diff --git a/FA2sp.UnitTest/FA2sp.UnitTest.vcxproj b/FA2sp.UnitTest/FA2sp.UnitTest.vcxproj
index 97f478a5..27c9c8b4 100644
--- a/FA2sp.UnitTest/FA2sp.UnitTest.vcxproj
+++ b/FA2sp.UnitTest/FA2sp.UnitTest.vcxproj
@@ -115,6 +115,7 @@
+
diff --git a/FA2sp.UnitTest/SHPVehicleFacingTest.cpp b/FA2sp.UnitTest/SHPVehicleFacingTest.cpp
new file mode 100644
index 00000000..e3261562
--- /dev/null
+++ b/FA2sp.UnitTest/SHPVehicleFacingTest.cpp
@@ -0,0 +1,86 @@
+#include "TestCommon.h"
+#include
+#include
+
+TEST(SHPVehicleFacingTest, ZeroOffsetDoesNotRotateFrames)
+{
+ // When SHPVehicle.FacingOffset = 0 (RN configuration):
+ // std::rotate(begin, begin + 0 * targetFacings / 8, end) is a no-op.
+ const int offset = 0;
+ const int targetFacings = 8;
+ std::vector framesToRead = { 0, 1, 2, 3, 4, 5, 6, 7 };
+
+ std::rotate(framesToRead.begin(), framesToRead.begin() + offset * targetFacings / 8, framesToRead.end());
+
+ std::vector expected = { 0, 1, 2, 3, 4, 5, 6, 7 };
+ EXPECT_EQ(framesToRead, expected);
+ EXPECT_EQ(framesToRead[0], 0);
+}
+
+TEST(SHPVehicleFacingTest, ZeroOffsetTurretFacingAlignsWithBody)
+{
+ // Turret facing formula: (((offset * targetFacings / 8 + i) % targetFacings) * 32 / targetFacings) % 32
+ // With offset = 0, facing 0 produces turret facing 0, perfectly aligned with body frame 0.
+ const int offset = 0;
+ const int targetFacings = 8;
+
+ for (int i = 0; i < targetFacings; ++i)
+ {
+ int turrentFacing = (((offset * targetFacings / 8 + i) % targetFacings) * 32 / targetFacings) % 32;
+ EXPECT_EQ(turrentFacing, i * (32 / targetFacings));
+ }
+
+ int facing0Turret = (((offset * targetFacings / 8 + 0) % targetFacings) * 32 / targetFacings) % 32;
+ EXPECT_EQ(facing0Turret, 0);
+}
+
+TEST(SHPVehicleFacingTest, LegacyOffsetOneShiftsFramesAndTurretBy45Degrees)
+{
+ // When SHPVehicle.FacingOffset = 1 (legacy FA2sp cmcc patch default):
+ // Shifts frames forward by 1 step (45 degrees), reading frame 1 for facing 0.
+ const int offset = 1;
+ const int targetFacings = 8;
+ std::vector framesToRead = { 0, 1, 2, 3, 4, 5, 6, 7 };
+
+ std::rotate(framesToRead.begin(), framesToRead.begin() + offset * targetFacings / 8, framesToRead.end());
+
+ std::vector expected = { 1, 2, 3, 4, 5, 6, 7, 0 };
+ EXPECT_EQ(framesToRead, expected);
+ EXPECT_EQ(framesToRead[0], 1);
+
+ // Turret facing also shifted by +4 (45 degrees in 32-facing space)
+ int facing0Turret = (((offset * targetFacings / 8 + 0) % targetFacings) * 32 / targetFacings) % 32;
+ EXPECT_EQ(facing0Turret, 4);
+}
+
+TEST(SHPVehicleFacingTest, ExtFacings32Support)
+{
+ // Verification with 32 facings (ExtFacings enabled):
+ const int targetFacings = 32;
+
+ // Offset = 0: no rotate
+ {
+ const int offset = 0;
+ std::vector frames(32);
+ for (int i = 0; i < 32; ++i) frames[i] = i;
+
+ std::rotate(frames.begin(), frames.begin() + offset * targetFacings / 8, frames.end());
+ EXPECT_EQ(frames[0], 0);
+
+ int turrentFacing = (((offset * targetFacings / 8 + 0) % targetFacings) * 32 / targetFacings) % 32;
+ EXPECT_EQ(turrentFacing, 0);
+ }
+
+ // Offset = 1: rotate by 4 steps (32 / 8 = 4, 45 degrees)
+ {
+ const int offset = 1;
+ std::vector frames(32);
+ for (int i = 0; i < 32; ++i) frames[i] = i;
+
+ std::rotate(frames.begin(), frames.begin() + offset * targetFacings / 8, frames.end());
+ EXPECT_EQ(frames[0], 4);
+
+ int turrentFacing = (((offset * targetFacings / 8 + 0) % targetFacings) * 32 / targetFacings) % 32;
+ EXPECT_EQ(turrentFacing, 4);
+ }
+}
diff --git a/FA2sp/Ext/CFinalSunDlg/Body.ObjectBrowserControl.cpp b/FA2sp/Ext/CFinalSunDlg/Body.ObjectBrowserControl.cpp
index ecec476b..05198243 100644
--- a/FA2sp/Ext/CFinalSunDlg/Body.ObjectBrowserControl.cpp
+++ b/FA2sp/Ext/CFinalSunDlg/Body.ObjectBrowserControl.cpp
@@ -1369,6 +1369,11 @@ void CViewObjectsExt::Redraw_Owner()
size_t i = 0;
for (auto& itr : section)
{
+ if (strcmp(itr.second, "Nod") == 0 || strcmp(itr.second, "GDI") == 0)
+ {
+ i++;
+ continue;
+ }
FString uiname = itr.second;
if (!ExtConfigs::NoHouseNameTranslation)
@@ -1416,6 +1421,11 @@ void CViewObjectsExt::Redraw_Owner()
size_t i = 0;
for (auto& itr : section)
{
+ if (strcmp(itr.second, "Nod") == 0 || strcmp(itr.second, "GDI") == 0)
+ {
+ i++;
+ continue;
+ }
FString uiname = itr.second;
if (!ExtConfigs::NoHouseNameTranslation)
@@ -1486,6 +1496,11 @@ void CViewObjectsExt::Redraw_Owner()
size_t i = 0;
for (auto& itr : section)
{
+ if (strcmp(itr.second, "Nod") == 0 || strcmp(itr.second, "GDI") == 0)
+ {
+ i++;
+ continue;
+ }
FString uiname = itr.second;
if (!ExtConfigs::NoHouseNameTranslation)
diff --git a/FA2sp/Ext/CLoading/Body.LoadObjects.cpp b/FA2sp/Ext/CLoading/Body.LoadObjects.cpp
index b94f25f0..12f8398a 100644
--- a/FA2sp/Ext/CLoading/Body.LoadObjects.cpp
+++ b/FA2sp/Ext/CLoading/Body.LoadObjects.cpp
@@ -2591,7 +2591,8 @@ void CLoadingExt::LoadVehicleOrAircraft(const FString& ID, int tiltType)
}
}
- std::rotate(framesToRead.begin(), framesToRead.begin() + 1 * targetFacings / 8, framesToRead.end());
+ int offset = ExtConfigs::SHPVehicle_FacingOffset;
+ std::rotate(framesToRead.begin(), framesToRead.begin() + offset * targetFacings / 8, framesToRead.end());
FString FileName = ImageID + ".shp";
FString FileNameTurret = ImageID + "tur.shp";
@@ -2648,7 +2649,7 @@ void CLoadingExt::LoadVehicleOrAircraft(const FString& ID, int tiltType)
// turret start from 0 + WalkFrames * Facings, ignore StartWalkFrame
// and always has 32 facings
- turrentFacing = (((targetFacings / 8 + i) % targetFacings) * 32 / targetFacings) % 32;
+ turrentFacing = (((offset * targetFacings / 8 + i) % targetFacings) * 32 / targetFacings) % 32;
turretFrameToRead = bUseTurrentFile ? turrentFacing : (facingCount * nWalkFrames + turrentFacing);
if (KratosWeaponTurretFrameIndex >= 0)
{
@@ -2697,7 +2698,7 @@ void CLoadingExt::LoadVehicleOrAircraft(const FString& ID, int tiltType)
int nWalkFrames = CINI::Art->GetInteger(ArtID, "WalkFrames", 1);
int turrentFacing;
- turrentFacing = (((targetFacings / 8 + i) % targetFacings) * 32 / targetFacings) % 32;
+ turrentFacing = (((offset * targetFacings / 8 + i) % targetFacings) * 32 / targetFacings) % 32;
bool barrelInFront = IsBarrelInFront(i, targetFacings);
if (hasVoxelBarl)
diff --git a/FA2sp/FA2sp.cpp b/FA2sp/FA2sp.cpp
index 341fe2d6..8fb26060 100644
--- a/FA2sp/FA2sp.cpp
+++ b/FA2sp/FA2sp.cpp
@@ -103,6 +103,7 @@ bool ExtConfigs::ExtTilts;
bool ExtConfigs::ExtFacings_Drag;
bool ExtConfigs::ExtFacings_Scroll;
bool ExtConfigs::ExtFacings_DragPreview;
+int ExtConfigs::SHPVehicle_FacingOffset = 1;
int ExtConfigs::UndoRedoLimit;
bool ExtConfigs::UndoRedo_ShiftPlaceTile;
bool ExtConfigs::UndoRedo_RecordObjects;
@@ -375,6 +376,7 @@ void FA2sp::ExtConfigsInitialize()
ExtConfigs::ExtFacings_Drag = CINI::FAData->GetBool("ExtConfigs", "ExtFacings.Drag");
ExtConfigs::ExtFacings_Scroll = CINI::FAData->GetBool("ExtConfigs", "ExtFacings.Scroll");
ExtConfigs::ExtFacings_DragPreview = CINI::FAData->GetBool("ExtConfigs", "ExtFacings.DragPreview", true);
+ ExtConfigs::SHPVehicle_FacingOffset = CINI::FAData->GetInteger("ExtConfigs", "SHPVehicle.FacingOffset", 1);
ExtConfigs::ExtVariables = CINI::FAData->GetBool("ExtConfigs", "ExtVariables");
ExtConfigs::AIRepairDefaultYes = CINI::FAData->GetBool("ExtConfigs", "AIRepairDefaultYes");
ExtConfigs::AISellableDefaultYes = CINI::FAData->GetBool("ExtConfigs", "AISellableDefaultYes");
diff --git a/FA2sp/FA2sp.h b/FA2sp/FA2sp.h
index 69672f17..03b19fbd 100644
--- a/FA2sp/FA2sp.h
+++ b/FA2sp/FA2sp.h
@@ -112,6 +112,7 @@ class ExtConfigs
static bool ExtFacings_Drag;
static bool ExtFacings_Scroll;
static bool ExtFacings_DragPreview;
+ static int SHPVehicle_FacingOffset;
static int UndoRedoLimit;
static bool UndoRedo_RecordObjects;
static bool UndoRedo_ShiftPlaceTile;
diff --git a/Supplementary/FAData.ini b/Supplementary/FAData.ini
index 9f5facda..99e71498 100644
--- a/Supplementary/FAData.ini
+++ b/Supplementary/FAData.ini
@@ -288,6 +288,10 @@ ExtFacings.DragPreview=true
; BOOLEAN ; 启用32向的摆放时滚轮调整朝向, 否则为8向, 默认为 false
ExtFacings.Scroll=false
+; INTEGER ; Facing offset index for SHP vehicles (default 1 for legacy cmcc patch behavior; set to 0 to restore pre-patch behavior and remove hardcoded offset)
+; INTEGER ; SHP载具朝向帧偏移 (默认为 1 保持 cmcc patch 的历史效果; 设置为 0 则可以保持 cmcc patch 之前的效果,消除这个硬编码限制)
+SHPVehicle.FacingOffset=1
+
; BOOLEAN ; Allow vehicles and aircraft to tilt on slopes. Default false
; BOOLEAN ; 车辆和飞行器在斜坡上显示倾斜图像, 默认为 false
ExtTilts=false
diff --git a/Supplementary/MentalOmega/FAData.ini b/Supplementary/MentalOmega/FAData.ini
index 2126d8fb..942f195d 100644
--- a/Supplementary/MentalOmega/FAData.ini
+++ b/Supplementary/MentalOmega/FAData.ini
@@ -288,6 +288,10 @@ ExtFacings.DragPreview=true
; BOOLEAN ; 启用32向的摆放时滚轮调整朝向, 否则为8向, 默认为 false
ExtFacings.Scroll=false
+; INTEGER ; Facing offset index for SHP vehicles (default 1 for legacy cmcc patch behavior; set to 0 to restore pre-patch behavior and remove hardcoded offset)
+; INTEGER ; SHP载具朝向帧偏移 (默认为 1 保持 cmcc patch 的历史效果; 设置为 0 则可以保持 cmcc patch 之前的效果,消除这个硬编码限制)
+SHPVehicle.FacingOffset=1
+
; BOOLEAN ; Allow vehicles and aircraft to tilt on slopes. Default false
; BOOLEAN ; 车辆和飞行器在斜坡上显示倾斜图像, 默认为 false
ExtTilts=false
diff --git a/Supplementary/RevengeNow/FAData.ini b/Supplementary/RevengeNow/FAData.ini
index 261f7500..1a2751ad 100644
--- a/Supplementary/RevengeNow/FAData.ini
+++ b/Supplementary/RevengeNow/FAData.ini
@@ -8,11 +8,11 @@ EnableTrackLogic=true ; Enables Track Logic
AllowTunnels=true ; Enables tunnel editing
; Recursive inclusion is not supported
-
[Include]
0=FAData_RandomPlacement.ini
1=FAData_ObjectBrowser.ini
-2=FAData_Customized.ini
+2=FAData_TriggerAndScript.ini
+3=FAData_Customized.ini
[ExtConfigs]
; BOOLEAN ; Enables the redesigned ObjectBrowserView
@@ -33,7 +33,7 @@ ObjectBrowser.CleanUp=true
; BOOLEAN ; Hide houses that cannot be used
; BOOLEAN ; 决定 FA2sp 是否屏蔽掉不能使用的所属方
-ObjectBrowser.SafeHouses=true
+ObjectBrowser.SafeHouses=false
; BOOLEAN ; Additionally group structures by foundation size
; BOOLEAN ; 是否会额外按照建筑大小进行分类
@@ -287,6 +287,10 @@ ExtFacings.DragPreview=true
; BOOLEAN ; 启用32向的摆放时滚轮调整朝向, 否则为8向, 默认为 false
ExtFacings.Scroll=false
+; INTEGER ; Facing offset index for SHP vehicles (default 1 for legacy cmcc patch behavior; set to 0 to restore pre-patch behavior and remove hardcoded offset)
+; INTEGER ; SHP载具朝向帧偏移 (默认为 1 保持 cmcc patch 的历史效果; 设置为 0 则可以保持 cmcc patch 之前的效果,消除这个硬编码限制)
+SHPVehicle.FacingOffset=0
+
; BOOLEAN ; Allow vehicles and aircraft to tilt on slopes. Default false
; BOOLEAN ; 车辆和飞行器在斜坡上显示倾斜图像, 默认为 false
ExtTilts=false
@@ -631,7 +635,7 @@ InGameDisplay.Water=true
; BOOLEAN ; Support Phobos damaged art images. Default true
; BOOLEAN ; 是否支持 Phobos 的单位伤残更换图像功能, 默认为 true
-InGameDisplay.Damage=true
+InGameDisplay.Damage=false
; BOOLEAN ; Render hover unit a little higher. Default true
; BOOLEAN ; 是否将悬浮单位渲染的更高一些, 默认为 true
@@ -872,8 +876,6 @@ PasteShowOutline=true
; then all default 6 theaters are used.
; The second item separated by commas
; represents the name saved in the map file
-; under [Map] -> Theater=.
-
[Customizations]
AnimationListID=OrderedAnimations
DefaultGameMode=standard
@@ -881,21 +883,11 @@ DefaultMinPlayers=2
SaveMapExtensionOverride=no
SaveMapExtensionDefault=.map
-
[Sides]
0=Allied
1=Soviet
2=Yuri
-3=安塔列星
-4=科技功能建筑,1
-5=地标建筑类,1
-6=大城市建筑,1
-7=中小城市建筑,1
-8=村庄建筑,1
-9=工业建筑,1
-10=小型装饰摆件,1
-11=中立特殊建筑,1
-
+3=Antalian
[GameModes]
standard=标准作战
@@ -912,229 +904,46 @@ testside=开发者乐园
airwar=(无效)空战
nukewar=(无效)核战
-
[ForceUnitPalettePrefix]
0=TIBTRE
-
-[ForceIsoPalettePrefix]
-
-;===ScriptTemplates===
-;X=UIName, Name, Count, Key 1 ,Value 1 , Key 2 ,Value 2 , ..., Key Count ,Value Count
-;EMPTY will be considered as a CONST, with it FA2Copy will ignore the value
-
-;By prry
-
[VehicleVoxelTurretsRA2Disabled]
-;DISKX=-10
-;DISKY=-10
-;YTNKY=-30
SREFX=4
SREFY=3
-
[IgnoreArtImage]
BFRT=1
CAML=1
-CAML=yes
-
-; hacks for shore pieces
-; shore id_pos=iswater
-; pos: count from left top to right, then next "row"
-
-; RA2 only needs one fix (for URBAN specifically)
-
-[IgnoreSuperAnim1]
-
-
-
-[IgnoreSuperAnim2]
-NAMISL=1
-NAMISL2=1
-NAMISL3=1
-NAIRON=1
-GACSPH=1
-YAGNTC=1
-YAPPET=1
-
-
-[IgnoreSuperAnim3]
-NAMISL=1
-NAMISL2=1
-NAMISL3=1
-NAIRON=1
-GACSPH=1
-YAGNTC=1
-YAPPET=1
-
-
-[IgnoreSuperAnim4]
-NAMISL=1
-NAMISL2=1
-NAMISL3=1
-NAIRON=1
-GACSPH=1
-YAGNTC=1
-YAPPET=1
-
-; fix for building list:
-
+; AI Base Planning Sides
[GTGCAN]
-AIBasePlanningSide=0
-
+AIBasePlanningSide=0
[YACOMD]
AIBasePlanningSide=2
-
[YADEPT]
AIBasePlanningSide=0
-
[NASPYB]
AIBasePlanningSide=2
-; rename list for objects. ObjectID=StringID
-
-[Rename]
-
-
-[IgnoreRA2]
-0=GAARMORY
-1=APACHE
-2=DeathDummy
-3=WEEDGUY
-4=GADUMY
-5=NAWAST
-6=GARADR
-7=CAIRSFGL
-8=CALIT01E
-9=CALIT01N
-10=CALIT01S
-11=CALIT01W
-12=CALIT03E
-13=CALIT03N
-14=CALIT03S
-15=CALIT03W
-16=CALIT02L
-17=CALIT02R
-18=NAHPAD
-19=CAEURO01
-20=CACITY01
-21=CACITY02
-22=CACITY03
-23=CACITY04
-24=CITY06
-25=CITY05
-26=CITY04
-27=CITY03
-28=CITY02
-29=CITY01
-30=CAARMR
-31=TREE29
-32=TREE30
-33=CANEWY05
-34=REDLAMP
-35=GRENLAMP
-36=BLUELAMP
-37=YELWLAMP
-38=PURPLAMP
-39=INORANLAMP
-;40=NEGLAMP ; NEGLAMP added again, invisible in game
-41=NEGRED
-42=TSTLAMP
-43=CAPOL01E
-44=CAPOL01N
-45=CAPOL01S
-46=CAPOL01W
-47=CASIN01E
-48=CASIN01N
-49=CASIN01W
-50=CASIN01S
-51=GAGREEN
-52=GALITE
-53=CARGOPLANE
-; 54=CAHOSP
-55=XCOMET
-56=CAKRMW
-57=CAFNCB
-58=CAFNCW
-59=CAFNCP
-60=CR1
-61=CR2
-62=CR3
-63=CR4
-64=CR5
-65=CR6
-66=BURN01
-67=BURN02
-68=BURN03
-69=BURN04
-70=BURN05
-71=BURN06
-72=BURN07
-73=BURN08
-74=BURN09
-75=BURN10
-76=BURN11
-77=BURN12
-78=BURN13
-79=BURN14
-80=BURN15
-Another one :) =BURN16
-82=CASYDN01
-83=CATIME
-84=CALOND02;?
-;85=CAMORR01
-;86=CAMORR02
-;87=CAMORR03
-;88=CAEGYP06
-;89=CAMORR04
-;90=CAEGYP04
-;91=CAEGYP05
-;92=CALA06
-
-97=DNOB;?
-98=GAWRONG
-99=CALA02;?
-100=CAMOON01
-;101=CAEGYP01
-102=UTNK
-103=YDUM
-104=WWLF
-105=YADOG
-106=YDOG
-107=SMON
-108=CMON
-109=YADEPT
-110=CALOND06;?
-;111=TREE32
-
-; Yes means Image= in art ini will be ignored
-
-[IgnoreTerrainRA2]
-
+;===ScriptTemplates===
+;X=UIName, Name, Count, Key 1 ,Value 1 , Key 2 ,Value 2 , ..., Key Count ,Value Count
+;EMPTY will be considered as a CONST, with it FA2Copy will ignore the value
+;By prry
[ScriptTemplates]
DefaultName=默认
Counts=5
1=两点间巡逻,New patrol 2 script,5,16,0,5,3,16,0,5,3,6,1
2=三点间巡逻,New patrol 3 script,7,16,0,5,3,16,0,5,3,16,0,5,3,6,1
-3=四点间巡逻,New patrol 4 script,9,16,0,5,3,16,0,5,3,16,0,5,3,16,0,5,3,6,1
+3=四点间巡逻,New patrol 4 script,9,16,0,5,3,16,0,5,3,16,0,5,3,6,1
4=装载部队卸载攻击,New unload script,6,3,0,8,2,39,0,20,0,50,120,0,0
5=装载入载具并攻击,New load script,3,21,EMPTY,14,EMPTY,0,0
;===TeamTemplates===
;X=UIName, Name, Experience Level, Priority, Max, Group, TechLevel, Mind-control Result, Checkbox1, Checkbox2, ..., Checkbox19
-;Checkbox order matrix:
-; |1 6 11 |
-; |2 7 12 16|
-; |3 8 13 17|
-; |4 9 14 18|
-; |5 10 15 19|
-
;By Sandman
-
[TeamTemplates]
DefaultName=默认
Counts=3
@@ -1142,1267 +951,6 @@ Counts=3
2=AI生产小队,New AI Production Team,1,5,10,-1,5,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0
3=突击小队,New Offense Team,1,5,5,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0
-; not NOSURFACES:
-;[BuildingVoxelTurretsRA2]
-;GTGCANX=-1
-;GTGCANY=0;-6
-;NASAMY=0;2
-;NALASRX=0
-;NALASRY=0;-3
-;NAFLAKY=10;10
-
-
-[ParamTypes]
--1=未使用,0,1;not listed in FA2
-0=未使用,0
-1=未知,0
-2=所属方,1
-3=局部变量,20
-4=时间,0
-5=积分,0
-6=数值,0
-7=小队类型,2
-8=建筑,6
-9=飞行器,5
-10=步兵,4
-11=单位,3
-12=电影,7
-13=文本,8
-14=触发,9
-15=允许,10
-16=声音,11
-17=乐曲,12
-18=语音,13
-19=步骤,0
-20=超级武器,14
-21=左,0
-22=上,0
-23=宽,0
-24=高,0
-25=动画,15
-26=粒子,16
-27=持续时间,0
-28=速度,0
-29=Voxel碎片ID号,29
-30=路径点,17
-31=木箱类型,PT_CrateTypes
-32=语音提示框,19
-33=字符,21
-34=行为,9
-35=全局变量,27
-36=特定武器,14
-37=已激活,10
-38=触发标签,22
-39=科技类型,0
-40=来源,0
-41=武器,24
-42=发光行为,25
-43=事件,9
-44=阵雨,26
-45=浮点值,0
-46=科技类型,29,2
-47=建筑,28
-48=数量,0
-49=像素动画,23
-50=影片,7
-51=雷达事件,PT_RadarEventTypes
-
-; These value sequence are hardcoded, check dissasmbly at YR 0x7E523C
-; Origianl definitinos are as follows:
-; "Money"
-; "Unit"
-; "HealBase"
-; "Cloak"
-; "Explosion"
-; "Napalm"
-; "Squad"
-; "Darkness"
-; "Reveal"
-; "Armor"
-; "Speed"
-; "Firepower"
-; "ICBM"
-; "Invulnerability"
-; "Veteran"
-; "IonStorm"
-; "Gas"
-; "Tiberium"
-; "Pod"
-
-[Chinese-ParamTypes]
--1=未使用,0,1;not listed in FA2
-0=未使用,0
-1=未知,0
-2=所属方,1
-3=局部变量,20
-4=时间,0
-5=积分,0
-6=数值,0
-7=小队类型,2
-8=建筑,6
-9=飞行器,5
-10=步兵,4
-11=单位,3
-12=电影,7
-13=文本,8
-14=触发,9
-15=允许,10
-16=声音,11
-17=乐曲,12
-18=语音,13
-19=步骤,0
-20=超级武器,14
-21=左,0
-22=上,0
-23=宽,0
-24=高,0
-25=动画,15
-26=粒子,16
-27=持续时间,0
-28=速度,0
-29=Voxel碎片ID号,29
-30=路径点,17
-31=木箱类型,PT_CrateTypes
-32=语音提示框,19
-33=字符,21
-34=行为,9
-35=全局变量,27
-36=特定武器,14
-37=已激活,10
-38=触发标签,22
-39=科技类型,0
-40=来源,0
-41=武器,24
-42=发光行为,25
-43=事件,9
-44=阵雨,26
-45=浮点值,0
-46=科技类型,29,2
-47=建筑,28
-48=数量,0
-49=像素动画,23
-50=影片,7
-51=雷达事件,PT_RadarEventTypes
-
-; These value sequence are hardcoded, check dissasmbly at YR 0x7E523C
-; Origianl definitinos are as follows:
-; "Money"
-; "Unit"
-; "HealBase"
-; "Cloak"
-; "Explosion"
-; "Napalm"
-; "Squad"
-; "Darkness"
-; "Reveal"
-; "Armor"
-; "Speed"
-; "Firepower"
-; "ICBM"
-; "Invulnerability"
-; "Veteran"
-; "IonStorm"
-; "Gas"
-; "Tiberium"
-; "Pod"
-
-[PT_CrateTypes]
-FixedValueCount=19
-0=0 - 钱箱
-1=1 - 随机载具单位
-2=2 - 全体医疗/修复
-3=3 - 永久隐形
-4=4 - C4弹头伤害
-5=5 - 火焰爆炸伤害
-6=6 - 随机步兵小队
-7=7 - 全图黑幕
-8=8 - 显示全地图
-9=9 - 护甲强化
-10=10 - 速度提升
-11=11 - 火力提升
-12=12 - 核弹超武单次
-13=13 - 铁幕无敌(功能残缺)
-14=14 - 经验升星
-15=15 - 离子风暴(无效)
-16=16 - 毒气粒子
-17=17 - 小片矿石
-18=18 - 空降仓(无效)
-
-; Controls for radar events
-; The events, in order, are:
-; (1) Generic Combat Event,
-; (2) Generic Noncombat Event,
-; (3) Dropzone Event,
-; (4) Base Under Attack Event,
-; (5) Harvester Under Attack Event,
-; (6) Enemy Object Sensed Event
-
-[PT_RadarEventTypes]
-FixedValueCount=6
-0=0 - (红)通用战斗事件
-1=1 - (黄)通用非战斗事件
-2=2 - (黄)空降区事件
-3=3 - (红)基地遭受攻击
-4=4 - (红)矿车遭受攻击
-5=5 - (蓝)探测到敌方单位
-
-
-[ScriptParams]
-0=占位,0
-1=目标,1
-2=路径点,2
-3=跳转至行#,3
-4=分离小队,4
-5=全局变量,5
-6=脚本,6
-7=小队,7
-8=所属方,8
-9=语音,9
-10=音效,10
-11=影片,11
-12=音乐,12
-13=国家,13
-14=局部变量,14
-15=朝向,15
-16=建筑,16
-17=动画,17
-18=对话气泡,18
-19=进入状态,19
-20=整数,0
-21=布尔,20
-22=目标列表,SP_TargetList
-
-
-[Chinese-ScriptParams]
-0=占位,0
-1=目标,1
-2=路径点,2
-3=跳转至行#,3
-4=分离小队,4
-5=全局变量,5
-6=脚本,6
-7=小队,7
-8=所属方,8
-9=语音,9
-10=音效,10
-11=影片,11
-12=音乐,12
-13=国家,13
-14=局部变量,14
-15=朝向,15
-16=建筑,16
-17=动画,17
-18=对话气泡,18
-19=进入状态,19
-20=整数,0
-21=布尔,20
-22=目标列表,SP_TargetList
-
-
-[SP_TargetList]
-ParseFromSection=TeamTargetTechnoTypes
-ExtraValueType=0
-
-
-[ScriptExtras]
-0=SE_TargetScanStrategy
-
-
-[SE_TargetScanStrategy]
-0=0 - 最小威胁
-1=1 - 最大威胁
-2=2 - 最近距离
-3=3 - 最远距离
-
-;Index=Name,ParamType,Obsolete,YROnly,Description
-
-[ScriptsRA2]
-0=0 - 攻击,1,0,1,攻击某类目标。
-1=1 - 攻击路径点,2,0,1,攻击指定路径点(上的物体)。
-2=2 - 暴走(无效),0,1,0,小队的半机械人成员会暴走(无效脚本)。
-3=3 - 移动到路径点,2,0,1,移动到指定路径点。
-4=4 - 移动到坐标,20,0,1,移动到坐标点 (int x+y*128)。
-5=5 - 警戒(时间计数),20,0,1,区域警戒 X 秒。(填5与计时器流逝5秒时间相同)
-6=6 - 脚本转到行号 #,3,0,1,跳转到脚本的第#行,用来循环。
-7=7 - 玩家胜利,0,0,0,使玩家胜利。
-8=8 - 卸载,4,0,1,所有有载员的运载单位卸客。命令参数可以分别指定两个部分是否依然是小队成员或者要离开小队。
-9=9 - 部署,0,0,0,所有可部署单位进行部署。
-10=10 - 跟随友军单位,0,0,0,令小队跟随最近的友军单位。
-11=11 - 进入...状态,19,0,1,小队所有成员执行指定任务。
-12=12 - 设置全局变量,5,0,1,设置一个全局变量。
-13=13 - 进入空闲动画,0,0,0,让小队中的步兵单位闲置(播放闲置动画)
-14=14 - 装载入运输载具,0,0,0,让所有单位进入运输载具(如果可能的话)
-15=15 - 间谍进入路径点的建筑物,0,1,0,(废弃脚本)
-16=16 - 巡逻至路径点,2,0,1,小队成员移动攻击到指定路径点。
-17=17 - 更改应用脚本,6,0,1,让小队使用新的脚本(参数为动作脚本ID)
-18=18 - 更改小队,7,0,1,让小队更改小队类型(参数为作战小队ID)
-19=19 - 惊慌,0,0,0,让小队所有单位惊慌。
-20=20 - 更改所属方,13,0,1,小队成员全部更改为所属方(参数为所属方编号)
-21=21 - 分散,0,0,0,让所有单位分散。
-22=22 - 进入周围的黑幕,0,0,0,让所有单位逃到有黑幕的地方。
-23=23 - 玩家失败,0,0,0,使玩家失败。
-24=24 - 播放语音,9,0,1,播放特定的语音文件。
-25=25 - 播放音效,10,0,1,播放特定的音效文件。
-26=26 - 播放电影,11,0,1,播放特定的电影文件。
-27=27 - 播放音乐,12,0,1,播放特定的音乐文件。
-28=28 - 减少矿石,0,0,0,减少小队成员周围的矿石数量。
-29=29 - 开始生产,0,0,0,让所属方开始生产。
-30=30 - 变卖乌拉,0,0,0,让AI所属方变卖所有建筑并进行最后总攻。
-31=31 - 小队自毁,0,0,0,让该小队所有成员自毁。
-32=32 - 闪电风暴开始(延时),20,0,1,经过指定的时间后开始闪电风暴。
-33=33 - 闪电风暴结束,0,0,0,使闪电风暴结束。
-34=34 - 镜头聚焦小队,20,0,1,镜头聚焦小队(参数为速度)
-35=35 - 重置地图黑幕,0,0,0,重置地图黑幕。
-36=36 - 显示全地图,0,0,0,显示全地图。
-37=37 - 删除小队成员,0,0,0,删除该小队所有成员。
-38=38 - 清除全局变量,5,0,1,清除指定全局变量。
-39=39 - 设置局部变量,14,0,1,设置指定局部变量。
-40=40 - 清除局部变量,14,0,1,清除指定局部变量。
-41=41 - 镇定,0,0,0,使所有小队成员停止惊慌。
-42=42 - 强制面向,15,0,1,强制小队成员面向一个特定的方向。
-43=43 - 等待到满载,0,0,0,等到所有运输器满载。
-44=44 - 卡车卸载,0,0,0,让所有卡车卸载箱子(即改变类型为未装载单位)
-45=45 - 卡车装载,0,0,0,让所有卡车装载箱子(即改变类型为装载的单位)
-46=46 - 攻击敌方建筑物,16,0,1,攻击指定类型的建筑,参数为建筑序号,额外参数可以用于指定搜索目标时的策略。
-47=47 - 移动到敌方建筑物,16,0,1,移动到指定类型的建筑,参数为建筑序号+系数(+0:攻击威胁值最小的,+65536 :攻击威胁值最大的,+131072:攻击距离最近的,+262144:攻击距离最远的)。
-48=48 - 侦察,0,0,0,小队会侦察玩家未探索的区域。
-49=49 - 成功,0,0,0,记录小队完成了任务。用于AI触发分量(权重)。在每一个AI触发后添加此行为。
-50=50 - 闪烁,20,0,1,闪烁小队一段时间(参数为闪烁的帧数)
-51=51 - 播放动画,17,0,1,在每个小队单位上播放动画。
-52=52 - 对话气泡,18,0,1,在小队第一个单位上显示对话气泡。
-53=53 - 敌方基地外集合,20,0,1,在敌方基地安全距离外集合。Ares2.0起,数值参数的正负将影响Rulesmd全局中安全距离 (AISafeDistance=) 的伸长或缩短。
-54=54 - 己方基地外集合,20,0,1,在己方基地一定距离外集合。Ares2.0起,数值参数的正负将影响Rulesmd全局中「友军基地」安全距离 (AIFriendlyDistance=,不存在这条则用AISafeDistance=) 的伸长或缩短。
-55=55 - 请求超武...,20,0,1,请求小队所属方对当前小队使用超级武器,默认为铁幕。Ares2.0起,数值参数决定AI使用哪一组超武(对应SW.Group=,默认为0)。
-56=56 - 超时空传送至建筑,16,0,1,若所属方超时空传送就绪,将该小队超时空传送至特定建筑。但是此后需要额外使用攻击命令。
-57=57 - 超时空传送至目标,1,0,1,若所属方超时空传送就绪,将该小队超时空传送至目标。但是此后需要额外使用攻击命令。
-;YR Only
-58=58 - 移动到己方建筑,16,0,1,移动到友方的特定建筑,额外参数可以用于指定搜索目标时的策略
-59=59 - 攻占路径点上的建筑,2,0,1,攻击占据该路径点的建筑物。AI单位通常会优先尝试驻扎(若能)。
-60=60 - 进入回收厂,0,0,0,让小队进入该所属方就近的部队回收厂。
-61=61 - 进入坦克碉堡,0,0,0,让小队的每个单位进入空的坦克碉堡。
-62=62 - 进入生化反应炉,0,0,0,让小队进入生化反应炉。
-63=63 - 进入战斗碉堡,0,0,0,让小队进入战斗碉堡。
-64=64 - 进入可驻军建筑,0,0,0,让小队进驻中立建筑物。
-;Hares Only
-65=65 - 攻击特定类型的单位,22,0,1,攻击特定类型的科技单位,数值为全局TeamTargetTechnoTypes列表中的序号,从0开始
-66=66 - 驻扎路径点位置的建筑,2,0,1,派遣步兵单位驻扎路径点位置的建筑(如果有),不区分小队所属是人类或AI玩家。
-67=67 - 摄像机视角跟随,20,0,1,激活/取消摄像机追逐视角设置为该小队成员(所有成员都会标记为跟随,多成员小队慎用)。
-68=68 - 小队成员被玩家选中,20,0,1,激活/取消设置该小队成员为选中状态(所有成员都会标记为选中)。
-69=69 - 上一脚本执行成功,20,0,1,上一次脚本执行结果为成功
-70=70 - 上一脚本执行失败,20,0,1,上一次脚本执行结果为失败
-71=71 - 等待N游戏秒,20,0,1,等待N游戏秒,以保证上一条脚本执行完毕
-
-[DontSaveAsWP] ; which code values indicate that the waypoint param must be saved as normal integer?
-0=5
-1=9
-;2=10
-3=11
-
-; events format:
-; #=Description, P2 type, P1 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional]
-; negative number for type currently not supported (only Actions do support yet)!
-; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
-; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
-; NOTE: ID must be the same like #
-
-[Chinese-ScriptsRA2]
-0=0 - 攻击,1,0,1,攻击某类目标。
-1=1 - 攻击路径点,2,0,1,攻击指定路径点(上的物体)。
-2=2 - 暴走(无效),0,1,0,小队的半机械人成员会暴走(无效脚本)。
-3=3 - 移动到路径点,2,0,1,移动到指定路径点。
-4=4 - 移动到坐标,20,0,1,移动到坐标点 (int x+y*128)。
-5=5 - 警戒(时间计数),20,0,1,区域警戒 X 秒。(填5与计时器流逝5秒时间相同)
-6=6 - 脚本转到行号 #,3,0,1,跳转到脚本的第#行,用来循环。
-7=7 - 玩家胜利,0,0,0,使玩家胜利。
-8=8 - 卸载,4,0,1,所有有载员的运载单位卸客。命令参数可以分别指定两个部分是否依然是小队成员或者要离开小队。
-9=9 - 部署,0,0,0,所有可部署单位进行部署。
-10=10 - 跟随友军单位,0,0,0,令小队跟随最近的友军单位。
-11=11 - 进入...状态,19,0,1,小队所有成员执行指定任务。
-12=12 - 设置全局变量,5,0,1,设置一个全局变量。
-13=13 - 进入空闲动画,0,0,0,让小队中的步兵单位闲置(播放闲置动画)
-14=14 - 装载入运输载具,0,0,0,让所有单位进入运输载具(如果可能的话)
-15=15 - 间谍进入路径点的建筑物,0,1,0,(废弃脚本)
-16=16 - 巡逻至路径点,2,0,1,小队成员移动攻击到指定路径点。
-17=17 - 更改应用脚本,6,0,1,让小队使用新的脚本(参数为动作脚本ID)
-18=18 - 更改小队,7,0,1,让小队更改小队类型(参数为作战小队ID)
-19=19 - 惊慌,0,0,0,让小队所有单位惊慌。
-20=20 - 更改所属方,13,0,1,小队成员全部更改为所属方(参数为所属方编号)
-21=21 - 分散,0,0,0,让所有单位分散。
-22=22 - 进入周围的黑幕,0,0,0,让所有单位逃到有黑幕的地方。
-23=23 - 玩家失败,0,0,0,使玩家失败。
-24=24 - 播放语音,9,0,1,播放特定的语音文件。
-25=25 - 播放音效,10,0,1,播放特定的音效文件。
-26=26 - 播放电影,11,0,1,播放特定的电影文件。
-27=27 - 播放音乐,12,0,1,播放特定的音乐文件。
-28=28 - 减少矿石,0,0,0,减少小队成员周围的矿石数量。
-29=29 - 开始生产,0,0,0,让所属方开始生产。
-30=30 - 变卖乌拉,0,0,0,让AI所属方变卖所有建筑并进行最后总攻。
-31=31 - 小队自毁,0,0,0,让该小队所有成员自毁。
-32=32 - 闪电风暴开始(延时),20,0,1,经过指定的时间后开始闪电风暴。
-33=33 - 闪电风暴结束,0,0,0,使闪电风暴结束。
-34=34 - 镜头聚焦小队,20,0,1,镜头聚焦小队(参数为速度)
-35=35 - 重置地图黑幕,0,0,0,重置地图黑幕。
-36=36 - 显示全地图,0,0,0,显示全地图。
-37=37 - 删除小队成员,0,0,0,删除该小队所有成员。
-38=38 - 清除全局变量,5,0,1,清除指定全局变量。
-39=39 - 设置局部变量,14,0,1,设置指定局部变量。
-40=40 - 清除局部变量,14,0,1,清除指定局部变量。
-41=41 - 镇定,0,0,0,使所有小队成员停止惊慌。
-42=42 - 强制面向,15,0,1,强制小队成员面向一个特定的方向。
-43=43 - 等待到满载,0,0,0,等到所有运输器满载。
-44=44 - 卡车卸载,0,0,0,让所有卡车卸载箱子(即改变类型为未装载单位)
-45=45 - 卡车装载,0,0,0,让所有卡车装载箱子(即改变类型为装载的单位)
-46=46 - 攻击敌方建筑物,16,0,1,攻击指定类型的建筑,参数为建筑序号,额外参数可以用于指定搜索目标时的策略。
-47=47 - 移动到敌方建筑物,16,0,1,移动到指定类型的建筑,参数为建筑序号+系数(+0:攻击威胁值最小的,+65536 :攻击威胁值最大的,+131072:攻击距离最近的,+262144:攻击距离最远的)。
-48=48 - 侦察,0,0,0,小队会侦察玩家未探索的区域。
-49=49 - 成功,0,0,0,记录小队完成了任务。用于AI触发分量(权重)。在每一个AI触发后添加此行为。
-50=50 - 闪烁,20,0,1,闪烁小队一段时间(参数为闪烁的帧数)
-51=51 - 播放动画,17,0,1,在每个小队单位上播放动画。
-52=52 - 对话气泡,18,0,1,在小队第一个单位上显示对话气泡。
-53=53 - 敌方基地外集合,20,0,1,在敌方基地安全距离外集合。Ares2.0起,数值参数的正负将影响Rulesmd全局中安全距离 (AISafeDistance=) 的伸长或缩短。
-54=54 - 己方基地外集合,20,0,1,在己方基地一定距离外集合。Ares2.0起,数值参数的正负将影响Rulesmd全局中「友军基地」安全距离 (AIFriendlyDistance=,不存在这条则用AISafeDistance=) 的伸长或缩短。
-55=55 - 请求超武...,20,0,1,请求小队所属方对当前小队使用超级武器,默认为铁幕。Ares2.0起,数值参数决定AI使用哪一组超武(对应SW.Group=,默认为0)。
-56=56 - 超时空传送至建筑,16,0,1,若所属方超时空传送就绪,将该小队超时空传送至特定建筑。但是此后需要额外使用攻击命令。
-57=57 - 超时空传送至目标,1,0,1,若所属方超时空传送就绪,将该小队超时空传送至目标。但是此后需要额外使用攻击命令。
-;YR Only
-58=58 - 移动到己方建筑,16,0,1,移动到友方的特定建筑,额外参数可以用于指定搜索目标时的策略
-59=59 - 攻占路径点上的建筑,2,0,1,攻击占据该路径点的建筑物。AI单位通常会优先尝试驻扎(若能)。
-60=60 - 进入回收厂,0,0,0,让小队进入该所属方就近的部队回收厂。
-61=61 - 进入坦克碉堡,0,0,0,让小队的每个单位进入空的坦克碉堡。
-62=62 - 进入生化反应炉,0,0,0,让小队进入生化反应炉。
-63=63 - 进入战斗碉堡,0,0,0,让小队进入战斗碉堡。
-64=64 - 进入可驻军建筑,0,0,0,让小队进驻中立建筑物。
-;Hares Only
-65=65 - 攻击特定类型的单位,22,0,1,攻击特定类型的科技单位,数值为全局TeamTargetTechnoTypes列表中的序号,从0开始
-66=66 - 驻扎路径点位置的建筑,2,0,1,派遣步兵单位驻扎路径点位置的建筑(如果有),不区分小队所属是人类或AI玩家。
-67=67 - 摄像机视角跟随,20,0,1,激活/取消摄像机追逐视角设置为该小队成员(所有成员都会标记为跟随,多成员小队慎用)。
-68=68 - 小队成员被玩家选中,20,0,1,激活/取消设置该小队成员为选中状态(所有成员都会标记为选中)。
-69=69 - 上一脚本执行成功,20,0,1,上一次脚本执行结果为成功
-70=70 - 上一脚本执行失败,20,0,1,上一次脚本执行结果为失败
-71=71 - 等待N游戏秒,20,0,1,等待N游戏秒,以保证上一条脚本执行完毕
-
-[DontSaveAsWP] ; which code values indicate that the waypoint param must be saved as normal integer?
-0=5
-1=9
-;2=10
-3=11
-
-; events format:
-; #=Description, P2 type, P1 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional]
-; negative number for type currently not supported (only Actions do support yet)!
-; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
-; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
-; NOTE: ID must be the same like #
-
-[EventsRA2]
-0=-无事件-,0,0,0,0,这是一个空的事件,无意义。请选择需要的事件。,0,1,0
-1=进入事件...,0,2,0,0,当步兵或车辆进入关联的对象时,事件被触发。此触发可关联到一所建筑或一个单元(使用“放置于地图上”按钮)。可用于工程师、间谍进入建筑,但空中单位不会触发此条件。,0,1,1
-2=侦察开始(无用),0,0,0,0,当间谍进入关联的建筑,开始侦察。,0,0,2
-3=偷窃行动(无用),0,2,0,0,当一名小偷从特定的建筑中偷窃金钱时此事件被触发。,0,0,3
-4=被游戏者发现,0,0,0,0,当关联的对象被游戏者发现时触发此事件,被发现意味着要显示附近的地图区域。,0,1,4
-5=作战方被发现...,0,2,0,0,当特定的某一作战方的任一单位或建筑被游戏者发现时触发此事件。,0,1,5
-6=受到任一作战方攻击,0,0,0,0,当单位受到一些方式的攻击时,触发此事件。间接损伤或友军开火不包括在内。,0,1,6
-7=被任一作战方摧毁,0,0,0,0,当关联的对象被摧毁时触发些事件。间接或友军开火造成被毁不包括在内。,0,1,7
-8=任何事件,0,0,0,0,当单独%1使用时,立即强制触发此事件。此动作跟流逝时间 数值1 相似。,0,1,8
-9=被摧毁%1 单位%1 全部...,0,2,0,0,当特定作战方的所有单位被摧毁时触发此事件。典型使用在游戏的结束条件中。,0,1,9
-10=被摧毁%1 建筑%1 全部...,0,2,0,0,当特定作战方的所有建筑被摧毁时触发此事件。典型使用在游戏的结束条件中。,0,1,10
-11=被摧毁%1 全部...,0,2,0,0,当特定作战方的所有对象被摧毁时触发此事件。这是常规的游戏结束触发事件(全部摧毁)。,0,1,11
-12=金钱超过...,0,6,0,0,当与事件关联的作战方的金钱超过特定值触发此事件。,0,1,12
-13=流逝时间...,0,6,0,0,当流逝的时间达到特定值触发此事件。当触发器建立时该时间初始化,当触发器持续不变或被触发时,计时器复位。,0,1,13
-14=任务时间已到,0,0,0,0,当全局的任务时间(显示在屏幕右下角)倒计时为零时触发此事件。,0,1,14
-15=被摧毁%1 建筑%1 (数量为#)...,0,6,0,0,当特定数量的%1建筑(由此触发事件特定作战方%1所有)被摧毁。,0,1,15
-16=被摧毁%1 单位%1 (数量为#)...,0,6,0,0,当特定数量的%1单位(由此触发事件特定作战方%1所有)被摧毁。,0,1,16
-17=不再有工厂,0,0,0,0,当此触发事件特定的的作战方不会再有带有Factory=的工厂(建造场,车间,空指部,兵营等)时触发此事件。一般作为 9卖掉全部建筑 的条件。,0,1,17
-18=平民撤离(无用),0,0,0,0,当平民撤离时(离开地图)触发此事件。,0,0,18
-19=建造特定类型的建筑...,0,8,0,0,当触发事件的作战方建造特定的%1类型的建筑时触发此事件。,0,1,19
-20=生产特定类型的车辆...,0,11,0,0,当触发事件的作战方生产特定的科技类型的车辆时触发此事件。,0,1,20
-21=生产特定类型的步兵...,0,10,0,0,当触发事件的作战方生产特定的步兵类单位时触发此事件。,0,1,21
-22=生产特定类型的飞机...,0,9,0,0,当触发事件的作战方生产特定的%1飞行类单位时此事件被触发。,0,1,22
-23=离开地图(小队)...,-1,7,0,0,当特定的小队离开地图时事件触发。如果小队被摧毁则不会触发事件。如果小队除一个成员名其他已被全部摧毁,而这一成员离开了地图,那么事件将被触发。,0,1,23
-24=进入某区域...,0,2,0,0,当特定作战方的一单位进入上述这一触发事件定位区域,事件被触发。此触发事件必须被定位于一个单元中,只能是一个单元。,0,1,24
-25=越过水平线...,0,2,0,0,当特定作战方的一单位越过此触发事件特定的区域水平线时,事件触发。此触发事件必须放置于一个单元内。,0,1,25
-26=越过垂直线...,0,2,0,0,当特定作战方的一单位越过此触发事件特定的区域垂直线时,事件触发。此触发事件必须放置于一个单元内。,0,1,26
-27=全局开启...,0,35,0,0,当特定的全局变量开启[1]时,事件触发。,0,1,27
-28=全局关闭...,0,35,0,0,当特定的全局变量关闭[0]时,事件触发。,0,1,28
-29=被任何事物摧毁(不包括间谍渗透),0,0,0,0,当关联对象被摧毁%1时,事件触发。不包括渗透入建筑或单位。,0,1,29
-30=电力不足...,0,2,0,0,当特定作战方停电时,事件触发。,0,1,30
-31=桥梁被摧毁,0,0,0,0,当特定的桥梁当出现缺口不能通行时,事件触发。此触发必须被用单元标记放置在目标桥梁的下方(只能放置一个单元标记)。,0,1,31
-32=建筑存在...,0,8,0,0,当此触发事件作战方有特定建筑存在于地图上时,事件触发。此建筑可以是以前就有的或由基地建造的。,0,1,32
-33=被游戏者选定,0,2,0,0,当单位被游戏者选定时,事件触发。仅使用于单位任务中。,0,1,33
-34=到达路径点附近...,48,30,0,0,当对象到达特定的路径点附近时,事件触发。参数表示距离路径点的范围半径,0,1,34
-35=敌人进入局部照明区...,0,0,0,0,当一个敌人单位进入关联建筑物投射的局部照明区时,事件触发。,0,1,35
-36=局部开启...,0,3,0,0,当特定的局部变量开启(1)时,事件触发。,0,1,36
-37=局部关闭...,0,3,0,0,当特定的局部变量关闭(0)时,事件触发。,0,1,37
-38=首次受损(仅指战斗),0,0,0,0,仅指作战时初次受到损伤时,事件触发。,0,1,38
-39=一半生命值(仅指战斗),0,0,0,0,仅指作战时受到损伤而只有一半生命值时,事件触发。,0,1,39
-40=四分之一生命值(仅指战斗),0,0,0,0,仅指作战时受到损伤而只有四分之一生命值时,事件触发。,0,1,40
-41=首次受损(任何来源),0,0,0,0,当受到任何来源的攻击而初次受损时,事件触发。,0,1,41
-42=一半生命值(任何来源),0,0,0,0,当受到任何来源的攻击而只有一半生命值时,事件触发。,0,1,42
-43=四分之一生命值(任何来源),0,0,0,0,当受到任何来源的攻击而只有四分之一生命值时,事件触发。,0,1,43
-44=受到攻击(作战方)...,0,2,0,0,当遭到特定作战方的某些单位的攻击时,事件触发。,0,1,44
-45=环境照明 <=(小于)...,0,6,0,0,当环境照明亮度低于或等于某一确定值时,事件触发。可用值介于 0 到 100之间。,0,1,45
-46=环境照明 >=(大于)...,0,6,0,0,当环境照明亮度超过或等于某一确定值时,事件触发。可用值介于 0 到 100之间。,0,1,46
-47=流逝的情节时间...,0,6,0,0,从剧情开始计算游戏的流逝时间。,0,1,47
-48=被任何事物摧毁,0,0,0,0,当被任何事物摧毁时,事件触发。此触发不能关联到航母上,否则其子机被摧毁后再摧毁航母,事件不会触发。但先摧毁航母,事件可以触发。,0,1,48
-49=关联对象拾得木箱,0,0,0,0,当此事件关联对象拾得木箱时,事件触发。,0,1,49
-50=任何单位拾得木箱,0,0,0,0,当任何单位拾得木箱时,事件触发。,0,1,50
-51=随机延时...,0,6,0,0,进行随机延时,时间值介于特定值的 50% 到 150%。联机地图使用该条件容易因为各玩家时间不对应造成“重新连线错误”。。,0,1,51
-52=金钱低于...,0,6,0,0,当此事件作战方金钱值低于特定值时,事件触发。,0,1,52
-53=间谍伪装进入(无用)...,0,2,0,0,当间谍伪装为特定作战方单位进入时,事件触发。,0,0,53
-54=间谍伪装步兵进入(无用)...,0,10,0,0,当间谍伪装为特定步兵类单位进入时,事件触发。,0,0,54
-55=被摧毁%1 单位%1 海军...,0,2,0,0,当特定作战方的所有海军单位被摧毁时,事件触发。典型应用于游戏结束条件中。,0,1,55
-56=被摧毁%1 单位%1 陆军...,0,2,0,0,当特定作战方的所有陆军单位被摧毁时,事件触发。典型应用于游戏结束条件中。,0,1,56
-57=建筑不再存在,0,8,0,0,当特定的建筑(归属于此事件作战方)不再存在于地图上时,事件触发。,0,1,57
-
-; YR
-58=充足能量供应...,0,2,0,0,当特定参战方的电力充足时,事件触发。,0,1,58,1
-59=进入或飞越...,0,2,0,0,当单位%1 步兵%1 或飞行器移动进入或飞越此单元时,事件触发。属于进入事件的拓展版,但不能关联建筑。,0,1,59,1
-
-; 60 and 61 are tricky! They use code + 2 params... param type 46 includes the code 2, which is put in front of the 2 parameters
-60=科技类型存在,46,48,0,0,地图上该科技存在的(无论所属方)数量大于等于设定值,则触发。此触发计算“正在建造中的物体”。,0,1,60,1
-61=科技类型不存在,46,48,0,0,如果地图上(包括进入载具和建筑的)此类科技的数量小于设定值,则触发,数值设为0没有意义。此触发计算“正在建造中的物体”。,0,1,61,1
-86=任务倒计时少于...,0,6,0,0,当任务计时器时间秒数小于等于特定值触发此事件。当计时器重设时该事件将会重新评估。,0,1,13
-
-
-; action format:
-; #=Briefing, Control Code, P1 type, P2 type, P3 type, P4Type, P5Type, uses waypoint, uses tag, Obsolete, Description, used in TS, used in RA2, ID, [YR only - optional]
-; if using negative number for type, param will be set to the absolute value of this number
-; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
-; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
-; NOTE: ID must be the same like #
-
-[Chinese-EventsRA2]
-0=-无事件-,0,0,0,0,这是一个空的事件,无意义。请选择需要的事件。,0,1,0
-1=进入事件...,0,2,0,0,当步兵或车辆进入关联的对象时,事件被触发。此触发可关联到一所建筑或一个单元(使用“放置于地图上”按钮)。可用于工程师、间谍进入建筑,但空中单位不会触发此条件。,0,1,1
-2=侦察开始(无用),0,0,0,0,当间谍进入关联的建筑,开始侦察。,0,0,2
-3=偷窃行动(无用),0,2,0,0,当一名小偷从特定的建筑中偷窃金钱时此事件被触发。,0,0,3
-4=被游戏者发现,0,0,0,0,当关联的对象被游戏者发现时触发此事件,被发现意味着要显示附近的地图区域。,0,1,4
-5=作战方被发现...,0,2,0,0,当特定的某一作战方的任一单位或建筑被游戏者发现时触发此事件。,0,1,5
-6=受到任一作战方攻击,0,0,0,0,当单位受到一些方式的攻击时,触发此事件。间接损伤或友军开火不包括在内。,0,1,6
-7=被任一作战方摧毁,0,0,0,0,当关联的对象被摧毁时触发些事件。间接或友军开火造成被毁不包括在内。,0,1,7
-8=任何事件,0,0,0,0,当单独%1使用时,立即强制触发此事件。此动作跟流逝时间 数值1 相似。,0,1,8
-9=被摧毁%1 单位%1 全部...,0,2,0,0,当特定作战方的所有单位被摧毁时触发此事件。典型使用在游戏的结束条件中。,0,1,9
-10=被摧毁%1 建筑%1 全部...,0,2,0,0,当特定作战方的所有建筑被摧毁时触发此事件。典型使用在游戏的结束条件中。,0,1,10
-11=被摧毁%1 全部...,0,2,0,0,当特定作战方的所有对象被摧毁时触发此事件。这是常规的游戏结束触发事件(全部摧毁)。,0,1,11
-12=金钱超过...,0,6,0,0,当与事件关联的作战方的金钱超过特定值触发此事件。,0,1,12
-13=流逝时间...,0,6,0,0,当流逝的时间达到特定值触发此事件。当触发器建立时该时间初始化,当触发器持续不变或被触发时,计时器复位。,0,1,13
-14=任务时间已到,0,0,0,0,当全局的任务时间(显示在屏幕右下角)倒计时为零时触发此事件。,0,1,14
-15=被摧毁%1 建筑%1 (数量为#)...,0,6,0,0,当特定数量的%1建筑(由此触发事件特定作战方%1所有)被摧毁。,0,1,15
-16=被摧毁%1 单位%1 (数量为#)...,0,6,0,0,当特定数量的%1单位(由此触发事件特定作战方%1所有)被摧毁。,0,1,16
-17=不再有工厂,0,0,0,0,当此触发事件特定的的作战方不会再有带有Factory=的工厂(建造场,车间,空指部,兵营等)时触发此事件。一般作为 9卖掉全部建筑 的条件。,0,1,17
-18=平民撤离(无用),0,0,0,0,当平民撤离时(离开地图)触发此事件。,0,0,18
-19=建造特定类型的建筑...,0,8,0,0,当触发事件的作战方建造特定的%1类型的建筑时触发此事件。,0,1,19
-20=生产特定类型的车辆...,0,11,0,0,当触发事件的作战方生产特定的科技类型的车辆时触发此事件。,0,1,20
-21=生产特定类型的步兵...,0,10,0,0,当触发事件的作战方生产特定的步兵类单位时触发此事件。,0,1,21
-22=生产特定类型的飞机...,0,9,0,0,当触发事件的作战方生产特定的%1飞行类单位时此事件被触发。,0,1,22
-23=离开地图(小队)...,-1,7,0,0,当特定的小队离开地图时事件触发。如果小队被摧毁则不会触发事件。如果小队除一个成员名其他已被全部摧毁,而这一成员离开了地图,那么事件将被触发。,0,1,23
-24=进入某区域...,0,2,0,0,当特定作战方的一单位进入上述这一触发事件定位区域,事件被触发。此触发事件必须被定位于一个单元中,只能是一个单元。,0,1,24
-25=越过水平线...,0,2,0,0,当特定作战方的一单位越过此触发事件特定的区域水平线时,事件触发。此触发事件必须放置于一个单元内。,0,1,25
-26=越过垂直线...,0,2,0,0,当特定作战方的一单位越过此触发事件特定的区域垂直线时,事件触发。此触发事件必须放置于一个单元内。,0,1,26
-27=全局开启...,0,35,0,0,当特定的全局变量开启[1]时,事件触发。,0,1,27
-28=全局关闭...,0,35,0,0,当特定的全局变量关闭[0]时,事件触发。,0,1,28
-29=被任何事物摧毁(不包括间谍渗透),0,0,0,0,当关联对象被摧毁%1时,事件触发。不包括渗透入建筑或单位。,0,1,29
-30=电力不足...,0,2,0,0,当特定作战方停电时,事件触发。,0,1,30
-31=桥梁被摧毁,0,0,0,0,当特定的桥梁当出现缺口不能通行时,事件触发。此触发必须被用单元标记放置在目标桥梁的下方(只能放置一个单元标记)。,0,1,31
-32=建筑存在...,0,8,0,0,当此触发事件作战方有特定建筑存在于地图上时,事件触发。此建筑可以是以前就有的或由基地建造的。,0,1,32
-33=被游戏者选定,0,2,0,0,当单位被游戏者选定时,事件触发。仅使用于单位任务中。,0,1,33
-34=到达路径点附近...,48,30,0,0,当对象到达特定的路径点附近时,事件触发。参数表示距离路径点的范围半径,0,1,34
-35=敌人进入局部照明区...,0,0,0,0,当一个敌人单位进入关联建筑物投射的局部照明区时,事件触发。,0,1,35
-36=局部开启...,0,3,0,0,当特定的局部变量开启(1)时,事件触发。,0,1,36
-37=局部关闭...,0,3,0,0,当特定的局部变量关闭(0)时,事件触发。,0,1,37
-38=首次受损(仅指战斗),0,0,0,0,仅指作战时初次受到损伤时,事件触发。,0,1,38
-39=一半生命值(仅指战斗),0,0,0,0,仅指作战时受到损伤而只有一半生命值时,事件触发。,0,1,39
-40=四分之一生命值(仅指战斗),0,0,0,0,仅指作战时受到损伤而只有四分之一生命值时,事件触发。,0,1,40
-41=首次受损(任何来源),0,0,0,0,当受到任何来源的攻击而初次受损时,事件触发。,0,1,41
-42=一半生命值(任何来源),0,0,0,0,当受到任何来源的攻击而只有一半生命值时,事件触发。,0,1,42
-43=四分之一生命值(任何来源),0,0,0,0,当受到任何来源的攻击而只有四分之一生命值时,事件触发。,0,1,43
-44=受到攻击(作战方)...,0,2,0,0,当遭到特定作战方的某些单位的攻击时,事件触发。,0,1,44
-45=环境照明 <=(小于)...,0,6,0,0,当环境照明亮度低于或等于某一确定值时,事件触发。可用值介于 0 到 100之间。,0,1,45
-46=环境照明 >=(大于)...,0,6,0,0,当环境照明亮度超过或等于某一确定值时,事件触发。可用值介于 0 到 100之间。,0,1,46
-47=流逝的情节时间...,0,6,0,0,从剧情开始计算游戏的流逝时间。,0,1,47
-48=被任何事物摧毁,0,0,0,0,当被任何事物摧毁时,事件触发。此触发不能关联到航母上,否则其子机被摧毁后再摧毁航母,事件不会触发。但先摧毁航母,事件可以触发。,0,1,48
-49=关联对象拾得木箱,0,0,0,0,当此事件关联对象拾得木箱时,事件触发。,0,1,49
-50=任何单位拾得木箱,0,0,0,0,当任何单位拾得木箱时,事件触发。,0,1,50
-51=随机延时...,0,6,0,0,进行随机延时,时间值介于特定值的 50% 到 150%。联机地图使用该条件容易因为各玩家时间不对应造成“重新连线错误”。。,0,1,51
-52=金钱低于...,0,6,0,0,当此事件作战方金钱值低于特定值时,事件触发。,0,1,52
-53=间谍伪装进入(无用)...,0,2,0,0,当间谍伪装为特定作战方单位进入时,事件触发。,0,0,53
-54=间谍伪装步兵进入(无用)...,0,10,0,0,当间谍伪装为特定步兵类单位进入时,事件触发。,0,0,54
-55=被摧毁%1 单位%1 海军...,0,2,0,0,当特定作战方的所有海军单位被摧毁时,事件触发。典型应用于游戏结束条件中。,0,1,55
-56=被摧毁%1 单位%1 陆军...,0,2,0,0,当特定作战方的所有陆军单位被摧毁时,事件触发。典型应用于游戏结束条件中。,0,1,56
-57=建筑不再存在,0,8,0,0,当特定的建筑(归属于此事件作战方)不再存在于地图上时,事件触发。,0,1,57
-
-; YR
-58=充足能量供应...,0,2,0,0,当特定参战方的电力充足时,事件触发。,0,1,58,1
-59=进入或飞越...,0,2,0,0,当单位%1 步兵%1 或飞行器移动进入或飞越此单元时,事件触发。属于进入事件的拓展版,但不能关联建筑。,0,1,59,1
-
-; 60 and 61 are tricky! They use code + 2 params... param type 46 includes the code 2, which is put in front of the 2 parameters
-60=科技类型存在,46,48,0,0,地图上该科技存在的(无论所属方)数量大于等于设定值,则触发。此触发计算“正在建造中的物体”。,0,1,60,1
-61=科技类型不存在,46,48,0,0,如果地图上(包括进入载具和建筑的)此类科技的数量小于设定值,则触发,数值设为0没有意义。此触发计算“正在建造中的物体”。,0,1,61,1
-86=任务倒计时少于...,0,6,0,0,当任务计时器时间秒数小于等于特定值触发此事件。当计时器重设时该事件将会重新评估。,0,1,13
-
-
-; action format:
-; #=Briefing, Control Code, P1 type, P2 type, P3 type, P4Type, P5Type, uses waypoint, uses tag, Obsolete, Description, used in TS, used in RA2, ID, [YR only - optional]
-; if using negative number for type, param will be set to the absolute value of this number
-; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
-; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
-; NOTE: ID must be the same like #
-
-[ActionsRA2]
-0=-无行为-,0,0,0,0,0,0,0,0,0,这是一个空的行为。就是什么也不做,相当于没有行为。为什么要用?赶紧换成一个有用的行为啦╮(╯▽╰)╭,0,1,0
-1=胜利者是...,0,2,0,0,0,0,0,0,0,胜利者必须是特定的某一方,那么游戏就会立即结束。例如%1 游戏者这一方是特定的。多人任务时,此行为会导致所有玩家失败。,0,1,1
-2=失败者是...,0,2,0,0,0,0,0,0,0,失败者必须是特定的某一方,那么游戏就会立即结束。失败者指定的某一方,游戏立即结束。例如%1 游戏者这一方是特定的。如果设为非玩家的国家,会造成任务胜利,典型例子是改动过国家顺序的MOD。多人任务时,此行为会导致所有玩家失败。,0,1,2
-3=生产开始...,0,2,0,0,0,0,0,0,0,特定作战方将开始生产单位和建筑,只对电脑方有效。,0,1,3
-4=建立小队...,-1,7,6,0,0,0,0,0,0,本触发事件的作战方(归属于作战小队设置的作战方)将会建立一个作战小队实例,但小队成员不会自动生成。小队属性不同效果不同:小队有自动建造则使用工厂建造小队(对人类玩家无效)。小队有补充新兵则召集地图上允许重组的单位,或将有可为小队重组成员的小队拆散再组建(对人类玩家有效)。小队实例的创建遵循小队类型的最大值设置。,0,1,4
-5=解散小队...,-1,7,0,0,0,0,0,0,0,将特定小队类型的全部实例销毁。小队的成员将被解散,停止执行脚本,可做为新兵加入其他小队中。,0,1,5
-6=全部搜索...,0,2,0,0,0,0,0,0,0,军队全部单位%1(归属于特定的%1作战方)进入搜索模式(Hunt)。他们将搜索并消灭敌人。设定在rules里的[Hunt]段,默认为不反击。,0,1,6
-7=援军(小队)...,-1,7,6,0,0,0,0,0,0,建立一个特定的援军小队。效果为直接刷出来,刷兵路径点为小队设置中的路径点。,0,1,7
-8=降落区闪动(路径点)...,0,0,0,0,0,0,1,0,0,TS残留功能,在特定的路径点出现一个空降舱降落区域动画,该动画为循环播放。此区域附近的地图也将会显示。,0,1,8
-9=卖掉全部建筑...,0,2,0,0,0,0,0,0,0,卖掉所有的特定建筑(为兑取现金)。典型应用在游戏中电脑玩家发动的最后攻击中。,0,1,9
-10=播放影片...,0,50,0,0,0,0,0,0,0,显示特定的影片(全屏幕)。游戏在此期间将会暂停,在播放完成后自动恢复正常。,0,1,10
-11=文本触发事件...,-4,13,2,6,0,0,0,0,0,显示字符文件的文本标志<标签>。文本在csf文件中,需要用csf编辑器编辑。以NOSTR:开头可以直接显示内容,但空格会丢失,且对多语言支持不佳;另外所属方参数仅在多人模式有意义。,0,1,11
-12=摧毁触发事件...,-2,14,0,0,0,0,0,0,0,摧毁所有特定触发事件类型的当前实例。不会影响未来的触发实例(包括正在建立中的)。,0,1,12
-13=(无效)自动创建开始...,0,2,0,0,0,0,0,0,0,特定作战方开始自动创建小队,如当建筑被攻击时自动调用空闲单位去灭掉侵略者。本事件适合电脑方开始自动建造。,0,1,13
-14=更改所属...,0,2,0,0,0,0,0,0,0,更改单位或建筑归属到特定作战方。,0,1,14
-15=允许胜利,0,0,0,0,0,0,0,0,0,清除一个“障碍”后允许游戏者胜利。障碍的数量等于已建立而拥有此行为的触发数。如果这个行为效果不好,请使用触发链和 行为1 胜利者是...。,0,1,15
-16=显示全部地图,0,0,0,0,0,0,0,0,0,为游戏者显示全部地图(清除黑幕)。联机地图使用该行为会造成“重新连线错误”。,0,1,16
-17=显示路径点周围区域...,0,30,2,0,0,0,0,0,0,为游戏者显示特定路径定一定范围内的地图区域。,0,1,17
-18=显示路径点的单元区域...,0,30,0,0,0,0,0,0,0,显示全部与特定路径点共享相同区域的单元。该行为会产生一些附带效应,使用时要谨慎!,0,1,18
-19=播放声音...,-7,16,2,0,0,0,0,0,0,播放特定的音效,定义在sound(md).ini。,0,1,19
-20=播放音乐...,-8,17,0,0,0,0,0,0,0,播放特定的音乐曲目,定义在theme(md).ini中。,0,1,20
-21=播放语音...,-6,18,2,0,0,0,0,0,0,播放特定的语音,定义在eva(md).ini中。,0,1,21
-22=强制触发事件...,-2,14,0,0,0,0,0,0,0,不管特定触发的条件,强制执行特定触发的行为。此行为有BUG,特定触发会连续触发6次,需要在特定触发中使用 行为12 摧毁触发事件 摧毁其本身来阻止其触发多次。,0,1,22
-23=计时开始,0,0,0,0,0,0,0,0,0,启动全局任务计时器,存在于游戏界面右下角。要开启一个正常的计时器,需要在一个触发内依次设置 27 计时设置、23 计时开始、103 计时器文本 三个行为。,0,1,23
-24=计时停止,0,0,0,0,0,0,0,0,0,停止全局任务计时器,此时文本会消失。,0,1,24
-25=计时增加...,0,6,0,0,0,0,0,0,0,按特定的时间增加全局任务计时器。,0,1,25
-26=计时缩短...,0,6,0,0,0,0,0,0,0,按特定的时间缩短全局任务计时器。但特定的时间值不能小于零。,0,1,26
-27=计时设置...,0,6,0,0,0,0,0,0,0,将全局任务计时器设置为特定的时间值。要开启一个正常的计时器,需要在一个触发内依次设置 27 计时设置、23 计时开始、103 计时器文本 三个行为。,0,1,27
-28=全局开启...,0,35,0,0,0,0,0,0,0,开启全局变量。全局变量被命名于 rules 文件的[VariableNames]段。全局变量可以是关闭[0]或开启[1]。,0,1,28
-29=全局关闭...,0,35,0,0,0,0,0,0,0,关闭全局变量。全局变量被命名于 rules 文件的[VariableNames]段。全局变量可以是关闭[0]或开启[1]。,0,1,29
-30=自动建设基地...,0,37,0,0,0,0,0,0,0,初始化计算机遭遇战模式的建设控制,可以是[ON]或[OFF]状态。当设为[ON]%1时,在单人任务中模式/遭遇战模式计算机将接管控制(要确保有建造厂)。,0,1,30
-31=逐单元延伸黑幕,0,0,0,0,0,0,0,0,0,一步一步(按单元)增大地图的黑幕(不可见)区域,需要相应的延伸黑幕INI设置才能使用。,0,1,31
-32=摧毁关联物体,0,0,0,0,0,0,0,0,0,摧毁该触发关联的所有建筑%1 桥梁%1 或单位。如果是桥梁,那么此触发必须被用单元标记放置在目标桥梁的下方(只能放置一个单元标记)。,0,1,32
-33=添加一次特定的超级武器...,0,36,0,0,0,0,0,0,0,为拥有此触发的参战方添加一次(只一次)特定的超级武器。,0,1,33
-34=永久添加特定的超级武器...,0,36,0,0,0,0,0,0,0,为拥有此触发的参战方添加永久的超级武器。,0,1,34
-35=超武首选目标为特定建筑...,0,8,0,0,0,0,0,0,0,指定拥有此触发的参战方超级武器攻击时的首选目标,其参数为[BuildingTypes]里的ID。,0,1,35
-36=全部更改归属...,0,2,0,0,0,0,0,0,0,此触发的参战方的所有对象更改归属到特定参战方。,0,1,36
-37=结盟...,0,2,0,0,0,0,0,0,0,使此触发的参战方与特定参战方结盟,这个结盟是双向的。,0,1,37
-38=成为敌人...,0,2,0,0,0,0,0,0,0,使此触发的参战方与特定参战方不结盟(宣战),这个宣战是双向的。被宣战的参战方若是电脑,其会判定为存在敌人,进攻用AI触发会被激活。,0,1,38
-39=更改视野等级(无用)...,0,6,0,0,0,0,0,0,0,更改游戏者雷达图的视野等级。使用 1 为超常视野%1 2 为缩小视野。,0,0,39
-40=调整玩家视野...,0,0,21,22,23,24,0,0,0,调整玩家的地图可到达范围。参数:左%1上%1宽%1高,在这里左%1上限制左上角位置, 宽%1高限制右下角。,0,1,40
-41=播放动画在...,0,25,6,0,0,0,1,0,0,在特定的单元播放特定的动画。这里填的动画ID并不一定是Rules里指定的,而是实际加载进游戏内存的顺序。如果有跳号或者不是从0开始的,请使用第三方工具获得正确序号或者确保从Rules读取的序号是修正过的。此外,这里的数值1表示如果原地存在一个类型相同的动画则跳过创建;为2表示删除前一个存在的同类型动画。为6表示重建动画。,0,1,41
-42=爆炸在...,0,41,0,0,0,0,1,0,0,使用特定的武器,在特定的单元%1 产生一个爆炸。用数字指定特定的武器,在Ares中遵循[WeaponTypes]列表的注册顺序,不在列表内的武器无法直接知道注册顺序。,0,1,42
-43=在指定路径点创建一个Voxel碎片,0,29,0,0,0,0,1,0,0,在指定地点创造一个Voxel碎片,ID号在rules的[VoxelAnims]下有定义。其中8是陨石。,0,1,43
-44=离子风暴开始(无用),0,6,0,0,0,0,0,0,0,TS残留功能,启动离子风暴,按特定的游戏帧。,0,0,44
-45=离子风暴结束(无用),0,0,0,0,0,0,0,0,0,TS残留功能,结束离子风暴进程。,0,0,45
-46=禁止用户输入,0,0,0,0,0,0,0,0,0,禁止用户输入,失去鼠标无法控制。,0,1,46
-47=允许用户输入,0,0,0,0,0,0,0,0,0,允许用户输入,取消动作46的效果。,0,1,47
-48=移动并居中视野...,0,28,0,0,0,0,1,0,0,将战术视野移动到特定的路径点,速度为1-4的一个值,太大会造成卡屏,无法移动视野。,0,1,48
-49=放大视野,0,0,0,0,0,0,0,0,0,放大战术视野,减少分辨率,同时不能输入。,0,1,49
-50=缩小视野,0,0,0,0,0,0,0,0,0,取消49放大视野的作用,缩小战术视野,增加分辨率,回复输入。,0,1,50
-51=重置全部地图的黑幕(未探测区),0,0,0,0,0,0,0,0,0,遮蔽全部地图,0,1,51
-52=更改照明状态(无用),0,42,0,0,0,0,0,0,0,更改某建筑的局部照明方式。此触发与某一可生产局部照明的建筑相关联。,0,0,52
-53=允许事件触发,-2,14,0,0,0,0,0,0,0,允许被勾选为禁止或触发-54设为禁止的触发运行。,0,1,53
-54=禁止事件触发,-2,14,0,0,0,0,0,0,0,禁止可以正常或被触发-53设为可以运行的触发停止运行。,0,1,54
-55=建立雷达事件,0,51,2,0,0,0,1,0,0,在特定的路径点建立雷达事件。0、3、4红圈 1、2黄圈 5篮圈。,0,1,55
-56=开启局部变量...,0,3,0,0,0,0,0,0,0,开启局部变量。局部变量可以是 关闭[0] 或 开启[1]。,0,1,56
-57=关闭局部变量...,0,3,0,0,0,0,0,0,0,关闭局部变量。局部变量可以是 关闭[0] 或 开启[1]。,0,1,57
-58=流星雨在...,0,44,0,0,0,0,1,0,0,在特定的路径点建立显示一个流星雨事件。,0,0,58
-59=在特定路径点减少矿石,0,30,0,0,0,0,0,0,0,减少特定路径点周围的矿石。,0,1,59
-60=变卖关联建筑,0,0,0,0,0,0,0,0,0,卖掉与此触发关联的建筑。,0,1,60
-61=关闭关联的建筑,0,0,0,0,0,0,0,0,0,关闭与此触发关联的建筑的供能,建筑将强制失去电力供应。效果与建筑中耗能=0相同。,0,1,61
-62=启动关联的建筑,0,0,0,0,0,0,0,0,0,启动与此触发关联的建筑的供能,取消行为 61关闭关联的建筑 的效果。效果与建筑中耗能=1相同。,0,1,62
-63=给予100损伤在...,0,30,0,0,0,0,0,0,0,在特定的位置给予 100 点爆炸伤害,不会播放任何动画。,0,1,63
-64=闪光(较小)(无用)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个较小的闪光。,0,0,64
-65=闪光(中等)(无用)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个中等的闪光。,0,0,65
-66=闪光(较大)(无用)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个较大的闪光。,0,0,66
-67=宣告胜利,0,0,0,0,0,0,0,0,0,宣告游戏者胜利,但不会显示“任务完成”的图示。,0,1,67
-68=宣告失败,0,0,0,0,0,0,0,0,0,宣告游戏者失败,但不会显示“任务失败”的图示。,0,1,68
-69=游戏任务强制胜利,0,0,0,0,0,0,0,0,0,强制结束游戏任务,显示“任务完成”的图示。,0,1,69
-70=销毁标签及相关触发...,-3,38,0,0,0,0,0,0,0,销毁指定标签所有实例和所有关联的触发。,0,1,70
-71=设置环境步幅...,0,45,0,0,0,0,0,0,0,设置环境亮度淡入步幅值,一般使用1020000000。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,71
-72=设置环境速率...,0,45,0,0,0,0,0,0,0,设置环境亮度淡入速率,一般使用1036000000。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,72
-73=设置环境亮度...,0,6,0,0,0,0,0,0,0,用新的环境亮度等级淡入替代原亮度,使用一个整数(0-100)代表光照设置里的(0.01-1)行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,73
-74=AI 触发开始...,0,2,0,0,0,0,0,0,0,启动特定参战方的 AI 触发。,0,1,74
-75=AI 触发停止...,0,2,0,0,0,0,0,0,0,停止特定参战方的 AI 触发。,0,1,75
-76=AI 触发小队比例...,0,6,0,0,0,0,0,0,0,AI 进行 AI 触发小队建造的比例,数值越大越倾向于使用局部的AI触发(在地图内),越小越倾向于使用全局的AI触发(在ai(md).ini中)。100 = 全部 局部AI触发小队%1 0 = 全部 全局AI触发小队。,0,1,76
-77=飞行作战小队比例...,0,6,0,0,0,0,0,0,0,AI 进行飞行小队建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,77
-78=步兵作战小队比例...,0,6,0,0,0,0,0,0,0,AI 进行步兵小队建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,78
-79=作战小队单位比例...,0,6,0,0,0,0,0,0,0,AI 进行小队单位建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,79
-80=援军(小队)[在路径点]...,-1,7,6,0,0,0,1,0,0,在特定的路径点区域建造援军作战小队。效果为直接刷出来,刷兵路径点为行为设置中的路径点。,0,1,80
-81=自我唤醒,0,0,0,0,0,0,0,0,0,唤醒所有休息(sleep)或无指令(harmless)单位进行防卫模式。,0,1,81
-82=唤醒所有休息单位,0,0,0,0,0,0,0,0,0,唤醒所有休息(sleep)的单位模式。,0,1,82
-83=唤醒所有无指令单位,0,0,0,0,0,0,0,0,0,唤醒所有无指令(harmless)的单位模式。,0,1,83
-84=唤醒某小组单位...,0,6,0,0,0,0,0,0,0,唤醒有该小组编号的无指令(harmless)单位。,0,1,84
