Decompiled source of ChineseTranslationForSomeMods v1.0.4
CN.dll
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using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Runtime.CompilerServices; using System.Text; using System.Text.RegularExpressions; using BepInEx; using BepInEx.Logging; using HarmonyLib; using TMPro; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: AssemblyVersion("0.0.0.0")] namespace CN_AllInOne; [BepInPlugin("com.chinese.patch.allinone", "CN 全模组汉化补丁", "1.3.0")] public class AllInOnePatchPlugin : BaseUnityPlugin { private static ManualLogSource Log; internal static Dictionary<string, string> Translations; private static Dictionary<string, string> NormDict; private static readonly HashSet<string> MissCache = new HashSet<string>(); private static readonly HashSet<string> SeenUntranslated = new HashSet<string>(); private static readonly List<string> UntranslatedLog = new List<string>(); private static string LogPath; private static bool Applying; private Harmony harmony; private void Awake() { //IL_00ac: Unknown result type (might be due to invalid IL or missing references) //IL_00b6: Expected O, but got Unknown Log = ((BaseUnityPlugin)this).Logger; Translations = TranslationData.GetTranslations(); NormDict = new Dictionary<string, string>(); foreach (KeyValuePair<string, string> translation in Translations) { string key = Norm(translation.Key); if (!NormDict.ContainsKey(key)) { NormDict[key] = translation.Value; } } LogPath = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "CN_AllInOne_untranslated.log"); harmony = new Harmony("com.chinese.patch.allinone"); try { PatchTMPText(); } catch (Exception ex) { Log.LogWarning((object)("PatchTMPText 失败: " + ex.Message)); } try { PatchTMPTextSetText(); } catch (Exception ex) { Log.LogWarning((object)("PatchTMPTextSetText 失败: " + ex.Message)); } try { PatchUnityText(); } catch (Exception ex) { Log.LogWarning((object)("PatchUnityText 失败: " + ex.Message)); } try { PatchImGui(); } catch (Exception ex) { Log.LogWarning((object)("PatchImGui 失败: " + ex.Message)); } Log.LogInfo((object)("CN 全模组汉化补丁已加载,共 " + Translations.Count + " 条翻译")); } private void Start() { ((MonoBehaviour)this).StartCoroutine(SaveUntranslatedLog()); ((MonoBehaviour)this).StartCoroutine(ScanAndTranslate()); } private void PatchTMPText() { //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Expected O, but got Unknown MethodInfo setMethod = typeof(TMP_Text).GetProperty("text").GetSetMethod(); MethodInfo method = typeof(AllInOnePatchPlugin).GetMethod("PatchTMPTextPostfix", BindingFlags.Static | BindingFlags.NonPublic); harmony.Patch((MethodBase)setMethod, (HarmonyMethod)null, new HarmonyMethod(method), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } private void PatchTMPTextSetText() { //IL_00a2: Unknown result type (might be due to invalid IL or missing references) //IL_00af: Expected O, but got Unknown MethodInfo method = typeof(AllInOnePatchPlugin).GetMethod("PatchTMPSetTextPostfix", BindingFlags.Static | BindingFlags.NonPublic); MethodInfo[] methods = typeof(TMP_Text).GetMethods(BindingFlags.Instance | BindingFlags.Public); foreach (MethodInfo methodInfo in methods) { if (methodInfo.Name != "SetText") { continue; } ParameterInfo[] parameters = methodInfo.GetParameters(); if (parameters.Length >= 1 && !(parameters[0].ParameterType != typeof(string)) && parameters.Length <= 2) { try { harmony.Patch((MethodBase)methodInfo, (HarmonyMethod)null, new HarmonyMethod(method), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } catch { } } } } private void PatchUnityText() { //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Expected O, but got Unknown MethodInfo setMethod = typeof(Text).GetProperty("text").GetSetMethod(); MethodInfo method = typeof(AllInOnePatchPlugin).GetMethod("PatchUnityTextPostfix", BindingFlags.Static | BindingFlags.NonPublic); harmony.Patch((MethodBase)setMethod, (HarmonyMethod)null, new HarmonyMethod(method), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } private void PatchImGui() { //IL_015a: Unknown result type (might be due to invalid IL or missing references) //IL_0167: Expected O, but got Unknown //IL_017e: Unknown result type (might be due to invalid IL or missing references) //IL_018b: Expected O, but got Unknown MethodInfo method = typeof(AllInOnePatchPlugin).GetMethod("PatchGUITextPostfix", BindingFlags.Static | BindingFlags.NonPublic); MethodInfo method2 = typeof(AllInOnePatchPlugin).GetMethod("PatchGUIContentPostfix", BindingFlags.Static | BindingFlags.NonPublic); Type[] array = new Type[2] { typeof(GUI), typeof(GUILayout) }; foreach (Type type in array) { MethodInfo[] methods = type.GetMethods(BindingFlags.Static | BindingFlags.Public); foreach (MethodInfo methodInfo in methods) { if (methodInfo.Name != "Label" && methodInfo.Name != "Button") { continue; } ParameterInfo[] parameters = methodInfo.GetParameters(); bool flag = false; bool flag2 = false; ParameterInfo[] array2 = parameters; foreach (ParameterInfo parameterInfo in array2) { if (parameterInfo.ParameterType == typeof(string) && parameterInfo.Name == "text") { flag = true; } if (parameterInfo.ParameterType == typeof(GUIContent)) { flag2 = true; } } try { if (flag) { harmony.Patch((MethodBase)methodInfo, (HarmonyMethod)null, new HarmonyMethod(method), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } else if (flag2) { harmony.Patch((MethodBase)methodInfo, (HarmonyMethod)null, new HarmonyMethod(method2), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } } catch { } } } } private static void PatchTMPTextPostfix(TMP_Text __instance) { TranslateAndSet(() => __instance.text, delegate(string v) { __instance.text = v; }); } private static void PatchTMPSetTextPostfix(TMP_Text __instance) { TranslateAndSet(() => __instance.text, delegate(string v) { __instance.text = v; }); } private static void PatchUnityTextPostfix(Text __instance) { TranslateAndSet(() => __instance.text, delegate(string v) { __instance.text = v; }); } private static void PatchGUITextPostfix(ref string text) { if (!string.IsNullOrEmpty(text)) { string text2 = TranslateText(text); if (text2 != null) { text = text2; } } } private static void PatchGUIContentPostfix(GUIContent content) { if (content != null && !string.IsNullOrEmpty(content.text)) { string text = TranslateText(content.text); if (text != null) { content.text = text; } } } private static void TranslateAndSet(Func<string> getter, Action<string> setter) { if (Applying) { return; } string text = getter(); if (string.IsNullOrEmpty(text)) { return; } string text2 = TranslateText(text); if (text2 == null) { return; } Applying = true; try { setter(text2); } finally { Applying = false; } } private static string TranslateText(string text) { if (ContainsCjk(text)) { return null; } if (!HasLetter(text)) { return null; } if (MissCache.Contains(text)) { return null; } text = StripRichText(text); if (string.IsNullOrEmpty(text)) { return null; } if (Translations.TryGetValue(text, out var value)) { return value; } if (NormDict.TryGetValue(Norm(text), out value)) { return value; } MissCache.Add(text); if (RecordUntranslated(text)) { } return null; } private static string TranslateSilent(string text) { if (string.IsNullOrEmpty(text)) { return null; } if (ContainsCjk(text)) { return null; } if (!HasLetter(text)) { return null; } if (MissCache.Contains(text)) { return null; } text = StripRichText(text); if (string.IsNullOrEmpty(text)) { return null; } if (Translations.TryGetValue(text, out var value)) { return value; } if (NormDict.TryGetValue(Norm(text), out value)) { return value; } MissCache.Add(text); return null; } private static string StripRichText(string s) { if (s.IndexOf('<') < 0) { return s; } return Regex.Replace(s, "<[^>]*>", ""); } private static bool ContainsCjk(string s) { foreach (char c in s) { if (c >= '⺀' && c <= '鿿') { return true; } } return false; } private static bool HasLetter(string s) { foreach (char c in s) { if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) { return true; } } return false; } private static string Norm(string s) { StringBuilder stringBuilder = new StringBuilder(s.Length); foreach (char c in s) { if (char.IsLetterOrDigit(c)) { stringBuilder.Append(char.ToUpperInvariant(c)); } } return stringBuilder.ToString(); } private static bool RecordUntranslated(string text) { if (SeenUntranslated.Add(text)) { UntranslatedLog.Add(text); return true; } return false; } private static IEnumerator SaveUntranslatedLog() { while (true) { yield return (object)new WaitForSeconds(60f); if (UntranslatedLog.Count != 0) { try { File.AppendAllLines(LogPath, UntranslatedLog); UntranslatedLog.Clear(); } catch { } } } } private static IEnumerator ScanAndTranslate() { while (true) { yield return (object)new WaitForSeconds(20f); try { TMP_Text[] array = Object.FindObjectsOfType<TMP_Text>(); foreach (TMP_Text val in array) { if ((Object)(object)val == (Object)null) { continue; } string text = val.text; if (string.IsNullOrEmpty(text)) { continue; } string text2 = TranslateSilent(text); if (text2 != null) { Applying = true; try { val.text = text2; } finally { Applying = false; } } } Text[] array2 = Object.FindObjectsOfType<Text>(); foreach (Text val2 in array2) { if ((Object)(object)val2 == (Object)null) { continue; } string text = val2.text; if (string.IsNullOrEmpty(text)) { continue; } string text2 = TranslateSilent(text); if (text2 != null) { Applying = true; try { val2.text = text2; } finally { Applying = false; } } } } catch { } } } } [BepInPlugin("com.ti.tooltip", "TI Tooltip 中文说明", "3.2.0")] public class TooltipPlugin : BaseUnityPlugin { private static ManualLogSource Log; internal static Dictionary<string, string> Tooltips; private static Dictionary<string, string> DisplayToKey; private static Dictionary<string, string> NormToKey; private GameObject panel; private TextMeshProUGUI panelText; private static bool wasEnabled; private void Awake() { Log = ((BaseUnityPlugin)this).Logger; Tooltips = BuildTooltips(); DisplayToKey = BuildReverse(); NormToKey = new Dictionary<string, string>(); foreach (KeyValuePair<string, string> tooltip in Tooltips) { string key = Norm(tooltip.Key); if (!NormToKey.ContainsKey(key)) { NormToKey[key] = tooltip.Key; } } foreach (KeyValuePair<string, string> item in DisplayToKey) { string key = Norm(item.Key); if (!NormToKey.ContainsKey(key)) { NormToKey[key] = item.Value; } } Log.LogInfo((object)("TI_Tooltip 已加载,共 " + Tooltips.Count + " 条说明(按住 T 查看)")); } private void Start() { BuildUI(); } private void BuildUI() { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Expected O, but got Unknown //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_003f: Expected O, but got Unknown //IL_0078: Unknown result type (might be due to invalid IL or missing references) //IL_009a: Unknown result type (might be due to invalid IL or missing references) //IL_00b0: Unknown result type (might be due to invalid IL or missing references) //IL_00c0: Unknown result type (might be due to invalid IL or missing references) //IL_00c7: Expected O, but got Unknown //IL_0113: Unknown result type (might be due to invalid IL or missing references) //IL_0147: Unknown result type (might be due to invalid IL or missing references) //IL_0154: Unknown result type (might be due to invalid IL or missing references) //IL_016b: Unknown result type (might be due to invalid IL or missing references) //IL_0182: Unknown result type (might be due to invalid IL or missing references) try { GameObject val = new GameObject("TI_TooltipCanvas"); Object.DontDestroyOnLoad((Object)(object)val); Canvas val2 = val.AddComponent<Canvas>(); val2.renderMode = (RenderMode)0; val2.sortingOrder = 32000; panel = new GameObject("TI_TooltipPanel"); panel.transform.SetParent(val.transform, false); Image val3 = panel.AddComponent<Image>(); ((Graphic)val3).color = new Color(0.06f, 0.06f, 0.07f, 0.96f); RectTransform component = panel.GetComponent<RectTransform>(); component.pivot = new Vector2(0f, 1f); component.sizeDelta = new Vector2(620f, 10f); GameObject val4 = new GameObject("Text"); val4.transform.SetParent(panel.transform, false); panelText = val4.AddComponent<TextMeshProUGUI>(); ((TMP_Text)panelText).fontSize = 19f; ((Graphic)panelText).color = new Color(0.95f, 0.95f, 0.9f); ((TMP_Text)panelText).alignment = (TextAlignmentOptions)257; ((TMP_Text)panelText).enableWordWrapping = true; RectTransform component2 = val4.GetComponent<RectTransform>(); component2.anchorMin = Vector2.zero; component2.anchorMax = Vector2.one; component2.offsetMin = new Vector2(16f, 14f); component2.offsetMax = new Vector2(-16f, -14f); panel.SetActive(false); } catch (Exception ex) { Log.LogWarning((object)("创建面板失败: " + ex.Message)); } } private void Update() { //IL_0116: Unknown result type (might be due to invalid IL or missing references) //IL_0121: Unknown result type (might be due to invalid IL or missing references) //IL_0133: Unknown result type (might be due to invalid IL or missing references) //IL_015e: Unknown result type (might be due to invalid IL or missing references) //IL_0193: Unknown result type (might be due to invalid IL or missing references) //IL_01b0: Unknown result type (might be due to invalid IL or missing references) //IL_01eb: Unknown result type (might be due to invalid IL or missing references) try { if ((Object)(object)panel == (Object)null || (Object)(object)panelText == (Object)null) { return; } if (!Input.GetKey((KeyCode)116)) { if (wasEnabled) { panel.SetActive(false); ((TMP_Text)panelText).text = ""; } wasEnabled = false; return; } wasEnabled = true; string text = FindKeyUnderPointer(); if (text == null) { panel.SetActive(false); return; } if (!Tooltips.TryGetValue(text, out var value)) { panel.SetActive(false); return; } ((TMP_Text)panelText).text = value; ((TMP_Text)panelText).ForceMeshUpdate(false, false); float num = ((TMP_Text)panelText).preferredHeight + 28f; RectTransform component = panel.GetComponent<RectTransform>(); component.sizeDelta = new Vector2(620f, Mathf.Min(num, 700f)); float num2 = Input.mousePosition.x + 24f; float num3 = Input.mousePosition.y - 16f; if (num2 + 620f > (float)Screen.width) { num2 = Input.mousePosition.x - 620f - 24f; } if (num2 < 0f) { num2 = 0f; } if (num3 - component.sizeDelta.y < 0f) { num3 = component.sizeDelta.y; } if (num3 > (float)Screen.height) { num3 = Screen.height; } panel.transform.position = new Vector3(num2, num3, 0f); if (!panel.activeSelf) { panel.SetActive(true); } } catch { } } private string FindKeyUnderPointer() { //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_0026: Expected O, but got Unknown //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) EventSystem current = EventSystem.current; if ((Object)(object)current == (Object)null) { return null; } PointerEventData val = new PointerEventData(current); val.position = Vector2.op_Implicit(Input.mousePosition); List<RaycastResult> list = new List<RaycastResult>(); current.RaycastAll(val, list); for (int i = 0; i < list.Count; i++) { RaycastResult val2 = list[i]; GameObject gameObject = ((RaycastResult)(ref val2)).gameObject; if ((Object)(object)gameObject == (Object)null || ((Object)(object)panel != (Object)null && gameObject.transform.IsChildOf(panel.transform))) { continue; } TMP_Text componentInParent = gameObject.GetComponentInParent<TMP_Text>(); if ((Object)(object)componentInParent != (Object)null && !string.IsNullOrEmpty(componentInParent.text)) { string text = ResolveKey(componentInParent.text); if (text != null) { return text; } } Text componentInParent2 = gameObject.GetComponentInParent<Text>(); if ((Object)(object)componentInParent2 != (Object)null && !string.IsNullOrEmpty(componentInParent2.text)) { string text2 = ResolveKey(componentInParent2.text); if (text2 != null) { return text2; } } } return null; } private static string ResolveKey(string text) { if (string.IsNullOrEmpty(text)) { return null; } text = StripRichText(text).Trim(); if (string.IsNullOrEmpty(text)) { return null; } if (Tooltips.ContainsKey(text)) { return text; } if (DisplayToKey.TryGetValue(text, out var value)) { return value; } string key = Norm(text); if (NormToKey.TryGetValue(key, out value)) { return value; } return null; } private static string StripRichText(string s) { if (s.IndexOf('<') < 0) { return s; } return Regex.Replace(s, "<[^>]*>", ""); } private static string Norm(string s) { StringBuilder stringBuilder = new StringBuilder(s.Length); foreach (char c in s) { if (char.IsLetterOrDigit(c)) { stringBuilder.Append(char.ToUpperInvariant(c)); } } return stringBuilder.ToString(); } private static Dictionary<string, string> BuildTooltips() { Dictionary<string, string> dictionary = new Dictionary<string, string>(); dictionary.Add("RigScaleHead", "修改头部尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleHead", "修改头部尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleNeck", "修改脖子尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleNeck", "修改脖子尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleTorso", "修改身躯尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleTorso", "修改身躯尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleWaist", "修改腰部尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleWaist", "修改腰部尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleHip", "修改臀部尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleHip", "修改臀部尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleLeftArm", "修改左手臂尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleLeftArm", "修改左手臂尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleRightArm", "修改右手臂尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleRightArm", "修改右手臂尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleLeftHand", "修改左手尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleLeftHand", "修改左手尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleRightHand", "修改右手尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleRightHand", "修改右手尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleLegLeft", "修改左腿尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleLegLeft", "修改左腿尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleLegRight", "修改右腿尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleLegRight", "修改右腿尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleFootLeft", "修改左脚尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleFootLeft", "修改左脚尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleFootRight", "修改右脚尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleFootRight", "修改右脚尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleLegs", "修改双腿尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleLegs", "修改双腿尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleFeet", "修改双脚尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleFeet", "修改双脚尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleArms", "修改双臂尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleArms", "修改双臂尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("RigScaleHands", "修改双手尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("BodyPartScaleHands", "修改双手尺寸(仅外观,无碰撞)\n\n修改Prop