// Все описания в этом файле связаны с описаниями в файле TriggerData.txt // с таким же ключом и определяют текст, который должен выводиться для // указанной функции. // // Первое значение - название функции. // Следующие значения являются основой текстового описания, // а каждое значение может быть как текстом, так и параметром. // Параметры отделяются от текста знаком '~' как первым символом. // // Любой текст для вывода, имеющий запятые, должен быть в двойных кавычках. //*************************************************************************** [TriggerEventStrings] // Специальные события, которые не объявлены в common.j // и контролируемые редактором непосредственно. MapInitializationEvent="Инициализация карты" MapInitializationEvent="Инициализация карты" MapInitializationEventHint="Запускает триггер до старта игры." // События для разрушаемых объектов. TriggerRegisterDeathEvent="Разрушаемый объект уничтожен" TriggerRegisterDeathEvent="Разрушаемый объект ",~Destructible," был уничтожен" TriggerRegisterDeathEventHint="Используйте 'Реакция на событие - Уничтоженный разрушаемый объект' для ссылки на разрушаемый объект, который был уничтожен." TriggerRegisterDestDeathInRegionEvent="Разрушаемый объект в области уничтожен" TriggerRegisterDestDeathInRegionEvent="Разрушаемый объект в области ",~Region," был уничтожен" TriggerRegisterDestDeathInRegionEventHint="Это событие проверяет на событие уничтожения только первые 64 разрушаемые объекта в указанной области. Лучше использовать это событие для областей, включающих в себя небольшое число разрушаемых объектов." // События для диалога. TriggerRegisterDialogEventBJ="Нажатие кнопки диалога" TriggerRegisterDialogEventBJ="Нажата диалоговая кнопка диалога ",~Dialog TriggerRegisterDialogEventBJHint= // События игры. TriggerRegisterGameStateEventTimeOfDay="Время суток" TriggerRegisterGameStateEventTimeOfDay="Игровое время суток становится ",~Operation," ",~Time TriggerRegisterGameStateEventTimeOfDayHint="Игровой день равен 24 часам. Шесть часов утра - 6.00, а шесть часов вечера - 18.00." TriggerRegisterVariableEvent="Значение переменной типа ''Реальная''" TriggerRegisterVariableEvent="Значение переменной ",~Variable," типа ''Реальная'' становится ",~Operation," ",~Value TriggerRegisterVariableEventHint="Работает только для немассивных переменных типа ''Реальная''." TriggerRegisterGameLoadedEventBJ="Загрузка игры" TriggerRegisterGameLoadedEventBJ="Сохранённая игра была загружена" TriggerRegisterGameLoadedEventBJHint="Запускается сразу же после окончания загрузки сохранённой игры." TriggerRegisterGameSavedEventBJ="Сохранение игры" TriggerRegisterGameSavedEventBJ="Игра начинает сохранение" TriggerRegisterGameSavedEventBJHint="Запускается непосредственно перед сохранением игры." TriggerRegisterShowSkillEventBJ="Нажата кнопка ''Способности'' у героя" TriggerRegisterShowSkillEventBJ="Нажата кнопка ''Способности'' у героя" TriggerRegisterShowSkillEventBJHint="Это событие может быть использовано только в одиночной игре." TriggerRegisterBuildSubmenuEventBJ="Нажата кнопка ''Построить''" TriggerRegisterBuildSubmenuEventBJ="Нажата кнопка ''Построить''" TriggerRegisterBuildSubmenuEventBJHint="Это событие может быть использовано только в одиночной игре." TriggerRegisterGameEvent="Событие турнира" TriggerRegisterGameEvent="Турнирная игра должна закончиться ",~Event Type TriggerRegisterGameEventHint="Это событие запускается только для автоматически созданных на Battle.net турнирных играх." // События игрока. TriggerRegisterPlayerChatEvent="Отправка сообщения в чат" TriggerRegisterPlayerChatEvent="Игрок ",~Player," отправляет в чат сообщение с текстом ",~Text,", выступающим как ",~Match Type TriggerRegisterPlayerChatEventHint="Используйте 'Реакция на событие - Введённое/Совпадаемое сообщение' для ссылки на сообщение, которое было введено/совпало. Используйте 'Реакция на событие - Событийный игрок' для ссылки на игрока, который ввёл сообщение." TriggerRegisterPlayerEventEndCinematic="Пропуск ролика" TriggerRegisterPlayerEventEndCinematic="Игрок ",~Player," пропускает последовательность ролика" TriggerRegisterPlayerEventEndCinematicHint="Это событие реагирует всякий раз, когда игрок нажимает клавижу 'Esc' (независимо от того, смотрит ли он ролик или нет)." TriggerRegisterPlayerSelectionEventBJ="Выделение боевой единицы" TriggerRegisterPlayerSelectionEventBJ="Игрок ",~Player," ",~Selects/Deselects," боевую единицу" TriggerRegisterPlayerSelectionEventBJHint="Используйте 'Реакция на событие - Событийная боевая единица' для ссылки на боевую единицу, с которой проводится действие." TriggerRegisterPlayerKeyEventBJ="Нажатие стрелок" TriggerRegisterPlayerKeyEventBJ="Игрок ",~Player," ",~Presses/Releases," клавишу ",~Key TriggerRegisterPlayerKeyEventBJHint= TriggerRegisterPlayerStateEvent="Ресурсы" TriggerRegisterPlayerStateEvent="Ресурс игрока ",~Player," (",~Property,") становится ",~Operation," ",~Value TriggerRegisterPlayerStateEventHint= TriggerRegisterPlayerEventAllianceChanged="Смена опций союза (любая)" TriggerRegisterPlayerEventAllianceChanged="Игрок ",~Player," меняет опцию союза" TriggerRegisterPlayerEventAllianceChangedHint= TriggerRegisterPlayerAllianceChange="Смена опции союза (конкретной)" TriggerRegisterPlayerAllianceChange="Игрок ",~Player," изменяет опцию союза ",~Alliance Type TriggerRegisterPlayerAllianceChangeHint= TriggerRegisterPlayerEventVictory="Победа" TriggerRegisterPlayerEventVictory="Игрок ",~Player," выходит из игры победителем" TriggerRegisterPlayerEventVictoryHint= TriggerRegisterPlayerEventDefeat="Поражение" TriggerRegisterPlayerEventDefeat="Игрок ",~Player," выходит из игры побеждённым" TriggerRegisterPlayerEventDefeatHint= TriggerRegisterPlayerEventLeave="Выход из игры" TriggerRegisterPlayerEventLeave="Игрок ",~Player," покидает игру" TriggerRegisterPlayerEventLeaveHint="Это событие реагирует независимо от причины выхода игрока из игры." // События таймера. TriggerRegisterTimerEventSingle="Прошло времени" TriggerRegisterTimerEventSingle="С начала игры прошло ",~Time," секунд" TriggerRegisterTimerEventSingleHint= TriggerRegisterTimerEventPeriodic="Периодическое событие" TriggerRegisterTimerEventPeriodic="Каждые ",~Time," секунд" TriggerRegisterTimerEventPeriodicHint= TriggerRegisterTimerExpireEventBJ="Истечение таймера" TriggerRegisterTimerExpireEventBJ="Таймер "~Timer," истёк" TriggerRegisterTimerExpireEventBJHint="Таймер истекает, когда его оставшееся время равно 0. Повторяющиеся таймеры истекают каждый раз, когда оставшееся время равно 0. Используйте 'Реакция на событие - Истёкший таймер' для ссылки на таймер, который истёк." // События боевых единиц. TriggerRegisterUnitEvent="Событие определённой боевой единицы" TriggerRegisterUnitEvent=~Unit," ",~Event TriggerRegisterUnitEventHint= TriggerRegisterPlayerUnitEventSimple="Событие боевой единицы определённого игрока" TriggerRegisterPlayerUnitEventSimple="Боевая единица, которой владеет игрок ",~Player,", ",~Event TriggerRegisterPlayerUnitEventSimpleHint= TriggerRegisterAnyUnitEventBJ="Событие любой боевой единицы" TriggerRegisterAnyUnitEventBJ="Боевая единица ",~Event TriggerRegisterAnyUnitEventBJHint= TriggerRegisterEnterRectSimple="Боевая единица входит в область" TriggerRegisterEnterRectSimple="Боевая единица входит в область ",~Region TriggerRegisterEnterRectSimpleHint="Используйте 'Реакция на событие - Входящая боевая единица' для ссылки на боевую единицу, которая вошла в область." TriggerRegisterLeaveRectSimple="Боевая единица покидает область" TriggerRegisterLeaveRectSimple="Боевая единица покидает область ",~Region TriggerRegisterLeaveRectSimpleHint="Используйте 'Реакция на событие - Покидающая боевая единица' для ссылки на боевую единицу, которая покинула область." TriggerRegisterUnitInRangeSimple="Боевая единица в радиусе" TriggerRegisterUnitInRangeSimple="Боевая единица входит в радиус ",~Range," от ",~Unit TriggerRegisterUnitInRangeSimpleHint="Используйте 'Реакция на событие - Событийная боевая единица' для ссылки на боевую единицу, которая вошла в радиус." TriggerRegisterUnitLifeEvent="Здоровье" TriggerRegisterUnitLifeEvent="Здоровье боевой единицы ",~Unit," становится ",~Operation," ",~Value TriggerRegisterUnitLifeEventHint= TriggerRegisterUnitManaEvent="Мана" TriggerRegisterUnitManaEvent="Мана боевой единицы ",~Unit," становится ",~Operation," ",~Value TriggerRegisterUnitManaEventHint= //*************************************************************************** [TriggerConditionStrings] OperatorCompareBoolean="Сравнение логических" OperatorCompareBoolean=~Value," ",~Operator," ",~Value OperatorCompareBooleanHint="Чтобы проверить, изучена ли способность, используйте раздел условий ''Сравнение целочисленных'', проверяя, что уровень нужной способности больше нуля." OperatorCompareAbilityId="Сравнение способностей" OperatorCompareAbilityId=~Value," ",~Operator," ",~Value OperatorCompareAbilityIdHint="Для сравнения изученной героем способности используйте раздел условий ''Сравнение способностей героя''" OperatorCompareBuffId="Сравнение заклинаний/эффектов" OperatorCompareBuffId=~Value," ",~Operator," ",~Value OperatorCompareBuffIdHint="Для того, чтобы узнать, имеет ли боевая единица определённый тип заклинания/эффект, используйте раздел условий ''Сравнение логических''" OperatorCompareDestructible="Сравнение разрушаемых объектов" OperatorCompareDestructible=~Value," ",~Operator," ",~Value OperatorCompareDestructibleHint= OperatorCompareDestructableCode="Сравнение типов разрушаемых объектов" OperatorCompareDestructableCode=~Value," ",~Operator," ",~Value OperatorCompareDestructableCodeHint= OperatorCompareButton="Сравнение диалоговых кнопок" OperatorCompareButton=~Value," ",~Operator," ",~Value OperatorCompareButtonHint= OperatorCompareGameDifficulty="Сравнение сложностей игры" OperatorCompareGameDifficulty=~Value," ",~Operator," ",~Value OperatorCompareGameDifficultyHint= OperatorCompareGameSpeed="Сравнение скоростей игры" OperatorCompareGameSpeed=~Value," ",~Operator," ",~Value OperatorCompareGameSpeedHint= OperatorCompareHeroSkill="Сравнение способностей героя" OperatorCompareHeroSkill=~Value," ",~Operator," ",~Value OperatorCompareHeroSkillHint= OperatorCompareInteger="Сравнение целочисленных" OperatorCompareInteger=~Value," ",~Operator," ",~Value OperatorCompareIntegerHint= OperatorCompareItem="Сравнение предметов" OperatorCompareItem=~Value," ",~Operator," ",~Value OperatorCompareItemHint= OperatorCompareItemType="Сравнение классов предметов" OperatorCompareItemType=~Value," ",~Operator," ",~Value OperatorCompareItemTypeHint= OperatorCompareItemCode="Сравнение типов предметов" OperatorCompareItemCode=~Value," ",~Operator," ",~Value OperatorCompareItemCodeHint= OperatorCompareMeleeDifficulty="Сравнение Melee ИИ" OperatorCompareMeleeDifficulty=~Value," ",~Operator," ",~Value OperatorCompareMeleeDifficultyHint= OperatorCompareOrderCode="Сравнение приказов" OperatorCompareOrderCode=~Value," ",~Operator," ",~Value OperatorCompareOrderCodeHint= OperatorComparePlayer="Сравнение игроков" OperatorComparePlayer=~Value," ",~Operator," ",~Value OperatorComparePlayerHint= OperatorComparePlayerColor="Сравнение цвета игроков" OperatorComparePlayerColor=~Value," ",~Operator," ",~Value OperatorComparePlayerColorHint= OperatorComparePlayerControl="Сравнение управляющих игроками" OperatorComparePlayerControl=~Value," ",~Operator," ",~Value OperatorComparePlayerControlHint= OperatorComparePlayerSlotStatus="Сравнение слот-статусов игроков" OperatorComparePlayerSlotStatus=~Value," ",~Operator," ",~Value OperatorComparePlayerSlotStatusHint= //OperatorComparePoint="Point Comparison" //OperatorComparePoint=~Value," ",~Operator," ",~Value //OperatorComparePointHint= OperatorCompareRace="Сравнение рас" OperatorCompareRace=~Value," ",~Operator," ",~Value OperatorCompareRaceHint= OperatorCompareReal="Сравнение реальных" OperatorCompareReal=~Value," ",~Operator," ",~Value OperatorCompareRealHint= //OperatorCompareRegion="Region Comparison" //OperatorCompareRegion=~Value," ",~Operator," ",~Value //OperatorCompareRegionHint= OperatorCompareString="Сравнение строк" OperatorCompareString=~Value," ",~Operator," ",~Value OperatorCompareStringHint="Чтобы строки были признаны равными, у них должна быть одинаковая длина и одинаковые символы." OperatorCompareTechCode="Сравнение типов улучшений" OperatorCompareTechCode=~Value," ",~Operator," ",~Value OperatorCompareTechCodeHint= OperatorCompareTrigger="Сравнение триггеров" OperatorCompareTrigger=~Value," ",~Operator," ",~Value OperatorCompareTriggerHint= OperatorCompareUnit="Сравнение боевых единиц" OperatorCompareUnit=~Value," ",~Operator," ",~Value OperatorCompareUnitHint= OperatorCompareUnitCode="Сравнение типов боевых единиц" OperatorCompareUnitCode=~Value," ",~Operator," ",~Value OperatorCompareUnitCodeHint= OperatorCompareTerrainType="Сравнение типа ландшафта" OperatorCompareTerrainType=~Value," ",~Operator," ",~Value OperatorCompareTerrainTypeHint= GetBooleanAnd="И" GetBooleanAnd=~Condition 1," и ",~Condition 2," выполняются" GetBooleanAndHint= GetBooleanOr="Или" GetBooleanOr=~Condition 1," или ",~Condition 2," выполняется" GetBooleanOrHint= AndMultiple="И, несколько условий" AndMultiple="И - Все (Условия) выполняются" AndMultipleHint="Условия для этой функции добавляются в главном окне Редактора триггеров." OrMultiple="Или, несколько условий" OrMultiple="Или - Любое (Условие) выполняется" OrMultipleHint="Условия для этой функции добавляются в главном окне Редактора триггеров." //*************************************************************************** [TriggerActionStrings] DoNothing="Ничего не делать" DoNothing="Ничего не делать" DoNothingHint= CommentString="Комментарий" CommentString="-------- ",~Текст комментария," --------" CommentStringHint= CustomScriptCode="Jass-код" CustomScriptCode="Jass-код: ",~Script Code CustomScriptCodeHint="Введите одну строку Jass-кода. Пример: 'call my_func(udg_my_var)'" TriggerSleepAction="Ожидание" TriggerSleepAction="Ждать ",~Time," секунд" TriggerSleepActionHint="Длительность этого ожидания основана на секундах реального времени." PolledWait="Ожидание (По времени в игре)" PolledWait="Ждать ",~Time," секунд в игре" PolledWaitHint="Длительность этого ожидания основана на секундах времени игры. Ожидание может быть немного больше, чем надо." WaitForCondition="Ожидание выполнения условия" WaitForCondition="Ждать, пока не выполнится условие ",~Condition,", проверяя каждые ",~Interval," секунд" WaitForConditionHint= WaitForSoundBJ="Ожидание звука" WaitForSoundBJ="Ждать, пока звук ",~Sound," не воспроизведётся до ",~Time," секунд до конца" WaitForSoundBJHint="Это действие ожидает, если звук проигрывается. Если же звук не проигрывается или уже проигран, действие ничего не сделает." // Контролируется Редактором. SetVariable="Задать переменную" SetVariable="Задать переменной ",~Variable," значение ",~Value SetVariableHint= // Контролируется Редактором. ReturnAction="Пропустить оставшиеся действия" ReturnAction="Пропустить оставшиеся действия" ReturnActionHint="Это действие пропускает все оставшиеся действия триггера." // Контролируется Редактором. IfThenElseMultiple="Если / То / Иначе, несколько условий" IfThenElseMultiple="Если (Все условия выполняются), то",," выполнить (Действия), иначе выполнить (Другие действия)" IfThenElseMultipleHint="Добавьте условия и действия в главном окне Редактора триггеров." // Контролируется Редактором. IfThenElse="Если / То / Иначе" IfThenElse="Если выполняется условие ",~Condition," то выполнить действие ",~Action,", иначе выполнить действие ",~Action IfThenElseHint= // Контролируется Редактором. ForLoopAMultiple="Для каждого значения (Integer A) выполнить действия" ForLoopAMultiple="Для каждого значения (Integer A) от ",~Start," до ",~End," выполнить (Действия)" ForLoopAMultipleHint="Добавьте действия в главном окне Редактора триггеров. Конечное значение должно быть больше начального." // Контролируется Редактором. ForLoopBMultiple="Для каждого значения (Integer B) выполнить действия" ForLoopBMultiple="Для каждого значения (Integer B) от ",~Start," до ",~End," выполнить (Действия)" ForLoopBMultipleHint="Добавьте действия в главном окне Редактора триггеров. Конечное значение должно быть больше начального." // Контролируется Редактором. ForLoopVarMultiple="Для каждого значения (Integer) выполнить действия" ForLoopVarMultiple="Для каждого значения (Целочисленной ",~Variable,") от ",~Start," до ",~End," выполнить (Действия)" ForLoopVarMultipleHint="Добавьте действия в главном окне Редактора триггеров. Конечное значение должно быть больше начального." // Контролируется Редактором. ForLoopA="Для каждого значения (Integer A) выполнить действие" ForLoopA="Для каждого значения (Integer A) от ",~Start," до ",~End," выполнить действие ",~Action ForLoopAHint="Конечное значение должно быть больше начального." // Контролируется Редактором. ForLoopB="Для каждого значения (Integer B) выполнить действие" ForLoopB="Для каждого значения (Integer B) от ",~Start," до ",~End," выполнить действие ",~Action ForLoopBHint="Конечное значение должно быть больше начального." // Контролируется Редактором. ForLoopVar="Для каждого значения (Integer) выполнить действие" ForLoopVar="Для каждого значения (Целочисленной ",~Variable,") от ",~Start," до ",~End," выполнить действие ",~Action ForLoopVarHint="Конечное значение должно быть больше начального." // AI actions StartMeleeAI="Запустить ИИ-скрипт сражения" StartMeleeAI="Запустить ИИ-скрипт сражения для игрока ",~Player,": ",~Script StartMeleeAIHint="Это действие должно быть использовано только для игроков, управляемых компьютером. При использовании этого действия лучше поставить флажок ''Фикс. параметры игрока.''" StartCampaignAI="Запустить ИИ-скрипт кампании" StartCampaignAI="Запустить ИИ-скрипт кампании для игрока ",~Player,": ",~Script StartCampaignAIHint="Это действие должно быть использовано только для игроков, управляемых компьютером. При использовании этого действия лучше поставить флажок ''Фикс. параметры игрока.''" CommandAI="Отправить команду ИИ" CommandAI="Отправить игроку ",~Player," ИИ-команду (",~Command,", ",~Data,")" CommandAIHint="Это действие предназначено для использования в ИИ-скриптах." RemoveGuardPosition="Игнорировать пост боевой единицы" RemoveGuardPosition="Игнорировать пост боевой единицы ",~Unit RemoveGuardPositionHint="Это действие не влияет на героев и работников." RemoveAllGuardPositions="Игнорировать посты боевых единиц игрока" RemoveAllGuardPositions="Игнорировать посты боевых единиц игрока ",~Player RemoveAllGuardPositionsHint="Это действие не влияет на героев и работников." RecycleGuardPosition="Использовать пост боевой единицы" RecycleGuardPosition="Использовать пост боевой единицы ",~Unit RecycleGuardPositionHint= LockGuardPosition="Зафиксировать пост боевой единицы" LockGuardPosition="Зафиксировать пост боевой единицы ",~Unit LockGuardPositionHint= // Animation actions SetUnitAnimation="Проиграть анимацию боевой единицы" SetUnitAnimation="Проиграть анимацию боевой единицы ",~Unit," (",~Animation Name,")" SetUnitAnimationHint="Используйте действие ''Сбросить анимацию боевой единицы'', чтобы вернуть боевой единице нормальную анимацию." SetUnitAnimationWithRarity="Проигрывать анимацию боевой единицы" SetUnitAnimationWithRarity="Проигрывать анимацию боевой единицы ",~Unit," (",~Animation Name,") ",~Rarity SetUnitAnimationWithRarityHint="Эта анимация будет повторяться до сброса анимации боевой единицы." QueueUnitAnimationBJ="Поставить анимацию боевой единицы в очередь" QueueUnitAnimationBJ="Поставить анимацию боевой единицы ",~Unit," (",~Animation Name,") в очередь на проигрывание" QueueUnitAnimationBJHint= ResetUnitAnimation="Сбросить анимацию боевой единицы" ResetUnitAnimation="Сбросить анимацию боевой единицы ",~Unit ResetUnitAnimationHint= AddUnitAnimationPropertiesBJ="Добавить/удалить тег анимации боевой единице" AddUnitAnimationPropertiesBJ=~Add/Remove," тэг ",~Tag," анимации боевой единице",~Unit AddUnitAnimationPropertiesBJHint= SetUnitLookAt="Зафиксировать поворот части тела боевой единицы" SetUnitLookAt="Зафиксировать угол поворота части тела боевой"," единицы ",~Unit," (",~Source,") на боевой единице ",~Unit,", отклонение на (",~X,", ",~Y,", ",~Z,")" SetUnitLookAtHint="Часть тела будет повёрнута в заданном направлении, пока не будет использовано дейстивие ''Сброс угла поворота части тела боевой единицы''" ResetUnitLookAt="Сброс угла поворота частей тела боевой единицы ResetUnitLookAt="Сброс угла поворота частей тела боевой единицы ",~Unit ResetUnitLookAtHint= SetUnitScalePercent="Изменить размер боевой единицы" SetUnitScalePercent="Изменить размер боевой единицы ",~Unit," на (",~X,"%, ",~Y,"%, ",~Z,"%) от оригинального размера" SetUnitScalePercentHint= SetUnitVertexColorBJ="Изменить цвет боевой единицы" SetUnitVertexColorBJ="Изменить цвет боевой единицы ",~Unit," на (",~Red,"%, ",~Green,"%, ",~Blue,"%) с прозрачностью ",~Transparency,"%" SetUnitVertexColorBJHint= SetUnitTimeScalePercent="Изменить скорость анимации боевой единицы" SetUnitTimeScalePercent="Изменить скорость анимации боевой единицы ",~Unit," на ",~Percent,"% от оригинальной" SetUnitTimeScalePercentHint="Чтобы вернуть скорость анимации по умолчанию, задайте изменение, равное 100%." SetUnitTurnSpeedBJ="Изменить скорость поворота боевой единицы" SetUnitTurnSpeedBJ="Изменить скорость поворота боевой единицы ",~Unit," на ",~Value SetUnitTurnSpeedBJHint= SetUnitBlendTimeBJ="Изменить скорость поворота тела боевой единицы" SetUnitBlendTimeBJ="Изменить скорость поворота тела боевой единицы ",~Unit," на ",~Value SetUnitBlendTimeBJHint= SetUnitFlyHeightBJ="Изменить высоту полёта боевой единицы" SetUnitFlyHeightBJ="Изменить высоту полёта боевой единицы ",~Unit," на ",~Height," за ",~Rate," (сек./1000)" SetUnitFlyHeightBJHint= SetUnitPropWindowBJ="Изменить пропорциональный угол боевой единицы" SetUnitPropWindowBJ="Изменить пропорциональный угол боевой единицы ",~Unit," на ",~Angle SetUnitPropWindowBJHint= SetDestructableAnimationBJ="Проиграть анимацию разрушаемого объекта" SetDestructableAnimationBJ="Проиграть анимацию разрушаемого объекта ",~Destructible," (",~Animation Name,")" SetDestructableAnimationBJHint= QueueDestructableAnimationBJ="Поставить анимацию разрушаемого объекта в очередь" QueueDestructableAnimationBJ="Поставить анимацию разрушаемого объекта ",~Destructible," (",~Animation Name,") в очередь" QueueDestructableAnimationBJHint= SetDestAnimationSpeedPercent="Изменить скорость анимации разрушаемого объекта" SetDestAnimationSpeedPercent="Изменить скорость анимации разрушаемого объекта ",~Destructible," на ",~Percent,"% от оригинальной" SetDestAnimationSpeedPercentHint= SetDoodadAnimationRectBJ="Проиграть анимацию декорациям в области" SetDoodadAnimationRectBJ="Проиграть анимацию ",~Animation Name," для типа декораций ",~Doodad Type," в области ",~Rect SetDoodadAnimationRectBJHint="Специальные анимации: ''show'', ''hide'', ''soundon'', ''soundoff''" SetDoodadAnimationBJ="Проиграть анимацию декорациям в радиусе" SetDoodadAnimationBJ="Проиграть анимацию ",~Animation Name," для типа декораций ",~Doodad Type," в радиусе ",~Radius," от точки ",~Point SetDoodadAnimationBJHint="Специальные анимации: ''show'', ''hide'', ''soundon'', ''soundoff''" // Camera actions CameraSetupApplyForPlayer="Применить объект камеры (За время)" CameraSetupApplyForPlayer="",~Apply Method," ",~Camera Object," для игрока ",~Player," за ",~Time," секунд" CameraSetupApplyForPlayerHint= PanCameraToTimedLocForPlayer="Переместить камеру (За время)" PanCameraToTimedLocForPlayer="Переместить камеру для игрока ",~Player," в точку ",~Point," за ",~Time," секунд" PanCameraToTimedLocForPlayerHint= PanCameraToTimedLocWithZForPlayer="Переместить камеру с изменением высоты (За время)" PanCameraToTimedLocWithZForPlayer="Переместить камеру для игрока ",~Player," в точку ",~Point,", установив высоту ",~Z," над землёй за ",~Time," секунд" PanCameraToTimedLocWithZForPlayerHint="Камера не может опуститься ниже уровня земли." SmartCameraPanBJ="Переместить камеру с анализом (За время)" SmartCameraPanBJ="Переместить камеру с анализом для игрока ",~Player," в точку ",~Point," за ",~Time," секунд" SmartCameraPanBJHint="Если камера очень далеко от цели, она будет пермещена к ней мгновенно. Если же камера близко к цели, запрос будет проигнорирован." SetCameraFieldForPlayer="Установить поле камеры (За время)" SetCameraFieldForPlayer="Установить для игрока ",~Player," поле камеры ",~Field," на значение ",~Value," за ",~Time," секунд" SetCameraFieldForPlayerHint= RotateCameraAroundLocBJ="Вращать камеру вокруг точки" RotateCameraAroundLocBJ="Вращать камеру под углом ",~Angle," градусов вокруг точки ",~Point," для игрока ",~Player," за ",~Time," секунд" RotateCameraAroundLocBJHint= SetCameraTargetControllerNoZForPlayer="Закрепить камеру на боевой единице" SetCameraTargetControllerNoZForPlayer="Закрепить камеру для игрока ",~Player," на боевой единице ",~Unit,", смещение на (",~X,", ",~Y,"), используя источник вращения ",~Rotation Source SetCameraTargetControllerNoZForPlayerHint="Целью камеры будет смещение на (X, Y) он центральной точки между ногами боевой единицы." SetCameraOrientControllerForPlayerBJ="Закрепить ориентацию камеры на боевой единице" SetCameraOrientControllerForPlayerBJ="Закрепить ориентацию камеры для игрока ",~Player," на боевой единице ",~Unit,", смещение на (",~X,", ",~Y,")" SetCameraOrientControllerForPlayerBJHint= SetCinematicCameraForPlayer="Запустить камеру ролика" SetCinematicCameraForPlayer="Запустить камеру ролика для игрока ",~Player," из файла ",~Camera File SetCinematicCameraForPlayerHint= StopCameraForPlayerBJ="Остановить камеру" StopCameraForPlayerBJ="Остановить камеру для игрока ",~Player StopCameraForPlayerBJHint= ResetToGameCameraForPlayer="Установить игровую камеру по умолчанию" ResetToGameCameraForPlayer="Установить игровую камеру