; FAData.ini - Data file for 尤里的复仇地图编辑器
; This file offers data for 尤里的复仇地图编辑器
; last change: Matthias Wagner, October 9th, 2001

; Debug section: use carefully!
[Debug]
;DisplayAllOverlay=Yes ; Doesn磘 cripple the overlay list in any way
;EnableTrackLogic=Yes ; Enables Track Logic
;IgnoreSHPImageHeadUnused=Yes ; Use this *carefully* to make SHP graphics of some mods work that incorrectly have the shadow flag set

; voxel turret locations
[BuildingVoxelTurretsRA2]
GTGCANX=00
GTGCANY=44;-6
NASAMY=-3;2
NALASRX=0
NALASRY=10;-3
NAFLAKY=6;10 ; flak needs additional correction below for every direction
NAFLAKX=-5;
NAFLAKX0=5
NAFLAKX2=-4;
NAFLAKY2=5
NAFLAKX3=-5;
NAFLAKY3=10
NAFLAKX4=5
NAFLAKY4=14
NAFLAKX5=10
NAFLAKY5=8
NAFLAKX6=15
NAFLAKY6=5
NAFLAKX7=12
NAFLAKY7=1
CAOUTPX=-30
CAOUTPY=12
YAREFNX=-30
YAREFNY=30
YAGGUNY=7
YAGGUNX=-5
YAGGUNX7=5; gattling gun needs some correction
YAGGUNY7=-3
YAGGUNX6=11
YAGGUNY6=3
YAGGUNX5=10
YAGGUNY5=3
YAGGUNX4=3
YAGGUNY4=2
YAGGUNX0=5

; voxel barrel locations
[BuildingVoxelBarrelsRA2]
GTGCANX0=0
GTGCANY0=30;-6
GTGCANX1=-18
GTGCANY1=35;-6
GTGCANX2=-28
GTGCANY2=50;-6
GTGCANX3=-27
GTGCANY3=67;-6
GTGCANX4=00
GTGCANY4=73;-6
GTGCANX5=23
GTGCANY5=60;-6
GTGCANX6=30
GTGCANY6=48;-6
GTGCANX7=20
GTGCANY7=35;-6


; not NOSURFACES:
;[BuildingVoxelTurretsRA2]
;GTGCANX=-1
;GTGCANY=0;-6
;NASAMY=0;2
;NALASRX=0
;NALASRY=0;-3
;NAFLAKY=10;10

[BuildingVoxelTurrets]

[VehicleVoxelTurretsRA2]
;DISKX=-10
;DISKY=-10
;YTNKY=-30
SREFX=4
SREFY=3

[VehicleVoxelTurrets]

[IgnoreArtImage]
BFRT=1
CAML=1

[IgnoreSuperAnim1]
[IgnoreSuperAnim2]
NAMISL=1
GACSPH=1

[IgnoreSuperAnim3]
NAMISL=1
GACSPH=1

[IgnoreSuperAnim4]
NAMISL=1
GACSPH=1

; fix for building list:
[GTGCAN]
AIBasePlanningSide=0 

[YACOMD]
AIBasePlanningSide=2

[YADEPT]
AIBasePlanningSide=0

[NASPYB]
AIBasePlanningSide=2

; rename list for objects. ObjectID=StringID
[Rename]
AMRADR=N_AMRADR
SENGINEER=N_SENGINEER
ENGINEER=N_ENGINEER
YENGINEER=N_YENGINEER
SCHD=N_SCHD
GACSPH=N_GACSPH
CALOND04=N_CALOND04
CALOND05=N_CALOND05
CATRAN03=N_CATRAN03

[MovieList]
Start=66; Anything below will not be listed!

[StdBrushSize]
;ClearTile=2
;RoughTile=2
;SandTile=2
;GreenTile=2
;PaveTile=2
WaterSet=2

[MinBrushSizeInWater] ; if completely surrounded by water ; currently ignored
ClearTile=2
RoughTile=2
SandTile=2
GreenTile=2
PaveTile=2

; SlopeSetPieces for cliffs have a specific direction. 
; used for AutoLevel logic
; CURRENTLY IGNORED
[SlopeSetPiecesDirections]
Count=10
0=Right_1
1=Left_1
2=Top_1
3=Bottom_1
4=Right_2
5=Left_2
6=Left_2
7=Bottom_2
8=Top_2
9=Top_2

[LUNARLimits]
TreeMax=999
TreeMin=999

[URBANLimits]
TreeMax=999
;TreeMax=27

[TEMPERATELimits]
TreeMax=999
;TreeMax=27

[SNOWLimits]
TreeMax=999
;TreeMax=27

[NEWURBANLimits]
TreeMax=999
;TreeMax=27

[DESERTLimits]
TreeMin=30
TreeMax=999

; tileset ini overwritings
; only used by FinalAlert
[IgnoreSetTEMPERATE]
0=53
1=54
2=56
3=77
4=78
5=79

[IgnoreSetSNOW]
0=66
1=67
2=61
3=8
4=46

[IgnoreSetURBAN]
0=49
1=50
2=51
3=53
4=54
5=56
6=73
7=30
8=91
9=92
10=93
11=94
12=95
13=96
14=97
15=98
16=99
17=100

[IgnoreSetNEWURBAN]
0=101

[IgnoreSetDESERT]
0=19
1=54
2=53
3=56
4=73
5=80

[IgnoreSetLUNAR]

[UseSetTEMPERATE]
0=57

[UseSetSNOW]
[UseSetURBAN]

[NewUrbanInfo]
Morphable2=114
Ramps2=117
Cliffs2=110
CliffsWater2=112

; The following section is for finding out if a map is RA2 original or Yuri's Revenge only!
; If a ground tile id exceeds this number, FA2 will assume the map is a YR map
[RA2TileMax]
Temperat=838
Urban=1077
Snow=798

[YRInfantry]
YENGINEER=1
GGI=1
INIT=1
BORIS=1
BRUTE=1
VIRUS=1
CLNT=1
ARND=1
STLN=1
CAML=1
EINS=1
MUMY=1
RMNV=1
LUNR=1
DNOA=1
DNOB=1
SLAV=1
WWLF=1
YDOG=1
YADOG=1

[YRUnits]
YHVR=1
PCV=1
SMIN=1
SMON=1
YCAB=1
YTNK=1
BFRT=1
TELE=1
CAOS=1
DDBX=1
BCAB=1
BSUB=1
SCHP=1
JEEP=1
MIND=1
DISK=1
UTNK=1
ROBO=1
YDUM=1
SCHD=1
DOLY=1
CBLC=1
FTRK=1
AMBU=1
CIVP=1