Scale服装尺寸"); dictionary.Add("SmartUnitRigidbodyLimiter", "限制兵种在重力与摩擦力影响下的可动性\n\n修改Prop Scale服装尺寸(X为最大速度,Y为最大旋转速度)"); dictionary.Add("SmartUnitRigidbody", "修改兵种的属性\n\n修改Prop Scale服装尺寸(X为重量,Y为阻力,Z为转动阻力)"); dictionary.Add("SmartUnitBalanceModifier", "修改兵种的平衡力\n\n修改Prop Scale服装尺寸(X为平衡力系数,Y为平衡力单位值,Z为重力强度)"); dictionary.Add("SetPropRotatingPerpetual", "使兵种可拉模的服装一直旋转\n\n修改Prop Scale服装尺寸(X为选取要旋转的服装/从1开始,只会选取可拉膜的服装,Y为旋转速度,Z为兵种死亡后是否旋转/0=否,1=是)\n修改Prop Position服装位置(X,Y,Z分别对应旋转方向)"); dictionary.Add("SetPropRotationStatic", "旋转兵种可拉模的服装\n\n修改Prop Scale服装尺寸(X为选服装序号/从1开始,只会选取可拉膜的服装)\n修改Prop Position服装位置(X,Y,Z分别对应旋转方向)"); dictionary.Add("SmartConditionalEventManager", "修改兵种技能条件\n\n修改Prop Scale服装尺寸(X为冷却,Y为需要与目标保持的距离,Z为射程)"); dictionary.Add("SmartWeaponScalingLeftStatic", "修改左手武器的大小\n\n修改Prop Scale服装尺寸"); dictionary.Add("SmartWeaponScalingRightStatic", "修改右手武器的大小\n\n修改Prop Scale服装尺寸"); dictionary.Add("SmartWeaponScalingLeftDynamic", "修改左手武器的大小(随兵种体积动态变化)\n\n修改Prop Scale服装尺寸"); dictionary.Add("SmartWeaponScalingRightDynamic", "修改右手武器的大小(随兵种体积动态变化)\n\n修改Prop Scale服装尺寸"); dictionary.Add("SmartWeaponWeightingLeft", "修改左手武器的重量\n\n修改Prop Scale服装尺寸(X为重量,Y为阻力,Z为旋转阻力)"); dictionary.Add("SmartWeaponWeightingRight", "修改右手武器的重量\n\n修改Prop Scale服装尺寸(X为重量,Y为阻力,Z为旋转阻力)"); dictionary.Add("WeaponHoldingUpRotationLeft", "调整左手武器的向上握取位置(Y轴)\n\n修改Prop Scale服装尺寸(每1个单位≈90°)"); dictionary.Add("WeaponHoldingUpRotationRight", "调整右手武器的向上握取位置(Y轴)\n\n修改Prop Scale服装尺寸(每1个单位≈90°)"); dictionary.Add("WeaponHoldingForwardRotationLeft", "调整左手武器的向前握取位置(Z轴)\n\n修改Prop Scale服装尺寸(每1个单位≈90°)"); dictionary.Add("WeaponHoldingForwardRotationRight", "调整右手武器的向前握取位置(Z轴)\n\n修改Prop Scale服装尺寸(每1个单位≈90°)"); dictionary.Add("WeaponHoldingRelativePositionLeft", "调整左手武器相对握取位置\n\n修改Prop Scale服装尺寸(每1个单位≈90°)"); dictionary.Add("WeaponHoldingRelativePositionRight", "调整右手武器相对握取位置\n\n修改Prop Scale服装尺寸(每1个单位≈90°)"); dictionary.Add("SmartWeaponHoldableLeft", "调整左手武器的持握关节\n\n修改Prop Scale服装尺寸(X为比例力/值越大,关节更坚硬,Y为旋转力,Z为限制)"); dictionary.Add("SmartWeaponHoldableRight", "调整右手武器的持握关节\n\n修改Prop Scale服装尺寸(X为比例力/值越大,关节更坚硬,Y为旋转力,Z为限制)"); dictionary.Add("SmartMeleeAddDash", "调整近战武器攻击冲刺\n\n修改Prop Scale服装尺寸(X为冲刺幅度,Y为延迟前摇,Z为触发距离)"); dictionary.Add("SmartMeleeKnockback", "修改近战武器击退\n\n修改Prop Scale服装尺寸(X为击退强度,Y为倍率?,Z为敌人重量对击退效果的减免)"); dictionary.Add("SmartLeftMeleeSet", "调整左手近战武器的数据\n\n修改Prop Scale服装尺寸(X为伤害,Y为冷却,Z为挥动幅度)\n修改Prop Position服装位置(X为屏幕震动幅度,Y为被近战格挡需要的强度,Z为自我伤害倍率)"); dictionary.Add("SmartRightMeleeSet", "调整右手近战武器的数据\n\n修改Prop Scale服装尺寸(X为伤害,Y为冷却,Z为挥动幅度)\n修改Prop Position服装位置(X为屏幕震动幅度,Y为被近战格挡需要的强度,Z为自我伤害倍率)"); dictionary.Add("SmartProjectileScaling", "修改抛射物尺寸\n\n修改Prop Scale服装尺寸"); dictionary.Add("SmartRangeDistance", "修改远程攻击范围\n\n修改Prop Scale服装尺寸(X为兵种触发攻击距离,Y为武器射程,Z为一直攻击/0=否,1=是)"); dictionary.Add("SmartKeepDistance", "修改兵种同敌人保持的距离\n\n修改Prop Scale服装尺寸(X为兵种触发攻击距离,Y为最小保持距离,Z为最大保持距离)"); dictionary.Add("SmartLeftRangedSet", "调整左手远程武器的数据\n\n修改Prop Scale服装尺寸(X为击退,Y为冷却,Z为随机扩散)\n修改Prop Position服装位置(X为后座力,Y为抛射物数量,Z为前摇延迟)"); dictionary.Add("SmartRightRangedSet", "调整右手远程武器的数据\n\n修改Prop Scale服装尺寸(X为击退,Y为冷却,Z为随机扩散)\n修改Prop Position服装位置(X为后座力,Y为抛射物数量,Z为前摇延迟)"); dictionary.Add("SmartLeftMagSet", "调整左手弹药类武器的数据\n\n修改Prop Scale服装尺寸(X为弹匣容量,Y为换弹时间,Z为单次发射的弹药数量)\n【这个技能可能需要与Smart Right Ranged Set配合使用】"); dictionary.Add("SmartRightMagSet", "调整右手弹药类武器的数据\n\n修改Prop Scale服装尺寸(X为弹匣容量,Y为换弹时间,Z为单次发射的弹药数量)\n【这个技能可能需要与Smart Left Ranged Set配合使用】"); dictionary.Add("SmartProjSetLeft", "调整左手远程武器抛射物的数据\n\n修改Prop Scale服装尺寸(X为击退,Y为速度,Z为伤害)\n修改Prop Position服装位置(X为被抛射物格挡所需要的强度,Y为穿透目标的最高数量,Z为屏幕震动幅度)"); dictionary.Add("SmartProjSetRight", "调整右手远程武器抛射物的数据\n\n修改Prop Scale服装尺寸(X为击退,Y为速度,Z为伤害)\n修改Prop Position服装位置(X为被抛射物格挡所需要的强度,Y为穿透目标的最高数量,Z为屏幕震动幅度)"); dictionary.Add("SmartAdaptiveProjSpawner", "向敌人发射一次抛射物,可改色\n\n修改Prop Scale服装尺寸(X为间隔,Y为射程,Z为数量)\n修改Prop Position服装位置(X,Y,Z为触发中心位置偏移)"); dictionary.Add("SmartSummonRider", "骑手召唤\n\n修改Prop Scale服装尺寸(X为召唤数量,Y为在场时间/0=永久,Z为召唤CD/0=只召唤一次)"); dictionary.Add("SmartUnitDupe", "复制该兵种\n\n修改Prop Scale服装尺寸(X为数量,Y为在场时间/0=永久,Z为CD/0=只召唤一次)"); dictionary.Add("SmartMoreRider", "复制当前兵种的骑手,并骑在原骑手的身上\n\n修改Prop Position服装位置以调整新骑手的位置"); dictionary.Add("SmartTransformationAmount", "更改骑手转化类技能生成的兵种数量\n\n修改Prop Scale服装尺寸(X为数量)"); dictionary.Add("SmartConnectedTransform", "为群体拥有此技能的队友变身骑手添加条件,可改色\n\n修改Prop Scale服装尺寸(X为延迟,Y与目标的距离,Z为伤害需求)"); dictionary.Add("SmartTransformToRider", "为该兵种变身骑手添加条件,可改色\n\n修改Prop Scale服装尺寸(X为延迟,Y为死亡时变身/0=否,1=是,Z为伤害需求)\n修改Prop Position服装位置(X为设定低血量变身标准/1=100%,0.5=50%,Y为变身需要与目标保持的距离,Z为变身最远触发距离)"); dictionary.Add("SmartCustomRider", "修改骑手的位置\n\n修改Prop Position服装位置以调整骑手的位置"); dictionary.Add("SmartOnHitEffectAll", "修改兵种整体命中效果\n\n修改Prop Scale服装尺寸(X为效果,Y为范围规模,Z为效果发生次数)\n修改Prop Position服装位置(X为前摇延迟,Y为伤害,Z为触发中心位置偏移)\n\nScale-X 尺寸X的效果:\n0=矿工攻击效果\n1=神龙拳\n2=乌勒尔冰冻\n3=火箭筒爆炸\n4=雷神之锤\n5=死神自爆\n6=时光术士日晷时停\n7=疯狂机械师之火\n8=虚无君主长剑效果"); dictionary.Add("SmartOnHitEffectWeapon", "修改兵种武器命中效果\n\n修改Prop Scale服装尺寸(X为效果,Y为范围规模,Z为效果发生次数)\n修改Prop Position服装位置(X为前摇延迟,Y为伤害,Z为触发中心位置偏移)\n\nScale-X 尺寸X的效果:\n0=矿工攻击效果\n1=神龙拳\n2=乌勒尔冰冻\n3=火箭筒爆炸\n4=雷神之锤\n5=死神自爆\n6=时光术士日晷时停\n7=疯狂机械师之火\n8=虚无君主长剑效果"); dictionary.Add("SmartOnHitEffectProj", "修改兵种抛射物命中效果\n\n修改Prop Scale服装尺寸(X为效果,Y为范围规模,Z为效果发生次数)\n修改Prop Position服装位置(X为前摇延迟,Y为伤害,Z为触发中心位置偏移)\n\nScale-X 尺寸X的效果:\n0=矿工攻击效果\n1=神龙拳\n2=乌勒尔冰冻\n3=火箭筒爆炸\n4=雷神之锤\n5=死神自爆\n6=时光术士日晷时停\n7=疯狂机械师之火\n8=虚无君主长剑效果"); dictionary.Add("SmartHealingItem", "以特定方式治疗该兵种\n\n修改Prop Scale服装尺寸(X为治疗量,Y为治疗速率,Z为治疗方式)\n\nScale-Z 尺寸Z的效果:\n0=荒野乱斗模式(如果该兵种在3秒内没有受到伤害,则每秒恢复其最大生命值的13%,忽略治疗速率和治疗量)\n1=持续治疗(与治疗量和治疗速率有关)\n2=百分比治疗(与治疗速率有关,但治疗量会根据兵种最大生命值变成治疗百分比/治疗量X=0为0%,1为100%)"); dictionary.Add("SmartUnitVocalManager", "修改兵种声音\n\n修改Prop Scale服装尺寸(X为音调,Y为音量,Z为类别索引/大类别)\n修改Prop Position服装位置(X为效果索引/小类别)"); dictionary.Add("SmartUnitWeaponSoundManager", "修改武器声音\n\n修改Prop Scale服装尺寸(X为音调,Y为音量,Z为类别索引/大类别)\n修改Prop Position服装位置(X为效果索引/小类别)"); dictionary.Add("SmartSFXManager", "修改效果音效\n\n修改Prop Scale服装尺寸(X为音调,Y为音量,Z为类别索引/大类别)\n修改Prop Position服装位置(X为效果索引/小类别)"); return dictionary; } private static Dictionary<string, string> BuildReverse() { Dictionary<string, string> dictionary = new Dictionary<string, string>(); dictionary.Add("修改头部尺寸", "RigScaleHead"); dictionary.Add("修改头部尺寸(仅外观,无碰撞)", "BodyPartScaleHead"); dictionary.Add("修改脖子尺寸", "RigScaleNeck"); dictionary.Add("修改脖子尺寸(仅外观,无碰撞)", "BodyPartScaleNeck"); dictionary.Add("修改身躯尺寸", "RigScaleTorso"); dictionary.Add("修改身躯尺寸(仅外观,无碰撞)", "BodyPartScaleTorso"); dictionary.Add("修改腰部尺寸", "RigScaleWaist"); dictionary.Add("修改腰部尺寸(仅外观,无碰撞)", "BodyPartScaleWaist"); dictionary.Add("修改臀部尺寸", "RigScaleHip"); dictionary.Add("修改臀部尺寸(仅外观,无碰撞)", "BodyPartScaleHip"); dictionary.Add("修改左手臂尺寸", "RigScaleLeftArm"); dictionary.Add("修改左手臂尺寸(仅外观,无碰撞)", "BodyPartScaleLeftArm"); dictionary.Add("修改右手臂尺寸", "RigScaleRightArm"); dictionary.Add("修改右手臂尺寸(仅外观,无碰撞)", "BodyPartScaleRightArm"); dictionary.Add("修改左手尺寸", "RigScaleLeftHand"); dictionary.Add("修改左手尺寸(仅外观,无碰撞)", "BodyPartScaleLeftHand"); dictionary.Add("修改右手尺寸", "RigScaleRightHand"); dictionary.Add("修改右手尺寸(仅外观,无碰撞)", "BodyPartScaleRightHand"); dictionary.Add("修改左腿尺寸", "RigScaleLegLeft"); dictionary.Add("修改左腿尺寸(仅外观,无碰撞)", "BodyPartScaleLegLeft"); dictionary.Add("修改右腿尺寸", "RigScaleLegRight"); dictionary.Add("修改右腿尺寸(仅外观,无碰撞)", "BodyPartScaleLegRight"); dictionary.Add("修改左脚尺寸", "RigScaleFootLeft"); dictionary.Add("修改左脚尺寸(仅外观,无碰撞)", "BodyPartScaleFootLeft"); dictionary.Add("修改右脚尺寸", "RigScaleFootRight"); dictionary.Add("修改右脚尺寸(仅外观,无碰撞)", "BodyPartScaleFootRight"); dictionary.Add("修改双腿尺寸", "RigScaleLegs"); dictionary.Add("修改双腿尺寸(仅外观,无碰撞)", "BodyPartScaleLegs"); dictionary.Add("修改双脚尺寸", "RigScaleFeet"); dictionary.Add("修改双脚尺寸(仅外观,无碰撞)", "BodyPartScaleFeet"); dictionary.Add("修改双臂尺寸", "RigScaleArms"); dictionary.Add("修改双臂尺寸(仅外观,无碰撞)", "BodyPartScaleArms"); dictionary.Add("修改双手尺寸", "RigScaleHands"); dictionary.Add("修改双手尺寸(仅外观,无碰撞)", "BodyPartScaleHands"); dictionary.Add("限制兵种在重力与摩擦力影响下的可动性", "SmartUnitRigidbodyLimiter"); dictionary.Add("修改兵种的属性", "SmartUnitRigidbody"); dictionary.Add("修改兵种的平衡力", "SmartUnitBalanceModifier"); dictionary.Add("使兵种可拉模的服装一直旋转", "SetPropRotatingPerpetual"); dictionary.Add("旋转兵种可拉模的服装", "SetPropRotationStatic"); dictionary.Add("修改兵种技能条件", "SmartConditionalEventManager"); dictionary.Add("修改左手武器的大小", "SmartWeaponScalingLeftStatic"); dictionary.Add("修改右手武器的大小", "SmartWeaponScalingRightStatic"); dictionary.Add("修改左手武器的大小(随兵种体积动态变化)", "SmartWeaponScalingLeftDynamic"); dictionary.Add("修改右手武器的大小(随兵种体积动态变化)", "SmartWeaponScalingRightDynamic"); dictionary.Add("修改左手武器的重量", "SmartWeaponWeightingLeft"); dictionary.Add("修改右手武器的重量", "SmartWeaponWeightingRight"); dictionary.Add("调整左手武器的向上握取位置(Y轴)", "WeaponHoldingUpRotationLeft"); dictionary.Add("调整右手武器的向上握取位置(Y轴)", "WeaponHoldingUpRotationRight"); dictionary.Add("调整左手武器的向前握取位置(Z轴)", "WeaponHoldingForwardRotationLeft"); dictionary.Add("调整右手武器的向前握取位置(Z轴)", "WeaponHoldingForwardRotationRight"); dictionary.Add("调整左手武器相对握取位置", "WeaponHoldingRelativePositionLeft"); dictionary.Add("调整右手武器相对握取位置", "WeaponHoldingRelativePositionRight"); dictionary.Add("调整左手武器的持握关节", "SmartWeaponHoldableLeft"); dictionary.Add("调整右手武器的持握关节", "SmartWeaponHoldableRight"); dictionary.Add("调整近战武器攻击冲刺", "SmartMeleeAddDash"); dictionary.Add("修改近战武器击退", "SmartMeleeKnockback"); dictionary.Add("调整左手近战武器的数据", "SmartLeftMeleeSet"); dictionary.Add("调整右手近战武器的数据", "SmartRightMeleeSet"); dictionary.Add("修改抛射物尺寸", "SmartProjectileScaling"); dictionary.Add("修改远程攻击范围", "SmartRangeDistance"); dictionary.Add("修改兵种同敌人保持的距离", "SmartKeepDistance"); dictionary.Add("调整左手远程武器的数据", "SmartLeftRangedSet"); dictionary.Add("调整右手远程武器的数据", "SmartRightRangedSet"); dictionary.Add("调整左手弹药类武器的数据", "SmartLeftMagSet"); dictionary.Add("调整右手弹药类武器的数据", "SmartRightMagSet"); dictionary.Add("调整左手远程武器抛射物的数据", "SmartProjSetLeft"); dictionary.Add("调整右手远程武器抛射物的数据", "SmartProjSetRight"); dictionary.Add("向敌人发射一次抛射物,可改色", "SmartAdaptiveProjSpawner"); dictionary.Add("骑手召唤", "SmartSummonRider"); dictionary.Add("复制该兵种", "SmartUnitDupe"); dictionary.Add("复制当前兵种的骑手,并骑在原骑手的身上", "SmartMoreRider"); dictionary.Add("更改骑手转化类技能生成的兵种数量", "SmartTransformationAmount"); dictionary.Add("为群体拥有此技能的队友变身骑手添加条件,可改色", "SmartConnectedTransform"); dictionary.Add("为该兵种变身骑手添加条件,可改色", "SmartTransformToRider"); dictionary.Add("修改骑手的位置", "SmartCustomRider"); dictionary.Add("修改兵种整体命中效果", "SmartOnHitEffectAll"); dictionary.Add("修改兵种武器命中效果", "SmartOnHitEffectWeapon"); dictionary.Add("修改兵种抛射物命中效果", "SmartOnHitEffectProj"); dictionary.Add("以特定方式治疗该兵种", "SmartHealingItem"); dictionary.Add("修改兵种声音", "SmartUnitVocalManager"); dictionary.Add("修改武器声音", "SmartUnitWeaponSoundManager"); dictionary.Add("修改效果音效", "SmartSFXManager"); return