по умолчанию для игрока ",~Player," за ",~Time," секунд" ResetToGameCameraForPlayerHint= CameraSetSmoothingFactorBJ="Изменить фактор плавности камеры" CameraSetSmoothingFactorBJ="Изменить фактор плавности камеры на ",~Factor CameraSetSmoothingFactorBJHint= CameraResetSmoothingFactorBJ="Сбросить фактор плавности камеры" CameraResetSmoothingFactorBJ="Сбросить фактор плавности камеры" CameraResetSmoothingFactorBJHint= CameraSetSourceNoiseForPlayer="Раскачивать источник камеры" CameraSetSourceNoiseForPlayer="Раскачивать источник камеры для игрока ",~Player," с величиной ",~Magnitude," и скоростью ",~Velocity CameraSetSourceNoiseForPlayerHint="Постоянно раскачивает источник камеры, пока действие не будет сброшено через ''Камера - Установить игровую камеру по умолчанию'' или ''Камера - Прекратить раскачивание/тряску камеры''." CameraSetTargetNoiseForPlayer="Раскачивать цель камеры" CameraSetTargetNoiseForPlayer="Раскачивать цель камеры для игрока ",~Player," с величиной ",~Magnitude," и скоростью ",~Velocity CameraSetTargetNoiseForPlayerHint="Постоянно раскачивает цель камеры, пока действие не будет сброшено через ''Камера - Установить игровую камеру по умолчанию'' или ''Камера - Прекратить раскачивание/тряску камеры''." CameraSetEQNoiseForPlayer="Трясти камеру" CameraSetEQNoiseForPlayer="Трясти камеру для игрока ",~Player," с величиной ",~Magnitude CameraSetEQNoiseForPlayerHint="Постоянно трясёт камеру, пока действие не будет сброшено через ''Камера - Установить игровую камеру по умолчанию'' или ''Камера - Прекратить раскачивание/тряску камеры''." CameraClearNoiseForPlayer="Прекратить раскачивание/тряску камеры" CameraClearNoiseForPlayer="Прекратить раскачивание/тряску камеры для игрока ",~Player CameraClearNoiseForPlayerHint="Прекращает действия ''Камера - Раскачивать источник/цель камеры'' и ''Камера - Трясти камеру''." AdjustCameraBoundsForPlayerBJ="Расширить/сжать границы камеры" AdjustCameraBoundsForPlayerBJ=~Extend/Shrink," границы камеры для игрока ",~Player,": западную на ",~West,", восточную на ",~East,", северную на ",~North,", южную на ",~South AdjustCameraBoundsForPlayerBJHint= SetCameraBoundsToRectForPlayerBJ="Установить границы камеры" SetCameraBoundsToRectForPlayerBJ="Установить границы камеры для игрока ",~Player," на область ",~Region SetCameraBoundsToRectForPlayerBJHint="Закрепляет игровую камеру на определённую область. При смене этого параметра, масштаб на миникарте не меняется. Может быть выполнено только если камера направлена на север." SetCameraQuickPositionLocForPlayer="Установить точку пробела" SetCameraQuickPositionLocForPlayer="Установить точку пробела для игрока ",~Player," на ",~Point SetCameraQuickPositionLocForPlayerHint="Точка пробела - это такая точка, к которой перемещается камера при нажатии игроком пробела." // Cinematic actions TransmissionFromUnitWithNameBJ="Трансмиссия от боевой единицы" TransmissionFromUnitWithNameBJ="Отправить трансмиссию игрокам ",~Player Group," от боев. единицы ",~Unit," с именем ",~Name,": Играть звук ",~Sound," и показывать сообщение ",~Message,". Изменить длительность: ",~Method," ",~Time," сек. и ",~Wait/Don't Wait TransmissionFromUnitWithNameBJHint="Длительность опции ''Нет звука'' - 5 секунд." TransmissionFromUnitTypeWithNameBJ="Трансмиссия от типа боевой единицы" TransmissionFromUnitTypeWithNameBJ="Отправить трансмиссию игрокам ",~Player Group," от боев. единицы игрока ",~Player," типа ",~Unit-Type," с именем ",~Name," в точке ",~Point,": Играть звук ",~Sound," и показывать сообщение ",~Message,". Изменить длительность: ",~Method," ",~Time," сек. и ",~Wait/Don't Wait TransmissionFromUnitTypeWithNameBJHint="Длительность опции ''Нет звука'' - 5 секунд." ForceCinematicSubtitlesBJ="Пропустить отключение субтитров" ForceCinematicSubtitlesBJ=~On/Off," пропуск отключения субтитров" ForceCinematicSubtitlesBJHint="Включение этой опции даст в результате показ текста трансмиссии, даже если у игрока отключены субтитры." CinematicModeBJ="Режим ролика" CinematicModeBJ=~On/Off," режим ролика для группы игроков ",~Player Group CinematicModeBJHint= CinematicModeExBJ="Режим ролика (За время)" CinematicModeExBJ=~On/Off," режим ролика для группы игроков ",~Player Group," за ",~Time," секунд" CinematicModeExBJHint= CinematicFadeBJ="Фильтр затемнения" CinematicFadeBJ="Применить фильтр затемнения ",~Fade Type," за ",~Duration," секунд, используя текстуру ",~Texture," и цвет (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" CinematicFadeBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим." CinematicFilterGenericBJ="Продвинутый фильтр" CinematicFilterGenericBJ="Применить фильтр за ",~Duration," сек., используя метод размытия ",~Blending Method," на текстуре ",~Texture," с начальным цветом (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачным на ",~Transparency,"% и конечным цветом (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачным на ",~Transparency,"%" CinematicFilterGenericBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим." DisplayCineFilterBJ="Показать/Скрыть фильтр" DisplayCineFilterBJ=~Show/Hide," фильтр" DisplayCineFilterBJHint= PingMinimapLocForForce="Отметить точку на мини-карте" PingMinimapLocForForce="Отметить на мини-карте для группы игроков ",~Player Group," точку ",~Point," в течение ",~Duration," секунд" PingMinimapLocForForceHint= PingMinimapLocForForceEx="Отметить точку на мини-карте с заданием цвета" PingMinimapLocForForceEx="Отметить на мини-карте для группы игроков ",~Player Group," точку ",~Point," в течение ",~Duration," секунд, используя стиль отметки ",~Style," и цвет ("~Red,"%, ",~Green,"%, ",~Blue,"%)" PingMinimapLocForForceExHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Отметки с типом ''Внимание'' всегда красные." UnitAddIndicatorBJ="Создать индикатор разговора на боевой единице" UnitAddIndicatorBJ="Создать индикатор разговора на боевой единице ",~Unit," цвета (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" UnitAddIndicatorBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим." DestructableAddIndicatorBJ="Создать индикатор разговора на разр. объекте" DestructableAddIndicatorBJ="Создать индикатор разговора на разрушаемом объекте ",~Destructible," цвета (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" DestructableAddIndicatorBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим." ItemAddIndicatorBJ="Создать индикатор разговора на предмете" ItemAddIndicatorBJ="Создать индикатор разговора на предмете ",~Item," цвета (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" ItemAddIndicatorBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим." ClearTextMessagesBJ="Очистить текстовые сообщения" ClearTextMessagesBJ="Очистить текстовые сообщения на экранах"," группы игроков ",~Player Group ClearTextMessagesBJHint= ShowInterfaceForceOff="Скрыть интерфейс" ShowInterfaceForceOff="Скрыть интерфейс для группы игроков ",~Player Group,": затемнение за ",~Duration," секунд" ShowInterfaceForceOffHint= ShowInterfaceForceOn="Показать интерфейс" ShowInterfaceForceOn="Показать интерфейс для группы игроков ",~Player Group,": ввод изображения за ",~Duration," секунд" ShowInterfaceForceOnHint= SetUserControlForceOff="Заблокировать пользовательский контроль" SetUserControlForceOff="Заблокировать пользовательский контроль"," для группы игроков ",~Player Group SetUserControlForceOffHint= SetUserControlForceOn="Разблокировать пользовательский контроль" SetUserControlForceOn="Разблокировать пользовательский контроль"," для группы игроков ",~Player Group SetUserControlForceOnHint= EnableOcclusionBJ="Включить/отключить режим ''затвора''" EnableOcclusionBJ=~Enable/Disable," режим ''затвора'' для группы игроков ",~Player Group EnableOcclusionBJHint="Когда ''затвор'' включён, деревья, блокирующие обзор боевых единиц, становятся прозрачными." EnableWorldFogBoundaryBJ="Включить/отключить затемнение границ" EnableWorldFogBoundaryBJ=~Enable/Disable," затемнение границ для группы игроков ",~Player Group EnableWorldFogBoundaryBJHint= // Countdown Timer actions StartTimerBJ="Запустить таймер" StartTimerBJ="Запустить ",~Timer," как ",~One-Shot/Repeating," таймер, который истечёт через ",~Time," секунд" StartTimerBJHint= PauseTimerBJ="Приостановить/возобновить таймер" PauseTimerBJ=~Pause/Resume," таймер ",~Timer PauseTimerBJHint= CreateTimerDialogBJ="Создать окно таймера" CreateTimerDialogBJ="Создать окно таймера для таймера ",~Timer," с названием ",~Title CreateTimerDialogBJHint="Окна таймера не будут отображаться при инициализации карты." DestroyTimerDialogBJ="Уничтожить окно таймера" DestroyTimerDialogBJ="Уничтожить окно таймера ",~Timer Window DestroyTimerDialogBJHint= TimerDialogDisplayForPlayerBJ="Показать/скрыть окно таймера для игрока" TimerDialogDisplayForPlayerBJ=~Show/Hide," окно таймера ",~Timer Window," для игрока ",~Player TimerDialogDisplayForPlayerBJHint="Окна таймера не будут отображаться при инициализации карты." TimerDialogDisplayBJ="Показать/скрыть окно таймера" TimerDialogDisplayBJ=~Show/Hide," окно таймера ",~Timer Window TimerDialogDisplayBJHint="Окна таймера не будут отображаться при инициализации карты." TimerDialogSetTitleBJ="Изменить название окна таймера" TimerDialogSetTitleBJ="Изменить название окна таймера ",~Timer Window," на ",~Title TimerDialogSetTitleBJHint= TimerDialogSetTitleColorBJ="Изменить цвет названия окна таймера" TimerDialogSetTitleColorBJ="Изменить цвет названия окна таймера ",~Timer Window," на (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" TimerDialogSetTitleColorBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим." TimerDialogSetTimeColorBJ="Изменить цвет времени окна таймера" TimerDialogSetTimeColorBJ="Изменить цвет времени окна таймера ",~Timer Window," на (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" TimerDialogSetTimeColorBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим." //TimerDialogSetSpeedBJ="Set Timer Window Speed" //TimerDialogSetSpeedBJ="Set the speed of ",~Timer Window," to be ",~Factor," times normal speed" //TimerDialogSetSpeedBJHint= // Destructable actions CreateDestructableLoc="Создать" CreateDestructableLoc="Создать разрушаемый объект типа ",~Destructible-Type," в точке ",~Point,", повёрнутую на ",~Direction," с масштабом ",~Scale," и вариацией ",~Variation CreateDestructableLocHint="Угол поворота задаётся в градусах, где 0 - восток, а 90 - север. Используйте реакцию ''Последний созданный разрушаемый объект'', чтобы сослаться на этот объект." CreateDeadDestructableLocBJ="Создать (уничтоженный)" CreateDeadDestructableLocBJ="Создать уничтоженный разрушаемый объект типа ",~Destructible-Type," в точке ",~Point,", повёрнутую на ",~Direction," с масштабом ",~Scale," и вариацией ",~Variation CreateDeadDestructableLocBJHint="Угол поворота задаётся в градусах, где 0 - восток, а 90 - север. Используйте реакцию ''Последний созданный разрушаемый объект'', чтобы сослаться на этот объект." KillDestructable="Уничтожить" KillDestructable="Уничтожить разрушаемый объект ",~Destructible KillDestructableHint= RemoveDestructable="Удалить" RemoveDestructable="Удалить разрушаемый объект ",~Destructible RemoveDestructableHint= DestructableRestoreLife="Восстановить" DestructableRestoreLife="Восстановить разрушаемый объект ",~Destructible," с ",~Value," ед. здоровья; ",~Show/Hide," анимацию восстановления" DestructableRestoreLifeHint= ShowDestructableBJ="Показать/скрыть" ShowDestructableBJ=~Show/Hide," разрушаемый объект ",~Destructible ShowDestructableBJHint="Скрытые разрушаемые объекты невидимы, но продолжают влиять на проходимость." SetDestructableLifePercentBJ="Установить здоровье (на процент)" SetDestructableLifePercentBJ="Установить здоровье разрушаемого объекта ",~Destructible," на ",~Percent,"%" SetDestructableLifePercentBJHint= SetDestructableLife="Установить здоровье (на значение)" SetDestructableLife="Установить здоровье разрушаемого объекта ",~Destructible," на ",~Value SetDestructableLifeHint= SetDestructableMaxLifeBJ="Установить максимальное здоровье" SetDestructableMaxLifeBJ="Установить максимальное здоровье разрушаемого"," объекта ",~Destructible," на ",~Value SetDestructableMaxLifeBJHint= ModifyGateBJ="Открыть/закрыть/уничтожить ворота" ModifyGateBJ=~Open/Close/Destroy," ворота ",~Gate ModifyGateBJHint= ChangeElevatorWalls="Открыть/закрыть/уничтожить стены подъёмника" ChangeElevatorWalls=~Open/Close," стены ",~Walls," подъёмника ",~Elevator ChangeElevatorWallsHint= ChangeElevatorHeight="Установить высоту подъёмника" ChangeElevatorHeight="Установить высоту подъёмника ",~Elevator," на ",~Height ChangeElevatorHeightHint= SetDestructableInvulnerableBJ="Сделать неуязвимым/уязвимым" SetDestructableInvulnerableBJ="Сделать разрушаемый объект ",~Destructible," ",~Invulnerable/Vulnerable SetDestructableInvulnerableBJHint= SetDestructableOccluderHeight="Установить высоту блокирования пути" SetDestructableOccluderHeight="Установить высоту блокирования"," пути разрушаемого объекта ",~Destructible," на ",~Height SetDestructableOccluderHeightHint= EnumDestructablesInRectAllMultiple="Для каждого разрушаемого объекта в области выполнить (Действия)" EnumDestructablesInRectAllMultiple="Для каждого разрушаемого объекта в области ",~Region," выполнить (Действия)" EnumDestructablesInRectAllMultipleHint="Используйте реакцию ''Выбранный разрушаемый объект'' для ссылки на каждый выбранный разрушаемый объект. Действия типа ''Ждать'' нельзя использовать внутри блока действий. Действия добавляются в главном окне Редактора триггеров." EnumDestructablesInCircleBJMultiple="Для каждого разрушаемого объекта в радиусе выполнить (Действия)" EnumDestructablesInCircleBJMultiple="Для каждого разрушаемого объекта в радиусе ",~Radius," от точки ",~Point," выполнить (Действия)" EnumDestructablesInCircleBJMultipleHint="Используйте реакцию ''Выбранный разрушаемый объект'' для ссылки на каждый выбранный разрушаемый объект. Действия типа ''Ждать'' нельзя использовать внутри блока действий. Действия добавляются в главном окне Редактора триггеров." EnumDestructablesInRectAll="Для каждого разрушаемого объекта в области выполнить действие" EnumDestructablesInRectAll="Для каждого разрушаемого объекта в области ",~Region," выполнить действие ",~Action EnumDestructablesInRectAllHint="Используйте реакцию ''Выбранный разрушаемый объект'' для ссылки на каждый выбранный разрушаемый объект. Действия типа ''Ждать'' нельзя использовать внутри блока действий." EnumDestructablesInCircleBJ="Для каждого разрушаемого объекта в радиусе выполнить действие" EnumDestructablesInCircleBJ="Для каждого разрушаемого объекта в радиусе ",~Radius," от точки ",~Point," выполнить действие ",~Action EnumDestructablesInCircleBJHint="Используйте реакцию ''Выбранный разрушаемый объект'' для ссылки на каждый выбранный разрушаемый объект. Действия типа ''Ждать'' нельзя использовать внутри блока действий." // Dialog actions DialogDisplayBJ="Показать/скрыть диалог" DialogDisplayBJ=~Show/Hide," диалог ",~Dialog," для игрока ",~Player DialogDisplayBJHint="Диалог не может быть показан при инициализации карты." DialogSetMessageBJ="Изменить название диалога" DialogSetMessageBJ="Изменить название диалога ",~Dialog," на ",~Title DialogSetMessageBJHint= DialogAddButtonBJ="Создать диалоговую кнопку" DialogAddButtonBJ="Создать кнопку для диалога ",~Dialog," с текстом ",~Text DialogAddButtonBJHint= DialogClearBJ="Очистить диалог" DialogClearBJ="Очистить диалог ",~Dialog DialogClearBJHint="Очищает все кнопки и обнуляет название указанного диалога." // Environment actions AddWeatherEffectSaveLast="Создать погодный эффект" AddWeatherEffectSaveLast="Создать в области ",~Region," погодный эффект ",~Weather Id AddWeatherEffectSaveLastHint= EnableWeatherEffect="Включить/выключить погодный эффект" EnableWeatherEffect="Изменить активацию погодного эффекта ",~Weather Effect,": ",~On/Off EnableWeatherEffectHint="Погодные эффекты создаются действием ''Окружение - Создать погодный эффект''." RemoveWeatherEffectBJ="Удалить погодный эффект" RemoveWeatherEffectBJ="Удалить погодный эффект ",~Weather Effect RemoveWeatherEffectBJHint= TerrainDeformationCraterBJ="Создать деформацию земли: кратер" TerrainDeformationCraterBJ="Создать на ",~Duration," секунд деформацию земли ",~Type," (кратер) в точке ",~Point," с радиусом ",~Radius," и глубиной ",~Depth TerrainDeformationCraterBJHint="Используйте реакцию ''Последняя созданная деформация'' для ссылки на эту деформацию. Для возвышенности глубина должна быть негативной. Мгновенные деформации не сохраняются при сохранении игры." TerrainDeformationRippleBJ="Создать деформацию земли: волнообразность" TerrainDeformationRippleBJ="Создать на ",~Duration," секунд деформацию земли ",~Type," (волнообразность) в точке ",~Point," с начальным радиусом ",~Radius,", конечным радиусом ",~Radius," и глубиной ",~Depth,", создавая на протяжении ",~Time," секунд волны, разделённые интервалами по ",~Distance," секунд" TerrainDeformationRippleBJHint="Используйте реакцию ''Последняя созданная деформация'' для ссылки на эту деформацию." TerrainDeformationWaveBJ="Создать деформацию земли: волнистость" TerrainDeformationWaveBJ="Создать на ",~Duration," секунд деформацию земли (волнистость) от источника ",~Source," до цели ",~Target," радиуса ",~Radius,", глубины ",~Depth," и задержкой в ",~Delay," секунд" TerrainDeformationWaveBJHint="Используйте реакцию ''Последняя созданная деформация'' для ссылки на эту деформацию. Для возвышенности глубина должна быть негативной." TerrainDeformationRandomBJ="Создать деформацию земли: случайная" TerrainDeformationRandomBJ="Создать на ",~Duration," секунд деформацию земли (случайная) в точке ",~Point," с радиусом ",~Radius,", используя случайную глубину между минимумом ",~Minimum," и максимумом ",~Maximum,", меняя её каждые ",~Update Interval," сек." TerrainDeformationRandomBJHint="Используйте реакцию ''Последняя созданная деформация'' для ссылки на эту деформацию." TerrainDeformationStopBJ="Остановить деформацию земли" TerrainDeformationStopBJ="Остановить деформацию земли ",~Terrain Deformation," за ",~Duration," секунд" TerrainDeformationStopBJHint="Остановка деформации происходит плавно за указанный период времени." TerrainDeformStopAll="Остановить все деформации земли" TerrainDeformStopAll="Остановить мгновенно все деформации земли" TerrainDeformStopAllHint="Включает в себя также и деформации от способностей." SetWaterDeforms="Включить/выключить деформацию воды" SetWaterDeforms=~On/Off," деформацию воды" SetWaterDeformsHint="Когда эта опция включена, деформации будут также применяться к водной поверхности. Не работает с мгновенными деформациями." SetTerrainTypeBJ="Изменить тип ландшафта" SetTerrainTypeBJ="Изменить тип ландшафта в точке ",~Location," на тип ",~Terrain Type,", используя вариацию ",~Variation," в области размером ",~Area," и формы ",~Shape SetTerrainTypeBJHint="Используйте вариацию -1 для создания случайных вариаций в области." SetTerrainPathableBJ="Включить/выключить карту путей ландшафта" SetTerrainPathableBJ="Изменить активацию в точке ",~Location," карты путей ландшафта ",~Pathing,": ",~On/Off SetTerrainPathableBJHint="Изменяет только связанные с ландшафтом настройки путей." SetWaterBaseColorBJ="Изменить цвет воды" SetWaterBaseColorBJ="Изменить цвет воды на (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"% " SetWaterBaseColorBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачная на 100% вода полностью невидима." SetSkyModel="Изменить небо" SetSkyModel="Изменить небо на ",~Sky SetSkyModelHint= SetTerrainFogExBJ="Изменить туман" SetTerrainFogExBJ="Изменить стиль тумана на стиль ",~Style,", начальную высоту на ",~Z-Start,", конечную высоту на ",~Z-End,", плотность на ",~Density," и цвет на (",~Red,"%, ",~Green,"%, ",~Blue,"%)" SetTerrainFogExBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий)." ResetTerrainFogBJ="Сбросить туман" ResetTerrainFogBJ="Сбросить туман по умолчанию" ResetTerrainFogBJHint= SetBlightRectBJ="Создать/удалить порчу" SetBlightRectBJ=~Create/Remove," порчу для игрока ",~Player," в области ",~Region SetBlightRectBJHint= SetBlightRadiusLocBJ="Создать/удалить порчу в радиусе" SetBlightRadiusLocBJ=~Create/Remove," порчу для игрока ",~Player," от точки ",~Point," до радиуса ",~Radius," от неё" SetBlightRadiusLocBJHint= // Text Tag actions CreateTextTagLocBJ="Создать в точке" CreateTextTagLocBJ="Создать плавающий текст ",~Message," в точке ",~Point," с отступом высоты на ",~Z,", используя размер шрифта ",~Size,", цвет (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" CreateTextTagLocBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим. Используйте действие ''Плавающий текст - Постоянный/временный'', чтобы сделать текст временным." CreateTextTagUnitBJ="Создать возле боевой единицы" CreateTextTagUnitBJ="Создать плавающий текст ",~Message," возле боевой единицы ",~Unit," с отступом высоты на ",~Z,", используя размер шрифта ",~Size,", цвет (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" CreateTextTagUnitBJHint="Созданный таким образом текст не будет двигаться за боевой единицей. Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим. Используйте действие ''Плавающий текст - Постоянный/временный'', чтобы сделать текст временным." DestroyTextTagBJ="Уничтожить" DestroyTextTagBJ="Уничтожить плавающий текст ",~Floating Text DestroyTextTagBJHint= ShowTextTagForceBJ="Показать/скрыть" ShowTextTagForceBJ=~Show/Hide," плавающий текст ",~Floating Text," для группы игроков ",~Player Group ShowTextTagForceBJHint= SetTextTagVelocityBJ="Установить скорость" SetTextTagVelocityBJ="Установить скорость плавающего текста ",~Floating Text," на ",~Speed," с углом ",~Angle SetTextTagVelocityBJHint="Можно точно задать скорость лишь один раз - при создании плавающего текста. Угол задаётся в градусах, где 0 - поворот на восток, а 90 - на север." SetTextTagColorBJ="Изменить цвет" SetTextTagColorBJ="Изменить цвет плавающего текста ",~Floating Text," на (",~Red,"%, ",~Green,"%, ",~Blue,"%), прозрачный на ",~Transparency,"%" SetTextTagColorBJHint="Значения цвета даются в формате (Красный, Зелёный, Синий). Прозрачный на 100% цвет полностью невидим." SetTextTagPosBJ="Переместить в точку" SetTextTagPosBJ="Переместить плавающий текст ",~Floating Text," в точку ",~Point," с отступом высоты на ",~Z SetTextTagPosBJHint= SetTextTagPosUnitBJ="Переместить к боевой единице" SetTextTagPosUnitBJ="Переместить плавающий текст ",~Floating Text," к боевой единице ",~Unit," с отступом высоты на ",~Z SetTextTagPosUnitBJHint= SetTextTagTextBJ="Изменить текст" SetTextTagTextBJ="Изменить текст плавающего текста ",~Floating Text," на ",~Message,", используя размер шрифта ",~Size SetTextTagTextBJHint= SetTextTagSuspendedBJ="Приостановить/возобновить" SetTextTagSuspendedBJ="Изменить плавающий текст ",~Floating Text,": ",~Enable/Disable," приостановку" SetTextTagSuspendedBJHint= SetTextTagPermanentBJ="Постоянный/временный" SetTextTagPermanentBJ="Изменить плавающий текст ",~Floating Text,": ",~Enable/Disable," постоянность" SetTextTagPermanentBJHint= SetTextTagLifespanBJ="Изменить продолжительность жизни" SetTextTagLifespanBJ="Изменить продолжительность жизни плавающего текста ",~Floating Text," на ",~Time," секунд" SetTextTagLifespanBJHint="Не затрагивает постоянные плавающие тексты. Действие задаёт время плавающего текста, после которого он будет удалён и очищен." SetTextTagFadepointBJ="Изменить время до затемнения" SetTextTagFadepointBJ="Изменить время до затемнения плавающего текста ",~Floating Text," на ",~Time," секунд" SetTextTagFadepointBJHint="Не затрагивает постоянные плавающие тексты. Действие задаёт время плавающего текста, после которого он начнёт затемнение." SetTextTagAgeBJ="Изменить ''возраст''" SetTextTagAgeBJ="Изменить ''возраст'' плавающего текста ",~Floating Text," на ",~Time," секунд" SetTextTagAgeBJHint="Не затрагивает постоянные плавающие тексты." // Game actions DisplayTextToForce="Text Message (Auto-Timed)" DisplayTextToForce="Display to ",~Player Group," the text: ",~Text DisplayTextToForceHint="The text is shown for an amount of time that automatically increases with the text length." DisplayTimedTextToForce="Text Message (Explicitly Timed)" DisplayTimedTextToForce="Display to ",~Player Group," for ",~Time," seconds the text: ",~Text DisplayTimedTextToForceHint= PauseGameOn="Pause Game" PauseGameOn="Pause the game" PauseGameOnHint= PauseGameOff="Unpause Game" PauseGameOff="Unpause the game" PauseGameOffHint= SetGameSpeed="Set Game Speed" SetGameSpeed="Set game speed to ",~Speed SetGameSpeedHint="You can lock the game speed with the 'Game - Lock Game Speed' trigger action." LockGameSpeedBJ="Lock Game Speed" LockGameSpeedBJ="Lock the game speed" LockGameSpeedBJHint="This prevents the game speed from being modified. Not even triggers can modify the game speed when it is locked." UnlockGameSpeedBJ="Unlock Game Speed" UnlockGameSpeedBJ="Unlock the game speed" UnlockGameSpeedBJHint="This allows the game speed to be modified again after a 'Game - Lock Game Speed' action is used." SetMapFlag="Set Map Flag" SetMapFlag="Set ",~Map Flag," to ",~On/Off SetMapFlagHint= SetTimeOfDay="Set Time Of Day" SetTimeOfDay="Set the time of day to ",~Time SetTimeOfDayHint="A game day is 24 hours long. Six a.m. is 6.00, and six p.m. is 18.00." SetTimeOfDayScalePercentBJ="Set Time Of Day Speed" SetTimeOfDayScalePercentBJ="Set time of day speed to ",~Percent,"% of the default speed" SetTimeOfDayScalePercentBJHint="Use 100% to revert the speed to normal." UseTimeOfDayBJ="Turn Day/Night Cycle On/Off" UseTimeOfDayBJ="Turn the day/night cycle ",~On/Off UseTimeOfDayBJHint= ShareEverythingWithTeam="Share Vision And Full Unit Control With Team" ShareEverythingWithTeam="Grant shared vision and full shared unit control of ",~Player," units with his/her allies" ShareEverythingWithTeamHint="Two players are considered allies if they are both allied with each other." MakeUnitsPassiveForPlayer="Give Units To Neutral