[YRBuildings]
YACNST=1
YAPOWR=1
YABRCK=1
YAWEAP=1
YAYARD=1
YADEPT=1
YATECH=1
GAFWLL=1
YAGGUN=1
YAPSYT=1
NAINDP=1
YAGRND=1
YAGNTC=1
CASLAB=1
CATIME=1
YAPPET=1
CALOND04=1
CALOND05=1
CALOND06=1
CAMOON01=1
CATRAN03=1
CAEAST01=1
CAEGYP01=1
CAEGYP02=1
CAEGYP03=1
CALA01=1
CALA02=1
CALA03=1
CALA04=1
CALA05=1
CALOND01=1
CALOND02=1
CALOND03=1
CAMORR01=1
CAMORR02=1
CAMORR03=1
CASANF01=1
CASANF02=1
CASANF03=1
CASANF04=1
CASANF05=1
CASEAT01=1
NATBNK=1
GAGATE_A=1
CASANF09=1
CASANF10=1
CASANF11=1
CASANF12=1
CASANF13=1
CASANF14=1
CASANF06=1
CASANF07=1
CASANF08=1
CASEAT02=1
YACOMD=1
YAPPPT=1
GAROBO=1
YAREFN=1
YAROCK=1
NABNKR=1
CASANF15=1
CASANF16=1
CASANF17=1
CASANF18=1
CASIN03E=1
CASIN03S=1
CAURB01=1
CAURB02=1
CAURB03=1
CAPOWR=1
CALA07=1
CAEGYP06=1
CALA08=1
CAEAST02=1
CABARR01=1
CABARR02=1
CAMORR04=1
CAMORR05=1
CALA09=1
CAEGYP04=1
CAEGYP05=1
CALA06=1
CAMORR06=1
CAMORR07=1
CAMORR08=1
CAMORR09=1
CAMORR10=1
CATIME01=1
CATIME02=1
CALA10=1
CALA11=1
CALA12=1
CALA13=1
CAPARK04=1
CAPARK05=1
CAPARK06=1
CALA14=1
CALA15=1
CABUNK03=1
CABUNK04=1
CALUNR01=1
CALUNR02=1

[YRTerrain]
TREE31=1
TREE32=1
TREE33=1
TREE34=1
TREE35=1
TREE36=1

[YRAircraft]
BPLN=1
SPYP=1
CMISL=1

[YROverlay]
Begin=243; which number is the first from new YR overlay?

; things only FinalAlert will ignore
; these are usually all dummies and leftovers from TS
[IgnoreRA2]
0=GAARMORY
1=APACHE
2=DeathDummy
3=WEEDGUY
4=GADUMY
5=NAWAST
6=GARADR
7=CAIRSFGL
8=CALIT01E
9=CALIT01N
10=CALIT01S
11=CALIT01W
12=CALIT03E
13=CALIT03N
14=CALIT03S
15=CALIT03W
16=CALIT02L
17=CALIT02R
18=NAHPAD
19=CAEURO01
20=CACITY01
21=CACITY02
22=CACITY03
23=CACITY04
24=CITY06
25=CITY05
26=CITY04
27=CITY03
28=CITY02
29=CITY01
30=CAARMR
31=TREE29
32=TREE30
33=CANEWY05
34=REDLAMP
35=GRENLAMP
36=BLUELAMP
37=YELWLAMP
38=PURPLAMP
39=INORANLAMP
;40=NEGLAMP ; NEGLAMP added again, invisible in game
41=NEGRED
42=TSTLAMP
43=CAPOL01E
44=CAPOL01N
45=CAPOL01S
46=CAPOL01W
47=CASIN01E
48=CASIN01N
49=CASIN01W
50=CASIN01S
51=GAGREEN
52=GALITE
53=CARGOPLANE
54=CAHOSP
55=XCOMET
56=CAKRMW
57=CAFNCB
58=CAFNCW
59=CAFNCP
60=CR1
61=CR2
62=CR3
63=CR4
64=CR5
65=CR6
66=BURN01
67=BURN02
68=BURN03
69=BURN04
70=BURN05
71=BURN06
72=BURN07
73=BURN08
74=BURN09
75=BURN10
76=BURN11
77=BURN12
78=BURN13
79=BURN14
80=BURN15
Another one :) =BURN16
82=CASYDN01
83=CATIME
84=CALOND02;?
;85=CAMORR01
;86=CAMORR02
;87=CAMORR03
;88=CAEGYP06
;89=CAMORR04
;90=CAEGYP04
;91=CAEGYP05
;92=CALA06

97=DNOB;?
98=GAWRONG
99=CALA02;?
100=CAMOON01
;101=CAEGYP01
102=UTNK
103=YDUM
104=WWLF
105=YADOG
106=YDOG
107=SMON
108=CMON
109=YADEPT
110=CALOND06;?
;111=TREE32

; hacks for shore pieces
; shore id_pos=iswater
; pos: count from left top to right, then next "row"

; RA2 only needs one fix (for URBAN specifically)
[ShoreTerrainRA2]
12_4=1
12_5=1

; But TS needs all :(
[ShoreTerrainTS]
0_0=0
0_1=0
0_2=1
0_3=1
1_0=0
1_1=0
2_0=0
2_1=0
3_0=0
4_0=0
4_1=0
4_3=0
5_0=0
5_1=0
5_2=0
6_0=0
7_0=0
8_0=0
8_2=0
9_0=0
9_2=0
10_0=0
10_2=0
11_0=0
12_0=0
12_1=0
12_3=0
13_0=0
13_3=0
13_4=0
14_2=0
15_2=0
16_2=0
16_3=0
17_2=0
17_3=0
18_2=0
18_3=0
19_1=0
20_3=0
20_4=0
20_5=0
21_2=0
21_4=0
21_5=0
22_3=0
23_3=0
24_1=0
24_3=0
25_1=0
25_3=0
26_1=0
26_3=0
27_1=0
28_1=0
28_2=0
28_5=0
29_2=0
29_4=0
29_5=0
30_1=0
31_1=0
32_0=0
32_1=0
32_2=0
33_0=0
33_1=0
33_2=0
34_0=0
34_2=0
34_3=0
35_0=0
35_2=0
35_3=0
36_1=0
36_2=0
36_3=0
37_1=0
37_2=0
37_3=0
38_0=0
38_1=0
38_3=0
39_0=0
39_1=0
39_3=0

; tilesets that may be modified using the shore or a similar logic
[SoftTileSets]
ClearTile=1
RoughTile=1
ClearToRoughLat=1
SandTile =1
ClearToSandLat=1
GreenTile=1
ClearToGreenLat=1
PaveTile=1
MiscPaveTile =1
ClearToPaveLat=1
RoughGround=0; no
WaterSet=1
ShorePieces=1

