// All entries in this file correspond to entries in TriggerData.txt // with the same key, and define the text to display for a given // function. // // The first value is the name of the function. // Following values are the layout of the text description, // and each value may either be raw text, or a parameter. // Parameters are distinguished from raw text with a '~' as the first // character. // // Any display text to have a comma must be contained in double quotes //*************************************************************************** [TriggerEventStrings] // Special events not defined in common.j, // handled internally by the editor MapInitializationEvent="Map Initialization" MapInitializationEvent="Map initialization" MapInitializationEventHint= // Destructible events TriggerRegisterDeathEvent="Destructible Dies" TriggerRegisterDeathEvent=~Destructible," dies" TriggerRegisterDeathEventHint="Use 'Event Response - Dying Destructible' to refer to the destructible that is dying." TriggerRegisterDestDeathInRegionEvent="Destructible Within Region Dies" TriggerRegisterDestDeathInRegionEvent="A destructible within ",~Region," dies" TriggerRegisterDestDeathInRegionEventHint="Only the first 64 destructibles within the region when this event is registered are monitored for death. It is best to use this event for regions containing only a few destructibles." // Dialog events TriggerRegisterDialogEventBJ="Dialog Button Click" TriggerRegisterDialogEventBJ="A dialog button is clicked for ",~Dialog TriggerRegisterDialogEventBJHint= // Game events TriggerRegisterGameStateEventTimeOfDay="Time Of Day" TriggerRegisterGameStateEventTimeOfDay="The in-game time of day becomes ",~Operation," ",~Time TriggerRegisterGameStateEventTimeOfDayHint="A game day is 24 hours long. Six a.m. is 6.00, and six p.m. is 18.00." TriggerRegisterVariableEvent="Value Of Real Variable" TriggerRegisterVariableEvent=~Variable," becomes ",~Operation," ",~Value TriggerRegisterVariableEventHint="This only works for non-array variables of type 'Real'." TriggerRegisterGameLoadedEventBJ="Game Load" TriggerRegisterGameLoadedEventBJ="A saved game is loaded" TriggerRegisterGameLoadedEventBJHint="This fires immediately after the saved game is finished loading." TriggerRegisterGameSavedEventBJ="Game Save" TriggerRegisterGameSavedEventBJ="The game is about to be saved" TriggerRegisterGameSavedEventBJHint="This fires immediately before the game is saved." TriggerRegisterShowSkillEventBJ="Hero Abilities Button Clicked" TriggerRegisterShowSkillEventBJ="The 'Hero Abilities' button is clicked" TriggerRegisterShowSkillEventBJHint="This event should only be used in single-player maps." TriggerRegisterBuildSubmenuEventBJ="Build Structure Button Clicked" TriggerRegisterBuildSubmenuEventBJ="The 'Build Structure' button is clicked" TriggerRegisterBuildSubmenuEventBJHint="This event should only be used in single-player maps." TriggerRegisterGameEvent="Tournament Event" TriggerRegisterGameEvent="The tournament game must end ",~Event Type TriggerRegisterGameEventHint="This event only occurs during automated tournament games on Battle.net." // Player events TriggerRegisterPlayerChatEvent="Chat Message" TriggerRegisterPlayerChatEvent=~Player," types a chat message containing ",~Text," as ",~Match Type TriggerRegisterPlayerChatEventHint="Use 'Event Response - Entered/Matched Chat Message' to refer to the chat message that was entered/matched. Use 'Event Response - Triggering Player' to refer to the player who typed the message." TriggerRegisterPlayerEventEndCinematic="Cinematic Skipped" TriggerRegisterPlayerEventEndCinematic=~Player," skips a cinematic sequence" TriggerRegisterPlayerEventEndCinematicHint="This event occurs whenever the player presses the 'Escape' key (regardless of whether or not they are viewing a cinematic)." TriggerRegisterPlayerSelectionEventBJ="Selection Event" TriggerRegisterPlayerSelectionEventBJ=~Player," ",~Selects/Deselects," a unit" TriggerRegisterPlayerSelectionEventBJHint="Use 'Event Response - Triggering Unit' to refer to the unit being selected or deselected." TriggerRegisterPlayerKeyEventBJ="Keyboard Event" TriggerRegisterPlayerKeyEventBJ=~Player," ",~Presses/Releases," the ",~Key," key" TriggerRegisterPlayerKeyEventBJHint= TriggerRegisterPlayerStateEvent="Properties" TriggerRegisterPlayerStateEvent=~Player,"'s ",~Property," becomes ",~Operation," ",~Value TriggerRegisterPlayerStateEventHint= TriggerRegisterPlayerEventAllianceChanged="Alliance Change (Any)" TriggerRegisterPlayerEventAllianceChanged=~Player," changes alliance settings" TriggerRegisterPlayerEventAllianceChangedHint= TriggerRegisterPlayerAllianceChange="Alliance Change (Specific)" TriggerRegisterPlayerAllianceChange=~Player," changes ",~Alliance Type," settings" TriggerRegisterPlayerAllianceChangeHint= TriggerRegisterPlayerEventVictory="Victory" TriggerRegisterPlayerEventVictory=~Player," leaves the game with a victory" TriggerRegisterPlayerEventVictoryHint= TriggerRegisterPlayerEventDefeat="Defeat" TriggerRegisterPlayerEventDefeat=~Player," leaves the game with a defeat" TriggerRegisterPlayerEventDefeatHint= TriggerRegisterPlayerEventLeave="Leaves Game" TriggerRegisterPlayerEventLeave=~Player," leaves the game" TriggerRegisterPlayerEventLeaveHint="This event occurs regardless of how the player left the game." // Timer events TriggerRegisterTimerEventSingle="Time Elapsed" TriggerRegisterTimerEventSingle="Elapsed game time is ",~Time," seconds" TriggerRegisterTimerEventSingleHint= TriggerRegisterTimerEventPeriodic="Periodic Event" TriggerRegisterTimerEventPeriodic="Every ",~Time," seconds of game time" TriggerRegisterTimerEventPeriodicHint= TriggerRegisterTimerExpireEventBJ="Timer Expires" TriggerRegisterTimerExpireEventBJ=~Timer," expires" TriggerRegisterTimerExpireEventBJHint="A timer expires when it reaches 0. Repeating timers expire every time they reach 0. Use 'Event Response - Expiring Timer' to refer to the timer that is expiring." // Unit events TriggerRegisterUnitEvent="Specific Unit Event" TriggerRegisterUnitEvent=~Unit," ",~Event TriggerRegisterUnitEventHint= TriggerRegisterPlayerUnitEventSimple="Player-Owned Unit Event" TriggerRegisterPlayerUnitEventSimple="A unit owned by ",~Player," ",~Event TriggerRegisterPlayerUnitEventSimpleHint= TriggerRegisterAnyUnitEventBJ="Generic Unit Event" TriggerRegisterAnyUnitEventBJ="A unit ",~Event TriggerRegisterAnyUnitEventBJHint= TriggerRegisterEnterRectSimple="Unit Enters Region" TriggerRegisterEnterRectSimple="A unit enters ",~Region TriggerRegisterEnterRectSimpleHint="Use 'Event Response - Entering Unit' to refer to the unit entering the region." TriggerRegisterLeaveRectSimple="Unit Leaves Region" TriggerRegisterLeaveRectSimple="A unit leaves ",~Region TriggerRegisterLeaveRectSimpleHint="Use 'Event Response - Leaving Unit' to refer to the unit leaving the region." TriggerRegisterUnitInRangeSimple="Unit Within Range" TriggerRegisterUnitInRangeSimple="A unit comes within ",~Range," of ",~Unit TriggerRegisterUnitInRangeSimpleHint="Use 'Event Response - Triggering Unit' to refer to the unit that is entering within range." TriggerRegisterUnitLifeEvent="Life" TriggerRegisterUnitLifeEvent=~Unit,"'s life becomes ",~Operation," ",~Value TriggerRegisterUnitLifeEventHint= TriggerRegisterUnitManaEvent="Mana" TriggerRegisterUnitManaEvent=~Unit,"'s mana becomes ",~Operation," ",~Value TriggerRegisterUnitManaEventHint= //*************************************************************************** [TriggerConditionStrings] OperatorCompareBoolean="Boolean Comparison" OperatorCompareBoolean=~Value," ",~Operator," ",~Value OperatorCompareBooleanHint= OperatorCompareAbilityId="Ability Comparison" OperatorCompareAbilityId=~Value," ",~Operator," ",~Value OperatorCompareAbilityIdHint= OperatorCompareBuffId="Buff Comparison" OperatorCompareBuffId=~Value," ",~Operator," ",~Value OperatorCompareBuffIdHint= OperatorCompareDestructible="Destructible Comparison" OperatorCompareDestructible=~Value," ",~Operator," ",~Value OperatorCompareDestructibleHint= OperatorCompareDestructableCode="Destructible-Type Comparison" OperatorCompareDestructableCode=~Value," ",~Operator," ",~Value OperatorCompareDestructableCodeHint= OperatorCompareButton="Dialog Button Comparison" OperatorCompareButton=~Value," ",~Operator," ",~Value OperatorCompareButtonHint= OperatorCompareGameDifficulty="Game Difficulty Comparison" OperatorCompareGameDifficulty=~Value," ",~Operator," ",~Value OperatorCompareGameDifficultyHint= OperatorCompareGameSpeed="Game Speed Comparison" OperatorCompareGameSpeed=~Value," ",~Operator," ",~Value OperatorCompareGameSpeedHint= OperatorCompareHeroSkill="Hero Skill Comparison" OperatorCompareHeroSkill=~Value," ",~Operator," ",~Value OperatorCompareHeroSkillHint= OperatorCompareInteger="Integer Comparison" OperatorCompareInteger=~Value," ",~Operator," ",~Value OperatorCompareIntegerHint= OperatorCompareItem="Item Comparison" OperatorCompareItem=~Value," ",~Operator," ",~Value OperatorCompareItemHint= OperatorCompareItemType="Item-Class Comparison" OperatorCompareItemType=~Value," ",~Operator," ",~Value OperatorCompareItemTypeHint= OperatorCompareItemCode="Item-Type Comparison" OperatorCompareItemCode=~Value," ",~Operator," ",~Value OperatorCompareItemCodeHint= OperatorCompareMeleeDifficulty="Melee AI Comparison" OperatorCompareMeleeDifficulty=~Value," ",~Operator," ",~Value OperatorCompareMeleeDifficultyHint= OperatorCompareOrderCode="Order Comparison" OperatorCompareOrderCode=~Value," ",~Operator," ",~Value OperatorCompareOrderCodeHint= OperatorComparePlayer="Player Comparison" OperatorComparePlayer=~Value," ",~Operator," ",~Value OperatorComparePlayerHint= OperatorComparePlayerColor="Player Color Comparison" OperatorComparePlayerColor=~Value," ",~Operator," ",~Value OperatorComparePlayerColorHint= OperatorComparePlayerControl="Player Controller Comparison" OperatorComparePlayerControl=~Value," ",~Operator," ",~Value OperatorComparePlayerControlHint= OperatorComparePlayerSlotStatus="Player Slot Status Comparison" OperatorComparePlayerSlotStatus=~Value," ",~Operator," ",~Value OperatorComparePlayerSlotStatusHint= //OperatorComparePoint="Point Comparison" //OperatorComparePoint=~Value," ",~Operator," ",~Value //OperatorComparePointHint= OperatorCompareRace="Race Comparison" OperatorCompareRace=~Value," ",~Operator," ",~Value OperatorCompareRaceHint= OperatorCompareReal="Real Comparison" OperatorCompareReal=~Value," ",~Operator," ",~Value OperatorCompareRealHint= //OperatorCompareRegion="Region Comparison" //OperatorCompareRegion=~Value," ",~Operator," ",~Value //OperatorCompareRegionHint= OperatorCompareString="String Comparison" OperatorCompareString=~Value," ",~Operator," ",~Value OperatorCompareStringHint="For two strings to be equal, they must be of equal length and content." OperatorCompareTechCode="Tech-Type Comparison" OperatorCompareTechCode=~Value," ",~Operator," ",~Value OperatorCompareTechCodeHint= OperatorCompareTrigger="Trigger Comparison" OperatorCompareTrigger=~Value," ",~Operator," ",~Value OperatorCompareTriggerHint= OperatorCompareUnit="Unit Comparison" OperatorCompareUnit=~Value," ",~Operator," ",~Value OperatorCompareUnitHint= OperatorCompareUnitCode="Unit-Type Comparison" OperatorCompareUnitCode=~Value," ",~Operator," ",~Value OperatorCompareUnitCodeHint= OperatorCompareTerrainType="Terrain Type Comparison" OperatorCompareTerrainType=~Value," ",~Operator," ",~Value OperatorCompareTerrainTypeHint= GetBooleanAnd="And" GetBooleanAnd=~Condition 1," and ",~Condition 2 GetBooleanAndHint= GetBooleanOr="Or" GetBooleanOr=~Condition 1," or ",~Condition 2 GetBooleanOrHint= AndMultiple="And, Multiple Conditions" AndMultiple="And - All (Conditions) are true" AndMultipleHint="Add conditions to this function in the main display." OrMultiple="Or, Multiple Conditions" OrMultiple="Or - Any (Conditions) are true" OrMultipleHint="Add conditions to this function in the main display." //*************************************************************************** [TriggerActionStrings] DoNothing="Do Nothing" DoNothing="Do nothing" DoNothingHint= CommentString="Comment" CommentString="-------- ",~Comment Text," --------" CommentStringHint= CustomScriptCode="Custom Script" CustomScriptCode="Custom script: ",~Script Code CustomScriptCodeHint="Enter one line of script code. Example: 'call my_func(udg_my_var)'" TriggerSleepAction="Wait" TriggerSleepAction="Wait ",~Time," seconds" TriggerSleepActionHint="The duration of this wait is specified in real-time seconds." PolledWait="Wait (Game-Time)" PolledWait="Wait ",~Time," game-time seconds" PolledWaitHint="The duration of this wait is specified in game-time seconds. This is a polled wait, so it may last