dictionary; } } internal static class TranslationData { public static Dictionary<string, string> GetTranslations() { Dictionary<string, string> dictionary = new Dictionary<string, string>(); dictionary.Add("Move_Vamp", "吸血鬼变身"); dictionary.Add("Small_Hover", "风暴巫妖悬浮"); dictionary.Add("Ballooner_Jump", "气球兵跳跃"); dictionary.Add("BarrelArmor_ArmLeft", "左臂木桶护甲"); dictionary.Add("BarrelArmor_ArmRight", "右臂木桶护甲"); dictionary.Add("BarrelArmor_ElbowLeft", "左肘木桶护甲"); dictionary.Add("BarrelArmor_ElbowRight", "右肘木桶护甲"); dictionary.Add("BarrelArmor_Head", "头部木桶护甲"); dictionary.Add("BarrelArmor_Hip", "臀部木桶护甲"); dictionary.Add("BarrelArmor_KneeLeft", "左膝木桶护甲"); dictionary.Add("BarrelArmor_KneeRight", "右膝木桶护甲"); dictionary.Add("BarrelArmor_LegLeft", "左腿木桶护甲"); dictionary.Add("BarrelArmor_LegRight", "右腿木桶护甲"); dictionary.Add("BarrelArmor_Torso", "身躯木桶护甲"); dictionary.Add("Block_Samuraigiant", "巨武士抛射物格挡"); dictionary.Add("Blunderbuss_Recoil", "喇叭枪手后坐力"); dictionary.Add("Broom_Hover", "扫帚悬浮"); dictionary.Add("Chukonu_Walk", "连弩兵步伐(远离目标时向后倾,接近目标时恢复正常速度)"); dictionary.Add("DragonKick_L", "神龙左脚踢"); dictionary.Add("FireBreath_Wheelbarrow", "独轮龙车火焰吐息"); dictionary.Add("Halberd_Walk", "挥戟兵步伐(目标接近时倒退)"); dictionary.Add("Kick_Blackbeard_L", "黑胡子左脚踢"); dictionary.Add("Kick_Captain_L", "船长左脚踢"); dictionary.Add("Kick_Harpooner_L", "鱼叉手左脚踢"); dictionary.Add("Minotaur_headbutt", "牛头怪撞头"); dictionary.Add("Move_Bombcannon_pirate", "炸弹炮手开炮手势"); dictionary.Add("Move_SpeedExplosions_Cavalry", "铁骑兵马速度伤害"); dictionary.Add("Move_SpeedExplosions_Chariot", "战车速度伤害"); dictionary.Add("Move_SpeedExplosions_Chariot_Horse", "战车马速度伤害"); dictionary.Add("Move_SpeedExplosions_Jouster", "文艺复兴马速度伤害"); dictionary.Add("Move_SpeedExplosions_Lasso", "西部马速度伤害"); dictionary.Add("Move_SpeedExplosions_Raptorrider", "骑兵恐龙速度伤害"); dictionary.Add("Move_SpeedExplosions_Wheelbarrow", "独轮车速度伤害"); dictionary.Add("Move_tankrider", "坦克骑兵前倾(叠加后会前倾冲锋,不易摔倒)"); dictionary.Add("ProjectileDodge_Cool2", "死亡使者抛射物躲闪"); dictionary.Add("ProjectileDodge_Superboxer", "超级拳击手抛射物躲闪"); dictionary.Add("SkeletonGiant_Damage_L", "骷髅巨人左脚伤害"); dictionary.Add("SkeletonGiant_Damage_R", "骷髅巨人右脚伤害"); dictionary.Add("Spinner_Walk", "狼牙棒兵步伐(兵种会左右走位)"); dictionary.Add("SpinToWin_Blackbeard", "黑胡子旋转"); dictionary.Add("SpinToWin_Mace", "狼牙棒兵旋转"); dictionary.Add("SwordArtParry_Piratequeen", "海盗女王格挡"); dictionary.Add("Vampire_Jump", "吸血鬼跳跃"); dictionary.Add("Wheelbarrowdragon", "独轮龙车龙头"); dictionary.Add("WingForEveryone", "BUG DLC翅膀"); dictionary.Add("Wings_Leg_SuperP", "超级农民悬浮"); dictionary.Add("Move_NonEditorMoves_Banjo_Walk", "班卓琴步伐(接近敌人时左右走位)"); dictionary.Add("Move_Wip_Kick", "神龙骑兵踢"); dictionary.Add("Move_NonEditorMoves_Kick_Captain_R", "船长右脚踢"); dictionary.Add("Move_NonEditorMoves_Kick_PirateQueen_R", "海盗女王右脚踢"); dictionary.Add("Move_NonEditorMoves_JumpKick_Taekwondo_R", "跆拳道右脚踢"); dictionary.Add("Move_NonEditorMoves_HeadButter_Damage_Head", "撞头兵头部伤害"); dictionary.Add("Move_NonEditorMoves_Head_Up", "炸弹炮手抬头"); dictionary.Add("Move_NonEditorMoves_JumpKick_RedJade_R", "红玉右脚踢"); dictionary.Add("Move_Wip_Fog", "迷雾"); dictionary.Add("Move_Wip_Leg__Chicken", "拉鸡"); dictionary.Add("Move_Wip_Move_TimeNinja_ChestEye", "时光术士胸膛凝时"); dictionary.Add("Move_Wip_SpinToWin_Circle", "Bug DLC旋转"); dictionary.Add("Move_NonEditorMoves_Vampire_Damage_Head", "吸血鬼头部伤害"); dictionary.Add("Move_Wip_Wings_TimeNinja_Small", "时光术士小翅膀"); dictionary.Add("Move_Wip_DarkKingSword", "黑暗王大剑"); dictionary.Add("Move_NonEditorMoves_Jester_Kick_R", "弄臣右脚踢"); dictionary.Add("Move_NonEditorMoves_DragonPunch_L", "神龙左拳"); dictionary.Add("StormPriest_Tentacles_Head", "风暴巫妖头部触须"); dictionary.Add("StormPriest_Tentacles_Hip", "风暴巫妖身躯触须"); dictionary.Add("Harpoon_Damage_L", "鱼叉手左脚伤害"); dictionary.Add("Kick_Harpooner_R", "鱼叉手右脚踢"); dictionary.Add("Harpoon_Damage_R", "鱼叉手右脚伤害"); dictionary.Add("TimeNinja_Clock", "时光术士时钟"); dictionary.Add("HeadButter_Damage_Head", "撞头兵头部伤害"); dictionary.Add("Kick_BlackBeard_R", "黑胡子右脚踢"); dictionary.Add("OrbCasting", "神盾光球"); dictionary.Add("FireBreath_WheelBarrow", "独轮龙车火焰吐息"); dictionary.Add("Humanoid", "软骨人"); dictionary.Add("Mammoth", "猛犸"); dictionary.Add("Halfing", "侏儒兵"); dictionary.Add("Halfling", "侏儒兵"); dictionary.Add("Wheelbarrow", "独轮车"); dictionary.Add("Catapult", "投石器"); dictionary.Add("Ballista", "弩车"); dictionary.Add("Minotaur", "牛头怪"); dictionary.Add("Vikingboat", "长船"); dictionary.Add("Dragon", "神龙"); dictionary.Add("Hwacha", "火厢车"); dictionary.Add("Horse", "文艺复兴马"); dictionary.Add("DavinciTank", "达芬奇坦克"); dictionary.Add("Cannon", "大炮"); dictionary.Add("Stiffy", "白骨兵"); dictionary.Add("SpookyPult", "亡灵投石器"); dictionary.Add("Horse_Pinto", "西部马"); dictionary.Add("Chariot", "战车"); dictionary.Add("Leg_Tank", "坦克"); dictionary.Add("Elephant", "大象"); dictionary.Add("Humanoid_Torso", "风暴巫妖"); dictionary.Add("Raptor", "恐龙"); dictionary.Add("RaptorWithRider", "骑兵恐龙"); dictionary.Add("Safe", "保险柜"); dictionary.Add("Broom", "扫帚"); dictionary.Add("Humanoid_UpperBody", "凯尔特女妖"); dictionary.Add("Cannon_Bomb", "炸弹炮"); dictionary.Add("Horse_Large", "铁骑兵马"); dictionary.Add("GatingGun", "格林机枪"); dictionary.Add("GatlingGun", "格林机枪"); dictionary.Add("BlackBeard", "黑胡子"); dictionary.Add("IceGiant", "冰巨人"); dictionary.Add("Clam", "蛤蜊"); dictionary.Add("Snake", "蛇"); dictionary.Add("Crow", "乌鸦"); dictionary.Add("VampBat", "蝙蝠"); dictionary.Add("Horse_Chariot", "战车马"); dictionary.Add("Humanoid_Demon", "虚无君主"); dictionary.Add("Humanoid_TimeNinja", "时光术士"); dictionary.Add("MOVE_WIP_MOVE_LEG_CHICKEN", "下小鸡"); dictionary.Add("MOVE_WIP_PROJECTILEDODGE_COOL2", "死亡使者抛射物闪避"); dictionary.Add("MOVE_NONEDITORMOVES_JUMPKICK_PIRATEQUEEN_R", "海盗女皇右脚踢"); dictionary.Add("Bypasses", "叠加"); dictionary.Add("Clothing Bypasses", "叠加服装"); dictionary.Add("Head", "头部"); dictionary.Add("Arms", "手臂"); dictionary.Add("Torso", "身躯"); dictionary.Add("Legs", "腿"); dictionary.Add("Feet", "脚"); dictionary.Add("Clothing Number", "服装编号"); dictionary.Add("Edit Cloth", "编辑服装"); dictionary.Add("Clothing Bypass", "叠加服装上限"); dictionary.Add("CLOTH NUMBER", "服装编号"); dictionary.Add("CLOTH BYPASS", "叠加服装上限"); dictionary.Add("CLOTH BY", "叠加服装上限"); dictionary.Add("Ability Bypass", "叠加能力"); dictionary.Add("Abilities", "能力"); dictionary.Add("Ability Number", "能力编号"); dictionary.Add("Remove Ability", "移除能力"); dictionary.Add("Unit Spawner", "兵种生成"); dictionary.Add("Toggle UC Spawner", "切换兵种生成方式"); dictionary.Add("Unit Name", "兵种名称"); dictionary.Add("Unit Amount", "兵种数量"); dictionary.Add("Unit Creator", "兵种编辑器"); dictionary.Add("Vanilla", "原版"); dictionary.Add("Spawn Random", "随机生成"); dictionary.Add("Spawn Specified", "指定生成"); dictionary.Add("Prop Sizing", "服装编辑"); dictionary.Add("Input Toggle", "切换方式"); dictionary.Add("Add Props!", "请添加服装!"); dictionary.Add("Prop Scale", "服装尺寸"); dictionary.Add("Prop Position", "服装位置"); dictionary.Add("Randomizer", "随机器"); dictionary.Add("Amount To Randomize", "随机生成的数量"); dictionary.Add("Weapon", "武器"); dictionary.Add("Projectile", "抛射物"); dictionary.Add("Clothing", "服装"); dictionary.Add("Remove All", "全部移除"); dictionary.Add("Update Custom Base", "载入选定模型"); dictionary.Add("UI Settings", "界面设置"); dictionary.Add("Red", "红色"); dictionary.Add("Green", "绿色"); dictionary.Add("Blue", "蓝色"); dictionary.Add("Groovy", "预览"); dictionary.Add("Set BG Color", "设置背景颜色"); dictionary.Add("Set Text Color", "设置文本颜色"); dictionary.Add("Toggle Tooltips", "切换提示开关"); dictionary.Add("reset UI colors", "重置界面颜色"); dictionary.Add("Game Speed", "游戏速度"); dictionary.Add("Min", "最小值"); dictionary.Add("Max", "最大值"); dictionary.Add("Input Min", "输入最小值"); dictionary.Add("Input Max", "输入最大值"); dictionary.Add("Input toggle", "切换方式"); dictionary.Add("toggle speed", "切换速度"); dictionary.Add("Speed", "速度"); dictionary.Add("Specific Value", "设定速度"); dictionary.Add("Input Specific Value", "输入设定速度"); dictionary.Add("Misc", "杂项"); dictionary.Add("Generate Terrain", "变化虚拟地图"); dictionary.Add("Load Map", "载入地图"); dictionary.Add("Camera Noclip", "无碰撞视角"); dictionary.Add("Play Selected song", "播放选定歌曲"); dictionary.Add("Play Default Song", "播放默认歌曲"); dictionary.Add("freecam