条件:true为任意false为所有[TriggerEventStrings]//Specialeventsnotdefinedincommon.j,//handledinternallybytheeditorMapInitializationEvent=地图初始化MapInitializationEvent=地图初始化MapInitializationEventHint=该事件发生在读取地图时.//GameeventsTriggerRegisterGameStateEventTimeOfDay=游戏时间改变TriggerRegisterGameStateEventTimeOfDay=游戏时间变为,~Operation,,~TimeTriggerRegisterGameStateEventTimeOfDayHint=游戏时间采用24小时制.当时间从不成立变为成立时触发事件.TriggerRegisterVariableEvent=实数变化TriggerRegisterVariableEvent=~实数变量,变为,~Operation,,~ValueTriggerRegisterVariableEventHint=该事件只对非数组实数变量有效.不考虑变量原值,只要条件成立即触发事件.TriggerRegisterGameLoadedEventBJ=读取进度TriggerRegisterGameLoadedEventBJ=读取进度TriggerRegisterGameLoadedEventBJHint=指游戏进度读取完毕时.TriggerRegisterGameSavedEventBJ=保存进度TriggerRegisterGameSavedEventBJ=保存进度TriggerRegisterGameSavedEventBJHint=指游戏进度开始保存时.TriggerRegisterShowSkillEventBJ=学习技能按钮被点击TriggerRegisterShowSkillEventBJ=学习技能按钮被点击TriggerRegisterShowSkillEventBJHint=该事件仅用于单人游戏.TriggerRegisterBuildSubmenuEventBJ=建造按钮被点击TriggerRegisterBuildSubmenuEventBJ=建造按钮被点击TriggerRegisterBuildSubmenuEventBJHint=该事件仅用于单人游戏.TriggerRegisterGameEvent=比赛事件TriggerRegisterGameEvent=游戏将要结束在,~EventTypeTriggerRegisterGameEventHint=该事件只出现在Battle.net的自动匹配游戏.//TimereventsTriggerRegisterTimerEventSingle=游戏逝去时间TriggerRegisterTimerEventSingle=游戏开始,~Time,秒TriggerRegisterTimerEventSingleHint=TriggerRegisterTimerEventPeriodic=时间周期事件TriggerRegisterTimerEventPeriodic=每,~Time,秒触发事件TriggerRegisterTimerEventPeriodicHint=TriggerRegisterTimerExpireEventBJ=计时器到期TriggerRegisterTimerExpireEventBJ=~计时器,到期TriggerRegisterTimerExpireEventBJHint=当计时器到0时触发该事件.循环计时器可以多次触发该事件.使用'事件响应-到期的计时器'来获取该计时器.//DialogeventsTriggerRegisterDialogEventBJ=对话框点击TriggerRegisterDialogEventBJ=~对话框,被点击TriggerRegisterDialogEventBJHint=TriggerRegisterDialogButtonEvent=对话框按钮被点击[R]TriggerRegisterDialogButtonEvent=~对话框按钮,被点击TriggerRegisterDialogButtonEventHint=指定对话框按钮被点击,该事件一般需要在其他触发为其添加.//TrackableeventsTriggerRegisterTrackableHitEvent=鼠标点击可追踪对象[R]TriggerRegisterTrackableHitEvent=鼠标点击,~可追踪对象TriggerRegisterTrackableHitEventHint=TriggerRegisterTrackableTrackEvent=鼠标移动到追踪对象[R]TriggerRegisterTrackableTrackEvent=鼠标移动到,~可追踪对象TriggerRegisterTrackableTrackEventHint=//PlayereventsTriggerRegisterPlayerChatEvent=聊天信息TriggerRegisterPlayerChatEvent=~Player,输入的聊天信息包含,~文字,,匹配方式:,~MatchTypeTriggerRegisterPlayerChatEventHint=使用'事件响应-输入/匹配的聊天信息'来获取输入/用于对照的文字.