; corner strings are: cornerleft, cornerright, cornerbottom, cornertop

[CliffBackData]
vertic_diag_c=2
;vertic_diag_2=0
vertic_diag_0=2
vertic_diag_1=3
;vertic_diag_3=1 ; unused at moment
vertic_diag_cornertop_c=1
;vertic_diag_cornertop_1=0
vertic_diag_cornertop_0=1
horiz_c=4
horiz_0=22
horiz_1=23
horiz_2=24
horiz_3=25 ;2x1, not 2x2, unused at moment
horiz_cornerbottom_c=2
horiz_cornerbottom_0=28
horiz_cornerbottom_1=29
horiz_cornertop_c=0
;horiz_cornertop_0=31
vertic_c=4
vertic_0=34
vertic_1=35
vertic_2=36
vertic_3=37 ;2x1, not 2x2, unused at moment
vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28

[CliffBackDataAlt]
vertic_diag_c=2
;vertic_diag_2=0
vertic_diag_0=2
vertic_diag_1=3
;vertic_diag_3=1 ; unused at moment
vertic_diag_cornertop_c=1
;vertic_diag_cornertop_1=0
vertic_diag_cornertop_0=1
horiz_c=4
horiz_0=22
horiz_1=23
horiz_2=24
horiz_3=25 ;2x1, not 2x2, unused at moment
horiz_cornerbottom_c=2
horiz_cornerbottom_0=28
horiz_cornerbottom_1=29
horiz_cornertop_c=0
;horiz_cornertop_0=31
vertic_c=4
vertic_0=34
vertic_1=35
vertic_2=36
vertic_3=37 ;2x1, not 2x2, unused at moment
vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28

[CliffBackDataURBAN]
vertic_diag_c=1
;vertic_diag_4=0
vertic_diag_0=2
;vertic_diag_1=3; other cliff type
;vertic_diag_3=1 ; unused at moment
vertic_diag_cornertop_c=2
vertic_diag_cornertop_0=0
vertic_diag_cornertop_1=1
horiz_c=2
horiz_0=22
;horiz_3=23
;horiz_2=24
horiz_1=25 ;2x1, not 2x2, unused at moment
horiz_cornerbottom_c=2
horiz_cornerbottom_0=28
horiz_cornerbottom_1=29
vertic_c=4
vertic_0=34
vertic_1=35
vertic_2=36
vertic_3=37 ;2x1, not 2x2, unused at moment
vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28

[CliffBackDataNEWURBAN]
vertic_diag_c=1
;vertic_diag_4=0
vertic_diag_0=2
;vertic_diag_1=3; other cliff type
;vertic_diag_3=1 ; unused at moment
vertic_diag_cornertop_c=2
vertic_diag_cornertop_0=0
vertic_diag_cornertop_1=1
horiz_c=2
horiz_0=22
;horiz_3=23
;horiz_2=24
horiz_1=25 ;2x1, not 2x2, unused at moment
horiz_cornerbottom_c=2
horiz_cornerbottom_0=28
horiz_cornerbottom_1=29
vertic_c=4
vertic_0=34
vertic_1=35
vertic_2=36
vertic_3=37 ;2x1, not 2x2, unused at moment
vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28

[CliffFrontData]
vertic_diag_c=2
vertic_diag_0=18
vertic_diag_1=19
;vertic_diag_2=20 
;vertic_diag_3=21 ; unused at moment
vertic_diag_cornerleft_c=1
vertic_diag_cornerleft_0=20
;vertic_diag_cornerleft_1=21
vertic_diag_cornerright_c=2
vertic_diag_cornerright_0=32
vertic_diag_cornerright_1=33
horiz_c=4
horiz_0=4
horiz_1=5
horiz_2=6
horiz_3=7 ;2x1, not 2x2, unused at moment
horiz_cornertop_c=1
horiz_cornertop_0=1
horiz_diag_c=6
horiz_diag_0=8
horiz_diag_1=9
horiz_diag_2=10
horiz_diag_3=11 ; unused at moment
horiz_diag_4=12 ; unused at moment
horiz_diag_5=13 ; unused at moment
vertic_c=4
vertic_0=14
vertic_1=15
vertic_2=16
vertic_3=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21

[CliffFrontDataAlt]
vertic_diag_c=2
vertic_diag_0=18
vertic_diag_1=19
;vertic_diag_2=20 
;vertic_diag_3=21 ; unused at moment
vertic_diag_cornerleft_c=1
vertic_diag_cornerleft_0=20
;vertic_diag_cornerleft_1=21
vertic_diag_cornerright_c=2
vertic_diag_cornerright_0=32
vertic_diag_cornerright_1=33
horiz_c=4
horiz_0=4
horiz_1=5
horiz_2=6
horiz_3=7 ;2x1, not 2x2, unused at moment
horiz_cornertop_c=1
horiz_cornertop_0=1
horiz_diag_c=6
horiz_diag_0=8
horiz_diag_1=9
horiz_diag_2=10
horiz_diag_3=11 ; unused at moment
horiz_diag_4=12 ; unused at moment
horiz_diag_5=13 ; unused at moment
vertic_c=4
vertic_0=14
vertic_1=15
vertic_2=16
vertic_3=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21

[CliffFrontDataURBAN]
vertic_diag_c=1
vertic_diag_0=18
;vertic_diag_2=19 ; other cliff type
;vertic_diag_3=20 ; other cliff type
;vertic_diag_1=21 ; unused at moment
vertic_diag_cornerleft_c=1
vertic_diag_cornerleft_0=20
;vertic_diag_cornerleft_1=21
vertic_diag_cornerright_c=2
vertic_diag_cornerright_0=32
vertic_diag_cornerright_1=33
horiz_c=2
horiz_0=4
;horiz_3=5 ; other cliff type
;horiz_2=6 ; other cliff type
horiz_1=7 ;2x1, not 2x2, unused at moment
horiz_cornertop_c=1
horiz_cornertop_0=1
horiz_diag_c=2
horiz_diag_0=8
;horiz_diag_4=9 ; other cliff type
;horiz_diag_2=10 ; other cliff type
horiz_diag_1=11 ; unused at moment
;horiz_diag_3=12 ; unused at moment
;horiz_diag_5=13 ; unused at moment
vertic_c=2
vertic_0=14
;vertic_3=15 ; other cliff type
;vertic_2=16 ; other cliff type
vertic_1=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21

[CliffFrontDataNEWURBAN]
vertic_diag_c=1
vertic_diag_0=18
;vertic_diag_2=19 ; other cliff type
;vertic_diag_3=20 ; other cliff type
;vertic_diag_1=21 ; unused at moment
vertic_diag_cornerleft_c=1
vertic_diag_cornerleft_0=20
;vertic_diag_cornerleft_1=21
vertic_diag_cornerright_c=2
vertic_diag_cornerright_0=32
vertic_diag_cornerright_1=33
horiz_c=2
horiz_0=4
;horiz_3=5 ; other cliff type
;horiz_2=6 ; other cliff type
horiz_1=7 ;2x1, not 2x2, unused at moment
horiz_cornertop_c=1
horiz_cornertop_0=1
horiz_diag_c=2
horiz_diag_0=8
;horiz_diag_4=9 ; other cliff type
;horiz_diag_2=10 ; other cliff type
horiz_diag_1=11 ; unused at moment
;horiz_diag_3=12 ; unused at moment
;horiz_diag_5=13 ; unused at moment
vertic_c=2
vertic_0=14
;vertic_3=15 ; other cliff type
;vertic_2=16 ; other cliff type
vertic_1=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21

