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 Translations; private static Dictionary NormDict; private static readonly HashSet MissCache = new HashSet(); private static readonly HashSet SeenUntranslated = new HashSet(); private static readonly List UntranslatedLog = new List(); 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(); foreach (KeyValuePair 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 getter, Action 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(); 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(); 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 Tooltips; private static Dictionary DisplayToKey; private static Dictionary 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(); foreach (KeyValuePair tooltip in Tooltips) { string key = Norm(tooltip.Key); if (!NormToKey.ContainsKey(key)) { NormToKey[key] = tooltip.Key; } } foreach (KeyValuePair 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(); val2.renderMode = (RenderMode)0; val2.sortingOrder = 32000; panel = new GameObject("TI_TooltipPanel"); panel.transform.SetParent(val.transform, false); Image val3 = panel.AddComponent(); ((Graphic)val3).color = new Color(0.06f, 0.06f, 0.07f, 0.96f); RectTransform component = panel.GetComponent(); 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(); ((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(); 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(); 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 list = new List(); 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(); if ((Object)(object)componentInParent != (Object)null && !string.IsNullOrEmpty(componentInParent.text)) { string text = ResolveKey(componentInParent.text); if (text != null) { return text; } } Text componentInParent2 = gameObject.GetComponentInParent(); 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 BuildTooltips() { Dictionary dictionary = new Dictionary(); 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 BuildReverse() { Dictionary dictionary = new Dictionary(); 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 GetTranslations() { Dictionary dictionary = new Dictionary(); 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", "幽魂头"); dictionary.Add("Lesser Devilish Trident", "小恶魔-三叉戟"); dictionary.Add("Undead Banner", "执旗手-亡灵旗帜"); dictionary.Add("Gargoyle Claws", "石像鬼-爪"); dictionary.Add("Death Knight's War Axe(Left Handed)", "死亡骑士-战斧(左)"); dictionary.Add("Death Knight's War Axe(Right Handed)", "死亡骑士-战斧(右)"); dictionary.Add("Death Knight's Shield(Left Handed)", "死亡骑士-盾牌(左)"); dictionary.Add("Death Knight's Shield(Right Handed)", "死亡骑士-盾牌(右)"); dictionary.Add("Skeletal Ripper", "窃魂者-骸骨撕裂者"); dictionary.Add("Twisted Candy", "精灵僵尸-扭曲糖果"); dictionary.Add("Rodflesia", "苍蝇-腐尸花"); dictionary.Add("Grenade of Weakness", "虚弱首雷"); dictionary.Add("Zombie's Arm Bat", "僵尸臂"); dictionary.Add("TOMBSTONE BEARER'S HAIR", "碑尸发型"); dictionary.Add("STANDARD BEARER'S HAT", "执旗手帽"); dictionary.Add("DEATH KNIGHT'S HELMET", "死亡骑士头盔"); dictionary.Add("SOUL SNATCHER'S BEARD 00", "窃魂者胡子00"); dictionary.Add("SOUL SNATCHER'S BEARD 01", "窃魂者胡子00"); dictionary.Add("SOUL SNATCHER'S HAIR", "窃魂者发型"); dictionary.Add("GARGOYLE EYES", "石像鬼眼睛"); dictionary.Add("IMP EYES", "小恶魔眼睛"); dictionary.Add("SPECTER EYES", "幽魂眼睛"); dictionary.Add("ELF ZOMBIE EYES", "精灵僵尸眼睛"); dictionary.Add("ZOMBIE EYES", "僵尸眼睛"); dictionary.Add("IMP'S MASK", "小恶魔面具"); dictionary.Add("EYES FOR IMP'S MASK", "小恶魔面具之眼"); dictionary.Add("IMP'S HORNS", "小恶魔角"); dictionary.Add("GARGOYLE HORNS", "石像鬼角"); dictionary.Add("GARGOYLE MASK", "石像鬼面具"); dictionary.Add("ELF ZOMBIE EARS", "精灵僵尸耳朵"); dictionary.Add("ELF ZOMBIE HAT", "精灵僵尸帽"); dictionary.Add("SPECTER'S GHOSTLY HAIR", "幽魂发型"); dictionary.Add("TOMBSTONE BEARER'S SHIRT", "碑尸衬衫"); dictionary.Add("TOMBSTONE BEARER'S NECK ROPE", "碑尸绞索"); dictionary.Add("SPECTER'S GHOSTLY DRESS", "幽魂连衣裙"); dictionary.Add("STANDARD BEARER'S BODY CLOTH", "执旗手裹身布"); dictionary.Add("DEATH KNIGHT'S CHESTPLATE", "死亡骑士胸甲"); dictionary.Add("SOUL SNATCHER'S TORSO", "窃魂者护身"); dictionary.Add("ELF ZOMBIE SHIRT", "精灵僵尸衬衫"); dictionary.Add("SOUL AMULET", "灵魂护符"); dictionary.Add("THE FLY'S CHESTPLATE", "苍蝇胸甲"); dictionary.Add("THE FLY'S SHOULDERPLATE", "苍蝇护肩"); dictionary.Add("IMP'S TAIL", "小恶魔尾巴"); dictionary.Add("IMP'S WAIST", "小恶魔腰部"); dictionary.Add("STANDARD BEARER'S BELT AND WAIST", "执旗手腰带"); dictionary.Add("GARGOYLE TAIL", "石像鬼尾巴"); dictionary.Add("THE FLY'S WAISTPLATE", "苍蝇护腰"); dictionary.Add("STANDARD BEARER'S ARM WRAP", "执旗手护臂"); dictionary.Add("DEATH KNIGHT'S SHOULDERPADS", "死亡骑士护肩"); dictionary.Add("SPECTER'S GHOSTLY HANDCUFFS", "幽魂手铐"); dictionary.Add("IMP'S BRACELETS", "小恶魔手镯"); dictionary.Add("DEATH KNIGHT'S WRIST ARMOR", "死亡骑士护腕"); dictionary.Add("SOUL SNATCHER'S GHASTLY ARMS", "窃魂者惊悚护臂"); dictionary.Add("SOUL SNATCHER'S BRACELETS", "窃魂者手镯"); dictionary.Add("GARGOYLE GLOVES", "石像鬼手套"); dictionary.Add("THE FLY'S CLAWS", "苍蝇爪"); dictionary.Add("TOMBSTONE BEARER'S PANTS", "碑尸裤"); dictionary.Add("DEATH KNIGHT'S PANTS", "死亡骑士裤"); dictionary.Add("ELF ZOMBIE PANTS", "精灵僵尸裤"); dictionary.Add("STANDARD BEARER'S SHOES", "执旗手鞋"); dictionary.Add("DEATH KNIGHT'S BOOTS", "死亡骑士靴"); dictionary.Add("IMP'S BOOTS", "小恶魔靴"); dictionary.Add("GARGOYLE BOOTS", "石像鬼靴"); dictionary.Add("ELF ZOMBIE BOOTS", "精灵僵尸"); dictionary.Add("Tombstone Bearer", "碑尸"); dictionary.Add("Specter", "幽魂"); dictionary.Add("Elf Zombie", "精灵僵尸"); dictionary.Add("Imp", "小恶魔"); dictionary.Add("Standard Bearer", "执旗手"); dictionary.Add("The Fly", "苍蝇"); dictionary.Add("Gargoyle", "石像鬼"); dictionary.Add("Death Knight", "死亡骑士"); dictionary.Add("Soul Snatcher", "窃魂者"); dictionary.Add("Standard Bearer's True Power", "执旗手真正的力量"); dictionary.Add("tooltip sucks amiright", "提示框何意味"); dictionary.Add("Spookified Mod", "万圣节"); dictionary.Add("CURSE OF WEAKNESS", "虚弱诅咒"); dictionary.Add("HELLFIRE BLAST", "冥火爆击"); dictionary.Add("RISING DEAD", "死者崛起"); dictionary.Add("SKELETON WARRIOR'S SWORD", "骷髅兵长剑"); dictionary.Add("SKELETON WARRIOR'S SWORD (FAST)", "骷髅兵长剑(快速)"); dictionary.Add("SKELETON WARRIOR'S SWORD (BUG DLC)", "骷髅兵长剑(BUG DLC)"); dictionary.Add("MASS GRAVE", "葬冢"); dictionary.Add("SOUL SEEKER", "灵魂掠夺者"); dictionary.Add("VILE ORNAMENT (TEAM COLORED)", "邪恶饰物(队伍色)"); dictionary.Add("VILE ORNAMENT (YELLOW)", "邪恶饰物(黄)"); dictionary.Add("VILE ORNAMENT (GREEN)", "邪恶饰物(绿)"); dictionary.Add("FOUL FLIES", "腐尸飞蝇"); dictionary.Add("PROJECTILE VILEBELLS", "极恶铃铛"); dictionary.Add("Light", "光芒"); dictionary.Add("Arachnophobia Filter", "蜘蛛恐惧症过滤器"); dictionary.Add("Throne Hover", "哈迪斯-王座悬浮"); dictionary.Add("Bird Transform-", "拉的勇士-远距离变身猫头鹰"); dictionary.Add("Aetherian Spin", "以太环刃-旋转"); dictionary.Add("Angelic Wings", "天使-翅膀"); dictionary.Add("Fairy Hover", "飞马座-小精灵悬浮"); dictionary.Add("Pegasus Wings", "飞马座-翅膀"); dictionary.Add("Flail Spin", "连枷大师-旋转"); dictionary.Add("Teleport Dash", "一拳超人-闪现"); dictionary.Add("Blender", "野狼掠夺者-旋转"); dictionary.Add("Mega Hover", "直升机-悬浮"); dictionary.Add("Sword-Bow Swap", "半人马-弓剑切换"); dictionary.Add("Float Underwater", "鳄鱼骑士-悬浮水面"); dictionary.Add("Breathe Underwater", "鳄鱼骑士-水下呼吸"); dictionary.Add("Bird Transform", "拉的勇士-远距离变身猫头鹰"); dictionary.Add("Unkillable", "一拳超人-无法被杀死"); dictionary.Add("Black Outline", "黑色描边"); dictionary.Add("Blue Outline", "蓝色描边"); dictionary.Add("Green Outline", "绿色描边"); dictionary.Add("Purple Outline", "紫色描边"); dictionary.Add("Red Outline", "红色描边"); dictionary.Add("Golden Outline", "金色描边"); dictionary.Add("Cold Dominion", "恐惧之王-寒冰特效"); dictionary.Add("Don't Die", "无法被杀死(血条不会掉)"); dictionary.Add("Arrow Rain", "阿波罗-箭雨"); dictionary.Add("Spears of War", "阿瑞斯-体内刺出长矛(扣除自身约1000血)"); dictionary.Add("Formation