Victim" MakeUnitsPassiveForPlayer="Give all ",~Player," units to the Neutral Victim player" MakeUnitsPassiveForPlayerHint="By default, the Neutral Victim player treats all other players as allies, but is treated as an enemy by all other players." SetNextLevelBJ="Set Next Level" SetNextLevelBJ="Set the next level to ",~Level SetNextLevelBJHint="This sets a level to be started after the current game ends." CustomVictoryBJ="Victory" CustomVictoryBJ="Victory ",~Player," (",~Show/Skip," dialogs, ",~Show/Skip," scores)" CustomVictoryBJHint= CustomDefeatBJ="Defeat" CustomDefeatBJ="Defeat ",~Player," with the message: ",~Message CustomDefeatBJHint= LoadGameBJ="Load Game" LoadGameBJ="Load ",~Filename," (",~Show/Skip," scores)" LoadGameBJHint= SaveAndLoadGameBJ="Save Game And Load Game" SaveAndLoadGameBJ="Save game as ",~Filename," and load ",~Filename," (",~Show/Skip," scores)" SaveAndLoadGameBJHint= SaveAndChangeLevelBJ="Save Game And Change Level" SaveAndChangeLevelBJ="Save game as ",~Filename," and change level to ",~Filename," (",~Show/Skip," scores)" SaveAndChangeLevelBJHint= RenameSaveDirectoryBJ="Rename Saved-Game Folder" RenameSaveDirectoryBJ="Rename the ",~Folder," saved-game folder to ",~Folder RenameSaveDirectoryBJHint= RemoveSaveDirectoryBJ="Delete Saved-Game Folder" RemoveSaveDirectoryBJ="Delete the ",~Folder," saved-game folder" RemoveSaveDirectoryBJHint="This deletes the specified saved-game folder and all of its contents." CopySaveGameBJ="Copy Saved-Game" CopySaveGameBJ="Create a copy of the ",~Filename," saved-game and name it ",~Filename CopySaveGameBJHint="This action only works in response to Game Load and Game Save events, and can only be used up to 16 times per event." SetCampaignMenuRaceBJ="Set Campaign Screen" SetCampaignMenuRaceBJ="Set campaign to ",~Campaign SetCampaignMenuRaceBJHint= SetMissionAvailableBJ="Enable/Disable Mission" SetMissionAvailableBJ=~Enable/Disable," ",~Mission SetMissionAvailableBJHint= SetCampaignAvailableBJ="Enable/Disable Campaign" SetCampaignAvailableBJ=~Enable/Disable," the ",~Campaign SetCampaignAvailableBJHint= SetCinematicAvailableBJ="Enable/Disable Cinematic" SetCinematicAvailableBJ=~Enable/Disable," the ",~Cinematic SetCinematicAvailableBJHint= ShowCustomCampaignButton="Show/Hide Custom Campaign Button" ShowCustomCampaignButton=~Show/Hide," custom campaign button ",~Number ShowCustomCampaignButtonHint= SetAllyColorFilterState="Set Ally Color Filter" SetAllyColorFilterState="Set ally color filtering to ",~State SetAllyColorFilterStateHint="A value of 0 disables filtering. A value of 1 enables filtering for the minimap. A value of 2 enables filtering for the minimap and the game view." SetCreepCampFilterState="Show/Hide Creep Camps On Minimap" SetCreepCampFilterState=~Show/Hide," creep camps on the minimap" SetCreepCampFilterStateHint= EnableMinimapFilterButtons="Enable/Disable Minimap Buttons" EnableMinimapFilterButtons=~Enable/Disable," ally color button and ",~Enable/Disable," creep camp button" EnableMinimapFilterButtonsHint= EnableSelect="Enable/Disable Selection" EnableSelect=~Enable/Disable," selection and deselection functionality (",~Enable/Disable," selection circles)" EnableSelectHint="Objects can still be selected and deselected via trigger actions. Disabling selection prevents drag-selection as well. Selection circles are only displayed if selection is enabled." EnableDragSelect="Enable/Disable Drag-Selection" EnableDragSelect=~Enable/Disable," drag-selection functionality (",~Enable/Disable," drag-selection box)" EnableDragSelectHint= EnablePreSelect="Enable/Disable Pre-Selection" EnablePreSelect=~Enable/Disable," pre-selection functionality (",~Enable/Disable," pre-selection circles, life bars, and object info)" EnablePreSelectHint= ForceUIKeyBJ="Force UI Key" ForceUIKeyBJ="Force ",~Player," to press the key ",~Key ForceUIKeyBJHint= ForceUICancelBJ="Force UI Cancel" ForceUICancelBJ="Force ",~Player," to press Escape/Cancel" ForceUICancelBJHint= Preload="Preload File" Preload="Preload ",~Filename PreloadHint= PreloadEnd="Begin Preloading" PreloadEnd="Begin preloading with a ",~Time," second timeout" PreloadEndHint= Preloader="Preload Batch" Preloader="Preload all files listed in ",~Filename PreloaderHint= // Game Cache actions InitGameCacheBJ="Create Game Cache" InitGameCacheBJ="Create a game cache from ",~Filename InitGameCacheBJHint="A game cache allows you to store data between maps, or between games on a given map. If the specified file does not exist, it will be created." SaveGameCacheBJ="Save Game Cache" SaveGameCacheBJ="Save ",~Game Cache SaveGameCacheBJHint="Saves the game cache, using the same filename from which it was created." StoreUnitBJ="Store Unit" StoreUnitBJ="Store ",~Unit," as ",~Label," of ",~Category," in ",~Game Cache StoreUnitBJHint="Use the 'Game Cache - Restore Unit' actions to load this unit from a cache. Label and Category names should not contain spaces." StoreRealBJ="Store Real" StoreRealBJ="Store ",~Value," as ",~Label," of ",~Category," in ",~Game Cache StoreRealBJHint="Use the 'Game Cache - Load Real Value' function to load this value from a cache. Label and Category names should not contain spaces." StoreIntegerBJ="Store Integer" StoreIntegerBJ="Store ",~Value," as ",~Label," of ",~Category," in ",~Game Cache StoreIntegerBJHint="Use the 'Game Cache - Load Integer Value' function to load this value from a cache. Label and Category names should not contain spaces." StoreBooleanBJ="Store Boolean" StoreBooleanBJ="Store ",~Value," as ",~Label," of ",~Category," in ",~Game Cache StoreBooleanBJHint="Use the 'Game Cache - Load Boolean Value' function to load this value from a cache. Label and Category names should not contain spaces." StoreStringBJ="Store String" StoreStringBJ="Store ",~Value," as ",~Label," of ",~Category," in ",~Game Cache StoreStringBJHint="Use the 'Game Cache - Load String Value' function to load this value from a cache. Label and Category names should not contain spaces." RestoreUnitLocFacingAngleBJ="Restore Unit Facing Angle" RestoreUnitLocFacingAngleBJ="Restore ",~Label," of ",~Category," from ",~Game Cache," for ",~Player," at ",~Location," facing ",~Angle RestoreUnitLocFacingAngleBJHint="Use 'Last Restored Unit' to refer to the unit created by this action. If the label is not found, no unit will be created, and 'Last Restored Unit' will have the value 'No Unit'." RestoreUnitLocFacingPointBJ="Выгрузить боевую единицу (под углом к точке)" RestoreUnitLocFacingPointBJ="Выгрузить боевую единицу по строке ",~Label," категории ",~Category," из буфера игры ",~Game Cache," для игрока ",~Player," в точку ",~Location,", повёрнутую к точке ",~Point RestoreUnitLocFacingPointBJHint="Используйте ''Последняя выгруженная боев. единица'' для ссылки на выгруженную боевую едиинцу. Если такого значения в буфере нет, то боевая единица создана не будет." ReloadGameCachesFromDisk="Перезагрузить всё" ReloadGameCachesFromDisk="Перезагрузить все данные буфера игры с жёсткого диска" ReloadGameCachesFromDiskHint= FlushGameCacheBJ="Очистить буфер игры" FlushGameCacheBJ="Очистить буфер игры ",~Game Cache FlushGameCacheBJHint="Очищает все записи всех категорий буфера игры." FlushStoredMissionBJ="Очистить категорию" FlushStoredMissionBJ="Очистить все записи категории ",~Category," в буфере игры ",~Game Cache FlushStoredMissionBJHint="Очищает все записи в определённой категории буфера игры." // Hashtable actions InitHashtableBJ="Создать хэш-таблицу" InitHashtableBJ="Создать хэш-таблицу" InitHashtableBJHint="Хэш-таблицы позволяют сохранять данные." SaveRealBJ="Сохранить реальную" SaveRealBJ="Сохранить реальную ",~Value,", как индекс ",~Value," индекса ",~Value," в хэш-таблицу ",~Hashtable SaveRealBJHint="Используйте функцию ''Хэш-таблица - Загрузить реальную'' для загрузки такого значения из таблицы." SaveIntegerBJ="Сохранить целочисленную" SaveIntegerBJ="Сохранить целочесленную ",~Value,", как индекс ",~Value," индекса ",~Value," в хэш-таблицу ",~Hashtable SaveIntegerBJHint="Используйте функцию ''Хэш-таблица - Загрузить целочисленную'' для загрузки такого значения из таблицы." SaveBooleanBJ="Сохранить логическую" SaveBooleanBJ="Сохранить логическую ",~Value,", как индекс ",~Value," индекса ",~Value," в хэш-таблицу ",~Hashtable SaveBooleanBJHint="Используйте функцию ''Хэш-таблица - Загрузить логическую'' для загрузки такого значения из таблицы." SaveStringBJ="Сохранить строку" SaveStringBJ="Сохранить строку ",~Value,", как индекс ",~Value," индекса ",~Value," в хэш-таблицу ",~Hashtable SaveStringBJHint="Используйте функцию ''Хэш-таблица - Загрузить строку'' для загрузки такого значения из таблицы." SavePlayerHandleBJ="Сохранить ссылку на игрока" SavePlayerHandleBJ="Сохранить ссылку на игрока ",~Player," как индекс ",~Value," индекса ",~Value," в хэш-таблицу ",~Hashtable SavePlayerHandleBJHint="Используйте функцию ''Хэш-таблица - Загрузить игрока'' для загрузки такого значения из таблицы." SaveWidgetHandleBJ="Save Widget Handle" SaveWidgetHandleBJ="Save Handle Of",~Widget," as ",~Value," of ",~Value," in ",~Hashtable SaveWidgetHandleBJHint="Use the 'Hashtable - Load Widget' actions to load this widget from a hashtable." SaveDestructableHandleBJ="Save Destructable Handle" SaveDestructableHandleBJ="Save Handle Of",~Destructable," as ",~Value," of ",~Value," in ",~Hashtable SaveDestructableHandleBJHint="Use the 'Hashtable - Load Destructable' actions to load this destructable from a hashtable." SaveItemHandleBJ="Save Item Handle" SaveItemHandleBJ="Save Handle Of",~Item," as ",~Value," of ",~Value," in ",~Hashtable SaveItemHandleBJHint="Use the 'Hashtable - Load Item' actions to load this item from a hashtable." SaveUnitHandleBJ="Save Unit Handle" SaveUnitHandleBJ="Save Handle Of",~Unit," as ",~Value," of ",~Value," in ",~Hashtable SaveUnitHandleBJHint="Use the 'Hashtable - Load Unit' actions to load this unit from a hashtable." SaveAbilityHandleBJ="Save Ability Handle" SaveAbilityHandleBJ="Save Handle Of",~Ability," as ",~Value," of ",~Value," in ",~Hashtable SaveAbilityHandleBJHint="Use the 'Hashtable - Load Ability' actions to load this ability from a hashtable." SaveTimerHandleBJ="Save Timer Handle" SaveTimerHandleBJ="Save Handle Of",~Timer," as ",~Value," of ",~Value," in ",~Hashtable SaveTimerHandleBJHint="Use the 'Hashtable - Load Timer' actions to load this timer from a hashtable." //SaveTriggerRegionHandleBJ="Save Region" //SaveTriggerRegionHandleBJ="Save Handle Of",~Region," as ",~Value," of ",~Value," in ",~Hashtable //SaveTriggerRegionHandleBJHint="Use the 'Hashtable - Load Region' actions to load this region from a hashtable." SaveTriggerHandleBJ="Save Trigger Handle" SaveTriggerHandleBJ="Save Handle Of",~Trigger," as ",~Value," of ",~Value," in ",~Hashtable SaveTriggerHandleBJHint="Use the 'Hashtable - Load Trigger' actions to load this trigger from a hashtable." SaveTriggerConditionHandleBJ="Save Triggercondition Handle" SaveTriggerConditionHandleBJ="Save Handle Of",~Triggercondition," as ",~Value," of ",~Value," in ",~Hashtable SaveTriggerConditionHandleBJHint="Use the 'Hashtable - Load Triggercondition' actions to load this triggercondition from a hashtable." SaveTriggerActionHandleBJ="Save Triggeraction Handle" SaveTriggerActionHandleBJ="Save Handle Of",~Triggeraction," as ",~Value," of ",~Value," in ",~Hashtable SaveTriggerActionHandleBJHint="Use the 'Hashtable - Load Triggeraction' actions to load this triggeraction from a hashtable." SaveTriggerEventHandleBJ="Save Eventid Handle" SaveTriggerEventHandleBJ="Save Handle Of",~Eventid," as ",~Value," of ",~Value," in ",~Hashtable SaveTriggerEventHandleBJHint="Use the 'Hashtable - Load Eventid' actions to load this eventid from a hashtable." SaveForceHandleBJ="Save Force Handle" SaveForceHandleBJ="Save Handle Of",~Force," as ",~Value," of ",~Value," in ",~Hashtable SaveForceHandleBJHint="Use the 'Hashtable - Load Force' actions to load this force from a hashtable." SaveGroupHandleBJ="Save Group Handle" SaveGroupHandleBJ="Save Handle Of",~Group," as ",~Value," of ",~Value," in ",~Hashtable SaveGroupHandleBJHint="Use the 'Hashtable - Load Group' actions to load this group from a hashtable." SaveLocationHandleBJ="Save Location Handle" SaveLocationHandleBJ="Save Handle Of",~Location," as ",~Value," of ",~Value," in ",~Hashtable SaveLocationHandleBJHint="Use the 'Hashtable - Load Location' actions to load this location from a hashtable." SaveRegionHandleBJ="Save Region Handle" SaveRegionHandleBJ="Save Handle Of",~Region," as ",~Value," of ",~Value," in ",~Hashtable SaveRegionHandleBJHint="Use the 'Hashtable - Load Region' actions to load this region from a hashtable." SaveRectHandleBJ="Save Rect Handle" SaveRectHandleBJ="Save Handle Of",~Rect," as ",~Value," of ",~Value," in ",~Hashtable SaveRectHandleBJHint="Use the 'Hashtable - Load Rect' actions to load this rect from a hashtable." SaveBooleanExprHandleBJ="Save Boolexpr Handle" SaveBooleanExprHandleBJ="Save Handle Of",~Boolexpr," as ",~Value," of ",~Value," in ",~Hashtable SaveBooleanExprHandleBJHint="Use the 'Hashtable - Load Boolexpr' actions to load this boolexpr from a hashtable." //SaveConditionFuncHandleBJ="Save Conditionfunc Handle" //SaveConditionFuncHandleBJ="Save Handle Of",~Conditionfunc," as ",~Value," of ",~Value," in ",~Hashtable //SaveConditionFuncHandleBJHint="Use the 'Hashtable - Load Conditionfunc' actions to load this conditionfunc from a hashtable." //SaveFilterFuncHandleBJ="Save Filterfunc Handle" //SaveFilterFuncHandleBJ="Save Handle Of",~Filterfunc," as ",~Value," of ",~Value," in ",~Hashtable //SaveFilterFuncHandleBJHint="Use the 'Hashtable - Load Filterfunc' actions to load this filterfunc from a hashtable." SaveSoundHandleBJ="Save Sound Handle" SaveSoundHandleBJ="Save Handle Of",~Sound," as ",~Value," of ",~Value," in ",~Hashtable SaveSoundHandleBJHint="Use the 'Hashtable - Load Sound' actions to load this sound from a hashtable." //SaveRaceHandleBJ="Save Race Handle" //SaveRaceHandleBJ="Save Handle Of",~Race," as ",~Value," of ",~Value," in ",~Hashtable //SaveRaceHandleBJHint="Use the 'Hashtable - Load Race' actions to load this race from a hashtable." SaveEffectHandleBJ="Save Effect Handle" SaveEffectHandleBJ="Save Handle Of",~Effect," as ",~Value," of ",~Value," in ",~Hashtable SaveEffectHandleBJHint="Use the 'Hashtable - Load Effect' actions to load this effect from a hashtable." SaveUnitPoolHandleBJ="Save Unitpool Handle" SaveUnitPoolHandleBJ="Save Handle Of",~Unitpool," as ",~Value," of ",~Value," in ",~Hashtable SaveUnitPoolHandleBJHint="Use the 'Hashtable - Load Unitpool' actions to load this unitpool from a hashtable." SaveItemPoolHandleBJ="Save Itempool Handle" SaveItemPoolHandleBJ="Save Handle Of",~Itempool," as ",~Value," of ",~Value," in ",~Hashtable SaveItemPoolHandleBJHint="Use the 'Hashtable - Load Itempool' actions to load this itempool from a hashtable." SaveQuestHandleBJ="Save Quest Handle" SaveQuestHandleBJ="Save Handle Of",~Quest," as ",~Value," of ",~Value," in ",~Hashtable SaveQuestHandleBJHint="Use the 'Hashtable - Load Quest' actions to load this quest from a hashtable." SaveQuestItemHandleBJ="Save Questitem Handle" SaveQuestItemHandleBJ="Save Handle Of",~Questitem," as ",~Value," of ",~Value," in ",~Hashtable SaveQuestItemHandleBJHint="Use the 'Hashtable - Load Questitem' actions to load this questitem from a hashtable." SaveDefeatConditionHandleBJ="Save Defeatcondition Handle" SaveDefeatConditionHandleBJ="Save Handle Of",~Defeatcondition," as ",~Value," of ",~Value," in ",~Hashtable SaveDefeatConditionHandleBJHint="Use the 'Hashtable - Load Defeatcondition' actions to load this defeatcondition from a hashtable." SaveTimerDialogHandleBJ="Save Timerdialog Handle" SaveTimerDialogHandleBJ="Save Handle Of",~Timerdialog," as ",~Value," of ",~Value," in ",~Hashtable SaveTimerDialogHandleBJHint="Use the 'Hashtable - Load Timerdialog' actions to load this timerdialog from a hashtable." SaveLeaderboardHandleBJ="Save Leaderboard Handle" SaveLeaderboardHandleBJ="Save Handle Of",~Leaderboard," as ",~Value," of ",~Value," in ",~Hashtable SaveLeaderboardHandleBJHint="Use the 'Hashtable - Load Leaderboard' actions to load this leaderboard from a hashtable." SaveMultiboardHandleBJ="Save Multiboard Handle" SaveMultiboardHandleBJ="Save Handle Of",~Multiboard," as ",~Value," of ",~Value," in ",~Hashtable SaveMultiboardHandleBJHint="Use the 'Hashtable - Load Multiboard' actions to load this multiboard from a hashtable." SaveMultiboardItemHandleBJ="Save Multiboarditem Handle" SaveMultiboardItemHandleBJ="Save Handle Of",~Multiboarditem," as ",~Value," of ",~Value," in ",~Hashtable SaveMultiboardItemHandleBJHint="Use the 'Hashtable - Load Multiboarditem' actions to load this multiboarditem from a hashtable." SaveTrackableHandleBJ="Save Trackable Handle" SaveTrackableHandleBJ="Save Handle Of",~Trackable," as ",~Value," of ",~Value," in ",~Hashtable SaveTrackableHandleBJHint="Use the 'Hashtable - Load Trackable' actions to load this trackable from a hashtable." SaveGameCacheHandleBJ="Save Gamecache Handle" SaveGameCacheHandleBJ="Save Handle Of",~Gamecache," as ",~Value," of ",~Value," in ",~Hashtable SaveGameCacheHandleBJHint="Use the 'Hashtable - Load Gamecache' actions to load this gamecache from a hashtable." SaveDialogHandleBJ="Save Dialog Handle" SaveDialogHandleBJ="Save Handle Of",~Dialog," as ",~Value," of ",~Value," in ",~Hashtable SaveDialogHandleBJHint="Use the 'Hashtable - Load Dialog' actions to load this dialog from a hashtable." SaveButtonHandleBJ="Save Button Handle" SaveButtonHandleBJ="Save Handle Of",~Button," as ",~Value," of ",~Value," in ",~Hashtable SaveButtonHandleBJHint="Use the 'Hashtable - Load Button' actions to load this button from a hashtable." //SaveVersionHandleBJ="Save Version Handle" //SaveVersionHandleBJ="Save Handle Of",~Version," as ",~Value," of ",~Value," in ",~Hashtable //SaveVersionHandleBJHint="Use the 'Hashtable - Load Version' actions to load this version from a hashtable." //SaveItemTypeHandleBJ="Save Itemtype Handle" //SaveItemTypeHandleBJ="Save Handle Of",~Itemtype," as ",~Value," of ",~Value," in ",~Hashtable //SaveItemTypeHandleBJHint="Use the 'Hashtable - Load Itemtype' actions to load this itemtype from a hashtable." SaveTextTagHandleBJ="Save Texttag Handle" SaveTextTagHandleBJ="Save Handle Of",~Texttag," as ",~Value," of ",~Value," in ",~Hashtable SaveTextTagHandleBJHint="Use the 'Hashtable - Load Texttag' actions to load this texttag from a hashtable." SaveLightningHandleBJ="Save Lightning Handle" SaveLightningHandleBJ="Save Handle Of",~Lightning," as ",~Value," of ",~Value," in ",~Hashtable SaveLightningHandleBJHint="Use the 'Hashtable - Load Lightning' actions to load this lightning from a hashtable." SaveImageHandleBJ="Save Image Handle" SaveImageHandleBJ="Save Handle Of",~Image," as ",~Value," of ",~Value," in ",~Hashtable SaveImageHandleBJHint="Use the 'Hashtable - Load Image' actions to load this image from a hashtable." SaveUbersplatHandleBJ="Save Ubersplat Handle" SaveUbersplatHandleBJ="Save Handle Of",~Ubersplat," as ",~Value," of ",~Value," in ",~Hashtable SaveUbersplatHandleBJHint="Use the 'Hashtable - Load Ubersplat' actions to load this ubersplat from a hashtable." SaveFogStateHandleBJ="Save Fogstate Handle" SaveFogStateHandleBJ="Save Handle Of",~Fogstate," as ",~Value," of ",~Value," in ",~Hashtable SaveFogStateHandleBJHint="Use the 'Hashtable - Load Fogstate' actions to load this fogstate from a hashtable." SaveFogModifierHandleBJ="Save Fogmodifier Handle" SaveFogModifierHandleBJ="Save Handle Of",~Fogmodifier," as ",~Value," of ",~Value," in ",~Hashtable SaveFogModifierHandleBJHint="Use the 'Hashtable - Load Fogmodifier' actions to load this fogmodifier from a hashtable." FlushParentHashtableBJ="Clear Parent Hashtable" FlushParentHashtableBJ="Clear ",~Hashtable FlushParentHashtableBJHint="Clears all parent and child hashtables." FlushChildHashtableBJ="Clear Child Hashtable" FlushChildHashtableBJ="Clear all child hashtables of child ",~Value," in ",~Hashtable FlushChildHashtableBJHint="Clears all childen of a specific parent in a hashtable." // Hero actions SelectHeroSkill="Learn Skill" SelectHeroSkill="Learn skill for ",~Hero,": ",~Skill SelectHeroSkillHint="This only works if the Hero has at least one skill point to spend." SetHeroLevel="Set Level" SetHeroLevel="Set ",~Hero," Hero-level to ",~Level,", ",~Show/Hide," level-up graphics" SetHeroLevelHint= SetHeroXP="Set Experience" SetHeroXP="Set ",~Hero," experience to ",~Quantity,", ",~Show/Hide," level-up graphics" SetHeroXPHint= AddHeroXPSwapped="Add Experience" AddHeroXPSwapped="Add ",~Quantity," experience to ",~Hero,", ",~Show/Hide," level-up graphics" AddHeroXPSwappedHint= SuspendHeroXPBJ="Enable/Disable Experience Gain" SuspendHeroXPBJ=~Enable/Disable," experience gain for ",~Hero SuspendHeroXPBJHint= SetPlayerHandicapXPBJ="Set Experience Rate" SetPlayerHandicapXPBJ="Make ",~Player," Heroes gain ",~Percent,"% experience from future kills" SetPlayerHandicapXPBJHint= ReviveHeroLoc="Revive (Instantly)" ReviveHeroLoc="Instantly revive ",~Hero," at ",~Point,", ",~Show/Hide," revival graphics" ReviveHeroLocHint="This revives a dead Hero at a spot on the map, even if the player has no altar. You can also revive a Hero by issuing a 'Revive' order to an appropriate altar, targeting the hero you wish to revive." ModifyHeroStat="Modify Hero Attribute" ModifyHeroStat="Modify ",~Attribute," of ",~Hero,": ",~Modify," ",~Value ModifyHeroStatHint= ModifyHeroSkillPoints="Modify Hero Skill Points" ModifyHeroSkillPoints="Modify unspent skill points of ",~Hero,": ",~Modify," ",~Value," points" ModifyHeroSkillPointsHint= SetReservedLocalHeroButtons="Reserve Hero Buttons" SetReservedLocalHeroButtons="Reserve ",~Number," Hero buttons for the local player" SetReservedLocalHeroButtonsHint="Button slots reserved by this action are not used by Heroes controlled via shared unit control." UnitAddItemSwapped="Give Item To Hero" UnitAddItemSwapped="Give ",~Item," to ",~Hero UnitAddItemSwappedHint= UnitAddItemByIdSwapped="Create Item For Hero" UnitAddItemByIdSwapped="Create ",~Item-Type," and give it to ",~Hero UnitAddItemByIdSwappedHint= UnitRemoveItemSwapped="Drop Item From Hero" UnitRemoveItemSwapped="Drop ",~Item," from ",~Hero UnitRemoveItemSwappedHint="The item is removed from the Hero and placed on the ground at the Hero's feet." UnitRemoveItemFromSlotSwapped="Drop Item From Hero Inventory Slot" UnitRemoveItemFromSlotSwapped="Drop the item from slot ",~Index," of ",~Hero UnitRemoveItemFromSlotSwappedHint="If an item exists in the given slot, it is removed from the Hero and placed on the ground at the Hero's feet." UnitUseItemTarget="Use Item On A Unit" UnitUseItemTarget="Order ",~Hero," to use ",~Item," on ",~Unit UnitUseItemTargetHint= UnitUseItemPointLoc="Use Item On A Point" UnitUseItemPointLoc="Order ",~Hero," to use ",~Item," on ",~Point UnitUseItemPointLocHint= UnitUseItemDestructable="Use Item On A Destructible" UnitUseItemDestructable="Order ",~Hero," to use ",~Item," on ",~Destructible UnitUseItemDestructableHint= UnitUseItem="Use Item" UnitUseItem="Order ",~Hero," to use ",~Item UnitUseItemHint= // Item actions CreateItemLoc="Create" CreateItemLoc="Create ",~Item," at ",~Point CreateItemLocHint= RemoveItem="Remove" RemoveItem="Remove ",~Item RemoveItemHint= SetItemVisibleBJ="Show/Hide Item" SetItemVisibleBJ=~Show/Hide," ",~Item SetItemVisibleBJHint="This hides items on the ground. It does not affect items held by units." SetItemPositionLoc="Move (Instantly)" SetItemPositionLoc="Move ",~Item," to ",~Point SetItemPositionLocHint= SetItemLifeBJ="Set Life" SetItemLifeBJ="Set life of ",~Item," to ",~Value SetItemLifeBJHint= SetItemCharges="Set Charges Remaining" SetItemCharges="Set charges remaining in ",~Item," to ",~Charges SetItemChargesHint="Use a value of zero to give the item unlimited charges." SetItemInvulnerableBJ="Make Invulnerable/Vulnerable" SetItemInvulnerableBJ="Make ",~Item," ",~Invulnerable/Vulnerable SetItemInvulnerableBJHint= SetItemPawnable="Make Pawnable" SetItemPawnable="Make ",~Item," ",~Pawnable/Unpawnable SetItemPawnableHint="A pawnable item can be sold at item vendors." SetItemDroppableBJ="Make Undroppable" SetItemDroppableBJ="Make ",~Item," ",~Droppable/Undroppable SetItemDroppableBJHint="An undroppable item cannot be removed from a Hero's inventory once it has been picked up." SetItemDropOnDeathBJ="Make Item Drop From Heroes Upon Death" SetItemDropOnDeathBJ="Make ",~Item," ",~Drop from/Stay with," Heroes upon death" SetItemDropOnDeathBJHint= SetItemPlayerBJ="Change Owner" SetItemPlayerBJ="Change ownership of ",~Item," to ",~Player," and ",~Change/Retain Color SetItemPlayerBJHint="Not all items are capable of changing color." SetItemUserData="Set Custom Value" SetItemUserData="Set the custom value of ",~Item," to ",~Index SetItemUserDataHint="Custom values are only used in triggers, and can be used to store any integer value." EnumItemsInRectBJMultiple="Pick Every Item In Region And Do Multiple Actions" EnumItemsInRectBJMultiple="Pick every item in ",~Region," and do (Actions)" EnumItemsInRectBJMultipleHint="Use 'Picked Item' to refer each item as it is picked. This works for every item in the region, including hidden items. Wait actions should not be used within this function. Add actions to this function in the main display." EnumItemsInRectBJ="Pick Every Item In Region And Do Action" EnumItemsInRectBJ="Pick every item in ",~Region," and do ",~Action EnumItemsInRectBJHint="Use 'Picked Item' to refer each item as it is picked. Wait actions should not be used within this function." // Image actions CreateImageBJ="Create" CreateImageBJ="Create an image using ",~Image," of size ",~Size," at ",~Point," with Z offset ",~Z," using image type ",~Type CreateImageBJHint="Use 'Image - Change Render