyState]) : (UI only) Indicates that the rotate water left button has been pressed or released.
uiRotateWaterLeft([integerKeyState]):仅供UI使用,表示向左旋转水域按钮的状态变化。
uiRotateWaterRight([integerKeyState]) : (UI only) Indicates that the rotate water right button has been pressed or released.
uiRotateWaterRight([integerKeyState]):仅供UI使用,表示向右旋转水域按钮的状态变化。
uiRoughen([integerKeyState]) : (UI only) Indicates that the roughen button has been pressed or released.
uiRoughen([integerKeyState]):仅供UI使用,表示使地形粗糙化的按钮状态变化。
uiSampleCliffElevationAtPointer : (UI only) Samples the cliff elevation at the pointer location.
uiSampleCliffElevationAtPointer:仅供UI使用,在指针位置采样悬崖高度。
uiSampleElevationAtPointer : (UI only) Samples the terrain elevation at the pointer location.
uiSampleElevationAtPointer:仅供UI使用,在指针位置采样地形高度。
uiSampleTerrainAtPointer : (UI only) Samples the terrain type at the pointer location.
uiSampleTerrainAtPointer:仅供UI使用,在指针位置采样地形类型。
uiSaveAsScenarioBrowser() : Saves a scenario to the scenario directory.
uiSaveAsScenarioBrowser():保存一个场景到场景目录。
uiSaveCameraTrackBrowser : Saves a camera track to the data directory.
uiSaveCameraTrackBrowser:将摄像机轨迹保存到数据目录。
uiSaveCampaignGameBrowser : Opens the in-game menu for campaign game saving.
uiSaveCampaignGameBrowser:打开用于保存战役游戏的游戏内菜单。
uiSaveGrouping : Saves the current grouping.
uiSaveGrouping:保存当前组。
uiSaveGroupingLUA : Saves the current grouping (LUA version).
uiSaveGroupingLUA:保存当前组(LUA版本)。
uiSaveSavedGameBrowser : Saves a game to the saved game directory.
uiSaveSavedGameBrowser:将游戏保存到保存目录。
uiSaveScenarioBrowser : Saves a scenario to the scenario directory.
uiSaveScenarioBrowser:将场景保存到场景目录。
uiSaveTriggers : Saves the current trigger definitions.
uiSaveTriggers:保存当前触发器定义。
uiScenarioLoad : Loads a scenario, checking for unsaved changes.
uiScenarioLoad:加载场景,并检查是否有未保存的更改。
uiScreenSelect([modifier]) : Initiates screen selection with an optional modifier.
uiScreenSelect([modifier]):进行屏幕选择,可选附加修饰符。
uiScrollBrushSize : Increases or decreases the current brush size.
uiScrollBrushSize:增加或减少当前画笔的大小。
uiScrollCliffHeight : Adjusts the height of the cliff brush.
uiScrollCliffHeight:调整悬崖画笔的高度。
uiSelectCliffAtPointer() : Selects the cliff under the pointer.
uiSelectCliffAtPointer():选择指针下的悬崖。
uiSelectFirepit() : Selects the firepit if it exists.
uiSelectFirepit():选择火堆(如果存在)。
uiSelectForestAtPointer() : Selects the forest under the pointer.
uiSelectForestAtPointer():选择指针下的森林区域。
uiSelectionButtonDown : (UI only) Indicates that the selection button has been pressed.
uiSelectionButtonDown:仅供UI使用,表示选择按钮被按下。
uiSelectionButtonUp : (UI only) Indicates that the selection button has been released.
uiSelectionButtonUp:仅供UI使用,表示选择按钮已释放。
uiSelectNumberGroup([integerGroup]) : Selects the units in the given number group.
uiSelectNumberGroup([integerGroup]):选择给定数字组中的所有单位。
uiSelectTransportUnit:
uiSelectTransportUnit:选择运输单位(功能由脚本定义)。
uiSelectWaterAtPointer : (UI only) Selects water at the pointer location.
