{
"digest": "04967d619bb17a8626dacf84c1b49c0aafe8496e1c6f15f739828948b8038448",
"entries": {
"actions": {
"__abortIfConditionIsFalse__": {
"description": {
"en-US": "Stops execution of the action list if at least one condition in the condition list is false. If all conditions are true, execution continues with the next action.",
"zh-CN": "如果条件列表中至少有一项条件为“假”,则停止执行动作列表。如果所有条件均为“真”,则继续执行下一条动作。"
}
},
"__abortIfConditionIsTrue__": {
"description": {
"en-US": "Stops execution of the action list if all conditions in the condition list are true. If any are false, execution continues with the next action.",
"zh-CN": "如果条件列表中所有条件均为“真”,则停止执行动作列表。如果有任何一条为“假”,则继续执行下一条动作。"
}
},
"__forPlayerVariable__": {
"description": {
"en-US": "Denotes the beginning of a series of actions that will execute in a loop, modifying the control variable on each loop. The corresponding end action denotes the end of the loop. If the control variable reaches or passes the range stop value, then the loop exits, and execution jumps to the next action after the end action.",
"zh-CN": "表示在循环中执行的一系列行动的开始, 并在每次循环时修改控制变量的值. 当前级别中的下一个end行动表示循环的结束. 如果执行至循环顶部时, 控制条件达到或超过终止值, 则退出循环, 跳至end操作之后的下一个操作执行."
},
"params": [
{
"en-US": "The player whose variable is being modified in this loop. If multiple players are specified, the first player is used."
},
{
"en-US": "The variable being modified in this loop. It is set to the range start value when the loop begins, and the loop continues until the control variable reaches or passes the range stop value."
},
{
"en-US": "The control variable is set to this value when the loop begins."
},
{
"en-US": "If the control variable reaches or passes this value, then the loop will exit, and execution jumps to the next action after the end action. Whether this value is considered passed or not is based on whether the step value is negative or positive. If the control variable has already reached or passed this value when the loop begins, then the loop exits."
},
{
"en-US": "This value is added to the control variable when the end action is reached. If this modification causes the control variable to reach or pass the range stop value, then the loop exits, and execution jumps to the next action after the end action. Otherwise, the loop continues, and execution jumps to the next action after the for action."
}
]
},
"__loopIfConditionIsFalse__": {
"description": {
"en-US": "Restarts the action list from the beginning if at least one condition in the condition list is false. If all conditions are true, execution continues with the next action.",
"zh-CN": "如果条件列表中至少有一项条件为“假”,则从头开始执行动作列表。如果所有条件均为“真”,则执行下一项动作。"
}
},
"abort": {
"description": {
"en-US": "Stops execution of the action list.",
"zh-CN": "停止执行动作列表。"
}
},
"abortIf": {
"description": {
"en-US": "Stops execution of the action list if this action's condition evaluates to true. If it does not, execution continues with the next action.",
"zh-CN": "如果此动作的条件为“真”,则停止执行动作列表。否则,则继续执行下一条动作。"
},
"params": [
{
"en-US": "Specifies whether the execution is stopped.",
"zh-CN": "是否停止执行。"
}
]
},
"addHealthPool": {
"description": {
"en-US": "Adds a temporary health pool to a player or players. This health pool can be referenced using the Last Created Health Pool value. Up to 16 health pools of a given health type (health, armor, or shields) may exist on a player (including base pools and pools generated by abilities).",
"zh-CN": "为一名或多名玩家添加临时的生命池。如果要指定此生命池,可以使用“上一个创建的生命池”值。同一名玩家身上任意一个生命值类型(生命、护甲或护盾)的生命池最多可以存在16个(包括基本生命池和由技能获得的生命池)。"
},
"params": [
{
"en-US": "The player or players whose movement collision is affected.",
"zh-CN": "下列玩家的移动碰撞将受到影响。"
},
{
"en-US": "Specifies the type of health (Armor or shields) contained in the Health Pool.",
"zh-CN": "指定此生命池中所包含的生命值类型(护甲或护盾)。"
},
{
"en-US": "The size of the health pool",
"zh-CN": "生命池的数值。"
},
{
"en-US": "Whether health in this pool can be healed once it is lost. If this is value is false, then the health pool will shrink and disappear as it is damaged.",
"zh-CN": "此生命池中的生命在失去后是否可以由治疗恢复。如果此值为假,则此生命值在受到伤害后会削减并消失。"
},
{
"en-US": "If set to true and Recoverable is also true, then Max Health will be reevaluated every frame. Else, Max Health is only evaluated once when this action executes.",
"zh-CN": "如果此值为真,且“可恢复”为真,则每一帧都会重新为“最大生命值”赋值。如果此值为假或“可恢复”为假,则“最大生命值”只会在此行动执行时被赋值一次。"
}
]
},
"addToScore": {
"description": {
"en-US": "Modifies the score (kill count) of one or more players. This action only has an effect in free-for-all modes.",
"zh-CN": "修改一名或多名玩家的分数(击杀数)。此动作只会在自由混战模式中生效。"
},
"params": [
{
"en-US": "The player or players whose score will change.",
"zh-CN": "下列玩家的分数将被改变。"
},
{
"en-US": "The amount the score will increase or decrease. If positive, the score will increase. If negative, the score will decrease.",
"zh-CN": "增加或减少的分数。如果为正数则增加分数,为负数则减少分数。"
}
]
},
"addToTeamScore": {
"description": {
"en-US": "Modifies the score of one or both teams. This action has no effect in free-for-all modes or modes without a team score.",
"zh-CN": "改变一方或双方队伍的分数。此动作在自由混战模式或没有队伍分数的模式中无效。"
},
"params": [
{
"en-US": "The team or teams whose score will be changed.",
"zh-CN": "要改变分数的队伍。"
},
{
"en-US": "The amount the score will increase or decrease. If positive, the score will increase. If negative, the score will decrease.",
"zh-CN": "增加或减少的分数。如果为正数则增加分数,为负数则减少分数。"
}
]
},
"allowButton": {
"description": {
"en-US": "Undoes the effect of the disallow button action for one or more players.",
"zh-CN": "取消“禁用按钮”动作的效果。"
},
"params": [
{
"en-US": "The player or players whose button is being reenabled.",
"zh-CN": "下列玩家的按钮将重新启用。"
},
{
"en-US": "The logical button that is being reenabled.",
"zh-CN": "将要重新启用的逻辑按键。"
}
]
},
"applyImpulse": {
"description": {
"en-US": "Applies an instantaneous change in velocity to the movement of one or more players.",
"zh-CN": "立即使一名或多名玩家的移动速度发生改变。"
},
"params": [
{
"en-US": "The player or players whose velocity will be changed.",
"zh-CN": "下列玩家的速度将被改变。"
},
{
"en-US": "The unit direction in which the impulse will be applied. This value is normalized internally.",
"zh-CN": "施加推力的单位方向。此值将进行内部归一化。"
},
{
"en-US": "The magnitude of the change to the velocities of the player or players.",
"zh-CN": "玩家速度改变的数值。"
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players.",
"zh-CN": "确定此方向是相对于地图坐标还是玩家的本地坐标。"
},
{
"en-US": "Specifies whether existing velocity that is counter to direction should first be cancelled out before applying the impulse.",
"zh-CN": "确定在施加推力前是否首先消除已有的与此方向相反的速度。"
}
]
},
"attachTo": {
"description": {
"en-US": "Attaches the player (the 'child') to another player (the 'parent'). Once attached, the child will be unable to move freely until detached or teleported away. Multiple children may be attached to the same parent, but not vice versa.",
"zh-CN": "将一名玩家(子玩家)与另一名玩家(父玩家)绑定。绑定之后,除非解除绑定或传送离开,否则子玩家无法自由移动。多个子玩家可以绑定至同一名父玩家,但反之则不成立。"
},
"params": [
{
"en-US": "The player that will attach to the parent. This player will be unable to move freely until detached or teleported away.",
"zh-CN": "将此玩家绑定至父玩家。在解除绑定或传送离开之前,此玩家无法自由移动。"
},
{
"en-US": "The player to whom the child will attach. This player's movement will be unaffected and will determine the child's position.",
"zh-CN": "将子玩家绑定至此玩家。此玩家本身的动作不受影响,而其行动会决定子玩家的位置。"
},
{
"en-US": "The coordinates of the child relative to the parent. For example, Vector(1, 2, 0) would be above and to the left of the parent's head.",
"zh-CN": "子玩家与父玩家的相对坐标。例如,矢量 (1, 2, 0) 指示的是父玩家头顶左边的位置。"
}
]
},
"bigMessage": {
"description": {
"en-US": "Displays a large message above the reticle that is visible to specific players.",
"zh-CN": "在准星上方显示大字体信息,对指定玩家可见。"
},
"params": [
{
"en-US": "One or more players who will see the message.",
"zh-CN": "下列玩家将看到此信息。"
},
{
"en-US": "The message to be displayed.",
"zh-CN": "将要显示的信息。"
}
]
},
"break": {
"description": {
"en-US": "Skips to the end of the innermost loop.",
"zh-CN": "表示一个中止当前While或For循环的动作。跳至End动作后的下一个动作继续执行。"
}
},
"cancelPrimaryAction": {
"description": {
"en-US": "Cancels the active abilities for one or more players. Equivalent to a short stun.",
"zh-CN": "取消一名或多名玩家启动技能的设置。"
},
"params": [
{
"en-US": "The player or players to cancel active abilities for.",
"zh-CN": "下列玩家的启动技能将取消。"
}
]
},
"chaseAtRate": {
"description": {
"en-US": "Gradually modifies the value of a global variable at a specific rate. (A global variable is a variable that belongs to the game itself.)",
"zh-CN": "以指定的速率逐步改变一个全局变量的值,全局变量即属于游戏本身的变量。"
},
"params": [
{
"en-US": "Specifies which global variable to modify gradually.",
"zh-CN": "指定要改变的全局变量。"
},
{
"en-US": "The value that the global variable will eventually reach. The type of this value may be either a number or a vector, though the variable's existing value must be of the same type before the chase begins.",
"zh-CN": "该全局变量最后达到的值。这个值的类型可以是数字或矢量,然而必须与追踪开始时全局变量所具有的值相同。"
},
{
"en-US": "The amount of change that will happen to the variable's value each second.",
"zh-CN": "此变量的值每秒改变的量。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"chaseOverTime": {
"description": {
"en-US": "Gradually modifies the value of a global variable over time. (A global variable is a variable that belongs to the game itself.)",
"zh-CN": "逐渐改变一个全局变量的值,全局变量即属于游戏本身的变量。"
},
"params": [
{
"en-US": "Specifies which global variable to modify gradually.",
"zh-CN": "指定要改变的全局变量。"
},
{
"en-US": "The value that the global variable will eventually reach. The type of this value may be either a number or a vector, though the variable's existing value must be of the same type before the chase begins.",
"zh-CN": "该全局变量最后达到的值。这个值的类型可以是数字或矢量,然而必须与追踪开始时全局变量所具有的值相同。"
},
{
"en-US": "The amount of time, in seconds, over which the variable's value will approach the destination.",
"zh-CN": "变量到达最终值所用的时间,以秒为单位。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"chasePlayerVariableAtRate": {
"description": {
"en-US": "Gradually modifies the value of a player variable at a specific rate. (A player variable is a variable that belongs to a specific player.)",
"zh-CN": "以指定的速率逐步改变一个玩家变量的值,玩家变量即属于一个特定玩家的变量。"
},
"params": [
{
"en-US": "The player whose variable will gradually change. If multiple players are provided, each of their variables will change independently.",
"zh-CN": "此玩家的变量将被逐渐改变。如果有多个玩家,则每个玩家的变量都将各自被改变。"
},
{
"en-US": "Specifies which of the player's variables to modify gradually.",
"zh-CN": "指定将要改变的玩家变量。"
},
{
"en-US": "The value that the player variable will eventually reach. The type of this value may be either a number or a vector, though the variable's existing value must be of the same type before the chase begins.",
"zh-CN": "该玩家变量最后达到的值。这个值的类型可以是数字或矢量,然而必须与追踪开始时玩家变量所具有的值相同。"
},
{
"en-US": "The amount of change that will happen to the variable's value each second.",
"zh-CN": "此变量的值每秒改变的量。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"chasePlayerVariableOverTime": {
"description": {
"en-US": "Gradually modifies the value of a player variable over time. (A player variable is a variable that belongs to a specific player.)",
"zh-CN": "逐步改变一个玩家变量的值,玩家变量即属于一个特定玩家的变量。"
},
"params": [
{
"en-US": "The player whose variable will gradually change. If multiple players are provided, each of their variables will change independently.",
"zh-CN": "此玩家的变量将被逐渐改变。如果有多个玩家,则每个玩家的变量都将各自被改变。"
},
{
"en-US": "Specifies which of the player's variables to modify gradually.",
"zh-CN": "指定将要改变的玩家变量。"
},
{
"en-US": "The value that the player variable will eventually reach. The type of this value may be either a number or a vector, though the variable's existing value must be of the same type before the chase begins.",
"zh-CN": "该玩家变量最后达到的值。这个值的类型可以是数字或矢量,然而必须与追踪开始时玩家变量所具有的值相同。"
},
{
"en-US": "The amount of time, in seconds, over which the variable's value will approach the destination.",
"zh-CN": "变量到达最终值所用的时间,以秒为单位。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"clearStatusEffect": {
"description": {
"en-US": "Clears a status that was applied from a set status action from one or more players.",
"zh-CN": "清除一个或多个玩家身上由“设置状态”动作施加的一个状态。"
},
"params": [
{
"en-US": "The player or players from whom the status will be removed.",
"zh-CN": "下列玩家的状态将被清除。"
},
{
"en-US": "The status to be removed from the player or players.",
"zh-CN": "从指定玩家身上清除的状态。"
}
]
},
"communicate": {
"description": {
"en-US": "Causes one or more players to use an emote, voice line, or other equipped communication.",
"zh-CN": "使一名或多名玩家使用一个表情、语音或其他已装备的方式进行交流。"
},
"params": [
{
"en-US": "The player or players to perform the communication.",
"zh-CN": "下列玩家将自动开始交流。"
},
{
"en-US": "The type of communication.",
"zh-CN": "交流的类型。"
}
]
},
"continue": {
"description": {
"en-US": "Goes back to the start of the innermost loop.",
"zh-CN": "表示一个跳至当前While或For循环起始处继续执行的动作。"
}
},
"createBeamEffect": {
"description": {
"en-US": "Creates an in-world beam effect entity. This effect entity will persist until destroyed. To obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created.",
"zh-CN": "创建一个地图中的光束效果实体。此实体会持续至消除为止。如果想引用此实体,可使用“上一个创建的实体”的返还值。如果已创建了太多的实体,此动作可能会失败。"
},
"params": [
{
"en-US": "One or more players who will be able to see the effect.",
"zh-CN": "一名或多名将家将可以看到此效果。"
},
{
"en-US": "The type of effect to be created.",
"zh-CN": "将要创建的效果类型。启用特定地图工坊扩展可添加新的选项。"
},
{
"en-US": "The effect's start position. If this value is a player, then the effect will move along with the player. Otherwise, the value is interpreted as a position in the world.",
"zh-CN": "效果开始的位置。如果此值为一名玩家,那么效果将随此玩家移动。否则,此值将代表地图中的一个位置。"
},
{
"en-US": "The effect's end position. If this value is a player, then the effect will move along with the player. Otherwise, the value is interpreted as a position in the world.",
"zh-CN": "效果终点所在的位置。如果此值为一名玩家,那么该效果将与玩家一起移动。否则,此值将代表地图中的一个位置。"
},
{
"en-US": "The color of the beam to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer. Does not apply to sound effects. Only the \"good\" and \"bad\" beam effects can have color applied.",
"zh-CN": "所创建效果的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。不会影响音效,只会影响“有益”或“有害”的光束效果。不支持自定义颜色。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The effect will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此效果会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"createDummyBot": {
"description": {
"en-US": "Adds a new bot to the specified slot on the specified team so long as the slot is available. This bot will only move, fire, or use abilities if executing workshop actions.",
"zh-CN": "在指定队伍的指定栏位添加一个新的机器人(只要该空位可用)。机器人只能移动与射击,或根据地图工坊的动作设置使用技能。启用相应地图工坊扩展可额外创建更多机器人。"
},
"params": [
{
"en-US": "The hero that the bot will be. If more than one hero is provided, one will be chosen at random.",
"zh-CN": "机器人使用的英雄。如果提供了多于一个英雄,则会随机在其中选择。"
},
{
"en-US": "The team on which to create the bot. The \"all\" option only works in free-for-all game modes, while the \"team\" options only work in team-based game modes.",
"zh-CN": "将机器人添加至此队伍。“全部”选项只适用于自由混战模式,“队伍”选项只适用于基于队伍的游戏模式。"
},
{
"en-US": "The player slot which will receive the bot (-1 for first available slot). Up to 6 bots may be added to each team, or 12 bots to the free-for-all team, regardless of lobby settings.",
"zh-CN": "在此玩家栏位添加机器人(-1表示第一个可用的空位)。不管游戏大厅中的设置如何,每支队伍最多可以加入6个机器人,自由混战队伍中最多可加入12个机器人。"
},
{
"en-US": "The initial position where the bot will appear.",
"zh-CN": "机器人最初出现的位置。"
},
{
"en-US": "The initial direction that the bot will face.",
"zh-CN": "假人最初面向的方向。"
}
]
},
"createEffect": {
"description": {
"en-US": "Creates an in-world effect entity. This effect entity will persist until destroyed. To obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created.",
"zh-CN": "创建一个地图中的效果实体。此实体会持续至消除为止。如果想指定此实体,可使用“上一个创建的实体”的返还值。如果已创建了太多的实体,此动作可能会失败。"
},
"params": [
{
"en-US": "One or more players who will be able to see the effect.",
"zh-CN": "一名或多名玩家将可以看到此效果."
},
{
"en-US": "The type of effect to be created.",
"zh-CN": "将要创建的效果类型。启用特定地图工坊扩展可添加新的选项。"
},
{
"en-US": "The color of the effect to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer. Does not apply to sound effects. Does not support Custom Color.",
"zh-CN": "所创建效果的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。对声音效果无效。不支持自定义颜色。"
},
{
"en-US": "The effect's position. If this value is a player, then the effect will move along with the player. Otherwise, the value is interpreted as a position in the world.",
"zh-CN": "效果终点所在的位置。如果此值为一名玩家,那么该效果将与玩家一起移动。否则,此值将代表地图中的一个位置。"
},
{
"en-US": "The radius of this effect.",
"zh-CN": "效果的半径,单位为米。对声音效果则影响其音量。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"createHomingProjectile": {
"description": {
"en-US": "Creates a projectile entity that either heals or damages players and player-owned entities. The projectile follows the provided target with variable strength. This action will fail if too many entities have been created.",
"zh-CN": "创建一个弹道实体,可对玩家或玩家拥有的实体造成治疗或伤害。弹道会按强度变量追踪给定目标。如果已创建了太多的实体,此动作可能会失效。"
},
"params": [
{
"en-US": "The type of projectile to be created. New options can be added to this list by enabling the Projectiles workshop extension.",
"zh-CN": "所创建弹道的类型。启用弹道地图工坊扩展后可添加新的选项。"
},
{
"en-US": "The player who owns this projectile and will receive credit for kills. If null, the projectile will be owned by nobody. The projectile will not affect its owner.",
"zh-CN": "拥有此弹道且会被归为击杀者的玩家。若为“空”,则弹道不被任何人拥有。弹道不会影响其拥有者。"
},
{
"en-US": "The start position of the projectile. If null, the player's eye position will be used.",
"zh-CN": "弹道的起始位置。若为“空”,则使用玩家的眼睛位置。"
},
{
"en-US": "The direction for the projectile to travel. If null, the player's facing direction will be used.",
"zh-CN": "弹道的行动方向。若为“空”,则使用玩家的面朝方向。"
},
{
"en-US": "Whether the projectile's start position and direction are relative to the player or to the world.",
"zh-CN": "弹道的起始位置和行动方向是相对于玩家还是地图。"
},
{
"en-US": "Whether the projectile will heal or damage targets it collides with.",
"zh-CN": "此弹道对碰撞目标造成的是治疗还是伤害。"
},
{
"en-US": "Which team the projectile will collide with. The projectile will never affect its owner regardless of team.",
"zh-CN": "哪方队伍会被此弹道碰撞。不管弹道拥有者属于哪方队伍,弹道始终不会影响其拥有者。"
},
{
"en-US": "The amount of damage or healing the projectile will apply to targets it collides with. If explosion radius is set to an amount greater than 0, this is how much damage the explosion will do at its center.",
"zh-CN": "对弹道碰撞目标造成的伤害或治疗量。如果“爆炸范围”设置为大于0,此数值表示爆炸对中心位置造成的伤害。"
},
{
"en-US": "If explosion radius is set to 0 this is how much to scale the damage amount for critical hits. If the explosion radius is greater than 0 this is how much damage the projectile will do at the edge of the explosion.",
"zh-CN": "如果“爆炸范围”设置为0,此值表示暴击时伤害的缩放量。如果“爆炸范围”设置为大于0,此值表示弹道在爆炸边缘处造成的伤害值。"
},
{
"en-US": "The radius of the explosion created by this projectile. If 0, this projectile doesn't create an explosion.",
"zh-CN": "此弹道所产生的爆炸范围。若为“0”,则弹道不会产生爆炸。"
},
{
"en-US": "The effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created.",
"zh-CN": "弹道爆炸时应用的效果。如果“爆炸范围”为0,则不会创建此效果。"
},
{
"en-US": "The sound effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created.",
"zh-CN": "弹道爆炸时应用的声音效果。如果“爆炸范围”为0,则不会创建此效果。"
},
{
"en-US": "A 0 to 1 range for how oversized the projectile should be, 0 being the default size, 1 being the maximum allowed size. The maximum allowed size is different for each projectile type.",
"zh-CN": "此数值范围为0到1,表示该弹道尺寸增大的比例,0表示默认尺寸,1表示允许的最大尺寸。每种弹道类型允许的最大尺寸不同。"
},
{
"en-US": "The speed in meters per second that the projectile will travel along its direction. (0.1 to 1000)",
"zh-CN": "弹道沿前进方向行动的速度,单位为米/秒。"
},
{
"en-US": "How long in seconds before the projectile expires.",
"zh-CN": "弹道存在多少秒后消失。"
},
{
"en-US": "The strength of the impulse to apply to a target when hit by this projectile. If explosion radius greater than 0, this impulse will applied to all targets affected by the explosion.",
"zh-CN": "此弹道击中目标时施加的推力。如果“爆炸范围”设置为大于0,此推力会施加给受爆炸影响的所有目标。"
},
{
"en-US": "The homing target for the projectile. If null, the projectile will travel in a straight line.",
"zh-CN": "此弹道追踪的目标。如果为“空”,弹道会沿直线行动。"
},
{
"en-US": "A 0 to 1 value representing how strongly the projectile will follow its target and how easily it will lose its target. At 0, the projectile won't follow its target at all, at 1, it will follow its target aggressively and never lose it.",
"zh-CN": "此数值范围为0到1,表示该弹道追踪目标的强度,以及跟丢目标的难易度。0表示弹道完全不会追踪目标,1表示弹道会积极追踪目标且绝不会跟丢。"
}
]
},
"createHudText": {
"description": {
"en-US": "Creates hud text visible to specific players at a specific location on the screen. This text will persist until destroyed. To obtain a reference to this text, use the Last Text ID value. This action will fail if too many text elements have been created.",
"zh-CN": "在指定玩家屏幕上的指定位置创建一条HUD文本。此文本会持续至消除为止。如果想指定此文本,可使用“上一个文本ID”的返还值。如果已创建了太多的文本元素,此动作可能会失败。"
},
"params": [
{
"en-US": "One or more players who will see the hud text.",
"zh-CN": "下列玩家将会看到这条HUD文本。"
},
{
"en-US": "The text to be displayed (can be blank)",
"zh-CN": "将要显示的文本(可以为空)。"
},
{
"en-US": "The subheader text to be displayed (can be blank)",
"zh-CN": "将要显示的子标题文本(可以为空)。"
},
{
"en-US": "The body text to be displayed (can be blank)",
"zh-CN": "将要显示的正文文本(可以为空)。"
},
{
"en-US": "The location on the screen where the text will appear.",
"zh-CN": "文本在屏幕上出现的位置。"
},
{
"en-US": "The sort order of the text relative to other text in the same location. A higher sort order will come after a lower sort order.",
"zh-CN": "此文本与其他在同样位置的文本的排序关系。排序较高的文本会在排序较低的文本之后显示。"
},
{
"en-US": "The color of the header.",
"zh-CN": "所创建标题文本的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。"
},
{
"en-US": "The color of the subheader.",
"zh-CN": "所创建子标题文本的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。"
},
{
"en-US": "The color of the text.",
"zh-CN": "所创建文本的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
},
{
"en-US": "Whether spectators can see the text or not.",
"zh-CN": "观战者是否可以看到此文本."
}
]
},
"createIcon": {
"description": {
"en-US": "Creates an in-world icon entity. This icon entity will persist until destroyed. To obtain a reference to this entity, use the Last Created Entity value. This action will fail if too many entities have been created.",
"zh-CN": "创建一个地图中的图标实体。此实体会持续至消除为止。如果想指定此实体,可使用“上一个创建的实体”的返还值。如果已创建了太多的实体,此动作可能会失败。"
},
"params": [
{
"en-US": "One or more players who will be able to see the icon.",
"zh-CN": "一名或多名玩家将可以看到此图标。"
},
{
"en-US": "The icon's position. If this value is a player, then the icon will appear above the player's head. Otherwise, the value is interpreted as a position in the world.",
"zh-CN": "图标所在的位置。如果此值为一名玩家,那么图标将显示在这名玩家的头顶上方。否则,此值将代表地图中的一个位置。"
},
{
"en-US": "The icon to be created.",
"zh-CN": "将要创建的图标。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The icon will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的哪个输入值将持续被重新赋值。此图标会一直要求并采用重新赋值所传入的值。"
},
{
"en-US": "The color of the icon to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer.",
"zh-CN": "所创建图标的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。"
},
{
"en-US": "Should this icon appear even when it is behind you?",
"zh-CN": "当此图标在你背后时是否显示?"