; EVENTS AND ACTIONS
; param type format: Description,ListType
; ListTypes (all those not implemented yet but stubbed when this ini was written are marked with *):
; 0-Nothing
; 1-Houses
; 2-Teamtypes
; 3-UnitTypes
; 4-InfantryTypes
; 5-AircraftTypes
; 6-BuildingTypes
; 7-Videos
; 8-tutorial texts
; 9-Triggers
; 10-yes/no
; 11=sounds 
; 12=themes 
; 13=speeches 
; 14=special weapons
; 15=animations 
; 16=particles 
; 17=waypoints
; 18=crate types *
; 19=speech bubble types *
; 20=Global variables <--- wrong, local variables!
; 21=.CSF strings (RA2 only) *
; 22=Tag *
; 23=Meteors *
; 24=Weapons *
; 25=Light behavior *
; 26=Shower *
; 27=Rules Global variables
; 28=Building INI names
; 29=Techtypes


; ParamTypes
; Name, ListType, [Code]
[ParamTypes]
-1=Unused,0,1;not listed in FA2
0=未使用,0
1=未知,0
2=所属方,1
3=局部变量,20
4=时间,0
5=Credits,0
6=数值,0
7=小队类型,2
8=建筑,6
9=飞行器,5
10=步兵,4
11=单位,3
12=Movie,7
13=文本,8
14=触发,9
15=允许,10
16=声音,11
17=乐曲,12
18=语音,13
19=步骤,0
20=超级武器,14
21=左,0
22=上,0
23=右,0
24=下,0
25=动画,15
26=粒子,16
27=持续时间,0
28=速度,0
29=流星大小,29
30=路径点,17
31=木箱类型,18
32=语音提示框,19
33=字符,21
34=行为,9
35=全局变量,27
36=特定武器,14
37=已激活,10
38=标记,22
39=科技类型,0
40=来源,0
41=武器,24
42=发光行为,25
43=事件,9
44=阵雨,26
45=浮点值,0
46=科技类型,29;,2 
47=建筑,28
48=数值,0,2

[DontSaveAsWP] ; which code values indicate that the waypoint param must be saved as normal integer?
0=5
1=9
;2=10
3=11