Breaker", "阿瑞斯-向前跳跃,并造成伤害"); dictionary.Add("Declaration of War", "阿瑞斯-长矛投掷"); dictionary.Add("This is Sparta", "阿瑞斯-踢"); dictionary.Add("Hands of Judgement", "哈迪斯-裁决之手(两只手连接着本体生命)"); dictionary.Add("Raise Hell", "哈迪斯-飞剑与三头犬"); dictionary.Add("Sovereignity", "风暴王-无上瞬斩"); dictionary.Add("Sword Mania", "天皇-前[剑刃狂袭]/后[剑刃领域]"); dictionary.Add("Raise Skeletions(Mummy)", "法老王的木乃伊-召唤骷髅"); dictionary.Add("Hieroglyph:Pyramid", "尼罗河女王-召唤金字塔"); dictionary.Add("Sun Beam", "拉的勇士-发射光束"); dictionary.Add("Sun's Smite", "拉的勇士-落日冲击波"); dictionary.Add("Raise Skeletons(once)", "法老王的木乃伊-召唤骷髅(一次性)"); dictionary.Add("Raise Skeletons(Shaman)", "亡灵萨满-召唤骷髅"); dictionary.Add("Fairy Summon", "飞马座-召唤精灵"); dictionary.Add("Fairy Horn", "飞马座-独角与召唤精灵 [前]适配马/[后]适配人"); dictionary.Add("Chicken Poop", "鸡人-下小鸡"); dictionary.Add("Ignis(word) Rain", "魔焰剑士-剑雨"); dictionary.Add("Igniswords", "魔焰剑士-魔焰剑与抛射物格挡"); dictionary.Add("Hell Flame Tornado", "魔焰剑士-魔焰龙卷"); dictionary.Add("Salute The Sun", "圣殿骑士-圣阳坠地"); dictionary.Add("Cool Kick", "炫酷踢"); dictionary.Add("Dragon Slayser(Left)", "比利-屠龙光波(左手)"); dictionary.Add("Dragon Slayser(Right)", "比利-屠龙光波(右手)"); dictionary.Add("Void Geysers", "克苏鲁-虚无喷泉"); dictionary.Add("Acid Rain", "酸雨"); dictionary.Add("Normal Series:Conseutive Normal Punches", "一拳超人-普通系列:连续普通拳"); dictionary.Add("Serious Series:Serious Punch", "一拳超人-认真系列:认真一拳 拳风"); dictionary.Add("Call of The Gods", "炽天使-巨剑"); dictionary.Add("Piercing Roots", "悲鸣泰坦-刺枝缠绕"); dictionary.Add("Rock Spell", "棒大师-飞岩砸击"); dictionary.Add("Spore Burst", "巫医-毒孢迸发"); dictionary.Add("Totem Raise", "巫医-升起图腾[接触到的友军单位死亡后将以半血复活,一段时间后死亡]"); dictionary.Add("Frostbite", "恐惧之王-冻害[向前发射一排冰刺]"); dictionary.Add("Swords of The Exiled", "恐惧之王-冰锥飞剑"); dictionary.Add("Valkyrean Thrust", "奥丁-巨矛天降"); dictionary.Add("Backflip kick", "野狼掠夺者-后空翻踢"); dictionary.Add("Rune:Laser", "符文术士-发射激光"); dictionary.Add("Rune:Sword", "符文术士-发射飞剑"); dictionary.Add("Rune:Werewolf", "符文术士-变身狼人"); dictionary.Add("Mjolnir", "索尔-雷神之锤"); dictionary.Add("Thunder Slam", "雷神-跳跃猛击"); dictionary.Add("Flag Raise", "升起旗帜[降低敌人移速并增加CD]"); dictionary.Add("Armor of War", "阿瑞斯-护甲"); dictionary.Add("Raise Wall", "建筑师-造墙"); dictionary.Add("Hieroglyph:Eye of Ra", "尼罗河女王-屏障之眼"); dictionary.Add("Sun Parry", "拉的勇士-近战格挡"); dictionary.Add("Weak Parry", "攻城塔-十字军近战格挡"); dictionary.Add("Projectile Freeze", "恐惧之王-抛射物冻结"); dictionary.Add("Crystal Golems", "奥丁-水晶魔像"); dictionary.Add("Domain of Storms", "索尔-抛射物格挡"); dictionary.Add("Never Fall", "不会摔倒"); dictionary.Add("Phoenix", "拉的勇士-涅槃重生[替换武器,一段时间后死亡]"); dictionary.Add("Incinerate", "魔焰剑士-死亡爆炸"); dictionary.Add("Resurrection", "死亡后半血复活,并提升自身属性"); dictionary.Add("Undying Dread", "恐惧之王-不灭恐惧[以半血复活,并不断使用寒霜迫近,一段时间后死亡]"); dictionary.Add("Afterimage Creation", "天皇-残影"); dictionary.Add("Teleport Dodge", "天皇-抛射物传送躲闪"); dictionary.Add("Thief Dodge", "盗贼-近战躲闪"); dictionary.Add("Serious Series:Serious Side Hops", "一拳超人-认真系列:认真往返跳 抛射物躲闪"); dictionary.Add("Ancient_Tank", "古代坦克"); dictionary.Add("Centaur", "半人马"); dictionary.Add("Humanoid_Achilles", "阿喀琉斯"); dictionary.Add("Humanoid_Muscular", "奥丁/阿波罗/阿瑞斯"); dictionary.Add("Throne of Death", "哈迪斯王座"); dictionary.Add("Trojan Chicken", "特洛伊木鸡"); dictionary.Add("Humanoid_Emperor", "天皇"); dictionary.Add("Bronze_Chariot", "青铜战车"); dictionary.Add("Camel", "骆驼"); dictionary.Add("Cobra", "眼镜蛇"); dictionary.Add("Crocodile", "鳄鱼"); dictionary.Add("Crocodile Death Roll", "鳄鱼-死亡翻滚"); dictionary.Add("Deathstalker", "蝎子-一段时间后死亡"); dictionary.Add("Deathstalker Dies", "蝎子-一段时间后死亡"); dictionary.Add("Emperor Scorpion", "蝎子女神"); dictionary.Add("Falcon", "拉的勇士-猫头鹰"); dictionary.Add("Humanoid_Dark", "散发黑雾者"); dictionary.Add("Humanoid_Gold", "拉的勇士"); dictionary.Add("Humanoid_Mummy", "不死法老"); dictionary.Add("Market", "埃及商车"); dictionary.Add("Sarcophagus", "法老王的棺材"); dictionary.Add("Stiffy Dark", "法老王召唤的骷髅"); dictionary.Add("Stiffy Darker", "散发黑雾的骷髅"); dictionary.Add("Targetable Wall", "埃及墙?"); dictionary.Add("Throne", "尼罗河女王的王座"); dictionary.Add("Horse Pegasus", "飞马座"); dictionary.Add("Humanoid_Angel", "天使"); dictionary.Add("Humanoid_Squire", "侍从(若没有武器则不会攻击)"); dictionary.Add("Tower", "攻城塔"); dictionary.Add("Cthulhu", "克苏鲁"); dictionary.Add("Humanoid_Animated", "载具手"); dictionary.Add("Humanoid_Four Arm", "四手者"); dictionary.Add("Humanoid_Multi-Armed", "六手者"); dictionary.Add("Humanoid_Slongimcpongi", "比利"); dictionary.Add("Humanoid_Untouchable", "一拳超人(免疫近战与抛射物伤害)"); dictionary.Add("Humanoid_Weenis", "裆下连枷"); dictionary.Add("Seraphim", "炽天使"); dictionary.Add("Stiffy Colossal", "悲鸣泰坦"); dictionary.Add("Monkey", "猴子"); dictionary.Add("Stiffy Shaman", "亡灵萨满的骷髅"); dictionary.Add("Golem", "水晶魔像"); dictionary.Add("Humanoid_Buff", "索尔"); dictionary.Add("Humanoid_Dread", "恐惧之王"); dictionary.Add("Humanoid_Minions", "野狼掠夺者"); dictionary.Add("Humanoid_Thor", "雷神索尔"); dictionary.Add("Werewolf", "狼人"); dictionary.Add("Wolf", "狼"); dictionary.Add("Helicopter", "直升机"); dictionary.Add("Targetable Monkey", "可被攻击的猴子?"); dictionary.Add("Mine Cart", "矿车"); dictionary.Add("Graka-Leap", "科技雷神-科技猛跳"); dictionary.Add("Thunderclap Dash", "风暴王-霹雳猛冲"); dictionary.Add("Land Swimming", "特里同-陆游"); dictionary.Add("Infernal Wings", "魔焰天使-恶魔之翼"); dictionary.Add("Metal Wings-Eel-Triggered", "铁翼女妖-钢铁之翼[鳗鱼钩触发]"); dictionary.Add("Metal Wing", "铁翼女妖-钢铁之翼"); dictionary.Add("Quick Turn", "风暴王、索尔-快速转身"); dictionary.Add("Untrippable", "不易摔倒"); dictionary.Add("Divine Forge", "赫菲斯托斯-神力锻造"); dictionary.Add("Drone Hover", "无人机-悬浮"); dictionary.Add("Bird to Human", "拉的勇士-化身为人"); dictionary.Add("Hieroglyph", "尼罗河女王-象形金字塔与屏障"); dictionary.Add("Blessed Barrier", "主教-神圣屏障"); dictionary.Add("Thievery", "盗贼-偷窃"); dictionary.Add("Garlic Weakness", "吸血鬼猎人-大蒜虚弱"); dictionary.Add("Chicken Man Poop", "大鸡霸王-下鸡人"); dictionary.Add("Enflaming Geyser", "火巨人-烈焰喷泉"); dictionary.Add("Petrifying Sight", "美杜莎-石化视线"); dictionary.Add("Great Thunderdome", "科技雷神-狂雷电场"); dictionary.Add("Ball Lighting", "科技雷神-球状闪电"); dictionary.Add("Royal Gallows", "女王-皇家绞刑"); dictionary.Add("Royal Decree", "女王-皇家裁首"); dictionary.Add("Bunshin", "忍宗-分身"); dictionary.Add("Ninjutsu", "忍宗-忍海战术"); dictionary.Add("Oceanic Burst", "海卫士-泡击"); dictionary.Add("Sovereignity(Non-UC Version)", "风暴王-无上瞬斩,非兵编版本(貌似无法使用?)"); dictionary.Add("Storm Strike", "风暴王-风暴突袭"); dictionary.Add("Throw Cross", "十字投掷"); dictionary.Add("Shinobi Stars", "忍宗-环星手里剑"); dictionary.Add("Soul Beam", "哈迪斯-灵魂聚束"); dictionary.Add("Dash Mania", "天皇-分身连斩"); dictionary.Add("Sword Mania(前)", "天皇-剑刃狂袭"); dictionary.Add("Sword Mania(后)", "天皇-剑刃领域"); dictionary.Add("Mass Mummification", "不死法老-木乃伊化"); dictionary.Add("Fairy Horn(前)", "飞马座-独角与召唤精灵(马)"); dictionary.Add("Fairy Horn(后)", "飞马座-独角与召唤精灵(人)"); dictionary.Add("Dragon Slayser", "比利-屠龙光波"); dictionary.Add("Unholy Spawn", "克苏鲁-不洁繁育"); dictionary.Add("Star Storm", "克苏鲁-狂星之怒"); dictionary.Add("Serious Series:Conseutive Normal Punches", "一拳超人-认真系列:连续普通拳"); dictionary.Add("Raise Skeletons", "亡灵萨满-召唤骷髅"); dictionary.Add("Creeping Frost", "恐惧之王-寒霜迫近"); dictionary.Add("Freezing Eruption", "恐惧之王-冰凌喷发"); dictionary.Add("Fenshen", "忍宗-残像步"); dictionary.Add("Ultra Parry", "究级格挡"); dictionary.Add("Exoskeleton", "重机矿工-外骨骼"); dictionary.Add("Invulnerable Dodge", "绝对躲闪"); dictionary.Add("Swim Away", "特里同-潮汐躲闪"); dictionary.Add("Backflip Dodge", "吸血鬼猎人-空翻躲闪"); dictionary.Add("Projectile Dodge Harpy", "铁翼女妖-抛射物闪避"); dictionary.Add("Box Cannon", "擂台大炮"); dictionary.Add("Crab", "螃蟹"); dictionary.Add("Crab_Ship", "螃蟹-船舰"); dictionary.Add("Fire Gaint", "火巨人"); dictionary.Add("Gone", "棍木"); dictionary.Add("Humanoid_Blaze", "魔焰天使"); dictionary.Add("Humanoid_Broad", "风暴王"); dictionary.Add("Humanoid_Gorgon", "美杜莎"); dictionary.Add("Humanoid_Hephaestus", "赫菲斯托斯"); dictionary.Add("Humanoid_Octopus", "章鱼博士"); dictionary.Add("Humanoid_Sage", "忍宗"); dictionary.Add("Manticore", "蝎尾狮"); dictionary.Add("Royal