Always State' to toggle display of this image. By default, images are not rendered. The point specified is used as the bottom-left corner of the image. Images need an alpha channel in order to be displayed properly." DestroyImage="Destroy" DestroyImage="Destroy ",~Image DestroyImageHint= ShowImageBJ="Show/Hide" ShowImageBJ=~Show/Hide," ",~Image ShowImageBJHint= SetImageConstantHeight="Change Constant Height" SetImageConstantHeight="Change the height state of ",~Image," to ",~Enable/Disable," at ",~Height SetImageConstantHeightHint= SetImagePositionBJ="Change Position" SetImagePositionBJ="Change the position of ",~Image," to ",~Position," with Z offset ",~Z SetImagePositionBJHint="The point specified is used as the bottom-left corner of the image." SetImageColorBJ="Change Color" SetImageColorBJ="Change the color of ",~Image," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" SetImageColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." SetImageRender="Change Render State" SetImageRender="Change ",~Image,": ",~Enable/Disable," rendering state" SetImageRenderHint= SetImageRenderAlways="Change Render Always State" SetImageRenderAlways="Change ",~Image,": ",~Enable/Disable," render always state" SetImageRenderAlwaysHint= SetImageAboveWater="Change Above Water State" SetImageAboveWater="Change ",~Image,": ",~Enable/Disable," above water state, ",~Enable/Disable," water alpha inheritance" SetImageAboveWaterHint= SetImageType="Change Type" SetImageType="Change type of ",~Image," to ",~Type SetImageTypeHint= // Leaderboard actions CreateLeaderboardBJ="Create" CreateLeaderboardBJ="Create a leaderboard for ",~Player Group," titled ",~Title CreateLeaderboardBJHint="Leaderboards cannot be displayed at map initialization. If no title is specified, the title line will not be displayed." DestroyLeaderboardBJ="Destroy" DestroyLeaderboardBJ="Destroy ",~Leaderboard DestroyLeaderboardBJHint= LeaderboardSortItemsBJ="Sort" LeaderboardSortItemsBJ="Sort ",~Leaderboard," by ",~Field," in ",~Ascending/Descending," order" LeaderboardSortItemsBJHint= LeaderboardDisplayBJ="Show/Hide" LeaderboardDisplayBJ=~Show/Hide," ",~Leaderboard LeaderboardDisplayBJHint="Leaderboards cannot be displayed at map initialization." LeaderboardSetLabelBJ="Change Title" LeaderboardSetLabelBJ="Change the title of ",~Leaderboard," to ",~Title LeaderboardSetLabelBJHint= LeaderboardSetLabelColorBJ="Change Label Colors" LeaderboardSetLabelColorBJ="Change the color of all labels for ",~Leaderboard," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" LeaderboardSetLabelColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." LeaderboardSetValueColorBJ="Change Value Colors" LeaderboardSetValueColorBJ="Change the color of all values for ",~Leaderboard," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" LeaderboardSetValueColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." LeaderboardSetStyleBJ="Change Style" LeaderboardSetStyleBJ="Change the display style for ",~Leaderboard," to ",~Show/Hide," the title, ",~Show/Hide," labels, ",~Show/Hide," values, and ",~Show/Hide," icons" LeaderboardSetStyleBJHint= LeaderboardAddItemBJ="Add Player" LeaderboardAddItemBJ="Add ",~Player," to ",~Leaderboard," with label ",~Label," and value ",~Value LeaderboardAddItemBJHint= LeaderboardRemovePlayerItemBJ="Remove Player" LeaderboardRemovePlayerItemBJ="Remove ",~Player," from ",~Leaderboard LeaderboardRemovePlayerItemBJHint= LeaderboardSetPlayerItemLabelBJ="Change Player Label" LeaderboardSetPlayerItemLabelBJ="Change the label for ",~Player," in ",~Leaderboard," to ",~Label LeaderboardSetPlayerItemLabelBJHint= LeaderboardSetPlayerItemLabelColorBJ="Change Player Label Color" LeaderboardSetPlayerItemLabelColorBJ="Change the color of the label for ",~Player," in ",~Leaderboard," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" LeaderboardSetPlayerItemLabelColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." LeaderboardSetPlayerItemValueBJ="Change Player Value" LeaderboardSetPlayerItemValueBJ="Change the value for ",~Player," in ",~Leaderboard," to ",~Value LeaderboardSetPlayerItemValueBJHint= LeaderboardSetPlayerItemValueColorBJ="Change Player Value Color" LeaderboardSetPlayerItemValueColorBJ="Change the color of the value for ",~Player," in ",~Leaderboard," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" LeaderboardSetPlayerItemValueColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." LeaderboardSetPlayerItemStyleBJ="Change Player Style" LeaderboardSetPlayerItemStyleBJ="Change the display style for ",~Player," in ",~Leaderboard," to ",~Show/Hide," the label, ",~Show/Hide," the value, and ",~Show/Hide," the icon" LeaderboardSetPlayerItemStyleBJHint= // Lightning actions AddLightningLoc="Create Lightning Effect" AddLightningLoc="Create a ",~Type," lightning effect from source ",~Point," to target ",~Point AddLightningLocHint= DestroyLightningBJ="Destroy Lightning Effect" DestroyLightningBJ="Destroy ",~Lightning DestroyLightningBJHint= MoveLightningLoc="Move Lightning Effect" MoveLightningLoc="Move ",~Lightning," to source ",~Point," and target ",~Point MoveLightningLocHint= SetLightningColorBJ="Set Lightning Effect Color" SetLightningColorBJ="Change color of ",~Lightning," to (",~Red," ",~Green," ",~Blue,") with ",~Alpha," alpha" SetLightningColorBJHint="The color values are (Red, Green, Blue). Color and alpha values are expected in the range of 0 to 1. A lightning effect with 0 alpha is completely invisible." // Melee Game actions MeleeStartingVisibility="Use Melee Time Of Day" MeleeStartingVisibility="Use melee time of day (for all players)" MeleeStartingVisibilityHint= MeleeStartingHeroLimit="Hero Limits" MeleeStartingHeroLimit="Limit Heroes to 1 per Hero-type (for all players)" MeleeStartingHeroLimitHint= MeleeGrantHeroItems="Hero Starting Items" MeleeGrantHeroItems="Give trained Heroes a Scroll of Town Portal (for all players)" MeleeGrantHeroItemsHint= MeleeStartingResources="Set Starting Resources" MeleeStartingResources="Set starting resources (for all players)" MeleeStartingResourcesHint= MeleeClearExcessUnits="Remove Excess Units" MeleeClearExcessUnits="Remove creeps and critters from used start locations (for all players)" MeleeClearExcessUnitsHint="Removes all Neutral Hostile units and non-building Neutral Passive units within a radius of 1024 around each used start location." MeleeStartingUnits="Create Starting Units" MeleeStartingUnits="Create starting units (for all players)" MeleeStartingUnitsHint= MeleeStartingAI="Run AI" MeleeStartingAI="Run melee AI scripts (for computer players)" MeleeStartingAIHint="Players should have starting units and resources before this action is run." MeleeInitVictoryDefeat="Victory/Defeat Conditions" MeleeInitVictoryDefeat="Enforce victory/defeat conditions (for all players)" MeleeInitVictoryDefeatHint="Players should have starting units before this action is run." MeleeStartingUnitsForPlayer="Create Starting Units For Player" MeleeStartingUnitsForPlayer="Create ",~Race," starting units for ",~Player," at ",~Point," (",~Include/Exclude," Heroes)" MeleeStartingUnitsForPlayerHint="This action creates the same starting units that are created for melee games." // Multiboard actions CreateMultiboardBJ="Create" CreateMultiboardBJ="Create a multiboard with ",~Columns," columns and ",~Rows," rows, titled ",~Title CreateMultiboardBJHint="Multiboards cannot be displayed at map initialization." DestroyMultiboardBJ="Destroy" DestroyMultiboardBJ="Destroy ",~Multiboard DestroyMultiboardBJHint= MultiboardDisplayBJ="Show/Hide" MultiboardDisplayBJ=~Show/Hide," ",~Multiboard MultiboardDisplayBJHint="Multiboards cannot be displayed at map initialization." MultiboardAllowDisplayBJ="Show/Hide All Multiboards" MultiboardAllowDisplayBJ=~Show/Hide," all multiboards" MultiboardAllowDisplayBJHint= MultiboardMinimizeBJ="Minimize/Maximize" MultiboardMinimizeBJ=~Minimize/Maximize," ",~Multiboard MultiboardMinimizeBJHint="A minimized multiboard will only display the title." MultiboardClear="Clear" MultiboardClear="Clear ",~Multiboard MultiboardClearHint="This will remove all rows and columns from the multiboard." MultiboardSetTitleText="Change Title" MultiboardSetTitleText="Change the title of ",~Multiboard," to ",~Title MultiboardSetTitleTextHint= MultiboardSetTitleTextColorBJ="Change Title Color" MultiboardSetTitleTextColorBJ="Change the color of the title for ",~Multiboard," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" MultiboardSetTitleTextColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." MultiboardSetRowCount="Change Number Of Rows" MultiboardSetRowCount="Change the number of rows for ",~Multiboard," to ",~Rows MultiboardSetRowCountHint= MultiboardSetColumnCount="Change Number Of Columns" MultiboardSetColumnCount="Change the number of columns for ",~Multiboard," to ",~Columns MultiboardSetColumnCountHint= MultiboardSetItemStyleBJ="Set Item Display Style" MultiboardSetItemStyleBJ="Set the display style for ",~Multiboard," item in column ",~Column,", row ",~Row," to ",~Show/Hide," text and ",~Show/Hide," icons" MultiboardSetItemStyleBJHint="Use a column value of zero to affect all columns. Use a row value of zero to affect all rows." MultiboardSetItemValueBJ="Set Item Text" MultiboardSetItemValueBJ="Set the text for ",~Multiboard," item in column ",~Column,", row ",~Row," to ",~Text MultiboardSetItemValueBJHint="Use a column value of zero to affect all columns. Use a row value of zero to affect all rows." MultiboardSetItemColorBJ="Set Item Color" MultiboardSetItemColorBJ="Set the color for ",~Multiboard," item in column ",~Column,", row ",~Row," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" MultiboardSetItemColorBJHint="Use a column value of zero to affect all columns. Use a row value of zero to affect all rows. The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." MultiboardSetItemWidthBJ="Set Item Width" MultiboardSetItemWidthBJ="Set the width for ",~Multiboard," item in column ",~Column,", row ",~Row," to ",~Width,"% of the total screen width" MultiboardSetItemWidthBJHint= MultiboardSetItemIconBJ="Set Item Icon" MultiboardSetItemIconBJ="Set the icon for ",~Multiboard," item in column ",~Column,", row ",~Row," to ",~Icon File MultiboardSetItemIconBJHint= // Neutral Building actions AddResourceAmountBJ="Add Gold To Gold Mine" AddResourceAmountBJ="Add ",~Quantity," gold to ",~Gold Mine AddResourceAmountBJHint="Use a negative number to subtract." SetResourceAmount="Set Resources Of Gold Mine" SetResourceAmount="Set ",~Gold Mine," to ",~Quantity," gold" SetResourceAmountHint= BlightGoldMineForPlayer="Haunt Gold Mine (Instantly)" BlightGoldMineForPlayer="Haunt ",~Gold Mine," for ",~Player BlightGoldMineForPlayerHint="This replaces the Gold Mine with a Haunted Gold Mine of equal resources." WaygateActivateBJ="Enable/Disable Way Gate" WaygateActivateBJ=~Enable/Disable," ",~Way Gate WaygateActivateBJHint= WaygateSetDestinationLocBJ="Set Way Gate Destination" WaygateSetDestinationLocBJ="Set ",~Way Gate," destination to ",~Target WaygateSetDestinationLocBJHint= SetAltMinimapIcon="Change Special Minimap Icon" SetAltMinimapIcon="Change the special minimap icon to ",~Image SetAltMinimapIconHint="The image used for this action must be exactly 16x16 pixels in size." UnitSetUsesAltIconBJ="Turn Special Minimap Icon On/Off" UnitSetUsesAltIconBJ="Turn special minimap icon ",~On/Off," for ",~Unit UnitSetUsesAltIconBJHint="Use the 'Neutral Building - Change Special Minimap Icon' action to control the icon that is displayed." AddItemToStockBJ="Add Item-Type (To Marketplace)" AddItemToStockBJ="Add ",~Item-Type," to ",~Marketplace," with ",~Count," in stock and a max stock of ",~Max AddItemToStockBJHint="This only affects a building if it has the 'Sell Items' ability." AddItemToAllStock="Add Item-Type (To All Marketplaces)" AddItemToAllStock="Add ",~Item-Type," to all marketplaces with ",~Count," in stock and a max stock of ",~Max AddItemToAllStockHint="This affects all buildings that have the 'Sell Items' ability." AddUnitToStockBJ="Add Unit-Type (To Marketplace)" AddUnitToStockBJ="Add ",~Unit-Type," to ",~Marketplace," with ",~Count," in stock and a max stock of ",~Max AddUnitToStockBJHint="This only affects a building if it has the 'Sell Units' ability." AddUnitToAllStock="Add Unit-Type (To All Marketplaces)" AddUnitToAllStock="Add ",~Unit-Type," to all marketplaces with ",~Count," in stock and a max stock of ",~Max AddUnitToAllStockHint="This affects all buildings that have the 'Sell Units' ability." RemoveItemFromStockBJ="Remove Item-Type (From Marketplace)" RemoveItemFromStockBJ="Remove ",~Item-Type," from ",~Marketplace RemoveItemFromStockBJHint="This only affects a building if it has the 'Sell Items' ability." RemoveItemFromAllStock="Remove Item-Type (From All Marketplaces)" RemoveItemFromAllStock="Remove ",~Item-Type," from all marketplaces" RemoveItemFromAllStockHint="This affects all buildings that have the 'Sell Items' ability." RemoveUnitFromStockBJ="Remove Unit-Type (From Marketplace)" RemoveUnitFromStockBJ="Remove ",~Unit-Type," from ",~Marketplace RemoveUnitFromStockBJHint="This only affects a building if it has the 'Sell Units' ability." RemoveUnitFromAllStock="Remove Unit-Type (From All Marketplaces)" RemoveUnitFromAllStock="Remove ",~Unit-Type," from all marketplaces" RemoveUnitFromAllStockHint="This affects all buildings that have the 'Sell Units' ability." SetItemTypeSlots="Limit Item Slots (Of Marketplace)" SetItemTypeSlots="Limit ",~Marketplace," to ",~Quantity," item slots" SetItemTypeSlotsHint="This only affects a building if it has the 'Sell Items' ability." SetAllItemTypeSlots="Limit Item Slots (Of All Marketplaces)" SetAllItemTypeSlots="Limit all marketplaces to ",~Quantity," item slots" SetAllItemTypeSlotsHint="This affects all buildings that have the 'Sell Items' ability." SetUnitTypeSlots="Limit Unit Slots (Of Marketplace)" SetUnitTypeSlots="Limit ",~Marketplace," to ",~Quantity," unit slots" SetUnitTypeSlotsHint="This only affects a building if it has the 'Sell Units' ability." SetAllUnitTypeSlots="Limit Unit Slots (Of All Marketplaces)" SetAllUnitTypeSlots="Limit all marketplaces to ",~Quantity," unit slots" SetAllUnitTypeSlotsHint="This affects all buildings that have the 'Sell Units' ability." // Player actions SetPlayerState="Set Property" SetPlayerState="Set ",~Player," ",~Property," to ",~Value SetPlayerStateHint= AdjustPlayerStateBJ="Add Property" AdjustPlayerStateBJ="Add ",~Value," to ",~Player," ",~Property AdjustPlayerStateBJHint="Use a negative number to subtract." SetPlayerFlagBJ="Turn Player Flag On/Off" SetPlayerFlagBJ="Turn ",~Player Flag," ",~On/Off," for ",~Player SetPlayerFlagBJHint= SetPlayerTaxRateBJ="Divert Player Income (Tax)" SetPlayerTaxRateBJ="Divert ",~Rate,"% of the ",~Resource," income of ",~Player," to ",~Player SetPlayerTaxRateBJHint="Income lost in this way can be accessed using the 'Player Score' function with 'Gold/Lumber Lost To Tax' values." EnableCreepSleepBJ="Enable/Disable Sleeping For All Creeps" EnableCreepSleepBJ=~Enable/Disable," sleeping for all creeps" EnableCreepSleepBJHint="This affects nocturnal sleep, not magical sleep." SetPlayerAllianceStateBJ="Set Alliance" SetPlayerAllianceStateBJ="Make ",~Player," treat ",~Player," as an ",~Alliance Setting SetPlayerAllianceStateBJHint="Note that neutral player slots cannot share their vision." SetPlayerAllianceBJ="Set Aspect Of Alliance" SetPlayerAllianceBJ="For ",~Player,", turn ",~Alliance Type," ",~On/Off," toward ",~Player SetPlayerAllianceBJHint="This modifies one aspect of a player's alliance state, leaving others untouched. Note that neutral player slots cannot share their vision." SetPlayerAbilityAvailableBJ="Enable/Disable Ability" SetPlayerAbilityAvailableBJ=~Enable/Disable," ",~Ability," for ",~Player SetPlayerAbilityAvailableBJHint= SetPlayerUnitAvailableBJ="Set Training/Construction Availability Of Unit" SetPlayerUnitAvailableBJ="Make ",~Unit-Type," ",~Available/Unavailable," for training/construction by ",~Player SetPlayerUnitAvailableBJHint="This determines whether or not a type of unit can be trained or constructed by a player." SetPlayerUnitMaxAllowed="Limit Training Of Unit-Type" SetPlayerUnitMaxAllowed="Limit training of ",~Unit-Type," to ",~Limit," for ",~Player SetPlayerUnitMaxAllowedHint="A limit of -1 allows unlimited training of the unit-type. A limit of 0 makes the unit-type unavailable for training." SetPlayerMaxHeroesAllowed="Limit Training Of Heroes" SetPlayerMaxHeroesAllowed="Limit training of Heroes to ",~Limit," for ",~Player SetPlayerMaxHeroesAllowedHint="A limit of -1 allows unlimited training of Heroes. A limit of 0 makes Heroes unavailable for training." SetPlayerTechResearchedSwap="Set Current Research Level" SetPlayerTechResearchedSwap="Set the current research level of ",~Tech," to ",~Level," for ",~Player SetPlayerTechResearchedSwapHint="Use 0 or 1 for simple tech, or 0..3 for three-stage upgrades. Tech cannot be unlearned through the use of this action." SetPlayerTechMaxAllowedSwap="Set Max Research Level" SetPlayerTechMaxAllowedSwap="Set the max research level of ",~Tech," to ",~Level," for ",~Player SetPlayerTechMaxAllowedSwapHint="Use 0 or 1 for simple tech, or 0..3 for three-stage upgrades." SetPlayerColorBJ="Change Color" SetPlayerColorBJ="Change color of ",~Player," to ",~Color,", ",~Changing/Retaining color," of existing units" SetPlayerColorBJHint= SetPlayerHandicapBJ="Set Handicap" SetPlayerHandicapBJ="Set ",~Player," handicap to ",~Percent,"%" SetPlayerHandicapBJHint="Handicaps apply to the max life of all units owned or created for the player. Heroes are less affected by handicaps than non-Hero units." SetPlayerOnScoreScreenBJ="Show/Hide In Score Screen" SetPlayerOnScoreScreenBJ=~Show/Hide," ",~Player," in the post-game score screen" SetPlayerOnScoreScreenBJHint= SetPlayerName="Set Name" SetPlayerName="Set name of ",~Player," to ",~Name SetPlayerNameHint= // Player Group actions ForForceMultiple="Pick Every Player In Player Group And Do Multiple Actions" ForForceMultiple="Pick every player in ",~Player Group," and do (Actions)" ForForceMultipleHint="Use 'Picked Player' to refer each player as he/she is picked. Wait actions should not be used within this function. Add actions to this function in the main display." ForForce="Pick Every Player In Player Group And Do Action" ForForce="Pick every player in ",~Player Group," and do ",~Action ForForceHint="Use 'Picked Player' to refer each player as he/she is picked. Wait actions should not be used within this function." ForceAddPlayerSimple="Add Player" ForceAddPlayerSimple="Add ",~Player," to ",~Player Group ForceAddPlayerSimpleHint="This adds a player to a Player Group variable. This does not affect the player." ForceRemovePlayerSimple="Remove Player" ForceRemovePlayerSimple="Remove ",~Player," from ",~Player Group ForceRemovePlayerSimpleHint="This removes a player from a Player Group variable. This does not affect the player." ForceClear="Clear" ForceClear="Remove all players from ",~Player Group ForceClearHint="This removes all players from a Player Group variable. This does not affect the players themselves." SetForceAllianceStateBJ="Set Alliance" SetForceAllianceStateBJ="Make ",~Player," treat ",~Player," as an ",~Alliance Setting SetForceAllianceStateBJHint="Note that neutral player slots cannot share their vision." // Quest actions QuestMessageBJ="Quest Message" QuestMessageBJ="Display to ",~Player Group," the ",~Quest Message Type," message: ",~Message QuestMessageBJHint= CreateQuestBJ="Create Quest" CreateQuestBJ="Create a ",~Quest Type," quest titled ",~Title," with the description ",~Description,", using icon path ",~Icon Path CreateQuestBJHint= DestroyQuestBJ="Destroy Quest" DestroyQuestBJ="Destroy ",~Quest DestroyQuestBJHint="Destroyed quests are removed from the quest log." QuestSetEnabledBJ="Enable/Disable Quest" QuestSetEnabledBJ=~Enable/Disable," ",~Quest QuestSetEnabledBJHint="Disabled quests are not displayed in the quest log." QuestSetCompletedBJ="Mark Quest As Completed" QuestSetCompletedBJ="Mark ",~Quest," as ",~Completed/Incomplete QuestSetCompletedBJHint= QuestSetFailedBJ="Mark Quest As Failed" QuestSetFailedBJ="Mark ",~Quest," as ",~Failed/Not Failed QuestSetFailedBJHint= QuestSetDiscoveredBJ="Mark Quest As Discovered" QuestSetDiscoveredBJ="Mark ",~Quest," as ",~Discovered/Undiscovered QuestSetDiscoveredBJHint= QuestSetTitleBJ="Change Quest Title" QuestSetTitleBJ="Change the title of ",~Quest," to ",~Title QuestSetTitleBJHint= QuestSetDescriptionBJ="Change Quest Description" QuestSetDescriptionBJ="Change the description of ",~Quest," to ",~Description QuestSetDescriptionBJHint= CreateQuestItemBJ="Create Quest Requirement" CreateQuestItemBJ="Create a quest requirement for ",~Quest," with the description ",~Description CreateQuestItemBJHint= QuestItemSetCompletedBJ="Mark Quest Requirement As Completed" QuestItemSetCompletedBJ="Mark ",~Quest Requirement," as ",~Completed/Incomplete QuestItemSetCompletedBJHint= QuestItemSetDescriptionBJ="Change Quest Requirement Description" QuestItemSetDescriptionBJ="Change the description of ",~Quest Requirement," to ",~Description QuestItemSetDescriptionBJHint= CreateDefeatConditionBJ="Create Defeat Condition" CreateDefeatConditionBJ="Create a defeat condition with the description ",~Description CreateDefeatConditionBJHint="Defeat conditions are displayed for every quest." DestroyDefeatConditionBJ="Destroy Defeat Condition" DestroyDefeatConditionBJ="Destroy ",~Defeat Condition DestroyDefeatConditionBJHint="Destroyed defeat conditions are removed from the quest log." DefeatConditionSetDescriptionBJ="Change Defeat Condition Description" DefeatConditionSetDescriptionBJ="Change the description of ",~Defeat Condition," to ",~Description DefeatConditionSetDescriptionBJHint= FlashQuestDialogButtonBJ="Flash Quest Dialog Button" FlashQuestDialogButtonBJ="Flash the quest dialog button" FlashQuestDialogButtonBJHint= // Region actions MoveRectToLoc="Move" MoveRectToLoc="Center ",~Region," on ",~Point MoveRectToLocHint="This has no effect unless the specified region is a variable." // Selection actions ClearSelectionForPlayer="Clear Selection For Player" ClearSelectionForPlayer="Clear selection for ",~Player ClearSelectionForPlayerHint="Forces a player to deselect all units." SelectGroupForPlayerBJ="Select Unit Group For Player" SelectGroupForPlayerBJ="Select ",~Unit Group," for ",~Player SelectGroupForPlayerBJHint="Forces a player to deselect all units and select up to 12 units of the unit group." SelectUnitForPlayerSingle="Select Unit For Player" SelectUnitForPlayerSingle="Select ",~Unit," for ",~Player SelectUnitForPlayerSingleHint="Forces a player to deselect all units and select only the given unit." SelectUnitAddForPlayer="Add Unit To Selection For Player" SelectUnitAddForPlayer="Add ",~Unit," to selection for ",~Player SelectUnitAddForPlayerHint="Forces a player to select the given unit in addition to whatever is already selected." SelectUnitRemoveForPlayer="Remove Unit From Selection For Player" SelectUnitRemoveForPlayer="Remove ",~Unit," from selection for ",~Player SelectUnitRemoveForPlayerHint="Forces a player to deselect the given unit, retaining the rest of the current selection." ClearSelection="Clear" ClearSelection="Clear selection" ClearSelectionHint="Deselect all units." SelectGroupBJ="Select Unit Group" SelectGroupBJ="Select ",~Unit Group SelectGroupBJHint="Deselects all units and selects up to 12 units of the unit group." SelectUnitSingle="Select Unit" SelectUnitSingle="Select ",~Unit SelectUnitSingleHint="Deselects all units and selects only the given unit." SelectUnitAdd="Add Unit" SelectUnitAdd="Add ",~Unit," to selection" SelectUnitAddHint="Selects the given unit in addition to whatever is already selected." SelectUnitRemove="Remove Unit" SelectUnitRemove="Remove ",~Unit," from selection" SelectUnitRemoveHint="Deselects the given unit, retaining the rest of the current selection." // Sound actions PlaySoundBJ="Play Sound" PlaySoundBJ="Play ",~Sound PlaySoundBJHint="Sounds cannot be played at map initialization. Use the Sound Editor to create sound variables. Note that a 3D sound must be positioned to be played." PlaySoundAtPointBJ="Play Sound At Point" PlaySoundAtPointBJ="Play ",~3D Sound," at ",~Volume,"% volume, located at ",~Point," with Z offset ",~Z PlaySoundAtPointBJHint="Sounds cannot be played at map initialization. This should only be used on sounds that have the '3D Sound' flag set in the Sound Editor." PlaySoundOnUnitBJ="Play Sound On Unit" PlaySoundOnUnitBJ="Play ",~3D Sound," at ",~Volume,"% volume, attached to ",~Unit PlaySoundOnUnitBJHint="Sounds cannot be played at map initialization. This should only be used on sounds that have the '3D Sound' flag set in the Sound Editor." PlaySoundFromOffsetBJ="Play Sound From Offset" PlaySoundFromOffsetBJ="Play ",~Sound," at ",~Volume,"% volume, skipping the first ",~Offset," seconds" PlaySoundFromOffsetBJHint="Sounds cannot be played at map initialization. This should not be used on 3D sounds." StopSoundBJ="Stop Sound" StopSoundBJ="Stop ",~Sound," ",~After Fading/Immediately StopSoundBJHint= KillSoundWhenDoneBJ="Destroy Sound" KillSoundWhenDoneBJ="Destroy ",~Sound KillSoundWhenDoneBJHint="If the sound is already playing, it will be destroyed upon finishing." SetSoundVolumeBJ="Set Sound Volume" SetSoundVolumeBJ="Set volume of ",~Sound," to ",~Volume,"%" SetSoundVolumeBJHint= SetSoundOffsetBJ="Skip To Sound Offset" SetSoundOffsetBJ="Skip to ",~Offset," seconds from the start of ",~Sound SetSoundOffsetBJHint="This should only be used on sounds that are currently playing. This should not be used on 3D sounds." SetSoundDistanceCutoffBJ="Set Sound Cutoff Distance" SetSoundDistanceCutoffBJ="Set cutoff