Data:Lang zh-hant.json: Difference between revisions

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{
{
"AOERadius_label": "彈射範圍",
"AOERadius_label": "影响半径",
"AOERadius_postfix": "公尺",
"AOERadius_postfix": "m",
"AbandonMatchPrompt_Cancel": "繼續比賽",
"AbandonMatchPrompt_Cancel": "留在比赛中",
"AbandonMatchPrompt_Confirm": "拋棄我的朋友",
"AbandonMatchPrompt_Confirm": "放弃并受到惩罚",
"AbandonMatchPrompt_Text": "你將無法重新加入,而你的隊伍也將減少一名隊員。並將受到配隊懲罰。",
"AbandonMatchPrompt_Countdown": "放弃并受到惩罚({d:countdown_seconds})",
"AbandonMatchPrompt_Title": "放棄這場比賽?",
"AbandonMatchPrompt_Text": "离开这场比赛并不安全。你将无法重新加入,而你的队伍将缺失一名玩家,并将受到匹配惩罚。\u003Cbr/\u003E你确定要离开吗?",
"AbilityApplyDelay_label": "持續時間",
"AbandonMatchPrompt_Title": "放弃这场比赛?",
"AbilityApplyDelay_postfix": "",
"AbilityApplyDelay_label": "Application Time",
"AbilityButtonHint_Activate": "啟用",
"AbilityApplyDelay_postfix": "s",
"AbilityButtonHint_BullLeapCrash": "衝擊",
"AbilityButtonHint_Activate": "激活",
"AbilityButtonHint_CancelIceBeam": "取消極地光束",
"AbilityButtonHint_AltCastRestorativeGoo": "将自己放进立方",
"AbilityButtonHint_CancelIceDome": "解除",
"AbilityButtonHint_AltCastStickyBomb": "炸自己",
"AbilityButtonHint_CancelWall": "解除無光之牆",
"AbilityButtonHint_AltCastVoidSphere": "带上友军",
"AbilityButtonHint_CastOnTarget": "對目標施法",
"AbilityButtonHint_AvaRecall": "召回艾娃",
"AbilityButtonHint_CastShadowRedemption": "使用陰影救贖",
"AbilityButtonHint_AvaWarp": "传送至艾娃",
"AbilityButtonHint_ClimbRope": "按住爬繩",
"AbilityButtonHint_BullLeapCrash": "向下撞击",
"AbilityButtonHint_CancelAbility": "取消{s:ability_name}",
"AbilityButtonHint_CancelIceBeam": "取消极寒光束",
"AbilityButtonHint_CancelIceDome": "移除庇护",
"AbilityButtonHint_CancelIcePath": "取消冰封路径",
"AbilityButtonHint_CancelWall": "移墙",
"AbilityButtonHint_CastIceDome": "施放冰冻庇护",
"AbilityButtonHint_CastOnSelf": "对自己施放",
"AbilityButtonHint_CastOnTarget": "对目标施放",
"AbilityButtonHint_CastRestorativeGoo": "将目标放进立方",
"AbilityButtonHint_CastShadowRedemption": "Resurrect with Shadow Redemption",
"AbilityButtonHint_CastVoidSphere": "传送",
"AbilityButtonHint_ClimbRope": "按住即可爬绳而上",
"AbilityButtonHint_Deploy": "部署",
"AbilityButtonHint_Deploy": "部署",
"AbilityButtonHint_Deselect": "取消選擇",
"AbilityButtonHint_Deselect": "取消选择",
"AbilityButtonHint_Detonate": "引爆",
"AbilityButtonHint_Detonate": "引爆",
"AbilityButtonHint_DoubleTapAltVoidSphere": "雙擊給予隊友",
"AbilityButtonHint_DetonateDjinnBomb": "引爆镇尼炸弹",
"AbilityButtonHint_DoubleTapToSelfCast": "雙擊對自己施法",
"AbilityButtonHint_DragonsFireAscend": "Ascend",
"AbilityButtonHint_DragonsFireAscend": "Ascend",
"AbilityButtonHint_DragonsFireDive": "Dive",
"AbilityButtonHint_DragonsFireDive": "Dive",
"AbilityButtonHint_DragonsFireSpeedDown": "Slow Down",
"AbilityButtonHint_DragonsFireSpeedDown": "减速",
"AbilityButtonHint_DragonsFireSpeedUp": "Speed Up",
"AbilityButtonHint_DragonsFireSpeedUp": "加速",
"AbilityButtonHint_DropBomb": "投擲炸彈",
"AbilityButtonHint_DropBomb": "投下炸弹",
"AbilityButtonHint_DropIdol": "放下魂甕",
"AbilityButtonHint_DropIdol": "放下灵瓮",
"AbilityButtonHint_DropTarget": "放下英雄",
"AbilityButtonHint_DropTarget": "投下友军",
"AbilityButtonHint_EruptWall": "爆發無光之牆",
"AbilityButtonHint_EruptWall": "爆墙",
"AbilityButtonHint_FlyDown": "向下飛",
"AbilityButtonHint_FlyDown": "飞降",
"AbilityButtonHint_FlyUp": "向上飛",
"AbilityButtonHint_FlyUp": "飞升",
"AbilityButtonHint_GrabTarget": "抓住目標",
"AbilityButtonHint_GrabTarget": "抓住目标",
"AbilityButtonHint_GuidedArrowRelease": "釋放",
"AbilityButtonHint_GuidedArrowRelease": "放箭",
"AbilityButtonHint_GuidedArrowSpeed": "加速",
"AbilityButtonHint_GuidedArrowSpeed": "箭矢加速",
"AbilityButtonHint_HatTrickCancel": "返回",
"AbilityButtonHint_HatTrickCancel": "返回",
"AbilityButtonHint_HatTrickFire": "射擊",
"AbilityButtonHint_HatTrickFire": "射击",
"AbilityButtonHint_HoldToAltVoidSphere": "按住給予隊友",
"AbilityButtonHint_HealSelf": "治疗自己",
"AbilityButtonHint_HoldToSelfCast": "按住對自己施法",
"AbilityButtonHint_HealTarget": "治疗目标",
"AbilityButtonHint_LightningCrashDive": "提前降落",
"AbilityButtonHint_LightningCrashDive": "提前俯冲",
"AbilityButtonHint_MeleeRejuvinator": "近戰重擊來擊碎復生晶石",
"AbilityButtonHint_MeleeRejuvinator": "近战重攻击领取复生石",
"AbilityButtonHint_ModifierKeyAltVoidSphere": "帶上隊友",
"AbilityButtonHint_MirageLaunchFireBeetle": "Launch Fire Beetle",
"AbilityButtonHint_ModifierKeyToSelfCast": "對自己施法",
"AbilityButtonHint_MoveDown": "下移",
"AbilityButtonHint_MoveDown": "向下",
"AbilityButtonHint_MoveUp": "上移",
"AbilityButtonHint_MoveUp": "向上",
"AbilityButtonHint_RollingGooAccelerate": "快速移动",
"AbilityButtonHint_RollingGooAccelerate": "加速",
"AbilityButtonHint_RollingGooCancel": "取消",
"AbilityButtonHint_RollingGooBounce": "空中扣球",
"AbilityButtonHint_RollingGooJump": "跳跃",
"AbilityButtonHint_RollingGooCancel": "解除",
"AbilityButtonHint_SpeedBoost": "移动加速",
"AbilityButtonHint_RollingGooJump": "跳躍",
"AbilityButtonHint_StopLifeDrain": "停止生命汲取",
"AbilityButtonHint_SelectThenAltVoidSphere": "給予隊友",
"AbilityButtonHint_SwitchToAltCastMode": "切换至副施放模式",
"AbilityButtonHint_SelectThenSelfCastButton": "對自己施法",
"AbilityButtonHint_SwitchToNormalCastMode": "切换至主施放模式",
"AbilityButtonHint_SpeedBoost": "加速",
"AbilityButtonHint_Teleport": "传送",
"AbilityButtonHint_Teleport": "傳送",
"AbilityButtonHint_Throw": "投掷",
"AbilityButtonHint_Throw": "投擲",
"AbilityButtonHint_ZipLineBoost": "\u003Cspan class=\"AbilityName\"\u003E滑索速度提升\u003C/span\u003E \u003Cspan class=\"Countdown\"\u003E{s:ability_cooldown}\u003C/span\u003E",
"AbilityButtonHint_ZipLineBoost": "\u003Cspan class=\"AbilityName\"\u003E滑索加速\u003C/span\u003E \u003Cspan class=\"Countdown\"\u003E{s:ability_cooldown}\u003C/span\u003E",
"AbilityCastDelay_label": "施法延迟",
"AbilityCastDelay_label": "Cast Delay",
"AbilityCastDelay_postfix": "s",
"AbilityCastDelay_postfix": "",
"AbilityCastRangeMinimum_label": "Range Minimum",
"AbilityCastRangeMinimum_label": "Range Minimum",
"AbilityCastRangeMinimum_postfix": "公尺",
"AbilityCastRangeMinimum_postfix": "m",
"AbilityCastRange_label": "施法距離",
"AbilityCastRange_label": "施法距离",
"AbilityCastRange_postfix": "公尺",
"AbilityCastRange_postfix": "m",
"AbilityChannelTime_label": "持續施法時間",
"AbilityChannelTimeDisplay_label": "施法持续时间",
"AbilityChannelTime_postfix": "",
"AbilityChannelTimeDisplay_postfix": "s",
"AbilityCharges_label": "充能",
"AbilityChannelTime_label": "施法持续时间",
"AbilityCooldownBetweenCharge_label": "Charge Delay",
"AbilityChannelTime_postfix": "s",
"AbilityCooldownBetweenCharge_postfix": "",
"AbilityCharges_label": "充能数",
"AbilityCooldown_label": "冷卻時間",
"AbilityCooldownBetweenCharge_label": "充能冷却",
"AbilityCooldown_postfix": "",
"AbilityCooldownBetweenCharge_postfix": "s",
"AbilityCooldown_label": "冷却",
"AbilityCooldown_postfix": "s",
"AbilityDamageReductionPerHit_label": "Ability Dmg Red Per Hit",
"AbilityDamageReductionPerHit_label": "Ability Dmg Red Per Hit",
"AbilityDamageReductionPerHit_postfix": "%",
"AbilityDamageReductionPerHit_postfix": "%",
"AbilityDamageReduction_label": "魂力傷害減少",
"AbilityDamageReduction_label": "元灵伤害降幅",
"AbilityDamageReduction_postfix": "%",
"AbilityDamageReduction_postfix": "%",
"AbilityDuration_label": "持續時間",
"AbilityDuration_label": "持续时间",
"AbilityDuration_postfix": "",
"AbilityDuration_postfix": "s",
"AbilityLifestealPercentHero_label": "魂力吸血",
"AbilityLifestealPercentHero_label": "元灵吸血",
"AbilityLifestealPercentHero_postfix": "%",
"AbilityLifestealPercentHero_postfix": "%",
"AbilityLifestealPercentHero_prefix": "{s:sign}",
"AbilityLifestealPercentHero_prefix": "{s:sign}",
"AbilityLifestealPercentNonHero_label": "Spirit Lifesteal on Non Heroes",
"AbilityLifestealPercentNonHero_label": "对非英雄单位元灵吸血",
"AbilityLifestealPercentNonHero_postfix": "%",
"AbilityLifestealPercentNonHero_postfix": "%",
"AbilityLifestealPercentNonHero_prefix": "{s:sign}",
"AbilityLifestealPercentNonHero_prefix": "{s:sign}",
"AbilityLifestealPercent_label": "魂力吸血",
"AbilityLifestealPercent_label": "元灵吸血",
"AbilityLifestealPercent_postfix": "%",
"AbilityLifestealPercent_postfix": "%",
"AbilityLifestealPercent_prefix": "{s:sign}",
"AbilityLifestealPercent_prefix": "{s:sign}",
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"AbilityProjectileSpeedPercent_label": "Speed Increase",
"AbilityProjectileSpeedPercent_label": "Speed Increase",
"AbilityProjectileSpeedPercent_postfix": "%",
"AbilityProjectileSpeedPercent_postfix": "%",
"AbilitySpeedPct_label": "施法速度加成",
"AbilitySpeedPct_label": "技能冷却速度",
"AbilitySpeedPct_postfix": "%",
"AbilitySpeedPct_postfix": "%",
"AbilitySpeedPct_prefix": "+",
"AbilitySpeedPct_prefix": "+",
"AbilitySplitShot_label": "增加多重射擊",
"AbilitySplitShot_label": "Charged Shot Multishot",
"AboveHealthThreshold_conditional": "高於指定生命值",
"AboveHealthThreshold_conditional": "高于生命值阈值",
"AbsorbPercentage_label": "Damage Absorbed",
"AbsorbPercentage_label": "伤害吸收量",
"AbsorbPercentage_postfix": "%",
"AbsorbPercentage_postfix": "%",
"ActivatedFireRate_label": "射速",
"ActivatedFireRate_label": "射速",
Line 101: Line 113:
"ActiveBonusFireRate_label": "射速",
"ActiveBonusFireRate_label": "射速",
"ActiveBonusFireRate_postfix": "%",
"ActiveBonusFireRate_postfix": "%",
"ActiveBonusLifesteal_label": "子彈吸血",
"ActiveBonusLifesteal_label": "子弹吸血",
"ActiveBonusLifesteal_postfix": "%",
"ActiveBonusLifesteal_postfix": "%",
"ActiveBonusMoveSpeed_label": "移速",
"ActiveBonusMoveSpeed_label": "移动速度",
"ActiveBonusMoveSpeed_postfix": "m/s",
"ActiveBonusMoveSpeed_postfix": "m/s",
"ActiveBonusMoveSpeed_prefix": "{s:sign}",
"ActiveBonusMoveSpeed_prefix": "{s:sign}",
"ActiveBulletArmorReduction_label": "子彈抗性減少",
"ActiveBulletArmorReduction_label": "子弹抗性降幅",
"ActiveBulletDamageReduction_label": "子彈傷害",
"ActiveBulletDamageReduction_label": "子弹伤害",
"ActiveBulletDamageReduction_postfix": "%",
"ActiveBulletDamageReduction_postfix": "%",
"ActiveBulletDamageReduction_prefix": "{s:sign}",
"ActiveBulletDamageReduction_prefix": "{s:sign}",
"ActiveBulletShieldDuration_label": "活力護盾持續",
"ActiveBulletShieldDuration_label": "Active Shield Duration",
"ActiveBulletShieldDuration_postfix": "",
"ActiveBulletShieldDuration_postfix": "s",
"ActiveBulletShieldHealth_label": "活力護盾生命值",
"ActiveBulletShieldHealth_label": "Active Shield Health",
"ActiveBulletShieldMaxHealth_label": "子彈護盾生命值",
"ActiveBulletShieldMaxHealth_label": "子弹护盾生命值",
"ActiveBulletShieldMaxHealth_prefix": "{s:sign}",
"ActiveBulletShieldMaxHealth_prefix": "{s:sign}",
"ActiveChainDuration_label": "連結持續",
"ActiveChainDuration_label": "Tether Duration",
"ActiveChainDuration_postfix": "",
"ActiveChainDuration_postfix": "s",
"ActiveFireRate_label": "射擊速度",
"ActiveFireRate_label": "射速",
"ActiveFireRate_postfix": "%",
"ActiveFireRate_postfix": "%",
"ActiveFlightTime_label": "飛行時間",
"ActiveFlightTime_label": "Flight time",
"ActiveFlightTime_postfix": "",
"ActiveFlightTime_postfix": "s",
"ActiveHealAmount_label": "自我治療",
"ActiveHealAmount_label": "Self Heal",
"ActiveHealAmount_postfix": "HP",
"ActiveHealAmount_postfix": "HP",
"ActiveHealthChange_label": "生命值竊取",
"ActiveHealthChange_label": "Health Steal",
"ActiveHealthChange_postfix": "HP",
"ActiveHealthChange_postfix": "生命值",
"ActiveHealthRegenBoost_label": "生命值恢復",
"ActiveHealthRegenBoost_label": "生命值恢复",
"ActiveHealthRegenBoost_postfix": "hp/每秒",
"ActiveHealthRegenBoost_postfix": "hp/sec",
"ActiveHealthRegenBoost_prefix": "{s:sign}",
"ActiveHealthRegenBoost_prefix": "{s:sign}",
"ActiveHealthRegen_label": "生命恢復",
"ActiveHealthRegen_label": "生命值恢复",
"ActiveHealthRegen_postfix": "hp/s",
"ActiveHealthRegen_postfix": "生命值/",
"ActiveHealthRegen_prefix": "{s:sign}",
"ActiveHealthRegen_prefix": "{s:sign}",
"ActiveItemUse_conditional": "使用時",
"ActiveItemUse_conditional": "使用时",
"ActiveRadius_label": "啟用範圍",
"ActiveRadius_label": "激活半径",
"ActiveRadius_postfix": "公尺",
"ActiveRadius_postfix": "m",
"ActiveReloadPercent_label": "彈匣裝填",
"ActiveReloadPercent_label": "弹药",
"ActiveReloadPercent_postfix": "%",
"ActiveReloadPercent_postfix": "%",
"ActiveReloadPercent_prefix": "+",
"ActiveReloadPercent_prefix": "+",
"ActiveStatusResistancePercent_label": "減益狀態抗性",
"ActiveStatusResistancePercent_label": "减益降幅",
"ActiveStatusResistancePercent_postfix": "%",
"ActiveStatusResistancePercent_postfix": "%",
"ActiveTechPower_label": "魂力",
"ActiveTechPower_label": "元灵力量",
"ActiveTechPower_prefix": "+",
"ActiveTechPower_prefix": "+",
"ActiveWeaponDamageChange_label": "武器傷害竊取",
"ActiveWeaponDamageChange_label": "Weapon Damage Steal",
"ActiveWeaponDamageChange_postfix": "%",
"ActiveWeaponDamageChange_postfix": "%",
"AfterburnExplodeDamage_label": "爆炸傷害",
"AfterburnExplodeDamage_label": "Explode Damage",
"AfterburnExplodeRadius_label": "擴散範圍",
"AfterburnExplodeRadius_label": "Spread Radius",
"AfterburnExplodeRadius_postfix": "公尺",
"AfterburnExplodeRadius_postfix": "m",
"AirControlPercent_label": "Air Control",
"AirControlPercent_label": "空中控制",
"AirControlPercent_postfix": "%",
"AirControlPercent_postfix": "%",
"AirControlPercent_prefix": "{s:sign}",
"AirControlPercent_prefix": "{s:sign}",
"AirDropBuffDuration_label": "護盾持續",
"AirDropBuffDuration_label": "护盾持续时间",
"AirDropBuffDuration_postfix": "",
"AirDropBuffDuration_postfix": "s",
"AirDropBuffDuration_prefix": "",
"AirDropBuffDuration_prefix": "",
"AirDropBulletArmorReduction_label": "敵軍物理抗性",
"AirDropBulletArmorReduction_label": "敌人子弹抗性",
"AirDropBulletArmorReduction_postfix": "%",
"AirDropBulletArmorReduction_postfix": "%",
"AirDropBulletResist_label": "友軍物理抗性",
"AirDropBulletResist_label": "友军子弹抗性",
"AirDropBulletResist_postfix": "%",
"AirDropBulletResist_postfix": "%",
"AirDropBulletResist_prefix": "+",
"AirDropBulletResist_prefix": "+",
"AirDropBulletShield_label": "子彈護盾",
"AirDropBulletShield_label": "子弹护盾",
"AirDropBulletShield_postfix": "",
"AirDropBulletShield_postfix": "",
"AirDropDebuff02Duration_label": "物理抗性持續",
"AirDropDebuff02Duration_label": "子弹抗性持续时间",
"AirDropDebuff02Duration_postfix": "",
"AirDropDebuff02Duration_postfix": "s",
"AirDropDebuffDuration_label": "沉默-減速持續",
"AirDropDebuffDuration_label": "减速持续时间",
"AirDropDebuffDuration_postfix": "",
"AirDropDebuffDuration_postfix": "s",
"AirDropExplodeRadius_label": "爆炸範圍",
"AirDropExplodeRadius_label": "爆炸半径",
"AirDropExplodeRadius_postfix": "公尺",
"AirDropExplodeRadius_postfix": "m",
"AirDropSelfCastDelay_label": "自身施法時間",
"AirDropSelfCastDelay_label": "自我施放时间",
"AirDropSelfCastDelay_postfix": "",
"AirDropSelfCastDelay_postfix": "s",
"AirDropSilenceDuration_label": "沉默持续时间",
"AirDropSilenceDuration_postfix": "s",
"AirJumpVerticalSpeedPercent_label": "Air Jump Vertical Speed",
"AirJumpVerticalSpeedPercent_label": "Air Jump Vertical Speed",
"AirJumpVerticalSpeedPercent_postfix": "%",
"AirJumpVerticalSpeedPercent_postfix": "%",
"AirJumpVerticalSpeedPercent_prefix": "{s:sign}",
"AirJumpVerticalSpeedPercent_prefix": "{s:sign}",
"AirMoveIncreasePercent_label": "二段跳/衝刺距離",
"AirMoveIncreasePercent_label": "空中跳跃/冲刺距离",
"AirMoveIncreasePercent_postfix": "%",
"AirMoveIncreasePercent_postfix": "%",
"AirMoveIncreasePercent_prefix": "+",
"AirMoveIncreasePercent_prefix": "+",
Line 176: Line 190:
"AirSpeedBonus_postfix": "m/s",
"AirSpeedBonus_postfix": "m/s",
"AirSpeedBonus_prefix": "{s:sign}",
"AirSpeedBonus_prefix": "{s:sign}",
"AirSpeedHealthBonus_label": "增加移速",
"AirSpeedHealthBonus_label": "Healthy Speed Bonus",
"AirSpeedHealthBonus_postfix": "m/s",
"AirSpeedHealthBonus_postfix": "m/s",
"AllyCooldownReduction_label": "友方冷卻減少",
"AllyCooldownReduction_label": "Ally Cooldown Reduction",
"AllyCooldownReduction_postfix": "",
"AllyCooldownReduction_postfix": "s",
"AllyDistance_label": "友方進入範圍",
"AllyDistance_label": "友军距离",
"AllyDistance_postfix": "公尺",
"AllyDistance_postfix": "m",
"AmbushBonusFireRate_label": "影襲 射速",
"AmbushBonusFireRate_label": "伏击射速",
"AmbushBonusFireRate_postfix": "%",
"AmbushBonusFireRate_postfix": "%",
"AmbushBonusFireRate_prefix": "+",
"AmbushBonusFireRate_prefix": "+",
"AmbushBonusTechPower_label": "影襲 魂力",
"AmbushBonusTechPower_label": "伏击元灵力量",
"AmbushBonusTechPower_prefix": "+",
"AmbushBonusTechPower_prefix": "+",
"AmbushDuration_label": "影襲 持續時間",
"AmbushDamage_Label": "Ambush Damage",
"AmbushDuration_postfix": "",
"AmbushDuration_label": "伏击持续时间",
"AmmoPerSoul_label": "每個魂靈球彈藥",
"AmbushDuration_postfix": "s",
"AmmoScavengerDuration_label": "持續時間",
"AmmoPerSoul_label": "每个魂魄获得的弹药",
"AmmoScavengerDuration_postfix": "",
"AmmoPerSoul_prefix": "+",
"AmpDuration_label": "增幅持續",
"AmmoScavengerDuration_label": "持续时间",
"AmpDuration_postfix": "",
"AmmoScavengerDuration_postfix": "s",
"AmpPercentPerStack_label": "每層增幅",
"AmpDuration_label": "增强持续时间",
"AmpDuration_postfix": "s",
"AmpPercentPerStack_label": "每层叠加增强",
"AmpPercentPerStack_postfix": "%",
"AmpPercentPerStack_postfix": "%",
"AoESleep_label": "爆炸範圍",
"AoESleep_label": "Explode Radius",
"AoESleep_postfix": "公尺",
"AoESleep_postfix": "m",
"ApproachSpeed_label": "Project Speed",
"ApproachSpeed_label": "Project Speed",
"ArmTime_label": "部署時間",
"ArmTime_label": "装备时间",
"ArmTime_postfix": "",
"ArmTime_postfix": "s",
"ArmingDuration_label": "延時",
"ArmingDuration_label": "装备持续时间",
"ArmingDuration_postfix": "",
"ArmingDuration_postfix": "s",
"ArmorAttribute_Desc": "為任何子彈和魂力抗性加成提供 %s1",
"ArmorAttribute_Desc": "%s1 to any bullet and spirit armor bonus",
"ArmorAttribute_Desc_0": "沒有額外的子彈抗性加成",
"ArmorAttribute_Desc_0": "no additional bullet armor bonuses",
"ArmorLossPerHit_label": "每次命中失去抗性",
"ArmorLossPerHit_label": "Resist lost per Hit",
"ArmorLossPerHit_postfix": "%",
"ArmorLossPerHit_postfix": "%",
"ArmorPower_label": "基礎生命值",
"ArmorPower_label": "基础生命值",
"ArmorPower_postfix": "%",
"ArmorPower_postfix": "%",
"ArmorPower_prefix": "{s:sign}",
"ArmorPower_prefix": "{s:sign}",
"AscendSpeed_label": "",
"AscendSpeed_label": "",
"AssaultDuration_label": "Air Attack Duration",
"AssaultDuration_label": "Air Attack Duration",
"AssaultDuration_postfix": "",
"AssaultDuration_postfix": "s",
"AssaultFireRate_label": "Air Attack Fire Rate",
"AssaultFireRate_label": "Air Attack Fire Rate",
"AssaultFireRate_postfix": "%",
"AssaultFireRate_postfix": "%",
Line 220: Line 236:
"AttackPower_postfix": "",
"AttackPower_postfix": "",
"AttackPower_prefix": "{s:sign}",
"AttackPower_prefix": "{s:sign}",
"AttribFormat_AdditionalNote": "( %s1 )",
"AttribFormat_AdditionalNote": "%s)",
"Attribute_EWeaponAttribute_BeamWeapon": "雷射武器",
"Attribute_EWeaponAttribute_BeamWeapon": "光束武器",
"Attribute_EWeaponAttribute_BurstFire": "爆發開火",
"Attribute_EWeaponAttribute_BurstFire": "连发",
"Attribute_EWeaponAttribute_CloseRange": "近距離",
"Attribute_EWeaponAttribute_CloseRange": "近程",
"Attribute_EWeaponAttribute_HeavyHitter": "重擊",
"Attribute_EWeaponAttribute_HeavyHitter": "高杀伤力",
"Attribute_EWeaponAttribute_LongRange": "遠距離",
"Attribute_EWeaponAttribute_LongRange": "远程",
"Attribute_EWeaponAttribute_MediumRange": "中距離",
"Attribute_EWeaponAttribute_MediumRange": "中程",
"Attribute_EWeaponAttribute_Projectile": "拋射物",
"Attribute_EWeaponAttribute_Projectile": "投射物",
"Attribute_EWeaponAttribute_RapidFire": "快速射擊",
"Attribute_EWeaponAttribute_RapidFire": "速射",
"Attribute_EWeaponAttribute_Spreadshot": "散射",
"Attribute_EWeaponAttribute_Spreadshot": "扩散射击",
"AuraDuration_label": "Aura Duration",
"AuraDuration_label": "光环持续时间",
"AuraDuration_postfix": "",
"AuraDuration_postfix": "s",
"AvaRecallCooldown_label": "召回冷却时间",
"AvaRecallCooldown_postfix": "s",
"AwakenDamage_label": "Awaken Damage",
"AwakenDamage_label": "Awaken Damage",
"BarrelDamageRadius_label": "Explosion Radius",
"BarrelDamageRadius_label": "爆炸半径",
"BarrelDamageRadius_postfix": "m",
"BarrelDamageRadius_postfix": "m",
"BarrelDamage_label": "Explosion Damage",
"BarrelDamage_label": "爆炸伤害",
"BarrelLifetime_label": "Barrel Life Time",
"BarrelLifetime_label": "Barrel Life Time",
"BarrelLifetime_postfix": "s",
"BarrelLifetime_postfix": "s",
"BarrierDuration_label": "護盾持續",
"BarrierDuration_label": "Shield Duration",
"BarrierDuration_postfix": "",
"BarrierDuration_postfix": "s",
"BaseAttackDamagePercentAtMaxDuration_label": "最大增加傷害",
"BaseAttackDamagePercentAtMaxDuration_label": "最大武器伤害",
"BaseAttackDamagePercentAtMaxDuration_postfix": "%",
"BaseAttackDamagePercentAtMaxDuration_postfix": "%",
"BaseAttackDamagePercentBonus_label": "子彈傷害",
"BaseAttackDamagePercentBonus_label": "武器伤害",
"BaseAttackDamagePercentBonus_postfix": "%",
"BaseAttackDamagePercentBonus_postfix": "%",
"BaseAttackDamagePercentBonus_prefix": "+",
"BaseAttackDamagePercentBonus_prefix": "+",
"BaseAttackDamagePercent_label": "子彈傷害",
"BaseAttackDamagePercent_label": "武器伤害",
"BaseAttackDamagePercent_postfix": "%",
"BaseAttackDamagePercent_postfix": "%",
"BaseAttackDamagePercent_prefix": "{s:sign}",
"BaseAttackDamagePercent_prefix": "{s:sign}",
"BaseAttackDamage_label": "基礎傷害",
"BaseAttackDamage_label": "基础伤害",
"BaseAttackDamage_prefix": "{s:sign}",
"BaseAttackDamage_prefix": "{s:sign}",
"BaseBonusWeaponPower_label": "Courage",
"BaseBonusWeaponPower_label": "Courage",
"BaseBonusWeaponPower_prefix": "+",
"BaseBonusWeaponPower_prefix": "+",
"BaseBulletDamage_label": "子彈傷害",
"BaseBulletDamage_label": "子弹伤害",
"BaseDamagePct_label": "Bonus Spirit Amp",
"BaseDamagePct_label": "Bonus Spirit Amp",
"BaseDamagePct_postfix": "%",
"BaseDamagePct_postfix": "%",
"BaseDamagePct_prefix": "{s:sign}",
"BaseDamagePct_prefix": "{s:sign}",
"BaseHeatPower_Label": "Base Heat Power",
"BaseWeaponDamage_postfix": "%",
"BaseWeaponDamage_postfix": "%",
"BasicReflectPercent_label": "Basic Damage Reflect",
"BasicReflectPercent_label": "Basic Damage Reflect",
"BasicReflectPercent_postfix": "%",
"BasicReflectPercent_postfix": "%",
"BeamLength_label": "雷射長度",
"BeamLength_label": "光束长度",
"BeamLength_postfix": "公尺",
"BeamLength_postfix": "m",
"BeamSplit_label": "額外光束範圍",
"BeamSplit_label": "额外光束射程",
"BeamSplit_postfix": "公尺",
"BeamSplit_postfix": "m",
"BeamWidth_label": "雷射寬度",
"BeamWidth_label": "光束宽度",
"BeamWidth_postfix": "公尺",
"BeamWidth_postfix": "m",
"BelowHealthThreshold_conditional": "低於指定生命值",
"BelowHealthThreshold_conditional": "低于生命值阈值",
"BleedDPSPerStack_label": "每層剃刀流血傷害",
"BleedDPSPerStack_label": "每把刀流血 DPS",
"BleedDamage_label": "流血傷害",
"BleedDamage_label": "流血伤害",
"BleedDuration_label": "流血持續",
"BleedDuration_label": "流血持续时间",
"BleedDuration_postfix": "",
"BleedDuration_postfix": "s",
"BleedTechResist_label": "魂力抗性",
"BleedTechResist_label": "元灵抗性",
"BleedTechResist_postfix": "%",
"BleedTechResist_postfix": "%",
"BleedTechResist_prefix": "{s:sign}",
"BleedTechResist_prefix": "{s:sign}",
"BloodPoolDPS_label": "血池每秒傷害",
"BloodPoolDPS_label": "Blood Pool DPS",
"BloodPoolDuration_label": "血池持續",
"BloodPoolDuration_label": "Blood Pool Duration",
"BloodPoolDuration_postfix": "",
"BloodPoolDuration_postfix": "s",
"BloodPoolRadius_label": "血池範圍",
"BloodPoolRadius_label": "Blood Pool Radius",
"BloodPoolRadius_postfix": "公尺",
"BloodPoolRadius_postfix": "m",
"BloodSpillDuration_label": "毒霧持續",
"BloodSpillDuration_label": "有毒范围持续时间",
"BloodSpillDuration_postfix": "",
"BloodSpillDuration_postfix": "s",
"BlurVisionRange_label": "Blur Vision Range",
"BlurVisionRange_label": "Blur Vision Range",
"BlurVisionRange_postfix": "公尺",
"BlurVisionRange_postfix": "m",
"BoloBounceCount_label": "Max Bounces",
"BoloBounceCount_label": "Max Bounces",
"BoloHitDamage_label": "Damage on Hit",
"BoloHitDamage_label": "Damage on Hit",
"BoloProcDamage_label": "Damage on Immobilize",
"BoloProcDamage_label": "Damage on Immobilize",
"BonusAbilityCharges_label": "額外技能充能",
"BombDamagePercent_label": "Target max health as damage",
"BombDamagePercent_postfix": "%",
"BonusAbilityCharges_label": "额外技能充能数",
"BonusAbilityCharges_prefix": "{s:sign}",
"BonusAbilityCharges_prefix": "{s:sign}",
"BonusAbilityDurationPercent_label": "技能持續",
"BonusAbilityDurationPercent_label": "技能持续时间",
"BonusAbilityDurationPercent_postfix": "%",
"BonusAbilityDurationPercent_postfix": "%",
"BonusAbilityDurationPercent_prefix": "{s:sign}",
"BonusAbilityDurationPercent_prefix": "{s:sign}",
"BonusAbilitySpeed_label": "技能移速",
"BonusAbilitySpeed_label": "Ability Move Speed",
"BonusAbilitySpeed_postfix": "",
"BonusAbilitySpeed_postfix": "",
"BonusAbilitySpeed_prefix": "{s:sign}",
"BonusAbilitySpeed_prefix": "{s:sign}",
"BonusAccuracy_label": "槍械精準度",
"BonusAccuracy_label": "Gun Accuracy",
"BonusAccuracy_postfix": "%",
"BonusAccuracy_postfix": "%",
"BonusAccuracy_prefix": "{s:sign}",
"BonusAccuracy_prefix": "{s:sign}",
"BonusAmmo": "額外彈藥!",
"BonusAmmo": "额外弹药!",
"BonusAmmoRegen_label": "子彈恢復",
"BonusAmmoRegen_label": "Ammo Regen",
"BonusAmmoRegen_postfix": "每秒",
"BonusAmmoRegen_postfix": "每秒",
"BonusAmmoRegen_prefix": "{s:sign}",
"BonusAmmoRegen_prefix": "{s:sign}",
"BonusAmmo_label": "子彈",
"BonusAmmo_label": "Bullets",
"BonusAmmo_postfix": "%",
"BonusAmmo_postfix": "%",
"BonusAmmo_prefix": "{s:sign}",
"BonusAmmo_prefix": "{s:sign}",
"BonusAttackRangePercent_label": "子彈衰減範圍",
"BonusAttackRangePercent_label": "武器衰减距离",
"BonusAttackRangePercent_postfix": "%",
"BonusAttackRangePercent_postfix": "%",
"BonusAttackRangePercent_prefix": "{s:sign}",
"BonusAttackRangePercent_prefix": "{s:sign}",
"BonusAttackRange_label": "子彈衰減範圍",
"BonusAttackRange_label": "Weapon Range",
"BonusAttackRange_postfix": "公尺",
"BonusAttackRange_postfix": "",
"BonusBaseDamage_label": "基礎子彈和近戰傷害",
"BonusBaseDamage_label": "Base Bullet and Melee Damage",
"BonusBaseDamage_postfix": "%",
"BonusBaseDamage_postfix": "%",
"BonusBaseWeaponDamageTaken_label": "子彈傷害增幅",
"BonusBaseWeaponDamageTaken_label": "武器伤害",
"BonusBaseWeaponDamageTaken_postfix": "%",
"BonusBaseWeaponDamageTaken_postfix": "%",
"BonusBaseWeaponDamageTaken_prefix": "+",
"BonusBaseWeaponDamageTaken_prefix": "+",
"BonusBaseWeaponDamageWithShield_label": "持有護盾時的子彈傷害",
"BonusBaseWeaponDamageWithShield_label": "使用护盾时的武器伤害",
"BonusBaseWeaponDamageWithShield_postfix": "%",
"BonusBaseWeaponDamageWithShield_postfix": "%",
"BonusBaseWeaponDamageWithShield_prefix": "+",
"BonusBaseWeaponDamageWithShield_prefix": "+",
"BonusBaseWeaponDamage_label": "子彈傷害",
"BonusBaseWeaponDamage_label": "武器伤害",
"BonusBaseWeaponDamage_postfix": "%",
"BonusBaseWeaponDamage_postfix": "%",
"BonusBaseWeaponDamage_prefix": "{s:sign}",
"BonusBaseWeaponDamage_prefix": "{s:sign}",
"BonusBulletDamageToEMPTargets_label": "對沉默目標敵人子彈傷害",
"BonusBulletDamageToEMPTargets_label": "Bullet Damage to Silenced targets",
"BonusBulletDamageToEMPTargets_postfix": "%",
"BonusBulletDamageToEMPTargets_postfix": "%",
"BonusBulletDamageToEMPTargets_prefix": "+",
"BonusBulletDamageToEMPTargets_prefix": "+",
"BonusBulletSpeedPercent_label": "子彈速度",
"BonusBulletSpeedPercent_label": "子弹速度",
"BonusBulletSpeedPercent_postfix": "%",
"BonusBulletSpeedPercent_postfix": "%",
"BonusBulletSpeedPercent_prefix": "{s:sign}",
"BonusBulletSpeedPercent_prefix": "{s:sign}",
"BonusChannelTechPower_label": "施法後魂力",
"BonusChannelTechPower_label": "Spirit Power While Channeling",
"BonusChannelTechPower_prefix": "+",
"BonusChannelTechPower_prefix": "+",
"BonusChannelTimePercentage_label": "持續時間",
"BonusChannelTimePercentage_label": "施法持续时间",
"BonusChannelTimePercentage_postfix": "%",
"BonusChannelTimePercentage_postfix": "%",
"BonusChannelTimePercentage_prefix": "+",
"BonusChannelTimePercentage_prefix": "+",
"BonusChargedAbilityDamage_label": "充能技能傷害",
"BonusChargedAbilityDamage_label": "Charged Ability Damage",
"BonusChargedAbilityDamage_postfix": "%",
"BonusChargedAbilityDamage_postfix": "%",
"BonusChargedAbilityDamage_prefix": "{s:sign}",
"BonusChargedAbilityDamage_prefix": "{s:sign}",
"BonusClipPerKill_label": "每次擊殺額外彈匣容量",
"BonusClipPerKill_label": "每次击杀额外弹药",
"BonusClipPerKill_prefix": "{s:sign}",
"BonusClipPerKill_prefix": "{s:sign}",
"BonusClipSizePercent_label": "彈匣容量",
"BonusClipSizePercent_label": "弹药",
"BonusClipSizePercent_postfix": "%",
"BonusClipSizePercent_postfix": "%",
"BonusClipSizePercent_prefix": "{s:sign}",
"BonusClipSizePercent_prefix": "{s:sign}",
"BonusClipSize_label": "彈匣容量",
"BonusClipSize_label": "弹药",
"BonusClipSize_prefix": "{s:sign}",
"BonusClipSize_prefix": "{s:sign}",
"BonusCooldownReduction_label": "冷卻減少 每發子彈",
"BonusCooldownReduction_label": "每发子弹冷却时间降低量",
"BonusCritDamagePercent_label": "Bonus Crit Damage",
"BonusCritDamagePercent_label": "Bonus Crit Damage",
"BonusCritDamagePercent_postfix": "%",
"BonusCritDamagePercent_postfix": "%",
"BonusCritDamagePercent_prefix": "{s:sign}",
"BonusCritDamagePercent_prefix": "{s:sign}",
"BonusDPSPercent_label": "子彈傷害",
"BonusDPSPercent_label": "子弹伤害",
"BonusDPSPercent_postfix": "%",
"BonusDPSPercent_postfix": "%",
"BonusDPSPercent_prefix": "{s:sign}",
"BonusDPSPercent_prefix": "{s:sign}",
"BonusDPSVsCreeps_label": "DPS vs Creeps",
"BonusDPSVsCreeps_label": "DPS vs Creeps",
"BonusDPSVsPlayers_label": "DPS vs Players",
"BonusDPSVsPlayers_label": "DPS vs Players",
"BonusDamageAmp_label": "增加傷害",
"BonusDamageAmp_label": "Increased Damage",
"BonusDamageAmp_postfix": "%",
"BonusDamageAmp_postfix": "%",
"BonusDamagePerHero_label": "每個英雄的額外傷害",
"BonusDamagePerHero_label": "Bonus Damage Per Hero",
"BonusDamagePerHero_postfix": "%",
"BonusDamagePerHero_postfix": "%",
"BonusDamagePercent_label": "額外傷害",
"BonusDamagePercent_label": "额外伤害",
"BonusDamagePercent_postfix": "%",
"BonusDamagePercent_postfix": "%",
"BonusDuration_label": "加成持續",
"BonusDuration_label": "Bonus Duration",
"BonusDuration_postfix": "",
"BonusDuration_postfix": "s",
"BonusEnergyMax_label": "能量電池",
"BonusEnergyMax_label": "Energy Cells",
"BonusFireRateNPC_label": "非英雄單位量",
"BonusFireRateNPC_label": "NPC 射速",
"BonusFireRateNPC_postfix": "%",
"BonusFireRateNPC_postfix": "%",
"BonusFireRateNPC_prefix": "{s:sign}",
"BonusFireRateNPC_prefix": "{s:sign}",
"BonusFireRatePlayerUnit_label": "召喚物射速",
"BonusFireRatePlayerUnit_label": "小兵射速",
"BonusFireRatePlayerUnit_postfix": "%",
"BonusFireRatePlayerUnit_postfix": "%",
"BonusFireRatePlayerUnit_prefix": "{s:sign}",
"BonusFireRatePlayerUnit_prefix": "{s:sign}",
Line 367: Line 388:
"BonusFireRate_postfix": "%",
"BonusFireRate_postfix": "%",
"BonusFireRate_prefix": "{s:sign}",
"BonusFireRate_prefix": "{s:sign}",
"BonusGoldOnKill_label": "每次暗殺獲得的額外魂靈",
"BonusGoldOnKill_label": "每暗杀额外魂魄",
"BonusHeadshotDamage_label": "Bonus Headshot Damage",
"BonusHeadshotDamage_label": "额外爆头伤害",
"BonusHeadshotDamage_postfix": "%",
"BonusHeadshotDamage_postfix": "%",
"BonusHealthOnKill_label": "每次擊殺額外最大生命值",
"BonusHealthOnKill_label": "每次击杀的最大生命值加成",
"BonusHealthPercent_label": "生命值",
"BonusHealthPercent_label": "生命值",
"BonusHealthPercent_postfix": "%",
"BonusHealthPercent_postfix": "%",
"BonusHealthPercent_prefix": "{s:sign}",
"BonusHealthPercent_prefix": "{s:sign}",
"BonusHealthRegenOutOfCombat_label": "脫離戰鬥恢復",
"BonusHealthRegenOutOfCombat_label": "Health Regen Out of Combat",
"BonusHealthRegenOutOfCombat_postfix": "",
"BonusHealthRegenOutOfCombat_postfix": "",
"BonusHealthRegenOutOfCombat_prefix": "{s:sign}",
"BonusHealthRegenOutOfCombat_prefix": "{s:sign}",
"BonusHealthRegen_label": "生命值恢復",
"BonusHealthRegen_label": "生命值恢复",
"BonusHealthRegen_postfix": "",
"BonusHealthRegen_prefix": "{s:sign}",
"BonusHealthRegen_prefix": "{s:sign}",
"BonusHealth_label": "生命值",
"BonusHealth_label": "额外生命值",
"BonusHealth_prefix": "{s:sign}",
"BonusHealth_prefix": "{s:sign}",
"BonusHeavyMeleeDamage_label": "重型近戰額外傷害",
"BonusHeavyMeleeDamage_label": "额外重攻击伤害",
"BonusHeavyMeleeDamage_postfix": "%",
"BonusHeavyMeleeDamage_postfix": "%",
"BonusHeavyMeleeDamage_prefix": "+",
"BonusHeavyMeleeDamage_prefix": "+",
"BonusMaxHealth_label": "生命值",
"BonusMaxHealth_label": "生命值",
"BonusMaxHealth_prefix": "{s:sign}",
"BonusMaxHealth_prefix": "{s:sign}",
"BonusMeleeAttackSpeed_label": "近戰攻速",
"BonusMeleeAttackSpeed_label": "Melee Speed",
"BonusMeleeAttackSpeed_postfix": "%",
"BonusMeleeAttackSpeed_postfix": "%",
"BonusMeleeAttackSpeed_prefix": "{s:sign}",
"BonusMeleeAttackSpeed_prefix": "{s:sign}",
"BonusMeleeDamagePercent_label": "近戰傷害",
"BonusMeleeDamagePercent_label": "近战伤害",
"BonusMeleeDamagePercent_postfix": "%",
"BonusMeleeDamagePercent_postfix": "%",
"BonusMeleeDamagePercent_prefix": "{s:sign}",
"BonusMeleeDamagePercent_prefix": "{s:sign}",
"BonusMeleeDamage_label": "近戰傷害",
"BonusMeleeDamage_label": "近战伤害",
"BonusMeleeDamage_prefix": "{s:sign}",
"BonusMeleeDamage_prefix": "{s:sign}",
"BonusMeleeSpeed_label": "傷害增幅",
"BonusMeleeSpeed_label": "Melee Speed",
"BonusMeleeSpeed_postfix": "%",
"BonusMeleeSpeed_postfix": "%",
"BonusMeleeSpeed_prefix": "+",
"BonusMeleeSpeed_prefix": "+",
"BonusMoveSpeedPercent_label": "移速",
"BonusMoveSpeedPercent_label": "移动速度",
"BonusMoveSpeedPercent_postfix": "%",
"BonusMoveSpeedPercent_postfix": "%",
"BonusMoveSpeedPercent_prefix": "{s:sign}",
"BonusMoveSpeedPercent_prefix": "{s:sign}",
"BonusMoveSpeed_label": "移速",
"BonusMoveSpeed_label": "移动速度",
"BonusMoveSpeed_postfix": "m/s",
"BonusMoveSpeed_postfix": "m/s",
"BonusMoveSpeed_prefix": "{s:sign}",
"BonusMoveSpeed_prefix": "{s:sign}",
"BonusPelletsPerShot_label": "每發子彈",
"BonusPelletsPerShot_label": "Pellets per shot",
"BonusPerChain_label": "跳躍時傷害",
"BonusPerChain_label": "跳跃时伤害",
"BonusPerHeadshot_label": "Bonus Per Headshot",
"BonusPerHeadshot_label": "Bonus Per Headshot",
"BonusPerHeadshot_postfix": "%",
"BonusPerHeadshot_postfix": "%",
Line 411: Line 431:
"BonusPerMeterPct_label": "Shield Gain Per Meter",
"BonusPerMeterPct_label": "Shield Gain Per Meter",
"BonusPerMeterPct_postfix": "%",
"BonusPerMeterPct_postfix": "%",
"BonusRegenMaxHealthPercent_label": "最大生命值回復",
"BonusRegenMaxHealthPercent_label": "最大生命值恢复",
"BonusRegenMaxHealthPercent_postfix": "%",
"BonusRegenMaxHealthPercent_postfix": "%",
"BonusRegenMaxHealthPercent_prefix": "{s:sign}",
"BonusRegenMaxHealthPercent_prefix": "{s:sign}",
"BonusReloadSpeed_Postfix": "%",
"BonusReloadSpeed_Postfix": "%",
"BonusReloadSpeed_label": "Reload Time",
"BonusReloadSpeed_label": "装填时间",
"BonusReloadTime_label": "額外裝填時間",
"BonusReloadTime_label": "Added Reload Time",
"BonusReloadTime_postfix": "",
"BonusReloadTime_postfix": "s",
"BonusSpiritDuration_label": "魂力加成持續時間",
"BonusSpiritDuration_label": "额外元灵持续时间",
"BonusSpiritDuration_postfix": "",
"BonusSpiritDuration_postfix": "s",
"BonusSpiritForChargedAbilities_label": "增加充能技能的魂力",
"BonusSpiritForChargedAbilities_label": "Bonus Spirit Power for Charged Abilites",
"BonusSpiritForChargedAbilities_prefix": "+",
"BonusSpiritForChargedAbilities_prefix": "+",
"BonusSpiritPerKill_label": "每次擊殺額外魂力",
"BonusSpiritPerKill_label": "Bonus Spirit Power Per Kill",
"BonusSpiritPerKill_prefix": "{s:sign}",
"BonusSpiritPerKill_prefix": "{s:sign}",
"BonusSpiritWithMagicShield_label": "持有護盾時的魂力",
"BonusSpiritWithMagicShield_label": "使用护盾时的元灵力量",
"BonusSpiritWithMagicShield_prefix": "+",
"BonusSpiritWithMagicShield_prefix": "+",
"BonusSpirit_conditional": "做出指定操作後",
"BonusSpirit_conditional": "触发后",
"BonusSpirit_label": "額外魂力",
"BonusSpirit_label": "元灵力量",
"BonusSpirit_prefix": "{s:sign}",
"BonusSpirit_prefix": "{s:sign}",
"BonusSprintSpeedPercent_label": "疾跑速度",
"BonusSprintSpeedPercent_label": "疾跑速度",
Line 435: Line 455:
"BonusSprintSpeed_postfix": "m/s",
"BonusSprintSpeed_postfix": "m/s",
"BonusSprintSpeed_prefix": "{s:sign}",
"BonusSprintSpeed_prefix": "{s:sign}",
"BonusStamina_label": "額外耐力",
"BonusStamina_label": "Bonus Stamina",
"BonusSuperSprintSpeedPercent_postfix": "%",
"BonusSuperSprintSpeedPercent_postfix": "%",
"BonusSuperSprintSpeedPercent_prefix": "{s:sign}",
"BonusSuperSprintSpeedPercent_prefix": "{s:sign}",
"BonusSuperSprintSpeed_label": "疾跑速度",
"BonusSuperSprintSpeed_label": "疾跑速度",
"BonusSuperSprintSpeed_prefix": "{s:sign}",
"BonusSuperSprintSpeed_prefix": "{s:sign}",
"BonusTechDamagePercent_label": "魂力傷害加成",
"BonusTechDamagePercent_label": "额外元灵伤害",
"BonusTechDamagePercent_postfix": "%",
"BonusTechDamagePercent_postfix": "%",
"BonusTechPowerPerKill_label": "每次擊殺魂力值",
"BonusTechDamage_label": "Bonus Spirit Damage",
"BonusTechPower_label": "路徑額外魂力",
"BonusTechPowerPerKill_label": "每击杀获得的元灵力量",
"BonusWeaponDamage_label": "子彈傷害",
"BonusTechPower_label": "Spirit Power while Pathing",
"BonusZipLineSpeed_label": "滑索速度",
"BonusWeaponDamage_label": "子弹伤害",
"BonusWeaponDamage_prefix": "+",
"BonusZipLineSpeed_label": "Hyperline Speed",
"BonusZipLineSpeed_prefix": "{s:sign}",
"BonusZipLineSpeed_prefix": "{s:sign}",
"BonusZoomPercent_label": "瞄準縮放",
"BonusZoomPercent_label": "武器放大",
"BonusZoomPercent_postfix": "%",
"BonusZoomPercent_postfix": "%",
"BonusZoomPercent_prefix": "{s:sign}",
"BonusZoomPercent_prefix": "{s:sign}",
"BoostDuration_label": "Ally Move Speed Duration",
"BoostDuration_label": "Ally Move Speed Duration",
"BoostDuration_postfix": "",
"BoostDuration_postfix": "s",
"BotMatchWarning_EarlyGame": "BOT非常適合練習對戰,但在隊伍配合和推進目標方面表現不佳。",
"BotMatchWarning_EarlyGame": "机器人非常适合用于练习对战,但在分组集结达成目标方面远未完善。",
"BotMatchWarning_LateGame": "這些比賽往往比一般比賽持續更長時間——你需要主動出擊才能擊敗他們的守護者!",
"BotMatchWarning_LateGame": "这些比赛通常比普通游戏持续时间更长——你需要掌控比赛才能击败对方的守护神!",
"BotMatchWarning_Title": "BOT對戰 - 比賽時間較長警告",
"BotMatchWarning_Title": "人机 - 比赛时长警告",
"BounceCount_label": "Shield Bounces",
"BouncePadStompCount_label": "Max Head Stomps",
"BouncePadStompCount_label": "Max Head Stomps",
"BrowseItems_Desc": "瀏覽商品目錄,為下一次比賽做好準備!",
"BrowseItems_Desc": "浏览物品目录,为下一场比赛做好准备!",
"BrowseItems_Title": "瀏覽模組",
"BrowseItems_Title": "浏览物品",
"BruiseDamageVulnerability_label": "傷害增幅",
"BruiseDamageVulnerability_label": "Damage Increase",
"BruiseDamageVulnerability_postfix": "% 每層",
"BruiseDamageVulnerability_postfix": "% per stack",
"BruiseDuration_label": "創傷持續",
"BruiseDuration_label": "Bruise Duration",
"BuffDamageMult_label": "電擊倍率",
"BuffDamageMult_label": "Shock Multiplier",
"BuffDamageMult_postfix": "x",
"BuffDamageMult_postfix": "x",
"BuffDamage_label": "所有傷害",
"BuffDamage_label": "满怒气值伤害加成",
"BuffDamage_postfix": "%",
"BuffDamage_postfix": "%",
"BuffDamage_prefix": "+",
"BuffDamage_prefix": "+",
"BuffDuration_label": "持續時間",
"BuffDuration_label": "持续时间",
"BuffDuration_postfix": "",
"BuffDuration_postfix": "s",
"BuffMoveSpeedBonus_label": "移速",
"BuffMoveSpeedBonus_label": "移动速度",
"BuffMoveSpeedBonus_postfix": "m/s",
"BuffMoveSpeedBonus_postfix": "m/s",
"BuffMoveSpeedBonus_prefix": "{s:sign}",
"BuffMoveSpeedBonus_prefix": "{s:sign}",
"BuffMoveSpeed_label": "移動速度",
"BuffMoveSpeed_label": "移动速度",
"BuffMoveSpeed_postfix": "m/s",
"BuffMoveSpeed_postfix": "m/s",
"BuffMoveSpeed_prefix": "+",
"BuffMoveSpeed_prefix": "+",
"BuildUpBulletPercentPerHit_label": "每發子彈積累",
"BuildUpBulletPercentPerHit_label": "每颗子弹的累积量",
"BuildUpBulletPercentPerHit_postfix": "%",
"BuildUpBulletPercentPerHit_postfix": "%",
"BuildUpMaxDamageNonHero_label": "Build Up Non-Hero",
"BuildUpPercentPerHit_label": "每次射击的累积量",
"BuildUpMaxDamage_label": "Build Up Damage",
"BuildUpPercentPerHit_label": "每次擊中堆疊量",
"BuildUpPercentPerHit_postfix": "%",
"BuildUpPercentPerHit_postfix": "%",
"BuildupDamage_label": "疊加後傷害",
"BuildupDamage_label": "Damage on Buildup",
"BuildupDecayDelay_label": "疊加衰減時間",
"BuildupDecayDelay_label": "Buildup Decay Delay",
"BuildupDecayDelay_postfix": "",
"BuildupDecayDelay_postfix": "s",
"BuildupDuration_label": "疊加衰減時間",
"BuildupDuration_label": "累积衰变时长",
"BuildupDuration_postfix": "",
"BuildupDuration_postfix": "s",
"BuildupExpire_label": "疊加衰減",
"BuildupExpire_label": "Buildup Expire",
"BuildupExpire_postfix": "",
"BuildupExpire_postfix": "s",
"BuildupPerProc_label": "電擊充能中",
"BuildupPerProc_label": "Buildup on Shock",
"BuildupPerProc_postfix": "%",
"BuildupPerProc_postfix": "%",
"BuildupPerShot_label": "每擊中疊加",
"BuildupPerShot_label": "每次射击的累积量",
"BuildupPerShot_postfix": "%",
"BuildupPerShot_postfix": "%",
"BuildupRate_label": "每擊中疊加",
"BuildupRate_label": "Buildup Per Shot",
"BuildupRate_postfix": "",
"BuildupRate_postfix": "",
"BulletArmorDamageReduction_label": "子彈抗性",
"BulletArmorDamageReduction_label": "子弹抗性",
"BulletArmorDamageReduction_postfix": "%",
"BulletArmorDamageReduction_postfix": "%",
"BulletArmorDamageReduction_prefix": "{s:sign}",
"BulletArmorDamageReduction_prefix": "{s:sign}",
"BulletArmorPenetration_label": "Target Bullet Resist",
"BulletArmorPenetration_label": "Target Bullet Resist",
"BulletArmorPenetration_postfix": "",
"BulletArmorPenetration_postfix": "",
"BulletArmorReductionDuration_label": "持續",
"BulletArmorReductionDuration_label": "持续时间",
"BulletArmorReductionDuration_postfix": "",
"BulletArmorReductionDuration_postfix": "s",
"BulletArmorReductionPerStack_label": "子彈傷害",
"BulletArmorReductionPerStack_label": "子弹伤害",
"BulletArmorReductionPerStack_postfix": "% 每層",
"BulletArmorReductionPerStack_postfix": "% 每叠加一层",
"BulletArmorReductionPerStack_prefix": "+",
"BulletArmorReductionPerStack_prefix": "+",
"BulletArmorReduction_label": "子彈抗性",
"BulletArmorReduction_label": "子弹抗性",
"BulletArmorReduction_postfix": "%",
"BulletArmorReduction_postfix": "%",
"BulletArmorReduction_prefix": "{s:sign}",
"BulletArmorReduction_prefix": "{s:sign}",
"BulletArmor_label": "子彈抗性",
"BulletArmor_label": "子弹护甲",
"BulletArmor_prefix": "{s:sign}",
"BulletArmor_prefix": "{s:sign}",
"BulletDamageIncrease_label": "Bullet damage increase",
"BulletDamageIncrease_label": "Bullet damage increase",
"BulletDamageIncrease_postfix": "%",
"BulletDamageIncrease_postfix": "%",
"BulletDamagePercentAsTechDamage_label": "Bonus Spirit Damage",
"BulletDamagePercentAsTechDamage_label": "额外元灵伤害",
"BulletDamagePercentAsTechDamage_postfix": "% Bullet Damage",
"BulletDamagePercentAsTechDamage_postfix": "% Bullet Damage",
"BulletDamagePercent_label": "子彈傷害",
"BulletDamagePercent_label": "子弹伤害",
"BulletDamagePercent_postfix": "%",
"BulletDamagePercent_postfix": "%",
"BulletDamagePercent_prefix": "{s:sign}",
"BulletDamagePercent_prefix": "{s:sign}",
"BulletDamageReduction_label": "子彈抗性",
"BulletDamageReduction_label": "子弹护甲",
"BulletDamageReduction_postfix": "%",
"BulletDamageReduction_postfix": "%",
"BulletDamageReflectedPct_label": "子彈傷害反彈",
"BulletDamageReflectedPct_label": "子弹伤害反射量",
"BulletDamageReflectedPct_postfix": "%",
"BulletDamageReflectedPct_postfix": "%",
"BulletDamageTotal_label": "子彈傷害",
"BulletDamageTotal_label": "子弹伤害",
"BulletLifestealPercent_label": "子彈吸血",
"BulletLifestealPercent_label": "子弹吸血",
"BulletLifestealPercent_postfix": "%",
"BulletLifestealPercent_postfix": "%",
"BulletLifestealPercent_prefix": "{s:sign}",
"BulletLifestealPercent_prefix": "{s:sign}",
"BulletPenetrationPercent_label": "子彈抗性",
"BulletPenetrationPercent_label": "子弹穿透",
"BulletPenetrationPercent_postfix": "%",
"BulletPenetrationPercent_postfix": "%",
"BulletPercentAsBurn_label": "Bullet Damage as Burning",
"BulletPercentAsBurn_label": "Bullet Damage as Burning",
"BulletPercentAsBurn_postfix": "%",
"BulletPercentAsBurn_postfix": "%",
"BulletResistDuration_label": "每層持續時間",
"BulletResistDuration_label": "叠加持续时间",
"BulletResistDuration_postfix": "",
"BulletResistDuration_postfix": "s",
"BulletResistOnActive_label": "啟用時 - 子彈抗性",
"BulletResistOnActive_label": "子弹抗性",
"BulletResistOnActive_postfix": "%",
"BulletResistOnActive_postfix": "%",
"BulletResistOnActive_prefix": "{s:sign}",
"BulletResistOnActive_prefix": "{s:sign}",
"BulletResistPerStack_label": "每層可獲得物理抗性",
"BulletResistPerStack_label": "每叠加一次的子弹抗性",
"BulletResistPerStack_postfix": "%",
"BulletResistPerStack_postfix": "%",
"BulletResistReduction_label": "物理抗性減少",
"BulletResistReduction_label": "子弹抗性降低量",
"BulletResistReduction_postfix": "%",
"BulletResistReduction_postfix": "%",
"BulletResist_label": "子彈抗性",
"BulletResist_label": "子弹抗性",
"BulletResist_postfix": "%",
"BulletResist_postfix": "%",
"BulletResist_prefix": "{s:sign}",
"BulletResist_prefix": "{s:sign}",
Line 542: Line 563:
"BulletShieldDamagePercent_postfix": "%",
"BulletShieldDamagePercent_postfix": "%",
"BulletShieldDamagePercent_prefix": "{s:sign}",
"BulletShieldDamagePercent_prefix": "{s:sign}",
"BulletShieldDuration_label": "持續時間",
"BulletShieldDuration_label": "Bullet Shield Duration",
"BulletShieldDuration_postfix": "",
"BulletShieldDuration_postfix": "s",
"BulletShieldHealth_label": "子彈護盾生命值",
"BulletShieldHealth_label": "子弹护盾生命值",
"BulletShieldMaxHealth_label": "子彈護盾生命值",
"BulletShieldMaxHealth_label": "子弹护盾生命值",