slightly longer than requested." WaitForCondition="Wait For Condition" WaitForCondition="Wait until ",~Condition,", checking every ",~Interval," seconds" WaitForConditionHint= WaitForSoundBJ="Wait For Sound" WaitForSoundBJ="Wait for ",~Sound," to be ",~Time," seconds from finished playing" WaitForSoundBJHint="This action only waits if the sound is currently playing. If the sound has not yet started, or has already finished, this action does nothing." // Specially handled by the editor SetVariable="Set Variable" SetVariable="Set ",~Variable," = ",~Value SetVariableHint= // Specially handled by the editor ReturnAction="Skip Remaining Actions" ReturnAction="Skip remaining actions" ReturnActionHint="This causes all remaining actions in the trigger to be skipped." // Specially handled by the editor IfThenElseMultiple="If / Then / Else, Multiple Functions" IfThenElseMultiple="If (All Conditions are True) then do (Then Actions) else do (Else Actions)" IfThenElseMultipleHint="Add conditions and actions to this function in the main display." // Specially handled by the editor IfThenElse="If / Then / Else" IfThenElse="If ",~Condition," then do ",~Action," else do ",~Action IfThenElseHint= // Specially handled by the editor ForLoopAMultiple="For Each Integer A, Do Multiple Actions ForLoopAMultiple="For each (Integer A) from ",~Start," to ",~End,", do (Actions)" ForLoopAMultipleHint="Add actions to this function in the main display. The end value is assumed to be larger than the start value." // Specially handled by the editor ForLoopBMultiple="For Each Integer B, Do Multiple Actions ForLoopBMultiple="For each (Integer B) from ",~Start," to ",~End,", do (Actions)" ForLoopBMultipleHint="Add actions to this function in the main display. The end value is assumed to be larger than the start value." // Specially handled by the editor ForLoopVarMultiple="For Each Integer Variable, Do Multiple Actions ForLoopVarMultiple="For each (Integer ",~Variable,") from ",~Start," to ",~End,", do (Actions)" ForLoopVarMultipleHint="Add actions to this function in the main display. The end value is assumed to be larger than the start value." // Specially handled by the editor ForLoopA="For Each Integer A, Do Action" ForLoopA="For each (Integer A) from ",~Start," to ",~End,", do ",~Action ForLoopAHint="The end value is assumed to be larger than the start value." // Specially handled by the editor ForLoopB="For Each Integer B, Do Action" ForLoopB="For each (Integer B) from ",~Start," to ",~End,", do ",~Action ForLoopBHint="The end value is assumed to be larger than the start value." // Specially handled by the editor ForLoopVar="For Each Integer Variable, Do Action" ForLoopVar="For each (Integer ",~Variable,") from ",~Start," to ",~End,", do ",~Action ForLoopVarHint="The end value is assumed to be larger than the start value." // AI actions StartMeleeAI="Start Melee AI Script" StartMeleeAI="Start melee AI script for ",~Player,": ",~Script StartMeleeAIHint="This should only only be used for computer-controlled player slots. When using this action, it is advised that you enable the 'Fixed Player Settings' force property." StartCampaignAI="Start Campaign AI Script" StartCampaignAI="Start campaign AI script for ",~Player,": ",~Script StartCampaignAIHint="This should only only be used for computer-controlled player slots. When using this action, it is advised that you enable the 'Fixed Player Settings' force property." CommandAI="Send AI Command" CommandAI="Send ",~Player," the AI Command (",~Command,", ",~Data,")" CommandAIHint="This action is for internal use in AI scripts." RemoveGuardPosition="Ignore Unit Guard Position" RemoveGuardPosition="Ignore ",~Unit,"'s guard position" RemoveGuardPositionHint="This action tells the AI to neither use nor replace a given preplaced unit. This has no effect on Heroes and peon-type units." RemoveAllGuardPositions="Ignore All Unit Guard Positions" RemoveAllGuardPositions="Ignore the guard positions of all ",~Player," units" RemoveAllGuardPositionsHint="This action tells the AI for the given player to neither use nor replace any of its preplaced units. This has no effect on Heroes and peon-type units." RecycleGuardPosition="Recycle Unit Guard Position" RecycleGuardPosition="Recycle ",~Unit,"'s guard position" RecycleGuardPositionHint="This action requests that the AI recycle the guard position that once belonged to the specified unit." LockGuardPosition="Lock Guard Position" LockGuardPosition="Lock guard position of ",~Unit LockGuardPositionHint="This action prevents the AI from changing the guard position of a unit." // Animation actions SetUnitAnimation="Play Unit Animation" SetUnitAnimation="Play ",~Unit,"'s ",~Animation Name," animation" SetUnitAnimationHint="Use 'Reset Unit Animation' to revert to a unit's normal animation." SetUnitAnimationWithRarity="Play Unit Animation (Specify Rarity)" SetUnitAnimationWithRarity="Play ",~Unit,"'s ",~Animation Name," animation, using only ",~Rarity," animations" SetUnitAnimationWithRarityHint="This animation will repeat until reset with 'Reset Unit Animation'." QueueUnitAnimationBJ="Queue Unit Animation" QueueUnitAnimationBJ="Queue ",~Unit,"'s ",~Animation Name," animation" QueueUnitAnimationBJHint= ResetUnitAnimation="Reset Unit Animation" ResetUnitAnimation="Reset ",~Unit,"'s animation" ResetUnitAnimationHint="Sets the unit's animation back to whatever the unit is doing." AddUnitAnimationPropertiesBJ="Add/Remove Unit Animation Tag" AddUnitAnimationPropertiesBJ=~Add/Remove," the ",~Tag," animation tag to ",~Unit AddUnitAnimationPropertiesBJHint= SetUnitLookAt="Lock Body-Part Facing" SetUnitLookAt="Lock ",~Unit,"'s ",~Source," to face ",~Unit,", offset by (",~X,", ",~Y,", ",~Z,")" SetUnitLookAtHint="The unit's body-part will continue to face the target until 'Reset Body-Part Facing' is used. The offset is taken as (X, Y, Z) from the target's feet." ResetUnitLookAt="Reset Body-Part Facing" ResetUnitLookAt="Reset ",~Unit,"'s body-part facing" ResetUnitLookAtHint="Returns a unit's body-part facing to normal." SetUnitScalePercent="Change Unit Size" SetUnitScalePercent="Change ",~Unit,"'s size to (",~X,"%, ",~Y,"%, ",~Z,"%) of its original size" SetUnitScalePercentHint="The scaling values apply to (Length, Width, Height) when viewing a unit head-on." SetUnitVertexColorBJ="Change Unit Vertex Coloring" SetUnitVertexColorBJ="Change ",~Unit,"'s vertex coloring to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" SetUnitVertexColorBJHint="The color values are (Red, Green, Blue). Most units default to 100% red, green, and blue, with 0% transparency. A 100% transparent unit is completely invisible." SetUnitTimeScalePercent="Change Unit Animation Speed" SetUnitTimeScalePercent="Change ",~Unit,"'s animation speed to ",~Percent,"% of its original speed" SetUnitTimeScalePercentHint="To revert a unit's animation speed to default, set its animation speed to 100%." SetUnitTurnSpeedBJ="Change Unit Turn Speed" SetUnitTurnSpeedBJ="Change ",~Unit," turn speed to ",~Value SetUnitTurnSpeedBJHint="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." SetUnitBlendTimeBJ="Change Unit Blend Time" SetUnitBlendTimeBJ="Change ",~Unit," blend time to ",~Value SetUnitBlendTimeBJHint="A unit's blend time determines how quickly the unit's body parts turn to face a direction." SetUnitFlyHeightBJ="Change Unit Flying Height" SetUnitFlyHeightBJ="Change ",~Unit," flying height to ",~Height," at ",~Rate SetUnitFlyHeightBJHint="Only flying units use flying heights." SetUnitPropWindowBJ="Change Unit Prop Window Angle" SetUnitPropWindowBJ="Change ",~Unit," prop window angle to ",~Angle SetUnitPropWindowBJHint= SetDestructableAnimationBJ="Play Destructible Animation" SetDestructableAnimationBJ="Play ",~Destructible,"'s ",~Animation Name," animation" SetDestructableAnimationBJHint= QueueDestructableAnimationBJ="Queue Destructible Animation" QueueDestructableAnimationBJ="Queue ",~Destructible,"'s ",~Animation Name," animation" QueueDestructableAnimationBJHint= SetDestAnimationSpeedPercent="Change Destructible Animation Speed" SetDestAnimationSpeedPercent="Change ",~Destructible,"'s animation speed to ",~Percent,"% of its original speed" SetDestAnimationSpeedPercentHint="To revert a destructible's animation speed to default, set its animation speed to 100%." SetDoodadAnimationRectBJ="Play Animation For Doodads In Region" SetDoodadAnimationRectBJ="Play the ",~Animation Name," animation for all doodads of type ",~Doodad Type," within ",~Rect SetDoodadAnimationRectBJHint="Special animation names: 'show', 'hide', 'soundon', 'soundoff'" SetDoodadAnimationBJ="Play Animation For Doodads In Circle" SetDoodadAnimationBJ="Play the ",~Animation Name," animation for all doodads of type ",~Doodad Type," within ",~Radius," of ",~Point SetDoodadAnimationBJHint="Special animation names: 'show', 'hide', 'soundon', 'soundoff'" // Camera actions CameraSetupApplyForPlayer="Apply Camera Object (Timed)" CameraSetupApplyForPlayer="",~Apply Method," ",~Camera Object," for ",~Player," over ",~Time," seconds" CameraSetupApplyForPlayerHint= PanCameraToTimedLocForPlayer="Pan Camera (Timed)" PanCameraToTimedLocForPlayer="Pan camera for ",~Player," to ",~Point," over ",~Time," seconds" PanCameraToTimedLocForPlayerHint= PanCameraToTimedLocWithZForPlayer="Pan Camera With Interpolated Height (Timed)" PanCameraToTimedLocWithZForPlayer="Pan camera for ",~Player," to ",~Point," with height ",~Z," above the terrain over ",~Time," seconds" PanCameraToTimedLocWithZForPlayerHint="The camera will not drop below the terrain height during its camera path." SmartCameraPanBJ="Pan Camera As Necessary (Timed)" SmartCameraPanBJ="Pan camera as necessary for ",~Player," to ",~Point," over ",~Time," seconds" SmartCameraPanBJHint="If the camera is very far from the destination, it will snap instead of pan. If the camera is very close to the destination, the pan request will be skipped." SetCameraFieldForPlayer="Set Camera Field (Timed)" SetCameraFieldForPlayer="Set ",~Player,"'s camera ",~Field," to ",~Value," over ",~Time," seconds" SetCameraFieldForPlayerHint= RotateCameraAroundLocBJ="Rotate Camera Around Point" RotateCameraAroundLocBJ="Rotate camera ",~Angle," degrees around ",~Point," for ",~Player," over ",~Time," seconds" RotateCameraAroundLocBJHint= SetCameraTargetControllerNoZForPlayer="Lock Camera Target To Unit" SetCameraTargetControllerNoZForPlayer="Lock camera target for ",~Player," to ",~Unit,", offset by (",~X,", ",~Y,") using ",~Rotation Source SetCameraTargetControllerNoZForPlayerHint="The camera target is offset by (X, Y) from the center of the unit's feet." SetCameraOrientControllerForPlayerBJ="Lock Camera Orientation To Unit" SetCameraOrientControllerForPlayerBJ="Lock camera orientation for ",~Player," to ",~Unit,", offset by (",~X,", ",~Y,")" SetCameraOrientControllerForPlayerBJHint= SetCinematicCameraForPlayer="Play Cinematic Camera" SetCinematicCameraForPlayer="Run camera for ",~Player," through ",~Camera File," cinematic camera" SetCinematicCameraForPlayerHint= StopCameraForPlayerBJ="Stop Camera" StopCameraForPlayerBJ="Stop the camera for ",~Player StopCameraForPlayerBJHint= ResetToGameCameraForPlayer="Reset Game Camera" ResetToGameCameraForPlayer="Reset camera for ",~Player," to standard game-view over ",~Time," seconds" ResetToGameCameraForPlayerHint= CameraSetSmoothingFactorBJ="Change Camera Smoothing Factor" CameraSetSmoothingFactorBJ="Change camera smoothing factor to ",~Factor CameraSetSmoothingFactorBJHint= CameraResetSmoothingFactorBJ="Reset Camera Smoothing Factor" CameraResetSmoothingFactorBJ="Reset camera smoothing factor" CameraResetSmoothingFactorBJHint= CameraSetSourceNoiseForPlayer="Sway Camera Source" CameraSetSourceNoiseForPlayer="Sway the camera source for ",~Player," with magnitude ",~Magnitude," and velocity ",~Velocity CameraSetSourceNoiseForPlayerHint="This constantly sways the camera source until it is reset with 'Camera - Reset Game Camera' or 'Camera - Stop Swaying Camera'." CameraSetTargetNoiseForPlayer="Sway Camera Target" CameraSetTargetNoiseForPlayer="Sway the camera target for ",~Player," with magnitude ",~Magnitude," and velocity ",~Velocity CameraSetTargetNoiseForPlayerHint="This constantly sways the camera target until it is reset with 'Camera - Reset Game Camera' or 'Camera - Stop Swaying Camera'." CameraSetEQNoiseForPlayer="Shake Camera" CameraSetEQNoiseForPlayer="Shake the camera for ",~Player," with magnitude ",~Magnitude CameraSetEQNoiseForPlayerHint="This constantly shakes the camera until it is reset with 'Camera - Reset Game Camera' or 'Camera - Stop Swaying/Shaking Camera'." CameraClearNoiseForPlayer="Stop Swaying/Shaking Camera" CameraClearNoiseForPlayer="Stop swaying/shaking the