placement", "自由视角放置兵种"); dictionary.Add("Weapon_WIP_GatlinGunBarrelsNeon", "霓虹格林机枪管"); dictionary.Add("Weapon_WIP_Bow_Holy", "圣弓"); dictionary.Add("Weapon_WIP_Totem", "图腾柱"); dictionary.Add("Weapon_WIP_Chakram", "阴阳轮刃"); dictionary.Add("Weapon_WIP_WolverineClaws_Right", "狼人爪(右)"); dictionary.Add("Weapon_WIP_Briefcase", "公文包"); dictionary.Add("Weapon_WIP_Leg_SuperBoxer_W_R", "超级拳击手右手套"); dictionary.Add("Weapon_WIP_CatapultGravel", "碎石投射"); dictionary.Add("Weapon_WIP_CatapultMagnet", "磁铁"); dictionary.Add("Weapon_WIP_RockSpell", "岩石咒"); dictionary.Add("Weapon_WIP_CentaurSword", "半人马剑"); dictionary.Add("Weapon_WIP_Jester_Dagger_R", "弄臣匕首(右)"); dictionary.Add("Weapon_WIP_Throw_Bird", "猫头鹰"); dictionary.Add("Weapon_WIP_DragingSword", "拖曳国王长剑"); dictionary.Add("Weapon_WIP_CircleWeapon", "环刃"); dictionary.Add("Weapon_WIP_Bow_Dark", "黑暗长弓"); dictionary.Add("Weapon_WIP_HandShake", "握握手"); dictionary.Add("Weapon_WIP_Throw_Bird_1", "单只乌鸦"); dictionary.Add("Weapon_WIP_BlinkDagger", "闪现匕首"); dictionary.Add("Weapon_WIP_ChickenmanHands", "鸡人之手"); dictionary.Add("Weapon_WIP_NetSpell", "蛛网法术"); dictionary.Add("Weapon_WIP_WolverineClaws", "狼人爪(左)"); dictionary.Add("Weapon_WIP_CatapultGravle", "碎石"); dictionary.Add("Weapon_WIP_GatlingGunBarrelsNeon", "霓虹格林机枪管"); dictionary.Add("Projectile_WIP_P_GiantLaser_Tracker", "光束射击-追踪激光"); dictionary.Add("Projectile_WIP_P_Stasis_Spawned", "静电射击-生成"); dictionary.Add("Projectile_WIP_P_Sword", "飞光剑"); dictionary.Add("Projectile_WIP_P_TeslaCannon_Spawned", "特斯拉射击"); dictionary.Add("P_BouncyBall", "弹力球"); dictionary.Add("Projectile_WIP_P_Chakram", "轮刃弹"); dictionary.Add("Projectile_WIP_P_Dark", "黑暗箭"); dictionary.Add("Projectile_WIP_P_Owl", "猫头鹰"); dictionary.Add("Projectile_WIP_PS_Garvle", "碎石"); dictionary.Add("Projectile_WIP_P_GatlingGunNeon", "霓虹格林机枪子弹"); dictionary.Add("Projectile_WIP_P_Dummy", "时光术士时停(啥也没有)"); dictionary.Add("Projectile_WIP_PS_Webs", "蛛网"); dictionary.Add("Projectile_WIP_P_Holy", "圣箭"); dictionary.Add("Projectile_WIP_P_Magnet", "磁铁"); dictionary.Add("Projectile_WIP_P_Skull", "骨针"); dictionary.Add("Projectile_WIP_P_Hero_Bow1", "英雄箭"); dictionary.Add("Projectile_WIP_B_Pot", "蛇翁"); dictionary.Add("Projectile_WIP_Arrow_Boxing", "保龄球箭"); dictionary.Add("Projectile_WIP_P_TimeNinja", "时光术士火焰弹"); dictionary.Add("Projectile_WIP_P_BulletGrenade", "破片子弹手雷"); dictionary.Add("Load The UC!", "载入兵种编辑器!"); dictionary.Add("In Order to", "这是为了"); dictionary.Add("Use This", "用来"); dictionary.Add("Load The UC", "载入兵种编辑器"); dictionary.Add("Projectile_WIP_PS_Gravel", "碎石"); dictionary.Add("Projectile_WIP_PS_Gravle", "碎石"); dictionary.Add("Weapon_WIP_CatapultBounce", "弹力球"); dictionary.Add("左脚踢", "跆拳道左脚伤害"); dictionary.Add("右脚踢", "跆拳道右脚伤害"); dictionary.Add("丘比特翅膀", "丘比特翅膀"); dictionary.Add("大师抛射物格挡", "红玉抛射物格挡"); dictionary.Add("短跳", "狂战士短跳"); dictionary.Add("阿尔忒弥斯箭", "阿尔忒弥斯退敌箭"); dictionary.Add("倒走", "长矛兵倒走"); dictionary.Add("镰形刀飞旋跳跃劈", "相当于会跳起来的红玉飞旋"); dictionary.Add("滚筒", "滚桶兵自爆桶"); dictionary.Add("冰霜吐息(前一个)", "冰巨人吐息"); dictionary.Add("抛射物格挡(前一个)", "有特效的霓虹抛射物格挡"); dictionary.Add("快枪手躲闪", "快枪手近战躲闪"); dictionary.Add("上忍躲闪", "上忍近战躲闪"); dictionary.Add("弩车箭", "弩车武器"); dictionary.Add("短弓", "古代坦克弓"); dictionary.Add("火厢车箭", "火厢车武器"); dictionary.Add("?(前一个)", "天神羊皮盾兵之手"); dictionary.Add("?(后一个)", "时光术士二阶段之手"); dictionary.Add("时光操纵术", "时光术士一阶段武器"); dictionary.Add("投石器石块", "投石车武器"); dictionary.Add("拳头00", "普通拳 1218993014"); dictionary.Add("拳头01", "侏儒拳 1176476254"); dictionary.Add("拳头02", "撞头兵拳 1101323965"); dictionary.Add("拳头03", "农民拳 930836759"); dictionary.Add("拳头04", "燧发枪手拳 1869840987"); dictionary.Add("拳头05", "推车拳 1694141970"); dictionary.Add("拳头06", "僵尸拳 410491342"); dictionary.Add("坦克炮管", "坦克武器"); dictionary.Add("法老之手", "法老举手"); dictionary.Add("坦克骑兵之手", "坦克骑兵武器,装备后会跪下"); dictionary.Add("狼牙棒", "巨型狼牙棒"); dictionary.Add("匕首", "伤害250+往上"); dictionary.Add("大炮弹药", "海盗炮武器"); dictionary.Add("炸弹炮弹药", "炸弹炮武器"); dictionary.Add("格林机枪管", "格林机枪武器"); dictionary.Add("火焰吐息", "神龙火焰吐息"); dictionary.Add("黑暗王躲闪(后一个)", "虚无君主二阶段瞬移(没有无敌帧,伤害更高)"); dictionary.Add("时光术士爆炸", "时光术士二阶段死亡自爆效果"); dictionary.Add("霓虹抛射粉碎场", "与霓虹抛射粉碎差不多,但只会在放置点生成抛射物防护盾"); dictionary.Add("空白的", "白骨双头火长剑"); dictionary.Add("P_Bouncyball(7)", "弹力球"); dictionary.Add("Clothing Bypass", "叠加服装上限"); dictionary.Add("UNIT CREATOR TOOLS; ALL THINGS RELATED TO THE UNIT CREATOR", "兵编工具; 所有内容都跟兵种编辑器有关"); dictionary.Add("TOGGLES LUCM; BASICALLY UNLOCKS ALL ASSETS HIDDEN WITHIN THE GAME-FILES AND ALLOWS YOU TO PLAY WITH THEM. UNIT CREATOR ITEMS NOT SHAREABLE WITH VANILLA USERS", "切换LUCM;基本解锁了游戏文件中所有隐藏资产,并允许你使用它们。兵种编辑器内容无法与原版玩家共享"); dictionary.Add("BYPASSES; FOR BYPASSING UNIT CREATOR LIMITS ON ABILITIES AND CLOTHING.", "叠加;用于绕过兵种编辑器对能力和服装的限制"); dictionary.Add("UNIT SPAWNER: UTILIZES THE UNIT CREATOR SPAWNER SO YOU CAN SPAWN CUSTOM STUFF (ONLY IN THE UC)", "兵种生成;使用兵种编辑生成器,让你可以生成定制内容(仅限兵种编辑器内)"); dictionary.Add("PROP SIZING: LETS YOU SET THE SCALE AND POSITION OF VARIOUS PROPS. (ONLY WORKS ON CERTAIN PROPS, PRIMARILY HELMETS AND HATS)", "服装编辑;调整各种服装的尺寸和位置(仅对部分服装有效,主要是头盔和帽子)"); dictionary.Add("RANDOMIZER; LETS YOU DO A BUNCH OF RANDOMIZED ACTIONS FOR WHEN YOU NEED SOME CREATIVITY.", "随机器;可执行大量随机操作,适用于你需要一些创意的时候"); dictionary.Add("DROPDOWN FOR SELECTING A CUSTOM BASE", "用于选择一个自定义模型的下拉菜单"); dictionary.Add("UPDATES CUSTOM BASE TO SELECTED BASE, THIS APPLIES THE UNIT BASE TO THE DEFAULT LIST OF BASES, THAT YOU THEN NEED TO CLICK ON IN THE DEFAULT MENU TO CHANGE YOUR UNITBASE.", "载入选定模型,这会把选定的兵种模型修改为默认模型,之后需要在默认菜单中点击它来修改兵种模型"); dictionary.Add("NUMBER OF CLOTH YOU WANT TO EDIT. PRIMARILY FOR EDITING BEYOND 15 ITEMS.", "选择你想要编辑的服装序号,主要用于编辑超过十五件的服装"); dictionary.Add("EDITS THE CLOTH NUMBER YOU PUT ON THE LEFT.", "编辑你在左侧填写的服装序号"); dictionary.Add("BYPASSES THE 15 CLOTHING LIMIT BY FILLING THE MISSING CLOTHING SPOTS, YOU NEED TO HAVE A SINGLE PROP FOR THIS TO WORK.", "通过填充缺少的服装槽位来绕过15件服装限制,需要已有一个服装才能生效"); dictionary.Add("TOGGLES THE UC DEFAULT SPAWNER, BASICALLY IF YOU WANT TO ONLY SPAWN THE ONES YOU CLICKED IN THIS MENU CLICK THIS", "切换兵种编辑器默认生成,若只想生成在此菜单中选中的兵种,就点击这个"); dictionary.Add("THIS IS WHERE YOU PUT THE NAME FOR EITHER VANILLA OR UNIT CREATOR UNITS, IF YOU CLICK SPAWN RANDOM DON'T WORRY ABOUT FILLING THIS IN", "这里用来输入原版或兵种编辑器兵种的名称,如果点击了随机生成则无需输入"); dictionary.Add("THE AMOUNT OF UNITS OF THIS TYPE YOU WANT TO SPAWN. EX: PUTTING 10 WILL GET YOU 10 OF WHATEVER NAME YOU PUT IN", "输入你想要生成该兵种的数量。例:输入10,就会生成10个你填写名称的对应兵种"); dictionary.Add("THIS DROPDOWN TELLS WHAT TYPE OF UNIT TO SPAWN, UC OR VANILLA.", "此下拉菜单用于选择要生成的兵种类型:兵种编辑器或者原版"); dictionary.Add("SPAWNS RANDOM UNITS FROM EITHER THE UNIT CREATOR OR VANILLA DEPENDING ON WHAT YOU'VE GOT SELECTED", "根据你所选的类型,从兵种编辑器或原版中生成随机单位"); dictionary.Add("SPAWNS THE UNIT NAME AND AMOUNT YOU PUT IN THE FIELDS ABOVE", "生成你输入的对应名称和数量的兵种"); dictionary.Add("CHANGES INPUT MODE TO EITHER SLIDERS OR SPECIFIC VALUES.", "将输入方式切换为滑块或具体数值"); dictionary.Add("LIST OF PROPS EQUIPPED ON THE UNIT, SELECT THE PROP YOU WISH TO CHANGE.", "兵种已装备的服装列表,选择你想要修改的服装"); dictionary.Add("THE AMOUNT OF PROPS, ABILITIES, OR ETC TO ADD.", "要添加的服装、能力等数量"); dictionary.Add("SPAWNS RANDOMIZED WEAPONS. (PUT ONE IN AMOUNT TO SPAWN IN THE MAIN HAND, AND TWO TO SPAWN IN THE OFF HAND)", "生成随机武器(在数量中填1生成在主手,填2则生成在副手)"); dictionary.Add("SPAWNS RANDOMIZED PROJECTILE, PUT ONE TO GET THE PROJECTILE IN THE MAIN WEAPON, AND TWO IN THE OFF HAND WEAPON", "生成随机抛射物,填1则修改主武器抛射物,2则修改副武器抛射物"); dictionary.Add("SPAWNS RANDOMIZED CLOTHING BASED ON AMOUNT IN THE INPUT", "根据输入的数量生成随机服装"); dictionary.Add("SPAWNS RANDOMIZED ABILITIES BASED ON INPUT NUMBER", "根据输入的数量生成随机能力"); dictionary.Add("THIS DROPDOWN TELLS YOU WHAT ITEM YOU WISH TO REMOVE ALL OF", "此下拉菜单用于选择你想要移除的内容"); dictionary.Add("REMOVES ALL OF A SELECTED OPTION", "移除所选的全部内容"); dictionary.Add("MAIN BUTTON; OPENS BOTTOM MENU, CLICK AGAIN TO CLOSE BOTTOM MENU.", "主按钮;打开底部菜单,再次点击关闭底部菜单"); dictionary.Add("NUMBER OF ABILITY YOU WANT TO REMOVE. USEFUL FOR ABILITY BEYOND THE LIMIT.", "要移除的能力序号,适用于超出上限的能力"); dictionary.Add("PRESSING THIS LETS YOU SCALE ON THE X AXIS", "使用可修改X轴尺寸"); dictionary.Add("PRESSING THIS LETS YOU SCALE ON THE Y AXIS", "使用可修改Y轴尺寸"); dictionary.Add("PRESSING THIS LETS YOU SCALE ON THE Z AXIS", "使用可修改Z轴尺寸"); dictionary.Add("PRESSING THIS LETS YOU POSITION AT THE X AXIS", "使用可修改X轴位置"); dictionary.Add("PRESSING THIS LETS YOU POSITION AT THE Y AXIS", "使用可修改Z轴位置"); dictionary.Add("PRESSING THIS LETS YOU POSITION AT THE Z AXIS", "使用可修改Y轴位置"); dictionary.Add("THE RED VALUE OF RGB, PICK A NUMBER BETWEEN 0-255. I RECOMMEND USING GOOGLE FOR COLOR PICKING THEN GETTING THE RGB FROM THERE.", "RGB 中的红色值,选择 0–255 之间的数字。建议使用 Google 颜色选择器,然后从中获取 RGB 值"); dictionary.Add("THE GREEN VALUE OF RGB, PICK A NUMBER BETWEEN 0-255. I RECOMMEND USING GOOGLE FOR COLOR PICKING THEN GETTING THE RGB FROM THERE.", "RGB 中的绿色值,选择 0–255 之间的数字。建议使用 Google 颜色选择器,然后从中获取 RGB 值"); dictionary.Add("THE BLUE VALUE OF RGB, PICK A NUMBER BETWEEN 0-255. I RECOMMEND USING GOOGLE FOR COLOR PICKING THEN GETTING THE RGB FROM THERE.", "RGB 中的蓝色值,选择 0–255 之间的数字。建议使用 Google 颜色选择器,然后从中获取 RGB 值"); dictionary.Add("SHOWS A COLOR PREVIEW AFTER YOU START PUTTING VALUES. YOU MUST PUT A VALUE IN ALL RED GREEN AND BLUE BOXES FOR IT TO WORK.", "在你开始输入数值后,会显示颜色预览。必须在红、绿、蓝三个框中都填入数值,才能生效"); dictionary.Add("SETS THE BACKGROUND COLORS TO THE COLOR YOU INPUTTED. YOU NEED TO FILL ALL RED, GREEN, AND BLUE FIELDS FOR THIS TO WORK PROPERLY.", "将背景颜色设置为你输入的颜色。你需要全部填写红、绿、蓝才能正常生效"); dictionary.Add("SETS THE TEXT/ICON COLORS TO THE COLOR YOU INPUTTED. YOU NEED TO FILL ALL RED, GREEN, AND BLUE FIELDS FOR THIS TO WORK PROPERLY.", "将文本/图标颜色设置为你输入的颜色。