[YDWEPlatformIsInPlatform]
title = "地图在11平台上 [JAPI]"
description = "目前地图正在11平台上运行"
comment = "判断地图是否在11平台上；此功能可以根据地图所在平台做出差异化操作。特别注意：此操作内含有等待。"
category = TC_NOTHING
returns = boolean

[YDWEIsEventPhysicalDamage]
title = "是物理伤害 [JAPI]"
description = "单位所受伤害是物理伤害"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean

[YDWEIsEventAttackDamage]
title = "是攻击伤害 [JAPI]"
description = "单位所受伤害是攻击伤害"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean

[YDWEIsEventRangedDamage]
title = "是远程伤害 [JAPI]"
description = "单位所受伤害是远程伤害"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean

[YDWEIsEventDamageType]
title = "伤害类型 [JAPI]"
description = "单位所受伤害的伤害类型是 ${伤害类型}"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[[.args]]
type = damagetype
default = "DamageTypeNormal"

[YDWEIsEventWeaponType]
title = "武器类型 [JAPI]"
description = "单位所受伤害的武器类型是 ${武器类型}"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[[.args]]
type = weapontype
default = "WEAPON_TYPE_WHOKNOWS"

[YDWEIsEventAttackType]
title = "攻击类型 [JAPI]"
description = "单位所受伤害的攻击类型是 ${攻击类型}"
comment = "响应'受到伤害'单位事件,不能用在等待之后"
category = TC_EVENTRESPONSE
returns = boolean
[[.args]]
type = attacktype
default = "AttackTypeNormal"

[YDWEGetObjectPropertyInteger]
title = "物体属性 (整数) [JAPI]"
description = "[${类型}]${物体} 的 ${属性名}"
comment = "属性名也就是物体编辑器里按Ctrl+D后看到的英文名"
category = TC_UNIT
use_in_event = 0
returns = integer
[[.args]]
type = objecttype
default = "objecttype00_abilcode"
[[.args]]
type = Null
default = "AHhb"
[[.args]]
type = string
default = "\"levels\""

[YDWEGetObjectPropertyReal]
title = "物体属性 (实数) [JAPI]"
description = "[${类型}]${物体} 的 ${属性名}"
comment = "属性名也就是物体编辑器里按Ctrl+D后看到的英文名"
category = TC_UNIT
use_in_event = 0
returns = real
[[.args]]
type = objecttype
default = "objecttype00_abilcode"
[[.args]]
type = Null
default = "AHhb"
[[.args]]
type = string
default = "\"Rng1\""

[YDWEGetObjectPropertyString]
title = "物体属性 (字符串) [JAPI]"
description = "[${类型}]${物体} 的 ${属性名}"
comment = "属性名也就是物体编辑器里按Ctrl+D后看到的英文名"
category = TC_UNIT
use_in_event = 0
returns = string
[[.args]]
type = objecttype
default = "objecttype00_abilcode"
[[.args]]
type = Null
default = "AHhb"
[[.args]]
type = string
default = "\"Name\""

[YDWERecordGetI]
title = "11RPG存档 - 获取 [JAPI]"
description = "11RPG存档 - 读取${玩家}中的〖${数据名}〗"
comment = "从玩家11RPG存档上获取数据，需要填入正确的数据名。"
category = TC_YDSL
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string
default = "EverguoIsHandsome"

[YDWERPGGetKey]
title = "11RPG积分 - 读取 [JAPI]"
description = "11RPG积分 - 读取${玩家}中的〖${数据名}〗"
comment = "从11RPG积分上获取数据，需要填入正确的数据名。"
category = TC_YDSL
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string
default = "EverguoIsHandsome"

[YDWERPGBillingGetStatus]
title = "11RPG计费 - 读取状态 [JAPI]"
description = "11RPG计费 - 读取${玩家}中的状态〖${状态名}〗"
category = TC_YDSL
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string
default = "EverguoIsHandsome"