使用'事件响应-触发玩家'来获取输入信息的玩家.TriggerRegisterPlayerEventEndCinematic=按下Esc键TriggerRegisterPlayerEventEndCinematic=~Player,按下Esc键TriggerRegisterPlayerEventEndCinematicHint=TriggerRegisterPlayerSelectionEventBJ=选择事件TriggerRegisterPlayerSelectionEventBJ=~Player,,~Selects/Deselects,一个单位TriggerRegisterPlayerSelectionEventBJHint=使用'事件响应-触发单位'来获取被选择/取消选择的单位.TriggerRegisterPlayerKeyEventBJ=键盘事件TriggerRegisterPlayerKeyEventBJ=~Player,,~Presses/Releases,,~KeyTriggerRegisterPlayerKeyEventBJHint=TriggerRegisterPlayerStateEvent=属性变化TriggerRegisterPlayerStateEvent=~Player,的,~Property,变为,~Operation,,~ValueTriggerRegisterPlayerStateEventHint=不考虑原属性值,只要变化后的属性值满足条件即触发.TriggerRegisterPlayerEventAllianceChanged=联盟状态更改TriggerRegisterPlayerEventAllianceChanged=~Player,更改联盟状态TriggerRegisterPlayerEventAllianceChangedHint=TriggerRegisterPlayerAllianceChange=联盟状态更改(指定项目)TriggerRegisterPlayerAllianceChange=~Player,更改,~AllianceType,设置TriggerRegisterPlayerAllianceChangeHint=TriggerRegisterPlayerEventVictory=胜利TriggerRegisterPlayerEventVictory=~Player,胜利离开游戏TriggerRegisterPlayerEventVictoryHint=TriggerRegisterPlayerEventDefeat=失败TriggerRegisterPlayerEventDefeat=~Player,战败离开游戏TriggerRegisterPlayerEventDefeatHint=TriggerRegisterPlayerEventLeave=离开游戏TriggerRegisterPlayerEventLeave=~Player,离开游戏TriggerRegisterPlayerEventLeaveHint=该事件不管玩家因为什么原因离开游戏.//DestructibleeventsTriggerRegisterDeathEvent=可破坏物死亡TriggerRegisterDeathEvent=~可破坏物,死亡TriggerRegisterDeathEventHint=使用'事件响应-死亡的可破坏物'来获取死亡物体.TriggerRegisterDestDeathInRegionEvent=可破坏物在区域内死亡(矩形区域)TriggerRegisterDestDeathInRegionEvent=可破坏物在,~矩形区域,内死亡TriggerRegisterDestDeathInRegionEventHint=默认该事件只能监视最多64个可破坏物.可以使用'setbj_destInRegionDiesCount'来设置该值.不建议新手使用该触发.//ItemeventsTriggerRegisterItemDeathEvent=物品被破坏[R]TriggerRegisterItemDeathEvent=~物品,被破坏TriggerRegisterItemDeathEventHint=//UniteventsTriggerRegisterUnitEvent=指定单位事件TriggerRegisterUnitEvent=~指定单位,,~EventTriggerRegisterUnitEventHint=TriggerRegisterPlayerUnitEventSimple=玩家单位事件TriggerRegisterPlayerUnitEventSimple=~Player,的单位,~EventTriggerRegisterPlayerUnitEventSimpleHint=TriggerRegisterAnyUnitEventBJ=任意单位事件TriggerRegisterAnyUnitEventBJ=任意单位,~EventTriggerRegisterAnyUnitEventBJHint=TriggerRegisterEnterRectSimple=单位进入矩形区域TriggerRegisterEnterRectSimple=单位进入,~矩形区域TriggerRegisterEnterRectSimpleHint=使用'事件响应-进入的单位'来响应进入该区域的单位.事实上是创建不规则区域,并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响.TriggerRegisterLeaveRectSimple=单位离开矩形区域TriggerRegisterLeaveRectSimple=单位离开,~矩形区域TriggerRegisterLeaveRectSimpleHint=使用'事件响应-离开的单位'来响应离开该区域的单位.事实上是创建不规则区域,并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响.TriggerRegisterEnterRegionSimple=单位进入不规则区域[R]TriggerRegisterEnterRegionSimple=单位进入,~区域TriggerRegisterEnterRegionS