distance of ",~Sound," to ",~Distance SetSoundDistanceCutoffBJHint= SetSoundPitchBJ="Set Sound Pitch" SetSoundPitchBJ="Set pitch of ",~Sound," to ",~Pitch SetSoundPitchBJHint= AttachSoundToUnitBJ="Attach 3D Sound To Unit" AttachSoundToUnitBJ="Attach ",~3D Sound," to ",~Unit AttachSoundToUnitBJHint="This should only be used on sounds that have the '3D Sound' flag set in the Sound Editor." SetSoundPositionLocBJ="Set 3D Sound Position" SetSoundPositionLocBJ="Set position of ",~3D Sound," to ",~Point," with Z offset ",~Z SetSoundPositionLocBJHint="This should only be used on sounds that have the '3D Sound' flag set in the Sound Editor." SetSoundDistances="Set 3D Sound Distances" SetSoundDistances="Set ",~3D Sound," distances to ",~Distance," minimum and ",~Distance," maximum" SetSoundDistancesHint="This should only be used on sounds that have the '3D Sound' flag set in the Sound Editor." SetStackedSoundBJ="Add/Remove 3D Sound Across Region" SetStackedSoundBJ=~Add/Remove," ",~3D Sound," across ",~Region SetStackedSoundBJHint="This should only be used on sounds that have the '3D Sound' flag set in the Sound Editor." SetAmbientDaySound="Use Daytime Ambient Theme" SetAmbientDaySound="Use the ",~Theme," daytime ambient theme" SetAmbientDaySoundHint= SetAmbientNightSound="Use Nighttime Ambient Theme" SetAmbientNightSound="Use the ",~Theme," nighttime ambient theme" SetAmbientNightSoundHint= EnableDawnDusk="Enable/Disable Dawn And Dusk Sounds" EnableDawnDusk=~Enable/Disable," dawn and dusk sounds" EnableDawnDuskHint= SetMapMusicIndexedBJ="Set Music List (Using A Specific Initial Song)" SetMapMusicIndexedBJ="Set the music list to ",~Music,", starting with song ",~Index SetMapMusicIndexedBJHint="This sets the list of music to use when the current song ends. This does not stop the currently playing music." SetMapMusicRandomBJ="Set Music List (Using A Random Initial Song)" SetMapMusicRandomBJ="Set the music list to ",~Music,", starting with a random song" SetMapMusicRandomBJHint="This sets the list of music to use when the current song ends. This does not stop the currently playing music." ClearMapMusicBJ="Clear Music List" ClearMapMusicBJ="Clear the music list" ClearMapMusicBJHint="Clearing the music list will cause music to cease after the currently playing music ends." PlayMusicBJ="Play Music" PlayMusicBJ="Play ",~Music PlayMusicBJHint= PlayMusicExBJ="Play Music From Offset" PlayMusicExBJ="Play ",~Music,", skipping the first ",~Offset," seconds and fading in over ",~Fade Time," seconds" PlayMusicExBJHint= PlayThematicMusicBJ="Play Music Theme" PlayThematicMusicBJ="Play ",~Music Theme PlayThematicMusicBJHint="This will play a music theme once, and then resume the game music." PlayThematicMusicExBJ="Play Music Theme From Offset" PlayThematicMusicExBJ="Play ",~Music Theme,", skipping the first ",~Offset," seconds" PlayThematicMusicExBJHint="This will play a music theme once, and then resume the game music." EndThematicMusicBJ="Stop Music Theme" EndThematicMusicBJ="Stop the currently playing music theme" EndThematicMusicBJHint= StopMusicBJ="Stop Music" StopMusicBJ="Stop music ",~After Fading/Immediately StopMusicBJHint= ResumeMusicBJ="Resume Music" ResumeMusicBJ="Resume music" ResumeMusicBJHint= SetMusicVolumeBJ="Set Music Volume" SetMusicVolumeBJ="Set music volume to ",~Volume,"%" SetMusicVolumeBJHint= SetMusicOffsetBJ="Skip To Music Offset" SetMusicOffsetBJ="Skip to ",~Offset," seconds from the start of the current music" SetMusicOffsetBJHint= SetThematicMusicOffsetBJ="Skip To Music Theme Offset" SetThematicMusicOffsetBJ="Skip to ",~Offset," seconds from the start of the current music theme" SetThematicMusicOffsetBJHint= VolumeGroupSetVolumeBJ="Set Volume Channel" VolumeGroupSetVolumeBJ="Set ",~Volume Channel," to ",~Volume,"%" VolumeGroupSetVolumeBJHint= SetCineModeVolumeGroupsBJ="Set All Volume Channels For Cinematics" SetCineModeVolumeGroupsBJ="Setup all volume channels for cinematics" SetCineModeVolumeGroupsBJHint="This uses the same volume channel settings as the 'Cinematic - Cinematic Mode' action." SetSpeechVolumeGroupsBJ="Set All Volume Channels For Speech" SetSpeechVolumeGroupsBJ="Setup all volume channels for speech" SetSpeechVolumeGroupsBJHint= VolumeGroupResetBJ="Reset All Volume Channels" VolumeGroupResetBJ="Reset all volume channels to 100%" VolumeGroupResetBJHint= // Special Effect actions AddSpecialEffectLocBJ="Create Special Effect At Point" AddSpecialEffectLocBJ="Create a special effect at ",~Point," using ",~Model File AddSpecialEffectLocBJHint= AddSpecialEffectTargetUnitBJ="Create Special Effect On Unit" AddSpecialEffectTargetUnitBJ="Create a special effect attached to the ",~Attachment Point," of ",~Unit," using ",~Model File AddSpecialEffectTargetUnitBJHint= DestroyEffectBJ="Destroy Special Effect" DestroyEffectBJ="Destroy ",~Special Effect DestroyEffectBJHint= // Trigger actions DisableTrigger="Turn Off" DisableTrigger="Turn off ",~Trigger DisableTriggerHint="Does not interrupt existing executions of the trigger, but prevents future executions." EnableTrigger="Turn On" EnableTrigger="Turn on ",~Trigger EnableTriggerHint="Allows the trigger to be executed." ConditionalTriggerExecute="Run (Checking Conditions)" ConditionalTriggerExecute="Run ",~Trigger," (checking conditions)" ConditionalTriggerExecuteHint="Runs the trigger's actions if its conditions are true." TriggerExecute="Run (Ignoring Conditions)" TriggerExecute="Run ",~Trigger," (ignoring conditions)" TriggerExecuteHint="Runs the trigger's actions while ignoring events and conditions." QueuedTriggerAddBJ="Add To Trigger Queue" QueuedTriggerAddBJ="Add ",~Trigger," to the trigger queue (",~Checking/Ignoring," conditions)" QueuedTriggerAddBJHint="Triggers added to the trigger queue are executed one at a time, in turn. Triggers added in this manner should remove themselves using 'Trigger - Remove From Queue'." QueuedTriggerRemoveBJ="Remove From Trigger Queue" QueuedTriggerRemoveBJ="Remove ",~Trigger," from the trigger queue" QueuedTriggerRemoveBJHint="If a trigger is already running via the trigger queue, removing it will allow the next trigger in the trigger queue to run, but will not stop the trigger itself from finishing its execution." QueuedTriggerClearBJ="Clear Trigger Queue" QueuedTriggerClearBJ="Clear the trigger queue" QueuedTriggerClearBJHint="This will remove all triggers from the trigger queue." QueuedTriggerClearInactiveBJ="Clear Trigger Queue Of Pending Triggers" QueuedTriggerClearInactiveBJ="Clear all pending triggers from the trigger queue" QueuedTriggerClearInactiveBJHint="This will remove all pending triggers from the trigger queue. If a trigger is currently running in the queue, it will not be removed." AddTriggerEvent="Add New Event" AddTriggerEvent="Add to ",~Trigger," the event ",~Event AddTriggerEventHint= // Unit actions CreateNUnitsAtLoc="Create Units Facing Angle" CreateNUnitsAtLoc="Create ",~Number," ",~Unit," for ",~Player," at ",~Point," facing ",~Direction," degrees" CreateNUnitsAtLocHint="The facing angle is expected in degrees, with 0 being east and 90 being north. Use 'Last Created Unit Group' to refer to these created units. Use 'Last Created Unit' to refer to exactly one of these units." CreateNUnitsAtLocFacingLocBJ="Create Units Facing Point" CreateNUnitsAtLocFacingLocBJ="Create ",~Number," ",~Unit," for ",~Player," at ",~Point," facing ",~Point CreateNUnitsAtLocFacingLocBJHint="Use 'Last Created Unit Group' to refer to these created units. Use 'Last Created Unit' to refer to exactly one of these units." CreateCorpseLocBJ="Create Corpse" CreateCorpseLocBJ="Create a ",~Unit," corpse for ",~Player," at ",~Point CreateCorpseLocBJHint="Not all units have corpse forms. Use 'Last Created Unit' to refer to this unit." CreatePermanentCorpseLocBJ="Create Permanent Corpse" CreatePermanentCorpseLocBJ="Create a permanent ",~Style," ",~Unit," corpse for ",~Player," at ",~Point," facing ",~Direction," degrees" CreatePermanentCorpseLocBJHint="Fleshy corpses will often appear skeletal for the first 8 seconds of their existence." KillUnit="Kill" KillUnit="Kill ",~Unit KillUnitHint= RemoveUnit="Remove" RemoveUnit="Remove ",~Unit," from the game" RemoveUnitHint="Leaves no corpse. If used on a Hero, that Hero cannot be resurrected." ExplodeUnitBJ="Explode" ExplodeUnitBJ="Explode ",~Unit ExplodeUnitBJHint= ReplaceUnitBJ="Replace" ReplaceUnitBJ="Replace ",~Unit," with a ",~Unit-Type," using ",~Property Usage," life and mana" ReplaceUnitBJHint="Use 'Last Replaced Unit' to refer to the replacement unit. Note that any variables referring to the old unit will need to be updated. Replacing a Haunted Gold Mine will usually yield a normal Gold Mine in addition to the replacement unit." ShowUnitHide="Hide" ShowUnitHide="Hide ",~Unit ShowUnitHideHint="Use the 'Unhide Unit' action to show a unit. Hidden units do not show up in 'Units In Region' queries." ShowUnitShow="Unhide" ShowUnitShow="Unhide ",~Unit ShowUnitShowHint="Use the 'Hide Unit' action to hide a unit. Hidden units do not show up in 'Units In Region' queries." SetUnitColor="Change Color" SetUnitColor="Change color of ",~Unit," to ",~Color SetUnitColorHint="Changing a unit's color does not change the unit's ownership." SetUnitOwner="Change Owner" SetUnitOwner="Change ownership of ",~Unit," to ",~Player," and ",~Change/Retain Color SetUnitOwnerHint= UnitShareVisionBJ="Shared Vision" UnitShareVisionBJ=~Grant/Deny," shared vision of ",~Unit," to ",~Player UnitShareVisionBJHint="Note that neutral player slots cannot share their vision." SetUnitPositionLoc="Move Unit (Instantly)" SetUnitPositionLoc="Move ",~Unit," instantly to ",~Point SetUnitPositionLocHint= SetUnitPositionLocFacingBJ="Move Unit And Face Angle (Instantly)" SetUnitPositionLocFacingBJ="Move ",~Unit," instantly to ",~Point,", facing ",~Direction," degrees" SetUnitPositionLocFacingBJHint="The facing angle is expected in degrees, with 0 being east and 90 being north." SetUnitPositionLocFacingLocBJ="Move Unit And Face Point (Instantly)" SetUnitPositionLocFacingLocBJ="Move ",~Unit," instantly to ",~Point,", facing ",~Point SetUnitPositionLocFacingLocBJHint= SetUnitRallyPoint="Set Rally-Point To Point" SetUnitRallyPoint="Set Rally-Point for ",~Unit," to ",~Point SetUnitRallyPointHint= SetUnitRallyUnit="Set Rally-Point To Unit" SetUnitRallyUnit="Set Rally-Point for ",~Unit," to ",~Unit SetUnitRallyUnitHint= SetUnitRallyDestructable="Set Rally-Point To Destructible" SetUnitRallyDestructable="Set Rally-Point for ",~Unit," to ",~Destructible SetUnitRallyDestructableHint= SetUnitLifePercentBJ="Set Life (To Percentage)" SetUnitLifePercentBJ="Set life of ",~Unit," to ",~Percent,"%" SetUnitLifePercentBJHint= SetUnitManaPercentBJ="Set Mana (To Percentage)" SetUnitManaPercentBJ="Set mana of ",~Unit," to ",~Percent,"%" SetUnitManaPercentBJHint= SetUnitLifeBJ="Set Life (To Value)" SetUnitLifeBJ="Set life of ",~Unit," to ",~Value SetUnitLifeBJHint= SetUnitManaBJ="Set Mana (To Value)" SetUnitManaBJ="Set mana of ",~Unit," to ",~Value SetUnitManaBJHint= SetUnitInvulnerable="Make Invulnerable/Vulnerable" SetUnitInvulnerable="Make ",~Unit," ",~Invulnerable/Vulnerable SetUnitInvulnerableHint= PauseUnitBJ="Pause/Unpause" PauseUnitBJ=~Pause/Unpause," ",~Unit PauseUnitBJHint="A paused unit stops and performs no orders, but remembers its orders and continues them upon being unpaused." PauseAllUnitsBJ="Pause/Unpause All Units" PauseAllUnitsBJ=~Pause/Unpause," all units" PauseAllUnitsBJHint="A paused unit stops and performs no orders, but remembers its orders and continues them upon being unpaused. This action only affects units that exist when this action is run." UnitPauseTimedLifeBJ="Pause/Unpause Expiration Timer" UnitPauseTimedLifeBJ=~Pause/Unpause," the expiration timer for ",~Unit UnitPauseTimedLifeBJHint="Only summoned units have expiration timers." UnitApplyTimedLifeBJ="Add Expiration Timer" UnitApplyTimedLifeBJ="Add a ",~Duration," second ",~Buff Type," expiration timer to ",~Unit UnitApplyTimedLifeBJHint= SetUnitExplodedBJ="Make Unit Explode On Death" SetUnitExplodedBJ="Make ",~Unit," ",~Explode/Die Normally," on death" SetUnitExplodedBJHint= UnitSuspendDecayBJ="Suspend Corpse Decay" UnitSuspendDecayBJ=~Suspend/Resume," corpse decay for ",~Unit UnitSuspendDecayBJHint="This only works on corpses, and only after the corpses' death animations have finished." UnitResetCooldown="Reset Ability Cooldowns" UnitResetCooldown="Reset ability cooldowns for ",~Unit UnitResetCooldownHint="This makes all of the unit's abilities available for use again almost immediately." UnitSetConstructionProgress="Set Building Construction Progress" UnitSetConstructionProgress="Set ",~Building," construction progress to ",~Progress,"%" UnitSetConstructionProgressHint="This should only be used on buildings that are currently under construction." UnitSetUpgradeProgress="Set Building Upgrade Progress" UnitSetUpgradeProgress="Set ",~Building," upgrade progress to ",~Progress,"%" UnitSetUpgradeProgressHint="This should only be used on buildings that are currently being upgraded. This does not affect research-based upgrades." UnitAddSleepPerm="Make Unit Sleep" UnitAddSleepPerm="Make ",~Unit," ",~Sleep/Remain Awake," when unprovoked" UnitAddSleepPermHint="Units owned by players 1 through 12 never sleep." UnitSetCanSleepBJ="Make Unit Sleep At Night" UnitSetCanSleepBJ="Make ",~Unit," ",~Sleep/Remain Awake," when unprovoked at night" UnitSetCanSleepBJHint="Units owned by players 1 through 12 never sleep." UnitWakeUpBJ="Wake Up" UnitWakeUpBJ="Wake up ",~Unit UnitWakeUpBJHint="This affects nocturnal sleep, not magical sleep." UnitGenerateAlarms="Turn Alarm Generation On/Off" UnitGenerateAlarms="Turn alarm generation for ",~Unit," ",~On/Off UnitGenerateAlarmsHint="This only affects buildings." RescueUnitBJ="Rescue Unit" RescueUnitBJ="Rescue ",~Unit," for ",~Player," and ",~Change/Retain Color RescueUnitBJHint= MakeUnitRescuableToForceBJ="Make Rescuable" MakeUnitRescuableToForceBJ="Make ",~Unit," ",~Rescuable/Unrescuable," by ",~Player Group MakeUnitRescuableToForceBJHint= SetUnitRescueRange="Set Rescue Range" SetUnitRescueRange="Limit rescue events for ",~Unit," to a range of ",~Range SetUnitRescueRangeHint="To make a unit rescuable, use 'Unit - Make Rescuable' or set the unit's owner to 'Rescuable'." SetRescueUnitColorChangeBJ="Set Rescue Behavior For Units" SetRescueUnitColorChangeBJ="Make units ",~Change/Retain Color," when rescued" SetRescueUnitColorChangeBJHint="By default, units owned by 'Rescuable' players do not change color when rescued. This action does not affect units that have already been rescued." SetRescueBuildingColorChangeBJ="Set Rescue Behavior For Buildings" SetRescueBuildingColorChangeBJ="Make buildings ",~Change/Retain Color," when rescued" SetRescueBuildingColorChangeBJHint="By default, buildings owned by 'Rescuable' players change color when rescued. This action does not affect buildings that have already been rescued." SetUnitUseFoodBJ="Enable/Disable Supply Usage" SetUnitUseFoodBJ=~Enable/Disable," supply usage for ",~Unit SetUnitUseFoodBJHint= SetUnitFacingToFaceUnitTimed="Make Unit Face Unit" SetUnitFacingToFaceUnitTimed="Make ",~Unit," face ",~Unit," over ",~Time," seconds" SetUnitFacingToFaceUnitTimedHint="Forces a unit to face another unit. This only works if the source unit is not moving at the time." SetUnitFacingToFaceLocTimed="Make Unit Face Point" SetUnitFacingToFaceLocTimed="Make ",~Unit," face ",~Point," over ",~Time," seconds" SetUnitFacingToFaceLocTimedHint="Forces a unit to face a point. This only works if the source unit is not moving at the time." SetUnitFacingTimed="Make Unit Face Angle" SetUnitFacingTimed="Make ",~Unit," face ",~Angle," over ",~Time," seconds" SetUnitFacingTimedHint="Forces a unit to face a directional angle, expected in degrees, with 0 being east. This only works if the source unit is not moving at the time." SetUnitMoveSpeed="Set Movement Speed" SetUnitMoveSpeed="Set ",~Unit," movement speed to ",~Speed SetUnitMoveSpeedHint="Common movement speeds range from 150 to 300." SetUnitPathing="Turn Collision On/Off" SetUnitPathing="Turn collision for ",~Unit," ",~On/Off SetUnitPathingHint="Collision-disabled units ignore obstacles, but are still themselves treated as obstacles." SetUnitAcquireRangeBJ="Set Acquisition Range" SetUnitAcquireRangeBJ="Set ",~Unit," acquisition range to ",~Range SetUnitAcquireRangeBJHint="The acquisition range of a unit is the distance at which the unit acquires targets to attack." SetUnitUserData="Set Custom Value" SetUnitUserData="Set the custom value of ",~Unit," to ",~Index SetUnitUserDataHint="Custom values are only used in triggers, and can be used to store any integer value." UnitRemoveBuffsBJ="Remove Buffs" UnitRemoveBuffsBJ="Remove ",~Buff Type," buffs from ",~Unit UnitRemoveBuffsBJHint= UnitRemoveBuffsExBJ="Remove Buffs By Type" UnitRemoveBuffsExBJ="Remove ",~Buff Type," buffs considered ",~Buff Resist," from ",~Unit," (",~Include/Exclude," expiration timers, ",~Include/Exclude," auras)" UnitRemoveBuffsExBJHint= UnitRemoveBuffBJ="Remove Specific Buff" UnitRemoveBuffBJ="Remove ",~Buff," buff from ",~Unit UnitRemoveBuffBJHint= UnitAddAbilityBJ="Add Ability" UnitAddAbilityBJ="Add ",~Ability," to ",~Unit UnitAddAbilityBJHint= UnitRemoveAbilityBJ="Remove Ability" UnitRemoveAbilityBJ="Remove ",~Ability," from ",~Unit UnitRemoveAbilityBJHint="In most cases, removing an ability in this manner is permanent." UnitAddTypeBJ="Add Classification" UnitAddTypeBJ="Add classification of ",~Classification," to ",~Unit UnitAddTypeBJHint="The info panel for a selected unit won't update until the unit is re-selected." UnitRemoveTypeBJ="Remove Classification" UnitRemoveTypeBJ="Remove classification of ",~Classification," from ",~Unit UnitRemoveTypeBJHint="The info panel for a selected unit won't update until the unit is re-selected." IssueTargetOrder="Issue Order Targeting A Unit" IssueTargetOrder="Order ",~Unit," to ",~Order," ",~Unit IssueTargetOrderHint= IssuePointOrderLoc="Issue Order Targeting A Point" IssuePointOrderLoc="Order ",~Unit," to ",~Order," ",~Point IssuePointOrderLocHint= IssueTargetDestructableOrder="Issue Order Targeting A Destructible" IssueTargetDestructableOrder="Order ",~Unit," to ",~Order," ",~Destructible IssueTargetDestructableOrderHint= IssueTargetItemOrder="Issue Order Targeting An Item" IssueTargetItemOrder="Order ",~Unit," to ",~Order," ",~Item IssueTargetItemOrderHint= IssueImmediateOrder="Issue Order With No Target" IssueImmediateOrder="Order ",~Unit," to ",~Order IssueImmediateOrderHint= IssueBuildOrderByIdLocBJ="Issue Build Order" IssueBuildOrderByIdLocBJ="Order ",~Unit," to build a ",~Unit-Type," at ",~Point IssueBuildOrderByIdLocBJHint= IssueTrainOrderByIdBJ="Issue Train/Upgrade Order" IssueTrainOrderByIdBJ="Order ",~Unit," to train/upgrade to a ",~Unit-Type IssueTrainOrderByIdBJHint="This action can be used to order a unit to upgrade itself. A Town Hall, for example, can be upgraded by ordering it to train a Keep." IssueUpgradeOrderByIdBJ="Issue Research Order" IssueUpgradeOrderByIdBJ="Order ",~Unit," to research ",~Tech-Type IssueUpgradeOrderByIdBJHint="Weapons and armor upgrades can be researched multiple times via this trigger action." UnitDropItemPointLoc="Issue Drop Item Order" UnitDropItemPointLoc="Order ",~Unit," to drop ",~Item," at ",~Point UnitDropItemPointLocHint= UnitDropItemSlotBJ="Issue Move Item In Inventory Order" UnitDropItemSlotBJ="Order ",~Unit," to move ",~Item," to inventory slot ",~Index UnitDropItemSlotBJHint="This only works if the unit is already carrying the item. If an item exists in the slot, the items will be swapped." UnitDropItemTargetBJ="Issue Give Item Order" UnitDropItemTargetBJ="Order ",~Unit," to give ",~Item," to ",~Unit UnitDropItemTargetBJHint= UnitDamagePointLoc="Damage Area" UnitDamagePointLoc="Cause ",~Unit," to damage circular area after ",~Seconds," seconds of radius ",~Size," at ",~Location,", dealing ",~Amount," damage of attack type ",~AttackType," and damage type ",~DamageType UnitDamagePointLocHint="This does not interrupt the unit's orders. The source unit gets credit for kills resulting from this damage." UnitDamageTargetBJ="Damage Target" UnitDamageTargetBJ="Cause ",~Unit," to damage ",~Target,", dealing ",~Amount," damage of attack type ",~AttackType," and damage type ",~DamageType UnitDamageTargetBJHint="This does not interrupt the unit's orders. The source unit gets credit for kills resulting from this damage." DecUnitAbilityLevelSwapped="Decrease Level Of Ability For Unit" DecUnitAbilityLevelSwapped="Decrease level of ",~Ability," for ",~Unit DecUnitAbilityLevelSwappedHint="If the unit does not have the ability, this does nothing." IncUnitAbilityLevelSwapped="Increase Level Of Ability For Unit" IncUnitAbilityLevelSwapped="Increase level of ",~Ability," for ",~Unit IncUnitAbilityLevelSwappedHint="If the unit does not have the ability, this does nothing." SetUnitAbilityLevelSwapped="Set Level Of Ability For Unit" SetUnitAbilityLevelSwapped="Set level of ",~Ability," for ",~Unit," to ",~Level SetUnitAbilityLevelSwappedHint="If the unit does not have the ability, this does nothing." // Unit Group actions ForGroupMultiple="Pick Every Unit In Unit Group And Do Multiple Actions" ForGroupMultiple="Pick every unit in ",~Unit Group," and do (Actions)" ForGroupMultipleHint="Use 'Picked Unit' to refer each unit as it is picked. This works for every unit in the group, including dead units. Wait actions should not be used within this function. Add actions to this function in the main display." ForGroup="Pick Every Unit In Unit Group And Do Action" ForGroup="Pick every unit in ",~Unit Group," and do ",~Action ForGroupHint="Use 'Picked Unit' to refer each unit as it is picked. This works for every unit in the group, including dead units. Wait actions should not be used within this function." GroupAddUnitSimple="Add Unit" GroupAddUnitSimple="Add ",~Unit," to ",~Unit Group GroupAddUnitSimpleHint="This adds a unit to a Unit Group variable. This does not affect the unit itself." GroupAddGroup="Add Unit Group" GroupAddGroup="Add all units of ",~Unit Group," to ",~Unit Group GroupAddGroupHint="This adds all units of a unit group to a Unit Group variable. This does not affect the units themselves." GroupRemoveUnitSimple="Remove Unit" GroupRemoveUnitSimple="Remove ",~Unit," from ",~Unit Group GroupRemoveUnitSimpleHint="This removes a unit from a Unit Group variable. This does not affect the unit itself." GroupRemoveGroup="Remove Unit Group" GroupRemoveGroup="Remove all units of ",~Unit Group," from ",~Unit Group GroupRemoveGroupHint="This removes all units of a unit group from a Unit Group variable. This does not affect the units themselves." GroupClear="Clear" GroupClear="Remove all units from ",~Unit Group GroupClearHint="This removes all units from a Unit Group variable. This does not affect the units themselves." GroupTargetOrder="Issue Order Targeting A Unit" GroupTargetOrder="Order ",~Unit Group," to ",~Order," ",~Unit GroupTargetOrderHint="This will issue an order to at most 12 units from the specified unit group. Note that 'Right-Click' orders issued this way do not always behave as they do when issued to units in-game." GroupPointOrderLoc="Issue Order Targeting A Point" GroupPointOrderLoc="Order ",~Unit Group," to ",~Order," ",~Point GroupPointOrderLocHint="This will issue an order to at most 12 units from the specified unit group." GroupTargetDestructableOrder="Issue Order Targeting A Destructible" GroupTargetDestructableOrder="Order ",~Unit Group," to ",~Order," ",~Destructible GroupTargetDestructableOrderHint="This will issue an order to at most 12 units from the specified unit group." GroupTargetItemOrder="Issue Order Targeting An Item" GroupTargetItemOrder="Order ",~Unit Group," to ",~Order," ",~Item GroupTargetItemOrderHint="This will issue an order to at most 12 units from the specified unit group." GroupImmediateOrder="Issue Order With No Target" GroupImmediateOrder="Order ",~Unit Group," to ",~Order GroupImmediateOrderHint="This will issue an order to at most 12 units from the specified unit group." GroupTrainOrderByIdBJ="Issue Train Order" GroupTrainOrderByIdBJ="Order ",~Unit Group," to train a ",~Unit-Type GroupTrainOrderByIdBJHint="This action can also be used to order a unit to upgrade itself. A Town Hall, for example, can be upgraded by ordering it to train a Keep. This will issue an order to at most 12 units from the specified unit group." // Ubersplat actions CreateUbersplatBJ="Create" CreateUbersplatBJ="Create ubersplat at ",~Location," of type ",~Type," with color (",~Red,"%, ",~Green,"%, ",~Blue,"%) and ",~Transparency,"% transparency (",~Enable/Disable," paused state, ",~Enble/Disable," skipping birth time)" CreateUbersplatBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible. Use 'Ubersplat - Change Render Always State' to toggle display of this ubersplat. By default, ubersplats are not rendered." DestroyUbersplat="Destroy" DestroyUbersplat="Destroy ",~Ubersplat DestroyUbersplatHint= ResetUbersplat="Reset" ResetUbersplat="Reset ",~Ubersplat ResetUbersplatHint= FinishUbersplat="Finish" FinishUbersplat="Finish ",~Ubersplat FinishUbersplatHint= ShowUbersplatBJ="Show/Hide" ShowUbersplatBJ=~Show/Hide," ",~Ubersplat ShowUbersplatBJHint= SetUbersplatRender="Change Render State" SetUbersplatRender="Change ",~Ubersplat,": ",~Enable/Disable," render state" SetUbersplatRenderHint= SetUbersplatRenderAlways="Change Render Always State" SetUbersplatRenderAlways="Change ",~Ubersplat,": ",~Enable/Disable," render always state" SetUbersplatRenderAlwaysHint= // Visibility actions FogEnableOn="Enable Fog Of War" FogEnableOn="Enable fog of war" FogEnableOnHint= FogEnableOff="Disable Fog Of War" FogEnableOff="Disable fog of