}
]
},
"createInWorldText": {
"description": {
"en-US": "Creates in-world text visible to specific players at a specific position in the world. This text will persist until destroyed. To obtain a reference to this text, use the getLastTextId() value. This action will fail if too many text elements have been created.",
"zh-CN": "在地图的指定位置创建一条地图文本,可以由指定玩家看到。此文本会持续至消除为止。如果想指定此文本,可使用“上一个文本ID”的返还值。如果已创建了太多的文本元素,此动作可能会失败。"
},
"params": [
{
"en-US": "One or more players who will see the in-world text.",
"zh-CN": "下列玩家可以看到本条地图文本。"
},
{
"en-US": "The text to be displayed.",
"zh-CN": "将要显示的文本。"
},
{
"en-US": "The text's position. If this value is a player, then the text will appear above the player's head. Otherwise, the value is interpreted as a position in the world.",
"zh-CN": "文本所在位置。如果此值为一名玩家,那么文本将显示在这名玩家的头顶上方。否则,此值将代表地图中的一个位置。"
},
{
"en-US": "The text's scale.",
"zh-CN": "文本的大小。"
},
{
"en-US": "Specifies whether the text can be seen through walls or is instead clipped.",
"zh-CN": "文本可以穿透墙壁或是将被遮挡。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The text will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。这段文本会要求输入新的数值,并用输入的数值进行重新赋值。"
},
{
"en-US": "Specifies the color of the in-world text to use.",
"zh-CN": "指定地图文本使用的颜色"
},
{
"en-US": "Whether spectators can see the text or not.",
"zh-CN": "无队伍观战者是否可以看到此文本。"
}
]
},
"createProgressBarInWorldText": {
"description": {
"en-US": "Creates a progress bar in-world text visible to the specific players at a specific position in the world. This text will persist until destroyed. To obtain a reference to this text, use the getLastTextId() Value. This action will fail if too many text elements have been created.",
"zh-CN": "在地图的指定位置创建一条进度条HUD文本,可以由指定玩家看到。此文本会持续至消除为止。如果想指定此文本,可使用“上一个文本ID”的返还值。如果已创建了太多的文本元素,此动作可能会失败。"
},
"params": [
{
"en-US": "One or more players who will see the progress bar HUD text.",
"zh-CN": "下列玩家将会看到这条进度条HUD文本。"
},
{
"en-US": "The value of the progress bar to be displayed as a percentage from 0 to 100.",
"zh-CN": "将要显示的进度条值,为从0到100的百分比。"
},
{
"en-US": "The text to be displayed (can be blank)",
"zh-CN": "将要显示的文本(可以为空)。"
},
{
"en-US": "The text's position. If this value is a player, then the text will appear above the player's head. Otherwise, the value is interpreted as a position in the world.",
"zh-CN": "文本所在位置。如果此值为一名玩家,那么文本将显示在这名玩家的头顶上方。否则,此值将代表地图中的一个位置。"
},
{
"en-US": "The text's scale.",
"zh-CN": "文本的大小。"
},
{
"en-US": "Specifies whether the text can be seen through walls or is instead clipped.",
"zh-CN": "文本可以穿透墙壁或是将被遮挡。"
},
{
"en-US": "The color of the progress bar text to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer.",
"zh-CN": "所创建进度条文本的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。"
},
{
"en-US": "The color of the text to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer.",
"zh-CN": "所创建文本的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The text will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。这段文本会要求输入新的数值,并用输入的数值进行重新赋值。"
},
{
"en-US": "Whether spectators can see the text or not.",
"zh-CN": "无队伍观战者是否可以看到此文本。"
}
]
},
"createProjectile": {
"description": {
"en-US": "Creates a projectile entity that either heals or damages players and player-owned entities. This action will fail if too many entities have been created.",
"zh-CN": "创建一个弹道实体,可对玩家或玩家拥有的实体造成治疗或伤害。如果已创建了太多的实体,此动作可能会失效。"
},
"params": [
{
"en-US": "The type of projectile to be created. New options can be added to this list by enabling the Projectiles workshop extension.",
"zh-CN": "所创建弹道的类型。启用弹道地图工坊扩展后可添加新的选项。"
},
{
"en-US": "The player who owns this projectile and will receive credit for kills. If null, the projectile will be owned by nobody. The projectile will not affect its owner.",
"zh-CN": "拥有此弹道且会被归为击杀者的玩家。若为“空”,则弹道不被任何人拥有。弹道不会影响其拥有者。"
},
{
"en-US": "The start position of the projectile. If null, the player's eye position will be used.",
"zh-CN": "弹道的起始位置。若为“空”,则使用玩家的眼睛位置。"
},
{
"en-US": "The direction for the projectile to travel. If null, the player's facing direction will be used.",
"zh-CN": "弹道的行动方向。若为“空”,则使用玩家的面朝方向。"
},
{
"en-US": "Whether the projectile's start position and direction are relative to the player or to the world.",
"zh-CN": "弹道的起始位置和行动方向是相对于玩家还是地图。"
},
{
"en-US": "Whether the projectile will heal or damage targets it collides with.",
"zh-CN": "此弹道对碰撞目标造成的是治疗还是伤害。"
},
{
"en-US": "Which team the projectile will collide with. The projectile will never affect its owner regardless of team.",
"zh-CN": "哪方队伍会被此弹道碰撞。不管弹道拥有者属于哪方队伍,弹道始终不会影响其拥有者。"
},
{
"en-US": "The amount of damage or healing the projectile will apply to targets it collides with. If explosion radius is set to an amount greater than 0, this is how much damage the explosion will do at its center.",
"zh-CN": "对弹道碰撞目标造成的伤害或治疗量。如果“爆炸范围”设置为大于0,此数值表示爆炸对中心位置造成的伤害。"
},
{
"en-US": "If explosion radius is set to 0 this is how much to scale the damage amount for critical hits. If the explosion radius is greater than 0 this is how much damage the projectile will do at the edge of the explosion.",
"zh-CN": "如果“爆炸范围”设置为0,此值表示暴击时伤害的缩放量。如果“爆炸范围”设置为大于0,此值表示弹道在爆炸边缘处造成的伤害值。"
},
{
"en-US": "The radius of the explosion created by this projectile. If 0, this projectile doesn't create an explosion.",
"zh-CN": "此弹道所产生的爆炸范围。若为“0”,则弹道不会产生爆炸。"
},
{
"en-US": "The effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created.",
"zh-CN": "弹道爆炸时应用的效果。如果“爆炸范围”为0,则不会创建此效果。"
},
{
"en-US": "The sound effect to use when the projectile explodes. If explosion radius is 0 this effect will not be created.",
"zh-CN": "弹道爆炸时应用的声音效果。如果“爆炸范围”为0,则不会创建此效果。"
},
{
"en-US": "A 0 to 1 range for how oversized the projectile should be, 0 being the default size, 1 being the maximum allowed size. The maximum allowed size is different for each projectile type.",
"zh-CN": "此数值范围为0到1,表示该弹道尺寸增大的比例,0表示默认尺寸,1表示允许的最大尺寸。每种弹道类型允许的最大尺寸不同。"
},
{
"en-US": "The speed in meters per second that the projectile will travel along its direction. (0.1 to 1000)",
"zh-CN": "弹道沿前进方向行动的速度,单位为米/秒。"
},
{
"en-US": "How long in seconds before the projectile expires.",
"zh-CN": "弹道存在多少秒后消失。"
},
{
"en-US": "The strength of the impulse to apply to a target when hit by this projectile. If explosion radius greater than 0, this impulse will applied to all targets affected by the explosion.",
"zh-CN": "此弹道击中目标时施加的推力。如果“爆炸范围”设置为大于0,此推力会施加给受爆炸影响的所有目标。"
},
{
"en-US": "How many times the projectile will ricochet off the environment before expiring.",
"zh-CN": "弹道在环境中弹射多少次后消失。"
},
{
"en-US": "The amount of gravity affecting the projectile, creating an arc. If negative, the projectile will arc upwards.",
"zh-CN": "影响此弹道的引力值,产生一道弧线。若为负值,则弹道会产生上抛弧线。"
}
]
},
"createProjectileEffect": {
"description": {
"en-US": "Creates an in-world projectile effect entity. This effect entity will persist until destroyed. To obtain a reference to this entity, use the last created entity value. This action will fail if too many entities have been created.",
"zh-CN": "创建一个地图中的弹道效果实体。此实体会持续至消失为止。如果想引用此实体,可使用“上一个创建的实体”的返回值。如果已创建了太多的实体,此动作可能会失效。"
},
"params": [
{
"en-US": "One or more players who will be able to see the effect.",
"zh-CN": "一名或多名玩家将可以看到此效果。"
},
{
"en-US": "The type of projectile to be created. New options can be added to this list by enabling the Projectiles Workshop Extension.",
"zh-CN": "所创建弹道的类型。启用弹道地图工坊扩展后可添加新的选项。"
},
{
"en-US": "One or more players who the projectile will appear friendly to.",
"zh-CN": "弹道将对下列玩家友善。"
},
{
"en-US": "The position of the effect.",
"zh-CN": "此效果的位置。"
},
{
"en-US": "The facing direction of the effect.",
"zh-CN": "此效果的面朝方向。"
},
{
"en-US": "A 0 to 1 range for how oversized the projectile should be, 0 being the default size, 1 being the maximum allowed size. The maximum allowed size is different for each projectile type.",
"zh-CN": "此数值范围为0到1,表示该弹道尺寸增大的比例,0表示默认尺寸,1表示允许的最大尺寸。每种弹道类型允许的最大尺寸不同。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The effect will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "弹道将对下列玩家友善。"
}
]
},
"damage": {
"description": {
"en-US": "Applies instantaneous damage to one or more players, possibly killing the players.",
"zh-CN": "立刻为一名或多名玩家造成伤害,可能会杀死玩家。"
},
"params": [
{
"en-US": "The player or players who will receive damage.",
"zh-CN": "下列玩家将受到伤害。"
},
{
"en-US": "The player who will receive credit for the damage. A damager of null indicates no player will receive credit.",
"zh-CN": "伤害视为此名玩家造成的。如果“伤害者”设置为“空”则此伤害不会归到任何玩家名下。"
},
{
"en-US": "The amount of damage to apply. This amount may be modified by buffs, debuffs, or armor.",
"zh-CN": "造成的伤害量.此数值可能会受到增益、减益状态或护甲的影响."
}
]
},
"declareDraw": {
"description": {
"en-US": "Instantly ends the match in a draw. This action has no effect in free-for-all modes.",
"zh-CN": "立即结束比赛,且结果为平局。此动作在自由混战模式中无效。"
}
},
"declarePlayerVictory": {
"description": {
"en-US": "Instantly ends the match with the specific player as the winner. This action only has an effect in free-for-all modes.",
"zh-CN": "立即结束比赛并指定一名玩家为胜利者。此动作只在自由混战模式中生效。"
},
"params": [
{
"en-US": "The winning player.",
"zh-CN": "获胜的玩家。"
}
]
},
"declareRoundDraw": {
"description": {
"en-US": "Declare a draw for the current round. This only works in the elimination game mode.",
"zh-CN": "宣布当前回合为平局。只在决斗先锋模式中可用。"
}
},
"declareRoundVictory": {
"description": {
"en-US": "Declare a team as the current round winner. This only works in the control and elimination game modes.",
"zh-CN": "宣布一支队伍为当前回合的胜利方。只在占领要点模式和决斗先锋模式中可用。"
},
"params": [
{
"en-US": "Round winning team",
"zh-CN": "本回合获胜队伍"
}
]
},
"declareTeamVictory": {
"description": {
"en-US": "Instantly ends the match with the specified team as the winner. This action has no effect in free-for-all modes.",
"zh-CN": "立即结束比赛,并指定获胜的队伍。此动作在自由混战模式中无效。"
},
"params": [
{
"en-US": "The winning team.",
"zh-CN": "获胜队伍。"
}
]
},
"destroyAllDummies": {
"description": {
"en-US": "Removes all dummy bots from the match.",
"zh-CN": "从比赛中移除所有机器人。"
}
},
"destroyAllEffects": {
"description": {
"en-US": "Destroys all effect entities created by create effect or Create Beam Effect.",
"zh-CN": "消除所有由“创建效果”或“创建光束效果”所创建的效果实体。"
}
},
"destroyAllHudText": {
"description": {
"en-US": "Destroys all hud texts that were created by the create hud text action.",
"zh-CN": "消除由“创建HUD文本”动作所创建的所有HUD文本。"
}
},
"destroyAllIcons": {
"description": {
"en-US": "Destroys all icon entities created by create icon.",
"zh-CN": "消除所有由“创建图标”所创建的图标实体。"
}
},
"destroyAllInWorldText": {
"description": {
"en-US": "Destroys all in-world text created by create in-world text.",
"zh-CN": "消除所有“创建地图文本”所创建的所有地图文本。"
}
},
"destroyAllProgressBarHudText": {
"description": {
"en-US": "Destroys all Progress Bar HUD text that were created by the Create Progress Bar HUD Text Action."
}
},
"destroyAllProgressBarInWorldText": {
"description": {
"en-US": "Destroys all progress bar in-world texts that were created by the createProgressBarInWorldText() Action."
}
},
"destroyDummy": {
"description": {
"en-US": "Removes the specified dummy bot from the match.",
"zh-CN": "从比赛中移除指定机器人。"
},
"params": [
{
"en-US": "The team to remove the dummy bot from. The \"all\" option only works in free-for-all game modes, while the \"team\" options only work in team-based game modes.",
"zh-CN": "移除此队伍中的机器人。“全部”选项只适用于自由混战模式,“队伍”选项只适用于基于队伍的游戏模式。"
},
{
"en-US": "The slot to remove the dummy bot from.",
"zh-CN": "移除此栏位的机器人。"
}
]
},
"destroyEffect": {
"description": {
"en-US": "Destroys an effect entity that was created by create effect or Create Beam Effect.",
"zh-CN": "消除一个由“创建效果”或“创建光束效果”所创建的效果实体。"
},
"params": [
{
"en-US": "Specifies which effect entity to destroy. This entity may be last created entity or a variable into which last created entity was earlier stored.",
"zh-CN": "指定要消除的效果实体。可以是“最后创建的实体”,或一个之前储存“最后创建的实体”的变量。"
}
]
},
"destroyHudText": {
"description": {
"en-US": "Destroys hud text that was created by create hud text.",
"zh-CN": "消除由“创建HUD文本”所创建的HUD文本。"
},
"params": [
{
"en-US": "Specifies which hud text to destroy. This id may be last text id or a variable into which last text id was earlier stored.",
"zh-CN": "指定要消除的HUD文本。此ID可以是“上一个文本ID”,或一个之前储存“上一个文本ID”的变量。"
}
]
},
"destroyIcon": {
"description": {
"en-US": "Destroys an icon entity that was created by create icon.",
"zh-CN": "消除通过“创建图标”所创建的一个图标实体。"
},
"params": [
{
"en-US": "Specifies which icon entity to destroy. This entity may be last created entity or a variable into which last created entity was earlier stored.",
"zh-CN": "指定要消除的图标实体。可以是“最后创建的实体”,或一个之前储存“最后创建的实体”的变量。"
}
]
},
"destroyInWorldText": {
"description": {
"en-US": "Destroys in-world text that was created by create in-world text.",
"zh-CN": "清除“创建地图文本”所创建的地图文本。"
},
"params": [
{
"en-US": "Specifies which in-world text to destroy. This id may be last text id or a variable into which last text id was earlier stored.",
"zh-CN": "指定要消除的地图文本。此ID可以是“上一个文本ID”,或一个之前储存“上一个文本ID”的变量。"
}
]
},
"destroyProgressBarHud": {
"description": {
"en-US": "Destroys the progress bar HUD text that was created by progressBarHud().",
"zh-CN": "消除由“创建进度条HUD文本”所创建的进度条HUD文本。"
},
"params": [
{
"en-US": "Specifies which progress bar HUD text to destroy. This ID may be Last Text ID or a Variable into which Last Text ID was earlier stored.",
"zh-CN": "指定要消除的进度条HUD文本。此ID可以是“上一个文本ID”,或一个之前储存“上一个文本ID”的变量。"
}
]
},
"destroyProgressBarInWorldText": {
"description": {
"en-US": "Destroys the progress bar in-world text that was created by createProgressBarInWorldText().",
"zh-CN": "消除由“创建进度条地图文本”动作所创建的进度条地图文本。"
},
"params": [
{
"en-US": "Specifies which progress bar in-world text to destroy. This ID may be Last Text ID or a variable into which the Last Text ID was earlier stored.",
"zh-CN": "指定要消除的进度条地图文本。此ID可以是“上一个文本ID”,或一个之前储存“上一个文本ID”的变量。"
}
]
},
"detach": {
"description": {
"en-US": "Undoes the attachment caused by the 'attachTo' action for one or more players. These players will resume normal movement from their current position.",
"zh-CN": "为一名或多名玩家解除“绑定玩家”的行动产生的效果。这些玩家将从其当前位置开始恢复自由行动的能力。"
},
"params": [
{
"en-US": "The player or players that will become detached from their parent.",
"zh-CN": "下列玩家将与其父玩家解除绑定。"
}
]
},
"disableBuiltinGameModeAnnouncer": {
"description": {
"en-US": "Disables game mode announcements from the announcer until reenabled or the match ends.",
"zh-CN": "禁用游戏模式中所有提示语音,直到重新启用或比赛结束为止。"
}
},
"disableBuiltinGameModeCompletion": {
"description": {
"en-US": "Disables completion of the match from the game mode itself, only allowing the match to be completed by scripting commands.",
"zh-CN": "取消游戏模式自带的完成条件,比赛只由程序命令完成。"
}
},
"disableBuiltinGameModeMusic": {
"description": {
"en-US": "Disables all game mode music until reenabled or the match ends.",
"zh-CN": "禁用游戏模式中所有音乐,直到重新启用或比赛结束为止。"
}
},
"disableBuiltinGameModeScoring": {
"description": {
"en-US": "Disables changes to player and team scores from the game mode itself, only allowing scores to be changed by scripting commands.",
"zh-CN": "取消游戏模式本身对玩家和队伍进行的计分,分数只会由程序命令改变。"
}
},
"disableDeathSpectateAllPlayers": {
"description": {
"en-US": "Undoes the effect of the enable death spectate all players action for one or more players.",
"zh-CN": "取消“对所有玩家启用死亡回放”动作的效果。"
},
"params": [
{
"en-US": "The player or players whose default death spectate behavior is restored.",
"zh-CN": "下列玩家死亡后观战的行为将恢复正常。"
}
]
},
"disableDeathSpectateTargetHud": {
"description": {
"en-US": "Undoes the effect of the enable death spectate target hud action for one or more players.",
"zh-CN": "取消“死亡回放时启用目标的HUD”动作的效果。"
},
"params": [
{
"en-US": "The player or players who will revert to seeing their own hud while death spectating.",
"zh-CN": "下列玩家在死亡后观战时将看到他们自己的HUD信息。"
}
]
},
"disableGameModeHud": {
"description": {
"en-US": "Disables the game mode HUD for one or more players until reenabled.",
"zh-CN": "隐藏一名或多名玩家的游戏模式HUD,直到重新被显示为止。"
},
"params": [
{
"en-US": "The player or players who will have their game mode HUD disabled.",
"zh-CN": "下列玩家的游戏模式HUD将被隐藏。"
}
]
},
"disableGameModeInworldUI": {
"description": {
"en-US": "Disables the game mode In-World UI for one or more players until reenabled.",
"zh-CN": "隐藏一名或多名玩家的游戏模式地图UI,直到重新被显示为止。"
},
"params": [
{
"en-US": "The player or players who will have their game mode in-world UI disabled.",
"zh-CN": "下列玩家的游戏模式地图UI将被隐藏。"
}
]
},
"disableHeroHud": {
"description": {
"en-US": "Disables the Hero HUD for one or more players until reenabled.",
"zh-CN": "隐藏一名或多名玩家的英雄HUD,直到重新被显示为止。"
},
"params": [
{
"en-US": "The player or players who will have their hero HUD disabled.",
"zh-CN": "下列玩家的英雄HUD将被隐藏。"
}
]
},
"disableInspector": {
"description": {
"en-US": "Causes the workshop inspector to stop recording new entries. This has the benefit of reducing your script's server load, particularly when modifying arrays.",
"zh-CN": "使地图工坊查看器无法录制新的条目。此功能可以降低你的脚本对服务器造成的负担,特别是当修改数组时。"
}
},
"disableKillFeed": {
"description": {
"en-US": "Disables the kill feed for one or more players until reenabled.",
"zh-CN": "隐藏一名或多名玩家的消灭提示,直到重新被显示为止。"
},
"params": [
{
"en-US": "The player or players who will have their kill feed disabled.",
"zh-CN": "下列玩家的消灭提示将被隐藏。"
}
]
},
"disableMessages": {
"description": {
"en-US": "Disables messages for one or more players until reenabled.",
"zh-CN": "隐藏一名或多名玩家的信息,直到重新被显示为止。"
},
"params": [
{
"en-US": "The player or players who will have their messages disabled.",
"zh-CN": "下列玩家的信息将被隐藏。"
}
]
},
"disableMovementCollisionWithEnvironment": {
"description": {
"en-US": "Causes a player or players to stop colliding with the environment (walls, ceilings, certain objects, etc.)",
"zh-CN": "使玩家停止与其他环境(墙壁,天花板,以及特定物体)发生碰撞。"
},
"params": [
{
"en-US": "The player or players whose movement collision is affected.",
"zh-CN": "下列玩家的移动碰撞将受到影响。"
},
{
"en-US": "If true, collision with the floors is also disabled.",
"zh-CN": "如果为真,则同时取消与地面的碰撞。"
}
]
},
"disableMovementCollisionWithPlayers": {
"description": {
"en-US": "Causes a player or players to stop colliding with other Players.",
"zh-CN": "使玩家停止与其他玩家发生碰撞。"
},
"params": [
{
"en-US": "The player or players whose movement collision is affected.",
"zh-CN": "下列玩家的移动碰撞将受到影响。"
}
]
},
"disableNameplatesFor": {
"description": {
"en-US": "Disables the nameplate on one or more viewed players from the perspective of one or more viewing players.",
"zh-CN": "从观察玩家的视角看,被观察的玩家的姓名板将被隐藏。"
},
"params": [
{
"en-US": "The player or players who will have their nameplates disabled.",
"zh-CN": "下列被观察的玩家的姓名板将被隐藏。"
},
{
"en-US": "The viewing player or players for whom the viewed player's nameplate will be disabled.",
"zh-CN": "从此观察玩家的视角看,被观察的玩家的姓名板将被隐藏。"
}
]
},
"disableRespawn": {
"description": {
"en-US": "Disables automatic respawning for one or more players, only allowing respawning by scripting commands.",
"zh-CN": "使一名或多名玩家不再自动复生,只允许其在程序命令控制下复生。"
},
"params": [
{
"en-US": "The player or players whose respawning is affected.",
"zh-CN": "下列玩家的复生将受到影响。"
}
]
},
"disableScoreboard": {
"description": {
"en-US": "Disables the scoreboard for one or more players until reenabled.",
"zh-CN": "隐藏一名或多名玩家的计分板,直到重新被显示为止."
},
"params": [
{
"en-US": "The player or players who will have their scoreboard disabled.",
"zh-CN": "下列玩家的计分板将被隐藏。"
}
]
},
"disableTextChat": {
"description": {
"en-US": "Disables Text Chat for one or more Players until reenabled",
"zh-CN": "禁用一名或多名玩家的文字聊天,直到重新被启用为止。"
},
"params": [
{
"en-US": "The player or players who will have their text chat disabled.",
"zh-CN": "下列玩家的文字聊天将被禁用。"
}
]
},
"disableVoiceChat": {
"description": {
"en-US": "Disables voice chat for one or more players until reenabled",
"zh-CN": "禁用一名或多名玩家的语音聊天,直到重新被启用为止。"
},
"params": [
{
"en-US": "The player or players who will have their text chat disabled.",
"zh-CN": "下列玩家的语音聊天将被启用。"
},
{
"en-US": "Whether or not team voice chat will be disabled.",
"zh-CN": "队伍语音聊天是否禁用。"
},
{
"en-US": "Whether or not match voice chat will be disabled.",
"zh-CN": "比赛语音聊天是否禁用。"
},
{
"en-US": "Whether or not group voice chat will be disabled.",
"zh-CN": "小队语音聊天是否禁用。"
}
]
},
"disallowButton": {
"description": {
"en-US": "Disables a logical button for one or more players such that pressing it has no effect.",
"zh-CN": "禁用一名或多名玩家的逻辑按键,按下此按键后不会产生效果。"
},
"params": [
{
"en-US": "The player or players whose button is being disabled.",
"zh-CN": "下列玩家的按钮将被禁用。"
},
{
"en-US": "The logical button that is being disabled.",
"zh-CN": "禁用的逻辑按钮。"
}
]
},
"enableAnnouncer": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode announcer action.",
"zh-CN": "取消“关闭游戏预设通告模式”动作的效果。"
}
},
"enableBuiltinGameModeMusic": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode music action.",
"zh-CN": "取消“关闭游戏预设音乐模式”动作的效果。"
}
},
"enableDeathSpectateAllPlayers": {
"description": {
"en-US": "Allows one or more players to spectate all players when dead, as opposed to only allies.",
"zh-CN": "使一名或多名玩家死亡后可以观看所有玩家的比赛,而不止是自己的盟友。"
},
"params": [
{
"en-US": "The player or players who will be allowed to spectate all players.",
"zh-CN": "下列玩家将可以观看所有玩家。"
}
]
},
"enableDeathSpectateTargetHud": {
"description": {
"en-US": "Causes one or more players to see their spectate target's hud instead of their own while death spectating.",
"zh-CN": "使一名或多名玩家在死亡后观战时看到目标的HUD信息,而不是他们自己的。"
},
"params": [
{
"en-US": "The player or players who will begin seeing their spectate target's hud while death spectating.",
"zh-CN": "下列玩家在死亡后观战时将看到观战目标的HUD信息。"
}
]
},
"enableGameModeHud": {
"description": {
"en-US": "Undoes the effect of the Disable Game Mode HUD Action for one or more players.",
"zh-CN": "取消“隐藏游戏模式HUD”动作的效果。"
},
"params": [
{
"en-US": "The player or players who will have their game mode HUD enabled.",
"zh-CN": "下列玩家的游戏模式HUD将被显示。"
}
]
},
"enableGameModeInworldUI": {
"description": {
"en-US": "Undoes the effect of the Disable Game Mode In-World UI Action for one or more players.",
"zh-CN": "取消“隐藏游戏模式地图UI”动作的效果。"
},
"params": [
{
"en-US": "The player or players who will have their game mode in-world UI enabled.",
"zh-CN": "下列玩家的游戏模式地图UI将被显示。"
}
]
},
"enableGamemodeCompletion": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode completion action.",
"zh-CN": "取消“关闭游戏预设完成条件”动作的效果。"
}
},
"enableHeroHud": {
"description": {
"en-US": "Undoes the effect of the Disable Hero HUD Action for one or more players.",
"zh-CN": "取消“隐藏英雄HUD”动作的效果。"
},
"params": [
{
"en-US": "The player or players who will have their hero HUD enabled.",
"zh-CN": "下列玩家的英雄HUD将被显示。"
}
]
},
"enableInspectorRecording": {
"description": {
"en-US": "Causes the workshop inspector to resume recording new entries (in case it had been disabled earlier). Enabling recording at specific times may make it easier to debug problematic areas in your logic.",
"zh-CN": "使地图工坊查看器可以继续录制新的条目(假如之前被禁用的话)。在特定时间开启录制可以更容易地对你的脚本逻辑中出问题的地方进行错误排查。"
}
},
"enableKillFeed": {
"description": {
"en-US": "Undoes the effect of the Disable Kill Feed Action for one or more players.",
"zh-CN": "取消“隐藏消灭提示”动作的效果。"
},
"params": [
{
"en-US": "The player or players who will have their kill feed enabled.",
"zh-CN": "下列玩家的消灭提示将被显示。"
}
]
},
"enableMessages": {
"description": {
"en-US": "Undoes the effect of the Disable Messages Action for one or more players.",
"zh-CN": "取消“隐藏信息”动作的效果。"
},
"params": [
{
"en-US": "The player or players who will have their messages enabled.",
"zh-CN": "下列玩家的信息将被显示。"
}
]
},
"enableMovementCollisionWithEnvironment": {
"description": {
"en-US": "Undoes the effect of the Disable Movement Collision With Environment action for one or more players.",
"zh-CN": "取消“取消与环境的移动碰撞”动作的效果。"
},
"params": [
{
"en-US": "The player or players whose movement collision is affected.",
"zh-CN": "下列玩家的移动碰撞将受到影响。"
}
]
},
"enableMovementCollisionWithPlayers": {
"description": {
"en-US": "Undoes the effect of the Disable Movement Collision With Players action for one or more players.",
"zh-CN": "取消“取消与玩家的移动碰撞”动作的效果。"
},
"params": [
{
"en-US": "The player or players whose movement collision is affected.",
"zh-CN": "下列玩家的移动碰撞将受到影响。"
}
]
},
"enableNameplatesFor": {
"description": {
"en-US": "Undoes the effect of Disable Nameplates for one or more viewed players from the perspective of one or more viewing players.",
"zh-CN": "从观察玩家的视角看,取消被观察的玩家的“隐藏姓名板”效果。"
},
"params": [
{
"en-US": "The player or players who will have their nameplates enabled.",
"zh-CN": "下列被观察的玩家的姓名板将被显示。"
},
{
"en-US": "The viewing player or players for whom the viewed player's nameplate will be enabled.",
"zh-CN": "从此观察玩家的视角看,被观察的玩家的姓名板将被显示。"
}
]
},
"enableRespawn": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode respawning action for one or more players.",
"zh-CN": "取消“关闭游戏预设复生模式”动作的效果。"
},
"params": [
{
"en-US": "The player or players whose respawning is affected.",
"zh-CN": "下列玩家的复生将受到影响。"
}
]
},
"enableScoreboard": {
"description": {
"en-US": "Undoes the effect of the Disable Scoreboard Action for one or more players.",
"zh-CN": "取消“隐藏计分板”动作的效果。"
},
"params": [
{
"en-US": "The player or players who will have their scoreboard enabled.",
"zh-CN": "下列玩家的计分板将被显示。"
}
]
},
"enableScoring": {
"description": {
"en-US": "Undoes the effect of the disable built-in game mode scoring action.",
"zh-CN": "取消“关闭游戏预设计分模式”动作的效果。"
}
},
"enableTextChat": {
"description": {
"en-US": "Undoes the effect of the Disable Text Chat Action for one or more players.",
"zh-CN": "取消“禁用文字聊天”动作对一个或多个玩家的效果。"
},
"params": [
{
"en-US": "The Player or Players who will have their Text Chat enabled.",
"zh-CN": "下列玩家的文字聊天将被启用。"
}
]
},
"enableVoiceChat": {
"description": {
"en-US": "Undoes the effect of the Disable Voice Chat Action for one or more players.",
"zh-CN": "取消“禁用语音聊天”动作对一个或多个玩家的效果。"
},
"params": [
{
"en-US": "The Player or Players who will have their Voice Chat enabled.",
"zh-CN": "下列玩家的语音聊天将被启用。"
}
]
},
"forceButtonPress": {
"description": {
"en-US": "Forces one or more players to press a button virtually for a single frame.",
"zh-CN": "强制一名或多名玩家按下虚拟按键,持续一帧。"
},
"params": [
{
"en-US": "The player or players for whom the virtual button input will be forced.",
"zh-CN": "下列玩家将强制按下按键。"
},
{
"en-US": "The button to be pressed.",
"zh-CN": "要按下的按键。"
}
]
},
"goToAssembleHeroes": {
"description": {
"en-US": "Returns the match to the assemble heroes phase of the game mode. Only works if the game is in progress.",
"zh-CN": "回到比赛模式的集结英雄阶段。只有在游戏正在进行中时生效。"
}
},
"heal": {
"description": {
"en-US": "Provides an instantaneous heal to one or more players. This heal will not resurrect dead players.",
"zh-CN": "立刻为一名或多名玩家恢复生命值。此治疗效果不会复活已死亡的玩家。"
},
"params": [
{
"en-US": "The player or players whose health will be restored.",
"zh-CN": "下列玩家将恢复生命值。"
},
{
"en-US": "The player who will receive credit for the healing. A healer of null indicates no player will receive credit.",
"zh-CN": "治疗视为此名玩家造成的。如果“治疗者”设置为“无”则此治疗不会归到任何玩家名下。"
},
{
"en-US": "The amount of healing to apply. This amount may be modified by buff or debuffs. Healing is capped by each player's max health.",
"zh-CN": "造成的治疗量。此数值可能会受到增益或减益状态的影响。治疗量不会超过每名玩家的最大生命值。"
}
]
},
"kill": {
"description": {
"en-US": "Instantly kills one or more players.",
"zh-CN": "立即杀死一名或多名玩家。"
},
"params": [
{
"en-US": "The player or players who will be killed.",
"zh-CN": "下列玩家将被杀死。"
},
{
"en-US": "The player who will receive credit for the kill. A killer of null indicates no player will receive credit.",
"zh-CN": "击杀视为此名玩家造成的。如果“击杀者”设置为“空”则此击杀不会归到任何玩家名下。"
}
]
},
"logToInspector": {
"description": {
"en-US": "Causes the workshop inspector to record a log entry.",
"zh-CN": "使地图工坊查看器录制一条记录。"
},
"params": [
{
"en-US": "The string to be logged to the workshop inspector.",
"zh-CN": "将要记入地图工坊查看器的字符串。"
}
]
},
"loop": {
"description": {
"en-US": "Restarts the action list from the beginning.",
"zh-CN": "从头开始执行动作列表。"
}
},
"loopIf": {
"description": {
"en-US": "Restarts the action list from the beginning if this action's condition evaluates to true. If it does not, execution continues with the next action.",
"zh-CN": "如果此动作的条件为“真”,则从头开始动作列表。否则,继续执行下一条动作。"
},
"params": [
{
"en-US": "Specifies whether the loop will occur.",
"zh-CN": "循环是否发生。"
}
]
},
"loopIfConditionIsTrue": {
"description": {
"en-US": "Restarts the action list from the beginning if every condition in the condition list is true. If any are false, execution continues with the next action.",
"zh-CN": "如果条件列表中的每一项条件均为“真”,则从头开始执行动作列表。如果任意一项为“假”,则执行下一项动作。"
}
},
"modifyGlobalVariable": {
"description": {
"en-US": "Modifies the value of a global variable, which is a variable that belongs to the game itself.",
"zh-CN": "修改一个全局变量的值,全局变量即属于游戏本身的变量。"
},
"params": [
{
"en-US": "The global variable to modify.",
"zh-CN": "要修改的全局变量。"
},
{
"en-US": "The way in which the variable's value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values.",
"zh-CN": "变量的值改变的方式。选项包括标准运算操作,以及数组操作(如添加或移除值)。"
},
{
"en-US": "The value used for the modification. For arithmetic operations, this is the second of the two operands, with the other being the variable's existing value. For array operations, this is the value to append or remove.",
"zh-CN": "用于修改的值。若要进行运算操作,则此值为两个运算量中的第二个,第一个运算量为变量当前的值。若要进行数组操作,则此值是用于添加或移除的值。"
}
]
},
"modifyGlobalVariableAtIndex": {
"description": {
"en-US": "Modifies the value of a global variable at an index, which is a variable that belongs to the game itself.",
"zh-CN": "修改索引处一个全局变量的值,全局变量即属于游戏本身的变量。"
},
"params": [
{
"en-US": "The global variable to modify.",
"zh-CN": "要修改的全局变量。"
},
{
"en-US": "The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of zero.",
"zh-CN": "修改数组的索引。如果索引位置已经超过了数组的末尾,则将数组延伸至索引位置,且新的元素值均为0。"
},
{
"en-US": "The way in which the variable's value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values.",
"zh-CN": "变量的值改变的方式。选项包括标准运算操作,以及数组操作(如添加或移除值)。"
},
{
"en-US": "The value used for the modification. For arithmetic operations, this is the second of the two operands, with the other being the variable's existing value. For array operations, this is the value to append or remove.",
"zh-CN": "用于修改的值。若要进行运算操作,则此值为两个运算量中的第二个,第一个运算量为变量当前的值。若要进行数组操作,则此值是用于添加或移除的值。"
}
]
},
"modifyPlayerVariableAtIndex": {
"description": {
"en-US": "Modifies the value of a player variable at an index, which is a variable that belongs to a specific player.",
"zh-CN": "修改索引处一个玩家变量的值,玩家变量即属于一个特定玩家的变量。"
},
"params": [
{
"en-US": "The player whose variable will be modified. If multiple players are provided, each of their variables will be set.",
"zh-CN": "此玩家的变量将被修改。如果有多个玩家,则每个玩家的变量都将被设置。"
},
{
"en-US": "Specifies which of the player's variables to modify.",
"zh-CN": "指定修改此玩家的哪些变量。"
},
{
"en-US": "The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of zero.",
"zh-CN": "修改数组的索引。如果索引位置已经超过了数组的末尾,则将数组延伸至索引位置,且新的元素值均为0。"
},
{
"en-US": "The way in which the variable's value will be changed. Options include standard arithmetic operations as well as array operations for appending and removing values.",
"zh-CN": "变量的值改变的方式。选项包括标准运算操作,以及数组操作(如添加或移除值)。"
},
{
"en-US": "The value used for the modification. For arithmetic operations, this is the second of the two operands, with the other being the variable's existing value. For array operations, this is the value to append or remove.",
"zh-CN": "用于修改的值。若要进行运算操作,则此值为两个运算量中的第二个,第一个运算量为变量当前的值。若要进行数组操作,则此值是用于添加或移除的值。"
}
]
},
"moveToTeam": {
"description": {
"en-US": "Moves one or more players to the specified team and slot. This action can fail if the specified slot is not available. This action doesn't work on dummy bots.",
"zh-CN": "将一名或多名玩家移动至指定队伍和栏位。指定栏位不可用时,此动作会失败。此动作对机器人无效。"
},
"params": [
{
"en-US": "The player or players to move.",
"zh-CN": "下列玩家将被移动。"
},
{
"en-US": "The team on which to move the Player. The \"all\" option only works in free-for-all game modes, while the \"team\" options only work in team-based game modes.",
"zh-CN": "将玩家移动至此队伍。“全部”选项只适用于自由混战模式,“队伍”选项只适用于基于队伍的游戏模式。"
},
{
"en-US": "The player slot which will receive the player (-1 for first available slot).",
"zh-CN": "在此玩家栏位添加玩家(-1表示第一个可用的空位)。"
}
]
},
"pauseMatchTime": {
"description": {
"en-US": "Pauses the match time. Players, objective logic, and game mode advancement criteria are unaffected by the pause.",
"zh-CN": "暂停比赛时间。玩家、目标点逻辑、以及游戏模式的进展标准不会受暂停的影响。"
}
},
"playEffect": {
"description": {
"en-US": "Plays an effect at a position in the world. The lifetime of this effect is short, so it does not need to be updated or destroyed.",
"zh-CN": "在地图的指定位置播放一个效果。此效果的持续时间很短,所以不需要更新或消除。"
},
"params": [
{
"en-US": "One or more players who will be able to see the effect.",
"zh-CN": "一名或多名玩家将可以看到此效果."