-85=矿脉生长...,0,37,0,0,0,0,0,0,0,控制矿脉是否生长。,0,1,85
-86=矿石生长...,0,37,0,0,0,0,0,0,0,控制矿石是否生长。,0,1,86
-87=冰层延伸(无用)...,0,37,0,0,0,0,0,0,0,控制结冰面积是否增长。,0,0,87
-88=粒子动画...,0,26,0,0,0,0,1,0,0,在特定区域显示粒子动画。,0,1,88
-89=删除粒子动画...,0,0,0,0,0,0,1,0,0,删除特定区域的粒子动画。,0,1,89
-90=闪电打击...,0,0,0,0,0,0,1,0,0,单个的离子风暴闪电打击。目前只有在爱伦斯(Alliance)编辑器上才可以正常使用这个功能。,0,1,90
-91=Go Berzerk(无用),0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,0,0,91
-92=启动烈火风暴防御系统(无用),0,0,0,0,0,0,0,0,0,启动某一作战方的烈火风暴防御系统。,0,0,92
-93=关闭烈火风暴防御系统(无用),0,0,0,0,0,0,0,0,0,关闭某一作战方的烈火风暴防御系统。,0,0,93
-94=离子炮打击(无用),0,0,0,0,0,0,1,0,0,在特定的路径点实施离子炮打击。,0,0,94
-95=核弹打击...,0,0,0,0,0,0,1,0,0,在特定的路径点边缘实施核弹打击。,0,1,95
-96=化学导弹打击(无用),0,0,0,0,0,0,1,0,0,在特定的路径点实施化学导弹打击。,0,0,96
-97=Toggle Train Cargo(无用),0,0,0,0,0,0,0,0,0,TS残留功能,列车卸货,切换状态,0,0,97
-98=播入音效(随机)...,-7,16,0,0,0,0,0,0,0,在随机的路径点播放音效。这个动作不需要设置重复触发,启动以后即在随机路径点不停播放这个音效,间隔时间随机。,0,1,98
-99=播放音效...,-7,16,0,0,0,0,1,0,0,在特定的路径点播放特定的音效。这个动作不需要设置重复触发,启动以后即在特定路径点不停播放这个音效,间隔时间随机。,0,1,99
-100=在雷达窗口播放影片...,0,50,0,0,0,0,0,0,0,显示特定的开场影片(在小屏幕)。游戏者仍能对步兵和单位进行控制。,0,1,100
-101=重置特定路径点的黑幕(未探测区)...,0,30,0,0,0,0,0,0,0,用黑幕覆盖特定的路径点。,0,1,101
-102=闪电风暴打击...,0,0,0,0,0,0,1,0,0,此触发的所有者在特定的路径点实施闪电风暴打击。,0,1,102
-103=计时器文本...,-4,13,6,0,0,0,0,0,0,计时器显示什么文本标签(如文本是在csf文件中)。要开启一个正常的计时器,需要在一个触发内依次设置 27 计时设置、23 计时开始、103 计时器文本 三个行为。,0,1,103
-104=闪亮小队...,-5,7,0,0,0,0,1,0,0,用特定的帧数闪亮特定的小队,填600以上效果较好。,0,1,104
-105=显示对话注释框...(无用),-1,7,0,0,0,0,0,0,0,TS残留功能,在特定小队的上面显示对话注释框。,0,0,105
-106=设置科技等级(Techno)[Level]... ,-9,46,0,0,0,0,1,0,0,设置特定的单位或建筑到特定的科技等级。,0,1,106
-107=超时空传送援军(小队)[在路径点]... ,-1,7,0,0,0,0,1,0,0,传送援军小队到特定的路径点区域,并制造一个超时空穿送的效果,而超时空传送显示的动画需要与事件41连用。,0,1,107
-108=建立小木箱...,0,31,0,0,0,0,1,0,0,在特定的路径点建立一个特定内容的工具木箱。0金钱(大的)%1 1获得随机单位%1 2医疗%1 3获得隐形能力%1 4爆炸%1 5爆炸(大的)%1 6金钱%1 7黑幕重置%1 8清除黑幕%1 9护甲加强%1 10速度加强%1 11攻击加强%1 12获得核弹一枚%1 13空箱子%1 14升级%1 15空箱子%1 16瓦斯气体%1 17一片矿。,0,1,108
-109=铁幕装置作用于...,0,4,0,0,0,0,1,0,0,将铁幕装置作用于特定的路径点。,0,1,109
-110=游戏暂停(秒)...,0,6,0,0,0,0,0,0,0,使游戏暂停特定的秒数。,0,1,110
-111=驱逐占据者,0,0,0,0,0,0,0,0,0,本行为将会从城市关联的建筑中驱逐占据的作战单位。要使用本行为,必须在每一个建筑上关联一个单独的标签,重复的标签无用。默认每一个触发对应一个标签,你可以使用 编辑→标签编辑 来增加这个触发的标签。,0,1,111
-112=立即居中当前视野到特定路径点...,0,0,0,0,0,0,1,0,0,立即将战术视野移动到特定的路径点。,0,1,112
-113=欢呼,0,2,0,0,0,0,0,0,0,使所有步兵单位进行欢呼动作。,0,1,113
-114=设置建造栏到(0-3)...,0,6,0,0,0,0,0,0,0,强制使建造栏跳转到特定的界面。0建筑界面%1 1防御界面%1 2步兵界面%1 3车辆界面。,0,1,114
-115=闪动建造栏中的单位,-9,46,0,0,0,0,1,0,0,闪动建造栏中的单位,数值为闪烁时间,一般为120比较合适。,0,1,115
-116=停止特定路径点的音效...,0,30,0,0,0,0,1,0,0,这个触发可以停止在某个路径点播放的音效。,0,1,116
-117=播放开场影片(游戏暂停)...,0,50,0,0,0,0,0,0,0,显示特定的游戏开场影片。影片播放时,游戏暂停。播放影片期间游戏者不可进行操作。,0,1,117
-118=清除全部污染,0,0,0,0,0,0,0,0,0,将从地图上删除所有污染对象。,0,1,118
-119=将特定作战方全部摧毁...,0,2,6,0,0,0,0,0,0,消灭特定作战方的所有建筑、单位等。数值为1时表示直接移除单位不产生任何破坏效果。,0,1,119
-120=将特定方建筑全部摧毁...,0,2,0,0,0,0,0,0,0,摧毁特定作战方的所有建筑。,0,1,120
-121=将特定方陆军单位全部摧毁...,0,2,0,0,0,0,0,0,0,消灭特定作战方的所有陆军单位。,0,1,121
-122=将特定方海军单位全部摧毁...,0,2,0,0,0,0,0,0,0,消灭特定作战方的所有海军单位。,0,1,122
-123=心灵控制基地...,0,2,0,0,0,0,0,0,0,此触发的所有者将会通过心灵控制敌方所有建筑。,0,1,123
-124=解除基地的心灵控制...,0,2,0,0,0,0,0,0,0,此触发的所有者将重新取得被敌方心灵控制的所有建筑的作战控制权。,0,1,124
-125=将建筑建于...,-10,47,6,0,0,0,1,0,0,此触发的所有者将在本路径点获得该类型的建筑,如果目标路径点有建筑则不会建造,如果目标路径点有单位则会强行弹开单位。此动作的数值参数用于控制是否禁止建造动画,为1则不播放。,0,1,125
-126=恢复至游戏初始建筑单位状态...,0,2,0,0,0,0,0,0,0,此作战方游戏初始的所有建筑和单位将会重建。会引起单位冲击和覆盖图被清除。,0,1,126
-127=超时空事件效果 ...,0,6,0,0,0,0,0,0,0,将会用多帧画面全屏幕平铺显示超时空穿梭事件效果,数值一般为60,填太大会游戏卡死。,0,1,127
-128=全部超时空传送到...,0,0,0,0,0,0,1,0,0,此触发的作战方所有单位将被传送到特定的路径点。,0,1,128
-129=设置超武充能完成度,-11,20,0,0,0,0,1,0,0,此触发的所有者如果有超级武器,那么此超级武器的充能状态会被设置为“完成了”百分之几 。使用一个整数(0-100)。,0,1,129
-
-; YR
-130=恢复初始建筑...,0,2,0,0,0,0,0,0,0,该参战方游戏初始的所有建筑将会被修复或重建。 会引起单位冲击和覆盖图清除。,0,1,130,1
-131=闪亮特定类型的建筑...,-9,47,0,0,0,0,1,0,0,该触发所属的所有特定类型的建筑将闪亮特定的时间。,0,1,131,1
-132=设置超武充能时间,-11,20,0,0,0,0,1,0,0,设置任何数值,设置触发所属方超武至充能完毕的剩余时间,使用画面帧数(1游戏秒=15帧),将会覆盖ini设置的RechargeTime,0,1,132,1
-133=复位超级武器充能时间,0,20,0,0,0,0,0,0,0,重置触发所属方超级武器充能时间,使用ini设置的RechargeTime。,0,1,133,1
-134=超级武器复位,0,36,0,0,0,0,0,0,0,就与间谍进入超级武器一样,超级武器将会复位(重新开始倒计时)。,0,1,134,1
-135=超武首选目标路径点...,0,0,0,0,0,0,1,0,0,该触发的所有者会将超级武器的攻击目标指向此路径点。,0,1,135,1
-136=超武首选目标路径点清除,0,0,0,0,0,0,0,0,0,该触发的所有者将返回,正常确定其超级武器的攻击目标。,0,1,136,1
-137=基地中心单元设置,0,0,0,0,0,0,1,0,0,此触发的所有者将认为此路径点为其基地的中心单元,脚本里“集合在基地附近”将会集合在这个路径点附近。,0,1,137,1
-138=基地中心单元清除,0,0,0,0,0,0,0,0,0,此触发的所有者将返回,并去计算其中心位置。,0,1,138,1
-139=雷达信息中断,0,6,0,0,0,0,0,0,0,此触发的所有者的雷达将中断一段时间,填太小会没有效果。,0,1,139,1
-140=设置防御目标单元,0,0,0,0,0,0,1,0,0,此触发的所有者将自动对特定的路径点区域进行防御行动。,0,1,140,1
-141=清除防御目标单元,0,0,0,0,0,0,0,0,0,此触发的所有者将返回到正常情况下的防御目标区域。,0,1,141,1
-142=重绘红色,0,6,0,0,0,0,0,0,0,重绘屏幕的红色部分。采用百分比,这里的50代表光照里的0.5。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,142,1
-143=重绘绿色,0,6,0,0,0,0,0,0,0,重绘屏幕的绿色部分。采用百分比,这里的50代表光照里的0.5。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,143,1
-144=重绘蓝色,0,6,0,0,0,0,0,0,0,重绘屏幕的蓝色部分。采用百分比,这里的50代表光照里的0.5。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,144,1
-145=战术视野跳转至基地,0,0,0,0,0,0,0,0,0,和按下“H”键效果相同。,0,1,145,1
-;bellow only added in hares
-146=使步兵单位进入惊恐状态,0,2,0,0,0,0,0,0,0,使指定作战方所有的步兵单位进入惊恐动作状态(如果支持),0,1,146,1
-147=在战场区域全屏铺展绘制动画,0,25,6,0,0,0,0,0,0,在屏幕固定位置平铺绘制多帧图像,0,1,147,1
-148=允许/禁止所属方共享视野,0,2,15,0,0,0,0,0,0,允许/禁止指定所属方共享视野给友方,0,1,148,1
-149=设置触发随机分量,-2,14,6,0,0,0,0,0,0,设置指定触发的随机分量,与行为150配合使用;负数不会更改触发的分量,可用于行为150罗列事件使用。,0,1,149,1
-150=随机允许下列触发,0,0,0,0,0,0,0,0,0,将该行为(从属于当前触发事件)以下的多个行为所指定的触发按照分量随机抽取,并将其禁止状态改为允许,与行为149配合使用。,0,1,150,1
-151=建筑炮塔转动,0,6,15,0,0,0,0,0,0,将触发绑定的建筑转动其炮塔特定方向,如果布尔值为真,则表示这个转动量是0-255之间的绝对方向数,0,1,151,1
-152=全部归入小队...,-1,7,2,0,0,0,0,0,0,作战方%1全部单位被强制招募进指定小队类型。这些单位将被这同一个小队实例管理。,0,1,152
-153=控制存档按钮可用性,0,15,0,0,0,0,0,0,0,控制存档按钮是否为允许/禁止状态,0,1,153,1
-154=设置参战方地图边界,0,6,0,0,0,0,0,0,0,设置参战方的地图边界,仅能为0-4之间的一个枚举值,0,1,154,1
-
-
-[Chinese-ActionsRA2]
-0=-无行为-,0,0,0,0,0,0,0,0,0,这是一个空的行为。就是什么也不做,相当于没有行为。为什么要用?赶紧换成一个有用的行为啦╮(╯▽╰)╭,0,1,0
-1=胜利者是...,0,2,0,0,0,0,0,0,0,胜利者必须是特定的某一方,那么游戏就会立即结束。例如%1 游戏者这一方是特定的。多人任务时,此行为会导致所有玩家失败。,0,1,1
-2=失败者是...,0,2,0,0,0,0,0,0,0,失败者必须是特定的某一方,那么游戏就会立即结束。失败者指定的某一方,游戏立即结束。例如%1 游戏者这一方是特定的。如果设为非玩家的国家,会造成任务胜利,典型例子是改动过国家顺序的MOD。多人任务时,此行为会导致所有玩家失败。,0,1,2
-3=生产开始...,0,2,0,0,0,0,0,0,0,特定作战方将开始生产单位和建筑,只对电脑方有效。,0,1,3
-4=建立小队...,-1,7,6,0,0,0,0,0,0,本触发事件的作战方(归属于作战小队设置的作战方)将会建立一个作战小队实例,但小队成员不会自动生成。小队属性不同效果不同:小队有自动建造则使用工厂建造小队(对人类玩家无效)。小队有补充新兵则召集地图上允许重组的单位,或将有可为小队重组成员的小队拆散再组建(对人类玩家有效)。小队实例的创建遵循小队类型的最大值设置。,0,1,4
-5=解散小队...,-1,7,0,0,0,0,0,0,0,将特定小队类型的全部实例销毁。小队的成员将被解散,停止执行脚本,可做为新兵加入其他小队中。,0,1,5
-6=全部搜索...,0,2,0,0,0,0,0,0,0,军队全部单位%1(归属于特定的%1作战方)进入搜索模式(Hunt)。他们将搜索并消灭敌人。设定在rules里的[Hunt]段,默认为不反击。,0,1,6
-7=援军(小队)...,-1,7,6,0,0,0,0,0,0,建立一个特定的援军小队。效果为直接刷出来,刷兵路径点为小队设置中的路径点。,0,1,7
-8=降落区闪动(路径点)...,0,0,0,0,0,0,1,0,0,TS残留功能,在特定的路径点出现一个空降舱降落区域动画,该动画为循环播放。此区域附近的地图也将会显示。,0,1,8
-9=卖掉全部建筑...,0,2,0,0,0,0,0,0,0,卖掉所有的特定建筑(为兑取现金)。典型应用在游戏中电脑玩家发动的最后攻击中。,0,1,9
-10=播放影片...,0,50,0,0,0,0,0,0,0,显示特定的影片(全屏幕)。游戏在此期间将会暂停,在播放完成后自动恢复正常。,0,1,10
-11=文本触发事件...,-4,13,2,6,0,0,0,0,0,显示字符文件的文本标志<标签>。文本在csf文件中,需要用csf编辑器编辑。以NOSTR:开头可以直接显示内容,但空格会丢失,且对多语言支持不佳;另外所属方参数仅在多人模式有意义。,0,1,11
-12=摧毁触发事件...,-2,14,0,0,0,0,0,0,0,摧毁所有特定触发事件类型的当前实例。不会影响未来的触发实例(包括正在建立中的)。,0,1,12
-13=(无效)自动创建开始...,0,2,0,0,0,0,0,0,0,特定作战方开始自动创建小队,如当建筑被攻击时自动调用空闲单位去灭掉侵略者。本事件适合电脑方开始自动建造。,0,1,13
-14=更改所属...,0,2,0,0,0,0,0,0,0,更改单位或建筑归属到特定作战方。,0,1,14
-15=允许胜利,0,0,0,0,0,0,0,0,0,清除一个“障碍”后允许游戏者胜利。障碍的数量等于已建立而拥有此行为的触发数。如果这个行为效果不好,请使用触发链和 行为1 胜利者是...。,0,1,15
-16=显示全部地图,0,0,0,0,0,0,0,0,0,为游戏者显示全部地图(清除黑幕)。联机地图使用该行为会造成“重新连线错误”。,0,1,16
-17=显示路径点周围区域...,0,30,2,0,0,0,0,0,0,为游戏者显示特定路径定一定范围内的地图区域。,0,1,17
-18=显示路径点的单元区域...,0,30,0,0,0,0,0,0,0,显示全部与特定路径点共享相同区域的单元。该行为会产生一些附带效应,使用时要谨慎!,0,1,18
-19=播放声音...,-7,16,2,0,0,0,0,0,0,播放特定的音效,定义在sound(md).ini。,0,1,19
-20=播放音乐...,-8,17,0,0,0,0,0,0,0,播放特定的音乐曲目,定义在theme(md).ini中。,0,1,20
-21=播放语音...,-6,18,2,0,0,0,0,0,0,播放特定的语音,定义在eva(md).ini中。,0,1,21
-22=强制触发事件...,-2,14,0,0,0,0,0,0,0,不管特定触发的条件,强制执行特定触发的行为。此行为有BUG,特定触发会连续触发6次,需要在特定触发中使用 行为12 摧毁触发事件 摧毁其本身来阻止其触发多次。,0,1,22
-23=计时开始,0,0,0,0,0,0,0,0,0,启动全局任务计时器,存在于游戏界面右下角。要开启一个正常的计时器,需要在一个触发内依次设置 27 计时设置、23 计时开始、103 计时器文本 三个行为。,0,1,23
-24=计时停止,0,0,0,0,0,0,0,0,0,停止全局任务计时器,此时文本会消失。,0,1,24
-25=计时增加...,0,6,0,0,0,0,0,0,0,按特定的时间增加全局任务计时器。,0,1,25
-26=计时缩短...,0,6,0,0,0,0,0,0,0,按特定的时间缩短全局任务计时器。但特定的时间值不能小于零。,0,1,26
-27=计时设置...,0,6,0,0,0,0,0,0,0,将全局任务计时器设置为特定的时间值。要开启一个正常的计时器,需要在一个触发内依次设置 27 计时设置、23 计时开始、103 计时器文本 三个行为。,0,1,27
-28=全局开启...,0,35,0,0,0,0,0,0,0,开启全局变量。全局变量被命名于 rules 文件的[VariableNames]段。全局变量可以是关闭[0]或开启[1]。,0,1,28
-29=全局关闭...,0,35,0,0,0,0,0,0,0,关闭全局变量。全局变量被命名于 rules 文件的[VariableNames]段。全局变量可以是关闭[0]或开启[1]。,0,1,29
-30=自动建设基地...,0,37,0,0,0,0,0,0,0,初始化计算机遭遇战模式的建设控制,可以是[ON]或[OFF]状态。当设为[ON]%1时,在单人任务中模式/遭遇战模式计算机将接管控制(要确保有建造厂)。,0,1,30
-31=逐单元延伸黑幕,0,0,0,0,0,0,0,0,0,一步一步(按单元)增大地图的黑幕(不可见)区域,需要相应的延伸黑幕INI设置才能使用。,0,1,31
-32=摧毁关联物体,0,0,0,0,0,0,0,0,0,摧毁该触发关联的所有建筑%1 桥梁%1 或单位。如果是桥梁,那么此触发必须被用单元标记放置在目标桥梁的下方(只能放置一个单元标记)。,0,1,32
-33=添加一次特定的超级武器...,0,36,0,0,0,0,0,0,0,为拥有此触发的参战方添加一次(只一次)特定的超级武器。,0,1,33
-34=永久添加特定的超级武器...,0,36,0,0,0,0,0,0,0,为拥有此触发的参战方添加永久的超级武器。,0,1,34
-35=超武首选目标为特定建筑...,0,8,0,0,0,0,0,0,0,指定拥有此触发的参战方超级武器攻击时的首选目标,其参数为[BuildingTypes]里的ID。,0,1,35
-36=全部更改归属...,0,2,0,0,0,0,0,0,0,此触发的参战方的所有对象更改归属到特定参战方。,0,1,36
-37=结盟...,0,2,0,0,0,0,0,0,0,使此触发的参战方与特定参战方结盟,这个结盟是双向的。,0,1,37
-38=成为敌人...,0,2,0,0,0,0,0,0,0,使此触发的参战方与特定参战方不结盟(宣战),这个宣战是双向的。被宣战的参战方若是电脑,其会判定为存在敌人,进攻用AI触发会被激活。,0,1,38
-39=更改视野等级(无用)...,0,6,0,0,0,0,0,0,0,更改游戏者雷达图的视野等级。使用 1 为超常视野%1 2 为缩小视野。,0,0,39
-40=调整玩家视野...,0,0,21,22,23,24,0,0,0,调整玩家的地图可到达范围。参数:左%1上%1宽%1高,在这里左%1上限制左上角位置, 宽%1高限制右下角。,0,1,40
-41=播放动画在...,0,25,6,0,0,0,1,0,0,在特定的单元播放特定的动画。这里填的动画ID并不一定是Rules里指定的,而是实际加载进游戏内存的顺序。如果有跳号或者不是从0开始的,请使用第三方工具获得正确序号或者确保从Rules读取的序号是修正过的。此外,这里的数值1表示如果原地存在一个类型相同的动画则跳过创建;为2表示删除前一个存在的同类型动画。为6表示重建动画。,0,1,41
-42=爆炸在...,0,41,0,0,0,0,1,0,0,使用特定的武器,在特定的单元%1 产生一个爆炸。用数字指定特定的武器,在Ares中遵循[WeaponTypes]列表的注册顺序,不在列表内的武器无法直接知道注册顺序。,0,1,42
-43=在指定路径点创建一个Voxel碎片,0,29,0,0,0,0,1,0,0,在指定地点创造一个Voxel碎片,ID号在rules的[VoxelAnims]下有定义。其中8是陨石。,0,1,43
-44=离子风暴开始(无用),0,6,0,0,0,0,0,0,0,TS残留功能,启动离子风暴,按特定的游戏帧。,0,0,44
-45=离子风暴结束(无用),0,0,0,0,0,0,0,0,0,TS残留功能,结束离子风暴进程。,0,0,45
-46=禁止用户输入,0,0,0,0,0,0,0,0,0,禁止用户输入,失去鼠标无法控制。,0,1,46
-47=允许用户输入,0,0,0,0,0,0,0,0,0,允许用户输入,取消动作46的效果。,0,1,47
-48=移动并居中视野...,0,28,0,0,0,0,1,0,0,将战术视野移动到特定的路径点,速度为1-4的一个值,太大会造成卡屏,无法移动视野。,0,1,48
-49=放大视野,0,0,0,0,0,0,0,0,0,放大战术视野,减少分辨率,同时不能输入。,0,1,49
-50=缩小视野,0,0,0,0,0,0,0,0,0,取消49放大视野的作用,缩小战术视野,增加分辨率,回复输入。,0,1,50
-51=重置全部地图的黑幕(未探测区),0,0,0,0,0,0,0,0,0,遮蔽全部地图,0,1,51
-52=更改照明状态(无用),0,42,0,0,0,0,0,0,0,更改某建筑的局部照明方式。此触发与某一可生产局部照明的建筑相关联。,0,0,52
-53=允许事件触发,-2,14,0,0,0,0,0,0,0,允许被勾选为禁止或触发-54设为禁止的触发运行。,0,1,53
-54=禁止事件触发,-2,14,0,0,0,0,0,0,0,禁止可以正常或被触发-53设为可以运行的触发停止运行。,0,1,54
-55=建立雷达事件,0,51,2,0,0,0,1,0,0,在特定的路径点建立雷达事件。0、3、4红圈 1、2黄圈 5篮圈。,0,1,55
-56=开启局部变量...,0,3,0,0,0,0,0,0,0,开启局部变量。局部变量可以是 关闭[0] 或 开启[1]。,0,1,56
-57=关闭局部变量...,0,3,0,0,0,0,0,0,0,关闭局部变量。局部变量可以是 关闭[0] 或 开启[1]。,0,1,57
-58=流星雨在...,0,44,0,0,0,0,1,0,0,在特定的路径点建立显示一个流星雨事件。,0,0,58
-59=在特定路径点减少矿石,0,30,0,0,0,0,0,0,0,减少特定路径点周围的矿石。,0,1,59
-60=变卖关联建筑,0,0,0,0,0,0,0,0,0,卖掉与此触发关联的建筑。,0,1,60
-61=关闭关联的建筑,0,0,0,0,0,0,0,0,0,关闭与此触发关联的建筑的供能,建筑将强制失去电力供应。效果与建筑中耗能=0相同。,0,1,61
-62=启动关联的建筑,0,0,0,0,0,0,0,0,0,启动与此触发关联的建筑的供能,取消行为 61关闭关联的建筑 的效果。效果与建筑中耗能=1相同。,0,1,62
-63=给予100损伤在...,0,30,0,0,0,0,0,0,0,在特定的位置给予 100 点爆炸伤害,不会播放任何动画。,0,1,63
-64=闪光(较小)(无用)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个较小的闪光。,0,0,64
-65=闪光(中等)(无用)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个中等的闪光。,0,0,65
-66=闪光(较大)(无用)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个较大的闪光。,0,0,66
-67=宣告胜利,0,0,0,0,0,0,0,0,0,宣告游戏者胜利,但不会显示“任务完成”的图示。,0,1,67
-68=宣告失败,0,0,0,0,0,0,0,0,0,宣告游戏者失败,但不会显示“任务失败”的图示。,0,1,68
-69=游戏任务强制胜利,0,0,0,0,0,0,0,0,0,强制结束游戏任务,显示“任务完成”的图示。,0,1,69
-70=销毁标签及相关触发...,-3,38,0,0,0,0,0,0,0,销毁指定标签所有实例和所有关联的触发。,0,1,70
-71=设置环境步幅...,0,45,0,0,0,0,0,0,0,设置环境亮度淡入步幅值,一般使用1020000000。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,71
-72=设置环境速率...,0,45,0,0,0,0,0,0,0,设置环境亮度淡入速率,一般使用1036000000。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,72
-73=设置环境亮度...,0,6,0,0,0,0,0,0,0,用新的环境亮度等级淡入替代原亮度,使用一个整数(0-100)代表光照设置里的(0.01-1)行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,73
-74=AI 触发开始...,0,2,0,0,0,0,0,0,0,启动特定参战方的 AI 触发。,0,1,74
-75=AI 触发停止...,0,2,0,0,0,0,0,0,0,停止特定参战方的 AI 触发。,0,1,75
-76=AI 触发小队比例...,0,6,0,0,0,0,0,0,0,AI 进行 AI 触发小队建造的比例,数值越大越倾向于使用局部的AI触发(在地图内),越小越倾向于使用全局的AI触发(在ai(md).ini中)。100 = 全部 局部AI触发小队%1 0 = 全部 全局AI触发小队。,0,1,76
-77=飞行作战小队比例...,0,6,0,0,0,0,0,0,0,AI 进行飞行小队建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,77
-78=步兵作战小队比例...,0,6,0,0,0,0,0,0,0,AI 进行步兵小队建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,78
-79=作战小队单位比例...,0,6,0,0,0,0,0,0,0,AI 进行小队单位建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,79
-80=援军(小队)[在路径点]...,-1,7,6,0,0,0,1,0,0,在特定的路径点区域建造援军作战小队。效果为直接刷出来,刷兵路径点为行为设置中的路径点。,0,1,80
-81=自我唤醒,0,0,0,0,0,0,0,0,0,唤醒所有休息(sleep)或无指令(harmless)单位进行防卫模式。,0,1,81
-82=唤醒所有休息单位,0,0,0,0,0,0,0,0,0,唤醒所有休息(sleep)的单位模式。,0,1,82
-83=唤醒所有无指令单位,0,0,0,0,0,0,0,0,0,唤醒所有无指令(harmless)的单位模式。,0,1,83
-84=唤醒某小组单位...,0,6,0,0,0,0,0,0,0,唤醒有该小组编号的无指令(harmless)单位。,0,1,84
-85=矿脉生长...,0,37,0,0,0,0,0,0,0,控制矿脉是否生长。,0,1,85
-86=矿石生长...,0,37,0,0,0,0,0,0,0,控制矿石是否生长。,0,1,86
-87=冰层延伸(无用)...,0,37,0,0,0,0,0,0,0,控制结冰面积是否增长。,0,0,87
-88=粒子动画...,0,26,0,0,0,0,1,0,0,在特定区域显示粒子动画。,0,1,88
-89=删除粒子动画...,0,0,0,0,0,0,1,0,0,删除特定区域的粒子动画。,0,1,89
-90=闪电打击...,0,0,0,0,0,0,1,0,0,单个的离子风暴闪电打击。目前只有在爱伦斯(Alliance)编辑器上才可以正常使用这个功能。,0,1,90
-91=Go Berzerk(无用),0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,0,0,91
-92=启动烈火风暴防御系统(无用),0,0,0,0,0,0,0,0,0,启动某一作战方的烈火风暴防御系统。,0,0,92
-93=关闭烈火风暴防御系统(无用),0,0,0,0,0,0,0,0,0,关闭某一作战方的烈火风暴防御系统。,0,0,93
-94=离子炮打击(无用),0,0,0,0,0,0,1,0,0,在特定的路径点实施离子炮打击。,0,0,94
-95=核弹打击...,0,0,0,0,0,0,1,0,0,在特定的路径点边缘实施核弹打击。,0,1,95
-96=化学导弹打击(无用),0,0,0,0,0,0,1,0,0,在特定的路径点实施化学导弹打击。,0,0,96
-97=Toggle Train Cargo(无用),0,0,0,0,0,0,0,0,0,TS残留功能,列车卸货,切换状态,0,0,97
-98=播入音效(随机)...,-7,16,0,0,0,0,0,0,0,在随机的路径点播放音效。这个动作不需要设置重复触发,启动以后即在随机路径点不停播放这个音效,间隔时间随机。,0,1,98
-99=播放音效...,-7,16,0,0,0,0,1,0,0,在特定的路径点播放特定的音效。这个动作不需要设置重复触发,启动以后即在特定路径点不停播放这个音效,间隔时间随机。,0,1,99
-100=在雷达窗口播放影片...,0,50,0,0,0,0,0,0,0,显示特定的开场影片(在小屏幕)。游戏者仍能对步兵和单位进行控制。,0,1,100
-101=重置特定路径点的黑幕(未探测区)...,0,30,0,0,0,0,0,0,0,用黑幕覆盖特定的路径点。,0,1,101
-102=闪电风暴打击...,0,0,0,0,0,0,1,0,0,此触发的所有者在特定的路径点实施闪电风暴打击。,0,1,102
-103=计时器文本...,-4,13,6,0,0,0,0,0,0,计时器显示什么文本标签(如文本是在csf文件中)。要开启一个正常的计时器,需要在一个触发内依次设置 27 计时设置、23 计时开始、103 计时器文本 三个行为。,0,1,103
-104=闪亮小队...,-5,7,0,0,0,0,1,0,0,用特定的帧数闪亮特定的小队,填600以上效果较好。,0,1,104
-105=显示对话注释框...(无用),-1,7,0,0,0,0,0,0,0,TS残留功能,在特定小队的上面显示对话注释框。,0,0,105
-106=设置科技等级(Techno)[Level]... ,-9,46,0,0,0,0,1,0,0,设置特定的单位或建筑到特定的科技等级。,0,1,106
-107=超时空传送援军(小队)[在路径点]... ,-1,7,0,0,0,0,1,0,0,传送援军小队到特定的路径点区域,并制造一个超时空穿送的效果,而超时空传送显示的动画需要与事件41连用。,0,1,107
-108=建立小木箱...,0,31,0,0,0,0,1,0,0,在特定的路径点建立一个特定内容的工具木箱。0金钱(大的)%1 1获得随机单位%1 2医疗%1 3获得隐形能力%1 4爆炸%1 5爆炸(大的)%1 6金钱%1 7黑幕重置%1 8清除黑幕%1 9护甲加强%1 10速度加强%1 11攻击加强%1 12获得核弹一枚%1 13空箱子%1 14升级%1 15空箱子%1 16瓦斯气体%1 17一片矿。,0,1,108
-109=铁幕装置作用于...,0,4,0,0,0,0,1,0,0,将铁幕装置作用于特定的路径点。,0,1,109
-110=游戏暂停(秒)...,0,6,0,0,0,0,0,0,0,使游戏暂停特定的秒数。,0,1,110
-111=驱逐占据者,0,0,0,0,0,0,0,0,0,本行为将会从城市关联的建筑中驱逐占据的作战单位。要使用本行为,必须在每一个建筑上关联一个单独的标签,重复的标签无用。默认每一个触发对应一个标签,你可以使用 编辑→标签编辑 来增加这个触发的标签。,0,1,111
-112=立即居中当前视野到特定路径点...,0,0,0,0,0,0,1,0,0,立即将战术视野移动到特定的路径点。,0,1,112
-113=欢呼,0,2,0,0,0,0,0,0,0,使所有步兵单位进行欢呼动作。,0,1,113
-114=设置建造栏到(0-3)...,0,6,0,0,0,0,0,0,0,强制使建造栏跳转到特定的界面。0建筑界面%1 1防御界面%1 2步兵界面%1 3车辆界面。,0,1,114
-115=闪动建造栏中的单位,-9,46,0,0,0,0,1,0,0,闪动建造栏中的单位,数值为闪烁时间,一般为120比较合适。,0,1,115
-116=停止特定路径点的音效...,0,30,0,0,0,0,1,0,0,这个触发可以停止在某个路径点播放的音效。,0,1,116
-117=播放开场影片(游戏暂停)...,0,50,0,0,0,0,0,0,0,显示特定的游戏开场影片。影片播放时,游戏暂停。播放影片期间游戏者不可进行操作。,0,1,117
-118=清除全部污染,0,0,0,0,0,0,0,0,0,将从地图上删除所有污染对象。,0,1,118
-119=将特定作战方全部摧毁...,0,2,6,0,0,0,0,0,0,消灭特定作战方的所有建筑、单位等。数值为1时表示直接移除单位不产生任何破坏效果。,0,1,119
-120=将特定方建筑全部摧毁...,0,2,0,0,0,0,0,0,0,摧毁特定作战方的所有建筑。,0,1,120
-121=将特定方陆军单位全部摧毁...,0,2,0,0,0,0,0,0,0,消灭特定作战方的所有陆军单位。,0,1,121
-122=将特定方海军单位全部摧毁...,0,2,0,0,0,0,0,0,0,消灭特定作战方的所有海军单位。,0,1,122
-123=心灵控制基地...,0,2,0,0,0,0,0,0,0,此触发的所有者将会通过心灵控制敌方所有建筑。,0,1,123
-124=解除基地的心灵控制...,0,2,0,0,0,0,0,0,0,此触发的所有者将重新取得被敌方心灵控制的所有建筑的作战控制权。,0,1,124
-125=将建筑建于...,-10,47,6,0,0,0,1,0,0,此触发的所有者将在本路径点获得该类型的建筑,如果目标路径点有建筑则不会建造,如果目标路径点有单位则会强行弹开单位。此动作的数值参数用于控制是否禁止建造动画,为1则不播放。,0,1,125
-126=恢复至游戏初始建筑单位状态...,0,2,0,0,0,0,0,0,0,此作战方游戏初始的所有建筑和单位将会重建。会引起单位冲击和覆盖图被清除。,0,1,126
-127=超时空事件效果 ...,0,6,0,0,0,0,0,0,0,将会用多帧画面全屏幕平铺显示超时空穿梭事件效果,数值一般为60,填太大会游戏卡死。,0,1,127
-128=全部超时空传送到...,0,0,0,0,0,0,1,0,0,此触发的作战方所有单位将被传送到特定的路径点。,0,1,128
-129=设置超武充能完成度,-11,20,0,0,0,0,1,0,0,此触发的所有者如果有超级武器,那么此超级武器的充能状态会被设置为“完成了”百分之几 。使用一个整数(0-100)。,0,1,129
-
-; YR
-130=恢复初始建筑...,0,2,0,0,0,0,0,0,0,该参战方游戏初始的所有建筑将会被修复或重建。 会引起单位冲击和覆盖图清除。,0,1,130,1
-131=闪亮特定类型的建筑...,-9,47,0,0,0,0,1,0,0,该触发所属的所有特定类型的建筑将闪亮特定的时间。,0,1,131,1
-132=设置超武充能时间,-11,20,0,0,0,0,1,0,0,设置任何数值,设置触发所属方超武至充能完毕的剩余时间,使用画面帧数(1游戏秒=15帧),将会覆盖ini设置的RechargeTime,0,1,132,1
-133=复位超级武器充能时间,0,20,0,0,0,0,0,0,0,重置触发所属方超级武器充能时间,使用ini设置的RechargeTime。,0,1,133,1
-134=超级武器复位,0,36,0,0,0,0,0,0,0,就与间谍进入超级武器一样,超级武器将会复位(重新开始倒计时)。,0,1,134,1
-135=超武首选目标路径点...,0,0,0,0,0,0,1,0,0,该触发的所有者会将超级武器的攻击目标指向此路径点。,0,1,135,1
-136=超武首选目标路径点清除,0,0,0,0,0,0,0,0,0,该触发的所有者将返回,正常确定其超级武器的攻击目标。,0,1,136,1
-137=基地中心单元设置,0,0,0,0,0,0,1,0,0,此触发的所有者将认为此路径点为其基地的中心单元,脚本里“集合在基地附近”将会集合在这个路径点附近。,0,1,137,1
-138=基地中心单元清除,0,0,0,0,0,0,0,0,0,此触发的所有者将返回,并去计算其中心位置。,0,1,138,1
-139=雷达信息中断,0,6,0,0,0,0,0,0,0,此触发的所有者的雷达将中断一段时间,填太小会没有效果。,0,1,139,1
-140=设置防御目标单元,0,0,0,0,0,0,1,0,0,此触发的所有者将自动对特定的路径点区域进行防御行动。,0,1,140,1
-141=清除防御目标单元,0,0,0,0,0,0,0,0,0,此触发的所有者将返回到正常情况下的防御目标区域。,0,1,141,1
-142=重绘红色,0,6,0,0,0,0,0,0,0,重绘屏幕的红色部分。采用百分比,这里的50代表光照里的0.5。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,142,1
-143=重绘绿色,0,6,0,0,0,0,0,0,0,重绘屏幕的绿色部分。采用百分比,这里的50代表光照里的0.5。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,143,1
-144=重绘蓝色,0,6,0,0,0,0,0,0,0,重绘屏幕的蓝色部分。采用百分比,这里的50代表光照里的0.5。行为71~73连用+行为142~144连用可以做出变更光照效果。,0,1,144,1
-145=战术视野跳转至基地,0,0,0,0,0,0,0,0,0,和按下“H”键效果相同。,0,1,145,1
-;bellow only added in hares
-146=使步兵单位进入惊恐状态,0,2,0,0,0,0,0,0,0,使指定作战方所有的步兵单位进入惊恐动作状态(如果支持),0,1,146,1
-147=在战场区域全屏铺展绘制动画,0,25,6,0,0,0,0,0,0,在屏幕固定位置平铺绘制多帧图像,0,1,147,1
-148=允许/禁止所属方共享视野,0,2,15,0,0,0,0,0,0,允许/禁止指定所属方共享视野给友方,0,1,148,1
-149=设置触发随机分量,-2,14,6,0,0,0,0,0,0,设置指定触发的随机分量,与行为150配合使用;负数不会更改触发的分量,可用于行为150罗列事件使用。,0,1,149,1
-150=随机允许下列触发,0,0,0,0,0,0,0,0,0,将该行为(从属于当前触发事件)以下的多个行为所指定的触发按照分量随机抽取,并将其禁止状态改为允许,与行为149配合使用。,0,1,150,1
-151=建筑炮塔转动,0,6,15,0,0,0,0,0,0,将触发绑定的建筑转动其炮塔特定方向,如果布尔值为真,则表示这个转动量是0-255之间的绝对方向数,0,1,151,1
-152=全部归入小队...,-1,7,2,0,0,0,0,0,0,作战方%1全部单位被强制招募进指定小队类型。这些单位将被这同一个小队实例管理。,0,1,152
-153=控制存档按钮可用性,0,15,0,0,0,0,0,0,0,控制存档按钮是否为允许/禁止状态,0,1,153,1
-154=设置参战方地图边界,0,6,0,0,0,0,0,0,0,设置参战方的地图边界,仅能为0-4之间的一个枚举值,0,1,154,1
-
-
-[NewParamTypes]
-500=AttackTargets,0,0,0,0
-501=BuildingTypes,2,1,1,0
-502=BuildingwithProperty,0,0,0,0
-503=VariableNames,1,0,0,0
-504=VariableNames,3,0,0,0
-505=UnloadOptions,0,0,0,0
-506=ScriptTypes,7,1,1,0
-507=TeamTypes,7,1,1,0
-508=Houses,3,1,0,0
-509=DialogList,8,1,0,0
-510=SoundList,5,1,0,0
-511=Movies,4,1,0,0
-512=Themes,6,1,0,0
-513=Countries,2,1,1,0
-514=Facing,0,0,0,0
-515=Animations,1,1,1,0
-516=TalkBubble,0,0,0,0
-517=EnterStatus,0,0,0,0
-518=Boolean,0,0,0,0
-519=CameraSpeed,0,0,0,0
-520=AITargetTypes,1,1,0,0
-521=AITargetCategories,0,0,0,0
-522=AIScriptsList,1,1,0,0
-523=MoveCompletion,0,0,0,0
-524=IdleAnim,0,0,0,0
-525=AircraftTypes,2,1,1,0
-526=InfantryTypes,2,1,1,0
-527=VehicleTypes,1,1,1,0
-528=DialogList,8,0,0,1
-529=SoundList,5,0,0,1
-530=Themes,6,0,0,1
-531=SuperWeaponTypes,2,1,1,0
-532=BuildingTypes,2,0,1,1
-533=TeamTypes,3,0,1,1
-534=ParticleSystems,2,1,0,0
-535=TalkBubble,0,1,0,0
-536=VoxelAnims,2,1,0,0
-537=CrateTypes,0,0,0,0
-538=SidebarNum,0,0,0,0
-539=WeaponTypes,1,1,0,0
-540=SpotlightOptions,0,0,0,0
-541=RadarEvents,0,0,0,0
-542=Operator,0,0,0,0
-543=EVAType,0,0,0,0
-544=SuperWeaponTypes,2,0,1,1
-545=BannerTypes,2,0,0,1
-546=AttachEffectTypes,2,0,0,1
-547=PlayBuildup,0,0,0,0
-548=BuildingTypes,2,0,1,1
-549=BuildingwithPropertyID,0,0,0,1
-550=ScriptTypes,7,0,1,1
-551=TeamTypes,7,0,1,1
-552=DialogList,8,0,0,1
-553=SoundList,5,0,0,1
-554=Movies,4,0,0,1
-555=Themes,6,0,0,1
-556=Countries,2,0,1,1
-557=AircraftTypes,2,0,1,1
-558=InfantryTypes,2,0,1,1
-559=VehicleTypes,2,0,1,1
-560=SuperWeaponTypes,2,0,1,1
-561=Animations,2,0,1,1
-562=WeaponTypes,2,0,1,1
-563=VoxelAnims,2,0,1,1
-564=ParticleSystems,2,0,1,1
-565=RadarMode,0,0,0,0
-566=ForceOnlyTargetHouseEnemy,0,0,0,0
-567=DropCrateBehaviour,0,0,0,0
-
-; Script actions that use strings as params
-
-[ParamAffectedParams]
-0=Action,501,3,0,0,3,1,35
-1=Action,502,3,0,0,3,1,35
-2=Action,503,1,0,0,3,1,35
-3=Action,504,3,0,0,3,1,35
-4=Action,504,4,2,0,3,1,35
-
-; Over 500 values can be used
-; for additional custom dropdowns listing of a section's values.