[YDWERPGBillingGetItem]
title = "11RPG计费 - 读取道具 [JAPI]"
description = "11RPG计费 - 读取${玩家}中的道具〖${道具名}〗"
category = TC_YDSL
returns = integer
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string
default = "EverguoIsHandsome"

[YDWERPGBillingHasStatus]
title = "11RPG计费 - 存在状态 [JAPI]"
description = "11RPG计费 - ${玩家}中存在状态〖${状态名}〗"
category = TC_YDSL
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string
default = "EverguoIsHandsome"

[YDWERPGBillingHasItem]
title = "11RPG计费 - 存在道具 [JAPI]"
description = "11RPG计费 - ${玩家}中存在道具〖${道具名}〗"
category = TC_YDSL
returns = boolean
[[.args]]
type = player
default = "Player00"
[[.args]]
type = string
default = "EverguoIsHandsome"

[YDWEGetUnitAbilityState]
title = "技能属性 [JAPI]"
description = "${单位} 的 ${技能} 的 ${状态}"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode
[[.args]]
type = AbilityState
default = "ABILITY_STATE_COOLDOWN"

[YDWEGetUnitAbilityDataInteger]
title = "技能数据 (整数) [JAPI]"
description = "${单位} 的 ${技能} 第 ${等级} 级的 ${数据}"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = integer
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode
[[.args]]
type = integer
default = "1"
min = 1
[[.args]]
type = AbilityDataInteger
default = "ABILITY_DATA_COST"

[YDWEGetUnitAbilityDataReal]
title = "技能数据 (实数) [JAPI]"
description = "${单位} 的 ${技能} 第 ${等级} 级的 ${数据}"
comment = "数据A~数据I也就是物体编辑器里按Ctrl+D后看到的DataA~DataI"
category = TC_UNIT
use_in_event = 0
returns = real
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode
[[.args]]
type = integer
default = "1"
min = 1
[[.args]]
type = AbilityDataReal
default = "ABILITY_DATA_COOL"

[YDWEGetUnitAbilityDataString]
title = "技能数据 (字符串) [JAPI]"
description = "${单位} 的 ${技能} 第 ${等级} 级的 ${数据}"
comment = ""
category = TC_UNIT
use_in_event = 0
returns = string
[[.args]]
type = unit
default = "GetTriggerUnit"
[[.args]]
type = abilcode
[[.args]]
type = integer
default = "1"
min = 1
[[.args]]
type = AbilityDataString
default = "ABILITY_DATA_TIP"

[YDWEGetItemDataString]
title = "物品数据 (字符串) [JAPI]"
description = "${物品} 的 ${数据}"
comment = ""
category = TC_ITEM
use_in_event = 0
returns = string
[[.args]]
type = itemcode
default = "ches"
[[.args]]
type = ItemDataString
default = "ITEM_DATA_TIP"

[EXGetEffectX]
title = "X轴坐标 [JAPI]"
description = "${特效} 的X轴坐标"
comment = ""
category = TC_SPECIALEFFECT
use_in_event = 0
returns = real
[[.args]]
type = effect
default = "bj_lastCreatedEffect"

[EXGetEffectY]
title = "Y轴坐标 [JAPI]"
description = "${特效} 的Y轴坐标"
comment = ""
category = TC_SPECIALEFFECT
use_in_event = 0
returns = real
[[.args]]
type = effect
default = "bj_lastCreatedEffect"

[EXGetEffectZ]
title = "高度 [JAPI]"
description = "${特效} 的高度"
comment = ""
category = TC_SPECIALEFFECT
use_in_event = 0
returns = real
[[.args]]
type = effect
default = "bj_lastCreatedEffect"

[EXGetEffectSize]
title = "大小 [JAPI]"
description = "${特效} 的大小"
comment = ""
category = TC_SPECIALEFFECT
use_in_event = 0
returns = real
[[.args]]
type = effect
default = "bj_lastCreatedEffect"