},
{
"en-US": "The type of effect to be created.",
"zh-CN": "将要创建的效果类型。启用特定地图工坊扩展可添加新的选项。"
},
{
"en-US": "The color of the effect to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer. Does not support Custom Color.",
"zh-CN": "所创建效果的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。不支持自定义颜色。"
},
{
"en-US": "The effect's position. If this value is a player, then the effect will play at the player's position. Otherwise, the value is interpreted as a position in the world.",
"zh-CN": "效果所在位置。如果此值为一名玩家,那么效果将在此玩家所在位置播放。否则,此值将代表地图中的一个位置。"
},
{
"en-US": "The effect's radius in meters.",
"zh-CN": "效果的半径,单位为米。对声音效果则影响其音量。"
}
]
},
"preloadHero": {
"description": {
"en-US": "Preemptively loads the specified hero or heroes into memory using the skins of the specified player or players, available memory permitting.",
"zh-CN": "预先为指定的玩家将指定的英雄及皮肤加载入内存。当需要经常改变英雄且已知接下来要使用哪个英雄时适用。"
},
"params": [
{
"en-US": "The player or players who will begin preloading a hero or heroes. Only one preload hero action will be active at a time for a given player.",
"zh-CN": "下列玩家将开始预载一名或多名英雄。对每名玩家,同一时间只能有一个“预载英雄”动作生效。"
},
{
"en-US": "The hero or heroes to begin preloading for the specified player or players. When multiple heroes are specified in an array, the heroes towards the beginning of the array are prioritized.",
"zh-CN": "为指定的玩家加载下列英雄.当选择了包含多个英雄的数组时,靠前的英雄将被优先加载."
}
]
},
"progressBarHud": {
"description": {
"en-US": "Creates a progress bar HUD text visible to specified players at a specific location on the screen. This text will persist until destroyed. To obtain a reference to this text, use the getLastTextId() value. This action will fail if too many text elements have been created.",
"zh-CN": "在指定玩家屏幕上的指定位置创建一条进度条HUD文本。此文本会持续至消除为止。如果想指定此文本,可使用“上一个文本ID”的返还值。如果已创建了太多的文本元素,此动作可能会失败。"
},
"params": [
{
"en-US": "One or more players who will see the Progress Bar HUD text.",
"zh-CN": "下列玩家将会看到这条进度条HUD文本。"
},
{
"en-US": "The value of the progress bar to be displayed as a percentage from 0 to 100.",
"zh-CN": "将要显示的进度条值,为从0到100的百分比。"
},
{
"en-US": "The text to be displayed (can be blank)",
"zh-CN": "将要显示的文本(可以为空)。"
},
{
"en-US": "The location on the screen where the text will appear.",
"zh-CN": "文本在屏幕上出现的位置。"
},
{
"en-US": "The sort order of the text relative to other text in the same location. Text with a higher sort order will come after the text with a lower sort order.",
"zh-CN": "此文本与其他在同样位置的文本的排序关系。排序较高的文本会在排序较低的文本之后显示。"
},
{
"en-US": "The color of the progress bar to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer.",
"zh-CN": "所创建进度条文本的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。"
},
{
"en-US": "The color of the text to be created. If a particular team is chosen, the effect will either be red or blue, depending on whether the team is hostile to the viewer.",
"zh-CN": "所创建文本的颜色。如果选择了一支队伍,此效果将显示为红色或蓝色,根据观察者是否与这支队伍敌对决定。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The text will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。这段文本会要求输入新的数值,并用输入的数值进行重新赋值。"
},
{
"en-US": "Whether spectators can see the text or not.",
"zh-CN": "无队伍观战者是否可以看到此文本。"
}
]
},
"removeAllHealthPoolsFromPlayer": {
"description": {
"en-US": "Removes all health pools that were added to a player or players via the Add Health Pool action.",
"zh-CN": "移除由“添加生命池”行动添加的所有生命池。"
},
"params": [
{
"en-US": "The player or players whose added health pools will be removed.",
"zh-CN": "下列玩家身上所添加的生命池将移除。"
}
]
},
"removeFromGame": {
"description": {
"en-US": "Removes one or more players from the custom game. This action doesn't work on dummy bots.",
"zh-CN": "将一名或多名玩家移出自定游戏。此动作对机器人无效。"
},
"params": [
{
"en-US": "The player or players to remove.",
"zh-CN": "下列玩家将被移除。"
}
]
},
"removeHealthPool": {
"description": {
"en-US": "Removes a health pool that was added via the Add Health Pool action.",
"zh-CN": "移除由“添加生命池”行动添加的一个生命池。"
},
"params": [
{
"en-US": "Specifies a health pool created by the Add Health Pool action. (Health pool IDs may be obtained using the Last Created Health Pool Value.)",
"zh-CN": "指定一个由“添加生命池”动作所创建的生命池。(可以用“上一个创建的生命池”获得生命池ID的值。)"
}
]
},
"resetHeroAvailability": {
"description": {
"en-US": "Restores the list of heroes available to one or more players to the list specified by the game settings. If a player's current hero becomes unavailable, the player is forced to choose a different hero and respawn at an appropriate spawn location.",
"zh-CN": "将一名或多名玩家可用的英雄列表恢复至游戏设置所指定的英雄列表。如果玩家当前所使用的英雄变得不可用,则此玩家将被强制选择另一名英雄,并在适当的复生位置复生。"
},
"params": [
{
"en-US": "The player or players whose hero list is being reset.",
"zh-CN": "下列玩家的英雄列表将被重置。"
}
]
},
"respawn": {
"description": {
"en-US": "Respawns one or more players at an appropriate spawn location with full health, even if they were already alive.",
"zh-CN": "使一名或多名玩家在适当的复生位置复生并恢复至最大生命值,对仍然存活的玩家依然有效。"
},
"params": [
{
"en-US": "The player or players to respawn.",
"zh-CN": "下列玩家将复生。"
}
]
},
"restartMatch": {
"description": {
"en-US": "Restarts the match. This action only has an effect after the match has existed for 30 seconds.",
"zh-CN": "重新开始比赛。此动作仅在比赛存在30秒后才可生效。"
}
},
"resurrect": {
"description": {
"en-US": "Instantly resurrects one or more players at the location they died with no transition.",
"zh-CN": "立即使一名到多名玩家在其死亡的位置复活,无需等待时间。"
},
"params": [
{
"en-US": "The player or players who will be resurrected.",
"zh-CN": "下列玩家将被复活。"
}
]
},
"returnToLobby": {
"description": {
"en-US": "Returns the gamemode back to the custom game lobby.",
"zh-CN": "将游戏模式返回至自定游戏大厅。"
}
},
"setAbility1Enabled": {
"description": {
"en-US": "Enables or disables ability 1 for one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的技能 1。"
},
"params": [
{
"en-US": "The player or players whose access to ability 1 is affected.",
"zh-CN": "下列玩家的技能 1将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use ability 1. Expects a boolean value such as true, false, or compare.",
"zh-CN": "玩家是否可以使用技能 1。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setAbility2Enabled": {
"description": {
"en-US": "Enables or disables ability 2 for one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的技能 2。"
},
"params": [
{
"en-US": "The player or players whose access to ability 2 is affected.",
"zh-CN": "下列玩家的技能 2将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use ability 2. Expects a boolean value such as true, false, or compare.",
"zh-CN": "玩家是否可以使用技能 2。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setAbilityCharge": {
"description": {
"en-US": "Set the ability charge count for one or more players. Affects abilities such as Tracer's Blink, Junkrat's Mines, etc.",
"zh-CN": "设置一名或多名玩家的技能充能次数(如果支持的话)。"
},
"params": [
{
"en-US": "The player or players whose ability charge count will be modified.",
"zh-CN": "下列玩家的技能充能次数将被修改。"
},
{
"en-US": "The logical button associated with the ability to be modified.",
"zh-CN": "与此技能关联的逻辑按钮将被修改。"
},
{
"en-US": "The charge count that will be set.",
"zh-CN": "要设置的充能次数。"
}
]
},
"setAbilityCooldown": {
"description": {
"en-US": "Set the ability cooldown time for one or more players.",
"zh-CN": "设置一名或多名玩家的技能冷却时间(如果支持的话)。"
},
"params": [
{
"en-US": "The player or players whose ability cooldown time will be modified.",
"zh-CN": "下列玩家的技能冷却时间将被修改。"
},
{
"en-US": "The logical button associated with the ability to be modified.",
"zh-CN": "与此技能关联的逻辑按钮将被修改。"
},
{
"en-US": "The cooldown time that will be set in seconds. Max of 1000.",
"zh-CN": "设置冷却时间,单位为秒。"
}
]
},
"setAbilityResource": {
"description": {
"en-US": "Set the ability resource percentage for one or more players. Affects abilities such as Dva's Defense Matrix, Pharah's Hover Jets, etc.",
"zh-CN": "设置一名或多名玩家的技能资源百分比(如果支持的话)。"
},
"params": [
{
"en-US": "The player or players whose ability resource percentage will be modified.",
"zh-CN": "下列玩家的技能资源百分比将被修改。"
},
{
"en-US": "The logical button associated with the ability to be modified.",
"zh-CN": "与此技能关联的逻辑按钮将被修改。"
},
{
"en-US": "The percentage of resource that will be set with respect to each player's ability resource capacity.",
"zh-CN": "技能资源相对于每位玩家技能资源量的百分比。"
}
]
},
"setAimSpeed": {
"description": {
"en-US": "Sets the aim speed of one or more players to a percentage of their normal aim speed.",
"zh-CN": "将一名或多名玩家的瞄准速度设置为其原始瞄准速度的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose aim speed will be set.",
"zh-CN": "设置下列玩家的瞄准速度。"
},
{
"en-US": "The percentage of normal aim speed to which the player or players will set their aim speed.",
"zh-CN": "将玩家的瞄准速度设置为此百分比。"
}
]
},
"setAllowedHeroes": {
"description": {
"en-US": "Sets the list of heroes available to one or more players. If a player's current hero becomes unavailable, the player is forced to choose a different hero and respawn at an appropriate spawn location.",
"zh-CN": "设置一名或多名玩家可用的英雄列表。如果玩家当前所使用的英雄变得不可用,则此玩家将被强制选择另一名英雄,并在适当的复生位置复生。"
},
"params": [
{
"en-US": "The player or players whose hero list is being set.",
"zh-CN": "设置下列玩家的英雄列表。"
},
{
"en-US": "The hero or heroes that will be available. If no heroes are provided, the action has no effect.",
"zh-CN": "可供选择的英雄。如果没有提供英雄,此动作无效。"
}
]
},
"setAmmo": {
"description": {
"en-US": "Sets the ammo of one or more players.",
"zh-CN": "设置一名或多名玩家的弹药数量。"
},
"params": [
{
"en-US": "The player or players whose ammo will be set.",
"zh-CN": "设置下列玩家面朝的弹药数量。"
},
{
"en-US": "The index of the clip whose ammo will be set. 0 is the first clip, and 1 is the second (only used for Bastion's Sentry gun and Baptiste's Heal Grenades).",
"zh-CN": "设置索引处弹夹的弹药数量。0为第一个弹夹,1为第二个。若指定类型不存在,则不进行任何操作。"
},
{
"en-US": "The ammo that will be set.",
"zh-CN": "要设置的弹药数量。"
}
]
},
"setCrouchEnabled": {
"description": {
"en-US": "Enables or disables crouch for one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的蹲下动作。"
},
"params": [
{
"en-US": "The player or players whose access to crouch is affected.",
"zh-CN": "下列玩家的下蹲动作将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use crouch. Expects a boolean value such as true, false, or compare.",
"zh-CN": "玩家是否可以使用蹲下。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setDamageDealt": {
"description": {
"en-US": "Sets the damage dealt of one or more players to a percentage of their raw damage dealt.",
"zh-CN": "将一名或多名玩家造成的伤害设置为其原始造成伤害的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose damage dealt will be set.",
"zh-CN": "设置下列玩家造成的伤害。"
},
{
"en-US": "The percentage of raw damage dealt to which the player or players will set their damage dealt.",
"zh-CN": "将玩家所造成的伤害设置为此百分比。"
}
]
},
"setDamageReceived": {
"description": {
"en-US": "Sets the damage received of one or more players to a percentage of their raw damage received.",
"zh-CN": "将一名或多名玩家受到的伤害设置为其原始受到伤害的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose damage received will be set.",
"zh-CN": "设置下列玩家受到的伤害。"
},
{
"en-US": "The percentage of raw damage received to which the player or players will set their damage received.",
"zh-CN": "将玩家所受到的伤害设置为此百分比。"
}
]
},
"setEnvironmentCreditPlayer": {
"description": {
"en-US": "Sets the player who will receive credit if the specified target player or players die to the environment before landing on the ground.",
"zh-CN": "设置当指定玩家降落在地面前被地形消灭时,会被归为地形消灭者的玩家。"
},
"params": [
{
"en-US": "The target player or players whose death is being considered.",
"zh-CN": "目标玩家的阵亡将被纳入判断。"
},
{
"en-US": "The Player who will receive credit if the target player or players die to the environment before landing on the ground. An environment credit player of null indicates no player will receive credit.",
"zh-CN": "当目标玩家在降落到地面前死于地形效果时,此消灭视为此名玩家造成的。如果“地形消灭者玩家”设置为“空”则此消灭不会归到任何玩家名下。"
}
]
},
"setFacing": {
"description": {
"en-US": "Sets the facing of one or more players to the specified direction.",
"zh-CN": "设置一名或多名玩家面向的方向。"
},
"params": [
{
"en-US": "The player or players whose facing will be set.",
"zh-CN": "设置下列玩家面朝的方向。"
},
{
"en-US": "The unit direction in which the player or players will face. This value is normalized internally.",
"zh-CN": "玩家面朝的单位方向。此值将进行内部归一化。"
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players.",
"zh-CN": "确定此方向是相对于地图坐标还是玩家的本地坐标。"
}
]
},
"setGlobalVariableAtIndex": {
"description": {
"en-US": "Finds or creates an array on a global variable, which is a variable that belongs to the game itself, then stores a value in the array at the specified index.",
"zh-CN": "为一个全局变量寻找或创建一个数组,然后将一个值储存至指定的索引中。全局变量即属于游戏本身的变量。"
},
"params": [
{
"en-US": "Specifies which global variable's value is the array to modify. If the variable's value is not an array, then its value becomes an empty array.",
"zh-CN": "指定哪个全局变量的值是要修改的数组。如果变量的值不是一个数组,则使其值变为一个空的数组。"
},
{
"en-US": "The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of zero.",
"zh-CN": "修改数组的索引。如果索引位置已经超过了数组的末尾,则将数组延伸至索引位置,且新的元素值均为0。"
},
{
"en-US": "The value that will be stored into the array.",
"zh-CN": "将此值存储到数组中。"
}
]
},
"setGravity": {
"description": {
"en-US": "Sets the movement gravity for one or more players to a percentage of regular movement gravity.",
"zh-CN": "将一名或多名玩家的移动引力设置为正常行动引力的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose movement gravity will be set.",
"zh-CN": "设置下列玩家的移动引力。"
},
{
"en-US": "The percentage of regular movement gravity to which the player or players will set their personal movement gravity.",
"zh-CN": "将玩家个人的移动引力设置为此百分比。"
}
]
},
"setHealingDealt": {
"description": {
"en-US": "Sets the healing dealt of one or more players to a percentage of their raw healing dealt.",
"zh-CN": "将一名或多名玩家造成的治疗效果设置为其原始造成治疗的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose healing dealt will be set.",
"zh-CN": "设置下列玩家造成的治疗。"
},
{
"zh-CN": "将玩家所造成的治疗设置为此百分比。"
}
]
},
"setHealingReceived": {
"description": {
"en-US": "Sets the healing received of one or more players to a percentage of their raw healing received.",
"zh-CN": "将一名或多名玩家受到的治疗效果设置为其原始受到治疗的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose healing received will be set.",
"zh-CN": "设置下列玩家受到的治疗。"
},
{
"en-US": "The percentage of raw healing received to which the player or players will set their healing received.",
"zh-CN": "将玩家所受到的治疗设置为此百分比。"
}
]
},
"setHealth": {
"description": {
"en-US": "Sets the health of a player or players without affecting stats or granting damage/healing credit. This action only has an effect on living players. For dead players, use the Resurrect action instead.",
"zh-CN": "设置一名或多名玩家的生命值,同时不影响状态,也不造成伤害/治疗。此行动只会对还活着的玩家造成影响。(对死去的玩家,请使用“复活玩家”动作。)"
},
"params": [
{
"en-US": "The player or players whose health will be set.",
"zh-CN": "将玩家的生命设为此值。"
},
{
"en-US": "How much health the player or players will have.",
"zh-CN": "玩家所能拥有的最大生命值。"
}
]
},
"setInvisibility": {
"description": {
"en-US": "Causes one or more players to become invisible to either all other players or just enemies.",
"zh-CN": "使一名或多名玩家变为隐形,此效果可对所有玩家生效,也可以只对敌人生效。"
},
"params": [
{
"en-US": "The player or players who will become invisible.",
"zh-CN": "下列玩家将变得隐形。"
},
{
"en-US": "Specifies for whom the player or players will be invisible.",
"zh-CN": "将要对下列玩家隐形。"
}
]
},
"setJumpEnabled": {
"description": {
"en-US": "Enables or disables jump for one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的跳跃动作。"
},
"params": [
{
"en-US": "The player or players whose access to jump is affected.",
"zh-CN": "下列玩家的跳跃动作将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use jump. Expects a boolean value such as true, false, or compare.",
"zh-CN": "玩家是否可以使用跳跃。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setJumpVerticalSpeed": {
"description": {
"en-US": "Sets the jump vertical speed of one or more players to a percentage of their raw jump vertical speed.",
"zh-CN": "将一名或多名玩家的跳跃垂直速度设置为其原始跳跃垂直速度的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose jump vertical speed will be set.",
"zh-CN": "设置下列玩家的跳跃垂直速度。"
},
{
"en-US": "The percentage of raw jump vertical speed to which the player or players will set their jump vertical speed.",
"zh-CN": "将玩家的跳跃垂直速度设置为此百分比。"
}
]
},
"setKnockbackDealt": {
"description": {
"en-US": "Sets the knockback dealt of one or more players to a percentage of their raw knockback dealt.",
"zh-CN": "将一名或多名玩家造成的击退效果设置为其原始造成击退效果的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose knockback dealt will be set.",
"zh-CN": "设置下列玩家造成的击退。"
},
{
"en-US": "The percentage of raw knockback dealt to which the player or players will set their knockback dealt.",
"zh-CN": "将玩家造成的击退效果设置为其原始造成击退效果的此百分比。"
}
]
},
"setKnockbackReceived": {
"description": {
"en-US": "Sets the knockback received of one or more players to a percentage of their raw knockback received.",
"zh-CN": "将一名或多名玩家受到的击退效果设置为其原始受到击退效果的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose knockback received will be set.",
"zh-CN": "设置下列玩家受到的击退。"
},
{
"en-US": "The percentage of raw knockback received to which the player or players will set their knockback received.",
"zh-CN": "将玩家受到的击退效果设置为其原始受到击退效果的此百分比。"
}
]
},
"setMatchTime": {
"description": {
"en-US": "Sets the current match time (which is visible at the top of the screen). This can be used to shorten or extend the duration of a match or to change the duration of assemble heroes or setup.",
"zh-CN": "设置当前比赛时间(玩家可在屏幕顶端看到)。此行动可以用来缩短或延长比赛的持续时间,或改变集结英雄或准备阶段的时间。"
},
"params": [
{
"en-US": "The match time in seconds.",
"zh-CN": "比赛时间,单位为秒。"
}
]
},
"setMaxAmmo": {
"description": {
"en-US": "Sets the max ammo of one or more players.",
"zh-CN": "设置一名或多名玩家的最大弹药数量。"
},
"params": [
{
"en-US": "The player or players whose max ammo will be set.",
"zh-CN": "设置下列玩家面朝的最大弹药数量。"
},
{
"en-US": "The index of the clip whose max ammo will be set. 0 is the first clip, and 1 is the second (only used for Bastion's Sentry gun and Baptiste's Heal Grenades).",
"zh-CN": "设置索引处弹夹的最大弹药数量. 0为第一个弹夹, 1为第二个. 若指定类型不存在, 则不进行任何操作."