"BulletShieldMaxHealth_prefix": "{s:sign}",
"BulletShieldMaxHealth_prefix": "{s:sign}",
"BulletShieldOnCast_label": "子彈護盾",
"BulletShieldOnCast_label": "子弹护盾",
"BulletShieldOnHook_label": "子彈護盾",
"BulletShieldOnHook_label": "子弹护盾",
"BulletShieldOnHook_postfix": "HP",
"BulletShieldOnHook_postfix": "HP",
"BulletShieldOnLand_label": "心智投射子彈護盾",
"BulletShieldOnLand_label": "传送时的子弹护盾",
"BulletShieldPerHero_label": "每個英雄給與的子彈護盾",
"BulletShieldPerHero_label": "Bullet Shield Per Hero",
"BulletSlowDuration_label": "Slow Duration",
"BulletSlowDuration_label": "减速持续时间",
"BulletSlowDuration_postfix": "s",
"BulletSlowDuration_postfix": "s",
"BulletSplitShot_label": "子彈多重射擊",
"BulletSplitShot_label": "武器多重射击",
"BulletVulnerbility_label": "子彈傷害增幅",
"BulletVulnerbility_label": "Weapon Damage Amplification",
"BulletVulnerbility_postfix": "%",
"BulletVulnerbility_postfix": "%",
"BulletVulnerbility_prefix": "{s:sign}",
"BulletVulnerbility_prefix": "{s:sign}",
"BurnDPS_label": "燃燒 DPS",
"BurnDPS_label": "燃烧 DPS",
"BurnDuration_label": "燃燒持續",
"BurnDuration_label": "燃烧持续时间",
"BurnDuration_postfix": "",
"BurnDuration_postfix": "s",
"BurstDamage_label": "爆發傷害",
"BurstDamage_label": "Burst Damage",
"BurstFireOnHeroHit_postfix": "",
"BurstFireOnHeroHit_postfix": "s",
"BurstFireShotsFromClipPercent_Postfix": "%",
"BurstFireShotsFromClipPercent_Postfix": "%",
"BurstFireShotsFromClipPercent_label": "ammo Burst",
"BurstFireShotsFromClipPercent_label": "ammo Burst",
"CITADEL_ABILITY_DEBUG_COMMAND_REQUIRES_HERO_TARGET": "Debug 指令需要瞄準英雄",
"CITADEL_ABILITY_DEBUG_COMMAND_REQUIRES_HERO_TARGET": "调试命令需要英雄目标",
"CITADEL_ABILITY_INVALID_ASLEEP": "你被睡眠了",
"CITADEL_ABILITY_INVALID_ASLEEP": "你睡着了",
"CITADEL_ABILITY_INVALID_BEETLE_TARGET": "Target has beetle",
"CITADEL_ABILITY_INVALID_BEETLE_TARGET": "目标有甲虫",
"CITADEL_ABILITY_INVALID_BUSY_WITH_ACTION": "你現在還很忙",
"CITADEL_ABILITY_INVALID_BUSY_WITH_ACTION": "你很忙",
"CITADEL_ABILITY_INVALID_CANT_CAST_IN_CHARGE_DELAY": "充能延遲",
"CITADEL_ABILITY_INVALID_CANT_CAST_IN_CHARGE_DELAY": "充能延迟",
"CITADEL_ABILITY_INVALID_CANT_CAST_NO_CHARGES": "沒有足夠的充能",
"CITADEL_ABILITY_INVALID_CANT_CAST_NO_CHARGES": "充能不足",
"CITADEL_ABILITY_INVALID_CANT_USE_OFF_GROUND": "無法在離開地面時使用",
"CITADEL_ABILITY_INVALID_CANT_USE_OFF_GROUND": "离地时无法使用",
"CITADEL_ABILITY_INVALID_CHAINED": "你被連結了",
"CITADEL_ABILITY_INVALID_CHAINED": "你被禁锢了",
"CITADEL_ABILITY_INVALID_CLIP_IS_FULL": "彈匣已滿",
"CITADEL_ABILITY_INVALID_CLIP_IS_FULL": "弹匣已满",
"CITADEL_ABILITY_INVALID_DISARMED": "你被繳械了",
"CITADEL_ABILITY_INVALID_DISARMED": "你已被缴械",
"CITADEL_ABILITY_INVALID_ENEMY_HEALTH_TOO_LOW": "敵人生命不足",
"CITADEL_ABILITY_INVALID_ENEMY_HEALTH_TOO_LOW": "敌人生命值过低",
"CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP": "衝刺跳躍失敗",
"CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP": "冲刺跳跃时机错误",
"CITADEL_ABILITY_INVALID_HEALTH_TOO_HIGH": "你的生命值太高",
"CITADEL_ABILITY_INVALID_HEALTH_TOO_HIGH": "你的生命值过高",
"CITADEL_ABILITY_INVALID_IN_CAST_DELAY": "已啟用",
"CITADEL_ABILITY_INVALID_IN_CAST_DELAY": "已激活",
"CITADEL_ABILITY_INVALID_IN_COOLDOWN": "仍在冷卻中",
"CITADEL_ABILITY_INVALID_IN_COOLDOWN": "仍在冷却中",
"CITADEL_ABILITY_INVALID_MUTED": "被閉鎖,無法使用模組",
"CITADEL_ABILITY_INVALID_MUTED": "禁言后会禁用技能和物品",
"CITADEL_ABILITY_INVALID_NOTHING_TO_REFRESH": "無可刷新的內容",
"CITADEL_ABILITY_INVALID_NOTHING_TO_REFRESH": "没有可刷新的内容",
"CITADEL_ABILITY_INVALID_NOT_ALIVE": "必須處於存活狀態",
"CITADEL_ABILITY_INVALID_NOT_ALIVE": "必须活着",
"CITADEL_ABILITY_INVALID_NOT_BLOOD": "血怒不足",
"CITADEL_ABILITY_INVALID_NOT_BLOOD": "怒气值不足",
"CITADEL_ABILITY_INVALID_NOT_DEAD": "必須處於死亡狀態",
"CITADEL_ABILITY_INVALID_NOT_DEAD": "必须已死",
"CITADEL_ABILITY_INVALID_NOT_ENOUGH_ABILITY_RESOURCE": "技能資源不足",
"CITADEL_ABILITY_INVALID_NOT_ENOUGH_ABILITY_RESOURCE": "技能资源不足",
"CITADEL_ABILITY_INVALID_NOT_ENOUGH_ENERGY": "能量不足",
"CITADEL_ABILITY_INVALID_NOT_ENOUGH_ENERGY": "能量不足",
"CITADEL_ABILITY_INVALID_NOT_ENOUGH_HEADROOM": "天花板太低",
"CITADEL_ABILITY_INVALID_NOT_ENOUGH_HEADROOM": "天花板过低",
"CITADEL_ABILITY_INVALID_NOT_LEARNED": "尚未學習",
"CITADEL_ABILITY_INVALID_NOT_LEARNED": "尚未学习",
"CITADEL_ABILITY_INVALID_NO_ABILITY": "無技能",
"CITADEL_ABILITY_INVALID_NO_ABILITY": "无技能",
"CITADEL_ABILITY_INVALID_NO_DAMAGE_TO_CLEAR": "沒有傷害需要清除",
"CITADEL_ABILITY_INVALID_NO_DAMAGE_TO_CLEAR": "没有要清除的伤害",
"CITADEL_ABILITY_INVALID_NO_TARGET": "無目標",
"CITADEL_ABILITY_INVALID_NO_TARGET": "无目标",
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_HERO": "施放需求 目標為 英雄",
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_HERO": "需要目标英雄",
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_NPC": "施放需求 目標為 非英雄單位",
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_NPC": "需要目标 NPC",
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_TROOPER": "施放需求 目標為 蠟燭兵",
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_TROOPER": "需要目标步兵",
"CITADEL_ABILITY_INVALID_NO_UNITS_IN_RADIUS": "技能範圍內沒有有效單位",
"CITADEL_ABILITY_INVALID_NO_UNITS_IN_RADIUS": "技能半径内无有效单位",
"CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_DASH": "不能進行第二次空中衝刺",
"CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_DASH": "无法空中冲刺两次",
"CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_JUMP": "不能進行第二次空中跳躍",
"CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_JUMP": "无法空中跳跃两次",
"CITADEL_ABILITY_INVALID_ONLY_ONE_DOWN_DASH": "不能進行第二次下降衝刺",
"CITADEL_ABILITY_INVALID_ONLY_ONE_DOWN_DASH": "无法向下冲刺两次",
"CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_DASHES": "不能進行第三次空中衝刺",
"CITADEL_ABILITY_INVALID_ONLY_ONE_WALL_JUMP": "无法蹬墙跳两次",
"CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_JUMPS": "不能進行第三次空中跳躍",
"CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_DASHES": "无法空中冲刺三次",
"CITADEL_ABILITY_INVALID_ONLY_TWO_DOWN_DASHES": "不能進行第三次下降衝刺",
"CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_JUMPS": "无法空中跳跃三次",
"CITADEL_ABILITY_INVALID_OUT_OF_STAMINA": "體力不足",
"CITADEL_ABILITY_INVALID_ONLY_TWO_DOWN_DASHES": "无法向下冲刺三次",
"CITADEL_ABILITY_INVALID_POSITION": "位置無效",
"CITADEL_ABILITY_INVALID_OUT_OF_STAMINA": "耐力不足",
"CITADEL_ABILITY_INVALID_PREMATCH": "比賽尚未開始",
"CITADEL_ABILITY_INVALID_POSITION": "无效位置",
"CITADEL_ABILITY_INVALID_ROOTED": "你被束縛了",
"CITADEL_ABILITY_INVALID_PREMATCH": "比赛尚未开始",
"CITADEL_ABILITY_INVALID_SILENCED": "被沉默時無法使用技能",
"CITADEL_ABILITY_INVALID_ROOTED": "你已被定身",
"CITADEL_ABILITY_INVALID_SILENCED_IDOL": "持有魂甕時無法使用技能",
"CITADEL_ABILITY_INVALID_SILENCED": "被沉默时无法使用技能",
"CITADEL_ABILITY_INVALID_SILENCE_MOVEMENT_ABILITIES": "位移技能已禁用",
"CITADEL_ABILITY_INVALID_SILENCED_IDOL": "持有灵瓮时无法使用技能",
"CITADEL_ABILITY_INVALID_STUNNED": "你被眩暈了",
"CITADEL_ABILITY_INVALID_SILENCE_MOVEMENT_ABILITIES": "移动技能已禁用",
"CITADEL_ABILITY_INVALID_TARGET_OUT_OF_RANGE": "目標超出範圍",
"CITADEL_ABILITY_INVALID_STUNNED": "你被眩晕了",
"CITADEL_ABILITY_INVALID_USING_WEAPON_SCOPE": "無法在瞄準時使用",
"CITADEL_ABILITY_INVALID_TARGET_OUT_OF_RANGE": "目标超出范围",
"CITADEL_ABILITY_INVALID_ZIPLINE_TARGET": "沒有滑索目標",
"CITADEL_ABILITY_INVALID_USING_WEAPON_SCOPE": "瞄准时无法使用",
"CITADEL_ABILITY_INVALID_ZIPLINE_TARGET": "未瞄准滑索",
"CITADEL_ABILITY_NO_HEALTH_RESOURCE": "不可用",
"Cancel": "取消",
"Cancel": "取消",
"CaptureRadius_label": "捕捉範圍",
"CaptureRadius_label": "捕获半径",
"CaptureRadius_postfix": "公尺",
"CaptureRadius_postfix": "m",
"CardResourceGenPctScale_label": "紙牌充能率",
"CardResourceGenPctScale_label": "卡牌召唤速率",
"CardResourceGenPctScale_postfix": "%",
"CardResourceGenPctScale_postfix": "%",
"CasterBuffDuration_label": "增益持續時間",
"CardsDrawn_label": "Cards Drawn",
"CasterBuffDuration_postfix": "",
"CasterBuffDuration_label": "加成持续时间",
"CasterBuffDuration_postfix": "s",
"CasterHealthPercent_label": "Turret Health Percent of Caster",
"CasterHealthPercent_label": "Turret Health Percent of Caster",
"CasterHealthPercent_postfix": "%",
"CasterHealthPercent_postfix": "%",
"CasterSlowPercent_label": "自我減速",
"CasterSlowPercent_label": "Self Slow",
"CasterSlowPercent_postfix": "%",
"CasterSlowPercent_postfix": "%",
"ChainCount_label": "彈射次數",
"CatExplosionCount_label": "Explosions",
"ChainDamageCoeff_label": "鎖鏈傷害",
"CatLifetime_label": "Cat Lifetime",
"ChainDamageCoeff_postfix": "% 的子彈傷害",
"CatLifetime_postfix": "s",
"ChainDuration_label": "連結持續",
"CatMaxSpeed_label": "Ghostcat Max Speed",
"ChainDuration_postfix": "",
"CatMaxSpeed_postfix": "m/s",
"ChainLength_label": "連結長度",
"CenterDamage_label": "Damage at the center",
"ChainLength_postfix": "公尺",
"ChainCount_label": "最大跳跃数",
"ChainLightningRadius_label": "電流湧動範圍",
"ChainDamageCoeff_label": "Chain Damage",
"ChainLightningRadius_postfix": "公尺",
"ChainDamageCoeff_postfix": "% of gun damage",
"ChainRadius_label": "彈射範圍",
"ChainDuration_label": "束缚持续时间",
"ChainRadius_postfix": "公尺",
"ChainDuration_postfix": "s",
"ChannelBulletShield_label": "施法後子彈護盾",
"ChainLength_label": "束缚距离",
"ChannelMoveSpeed_label": "持續施法移速",
"ChainLength_postfix": "m",
"ChainLightningRadius_label": "Chain Lightning Range",
"ChainLightningRadius_postfix": "m",
"ChainRadius_label": "跳跃半径",
"ChainRadius_postfix": "m",
"ChannelBulletShield_label": "Bullet Barrier While Channeling",
"ChannelMoveSpeed_label": "Channel Move Speed",
"ChannelMoveSpeed_postfx": "m/s",
"ChannelMoveSpeed_postfx": "m/s",
"ChannelMoveSpeed_prefix": "",
"ChannelMoveSpeed_prefix": "",
"ChargeDistance_label": "衝撞距離",
"ChargeDistance_label": "Charge Distance",
"ChargeDistance_postfix": "公尺",
"ChargeDistance_postfix": "m",
"ChargeDuration_label": "Charge Duration",
"ChargeDuration_label": "Charge Duration",
"ChargeDuration_postfix": "",
"ChargeDuration_postfix": "s",
"ChargeUpTime_label": "充能時間",
"ChargeUpTime_label": "Charge Time",
"ChargeUpTime_postfix": "",
"ChargeUpTime_postfix": "s",
"ChargedShotBonus_label": "增加子彈傷害",
"ChargedDuration_label": "Charged Duration",
"ChargedDuration_postfix": "s",
"ChargedShotBonus_label": "Charged Shot Damage",
"ChargedShotBonus_postfix": "%",
"ChargedShotBonus_postfix": "%",
"ChargedShotBonus_prefix": "+",
"ChargedShotBonus_prefix": "+",
"ChargesRestored_label": "Charges Restored",
"ChargesRestored_label": "充能数恢复",
"ChronoTimeScale_label": "自我時間加速",
"ChronoTimeScale_label": "Paradox Time Acceleration",
"ChronoTimeScale_postfix": "%",
"ChronoTimeScale_postfix": "%",
"CitadelCategoryArmor": "活力",
"CitadelCategoryArmor": "活力",
"CitadelCategoryBuilds": "構築",
"CitadelCategoryBuilds": "出装",
"CitadelCategoryCustom": "自訂構築",
"CitadelCategoryCustom": "自定义出装",
"CitadelCategoryFlex": "額外",
"CitadelCategoryFlex": "弹性",
"CitadelCategorySuggested": "推薦的模組",
"CitadelCategorySuggested": "建议物品",
"CitadelCategoryTech": "魂力",
"CitadelCategoryTech": "元灵",
"CitadelCategoryWeapon": "武力",
"CitadelCategoryWeapon": "武器",
"CitadelHeroDetails_Background": "背景故事",
"CitadelHeroDetails_Background": "背景",
"CitadelHeroDetails_Basic": "基本介紹",
"CitadelHeroDetails_Basic": "基础",
"CitadelHeroDetails_Builds": "模組構築",
"CitadelHeroDetails_Builds": "出装",
"CitadelHeroDetails_Builds_CreateButton": "建立",
"CitadelHeroDetails_Builds_CreateButton": "创建新出装",
"CitadelHeroDetails_Builds_EditButton": "編輯",
"CitadelHeroDetails_Builds_EditButton": "编辑我的出装",
"CitadelHeroDetails_Builds_SelectButton": "查看構築",
"CitadelHeroDetails_Builds_SelectButton": "浏览出装",
"CitadelHeroDetails_Equipment": "裝備",
"CitadelHeroDetails_Equipment": "装备",
"CitadelHeroDetails_Progression": "進度",
"CitadelHeroDetails_Progression": "进度",
"CitadelHeroStats_Spirit": "魂力屬性",
"CitadelHeroStats_Spirit": "元灵属性",
"CitadelHeroStats_SpiritPower_Desc": "魂力會增加技能和物品的效果。",
"CitadelHeroStats_SpiritPower_Desc": "元灵力量会增加技能和物品的效果。",
"CitadelHeroStats_SpiritPower_Impact": "魂力影響",
"CitadelHeroStats_SpiritPower_Impact": "元灵力量影响",
"CitadelHeroStats_Vitality": "活力屬性",
"CitadelHeroStats_Vitality": "活力属性",
"CitadelHeroStats_Weapon": "武力屬性",
"CitadelHeroStats_Weapon": "武器属性",
"CitadelHeroStats_Weapon_Falloff": "衰减距离",
"CitadelShopSearch": "搜索",
"CitadelShopSearch": "搜索",
"CitadelShop_SearchExampleAlt": "嘗試按模組\u003Cspan class=\"highlight\"\u003E名稱或彈藥\u003C/span\u003E、\u003Cspan class=\"highlight_spirit\"\u003E生命值或魂力\u003C/span\u003E等效果搜索。",
"CitadelShop_SearchExampleAlt": "尝试按\u003Cspan class=\"highlight\"\u003E物品名称\u003C/span\u003E或\u003Cspan class=\"highlight_weapon\"\u003E弹药\u003C/span\u003E、\u003Cspan class=\"highlight_vitality\"\u003E吸血\u003C/span\u003E或\u003Cspan class=\"highlight_spirit\"\u003E元灵力量\u003C/span\u003E等属性进行搜索。",
"CitadelShop_SearchExampleLine1": "搜索範例:",
"CitadelShop_SearchExampleLine1": "搜索示例:",
"CitadelShop_SearchExampleLine2": "名字: \u003Cspan class=\"highlight\"\u003E幻影突襲\u003C/span\u003E",
"CitadelShop_SearchExampleLine2": "名称:\u003Cspan class=\"highlight\"\u003E幻影突袭\u003C/span\u003E",
"CitadelShop_SearchExampleLine3": "特性: \u003Cb\u003E物理抗性\u003C/b\u003E",
"CitadelShop_SearchExampleLine3": "属性:\u003Cb\u003E子弹抗性\u003C/b\u003E",
"Citadel_AbilityProperty_OnAttach": "連接:",
"Citadel_AbilityProperty_OnAttach": "附着时:",
"Citadel_AbilityProperty_OnExplode": "爆炸:",
"Citadel_AbilityProperty_OnExplode": "爆炸时:",
"Citadel_AbilityProperty_OnHit": "命中:",
"Citadel_AbilityProperty_OnHit": "命中时:",
"Citadel_Ability_BuildAnnotation": "推薦的下一個技能",
"Citadel_Ability_BuildAnnotation": "推荐的下一个技能",
"Citadel_Ability_IsImbued": "技能已被模組浸染",
"Citadel_Ability_IsImbued": "已加强",
"Citadel_AcceptFriendInvite_Body": "請等待",
"Citadel_AcceptFriendInvite_Body": "请稍等",
"Citadel_AcceptFriendInvite_ErrorBody": "目前暫時無法接受這個邀請,請稍後再試。",
"Citadel_AcceptFriendInvite_ErrorBody": "当前无法接受此邀请。请稍后重试。",
"Citadel_AcceptFriendInvite_ErrorTitle": "錯誤",
"Citadel_AcceptFriendInvite_ErrorTitle": "错误",
"Citadel_AcceptFriendInvite_Title": "正在接受邀請",
"Citadel_AcceptFriendInvite_Title": "正在接受邀请",
"Citadel_AcceptedInvitation_Name": "{g:citadel_persona:accepted_invitation} 已接受你的邀請",
"Citadel_AcceptedInvitation_Name": "{g:citadel_persona:accepted_invitation} 已接受你的邀请",
"Citadel_AcceptedInvitation_Title": "邀請已接受",
"Citadel_AcceptedInvitation_Title": "已接受的邀请",
"Citadel_AcquireTicket_BusyText": "請等待",
"Citadel_AcquireTicket_BusyText": "请等待",
"Citadel_AcquireTicket_BusyTitle": "加入遊戲中",
"Citadel_AcquireTicket_BusyTitle": "正在加入游戏",
"Citadel_AcquireTicket_ErrorTitle": "錯誤",
"Citadel_AcquireTicket_ErrorTitle": "错误",
"Citadel_AcquireTicket_InternalError": "現在無法存取伺服器網路。請重試。",
"Citadel_AcquireTicket_InternalError": "当前无法与网络通信,也无法访问服务器。请稍后再试。",
"Citadel_AlertPlayer_MatchReadyText": "你的遊戲已經開始。",
"Citadel_AlertPlayer_MatchReadyText": "游戏已开始。",
"Citadel_AlertPlayer_MatchReadyTitle": "比賽就緒",
"Citadel_AlertPlayer_MatchReadyTitle": "比赛就绪",
"Citadel_AlreadyInGame": "配隊失敗。已在遊戲中。請離開當前遊戲開始配隊。",
"Citadel_AlreadyInGame": "开始匹配失败。你已在游戏中。请离开当前游戏以开始匹配。",
"Citadel_AttackerClass_CLASS_BOSS_BARRACKS": "基地守護者",
"Citadel_AttackerClass_CLASS_BOSS_BARRACKS": "圣坛卫士",
"Citadel_AttackerClass_CLASS_BOSS_TIER_2": "步行者",
"Citadel_AttackerClass_CLASS_BOSS_TIER_2": "2 级四足机甲",
"Citadel_AttackerClass_CLASS_BOSS_TIER_3": "守護神",
"Citadel_AttackerClass_CLASS_BOSS_TIER_3": "守护神降罪",
"Citadel_AttackerClass_CLASS_SUPER_NEUTRAL": "神廟守衛",
"Citadel_AttackerClass_CLASS_SUPER_NEUTRAL": "中央 Boss",
"Citadel_AttackerClass_CLASS_TROOPER": "蠟燭兵",
"Citadel_AttackerClass_CLASS_TROOPER": "步兵",
"Citadel_AttackerClass_CLASS_TROOPER_BOSS": "守護者",
"Citadel_AttackerClass_CLASS_TROOPER_BOSS": "1 级卫士",
"Citadel_AttackerClass_CLASS_TROOPER_NEUTRAL": "中立魔物",
"Citadel_AttackerClass_CLASS_TROOPER_NEUTRAL": "中立生物",
"Citadel_AttackerClass_CLASS_ZAP_TRIGGER": "環境閃電",
"Citadel_AttackerClass_CLASS_ZAP_TRIGGER": "雷击",
"Citadel_Book_ComingSoon": "這一部分將在未來的更新中加入。請繼續關注更多激動人心的冒險!",
"Citadel_Book_ComingSoon": "This section will be added in a future update. Keep checking back for more exciting adventures!",
"Citadel_Book_ComingSoon_Title": "即將到來",
"Citadel_Book_ComingSoon_Title": "Coming Soon",
"Citadel_Book_NextPage": "前進",
"Citadel_Book_NextPage": "下一页",
"Citadel_Book_NotEnoughXP": "這一章需要 {d:unlock_cost} 來解鎖,但你只有 {d:available_unlocks} 可用。玩更多比賽以獲得更多解鎖。",
"Citadel_Book_NotEnoughXP": "This chatper requires {d:unlock_cost} to unlock, but you only have {d:available_unlocks} available. Play more matches to earn more unlocks.",
"Citadel_Book_NotEnoughXPSingle": "這一章需要花費一個解鎖,但你當前沒有可用的解鎖。玩更多比賽以獲得更多解鎖。",
"Citadel_Book_NotEnoughXPSingle": "This chapter requires spending an unlock, but you don't have any currently available. Play more matches to earn more unlocks.",
"Citadel_Book_NotEnoughXP_Title": "不足以解鎖",
"Citadel_Book_NotEnoughXP_Title": "Inusfficient Unlocks",
"Citadel_Book_NotReachable": "必須先解鎖前面的章節,才能解鎖這一章節",
"Citadel_Book_NotReachable": "Earlier chapters must be unlocked before this chapter can be unlocked",
"Citadel_Book_NotReachable_Title": "尚未可解鎖",
"Citadel_Book_NotReachable_Title": "Can't Unlock Yet",
"Citadel_Book_Pause": "暫停",
"Citadel_Book_Pause": "暂停",
"Citadel_Book_Play": "播放",
"Citadel_Book_Play": "播放",
"Citadel_Book_PrevPage": "返回",
"Citadel_Book_PrevPage": "上一页",
"Citadel_Book_UnlockItem": "解鎖該項目需要消耗  {d:unlock_cost} {d:available_unlocks} ",
"Citadel_Book_UnlockItem": "Would you unlock this item? This will cost {d:unlock_cost} of your {d:available_unlocks} available unlocks.",
"Citadel_Book_UnlockItem_Title": "解鎖項目",
"Citadel_Book_UnlockItem_Title": "Unlock Item",
"Citadel_Book_UnlockXP": "你想要解鎖這一章嗎?這將花費你 {d:unlock_cost} {d:available_unlocks} 可用的解鎖。",
"Citadel_Book_UnlockXP": "Would you like to unlock this chapter? This will cost {d:unlock_cost} of your {d:available_unlocks} available unlocks.",
"Citadel_Book_UnlockXPSingle": "你想要解鎖這一章嗎?這將花費一個解鎖,你有 {d:available_unlocks} 可用。",
"Citadel_Book_UnlockXPSingle": "Would you like to unlock this chapter? This will cost one unlock and you have {d:available_unlocks} available.",
"Citadel_Book_UnlockXP_Title": "解鎖章節",
"Citadel_Book_UnlockXP_Title": "Unlock Chapter",
"Citadel_BotMatchModal_Desc": "選擇您的難度:",
"Citadel_BotMatchModal_Desc": "选择你的难度:",
"Citadel_CancelFriendInvite_Body": "請等待",
"Citadel_CancelFriendInvite_Body": "请稍等",
"Citadel_CancelFriendInvite_ConfirmBody": "你確定要取消對 {g:dac_persona:b:account_id} 的好友邀請嗎?你將在幾天內無法再次向他們發送邀請。",
"Citadel_CancelFriendInvite_ConfirmBody": "你确定要取消对 {g:dac_persona:b:account_id} 发出的好友邀请吗?你在接下来的几天中将无法再次对其发送邀请。",
"Citadel_CancelFriendInvite_ConfirmTitle": "取消邀請",
"Citadel_CancelFriendInvite_ConfirmTitle": "取消邀请",
"Citadel_CancelFriendInvite_ErrorBody": "當前無法取消此邀請。請稍後再試。",
"Citadel_CancelFriendInvite_ErrorBody": "当前无法取消此邀请。请稍后重试。",
"Citadel_CancelFriendInvite_ErrorTitle": "錯誤",
"Citadel_CancelFriendInvite_ErrorTitle": "错误",
"Citadel_CancelFriendInvite_Title": "正在移除好友",
"Citadel_CancelFriendInvite_Title": "正在移除好友",
"Citadel_ChatType_AllTeam": "所有隊伍",
"Citadel_ChatMsg_CommsRestricted": "你当前受到交流限制,你的消息无法发送。",
"Citadel_ChatType_AllTeam": "所有队伍",
"Citadel_ChatType_Disabled": "已禁用",
"Citadel_ChatType_Disabled": "已禁用",
"Citadel_ChatType_PartyOnly": "僅本隊",
"Citadel_ChatType_PartyOnly": "仅本队",
"Citadel_ComponentOwned": "已擁有",
"Citadel_ComponentOwned": "已拥有",
"Citadel_ComponentRequired": "所需模組:",
"Citadel_ComponentRequired": "组件:",
"Citadel_ComponentUseIn": "模組升級:",
"Citadel_ComponentUseIn": "当前用于:",
"Citadel_Confirm_Discord": "你準備好建立 Discord 邀請了嗎?此邀請僅可使用 2 小時,你將無法建立其他邀請。",
"Citadel_Confirm_Discord": "准备好创建 Discord 邀请了吗?此邀请仅在 2 小时内有效,且你无法再创建其他的邀请。",
"Citadel_Confirm_Discord_Create": "建立 Discord 邀請",
"Citadel_Confirm_Discord_Create": "创建 Discord 邀请",
"Citadel_Confirm_Discord_Created_Body": "已經建立了 Discord 邀請,因此無法再建立其他邀請。",
"Citadel_Confirm_Discord_Created_Body": "你已经创建了 Discord 邀请,无法再创建任何邀请。",
"Citadel_Confirm_Discord_Created_Title": "無法建立 Discord 邀請",
"Citadel_Confirm_Discord_Created_Title": "无法创建 Discord 邀请",
"Citadel_Confirm_Discord_InMatch_Body": "請於不在隊伍中及不在配隊中時領取你的 Discord 連結",
"Citadel_Confirm_Discord_InMatch_Body": "请于不在队伍中及不在匹配中时领取你的 Discord 链接",
"Citadel_Confirm_Discord_InMatch_Title": "現在無法領取",
"Citadel_Confirm_Discord_InMatch_Title": "现在无法领取",
"Citadel_CreateParty_AlreadyInParty": "你已經是某個隊伍的成員,離開當前隊伍後才能建立新的隊伍。",
"Citadel_ConflictingWithPrimaryModifier": "此修饰键与 {s:key_name} 冲突",
"Citadel_CreateParty_Disabled": "隊伍系統因維護暫時禁用。請幾分鐘後再試。",
"Citadel_CreateParty_AlreadyInParty": "你已加入了一个队伍,必须先离开当前队伍才能创建另一个。",
"Citadel_CreateParty_ErrorTitle": "建立隊伍失敗",
"Citadel_CreateParty_Disabled": "由于维护,队伍系统暂时禁用。请几分钟后重试。",
"Citadel_CreateParty_FailedToGetResponse": "當前無法連接至Deadlock網路以建立隊伍。請幾分鐘後再試。",
"Citadel_CreateParty_ErrorTitle": "创建队伍失败",
"Citadel_CreateParty_InternalError": "嘗試建立隊伍時發生內部錯誤",
"Citadel_CreateParty_FailedToGetResponse": "当前无法与 Deadlock 网络通信并创建队伍。请几分钟后重试。",
"Citadel_CreateParty_InvalidVersion": "你的用戶端版本不是最新的。請更新用戶端後再試。",
"Citadel_CreateParty_InternalError": "尝试创建队伍时发生了内部错误",
"Citadel_CreateParty_NoRegionPings": "你的用戶端當前似乎無法連接到我們的伺服器。如果適用,請嘗試更新用戶端或驗證你的連接。",
"Citadel_CreateParty_InvalidVersion": "你的客户端不是最新版本。请更新你的客户端并重试。",
"Citadel_CreateParty_NotFriends": "你必須與你要發送隊伍邀請的人成為好友。",
"Citadel_CreateParty_NoRegionPings": "无法与任何 Steam 数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。",
"Citadel_CreateParty_RateLimited": "你在短時間內執行了太多操作。請稍等一會再試。",
"Citadel_CreateParty_NotFriends": "你必须与对方成为好友,才能向其发送组队邀请。",
"Citadel_CreateParty_TooBusy": "Deadlock網路當前過於繁忙,無法處理此操作。請幾分鐘後再試。",
"Citadel_CreateParty_RateLimited": "你在短时间内进行了太多操作。请稍等,然后重试。",
"Citadel_CreateParty_UnableToGetRegionPings": "你當前未登錄Steam或Deadlock網路無法確定你與我們的伺服器的當前連接狀態",
"Citadel_CreateParty_TooBusy": "Deadlock 网络当前过于繁忙,无法处理此操作。请几分钟后重试。",
"Citadel_DamageType_CITADEL_DAMAGETYPE_ABILITY": "技能傷害",
"Citadel_CreateParty_UnableToGetRegionPings": "你当前没有登录 Steam,或 Deadlock 网络无法确认你与游戏服务器的连接",
"Citadel_DamageType_CITADEL_DAMAGETYPE_BULLET": "子彈傷害",
"Citadel_DamageType_CITADEL_DAMAGETYPE_ABILITY": "技能伤害",
"Citadel_DamageType_CITADEL_DAMAGETYPE_ENVIRONMENTAL": "環境傷害",
"Citadel_DamageType_CITADEL_DAMAGETYPE_BULLET": "武器伤害",
"Citadel_DamageType_CITADEL_DAMAGETYPE_MELEE": "近戰傷害",
"Citadel_DamageType_CITADEL_DAMAGETYPE_ENVIRONMENTAL": "环境伤害",
"Citadel_DamageType_CITADEL_DAMAGETYPE_POISON": "流血傷害",
"Citadel_DamageType_CITADEL_DAMAGETYPE_MELEE": "近战伤害",
"Citadel_Dashboard_AbandonTooltip": "放棄當前正在進行的比賽",
"Citadel_DamageType_CITADEL_DAMAGETYPE_POISON": "毒素伤害",
"Citadel_Dashboard_BuildVersion": "臺灣繁中版本 {d:buildNumber} - {s:buildTime}",
"Citadel_Dashboard_AbandonTooltip": "放弃你当前正在进行的比赛",
"Citadel_Dashboard_ClearReadyUpButtonTooltipText": "清除你的就緒狀態,使你的隊伍無法進行遊戲",
"Citadel_Dashboard_BuildVersion": "生成版本 {d:buildNumber} - {s:buildTime}",
"Citadel_Dashboard_CloseAnnounceTooltip": "關閉公告",
"Citadel_Dashboard_ClearReadyUpButtonTooltipText": "取消你的就绪状态,这样你的队伍就无法开始游戏",
"Citadel_Dashboard_EnterMatchmaking": "加入\"n配隊",
"Citadel_Dashboard_CloseAnnounceTooltip": "关闭公告",
"Citadel_Dashboard_Matchmaking_SearchingForBotMatch": "正在尋找合作BOT對抗比賽",
"Citadel_Dashboard_EnterMatchmaking": "进入\"n匹配",
"Citadel_Dashboard_Matchmaking_SearchingForBotMatchPlayers": "合作BOT對抗比賽 - 等待玩家中",
"Citadel_Dashboard_Matchmaking_SearchingForBotMatchPlayers": "人机合作 - 正在等待玩家参加",
"Citadel_Dashboard_Matchmaking_SearchingForBotMatchTime": "合作BOT對抗比賽 - 配隊組建中 {s:coop_time_remaining}",
"Citadel_Dashboard_Matchmaking_SearchingForBotMatchTime": "人机合作 - 比赛将在 {s:coop_time_remaining} 后开始",
"Citadel_Dashboard_Matchmaking_SearchingForMatch": "正在尋找比賽",
"Citadel_Dashboard_Matchmaking_SearchingForMatch": "正在搜索匹配",
"Citadel_Dashboard_Matchmaking_UsersInQueue": "{s:users_in_queue} 位玩家在隊列中",
"Citadel_Dashboard_Matchmaking_UsersInQueue": "队列中有 {s:users_in_queue} 名玩家",
"Citadel_Dashboard_Matchmaking_UsersInQueue_Single": "{s:users_in_queue} 位玩家在隊列中",
"Citadel_Dashboard_Matchmaking_UsersInQueue_Single": "队列中有 {s:users_in_queue} 名玩家",
"Citadel_Dashboard_PartyClearModeButtonTooltipText": "更改隊伍遊戲模式",
"Citadel_Dashboard_PartyClearModeButtonTooltipText": "更改队伍要玩的模式",
"Citadel_Dashboard_PartySetModeButtonTooltipText": "選擇隊伍遊戲模式",
"Citadel_Dashboard_PartySetModeButtonTooltipText": "选择队伍要玩的模式",
"Citadel_Dashboard_PatchNotesTooltip": "查看最新更新說明",
"Citadel_Dashboard_PatchNotesTooltip": "查看最新补丁说明",
"Citadel_Dashboard_PlayButtonTooltipText": "開始與其他玩家配隊",
"Citadel_Dashboard_PlayButtonTooltipText": "开始与其他玩家匹配",
"Citadel_Dashboard_PlayButtonTooltipTextSteamDeck": "Steam Deck 目前不支持標準配隊。",
"Citadel_Dashboard_PlayButtonTooltipTextSteamDeck": "Steam Deck 当前不支持标准匹配",
"Citadel_Dashboard_ReadyUpButtonTooltipText": "選擇你的陣容並讓你的隊伍開始遊戲",
"Citadel_Dashboard_ReadyUpButtonTooltipText": "选择你的阵容,这样你的队伍就可以开始游戏",
"Citadel_Dashboard_RejoinTooltip": "重新加入正在進行的遊戲",
"Citadel_Dashboard_Recommended": "推荐",
"Citadel_Dashboard_Roster_ClearRoster": "清除陣容",
"Citadel_Dashboard_RejoinTooltip": "重新加入正在进行的游戏",
"Citadel_Dashboard_Roster_HeroTooPopular": "所有選定的英雄已在隊列中",
"Citadel_Dashboard_Roster_ClearRoster": "清空阵容",
"Citadel_Dashboard_Roster_MissingHeroes": "\u003Cspan class=\"rosterErrorText\"\u003E必須選擇3名英雄到陣容才能開始配隊\u003C/span\u003E",
"Citadel_Dashboard_Roster_HeroTooPopular": "选择的所有英雄都已在队列中",
"Citadel_Dashboard_SettingsTooltip": "調整顯示和音訊等設定",
"Citadel_Dashboard_Roster_MissingHeroes": "\u003Cspan class=\"rosterErrorText\"\u003E必须在阵容中选择 3 名英雄才能进入匹配\u003C/span\u003E",
"Citadel_Dashboard_ShowAnnounceTooltip": "顯示公告",
"Citadel_Dashboard_SettingsTooltip": "调整显示和音频等设置",
"Citadel_Dashboard_Status_ConnectingToServer": "連接到遊戲伺服器中",
"Citadel_Dashboard_ShowAnnounceTooltip": "显示公告",
"Citadel_Dashboard_Status_ConnectingToServer_Detail": "比賽將馬上開始",
"Citadel_Dashboard_Status_ConnectingToServer": "正在连接至游戏服务器",
"Citadel_Dashboard_Status_GCOffline": "Deadlock 網路離線",
"Citadel_Dashboard_Status_ConnectingToServer_Detail": "比赛马上开始",
"Citadel_Dashboard_Status_GCOffline_Detail": "部分功能不可使用",
"Citadel_Dashboard_Status_GCOffline": "Deadlock 网络离线",
"Citadel_Dashboard_Status_OutOfDateClient": "遊戲更新可用",
"Citadel_Dashboard_Status_GCOffline_Detail": "一些功能可能不可用",
"Citadel_Dashboard_Status_OutOfDateClient_Detail": "在 Steam 上下載最新更新",
"Citadel_Dashboard_Status_OutOfDateClient": "游戏更新可用",
"Citadel_Dashboard_ViewLibrary": "查看圖書館",
"Citadel_Dashboard_Status_OutOfDateClient_Detail": "在 Steam 上下载最新更新",
"Citadel_Dead_ReplayDeath": "重播死亡鏡頭",
"Citadel_Dashboard_ViewLibrary": "查看图书馆",
"Citadel_Dead_ShopReminder": "購買 \u0026 升級",
"Citadel_Dead_ReplayDeath": "死亡回放",
"Citadel_DisableDevMessage": "不再顯示",
"Citadel_Dead_ShopReminder": "购买与升级",
"Citadel_DiscordInvite_AlreadyClaimedText": "你已經申請了 Discord 邀請。我們只允許每位用戶接受一次邀請。",
"Citadel_DisableDevMessage": "不再显示",
"Citadel_DiscordInvite_AlreadyClaimedTitle": "已申請",
"Citadel_DiscordInvite_AlreadyClaimedText": "你已经接受了 Discord 邀请。每位用户只可接受一份邀请。",
"Citadel_DiscordInvite_Close": "關閉",
"Citadel_DiscordInvite_AlreadyClaimedTitle": "已领取",
"Citadel_DiscordInvite_ConfirmCloseText": "你確定要關閉 Discord 對話框嗎?關閉此對話框後,你將無法再建立 Discord 邀請連結。",
"Citadel_DiscordInvite_Close": "关闭",
"Citadel_DiscordInvite_ConfirmCloseTitle": "確認關閉",
"Citadel_DiscordInvite_ConfirmCloseText": "你确定要关闭 Discord 对话吗?此对话关闭后,你将无法再生成 Discord 邀请链接。",
"Citadel_DiscordInvite_Copied": "已複製",
"Citadel_DiscordInvite_ConfirmCloseTitle": "确认关闭",
"Citadel_DiscordInvite_CopyLink": "複製連結",
"Citadel_DiscordInvite_Copied": "已复制",
"Citadel_DiscordInvite_Description": "你的 Deadlock discord 的連結在下方,請將連結複製到瀏覽器中並按提示加入。",
"Citadel_DiscordInvite_CopyLink": "将链接复制到剪贴板",
"Citadel_DiscordInvite_DisabledText": "在我們進行維護期間,Discord 邀請已暫時關閉。請稍後再試。",
"Citadel_DiscordInvite_Description": "如下所示,你已受邀加入 Deadlock 的 Discord 频道,将链接复制到浏览器中并按照提示加入。",
"Citadel_DiscordInvite_DisabledText": "维护期间,Discord 邀请暂时禁用。请稍后再试。",
"Citadel_DiscordInvite_DisabledTitle": "已禁用",
"Citadel_DiscordInvite_DisabledTitle": "已禁用",
"Citadel_DiscordInvite_DiscordLink": "連結:",
"Citadel_DiscordInvite_DiscordLink": "链接:",
"Citadel_DiscordInvite_DiscordLinkHours": "此連結的有效期為 {i:num_hours} 小時",
"Citadel_DiscordInvite_DiscordLinkHours": "此链接的有效期为 {i:num_hours} 小时",
"Citadel_DiscordInvite_FailedText": "我們目前無法為你生成 Discord 邀請。這可能是由於用戶量過高所致。請稍後再試。",
"Citadel_DiscordInvite_FailedText": "当前无法为你生成 Discord 邀请。这可能是因为用户人数太多。请稍后再试。",
"Citadel_DiscordInvite_FailedTitle": "錯誤",
"Citadel_DiscordInvite_FailedTitle": "错误",
"Citadel_DiscordInvite_Loading": "載入中...。",
"Citadel_DiscordInvite_Loading": "正在载入…",
"Citadel_DiscordInvite_Title": "Discord 邀請",
"Citadel_DiscordInvite_Title": "Discord 邀请",
"Citadel_Exit_Game_Confirm": "確定要退出Deadlock?",
"Citadel_DuplicateKeybind": "复制按键绑定",
"Citadel_FlexSlotUnlockedAllTier1": "你已啟用一個額外槽位,摧毀全部",
"Citadel_DuplicateKeybindDescBoundMultiple": "绑定至多个命令:",
"Citadel_FlexSlotUnlockedAllTier2": "你已啟用一個額外槽位,摧毀全部",
"Citadel_DuplicateKeybindDescKey": "按键",
"Citadel_FlexSlotUnlockedGenerator": "你已啟用一個額外槽位,首次摧毀",
"Citadel_Exit_Game_Confirm": "确定要退出 Deadlock 吗?",
"Citadel_FlexSlotUnlockedLane": "你已啟用一個額外槽位,摧毀",
"Citadel_FlexSlotUnlockedAllTier1": "你解锁了一个弹性栏位,因为你杀死了所有\u003Cspan class=\"FlexSlotObjectiveName\"\u003E敌方卫士\u003C/span\u003E",
"Citadel_FlexSlotUnlockedTier3": "你已啟用一個額外槽位,摧毀",
"Citadel_FlexSlotUnlockedAllTier2": "你解锁了一个弹性栏位,因为你杀死了所有\u003Cspan class=\"FlexSlotObjectiveName\"\u003E敌方四足机甲\u003C/span\u003E",
"Citadel_FlexSlot_Title": "額外槽位已解鎖",
"Citadel_FlexSlotUnlockedGenerator": "你解锁了一个弹性栏位,因为你消灭了第一个\u003Cspan class=\"FlexSlotObjectiveName\"\u003E圣坛\u003C/span\u003E",
"Citadel_FriendCode_AddFriendBadCode": "無效代碼",
"Citadel_FlexSlotUnlockedKill2Tier2": "你解锁了一个弹性栏位,因为你杀死了 2 个\u003Cspan class=\"FlexSlotObjectiveName\"\u003E敌方四足机甲\u003C/span\u003E",
"Citadel_FlexSlot_Title": "弹性栏位已解锁",
"Citadel_FriendCode_AddFriendBadCode": "代码无效",
"Citadel_FriendCode_AddFriendButton": "添加好友",
"Citadel_FriendCode_AddFriendButton": "添加好友",
"Citadel_FriendCode_AddFriendLabel": "輸入好友代碼",
"Citadel_FriendCode_AddFriendLabel": "输入好友代码",
"Citadel_FriendCode_AddFriendPrompt": "",
"Citadel_FriendCode_Blocked": "此用户屏蔽了你。这可能是因为你最近发送了好友请求。",
"Citadel_FriendCode_Blocked": "這個用戶已經阻止了你。這可能是因為你最近發送了好友請求。",
"Citadel_FriendCode_Close": "关闭",
"Citadel_FriendCode_Close": "關閉",
"Citadel_FriendCode_CodeCopied": "好友代码已复制",
"Citadel_FriendCode_CodeCopied": "好友代碼已複製",
"Citadel_FriendCode_ErrorTitle": "错误",
"Citadel_FriendCode_ErrorTitle": "錯誤",
"Citadel_FriendCode_Expiration": "过期时间:{t:s:expireDate} {t:t:expireDate}",
"Citadel_FriendCode_Expiration": "有效期至: {t:s:expireDate} - {t:t:expireDate}",
"Citadel_FriendCode_FailedAlreadyFriends": "你已是此用户的好友。",
"Citadel_FriendCode_FailedAlreadyFriends": "你已經是這個用戶的好友。",
"Citadel_FriendCode_FailedDisabled": "系统暂时禁用。",
"Citadel_FriendCode_FailedDisabled": "系統已禁用!",
"Citadel_FriendCode_FailedInternalError": "意外的内部服务器错误。请稍后重试。",
"Citadel_FriendCode_FailedInternalError": "意外錯誤,請稍後再試。",
"Citadel_FriendCode_FailedKeyExpired": "此代码已过期。",
"Citadel_FriendCode_FailedKeyExpired": "這個代碼已過期。",
"Citadel_FriendCode_FailedKeyInvalid": "此代码无效。",
"Citadel_FriendCode_FailedKeyInvalid": "這個代碼無效。",
"Citadel_FriendCode_FailedKeyUsedUp": "此代码使用次数已达上限。",
"Citadel_FriendCode_FailedKeyUsedUp": "這個代碼已經被使用了最大次數。",
"Citadel_FriendCode_FailedRateLimited": "你已发送了太多请求。请稍后重试。",
"Citadel_FriendCode_FailedRateLimited": "你請求過於頻繁,請稍後再試。",
"Citadel_FriendCode_FailedToGetResponse": "当前无法与 Deadlock 网络通信。请几分钟后重试。",
"Citadel_FriendCode_FailedToGetResponse": "當前無法連接至Deadlock網路。請幾分鐘後再試。",
"Citadel_FriendCode_FailedTooBusy": "系统当前过于繁忙。请稍后重试。",
"Citadel_FriendCode_FailedTooBusy": "伺服器正忙,請稍後再試。",
"Citadel_FriendCode_FailedTooManyCodes": "你生成的好友代码数量已达到上限。请先撤销一个,然后再生成新的。",
"Citadel_FriendCode_FailedTooManyCodes": "你已經生成了最大數量的好友代碼。請在生成新的之前撤銷一個。",
"Citadel_FriendCode_FriendPopupTitle": "邀请好友?",
"Citadel_FriendCode_FriendPopupTitle": "邀請好友?",
"Citadel_FriendCode_GCContact": "正在联系网络",
"Citadel_FriendCode_GCContact": "網路連接中.。",
"Citadel_FriendCode_GenerateCodeButton": "我的好友代码",
"Citadel_FriendCode_GenerateCodeButton": "我的好友代碼",
"Citadel_FriendCode_GeneratedCodeLabel": "复制我的好友代码",
"Citadel_FriendCode_GeneratedCodeLabel": "複製我的好友代碼",
"Citadel_FriendCode_HaveTooManyFriends": "你的好友数量已达到所允许的上限。",
"Citadel_FriendCode_HaveTooManyFriends": "你已經擁有最大數量的好友。",
"Citadel_FriendCode_Ignored": "你已被此用户忽略。",
"Citadel_FriendCode_Ignored": "你被這個用戶忽略了。",
"Citadel_FriendCode_InviteSent": "好友邀请已发送。",
"Citadel_FriendCode_InviteSent": "好友邀請已發送。",
"Citadel_FriendCode_PleaseWait": "请稍等",
"Citadel_FriendCode_PleaseWait": "請等待",
"Citadel_FriendCode_Reconnect": "重新连接",
"Citadel_FriendCode_Reconnect": "重新連接",
"Citadel_FriendCode_RevokeCodeButton": "撤销代码",
"Citadel_FriendCode_RevokeCodeButton": "撤銷代碼",
"Citadel_FriendCode_TargetHasTooManyFriends": "此用户的好友数量已达到所允许的上限。",
"Citadel_FriendCode_TargetHasTooManyFriends": "這個用戶已經有最大數量的好友。",
"Citadel_FriendCode_Title": "好友代码",
"Citadel_FriendCode_Title": "好友代碼",
"Citadel_FriendCode_UsesLeft": "剩余次数:{i:usesLeft}",
"Citadel_FriendCode_UsesLeft": "剩餘使用次數: {i:usesLeft}",
"Citadel_FriendCode_WaitingOnCode": "正在尝试连接",
"Citadel_FriendCode_WaitingOnCode": "嘗試連接",
"Citadel_FriendsCategory_AlreadyOwned": "已加入",
"Citadel_FriendsCategory_AlreadyOwned": "已擁有",
"Citadel_FriendsCategory_CanInvite": "可以邀请",
"Citadel_FriendsCategory_CanInvite": "可以邀請",
"Citadel_FriendsCategory_InviteSent": "邀请已发送",
"Citadel_FriendsCategory_Invited": "已邀請",
"Citadel_FriendsCategory_Invited": "邀请待处理",
"Citadel_FriendsCategory_Offline": "離線",
"Citadel_FriendsCategory_Offline": "离线",
"Citadel_FriendsCategory_Online": "在線",
"Citadel_FriendsCategory_Online": "在线",
"Citadel_FriendsCategory_Party": "在隊伍中",
"Citadel_FriendsCategory_Party": "在队伍中",
"Citadel_FriendsCategory_PartyInvite": "已經邀請",
"Citadel_FriendsCategory_PartyInvite": "已邀请",
"Citadel_FriendsCategory_Pending": "待定",
"Citadel_FriendsCategory_Pending": "待处理",
"Citadel_FriendsCategory_PlayingCitadel": "正在遊玩",
"Citadel_FriendsCategory_PlayingCitadel": "游戏中",
"Citadel_FriendsCategory_SentInvite": "發送邀請",
"Citadel_FriendsCategory_SentInvite": "已发送邀请",
"Citadel_Friends_Add_Friend_Entry_Placeholder": "輸入好友代碼進行搜索",
"Citadel_Friends_Add_Friend_Entry_Placeholder": "输入好友 ID 以搜索",
"Citadel_Friends_Add_Friend_Tooltip": "添加好友",
"Citadel_Friends_Add_Friend_Tooltip": "添加好友",
"Citadel_Friends_Add_Friend_Your_ID": "你的好友代碼是:",
"Citadel_Friends_Add_Friend_Your_ID": "你的好友 ID:",
"Citadel_Friends_Empty": "你的好友列表當前為空",
"Citadel_Friends_Empty": "好友列表当前为空",
"Citadel_Friends_Friend_Code_Button": "添加好友",
"Citadel_Friends_Friend_Code_Button": "添加好友",
"Citadel_Friends_Online": "\u003Cspan class=\"OnlineNumber\"\u003E{d:friends_online}\u003C/span\u003E 在線",
"Citadel_Friends_Online": "\u003Cspan class=\"OnlineNumber\"\u003E{d:friends_online}\u003C/span\u003E 人在线",
"Citadel_Friends_Play_With_Friends": "與好友遊玩",
"Citadel_Friends_Play_With_Friends": "与好友同玩",
"Citadel_Friends_Playing": "\u003Cspan class=\"OnlineNumber\"\u003E{d:friends_in_game}\u003C/span\u003E 正在遊玩",
"Citadel_Friends_Playing": "\u003Cspan class=\"OnlineNumber\"\u003E{d:friends_in_game}\u003C/span\u003E 人在游戏中",
"Citadel_Friends_WindowTitle": "好友",
"Citadel_Friends_WindowTitle": "好友",
"Citadel_GC_NoSteam": "無法配隊。無法連接 Steam。",
"Citadel_GC_NoSteam": "无法匹配。未连接至 Steam。",
"Citadel_GC_noconnection": "無法配隊。無法連接至Deadlock網路。",
"Citadel_GC_noconnection": "无法匹配。未连接至 Deadlock 网络。",
"Citadel_GC_steamupdating": "無法配隊。無法連接 Steam。",
"Citadel_GC_steamupdating": "无法匹配。未连接至 Steam。",
"Citadel_GC_updating": "無法配隊。Deadlock網路正在更新。",
"Citadel_GC_updating": "无法匹配。Deadlock 网络正在更新。",
"Citadel_GameOver_Defeat": "失敗",
"Citadel_GameName": "Deadlock",
"Citadel_GameOver_Victory": "勝利",
"Citadel_GameOver_Defeat": "战败",
"Citadel_GenericError_DurationControlBlocked": "你已超過允許線上遊戲的可用時間。",
"Citadel_GameOver_Victory": "获胜",
"Citadel_GenericError_InvalidClientVersion": "由於版本差異,你的用戶端無法連接到該伺服器。請嘗試將用戶端更新到最新版本。",
"Citadel_GenericError_DurationControlBlocked": "你已超出允许在线进行游戏的可用时间。",
"Citadel_GenericError_RegionInfoNotProvided": "要進行線上遊戲,你必須註冊帳戶。",
"Citadel_GenericError_InvalidClientVersion": "由于版本差异,你的客户端无法连接到此服务器。请尝试将你的客户端更新至最新版本。",
"Citadel_GraphGroup_General": "通用",
"Citadel_GenericError_RegionInfoNotProvided": "要在线进行游戏,你必须注册帐户。",
"Citadel_GraphGroup_Player": "玩家 - 專用",
"Citadel_GraphGroup_General": "总体",
"Citadel_GraphType_DamageBreakdown": "傷害細分",
"Citadel_GraphGroup_Player": "特定玩家",
"Citadel_GraphType_DamageDealt": "對英雄傷害",
"Citadel_GraphType_DamageBreakdown": "伤害详情",
"Citadel_GraphType_DamageTaken": "來自英雄傷害",
"Citadel_GraphType_DamageDealt": "对玩家造成的伤害",
"Citadel_GraphType_DamageType": "傷害類型",
"Citadel_GraphType_DamageTaken": "来自玩家的伤害",
"Citadel_GraphType_Deaths": "死亡",
"Citadel_GraphType_DamageType": "伤害类型",
"Citadel_GraphType_Healing": "英雄治療",
"Citadel_GraphType_Deaths": "死亡次数",
"Citadel_GraphType_HealingType": "治療類型",
"Citadel_GraphType_Healing": "治疗量",
"Citadel_GraphType_Kills": "擊殺",
"Citadel_GraphType_HealingType": "治疗类型",
"Citadel_GraphType_LaneStats": "對線數據",
"Citadel_GraphType_Kills": "击杀次数",
"Citadel_GraphType_NetWorth": "魂靈獲取",
"Citadel_GraphType_LaneStats": "分路统计数据",
"Citadel_GraphType_NetWorthPerMin": "每分鐘魂靈獲取",
"Citadel_GraphType_NetWorth": "收集的魂魄",
"Citadel_GraphType_SoulsBySource": "魂靈來源",
"Citadel_GraphType_NetWorthPerMin": "每分钟收集的魂魄",
"Citadel_Graph_Damage_Boss": "建築",
"Citadel_GraphType_SoulsBySource": "魂魄来源",
"Citadel_Graph_Damage_Creep": "蠟燭兵",
"Citadel_Graph_Damage_Boss": "目标",
"Citadel_Graph_Damage_Neutral": "中立魔物",
"Citadel_Graph_Damage_Creep": "步兵",
"Citadel_Graph_Damage_Player": "敵方英雄",
"Citadel_Graph_Damage_Neutral": "中立敌人",
"Citadel_Graph_Damage_Player": "敌方玩家",
"Citadel_Graph_Souls_Assists": "助攻",
"Citadel_Graph_Souls_Assists": "助攻",
"Citadel_Graph_Souls_Boss": "建築",
"Citadel_Graph_Souls_Boss": "目标",
"Citadel_Graph_Souls_Denies": "反補",
"Citadel_Graph_Souls_Denies": "反补",
"Citadel_Graph_Souls_Lane": "蠟燭兵",
"Citadel_Graph_Souls_Lane": "步兵",
"Citadel_Graph_Souls_Neutral": "中立魔物",
"Citadel_Graph_Souls_Neutral": "中立敌人",
"Citadel_Graph_Souls_Players": "擊殺",
"Citadel_Graph_Souls_Players": "击杀敌人数",
"Citadel_Graph_Souls_Treasure": "魂甕",
"Citadel_Graph_Souls_Treasure": "灵瓮",
"Citadel_Graph_Team1": "琥珀之手",
"Citadel_Graph_Team1": "琥珀",
"Citadel_Graph_Team2": "藍晶之焰",
"Citadel_Graph_Team2": "蓝宝石",
"Citadel_Graph_WeaponDamage": "子彈傷害",
"Citadel_Graph_WeaponDamage": "武器伤害",
"Citadel_Graph_WeaponDamageCrit": "子彈傷害 - 暴擊",
"Citadel_Graph_WeaponDamageCrit": "武器伤害 - 暴击",
"Citadel_GraphicsDriverOutOfDateWarning_AMD": "請瀏覽AMD支援中心下載最新版本驅動以達到最佳遊戲體驗。",
"Citadel_GraphicsDriverOutOfDateWarning_AMD": "为了获得最佳游戏体验,请访问 AMD 支持,下载最新驱动程序。",
"Citadel_GraphicsDriverOutOfDateWarning_Nvidia": "請瀏覽NVIDIA支援中心下載最新版本驅動以達到最佳遊戲體驗。",
"Citadel_GraphicsDriverOutOfDateWarning_Nvidia": "为了获得最佳游戏体验,请访问 Nvidia 支持,下载最新驱动程序。",
"Citadel_GraphicsDriverWarning_Title": "警告:顯示卡驅動程式已過時",
"Citadel_GraphicsDriverWarning_Title": "警告:显卡驱动程序版本过时",
"Citadel_HUD_AbilityUnlockAvailable": "按住 \u003Cspan class=\"keybind\"\u003E[{s:key_extra_info}]\u003C/span\u003E 來解鎖技能",
"Citadel_HUD_AbilityUnlockAvailable": "按住 \u003Cspan class=\"keybind\"\u003E[{s:show_scoreboard}]\u003C/span\u003E 即可解锁技能",
"Citadel_HUD_AbilityUnlock_Button": "解鎖",
"Citadel_HUD_AbilityUnlock_Button": "解锁",
"Citadel_HUD_AbilityUpgradeAvailable": "按住 \u003Cspan class=\"keybind\"\u003E[{s:key_extra_info}]\u003C/span\u003E 來升級技能",
"Citadel_HUD_AbilityUpgradeAvailable": "按住 \u003Cspan class=\"keybind\"\u003E[{s:show_scoreboard}]\u003C/span\u003E 即可升级技能",
"Citadel_HUD_DamageReport_AbilitySummary": "{s:ability_summary}",
"Citadel_HUD_DamageReport_AbilitySummary": "{s:ability_summary}",
"Citadel_HUD_DamageReport_AllHeroDamageDealt": "對所有英雄造成的傷害",
"Citadel_HUD_DamageReport_AllHeroDamageDealt": "对全部英雄造成的伤害",
"Citadel_HUD_DamageReport_AllHeroDamageReceived": "所有英雄造成的傷害",
"Citadel_HUD_DamageReport_AllHeroDamageReceived": "来自全部英雄的伤害",
"Citadel_HUD_DamageReport_DamageDealt": "輸出傷害",
"Citadel_HUD_DamageReport_DamageDealt": "输出伤害",
"Citadel_HUD_DamageReport_DamagePercentAbility": "{i:ability_damage_percent}%",
"Citadel_HUD_DamageReport_DamagePercentAbility": "{i:ability_damage_percent}%",
"Citadel_HUD_DamageReport_DamagePercentWeapon": "{i:weapon_damage_percent}%",
"Citadel_HUD_DamageReport_DamagePercentWeapon": "{i:weapon_damage_percent}%",
"Citadel_HUD_DamageReport_DamageReceived": "受傷數據",
"Citadel_HUD_DamageReport_DamageReceived": "受到伤害",
"Citadel_HUD_DamageReport_HeroDamageDealt": "對英雄造成的傷害",
"Citadel_HUD_DamageReport_HeroDamageDealt": "对英雄造成的伤害",
"Citadel_HUD_DamageReport_HeroDamageReceived": "英雄造成的傷害",
"Citadel_HUD_DamageReport_HeroDamageReceived": "来自英雄的伤害",
"Citadel_HUD_DamageReport_LastRespawn": "本次生命",
"Citadel_HUD_DamageReport_LastRespawn": "当前生命",
"Citadel_HUD_DamageReport_ShowMore": "顯示更多",
"Citadel_HUD_DamageReport_ShowMore": "显示更多",
"Citadel_HUD_DamageReport_Time180": "3 分鐘",
"Citadel_HUD_DamageReport_Time180": "3 分钟",
"Citadel_HUD_DamageReport_Time30": "30 秒",
"Citadel_HUD_DamageReport_Time30": "30 秒",
"Citadel_HUD_DamageReport_Time300": "5 分鐘",
"Citadel_HUD_DamageReport_Time300": "5 分钟",
"Citadel_HUD_DamageReport_Time60": "1 分鐘",
"Citadel_HUD_DamageReport_Time60": "1 分钟",
"Citadel_HUD_DamageReport_Time600": "10 分鐘",
"Citadel_HUD_DamageReport_Time600": "10 分钟",
"Citadel_HUD_DamageReport_Title": "傷害明細",
"Citadel_HUD_DamageReport_Title": "伤害报告",
"Citadel_HUD_DamageReport_TopDamageSources": "最高的{i:num_damage_rows}個傷害來源",
"Citadel_HUD_DamageReport_TopDamageSources:p{num_damage_rows}": "头号伤害来源 #|# 头 {i:num_damage_rows} 个伤害来源",
"Citadel_HUD_DamageReport_Total": "總受到傷害:",
"Citadel_HUD_DamageReport_Total": "总伤害:",
"Citadel_HUD_DamageReport_TotalDamageValue": "{d:total_damage}",
"Citadel_HUD_DamageReport_TotalDamageValue": "{d:total_damage}",
"Citadel_HUD_DamageReport_TotalTaken": "英雄受到的傷害:",
"Citadel_HUD_DamageReport_TotalTaken": "受到的英雄伤害:",
"Citadel_HUD_DamageRows_DamageName": "{s:damage_name}",
"Citadel_HUD_DamageRows_DamageName": "{s:damage_name}",
"Citadel_HUD_DamageRows_DamageValue": "{i:damage_done}",
"Citadel_HUD_DamageRows_DamageValue": "{i:damage_done}",
"Citadel_HUD_DamageRows_Hits": "({i:hit_count} 次傷害)",
"Citadel_HUD_DamageRows_Hits:p{hit_count}": "({i:hit_count} 次命中)#|#({i:hit_count} 次命中)",
"Citadel_HUD_DamageSummary_Hint": "按住 \u003Cspan class=\"keybind\"\u003E[{s:key_extra_info}]\u003C/span\u003E 來查看詳情",
"Citadel_HUD_DamageSummary_Hint": "按住 \u003Cspan class=\"keybind\"\u003E[{s:show_scoreboard}]\u003C/span\u003E 即可查看调整详情",
"Citadel_HUD_DamageSummary_Title": "傷害 \u003Ci\u003E來源\u003C/i\u003E",
"Citadel_HUD_DamageSummary_Title": "\u003Cb\u003E受到\u003C/b\u003E伤害",
"Citadel_HUD_Damage_Invulnerable": "被保護",
"Citadel_HUD_Damage_Invulnerable": "获得护盾",
"Citadel_HUD_Damage_NoTroopers": "需要蠟燭兵",
"Citadel_HUD_Damage_NoTroopers": "需要步兵",
"Citadel_HUD_Damage_NotInMidPit": "不在坑內",
"Citadel_HUD_Damage_NotInMidPit": "不在坑中",
"Citadel_HUD_Damage_NotInTier3Pit": "不在坑內",
"Citadel_HUD_Damage_NotInTier3Pit": "不在坑中",
"Citadel_HUD_Damage_Resistant": "抵抗",
"Citadel_HUD_Damage_Resistant": "抗性",
"Citadel_HUD_Damage_TooFar": "太遠了",
"Citadel_HUD_Damage_TooFar": "太远",
"Citadel_HUD_IdolPickedUp": "魂甕已撿起!",
"Citadel_HUD_IdolPickedUp": "拾取了灵瓮!",
"Citadel_HUD_IdolReturned": "已送達魂甕!",
"Citadel_HUD_IdolReturned": "归还了灵瓮!",
"Citadel_HUD_JoinTeamChat_Dialog": "按住 \u003Cspan class=\"keybind\"\u003E[{s:key_voice_record}]\u003C/span\u003E 開啟團隊語音",
"Citadel_HUD_Impact_Assist": "助攻",
"Citadel_HUD_LevelReward_BulletDamage": "子彈傷害",
"Citadel_HUD_Impact_Kill": "击杀",
"Citadel_HUD_LevelReward_BulletResist": "子彈抗性",
"Citadel_HUD_JoinTeamChat_Dialog": "按住 \u003Cspan class=\"keybind\"\u003E[{s:key_voice_record}]\u003C/span\u003E 即可选择加入队伍聊天",
"Citadel_HUD_LevelReward_BulletDamage": "子弹伤害",
"Citadel_HUD_LevelReward_BulletResist": "Spirit Damage",
"Citadel_HUD_LevelReward_Health": "生命值",
"Citadel_HUD_LevelReward_Health": "生命值",
"Citadel_HUD_LevelReward_NextRewardsLabel": "下一個獎勵:",
"Citadel_HUD_LevelReward_NextRewardsLabel": "下一个奖励:",
"Citadel_HUD_LevelReward_SpiritDamage": "靈魂傷害",
"Citadel_HUD_LevelReward_SpiritDamage": "元灵伤害",
"Citadel_HUD_LevelReward_WeaponRange": "武器射程",
"Citadel_HUD_LevelReward_WeaponRange": "Spirit Damage",
"Citadel_HUD_LevelUpAbilityPointAnnouncement": "技能點數",
"Citadel_HUD_LevelUpAbilityPointAnnouncement": "技能点",
"Citadel_HUD_LevelUpAbilityUnlocksAnnouncement": "技能解鎖",
"Citadel_HUD_LevelUpAbilityUnlocksAnnouncement": "技能解锁",
"Citadel_HUD_LevelUpLocalPlayerMessage": "你已到達",
"Citadel_HUD_LevelUpLocalPlayerMessage": "You've Reached",
"Citadel_HUD_LevelUpSpectatingPlayerMessage": "{s:leveled_up_hero_name} 已經到達",
"Citadel_HUD_LevelUpSpectatingPlayerMessage": "{s:leveled_up_hero_name} has Reached",
"Citadel_HUD_LevelUpUltimateAbilityUnlocked": "終極技能解鎖",
"Citadel_HUD_LevelUpUltimateAbilityUnlocked": "终极技能已解锁",
"Citadel_HUD_NextReward_PowerIncrease": "屬性提升",
"Citadel_HUD_NextReward_PowerIncrease": "力量提升",
"Citadel_HUD_PatronBoon": "守護神的恩賜",
"Citadel_HUD_PatronBoon": "来自守护神的恩赐…",
