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