war" FogEnableOffHint= FogMaskEnableOn="Enable Black Mask" FogMaskEnableOn="Enable black mask" FogMaskEnableOnHint= FogMaskEnableOff="Disable Black Mask" FogMaskEnableOff="Disable black mask" FogMaskEnableOffHint= CreateFogModifierRectBJ="Create Visibility Modifier Region" CreateFogModifierRectBJ="Create an initially ",~Enabled/Disabled," visibility modifier for ",~Player," emitting ",~Visibility State," across ",~Region CreateFogModifierRectBJHint= CreateFogModifierRadiusLocBJ="Create Visibility Modifier Circle" CreateFogModifierRadiusLocBJ="Create an initially ",~Enabled/Disabled," visibility modifier for ",~Player," emitting ",~Visibility State," from ",~Point," to a radius of ",~Radius CreateFogModifierRadiusLocBJHint= FogModifierStart="Enable Visibility Modifier" FogModifierStart="Enable ",~Visibility Modifier FogModifierStartHint= FogModifierStop="Disable Visibility Modifier" FogModifierStop="Disable ",~Visibility Modifier FogModifierStopHint= DestroyFogModifier="Destroy Visibility Modifier" DestroyFogModifier="Destroy ",~Visibility Modifier DestroyFogModifierHint= // Obsolete actions //AddPerfLogLabel="** AddPerfLogLabel **" //AddPerfLogLabel="** AddPerfLogLabel(",~Label,") **" //AddPerfLogLabelHint="** This is for debugging purposes only - remove before ship. **" //Cheat="** Cheat **" //Cheat="** Cheat(",~Label,") **" //CheatHint="** This is for debugging purposes only - remove before ship. **" //*************************************************************************** [TriggerCallStrings] // returns boolean IsDestructableAliveBJ="Destructible Is Alive" IsDestructableAliveBJ=~Destructible," is alive" IsDestructableAliveBJHint= IsDestructableDeadBJ="Destructible Is Dead" IsDestructableDeadBJ=~Destructible," is dead" IsDestructableDeadBJHint= IsDestructableInvulnerableBJ="Destructible Is Invulnerable" IsDestructableInvulnerableBJ=~Destructible," is invulnerable" IsDestructableInvulnerableBJHint= IsPointBlightedBJ="Point Is Blighted" IsPointBlightedBJ=~Point," is blighted" IsPointBlightedBJHint= IsTerrainPathableBJ="Terrain Pathing Is Off" IsTerrainPathableBJ="Terrain pathing at ",~Location," of type ",~Pathing Type," is off" IsTerrainPathableBJHint="Terrain pathing is off if it is not pathable to the given pathing type. For example, 'Buildability' is off if the pathing cell is unbuildable. Use 'Environment - Turn Terrain Pathing On/Off' to change terrain pathing." IsMapFlagSet="Map Flag Set" IsMapFlagSet=~Map Flag," is set" IsMapFlagSetHint= IsCustomCampaignButtonVisibile="Custom Campaign Button Is Visible" IsCustomCampaignButtonVisibile="Custom campaign button ",~Number," is visible" IsCustomCampaignButtonVisibileHint= GetCreepCampFilterState="Creep Camp Display Is On" GetCreepCampFilterState="Creep camp minimap display is turned on" GetCreepCampFilterStateHint= SaveGameExists="Saved-Game Exists" SaveGameExists="The ",~Filename," saved-game exists" SaveGameExistsHint= GetStoredBooleanBJ="Load Boolean Value" GetStoredBooleanBJ="Load ",~Label," of ",~Category," from ",~Game Cache GetStoredBooleanBJHint="If the label is not found, this function returns False." HaveStoredValue="Cache Value Exists" HaveStoredValue=~Label," is stored as a ",~Type," of ",~Category," in ",~Game Cache HaveStoredValueHint= HaveSavedValue="Hashtable Value Exists" HaveSavedValue=~Value," is stored as a ",~Type," of ",~Value," in ",~Hashtable HaveSavedValueHint= UnitHasItem="Hero Has Item" UnitHasItem=~Hero," has ",~Item UnitHasItemHint= UnitHasItemOfTypeBJ="Hero Has Item Of Type" UnitHasItemOfTypeBJ=~Hero," has an item of type ",~Item-Type UnitHasItemOfTypeBJHint= IsSuspendedXP="Experience Is Disabled For Hero" IsSuspendedXP="Experience is disabled for ",~Hero IsSuspendedXPHint="Use the 'Hero - Enable/Disable Experience' action to disable a Hero's experience." CheckItemStatus="Item Status Check" CheckItemStatus=~Item," is ",~Status CheckItemStatusHint= CheckItemcodeStatus="Item-Type Status Check" CheckItemcodeStatus=~Item-Type," is ",~Status CheckItemcodeStatusHint= IsItemHiddenBJ="Item Is Hidden" IsItemHiddenBJ=~Item," is hidden" IsItemHiddenBJHint="Items held by units are considered hidden." IsItemOwned="Item Is Owned" IsItemOwned=~Item," is owned" IsItemOwnedHint="Any item in a unit's inventory is considered owned, even if the owner is dead." RectContainsItem="Item In Region" RectContainsItem=~Item," is in ",~Region RectContainsItemHint="An owned item is not considered to be in any regions." IsItemInvulnerable="Item Is Invulnerable" IsItemInvulnerable=~Item," is invulnerable" IsItemInvulnerableHint= LeaderboardHasPlayerItemBJ="Leaderboard Contains Player" LeaderboardHasPlayerItemBJ=~Leaderboard," contains ",~Player LeaderboardHasPlayerItemBJHint= IsMultiboardDisplayed="Multiboard Is Showing" IsMultiboardDisplayed=~Multiboard," is showing" IsMultiboardDisplayedHint= IsMultiboardMinimized="Multiboard Is Minimized" IsMultiboardMinimized=~Multiboard," is minimized" IsMultiboardMinimizedHint= WaygateIsActiveBJ="Way Gate Is Enabled" WaygateIsActiveBJ=~Way Gate," is enabled" WaygateIsActiveBJHint= IsPlayerFlagSetBJ="Player Flag Is On" IsPlayerFlagSetBJ=~Player Flag," is on for ",~Player IsPlayerFlagSetBJHint= IsPlayerAlly="Player Is An Ally Of Player" IsPlayerAlly=~Player," is an ally of ",~Player IsPlayerAllyHint= IsPlayerEnemy="Player Is An Enemy Of Player" IsPlayerEnemy=~Player," is an enemy of ",~Player IsPlayerEnemyHint= GetPlayerAlliance="Player Alliance Towards Player" GetPlayerAlliance=~Player," is giving ",~Player," ",~Alliance Type GetPlayerAllianceHint= IsPlayerInForce="Player In Player Group" IsPlayerInForce=~Player," is in ",~Player Group IsPlayerInForceHint= IsQuestItemCompleted="Quest Requirement Is Completed" IsQuestItemCompleted=~Quest Requirement," is completed" IsQuestItemCompletedHint= IsQuestEnabled="Quest Is Enabled" IsQuestEnabled=~Quest," is enabled" IsQuestEnabledHint= IsQuestCompleted="Quest Is Completed" IsQuestCompleted=~Quest," is completed" IsQuestCompletedHint= IsQuestFailed="Quest Is Failed" IsQuestFailed=~Quest," is failed" IsQuestFailedHint= IsQuestDiscovered="Quest Is Discovered" IsQuestDiscovered=~Quest," is discovered" IsQuestDiscoveredHint= IsQuestRequired="Quest Is Required" IsQuestRequired=~Quest," is required" IsQuestRequiredHint= RectContainsLoc="Region Contains Point" RectContainsLoc=~Region," contains ",~Point RectContainsLocHint= IsTriggerEnabled="Trigger Is On" IsTriggerEnabled=~Trigger," is on" IsTriggerEnabledHint= TriggerEvaluate="Evaluate Trigger Conditions" TriggerEvaluate="Evaluate ",~Trigger," conditions" TriggerEvaluateHint= IsTriggerQueuedBJ="Trigger Is Queued" IsTriggerQueuedBJ=~Trigger," is queued" IsTriggerQueuedBJHint="Use 'Trigger - Add To Trigger Queue' and 'Trigger - Remove From Trigger Queue' to manipulate the trigger queue." IsTriggerQueueEmptyBJ="Trigger Queue Is Empty" IsTriggerQueueEmptyBJ="The trigger queue is empty" IsTriggerQueueEmptyBJHint="Use 'Trigger - Add To Trigger Queue' and 'Trigger - Remove From Trigger Queue' to manipulate the trigger queue." IsUnitType="Unit Classification Check" IsUnitType=~Unit," is ",~Type IsUnitTypeHint= IsUnitIdType="Unit-Type Classification Check" IsUnitIdType=~Unit-Type," is ",~Type IsUnitIdTypeHint= IsUnitInGroup="Unit In Unit Group" IsUnitInGroup=~Unit," is in ",~Unit Group IsUnitInGroupHint= RectContainsUnit="Unit In Region" RectContainsUnit=~Region," contains ",~Unit RectContainsUnitHint= IsUnitAliveBJ="Unit Is Alive" IsUnitAliveBJ=~Unit," is alive" IsUnitAliveBJHint= IsUnitDeadBJ="Unit Is Dead" IsUnitDeadBJ=~Unit," is dead" IsUnitDeadBJHint= IsUnitPausedBJ="Unit Is Paused" IsUnitPausedBJ=~Unit," is paused" IsUnitPausedBJHint= IsUnitHiddenBJ="Unit Is Hidden" IsUnitHiddenBJ=~Unit," is hidden" IsUnitHiddenBJHint="A unit can be hidden with the 'Unit - Hide' trigger action, or by placing the unit into a transport, Soul Gem, altar, etc." IsUnitIllusionBJ="Unit Is An Illusion" IsUnitIllusionBJ=~Unit," is an illusion" IsUnitIllusionBJHint= UnitCanSleepPerm="Unit Sleeps" UnitCanSleepPerm=~Unit," sleeps when unprovoked" UnitCanSleepPermHint="Units owned by players 1 through 12 never sleep." UnitCanSleepBJ="Unit Sleeps At Night" UnitCanSleepBJ=~Unit," sleeps when unprovoked at night" UnitCanSleepBJHint="Units owned by players 1 through 12 never sleep." UnitIsSleepingBJ="Unit Is Sleeping" UnitIsSleepingBJ=~Unit," is sleeping" UnitIsSleepingBJHint="Units owned by players 1 through 12 never sleep." DoesUnitGenerateAlarms="Unit Generates Alarms" DoesUnitGenerateAlarms=~Unit," generates alarms" DoesUnitGenerateAlarmsHint= IsUnitLoadedBJ="Unit Is Being Transported" IsUnitLoadedBJ=~Unit," is being transported" IsUnitLoadedBJHint= IsUnitInTransportBJ="Unit Is In Transport" IsUnitInTransportBJ=~Unit," is loaded into ",~Transport IsUnitInTransportBJHint= IsUnitSelected="Unit Selected By Player" IsUnitSelected=~Unit," is selected by ",~Player IsUnitSelectedHint= IsUnitAlly="Unit Belongs To An Ally Of Player" IsUnitAlly=~Unit," belongs to an ally of ",~Player IsUnitAllyHint= IsUnitEnemy="Unit Belongs To An Enemy Of Player" IsUnitEnemy=~Unit," belongs to an enemy of ",~Player IsUnitEnemyHint= UnitHasBuffBJ="Unit Has Specific Buff" UnitHasBuffBJ=~Unit," has buff ",~Buff UnitHasBuffBJHint= IsUnitGroupEmptyBJ="Unit Group Is Empty" IsUnitGroupEmptyBJ=~Unit Group," is empty" IsUnitGroupEmptyBJHint="This is true if the unit group contains no units." IsUnitGroupInRectBJ="Units Of Unit Group Are In Region" IsUnitGroupInRectBJ="All units of ",~Unit Group," are in ",~Region IsUnitGroupInRectBJHint="This is true if every unit in the unit group is in the given region." IsUnitGroupDeadBJ="Units Of Unit Group Are Dead" IsUnitGroupDeadBJ="All units of ",~Unit Group," are dead" IsUnitGroupDeadBJHint="This is true if every unit in the unit group is dead." IsFogEnabled="Fog Of War Enabled" IsFogEnabled="Fog of war is enabled" IsFogEnabledHint= IsFogMaskEnabled="Black Mask Enabled" IsFogMaskEnabled="Black mask is enabled" IsFogMaskEnabledHint= IsUnitVisible="Unit Is Visible To Player" IsUnitVisible=~Unit," is visible to ",~Player IsUnitVisibleHint= IsUnitInvisible="Unit Is Invisible To Player" IsUnitInvisible=~Unit," is invisible to ",~Player IsUnitInvisibleHint= IsUnitFogged="Unit Fogged To Player" IsUnitFogged=~Unit," is fogged to ",~Player IsUnitFoggedHint= IsUnitMasked="Unit Is Masked To Player" IsUnitMasked=~Unit," is masked to ",~Player IsUnitMaskedHint= IsLocationVisibleToPlayer="Point Visible To Player" IsLocationVisibleToPlayer=~Point," is visible to ",~Player IsLocationVisibleToPlayerHint= IsLocationFoggedToPlayer="Point Fogged To Player" IsLocationFoggedToPlayer=~Point," is fogged for ",~Player IsLocationFoggedToPlayerHint= IsLocationMaskedToPlayer="Point Masked To Player" IsLocationMaskedToPlayer=~Point," is masked for ",~Player IsLocationMaskedToPlayerHint= // returns integer OperatorInt="Arithmetic" OperatorInt=~Value," ",~Operator," ",~Value OperatorIntHint= GetForLoopIndexA="For Loop Integer A" GetForLoopIndexA="Integer A" GetForLoopIndexAHint= GetForLoopIndexB="For Loop Integer B" GetForLoopIndexB="Integer B" GetForLoopIndexBHint= StringLength="String Length" StringLength="Length of ",~String StringLengthHint= R2I="Convert Real To Integer" R2I="Integer(",~Real,")" R2RHint= S2I="Convert String To Integer" S2I="Integer(",~String,")" S2IHint= GetElevatorHeight="Elevator Height" GetElevatorHeight="Height of ",~Elevator GetElevatorHeightHint="An elevator's height can be changed using the 'Destructible - Set Elevator Height' action." GetTerrainCliffLevelBJ="Terrain Cliff Level" GetTerrainCliffLevelBJ="Terrain cliff level at ",~Location GetTerrainCliffLevelBJHint="Cliff level values start at zero." GetTerrainVarianceBJ="Terrain Variance" GetTerrainVarianceBJ="Terrain variance at ",~Location GetTerrainVarianceBJHint= GetLearnedSkillLevel="Learned Skill Level" GetLearnedSkillLevel="Learned skill level" GetLearnedSkillLevelHint= GetPlayers="Number Of Players" GetPlayers="Number of players" GetPlayersHint= GetTeams="Number Of Teams" GetTeams="Number of teams" GetTeamsHint= GetAllyColorFilterState="Ally Color Filter Setting" GetAllyColorFilterState="Ally color filter setting" GetAllyColorFilterStateHint="A value of 0 indicates that filtering is disabled. A value of 1 indicates that filtering is only enabled for the minimap. A value of 2 indicates that filtering is enabled for the minimap and the game view." GetTournamentFinishNowRule="Tournament Finish Rule" GetTournamentFinishNowRule="Tournament finish rule" GetTournamentFinishNowRuleHint="A value of 1 indicates that the game is in a bracket and therefore cannot end in a draw. Any other value indicates that this is a preliminary game and may end in a draw." GetTournamentScore="Tournament Melee Score" GetTournamentScore="Tournament melee score for ",~Player GetTournamentScoreHint="This returns the melee score for a player, which is used by melee games to determine victory/defeat/draw if a tournament game runs too long." GetStoredIntegerBJ="Load Integer Value" GetStoredIntegerBJ="Load ",~Label," of ",~Category," from ",~Game Cache GetStoredIntegerBJHint="If the label is not found, this function returns 0." GetHeroLevel="Hero Level" GetHeroLevel="Hero level of ",~Hero GetHeroLevelHint= GetHeroXP="Hero Experience" GetHeroXP="Hero experience of ",~Hero GetHeroXPHint= GetHeroStatBJ="Hero Attribute" GetHeroStatBJ=~Attribute," of ",~Hero," (",~Include/Exclude," bonuses)" GetHeroStatBJHint= GetHeroSkillPoints="Unspent Skill Points" GetHeroSkillPoints="Unspent skill points of ",~Hero GetHeroSkillPointsHint= GetItemLevel="Item Level" GetItemLevel="Item level of ",~Item GetItemLevelHint= GetItemCharges="Item Charges Remaining" GetItemCharges="Charges remaining in ",~Item GetItemChargesHint="Items with unlimited charges will return zero." GetItemUserData="Custom Value Of Item" GetItemUserData="Custom value of ",~Item GetItemUserDataHint="Use 'Item - Set Custom Value' to set the custom value of an item." LeaderboardGetPlayerIndexBJ="Leaderboard Position" LeaderboardGetPlayerIndexBJ="Position of ",~Player," in ",~Leaderboard LeaderboardGetPlayerIndexBJHint= GetRandomInt="Random Number" GetRandomInt="Random integer number between ",~Minimum," and ",~Maximum GetRandomIntHint= IMinBJ="Min" IMinBJ="Min(",~Value 1,", ",~Value 2,")" IMinBJHint= IMaxBJ="Max" IMaxBJ="Max(",~Value 1,", ",~Value 2,")" IMaxBJHint= IAbsBJ="Abs" IAbsBJ="Abs(",~Value,")" IAbsBJHint="Calculates the absolute value of a number." ISignBJ="Sign" ISignBJ="Sign(",~Value,")" ISignBJHint="Calculates the sign of a number. The sign of a negative number is -1. The sign of a nonnegative number is 1." ModuloInteger="Modulo" ModuloInteger=~Dividend," mod ",~Divisor ModuloIntegerHint="Calculates the remainder of a division. Example: 12 mod 5 = 2." MultiboardGetRowCount="Row Count" MultiboardGetRowCount="Number of rows in ",~Multiboard MultiboardGetRowCountHint= MultiboardGetColumnCount="Column Count" MultiboardGetColumnCount="Number of columns in ",~Multiboard MultiboardGetColumnCountHint= GetResourceAmount="Gold Remaining" GetResourceAmount="Resource quantity contained in ",~Gold Mine GetResourceAmountHint="This is for use with Gold Mines." GetPlayerState="Player Property" GetPlayerState=~Player," ",~Property GetPlayerStateHint= GetPlayerTaxRateBJ="Player Tax Rate" GetPlayerTaxRateBJ="Tax rate of ",~Resource," from ",~Player," to ",~Player GetPlayerTaxRateBJHint="The tax rate value is a percentage of total income (0-100)." GetPlayerScore="Player Score" GetPlayerScore=~Player," ",~Score GetPlayerScoreHint= GetConvertedPlayerId="Player Number" GetConvertedPlayerId="Player number of ",~Player GetConvertedPlayerIdHint="Player numbers range from 1 to 16." GetPlayerStructureCount="Count Structures" GetPlayerStructureCount="Count structures controlled by ",~Player," (",~Include/Exclude," incomplete structures)" GetPlayerStructureCountHint= GetPlayerUnitCount="Count Non-Structure Units" GetPlayerUnitCount="Count non-structure units controlled by ",~Player," (",~Include/Exclude," incomplete units)" GetPlayerUnitCountHint= GetPlayerTechCountSimple="Current Research Level" GetPlayerTechCountSimple="Current research level of ",~Tech," for ",~Player GetPlayerTechCountSimpleHint="Returns 0 or 1 for simple tech, or 0..3 for three-stage upgrades." GetPlayerTechMaxAllowedSwap="Max Research Level" GetPlayerTechMaxAllowedSwap="Max research level of ",~Tech," for ",~Player GetPlayerTechMaxAllowedSwapHint="Returns 0 or 1 for simple tech, or 0..3 for three-stage upgrades." GetPlayerTeam="Player Team" GetPlayerTeam="Team number of ",~Player GetPlayerTeamHint= CountPlayersInForceBJ="Count Players In Player Group" CountPlayersInForceBJ="Number of players in ",~Player Group CountPlayersInForceBJHint= CountUnitsInGroup="Count Units In Unit Group" CountUnitsInGroup="Number of units in ",~Unit Group CountUnitsInGroupHint= CountLivingPlayerUnitsOfTypeId="Count Living Units Owned By Player" CountLivingPlayerUnitsOfTypeId="Number of living ",~Unit-Type," units owned by ",~Player CountLivingPlayerUnitsOfTypeIdHint= GetUnitFoodUsed="Supply Used By Unit" GetUnitFoodUsed="Supply used by ",~Unit GetUnitFoodUsedHint= GetUnitFoodMade="Supply Provided By Unit" GetUnitFoodMade="Supply provided by ",~Unit GetUnitFoodMadeHint= GetFoodUsed="Supply Used By Unit-Type" GetFoodUsed="Supply used by ",~Unit-Type GetFoodUsedHint= GetFoodMade="Supply Provided By Unit-Type" GetFoodMade="Supply provided by ",~Unit-Type GetFoodMadeHint= GetUnitPointValue="Point-Value Of Unit" GetUnitPointValue="Point-value of ",~Unit GetUnitPointValueHint= GetUnitPointValueByType="Point-Value Of Unit-Type" GetUnitPointValueByType="Point-value of ",~Unit-Type GetUnitPointValueByTypeHint= GetUnitUserData="Custom Value Of Unit" GetUnitUserData="Custom value of ",~Unit GetUnitUserDataHint="Use 'Unit - Set Custom Value' to set the custom value of a unit." GetUnitLevel="Level Of Unit" GetUnitLevel="Level of ",~Unit GetUnitLevelHint="This may be used for heroes and regular units." GetUnitAbilityLevelSwapped="Level Of Ability For Unit" GetUnitAbilityLevelSwapped="Level of ",~Ability," for ",~Unit GetUnitAbilityLevelSwappedHint="If the unit does not have the ability, the result will be zero." UnitInventoryCount="Count Items Carried" UnitInventoryCount="Number of items carried by ",~Unit UnitInventoryCountHint= UnitInventorySizeBJ="Size of Inventory" UnitInventorySizeBJ="Size of inventory for ",~Unit UnitInventorySizeBJHint= UnitCountBuffsExBJ="Count Buffs By Type" UnitCountBuffsExBJ="Number of ",~Buff Type," buffs considered ",~Buff Resist," on ",~Unit," (",~Include/Exclude," expiration timers, ",~Include/Exclude," auras)" UnitCountBuffsExBJHint= GetTriggerEvalCount="Trigger Evaluation Count" GetTriggerEvalCount="Evaluation count of ",~Trigger GetTriggerEvalCountHint= GetTriggerExecCount="Trigger Execution Count" GetTriggerExecCount="Execution count of ",~Trigger GetTriggerExecCountHint= QueuedTriggerCountBJ="Count Triggers In Trigger Queue" QueuedTriggerCountBJ="Number of triggers in the trigger queue" QueuedTriggerCountBJHint="Use 'Trigger - Add To Trigger Queue' and 'Trigger - Remove From Trigger Queue' to manipulate the trigger queue." // returns real OperatorReal="Arithmetic" OperatorReal=~Value," ",~Operator," ",~Value OperatorRealHint= GetLocationX="X Of Point" GetLocationX="X of ",~Point GetLocationXHint= GetLocationY="Y Of Point" GetLocationY="Y of ",~Point GetLocationYHint= CameraSetupGetFieldSwap="Camera Field Of Camera Object" CameraSetupGetFieldSwap=~Camera Field," of ",~Camera Object CameraSetupGetFieldSwapHint= GetCameraField="Camera Field Of Current Camera" GetCameraField=~Camera Field," of the current camera view" GetCameraFieldHint= GetCameraTargetPositionX="Target X Of Current Camera" GetCameraTargetPositionX="Target X of current camera view" GetCameraTargetPositionXHint= GetCameraTargetPositionY="Target Y Of Current Camera" GetCameraTargetPositionY="Target Y of current camera view" GetCameraTargetPositionYHint= GetCameraTargetPositionZ="Target Z Of Current Camera" GetCameraTargetPositionZ="Target Z of current camera view" GetCameraTargetPositionZHint= GetCameraEyePositionX="Source X Of Current Camera" GetCameraEyePositionX="Source X of current camera view" GetCameraEyePositionXHint= GetCameraEyePositionY="Source Y Of Current Camera" GetCameraEyePositionY="Source Y of current camera view" GetCameraEyePositionYHint= GetCameraEyePositionZ="Source Z Of Current Camera" GetCameraEyePositionZ="Source Z of current camera view" GetCameraEyePositionZHint= GetLastTransmissionDurationBJ="Last Transmission Length" GetLastTransmissionDurationBJ="Length of last transmission" GetLastTransmissionDurationBJHint="This is the length, in seconds, of the last used 'Cinematic - Transmission' action." I2R="Convert Integer To Real" I2R="Real(",~Integer,")" I2RHint= S2R="Convert String To Real" S2R="Real(",~String,")" S2RHint= Deg2Rad="Convert Degrees To Radians" Deg2Rad="Radians(",~Degrees,")" Deg2RadHint= Rad2Deg="Convert Radians To Degrees" Rad2Deg="Degrees(",~Radians,")" Rad2DegHint= TimerGetElapsed="Elapsed Time" TimerGetElapsed="Elapsed time for ",~Timer TimerGetElapsedHint= TimerGetRemaining="Remaining Time" TimerGetRemaining="Remaining time for ",~Timer TimerGetRemainingHint= TimerGetTimeout="Initial Time" TimerGetTimeout="Initial time for ",~Timer TimerGetTimeoutHint= GetDestructableLife="Life" GetDestructableLife="Current life of ",~Destructible GetDestructableLifeHint="Destructibles lose life when attacked or harvested. Like units, destructibles die when their life reaches 0." GetDestructableMaxLife="Max Life" GetDestructableMaxLife="Max life of ",~Destructible GetDestructableMaxLifeHint="Destructibles lose life when attacked or harvested. Like units, destructibles die when their life reaches 0." GetDestructableOccluderHeight="Occlusion Height" GetDestructableOccluderHeight="Occlusion height of ",~Destructible GetDestructableOccluderHeightHint= GetEventDamage="Damage Taken" GetEventDamage="Damage taken" GetEventDamageHint="When responding to a 'Takes Damage' unit event, this refers to the amount of damage being taken." GetTournamentFinishSoonTimeRemaining="Tournament Time Remaining" GetTournamentFinishSoonTimeRemaining="Tournament time remaining" GetTournamentFinishSoonTimeRemainingHint="When responding to a 'Game must end soon' tournament event, this returns the amount of time remaining, in real-time seconds." GetTimeOfDay="Time Of Day" GetTimeOfDay="In-game time of day" GetTimeOfDayHint="This is in game time, not real time." GetTimeOfDayScalePercentBJ="Time Of Day Speed" GetTimeOfDayScalePercentBJ="Current time of day speed" GetTimeOfDayScalePercentBJHint="This returns the time of day speed as a percentage of the default time of day speed." GetStoredRealBJ="Load Real Value" GetStoredRealBJ="Load ",~Label," of ",~Category," from ",~Game Cache GetStoredRealBJHint="If the label is not found, this function returns 0." LoadIntegerBJ="Load Integer Value (hashtable)" LoadIntegerBJ="Load ",~Value," of ",~Value," from ",~Hashtable LoadIntegerBJHint="If the label is not found, this function returns 0." LoadRealBJ="Load Real Value (hashtable)" LoadRealBJ="Load ",~Value," of ",~Value," from ",~Hashtable LoadRealBJHint="If the label is not found, this function returns 0." LoadStringBJ="Load String Value (hashtable)" LoadStringBJ="Load ",~Value," of ",~Value," from ",~Hashtable LoadStringBJHint="If the label is not found, this function returns an empty string." LoadBooleanBJ="Load Boolean Value (hashtable)" LoadBooleanBJ="Load ",~Value," of ",~Value," from ",~Hashtable LoadBooleanBJHint="If the label is not found, this function returns False." LoadPlayerHandleBJ="Load Player Handle" LoadPlayerHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadPlayerHandleBJHint="If the label is not found, this function returns NULL." LoadWidgetHandleBJ="Load Widget Handle" LoadWidgetHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadWidgetHandleBJHint="If the label is not found, this function returns NULL." LoadDestructableHandleBJ="Load Destructable Handle" LoadDestructableHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadDestructableHandleBJHint="If the label is not found, this function returns NULL." LoadItemHandleBJ="Load Item Handle" LoadItemHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadItemHandleBJHint="If the label is not found, this function returns NULL." LoadUnitHandleBJ="Load Unit Handle" LoadUnitHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadUnitHandleBJHint="If the label is not found, this function returns NULL." LoadAbilityHandleBJ="Load Ability Handle" LoadAbilityHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadAbilityHandleBJHint="If the label is not found, this function returns NULL." LoadTimerHandleBJ="Load Timer Handle" LoadTimerHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadTimerHandleBJHint="If the label is not found, this function returns NULL." ///LoadTriggerRegionHandleBJ="Load Region Handle" ///LoadTriggerRegionHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable ///LoadTriggerRegionHandleBJHint="If the label is not found, this function returns NULL." LoadTriggerHandleBJ="Load Trigger Handle" LoadTriggerHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadTriggerHandleBJHint="If the label is not found, this function returns NULL." LoadTriggerConditionHandleBJ="Load Triggercondition Handle" LoadTriggerConditionHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadTriggerConditionHandleBJHint="If the label is not found, this function returns NULL." LoadTriggerActionHandleBJ="Load Triggeraction Handle" LoadTriggerActionHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadTriggerActionHandleBJHint="If the label is not found, this function returns NULL." LoadTriggerEventHandleBJ="Load Eventid