uiSelectWaterAtPointer:仅供UI使用,选择指针位置的水域。
uiSendIngameChat : Used directly by the UI to send chat messages.
uiSendIngameChat:由UI直接使用,发送游戏内聊天信息。
uiSetBrushType("name" p1 p2 p3 p4) : Sets the current brush type based on the given name and parameters.
uiSetBrushType("name" p1 p2 p3 p4):根据给定名称和参数设置当前画笔类型。
uiSetBuildingPlacementRender(id, on) : Controls the rendering of building placement information for the given ID.
uiSetBuildingPlacementRender(id, on):控制给定ID建筑放置信息的渲染开关。
uiSetCameraStartLoc:
uiSetCameraStartLoc:设置摄像机初始位置。
uiSetCliffType(stringCliffName) : Sets the cliff type by name.
uiSetCliffType(stringCliffName):按名称设置悬崖类型。
uiSetCliffTypeNum(longCliffType) : Sets the cliff type by index.
uiSetCliffTypeNum(longCliffType):按索引设置悬崖类型。
uiSetClipboardRotation(degrees) : Sets the clipboard rotation angle.
uiSetClipboardRotation(degrees):设置剪贴板旋转角度。
uiSetForestType(stringForestName) : Sets the forest type by name.
uiSetForestType(stringForestName):按名称设置森林类型。
uiSetForestTypeNum(longForestType) : Sets the forest type by index.
uiSetForestTypeNum(longForestType):按索引设置森林类型。
uiSetGatherPointAtPointer (bool homeCity, bool water) : Sets the gather point for the selected unit(s) to the pointer location, optionally for home city or water.
uiSetGatherPointAtPointer (bool homeCity, bool water):将选中单位的集合点设置为指针位置,可选择设置为城镇或水域。
uiSetHCNotifyText : Adds notification text (and optionally plays a sound).
uiSetHCNotifyText:添加通知文本(可选同时播放声音)。
uiSetHomeCityWaterSpawnPointAtPointer() : Sets the home city water spawn point to the pointer location.
uiSetHomeCityWaterSpawnPointAtPointer():将城镇水域生成点设置到指针位置。
uiSetKBArmyRender( int id, bool [set]) : Controls the rendering of kbArmy information for the given ID.
uiSetKBArmyRender( int id, bool [set]):控制给定ID kbArmy信息的渲染(如果未指定状态,则不改变)。
uiSetKBAttackRouteRender : Renders the attack route information for the given ID.
uiSetKBAttackRouteRender:渲染给定ID的攻击路线信息。
uiSetKBResourceRender( resID, [set]) : Controls the rendering of kbResource information for the given resource ID.
uiSetKBResourceRender( resID, [set]):控制给定资源ID的kbResource信息的渲染(如果未指定状态,则不改变)。
uiSetProtoCursor(<stringProtoName>, <setPlacement>) : Sets the cursor to the specified proto-unit.
uiSetProtoCursor(<stringProtoName>, <setPlacement>):将光标设置为指定的原型单位,并可选设置放置模式。
uiSetProtoCursorID(<integerProtoID>) : Sets the cursor to the proto-unit with the given ID.
uiSetProtoCursorID(<integerProtoID>):将光标设置为指定ID的原型单位。
uiSetProtoID([integerType]) : Sets the proto ID for placement.
uiSetProtoID([integerType]):设置用于放置的原型单位ID。
uiSetTerrainOverlayColor([float] [float] [float]) : (UI only) Sets the terrain overlay color to the specified RGB values.
uiSetTerrainOverlayColor([float] [float] [float]):仅供UI使用,将地形叠加颜色设置为指定的RGB值。
uiSetWaterType(stringWaterName) : Sets the water type by name.
uiSetWaterType(stringWaterName):按名称设置水域类型。
uiSetWaterTypeNum(longWaterType) : Sets the water type by index.