Throne", "女王座"); dictionary.Add("Stiffy_Ogre", "亡灵双头巨魔"); dictionary.Add("Whale", "巨鲸"); dictionary.Add("Automaton", "机器人"); dictionary.Add("Bike", "摩托"); dictionary.Add("Bike_No Attach", "摩托-无配件"); dictionary.Add("Bird Drone", "飞鸟无人机"); dictionary.Add("Furnace", "锅炉"); dictionary.Add("Humanoid_Cyborg", "赏金骑士"); dictionary.Add("Humanoid_Limp", "瘸子"); dictionary.Add("Iron Behemoth", "移动工厂"); dictionary.Add("Magnet_Rod", "磁力装置"); dictionary.Add("Soul", "灵魂"); dictionary.Add("Deathstalker_Undying", "蝎子"); dictionary.Add("Humanoid_Multi Armed", "六手者"); dictionary.Add("Humanoid_SlongiMcPongi", "比利"); dictionary.Add("Bear", "熊"); dictionary.Add("Ignis Rain", "魔焰战士-剑雨"); dictionary.Add("Metal Wings", "铁翼女妖-钢铁之翼"); dictionary.Add("Hieroglyphs", "尼罗河女王-象形金字塔与屏障"); dictionary.Add("Ball Lightning", "科技雷神-球状闪电"); dictionary.Add("Hands of Judgment", "哈迪斯-裁决之手"); dictionary.Add("Serious Series:Consecutive Normal Punches", "一拳超人-认真系列:连续普通拳"); dictionary.Add("Fire Giant", "火巨人"); dictionary.Add("Cerb", "地狱三头犬"); dictionary.Add("Humanoid_Four Armed", "四手者"); dictionary.Add("Targetable_Money", "钱箱"); dictionary.Add("Emperial Naginata", "天皇-薙刀"); dictionary.Add("Helicopter Minigun", "直升机-机枪"); dictionary.Add("Aztec Spear", "阿兹特克长矛"); dictionary.Add("Beehive", "养蜂人-蜂箱"); dictionary.Add("Bee Nest", "蜂巢"); dictionary.Add("Oil Bow", "油罐射手-弓"); dictionary.Add("Cannon Box", "擂台大炮-炮管"); dictionary.Add("Dark Crusher", "蝎尾狮骑手-暗黑粉碎者"); dictionary.Add("Dueling Sabre", "决斗军刀"); dictionary.Add("Gaint Grab", "火巨人-拳头"); dictionary.Add("Ragnarok's Blaze-Giant", "火巨人-诸神巨焰"); dictionary.Add("Ragnarok's Blaze", "火巨人-诸神之焰"); dictionary.Add("Gorgon Claw", "美杜莎-爪"); dictionary.Add("Maelstrom Axe", "科技雷神-漩涡战斧"); dictionary.Add("Divine Forger", "赫菲斯托斯-神力锻锤"); dictionary.Add("Hephaestus Hand", "赫菲斯托斯-手"); dictionary.Add("Silver Knife", "吸血鬼猎人-银匕首"); dictionary.Add("Honey Wand", "蜂蜜棒"); dictionary.Add("Spirit Horn", "战争号角-先祖召唤"); dictionary.Add("Serval Blade", "塞瓦尔剑"); dictionary.Add("Jester Staff", "弄臣拐杖"); dictionary.Add("Neon Boxing Glove", "擂台大炮-霓虹拳击手套"); dictionary.Add("Neptune's Trident", "海神三叉戟"); dictionary.Add("Kunai Throw", "忍宗-苦无"); dictionary.Add("One Punch", "一拳超人-一拳"); dictionary.Add("Heading Axe", "断首斧"); dictionary.Add("Queen Hand", "女皇-手"); dictionary.Add("Royal Scepter", "女皇-皇家权杖"); dictionary.Add("Heading Blade", "女皇-断首剑"); dictionary.Add("Skeleton Ram", "亡灵双头巨魔-攻城槌"); dictionary.Add("Sage Hands", "忍宗-手"); dictionary.Add("Sea Shield", "海卫士-盾牌"); dictionary.Add("Silver Crossbow", "吸血鬼猎人-银弩"); dictionary.Add("Spider Launcher", "蛛丝发射器"); dictionary.Add("Storm Glaive", "风暴王-异形刃"); dictionary.Add("Sun Shield", "太阳盾牌"); dictionary.Add("Swident", "海卫士-斯威登特之剑"); dictionary.Add("Tactical Shield", "战术盾牌"); dictionary.Add("Cross Throw", "十字镖"); dictionary.Add("Hammer Throw", "飞锤"); dictionary.Add("Anvil Throw", "铁匠-铁砧"); dictionary.Add("Hook Spear Throw", "魔焰天使-连锁钩矛"); dictionary.Add("Tri-Leech", "饮血环刃"); dictionary.Add("Whale Hands", "巨鲸-手"); dictionary.Add("Wrath of the Sea", "特里同-海洋之怒"); dictionary.Add("Zealot Dagger", "狂热匕首"); dictionary.Add("Hell Bident", "哈迪斯-双叉戟"); dictionary.Add("Horseman Bow", "半人马-弓"); dictionary.Add("Harp Bow", "阿波罗-琴弓"); dictionary.Add("Horseman Sword", "半人马-剑"); dictionary.Add("Legionary Shield", "古代坦克-军团盾牌"); dictionary.Add("Mars Bane", "阿瑞斯-战神之祸"); dictionary.Add("Short Bow", "古代坦克-短弓"); dictionary.Add("Book of the Dead", "哈迪斯-死亡之书"); dictionary.Add("Spartan Shield", "特洛伊木鸡-斯巴达盾牌"); dictionary.Add("Spartan Sword", "特洛伊木鸡-斯巴达刀"); dictionary.Add("Chain Sword", "阿瑞斯-链剑"); dictionary.Add("Throne Hands", "哈迪斯-手"); dictionary.Add("Minus Throw", "哲学家-减号"); dictionary.Add("Plus Throw", "数学家-加号"); dictionary.Add("Pilum Throw", "古代坦克-短矛"); dictionary.Add("War Bringer", "阿瑞斯-战火"); dictionary.Add("Emperial Katana", "天皇-武士刀"); dictionary.Add("Aether Ring", "以太环刃"); dictionary.Add("Shield of Light", "飞马座-圣光盾牌"); dictionary.Add("Samurai Afterimage", "天皇-武士残影"); dictionary.Add("Sky Piercer", "飞马座-穿云"); dictionary.Add("Divine Striker Throw", "天使-天罚"); dictionary.Add("ChickenmanHands", "鸡人-手"); dictionary.Add("Chopping Knife", "屠夫-切菜刀"); dictionary.Add("Chopping Knife Throw", "屠夫-切菜飞刀"); dictionary.Add("Cleaver", "屠夫-剁肉刀"); dictionary.Add("Cleaver Throw", "屠夫-剁肉飞刀"); dictionary.Add("Web Shooter", "蛛网法师-发射器"); dictionary.Add("Bishop Staff 01", "主教-权杖01"); dictionary.Add("Blink Dagger", "闪现匕首"); dictionary.Add("Tower Bow", "攻城塔-弓"); dictionary.Add("Crusader Shield", "攻城塔-十字军盾牌"); dictionary.Add("Crusader Sword", "攻城塔-十字军长剑"); dictionary.Add("Dagger", "盗贼-匕首"); dictionary.Add("Long Flail", "长连枷"); dictionary.Add("Master Flail", "连枷大师-连枷"); dictionary.Add("Very Long Flail", "非常长连枷"); dictionary.Add("Holy Mace", "圣殿骑士-神圣狼牙棒"); dictionary.Add("Ignisword", "魔焰剑士-剑"); dictionary.Add("Bishop Staff 02", "主教权杖02"); dictionary.Add("Tower Hands", "攻城塔-手"); dictionary.Add("Trumpet", "攻城塔-喇叭"); dictionary.Add("Balls", "丸囊"); dictionary.Add("Gauntlet Universal Eruption", "比利-宇宙喷发手套"); dictionary.Add("Gauntlet of Universal Eruption", "比利-宇宙喷发手套"); dictionary.Add("Hammer", "锤子"); dictionary.Add("Zero Splitter", "比利-零式裂解者"); dictionary.Add("Money MAC", "撒币商人-金钱MAC"); dictionary.Add("Cthulhu Hand", "克苏鲁-手"); dictionary.Add("Hammar", "锤子"); dictionary.Add("Moneycase Throw", "撒币商人-钱箱"); dictionary.Add("Sickle", "镰刀"); dictionary.Add("Email Throw", "邮件"); dictionary.Add("Gun of Mayhem", "混沌枪手-混沌枪"); dictionary.Add("Flesh Slayer", "悲鸣泰坦-肉斩"); dictionary.Add("Chicken Stick", "棒大师-鸡退棒"); dictionary.Add("Necromancy Staff", "萨满-亡灵法杖"); dictionary.Add("Sling", "采集者-投石"); dictionary.Add("Bone Spear", "骨矛"); dictionary.Add("Needle Throw", "毒针"); dictionary.Add("Voodoo Doll", "巫医-巫毒娃娃"); dictionary.Add("Walking Branch", "巫医-行将就木"); dictionary.Add("Flower Sack", "花囊"); dictionary.Add("Zombie Punch", "巫医-僵尸拳"); dictionary.Add("Frost Whip", "冷鞭"); dictionary.Add("Golem Punch", "奥丁-傀儡拳"); dictionary.Add("Gungnir", "奥丁-冈格尼尔"); dictionary.Add("Boreal's Peak", "恐惧之王-寒霜剑"); dictionary.Add("Thor's Axe", "索尔-战斧"); dictionary.Add("Reaving Halberd", "劫掠戟"); dictionary.Add("Dual Reaver", "野狼掠夺者-双刃"); dictionary.Add("Reflection Rune", "奥丁-反射符盾"); dictionary.Add("Rune Tablet", "符文术士-平板"); dictionary.Add("Tri-Rune Tablet", "三连击-[符文平板]"); dictionary.Add("Dummy Weapon", "假人手"); dictionary.Add("Thor Hand", "索尔-手"); dictionary.Add("War Axe", "战争领主-斧"); dictionary.Add("Werewolf Slash", "符文术士-狼人利爪"); dictionary.Add("Prospector Shovel", "探矿人-勘探铲"); dictionary.Add("Dynamite Bundle Throw", "探矿人-炸药包"); dictionary.Add("Robot Fist", "机器人-拳头"); dictionary.Add("Robot Fist(Right)", "机器人-右拳头"); dictionary.Add("Power Drill", "重机矿工-电钻"); dictionary.Add("Drone Remote", "机械师-无人机遥控"); dictionary.Add("Eel Launcher", "铁翼女妖-鳗鱼钩"); dictionary.Add("Coal Mortar", "大锅炉-燃煤炮"); dictionary.Add("Cog Sniper", "赏金骑士-发条狙击枪"); dictionary.Add("Stun Baton", "巡警-电警棍"); dictionary.Add("Tesla Hands", "磁力装置-手"); dictionary.Add("Venom Bow", "军火商-毒弓"); dictionary.Add("Pyramid Shield", "监工-金字塔盾牌"); dictionary.Add("Whip", "监工-鞭"); dictionary.Add("Solar Staff", "尼罗河女王-太阳权杖"); dictionary.Add("Mummified Dagger", "不死法老-匕首"); dictionary.Add("Disarming Khopesh", "鳄鱼骑士-缴械弯刀"); dictionary.Add("Blessed Shield", "拉的勇士-神圣盾牌"); dictionary.Add("Blessed Spear", "拉的勇士-神圣长矛"); dictionary.Add("Staff of Winds", "沙暴法师-风之权杖"); dictionary.Add("Scorpion Staff", "塞尔凯特-蝎子权杖"); dictionary.Add("Scroll", "蝗虫法师-卷轴"); dictionary.Add("Slave Hands", "尼罗河女王-奴隶之手"); dictionary.Add("Spear of the Sun God", "太阳神之矛"); dictionary.Add("Boomerang Throw", "回旋镖手-回旋镖"); dictionary.Add("Boomerang Throw-Fast", "军火商-快速 回旋镖"); dictionary.Add("Pot Throw", "蛇翁投掷者-蛇翁"); dictionary.Add("Trowel", "建筑师-泥抹"); dictionary.Add("Anvil", "铁砧"); dictionary.Add("Kunai", "苦无"); dictionary.Add("Astral