},
{
"en-US": "The max ammo that will be set.",
"zh-CN": "要设置的最大弹药数量。"
}
]
},
"setMaxHealth": {
"description": {
"en-US": "Sets the max health of one or more players as a percentage of their max health. This action will ensure that a player's current health will not exceed the new max health.",
"zh-CN": "将一名或多名玩家的最大生命值设置为其原始最大生命值的一定百分比。此动作会保证玩家当前的生命值不会超过其新的最大生命值。由地图工坊动作添加的生命池不会受此动作影响。"
},
"params": [
{
"en-US": "The player or players whose max health will be set.",
"zh-CN": "下列玩家的最大生命值将被设定。"
},
{
"en-US": "The percentage of raw max health to which the player or players will set their max health.",
"zh-CN": "将这些玩家的最大生命值设为其原始最大生命值的百分比。"
}
]
},
"setMeleeEnabled": {
"description": {
"en-US": "Enables or disables melee for one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的近战攻击。"
},
"params": [
{
"en-US": "The player or players whose access to melee is affected.",
"zh-CN": "下列玩家的近战攻击将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use melee. Expects a boolean value such as true, false, or compare.",
"zh-CN": "玩家是否可以使用近战攻击。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setMoveSpeed": {
"description": {
"en-US": "Sets the move speed of one or more players to a percentage of their raw move speed.",
"zh-CN": "将一名或多名玩家的移动速度设置为其原始移动速度的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose move speed will be set.",
"zh-CN": "设置下列玩家的移动速度。"
},
{
"en-US": "The percentage of raw move speed to which the player or players will set their move speed.",
"zh-CN": "将玩家的移动速度设置为此百分比。"
}
]
},
"setObjectiveDescription": {
"description": {
"en-US": "Sets the text at the top center of the screen that normally describes the objective to a message visible to specific players.",
"zh-CN": "将屏幕顶部正中通常用来显示目标点信息的文字修改为其他信息,对指定的玩家可见。"
},
"params": [
{
"en-US": "One or more players who will see the message.",
"zh-CN": "下列玩家将看到此信息。"
},
{
"en-US": "The message to be displayed.",
"zh-CN": "将要显示的信息。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. The message will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。这段信息会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"setPlayerVariableAtIndex": {
"description": {
"en-US": "Finds or creates an array on a player variable, which is a variable that belongs to a specific player, then stores a value in the array at the specified index.",
"zh-CN": "为一个玩家变量寻找或创建一个数组,然后将一个值储存至指定的索引处。玩家变量即属于一个特定玩家的变量。"
},
"params": [
{
"en-US": "The player whose variable will be modified. If multiple players are provided, each of their variables will be set.",
"zh-CN": "此玩家的变量将被修改。如果有多个玩家,则每个玩家的变量都将被设置。"
},
{
"en-US": "Specifies which player variable's value is the array to modify. If the variable's value is not an array, then its value becomes an empty array.",
"zh-CN": "指定哪个玩家变量的值是要修改的数组。如果变量的值不是一个数组,则使其值变为一个空的数组。"
},
{
"en-US": "The index of the array to modify. If the index is beyond the end of the array, the array is extended with new elements given a value of zero.",
"zh-CN": "修改数组的索引。如果索引位置已经超过了数组的末尾,则将数组延伸至索引位置,且新的元素值均为0。"
},
{
"en-US": "The value that will be stored into the array.",
"zh-CN": "将此值存储到数组中。"
}
]
},
"setPrimaryFireEnabled": {
"description": {
"en-US": "Enables or disables primary fire for one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的主要攻击模式。"
},
"params": [
{
"en-US": "The player or players whose access to primary fire is affected.",
"zh-CN": "下列玩家的主要攻击模式将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use primary fire. Expects a boolean value such as true, false, or compare.",
"zh-CN": "指定一名或多名玩家是否能够使用主要攻击模式。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setProjectileGravity": {
"description": {
"en-US": "Sets the projectile gravity for one or more players to a percentage of regular projectile gravity.",
"zh-CN": "将一名或多名玩家的弹道引力设置为正常弹道引力的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose projectile gravity will be set.",
"zh-CN": "设置下列玩家的弹道引力。"
},
{
"en-US": "The percentage of regular projectile gravity to which the player or players will set their personal projectile gravity.",
"zh-CN": "将玩家个人的弹道引力设置为此百分比。"
}
]
},
"setProjectileSpeed": {
"description": {
"en-US": "Sets the projectile speed for one or more players to a percentage of projectile speed.",
"zh-CN": "将一名或多名玩家的弹道速度设置为正常弹道速度的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose projectile speed will be set.",
"zh-CN": "设置下列玩家的弹道速度。"
},
{
"en-US": "The percentage of regular projectile speed to which the player or players will set their personal projectile speed.",
"zh-CN": "将玩家个人的弹道速度设置为此百分比。"
}
]
},
"setReloadEnabled": {
"description": {
"en-US": "Enables or disables Reload for one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的装填。"
},
"params": [
{
"en-US": "The player or players whose access to reload is affected.",
"zh-CN": "下列玩家的装填将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use reload. Expects a boolean value such as True, False, or Compare.",
"zh-CN": "玩家是否可以使用装填。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setRespawnTime": {
"description": {
"en-US": "Sets the duration between death and respawn for one or more players. For players that are already dead when this action is executed, the change takes effect on their next death.",
"zh-CN": "设置一名或多名玩家死亡与复生之间的持续时间。对此动作执行时已经死亡的玩家,此效果将在他们下次死亡时生效。"
},
"params": [
{
"en-US": "The player or players whose respawn max time is being defined.",
"zh-CN": "设置下列玩家的最大复生时间。"
},
{
"en-US": "The duration between death and respawn in seconds.",
"zh-CN": "死亡与复生之间的持续时间,以秒为单位。"
}
]
},
"setScore": {
"description": {
"en-US": "Sets the score (kill count) of one or more players. This action only has an effect in free-for-all modes.",
"zh-CN": "设置一名或多名玩家的分数(击杀数)。此动作只在自由混战模式中生效。"
},
"params": [
{
"en-US": "The player or players whose score will be set.",
"zh-CN": "设置下列玩家的分数。"
},
{
"en-US": "The score that will be set.",
"zh-CN": "要设置的分数。"
}
]
},
"setSecondaryFireEnabled": {
"description": {
"en-US": "Enables or disables secondary fire for one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的辅助攻击模式。"
},
"params": [
{
"en-US": "The player or players whose access to secondary fire is affected.",
"zh-CN": "下列玩家的辅助攻击模式将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use secondary fire. Expects a boolean value such as true, false, or compare.",
"zh-CN": "指定一名或多名玩家是否能够使用辅助攻击模式。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setSlowMotion": {
"description": {
"en-US": "Sets the simulation rate for the entire game, including all players, projectiles, effects, and game mode logic.",
"zh-CN": "设置整个游戏的模拟速率,包括所有玩家、弹道、效果及游戏模式逻辑。"
},
"params": [
{
"en-US": "The simulation rate as a percentage of normal speed. Only rates up to 100% are allowed.",
"zh-CN": "模拟速率与正常速率的百分比。此数值不得超过100"
}
]
},
"setStatusEffect": {
"description": {
"en-US": "Applies a status to one or more players. This status will remain in effect for the specified duration or until it is cleared by the clear status action.",
"zh-CN": "对一名或多名玩家施加一个状态。此状态会持续指定的“持续时间”,或直到被“清除状态”动作清除。"
},
"params": [
{
"en-US": "The player or players to whom the status will be applied.",
"zh-CN": "下列玩家将被施加此状态。"
},
{
"en-US": "Specifies a player to be awarded assist credit should the affected player or players be killed while the status is in effect. An assister of null indicates no player will receive credit.",
"zh-CN": "如果在效果持续期间受到影响的玩家被击杀,则视为此名玩家完成的助攻。如果“助攻者”设置为“空”则此助攻不会归到任何玩家名下。"
},
{
"en-US": "The status to be applied to the player or players. These behave similarly to statuses applied from hero abilities.",
"zh-CN": "对指定玩家施加此状态。此状态与玩家使用英雄技能时施放的状态效果相同。"
},
{
"en-US": "The duration of the status in seconds. To have a status that lasts until a clear status action is executed, provide an arbitrarily long duration such as 99999.",
"zh-CN": "状态持续时间,以秒为单位。如果要让状态持续直到执行“清除状态”动作为止,可以输入较长的持续时间,如9999。"
}
]
},
"setTeamScore": {
"description": {
"en-US": "Sets the score for one or both teams. This action has no effect in free-for-all modes or modes without a team score.",
"zh-CN": "设置一方或双方队伍的分数。此动作在自由混战模式或没有队伍分数的模式中无效。"
},
"params": [
{
"en-US": "The team or teams whose score will be set.",
"zh-CN": "要设置分数的队伍。"
},
{
"en-US": "The score that will be set.",
"zh-CN": "要设置的分数。"
}
]
},
"setUltCharge": {
"description": {
"en-US": "Sets the ultimate charge for one or more players as a percentage of maximum charge.",
"zh-CN": "将一名或多名玩家的终极技能充能设为最大充能的一定百分比。"
},
"params": [
{
"en-US": "The player or players whose ultimate charge will be set.",
"zh-CN": "设置下列玩家的终极技能充能。"
},
{
"en-US": "The percentage of maximum charge.",
"zh-CN": "最大的充能百分比。"
}
]
},
"setUltEnabled": {
"description": {
"en-US": "Enables or disables the ultimate ability of one or more players.",
"zh-CN": "启用或禁用一名或多名玩家的终极技能。"
},
"params": [
{
"en-US": "The player or players whose access to their ultimate ability is affected.",
"zh-CN": "下列玩家的终极技能将受到影响。"
},
{
"en-US": "Specifies whether the player or players are able to use their ultimate ability. Expects a boolean value such as true, false, or compare.",
"zh-CN": "玩家是否可以使用终极技能。此处应为一个布尔,如“真”、“假”或“比较式”。"
}
]
},
"setWeapon": {
"description": {
"en-US": "Sets the weapon of one or more players.",
"zh-CN": "设置一名或多名玩家的武器。"
},
"params": [
{
"en-US": "The player or players whose weapon will be set.",
"zh-CN": "设置下列玩家的武器。"
},
{
"en-US": "The number of the weapon to be equipped. 1 is the first weapon, and 2 is the second. If the specified weapon does not exist, players will use the default weapon.",
"zh-CN": "正在装备的武器号码。1为主武器,2为辅助武器。如果指定的武器不存在,玩家将使用默认武器。"
}
]
},
"skip": {
"description": {
"en-US": "Skips execution of a certain number of actions in the action list.",
"zh-CN": "跳过动作列表中一定条数的动作。"
},
"params": [
{
"en-US": "The number of actions to skip, not including this action.",
"zh-CN": "跳过的动作条数,不包括此动作。"
}
]
},
"skipIf": {
"description": {
"en-US": "Skips execution of a certain number of actions in the action list if this action's condition evaluates to true. If it does not, execution continues with the next action.",
"zh-CN": "如果此动作的条件为“真”,则跳过动作列表中一定条数的动作。否则,则继续执行下一条动作。"
},
"params": [
{
"en-US": "Specifies whether the skip occurs.",
"zh-CN": "是否跳过行动。"
},
{
"en-US": "The number of actions to skip, not including this action.",
"zh-CN": "跳过的动作条数,不包括此动作。"
}
]
},
"smallMessage": {
"description": {
"en-US": "Displays a small message beneath the reticle that is visible to specific players.",
"zh-CN": "在准星下方显示小字体信息,对指定玩家可见。"
},
"params": [
{
"en-US": "One or more players who will see the message.",
"zh-CN": "下列玩家将看到此信息。"
},
{
"en-US": "The message to be displayed.",
"zh-CN": "将要显示的信息。"
}
]
},
"startAcceleration": {
"description": {
"en-US": "Starts accelerating one or more players in a specified direction.",
"zh-CN": "开始令一名或多名玩家向指定方向加速。"
},
"params": [
{
"en-US": "The player or players that will begin accelerating.",
"zh-CN": "下列玩家将开始加速。"
},
{
"en-US": "The unit direction in which the acceleration will be applied. This value is normalized internally.",
"zh-CN": "施加加速度的单位方向。此值将进行内部归一化。"
},
{
"en-US": "The rate of acceleration in meters per second squared. This value may need to be quite high in order to overcome gravity and/or surface friction.",
"zh-CN": "加速度,单位为米/秒²。需要较大的加速度才能够克服引力和/或表面摩擦力。"
},
{
"en-US": "The speed at which acceleration will stop for the player or players. It may not be possible to reach this speed due to gravity and/or surface friction.",
"zh-CN": "玩家达到此速度后会停止。由于引力和/或表面摩擦力的存在,可能将无法达到此速度。"
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players.",
"zh-CN": "确定此方向是相对于地图坐标还是玩家的本地坐标。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"startCamera": {
"description": {
"en-US": "Places your camera at a location, facing a direction.",
"zh-CN": "将你的镜头放置在一个位置,面向一个角度。"
},
"params": [
{
"en-US": "The player or players whose cameras will be placed at the location.",
"zh-CN": "将下列玩家的镜头放置于此。"
},
{
"en-US": "The position of the camera. Reevaluates continuously.",
"zh-CN": "镜头的位置。持续重新赋值。"
},
{
"en-US": "Where the camera looks at. Reevaluates continuously.",
"zh-CN": "镜头望向的位置。持续重新赋值。"
},
{
"en-US": "How fast to blend the camera movement as positions change. 0 means do not blend at all, and just change positions instantly.",
"zh-CN": "位置移动时镜头转动速度的快慢。0意味着不转动镜头方向,只改变其位置。"
}
]
},
"startDamageModification": {
"description": {
"en-US": "Starts modifying how much damage one or more receivers will receive from one or more damagers. A reference to this damage modification can be obtained from the last damage modification id value. This action will fail if too many damage modifications have been started.",
"zh-CN": "开始调整一名或多名受伤害者从一个或多个伤害者受到的伤害。如果想指定此伤害调整,可以使用“上一个伤害调整ID”的值。如果已经开始了太多的伤害调整,此动作可能会失败。"
},
"params": [
{
"en-US": "The player or players whose incoming damage will be modified (when attacked by the damagers).",
"zh-CN": "修正下列玩家受到的伤害(被“伤害者”攻击时)。"
},
{
"en-US": "The player or players whose outgoing damage will be modified (when attacking the receivers).",
"zh-CN": "修正下列玩家造成的伤害(攻击“受伤害者”时)。"
},
{
"en-US": "The percentage of damage that will apply to receivers when attacked by damagers.",
"zh-CN": "伤害者对受伤害者造成伤害将调整至百分比。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"startDamageOverTime": {
"description": {
"en-US": "Starts an instance of damage over time. This dot will persist for the specified duration or until stopped by script. To obtain a reference to this dot, use the last damage over time id value.",
"zh-CN": "开始一个持续伤害副本。此持续伤害会持续一段指定长度的时间,或直到被程序中止。如果想指定此持续伤害,可以使用“上一个持续伤害ID”的返还值。"
},
"params": [
{
"en-US": "One or more players who will receive the damage over time.",
"zh-CN": "在下列玩家身上施加持续伤害效果。"
},
{
"en-US": "The player who will receive credit for the damage. A damager of null indicates no player will receive credit.",
"zh-CN": "伤害视为此名玩家造成的。如果“伤害者”设置为“空”则此伤害不会归到任何玩家名下。"
},
{
"en-US": "The duration of the damage over time in seconds. To have a dot that lasts until stopped by script, provide an arbitrarily long duration such as 99999.",
"zh-CN": "持续伤害的持续时间,以秒为单位。如果要让状态持续到被程序终止为止,可以输出较长的持续时间,如9999。"
},
{
"en-US": "The damage per second for the damage over time.",
"zh-CN": "持续伤害每秒造成的伤害值。"
}
]
},
"startFacing": {
"description": {
"en-US": "Starts turning one or more players to face the specified direction.",
"zh-CN": "开始强制一名或多名玩家转向面对指定的方向。"
},
"params": [
{
"en-US": "The player or players who will start turning.",
"zh-CN": "下列玩家将开始转向。"
},
{
"en-US": "The unit direction in which the player or players will eventually face. This value is normalized internally.",
"zh-CN": "玩家最终将面朝的单位方向。此值将进行内部归一化。"
},
{
"en-US": "The turn rate in degrees per second.",
"zh-CN": "角速率,单位为度/秒。"
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players.",
"zh-CN": "确定此方向是相对于地图坐标还是玩家的本地坐标。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"startForcingButton": {
"description": {
"en-US": "Forces one or more players to hold a button virtually until stopped by the stop holding button action.",
"zh-CN": "强制一名或多名玩家按下一个虚拟按钮,直到被“停止按下按钮”动作取消。"
},
"params": [
{
"en-US": "The player or players who are holding a button virtually.",
"zh-CN": "下列玩家将持续按下虚拟按钮。"
},
{
"en-US": "The logical button that is being held virtually.",
"zh-CN": "设置按下的虚拟按钮。"
}
]
},
"startForcingHero": {
"description": {
"en-US": "Starts forcing one or more players to be a specific hero and, if necessary, respawns them immediately in their current location. This will be the only hero available to the player or players until the stop forcing player to be hero action is executed.",
"zh-CN": "开始强制一名或多名玩家使用指定的英雄,如有必要,使这些玩家立即在当前位置复生。这名或这些玩家只能使用指定的英雄,直到执行“停止强制玩家选择英雄”动作为止。"
},
"params": [
{
"en-US": "The player or players who will be forced to be a specific hero.",
"zh-CN": "下列玩家将被强制使用指定英雄。"
},
{
"en-US": "The hero that the player or players will be forced to be.",
"zh-CN": "玩家将被强制使用的英雄。"
}
]
},
"startForcingName": {
"description": {
"en-US": "Starts forcing the name for the specified player or players (only works with AI and dummy bots).",
"zh-CN": "开始强制设置指定玩家的名称。"
},
"params": [
{
"en-US": "The player or players whose name will be forced.",
"zh-CN": "设置下列玩家的名称。"
},
{
"en-US": "The name to be forced.",
"zh-CN": "要强制设置的名称。"
}
]
},
"startForcingOutlineFor": {
"description": {
"en-US": "Starts forcing the visibility and color of the outlines of the specified viewed player or players from the perspective of one or more viewing players.",
"zh-CN": "从观察玩家的视角看,设置被观察的玩家的轮廓的可见性和颜色。"
},
"params": [
{
"en-US": "The player or players who will have their outlines modified.",
"zh-CN": "被观察的玩家的轮廓将被修改。"
},
{
"en-US": "The viewing player or players for whom the viewed player's outlines will be modified.",
"zh-CN": "从观察玩家的视角看,被观察的玩家的轮廓将被修改。"
},
{
"en-US": "Whether or not the specified player outlines should be visible.",
"zh-CN": "指定玩家的轮廓是否可见。"
},
{
"en-US": "The color of the specified player outlines, if they are visible.",
"zh-CN": "指定玩家的轮廓的颜色(如果可见)。如果选择了特定的队伍,那么此颜色将为红色或蓝色,取决于此队伍是观察者的友方还是敌方。"
},
{
"en-US": "The visibility type of the specified player outlines, if they are visible.",
"zh-CN": "指定玩家的轮廓可见时,其轮廓的显示类型。"
}
]
},
"startForcingPosition": {
"description": {
"en-US": "Starts forcing a player to be in a given position. If reevaluation is enabled, then the position is evaluated every frame, allowing the player to be moved around over time.",
"zh-CN": "开始强制一名玩家停留在指定位置。如果启动了“重新赋值”,那么每一帧都会重新为“位置”赋值,让玩家进行强制移动。"
},
"params": [
{
"en-US": "The player whose position will be forced. (The reevaluation option does not apply to this value.)",
"zh-CN": "强制设置此玩家的位置。(重新赋值选项不会影响此值。)"
},
{
"en-US": "The position the player will occupy. If reevaluation is enabled, this value can be used to move the player around over time.",
"zh-CN": "将指定玩家设置至此位置。如果“重新赋值”选项启动,会使用这个值强制使玩家移动。"
},
{
"en-US": "If this value is true, then the position will be reevaluated and applied to the player every frame. If this value is false, then the position is only evaluated once when the action begins.",
"zh-CN": "如果此值为真,那么每一帧都会重新计算“位置”变量的值。如果此值为假,则“位置”只会在此行动一开始时赋予一个值。"
}
]
},
"startForcingSpawn": {
"description": {
"en-US": "Forces a team to spawn in a particular spawn room, regardless of the spawn room normally used by the game mode. This action only has an effect in assault, hybrid, and payload maps.",
"zh-CN": "强制一支队伍在指定的重生室重生,不管在游戏模式中应当使用哪个重生室。此动作只会在攻防作战、攻击/护送和运载目标地图上生效。"
},
"params": [
{
"en-US": "The team whose spawn room will be forced.",
"zh-CN": "这支队伍将被强制使用指定重生室。"
},
{
"en-US": "The number of the spawn room to be forced. 0 is the first spawn room, 1 the second, and 2 is the third. If the specified spawn room does not exist, players will use the normal spawn room.",
"zh-CN": "强制使用的重生室编号。0为第一间重生室,1为第二间,2为第三间。如果指定的重生室不存在,则玩家会使用正常状态下的重生室。"
}
]
},
"startForcingThrottle": {
"description": {
"en-US": "Defines minimum and maximum movement input values for one or more players, possibly forcing or preventing movement.",
"zh-CN": "定义玩家移动输入的最大值和最小值,可能会强迫或阻止玩家移动。"
},
"params": [
{
"en-US": "The player or players whose movement will be forced or limited.",
"zh-CN": "下列玩家将被强制或限制移动。"
},
{
"en-US": "Sets the minimum run forward amount. 0 allows the player or players to stop while 1 forces full forward movement.",
"zh-CN": "设置向前行进的最小速度。设为0时玩家可以停下,设为1时将强迫玩家全速向前移动。"
},
{
"en-US": "Sets the maximum run forward amount. 0 prevents the player or players from moving forward while 1 allows full forward movement.",
"zh-CN": "设置向前行进的最大速度。设为0时玩家将无法前进,设为1时玩家可以全速向前移动。"
},
{
"en-US": "Sets the minimum run backward amount. 0 allows the player or players to stop while 1 forces full backward movement.",
"zh-CN": "设置向后行进的最小速度。设为0时玩家可以停下,设为1时将强迫玩家全速向后移动。"
},
{
"en-US": "Sets the maximum run backward amount. 0 prevents the player or players from moving backward while 1 allows full backward movement.",
"zh-CN": "设置向后行进的最大速度。设为0时玩家将无法后退,设为1时玩家可以全速向后移动。"
},
{
"en-US": "Sets the minimum run sideways amount. 0 allows the player or players to stop while 1 forces full sideways movement.",
"zh-CN": "设置侧向行进的最小速度.设为0时玩家可以停下,设为1时将强迫玩家全速向侧向移动."
},
{
"en-US": "Sets the maximum run sideways amount. 0 prevents the player or players from moving SIDEWAYS while 1 allows full sideways movement.",
"zh-CN": "设置侧向行进的最大速度。设为0时玩家将无法侧移,设为1时玩家可以全速向侧向移动。"
}
]
},
"startGameMode": {
"description": {
"en-US": "Starts the gamemode. This action doesn't have an effect if the game is already in progress."