uiSetWaterTypeNum(longWaterType):按索引设置水域类型。
uiShowAIDebugInfoArea : brings up the area info for the given ID
uiShowAIDebugInfoArea:显示给定ID的区域信息
uiShowAIDebugInfoAreaGroup : brings up the area group info for the given ID
uiShowAIDebugInfoAreaGroup:显示给定ID的区域组信息
uiShowAIDebugInfoAttackRoute : brings up the attack route info for the given ID
uiShowAIDebugInfoAttackRoute:显示给定ID的攻击路线信息
uiShowAIDebugInfoBase : brings up the base info for the given ID
uiShowAIDebugInfoBase:显示给定ID的基地信息
uiShowAIDebugInfoEscrow : brings up the escrow info for the given ID
uiShowAIDebugInfoEscrow:显示给定ID的托管账户信息
uiShowAIDebugInfoKBArmy : brings up the kbArmy info for the given ID
uiShowAIDebugInfoKBArmy:显示给定ID的kbArmy信息
uiShowAIDebugInfoKBResource : brings up the kbResource info for the given ID
uiShowAIDebugInfoKBResource:显示给定ID的kbResource信息
uiShowAIDebugInfoKBUnit : brings up the kbUnit info for the given ID
uiShowAIDebugInfoKBUnit:显示给定ID的kb单位信息
uiShowAIDebugInfoKBUnitPick : brings up the kbUnitPick info for the given ID
uiShowAIDebugInfoKBUnitPick:显示给定ID的kbUnitPick信息
uiShowAIDebugInfoPlacement : brings up the building placement info for the given ID
uiShowAIDebugInfoPlacement:显示给定ID的建筑放置信息
uiShowAIDebugInfoPlan : brings up the plan debug text for the given plan ID
uiShowAIDebugInfoPlan:显示给定计划ID的调试文本
uiShowAIDebugInfoProgression : brings up the progression info for the given ID
uiShowAIDebugInfoProgression:显示给定ID的进程信息
uiShowCameraStartLoc:
uiShowCameraStartLoc:显示摄像机起始位置
uiShowChatWindow():
uiShowChatWindow():显示聊天窗口
uiShowCommandPanel():
uiShowCommandPanel():显示命令面板
uiShowDetailedHelp():
uiShowDetailedHelp():显示详细帮助
uiShowObjectivesDialog:
uiShowObjectivesDialog:显示目标对话框
uiShowPlayerSummaryDialog : Shows the player summary dialog
uiShowPlayerSummaryDialog:显示玩家摘要对话框
uiShowStatPanel():
uiShowStatPanel():显示统计面板
uiShowTributeDialog : minimizes main UI and brings up the minimized UI
uiShowTributeDialog:最小化主界面并显示献礼对话框
uiShowVoteDialog:
uiShowVoteDialog:显示投票对话框
uiSmooth([integerKeyState]) : (UI only) Indicates that the smooth button has been pressed or released
uiSmooth([integerKeyState]):仅供UI使用,表示平滑按钮状态的变化
uiSpecialPowerAtPointer : (UI only) Use a special power at the targeted location
uiSpecialPowerAtPointer:仅供UI使用,在目标位置使用特殊能力
uiSpewDownKeys : Spews all down keys
uiSpewDownKeys:输出所有被按下的键
uiStartBuildCinematic : test a scenario
uiStartBuildCinematic:测试建造电影场景
uiStartScenarioTest : test a scenario
uiStartScenarioTest:测试场景
uiStopBuildCinematic : test a scenario
uiStopBuildCinematic:停止建造电影场景
uiStopScenarioTest : test a scenario
uiStopScenarioTest:停止场景测试
uiStopSelectedUnits : stop selected units
uiStopSelectedUnits:停止选中单位
uiTechCivDetailHelp(techID, civ) : brings up the detail help UI for the given tech node ID
uiTechCivDetailHelp(techID, civ):显示给定科技节点ID及文明的详细帮助界面
uiTechDetailHelp(techID) : brings up the detail help UI for the given tech node ID
uiTechDetailHelp(techID):显示给定科技节点ID的详细帮助界面