"Citadel_HUD_PlayerKilledAnnouncement": "\u0026nbsp;獲得了\u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E",
"Citadel_HUD_PlayerKilledAnnouncement": "\u0026nbsp;获得了\u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E",
"Citadel_HUD_PlayerKilledSelfAnnouncement": "\u0026nbsp;自殺了",
"Citadel_HUD_PlayerKilledSelfAnnouncement": "\u0026nbsp;杀死了自己",
"Citadel_HUD_PlayerLostGoldAnnouncement": "\u0026nbsp;失去了 \u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E",
"Citadel_HUD_PlayerLostGoldAnnouncement": "\u0026nbsp;失去了\u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E",
"Citadel_HUD_PowerIncrease": "屬性提升",
"Citadel_HUD_PowerIncrease": "力量提升",
"Citadel_HUD_RejuvCaptured": "取得了復生晶石",
"Citadel_HUD_RejuvCaptured": "捕获了复生石",
"Citadel_HUD_RejuvStolen": "竊取了復生晶石!",
"Citadel_HUD_RejuvStolen": "偷走了复生石!",
"Citadel_HUD_TotalPowerIncreasesLabel": "總計屬性提升",
"Citadel_HUD_TotalPowerIncreasesLabel": "力量提升总量",
"Citadel_HUD_WeaponPowerAnnouncement": "子彈和近戰傷害",
"Citadel_HUD_WeaponPowerAnnouncement": "子弹和近战伤害",
"Citadel_HeroBuilds_AP_Next_Indicator": "建議的",
"Citadel_HeroBuilds_AP_Next_Indicator": "建议",
"Citadel_HeroBuilds_AbilityBuildInstructions": "要設定建議的技能升級順序,請點擊編輯按鈕,然後按照你希望顯示給使用者的順序依次升級每個技能。",
"Citadel_HeroBuilds_AbilityBuildInstructions": "要设置推荐的技能升级顺序,点击编辑按钮,然后按照希望为你出装用户显示的顺序对每项技能进行升级。",
"Citadel_HeroBuilds_AbilityBuildReset": "編輯",
"Citadel_HeroBuilds_AbilityBuildReset": "编辑",
"Citadel_HeroBuilds_AbilityBuildTitle": "技能升級順序",
"Citadel_HeroBuilds_AbilityBuildTitle": "技能点分配顺序",
"Citadel_HeroBuilds_AddAnnotation": "添加注釋",
"Citadel_HeroBuilds_AddAnnotation": "添加注释",
"Citadel_HeroBuilds_AddCategory": "添加目錄",
"Citadel_HeroBuilds_AddCategory": "添加类别",
"Citadel_HeroBuilds_AddItem": "添加到構築",
"Citadel_HeroBuilds_AddItem": "添加至出装",
"Citadel_HeroBuilds_AllTimeFavorite": "歷史最高",
"Citadel_HeroBuilds_AllTimeFavorite": "史佳",
"Citadel_HeroBuilds_AlreadyInBuild": "已經在構築內",
"Citadel_HeroBuilds_AlreadyInBuild": "已在出装中",
"Citadel_HeroBuilds_BrowseBuildSubheader": "{s:hero_name}",
"Citadel_HeroBuilds_BrowseBuildSubheader": "{s:hero_name}",
"Citadel_HeroBuilds_BrowseBuildTitle": "瀏覽構築",
"Citadel_HeroBuilds_BrowseBuildTitle": "浏览出装",
"Citadel_HeroBuilds_BrowseBuilds": "瀏覽構築",
"Citadel_HeroBuilds_BrowseBuilds": "浏览出装",
"Citadel_HeroBuilds_Browse_button": "查看或更改構築",
"Citadel_HeroBuilds_Browse_button": "查看或修改出装",
"Citadel_HeroBuilds_BuildCreatorTitle": "創作者:",
"Citadel_HeroBuilds_BuildCreatorTitle": "创建者",
"Citadel_HeroBuilds_BuildDescription": "{s:selected_hero_build_description}",
"Citadel_HeroBuilds_BuildDescription": "{s:selected_hero_build_description}",
"Citadel_HeroBuilds_BuildDescriptionTitle": "構築描述",
"Citadel_HeroBuilds_BuildDescriptionTitle": "出装描述",
"Citadel_HeroBuilds_BuildID": "版本 ID:{i:r:selected_hero_build_id}",
"Citadel_HeroBuilds_BuildID_Copied": "已复制到剪贴板!",
"Citadel_HeroBuilds_BuildName": "{s:selected_hero_build_name}",
"Citadel_HeroBuilds_BuildName": "{s:selected_hero_build_name}",
"Citadel_HeroBuilds_BuildNameTitle": "構築名稱",
"Citadel_HeroBuilds_BuildNameTitle": "出装名称",
"Citadel_HeroBuilds_BuildPublishedLabel": "構築已發布",
"Citadel_HeroBuilds_BuildPublishedLabel": "出装已发布",
"Citadel_HeroBuilds_CancelChanges": "取消",
"Citadel_HeroBuilds_CancelChanges": "取消",
"Citadel_HeroBuilds_CategoryDescription": "{s:category_description}",
"Citadel_HeroBuilds_CategoryDescription": "{s:category_description}",
"Citadel_HeroBuilds_CategoryDescriptionLabel": "描述",
"Citadel_HeroBuilds_CategoryDescriptionLabel": "描述",
"Citadel_HeroBuilds_CategoryName": "{s:category_name}",
"Citadel_HeroBuilds_CategoryName": "{s:category_name}",
"Citadel_HeroBuilds_CategoryNameLabel": "構築名稱",
"Citadel_HeroBuilds_CategoryNameLabel": "名称",
"Citadel_HeroBuilds_CopyBuildLabel": "複製並編輯",
"Citadel_HeroBuilds_CopyBuildLabel": "复制并编辑",
"Citadel_HeroBuilds_CopyOfName": "複製於 [%name%]",
"Citadel_HeroBuilds_CopyOfName": "[%name%]的副本",
"Citadel_HeroBuilds_CreateBuildLabel": "建立新構築",
"Citadel_HeroBuilds_CreateBuildLabel": "创建新出装",
"Citadel_HeroBuilds_CurrenclyActive": "當前啟用中",
"Citadel_HeroBuilds_CurrenclyActive": "当前使用中",
"Citadel_HeroBuilds_DailyFavorite": "趨勢",
"Citadel_HeroBuilds_DailyFavorite": "流行",
"Citadel_HeroBuilds_DefaultHeroBuild": "%hero_name% 的預設構築",
"Citadel_HeroBuilds_DefaultHeroBuild": "%hero_name%默认出装",
"Citadel_HeroBuilds_DefaultHeroBuildDesc": "Valve 為該英雄提供的預設推薦物品。",
"Citadel_HeroBuilds_DefaultHeroBuildDesc": "Valve 为此英雄提供的默认推荐物品",
"Citadel_HeroBuilds_DeleteBuildLabel": "刪除",
"Citadel_HeroBuilds_DeleteBuildLabel": "删除",
"Citadel_HeroBuilds_DeletePopupBody": "你確定要刪除這個英雄構築嗎?",
"Citadel_HeroBuilds_DeletePopupBody": "你确定要删除此英雄出装吗?",
"Citadel_HeroBuilds_DeletePopupTitle": "刪除英雄構築",
"Citadel_HeroBuilds_DeletePopupTitle": "删除英雄出装",
"Citadel_HeroBuilds_DescriptionLabel": "構築描述",
"Citadel_HeroBuilds_DescriptionLabel": "出装描述",
"Citadel_HeroBuilds_EarlyGame": "前期",
"Citadel_HeroBuilds_EarlyGame": "游戏前期",
"Citadel_HeroBuilds_EditBuildLabel": "修改構築",
"Citadel_HeroBuilds_EditBuildLabel": "编辑",
"Citadel_HeroBuilds_EditInstructions": "當商店處於編輯模式時,點擊物品會將其添加到當前選擇的構築類別中,或者如果該類別中已經存在該物品,則將其移除。你可以新增多個自定義名稱和描述的類別,並根據需要調整其大小。\u003Cbr/\u003E\u003Cbr/\u003E你也可以右鍵點擊物品,將其從構築中移除,或添加來自構築作者的評論",
"Citadel_HeroBuilds_EditInstructions": "当商店处于出装编辑模式时,点击物品会将其添加到当前选定的出装类别中;如果物品已经存在于该类别中,则会将其移除。你可以添加具有自定义名称和描述的多个类别,并根据需要调整其大小。\u003Cbr/\u003E\u003Cbr/\u003E你也可以右键点击物品将其从出装中移除,或是为其添加出装作者留言。",
"Citadel_HeroBuilds_EditingBuildSubheader": "{s:selected_hero_build_name}",
"Citadel_HeroBuilds_EditingBuildSubheader": "{s:selected_hero_build_name}",
"Citadel_HeroBuilds_EditingBuildTitle": "編輯構築:",
"Citadel_HeroBuilds_EditingBuildTitle": "编辑出装:",
"Citadel_HeroBuilds_ErrorTitle": "錯誤",
"Citadel_HeroBuilds_ErrorTitle": "错误",
"Citadel_HeroBuilds_Error_Publishing": "發布構築失敗。原因可能是伺服器內部錯誤或構築數據無效。",
"Citadel_HeroBuilds_Error_Publishing": "发布出装失败。这可能是由于内部服务器错误,或出装数据无效。",
"Citadel_HeroBuilds_ExitBuilds": "退出瀏覽",
"Citadel_HeroBuilds_ExitBuilds": "退出浏览",
"Citadel_HeroBuilds_FavoriteBuild": "已選中",
"Citadel_HeroBuilds_FavoriteBuild": "已选择",
"Citadel_HeroBuilds_FavoriteButtonTooltip": "切換收藏的構築",
"Citadel_HeroBuilds_FavoriteButtonTooltip": "切换收藏的出装",
"Citadel_HeroBuilds_FavoriteCount": "{i:favorite_count}",
"Citadel_HeroBuilds_FavoriteCount": "{i:favorite_count}",
"Citadel_HeroBuilds_LastUpdatedTime": "上次更新:\u003Cspan class='Value'\u003E{t:l:t:m:last_updated_time}\u003C/span\u003E",
"Citadel_HeroBuilds_LastUpdatedTime": "上次更新:\u003Cspan class='Value'\u003E{t:l:t:m:last_updated_time}\u003C/span\u003E",
"Citadel_HeroBuilds_LateGame": "後期",
"Citadel_HeroBuilds_LateGame": "游戏后期",
"Citadel_HeroBuilds_Loading_Body": "請等待",
"Citadel_HeroBuilds_Loading_Body": "请稍等",
"Citadel_HeroBuilds_Loading_Failed": "載入構築失敗",
"Citadel_HeroBuilds_Loading_Failed": "获取英雄出装失败",
"Citadel_HeroBuilds_Loading_Title": "載入構築中",
"Citadel_HeroBuilds_Loading_Title": "正在载入出装",
"Citadel_HeroBuilds_MidGame": "中期",
"Citadel_HeroBuilds_MidGame": "游戏中期",
"Citadel_HeroBuilds_NameLabel": "構築名稱",
"Citadel_HeroBuilds_NameLabel": "出装名称",
"Citadel_HeroBuilds_New": "最新",
"Citadel_HeroBuilds_New": "全新",
"Citadel_HeroBuilds_NewCategory": "目錄 %number%",
"Citadel_HeroBuilds_NewCategory": "类别 %number%",
"Citadel_HeroBuilds_NewHeroBuild": "%hero_name% 新構築",
"Citadel_HeroBuilds_NewHeroBuild": "%hero_name%新出装",
"Citadel_HeroBuilds_Old": "最舊",
"Citadel_HeroBuilds_Old": "旧",
"Citadel_HeroBuilds_PickABuildOption": "預設推薦構築",
"Citadel_HeroBuilds_OldButtonTooltip": "此版本最近未更新",
"Citadel_HeroBuilds_PublicBuildLabel": "公開構築",
"Citadel_HeroBuilds_PickABuildOption": "默认建议出装",
"Citadel_HeroBuilds_PublishBuildDesc": "此構築將公開與其他玩家分享。",
"Citadel_HeroBuilds_PublicBuildLabel": "公开出装",
"Citadel_HeroBuilds_PublishBuildLabel": "發布",
"Citadel_HeroBuilds_PublishBuildDesc": "此出装将公开与其他玩家分享。",
"Citadel_HeroBuilds_PublishBuildTitle": "發布英雄構築",
"Citadel_HeroBuilds_PublishBuildLabel": "发布",
"Citadel_HeroBuilds_PublishDialogVersion": "版本: {i:selected_hero_build_new_publish_version}",
"Citadel_HeroBuilds_PublishBuildTitle": "发布英雄出装",
"Citadel_HeroBuilds_RecommendedItems": "推薦的物品",
"Citadel_HeroBuilds_PublishDialogVersion": "版本:{i:selected_hero_build_new_publish_version}",
"Citadel_HeroBuilds_RecommendedItems": "推荐物品",
"Citadel_HeroBuilds_RemoveFromBuild": "移除",
"Citadel_HeroBuilds_RemoveFromBuild": "移除",
"Citadel_HeroBuilds_RemoveItem": "從構築中移除",
"Citadel_HeroBuilds_RemoveItem": "从出装中移除",
"Citadel_HeroBuilds_SaveBuild": "儲存修改",
"Citadel_HeroBuilds_SaveBuild": "保存修改",
"Citadel_HeroBuilds_Saving_Body": "請等待",
"Citadel_HeroBuilds_Saving_Body": "请稍等",
"Citadel_HeroBuilds_Saving_Title": "構築保存中",
"Citadel_HeroBuilds_Saving_Title": "正在保存出装",
"Citadel_HeroBuilds_SelectBuildLabel": "設定預設",
"Citadel_HeroBuilds_SelectBuildLabel": "设为默认",
"Citadel_HeroBuilds_SelectedBuildNameLabel": "{s:selected_hero_build_name}",
"Citadel_HeroBuilds_SelectedBuildNameLabel": "{s:selected_hero_build_name}",
"Citadel_HeroBuilds_SelectedBuild_Title": "我目前的構築:",
"Citadel_HeroBuilds_SelectedBuild_Title": "我当前的出装:",
"Citadel_HeroBuilds_ShowAllLanguages": "顯示所有語言",
"Citadel_HeroBuilds_ShowAllLanguages": "显示所有语言",
"Citadel_HeroBuilds_TabName": "構築",
"Citadel_HeroBuilds_TabName": "出装",
"Citadel_HeroBuilds_Tab_Favorites": "收藏構築",
"Citadel_HeroBuilds_Tab_Favorites": "收藏",
"Citadel_HeroBuilds_Tab_MyBuilds": "我的構築",
"Citadel_HeroBuilds_Tab_MyBuilds": "我的出装",
"Citadel_HeroBuilds_Tab_PublicBuilds": "公開構築",
"Citadel_HeroBuilds_Tab_PublicBuilds": "公开",
"Citadel_HeroBuilds_Title": "模組構築",
"Citadel_HeroBuilds_Title": "英雄出装",
"Citadel_HeroBuilds_UpdateAnnotation": "更新注釋",
"Citadel_HeroBuilds_UpdateAnnotation": "更新注释",
"Citadel_HeroBuilds_UpdateAnnotationMessage": "使用你的構築時,將在商店物品的工具提示中出現該注釋。",
"Citadel_HeroBuilds_UpdateAnnotationMessage": "使用你的出装时,将在商店物品的工具提示中出现该注释。",
"Citadel_HeroBuilds_UpdateAnnotationTitle": "更新物品注釋",
"Citadel_HeroBuilds_UpdateAnnotationTitle": "更新物品注释",
"Citadel_HeroBuilds_ValidateErrorBody": "確保構築有描述和名稱,至少有一個推薦項目。",
"Citadel_HeroBuilds_ValidateErrorBody": "请确保出装有描述和名称,以及至少 1 个推荐物品。",
"Citadel_HeroBuilds_ValidateErrorTitle": "儲存構築錯誤",
"Citadel_HeroBuilds_ValidateErrorTitle": "保存出装时出错",
"Citadel_HeroBuilds_ValveCreated": "Valve",
"Citadel_HeroBuilds_ValveCreated": "Valve",
"Citadel_HeroBuilds_Version": "版本:{i:selected_hero_build_version}",
"Citadel_HeroBuilds_Version": "版本:{i:r:selected_hero_build_version}",
"Citadel_HeroBuilds_WeeklyFavorite": "熱門",
"Citadel_HeroBuilds_WeeklyFavorite": "热门",
"Citadel_HeroPage_BaseStats": "基礎狀態",
"Citadel_HeroPage_BaseStats": "基础统计数据",
"Citadel_HeroPage_Complexity": "複雜程度",
"Citadel_HeroPage_Complexity": "复杂程度",
"Citadel_HeroPage_EditBuild": "建立/編輯構築",
"Citadel_HeroPage_EditBuild": "创建/编辑出装",
"Citadel_HeroPage_FatesTale": "命運的故事:",
"Citadel_HeroPage_FatesTale": "命运故事:",
"Citadel_HeroPage_MissingVideos": "英雄目前沒有為技能影片",
"Citadel_HeroPage_MissingVideos": "英雄当前没有技能视频",
"Citadel_HeroPage_PlayerStats": "玩家狀態",
"Citadel_HeroPage_PlayerStats": "玩家统计数据",
"Citadel_HeroPage_Sandbox": "英雄沙盒",
"Citadel_HeroPage_Sandbox": "英雄沙盒",
"Citadel_Hero_Stats_Souls": "魂靈",
"Citadel_Hero_Stats_Souls": "魂魄",
"Citadel_Hero_Stats_Tooltip_HealthMult": "通過購買活力類別中的模組獲得的基礎健康總值獎勵",
"Citadel_Hero_Stats_Tooltip_HealthMult": "在活力树中购买物品所获得的基础生命值总加成",
"Citadel_Hero_Stats_Tooltip_Shards": "用於購買模組的可用貨幣",
"Citadel_Hero_Stats_Tooltip_Shards": "你可用于购买物品的金钱",
"Citadel_Hero_Stats_Tooltip_Spirit": "魂力可以提高你的技能效果。魂力可以通過購買魂力類別中的模組獲得",
"Citadel_Hero_Stats_Tooltip_Spirit": "\u003Cspan class=\"spirit_color\"\u003E元灵力量\u003C/span\u003E可提升你的技能效果。元灵力量可通过在元灵树中购买物品获得。",
"Citadel_Hero_Stats_Tooltip_Spirit_IconDesc": "在你的技能值上尋找\u003Cspan class=\"spirit_color\"\u003E魂力\u003C/span\u003E圖示,查看其效果。",
"Citadel_Hero_Stats_Tooltip_Spirit_IconDesc": "查看技能中的\u003Cspan class=\"spirit_color\"\u003E元灵力量\u003C/span\u003E图标即可了解其效果。",
"Citadel_Hero_Stats_Tooltip_WeaponPower": "通過購買武力類別中的模組獲得的子彈和近戰傷害總加成",
"Citadel_Hero_Stats_Tooltip_WeaponPower": "在武器树中购买物品所获得的武器和近战伤害总加成",
"Citadel_Hero_Stats_Unsecured": "未保護",
"Citadel_Hero_Stats_Unsecured": "未稳获",
"Citadel_Hud_ApPointsButton": "\u003Cspan class=\"'apPointsNumber\"'\u003E{i:ap_points_required}\u003C/span\u003E",
"Citadel_Hud_ApPointsButton": "\u003Cspan class=\"\"'apPointsNumber\"\"'\u003E{i:ap_points_required}\u003C/span\u003E",
"Citadel_Hud_CantPause": "{i:pause_cooldown} 秒內無法暫停",
"Citadel_Hud_CantPause": "{i:pause_cooldown} 秒后才能暂停",
"Citadel_Hud_CantUnpause": "{i:pause_cooldown} 秒內無法解除暫停",
"Citadel_Hud_CantUnpause": "{i:pause_cooldown} 秒后才能结束暂停",
"Citadel_Hud_CaptureZipLine": "按住{s:use_key}",
"Citadel_Hud_CaptureZipLine": "按住 {s:use_key}",
"Citadel_Hud_CheaterVoteAlert": "你的比賽中有人被抓到作弊...",
"Citadel_Hud_CheaterVoteAlert": "你的比赛中有人作弊被抓…",
"Citadel_Hud_CheaterVoteAlert_Action": "按住 \u003Cspan class=\"keybind\"\u003E[{s:show_scoreboard}]\u003C/span\u003E 來決定他的命運",
"Citadel_Hud_CheaterVoteAlert_Action": "按住 \u003Cspan class=\"keybind\"\u003E[{s:show_scoreboard}]\u003C/span\u003E 即可决定该玩家的命运",
"Citadel_Hud_CheaterVoteCaption": "{s:cheater_name}",
"Citadel_Hud_CheaterVoteCaption": "{s:cheater_name}",
"Citadel_Hud_CheaterVote_Option_Ban": "禁賽並離開比賽",
"Citadel_Hud_CheaterVote_Option_Ban": "封禁并\u003Cbr\u003E离开比赛",
"Citadel_Hud_CheaterVote_Option_Play": "現在變成青蛙,稍後禁賽",
"Citadel_Hud_CheaterVote_Option_Play": "现在变青蛙\u003Cbr\u003E稍后再封禁",
"Citadel_Hud_DPS": "DPS {i:dps}",
"Citadel_Hud_DPS": "DPS {i:dps}",
"Citadel_Hud_DeathCam": "死亡視角",
"Citadel_Hud_DeathCam": "死亡视角",
"Citadel_Hud_DebugStats": "MATCH: {s:match_id}\"nCLIENT FPS:{i:client_framerate}  PING: {i:ping}ms\"nSERVER CPU: {i:server_frametime_avg_pct}% (peak: {i:server_frametime_max_pct}%)",
"Citadel_Hud_DebugStats": "比赛:{s:match_id}\"n客户端 FPS:{i:client_framerate}  延迟:{i:ping}ms\"n服务器 CPU:{i:server_frametime_avg_pct}%(峰值:{i:server_frametime_max_pct}%",
"Citadel_Hud_HealthCritical": "生命危險",
"Citadel_Hud_HealthCritical": "生命危急",
"Citadel_Hud_HealthWarning": "生命緊急",
"Citadel_Hud_HealthWarning": "生命值低",
"Citadel_Hud_KillFeedAllWalkers": "敵方步行者",
"Citadel_Hud_KillFeedAllGuardians": "敌方卫士",
"Citadel_Hud_KillFeedBarracksBoss": "基地守護者",
"Citadel_Hud_KillFeedAllWalkers": "敌方四足机甲",
"Citadel_Hud_KillFeedEnemyBarracksGuardian": "敵方基地守護者",
"Citadel_Hud_KillFeedBarracksBoss": "基地卫士",
"Citadel_Hud_KillFeedEnemyGuardian": "敵方守護者",
"Citadel_Hud_KillFeedEnemyBarracksGuardian": "敌方基地卫士",
"Citadel_Hud_KillFeedEnemyShield": "敵方神龕",
"Citadel_Hud_KillFeedEnemyGuardian": "敌方卫士",
"Citadel_Hud_KillFeedEnemyTitan": "敵方神龕",
"Citadel_Hud_KillFeedEnemyShield": "敌方圣坛",
"Citadel_Hud_KillFeedEnemyWalker": "敵方步行者",
"Citadel_Hud_KillFeedEnemyTitan": "敌方守护神",
"Citadel_Hud_KillFeedFriendlyBarracksGuardian": "友方基地守護者",
"Citadel_Hud_KillFeedEnemyWalker": "敌方四足机甲",
"Citadel_Hud_KillFeedFriendlyGuardian": "友方守護者",
"Citadel_Hud_KillFeedFriendlyBarracksGuardian": "友方基地卫士",
"Citadel_Hud_KillFeedFriendlyShield": "友方神龕",
"Citadel_Hud_KillFeedFriendlyGuardian": "友方卫士",
"Citadel_Hud_KillFeedFriendlyTitan": "友方守護神",
"Citadel_Hud_KillFeedFriendlyShield": "友方圣坛",
"Citadel_Hud_KillFeedFriendlyWalker": "友方步行者",
"Citadel_Hud_KillFeedFriendlyTitan": "友方守护神",
"Citadel_Hud_KillFeedGuardian": "守護者",
"Citadel_Hud_KillFeedFriendlyWalker": "友方四足机甲",
"Citadel_Hud_KillFeedNeutral": "中立魔物 #{i:unit_num}",
"Citadel_Hud_KillFeedGuardian": "卫士",
"Citadel_Hud_KillFeedNeutral": "中立生物 #{i:unit_num}",
"Citadel_Hud_KillFeedNone": "\u003CNone\u003E",
"Citadel_Hud_KillFeedNone": "\u003CNone\u003E",
"Citadel_Hud_KillFeedPlayerDeath": "{s:killer_name} 拿下 \u003Cspan class=\"yellowGold\"\u003E{i:bounty_amount}\u003C/span\u003E",
"Citadel_Hud_KillFeedPlayerDeath": "{s:killer_name} 拿到了 \u003Cspan class=\"yellowGold\"\u003E{i:bounty_amount}\u003C/span\u003E 金钱",
"Citadel_Hud_KillFeedSentry": "安全炮台",
"Citadel_Hud_KillFeedSentry": "岗哨炮塔",
"Citadel_Hud_KillFeedShieldName": "神龕",
"Citadel_Hud_KillFeedShieldName": "圣坛",
"Citadel_Hud_KillFeedSuperNeutral": "神廟守衛",
"Citadel_Hud_KillFeedSuperNeutral": "圣殿卫士",
"Citadel_Hud_KillFeedTitan": "守護神",
"Citadel_Hud_KillFeedTitan": "守护神",
"Citadel_Hud_KillFeedTrooper": "小兵 #{i:unit_num}",
"Citadel_Hud_KillFeedTrooper": "步兵 #{i:unit_num}",
"Citadel_Hud_KillFeedVehicle": "載具",
"Citadel_Hud_KillFeedVehicle": "载具",
"Citadel_Hud_KillFeedWalker": "步行者",
"Citadel_Hud_KillFeedWalker": "四足机甲",
"Citadel_Hud_KillFeedWorld": "世界",
"Citadel_Hud_KillFeedWorld": "世界",
"Citadel_Hud_LeaveMatch": "離開比賽",
"Citadel_Hud_LeaveMatch": "离开比赛",
"Citadel_Hud_LoadingDeathReplay": "載入死亡重播中",
"Citadel_Hud_LoadingDeathReplay": "正在载入死亡回放",
"Citadel_Hud_LowAmmo": "低彈藥",
"Citadel_Hud_LowAmmo": "弹药量低",
"Citadel_Hud_MicActive": "麥克風開啟",
"Citadel_Hud_MicActive": "麦克风激活",
"Citadel_Hud_MovementSpeed": "移動速度:",
"Citadel_Hud_MovementSpeed": "移动速度:",
"Citadel_Hud_NotEnoughEnergy": "沒有足夠充能",
"Citadel_Hud_NoPausesLeft": "无法暂停。你已使用本场比赛唯一的暂停机会。",
"Citadel_Hud_OpenShop": "按下[ {s:upgrade_key} ]購買",
"Citadel_Hud_NoTeamPausesLeft": "无法暂停。你的队伍已用完本场比赛所有的暂停机会。",
"Citadel_Hud_OutOfAmmo": "沒有彈藥",
"Citadel_Hud_NotEnoughEnergy": "能量不足",
"Citadel_Hud_Paused": "遊戲正在暫停",
"Citadel_Hud_OpenShop": "按下 [ {s:upgrade_key} ] 选购",
"Citadel_Hud_OutOfAmmo": "弹药用尽",
"Citadel_Hud_Paused": "游戏已暂停",
"Citadel_Hud_Pauser": ",暂停者:{s:pauser}",
"Citadel_Hud_PlayerSpeedUnits": "m/s",
"Citadel_Hud_PlayerSpeedUnits": "m/s",
"Citadel_Hud_PreGame_Countdown": "遊戲開始..。",
"Citadel_Hud_PreGame_Countdown": "游戏即将开始…",
"Citadel_Hud_RespawnIn": "復活時間:",
"Citadel_Hud_RespawnIn": "重生倒计时:",
"Citadel_Hud_ReturnToMatch": "返回比賽",
"Citadel_Hud_ReturnToMatch": "返回至游戏",
"Citadel_Hud_RideZipLine": "按住[ {s:jump_key} ]使用",
"Citadel_Hud_RideZipLine": "按住 [ {s:in_zipline} ] 搭乘",
"Citadel_Hud_RideZipLineOnCooldown": "受到傷害後不可用",
"Citadel_Hud_RideZipLineOnCooldown": "受到伤害后不可用",
"Citadel_Hud_RideZipLineOnCooldownValue": "{f:1:cooldown_seconds}s",
"Citadel_Hud_RideZipLineOnCooldownValue": "{f:1:cooldown_seconds}s",
"Citadel_Hud_SoulsGathered": "收集魂靈",
"Citadel_Hud_SoulsGathered": "收集的魂魄",
"Citadel_Hud_ToNext": "下一級",
"Citadel_Hud_ToNext": "下一恩赐",
"Citadel_Hud_TopbarPlayerNetworth": "{i:thousands_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
"Citadel_Hud_TopbarPlayerNetworth": "{i:thousands_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
"Citadel_Hud_TopbarPlayerNetworthPlayerHigh": "{i:thousands_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
"Citadel_Hud_TopbarPlayerNetworthPlayerHigh": "{i:thousands_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
"Citadel_Hud_TopbarPlayerNetworthPlayerLow": "{i:gold}",
"Citadel_Hud_TopbarPlayerNetworthPlayerLow": "{i:gold}",
"Citadel_Hud_TopbarPlayerNetworthPlayerMed": "{i:thousands_gold}.{i:hundred_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
"Citadel_Hud_TopbarPlayerNetworthPlayerMed": "{i:thousands_gold}.{i:hundred_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
"Citadel_Hud_Unpausing": "遊戲正在解除暫停",
"Citadel_Hud_Unpausing": "游戏即将结束暂停",
"Citadel_Hud_VoiceChatNotAvailable": "聊天功能已禁用",
"Citadel_Hud_VoiceChatNotAvailable": "聊天当前已禁用",
"Citadel_IgnoreFriendInvite_Body": "請等待",
"Citadel_IdleMatchmaking_Dialog_Body": "你当前正在进行匹配,但似乎不在计算机前。请移动鼠标,否则将会被从匹配中移除。",
"Citadel_IgnoreFriendInvite_ConfirmBody": "你確定想要忽略由 {g:dac_persona:b:account_id} 發送的邀請嗎?",
"Citadel_IdleMatchmaking_Dialog_Title": "挂机匹配",
"Citadel_IgnoreFriendInvite_ConfirmTitle": "忽略邀請",
"Citadel_IdleMatchmaking_IdleTimerExpired_Body": "你在匹配队列中挂机时间过长,请移动鼠标确认你仍在游戏中!",
"Citadel_IgnoreFriendInvite_ErrorBody": "當前無法忽略這個邀請。請稍後再試。",
"Citadel_IdleMatchmaking_IdleTimerExpired_Title": "在匹配中挂机",
"Citadel_IgnoreFriendInvite_ErrorTitle": "錯誤",
"Citadel_IdleMatchmaking_Removed_Body": "你因为挂机时间过长而被从匹配中移除",
"Citadel_IgnoreFriendInvite_Title": "忽略邀請",
"Citadel_IdleMatchmaking_Removed_Title": "已从匹配中移除",
"Citadel_InvalidCast_NoFullClips": "無需重新裝滿彈夾",
"Citadel_IgnoreFriendInvite_Body": "请稍等",
"Citadel_InviteFrient_FailedToGetFriends_Body": "無法連接到Deadlock伺服器以查看哪些朋友可以被邀請。請稍後再試。",
"Citadel_IgnoreFriendInvite_ConfirmBody": "你确定要忽略 {g:dac_persona:b:account_id} 发送给你的这个邀请吗?",
"Citadel_InviteFrient_FailedToGetFriends_Title": "錯誤",
"Citadel_IgnoreFriendInvite_ConfirmTitle": "忽略邀请",
"Citadel_IsComponentOf": "升級模組:",
"Citadel_IgnoreFriendInvite_ErrorBody": "当前无法忽略此邀请。请稍后重试。",
"Citadel_ItemModifies": "增強",
"Citadel_IgnoreFriendInvite_ErrorTitle": "错误",
"Citadel_ItemOwnedBy": "已購買:",
"Citadel_IgnoreFriendInvite_Title": "正在忽略邀请",
"Citadel_InvalidCast_NoFullClips": "无完整剪辑可重载",
"Citadel_InviteFrient_FailedToGetFriends_Body": "无法与 Deadlock 网络通信以了解可以邀请哪些好友。请稍后再试。",
"Citadel_InviteFrient_FailedToGetFriends_Title": "错误",
"Citadel_IsComponentOf": "组件所属:",
"Citadel_ItemModifies": "调整",
"Citadel_ItemOwnedBy": "拥有者:",
"Citadel_Item_BuildAnnotation": "{s:mod_annotation}",
"Citadel_Item_BuildAnnotation": "{s:mod_annotation}",
"Citadel_Item_Tooltip_CantAfford": "買不起這個模組",
"Citadel_Item_Tooltip_CantAfford": "买不起道具",
"Citadel_Item_Tooltip_ReturnToShop": "返回商店購買",
"Citadel_Item_Tooltip_ReturnToShop": "Return to Shop to purchase",
"Citadel_JoinForum_AcctDetails": "你的帳戶資訊:",
"Citadel_JoinForum_AcctDetails": "你的帐户详情:",
"Citadel_JoinForum_AlreadyClaimedText": "該帳戶已被授予論壇存取權限。",
"Citadel_JoinForum_AlreadyClaimedText": "已授予此帐户论坛访问权。",
"Citadel_JoinForum_ChangePassword": "我們已為你生成了一個隨機密碼,供你存取你的帳戶。",
"Citadel_JoinForum_ChangePassword": "已生成一个随机密码,用来访问你的帐户。",
"Citadel_JoinForum_Copied": "已複製!",
"Citadel_JoinForum_Copied": "已复制!",
"Citadel_JoinForum_CopyTooltip": "複製",
"Citadel_JoinForum_CopyTooltip": "复制到剪贴板",
"Citadel_JoinForum_Description": "論壇允許用戶報告問題和討論主題。通過提供電子郵件,你將獲得一個論壇帳戶和密碼,以便存取論壇。",
"Citadel_JoinForum_Description": "用户可以在论坛中报告问题并展开主题讨论。提供你的电子邮件,即可获得用来访问论坛的帐户和密码。",
"Citadel_JoinForum_DisabledText": "由於維護原因,論壇存取暫時關閉。請稍後再試。",
"Citadel_JoinForum_DisabledText": "由于维护,论坛访问暂时禁用。请稍后重试。",
"Citadel_JoinForum_Email": "信箱:",
"Citadel_JoinForum_Email": "电子邮件:",
"Citadel_JoinForum_EmailPlaceholder": "信箱地址",
"Citadel_JoinForum_EmailPlaceholder": "电子邮件地址",
"Citadel_JoinForum_EmailUsedText": "所提供的信箱已在論壇註冊。請使用其他信箱。",
"Citadel_JoinForum_EmailUsedText": "提供的电子邮件已在论坛注册。请使用其他电子邮件。",
"Citadel_JoinForum_ErrorTitle": "無法進入論壇",
"Citadel_JoinForum_ErrorTitle": "无法加入论坛",
"Citadel_JoinForum_FailedText": "發生意外錯誤",
"Citadel_JoinForum_FailedText": "发生意外错误",
"Citadel_JoinForum_FieldEmail": "信箱",
"Citadel_JoinForum_FieldEmail": "电子邮件",
"Citadel_JoinForum_FieldPassword": "密碼",
"Citadel_JoinForum_FieldPassword": "密码:",
"Citadel_JoinForum_FieldUsername": "使用者名稱",
"Citadel_JoinForum_FieldUsername": "用户名:",
"Citadel_JoinForum_Loading": "載入中..。",
"Citadel_JoinForum_Loading": "正在载入…",
"Citadel_JoinForum_Submit": "提交",
"Citadel_JoinForum_Submit": "提交",
"Citadel_JoinForum_Title": "論壇入口",
"Citadel_JoinForum_Title": "论坛访问",
"Citadel_JoinForum_ViewInfo": "查看論壇登錄資訊",
"Citadel_JoinForum_ViewInfo": "查看论坛登录信息",
"Citadel_JoinParty_AlreadyInParty": "你已經是隊伍的一員,在離開當前隊伍之前,你無法加入另一個隊伍。",
"Citadel_JoinParty_AlreadyInParty": "你已加入了一个队伍,必须先离开当前队伍才能加入另一个。",
"Citadel_JoinParty_Desc": "如果你收到了一條隊伍代碼,那麼請在下方輸入。",
"Citadel_JoinParty_Desc": "如果你已收到队伍代码,请在下方输入代码。",
"Citadel_JoinParty_Disabled": "隊伍系統暫時因維護而禁用。請幾分鐘後再試。",
"Citadel_JoinParty_Disabled": "由于维护,队伍系统暂时禁用。请几分钟后重试。",
"Citadel_JoinParty_ErrorTitle": "錯誤",
"Citadel_JoinParty_ErrorTitle": "错误",
"Citadel_JoinParty_FailedToGetResponse": "目前無法與Deadlock網路通訊,無法加入隊伍。請幾分鐘後再試。",
"Citadel_JoinParty_FailedToGetResponse": "当前无法与 Deadlock 网络通信并加入队伍。请几分钟后重试。",
"Citadel_JoinParty_InternalError": "嘗試加入隊伍時發生了內部錯誤。",
"Citadel_JoinParty_InternalError": "尝试加入队伍时发生了内部错误",
"Citadel_JoinParty_InvalidCode": "你提供的代碼與任何隊伍都不配隊。代碼可能無效,或者相關的隊伍可能已被解散。",
"Citadel_JoinParty_InvalidCode": "你提供的代码和任何队伍都不匹配。该代码可能无效,或关联队伍已被放弃。",
"Citadel_JoinParty_InvalidParty": "你請求加入的隊伍無法被找到。隊伍可能已被解散。",
"Citadel_JoinParty_InvalidParty": "你请求加入的队伍已无法找到。该队伍可能已被放弃。",
"Citadel_JoinParty_InvalidPermissions": "你沒有加入指定隊伍的邀請。",
"Citadel_JoinParty_InvalidPermissions": "你没有收到加入指定队伍的邀请。",
"Citadel_JoinParty_InvalidVersion": "你的用戶端不是當前最新版本。請更新你的用戶端後再試。",
"Citadel_JoinParty_InvalidVersion": "你的客户端不是最新版本。请更新你的客户端并重试。",
"Citadel_JoinParty_NoRegionPings": "你的用戶端目前沒有連線到伺服器。請嘗試更新用戶端(如果適用)或驗證你的連接。",
"Citadel_JoinParty_NoRegionPings": "无法与任何 Steam 数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。",
"Citadel_JoinParty_PartyInMatchMaking": "這個隊伍目前正在配隊隊列中。請稍後再試。",
"Citadel_JoinParty_PartyInMatchMaking": "此队伍当前处于匹配队列中。请稍后重试。",
"Citadel_JoinParty_Prompt": "隊伍 ID",
"Citadel_JoinParty_Prompt": "队伍 ID",
"Citadel_JoinParty_RateLimited": "你最近發送了太多加入請求。請幾分鐘後再試。",
"Citadel_JoinParty_RateLimited": "你最近发送了太多加入请求。请等待几秒,再继续发送。",
"Citadel_JoinParty_Title": "加入隊伍",
"Citadel_JoinParty_Title": "加入队伍",
"Citadel_JoinParty_TooBusy": "Deadlock網路目前太忙,無法處理你的請求。請等一分鐘後重試。",
"Citadel_JoinParty_TooBusy": "Deadlock 网络当前过于繁忙,无法处理你的请求。请等待一分钟,然后再试。",
"Citadel_Key_Escape": "ESC",
"Citadel_Key_Escape": "ESC",
"Citadel_Key_Space": "空格",
"Citadel_Key_Space": "空格",
"Citadel_LaneColorBlue": "藍路\u003C/span\u003E",
"Citadel_LaneColorBlue": "蓝色",
"Citadel_LaneColorOrange": "橙路\u003C/span\u003E",
"Citadel_LaneColorGreen": "绿路",
"Citadel_LaneColorPurple": "紫路\u003C/span\u003E",
"Citadel_LaneColorPurple": "紫色",
"Citadel_LaneColorYellow": "黃路\u003C/span\u003E",
"Citadel_LaneColorYellow": "黄色",
"Citadel_LaneStats_Denies": "反補",
"Citadel_LaneStats_Denies": "反补数",
"Citadel_LaneStats_Guardians": "基地守護者摧毀時間",
"Citadel_LaneStats_Guardians": "基地卫士",
"Citadel_LaneStats_Kills": "擊殺",
"Citadel_LaneStats_Kills": "击杀次数",
"Citadel_LaneStats_LastHits": "補刀",
"Citadel_LaneStats_LastHits": "正补数",
"Citadel_LaneStats_PlayerDamage": "玩家傷害",
"Citadel_LaneStats_PlayerDamage": "玩家伤害",
"Citadel_LaneStats_Souls": "魂靈",
"Citadel_LaneStats_Souls": "魂魄数",
"Citadel_LaneStats_Tier1": "守護者摧毀時間",
"Citadel_LaneStats_Tier1": "1 级",
"Citadel_LaneStats_Tier2": "步行者摧毀時間",
"Citadel_LaneStats_Tier2": "2 级",
"Citadel_LeaveLobby_FailedToGetResponse": "停止配隊失敗。請重試。",
"Citadel_LeaveLobby_FailedToGetResponse": "停止匹配失败。请重试。",
"Citadel_LeaveParty_ErrorTitle": "錯誤",
"Citadel_LeaveParty_ErrorTitle": "错误",
"Citadel_LeaveParty_FailedToGetResponse": "目前無法與Deadlock網路通訊,無法離開你的隊伍。請幾分鐘後再試。",
"Citadel_LeaveParty_FailedToGetResponse": "当前无法与 Deadlock 网络通信并离开队伍。请几分钟后重试。",
"Citadel_LeaveParty_InMatchMaking": "你的隊伍目前正在配隊中,必須停止配隊才能離開隊伍。",
"Citadel_LeaveParty_InMatchMaking": "你的队伍正在进行匹配,必须先停止匹配才能离开队伍。",
"Citadel_LeaveParty_InternalError": "嘗試離開隊伍時發生了內部錯誤",
"Citadel_LeaveParty_InternalError": "尝试离开队伍时发生了内部错误",
"Citadel_LeaveParty_NotInParty": "無法離開請求的隊伍。你目前不是成員。",
"Citadel_LeaveParty_NotInParty": "无法离开指定队伍。你当前不是该队成员。",
"Citadel_Library_AvailableBooks": "可用書籍",
"Citadel_Library_AvailableBooks": "Available Books",
"Citadel_Library_ComingSoon": "即將推出",
"Citadel_Library_ComingSoon": "Coming Soon",
"Citadel_Library_Description": "通過比賽,你將獲得章節金鑰,你可以在這裡使用這些金鑰探索《Deadlock》世界中的故事。\u003Cbr\u003E\u003Cbr\u003E目前,只有一本書可用:\u003Cbr\u003E《誓言守護者的約束》。\u003Cbr\u003E隨著時間的推移,每個英雄都會有自己的故事,你可以塑造他們的故事,讓你在這個世界上留下自己的印記。",
"Citadel_Library_Description": "By playing matches, you will earn chapter keys that you can use here to you can explore tales in the world of Deadlock.\u003Cbr\u003E\u003Cbr\u003EFor now, only one book is available: \u003Cb\u003EThe Binding of Oathkeeper\u003C/b\u003E. In time, each hero will have their own story that you will be able to shape - allowing you to put your own fingerprint on the world.",
"Citadel_Library_Future_Desc": "目前,在《朋友和家人》中,你所做的選擇只會對故事本身產生影響。 不過,我們的長期目標是讓你所做的選擇在常規比賽中具體化,無論是通過獨特的語音台詞、外觀選項,還是兩者的結合。",
"Citadel_Library_Future_Desc": "At this point in Friends and Family, the choices you make only impact the narrative itself.  However the long term goal is to make the choices you make tangible in a regular match; either by unique voice lines, cosmetic options, or a combination of the two.",
"Citadel_Library_Future_Label": "未來狀態:",
"Citadel_Library_Future_Label": "Future State:",
"Citadel_Library_Progress": "{d:pct_complete}% 完成度",
"Citadel_Library_Progress": "{d:pct_complete}% Complete",
"Citadel_Library_Title": "圖書館",
"Citadel_Library_Title": "图书馆",
"Citadel_Library_Welcome": "歡迎來到圖書館",
"Citadel_Library_Welcome": "欢迎来到图书馆",
"Citadel_Main_EarlyDevBuild": "早期測試版",
"Citadel_Main_EarlyDevBuild": "开发初期版本",
"Citadel_Main_PlayMode": "選擇遊玩模式:",
"Citadel_Main_PlayMode": "选择游戏模式:",
"Citadel_Main_ViewProfile": "查看檔案",
"Citadel_Main_ViewProfile": "查看个人资料",
"Citadel_MatchDetails_Assists": "助攻",
"Citadel_MatchDetails_Assists": "助攻次数",
"Citadel_MatchDetails_Deaths": "死亡",
"Citadel_MatchDetails_Deaths": "死亡次数",
"Citadel_MatchDetails_Defeat": "失敗",
"Citadel_MatchDetails_Defeat": "战败",
"Citadel_MatchDetails_GraphType": "圖表類型:",
"Citadel_MatchDetails_GraphType": "图表类型:",
"Citadel_MatchDetails_Healing": "玩家治療",
"Citadel_MatchDetails_Healing": "治疗量",
"Citadel_MatchDetails_InternalError": "獲取比賽詳情時發生意外錯誤",
"Citadel_MatchDetails_InternalError": "获取比赛详情时发生意外错误",
"Citadel_MatchDetails_InvalidPermission": "沒有權限查看這場比賽的詳情",
"Citadel_MatchDetails_InvalidMatch": "无效的比赛 ID",
"Citadel_MatchDetails_Kills": "擊殺",
"Citadel_MatchDetails_InvalidPermission": "你没有权限查看这场比赛的详情",
"Citadel_MatchDetails_Loading": "載入比賽數據",
"Citadel_MatchDetails_Kills": "击杀次数",
"Citadel_MatchDetails_MatchID": "比賽ID:{s:match_id}",
"Citadel_MatchDetails_Loading": "正在载入比赛详情",
"Citadel_MatchDetails_NetWorth": "獲得魂靈",
"Citadel_MatchDetails_MatchID": "比赛 {s:match_id}",
"Citadel_MatchDetails_NoResponse": "無法連接到Deadlock伺服器。請稍後再試。",
"Citadel_MatchDetails_MatchInFlight": "本场比赛还在进行中",
"Citadel_MatchDetails_ObjDmg": "建築傷害",
"Citadel_MatchDetails_NetWorth": "总魂魄数",
"Citadel_MatchDetails_Objectives": "目標",
"Citadel_MatchDetails_NoResponse": "无法与 Deadlock 网络通信。请稍后再试。",
"Citadel_MatchDetails_PlayerDmg": "英雄傷害",
"Citadel_MatchDetails_ObjDmg": "目标伤害",
"Citadel_MatchDetails_RateLimited": "請稍等片刻再請求更多的比賽詳情",
"Citadel_MatchDetails_Objectives": "目标",
"Citadel_MatchDetails_Report": "檢舉",
"Citadel_MatchDetails_PlayerDmg": "玩家伤害",
"Citadel_MatchDetails_ReportTooltip": "點擊檢舉玩家",
"Citadel_MatchDetails_RateLimited": "请稍等片刻,然后再请求更多比赛详情",
"Citadel_MatchDetails_Reported": "玩家已被檢舉!",
"Citadel_MatchDetails_Report": "举报",
"Citadel_MatchDetails_ServerError": "伺服器錯誤",
"Citadel_MatchDetails_ReportTooltip": "点击举报玩家",
"Citadel_MatchDetails_ShowDataBy": "顯示數據的方式:",
"Citadel_MatchDetails_Reported": "已举报玩家!",
"Citadel_MatchDetails_ServerError": "服务器错误",
"Citadel_MatchDetails_ShowDataBy": "按以下方式显示数据:",
"Citadel_MatchDetails_ShowDataByPlayer": "玩家",
"Citadel_MatchDetails_ShowDataByPlayer": "玩家",
"Citadel_MatchDetails_ShowDataByTeam": "隊伍",
"Citadel_MatchDetails_ShowDataByTeam": "队伍",
"Citadel_MatchDetails_Stats": "玩家狀態",
"Citadel_MatchDetails_Stats": "玩家统计数据",
"Citadel_MatchDetails_StatsAt": "對線結束在{s:sample_time}",
"Citadel_MatchDetails_StatsAt": "统计时间:{s:sample_time}",
"Citadel_MatchDetails_Team1Name": "{i:team2_networth}k",
"Citadel_MatchDetails_Team1Name": "{i:team2_networth}k",
"Citadel_MatchDetails_Team1NetWorth": "{i:team1_networth}k",
"Citadel_MatchDetails_Team1NetWorth": "{i:team1_networth}k",
"Citadel_MatchDetails_Team2NetWorth": "{i:team2_networth}k",
"Citadel_MatchDetails_Team2NetWorth": "{i:team2_networth}k",
"Citadel_MatchDetails_TemporarilyDisabled": "比賽詳情因維護暫時被禁用",
"Citadel_MatchDetails_TemporarilyDisabled": "因维护,比赛详情已暂时禁用",
"Citadel_MatchDetails_TooBusy": "Deadlock網路過於繁忙,目前無法提供比賽詳情",
"Citadel_MatchDetails_TooBusy": "Deadlock 网络太忙,目前无法提供比赛详情",
"Citadel_MatchDetails_Victory": "獲勝",
"Citadel_MatchDetails_Victory": "获胜",
"Citadel_MatchDetails_ViewAs": "顯示為:",
"Citadel_MatchDetails_ViewAs": "查看方式:",
"Citadel_MatchDetails_ViewAsPct": "%",
"Citadel_MatchDetails_ViewAsPct": "%",
"Citadel_MatchDetails_ViewAsValue": "數值",
"Citadel_MatchDetails_ViewAsValue": "数值",
"Citadel_MatchDetails_ViewGraphs": "查看圖表",
"Citadel_MatchDetails_ViewGraphs": "查看图表",
"Citadel_MatchDetails_ViewScoreboard": "查看計分板",
"Citadel_MatchDetails_ViewScoreboard": "查看记分板",
"Citadel_MatchDetails_WinningTeam": "{g:citadel_team_name:winning_team}獲勝",
"Citadel_MatchDetails_WinningTeam": "{g:citadel_team_name:winning_team} 获胜",
"Citadel_MatchHistory_InternalError": "獲取比賽紀錄時發生意外錯誤",
"Citadel_MatchHistory_Disbanded": "已解散",
"Citadel_MatchHistory_InvalidPermission": "沒有權限查看此用戶的比賽紀錄",
"Citadel_MatchHistory_InternalError": "获取比赛历史记录时发生意外错误",
"Citadel_MatchHistory_NoResponse": "無法連接到Deadlock伺服器。請稍後再試。",
"Citadel_MatchHistory_InvalidPermission": "你没有权限查看此玩家的比赛历史记录",
"Citadel_MatchHistory_RateLimited": "請稍等片刻再請求更多的比賽紀錄",
"Citadel_MatchHistory_Loss": "败北",
"Citadel_MatchHistory_TemporarilyDisabled": "比賽紀錄因維護暫時停用",
"Citadel_MatchHistory_NoResponse": "无法与 Deadlock 网络通信。请稍后再试。",
"Citadel_MatchHistory_TooBusy": "Deadlock網路過於繁忙,目前無法提供比賽記錄",
"Citadel_MatchHistory_RateLimited": "请稍等片刻,然后再请求更多比赛历史记录",
"Citadel_MatchPage_Next": "下一頁",
"Citadel_MatchHistory_TemporarilyDisabled": "因维护,比赛历史记录已暂时禁用",
"Citadel_MatchPage_Prev": "上一頁",
"Citadel_MatchHistory_TooBusy": "Deadlock 网络太忙,目前无法提供比赛历史记录",
"Citadel_MatchSurvey_KindOfFun": "有點意思",
"Citadel_MatchHistory_Win": "胜利",
"Citadel_MatchSurvey_NotFun": "有點無聊",
"Citadel_MatchPage_Next": "下一页",
"Citadel_MatchSurvey_Skip": "跳過",
"Citadel_MatchPage_Prev": "上一页",
"Citadel_MatchSurvey_KindOfFun": "有点好玩",
"Citadel_MatchSurvey_NotFun": "不好玩",
"Citadel_MatchSurvey_Skip": "跳过",
"Citadel_MatchSurvey_Submit": "提交",
"Citadel_MatchSurvey_Submit": "提交",
"Citadel_MatchSurvey_SuperFun": "超級好玩",
"Citadel_MatchSurvey_SuperFun": "很好玩",
"Citadel_MatchSurvey_Title": "配隊調查",
"Citadel_MatchSurvey_Title": "比赛调查",
"Citadel_MatchmakingSchedule": "更新:",
"Citadel_MatchmakingSchedule": "更新:",
"Citadel_MatchmakingSchedule_Desc": "玩家配對現在全天開放!",
"Citadel_MatchmakingSchedule_Desc": "现在匹配全天开放!",
"Citadel_Mod_Tooltip_Active": "主動",
"Citadel_Mod_Tooltip_Active": "主动",
"Citadel_Mod_Tooltip_Innate": "先天",
"Citadel_Mod_Tooltip_Innate": "先天",
"Citadel_Mod_Tooltip_Passive": "被動",
"Citadel_Mod_Tooltip_Passive": "被动",
"Citadel_Notification_Paused_Message": "遊戲已經被暫停",
"Citadel_ModifierKeybindOnly": "此处只能绑定修饰键。",
"Citadel_Notification_Paused_Title": "暫停",
"Citadel_Notification_Paused_Message": "游戏已暂停",
"Citadel_Notification_Unpaused_Message": "遊戲正在解除暫停..。",
"Citadel_Notification_Paused_Title": "已暂停",
"Citadel_Notification_Unpaused_Title": "已解除暫停",
"Citadel_Notification_Unpaused_Message": "游戏即将结束暂停…",
"Citadel_PartyAction_AlreadyDrafting": "隊伍已經開始了一場比賽。在開始另一場比賽之前,必須停止當前的比賽。",
"Citadel_Notification_Unpaused_Title": "结束暂停",
"Citadel_PartyAction_Disabled": "此操作暫時禁用。請幾分鐘後再試。",
"Citadel_PartyAction_AlreadyDrafting": "队伍已经开始了一场比赛。你必须停止当前比赛才能开始另一场。",
"Citadel_PartyAction_ErrorTitle": "錯誤",
"Citadel_PartyAction_Disabled": "此操作暂时禁用。请几分钟后重试。",
"Citadel_PartyAction_FailedToGetResponse": "當前無法連接至Deadlock網路。請幾分鐘後再試。",
"Citadel_PartyAction_ErrorTitle": "错误",
"Citadel_PartyAction_InMatch": "隊伍目前正在進行比賽,暫時無法做出這一更改。",
"Citadel_PartyAction_FailedToGetResponse": "当前无法与 Deadlock 网络通信。请几分钟后重试。",
"Citadel_PartyAction_InMatchMaking": "隊伍目前正在進行配隊,暫時無法做出這一更改。",
"Citadel_PartyAction_InMatch": "此队伍正在比赛中,当前无法进行此变更。",
"Citadel_PartyAction_InternalError": "發生意外內部錯誤。請幾分鐘後再試。",
"Citadel_PartyAction_InMatchMaking": "此队伍正在进行匹配,当前无法进行此变更。",
"Citadel_PartyAction_InvalidParty": "無法找到隊伍。它可能已經被解散。",
"Citadel_PartyAction_InternalError": "发生了意外的内部错误。请几分钟后重试。",
"Citadel_PartyAction_InvalidPermissions": "你無權對該隊伍做出這些改動。",
"Citadel_PartyAction_InvalidParty": "无法找到队伍。该队伍可能已被放弃。",
"Citadel_PartyAction_InvalidTarget": "The specified target is no longer a member of the party。",
"Citadel_PartyAction_InvalidPermissions": "你没有权限为该队伍做出这些更改。",
"Citadel_PartyAction_InvalidValue": "所提供的值對這個隊伍無效。",
"Citadel_PartyAction_InvalidTarget": "指定目标不再是队伍成员。",
"Citadel_PartyAction_PlayerBanned": "所在團隊的一名成員 {g:citadel_persona:nl:account_id} 目前被禁止進入該模式,直到 {t:s:time_stamp} 在 {t:t:time_stamp} 結束。",
"Citadel_PartyAction_InvalidValue": "提供的值对此队伍无效。",
"Citadel_PartyAction_RateLimited": "你在短時間內執行了太多操作。請稍等片刻再試一次。",
"Citadel_PartyAction_RateLimited": "你在短时间内进行了太多操作。请稍等,然后重试。",
"Citadel_PartyAction_TooBusy": "Deadlock 網路忙碌中,現在無法處理此操作。請幾分鐘後再試。",
"Citadel_PartyAction_TooBusy": "Deadlock 网络当前过于繁忙,无法处理此操作。请几分钟后重试。",
"Citadel_PartyChat_InGameOnly": "僅限遊戲中",
"Citadel_PartyChat_InGameOnly": "仅限游戏中",
"Citadel_PartyChat_PlayerCount": "{i:players_in_team_chat} 名玩家",
"Citadel_PartyChat_PlayerCount": "{i:players_in_team_chat} 名玩家",
"Citadel_PartyChat_Title": "隊伍聊天",
"Citadel_PartyChat_Title": "队伍聊天",
"Citadel_PartyChat_VoiceAndText": "語音和文字聊天",
"Citadel_PartyChat_VoiceAndText": "语音和文字聊天",
"Citadel_PartyFindMatch": "尋找比賽",
"Citadel_PartyFindMatch": "寻找比赛",
"Citadel_PartyFindMatch_DevContinue": "DEV - 繼續",
"Citadel_PartyFindMatch_DevContinue": "DEV - 继续继续",
"Citadel_PartyFindMatch_LocalNotReady": "你必須先準備就緒",
"Citadel_PartyFindMatch_LocalNotReady": "你必须先就绪",
"Citadel_PartyFindMatch_OpenInvitesBody": "你有尚未接受的隊伍邀請。你想取消這些邀請並繼續嗎?",
"Citadel_PartyFindMatch_OpenInvitesBody": "你有尚未接受的组队邀请。你想要取消这些邀请并继续吗?",
"Citadel_PartyFindMatch_OpenInvitesTitle": "待處理的邀請",
"Citadel_PartyFindMatch_OpenInvitesTitle": "待处理邀请",
"Citadel_PartyFindMatch_OtherNotReady": "還有一位隊伍成員沒有準備就緒",
"Citadel_PartyFindMatch_OtherNotReady": "有队伍成员尚未就绪",
"Citadel_PartyFindMatch_SoloPartyBody": "你是隊伍中唯一的成員。邀請一些朋友一起遊玩,或退出隊伍單獨進行遊戲。",
"Citadel_PartyFindMatch_SoloPartyBody": "你是队伍里的唯一成员。邀请好友一起玩,或离开队伍独自玩。",
"Citadel_PartyFindMatch_SoloPartyTitle": "單人隊伍",
"Citadel_PartyFindMatch_SoloPartyTitle": "队伍无人",
"Citadel_PartyFindMatch_SoloParty_Leave": "離開隊伍並遊玩",
"Citadel_PartyFindMatch_SoloParty_Leave": "离开队伍玩游戏",
"Citadel_PartyFindMatch_SoloParty_Wait": "正在等待好友",
"Citadel_PartyFindMatch_SoloParty_Wait": "等待好友",
"Citadel_PartyInviteFriend_AlreadyInvited": "已邀請",
"Citadel_PartyInviteFriend_AlreadyInvited": "已邀请",
"Citadel_PartyInviteFriend_AlreadyMember": "已經在隊伍當中了",
"Citadel_PartyInviteFriend_AlreadyMember": "已在队伍中",
"Citadel_PartyInviteFriend_Cancel": "取消",
"Citadel_PartyInviteFriend_Cancel": "取消",
"Citadel_PartyInviteFriend_Close": "關閉",
"Citadel_PartyInviteFriend_Close": "关闭",
"Citadel_PartyInviteFriend_Invite": "邀請",
"Citadel_PartyInviteFriend_Invite": "邀请",
"Citadel_PartyInviteFriend_InvitesFull": "成員過多",
"Citadel_PartyInviteFriend_InvitesFull": "成员过多",
"Citadel_PartyInviteFriend_NoFriends": "目前你沒有一位好友正在遊玩Deadlock。",
"Citadel_PartyInviteFriend_NoFriends": "你没有正在玩 Deadlock 的好友。",
"Citadel_PartyInviteFriend_NotInParty": "不在隊伍中",
"Citadel_PartyInviteFriend_NotInParty": "不在队伍中",
"Citadel_PartyInviteFriend_Title": "邀請在線好友",
"Citadel_PartyInviteFriend_Title": "邀请在线好友",
"Citadel_PartyInvite_AlreadyInvited": "該用戶已經在隊伍中或已被邀請",
"Citadel_PartyInvite_AlreadyInvited": "此用户已在队伍中或已邀请",
"Citadel_PartyInvite_Disabled": "邀請用戶加入隊伍的功能暫時不可用。請幾分鐘後再試。",
"Citadel_PartyInvite_Disabled": "邀请用户加入队伍的功能暂时禁用。请几分钟后重试。",
"Citadel_PartyInvite_ErrorTitle": "無法發送邀請",
"Citadel_PartyInvite_ErrorTitle": "无法发送邀请",
"Citadel_PartyInvite_FailedToGetResponse": "目前無法與Deadlock網路通訊並邀請指定用戶。請幾分鐘後再試。",
"Citadel_PartyInvite_FailedToGetResponse": "当前无法与 Deadlock 网络通信并邀请指定用户。请几分钟后重试。",
"Citadel_PartyInvite_InternalError": "嘗試邀請用戶加入隊伍時發生了內部錯誤",
"Citadel_PartyInvite_InternalError": "尝试邀请用户加入队伍时发生了内部错误",
"Citadel_PartyInvite_InvalidParty": "你嘗試發送邀請的隊伍已不存在。",
"Citadel_PartyInvite_InvalidParty": "你尝试邀请的队伍已不存在。",
"Citadel_PartyInvite_InvalidPermissions": "你沒有權限邀請此用戶加入隊伍",
"Citadel_PartyInvite_InvalidPermissions": "你没有权限邀请此用户加入队伍",
"Citadel_PartyInvite_NotFriends": "你必須與你發送隊伍邀請的人是好友。",
"Citadel_PartyInvite_NotFriends": "你必须与对方成为好友,才能向其发送组队邀请。",
"Citadel_PartyInvite_RateLimited": "你最近發送了太多邀請。請稍等再發送更多邀請。",
"Citadel_PartyInvite_RateLimited": "你在过去的几秒内发送了太多邀请。请稍等,然后再发送更多邀请。",
"Citadel_PartyInvite_TooBusy": "Deadlock網路目前正忙,並且無法處理此請求。請稍後再試。",
"Citadel_PartyInvite_TooBusy": "Deadlock 网络当前过于繁忙,无法处理此请求。请稍后再试。",
"Citadel_PartyInvite_TooManyInvites": "此隊伍已有太多未處理的邀請。請取消之前的邀請後再發送更多邀請。",
"Citadel_PartyInvite_TooManyInvites": "此队伍已发送太多待处理的邀请。请取消此前的邀请再继续发送。",
"Citadel_PartyInvite_UserDoesntHaveGame": "你邀請的玩家從未玩過Deadlock。對於封閉測試,我們只允許你向已經玩過Deadlock的用戶發送邀請。",
"Citadel_PartyInvite_UserDoesntHaveGame": "你邀请的玩家尚未玩过 Deadlock。在封测期间,我们仅允许向玩过 Deadlock 的玩家发送邀请。",
"Citadel_PartySetMode_AlreadyDrafting": "隊伍已經開始了一場比賽。在開始另一場比賽之前,必須停止當前的比賽。",
"Citadel_PartySetMode_AlreadyDrafting": "队伍已经开始了一场比赛。你必须停止当前比赛才能开始另一场。",
"Citadel_PartySetMode_Disabled": "此操作暫時禁用。請幾分鐘後再試。",
"Citadel_PartySetMode_CannotLeavePrivate": "私人大厅当前不允许更改模式",
"Citadel_PartySetMode_ErrorTitle": "錯誤",
"Citadel_PartySetMode_Disabled": "此操作暂时禁用。请几分钟后重试。",
"Citadel_PartySetMode_FailedToGetResponse": "當前無法連接至Deadlock網路。請幾分鐘後再試。",
"Citadel_PartySetMode_ErrorTitle": "错误",
"Citadel_PartySetMode_InMatch": "隊伍目前正在進行比賽,暫時無法做出這一更改。",
"Citadel_PartySetMode_FailedToGetResponse": "当前无法与 Deadlock 网络通信。请几分钟后重试。",
"Citadel_PartySetMode_InMatchMaking": "隊伍目前正在進行配隊,暫時無法做出這一更改。",
"Citadel_PartySetMode_FiveStacksNotAllowed": "五人队伍当前不允许进行匹配。请尝试组建人数更多或更少的队伍。",
"Citadel_PartySetMode_InternalError": "發生意外內部錯誤。請幾分鐘後再試。",
"Citadel_PartySetMode_InMatch": "此队伍正在比赛中,当前无法进行此变更。",
"Citadel_PartySetMode_InvalidParty": "無法找到隊伍。它可能已經被解散。",
"Citadel_PartySetMode_InMatchMaking": "此队伍正在进行匹配,当前无法进行此变更。",
"Citadel_PartySetMode_InvalidPermissions": "你無權對該隊伍做出這些改動。",
"Citadel_PartySetMode_InternalError": "发生了意外的内部错误。请几分钟后重试。",
"Citadel_PartySetMode_InvalidValue": "所提供的值對這個隊伍無效。",
"Citadel_PartySetMode_InvalidParty": "无法找到队伍。该队伍可能已被放弃。",
"Citadel_PartySetMode_PlayerBanned": "所在團隊的一名成員 {g:citadel_persona:nl:account_id} 目前被禁止進入該模式,直到 {t:s:time_stamp} {t:t:time_stamp} 結束。",
"Citadel_PartySetMode_InvalidPermissions": "你没有权限为该队伍做出这些更改。",
"Citadel_PartySetMode_RateLimited": "你在短時間內執行了太多操作。請稍等片刻再試一次。",
"Citadel_PartySetMode_InvalidValue": "提供的值对此队伍无效。",
"Citadel_PartySetMode_TooBusy": "Deadlock 網路忙碌中,現在無法處理此操作。請幾分鐘後再試。",
"Citadel_PartySetMode_PlayerBanned": "你的队伍中有成员({g:citadel_persona:nl:account_id})当前被禁止玩此模式,封禁持续至 {t:s:time_stamp} {t:t:time_stamp}",
"Citadel_PartySetMode_TooManyHighMMR": "隊伍中有太多 MMR 很高的玩家,無法進行配隊。我們暫時不允許這樣做,以避免高技能玩家之間的隊伍不平衡。",
"Citadel_PartySetMode_PlayerPermaBanned": "你的队伍中有成员({g:citadel_persona:nl:account_id})永久性被禁止玩此模式",
"Citadel_PartyStartMatch": "開始比賽",
"Citadel_PartySetMode_RateLimited": "你在短时间内进行了太多操作。请稍等,然后重试。",
"Citadel_Party_AcceptInviteInGameTooltip": "退出遊戲並接受邀請",
"Citadel_PartySetMode_TooBusy": "Deadlock 网络当前过于繁忙,无法处理此操作。请几分钟后重试。",
"Citadel_Party_AcceptInviteTooltip": "接受邀請",
"Citadel_PartySetMode_TooManyHighMMR": "你的队伍中包含太多高 MMR 玩家,无法匹配。我们暂时不允许高水平玩家组成影响比赛平衡的队伍。",
"Citadel_Party_CancelInviteText": "請等待",
"Citadel_PartyStartMatch": "开始比赛",
"Citadel_Party_CancelInviteTitle": "正在取消邀請",
"Citadel_Party_AcceptInviteInGameTooltip": "退出游戏并接受邀请",
"Citadel_Party_AcceptInviteTooltip": "接受邀请",
"Citadel_Party_CancelInviteText": "请稍等",
"Citadel_Party_CancelInviteTitle": "正在取消邀请",
"Citadel_Party_CancelMM": "取消",
"Citadel_Party_CancelMM": "取消",
"Citadel_Party_Context_ClearReady": "取消準備",
"Citadel_Party_Context_ClearReady": "取消就绪",
"Citadel_Party_Context_Close": "關閉隊伍",
"Citadel_Party_Context_Close": "结束组队",
"Citadel_Party_Context_CopyCode": "複製隊伍代碼",
"Citadel_Party_Context_CopyCode": "复制队伍代码",
"Citadel_Party_Context_HideCode": "隱藏隊伍代碼",
"Citadel_Party_Context_HideCode": "隐藏队伍代码",
"Citadel_Party_Context_Invite": "邀請好友",
"Citadel_Party_Context_Invite": "邀请好友",
"Citadel_Party_Context_Open": "打開隊伍",
"Citadel_Party_Context_Open": "开始组队",
"Citadel_Party_Context_ReadyUp": "準備就緒",
"Citadel_Party_Context_ReadyUp": "就绪",
"Citadel_Party_Context_ShowCode": "顯示隊伍代碼",
"Citadel_Party_Context_ShowCode": "显示队伍代码",
"Citadel_Party_Context_SwitchTeam": "切換隊伍",
"Citadel_Party_Context_SwitchTeam": "切换队伍",
"Citadel_Party_CreateCoopBot": "建立一個可以邀請朋友參加的隊伍一起與BOT進行比賽",
"Citadel_Party_CreateCoopBot": "创建一支队伍以邀请好友加入,一同通过匹配与机器人对战",
"Citadel_Party_CreateEasyBot": "建立一個隊伍來邀請你的朋友們參與一場簡單難度的BOT對戰",
"Citadel_Party_CreateEasyBot": "创建一支队伍以邀请好友加入,一同与机器人进行简单水平对战",
"Citadel_Party_CreateHardBot": "建立一個隊伍來邀請你的朋友們參與一場困難難度的BOT對戰",
"Citadel_Party_CreateHardBot": "创建一支队伍以邀请好友加入,一同与机器人进行困难水平对战",
"Citadel_Party_CreatePartyText": "請等待",
"Citadel_Party_CreatePartyText": "请稍等",
"Citadel_Party_CreatePartyTitle": "正在建立隊伍",
"Citadel_Party_CreatePartyTitle": "正在创建队伍",
"Citadel_Party_CreateParty_Extended": "產生分享用隊伍代碼",
"Citadel_Party_CreateParty_Extended": "创建用于分享的队伍代码",
"Citadel_Party_DeclineInviteTooltip": "拒絕邀請",
"Citadel_Party_CreatePrivateLobby": "创建私人大厅",
"Citadel_Party_DisabledInMMTooltip": "在配隊時無法接受邀請",
"Citadel_Party_DeclineInviteTooltip": "拒绝邀请",
"Citadel_Party_DisabledInPartyTooltip": "在隊伍中時無法接受邀請",
"Citadel_Party_DisabledInMMTooltip": "正在匹配,无法接受邀请",