}
},
"startGrantingAssistFor": {
"description": {
"en-US": "Starts granting assist credit toward to one or more assisters when one or more targets are eliminated. A reference to this assist modification can be obtained from the getLastAssistId() value. This action will fail if too many assists have been started.",
"zh-CN": "当一名或多名目标被消灭时,开始将此助攻归于一名或多名助攻者名下。如果想指定此伤害调整,可以使用“上一个助攻ID”的值。如果已经开始了太多的助攻,此动作可能会失败。"
},
"params": [
{
"en-US": "The target Player or Players who will receive assist credit.",
"zh-CN": "下列玩家将被归为助攻者。"
},
{
"en-US": "The Player or Players whose eliminations will grant assist credit to the Assisters. If the Target or Targets are allied to the Assister, this will be a defensive assist. Otherwise, this will be an offensive assist.",
"zh-CN": "下列玩家被消灭时,会将助攻归于助攻者名下。如果目标和助攻者为盟友,则为协助防守。否则为协助进攻。"
},
{
"en-US": "Specifies which of this Action's Inputs will be continuously reevaluated. This Action will keep asking for and using new Values from reevaluated Inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"startHealingModification": {
"description": {
"en-US": "Starts modifying how much healing one or more receivers will receive from one or more healers. A reference to this healing modification can be obtained from the last healing modification id value. This action will fail if too many healing modifications have been started.",
"zh-CN": "开始调整一名或多名受治疗者从一个或多个治疗者受到的治疗。如果想指定此治疗调整,可以使用“上一个治疗调整ID”的值。如果已经开始了太多的治疗调整,此动作可能会失败。"
},
"params": [
{
"en-US": "The player or players whose incoming healing will be modified (when healed by the healers).",
"zh-CN": "修正下列玩家受到的治疗(被“治疗者”治疗时)。"
},
{
"en-US": "The player or players whose outgoing healing will be modified (when healing the receivers).",
"zh-CN": "修正下列玩家造成的治疗(治疗“受治疗者”时)。"
},
{
"en-US": "The percentage of healing that will apply to receivers when healed by healers.",
"zh-CN": "治疗者对受治疗者造成的治疗将调整至百分比。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"startHealingOverTime": {
"description": {
"en-US": "Starts an instance of heal over time. This healing will persist for the specified duration or until stopped by script. To obtain a reference to this healing, use the last heal over time id value.",
"zh-CN": "开始一个持续治疗副本。此持续治疗会持续一段指定长度的时间,或直到被程序中止。如果想指定此持续治疗,可以使用“上一个持续治疗ID”的返还值。"
},
"params": [
{
"en-US": "One or more players who will receive the heal over time.",
"zh-CN": "下列玩家会受到持续治疗。"
},
{
"en-US": "The player who will receive credit for the healing. A healer of null indicates no player will receive credit.",
"zh-CN": "治疗视为此名玩家造成的。如果“治疗者”设置为“空”则此治疗不会归到任何玩家名下。"
},
{
"en-US": "The duration of the heal over time in seconds. To have a healing that lasts until stopped by script, provide an arbitrarily long duration such as 99999.",
"zh-CN": "持续治疗的持续时间,以秒为单位。如果要让状态持续到被程序终止为止,可以输出较长的持续时间,如9999。"
},
{
"en-US": "The healing per second for the heal over time.",
"zh-CN": "此持续治疗每秒造成的治疗。"
}
]
},
"startModifyingVoicelinePitch": {
"description": {
"en-US": "Modifies the way hero voice lines sound for a player or players.",
"zh-CN": "修改玩家的英雄语音声音。"
},
"params": [
{
"en-US": "The player or players whose voice line sound will be modified.",
"zh-CN": "下列玩家的英雄语音声音将被修改。"
},
{
"en-US": "The amount that the pitch of the voice will be raised (up to 1.5) or lowered (down to 0.5).",
"zh-CN": "语音的音调提高(最高至1.5)或降低(最低至0.5)的值。"
},
{
"en-US": "If true, Pitch Scalar is evaluated and updated every frame. If false, Pitch Scalar is evaluated once when the action executes.",
"zh-CN": "如果此值为真,那么每一帧都会重新计算音调调整的值。如果此值为假,则只会在此行动一开始时赋予一个值。"
}
]
},
"startRule": {
"description": {
"en-US": "Begins simultaneous execution of a subroutine rule (which is a rule with a Subroutine event type). Execution of the original rule continues uninterrupted. The subroutine will have access to the same contextual values (such as Event Player) as the original rule.",
"zh-CN": "开始同时执行一个子程序规则(事件类型为“子程序”的规则)。原来规则的执行不会被打断。子程序可以使用同样的情景变量(如事件玩家)的原始值。"
},
"params": [
{
"en-US": "Specifies which subroutine to start. If a rule with a subroutine event type specifies the same subroutine, then it will execute. Otherwise, this action is ignored.",
"zh-CN": "指定要开始的子程序。如果一个事件类型为子程序的规则指定了同一段子程序,那么它将会被执行。否则会忽略此行动。"
},
{
"en-US": "Determines what should happen if the rule specified by the subroutine is already executing on the same player or global entity.",
"zh-CN": "决定当子程序中指定的规则已经在同一玩家或环境实体上执行时会发生什么。"
}
]
},
"startScalingBarriers": {
"description": {
"en-US": "Starts modifying the size of barriers for a player or players.",
"zh-CN": "开始调整一名或多名玩家的屏障大小。"
},
"params": [
{
"en-US": "The player or players whose barriers will have their size modified.",
"zh-CN": "停止强制设置下列玩家的屏障大小。"
},
{
"en-US": "The multiplier applied to the size of the barriers (0.5 halves the size, 2.0 doubles the size, etc.).",
"zh-CN": "此系数将作用于屏障的大小(0.5即为一半大小,2.0为大小加倍,诸如此类),此调整以“开始调整玩家大小”动作所设置的大小为基准。"
},
{
"en-US": "If this value is true, then scale will be reevaluated and applied to the player or players every frame. If this value is false, then the scale is only evaluated once when the action begins.",
"zh-CN": "如果此值为真,那么每一帧都会重新计算玩家的大小。如果此值为假,则大小只会在此行动一开始时赋予一个值。"
}
]
},
"startScalingSize": {
"description": {
"en-US": "Starts modifying the size of a player or players (including model, movement collision, hit detection, and certain abilities). Note that large players placed into complex environments will severely impact server load, so consider also applying the Disable Movement Collision With Environment action.",
"zh-CN": "开始调整一名或多名玩家的大小(会影响模型、移动碰撞、命中判定及部分技能)。请注意将大体形的玩家放置到复杂环境中会严重影响服务器负载,所以在做出此调整的同时应用“禁用与环境的移动碰撞”行动。"
},
"params": [
{
"en-US": "The player or players whose size will be modified.",
"zh-CN": "设置下列玩家的大小。"
},
{
"en-US": "The multiplier applied to the size of the player or players (0.5 halves the size, 2.0 doubles the size, etc.).",
"zh-CN": "此系数将作用于玩家的大小(0.5即为一半大小,2.0为大小加倍,诸如此类)。"
},
{
"en-US": "If this value is true, then scale will be reevaluated and applied to the player or players every frame. If this value is false, then the scale is only evaluated once when the action begins.",
"zh-CN": "如果此值为真,那么每一帧都会重新计算玩家的大小。如果此值为假,则大小只会在此行动一开始时赋予一个值。"
}
]
},
"startThrottleInDirection": {
"description": {
"en-US": "Sets or adds to the throttle (directional input control) of a player or players such that they begin moving in a particular direction. Any previous throttle in direction is cancelled.",
"zh-CN": "为一名或多名玩家设置或添加阈值(方向性输入控制),对其向指定方向的移动做出限制。取消之前所有的定向阈值。"
},
"params": [
{
"en-US": "The player or players whose throttle will be set or added to.",
"zh-CN": "设置或添加下列玩家的阈值。"
},
{
"en-US": "The unit direction in which the throttle will be set or added to. This value is normalized internally.",
"zh-CN": "设置或添加阈值的单位方向。此值将进行内部归一化。"
},
{
"en-US": "The amount of throttle (or change to throttle). A value of 1 denotes full throttle.",
"zh-CN": "阈值的值(或改变值)。值为1时表示阈值为满。"
},
{
"en-US": "Specifies whether direction is relative to world coordinates or the local coordinates of the player or players.",
"zh-CN": "确定此方向是相对于地图坐标还是玩家的本地坐标。"
},
{
"en-US": "Specifies whether preexisting throttle is replaced or added to.",
"zh-CN": "指定需要替换或添加的已存在的阈值。"
},
{
"en-US": "Specifies which of this action's inputs will be continuously reevaluated. This action will keep asking for and using new values from reevaluated inputs.",
"zh-CN": "指定此动作的某个输入值将被持续重新赋值。此动作会要求输入新的数值,并用输入的数值进行重新赋值。"
}
]
},
"startTransformingThrottle": {
"description": {
"en-US": "Starts transforming (scaling and rotating) the throttle (directional input control) of a player or players. Cancels any existing start transforming throttle behavior.",
"zh-CN": "开始转换(放大并旋转)一名或多名玩家的阈值(方向输入控制)。取消所有已存在的“开始转换阈值”动作。"
},
"params": [
{
"en-US": "The player or players whose throttle will be transformed.",
"zh-CN": "转换下列玩家的阈值。"
},
{
"en-US": "The player or players will have their throttle X axis (left to right) multiplied by this value before the throttle is rotated to its new relative direction. This value is evaluated continuously (meaning it updates every frame).",
"zh-CN": "下列玩家阈值的X轴(左右方向)将会乘以此数值,然后转换到新的相对方向。这个值会不断被重新赋值(每一帧都会更新)。"
},
{
"en-US": "The player or players will have their throttle Y axis (front to back) multiplied by this value before the throttle is rotated to its new relative direction. This value is evaluated continuously (meaning it updates every frame).",
"zh-CN": "下列玩家阈值的Y轴(前后方向)将会乘以此数值,然后转换到新的相对方向。这个值会不断被重新赋值(每一帧都会更新)。"
},
{
"en-US": "After the axis scalars are applied, the player or players will have their throttle transformed so that it is relative to this unit direction vector. For example, to make the throttle camera relative, provide the direction that the camera is facing. This value is evaluated continuously (meaning it updates every frame) and normalized internally.",
"zh-CN": "应用轴向缩放时,玩家的阈值将会被转换为相对此单位方向的矢量。例如,如果阈值转换至相对摄像机视角,则以摄像机的朝向为基准计算方向。这个值会不断被重新赋值(每一帧都会更新)并进行内部归一化。"
}
]
},
"stopAcceleration": {
"description": {
"en-US": "Stops the acceleration started by the start accelerating action for one or more players.",
"zh-CN": "停止“开始加速”动作造成的加速效果。"
},
"params": [
{
"en-US": "The player or players who will stop accelerating.",
"zh-CN": "下列玩家将停止加速。"
}
]
},
"stopAllAssists": {
"description": {
"en-US": "Stops all assists that were started using the Start Assist Action.",
"zh-CN": "停止所有由“开始助攻”动作启动的助攻。"
}
},
"stopAllDamageModifications": {
"description": {
"en-US": "Stops all damage modifications that were started using the start damage modification action.",
"zh-CN": "停止所有由“开始伤害调整”动作启动的伤害调整。"
}
},
"stopAllDamageOverTime": {
"description": {
"en-US": "Stops all damage over time started by start damage over time for one or more players.",
"zh-CN": "停止一个或多个玩家身上所有由“开始持续伤害”给予的持续伤害。"
},
"params": [
{
"en-US": "The player or players whose scripted damage over time will stop.",
"zh-CN": "停止下列玩家身上程序给予的持续伤害。"
}
]
},
"stopAllHealingModifications": {
"description": {
"en-US": "Stops all healing modifications that were started using the start healing modification action.",
"zh-CN": "停止所有由“开始治疗调整”动作启动的治疗调整。"
}
},
"stopAllHealingOverTime": {
"description": {
"en-US": "Stops all heal over time started by start heal over time for one or more players.",
"zh-CN": "停止一个或多个玩家身上所有由“开始持续治疗”给予的持续治疗。"
},
"params": [
{
"en-US": "The player or players whose scripted heal over time will stop.",
"zh-CN": "停止下列玩家身上程序给予的持续治疗。"
}
]
},
"stopAssist": {
"description": {
"en-US": "Stops an assist that was started by the Start Assist Action.",
"zh-CN": "停止由“开始助攻”动作启动的一个助攻。"
},
"params": [
{
"en-US": "Specifies which assist instance to stop. This ID may be Last Assist ID or a Variable into which Last Assist ID was earlier stored.",
"zh-CN": "指定要停止的助攻副本。此ID可以是“上一个助攻ID”,或一个之前储存“上一个助攻ID”的变量。"
}
]
},
"stopCamera": {
"description": {
"en-US": "Restores the camera to the default view.",
"zh-CN": "将镜头缩放恢复至默认视角。"
},
"params": [
{
"en-US": "The player or players whose cameras will be put back to the default view.",
"zh-CN": "将下列玩家的镜头恢复至默认视角。"
}
]
},
"stopChasingGlobalVariable": {
"description": {
"en-US": "Stops an in-progress chase of a global variable, leaving it at its current value.",
"zh-CN": "停止追踪一个全局变量,并使其保持为当前值。"
},
"params": [
{
"en-US": "Specifies which global variable to stop modifying.",
"zh-CN": "指定要停止修改的全局变量。"
}
]
},
"stopChasingPlayerVariable": {
"description": {
"en-US": "Stops an in-progress chase of a player variable, leaving it at its current value.",
"zh-CN": "停止追踪一个玩家变量,并使其保持为当前值。"
},
"params": [
{
"en-US": "The player whose variable will stop changing. If multiple players are provided, each of their variables will stop changing.",
"zh-CN": "此玩家的变量将停止改变。如果有多个玩家,则每个玩家的变量都将停止改变。"
},
{
"en-US": "Specifies which of the player's variables to stop modifying.",
"zh-CN": "指定要停止修改的玩家变量。"
}
]
},
"stopDamageModification": {
"description": {
"en-US": "Stops a damage modification that was started by the start damage modification action.",
"zh-CN": "停止由“开始伤害调整”动作启动的一个伤害调整。"
},
"params": [
{
"en-US": "Specifies which damage modification instance to stop. This id may be last damage modification id or a variable into which last damage modification id was earlier stored.",
"zh-CN": "指定要结束的伤害调整副本。此ID可以是“上一个伤害调整ID”,或一个之前储存“上一个伤害调整ID”的变量。"
}
]
},
"stopDamageOverTime": {
"description": {
"en-US": "Stops an instance of damage over time started by the start damage over time action.",
"zh-CN": "停止一个由“开始持续伤害”动作启动的持续伤害副本。"
},
"params": [
{
"en-US": "Specifies which damage over time instance to stop. This id may be last damage over time id or a variable into which last damage over time id was earlier stored.",
"zh-CN": "指定要结束的持续伤害副本。此ID可以是“上一个持续伤害ID”,或一个之前储存“上一个持续伤害ID”的变量。"
}
]
},
"stopFacing": {
"description": {
"en-US": "Stops the turning started by the start facing action for one or more players.",
"zh-CN": "停止“开始转向”动作造成的转向效果。"
},
"params": [
{
"en-US": "The player or players who will stop turning.",
"zh-CN": "下列玩家将停止转向。"
}
]
},
"stopForcingButton": {
"description": {
"en-US": "Undoes the effect of the start holding button action for one or more players.",
"zh-CN": "取消“开始按下按钮”动作的效果。"
},
"params": [
{
"en-US": "The player or players who are no longer holding a button virtually.",
"zh-CN": "下列玩家将不再持续按下虚拟按钮。"
},
{
"en-US": "The logical button that is no longer being held virtually.",
"zh-CN": "不再持续按下的虚拟按钮。"
}
]
},
"stopForcingCurrentHero": {
"description": {
"en-US": "Stops forcing one or more players to be a specific hero. This will not respawn the player or players, but it will restore their hero availability the next time they go to select a hero.",
"zh-CN": "停止强制一名或多名玩家使用指定的英雄。此行动不会使玩家复生,只会在其下次选择英雄时恢复可用的其他英雄。"
},
"params": [
{
"en-US": "The player or players who will no longer be forced to be a specific hero.",
"zh-CN": "下列玩家将不再被强制使用指定英雄。"
}
]
},
"stopForcingName": {
"description": {
"en-US": "Cancels the behavior of the Start Forcing Dummy Bot Name action for the specified player or players.",
"zh-CN": "取消对指定玩家进行“开始为机器人强制设置名称”的行为。"
},
"params": [
{
"en-US": "The Player or Players whose names will stop being forced",
"zh-CN": "停止强制设置下列玩家的名称。"
}
]
},
"stopForcingOutlineFor": {
"description": {
"en-US": "Cancels the behavior of Start Forcing Player Outlines for the specified viewed player or players from the perspective of one or more viewing players.",
"zh-CN": "从观察玩家的视角看,取消被观察的玩家的“开始强制设置玩家轮廓”效果。"
},
"params": [
{
"en-US": "The player or players who will have their outlines reset.",
"zh-CN": "下列被观察的玩家的轮廓将被设置。"
},
{
"en-US": "The viewing player or players for whom the viewed player's outlines will be reset.",
"zh-CN": "从观察玩家的视角看,被观察的玩家的轮廓将被重新设置。"
}
]
},
"stopForcingPosition": {
"description": {
"en-US": "Cancels the behavior of the Start Forcing Player Position action for the specified player or players. Regular movement will resume from the last forced position or positions.",
"zh-CN": "取消“开始强制设置玩家位置”行动对指定的一名或多名玩家造成的影响。这些玩家将从其最后被强制设置到的位置开始进行正常移动。"
},
"params": [
{
"en-US": "The player or players whose positions will stop being forced.",
"zh-CN": "停止强制设置下列玩家的位置。"
}
]
},
"stopForcingSpawn": {
"description": {
"en-US": "Undoes the effect of the start forcing spawn room action for the specified team.",
"zh-CN": "取消“开始强制使用重生室”动作对一支队伍的效果。"
},
"params": [
{
"en-US": "The team that will resume using their normal spawn room.",
"zh-CN": "这支队伍将使用正常状态下的重生室重生。"
}
]
},
"stopForcingThrottle": {
"description": {
"en-US": "Undoes the effect of the start forcing throttle action for one or more players.",
"zh-CN": "取消“开始限制阈值”动作的效果。"
},
"params": [
{
"en-US": "The player or players whose movement input will be restored.",
"zh-CN": "下列玩家的移动将恢复正常。"
}
]
},
"stopHealingModification": {
"description": {
"en-US": "Stops a healing modification that was started by the start healing modification action.",
"zh-CN": "停止由“开始治疗调整”动作启动的一个治疗调整。"
},
"params": [
{
"en-US": "Specifies which healing modification instance to stop. This id may be last healing modification id or a variable into which last healing modification id was earlier stored.",
"zh-CN": "指定要结束的治疗调整副本。此ID可以是“上一个治疗调整ID”,或一个之前储存“上一个治疗调整ID”的变量。"
}
]
},
"stopHealingOverTime": {
"description": {
"en-US": "Stops an instance of heal over time started by the start heal over time action.",
"zh-CN": "停止一个由“开始持续治疗”动作启动的持续治疗副本。"
},
"params": [
{
"en-US": "Specifies which heal over time instance to stop. This id may be last heal over time id or a variable into which last heal over time id was earlier stored.",
"zh-CN": "指定要结束的持续治疗副本。此ID可以是“上一个持续治疗ID”,或一个之前储存“上一个持续治疗ID”的变量。"
}
]
},
"stopModifyingVoicelinePitch": {
"description": {
"en-US": "Undoes the effect of the Start Modifying Hero Voice Lines action for one or more players.",
"zh-CN": "取消“开始修改英雄语音”动作的效果。"
},
"params": [
{
"en-US": "The player or players whose hero voice line sounds will stop being modified.",
"zh-CN": "下列玩家的英雄语音声音将停止被修改。"
}
]
},
"stopScalingBarriers": {
"description": {
"en-US": "Stops overriding the size of the barriers of a Player or Players.",
"zh-CN": "停止调整一名或多名玩家的屏障大小。"
},
"params": [
{
"en-US": "The player or players whose barriers will stop having their size being overridden.",
"zh-CN": "停止改变下列玩家的屏障大小。"
}
]
},
"stopScalingSize": {
"description": {
"en-US": "Stops overriding the size of a player or players.",
"zh-CN": "停止调整一名或多名玩家的大小。"
},
"params": [
{
"en-US": "The player or players whose size will stop being overridden.",
"zh-CN": "停止强制设置下列玩家的大小。"
}
]
},
"stopThrottleInDirection": {
"description": {
"en-US": "Cancels the behavior caused by start throttle in direction.",
"zh-CN": "取消“开始定向阈值”所造成的行为。"
},
"params": [
{
"en-US": "The player or players whose default throttle control will be restored.",
"zh-CN": "恢复下列玩家的默认阈值控制。"
}
]
},
"stopTransformingThrottle": {
"description": {
"en-US": "Stops the throttle transform started by start transforming throttle for one or more players.",
"zh-CN": "停止由“开始转换阈值”所开始的转换效果。"
},
"params": [
{
"en-US": "The player or players whose throttle will stop being transformed.",
"zh-CN": "停止转换下列玩家的阈值。"
}
]
},
"teleport": {
"description": {
"en-US": "Teleports one or more players to the specified position.",
"zh-CN": "将一名或多名玩家传送到指定位置。"
},
"params": [
{
"en-US": "The player or players to teleport.",
"zh-CN": "下列玩家将被传送。"
},
{
"en-US": "The position to which the player or players will teleport. If a player is provided, the position of the player is used.",
"zh-CN": "玩家将被传送到的位置。如果此处填入一名玩家,则使用此玩家所在的位置。"
}
]
},
"unpauseMatchTime": {
"description": {
"en-US": "Unpauses the match time.",
"zh-CN": "取消比赛时间暂停。"
}
},
"wait": {
"description": {
"en-US": "Pauses the execution of the action list. Unless the wait is interrupted, the remainder of the actions will execute after the pause.",
"zh-CN": "暂停执行动作列表。除非等待被中断,否则剩余的动作将在暂停之后执行。"
},
"params": [
{
"en-US": "The duration of the pause.",
"zh-CN": "等待将要持续的时间,单位为秒。最小的有效值为0.016秒。"
},
{
"en-US": "Specifies if and how the wait can be interrupted. If the condition list is ignored, the wait will not be interrupted. Otherwise, the condition list will determine if and when the action list will abort or restart.",
"zh-CN": "指定等待是否可以被中断。如果忽略条件列表,则等待不会被中断。否则则依据条件列表判断是否及何时中止或重新开始动作列表。"
}
]
},
"waitUntil": {
"description": {
"en-US": "Waits until the Continue Condition is true or Timeout seconds elapse. The rule conditions are ignored during this wait.",
"zh-CN": "持续等待,直到“继续条件”为“真”,或达到“超时”的秒数时限。(在此等待过程中,忽略规则的条件。)"
},
"params": [
{
"en-US": "If this value becomes true, the wait concludes, and the next action in the action list begins executing.",
"zh-CN": "如果此值变为“真”,则终止等待,并开始执行动作列表中的下一个动作。"
},
{
"en-US": "If this many seconds elapse, the wait concludes, and the next action in the action list begins executing.",
"zh-CN": "如果达到此秒数时限,则终止等待,并开始执行动作列表中的下一个动作。"
}
]
}
},
"values": {
"__xComponentOf__": {
"description": {
"en-US": "The x component of the specified vector, usually representing a leftward amount.",
"zh-CN": "指定矢量在X方向上的分量,通常代表向左的量。"
},
"params": [
{
"en-US": "The vector from which to acquire the x component.",
"zh-CN": "要获取X方向分量的矢量。"
}
]
},
"__yComponentOf__": {
"description": {
"en-US": "The y component of the specified vector, usually representing an upward amount.",
"zh-CN": "指定矢量在Y方向上的分量,通常代表向上的量."
},
"params": [
{
"en-US": "The vector from which to acquire the y component.",
"zh-CN": "要获取Y方向分量的矢量。"
}
]
},
"__zComponentOf__": {
"description": {
"en-US": "The z component of the specified vector, usually representing a forward amount.",
"zh-CN": "指定矢量在Z方向上的分量,通常代表向前的量."
},
"params": [
{
"en-US": "The vector from which to acquire the z component.",
"zh-CN": "要获取Z方向分量的矢量。"
}
]
},
"abilityIconString": {
"description": {
"en-US": "Converts a Hero and Button parameter into a string that shows up as an icon (up to 4 per string).",
"zh-CN": "将一个英雄和按键的参数转化为图标在字符串中显示(每个字符串中最多4个)。"
},
"params": [
{
"en-US": "The hero for the ability that will be converted to an icon.",
"zh-CN": "将这个英雄的技能转化为图标。"
},
{
"en-US": "The button for the ability that will be converted to an icon.",
"zh-CN": "将这个技能的按键转化为图标。"
}
]
},
"absoluteValue": {
"description": {
"en-US": "The absolute value of the specified value.",
"zh-CN": "指定值的绝对值。"
},
"params": [
{
"en-US": "The real number value whose absolute value will be computed.",
"zh-CN": "计算此实数值的绝对值。"
}
]
},
"acos": {
"description": {
"en-US": "Arccosine in radians of the specified value.",
"zh-CN": "指定值的反余弦值,以弧度为单位。"
},
"params": [
{
"en-US": "Input value for the function.",
"zh-CN": "为函数输入值。"
}
]
},
"acosDeg": {
"description": {
"en-US": "Arccosine in degrees of the specified value.",
"zh-CN": "指定值的反余弦值,以角度为单位。"
},
"params": [
{
"en-US": "Input value for the function.",
"zh-CN": "为函数输入值。"
}
]
},
"add": {
"description": {
"en-US": "The sum of two numbers or vectors.",
"zh-CN": "两个数字或矢量的和."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number or a vector.",
"zh-CN": "左边的运算量,可以是结果为数字或矢量的值"
},
{
"en-US": "The right-hand operand. May be any value that results in a number or a vector.",
"zh-CN": "右边的运算量,可以是结果为数字或矢量的值."
}
]
},
"allDamageHeroes": {
"description": {
"en-US": "The array of all damage heroes in overwatch. Note that the order is not guaranteed and the position of later heroes can and will change with the addition of new heroes.",
"zh-CN": "此数组包括了《守望先锋》中所有输出英雄."
}
},
"allHeroes": {
"description": {
"en-US": "The array of all heroes in overwatch. Note that the order is not guaranteed and the position of later heroes can and will change with the addition of new heroes.",
"zh-CN": "此数组包括了《守望先锋》中所有英雄。"
}
},
"allPlayers": {
"description": {
"en-US": "An array containing all players on a team or in the match.",
"zh-CN": "此数组中包括一支队伍或整个比赛中所有的玩家。"
},
"params": [
{
"en-US": "The team or teams from which players may come.",
"zh-CN": "玩家所在的队伍。"
}
]
},
"allSupportHeroes": {
"description": {
"en-US": "The array of all support heroes in overwatch. Note that the order is not guaranteed and the position of later heroes can and will change with the addition of new heroes.",
"zh-CN": "此数组包括了《守望先锋》中所有支援英雄."
}
},
"allTankHeroes": {
"description": {
"en-US": "The array of all tank heroes in overwatch. Note that the order is not guaranteed and the position of later heroes can and will change with the addition of new heroes.",
"zh-CN": "此数组包括了《守望先锋》中所有重装英雄。"
}
},
"allowedHeroes": {
"description": {
"en-US": "The array of heroes from which the specified player is currently allowed to select.",
"zh-CN": "此数组中包括指定玩家当前可以选择的英雄。"
},
"params": [
{
"en-US": "The player whose allowed heroes to acquire.",
"zh-CN": "获取此玩家可用的英雄。"
}
]
},
"and": {
"description": {
"en-US": "Whether both of the two inputs are true (or equivalent to true).",
"zh-CN": "两个输入值是否均为\"真\"(或等效于\"真\")."
},
"params": [
{
"en-US": "One of the two inputs considered. If both are true (or equivalent to true), then the and value is true.",
"zh-CN": "考察的两个输入值中的一个。如果两个值均为“真”(或等效于“真”),则“与”的值为“真”。"
},
{
"en-US": "One of the two inputs considered. If both are true (or equivalent to true), then the and value is true.",
"zh-CN": "考察的两个输入值中的一个。如果两个值均为“真”(或等效于“真”),则“与”的值为“真”。"
}
]
},
"angleBetweenVectors": {
"description": {
"en-US": "The angle in degrees between two directional vectors (no normalization required).",
"zh-CN": "两方向性矢量间的夹角(不需要归一化)"
},
"params": [
{
"en-US": "One of two directional vectors between which to measure the angle in degrees. This vector does not need to be pre-normalized.",
"zh-CN": "需以角度为单位测量夹角的两个方向性矢量之一。该矢量不需要预先归一化。"
},
{
"en-US": "One of two directional vectors between which to measure the angle in degrees. This vector does not need to be pre-normalized.",
"zh-CN": "需以角度为单位测量夹角的两个方向性矢量之一。该矢量不需要预先归一化。"
}
]
},
"angleDifference": {
"description": {
"en-US": "The difference in degrees between two angles. After the angles are wrapped to be within +/- 180 of each other, the result is positive if the second angle is greater than the first angle. Otherwise, the result is zero or negative.",
"zh-CN": "两个角度之间的度数差。将两个角度折算为彼此+/-180度范围内之后进行计算,如果第二个角度比第一个大则结果为正数。否则结果为负数。"
},
"params": [
{
"en-US": "One of the two angles between which to measure the resulting angle.",
"zh-CN": "用于计算结果角度的两个角度之一。"
},
{
"en-US": "One of the two angles between which to measure the resulting angle.",
"zh-CN": "用于计算结果角度的两个角度之一。"
}
]
},
"appendToArray": {
"description": {
"en-US": "A copy of an array with one or more values appended to the end.",
"zh-CN": "一个数组的复制,将一个或更多的值添加至其末尾."
},
"params": [
{
"en-US": "The array to which to append.",
"zh-CN": "要添加值的数组."
},
{
"en-US": "The value to append to the end of the array. If this value is itself an array, each element is appended.",
"zh-CN": "加入数组尾端的值.如果值本身是一个数组,则添加其中的每一个元素."
}
]
},
"array": {
"description": {
"en-US": "An array constructed from the listed values.",
"zh-CN": "由所列出的值组成的数组。"
},
"params": [
{
"en-US": "The value that will be stored in the array at index [0].",
"zh-CN": "此值将存储在数组中指针位置为[%1$s]的位置"
}
]
},
"arrayContains": {
"description": {
"en-US": "Whether the specified array contains the specified value.",
"zh-CN": "指定数组中是否包含指定的值。"
},
"params": [
{
"en-US": "The array in which to search for the specified value.",
"zh-CN": "在此数组中搜索指定的值。"
},
{
"en-US": "The value for which to search.",
"zh-CN": "要搜索的值。"
}
]
},
"asin": {
"description": {
"en-US": "Arcsine in radians of the specified value.",
"zh-CN": "指定值的反正弦值,以弧度为单位。"
},
"params": [
{
"en-US": "Input value for the function.",
"zh-CN": "为函数输入值。"
}
]
},
"asinDeg": {
"description": {
"en-US": "Arcsine in degrees of the specified value.",
"zh-CN": "指定值的反正弦值,以角度为单位。"
},
"params": [
{
"en-US": "Input value for the function.",
"zh-CN": "为函数输入值。"
}
]
},
"atan2": {
"description": {
"en-US": "Arctangent in radians of the specified numerator and denominator (often referred to as atan2).",
"zh-CN": "指定分子及分母的反正切值(通常称为Atan2),以弧度为单位。"
},
"params": [
{
"en-US": "Numerator input for the function.",
"zh-CN": "为函数输入分子。"
},
{
"en-US": "Denominator input for the function.",
"zh-CN": "为函数输入分母。"
}
]
},
"atan2Deg": {
"description": {
"en-US": "Arctangent in degrees of the specified numerator and denominator (often referred to as atan2).",
"zh-CN": "指定分子及分母的反正切值(通常称为Atan2),以角度为单位。"
},
"params": [
{
"en-US": "Numerator input for the function.",
"zh-CN": "为函数输入分子。"
},
{
"en-US": "Denominator input for the function.",
"zh-CN": "为函数输入分母。"
}
]
},
"attacker": {
"description": {
"en-US": "The player that dealt the damage for the event currently being processed by this rule. May be the same as the victim or the event player.",
"zh-CN": "根据此规则处理的事件中造成伤害的玩家。可能与被攻击者或事件玩家是同一个人。"
}
},
"backward": {
"description": {
"en-US": "Shorthand for the directional vector(0, 0, -1), which points backward.",
"zh-CN": "方向性矢量 (0,0,-1) 的简写,此矢量指向后方。"
}
},
"charAt": {
"description": {
"en-US": "The character found at a specified index of a String.",
"zh-CN": "一条字符串的指定索引对应的字符。"
},
"params": [
{
"en-US": "The String value whose character to acquire.",
"zh-CN": "获取此字符串值的字符。"
},
{
"en-US": "The index of the character to be acquired (with 0 as the first character, 1 as the second character, etc.).",
"zh-CN": "要获取字符的索引(0表示第一个字符,1表示第二个字符,以此类推)。"
}
]
},
"compare": {
"description": {
"en-US": "Whether the comparison of the two inputs is true.",
"zh-CN": "所输入的两个值的比较结果是否为\"真\"."
},
"params": [
{
"en-US": "The left-hand side of the comparison. This may be any value type if the operation is == or !=. Otherwise, real numbers are expected.",
"zh-CN": "比较式的左边。如果操作为“==”或“!=”,则可以为任意类型的值。否则此值应为实数。"
},
null,
{
"en-US": "The right-hand side of the comparison. This may be any value type if the operation is == or !=. Otherwise, real numbers are expected.",
"zh-CN": "比较式的右边。如果操作为“==”或“!=”,则可以为任意类型的值。否则此值应为实数。"
}
]
},
"cos": {
"description": {
"en-US": "Cosine of the specified angle in radians.",
"zh-CN": "指定角度(以弧度为单位)的余弦值。"
},
"params": [
{
"en-US": "Angle in radians.",
"zh-CN": "角度,以弧度为单位。"
}
]
},
"cosDeg": {
"description": {
"en-US": "Cosine of the specified angle in degrees.",
"zh-CN": "指定角度(以度为单位)的余弦值。"
},
"params": [
{
"en-US": "Angle in degrees.",
"zh-CN": "角度,以角度为单位。"
}
]
},
"countOf": {
"description": {
"en-US": "The number of elements in the specified array. For strings, use String Length.",
"zh-CN": "指定数组的元素个数。"
},
"params": [
{
"en-US": "The array whose elements will be counted.",
"zh-CN": "计算此数组的元素个数。"
}
]
},
"createWorkshopSettingFloat": {
"description": {
"en-US": "Provides the value of a new real number setting that will appear in the workshop settings card as a slider.",
"zh-CN": "提供一个新的实数型设置值,会显示在“地图工坊设置”卡片上作为滑块。"
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此类别的名字,可以用来找到此设置。"
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此设置的名称。"
},
{
"en-US": "The default value for this setting.",
"zh-CN": "此项设置的默认值。"
},
{
"en-US": "The minimum value for this setting.",
"zh-CN": "此设置所允许的最小值"
},
{
"en-US": "The maximum value for this setting.",
"zh-CN": "此设置所允许的最大值"
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically.",
"zh-CN": "此设置与其他同类别设置的排序关系。排序较高的设置会在排序较低的设置之后显示。"
}
]
},
"createWorkshopSettingHero": {
"description": {
"en-US": "Provides the value of a new hero setting that will appear in the Workshop Settings card as a hero list.",
"zh-CN": "提供一个新的英雄设置值,会显示在“地图工坊设置”卡片上作为组合框。"
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此类别的名字,可以用来找到此设置。"
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此设置的名称。"
},
{
"en-US": "The default value for this setting.",
"zh-CN": "此项设置的默认值。"
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically.",
"zh-CN": "此设置与其他同类别设置的排序关系。排序较高的设置会在排序较低的设置之后显示。"
}
]
},
"crossProduct": {
"description": {
"en-US": "The cross product of the specified values. (Left cross up equals forward.)",
"zh-CN": "指定值的矢量积。(左乘以上等于前)"
},
"params": [
{
"en-US": "The left-hand-side vector operand of the cross product.",
"zh-CN": "用于计算矢量积的左边矢量。"
},
{
"en-US": "The right-hand-side vector operand of the cross product.",
"zh-CN": "用于计算矢量积的右边矢量。"
}
]
},
"currentArrayElement": {
"description": {
"en-US": "The current array element being considered. Only meaningful during the evaluation of values such as filtered array and sorted array.",
"zh-CN": "当前在考察的数组元素.只有在使用\"过滤数组\"或\"排序数组\"值时才有意义."