uiTerrainSelection([integerKeyState]) : (UI only) Indicates that the terrain selection button has been pressed or released
uiTerrainSelection([integerKeyState]):仅供UI使用,表示地形选择按钮的状态变化
uiToggleAdvancedHUD():
uiToggleAdvancedHUD():切换高级HUD显示
uiToggleBrushMask : This is not what you are looking for
uiToggleBrushMask:这不是您所需要的
uiToggleCliff() : toggles cliff pieces on or off under the pointer
uiToggleCliff():切换指针下悬崖碎片的显示状态
uiToggleEditor : turns the scenario editor UI on or off
uiToggleEditor:切换场景编辑器界面的显示
uiToggleGame : turns the game UI on or off
uiToggleGame:切换游戏界面的显示
uiToggleSelectionButton : (UI only) Toggles the selection button
uiToggleSelectionButton:仅供UI使用,切换选择按钮状态
uiToggleTerrainPasteMode : This is not what you are looking for
uiToggleTerrainPasteMode:这不是您所需要的
uiTopicDetailHelp(topicName) : brings up the detail help UI for the given help topic
uiTopicDetailHelp(topicName):显示指定帮助主题的详细帮助界面
uiTransformSelectedUnit : transforms the selected unit into the specified proto unit
uiTransformSelectedUnit:将选中的单位转换为指定的原型单位
uiTriggerResetParameters:
uiTriggerResetParameters:重置触发器参数
uiTriggerResetSounds:
uiTriggerResetSounds:重置触发器声音
uiTriggerSelectLocation:
uiTriggerSelectLocation:选择触发器位置
uiUniformLowerElevation: - lowers the terrain height uniformly in the brush region
uiUniformLowerElevation:在笔刷区域内均匀降低地形高度
uiUniformRaiseElevation: - raises the terrain height uniformly in the brush region
uiUniformRaiseElevation:在笔刷区域内均匀提高地形高度
uiUnitDetailHelp(protoID, civID) : brings up the detail help UI for the given proto ID, or -1 for current unit selection proto
uiUnitDetailHelp(protoID, civID):显示指定原型ID(或-1表示当前选中单位原型)的详细帮助界面
uiUnselectCliff() : de-selects the cliff under the pointer
uiUnselectCliff():取消选择指针下的悬崖
uiUnselectForest() : de-selects the forest under the pointer
uiUnselectForest():取消选择指针下的森林
uiUnSelectWater : (UI only) Unselects currently selected water
uiUnSelectWater:(仅限UI)取消选择当前选中的水域
uiVPAccelClick([unitID]) : Shows the VP accel building from the unitID
uiVPAccelClick([unitID]):显示来自指定单位ID的VP加速建筑
uiWheelRotate : intended for ui use only. Rotate with wheel -- i.e. intended to be mapped to wheel
uiWheelRotate:通过滚轮旋转(用于映射到滚轮控制)
uiWheelRotateCamera : intended for ui use only. Rotate with wheel -- i.e. intended to be mapped to wheel
uiWheelRotateCamera:通过滚轮旋转摄像机
uiWheelRotatePlacedUnit : intended for ui use only. Rotate placed unit with wheel -- i.e. intended to be mapped to wheel
uiWheelRotatePlacedUnit:通过滚轮旋转已放置的单位
uiWheelRotateRiverShallow : intended for ui use only. Rotate river shallow with wheel -- i.e. intended to be mapped to wheel
uiWheelRotateRiverShallow:通过滚轮旋转浅水河流
uiWorkAtPointer : intended for ui use only. Issues "work" at pointer location.
uiWorkAtPointer:(仅限UI)在指针位置执行“工作”命令
uiYawUnitLeft([integerKeyState]) : intended for ui use only. Indicates that the yaw unit left key has gone up/down.
uiYawUnitLeft([integerKeyState]):(仅限UI)表示单位向左偏航键的按下或释放
uiYawUnitRight([integerKeyState]) : intended for ui use only. Indicates that the yaw unit right key has gone up/down.