"Citadel_Party_DraftEndedByText": "{g:citadel_persona:account_id} 取消了這場比賽",
"Citadel_Party_DisabledInPartyTooltip": "已经在队伍中,无法接受邀请",
"Citadel_Party_DraftEndedByTitle": "比賽取消",
"Citadel_Party_DraftEndedByText": "{g:citadel_persona:account_id} 取消了匹配",
"Citadel_Party_InMatchMaking": "隊伍找到了一場比賽",
"Citadel_Party_DraftEndedByTitle": "匹配已取消",
"Citadel_Party_InviteFriend": "邀請好友",
"Citadel_Party_InMatchMaking": "队伍正在寻找比赛",
"Citadel_Party_InviteFriendToGameButton": "邀請",
"Citadel_Party_InviteFriendToGameButton": "邀请",
"Citadel_Party_InviteFriendToGameTooltip": "邀請好友來參加測試",
"Citadel_Party_InviteFriendToGameTooltip": "邀请这名好友加入游戏",
"Citadel_Party_InviteFriendToParty": "發送邀請",
"Citadel_Party_InviteFriendToParty": "邀请至队伍",
"Citadel_Party_InviteFriendTooltip": "邀請好友到隊伍",
"Citadel_Party_InviteFriendTooltip": "邀请好友加入队伍",
"Citadel_Party_InviteFriends": "邀請好友",
"Citadel_Party_InviteFriends": "邀请好友",
"Citadel_Party_InviteUserText": "請等待",
"Citadel_Party_InviteSent": "邀请已发送",
"Citadel_Party_InviteUserTitle": "邀請用戶",
"Citadel_Party_InviteUserText": "请稍等",
"Citadel_Party_InvitedToPartyText": "{g:citadel_persona:invited_by_account} 正在邀請你加入他們的隊伍",
"Citadel_Party_InviteUserTitle": "正在邀请用户",
"Citadel_Party_InvitedToPartyTitle": "隊伍邀請",
"Citadel_Party_InvitedToPartyText": "{g:citadel_persona:invited_by_account} 邀请你加入队伍",
"Citadel_Party_Invites": "隊伍邀請",
"Citadel_Party_InvitedToPartyTitle": "组队邀请",
"Citadel_Party_JoinParty": "加入隊伍",
"Citadel_Party_Invites": "个组队邀请",
"Citadel_Party_JoinPartyText": "請等待",
"Citadel_Party_JoinParty": "加入队伍",
"Citadel_Party_JoinPartyTitle": "正在加入隊伍",
"Citadel_Party_JoinPartyText": "请稍等",
"Citadel_Party_JoinParty_Extended": "使用代碼加入隊伍",
"Citadel_Party_JoinPartyTitle": "正在加入队伍",
"Citadel_Party_KickPlayerText": "請等待",
"Citadel_Party_JoinParty_Extended": "通过代码加入队伍",
"Citadel_Party_KickPlayerText": "请稍等",
"Citadel_Party_KickPlayerTitle": "正在踢出玩家",
"Citadel_Party_KickPlayerTitle": "正在踢出玩家",
"Citadel_Party_KickedByText": "你被{g:citadel_persona:kicked_by_account}從隊伍中踢出了",
"Citadel_Party_KickedByText": "你被 {g:citadel_persona:kicked_by_account} 踢出了队伍",
"Citadel_Party_KickedByTitle": "已被從隊伍中踢出",
"Citadel_Party_KickedByTitle": "被踢出队伍",
"Citadel_Party_Leave": "離開隊伍",
"Citadel_Party_Leave": "离开队伍",
"Citadel_Party_LeaveParty": "離開隊伍",
"Citadel_Party_LeaveParty": "离开队伍",
"Citadel_Party_LeavePartyText": "請等待",
"Citadel_Party_LeavePartyText": "请稍等",
"Citadel_Party_LeavePartyTitle": "正在離開隊伍",
"Citadel_Party_LeavePartyTitle": "正在离开队伍",
"Citadel_Party_MMEndedByText": "{g:citadel_persona:account_id} 取消了這場比賽",
"Citadel_Party_MMEndedByText": "{g:citadel_persona:account_id} 取消了匹配",
"Citadel_Party_MMEndedByTitle": "比賽取消",
"Citadel_Party_MMEndedByTitle": "匹配已取消",
"Citadel_Party_MatchHistory": "查看比賽紀錄",
"Citadel_Party_MatchHistory": "查看比赛历史",
"Citadel_Party_MatchMaking": "休閒比賽",
"Citadel_Party_MatchMaking": "休闲比赛",
"Citadel_Party_MatchMakingFailedText": "未能開始隊伍比賽. 比賽錯誤: {s:matchmaker_error}",
"Citadel_Party_MatchMakingFailedText": "无法启动队伍匹配。队伍匹配器出错:{s:matchmaker_error}",
"Citadel_Party_MatchMakingFailedTitle": "無法進行比賽",
"Citadel_Party_MatchMakingFailedTitle": "无法匹配",
"Citadel_Party_MatchMakingRanked": "排位比賽",
"Citadel_Party_MatchMakingRanked": "段位比赛",
"Citadel_Party_NoParty_Desc": "邀請好友以建立隊伍",
"Citadel_Party_NoParty_Desc": "邀请好友来组队",
"Citadel_Party_NoParty_Title": "",
"Citadel_Party_NotConnectedToGC": "未连接至 Deadlock 网络",
"Citadel_Party_NotConnectedToGC": "無法連接至Deadlock網路",
"Citadel_Party_Or": "",
"Citadel_Party_Or": "或者",
"Citadel_Party_OutOfDateClientTooltip": "游戏版本过时",
"Citadel_Party_OutOfDateClientTooltip": "遊戲需要更新",
"Citadel_Party_PartyCodeHidden": "(隐藏)",
"Citadel_Party_PartyCodeHidden": "(已隱藏)",
"Citadel_Party_PartyCodeLabel": "邀请代码:",
"Citadel_Party_PartyCodeLabel": "邀請代碼:",
"Citadel_Party_PartyPlayer": "玩家",
"Citadel_Party_PartyPlayer": "玩家",
"Citadel_Party_PartyReadyText": "請等待",
"Citadel_Party_PartyReadyText": "请稍等",
"Citadel_Party_PartyReadyTitle": "準備就緒",
"Citadel_Party_PartyReadyTitle": "设置就绪",
"Citadel_Party_PartyRoleText": "請等待",
"Citadel_Party_PartyRoleText": "请稍等",
"Citadel_Party_PartyRoleTitle": "正在修改職位",
"Citadel_Party_PartyRoleTitle": "正在变更角色",
"Citadel_Party_PartySpectator": "觀察者",
"Citadel_Party_PartySlotText": "请稍等",
"Citadel_Party_PlayWithFriends": "與好友遊玩",
"Citadel_Party_PartySlotTitle": "正在变更槽位",
"Citadel_Party_PartySpectator": "观众",
"Citadel_Party_PlayWithFriends": "与好友同玩",
"Citadel_Party_PlayerLabel": "玩家",
"Citadel_Party_PlayerLabel": "玩家",
"Citadel_Party_PrivateMatch": "私人比賽",
"Citadel_Party_PrivateMatch": "私人比赛",
"Citadel_Party_ReadyUp": "準備",
"Citadel_Party_ReadyUp": "就绪",
"Citadel_Party_Report": "檢舉",
"Citadel_Party_Report": "举报",
"Citadel_Party_Reported": "已檢舉",
"Citadel_Party_Reported": "已举报",
"Citadel_Party_RolePlayer": "玩家",
"Citadel_Party_RolePlayer": "玩家",
"Citadel_Party_RoleSpectator": "觀察者",
"Citadel_Party_RoleSpectator": "观众",
"Citadel_Party_SentInvite": "邀請已送出",
"Citadel_Party_SentInvite": "邀请已发送",
"Citadel_Party_SetBotDifficultyText": "請等待",
"Citadel_Party_SetBotDifficultyText": "请稍等",
"Citadel_Party_SetBotDifficultyTitle": "正在設定人機難易度",
"Citadel_Party_SetBotDifficultyTitle": "正在设置机器人难度",
"Citadel_Party_SetMatchModeText": "請等待 我們正在建立你的隊伍",
"Citadel_Party_SetMatchModeText": "正在设置你的队伍,请稍等",
"Citadel_Party_SetMatchModeTitle": "正在設定隊伍模式",
"Citadel_Party_SetMatchModeTitle": "正在设置队伍模式",
"Citadel_Party_SetTeamNameText": "請等待",
"Citadel_Party_SetRegionText": "请稍等",
"Citadel_Party_SetTeamNameTitle": "正在設定隊伍名稱",
"Citadel_Party_SetRegionTitle": "设置区域",
"Citadel_Party_SetTeamText": "請等待",
"Citadel_Party_SetTeamNameText": "请稍等",
"Citadel_Party_SetTeamTitle": "正在建立隊伍",
"Citadel_Party_SetTeamNameTitle": "正在设置队伍名称",
"Citadel_Party_SpectatorLabel": "觀眾",
"Citadel_Party_SetTeamText": "请稍等",
"Citadel_Party_UnavailableInQueueTooltip": "在隊列中不可用",
"Citadel_Party_SetTeamTitle": "正在设置队伍",
"Citadel_PauseMsg_AutoUnpaused": "遊戲自動恢復。",
"Citadel_Party_SpectatorLabel": "观众",
"Citadel_PauseMsg_CantPause": "你無法暫停。",
"Citadel_Party_UnavailableInQueueTooltip": "在队列中不可用",
"Citadel_PauseMsg_CantPauseYet": "你在 {i:value} 秒內無法暫停",
"Citadel_PauseMsg_AutoUnpaused": "游戏已自动继续。",
"Citadel_PauseMsg_CantUnpauseTeam": "你還不能恢復這支隊伍的比賽。",
"Citadel_PauseMsg_CantPause": "你不能暂停。",
"Citadel_PauseMsg_NoPausesLeft": "你已沒有剩餘的暫停次數。",
"Citadel_PauseMsg_CantPauseYet": "你在 {i:value} 秒后才能暂停。",
"Citadel_PauseMsg_PauseCountdown": "{s:player} 在暫停 {i:value}..。",
"Citadel_PauseMsg_CantUnpauseTeam": "你还不能继续此队伍的游戏。",
"Citadel_PauseMsg_Paused": "{s:player} 暫停了遊戲",
"Citadel_PauseMsg_NoPausesLeft": "你的暂停次数已用完。",
"Citadel_PauseMsg_UnpauseButton": "按下 [{s:key_pause}] 取消暫停",
"Citadel_PauseMsg_PauseCountdown": "{s:player} 将于 {i:value} 秒后暂停…",
"Citadel_PauseMsg_UnpauseCountdown": "解除暫停 {i:value}..。",
"Citadel_PauseMsg_Paused": "{s:player} 暂停了游戏。",
"Citadel_PauseMsg_Unpaused": "{s:player} 繼續比賽。",
"Citadel_PauseMsg_UnpauseButton": "按下 [{s:key_pause}] 取消暂停",
"Citadel_PauseMsg_YouPaused": "你暫停了遊戲,還剩下 {i:value} 次暫停機會。",
"Citadel_PauseMsg_UnpauseCountdown": "{i:value} 秒后结束暂停…",
"Citadel_Ping_CanHealMessage": "可以治療",
"Citadel_PauseMsg_Unpaused": "{s:player} 继续了游戏。",
"Citadel_Ping_Customize_Reminder": "你可能需要更改標記輪盤的 \u003Cb\u003E設定。\u003C/b\u003E",
"Citadel_PauseMsg_YouPaused:p{value}": "你暂停了游戏,还剩下 {i:value} 次可用暂停。#|# 你暂停了游戏,还剩下 {i:value} 次可用暂停。",
"Citadel_Ping_HealMessage": "需要治療",
"Citadel_Ping_CanHealMessage": "可以治疗",
"Citadel_Play_BotsOfflineText": "BOT暫時失效,請稍後再查看。",
"Citadel_Ping_Customize_Reminder": "你可以在\u003Cb\u003E设置\u003C/b\u003E中更改信号轮盘的选项。",
"Citadel_Play_BotsOfflineTitle": "BOT暫時離線",
"Citadel_Ping_HealMessage": "需要治疗",
"Citadel_Play_MatchmakingOfflineText": "配隊目前已關閉。請在預定的測試時間內回來。",
"Citadel_Play_BotsOfflineText": "机器人暂时禁用,请稍后再试。",
"Citadel_Play_MatchmakingOfflineTitle": "已關閉配隊",
"Citadel_Play_BotsOfflineTitle": "机器人暂时离线",
"Citadel_PlayerCard_FavoriteHero": "使用最多的英雄",
"Citadel_Play_MatchmakingOfflineText": "匹配功能当前已关闭。请在安排的游戏测试时间回来使用。",
"Citadel_PlayerContextMenu_AcceptFriendRequest": "接受好友請求",
"Citadel_Play_MatchmakingOfflineTitle": "匹配已关闭",
"Citadel_PlayerContextMenu_AddFriend": "發送好友邀請",
"Citadel_PlayerCard_FavoriteHero": "最爱英雄",
"Citadel_PlayerContextMenu_CancelFriendInvite": "取消好友邀請",
"Citadel_PlayerContextMenu_AcceptFriendRequest": "接受好友请求",
"Citadel_PlayerContextMenu_AddFriend": "发送好友邀请",
"Citadel_PlayerContextMenu_AudioVolume": "音量",
"Citadel_PlayerContextMenu_CancelFriendInvite": "取消好友邀请",
"Citadel_PlayerContextMenu_EmptyMenu": "--",
"Citadel_PlayerContextMenu_EmptyMenu": "--",
"Citadel_PlayerContextMenu_IgnoreFriendRequest": "忽略好友請求",
"Citadel_PlayerContextMenu_IgnoreFriendRequest": "忽略好友请求",
"Citadel_PlayerContextMenu_InviteToParty": "邀請至隊伍",
"Citadel_PlayerContextMenu_InviteToParty": "邀请至队伍",
"Citadel_PlayerContextMenu_PartyCancelInvite": "取消隊伍邀請",
"Citadel_PlayerContextMenu_PartyCancelInvite": "取消组队邀请",
"Citadel_PlayerContextMenu_PartyCreateWith": "建立隊伍",
"Citadel_PlayerContextMenu_PartyCreateWith": "创建队伍",
"Citadel_PlayerContextMenu_PartyKick": "從隊伍中踢出",
"Citadel_PlayerContextMenu_PartyKick": "踢出队伍",
"Citadel_PlayerContextMenu_PartyLeave": "離開隊伍",
"Citadel_PlayerContextMenu_PartyLeave": "离开队伍",
"Citadel_PlayerContextMenu_PartySwitchPlayer": "切換到玩家",
"Citadel_PlayerContextMenu_PartySwitchPlayer": "切换为玩家",
"Citadel_PlayerContextMenu_PartySwitchSpectator": "切換到觀察者",
"Citadel_PlayerContextMenu_PartySwitchSpectator": "切换为观众",
"Citadel_PlayerContextMenu_RemoveFriend": "移除好友",
"Citadel_PlayerContextMenu_RemoveFriend": "移除好友",
"Citadel_PlayerContextMenu_SpectateGame": "觀察遊戲",
"Citadel_PlayerContextMenu_SpectateGame": "观战",
"Citadel_PlayerContextMenu_ViewProfile": "查看檔案",
"Citadel_PlayerContextMenu_ViewProfile": "查看个人资料",
"Citadel_PlayerList_Enemy": "敵方隊伍",
"Citadel_PlayerList_Enemy": "敌方队伍",
"Citadel_PlayerList_Teammates": "友方隊伍",
"Citadel_PlayerList_Teammates": "队友",
"Citadel_Player_Level_AP": "技能點",
"Citadel_Player_Level_AP": "技能点",
"Citadel_Player_Level_APShort": "技能點",
"Citadel_Player_Level_APShort": "技能点",
"Citadel_Player_Level_AbilityPoints": "在第 2、3、5、7 級和之後每一級獲得\u003Cspan class=\"boldText\"\u003E 1個技能點 \u003C/span\u003E",
"Citadel_Player_Level_AbilityPoints": "\u003Cspan class=\"boldText\"\u003E1 Ability Point\u003C/span\u003E gained at levels 2, 3, 5, 7, and each level after",
"Citadel_Player_Level_AbilityUnlock": "技能解鎖",
"Citadel_Player_Level_AbilityUnlock": "技能解锁",
"Citadel_Player_Level_AbilityUnlocks": "在 1、2、4 和 6 級獲得 \u003Cspan class=\"boldText\"\u003E 1次技能解鎖 \u003C/span\u003E",
"Citadel_Player_Level_AbilityUnlocks": "\u003Cspan class=\"boldText\"\u003E1 Ability Unlock\u003C/span\u003E gained at levels 1, 2, 4, and 6",
"Citadel_Player_Level_AbilityUnlocksShort": "技能解鎖",
"Citadel_Player_Level_AbilityUnlocksShort": "技能解锁",
"Citadel_Player_Level_BaseBullet": "基礎子彈傷害",
"Citadel_Player_Level_BaseBullet": "基础子弹伤害",
"Citadel_Player_Level_BaseHealth": "基礎生命值",
"Citadel_Player_Level_BaseHealth": "基础生命值",
"Citadel_Player_Level_BaseMelee": "基礎近戰傷害",
"Citadel_Player_Level_BaseMelee": "基础近战伤害",
"Citadel_Player_Level_BulletResist": "物理抗性",
"Citadel_Player_Level_BulletResist": "子弹抗性",
"Citadel_Player_Level_Legend": "圖示:",
"Citadel_Player_Level_Legend": "图例:",
"Citadel_Player_Level_PowerIncrease": "屬性增強",
"Citadel_Player_Level_PowerIncrease": "力量提升",
"Citadel_Player_Level_PowerIncreaseGrants": "每次屬性增強獲得:",
"Citadel_Player_Level_PowerIncreaseGrants": "每次力量提升获得:",
"Citadel_Player_Level_PowerIncreases": "屬性增強",
"Citadel_Player_Level_PowerIncreases": "力量提升",
"Citadel_Player_Level_SpiritAmp": "魂力傷害增幅",
"Citadel_Player_Level_SpiritAmp": "元灵伤害增幅",
"Citadel_Player_Level_WeaponPower": "\u003Cspan class=\"boldText\"\u003E+{s:weapon_bonus}% 基礎子彈傷害\u003C/span\u003E, \u003Cspan class=\"boldText\"\u003E+{s:melee_bonus}% 基礎近戰傷害\u003C/span\u003E and \u003Cspan class=\"boldText\"\u003E+{s:health_bonus} 基礎生命值 \u003C/span\u003E",
"Citadel_Player_Level_WeaponPower": "\u003Cspan class=\"boldText\"\u003E+{s:weapon_bonus}% Base Bullet Damage\u003C/span\u003E, \u003Cspan class=\"boldText\"\u003E+{s:melee_bonus}% Base Melee damage\u003C/span\u003E and \u003Cspan class=\"boldText\"\u003E+{s:health_bonus} Max Health \u003C/span\u003E",
"Citadel_Player_Level_WeaponRange": "武器攻擊範圍",
"Citadel_Player_Level_WeaponRange": "武器射程",
"Citadel_PlaytestUser_Result_AlreadyHasGame": "這名玩家已經有Deadlock的測試資格了",
"Citadel_PlaytestUser_Result_AlreadyHasGame": "此玩家已具有 Deadlock 访问权",
"Citadel_PlaytestUser_Result_GenericFailure": "提交用戶失敗,無法連接到Deadlock伺服器。請稍後再試。",
"Citadel_PlaytestUser_Result_GenericFailure": "提交用户失败,无法与 Deadlock 网络通信。请稍后再试。",
"Citadel_PlaytestUser_Result_GenericFailureTitle": "無法提交",
"Citadel_PlaytestUser_Result_GenericFailureTitle": "无法提交",
"Citadel_PlaytestUser_Result_InvalidFriend": "你與指定的用戶不是好友",
"Citadel_PlaytestUser_Result_InvalidFriend": "你不是指定用户的好友",
"Citadel_PlaytestUser_Result_LimitedUser": "這名玩家是受限制的Steam用戶, 因此目前沒有資格遊玩Deadlock。",
"Citadel_PlaytestUser_Result_LimitedUser": "此玩家为受限 Steam 用户,因此当前不具备玩 Deadlock 的资格。",
"Citadel_PlaytestUser_Result_NotFriendsLongEnough": "你與該用戶成為好友的時間還不夠長,無法向其發送邀請。",
"Citadel_PlaytestUser_Result_NotFriendsLongEnough": "你与此用户成为好友的时间太短,无法向其发送邀请。",
"Citadel_PlaytestUser_Result_Success": "感謝你推薦這位用戶!",
"Citadel_PlaytestUser_Result_Success": "感谢你推荐此用户!",
"Citadel_PlaytestUser_Result_SuccessTitle": "已成功提交",
"Citadel_PlaytestUser_Result_SuccessTitle": "已提交成功",
"Citadel_PlaytestUser_SubmitProcessing": "請等待",
"Citadel_PlaytestUser_SubmitProcessing": "请稍等",
"Citadel_PlaytestUser_SubmitProcessingTitle": "提交用戶中",
"Citadel_PlaytestUser_SubmitProcessingTitle": "正在提交用户",
"Citadel_PlaytestWarningBody": "歡迎來到《Deadlock》。這款遊戲目前還處於早期開發階段,其中有許多臨時的美術設計和實驗性的玩法。我們歡迎所有的回饋意見!",
"Citadel_PlaytestWarningBody": "欢迎来到 Deadlock。本游戏仍然处于开发初期,有很多临时艺术作品和实验性游戏玩法。欢迎所有反馈!",
"Citadel_PlaytestWarningTitle": "早期測試版",
"Citadel_PlaytestWarningTitle": "开发初期版本",
"Citadel_Playtest_CreateAccountsBody": "建立論壇帳戶,提供遊戲回饋。加入Deadlock Discord,與其他玩家聊天並獲取最新消息。",
"Citadel_Playtest_CreateAccountsBody": "创建论坛帐户以提供有关游戏的反馈。加入 Deadlock Discord 与其他玩家聊天并获取最新消息。",
"Citadel_Playtest_CreateAccountsTitle": "提供回饋並參與討論",
"Citadel_Playtest_CreateAccountsTitle": "提供反馈并参与讨论",
"Citadel_Playtest_DiscordButton": "加入 Discord",
"Citadel_Playtest_DiscordButton": "加入 Discord",
"Citadel_Playtest_DiscordInfo": "加入Deadlock discord,與其他玩家聊天並獲取最新消息。",
"Citadel_Playtest_DiscordInfo": "加入 Deadlock Discord 与其他玩家聊天并获取最新消息。",
"Citadel_Playtest_GoToForum": "前往论坛",
"Citadel_Playtest_JoinDiscord": "加入 Discord",
"Citadel_Playtest_JoinDiscord": "加入 Discord",
"Citadel_Playtest_JoinForum": "加入回饋論壇",
"Citadel_Playtest_JoinForum": "加入反馈论坛",
"Citadel_Playtest_JoinedDiscord": "已加入 Discord",
"Citadel_Playtest_JoinedDiscord": "已加入 Discord",
"Citadel_Playtest_JoinedForum": "已加入論壇",
"Citadel_Playtest_JoinedForum": "已加入论坛",
"Citadel_Playtest_LocalTime": "本地時間",
"Citadel_Playtest_LocalTime": "本地时间",
"Citadel_Playtest_MatchmakingOpen": "測試持續到{t:t:playtest_end}",
"Citadel_Playtest_MatchmakingOpen": "匹配开放至:{t:t:playtest_end}",
"Citadel_Playtest_MatchmakingPaused": "測試當前暫停:{t:d:unranked_mm_pause_time}",
"Citadel_Playtest_MatchmakingPaused": "匹配当前已暂停:{t:d:unranked_mm_pause_time}",
"Citadel_Playtest_RecommendButton": "推薦好友",
"Citadel_Playtest_RecommendButton": "邀请好友",
"Citadel_Playtest_RecommendInfo": "你想邀請誰參加我們的遊戲測試?",
"Citadel_Playtest_RecommendInfo": "想与朋友一起参加我们的游戏测试?",
"Citadel_Playtest_Region": "地區: {s:region_name}",
"Citadel_Playtest_Region": "地区:{s:region_name}",
"Citadel_Playtest_Schedule": "測試時間表:",
"Citadel_Playtest_Schedule": "匹配时间:",
"Citadel_Playtest_Status": "狀態:",
"Citadel_Playtest_Status": "状态:",
"Citadel_Playtest_Upcoming": "測試在{t:l:t:m:playtest_start} 開始",
"Citadel_Playtest_Upcoming": "游戏测试开始时间:{t:l:t:m:playtest_start}",
"Citadel_Playtest_Weekdays": "週一 --- 週四:",
"Citadel_Playtest_Weekdays": "周一至周四:",
"Citadel_Playtest_Weekends": "週五 --- 週日:",
"Citadel_Playtest_Weekends": "周五至周日:",
"Citadel_Post_Game_Assits": "助攻",
"Citadel_Post_Game_Assits": "助攻次数",
"Citadel_Post_Game_BossDamage": "BOSS 傷害",
"Citadel_Post_Game_BossDamage": "Boss 伤害",
"Citadel_Post_Game_Graphs": "個人",
"Citadel_Post_Game_Graphs": "个人",
"Citadel_Post_Game_Healing": "治療量",
"Citadel_Post_Game_Healing": "治疗量",
"Citadel_Post_Game_HeroDamage": "英雄傷害",
"Citadel_Post_Game_HeroDamage": "英雄伤害",
"Citadel_Post_Game_HighestNetworth": "最高魂靈獲得",
"Citadel_Post_Game_HighestNetworth": "最高净值",
"Citadel_Post_Game_Kills": "擊殺",
"Citadel_Post_Game_Kills": "击杀次数",
"Citadel_Post_Game_MostAssits": "最多助攻",
"Citadel_Post_Game_MostAssits": "最高助攻数",
"Citadel_Post_Game_MostBossDamage": "最多BOSS傷害",
"Citadel_Post_Game_MostBossDamage": "最高 Boss 伤害",
"Citadel_Post_Game_MostHealing": "最多治療",
"Citadel_Post_Game_MostHealing": "最大治疗量",
"Citadel_Post_Game_MostHeroDamage": "最多英雄傷害",
"Citadel_Post_Game_MostHeroDamage": "最高英雄伤害",
"Citadel_Post_Game_MostKills": "最多擊殺",
"Citadel_Post_Game_MostKills": "最高击杀次数",
"Citadel_Post_Game_Networth": "魂靈獲得",
"Citadel_Post_Game_Networth": "净值",
"Citadel_Post_Game_Personal": "個人",
"Citadel_Post_Game_Personal": "个人",
"Citadel_Post_Game_PlayedBy": "使用由",
"Citadel_Post_Game_PlayedBy": "玩家:",
"Citadel_Post_Game_Retry": "重播",
"Citadel_Post_Game_Retry": "重试",
"Citadel_Post_Game_Scoreboard": "得分版",
"Citadel_Post_Game_Scoreboard": "计分板",
"Citadel_PrivateLobby_Bot_Easy": "BOT:簡單",
"Citadel_PrivateLobby_Bot_Easy": "机器人:简单",
"Citadel_PrivateLobby_Bot_Hard": "BOT:困難",
"Citadel_PrivateLobby_Bot_Hard": "机器人:困难",
"Citadel_PrivateLobby_Bot_Medium": "BOT:中等",
"Citadel_PrivateLobby_Bot_Medium": "机器人:中等",
"Citadel_PrivateLobby_Bot_None": "空的",
"Citadel_PrivateLobby_Bot_None": "",
"Citadel_PrivateLobby_Cheats_Off": "作弊已禁用",
"Citadel_PrivateLobby_Cheats_Off": "作弊功能已禁用",
"Citadel_PrivateLobby_Cheats_On": "作弊已啟用",
"Citadel_PrivateLobby_Cheats_On": "作弊功能已启用",
"Citadel_PrivateLobby_Difficulty_Easy": "簡單BOT",
"Citadel_PrivateLobby_Difficulty_Easy": "简单难度机器人",
"Citadel_PrivateLobby_Difficulty_Hard": "困難BOT",
"Citadel_PrivateLobby_Difficulty_Hard": "困难难度机器人",
"Citadel_PrivateLobby_Difficulty_Medium": "中等BOT",
"Citadel_PrivateLobby_Difficulty_Medium": "中等难度机器人",
"Citadel_PrivateLobby_Difficulty_None": "無BOT",
"Citadel_PrivateLobby_Difficulty_None": "无机器人",
"Citadel_PrivateLobby_Error_NoPlayers": "這場比賽中沒有玩家",
"Citadel_PrivateLobby_Duplicate_Heroes_Off": "重复英雄已禁用",
"Citadel_PrivateLobby_Error_NotAllAssigned": "並非所有玩家都已選擇隊伍",
"Citadel_PrivateLobby_Duplicate_Heroes_On": "重复英雄已启用",
"Citadel_PrivateLobby_Error_NotAllReady": "並非所有玩家都已準備好",
"Citadel_PrivateLobby_Error_NoPlayers": "此比赛中没有玩家",
"Citadel_PrivateLobby_FindingMatch": "比賽即將開始",
"Citadel_PrivateLobby_Error_NotAllAssigned": "部分玩家尚未选择队伍",
"Citadel_PrivateLobby_Group_Invites": "邀請",
"Citadel_PrivateLobby_Error_NotAllReady": "部分玩家尚未准备就绪",
"Citadel_PrivateLobby_Group_Spectators": "觀眾",
"Citadel_PrivateLobby_FindingMatch": "比赛即将开始",
"Citadel_PrivateLobby_Group_Invites": "邀请",
"Citadel_PrivateLobby_Group_Spectators": "观众",
"Citadel_PrivateLobby_Group_Unassigned": "未分配",
"Citadel_PrivateLobby_Group_Unassigned": "未分配",
"Citadel_PrivateLobby_Invite": "邀請朋友",
"Citadel_PrivateLobby_Invite": "邀请好友",
"Citadel_PrivateLobby_Join": "解除自我分配",
"Citadel_PrivateLobby_Join": "取消自我分配",
"Citadel_PrivateLobby_LeavePrompt_Body": "您確定要離開這場自訂對戰嗎?",
"Citadel_PrivateLobby_LeavePrompt_Body": "你确定要离开自定义比赛吗?",
"Citadel_PrivateLobby_LeavePrompt_Exit": "離開自訂對戰",
"Citadel_PrivateLobby_LeavePrompt_Exit": "离开自定义比赛",
"Citadel_PrivateLobby_LeavePrompt_Title": "離開自訂對戰",
"Citadel_PrivateLobby_LeavePrompt_Title": "离开自定义比赛",
"Citadel_PrivateLobby_MatchSettings": "比賽設定",
"Citadel_PrivateLobby_MatchSettings": "比赛设置",
"Citadel_PrivateLobby_PageTitle": "自訂對戰",
"Citadel_PrivateLobby_PageTitle": "自定义比赛",
"Citadel_PrivateLobby_PubliclyVisible_Off": "僅對玩家可見",
"Citadel_PrivateLobby_PubliclyVisible_Off": "仅对玩家可见",
"Citadel_PrivateLobby_PubliclyVisible_On": "對所有人可見",
"Citadel_PrivateLobby_PubliclyVisible_On": "对所有人可见",
"Citadel_PrivateLobby_RandomLanes_Off": "指定路線分配",
"Citadel_PrivateLobby_RandomLanes_Off": "指定分路分配",
"Citadel_PrivateLobby_RandomLanes_On": "預設路線分配",
"Citadel_PrivateLobby_RandomLanes_On": "默认分路分配",
"Citadel_PrivateLobby_Ready": "準備就緒",
"Citadel_PrivateLobby_RandomizeTeams": "随机分配所有玩家",
"Citadel_PrivateLobby_Region_Europe": "歐洲",
"Citadel_PrivateLobby_Ready": "就绪",
"Citadel_PrivateLobby_Region_Europe": "欧洲",
"Citadel_PrivateLobby_Region_Oceania": "大洋洲",
"Citadel_PrivateLobby_Region_Oceania": "大洋洲",
"Citadel_PrivateLobby_Region_ROW": "北美",
"Citadel_PrivateLobby_Region_ROW": "北美洲",
"Citadel_PrivateLobby_Region_Russia": "俄羅斯",
"Citadel_PrivateLobby_Region_Russia": "俄罗斯",
"Citadel_PrivateLobby_Region_SAmerica": "南美",
"Citadel_PrivateLobby_Region_SAmerica": "南美洲",
"Citadel_PrivateLobby_Region_SEAsia": "東南亞",
"Citadel_PrivateLobby_Region_SEAsia": "东南亚",
"Citadel_PrivateLobby_Region_Unselected": "選擇區域",
"Citadel_PrivateLobby_Region_Unselected": "选择地区",
"Citadel_PrivateLobby_StartMatch": "開始比賽",
"Citadel_PrivateLobby_ShuffleLanesTooltip": "将队伍中的玩家随机分配到不同分路",
"Citadel_PrivateLobby_StartPrompt_Body": "您確定要開始比賽嗎?",
"Citadel_PrivateLobby_ShuffleTeams": "队伍内随机分配",
"Citadel_PrivateLobby_StartPrompt_Title": "開始比賽",
"Citadel_PrivateLobby_ShuffleTeamsTooltip": "将大厅内的玩家随机分配到两支不同队伍",
"Citadel_PrivateLobby_Unready": "取消準備",
"Citadel_PrivateLobby_StartMatch": "开始比赛",
"Citadel_PrivateLobby_Versus": "對抗",
"Citadel_PrivateLobby_StartPrompt_Body": "你确定要开始比赛吗?",
"Citadel_PrivilegedFeatures_CommsRestricted_Active": "您的與其他玩家的通訊已被限制,直到 {t:l:t:m:comms_ban_end_time}。",
"Citadel_PrivateLobby_StartPrompt_Title": "开始比赛",
"Citadel_PrivilegedFeatures_CommsRestricted_Inactive": "當通訊限制啟用時,只有您隊伍中的玩家可以看到您的聊天或聽到您的聲音。",
"Citadel_PrivateLobby_SwapTeams": "交换队伍",
"Citadel_PrivilegedFeatures_CommsRestricted_InactiveTitle": "通訊",
"Citadel_PrivateLobby_SwapTeamsTooltip": "两支队伍之间交换成员,保持分路不变",
"Citadel_PrivilegedFeatures_CommsRestricted_Title": "通訊限制",
"Citadel_PrivateLobby_Unready": "未就绪",
"Citadel_PrivilegedFeatures_LowPriority_Active:p{low_priority_games_remaining}": "您在低優先級配對中還剩 {i:low_priority_games_remaining} 場遊戲。#|#您在低優先級配對中還剩 {i:low_priority_games_remaining} 場遊戲。",
"Citadel_PrivateLobby_Versus": "VS",
"Citadel_PrivilegedFeatures_LowPriority_Inactive": "經常放棄比賽的玩家將被放入單獨的低優先級配對隊列,當此隊列啟用時,只會與其他同樣有低優先級配對的玩家匹配。",
"Citadel_PrivilegedFeatures_CommsRestricted_Active": "你与其他玩家的交流受到限制,结束时间为 {t:l:t:m:comms_ban_end_time}。",
"Citadel_PrivilegedFeatures_LowPriority_InactiveTitle": "配對",
"Citadel_PrivilegedFeatures_CommsRestricted_Inactive": "当交流限制生效时,只有你队伍中的玩家才能看到你的聊天或听到你的语音。",
"Citadel_PrivilegedFeatures_LowPriority_Title": "低優先級配對",
"Citadel_PrivilegedFeatures_CommsRestricted_InactiveTitle": "交流",
"Citadel_PrivilegedFeatures_NoneDisabled": "您目前沒有任何功能被禁用,您的守護神感謝您!",
"Citadel_PrivilegedFeatures_CommsRestricted_Title": "交流受限",
"Citadel_PrivilegedFeatures_PausingDisabled_Active": "您帳號上的遊戲內暫停功能已被禁用,直到 {t:l:t:m:pausing_ban_end_time}。",
"Citadel_PrivilegedFeatures_LowPriority_Active:p{low_priority_games_remaining}": "你在低优先度匹配中还剩余 {i:low_priority_games_remaining} 场比赛。#|# 你在低优先度匹配中还剩余 {i:low_priority_games_remaining} 场比赛。",
"Citadel_PrivilegedFeatures_PausingDisabled_Inactive": "過度暫停遊戲將導致您的暫停功能被禁用。",
"Citadel_PrivilegedFeatures_LowPriority_Inactive": "经常放弃比赛的玩家将被放入单独的低优先级匹配队列,该队列在激活后,只会将你与其他也处于低优先级匹配队列的玩家进行匹配。",
"Citadel_PrivilegedFeatures_PausingDisabled_InactiveTitle": "暫停",
"Citadel_PrivilegedFeatures_LowPriority_InactiveTitle": "匹配",
"Citadel_PrivilegedFeatures_PausingDisabled_Title": "暫停禁用",
"Citadel_PrivilegedFeatures_LowPriority_Title": "低优先度匹配",
"Citadel_PrivilegedFeatures_ReportingDisabled_Active": "您帳號上的遊戲內檢舉功能已被禁用,直到 {t:l:t:m:reporting_ban_end_time}。",
"Citadel_PrivilegedFeatures_NoneDisabled": "你当前没有功能被禁用,你的守护神谢谢你!",
"Citadel_PrivilegedFeatures_ReportingDisabled_Inactive": "不準確的玩家檢舉將導致您的檢舉功能被禁用,如果問題持續,可能會導致永久帳號禁用。",
"Citadel_PrivilegedFeatures_PausingDisabled_Active": "你帐户中的游戏内暂停功能已禁用,结束时间为 {t:l:t:m:pausing_ban_end_time}。",
"Citadel_PrivilegedFeatures_ReportingDisabled_InactiveTitle": "檢舉",
"Citadel_PrivilegedFeatures_PausingDisabled_Inactive": "游戏内过度暂停将导致你帐户的暂停功能被禁用。",
"Citadel_PrivilegedFeatures_ReportingDisabled_Title": "檢舉禁用",
"Citadel_PrivilegedFeatures_PausingDisabled_InactiveTitle": "正在暂停",
"Citadel_PrivilegedFeatures_Title": "行為摘要",
"Citadel_PrivilegedFeatures_PausingDisabled_Title": "暂停已禁用",
"Citadel_ProfileCard_AccountID": "帳戶 ID:{d:account_id}",
"Citadel_PrivilegedFeatures_ReportingDisabled_Active": "你帐户中的游戏内玩家举报功能已禁用,结束时间为 {t:l:t:m:report_ban_end_time}。",
"Citadel_ProfileCard_PartyInvited": "邀請至隊伍",
"Citadel_PrivilegedFeatures_ReportingDisabled_Inactive": "不准确的玩家举报将导致你帐户的举报功能被禁用,如果问题持续存在,则永久封禁帐户。",
"Citadel_ProfileCard_PartyMatchmaking": "隊伍正在配隊中",
"Citadel_PrivilegedFeatures_ReportingDisabled_InactiveTitle": "正在举报",
"Citadel_ProfileCard_PartyNotReady": "未準備",
"Citadel_PrivilegedFeatures_ReportingDisabled_Title": "举报已禁用",
"Citadel_ProfileCard_PartyReady": "已準備",
"Citadel_PrivilegedFeatures_Title": "行为总结",
"Citadel_ProfileCard_PartyRoster": "陣容",
"Citadel_ProfileCard_AccountID": "帐户 ID:{d:account_id}",
"Citadel_ProfileCard_StatTitle_GamesPlayed": "比賽",
"Citadel_ProfileCard_PartyInvited": "已邀请至队伍",
"Citadel_ProfileCard_StatTitle_Kills": "擊殺",
"Citadel_ProfileCard_PartyMatchmaking": "队伍正在匹配",
"Citadel_ProfileCard_StatTitle_Wins": "獲勝",
"Citadel_ProfileCard_PartyNotReady": "未就绪",
"Citadel_ProfileCard_PartyReady": "已就绪",
"Citadel_ProfileCard_PartyRoster": "阵容",
"Citadel_ProfileCard_StatTitle_GamesPlayed": "比赛数",
"Citadel_ProfileCard_StatTitle_Kills": "击杀次数",
"Citadel_ProfileCard_StatTitle_Wins": "获胜次数",
"Citadel_ProfileCard_StatValue_Date": "{t:s:stat_value}",
"Citadel_ProfileCard_StatValue_Date": "{t:s:stat_value}",
"Citadel_ProfileCard_StatValue_Int": "{d:stat_value}",
"Citadel_ProfileCard_StatValue_Int": "{d:stat_value}",
"Citadel_ProfileCard_StatValue_String": "{s:stat_value}",
"Citadel_ProfileCard_StatValue_String": "{s:stat_value}",
"Citadel_Profile_Loading": "載入中..。",
"Citadel_Profile_Loading": "正在载入…",
"Citadel_Profile_Loss": "失敗",
"Citadel_Profile_Loss": "败北",
"Citadel_Profile_Loss_Short": "",
"Citadel_Profile_Loss_Short": "",
"Citadel_Profile_MatchHistory": "比賽紀錄",
"Citadel_Profile_MatchHistory": "比赛历史",
"Citadel_Profile_MostPlayed": "最多使用的英雄",
"Citadel_Profile_MatchHistory_ViewAll": "查看所有比赛历史记录",
"Citadel_Profile_Statistics": "統計",
"Citadel_Profile_MatchHistory_ViewDetails": "查看详情",
"Citadel_Profile_MostPlayed": "玩得最多的英雄",
"Citadel_Profile_Statistics": "统计数据",
"Citadel_Profile_Stats_All": "所有英雄",
"Citadel_Profile_Stats_All": "所有英雄",
"Citadel_Profile_Stats_Assists": "助攻",
"Citadel_Profile_Stats_Assists": "助攻次数",
"Citadel_Profile_Stats_Denies": "反補",
"Citadel_Profile_Stats_Denies": "反补数",
"Citadel_Profile_Stats_GamesPlayed": "遊戲次數",
"Citadel_Profile_Stats_GamesPlayed": "参赛次数",
"Citadel_Profile_Stats_GamesWon": "勝利次數",
"Citadel_Profile_Stats_GamesWon": "获胜次数",
"Citadel_Profile_Stats_Healing": "治療",
"Citadel_Profile_Stats_Healing": "治疗量",
"Citadel_Profile_Stats_HeroDamage": "英雄傷害",
"Citadel_Profile_Stats_HeroDamage": "英雄伤害",
"Citadel_Profile_Stats_Kills": "擊殺",
"Citadel_Profile_Stats_Kills": "击杀次数",
"Citadel_Profile_Stats_LastHits": "補刀",
"Citadel_Profile_Stats_LastHits": "正补数",
"Citadel_Profile_Stats_Networth": "收集魂靈",
"Citadel_Profile_Stats_Networth": "收集的魂魄",
"Citadel_Profile_Stats_ObjDamage": "建築傷害",
"Citadel_Profile_Stats_ObjDamage": "目标伤害",
"Citadel_Profile_Stats_TitleSection": "全部統計數據",
"Citadel_Profile_Stats_TitleSection": "全期数据",
"Citadel_Profile_Title": "個人資料",
"Citadel_Profile_Title": "个人资料",
"Citadel_Profile_Win": "勝利",
"Citadel_Profile_Win": "获胜",
"Citadel_Profile_Win_Short": "",
"Citadel_Profile_Win_Short": "",
"Citadel_RP_Away": "離開",
"Citadel_RP_Away": "离开",
"Citadel_RP_Busy": "在忙",
"Citadel_RP_Busy": "忙碌",
"Citadel_RP_LookingToPlay": "尋求遊玩",
"Citadel_RP_LookingToPlay": "想玩游戏",
"Citadel_RP_LookingToTrade": "尋求交易",
"Citadel_RP_LookingToTrade": "想交易",
"Citadel_RP_NotFriends": "非好友",
"Citadel_RP_NotFriends": "非好友",
"Citadel_RP_Online": "在線",
"Citadel_RP_Online": "在线",
"Citadel_RP_PendingReceived": "好友請求待處理",
"Citadel_RP_PendingReceived": "好友请求待处理",
"Citadel_RP_PendingSent": "好友請求已發送",
"Citadel_RP_PendingSent": "好友请求已发送",
"Citadel_RP_PlayingOtherGame": "在玩其他遊戲",
"Citadel_RP_PlayingOtherGame": "正在玩其他游戏",
"Citadel_RP_Snooze": "打瞌睡",
"Citadel_RP_Snooze": "打盹",
"Citadel_ReadyUp_InMatch": "你不可以在已經在一場比賽中準備就緒",
"Citadel_RankedSchedule_1": "美国西部",
"Citadel_ReadyUp_InvalidGroupRoster": "你的英雄名單和隊伍中其他人的重合度太高. 試試添加更多英雄或者改變你的英雄名單中的英雄",
"Citadel_RankedSchedule_10": "欧洲西部",
"Citadel_ReadyUp_InvalidRoster": "你必須建立一個有效的英雄名單才能準備就緒",
"Citadel_RankedSchedule_11": "欧洲东部",
"Citadel_RecommendFriend_Comments": "評論:",
"Citadel_RankedSchedule_13": "俄罗斯中部",
"Citadel_RecommendFriend_CommentsPrompt": "簡要描述一下這是誰",
"Citadel_RankedSchedule_2": "美国东部",
"Citadel_RecommendFriend_Email": "信箱:",
"Citadel_RankedSchedule_20": "中国",
"Citadel_RecommendFriend_EmailDesc": "(最好能聯繫到你的好友的電子信箱,但無需與他們 Steam 帳戶的電子信箱地址一致)。",
"Citadel_RankedSchedule_21": "日本/韩国",
"Citadel_RecommendFriend_EmailPrompt": "電子信箱地址",
"Citadel_RankedSchedule_22": "东澳大利亚",
"Citadel_RecommendFriend_ErrorMsg": "必須從列表中選擇一位好友",
"Citadel_ReadyUp_InMatch": "你正在比赛中,无法准备就绪",
"Citadel_RecommendFriend_LocWarning": "非官方翻譯",
"Citadel_ReadyUp_InvalidGroupRoster": "你的阵容与队伍中其他玩家的阵容重叠太严重。请尝试添加更多英雄,或更改你阵容中的英雄",
"Citadel_ReadyUp_InvalidRoster": "你必须具备有效的阵容,然后才能准备就绪",
"Citadel_RecommendFriend_Comments": "留言:",
"Citadel_RecommendFriend_CommentsPrompt": "对好友进行简单描述",
"Citadel_RecommendFriend_Email": "电子邮件:",
"Citadel_RecommendFriend_EmailDesc": "(联系好友的最佳电子邮件地址,无需与其 Steam 帐户的电子邮件地址匹配)",
"Citadel_RecommendFriend_EmailPrompt": "电子邮件地址",
"Citadel_RecommendFriend_ErrorMsg": "必须从列表中选择好友",
"Citadel_RecommendFriend_LocWarning": "我们正在努力添加其他语言,但此游戏测试当前仅支持英文。邀请好友时请考虑这一情况。",
"Citadel_RecommendFriend_PopupButton": "提交",
"Citadel_RecommendFriend_PopupButton": "提交",
"Citadel_RecommendFriend_Region": "選擇地區:",
"Citadel_RecommendFriend_Region": "选择地区:",
"Citadel_RecommendFriend_Region_EU": "歐洲",
"Citadel_RecommendFriend_Region_EU": "欧洲",
"Citadel_RecommendFriend_Region_NA": "北美",
"Citadel_RecommendFriend_Region_NA": "北美洲",
"Citadel_RecommendFriend_Region_Other": "其他 (請在評論中註明)",
"Citadel_RecommendFriend_Region_Other": "其他(请在留言中注明)",
"Citadel_RecommendFriend_Region_SA": "南美",
"Citadel_RecommendFriend_Region_SA": "南美洲",
"Citadel_RecommendFriend_Region_SEA": "亞洲",
"Citadel_RecommendFriend_Region_SEA": "亚太地区",
"Citadel_RecommendFriend_SelectTitle": "從steam選擇好友:",
"Citadel_RecommendFriend_SelectTitle": "从 Steam 选择好友:",
"Citadel_RecommendFriend_Timing_desc": "邀請通常在 1-2 天內發出,但有時可能需要更長時間。",
"Citadel_RecommendFriend_Timing_desc": "邀请通常在 1-2 天内发出,但有时可能需要更长时间。",
"Citadel_RecommendFriend_Title": "推薦好友",
"Citadel_RecommendFriend_Title": "邀请好友",
"Citadel_RecommendFriend_desc": "想要與好友一起參加我們的遊戲測試?\u003Cbr\u003E在下方點擊其帳戶,通過 Steam 發送邀請吧!",
"Citadel_RecommendFriend_desc": "想要与好友一起参加我们的游戏测试?\u003Cbr\u003E在下方点击其帐户,通过 Steam 发送邀请吧!",
"Citadel_Reconnect_IncompatibleVersionBody": "你的用戶端不再是連接該伺服器的有效版本",
"Citadel_Reconnect_IncompatibleVersionBody": "你的客户端不再是连接此服务器的有效版本",
"Citadel_Reconnect_IncompatibleVersionTitle": "不相容的版本",
"Citadel_Reconnect_IncompatibleVersionTitle": "不兼容版本",
"Citadel_Region_Europe": "歐洲",
"Citadel_Region_Europe": "欧洲",
"Citadel_Region_NA": "北美",
"Citadel_Region_NA": "北美洲",
"Citadel_Region_Oceania": "大洋洲",
"Citadel_Region_Oceania": "大洋洲",
"Citadel_Region_SAmerica": "南美",
"Citadel_Region_SAmerica": "南美洲",
"Citadel_Region_SEA": "亞洲",
"Citadel_Region_SEA": "亚洲",
"Citadel_RemoveFriend_Body": "請等待",
"Citadel_RemoveFriend_Body": "请稍等",
"Citadel_RemoveFriend_ConfirmBody": "你確定你想把 {g:dac_persona:b:account_id} 從你的好友列表中移除嗎?",
"Citadel_RemoveFriend_ConfirmBody": "你确定要移除好友 {g:dac_persona:b:account_id} 吗?",
"Citadel_RemoveFriend_ConfirmTitle": "移除好友",
"Citadel_RemoveFriend_ConfirmTitle": "移除好友",
"Citadel_RemoveFriend_ErrorBody": "目前暫時無法移除這個好友,請稍後再試。",
"Citadel_RemoveFriend_ErrorBody": "当前无法移除此好友。请稍后重试。",
"Citadel_RemoveFriend_ErrorTitle": "錯誤",
"Citadel_RemoveFriend_ErrorTitle": "错误",
"Citadel_RemoveFriend_Title": "正在移除好友",
"Citadel_RemoveFriend_Title": "正在移除好友",
"Citadel_Replay_DecompressPct": "解壓中 - {d:replay_progress}%",
"Citadel_Replay_DecompressPct": "正在解压缩 - {d:replay_progress}%",
"Citadel_Replay_Delete": "刪除重播",
"Citadel_Replay_Delete": "删除回放",
"Citadel_Replay_Download": "下載重播",
"Citadel_Replay_Download": "下载回放",
"Citadel_Replay_Downloading": "下載中",
"Citadel_Replay_Downloading": "正在下载",
"Citadel_Replay_DownloadingPct": "下載中 - {d:replay_progress}%",
"Citadel_Replay_DownloadingPct": "正在下载 - {d:replay_progress}%",
"Citadel_Replay_Error": "錯誤 {s:replay_error}",
"Citadel_Replay_Error": "错误 {s:replay_error}",
"Citadel_Replay_NotReadyYet": "重播尚未就緒",
"Citadel_Replay_ErrorDirect": "错误",
"Citadel_Replay_Unavailable": "重播尚未可用",
"Citadel_Replay_Expired": "回放已过期",
"Citadel_Replay_Watch": "觀看重播",
"Citadel_Replay_FindingReplay": "正在查找回放",
"Citadel_ReportPlayer_CommentPlaceholder": "請描述你與該玩家之間的問題",
"Citadel_Replay_NotReadyYet": "回放尚未就绪",
"Citadel_ReportPlayer_Desc": "檢舉玩家的不良行為",
"Citadel_Replay_RequestingReplay": "正在请求回放",
"Citadel_ReportPlayer_Reason_Abandon": "離開比賽",
"Citadel_Replay_Unavailable": "回放不可用",
"Citadel_Replay_Watch": "观看回放",
"Citadel_ReportPlayer_CommentPlaceholder": "描述你发现这名玩家有什么问题",
"Citadel_ReportPlayer_Desc": "举报玩家的不当行为。",
"Citadel_ReportPlayer_Reason_Abandon": "弃赛",
"Citadel_ReportPlayer_Reason_CheatingIssue": "作弊",
"Citadel_ReportPlayer_Reason_CheatingIssue": "作弊",
"Citadel_ReportPlayer_Reason_Comments": "說明:",
"Citadel_ReportPlayer_Reason_Comments": "留言:",
"Citadel_ReportPlayer_Reason_Griefing": "故意擾亂遊戲",
"Citadel_ReportPlayer_Reason_Griefing": "骚扰",
"Citadel_ReportPlayer_Reason_MatchmakingIssue": "配對問題",
"Citadel_ReportPlayer_Reason_MatchmakingIssue": "匹配问题",
"Citadel_ReportPlayer_Reason_Title": "原因:",
"Citadel_ReportPlayer_Reason_Title": "原因:",
"Citadel_ReportPlayer_Reason_VoiceTextAbuse": "語音/文字濫用",
"Citadel_ReportPlayer_Reason_VoiceTextAbuse": "滥用语音/文字",
"Citadel_ReportPlayer_Result_AlreadyReported": "你已經檢舉了這名玩家。",
"Citadel_ReportPlayer_Result_AlreadyReported": "你最近已经举报了这名玩家。",
"Citadel_ReportPlayer_Result_GenericFailure": "提交玩家檢舉失敗,無法連接到Deadlock伺服器。請稍後再試。",
"Citadel_ReportPlayer_Result_BannedFromReporting": "目前不允许你举报其他玩家。",
"Citadel_ReportPlayer_Result_Success": "感謝你的檢舉!",
"Citadel_ReportPlayer_Result_GenericFailure": "提交玩家举报失败,无法与 Deadlock 网络通信。请稍后再试。",
"Citadel_ReportPlayer_Result_SuccessTitle": "成功檢舉!",
"Citadel_ReportPlayer_Result_Success": "感谢你的举报!",
"Citadel_ReportPlayer_Result_WindowClosed": "報告時限已過。玩家必須在比賽結束後 1 小時內報告。",
"Citadel_ReportPlayer_Result_SuccessTitle": "已举报成功!",
"Citadel_ReportPlayer_Title": "檢舉玩家",
"Citadel_ReportPlayer_Result_WindowClosed": "举报时限已过。必须在比赛结束后的 1 小时内举报玩家。",
"Citadel_RosterMode_ChangeHero": "更改英雄",
"Citadel_ReportPlayer_Title": "举报玩家",
"Citadel_RosterMode_ChangeOpponent": "更改對手",
"Citadel_RosterMode_ChangeHero": "更换英雄",
"Citadel_RosterMode_CoopBotMM": "合作BOT對戰",
"Citadel_RosterMode_ChangeOpponent": "更换对手",
"Citadel_RosterMode_Dev1v1Testing": "測試 1v1",
"Citadel_RosterMode_CoopBotMM": "与机器人对战",
"Citadel_RosterMode_EditRoster": "修改陣容",
"Citadel_RosterMode_Dev1v1Testing": "Development 1v1 Testing",
"Citadel_RosterMode_HeroTesting": "試玩英雄",
"Citadel_RosterMode_EditRoster": "编辑阵容",
"Citadel_RosterMode_Matchmaking": "配隊中",
"Citadel_RosterMode_HeroTesting": "英雄测试",
"Citadel_RosterMode_Party_CoopBotMM": "BOT配隊中",
"Citadel_RosterMode_Matchmaking": "玩 Deadlock",
"Citadel_RosterMode_Party_Matchmaking": "配隊中",
"Citadel_RosterMode_Party_CoopBotMM": "与机器人对战",
"Citadel_RosterMode_Party_PrivateBotEasy": "私人BOT配隊 - 簡單",
"Citadel_RosterMode_Party_Matchmaking": "玩 Deadlock",
"Citadel_RosterMode_Party_PrivateBotHard": "私人隊伍BOT配隊 - 困難",
"Citadel_RosterMode_Party_PrivateBotEasy": "私人组队人机对战 - 简单",
"Citadel_RosterMode_Party_PrivateBotMedium": "私人BOT配隊 - 中等",
"Citadel_RosterMode_Party_PrivateBotHard": "私人组队人机对战 - 困难",
"Citadel_RosterMode_PrivateBotEasy": "私人BOT對戰 - 簡單",
"Citadel_RosterMode_Party_PrivateBotMedium": "私人组队人机对战 - 中等",
"Citadel_RosterMode_PrivateBotHard": "私人BOT對戰 - 困難",
"Citadel_RosterMode_PrivateBotEasy": "私人人机对战 - 简单",
"Citadel_RosterMode_PrivateBotMedium": "私人BOT對戰 - 中等",
"Citadel_RosterMode_PrivateBotHard": "私人人机对战 - 简单",
"Citadel_RosterMode_TutorialGuided": "教學 - 引導式教學",
"Citadel_RosterMode_PrivateBotMedium": "私人人机对战 - 中等",
"Citadel_RosterMode_TutorialSandbox": "教學 - 沙盒",
"Citadel_RosterMode_TutorialGuided": "教程 - 指导训练",
"Citadel_Roster_AddToRoster": "加入陣容",
"Citadel_RosterMode_TutorialSandbox": "教程 - 沙盒",
"Citadel_Roster_ClearPriority": "清除優先",
"Citadel_Roster_AddToRoster": "加入阵容",
"Citadel_Roster_HeroCount": "陣容中的英雄:",
"Citadel_Roster_ClearPriority": "清除优先",
"Citadel_Roster_HeroLocked": "英雄已鎖定",
"Citadel_Roster_HeroCount": "阵容中的英雄:",
"Citadel_Roster_HighPriorityCount": "高優先英雄:",
"Citadel_Roster_HeroLocked": "英雄已锁定",
"Citadel_Roster_HighPriorityCount_Singular": "高優先英雄:",
"Citadel_Roster_HighPriorityCount": "高优先英雄:",
"Citadel_Roster_Instructions_Desc": "選擇至少三名英雄,比賽開始時你將會自動分配到其中一名。\u003Cbr\u003E\u003Cbr\u003E你可以將英雄標記為\u003Cspan class='selected'\u003E\u003Cb\u003E“已選”\u003C/b\u003E\u003C/span\u003E、\u003Cspan class='priority'\u003E\u003Cb\u003E“優先”\u003C/b\u003E\u003C/span\u003E,或者\u003Cspan class='high_priority'\u003E\u003Cb\u003E“高優先”\u003C/b\u003E\u003C/span\u003E,以提高分配到該英雄的機率。",
"Citadel_Roster_HighPriorityCount_Singular": "高优先英雄:",
"Citadel_Roster_Instructions_Prefer": "\u003Cspan class='keybind'\u003E{s:iv_attack2}\u003C/span\u003E 以在\u003Cb\u003E“優先”\u003C/b\u003E與\u003Cb\u003E“高優先”\u003C/b\u003E之間切換",
"Citadel_Roster_Instructions_Desc": "选择至少三名英雄,比赛开始时你将会自动分配到其中一名。\u003Cbr\u003E\u003Cbr\u003E你可以将英雄标记为\u003Cspan class='selected'\u003E\u003Cb\u003E“已选”\u003C/b\u003E\u003C/span\u003E、\u003Cspan class='priority'\u003E\u003Cb\u003E“优先”\u003C/b\u003E\u003C/span\u003E,或者\u003Cspan class='high_priority'\u003E\u003Cb\u003E“高优先”\u003C/b\u003E\u003C/span\u003E,以提高分配到该英雄的几率。",
"Citadel_Roster_Instructions_Select": "\u003Cspan class='keybind'\u003E{s:iv_attack}\u003C/span\u003E 以將一名英雄標記為“已選擇”",
"Citadel_Roster_Instructions_Prefer": "\u003Cspan class='keybind'\u003E{s:iv_attack2}\u003C/span\u003E 以在\u003Cb\u003E“优先”\u003C/b\u003E与\u003Cb\u003E“高优先”\u003C/b\u003E之间切换",
"Citadel_Roster_Instructions_Title": "創造你的陣容",
"Citadel_Roster_Instructions_Select": "\u003Cspan class='keybind'\u003E{s:iv_attack}\u003C/span\u003E 以将一名英雄标记为“已选择”",
"Citadel_Roster_MakeHighPriority": "設為高優先",
"Citadel_Roster_Instructions_Title": "创造你的阵容",
"Citadel_Roster_MakePriority": "設為優先",
"Citadel_Roster_MakeHighPriority": "设为高优先",
"Citadel_Roster_NoHeroes": "",
"Citadel_Roster_MakePriority": "设为优先",
"Citadel_Roster_PreferredCount": "優先英雄:",
"Citadel_Roster_NoHeroes": "",
"Citadel_Roster_PreferredCount_Singular": "優先英雄:",
"Citadel_Roster_PreferredCount": "优先英雄:",
"Citadel_Roster_Random": "隨機",
"Citadel_Roster_PreferredCount_Singular": "优先英雄:",
"Citadel_Roster_RemoveFromRoster": "移出陣容",
"Citadel_Roster_Random": "随机",
"Citadel_Roster_RemoveFromRoster": "移出阵容",
"Citadel_Scoreboard_KDA_Assists": "助攻",
"Citadel_Scoreboard_KDA_Assists": "助攻",
"Citadel_Scoreboard_KDA_Deaths": "死亡",
"Citadel_Scoreboard_KDA_Deaths": "死亡",
"Citadel_Scoreboard_KDA_Kills": "擊殺",
"Citadel_Scoreboard_KDA_Kills": "击杀",
"Citadel_Scoreboard_TeamAP": "技能點",
"Citadel_Scoreboard_TeamAP": "技能点",
"Citadel_Scoreboard_TeamKills": "擊殺次數",
"Citadel_Scoreboard_TeamKills": "击杀次数",
"Citadel_ServerRegion_0": "自動選擇區域",
"Citadel_ServerRegion_0": "自动选择地区",
"Citadel_ServerRegion_1": "美國西部",
"Citadel_ServerRegion_1": "美国西部",
"Citadel_ServerRegion_11": "南非",
"Citadel_ServerRegion_11": "南非",
"Citadel_ServerRegion_14": "智利",
"Citadel_ServerRegion_14": "智利",
"Citadel_ServerRegion_19": "日本",
"Citadel_ServerRegion_19": "日本",
"Citadel_ServerRegion_2": "美國東部",
"Citadel_ServerRegion_2": "美国东部",
"Citadel_ServerRegion_21": "西班牙",
"Citadel_ServerRegion_21": "西班牙",
"Citadel_ServerRegion_22": "美國西南部",
"Citadel_ServerRegion_22": "美国西南部",
"Citadel_ServerRegion_23": "美國東南部",
"Citadel_ServerRegion_23": "美国东南部",
"Citadel_ServerRegion_24": "香港",
"Citadel_ServerRegion_24": "香港",
"Citadel_ServerRegion_27": "美國北中部",
"Citadel_ServerRegion_27": "美国中北部",
"Citadel_ServerRegion_28": "波蘭",
"Citadel_ServerRegion_28": "波兰",
"Citadel_ServerRegion_3": "法國",
"Citadel_ServerRegion_3": "法国",
"Citadel_ServerRegion_38": "阿根廷",
"Citadel_ServerRegion_38": "阿根廷",
"Citadel_ServerRegion_39": "南韓",
"Citadel_ServerRegion_39": "韩国",
"Citadel_ServerRegion_44": "芬蘭",
"Citadel_ServerRegion_44": "芬兰",
"Citadel_ServerRegion_45": "英格蘭",
"Citadel_ServerRegion_45": "英格兰",
"Citadel_ServerRegion_5": "新加坡",
"Citadel_ServerRegion_5": "新加坡",
"Citadel_ServerRegion_7": "澳大利亞",
"Citadel_ServerRegion_7": "澳大利亚",
"Citadel_ServerRegion_8": "瑞典",
"Citadel_ServerRegion_8": "瑞典",
"Citadel_ServerRegion_9": "義大利",
"Citadel_ServerRegion_9": "意大利",
"Citadel_ShopFilter_Ammo": "最大彈匣",
"Citadel_SetSchedule_AlreadySet": "无法设置日程,因为你已设置日程。",
"Citadel_ShopFilter_Disruption": "干擾",
"Citadel_SetSchedule_Failed": "设置日程出错",
"Citadel_ShopFilter_Durabilty": "耐久",
"Citadel_SetSchedule_FailedToSetSchedule": "无法设置日程。请稍后再试。",
"Citadel_ShopFilter_FireRate": "射擊速度",
"Citadel_SetSchedule_Selected": "已选择",
"Citadel_ShopFilter_Healing": "治療",
"Citadel_SetSchedule_SetSuccessfully": "日程设置成功",
"Citadel_ShopFilter_MagicDamage": "魂力傷害",
"Citadel_SetSchedule_Success": "成功",
"Citadel_ShopFilter_Melee": "近戰",
"Citadel_ShopFilter_Ammo": "弹药",
"Citadel_ShopFilter_Movement": "移動力",
"Citadel_ShopFilter_Disruption": "干扰",
"Citadel_ShopFilter_WeaponDamage": "子彈傷害",
"Citadel_ShopFilter_Durabilty": "耐久性",
"Citadel_ShopStats_Base": "基礎",
"Citadel_ShopFilter_FireRate": "射速",
"Citadel_ShopStats_Boons": "恩賜",
"Citadel_ShopFilter_Healing": "治疗",
"Citadel_ShopFilter_MagicDamage": "元灵伤害",
"Citadel_ShopFilter_Melee": "近战",
"Citadel_ShopFilter_Movement": "移动",
"Citadel_ShopFilter_WeaponDamage": "武器伤害",
"Citadel_ShopStats_Base": "基础",
"Citadel_ShopStats_Boons": "恩赐",
"Citadel_ShopStats_GoldenStatues": "金色雕像",
"Citadel_ShopStats_GoldenStatues": "金色雕像",
"Citadel_ShopStats_Mods": "道具",
"Citadel_ShopStats_Mods": "道具",
"Citadel_ShopStats_ShopBonuses": "商店加成",
"Citadel_ShopStats_ShopBonuses": "商店加成",
"Citadel_ShopStats_SpiritScaling": "魂力",
"Citadel_ShopStats_SpiritScaling": "元灵",
"Citadel_ShopStats_Starting": "起始",
"Citadel_ShopStats_Starting": "起始",
"Citadel_ShopStats_Total": "總計",
"Citadel_ShopStats_Total": "总计",
"Citadel_Shop_AbilityisImbued": "技能已強化",
"Citadel_Shop_AbilityisImbued": "技能已加强",
"Citadel_Shop_ActivePlacementTooltip_Drag": "拖放以重新分配當前已啟用技能",
"Citadel_Shop_ActivePlacementTooltip_Drag": "拖放以重新分配当前已激活技能",
"Citadel_Shop_ActivePlacementTooltip_Title": "選擇技能槽位以完成購買",
"Citadel_Shop_ActivePlacementTooltip_Title": "选择技能槽位以完成购买",
"Citadel_Shop_BonusAttribute": "加成",
"Citadel_Shop_BonusAttribute": "加成",
"Citadel_Shop_ConditionalAttribute": "根據條件觸發",
"Citadel_Shop_ConditionalAttribute": "有条件",
"Citadel_Shop_Destroy_Item": "摧毀物品?",
"Citadel_Shop_Destroy_Item": "销毁物品?",
"Citadel_Shop_Destroy_Item_Confirm": "您確定要以 {i:item_sell_amount} 靈魂(購買價格的一半)出售物品 {s:item_name} 嗎?",
"Citadel_Shop_Destroy_Item_Confirm": "你确定要以 {i:item_sell_amount} 个魂魄的价格(买入价格的一半)卖出物品{s:item_name}吗?",
"Citadel_Shop_HeroFavoritesHeader": "{s:shop_hero_name}",
"Citadel_Shop_HoldAlt": "按住 \u003Cspan class=\"keybind\"\u003E[{s:show_scoreboard}]\u003C/span\u003E",
"Citadel_Shop_HoldAlt": "按住alt \u003Cspan class=\"keybind\"\u003E[{s:key_extra_info}]\u003C/span\u003E",
"Citadel_Shop_ImbueTooltip_Title": "选择要加强的技能",
"Citadel_Shop_ImbueTooltip_Title": "選擇要加強的技能",
"Citadel_Shop_Player_Level_Label": "Player Level: \u003Cspan class=\"playerLevelNum\"\u003E{i:total_player_level}\u003C/span\u003E",
"Citadel_Shop_Player_Level_Label": "玩家等級: \u003Cspan class=\"playerLevelNum\"\u003E{i:total_player_level}\u003C/span\u003E",
"Citadel_Shop_Purchased": "已购买",
"Citadel_Shop_Purchased": "已購買",
"Citadel_Shop_SelectedBuildHeader": "{s:selected_build_name}",
"Citadel_Shop_SellMaxItems_Desc": "要完成此次購買,選擇一個道具\u003Cspan class='highlight'\u003E以半價出售並替換為新道具\u003C/span\u003E",
"Citadel_Shop_SellMaxItems_Desc": "要完成此次购买,选择一个道具\u003Cspan class='highlight'\u003E以半价出售并替换为新道具\u003C/span\u003E",
"Citadel_Shop_SellMaxItems_SellButton": "出售",
"Citadel_Shop_SellMaxItems_SellButton": "出售",