}
},
"currentArrayIndex": {
"description": {
"en-US": "The current array index being considered. Only meaningful during the evaluation of values such as filtered array and sorted array.",
"zh-CN": "当前在考察的数组索引。只有在使用“过滤数组”或“排序数组”赋值时才有意义。"
}
},
"currentMap": {
"description": {
"en-US": "The current map of the custom game.",
"zh-CN": "自定义游戏中当前使用的地图。"
}
},
"customColor": {
"description": {
"en-US": "A custom color with the specified red, green, blue and alpha values.",
"zh-CN": "可设置指定RGB值和不透明度的自定义颜色。"
},
"params": [
{
"en-US": "The red component of a color, from 0 to 255.",
"zh-CN": "一种颜色的红色分量。"
},
{
"en-US": "The green component of a color, from 0 to 255.",
"zh-CN": "一种颜色的绿色分量。"
},
{
"en-US": "The blue component of a color, from 0 to 255.",
"zh-CN": "一种颜色的蓝色分量。"
},
{
"en-US": "The alpha component of a color. 255 is perfectly opaque while 0 is perfectly invisible.",
"zh-CN": "一种颜色的不透明度分量。"
}
]
},
"customString": {
"description": {
"zh-CN": "可以输入值的自定义文本"
},
"params": [
{
"zh-CN": "返还的文本。花括号中的数字将被相应的值取代。(如果想在文本中使用花括号中的数字,请使用两次花括号。)"
},
{
"en-US": "The value that will be converted to text and used to replace {0}.",
"zh-CN": "此值将转换为文本并用于替代{0}。"
},
{
"en-US": "The value that will be converted to text and used to replace {1}.",
"zh-CN": "此值将转换为文本并用于替代{1}。"
},
{
"en-US": "The value that will be converted to text and used to replace {2}.",
"zh-CN": "此值将转换为文本并用于替代{2}。"
}
]
},
"directionFromAngles": {
"description": {
"en-US": "The unit-length direction vector corresponding to the specified angles.",
"zh-CN": "指向指定角度的单位长度矢量。"
},
"params": [
{
"en-US": "The horizontal angle in degrees used to construct the resulting vector.",
"zh-CN": "用于构建结果矢量的水平角度,单位为度。"
},
{
"en-US": "The vertical angle in degrees used to construct the resulting vector.",
"zh-CN": "用于构建结果矢量的垂直角度,单位为度。"
}
]
},
"directionTowards": {
"description": {
"en-US": "The unit-length direction vector from one position to another.",
"zh-CN": "从一个位置到另一个位置的单位长度矢量。"
},
"params": [
{
"en-US": "The position from which the resulting direction vector will point.",
"zh-CN": "用于获取方向矢量的起点位置。"
},
{
"en-US": "The position to which the resulting direction vector will point.",
"zh-CN": "用于获取方向矢量的终点位置。"
}
]
},
"distance": {
"description": {
"en-US": "The distance between two positions in meters.",
"zh-CN": "两个位置之间的距离,单位为米。"
},
"params": [
{
"en-US": "One of the two positions used in the distance measurement.",
"zh-CN": "用于测量距离的两个位置之一。"
},
{
"en-US": "One of the two positions used in the distance measurement.",
"zh-CN": "用于测量距离的两个位置之一。"
}
]
},
"divide": {
"description": {
"en-US": "The ratio of two numbers or vectors. A vector divided by a number will yield a scaled vector. Division by zero results in zero.",
"zh-CN": "两个数字或矢量的商.矢量除以数字会得到一个缩放后的矢量.除以零的结果为0."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number or a vector.",
"zh-CN": "左边的运算量,可以是结果为数字或矢量的值"
},
{
"en-US": "The right-hand operand. May be any value that results in a number or a vector.",
"zh-CN": "右边的运算量,可以是结果为数字或矢量的值."
}
]
},
"dotProduct": {
"description": {
"en-US": "The dot product of the specified values.",
"zh-CN": "指定值的标量积。"
},
"params": [
{
"en-US": "One of two vector operands of the dot product.",
"zh-CN": "用于计算标量积的矢量之一。"
},
{
"en-US": "One of two vector operands of the dot product.",
"zh-CN": "用于计算标量积的矢量之一。"
}
]
},
"down": {
"description": {
"en-US": "Shorthand for the directional vector(0, -1, 0), which points downward.",
"zh-CN": "方向性矢量 (0,-1,0) 的简写,此矢量指向下方。"
}
},
"emptyArray": {
"description": {
"en-US": "An array with no elements.",
"zh-CN": "一个没有任何元素的数组。"
}
},
"entityExists": {
"description": {
"en-US": "Whether the specified player, icon entity, or effect entity still exists.",
"zh-CN": "指定玩家、图标实体或效果实体是否存在。可以用来查看一个玩家是否已经离开比赛,或一个实体是否已被消除。"
},
"params": [
{
"en-US": "The player, icon entity, or effect entity whose existence to check.",
"zh-CN": "检查是否存在此玩家、图标实体或效果实体。"
}
]
},
"evaluateOnce": {
"description": {
"en-US": "Makes a copy of the provided value that is evaluated only once.",
"zh-CN": "结果为通过给定动作或条件提供给“输入值”参数的第一个值(当一个可重新赋值的值与一个动作相关联时,此选项可以用来有选择性地对此值的特定部分不重新赋值)。"
},
"params": [
{
"en-US": "The value that will be only evaluated once.",
"zh-CN": "此值在每个动作或条件中只赋值一次。"
}
]
},
"eventAbility": {
"description": {
"en-US": "The ability for the event currently being processed by this rule associated by button.",
"zh-CN": "此规则当前处理的事件中的技能所对应的按键。"
}
},
"eventDamage": {
"description": {
"en-US": "The amount of damage received by the victim for the event currently being processed by this rule.",
"zh-CN": "此规则所处理的事件中被攻击者受到的伤害数值。"
}
},
"eventDirection": {
"description": {
"en-US": "The incoming direction for the event currently being processed by this rule.",
"zh-CN": "此规则当前处理的事件来自哪个方向。"
}
},
"eventHealing": {
"description": {
"en-US": "The amount of healing received by the healee for the event currently being processed by this rule.",
"zh-CN": "此规则所处理的事件中被治疗者受到的治疗数值。"
}
},
"eventPlayer": {
"description": {
"en-US": "The player executing this rule, as specified by the event. May be the same as the attacker or victim.",
"zh-CN": "正在执行此规则的玩家,由事件指定。可能与攻击者或被攻击者为同一人。"
}
},
"eventWasCriticalHit": {
"description": {
"en-US": "Whether the damage was a critical hit (such as a headshot) for the event currently being processed by this rule.",
"zh-CN": "此规则处理的伤害是否为暴击(如爆头伤害)。"
}
},
"eventWasEnvironment": {
"description": {
"en-US": "Whether the elimination was due to the environment for the event currently being processed by this rule.",
"zh-CN": "此规则正在处理的事件中的消灭是否是由环境引起的。"
}
},
"eventWasHealthPack": {
"description": {
"en-US": "Whether the healing was from a health pack for the event currently being processed by this rule.",
"zh-CN": "此规则正在处理的事件中的治疗是否来自于急救包。"
}
},
"false": {
"description": {
"en-US": "The boolean value of false.",
"zh-CN": "布尔值,假."
}
},
"filteredArray": {
"description": {
"en-US": "A copy of the specified array with any values that do not match the specified condition removed.",
"zh-CN": "复制指定的数组,不满足特定条件的值将被移除。"
},
"params": [
{
"en-US": "The array whose copy will be filtered.",
"zh-CN": "对此数组的复制进行过滤。"
},
{
"en-US": "The condition that is evaluated for each element of the copied array. If the condition is true, the element is kept in the copied array. Use the current array element value to reference the element of the array currently being considered.",
"zh-CN": "对复制的数组中每个元素判断此条件。如果条件为“真”,则在复制的数组中保留此元素。可以使用“当前数组元素值”来指代数组中当前正在进行判断的元素。"
}
]
},
"firstOf": {
"description": {
"en-US": "The value at the start of the specified array. Results in 0 if the specified array is empty.",
"zh-CN": "指定数组开始处的值。如果指定数组为空,此值则为0。"
},
"params": [
{
"en-US": "The array from which the value is acquired.",
"zh-CN": "获取此数组中的值。"
}
]
},
"forward": {
"description": {
"en-US": "Shorthand for the directional vector(0, 0, 1), which points forward.",
"zh-CN": "方向性矢量 (0,0,1) 的简写,此矢量指向前方。"
}
},
"gameMode": {
"description": {
"en-US": "A game mode constant.",
"zh-CN": "游戏模式常量。"
},
"params": [
{
"en-US": "A game mode constant.",
"zh-CN": "游戏模式常量。"
}
]
},
"getAbilityCharge": {
"description": {
"en-US": "The ability charge count for a player associated by button.",
"zh-CN": "一名玩家指定按键对应技能的充能次数。"
},
"params": [
{
"en-US": "The player whose ability to check.",
"zh-CN": "检测此玩家的技能状态。"
},
{
"en-US": "The ability to check associated by button.",
"zh-CN": "检测此按键对应的技能状态。"
}
]
},
"getAbilityCooldown": {
"description": {
"en-US": "The ability cooldown time in seconds for a player associated by button.",
"zh-CN": "一名玩家指定按键对应技能的冷却时间,以秒为单位。"
},
"params": [
{
"en-US": "The player whose ability to check.",
"zh-CN": "检测此玩家的技能状态。"
},
{
"en-US": "The ability to check associated by button.",
"zh-CN": "检测此按键对应的技能状态。"
}
]
},
"getAbilityResource": {
"description": {
"en-US": "The ability resource percent for a player associated by button.",
"zh-CN": "一名玩家指定按键对应技能的资源百分比。"
},
"params": [
{
"en-US": "The player whose ability to check.",
"zh-CN": "检测此玩家的技能状态。"
},
{
"en-US": "The ability to check associated by button.",
"zh-CN": "检测此按键对应的技能状态。"
}
]
},
"getAltitude": {
"description": {
"en-US": "The player's current height in meters above a surface. Results in 0 whenever the player is on a surface.",
"zh-CN": "玩家当前距离表面的高度,以米为单位。如果玩家正在表面上则结果为0。"
},
"params": [
{
"en-US": "The player whose altitude to acquire.",
"zh-CN": "获取此玩家的高度。"
}
]
},
"getAmmo": {
"description": {
"en-US": "The current ammo of a player.",
"zh-CN": "一名玩家当前的弹药数量。"
},
"params": [
{
"en-US": "The player whose ammo to acquire.",
"zh-CN": "获取此玩家的弹药数量。"
},
{
"en-US": "The index of the clip to be acquired. 0 is the first clip, and 1 is the second (only used for Bastion's Sentry gun and Baptiste's Heal Grenades).",
"zh-CN": "获取弹夹的索引。0为第一个弹夹,1为第二个。若指定类型不存在,则返还0。"
}
]
},
"getAverageServerLoad": {
"description": {
"en-US": "Provides a percentage representing the average CPU load of the current game instance over the last two seconds. As this number approaches or exceeds 100, it becomes increasingly likely that the instance will be shut down because it is consuming too many resources.",
"zh-CN": "当前游戏副本在过去2秒内造成的平均CPU负载百分比。如果这个数字接近或者超过100,表示此游戏副本消耗了过多资源,游戏很可能会关闭。"
}
},
"getCapturePercentage": {
"description": {
"en-US": "The current progress towards capture for the active control point (expressed as a percentage).",
"zh-CN": "已激活的控制点当前的占领进度(以百分比表示)。"
}
},
"getClosestPlayer": {
"description": {
"en-US": "The player closest to a position, optionally restricted by team.",
"zh-CN": "距离一个位置最近的玩家,可以选择是否限制所在队伍。"
},
"params": [
{
"en-US": "The position from which to measure proximity.",
"zh-CN": "以此位置为起点测量距离。"
},
{
"en-US": "The team or teams from which the closest player will come.",
"zh-CN": "最近一名玩家所在的队伍。"
}
]
},
"getControlScorePercentage": {
"description": {
"en-US": "The score percentage for the specified team in control mode.",
"zh-CN": "指定队伍在占领要点模式中的得分百分比。"
},
"params": [
{
"en-US": "The team whose score percentage to acquire.",
"zh-CN": "获取此队伍的得分百分比。"
}
]
},
"getControlScoringTeam": {
"description": {
"en-US": "The team that is currently accumulating score percentage in control mode. Results in all if neither team is accumulating score.",
"zh-CN": "该队伍正在占领要点模式中积累得分百分比。如果双方队伍都没有在积累得分,则结果为“全部”。"
}
},
"getCurrentGamemode": {
"description": {
"en-US": "The current game mode of the custom game.",
"zh-CN": "当前自定游戏的游戏模式。"
}
},
"getCurrentObjective": {
"description": {
"en-US": "The control point, payload checkpoint, or payload destination currently active (either 0, 1, or 2). Valid in assault, hybrid, escort, and control.",
"zh-CN": "当前激活的控制点、运载目标检查点或运载目标目的地(0,1或2)。在攻防作战、攻击/护送及占领要点模式中生效。"
}
},
"getCurrentWeapon": {
"description": {
"en-US": "The currently held weapon of a player. Returns 2 for Baby Dva's gun, Torbjorn's hammer, and Mercy's pistol; 1 otherwise.",
"zh-CN": "一名玩家当前的武器。"
},
"params": [
{
"en-US": "The player whose weapon to acquire.",
"zh-CN": "获取此玩家的武器。"
}
]
},
"getDeadPlayers": {
"description": {
"en-US": "An array containing all dead players on a team or in the match.",
"zh-CN": "此数组中包括一支队伍或整个比赛中所有已死亡的玩家。"
},
"params": [
{
"en-US": "The team or teams from which players may come.",
"zh-CN": "玩家所在的队伍。"
}
]
},
"getEyePosition": {
"description": {
"en-US": "The position of a player's first person view (used for aiming)",
"zh-CN": "玩家第一人称视角的位置(用于瞄准)"
},
"params": [
{
"en-US": "The position of a player's first person view (used for aiming)",
"zh-CN": "玩家第一人称视角的位置(用于瞄准)"
}
]
},
"getFacingDirection": {
"description": {
"en-US": "The unit-length directional vector of a player's current facing relative to the world. This value includes both horizontal and vertical facing.",
"zh-CN": "玩家当前面向方向与地图相对角度的单位长度方向矢量.此矢量的值同时包括水平和垂直方向."
},
"params": [
{
"en-US": "The player whose facing direction to acquire.",
"zh-CN": "获取此玩家面向的方向"
}
]
},
"getFarthestPlayer": {
"description": {
"en-US": "The player farthest from a position, optionally restricted by team.",
"zh-CN": "距离一个位置最远的玩家,可以选择是否限制所在队伍。"
},
"params": [
{
"en-US": "The position from which to measure distance.",
"zh-CN": "以此位置为起点测量距离。"
},
{
"en-US": "The team or teams from which the farthest player will come.",
"zh-CN": "最远一名玩家所在的队伍."
}
]
},
"getFlagCarrier": {
"description": {
"en-US": "The player carrying a particular team's flag in capture the flag. Results in null if no player is carrying the flag.",
"zh-CN": "在勇夺锦旗模式中正在携带指定队伍旗帜的玩家。如果没有玩家正在携带旗帜,则返回值为空。"
},
"params": [
{
"en-US": "The team whose flag to check.",
"zh-CN": "检测此队伍的旗帜。"
}
]
},
"getFlagPosition": {
"description": {
"en-US": "The position of a specific team's flag in capture the flag.",
"zh-CN": "在勇夺锦旗模式中指定队伍的位置。"
},
"params": [
{
"en-US": "The team whose flag position to acquire.",
"zh-CN": "获取此队伍旗帜的位置。"
}
]
},
"getHealth": {
"description": {
"en-US": "The current health of a player, including armor and shields.",
"zh-CN": "玩家当前的生命值,包括护甲和护盾."
},
"params": [
{
"en-US": "The player whose health to acquire.",
"zh-CN": "获取此玩家的生命值."
}
]
},
"getHealthOfType": {
"description": {
"en-US": "The current health of the specified player, filtered by the given health type.",
"zh-CN": "玩家此类型的生命值(生命,护甲,或护盾)。"
},
"params": [
{
"en-US": "The player whose health to acquire.",
"zh-CN": "获取此玩家的生命值。"
},
{
"en-US": "The type of health to acquire.",
"zh-CN": "获取此类型的生命值。"
}
]
},
"getHero": {
"description": {
"en-US": "The current hero of a player.",
"zh-CN": "一名玩家当前的英雄。"
},
"params": [
{
"en-US": "The player whose hero to acquire.",
"zh-CN": "获取此玩家的英雄。"
}
]
},
"getHeroOfDuplication": {
"description": {
"en-US": "The hero currently being duplicated by the specified player. If no hero is being duplicated, the resulting value is 0.",
"zh-CN": "指定玩家正在复制此英雄。如果没有复制英雄,结果值为0。"
},
"params": [
{
"en-US": "The player performing the duplication.",
"zh-CN": "正在施展人格复制的玩家。"
}
]
},
"getHeroStatistic": {
"description": {
"en-US": "Provides a statistic of the specified player's time playing a specific hero (limited to the current match). Statistics are only gathered when the game is in progress. Dummy bots do not gather statistics.",
"zh-CN": "提供指定玩家使用指定英雄的数据(仅限当前比赛)。仅在游戏进行时收集数据。机器人不会收集数据。"
},
"params": [
{
"en-US": "The Player whose statistic to acquire.",
"zh-CN": "获取此玩家的数据。"
},
{
"en-US": "The hero whose statistic to acquire",
"zh-CN": "获取此英雄的数据。"
},
{
"en-US": "The statistic to acquire.",
"zh-CN": "获取数据。"
}
]
},
"getHorizontalFacingAngle": {
"description": {
"en-US": "The horizontal angle in degrees of a player's current facing relative to the world. This value increases as the player rotates to the left (wrapping around at +/- 180).",
"zh-CN": "玩家当前面对的方向与地图的水平夹角。当玩家转向左方时这个值会增加。(范围为+/-180)。"
},
"params": [
{
"en-US": "The player whose horizontal facing angle to acquire.",
"zh-CN": "获取此玩家的水平面向角度."
}
]
},
"getHorizontalSpeed": {
"description": {
"en-US": "The current horizontal speed of a player in meters per second. This measurement excludes all vertical motion.",
"zh-CN": "一名玩家在水平方向上的当前速度,单位为米/秒。排除所有垂直方向的运动。"
},
"params": [
{
"en-US": "The player whose horizontal speed to acquire.",
"zh-CN": "获取此玩家的水平速度。"
}
]
},
"getLastAssistId": {
"description": {
"en-US": "An ID representing the most recent Start Assist Action that was executed by the Event Player (or executed at the Global level).",
"zh-CN": "此ID值代表最后一个时间玩家(或全局)所执行的“开始助攻”动作。"
}
},
"getLastCreatedHealthPool": {
"description": {
"en-US": "An ID representing the most recent Add Health Pool action that was executed by the event player (or executed at the global level).",
"zh-CN": "此ID值代表最后一个事件玩家(或全局)所执行的“添加生命池”动作。"
}
},
"getLastDamageModification": {
"description": {
"en-US": "An id representing the most recent start damage modification action that was executed by the event player (or executed at the global level).",
"zh-CN": "此ID值代表最后一个事件玩家(或全局)所执行的“开始伤害调整”动作。"
}
},
"getLastDamageOverTimeId": {
"description": {
"en-US": "An id representing the most recent damage over time action that was executed by the event player (or executed at the global level).",
"zh-CN": "此ID值代表最后一个事件玩家(或全局)所执行的“持续伤害”动作。"
}
},
"getLastHealingModification": {
"description": {
"en-US": "An id representing the most recent start healing modification action that was executed by the event player (or executed at the global level).",
"zh-CN": "此ID值代表最后一个事件玩家(或全局)所执行的“开始治疗调整”动作。"
}
},
"getLastHealingOverTimeId": {
"description": {
"en-US": "An id representing the most recent heal over time action that was executed by the event player (or executed at the global level).",
"zh-CN": "此ID值代表最后一个事件玩家(或全局)所执行的“持续治疗”动作。"
}
},
"getLivingPlayers": {
"description": {
"en-US": "An array containing all living players on a team or in the match.",
"zh-CN": "此数组中包括一支队伍或整个比赛中所有存活的玩家。"
},
"params": [
{
"en-US": "The team or teams from which players may come.",
"zh-CN": "玩家所在的队伍。"
}
]
},
"getMatchRound": {
"description": {
"en-US": "The current round of the match, counting up from 1.",
"zh-CN": "比赛当前的回合数,从1开始计数。"
}
},
"getMatchTime": {
"description": {
"en-US": "The amount of time in seconds remaining in the current game mode phase.",
"zh-CN": "当前游戏模式阶段剩余的时间,以秒为单位。"
}
},
"getMaxAmmo": {
"description": {
"en-US": "The current max ammo of a player.",
"zh-CN": "一名玩家当前的最大弹药数量."
},
"params": [
{
"en-US": "The player whose max ammo to acquire.",
"zh-CN": "获取此玩家的最大弹药数量."
},
{
"en-US": "The index of the clip to be acquired. 0 is the first clip, and 1 is the second (only used for Bastion's Sentry gun and Baptiste's Heal Grenades).",
"zh-CN": "获取弹夹的索引. 0为第一个弹夹, 1为第二个. 若指定类型不存在, 则返还0."
}
]
},
"getMaxHealth": {
"description": {
"en-US": "The max health of a player, including armor and shields.",
"zh-CN": "一名玩家的最大生命值,包括护甲和护盾。"
},
"params": [
{
"en-US": "The player whose max health to acquire.",
"zh-CN": "获取此玩家的最大生命值。"
}
]
},
"getMaxHealthOfType": {
"description": {
"en-US": "The max health of the specified player, filtered by the given health type.",
"zh-CN": "玩家此类型的最大生命值(生命,护甲,或护盾)。"
},
"params": [
{
"en-US": "The player whose max health to acquire.",
"zh-CN": "获取此玩家的最大生命值。"
},
{
"en-US": "The type of max health to acquire.",
"zh-CN": "获取此类型的最大生命值。"
}
]
},
"getNormalizedHealth": {
"description": {
"en-US": "The current health of a player, including armor and shields, normalized between 0 and 1. (for example, 0 is no health, 0.5 is half health, 1 is full health, etc.)",
"zh-CN": "玩家当前的生命值,包括护甲和护盾,在0到1之间取标准化值。(例如,0为无生命值,0.5为半生命值,1为满生命值,以此类推。)"
},
"params": [
{
"en-US": "The player whose normalized health to acquire.",
"zh-CN": "获取此玩家的标准化生命值。"
}
]
},
"getNumberOfAssistIds": {
"description": {
"en-US": "The current number of Assist instances started from the Start Assist Action.",
"zh-CN": "由“开始助攻”动作启动的助攻副本的当前数量。"
}
},
"getNumberOfDamageModificationIds": {
"description": {
"en-US": "The current number of Damage Modification instances started from the Start Damage Modification Action.",
"zh-CN": "由“开始伤害调整”动作启动的伤害调整副本的当前数量。"
}
},
"getNumberOfDamageOverTimeIds": {
"description": {
"en-US": "The current number of Damage Over Time instances started from the Damage Over Time action.",
"zh-CN": "由“持续伤害”动作启动的持续伤害副本的当前数量。"
}
},
"getNumberOfDeadPlayers": {
"description": {
"en-US": "The number of dead players on a team or in the match.",
"zh-CN": "队伍或比赛中死亡的玩家数量。"
},
"params": [
{
"en-US": "The team or teams on which to count players.",
"zh-CN": "计算下列队伍中玩家的数量。"
}
]
},
"getNumberOfDeaths": {
"description": {
"en-US": "The number of deaths a specific player has earned. This value only accumulates while a game is in progress.",
"zh-CN": "指定玩家死亡的次数。这个值会随着游戏的进程不断累积。"
},
"params": [
{
"en-US": "The player whose death count to acquire.",
"zh-CN": "获取此玩家的死亡次数。"
}
]
},
"getNumberOfElims": {
"description": {
"en-US": "The number of eliminations a specific player has earned. This value only accumulates while a game is in progress.",
"zh-CN": "指定玩家参与消灭的次数。这个值会随着游戏的进程不断累积。"
},
"params": [
{
"en-US": "The player whose elimination count to acquire.",
"zh-CN": "获取此玩家的消灭次数。"
}
]
},
"getNumberOfEntityIds": {
"description": {
"en-US": "The current number of Entities created from the Create Effect, Create Beam Effect, or Create Icon Action.",
"zh-CN": "由“创建效果”、“创建光束效果”或“创建图标”动作创建的实体的当前数量。"
}
},
"getNumberOfFinalBlows": {
"description": {
"en-US": "The number of final blows a specific player has earned. This value only accumulates while a game is in progress.",
"zh-CN": "指定玩家造成最后一击的次数。这个值会随着游戏的进程不断累积。"
},
"params": [
{
"en-US": "The player whose final blow count to acquire.",
"zh-CN": "获取此玩家的最后一击次数。"
}
]
},
"getNumberOfHealingModificationIds": {
"description": {
"en-US": "The current number of Healing Modification instances started from the Start Healing Modification Action.",
"zh-CN": "由“开始治疗调整”动作启动的治疗调整副本的当前数量。"
}
},
"getNumberOfHealingOverTimeIds": {
"description": {
"en-US": "The current number of Heal Over Time instances started from the Heal Over Time action.",
"zh-CN": "由“持续治疗”动作启动的持续治疗副本的当前数量。"
}
},
"getNumberOfHeroes": {
"description": {
"en-US": "The number of players playing a specific hero on a team or in the match.",
"zh-CN": "在一支队伍或此比赛中使用指定英雄的数量。"
},
"params": [
{
"en-US": "The hero to check for play.",
"zh-CN": "检测此英雄是否在使用。"
},
{
"en-US": "The team or teams on which to check for the hero being played.",
"zh-CN": "检测队伍中是否正在使用这名英雄。"
}
]
},
"getNumberOfLivingPlayers": {
"description": {
"en-US": "The number of living players on a team or in the match.",
"zh-CN": "队伍或比赛中存活的玩家数量。"
},
"params": [
{
"en-US": "The team or teams on which to count players.",
"zh-CN": "计算下列队伍中玩家的数量。"
}
]
},
"getNumberOfPlayersOnObjective": {
"description": {
"en-US": "The number of players occupying a payload or control point (either on a team or in the match).",
"zh-CN": "在运载目标或控制点上的玩家数量(可以是一支队伍中的,也可以是整个比赛中的)。"
},
"params": [
{
"en-US": "The team or teams on which to count players.",
"zh-CN": "计算下列队伍中玩家的数量。"
}
]
},
"getNumberOfSlots": {
"description": {
"en-US": "The number of slots on a team or in the match.",
"zh-CN": "队伍或比赛中的栏位数量。"
},
"params": [
{
"en-US": "The team or teams on which to count slots.",
"zh-CN": "计算下列队伍中栏位的数量。"
}
]
},
"getNumberOfTextIds": {
"description": {
"en-US": "The current number of Text instances started from the Create HUD Text, Create In-World Text, Create Progress Bar HUD text, or Create Progress Bar In-World Text Action."
}
},
"getObjectivePosition": {
"description": {
"en-US": "The position in the world of the specified objective (either a control point, a payload checkpoint, or a payload destination). Valid in assault, escort, hybrid, and control.",
"zh-CN": "特定目标点(控制点、运载目标检查点、或运载目标目的地)在地图中的位置。在攻防作战、攻击/护送及占领要点模式中生效。"
},
"params": [
{
"en-US": "The index of the objective to consider, starting at 0 and counting up. Each control point, payload checkpoint, and payload destination has its own index.",
"zh-CN": "考察的目标点的索引,从0开始逐渐累加。每个控制点、运载目标检查点、运载目标目的地都有其独自的索引。"
}
]
},
"getPayloadPosition": {
"description": {
"en-US": "The position in the world of the active payload.",
"zh-CN": "已激活的运载目标在地图中的位置。"
}
},
"getPayloadProgressPercentage": {
"description": {
"en-US": "The current progress towards the destination for the active payload (expressed as a percentage).",
"zh-CN": "已激活的运载目标前往目标地的当前进度(以百分比表示)。"
}
},
"getPeakServerLoad": {
"description": {
"en-US": "Provides a percentage representing the highest CPU load of the current game instance over the last two seconds. As this number approaches or exceeds 100, it becomes increasingly likely that the instance will be shut down because it is consuming too many resources.",
"zh-CN": "当前游戏副本在过去2秒内造成的最高CPU负载百分比。如果这个数字接近或者超过100,表示此游戏副本消耗了过多资源,游戏很可能会关闭。"
}
},
"getPlayerClosestToReticle": {
"description": {
"en-US": "The player closest to the reticle of the specified player, optionally restricted by team.",
"zh-CN": "最接近指定玩家准星位置的玩家,可以选择是否限制所在队伍。"
},
"params": [
{
"en-US": "The player from whose reticle to search for the closest player.",
"zh-CN": "搜索距此玩家准星最近的玩家."
},
{
"en-US": "The team or teams on which to search for the closest player.",
"zh-CN": "搜索此队伍中最近的玩家."
}
]
},
"getPlayersInRadius": {
"description": {
"en-US": "An array containing all players within a certain distance of a position, optionally restricted by team and line of sight. This function picks up dead players.",
"zh-CN": "一个列表,其中包含距离指定位置小于一定距离的玩家,可设置是否受到队伍及视线的限制。"
},
"params": [
{
"en-US": "The center position from which to measure distance.",
"zh-CN": "以此位置为中心测定距离."
},
{
"en-US": "The radius in meters inside which players must be in order to be included in the resulting array.",
"zh-CN": "玩家需在此距离范围内(单位:米)才会出现在结果列表中."
},
{
"en-US": "The team or teams to which a player must belong to be included in the resulting array.",
"zh-CN": "所选队伍的玩家会出现在结果列表中."
},
{
"en-US": "Specifies whether and how a player must pass a line-of-sight check to be included in the resulting array.",
"zh-CN": "只有通过视线检测的玩家才会出现在结果列表中."
}
]
},
"getPlayersInSlot": {
"description": {
"en-US": "The player or array of players who occupy a specific slot in the game.",
"zh-CN": "游戏的指定栏位编号处的玩家或玩家数组。"
},
"params": [
{
"en-US": "The slot number from which to acquire a player or players. In team games, each team has slots 0 through 5. In free-for-all games, slots are numbered 0 through 11.",
"zh-CN": "获取指定栏位编号的玩家。在队伍模式中,每个队伍中玩家的栏位编号为0到5的数字;在自由混战模式中,栏位编号为0到11。"
},
{
"en-US": "The team or teams from which to acquire a player or players.",
"zh-CN": "从这些队伍中选择玩家。"
}
]
},
"getPlayersInViewAngle": {
"description": {
"en-US": "The players who are within a specific view angle of a specific player's reticle, optionally restricted by team. This function picks up dead and unspawned players.",
"zh-CN": "在该视角内指定队伍的玩家。"
},
"params": [
{
"en-US": "The player whose view to use for the check."