你需要全部填写红、绿、蓝才能正常生效"); dictionary.Add("DISABLES/ENABLES TOOLTIPS LIKE THE ONE YOU'RE READING! ENABLED BY DEFAULT.", "禁用/启用提示框(就像你正在看的这个),默认启用"); dictionary.Add("RESETS THE UI COLORS/TEXT TO DEFAULT", "重置UI /文本颜色"); dictionary.Add("MINIMUM SPEED OF THE SLIDER, BASICALLY THE VALUE THE SLIDER WILL BE WHEN ITS SET FARTHEST LEFT", "滑块的最小速度,基本上就是滑块拉到最左边时的值"); dictionary.Add("MAXIMUM SPEED OF THE SLIDER, BASICALLY THE VALUE THE SLIDER WILL BE WHEN ITS SET FARTHEST RIGHT", "滑块的最大速度,基本上就是滑块拉到最右边时的值"); dictionary.Add("CHANGES THE INPUT TO SLIDER OR A INPUT BOX", "切换输入方式为滑块或输入框"); dictionary.Add("ENABLES THE CUSTOM SPEED YOU'VE PUT", "启用你设定的自定义速度"); dictionary.Add("USER INTERFACE; THE WAY THE MOD MENU LOOKS", "用户界面;模组菜单的外观"); dictionary.Add("GAME SPEED; ADJUSTS THE TIME/SPEED OF THE GAME.", "游戏速度;调整游戏的时间/速度"); dictionary.Add("MISCELLANOUS; FOR THINGS THAT DONT HAVE A MENU.", "杂项;用于没有独立菜单的内容"); dictionary.Add("GENERATES RANDOM TERRAIN ON THE FLAT SIMULATION MAP. (ONLY WORKS THERE AS WELL)", "在虚拟平坦地图上生成随机地形(仅限此地图)"); dictionary.Add("LIST OF MAPS SELECTABLE TO BE LOADED", "可选择载入的地图列表"); dictionary.Add("LOADS WHATEVER MAP YOU'VE SELECTED IN THE DROPDOWN ABOVE", "载入你在上方下拉菜单中选择的地图"); dictionary.Add("MAKES UNITS PLACEMENT WHILE IN FREECAM.", "允许在自由视角下放置兵种"); dictionary.Add("MAKES THE CAMERA PHASE THROUGH OBJECTS BY DISABLING IT'S COLLIDER. CLICK THIS AGAIN TO MAKE THE CAMERA COLLIDE WITH OBJECTS AGAIN.", "通过禁用碰撞,使视角可以穿透物体。再次点击重新启用碰撞"); dictionary.Add("A LIST OF SONGS PLAYABLE.", "一个可播放歌曲的列表"); dictionary.Add("PLAYS THE SONG YOU'VE SELECTED IN THE DROPDOWN ABOVE INSTEAD OF WHAT WOULD NORMALLY PLAY. IT REPLACES THE SONG DEPENDING ON WHAT MODE YOU'RE IN. (BATTLE OR PLACEMENT)", "播放你在上方下拉菜单中选中的歌曲,替代原本会播放的歌曲。它会根据你当前所处的模式来替换歌曲(战斗或放置)"); dictionary.Add("PLAYS WHATEVER SONG WOULD NORMALLY PLAY. USE THIS TO REVERSE THE ABOVE \"PLAY SELECTED SONG\" BUTTON", "播放原本会播放的歌曲。用此按钮来取消上方“播放选定歌曲”的效果"); dictionary.Add("Faction_WIP", "废案派系"); dictionary.Add("PROP_CRUSADER_CROWN_ICE_KING", "十字军冰王王冠"); dictionary.Add("PROP_MISC_CM_HEAD001", "鸡人头冠"); dictionary.Add("Missing Faction", "遗失派系"); dictionary.Add("CP_LEGACY_BOXER_HELMET001", "传奇拳击手头盔001"); dictionary.Add("CP_LEGACY_BOXER_BANDAID001", "传奇拳击手创可贴001"); dictionary.Add("CP_TRIBAL_TUNICA001_BOTTOM", "部落束腰下摆外衣001"); dictionary.Add("PROP_MISC_CM_TORSO001", "鸡人护身001"); dictionary.Add("Neon", "霓虹"); dictionary.Add("CP_NEON_BACKPACK003", "霓虹背包003"); dictionary.Add("CP_NEON_MINIMISSILES002", "霓虹迷你导弹002"); dictionary.Add("CP_SPIDERMAGEBRACELET001", "蜘网法师手镯001"); dictionary.Add("PROP_MISC_CM_LEGS001", "鸡人护腿001"); dictionary.Add("PROP_MISC_CM_SHOES001", "鸡人鞋001"); dictionary.Add("CP_LEGACY_BOXER_SHOES001", "传奇拳击手鞋001"); dictionary.Add("Abilities Bypass", "叠加能力"); dictionary.Add("MINIMIZE BUTTON; CLOSES ALL WINDOWS AND SHRINKS THE MAIN BUTTON TO BE OUT OF THE WAY", "最小化按钮;关闭所有窗口并缩小主按钮,避免遮挡"); dictionary.Add("Goes to the first page of Bypasses", "前往叠加的第一页"); dictionary.Add("Goes to the second page of Bypasses", "前往叠加的第二页"); dictionary.Add("Goes to the second page of Misc", "前往杂项的第二页"); dictionary.Add("Goes back to the first page of", "返回第一页"); dictionary.Add("CHANGE FACTION", "更换派系"); dictionary.Add("EDIT FACTIONS", "编辑派系"); dictionary.Add("HOLD TO SHOW CONTROLS", "按住以显示控制"); dictionary.Add("SELECT PROJECTILE", "选择抛射物"); dictionary.Add("GOES TO THE FIRST PAGE OF BYPASSES", "前往叠加的第一页"); dictionary.Add("GOES TO THE SECOND PAGE OF BYPASSES", "前往叠加的第二页"); dictionary.Add("GOES BACK TO THE FIRST PAGE OF MISC", "返回杂项的第一页"); dictionary.Add("BATTLE", "战斗"); dictionary.Add("PLACEMENT", "放置"); dictionary.Add("TRIBAL", "部落"); dictionary.Add("FARMER", "农夫"); dictionary.Add("ANCIENT", "古代"); dictionary.Add("MEDIEVAL", "中世纪"); dictionary.Add("VIKING", "维京"); dictionary.Add("SIMULATION", "虚拟"); dictionary.Add("MISC/MENUMUSIC", "杂项/彩蛋音乐"); dictionary.Add("DYNASTY", "王朝"); dictionary.Add("RENAISSANCE", "文艺复兴"); dictionary.Add("HALLOWEEN", "亡灵"); dictionary.Add("PIRATE", "海盗"); dictionary.Add("WESTERN", "西部"); dictionary.Add("LEGACY", "传奇"); dictionary.Add("FANTASYGOOD", "魔幻善"); dictionary.Add("FANTASYEVIL", "魔幻恶"); dictionary.Add("UNITCREATOR", "兵种编辑器"); dictionary.Add("CHRISTMAS", "圣诞"); dictionary.Add("CREDITS", "制作人员"); dictionary.Add("Technical Items", "技术模组"); dictionary.Add("HideAbilityModel", "隐藏能力模型"); dictionary.Add("TornadoDisables", "禁用龙卷风"); dictionary.Add("NoFallDamage", "无摔落伤害"); dictionary.Add("StandStill", "站立不动"); dictionary.Add("NeverShowHealthBar", "不展示血条"); dictionary.Add("AbilityRemoveSound", "移除能力音效"); dictionary.Add("KeepNormalUnitColorInstance", "兵种颜色不变"); dictionary.Add("NullifyAllDelay", "取消能力前摇"); dictionary.Add("WeaponSwapWhenBelowHalf", "半血切换武器"); dictionary.Add("WeaponSwapWhenTargetDistance", "目标接近切换武器"); dictionary.Add("MovementComponentConfusedMovement", "将兵种移动类型改为困惑"); dictionary.Add("MovementComponentFleeDistance", "将兵种移动类型改为逃跑"); dictionary.Add("MovementComponentKeepPreferredDistance", "将兵种移动类型改为近身兵种"); dictionary.Add("MovementComponentKeepRangedDistance", "将兵种移动类型改为远程兵种"); dictionary.Add("MovementComponentNeverStopRunning", "将兵种移动类型改为一直前进"); dictionary.Add("MeleeAddBlink", "近战攻击背刺"); dictionary.Add("MeleeAddDissarm", "近战武器攻击缴械"); dictionary.Add("MeleeHitFaster", "近战击中敌人时减少CD"); dictionary.Add("MeleeAddStick", "近战能够黏住敌人"); dictionary.Add("SetProjHoming", "远程武器抛射物追踪"); dictionary.Add("TransformToRiderChronoCondition", "以时光术士的方式变为骑手(造成800伤害)"); dictionary.Add("TransformToRiderDarkKingCondition", "以虚无君主的方式变为骑手(造成800伤害)"); dictionary.Add("AlwaysTransferHP", "变身前后血量一致"); dictionary.Add("UnbindVehicleHealth", "骑手死亡时,坐骑不会一起死亡"); dictionary.Add("UnbindRiderHealth", "坐骑死亡时,骑手不会一起死亡"); dictionary.Add("BindVehicleHealth", "骑手死亡时,坐骑一起死亡"); dictionary.Add("BindRiderHealth", "坐骑死亡时,骑手一起死亡"); dictionary.Add("FusionWithRider", "和骑手融合"); dictionary.Add("AdaptivePirateQueenThrow", "替换女皇炸弹飞旋的抛射物"); dictionary.Add("AdaptiveSenseiBurstThrow", "替换手里剑风暴的抛射物"); dictionary.Add("AdaptiveOrbCasting", "替换天神羊皮盾的神盾抛射物"); dictionary.Add("AdaptiveSwordCasting", "替换飞剑术的抛射物"); dictionary.Add("AdaptiveArrowVolley", "替换乱箭的抛射物"); dictionary.Add("MakeBaseHaveProp", "允许部分特殊模型添加服装"); dictionary.Add("DisableUnitOutline", "禁用该兵种的描边"); dictionary.Add("UnitTargetSelf", "将该兵种的远程与部分技能的攻击目标改为自身"); dictionary.Add("UnitDisableFriendlyFire", "部分攻击不会造成友伤"); dictionary.Add("ColorableProjModel", "修改抛射物模型的颜色"); dictionary.Add("ColorableProjParticle", "修改抛射物轨迹与特效的颜色"); dictionary.Add("ForcePointAddReaperScytheEffect", "在武器附近添加死神镰刀的特效"); dictionary.Add("ForceSkinChange", "修改兵种本体的颜色,不改变附加物的颜色"); dictionary.Add("SkinChanges", "修改兵种模型整体颜色"); dictionary.Add("MeleeTrail", "为近战武器添加轨迹特效"); dictionary.Add("AlwaysOpenedEyes", "兵种不眨眼"); dictionary.Add("RemoveRightWParticles", "移除右手武器的外观特效"); dictionary.Add("RemoveLeftWParticles", "移除左手武器的外观特效"); dictionary.Add("WeaponPlaceholderBoxRight", "在右手武器上添加一个可修改拉模的正方体"); dictionary.Add("WeaponPlaceholderBoxLeft", "在左手武器上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxHead", "在头部上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxNeck", "在脖子上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxProps", "添加占位方块道具"); dictionary.Add("AddPlaceholderSphereWeapon", "武器添加可拉模球体"); dictionary.Add("AddPlaceholderSphereHead", "在头部上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereNeck", "在脖子上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereWaist", "在腰部上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereHands", "在双手上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereFeet", "在双脚上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderPyramidHead", "在头部上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidNeck", "在脖子上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidFeet", "在双脚上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidLegs", "在双腿上添加一个可修改拉模的锥体"); dictionary.Add("PlaceholderSphereTorso", "躯干球体占位"); dictionary.Add("PlaceholderBoxTorso", "躯干方块占位"); dictionary.Add("RigScaleHead", "修改头部的尺寸"); dictionary.Add("RigScaleTorso", "修改身躯的尺寸"); dictionary.Add("RigScaleHip", "修改臀部的尺寸"); dictionary.Add("RigScaleLeftArm", "修改左手臂的尺寸"); dictionary.Add("RigScaleRightArm", "修改右手臂的尺寸"); dictionary.Add("RigScaleLeftHand", "修改左手的尺寸"); dictionary.Add("RigScaleRightHand", "修改右手的尺寸"); dictionary.Add("RigScaleLegLeft", "修改左腿的尺寸"); dictionary.Add("RigScaleLegRight", "修改右腿的尺寸"); dictionary.Add("RigScaleFootLeft", "修改左脚的尺寸"); dictionary.Add("RigScaleFootRight", "修改右脚的尺寸"); dictionary.Add("BodyPartScaleHead", "修改头部的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleNeck", "修改脖子的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleTorso", "修改身躯的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleHip", "修改臀部的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleLeftArm", "修改左手臂的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleRightArm", "修改右手臂的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleLeftHand", "修改左手的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleRightHand", "修改右手的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleLegLeft", "修改左腿的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleLegRight", "修改右腿的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleFootLeft", "修改左脚的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleFootRight", "修改右脚的尺寸(仅外观,无碰撞)"); dictionary.Add("SmartUnitRigidbodyLimiter", "限制兵种在重力与摩擦力影响下的可动性"); dictionary.Add("SmartUnitRigidbody", "修改兵种的属性"); dictionary.Add("SmartMovingProp", "使服装自动旋转"); dictionary.Add("SmartUnitBalanceModifier", "修改兵种的平衡力"); dictionary.Add("SmartConditionalEventManager", "修改兵种技能条件"); dictionary.Add("SmartWeaponScalingRightStatic", "修改右手武器的大小"); dictionary.Add("SmartWeaponScalingLeftStatic", "修改左手武器的大小"); dictionary.Add("SmartWeaponScalingRightDynamic", "修改右手武器的大小(随兵种体积动态变化)"); dictionary.Add("SmartWeaponScalingLeftDynamic", "修改左手武器的大小(随兵种体积动态变化)"); dictionary.Add("SmartWeaponWeighting", "修改左右手武器的重量"); dictionary.Add("WeaponHoldingUpRotationLeft", "调整左手武器的向上握取位置(Y轴)"); dictionary.Add("WeaponHoldingForwardRotationLeft", "调整左手武器的向前握取位置(Z轴)"); dictionary.Add("WeaponHoldingRelativePositionLeft", "调整左手武器相对握取位置"); dictionary.Add("WeaponHoldingUpRotationRight", "调整右手武器的向上握取位置(Y轴)"); dictionary.Add("WeaponHoldingForwardRotationRight", "调整右手武器的向前握取位置(Z轴)"); dictionary.Add("WeaponHoldingRelativePositionRight", "调整右手武器相对握取位置"); dictionary.Add("SmartWeaponHoldableLeft", "调整左手武器的持握关节"); dictionary.Add("SmartWeaponHoldableRight", "调整右手武器的持握关节"); dictionary.Add("SmartMeleeAddDash", "调整近战武器攻击冲刺"); dictionary.Add("SmartMeleeKnockback", "修改近战武器击退"); dictionary.Add("SmartRightMeleeSet", "调整右手近战武器的数据"); dictionary.Add("SmartLeftMeleeSet", "调整左手近战武器的数据"); dictionary.Add("SmartProjectileScaling", "修改抛射物尺寸"); dictionary.Add("SmartRangeDistance", "修改远程攻击范围"); dictionary.Add("SmartRightRangedSet", "调整右手远程武器的数据"); dictionary.Add("SmartLeftRangedSet", "调整左手远程武器的数据"); dictionary.Add("SmartRightMagSet", "调整右手弹药类武器的数据"); dictionary.Add("SmartLeftMagSet", "调整左手弹药类武器的数据"); dictionary.Add("SmartProjSetRight", "调整右手远程武器抛射物的数据"); dictionary.Add("SmartProjSetLeft", "调整左手远程武器抛射物的数据"); dictionary.Add("SmartSummonRider", "骑手召唤"); dictionary.Add("SmartUnitDupe", "复制该兵种"); dictionary.Add("MoreRider", "复制骑手并叠加"); dictionary.Add("SmartTransformationAmount", "更改骑手转化类技能生成的兵种数量"); dictionary.Add("SmartConnectedTransform", "为群体拥有此技能的队友变身骑手添加条件,可改色"); dictionary.Add("SmartTransformToRider", "为该兵种变身骑手添加条件,可改色"); dictionary.Add("SmartOnHitEffectAll", "修改兵种整体命中效果"); dictionary.Add("SmartOnHitEffectWeapon", "修改兵种武器命中效果"); dictionary.Add("SmartOnHitEffectProj", "修改兵种抛射物命中效果"); dictionary.Add("SmartOnHitEffect", "智能命中效果"); dictionary.Add("SmartOnHitWeaponEffect", "智能命中武器效果"); dictionary.Add("SmartOnHit", "智能命中"); dictionary.Add("OnHitEffectAddon", "命中效果附加"); dictionary.Add("SpawnExplosion", "生成爆炸"); dictionary.Add("SpawnExplosionRandom", "随机生成爆炸"); dictionary.Add("SmartHealingItem", "以特定方式治疗该兵种"); dictionary.Add("AdaptiveCast", "自适应施法"); dictionary.Add("AdaptiveBurst", "自适应爆发"); dictionary.Add("AdaptiveThrow", "自适应投掷"); dictionary.Add("SmartAdaptiveProjSpawner", "向敌人发射一次抛射物,可改色"); dictionary.Add("MeleeWeaponDissarm", "近战武器缴械"); dictionary.Add("MeleeWeaponStick", "近战武器黏附"); dictionary.Add("MeleeAddDash", "近战冲刺"); dictionary.Add("ThrowMeleeWeapon", "投掷近战武器"); dictionary.Add("WeaponSwap", "武器切换"); dictionary.Add("ScaleWeapon", "缩放武器"); dictionary.Add("MoveToWeapon", "移向武器"); dictionary.Add("WeaponForceAnimation", "武器强制动画"); dictionary.Add("WeaponDoubledRange", "武器双倍范围"); dictionary.Add("WeaponHalvedRange", "武器减半范围"); dictionary.Add("SmartWeaponScaling", "智能武器缩放"); dictionary.Add("SmartWeaponScalingRight", "右手武器缩放"); dictionary.Add("SmartWeaponScalingLeft", "左手武器缩放"); dictionary.Add("SmartWeaponScalingDynamic", "智能武器动态缩放"); dictionary.Add("SmartWeaponScalingStatic", "智能武器静态缩放"); dictionary.Add("SmartWeaponHoldingChange", "智能武器持握变更"); dictionary.Add("SmartWeaponRigidbodyChange", "智能武器刚体变更"); dictionary.Add("RemoveWeaponParticles", "移除武器粒子"); dictionary.Add("CollisionWeapon", "碰撞武器"); dictionary.Add("LetGoOfWeapon", "放下武器"); dictionary.Add("SmartProjSet", "智能投射物设置"); dictionary.Add("HomingProjCustomized", "自定义追踪投射物"); dictionary.Add("ApplyProjChanges", "应用投射物变更"); dictionary.Add("ChangeProjectileHoming", "更改投射物追踪"); dictionary.Add("DoublesProjectile", "双倍投射物"); dictionary.Add("HalvesProjectile", "减半投射物"); dictionary.Add("SmartRangedSet", "智能远程设置"); dictionary.Add("KeepRangedDistance", "保持远程距离"); dictionary.Add("MultiplyRangedDelay", "增加远程延迟"); dictionary.Add("HalvesRangedDelay", "减半远程延迟"); dictionary.Add("SmartMagSet", "智能弹匣设置"); dictionary.Add("ApplyMagChanges", "应用弹匣变更"); dictionary.Add("SmartSFXManager", "修改效果音效"); dictionary.Add("SmartUnitVocalManager", "修改兵种声音"); dictionary.Add("SmartUnitWeaponSoundManager", "修改武器声音"); dictionary.Add("SmartSoundsManagerBehaviour", "修改效果音效"); dictionary.Add("AssignSoundEffect", "分配音效"); dictionary.Add("AssignVocalSounds", "分配语音"); dictionary.Add("CollisionSound", "碰撞音效"); dictionary.Add("SummonRider", "召唤骑手"); dictionary.Add("SmartCustomRider", "修改骑手的位置"); dictionary.Add("SmartMount", "智能坐骑"); dictionary.Add("EnterMount", "骑乘坐骑"); dictionary.Add("GetAndDeleteRider", "获取并移除骑手"); dictionary.Add("SetIsRider", "设置为骑手"); dictionary.Add("BindSiegeHealth", "绑定攻城武器生命"); dictionary.Add("killRiderIfVehicleDies", "载具死亡时杀死骑手"); dictionary.Add("killVehicleIfRiderDies", "骑手死亡时摧毁载具"); dictionary.Add("RiderHolder", "骑手容器"); dictionary.Add("FinalInitializeRiderAndVar", "最终初始化骑手与变量"); dictionary.Add("TransformAddDelay", "变形添加延迟"); dictionary.Add("TransformToRiderWhenDies", "死亡时变形为骑手"); dictionary.Add("DoublesUnitSpawning", "双倍单位生成"); dictionary.Add("BodyPartScale", "身体部件缩放"); dictionary.Add("NulifyRightHand", "消除右手"); dictionary.Add("NulifyLeftHand", "消除左手"); dictionary.Add("NulifyHead", "消除头部"); dictionary.Add("GoToBodyPart", "转向身体部件"); dictionary.Add("SmartRigScaleSizing", "智能刚体尺寸调整"); dictionary.Add("RigScale", "刚体缩放"); dictionary.Add("ApplyRigidbodyChanges", "应用刚体变更"); dictionary.Add("MirrorRigs", "镜像刚体"); dictionary.Add("SmartKeepDistance", "修改兵种同敌人保持的距离"); dictionary.Add("ConfusedMovement", "混乱移动"); dictionary.Add("SwapMovementComponent", "交换移动组件"); dictionary.Add("AddNewMovementComponent", "添加新移动组件"); dictionary.Add("RemoveKnownMovementComponents", "移除已知移动组件"); dictionary.Add("SetPropRotatingPerpetual", "使兵种可拉模的服装一直旋转"); dictionary.Add("SetPropRotationStatic", "旋转兵种可拉模的服装"); dictionary.Add("DynamicPropSetup", "动态道具设置"); dictionary.Add("DynamicPropWeapon", "动态道具武器"); dictionary.Add("InitializePropItem", "初始化道具物品"); dictionary.Add("ForceField", "力场"); dictionary.Add("Particle System Force Field", "粒子系统力场"); dictionary.Add("ForcePoint", "力点"); dictionary.Add("FusionMechanic", "融合机制"); dictionary.Add("SpinToWinBehaviour", "旋转制胜行为"); dictionary.Add("RemoveAfterSeconds", "秒后移除"); dictionary.Add("RemoveTurnado", "移除龙卷风"); dictionary.Add("ExpirationBehaviour", "过期行为"); dictionary.Add("CameraAbilityPossess", "摄像机技能控制"); dictionary.Add("BlinkDagger", "闪烁匕首"); dictionary.Add("SpookySword", "幽灵剑"); dictionary.Add("CreateNewSword", "创建新剑"); dictionary.Add("SpawnFreezeBody", "生成冻结身体"); dictionary.Add("UnfreezeBody", "解冻身体"); dictionary.Add("TransferHPEnable", "转移生命值启用"); dictionary.Add("InvincibleForSeconds", "秒数无敌"); dictionary.Add("DestroyRootd", "销毁根部"); dictionary.Add("DestroyIfUnitNull", "单位为空时销毁"); dictionary.Add("Remove GameObjectsWithParameter", "移除参数化游戏对象"); dictionary.Add("AddTeamHolder", "添加队伍容器"); dictionary.Add("SetHiddenParent", "设置隐藏父级"); dictionary.Add("AddVanillaCompatibility", "添加原版兼容性"); dictionary.Add("SpecialAbility", "特殊能力"); dictionary.Add("SpellTarget", "法术目标"); dictionary.Add("SpellAnimation", "法术动画"); dictionary.Add("ShootPosition", "射击位置"); dictionary.Add("AltShootPos", "备用射击位置"); dictionary.Add("AttackEffect", "攻击效果"); dictionary.Add("AlwaysAttack", "始终攻击"); dictionary.Add("AlwaysHitTeamMates", "始终击中队友"); dictionary.Add("IgnoreTeamMates", "忽略队友"); dictionary.Add("SwitchTeam", "切换队伍"); dictionary.Add("OnlyOtherTeam", "仅对敌方"); dictionary.Add("WalkBackwardsWhenStuck", "卡住时后退"); dictionary.Add("WaitingDistance", "等待距离"); dictionary.Add("KeepPreferredDistance", "保持偏好距离"); dictionary.Add("FleeDistance", "逃跑距离"); dictionary.Add("SwapToLeft", "切换至左手"); dictionary.Add("BetweenMelee", "近战间隔"); dictionary.Add("ToReachFullSpin", "达到全速旋转"); dictionary.Add("SwitchIfRanged", "远程时切换"); dictionary.Add("ExcludeFromWinCondition", "排除胜利条件"); dictionary.Add("DoublesMeleeKnockback", "双倍近战击退"); dictionary.Add("HalvesMeleeKnockback", "减半近战击退"); dictionary.Add("DoublesMeleeScreenshake", "双倍近战屏幕震动"); dictionary.Add("HalvesMeleeScreenshake", "减半近战屏幕震动"); dictionary.Add("NeverStopRunning", "永不停步"); dictionary.Add("UnitDontWalkFor", "单位禁止行走"); dictionary.Add("MakeUnitBasePropable", "使单位基础部件可编辑"); dictionary.Add("By GeeztJeez", "作者: GeeztJeez"); dictionary.Add("Set to true to modify the right weapon; false for the left weapon.", "设置为true修改右手武器; false为左手武器。"); dictionary.Add("Adding UC Items that are technically functional for extra customization!", "添加具有技术功能的UC物品,提供更多自定义选项!"); dictionary.Add("PropItem", "道具物品"); dictionary.Add("WeaponItem", "武器物品"); dictionary.Add("CharacterItem", "角色物品"); dictionary.Add("ConditionalEvent", "条件事件"); dictionary.Add("DamageType", "伤害类型"); dictionary.Add("EffectType", "效果类型"); dictionary.Add("ConditionType", "条件类型"); dictionary.Add("HealType", "治疗类型"); dictionary.Add("SoundType", "音效类型"); dictionary.Add("HealthBindType", "生命绑定类型"); dictionary.Add("HoldingChangeType", "持握变更类型"); dictionary.Add("MaterialChangeType", "材质变更类型"); dictionary.Add("RangeType", "范围类型"); dictionary.Add("ValueType", "数值类型"); dictionary.Add("TagType", "标签类型"); dictionary.Add("UnitType", "单位类型"); dictionary.Add("HandType", "手部类型"); dictionary.Add("ComponentType", "组件类型"); dictionary.Add("MovementType", "移动类型"); dictionary.Add("MeleeAddBlinks", "近战武器攻击背刺"); dictionary.Add("AlwaysTansferHP", "变身前后血量一致"); dictionary.Add("DisableUnitOutlineBehaviour", "取消兵种的白色描边"); dictionary.Add("UnitTargetSelfBehaviour", "远程武器与技能攻击目标改为自身"); dictionary.Add("UnitDisableFriendlyFireBehaviour", "该兵种不会造成友伤"); dictionary.Add("ForcedSkinChanges", "在武器附近添加死神镰刀特效"); dictionary.Add("SmartUnitRigidbodyLimiterSet", "限制兵种在重力与摩擦力影响下的可动性"); dictionary.Add("SmartUnitRigidbodySet", "修改兵种的属性"); dictionary.Add("SmartMovingPropBehaviour", "使服装自动旋转"); dictionary.Add("SmartUnitBalanceModifierBehaviour", "修改兵种的平衡力"); dictionary.Add("SmartConditionalEventManagerSet", "修改兵种技能条件"); dictionary.Add("SmartMeleeAddBlink", "近战攻击冲刺"); dictionary.Add("SmartProjectileScalingBehaviour", "修改抛射物尺寸"); dictionary.Add("SmartRangeDistanceBehaviour", "修改远程攻击范围"); dictionary.Add("SmartSummonRiderBehaviour", "骑手召唤"); dictionary.Add("SmartUnitDupeBehaviour", "复制该兵种"); dictionary.Add("SmartMoreRider", "复制当前兵种的骑手,并骑在原骑手的身上"); dictionary.Add("SmartTransformationAmountBehaviour", "更改骑手转化数量"); dictionary.Add("SmartConnectedTransformBehaviour", "群体变身条件"); dictionary.Add("SmartTransformToRiderBehaviour", "变身骑手条件"); dictionary.Add("SmartHealingItemBehaviour", "以特定方式治疗该兵种"); dictionary.Add("SpookySwords", "幽灵剑"); dictionary.Add("conditionalType", "条件事件"); dictionary.Add("effectType", "效果类型"); dictionary.Add("Hide