"Citadel_Shop_SellMaxItems_Title": "所有欄位已滿!",
"Citadel_Shop_SellMaxItems_Title": "所有栏位已满!",
"Citadel_Shop_TierBonus": "等級加成",
"Citadel_Shop_TierBonus": "Tier Bonus",
"Citadel_Shop_TierBonus_Armor": "基礎生命值",
"Citadel_Shop_TierBonus_Armor": "基础生命值",
"Citadel_Shop_TierBonus_Tech": "魂力",
"Citadel_Shop_TierBonus_Tech": "元灵力量",
"Citadel_Shop_TierBonus_Weapon": "子彈傷害",
"Citadel_Shop_TierBonus_Weapon": "武器伤害",
"Citadel_Shop_Upgrade_Locked_Label": "等級 \u003Cspan class=\"blueAP\"\u003E{i:unlockLevelRequired}\u003C/span\u003E",
"Citadel_Shop_Upgrade_Locked_Label": "Lvl \u003Cspan class=\"blueAP\"\u003E{i:unlockLevelRequired}\u003C/span\u003E",
"Citadel_SkipTutorial_Body": "你確定要跳過教學嗎?你應該在遊玩前進行教學。",
"Citadel_SkipTutorial_Body": "你确定要跳过教程吗?强烈建议你仅在已经玩过此游戏的情况下跳过教程。",
"Citadel_SkipTutorial_Title": "跳過教學",
"Citadel_SkipTutorial_Title": "跳过教程",
"Citadel_Social_Invite": "邀請",
"Citadel_Social_Invite": "邀请",
"Citadel_Social_Party": "隊伍",
"Citadel_Social_Party": "队伍",
"Citadel_SpectateUser_BusyText": "請等待",
"Citadel_SpectateUser_BusyText": "请稍等",
"Citadel_SpectateUser_BusyTitle": "觀戰玩家",
"Citadel_SpectateUser_BusyTitle": "正在观看比赛",
"Citadel_SpectateUser_Disabled": "暫時禁用了觀戰玩家的功能。請稍後再試。",
"Citadel_SpectateUser_Disabled": "观看用户的功能暂时禁用。请稍后重试。",
"Citadel_SpectateUser_DisabledForGame": "玩家當前正在進行的遊戲不允許觀戰。",
"Citadel_SpectateUser_DisabledForGame": "此玩家当前所处的游戏不允许他人观看。",
"Citadel_SpectateUser_ErrorTitle": "無法觀戰",
"Citadel_SpectateUser_ErrorTitle": "无法观看",
"Citadel_SpectateUser_FailedToGetResponse": "目前無法與Deadlock網路通訊,無法觀戰此玩家。請幾分鐘後再試。",
"Citadel_SpectateUser_FailedToGetResponse": "当前无法与 Deadlock 网络通信并观看此玩家。请几分钟后重试。",
"Citadel_SpectateUser_InParty": "你目前在隊伍中,目前在隊伍中不允許觀戰。如果你希望觀戰,請離開你的隊伍。",
"Citadel_SpectateUser_InParty": "你已组队,而当前不允许已组队的玩家观看。若要观看,请先离开你的队伍。",
"Citadel_SpectateUser_InternalError": "嘗試觀戰此玩家時發生了內部錯誤。",
"Citadel_SpectateUser_InternalError": "尝试观看此玩家时发生了内部错误",
"Citadel_SpectateUser_InvalidRegion": "此比賽在另一地區進行,當前無法觀看。",
"Citadel_SpectateUser_InvalidRegion": "此比赛在另一地区进行,当前无法观看。",
"Citadel_SpectateUser_NotFriends": "你請求觀戰的玩家不是你的好友。你必須與你希望觀戰的人是好友。",
"Citadel_SpectateUser_NotFriends": "你请求观看的玩家不是你的好友。你必须与对方成为好友才能观看。",
"Citadel_SpectateUser_NotInGame": "你嘗試觀戰的玩家不再在遊戲中。",
"Citadel_SpectateUser_NotInGame": "你尝试观看的玩家已不在游戏中。",
"Citadel_SpectateUser_RateLimited": "你最近請求觀戰了太多用戶。請等一分鐘後重試。",
"Citadel_SpectateUser_RateLimited": "你最近请求观看的用户人数太多。请等待一分钟,然后重试。",
"Citadel_SpectateUser_ServerFull": "伺服器目前已達到允許的最大觀眾數量。請稍後再試。",
"Citadel_SpectateUser_ServerFull": "服务器当前已达到允许的观众人数上限。请稍后再试。",
"Citadel_SpectateUser_TooBusy": "Deadlock網路目前太忙,無法處理觀戰請求。請幾分鐘後再試。",
"Citadel_SpectateUser_TooBusy": "Deadlock 网络当前过于繁忙,无法处理此观看请求。请几分钟后重试。",
"Citadel_Spectate_Connecting_Buffering": "已連接至比賽,正在緩衝,請稍候。",
"Citadel_Spectate_Connecting_Buffering": "已连接至比赛,正在缓冲,请稍候。",
"Citadel_Spectate_Connecting_Title": "正在連接至比賽",
"Citadel_Spectate_Connecting_Title": "正在连接至比赛",
"Citadel_Spectate_Connecting_Waiting": "正在連接比賽,請稍候。伺服器可能需要最多一分鐘的時間來啟動比賽播送。",
"Citadel_Spectate_Connecting_Waiting": "正在连接比赛,请稍候。服务器可能需要最多一分钟的时间来启动比赛播送。",
"Citadel_Spectate_Deaths": "死亡",
"Citadel_Spectate_Deaths": "死亡",
"Citadel_Spectate_Kills": "擊殺",
"Citadel_Spectate_Kills": "击杀",
"Citadel_Spectate_KillsAndDeaths": "擊殺及死亡",
"Citadel_Spectate_KillsAndDeaths": "击杀及死亡",
"Citadel_StartMatchmaking_AlreadyFindingMatch": "無法進入配隊,你已經在嘗試尋找比賽。",
"Citadel_StartMatchmaking_AlreadyFindingMatch": "无法进入匹配,你已经在尝试寻找匹配。",
"Citadel_StartMatchmaking_CannotSelectRegion": "無法為配隊選擇地區。",
"Citadel_StartMatchmaking_CannotSelectRegion": "无法为匹配选择地区",
"Citadel_StartMatchmaking_ErrorTitle": "錯誤",
"Citadel_StartMatchmaking_ErrorTitle": "错误",
"Citadel_StartMatchmaking_FailedToGetResponse": "無法與Deadlock網路通信並進入配隊。請稍後再試。",
"Citadel_StartMatchmaking_FailedToGetResponse": "当前无法与 Deadlock 网络通信并进入匹配。请几分钟后重试。",
"Citadel_StartMatchmaking_HeroRosterTooPopular": "英雄陣容中沒有任何尚未使用的英雄",
"Citadel_StartMatchmaking_HeroRosterTooPopular": "你英雄阵容中的所有英雄都已有人使用",
"Citadel_StartMatchmaking_InParty": "由於你是隊伍成員,因此不能獨自進入配隊。",
"Citadel_StartMatchmaking_InParty": "你已在队伍中,无法独自进入匹配。",
"Citadel_StartMatchmaking_InternalError": "嘗試進入配隊時發生內部錯誤。",
"Citadel_StartMatchmaking_InternalError": "尝试进入匹配时发生了内部错误。",
"Citadel_StartMatchmaking_InvalidClientVersion": "無法進入配隊,你的用戶端已經過時。請更新並重啟遊戲。",
"Citadel_StartMatchmaking_InvalidClientVersion": "无法进入匹配,你的客户端已过时。请更新并重启游戏。",
"Citadel_StartMatchmaking_InvalidHeroSelection": "沒有選擇有效的英雄進入配隊。",
"Citadel_StartMatchmaking_InvalidHeroSelection": "你尚未选择有效的英雄来进入匹配。",
"Citadel_StartMatchmaking_InvalidParty": "此隊伍已解散,無法進入配隊。",
"Citadel_StartMatchmaking_InvalidParty": "此队伍已解散,无法进入匹配",
"Citadel_StartMatchmaking_InvalidPartyMatchMode": "此遊戲模式不能與隊伍一起玩。",
"Citadel_StartMatchmaking_InvalidPartyMatchMode": "此游戏模式无法组队玩",
"Citadel_StartMatchmaking_InvalidPartyPermissions": "你沒有為該隊伍開始配隊的權限",
"Citadel_StartMatchmaking_InvalidPartyPermissions": "你没有权限为此队伍开始匹配",
"Citadel_StartMatchmaking_InvalidTeam": "用戶為該遊戲模式選擇了無效團隊",
"Citadel_StartMatchmaking_InvalidTeam": "一名用户为此游戏模式选择了无效的队伍",
"Citadel_StartMatchmaking_MatchmakingDisabled": "當前此模式的配隊已禁用。請稍後再試。",
"Citadel_StartMatchmaking_MatchmakingDisabled": "此模式当前已禁用匹配。请几分钟后重试。",
"Citadel_StartMatchmaking_MatchmakingTooBusy": "配隊目前負載過重。請稍後再試。",
"Citadel_StartMatchmaking_MatchmakingTooBusy": "匹配当前过于繁忙。请几分钟后重试。",
"Citadel_StartMatchmaking_ModeBanned": "你已被臨時禁止在此模式下玩遊戲,直到 {t:s:time_stamp} {t:t:time_stamp}",
"Citadel_StartMatchmaking_ModeBanned": "你被暂时禁止玩此模式,封禁持续至 {t:s:time_stamp} {t:t:time_stamp}",
"Citadel_StartMatchmaking_ModeLocked": "你尚未解鎖此模式。",
"Citadel_StartMatchmaking_ModeLocked": "你尚未解锁玩此模式的能力",
"Citadel_StartMatchmaking_NotAllPlayersCanPlayRanked": "此隊伍中並非所有玩家都已解鎖排位配隊,因此無法玩此模式。",
"Citadel_StartMatchmaking_NoRankedWhileCommsBanned": "通讯封禁期间不允许进行段位匹配",
"Citadel_StartMatchmaking_PartyMatchMaking": "此隊伍已經開始了配隊。",
"Citadel_StartMatchmaking_NoRankedWhileInLowPri": "处于低优先级时不允许进行段位匹配",
"Citadel_StartMatchmaking_PartyMemberInLobby": "無法進入配隊,你已經在遊戲中。請先離開當前遊戲。",
"Citadel_StartMatchmaking_NoRegionPings": "无法与任何 Steam 数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。",
"Citadel_StartMatchmaking_PartyMemberInMatch": "你當前在一場比賽中,必須先離開比賽才能準備。",
"Citadel_StartMatchmaking_NotAllPlayersCanPlayRanked": "队伍中有玩家尚未解锁段位匹配,因此无法进入此模式。",
"Citadel_StartMatchmaking_PartyMemberInvalidClientVersion": "你的隊伍中有一個成員的用戶端版本過時,需要更新後才能配隊。",
"Citadel_StartMatchmaking_PartyMatchMaking": "此队伍已经开始了匹配",
"Citadel_StartMatchmaking_PartyMemberNotAvailable": "有成員離線,或有成員無法配隊",
"Citadel_StartMatchmaking_PartyMemberInLobby": "无法进入匹配,你已经在游戏中。请先离开这局游戏。",
"Citadel_StartMatchmaking_PartyMemberNotReady": "你的隊伍中有一個成員目前沒有準備好配隊。",
"Citadel_StartMatchmaking_PartyMemberInMatch": "你当前在比赛中,必须先离开比赛才能就绪。",
"Citadel_StartMatchmaking_PermanentBan": "你已被永久禁止進入此模式",
"Citadel_StartMatchmaking_PartyMemberInvalidClientVersion": "你的队伍中有成员的客户端版本已过时,需要先更新才能匹配",
"Citadel_StartMatchmaking_PlayerBannedFromMode": "此隊伍中有一個玩家當前被禁止在此模式下玩遊戲。",
"Citadel_StartMatchmaking_PartyMemberNotAvailable": "有队伍成员不在线或无法进行匹配",
"Citadel_StartMatchmaking_RankedLocked1": "需要玩{i:games_needed_to_unlock_ranked} 次普通模式來解鎖天梯。",
"Citadel_StartMatchmaking_PartyMemberNotReady": "你队伍中有成员尚未准备好匹配",
"Citadel_StartMatchmaking_RankedLockedPlural": "需要玩 {i:games_needed_to_unlock_ranked} 次普通模式來解鎖天梯。",
"Citadel_StartMatchmaking_PermanentBan": "你被永久禁止玩此模式",
"Citadel_StartMatchmaking_TooFewPlayers": "此隊伍中玩家不足,無法進入此模式的配隊。",
"Citadel_StartMatchmaking_PlayerBannedFromMode": "队伍中有玩家当前在此模式中遭到封禁。",
"Citadel_StartMatchmaking_TooManyPlayers": "此隊伍中玩家過多,無法進入此模式的配隊。",
"Citadel_StartMatchmaking_RankedLocked1": "再玩 {i:games_needed_to_unlock_ranked} 场休闲多人游戏即可解锁段位多人游戏。",
"Citadel_StartMatchmaking_TooManyPlayersOnTeam": "太多玩家在同一個隊伍中",
"Citadel_StartMatchmaking_RankedLockedPlural": "再玩 {i:games_needed_to_unlock_ranked} 场休闲多人游戏即可解锁段位多人游戏。",
"Citadel_StartMatchmaking_TooManySpectators": "此隊伍中觀眾過多,無法進入此模式的配隊。",
"Citadel_StartMatchmaking_RankedMMNotOpen": "您选择的日程目前尚未启用段位匹配",
"Citadel_StartMatchmaking_UnableToFillTeam": "無法根據當前玩家隊伍建立有效隊伍",
"Citadel_StartMatchmaking_RankedNotUnlocked": "您尚未解锁段位匹配",
"Citadel_StatusEffect": "狀態效果",
"Citadel_StartMatchmaking_TooFewPlayers": "队伍中玩家不足,无法在此模式中进入匹配",
"Citadel_StartMatchmaking_TooManyPlayers": "队伍中玩家过多,无法在此模式中进入匹配",
"Citadel_StartMatchmaking_TooManyPlayersOnTeam": "同队玩家过多",
"Citadel_StartMatchmaking_TooManySpectators": "队伍中观众过多,无法在此模式中进入匹配",
"Citadel_StartMatchmaking_UnableToFillTeam": "无法在当前玩家队伍的基础上创建有效队伍",
"Citadel_StatusEffect": "状态效果",
"Citadel_StatusEffectBleed": "流血",
"Citadel_StatusEffectBleed": "流血",
"Citadel_StatusEffectBuff": "狀態",
"Citadel_StatusEffectBuff": "Buff",
"Citadel_StatusEffectBulletDebuff": "子彈弱化",
"Citadel_StatusEffectBulletDebuff": "Bullet Debuff",
"Citadel_StatusEffectBurn": "燃燒",
"Citadel_StatusEffectBurn": "燃烧",
"Citadel_StatusEffectDisarmed": "繳械",
"Citadel_StatusEffectDisarmed": "缴械",
"Citadel_StatusEffectEMP": "沉默",
"Citadel_StatusEffectEMP": "被沉默",
"Citadel_StatusEffectFreeze": "冰凍",
"Citadel_StatusEffectFreeze": "冻结",
"Citadel_StatusEffectImmobilize": "無法移動",
"Citadel_StatusEffectImmobilize": "定身",
"Citadel_StatusEffectInfiniteClip": "無限彈匣",
"Citadel_StatusEffectInfiniteClip": "Infinite Ammo",
"Citadel_StatusEffectInvisible": "隱形",
"Citadel_StatusEffectInvisible": "隐身",
"Citadel_StatusEffectSleep": "睡眠",
"Citadel_StatusEffectSleep": "睡眠",
"Citadel_StatusEffectStacks": "",
"Citadel_StatusEffectStacks": "Stacks",
"Citadel_StatusEffectStun": "眩暈",
"Citadel_StatusEffectStun": "眩晕",
"Citadel_StatusEffectTethered": "連結",
"Citadel_StatusEffectTethered": "束缚",
"Citadel_StopMatchMaking_FailedToGetResponse": "配隊停止。未能得到 GC 的回應",
"Citadel_StopMatchMaking_FailedToGetResponse": "匹配已停止。无法从 GC 获得响应。",
"Citadel_StopMatchMaking_GeneralError": "配隊失敗。請重試",
"Citadel_StopMatchMaking_GeneralError": "匹配失败。请重试",
"Citadel_Team1_Name": "琥珀之手",
"Citadel_Team1_Name": "琥珀之手",
"Citadel_Team2_Name": "藍晶之焰",
"Citadel_Team2_Name": "蓝宝石之焰",
"Citadel_TeamMsg_BossKilledMessage": "已摧毀",
"Citadel_TeamMsg_BossKilledMessage": "已摧毁",
"Citadel_TeamMsg_BossKilledTitle": "友方 {s:lane_color} 等級 {i:boss_tier}",
"Citadel_TeamMsg_BossKilledTitle": "己方{s:lane_color} {i:boss_tier} ",
"Citadel_TeamMsg_EnemyBossKilledTitle": "敵方 {s:lane_color} 等級 {i:boss_tier}",
"Citadel_TeamMsg_EnemyBossKilledTitle": "敌方{s:lane_color} {i:boss_tier} ",
"Citadel_TeamMsg_EnemyTitanKilledTitle": "敵方守護神",
"Citadel_TeamMsg_EnemyTitanKilledTitle": "敌方守护神",
"Citadel_TeamMsg_TitanKilledTitle": "友方守護神",
"Citadel_TeamMsg_TitanKilledTitle": "你的守护神",
"Citadel_Tip_0": "這是一個小建議。",
"Citadel_Tip_0": "这是一个提示。",
"Citadel_Tip_1": "這是另一個小建議。",
"Citadel_Tip_1": "这是另一个提示。",
"Citadel_Tip_2": "這又是另一個小建議。",
"Citadel_Tip_2": "这又是一个提示。",
"Citadel_Tip_4": "摧毀核心才能獲勝。",
"Citadel_Tip_4": "摧毁核心即可获胜。",
"Citadel_UserFeedback_Result_GenericFailure": "提交回饋失敗,無法連接到Deadlock伺服器。請稍後再試。",
"Citadel_UnableToBindKey": "无法绑定按键",
"Citadel_UserFeedback_Result_GenericFailureTitle": "無法發送",
"Citadel_UserFeedback_Result_GenericFailure": "提交反馈失败,无法与 Deadlock 网络通信。请稍后再试。",
"Citadel_UserFeedback_Result_Success": "感謝你的回饋。團隊將對此進行審查。",
"Citadel_UserFeedback_Result_GenericFailureTitle": "无法发送",
"Citadel_UserFeedback_Result_SuccessTitle": "成功提交",
"Citadel_UserFeedback_Result_Success": "感谢你的反馈。Deadlock 团队将会进行查看。",
"Citadel_UserFeedback_Submit": "提交回饋",
"Citadel_UserFeedback_Result_SuccessTitle": "已提交成功",
"Citadel_UserFeedback_SubmitProcessing": "請等待",
"Citadel_UserFeedback_Submit": "提交反馈",
"Citadel_UserFeedback_SubmitProcessingTitle": "發送回饋中",
"Citadel_UserFeedback_SubmitProcessing": "请稍等",
"Citadel_UserFeedback_TextPlaceholder": "在這裡輸入資訊",
"Citadel_UserFeedback_SubmitProcessingTitle": "正在发送反馈",
"Citadel_UserFeedback_Title": "提交回饋",
"Citadel_UserFeedback_TextPlaceholder": "在此输入信息",
"Citadel_UserFeedback_Tooltip": "提交回饋",
"Citadel_UserFeedback_Title": "提交反馈",
"Citadel_UserFeedback_TypeLabel": "類型",
"Citadel_UserFeedback_Tooltip": "提交反馈",
"Citadel_UserFeedback_eType_Bug": "錯誤",
"Citadel_UserFeedback_TypeLabel": "类型",
"Citadel_UserFeedback_eType_CriticalBug": "重大錯誤",
"Citadel_UserFeedback_eType_Bug": "错误",
"Citadel_UserFeedback_eType_General": "一般回饋",
"Citadel_UserFeedback_eType_CriticalBug": "严重错误",
"Citadel_UserFeedback_eType_Other": "其他",
"Citadel_UserFeedback_eType_General": "一般反馈",
"Citadel_UserFeedback_eType_Suggestion": "建議",
"Citadel_UserFeedback_eType_Other": "其它",
"Citadel_ViewMatchID_Desc": "輸入比賽ID來查看比賽資訊",
"Citadel_UserFeedback_eType_Suggestion": "建议",
"Citadel_ViewMatchID_Prompt": "比賽 ID",
"Citadel_ViewMatchID_Desc": "输入比赛 ID 以查看比赛详情",
"Citadel_ViewMatchID_Title": "查看比賽 ID",
"Citadel_ViewMatchID_InFlight_Body": "这场比赛仍在进行中。你想观看这场比赛吗?",
"Citadel_WatchPage_ActiveMatches": "{d:ActiveMatchCount}正在比賽",
"Citadel_ViewMatchID_InFlight_Title": "比赛仍在进行中",
"Citadel_WatchPage_FilterByHeroDefault": "按英雄篩選",
"Citadel_ViewMatchID_Loading_Body": "请等待",
"Citadel_WatchPage_NextPage": "下一頁",
"Citadel_ViewMatchID_Loading_Error": "无法观看比赛",
"Citadel_WatchPage_PrevPage": "上一頁",
"Citadel_ViewMatchID_Loading_Title": "正在载入比赛",
"Citadel_WatchPage_SearchMatchID": "使用比賽 ID 搜索",
"Citadel_ViewMatchID_Prompt": "比赛 ID",
"Citadel_Watch_Featured": "精選比賽",
"Citadel_ViewMatchID_Title": "查看比赛 ID",
"Citadel_Watch_FriendsCheckbox": "僅限好友",
"Citadel_WatchPage_ActiveMatches:p{ActiveMatchCount}": "{d:ActiveMatchCount} 场进行中的比赛 #|# {d:ActiveMatchCount} 场进行中的比赛",
"Citadel_Watch_Loading": "載入中..。",
"Citadel_WatchPage_FilterByHeroDefault": "按英雄筛选",
"Citadel_Watch_Page_FriendInMatch": "Steam 好友在比賽中",
"Citadel_WatchPage_NextPage": "下一页",
"Citadel_WatchPage_PrevPage": "上一页",
"Citadel_WatchPage_SearchMatchID": "按比赛 ID 搜索",
"Citadel_Watch_Featured": "精选比赛",
"Citadel_Watch_FriendsCheckbox": "仅限好友",
"Citadel_Watch_Loading": "正在载入…",
"Citadel_Watch_Page_FriendInMatch": "比赛中的 Steam 好友",
"Citadel_Watch_Page_LiveNow": "正在直播",
"Citadel_Watch_Page_LiveNow": "正在直播",
"Citadel_Watch_Page_Loading": "載入比賽中..。",
"Citadel_Watch_Page_Loading": "正在载入比赛…",
"Citadel_Watch_Page_MatchID": "ID: {s:match_id}",
"Citadel_Watch_Page_MatchID": "ID:{s:match_id}",
"Citadel_Watch_Page_NetWorthTeam0": "{d:net_worth_team_0}k",
"Citadel_Watch_Page_NetWorthTeam0": "{d:net_worth_team_0}k",
"Citadel_Watch_Page_NetWorthTeam1": "{d:net_worth_team_1}k",
"Citadel_Watch_Page_NetWorthTeam1": "{d:net_worth_team_1}k",
"Citadel_Watch_Page_SpectateFull": "觀眾已滿",
"Citadel_Watch_Page_SpectateFull": "观众人数已满",
"Citadel_Watch_Page_Spectators": "{d:spectators} 觀眾",
"Citadel_Watch_Page_Spectators:p{spectators}": "{d:spectators} 名观众 #|# {d:spectators} 名观众",
"Citadel_Watch_Page_ViewAllMatches": "查看所有比賽",
"Citadel_Watch_Page_ViewAllMatches": "查看所有比赛",
"Citadel_Watch_Page_ViewFeaturedMatches": "查看精選比賽",
"Citadel_Watch_Page_ViewFeaturedMatches": "查看精选比赛",
"Citadel_Watch_Title": "觀看比賽",
"Citadel_Watch_Title": "观看比赛",
"Citadel_ZiplineBoostDesc": "滑索加速",
"Citadel_ZiplineBoostDesc": "滑索加速",
"Citadel_ZiplineBoost_Cooldown": "正在冷卻中",
"Citadel_ZiplineBoost_Active": "激活",
"Citadel_ability_hook_on_hook": "拉向Bebop:",
"Citadel_ZiplineBoost_Cooldown": "正在冷却中",
"Citadel_library_Modal_CTA": "它是如何運作的?",
"Citadel_ability_hook_on_hook": "To Bebop:",
"Citael_PrivateLobbyModal_CreateNewButton": "建立新的自訂對戰",
"Citadel_library_Modal_CTA": "怎么操作?",
"Citael_PrivateLobbyModal_JoinCode": "通過代碼加入現有對戰",
"Citadel_ranked_closed": "已关闭",
"Citadel_ranked_comingsoon": "首次段位比赛将于 10 月 15 日周二晚上 8 时(GMT)开始",
"Citadel_ranked_open": "现已开放",
"Citadel_ranked_scheduleModal_desc": "选择最适合你首选游戏时间的段位窗口。\u003Cbr\u003E\u003Cbr\u003E无论你选择了什么时间窗口,都始终会在最近的可用服务器上进行游戏。",
"Citadel_ranked_scheduleModal_title": "段位日程",
"Citadel_ranked_scheduleModal_warning": "注意:你选择此段位会话的日程后,在下一个会话前将无法对其进行更改。",
"Citadel_ranks_rank0": "未入门",
"Citael_PrivateLobbyModal_CreateNewButton": "创建新的自定义比赛",
"Citael_PrivateLobbyModal_JoinCode": "通过代码加入现有大厅",
"ClarityBonusSpirit_label": "Next Ability Bonus Spirit Power",
"ClarityBonusSpirit_label": "Next Ability Bonus Spirit Power",
"ClarityBonusSpirit_prefix": "{s:sign}",
"ClarityBonusSpirit_prefix": "{s:sign}",
"CleavePercentage_label": "濺射量",
"CleavePercentage_label": "Splash Amount",
"CleavePercentage_postfix": "%",
"CleavePercentage_postfix": "%",
"CleavePercentage_prefix": "{s:sign}",
"CleavePercentage_prefix": "{s:sign}",
"CleaveRadius_label": "濺射範圍",
"CleaveRadius_label": "Splash Radius",
"ClipSizeOverride_label": "Ammo",
"ClipSizeOverride_label": "弹药",
"Cloaked": "隱身",
"Cloaked": "Cloaked",
"CloneDamageTakenIncreasePercent_label": "複製體受到傷害",
"CloneDamageTakenIncreasePercent_label": "Clone Damage Taken",
"CloneDamageTakenIncreasePercent_postfix": "%",
"CloneDamageTakenIncreasePercent_postfix": "%",
"CloneDamageTakenIncreasePercent_prefix": "{s:sign}",
"CloneDamageTakenIncreasePercent_prefix": "{s:sign}",
"Close": "關閉",
"Close": "关闭",
"CloseRangeBonusDamagePercent_label": "子彈傷害",
"CloseRangeBonusDamagePercent_label": "武器伤害",
"CloseRangeBonusDamagePercent_postfix": "%",
"CloseRangeBonusDamagePercent_postfix": "%",
"CloseRangeBonusDamagePercent_prefix": "+",
"CloseRangeBonusDamagePercent_prefix": "+",
"CloseRangeBonusDamageRange_label": "近距離",
"CloseRangeBonusDamageRange_label": "近程",
"CloseRangeBonusDamageRange_postfix": "公尺",
"CloseRangeBonusDamageRange_postfix": "m",
"CloseRangeBonusWeaponPower_conditional": "在距離內",
"CloseRangeBonusWeaponPower_conditional": "射程内",
"CloseRangeBonusWeaponPower_label": "子彈傷害",
"CloseRangeBonusWeaponPower_label": "武器伤害",
"CloseRangeBonusWeaponPower_postfix": "%",
"CloseRangeBonusWeaponPower_postfix": "%",
"CloseRangeBonusWeaponPower_prefix": "{s:sign}",
"CloseRangeBonusWeaponPower_prefix": "{s:sign}",
"CloudDuration_label": "Cloud Lifetime",
"CloudDuration_label": "Cloud Lifetime",
"CloudDuration_postfix": "",
"CloudDuration_postfix": "s",
"CombatRegenPercent_label": "Health Regen in Combat",
"CombatRegenPercent_label": "Health Regen in Combat",
"CombatRegenPercent_postfix": "%",
"CombatRegenPercent_postfix": "%",
"ConeAngle_label": "Cone Angle",
"ComboBulletResist_label": "连招子弹抗性",
"ConeAngle_postfix": "deg",
"ComboBulletResist_postfix": "%",
"ConeAngle_label": "锥形角度",
"ConeAngle_postfix": "",
"ConeRadius_label": "Lightning Distance",
"ConeRadius_label": "Lightning Distance",
"ConeRadius_postfix": "公尺",
"ConeRadius_postfix": "m",
"ConfirmRoster_BadRoster": "進入配隊前最少需要選擇4個英雄到陣容。",
"ConfirmRoster_BadRoster": "你的阵容中需要至少 3 名英雄才能加入比赛。",
"ConvertedHealth_label": "Trooper Health",
"ConvertedHealth_label": "Trooper Health",
"CooldownBetweenChargeReduction_label": "加速充能之間的延遲",
"CooldownBetweenChargeReduction_label": "充能间隔缩短",
"CooldownBetweenChargeReduction_postfix": "%",
"CooldownBetweenChargeReduction_postfix": "%",
"CooldownBetweenChargeReduction_prefix": "+",
"CooldownBetweenChargeReduction_prefix": "+",
"CooldownOnMiss_Label": "未命中冷卻",
"CooldownOnMiss_Label": "Cooldown on miss",
"CooldownOnMiss_postfix": "",
"CooldownOnMiss_postfix": "s",
"CooldownReductionFlat_label": "冷卻減少",
"CooldownReductionFlat_label": "冷却时间降幅",
"CooldownReductionFlat_postfix": "",
"CooldownReductionFlat_postfix": "s",
"CooldownReductionOnCatch_label": "Cooldown on Catch",
"CooldownReductionOnCatch_label": "Cooldown on Catch",
"CooldownReductionOnCatch_postfix": "s",
"CooldownReductionOnCatch_postfix": "s",
"CooldownReductionOnChargedAbilities_label": "降低充能技能的冷卻時間",
"CooldownReductionOnChargedAbilities_label": "充能技能的冷却时间缩减",
"CooldownReductionOnChargedAbilities_postfix": "%",
"CooldownReductionOnChargedAbilities_postfix": "%",
"CooldownReductionOnChargedAbilities_prefix": "+",
"CooldownReductionOnChargedAbilities_prefix": "+",
"CooldownReductionOnHit_label": "擊中後減少冷卻",
"CooldownReductionOnHit_label": "击中时减少的冷却时间",
"CooldownReductionOnHit_postfix": "",
"CooldownReductionOnHit_postfix": "s",
"CooldownReductionOnProc_label": "Cooldown On Apply",
"CooldownReductionOnProc_label": "Cooldown On Apply",
"CooldownReductionOnProc_postfix": "s",
"CooldownReductionOnProc_postfix": "s",
"CooldownReductionWithShield_label": "持有護盾時的減少冷卻",
"CooldownReductionWithShield_label": "使用护盾时的冷却时间减少",
"CooldownReductionWithShield_postfix": "%",
"CooldownReductionWithShield_postfix": "%",
"CooldownReductionWithShield_prefix": "+",
"CooldownReductionWithShield_prefix": "+",
"CooldownReduction_label": "冷卻減少",
"CooldownReduction_label": "冷却时间降幅",
"CooldownReduction_postfix": "%",
"CooldownReduction_postfix": "%",
"CooldownReduction_prefix": "{s:sign}",
"CooldownReduction_prefix": "{s:sign}",
"CreateBuilds_Desc": "在商店中選擇項目,將其添加到推薦的構築列表中",
"CrashImpactRadius_label": "Crash Damage Radius",
"CreateBuilds_Title": "{s:hero_name} 建立一套模組構築",
"CreateBuilds_Desc": "选择商店中的物品,并将物品添加到建议出装列表中",
"CritBuildup_label": "爆頭積累",
"CreateBuilds_Title": "{s:hero_name}打造出装",
"CritBuildup_label": "爆头累积量",
"CritBuildup_postfix": "%",
"CritBuildup_postfix": "%",
"CritChance_label": "暴擊機率",
"CritChance_label": "暴击概率",
"CritChance_postfix": "%",
"CritChance_postfix": "%",
"CritCoatingDamagePercent_label": "Crit Coating Crit Bonus",
"CritCoatingDamagePercent_label": "Crit Coating Crit Bonus",
"CritCoatingDamagePercent_postfix": "%",
"CritCoatingDamagePercent_postfix": "%",
"CritCoatingDamagePercent_prefix": "{s:sign}",
"CritCoatingDamagePercent_prefix": "{s:sign}",
"CritDamagePercent_label": "額外傷害",
"CritDamagePercent_label": "额外伤害",
"CritDamagePercent_postfix": "%",
"CritDamagePercent_postfix": "%",
"CritStackInterval_label": "Crit Charge Delay",
"CritStackInterval_label": "Crit Charge Delay",
"CritStackInterval_postfix": "",
"CritStackInterval_postfix": "s",
"CubeHealth_label": "凝膠立方生命值",
"CubeHealth_label": "立方生命值",
"CycleTimePercent_label": "Fire Rate compared to Gun",
"CycleTimePercent_label": "Fire Rate compared to Gun",
"CycleTimePercent_postfix": "%",
"CycleTimePercent_postfix": "%",
"DOTDuration_Label": "持续时间",
"DOTDuration_postfix": "s",
"DPSDmgPercent_label": "DPS as Damage",
"DPSDmgPercent_label": "DPS as Damage",
"DPSDmgPercent_postfix": "%",
"DPSDmgPercent_postfix": "%",
"DPSDuration_label": "傷害持續",
"DPSDuration_label": "Damage Duration",
"DPSDuration_postfix": "",
"DPSDuration_postfix": "s",
"DPSIncrease_label": "傷害增加",
"DPSIncrease_label": "Damage Increase Rate",
"DPSMax_label": "最高每秒傷害",
"DPSMax_label": "最高 DPS",
"DPSMin_label": "最低每秒傷害",
"DPSMin_label": "最低 DPS",
"DPS_Self_label": "自傷",
"DPSPerHeat_Label": "Heat Power DPS",
"DPS_Self_postfix": "/每秒",
"DPS_Self_label": "自我伤害",
"DPS_label": "每秒傷害",
"DPS_Self_postfix": "/秒",
"DPS_postfix": "",
"DPS_label": "DPS",
"DPS_prefix": "",
"DamageAbsorb_Label": "Damage Absorbed",
"DamageAmplificationPerStack_label": "Bonus Damage per Stack",
"DamageAmplificationPerStack_label": "每层额外伤害",
"DamageAmplificationPerStack_postfix": "%",
"DamageAmplificationPerStack_postfix": "%",
"DamageAmplificationPerStack_prefix": "{s:sign}",
"DamageAmplificationPerStack_prefix": "{s:sign}",
"DamageAmplification_label": "傷害增幅",
"DamageAmplification_label": "伤害增强",
"DamageAmplification_postfix": "%",
"DamageAmplification_postfix": "%",
"DamageBonusFixedPerStack_label": "子彈傷害",
"DamageBonusFixedPerStack_label": "武器伤害",
"DamageBonusFixedPerStack_postfix": "每層",
"DamageBonusFixedPerStack_postfix": "每叠加一次",
"DamageBonusFixedPerStack_prefix": "+",
"DamageBonusFixedPerStack_prefix": "+",
"DamageBoostElsewhere_label": "Damage From Elsewhere",
"DamageBoostElsewhere_label": "Damage From Elsewhere",
Line 1,996: Line 2,116:
"DamageBoostFromBehind_label": "Damage From Behind",
"DamageBoostFromBehind_label": "Damage From Behind",
"DamageBoostFromBehind_postfix": "%",
"DamageBoostFromBehind_postfix": "%",
"DamageBoosted_label": "傷害",
"DamageBoosted_label": "伤害",
"DamageDuration_label": "持續時間",
"DamageDuration_label": "持续时间",
"DamageDuration_postfix": "",
"DamageDuration_postfix": "s",
"DamageHealMultNonHero_label": "非英雄治療倍率",
"DamageHealMultNonHero_label": "伤害转换生命",
"DamageHealMultNonHero_postfix": "x",
"DamageHealMultNonHero_postfix": "x",
"DamageHealMult_label": "英雄治療倍率",
"DamageHealMult_label": "英雄伤害转换生命",
"DamageHealMult_postfix": "x",
"DamageHealMult_postfix": "x",
"DamageHealPerTarget_label": "Damage/Heal Per Target",
"DamageHealPerTarget_label": "每个目标伤害/治疗量",
"DamageIncreasePercent_label": "傷害 來源",
"DamageIncreasePercent_label": "承受的伤害",
"DamageIncreasePercent_postfix": "%",
"DamageIncreasePercent_postfix": "%",
"DamageIncreasePercent_prefix": "{s:sign}",
"DamageIncreasePercent_prefix": "{s:sign}",
"DamageIncrease_label": "傷害 來源",
"DamageIncrease_label": "承受的伤害",
"DamageIncrease_prefix": "{s:sign}",
"DamageIncrease_prefix": "{s:sign}",
"DamageMaxDisplay_label": "最大傷害",
"DamageInterval_label": "Damage Interval",
"DamageMinDisplay_label": "最小傷害",
"DamageInterval_postfix": "s",
"DamageNPC_label": "對非玩家傷害",
"DamageMaxDisplay_label": "Max Damage",
"DamageOnApply_label": "施加時造成傷害",
"DamageMax_label": "Maximum Damage",
"DamageMinDisplay_label": "Min Damage",
"DamageMin_label": "Minimum Damage",
"DamageNPC_label": "对非玩家角色造成的伤害",
"DamageOnApply_label": "Damage On Apply",
"DamageOnBuildup_label": "Damage on build up",
"DamageOnBuildup_label": "Damage on build up",
"DamageOnHit_label": "Damage on Hit",
"DamageOnHit_label": "Damage on Hit",
"DamagePctDeferredMaxRage_label": "推遲的即將到來的傷害",
"DamagePctDeferredMaxRage_label": "推迟的即将到来的伤害",
"DamagePctDeferredMaxRage_postfix": "%",
"DamagePctDeferredMaxRage_postfix": "%",
"DamagePctDeferredMaxRage_prefix": "+",
"DamagePctDeferredMaxRage_prefix": "+",
"DamagePctDeferred_label": "推遲的即將到來的傷害",
"DamagePctDeferred_label": "推迟的即将到来的伤害",
"DamagePctDeferred_postfix": "%",
"DamagePctDeferred_postfix": "%",
"DamagePctPerWallHit_label": "最大生命值傷害",
"DamagePctPerWallHit_label": "最大生命值伤害",
"DamagePctPerWallHit_postfix": "%",
"DamagePctPerWallHit_postfix": "%",
"DamagePerChain_label": "閃電傷害",
"DamagePerBounce_label": "Damage per bounce",
"DamagePerDagger_label": "卡片傷害",
"DamagePerBullet_label": "Damage Per Bullet",
"DamagePerChain_label": "电击伤害",
"DamagePerDagger_label": "Damage per card",
"DamagePerHit_label": "Damage Per Hit",
"DamagePerHit_label": "Damage Per Hit",
"DamagePerProjectile_label": "每發投射物傷害",
"DamagePerMeter_label": "Damage per meter",
"DamagePerRocket_label": "每發火箭彈傷害",
"DamagePerProjectile_label": "每个投射物造成的伤害",
"DamagePerSecond_label": "每秒傷害",
"DamagePerRocket_label": "每颗火箭弹造成的伤害",
"DamagePercentHealth_label": "最大生命值傷害",
"DamagePerSecondFlown_label": "每飞行一秒所造成的伤害",
"DamagePerSecond_label": "每秒伤害",
"DamagePercentHealth_label": "伤害生命值百分比",
"DamagePercentHealth_postfix": "%",
"DamagePercentHealth_postfix": "%",
"DamagePercent_label": "Bullet Damage Done",
"DamagePercent_label": "Bullet Damage Done",
"DamagePercent_postfix": "%",
"DamagePercent_postfix": "%",
"DamagePlayer_label": "對玩家傷害",
"DamagePlayer_label": "对玩家角色造成的伤害",
"DamagePulseAmount_label": "脈衝傷害",
"DamagePulseAmount_label": "脉冲伤害",
"DamagePulseInterval_label": "脈衝間隔",
"DamagePulseInterval_label": "脉冲间隔",
"DamagePulseInterval_postfix": "",
"DamagePulseInterval_postfix": "s",
"DamagePulseRadius_label": "脈衝範圍",
"DamagePulseRadius_label": "脉冲半径",
"DamagePulseRadius_postfix": "公尺",
"DamagePulseRadius_postfix": "m",
"DamageRadius_label": "Damage Radius",
"DamageRadius_label": "伤害半径",
"DamageRadius_postfix": "公尺",
"DamageRadius_postfix": "m",
"DamageReduction_label": "Damage Reduction",
"DamageReduction_label": "伤害降幅",
"DamageReduction_postfix": "%",
"DamageReduction_postfix": "%",
"DamageReflectedFrequencyPct_label": "觸發機率",
"DamageReflectedFrequencyPct_label": "触发几率",
"DamageReflectedFrequencyPct_postfix": "%",
"DamageReflectedFrequencyPct_postfix": "%",
"DamageTakenPercentIncreasePerStack_label": "Damage Increase Per Stack",
"DamageTakenPercentIncreasePerStack_label": "Damage Increase Per Stack",
"DamageTakenPercentIncreasePerStack_postfix": "%",
"DamageTakenPercentIncreasePerStack_postfix": "%",
"DamageThreshold_label": "Damage Threshold",
"DamageThreshold_label": "伤害阈值",
"DamageToStack_label": "傷害疊加一層",
"DamageToStack_label": "受到伤害转化成层数",
"Damage_label": "傷害",
"Damage_label": "伤害",
"DashDistance_label": "衝刺距離",
"DanceMoveSpeed_label": "弹舞移动速度",
"DashDistance_postfix": "公尺",
"DanceMoveSpeed_postfix": "m/s",
"DashJump_conditional": "成功空中衝刺後",
"DashDistance_label": "冲刺距离",
"DashRange_label": "衝鋒範圍",
"DashDistance_postfix": "m",
"DashRange_postfix": "公尺",
"DashJump_conditional": "成功冲刺跳之后",
"DashSlowPct_label": "衝鋒減少移速",
"DashRange_label": "冲刺距离",
"DashSpeed_label": "疾跑速度",
"DashRange_postfix": "m",
"DashSlowPct_label": "冲刺减速",
"DashSpeed_label": "冲刺速度",
"DashSpeed_postfix": "m/s",
"DashSpeed_postfix": "m/s",
"DashTime_label": "疾跑時間",
"DashTime_label": "冲刺时间",
"DashTime_postfix": "",
"DashTime_postfix": "s",
"DeathDelay_label": "Delay Death Duration",
"DeathDelay_label": "Delay Death Duration",
"DeathImmunityDuration_label": "死亡免疫持續",
"DeathImmunityDuration_label": "Death Immunity Duration",
"DeathImmunityDuration_postfix": "",
"DeathImmunityDuration_postfix": "s",
"DeathImmunityPulseRateMultiplier_label": "脈衝頻率",
"DeathImmunityPulseRateMultiplier_label": "Pulse Rate",
"DeathImmunityPulseRateMultiplier_postfix": "x",
"DeathImmunityPulseRateMultiplier_postfix": "x",
"DeathTaxHeal_label": "Health Per Kill",
"DeathTaxHeal_label": "Health Per Kill",
"DebuffDelay_label": "減益延遲",
"DebuffDelay_label": "Debuff Delay",
"DebuffDelay_postfix": "",
"DebuffDelay_postfix": "s",
"DebuffDurationReductionPercentage_label": "減益持續縮短",
"DebuffDurationReductionPercentage_label": "减益持续时间降幅",
"DebuffDurationReductionPercentage_postfix": "%",
"DebuffDurationReductionPercentage_postfix": "%",
"DebuffDuration_label": "減益持續時間",
"DebuffDuration_label": "减益持续时间",
"DebuffDuration_postfix": "",
"DebuffDuration_postfix": "s",
"DebuffMoveSlowPct_label": "減少移速",
"DebuffMoveSlowPct_label": "Enemy Slow",
"DebuffMoveSlowPct_postfix": "%",
"DebuffMoveSlowPct_postfix": "%",
"DecoyLifetime_label": "Decoy Lifetime",
"DecoyLifetime_postfix": "s",
"DecoyLifetime_postfix": "",
"DecoyLifetime_prefix": "",
"DecoyLifetime_prefix": "",
"DefensePower_label": "Defense Power",
"DefensePower_label": "Defense Power",
"DefensePower_postfix": "",
"DefensePower_postfix": "",
"DefensePower_prefix": "{s:sign}",
"DefensePower_prefix": "{s:sign}",
"DeferClearPct_label": "已清除的推遲傷害",
"DeferClearPct_label": "已清除的推迟伤害",
"DeferClearPct_postfix": "%",
"DeferClearPct_postfix": "%",
"DeferredDamageDuration_label": "推遲傷害持續時間",
"DeferredDamageDuration_label": "推迟伤害持续时间",
"DeferredDamageDuration_postfix": "",
"DeferredDamageDuration_postfix": "s",
"DegenResistance_label": "減少治療抗性",
"DegenResistance_label": "治疗减少抗性",
"DegenResistance_postfix": "%",
"DegenResistance_postfix": "%",
"DegenResistance_prefix": "{s:sign}",
"DegenResistance_prefix": "{s:sign}",
"DelayDuration_Label": "延遲時間",
"DelayBetweenShots_Label": "Delay Between Shots",
"DelayDuration_Postfix": "",
"DelayDuration_Label": "延迟持续时间",
"DeployHealthRegen_label": "生命恢復",
"DelayDuration_Postfix": "s",
"DeployHealthRegen_label": "Deployable Health",
"DescendSpeed_label": "",
"DescendSpeed_label": "",
"Detained": "Detained",
"Detained": "Detained",
"DetectionRadius_label": "檢測距離",
"DetectionRadius_label": "探测半径",
"DisarmDuration_label": "持續時間",
"DevMenu_ChangeHero": "更换英雄",
"DisarmDuration_postfix": "",
"DevMenu_ChangeTeam": "更换队伍",
"DispenserHealth_label": "生命值消失",
"DevMenu_SelfKill": "自杀",
"DevMenu_Substitute": "替代",
"DevMenu_Title": "开发者命令",
"DevMenu_UnstickHero": "取消固定英雄",
"DisarmDuration_label": "缴械持续时间",
"DisarmDuration_postfix": "s",
"DischargeRadius_label": "Discharge Radius",
"DischargeRadius_postfix": "m",
"DispenserHealth_label": "Dispenser Health",
"DistanceBuff_label": "Increase at Max Range",
"DistanceBuff_label": "Increase at Max Range",
"DistanceBuff_postfix": "%",
"DistanceBuff_postfix": "%",
"Distance_label": "Distance",
"Distance_label": "Distance",
"Distance_postfix": "公尺",
"Distance_postfix": "m",
"DodgeAnimSpeedScale_label": "Dodge Speed Multiplier",
"DodgeAnimSpeedScale_label": "Dodge Speed Multiplier",
"DodgeAnimSpeedScale_postfix": "x",
"DodgeAnimSpeedScale_postfix": "x",
"DontShowAgain": "不再顯示",
"DontShowAgain": "不再显示",
"DotHealthPercent_label": "流血傷害",
"DotHealthPercent_label": "流血伤害",
"DotHealthPercent_postfix": "%/每秒傷害",
"DotHealthPercent_postfix": "%/s",
"DragonsFireBurnDuration_label": "Burn Duration",
"DragonsFireBurnDuration_label": "Burn Duration",
"DragonsFireBurnDuration_postfix": "",
"DragonsFireBurnDuration_postfix": "s",
"DrainTimeNeeded_label": "程序持續",
"DrainPulseRadius_label": "Drain Pulse Radius",
"DrainTimeNeeded_postfix": "",
"DrainPulseRadius_postfix": "m",
"DrainTimeNeeded_label": "Drain Time for Proc",
"DrainTimeNeeded_postfix": "s",
"DroneBonusMoveSpeed_label": "移动速度",
"DroneBonusMoveSpeed_postfix": "",
"DroneBonusMoveSpeed_prefix": "{s:sign}",
"DroneBonusReloadTime_label": "装填时间",
"DroneBonusReloadTime_postfix": "%",
"DroneBonusWindupTime_label": "Windup Time",
"DroneBonusWindupTime_postfix": "%",
"DroneBonusWindupTime_prefix": "{s:sign}",
"DroneCount_label": "Drone Count",
"DroneCount_label": "Drone Count",
"DroneCrashDamage_label": "Drone Crash Damage",
"DroneDPS_label": "Drone Damage",
"DroneDPS_label": "Drone Damage",
"DroneDPS_postfix": "每秒傷害",
"DroneDPS_postfix": "dps",
"DroneHealth_label": "無人機生命值",
"DroneHealthRegen_label": "生命恢复",
"DroneLifetime_label": "無人機存在時間",
"DroneHealthRegen_postfix": "/s",
"DroneHealth_label": "Drone Health",
"DroneLifetime_label": "Drone Lifetime",
"DronePowerMultiplier_label": "Drone Power Multiplier",
"DroneSpeed_label": "Drone Speed",
"DurationPerHeat_label": "Heat Powered Duration",
"DurationPerHeat_postfix": "s",
"EMPBuildupPercentPerShot_label": "Silence Charge Per Shot",
"EMPBuildupPercentPerShot_label": "Silence Charge Per Shot",
"EMPBuildupPercentPerShot_postfix": "%",
"EMPBuildupPercentPerShot_postfix": "%",
"EMPDuration_label": "減益持續時間",
"EMPDuration_label": "减益持续时间",
"EMPDuration_postfix": "",
"EMPDuration_postfix": "s",
"EMultiplyBase_postfix": "%",
"EMultiplyBase_postfix": "%",
"EShopFilterClipSize": "彈匣",
"EShopFilterClipSize": "弹药",
"EShopFilterDisruption": "破壞",
"EShopFilterDisruption": "干扰",
"EShopFilterDurability": "耐久",
"EShopFilterDurability": "耐久性",
"EShopFilterFireRate": "射速",
"EShopFilterFireRate": "射速",
"EShopFilterHealing": "治療",
"EShopFilterHealing": "治疗",
"EShopFilterMagicDamage": "魂力傷害",
"EShopFilterMagicDamage": "元灵伤害",
"EShopFilterMelee": "近戰",
"EShopFilterMelee": "近战",
"EShopFilterMovement": "移動",
"EShopFilterMovement": "移动",
"EShopFilterNone": "",
"EShopFilterNone": "",
"EShopFilterWeaponDamage": "子彈傷害",
"EShopFilterWeaponDamage": "武器伤害",
"EchoShardBonusSpirit_label": "回聲技能魂力增幅",
"EchoShardBonusSpirit_label": "Spirit Power for Echo Ability",
"EchoShardBonusSpirit_prefix": "{s:sign}",
"EchoShardBonusSpirit_prefix": "{s:sign}",
"Econ_Store_PurchaseType_Standard": "%s1",
"Econ_Store_PurchaseType_Standard": "%s1",
"EffectDuration_label": "减益持续时间",
"EffectDuration_postfix": "s",
"EndDuration_label": "Final Duration",
"EndDuration_label": "Final Duration",
"EndDuration_postfix": "",
"EndDuration_postfix": "s",
"EndRadius_label": "結束範圍",
"EndRadius_label": "终端半径",
"EndRadius_postfix": "公尺",
"EndRadius_postfix": "m",
"EnemyAboveHealthThreshold_conditional": "敵方目標高於指定生命值",
"EnemyAboveHealthThreshold_conditional": "Enemy above health threshold",
"EnemyBulletDamageReduction_label": "Enemy Weapon Damage",
"EnemyBulletDamageReduction_label": "Enemy Weapon Damage",
"EnemyBulletDamageReduction_postfix": "%",
"EnemyBulletDamageReduction_postfix": "%",
"EnemyHealthPercent_label": "敵人生命閾值",
"EnemyHealthPercent_label": "敌人生命阈值",
"EnemyHealthPercent_postfix": "%",
"EnemyHealthPercent_postfix": "%",
"EnemyLaunchHeight_label": "敵人擊飛高度",
"EnemyLaunchHeight_label": "Enemy Launch Height",
"EnemyLaunchHeight_postfix": "公尺",
"EnemyLaunchHeight_postfix": "m",
"EnemyLifeThreshold_label": "閾值",
"EnemyLifeThreshold_label": "Threshold",
"EnemyLifeThreshold_postfix": "%",
"EnemyLifeThreshold_postfix": "%",
"EnemyLiftDuration_label": "懸空時間",
"EnemyLiftDuration_label": "升空时间",
"EnemyLiftDuration_postfix": "",
"EnemyLiftDuration_postfix": "s",
"EnemyMinHealthPct_label": "敵人最低生命值",
"EnemyMinHealthPct_label": "敌人最低生命值",
"EnemyMinHealthPct_postfix": "%",
"EnemyMinHealthPct_postfix": "%",
"EnemySlowDuration_label": "減少移速持續",
"EnemyMoveSlowDuration_label": "敌人减速持续时间",
"EnemySlowDuration_postfix": "",
"EnemyMoveSlowDuration_postfix": "s",
"EnemySlowPct_label": "減少移速",
"EnemyMoveSlow_label": "每次击中敌人减速量",
"EnemyMoveSlow_postfix": "%",
"EnemySlowDuration_label": "敌人减速持续时间",
"EnemySlowDuration_postfix": "s",
"EnemySlowPct_label": "敌人移动减速",
"EnemySlowPct_postfix": "%",
"EnemySlowPct_postfix": "%",
"EscalatingExposureProcCooldown_label": "每個單位最高觸發頻率",
"EscalatingExposureProcCooldown_label": "每个目标的最高频率",
"EscalatingExposureProcCooldown_postfix": "",
"EscalatingExposureProcCooldown_postfix": "s",
"EscalatingExposureTechArmorDamageReduction_label": "魂力傷害減少魂力抗性",
"EscalatingExposureTechArmorDamageReduction_label": "受到元灵伤害时的元灵抗性减少量",
"EscalatingExposureTechArmorDamageReduction_postfix": "%",
"EscalatingExposureTechArmorDamageReduction_postfix": "%",
"EscapeDuration_label": "逃入持續",
"EscapeDuration_label": "躲避持续时间",
"EscapeDuration_postfix": "",
"EscapeDuration_postfix": "s",
"EscapeRange_label": "逃脫範圍",
"EscapeRange_label": "逃脱范围",
"EscapeRange_postfix": "公尺",
"EscapeRange_postfix": "m",
"EscapeTime_label": "逃脫時間",
"EscapeTime_label": "逃脱时间",
"EscapeTime_postfix": "",
"EscapeTime_postfix": "s",
"EvasionChance_Label": "Bullet Evasion Chance",
"EvasionPercentGlider_label": "Evasion Chance Gliding",
"EvasionPercentGlider_label": "Evasion Chance Gliding",
"EvasionPercentGlider_postfix": "%",
"EvasionPercentGlider_postfix": "%",
"EvasionPercent_label": "子彈閃避機率",
"EvasionPercent_postfix": "%",
"EvasionPercent_postfix": "%",
"ExpandTime_label": "延展時間",
"ExpandTime_label": "Expand time",
"ExpandTime_postfix": "",
"ExpandTime_postfix": "s",
"ExplodeDamage_label": "爆炸傷害",
"ExplodeDamage_label": "爆炸伤害",
"ExplodeDelay_label": "爆炸延遲",
"ExplodeDebuffDuration_label": "射速减缓持续时间",
"ExplodeDelay_postfix": "",
"ExplodeDebuffDuration_postfix": "s",
"ExplodeRadius_label": "爆炸範圍",
"ExplodeDelay_label": "爆炸延迟",
"ExplodeRadius_postfix": "公尺",
"ExplodeDelay_postfix": "s",
"ExplodeRadius_label": "Explosion Radius",
"ExplodeRadius_postfix": "m",
"ExplosionCoatingRadius_label": "Explosion Coating Radius",
"ExplosionCoatingRadius_label": "Explosion Coating Radius",
"ExplosionCoatingRadius_postfix": "公尺",
"ExplosionCoatingRadius_postfix": "m",
"ExplosionDamage_label": "爆炸傷害",
"ExplosionDamage_label": "爆炸伤害",
"ExplosionDamage_postfix": "",
"ExplosionMaxPercent_label": "Max Explosion Damage:",
"ExplosionMaxPercent_label": "最大爆炸傷害:",
"ExplosionMaxPercent_postfix": "%",
"ExplosionMaxPercent_postfix": "%",
"ExplosionMinPercent_label": "最小爆炸傷害e:",
"ExplosionMinPercent_label": "Min Explosion Damage:",
"ExplosionMinPercent_postfix": "%",
"ExplosionMinPercent_postfix": "%",
"ExplosionRadius_label": "爆炸範圍",
"ExplosionRadius_label": "爆炸半径",
"ExplosionRadius_postfix": "公尺",
"ExplosionRadius_postfix": "m",
"ExplosiveDamage_label": "Explosive Damage",
"ExplosiveShotRadiusPercent_label": "Explosive Shot Radius Increase",
"ExplosiveShotRadiusPercent_label": "Explosive Shot Radius Increase",
"ExplosiveShotRadiusPercent_postfix": "%",
"ExplosiveShotRadiusPercent_postfix": "%",
"ExplosiveSplashDamage_label": "爆炸傷害",
"ExplosiveSplashDamage_label": "Explode Damage",
"ExternalBonusHealthRegen_label": "生命值恢復",
"ExternalBonusHealthRegen_label": "生命值恢复",
"ExternalBonusHealthRegen_postfix": "/每秒",
"ExternalBonusHealthRegen_postfix": "/",
"ExternalBonusHealthRegen_prefix": "{s:sign}",
"ExternalBonusHealthRegen_prefix": "{s:sign}",
"ExtraBladeDamage_label": "Extra Damage per Charge",
"ExtraBladeDamage_label": "Extra Damage per Charge",
"ExtraInfo": "額外資訊",
"ExtraDamagePerBounce_label": "Extra Damage per bounce",
"ExtraLargeClip_label": "彈匣加成",
"ExtraInfo": "额外信息",
"ExtraLargeClip_label": "Clip Bonus",
"ExtraLargeClip_postfix": "%",
"ExtraLargeClip_postfix": "%",
"ExtraTargetConeAngle_label": "Targetting Cone Angle",
"ExtraTargetConeAngle_label": "锥形瞄准区域角度",
"FervorDebuffResistance_label": "憤怒減益抗性",
"FaradayCageDuration_label": "Cage Duration",
"FaradayCageHealth_label": "Cage Health",
"FastFireBullets_label": "Fast Fire Shots",
"FastFireDuration_label": "Fast Fire Duration",
"FastFireDuration_postfix": "s",
"FervorDebuffResistance_label": "Enrage Debuff Resistance",
"FervorDebuffResistance_postfix": "%",
"FervorDebuffResistance_postfix": "%",
"FervorFireRate_label": "射速",
"FervorFireRate_label": "射速",
"FervorFireRate_postfix": "%",
"FervorFireRate_postfix": "%",
"FervorMovespeed_label": "移速加成",
"FervorMovespeed_label": "移动速度",
"FervorMovespeed_postfix": "m/s",
"FervorMovespeed_postfix": "m/s",
"FervorTechResist_label": "魂力抗性",
"FervorTechResist_label": "元灵抗性",
"FervorTechResist_postfix": "%",
"FervorTechResist_postfix": "%",
"FinalBlow_label": "Final Blow Damage",
"FinalBlow_label": "Final Blow Damage",
"FinalSlow_label": "Slowest Speed",
"FinalSlow_label": "Slowest Speed",
"FinalSlow_postfix": "m/s",
"FinalSlow_postfix": "m/s",
"FireRateAttribute_Desc": "為任何射速加成提供 %s1",
"FireRateAttribute_Desc": "%s1 to any weapon fire rate bonus",
"FireRateAttribute_Desc_0": "沒有額外的射速加成",
"FireRateAttribute_Desc_0": "no additional weapon fire rate bonuses",
"FireRateBonus_label": "射速加成",
"FireRateBonus_label": "射速加成",
"FireRateBonus_postfix": "%",
"FireRateBonus_postfix": "%",
"FireRateBuffDuration_label": "加成持续时间",
"FireRateBuffDuration_postfix": "s",
"FireRatePerCharge_label": "Fire Rate per Charge",
"FireRatePerCharge_label": "Fire Rate per Charge",
"FireRatePerCharge_postfix": "%",
"FireRatePerCharge_postfix": "%",
Line 2,215: Line 2,384:
"FireRatePerEnemy_postfix": "%",
"FireRatePerEnemy_postfix": "%",
"FireRatePerEnemy_prefix": "+",
"FireRatePerEnemy_prefix": "+",
"FireRatePerSecondDuration_label": "射速持續",
"FireRatePerSecondDuration_label": "Fire Rate Duration",
"FireRatePerSecondDuration_postfix": "",
"FireRatePerSecondDuration_postfix": "s",
"FireRateScale_label": "射速比率",
"FireRateScale_label": "Fire Rate Scale",
"FireRateScale_postfix": "%",
"FireRateScale_postfix": "%",
"FireRateScale_prefix": "{s:sign}",
"FireRateScale_prefix": "{s:sign}",
"FireRateSlow_label": "減少射速",
"FireRateSlow_label": "射速减缓",
"FireRateSlow_postfix": "%",
"FireRateSlow_postfix": "%",
"FireRateSlow_prefix": "",
"FireRateWhenShielded_label": "使用护盾时的射速",
"FireRateWhenShielded_label": "持有護盾時的射速",
"FireRateWhenShielded_postfix": "%",
"FireRateWhenShielded_postfix": "%",
"FireRateWhenShielded_prefix": "+",
"FireRateWhenShielded_prefix": "+",
"FireRate_postfix": "%",
"FireRate_postfix": "%",
"FlameAuraDPS_label": "每秒傷害",
"FlameAuraDPS_label": "DPS",
"FlameAuraDuration_label": "減益持續",
"FlameAuraDuration_label": "减益持续时间",
"FlameAuraDuration_postfix": "",
"FlameAuraDuration_postfix": "s",
"FlameAuraMovementSlow_label": "減少移速",
"FlameAuraMovementSlow_label": "敌人移动减速",
"FlameAuraMovementSlow_postfix": "%",
"FlameAuraMovementSlow_postfix": "%",
"FlameAuraRadius_label": "路徑寬度",
"FlameAuraRadius_label": "轨迹宽度",
"FlameAuraRadius_postfix": "公尺",
"FlameAuraRadius_postfix": "m",
"FlameAuraSlowFireRate_label": "減少射速",
"FlameAuraSlowFireRate_label": "Enemy Fire Rate",
"FlameAuraSlowFireRate_postfix": "%",
"FlameAuraSlowFireRate_postfix": "%",
"FlameDashDebuffDuration_label": "減益持續",
"FlameDashDebuffDuration_label": "减益持续时间",
"FlameDashDebuffDuration_postfix": "",
"FlameDashDebuffDuration_postfix": "s",
"FlameDashDebuff_label": "魂力傷害加成",
"FlameDashDebuff_label": "额外元灵伤害",
"FlameDashDebuff_postfix": "%",
"FlameDashDebuff_postfix": "%",
"FlyingBulletResist_label": "Bullet Resist",
"FlyingBulletResist_label": "子弹抗性",
"FlyingBulletResist_postfix": "%",
"FlyingBulletResist_postfix": "%",
"FreezeBuildUpTime_label": "凍結堆疊持續",
"Force_label": "Blast Force",
"FreezeBuildUpTime_postfix": "",
"FreezeBuildUpTime_label": "Freeze buildup time",
"FreezeDuration_label": "Freeze Duration",
"FreezeBuildUpTime_postfix": "s",
"FreezeDuration_postfix": "",
"FreezeDuration_label": "冻结持续时间",
"FriendlyTargetCooldown": "友方目標冷卻時間",
"FreezeDuration_postfix": "s",
"FriendlyTargetCooldown_label": "友方冷卻",
"FriendlyTargetCooldown": "Ally Target Cooldown",
"FriendlyTargetCooldown_postfix": "",
"FriendlyTargetCooldown_label": "Friendly Cooldown",