; events format:
; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional]
; negative number for type currently not supported (only Actions do support yet)!
; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
; NOTE: ID must be the same like #
[EventsRA2]
0=-无事件-,0,0,0,0,这是一个空的事件，在一个真正的触发事件中这是永远不会使用的。,0,1,0
1=进入事件...,0,2,0,0,当步兵或交通工具进行关联的对象时，事件被触发。典型应用是此触发关联到一所建筑或一个单元。,0,1,1
2=侦察开始,0,0,0,0,当间谍进入关联的建筑，开始侦察。,0,1,2
3=偷窃行动...,0,2,0,0,当一名小偷从特定的建筑中偷窃时此事件被触发。,0,1,3
4=被游戏者发现,0,0,0,0,当关联的对象被游戏者发现时触发此事件，被发现意味着要显示附近的地图区域。,0,1,4
5=作战方被发现...,0,2,0,0,当特定的某一作战方的任一单位或建筑被游戏者发现时触发此事件。,0,1,5
6=受到任一作战方攻击,0,0,0,0,当单位受到一些方式的攻击时，触发此事件。间接损伤或友军开火不包括在内。,0,1,6
7=被任一作战方摧毁,0,0,0,0,当关联的对象被摧毁时触发些事件。间接或友军开火造成被毁不包括在内。,0,1,7
8=任何事件,0,0,0,0,当单独%1使用时，立即强制触发此事件。,0,1,8
9=被摧毁%1 单位%1 全部...,0,2,0,0,当特定作战方的所有单位被摧毁时触发此事件。典型使用在游戏的结束条件中。,0,1,9
10=被摧毁%1 建筑%1 全部...,0,2,0,0,当特定作战方的所有建筑被摧毁时触发此事件。典型使用在游戏的结束条件中。,0,1,10
11=被摧毁%1 全部...,0,2,0,0,当特定的作战方的所有对象被摧毁时触发此事件。这是常规的游戏结束触发事件(全部摧毁)。,0,1,11
12=荣誉胜过...,0,6,0,0,当与事件关联的作战方的荣誉胜过特定值触发此事件。,0,1,12
13=流逝时间...,0,6,0,0,当流逝的时间达到特定值触发此事件。当触发器建立时该时间初始化，当触发器持续不变或被触发时，计时器复位。,0,1,13
14=任务时间已到,0,0,0,0,当全局的任务时间(显示在屏幕上)倒计时为零时触发此事件。,0,1,14
15=被摧毁%1 建筑%1 (数量为#)...,0,6,0,0,当特定数量的%1建筑(由此触发事件特定的作战方%1所有)被摧毁。,0,1,15
16=被摧毁%1 单位%1 (数量为#)...,0,6,0,0,当特定数量的%1单位(由此触发事件特定的作战方%1所有)被摧毁。,0,1,16
17=不再有战车工厂,0,0,0,0,当此触发事件特定的的作战方不会再有战车工厂出现时触发此事件。,0,1,17
18=平民撤离,0,0,0,0,当平民撤离时(离开地图)触发此事件。,0,1,18
19=建造特定类型的建筑...,0,8,0,0,当触发事件的作战方建造特定的%1类型的建筑时触发此事件。,0,1,19
20=生产特定类型的单位...,0,11,0,0,当触发事件的作战方生产特定的%1类型的单位时触发此事件。,0,1,20
21=生产步兵类单位...,0,10,0,0,当触发事件的作战方生产特定的%1步兵类单位时触发此事件。,0,1,21
22=生产飞行类单位...,0,9,0,0,当触发事件的作战方生产特定的%1飞行类单位时此事件被触发。,0,1,22
23=离开地图(小队)...,-1,7,0,0,当特定的小队离开地图时事件触发。如果小队%1被摧毁则不会触发事件。如果小队除一个成员名其他已被全部摧毁，而这一成员离开了地图%1，那么事件将被触发。,0,1,23
24=进入某区域...,0,2,0,0,当特定作战方的一单位进入上述这一触发事件定位区域，事件被触发。此触发事件必须被定位于一个单元中，只能是一个单元。,0,1,24
25=越过水平线...,0,2,0,0,当特定作战方的一单位越过此触发事件特定的区域水平线时，事件触发。此触发事件必须放置于一个单元内。,0,1,25
26=越过垂直线...,0,2,0,0,当特定作战方的一单位越过此触发事件特定的区域垂直线时，事件触发。此触发事件必须放置于一个单元内。,0,1,26
27=全局设置开始...,0,35,0,0,当特定的全局设置打开时(在Globals.INI中命名)，事件触发。,0,1,27
28=全局设置清除...,0,35,0,0,当特定的全局设置关闭时(在Globals.INI中命名)，事件触发。,0,1,28
29=在任何情况被摧毁[不包括渗透],0,0,0,0,当关联对象被摧毁%1时，事件触发。不包括渗透入建筑或单位。,0,1,29
30=电力不足...,0,2,0,0,当特定作战方的电力低于100%提供等级时，事件触发。,0,1,30
31=桥梁被摧毁,0,0,0,0,当特定的桥梁被摧毁时，事件触发。一座桥梁当出现缺口不能通行时，好已被摧毁。,0,1,31
32=建筑存在...,0,8,0,0,当此触发事件作战方有特定建筑存在于地图上时，事件触发。此建筑可以是以前就有的或由基地建造的。,0,1,32
33=被游戏者选定,0,0,0,0,当单位被游戏者选定时，事件触发。仅使用于单位任务中。,0,1,33
34=到达路径点附近...,0,30,0,0,当对象到达特定的路径点附近时，事件触发。,0,1,34
35=敌人进入局部照明区...,0,0,0,0,当一个敌人单位进入关联建筑物投射的局部照明区时，事件触发。,0,1,35
36=局部设置开始...,0,3,0,0,当特定的局部设置开启时，事件触发。,0,1,36
37=局部设置清除...,0,3,0,0,当特定的局部设置关闭时，事件触发。,0,1,37
38=首次受损(仅指战斗),0,0,0,0,仅指作战时初次受到损伤时，事件触发。,0,1,38
39=一半生命值(仅指战斗),0,0,0,0,仅指作战时受到损伤而只有一半生命值时，事件触发。,0,1,39
40=四分之一生命值(仅指战斗),0,0,0,0,仅指作战时受到损伤而只有四分之一生命值时，事件触发。,0,1,40
41=首次受损(任何来源),0,0,0,0,当受到任何来源的攻击而初次受损时，事件触发。,0,1,41
42=一半生命值(任何来源),0,0,0,0,当受到任何来源的攻击而只有一半生命值时，事件触发。,0,1,42
43=四分之一生命值(任何来源),0,0,0,0,当受到任何来源的攻击而只有四分之一生命值时，事件触发。,0,1,43
44=受到攻击(作战方)...,0,2,0,0,当遭到特定作战方的某些单位的攻击时，事件触发。,0,1,44
45=环境照明 <= ...,0,6,0,0,当环境照明亮度低于某一确定值时，事件触发。可用值介于 0 到 100之间。,0,1,45
46=环境照明 >= ...,0,6,0,0,当环境照明亮度超过某一确定值时，事件触发。可用值介于 0 到 100之间。,0,1,46
47=流逝的情节时间...,0,6,0,0,从剧情开始计算游戏的流逝时间。,0,1,47
48=被任何事物摧毁,0,0,0,0,当被任何事物摧毁时，事件触发。,0,1,48
49=关联对象拾得木箱,0,0,0,0,当此事件关联对象拾得木箱时，事件触发。,0,1,49
50=任何单位拾得木箱,0,0,0,0,当任何单位拾得木箱时，事件触发。,0,1,50
51=随机延时...,0,6,0,0,进行随机延时，时间值介于特定值的 50% 到 150%。,0,1,51
52=荣誉值低于...,0,6,0,0,当此事件作战方荣誉值低于特定值时，事件触发。,0,1,52
53=间谍伪装进入...,0,2,0,0,当间谍伪装为特定作战方单位进入时，事件触发。,0,1,53
54=间谍伪装步兵进入...,0,10,0,0,当间谍伪装为步兵类单位进入时，事件触发。,0,1,54
55=被摧毁%1 单位%1 海军...,0,2,0,0,当特定作战方的所有海军单位被摧毁时，事件触发。典型应用于游戏结束条件中。,0,1,55
56=被摧毁%1 单位%1 陆军...,0,2,0,0,当特定作战方的所有陆军单位被摧毁时，事件触发。典型应用于游戏结束条件中。,0,1,56
57=建筑不再存在,0,8,0,0,当特定的建筑(归属于此事件作战方)不再存在于地图上时，事件触发。,0,1,57

; YR
58=充足能量供应...,0,2,0,0,当特定的参战方的能量供应达到 100% 时，事件触发。,0,1,58,1
59=进入或飞越...,0,2,0,0,当单位%1 步兵%1 或飞行器移动进入或飞越此单元时，事件触发。 <THEM = House of entering unit>,0,1,59,1

; 60 and 61 are tricky! They use code + 2 params... param type 46 includes the code 2, which is put in front of the 2 parameters
60=科技类型存在,48,46,0,0,只要有该类型的科技存在于某一方，则返回真。,0,1,60,1
61=科技类型不存在,48,46,0,0,如果地图上基本就没有此类科技，则返回真。此触发中数量无任何意义。,0,1,61,1