},
{
"en-US": "The team or teams on which to consider players.",
"zh-CN": "考察的玩家所在的队伍."
},
{
"en-US": "The view angle to compare against in degrees.",
"zh-CN": "用于比较的视角,单位为度."
}
]
},
"getPlayersNotOnObjective": {
"description": {
"en-US": "An array containing all players occupying neither a payload nor a control point (either on a team or in the match).",
"zh-CN": "此数组中包括所有不在运载目标或控制点上的玩家(可以是一支队伍中的,也可以是整个比赛中的)。"
},
"params": [
{
"en-US": "The team or teams from which players may come.",
"zh-CN": "玩家所在的队伍。"
}
]
},
"getPlayersOnHero": {
"description": {
"en-US": "The array of players playing a specific hero on a team or in the match.",
"zh-CN": "此数组中是一支队伍或本场比赛中正在使用指定英雄的玩家."
},
"params": [
{
"en-US": "The hero to check for play.",
"zh-CN": "检测此英雄是否在使用。"
},
{
"en-US": "The team or teams on which to check for the hero being played.",
"zh-CN": "检测队伍中是否正在使用这名英雄。"
}
]
},
"getPlayersOnObjective": {
"description": {
"en-US": "An array containing all players occupying a payload or control point (either on a team or in the match).",
"zh-CN": "此数组中包括所有在运载目标或控制点上的玩家(可以是一支队伍中的,也可以是整个比赛中的)。"
},
"params": [
{
"en-US": "The team or teams from which players may come.",
"zh-CN": "玩家所在的队伍。"
}
]
},
"getPosition": {
"description": {
"en-US": "The current position of a player as a vector.",
"zh-CN": "玩家的当前位置,此值为矢量。"
},
"params": [
{
"en-US": "The player whose position to acquire.",
"zh-CN": "获取此玩家的位置。"
}
]
},
"getScore": {
"description": {
"en-US": "The current score of a player. Results in 0 if the game mode is not free-for-all.",
"zh-CN": "一名玩家当前的得分。如果游戏不是自由混战模式,则结果为0。"
},
"params": [
{
"en-US": "The player whose score to acquire.",
"zh-CN": "获取此玩家的分数。"
}
]
},
"getServerLoad": {
"description": {
"en-US": "Provides a percentage representing the CPU load of the current game instance. As this number approaches or exceeds 100, it becomes increasingly likely that the instance will be shut down because it is consuming too many resources.",
"zh-CN": "当前游戏副本造成的CPU负载百分比。如果这个数字接近或者超过100,表示此游戏副本消耗了过多资源,游戏很可能会关闭。"
}
},
"getSlot": {
"description": {
"en-US": "The slot number of the specified player. In team games, each team has slots 0 through 5. In free-for-all games, slots are numbered 0 through 11.",
"zh-CN": "指定玩家的栏位编号。在队伍模式中,每个队伍中玩家的栏位编号为0到5的数字;在自由混战模式中,栏位编号为0到11。"
},
"params": [
{
"en-US": "The player whose slot number to acquire.",
"zh-CN": "获取此玩家的栏位编号。"
}
]
},
"getSpawnPoints": {
"description": {
"en-US": "The active spawn points for a team or for the match, provided as an array of position vectors."
},
"params": [
{
"en-US": "The team whose spawn points to acquire."
}
]
},
"getSpeed": {
"description": {
"en-US": "The current speed of a player in meters per second.",
"zh-CN": "一名玩家的当前速度,单位为米/秒。"
},
"params": [
{
"en-US": "The player whose speed to acquire.",
"zh-CN": "获取此玩家的速度。"
}
]
},
"getSpeedInDirection": {
"description": {
"en-US": "The current speed of a player in a specific direction in meters per second.",
"zh-CN": "一名玩家在指定方向上的当前速度,单位为米/秒。"
},
"params": [
{
"en-US": "The player whose speed to acquire.",
"zh-CN": "获取此玩家的速度。"
},
{
"en-US": "The direction of travel in which to measure the player's speed.",
"zh-CN": "行动的方向,用于测量玩家速度。"
}
]
},
"getStatistic": {
"description": {
"en-US": "Provides a statistic of the specified player (limited to the current match). Statistics are only gathered when the game is in progress. Dummy bots do not gather statistics.",
"zh-CN": "提供指定玩家的数据(仅限当前比赛)。仅在游戏进行时收集数据。机器人不会收集数据。"
},
"params": [
{
"en-US": "The Player whose statistic to acquire.",
"zh-CN": "获取此玩家的数据。"
},
{
"en-US": "The statistic to acquire.",
"zh-CN": "获取数据。"
}
]
},
"getThrottle": {
"description": {
"en-US": "The directional input of a player, represented by a vector with horizontal input on the x component (positive to the left) and vertical input on the z component (positive upward).",
"zh-CN": "玩家所输入的方向,通过一个矢量表示,X轴为水平(正值代表向左),Z轴为垂直(正值代表向前)。"
},
"params": [
{
"en-US": "The player whose directional input to acquire.",
"zh-CN": "获取此玩家的方向输入。"
}
]
},
"getTotalTimeElapsed": {
"description": {
"en-US": "The total time in seconds that have elapsed since the game instance was created (including setup time and transitions).",
"zh-CN": "该游戏副本创建后已经过去的总时间(包括准备时间和攻防转换时间),以秒为单位。"
}
},
"getUltCharge": {
"description": {
"en-US": "The current ultimate ability charge percentage of a player.",
"zh-CN": "一名玩家当前终极技能的充能百分比。"
},
"params": [
{
"en-US": "The player whose ultimate charge percentage to acquire.",
"zh-CN": "获取此玩家当前终极技能的充能百分比。"
}
]
},
"getVelocity": {
"description": {
"en-US": "The current velocity of a player as a vector. If the player is on a surface, the y component of this velocity will be 0, even when traveling up or down a slope.",
"zh-CN": "玩家当前的速率,此值为一个矢量。如果玩家位于表面上,则矢量在Y方向上的分量为0,即使在上坡或下坡。"
},
"params": [
{
"en-US": "The player whose velocity to acquire.",
"zh-CN": "获取此玩家的速率。"
}
]
},
"getVerticalFacingAngle": {
"description": {
"en-US": "The vertical angle in degrees of a player's current facing relative to the world. This value increases as the player looks down.",
"zh-CN": "玩家当前面对的方向与地图的垂直夹角。当玩家转向下方时这个值会增加。"
},
"params": [
{
"en-US": "The player whose vertical facing angle to acquire.",
"zh-CN": "获取此玩家的面向角度。"
}
]
},
"getVerticalSpeed": {
"description": {
"en-US": "The current vertical speed of a player in meters per second. This measurement excludes all horizontal motion, including motion while traveling up and down slopes.",
"zh-CN": "一名玩家在垂直方向上的当前速度,单位为米/秒.排除所有水平方向的运动,包括沿斜坡方向的运动."
},
"params": [
{
"en-US": "The player whose vertical speed to acquire.",
"zh-CN": "获取此玩家的垂直速度。"
}
]
},
"hasSpawned": {
"description": {
"en-US": "Whether an entity has spawned in the world. Results in false for players who have not chosen a hero yet.",
"zh-CN": "一个实体是否存在于地图中。如果玩家尚未选择英雄,则返回结果为“假”。"
},
"params": [
{
"en-US": "The player, icon entity, or effect entity whose presence in world to check.",
"zh-CN": "检测此玩家、图标实体或效果实体是否存在于地图中。"
}
]
},
"hasStatus": {
"description": {
"en-US": "Whether the specified player has the specified status, either from the set status action or from a non-scripted game mechanic.",
"zh-CN": "指定玩家是否具有指定状态,无论此状态是通过“设置状态”行为获得的还是除命令以外的游戏机制获得的。"
},
"params": [
{
"en-US": "The player whose status to check.",
"zh-CN": "检测此玩家的状态。"
},
{
"en-US": "The status to check for.",
"zh-CN": "要检测的状态。"
}
]
},
"healee": {
"description": {
"en-US": "The player that received the healing for the event currently being processed by this rule. May be the same as the healer or the event player.",
"zh-CN": "根据此规则处理的事件中受到治疗的玩家。可能与治疗者或事件玩家是同一个人。"
}
},
"healer": {
"description": {
"en-US": "The player that dealt the healing for the event currently being processed by this rule. May be the same as the healee or the event player.",
"zh-CN": "根据此规则处理的事件中造成治疗的玩家。可能与被治疗者或事件玩家是同一个人。"
}
},
"hero": {
"description": {
"en-US": "A hero constant.",
"zh-CN": "一个英雄常量。"
},
"params": [
{
"en-US": "A hero constant.",
"zh-CN": "一个英雄常量。"
}
]
},
"heroIconString": {
"description": {
"en-US": "Converts a hero parameter into a string that shows up as an icon (up to 4 per string).",
"zh-CN": "将一个英雄的参数转化为字符串并作为图标显示(每个字符串最多4项)。"
},
"params": [
{
"en-US": "The hero that will be converted to an icon.",
"zh-CN": "此英雄将被转换为一个图标。"
}
]
},
"horizontalAngleFromDirection": {
"description": {
"en-US": "The horizontal angle in degrees corresponding to the specified direction vector.",
"zh-CN": "与指定方向矢量的水平夹角,单位为度。"
},
"params": [
{
"en-US": "The direction vector from which to acquire a horizontal angle in degrees. The vector is unitized before calculation begins.",
"zh-CN": "对此方向矢量获取水平角度,单位为度.此矢量在计算开始前进行(归一化)."
}
]
},
"horizontalAngleTowards": {
"description": {
"en-US": "The horizontal angle in degrees from a player's current forward direction to the specified position. The result is positive if the position is on the player's left. Otherwise, the result is zero or negative.",
"zh-CN": "玩家当前朝向的方向与指定位置之间的水平方向夹角,单位为度。如果位置在玩家左边,则结果为正数。否则,结果为零或负数。"
},
"params": [
{
"en-US": "The player from whose current facing the angle begins.",
"zh-CN": "以此玩家当前面向的角度为起点。"
},
{
"en-US": "The position in the world where the angle ends.",
"zh-CN": "测定与地图中此位置的夹角。"
}
]
},
"hostPlayer": {
"description": {
"en-US": "The player that is currently the host of the custom game. This value will change if the current host player leaves the match.",
"zh-CN": "当前自定游戏的主机玩家。如果当前的主机玩家离开了比赛,该值会改变。"
}
},
"iconString": {
"description": {
"en-US": "Allows you to use an icon inside of a string (up to 4 per string).",
"zh-CN": "可以在字符串中使用图标(每个字符串最多4个图标)。"
},
"params": [
{
"en-US": "The icon to display.",
"zh-CN": "要显示的图标"
}
]
},
"ifThenElse": {
"description": {
"en-US": "Results in the Then value when the If condition is true; otherwise, results in the Else value."
},
"params": [
{
"en-US": "If this condition evaluates to true, the result of the value is then; otherwise, the result is else."
},
{
"en-US": "The result of the value when the if condition evaluates to true."
},
{
"en-US": "The result of the value when the if condition evaluates to false."
}
]
},
"indexOfArrayValue": {
"description": {
"en-US": "The index of a value within the array or -1 if no such value can be found. Does not support nested arrays. A True in the array matches any truthy value, and a True search value matches any truthy value in the array.",
"zh-CN": "一个值在数组中的索引位置.如果找不到此值,则为-1."
},
"params": [
{
"en-US": "The array in which to search for the specified value.",
"zh-CN": "在此数组中搜索指定的值。"
},
{
"en-US": "The value for which to search.",
"zh-CN": "要搜索的值。"
}
]
},
"inputBindingString": {
"description": {
"en-US": "Converts a button parameter into a string that shows up based on the player's input bindings. This value cannot be stored in variables.",
"zh-CN": "将一个“按钮”参数转化为一个字符串,根据玩家所输入的绑定按键显示。此值不能存储在变量中。"
},
"params": [
{
"en-US": "The button for the input binding that will be converted to a string.",
"zh-CN": "将这个输入绑定的按键转化为图标。"
}
]
},
"isAlive": {
"description": {
"en-US": "Whether a player is alive.",
"zh-CN": "玩家是否存活。"
},
"params": [
{
"en-US": "The player whose life to check.",
"zh-CN": "检测此玩家的生命状态。"
}
]
},
"isAssemblingHeroes": {
"description": {
"en-US": "Whether the match is currently in its assemble heroes phase.",
"zh-CN": "此比赛是否正在集结英雄阶段。"
}
},
"isButtonHeld": {
"description": {
"en-US": "Whether a player is holding a specific button.",
"zh-CN": "玩家是否正在按下特定按钮。"
},
"params": [
{
"en-US": "The player whose button to check.",
"zh-CN": "检测此玩家的按钮。"
},
{
"en-US": "The button to check.",
"zh-CN": "用于检测的按钮。"
}
]
},
"isCommunicating": {
"description": {
"en-US": "Whether a player is using a specific communication type (such as emoting, using a voice line, using a spray, etc.).",
"zh-CN": "玩家是否在使用指定的交流类型(如表情、播放语音、喷漆等)。"
},
"params": [
{
"en-US": "The player whose communication status to check.",
"zh-CN": "检测此玩家的通讯状态."
},
{
"en-US": "The type of communication to consider. The duration of emotes is exact, the duration of voice lines is assumed to be 4 seconds, and all other durations are assumed to be 2 seconds.",
"zh-CN": "考察的交流类型。表情的持续时间为准确值,语音的播放时间视为4秒,其他所有交流类型的持续时间视为2秒。"
}
]
},
"isCommunicatingAnything": {
"description": {
"en-US": "Whether a player is using any communication type (such as emoting, using a voice line, using a spray, etc.).",
"zh-CN": "玩家是否在使用任意的交流类型(如表情、播放语音、喷漆等)。"
},
"params": [
{
"en-US": "The player whose communication status to check.",
"zh-CN": "检测此玩家的交流状态。"
}
]
},
"isCommunicatingEmote": {
"description": {
"en-US": "Whether a player is using an emote.",
"zh-CN": "玩家是否在使用表情。"
},
"params": [
{
"en-US": "The player whose emoting status to check.",
"zh-CN": "检测此玩家是否在使用表情。"
}
]
},
"isCommunicatingSpray": {
"description": {
"en-US": "Whether a Player is using a spray.",
"zh-CN": "玩家是否在使用喷漆。"
},
"params": [
{
"en-US": "The Player whose spray status to check.",
"zh-CN": "检测此玩家的喷漆状态。"
}
]
},
"isCommunicatingVoiceline": {
"description": {
"en-US": "Whether a player is using a voice line. (The duration of voice lines is assumed to be 4 seconds.)",
"zh-CN": "玩家是否在播放语音(语音的长度统一视为4秒)。"
},
"params": [
{
"en-US": "The player whose voice line status to check.",
"zh-CN": "检测此玩家是否在播放语音。"
}
]
},
"isControlPointLocked": {
"description": {
"en-US": "Whether the point is locked in control mode.",
"zh-CN": "占领要点模式中占领点是否解锁。"
}
},
"isCrouching": {
"description": {
"en-US": "Whether a player is crouching.",
"zh-CN": "玩家是否在下蹲。"
},
"params": [
{
"en-US": "The player whose crouching status to check.",
"zh-CN": "检测此玩家是否正在下蹲。"
}
]
},
"isDead": {
"description": {
"en-US": "Whether a player is dead.",
"zh-CN": "玩家是否死亡。"
},
"params": [
{
"en-US": "The player whose death to check.",
"zh-CN": "检测此玩家的死亡状态。"
}
]
},
"isDummy": {
"description": {
"en-US": "Whether a player is a dummy bot.",
"zh-CN": "玩家是否是机器人。"
},
"params": [
{
"en-US": "Player to consider.",
"zh-CN": "考察此玩家。"
}
]
},
"isDuplicatingAHero": {
"description": {
"en-US": "Whether the specified player is duplicating another hero. To check which hero, use the Hero Being Duplicated value.",
"zh-CN": "指定玩家是否正在复制另一名英雄。(为了检测复制的英雄,可使用“正在复制的英雄”的值。)"
},
"params": [
{
"en-US": "The player whose duplication status to check.",
"zh-CN": "检测此玩家的人格复制状态。"
}
]
},
"isFiringPrimaryFire": {
"description": {
"en-US": "Whether the specified player's primary weapon attack is being used.",
"zh-CN": "指定玩家是否在使用主要武器攻击。"
},
"params": [
{
"en-US": "The player whose primary weapon attack usage to check.",
"zh-CN": "检测此玩家的主要武器攻击状态。"
}
]
},
"isFiringSecondary": {
"description": {
"en-US": "Whether the specified player's secondary weapon attack is being used.",
"zh-CN": "指定玩家是否在使用辅助武器攻击。"
},
"params": [
{
"en-US": "The player whose secondary weapon attack usage to check.",
"zh-CN": "检测此玩家的辅助武器攻击状态。"
}
]
},
"isFlagAtBase": {
"description": {
"en-US": "Whether a specific team's flag is at its base in capture the flag.",
"zh-CN": "在勇夺锦旗模式下,指定队伍的旗帜是否在其基地内。"
},
"params": [
{
"en-US": "The team whose flag to check.",
"zh-CN": "检测此队伍的旗帜。"
}
]
},
"isFlagBeingCarried": {
"description": {
"en-US": "Whether a specific team's flag is being carried by a member of the opposing team in capture the flag.",
"zh-CN": "在勇夺锦旗模式下,指定队伍的旗帜是否在其基地内。"
},
"params": [
{
"en-US": "The team whose flag to check.",
"zh-CN": "检测此队伍的旗帜。"
}
]
},
"isGameInProgress": {
"description": {
"en-US": "Whether the main phase of the match is in progress (during which time combat and scoring are allowed).",
"zh-CN": "此比赛是否正在主要阶段(可以进行战斗并获得分数的阶段)。"
}
},
"isHeroBeingPlayed": {
"description": {
"en-US": "Whether a specific hero is being played (either on a team or in the match).",
"zh-CN": "指定英雄是否正在使用(可以限定在队伍中或游戏中)。"
},
"params": [
{
"en-US": "The hero to check for play.",
"zh-CN": "检测此英雄是否在使用。"
},
{
"en-US": "The team or teams on which to check for the hero being played.",
"zh-CN": "检测队伍中是否正在使用这名英雄。"
}
]
},
"isInAir": {
"description": {
"en-US": "Whether a player is airborne.",
"zh-CN": "玩家是否在空中。"
},
"params": [
{
"en-US": "The player whose airborne status to check.",
"zh-CN": "检测此玩家的浮空状态。"
}
]
},
"isInAlternateForm": {
"description": {
"en-US": "Whether the specified player is currently in an alternate form: Wrecking Ball's ball form, Baby Dva, Bastion's turret and tank forms, Lucio's speed song, Mercy's pistol, or Torbjorn's hammer. For Echo duplication, use the Is Duplicating value instead.",
"zh-CN": "指定玩家当前是否处于非初始状态(如D.Va离开机甲、卢西奥使用加速音乐、堡垒处于转换形态期间、天使和托比昂使用辅助攻击武器,等等。)如果要检测回声是否正在使用人格复制,请使用“正在人格复制”的值。"
},
"params": [
{
"en-US": "The player whose form to check.",
"zh-CN": "检测此玩家的状态。"
}
]
},
"isInLoS": {
"description": {
"en-US": "Whether two positions have line of sight with each other.",
"zh-CN": "两个位置是否在彼此的视线内。"
},
"params": [
{
"en-US": "The start position for the line-of-sight check. If a player is provided, a position 2 meters above the player's feet is used.",
"zh-CN": "用于进行视线检测的起点位置。如果此处填入一名玩家,则使用从此玩家脚部向上2米的位置。"
},
{
"en-US": "The end position for the line-of-sight check. If a player is provided, a position 2 meters above the player's feet is used.",
"zh-CN": "用于进行视线检测的终点位置。如果此处填入一名玩家,则使用从此玩家脚部向上2米的位置。"
},
{
"en-US": "Defines how barriers affect line of sight. When considering whether a barrier belongs to an enemy, the allegiance of the player provided to start pos (if any) is used.",
"zh-CN": "定义屏障是否影响视线判断。如果要考察屏障是否属于敌方,则以游戏开始时玩家所在的队伍(如果有的话)为准。"
}
]
},
"isInSetup": {
"description": {
"en-US": "Whether the match is currently in its setup phase.",
"zh-CN": "此比赛是否正在准备阶段。"
}
},
"isInSpawnRoom": {
"description": {
"en-US": "Whether a specific player is in the spawn room (and is thus being healed and able to change heroes).",
"zh-CN": "指定玩家是否正在重生室内(恢复生命值且可更换英雄)。"
},
"params": [
{
"en-US": "The player whose spawn room status to check.",
"zh-CN": "检测此玩家的重生室状态。"
}
]
},
"isInSuddenDeath": {
"description": {
"en-US": "Whether the current game of capture the flag is in sudden death.",
"zh-CN": "当前勇夺锦旗游戏是否处于绝杀局状态。"
}
},
"isInViewAngle": {
"description": {
"en-US": "Whether a location is within view of a player.",
"zh-CN": "检测一个坐标是否位于玩家的视角内。"
},
"params": [
{
"en-US": "The player whose view to use for the check.",
"zh-CN": "检测此名玩家的视野。"
},
{
"en-US": "The location to test if it's within view.",
"zh-CN": "检测此坐标是否在视角内。"
},
{
"en-US": "The view angle to compare against in degrees.",
"zh-CN": "用于比较的视角,单位为度。"
}
]
},
"isJumping": {
"description": {
"en-US": "Whether the specified player is jumping.",
"zh-CN": "指定玩家是否在跳跃。"
},
"params": [
{
"en-US": "The player whose jump usage to check.",
"zh-CN": "检测此玩家的跳跃状态。"
}
]
},
"isMatchBetweenRounds": {
"description": {
"en-US": "Whether the match is between rounds.",
"zh-CN": "此比赛是否正在两个回合之间。"
}
},
"isMatchComplete": {
"description": {
"en-US": "Whether the match has finished.",
"zh-CN": "此比赛是否已经结束。"
}
},
"isMeleeing": {
"description": {
"en-US": "Whether the specified player is meleeing.",
"zh-CN": "指定玩家是否在近战攻击。"
},
"params": [
{
"en-US": "The player whose melee usage to check.",
"zh-CN": "检测此玩家的近战攻击状态。"
}
]
},
"isMoving": {
"description": {
"en-US": "Whether a player is moving (defined as having a non-zero current speed).",
"zh-CN": "玩家是否在移动(当前速度不为零)。"
},
"params": [
{
"en-US": "The player whose moving status to check.",
"zh-CN": "检测此玩家的运动状态。"
}
]
},
"isObjectiveComplete": {
"description": {
"en-US": "Whether the specified objective has been completed. Results in false if the game mode is not assault, escort, or hybrid.",
"zh-CN": "指定目标是否已经完成。如果游戏模式不是攻防作战、护送或攻击/护送,则结果为“假”。"
},
"params": [
{
"en-US": "The index of the objective to consider, starting at 0 and counting up. Each control point, payload checkpoint, and payload destination has its own index.",
"zh-CN": "考察的目标点的索引,从0开始逐渐累加。每个控制点、运载目标检查点、运载目标目的地都有其独自的索引。"
}
]
},
"isOnFire": {
"description": {
"en-US": "Whether a specific player's portrait is on fire.",
"zh-CN": "指定玩家的头像是否处于火力全开状态。"
},
"params": [
{
"en-US": "The player whose portrait to check.",
"zh-CN": "检测此玩家的头像状态。"
}
]
},
"isOnGround": {
"description": {
"en-US": "Whether a player is on the ground (or other walkable surface).",
"zh-CN": "玩家是否位于地面上(或可行走的表面上)。"
},
"params": [
{
"en-US": "The player whose ground status to check.",
"zh-CN": "检测此玩家是否处于地面上。"
}
]
},
"isOnObjective": {
"description": {
"en-US": "Whether a specific player is currently occupying a payload or capture point.",
"zh-CN": "指定玩家是否正在运载目标或占领点上。"
},
"params": [
{
"en-US": "The player whose objective status to check.",
"zh-CN": "检测此玩家的目标点状态。"
}
]
},
"isOnWall": {
"description": {
"en-US": "Whether a player is on a wall (climbing or riding).",
"zh-CN": "玩家是否位于墙体上(滑墙或爬墙)。"
},
"params": [
{
"en-US": "The player whose wall status to check.",
"zh-CN": "检测此玩家的滑墙状态。"
}
]
},
"isReloading": {
"description": {
"en-US": "Whether the specified player is reloading.",
"zh-CN": "指定玩家是否在装填。"
},
"params": [
{
"en-US": "The player whose reload usage to check.",
"zh-CN": "检测此玩家的装填状态。"
}
]
},
"isStanding": {
"description": {
"en-US": "Whether a player is standing (defined as both not moving and not in the air).",
"zh-CN": "玩家是否在站立(既不在移动也不在空中)。"
},
"params": [
{
"en-US": "The player whose standing status to check.",
"zh-CN": "检测此玩家的站立状态。"
}
]
},
"isTeamOnDefense": {
"description": {
"en-US": "Whether the specified team is currently on defense. Results in false if the game mode is not assault, escort, or hybrid.",
"zh-CN": "指定队伍是否是防守方。如果游戏模式不是攻防作战、护送或攻击/护送,则结果为“假”。"
},
"params": [
{
"en-US": "The team whose role to check.",
"zh-CN": "检查此队伍的职责。"
}
]
},
"isTeamOnOffense": {
"description": {
"en-US": "Whether the specified team is currently on offense. Results in false if the game mode is not assault, escort, or hybrid.",
"zh-CN": "指定队伍是否是进攻方。如果游戏模式不是攻防作战、护送、或攻击/护送,则结果为“假”。"
},
"params": [
{
"en-US": "The team whose role to check.",
"zh-CN": "检查此队伍的职责。"
}
]
},
"isTrueForAll": {
"description": {
"en-US": "Whether the specified condition evaluates to true for every value in the specified array.",
"zh-CN": "指定数组中所有元素是否都对指定的条件为“真”。"
},
"params": [
{
"en-US": "The array whose values will be considered.",
"zh-CN": "考察此数组中的值。"
},
{
"en-US": "The condition that is evaluated for each element of the specified array. Use the current array element value to reference the element of the array currently being considered.",
"zh-CN": "对指定的数组中每个元素判断此条件。可以使用“当前数组元素值”来指代数组中当前正在进行判断的元素。"
}
]
},
"isTrueForAny": {
"description": {
"en-US": "Whether the specified condition evaluates to true for any value in the specified array.",
"zh-CN": "指定数组中是否有元素对指定的条件为“真”。"
},
"params": [
{
"en-US": "The array whose values will be considered.",
"zh-CN": "考察此数组中的值。"
},
{
"en-US": "The condition that is evaluated for each element of the specified array. Use the current array element value to reference the element of the array currently being considered.",
"zh-CN": "对指定的数组中每个元素判断此条件。可以使用“当前数组元素值”来指代数组中当前正在进行判断的元素。"
}
]
},
"isUsingAbility1": {
"description": {
"en-US": "Whether the specified player is using ability 1.",
"zh-CN": "指定玩家是否在使用技能 1。"
},
"params": [
{
"en-US": "The player whose ability 1 usage to check.",
"zh-CN": "检测此玩家的技能1状态。"
}
]
},
"isUsingAbility2": {
"description": {
"en-US": "Whether the specified player is using ability 2.",
"zh-CN": "指定玩家是否在使用技能 2。"
},
"params": [
{
"en-US": "The player whose ability 2 usage to check.",
"zh-CN": "检测此玩家的技能2状态。"
}
]
},
"isUsingUltimate": {
"description": {
"en-US": "Whether a player is using an ultimate ability.",
"zh-CN": "玩家是否在使用终极技能。"
},
"params": [
{
"en-US": "The player whose ultimate ability usage to check.",
"zh-CN": "检测此玩家的终极技能状态。"
}
]
},
"isWaitingForPlayers": {
"description": {
"en-US": "Whether the match is waiting for players to join before starting.",
"zh-CN": "此比赛是否正在等待玩家加入。"
}
},
"lastCreatedEntity": {
"description": {
"en-US": "A reference to the last effect, icon entity, or dummy bot created by the event player (or created at the global level).",
"zh-CN": "对事件玩家创建的(或由全局创建的)最后一个效果,图标实体或机器人的引用。"
}
},
"lastOf": {
"description": {
"en-US": "The value at the end of the specified array. Results in 0 if the specified array is empty.",
"zh-CN": "指定数组末尾元素的值。如果指定数组为空,则结果为0。"
},
"params": [
{
"en-US": "The array from which the value is acquired.",
"zh-CN": "获取此数组中的值。"
}
]
},
"lastTextId": {
"description": {
"en-US": "A reference to the last piece of text created by the Event Player (or created at the Global level) via the Create HUD Text, Create In-World Text, Create Progress Bar HUD Text, or Create Progress Bar In-World Text Action.",
"zh-CN": "代表由事件玩家创建的(或由全局创建的)通过“创建HUD文本”、“创建地图文本”、“创建进度条HUD文本”或“创建进度条地图文本”动作所创建的最后一段文本。"
}
},
"left": {
"description": {
"en-US": "Shorthand for the directional vector(1, 0, 0), which points to the left.",
"zh-CN": "方向性矢量 (1,0,0) 的简写,此矢量指向左方。"
}
},
"localPlayer": {
"description": {
"en-US": "The player being controlled on the end user's computer. This value is different for each end user and thus can only be accessed in actions which affect visuals or the HUD. This value cannot be stored in variables.",
"zh-CN": "由终端用户的电脑所操控的玩家。此值对每位终端用户均不相同,所以只有会影响视觉效果或HUD的动作才可访问此值。此值无法储存在变量中。"
}
},
"localVector": {
"description": {
"en-US": "The vector in local coordinates corresponding to the provided vector in world coordinates.",
"zh-CN": "相对于本地坐标的矢量值,与所提供的相对地图坐标的矢量值对应。"
},
"params": [
{
"en-US": "The vector in world coordinates that will be converted to local coordinates.",
"zh-CN": "将此相对地图坐标的矢量值转化为相对于本地坐标的矢量值。"
},
{
"en-US": "The player to whom the resulting vector will be relative.",
"zh-CN": "本地矢量是相对此玩家的。"
},
{
"en-US": "Specifies whether the vector should receive a rotation and a translation (usually applied to positions) or only a rotation (usually applied to directions and velocities).",
"zh-CN": "指定此矢量是否接受旋转及平移(通常是位置),或者只接受旋转(通常是方向和速度)。"
}
]
},
"magnitude": {
"description": {
"en-US": "The magnitude (length) of the specified vector",
"zh-CN": "指定值的幅值。"
},
"params": [
{
"en-US": "The vector to calculate the magnitude of.",
"zh-CN": "求幅值操作的矢量操作数。"
}
]
},
"mappedArray": {
"description": {
"en-US": "A copy of the specified array with the values mapped according to the mapping expression that is evaluated for each element.",
"zh-CN": "复制指定的数组,根据映射表达式对每个元素进行赋值。"
},
"params": [
{
"en-US": "The array whose copy will be mapped.",
"zh-CN": "对此数组的复制进行映射。"
},
{
"en-US": "The mapping expression that is evaluated for each element of the copied array. Use the current array element value to reference the element of the array currently being considered.",
"zh-CN": "映射表达式将此数组中的每个元素赋值为被复制的数组中的元素值。使用“当前数组元素值”可以指定当前考察的数组中元素的值。"
}
]
},
"max": {
"description": {
"en-US": "The maximum of two or more numbers.",
"zh-CN": "两个数字中较大的一个。"
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number.",
"zh-CN": "左边的运算量,可以是结果为数字的值。"
},
{
"en-US": "The right-hand operand. May be any value that results in a number.",
"zh-CN": "右边的运算量,可以是结果为数字的值。"
}
]
},
"min": {
"description": {
"en-US": "The minimum of two or more numbers.",
"zh-CN": "两个数字中较小的一个。"
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number.",
"zh-CN": "左边的运算量,可以是结果为数字的值。"
},
{
"en-US": "The right-hand operand. May be any value that results in a number.",
"zh-CN": "右边的运算量,可以是结果为数字的值。"
}
]
},
"modulo": {
"description": {
"en-US": "The remainder of the left-hand operand divided by the right-hand operand. Any number modulo zero results in zero.",
"zh-CN": "左边的运算量除以右边的运算量之后的余数.如果右边是0的话则结果为0."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number.",
"zh-CN": "左边的运算量,可以是结果为数字的值"
},
{
"en-US": "The right-hand operand. May be any value that results in a number.",
"zh-CN": "右边的运算量,可以是结果为数字的值"
}
]
},
"multiply": {
"description": {
"en-US": "The product of two numbers or vectors. A vector multiplied by a number will yield a scaled vector.",
"zh-CN": "两个数字或矢量的积.矢量乘以数字会得到一个缩放后的矢量."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number or a vector.",
"zh-CN": "左边的运算量,可以是结果为数字或矢量的值"
},
{
"en-US": "The right-hand operand. May be any value that results in a number or a vector.",
"zh-CN": "右边的运算量,可以是结果为数字或矢量的值."