-; Format:
-; Index = SectionName, LoadFrom, StrictOrder, ShowUIName, [UseValue]
-; Index: the positive of 2nd parameter in [ScriptParams]
-; SectionName: section name string
-; LoadFrom: which file to load the section from.
-; 0 FAData, 1 Rules, 2 Rules + Map, 3 Map, 4 Art, 5 Sound, 6 Theme, 7 AI + Map, 8 EVA, 9 CurrentTheater.
-; StrictOrder: Use registry index instead of key value.
-; ShowUIName: show UIName, if failed, Name.
-; UseValue: use value instead of its key.
-
-[Chinese-AITriggerSides]
-0=所有阵营
-1=盟军
-2=苏军
-3=尤里
-
-
-[Chinese-AITriggerConditionTypes]
--1=恒成立
-0=敌方拥有 X 单位 <比较方式> N 个
-1=我方拥有 X 单位 <比较方式> N 个
-2=敌方电力条为黄色
-3=敌方电力条为红色
-4=敌方拥有金钱 <比较方式> N
-5=铁幕将准备就绪
-6=超时空传送将准备就绪
-7=中立方拥有 X 单位 <比较方式> N 个
-
-; events format:
-; 0 1 2 3 4 5 6 7 8 9
-; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional]
-; negative number for type currently not supported (only Actions do support yet)!
-; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
-; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
-; NOTE: ID must be the same like #
-
-[Chinese-AttackTargets]
-0=任意目标
-1=任意目标(同0)
-2=建筑物
-3=矿车矿场
-4=步兵
-5=车辆
-6=生产建筑
-7=防御建筑
-8=基地威胁
-9=电厂
-10=驻军建筑
-11=科技建筑
-
-
-[Chinese-Operator]
-0=赋值 (=) A=B
-1=加 (+) A=A+B
-2=减 (-) A=A-B
-3=乘 (*) A=A*B
-4=除 (/) A=A/B
-5=求余 (%) A=A%B
-6=左移 (<<) A=A<>) A=A>>B
-8=反转 (~) A=~A
-9=异或 A=A⊕B
-10=或 A=A|B
-11=与 A=A&B
-
-
-[Chinese-RadarEvents]
-0=战斗
-1=非战斗
-2=空降区
-3=基地受击
-4=矿车受击
-5=发现敌军
-6=单位生产
-7=单位阵亡
-8=单位维修
-9=建筑被渗透
-10=建筑被占领
-11=信标放置
-12=发现超武
-13=超武启动
-14=桥梁维修
-15=放弃驻扎
-16=友军受击
-
-
-[Chinese-EVAType]
--1=禁用
-0=盟军(伊娃)
-1=苏军(索菲亚)
-2=尤里
-
-
-[Chinese-SidebarNum]
-0=建筑栏
-1=防御栏
-2=步兵栏
-3=战车栏
-
-
-[Chinese-CrateTypes]
-0=大量金钱(固定值)
-1=随机单位
-2=医疗
-3=隐形
-4=爆炸
-5=大型爆炸
-6=金钱(随机)
-7=重置黑幕
-8=显示全图
-9=防御力强化
-10=速度强化
-11=火力强化
-12=一次核弹
-13=空
-14=升级
-15=空
-16=毒气
-17=一片矿
-
-
-[Chinese-SpotlightOptions]
-0=无聚光灯
-1=使用rules设置
-2=圆圈
-3=跟随敌对目标
-
-
-
-[Chinese-CameraSpeed]
-0=非常慢
-1=慢
-2=正常
-3=快
-4=非常快
-
-
-[Chinese-Boolean]
-0=否
-1=是
-
-
-[Chinese-EnterStatus]
-0=※Sleep (休眠,不还击)
-1=Attack nearest enemy
-2=Move
-3=QMove
-4=Retreat (撤离地图)
-5=※Guard (原地警戒)
-6=Sticky (固守,不主动攻击)
-7=Enter object
-8=Capture object
-9=Move into & get eaten
-10=Harvest (采矿)
-11=※Area Guard (区域警戒)
-12=Return (to refinery)
-13=Stop
-14=Ambush (wait until discovered)
-15=※Hunt (游猎)
-16=※Unload (卸载或部署)
-17=Sabotage (move in & destroy)
-18=Construction
-19=Deconstruction
-20=Repair
-21=Rescue
-22=Missile
-23=※Harmless (无威胁)
-24=Open
-25=Patrol
-26=Paradrop approach drop zone
-27=Paradrop overlay drop zone
-28=Wait
-29=Attack again
-30=Spyplane approach (YR)
-31=Spyplane overfly (YR)
-
-
-[Chinese-Facing]
-0=↗
-1=→
-2=↘
-3=↓
-4=↙
-5=←
-6=↖
-7=↑
-
-
-[Chinese-UnloadOptions]
-0=保留载具,保留成员
-1=保留载具,丢弃成员
-2=丢弃载具,保留成员
-3=丢弃载具,丢弃成员
-
-
-[Chinese-BuildingwithProperty]
-0=最小威胁
-1=最大威胁
-2=最近
-3=最远
-
-
-[Chinese-BuildingwithPropertyID]
-0=LeastThreat - 最小威胁
-1=HighestThreat - 最大威胁
-2=Nearest - 最近
-3=Farthest - 最远
-
-;从1开始索引的talkbubl.shp帧数,你可以添加更多内容,色盘为palette.pal
-;持续时间在[General]TalkBubbleTime=中设定,值为现实秒,默认大约为5秒钟
-
-[Chinese-TalkBubble]
-1=星号(*)
-2=问号(?)
-3=感叹号(!)
-
-
-[Chinese-IdleAnim]
-0=Idle1
-1=Idle2
-
-
-[Chinese-MoveCompletion]
-0=小队队长抵达
-1=任一成员抵达
-2=所有成员抵达
-
-
-[Chinese-PlayBuildup]
-0=播放
-1=不播放
-
-
-[Chinese-RadarMode]
-0=默认,需要有足够电力供应与雷达建筑
-1=无偿雷达
-2=永久开启,无视雷达干扰效果
-3=永久关闭
-
-
-[Chinese-ForceOnlyTargetHouseEnemy]
--1=默认值,不强制更改 OnlyTargetHouseEnemy 标签全局值
-0=强制 OnlyTargetHouseEnemy 为 false
-1=强制 OnlyTargetHouseEnemy 为 true
-2=强制随机布尔值
-
-
-[Chinese-DropCrateBehaviour]
--1=使用单位的默认设置
-0=清除掉落箱子类型
-1=覆盖掉落箱子类型
-
[Theaters]
0=TEMPERATE,TEMPERATE
1=SNOW,SNOW
@@ -2415,7 +963,6 @@ ExtraValueType=0
; Only works in file loading
; First = file suffix (xxxx.~~~, iso~~~.pal), must be 3 letters
; Second = new theater letter (G~CNST)
-
[TheaterSuffixes]
TEMPERATE=TEM,T
SNOW=SNO,A
@@ -2425,7 +972,6 @@ LUNAR=LUN,L
DESERT=DES,D
; Order: Theater, SmoothTileSet, LATTileSet[, Skip LAT Tiles, ClearTileSet]
-
[LATGroups]
0=SNOW,TXSnowGrass,TXSnowGrassLAT,TXSnowGrassSkipLAT
1=SNOW,TXSnowPave,TXSnowPaveLAT,TXSnowPaveSkipLAT
@@ -2438,7 +984,6 @@ DESERT=DES,D
; FA2 will first read this, and then [General]
; in theater INI (not include Skip LAT Tiles).
-
[LATSettings]
TXSnowGrass=127
TXSnowGrassLAT=131
@@ -2461,7 +1006,6 @@ TXDesertPaveSkipLAT=20,38,40,47,97,98,111,112,118
; custom brush sizes
; format: X length + x + Y length
; it is not recommended to change first and second value
-
[BrushSizes]
0=1x1
1=2x2
@@ -2497,11 +1041,17 @@ TXDesertPaveSkipLAT=20,38,40,47,97,98,111,112,118
; IgnoredTilesets = Tilesets not adding to the Object
; Browser -> Ground. Should be keys in [General] of
; theater INIs, e.g. WaterSet
+[NewUrbanInfo]
+Morphables=114,123
+Ramps=117,193
+Cliffs2=110
+CliffsWater2=112
+AddTiles=46,124,157
+IgnoredTilesets=PaveTile
[TemperateInfo]
AddTiles=93
-
[SnowInfo]
Morphables=97
Ramps=98
@@ -2509,25 +1059,13 @@ Cliffs2=75
CliffsWater2=79
AddTiles=127,135
-
[UrbanInfo]
Morphables=13
Ramps=140
-
-[NewUrbanInfo]
-Morphables=114,123
-Ramps=117,193
-Cliffs2=110
-CliffsWater2=112
-AddTiles=46,124,157
-IgnoredTilesets=PaveTile
-
-
[DesertInfo]
AddTiles=107
-
[LunarInfo]
AddTiles=33,91
IgnoredTilesets=WaterSet
@@ -2537,7 +1075,6 @@ IgnoredTilesets=WaterSet
; BuildingTypes to be ignored during overlap detection. For Immune or InvisibleInGame cases.
-
[StructureOverlappingCheckIgnores]
0=TSTLAMP
1=GALITE
@@ -2564,7 +1101,6 @@ IgnoredTilesets=WaterSet
22=SNODUSLAMP
23=SNONITLAMP
-
[Chinese-TileManagerDataTEM]
普通地形/LAT=lat
悬崖=cliff
@@ -2580,7 +1116,6 @@ IgnoredTilesets=WaterSet
瀑布=waterfall
交界处/地形修复=fix
-
[Chinese-TileManagerDataSNO]
普通地形/LAT=lat
悬崖=cliff
@@ -2596,7 +1131,6 @@ IgnoredTilesets=WaterSet
瀑布=waterfall
交界处/地形修复=fix
-
[Chinese-TileManagerDataURB]
普通地形/LAT=lat
悬崖=cliff
@@ -2612,7 +1146,6 @@ IgnoredTilesets=WaterSet
瀑布=waterfall
交界处/地形修复=fix
-
[Chinese-TileManagerDataUBN]
普通地形/LAT=lat
悬崖=cliff
@@ -2628,7 +1161,6 @@ IgnoredTilesets=WaterSet
瀑布=waterfall
交界处/地形修复=fix
-
[Chinese-TileManagerDataDES]
普通地形/LAT=lat
悬崖=cliff
@@ -2644,7 +1176,6 @@ IgnoredTilesets=WaterSet
瀑布=waterfall
交界处/地形修复=fix
-
[Chinese-TileManagerDataLUN]
普通地形/LAT=lat
悬崖=cliff
@@ -2660,7 +1191,6 @@ IgnoredTilesets=WaterSet
瀑布=waterfall
交界处/地形修复=fix
-
[English-TileManagerDataTEM]
Cliff=cliff
Water=water
@@ -2676,7 +1206,6 @@ Pavement=pave
Fix=fix
LAT=lat
-
[English-TileManagerDataSNO]
Cliff=cliff
Water=water
@@ -2692,7 +1221,6 @@ Pavement=pave
Fix=fix
LAT=lat
-
[English-TileManagerDataURB]
Cliff=cliff
Water=water
@@ -2708,7 +1236,6 @@ Pavement=pave
Fix=fix
LAT=lat
-
[English-TileManagerDataUBN]
Cliff=cliff
Water=water
@@ -2724,7 +1251,6 @@ Pavement=pave
Fix=fix
LAT=lat
-
[English-TileManagerDataDES]
Cliff=cliff
Water=water
@@ -2740,7 +1266,6 @@ Pavement=pave
Fix=fix
LAT=lat
-
[English-TileManagerDataLUN]
Cliff=cliff
Water=water
@@ -2846,7 +1371,338 @@ LAT=lat
;[IgnoreActiveAnim2]
+[IgnoreSuperAnim1]
+YAGNTC=1
+YAPPET=1
+
+[IgnoreSuperAnim2]
+NAMISL=1
+NAMISL2=1
+NAMISL3=1
+NAIRON=1
+GACSPH=1
+YAGNTC=1
+YAPPET=1
+
+[IgnoreSuperAnim3]
+NAMISL=1
+NAMISL2=1
+NAMISL3=1
+NAIRON=1
+GACSPH=1
+YAGNTC=1
+YAPPET=1
+
+[IgnoreSuperAnim4]
+NAMISL=1
+NAMISL2=1
+NAMISL3=1
+NAIRON=1
+GACSPH=1
+YAGNTC=1
+YAPPET=1
+[MovieList]
+Start=66; Anything below will not be listed!
+
+[StdBrushSize]
+;ClearTile=2
+;RoughTile=2
+;SandTile=2
+;GreenTile=2
+;PaveTile=2
+;WaterSet=2
+
+; if completely surrounded by water ; currently ignored
+[MinBrushSizeInWater]
+ClearTile=2
+RoughTile=2
+SandTile=2
+GreenTile=2
+PaveTile=2
+
+; SlopeSetPieces for cliffs have a specific direction.
+; used for AutoLevel logic
+; CURRENTLY IGNORED
+[SlopeSetPiecesDirections]
+Count=10
+0=Right_1
+1=Left_1
+2=Top_1
+3=Bottom_1
+4=Right_2
+5=Left_2
+6=Left_2
+7=Bottom_2
+8=Top_2
+9=Top_2
+
+[LUNARLimits]
+TreeMax=999
+TreeMin=999
+
+[URBANLimits]
+TreeMax=999
+
+[TEMPERATELimits]
+TreeMax=999
+
+[SNOWLimits]
+TreeMax=999
+
+[NEWURBANLimits]
+TreeMax=999
+
+[DESERTLimits]
+TreeMax=999
+
+; tileset ini overwritings
+; only used by FinalAlert
+[IgnoreSetTEMPERATE]
+;0=53
+;1=54
+;2=56
+3=77
+4=78
+5=79
+
+[IgnoreSetSNOW]
+0=6
+1=66
+2=8
+3=46
+4=70
+
+[IgnoreSetURBAN]
+;0=49
+;1=50
+;2=51
+;3=53
+;4=54
+5=56
+;6=73
+;7=30
+8=91
+9=92
+10=93
+11=94
+12=95
+13=96
+14=97
+15=98
+16=99
+17=100
+
+[IgnoreSetNEWURBAN]
+;0=101
+1=207
+
+[IgnoreSetDESERT]
+;0=19
+;1=54
+;2=53
+;3=56
+;4=73
+;5=80
+6=121
+7=122
+
+[IgnoreSetLUNAR]
+0=34
+1=90
+
+[UseSetTEMPERATE]
+0=57
+
+[UseSetSNOW]
+[UseSetURBAN]
+
+
+; The following section is for finding out if a map is RA2 original or Yuri's Revenge only!
+; If a ground tile id exceeds this number, FA2 will assume the map is a YR map
+[RA2TileMax]
+Temperat=838
+Urban=1077
+Snow=798
+
+[YRInfantry]
+YENGINEER=1
+GGI=1
+INIT=1
+BORIS=1
+BRUTE=1
+VIRUS=1
+CLNT=1
+ARND=1
+STLN=1
+CAML=1
+EINS=1
+MUMY=1
+RMNV=1
+LUNR=1
+DNOA=1
+DNOB=1
+SLAV=1
+WWLF=1
+YDOG=1
+YADOG=1
+
+[YRUnits]
+YHVR=1
+PCV=1
+SMIN=1
+SMON=1
+YCAB=1
+YTNK=1
+BFRT=1
+TELE=1
+CAOS=1
+DDBX=1
+BCAB=1
+BSUB=1
+SCHP=1
+JEEP=1
+MIND=1
+DISK=1
+UTNK=1
+ROBO=1
+YDUM=1
+SCHD=1
+DOLY=1
+CBLC=1
+FTRK=1
+AMBU=1
+CIVP=1
+
+[YRBuildings]
+YACNST=1
+YAPOWR=1
+YABRCK=1
+YAWEAP=1
+YAYARD=1
+YADEPT=1
+YATECH=1
+GAFWLL=1
+YAGGUN=1
+YAPSYT=1
+NAINDP=1
+YAGRND=1
+YAGNTC=1
+CASLAB=1
+CATIME=1
+YAPPET=1
+CALOND04=1
+CALOND05=1
+CALOND06=1
+CAMOON01=1
+CATRAN03=1
+CAEAST01=1
+CAEGYP01=1
+CAEGYP02=1
+CAEGYP03=1
+CALA01=1
+CALA02=1
+CALA03=1
+CALA04=1
+CALA05=1
+CALOND01=1
+CALOND02=1
+CALOND03=1
+CAMORR01=1
+CAMORR02=1
+CAMORR03=1
+CASANF01=1
+CASANF02=1
+CASANF03=1
+CASANF04=1
+CASANF05=1
+CASEAT01=1
+NATBNK=1
+GAGATE_A=1
+CASANF09=1
+CASANF10=1
+CASANF11=1
+CASANF12=1
+CASANF13=1
+CASANF14=1
+CASANF06=1
+CASANF07=1
+CASANF08=1
+CASEAT02=1
+YACOMD=1
+YAPPPT=1
+GAROBO=1
+YAREFN=1
+YAROCK=1
+NABNKR=1
+CASANF15=1
+CASANF16=1
+CASANF17=1
+CASANF18=1
+CASIN03E=1
+CASIN03S=1
+CAURB01=1
+CAURB02=1
+CAURB03=1
+CAPOWR=1
+CALA07=1
+CAEGYP06=1
+CALA08=1
+CAEAST02=1
+CABARR01=1
+CABARR02=1
+CAMORR04=1
+CAMORR05=1
+CALA09=1
+CAEGYP04=1
+CAEGYP05=1
+CALA06=1
+CAMORR06=1
+CAMORR07=1
+CAMORR08=1
+CAMORR09=1
+CAMORR10=1
+CATIME01=1
+CATIME02=1
+CALA10=1
+CALA11=1
+CALA12=1
+CALA13=1
+CAPARK04=1
+CAPARK05=1
+CAPARK06=1
+CALA14=1
+CALA15=1
+CABUNK03=1
+CABUNK04=1
+CALUNR01=1
+CALUNR02=1
+
+[YRTerrain]
+TREE31=1
+TREE32=1
+TREE33=1
+TREE34=1
+TREE35=1
+TREE36=1
+
+[YRAircraft]
+BPLN=1
+SPYP=1
+CMISL=1
+
+[YROverlay]
+Begin=243; which number is the first from new YR overlay?
+
+; custom autoshore logic
+; theater, name, shore tile set, sand tile set
+; theater = theater name
+; name = displayed name (search translation in FALanguage.ini)
+; shore tile set = used as shore, need to have the same order as vanilla shore
+; can type tile set name in theater ini, like "ShorePieces"
+; sand tile set = used as sand, should have only one 1x1 tile
+; can type tile set name in theater ini, like "GreenTile"
+; -1 = do not generate sand tile
[AutoShoreTypes]
0=TEMPERATE,Sand Shorelines,ShorePieces,GreenTile
1=SNOW,Ice Shorelines,ShorePieces,GreenTile
@@ -2859,16 +1715,10 @@ LAT=lat
; shore id_pos=iswater
; pos: count from left top to right, then next "row"
; RA2 only needs one fix (for URBAN specifically)
-
[ShoreTerrainRA2]
12_4=1
12_5=1
-; tilesets that may be modified using the shore or a similar logic
-; 1 = affected, 0 = not affected
-; in theater specific sections, format: tileIndex = 1/0
-; [SoftTileSetsTEM]
-
[ShoreTerrainTS]
0_0=0
0_1=0
@@ -2958,7 +1808,9 @@ LAT=lat
39_3=0
; tilesets that may be modified using the shore or a similar logic
-
+; 1 = affected, 0 = not affected
+; in theater specific sections, format: tileIndex = 1/0
+; [SoftTileSetsTEM]
[SoftTileSets]
ClearTile=1
RoughTile=1
@@ -2974,7 +1826,6 @@ RoughGround=0; no
WaterSet=1
ShorePieces=1
-
[SoftTileSetsTEM]
81=0
@@ -2987,7 +1838,6 @@ ShorePieces=1
; corner strings are: cornerleft, cornerright, cornerbottom, cornertop
-
[CliffBackData]
vertic_diag_c=2
;vertic_diag_2=0
@@ -3016,7 +1866,6 @@ vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28
-
[CliffBackDataAlt]
vertic_diag_c=2
;vertic_diag_2=0
@@ -3045,7 +1894,6 @@ vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28
-
[CliffBackDataURBAN]
vertic_diag_c=1
;vertic_diag_4=0
@@ -3072,7 +1920,6 @@ vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28
-
[CliffBackDataNEWURBAN]
vertic_diag_c=1
;vertic_diag_4=0
@@ -3099,7 +1946,6 @@ vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28
-
[CliffFrontData]
vertic_diag_c=2
vertic_diag_0=18
@@ -3134,7 +1980,6 @@ vertic_3=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21
-
[CliffFrontDataAlt]
vertic_diag_c=2
vertic_diag_0=18
@@ -3169,7 +2014,6 @@ vertic_3=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21
-
[CliffFrontDataURBAN]
vertic_diag_c=1
vertic_diag_0=18
@@ -3204,7 +2048,6 @@ vertic_1=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21
-
[CliffFrontDataNEWURBAN]
vertic_diag_c=1
vertic_diag_0=18
@@ -3239,17 +2082,12 @@ vertic_1=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21
-
[BridgesTS]
-
[BridgesRA2]
-
[SpecialOverlayTS]
-
[SpecialOverlayRA2]
-
diff --git a/Supplementary/RevengeNow/FAData_ObjectBrowser.ini b/Supplementary/RevengeNow/FAData_ObjectBrowser.ini
new file mode 100644
index 00000000..290a8692
--- /dev/null
+++ b/Supplementary/RevengeNow/FAData_ObjectBrowser.ini
@@ -0,0 +1,737 @@
+[Chinese-Sides]
+0=盟军
+1=苏军
+2=尤里
+3=安塔列
+4=NewSide5
+5=NewSide6
+6=NewSide7
+7=NewSide8
+8=NewSide9
+9=NewSide10
+10=NewSide11
+11=NewSide12
+12=NewSide13
+13=NewSide14
+14=NewSide15
+15=NewSide16
+16=平民
+17=科技建筑
+18=灯光建筑
+19=T4单位
+20=地标建筑
+21=国旗
+22=摆件
+23=军事建筑
+24=农村建筑
+25=野外建筑
+26=工业建筑
+27=纽约建筑
+28=华盛顿建筑
+29=德州建筑
+30=巴黎建筑
+31=芝加哥建筑
+32=迈阿密建筑
+33=旧金山建筑
+34=洛杉矶建筑
+35=玛雅建筑
+36=莫斯科建筑
+37=伦敦建筑
+38=沙漠建筑
+39=饭店
+40=通用/未分类
+41=高耸城市建筑
+42=中等城市建筑
+43=低矮城市建筑
+
+[English-Sides]
+0=Allied
+1=Soviet
+2=Yuri
+3=Antalian
+4=NewSide5
+5=NewSide6
+6=NewSide7
+7=NewSide8
+8=NewSide9
+9=NewSide10
+10=NewSide11
+11=NewSide12
+12=NewSide13
+13=NewSide14
+14=NewSide15
+15=NewSide16
+16=Civilian
+17=Tech buildings
+18=Lighting buildings
+19=T4 units
+20=Landmark buildings
+21=National flags
+22=Placements
+23=Military buildings
+24=Rural buildings
+25=Outdoor buildings
+26=Industrial buildings
+27=New York buildings
+28=Washington buildings
+29=Texas buildings
+30=Paris buildings
+31=Chicago buildings
+32=Miami buildings
+33=San Francisco buildings
+34=Los Angeles buildings
+35=Maya buildings
+36=Moscow buildings
+37=London buildings
+38=Desert buildings
+39=Restaurants
+40=General/Unclassified
+41=High urban buildings
+42=Medium urban buildings
+43=Low urban buildings
+
+; Left=ID contains string, Right=Key for FALanguage.ini description
+; "|" can be used to separate IDs, e.g. TREE|PLANT=TreesObList
+; Write *Right* into IgnoreRA2 can ignore the whole set
+[ObjectBrowser.SmudgeTypes]
+CRATER=SmudgeCraterObList
+BURNT=SmudgeBurntObList
+
+[ObjectBrowser.TerrainTypes]
+TREE=TreesObList
+TRFF=TrafficLightsObList
+SIGN=SignsObList
+LT=LightPostsObList
+TIBTRE=TiberiumTreeObList
+
+;[ObjectBrowser.Overlays]
+;TRACK|FENCE=TrackObList
+
+; Assign the object on the left to the Side(s) on the right.
+; Use "," to join multiple different Sides;
+; Use "#" to indicate a nested hierarchy from parent to child.
+[ForceSides]
+ORCA=0
+HORNET=0
+ASW=0
+BEAG=0
+V3ROCKET=1
+DMISL=1
+BPLN=1
+SPYP=1
+CMISL=2
+ENGINEER=0
+SENGINEER=1
+YENGINEER=2
+GACNST=0
+GTGCAN=0
+NACNST=1
+YACNST=2
+YACOMD=2
+YADEPT=0
+NAPSYB=2
+NACLON=2
+NAPSIS=2
+BUS=16
+CIVP=16
+DDBX=16
+PICK=16
+CAR=16
+WINI=16
+PROPA=16
+CONA=16
+COP=16
+EUROC=16
+LIMO=16
+STANG=16
+SUVB=16
+SUVW=16
+TAXI=16
+YCAB=16
+JEEP=16
+BCAB=16
+PTRUCK=16
+CRUISE=16
+TUG=16
+DOLY=16
+CBLC=16
+FTRK=16
+AMBU=16
+TRUCKA=16
+TRUCKB=16
+CDEST=16
+CAOUTP=17
+CAAIRP=17
+CAOILD=17
+CAPOWR=17
+CAMACH=17
+CATHOSP=17
+CASLAB=17
+TSTLAMP=18
+GALITE=18
+NEGLAMP=18
+INGALITE=18
+REDLAMP=18
+NEGRED=18
+GRENLAMP=18
+BLUELAMP=18
+YELWLAMP=18
+INYELWLAMP=18
+PURPLAMP=18
+INPURPLAMP=18
+INORANLAMP=18
+INGRNLMP=18
+INREDLMP=18
+INBLULMP=18
+TEMMORLAMP=18
+TEMDAYLAMP=18
+TEMDUSLAMP=18
+TEMNITLAMP=18
+SNOMORLAMP=18
+SNODAYLAMP=18
+SNODUSLAMP=18
+SNONITLAMP=18
+DOG=1
+ADOG=0
+YADOG=2
+YDOG=2
+CCOMAND=19
+PTROOP=19
+CIVAN=19
+CIV1=16
+CIV2=16
+CIV3=16
+CTECH=16
+COW=16
+ALL=16
+VLADIMIR=16
+PENTGEN=16
+PRES=16
+SSRV=16
+CIVA=16
+CIVB=16
+CIVC=16
+CIVBBP=16
+CIVBFM=16
+CIVBF=16
+CIVBTM=16
+CIVSFM=16
+CIVSF=16
+CIVSTM=16
+POLARB=16
+JOSH=16
+CLNT=16
+ARND=16
+STLN=16
+CAML=16
+EINS=16
+MUMY=16
+LUNR=16
+DNOA=16
+DNOB=16
+SLAV=16
+RMNV=16
+CAUSFGL=21
+CARUFGL=21
+CAFRFGL=21
+CAIRFGL=21
+CACUFGL=21
+CASKFGL=21
+CALBFGL=21
+CAGEFGL=21
+CAUKFGL=21
+CAPOFGL=21
+AMMOCRAT=22,23
+CAMISC01=22,23
+CAMISC02=22,23
+CABHUT=17,40
+CALAB=20,23
+CATECH01=23
+CABUNK01=23
+CABUNK02=23
+CABUNK03=23
+CABUNK04=23
+CAGARD01=22,23
+CABARR01=22,23
+CABARR02=22,23
+CAHSE07=24
+CAHSE01=24
+CAFRMA=24
+CAFARM01=24
+CAFARM02=22,24
+CABARN02=24
+CATS01=22,24
+CAHSE02=24
+CAHSE03=24
+CAHSE04=24
+CAHSE05=22,24
+CAHSE06=22,24
+CAEUR04=24
+CAEUR1=24
+CAEUR2=24
+CAMSC07=25
+CAMSC08=25
+CAMSC09=25
+CAARMY01=23,25
+CAARMY02=23,25
+CAARMY03=23,25
+CAARMY04=23,25
+CAMSC06=22,23,24,25
+CANEWY04=27,20
+CANWY05=27,20,41
+CAWASH17=27,20,43
+CANWY09=27,41
+CANEWY10=27,41
+CANEWY06=27,41
+CANEWY07=27,41
+CANEWY08=27,41
+CANEWY11=27
+CANEWY12=27
+CANEWY13=27,41
+CANEWY14=27,41
+CANEWY15=27,42
+CANEWY16=27,41
+CANEWY17=27,43
+CANEWY18=27,43
+CANEWY01=27,41
+CANWY22=27,43
+CANWY23=27,41
+CANWY24=27,42
+CANWY25=27,43
+CANWY26=27,41
+CATEXS01=29,42
+CATEXS02=29,20
+CATEXS03=29,42
+CATEXS04=29,42
+CATEXS05=29,42
+CATEXS06=29,40,43
+CATEXS07=29,40,43
+CATEXS08=29,40,43
+CAWASH01=28,20
+CAWSH12=28,20
+CAWASH13=28,20,43
+CAWASH09=28,43
+CAWASH14=28,20
+CAWASH16=28,20
+CAWASH19=28,20
+CAWASH15=28,20
+CAWA2A=28,20
+CAWA2B=28,20
+CAWA2C=28,20
+CAWA2D=28,20
+CAWASH10=28,43
+CAWASH06=28,43
+CAWASH05=28,43
+CAWASH04=28,43
+CAWASH03=28,43
+CAWASH07=28,43
+CAWASH11=28,43
+CAWASH08=28,42
+CASYDN03=20
+CASYDN02=39
+CAPARS11=30,20
+CAPARS12=30,20,43
+CAPARS01=30,20
+CAPRS03=30,20,43
+CAPARS02=30,31,42
+CAPARS08=30,31,42
+CAPARS09=30,42
+CAPARS04=30,43
+CAPARS05=30,43
+CAPARS06=30,43
+CACHIG04=31,41
+CACHIG05=31,20,41
+CACHIG06=31,20
+CACHIG01=31,42
+CACHIG02=31,42
+CACHIG03=31,42
+CACOLO01=20
+CALOND04=37,20
+CALOND05=37,20
+CALOND06=37,20
+CALOND01=37,43
+CALOND03=37,43
+CASANF04=33,20
+CASANF09=33,20
+CASANF10=33,20
+CASANF11=33,20
+CASANF12=33,20
+CASANF13=33,20
+CASANF14=33,20
+CASANF01=33,43
+CASANF02=33,43
+CASANF03=33,43
+CASANF06=33,43
+CASANF07=33,43
+CASANF08=33,43
+CASANF05=33,20
+CASANF15=33,22
+CASANF16=33,22
+CASANF17=33,43
+CASANF18=33,43
+CARUS03=36,20
+CARUS01=36,20
+CARUS07=36,20
+CARUS02G=36,20
+CARUS08=36,43
+CARUS09=36,43
+CARUS10=36,43
+CARUS11=36,43
+CARUS02A=36
+CARUS02B=36
+CARUS02C=36
+CARUS02D=36
+CARUS02E=36
+CARUS02F=36
+CARUS04=36,43
+CARUS05=36,43
+CARUS06=36,43
+CALA05=34,20,43
+CALA06=34,42
+CASWST01=34,42
+CALA01=34,43
+CALA07=34,43
+CALA08=34,43
+CALA09=34,43
+CALA14=34,43
+CALA15=34,43
+CALA04=34,43
+CALA11=34,43
+CALA12=34,43
+CALA03=34,20,22
+CALA13=34,20,22
+CASTL01=40,42
+CASTL02=40,42
+CASTL03=40,42
+CALA10=22,34
+CAMIAM01=39,32,41
+CAMIAM02=39,32,41
+CAMIAM03=39,32,41
+CAMIAM05=39,32,43
+CAMIAM06=39,32,43
+CAMIAM07=39,32,43
+CAPARS10=39,32,30,42
+CAPARS13=39,32,30,42
+CAPARS14=39,32,30,42
+CAMIAM04=32,22
+CAMSC01=22
+CAMSC02=22
+CAMSC03=22
+CAMSC04=22
+CAMSC05=22
+CATRAN01=24,25
+CATRAN02=24,25
+CATRAN03=20
+CASEAT01=20,41
+CASEAT02=20,42
+CASTL04=20
+CAEGYP03=38,20
+CAEGYP02=38
+CAEGYP06=38
+CAEGYP01=38
+CAEGYP04=38
+CAEGYP05=38
+CAMORR06=38,20,43
+CAMORR01=38,42
+CAMORR02=38,43
+CAMORR03=38,43
+CAMORR04=38,41
+CAMORR05=38,43
+CAMORR07=38,43
+CAMORR08=38,43
+CAMORR09=38,43
+CAMORR10=38,42
+CAMEX01=35
+CAMEX02=35,20
+CAMEX03=35
+CAMEX04=35
+CAMEX05=35
+MAYAN=35
+CAMIAM08=20
+CAFARM06=25
+CAMSC10=39
+CAGAS01=26,40,43
+CAIND01=26
+CANEWY20=26,27
+CANEWY21=26,27
+CASTL05A=40
+CASTL05B=40
+CASTL05C=40
+CASTL05D=40
+CASTL05E=40
+CASTL05F=40
+CASTL05G=40
+CASTL05H=40
+CAEAST01=25
+CAEAST02=23,2
+CASIN03E=22
+CASIN03S=22
+CAMISC06=22,23
+CAMISC05=22,26
+CAMSC13=22,23
+CAMSC11=22,26
+CAMSC12=22,23
+CAMSC12A=22,23
+CAEURO05=22
+CAWASH18=22
+CAPARK03=22
+CAPARK02=22
+CAPARK01=22
+CAPARK04=22
+CAPARK05=22
+CAPARK06=22
+CAMISC03=22
+CAMISC04=22
+CAFRMB=22
+CAURB02=22
+CAURB03=22
+CAURB01=22
+CAPARS07=22,30
+CASTRT05=22
+CAWT01=22
+CAMOV01=22
+CAMOV02=22
+CATIME01=23
+CATIME02=23
+CALUNR01=22
+CALUNR02=22
+CANEWY05=
+CASYDN01=
+GASAND=0,23
+CAKRMW=
+CAFNCP=
+CAFNCW=
+CAFNCB=
+GAGREEN=
+CALIT03E=
+CALIT03N=
+CALIT03S=
+CALIT03W=
+CALIT02L=
+CALIT02R=
+CASIN01E=
+CASIN01N=
+CASIN01S=
+CASIN01W=
+CAPOL01E=
+CAPOL01N=
+CAPOL01S=
+CAPOL01W=
+CALIT01E=
+CALIT01N=
+CALIT01S=
+CALIT01W=
+CASTRT01=22
+CASTRT02=22
+CASTRT03=22
+CASTRT04=22
+CACITY01=
+CACITY02=
+CACITY03=
+CACITY04=
+CAHOSP=
+CALOND02=
+CALA02=
+CITY01=
+CITY02=
+CITY03=
+CITY04=
+CITY05=
+CITY06=
+CAMOON01=
+CATIME=
+GADUMY=
+GAGATE_A=0,23,40
+NAPSYA=1,23,40
+YAPPPT=2,23,40
+YAROCK=2,23,40
+NAPSYB=1,2,23
+YACOMD=2,23,40
+
+; Use Name first instead of UIName in the Object Browser, needs [ExtConfigs] BrowserRedraw=yes.