Star", "环星手里剑"); dictionary.Add("Bee Swarm", "蜂群"); dictionary.Add("Blood Leech", "饮血"); dictionary.Add("Dynamite Arrow", "炸药箭"); dictionary.Add("Oil Arrow", "油罐箭"); dictionary.Add("Boxing Box", "拳击盒"); dictionary.Add("Cross", "十字架"); dictionary.Add("Garlic", "大蒜"); dictionary.Add("Hook Spear", "连锁钩矛"); dictionary.Add("Viking Spirit", "维京先祖"); dictionary.Add("Stake", "木桩"); dictionary.Add("Tesla Ball", "球状闪电"); dictionary.Add("Water Ball", "水球"); dictionary.Add("Tasing Bolt", "泰瑟箭"); dictionary.Add("Air Strike", "空袭弹雨"); dictionary.Add("Hot Coal", "燃煤"); dictionary.Add("Eel Clamper", "鳗鱼钳"); dictionary.Add("Skullet", "工厂弹"); dictionary.Add("Cerberus Fireball", "三头犬火球"); dictionary.Add("Light Sword", "光剑"); dictionary.Add("Horseman Arrow", "半人马箭"); dictionary.Add("Light Arrow", "光箭"); dictionary.Add("Light Shard", "光明裂片"); dictionary.Add("Minus", "减号"); dictionary.Add("Pilum", "短矛"); dictionary.Add("Plus", "加号"); dictionary.Add("Underwordly Venger", "冥界仇刃"); dictionary.Add("War Spear", "战争长矛"); dictionary.Add("Ricocheting Boomerang", "反弹回旋镖"); dictionary.Add("Venom Arrow", "毒箭"); dictionary.Add("Khopesh", "弯刀"); dictionary.Add("Locust Storm", "蝗虫灾暴"); dictionary.Add("Egyptian Pot", "埃及蛇翁"); dictionary.Add("Scorpions", "蝎群"); dictionary.Add("Curving Boomerang", "弧线回旋镖"); dictionary.Add("Sun", "太阳"); dictionary.Add("Sand Tornado", "沙暴"); dictionary.Add("Divine Striker", "天罚"); dictionary.Add("Cobwebs", "蜘蛛网"); dictionary.Add("Flag Arrow", "旗帜箭"); dictionary.Add("Crusader", "十字军"); dictionary.Add("Money", "钱"); dictionary.Add("Email", "邮件"); dictionary.Add("God Sealer", "封神"); dictionary.Add("Minigun", "直升机机枪子弹"); dictionary.Add("Suitcase", "钱箱"); dictionary.Add("Sin Breaker", "断罪"); dictionary.Add("Star", "星怒"); dictionary.Add("Mayhem Missile", "混乱飞弹"); dictionary.Add("Fear Itself", "恐惧本源"); dictionary.Add("Needle", "毒针"); dictionary.Add("Skeletons", "骷髅海"); dictionary.Add("Rock", "飞岩"); dictionary.Add("Asgardian Spear", "阿斯加德之矛"); dictionary.Add("Dread Sword", "恐惧飞刃"); dictionary.Add("Norse Spear", "北欧长矛"); dictionary.Add("Dynamite Bundle", "炸药包"); dictionary.Add("P_Template Melee Proj", "样板"); dictionary.Add("Make bees very angry", "蜜蜂永不遗忘"); dictionary.Add("The bees are filled with a blood-red rage", "血蜂正在升起"); dictionary.Add("Make trains non-stop", "火车永不停歇"); dictionary.Add("The train station is quite busy today", "火车站今天相当繁忙"); dictionary.Add("On", "开"); dictionary.Add("Off", "关"); dictionary.Add("Enabled", "启用"); dictionary.Add("Disabled", "禁用"); dictionary.Add("Hidden Units", "隐藏单位"); dictionary.Add("You unlocked the Egypt faction!", "你解锁了埃及派系!"); dictionary.Add("Toggle infinite projectile scaling", "切换无限投射物缩放"); dictionary.Add("Enables/disables Mathematician/Philosopher projectiles infinitely scaling unit parts.", "启用/禁用数学家和哲学家的投射物无限缩放单位部件。"); dictionary.Add("Armor Settings", "护甲设置"); dictionary.Add("Secret", "隐藏"); dictionary.Add("Egypt", "埃及"); dictionary.Add("Egypt 1", "埃及 1"); dictionary.Add("Egypt 2", "埃及 2"); dictionary.Add("EnableLineHint", "启用行提示"); dictionary.Add("Enable", "启用"); dictionary.Add("Disable", "禁用"); dictionary.Add("Infinite scaling science", "科学永无止境"); dictionary.Add("Toggles Mathematician/Philosopher projectiles infinitely scaling unit parts", "切换数学家/哲学家抛射物无限缩放兵种尺寸"); dictionary.Add("Holiday", "圣诞节"); dictionary.Add("Elf Kick", "精灵踢"); dictionary.Add("Bell Drop", "铃儿响叮当-天降巨钟"); dictionary.Add("Snow Boulder", "滚雪球"); dictionary.Add("Catapult_Gingerbread", "姜饼投石器"); dictionary.Add("Gingerbread", "姜饼人(自动消失)"); dictionary.Add("Gingerbread_Normal", "姜饼人"); dictionary.Add("Humanoid_Christmas", "圣诞人形"); dictionary.Add("Humanoid_Mount", "铃儿响叮当坐骑"); dictionary.Add("Humanoid_Santa", "圣诞老人"); dictionary.Add("Nutcracker", "胡桃夹子"); dictionary.Add("Rocking Horse", "摇摇马"); dictionary.Add("Sleigh", "雪橇"); dictionary.Add("Cannon_Snow", "雪球炮"); dictionary.Add("Humanoid_Marshmallow", "棉花糖人"); dictionary.Add("Snowman", "雪人"); dictionary.Add("SnowmanHead", "雪人头"); dictionary.Add("SnowmanHip", "雪人臀部"); dictionary.Add("SnowmanTorso", "雪人身躯"); dictionary.Add("Toy Robot", "礼物机甲"); dictionary.Add("Tree Basher", "树干猛击者"); dictionary.Add("Jingle Bells", "铃儿响叮当"); dictionary.Add("Snow Roller", "雪球滚滚"); dictionary.Add("Candypult", "糖果投石器"); dictionary.Add("Gift Bringer", "礼物使者"); dictionary.Add("S'more Knight", "棉花糖骑士"); dictionary.Add("Snow Cannon", "雪球炮"); dictionary.Add("Jolly-Bot", "欢乐机甲"); dictionary.Add("Bells", "铃铛"); dictionary.Add("Candy Cane", "糖果手杖"); dictionary.Add("Gingerbread Launch", "姜饼人"); dictionary.Add("House Launch", "姜饼屋"); dictionary.Add("Christmas Tree", "圣诞树"); dictionary.Add("Cookie Shield", "饼干盾牌"); dictionary.Add("Cork Rifle", "软木步枪"); dictionary.Add("Gift Launcher", "礼物发射器"); dictionary.Add("Big Bell", "大铃铛"); dictionary.Add("Star Wand", "星星魔棒"); dictionary.Add("Garland Throw", "花环"); dictionary.Add("Snowball Throw", "雪球"); dictionary.Add("Snowflake Launch", "雪花"); dictionary.Add("Giftling Gun", "礼物机枪"); dictionary.Add("Heartflaming Chocalibur", "炽心巧克力剑"); dictionary.Add("Frosty Broom", "霜冻扫帚"); dictionary.Add("Snowman Grab", "雪人之手"); dictionary.Add("Wrap Cannon", "包裹大炮"); dictionary.Add("HOLIDAY ELF EARS 001", "圣诞精灵耳001"); dictionary.Add("HOLIDAY ELF EARS 002", "圣诞精灵耳002"); dictionary.Add("HOLIDAY GOGGLES", "圣诞护目镜"); dictionary.Add("HOLIDAY WORKER ELF HAT", "圣诞精灵工人帽"); dictionary.Add("HOLIDAY GARLAND THROWER HAT", "圣诞花环投手帽"); dictionary.Add("HOLIDAY STAR BEARER HAT", "圣诞持星者帽"); dictionary.Add("HOLIDAY NUTCRACKER RANDOM HAT", "圣诞胡桃夹子随机帽"); dictionary.Add("HOLIDAY NUTCRACKER HAT 001", "圣诞胡桃夹子帽001"); dictionary.Add("HOLIDAY NUTCRACKER HAT 002", "圣诞胡桃夹子帽002"); dictionary.Add("HOLIDAY NUTCRACKER HAT 003", "圣诞胡桃夹子帽003"); dictionary.Add("HOLIDAY NUTCRACKER HAT 004", "圣诞胡桃夹子帽004"); dictionary.Add("HOLIDAY RUDOLPH NOSE HORSE", "圣诞鲁道夫马鼻子"); dictionary.Add("HOLIDAY RUDOLPH NOSE", "圣诞鲁道夫鼻子"); dictionary.Add("HOLIDAY SNOWCASTER BEARD", "圣诞雪法师胡子"); dictionary.Add("HOLIDAY SNOWCASTER HAT", "圣诞雪法师帽"); dictionary.Add("HOLIDAY TREE HAT", "圣诞树帽"); dictionary.Add("HOLIDAY JOLLY- BOT PILOT HAT", "圣诞欢乐机甲驾驶员帽"); dictionary.Add("HOLIDAY SMORE HELMET", "圣诞棉花糖头盔"); dictionary.Add("HOLIDAY SNOW ELF HAT", "圣诞雪精灵帽"); dictionary.Add("HOLIDAY SNOWMAN TOPHAT", "圣诞雪人大礼帽"); dictionary.Add("HOLIDAY REINDEER COLLAR", "圣诞驯鹿领"); dictionary.Add("HOLIDAY WORKER ELF SHIRT", "圣诞精灵工人衬衫"); dictionary.Add("HOLIDAY GARLAND THROWER SHIRT", "圣诞花环投手衬衫"); dictionary.Add("HOLIDAY STAR BEARER SHIRT", "圣诞持星者衬衫"); dictionary.Add("HOLIDAY SNOWCASTER SHIRT", "圣诞雪法师衬衫"); dictionary.Add("HOLIDAY TREE SHIRT", "圣诞树衬衫"); dictionary.Add("HOLIDAY SMORE SHOULDERPADS", "圣诞棉花糖护肩"); dictionary.Add("HOLIDAY SMORE CHESTPLATE", "圣诞棉花糖胸甲"); dictionary.Add("HOLIDAY SNOW ELF SHIRT", "圣诞雪精灵衬衫"); dictionary.Add("HOLIDAY STAR BEARER BELT", "圣诞持星者腰带"); dictionary.Add("HOLIDAY SMORE WAIST", "圣诞棉花糖腰部"); dictionary.Add("HOLIDAY GARLAND THROWER ARMS", "圣诞花环投手护臂"); dictionary.Add("HOLIDAY TREE BRACELETS", "圣诞树手镯"); dictionary.Add("HOLIDAY SMORE WRISTS", "圣诞棉花糖护腕"); dictionary.Add("HOLIDAY GARLAND THROWER PANTS", "圣诞花环投手裤"); dictionary.Add("HOLIDAY STAR BEARER PANTS", "圣诞持星者裤"); dictionary.Add("HOLIDAY SNOWCASTER PANTS", "圣诞雪法师裤"); dictionary.Add("HOLIDAY TREE PANTS", "圣诞树裤"); dictionary.Add("HOLIDAY SMORE LEGS", "圣诞棉花糖护腿"); dictionary.Add("HOLIDAY SNOW ELF PANTS", "圣诞雪精灵裤"); dictionary.Add("HOLIDAY GARLAND THROWER BOOTS", "圣诞花环投手靴"); dictionary.Add("HOLIDAY STAR BEARER BOOTS", "圣诞持星者靴"); dictionary.Add("HOLIDAY SNOWCASTER SHOES", "圣诞雪法师鞋"); dictionary.Add("HOLIDAY TREE SHOES", "圣诞树鞋"); dictionary.Add("HOLIDAY SMORE KNEES", "圣诞棉花糖膝甲"); dictionary.Add("GINGERBREAD HOUSE", "姜饼屋"); dictionary.Add("GARLAND", "花环"); dictionary.Add("SANTA'S