"FriendlyTimeBoost_label": "時間加速",
"FriendlyTargetCooldown_postfix": "s",
"FullChargeDamage_label": "完全蓄力傷害",
"FriendlyTimeBoost_label": "Time acceleration",
"FullChargeDamage_label": "完全充能伤害",
"FullDistance_label": "Max Range:",
"FullDistance_label": "Max Range:",
"FullDistance_postfix": "公尺",
"FullDistance_postfix": "m",
"FuseDuration_label": "Fuse Duration",
"FuseDuration_label": "Fuse Duration",
"FuseDuration_postfix": "",
"FuseDuration_postfix": "",
"FuseTime_label": "延遲時間",
"FuseTime_label": "引信时间",
"FuseTime_postfix": "",
"FuseTime_postfix": "s",
"GalvanicBuffDuration_label": "持續",
"Fuse_label": "Fuse length",
"GalvanicBuffDuration_postfix": "",
"Fuse_postfix": "s",
"GalvanicProcDuration_label": "減少移速持續時間",
"GalvanicBuffDuration_label": "持续时间",
"GalvanicProcDuration_postfix": "",
"GalvanicBuffDuration_postfix": "s",
"GameUI_ClientBadServerAddress": "錯誤的伺服器地址。\"n",
"GalvanicProcDuration_label": "减速持续时间",
"GameUI_ClientConnectionTimedOut": "與伺服器的連接超時。\"n",
"GalvanicProcDuration_postfix": "s",
"GameUI_ClientConsistencyFail": "由於伺服器強制模型一致性,連接被中止。\"n",
"GameUI_ClientBadServerAddress": "服务器地址错误。\"n",
"GameUI_ClientDifferentMap": "你的地圖與伺服器不同,請更新你的遊戲。\"n",
"GameUI_ClientConnectionTimedOut": "服务器连接超时。\"n",
"GameUI_ClientMissingModel": "由於缺少模型,無法繼續連接。\"n",
"GameUI_ClientConsistencyFail": "连接中断,模型文件与服务器不一致。\"n",
"GameUI_ClientNoMap": "無法載入伺服器指定的地圖。\"n",
"GameUI_ClientDifferentMap": "你的地图与服务器的不符,请更新游戏。\"n",
"GameUI_ClientRetryLimit": "無法建立與伺服器的連接。\"n",
"GameUI_ClientMissingModel": "无法继续进行连接,模型文件丢失。\"n",
"GameUI_ClientServerShutdown": "伺服器關閉。\"n",
"GameUI_ClientNoMap": "无法加载服务器指定的地图。\"n",
"GameUI_ClientStringTableError": "你的符號表數據與伺服器不同,請更新你的遊戲。\"n",
"GameUI_ClientRetryLimit": "无法与服务器建立连接。\"n",
"GameUI_ClientUnableToCRCDLL": "無法計算用戶端dll校驗和。\"n",
"GameUI_ClientServerShutdown": "服务器正在关闭。\"n",
"GameUI_ClientUnableToCRCMap": "無法計算地圖校驗和。\"n",
"GameUI_ClientStringTableError": "你的字符串表数据与服务器的不符,请更新游戏。\"n",
"GameUI_Disconnect_BadClientDeltaTick": "客戶 delta ticks 故障",
"GameUI_ClientUnableToCRCDLL": "无法计算客户端部分的 DLL 文件校验和。\"n",
"GameUI_Disconnect_BadRelayPassword": "中繼密碼錯誤",
"GameUI_ClientUnableToCRCMap": "无法计算地图校验。\"n",
"GameUI_Disconnect_BadSpectatorPassword": "轉播密碼錯誤",
"GameUI_Disconnect_BadClientDeltaTick": "客户端变量记数失序",
"GameUI_Disconnect_BanAdded": "加入封鎖清單",
"GameUI_Disconnect_BadRelayPassword": "中继密码错误",
"GameUI_Disconnect_ConnectionClosing": "連接關閉",
"GameUI_Disconnect_BadSpectatorPassword": "观众密码错误",
"GameUI_Disconnect_ConnectionLost": "連接遺失",
"GameUI_Disconnect_BanAdded": "被加入封禁名单",
"GameUI_Disconnect_ConnectionOverflow": "溢出錯誤",
"GameUI_Disconnect_ConnectionClosing": "正在关闭连接",
"GameUI_Disconnect_ConnectionTimedout": "無法與遊戲伺服器建立連接。",
"GameUI_Disconnect_ConnectionLost": "已丢失连接",
"GameUI_Disconnect_DeltaEntMessage": "寫入 delta 實體資訊出錯",
"GameUI_Disconnect_ConnectionOverflow": "溢出错误",
"GameUI_Disconnect_DifferentClassTables": "Server uses different class tables",
"GameUI_Disconnect_ConnectionTimedout": "无法与游戏服务器建立连接。",
"GameUI_Disconnect_DisconnectByServer": "伺服器斷開連接",
"GameUI_Disconnect_DeltaEntMessage": "写入变量实体信息时出错",
"GameUI_Disconnect_DisconnectByUser": "用戶斷開連接",
"GameUI_Disconnect_DifferentClassTables": "服务器端使用不同的类表",
"GameUI_Disconnect_Disconnected": "斷開連接",
"GameUI_Disconnect_DisconnectByServer": "服务器断开连接",
"GameUI_Disconnect_HLTVDirect": "SourceTV無法直接連接到遊戲",
"GameUI_Disconnect_DisconnectByUser": "用户断开连接",
"GameUI_Disconnect_HLTVRestricted": "SourceTV 伺服器僅限於本地觀察者(C類)",
"GameUI_Disconnect_Disconnected": "已断开连接",
"GameUI_Disconnect_HLTVDirect": "SourceTV 无法直接连接至游戏",
"GameUI_Disconnect_HLTVRestricted": "SourceTV 服务器已被限制为本地观众可用(C 类)",
"GameUI_Disconnect_HLTVStop": "SourceTV 停止",
"GameUI_Disconnect_HLTVStop": "SourceTV 停止",
"GameUI_Disconnect_HLTVUnavailable": "沒有可用的SourceTV 中繼",
"GameUI_Disconnect_HLTVUnavailable": "没有可用的 SourceTV 中继",
"GameUI_Disconnect_InternalError": "由於內部錯誤斷開連接。 控制台可能有更多的細節。",
"GameUI_Disconnect_InternalError": "由于内部错误,已断开连接。控制台可能会有更多详情。",
"GameUI_Disconnect_KickBanAdded": "踢出並封鎖",
"GameUI_Disconnect_KickBanAdded": "被踢出并被封禁",
"GameUI_Disconnect_Kicked": "被伺服器管理員踢出",
"GameUI_Disconnect_Kicked": "被服务器管理员踢出",
"GameUI_Disconnect_LeavingSplit": "Leaving splitscreen",
"GameUI_Disconnect_LeavingSplit": "离开分屏",
"GameUI_Disconnect_LocalProblem_HostedServerPrimaryRelay": "遊戲伺服器與用戶端正在使用的主中繼失去了連接。",
"GameUI_Disconnect_LocalProblem_HostedServerPrimaryRelay": "游戏服务器已与客户端使用的主中继服务器失去连接。",
"GameUI_Disconnect_LocalProblem_ManyRelays": "連接遺失,即使嘗試了不同地理位置的幾個中繼也無法恢復。最可能的原因是你的網路連接存在問題。",
"GameUI_Disconnect_LocalProblem_ManyRelays": "已失去连接,此前已尝试与不同地区的多个中继服务器连接。最有可能的原因是你的网络连接出现问题。",
"GameUI_Disconnect_LocalProblem_NetworkConfig": "檢查你的網路連接。無法從內容分發網路(CDN)下載網路配置。",
"GameUI_Disconnect_LocalProblem_NetworkConfig": "请检查网络连接。无法从 CDN 下载网络配置文件。",
"GameUI_Disconnect_LocalProblem_Other": "已斷開連接。看起來你的網路連接存在問題。",
"GameUI_Disconnect_LocalProblem_Other": "已断开连接。可能是本地的网络连接出现问题。",
"GameUI_Disconnect_NoMoreSplits": "不再有分屏插槽",
"GameUI_Disconnect_NoMoreSplits": "没有更多的分屏位置",
"GameUI_Disconnect_NoSpectators": "比賽不允許觀戰",
"GameUI_Disconnect_NoSpectators": "该比赛不允许观战",
"GameUI_Disconnect_PureServer_ClientExtra": "純淨伺服器:用戶端載入了額外的文件",
"GameUI_Disconnect_PureServer_ClientExtra": "纯服务器:客户端加载了额外文件",
"GameUI_Disconnect_PureServer_Mismatch": "純淨伺服器:用戶端文件與伺服器不匹配",
"GameUI_Disconnect_PureServer_Mismatch": "纯服务器:客户端文件与服务器不匹配",
"GameUI_Disconnect_RejectedByGame": "連接被遊戲拒絕",
"GameUI_Disconnect_RejectedByGame": "连接被游戏拒绝",
"GameUI_Disconnect_ReliableChannelOverflow": "可靠頻道溢出",
"GameUI_Disconnect_ReliableChannelOverflow": "可用通道溢出",
"GameUI_Disconnect_ReliableOverflow": "可靠緩衝溢出錯誤",
"GameUI_Disconnect_ReliableOverflow": "可用缓冲溢出错误",
"GameUI_Disconnect_RemoteProblem_BadCert": "遠程主機的證書不足以進行身份驗證。",
"GameUI_Disconnect_RemoteProblem_BadCert": "远程主机的证书不能满足验证。",
"GameUI_Disconnect_RemoteProblem_BadCrypt": "遠程主機提供了錯誤的證書、加密金鑰或簽名。",
"GameUI_Disconnect_RemoteProblem_BadCrypt": "远程主机的证书、密钥或签名存在问题。",
"GameUI_Disconnect_RemoteProblem_Other": "與遠程主機通信時出現問題。",
"GameUI_Disconnect_RemoteProblem_Other": "与远程主机的通讯遇到问题。",
"GameUI_Disconnect_RemoteProblem_Timeout": "已停止接收來自遠程主機的通信。",
"GameUI_Disconnect_RemoteProblem_Timeout": "我们已停止从远程主机接收通讯。",
"GameUI_Disconnect_RemoteProblem_TimeoutConnecting": "多次嘗試連接後,伺服器沒有響應。",
"GameUI_Disconnect_RemoteProblem_TimeoutConnecting": "已数次尝试连接,但服务器没有响应。",
"GameUI_Disconnect_ReplayIncompatible": "錄影不相容。",
"GameUI_Disconnect_ReplayIncompatible": "回放不兼容。",
"GameUI_Disconnect_Server": "伺服器斷開連接",
"GameUI_Disconnect_Server": "服务器断开连接",
"GameUI_Disconnect_ServerIncompatible": "伺服器版本不相容。",
"GameUI_Disconnect_ServerIncompatible": "服务器版本不兼容。",
"GameUI_Disconnect_ServerInfoOverflow": "資訊數據溢出錯誤",
"GameUI_Disconnect_ServerInfoOverflow": "信息数据溢出",
"GameUI_Disconnect_ServerShutdown": "從遊戲伺服器斷開連接。遊戲伺服器已關閉。",
"GameUI_Disconnect_ServerShutdown": "从游戏服务器断开连接。游戏服务器正在关机。",
"GameUI_Disconnect_SnapshotError": "發送快照出錯",
"GameUI_Disconnect_SnapshotError": "发送快照错误",
"GameUI_Disconnect_SnapshotOverflow": "可靠快照溢出錯誤",
"GameUI_Disconnect_SnapshotOverflow": "可用快照溢出错误",
"GameUI_Disconnect_SoundsMessage": "寫入遊戲音效出錯",
"GameUI_Disconnect_SoundsMessage": "写入游戏音效信息时出错",
"GameUI_Disconnect_SteamDeny_BadAntiCheat": "從遊戲伺服器斷開連接。Steam反作弊不相容。",
"GameUI_Disconnect_SteamDeny_BadAntiCheat": "从游戏服务器断开连接。Steam 反作弊不兼容。",
"GameUI_Disconnect_SteamDeny_Misc": "從遊戲伺服器斷開連接。Steam地址不相容。",
"GameUI_Disconnect_SteamDeny_Misc": "从游戏服务器断开连接。Steam 杂项不兼容。",
"GameUI_Disconnect_SteamDropped": "Steam認證失敗。你必須連接到Steam以確保與遊戲伺服器的初始連接。",
"GameUI_Disconnect_SteamDropped": "Steam 验证失败。必须连接至 Steam 才能建立与游戏服务器的初始连接。",
"GameUI_Disconnect_SteamIDBanned": "STEAM UserID 已被封鎖",
"GameUI_Disconnect_SteamIDBanned": "STEAM 用户 ID 被封禁",
"GameUI_Disconnect_SteamIDInUse": "STEAM UserID 已經在此伺服器中",
"GameUI_Disconnect_SteamIDInUse": "STEAM 用户 ID 在这个服务器中已被使用",
"GameUI_Disconnect_SteamInUse": "此Steam帳號正在用於另外的地點",
"GameUI_Disconnect_SteamInUse": "此 Steam 帐户正在另一个位置使用",
"GameUI_Disconnect_SteamLogon": "無Steam登入",
"GameUI_Disconnect_SteamLogon": "Steam 未登录",
"GameUI_Disconnect_SteamOwnership": "此Steam帳號未擁有此遊戲。\"n請使用正確的Steam帳戶登入",
"GameUI_Disconnect_SteamOwnership": "此 Steam 帐户没有这个游戏。\"n请登录正确的 Steam 帐户",
"GameUI_Disconnect_SteamTicket": "無效的 STEAM 用戶身份門票",
"GameUI_Disconnect_SteamTicket": "无效的 STEAM 用户 ID 标签",
"GameUI_Disconnect_SteamTimeOut": "Valve Anti-Cheat 驗證逾時。請確認沒有使用任何干擾VAC運行的程式,並確認Steam已經正確安裝。",
"GameUI_Disconnect_SteamTimeOut": "Valve反作弊系统(VAC)连接超时。请确保没有使用与VAC冲突的软件,而且正确安装了客户端。",
"GameUI_Disconnect_SteamVAC": "被安全伺服器施加VAC封鎖",
"GameUI_Disconnect_SteamVAC": "被 VAC 从安全服务器中封禁",
"GameUI_Disconnect_StringTableMessage": "寫入符號表升級出錯",
"GameUI_Disconnect_StringTableMessage": "写入字符串表更新信息时出错",
"GameUI_Disconnect_TempEntMessage": "寫入臨時實體錯誤資訊",
"GameUI_Disconnect_TempEntMessage": "写入临时实体信息时出错",
"GameUI_Disconnect_TickMessage": "幀寫入出錯",
"GameUI_Disconnect_TickMessage": "写入记数信息时出错",
"GameUI_Disconnect_TimedOut": "與遠程伺服器通訊被干擾",
"GameUI_Disconnect_TimedOut": "与远程主机的通讯受到干扰",
"GameUI_Disconnect_Unusual": "斷開連接。 發生了不尋常的事情。 控制台可能有更多的細節。",
"GameUI_Disconnect_Unusual": "已断开连接。出现特殊情况。控制台可能会有更多详情。",
"GameUI_Disconnect_User": "用戶斷開連接",
"GameUI_Disconnect_User": "用户断开连接",
"GameUI_Disconnect_UserCmd": "解析用戶命令時出現錯誤",
"GameUI_Disconnect_UserCmd": "解析用户指令错误",
"GameUI_Disconnected": "與伺服器斷開連接",
"GameUI_Disconnected": "服务器断开连接",
"GameUI_ServerAuthDisabled": "身份驗證已禁用。\"n",
"GameUI_ServerAuthDisabled": "验证已禁用。\"n",
"GameUI_ServerCDKeyAuthInvalid": "CD金鑰身份驗證對網路伺服器無效。\"n",
"GameUI_ServerCDKeyAuthInvalid": "序列号验证对于互联网服务器无效。\"n",
"GameUI_ServerCDKeyInUse": "CD金鑰已在使用中。\"n",
"GameUI_ServerCDKeyInUse": "序列号已被使用。\"n",
"GameUI_ServerChallengeIncorrect": "伺服器沒有用正確的質詢響應。\"n它可能已過時。\"n",
"GameUI_ServerChallengeIncorrect": "服务器未对正确的挑战作出响应。\"n版本可能已过时。\"n",
"GameUI_ServerConnectOutOfDate": "伺服器尚未更新到最新版本。\"n",
"GameUI_ServerConnectOutOfDate": "服务器尚未更新到最新版本。\"n",
"GameUI_ServerInsecure": "處於不安全模式。 必須重新啟動才能連接到安全伺服器。\"n",
"GameUI_ServerInsecure": "你正处于非安全模式中。必须重新启动游戏才能连接至安全服务器。\"n",
"GameUI_ServerInvalidCDKey": "無效的CD金鑰。\"n",
"GameUI_ServerInvalidCDKey": "无效的序列号。\"n",
"GameUI_ServerNoLobby": "伺服器無法找到遊戲會話。\"n",
"GameUI_ServerNoLobby": "服务器无法定位游戏会话。\"n",
"GameUI_ServerRejectBadChallenge": "質詢錯誤。\"n",
"GameUI_ServerRejectBadChallenge": "错误的挑战。\"n",
"GameUI_ServerRejectBadPassword": "密碼錯誤。\"n",
"GameUI_ServerRejectBadPassword": "密码错误。\"n",
"GameUI_ServerRejectBadSteamKey": "無效的Steam金鑰長度\"n",
"GameUI_ServerRejectBadSteamKey": "无效的 Steam 序列号长度\"n",
"GameUI_ServerRejectBanned": "你被此伺服器封鎖。\"n",
"GameUI_ServerRejectBanned": "你已被此服务器封禁。\"n",
"GameUI_ServerRejectFailedChannel": "建立網路頻道失敗。\"n",
"GameUI_ServerRejectFailedChannel": "创建网络频道失败。\"n",
"GameUI_ServerRejectGS": "GSCreateLocalUser錯誤。\"n",
"GameUI_ServerRejectGS": "GSCreateLocalUser 失败\"n",
"GameUI_ServerRejectInvalidCertLen": "無效的身份驗證證書長度。\"n",
"GameUI_ServerRejectInvalidCertLen": "无效的验证证书长度。\"n",
"GameUI_ServerRejectInvalidConnection": "無效的連接。\"n",
"GameUI_ServerRejectInvalidConnection": "无效的连接。\"n",
"GameUI_ServerRejectInvalidSteamCertLen": "STEAM證書長度錯誤!\"n",
"GameUI_ServerRejectInvalidSteamCertLen": "STEAM 证书长度错误!\"n",
"GameUI_ServerRejectLANRestrict": "本地伺服器僅限於本地用戶端(C類)。\"n",
"GameUI_ServerRejectLANRestrict": "本地服务器仅限于本地客户端(C 类)。\"n",
"GameUI_ServerRejectNewProtocol": "此伺服器使用的協議比你的用戶端新。\"n",
"GameUI_ServerRejectNewProtocol": "此服务器使用的连接协议比你客户端使用的更新。\"n",
"GameUI_ServerRejectOldProtocol": "此伺服器使用的協議比你的用戶端舊。\"n",
"GameUI_ServerRejectOldProtocol": "此服务器使用的连接协议比你客户端使用的更旧。\"n",
"GameUI_ServerRejectOldVersion": "你嘗試連接的伺服器正在運行\"n遊戲的舊版本。\"n",
"GameUI_ServerRejectOldVersion": "你正在试图连接的服务器\"n运行着较旧版本的游戏。\"n",
"GameUI_ServerRejectServerFull": "服務期已滿。\"n",
"GameUI_ServerRejectServerFull": "服务器已满。\"n",
"GameUI_ServerRejectSteam": "STEAM驗證被拒絕。\"n",
"GameUI_ServerRejectSteam": "STEAM 验证被拒\"n",
"GameUI_ServerRequireSteams": "伺服器要求Steam處於運行中。\"n",
"GameUI_ServerRequireSteams": "服务器要求你运行 Steam。\"n",
"GooDuration_label": "凝膠持續",
"GooDuration_label": "黏液污渍持续时间",
"GooDuration_postfix": "",
"GooDuration_postfix": "s",
"GooSlowPercent_label": "凝膠減速百分比",
"GooSlowPercent_label": "Puddle Slow Percent",
"GooSlowPercent_postfix": "%",
"GooSlowPercent_postfix": "%",
"GrabExtraTargetRange_label": "額外目標範圍",
"GrabExtraTargetRange_label": "Extra Target Range",
"GrabExtraTargetRange_postfix": "公尺",
"GrabExtraTargetRange_postfix": "m",
"GrenadeDamage_label": "爆炸傷害",
"GrabRange_label": "Grab Range",
"GrenadeExplosionRadius_label": "爆炸範圍",
"GrabRange_postfix": "m",
"GrenadeExplosionRadius_postfix": "公尺",
"GrenadeDamage_label": "爆炸伤害",
"GrenadesInVolley_label": "Grenade Count",
"GrenadeExplosionRadius_label": "Explosion Radius",
"GrenadesPerSecond_label": "每秒發射數量",
"GrenadeExplosionRadius_postfix": "m",
"GrenadesInVolley_label": "手雷数量",
"GrenadesPerSecond_label": "每秒火箭弹数",
"GrenadesPerVolley_label": "Bombs Per Volley",
"GrenadesPerVolley_label": "Bombs Per Volley",
"Grenades_label": "Extra Bombs",
"Grenades_label": "Extra Bombs",
"Grenades_postfix": "",
"GroundFlameDuration_label": "轨迹持续时间",
"Grenades_prefix": "",
"GroundFlameDuration_postfix": "s",
"GroundFlameDuration_label": "路徑時間",
"GuidedBotMatch_Concluded": "你已经了解了基本要点!加入比赛,或在沙盒模式中测试英雄吧!",
"GroundFlameDuration_postfix": "",
"GuidedBotMatch_Finish": "完成",
"GuidedBotMatch_Concluded": "你已經掌握了這個遊戲的基本內容,去配隊一場比賽或者在沙盒模式下測試英雄吧。",
"GuidedBotMatch_KeepPlaying": "继续训练",
"GuidedBotMatch_Finish": "結束",
"GuidedBotMatch_Start": "开始",
"GuidedBotMatch_KeepPlaying": "繼續遊玩",
"HazeDaggerRadius_label": "Hit Radius",
"GuidedBotMatch_Start": "開始",
"HazeDaggerRadius_postfix": "m",
"HeadShotBonusDamage_label": "爆頭額外傷害",
"HeadShotBonusDamage_label": "爆头额外伤害",
"HeadShotBonusDamage_prefix": "{s:sign}",
"HeadShotBonusDamage_prefix": "{s:sign}",
"HeadShotCooldown_label": "冷卻時間",
"HeadShotCooldown_label": "冷却时间",
"HeadShotCooldown_postfix": "",
"HeadShotCooldown_postfix": "s",
"HeadShotDebuffDuration_label": "持續時間",
"HeadShotDebuffDuration_label": "持续时间",
"HeadShotDebuffDuration_postfix": "",
"HeadShotDebuffDuration_postfix": "s",
"HeadStompBonusDamage_label": "Head Stomp Damage Bonus",
"HeadStompBonusDamage_label": "Head Stomp Damage Bonus",
"HeadStompBonusDamage_postfix": "",
"HeadStompBonusDamage_postfix": "",
"HeadStompBonusRadius_label": "Head Stomp Radius Bonus",
"HeadStompBonusRadius_label": "Head Stomp Radius Bonus",
"HeadStompBonusRadius_postfix": "",
"HeadStompBonusRadius_postfix": "",
"HeadshotBonus_label": "爆頭傷害",
"HeadshotBonus_label": "爆头伤害",
"HeadshotBonus_postfix": "%",
"HeadshotBonus_postfix": "%",
"HeadshotBonus_prefix": "+",
"HeadshotBonus_prefix": "+",
"HealAmount_label": "治療總量",
"HealAmount_label": "治疗量",
"HealAmpCastPercent_label": "Healing Given Boost",
"HealAmpCastPercent_label": "Healing Given Boost",
"HealAmpCastPercent_postfix": "%",
"HealAmpCastPercent_postfix": "%",
"HealAmpCastPercent_prefix": "{s:sign}",
"HealAmpCastPercent_prefix": "{s:sign}",
"HealAmpReceivePenaltyPercent_label": "減少治療",
"HealAmpReceivePenaltyPercent_label": "治疗降幅",
"HealAmpReceivePenaltyPercent_postfix": "%",
"HealAmpReceivePenaltyPercent_postfix": "%",
"HealAmpReceivePercent_label": "增強治療效果",
"HealAmpReceivePercent_label": "Healing Received Boost",
"HealAmpReceivePercent_postfix": "%",
"HealAmpReceivePercent_postfix": "%",
"HealAmpReceivePercent_prefix": "{s:sign}",
"HealAmpReceivePercent_prefix": "{s:sign}",
Line 2,409: Line 2,582:
"HealAmpRegenPercent_postfix": "%",
"HealAmpRegenPercent_postfix": "%",
"HealAmpRegenPercent_prefix": "{s:sign}",
"HealAmpRegenPercent_prefix": "{s:sign}",
"HealFixedHealth_label": "對英雄傷害治療",
"HealFixedHealth_label": "击中英雄时获得的治疗",
"HealFriendRadius_label": "友方治療範圍",
"HealFriendRadius_label": "友军治疗半径",
"HealFriendRadius_postfix": "公尺",
"HealFriendRadius_postfix": "m",
"HealFromHero_label": "擊中英雄回復",
"HealFromHero_label": "来自英雄的治疗",
"HealFromNPC_label": "擊中非英雄回復",
"HealFromNPC_label": "来自 NPC 的治疗",
"HealInterval_label": "治療間隔",
"HealInterval_label": "治疗间隔",
"HealInterval_postfix": "",
"HealInterval_postfix": "s",
"HealMaxHealthPercent_label": "最大生命恢復",
"HealMaxHealthPercent_label": "恢复的最大生命值",
"HealMaxHealthPercent_postfix": "%/s",
"HealMaxHealthPercent_postfix": "%/s",
"HealMaxHealth_label": "對英雄傷害治療",
"HealMaxHealth_label": "击中英雄时获得的治疗",
"HealMaxHealth_postfix": "% 最大生命值",
"HealMaxHealth_postfix": "% 最大生命值",
"HealOnKill_label": "死亡時治療",
"HealOnKill_label": "击杀英雄时获得的治疗",
"HealPctVsHeroes_label": "英雄單位治療",
"HealOnlevelHealAmount_label": "治疗量",
"HealPctVsHeroes_label": "来自英雄的治疗",
"HealPctVsHeroes_postfix": "%",
"HealPctVsHeroes_postfix": "%",
"HealPctVsNonHeroes_label": "非英雄單位治療",
"HealPctVsNonHeroes_label": "来自非英雄的治疗",
"HealPctVsNonHeroes_postfix": "%",
"HealPctVsNonHeroes_postfix": "%",
"HealPerStack_label": "每層數治療",
"HealPerStack_label": "每层叠加治疗量",
"HealPercentAmount_label": "治療總量",
"HealPercentAmount_label": "治疗量",
"HealPercentAmount_postfix": "%",
"HealPercentAmount_postfix": "%",
"HealPercentPerHeadshot_label": "每次爆頭治療",
"HealPercentPerHeadshot_label": "每次爆头治疗量",
"HealPercentPerHeadshot_postfix": "%",
"HealPercentPerHeadshot_postfix": "%",
"HealRadius_label": "治療範圍",
"HealRadius_label": "治疗半径",
"HealRadius_postfix": "公尺",
"HealRadius_postfix": "m",
"HealRate_label": "治療量",
"HealRate_label": "Heal Rate",
"HealRate_postfix": "/每秒",
"HealRate_postfix": "/",
"HealingFactor_label": "對英雄傷害治療",
"HealingFactor_label": "来自英雄的治疗",
"HealingFactor_postfix": "%",
"HealingFactor_postfix": "%",
"HealingPerSecond_label": "生命恢復",
"HealingPerSecond_label": "恢复的生命值",
"HealingPerSecond_postfix": "/s",
"HealingPerSecond_postfix": "/s",
"HealingPercent_label": "Heal Percent",
"HealingPercent_label": "治疗百分比",
"HealingPercent_postfix": "%",
"HealingPercent_postfix": "%",
"HealthAttribute_Desc": "為任何生命值和生命回復加成提供 %s1",
"HealthAttribute_Desc": "%s1 to any health and health regen bonuses",
"HealthAttribute_Desc_0": "沒有額外的生命值和生命回復加成",
"HealthAttribute_Desc_0": "no additional health and health regen bonuses",
"HealthCost_label": "Health Cost",
"HealthCost_label": "Health Cost",
"HealthDrainedPerSecond_label": "Health Drain",
"HealthDrainedPerSecond_label": "Health Drain",
"HealthDrainedPerSecond_postfix": "per second",
"HealthDrainedPerSecond_postfix": "每秒",
"HealthPercent_label": "Health Percent",
"HealthPercent_label": "生命值百分比",
"HealthPercent_postfix": "%",
"HealthPercent_postfix": "%",
"HealthRegenPerTrooper_label": "生命恢復",
"HealthRegenPerTrooper_label": "生命值恢复",
"HealthRegenPerTrooper_postfix": "per nearby trooper",
"HealthRegenPerTrooper_postfix": "每附近的步兵",
"HealthRegenPerTrooper_prefix": "+",
"HealthRegenPerTrooper_prefix": "+",
"HealthRegen_label": "生命值恢復",
"HealthRegen_label": "生命值恢复",
"HealthRegen_postfix": "",
"HealthRegen_prefix": "{s:sign}",
"HealthRegen_prefix": "{s:sign}",
"HealthStealPctHero_label": "英雄單位吸血",
"HealthStealPctHero_label": "英雄吸血",
"HealthStealPctHero_postfix": "%",
"HealthStealPctHero_postfix": "%",
"HealthStealPct_label": "非英雄單位吸血",
"HealthStealPct_label": "非英雄吸血",
"HealthStealPct_postfix": "%",
"HealthStealPct_postfix": "%",
"HealthSteal_label": "每顆子彈的最大 生命 竊取量",
"HealthSteal_label": "每发子弹偷取的最大生命值",
"HealthSwapBuffDuration_label": "增益持續",
"HealthSwapBuffDuration_label": "加成持续时间",
"HealthSwapBuffDuration_postfix": "",
"HealthSwapBuffDuration_postfix": "s",
"HealthToDamage_label": "自傷和傷害",
"HealthToDamage_label": "生命值转伤害",
"HealthToDamage_postfix": "",
"Health_label": "生命值",
"Health_label": "生命值",
"Health_postfix": "",
"HeatDPS_label": "Heat Powered DPS",
"Health_prefix": "",
"HeatDamage_label": "Heat Powered Damage",
"HeroProcChance_label": "Hero Proc Chance",
"HeroProcChance_label": "英雄触发几率",
"HeroProcChance_postfix": "%",
"HeroProcChance_postfix": "%",
"HeroTestActionText": "選擇要測試的英雄",
"HeroTestActionText": "选择英雄进行测试",
"HeroTestPageTitle": "英雄沙盒",
"HeroTestPageTitle": "英雄沙盒",
"HeroTesting_AllPerks": "技能全升",
"HeroTesting_AllPerks": "所有技能满级",
"HeroTesting_ChangeHero": "更換英雄",
"HeroTesting_ChangeHero": "更换英雄",
"HeroTesting_ChangeTeam": "更換隊伍",
"HeroTesting_ChangeTeam": "更换队伍",
"HeroTesting_ClearFollow": "清除",
"HeroTesting_ClearFollow": "取消关连",
"HeroTesting_FastStamina": "快速耐力",
"HeroTesting_FastStamina": "耐力速回",
"HeroTesting_FullHealth": "設定滿血",
"HeroTesting_FullHealth": "完整生命值",
"HeroTesting_GameRules": "遊戲規則",
"HeroTesting_GameRules": "游戏规则",
"HeroTesting_HalfHealth": "設定半血",
"HeroTesting_HalfHealth": "一半生命值",
"HeroTesting_HeroControl": "英雄控制",
"HeroTesting_HeroControl": "英雄控制",
"HeroTesting_HeroToSpawn": "生成英雄:",
"HeroTesting_HeroToSpawn": "要重生的英雄:",
"HeroTesting_HeroTools": "測試工具",
"HeroTesting_HeroTools": "英雄工具",
"HeroTesting_HoldAlt": "按住 Tab",
"HeroTesting_HoldAlt": "按住 {s:show_scoreboard}",
"HeroTesting_KillHero": "擊殺英雄",
"HeroTesting_KillHero": "击杀英雄",
"HeroTesting_LaneChallenge": "對線挑戰",
"HeroTesting_LaneChallenge": "分路挑战",
"HeroTesting_LastHits": "補刀: {i:lastHits}",
"HeroTesting_LastHits": "正补数:{i:lastHits}",
"HeroTesting_LevelUp": "提升等級",
"HeroTesting_LevelUp": "升级",
"HeroTesting_MakeMimic": "產生複製人",
"HeroTesting_MakeMimic": "模仿玩家",
"HeroTesting_MakePuppet": "產生訓練假人",
"HeroTesting_MakePuppet": "作为傀儡",
"HeroTesting_MaxLevel": "最高等級",
"HeroTesting_MaxLevel": "最高等级",
"HeroTesting_NoCooldown": "無 冷卻",
"HeroTesting_NoCooldown": "无冷却时间",
"HeroTesting_NoDeath": "無 死亡",
"HeroTesting_NoDeath": "不会死",
"HeroTesting_OrbsDenied": "反補: {i:orbsDenied}",
"HeroTesting_OrbsDenied": "反补的光球:{i:orbsDenied}",
"HeroTesting_OrbsSecured": "獲得寶珠: {i:orbsSecured}",
"HeroTesting_OrbsSecured": "稳获的光球:{i:orbsSecured}",
"HeroTesting_RemoveBots": "移除 Bots",
"HeroTesting_RemoveBots": "移除机器人",
"HeroTesting_ResetHero": "重設英雄",
"HeroTesting_ResetHero": "重置英雄",
"HeroTesting_SpawnCamp": "刷新野怪",
"HeroTesting_SpawnCamp": "重生中立生物",
"HeroTesting_SpawnEnemy": "生成為敵方",
"HeroTesting_SpawnEnemy": "+ 作为敌方",
"HeroTesting_SpawnFriendly": "生成為友方",
"HeroTesting_SpawnFriendly": "+ 作为友方",
"HeroTesting_SpeedDown": "遊戲速度減少",
"HeroTesting_SpeedDown": "速度-",
"HeroTesting_SpeedNormal": "遊戲速度重設",
"HeroTesting_SpeedNormal": "速度=",
"HeroTesting_SpeedUp": "遊戲速度增加",
"HeroTesting_SpeedUp": "速度+",
"HeroTesting_TakeControl": "控制英雄",
"HeroTesting_TakeControl": "获取控制",
"HeroTesting_TestTools": "測試工具",
"HeroTesting_TestTools": "测试工具",
"HeroTesting_UnlimitedAmmo": "無 重新裝填",
"HeroTesting_UnlimitedAmmo": "无需装填弹药",
"HeroTesting_UnlockFlex": "解鎖額外槽位",
"HeroTesting_UnlockFlex": "灵活槽位",
"HeroTraining_Continue_Button": "繼續遊玩",
"HeroTraining_Continue_Button": "继续训练",
"HeroTraining_Intro_Desc": "在這裡你將能夠測試英雄的移動方式和技能。掌握這些概念是完成儀式的關鍵。",
"HeroTraining_Intro_Desc": "在这里,你可以测试英雄的动作和技能。掌握这些概念是完成训练的关键。",
"HeroTraining_Intro_Title": "歡迎來到 \u003Cb\u003E英雄訓練\u003C/b\u003E",
"HeroTraining_Intro_Title": "欢迎来到\u003Cb\u003E英雄训练\u003C/b\u003E",
"HeroTraining_Outro_Button": "結束",
"HeroTraining_Outro_Button": "完成",
"HeroTraining_Outro_Desc": "你已經掌握了基礎知識;現在準備好進行對線訓練。",
"HeroTraining_Outro_Desc": "你已经掌握了基础要点,现在为分路训练做好准备吧。",
"HeroTraining_Outro_Title": "\u003Cb\u003E已完成\u003C/b\u003E 英雄訓練",
"HeroTraining_Outro_Title": "\u003Cb\u003E英雄训练\u003C/b\u003E已完成",
"HeroesPageActionText": "選擇英雄查看詳情",
"HeroesPageActionText": "选择英雄以查看详情",
"HeroesPageTitle": "英雄",
"HeroesPageTitle": "英雄",
"HighGroundBonusWeaponPower_label": "Weapon Damage When Above Enemies",
"HighGroundBonusWeaponPower_label": "Weapon Damage When Above Enemies",
Line 2,517: Line 2,689:
"HitCap_label": "Hit Cap",
"HitCap_label": "Hit Cap",
"HitCap_postfix": "hits",
"HitCap_postfix": "hits",
"HoldInPlaceDuration_label": "懸空持續時間",
"HitsToRelease_Label": "Hits to Release",
"HoldInPlaceDuration_postfix": "",
"HobbledMovementSlow_Label": "移动减速",
"IceBeamBuildupProcDuration_label": "減速延續時間",
"HobbledMovementSlow_postfix": "%",
"IceBeamBuildupProcDuration_postfix": "",
"HoldInPlaceDuration_label": "离地持续时间",
"IcePathAuraDuration_label": "路徑持續",
"HoldInPlaceDuration_postfix": "s",
"IcePathAuraDuration_postfix": "",
"HotDPS_label": "Hot DPS",
"IcePathShardRadius_label": "路徑寬度",
"IceBeamBuildupProcDuration_label": "减缓持续时间",
"IcePathShardRadius_postfix": "公尺",
"IceBeamBuildupProcDuration_postfix": "s",
"ImbuedBonusDuration_label": "選定技能額外持續",
"IcePathAuraDuration_label": "冰封路径持续时间",
"IcePathAuraDuration_postfix": "s",
"IcePathShardRadius_label": "Path Width",
"IcePathShardRadius_postfix": "m",
"ImbuedBonusDuration_label": "已加强技能持续时间",
"ImbuedBonusDuration_postfix": "%",
"ImbuedBonusDuration_postfix": "%",
"ImbuedBonusDuration_prefix": "{s:sign}",
"ImbuedBonusDuration_prefix": "{s:sign}",
"ImbuedCooldownReduction_label": "選定技能額外減少冷卻",
"ImbuedCooldownReduction_label": "已加强技能冷却时间降幅",
"ImbuedCooldownReduction_postfix": "%",
"ImbuedCooldownReduction_postfix": "%",
"ImbuedCooldownReduction_prefix": "{s:sign}",
"ImbuedCooldownReduction_prefix": "{s:sign}",
"ImbuedTechPower_label": "選定技能額外魂力",
"ImbuedTechPower_label": "已加强技能元灵力量",
"ImbuedTechPower_prefix": "{s:sign}",
"ImbuedTechPower_prefix": "{s:sign}",
"ImbuedTechRadiusMultiplier_label": "選定技能範圍",
"ImbuedTechRadiusMultiplier_label": "Imbued Radius",
"ImbuedTechRadiusMultiplier_postfix": "%",
"ImbuedTechRadiusMultiplier_postfix": "%",
"ImbuedTechRadiusMultiplier_prefix": "{s:sign}",
"ImbuedTechRadiusMultiplier_prefix": "{s:sign}",
"ImbuedTechRangeMultiplier_label": "選定技能額外範圍",
"ImbuedTechRangeMultiplier_label": "已加强技能有效范围",
"ImbuedTechRangeMultiplier_postfix": "%",
"ImbuedTechRangeMultiplier_postfix": "%",
"ImbuedTechRangeMultiplier_prefix": "{s:sign}",
"ImbuedTechRangeMultiplier_prefix": "{s:sign}",
"ImmobilizeDuration_label": "束縛持續",
"ImmobilizeDuration_label": "定身持续时间",
"ImmobilizeDuration_postfix": "",
"ImmobilizeDuration_postfix": "s",
"ImmunityDuration_label": "Immunity Duration",
"ImmunityDuration_label": "Immunity Duration",
"ImmunityDuration_postfix": "",
"ImmunityDuration_postfix": "s",
"ImpactDamage_label": "傷害",
"ImpactDamage_label": "伤害",
"ImpactDuration_label": "減速持續時間",
"ImpactDuration_label": "减速持续时间",
"ImpactDuration_postfix": "s",
"ImpactDuration_postfix": "s",
"ImpactMoveSlow_label": "衝鋒減少移速",
"ImpactMoveSlow_label": "冲击移动减速",
"ImpactMoveSlow_postfix": "%",
"ImpactMoveSlow_postfix": "%",
"ImpactRadius_label": "衝擊範圍",
"ImpactRadius_label": "影响半径",
"ImpactRadius_postfix": "公尺",
"ImpactRadius_postfix": "m",
"ImpactSlowDuration_label": "衝鋒減少移速持續",
"ImpactSlowDuration_label": "冲击减速持续时间",
"ImpactSlowDuration_postfix": "",
"ImpactSlowDuration_postfix": "s",
"ImpaleDamage_label": "Impale Damage",
"ImpaleDamage_label": "Impale Damage",
"ImpaleDamage_postfix": "",
"ImpaleDamage_postfix": "",
"ImpaleDuration_label": "Impale Duration",
"ImpaleDuration_label": "Impale Duration",
"ImpaleDuration_postfix": "",
"ImpaleDuration_postfix": "s",
"InactiveRadius_label": "未啟用範圍",
"InactiveRadius_label": "失效半径",
"InactiveRadius_postfix": "公尺",
"InactiveRadius_postfix": "m",
"InfectDuration_label": "Infect Duration",
"InfectDuration_label": "Infect Duration",
"InfectDuration_postfix": "",
"InfectDuration_postfix": "s",
"InfectionBonusDPS_label": "Infection Bonus DPS",
"InfectionBonusDPS_label": "Infection Bonus DPS",
"InfectionBonusDPS_postfix": "",
"InfectionBonusDPS_postfix": "",
"InfectionBonusDPS_prefix": "",
"InfectionBonusDPS_prefix": "",
"InitialDamage_label": "初始傷害",
"InitialDamage_label": "初始伤害",
"InitialFireRateDecrease_label": "初始射速降低",
"InitialFireRateDecrease_label": "Initial Fire Rate",
"InitialFireRateDecrease_postfix": "%",
"InitialFireRateDecrease_postfix": "%",
"InitialFireRateDecrease_prefix": "-",
"InitialFireRateDecrease_prefix": "-",
"InitialRadius_label": "初始範圍",
"InitialRadius_label": "初始半径",
"InitialRadius_postfix": "公尺",
"InitialRadius_postfix": "m",
"InteruptCooldown_label": "Interrupt Cooldown",
"InteruptCooldown_label": "Interrupt Cooldown",
"InteruptCooldown_postfix": "",
"InteruptCooldown_postfix": "",
"InvisDuration_label": "隱形時間",
"InvisDuration_label": "隐身持续时间",
"InvisDuration_postfix": "",
"InvisDuration_postfix": "s",
"InvisFadeToDuration_label": "隱身時間",
"InvisFadeToDuration_label": "淡出时间",
"InvisFadeToDuration_postfix": "",
"InvisFadeToDuration_postfix": "s",
"InvisMoveSpeedMod_label": "隱身疾跑速度",
"InvisMoveSpeedMod_label": "隐身疾跑速度",
"InvisMoveSpeedMod_postfix": "m/s",
"InvisMoveSpeedMod_postfix": "m/s",
"InvisMoveSpeedMod_prefix": "{s:sign}",
"InvisMoveSpeedMod_prefix": "{s:sign}",
"ItemHistory_ActionWithTime": "%s1 on %s2",
"InvisReapplyDelay_Label": "Delay before fading",
"ItemHistory_Action_AddItemToSocket_Remove": "從槽位中移除",
"InvisRegen_Label": "Invis Max Health Regen",
"ItemHistory_Action_AddSocketToItem_Remove": "按槽位移除物品",
"InvisRegen_postfix": "%",
"ItemHistory_Action_AddSocket_Remove": "已增加槽位",
"ItemHistory_ActionWithTime": "%s2%s1",
"ItemHistory_Action_AddItemToSocket_Remove": "从镶孔移除",
"ItemHistory_Action_AddSocketToItem_Remove": "因镶嵌被移除",
"ItemHistory_Action_AddSocket_Remove": "加入镶孔",
"ItemHistory_Action_AdditionalDrop": "已找到",
"ItemHistory_Action_AdditionalDrop": "已找到",
"ItemHistory_Action_AssassinMinigameDrop": "參加復仇刺客活動獲得獎勵",
"ItemHistory_Action_AssassinMinigameDrop": "参与绝杀刺客活动获得",
"ItemHistory_Action_AutoGrantItem": "獲取",
"ItemHistory_Action_AutoGrantItem": "正常获取",
"ItemHistory_Action_AutographRemove": "用於親筆簽名",
"ItemHistory_Action_AutographRemove": "已用于签名物品",
"ItemHistory_Action_AwardAchievement": "因解鎖成就而獲取",
"ItemHistory_Action_AwardAchievement": "解锁成就时获得",
"ItemHistory_Action_AwardGift_Giver": "已送出利屋",
"ItemHistory_Action_AwardGift_Giver": "已作为礼物发送",
"ItemHistory_Action_AwardGift_Receiver": "收到一份禮物",
"ItemHistory_Action_AwardGift_Receiver": "收到的礼物",
"ItemHistory_Action_AwardStorePromotionItem": "於商店中購買",
"ItemHistory_Action_AwardStorePromotionItem": "从商城购买",
"ItemHistory_Action_AwardThirdPartyPromo": "獲取一件推廣物品",
"ItemHistory_Action_AwardThirdPartyPromo": "获得的促销物品",
"ItemHistory_Action_AwardTime": "已找到",
"ItemHistory_Action_AwardTime": "被找到",
"ItemHistory_Action_AwardXP": "升級後獲得獎勵",
"ItemHistory_Action_AwardXP": "因升级而奖励",
"ItemHistory_Action_Banned": "禁用",
"ItemHistory_Action_Banned": "被封禁",
"ItemHistory_Action_CDKeyGrant": "輸入產品代碼後獲得",
"ItemHistory_Action_CDKeyGrant": "通过输入产品代码而获得",
"ItemHistory_Action_CDKeyRevoke": "CD key 已作廢",
"ItemHistory_Action_CDKeyRevoke": "游戏序列号被撤销",
"ItemHistory_Action_CafeOrSchoolItem_Remove": "Cafe or school removal",
"ItemHistory_Action_CafeOrSchoolItem_Remove": "移除网吧或学校物品",
"ItemHistory_Action_CitadelDevItemRevoked": "物品已作廢",
"ItemHistory_Action_CitadelDevItemRevoked": "物品已撤销",
"ItemHistory_Action_CollectItem_CollectedItem": "加入收藏品",
"ItemHistory_Action_CollectItem_CollectedItem": "添加至合集",
"ItemHistory_Action_CollectItem_RemoveCollection": "移除舊的收藏品物品",
"ItemHistory_Action_CollectItem_RemoveCollection": "移除了旧合集物品",
"ItemHistory_Action_ConsumeItem_Complete_ToolRemove": "用於完成卷軸",
"ItemHistory_Action_ConsumeItem_Complete_ToolRemove": "已用于完成图纸",
"ItemHistory_Action_ConsumeItem_Consume_InputRemove": "用於導入卷軸",
"ItemHistory_Action_ConsumeItem_Consume_InputRemove": "已用于图纸配件",
"ItemHistory_Action_ConsumeItem_Consume_ToolRemove": "用於導入卷軸",
"ItemHistory_Action_ConsumeItem_Consume_ToolRemove": "已用于图纸配件",
"ItemHistory_Action_CraftDestroy": "用於製作中",
"ItemHistory_Action_CraftDestroy": "已在重铸时使用",
"ItemHistory_Action_CreatedByManualItemRecreateOperation": "由Steam客服創建",
"ItemHistory_Action_CreatedByManualItemRecreateOperation": "由 Steam 客服创建",
"ItemHistory_Action_CrossGameAchievement": "因在不同遊戲中解鎖成就而獲取",
"ItemHistory_Action_CrossGameAchievement": "因在另一个游戏中解锁成就而获得",
"ItemHistory_Action_CustomizeItemTexture_Remove": "材質自訂",
"ItemHistory_Action_CustomizeItemTexture_Remove": "自定义了贴图",
"ItemHistory_Action_Delete": "你刪除了這個",
"ItemHistory_Action_Delete": "被本人删除",
"ItemHistory_Action_DiretideReward": "在夜魘暗潮活動中獲得獎勵",
"ItemHistory_Action_DiretideReward": "夜魇暗潮活动期间获得的奖励",
"ItemHistory_Action_Drop": "已找到",
"ItemHistory_Action_Drop": "已找到",
"ItemHistory_Action_EarnedItem": "獲取",
"ItemHistory_Action_EarnedItem": "正常获得",
"ItemHistory_Action_EconSetUnowned": "交易",
"ItemHistory_Action_EconSetUnowned": "被交易",
"ItemHistory_Action_EventPointLevel": "獲得指南獎勵",
"ItemHistory_Action_EventPointLevel": "获得互动指南奖励",
"ItemHistory_Action_EventPointPurchase": "用點數購買",
"ItemHistory_Action_EventPointPurchase": "使用积分购买",
"ItemHistory_Action_EventWon": "在活動中獲勝",
"ItemHistory_Action_EventWon": "在活动中赢得",
"ItemHistory_Action_Expired": "過期",
"ItemHistory_Action_Expired": "已过期",
"ItemHistory_Action_ExtractGem_Remove": "已提取寶石",
"ItemHistory_Action_ExtractGem_Remove": "提取出宝石",
"ItemHistory_Action_FantasyTicketConsume": "已使用",
"ItemHistory_Action_FantasyTicketConsume": "已使用",
"ItemHistory_Action_FantasyTicketRefund": "已退款",
"ItemHistory_Action_FantasyTicketRefund": "已退款",
"ItemHistory_Action_GSCreate": "由你正在遊玩的伺服器授予",
"ItemHistory_Action_GSCreate": "由玩过的游戏服务器授予",
"ItemHistory_Action_GauntletAbandoned": "Gauntlet Abandoned",
"ItemHistory_Action_GauntletAbandoned": "退出试炼场",
"ItemHistory_Action_GauntletEntryFee": "Gauntlet Entry Fee",
"ItemHistory_Action_GauntletEntryFee": "试炼场入场费",
"ItemHistory_Action_GauntletReward": "Gauntlet Reward",
"ItemHistory_Action_GauntletReward": "试炼场奖励",
"ItemHistory_Action_GenericAdd": "增加",
"ItemHistory_Action_GenericAdd": "获得",
"ItemHistory_Action_GenericRemove": "移除或修改",
"ItemHistory_Action_GenericRemove": "已移除或修改",
"ItemHistory_Action_GiftDelivery_Add": "收到一件禮物",
"ItemHistory_Action_GiftDelivery_Add": "获得一份礼物",
"ItemHistory_Action_GiftDelivery_Add_WithPartner": "%partner% 收到一件禮物",
"ItemHistory_Action_GiftDelivery_Add_WithPartner": "%partner% 处获得一份礼物",
"ItemHistory_Action_GiftDelivery_Remove": "送出禮物",
"ItemHistory_Action_GiftDelivery_Remove": "已作为礼物发送",
"ItemHistory_Action_GiftDelivery_Remove_WithPartner": "禮物送給 %partner%",
"ItemHistory_Action_GiftDelivery_Remove_WithPartner": "礼物已发送至 %partner%",
"ItemHistory_Action_GiftUnwrap_Remove": "未打包",
"ItemHistory_Action_GiftUnwrap_Remove": "已打开",
"ItemHistory_Action_GiftWrap_Remove": "打包禮物",
"ItemHistory_Action_GiftWrap_Remove": "包装成了礼物",
"ItemHistory_Action_InitialAccountGrant": "初始帳號許可",
"ItemHistory_Action_InitialAccountGrant": "创建帐户时授予",
"ItemHistory_Action_ItemConsume": "已裝備",
"ItemHistory_Action_ItemConsume": "被消耗",
"ItemHistory_Action_ItemGiftMessageRefurbish_Remove": "已移除禮物贈言",
"ItemHistory_Action_ItemGiftMessageRefurbish_Remove": "移除了礼物赠言",
"ItemHistory_Action_ItemGifterAccountIdRefurbish_Remove": "已移除禮物資訊",
"ItemHistory_Action_ItemGifterAccountIdRefurbish_Remove": "移除了赠送者信息",
"ItemHistory_Action_ItemRedemption_Remove": "救贖",
"ItemHistory_Action_ItemRedemption_Remove": "已兑换",
"ItemHistory_Action_ItemTraded_Remove": "被交易",
"ItemHistory_Action_ItemTraded_Remove": "被交易",
"ItemHistory_Action_LimitExceeded": "因背包限制而刪除",
"ItemHistory_Action_LimitExceeded": "因背包限制而销毁",
"ItemHistory_Action_LimitedDraft": "被製作的卡牌",
"ItemHistory_Action_LimitedDraft": "卡牌被抽取",
"ItemHistory_Action_ManualCreate": "由Steam客服創建",
"ItemHistory_Action_ManualCreate": "由 Steam 客服创建",
"ItemHistory_Action_ManualItemConvertOperation_OldItem": "已轉化",
"ItemHistory_Action_ManualItemConvertOperation_OldItem": "被转化",
"ItemHistory_Action_MarketBuyback_Remove": "Removed by Market Buyback",
"ItemHistory_Action_MarketBuyback_Remove": "因市场买活而移除",
"ItemHistory_Action_Market_Add": "從Steam市場中獲得",
"ItemHistory_Action_Market_Add": "接收自 Steam 社区市场",
"ItemHistory_Action_Market_Remove": "在Steam市場中上架",
"ItemHistory_Action_Market_Remove": "曾在 Steam 社区市场上架",
"ItemHistory_Action_NameChanged_Remove": "名稱改變",
"ItemHistory_Action_NameChanged_Remove": "更改了名称",
"ItemHistory_Action_NewYearsOffering": "輪迴",
"ItemHistory_Action_NewYearsOffering": "已用于轮回",
"ItemHistory_Action_PackOpenedNewItem": "從卡包中獲得",
"ItemHistory_Action_PackOpenedNewItem": "从打开的卡包中获取",
"ItemHistory_Action_PackOpenedRemoved": "卡包已打開",
"ItemHistory_Action_PackOpenedRemoved": "卡包已打开",
"ItemHistory_Action_PackageItem": "獲取一件推廣物品",
"ItemHistory_Action_PackageItem": "获得一个促销物品",
"ItemHistory_Action_PackageItem_Revoked": "作廢",
"ItemHistory_Action_PackageItem_Revoked": "被撤销",
"ItemHistory_Action_PaintItem_Remove": "物品被塗繪",
"ItemHistory_Action_PaintItem_Remove": "被用于上色",
"ItemHistory_Action_PennantUpgradeApply_Remove": "用於錦旗升級",
"ItemHistory_Action_PennantUpgradeApply_Remove": "已用于升级锦旗",
"ItemHistory_Action_PerfectWorldPromo": "獲取一件推廣物品",
"ItemHistory_Action_PerfectWorldPromo": "获得促销物品",
"ItemHistory_Action_PhantomManualItemCreation": "Phantom Item Creation",
"ItemHistory_Action_PhantomManualItemCreation": "幻影物品创建",
"ItemHistory_Action_PlayerCardDust": "合併為單個物品",
"ItemHistory_Action_PlayerCardDust": "已融合为一件物品",
"ItemHistory_Action_PlayerCardPackFromDust": "用粉塵換取卡包",
"ItemHistory_Action_PlayerCardPackFromDust": "碎卡已换回卡包",
"ItemHistory_Action_Purchase": "於商店中購買",
"ItemHistory_Action_Purchase": "从商城购买",
"ItemHistory_Action_Purgatory_ExpiredAndAutoFinalized_Remove": "購買已完成",
"ItemHistory_Action_Purgatory_ExpiredAndAutoFinalized_Remove": "购买已完成",
"ItemHistory_Action_Purgatory_Finalize_Remove": "購買已完成",
"ItemHistory_Action_Purgatory_Finalize_Remove": "购买已完成",
"ItemHistory_Action_Purgatory_Refund": "已退款",
"ItemHistory_Action_Purgatory_Refund": "已退款",
"ItemHistory_Action_QuantityChanged": "已使用",
"ItemHistory_Action_QuantityChanged": "已使用",
"ItemHistory_Action_RecycleDestroyed": "被輪迴",
"ItemHistory_Action_RecycleDestroyed": "因轮回而销毁",
"ItemHistory_Action_RemoveItemCraftIndex_Remove": "移除製作資訊",
"ItemHistory_Action_RemoveItemCraftIndex_Remove": "因移除制作编号而被移除",
"ItemHistory_Action_RemoveItemKillStreak_Remove": "移除連殺記錄",
"ItemHistory_Action_RemoveItemKillStreak_Remove": "因移除连杀属性而被移除",
"ItemHistory_Action_RemoveItemMakersMark_Remove": "移除製作人名稱",
"ItemHistory_Action_RemoveItemMakersMark_Remove": "移除了重铸者的名称",
"ItemHistory_Action_RemoveItemName_Remove": "移除自訂名稱",
"ItemHistory_Action_RemoveItemName_Remove": "移除了自定义名称",
"ItemHistory_Action_RemoveItemPaint_Remove": "移除塗繪",
"ItemHistory_Action_RemoveItemPaint_Remove": "移除了上色",
"ItemHistory_Action_RemoveSocketItem_Remove": "移除槽位物品",
"ItemHistory_Action_RemoveSocketItem_Remove": "因镶嵌物品而被移除",
"ItemHistory_Action_SeasonalItemGrant": "季票/賽季物品獎勵",
"ItemHistory_Action_SeasonalItemGrant": "订阅/活动物品授予",
"ItemHistory_Action_SteamWorkshopContributor": "因成為一名Steam創意工坊貢獻者而獲取",
"ItemHistory_Action_SteamWorkshopContributor": "因成为 Steam 创意工坊作者而获得",
"ItemHistory_Action_StrangePartApply_Remove": "應用奇異效果時移除",
"ItemHistory_Action_StrangePartApply_Remove": "在应用奇异效果时被移除",
"ItemHistory_Action_SupportDelete": "由Steam客服刪除",
"ItemHistory_Action_SupportDelete": "被 Steam 客服删除",
"ItemHistory_Action_SupportDeletedByUndo": "由Steam客服刪除",
"ItemHistory_Action_SupportDeletedByUndo": "被 Steam 客服删除",
"ItemHistory_Action_SupportDescribe_Remove": "由Steam客服增加自訂描述",
"ItemHistory_Action_SupportDescribe_Remove": "由 Steam 客服添加自定义描述",
"ItemHistory_Action_SupportRename_Remove": "由Steam客服重命名",
"ItemHistory_Action_SupportRename_Remove": "被 Steam 客服重命名",
"ItemHistory_Action_SupportStrangify_Remove": "由Steam客服奇異轉化的物品",
"ItemHistory_Action_SupportStrangify_Remove": "被 Steam 客服转化为奇异物品",
"ItemHistory_Action_TournamentDrop": "轉播錦標賽時獲得獎勵",
"ItemHistory_Action_TournamentDrop": "观看锦标赛时获得的奖励",
"ItemHistory_Action_TourneyAbandoned": "Tournament Abandoned",
"ItemHistory_Action_TourneyAbandoned": "退出锦标赛",
"ItemHistory_Action_TourneyEntryFeePaid": "錦標賽入場費",
"ItemHistory_Action_TourneyEntryFeePaid": "锦标赛报名费",
"ItemHistory_Action_TourneyEntryFeeRefunded_NewItem": "錦標賽入場費已退款",
"ItemHistory_Action_TourneyEntryFeeRefunded_NewItem": "锦标赛报名费已退还",
"ItemHistory_Action_TourneyEntryFeeRefunded_OldItem": "錦標賽入場費已退款",
"ItemHistory_Action_TourneyEntryFeeRefunded_OldItem": "锦标赛报名费已退还",
"ItemHistory_Action_TradeRollback_Remove": "交易已回滾",
"ItemHistory_Action_TradeRollback_Remove": "交易被撤销",
"ItemHistory_Action_Traded": "交易",
"ItemHistory_Action_Traded": "被交易",
"ItemHistory_Action_TutorialDrop": "完成教學後獲得獎勵",
"ItemHistory_Action_TutorialDrop": "因完成教程而奖励",
"ItemHistory_Action_UnlockCrate_Remove": "用來解鎖珍藏",
"ItemHistory_Action_UnlockCrate_Remove": "被用于解封珍藏",
"ItemHistory_Action_UnlockStyle_Remove": "解鎖款式",
"ItemHistory_Action_UnlockStyle_Remove": "解锁了款式",
"ItemHistory_Action_UnpackItemBundle": "解開捆綁包",
"ItemHistory_Action_UnpackItemBundle": "已打开",
"ItemHistory_Action_UnpackItems": "解開捆綁包後獲得",
"ItemHistory_Action_UnpackItems": "从打开的捆包中获取",
"ItemHistory_Action_Unpurchase": "已退款",
"ItemHistory_Action_Unpurchase": "已退款",
"ItemHistory_Action_UpgradeThirdPartyPromo": "第三方推廣升級",
"ItemHistory_Action_UpgradeThirdPartyPromo": "第三方促销升级",
"ItemHistory_Action_UseItem": "使用中",
"ItemHistory_Action_UseItem": "被使用",
"ItemHistory_Action_UseItem_Rollback_NewItem": "使用物品失敗。這件物品已被售出。",
"ItemHistory_Action_UseItem_Rollback_NewItem": "使用物品失败。该物品已被恢复。",
"ItemHistory_Action_VACBanned_Remove": "因VAC封禁而刪除",
"ItemHistory_Action_VACBanned_Remove": "因 VAC 封禁而被移除",
"ItemHistory_Action_VictoryPredictionReward": "在指南中做出正確預測後獲得獎勵",
"ItemHistory_Action_VictoryPredictionReward": "互动指南内成功预测所获奖励",
"ItemHistory_Action_WeddingRing_Remove": "用於魂戒階段",
"ItemHistory_Action_WeddingRing_Remove": "在游戏中使用",
"ItemHistory_Action_WeekendTourneyChampionsCupTicketEarned": "已獲得",
"ItemHistory_Action_WeekendTourneyChampionsCupTicketEarned": "正常获得",
"ItemHistory_Action_WeekendTourneyTicket_Consume": "已使用",
"ItemHistory_Action_WeekendTourneyTicket_Consume": "已使用",
"ItemHistory_Action_WeekendTourneyTicket_Refund": "已退款",
"ItemHistory_Action_WeekendTourneyTicket_Refund": "已退款",
"ItemHistory_ItemIsInInventory": "在庫存中",
"ItemHistory_ItemIsInInventory": "在库存中",
"ItemHistory_ItemIsSubscription": "賽季物品",
"ItemHistory_ItemIsSubscription": "订阅物品",
"ItemHistory_Transaction_ApplyEssence": "Infused an egg with essence",
"ItemHistory_Transaction_ApplyEssence": "向蛋内注入了精华",
"ItemHistory_Transaction_Autographed": "塗繪已使用",
"ItemHistory_Transaction_Autographed": "已附加签名",
"ItemHistory_Transaction_ConsumeItem_Complete": "卷軸已完成",
"ItemHistory_Transaction_ConsumeItem_Complete": "图纸已完成",
"ItemHistory_Transaction_Craft": "已製作",
"ItemHistory_Transaction_Craft": "被重铸",
"ItemHistory_Transaction_Delete": "已刪除",
"ItemHistory_Transaction_Delete": "被本人删除",
"ItemHistory_Transaction_OpenPlayerCardPack": "一個選手卡包已打開",
"ItemHistory_Transaction_OpenPlayerCardPack": "已打开选手卡包",
"ItemHistory_Transaction_PennantUpgrade": "錦旗等級已升級",
"ItemHistory_Transaction_PennantUpgrade": "升级锦旗等级",
"ItemHistory_Transaction_PlayerCardRecycle": "已回收為粉塵",
"ItemHistory_Transaction_PlayerCardRecycle": "已轮回为碎卡",
"ItemHistory_Transaction_PurchaseFinalized": "購買已完成",
"ItemHistory_Transaction_PurchaseFinalized": "购买已完成",
"ItemHistory_Transaction_Recycled": "已輪迴",
"ItemHistory_Transaction_Recycled": "已用于轮回",
"ItemHistory_Transaction_RemoveItemCraftIndex": "製作資訊已移除",
"ItemHistory_Transaction_RemoveItemCraftIndex": "制作编号已移除",
"ItemHistory_Transaction_StrangePart": "應用一個奇異效果",
"ItemHistory_Transaction_StrangePart": "应用了一个奇异特效",
"ItemHistory_Transaction_SupportUndo": "Steam客服回退了你的一個或更多先前的動作",
"ItemHistory_Transaction_SupportUndo": "Steam 客服撤销了你之前的一个或多个操作",
"ItemHistory_Transaction_UnlockCrate": "珍藏已開啟",
"ItemHistory_Transaction_UnlockCrate": "已解封珍藏",
"ItemInitialCharges_label": "充能",
"ItemInitialCharges_label": "充能数",
"ItemNameCraftNumberFormat": "#%s1",
"ItemNameCraftNumberFormat": "#%s1",
"ItemNameUniqueFormat": "%s1%s2%s3\t\t\t// will turn into The Battalion's Backup #1; foreign languages that have gender/declension can change this to be Shotgun #1 or whatever",
"ItemNameUniqueFormat": "%s1%s2%s3\t\t\t// will turn into The Battalion's Backup #1; foreign languages that have gender/declension can change this to be Shotgun #1 or whatever",
"ItemNameWithQualityFormat": "%s1 %s2%s3\t\t// will turn into Strange Shotgun #1; foreign languages that have gender for adjectives can change this to be Shotgun #1 (Strange) or whatever",
"ItemNameWithQualityFormat": "%s1 %s2%s3\t\t// will turn into Strange Shotgun #1; foreign languages that have gender for adjectives can change this to be Shotgun #1 (Strange) or whatever",
"ItemTypeDesc": "Level %s1 %s2\t\t\t// s1 is the level number, s2 is the item type. Example: Level 4 Medigun",
"ItemTypeDesc": "%s1 %s2\t\t\t// s1 is the level number, s2 is the item type. Example: Level 4 Medigun",
"ItemTypeDescKillEater": "%s1 %s2\t\t\t\t// s1 is the rarity, s2 is the item type",
"ItemTypeDescKillEater": "%s1%s2\t\t\t\t// s1 is the rarity, s2 is the item type",
"ItemTypeDescKillEaterAlt": "%s2: %s1\t\t\t\t// Kills: 123",
"ItemTypeDescKillEaterAlt": "%s2:%s1\t\t\t\t// Kills: 123",
"ItemTypeDescNoLevel": "Level %s1\t\t\t\t// s1 is the level number. Example: Level 12",