+;[ForceName]
+;0=YADOG
+;1=YDOG
+
+; things only FinalAlert will ignore
+; these are usually all dummies and leftovers from TS
+[IgnoreRA2]
+0=GAARMORY
+1=APACHE
+2=DeathDummy
+3=WEEDGUY
+4=GADUMY
+5=NAWAST
+6=GARADR
+7=CAIRSFGL
+8=CALIT01E
+9=CALIT01N
+10=CALIT01S
+11=CALIT01W
+12=CALIT03E
+13=CALIT03N
+14=CALIT03S
+15=CALIT03W
+16=CALIT02L
+17=CALIT02R
+18=NAHPAD
+19=CAEURO01
+20=CACITY01
+21=CACITY02
+22=CACITY03
+23=CACITY04
+24=CITY06
+25=CITY05
+26=CITY04
+27=CITY03
+28=CITY02
+29=CITY01
+30=CAARMR
+31=TREE29
+32=TREE30
+33=CANEWY05
+34=REDLAMP
+35=GRENLAMP
+36=BLUELAMP
+37=YELWLAMP
+38=PURPLAMP
+39=INORANLAMP
+41=NEGRED
+42=TSTLAMP
+43=CAPOL01E
+44=CAPOL01N
+45=CAPOL01S
+46=CAPOL01W
+47=CASIN01E
+48=CASIN01N
+49=CASIN01W
+50=CASIN01S
+51=GAGREEN
+52=GALITE
+53=CARGOPLANE
+55=XCOMET
+56=CAKRMW
+57=CAFNCB
+58=CAFNCW
+59=CAFNCP
+60=CR1
+61=CR2
+62=CR3
+63=CR4
+64=CR5
+65=CR6
+66=BURN01
+67=BURN02
+68=BURN03
+69=BURN04
+70=BURN05
+71=BURN06
+72=BURN07
+73=BURN08
+74=BURN09
+75=BURN10
+76=BURN11
+77=BURN12
+78=BURN13
+79=BURN14
+80=BURN15
+81=BURN16
+82=CASYDN01
+83=CATIME
+84=CALOND02
+97=DNOB
+98=GAWRONG
+99=CALA02
+100=CAMOON01
+102=UTNK
+103=YDUM
+104=WWLF
+105=YADOG
+106=YDOG
+107=SMON
+108=CMON
+109=YADEPT
+110=CALOND06
+
+; Theater specific ignore
+;[IgnoreRA2TEM]
+;[IgnoreRA2SNO]
+;[IgnoreRA2URB]
+;[IgnoreRA2DES]
+;[IgnoreRA2UBN]
+;[IgnoreRA2LUN]
+
+; Ignore Overlays
+[IgnoreOverlays]
+122=LOBRDGE1
+123=LOBRDGE2
+124=LOBRDGE3
+125=LOBRDGE4
+126=VEINS
+167=USELESS
+178=VEINHOLEDUMMY
+190=FENCE11
+191=FENCE12
+192=FENCE13
+193=FENCE14
+194=FENCE15
+195=FENCE16
+196=FENCE17
+197=FENCE18
+198=FENCE19
+199=FENCE20
+200=FENCE21
+201=FENCE22
+233=LOBRDGB1
+234=LOBRDGB2
+235=LOBRDGB3
+236=LOBRDGB4
+239=RUBBLE_OVERLAY
+
+; Theater specific ignore
+;[IgnoreOverlaysTEM]
+;[IgnoreOverlaysSNO]
+;[IgnoreOverlaysURB]
+;[IgnoreOverlaysDES]
+;[IgnoreOverlaysUBN]
+;[IgnoreOverlaysLUN]
+
+; Ignored objects in Map renderer
+; support all technos, terrain objects,
+; smudges & overlays
+;[MapRendererIgnoreObjects]
+
+; Theater specific ignore
+;[MapRendererIgnoreObjectsTEM]
+;[MapRendererIgnoreObjectsSNO]
+;[MapRendererIgnoreObjectsURB]
+;[MapRendererIgnoreObjectsDES]
+;[MapRendererIgnoreObjectsUBN]
+;[MapRendererIgnoreObjectsLUN]
+
+; Custom orders for categories displayed
+; in grid object viewer
+; format: value = order
+; works for EditorCategory, FA2ForceSide
+; and GridObjectViewerLists
+;[ObjectCategoryPriorities]
+
+; Registry of groups in the Object Viewer
+; format: key = section name
+;[GridObjectViewerLists]
+;0=GridObjectViewerObjs0
+
+; List of objects assigned to the specified
+; group in the Object Viewer
+; format: key = id
+; use "Language-Name" to display name
+; For overlays:
+; format: key = Overlay#OverlayDataList
+; OverlayDataList is optional and consists of
+; comma-separated values or ranges (e.g., 1,2,4-7)
+; A range a-b represents all integers from a to b.
+;[GridObjectViewerObjs0]
+;Chinese-Name=对象分组0
+;English-Name=Objects group 0
+;0=HTNK
+;1=2#0,1,4-6
diff --git a/Supplementary/RevengeNow/FAData_RandomPlacement.ini b/Supplementary/RevengeNow/FAData_RandomPlacement.ini
new file mode 100644
index 00000000..f9a5ed6b
--- /dev/null
+++ b/Supplementary/RevengeNow/FAData_RandomPlacement.ini
@@ -0,0 +1,677 @@
+;Place Random Tile Preset
+[PlaceRandomTileList]
+0=PlaceRandomPaveSmallTemperate
+1=PlaceRandomPaveBigTemperate
+2=PlaceRandomFarmXTemperate
+3=PlaceRandomFarmYTemperate
+4=PlaceRandomPaveSmallSnow
+5=PlaceRandomPaveBigSnow
+6=PlaceRandomFarmXSnow
+7=PlaceRandomFarmYSnow
+8=PlaceRandomPaveSmallUrban
+9=PlaceRandomPaveBigUrban
+10=PlaceRandomPaveSmallNewUrban
+11=PlaceRandomPaveBigNewUrban
+12=PlaceRandomFarmXNewUrbanTX
+13=PlaceRandomFarmYNewUrbanTX
+14=PlaceRandomPaveSmallDesert
+15=PlaceRandomPaveBigDesert
+16=PlaceRandomFarmXDesert
+17=PlaceRandomFarmYDesert
+
+;It is recommended that all tiles in a set have the same size
+[PlaceRandomPaveSmallTemperate]
+Chinese-Name=随机1x1水泥废墟
+English-Name=Random 1x1 pave ruins
+AllowedTheater=TEMPERATE
+0=449
+1=450
+2=451
+3=452
+
+[PlaceRandomPaveBigTemperate]
+Chinese-Name=随机2x2水泥废墟
+English-Name=Random 2x2 pave ruins
+AllowedTheater=TEMPERATE
+0=453
+1=454
+2=455
+3=456
+4=457
+5=458
+6=459
+7=460
+8=461
+9=462
+
+[PlaceRandomFarmXTemperate]
+Chinese-Name=随机农田(↖)
+English-Name=Random farmland(↖)
+AllowedTheater=TEMPERATE
+0=435
+1=436
+2=437
+3=438
+4=439
+
+[PlaceRandomFarmYTemperate]
+Chinese-Name=随机农田(↗)
+English-Name=Random farmland(↗)
+AllowedTheater=TEMPERATE
+0=440
+1=441
+2=442
+3=443
+4=444
+
+[PlaceRandomPaveSmallSnow]
+Chinese-Name=随机1x1水泥废墟
+English-Name=Random 1x1 pave ruins
+AllowedTheater=SNOW
+0=735
+1=736
+2=737
+3=738
+
+[PlaceRandomPaveBigSnow]
+Chinese-Name=随机2x2水泥废墟
+English-Name=Random 2x2 pave ruins
+AllowedTheater=SNOW
+0=739
+1=740
+2=741
+3=742
+4=743
+5=744
+6=745
+7=746
+8=747
+9=748
+
+[PlaceRandomFarmXSnow]
+Chinese-Name=随机农田(↖)
+English-Name=Random farmland(↖)
+AllowedTheater=SNOW
+0=434
+1=435
+2=436
+3=437
+4=438
+
+[PlaceRandomFarmYSnow]
+Chinese-Name=随机农田(↗)
+English-Name=Random farmland(↗)
+AllowedTheater=SNOW
+0=439
+1=440
+2=441
+3=442
+4=443
+
+[PlaceRandomPaveSmallUrban]
+Chinese-Name=随机1x1水泥废墟
+English-Name=Random 1x1 pave ruins
+AllowedTheater=URBAN
+0=449
+1=450
+2=451
+3=452
+
+[PlaceRandomPaveBigUrban]
+Chinese-Name=随机2x2水泥废墟
+English-Name=Random 2x2 pave ruins
+AllowedTheater=URBAN
+0=453
+1=454
+2=455
+3=456
+4=457
+5=458
+6=459
+7=460
+8=461
+9=462
+
+[PlaceRandomPaveSmallNewUrban]
+Chinese-Name=随机1x1水泥废墟
+English-Name=Random 1x1 pave ruins
+AllowedTheater=NEWURBAN
+0=449
+1=450
+2=451
+3=452
+
+[PlaceRandomPaveBigNewUrban]
+Chinese-Name=随机2x2水泥废墟
+English-Name=Random 2x2 pave ruins
+AllowedTheater=NEWURBAN
+0=453
+1=454
+2=455
+3=456
+4=457
+5=458
+6=459
+7=460
+8=461
+9=462
+
+[PlaceRandomFarmXNewUrbanTX]
+Chinese-Name=随机农田(↖)
+English-Name=Random farmland(↖)
+AllowedTheater=NEWURBAN
+0=1418
+1=1419
+2=1420
+3=1421
+4=1422
+
+[PlaceRandomFarmYNewUrbanTX]
+Chinese-Name=随机农田(↗)
+English-Name=Random farmland(↗)
+AllowedTheater=NEWURBAN
+0=1423
+1=1424
+2=1425
+3=1426
+4=1427
+
+[PlaceRandomPaveSmallDesert]
+Chinese-Name=随机1x1水泥废墟
+English-Name=Random 1x1 pave ruins
+AllowedTheater=DESERT
+0=417
+1=418
+2=419
+3=420
+
+[PlaceRandomPaveBigDesert]
+Chinese-Name=随机2x2水泥废墟
+English-Name=Random 2x2 pave ruins
+AllowedTheater=DESERT
+0=421
+1=422
+2=423
+3=424
+4=425
+5=426
+6=427
+7=428
+8=429
+9=430
+
+[PlaceRandomFarmXDesert]
+Chinese-Name=随机农田(↖)
+English-Name=Random farmland(↖)
+AllowedTheater=DESERT
+0=403
+1=404
+2=405
+3=406
+4=407
+
+[PlaceRandomFarmYDesert]
+Chinese-Name=随机农田(↗)
+English-Name=Random farmland(↗)
+AllowedTheater=DESERT
+0=408
+1=409
+2=410
+3=411
+4=412
+
+;Place Random Smudge Preset
+[PlaceRandomSmudgeList]
+0=PlaceRandom1x1Crater
+1=PlaceRandomBIGCrater
+2=PlaceRandomCrater
+3=PlaceRandom1x1Burn
+4=PlaceRandomBIGBurn
+5=PlaceRandomBurn
+6=PlaceRandom1x1Smudge
+7=PlaceRandomBIGSmudge
+8=PlaceRandomSmudge
+
+[PlaceRandom1x1Crater]
+Chinese-Name=随机1x1弹坑
+English-Name=Random 1x1 crater
+0=CRATER01
+1=CRATER02
+2=CRATER03
+3=CRATER04
+4=CRATER05
+5=CRATER06
+6=CRATER07
+7=CRATER08
+8=CRATER09
+9=CRATER10
+
+[PlaceRandomBIGCrater]
+Chinese-Name=随机大弹坑
+English-Name=Random big crater
+0=CRATER11
+1=CRATER12
+
+[PlaceRandomCrater]
+Chinese-Name=随机弹坑
+English-Name=Random crater
+0=CRATER01
+1=CRATER02
+2=CRATER03
+3=CRATER04
+4=CRATER05
+5=CRATER06
+6=CRATER07
+7=CRATER08
+8=CRATER09
+9=CRATER10
+10=CRATER11
+11=CRATER12
+
+[PlaceRandom1x1Burn]
+Chinese-Name=随机1x1焦土
+English-Name=Random 1x1 burn
+0=BURNT01
+1=BURNT02
+2=BURNT03
+3=BURNT04
+4=BURNT05
+5=BURNT06
+
+[PlaceRandomBIGBurn]
+Chinese-Name=随机大焦土
+English-Name=Random big burn
+0=BURNT07
+1=BURNT08
+2=BURNT09
+3=BURNT10
+4=BURNT11
+5=BURNT12
+
+[PlaceRandomBurn]
+Chinese-Name=随机焦土
+English-Name=Random burn
+0=BURNT01
+1=BURNT02
+2=BURNT03
+3=BURNT04
+4=BURNT05
+5=BURNT06
+6=BURNT07
+7=BURNT08
+8=BURNT09
+9=BURNT10
+10=BURNT11
+11=BURNT12
+
+[PlaceRandom1x1Smudge]
+Chinese-Name=随机1x1污染
+English-Name=Random 1x1 smudge
+0=CRATER01
+1=CRATER02
+2=CRATER03
+3=CRATER04
+4=CRATER05
+5=CRATER06
+6=CRATER07
+7=CRATER08
+8=CRATER09
+9=CRATER10
+10=BURNT01
+11=BURNT02
+12=BURNT03
+13=BURNT04
+14=BURNT05
+15=BURNT06
+
+[PlaceRandomBIGSmudge]
+Chinese-Name=随机大污染
+English-Name=Random big smudge
+0=CRATER11
+1=CRATER12
+2=BURNT07
+3=BURNT08
+4=BURNT09
+5=BURNT10
+6=BURNT11
+7=BURNT12
+
+[PlaceRandomSmudge]
+Chinese-Name=随机污染
+English-Name=Random smudge
+0=CRATER01
+1=CRATER02
+2=CRATER03
+3=CRATER04
+4=CRATER05
+5=CRATER06
+6=CRATER07
+7=CRATER08
+8=CRATER09
+9=CRATER10
+10=CRATER11
+11=CRATER12
+12=BURNT01
+13=BURNT02
+14=BURNT03
+15=BURNT04
+16=BURNT05
+17=BURNT06
+18=BURNT07
+19=BURNT08
+20=BURNT09
+21=BURNT10
+22=BURNT11
+23=BURNT12
+
+
+[PlaceRandomOverlayList]
+0=PlaceRandomRock
+1=PlaceRandomRock_urban
+2=PlaceRandomLunarRock
+
+[PlaceRandomRock]
+BannedTheater=URBAN
+Chinese-Name=随机石块
+English-Name=Random rock
+0=168
+1=169
+2=170
+3=171
+4=172
+5=173
+6=174
+7=175
+8=176
+9=177
+
+[PlaceRandomRock_urban]
+BannedTheater=TEMPERATE,NEWURBAN,LUNAR,DESERT,SNOW
+Chinese-Name=随机石块
+English-Name=Random rock
+0=168
+1=169
+2=170
+3=171
+4=173
+5=174
+6=176
+7=177
+
+[PlaceRandomLunarRock]
+BannedTheater=TEMPERATE,NEWURBAN,URBAN,DESERT,SNOW
+Chinese-Name=随机月球石块
+English-Name=Random lunar rock
+0=244
+1=245
+2=246
+3=247
+4=248
+5=249
+
+[PlaceRandomTreeObList]
+0=PlaceRandomTemperateTree
+1=PlaceRandomUrbanTree
+2=PlaceRandomWillowTree
+3=PlaceRandomTropicalTree
+4=PlaceRandomCryophyteTree
+5=PlaceRandomCryophyteTree_snow
+6=PlaceRandomDesertTree
+7=PlaceRandomDesertTree_desert
+8=PlaceRandomCretaceousTree
+9=PlaceRandomWitheredTree
+
+[PlaceRandomTemperateTree]
+Chinese-Name=随机阔叶树木
+English-Name=Random temperate tree
+BannedTheater=LUNAR
+0=TREE01
+1=TREE02
+2=TREE03
+3=TREE04
+4=TREE05
+5=TREE06
+6=TREE07
+7=TREE08
+8=TREE10
+9=TREE11
+10=TREE12
+11=TREE15
+
+[PlaceRandomUrbanTree]
+Chinese-Name=随机城市灌木
+English-Name=Random urban tree
+BannedTheater=LUNAR
+0=TREE16
+1=TREE17
+2=TREE18
+
+[PlaceRandomWillowTree]
+Chinese-Name=随机柳树
+English-Name=Random willow
+BannedTheater=LUNAR
+0=TREE13
+1=TREE14
+
+[PlaceRandomTropicalTree]
+Chinese-Name=随机热带树木
+English-Name=Random tropical tree
+BannedTheater=SNOW,LUNAR
+0=TREE20
+1=TREE21
+2=TREE22
+3=TREE23
+4=TREE24
+
+[PlaceRandomCryophyteTree]
+Chinese-Name=随机针叶树木
+English-Name=Random cryophyte tree
+BannedTheater=SNOW,LUNAR
+0=TREE25
+1=TREE26
+2=TREE27
+
+[PlaceRandomCryophyteTree_snow]
+Chinese-Name=随机针叶树木
+English-Name=Random cryophyte tree
+BannedTheater=TEMPERATE,URBAN,NEWURBAN,LUNAR,DESERT
+0=TREE20
+1=TREE21
+2=TREE22
+3=TREE23
+4=TREE24
+5=TREE25
+6=TREE26
+7=TREE27
+8=TREE28
+
+[PlaceRandomDesertTree]
+Chinese-Name=随机沙漠植物
+English-Name=Random desert tree
+BannedTheater=SNOW,DESERT,NEWURBAN,LUNAR
+0=TREE19
+1=TREE28
+
+[PlaceRandomDesertTree_desert]
+Chinese-Name=随机沙漠植物
+English-Name=Random desert tree
+BannedTheater=TEMPERATE,URBAN,LUNAR,SNOW
+0=TREE19
+1=TREE28
+2=TREE29
+3=TREE30
+
+[PlaceRandomCretaceousTree]
+Chinese-Name=随机白垩纪树木
+English-Name=Random Cretaceous tree
+BannedTheater=SNOW,TEMPERATE,URBAN,LUNAR
+0=TREE31
+1=TREE32
+
+[PlaceRandomWitheredTree]
+Chinese-Name=随机枯树
+English-Name=Random withered tree
+BannedTheater=SNOW,TEMPERATE,URBAN,LUNAR
+0=TREE34
+1=TREE35
+2=TREE36
+
+[PlaceRandomInfantryObList]
+0=PlaceRandomCivilianInf1
+1=PlaceRandomCivilianInf2
+2=PlaceRandomCivilianInf3
+3=PlaceRandomCivilianInf4
+4=PlaceRandomAnimals
+
+[PlaceRandomCivilianInf1]
+Chinese-Name=随机城市平民
+English-Name=Random urban civilian
+RandomFacing=true
+0=CIV1
+1=CIV2
+2=CIV3
+3=CIVA
+4=CIVB
+5=CIVC
+
+[PlaceRandomCivilianInf2]
+Chinese-Name=随机雪地平民
+English-Name=Random snow civilian
+RandomFacing=true
+0=CIVSFM
+1=CIVSF
+2=CIVSTM
+
+[PlaceRandomCivilianInf3]
+Chinese-Name=随机沙滩平民
+English-Name=Random beach civilian
+RandomFacing=true
+0=CIVBFM
+1=CIVBF
+2=CIVBTM
+
+[PlaceRandomCivilianInf4]
+Chinese-Name=随机平民
+English-Name=Random civilian
+RandomFacing=true
+0=CIV1
+1=CIV2
+2=CIV3
+3=CIVA
+4=CIVB
+5=CIVC
+6=CIVSFM
+7=CIVSF
+8=CIVSTM
+9=CIVBFM
+10=CIVBF
+11=CIVBTM
+12=CIVBBP
+
+[PlaceRandomAnimals]
+Chinese-Name=随机动物
+English-Name=Random animals
+RandomFacing=true
+0=COW
+1=ALL
+2=POLARB
+3=JOSH
+4=CAML
+
+[PlaceRandomVehicleObList]
+0=PlaceRandomCivilianCar
+
+[PlaceRandomCivilianCar]
+Chinese-Name=随机汽车
+English-Name=Random car
+RandomFacing=true
+0=CAR
+1=BUS
+2=WINI
+3=PICK
+4=TRUCKB
+5=PROPA
+6=CONA
+7=COP
+8=EUROC
+9=LIMO
+10=STANG
+11=SUVB
+12=SUVW
+13=TAXI
+14=PTRUCK
+15=YCAB
+16=DDBX
+17=BCAB
+18=JEEP
+19=DOLY
+20=CBLC
+21=FTRK
+22=AMBU
+
+[PlaceRandomBuildingObList]
+0=PlaceRandom1x1CivilianStr
+1=PlaceRandomLight
+
+[PlaceRandom1x1CivilianStr]
+Chinese-Name=随机1x1摆件
+English-Name=Random 1x1 placement
+RandomFacing=false
+AIRepairs=false
+0=AMMOCRAT
+1=CAFARM02
+2=CAMISC01
+3=CAMISC02
+4=CAMISC03
+5=CAMISC04
+6=CAFRMB
+7=CAWT01
+8=CAPARS07
+9=CAMIAM04
+10=CAMSC02
+11=CAMSC03
+12=CAMSC04
+13=CAMSC05
+14=CAMSC06
+15=CAPARK01
+16=CAPARK04
+17=CAPARK05
+18=CAPARK06
+19=CAMISC05
+20=CAMSC11
+21=CAMSC12
+22=CASTRT05
+23=CASANF15
+24=CASANF16
+25=CASIN03E
+26=CASIN03S
+27=CAURB01
+28=CAURB02
+29=CAURB03
+30=CABARR01
+31=CABARR02
+
+[PlaceRandomLight]
+Chinese-Name=随机灯光建筑
+English-Name=Random lighting building
+RandomFacing=false
+AIRepairs=false
+0=TSTLAMP
+1=NEGLAMP
+2=INGALITE
+3=INYELWLAMP
+4=INPURPLAMP
+5=INORANLAMP
+6=INGRNLMP
+7=INREDLMP
+8=INBLULMP
+9=TEMMORLAMP
+10=TEMDAYLAMP
+11=TEMDUSLAMP
+12=TEMNITLAMP
+13=SNOMORLAMP
+14=SNODAYLAMP
+15=SNODUSLAMP
+16=SNONITLAMP
+
+;[PlaceRandomAircraftObList]
diff --git a/Supplementary/RevengeNow/FAData_TriggerAndScript.ini b/Supplementary/RevengeNow/FAData_TriggerAndScript.ini
new file mode 100644
index 00000000..30d50542
--- /dev/null
+++ b/Supplementary/RevengeNow/FAData_TriggerAndScript.ini
@@ -0,0 +1,1564 @@
+; which code values indicate that the waypoint param must be saved as normal integer?
+[DontSaveAsWP]
+0=5
+1=9
+;2=10
+3=11
+
+; #=Action/Event, Number, Source Param, Affected Param, Source Param Value 1, Affected Param Type 1, Source Param Value 2, Affected Param Type 2...
+[ParamAffectedParams]
+0=Action,501,3,0,0,3,1,35
+1=Action,502,3,0,0,3,1,35
+2=Action,503,1,0,0,3,1,35
+3=Action,504,3,0,0,3,1,35
+4=Action,504,4,2,0,3,1,35
+
+; Over 500 values can be used
+; for additional custom dropdowns listing of a section's values.
+; Format:
+; Index = SectionName, LoadFrom, StrictOrder, ShowUIName, [UseValue]
+; Index: the positive of 2nd parameter in [ScriptParams]
+; SectionName: section name string
+; LoadFrom: which file to load the section from.
+; 0 FAData, 1 Rules, 2 Rules + Map, 3 Map, 4 Art, 5 Sound, 6 Theme, 7 AI + Map, 8 EVA, 9 CurrentTheater.
+; StrictOrder: Use registry index instead of key value.
+; ShowUIName: show UIName, if failed, Name.
+; UseValue: use value instead of its key.
+[NewParamTypes]
+500=AttackTargets,0,0,0,0
+501=BuildingTypes,2,1,1,0
+502=BuildingwithProperty,0,0,0,0
+503=VariableNames,1,0,0,0
+504=VariableNames,3,0,0,0
+505=UnloadOptions,0,0,0,0
+506=ScriptTypes,7,1,1,0
+507=TeamTypes,7,1,1,0
+508=Houses,3,1,0,0
+509=DialogList,8,1,0,0
+510=SoundList,5,1,0,0
+511=Movies,4,1,0,0
+512=Themes,6,1,0,0
+513=Countries,2,1,1,0
+514=Facing,0,0,0,0
+515=Animations,1,1,1,0
+516=TalkBubble,0,0,0,0
+517=EnterStatus,0,0,0,0
+518=Boolean,0,0,0,0
+519=CameraSpeed,0,0,0,0
+520=AITargetTypes,1,1,0,0
+521=AITargetCategories,0,0,0,0
+522=AIScriptsList,1,1,0,0
+523=MoveCompletion,0,0,0,0
+524=IdleAnim,0,0,0,0
+525=AircraftTypes,2,1,1,0
+526=InfantryTypes,2,1,1,0
+527=VehicleTypes,1,1,1,0
+528=DialogList,8,0,0,1
+529=SoundList,5,0,0,1
+530=Themes,6,0,0,1
+531=SuperWeaponTypes,2,1,1,0
+532=BuildingTypes,2,0,1,1
+533=TeamTypes,3,0,1,1
+534=ParticleSystems,2,1,0,0
+535=TalkBubble,0,1,0,0
+536=VoxelAnims,2,1,0,0
+537=CrateTypes,0,0,0,0
+538=SidebarNum,0,0,0,0
+539=WeaponTypes,1,1,0,0
+540=SpotlightOptions,0,0,0,0
+541=RadarEvents,0,0,0,0
+542=Operator,0,0,0,0
+543=EVAType,0,0,0,0
+544=SuperWeaponTypes,2,0,1,1
+545=BannerTypes,2,0,0,1
+546=AttachEffectTypes,2,0,0,1
+547=PlayBuildup,0,0,0,0
+548=BuildingTypes,2,0,1,1
+549=BuildingwithPropertyID,0,0,0,1
+550=ScriptTypes,7,0,1,1
+551=TeamTypes,7,0,1,1
+552=DialogList,8,0,0,1
+553=SoundList,5,0,0,1
+554=Movies,4,0,0,1
+555=Themes,6,0,0,1
+556=Countries,2,0,1,1
+557=AircraftTypes,2,0,1,1
+558=InfantryTypes,2,0,1,1
+559=VehicleTypes,2,0,1,1
+560=SuperWeaponTypes,2,0,1,1
+561=Animations,2,0,1,1
+562=WeaponTypes,2,0,1,1
+563=VoxelAnims,2,0,1,1
+564=ParticleSystems,2,0,1,1
+565=RadarMode,0,0,0,0
+566=ForceOnlyTargetHouseEnemy,0,0,0,0
+567=DropCrateBehaviour,0,0,0,0
+568=TeamTargetTechnoTypes,2,1,1,0
+569=SE_TargetScanStrategy,0,0,0,0
+
+; Script actions that use strings as params
+[StringScripts]
+0=19017
+1=19018
+2=19020
+3=19024
+4=19025
+5=19026
+6=19027
+7=19046
+8=19047
+9=19051
+10=19056
+11=19058
+
+;==============================================================
+;
+; ENGLISH STRINGS
+;
+;==============================================================
+
+[English-AITriggerSides]
+0=All sides
+1=Allied
+2=Soviet
+3=Yuri
+4=Antalian
+
+[English-AITriggerConditionTypes]
+-1=Always true
+0=Enemy house owns X object N
+1=Owning house owns X object N
+2=Enemy house in low power (yellow)
+3=Enemy house in low power (red)
+4=Enemy house has credits N
+5=Iron Curtain is about to be ready
+6=ChronoSphere is about to be ready
+7=Neutral/civilian house owns X object N
+
+; events format:
+; 0 1 2 3 4 5 6 7 8 9
+; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional]
+; negative number for type currently not supported (only Actions do support yet)!
+; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
+; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
+; NOTE: ID must be the same like #
+[English-EventsRA2]
+0=-No Event-,0,0,0,0,This is a null event. There is no need to ever use this in a real trigger.,0,1,0
+1=Entered by...,0,79,0,0,Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.,0,1,1
+2=Spied upon (Unused),0,0,0,0,Detects when a spy has entered the attached building. Unused in vanilla engine.,0,0,2
+3=Thieved by...,0,83,0,0,Triggers when a thief steals money from the specified House.,0,0,3
+4=Discovered by Player,0,0,0,0,Detects when the attached object has been discovered by the Player. Discovered means revealed from under the shroud.,0,1,4
+5=House discovered...,0,83,0,0,Triggers when the specified House has any of its units or buildings discovered by the Player.,0,1,5
+6=Attacked by any House,0,0,0,0,Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.,0,1,6
+7=Destroyed by any House,0,0,0,0,Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.,0,1,7
+8=Any Event,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,0,1,8
+9=Destroyed%1 Units%1 All...,0,83,0,0,Triggers when all units of the specified House have been destroyed. Typically used for end of game conditions.,0,1,9
+10=Destroyed%1 Buildings%1 All...,0,83,0,0,Triggers when all buildings of the specified House have been destroyed. Typically used for end of game conditions.,0,1,10
+11=Destroyed%1 All...,0,83,0,0,Triggers when all objects owned by the specified House have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.,0,1,11
+12=Credits exceed...,0,76,0,0,Triggers when the credit total of the trigger's owning House exceeds this specified amount.,0,1,12
+13=Elapsed Time...,0,73,0,0,Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistent'.,0,1,13
+14=Global Mission Timer expired,0,0,0,0,Triggers when the Global Mission Timer as displayed on the screen has reached zero.,0,1,14
+15=Destroyed%1 Buildings%1 #...,0,6,0,0,Triggers when the number of buildings%1 owned by the trigger's owning House%1 have been destroyed.,0,1,15
+16=Destroyed%1 Units%1 #...,0,6,0,0,Triggers when the number of units%1 owned by the trigger's owning House%1 have been destroyed.,0,1,16
+17=No Factories left,0,0,0,0,Triggers when there are no factories left for the trigger's owning House.,0,1,17
+18=Civilians evacuated,0,0,0,0,Triggers when civilians have been evacuated/left the map.,0,0,18
+19=Build Building Type...,0,8,0,0,When the trigger's owning House builds the building type specified%1 then this event will spring.,0,1,19
+20=Build Unit Type...,0,11,0,0,When the trigger's owning House builds the unit type specified%1 then this event will spring.,0,1,20
+21=Build Infantry Type...,0,10,0,0,When the trigger's owning House builds the infantry type specified%1 then this event will spring.,0,1,21
+22=Build Aircraft Type...,0,9,0,0,When the trigger's owning House builds the aircraft type specified%1 then this event will spring.,0,1,22
+23=Team leaves map...,-1,7,0,0,Triggers when the specified team leaves the map. If the team is destroyed%1 it won't trigger. If all but one member is destroyed and that last member leaves the map%1 it will spring.,0,1,23
+24=Zone Entry by...,0,79,0,0,Triggers when a unit of the specified House enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell.,0,1,24
+25=Crosses Horizontal Line...,0,79,0,0,Triggers when a unit of the specified House crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.,0,1,25
+26=Crosses Vertical Line...,0,79,0,0,Triggers when a unit of the specified House crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.,0,1,26
+27=Global is set...,0,35,0,0,Triggers when the specified global%1 as defined in Globals.ini%1 is turned on.,0,1,27
+28=Global is clear...,0,35,0,0,Triggers when the specified global%1 as defined in Globals.ini%1 is turned off.,0,1,28
+29=Destroyed by anything (doesn't infiltrate),0,0,0,0,Triggers when attached object is destroyed%1 but not if it is removed because it infiltrates a building/unit.,0,1,29
+30=Low Power for House...,0,83,0,0,Triggers when the specified House's power falls below 100% level.,0,1,30
+31=Bridge destroyed,0,0,0,0,Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge. Place this trigger in a cell under the bridge.,0,1,31
+32=Building exists...,0,8,0,0,Triggers when the specified building%1 owned by the trigger's owning House%1 exists on the map. This works for buildings that are preexisting or constructed by deploying.,0,1,32
+33=Selected by Player...,0,83,0,0,Triggers when the attached unit is selected by the specified player house. House filter is supported in Hares.,0,1,33
+34=Comes near Waypoint...,48,30,0,0,Triggers when the attached object comes near the specified waypoint. Param 1 is radius in cells (0 for default 5 cells), Param 2 is waypoint.,0,1,34
+35=Enemy in Spotlight,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,0,1,35
+36=Local is set...,0,3,0,0,Triggers when the specified local is turned on.,0,1,36
+37=Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,0,1,37
+38=First damaged (combat only),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,0,1,38
+39=Half health (combat only),0,0,0,0,Triggers when damaged to half health from combat damage only.,0,1,39
+40=Quarter health (combat only),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,0,1,40
+41=First damaged (any source),0,0,0,0,Triggers when first suffering from damage from any source.,0,1,41
+42=Half health (any source),0,0,0,0,Triggers when damaged to half health from any source.,0,1,42
+43=Quarter health (any source),0,0,0,0,Triggers when damaged to quarter health from any source.,0,1,43
+44=Attacked by House...,0,83,0,0,Triggers when attached object is attacked by some unit of the specified House.,0,1,44
+45=Ambient light <=...,0,6,0,0,Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100.,0,1,45
+46=Ambient light >=...,0,6,0,0,Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100.,0,1,46
+47=Elapsed Scenario Time...,0,73,0,0,When time has elapsed since start of scenario.,0,1,47
+48=Destroyed by anything,0,0,0,0,Triggers when destroyed by anything whatsoever.,0,1,48
+49=Goodie Crate picked,0,0,0,0,When Crate is picked up by the object the trigger is attached to.,0,1,49
+50=Goodie Crate picked by anyone,0,0,0,0,When Crate is picked up by any unit.,0,1,50
+51=Random delay...,0,73,0,0,Delays a random time between 50 and 150 percent of time specified.,0,1,51
+52=Credits below...,0,76,0,0,Triggers when the trigger's owning House's credit total is below this specified amount.,0,1,52
+53=Spy entering as House (Unused)...,0,83,0,0,Triggers if a spy disguised as House specified enters the attached object. Unused in vanilla engine.,0,0,53
+54=Spy entering as Infantry (Unused)...,0,10,0,0,Triggers if a spy disguised as this type of infantry enters the attached object. Unused in vanilla engine.,0,0,54
+55=Destroyed all Naval Units of House...,0,83,0,0,Triggers when all naval units of the specified House have been destroyed. Typically used for end of game conditions.,0,1,55
+56=Destroyed all Land Units of House...,0,83,0,0,Triggers when all land units of the specified House have been destroyed. Typically used for end of game conditions.,0,1,56
+57=Building does not exist...,0,8,0,0,Triggers when the specified building%1 owned by the House of this trigger%1 does not exist on the map.,0,1,57
+58=Full Power for House...,0,83,0,0,Triggers if the specified House's power is at 100% level.,0,1,58,1
+59=Entered or overflown by...,0,79,0,0,Triggers when the specified House's unit%1 infantry%1 or aircraft move over this cell.,0,1,59,1
+60=TechType exists%1 #...,48,46,0,0,True if there are at least this many of this type%1 belonging to anyone.,0,1,60,1
+61=TechType exists less than... (Hares),48,46,0,0,Triggers when the count of this tech type on the map is less than the specified number. Hares extended count support. Counts objects under construction.,0,1,61,1
+62=Under EMP,0,0,0,0,Triggers when the attached object is disabled by EMP.,0,1,62,1
+63=Under EMP by House...,0,2,0,0,Triggers when the attached object is disabled by EMP by the specified House.,0,1,63,1
+64=EMP removed,0,0,0,0,Triggers when the attached object's EMP is removed by a negative duration EMP effect.,0,1,64,1
+65=EMP removed by House...,0,2,0,0,Triggers when the attached object's EMP is removed by a negative duration EMP effect by the specified House.,0,1,65,1
+66=Enemy in Spotlight currently,0,0,0,0,Triggers when an enemy unit is currently in the spotlight cast by the attached building.,0,1,66,1
+67=Driver killed,0,0,0,0,Triggers when the driver of the attached object has been killed.,0,1,67,1
+68=Driver killed by House...,0,2,0,0,Triggers when the driver of the attached object has been killed by the specified House.,0,1,68,1
+69=Vehicle taken,0,0,0,0,Triggers when a driver or vehicle thief enters the attached object.,0,1,69,1
+70=Vehicle taken by House...,0,2,0,0,Triggers when a driver or vehicle thief of the specified House enters the attached object.,0,1,70,1
+71=Abducted,0,0,0,0,Triggers when the attached object is abducted by anyone.,0,1,71,1
+72=Abducted by House...,0,2,0,0,Triggers when the attached object is abducted by the specified House.,0,1,72,1
+73=Abducts something,0,0,0,0,Triggers when the attached object abducts something.,0,1,73,1
+74=Abducts something of House...,0,2,0,0,Triggers when the attached object abducts something of the specified House.,0,1,74,1
+75=Superweapon activated...,0,20,0,0,Triggers when the trigger's owning House fires the specified Superweapon.,0,1,75,1
+76=Superweapon deactivated...,0,20,0,0,Triggers when the trigger's owning House deactivates the specified Superweapon.,0,1,76,1
+77=Superweapon activated near Waypoint...,49,78,0,0,Triggers when the specified Superweapon is used near the Waypoint.,0,1,77,1
+78=TechType reverse engineered...,-2,46,0,0,Triggers while the trigger's owning House has access to reverse engineered TechType. Number doesn't mean anything.,0,1,78,1
+79=Reverse engineers anything,0,0,0,0,Triggers when the attached building successfully reverse engineers any TechType.,0,1,79,1
+80=Reverse engineers TechType...,-2,46,0,0,Triggers when the attached building successfully reverse engineers specific TechType. Number doesn't mean anything.,0,1,80,1
+81=House owns TechType%1 #...,48,46,0,0,Triggers while the trigger's owning House has at least this many of the specified TechType.,0,1,81,1
+82=House owns TechType%1 less than #...,48,46,0,0,Triggers while the trigger's owning House has no more than this many of the specified TechType.,0,1,82,1
+83=Attacked or destroyed by anything,0,0,0,0,Triggers when the attached object is attacked or destroyed by absolutely anything.,0,1,83,1
+84=Attacked or destroyed by House...,0,2,0,0,Triggers when the attached object is attacked or destroyed by the specified House.,0,1,84,1
+85=Destroyed by House...,0,2,0,0,Triggers when the attached object is destroyed by the specified House.,0,1,85,1
+86=Mission timer less than... (Hares),0,73,0,0,Triggers when the mission countdown timer (seconds) is less than or equal to the specified value. Re-evaluated when timer resets.,0,1,86,1
+87=Destroyed%1 KeepAlive%1 All...,0,2,0,0,Triggers when the specified House has no more objects with KeepAlive=yes.,0,1,87,1
+88=Destroyed%1 KeepAlive Buildings%1 All...,0,2,0,0,Triggers when the specified House has no more buildings with KeepAlive=yes.,0,1,88,1
+
+; action format:
+; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
+; #=Description, P1 type, P2 type, P3 type, P4 type, P5Type, P6Type, uses waypoint, uses tag, Obsolete, Desc2 , used in TS, used in RA2, ID, [YR only - optional]
+; if using negative number for type, param will be set to the absolute value of this number
+; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
+; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
+; NOTE: ID must be the same like #
+[English-ActionsRA2]
+0=-No Action-,0,0,0,0,0,0,0,0,0,This is a null action. It will do nothing and is equivalent to not having an action at all.,0,1,0
+1=Winner is...,0,2,0,0,0,0,0,0,0,The winner will be forced to be the House specified. The game will end immediately. Typically%1 the Player's House is specified.,0,1,1
+2=Loser is...,0,2,0,0,0,0,0,0,0,The loser will be forced to be the House specified. The game will end immediately. Typically%1 the Player's House is specified.,0,1,2
+3=Production begins...,0,2,0,0,0,0,0,0,0,The AI of the specified House will begin production of units and structures.,0,1,3
+4=Create Team...,-1,7,6,0,0,0,0,0,0,Creates a team of the trigger's owning House. The team members are NOT automatically created%2 they are either built or recruited.,0,1,4
+5=Destroy Team...,-1,7,0,0,0,0,0,0,0,Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams.,0,1,5
+6=All to Hunt...,0,2,0,0,0,0,0,0,0,Forces all units of the specified House into 'Hunt' mode. They will seek out and destroy their enemies.,0,1,6
+7=Reinforcement Team...,-1,7,6,0,0,0,0,0,0,Create a reinforcement of the specified team. The members of the team WILL be created magically by this action.,0,1,7
+8=Drop Zone Flare at Waypoint...,0,0,0,0,0,0,1,0,0,Display a drop zone flare at the Waypoint specified. The map will also be revealed around that location.,0,1,8
+9=Fire Sale...,0,2,0,0,0,0,0,0,0,Cause all buildings of the specified House to be sold. Typically used for the AI's final assault.,0,1,9
+10=Play movie and pause...,0,12,0,0,0,0,0,0,0,Displays the specified movie full screen. The game is paused while this occurs and resumes after it completes.,0,1,10
+11=Text Trigger...,-4,13,2,6,0,0,0,0,0,Display the text identified by the string file's entry label.,0,1,11
+12=Destroy Trigger...,-2,14,0,0,0,0,0,0,0,Destroy all current instances of the trigger type specified. Does not prevent future instances from being created.,0,1,12
+13=Autocreate begins...,0,2,0,0,0,0,0,0,0,Initiates autocreate for the House specified. The AI will build autocreate teams as it sees fit.,0,1,13
+14=Change House...,0,2,0,0,0,0,0,0,0,Changes the House of the attached objects to the one specified.,0,1,14
+15=Allow Win,0,0,0,0,0,0,0,0,0,Removes one 'blockage' preventing the Player from winning.,0,0,15
+16=Reveal all map,0,0,0,0,0,0,0,0,0,Reveals the entire map to the Player. Do NOT use in multiplayer%2 it desyncs.,0,1,16
+17=Reveal around Waypoint...,0,30,2,0,0,0,0,0,0,Reveals a region of the map to the Player around the Waypoint specified.,0,1,17
+18=Reveal zone of Waypoint...,0,30,0,0,0,0,0,0,0,Reveals all cells that share the same zone as the Waypoint specified.,0,1,18
+19=Play Sound Effect...,-7,16,2,0,0,0,0,0,0,Plays the sound effect specified.,0,1,19
+20=Play Music Theme...,-8,17,0,0,0,0,0,0,0,Plays the music theme specified.,0,1,20
+21=Play Speech...,-6,18,2,0,0,0,0,0,0,Plays the speech sound specified.,0,1,21
+22=Force Trigger...,-2,14,0,0,0,0,0,0,0,Force all triggers of this type to spring regardless of event flags.,0,1,22
+23=Timer Start,0,0,0,0,0,0,0,0,0,Start the Global Mission Timer.,0,1,23
+24=Timer Stop,0,0,0,0,0,0,0,0,0,Stop the Global Mission Timer.,0,1,24
+25=Timer Extend by...,0,73,0,0,0,0,0,0,0,Extend the Global Mission Timer by the time specified.,0,1,25
+26=Timer Shorten by...,0,73,0,0,0,0,0,0,0,Shorten the Global Mission Timer by the time specified. It cannot go below 0.,0,1,26
+27=Timer Set...,0,73,0,0,0,0,0,0,0,Set the Global Mission Timer to the value specified.,0,1,27
+28=Global Set...,0,35,0,0,0,0,0,0,0,Set the global flag.,0,1,28
+29=Global Clear...,0,35,0,0,0,0,0,0,0,Clear the global flag.,0,1,29
+30=Auto Base Building...,0,15,0,0,0,0,0,0,0,Initialize skirmish-mode AI base building to on/off.,0,1,30
+31=Grow shroud one step,0,0,0,0,0,0,0,0,0,Increase the shroud darkness by one step.,0,1,31
+32=Destroy attached object,0,0,0,0,0,0,0,0,0,Destroy any buildings%1 bridges%1 or units this trigger is attached to.,0,1,32
+33=Add 1-time Superweapon...,0,20,0,0,0,0,0,0,0,Add the specified one-shot Superweapon to the trigger's owning House.,0,1,33
+34=Add repeating Superweapon...,0,20,0,0,0,0,0,0,0,Add the specified Superweapon permanently to the trigger's owning House.,0,1,34
+35=Preferred target...,0,8,0,0,0,0,0,0,0,Specify preferred target for Offensive-targeting Superweapons.,0,1,35
+36=All change House...,0,2,0,0,0,0,0,0,0,All objects of the trigger's owning House change ownership to the specified House.,0,1,36
+37=Make ally...,0,2,0,0,0,0,0,0,0,Cause the trigger's owning House to ally with the specified House.,0,1,37
+38=Make enemy...,0,2,0,0,0,0,0,0,0,Cause the trigger's owning House to break alliance with the specified House.,0,1,38
+39=Change Zoom Level...,0,6,0,0,0,0,0,0,0,Changes the zoom level of the tactical map.,0,0,39
+40=Resize Player View...,0,0,21,22,23,24,0,0,0,Changes the viewing rectangle (x%1y%1w%1h).,0,1,40
+41=Play Anim at...,0,25,6,0,0,0,1,0,0,Plays the specified anim at the specified cell.,0,1,41
+42=Do Explosion with Weapon at...,0,41,0,0,0,0,1,0,0,Creates an explosion at the specified cell using the weapon's warhead.,0,1,42
+43=Meteor strike at...,0,29,0,0,0,0,1,0,0,Sends a single meteor at the specified cell.,0,1,43
+44=Start Ion Storm...,0,6,0,0,0,0,0,0,0,Starts an ion storm sequence.,0,0,44
+45=Stop Ion Storm..,0,0,0,0,0,0,0,0,0,End an Ion storm in progress.,0,0,45
+46=Lock input,0,0,0,0,0,0,0,0,0,Disables user input.,0,1,46
+47=Unlock input,0,0,0,0,0,0,0,0,0,Enables user input.,0,1,47
+48=Center Camera at Waypoint...,0,28,0,0,0,0,1,0,0,Moves the tactical view to the specified Waypoint.,0,1,48
+49=Zoom in,0,0,0,0,0,0,0,0,0,Zooms the tactical map in.,0,1,49
+50=Zoom out,0,0,0,0,0,0,0,0,0,Zooms the tactical map out.,0,1,50
+51=Reshroud Map,0,0,0,0,0,0,0,0,0,Reshrouds the entire map.,0,1,51
+52=Change Light Behavior,0,42,0,0,0,0,0,0,0,Changes how a building spotlight behaves.,0,1,52
+53=Enable Trigger,-2,14,0,0,0,0,0,0,0,Enables the target trigger.,0,1,53
+54=Disable Trigger,-2,14,0,0,0,0,0,0,0,Disables the target trigger.,0,1,54
+55=Create Radar Event,0,43,2,0,0,0,1,0,0,Creates a radar event at the specified Waypoint.,0,1,55
+56=Local Set...,0,3,0,0,0,0,0,0,0,Set the local flag.,0,1,56
+57=Local Clear...,0,3,0,0,0,0,0,0,0,Clear the local flag.,0,1,57
+58=Meteor Shower at...,0,44,0,0,0,0,1,0,0,Creates a meteor shower around the specified Waypoint.,0,0,58
+59=Reduce Tiberium at...,0,30,0,0,0,0,0,0,0,Reduces Tiberium around the specified Waypoint.,0,1,59
+60=Sell building,0,0,0,0,0,0,0,0,0,Sells the building attached to this trigger.,0,1,60
+61=Turn off building,0,0,0,0,0,0,0,0,0,Turns off the building attached to this trigger.,0,1,61
+62=Turn on building,0,0,0,0,0,0,0,0,0,Turns on the building attached to this trigger.,0,1,62
+63=Apply 100 damage at...,0,30,0,0,0,0,0,0,0,Applies 100 points of damage using the C4Warhead at the specified Waypoint.,0,1,63
+64=Light flash small at...,0,30,0,0,0,0,0,0,0,Shows a small light flash at location.,0,0,64
+65=Light flash medium at...,0,30,0,0,0,0,0,0,0,Shows a medium light flash at location.,0,0,65
+66=Light flash large at...,0,30,0,0,0,0,0,0,0,Shows a large light flash at location.,0,0,66
+67=Announce Win,0,0,0,0,0,0,0,0,0,Announce that the Player has won.,0,1,67
+68=Announce Lose,0,0,0,0,0,0,0,0,0,Announce that the Player has lost.,0,1,68
+69=Force End,0,0,0,0,0,0,0,0,0,Force the end of scenario.,0,1,69
+70=Destroy Tag...,-3,70,0,0,0,0,0,0,0,Destroys the tag and all attached triggers.,0,1,70
+71=Set ambient step...,0,45,0,0,0,0,0,0,0,Sets ambient light fade step value.,0,1,71
+72=Set ambient rate...,0,45,0,0,0,0,0,0,0,Sets ambient light fade rate.,0,1,72
+73=Set ambient light...,0,6,0,0,0,0,0,0,0,Fades ambient light to new lighting level.,0,1,73
+74=AI triggers begin...,0,2,0,0,0,0,0,0,0,Starts AI triggers for the specified House.,0,1,74
+75=AI triggers stop...,0,2,0,0,0,0,0,0,0,Stops AI triggers for the specified House.,0,1,75
+76=Ratio of AI trigger teams...,0,6,0,0,0,0,0,0,0,AI percentage of teams created for AI triggers (100 = all AI trigger teams%1 0 = all regular teams).,0,1,76
+77=Ratio of team aircraft...,0,6,0,0,0,0,0,0,0,AI percentage of aircraft created for teams (100 = all aircraft%1 0 = all random).,0,0,77
+78=Ratio of team infantry...,0,6,0,0,0,0,0,0,0,AI percentage of infantry created for teams (100 = all infantry%1 0 = all random).,0,0,78
+79=Ratio of team units...,0,6,0,0,0,0,0,0,0,AI percentage of units created for teams (100 = all units%1 0 = all random).,0,0,79
+80=Reinforcement Team at Waypoint...,-1,7,6,0,0,0,1,0,0,Create reinforcement team at special Waypoint location.,0,1,80
+81=Wake up self,0,0,0,0,0,0,0,0,0,Breaks out of sleep or harmless mode so as to enter guard mode.,0,1,81
+82=Wake up all sleepers,0,0,0,0,0,0,0,0,0,Breaks all units out of sleep mode.,0,1,82
+83=Wake up all harmless,0,0,0,0,0,0,0,0,0,Breaks all out of harmless mode.,0,1,83
+84=Wake up group...,0,6,0,0,0,0,0,0,0,Breaks all units of the specified group out of sleep mode.,0,1,84
+85=Vein growth...,0,15,0,0,0,0,0,0,0,Controls if veins grow or not.,0,0,85
+86=Tiberium growth...,0,15,0,0,0,0,0,0,0,Controls if Tiberium grows or not.,0,1,86
+87=Ice growth...,0,15,0,0,0,0,0,0,0,Controls if ice grows or not.,0,0,87
+88=Particle Anim at...,0,26,0,0,0,0,1,0,0,Shows particle animation at the specified location.,0,1,88
+89=Remove Particle Anim at...,0,0,0,0,0,0,1,0,0,Deletes particle anims at the specified location.,0,1,89
+90=Lightning strike at...,0,0,0,0,0,0,1,0,0,Sends a lightning strike at the specified location.,0,1,90
+91=Turn Berserk,0,0,0,0,0,0,0,0,0,Attached object (Cyborg=yes) goes berserk.,0,0,91
+92=Activate AI Blasticade,0,0,0,0,0,0,0,0,0,Turns on the specified AI House's Blasticade defense.,0,1,92
+93=Deactivate AI Blasticade,0,0,0,0,0,0,0,0,0,Turns off the specified AI House's Blasticade defense.,0,1,93
+94=Ion Cannon strike...,0,0,0,0,0,0,1,0,0,Fires an Ion Cannon at the specified Waypoint.,0,1,94
+95=Tactical Nuke strike...,0,0,0,0,0,0,1,0,0,Fires a Tactical Nuke at the specified Waypoint.,0,1,95
+96=Chem Missile strike...,0,0,0,0,0,0,1,0,0,Fires a Chemical Missile at the specified Waypoint.,0,0,96
+97=Toggle Train Cargo,0,0,0,0,0,0,0,0,0,Toggles state of cargo train dropping Crate.,0,1,97
+98=Play Sound Effect anywhere...,-7,16,0,0,0,0,0,0,0,Plays sound effect at random Waypoint.,0,1,98
+99=Play Sound Effect at...,-7,16,0,0,0,0,1,0,0,Plays sound effect at Waypoint.,0,1,99
+100=Play Sidebar Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie in the sidebar.,0,1,100
+101=Reshroud Map at...,0,30,0,0,0,0,0,0,0,Reshrouds map cells around Waypoint.,0,1,101
+102=Lightning Storm at...,0,0,0,0,0,0,1,0,0,Lightning storm at Waypoint owned by trigger owner.,0,1,102
+103=Timer Text...,-4,13,0,0,0,0,0,0,0,Display the text (string table label) with the timer.,0,1,103
+104=Flash Team...,-5,7,0,0,0,0,1,0,0,Flashes the specified team for a number of frames.,0,1,104
+105=Talk Bubble...,-5,7,0,0,0,0,1,0,0,Displays a talk bubble over the unit.,0,1,105
+106=Set Tech Level for TechType... ,-9,39,0,0,0,0,1,0,0,Sets the specified TechType's requirements to the specified tech level.,0,1,106
+107=Reinforcement by Chronosphere... ,-1,7,0,0,0,0,1,0,0,Teleport reinforcement team to Waypoint.,0,1,107
+108=Create Goodie Crate at...,0,31,0,0,0,0,1,0,0,Create a Goodie Crate with specific contents at a Waypoint.,0,1,108
+109=Iron Curtain at...,0,74,0,0,0,0,1,0,0,Iron Curtain Super effect at Waypoint.,0,1,109
+110=Pause Game for # seconds...,0,75,0,0,0,0,0,0,0,Pause the game for the specified seconds.,0,1,110
+111=Evict Occupiers,0,0,0,0,0,0,0,0,0,Evict all occupiers from the attached Building.,0,1,111
+112=Jump Camera at Waypoint...,0,0,0,0,0,0,1,0,0,Move the tactical view instantly to the Waypoint.,0,1,112
+113=Make Side Cheer...,0,2,0,0,0,0,0,0,0,Makes all idle infantry play the cheer animation.,0,1,113
+114=Set Sidebar Tab (0-3)...,0,40,0,0,0,0,0,0,0,Force the sidebar to switch to the desired tab (0 Buildings%1 1 Defenses%1 2 Infantry%1 3 Units).,0,1,114
+115=Flash Cameo...,-9,39,0,0,0,0,1,0,0,Flashes the Cameo for this TechType for the given frames (15 = 1 second).,0,1,115
+116=Stop Sounds at...,0,0,0,0,0,0,1,0,0,Stops all sounds at Waypoint started by 'Play Sound at'.,0,1,116
+117=Play Sidebar Movie and pause...,0,12,0,0,0,0,0,0,0,Displays the specified movie in the sidebar and pauses the game.,0,1,117
+118=Clear all Smudges,0,0,0,0,0,0,0,0,0,Deletes all Smudge objects from the map.,0,1,118
+119=Destroy all of...,0,2,6,0,0,0,0,0,0,Kills everything of the specified House.,0,1,119
+120=Destroy all Buildings of...,0,2,0,0,0,0,0,0,0,Kills all buildings of the specified House.,0,1,120
+121=Destroy all Land Units of...,0,2,0,0,0,0,0,0,0,Kills all land units of the specified House.,0,1,121
+122=Destroy all Naval Units of...,0,2,0,0,0,0,0,0,0,Kills all naval units of the specified House.,0,1,122
+123=Mind Control Base of...,0,2,0,0,0,0,0,0,0,Mind control the specified House's base.,0,1,123
+124=Restore Mind-Controlled Base to...,0,2,0,0,0,0,0,0,0,Give all mind-controlled buildings back to the specified House.,0,1,124
+125=Create Building at...,-10,47,6,0,0,0,1,0,0,Create the specified building at Waypoint (moves units%1 clears overlays).,0,1,125
+126=Restore Starting TechTypes of...,0,2,0,0,0,0,0,0,0,Recreate all buildings and units the specified House had at the start.,0,1,126
+127=Chrono Screen Effect for...,0,74,0,0,0,0,0,0,0,Tile the screen with chrono effect for frames (15 = 1 second).,0,1,127
+128=Teleport All to...,0,0,0,0,0,0,1,0,0,Teleport all units of trigger's House to Waypoint.,0,1,128
+129=Set Superweapon Charge...,-11,20,0,0,0,0,1,0,0,Set this Superweapon charge percent (0-100) for trigger's House.,0,1,129
+130=Restore Starting Buildings of...,0,2,0,0,0,0,0,0,0,Heal or recreate all buildings the specified House had at start.,0,1,130,1
+131=Flash Buildings of Type...,-9,47,0,0,0,0,1,0,0,Flash all buildings of this type owned by trigger's House for frames.,0,1,131,1
+132=Superweapon Set Recharge Time...,-11,20,0,0,0,0,1,0,0,Change time in frames this Superweapon takes to charge next time.,0,1,132,1
+133=Superweapon Reset Recharge Time...,0,20,0,0,0,0,0,0,0,Reset Superweapon charge time back to default.,0,1,133,1
+134=Superweapon Reset...,0,20,0,0,0,0,0,0,0,Reset a Superweapon as if a spy had gotten in.,0,1,134,1
+135=Preferred Target Cell Set...,0,0,0,0,0,0,1,0,0,Set preferred target cell for targetable Superweapons.,0,1,135,1
+136=Preferred Target Cell Clear,0,0,0,0,0,0,0,0,0,Clear preferred target cell.,0,1,136,1
+137=Center Base Cell Set...,0,0,0,0,0,0,1,0,0,Set AI base center to this Waypoint.,0,1,137,1
+138=Center Base Cell Clear,0,0,0,0,0,0,0,0,0,Clear AI base center Waypoint.,0,1,138,1
+139=Blackout Radar...,0,74,0,0,0,0,0,0,0,Radar blackout for frames.,0,1,139,1
+140=Force Shield Target Cell Set...,0,0,0,0,0,0,1,0,0,Set Force Shield target cell.,0,1,140,1
+141=Force Shield Target Cell Clear,0,0,0,0,0,0,0,0,0,Clear Force Shield target cell.,0,1,141,1
+142=Retint Red...,0,6,0,0,0,0,0,0,0,Retint red channel.,0,1,142,1
+143=Retint Green...,0,6,0,0,0,0,0,0,0,Retint green channel.,0,1,143,1
+144=Retint Blue...,0,6,0,0,0,0,0,0,0,Retint blue channel.,0,1,144,1
+145=Jump camera home,0,0,0,0,0,0,0,0,0,Jump camera to Construction Yard.,0,1,145,1
+146=Panic infantry of House...,0,2,0,0,0,0,0,0,0,Forces all infantry units of the specified House to enter panic state.,0,1,146,1
+147=Tile animation across battlefield...,0,25,6,0,0,0,0,0,0,Plays and tiles animation frames across battlefield.,0,1,147,1
+148=Enable/disable House shared vision...,0,2,15,0,0,0,0,0,0,Enables or disables shared vision for the specified House.,0,1,148,1
+149=Set trigger random weight...,-2,14,6,0,0,0,0,0,0,Sets the random weight for the specified trigger%1 used with action 150.,0,1,149,1
+150=Randomly enable subsequent triggers,0,0,0,0,0,0,0,0,0,Randomly selects and enables triggers specified in subsequent actions based on their weights.,0,1,150,1
+151=Rotate building turret...,0,6,15,0,0,0,0,0,0,Rotates the turret of the attached building. If boolean is true%1 value is absolute facing (0-255).,0,1,151,1
+152=Recruit all into Team...,-1,7,2,0,0,0,0,0,0,Recruits all units of specified House into the specified team.,0,1,152,1
+153=Set Save button enabled...,0,15,0,0,0,0,0,0,0,Enables or disables the in-game save game button.,0,1,153,1
+154=Set House map boundary...,0,6,0,0,0,0,0,0,0,Sets map boundary for the House (enum 0-4).,0,1,154,1
+
+;Param desc, Index[, Extra param desc, Index]
+[English-ScriptParams]
+0=This is 0,0
+1=Attack Target,500
+2=Waypoint,1
+3=Jump to line X,2
+4=Unload options,505
+5=Global variable,503
+6=Script,506
+7=Team,507
+8=House,508
+9=Speech,509
+10=Sound,510
+11=Movie,511
+12=Music,512
+13=Country,513
+14=Local variable,504
+15=Facing,514
+16=Building,501,Targeting,502
+17=Animation,515
+18=Talk Bubble,516
+19=Enter Status,517
+20=Integer (+/-),0
+21=Boolean,518
+22=Target Techno Type,568,Scan Strategy,569
+23=Frames,0
+24=Number,0
+25=Time (seconds),0
+26=Camera speed,519
+27=AITargetType,520
+28=Attack Target,521
+29=AIScriptList,522
+30=Move completion,523
+31=Idle Anim,524
+32=Natural number,0
+33=Positive integer,0
+34=Local variable,504,Value,0
+35=Global variable,503,Value,0
+36=Local variable,504,Local variable,504
+37=Global variable,503,Local variable,504
+38=Local variable,504,Global variable,503
+39=Global variable,503,Global variable,503
+40=Script,550
+41=Team,551
+42=Speech,552
+43=Sound,553
+44=Movie,554
+45=Music,555
+46=Country,556
+47=Building,548,Targeting,549
+48=Animation,557
+49=OnlyTargetHouseEnemy,566
+
+[English-ParamTypes]
+-2=Unused,0,2
+-1=Unused,0,1;only in event 23
+0=Unused,0
+1=Unknown,0
+2=House (Countries registry),5
+3=Local variable,504
+4=Time,0
+5=Credits,0
+6=Value,0
+7=TeamType,15
+8=BuildingType (BuildingTypes registry),501
+9=AircraftType (AircraftTypes registry),525
+10=InfantryType (InfantryTypes registry),526
+11=UnitType (VehicleTypes registry),527
+12=Movie,511
+13=Text,10
+14=Trigger,9
+15=Boolean,518
+16=Sound,529
+17=Music,530
+18=EVA Speech,528
+19=Step,0
+20=Superweapon,531
+21=Left,0
+22=Top,0
+23=Width,0
+24=Height,0
+25=Animation (Animations registry),515
+26=ParticleSystem,534
+27=Duration,0
+28=Scroll speed,519
+29=Voxel Anim,536
+30=Waypoint,1
+31=Crate type,537
+32=Talk bubble,535
+33=String,0
+34=Action,0
+35=Global variable,503
+36=Superweapon,531
+37=Play Buildup (Phobos),547
+38=Tag,11
+39=TechType,8
+40=Sidebar tab,538
+41=Weapon,539
+42=Spotlight behavior,540
+43=Radar event,541
+44=Rain,0
+45=Float,12
+46=TechType,8
+47=Building,532
+48=Value,0,2
+49=Waypoint,1,2
+50=EVA type,543
+51=Group,0
+52=Local A,504,2
+53=Local B,504
+54=Global A,503,2
+55=Global B,503
+56=Variable,0
+57=Operator,542
+58=Is global?,518
+59=Min value,0
+60=Max value,0
+61=Var A,0
+62=Var B,0
+63=Var A is global,518
+64=Var B is global,518
+65=Superweapon,531
+66=House (Countries registry),4,2
+67=AITargetTypes registry,520
+68=X coordinate,0
+69=Y coordinate,0
+70=Tag,11
+71=Operand value,0
+72=House (Countries registry),3,2
+73=Time (seconds),0
+74=Time (frames),0
+75=Time (real seconds),0
+76=Credits,0
+77=TeamType,15
+78=Superweapon,544,2
+79=House (Countries registry),6
+80=House (Countries registry),5,2
+81=Local variable,504,2
+82=Global variable,503,2
+83=House (Countries registry),7
+84=House (Countries registry),13
+85=House (Countries registry),14
+86=AI Repair (Phobos),518
+87=Banner type,545
+88=Screen X percent,0
+89=Screen Y percent,0
+90=Banner ID,0
+91=AttachEffect type,546
+92=Non-inert,518
+93=Building,532
+94=Aircraft,557
+95=Infantry,558
+96=Unit,559
+97=House,556
+98=Superweapon,560
+99=Animation,561
+100=Weapon,562
+101=Voxel Anim,563
+102=Particle System,564
+103=Radar Mode,565
+104=Map aircraft,16
+105=Map infantry,17
+106=Map vehicle,18
+107=Map structure,19
+108=Drop Crate,567
+109=Next Scenario,20
+
+; Requires FA2sp.dll
+; index = name, param, param disable, has param, description (no commas)
+[English-ScriptsRA2]
+0=0 - Attack,1,0,1,Attack a kind of target until none can be found or ammo is depleted.
+1=1 - Attack Waypoint,2,0,1,Attack the target at the given waypoint (if any).
+2=2 - Berserk (unused),0,1,0,Send Cyborg units berserk (unused in RA2/YR).
+3=3 - Move to Waypoint,2,0,1,Move to the specified waypoint (see Stray and pathfinding notes).
+4=4 - Move to Coordinates,20,0,1,Move to coordinates (x+y*128 in TS%1 x+y*1000 in Phobos).
+5=5 - Guard (seconds),25,0,1,Guard in place for X seconds.
+6=6 - Script goto line X,3,0,1,Jump to line X of this script (1-based).
+7=7 - Player Wins,0,0,0,Force the player to win.
+8=8 - Unload,4,0,1,Unload all passengers from transports (see options).
+9=9 - Deploy,0,0,0,Deploy all deployable units (will try to clear blockers).
+10=10 - Follow Friendly Unit,0,0,0,Follow the nearest friendly unit.
+11=11 - Set Enter Status,19,0,1,Make all team members perform the given mission.
+12=12 - Set Global,5,0,1,Set a global variable.
+13=13 - Enter Idle Anim,0,0,0,Make infantry play idle animation.
+14=14 - Load into Transport,0,0,0,Order crew to enter transports (ignores size limits%2 can get stuck if impossible).
+15=15 - Spy Enter Building at Waypoint (unused),0,1,0,(Obsolete script) Infiltrator/engineer enter building at waypoint; superseded by Script 59.
+16=16 - Patrol to Waypoint,2,0,1,Move and attack toward the waypoint (aggressive).
+17=17 - Change Script,6,0,1,Apply a new AIScript (param is Script ID).
+18=18 - Change TeamType,7,0,1,Switch this team to another TeamType (recruits matching members).
+19=19 - Panic,0,0,0,Make infantry panic (flee/lie down).
+20=20 - Change House,13,0,1,Change ownership of team members to a Country index.
+21=21 - Scatter,0,0,0,Scatter all team members (like pressing X).
+22=22 - Move into Shroud,0,0,0,Make team try to move into areas covered by shroud.
+23=23 - Player Loses,0,0,0,Force the player to lose.
+24=24 - Play EVA (Phobos v0.5-alpha+),9,0,1,Play an EVA speech.
+25=25 - Play Sound,10,0,1,Play a sound from [SoundList].
+26=26 - Play Movie,11,0,1,Play a movie from [Movies].
+27=27 - Play Music,12,0,1,Play a music theme from [Themes].
+28=28 - Remove Ore,0,0,0,Remove ore under members.
+29=29 - Start Production,0,0,0,Start base production (like Action 3).
+30=30 - Sell All Buildings,0,0,0,Sell all AI buildings and put units on Hunt.
+31=31 - Self Destruct Team,0,0,0,Destroy all members (triggers DeathWeapon).
+32=32 - Start Lightning Storm (delay),20,0,1,Start a lightning storm at random positions (param specifies delay%1 but engine may ignore it).
+33=33 - Stop Lightning Storm,0,0,0,Stop the lightning storm (timing sensitive).
+34=34 - Focus Camera on Team,26,0,1,Focus camera to current team position (speed as param).
+35=35 - Reshroud Map,0,0,0,Reshroud the entire map.
+36=36 - Reveal All Map,0,0,0,Reveal the entire map.
+37=37 - Delete Team Members,0,0,0,Delete all members (no Unit Lost speech).
+38=38 - Clear Global,5,0,1,Clear a global variable.
+39=39 - Set Local,14,0,1,Set a local variable.
+40=40 - Clear Local,14,0,1,Clear a local variable.
+41=41 - Calm Down,0,0,0,Stop panic state for team members.
+42=42 - Force Facing,15,0,1,Force members to face a direction and continue.
+43=43 - Wait until Full,0,0,0,Wait until transports are fully loaded.
+44=44 - Truck Unload (TRUCKB->TRUCKA),0,0,0,Convert TRUCKB to TRUCKA (morph).
+45=45 - Truck Load (TRUCKA->TRUCKB),0,0,0,Convert TRUCKA to TRUCKB (morph).
+46=46 - Attack Enemy Building,16,0,1,Attack one building of the given type until destroyed.
+47=47 - Move to Enemy Building,16,0,1,Move to a building of the given type.
+48=48 - Scout,0,0,0,Scout unexplored areas repeatedly.
+49=49 - Success,0,0,0,Increase AITrigger weight by AITriggerSuccessWeightDelta.
+50=50 - Flash,20,0,1,Flash team members for N frames (15 = 1s).
+51=51 - Play Anim,17,0,1,Play an anim on each unit (follows them).
+52=52 - Talk Bubble,18,0,1,Show a talk bubble on first unit.
+53=53 - Gather outside Enemy Base,20,0,1,Gather outside enemy base (distance offset by param).
+54=54 - Gather outside Own Base,20,0,1,Gather outside own base (distance offset by param).
+55=55 - Request Iron Curtain,20,0,1,Request Iron Curtain on team if ready (SW.Group via param in Ares 2.0+).
+56=56 - Chrono to Building,16,0,1,Request Chronosphere to target building if ready.
+57=57 - Chrono to Target,1,0,1,Request Chronosphere to target if ready.
+58=58 - Move to Own Building (YR),16,0,1,Move to a friendly building.
+59=59 - Capture Building at Waypoint (YR),2,0,1,Attack/enter building at waypoint.
+60=60 - Enter Service Depot (YR),0,0,0,Enter closest service depot (disbands team).
+61=61 - Enter Tank Bunker (YR),0,0,0,Enter tank bunker.
+62=62 - Enter Bio Reactor (YR),0,0,0,Enter bio reactor (disbands team).
+63=63 - Occupy battle bunker (YR),0,0,0,Enter neutral building or battle bunker.
+64=64 - Garrison structure (YR),0,0,0,Order the team to garrison neutral buildings or Battle Bunkers. Units that can garrison will disband and all become Capture status. After all buildings are garrisoned the remaining units will switch to Guard status. However if there is an unreachable garrisonable building the remaining units will idle in place and remain in Capture status. In special cases this can cause severe lag. Infantry evacuating from buildings will continue searching for the next building to garrison. Units that cannot garrison will continue executing subsequent scripts.
+; New from Hares
+65=65 - Attack Specific Unit Type,22,0,1,Attacks specified techno type registered in TeamTargetTechnoTypes from index 0.
+66=66 - Occupy Building at Waypoint,2,0,1,Sends infantry units to occupy the building at the waypoint if available.
+67=67 - Camera Follow Team,20,0,1,Enables/disables camera tracking mode for members of this team.
+68=68 - Select Team Members by Player,20,0,1,Enables/disables selected status by player for members of this team.
+69=69 - Previous Script Succeeded,20,0,1,Execution result of previous script was success.
+70=70 - Previous Script Failed,20,0,1,Execution result of previous script was failure.
+71=71 - Wait N Game Seconds,20,0,1,Waits N game seconds to ensure previous script has completed.
+
+[English-RadarEvents]
+0=Combat
+1=Non-Combat
+2=Drop Zone
+3=Base under attack
+4=Harvester under attack
+5=Enemy sighted
+6=Unit produced
+7=Unit lost
+8=Unit repaired
+9=Building infiltrated
+10=Building captured
+11=Beacon placed
+12=Detected superweapon
+13=Superweapon fired
+14=Bridge repaired
+15=Ungarrisoned
+16=Ally under attack
+
+[English-EVAType]
+-1=Disabled
+0=Allied (Eva)
+1=Soviet (Sofia)
+2=Yuri
+
+[English-SidebarNum]
+0=Buildings tab
+1=Defenses tab
+2=Infantry tab
+3=Units tab
+
+[English-CrateTypes]
+0=Large cash (fixed)
+1=Random unit
+2=Heal
+3=Cloak
+4=Explosion
+5=Big explosion
+6=Cash (random)
+7=Reshroud
+8=Reveal map
+9=Armor boost
+10=Speed boost
+11=Firepower boost
+12=One-time nuke
+13=Empty
+14=Upgrade
+15=Empty
+16=Gas
+17=Ore field
+
+[English-SpotlightOptions]
+0=None
+1=Use rules setting
+2=Circle
+3=Follow enemy
+
+[English-CameraSpeed]
+0=Very slow
+1=Slow
+2=Normal
+3=Fast
+4=Very fast
+
+[English-Boolean]
+0=No
+1=Yes
+
+[English-EnterStatus]
+0=Sleep (won't return fire)
+1=Attack nearest enemy
+2=Move
+3=QMove
+4=Retreat (leave map)
+5=Guard (hold position)
+6=Sticky (hold ground)
+7=Enter object
+8=Capture object
+9=Move into & get eaten
+10=Harvest
+11=Area Guard
+12=Return (to refinery)
+13=Stop
+14=Ambush (wait until discovered)
+15=Hunt
+16=Unload/Deploy
+17=Sabotage (move in & destroy)
+18=Construction
+19=Deconstruction
+20=Repair
+21=Rescue
+22=Missile
+23=Harmless
+24=Open
+25=Patrol
+26=Paradrop approach drop zone
+27=Paradrop overlay drop zone
+28=Wait
+29=Attack again
+30=Spyplane approach (YR)
+31=Spyplane overfly (YR)
+
+[English-Facing]
+0=NE
+1=E
+2=SE
+3=S
+4=SW
+5=W
+6=NW
+7=N
+
+[English-UnloadOptions]
+0=Keep transport, keep passengers
+1=Keep transport, drop passengers
+2=Drop transport, keep passengers
+3=Drop transport, drop passengers
+
+[English-AttackTargets]
+0=Any target
+1=Any target (same as 0)
+2=Buildings
+3=Ore miners and fields
+4=Infantry
+5=Vehicles
+6=Production buildings
+7=Defensive buildings
+8=Base threats
+9=Power plants
+10=Garrisonable buildings
+11=Tech buildings
+
+[English-BuildingwithProperty]
+0=Least Threat
+1=Highest Threat
+2=Nearest
+3=Farthest
+
+[English-BuildingwithPropertyID]
+0=LeastThreat - Least Threat
+1=HighestThreat - Highest Threat
+2=Nearest - Nearest
+3=Farthest - Farthest
+
+; Talk bubble frames in talkbubl.shp (1-based).