GIFT", "圣诞老人礼物"); dictionary.Add("GINGERBREAD MAN", "姜饼人"); dictionary.Add("SNOWBALL", "雪球"); dictionary.Add("GIFT BOX", "礼物盒"); dictionary.Add("ORNAMENT BOMB", "装饰炸弹"); dictionary.Add("ROBOT", "机器人"); dictionary.Add("SNOWFLAKE", "雪花"); dictionary.Add("SNOWY SNOWGLOBE", "雪景球"); dictionary.Add("TEDDY BEAR", "泰迪熊"); dictionary.Add("TOY TRAIN", "玩具火车"); dictionary.Add("Pop Culture", "流行文化"); dictionary.Add("Judgement Hall", "审判长廊"); dictionary.Add("Pea Shooter", "豌豆射手"); dictionary.Add("Sans", "衫斯"); dictionary.Add("Thanos", "灭霸"); dictionary.Add("Gasterblaster", "加斯特冲击波"); dictionary.Add("Pea_Shooter", "豌豆射手"); dictionary.Add("Sussy Hover", "加斯特冲击波-悬浮"); dictionary.Add("Explode When Near", "靠近蝙蝠消失"); dictionary.Add("Gatling Peas", "机枪豌豆"); dictionary.Add("Gaster Blaster", "加斯特冲击波"); dictionary.Add("Bone Wave", "骨头狂潮"); dictionary.Add("Bone Launch", "骨弹发射"); dictionary.Add("Infinity Projectile Dodge", "无限抛射物躲闪"); dictionary.Add("Infinite Dodge", "无限躲闪"); dictionary.Add("Infinitely Gauntlet", "无限手套"); dictionary.Add("Sans Hands", "衫斯之手"); dictionary.Add("Thanos's Sword", "灭霸战刃"); dictionary.Add("Peashoot", "豌豆射击"); dictionary.Add("Asteroid", "小行星"); dictionary.Add("Bone", "骨头"); dictionary.Add("Pea", "豌豆"); dictionary.Add("Animal Kingdom", "动物王国"); dictionary.Add("Pounce", "剑齿虎-突袭"); dictionary.Add("Horror", "海人马-恐惧"); dictionary.Add("Bison Charge", "野牛-愤怒冲锋"); dictionary.Add("Bird Shout", "恐鸟-吼叫"); dictionary.Add("Stealth", "剑齿虎-潜行"); dictionary.Add("Dragon Breath", "巨龙-火焰龙息"); dictionary.Add("Blood Vomit", "阿根廷龙-吐血感染"); dictionary.Add("Plague Bite", "阿根廷龙-感染撕咬"); dictionary.Add("Foul Breath", "海人马-污染吐息"); dictionary.Add("Terror Bird Dodge", "恐鸟-抛射物躲闪"); dictionary.Add("Rex", "霸王龙"); dictionary.Add("Bison", "巨型野牛"); dictionary.Add("Daeodon", "凶齿豨"); dictionary.Add("Smilodon", "剑齿虎"); dictionary.Add("Terror_Bird", "恐鸟"); dictionary.Add("Nuckelavee", "海人马"); dictionary.Add("Calderaceum", "火山荒原"); dictionary.Add("Weeping Copse", "啜泣矮林"); dictionary.Add("Kelenken", "恐鸟"); dictionary.Add("Giant Bison", "巨型野牛"); dictionary.Add("Plague Bearer", "阿根廷龙"); dictionary.Add("Greater Dragon", "巨龙"); dictionary.Add("Swordfish Lochaber", "剑鱼罗佳伯斧"); dictionary.Add("Slap", "海人马之手"); dictionary.Add("Plague Punch", "感染拳"); dictionary.Add("Bee Creative", "蜜蜂创意"); dictionary.Add("Keep Running", "永不停歇"); dictionary.Add("Car", "汽车"); dictionary.Add("Volkswagen", "大众汽车"); dictionary.Add("TASER AWP", "泰瑟AWP"); dictionary.Add("TASER BALLISTIC SHIELD", "泰瑟防弹盾牌"); dictionary.Add("BALLISTIC SHIELD WALL", "防弹盾牌墙"); dictionary.Add("BATON", "警棍"); dictionary.Add("BEAM AR", "光束突击步枪"); dictionary.Add("TASER CROSSBOW", "泰瑟弩"); dictionary.Add("FLOPPY FISH", "软趴拍鱼"); dictionary.Add("FUTURE PISTOL", "未来手枪"); dictionary.Add("FUTURE REVOLVER", "未来左轮手枪"); dictionary.Add("GAUSSBOW", "高斯弓"); dictionary.Add("GLOCKINATOR", "双持格洛克"); dictionary.Add("GRAPPLER", "抓钩"); dictionary.Add("HAND GUN", "手枪"); dictionary.Add("HARPOON BOW", "鱼叉弓"); dictionary.Add("TASER JARL AXE", "泰瑟巨斧兵之斧"); dictionary.Add("LIBERATING M1911", "解放者M1911"); dictionary.Add("LIBERATING MINIGUN", "解放者机枪"); dictionary.Add("TASER MINIGUN", "泰瑟机枪"); dictionary.Add("MISSILE LAUNCHER", "导弹发射器"); dictionary.Add("TASER MOSSBERG", "泰瑟莫斯伯格"); dictionary.Add("RAILGUN", "磁轨炮"); dictionary.Add("RAINMAKER", "雨水枪"); dictionary.Add("TASER SWORD", "泰瑟长剑"); dictionary.Add("TASER", "泰瑟手枪"); dictionary.Add("TASER FISH", "泰瑟鱼"); dictionary.Add("THE PROMISE", "承诺者"); dictionary.Add("ORBITAL STRIKE THROW", "轨道打击"); dictionary.Add("DESTRUCTION GRENADE THROW", "毁灭手雷"); dictionary.Add("FIRE GRENADE THROW", "燃烧手雷"); dictionary.Add("IMPLOSION GRENADE THROW", "聚爆手雷"); dictionary.Add("KNOCKBACK GRENADE THROW", "击退手雷"); dictionary.Add("TWO-SHOT", "双发"); dictionary.Add("WATER GUN", "水枪"); dictionary.Add("WEIGHT", "杠铃"); dictionary.Add("BEAM", "光束"); dictionary.Add("GAUSSBOLT", "高斯箭"); dictionary.Add("GRAPPLE", "钩爪"); dictionary.Add("DESTRUCTION GRENADE", "毁灭手雷"); dictionary.Add("FIRE GRENADE", "燃烧手雷"); dictionary.Add("IMPLOSION GRENADE", "聚爆手雷"); dictionary.Add("KNOCKBACK GRENADE", "击退手雷"); dictionary.Add("HARPOON BOLT", "鱼叉箭"); dictionary.Add("LIBERATION BULLET", "解放子弹"); dictionary.Add("MISSILE", "导弹"); dictionary.Add("ORBITAL STRIKE", "轨道打击"); dictionary.Add("PROMISE", "承诺者"); dictionary.Add("RAIN", "雨水"); dictionary.Add("TASER BULLET", "泰瑟子弹"); dictionary.Add("TAZE", "电击"); dictionary.Add("WATER", "水"); dictionary.Add("Giant Grab", "火巨人-拳头"); dictionary.Add("Expansionary", "扩展"); dictionary.Add("Move_GlitchedDeath", "立体声-故障死亡"); dictionary.Add("Move_GraveSwordDrag", "剑教宗-墓剑拖拽"); dictionary.Add("Move_StatueMimicry", "王座守卫者-拟态雕像"); dictionary.Add("Move_SpawnGoblins", "哥布林-生成哥布林"); dictionary.Add("Move_DiscordantLaugh", "残响幽灵-不谐笑声"); dictionary.Add("Move_FinalMelody", "残响幽灵-最终旋律"); dictionary.Add("Move_KeepDistance", "保持距离"); dictionary.Add("Move_FurnaceExpress", "马克西姆斯-熔炉爆冲"); dictionary.Add("Move_TwilightSunlight", "哇扬戏-暮日之光"); dictionary.Add("Move_AbsoluteEclipseWing1", "猎头者-全蚀之翼1"); dictionary.Add("Move_AbsoluteEclipseWing2", "猎头者-全蚀之翼2"); dictionary.Add("Move_AbsoluteEclipseTransformation", "猎头者-全蚀转变"); dictionary.Add("Move_Avenged_Tenfold", "猎头者-十倍奉还"); dictionary.Add("Move_Pained_Path", "猎头者-苦痛之路"); dictionary.Add("Move_CloudyWeather", "猎头者-多云天气"); dictionary.Add("Move_Nemean_Slam", "赫拉克勒斯-涅墨亚重击"); dictionary.Add("Move_Gladiator_Prowess", "赫拉克勒斯-角斗士战技"); dictionary.Add("Move_Paintstrike", "粉彩-颜料打击"); dictionary.Add("Move_ColorlessGale", "粉彩-无色狂风"); dictionary.Add("Move_PastelHair", "粉彩-发型"); dictionary.Add("Move_Upgrade", "修补匠-强化"); dictionary.Add("Move_BlightenedBride", "罗密欧与朱丽叶-枯萎新娘"); dictionary.Add("Move_SlaesCyflym", "罗密欧与朱丽叶-迅捷斩"); dictionary.Add("Move_Burrow", "战术掘进者-遁地"); dictionary.Add("Move_UmbrellicBalleria", "安布蕊娜-弹幕领域"); dictionary.Add("Move_Nightstalk", "厄运学者-夜巡"); dictionary.Add("Move_ProjectionWall", "重磅大片-荧幕"); dictionary.Add("Move_StereoDoppelganger", "立体声-分身"); dictionary.Add("Move_Gundown", "黑色电影-枪击"); dictionary.Add("Move_BunnyHop", "兔族-兔子跳"); dictionary.Add("Move_RafflesiaGas", "大王花-毒气"); dictionary.Add("Move_Bloodlord_Tribute", "血行者-血领主献祭"); dictionary.Add("Move_DraconicRoar", "猎头者-龙吼"); dictionary.Add("Move_HeadlessHorseCharge", "无头骑士-冲锋"); dictionary.Add("Move_FearHordes", "无头骑士-马群恐惧"); dictionary.Add("Move_SpawnPhantomHorseHordes", "无头骑士-幻影马群"); dictionary.Add("Move_HealthCocoon", "哀悼亡灵-生命之茧"); dictionary.Add("Move_PainedScream", "悲惨使者-苦痛尖啸"); dictionary.Add("Move_FoggyChase", "温迪戈-雾中追猎"); dictionary.Add("Move_Hellbody", "地狱快枪手-地狱身躯"); dictionary.Add("Move_EnemyBetrayal", "游荡者-倒戈背叛"); dictionary.Add("Move_BloatedBlood", "血行者-血肿"); dictionary.Add("Move_Water_Affinity", "水性"); dictionary.Add("Move_OnVehicleDeathParachute", "空中猎犬-载具坠毁跳伞"); dictionary.Add("Move_Ground_Shield", "地卜师-地盾"); dictionary.Add("Move_HangedBody", "吊死鬼-吊尸"); dictionary.Add("Move_HomeRun", "赛博朋克-全垒打"); dictionary.Add("Move_ForstThunderEmerges", "石化者-雷霆涌现"); dictionary.Add("Move_ExpertDuelist", "时间女皇-决斗专家"); dictionary.Add("Move_TimeDance", "时间女皇-舞蹈"); dictionary.Add("Move_RotatingHolyShield", "守护者-环绕神圣护盾"); dictionary.Add("Move_ProtectiveHolyShield", "守护者-神圣护盾"); dictionary.Add("Move_AbsorptionPassive", "守护者-伤害吸收"); dictionary.Add("Move_ComboSlash", "反病毒-连斩击"); dictionary.Add("Move_HandCombatParry", "夏洛克-徒手格挡"); dictionary.Add("Move_CallSoldier", "中士-召唤士兵"); dictionary.Add("Move_RecycleGuns", "中士-循环枪械"); dictionary.Add("Move_Parachute", "中士-降落伞"); dictionary.Add("Move_GroundPunch", "悲惨使者-粉碎大地"); dictionary.Add("Move_WhirlpoolSummon", "玛丽娜·西格尔-漩涡召唤"); dictionary.Add("Move_CoffinFollows", "送葬者-灵柩跟随"); dictionary.Add("Move_Forstenad_Wings", "石化者-翅膀"); dictionary.Add("Move_BarrelHide", "隐士-圆桶躲藏"); dictionary.Add("Move_HeadPumpkin_Follow", "无头骑士-头部南瓜"); dictionary.Add("Move_PhantomHover", "魂铸君主-幻影悬浮"); dictionary.Add("Move_Indicate_TotemInRange", "图腾-指示范围"); dictionary.Add("Move_HelpingHands", "无名农民-解脱之手"); dictionary.Add("Move_VoidOfSoul", "无名农民-虚空之魂"); dictionary.Add("Move_LameDeFlamme", "巨兽-火焰之刃"); dictionary.Add("Move_WildWestFog", "伊斯特伍德-狂野西部迷雾"); dictionary.Add("Move_IonGround", "离子暴君-离子场"); dictionary.Add("Move_Bubble_Ionic", "离子暴君-离子泡"); dictionary.Add("Move_Parry_Punk", "赛博朋克-格挡"); dictionary.Add("Move_Extra_Charge", "赛博朋克-额外冲锋"); dictionary.Add("Move_IntimidationEarl", "伯爵-威吓"); dictionary.Add("Move_ElderEntityAuraFog", "先祖征服者-古神光环迷雾"); dictionary.Add("Move_Block_Energetic", "先祖征服者-能量格挡"); dictionary.Add("Move_SkyStrike", "先祖征服者-天袭"); dictionary.Add("Move_PrimalDemise", "先祖征服者-原始毁灭"); dictionary.Add("Move_ConquerorWing", "先祖征服者-翅膀"); dictionary.Add("Move_Elder_Body", "先祖征服者-古神之躯"); dictionary.Add("Move_KeepStanding", "保持站稳不倒"); dictionary.Add("Move_Haste", "伊斯特伍德-急速"); dictionary.Add("Move_FreezingFog", "冰川巨人-冰冻迷雾"); dictionary.Add("Move_MagmaticTrample", "火神统帅-熔岩践踏"); dictionary.Add("Move_DrunkAndDrunk", "醉拳大师-醉上加醉"); dictionary.Add("Move_SpinDodgeDrunk", "醉拳大师-醉旋躲闪"); dictionary.Add("Move_KickDrunk", "醉拳大师-醉踢"); dictionary.Add("Move_SniperLayDown", "赏金猎人-狙击手放倒"); dictionary.Add("Move_Vulture_Wings", "赏金猎人-秃鹫翅膀"); dictionary.Add("Move_GraveWings", "墓穴蝙蝠骷髅-翅膀"); dictionary.Add("Move_GraveWingsDigger", "掘墓人墓穴蝙蝠-翅膀"); dictionary.Add("Move_TransformToDigger", "掘墓人墓穴蝙蝠-变身掘墓人"); dictionary.Add("Move_TransformToSkeleton", "墓穴蝙蝠骷髅-变身骷髅"); dictionary.Add("Move_TransformToGraveBat", "掘墓人-变身墓穴蝙蝠"); dictionary.Add("Move_GreatMotivation", "图腾-绝佳激励"); dictionary.Add("Move_ConflictingSpace", "无名农民-紊乱空间"); dictionary.Add("Move_Spawn_UnnamedCage", "无名农民-囚笼"); dictionary.Add("Move_IceAge", "冰川巨人-冰河时代"); dictionary.Add("Move_Fiery_Fog", "火神统帅-炽热迷雾"); dictionary.Add("Move_Spawn_TrioAxes", "伯爵-三斧召唤"); dictionary.Add("Move_StormBreath", "冰川巨人-风暴吐息"); dictionary.Add("Move_TrueDeath_Explode", "无名农民-真死爆炸"); dictionary.Add("Move_Winter_Tornado", "凛冬龙卷"); dictionary.Add("Move_Excalibur_Killaura", "断钢剑-杀戮光环"); dictionary.Add("Move_ForgottenSoulLeakTorso", "无名农民-遗魂泄漏[身躯]"); dictionary.Add("Move_ForgottenSoulLeakLeft", "无名农民-遗魂泄漏[左]"); dictionary.Add("Move_ForgottenSoulLeakLateLeft", "无名农民-遗魂延迟泄漏[左]"); dictionary.Add("Move_ForgottenSoulLeakRight", "无名农民-遗魂泄漏[右]"); dictionary.Add("Move_ForgottenSoulLeakLateRight", "无名农民-遗魂延迟泄漏[右]"); dictionary.Add("Move_ForgottenSoulLeakLateHip", "无名农民-遗魂延迟泄漏[臀部]"); dictionary.Add("Move_ForgottenSoulLeakLeftFoot", "无名农民-遗魂泄漏[左脚]"); dictionary.Add("Move_ForgottenSoulLeakRightFoot", "无名农民-遗魂泄漏[右脚]"); dictionary.Add("Move_ForgottenSoulLeakLeftLateLeg", "无名农民-遗魂延迟泄漏[左腿]"); dictionary.Add("Move_ForgottenSoulLeakRightLateLeg", "无名农民-遗魂延迟泄漏[右腿]"); dictionary.Add("Move_BloodyMary", "血行者-血腥玛丽"); dictionary.Add("Move_TempEnemy", "魅魔-魅惑"); dictionary.Add("Move_Kiss", "魅魔-亲吻"); dictionary.Add("Move_GiantSwordCast", "魂铸君主-巨剑投射"); dictionary.Add("Move_AbyssFog", "无名农民-深渊迷雾"); dictionary.Add("Move_Exotic_Flurry", "酿造师-异种乱舞"); dictionary.Add("Move_Chaotic_Dodge", "地狱快枪手-混沌抛射物闪避"); dictionary.Add("Move_Dispose_Dynamike", "挖掘者-爆破处置"); dictionary.Add("Move_Ash_Fog", "巨兽-灰烬迷雾"); dictionary.Add("Move_BodySuspension", "苍翠狂信者-悬身"); dictionary.Add("Move_ThornsEnsnare", "苍翠狂信者-荆棘缠身"); dictionary.Add("Geomancer", "地卜师"); dictionary.Add("Drunken Master", "醉拳大师"); dictionary.Add("Pastel", "粉彩"); dictionary.Add("Headhunter", "猎头者"); dictionary.Add("Hercules", "赫拉克勒斯"); dictionary.Add("Coedsworn", "宣誓者"); dictionary.Add("Kitsune", "狐"); dictionary.Add("Sherlock", "夏洛克"); dictionary.Add("Marina Seagal", "玛丽娜·西格尔"); dictionary.Add("Hangman", "吊死鬼"); dictionary.Add("Romeo & Juliet", "罗密欧与朱丽叶"); dictionary.Add("Eastwood", "伊斯特伍德"); dictionary.Add("Valtiel", "神使"); dictionary.Add("Doomed Scholar", "厄运学者"); dictionary.Add("TROPICAL", "热带"); dictionary.Add("Hermit", "隐士"); dictionary.Add("Titanoboa", "泰坦巨蟒"); dictionary.Add("Surfer", "冲浪者"); dictionary.Add("Fisherman", "渔夫"); dictionary.Add("Rafflesia", "大王花"); dictionary.Add("Totem", "图腾"); dictionary.Add("Succubus", "魅魔"); dictionary.Add("Wayang", "哇扬戏"); dictionary.Add("Vulcan Imperator", "火神统帅"); dictionary.Add("GREAT FOREST", "大森林"); dictionary.Add("Elven", "精灵"); dictionary.Add("Leonin", "狮族"); dictionary.Add("Harekin", "兔族"); dictionary.Add("Myconid", "蕈人"); dictionary.Add("Verdant Fanatic", "苍翠狂信者"); dictionary.Add("Conjurer", "咒法师"); dictionary.Add("Druid", "德鲁伊"); dictionary.Add("PRIMEVAL KINGDOM", "原始王国"); dictionary.Add("Goblins", "哥布林"); dictionary.Add("Throne Keeper", "王座守卫者"); dictionary.Add("Assassin", "刺客"); dictionary.Add("Sword Pontiff", "剑教宗"); dictionary.Add("Midas", "迈达斯"); dictionary.Add("Soulforged Sovereign", "魂铸君主"); dictionary.Add("Ancestral Conquerer", "先祖征服者"); dictionary.Add("FAR NORTH", "极北之地"); dictionary.Add("Raider", "掠夺者"); dictionary.Add("Chompion", "大冠嚼"); dictionary.Add("Wendigo", "温迪戈"); dictionary.Add("Earl", "伯爵"); dictionary.Add("Umbrellina", "安布蕊娜"); dictionary.Add("Forstenad", "石化者"); dictionary.Add("Time Queen", "时间女皇"); dictionary.Add("Glacier Giant", "冰川巨人"); dictionary.Add("FORGOTTEN COMMUNION", "遗忘教会"); dictionary.Add("Prayeth", "祈祷者"); dictionary.Add("Sacrificer", "献祭者"); dictionary.Add("Wraithwyrm", "缚灵龙"); dictionary.Add("Foul Soul", "污秽之魂"); dictionary.Add("Behemoth", "巨兽"); dictionary.Add("Evicted Gallant", "流放骑士"); dictionary.Add("Wretched Emissary", "悲惨使者"); dictionary.Add("Unnamed Peasant", "无名农民"); dictionary.Add("DARK AGE", "黑暗时代"); dictionary.Add("Dead Mourner", "哀悼亡灵"); dictionary.Add("Rogue", "游荡者"); dictionary.Add("Gravedigger", "掘墓人"); dictionary.Add("Bloodwalker", "血行者"); dictionary.Add("Headless Horseman", "无头骑士"); dictionary.Add("Undertaker", "送葬者"); dictionary.Add("Brewer", "酿造师"); dictionary.Add("CLASH SIEGE", "冲突围攻"); dictionary.Add("Venturer", "冒险家"); dictionary.Add("Greathammer", "巨锤兵"); dictionary.Add("Mongolian", "蒙古人"); dictionary.Add("Mage", "法师"); dictionary.Add("Spelungker", "战术掘进者"); dictionary.Add("Guardian", "守护者"); dictionary.Add("Excalibur", "断钢剑"); dictionary.Add("CHAOTIC LINE", "混沌界线"); dictionary.Add("Snakeeye", "蛇眼"); dictionary.Add("Bounty Hunter", "赏金猎人"); dictionary.Add("Excavator", "挖掘者"); dictionary.Add("Rumbler", "轰鸣者"); dictionary.Add("Helldraw", "地狱快枪手"); dictionary.Add("Dark Huntsman", "暗影猎手"); dictionary.Add("Maximus", "马克西姆斯"); dictionary.Add("MODERN WARFARE", "现代战争"); dictionary.Add("Pyro", "火焰兵"); dictionary.Add("Airhound", "空中猎犬"); dictionary.Add("Sergeant", "中士"); dictionary.Add("Submarine", "潜艇"); dictionary.Add("F22 Jet", "F-22 猛禽"); dictionary.Add("RETROPOLIS", "复古都市"); dictionary.Add("Tinkerl", "修补匠"); dictionary.Add("Stereo", "立体声"); dictionary.Add("Blockbuster", "重磅大片"); dictionary.Add("Ringmaster", "马戏团长"); dictionary.Add("Noir", "黑色电影"); dictionary.Add("DYSTOPIAN", "反乌托邦"); dictionary.Add("Riot Droid", "防暴机器人"); dictionary.Add("Cyber Punk", "赛博朋克"); dictionary.Add("Biomaniac", "生化狂人"); dictionary.Add("Avira", "反病毒"); dictionary.Add("Puppeteer", "傀儡师"); dictionary.Add("Dubghost", "残响幽灵"); dictionary.Add("Ionic Tyrant", "离子暴君"); dictionary.Add("EXPERIMENT", "实验"); dictionary.Add("Expansionary Debug", "扩展调试"); dictionary.Add("Enables Debugging (Warning: Lag)", "启用调试(警告:卡顿)"); dictionary.Add("expansionary:dubghost_base", "残响幽灵"); dictionary.Add("expansionary:hercules_base", "赫拉克勒斯"); dictionary.Add("expansionary:pastel_base", "粉彩"); dictionary.Add("expansionary:demented_juliet_base", "朱丽叶"); dictionary.Add("expansionary:demented_romeo_base", "罗密欧"); dictionary.Add("expansionary:umbrellina_base", "安布蕊娜"); dictionary.Add("expansionary:doomed_humanoid_base", "厄运学者"); dictionary.Add("expansionary:wraithwyrm_base", "缚灵龙"); dictionary.Add("expansionary:coedsworn_base", "宣誓者"); dictionary.Add("expansionary:retro_base", "复古"); dictionary.Add("expansionary:headhunter_base", "猎头者"); dictionary.Add("expansionary:submarine_base", "潜艇"); dictionary.Add("expansionary:airhound_base", "空中猎犬"); dictionary.Add("expansionary:m0d_base", "M0D[盒子]"); dictionary.Add("expansionary:vengeful_bike_base", "暗影猎手摩托"); dictionary.Add("expansionary:f22_jet_base", "F-22 