; action format:
; #=Description, P1 type, P2 type, P3 type, P4 type, P5Type, P6Type, uses waypoint, uses tag, Obsolete, used in TS, used in RA2, ID, [YR only - optional]
; if using negative number for type, param will be set to the absolute value of this number
; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
; NOTE: ID must be the same like #
[ActionsRA2]
0=-无行为-,0,0,0,0,0,0,0,0,0,这是一个空的行为。就是什么也不做，相当于没有行为。为什么要用?,0,1,0
1=胜利者是...,0,2,0,0,0,0,0,0,0,胜利者必须是特定的某一方，那么游戏就会立即结束。例如%1 游戏者这一方是特定的。,0,1,1
2=失败者是...,0,2,0,0,0,0,0,0,0,失败者必须是特定的某一方，那么游戏就会立即结束。例如%1 游戏者这一方是特定的。,0,1,2
3=生产开始...,0,2,0,0,0,0,0,0,0,电脑玩家(初特定的)将开始生产单位和建筑。,0,1,3
4=建立小队...,-1,7,0,0,0,0,0,0,0,建立一个特定类型的小队(归属于本触发事件作战方)。但小队成员不会自动建立。,0,1,4
5=摧毁小队...,-1,7,0,0,0,0,0,0,0,摧毁特定类型的小队。小队的成员将做为新兵加入其他小队中。,0,1,5
6=全部搜索...,0,2,0,0,0,0,0,0,0,军队全部单位%1(归属于特定的%1作战方)进入搜索模式。他们将搜索并消灭敌人。,0,1,6
7=援军(小队)...,-1,7,0,0,0,0,0,0,0,建立一个特定的援军小队。小队成员将由本行为建立。,0,1,7
8=降落区闪动(路径点)...,0,30,0,0,0,0,0,0,0,在特定的路径点显示一个闪动的降落区域。此区域附近的地图也将会显示。,0,1,8
9=卖掉全部建筑...,0,2,0,0,0,0,0,0,0,卖掉所有的特定建筑(为兑取现金)。典型应用在游戏中电脑玩家发动的最后攻击中。,0,1,9
10=播放影片...,0,12,0,0,0,0,0,0,0,显示特定的影片(全屏幕)。游戏在此期间将会暂停，在播放完成后自动恢复正常。,0,1,10
11=文本触发事件...,-4,13,0,0,0,0,0,0,0,显示字符文件的文本标志<标签>。,0,1,11
12=摧毁触发事件...,-2,14,0,0,0,0,0,0,0,摧毁所有特定触发事件类型的当前实例。不会影响未来的触发实例(包括正在建立中的)。,0,1,12
13=自动生产开始...,0,2,0,0,0,0,0,0,0,特定作战方开始自动生产。本事件适合电脑方开始自动生产。,0,1,13
14=更改所属...,0,2,0,0,0,0,0,0,0,更改单位或建筑归属到特定的作战方。,0,1,14
15=允许胜利,0,0,0,0,0,0,0,0,0,清除一个“障碍”后允许游戏者胜利。障碍的数量等于已建立而拥有此行为的触发数。,0,1,15
16=显示全部地图,0,0,0,0,0,0,0,0,0,为游戏者显示全部地图(清除黑幕)。,0,1,16
17=显示路径点周围区域...,0,30,0,0,0,0,0,0,0,为游戏者显示特定路径定一定范围内的地图区域。,0,1,17
18=显示路径点的单元区域...,0,30,0,0,0,0,0,0,0,显示全部与特定路径点共享相同区域的单元。该行为会产生一些附带效应，使用时要谨慎！,0,1,18
19=播放声音...,-7,16,0,0,0,0,0,0,0,播放特定的音效。,0,1,19
20=播放音乐...,-8,17,0,0,0,0,0,0,0,播放特定的音乐曲目。,0,1,20
21=播放语音...,-6,18,0,0,0,0,0,0,0,播放特定的语音。,0,1,21
22=强制触发事件...,-2,14,0,0,0,0,0,0,0,不管事件标记的指示，强制激活所有特定类型的触发,0,1,22
23=计时开始,0,0,0,0,0,0,0,0,0,启动全局任务计时器。,0,1,23
24=计时停止,0,0,0,0,0,0,0,0,0,停止全局任务计时器。,0,1,24
25=计时延伸...,0,6,0,0,0,0,0,0,0,按特定的时间延续全局任务计时器。,0,1,25
26=计时缩短...,0,6,0,0,0,0,0,0,0,按特定的时间缩短全局任务计时器。但特定的时间值不能小于零。,0,1,26
27=计时设置...,0,6,0,0,0,0,0,0,0,将全局任务计时器设置为特定的时间值。,0,1,27
28=全局设置...,0,35,0,0,0,0,0,0,0,设置全局标记。全局标记被命名于 Globals.INI 文件中。全局标记可以是[ON/SET/TRUE]或[OFF/CLEAR/FALSE]。,0,1,28
29=全局清除...,0,35,0,0,0,0,0,0,0,清除全局标记。全局标记被命名于 Globals.INI 文件中。全局标记可以是[ON/SET/TRUE]或[OFF/CLEAR/FALSE]。,0,1,29
30=自动建设基地...,0,37,0,0,0,0,0,0,0,初始化计算机遭遇战模式的建设控制，可以是[ON]或[OFF]状态。当设为[ON]%1时，在遭遇战模式中计算机将接管控制(要确保有建造厂)。,0,1,30
31=逐单元延伸黑幕,0,0,0,0,0,0,0,0,0,一步一步(按单元)增大地图的黑幕(不可见)区域。,0,1,31
32=摧毁关联建筑,0,0,0,0,0,0,0,0,0,摧毁该触发关联的所有建筑%1 桥梁%1 或单位。,0,1,32
33=添加一次特定的武器...,0,36,0,0,0,0,0,0,0,为拥有此触发的参战方添加一次(只一次)特定的武器(按指示)。,0,1,33
34=重复添加特定的武器...,0,36,0,0,0,0,0,0,0,为拥有此触发的参战方添加永久的武器(按指示)。,0,1,34
35=首选目标...,0,40,0,0,0,0,0,0,0,指定拥有此触发的参战方特定武器攻击时的首选目标。,0,1,35
36=全部更改归属...,0,2,0,0,0,0,0,0,0,某参战方的所有对象更改归属到特定的参战方。,0,1,36
37=结盟...,0,2,0,0,0,0,0,0,0,使此触发的参战方与特定的参战方结盟。,0,1,37
38=成为敌人...,0,2,0,0,0,0,0,0,0,使此触发的参战方与特定的参战方不结盟(宣战)。,0,1,38
39=更改视野等级...,0,6,0,0,0,0,0,0,0,更改游戏者雷达图的视野等级。使用 1 为超常视野%1 2 为缩小视野。,0,1,39
40=调整游戏者视野...,0,0,21,22,23,24,0,0,0,调整游戏者的视野进入地图。进入格式：x%1y%1w%1h，在这里x%1y 指定左上角， w%1h 指定宽度和高度。,0,1,40
41=播放动画在...,0,25,0,0,0,0,1,0,0,在特定的单元播放特定的动画。,0,1,41
42=爆炸在...,0,41,0,0,0,0,1,0,0,使用特定的弹头，在特定的单元%1  产生一个爆炸。,0,1,42
43=陨星降落在...,0,29,0,0,0,0,1,0,0,将一陨星发送到特定的单元。,0,0,43
44=离子风暴开始...,0,6,0,0,0,0,0,0,0,启动离子风暴，按顺序去年特定数目的游戏画面(帧)。,0,0,44
45=离子风暴结束...,0,0,0,0,0,0,0,0,0,结束离子风暴进程。,0,0,45
46=禁止用户输入,0,0,0,0,0,0,0,0,0,禁止用户输入。,0,1,46
47=允许用户输入,0,0,0,0,0,0,0,0,0,允许用户输入。,0,1,47
48=移动并居中视野...,0,28,0,0,0,0,1,0,0,将战术视野移动到特定的路径点。,0,1,48
49=放大视野,0,0,0,0,0,0,0,0,0,放大战术视野。,0,1,49
50=缩小视野,0,0,0,0,0,0,0,0,0,缩小战术视野。,0,1,50
51=重置黑幕(未探测区域),0,0,0,0,0,0,0,0,0,遮蔽全部地图,0,1,51
52=更改照明状态,0,42,0,0,0,0,0,0,0,更改某建筑的局部照明方式。此触发与某一可生产局部照明的建筑相关联。,0,1,52
53=允许目标触发,-2,14,0,0,0,0,0,0,0,允许目标触发。,0,1,53
54=禁止目标触发,-2,14,0,0,0,0,0,0,0,禁止目标触发。,0,1,54
55=建立雷达事件,0,43,0,0,0,0,1,0,0,在特定的路径点建立雷达事件。,0,1,55
56=局部设置...,0,3,0,0,0,0,0,0,0,设置局部标记。局部标记可以是 [on/set/true] 或 [off/clear/false]。,0,1,56
57=局部清除...,0,3,0,0,0,0,0,0,0,清除局部标记。局部标记可以是 [on/set/true] 或 [off/clear/false]。,0,1,57
58=流星雨在...,0,44,0,0,0,0,1,0,0,在特定的路径点建立显示一个流星雨事件。,0,1,58
59=在特定路径点减少矿石...,0,30,0,0,0,0,0,0,0,减少特定路径点周围的矿石。,0,0,59
60=变卖关联建筑,0,0,0,0,0,0,0,0,0,卖掉与此触发关联的建筑。,0,1,60
61=关闭关联的建筑,0,0,0,0,0,0,0,0,0,关闭与此触发关联的建筑。,0,1,61