+; Palette is palette.pal. Duration is set by [General] TalkBubbleTime (seconds)
+[English-TalkBubble]
+1=Asterisk (*)
+2=Question (?)
+3=Exclamation (!)
+
+[English-IdleAnim]
+0=Idle1
+1=Idle2
+
+[English-MoveCompletion]
+0=Leader arrived
+1=Any arrived
+2=All arrived
+
+[English-PlayBuildup]
+0=Play
+1=Do not play
+
+[English-RadarMode]
+0=Default, requires adequate power and radar building
+1=Free Radar
+2=Permanently Active, immune to radar jamming effects
+3=Permanently Disabled
+
+[English-ForceOnlyTargetHouseEnemy]
+-1=Disable Global value for Force OnlyTargetHouseEnemy tag. Default value
+0=Force OnlyTargetHouseEnemy = false
+1=Force OnlyTargetHouseEnemy = true
+2=Force random boolean value
+
+[English-DropCrateBehaviour]
+-1=Use default Techno settings
+0=Clear DropCrate type
+1=Overwrite DropCrate type
+
+[English-SE_TargetScanStrategy]
+0=Least threat
+1=Most threat
+2=Least distant
+3=Most distant
+
+;==============================================================
+;
+; CHINESE STRINGS 中文翻译
+;
+;==============================================================
+
+[Chinese-AITriggerSides]
+0=所有阵营
+1=盟军
+2=苏军
+3=尤里
+4=安塔列
+
+[Chinese-AITriggerConditionTypes]
+-1=恒成立
+0=敌方拥有 X 单位 <比较方式> N 个
+1=我方拥有 X 单位 <比较方式> N 个
+2=敌方电力条为黄色
+3=敌方电力条为红色
+4=敌方拥有金钱 <比较方式> N
+5=铁幕将准备就绪
+6=超时空传送将准备就绪
+7=中立方拥有 X 单位 <比较方式> N 个
+
+; events format:
+; 0 1 2 3 4 5 6 7 8 9
+; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional]
+; negative number for type currently not supported (only Actions do support yet)!
+; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
+; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
+; NOTE: ID must be the same like #
+[Chinese-EventsRA2]
+0=-无事件-,0,0,0,0,空事件,永远也不会满足。,0,1,0
+1=进入事件,0,79,0,0,当特定所属方的地面单位进入关联的对象时,此事件被满足。此触发的标签可关联到一个建筑、运输载具或单元标记上。,0,1,1
+2=间谍进入 (无效),0,0,0,0,当间谍进入关联的建筑时,此事件被满足。原版引擎此事件无效。,0,0,2
+3=所属方被偷窃(无效),0,83,0,0,当一名间谍偷窃特定所属方的金钱时,此事件被满足。,0,0,3
+4=关联对象被玩家发现,0,0,0,0,当关联的对象被玩家发现时,此事件被满足。被发现意味着从黑幕中暴露。间谍卫星,作弊器(但不包括行为16)等导致的地图全开以及开火导致的视野暴露会使该事件失效,此时需要关联对象被摧毁才能触发。,0,1,4
+5=所属方被玩家发现,0,83,0,0,当特定所属方的任一单位或建筑被玩家发现时,此事件被满足。限制同事件4。,0,1,5
+6=被任一所属方攻击,0,0,0,0,当关联的对象受到任一所属方攻击(需要造成伤害)时,此事件被满足。无来源伤害无法触发,如碎片伤害。对象直接被该攻击摧毁也会触发。,0,1,6
+7=被任一所属方摧毁,0,0,0,0,当关联的对象被摧毁时,此事件被满足。无来源伤害无法触发,如碎片伤害;工程师占领、变卖、心控不会触发。,0,1,7
+8=任何事件,0,0,0,0,这个事件永远满足,单独使用时必定会启动触发。重复触发应慎用该事件。,0,1,8
+9=单位全部被摧毁,0,83,0,0,当特定所属方的所有「单位(车辆与步兵,不包括飞行器)」被摧毁时,此事件被满足。单位如果全部在建筑中或非该所属方的载具中,或寄生单位正在寄生时,此事件也会被满足。,0,1,9
+10=建筑全部被摧毁,0,83,0,0,当特定所属方的所有「建筑」被摧毁时,此事件被满足。Insignificant=yes建筑不会被算入判定条件中。,0,1,10
+11=所有对象全部被摧毁,0,83,0,0,当特定所属方的所有「对象(车辆、步兵与建筑,不包括飞行器)」被摧毁时,此事件被满足。所有对象如果全部在平民建筑中或非该所属方的载具中,或寄生单位正在寄生时,此事件也会被满足。Insignificant=yes的「建筑」不会被算入判定条件中。,0,1,11
+12=金钱超过...,0,76,0,0,当触发所属方的金钱超过指定值时,此事件被满足。,0,1,12
+13=流逝时间...,0,73,0,0,当流逝的时间(秒)达到特定值时,此事件被满足。当触发被允许时计时器初始化;若触发是重复的,触发执行后,计时器复位。若还有变量事件(27%128%136%137),则计时器从所有变量事件均满足时才初始化。,0,1,13
+14=计时器时间已到,0,0,0,0,当全局的任务计时器(显示在屏幕右下角)倒计时为零时,此事件被满足。,0,1,14
+15=建筑被摧毁X个,0,6,0,0,当触发所属方的特定数量的「建筑」被摧毁时,此事件被满足。不计入Insignificant=yes或DontScore=yes的建筑。,0,1,15
+16=单位被摧毁X个,0,6,0,0,当触发所属方的特定数量的「单位(车辆、步兵与飞行器)」被摧毁时,此事件被满足。不计入DontScore=yes的单位,但计入Insignificant=yes的。,0,1,16
+17=不再有工厂,0,0,0,0,当触发所属方没有生产建筑(如基地、兵营等有Factory=属性的建筑)时,此事件被满足。,0,1,17
+18=平民撤离(无效),0,0,0,0,当平民被撤离时(离开地图),此事件被满足。,0,0,18
+19=建造特定类型的建筑...,0,8,0,0,当触发所属方「第一次」建造指定类型的「建筑」时,此事件被满足。该事件满足后恒成立,而不是造一个激活一次。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,19
+20=生产特定类型的车辆...,0,11,0,0,当触发所属方「第一次」生产指定类型的「车辆(包括直升机)」时,此事件被满足。该事件满足后恒成立,而不是造一个激活一次。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,20
+21=训练特定类型的步兵...,0,10,0,0,当触发所属方「第一次」训练指定类型的「步兵」时,此事件被满足。该事件满足后恒成立,而不是造一个激活一次。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,21
+22=生产特定类型的飞行器...,0,9,0,0,当触发所属方「第一次」生产指定类型的「飞行器(不包括直升机)」时,此事件被满足。该事件满足后恒成立,而不是造一个激活一次。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,22
+23=作战小队离开地图,-1,7,0,0,填作战小队的ID。当特定的作战小队正在执行移动到地图外(蓝线外)路径点时,且小队成员全部被摧毁时,此事件被满足。被摧毁包括移动到地图外而消失,包括在地图内被摧毁,也包括除了触发行为5之外,各种原因导致的小队解散。,0,1,23
+24=进入某区域,0,79,0,0,当特定所属方的一个单位进入关联的「仅一个」单元标记划定的「区域」时,此事件被满足。详见[文档/备忘.docx]。,0,1,24
+25=越过水平线,0,79,0,0,当特定所属方的单位越过触发放置单元标记所在的水平线(西北-东南)时,此事件被满足。此单元标记必须放置于一个单元格中。,0,1,25
+26=越过垂直线,0,79,0,0,当特定所属方的单位越过触发放置单元标记所在的竖直线(东北-西南)时,此事件被满足。此单元标记必须放置于一个单元格中。,0,1,26
+27=全局变量被设置,0,35,0,0,当指定的全局变量被设置(1)时,此事件被满足。参数为Rules(md)中[VariableNames]里的索引。,0,1,27
+28=全局变量被清除,0,35,0,0,当指定的全局变量被清除(0)时,此事件被满足。参数为Rules(md)中[VariableNames]里的索引。,0,1,28
+29=被任何事物摧毁(不包括渗透),0,0,0,0,当关联的对象被摧毁、占领、心控或变卖时,此事件被满足。不包括该对象渗透入建筑或单位而消失的情况。,0,1,29
+30=电力不足...,0,83,0,0,当特定所属方电力低于100%时,此事件被满足。特定情况下存在bug,详见[文档/备忘.docx]。,0,1,30
+31=桥梁被摧毁,0,0,0,0,当特定的桥梁被摧毁(桥梁出现无法通过的缺口)时,此事件被满足。此触发须用单元标记放置在目标桥梁的下方(只能放置一个单元标记)。,0,1,31
+32=建筑存在...,0,8,0,0,当特定的建筑(属于触发所属方)出现于地图上时,此事件被满足。此建筑可以是以前就有的或由基地建造的,参数为[BuildingTypes]里的索引。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,32
+33=被玩家选中...,0,83,0,0,当关联对象被指定所属方的玩家选中时,此事件被满足。在Hares中支持指定所属方过滤。首次启动后,若对象受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。,0,1,33
+34=到达路径点附近...,48,30,0,0,当关联对象到达特定的路径点附近时,此事件被满足。第一参数为判定半径(格,填0则使用默认5格),第二参数为路径点。首次启动后,若对象受到任何「扰动」也会被满足。,0,1,34
+35=敌人进入探照灯,0,0,0,0,当一个敌单位进入关联建筑投射的探照灯照明区时,此事件被满足。首次启动后,若对象受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。详见[文档/触发系统.docx],0,1,35
+36=局部变量被设置,0,3,0,0,当指定的局部变量被设置(1)时,此事件被满足。,0,1,36
+37=局部变量被清除,0,3,0,0,当指定的局部变量被清除(0)时,此事件被满足。,0,1,37
+38=首次受损(仅战斗伤害),0,0,0,0,关联对象初次受到「战斗」(有来源的)造成的伤害时,此事件被满足。首次启动后,若单位受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。详见[文档/触发系统.docx]。,0,1,38
+39=一半生命值(仅战斗伤害),0,0,0,0,关联对象受到「战斗」(有来源的)伤害而只剩一半生命值时,此事件被满足。首次启动后,若单位受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。详见[文档/触发系统.docx]。,0,1,39
+40=红色生命值(仅战斗伤害),0,0,0,0,关联对象受到「战斗」(有来源的)伤害使得生命值变为红色时,此事件被满足。首次启动后,若单位受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。详见[文档/触发系统.docx]。,0,1,40
+41=首次受损(任何伤害来源),0,0,0,0,关联对象初次受到「任何来源」(包括碎片)造成的伤害时,此事件被满足。首次启动后,若单位受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。详见[文档/触发系统.docx]。,0,1,41
+42=一半生命值(任何伤害来源),0,0,0,0,关联对象受到「任何来源」(包括碎片)的伤害而只剩一半生命值时,此事件被满足。首次启动后,若单位受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。详见[文档/触发系统.docx]。,0,1,42
+43=红色生命值(任何伤害来源),0,0,0,0,关联对象受到「任何来源」(包括碎片)的伤害使得生命值变为红色时,此事件被满足。首次启动后,若单位受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。详见[文档/触发系统.docx]。,0,1,43
+44=被特定所属方攻击,0,83,0,0,当受到特定所属方某些单位的攻击时,此事件被满足。若物体直接被该攻击摧毁则无法触发。,0,1,44
+45=环境照明 <=...,0,6,0,0,当环境亮度(Ambient)低于某一指定值时,此事件被满足。填正整数,是[Lighting]中对应数值的一百倍,如50对应0.5。可以检测超级武器引发的亮度变化。,0,1,45
+46=环境照明 >=...,0,6,0,0,当环境亮度(Ambient)高于某一指定值时,此事件被满足。填正整数,是[Lighting]中对应数值的一百倍,如50对应0.5。可以检测超级武器引发的亮度变化。,0,1,46
+47=流逝游戏时间,0,73,0,0,在游戏开始后特定的时间(秒),此事件被满足。,0,1,47
+48=被任何事物摧毁,0,0,0,0,当关联对象被任何事物摧毁、占领、心控或变卖时,此事件被满足。可以用于有子机的单位。,0,1,48
+49=关联对象拾得工具箱,0,0,0,0,当关联对象拾得工具箱时,此事件被满足。首次启动后,若单位受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。详见[文档/触发系统.docx]。,0,1,49
+50=任何单位拾得工具箱,0,0,0,0,当任何单位拾得工具箱时,此事件被满足。该事件满足后恒成立,不要用于重复触发。,0,1,50
+51=随机延时...,0,73,0,0,进行随机延时,时间值(秒)介于指定值的 50% 到 150%。联机使用容易RE(重新连线错误)。若还有变量事件(27%128%136%137),则计时器从所有变量事件均满足时才初始化。,0,1,51
+52=金钱低于...,0,76,0,0,当触发所属方的金钱低于指定值时,此事件被满足。,0,1,52
+53=间谍伪装成特定所属方并进入 (无效)...,0,83,0,0,关联建筑被伪装成特定所属方的间谍单位进入时,此事件被满足。原版引擎此事件无效。,0,0,53
+54=间谍伪装成特定步兵并进入 (无效)...,0,10,0,0,关联建筑被伪装成特定步兵类型的间谍单位进入时,此事件被满足。原版引擎此事件无效。,0,0,54
+55=海军单位全部被摧毁,0,83,0,0,当特定所属方的所有海军单位(不包括两栖单位)被摧毁时,此事件被满足。,0,1,55
+56=陆军单位全部被摧毁,0,83,0,0,当特定所属方的所有陆军单位(包括JumpJet=yes单位、两栖单位、步兵,不包括飞行器)被摧毁时,此事件被满足。,0,1,56
+57=建筑不再存在,0,8,0,0,当触发所属方的特定的建筑不存在于地图上时,此事件被满足。参数为[BuildingTypes]里的索引。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,57
+58=电力充足,0,83,0,0,当特定所属方的电力达到或超过100%时,此事件被满足。,0,1,58,1
+59=进入或飞越...,0,79,0,0,当特定所属方的「任何单位」进入或飞越此触发对应标记关联的单元标记时,此事件被满足。,0,1,59,1
+60=科技类型存在,48,46,0,0,当任一所属方「至少」有特定数量的特定「科技类型」时,此事件被满足。此触发计算正在建造中的物体。,0,1,60,1
+61=科技类型少于... (Hares),48,46,0,0,当地图上该科技类型的数量少于设定值时触发此事件。Hares扩展了数量参数支持。此触发计算正在建造中的物体。,0,1,61,1
+
+62=对象被EMP... (Ares 3.0),0,0,0,0,当关联对象被EMP黑入时,此事件被满足。,0,1,62,1
+63=对象被某所属方EMP (Ares 3.0),0,2,0,0,当特定所属方使用EMP黑掉关联对象时,此事件被满足。本条优先于62号事件。,0,1,63,1
+64=对象解除EMP... (Ares 3.0),0,0,0,0,当关联对象从EMP状态恢复时,此事件被满足。,0,1,64,1
+65=对象被某所属方解除EMP (Ares 3.0),0,2,0,0,当关联对象的EMP状态被特定所属方解除时,此事件被满足。本条优先于64号事件。,0,1,65,1
+66=敌人正处于探照灯中 (Ares 3.0),0,0,0,0,当关联建筑的探照灯照到敌人时,此事件被满足。类似于[35 敌人进入探照灯],但可以正确重复触发。,0,1,66,1
+67=驾驶员被杀害... (Ares 3.0),0,0,0,0,当关联对象的驾驶员被杀害时,此事件被满足。,0,1,67,1
+68=驾驶员被某所属方杀害... (Ares 3.0),0,2,0,0,当特定所属方杀害关联对象驾驶员时,此事件被满足。,0,1,68,1
+69=车辆被夺取... (Ares 3.0),0,0,0,0,当驾驶员进入关联对象时,此事件被满足。,0,1,69,1
+70=车辆被某所属方夺取 (Ares 3.0),0,2,0,0,当特定所属方的驾驶员进入关联对象时,此事件被满足。本条优先于69号事件。,0,1,70,1
+71=车辆被劫持... (Ares 3.0),0,0,0,0,当关联对象被劫持时,此事件被满足。,0,1,71,1
+72=车辆被某所属方劫持 (Ares 3.0),0,2,0,0,当特定所属方劫持关联对象时,此事件被满足。本条优先于71号事件。,0,1,72,1
+73=劫持车辆... (Ares 3.0),0,0,0,0,当关联步兵劫持其他车辆时,此事件被满足。,0,1,73,1
+74=劫持特定所属方车辆... (Ares 3.0),0,2,0,0,当关联步兵劫持特定所属方车辆时,此事件被满足。本条优先于73号事件。,0,1,74,1
+75=超级武器被释放... (Ares 3.0),0,20,0,0,当触发所属方的特定超级武器释放时,此事件被满足。,0,1,75,1
+76=超级武器停止工作... (Ares 3.0),0,20,0,0,当触发所属方的特定超级武器被停止时,此事件被满足。,0,1,76,1
+77=超级武器在特定路径点释放... (Ares 3.0),49,78,0,0,当特定的超级武器在路径点附近释放时,此事件被满足。,0,1,77,1
+78=科技类型被逆向工程... (Ares 3.0),-2,46,0,0,当触发所属方拥有指定逆向工程的科技类型时,此事件被满足。,0,1,78,1
+79=逆向工程任何科技... (Ares 3.0),0,0,0,0,当关联建筑成功逆向工程「任意」科技类型时,此事件被满足。,0,1,79,1
+80=逆向工程指定类型... (Ares 3.0),-2,46,0,0,当关联建筑成功逆向工程「特定」科技类型时,此事件被满足。本条优先于79号事件。,0,1,80,1
+81=所属方存在科技类型... (Ares 3.0),48,46,0,0,当触发所属方「至少」有特定数量的特定科技类型时,此事件被满足。,0,1,81,1
+82=所属方不存在科技类型... (Ares 3.0),48,46,0,0,当触发所属方「至多」有特定数量的特定科技类型时,此事件被满足。,0,1,82,1
+83=被任何事物攻击或摧毁 (Ares 3.0),0,0,0,0,当关联对象被攻击(即使没有伤害)或摧毁时,此事件被满足。,0,1,83,1
+84=被某所属方攻击或摧毁 (Ares 3.0),0,2,0,0,当关联对象被特定所属方攻击或摧毁时,此事件被满足。本条优先于6号和44号事件。,0,1,84,1
+85=被某所属方摧毁 (Ares 3.0),0,2,0,0,当关联物体被「任意」来自特定所属方的攻击摧毁时,此事件被满足。本条优先于7号事件。,0,1,85,1
+86=任务倒计时少于... (Hares),0,73,0,0,当任务计时器时间秒数小于等于特定值时触发此事件。当计时器重设时该事件将会重新评估。,0,1,86,1
+87=可存活对象全部被摧毁... (Ares 3.0),0,2,0,0,当特定所属方不再拥有可以保持存活(具有KeepAlive=yes属性)的「物体」时,此事件被满足。,0,1,87,1
+88=可存活建筑全部被摧毁... (Ares 3.0),0,2,0,0,当特定所属方不再拥有可以保持存活(具有KeepAlive=yes属性)的「建筑」时,此事件被满足。,0,1,88,1
+
+; action format:
+; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
+; #=Description, P1 type, P2 type, P3 type, P4 type, P5Type, P6Type, uses waypoint, uses tag, Obsolete, Desc2 , used in TS, used in RA2, ID, [YR only - optional]
+; if using negative number for type, param will be set to the absolute value of this number
+; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
+; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
+; NOTE: ID must be the same like #
+[Chinese-ActionsRA2]
+0=-无行为-,0,0,0,0,0,0,0,0,0,空行为,没作用,可以留着占位。,0,1,0
+1=胜利者是...,0,2,0,0,0,0,0,0,0,特定的所属方会成为胜利者,游戏会立即结束。其他所属方会显示“任务失败/游戏结束”。,0,1,1
+2=失败者是...,0,2,0,0,0,0,0,0,0,特定的所属方会成为失败者,游戏会立即结束。其他所属方会显示“任务完成/您胜利了”。,0,1,2
+3=建造开始...,0,2,0,0,0,0,0,0,0,特定的电脑所属方将开始建造建筑、生产作战小队。IQ>Production的所属方始终会自动建造,不需要本行为。,0,1,3
+4=建立作战小队...,-1,7,6,0,0,0,0,0,0,建立一个指定的作战小队(归属于小队所属方)。通常会直接从已有单位中招募。如果没有足够的单位来组建小队,AI会通过生产补足(自动建造)。当所有成员就位时,小队即自动建立。,0,1,4
+5=解散作战小队...,-1,7,0,0,0,0,0,0,0,解散当前存在的所有特定类型的作战小队。小队的单位会保留,继承小队重组属性。,0,1,5
+6=全部寻敌...,0,2,0,0,0,0,0,0,0,特定的所属方的所有单位进入寻敌(Hunt)模式。他们将搜索并消灭敌人。,0,1,6
+7=援军(作战小队)...,-1,7,6,0,0,0,0,0,0,创建由指定作战小队组成的援军。小队成员直接重叠刷出,刷兵路径点为小队设置中的路径点,无视路径点是否被占据。,0,1,7
+8=降落区闪烁(路径点)...,0,0,0,0,0,0,1,0,0,在指定路径点显示一个空降舱降落区域动画([AudioVisual] -> DropZoneAnim)。此区域附近的地图也将会显示(范围为 [AudioVisual] -> DropZoneRadius)。,0,1,8
+9=卖掉全部建筑...,0,2,0,0,0,0,0,0,0,特定所属方会变卖掉所有建筑(只要art中有Buildup就会变卖,无视Unsellable),对玩家控制所属方无效,并且单位循环进入寻敌(Hunt)模式。,0,1,9
+10=全屏播放影片...,0,12,0,0,0,0,0,0,0,全屏播放特定影片。游戏在此期间将会暂停,在播放完成后自动恢复正常。,0,1,10
+11=文本触发事件...,-4,13,2,6,0,0,0,0,0,显示文本内容,参数为CSF文件内的项目。CSF文件需要用CSF编辑器编辑。,0,1,11
+12=摧毁触发...,-2,14,0,0,0,0,0,0,0,摧毁所有特定触发类型的当前实例。但不会阻止未来可能建立的实例。,0,1,12
+13=开始自动创建作战小队...,0,2,0,0,0,0,0,0,0,(无效,不需要设置)特定所属方会开始自动创建。这会使得电脑所属方在它认为合适的时机自动建造作战小队。,0,1,13
+14=更改所属方...,0,2,0,0,0,0,0,0,0,更改关联对象到特定的所属方。载具内的载员不受此触发的作用。,0,1,14
+15=允许胜利,0,0,0,0,0,0,0,0,0,清除一个阻碍玩家胜利的“障碍”。“障碍”的数量等于有这一行为的触发的数量。此触发可能会导致游戏卡死!,0,0,15
+16=显示全地图,0,0,0,0,0,0,0,0,0,为玩家显示全部地图(清除黑幕)。联机使用会导致RE(重新连线错误)。,0,1,16
+17=显示路径点周围区域...,0,30,2,0,0,0,0,0,0,为玩家显示特定路径点周围的一片地图区域。在地形高度较高时,显示的区域会产生偏移,越高越偏上。,0,1,17
+18=显示路径点的单元区域...,0,30,0,0,0,0,0,0,0,为玩家显示由路径点划定的「区域」中所有的格子,详见[文档/备忘.docx]。,0,1,18
+19=播放音效...,-7,16,2,0,0,0,0,0,0,播放特定音效。在Sound(md).ini中定义。不能播放会循环的音效(如_Amb开头的音效)。,0,1,19
+20=播放音乐...,-8,17,0,0,0,0,0,0,0,播放特定音乐。在Theme(md).ini中定义。,0,1,20
+21=播放语音...,-6,18,2,0,0,0,0,0,0,播放特定语音。在Eva(md).ini中定义。,0,1,21
+22=强制启动触发...,-2,14,0,0,0,0,0,0,0,强制启动特定触发类型的所有实例,不管触发的事件。不要对该触发本身使用!,0,1,22
+23=计时开始,0,0,0,0,0,0,0,0,0,启动全局任务计时器。一定时间内可显示的全局计时器有且只有一个。,0,1,23
+24=计时停止,0,0,0,0,0,0,0,0,0,停止全局任务计时器。,0,1,24
+25=计时器计时增加...,0,73,0,0,0,0,0,0,0,将全局任务计时器增加指定的时间。,0,1,25
+26=计时器计时缩短...,0,73,0,0,0,0,0,0,0,将全局任务计时器减少指定的时间。时间不会减到 0 以下。,0,1,26
+27=计时设置...,0,73,0,0,0,0,0,0,0,将全局任务计时器设置为指定的时间值。,0,1,27
+28=设置全局变量,0,35,0,0,0,0,0,0,0,设置全局变量(1)。全局变量在Rules(md).ini中的[VariableNames]里定义。当变量值发生改变时,会重置包含该变量作为事件的触发的计时器(事件13、51)。,0,1,28
+29=清除全局变量,0,35,0,0,0,0,0,0,0,清除全局变量(0)。全局变量在Rules(md).ini中的[VariableNames]里定义。当变量值发生改变时,会重置包含该变量作为事件的触发的计时器(事件13、51)。,0,1,29
+30=自动建设基地...,0,15,0,0,0,0,0,0,0,初始化电脑遭遇战模式的建设控制,可以是[1]或[0]状态,单人任务中,一经开启无法关闭。当设为[1]且电脑所属方无基地节点时,将会像遭遇战模式那样自动进行建设(要确保有建造场);如果有基地节点,则仍会建造节点对应的建筑,优先在基地节点位置建造,如被阻挡,则会像遭遇战一样择机摆放。关于基地节点的更多内容请参考[文档/基地节点指南1.0.docx]。,0,1,30
+31=逐单元延伸黑幕,0,0,0,0,0,0,0,0,0,增大地图的黑幕(一步一单元格),需要相应的延伸黑幕INI设置才能使用。,0,1,31
+32=摧毁关联对象,0,0,0,0,0,0,0,0,0,摧毁该触发关联的任何建筑物或单位。摧毁桥梁维修小屋(Immune=yes且BridgeRepairHut=yes)会导致游戏卡死。Ares修复了这个bug,但仍然无法将其摧毁。,0,1,32
+33=添加一次特定超武,0,20,0,0,0,0,0,0,0,为触发所属方添加一次(只一次)特定超武。在这里设置的核弹可以发射。,0,1,33
+34=重复添加特定超武,0,20,0,0,0,0,0,0,0,为触发所属方添加永久的特定超武。在这里设置的核弹无法正常发射。,0,1,34
+35=超武首选目标为特定建筑...(无效),0,8,0,0,0,0,0,0,0,指定触发所属方的电脑玩家使用超武攻击时的首选目标,参数为[BuildingTypes]里的索引。只对打击性超武(如核弹、闪电,Ares对应SW.AITargeting=Offensive)有效。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,35
+36=全部更改所属...,0,2,0,0,0,0,0,0,0,触发所属方的所有对象更改所属到特定所属方。,0,1,36
+37=结盟...,0,2,0,0,0,0,0,0,0,使触发所属方与特定所属方双向结盟,可能会导致卡顿。共享视野可能会延迟刷新。若多人地图中有至少两个玩家选与触发所属方相同的国家,则只与位置较小的结盟。,0,1,37
+38=宣战...,0,2,0,0,0,0,0,0,0,使触发所属方与特定所属方双向宣战,可能会导致卡顿。双方仇恨值各增加1,关于仇恨值的更多内容请参考[文档/备忘.docx]。,0,1,38
+39=更改缩放等级(无效),0,6,0,0,0,0,0,0,0,更改玩家雷达小地图的缩放等级。使用 1 为超常视野,2 为缩小视野。,0,0,39
+40=调整玩家视野大小,0,0,21,22,23,24,0,0,0,调整玩家在地图内的矩形视野。格式:左%1上%1宽%1高,其中左、上决定左上角位置,宽、高决定宽度和高度。可以在编辑-地图参数里测试范围。,0,1,40
+41=播放动画在...,0,25,6,0,0,0,1,0,0,在特定的路径点播放特定的动画,强制使用anim色盘,参数为[Animations]里的动画注册ID。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,41
+42=武器(弹头)爆炸在...,0,41,0,0,0,0,1,0,0,使用特定「武器的弹头」在指定路径点产生一次爆炸。详见[文档/备忘.docx]。,0,1,42
+43=播放 Voxel 动画,0,29,0,0,0,0,1,0,0,在指定路径点播放VXL动画,参数为Rules(md).ini中[VoxelAnims]里的索引。其中8是陨石。注意注册表漂移,详见[文档/地图ini.docx]。,0,1,43
+44=离子风暴开始(无效),0,6,0,0,0,0,0,0,0,启动离子风暴,持续特定的帧数。,0,0,44
+45=离子风暴结束(无效),0,0,0,0,0,0,0,0,0,结束进行中的离子风暴。,0,0,45
+46=禁止玩家输入,0,0,0,0,0,0,0,0,0,禁止玩家进行操作,失去鼠标无法控制。,0,1,46
+47=允许玩家输入,0,0,0,0,0,0,0,0,0,允许玩家进行操作,取消动作46的效果。,0,1,47
+48=移动并居中视野到路径点...,0,28,0,0,0,0,1,0,0,将玩家视野移动到特定的路径点。速度取0~4,太大会造成卡屏,无法移动视野。,0,1,48
+49=放大视野,0,0,0,0,0,0,0,0,0,放大玩家视野。减少分辨率,同时不能输入。放大倍率由[General]->ZoomInFactor控制。,0,1,49
+50=缩小视野,0,0,0,0,0,0,0,0,0,缩小玩家视野。可以取消49放大视野的作用,增加分辨率,恢复输入。,0,1,50
+51=重置全地图黑幕,0,0,0,0,0,0,0,0,0,「触发所属方」将会被重置整张地图的黑幕。联机使用容易RE(重新连线错误)。,0,1,51
+52=更改照明状态 (Ares),0,42,0,0,0,0,0,0,0,更改与该触发关联的探照灯建筑的探照方式。,0,1,52
+53=允许触发,-2,14,0,0,0,0,0,0,0,允许目标触发。,0,1,53
+54=禁止触发,-2,14,0,0,0,0,0,0,0,禁止目标触发。,0,1,54
+55=建立小地图事件,0,43,2,0,0,0,1,0,0,在特定的路径点建立雷达小地图事件。0、3、4:红框,1、2:黄框,5:蓝框。,0,1,55
+56=设置局部变量,0,3,0,0,0,0,0,0,0,设置局部变量标记(1)。当变量值发生改变时,会重置包含该变量作为事件的触发的计时器(事件13、51)。,0,1,56
+57=清除局部变量,0,3,0,0,0,0,0,0,0,清除局部变量标记(0)。当变量值发生改变时,会重置包含该变量作为事件的触发的计时器(事件13、51)。,0,1,57
+58=流星雨在...,0,44,0,0,0,0,1,0,0,在特定的路径点建立一个流星雨事件。此触发会导致IE(或者叫FE,致命错误)。,0,0,58
+59=在特定路径点删除矿石,0,30,0,0,0,0,0,0,0,删除特定的路径点单元格上矿石。,0,1,59
+60=变卖关联建筑,0,0,0,0,0,0,0,0,0,变卖所有与此触发关联的建筑,只要art中有Buildup就会变卖,无视Unsellable。,0,1,60
+61=关闭关联建筑,0,0,0,0,0,0,0,0,0,关闭与此触发关联的建筑。效果与建筑中耗能=0相同。,0,1,61
+62=启动关联建筑,0,0,0,0,0,0,0,0,0,启动与此触发关联的建筑。效果与建筑中耗能=1相同。,0,1,62
+63=在...造成100点伤害,0,30,0,0,0,0,0,0,0,在特定的路径点对陆地车辆与飞行器造成100点爆炸伤害,对建筑造成500点伤害,无法对步兵造成伤害,可以摧毁桥梁。伤害数值会受到防御减免,但不受护甲影响。,0,1,63
+64=在...闪烁(小型)(无效),0,30,0,0,0,0,0,0,0,在指定地点显示一个小型的闪烁。,0,0,64
+65=在...闪烁(中型)(无效),0,30,0,0,0,0,0,0,0,在指定地点显示一个中型的闪烁。,0,0,65
+66=在...闪烁(大型)(无效),0,30,0,0,0,0,0,0,0,在指定地点显示一个大型的闪烁。,0,0,66
+67=宣告胜利,0,0,0,0,0,0,0,0,0,宣告玩家胜利。但不会显示“任务完成”的图片。,0,1,67
+68=宣告失败,0,0,0,0,0,0,0,0,0,宣告玩家失败。但不会显示“任务失败”的图片。,0,1,68
+69=强制结束任务,0,0,0,0,0,0,0,0,0,强制结束游戏任务。会显示“任务完成”的图片。,0,1,69
+70=摧毁标签...,-3,70,0,0,0,0,0,0,0,摧毁特定的标签,不会阻止未来可能的实例。只有一开始就存在的标签可以被摧毁,由小队创建的标签被摧毁会弹框。,0,1,70
+71=设置环境照明变化幅度,0,45,0,0,0,0,0,0,0,设置环境照明变化幅度,即环境照明(亮度)每次发生改变的值,最小精度为0.01。直接填小数,不需要换算。,0,1,71
+72=设置环境照明变化间隔,0,45,0,0,0,0,0,0,0,设置环境照明变化间隔,即每隔几分钟环境照明(亮度)可以改变一次,最小精度为0.0011111(1帧),数字越小间隔越短,变化速度越快。直接填小数,不需要换算。,0,1,72
+73=设置环境照明,0,6,0,0,0,0,0,0,0,用新的环境照明(亮度)替代原环境照明,需要一定时间(取决于变化幅度*变化速率)来完成改变。填正整数,是[Lighting]中对应数值的一百倍,如50对应0.5。,0,1,73
+74=AI触发开始...,0,2,0,0,0,0,0,0,0,启动特定所属方的AI触发。,0,1,74
+75=AI触发停止...,0,2,0,0,0,0,0,0,0,停止特定所属方的AI触发。,0,1,75
+76=AI触发作战小队概率,0,6,0,0,0,0,0,0,0,电脑玩家每次生产AI触发作战小队时成功的概率。(100 = 一定成功,0 = 一定失败,默认 = 100),0,1,76
+77=战机作战小队比例(无效),0,6,0,0,0,0,0,0,0,电脑玩家为作战小队创建的战机(不包括直升机)的百分比。(100 = 全为喷气机小队,0 = 全为随机小队),0,0,77
+78=步兵作战小队比例(无效),0,6,0,0,0,0,0,0,0,电脑玩家为作战小队创建的步兵的百分比。(100 = 全为步兵小队,0 = 全为随机小队),0,0,78
+79=车辆作战小队比例(无效),0,6,0,0,0,0,0,0,0,电脑玩家为作战小队创建的车辆(包括直升机)的百分比。(100 = 全为车辆小队,0 = 全为随机小队),0,0,79
+80=援军(作战小队)[在路径点]...,-1,7,6,0,0,0,1,0,0,在特定的路径点创建援军作战小队。小队成员会被直接重叠刷出,刷兵路径点为行为设置中的路径点。若路径点被占据,则会寻找附近最近的空闲位置刷出。,0,1,80
+81=唤醒...,0,0,0,0,0,0,0,0,0,唤醒「关联」的睡眠(Sleep)或无害(Harmless)的单位,让他们进入警戒(Guard)模式。,0,1,81
+82=唤醒所有睡眠的单位,0,0,0,0,0,0,0,0,0,唤醒所有「非」触发所属方 的睡眠(Sleep)单位,让他们进入警戒(Guard)模式。,0,1,82
+83=唤醒所有无害的单位,0,0,0,0,0,0,0,0,0,唤醒所有 触发所属方 的无害(Harmless)单位,让他们进入警戒(Guard)模式。,0,1,83
+84=唤醒某小组单位...,0,6,0,0,0,0,0,0,0,唤醒所有特定小组的单位,由单位或小队部队的Group=来进行判定。,0,1,84
+85=矿石生长,0,15,0,0,0,0,0,0,0,控制矿石是否生长,即价值较小的矿石能否自动成长为价值更大的。[SpecialFlags]中的矿石生长与矿石蔓延需要设置为yes才能正常工作。,0,0,85
+86=矿石蔓延,0,15,0,0,0,0,0,0,0,控制矿石是否蔓延,即矿石能否自动出现在与已有的矿石相邻的位置。[SpecialFlags]中的矿石生长与矿石蔓延需要设置为yes才能正常工作。,0,1,86
+87=冰层延伸(无效),0,15,0,0,0,0,0,0,0,控制结冰面积是否增长。,0,0,87
+88=播放粒子动画在...,0,26,0,0,0,0,1,0,0,在特定的路径点播放粒子动画,参数为[ParticleSystems]里的索引。无法播放Gas类型 (BehavesLike=Gas) 的粒子系统。,0,1,88
+89=删除粒子动画...,0,0,0,0,0,0,1,0,0,删除特定路径点的粒子动画。,0,1,89
+90=闪电打击...,0,0,0,0,0,0,1,0,0,在特定路径点发动一次闪电(一朵云)打击。,0,1,90
+91=暴走(无效),0,0,0,0,0,0,0,0,0,关联的对象(半机械人,Cyborg=yes类步兵)会暴走。,0,0,91
+92=启动火风暴围墙 (Ares),0,0,0,0,0,0,0,0,0,启动特定所属方的火风暴围墙(无视火风暴超武挂的建筑和电力)。,0,1,92
+93=关闭火风暴围墙 (Ares),0,0,0,0,0,0,0,0,0,关闭特定所属方的火风暴围墙(无视火风暴超武挂的建筑和电力)。,0,1,93
+94=离子炮打击...,0,0,0,0,0,0,1,0,0,在特定的路径点实施离子炮打击。原版状态下色盘不对。,0,1,94
+95=核弹打击...,0,0,0,0,0,0,1,0,0,在特定的路径点实施核弹打击,核弹会从离路径点最近的上边缘出现,显示玩家所属色。,0,1,95
+96=化学导弹打击...(无效),0,0,0,0,0,0,1,0,0,在特定的路径点实施化学导弹打击。,0,0,96