uiYawUnitRight([integerKeyState]):(仅限UI)表示单位向右偏航键的按下或释放
uiZoomToMinimapEvent : zooms to the most recent minimap event
uiZoomToMinimapEvent:缩放到最新的迷你地图事件
uiZoomToMinimapEvent2 : zooms to the most recent minimap event
uiZoomToMinimapEvent2:缩放到最新的迷你地图事件
uiZoomToProto([stringProto]) : zooms to the first instance of the specified proto unit owned by the current player
uiZoomToProto([stringProto]):缩放到当前玩家拥有的第一个指定原型单位
undo : undoes the last editing operation
undo:撤销最后一次编辑操作
unitData(intUnitID) : outputs database values for the specified unit or the selected unit
unitData(intUnitID):输出指定单位或选中单位的数据库信息
unitDecVariation([UnitID]) : decrements the current variation of the given UnitID (if -1, applies to selected units)
unitDecVariation([UnitID]):降低指定单位(或选中单位,如果UnitID为-1)的当前变体
unitIncVariation([UnitID]) : increments the current variation of the given UnitID (if -1, applies to selected units)
unitIncVariation([UnitID]):增加指定单位(或选中单位,如果UnitID为-1)的当前变体
unitPlayerDefakify() : sets the selected units to stop using a fake player
unitPlayerDefakify():使选中单位停止使用虚假玩家
unitPlayerFakify(fakePlayerIndex) : sets the selected units to use the specified fake player
unitPlayerFakify(fakePlayerIndex):使选中单位使用指定的虚假玩家
unitReturnToWork : issues a return-to-work command for the selected unit(s)
unitReturnToWork:命令选中单位返回工作状态
unitSetStanceAggressive : sets the stance of all selected units to aggressive
unitSetStanceAggressive:将所有选中单位的站姿设置为进攻型
unitSetStanceDefensive : sets the stance of all selected units to defensive
unitSetStanceDefensive:将所有选中单位的站姿设置为防御型
unitSetStancePassive : sets the stance of all selected units to passive
unitSetStancePassive:将所有选中单位的站姿设置为被动型
unitSetTactic : sets the tactic for the unit
unitSetTactic:为单位设置战术
unitSetVariation(<Variation> [UnitID]) : sets the current variation for the given UnitID (or selected units if -1)
unitSetVariation(<Variation> [UnitID]):设置指定单位(或选中单位,如果UnitID为-1)的当前变体
unitToggleStealth : toggles the stealth mode for the unit
unitToggleStealth:切换单位的隐身模式
unitTownBell : issues a town bell command for the selected unit(s)
unitTownBell:命令选中单位敲响城镇钟声
unpauseNoChecks : forces the game to unpause without any checks
unpauseNoChecks:强制取消游戏暂停(不进行检查)
upgradeTradeRoute(int unitID) : (UI use) upgrades the trade route associated with this unit
upgradeTradeRoute(int unitID):(用于UI)升级与该单位关联的贸易路线
vcCheckConquestVictory() : checks for victory by being the last allied unit alive
vcCheckConquestVictory():检测是否通过最后一个存活的盟军单位取得胜利
vcGetGameplayMode() : returns the current gameplay mode index
vcGetGameplayMode():返回当前的游戏模式索引
vsync(int state) : sets vertical syncing (-1 toggles, 0 off, 1 on)
vsync(int state):设置垂直同步(-1切换,0关闭,1开启)
winScenario : executes the trigger function to win the scenario
winScenario:执行触发器函数,完成场景胜利
bool xsAddRuntimeEvent( string foo, string bar, int something ) : Setups a runtime event. Don't use this.
bool xsAddRuntimeEvent( string foo, string bar, int something ):设置一个运行时事件。不要使用此功能。
int xsArrayCreateBool(int size, bool defaultValue, string name) : creates a sized and named boolean array, returning an arrayID.