62=启动关联的建筑,0,0,0,0,0,0,0,0,0,启动与此触发关联的建筑。,0,1,62
63=给予100损伤在...,0,30,0,0,0,0,0,0,0,在特定的位置给予 100 点爆炸伤害。,0,1,63
64=闪光(较小)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个较小的闪光。,0,1,64
65=闪光(中等)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个中等的闪光。,0,1,65
66=闪光(较大)...,0,30,0,0,0,0,0,0,0,在特定区域显示一个较大的闪光。,0,1,66
67=宣告胜利,0,0,0,0,0,0,0,0,0,宣告游戏者胜利。,0,1,67
68=宣告失败,0,0,0,0,0,0,0,0,0,宣告游戏者失败。,0,1,68
69=强制结束,0,0,0,0,0,0,0,0,0,强制结束游戏任务。,0,1,69
70=摧毁标记...,-3,38,0,0,0,0,0,0,0,摧毁标记和所有关联的触发。,0,1,70
71=设置环境步幅...,0,45,0,0,0,0,0,0,0,设置环境亮度淡入步幅值。,0,1,71
72=设置环境速率...,0,45,0,0,0,0,0,0,0,设置环境亮度淡入速率。,0,1,72
73=设置环境亮度...,0,6,0,0,0,0,0,0,0,用新的环境亮度等级淡入替代原亮度。,0,1,73
74=AI 触发开始...,0,2,0,0,0,0,0,0,0,启动特定参战方的 AI 触发。,0,1,74
75=AI 触发停止...,0,2,0,0,0,0,0,0,0,停止特定参战方的 AI 触发。,0,1,75
76=AI 触发小队比例...,0,6,0,0,0,0,0,0,0,AI 进行 AI 触发小队建造的比例 (100 = 全部 AI 触发小队%1 0 = 全部正规小队)。,0,1,76
77=飞行作战小队比例...,0,6,0,0,0,0,0,0,0,AI 进行飞行小队建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,77
78=步兵作战小队比例...,0,6,0,0,0,0,0,0,0,AI 进行步兵小队建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,78
79=作战小队单位比例...,0,6,0,0,0,0,0,0,0,AI 进行小队单位建造的比例(100 = 全部小队%1 0 = 全部随机)。,0,1,79
80=援军(作战小队)[在路径点]...,-1,7,0,0,0,0,1,0,0,在特定的路径点区域建造援军作战小队。,0,1,80
81=自我唤醒,0,0,0,0,0,0,0,0,0,唤醒所有休息或无指令单位进行防卫模式。,0,1,81
82=唤醒所有休息单位,0,0,0,0,0,0,0,0,0,唤醒所有休息的单位模式。,0,1,82
83=唤醒所有无指令单位,0,0,0,0,0,0,0,0,0,唤醒所有无指令的单位模式。,0,1,83
84=成立作战小组...,0,6,0,0,0,0,0,0,0,将所有单位成立为特定的作战小组。,0,1,84
85=矿脉生长...,0,37,0,0,0,0,0,0,0,控制矿脉是否生长。,0,1,85
86=矿石生长...,0,37,0,0,0,0,0,0,0,控制矿石是否生长。,0,1,86
87=冰层延伸...,0,37,0,0,0,0,0,0,0,控制结冰面积是否增长。,0,1,87
88=粒子动画...,0,26,0,0,0,0,1,0,0,在特定区域显示粒子动画。,0,1,88
89=删除粒子动画...,0,30,0,0,0,0,0,0,0,删除特定区域的粒子动画。,0,1,89
90=闪电打击...,0,30,0,0,0,0,0,0,0,单个的离子风暴闪电打击。,0,1,90
91=Go Berzerk,0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,0,1,91
92=启动烈火风暴防御系统,0,0,0,0,0,0,0,0,0,启动某一作战方的烈火风暴防御系统。,0,0,92
93=关闭烈火风暴防御系统,0,0,0,0,0,0,0,0,0,关闭某一作战方的烈火风暴防御系统。,0,0,93
94=离子炮打击...,0,30,0,0,0,0,0,0,0,在特定的路径点实施离子炮打击。,0,0,94
95=核弹打击...,0,0,0,0,0,0,1,0,0,在特定的路径点边缘实施核弹打击。,0,1,95
96=化学导弹打击...,0,30,0,0,0,0,0,0,0,在特定的路径点实施化学导弹打击。,0,0,96
97=Toggle Train Cargo,0,0,0,0,0,0,0,0,0,Toggles state of cargo train dropping crate.,0,1,97
98=播入音效(随机)...,-7,16,0,0,0,0,0,0,0,在随机的路径点播放音效。,0,1,98
99=播放音效...,-7,16,0,0,0,0,1,0,0,在特定的路径点播放特定的音效。 ,0,1,99
100=播放开场影片...,0,12,0,0,0,0,0,0,0,显示特定的开场影片(在小屏幕)。游戏者仍能对步兵和单位进行控制。,0,1,100
101=重置黑幕(未探测区)...,0,30,0,0,0,0,0,0,0,用黑幕覆盖特定的路径点。,0,1,101
102=闪电风暴打击...,0,0,0,0,0,0,1,0,0,此触发的所有者在特定的路径点实施闪电风暴打击。,0,1,102
103=计时器文本...,-4,13,0,0,0,0,0,0,0,计时器显示什么文本标签(如实际文本是在 game.str 中)。,0,1,103
104=闪亮小队...,-5,7,0,0,0,0,0,0,0,用特定的帧数闪亮特定的小队。,0,1,104
105=显示对话注释框...,-1,7,0,0,0,0,0,0,0,在单位的上面显示对话注释框。,0,1,105
106=设置科技等级(Techno)[Level]... ,-9,39,0,0,0,0,1,0,0,设置特定的科技到特定的等级。,0,1,106
107=超时空传送援军... ,-1,7,0,0,0,0,1,0,0,传送援军小队到特定的路径点区域。,0,1,107
108=建立小木箱...,0,31,0,0,0,0,1,0,0,在特定的路径点建立一个特定内容的工具木箱。你应该清楚什么内容是游戏所支持的。,0,1,108
109=铁幕装置作用于...,0,0,0,0,0,0,1,0,0,将铁幕装置作用于特定的路径点。,0,1,109
110=游戏暂停(秒)...,0,6,0,0,0,0,0,0,0,使游戏暂停特定的秒数。,0,1,110
111=驱逐占据者,0,0,0,0,0,0,0,0,0,本行为将会从城市关联的建筑中驱逐占据的作战单位。,0,1,111
112=移动并居中当前视野到路径点...,0,30,0,0,0,0,1,0,0,立即将战术视野移动到特定的路径点。,0,1,112
113=欢呼,0,2,0,0,0,0,0,0,0,使所有步兵单位进行欢呼动作。,0,1,113
114=设置制表位到(0-3)...,0,6,0,0,0,0,0,0,0,强制使工具条移动到特定的制表位。,0,1,114
115=闪动视野,-9,39,0,0,0,0,1,0,0,在画面中闪动该类型和长度的作战视野。,0,1,115
116=音乐停止于...,0,30,0,0,0,0,1,0,0,在特定的开始使用播放声音触发的路径点停止播放所有音乐。,0,1,116
117=播放开场影片(游戏暂停)...,0,12,0,0,0,0,0,0,0,显示特定的游戏开场影片。影片播放时，游戏暂停。播放影片期间游戏者不可进行操作。,0,1,117
118=清除全部污染,0,0,0,0,0,0,0,0,0,将从地图上删除所有污染对象。,0,1,118
119=将特定作战方全部摧毁...,0,2,0,0,0,0,0,0,0,消灭特定作战方的所有建筑、单位等。,0,1,119
120=将特定方建筑全部摧毁...,0,2,0,0,0,0,0,0,0,摧毁特定作战方的所有建筑。,0,1,120
121=将特定方陆军单位全部摧毁...,0,2,0,0,0,0,0,0,0,消灭特定作战方的所有陆军单位。,0,1,121
122=将特定方海军单位全部摧毁...,0,2,0,0,0,0,0,0,0,消灭特定作战方的所有海军单位。,0,1,122
123=心灵控制基地...,0,2,0,0,0,0,0,0,0,此触发的所有者将会通过心灵控制敌方基地。,0,1,123
124=解除基地的心灵控制...,0,2,0,0,0,0,0,0,0,此触发的所有者将重新取得被敌方心灵控制的所有建筑的作战控制权。,0,1,124
125=将建筑建于...,-10,47,0,0,0,0,1,0,0,此触发的所有者将在本路径点获得该类型的建筑。该建筑区域的覆盖图将全被清除，单位被冲击。,0,1,125
126=恢复至游戏初始科技状态...,0,2,0,0,0,0,0,0,0,此作战方游戏初始的所有建筑和单位将会重建。会引起单位冲击和覆盖图被清除。,0,1,126
127=超时空事件效果 ...,0,6,0,0,0,0,0,0,0,将会用多帧画面全屏幕平铺显示超时空事件效果。,0,1,127
128=全部被心灵控制到...,0,30,0,0,0,0,1,0,0,此触发的作战方所有单位将被传送到特定的路径点。,0,1,128
129=设置超级武器充能,-11,20,0,0,0,0,1,0,0,此触发的所有者如果有超级武器，那么此超级武器的充能状态会被设置为百分之%1 。使用一个整数(0-100)。,0,1,129