Handle" LoadTriggerEventHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadTriggerEventHandleBJHint="If the label is not found, this function returns NULL." LoadForceHandleBJ="Load Force Handle" LoadForceHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadForceHandleBJHint="If the label is not found, this function returns NULL." LoadGroupHandleBJ="Load Group Handle" LoadGroupHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadGroupHandleBJHint="If the label is not found, this function returns NULL." LoadLocationHandleBJ="Load Location Handle" LoadLocationHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadLocationHandleBJHint="If the label is not found, this function returns NULL." LoadRegionHandleBJ="Load Region Handle" LoadRegionHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadRegionHandleBJHint="If the label is not found, this function returns NULL." LoadRectHandleBJ="Load Rect Handle" LoadRectHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadRectHandleBJHint="If the label is not found, this function returns NULL." LoadBooleanExprHandleBJ="Load Boolexpr Handle" LoadBooleanExprHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadBooleanExprHandleBJHint="If the label is not found, this function returns NULL." //LoadConditionFuncHandleBJ="Load Conditionfunc Handle" //LoadConditionFuncHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable //LoadConditionFuncHandleBJHint="If the label is not found, this function returns NULL." //LoadFilterFuncHandleBJ="Load Filterfunc Handle" //LoadFilterFuncHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable //LoadFilterFuncHandleBJHint="If the label is not found, this function returns NULL." LoadSoundHandleBJ="Load Sound Handle" LoadSoundHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadSoundHandleBJHint="If the label is not found, this function returns NULL." //LoadRaceHandleBJ="Load Race Handle" //LoadRaceHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable //LoadRaceHandleBJHint="If the label is not found, this function returns NULL." LoadEffectHandleBJ="Load Effect Handle" LoadEffectHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadEffectHandleBJHint="If the label is not found, this function returns NULL." LoadUnitPoolHandleBJ="Load Unitpool Handle" LoadUnitPoolHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadUnitPoolHandleBJHint="If the label is not found, this function returns NULL." LoadItemPoolHandleBJ="Load Itempool Handle" LoadItemPoolHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadItemPoolHandleBJHint="If the label is not found, this function returns NULL." LoadQuestHandleBJ="Load Quest Handle" LoadQuestHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadQuestHandleBJHint="If the label is not found, this function returns NULL." LoadQuestItemHandleBJ="Load Questitem Handle" LoadQuestItemHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadQuestItemHandleBJHint="If the label is not found, this function returns NULL." LoadDefeatConditionHandleBJ="Load Defeatcondition Handle" LoadDefeatConditionHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadDefeatConditionHandleBJHint="If the label is not found, this function returns NULL." LoadTimerDialogHandleBJ="Load Timerdialog Handle" LoadTimerDialogHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadTimerDialogHandleBJHint="If the label is not found, this function returns NULL." LoadLeaderboardHandleBJ="Load Leaderboard Handle" LoadLeaderboardHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadLeaderboardHandleBJHint="If the label is not found, this function returns NULL." LoadMultiboardHandleBJ="Load Multiboard Handle" LoadMultiboardHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadMultiboardHandleBJHint="If the label is not found, this function returns NULL." LoadMultiboardItemHandleBJ="Load Multiboarditem Handle" LoadMultiboardItemHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadMultiboardItemHandleBJHint="If the label is not found, this function returns NULL." LoadTrackableHandleBJ="Load Trackable Handle" LoadTrackableHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadTrackableHandleBJHint="If the label is not found, this function returns NULL." LoadDialogHandleBJ="Load Dialog Handle" LoadDialogHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadDialogHandleBJHint="If the label is not found, this function returns NULL." LoadButtonHandleBJ="Load Button Handle" LoadButtonHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadButtonHandleBJHint="If the label is not found, this function returns NULL." //LoadVersionHandleBJ="Load Version Handle" //LoadVersionHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable //LoadVersionHandleBJHint="If the label is not found, this function returns NULL." //LoadItemTypeHandleBJ="Load Itemtype Handle" //LoadItemTypeHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable //LoadItemTypeHandleBJHint="If the label is not found, this function returns NULL." LoadTextTagHandleBJ="Load Texttag Handle" LoadTextTagHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadTextTagHandleBJ="If the label is not found, this function returns NULL." LoadLightningHandleBJ="Load Lightning Handle" LoadLightningHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadLightningHandleBJHint="If the label is not found, this function returns NULL." LoadImageHandleBJ="Load Image Handle" LoadImageHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadImageHandleBJHint="If the label is not found, this function returns NULL." LoadUbersplatHandleBJ="Load Ubersplat Handle" LoadUbersplatHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadUbersplatHandleBJHint="If the label is not found, this function returns NULL." LoadFogStateHandleBJ="Load Fogstate Handle" LoadFogStateHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadFogStateHandleBJHint="If the label is not found, this function returns NULL." LoadFogModifierHandleBJ="Load Fogmodifier Handle" LoadFogModifierHandleBJ="Load ",~Value," of ",~Value," in ",~Hashtable LoadFogModifierHandleBJHint="If the label is not found, this function returns NULL." GetItemLifeBJ="Item Life" GetItemLifeBJ="Current life of ",~Item GetItemLifeBJHint= GetLightningColorRBJ="Red Color of Lightning" GetLightningColorRBJ="Red color of ",~Lightning GetLightningColorRBJHint="This returns a value between 0 and 1. Use 'Lightning - Set Lightning Effect Color' to change the color of a Lightning Effect." GetLightningColorGBJ="Green Color of Lightning" GetLightningColorGBJ="Green color of ",~Lightning GetLightningColorGBJHint="This returns a value between 0 and 1. Use 'Lightning - Set Lightning Effect Color' to change the color of a Lightning Effect." GetLightningColorBBJ="Blue Color of Lightning" GetLightningColorBBJ="Blue color of ",~Lightning GetLightningColorBBJHint="This returns a value between 0 and 1. Use 'Lightning - Set Lightning Effect Color' to change the color of a Lightning Effect." GetLightningColorABJ="Alpha Value of Lightning" GetLightningColorABJ="Alpha value of ",~Lightning GetLightningColorABJHint="This returns a value between 0 and 1. A value of 0 corresponds to a completely invisible lightning effect. Use 'Lightning - Set Lightning Effect Color' to change the alpha value of a Lightning Effect." GetRandomReal="Random Number" GetRandomReal="Random real number between ",~Minimum," and ",~Maximum GetRandomRealHint= GetRandomDirectionDeg="Random Angle" GetRandomDirectionDeg="Random angle" GetRandomDirectionDegHint="This is a random real number in the range of 0 to 360, for use as an angle or a unit facing." GetRandomPercentageBJ="Random Percentage" GetRandomPercentageBJ="Random percentage" GetRandomPercentageBJHint="This is a random real number in the range of 0 to 100, for use as a percentage." DistanceBetweenPoints="Distance Between Points" DistanceBetweenPoints="Distance between ",~Point," and ",~Point DistanceBetweenPointsHint="Returns the Euclidean distance between two points, ignoring height." AngleBetweenPoints="Angle Between Points" AngleBetweenPoints="Angle from ",~Point," to ",~Point AngleBetweenPointsHint="Returns the angle of a line from one point to another." RMinBJ="Min" RMinBJ="Min(",~Value 1,", ",~Value 2,")" RMinBJHint= RMaxBJ="Max" RMaxBJ="Max(",~Value 1,", ",~Value 2,")" RMaxBJHint= RAbsBJ="Abs" RAbsBJ="Abs(",~Value,")" RAbsBJHint="Calculates the absolute value of a number." RSignBJ="Sign" RSignBJ="Sign(",~Value,")" RSignBJHint="Calculates the sign of a number. The sign of a negative number is -1. The sign of a nonnegative number is 1." ModuloReal="Modulo" ModuloReal=~Dividend," mod ",~Divisor ModuloRealHint="Calculates the remainder of a division. Example: 9.0 mod 2.5 = 1.5." Pow="Power" Pow="Power(",~Value,", ",~Power,")" PowHint= SquareRoot="Square Root" SquareRoot="Square root(",~Value,")" SquareRootHint= SinBJ="Sine" SinBJ="Sin(",~Angle,")" SinBJHint="The angle specified is expected to be in degrees." CosBJ="Cosine" CosBJ="Cos(",~Angle,")" CosBJHint="The angle specified is expected to be in degrees." TanBJ="Tangent" TanBJ="Tan(",~Angle,")" TanBJHint="The angle specified is expected to be in degrees." AsinBJ="Arcsine" AsinBJ="Asin(",~Value,")" AsinBJHint="The angle returned is in degrees." AcosBJ="Arccosine" AcosBJ="Acos(",~Value,")" AcosBJHint="The angle returned is in degrees." AtanBJ="Arctangent (From Angle)" AtanBJ="Atan(",~Value,")" AtanBJHint="The angle returned is in degrees." Atan2BJ="Arctangent (From Deltas)" Atan2BJ="Atan2(",~Y,", ",~X,")" Atan2BJHint="The angle returned is in degrees." GetPlayerHandicapXPBJ="Experience Rate" GetPlayerHandicapXPBJ=~Player," experience rate" GetPlayerHandicapXPBJHint="Experience rates are specified as percentages, with 100% being normal." GetPlayerHandicapBJ="Handicap" GetPlayerHandicapBJ=~Player," handicap" GetPlayerHandicapBJHint="Handicap values are specified as percentages, with 100% being normal." GetRectCenterX="Center X Of Region" GetRectCenterX="Center X of ",~Region GetRectCenterXHint= GetRectCenterY="Center Y Of Region" GetRectCenterY="Center Y of ",~Region GetRectCenterYHint= GetRectMinX="Min X Of Region" GetRectMinX="Min X of ",~Region GetRectMinXHint= GetRectMinY="Min Y Of Region" GetRectMinY="Min Y of ",~Region GetRectMinYHint= GetRectMaxX="Max X Of Region" GetRectMaxX="Max X of ",~Region GetRectMaxXHint= GetRectMaxY="Max Y Of Region" GetRectMaxY="Max Y of ",~Region GetRectMaxYHint= GetRectWidthBJ="Width Of Region" GetRectWidthBJ="Width of ",~Region GetRectWidthBJHint= GetRectHeightBJ="Height Of Region" GetRectHeightBJ="Height of ",~Region GetRectHeightBJHint= GetSoundDurationBJ="Sound Length" GetSoundDurationBJ="Length of ",~Sound GetSoundDurationBJHint="This returns the duration of a sound, in seconds." GetSoundFileDurationBJ="Music Length" GetSoundFileDurationBJ="Length of ",~Music GetSoundFileDurationBJHint="This returns the duration of a music score, in seconds." GetUnitStateSwap="Property" GetUnitStateSwap=~Property," of ",~Unit GetUnitStateSwapHint= GetUnitLifePercent="Percentage Life" GetUnitLifePercent="Percentage life of ",~Unit GetUnitLifePercentHint= GetUnitManaPercent="Percentage Mana" GetUnitManaPercent="Percentage mana of ",~Unit GetUnitManaPercentHint= GetUnitFacing="Facing Angle" GetUnitFacing="Facing of ",~Unit GetUnitFacingHint="The angle returned is in degrees, with 0 facing east." GetUnitMoveSpeed="Movement Speed (Current)" GetUnitMoveSpeed="Current movement speed of ",~Unit GetUnitMoveSpeedHint="Movement speeds commonly range from 150 to 300." GetUnitDefaultMoveSpeed="Movement Speed (Default)" GetUnitDefaultMoveSpeed="Default movement speed of ",~Unit GetUnitDefaultMoveSpeedHint="Movement speeds commonly range from 150 to 300." GetUnitAcquireRange="Acquisition Range (Current)" GetUnitAcquireRange="Current acquisition range of ",~Unit GetUnitAcquireRangeHint= GetUnitDefaultAcquireRange="Acquisition Range (Default)" GetUnitDefaultAcquireRange="Default acquisition range of ",~Unit GetUnitDefaultAcquireRangeHint= GetUnitTurnSpeed="Turn Speed (Current)" GetUnitTurnSpeed="Current turn speed of ",~Unit GetUnitTurnSpeedHint="A unit's turn speed determines how quickly the unit changes direction. Turn speed values are expected to be between 0 and 1, with smaller numbers indicating slower turning rates." GetUnitDefaultTurnSpeed="Turn Speed (Default)" GetUnitDefaultTurnSpeed="Default turn speed of ",~Unit GetUnitDefaultTurnSpeedHint="A unit's turn speed determines how quickly the unit changes direction. Turn speed values are expected to be between 0 and 1, with smaller numbers indicating slower turning rates." GetUnitPropWindowBJ="Prop Window Angle (Current)" GetUnitPropWindowBJ="Current prop window angle of ",~Unit GetUnitPropWindowBJHint= GetUnitDefaultPropWindowBJ="Prop Window Angle (Default)" GetUnitDefaultPropWindowBJ="Default prop window angle of ",~Unit GetUnitDefaultPropWindowBJHint= GetUnitFlyHeight="Flying Height (Current)" GetUnitFlyHeight="Current flying height of ",~Unit GetUnitFlyHeightHint="Only flying units use flying heights." GetUnitDefaultFlyHeight="Flying Height (Default) GetUnitDefaultFlyHeight="Default flying height of ",~Unit GetUnitDefaultFlyHeightHint= // returns string OperatorString="Concatenate Strings" OperatorString=~String 1," + ",~String 2 OperatorStringHint= SubStringBJ="Substring" SubStringBJ="Substring(",~String,", ",~Start,", ",~End,")" SubStringBJHint="Example: Substring(''Grunts stink'', 2, 4) = ''run''." GetHandleIdBJ="Get Handle ID" GetHandleIdBJ="Key ",~Handle GetHandleIdBJHint="Creates a key from a handle for use in the hashtable." StringHashBJ="Get String ID" StringHashBJ="Key ",~String StringHashBJHint="Creates a key from a string for use in the hashtable." I2S="Convert Integer To String" I2S="String(",~Integer,")" I2SHint= R2S="Convert Real To String" R2S="String(",~Real,")" R2SHint= R2SW="Convert Real To Formatted String" R2SW="String(",~Real,", ",~Width,", ",~Precision,")" R2SWHint="Examples: String(1.234, 7, 2) = '' 1.23''. String(1.234, 2, 5) = ''1.23400''." OrderId2StringBJ="Convert Order To String" OrderId2StringBJ="String(",~Order,")" OrderId2StringBJHint="Example order strings: ''harvest'', ''move'', ''smart'', ''attack''." UnitId2StringBJ="Convert Unit-Type To String" UnitId2StringBJ="String(",~Unit-Type,")" UnitId2StringBJHint= StringIdentity="Convert Externalized String" StringIdentity="Externalized string(",~String,")" StringIdentityHint="Use this to make sure the given string will be externalized in the map string file (war3map.wts)." StringCase="Convert String Case" StringCase="String(",~String,") as ",~Lower/Upper Case StringCaseHint="All letters in the string will be changed to the selected case." GetDestructableName="Destructible Name" GetDestructableName="Name of ",~Destructible GetDestructableNameHint= GetEventPlayerChatString="Entered Chat String" GetEventPlayerChatString="Entered chat string" GetEventPlayerChatStringHint= GetEventPlayerChatStringMatched="Matched Chat String" GetEventPlayerChatStringMatched="Matched chat string" GetEventPlayerChatStringMatchedHint= GetSaveBasicFilename="Saved-Game Filename" GetSaveBasicFilename="Saved-game filename" GetSaveBasicFilenameHint="When responding to a 'Game - Game Save' event, this refers to the name of the file being saved." GetAbilityName="Ability Name" GetAbilityName="Name of ",~Ability GetAbilityNameHint= GetAbilityEffectBJ="Ability Effect Art Path" GetAbilityEffectBJ="Art path of ",~Ability," ",~EffectType," (index ",~Index,")" GetAbilityEffectBJHint="This returns the model file path of an ability's effect art." GetAbilitySoundBJ="Ability Effect Sound Name" GetAbilitySoundBJ="Name of ",~Ability," ",~SoundType GetAbilitySoundBJHint= GetStoredStringBJ="Load String Value" GetStoredStringBJ="Load ",~Label," of ",~Category," from ",~Game Cache GetStoredStringBJHint="If the label is not found, this function returns an empty string." GetHeroProperName="Hero Proper Name" GetHeroProperName="Proper name of ",~Hero GetHeroProperNameHint="Calling this on a hero will return his actual name (e.g. 'Granis Darkhammer' for a Paladin)." GetItemName="Item Name" GetItemName="Name of ",~Item GetItemNameHint= MultiboardGetTitleText="Multiboard Title" MultiboardGetTitleText="Title of ",~Multiboard MultiboardGetTitleTextHint= GetPlayerName="Player Name" GetPlayerName="Name of ",~Player GetPlayerNameHint= GetTriggerName="Trigger Name" GetTriggerName="Name of the current trigger" GetTriggerNameHint="Returns the name, as entered in the editor, of the trigger which contains this function." GetUnitName="Unit Name" GetUnitName="Name of ",~Unit GetUnitNameHint="This returns the internal name of a unit, not the proper name of units or Heroes." // returns location GetRectCenter="Center Of Region" GetRectCenter="Center of ",~Region GetRectCenterHint= GetRandomLocInRect="Random Point In Region" GetRandomLocInRect="Random point in ",~Region GetRandomLocInRectHint= OffsetLocation="Point With Offset" OffsetLocation=~Point," offset by (",~X,", ",~Y,")" OffsetLocationHint="The offset values are (X, Y)." PolarProjectionBJ="Point With Polar Offset" PolarProjectionBJ=~Point," offset by ",~Distance," towards ",~Angle," degrees" PolarProjectionBJHint= CameraSetupGetDestPositionLoc="Target Of Camera Object" CameraSetupGetDestPositionLoc="Target of ",~Camera Object CameraSetupGetDestPositionLocHint= GetCameraTargetPositionLoc="Target Of Current Camera" GetCameraTargetPositionLoc="Target of current camera view" GetCameraTargetPositionLocHint= GetCameraEyePositionLoc="Source Of Current Camera" GetCameraEyePositionLoc="Source of current camera view" GetCameraEyePositionLocHint= Location="Convert Coordinates To Point" Location="Point(",~X,", ",~Y,")" LocationHint= GetDestructableLoc="Position Of Destructible" GetDestructableLoc="Position of ",~Destructible GetDestructableLocHint= GetOrderPointLoc="Target Point Of Issued Order" GetOrderPointLoc="Target point of issued order" GetOrderPointLocHint="When responding to an 'Is Issued An Order Targeting A Point' unit event, this refers to the target of the order." GetSpellTargetLoc="Target Point Of Ability Being Cast" GetSpellTargetLoc="Target point of ability being cast" GetSpellTargetLocHint="When responding to 'Channeling/Casting/etc. casting an ability' unit events, this refers to the target point of the ability being cast." GetItemLoc="Position Of Item" GetItemLoc="Position of ",~Item GetItemLocHint= WaygateGetDestinationLocBJ="Way Gate Destination" WaygateGetDestinationLocBJ="Destination of ",~Way Gate WaygateGetDestinationLocBJHint= GetPlayerStartLocationLoc="Player Start Location" GetPlayerStartLocationLoc=~Player," start location" GetPlayerStartLocationLocHint= GetUnitLoc="Position Of Unit" GetUnitLoc="Position of ",~Unit GetUnitLocHint= GetUnitRallyPoint="Rally-Point As Point" GetUnitRallyPoint="Rally-Point of ",~Unit," as a point" GetUnitRallyPointHint="If the unit has no rally-point set, the result will be (0,0)" // returns rect GetCurrentCameraBoundsMapRectBJ="Current Camera Bounds" GetCurrentCameraBoundsMapRectBJ="Current camera bounds" GetCurrentCameraBoundsMapRectBJHint="This is the area to which the camera target is currently restricted." GetCameraBoundsMapRect="Initial Camera Bounds" GetCameraBoundsMapRect="Initial camera bounds" GetCameraBoundsMapRectHint="This is the area to which the camera target is restricted at map initialization." GetPlayableMapRect="Playable Map Area" GetPlayableMapRect="Playable map area" GetPlayableMapRectHint="This is the area to which units are restricted. This area typically extends just beyond the camera bounds." GetEntireMapRect="Entire Map" GetEntireMapRect="Entire map" GetEntireMapRectHint="This is the entire map, including areas which cannot normally be reached by units." OffsetRectBJ="Region With Offset OffsetRectBJ=~Region," offset by (",~X,", ",~Y,")" OffsetRectBJHint="The offset values are (X, Y)." RectFromCenterSizeBJ="Convert Point With Size To Region" RectFromCenterSizeBJ="Region centered at ",~Point," with size (",~Width,", ",~Height,")" RectFromCenterSizeBJHint="The size values are (Width, Height)." Rect="Convert Coordinates To Region" Rect="Region(",~X1,", ",~Y1,", ",~X2,", ",~Y2,")" RectHint="Choose four coordinates (min X, min Y, max X, max Y) to define a rectangular region on the map." RectFromLoc="Convert Points To Region" RectFromLoc="Region(",~Point 1,", ",~Point 2,")" RectFromLocHint="Choose two points to define a rectangular region on the map." // returns unit GetLastCreatedUnit="Last Created Unit" GetLastCreatedUnit="Last created unit" GetLastCreatedUnitHint="This is the last unit created via a 'Unit - Create' trigger action." GetLastRestoredUnitBJ="Last Restored Unit" GetLastRestoredUnitBJ="Last restored unit" GetLastRestoredUnitBJHint="This is the last unit restored via a 'Game Cache - Restore Unit' trigger action." GetLastReplacedUnitBJ="Last Replaced Unit" GetLastReplacedUnitBJ="Last replaced unit" GetLastReplacedUnitBJHint="This is the last unit created via a 'Unit - Replace' trigger action." GetLastHauntedGoldMine="Last Haunted Gold Mine" GetLastHauntedGoldMine="Last Haunted Gold Mine" GetLastHauntedGoldMineHint="This is the last Haunted Gold Mine created via a 'Neutral Building - Haunt Gold Mine (Instantly)' trigger action." GetEnumUnit="Picked Unit" GetEnumUnit="Picked unit" GetEnumUnitHint="When using the 'Pick Every Unit...' action, this refers to each unit as it is picked." GetFilterUnit="Matching Unit" GetFilterUnit="Matching unit" GetFilterUnitHint="Use this to refer to the unit being considered for 'Units Matching Condition' functions." GroupPickRandomUnit="Random Unit From Unit Group" GroupPickRandomUnit="Random unit from ",~Unit Group GroupPickRandomUnitHint= GetAttackedUnitBJ="Attacked Unit" GetAttackedUnitBJ="Attacked unit" GetAttackedUnitBJHint="When responding to an 'Is Attacked' unit event, this refers to the unit that is being attacked." GetAttacker="Attacking Unit" GetAttacker="Attacking unit" GetAttackerHint="When responding to an 'Is Attacked' unit event, this refers to the attacking unit." GetBuyingUnit="Buying Unit" GetBuyingUnit="Buying unit" GetBuyingUnitHint="When responding to 'Sells A Unit', 'Sells An Item', or 'Pawns An Item' unit events, this refers to the unit doing the buying." GetCancelledStructure="Cancelled Structure" GetCancelledStructure="Cancelled structure" GetCancelledStructureHint="When responding to a 'Cancels Construction' unit event, this refers to the unit whose construction has been cancelled." GetSpellAbilityUnit="Casting Unit" GetSpellAbilityUnit="Casting unit" GetSpellAbilityUnitHint="When responding to 'Channeling/Casting/etc. casting an ability' unit events, this refers to the unit casting the ability." GetConstructedStructure="Constructed Structure" GetConstructedStructure="Constructed structure" GetConstructedStructureHint="When responding to a 'Finishes Construction' unit event, this refers to the unit whose construction has finished." GetConstructingStructure="Constructing Structure" GetConstructingStructure="Constructing structure" GetConstructingStructureHint="When responding to a 'Begins Construction' unit event, this refers to the unit whose construction has begun." GetEventDamageSource="Damage Source" GetEventDamageSource="Damage source" GetEventDamageSourceHint="When responding to a 'Takes Damage' unit event, this refers to the source of damage being dealt." GetDecayingUnit="Decaying Unit" GetDecayingUnit="Decaying unit" GetDecayingUnitHint="When responding to a 'Decays' unit event, this refers to the unit that is decaying." GetDyingUnit="Dying Unit" GetDyingUnit="Dying unit" GetDyingUnitHint="When responding to a 'Dies' unit event, this refers to the unit that is dying." GetEnteringUnit="Entering Unit" GetEnteringUnit="Entering unit" GetEnteringUnitHint="When responding to a 'Unit Enters Region' unit event, this refers to the unit entering the region." GetManipulatingUnit="Hero Manipulating Item" GetManipulatingUnit="Hero manipulating item" GetManipulatingUnitHint="When responding to 'Uses/Acquires/Loses An Item' unit events, this refers to the Hero that is manipulating the item." GetKillingUnitBJ="Killing Unit" GetKillingUnitBJ="Killing unit" GetKillingUnitBJHint="When responding to a 'Dies' unit event, this refers to the killer of the dying unit. In cases where a unit dies from a source other than a killing unit, this returns 'No unit'." GetLearningUnit="Learning Hero" GetLearningUnit="Learning Hero" GetLearningUnitHint="When responding to a 'Learns A Skill' unit event, this refers to the unit learning the skill." GetLeavingUnit="Leaving Unit" GetLeavingUnit="Leaving unit" GetLeavingUnitHint="When responding to a 'Unit Leaves Region' event, this refers to the unit leaving the region." GetLevelingUnit="Leveling Hero" GetLevelingUnit="Leveling Hero" GetLevelingUnitHint="When responding to a 'Gains A Level' unit event, this refers to the unit gaining the level." GetLoadedUnitBJ="Loading Unit" GetLoadedUnitBJ="Loading unit" GetLoadedUnitBJHint="When responding to an 'Is Loaded Into A Transport' unit event, this refers to the unit that is being loaded." GetOrderedUnit="Ordered Unit" GetOrderedUnit="Ordered unit" GetOrderedUnitHint="When responding to an 'Is Issued An Order' unit event, this refers to the unit receiving the order." GetChangingUnit="Ownership-Changed Unit" GetChangingUnit="Ownership-changed unit" GetChangingUnitHint="When responding to a 'Changes Owner' unit event, this refers to the unit whose ownership has changed." GetResearchingUnit="Researching Unit" GetResearchingUnit="Researching unit" GetResearchingUnitHint="When responding to 'Begins/Cancels/Finishes Research' unit events, this refers to the unit doing the research." GetRevivableUnit="Revivable Hero" GetRevivableUnit="Revivable Hero" GetRevivableUnitHint="When responding to a 'Becomes Revivable' unit