int xsArrayCreateBool(int size, bool defaultValue, string name):创建一个具有指定大小和名称的布尔数组,并返回数组ID。
int xsArrayCreateFloat(int size, float defaultValue, string name) : creates a sized and named float array, returning an arrayID.
int xsArrayCreateFloat(int size, float defaultValue, string name):创建一个具有指定大小和名称的浮点数组,并返回数组ID。
int xsArrayCreateInt(int size, int defaultValue, string name) : creates a sized and named integer array, returning an arrayID.
int xsArrayCreateInt(int size, int defaultValue, string name):创建一个具有指定大小和名称的整数数组,并返回数组ID。
int xsArrayCreateString(int size, string defaultValue, string name) : creates a sized and named string array, returning an arrayID.
int xsArrayCreateString(int size, string defaultValue, string name):创建一个具有指定大小和名称的字符串数组,并返回数组ID。
int xsArrayCreateVector(int size, vector defaultValue, string name) : creates a sized and named vector array, returning an arrayID.
int xsArrayCreateVector(int size, vector defaultValue, string name):创建一个具有指定大小和名称的向量数组,并返回数组ID。
bool xsArrayGetBool(int arrayID, int index) : Gets the value at the specified index in the requested array.
bool xsArrayGetBool(int arrayID, int index):获取指定数组中指定索引处的值。
float xsArrayGetFloat(int arrayID, int index) : Gets the value at the specified index in the requested array.
float xsArrayGetFloat(int arrayID, int index):获取指定数组中指定索引处的值。
int xsArrayGetInt(int arrayID, int index) : Gets the value at the specified index in the requested array.
int xsArrayGetInt(int arrayID, int index):获取指定数组中指定索引处的值。
int xsArrayGetSize(int arrayID) : Gets the specified array's size.
int xsArrayGetSize(int arrayID):获取指定数组的大小。
string xsArrayGetString(int arrayID, int index) : Gets the value at the specified index in the requested array.
string xsArrayGetString(int arrayID, int index):获取指定数组中指定索引处的字符串值。
vector xsArrayGetVector(int arrayID, int index) : Gets the value at the specified index in the requested array.
vector xsArrayGetVector(int arrayID, int index):获取指定数组中指定索引处的向量值。
int xsArraySetBool(int arrayID, int index, bool value) : Sets a value at the specified index in the requested array.
int xsArraySetBool(int arrayID, int index, bool value):在指定数组的指定索引处设置一个布尔值。
int xsArraySetFloat(int arrayID, int index, float value) : Sets a value at the specified index in the requested array.
int xsArraySetFloat(int arrayID, int index, float value):在指定数组的指定索引处设置一个浮点值。
int xsArraySetInt(int arrayID, int index, int value) : Sets a value at the specified index in the requested array.
int xsArraySetInt(int arrayID, int index, int value):在指定数组的指定索引处设置一个整数值。
int xsArraySetString(int arrayID, int index, string value) : Sets a value at the specified index in the requested array.
int xsArraySetString(int arrayID, int index, string value):在指定数组的指定索引处设置一个字符串值。
int xsArraySetVector(int arrayID, int index, vector value) : Sets a value at the specified index in the requested array.
int xsArraySetVector(int arrayID, int index, vector value):在指定数组的指定索引处设置一个向量值。
void xsDisableRule( string ruleName ) : Disables the given rule.
void xsDisableRule( string ruleName ):禁用指定规则。
void xsDisableRuleGroup( string ruleGroupName ) : Disables all rules in the given rule group.
void xsDisableRuleGroup( string ruleGroupName ):禁用指定规则组中的所有规则。
void xsDisableSelf( void ) : Disables the current rule.
void xsDisableSelf( void ):禁用当前规则。
int xsDumpArrays() : blogs out all XS arrays.
int xsDumpArrays():将所有XS数组写入日志。
void xsEnableRule( string ruleName ) : Enables the given rule.