camera for ",~Player CameraClearNoiseForPlayerHint="This stops the camera from swaying after a 'Camera - Sway Camera' or 'Camera - Shake Camera' action is used." AdjustCameraBoundsForPlayerBJ="Extend/Shrink Camera Bounds" AdjustCameraBoundsForPlayerBJ=~Extend/Shrink," the camera bounds for ",~Player," west by ",~West,", east by ",~East,", north by ",~North,", and south by ",~South AdjustCameraBoundsForPlayerBJHint= SetCameraBoundsToRectForPlayerBJ="Set Camera Bounds" SetCameraBoundsToRectForPlayerBJ="Set the camera bounds for ",~Player," to ",~Region SetCameraBoundsToRectForPlayerBJHint="This restricts the game camera to the specified region. Changing the camera bounds does not change the scale of the minimap. This should only be called while the camera is facing north." SetCameraQuickPositionLocForPlayer="Set Spacebar-Point" SetCameraQuickPositionLocForPlayer="Set a spacebar-point for ",~Player," at ",~Point SetCameraQuickPositionLocForPlayerHint="A spacebar-point is a location that the game camera jumps to when the player presses the spacebar." // Cinematic actions TransmissionFromUnitWithNameBJ="Transmission From Unit" TransmissionFromUnitWithNameBJ="Send transmission to ",~Player Group," from ",~Unit," named ",~Name,": Play ",~Sound," and display ",~Message,". Modify duration: ",~Method," ",~Time," seconds and ",~Wait/Don't Wait TransmissionFromUnitWithNameBJHint="The duration of 'No sound' is 5 seconds." TransmissionFromUnitTypeWithNameBJ="Transmission From Unit-Type" TransmissionFromUnitTypeWithNameBJ="Send transmission to ",~Player Group," from a ",~Player," ",~Unit-Type," named ",~Name," at ",~Point,": Play ",~Sound," and display ",~Message,". Modify duration: ",~Method," ",~Time," seconds and ",~Wait/Don't Wait TransmissionFromUnitTypeWithNameBJHint="The duration of 'No sound' is 5 seconds." ForceCinematicSubtitlesBJ="Subtitle Display Override" ForceCinematicSubtitlesBJ="Turn subtitle display override ",~On/Off ForceCinematicSubtitlesBJHint="Turning this on will cause transmission text to be displayed on the screen even if the user normally has subtitles turned off." CinematicModeBJ="Cinematic Mode" CinematicModeBJ="Turn cinematic mode ",~On/Off," for ",~Player Group CinematicModeBJHint= CinematicModeExBJ="Cinematic Mode (Timed)" CinematicModeExBJ="Turn cinematic mode ",~On/Off," for ",~Player Group," over ",~Time," seconds" CinematicModeExBJHint= CinematicFadeBJ="Fade Filter" CinematicFadeBJ=~Fade Type," over ",~Duration," seconds using texture ",~Texture," and color (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" CinematicFadeBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." CinematicFilterGenericBJ="Advanced Filter" CinematicFilterGenericBJ="Apply a filter over ",~Duration," seconds using ",~Blending Method," on texture ",~Texture,", starting with color (",~Red,"%, ",~Green,"%, ",~Blue,"%) and ",~Transparency,"% transparency and ending with color (",~Red,"%, ",~Green,"%, ",~Blue,"%) and ",~Transparency,"% transparency" CinematicFilterGenericBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." DisplayCineFilterBJ="Show/Hide Filter" DisplayCineFilterBJ=~Show/Hide," filter" DisplayCineFilterBJHint= PingMinimapLocForForce="Ping Minimap" PingMinimapLocForForce="Ping minimap for ",~Player Group," at ",~Point," for ",~Duration," seconds" PingMinimapLocForForceHint= PingMinimapLocForForceEx="Ping Minimap With Color" PingMinimapLocForForceEx="Ping minimap for ",~Player Group," at ",~Point," for ",~Duration," seconds, using a ",~Style," ping of color ("~Red,"%, ",~Green,"%, ",~Blue,"%)" PingMinimapLocForForceExHint="The color values are (Red, Green, Blue). Warning pings are always red." UnitAddIndicatorBJ="Flash Speech Indicator For Unit" UnitAddIndicatorBJ="Flash a speech indicator for ",~Unit," of color (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" UnitAddIndicatorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." DestructableAddIndicatorBJ="Flash Speech Indicator For Destructible" DestructableAddIndicatorBJ="Flash a speech indicator for ",~Destructible," of color (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" DestructableAddIndicatorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." ItemAddIndicatorBJ="Flash Speech Indicator For Item" ItemAddIndicatorBJ="Flash a speech indicator for ",~Item," of color (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" ItemAddIndicatorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." ClearTextMessagesBJ="Clear Text Messages" ClearTextMessagesBJ="Clear the screen of text messages for ",~Player Group ClearTextMessagesBJHint= ShowInterfaceForceOff="Letterbox Mode On" ShowInterfaceForceOff="Turn on letterbox mode (hide interface) for ",~Player Group,": fade out over ",~Duration," seconds" ShowInterfaceForceOffHint="Puts the camera into letterbox mode, hiding the game interface." ShowInterfaceForceOn="Letterbox Mode Off" ShowInterfaceForceOn="Turn off letterbox mode (show interface) for ",~Player Group,": fade in over ",~Duration," seconds" ShowInterfaceForceOnHint="Puts the camera into normal (non-letterbox) mode, displaying the game interface." SetUserControlForceOff="Disable User Control" SetUserControlForceOff="Disable user control for ",~Player Group SetUserControlForceOffHint= SetUserControlForceOn="Enable User Control" SetUserControlForceOn="Enable user control for ",~Player Group SetUserControlForceOnHint= EnableOcclusionBJ="Enable/Disable Occlusion" EnableOcclusionBJ=~Enable/Disable," occlusion for ",~Player Group EnableOcclusionBJHint="When occlusion is enabled, trees that block vision of units become transparent." EnableWorldFogBoundaryBJ="Enable/Disable Boundary Tinting" EnableWorldFogBoundaryBJ=~Enable/Disable," boundary tinting for ",~Player Group EnableWorldFogBoundaryBJHint= // Countdown Timer actions StartTimerBJ="Start Timer" StartTimerBJ="Start ",~Timer," as a ",~One-Shot/Repeating," timer that will expire in ",~Time," seconds" StartTimerBJHint= PauseTimerBJ="Pause Timer" PauseTimerBJ=~Pause/Resume," ",~Timer PauseTimerBJHint= CreateTimerDialogBJ="Create Timer Window" CreateTimerDialogBJ="Create a timer window for ",~Timer," with title ",~Title CreateTimerDialogBJHint="Timer Windows cannot be displayed at map initialization." DestroyTimerDialogBJ="Destroy Timer Window" DestroyTimerDialogBJ="Destroy ",~Timer Window DestroyTimerDialogBJHint= TimerDialogDisplayForPlayerBJ="Show/Hide Timer Window For Player" TimerDialogDisplayForPlayerBJ=~Show/Hide," ",~Timer Window," for ",~Player TimerDialogDisplayForPlayerBJHint="Timer Windows cannot be displayed at map initialization." TimerDialogDisplayBJ="Show/Hide Timer Window" TimerDialogDisplayBJ=~Show/Hide," ",~Timer Window TimerDialogDisplayBJHint="Timer Windows cannot be displayed at map initialization." TimerDialogSetTitleBJ="Change Timer Window Title" TimerDialogSetTitleBJ="Change the title of ",~Timer Window," to ",~Title TimerDialogSetTitleBJHint= TimerDialogSetTitleColorBJ="Change Timer Window Title Color" TimerDialogSetTitleColorBJ="Change the color of the title for ",~Timer Window," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" TimerDialogSetTitleColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." TimerDialogSetTimeColorBJ="Change Timer Window Time Color" TimerDialogSetTimeColorBJ="Change the color of the time for ",~Timer Window," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" TimerDialogSetTimeColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." //TimerDialogSetSpeedBJ="Set Timer Window Speed" //TimerDialogSetSpeedBJ="Set the speed of ",~Timer Window," to be ",~Factor," times normal speed" //TimerDialogSetSpeedBJHint= // Destructable actions CreateDestructableLoc="Create" CreateDestructableLoc="Create a ",~Destructible-Type," at ",~Point," facing ",~Direction," with scale ",~Scale," and variation ",~Variation CreateDestructableLocHint="The facing angle is expected in degrees, with 0 being east and 90 being north. Use 'Last Created Destructible' to refer to this destructible." CreateDeadDestructableLocBJ="Create (Dead)" CreateDeadDestructableLocBJ="Create a dead ",~Destructible-Type," at ",~Point," facing ",~Direction," with scale ",~Scale," and variation ",~Variation CreateDeadDestructableLocBJHint="The facing angle is expected in degrees, with 0 being east and 90 being north. Use 'Last Created Destructible' to refer to this destructible." KillDestructable="Kill" KillDestructable="Kill ",~Destructible KillDestructableHint= RemoveDestructable="Remove" RemoveDestructable="Remove ",~Destructible RemoveDestructableHint= DestructableRestoreLife="Resurrect" DestructableRestoreLife="Resurrect ",~Destructible," with ",~Value," life and ",~Show/Hide," birth animation" DestructableRestoreLifeHint= ShowDestructableBJ="Show/Hide" ShowDestructableBJ=~Show/Hide," ",~Destructible ShowDestructableBJHint="Hidden destructibles are not displayed, but still affect pathing and visibility." SetDestructableLifePercentBJ="Set Life (To Percentage)" SetDestructableLifePercentBJ="Set life of ",~Destructible," to ",~Percent,"%" SetDestructableLifePercentBJHint= SetDestructableLife="Set Life (To Value)" SetDestructableLife="Set life of ",~Destructible," to ",~Value SetDestructableLifeHint= SetDestructableMaxLifeBJ="Set Max Life" SetDestructableMaxLifeBJ="Set max life of ",~Destructible," to ",~Value SetDestructableMaxLifeBJHint= ModifyGateBJ="Open/Close/Destroy Gate" ModifyGateBJ=~Open/Close/Destroy," ",~Gate ModifyGateBJHint= ChangeElevatorWalls="Open/Close Elevator Walls" ChangeElevatorWalls=~Open/Close," ",~Walls," of ",~Elevator ChangeElevatorWallsHint= ChangeElevatorHeight="Set Elevator Height" ChangeElevatorHeight="Set height of ",~Elevator," to ",~Height ChangeElevatorHeightHint= SetDestructableInvulnerableBJ="Make Invulnerable/Vulnerable" SetDestructableInvulnerableBJ="Make ",~Destructible," ",~Invulnerable/Vulnerable SetDestructableInvulnerableBJHint= SetDestructableOccluderHeight="Set Occlusion Height" SetDestructableOccluderHeight="Set the occlusion height of ",~Destructible," to ",~Height SetDestructableOccluderHeightHint= EnumDestructablesInRectAllMultiple="Pick Every Destructible In Region And Do Multiple Actions" EnumDestructablesInRectAllMultiple="Pick every destructible in ",~Region," and do (Actions)" EnumDestructablesInRectAllMultipleHint="Use 'Picked Destructible' to refer each destructible as it is picked. This works for every destructible in the region, including dead destructibles. Wait actions should not be used within this function. Add actions to this function in the main display." EnumDestructablesInCircleBJMultiple="Pick Every Destructible In Circle And Do Multiple Actions" EnumDestructablesInCircleBJMultiple="Pick every destructible within ",~Radius," of ",~Point," and do (Actions)" EnumDestructablesInCircleBJMultipleHint="Use 'Picked Destructible' to refer each destructible as it is picked. This works for every destructible in the region, including dead destructibles. Wait actions should not be used within this function. Add actions to this function in the main display." EnumDestructablesInRectAll="Pick Every Destructible In Region And Do Action" EnumDestructablesInRectAll="Pick every destructible in ",~Region," and do ",~Action EnumDestructablesInRectAllHint="Use 'Picked Destructible' to refer each destructible as it is picked. This works for every destructible in the region, including dead destructibles. Wait actions should not be used within this function." EnumDestructablesInCircleBJ="Pick Every Destructible In Circle And Do Action" EnumDestructablesInCircleBJ="Pick every destructible within ",~Radius," of ",~Point," and do ",~Action EnumDestructablesInCircleBJHint="Use 'Picked Destructible' to refer each destructible as it is picked. This works for every destructible in the region, including dead destructibles. Wait actions should not be used within this function." // Dialog actions DialogDisplayBJ="Show/Hide" DialogDisplayBJ=~Show/Hide," ",~Dialog," for ",~Player DialogDisplayBJHint="Dialogs cannot be displayed at map initialization." DialogSetMessageBJ="Change Title" DialogSetMessageBJ="Change the title of ",~Dialog," to ",~Title DialogSetMessageBJHint= DialogAddButtonBJ="Create Dialog Button" DialogAddButtonBJ="Create a dialog button for ",~Dialog," labelled ",~Text DialogAddButtonBJHint= DialogClearBJ="Clear" DialogClearBJ="Clear ",~Dialog DialogClearBJHint="This clears the title and all buttons for the specified dialog." // Environment actions AddWeatherEffectSaveLast="Create Weather Effect" AddWeatherEffectSaveLast="Create at ",~Region," the weather effect ",~Weather Id AddWeatherEffectSaveLastHint= EnableWeatherEffect="Enable/Disable Weather Effect" EnableWeatherEffect="Turn ",~Weather