"ItemTypeDescNoLevel": "%s1 \t\t\t\t// s1 is the level number. Example: Level 12",
"Item_Rejuvenator": "復生晶石",
"Item_Rejuvenator": "复生石",
"JumpVelocity_label": "跳躍速度",
"JumpVelocity_label": "跳跃速度",
"JumpVelocity_postfix": "m/s",
"JumpVelocity_postfix": "m/s",
"KnockDownRadius_label": "Knockdown Radius",
"KnockDownRadius_label": "Knockdown Radius",
"KnockDownRadius_postfix": "公尺",
"KnockDownRadius_postfix": "m",
"LandingDamage_label": "範圍傷害",
"LandingDamage_label": "区域伤害",
"LaneTraining_Intro_Button": "開始",
"LaneTraining_Intro_Button": "开始",
"LaneTraining_Intro_Desc": "早期遊戲的目標是獲得力量,以便你能夠奪取目標。\u003Cbr\u003E\u003Cbr\u003E當你 \u003Cspan class=\"introHighlight\"\u003E完成右側列出的目標\u003C/span\u003E時,我們將賦予你 \u003Cspan class=\"introHighlight\"\u003E無法想像的力量\u003C/span\u003E 以便你能夠擊敗守護神。",
"LaneTraining_Intro_Desc": "游戏初期的目标是获取力量,实现目标。\u003Cbr\u003E\u003Cbr\u003E你\u003Cspan class=\"introHighlight\"\u003E完成右侧列出的目标后\u003C/span\u003E,我们会给予你\u003Cspan class=\"introHighlight\"\u003E难以想象的力量\u003C/span\u003E,你就可以拿下卫士了。",
"LaneTraining_Intro_Targets": "訓練目標:",
"LaneTraining_Intro_Targets": "训练目标:",
"LaneTraining_Intro_Title": "歡迎來到 \u003Cb\u003E對線訓練\u003C/b\u003E",
"LaneTraining_Intro_Title": "欢迎来到\u003Cb\u003E分路训练\u003C/b\u003E",
"LaneTraining_Outro_Title": "\u003Cb\u003E已完成\u003C/b\u003E 對線訓練",
"LaneTraining_Outro_Title": "\u003Cb\u003E分路训练\u003C/b\u003E已完成",
"LashDamage_label": "爪鉤傷害",
"LashDamage_label": "鞭长可及伤害",
"LashLaunchHeight_label": "Lash 提升高度",
"LashLaunchHeight_label": "Lash Launch Height",
"LashLaunchHeight_postfix": "公尺",
"LashLaunchHeight_postfix": "m",
"LashUltimateChargeTime_label": "施法時間",
"LashUltimateChargeTime_label": "充能时间",
"LashUltimateChargeTime_postfix": "",
"LashUltimateChargeTime_postfix": "s",
"LaunchDamage_label": "Knockback Damage",
"LaunchDamage_label": "Knockback Damage",
"LaunchDamage_postfix": "",
"LaunchDamage_postfix": "",
"LaunchWindowCooldown_label": "冷卻時間",
"LaunchWindowCooldown_label": "冷却时间",
"LaunchWindowCooldown_postfix": "",
"LaunchWindowCooldown_postfix": "s",
"LaunchWindowDuration_label": "發射間隔",
"LaunchWindowDuration_label": "发射窗口",
"LaunchWindowDuration_postfix": "",
"LaunchWindowDuration_postfix": "s",
"LeaveMatchPrompt_Cancel": "回到比賽",
"LeaveMatchPrompt_Cancel": "留在比赛中",
"LeaveMatchPrompt_Confirm": "離開比賽",
"LeaveMatchPrompt_Confirm": "离开比赛",
"LeaveMatchPrompt_Text": "一旦離開,你將無法重新加入。",
"LeaveMatchPrompt_Text": "离开后将无法重新加入。",
"LeaveMatchPrompt_Title": "離開這場比賽?",
"LeaveMatchPrompt_Title": "是否离开这场比赛?",
"LevelUpBaseMeleeDamage": "近戰傷害",
"LevelUpBaseMeleeDamage": "近战伤害",
"LevelUpBaseWeaponDamage": "子彈傷害",
"LevelUpBaseWeaponDamage": "Bullet Damage",
"LifeDrainHealthMult_label": "吸血傷害比率",
"LifeDrainHealthMult_label": "伤害转换生命",
"LifeDrainHealthMult_postfix": "%",
"LifeDrainHealthMult_postfix": "%",
"LifeDrainPerSecond_label": "每秒傷害",
"LifeDrainPerSecond_label": "每秒伤害",
"LifeDrainPerSecond_postfix": "",
"LifeStealPercent_label": "吸血",
"LifeStealPercent_label": "吸血",
"LifeStealPercent_postfix": "%",
"LifeStealPercent_postfix": "%",
"LifeStealPercent_prefix": "{s:sign}",
"LifeStealPercent_prefix": "{s:sign}",
"LifeThreshold_label": "生命閾值",
"LifeThreshold_label": "Life Threshold",
"LifeThreshold_postfix": "%",
"LifeThreshold_postfix": "%",
"LifestealPercentHero_label": "吸血",
"LifestealPercentHero_label": "吸血",
"LifestealPercentHero_postfix": "%",
"LifestealPercentHero_postfix": "%",
"LifestealPercentHero_prefix": "{s:sign}",
"LifestealPercentHero_prefix": "{s:sign}",
"LifestealPercentNonHero_label": "非英雄單位吸血",
"LifestealPercentNonHero_label": "对非英雄单位吸血",
"LifestealPercentNonHero_postfix": "%",
"LifestealPercentNonHero_postfix": "%",
"LifestealPercentNonHero_prefix": "{s:sign}",
"LifestealPercentNonHero_prefix": "{s:sign}",
"LifestealPercentOnHit_label": "吸血",
"LifestealPercentOnHit_label": "吸血",
"LifestealPercentOnHit_postfix": "%",
"LifestealPercentOnHit_postfix": "%",
"Lifetime_label": "存在時間",
"Lifetime_label": "部署时长",
"Lifetime_postfix": "",
"Lifetime_postfix": "s",
"LingerDuration_label": "持續時長",
"LingerAfterLeavingSmokeDurationPerHeat_label": "Linger Duration",
"LingerDuration_postfix": "",
"LingerDuration_label": "Linger Duration",
"LocalBulletArmorReduction_label": "子彈抗性",
"LingerDuration_postfix": "s",
"LocalBulletArmorReduction_label": "子弹抗性",
"LocalBulletArmorReduction_postfix": "%",
"LocalBulletArmorReduction_postfix": "%",
"LocalBulletArmorReduction_prefix": "{s:sign}",
"LocalBulletArmorReduction_prefix": "{s:sign}",
Line 2,778: Line 2,957:
"LocalTechArmorReduction_prefix": "{s:sign}",
"LocalTechArmorReduction_prefix": "{s:sign}",
"LockOnTime_label": "Lock On Time",
"LockOnTime_label": "Lock On Time",
"LockOnTime_postfix": "seconds",
"LockOnTime_postfix": "",
"LockedRadius_label": "Chain Length",
"LockedRadius_label": "Chain Length",
"LockedRadius_postfix": "公尺",
"LockedRadius_postfix": "m",
"LongRangeBonusWeaponPowerMinRange_label": "距離之外",
"LongRangeBonusWeaponPowerMinRange_label": "最小距离",
"LongRangeBonusWeaponPowerMinRange_postfix": "公尺",
"LongRangeBonusWeaponPowerMinRange_postfix": "m",
"LongRangeBonusWeaponPower_conditional": "超過範圍",
"LongRangeBonusWeaponPower_conditional": "射程外",
"LongRangeBonusWeaponPower_label": "子彈傷害",
"LongRangeBonusWeaponPower_label": "武器伤害",
"LongRangeBonusWeaponPower_postfix": "%",
"LongRangeBonusWeaponPower_postfix": "%",
"LongRangeBonusWeaponPower_prefix": "{s:sign}",
"LongRangeBonusWeaponPower_prefix": "{s:sign}",
"LowHealthEnemyDamageBonus_label": "額外傷害",
"LowHealthEnemyDamageBonus_label": "额外伤害",
"LowHealthEnemyThresholdPct_label": "低生命值門檻",
"LowHealthEnemyThresholdPct_label": "低生命值阈值",
"LowHealthEnemyThresholdPct_postfix": "%",
"LowHealthEnemyThresholdPct_postfix": "%",
"LowHealthTechResist_label": "魂力抗性",
"LowHealthTechResist_label": "元灵抗性",
"LowHealthTechResist_prefix": "{s:sign}",
"LowHealthTechResist_prefix": "{s:sign}",
"LowHealthThreshold_label": "生命閾值",
"LowHealthThreshold_label": "Health Threshold",
"LowHealthThreshold_postfix": "%",
"LowHealthThreshold_postfix": "%",
"LowHealthWeaponPowerPercent_label": "Courage",
"LowHealthWeaponPowerPercent_label": "Courage",
"LowHealthWeaponPowerPercent_postfix": "%",
"LowHealthWeaponPowerPercent_postfix": "%",
"LowHealthWeaponPowerPercent_prefix": "{s:sign}",
"LowHealthWeaponPowerPercent_prefix": "{s:sign}",
"MODIFIER_STATE_ALL_ARMOR_DISABLED": "護甲移除",
"MODIFIER_STATE_ALL_ARMOR_DISABLED": "Armors Disabled",
"MODIFIER_STATE_BLINDED": "致盲",
"MODIFIER_STATE_BLINDED": "被致盲",
"MODIFIER_STATE_BULLET_DAMAGE_TAKEN_ALWAYS_CRITS": "暴擊弱化",
"MODIFIER_STATE_BULLET_DAMAGE_TAKEN_ALWAYS_CRITS": "Crit Vulnerable",
"MODIFIER_STATE_BULLET_INVULNERABLE": "免疫子彈",
"MODIFIER_STATE_BULLET_INVULNERABLE": "Bulletproof",
"MODIFIER_STATE_BULLET_SHIELD_WEAKENED": "子彈抗性弱化",
"MODIFIER_STATE_BULLET_SHIELD_WEAKENED": "Weakened Bullet Shield",
"MODIFIER_STATE_BURNING": "燃燒",
"MODIFIER_STATE_BURNING": "Burning",
"MODIFIER_STATE_CHAINED": "連結",
"MODIFIER_STATE_CHAINED": "被禁锢",
"MODIFIER_STATE_DISARMED": "繳械",
"MODIFIER_STATE_DISARMED": "被缴械",
"MODIFIER_STATE_DISPLAY_LIFETIME": "生命持續",
"MODIFIER_STATE_DISPLAY_LIFETIME": "Life Time",
"MODIFIER_STATE_DRONE_ATTACHED": "正在駕駛無人機",
"MODIFIER_STATE_DRONE_ATTACHED": "Drone Attached",
"MODIFIER_STATE_INVULNERABLE": "無敵",
"MODIFIER_STATE_INVULNERABLE": "无敌",
"MODIFIER_STATE_IS_ASLEEP": "睡眠",
"MODIFIER_STATE_IS_ASLEEP": "Asleep",
"MODIFIER_STATE_ROOTED": "束縛",
"MODIFIER_STATE_ROOTED": "被定身",
"MODIFIER_STATE_SILENCED": "沉默",
"MODIFIER_STATE_SILENCED": "被沉默",
"MODIFIER_STATE_SLOWED": "減少移速",
"MODIFIER_STATE_SLOWED": "Slowed",
"MODIFIER_STATE_STUNNED": "眩暈",
"MODIFIER_STATE_STUNNED": "被眩晕",
"MODIFIER_STATE_TECH_INVULNERABLE": "魂力免疫",
"MODIFIER_STATE_TECH_INVULNERABLE": "元灵无敌",
"MODIFIER_STATE_TOXIC_BULLETS": "中毒",
"MODIFIER_STATE_TOXIC_BULLETS": "剧毒",
"MODIFIER_STATE_WEAPON_JAMMED": "武器干擾",
"MODIFIER_STATE_WEAPON_JAMMED": "Weapon Jammed",
"MagicAmp_label": "抗性減少",
"MagicAmp_label": "元灵强化",
"MagicAmp_postfix": "%",
"MagicAmp_postfix": "%",
"MagicBurstDamage_label": "額外傷害",
"MagicBurstDamage_label": "额外伤害",
"MagicCarpetMoveSpeed_label": "額外飛行速度",
"MagicCarpetMoveSpeed_label": "飞行速度加成",
"MagicCarpetMoveSpeed_postfix": "公尺/",
"MagicCarpetMoveSpeed_postfix": "m/s",
"MagicCarpetMoveSpeed_prefix": "+",
"MagicCarpetMoveSpeed_prefix": "+",
"MagicCarpetShieldDuration_label": "護盾持續時間",
"MagicCarpetShieldDuration_label": "护盾持续时间",
"MagicCarpetShieldDuration_postfix": "",
"MagicCarpetShieldDuration_postfix": "s",
"MagicDamagePerBullet_label": "每發子彈額外魂力傷害",
"MagicDamagePerBullet_label": "每发子弹造成的元灵伤害",
"MagicIncreasePerStack_label": "魂力增幅每層",
"MagicIncreasePerStack_label": "每层元灵增幅",
"MagicIncreasePerStack_postfix": "%",
"MagicIncreasePerStack_postfix": "%",
"MagicIncreasePerStack_prefix": "{s:sign}",
"MagicIncreasePerStack_prefix": "{s:sign}",
"MagicResistReduction_label": "魂力抗性減少",
"MagicResistReduction_label": "元灵抗性降低量",
"MagicResistReduction_postfix": "%",
"MagicResistReduction_postfix": "%",
"MagicShockDamage_label": "最大生命值傷害",
"MagicShockDamage_label": "最大生命值额外伤害",
"MagicShockDamage_postfix": "%",
"MagicShockDamage_postfix": "%",
"MaxArmorStacks_label": "最多可獲得的物理抗性",
"MaxArmorStacks_label": "最大子弹抗性",
"MaxArmorStacks_postfix": "%",
"MaxArmorStacks_postfix": "%",
"MaxBonusBulletDamage_label": "最大傷害增幅",
"MaxBonusBulletDamage_label": "最大伤害增强",
"MaxBonusBulletDamage_postfix": "%",
"MaxBonusBulletDamage_postfix": "%",
"MaxBonusBulletDamage_prefix": "+",
"MaxBonusBulletDamage_prefix": "+",
"MaxBounces_label": "彈跳次數",
"MaxBounces_label": "弹跳次数",
"MaxBulletResist_label": "最大子彈抗性",
"MaxBulletResist_label": "最大子弹抗性",
"MaxBulletResist_postfix": "%",
"MaxBulletResist_postfix": "%",
"MaxChargeDuration_label": "完全充能持續",
"MaxChargeDuration_label": "完整充能时间",
"MaxChargeDuration_postfix": "",
"MaxChargeDuration_postfix": "s",
"MaxCharges_label": "Max Charges",
"MaxCharges_label": "Max Charges",
"MaxClipBonus_label": "最大彈匣加成",
"MaxClipBonus_label": "Max Clip Bonus",
"MaxDPS_label": "最高每秒傷害",
"MaxDPS_label": "最高 DPS",
"MaxDaggers_label": "卡片數量",
"MaxDaggers_label": "Card Count",
"MaxDistance_label": "最大距離",
"MaxDistance_label": "最大范围",
"MaxDistance_postfix": "公尺",
"MaxDistance_postfix": "m",
"MaxExplosionRadius_label": "最大爆炸範圍",
"MaxExplosionRadius_label": "最大爆炸半径",
"MaxExplosionRadius_postfix": "公尺",
"MaxExplosionRadius_postfix": "m",
"MaxFireRateIncrease_label": "最大射速提升",
"MaxFireRateIncrease_label": "Max Fire Rate",
"MaxFireRateIncrease_postfix": "%",
"MaxFireRateIncrease_postfix": "%",
"MaxFireRateIncrease_prefix": "+",
"MaxFireRateIncrease_prefix": "+",
"MaxFireRateSlowPercent_label": "最大射速減速",
"MaxFireRateSlowPercent_label": "最大射速减缓",
"MaxFireRateSlowPercent_postfix": "%",
"MaxFireRateSlowPercent_postfix": "%",
"MaxHealthLossPercent_label": "最大生命值",
"MaxHealthLossPercent_label": "最大生命值",
Line 2,861: Line 3,040:
"MaxHealthPercentAsHealPerSecond_label": "Max Health per second",
"MaxHealthPercentAsHealPerSecond_label": "Max Health per second",
"MaxHealthPercentAsHealPerSecond_postfix": "%",
"MaxHealthPercentAsHealPerSecond_postfix": "%",
"MaxHealthRegenPct_label": "最大生命恢復",
"MaxHealthRegenPct_label": "最大生命值恢复",
"MaxHealthRegenPct_postfix": "%",
"MaxHealthRegenPct_postfix": "%",
"MaxHealthRegen_label": "最大生命值恢復",
"MaxHealthRegen_label": "最大生命值治疗",
"MaxHealthRegen_postfix": "%",
"MaxHealthRegen_postfix": "%",
"MaxHealth_label": "最大生命值",
"MaxHealth_label": "最大生命值",
"MaxHealth_prefix": "{s:sign}",
"MaxHealth_prefix": "{s:sign}",
"MaxLifetime_label": "存在時間",
"MaxLifetime_label": "部署时长",
"MaxLifetime_postfix": "",
"MaxLifetime_postfix": "s",
"MaxMines_label": "最多地雷數量",
"MaxMines_label": "Max Mines",
"MaxProjectiles_label": "Projectile Count",
"MaxProjectiles_label": "投射物数量",
"MaxRadius_label": "最大範圍",
"MaxRadius_label": "最大半径",
"MaxRadius_postfix": "公尺",
"MaxRadius_postfix": "m",
"MaxRange_label": "最遠連結距離",
"MaxRange_label": "最大羁绊范围",
"MaxRange_postfix": "公尺",
"MaxRange_postfix": "m",
"MaxShots_label": "最大射擊",
"MaxShots_label": "Max Shots",
"MaxSlowDuration_label": "最大減少移速持續",
"MaxSlowDuration_label": "最大停止持续时间",
"MaxSlowDuration_postfix": "",
"MaxSlowDuration_postfix": "s",
"MaxSlowPercent_label": "最大減速",
"MaxSlowPercent_label": "最大减速",
"MaxSlowPercent_postfix": "%",
"MaxSlowPercent_postfix": "%",
"MaxSlowTime_label": "最大減速累積時間",
"MaxSlowTime_label": "最大减速累积时间",
"MaxSlowTime_postfix": "",
"MaxSlowTime_postfix": "s",
"MaxStacks_label": "最高層數",
"MaxStacks_label": "最大叠加次数",
"MaxStunDuration_label": "最大眩暈時間",
"MaxStunDuration_label": "最大眩晕持续时间",
"MaxStunDuration_postfix": "",
"MaxStunDuration_postfix": "s",
"MaxStunDuration_prefix": "",
"MaxUnitsMindControl_label": "Max Units",
"MediumChargeDamagePct_label": "Medium Charge Dmg",
"MediumChargeDamagePct_label": "Medium Charge Dmg",
"MediumChargeDamagePct_postfix": "%",
"MediumChargeDamagePct_postfix": "%",
"MeleeAttackLength_label": "Melee Range",
"MeleeAttackLength_label": "Melee Range",
"MeleeAttackLength_postfix": "公尺",
"MeleeAttackLength_postfix": "m",
"MeleeBurnDPS_Label": "Melee Heat Power DPS",
"MeleeDamageBonusPct_label": "额外伤害",
"MeleeDamageBonusPct_suffix": "%",
"MeleeDamagePercent_label": "Melee Damage Bonus",
"MeleeDamagePercent_label": "Melee Damage Bonus",
"MeleeDamagePercent_postfix": "%",
"MeleeDamagePercent_postfix": "%",
"MeleeDamageReductionPercent_label": "近戰抗性",
"MeleeDamageReductionPercent_label": "Melee Armor",
"MeleeDamageReductionPercent_postfix": "%",
"MeleeDamageReductionPercent_postfix": "%",
"MeleeDamageReductionPercent_prefix": "{s:sign}",
"MeleeDamageReductionPercent_prefix": "{s:sign}",
"MeleeDamageReduction_label": "近戰抗性",
"MeleeDamageReduction_label": "Melee Armor",
"MeleeDamage_label": "近戰傷害",
"MeleeDamage_label": "近战伤害",
"MeleeDistanceScale_label": "重型近戰距離",
"MeleeDistanceBonusPct_label": "Bonus Distance",
"MeleeDistanceBonusPct_suffix": "%",
"MeleeDistanceScale_label": "近战重攻击距离",
"MeleeDistanceScale_postfix": "%",
"MeleeDistanceScale_postfix": "%",
"MeleeEMP_label": "沉默",
"MeleeEMP_label": "Enemies Silenced",
"MeleeLifestealPercent_label": "近戰吸血",
"MeleeLifestealPercent_label": "近战吸血",
"MeleeLifestealPercent_postfix": "%",
"MeleeLifestealPercent_postfix": "%",
"MeleeLifestealPercent_prefix": "{s:sign}",
"MeleeLifestealPercent_prefix": "{s:sign}",
"MeteorDamageRadius_label": "Meteor Damage Radius",
"MeteorDamage_label": "Meteor Damage",
"MinAirTimeForStomp_label": "Min Air Time for Stomp",
"MinAirTimeForStomp_label": "Min Air Time for Stomp",
"MinAirTimeForStomp_postfix": "s",
"MinAirTimeForStomp_postfix": "s",
"MinBonusBulletDamage_label": "最小傷害增幅",
"MinBonusBulletDamage_label": "最小伤害增强",
"MinBonusBulletDamage_postfix": "%",
"MinBonusBulletDamage_postfix": "%",
"MinBonusBulletDamage_prefix": "+",
"MinBonusBulletDamage_prefix": "+",
"MinDistance_label": "最小距離",
"MinDistance_label": "最小范围",
"MinDistance_postfix": "公尺",
"MinDistance_postfix": "m",
"MinDuration_label": "最小持續",
"MinDuration_label": "Min Duration",
"MinDuration_postfix": "",
"MinDuration_postfix": "s",
"MinExplosionDamage_label": "最小爆炸傷害:",
"MinExplosionDamage_label": "Min Explosion Damage:",
"MinExplosionDamage_postfix": "",
"MinExplosionDamage_postfix": "",
"MinExplosionRadius_label": "最小爆炸範圍",
"MinExplosionRadius_label": "最小爆炸半径",
"MinExplosionRadius_postfix": "公尺",
"MinExplosionRadius_postfix": "m",
"MinHealthTakenPct_label": "最少生命值獲取",
"MinHealthTakenPct_label": "最低获得生命值",
"MinHealthTakenPct_postfix": "%",
"MinHealthTakenPct_postfix": "%",
"MinRange_label": "最小距離",
"MinRange_label": "最小范围",
"MinRange_postfix": "公尺",
"MinRange_postfix": "m",
"MinSlowDuration_label": "最小減少移速持續",
"MinSlowDuration_label": "最小停止持续时间",
"MinSlowDuration_postfix": "",
"MinSlowDuration_postfix": "s",
"MinStunDuration_label": "最小眩暈時間",
"MinStunDuration_label": "最小眩晕持续时间",
"MinStunDuration_postfix": "",
"MinStunDuration_postfix": "s",
"MinStunDuration_prefix": "",
"MindControlHealthBonus_label": "Extra Health given to units",
"MinimumDamage_Label": "最小傷害",
"MinimumDamage_Label": "Minimum Damage",
"MinimumSleepTime_label": "最小睡眠時間",
"MinimumSleepTime_label": "最低沉睡时间",
"MinimumSleepTime_postfix": "",
"MinimumSleepTime_postfix": "s",
"MirageDjinnsMarkMaxStacks_label": "最大乘數",
"MirageDjinnsMarkMaxStacks_label": "最大系数",
"MirageDjinnsMarkMaxStacks_postfix": "x",
"MirageDjinnsMarkMaxStacks_postfix": "x",
"MirageFireScarabsHealthSteal_label": "最大生命竊取",
"MirageFireScarabsHealthSteal_label": "窃取最大生命值",
"MirageTeleportMoveSpeed_conditional": "傳送後",
"MirageTeleportMoveSpeed_conditional": "传送后",
"MirvExplodeTime_label": "Mini-Bomb Fuse",
"MirvExplodeTime_label": "Mini-Bomb Fuse",
"MirvExplodeTime_postfix": "s",
"MirvExplodeTime_postfix": "s",
Line 2,937: Line 3,123:
"MirvRadius_label": "Mini-BombsRadius",
"MirvRadius_label": "Mini-BombsRadius",
"MirvRadius_postfix": "m",
"MirvRadius_postfix": "m",
"MisfireBuildupPercentPerShot_label": "Buildup Percent Per Shot",
"MisfireProcChance_label": "Percent Chance enemy Misfires",
"MissCooldown_label": "Cooldown on miss",
"MissCooldown_label": "Cooldown on miss",
"MissCooldown_postfix": "",
"MissCooldown_postfix": "s",
"MobileResupplyRegenMultiplier_label": "Mobile Resupply Regen Multiplier",
"MobileResupplyRegenMultiplier_label": "Mobile Resupply Regen Multiplier",
"MobileResupplyRegenMultiplier_postfix": "x",
"MobileResupplyRegenMultiplier_postfix": "x",
"ModIconTooltip_UnlockAllTier1": "摧毀敵方所有守護者後解鎖",
"ModIconTooltip_UnlockAllTier1": "在你的队伍摧毁所有敌方卫士后解锁",
"ModIconTooltip_UnlockAllTier2": "摧毀敵方所有步行者後解鎖",
"ModIconTooltip_UnlockAllTier2": "在你的队伍摧毁所有敌方四足机甲后解锁",
"ModIconTooltip_UnlockGenerators": "首次摧毀敵方神龕後解鎖",
"ModIconTooltip_UnlockGenerators": "在你的队伍摧毁一个敌方圣坛后解锁",
"ModIconTooltip_UnlockGuardians": "摧毀一組敵方基地守護神後解鎖",
"ModIconTooltip_UnlockGuardians": "在你的队伍摧毁一组敌方基地卫士后解锁",
"ModIconTooltip_UnlockTier2": "摧毀兩組敵方步行者後解鎖",
"ModIconTooltip_UnlockTier2": "在你的队伍摧毁两个敌方四足机甲后解锁",
"ModIconTooltip_UnlockTier3": "Unlocked after your team destroys the enemy Patron's first form",
"ModIconTooltip_UnlockTier3": "Unlocked after your team destroys the enemy Patron's first form",
"MoveSpeedBonusPct_label": "增加移速",
"MoveSpeedBonusPct_label": "移动速度加成",
"MoveSpeedBonusPct_postfix": "%",
"MoveSpeedBonusPct_postfix": "%",
"MoveSpeedBonusPercentStart_label": "Speed Bonus",
"MoveSpeedBonusPercentStart_label": "Speed Bonus",
"MoveSpeedBonusPercentStart_postfix": "%",
"MoveSpeedBonusPercentStart_postfix": "%",
"MoveSpeedBonusPercentStart_prefix": "+",
"MoveSpeedBonusPercentStart_prefix": "+",
"MoveSpeedBonus_label": "移速",
"MoveSpeedBonus_label": "移动速度",
"MoveSpeedBonus_postfix": "m/s",
"MoveSpeedBonus_postfix": "m/s",
"MoveSpeedBonus_prefix": "{s:sign}",
"MoveSpeedBonus_prefix": "{s:sign}",
"MoveSpeedDuration_label": "移動速度",
"MoveSpeedDuration_label": "移动速度",
"MoveSpeedDuration_postfix": "",
"MoveSpeedDuration_postfix": "s",
"MoveSpeedDuration_prefix": "+",
"MoveSpeedDuration_prefix": "+",
"MoveSpeedFriendlyBuff_label": "Ally Move Speed",
"MoveSpeedFriendlyBuff_label": "Ally Move Speed",
"MoveSpeedFriendlyBuff_postfix": "m/s",
"MoveSpeedFriendlyBuff_postfix": "m/s",
"MoveSpeedFriendlyBuff_prefix": "",
"MoveSpeedFriendlyBuff_prefix": "",
"MoveSpeedMax_label": "移速",
"MoveSpeedLimit_label": "移动速度",
"MoveSpeedLimit_postfix": "m/s",
"MoveSpeedMax_label": "移动速度",
"MoveSpeedMax_postfix": "m/s",
"MoveSpeedMax_postfix": "m/s",
"MoveSpeedPenaltyPerStack_label": "減少移速",
"MoveSpeedPenaltyPerStack_label": "移动减速",
"MoveSpeedPenaltyPerStack_postfix": "%",
"MoveSpeedPenaltyPerStack_postfix": "%",
"MoveSpeedSlowPct_label": "減少移速",
"MoveSpeedSlowPct_label": "移动减速",
"MoveSpeedSlowPct_postfix": "%",
"MoveSpeedSlowPct_postfix": "%",
"MovementDamagePercent_label": "傷害",
"MoveSpeedSlowPercent_label": "移动减速",
"MovementDamagePercent_postfix": "% 每移動 256 個單位造成傷害",
"MoveSpeedSlowPercent_postfix": "%",
"MovementSlowDuration_label": "減少移速持續",
"MoveWhileShootingSpeedPenaltyReductionPercent_label": "Movement speed penalty while shooting reduction",
"MovementSlowDuration_postfix": "",
"MovementDamagePercent_label": "伤害",
"MovementSlowPct_label": "減少移速",
"MovementSlowDuration_label": "减速持续时间",
"MovementSlowDuration_postfix": "s",
"MovementSlowPct_label": "移动减速",
"MovementSlowPct_postfix": "%",
"MovementSlowPct_postfix": "%",
"MovementSlow_label": "移動速度減緩",
"MovementSlow_label": "移动减速",
"MovementSlow_postfix": "%",
"MovementSlow_postfix": "%",
"MovementSpeedBonusDuration_label": "移速持續",
"MovementSpeedBonusDuration_label": "加速持续时间",
"MovementSpeedBonusDuration_postfix": "",
"MovementSpeedBonusDuration_postfix": "s",
"MovementSpeedSlow_label": "減少移速",
"MovementSpeedSlow_label": "移动减速",
"MovementSpeedSlow_postfix": "%",
"MovementSpeedSlow_postfix": "%",
"MyRosterAddHeroes": "添加英雄",
"MyRosterAddHeroes": "添加英雄",
"MyRosterAssignedOpenTesting": "開放測試",
"MyRosterAssignedOpenTesting": "开放测试",
"MyRosterAssignedTesting": "指定測試",
"MyRosterAssignedTesting": "分配测试",
"MyRosterCancelForEveryone": "取消配隊",
"MyRosterCancelForEveryone": "为队伍中的所有人取消",
"MyRosterChangeHero": "更換英雄",
"MyRosterChangeHero": "更换英雄",
"MyRosterConfirm": "確認",
"MyRosterConfirm": "确认",
"MyRosterConfirmAndReadyUp": "確認 \u0026 準備就緒",
"MyRosterConfirmAndReadyUp": "确认并就绪",
"MyRosterCreateParty": "建立隊伍!",
"MyRosterCreateParty": "创建队伍!",
"MyRosterExit": "退出陣容",
"MyRosterExit": "退出阵容",
"MyRosterExitRosterConfirm": "你確定要退出陣容嗎?這將退出整個隊伍的陣容。",
"MyRosterExitRosterConfirm": "确定要退出阵容吗?这将为整个队伍退出阵容。",
"MyRosterGreatForNewPlayers": "非常適合新手玩家",
"MyRosterGreatForNewPlayers": "非常适合新玩家",
"MyRosterLetsGo": "加入配隊隊列",
"MyRosterLetsGo": "进入队列",
"MyRosterNoHeroDesc": "當你進入比賽時,你將被分配到其中一個英雄進行比賽。",
"MyRosterNoHeroDesc": "你进入比赛时,将为你分配这其中的一名英雄。",
"MyRosterNumHeroesInRoster": "{i:num_heroes_in_roster} 名英雄在陣容內",
"MyRosterNumHeroesInRoster": "阵容中有 {i:num_heroes_in_roster} 名英雄",
"MyRosterNumHeroesInRosterSingular": "{i:num_heroes_in_roster} 名英雄在陣容內",
"MyRosterNumHeroesInRosterSingular": "阵容中有 {i:num_heroes_in_roster} 名英雄",
"MyRosterPartyHighSkillRange": "你的隊伍中的玩家水平差距過大。這將使你的隊伍在配隊時更加困難。",
"MyRosterPartyHighSkillRange": "你队伍的玩家技能段位差别过大。这会导致你的队伍比赛难度更高。",
"MyRosterPartyMemberRoster": "隊伍中已有人選擇此英雄:",
"MyRosterPartyMemberRoster": "英雄已在阵容中:",
"MyRosterPartyReadyCount": "{d:party_ready_count}/{d:party_player_count} 就緒",
"MyRosterPartyReadyCount": "{d:party_ready_count}/{d:party_player_count} 就绪",
"MyRosterReadyUp": "準備就緒!",
"MyRosterReadyUp": "就绪!",
"MyRosterRosterDesc": "為了進入比賽配隊隊列,你需要添加至少三名英雄到你的陣容裡。",
"MyRosterRosterDesc": "要进行匹配,你需要在阵容中添加至少 3 名英雄。",
"MyRosterRosterEmpty": "陣容為空",
"MyRosterRosterEmpty": "阵容为空",
"MyRosterSaveAndBack": "儲存並返回",
"MyRosterSaveAndBack": "保存并返回",
"MyRosterSaveAndClose": "儲存並關閉",
"MyRosterSaveAndClose": "保存并关闭",
"MyRosterTitle": "我的英雄陣容",
"MyRosterTitle": "我的阵容",
"MyRosterWaitForParty": "等待隊伍成員..。",
"MyRosterWaitForParty": "正在等待队伍成员…",
"MyRoster_PreferHeroes": "進入配隊前為\u003Cspan class=\"highlight\"\u003E英雄加星\u003C/span\u003E 進入遊戲優先選擇改英雄。",
"MyRoster_PreferHeroes": "\u003Cspan class=\"highlight\"\u003EStar a hero\u003C/span\u003E to prefer them for the next match.",
"MyRoster_SelectHeroes": "\u003Cspan class=\"highlight\"\u003E選中英雄\u003C/span\u003E 來加入到你的陣容。",
"MyRoster_SelectHeroes": "\u003Cspan class=\"highlight\"\u003ESelect Heroes\u003C/span\u003E to add or remove them from your Roster.",
"NPCProcChance_label": "Trooper Proc Chance",
"NPCProcChance_label": "步兵触发几率",
"NPCProcChance_postfix": "%",
"NPCProcChance_postfix": "%",
"NPE_Bots_Modal_Desc": "\u003Cspan class=\"introText\"\u003E這是你的第一場BOT對戰!\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003EBot 對戰非常適合熟悉英雄;但並不能完全重現PvP對戰的流程和團隊合作。\u003Cbr\u003E\u003Cbr\u003E一旦你感到玩起來順手了,請隨時離開BOT對戰,然後加入配隊模式。",
"NPE_Bots_Modal_Button": "知道了!",
"NPE_Heroes_Modal_Desc": "\u003Cspan class=\"introText\"\u003E看起來這是你第一次玩!\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E我們推薦了一些非常適合新手的英雄。如果你不確定從哪裡開始,建議試試這些英雄。",
"NPE_Bots_Modal_Desc": "\u003Cspan class=\"introText\"\u003E这是你的第一场人机比赛!\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E人机比赛非常适合用来熟悉英雄,但不能准确地重现 PvP 比赛的过程和团队合作。\u003Cbr\u003E\u003Cbr\u003E你随时可以在觉得合适的时候离开人机比赛,加入真人匹配。",
"NPE_Heroes_Modal_Title": "推薦英雄",
"NPE_Heroes_Modal_Button": "知道了!",
"NanoTechPerShot_label": "魂力傷害",
"NPE_Heroes_Modal_Desc": "\u003Cspan class=\"introText\"\u003E看来这是你第一次玩这个游戏!\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E我们着重显示了非常适合新玩家的几名英雄。如果你不知道该从哪里开始,建议先试试其中一个。",
"NewPlayer_Finish": "結束訓練",
"NPE_Heroes_Modal_Title": "推荐的英雄",
"NewPlayer_GetStarted": "學習\u003Cspan class='TaskHighlight'\u003E開始\u003C/span\u003E",
"NanoShadowBulletArmorReductionDuration_label": "子弹抗性持续时间",
"NewPlayer_GetStarted_Time": "4 分鐘",
"NanoShadowBulletArmorReductionDuration_postfix": "s",
"NewPlayer_HeroSandbox": "測試你的移動能力,請查看\u003Cspan class='TaskHighlight'\u003E英雄訓練\u003C/span\u003E",
"NanoShadowBulletArmorReductionHeavy_label": "子弹抗性(重)",
"NewPlayer_HeroSandbox_Time": "5 分鐘",
"NanoShadowBulletArmorReductionHeavy_prefix": "-",
"NewPlayer_LaneTraining": "學習前期遊戲,請查看\u003Cspan class='TaskHighlight'\u003E對線訓練\u003C/span\u003E",
"NanoShadowBulletArmorReductionLight_label": "子弹抗性(轻)",
"NewPlayer_LaneTraining_Time": "8 分鐘",
"NanoShadowBulletArmorReductionLight_prefix": "-",
"NewPlayer_NewPlayerFlow": "學習如何玩",
"NanoShadowMeleeAttackSpeedBonus_label": "近战攻击速度",
"NewPlayer_NewPlayerFlow_Desc": "要開始教學,請查看\u003Cspan class=\"introText\"\u003E教學\u003C/span\u003E",
"NanoShadowMeleeAttackSpeedBonus_postfix": "%",
"NewPlayer_Skip": "跳過教學",
"NanoShadowMeleeAttackSpeedBonus_prefix": "+",
"NewPlayer_YouAreFinished": "你準備好了!在練習或進行第一場比賽中嘗試BOT比賽!",
"NanoTechPerShot_label": "元灵伤害",
"NewPlayer_Finish": "End Tutorial",
"NewPlayer_GetStarted": "Review \u003Cspan class='TaskHighlight'\u003EGet Started\u003C/span\u003E",
"NewPlayer_GetStarted_Time": "4 mins",
"NewPlayer_HeroSandbox": "Try out your moves in \u003Cspan class='TaskHighlight'\u003EHero Training\u003C/span\u003E",
"NewPlayer_HeroSandbox_Time": "5 mins",
"NewPlayer_LaneTraining": "Learn the early game in \u003Cspan class='TaskHighlight'\u003ELane Training\u003C/span\u003E",
"NewPlayer_LaneTraining_Time": "8 mins",
"NewPlayer_NewPlayerFlow": "Learn to Play",
"NewPlayer_NewPlayerFlow_Desc": "To get started, check out the tasks within \u003Cspan class=\"introText\"\u003ELearn\u003C/span\u003E.",
"NewPlayer_Skip": "跳过教程",
"NewPlayer_YouAreFinished": "You're ready! Try a bot match within Practice or Play your first game!",
"NonHeroAbilityLifestealTooltipOnly_label": "Non-Hero Value",
"NonHeroAbilityLifestealTooltipOnly_label": "Non-Hero Value",
"NonHeroAbilityLifestealTooltipOnly_postfix": "%",
"NonHeroAbilityLifestealTooltipOnly_postfix": "%",
"NonHeroHealingFactor_label": "對非英雄傷害治療",
"NonHeroHealingFactor_label": "来自非英雄的治疗",
"NonHeroHealingFactor_postfix": "%",
"NonHeroHealingFactor_postfix": "%",
"NonImbuedBonusDuration_label": "未選定技能持續",
"NonImbuedBonusDuration_label": "非加强技能持续时间",
"NonImbuedBonusDuration_postfix": "%",
"NonImbuedBonusDuration_postfix": "%",
"NonImbuedBonusDuration_prefix": "{s:sign}",
"NonImbuedBonusDuration_prefix": "{s:sign}",
"NonImbuedCooldownReduction_label": "未選定技能減少冷卻",
"NonImbuedCooldownReduction_label": "非加强技能冷却时间降幅",
"NonImbuedCooldownReduction_postfix": "%",
"NonImbuedCooldownReduction_postfix": "%",
"NonImbuedCooldownReduction_prefix": "{s:sign}",
"NonImbuedCooldownReduction_prefix": "{s:sign}",
"NonImbuedTechRadiusMultiplier_label": "未選定技能範圍",
"NonImbuedTechRadiusMultiplier_label": "Non-Imbued Radius",
"NonImbuedTechRadiusMultiplier_postfix": "%",
"NonImbuedTechRadiusMultiplier_postfix": "%",
"NonImbuedTechRadiusMultiplier_prefix": "{s:sign}",
"NonImbuedTechRadiusMultiplier_prefix": "{s:sign}",
"NonImbuedTechRangeMultiplier_label": "未選定技能範圍",
"NonImbuedTechRangeMultiplier_label": "非加强技能有效范围",
"NonImbuedTechRangeMultiplier_postfix": "%",
"NonImbuedTechRangeMultiplier_postfix": "%",
"NonImbuedTechRangeMultiplier_prefix": "{s:sign}",
"NonImbuedTechRangeMultiplier_prefix": "{s:sign}",
"NonPlayerBonusWeaponPower_conditional": "對非英雄單位",
"NonPlayerBonusWeaponPower_conditional": "对 NPC",
"NonPlayerBonusWeaponPower_label": "對非英雄單位造成的傷害",
"NonPlayerBonusWeaponPower_label": "对 NPC 的武器伤害",
"NonPlayerBonusWeaponPower_postfix": "%",
"NonPlayerBonusWeaponPower_postfix": "%",
"NonPlayerBonusWeaponPower_prefix": "+",
"NonPlayerBonusWeaponPower_prefix": "+",
"NonPlayerBulletResist_conditional": "對非英雄單位",
"NonPlayerBulletResist_conditional": "对 NPC",
"NonPlayerBulletResist_label": "對非英雄單位物理抗性",
"NonPlayerBulletResist_label": "对 NPC 的子弹抗性",
"NonPlayerBulletResist_postfix": "%",
"NonPlayerBulletResist_postfix": "%",
"NonPlayerBulletResist_prefix": "+",
"NonPlayerBulletResist_prefix": "+",
"NumBloodShards_label": "血刺",
"NormalDPS_label": "Normal DPS",
"OK": "確認",
"NumBloodShards_label": "血晶",
"OS_Default_Device": "預設設備",
"OK": "好的",
"Objective_Enemy_BarrackBoss": "敵方基地Boss",
"OS_Default_Device": "默认设备",
"Objective_Enemy_Final": "敵方守護神(虛弱)",
"Objective_Enemy_BarrackBoss": "敌方基地 Boss",
"Objective_Enemy_ShieldGenerator": "敵方神龕",
"Objective_Enemy_Final": "敌方守护神(已削弱)",
"Objective_Enemy_T1": "敵方守護者",
"Objective_Enemy_ShieldGenerator": "敌方圣坛",
"Objective_Enemy_T2": "敵方步行者",
"Objective_Enemy_T1": "敌方卫士",
"Objective_Enemy_T3": "敵方守護神",
"Objective_Enemy_T2": "敌方四足机甲",
"Objective_Friendly_BarrackBoss": "友方基地Boss",
"Objective_Enemy_T3": "敌方守护神",
"Objective_Friendly_Final": "友方守護神(虛弱)",
"Objective_Friendly_BarrackBoss": "友方基地 Boss",
"Objective_Friendly_ShieldGenerator": "友方神龕",
"Objective_Friendly_Final": "友方守护神(已削弱)",
"Objective_Friendly_T1": "友方守護者",
"Objective_Friendly_ShieldGenerator": "友方圣坛",
"Objective_Friendly_T2": "友方步行者",
"Objective_Friendly_T1": "友方卫士",
"Objective_Friendly_T3": "友方守護神",
"Objective_Friendly_T2": "友方四足机甲",
"Objective_Message_MidBoss_OutOfRange": "超出範圍",
"Objective_Friendly_T3": "友方守护神",
"Objective_Message_Patron_Transforming": "守護神正在變形中...",
"Objective_Message_MidBoss_OutOfRange": "超出射程",
"Objective_MidBoss": "Mid-Boss",
"Objective_Message_Patron_Transforming": "守护神正在变形…",
"Objective_Team1_BarrackBoss": "琥珀基地Boss",
"Objective_MidBoss": "中央 Boss",
"Objective_Team1_Final": "琥珀守護神(虛弱)",
"Objective_Team1_BarrackBoss": "琥珀基地 Boss",
"Objective_Team1_ShieldGenerator": "琥珀神龕",
"Objective_Team1_Final": "琥珀守护神(已削弱)",
"Objective_Team1_T1": "琥珀守護者",
"Objective_Team1_ShieldGenerator": "琥珀圣坛",
"Objective_Team1_T2": "琥珀步行者",
"Objective_Team1_T1": "琥珀卫士",
"Objective_Team1_T3": "琥珀守護神",
"Objective_Team1_T2": "琥珀四足机甲",
"Objective_Team2_BarrackBoss": "藍晶基地Boss",
"Objective_Team1_T3": "琥珀守护神",
"Objective_Team2_Final": "藍晶守護神(虛弱)",
"Objective_Team2_BarrackBoss": "蓝宝石基地 Boss",
"Objective_Team2_ShieldGenerator": "藍晶神龕",
"Objective_Team2_Final": "蓝宝石守护神(已削弱)",
"Objective_Team2_T1": "藍晶守護者",
"Objective_Team2_ShieldGenerator": "蓝宝石圣坛",
"Objective_Team2_T2": "藍晶步行者",
"Objective_Team2_T1": "蓝宝石卫士",
"Objective_Team2_T3": "藍晶守護神",
"Objective_Team2_T2": "蓝宝石四足机甲",
"OnLandDamageRadius_label": "墜落範圍",
"Objective_Team2_T3": "蓝宝石守护神",
"OnLandDamageRadius_postfix": "公尺",
"OnLandDamageRadius_label": "落地半径",
"OpenHeroSheet": "開啟商店",
"OnLandDamageRadius_postfix": "m",
"OutgoingAbilityDamagePenaltyPercent_postfix": "%",
"OpenHeroSheet": "打开商店",
"OutgoingDamagePenaltyPercent_label": "傷害懲罰",
"OuterDamage_label": "Damage at the edge",
"OutgoingDamagePenaltyPercent_label": "伤害惩罚",
"OutgoingDamagePenaltyPercent_postfix": "%",
"OutgoingDamageReduction_label": "Attack Damage",
"OutgoingDamageReduction_label": "Attack Damage",
"OutgoingDamageReduction_postfix": "%",
"OutgoingDamageReduction_postfix": "%",
"OutgoingDamageReduction_prefix": "-",
"OutgoingDamageReduction_prefix": "-",
"OverdriveClipDuration_Postfix": "",
"OverchargePct_label": "Overcharge",
"OverchargePct_postfix": "%",
"OverdriveClipDuration_Postfix": "s",
"OverdriveClipDuration_label": "Clip Duration",
"OverdriveClipDuration_label": "Clip Duration",
"OverflowBonusDamage_label": "增加魂力",
"OverflowBonusDamage_label": "Bonus Spirit Damage",
"OverflowBonusDamage_postfix": "%",
"OverflowBonusDamage_postfix": "%",
"OverflowTechPower_label": "魂力",
"OverflowTechPower_label": "元灵力量",
"PassiveFireRate_label": "射速",
"PassiveFireRate_label": "射速",
"PassiveFireRate_postfix": "%",
"PassiveFireRate_postfix": "%",
"PassiveShieldCooldown_label": "冷卻時間",
"PassiveShieldCooldown_label": "冷却时间",
"PassiveShieldCooldown_postfix": "",
"PassiveShieldCooldown_postfix": "s",
"PathLength_label": "雷射長度",
"PathLength_label": "光束长度",
"PathLength_postfix": "公尺",
"PathLength_postfix": "m",
"PeakFireRateBonus_label": "最大射速加成",
"PeakFireRateBonus_label": "Peak Fire Rate Bonus",
"PeakFireRateBonus_postfix": "%",
"PeakFireRateBonus_postfix": "%",
"PerfectBurstWeaponPower_label": "Perfect Burst Bonus Weapon Damage",
"PerfectBurstWeaponPower_label": "Perfect Burst Bonus Weapon Damage",
"PhantomStrikeDebuffDuration_label": "繳械和減速持續",
"PhantomStrikeDebuffDuration_label": "缴械及减速持续时间",
"PhantomStrikeDebuffDuration_postfix": "",
"PhantomStrikeDebuffDuration_postfix": "s",
"Ping_Low_Health": "低",
"Ping_Low_Health": "低",
"PoisonDamage_label": "Poison Damage",
"PoisonDamage_label": "Poison Damage",
"PoisonDuration_label": "持續時間",
"PoisonDuration_label": "持续时间",
"PoisonDuration_postfix": "",
"PoisonDuration_postfix": "s",
"PostCastDelay_postfix": "",
"PostBounceDamage_label": "Post-Bounce Damage",
"PostCubeBuffDuration_label": "持續",
"PostCastDelay_postfix": "s",
"PostCubeBuffDuration_postfix": "",
"PostCubeBuffDuration_label": "增益持续时间",
"PowerJumpChannelTime_label": "強力跳躍施法時間",
"PostCubeBuffDuration_postfix": "s",
"PowerJumpChannelTime_postfix": "",
"PounceDebuffRadius_label": "减速半径",
"PrepareTime_label": "施法時間",
"PounceDebuffRadius_postfix": "m",
"PrepareTime_postfix": "",
"PounceFriendlyRechargeTime_label": "友军充能时间",
"ProcBonusMagicDamageEscalation_label": "逐步增加的靈魂傷害",
"PounceFriendlyRechargeTime_postfix": "s",
"PounceFriendlyTargetCD_label": "友军冷却时间",
"PounceFriendlyTargetCD_postfix": "s",
"PowerJumpChannelTime_label": "In Power Jump Channel",
"PowerJumpChannelTime_postfix": "s",
"PreBounceDamage_label": "Pre-Bounce Damage",
"PrepareTime_label": "Prepare Time",
"PrepareTime_postfix": "s",
"ProcBonusMagicDamageEscalation_label": "不断提高的元灵伤害",
"ProcBonusMagicDamageEscalation_prefix": "{s:sign}",
"ProcBonusMagicDamageEscalation_prefix": "{s:sign}",
"ProcBonusMagicDamage_label": "魂力傷害",
"ProcBonusMagicDamage_label": "元灵伤害",
"ProcBonusMagicDamage_prefix": "{s:sign}",
"ProcBonusMagicDamage_prefix": "{s:sign}",
"ProcBuildupPercent_label": "Proc Buildup",
"ProcBuildupPercent_label": "Proc Buildup",
"ProcBuildupPercent_postfix": "%",
"ProcBuildupPercent_postfix": "%",
"ProcChance_label": "觸發機率",
"ProcChance_label": "触发几率",
"ProcChance_postfix": "%",
"ProcChance_postfix": "%",
"ProcCooldown_label": "最高頻率",
"ProcCooldown_label": "最大频率",
"ProcCooldown_postfix": "",
"ProcCooldown_postfix": "s",
"ProcDamageBase_label": "基礎傷害",
"ProcDamageBase_label": "基础伤害",
"ProcDamage_label": "魂力傷害",
"ProcDamage_label": "元灵伤害",
"ProcDamage_postfix": "",
"ProcHealth_label": "生命值阈值",
"ProcHealth_label": "Health Threshold",
"ProcHealth_postfix": "%",
"ProcHealth_postfix": "%",
"ProjectileAmount_label": "投射物數量",
"ProjectileAmount_label": "投射物数量",
"ProjectileInterval_label": "投射物射速",
"ProjectileInterval_label": "投射物间隔",
"PuddleDuration_label": "凝膠持續",
"Projectiles_label": "Projectiles",
"PuddleDuration_postfix": "",
"PuddleDuration_label": "黏液污渍持续时间",
"PuddleRadius_label": "凝膠範圍",
"PuddleDuration_postfix": "s",
"PuddleRadius_postfix": "公尺",
"PuddleRadius_label": "黏液污渍半径",
"PulseDPS_label": "每秒傷害",
"PuddleRadius_postfix": "m",
"PulseDamage_label": "脈衝傷害",
"PulseDPS_label": "DPS",
"PulseDebuffDuration_label": "減少移速持續",
"PulseDamage_label": "脉冲伤害",
"PulseDebuffDuration_postfix": "",
"PulseDebuffDuration_label": "Enemy Slow duration",
"PulseGrenadeDamageAmplificationPerStack_label": "每波脈衝傷害提升",
"PulseDebuffDuration_postfix": "s",
"PulseGrenadeDamageAmplificationPerStack_label": "每层叠加的伤害增幅",
"PulseGrenadeDamageAmplificationPerStack_postfix": "%",
"PulseGrenadeDamageAmplificationPerStack_postfix": "%",
"PulseGrenadeDebuffDuration_label": "傷害提升持續",
"PulseGrenadeDebuffDuration_label": "增幅持续时间",
"PulseGrenadeDebuffDuration_postfix": "",
"PulseGrenadeDebuffDuration_postfix": "s",
"PulseInterval_label": "脈衝間隔",
"PulseInterval_label": "脉冲间隔",
"PulseInterval_postfix": "",
"PulseInterval_postfix": "s",
"PulseRadius_label": "脈衝範圍",
"PulseRadius_label": "脉冲半径",
"PulseRadius_postfix": "公尺",
"PulseRadius_postfix": "m",
"Pulses_label": "脈衝次數",
"Pulses_label": "脉冲数",
"PushToTalk": "按住說話",
"PushToTalk": "按下说话",
"Quicksilver_conditional": "使用技能後",
"Quicksilver_conditional": "使用技能之后",
"Radius_label": "範圍",
"Radius_label": "半径",
"Radius_postfix": "公尺",
"Radius_postfix": "m",
"RampDuration_label": "Ramp Duration",
"RampDuration_label": "Ramp Duration",
"RampDuration_postfix": "",
"RampDuration_postfix": "s",
"Range_label": "Range",
"Range_label": "范围",
"Range_postfix": "公尺",
"Range_postfix": "m",
"RarityTypeDesc": "%s1 %s2\t\t\t\t// s1 is the rarity, s2 is the item type",
"RarityTypeDesc": "%s1%s2\t\t\t\t// s1 is the rarity, s2 is the item type",
"Rarity_Common": "普通",
"Rarity_Common": "普通",
"Rarity_Rare": "稀有",
"Rarity_Rare": "稀有",
"Rarity_Uncommon": "罕見",
"Rarity_Uncommon": "罕见",
"RecoveryDuration_label": "Recovery Time",
"RecoveryDuration_label": "Recovery Time",
"RecoveryDuration_postfix": "",
"RecoveryDuration_postfix": "s",
"RecoveryDuration_prefix": "",
"RecoveryDuration_prefix": "",
"ReflectDamage_label": "Bullet Reflect Damage",
"ReflectDamage_label": "Bullet Reflect Damage",
"ReflectDamage_postfix": "%",
"ReflectDamage_postfix": "%",
"RegenDuration_label": "恢復持續",
"RegenDuration_label": "恢复持续时间",
"RegenDuration_postfix": "",
"RegenDuration_postfix": "s",
"RegenIncomingDamageDuration_label": "回復時間",
"RegenIncomingDamageDuration_label": "恢复时间",
"RegenIncomingDamageDuration_postfix": "",
"RegenIncomingDamageDuration_postfix": "s",
"RegenIncomingDamagePercent_label": "傷害回復",
"RegenIncomingDamagePercent_label": "恢复的伤害",
"RegenIncomingDamagePercent_postfix": "%",
"RegenIncomingDamagePercent_postfix": "%",
"RegenWhileInvisible_label": "Health Regen while Invisible",
"RegenWhileInvisible_label": "隐身时生命恢复",
"RegenWhileInvisible_postfix": "",
"RegenWhileInvisible_prefix": "+",
"RegenWhileInvisible_prefix": "+",
"RegenerationDuration_label": "恢復持續",
"RegenerationDuration_label": "恢复持续时间",
"RegenerationDuration_postfix": "",
"RegenerationDuration_postfix": "s",
"RegenerationRate_label": "Restore Time",
"RegenerationRate_label": "Restore Time",
"RegenerationRate_postfix": "",
"RegenerationRate_postfix": "s",
"Regeneration_label": "恢復",
"Regeneration_label": "恢复",
"Regeneration_postfix": "HP/s",
"Regeneration_postfix": "HP/s",
"ReloadSpeedDecrease_label": "裝填時間",
"ReloadBullet_label": "Applying an ionizing charge automatically reloads 1 bullet",
"ReloadSpeedDecrease_label": "装填时间",
"ReloadSpeedDecrease_postfix": "%",
"ReloadSpeedDecrease_postfix": "%",
"ReloadSpeedDecrease_prefix": "",
"ReloadSpeedMultipler_label": "装填时间",
"ReloadSpeedMultipler_label": "裝填時間",
"ReloadSpeedMultipler_postfix": "%",
"ReloadSpeedMultipler_postfix": "%",
"ReloadSpeedMultipler_prefix": "{s:sign}",
"ReloadSpeedMultipler_prefix": "{s:sign}",
"Reloaded": "子彈重新裝填完畢!",
"Reloaded": "已装弹!",
"ReportCard_AbilitiesUpgraded": "升級技能",
"ReportCard_AbilitiesUpgraded": "升级技能",
"ReportCard_AbilitiesUpgraded_Desc": "通過按住 [{s:key_extra_info}]來升級技能",
"ReportCard_AbilitiesUpgraded_Desc": "按住 [{s:show_scoreboard}] 即可升级技能",
"ReportCard_AbilitiesUpgraded_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:abilitiesUpgraded}\u003C/span\u003E / {i:abilitiesUpgradedNextGoal}",
"ReportCard_AbilitiesUpgraded_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:abilitiesUpgraded}\u003C/span\u003E / {i:abilitiesUpgradedNextGoal}",
"ReportCard_DamageTaken": "承受傷害",
"ReportCard_DamageTaken": "Damage Taken",
"ReportCard_DamageTaken_Desc": "對於承受的傷害越少越好",
"ReportCard_DamageTaken_Desc": "For incoming damage, less is more",
"ReportCard_DamageTaken_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:damageTaken}\u003C/span\u003E \u0026lt; {i:damageTakenNextGoal}",
"ReportCard_DamageTaken_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:damageTaken}\u003C/span\u003E \u0026lt; {i:damageTakenNextGoal}",
"ReportCard_GuardianDamage": "守護者傷害",
"ReportCard_GuardianDamage": "Guardian Damage",
"ReportCard_GuardianDamage_Desc": "你對敵方建築造成的傷害",
"ReportCard_GuardianDamage_Desc": "Damage you’ve dealt to enemy objectives",
"ReportCard_GuardianDamage_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:guardianDamage}\u003C/span\u003E / {i:guardianDamageNextGoal}",
"ReportCard_GuardianDamage_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:guardianDamage}\u003C/span\u003E / {i:guardianDamageNextGoal}",
"ReportCard_KillGuardian": "擊敗敵方守護神",
"ReportCard_KillGuardian": "拿下敌方卫士",
"ReportCard_KillGuardian_Desc": "消滅阻擋你取得勝利的任何人!",
"ReportCard_KillGuardian_Desc": "打倒拦路者,胜利属于我!",
"ReportCard_LastHits": "擊殺數",
"ReportCard_LastHits": "致命一击",
"ReportCard_LastHits_Desc": "完成對 \u003Cspan class=\"highlight\"\u003E小兵\u003C/span\u003E \u003Cspan class=\"highlight\"\u003E敵方英雄\u003C/span\u003E的最後一擊。",
"ReportCard_LastHits_Desc": "Achieve the last hit on \u003Cspan class=\"highlight\"\u003ETroopers\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EEnemy Heroes\u003C/span\u003E.",
"ReportCard_LastHits_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:lastHits}\u003C/span\u003E / {i:lastHitsNextGoal}",
"ReportCard_LastHits_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:lastHits}\u003C/span\u003E / {i:lastHitsNextGoal}",
"ReportCard_LastHits_Tutorial": "取得 \u003Cspan class=\"yourscore\"\u003E25\u003C/span\u003E 次擊殺",
"ReportCard_LastHits_Tutorial": "Get \u003Cspan class=\"yourscore\"\u003E25\u003C/span\u003E Killing Blows",
"ReportCard_ModsPurchased": "購買模組",
"ReportCard_ModsPurchased": "购买物品",
"ReportCard_ModsPurchased_Desc": "在商店購買模組",
"ReportCard_ModsPurchased_Desc": "在商店购买一件物品",
"ReportCard_ModsPurchased_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:modsPurchased}\u003C/span\u003E / {i:modsPurchasedNextGoal}",
"ReportCard_ModsPurchased_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:modsPurchased}\u003C/span\u003E / {i:modsPurchasedNextGoal}",
"ReportCard_NetWorth": "獲得魂靈",
"ReportCard_NetWorth": "Souls Earned",
"ReportCard_NetWorth_Desc": "通過擊殺士兵和射擊魂靈球獲得的魂靈",
"ReportCard_NetWorth_Desc": "Souls gained by killing troopers and shooting orbs",
"ReportCard_NetWorth_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:netWorth}\u003C/span\u003E / {i:netWorthNextGoal} 魂靈",
"ReportCard_NetWorth_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:netWorth}\u003C/span\u003E / {i:netWorthNextGoal} 个魂魄",
"ReportCard_OrbsDenied": "射擊橙色魂靈球",
"ReportCard_OrbsDenied": "射中橙色魂魄",
"ReportCard_OrbsDeniedDesc": "透過射擊敵人的擊殺產生的橙色魂靈球來竊取它",
"ReportCard_OrbsDeniedDesc": "通过射中被击杀敌人的橙色光球将其窃取",
"ReportCard_OrbsDenied_Desc": "你反補的魂靈數",
"ReportCard_OrbsDenied_Desc": "Souls you've denied",
"ReportCard_OrbsDenied_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:orbsDenied}\u003C/span\u003E / {i:orbsDeniedNextGoal}",
"ReportCard_OrbsDenied_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:orbsDenied}\u003C/span\u003E / {i:orbsDeniedNextGoal}",
"ReportCard_OrbsSecured": "射擊綠色魂靈球",
"ReportCard_OrbsSecured": "射中绿色魂魄",
"ReportCard_OrbsSecuredDesc": "透過射擊在空中的綠色魂靈球來獲得魂靈",
"ReportCard_OrbsSecuredDesc": "通过射中空中的绿色光球将其稳获",
"ReportCard_OrbsSecured_Desc": "從擊殺的敵人身上爆出\u003Cspan class=\"yellowhighlight\"\u003E藍色魂靈球\u003C/span\u003E 從敵軍手上竊取 \u003Cspan class=\"redhighlight\"\u003E橙色魂靈球\u003C/span\u003E。",
"ReportCard_OrbsSecured_Desc": "Shoot \u003Cspan class=\"yellowhighlight\"\u003EBlue Souls\u003C/span\u003E from felled enemies and \u003Cspan class=\"redhighlight\"\u003EOrange Souls\u003C/span\u003E stolen from your opponents.",
"ReportCard_OrbsSecured_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:orbsSecured}\u003C/span\u003E / {i:orbsSecuredNextGoal}",
"ReportCard_OrbsSecured_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:orbsSecured}\u003C/span\u003E / {i:orbsSecuredNextGoal}",