Ability Particles", "隐藏能力特效"); dictionary.Add("Melee Add Disarm", "近战攻击缴械"); dictionary.Add("Set Weapon Pro(jectile) Homing", "远程武器抛射物追踪"); dictionary.Add("Set Ability Proj Homing", "能力抛射物追踪"); dictionary.Add("Set Weapon Proj Homing", "远程武器抛射物追踪"); dictionary.Add("Set Weapon Projectile Homing", "远程抛射物追踪"); dictionary.Add("Right", "(右手)"); dictionary.Add("Left", "(左手)"); dictionary.Add("Colorable Weapon Proj(ectile) Model", "修改武器抛射物模型的颜色"); dictionary.Add("Colorable Weapon Proj Model", "修改武器抛射物模型的颜色"); dictionary.Add("Colorable Weapon Projectile Model", "修改武器抛射物模型的颜色"); dictionary.Add("Colorable Weapon Proj(ectile) Particle", "修改武器抛射物轨迹与特效的颜色"); dictionary.Add("Colorable Weapon Proj Particle", "修改武器抛射物轨迹与特效的颜色"); dictionary.Add("Colorable Weapon Projectile Particle", "修改武器抛射物特效的颜色"); dictionary.Add("Colorable Ability Proj(ectile) Model", "修改技能抛射物模型的颜色"); dictionary.Add("Colorable Ability Proj Model", "修改技能抛射物模型的颜色"); dictionary.Add("Colorable Ability Projectile Model", "修改能力抛射物模型的颜色"); dictionary.Add("Colorable Ability Proj(ectile) Particle", "修改技能抛射物轨迹与特效的颜色"); dictionary.Add("Colorable Ability Proj Particle", "修改技能抛射物轨迹与特效的颜色"); dictionary.Add("Colorable Ability Projectile Particle", "修改能力抛射物特效的颜色"); dictionary.Add("Melee Trail Left", "为左手的近战武器添加一个轨迹特效"); dictionary.Add("Melee Trail Right", "为右手的近战武器添加一个轨迹特效"); dictionary.Add("Neck", "脖子"); dictionary.Add("Waist", "腰部"); dictionary.Add("Hip", "臀部"); dictionary.Add("Leg Left", "左腿"); dictionary.Add("Leg Right", "右腿"); dictionary.Add("Foot Left", "左脚"); dictionary.Add("Foot Right", "右脚"); dictionary.Add("Left Hand", "左手"); dictionary.Add("Right Hand", "右手"); dictionary.Add("Left Arm", "左手臂"); dictionary.Add("Right Arm", "右手臂"); dictionary.Add("Hands", "双手"); dictionary.Add("WeaponPlaceholderSphereLeft", "在左手武器上添加一个可修改拉模的球体"); dictionary.Add("WeaponPlaceholderSphereRight", "在右手武器上添加一个可修改拉模的球体"); dictionary.Add("WeaponPlaceholderPyramidLeft", "在左手武器上添加一个可修改拉模的锥体"); dictionary.Add("WeaponPlaceholderPyramidRight", "在右手武器上添加一个可修改拉模的锥体"); dictionary.Add("WeaponPlaceholderCylinderLeft", "在左手武器上添加一个可修改拉模的圆柱体"); dictionary.Add("WeaponPlaceholderCylinderRight", "在右手武器上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderBoxTorso", "在身躯上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxWaist", "在腰部上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxHip", "在臀部上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxLegLeft", "在左腿上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxLegRight", "在右腿上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxFootLeft", "在左脚上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxFootRight", "在右脚上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxHandLeft", "在左手上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxHandRight", "在右手上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxArmLeft", "在左手臂上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxArmRight", "在右手臂上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxLegs", "在双腿上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxFeet", "在双脚上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxHands", "在双手上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxArms", "在双臂上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxLeg", "在腿上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxFoot", "在脚上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxHand", "在手上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderBoxArm", "在手臂上添加一个可修改拉模的正方体"); dictionary.Add("AddPlaceholderSphereTorso", "在身躯上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereHip", "在臀部上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereLegLeft", "在左腿上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereLegRight", "在右腿上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereFootLeft", "在左脚上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereFootRight", "在右脚上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereHandLeft", "在左手上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereHandRight", "在右手上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereArmLeft", "在左手臂上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereArmRight", "在右手臂上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereLegs", "在双腿上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereArms", "在双臂上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereLeg", "在腿上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereFoot", "在脚上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereHand", "在手上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderSphereArm", "在手臂上添加一个可修改拉模的球体"); dictionary.Add("AddPlaceholderPyramidTorso", "在身躯上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidWaist", "在腰部上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidHip", "在臀部上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidLegLeft", "在左腿上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidLegRight", "在右腿上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidFootLeft", "在左脚上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidFootRight", "在右脚上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidHandLeft", "在左手上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidHandRight", "在右手上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidArmLeft", "在左手臂上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidArmRight", "在右手臂上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidHands", "在双手上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidArms", "在双臂上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidLeg", "在腿上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidFoot", "在脚上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidHand", "在手上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderPyramidArm", "在手臂上添加一个可修改拉模的锥体"); dictionary.Add("AddPlaceholderCylinderHead", "在头部上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderNeck", "在脖子上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderTorso", "在身躯上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderWaist", "在腰部上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderHip", "在臀部上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderLegLeft", "在左腿上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderLegRight", "在右腿上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderFootLeft", "在左脚上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderFootRight", "在右脚上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderHandLeft", "在左手上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderHandRight", "在右手上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderArmLeft", "在左手臂上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderArmRight", "在右手臂上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderLegs", "在双腿上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderFeet", "在双脚上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderHands", "在双手上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderArms", "在双臂上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderLeg", "在腿上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderFoot", "在脚上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderHand", "在手上添加一个可修改拉模的圆柱体"); dictionary.Add("AddPlaceholderCylinderArm", "在手臂上添加一个可修改拉模的圆柱体"); dictionary.Add("RigScaleNeck", "修改脖子的尺寸"); dictionary.Add("RigScaleWaist", "修改腰部的尺寸"); dictionary.Add("RigScaleLegs", "修改双腿的尺寸"); dictionary.Add("RigScaleFeet", "修改双脚的尺寸"); dictionary.Add("RigScaleArms", "修改双臂的尺寸"); dictionary.Add("RigScaleHands", "修改双手的尺寸"); dictionary.Add("BodyPartScaleWaist", "修改腰部的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleLegs", "修改双腿的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleFeet", "修改双脚的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleArms", "修改双臂的尺寸(仅外观,无碰撞)"); dictionary.Add("BodyPartScaleHands", "修改双手的尺寸(仅外观,无碰撞)"); dictionary.Add("SmartWeaponWeightingLeft", "修改左手武器的重量"); dictionary.Add("SmartWeaponWeightingRight", "修改右手武器的重量"); dictionary.Add("Smart Proj(ectile) Set Left", "调整左手远程武器抛射物的数据"); dictionary.Add("Smart Proj(ectile) Set Right", "调整右手远程武器抛射物的数据"); dictionary.Add("Ghostly Hover", "幽魂-悬浮"); dictionary.Add("Imp's Wings", "小恶魔-翅膀"); dictionary.Add("Gargoyle Wings", "石像鬼-翅膀(半血后飞行)"); dictionary.Add("Stone Skin", "石像鬼-石肤"); dictionary.Add("Soul Amulet", "灵魂护符"); dictionary.Add("Soul Vortex Hover", "窃魂者-悬浮"); dictionary.Add("Deadly Sneeze", "精灵僵尸-喷嚏"); dictionary.Add("The Fly`s Wings", "苍蝇-翅膀(使用远程武器攻击时飞行)"); dictionary.Add("Spookified Zombie", "僵尸"); dictionary.Add("Humanoid_Zombie_Hm", "僵尸"); dictionary.Add("Tombstone", "碑尸-墓碑"); dictionary.Add("Dead's Grip", "碑尸-亡者之手"); dictionary.Add("Specter's Head",