Effect," ",~On/Off EnableWeatherEffectHint="You can create weather effects via the 'Environment - Create Weather Effect' action." RemoveWeatherEffectBJ="Remove Weather Effect" RemoveWeatherEffectBJ="Remove ",~Weather Effect RemoveWeatherEffectBJHint= TerrainDeformationCraterBJ="Create Terrain Deformation: Crater" TerrainDeformationCraterBJ="Create a ",~Duration," second ",~Type," crater deformation at ",~Point," with radius ",~Radius," and depth ",~Depth TerrainDeformationCraterBJHint="Use 'Last Created Terrain Deformation' to refer to this terrain deformation. Depth may be negative for bumps. Permanent deformations are not preserved in saved game files." TerrainDeformationRippleBJ="Create Terrain Deformation: Ripple" TerrainDeformationRippleBJ="Create a ",~Duration," second ",~Type," ripple deformation at ",~Point," with starting radius ",~Radius,", ending radius ",~Radius,", and depth ",~Depth,", using ",~Time," second ripples spaced ",~Distance," apart" TerrainDeformationRippleBJHint="Use 'Last Created Terrain Deformation' to refer to this terrain deformation." TerrainDeformationWaveBJ="Create Terrain Deformation: Wave" TerrainDeformationWaveBJ="Create a ",~Duration," second wave deformation from ",~Source," to ",~Target," with radius ",~Radius,", depth ",~Depth,", and a ",~Delay," second trailing delay" TerrainDeformationWaveBJHint="Use 'Last Created Terrain Deformation' to refer to this terrain deformation. Depth may be negative for bumps." TerrainDeformationRandomBJ="Create Terrain Deformation: Random" TerrainDeformationRandomBJ="Create a ",~Duration," second random deformation at ",~Point," with radius ",~Radius,", using depths between ",~Minimum," and ",~Maximum,", updating every ",~Update Interval," seconds" TerrainDeformationRandomBJHint="Use 'Last Created Terrain Deformation' to refer to this terrain deformation." TerrainDeformationStopBJ="Stop Terrain Deformation" TerrainDeformationStopBJ="Stop ",~Terrain Deformation," over ",~Duration," seconds" TerrainDeformationStopBJHint="The deformation will smoothly reduce to nothing over the duration." TerrainDeformStopAll="Stop All Terrain Deformations" TerrainDeformStopAll="Stop all active terrain deformations instantly" TerrainDeformStopAllHint="This includes any terrain deformations indirectly caused by spells or abilities." SetWaterDeforms="Turn Water Deformation On/Off" SetWaterDeforms="Turn water deformation ",~On/Off SetWaterDeformsHint="When this is turned on, terrain deformations will also apply to any water above the terrain. This does not work with permanent deformations." SetTerrainTypeBJ="Change Terrain Type" SetTerrainTypeBJ="Change terrain type at ",~Location," to ",~Terrain Type," using variation ",~Variation," in an area of size ",~Area," and shape ",~Shape SetTerrainTypeBJHint="Use a variation of -1 to generate random variations across the area." SetTerrainPathableBJ="Turn Terrain Pathing On/Off" SetTerrainPathableBJ="Set terrain pathing at ",~Location," of type ",~Pathing," to ",~On/Off SetTerrainPathableBJHint="Turning pathing on causes the pathing cell to become pathable to the given type. For example, turning 'Buildability' on makes the pathing cell buildable. This only affects pathing restrictions caused by terrain (not doodads, units, etc.)." SetWaterBaseColorBJ="Set Water Tinting Color" SetWaterBaseColorBJ="Change water tinting color to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" SetWaterBaseColorBJHint="The color values are (Red, Green, Blue). 100% transparent water is completely invisible." SetSkyModel="Set Sky" SetSkyModel="Set sky to ",~Sky SetSkyModelHint= SetTerrainFogExBJ="Set Fog" SetTerrainFogExBJ="Set fog to style ",~Style,", z-start ",~Z-Start,", z-end ",~Z-End,", density ",~Density," and color (",~Red,"%, ",~Green,"%, ",~Blue,"%)" SetTerrainFogExBJHint="The color values are (Red, Green, Blue)." ResetTerrainFogBJ="Reset Fog" ResetTerrainFogBJ="Reset fog to default values" ResetTerrainFogBJHint= SetBlightRectBJ="Create/Remove Blight Region" SetBlightRectBJ=~Create/Remove," Blight for ",~Player," across ",~Region SetBlightRectBJHint= SetBlightRadiusLocBJ="Create/Remove Blight Circle" SetBlightRadiusLocBJ=~Create/Remove," Blight for ",~Player," from ",~Point," to a radius of ",~Radius SetBlightRadiusLocBJHint= // Text Tag actions CreateTextTagLocBJ="Create Floating Text At Point" CreateTextTagLocBJ="Create floating text that reads ",~Message," at ",~Point," with Z offset ",~Z,", using font size ",~Size,", color (",~Red,"%, ",~Green,"%, ",~Blue,"%), and ",~Transparency,"% transparency" CreateTextTagLocBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible. Use 'Floating Text - Permanent/Expires' to make this floating text temporary." CreateTextTagUnitBJ="Create Floating Text Above Unit" CreateTextTagUnitBJ="Create floating text that reads ",~Message," above ",~Unit," with Z offset ",~Z,", using font size ",~Size,", color (",~Red,"%, ",~Green,"%, ",~Blue,"%), and ",~Transparency,"% transparency" CreateTextTagUnitBJHint="Floating text created in this manner does not follow the unit's movement. The color values are (Red, Green, Blue). A 100% transparent color is completely invisible. Use 'Floating Text - Permanent/Expires' to make this floating text temporary." DestroyTextTagBJ="Destroy" DestroyTextTagBJ="Destroy ",~Floating Text DestroyTextTagBJHint= ShowTextTagForceBJ="Show/Hide" ShowTextTagForceBJ=~Show/Hide," ",~Floating Text," for ",~Player Group ShowTextTagForceBJHint= SetTextTagVelocityBJ="Set Velocity" SetTextTagVelocityBJ="Set the velocity of ",~Floating Text," to ",~Speed," towards ",~Angle," degrees" SetTextTagVelocityBJHint="You can only accurately set the velocity of floating text once, when it is first created. The angle is expected in degrees, with 0 being east and 90 being north." SetTextTagColorBJ="Change Color" SetTextTagColorBJ="Change the color of ",~Floating Text," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency" SetTextTagColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible." SetTextTagPosBJ="Change Position To Point" SetTextTagPosBJ="Change the position of ",~Floating Text," to ",~Point," with Z offset ",~Z SetTextTagPosBJHint= SetTextTagPosUnitBJ="Change Position To Unit" SetTextTagPosUnitBJ="Change the position of ",~Floating Text," to ",~Unit," with Z offset ",~Z SetTextTagPosUnitBJHint= SetTextTagTextBJ="Change Text" SetTextTagTextBJ="Change text of ",~Floating Text," to ",~Message," using font size ",~Size SetTextTagTextBJHint= SetTextTagSuspendedBJ="Suspend/Resume" SetTextTagSuspendedBJ="Change ",~Floating Text,": ",~Enable/Disable," suspend state" SetTextTagSuspendedBJHint= SetTextTagPermanentBJ="Permanent/Expires" SetTextTagPermanentBJ="Change ",~Floating Text,": ",~Enable/Disable," permanence" SetTextTagPermanentBJHint= SetTextTagLifespanBJ="Change Lifespan" SetTextTagLifespanBJ="Change the lifespan of ",~Floating Text," to ",~Time," seconds" SetTextTagLifespanBJHint="This does not affect permanent floating text. This sets the age at which floating text is removed and cleaned up." SetTextTagFadepointBJ="Change Fading Age" SetTextTagFadepointBJ="Change the fading age of ",~Floating Text," to ",~Time," seconds" SetTextTagFadepointBJHint="This does not affect permanent floating text. This sets the age at which floating text begins fading." SetTextTagAgeBJ="Change Age" SetTextTagAgeBJ="Change the age of ",~Floating Text," to ",~Time," seconds" SetTextTagAgeBJHint="This does not affect permanent floating text." // 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="Restore Unit Facing Point" RestoreUnitLocFacingPointBJ="Restore ",~Label," of ",~Category," from ",~Game Cache," for ",~Player," at ",~Location," facing ",~Point RestoreUnitLocFacingPointBJHint="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'." ReloadGameCachesFromDisk="Reload All" ReloadGameCachesFromDisk="Reload all game cache data from disk" ReloadGameCachesFromDiskHint= FlushGameCacheBJ="Clear Game Cache" FlushGameCacheBJ="Clear ",~Game Cache FlushGameCacheBJHint="Clears all labels of all categories in a game cache." FlushStoredMissionBJ="Clear Category" FlushStoredMissionBJ="Clear all labels of ",~Category," in ",~Game Cache FlushStoredMissionBJHint="Clears all labels of a specific category in a game cache." // Hashtable actions InitHashtableBJ="Create Hashtable" InitHashtableBJ="Create a hashtable" InitHashtableBJHint="A hashtable allows you to store data." SaveRealBJ="Save Real" SaveRealBJ="Save ",~Value," as ",~Value," of ",~Value," in ",~Hashtable SaveRealBJHint="Use the 'Hashtable - Load Real Value' function to load this value from a hashtable." SaveIntegerBJ="Save Integer" SaveIntegerBJ="Save ",~Value," as ",~Value," of ",~Value," in ",~Hashtable SaveIntegerBJHint="Use the 'Hashtable - Load Integer Value' function to load this value from a hashtable." SaveBooleanBJ="Save Boolean" SaveBooleanBJ="Save ",~Value," as ",~Value," of ",~Value," in ",~Hashtable SaveBooleanBJHint="Use the 'Hashtable - Load Boolean Value' function to load this value from a hashtable." SaveStringBJ="Save String" SaveStringBJ="Save ",~Value," as ",~Value," of ",~Value," in ",~Hashtable SaveStringBJHint="Use the 'Hashtable - Load String Value' function to load this value from a hashtable." SavePlayerHandleBJ="Save Player Handle" SavePlayerHandleBJ="Save Handle Of",~Player," as ",~Value," of ",~Value," in ",~Hashtable SavePlayerHandleBJHint="Use the 'Hashtable - Load Player' actions to load this player from a hashtable." 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" [TriggerEventStrings] TriggerRegisterTrackableHitEvent="Trackable is Clicked" TriggerRegisterTrackableHitEvent=~Trackable," is clicked" TriggerRegisterTrackableHitEventHint="[UMSWE]" TriggerRegisterTrackableTrackEvent="Cursor is Moved over Trackable" TriggerRegisterTrackableTrackEvent="The cursor is moved over ",~Trackable TriggerRegisterTrackableTrackEventHint="[UMSWE]" TriggerRegisterPlayerUnitEvent="Player-Owned Unit Event (Conditional)" TriggerRegisterPlayerUnitEvent="A unit owned by ",~Player," ",~Event," Matching: ",~Condition TriggerRegisterPlayerUnitEventHint="Adds a condtion to the event [UMSWE]" TriggerRegisterEnterRegionSimple="Unit Enters Region" TriggerRegisterEnterRegionSimple="A unit enters ",~Region, TriggerRegisterEnterRegionSimpleHint="Use 'Event Response - Entering Unit' to refer to the unit entering the region [UMSWE]" TriggerRegisterLeaveRegionSimple="Unit Leaves Region" TriggerRegisterLeaveRegionSimple="A unit leaves ",~Region, TriggerRegisterLeaveRegionSimpleHint="Use 'Event Response - Leaving Unit' to refer to the unit leaving the region [UMSWE]" TriggerRegisterEnterRegion="A Unit Enters Region (Conditional)" TriggerRegisterEnterRegion="A unit enters ",~Region," and matches ",~Condition TriggerRegisterEnterRegionHint="Better than 'Unit Enters Rect' because you can get the Triggering Region. Use Entering Unit to match [UMSWE]" TriggerRegisterLeaveRegion="A Unit Leaves Region (Conditional)" TriggerRegisterLeaveRegion="A unit leaves ",~Region," and matches ",~Condition TriggerRegisterLeaveRegionHint="Better than 'Unit Leaves Rect' because you can get the Triggering Region. Use Leaving Unit to match [UMSWE]" TriggerRegisterGameStateEvent="Game State Event" TriggerRegisterGameStateEvent=~Gamestate," becomes ",~Operation," ",~Value TriggerRegisterGameStateEventHint="[UMSWE]" TriggerRegisterUnitStateEvent="Unit State Event" TriggerRegisterUnitStateEvent=~Unit,"'s ",~UnitState," ",~Operator," ",~Real TriggerRegisterUnitStateEventHint="[UMSWE]" TriggerRegisterPlayerEvent="Advanced Player Event" TriggerRegisterPlayerEvent=~Player," ",~PlayerOptionEvent TriggerRegisterPlayerEventHint=""Just here for COMPATIBILITY reasons. Better use the specific player state events. [UMSWE]" [TriggerConditionStrings] OperatorCompareEventId="Trigger Event Id Comparison" OperatorCompareEventId=~Value," ",~Operator," ",~Value OperatorCompareEventIdHint="[UMSWE]" OperatorCompareTrackable="Trackable Comparison" OperatorCompareTrackable=~Value," ",~Operator," ",~Value OperatorCompareTrackableHint="[UMSWE]" OperatorCompareUbersplat="Ubersplat Comparison" OperatorCompareUbersplat=~Value," ",~Operator," ",~Value OperatorCompareUbersplatHint="[UMSWE]" OperatorCompareImage="Image Comparison" OperatorCompareImage=~Value," ",~Operator," ",~Value OperatorCompareImageHint="[UMSWE]" OperatorCompareLightning="Lightning Comparison" OperatorCompareLightning=~Value," ",~Operator," ",~Value OperatorCompareLightningHint="[UMSWE]" OperatorCompareTriggerAction="Trigger Action Comparison" OperatorCompareTriggerAction=~Value," ",~Operator," ",~Value OperatorCompareTriggerActionHint="[UMSWE]" OperatorCompareTriggerCondition="Trigger Condition