猛禽"); dictionary.Add("expansionary:timequeen_base", "时间女皇"); dictionary.Add("expansionary:wendigo_base", "温迪戈"); dictionary.Add("expansionary:marina_base", "玛丽娜·西格尔"); dictionary.Add("expansionary:clint_base", "伊斯特伍德"); dictionary.Add("expansionary:droid_base", "防暴机器人"); dictionary.Add("expansionary:undertaker_base", "送葬者"); dictionary.Add("expansionary:mage_base", "法师"); dictionary.Add("expansionary:goblin_base", "哥布林"); dictionary.Add("expansionary:puppeteer_base", "傀儡师"); dictionary.Add("expansionary:puppetmom_base", "傀儡妈妈"); dictionary.Add("expansionary:puppetdad_base", "傀儡爸爸"); dictionary.Add("expansionary:myconid_base", "蕈人"); dictionary.Add("expansionary:big_humanoid_base", "大体型"); dictionary.Add("expansionary:bigger_humanoid_base", "更大体型"); dictionary.Add("expansionary:thronekeeper_base", "王座守卫者"); dictionary.Add("expansionary:drunken_master_base", "醉拳大师"); dictionary.Add("expansionary:instant_dead_base", "即死"); dictionary.Add("expansionary:ancestralconquerer_base", "先祖征服者"); dictionary.Add("expansionary:vulture_base", "赏金秃鹫"); dictionary.Add("expansionary:bounty_hunter_base", "赏金猎人"); dictionary.Add("expansionary:gravebats_base", "墓穴蝙蝠"); dictionary.Add("expansionary:gravebatsskeleton_base", "墓穴蝙蝠骷髅"); dictionary.Add("expansionary:gravedigger_base", "掘墓人"); dictionary.Add("expansionary:deadvillager_base", "死亡村民"); dictionary.Add("expansionary:totem_base", "图腾"); dictionary.Add("expansionary:vulcan_imp_base", "火神统帅"); dictionary.Add("expansionary:tainted_humanoid_base", "污染者"); dictionary.Add("expansionary:unnamed_peasant_base", "无名农民"); dictionary.Add("expansionary:titanoboa_base", "泰坦巨蟒"); dictionary.Add("expansionary:westsnake_base", "西部蛇"); dictionary.Add("expansionary:lilwestsnake_base", "小西部蛇"); dictionary.Add("expansionary:midas_base", "迈达斯"); dictionary.Add("expansionary:glaciergiant_base", "冰川巨人"); dictionary.Add("expansionary:soulforge_base", "魂铸君主"); dictionary.Add("expansionary:verdant_fanatic_base", "苍翠狂信者"); dictionary.Add("expansionary:druid_base", "德鲁伊"); dictionary.Add("expansionary:elf_base", "精灵"); dictionary.Add("expansionary:mongolhorse_base", "蒙古马"); dictionary.Add("expansionary:horsehordes_base", "无头骑士马群"); dictionary.Add("expansionary:headlesshorse_base", "无头马"); dictionary.Add("expansionary:headlesshorserider_base", "无头骑士"); dictionary.Add("expansionary:golem_base", "水晶魔像"); dictionary.Add("expansionary:pale_humanoid_base", "苍白"); dictionary.Add("expansionary:wayang_base", "哇扬戏"); dictionary.Add("expansionary:behemoth_base", "巨兽"); dictionary.Add("expansionary:foulsoul_base", "污秽之魂"); dictionary.Add("expansionary:wretched_back_base", "悲惨使者背部"); dictionary.Add("expansionary:wretched_subs_base", "悲惨使者替补"); dictionary.Add("expansionary:wretched_main_base", "悲惨使者主体"); dictionary.Add("expansionary:invisible_humanoid_base", "不可见"); dictionary.Add("DubghostGuitar", "残响幽灵-吉他"); dictionary.Add("TrackMarkerGun", "马克西姆斯-标记枪"); dictionary.Add("FurnacePistonFist", "马克西姆斯-熔炉冲拳"); dictionary.Add("Hercules_Club", "赫拉克勒斯-棒槌"); dictionary.Add("PastelPaint", "粉彩-颜料"); dictionary.Add("CogWrench", "修补匠-齿轮扳手"); dictionary.Add("JulietScythe", "朱丽叶-镰刀"); dictionary.Add("RomeoGreatsword", "罗密欧-巨剑"); dictionary.Add("SteampunkDrill", "战术掘进者-蒸汽朋克钻头"); dictionary.Add("UmbrellicSaber", "安布蕊娜-刃"); dictionary.Add("DoomBringerClaw_L", "厄运学者-末日爪(左)"); dictionary.Add("DoomBringerClaw_R", "厄运学者-末日爪(右)"); dictionary.Add("ReelProjector", "重磅大片-胶片放映机"); dictionary.Add("RemoteCutter", "立体声-远程切割器"); dictionary.Add("GreyscaledGun", "黑色电影-灰阶枪"); dictionary.Add("Coedsworn_Staff", "宣誓者-权杖"); dictionary.Add("PyroFlamethrower", "火焰兵-火焰喷射器"); dictionary.Add("Leonin_Claws_L", "狮族-爪(左)"); dictionary.Add("Leonin_Claws_R", "狮族-爪(右)"); dictionary.Add("Throws_Surfboard", "冲浪者-冲浪板"); dictionary.Add("HunterLongsword", "猎头者-长剑"); dictionary.Add("Geomancy_Staff", "地卜师-权杖"); dictionary.Add("KitsuneBrush", "狐-笔刷"); dictionary.Add("HangmanEntanglement", "吊死鬼-缠绕"); dictionary.Add("SherlockFist", "夏洛克-拳头"); dictionary.Add("TramplingHammer", "巨锤兵-践踏重锤"); dictionary.Add("Avira_ChargedPositronLongsword", "反病毒-正电充能长剑"); dictionary.Add("MoonFlower_Rapier", "时间女皇-月花刺剑"); dictionary.Add("Summon_GroundWretchedPunch", "悲惨使者-地面召唤拳"); dictionary.Add("Throws_RandomPunch", "悲惨使者-随机投掷拳"); dictionary.Add("VengefulSaw", "暗影猎手-复仇锯"); dictionary.Add("Goblin_Small_Spear", "哥布林-短矛"); dictionary.Add("Sharpened_Claws_L", "温迪戈-利爪(左)"); dictionary.Add("Sharpened_Claws_R", "温迪戈-利爪(右)"); dictionary.Add("SunkenMarinaAnchor", "玛丽娜·西格尔-沉船锚"); dictionary.Add("RustingChainblade", "流放骑士-锈蚀链锯刀"); dictionary.Add("RiotMetalShield", "防暴机器人-金属盾牌"); dictionary.Add("Scroll_Of_Mapper", "制图师卷轴"); dictionary.Add("BioliquivierLiquigun", "生化狂人-液体枪"); dictionary.Add("Desperate_Prayer", "祈祷者-绝望祷言"); dictionary.Add("SelfHarm_Sacrificer", "献祭者-自残"); dictionary.Add("Mage_Magic_Wand", "法师-魔杖"); dictionary.Add("Valheimion_Shield", "石化者-英灵盾牌"); dictionary.Add("Aetherial_Thunder_Spear", "石化者-雷霆长矛"); dictionary.Add("Backfacing_Katana", "刺客-反向武士刀"); dictionary.Add("Throw_TeleportDagger", "刺客-传送匕首"); dictionary.Add("SoulTitanKingSword", "魂铸君主-泰坦王魂剑"); dictionary.Add("Homemade_BackwardHeld_Knife", "傀儡妈妈-自制反手刀"); dictionary.Add("Homemade_Knife", "傀儡妈妈-自制小刀"); dictionary.Add("Homemade_Shotgun", "傀儡爸爸-自制霰弹枪"); dictionary.Add("PuppetController", "傀儡师-操纵器"); dictionary.Add("DarkFist_Seek", "暗黑拳"); dictionary.Add("Throw_GrapplingHook", "掠夺者-抓钩"); dictionary.Add("BearTrap_Chomper", "大冠嚼-捕熊大嘴花"); dictionary.Add("Ionic_GunLance", "离子暴君-离子铳枪"); dictionary.Add("Metal_Punk_Bat", "赛博朋克-金属球棒"); dictionary.Add("BigIceFlail", "伯爵-巨型冰连枷"); dictionary.Add("VitalisCataclysm_Greatsword", "先祖征服者-生命灾变巨剑"); dictionary.Add("ThroneLance", "王座守卫者-长枪"); dictionary.Add("Torches", "冒险家-火把"); dictionary.Add("DrunkenPunches_Left", "醉拳(左)"); dictionary.Add("DrunkenPunches_Right", "醉拳(右)"); dictionary.Add("SnipingGun_EagleEye", "赏金猎人-鹰眼狙击枪"); dictionary.Add("Gravedigger_Shovel", "掘墓人-铲子"); dictionary.Add("Conjuring_Staff", "咒法师-权杖"); dictionary.Add("FieryImperateGreatsword", "火神统帅-炽焰巨剑"); dictionary.Add("ScytheOfReaping", "送葬者-收割之镰"); dictionary.Add("Mordor_Swords_Spawner", "剑教宗-魔多剑书"); dictionary.Add("Mordor_Greatsword", "剑教宗-巨剑"); dictionary.Add("ClosedFist", "哀悼亡灵-闭拳"); dictionary.Add("Sword_Excalibur", "断钢剑"); dictionary.Add("Snake_Winchester", "蛇眼-温彻斯特"); dictionary.Add("BloodlettingBlade", "血行者-流血之刃"); dictionary.Add("TheGoldenTouch", "迈达斯-点石成金"); dictionary.Add("ChantHeartFist", "魅魔-拳头"); dictionary.Add("PeacemakerColt", "伊斯特伍德-和平缔造者"); dictionary.Add("AvalanchePunch", "冰川巨人-雪崩拳"); dictionary.Add("Guardian_Greatsword", "守护者-巨剑"); dictionary.Add("PhantomRiderShield", "无头骑士-盾牌"); dictionary.Add("DarkDoubleSword", "无头骑士-黑暗双头剑"); dictionary.Add("Rogue_Knife", "游荡者-匕首"); dictionary.Add("VerdantShield", "苍翠狂信者-盾牌"); dictionary.Add("VerdantSword", "苍翠狂信者-剑"); dictionary.Add("Throw_AcidDroplet", "德鲁伊-酸液"); dictionary.Add("MithrilSword", "精灵-秘银剑"); dictionary.Add("Sword_Keris", "哇扬戏-马来剑"); dictionary.Add("FlammerstSword", "巨兽-焰形剑"); dictionary.Add("Fishingrod", "渔夫-鱼竿"); dictionary.Add("Throw_BrewedElementalPotion", "酿造师-元素药水"); dictionary.Add("Foul_Punch", "污秽之魂-拳头"); dictionary.Add("Excavation_Shovel", "挖掘者-铲子"); dictionary.Add("Hellish_Revolver", "地狱快枪手-左轮手枪"); dictionary.Add("Poison_Longbow", "蒙古人-毒长弓"); dictionary.Add("