void xsEnableRule( string ruleName ):启用指定的规则。
void xsEnableRuleGroup( string ruleGroupName ) : Enables all rules in the given rule group.
void xsEnableRuleGroup( string ruleGroupName ):启用指定规则组中的所有规则。
int xsGetContextPlayer( void ) : Returns the current context player ID.
int xsGetContextPlayer( void ):返回当前上下文玩家的ID。
int xsGetFunctionID( string functionName ) : Runs the secret XSFID for the function. USE WITH CAUTION.
int xsGetFunctionID( string functionName ):执行该函数的秘密 XSFID。请谨慎使用。
int xsGetTime( void ) : Returns the current gametime (in milliseconds).
int xsGetTime( void ):返回当前游戏时间(以毫秒为单位)。
bool xsIsRuleEnabled( string ruleName ) : Returns true if the rule is enabled.
bool xsIsRuleEnabled( string ruleName ):如果规则已启用,则返回true。
void xsIsRuleGroupEnabled( string ruleGroupName ) : Returns true if the rule group is enabled.
void xsIsRuleGroupEnabled( string ruleGroupName ):如果规则组已启用,则返回true。
void xsSetContextPlayer( int playerID ) : Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING).
void xsSetContextPlayer( int playerID ):设置当前上下文玩家ID(如果不了解后果,请勿使用)。
void xsSetRuleMaxInterval( string ruleName, int interval ) : Sets the max interval of the given rule.
void xsSetRuleMaxInterval( string ruleName, int interval ):设置指定规则的最大间隔。
void xsSetRuleMaxIntervalSelf( int interval ) : Sets the max interval of the current rule.
void xsSetRuleMaxIntervalSelf( int interval ):设置当前规则的最大间隔。
void xsSetRuleMinInterval( string ruleName, int interval ) : Sets the min interval of the given rule.
void xsSetRuleMinInterval( string ruleName, int interval ):设置指定规则的最小间隔。
void xsSetRuleMinIntervalSelf( int interval ) : Sets the min interval of the current rule.
void xsSetRuleMinIntervalSelf( int interval ):设置当前规则的最小间隔。
void xsSetRulePriority( string ruleName, int priority ) : Sets the priority of the given rule.
void xsSetRulePriority( string ruleName, int priority ):设置指定规则的优先级。
void xsSetRulePrioritySelf( int priority ) : Sets the priority of the current rule.
void xsSetRulePrioritySelf( int priority ):设置当前规则的优先级。
float xsVectorGetX( vector v ) : Returns the x component of the given vector.
float xsVectorGetX( vector v ):返回给定向量的x分量。
float xsVectorGetY( vector v ) : Returns the y component of the given vector.
float xsVectorGetY( vector v ):返回给定向量的y分量。
float xsVectorGetZ( vector v ) : Returns the z component of the given vector.
float xsVectorGetZ( vector v ):返回给定向量的z分量。
float xsVectorLength( vector v ) : Returns the length of the given vector.
float xsVectorLength( vector v ):返回给定向量的长度。
float xsVectorNormalize( vector v ) : Returns the normalized version of the given vector.
float xsVectorNormalize( vector v ):返回给定向量的单位化版本。
float xsVectorSet( float x, float y, float z ) : Set the 3 components into a vector, returns the new vector.
float xsVectorSet( float x, float y, float z ):设置向量的三个分量,并返回新向量。
float xsVectorSetX( vector v, float x ) : Set the x component of the given vector, returns the new vector.
float xsVectorSetX( vector v, float x ):设置给定向量的x分量,并返回新向量。
float xsVectorSetY( vector v, float y ) : Set the y component of the given vector, returns the new vector.
float xsVectorSetY( vector v, float y ):设置给定向量的y分量,并返回新向量。
float xsVectorSetZ( vector v, float z ) : Set the z component of the given vector, returns the new vector.
float xsVectorSetZ( vector v, float z ):设置给定向量的z分量,并返回新向量。
sqrt(float x): Returns the square root of x.
sqrt(float x):返回 x 的平方根。