Comparison" OperatorCompareTriggerCondition=~Value," ",~Operator," ",~Value OperatorCompareTriggerConditionHint="[UMSWE]" OperatorCompareUnitState="Unitstate Comparison" OperatorCompareUnitState=~Value," ",~Operator," ",~Value OperatorCompareUnitStateHint=""[UMSWE]" OperatorComparePlayerState="Playerstate Comparison" OperatorComparePlayerState=~Value," ",~Operator," ",~Value OperatorComparePlayerStateHint="[UMSWE]" OperatorCompareRegion="Region Comparison" OperatorCompareRegion=~Value," ",~Operator," ",~Value OperatorCompareRegionHint="[UMSWE]" OperatorCompareGameState="Gamestate Comparison" OperatorCompareGameState=~Value," ",~Operator," ",~Value OperatorCompareGameStateHint="[UMSWE]" ="Custom Script" ="(",~Script Code,")" Hint="[UMSWE]" OperatorCompareMultiboardItem="Multiboard Item Comparison" OperatorCompareMultiboardItem=~Value," ",~Operator," ",~Value OperatorCompareMultiboardItemHint="Just here for COMPATIBILITY reasons. Multiboard items should not be used. [UMSWE]" [TriggerActionStrings] // cleanup natives DestroyTimer="Destroy" DestroyTimer="Destroy ",~Timer DestroyTimerHint="Removes a timer from memory. Always destroy no longer needed timers. [UMSWE]" DialogDestroy="Destroy" DialogDestroy="Destroy ",~Dialog DialogDestroyHint="Removes a dialog from memory. Always destroy no longer needed dialogs. [UMSWE]" DestroyForce="Destroy" DestroyForce="Destroy ",~Force DestroyForceHint="Removes a Player Group from memory. Always destroy no longer needed Player Groups. [UMSWE]" DestroyGroup="Destroy Unit Group" DestroyGroup="Destroy unit group ",~Group DestroyGroupHint="Destroy unit groups you don't need any mor to save memory [UMSWE]" DestroyTrigger="Destroy" DestroyTrigger="Destroy ",~Trigger DestroyTriggerHint="Destroys a trigger [UMSWE]" RemoveRegion="Remove Region" RemoveRegion="Remove ",~Region RemoveRegionHint="Use this to delete a region to save memory. The variable itself will remain without data [UMSWE]" // patch additions MultiboardSetItemsValueColor="All Items - Set Item Lable Color" MultiboardSetItemsValueColor="Set item lable color for all items of multiboard ",~board," to ",~Value," % Red, ",~Value," % Green, ",~Value," % Blue and ",~Value," alpha channel" MultiboardSetItemsValueColorHint="Changes the color of all items. The color is specified as RGBA (Red, Green, Blue, Alpha) [UMSWE]" MultiboardSetItemValueColor="Set Item Lable Color" MultiboardSetItemValueColor="Set item lable color for multiboard item ",~Item," to ",~Value," % Red, ",~Value," % Green, ",~Value," % Blue and ",~Value," alpha channel" MultiboardSetItemValueColorHint="The color is specified as RGBA (Red, Green, Blue, Alpha) [UMSWE]" AddLightningEx="Create Lightning Effect (Advanced)" AddLightningEx="Create a ",~Type,", ",~Visibility," lightning effect from source (",~X1,",",~Y1,",",~Z1,") to target (",~X2,",",~Y2,",",~Z2,") " AddLightningExHint="Use coordinates, Z values are elevation [UMSWE]" MoveLightningEx="Move Lightning Effect (Advanced)" MoveLightningEx="Make ",~Bolt," ",~Boolean," and move it to reach from (",~X1,",",~Y1,",",~Z1,") to (",~X2,",",~Y2,",",~Z2,") " MoveLightningExHint="Use coordinates, Z values are elevation [UMSWE]" SetHeroAgi="Set Hero Agility" SetHeroAgi="Set Agility of ",~Hero," to ",~Integer,", the effect will be ",~Permanent SetHeroAgiHint="Changes the hero's agility [UMSWE]" SetHeroInt="Set Hero Intelligence" SetHeroInt="Set Intelligence of ",~Hero," to ",~Integer,", the effect will be ",~Permanent SetHeroIntHint="Changes the hero's Intelligence [UMSWE]" SetHeroStr="Set Hero Strength" SetHeroStr="Set Strength of ",~Hero," to ",~Integer,", the effect will be ",~Permanent SetHeroStrHint="Changes the hero's strength [UMSWE]" // group orders GroupTargetOrderBJ="Issue Order Targeting A Unit (takes string)" GroupTargetOrderBJ="Order ",~Unit Group," to ",~Order," ",~Unit GroupTargetOrderBJHint="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. [UMSWE]" GroupTargetOrderById="Issue Order Targeting A Unit (takes ordercode)" GroupTargetOrderById="Order ",~Unit Group," to ",~Order," ",~Unit GroupTargetOrderByIdHint="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. [UMSWE]" GroupItemTargetOrderBJ="Issue Order Targeting An Item (takes string)" GroupItemTargetOrderBJ="Order ",~Unit Group," to ",~Order," ",~Item GroupItemTargetOrderBJHint="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. [UMSWE]" GroupItemTargetOrderById="Issue Order Targeting An Item (takes ordercode)" GroupItemTargetOrderById="Order ",~Unit Group," to ",~Order," ",~Item GroupItemTargetOrderByIdHint="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. [UMSWE]" GroupPointOrderLocBJ="Issue Order Targeting A Point (takes string)" GroupPointOrderLocBJ="Order ",~Unit Group," to ",~Order," ",~Point GroupPointOrderLocBJHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" GroupPointOrderByIdLoc="Issue Order Targeting A Point (takes ordercode)" GroupPointOrderByIdLoc="Order ",~Unit Group," to ",~Order," ",~Point GroupPointOrderByIdLocHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" GroupTargetDestructableOrderS="Issue Order Targeting A Destructible (takes string)" GroupTargetDestructableOrderS="Order ",~Unit Group," to ",~Order," ",~Destructible GroupTargetDestructableOrderSHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" GroupTargetOrderByIdD="Issue Order Targeting A Destructible (takes ordercode)" GroupTargetOrderByIdD="Order ",~Unit Group," to ",~Order," ",~Destructible GroupTargetOrderByIdDHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" GroupImmediateOrderBJ="Issue Order With No Target (takes string)" GroupImmediateOrderBJ="Order ",~Unit Group," to ",~Order GroupImmediateOrderBJHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" GroupImmediateOrderById="Issue Order With No Target (takes ordercode)" GroupImmediateOrderById="Order ",~Unit Group," to ",~Order GroupImmediateOrderByIdHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" // group enumeration GroupEnumUnitsOfType="Add Units of Type to Group" GroupEnumUnitsOfType="Take group ",~group," and add all units of type ",~unitname," matching condition ",~Condition GroupEnumUnitsOfTypeHint="Use the names in the 6th column in UnitUI.slk as unitnames [UMSWE]" GroupEnumUnitsOfTypeCounted="Add Number Of Units Of Type" GroupEnumUnitsOfTypeCounted="To ",~Group" add units of type ",~Type," matching ",~Condition,". Limit number of units to ",~Nr GroupEnumUnitsOfTypeCountedHint="For the type use the unit names of the 6th column in UnitUI.slk [UMSWE]" GroupEnumUnitsOfPlayer="Add Units Of Player" GroupEnumUnitsOfPlayer="To ",~Group," add units of player ",~Player," matching ",~Condition GroupEnumUnitsOfPlayerHint="[UMSWE]" GroupEnumUnitsInRect="Add Units In Rect" GroupEnumUnitsInRect="To ",~Group," add units in ",~Rect," matching ",~Condition GroupEnumUnitsInRectHint="[UMSWE]" GroupEnumUnitsInRectCounted="Add Number Of Units In Rect" GroupEnumUnitsInRectCounted="To ",~Group," add units in ",~Rect," matching ",~Condition,". Limit number of units to ",~Nr GroupEnumUnitsInRectCountedHint="[UMSWE]" GroupEnumUnitsInRangeOfLoc="Add Units in Range of Point" GroupEnumUnitsInRangeOfLoc="To ",~Group," add units near ",~Point," in a range of ",~Range," matching ",~Condition GroupEnumUnitsInRangeOfLocHint="[UMSWE]" GroupEnumUnitsInRangeOfLocCounted="Add Number of Units in Range of Point" GroupEnumUnitsInRangeOfLocCounted="To ",~Group," add units near ",~Point," in a range of ",~Range," matching ",~Condition,". Limit number of units to ",~Nr GroupEnumUnitsInRangeOfLocCountedHint="[UMSWE]" GroupEnumUnitsSelected="Add Units Selected by Player" GroupEnumUnitsSelected="To ",~Group," add units selected by ",~Player," matching ",~Condition GroupEnumUnitsSelectedHint="[UMSWE]" // missing functions SetPlayerTechMaxAllowed="Set Max Number Of Units by Type" SetPlayerTechMaxAllowed="For ",~Player,", set the maximun number of ",~Unit-Type," to ",~Number SetPlayerTechMaxAllowedHint="Just here for COMPATIBILITY reasons. Use the specific functions provided by blizzard instead. [UMSWE]" DialogAddButton="Create Dialog Button With Hotkey" DialogAddButton="Create a dialog button for ",~Dialog," labelled ",~Text," with hotkey: ",~Key DialogAddButtonHint="Use ASCII numbers for the hotkey number [UMSWE]" DialogAddQuitButton="Create Quit Button" DialogAddQuitButton="Create a quit button for dialog ",~Dialog," (",~Show," score screen) labeled ",~Text," and use the shortcut ",~ASCII DialogAddQuitButtonHint="Use ASCII numbers to add a shortcut [UMSWE]" DisplayTextToPlayer="Text Message to Player (Auto-Timed)" DisplayTextToPlayer="Display to ",~Player,", at offset (",~xpos,", ",~ypos,") the text: ",~Text DisplayTextToPlayerHint="The text is shown for an amount of time that automatically increases with the text length. The offset is the X,Y position on the screen. [UMSWE]" DisplayTimedTextToPlayer="Text Message to Player (Explicitly Timed)" DisplayTimedTextToPlayer="Display to ",~Player,", at offset (",~xpos,", ",~ypos,") for ",~Time," seconds the text: ",~Text DisplayTimedTextToPlayerHint="The offset is the X,Y position on the screen. [UMSWE]" EnumItemsInRect="Pick Every Item In Rect Matching Condition And Do Action" EnumItemsInRect="Pick every item in ",~Rect," matching ",~Condition," and do ",~Action EnumItemsInRectHint="Use 'Picked Item' to refer each item as it is picked. Wait actions should not be used within this function. [UMSWE]" UnitAddItemToSlotById="Create Item In Hero Inventory Slot" UnitAddItemToSlotById="Give ",~Hero," a ",~Item," in slot ",~Index UnitAddItemToSlotByIdHint="Creates an item in a specific item slot [UMSWE]" SelectHeroSkill2="Learn Skill (Takes Abilcode)" SelectHeroSkill2="Learn skill for ",~Hero,": ",~Skill SelectHeroSkill2Hint="This only works if the Hero has at least one skill point to spend. [UMSWE]" TimerStart="Start Timer (With Callback)" TimerStart="Start ",~Timer," lasting ",~Time," and ",~Repeat," and execute ",~Action," when it expires" TimerStartHint="[UMSWE]" PlayCinematic="Play Movie" PlayCinematic="Play the cinematic movie called ",~name PlayCinematicHint="The Movie must be in the Movies folder of Warcraft and in the same format as the other movies. String without .mpq "[UMSWE]" RandomDistAddItem="Add Item To Random Item Pool" RandomDistAddItem="Add the item type ",~id," to the pool and give it a chance of ",~percent," to be chosen" RandomDistAddItemHint="Use 'Get Random Item From Pool' to use your own item pool, the chances of all items added to the pool are summed up to calculate the final chance [UMSWE]" RandomDistReset="Reset Random Item Pool" RandomDistReset="Reset your own pool for random items" RandomDistResetHint="[UMSWE]" SetUnitLookAtS="Lock Body-Part Facing (Takes String)" SetUnitLookAtS="Lock ",~Unit,"'s ",~Source," to face ",~Unit,", offset by (",~X,", ",~Y,", ",~Z,")" SetUnitLookAtSHint="The unit's body-part will continue to face the target until 'Reset Body-Part Facing' is used. The offset is taken as (X, Y, Z) from the target's feet. Use this to specify any bone by it's name. [UMSWE]" UnitApplyTimedLifeB="Apply Life Timer (takes buffcode)" UnitApplyTimedLifeB="Set timed life for unit ",~Unit," with buff ID ",~Buff Type," and duration ",~Integer," seconds" UnitApplyTimedLifeBHint="Gives a unit a life timer. [UMSWE]" UnitMakeAbilityPermanentBJ="Make Ability Permanent" UnitMakeAbilityPermanentBJ="For ",~whichUnit," set ability state to ",~permanent," for ability ",~abilityId UnitMakeAbilityPermanentBJHint="[UMSWE]" SetUnitAnimationByIndex="Set Unit Animation by Index" SetUnitAnimationByIndex="Set current animation for ",~unit," to its ",~nr,"th animation" SetUnitAnimationByIndexHint="Use the arrow buttons in the preview window to see all animations [UMSWE]" UnitIgnoreAlarm="Ignore Alarm" UnitIgnoreAlarm="Make unit ",~Unit," ignore alarms ",~Flag UnitIgnoreAlarmHint="[UMSWE]" ExecuteFunc="Execute Function" ExecuteFunc="Execute ",~Function ExecuteFuncHint="Use 'Conversion - Trigger Name To Function' to access the actions part of a trigger, the called function shouldn't have parameters [UMSWE]" EnableUserUI="Enable/Disable User UI" EnableUserUI=~Enable/Disable," User UI" EnableUserUIHint="[UMSWE]" EndGame="End Game" EndGame="End game and ",~Show/Skip," scores" EndGameHint="No victory or defeat dialog [UMSWE]" ChangeLevel="Load Next Map" ChangeLevel="End game, load the map ",~Mapname," and ",~Show/Skip," scores" ChangeLevelHint="No victory or defeat dialog and no 'Connect to Server Bug' [UMSWE]" RestartGame="Restart Game" RestartGame="Restart the current map and ",~Show/Skip," scores" RestartGameHint="No victory or defeat dialog [UMSWE]" DisableRestartMission="Disable Restart Mission" DisableRestartMission="Disable restart mission ",~Flag DisableRestartMissionHint="[UMSWE]" DoNotSaveReplay="Do