event, this refers to the unit that has become available for revival." GetRevivingUnit="Reviving Hero" GetRevivingUnit="Reviving Hero" GetRevivingUnitHint="When responding to 'Begins/Cancels/Finishes Reviving' unit events, this refers to the unit being revived." GetSellingUnit="Selling Unit" GetSellingUnit="Selling unit" GetSellingUnitHint="When responding to 'Sells A Unit', 'Sells An Item', or 'Pawns An Item' unit events, this refers to the unit doing the selling." GetSoldUnit="Sold Unit" GetSoldUnit="Sold unit" GetSoldUnitHint="When responding to a 'Sells A Unit' unit event, this refers to the unit being sold." GetSummonedUnit="Summoned Unit" GetSummonedUnit="Summoned unit" GetSummonedUnitHint="When responding to a 'Spawns A Summoned Unit' unit event, this refers to the unit being summoned." GetSummoningUnit="Summoning Unit" GetSummoningUnit="Summoning unit" GetSummoningUnitHint="When responding to a 'Spawns A Summoned Unit' unit event, this refers to the unit spawning the summoned unit." GetOrderTargetUnit="Target Unit Of Issued Order" GetOrderTargetUnit="Target unit of issued order" GetOrderTargetUnitHint="When responding to an 'Is Issued An Order Targeting An Object' unit event with a unit target, this refers to the target of the order." GetSpellTargetUnit="Target Unit Of Ability Being Cast" GetSpellTargetUnit="Target unit of ability being cast" GetSpellTargetUnitHint="When responding to 'Channeling/Casting/etc. casting an ability' unit events with a unit target, this refers to the target of the ability being cast." GetEventTargetUnit="Targeted Unit" GetEventTargetUnit="Targeted unit" GetEventTargetUnitHint="When responding to an 'Acquires A Target' unit event, this refers to the target being acquired." GetTrainedUnit="Trained Unit" GetTrainedUnit="Trained unit" GetTrainedUnitHint="When responding to a 'Finishes Training A Unit' unit event, this refers to the unit that was trained." GetTransportUnitBJ="Transporting Unit" GetTransportUnitBJ="Transporting unit" GetTransportUnitBJHint="When responding to an 'Is Loaded Into A Transport' unit event, this refers to the transport that loaded the unit." GetTriggerUnit="Triggering Unit" GetTriggerUnit="Triggering unit" GetTriggerUnitHint= GetUnitRallyUnit="Rally-Point As Unit" GetUnitRallyUnit="Rally-Point of ",~Unit," as a unit" GetUnitRallyUnitHint="If the unit does not have a rally-point set to a unit, this will return 'No unit'." // returns unitcode GetUnitTypeId="Unit-Type Of Unit" GetUnitTypeId="Unit-type of ",~Unit GetUnitTypeIdHint= ChooseRandomCreepBJ="Random Creep Unit-Type" ChooseRandomCreepBJ="Random level ",~Level," creep unit-type" ChooseRandomCreepBJHint="Use -1 for any level." ChooseRandomNPBuildingBJ="Random Neutral Building Unit-Type" ChooseRandomNPBuildingBJ="Random neutral building unit-type" ChooseRandomNPBuildingBJHint= String2UnitIdBJ="Convert String To Unit-Type" String2UnitIdBJ="Unit-type(",~String,")" String2UnitIdBJHint= GetTrainedUnitType="Trained Unit-Type" GetTrainedUnitType="Trained unit-type" GetTrainedUnitTypeHint="When responding to 'Begins/Cancels/Finishes Training A Unit' unit events, this refers to the unit-type of the unit that is being trained." // returns ordercode String2OrderIdBJ="Convert String To Order" String2OrderIdBJ="Order(",~String,")" String2OrderIdBJHint="Example order strings: ''harvest'', ''move'', ''smart'', ''attack''." UnitId2OrderIdBJ="Convert Unit-Type To Order" UnitId2OrderIdBJ="Order(",~Unit-Type,")" UnitId2OrderIdBJHint= GetIssuedOrderIdBJ="Issued Order" GetIssuedOrderIdBJ="Issued order" GetIssuedOrderIdBJHint="When responding to 'Is Issued An Order' unit events, this refers to the order being issued." GetUnitCurrentOrder="Current Order Of Unit" GetUnitCurrentOrder="Current order of ",~Unit GetUnitCurrentOrderHint= // returns destructable GetLastCreatedDestructable="Last Created Destructible" GetLastCreatedDestructable="Last created destructible" GetLastCreatedDestructableHint="This is the last destructible created via a 'Destructible - Create' trigger action." RandomDestructableInRectSimpleBJ="Random Destructible In Region" RandomDestructableInRectSimpleBJ="Random destructible in ",~Region RandomDestructableInRectSimpleBJHint= RandomDestructableInRectBJ="Random Destructible In Region Matching Condition" RandomDestructableInRectBJ="Random destructible in ",~Region," matching ",~Condition RandomDestructableInRectBJHint="Use 'Matching Destructible' to refer to the destructible being considered." GetEnumDestructable="Picked Destructible" GetEnumDestructable="Picked destructible" GetEnumDestructableHint="When using the 'Pick Every Destructible...' action, this refers to each destructible as it is picked." GetFilterDestructable="Matching Destructible" GetFilterDestructable="Matching destructible" GetFilterDestructableHint="Use this to refer to the destructible being considered for the 'Random Destructible' functions." GetDyingDestructable="Dying Destructible" GetDyingDestructable="Dying destructible" GetDyingDestructableHint="When responding to a 'Destructible Dies' event, this refers to the destructible that is dying." GetOrderTargetDestructable="Target Destructible Of Issued Order" GetOrderTargetDestructable="Target destructible of issued order" GetOrderTargetDestructableHint="When responding to an 'Is Issued An Order Targeting An Object' unit event with a destructible target, this refers to the target of the order." GetSpellTargetDestructable="Target Destructible Of Ability Being Cast" GetSpellTargetDestructable="Target destructible of ability being cast" GetSpellTargetDestructableHint="When responding to 'Channeling/Casting/etc. casting an ability' unit events with a destructible target, this refers to the target of the ability being cast." GetUnitRallyDestructable="Rally-Point As Destructible" GetUnitRallyDestructable="Rally-Point of ",~Unit," as a destructible" GetUnitRallyDestructableHint="If the unit does not have a rally-point set to a destructible, this will return 'No destructible'." // returns destructablecode GetDestructableTypeId="Destructible-Type of Destructible" GetDestructableTypeId="Destructible-type of ",~Destructible GetDestructableTypeIdHint= // returns item GetLastCreatedItem="Last Created Item" GetLastCreatedItem="Last created item" GetLastCreatedItemHint="This is the last item created via an 'Item - Create' or 'Hero - Create Item For Hero' trigger action." GetLastRemovedItem="Last Dropped Item" GetLastRemovedItem="Last dropped item" GetLastRemovedItemHint="This is the last item dropped via a 'Hero - Drop Item' trigger action." RandomItemInRectSimpleBJ="Random Item In Region" RandomItemInRectSimpleBJ="Random item in ",~Region RandomItemInRectSimpleBJHint= RandomItemInRectBJ="Random Item In Region Matching Condition" RandomItemInRectBJ="Random item in ",~Region," matching ",~Condition RandomItemInRectBJHint="Use 'Matching Item' to refer to the item being considered." GetEnumItem="Picked Item" GetEnumItem="Picked item" GetEnumItemHint="When using the 'Pick Every Item...' action, this refers to each item as it is picked." GetFilterItem="Matching Item" GetFilterItem="Matching item" GetFilterItemHint="Use this to refer to the item being considered for the 'Random Item' functions." UnitItemInSlotBJ="Item Carried By Hero" UnitItemInSlotBJ="Item carried by ",~Hero," in slot ",~Index UnitItemInSlotBJHint= GetItemOfTypeFromUnitBJ="Item Carried By Hero Of Type" GetItemOfTypeFromUnitBJ="Item carried by ",~Hero," of type ",~Item-Type GetItemOfTypeFromUnitBJHint= GetManipulatedItem="Item Being Manipulated" GetManipulatedItem="Item being manipulated" GetManipulatedItemHint="When responding to 'Uses/Acquires/Loses An Item' unit events, this refers to the item being manipulated." GetSoldItem="Sold Item" GetSoldItem="Sold Item" GetSoldItemHint="When responding to 'Sells An Item' or 'Pawns An Item' unit events, this refers to the item being sold." GetOrderTargetItem="Target Item Of Issued Order" GetOrderTargetItem="Target item of issued order" GetOrderTargetItemHint="When responding to an 'Is Issued An Order Targeting An Object' unit event with an item target, this refers to the target of the order." GetSpellTargetItem="Target Item Of Ability Being Cast" GetSpellTargetItem="Target item of ability being cast" GetSpellTargetItemHint="When responding to 'Channeling/Casting/etc. casting an ability' unit events with an item target, this refers to the target of the ability being cast." // returns itemtype GetItemType="Item-Class Of Item" GetItemType="Item-class of ",~Item GetItemTypeHint= // returns itemcode GetItemTypeId="Item-Type Of Item" GetItemTypeId="Item-type of ",~Item GetItemTypeIdHint= ChooseRandomItemBJ="Random Item-Type" ChooseRandomItemBJ="Random level ",~Level," item-type" ChooseRandomItemBJHint="This function corresponds to the original unclassified item system with levels 0-10. Use -1 for any level." ChooseRandomItemExBJ="Random Item-Type Of Class" ChooseRandomItemExBJ="Random level ",~Level," ",~Class," item-type" ChooseRandomItemExBJHint="This function corresponds to the newer item classification system with levels 0-8. Use -1 for any level." // returns techcode GetResearched="Researched Tech-Type" GetResearched="Researched tech-type" GetResearchedHint="When responding to 'Begins/Cancels/Finishes Research' unit events, this refers to the tech-type being researched." // returns abilcode GetSpellAbilityId="Ability Being Cast" GetSpellAbilityId="Ability being cast" GetSpellAbilityIdHint="When responding to 'Channeling/Casting/etc. casting an ability' unit events, this refers to the ability being cast." // returns heroskillcode GetLearnedSkillBJ="Learned Hero Skill" GetLearnedSkillBJ="Learned Hero Skill" GetLearnedSkillBJHint= // returns player GetEnumPlayer="Picked Player" GetEnumPlayer="Picked player" GetEnumPlayerHint="When using the 'Pick Every Player...' action, this refers to each player as he/she is picked." GetFilterPlayer="Matching Player" GetFilterPlayer="Matching player" GetFilterPlayerHint="Use this to refer to the player being considered for the 'All Players Matching Condition' function." GetOwningPlayer="Owner Of Unit" GetOwningPlayer="Owner of ",~Unit GetOwningPlayerHint= GetItemPlayer="Owner Of Item" GetItemPlayer="Owner of ",~Item GetItemPlayerHint= ForcePickRandomPlayer="Random Player From Player Group" ForcePickRandomPlayer="Random player from ",~Player Group ForcePickRandomPlayerHint= ConvertedPlayer="Convert Player Index To Player" ConvertedPlayer="Player(",~Player Index,")" ConvertedPlayerHint="Player indexes range from 1 to 16." GetChangingUnitPrevOwner="Previous Owner" GetChangingUnitPrevOwner="Previous owner" GetChangingUnitPrevOwnerHint="When responding to a 'Changes Owner' unit event, this refers to the previous owner of the unit." GetTriggerPlayer="Triggering Player" GetTriggerPlayer="Triggering player" GetTriggerPlayerHint= LeaderboardGetIndexedPlayerBJ="Player In Position" LeaderboardGetIndexedPlayerBJ="Player in position ",~Position," of ",~Leaderboard LeaderboardGetIndexedPlayerBJHint= // returns group GetLastCreatedGroup="Last Created Unit Group" GetLastCreatedGroup="Last created unit group" GetLastCreatedGroupHint="This is the last set of units created via a 'Unit - Create' trigger action." GetRandomSubGroup="Random N Units From Unit Group" GetRandomSubGroup="Random ",~Count," units from ",~Unit Group GetRandomSubGroupHint= GetUnitsInRectAll="Units In Region" GetUnitsInRectAll="Units in ",~Region GetUnitsInRectAllHint= GetUnitsInRectOfPlayer="Units In Region Owned By Player" GetUnitsInRectOfPlayer="Units in ",~Region," owned by ",~Player GetUnitsInRectOfPlayerHint= GetUnitsInRectMatching="Units In Region Matching Condition" GetUnitsInRectMatching="Units in ",~Region," matching ",~Condition GetUnitsInRectMatchingHint="Use 'Matching Unit' to refer to the unit on whom the comparison is being performed." GetUnitsInRangeOfLocAll="Units In Range" GetUnitsInRangeOfLocAll="Units within ",~Radius," of ",~Point GetUnitsInRangeOfLocAllHint= GetUnitsInRangeOfLocMatching="Units In Range Matching Condition" GetUnitsInRangeOfLocMatching="Units within ",~Radius," of ",~Point," matching ",~Condition GetUnitsInRangeOfLocMatchingHint="Use 'Matching Unit' to refer to the unit on whom the comparison is being performed." GetUnitsOfPlayerAll="Units Owned By Player" GetUnitsOfPlayerAll="Units owned by ",~Player GetUnitsOfPlayerAllHint= GetUnitsOfPlayerAndTypeId="Units Owned By Player Of Type" GetUnitsOfPlayerAndTypeId="Units owned by ",~Player," of type ",~Unit-Type GetUnitsOfPlayerAndTypeIdHint= GetUnitsOfPlayerMatching="Units Owned By Player Matching Condition" GetUnitsOfPlayerMatching="Units owned by ",~Player," matching ",~Condition GetUnitsOfPlayerMatchingHint="Use 'Matching Unit' to refer to the unit on whom the comparison is being performed." GetUnitsOfTypeIdAll="Units Of Type" GetUnitsOfTypeIdAll="Units of type ",~Unit-Type GetUnitsOfTypeIdAllHint= GetUnitsSelectedAll="Units Selected" GetUnitsSelectedAll="Units currently selected by ",~Player GetUnitsSelectedAllHint="This should not be used in trigger conditions." // returns force GetPlayersAll="All Players" GetPlayersAll="All players" GetPlayersAllHint="Includes unused and neutral players." GetPlayersByMapControl="All Players Of Control" GetPlayersByMapControl="All players controlled by a ",~Control Type," player" GetPlayersByMapControlHint= GetPlayersMatching="All Players Matching Condition" GetPlayersMatching="All players matching ",~Condition GetPlayersMatchingHint="Use 'Matching Player' to refer to the player on whom the comparison is being performed. This includes unused and neutral players." GetPlayersAllies="Allies Of Player" GetPlayersAllies="All allies of ",~Player GetPlayersAlliesHint="All allies of the specified player, including him/herself." GetPlayersEnemies="Enemies Of Player" GetPlayersEnemies="All enemies of ",~Player GetPlayersEnemiesHint="All enemies of the specified player." GetForceOfPlayer="Convert Player To Player Group" GetForceOfPlayer="Player group(",~Player,")" GetForceOfPlayerHint= // returns race GetPlayerRace="Race Of Player" GetPlayerRace="Race of ",~Player GetPlayerRaceHint= GetUnitRace="Race Of Unit" GetUnitRace="Race of ",~Unit GetUnitRaceHint= // returns camerasetup GetCurrentCameraSetup="Current Camera" GetCurrentCameraSetup="Current camera" GetCurrentCameraSetupHint= // returns fogmodifier GetLastCreatedFogModifier="Last Created Visibility Modifier" GetLastCreatedFogModifier="Last created visibility modifier" GetLastCreatedFogModifierHint="This is the last visibility modifier created via a 'Visibility - Create Visibility Modifier' trigger action." // returns trigger GetTriggeringTrigger="This Trigger" GetTriggeringTrigger="This trigger" GetTriggeringTriggerHint= // returns gamedifficulty GetGameDifficulty="Difficulty Level" GetGameDifficulty="Difficulty level" GetGameDifficultyHint= // returns aidifficulty GetAIDifficulty="Melee AI Of Player" GetAIDifficulty="Melee AI of ",~Player GetAIDifficultyHint= // returns gamespeed GetGameSpeed="Current Game Speed" GetGameSpeed="Current game speed" GetGameSpeedHint= // returns mapcontrol GetPlayerController="Player Controller" GetPlayerController=~Player," controller" GetPlayerControllerHint= // returns playercolor GetPlayerColor="Color Of Player" GetPlayerColor="Color of ",~Player GetPlayerColorHint= // returns playerslotstate GetPlayerSlotState="Player Slot Status" GetPlayerSlotState=~Player," slot status" GetPlayerSlotStateHint= // returns effect GetLastCreatedEffectBJ="Last Created Special Effect" GetLastCreatedEffectBJ="Last created special effect" GetLastCreatedEffectBJHint= // returns lightning GetLastCreatedLightningBJ="Last Created Lightning Effect" GetLastCreatedLightningBJ="Last created lightning effect" GetLastCreatedLightningBJHint= // returns image GetLastCreatedImage="Last Created Image" GetLastCreatedImage="Last created image" GetLastCreatedImageHint= // returns ubersplat GetLastCreatedUbersplat="Last Created Ubersplat" GetLastCreatedUbersplat="Last created ubersplat" GetLastCreatedUbersplatHint= // returns weathereffect GetLastCreatedWeatherEffect="Last Created Weather Effect" GetLastCreatedWeatherEffect="Last created weather effect" GetLastCreatedWeatherEffectHint="This is the last weather effect created via an 'Environment - Create Weather Effect' trigger action." // returns terraindeformation GetLastCreatedTerrainDeformation="Last Created Terrain Deformation" GetLastCreatedTerrainDeformation="Last created terrain deformation" GetLastCreatedTerrainDeformationHint="This is the last terrain deformation created via any of the 'Environment - Create Terrain Deformation' trigger actions." // returns terraintype GetTerrainTypeBJ="Terrain Type" GetTerrainTypeBJ="Terrain type at ",~Location GetTerrainTypeBJHint= // returns sound GetLastPlayedSound="Last Played Sound" GetLastPlayedSound="Last played sound" GetLastPlayedSoundHint="This is the last sound played via a 'Sound - Play Sound' or 'Cinematic - Transmission' trigger action." // returns music GetLastPlayedMusic="Last Played Music" GetLastPlayedMusic="Last played music" GetLastPlayedMusicHint="This is the last music played via a 'Sound - Play Music' trigger action." // returns quest GetLastCreatedQuestBJ="Last Created Quest" GetLastCreatedQuestBJ="Last created quest" GetLastCreatedQuestBJHint="This is the last quest created via a 'Quest - Create Quest' trigger action." // returns questitem GetLastCreatedQuestItemBJ="Last Created Quest Requirement" GetLastCreatedQuestItemBJ="Last created quest requirement" GetLastCreatedQuestItemBJHint="This is the last quest requirement created via a 'Quest - Create Quest Requirement' trigger action." // returns defeatcondition GetLastCreatedDefeatConditionBJ="Last Created Defeat Condition" GetLastCreatedDefeatConditionBJ="Last created defeat condition" GetLastCreatedDefeatConditionBJHint="This is the last defeat condition created via a 'Quest - Create Defeat Condition' trigger action." // returns dialog GetClickedDialogBJ="Clicked Dialog" GetClickedDialogBJ="Clicked dialog" GetClickedDialogBJHint="When responding to a 'Dialog - Dialog Button Click' event, this refers to the dialog containing the clicked button." // returns button GetLastCreatedButtonBJ="Last Created Dialog Button" GetLastCreatedButtonBJ="Last created dialog Button" GetLastCreatedButtonBJHint="This is the last dialog button created via a 'Dialog - Create Dialog Button' trigger action." GetClickedButtonBJ="Clicked Dialog Button" GetClickedButtonBJ="Clicked dialog button" GetClickedButtonBJHint="When responding to a 'Dialog - Button Clicked' event, this refers to the dialog button that is being clicked." // returns leaderboard GetLastCreatedLeaderboard="Last Created Leaderboard" GetLastCreatedLeaderboard="Last created leaderboard" GetLastCreatedLeaderboardHint="This is the last leaderboard created via a 'Leaderboard - Create Leaderboard' trigger action." PlayerGetLeaderboardBJ="Leaderboard Of Player" PlayerGetLeaderboardBJ="Leaderboard of ",~Player PlayerGetLeaderboardBJHint="Each player can have at most one leaderboard." // returns multiboard GetLastCreatedMultiboard="Last Created Multiboard" GetLastCreatedMultiboard="Last created multiboard" GetLastCreatedMultiboardHint="This is the last multiboard created via a 'Multiboard - Create Multiboard' trigger action." // returns timer GetLastCreatedTimerBJ="Last Started Timer" GetLastCreatedTimerBJ="Last started timer" GetLastCreatedTimerBJHint="This is the last timer started via a 'Countdown Timer - Start Timer' trigger action." GetExpiredTimer="Expiring Timer" GetExpiredTimer="Expiring timer" GetExpiredTimerHint="When responding to a 'Time - Timer Expires' event, this refers to the timer that is expiring." // returns timerdialog GetLastCreatedTimerDialogBJ="Last Created Timer Window" GetLastCreatedTimerDialogBJ="Last created timer window" GetLastCreatedTimerDialogBJHint="This is the last timer window created via a 'Countdown Timer - Create Timer Window' trigger action." // returns gamecache GetLastCreatedGameCacheBJ="Last Created Game Cache" GetLastCreatedGameCacheBJ="Last created game cache" GetLastCreatedGameCacheBJHint="This is the last game cache created via a 'Game Cache - Create Game Cache' trigger action." // returns hashtable GetLastCreatedHashtableBJ="Last Created Hashtable" GetLastCreatedHashtableBJ="Last created hashtable" GetLastCreatedHashtableBJHint="This is the last hashtable created via a 'Hashtable - Create Hashtable' trigger action." // returns texttag GetLastCreatedTextTag="Last Created Floating Text" GetLastCreatedTextTag="Last created floating text" GetLastCreatedTextTagHint="This is the last floating text created via a 'Floating Text - Create Floating Text' trigger action." //*************************************************************************** [AIFunctionStrings] // These functions are defined in AIEditorData.txt // --- Boolean TownThreatened="Town Is Under Attack" TownThreatened="Town is under attack" TownThreatenedHint="" TownHasMine="Town Has Mine" TownHasMine="Town #",~Town," has an active gold mine" TownHasHall="Town Has Hall" TownHasHall="Town #",~Town," has a town hall building" CaptainIsHome="Attack Captain Is At Home" CaptainIsHome="Attack captain is at home" CaptainIsFull="Attack Group Is Complete" CaptainIsFull="Attack group is complete" CaptainIsEmpty="Attack Group Is Empty" CaptainIsEmpty="Attack group is empty" CaptainRetreating="Attack Captain Is Retreating" CaptainRetreating="Attack captain is retreating" CaptainAtGoal="Attack Captain Is At Goal" CaptainAtGoal="Attack captain is at goal" CaptainInCombat="Captain Is In Combat" CaptainInCombat=~Captain Type," captain is in combat" CreepsOnMap="Creeps Exist Anywhere" CreepsOnMap="Creeps exist anywhere on the map" ExpansionNeeded="Expansion Spot Needed" ExpansionNeeded="Expansion spot needed" ExpansionNeededHint="Returns true if the AI needs to build an expansion but there are currently no open spots." // --- Integer GetUnitCount="Total Units of Type" GetUnitCount="Total number of ",~Unit Type," units" GetUnitCountHint="This count includes units currently being trained or constructed." GetUnitCountDone="Total Units of Type - Completed Only" GetUnitCountDone="Total number of ",~Unit Type," units completed" GetUnitCountDoneHint="This count does NOT include units currently being trained or constructed." GetTownUnitCount="Total Units of Type - By Town" GetTownUnitCount="Total number of ",~Unit Type," units in town #",~Town," (completed only: ",~Option,")" GetTownUnitCountHint="" GetMinesOwned="Number of Mines Owned" GetMinesOwned="Number of mines owned" GetMinesOwnedHint="The total number of mines currently in use by the AI player." GetGoldOwned="Total Unmined Gold Owned" GetGoldOwned="Total unmined gold owned" GetGoldOwnedHint="The total amount of gold remaining in all mines currently in use." TownWithMine="Town With Mine" TownWithMine="Town with a gold mine" TownWithMineHint="Returns the ID of the first town with an active gold mine" GetGold="Current Gold Amount" GetGold="Current gold amount" GetGoldHint="The amount of gold currently owned by the AI player" GetWood="Current Lumber Amount" GetWood="Current lumber amount" GetWoodHint="The amount of lumber currently owned by the AI player" GetUnitGoldCost="Gold Cost of Unit" GetUnitGoldCost="Gold cost of ",~Unit Type GetUnitWoodCost="Lumber Cost of Unit" GetUnitWoodCost="Lumber cost of ",~Unit Type GetUnitBuildTime="Build Time of Unit" GetUnitBuildTime="Build time of ",~Unit Type GetUnitBuildTimeHint="Build time is in seconds." GetUpgradeLevel="Current Upgrade Level" GetUpgradeLevel="Upgrade level of ",~Upgrade Type GetUpgradeGoldCost="Gold Cost of Upgrade" GetUpgradeGoldCost="Gold cost of the next ",~Upgrade Type," upgrade" GetUpgradeWoodCost="Lumber Cost of Upgrade" GetUpgradeWoodCost="Lumber cost of the next ",~Upgrade Type," upgrade" GetNextExpansion="Next Expansion Town" GetNextExpansion="Next expansion town" GetNextExpansionHint="Returns the town ID for the next expansion location" FoodUsed="Food Used" FoodUsed="Food used" FoodUsedHint="The total amount of food currently being used by the AI player" TotalFoodProduced="Food Produced" TotalFoodProduced="Food produced" TotalFoodProducedHint="The total amount of food currently produced by the AI player" GetFoodMade="Food Produced By Unit" GetFoodMade="Food produced by ",~Unit Type," units" CommandsWaiting="Commands Waiting" CommandsWaiting="Number of commands waiting" CommandsWaitingHint="Commands can be sent from map triggers via the 'AI - Send AI Command' action." CheckLastCommand="Last Command" CheckLastCommand="Last command sent, ",~Option," the command" CheckLastCommandHint="Commands can be sent from map triggers via the 'AI - Send AI Command' action." CheckLastCommandData="Last Command Data" CheckLastCommandData="Last command data sent, ",~Option," the command" CheckLastCommandDataHint="Commands can be sent from map triggers via the 'AI - Send AI Command' action." CaptainGroupSize="Attack Group Size" CaptainGroupSize="Attack group size" CaptainGroupSizeHint="The current number of units in the attack group." CaptainReadinessHP="Attack Group Health Level" CaptainReadinessHP="Attack group health level" CaptainReadinessHPHint="The health level is an estimation of the average attack group health, with 100 being full." CaptainReadinessMa="Attack Group Mana Level" CaptainReadinessMa="Attack group mana level" CaptainReadinessMaHint="The mana level is an estimation of the average attack group mana, with 100 being full." CurrentAttackWave="Current Attack Wave" CurrentAttackWave="Current attack wave" CurrentAttackWaveHint="Attack waves are defined in the attack wave list in the Attacking tab." MeleeDifficulty="Melee Difficulty Level" MeleeDifficulty="Melee difficulty level"