+97=切换货物火车状态,0,0,0,0,0,0,0,0,0,切换[Basic]->TrainCrate的状态。,0,1,97
+98=播放音效在(随机路径点),-7,16,0,0,0,0,0,0,0,在随机的路径点播放指定的音效。音效在Sound(md).ini中定义。原版_Amb开头的音效自带随机重复,而其他音效只会播放一次。原版使用此行为时,地图上路径点不能超过100个,否则IE,ares修复了这个bug。,0,1,98
+99=播放音效在...,-7,16,0,0,0,0,1,0,0,在指定的路径点播放指定的音效。音效在Sound(md).ini中定义。原版_Amb开头的音效自带随机重复,而其他音效只会播放一次。,0,1,99
+100=在小地图窗口播放影片,0,12,0,0,0,0,0,0,0,在游戏内(小地图窗口)播放指定的影片。玩家仍能控制界面和单位。,0,1,100
+101=重置特定路径点的黑幕,0,30,0,0,0,0,0,0,0,用黑幕覆盖特定的路径点。如果使用行为16显示了全部地图,该行为无效。在地形高度较高时,显示的区域会产生偏移,越高越偏上。,0,1,101
+102=闪电风暴打击...,0,0,0,0,0,0,1,0,0,触发所属方会在特定的路径点实施闪电风暴打击,也有关闭敌对所属方小地图的效果。,0,1,102
+103=计时器文本,-4,13,0,0,0,0,0,0,0,指定计时器显示的文本,参数为CSF文件内的项目。只有在全局计时器不为零(存在)的情况下设置才有效。,0,1,103
+104=闪烁作战小队...,-5,7,0,0,0,0,1,0,0,闪烁特定的作战小队的所有实例,持续一定的帧数 (游戏中1秒=15帧)。,0,1,104
+105=对话气泡,-5,7,0,0,0,0,1,0,0,在特定作战小队的第一个实例的第一个成员上显示对话气泡,会揭示小队单位所在单元格的黑幕。1=星号(*),2=问号(?),3=感叹号(!)。原版中需要添加素材才能生效,详见[文档/备忘.docx]。,0,1,105
+106=设置科技等级,-9,39,0,0,0,0,1,0,0,设置特定的科技类型的科技等级。只有0~10(默认下)是可建造的。有关不同数值的特性,详见[文档/备忘.docx]。,0,1,106
+107=超时空传送作战小队... ,-1,7,0,0,0,0,1,0,0,在特定的路径点创建援军作战小队,并播放传送动画。小队成员会凭空分散刷出。,0,1,107
+108=创建工具箱...,0,31,0,0,0,0,1,0,0,在指定路径点创建一个指定内容的升级工具箱。,0,1,108
+109=铁幕作用于...,0,74,0,0,0,0,1,0,0,铁幕作用于特定的路径点,这种铁幕可以杀死步兵并会对所有所属方生效。,0,1,109
+110=暂停游戏...秒,0,75,0,0,0,0,0,0,0,使游戏暂停特定的秒数(现实秒)。,0,1,110
+111=驱逐驻军,0,0,0,0,0,0,0,0,0,驱逐出关联建筑物内的驻军,对生化反应炉无效。只会驱逐关联的第一个建筑的驻军。,0,1,111
+112=居中视野到特定路径点...,0,0,0,0,0,0,1,0,0,立即将指挥视野移动到特定的路径点。,0,1,112
+113=欢呼,0,2,0,0,0,0,0,0,0,让特定所属方的所有空闲的步兵单位执行欢呼动作。,0,1,113
+114=设置建造栏到...(0-3),0,40,0,0,0,0,0,0,0,强制使建造栏跳转到指定的界面。,0,1,114
+115=闪烁图标,-9,39,0,0,0,0,1,0,0,闪烁建造栏中指定类型的图标,持续一定帧数(游戏中1秒=15帧)。数值一般填120比较合适。,0,1,115
+116=停止特定路径点的音效...,0,0,0,0,0,0,1,0,0,在特定路径点停止所有触发(98、99号)导致的音效。,0,1,116
+117=在小地图窗口播放影片(游戏暂停)...,0,12,0,0,0,0,0,0,0,在游戏内(小地图窗口)播放指定的影片。影片播放时游戏暂停。玩家没有控制权。,0,1,117
+118=清除全部污染,0,0,0,0,0,0,0,0,0,删除地图上所有污染对象(弹坑、焦土)。,0,1,118
+119=摧毁特定所属方...,0,2,6,0,0,0,0,0,0,摧毁特定所属方的所有对象,包括寄生单位。,0,1,119
+120=摧毁特定所属方所有建筑...,0,2,0,0,0,0,0,0,0,摧毁特定所属方的所有建筑。,0,1,120
+121=摧毁特定所属方所有陆军单位...,0,2,0,0,0,0,0,0,0,摧毁特定所属方的所有陆军单位(包括飞行器,Naval=no的车辆,如遥控坦克)。,0,1,121
+122=摧毁特定所属方所有海军单位...,0,2,0,0,0,0,0,0,0,摧毁特定所属方的所有海军单位(包括Naval=yes的车辆,如两栖运输船,不包括遥控坦克)。,0,1,122
+123=心灵控制基地...,0,2,0,0,0,0,0,0,0,触发所属方会心灵控制特定所属方的所有建筑。没有心控环,外观上看与直接更改所属无异。,0,1,123
+124=解除基地的心灵控制...,0,2,0,0,0,0,0,0,0,触发所属方会归还心灵控制的特定所属方的建筑,对应123心灵控制基地。,0,1,124
+125=将建筑建于...,-10,47,6,0,0,0,1,0,0,触发所属方会在特定路径点获得指定类型的建筑。此行为会试图解决路径点堵塞(如单位恰好在建筑格子上),若失败则不会建造。原版平台建筑会瞬间产生,同时播放建造动画。,0,1,125
+126=将建筑单位恢复至初始状态...,0,2,0,0,0,0,0,0,0,特定所属方初始的所有建筑和单位会被再创建。会移开单位并清除建筑下的污染。如果建筑和单位被新建筑阻挡则不会生成。海上的陆军或陆上的海军单位会消失。,0,1,126
+127=全屏超时空效果,0,74,0,0,0,0,0,0,0,会全屏平铺显示超时空效果(白色漩涡),持续指定的帧数(游戏中的1秒=15帧)。数值一般为60,太大会导致游戏卡死。,0,1,127
+128=超时空传送所有单位到...,0,0,0,0,0,0,1,0,0,触发所属方的所有陆军和步兵会被传送到特定的路径点。处于铁幕状态的单位不会被传送。,0,1,128
+129=设置超武充能百分比,-11,20,0,0,0,0,1,0,0,触发所属方特定超武的冷却时间会变为特定的百分比。数值为一个整数(0-100)。,0,1,129
+130=将建筑恢复至初始状态...,0,2,0,0,0,0,0,0,0,特定所属方初始的所有建筑会被修复或重建。会移开单位并清除覆盖物。,0,1,130,1
+131=闪烁特定类型的建筑...,-9,47,0,0,0,0,1,0,0,触发所属方的「所有」特定类型的建筑会闪烁特定的帧数 (游戏中的1秒=15帧)。,0,1,131,1
+132=设置超武冷却总时间,-11,20,0,0,0,0,1,0,0,更改触发所属方超武的充能帧数 (游戏中1秒=15帧)。更改操作将在该超武的「下一次」充能时生效。若这个行为执行时超武已经在充能,则一段时间 (默认值-设定帧) 内超武会被点亮且不可用。,0,1,132,1
+133=还原超武冷却总时间,0,20,0,0,0,0,0,0,0,将132号设置的时间还原回默认值。还原操作在执行此行为后,该超武的「下一次」充能时才生效。,0,1,133,1
+134=重置超武冷却时间,0,20,0,0,0,0,0,0,0,重新开始超级武器计时,效果同间谍渗透进超武建筑。,0,1,134,1
+135=超武首选目标...,0,0,0,0,0,0,1,0,0,触发所属方的电脑玩家会将以后可选目标的超武以特定的路径点为目标。只对打击类如核弹等超武有效。,0,1,135,1
+136=清除超武首选目标,0,0,0,0,0,0,0,0,0,触发所属方的电脑玩家会恢复正常的超武目标选择,而不是选择特定路径点。,0,1,136,1
+137=基地中心(集结点)设置,0,0,0,0,0,0,1,0,0,触发所属方的电脑玩家会认为这个路径点是它基地的中心,生产出来的单位会优先停靠在这附近。动作脚本里'己方基地外集合'将会集合在这个路径点附近。当该电脑的基地节点被阻挡时,也会选择此路径点建造。,0,1,137,1
+138=基地中心(集结点)清除,0,0,0,0,0,0,0,0,0,触发所属方的电脑玩家会恢复正常的计算基地中心的方法(所有建筑的平均坐标),而不是选择特定路径点。,0,1,138,1
+139=中断小地图...,0,74,0,0,0,0,0,0,0,触发所属方的雷达小地图将被中断,持续指定的帧数(游戏中的1秒=15帧)。,0,1,139,1
+140=在路径点释放力场护盾,0,0,0,0,0,0,1,0,0,使触发所属方AI立刻在指定点释放力场护盾。这需要触发所属方已经具备了一个就绪的力场护盾,否则无事发生。,0,1,140,1
+141=取消预期释放的力场护盾,0,0,0,0,0,0,0,0,0,取消触发所属方在检测到超武打击后,在预期中会发射的力场护盾。,0,1,141,1
+142=重绘红色,0,6,0,0,0,0,0,0,0,重绘屏幕红色的数值。50代表光照里的0.5。该结果会使物体受到环境照明的影响,但也会破坏灯光建筑(Lightpost)。读档会产生bug。,0,1,142,1
+143=重绘绿色,0,6,0,0,0,0,0,0,0,重绘屏幕绿色的数值。50代表光照里的0.5。该结果会使物体受到环境照明的影响,但也会破坏灯光建筑(Lightpost)。读档会产生bug。,0,1,143,1
+144=重绘蓝色,0,6,0,0,0,0,0,0,0,重绘屏幕蓝色的数值。50代表光照里的0.5。该结果会使物体受到环境照明的影响,但也会破坏灯光建筑(Lightpost)。读档会产生bug。,0,1,144,1
+145=居中视野到基地,0,0,0,0,0,0,0,0,0,将视角中心对准玩家的主要建造场,和按下“H”键效果相同。,0,1,145,1
+;Hares Only
+146=使步兵单位进入惊恐状态,0,2,0,0,0,0,0,0,0,使指定作战方所有的步兵单位进入惊恐动作状态(如果支持),0,1,146,1
+147=在战场区域全屏铺展绘制动画,0,25,6,0,0,0,0,0,0,在屏幕固定位置平铺绘制多帧图像,0,1,147,1
+148=允许/禁止所属方共享视野,0,2,15,0,0,0,0,0,0,允许/禁止指定所属方共享视野给友方,0,1,148,1
+149=设置触发随机分量,-2,14,6,0,0,0,0,0,0,设置指定触发的随机分量,与行为150配合使用;负数不会更改触发的分量,可用于行为150罗列事件使用。,0,1,149,1
+150=随机允许下列触发,0,0,0,0,0,0,0,0,0,将该行为(从属于当前触发事件)以下的多个行为所指定的触发按照分量随机抽取,并将其禁止状态改为允许,与行为149配合使用。,0,1,150,1
+151=建筑炮塔转动,0,6,15,0,0,0,0,0,0,将触发绑定的建筑转动其炮塔特定方向,如果布尔值为真,则表示这个转动量是0-255之间的绝对方向数,0,1,151,1
+152=全部归入小队...,-1,7,2,0,0,0,0,0,0,作战方%1全部单位被强制招募进指定小队类型。这些单位将被这同一个小队实例管理。,0,1,152,1
+153=控制存档按钮可用性,0,15,0,0,0,0,0,0,0,控制存档按钮是否为允许/禁止状态,0,1,153,1
+154=设置参战方地图边界,0,6,0,0,0,0,0,0,0,设置参战方的地图边界,仅能为0-4之间的一个枚举值,0,1,154,1
+
+;Param desc, Index[, Extra param desc, Index]
+[Chinese-ScriptParams]
+0=此项为0,0
+1=攻击目标,500
+2=路径点,1
+3=跳转到行 X,2
+4=卸载选项,505
+5=全局变量,503
+6=脚本,506
+7=小队,507
+8=所属方,508
+9=语音,509
+10=音效,510
+11=影片,511
+12=音乐,512
+13=国家,513
+14=局部变量,504
+15=朝向,514
+16=建筑,501,索敌方式,502
+17=动画,515
+18=对话气泡,516
+19=进入状态,517
+20=整数 (+/-),0
+21=布尔值,518
+22=目标科技类型,568,索敌策略,569
+23=帧数,0
+24=数字,0
+25=时间(秒),0
+26=镜头速度,519
+27=AITargetType,520
+28=攻击目标,521
+29=AIScriptList,522
+30=移动完成,523
+31=闲置动画,524
+32=自然数,0
+33=正整数,0
+34=局部变量,504,值,0
+35=全局变量,503,值,0
+36=局部变量,504,局部变量,504
+37=全局变量,503,局部变量,504
+38=局部变量,504,全局变量,503
+39=全局变量,503,全局变量,503
+40=脚本,550
+41=小队,551
+42=语音,552
+43=音效,553
+44=影片,554
+45=音乐,555
+46=国家,556
+47=建筑,548,索敌方式,549
+48=动画,557
+49=仅攻击敌对方,566
+
+[Chinese-ParamTypes]
+-2=Unused,0,2
+-1=Unused,0,1;only in event 23
+0=未使用,0
+1=未知,0
+2=所属方(Countries注册表),5
+3=局部变量,504
+4=时间,0
+5=资金,0
+6=数值,0
+7=小队类型,15
+8=建筑物(BuildingTypes注册表),501
+9=飞行器(AircraftTypes注册表),525
+10=步兵(InfantryTypes注册表),526
+11=单位(VehicleTypes注册表),527
+12=影片,511
+13=文本,10
+14=触发,9
+15=布尔值,518
+16=音效,529
+17=背景音乐,530
+18=EVA语音,528
+19=步骤,0
+20=超级武器,531
+21=左,0
+22=上,0
+23=宽,0
+24=高,0
+25=动画(Animations注册表),515
+26=粒子系统,534
+27=持续时间,0
+28=卷动速度,519
+29=VXL 动画,536
+30=路径点,1
+31=奖励箱类型,537
+32=对话气泡,535
+33=字符串,0
+34=行为,0
+35=全局变量,503
+36=超级武器,531
+37=建造动画(Phobos),547
+38=标签,11
+39=科技类型,8
+40=建造栏页面,538
+41=武器,539
+42=探照方式,540
+43=雷达事件,541
+44=阵雨,0 ;26
+45=小数,12
+46=科技类型,8
+47=建筑物,532
+48=数值,0,2
+49=路径点,1,2
+50=EVA类型,543
+51=编队,0
+52=局部变量A,504,2
+53=局部变量B,504
+54=全局变量A,503,2
+55=全局变量B,503
+56=变量,0
+57=操作数,542
+58=是否为全局变量,518
+59=最小值,0
+60=最大值,0
+61=变量A,0
+62=变量B,0
+63=变量A是否为全局变量,518
+64=变量B是否为全局变量,518
+65=超级武器,531
+66=所属方(Countries注册表),4,2
+67=AITargetTypes注册表,520
+68=X坐标,0
+69=Y坐标,0
+70=标签,11
+71=计算数,0
+72=所属方(Countries注册表),3,2
+73=时间(秒),0
+74=时间(帧),0
+75=时间(现实秒),0
+76=资金,0
+77=小队类型,15
+78=超级武器,544,2
+79=所属方(Countries注册表),6
+80=所属方(Countries注册表),5,2
+81=局部变量,504,2
+82=全局变量,503,2
+83=所属方(Countries注册表),7
+84=所属方(Countries注册表),13
+85=所属方(Countries注册表),14
+86=AI修复(Phobos),518
+87=横幅类型,545
+88=屏幕水平位置,0
+89=屏幕垂直位置,0
+90=横幅编号,0
+91=AttachEffects类型,546
+92=非惰性,518
+93=建筑物,532
+94=飞行器,557
+95=步兵,558
+96=单位,559
+97=所属方,556
+98=超级武器,560
+99=动画,561
+100=武器,562
+101=VXL 动画,563
+102=粒子系统,564
+103=雷达模式,565
+104=地图飞机,16
+105=地图步兵,17
+106=地图车辆,18
+107=地图建筑,19
+108=掉落箱子行为,567
+109=下一战役关卡,20
+
+; Requires FA2sp.dll
+; index = name, param, param disable, has param, description (no commas)
+[Chinese-ScriptsRA2]
+0=0 - 攻击,1,0,1,攻击某类目标,直至无法找到目标或弹药耗尽。FireOnce=yes武器的单位在攻击一次后会跳转至下一条脚本。寻敌受到寻路的影响,只会攻击自己所在「区域」的敌人,如海军不会主动攻击陆地目标。寻敌的范围受到TargetDistanceCoefficientDefault的影响,一定范围内若没有找到目标,则会攻击UID最小的目标对象。飞行器类不能使用参数中的0、1、8,不要让飞行器类攻击没有视野(玩家视野)的目标。
+1=1 - 攻击路径点,2,0,1,攻击指定路径点(上的对象)。AI的间谍类单位(渗透、占领、C4、驻扎、突击者)能够正常攻击、驻扎建筑,人类玩家的不行。对于普通单位,则会攻击并追击路径点上存在的任何对象直至对象消失(包括进入载具),如果该对象是友军,则会在原地锁定直至对象消失,人类玩家单位会攻击友军。
+2=2 - 暴走(无效),0,1,0,小队的半机械人成员会暴走(无效)。
+3=3 - 移动到路径点,2,0,1,移动到指定路径点。当小队起始位置距离目标路径点低于Stray时,会认为已经抵达了目标从而直接跳过脚本。如果小队规模过大,可以适当增大Stray以降低集结卡住的概率。Jumpjet类单位移动时,在所有单位进入路径点Stray*2的距离时即会认为已经完成移动。武直需要添加BalloonHover=yes才能正常移动。飞行器使用时,需要将Stray最低设置为3,不要在多飞行器小队中使用。如果小队设置Aggressive=yes且Suicide=no,则会在所有小队成员GuardRange(一般为主武器射程)内存在敌人时,跳过该脚本。
+4=4 - 移动到坐标,20,0,1,移动到坐标点(x+y*128, x,y∈[0,127])。在phobos中,算法为(x+y*1000, x,y∈[0,999])。
+5=5 - 警戒(时间计数),25,0,1,原地警戒(Guard) X 秒。
+6=6 - 脚本转到行号 X,3,0,1,跳转到脚本的第 X 行(从1开始),用来循环。
+7=7 - 玩家胜利,0,0,0,使玩家胜利。
+8=8 - 卸载,4,0,1,所有有载员的运载单位卸客。命令参数可以分别指定两个部分是否依然是小队成员或者要离开小队。
+9=9 - 部署,0,0,0,所有可部署单位进行部署,会尝试驱散阻挡的友军单位。
+10=10 - 跟随友军单位,0,0,0,令小队跟随最近的友军单位。移动到友军单位附近后完成脚本。
+11=11 - 进入...状态,19,0,1,小队所有成员执行指定任务。成员会一直执行这个脚本。
+12=12 - 设置全局变量,5,0,1,设置一个全局变量。
+13=13 - 进入空闲动画,0,0,0,让小队中的步兵单位闲置(播放闲置动画)
+14=14 - 装载入运输载具,0,0,0,如果存在载员和未装满载具,则要求载员进入载具,但不考虑载具SizeLimit,也不考虑剩余位置能否装下载员,可能会因装载而卡住。在装载完所有成员、载具被装满、不存在载具时结束该动作。如果条件不能被满足,脚本会卡在这里。若存在多个载具,会将特遣中行数最靠下的载具视为载具,无视其他条件。
+15=15 - 间谍进入路径点的建筑物,0,1,0,(废弃脚本)
+16=16 - 巡逻至路径点,2,0,1,小队成员移动攻击到指定路径点,会积极攻击射程内的敌人。其余表现同脚本3 - 移动到路径点。
+17=17 - 更改应用脚本,6,0,1,让小队使用新的脚本(参数为动作脚本ID)
+18=18 - 更改小队,7,0,1,让小队更改小队类型,如果新小队的特遣与本小队成员有重叠,则会依据招募逻辑招募这些成员,并且改变成员的分组(即使新小队没有勾选忽视分组),其余成员会被解散。参数为包含ai(md)中小队的从0开始的索引。
+19=19 - 惊慌,0,0,0,让小队所有步兵惊慌一次,Fraidycat=yes的步兵会使用Panic序列,其余步兵会卧倒。
+20=20 - 更改所属方,13,0,1,小队成员全部更改为特定所属方(参数为国家编号)。
+21=21 - 分散,0,0,0,让所有单位分散,类似于玩家按X。
+22=22 - 进入周围的黑幕,0,0,0,让所有单位逃到有黑幕的地方。车辆成员会在执行中获得移动攻击能力。
+23=23 - 玩家失败,0,0,0,使玩家失败。
+24=24 - 播放语音(Phobos v0.5-alpha+),9,0,1,播放特定的EVA语音。
+25=25 - 播放音效,10,0,1,播放特定的音效。参数为sound(md)中[SoundList]的索引。
+26=26 - 播放电影,11,0,1,播放特定的电影。参数为art(md)中[Movies]的索引。
+27=27 - 播放音乐,12,0,1,播放特定的音乐。参数为theme(md)中[Themes]的索引。
+28=28 - 删除矿石,0,0,0,删除所有成员脚下的矿石。
+29=29 - 建造开始,0,0,0,让所属方开始建造建筑物,效果同触发行为3。IQ>Production的所属方始终会自动建造,不需要本脚本。
+30=30 - 卖掉全部建筑,0,0,0,让AI所属方变卖所有建筑并让所有单位进入寻敌(Hunt)状态,效果同触发行为9。
+31=31 - 小队自毁,0,0,0,让该小队所有成员自毁,会触发死亡武器,会播放Unit Lost语音。
+32=32 - 闪电风暴开始(延时),20,0,1,在地图上随机位置产生一次闪电风暴(参数指定延时,但西木原版未读取此参数可能无效)。
+33=33 - 闪电风暴结束,0,0,0,使闪电风暴结束。对执行时机的要求很高,需要在闪电云产生的前一瞬间至结束前执行。会立刻终止后续闪电云的产生,并且使光照变暗的时间缩短,但是不能终止音效的播放。
+34=34 - 镜头聚焦小队,26,0,1,镜头聚焦此刻小队所在位置(参数为速度)。
+35=35 - 重置地图黑幕,0,0,0,重置地图黑幕。
+36=36 - 显示全地图,0,0,0,显示全地图。
+37=37 - 删除小队成员,0,0,0,删除该小队所有成员,成员凭空消失,不会触发Unit Lost语音。
+38=38 - 清除全局变量,5,0,1,清除指定全局变量。
+39=39 - 设置局部变量,14,0,1,设置指定局部变量。
+40=40 - 清除局部变量,14,0,1,清除指定局部变量。
+41=41 - 镇定,0,0,0,使所有小队成员停止惊慌。
+42=42 - 强制面向,15,0,1,强制小队成员面向一个特定的方向,执行后立即跳转至下一条,不会等待转向完成。
+43=43 - 等待到满载,0,0,0,等到所有运输载具满载,不要在装载车辆时使用。
+44=44 - 卡车卸载(TRUCKB->TRUCKA),0,0,0,让成员中所有TRUCKB变为TRUCKA。此逻辑基本等同于ares的变形逻辑,不仅会改变外观,还会改变绝大多数单位属性。AI触发条件只会考虑初始单位类型。
+45=45 - 卡车装载(TRUCKA->TRUCKB),0,0,0,让成员中所有TRUCKA变为TRUCKB。此逻辑基本等同于ares的变形逻辑,不仅会改变外观,还会改变绝大多数单位属性。AI触发条件只会考虑初始单位类型。
+46=46 - 攻击敌方建筑物,16,0,1,攻击指定类型的建筑,参数为建筑索引+系数。只会攻击一个建筑,目标被摧毁后执行下一条脚本。会将结盟的中立阵营目标纳入考虑。不会考虑寻路,海军可以使用它攻击陆地单位,但也有可能打不到。AI间谍类单位(渗透、占领、C4、驻扎、突击者)能够正常攻击、驻扎建筑,人类玩家除C4外无法正常使用。
+47=47 - 移动到敌方建筑物,16,0,1,移动到指定类型的建筑,参数为建筑索引+系数。会将结盟的中立阵营目标纳入考虑。
+48=48 - 侦察,0,0,0,小队会侦察玩家未探索的区域。如果要持续侦查,应当循环执行此脚本。
+49=49 - 成功,0,0,0,用于AI触发权重(Weight),使小队对应的AI触发权重增加AITriggerSuccessWeightDelta。应该在每一个AI触发脚本合适的位置添加本行为。
+50=50 - 闪烁,20,0,1,闪烁所有小队成员一段时间(参数为闪烁的帧数)。
+51=51 - 播放动画,17,0,1,在每个小队单位上播放动画,会跟随成员运动。成员死亡动画随即消失。
+52=52 - 对话气泡,18,0,1,在小队第一个单位上显示对话气泡。原版中需要添加素材才能生效,详见[文档/备忘.docx]。
+53=53 - 敌方基地外集合,20,0,1,在敌方基地安全距离外集合。Ares2.0起,数值参数的正负将影响Rulesmd全局中安全距离 (AISafeDistance=) 的伸长或缩短。
+54=54 - 己方基地外集合,20,0,1,在己方基地一定距离外集合。Ares2.0起,数值参数的正负将影响Rulesmd全局中「己方基地」安全距离 (AIFriendlyDistance=,不存在这条则用AISafeDistance=) 的伸长或缩短。
+55=55 - 请求铁幕...,20,0,1,若所属方铁幕装置充能大于AIMinorSuperReadyPercent,将等待并请求对当前小队使用铁幕装置。Ares2.0起,数值参数决定AI使用哪一组超武(对应SW.Group=,默认为0)。
+56=56 - 超时空传送至建筑,16,0,1,若所属方超时空传送充能大于AIMinorSuperReadyPercent,将等待并请求超时空传送至特定建筑。传送受寻路限制,不能传送到单位无法移动到的「区域」。如果小队队长没有被传送走,则小队会首先在起始点与目标点中间的某个位置进行集结。从Phobos B43起,可以通过[General]-> AIChronoSphereSW和AIChronoWarpSW设置AI使用的超武。
+57=57 - 超时空传送至目标,1,0,1,若所属方超时空传送充能大于AIMinorSuperReadyPercent,将等待并请求超时空传送至目标。传送受寻路限制,不能传送到单位无法移动到的「区域」。如果小队队长没有被传送走,则小队会首先在起始点与目标点中间的某个位置进行集结。从Phobos B43起,可以通过[General]-> AIChronoSphereSW和AIChronoWarpSW设置AI使用的超武。
+;YR Only
+58=58 - 移动到己方建筑,16,0,1,移动到己方的特定建筑。
+59=59 - 攻占路径点上的建筑,2,0,1,攻击占据该路径点的建筑物。AI间谍类单位(渗透、占领、C4、驻扎、突击者)能够正常攻击、驻扎建筑,人类玩家除C4外无法正常使用。如果路径点上没有建筑,则会跳过该脚本。如果该建筑是友军,则会在原地锁定直至对象消失,人类玩家单位会攻击友军。
+60=60 - 进入回收厂,0,0,0,让小队进入该所属方就近的部队回收厂。小队会解散,单位全部变为Eaten状态。如果最近的回收厂无法到达,则会呆在原地。如果所属方没有回收厂,会跳过该脚本。
+61=61 - 进入坦克碉堡,0,0,0,让小队的每个单位进入空的坦克碉堡,剩余单位会继续执行脚本。
+62=62 - 进入生化反应炉,0,0,0,让小队进入生化反应炉。小队会解散,单位全部变为Capture状态。即使所属方有多个生化反应炉,小队也只会进入其中一个,剩余单位会变为Guard状态。
+63=63 - 进入战斗碉堡,0,0,0,让小队进入战斗碉堡。可驻扎单位会解散,全部变为Capture状态。所有碉堡被驻扎后,剩余单位会变为Guard状态。从碉堡中撤离的步兵会继续寻找下一个碉堡驻扎。不可驻扎单位会继续执行后续脚本。
+64=64 - 进入可驻军建筑,0,0,0,让小队进驻中立建筑物或战斗碉堡。可驻扎单位会解散,全部变为Capture状态。所有建筑被驻扎后,剩余单位会变为Guard状态。但如果有一个不可到达的可驻军建筑,剩余单位会原地发呆并维持Capture状态。在特殊情况下,这会导致游戏特别卡顿。AI从建筑中撤离的步兵会继续寻找下一个建筑驻扎。不可驻扎单位会继续执行后续脚本。
+;Hares Only
+65=65 - 攻击特定类型的单位,22,0,1,攻击特定类型的科技单位,数值为全局TeamTargetTechnoTypes列表中的序号,从0开始
+66=66 - 驻扎路径点位置的建筑,2,0,1,派遣步兵单位驻扎路径点位置的建筑(如果有),不区分小队所属是人类或AI玩家。
+67=67 - 摄像机视角跟随,20,0,1,激活/取消摄像机追逐视角设置为该小队成员(所有成员都会标记为跟随,多成员小队慎用)。
+68=68 - 小队成员被玩家选中,20,0,1,激活/取消设置该小队成员为选中状态(所有成员都会标记为选中)。
+69=69 - 上一脚本执行成功,20,0,1,上一次脚本执行结果为成功
+70=70 - 上一脚本执行失败,20,0,1,上一次脚本执行结果为失败
+71=71 - 等待N游戏秒,20,0,1,等待N游戏秒,以保证上一条脚本执行完毕
+
+[Chinese-Operator]
+0=赋值 (=) A=B
+1=加 (+) A=A+B
+2=减 (-) A=A-B
+3=乘 (*) A=A*B
+4=除 (/) A=A/B
+5=求余 (%) A=A%B
+6=左移 (<<) A=A<>) A=A>>B
+8=反转 (~) A=~A
+9=异或 A=A⊕B
+10=或 A=A|B
+11=与 A=A&B
+
+[Chinese-RadarEvents]
+0=战斗
+1=非战斗
+2=空降区
+3=基地受击
+4=矿车受击
+5=发现敌军
+6=单位生产
+7=单位阵亡
+8=单位维修
+9=建筑被渗透
+10=建筑被占领
+11=信标放置
+12=发现超武
+13=超武启动
+14=桥梁维修
+15=放弃驻扎
+16=友军受击
+
+[Chinese-EVAType]
+-1=禁用
+0=盟军(伊娃)
+1=苏军(索菲亚)
+2=尤里
+
+[Chinese-SidebarNum]
+0=建筑栏
+1=防御栏
+2=步兵栏
+3=战车栏
+
+[Chinese-CrateTypes]
+0=大量金钱(固定值)
+1=随机单位
+2=医疗
+3=隐形
+4=爆炸
+5=大型爆炸
+6=金钱(随机)
+7=重置黑幕
+8=显示全图
+9=防御力强化
+10=速度强化
+11=火力强化
+12=一次核弹
+13=空
+14=升级
+15=空
+16=毒气
+17=一片矿
+
+[Chinese-SpotlightOptions]
+0=无聚光灯
+1=使用rules设置
+2=圆圈
+3=跟随敌对目标
+
+
+[Chinese-CameraSpeed]
+0=非常慢
+1=慢
+2=正常
+3=快
+4=非常快
+
+[Chinese-Boolean]
+0=否
+1=是
+
+[Chinese-EnterStatus]
+0=※Sleep (休眠,不还击)
+1=Attack nearest enemy
+2=Move
+3=QMove
+4=Retreat (撤离地图)
+5=※Guard (原地警戒)
+6=Sticky (固守,不主动攻击)
+7=Enter object
+8=Capture object
+9=Move into & get eaten
+10=Harvest (采矿)
+11=※Area Guard (区域警戒)
+12=Return (to refinery)
+13=Stop
+14=Ambush (wait until discovered)
+15=※Hunt (游猎)
+16=※Unload (卸载或部署)
+17=Sabotage (move in & destroy)
+18=Construction
+19=Deconstruction
+20=Repair
+21=Rescue
+22=Missile
+23=※Harmless (无威胁)
+24=Open
+25=Patrol
+26=Paradrop approach drop zone
+27=Paradrop overlay drop zone
+28=Wait
+29=Attack again
+30=Spyplane approach (YR)
+31=Spyplane overfly (YR)
+
+[Chinese-Facing]
+0=↗
+1=→
+2=↘
+3=↓
+4=↙
+5=←
+6=↖
+7=↑
+
+[Chinese-UnloadOptions]
+0=保留载具,保留成员
+1=保留载具,丢弃成员
+2=丢弃载具,保留成员
+3=丢弃载具,丢弃成员
+
+[Chinese-AttackTargets]
+0=任意目标
+1=任意目标(同0)
+2=建筑物
+3=矿车矿场
+4=步兵
+5=车辆
+6=生产建筑
+7=防御建筑
+8=基地威胁
+9=电厂
+10=驻军建筑
+11=科技建筑
+
+[Chinese-BuildingwithProperty]
+0=最小威胁
+1=最大威胁
+2=最近
+3=最远
+
+[Chinese-BuildingwithPropertyID]
+0=LeastThreat - 最小威胁
+1=HighestThreat - 最大威胁
+2=Nearest - 最近
+3=Farthest - 最远
+
+;从1开始索引的talkbubl.shp帧数,你可以添加更多内容,色盘为palette.pal
+;持续时间在[General]TalkBubbleTime=中设定,值为现实秒,默认大约为5秒钟
+[Chinese-TalkBubble]
+1=星号(*)
+2=问号(?)
+3=感叹号(!)
+
+[Chinese-IdleAnim]
+0=Idle1
+1=Idle2
+
+[Chinese-MoveCompletion]
+0=小队队长抵达
+1=任一成员抵达
+2=所有成员抵达
+
+[Chinese-PlayBuildup]
+0=播放
+1=不播放
+
+[Chinese-RadarMode]
+0=默认,需要有足够电力供应与雷达建筑
+1=无偿雷达
+2=永久开启,无视雷达干扰效果
+3=永久关闭
+
+[Chinese-ForceOnlyTargetHouseEnemy]
+-1=默认值,不强制更改 OnlyTargetHouseEnemy 标签全局值
+0=强制 OnlyTargetHouseEnemy 为 false
+1=强制 OnlyTargetHouseEnemy 为 true
+2=强制随机布尔值
+
+[Chinese-DropCrateBehaviour]
+-1=使用单位的默认设置
+0=清除掉落箱子类型
+1=覆盖掉落箱子类型
+
+[Chinese-SE_TargetScanStrategy]
+0=最小威胁
+1=最大威胁
+2=最近距离
+3=最远距离
diff --git a/Supplementary/RevengeNow/README.md b/Supplementary/RevengeNow/README.md
index d23920c1..24c0a8ed 100644
--- a/Supplementary/RevengeNow/README.md
+++ b/Supplementary/RevengeNow/README.md
@@ -7,18 +7,34 @@
## 包含文件清单
1. **`FAData.ini`**:
- - 融合了 `YR_RN_Mission_Editor` 的完整 RN 定制内容与 FA2sp 现代化框架体系:
- - **RN 专属触发系统**:完整保留 RN 的触发动作(`[ActionsRA2]` / `[Chinese-ActionsRA2]` 共 157 项,含 Ares 动作 150~154 及参数微调)、事件(`[EventsRA2]` / `[Chinese-EventsRA2]`)、脚本(`[ScriptsRA2]` / `[Chinese-ScriptsRA2]`)、参数定义(`[ParamTypes]`、`[ScriptParams]`、`[PT_CrateTypes]` 等)以及 `[ScriptTemplates]`、`[TeamTemplates]`。
- - **RN 阵营与模式**:保留 `[Sides]`(12 个作战方定义)、`[GameModes]`、`[ForceUnitPalettePrefix]` 等。
- - **FA2sp 现代兼容层**:保留 `[Include]` 引用链(加载 `FAData_ObjectBrowser.ini` 保证物件浏览器中文分类与完整条目正常显示)与 `[ExtConfigs]`、现代剧场与图块管理定义。
- - 启用了面向 RN 对齐保存所需的保序与编码配置:
- - `SaveMap.PreserveINISorting=true`:保存地图时保持所有 INI 小节原有的出现顺序。
- - `SaveMap.AdaptiveSorting=true`:保存地图时自适应保持键值排布(数字索引小节自然升序,常规属性小节维持原序)。
- - `SaveMap.KeepComments=false`:不保留注释(符合 RN 要求)。
- - `UTF8Support.AlwaysSaveAsUTF8=true`:总是以 UTF-8 编码保存地图(符合 RN 要求)。
+ - 核心配置文件,通过模块化 `[Include]` 引用链加载配套子文件,并包含 RN 的阵营、模式、模板与剧场图块设置:
+ - **RN 专属配置**:包含 `[Customizations]`、`[Sides]`(含第四阵营 `Antalian` / `安塔列`)、`[GameModes]`(13 种 RN 特色作战模式)、`[ForceUnitPalettePrefix]`、`[VehicleVoxelTurretsRA2Disabled]`、`[ScriptTemplates]`、`[TeamTemplates]` 与 `[ShoreTerrainTS]`。
+ - **地图保存保序与编码配置**:
+ - `SaveMap.PreserveINISorting=true`:保存地图时保持所有 INI 小节原有的出现顺序。
+ - `SaveMap.AdaptiveSorting=true`:保存地图时自适应保持键值排布(数字索引小节自然升序,常规属性小节维持原序)。
+ - `SaveMap.KeepComments=false`:不保留注释(符合 RN 要求)。
+ - `UTF8Support.AlwaysSaveAsUTF8=true`:总是以 UTF-8 编码保存地图(符合 RN 要求)。
+ - `SHPVehicle.FacingOffset=0`:保持 cmcc patch 之前的效果,消除这个硬编码限制。
+ - `ObjectBrowser.SafeHouses=false`:禁用屏蔽不可用所属方,允许在物件浏览器与属性窗口中自由选用全部作战阵营国家。
+
+2. **`FAData_ObjectBrowser.ini`**:
+ - 物件浏览器分类定义,注册了双语 `[Chinese-Sides]`(`3=安塔列`)与 `[English-Sides]`(`3=Antalian`),并融合了 RN 专属 `[IgnoreRA2]` 过滤列表。
+
+3. **`FAData_TriggerAndScript.ini`**:
+ - 现代化触发与动作脚本引擎:
+ - 专注于 Ares 现代触发扩展体系并全面去除不适用的 Phobos 扩展。
+ - 整合 Hares 专属动作(146~154)与脚本(65~71),并提供中英双语规范化定义。
+ - 注册 `[NewParamTypes]` 索引 `568=TeamTargetTechnoTypes,2,1,1,0` 与 `569=SE_TargetScanStrategy,0,0,0,0`,实现脚本参数 22 动态读取规则文件科技类型列表(LOWORD)与索敌策略(HIWORD)。
+ - 配置 `[English-AITriggerSides]` 与 `[Chinese-AITriggerSides]`(`4=Antalian` / `4=安塔列`)。
+
+4. **`FAData_RandomPlacement.ini`**:
+ - 随机物件摆放预设配置。
+
+5. **`FAData_bak.ini`**:
+ - 旧版单体配置的原始备份,供对照与查验历史配置。
---
## 使用方法
-将本目录中的 `FAData.ini` 放置到 FA2 程序运行根目录(或覆盖使用),启动后保存地图即可保证 INI 文件结构、小节顺序与键值顺序与 `YR_RN_Mission_Editor` 完全一致。
+在 RN 独立运行环境或打包发布中,将本目录内的 INI 配置文件放置于地编运行根目录即可。地编将通过 `[Include]` 链自动加载完整的 RN 定制系统与现代触发脚本引擎。