Not Save Replay" DoNotSaveReplay="Do not save replay" DoNotSaveReplayHint="[UMSWE]" SetIntegerGameState="Set Game State" SetIntegerGameState="Set ",~Gamestate," to ",~Value SetIntegerGameStateHint="[UMSWE]" SyncSelections="Synchronize Selections" SyncSelections="Synchronize the unit selections" SyncSelectionsHint="Used to avoid desyncs before getting the selection state with custom script calls [UMSWE]" // locations and rects MoveLocation="Move Point" MoveLocation="Move ",~Point," to offset(",~X,", ",~Y,")" MoveLocationHint="[UMSWE]" RemoveLocation="Remove Point" RemoveLocation="Remove ",~Location RemoveLocationHint="Use this to delete a point to save memory. The variable itself will remain without data [UMSWE]" MoveRectTo="Move to Offset" MoveRectTo="Center ",~Rect," on offset(",~Real,", ",~Real,")" MoveRectToHint="This has no effect unless the specified rect is a variable [UMSWE]" RemoveRect="Remove" RemoveRect="Remove ",~Rect RemoveRectHint="Use this to delete a rect to save memory. The variable itself will remain without data [UMSWE]" // triggers TriggerAddAction="Add Action To Trigger" TriggerAddAction="Take ",~Trigger," and add this action: ",~Action TriggerAddActionHint="[UMSWE]" TriggerAddCondition="Add Condition To Trigger" TriggerAddCondition="Take ",~Trigger," and add this condition: ",~Condition TriggerAddConditionHint="[UMSWE]" TriggerRemoveCondition="Remove Condition" TriggerRemoveCondition="Take ",~Trigger," and remove the condition ",~Boolexp TriggerRemoveConditionHint="Removes a condition from a trigger [UMSWE]" TriggerClearConditions="Clear Conditions" TriggerClearConditions="Take ",~Trigger," and remove all conditions " TriggerClearConditionsHint="Removes all conditions from a trigger [UMSWE]" TriggerRemoveAction="Remove Action" TriggerRemoveAction="Take ",~Trigger," and remove the action ",~Action TriggerRemoveActionHint="Removes an action from a trigger [UMSWE]" TriggerClearActions="Clear Actions" TriggerClearActions="Take ",~Trigger," and remove all actions" TriggerClearActionsHint="Removes all actions from a trigger [UMSWE]" ResetTrigger="Reset Trigger" ResetTrigger="Reset ",~Trigger ResetTriggerHint="Resets a trigger to its original state [UMSWE]" QueuedTriggerRemoveByIndex="Remove Trigger From Trigger Queue by Index" QueuedTriggerRemoveByIndex="Remove the trigger with index",~Index," from the trigger queue" QueuedTriggerRemoveByIndexHint="Removes a trigger from the trigger queue, shifting other triggers down to fill the unused space. If the currently running trigger is removed in this manner, this function does NOT attempt to run the next trigger. [UMSWE]" // unit orders IssueInstantTargetOrder="Give Item from Unit to Unit" IssueInstantTargetOrder="Order ",~Unit," to ",~Order," ",~Item," to ",~Unit IssueInstantTargetOrderHint="The ordered hero will walk to the target hero to hand the item over. [UMSWE]" IssueNeutralImmediateOrderById="Buy Unit from Store" IssueNeutralImmediateOrderById="For ",~Player," order ",~Shop," to sell a unit of type ",~Type IssueNeutralImmediateOrderByIdHint="[UMSWE]" IssueTargetOrderBJ="Issue Order Targeting A Unit (Takes String)" IssueTargetOrderBJ="Order ",~Unit," to ",~Order," ",~Unit IssueTargetOrderBJHint="Use this to enter a string as order instead of picking a preset [UMSWE]" IssueTargetOrderById="Issue Order Targeting A Unit (Takes Ordercode)" IssueTargetOrderById="Order ",~Unit," to ",~Order," ",~Unit IssueTargetOrderByIdHint="[UMSWE]" IssuePointOrderLocBJ="Issue Order Targeting A Point (Takes String)" IssuePointOrderLocBJ="Order ",~Unit," to ",~Order," ",~Point IssuePointOrderLocBJHint="Use this to enter a string as order instead of picking a preset [UMSWE]" IssuePointOrderByIdLoc="Issue Order Targeting A Point (Takes Ordercode)" IssuePointOrderByIdLoc="Order ",~Unit," to ",~Order," ",~Point IssuePointOrderByIdLocHint="[UMSWE]" IssueTargetOrderD="Issue Order Targeting A Destructible (Takes String)" IssueTargetOrderD="Order ",~Unit," to ",~Order," ",~Destructible IssueTargetOrderDHint="Use this to enter a string as order instead of picking a preset [UMSWE]" IssueTargetOrderByIdD="Issue Order Targeting A Destructible (Takes Ordercode)" IssueTargetOrderByIdD="Order ",~Unit," to ",~Order," ",~Destructible IssueTargetOrderByIdDHint="[UMSWE]" IssueImmediateOrderBJ="Issue Order With No Target (Takes String)" IssueImmediateOrderBJ="Order ",~Unit," to ",~Order IssueImmediateOrderBJHint="Use this to enter a string as order instead of picking a preset [UMSWE]" IssueImmediateOrderById="Issue Order With No Target (Takes Ordercode)" IssueImmediateOrderById="Order ",~Unit," to ",~Order IssueImmediateOrderByIdHint="[UMSWE]" IssueItemTargetOrderS="Issue Order Targeting An Item (Takes String)" IssueItemTargetOrderS="Order ",~Unit," to ",~Order," ",~Item IssueItemTargetOrderSHint="[UMSWE]" IssueItemTargetOrderId="Issue Order Targeting An Item (Takes Ordercode)" IssueItemTargetOrderId="Order ",~Unit," to ",~Order," ",~Item IssueItemTargetOrderIdHint="[UMSWE]" // region natives RegionAddCell="Add Cell To Region" RegionAddCell="Take ",~region," and add a cell at location (",~X,",",~Y,")" RegionAddCellHint="[UMSWE]" RegionAddCellAtLoc="Region Add Cell At Location" RegionAddCellAtLoc="Take ",~region," and add a cell at ",~location RegionAddCellAtLocHint="[UMSWE]" RegionAddRect="Add Rect To Region" RegionAddRect="Take ",~region," and add ",~rect," to it" RegionAddRectHint="[UMSWE]" RegionClearCell="Remove Cell From Region" RegionClearCell="Take ",~region," and remove the cell at (",~X,",",~Y,")" RegionClearCellHint="[UMSWE]" RegionClearCellAtLoc="Remove Cell At Location From Region" RegionClearCellAtLoc="Take ",~region," and remove the cell at",~location RegionClearCellAtLocHint="[UMSWE]" RegionClearRect="Remove Rect From Region" RegionClearRect="Take ",~region," and remove ",~rect," from it" RegionClearRectHint="[UMSWE]" // game cache FlushStoredInteger="Flush Stored Integer" FlushStoredInteger="Flush the Integer stored in gamecache ",~Cache," with mission key ",~Key," and key ",~Key FlushStoredIntegerHint="[UMSWE]" FlushStoredBoolean="Flush Stored Boolean" FlushStoredBoolean="Flush the Boolean stored in gamecache ",~Cache," with mission key ",~Key," and key ",~Key FlushStoredBooleanHint="[UMSWE]" FlushStoredReal="Flush Stored Real" FlushStoredReal="Flush the Real stored in gamecache ",~Cache," with mission key ",~Key," and key ",~Key FlushStoredRealHint="[UMSWE]" FlushStoredUnit="Flush Stored Unit" FlushStoredUnit="Flush the Unit stored in gamecache ",~Cache," with mission key ",~Key," and key ",~Key FlushStoredUnitHint="[UMSWE]" FlushStoredString="Flush Stored String" FlushStoredString="Flush the String stored in gamecache ",~Cache," with mission key ",~Key," and key ",~Key FlushStoredStringHint="[UMSWE]" // compatibility CreateDestructableZA="Create With Z Offset" CreateDestructableZA="Create a ",~Destructible-Type," at offset(",~xpos,", ",~ypos,", ",~zpos,") facing ",~Direction," with scale ",~Scale," and variation ",~Variation CreateDestructableZAHint="Just here for COMPATIBILITY reasons. Better use the function returning the destructable to save it to a variable. [UMSWE]" CreateDeadDestructableZA="Create With Z Offset (Dead)" CreateDeadDestructableZA="Create a dead ",~Destructible-Type," at offset (",~xpos,", ",~ypos,", ",~zpos,") facing ",~Direction," with scale ",~Scale," and variation ",~Variation CreateDeadDestructableZAHint="Just here for COMPATIBILITY reasons. Better use the function returning the destructable to save it to a variable. [UMSWE]" DialogAddButtonWithHotkeyBJ="Create Dialog Button with Hotkey (GU Version)" DialogAddButtonWithHotkeyBJ="Create a dialog button for ",~Dialog," labelled ",~Text," and keycode ",~Code DialogAddButtonWithHotkeyBJHint="Just here for COMPATIBILITY reasons. Better use the common.j version of this action. [UMSWE]" CreateTrackable="Create Trackable Object" CreateTrackable="Create trackable object using path ",~Path," at Location (",~X,",",~Y,") facing ",~Degrees CreateTrackableHint="Just here for COMPATIBILITY reasons. Better use the function returning the trackable to save it to a variable. [UMSWE]" DestroyMultiboard="Destroy Multiboard" DestroyMultiboard="Destroy multiboard ",~board DestroyMultiboardHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardDisplay="Display Multiboard" MultiboardDisplay="Take multiboard ",~board," and ",~ShowHide," it" MultiboardDisplayHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardMinimize="Minimize Multiboard" MultiboardMinimize="Take multiboard ",~board," and ",~Min," it" MultiboardMinimizeHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetTitleTextColor="Set Title Text Color" MultiboardSetTitleTextColor="Set title text color of multiboard ",~board," to ",~Value," % Red, ",~Value," % Green, ",~Value," % Blue and ",~Value," alpha channel" MultiboardSetTitleTextColorHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetItemsStyle="All Items - Set Item Style" MultiboardSetItemsStyle="Set item style for all items of multiboard ",~board," to ",~ShowHide," Values and ",~ShowHide," Icons" MultiboardSetItemsStyleHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetItemsValue="All Items - Set Item Value" MultiboardSetItemsValue="Set the label for all items of multiboard ",~board," to ",~Value MultiboardSetItemsValueHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetItemsWidth="All Items - Set Item Width" MultiboardSetItemsWidth="Set width for all items of multiboard ",~board," to ",~Value MultiboardSetItemsWidthHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetItemsIcon="All Items - Set Item Icon" MultiboardSetItemsIcon="Set used icon for all items of multiboard ",~board," to ",~Icon MultiboardSetItemsIconHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardReleaseItem="Release Multiboard Item" MultiboardReleaseItem="Release multiboard item ",~Item MultiboardReleaseItemHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetItemStyle="Set Item Style" MultiboardSetItemStyle="Set item style of multiboard item ",~Item," to ",~ShowHide," Values and ",~ShowHide," Icons" MultiboardSetItemStyleHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetItemValue="Set Item Value" MultiboardSetItemValue="Set the label for multiboard item ",~Item," to ",~Value MultiboardSetItemValueHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetItemWidth="Set Item Width" MultiboardSetItemWidth="Set width for multiboard item ",~Item," to ",~Value MultiboardSetItemWidthHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardSetItemIcon="Set Item Icon" MultiboardSetItemIcon="Set used icon for multiboard item ",~Item," to ",~Icon MultiboardSetItemIconHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" UnitApplyTimedLife="Apply Life Timer" UnitApplyTimedLife="Set timed life for unit ",~Unit," with buff ID ",~Integer," and duration ",~Integer," seconds" UnitApplyTimedLifeHint="Just here for COMPATIBILITY reasons. Better use the new official action. [UMSWE]" AddSpellEffectByIdLoc="Create Spell Effect At Location" AddSpellEffectByIdLoc="Create the illusion of ",~Ability," with that spell's ",~EffectTypeOption," effect at the location ",~Location AddSpellEffectByIdLocHint="Just here for COMPATIBILITY reasons. You may still use this action or you can use the new offical one. [UMSWE]" AddSpellEffectTargetById="Create Spell Effect On Unit" AddSpellEffectTargetById="Create the illusion of ",~Ability," with that spell's ",~EffectTypeOption," model attached to ",~Unit," on it's ",~Attackment Point AddSpellEffectTargetByIdHint="Just here for COMPATIBILITY reasons. You may still use this action or you can use the new offical one. [UMSWE]" AddSpellEffectByIdLocB="Create Buff Effect At Location" AddSpellEffectByIdLocB="Create the illusion of ",~Buff," with that buff's ",~EffectTypeOption," effect at the location ",~Location AddSpellEffectByIdLocBHint="Just here for COMPATIBILITY reasons. You may still use this action or you can use the new offical one. [UMSWE]" AddSpellEffectTargetByIdB="Create Buff Effect On Unit" AddSpellEffectTargetByIdB="Create the illusion of ",~Buff," with that buff's ",~EffectTypeOption," model attached to ",~Unit," on it's ",~Attackment Point AddSpellEffectTargetByIdBHint="Just here for COMPATIBILITY reasons. You may still use this action or you can use the new offical one. [UMSWE]" IssueItemTargetOrder="Issue Order Targeting An Item" IssueItemTargetOrder="Order ",~Unit," to ",~Order," ",~Item IssueItemTargetOrderHint="Just here for COMPATIBILITY reasons. You may still use this action or you can use the new offical one. [UMSWE]" GroupItemTargetOrder="Group Issue Order Targeting An Item" GroupItemTargetOrder="Order ",~Unit Group," to ",~Order," ",~Item GroupItemTargetOrderHint="Just here for COMPATIBILITY reasons. You may still use this action or you can use the new offical one. [UMSWE]" [TriggerCallStrings] // object creation CreateTrackable="Create Trackable Object" CreateTrackable="Create trackable object using path ",~Path," at Location (",~X,",",~Y,") facing ",~Degrees CreateTrackableHint="You can register mouseover and mouseclick events on the object but can't remove it anymore. [UMSWE]" CreateItemLoc="Create Item At Location" CreateItemLoc="Create ",~Item," at ",~Point CreateItemLocHint="[UMSWE]" CreateUnit="Create Unit At Offset" CreateUnit="For ",~Player," create a unit of type ",~Type," at offset (",~X,", ",~Y,") facing ",~Direction," degrees" CreateUnitHint="[UMSWE]" CreateUnitAtLoc="Create Unit At Location" CreateUnitAtLoc="For ",~Player," create a unit of type ",~Type," at location ",~Location," facing ",~Direction," degrees" CreateUnitAtLocHint="[UMSWE]" CreateDestructableZ="Create with Z offset" CreateDestructableZ="Create a ",~Destructible-Type," at offset(",~xpos,", ",~ypos,", ",~zpos,") facing ",~Direction," with scale ",~Scale," and variation ",~Variation CreateDestructableZHint="The facing angle is expected in degrees, with 0 being east and 90 being north. The offset is taken as (X, Y, Z) [UMSWE]" CreateDeadDestructableZ="Create with Z offset (dead)" CreateDeadDestructableZ="Create a dead ",~Destructible-Type," at offset (",~xpos,", ",~ypos,", ",~zpos,") facing ",~Direction," with scale ",~Scale," and variation ",~Variation CreateDeadDestructableZHint="The facing angle is expected in degrees, with 0 being east and 90 being north. The offset is taken as (X, Y, Z) [UMSWE]" DialogAddButton="Create Dialog Button With Hotkey" DialogAddButton="Create a dialog button for ",~Dialog," labelled ",~Text," with hotkey ",~Keycode DialogAddButtonHint="Creates a dialog button with a hotkey based on ASCII value. [UMSWE]" InitGameCache="Create" InitGameCache="Create a game cache from ",~FileName InitGameCacheHint="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. [UMSWE]" CreateTimer="Create Timer" CreateTimer="Create Timer" CreateTimerHint="Use this to initialize timer array items [UMSWE]" CreateTimerBJ="Create Timer" CreateTimerBJ="Create a periodic ",~Choose," timer lasting ",~time CreateTimerBJHint="[UMSWE]" CreateTrigger="Create Trigger" CreateTrigger="Create Trigger" CreateTriggerHint="Use this to initialize trigger arrays [UMSWE]" DialogCreate="New Dialog" DialogCreate="New Dialog" DialogCreateHint="Used to initialize a dialog array or clear a dialog variable [UMSWE]" CreateForce="Create Force" CreateForce="Create new force" CreateForceHint="Used to initialize force arrays [UMSWE]" CreateGroup="Create Unit Group" CreateGroup="Create Unit Group" CreateGroupHint="Use this to initialize unit group arrays [UMSWE]" CreateRegion="Create Region" CreateRegion="Create a empty region" CreateRegionHint="Used to create empty regions to which you can add cells [UMSWE]" AddSpecialEffectLoc="Create Special Effect at Point" AddSpecialEffectLoc="Create a special effect using ",~Model File," at ",~Point AddSpecialEffectLocHint="[UMSWE]" AddSpecialEffect="Create Special Effect at Off-set" AddSpecialEffect="Crate a special effect using ",~Model File," at ",~X," , ",~Y AddSpecialEffectHint="[UMSWE]" AddSpecialEffectTarget="Create Special Effect at target unit" AddSpecialEffectTarget="Create a special effect using ",~Model File," On ",~Unit," 's ",~Attachment Point AddSpecialEffectTargetHint="[UMSWE]" // event response GetTriggeringTrackable="Triggering Trackable" GetTriggeringTrackable="Triggering trackable" GetTriggeringTrackableHint="[UMSWE]" GetEventGameState="Get Triggering Game State" GetEventGameState="Triggering Game State" GetEventGameStateHint="To see, which gamestate event fired the trigger [UMSWE]" GetRescuer="Rescuing Unit" GetRescuer="Get rescuing unit" GetRescuerHint="For unis is rescued event [UMSWE]" GetWinningPlayer="Winning Player" GetWinningPlayer="Get winning player" GetWinningPlayerHint="For victory event [UMSWE]" GetEventUnitState="Get Triggering Unit State" GetEventUnitState="Get triggering unit state" GetEventUnitStateHint="To see, which unitstate event fired the trigger [UMSWE]" GetEventPlayerState="Get Triggering Player State" GetEventPlayerState="Get Triggering Player State" GetEventPlayerStateHint="To see, which playerstate event fired the trigger [UMSWE]" GetEventDetectingPlayer="Detecting Player" GetEventDetectingPlayer="Detecting Player" GetEventDetectingPlayerHint="When responding to a 'Unit Is detected' unit event, this refers to the player, who detects the unit [UMSWE]" GetTriggeringRegion="Get Triggering Region" GetTriggeringRegion="Get triggering region" GetTriggeringRegionHint="Event response for unit enters/leaves region events [UMSWE]" GetDetectedUnit="Get Detected Unit" GetDetectedUnit="Get detected unit" GetDetectedUnitHint="Event response for the unit detected event [UMSWE]" GetTriggerEventId="Event ID" GetTriggerEventId="Last Fired Event" GetTriggerEventIdHint="Returns the last fired event [UMSWE]" // string query GetAbilityEffectById="Buff Effect Art By Id" GetAbilityEffectById="",~Buff," effect ",~EffectType," ",~Index GetAbilityEffectByIdHint="[UMSWE]" GetAbilitySoundById="Ability Effect Sound By Id" GetAbilitySoundById="",~Ability," sound ",~SoundType GetAbilitySoundByIdHint="[UMSWE]" LeaderboardGetLabelText="Title" LeaderboardGetLabelText="Title of ",~Leaderboard LeaderboardGetLabelTextHint="[UMSWE]" // integer query GetIntegerGameState="Game State" GetIntegerGameState=~Gamestate GetIntegerGameStateHint="[UMSWE]" IntegerTertiaryOp="Tertiary Integer Option" IntegerTertiaryOp="If ",~Condition," is equal to true then use ",~Nr," else use ",~Nr IntegerTertiaryOpHint="[UMSWE]" LeaderboardGetItemCount="Leaderboard Player Count" LeaderboardGetItemCount="Player count of ",~Leaderboard LeaderboardGetItemCountHint="[UMSWE]" QueuedTriggerGetIndex="Index Of Queued Trigger" QueuedTriggerGetIndex="Index of ",~Trigger," in the trigger queue" QueuedTriggerGetIndexHint="Searches the queue for a given trigger, returning the index of the trigger within the queue if it is found, or -1 if it is not found [UMSWE]" RandomDistChoose="Get Random Item From Pool" RandomDistChoose="Get a random item from your own item pool" RandomDistChooseHint="Use 'Add Random Item to Pool' to create your own item pool [UMSWE]" GetPlayerTypedUnitCount="Count Units of Player of Type" GetPlayerTypedUnitCount="Count units of player ",~Player," of type ",~unitname," and include incomplete units ",~Include," and include currently upgrading buildings ",~Include GetPlayerTypedUnitCountHint="Use the names of the 6th column of UnitUI.slk as unitnames [UMSWE]" // real query GetUnitX="X Of Unit" GetUnitX="X of ",~Unit GetUnitXHint="[UMSWE]" GetUnitY="Y Of Unit" GetUnitY="Y of ",~Unit GetUnitYHint="[UMSWE]" // boolean query IsTimerDialogDisplayed="Timer Dialog Is Displayed" IsTimerDialogDisplayed=~Timer Window," is displayed" IsTimerDialogDisplayedHint="A timer window is showing [UMSWE]" IsLeaderboardDisplayed="Leaderboard Is Displayed" IsLeaderboardDisplayed=~Leaderboard," is displayed" IsLeaderboardDisplayedHint="[UMSWE]" IsLocationInRegion="Is Point In Region" IsLocationInRegion="Does ",~Region," contain point ",~Location IsLocationInRegionHint="[UMSWE]" IsUnitInRegion="Is Unit In Region" IsUnitInRegion="Does ",~Region," contain unit ",~Unit IsUnitInRegionHint="[UMSWE]" IsPointInRegion="Region Contains Coordinates" IsPointInRegion=~Region," contains offset (",~Real,", ",~Real,")" IsPointInRegionHint="[UMSWE]" IsUnitInForce="Unit In Player Group" IsUnitInForce=~Unit," is in ",~Player Group IsUnitInForceHint="[UMSWE]" IsUnitOwnedByPlayer="Unit Is Owned by Player" IsUnitOwnedByPlayer=~Unit," is owned by ",~Player IsUnitOwnedByPlayerHint="[UMSWE]" IsUnitInRange="Is Unit in Range of Unit" IsUnitInRange="Is ",~Unit," near ",~Unit," and withing a range of ",~Range IsUnitInRangeHint="[UMSWE]" IsUnitInRangeLoc="Is Unit in Range of Point" IsUnitInRangeLoc="Is ",~Unit," near ",~Point," and within a range of ",~Range IsUnitInRangeLocHint="[UMSWE]" IsUnitRace="Unit Race Check" IsUnitRace=~Unit," is a ",~Race, IsUnitRaceHint="Checks what race a unit is [UMSWE]" CompareRectsBJ="Rect Matches Rect" CompareRectsBJ=~Rect," matches ",~Rect CompareRectsBJHint="Use this to compare rects [UMSWE]" CompareLocationsBJ="Location Matches Location" CompareLocationsBJ=~Point," matches ",~Point CompareLocationsBJHint="Use this to compare locations [UMSWE]" RectContainsCoords="Rect Contains Coordinates" RectContainsCoords=~Rect," contains (",~Real,", ",~Real,")" RectContainsCoordsHint="A rect contains the point (x,y) [UMSWE]" UnitIgnoreAlarmToggled="Does Unit Ignore Alarm" UnitIgnoreAlarmToggled="Does unit ",~Unit," ignore alarm" UnitIgnoreAlarmToggledHint="[UMSWE]" // gamecache stuff HaveStoredInteger="Is Integer Stored" HaveStoredInteger="Is Integer in gamecache ",~Cache," with mission key ",~Key," and key ",~Key," already stored" HaveStoredIntegerHint="[UMSWE]" HaveStoredBoolean="Is Boolean Stored" HaveStoredBoolean="Is Boolean in gamecache ",~Cache," with mission key ",~Key," and key ",~Key," already stored" HaveStoredBooleanHint="[UMSWE]" HaveStoredReal="Is Real Stored" HaveStoredReal="Is Real in gamecache ",~Cache," with mission key ",~Key," and key ",~Key," already stored" HaveStoredRealHint="[UMSWE]" HaveStoredUnit="Is Unit Stored" HaveStoredUnit="Is Unit in gamecache ",~Cache," with mission key ",~Key," and key ",~Key," already stored" HaveStoredUnitHint="[UMSWE]" HaveStoredString="Is String Stored" HaveStoredString="Is String in gamecache ",~Cache," with mission key ",~Key," and key ",~Key," already stored" HaveStoredStringHint="[UMSWE]" // misc FirstOfGroup="First Unit of Group" FirstOfGroup="First unit of group ",~Group FirstOfGroupHint="[UMSWE]" GetLocalPlayer="Local Player" GetLocalPlayer="Local player" GetLocalPlayerHint="Use a player comparison with local player to do certain actions just for certain players on bnet. [UMSWE]" // script code exitwhen="exitwhen" exitwhen="exitwhen ",~Condition exitwhenHint="Used between loop and endloop, specifies when to exit the loop (only works with the Custom Script action) [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an ubersplat. Example: MyUbersplat() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an image. Example: MyImage() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a lightning. Example: MyLightning() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a trackable object. Example: MyTrackable() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an ability (integer). Example: 'Aloc' [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a boolean value. Example: MyBoolean() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a destructible (~=handle). Example: MyDestructable() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a destructible type (integer). Example: 'LTlt' [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a dialog. Example: MyDialog() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a dialog button. Example: MyButton() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an eventid value. Example: MyEventid() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Floating Text. Example: MyTexttag() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an integer value. Example: 0xFF" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an item (~=handle). Example: MyItem() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an item type (integer). Example: 'phea' [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a leaderboard. Example: MyLeaderboard() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a multiboard value. Example: MyMultiboard() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Multiboard Item. Example: MyMultiboardItem() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an orderid value (integer). Example: 852000 [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Player. Example: MyPlayer() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Player Group. Example: MyForce() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Point value. Example: MyLocation() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Real value. Example: MyReal() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a rect value. Example: MyRect() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a region value. Example: MyRegion() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a special effect. Example: MyEffect() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a String. Example: MyString() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns terrain