}
]
},
"nearestWalkablePosition": {
"description": {
"en-US": "The position closest to the specified position that can be stood on and is accessible from a spawn point.",
"zh-CN": "与指定位置最接近的、可以站立且能够从一个重生点到达的位置。"
},
"params": [
{
"en-US": "The position from which to search for the nearest walkable position.",
"zh-CN": "寻找此位置附近最近的可行走位置."
}
]
},
"normalize": {
"description": {
"en-US": "The unit-length normalization of a vector.",
"zh-CN": "将矢量归一化为单位长度。"
},
"params": [
{
"en-US": "The vector to normalize.",
"zh-CN": "要归一化的矢量。"
}
]
},
"not": {
"description": {
"en-US": "Whether the input is false (or equivalent to false).",
"zh-CN": "输入是否为\"假\"(或等效于\"假\")."
},
"params": [
{
"en-US": "When this input is false (or equivalent to false), then the not value is true. Otherwise, the not value is false.",
"zh-CN": "如果输入为“假”(或等效于“假”),则“非”值为“真”。否则,则“非”值为“假”。"
}
]
},
"null": {
"description": {
"en-US": "The absence of a player. Used when no player is desired for a particular input. Equivalent to the real number 0 for the purposes of comparison and debugging.",
"zh-CN": "一名玩家已离开.当没有玩家进行输入时使用.在用来比较或测试时等效于实数 0."
}
},
"numberOfPlayers": {
"description": {
"en-US": "The number of players on a team or in the match.",
"zh-CN": "队伍或比赛中的玩家数量。"
},
"params": [
{
"en-US": "The team or teams on which to count players.",
"zh-CN": "计算下列队伍中玩家的数量。"
}
]
},
"oppositeTeamOf": {
"description": {
"en-US": "The team opposite the specified team.",
"zh-CN": "指定队伍的对方队伍。"
},
"params": [
{
"en-US": "The team whose opposite to acquire. If all, the result will be all.",
"zh-CN": "获得此队伍的对方队伍。如果选择“全部”,结果亦为“全部”。"
}
]
},
"or": {
"description": {
"en-US": "Whether either of the two inputs are true (or equivalent to true).",
"zh-CN": "两个输入值中是否至少有一个为“真”(或等效于“真”)。"
},
"params": [
{
"en-US": "One of the two inputs considered. If either one is true (or equivalent to true), then the or value is true.",
"zh-CN": "考察的两个输入值中的一个。如果两个值中有一个为“真”(或等效于“真”),则“或”的值为“真”。"
},
{
"en-US": "One of the two inputs considered. If either one is true (or equivalent to true), then the or value is true.",
"zh-CN": "考察的两个输入值中的一个。如果两个值中有一个为“真”(或等效于“真”),则“或”的值为“真”。"
}
]
},
"raiseToPower": {
"description": {
"en-US": "The left-hand operand raised to the power of the right-hand operand. If the left-hand operand is negative, the result is always zero.",
"zh-CN": "左边运算量的乘方,幂为右边运算量.如果左边运算量为负,则结果始终为0."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number.",
"zh-CN": "左边的运算量,可以是结果为数字的值"
},
{
"en-US": "The right-hand operand. May be any value that results in a number.",
"zh-CN": "右边的运算量,可以是结果为数字的值"
}
]
},
"randomInteger": {
"description": {
"en-US": "A random integer between the specified min and max, inclusive.",
"zh-CN": "指定最小值与最大值之间的一个随机整数(包括最小值与最大值在内)。"
},
"params": [
{
"en-US": "The smallest integer allowed. If a real number is provided to this input, it is rounded to the nearest integer.",
"zh-CN": "允许的最小整数。如果此处输入的是一个实数,则取最接近此实数的整数。"
},
{
"en-US": "The largest integer allowed. If a real number is provided to this input, it is rounded to the nearest integer.",
"zh-CN": "允许的最大整数。如果此处输入的是一个实数,则取最接近此实数的整数。"
}
]
},
"randomReal": {
"description": {
"en-US": "A random real number between the specified min and max.",
"zh-CN": "指定最小值与最大值之间的一个随机实数。"
},
"params": [
{
"en-US": "The smallest real number allowed.",
"zh-CN": "允许的最小实数。"
},
{
"en-US": "The largest real number allowed.",
"zh-CN": "允许的最大实数。"
}
]
},
"randomValueInArray": {
"description": {
"en-US": "A random value from the specified array.",
"zh-CN": "指定数组中的一个随机值。"
},
"params": [
{
"en-US": "The array from which to randomly take a value. If a non-array value is provided, the result is simply the provided value.",
"zh-CN": "从一个数组中随机取值。如果提供的值不是数组,则结果为提供的值。"
}
]
},
"randomizedArray": {
"description": {
"en-US": "A copy of the specified array with the values in a random order.",
"zh-CN": "复制指定的数组,所有值随机排序。"
},
"params": [
{
"en-US": "The array whose copy will be randomized.",
"zh-CN": "对此数组的复制进行随机排列。"
}
]
},
"raycastHitNormal": {
"description": {
"en-US": "The surface normal at the ray cast hit position (or from end pos to start pos if no hit occurs).",
"zh-CN": "射线命中平面的法线(如果没有命中,则从视线结束位置到射线起始位置)。"
},
"params": [
{
"en-US": "The start position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used.",
"zh-CN": "射线开始施放的位置。如果此处填入一名玩家,则使用从此玩家脚部向上2米的位置。"
},
{
"en-US": "The end position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used.",
"zh-CN": "射线结束的位置。如果此处填入一名玩家,则使用从此玩家脚部向上2米的位置。"
},
{
"en-US": "Which players can be hit by this ray cast.",
"zh-CN": "哪些玩家可以被射线击中。"
},
{
"en-US": "Which players cannot be hit by this ray cast. This list takes precedence over players to include.",
"zh-CN": "射线不会击中的玩家。此列表将优先于“包括玩家”。"
},
{
"en-US": "Whether player-owned objects (such as barriers or turrets) should be included in the ray cast.",
"zh-CN": "玩家拥有的物体(如屏障或炮台)是否包括在射线中。"
}
]
},
"raycastHitPlayer": {
"description": {
"en-US": "The player hit by the ray cast (or null if no player is hit).",
"zh-CN": "射线命中的玩家(如果没有命中则为空)。"
},
"params": [
{
"en-US": "The start position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used.",
"zh-CN": "射线开始施放的位置.如果此处填入一名玩家,则使用从此玩家脚部向上2米位置."
},
{
"en-US": "The end position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used.",
"zh-CN": "射线结束的位置.如果此处填入一名玩家,则使用从此玩家脚部向上2米的位置"
},
{
"en-US": "Which players can be hit by this ray cast."
},
{
"en-US": "Which players cannot be hit by this ray cast. This list takes precedence over players to include."
},
{
"en-US": "Whether player-owned objects (such as barriers or turrets) should be included in the ray cast."
}
]
},
"raycastHitPosition": {
"description": {
"en-US": "The position where the ray cast hits a surface, object, or player (or the end pos if no hit occurs).",
"zh-CN": "射线在表面、物体或玩家上命中的位置(如果没有命中则此位置在视线结束处)。"
},
"params": [
{
"en-US": "The start position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used.",
"zh-CN": "射线开始施放的位置。如果此处填入一名玩家,则使用从此玩家脚部向上2米的位置。"
},
{
"en-US": "The end position for the ray cast. If a player is provided, a position 2 meters above the player's feet is used.",
"zh-CN": "射线结束的位置。如果此处填入一名玩家,则使用从此玩家脚部向上2米的位置。"
},
{
"en-US": "Which players can be hit by this ray cast.",
"zh-CN": "哪些玩家可以被射线击中。"
},
{
"en-US": "Which players cannot be hit by this ray cast. This list takes precedence over players to include.",
"zh-CN": "射线不会击中的玩家。此列表将优先于“包括玩家”。"
},
{
"en-US": "Whether player-owned objects (such as barriers or turrets) should be included in the ray cast.",
"zh-CN": "玩家拥有的物体(如屏障或炮台)是否包括在射线中。"
}
]
},
"removeFromArray": {
"description": {
"en-US": "A copy of the array with one or more values removed (if found).",
"zh-CN": "一个数组的复制,移除一个或更多的值(如果能找到)。"
},
"params": [
{
"en-US": "The array from which to remove values.",
"zh-CN": "从此数组中移除值."
},
{
"en-US": "The value to remove from the array (if found). If this value is itself an array, each matching element is removed.",
"zh-CN": "要从数组中移除的值(如果能找到).如果值本身是一个数组,则所有匹配的元素都将被移除."
}
]
},
"right": {
"description": {
"en-US": "Shorthand for the directional vector(-1, 0, 0), which points to the right.",
"zh-CN": "方向性矢量 (-1,0,0) 的简写,此矢量指向右方。"
}
},
"roundToInteger": {
"description": {
"en-US": "The integer to which the specified value rounds.",
"zh-CN": "指定值取整后的值。"
},
"params": [
{
"en-US": "The real number to round.",
"zh-CN": "要取整的实数。"
},
{
"en-US": "Determines the direction in which the value will be rounded.",
"zh-CN": "决定此值取整的方式。"
}
]
},
"sin": {
"description": {
"en-US": "Sine of the specified angle in radians.",
"zh-CN": "指定角度(以弧度为单位)的正弦值。"
},
"params": [
{
"en-US": "Angle in radians.",
"zh-CN": "角度,以弧度为单位."
}
]
},
"sinDeg": {
"description": {
"en-US": "Sine of the specified angle in degrees.",
"zh-CN": "指定角度(以度为单位)的正弦值。"
},
"params": [
{
"en-US": "Angle in degrees.",
"zh-CN": "角度,以角度为单位。"
}
]
},
"slice": {
"description": {
"en-US": "A copy of the specified array containing only values from a specified index range. Does not support nested arrays.",
"zh-CN": "复制指定的数组,只复制指定索引范围内的值。"
},
"params": [
{
"en-US": "The array from which to make a copy.",
"zh-CN": "产生此数组的复制。"
},
{
"en-US": "The first index of the range.",
"zh-CN": "范围内的第一个索引。"
},
{
"en-US": "The number of elements in the resulting array. The resulting array will contain fewer elements if the specified range exceeds the bounds of the array.",
"zh-CN": "结果数组中的元素数量。如果指定的范围超过此数组的限制,则结果数组中会包含较少的元素。"
}
]
},
"sortedArray": {
"description": {
"en-US": "A copy of the specified array with the values sorted according to the value rank that is evaluated for each element.",
"zh-CN": "复制指定的数组,根据每个元素的值的排名重新排序。"
},
"params": [
{
"en-US": "The array whose copy will be sorted.",
"zh-CN": "对此数组的复制进行排序。"
},
{
"en-US": "The value that is evaluated for each element of the copied array. The array is sorted by this rank in ascending order. Use the current array element value to reference the element of the array currently being considered.",
"zh-CN": "将此值赋值给复制的数组中的每个元素。数组将以升序排列。可以使用“当前数组元素值”来指代数组中当前正在进行判断的元素。"
}
]
},
"squareRoot": {
"description": {
"en-US": "The square root of the specified value.",
"zh-CN": "指定值的平方根。"
},
"params": [
{
"en-US": "The real number value whose square root will be computed. Negative values result in zero.",
"zh-CN": "计算此实数值的平方根。负数值则为0。"
}
]
},
"strContains": {
"description": {
"en-US": "Whether the specified string contains the specified substring.",
"zh-CN": "指定字符串中是否包含指定的值。"
},
"params": [
{
"en-US": "The string in which to search for the specified substring.",
"zh-CN": "在此字符串中搜索指定的值。"
},
{
"en-US": "The substring for which to search.",
"zh-CN": "要搜索的值。"
}
]
},
"strIndex": {
"description": {
"en-US": "The index of a character within a String or -1 if no such character can be found.",
"zh-CN": "一个字符在字符串中的索引位置。如果找不到此字符,则为-1。"
},
"params": [
{
"en-US": "The String Value from which to search for the character.",
"zh-CN": "从此字符串值中搜索字符。"
},
{
"en-US": "The character for which to search",
"zh-CN": "要搜索的字符。"
}
]
},
"strLen": {
"description": {
"en-US": "The length in characters of the provided string.",
"zh-CN": "结果为所选字符串值中的字符数(所选值不是字符串时为0)。"
},
"params": [
{
"en-US": "The string whose characters to count.",
"zh-CN": "计算此字符串值的字符数。"
}
]
},
"string": {
"description": {
"en-US": "Text formed from a selection of strings and specified values.",
"zh-CN": "由选定的字符串和指定的值构成的文本。"
},
"params": [
{
"zh-CN": "结果文本。花括号中的数字将被相应的值取代。"
},
{
"en-US": "The value that will be converted to text and used to replace {0}.",
"zh-CN": "此值将转换为文本并用于替代{0}。"
},
{
"en-US": "The value that will be converted to text and used to replace {1}.",
"zh-CN": "此值将转换为文本并用于替代{1}。"
},
{
"en-US": "The value that will be converted to text and used to replace {2}.",
"zh-CN": "此值将转换为文本并用于替代{2}。"
}
]
},
"stringReplace": {
"description": {
"en-US": "Results in a String Value. This String Value will be built from the specified String Value, where all occurrences of the pattern String are replaced with the replacement String. The result is clamped to 511 bytes (in UTF-8).",
"zh-CN": "结果为字符串值。此字符串值由将指定字符串值中出现的所有模式字符串替换为替换字符串而成。"
},
"params": [
{
"en-US": "The String Value with which to search for replacements.",
"zh-CN": "在此字符串中搜索进行替换。"
},
{
"en-US": "The String pattern to be replaced.",
"zh-CN": "要替换的字符串模式。"
},
{
"en-US": "The String Value with which to replace the pattern String",
"zh-CN": "用此字符串值替换模式字符串。"
}
]
},
"stringSlice": {
"description": {
"en-US": "The substring of the provided string.",
"zh-CN": "结果为所选字符串值的指定子字符串。"
},
"params": [
{
"en-US": "The string value from which to build the substring.",
"zh-CN": "从此字符串值中构建子字符串。"
},
{
"en-US": "Specifies the character that will start the substring (with 0 as the first character, 1 as the second character, etc.).",
"zh-CN": "指定一个字符作为子字符串的起始处(0表示第一个字符,1表示第二个字符,以此类推)。"
},
{
"en-US": "Specifies the number of characters in the substring.",
"zh-CN": "指定子字符串的字符数。"
}
]
},
"stringSplit": {
"description": {
"en-US": "Results in an Array of String Values. These String Values will be built from the specified String Value, split around the separator String.",
"zh-CN": "结果为字符串值数组。数组中的字符串值由将指定字符串值用分隔符字符串分割而成。"
},
"params": [
{
"en-US": "The String Value to split.",
"zh-CN": "要分割的字符串值"
},
{
"en-US": "The separator String with which to split the String Value.",
"zh-CN": "要分割字符串值所用的分隔符字符串。"
}
]
},
"subtract": {
"description": {
"en-US": "The difference between two numbers or vectors.",
"zh-CN": "两个数字或矢量的差."
},
"params": [
{
"en-US": "The left-hand operand. May be any value that results in a number or a vector.",
"zh-CN": "左边的运算量,可以是结果为数字或矢量的值"
},
{
"en-US": "The right-hand operand. May be any value that results in a number or a vector.",
"zh-CN": "右边的运算量,可以是结果为数字或矢量的值."
}
]
},
"tan": {
"description": {
"en-US": "Tangent of the specified angle in radians.",
"zh-CN": "指定角度(以弧度为单位)的正切值."
},
"params": [
{
"en-US": "Angle in radians.",
"zh-CN": "角度,以弧度为单位."
}
]
},
"tanDeg": {
"description": {
"en-US": "Tangent of the specified angle in degrees.",
"zh-CN": "指定角度(以度为单位)的正切值。"
},
"params": [
{
"en-US": "Angle in degrees.",
"zh-CN": "角度,以角度为单位。"
}
]
},
"teamOf": {
"description": {
"en-US": "The team of a player. If the game mode is free-for-all, the team is considered to be all.",
"zh-CN": "一支玩家所在的队伍。如果在自由混战模式中,则“队伍”视为“全部”。"
},
"params": [
{
"en-US": "The player whose team to acquire.",
"zh-CN": "获取此玩家的队伍。"
}
]
},
"teamScore": {
"description": {
"en-US": "The current score for the specified team. Results in 0 in free-for-all game modes.",
"zh-CN": "指定队伍当前的得分。在自由混战模式中结果为0。"
},
"params": [
{
"en-US": "The team whose score to acquire.",
"zh-CN": "获取此队伍的得分。"
}
]
},
"true": {
"description": {
"en-US": "The boolean value of true.",
"zh-CN": "布尔值,真."
}
},
"up": {
"description": {
"en-US": "Shorthand for the directional vector(0, 1, 0), which points upward.",
"zh-CN": "方向性矢量 (0,1,0) 的简写,此矢量指向上方。"
}
},
"updateEveryFrame": {
"description": {
"en-US": "Increases the update frequency of the provided value to once per tick. Applies to rule conditions as well as reevaluating action parameters. The value is interpolated client-side if the framerate is higher than the tick rate. May increase server load and/or lower frame rate.",
"zh-CN": "结果为提供给“输入值”参数的值,并且会将此值的更新频率提高为每一帧更新一次。可以用来使特定值的出现更加平滑,例如“所选位置”等通常每几帧才会更新一次的值。可对条件和会重新赋值的动作参数使用。可能会增加服务器负载和/或降低帧率。"
},
"params": [
{
"en-US": "The value that will be updated once per tick.",
"zh-CN": "此值的更新频率将从每几帧更新一次提高为每一帧更新一次。"
}
]
},
"valueInArray": {
"description": {
"en-US": "The value found at a specific element of an array. Results in 0 if the element does not exist.",
"zh-CN": "一个数组中指定元素的值。如果该元素不存在,则结果为0。"
},
"params": [
{
"en-US": "The array whose element to acquire.",
"zh-CN": "获取此数组中的元素。"
},
{
"en-US": "The index of the element to acquire.",
"zh-CN": "获取索引中的元素。"
}
]
},
"vector": {
"description": {
"en-US": "A vector composed of three real numbers (x, y, z) where x is left, y is up, and z is forward. Vectors are used for position, direction, and velocity.",
"zh-CN": "矢量在三个方向上的实数值(X、Y、Z),X为左,Y为上,Z为前。矢量用来表示位置、方向和速度。"
},
"params": [
{
"en-US": "The x value of the vector.",
"zh-CN": "矢量的X轴值。"
},
{
"en-US": "The y value of the vector.",
"zh-CN": "矢量的Y轴值。"
},
{
"en-US": "The z value of the vector.",
"zh-CN": "矢量的Z轴值。"
}
]
},
"vectorTowards": {
"description": {
"en-US": "The displacement vector from one position to another.",
"zh-CN": "从一个位置到另一个位置的位移矢量。"
},
"params": [
{
"en-US": "The position from which the resulting displacement vector begins.",
"zh-CN": "位移矢量的起点。"
},
{
"en-US": "The position at which the resulting displacement vector ends.",
"zh-CN": "位移矢量的终点。"
}
]
},
"verticalAngleFromDirection": {
"description": {
"en-US": "The vertical angle in degrees corresponding to the specified direction vector.",
"zh-CN": "与指定方向矢量的垂直夹角,单位为度。"
},
"params": [
{
"en-US": "The direction vector from which to acquire a vertical angle in degrees. The vector is unitized before calculation begins.",
"zh-CN": "对此方向矢量获取垂直角度,单位为度.此矢量在计算开始前进行(归一化)."
}
]
},
"verticalAngleTowards": {
"description": {
"en-US": "The vertical angle in degrees from a player's current forward direction to the specified position. The result is positive if the position is below the player. Otherwise, the result is zero or negative.",
"zh-CN": "玩家当前朝向的方向与指定位置之间的垂直方向夹角,单位为度。如果位置在玩家下方,则结果为正数。否则,结果为零或负数。"
},
"params": [
{
"en-US": "The player from whose current facing the angle begins.",
"zh-CN": "以此玩家当前面向的角度为起点。"
},
{
"en-US": "The position in the world where the angle ends.",
"zh-CN": "以地图中的此位置为终点."
}
]
},
"victim": {
"description": {
"en-US": "The player that received the damage for the event currently being processed by this rule. May be the same as the attacker or the event player.",
"zh-CN": "根据此规则处理的事件中受到伤害的玩家。可能与攻击者或事件玩家是同一个人。"
}
},
"workshopSettingCombo": {
"description": {
"en-US": "Provides the value (a choice of Custom Strings) of a new option setting that will appear in the Workshop Settings card as a combo box. This value returns the index of the selected choice.",
"zh-CN": "提供一个新的选项设置值(用于选择自定义字符串),会显示在“地图工坊设置”卡片上作为组合框。此值会返回所选内容的索引。"
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此类别的名字,可以用来找到此设置。"
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此设置的名称。"
},
{
"en-US": "The default value for this setting.",
"zh-CN": "此项设置的默认值。"
},
{
"en-US": "The options for this setting.",
"zh-CN": "此设置的选项。"
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically.",
"zh-CN": "此设置与其他同类别设置的排序关系。排序较高的设置会在排序较低的设置之后显示。"
}
]
},
"workshopSettingInteger": {
"description": {
"en-US": "Provides the value of a new integer setting that will appear in the workshop settings card as a slider.",
"zh-CN": "提供一个新的整数型设置值,会显示在“地图工坊设置”卡片上作为滑块。"
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此类别的名字,可以用来找到此设置。"
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此设置的名称。"
},
{
"en-US": "The default value for this setting.",
"zh-CN": "此项设置的默认值。"
},
{
"en-US": "The minimum value for this setting.",
"zh-CN": "此设置所允许的最小值"
},
{
"en-US": "The maximum value for this setting.",
"zh-CN": "此设置所允许的最大值"
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically.",
"zh-CN": "此设置与其他同类别设置的排序关系。排序较高的设置会在排序较低的设置之后显示。"
}
]
},
"workshopSettingToggle": {
"description": {
"en-US": "Provides the value (true or false) of a new toggle setting that will appear in the workshop settings card as a checkbox.",
"zh-CN": "提供一个新的开关设置的值(真或假),会显示在“地图工坊设置”卡片上作为勾选项。"
},
"params": [
{
"en-US": "The name of the category in which this setting will be found. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此类别的名字,可以用来找到此设置。"
},
{
"en-US": "The name of this setting. Must be a custom string literal with 128 characters or less.",
"zh-CN": "此设置的名称。"
},
{
"en-US": "The default value for this setting.",
"zh-CN": "此项设置的默认值。"
},
{
"en-US": "A sort order for this setting (within the category). Settings with the same sort order are ordered alphabetically.",
"zh-CN": "此设置与其他同类别设置的排序关系。排序较高的设置会在排序较低的设置之后显示。"
}
]
},
"worldVector": {
"description": {
"en-US": "The vector in world coordinates corresponding to the provided vector in local coordinates.",
"zh-CN": "相对于地图坐标的矢量值,与所提供的相对本地坐标的矢量值对应。"
},
"params": [
{
"en-US": "The vector in local coordinates that will be converted to world coordinates.",
"zh-CN": "将此相对本地坐标的矢量值转化为相对于地图坐标的矢量值。"
},
{
"en-US": "The player to whom the local vector is relative.",
"zh-CN": "本地矢量是相对此玩家的。"
},
{
"en-US": "Specifies whether the vector should receive a rotation and a translation (usually applied to positions) or only a rotation (usually applied to directions and velocities).",
"zh-CN": "指定此矢量是否接受旋转及平移(通常是位置),或者只接受旋转(通常是方向和速度)。"
}
]
}
}
},
"gaps": {
"en-US": [
"compare.params[1]",
"customString",
"customString.params[0]",
"setHealingDealt.params[1]",
"string.params[0]"
],
"zh-CN": [
"__forPlayerVariable__.params[0]",
"__forPlayerVariable__.params[1]",
"__forPlayerVariable__.params[2]",
"__forPlayerVariable__.params[3]",
"__forPlayerVariable__.params[4]",
"compare.params[1]",
"destroyAllProgressBarHudText",
"destroyAllProgressBarInWorldText",
"getNumberOfTextIds",
"getPlayersInViewAngle.params[0]",
"getSpawnPoints",
"getSpawnPoints.params[0]",
"ifThenElse",
"ifThenElse.params[0]",
"ifThenElse.params[1]",
"ifThenElse.params[2]",
"raycastHitPlayer.params[2]",
"raycastHitPlayer.params[3]",
"raycastHitPlayer.params[4]",
"startGameMode"
]
},
"locales": [
"en-US",
"zh-CN"
],
"pendingLocales": [],
"provenance": {
"generator": "workshop-catalog-gen",
"generatorVersion": "1.24.0",
"license": "MIT (in-game Workshop documentation text and community zh-CN reference text; provenance in docs/source-attribution/catalog.md)",
"reviewed": true,
"source": "en-US action/value and parameter descriptions imported from the pinned workshop-data export at commit 5a7d0e294b8cad73b9701987bb584d0551d7fa4d (in-game Workshop documentation text); reviewed reductions for source text violating the content rules are recorded in the importer's REVIEWED_TEXT table; zh-CN action/value and parameter descriptions cross-checked from the two records of the zh-CN source artifact; source disagreements arbitrate to the zh-name-keyed record except the importer's ZH_USE_SECONDARY table, cleaned texts are recorded verbatim and uncovered positions are explicit gaps"
},
"schemaVersion": 1,
"version": "0.1.0"
}