RunCommand_Seamless", "蒙古马-冲锋命令"); dictionary.Add("HeavyGiantBombShooter", "轰鸣者-重炮"); dictionary.Add("Tree_Grower", "水晶魔像-植树者"); dictionary.Add("Throw_HermitStick", "隐士-木棍投掷"); dictionary.Add("RafflesiaKatar", "大王花-拳刃"); dictionary.Add("P_TimeSlice", "时间切片"); dictionary.Add("P_MordorSword", "魔多剑"); dictionary.Add("P_ThornsEnsnare", "荆棘缠身"); dictionary.Add("P_AbnormMusical", "异化音乐剧"); dictionary.Add("P_MaxMarker", "马克西标记"); dictionary.Add("P_PainedPath", "苦痛之路"); dictionary.Add("P_Paintstrike", "颜料打击"); dictionary.Add("P_PastelPaint", "颜料"); dictionary.Add("P_IceChakram", "冰环刃"); dictionary.Add("P_LightProjection", "光投影矩阵"); dictionary.Add("P_ClipProjection", "裁剪投影矩阵"); dictionary.Add("P_ShadowFeather", "影羽"); dictionary.Add("P_PyroFlames", "喷火焰"); dictionary.Add("P_Surfboard", "冲浪板"); dictionary.Add("P_ClusterRockets", "集束火箭"); dictionary.Add("P_GeomancerGrab", "地卜师抓取"); dictionary.Add("P_InkBubble", "墨水泡"); dictionary.Add("P_Entanglement", "上吊缠绕"); dictionary.Add("P_SeveredPunches", "断拳"); dictionary.Add("P_BionicSprays", "仿生喷雾"); dictionary.Add("P_SoulThrow", "铸魂"); dictionary.Add("P_Prayesth", "祷言"); dictionary.Add("P_BloodDrop", "血滴"); dictionary.Add("P_KineticRay", "动能射线"); dictionary.Add("P_TeleportDagger", "传送匕首"); dictionary.Add("P_Homemade_Knife", "自制小刀"); dictionary.Add("P_GrappleHook", "抓钩"); dictionary.Add("P_Ionized_Flames", "离子化火焰"); dictionary.Add("P_Ionized_Plasma", "电离电浆"); dictionary.Add("P_SniperBullet", "狙击子弹"); dictionary.Add("P_WildSnake", "西部蛇"); dictionary.Add("P_GaiaSpirit", "盖亚之魂"); dictionary.Add("P_SingleSoldierBullet", "单兵子弹"); dictionary.Add("P_AcidDroplet", "酸液"); dictionary.Add("P_RumblingBomb", "轰鸣炸弹"); dictionary.Add("P_BrewedElementalPotion", "元素药水"); dictionary.Add("P_FishingHook", "鱼钩"); dictionary.Add("P_Hellfox_Bullet", "地狱狐子弹"); dictionary.Add("P_VitalPoison_Arrow", "剧毒箭"); dictionary.Add("P_HermitStick", "隐士木棍"); dictionary.Add("P_TreeGrowerRay", "植树射线"); dictionary.Add("MedievalPlus", "中世纪扩展"); dictionary.Add("Scavenger", "清道夫"); dictionary.Add("Pavise Crossbowman", "巨盾弩兵"); dictionary.Add("Truth Archivist", "真相档案官"); dictionary.Add("Battering Ram", "攻城锤"); dictionary.Add("Rook", "塔卫"); dictionary.Add("Winged Hussar", "翼骑兵"); dictionary.Add("Queen", "女王"); dictionary.Add("Hunter Knight", "猎手骑士"); dictionary.Add("Catacomb Archbishop", "墓窟大主教"); dictionary.Add("Subjugator", "镇压者"); dictionary.Add("Militum Ex Deus", "神选战士"); dictionary.Add("medievalplus:scavenger_unit_base", "清道夫"); dictionary.Add("medievalplus:trutharchivist_base", "真相档案官"); dictionary.Add("medievalplus:batteringram_base", "攻城锤"); dictionary.Add("medievalplus:rook_unitbase", "塔卫"); dictionary.Add("medievalplus:queenunit_base", "女王"); dictionary.Add("medievalplus:hussarhorse_base", "翼骑兵马"); dictionary.Add("medievalplus:hunterknight_base", "猎手骑士"); dictionary.Add("medievalplus:catacombarchbishop_base", "墓窟大主教"); dictionary.Add("medievalplus:subjugator_base", "镇压者"); dictionary.Add("medievalplus:militumexdeus_base", "神选战士"); dictionary.Add("Move_Scavenge", "清道夫-收割"); dictionary.Add("Move_ArchivedLies", "真相档案官-尘封谎言"); dictionary.Add("Move_LanePush", "塔卫-推线"); dictionary.Add("Move_CompactTower", "塔卫-致密"); dictionary.Add("Move_Checkmate", "女王-将死"); dictionary.Add("Move_GambitCarried", "女王-弃兵之身"); dictionary.Add("Move_GambitCarry", "女王-弃兵核心"); dictionary.Add("Move_WolfstradeStance", "猎手骑士-狼行姿态"); dictionary.Add("Move_TombOfHero", "墓窟大主教-英雄冢"); dictionary.Add("Move_SubjugationDeath", "镇压者-死亡"); dictionary.Add("Move_DeterminantLaugh", "镇压者-宿命之笑"); dictionary.Add("Move_QuickSlash", "镇压者/神选战士-迅斩"); dictionary.Add("Move_SuspenseAura", "镇压者-悬疑气场"); dictionary.Add("Move_BrutalParry", "镇压者-残暴格挡"); dictionary.Add("Move_BackShield", "神选战士-背后盾牌"); dictionary.Add("Move_CloudyWarfield", "神选战士-朦胧战场"); dictionary.Add("Move_AfterImage", "神选战士-余像"); dictionary.Add("Move_MasterfulParryOne", "神选战士-精通格挡一"); dictionary.Add("Move_MasterfulParryTwo", "神选战士-精通格斗二"); dictionary.Add("Move_WarDynamicMovement", "神选战士-动态作战移动"); dictionary.Add("MantisScythe", "清道夫-螳螂镰刀"); dictionary.Add("PaviseCrossbow", "巨盾弩兵-巨盾弩弓"); dictionary.Add("ShadowDagger", "真相档案官-暗影匕首"); dictionary.Add("Thrower_BogmireSludgeCauldron", "塔卫-污泥坩埚"); dictionary.Add("RoyaleArcaneStaff", "女王-皇家奥术权杖"); dictionary.Add("QueenExecutionHandaxe", "女王-行刑手斧"); dictionary.Add("PulleyBow", "攻城锤-滑轮弓"); dictionary.Add("WingedHussarLance", "翼骑兵-骑枪"); dictionary.Add("GunAxe", "猎手骑士-枪斧"); dictionary.Add("StaffOfCrypt", "墓窟大主教-地穴权杖"); dictionary.Add("SubjugatorTitanShield", "镇压者-泰坦盾牌"); dictionary.Add("SubjugatorSword", "镇压者-长剑"); dictionary.Add("TemplarMetalSpear", "神选战士-圣殿骑士金属矛"); dictionary.Add("TemplarMetalSword", "神选战士-圣殿骑士金属剑"); dictionary.Add("P_SilverBullet", "银色子弹"); dictionary.Add("P_PaviseCrossbow", "巨盾弩箭"); dictionary.Add("P_BogmireSludgeCauldron", "污泥坩埚"); dictionary.Add("P_PulleyBow", "滑轮弓箭"); dictionary.Add("WinterFest", "冬季盛宴"); dictionary.Add("Flame Apostle", "烈焰使徒"); dictionary.Add("Winterland", "冬境"); dictionary.Add("Abnormal Envoy", "异象使者"); dictionary.Add("Frigid Huntress", "冰寒女猎手"); dictionary.Add("Skrægore", "啸血"); dictionary.Add("Dreamful Oracle", "多梦神谕者"); dictionary.Add("Miraculus", "奇迹"); dictionary.Add("Cryobomination", "低寒憎恶"); dictionary.Add("winterfest:flameapostle_base", "烈焰使徒"); dictionary.Add("winterfest:skraegore_base", "啸血"); dictionary.Add("winterfest:frigidhuntress_base", "冰寒女猎手"); dictionary.Add("winterfest:dreamerunit_base", "多梦神谕者"); dictionary.Add("winterfest:abnormalenvoy_base", "异常使者"); dictionary.Add("winterfest:miraculus_base", "奇迹"); dictionary.Add("winterfest:cryobomination_base", "低寒憎恶"); dictionary.Add("Move_EnvoyOfMadness", "异象使者-疯狂"); dictionary.Add("Move_EnvoyBite", "异象使者-噬咬"); dictionary.Add("Move_WildJump", "异象使者-狂野跳跃"); dictionary.Add("Move_GazingPierces", "冰寒女猎手-凝视穿刺"); dictionary.Add("Move_ArrowStep", "冰寒女猎手-箭步"); dictionary.Add("Move_Lifereaping", "啸血-夺命收割"); dictionary.Add("Move_BountifulHarvest", "啸血-丰饶收获"); dictionary.Add("Move_Bedridden", "多梦神谕者-卧床不起"); dictionary.Add("Move_SirenLullaby", "多梦神谕者-塞壬摇篮曲"); dictionary.Add("Move_NightmarishPersistence", "多梦神谕者-梦魇缠身"); dictionary.Add("Move_ConstellationAura", "奇迹-星座光环"); dictionary.Add("Move_ShiningStar", "奇迹-闪耀之星"); dictionary.Add("Move_MarchingPressure", "奇迹-行军压制"); dictionary.Add("Move_Masochist", "奇迹-受虐狂"); dictionary.Add("Move_DopamineOverdose", "奇迹-多巴胺超载"); dictionary.Add("Move_HeavyBreathing", "烈焰使徒-沉重喘息"); dictionary.Add("Move_FlamingExecution", "烈焰使徒-烈焰处刑"); dictionary.Add("Move_SwiftBurningAshes", "烈焰使徒-迅燃灰烬"); dictionary.Add("Move_BaptismWarfield", "烈焰使徒-战场洗礼"); dictionary.Add("Move_BoilingHatred", "烈焰使徒-沸腾仇恨"); dictionary.Add("Move_InfernalDictator", "烈焰使徒-地狱独裁者"); dictionary.Add("Move_Cryopathic", "低寒憎恶-寒病"); dictionary.Add("Move_Cryocataclysm", "低寒憎恶-冰灾"); dictionary.Add("Move_WinterStormFog", "低寒憎恶-冬暴迷雾"); dictionary.Add("Move_AbominableEmbrace", "低寒憎恶-拥抱"); dictionary.Add("Move_Mountmover", "低寒憎恶-移山"); dictionary.Add("EnvoyExtendedClaw", "异象使者-延展爪"); dictionary.Add("FrigidHuntingLongbow", "冰寒女猎手-狩猎长弓"); dictionary.Add("Throw_HaywireSickle", "啸血-狂乱镰刀"); dictionary.Add("OrderOfBlazesWeapon", "烈焰使徒-炽炎秩序"); dictionary.Add("Throw_SleepySand", "多梦神谕者-安眠沙"); dictionary.Add("JoyousBlade", "奇迹-欢愉之刃"); dictionary.Add("FireFistWeapon", "烈焰使徒-炎拳"); dictionary.Add("UndeadLordGreatsword", "低寒憎恶-亡灵领主巨剑"); dictionary.Add("P_EnvoyOfMadness", "疯狂使者"); dictionary.Add("P_FrigidBow", "冰寒弓箭"); dictionary.Add("P_HaywireSickle", "狂乱镰刀"); dictionary.Add("P_SleepySand", "安眠沙"); dictionary.Add("P_UltiStarr", "究极之星"); dictionary.Add("P_Firefist", "炎拳"); dictionary.Add("P_WarfieldRocket", "战场火箭"); dictionary.Add("P_FlamingShotgun", "火焰霰弹枪"); dictionary.Add("P_FireTsunamiOrder", "炎啸秩序"); return dictionary; } }