deformation. Example: MyTerrainDeformation() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Timer. Example: MyTimer() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Timer Window value. Example: MyTimerDialog() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Trigger. Example: MyTrigger() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Trigger Action. Example: MyTriggerAction() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Trigger Condition. Example: MyTriggerCondition() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an unit (~=handle). Example: MyUnit() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an Unit Group. Example: MyGroup() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns an Unit Type (integer). Example: 'hpea' [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Music file path (string). Use ; to separate paths if you are reffering to a music list. Example: MyMusic() [UMSWE]" ="JASS Code" =~Script Code Hint="Enter JASS code that returns a Hero Skill (integer). Example: 'AHbz' [UMSWE]" // return success QueuedTriggerRemoveByIndex="Remove Trigger From Trigger Queue by Index" QueuedTriggerRemoveByIndex="Remove the trigger with index",~Index," from the trigger queue" QueuedTriggerRemoveByIndexHint="Removes a trigger from the trigger queue, shifting other triggers down to fill the unused space. If the currently running trigger is removed in this manner, this function does NOT attempt to run the next trigger. [UMSWE]" ReviveHeroLoc="Revive Hero (Instantly)" ReviveHeroLoc="Successful: 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. [UMSWE]" UnitMakeAbilityPermanent="Unit Make Ability Permanent" UnitMakeAbilityPermanent="Successful: For ",~whichUnit," set ability state to ",~permanent," for ability ",~abilityId UnitMakeAbilityPermanentHint="[UMSWE]" UnitAddAbilityBJ="Unit Add Ability" UnitAddAbilityBJ="Successful: Add ",~Ability," to ",~Unit UnitAddAbilityBJHint="[UMSWE]" UnitRemoveAbilityBJ="Unit Remove Ability" UnitRemoveAbilityBJ="Successful: Remove ",~Ability," from ",~Unit UnitRemoveAbilityBJHint="In most cases, removing an ability in this manner is permanent. [UMSWE]" UnitRemoveBuffBJ="Unit Remove Specific Buff" UnitRemoveBuffBJ="Successful: Remove ",~Buff," buff from ",~Unit UnitRemoveBuffBJHint="[UMSWE]" UnitAddItemSwapped="Give Item To Hero" UnitAddItemSwapped="Successful: Give ",~Item," to ",~Hero UnitAddItemSwappedHint="[UMSWE]" UnitAddItemByIdSwapped="Unit Create Item For Hero" UnitAddItemByIdSwapped="Successful: Create ",~Item-Type," and give it to ",~Hero UnitAddItemByIdSwappedHint="[UMSWE]" UnitAddItemToSlotById="Create Item In Hero Inventory Slot" UnitAddItemToSlotById="Successful: Give ",~Hero," a ",~Item," in slot ",~Index UnitAddItemToSlotByIdHint="Creates an item in a specific item slot [UMSWE]" UnitUseItem="Unit Use Item" UnitUseItem="Successful: Order ",~Hero," to use ",~Item UnitUseItemHint="[UMSWE]" UnitUseItemTarget="Unit Use Item On A Unit" UnitUseItemTarget="Successful: Order ",~Hero," to use ",~Item," on ",~Unit UnitUseItemTargetHint="[UMSWE]" UnitUseItemPointLoc="Unit Use Item On A Point" UnitUseItemPointLoc="Successful: Order ",~Hero," to use ",~Item," on ",~Point UnitUseItemPointLocHint="[UMSWE]" UnitUseItemDestructable="Unit Use Item On A Destructible" UnitUseItemDestructable="Successful: Order ",~Hero," to use ",~Item," on ",~Destructible UnitUseItemDestructableHint="[UMSWE]" IssueImmediateOrder="Unit Issue Order With No Target" IssueImmediateOrder="Successful: Order ",~Unit," to ",~Order IssueImmediateOrderHint="[UMSWE]" IssuePointOrderLoc="Unit Issue Order Targeting A Point" IssuePointOrderLoc="Successful: Order ",~Unit," to ",~Order," ",~Point IssuePointOrderLocHint="[UMSWE]" IssueTargetOrder="Unit Issue Order Targeting A Unit" IssueTargetOrder="Successful: Order ",~Unit," to ",~Order," ",~Unit IssueTargetOrderHint="[UMSWE]" IssueTargetDestructableOrder="Unit Issue Order Targeting A Destructible" IssueTargetDestructableOrder="Successful: Order ",~Unit," to ",~Order," ",~Destructible IssueTargetDestructableOrderHint="[UMSWE]" IssueTargetOrderBJ="Unit Issue Order Targeting An Item" IssueTargetOrderBJ="Successful: Order ",~Unit," to ",~Order," ",~Item IssueTargetOrderBJHint="[UMSWE]" IssueBuildOrderByIdLocBJ="Unit Issue Build Order" IssueBuildOrderByIdLocBJ="Successful: Order ",~Unit," to build a ",~Unit-Type," at ",~Point IssueBuildOrderByIdLocBJHint="[UMSWE]" IssueTrainOrderByIdBJ="Unit Issue Train/Upgrade Order" IssueTrainOrderByIdBJ="Successful: 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. [UMSWE]" IssueUpgradeOrderByIdBJ="Unit Issue Research Order" IssueUpgradeOrderByIdBJ="Successful: Order ",~Unit," to research ",~Tech-Type IssueUpgradeOrderByIdBJHint="Weapons and armor upgrades can be researched multiple times via this trigger action. [UMSWE]" IssueInstantTargetOrder="Give Item from Hero to Hero" IssueInstantTargetOrder="Successful: Order ",~Hero," to ",~Order," ",~Item," to ",~Hero IssueInstantTargetOrderHint="The ordered hero will walk to the target hero to hand the item over. [UMSWE]" IssueNeutralImmediateOrderById="Player Buy Unit from Store" IssueNeutralImmediateOrderById="Successful: For ",~Player," order ",~Shop," to sell a unit of type ",~Type IssueNeutralImmediateOrderByIdHint="[UMSWE]" GroupTargetOrder="Group Issue Order Targeting A Unit" GroupTargetOrder="Successful: 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. [UMSWE]" GroupTargetDestructableOrder="Group Issue Order Targeting A Destructible" GroupTargetDestructableOrder="Successful: Order ",~Unit Group," to ",~Order," ",~Destructible GroupTargetDestructableOrderHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" GroupTargetOrderBJ="Group Issue Order Targeting An Item" GroupTargetOrderBJ="Successful: Order ",~Unit Group," to ",~Order," ",~Item GroupTargetOrderBJHint="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. [UMSWE]" GroupPointOrderLoc="Group Issue Order Targeting A Point" GroupPointOrderLoc="Successful: Order ",~Unit Group," to ",~Order," ",~Point GroupPointOrderLocHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" GroupImmediateOrder="Group Issue Order With No Target" GroupImmediateOrder="Successful: Order ",~Unit Group," to ",~Order GroupImmediateOrderHint="This will issue an order to at most 12 units from the specified unit group. [UMSWE]" GroupTrainOrderByIdBJ="Group Issue Train Order" GroupTrainOrderByIdBJ="Successful: 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. [UMSWE]" // compatibility IsUnitInRangeXY="Unit Is In Range Of Coordinate Offset" IsUnitInRangeXY="The distance between ",~Unit," and offset(",~X,", ",~Y,") matches ",~Range IsUnitInRangeXYHint="Just here for COMPATIBILITY reasons. [UMSWE]" GetUnitAbilityLevel="Level Of Buff For Unit" GetUnitAbilityLevel="For ",~Unit," the level of ",~Buff GetUnitAbilityLevelHint="ust here for COMPATIBILITY reasons. Would return 1 if the unit has the buff [UMSWE]" AddSpellEffectByIdLoc="Create Spell Effect At Point" AddSpellEffectByIdLoc="Create a special effect using ",~Ability," 's ",~art," at ",~Point AddSpellEffectByIdLocHint="Just here for COMPATIBILITY reasons. Better use the new 'Get Ability Effect' function. [UMSWE]" AddSpellEffectById="Create Spell Effect At off-set" AddSpellEffectById="Create a special effect using ",~Ability," 's ",~art," at ",~X," , ",~Y AddSpellEffectByIdHint="Just here for COMPATIBILITY reasons. Better use the new 'Get Ability Effect' function. [UMSWE]" AddSpellEffectTargetById="Create Spell Effect On Unit" AddSpellEffectTargetById="Create a special effect using ",~Ability," 's ",~art," on ",~Unit," 's ",~Attachment Point AddSpellEffectTargetByIdHint="Just here for COMPATIBILITY reasons. Better use the new 'Get Ability Effect' function. [UMSWE]" CreateMultiboard="Create Multiboard" CreateMultiboard="Create new multiboard" CreateMultiboardHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" MultiboardGetItem="Create Multiboard Item" MultiboardGetItem="Create a new multiboard item for multiboard ",~board," in row ",~Row," and column ",~Column MultiboardGetItemHint="Just here for COMPATIBILITY reasons. Better use the new official multiboard actions. [UMSWE]" TriggerRegisterVariableEvent="Add Variable Event" TriggerRegisterVariableEvent="Add the following variable event to ",~Trigger,": ",~Variable," ",~Operator," ",~Value TriggerRegisterVariableEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterTimerExpireEvent="Add Timer Expires Event" TriggerRegisterTimerExpireEvent="Add the following timer expires event to ",~Trigger,": ",~Timer," expires" TriggerRegisterTimerExpireEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterDialogEvent="Add Dialog Event" TriggerRegisterDialogEvent="Add the following dialog event to ",~Trigger,": A button in ",~Dialog," was clicked" TriggerRegisterDialogEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterDialogButtonEvent="Add Dialog Button Clicked Event" TriggerRegisterDialogButtonEvent="Add the following dialog event to ",~Trigger,": ",~Button," was clicked" TriggerRegisterDialogButtonEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterGameEvent="Add Game Event" TriggerRegisterGameEvent="Add the following game event to ",~Trigger,": Game Event: ",~GameEventOption TriggerRegisterGameEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterEnterRegion="Add Unit Enters Rect (Conditional) Event" TriggerRegisterEnterRegion="Add the following unit enters rect (conditional) event to ",~Trigger,": A unit enters ",~Rect," Matching: ",~Condition TriggerRegisterEnterRegionHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterLeaveRegion="Add Unit Leaves Rect (Conditional) Event" TriggerRegisterLeaveRegion="Add the following unit leaves rect (conditional) event to ",~Trigger,": A unit leaves ",~Rect," Matching: ",~Condition TriggerRegisterLeaveRegionHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterPlayerEvent="Add Player Event" TriggerRegisterPlayerEvent="Add the following player event to ",~Trigger,": ",~Player," ",~PlayerEventOption TriggerRegisterPlayerEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterPlayerUnitEventSimple="Add Player-Owned Unit Event" TriggerRegisterPlayerUnitEventSimple="Add the following player-owned unit event to ",~Trigger,": A unit owned by ",~Player," ",~Event TriggerRegisterPlayerUnitEventSimpleHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterPlayerUnitEvent="Add Player-Owned Unit Event (Conditional)" TriggerRegisterPlayerUnitEvent="Add the following player-owned unit (conditional) event to ",~Trigger,": A unit owned by ",~Player," ",~Event," Matching: ",~Condition TriggerRegisterPlayerUnitEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterPlayerStateEvent="Add Player Property Event" TriggerRegisterPlayerStateEvent="Add the following player property event to ",~Trigger,": ",~Player," ",~PlayerState," ",~Operator," ",~Integer TriggerRegisterPlayerStateEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterPlayerChatEvent="Add Chat Message Event" TriggerRegisterPlayerChatEvent="Add the following chat message event to ",~Trigger,": ",~Player," sends a mesage containing ",~String," as ",~Match Type TriggerRegisterPlayerChatEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterDeathEvent="Add Destructible Doodad Dies Event" TriggerRegisterDeathEvent="Add the following destructible doodad event to ",~Trigger,": ",~Destructible Doodad," dies" TriggerRegisterDeathEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterUnitStateEvent="Add Unit State Event" TriggerRegisterUnitStateEvent="Add the following unit state event to ",~Trigger,": ",~Unit,"'s ",~UnitState," ",~Operator," ",~Real TriggerRegisterUnitStateEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterUnitEvent="Add Specific Unit Event" TriggerRegisterUnitEvent="Add the following specific unit event event to ",~Trigger,": ",~Unit," ",~UnitEvent TriggerRegisterUnitEventHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerRegisterUnitInRangeSimple="Add Unit In Range Event" TriggerRegisterUnitInRangeSimple="Add the following unit in range event to ",~Trigger,": A unit comes within ",~Real," of ",~Unit TriggerRegisterUnitInRangeSimpleHint="Just here for COMPATIBILITY reasons. Better use the new add event action. [UMSWE]" TriggerAddAction="Add Action" TriggerAddAction="Take ",~Trigger," and add the action ",~Action TriggerAddActionHint="Just here for COMPATIBILITY reasons. Better use the trigger action 'Add Action'. [UMSWE]" TriggerAddCondition="Add Condtion" TriggerAddCondition="Take ",~Trigger," and add the condition ",~Condition TriggerAddConditionHint="Just here for COMPATIBILITY reasons. Better use the trigger action 'Add Condition'. [UMSWE]" [AIFunctionStrings]