; YR
130=恢复初始建筑...,0,2,0,0,0,0,0,0,0,该参战方游戏初始的所有建筑将会被修复或重建。 会引起单位冲击和覆盖图清除。,0,1,130,1
;131=Flash Buildings of Type...,-12,8,0,0,0,0,1,0,0,All buildings of this type owned by trigger owner will flash for this long.,0,1,131,1
131=闪亮特定类型的建筑...,-9,47,0,0,0,0,1,0,0,该触发所属的所有特定类型的建筑将闪亮特定的时间。,0,1,131,1
132=设置超级武器的充能时间,-11,20,0,0,0,0,1,0,0,更发超级武器的复位%1 设置%1 或实施打击后，至下次可用时的时间(使用画面帧数) fired.,0,1,132,1
133=重置超级武器的充能时间,-11,20,0,0,0,0,1,0,0,更改超级武器从开始充能到可以实施打击的时间(使用画面帧数)。,0,1,133,1
134=超级武器复位,0,36,0,0,0,0,0,0,0,就与间谍进入超级武器一样，超级武器将会复位(重新开始倒计时)。,0,1,134,1
135=首先目标单元设置,0,30,0,0,0,0,0,0,0,该触发的所有者会将超级武器的攻击目标指向此路径点。,0,1,135,1
136=首选目标单元清除,0,0,0,0,0,0,0,0,0,该触发的所有者将返回，正常确定其超级武器的攻击目标。,0,1,136,1
137=基地中心单元设置,0,30,0,0,0,0,0,0,0,此触发的所有者将认为此路径点为其基地的中心单元。,0,1,137,1
138=基地中心单元清除,0,0,0,0,0,0,0,0,0,此触发的所有者将返回，并去计算其中心位置。,0,1,138,1
139=雷达信息中断,0,6,0,0,0,0,0,0,0,此触发的所有者的雷达将中断而显示设定的帧。,0,1,139,1
140=设置防御目标单元,0,30,0,0,0,0,0,0,0,此触发的所有者将自动对特定的路径点区域进行防御行动。,0,1,140,1
141=清除防御目标单元,0,0,0,0,0,0,0,0,0,此触发的所有者将返回到正常情况下的防御目标区域。,0,1,141,1
142=重绘红色,0,6,0,0,0,0,0,0,0,重绘屏幕的红色部分。,0,1,142,1
143=重绘绿色,0,6,0,0,0,0,0,0,0,重绘屏幕的绿色部分。,0,1,143,1
144=重绘蓝色,0,6,0,0,0,0,0,0,0,重绘屏幕的蓝色部分。,0,1,144,1
145=战术视野跳转至基地,0,0,0,0,0,0,0,0,0,和按下“H”键效果相同。,0,1,145,1


[BridgesTS]

[BridgesRA2]

[SpecialOverlayTS]

[SpecialOverlayRA2]