"ReportCard_OrbsSecured_Tutorial": "射擊 \u003Cspan class=\"yourscore\"\u003E25\u003C/span\u003E 個魂靈球",
"ReportCard_OrbsSecured_Tutorial": "Shoot \u003Cspan class=\"yourscore\"\u003E25\u003C/span\u003E Souls",
"ReportCard_PlayerDamage": "對玩家造成傷害",
"ReportCard_PlayerDamage": "Player Damage",
"ReportCard_PlayerDamage_Desc": "你對敵方英雄造成的傷害",
"ReportCard_PlayerDamage_Desc": "Damage you’ve dealt to enemy heroes",
"ReportCard_PlayerDamage_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:playerDamage}\u003C/span\u003E / {i:playerDamageNextGoal}",
"ReportCard_PlayerDamage_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:playerDamage}\u003C/span\u003E / {i:playerDamageNextGoal}",
"ReportCard_PowerUp": "強化你的英雄",
"ReportCard_PowerUp": "提升英雄的力量",
"ReportCard_PowerUp_Desc": "乘坐移動滑索回到基地,花費所有的魂靈和技能點數",
"ReportCard_PowerUp_Desc": "搭乘转运滑索返回基地,花费你所有的魂魄和技能点数",
"RespawnBonusHealthDuration_label": "重生額外生命值持續",
"ReportCard_SoulsCollected_Desc": "通过击杀敌方步兵收集 1000 个魂魄",
"RespawnBonusHealthDuration_postfix": "",
"RespawnBonusHealthDuration_label": "Respawn Bonus Health Duration",
"RespawnBonusHealth_label": "重生額外生命值",
"RespawnBonusHealthDuration_postfix": "s",
"RespawnDelay_postfix": "",
"RespawnBonusHealth_label": "Respawn Bonus Health",
"RespawnDelay_label": "Respawn Delay",
"RespawnDelay_postfix": "s",
"RespawnHealthPercent_label": "重生生命值",
"RespawnHealthPercent_label": "重生生命值",
"RespawnHealthPercent_postfix": "%",
"RespawnHealthPercent_postfix": "%",
"RestoreDelay_label": "Restore Delay",
"RestoreDelay_label": "Restore Delay",
"RestoreDelay_postfix": "",
"RestoreDelay_postfix": "s",
"ReturnFireBulletResist_label": "子彈抗性",
"ReturnFireBulletResist_label": "子弹抗性",
"ReturnFireBulletResist_postfix": "%",
"ReturnFireBulletResist_postfix": "%",
"ReturnFireBulletResist_prefix": "+",
"ReturnFireBulletResist_prefix": "+",
"RevealDuration_label": "顯示持續時間",
"RevealDuration_label": "暴露持续时间",
"RevealDuration_postfix": "",
"RevealDuration_postfix": "s",
"RichochetChance_label": "觸發機率",
"RichochetChance_label": "触发几率",
"RichochetChance_postfix": "%",
"RichochetChance_postfix": "%",
"RicochetDamagePercent_label": "跳彈傷害",
"RicochetDamagePercent_label": "反弹伤害",
"RicochetDamagePercent_postfix": "%",
"RicochetDamagePercent_postfix": "%",
"RicochetRadius_label": "跳彈範圍",
"RicochetRadius_label": "反弹范围",
"RicochetRadius_postfix": "公尺",
"RicochetRadius_postfix": "m",
"RicochetTargetsTooltipOnly_label": "反彈目標數量",
"RicochetTargetsTooltipOnly_label": "反弹目标数",
"RollingTime_label": "滾動時間",
"RocketDamage_label": "Rocket Damage",
"RollingTime_postfix": "",
"RocketsPerSecond_label": "每秒火箭弹数",
"RollingTime_label": "滚动时间",
"RollingTime_postfix": "s",
"RunSpeed_postfix": "m/s",
"RunSpeed_postfix": "m/s",
"SafeToAbandon_Text": "現在可以安全地放棄這場比賽,不會受到懲罰。",
"SafeToAbandon_Text": "现在可以安全放弃这场比赛,不会受到惩罚。",
"SandPhantomProcCooldown_label": "乘數冷卻時間",
"SalvageBonus_FireRate_label": "每获得一次加成的射速",
"SandPhantomProcCooldown_postfix": "",
"SalvageBonus_Health_label": "治疗",
"Sandbox_Tutorial_Abilities": "試試你的技能",
"SalvageDuration_label": "最大持续时间",
"Sandbox_Tutorial_Abilities_desc": "通過按下 [\u003Cspan class='keybind'\u003E{s:in_ability1}\u003C/span\u003E], [\u003Cspan class='keybind'\u003E{s:in_ability2}\u003C/span\u003E], [\u003Cspan class='keybind'\u003E{s:in_ability3}\u003C/span\u003E] 或 [\u003Cspan class='keybind'\u003E{s:in_ability4}\u003C/span\u003E]來使用你的技能。",
"SalvageDuration_postfix": "s",
"Sandbox_Tutorial_Completed": "已完成沙盒模式教學",
"SandPhantomProcCooldown_label": "系数间冷却时间",
"Sandbox_Tutorial_Completed_desc": "請自由的在這裡遊玩. 如果你準備好了就可以退出沙盒模式開始對線訓練。",
"SandPhantomProcCooldown_postfix": "s",
"Sandbox_Tutorial_Abilities": "测试你的技能",
"Sandbox_Tutorial_Abilities_desc": "按下 [\u003Cspan class='keybind'\u003E{s:in_ability1}\u003C/span\u003E][\u003Cspan class='keybind'\u003E{s:in_ability2}\u003C/span\u003E][\u003Cspan class='keybind'\u003E{s:in_ability3}\u003C/span\u003E] 或 [\u003Cspan class='keybind'\u003E{s:in_ability4}\u003C/span\u003E] 来试着使用你的技能。",
"Sandbox_Tutorial_Completed": "Sandbox Completed",
"Sandbox_Tutorial_Completed_desc": "Feel free to play around more. When you’re done, leave Sandbox and start Lane Training.",
"Sandbox_Tutorial_Controls_Attack": "\u003Cspan class='keybind'\u003E{s:iv_attack}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Attack": "\u003Cspan class='keybind'\u003E{s:iv_attack}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Dash": "\u003Cspan class='keybind'\u003E{s:key_innate_1}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Dash": "\u003Cspan class='keybind'\u003E{s:key_innate_1}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Jump": "\u003Cspan class='keybind'\u003E{s:in_mantle}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Jump": "\u003Cspan class='keybind'\u003E{s:in_mantle}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Mantle": "\u003Cspan class='keybind'\u003E按住 {s:in_mantle}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Mantle": "\u003Cspan class='keybind'\u003E按住 {s:in_mantle}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Mantle_desc": "攀爬\u003Cbr\u003E\u003Cspan class='footnote'\u003E(爬上邊緣)\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Mantle_desc": "攀爬\u003Cbr\u003E\u003Cspan class='footnote'\u003E(爬上墙壁)\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Move": "\u003Cspan class='keybind'\u003E{s:key_forward}, {s:key_left}, {s:key_backwards}, {s:key_right}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Move": "\u003Cspan class='keybind'\u003E{s:key_forward}, {s:key_left}, {s:key_backwards}, {s:key_right}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Reload": "\u003Cspan class='keybind'\u003E{s:key_reload}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Reload": "\u003Cspan class='keybind'\u003E{s:key_reload}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Zoom": "\u003Cspan class='keybind'\u003E{s:iv_attack2}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_Zoom": "\u003Cspan class='keybind'\u003E{s:iv_attack2}\u003C/span\u003E",
"Sandbox_Tutorial_Controls_task_Attack": "射擊",
"Sandbox_Tutorial_Controls_task_Attack": "射击",
"Sandbox_Tutorial_Controls_task_Dash": "疾跑",
"Sandbox_Tutorial_Controls_task_Dash": "冲刺",
"Sandbox_Tutorial_Controls_task_Jump": "跳躍",
"Sandbox_Tutorial_Controls_task_Jump": "跳跃",
"Sandbox_Tutorial_Controls_task_Move": "移動",
"Sandbox_Tutorial_Controls_task_Move": "移动",
"Sandbox_Tutorial_Controls_task_Reload": "裝填彈藥",
"Sandbox_Tutorial_Controls_task_Reload": "装填弹药",
"Sandbox_Tutorial_Controls_task_Zoom": "縮放",
"Sandbox_Tutorial_Controls_task_Zoom": "缩放",
"Sandbox_Tutorial_Mods": "為你的英雄購買模組",
"Sandbox_Tutorial_Mods": "为你的英雄购买物品",
"Sandbox_Tutorial_Mods_desc": "前往商店瀏覽模組。嘗試購買一些模組。",
"Sandbox_Tutorial_Mods_desc": "前往商店浏览物品。尝试购买一些。",
"Sandbox_Tutorial_Movement": "試試控制",
"Sandbox_Tutorial_Movement": "测试控制",
"Sandbox_Tutorial_Movement_desc": "使用這個區域來試試你的控制",
"Sandbox_Tutorial_Movement_desc": "使用此区域来测试你的控制",
"Sandbox_Tutorial_Step_1": "第 1 步(共 6 步)",
"Sandbox_Tutorial_Step_1": "第 1 步(共 6 步)",
"Sandbox_Tutorial_Step_2": "第 2 步(共 6 步)",
"Sandbox_Tutorial_Step_2": "第 2 步(共 6 步)",
Line 3,274: Line 3,496:
"Sandbox_Tutorial_Step_5": "第 5 步(共 6 步)",
"Sandbox_Tutorial_Step_5": "第 5 步(共 6 步)",
"Sandbox_Tutorial_Step_6": "第 6 步(共 6 步)",
"Sandbox_Tutorial_Step_6": "第 6 步(共 6 步)",
"Sandbox_Tutorial_Unlock_Abilities": "解鎖你的技能",
"Sandbox_Tutorial_Unlock_Abilities": "解锁你的技能",
"Sandbox_Tutorial_Unlock_Abilities_desc": "按住 [\u003Cspan class='keybind'\u003E{s:key_extra_info}\u003C/span\u003E] 鍵來解鎖新的技能。",
"Sandbox_Tutorial_Unlock_Abilities_desc": "按住 [\u003Cspan class='keybind'\u003E{s:show_scoreboard}\u003C/span\u003E] 即可解锁新技能。",
"Sandbox_Tutorial_Upgrades": "升級你的技能",
"Sandbox_Tutorial_Upgrades": "升级你的技能",
"Sandbox_Tutorial_Upgrades_desc": "按住 [\u003Cspan class='keybind'\u003E{s:key_extra_info}\u003C/span\u003E] 鍵來花費技能點來升級你的技能。",
"Sandbox_Tutorial_Upgrades_desc": "按住 [\u003Cspan class='keybind'\u003E{s:show_scoreboard}\u003C/span\u003E] 即可消耗技能点数来升级你的技能",
"Sandbox_Tutorial_Zipline": "掛上移動滑索",
"Sandbox_Tutorial_Zipline": "搭乘转运滑索",
"Sandbox_Tutorial_Zipline_desc": "按住\u003Cspan class='keybind'\u003E{s:in_mantle}\u003C/span\u003E 鍵來掛上移動滑索。你可以通過按下 \u003Cspan class='keybind'\u003E{s:in_mantle}\u003C/span\u003E鍵跳下來。",
"Sandbox_Tutorial_Zipline_desc": "按住 \u003Cspan class='keybind'\u003E{s:in_mantle}\u003C/span\u003E 即可上滑索。\u003Cbr\u003E\u003Cbr\u003E按住 \u003Cspan class='keybind'\u003E{s:in_mantle}\u003C/span\u003E 可跳下滑索。",
"SaviorBulletShieldHealth_label": "子彈護盾",
"SaviorBulletShieldHealth_label": "子弹护盾",
"SaviorMagicShieldHealth_label": "魂力護盾",
"SaviorMagicShieldHealth_label": "元灵护盾",
"Scoreboard": "得分版",
"Scoreboard": "计分板",
"ScrapDamage_label": "伤害",
"SearchRadius_label": "Search Radius",
"SearchRadius_label": "Search Radius",
"SearchRadius_postfix": "公尺",
"SearchRadius_postfix": "m",
"SelectHeroFromRoster": "從你的陣容裡面選擇一名英雄來進行遊戲。",
"SecondHit_label": "Double Strike a random hero in range.",
"SelfDamage_label": "自傷",
"SelectHeroFromRoster": "从你的阵容中选择要玩的英雄",
"SelfModifier_label": "自我施放效果",
"SelfDamage_label": "自我伤害",
"SelfModifier_label": "Self Modifier",
"SelfModifier_postfix": "%",
"SelfModifier_postfix": "%",
"SelfMovementBonus_label": "Ivy 增加移速",
"SelfMovementBonus_label": "Ivy Speed Bonus",
"SelfMovementBonus_postfix": "m/s",
"SelfMovementBonus_postfix": "m/s",
"SelfMovementBonus_prefix": "+",
"SelfMovementBonus_prefix": "+",
"ShadowDuration_label": "爆炸延遲",
"SenseRange_label": "Sense Range",
"ShadowDuration_postfix": "",
"ShadowDuration_label": "爆炸延迟",
"ShareWithFriendsRadius_label": "友方治療範圍",
"ShadowDuration_postfix": "s",
"ShareWithFriendsRadius_postfix": "公尺",
"ShareDamagePercent_label": "Increased Damage Share",
"ShareDamagePercent_postfix": "%",
"ShareWithFriendsRadius_label": "友军治疗半径",
"ShareWithFriendsRadius_postfix": "m",
"ShieldBlockPercent_label": "Damage Deflected",
"ShieldBlockPercent_label": "Damage Deflected",
"ShieldBlockPercent_postfix": "%",
"ShieldBlockPercent_postfix": "%",
"ShieldDuration_label": "Shield Duration",
"ShieldDuration_label": "护盾持续时间",
"ShieldDuration_postfix": "",
"ShieldDuration_postfix": "s",
"ShieldHealth_label": "護盾生命值",
"ShieldHealth_label": "护盾生命值",
"ShieldPercentage_label": "Shield Max Health %",
"ShieldPercentage_label": "Shield Max Health %",
"ShieldPercentage_postfix": "% Max Health",
"ShieldPercentage_postfix": "% 最大生命值",
"ShieldedSentry_EffectsPerStack": "每層:",
"ShieldedSentry_EffectsPerStack": "每叠加一层",
"ShiftingVeilDuration_label": "無敵持續",
"ShiftingVeilDuration_label": "持续时间",
"ShiftingVeilDuration_postfix": "秒",
"ShiftingVeilDuration_postfix": "s",
"ShivStickDuration_label": "剃刀持續",
"ShockBuildupDuration_label": "Shock Buildup Lifetime",
"ShivStickDuration_postfix": "秒",
"ShockBuildupDuration_postfix": "s",
"ShockBuildupDuration_label": "電擊疊加持續",
"ShockDelay_label": "眩晕前延迟",
"ShockBuildupDuration_postfix": "",
"ShockDelay_postfix": "s",
"ShockDelay_label": "眩暈前延遲",
"ShockRadius_label": "半径",
"ShockDelay_postfix": "",
"ShockRadius_postfix": "m",
"ShockRadius_label": "範圍",
"ShootDurationForMax_label": "最大伤害时间",
"ShockRadius_postfix": "公尺",
"ShootDurationForMax_postfix": "s",
"ShootDurationForMax_label": "最大傷害所需時間",
"ShootInterval_label": "Card Interval",
"ShootDurationForMax_postfix": "",
"ShootInterval_postfix": "s",
"ShootInterval_label": "卡片間隔時間",
"ShootInterval_postfix": "",
"ShortChargeDamagePct_label": "Short Charge Dmg",
"ShortChargeDamagePct_label": "Short Charge Dmg",
"ShortChargeDamagePct_postfix": "%",
"ShortChargeDamagePct_postfix": "%",
"ShotRegenTime_label": "射擊恢復時間",
"ShotRegenTime_label": "Shot Regen Time",
"ShotRegenTime_postfix": "",
"ShotRegenTime_postfix": "s",
"ShotsFired_label": "Shots fired",
"ShotsFired_label": "Shots fired",
"ShotsFired_postfix": "",
"ShotsFired_postfix": "",
"ShotsToProc_label": "Shots Needed",
"ShotsToProc_label": "Shots Needed",
"ShreddersTechAmp_label": "魂力傷害增幅",
"ShreddersTechAmp_label": "元灵增强",
"ShreddersTechAmp_postfix": "%",
"ShreddersTechAmp_postfix": "%",
"SilenceDuration_label": "Silence Duration",
"SilenceDuration_label": "沉默持续时间",
"SilenceDuration_postfix": "seconds",
"SilenceDuration_postfix": "秒",
"SilencerSlowPercent_label": "子彈減速",
"SilenceOnHeavyDuration_label": "沉默持续时间",
"SilenceOnHeavyDuration_postfix": "s",
"SilencerSlowPercent_label": "子弹减速特效",
"SilencerSlowPercent_postfix": "%",
"SilencerSlowPercent_postfix": "%",
"SilencerSlowPercent_prefix": "+",
"SilencerSlowPercent_prefix": "+",
"SiphonRadius_label": "啟用範圍",
"SiphonRadius_label": "Activate Radius",
"SiphonRadius_postfix": "公尺",
"SiphonRadius_postfix": "m",
"SlamDownRadius_label": "踩踏範圍",
"SlamDownRadius_label": "Slam Radius",
"SlamDownRadius_postfix": "公尺",
"SlamDownRadius_postfix": "m",
"SlashLength_label": "斬擊長度",
"SlashLength_label": "攻击范围",
"SlashLength_postfix": "公尺",
"SlashLength_postfix": "m",
"SlashWideRadius_label": "Power Stance Slash Radius",
"SlashWideRadius_label": "Power Stance Slash Radius",
"SlashWideRadius_postfix": "公尺",
"SlashWideRadius_postfix": "m",
"SleepDuration_label": "睡眠時間",
"SleepDuration_label": "沉睡持续时间",
"SleepDuration_postfix": "",
"SleepDuration_postfix": "s",
"SleepWakeUpDelay_label": "醒來時間",
"SleepWakeUpDelay_label": "苏醒时间",
"SleepWakeUpDelay_postfix": "",
"SleepWakeUpDelay_postfix": "s",
"SlideScale_label": "滑行距離",
"SlideScale_label": "滑行距离",
"SlideScale_postfix": "%",
"SlideScale_postfix": "%",
"SlideScale_prefix": "+",
"SlideScale_prefix": "+",
"SlowAuraPercent_label": "敵方移動減速",
"SlowAuraPercent_label": "敌人移动减速",
"SlowAuraPercent_postfix": "%",
"SlowAuraPercent_postfix": "%",
"SlowAuraRadius_label": "減速範圍",
"SlowAuraRadius_label": "减速半径",
"SlowAuraRadius_postfix": "",
"SlowAuraRadius_postfix": "m",
"SlowCoatingDuration_label": "Slowing Coating Slow Duration",
"SlowCoatingDuration_label": "Slowing Coating Slow Duration",
"SlowCoatingDuration_postfix": "",
"SlowCoatingDuration_postfix": "",
Line 3,357: Line 3,584:
"SlowCoatingProcChance_label": "Slowing Coating Chance",
"SlowCoatingProcChance_label": "Slowing Coating Chance",
"SlowCoatingProcChance_postfix": "%",
"SlowCoatingProcChance_postfix": "%",
"SlowDurationPerStack_label": "每層減少移速",
"SlowDurationPerStack_label": "每层减速持续时长",
"SlowDurationPerStack_postfix": "",
"SlowDurationPerStack_postfix": "s",
"SlowDuration_label": "減少移速持續時間",
"SlowDuration_label": "减速持续时间",
"SlowDuration_postfix": "",
"SlowDuration_postfix": "s",
"SlowFireRatePercent_label": "射速比率",
"SlowFireRatePercent_label": "Fire Rate Scale",
"SlowFireRatePercent_postfix": "%",
"SlowFireRatePercent_postfix": "%",
"SlowFireRatePercent_prefix": "{s:sign}",
"SlowFireRatePercent_prefix": "{s:sign}",
"SlowPercent_label": "減少移速",
"SlowPercent_label": "移动减速",
"SlowPercent_postfix": "%",
"SlowPercent_postfix": "%",
"SlowProcChance_label": "減少移速機率",
"SlowProcChance_label": "Chance to slow on hit",
"SlowProcChance_postfix": "%",
"SlowProcChance_postfix": "%",
"SlowRadius_label": "Slow Radius",
"SlowRadius_label": "减速半径",
"SlowRadius_postfix": "公尺",
"SlowRadius_postfix": "m",
"SlowResistancePercent_label": "減少移速抗性",
"SlowResistancePercent_label": "移动减速抗性",
"SlowResistancePercent_postfix": "%",
"SlowResistancePercent_postfix": "%",
"SlowResistancePercent_prefix": "{s:sign}",
"SlowResistancePercent_prefix": "{s:sign}",
"SlowSilenceDuration_label": "Slow / EMP Duration",
"SlowSpeedLimit_label": "Speed Reduced To",
"SlowSpeedLimit_label": "Speed Reduced To",
"SmokeDuration_label": "Smoke Duration",
"SmokeDuration_label": "Smoke Duration",
"SmokeDuration_postfix": "",
"SmokeDuration_postfix": "s",
"SmokeRadius_label": "Smoke Radius",
"SmokeRadius_label": "Smoke Radius",
"SmokeRadius_postfix": "公尺",
"SmokeRadius_postfix": "m",
"SoloBotMatchActionText": "選擇參加BOT比賽的英雄",
"SoloBotMatchActionText": "选择在人机对战中使用的英雄",
"SoloBotMatchPageTitle": "BOT比賽 - 選擇英雄",
"SoloBotMatchPageTitle": "人机对战 - 选择英雄",
"SpawnTimePenalty_label": "增加重生時間",
"SoulProjectileRadius_label": "Projectile Radius",
"SpawnTimePenalty_postfix": "",
"SpawnTimePenalty_label": "重生时间增加",
"SpawnTimePenalty_postfix": "s",
"SpawnTimePenalty_prefix": "+",
"SpawnTimePenalty_prefix": "+",
"SpeedBoostDuration_label": "移速加成持續",
"SpawnTroopers_label": "Spawn a melee trooper for each enemy hero trapped in the cage",
"SpeedBoostDuration_postfix": "",
"SpeedBonus_label": "Movement Speed Bonus",
"SpeedBoostPercent_label": "速度",
"SpeedBonus_postfix": "m/s",
"SpeedBoostDuration_label": "加速持续时间",
"SpeedBoostDuration_postfix": "s",
"SpeedBoostPercent_label": "Speed",
"SpeedBoostPercent_postfix": "%",
"SpeedBoostPercent_postfix": "%",
"SpeedBoostPercent_prefix": "{s:sign}",
"SpeedBoostPercent_prefix": "{s:sign}",
"SpeedBurstSpeed_label": "最大疾跑速度",
"SpeedBurstSpeed_label": "最大冲刺速度",
"SpeedBurstSpeed_postfix": "m/s",
"SpeedBurstSpeed_postfix": "m/s",
"SpeedChange_label": "移速加成",
"SpeedChange_label": "额外速度",
"SpeedChange_postfix": "%",
"SpeedChange_postfix": "%",
"SpeedMax_label": "移速",
"SpeedMax_label": "移动速度",
"SpeedMax_postfix": "m/s",
"SpeedMax_postfix": "m/s",
"SpellAmplificationPercent_label": "魂力",
"SpellAmplificationPercent_label": "元灵力量",
"SpellAmplificationPercent_postfix": "",
"SpellAmplificationPercent_prefix": "{s:sign}",
"SpellAmplificationPercent_prefix": "{s:sign}",
"SpellLifestealNonHero_label": "魂力吸血 (非英雄單位)",
"SpellLifestealNonHero_label": "元灵吸血(非英雄)",
"SpellLifestealNonHero_postfix": "%",
"SpellLifestealNonHero_postfix": "%",
"SpellLifesteal_label": "魂力吸血",
"SpellLifesteal_label": "元灵吸血",
"SpellLifesteal_postfix": "%",
"SpellLifesteal_postfix": "%",
"SphereRadius_label": "球體範圍",
"SpellShieldFlavorText_label": "标签!",
"SphereRadius_postfix": "公尺",
"SphereRadius_label": "Sphere Radius",
"SpinDuration_label": "旋轉持續",
"SphereRadius_postfix": "m",
"SpinDuration_postfix": "",
"SpinDuration_label": "旋转持续时间",
"SpinUpTime_label": "預熱時間",
"SpinDuration_postfix": "s",
"SpinUpTime_postfix": "",
"SpinUpTime_label": "Spin-Up Time",
"SpiritDamageReflectedPct_label": "魂力傷害反彈",
"SpinUpTime_postfix": "s",
"SpiritCount_label": "Energy Spirits",
"SpiritDamageReflectedPct_label": "元灵伤害反射量",
"SpiritDamageReflectedPct_postfix": "%",
"SpiritDamageReflectedPct_postfix": "%",
"SpiritDamage_label": "魂力傷害",
"SpiritDamage_label": "元灵伤害",
"SpiritPowerPerSoul_label": "每個魂靈球魂力",
"SpiritPowerPerSoul_label": "每个魂魄获得的元灵力量",
"SpiritPower_label": "魂力",
"SpiritPowerPerSoul_prefix": "+",
"SpiritPower_label": "元灵力量",
"SpiritPower_prefix": "+",
"SpiritPower_prefix": "+",
"SpiritShotDamage_label": "Damage when shot",
"SpiritShotSlowDuration_label": "减速持续时间",
"SpiritShotSlowPct_label": "Slow Percentage",
"SpiritSpinDamage_label": "Damage when spinning",
"SpiritStealDuration_label": "Spirit Power Steal Duration",
"SpiritStealDuration_label": "Spirit Power Steal Duration",
"SpiritStealDuration_postfix": "",
"SpiritStealDuration_postfix": "s",
"SpiritSteal_label": "Spirit Power Steal",
"SpiritSteal_label": "Spirit Power Steal",
"SpiritStolePerHit_label": "每次擊中吸取的魂力",
"SpiritStolePerHit_label": "Spirit Power Stolen per Hit",
"SpiritStrike_conditional": "近戰擊中後",
"SpiritStrike_conditional": "成功近战攻击后",
"SpottedRadius_label": "破隱距離",
"SpottedRadius_label": "有效半径",
"SpottedRadius_postfix": "公尺",
"SpottedRadius_postfix": "m",
"SpreadDuration_label": "Spread Duration:",
"SpreadDuration_label": "Spread Duration:",
"SpreadDuration_postfix": "",
"SpreadDuration_postfix": "s",
"SprintSpeedBonus_label": "疾跑速度",
"SprintSpeedBonus_label": "疾跑速度",
"SprintSpeedBonus_postfix": "m/s",
"SprintSpeedBonus_postfix": "m/s",
Line 3,427: Line 3,665:
"SprintSpeed_label": "疾跑速度",
"SprintSpeed_label": "疾跑速度",
"SprintSpeed_postfix": "m/s",
"SprintSpeed_postfix": "m/s",
"StackDuration_label": "疊加持續",
"StackDamage_label": "Stack Damage",
"StackDuration_postfix": "",
"StackDuration_label": "叠加持续时间",
"StackLossFrequency_label": "抗性失去頻率",
"StackDuration_postfix": "s",
"StackLossFrequency_postfix": "",
"StackLossFrequency_label": "Resist Loss Frequency",
"StackProcDamage_label": "爆發傷害",
"StackLossFrequency_postfix": "s",
"StacksPerShot_label": "每擊中疊加",
"StackProcDamage_label": "Burst Damage",
"StacksRequiredForSlow_label": "減速所需乘數",
"StacksPerShot_label": "Stacks Per Shot",
"StageDuration_label": "持續",
"StacksRequiredForSlow_label": "减速所需系数",
"StageDuration_postfix": "",
"StageDuration_label": "持续时间",
"StageDuration_postfix": "s",
"StalkDuration_label": "Stalk Time",
"StalkDuration_label": "Stalk Time",
"StalkDuration_postfix": "seconds",
"StalkDuration_postfix": "",
"StaminaCooldownReduction_label": "耐力恢復",
"StaminaCooldownReduction_label": "耐力恢复",
"StaminaCooldownReduction_postfix": "%",
"StaminaCooldownReduction_postfix": "%",
"StaminaCooldownReduction_prefix": "+",
"StaminaCooldownReduction_prefix": "+",
"StaminaReduction_label": "耐力減少",
"StaminaDamage_Label": "Stamina Damage",
"StaminaReduction_label": "耐力降低",
"StaminaRegenPenalty_postfix": "%",
"StaminaRegenPenalty_postfix": "%",
"StaminaToRemove_label": "狀態持續",
"StaminaRegenPercent_label": "耐力恢复",
"StaminaRegenPercent_postfix": "%",
"StaminaToRemove_label": "Stamina Drain",
"Stamina_label": "耐力",
"Stamina_label": "耐力",
"Stamina_prefix": "+",
"Stamina_prefix": "+",
"StanceWeaponRangeScale_label": "子彈傷害",
"StanceWeaponRangeScale_label": "Weapon Range",
"StanceWeaponRangeScale_postfix": "%",
"StanceWeaponRangeScale_postfix": "%",
"StasisRadius_label": "範圍",
"StasisRadius_label": "半径",
"StasisRadius_postfix": "公尺",
"StasisRadius_postfix": "m",
"StatDesc_AbilityPower": "技能強度",
"StatDesc_AbilityPower": "Ability Power",
"StatDesc_AirJumps": "空中跳躍",
"StatDesc_AirJumps": "Air Jumps",
"StatDesc_AmmoRegen": "彈藥恢復",
"StatDesc_AmmoRegen": "Ammo Regen",
"StatDesc_ArmorAttribute": "護甲",
"StatDesc_ArmorAttribute": "护甲",
"StatDesc_AttackPower": "攻擊力",
"StatDesc_AttackPower": "Attack Power",
"StatDesc_BaseHealthRegen": "生命恢復",
"StatDesc_BaseHealthRegen": "生命值恢复",
"StatDesc_BaseWeaponDamage": "子彈傷害",
"StatDesc_BaseWeaponDamage": "武器伤害",
"StatDesc_BaseWeaponDamage_postfix": "%",
"StatDesc_BaseWeaponDamage_postfix": "%",
"StatDesc_BonusClips": "彈匣容量",
"StatDesc_BonusClips": "Clips",
"StatDesc_BulletArmor": "子彈抗性",
"StatDesc_BulletArmor": "护甲",
"StatDesc_BulletArmorDamageReduction": "子彈抗性",
"StatDesc_BulletArmorDamageReduction": "子弹抗性",
"StatDesc_BulletArmorDamageReduction_postfix": "%",
"StatDesc_BulletArmorDamageReduction_postfix": "百分比",
"StatDesc_BulletDamage": "子彈傷害",
"StatDesc_BulletDamage": "子弹伤害",
"StatDesc_BulletDamagePerLevel": "每層子彈傷害增加",
"StatDesc_BulletDamagePerLevel": "Bullet Damage Per Level",
"StatDesc_BulletLifesteal": "子彈吸血",
"StatDesc_BulletLifesteal": "子弹吸血",
"StatDesc_BulletLifesteal_postfix": "%",
"StatDesc_BulletLifesteal_postfix": "%",
"StatDesc_BulletLifesteal_prefix": "{s:sign}",
"StatDesc_BulletLifesteal_prefix": "{s:sign}",
"StatDesc_BulletShieldHealth": "子彈護盾",
"StatDesc_BulletShieldHealth": "子弹护盾",
"StatDesc_BulletSpeed": "子彈速度",
"StatDesc_BulletSpeed": "子弹速度",
"StatDesc_BulletSpeedIncrease": "子彈速度增加",
"StatDesc_BulletSpeedIncrease": "子弹速度增加",
"StatDesc_BulletSpeedIncrease_postfix": "%",
"StatDesc_BulletSpeedIncrease_postfix": "%",
"StatDesc_BulletSpeed_postfix": "m/s",
"StatDesc_BulletSpeed_postfix": "m/s",
"StatDesc_ClipSizeBonus": "彈匣容量",
"StatDesc_ClipSizeBonus": "弹药",
"StatDesc_ClipSizeIncrease": "彈匣容量增加",
"StatDesc_ClipSizeIncrease": "弹匣大小增加",
"StatDesc_ClipSizeIncrease_postfix": "%",
"StatDesc_ClipSizeIncrease_postfix": "%",
"StatDesc_CritDamageReceivedScale": "暴擊減少",
"StatDesc_CritDamageBonusScale": "暴击伤害比例",
"StatDesc_CritDamageReceivedScale_postfix": "%",
"StatDesc_CritDamageBonusScale_postfix": "%",
"StatDesc_DPS": "每秒傷害",
"StatDesc_CritDamageReceivedScale": "暴击降幅",
"StatDesc_DefensePower": "防禦力",
"StatDesc_CritDamageReceivedScale_postfix": "百分比",
"StatDesc_EnergyMax": "能量單元格數量",
"StatDesc_DPS": "DPS",
"StatDesc_EnergyRegenTime": "能量恢復時間",
"StatDesc_DebuffResist": "减益抗性",
"StatDesc_ExternalHealthRegen": "額外生命恢復",
"StatDesc_DebuffResist_postfix": "%",
"StatDesc_DefensePower": "Defense Power",
"StatDesc_EnergyMax": "Energy Cells",
"StatDesc_EnergyRegenTime": "Energy Regen Time",
"StatDesc_ExternalHealthRegen": "External Health Regen",
"StatDesc_FireRate": "射速",
"StatDesc_FireRate": "射速",
"StatDesc_FireRateAttribute": "射速",
"StatDesc_FireRateAttribute": "射速",
"StatDesc_FireRate_postfix": "%",
"StatDesc_FireRate_postfix": "百分比",
"StatDesc_HealingOutput": "治療增強",
"StatDesc_HealingOutput": "治疗增幅",
"StatDesc_HealingOutput_postfix": "%",
"StatDesc_HealthAttribute": "生命值",
"StatDesc_HealthAttribute": "生命值",
"StatDesc_HealthPerLevel": "每級生命值",
"StatDesc_HealthPerLevel": "Health Per Level",
"StatDesc_HealthRegen": "生命恢復",
"StatDesc_HealthRegen": "生命值恢复",
"StatDesc_HealthRegenPerLevel": "每級生命值回復",
"StatDesc_HealthRegenPerLevel": "Health Regen Per Level",
"StatDesc_HeavyMeleeDamage": "重近戰攻擊",
"StatDesc_HeavyMeleeDamage": "近战重攻击",
"StatDesc_IncomingAbilityDamageReduction": "技能傷害抗性",
"StatDesc_IncomingAbilityDamageReduction": "Ability Armor",
"StatDesc_IncomingAbilityDamageScale": "技能傷害係數",
"StatDesc_IncomingAbilityDamageScale": "Ability Damage Scale",
"StatDesc_IncomingBulletDamageReduction": "子彈抗性",
"StatDesc_IncomingBulletDamageReduction": "Bullet Damage Armor",
"StatDesc_IncomingBulletDamageScale": "子彈傷害抗性",
"StatDesc_IncomingBulletDamageScale": "Bullet Damage Scale",
"StatDesc_IncomingDamageReduction": "護甲",
"StatDesc_IncomingDamageReduction": "护甲",
"StatDesc_IncomingDamageScale": "受到傷害係數",
"StatDesc_IncomingDamageScale": "Incoming Damage Scale",
"StatDesc_IncomingMeleeDamageReduction": "近戰傷害抗性",
"StatDesc_IncomingMeleeDamageReduction": "Melee Damage Armor",
"StatDesc_IncomingMeleeDamageScale": "近戰傷害係數",
"StatDesc_IncomingMeleeDamageScale": "Melee Damage Scale",
"StatDesc_LightMeleeDamage": "輕近戰攻擊",
"StatDesc_LightMeleeDamage": "近战轻攻击",
"StatDesc_ManaPerLevel": "每級能量",
"StatDesc_ManaPerLevel": "Energy Per Level",
"StatDesc_ManaRegenPerLevel": "每級能量回復",
"StatDesc_ManaRegenPerLevel": "Energy Regen Per Level",
"StatDesc_MaxChargesIncrease": "最大充能數增加",
"StatDesc_MaxChargesIncrease": "最大充能数提升",
"StatDesc_MaxHealth": "最大生命值",
"StatDesc_MaxHealth": "最大生命值",
"StatDesc_MeleeDamage": "近戰傷害",
"StatDesc_MeleeDamage": "近战伤害",
"StatDesc_ProcModifier": "觸發",
"StatDesc_ProcModifier": "Proc Modifier",
"StatDesc_RechargeRate": "充能速率",
"StatDesc_RechargeRate": "Recharge Rate",
"StatDesc_ReloadSpeed": "裝填速度",
"StatDesc_ReloadSpeed": "装填时间减少",
"StatDesc_ReloadSpeed_postfix": "%",
"StatDesc_ReloadSpeed_postfix": "%",
"StatDesc_ReloadSpeed_prefix": "{s:sign}",
"StatDesc_ReloadSpeed_prefix": "{s:sign}",
"StatDesc_ReloadTime": "裝填時間",
"StatDesc_ReloadTime": "装填时间",
"StatDesc_RoundsPerSecond": "每秒射速",
"StatDesc_ReloadTime_postfix": "s",
"StatDesc_RunAcceleration": "移動加速度",
"StatDesc_RoundsPerSecond": "射速",
"StatDesc_RunSpeed": "移動速度",
"StatDesc_RunAcceleration": "Move Acceleration",
"StatDesc_RunSpeed": "移动速度",
"StatDesc_RunSpeed_postfix": "m/s",
"StatDesc_RunSpeed_postfix": "m/s",
"StatDesc_SprintAcceleration": "疾跑加速度",
"StatDesc_SprintAcceleration": "Sprint Acceleration",
"StatDesc_SprintSpeed": "疾跑速度",
"StatDesc_SprintSpeed": "疾跑速度",
"StatDesc_SprintSpeed_postfix": "m/s",
"StatDesc_SprintSpeed_postfix": "m/s",
"StatDesc_Stamina": "耐力",
"StatDesc_Stamina": "耐力",
"StatDesc_StaminaCooldown": "耐力冷卻",
"StatDesc_StaminaCooldown": "耐力冷却",
"StatDesc_StaminaCooldown_postfix": "",
"StatDesc_StaminaCooldown_postfix": "s",
"StatDesc_StaminaRegenIncrease": "耐力恢復",
"StatDesc_StaminaRegenIncrease": "耐力恢复",
"StatDesc_StaminaRegenIncrease_postfix": "%",
"StatDesc_StaminaRegenIncrease_postfix": "%",
"StatDesc_StaminaRegenIncrease_prefix": "+",
"StatDesc_StaminaRegenIncrease_prefix": "+",
"StatDesc_StaminaRegenPerSecond": "耐力回復",
"StatDesc_StaminaRegenPerSecond": "耐力恢复",
"StatDesc_StaminaRegenPerSecond_postfix": "%",
"StatDesc_StaminaRegenPerSecond_postfix": "%",
"StatDesc_SuperSprintSpeed": "超級疾跑速度",
"StatDesc_SuperSprintSpeed": "Super Sprint Speed",
"StatDesc_TechArmor": "魂力抗性",
"StatDesc_TechArmor": "元灵护甲",
"StatDesc_TechArmorDamageReduction": "魂力抗性",
"StatDesc_TechArmorDamageReduction": "元灵抗性",
"StatDesc_TechArmorDamageReduction_postfix": "%",
"StatDesc_TechArmorDamageReduction_postfix": "百分比",
"StatDesc_TechCooldown": "技能冷卻",
"StatDesc_TechCooldown": "技能冷却",
"StatDesc_TechCooldownBetweenCharges": "充能使冷卻",
"StatDesc_TechCooldownBetweenCharges": "充能冷却",
"StatDesc_TechCooldownBetweenCharges_postfix": "%",
"StatDesc_TechCooldownBetweenCharges_postfix": "%",
"StatDesc_TechCooldown_postfix": "%",
"StatDesc_TechCooldown_postfix": "%",
"StatDesc_TechDamageAttribute": "魂力傷害",
"StatDesc_TechDamageAttribute": "元灵伤害",
"StatDesc_TechDamageScale": "魂力傷害",
"StatDesc_TechDamageScale": "元灵伤害",
"StatDesc_TechDuration": "技能持續",
"StatDesc_TechDuration": "技能持续时间",
"StatDesc_TechLifesteal": "魂力吸血",
"StatDesc_TechDuration_postfix": "百分比",
"StatDesc_TechLifestealNonHero": "非英雄單位的魂力吸血",
"StatDesc_TechLifesteal": "元灵吸血",
"StatDesc_TechLifestealNonHero": "对非英雄单位元灵吸血",
"StatDesc_TechLifestealNonHero_prefix": "{s:sign}",
"StatDesc_TechLifestealNonHero_prefix": "{s:sign}",
"StatDesc_TechLifesteal_postfix": "%",
"StatDesc_TechLifesteal_prefix": "{s:sign}",
"StatDesc_TechLifesteal_prefix": "{s:sign}",
"StatDesc_TechPower": "魂力",
"StatDesc_TechPower": "元灵力量",
"StatDesc_TechPowerAmp": "魂力",
"StatDesc_TechPowerAmp": "Spirit",
"StatDesc_TechRange": "技能範圍",
"StatDesc_TechRange": "技能射程",
"StatDesc_TechShieldHealth": "魂力護盾",
"StatDesc_TechRange_postfix": "%",
"StatDesc_Technology": "科技",
"StatDesc_TechShieldHealth": "元灵护盾",
"StatDesc_Toughness": "堅韌",
"StatDesc_Technology": "Technology",
"StatDesc_WeaponDPSPerLevel": "每級子彈傷害輸出",
"StatDesc_Toughness": "Toughness",
"StatDesc_WeaponPower": "子彈傷害",
"StatDesc_WeaponDPSPerLevel": "Weapon DPS Per Level",
"StatDesc_WeaponPowerAmp": "子彈傷害增加",
"StatDesc_WeaponPower": "武器伤害",
"StatDesc_WeaponPowerAttribute": "子彈傷害",
"StatDesc_WeaponPowerAmp": "Bullet Damage Amp",
"StatDesc_WeaponRange": "射程",
"StatDesc_WeaponPowerAttribute": "武器伤害",
"StatDesc_WeaponRangeFalloffMax_postfix": "公尺",
"StatDesc_WeaponRange": "Range",
"StatDesc_WeaponRangeFalloffMin_postfix": "公尺",
"StatDesc_WeaponRangeFalloffMax_postfix": "m",
"StatDesc_WeaponRecoilReduction": "武器後坐力減少",
"StatDesc_WeaponRangeFalloffMin_postfix": "m",
"StatDesc_Weaponry": "武器模組",
"StatDesc_WeaponRecoilReduction": "Recoil Reduction",
"StatDesc_ZipLineSpeed": "滑索速度",
"StatDesc_Weaponry": "Weaponry",
"StatDesc_ZipLineSpeed": "Hyperline Speed",
"StationaryRecoilReduction_label": "Less Recoil While Not Moving",
"StationaryRecoilReduction_label": "Less Recoil While Not Moving",
"StationaryRecoilReduction_postfix": "%",
"StationaryRecoilReduction_postfix": "%",
"StationaryWeaponPower_label": "Courage While Not Moving",
"StationaryWeaponPower_label": "Courage While Not Moving",
"StationaryWeaponPower_prefix": "+",
"StationaryWeaponPower_prefix": "+",
"StatusResistanceDuration_label": "持續時間",
"StatueActivateRange_label": "激活范围",
"StatusResistanceDuration_postfix": "",
"StatueActivateRange_postfix": "m",
"StatusResistancePercent_label": "減益狀態抗性",
"StatueHealth_label": "艾娃(正常化)",
"StatueHealth_postfix": "生命值",
"StatueHeldRegen_label": "召回艾娃恢复",
"StatueLifestealNonHero_label": "对非英雄单位吸血",
"StatueLifestealNonHero_postfix": "%",
"StatueLifesteal_label": "吸血",
"StatueLifesteal_postfix": "%",
"StatueLifetime_label": "自动召回时间",
"StatueLifetime_postfix": "s",
"StatueVictimDamageReduction_label": "伤害降幅",
"StatueVictimDamageReduction_postfix": "%",
"StatusResistanceDuration_label": "持续时间",
"StatusResistanceDuration_postfix": "s",
"StatusResistancePercent_label": "减益抗性",
"StatusResistancePercent_postfix": "%",
"StatusResistancePercent_postfix": "%",
"StealDuration_label": "生命竊取持續時間",
"StealDuration_label": "偷取持续时间",
"StealDuration_postfix": "",
"StealDuration_postfix": "s",
"StealthDuration_label": "隱身 持續時間",
"StealTechPower_label": "Steal Spirit Power",
"StealthDuration_postfix": "",
"StealthDuration_label": "潜行持续时间",
"Steam_Citadel_InGame": "{%param0%} {%param1%}",
"StealthDuration_postfix": "s",
"Steam_Citadel_RP_FindingMatch": "尋找比賽",
"Steam_Citadel_InGame": "{%param1%}中,持续 %param0% 分钟",
"Steam_Citadel_RP_GM_Normal": "比賽",
"Steam_Citadel_InGame_Hero": "在{%param1%}中,角色为{%param2%},持续 %param0% 分钟",
"Steam_Citadel_RP_GM_Sandbox": "沙盒",
"Steam_Citadel_InGame_Sandbox": "在沙盒模式中测试{%param2%}",
"Steam_Citadel_RP_InParty": "主選單 - 隊伍中",
"Steam_Citadel_RP_FindingMatch": "寻找比赛中",
"Steam_Citadel_RP_MM_PrivateLobby": "私人房間",
"Steam_Citadel_RP_InParty": "主菜单 - 队伍",
"Steam_Citadel_RP_MM_Ranked": "天梯",
"Steam_Citadel_RP_MM_CoopBot": "合作人机对战",
"Steam_Citadel_RP_MM_SoloBot": "機器人比賽",
"Steam_Citadel_RP_MM_PrivateLobby": "私人比赛",
"Steam_Citadel_RP_MM_Tutorial": "教學",
"Steam_Citadel_RP_MM_Ranked": "比赛",
"Steam_Citadel_RP_MM_Unranked": "匹配",
"Steam_Citadel_RP_MM_Sandbox": "沙盒",
"Steam_Citadel_RP_MainMenu": "主選單",
"Steam_Citadel_RP_MM_Tutorial": "新手教程",
"Steam_Citadel_RP_Online": "在線",
"Steam_Citadel_RP_MM_Unranked": "比赛",
"Steam_Citadel_RP_PlayingAs": "{%param0%}: {%param1%}k",
"Steam_Citadel_RP_MainMenu": "主菜单",
"Steam_Citadel_RP_Online": "在线",
"Steam_Citadel_Spectating": "观看{%param1%},持续 %param0% 分钟",
"Steam_RP_hero_akimbo": "阿金驳",
"Steam_RP_hero_apocalypse": "Apocalypse",
"Steam_RP_hero_architect": "Architect",
"Steam_RP_hero_assassin": "Assassin",
"Steam_RP_hero_astro": "哈雷黛",
"Steam_RP_hero_atlas": "亚伯拉姆斯",
"Steam_RP_hero_ballista": "Ballista",
"Steam_RP_hero_bebop": "比波普",
"Steam_RP_hero_bomber": "Bomber",
"Steam_RP_hero_cadence": "Cadence",
"Steam_RP_hero_chrono": "悖论",
"Steam_RP_hero_clawdril": "Clawdril",
"Steam_RP_hero_coldmetal": "Cold Metal",
"Steam_RP_hero_cowboy": "Cowboy",
"Steam_RP_hero_demoman": "Demolitions Expert",
"Steam_RP_hero_duo": "Duo",
"Steam_RP_hero_dynamo": "奇能教授",
"Steam_RP_hero_forge": "麦金尼斯",
"Steam_RP_hero_gadgeteer": "Gadgeteer",
"Steam_RP_hero_gadgetman": "Gadget Man",
"Steam_RP_hero_genericperson": "无名氏",
"Steam_RP_hero_ghost": "盖斯特夫人",
"Steam_RP_hero_gigawatt": "老七",
"Steam_RP_hero_glider": "Glider",
"Steam_RP_hero_gunner": "Gunner",
"Steam_RP_hero_gunslinger": "Gunslinger",
"Steam_RP_hero_haze": "暗影",
"Steam_RP_hero_hijack": "Hijack",
"Steam_RP_hero_hornet": "复仇女巫",
"Steam_RP_hero_inferno": "炽焱",
"Steam_RP_hero_kali": "Kali",
"Steam_RP_hero_kelvin": "凯尔文",
"Steam_RP_hero_krill": "隧底双煞",
"Steam_RP_hero_lash": "神鞭",
"Steam_RP_hero_mechaguy": "Mecha Guy",
"Steam_RP_hero_mirage": "蜃景",
"Steam_RP_hero_nano": "卡厉可",
"Steam_RP_hero_orion": "灰爪",
"Steam_RP_hero_phalanx": "Phalanx",
"Steam_RP_hero_phoenix": "Phoenix",
"Steam_RP_hero_revenant": "Revenant",
"Steam_RP_hero_rutger": "Rutger",
"Steam_RP_hero_sapper": "Sapper",
"Steam_RP_hero_shiv": "西弗",
"Steam_RP_hero_skymonk": "Sky Monk",
"Steam_RP_hero_slingshot": "Slingshot",
"Steam_RP_hero_slork": "Fathom",
"Steam_RP_hero_spade": "Spade",
"Steam_RP_hero_synth": "提箱客",
"Steam_RP_hero_targetdummy": "假人靶子",
"Steam_RP_hero_tempest": "Tempest",
"Steam_RP_hero_tengu": "青藤",
"Steam_RP_hero_test": "测试英雄",
"Steam_RP_hero_thumper": "Thumper",
"Steam_RP_hero_tokamak": "Tokamak",
"Steam_RP_hero_vampire": "Vampire",
"Steam_RP_hero_viscous": "魔液",
"Steam_RP_hero_warden": "守望者",
"Steam_RP_hero_wraith": "灵魅",
"Steam_RP_hero_wrecker": "破坏王",
"Steam_RP_hero_yakuza": "Boss",
"Steam_RP_hero_yamato": "大和",
"Steam_RP_hero_zealot": "Zealot",
"StickyClusterCount_label": "Splits into",
"StickyClusterCount_label": "Splits into",
"StickyClusterCount_postfix": "Sticky Grenades",
"StickyClusterCount_postfix": "Sticky Grenades",
"StompDamagePerMeterPrimary_label": "每公尺傷害增幅",
"StompDamagePerMeterPrimary_label": "每米伤害",
"StompDamage_label": "震擊傷害",
"StompDamage_label": "踩踏伤害",
"StompRadius_label": "Stomp Radius",
"StompRadius_label": "Stomp Radius",
"StompRadius_postfix": "m",
"StompRadius_postfix": "m",
"StompRange_label": "踩踏範圍",
"StompRange_label": "脉冲射程",
"StompRange_postfix": "公尺",
"StompRange_postfix": "m",
"StompStunDuration_label": "持續",
"StompStunDuration_label": "持续时间",
"StompStunDuration_postfix": "s",
"StompStunDuration_postfix": "s",
"StompWidth_label": "技能寬度",
"StompWidth_label": "技能宽度",
"StompWidth_postfix": "公尺",
"StompWidth_postfix": "m",
"StunDelay_label": "眩暈延遲",
"StoredSpiritDamage_label": "储存的元灵伤害",
"StunDelay_postfix": "",
"StunDelay_label": "眩晕延迟",
"StunDuration_label": "眩暈時間",
"StunDelay_postfix": "s",
"StunDuration_postfix": "",
"StunDuration_label": "眩晕持续时间",
"StunOnLand_label": "眩暈時間",
"StunDuration_postfix": "s",
"StunOnLand_postfix": "",
"StunOnLand_label": "眩晕持续时间",
"StunTargetOnExplode_label": "持續",
"StunOnLand_postfix": "s",
"StunTargetOnExplode_postfix": "",
"StunTargetOnExplode_label": "持续时间",
"SummonDuration_label": "召喚持續",
"StunTargetOnExplode_postfix": "s",
"SummonDuration_postfix": "",
"SummonCasterHealthPct_label": "to Gangster Health",
"SuperiorStaminaBonusSpirit_label": "二段跳/衝刺後魂力增幅",
"SummonCasterHealthPct_postfix": "% of The Boss' health",
"SummonCasterHealthPct_prefix": "Gangster Health",
"SummonCount_label": "Gangsters Summoned",
"SummonDPS_label": "Gangster DPS",
"SummonDuration_label": "召唤持续时间",
"SummonDuration_postfix": "s",
"SummonHealth_label": "Gangster Health",
"SummonLifetime_label": "Gangster Lifetime",
"SummonLifetime_postfix": "s",
"SuperiorStaminaBonusSpirit_label": "Spirit Power After Second Jump/Dash",
"SuperiorStaminaBonusSpirit_prefix": "{s:sign}",
"SuperiorStaminaBonusSpirit_prefix": "{s:sign}",
"SurgeDelay_label": "延遲",
"SurgeDelay_label": "延迟",
"SurgeDelay_postfix": "",
"SurgeDelay_postfix": "s",
"SwapTotalDamage_label": "交換傷害",
"SurgeOfPower_conditional": "使用技能之后",
"SwapTotalHeal_label": "交換後治療時間",
"SwapTotalDamage_label": "交换伤害",
"SwapTotalHeal_label": "Heal Over Swap Time",
"SwordSlow_label": "Movement Penalty",
"SwordSlow_suffix": "%",
"TackleDurationMax_label": "Max Tackle Duration",
"TackleDurationMax_label": "Max Tackle Duration",
"TackleRadius_label": "鉤爪範圍",
"TackleRadius_label": "Tackle Radius",
"TackleRadius_postfix": "公尺",
"TackleRadius_postfix": "m",
"Tag_Category_Accessory": "配件",
"Tag_Category_Accessory": "配件",
"Tag_Category_CardColor": "卡牌顏色",
"Tag_Category_CardColor": "卡牌颜色",
"Tag_Category_CardSet": "卡牌套組",
"Tag_Category_CardSet": "卡牌组",
"Tag_Category_CardType": "卡牌種類",
"Tag_Category_CardType": "卡牌类型",
"Tag_Category_GoldCost": "金錢消耗",
"Tag_Category_GoldCost": "金钱消耗",
"Tag_Category_ItemType": "物品種類",
"Tag_Category_ItemType": "物品类型",
"Tag_Category_ManaCost": "魔法消耗",
"Tag_Category_ManaCost": "魔力消耗",
"Tag_Category_Rarity": "稀有度",
"Tag_Category_Rarity": "稀有度",
"TargetGameplayTimeScale_label": "尺寸",
"TargetGameplayTimeScale_label": "Time Scale",
"TargetGameplayTimeScale_postfix": "%",
"TargetGameplayTimeScale_postfix": "%",
"TargetPracticeDuration_label": "Target Practice Duration",
"TargetPracticeDuration_label": "Target Practice Duration",
"TargetPracticeDuration_postfix": "s",
"TargetPracticeDuration_postfix": "s",
"TargetingConeAngle_label": "攻擊角度",
"TargetReloadSpeedPenalty_label": "Target Reload Speed Penalty",
"TargetReloadSpeedPenalty_postfix": "%",
"TargetingConeAngle_label": "攻击角度",
"TargetingConeAngle_postfix": "º",
"TargetingConeAngle_postfix": "º",
"TargetsPerTick_label": "每次射擊單位數",
"TargetsPerTick_label": "每次射击命中目标数",
"TargetsPerTick_postfix": "",
"TechAmpLinger_label": "Spirit Amp Duration",
"TechArmorDamageReduction_Label": "魂力抗性",
"TechAmpLinger_postfix": "s",
"TechAmpPerBullet_label": "Spirit Amp Per Shot",
"TechAmpPerBullet_postfix": "%",
"TechArmorDamageReduction_Label": "元灵抗性",
"TechArmorDamageReduction_postfix": "%",
"TechArmorDamageReduction_postfix": "%",
"TechArmorDamageReduction_prefix": "{s:sign}",
"TechArmorDamageReduction_prefix": "{s:sign}",
"TechArmor_label": "魂力抗性",
"TechArmor_label": "元灵护甲",
"TechArmor_prefix": "{s:sign}",
"TechArmor_prefix": "{s:sign}",
"TechCleaveDamagePercent_label": "Cleave Damage",
"TechCleaveDamagePercent_label": "分裂伤害",
"TechCleaveDamagePercent_postfix": "%",
"TechCleaveDamagePercent_postfix": "%",
"TechCleaveRadius_label": "Cleave Radius",
"TechCleaveRadius_label": "分裂半径",
"TechCleaveRadius_postfix": "公尺",
"TechCleaveRadius_postfix": "m",
"TechCleaveTargetCap_label": "Additional Targets",
"TechCleaveTargetCap_label": "额外目标",
"TechCleaveTargetCap_postfix": "",
"TechCleaveTargetCap_postfix": "",
"TechCooldown_postfix": "%",
"TechCooldown_postfix": "%",
"TechDamageAttribute_Desc": "為任何魂力傷害加成提供 %s1",
"TechDamageAttribute_Desc": "%s1 to any spirit damage bonus",
"TechDamageAttribute_Desc_0": "沒有額外的魂力傷害加成",
"TechDamageAttribute_Desc_0": "no additional spirit damage bonuses",
"TechDamageBonusPercent_label": "魂力傷害",
"TechDamageBonusPercent_label": "元灵伤害",
"TechDamageBonusPercent_postfix": "%",
"TechDamageBonusPercent_postfix": "%",
"TechDamageBonusPercent_prefix": "{s:sign}",
"TechDamageBonusPercent_prefix": "{s:sign}",
"TechDamagePercent_Label": "傷害",
"TechDamagePercent_Label": "伤害",
"TechDamagePercent_Postfix": "%",
"TechDamagePercent_Postfix": "%",
"TechDamageScale_label": "魂力傷害",
"TechDamageScale_label": "元灵伤害",
"TechDamageScale_postfix": "%",
"TechDamageScale_postfix": "%",
"TechDamageScale_prefix": "{s:sign}",
"TechDamageScale_prefix": "{s:sign}",
"TechDuration_postfix": "%",
"TechDuration_postfix": "%",
"TechLifestealPercent_label": "魂力吸血",
"TechLifestealPercent_label": "元灵吸血",
"TechLifestealPercent_postfix": "%",
"TechLifestealPercent_postfix": "%",
"TechLifestealPercent_prefix": "{s:sign}",
"TechLifestealPercent_prefix": "{s:sign}",
"TechLifesteal_postfix": "%",
"TechLifesteal_postfix": "%",
"TechPowerAmp_label": "魂力",
"TechPowerAmp_label": "Spirit",
"TechPowerAmp_postfix": "",
"TechPowerAmp_postfix": "",
"TechPowerAmp_prefix": "{s:sign}",
"TechPowerAmp_prefix": "{s:sign}",
"TechPowerPerCharge_label": "Spirit per Charge",
"TechPowerPerCharge_label": "Spirit per Charge",
"TechPower_label": "魂力",
"TechPower_label": "元灵力量",
"TechPower_postfix": "",
"TechPower_prefix": "{s:sign}",
"TechPower_prefix": "{s:sign}",
"TechRadiusMultiplier_label": "範圍",
"TechRadiusMultiplier_label": "半径",
"TechRadiusMultiplier_postfix": "%",
"TechRadiusMultiplier_postfix": "%",
"TechRadiusMultiplier_prefix": "{s:sign}",
"TechRadiusMultiplier_prefix": "{s:sign}",
"TechRangeAdditive_label": "技能範圍",
"TechRangeAdditive_label": "技能有效范围",
"TechRangeAdditive_postfix": "公尺",
"TechRangeAdditive_postfix": "m",
"TechRangeAdditive_prefix": "{s:sign}",
"TechRangeAdditive_prefix": "{s:sign}",
"TechRangeMultiplier_label": "技能範圍",
"TechRangeMultiplier_label": "技能有效范围",
"TechRangeMultiplier_postfix": "%",
"TechRangeMultiplier_postfix": "%",
"TechRangeMultiplier_prefix": "{s:sign}",
"TechRangeMultiplier_prefix": "{s:sign}",
"TechRange_postfix": "%",
"TechRange_postfix": "%",
"TechReduction_label": "魂力抗性",
"TechReduction_label": "Spirit Reduction",
"TechResistDuration_label": "持續時間",
"TechResistDuration_label": "持续时间",
"TechResistDuration_postfix": "",
"TechResistDuration_postfix": "s",
"TechResistPerStack_label": "魂力增幅每層",
"TechResistPerStack_label": "每层元灵增幅",
"TechResistPerStack_postfix": "%",
"TechResistPerStack_postfix": "%",
"TechResistPerStack_prefix": "{s:sign}",
"TechResistPerStack_prefix": "{s:sign}",
"TechResistReduction_label": "目標魂力抗性減少",
"TechResistReduction_label": "Target Spirit Resist",
"TechResistReduction_postfix": "%",
"TechResistReduction_postfix": "%",
"TechResistReduction_prefix": "",
"TechResistReduction_prefix": "",
"TechResist_label": "魂力抗性",
"TechResist_label": "元灵抗性",
"TechResist_postfix": "%",
"TechResist_postfix": "%",
"TechResist_prefix": "{s:sign}",
"TechResist_prefix": "{s:sign}",
Line 3,688: Line 4,033:
"TechShieldDamagePercent_postfix": "%",
"TechShieldDamagePercent_postfix": "%",
"TechShieldDamagePercent_prefix": "{s:sign}",
"TechShieldDamagePercent_prefix": "{s:sign}",
"TechShieldDuration_label": "護盾持續",
"TechShieldDuration_label": "护盾持续时间",
"TechShieldDuration_postfix": "",
"TechShieldDuration_postfix": "s",
"TechShieldHealth_label": "魂力護盾生命值",
"TechShieldHealth_label": "元灵护盾生命值",
"TechShieldMaxHealth_label": "魂力護盾生命值",
"TechShieldMaxHealth_label": "元灵护盾生命值",
"TechShieldMaxHealth_prefix": "{s:sign}",
"TechShieldMaxHealth_prefix": "{s:sign}",
"TechShieldOnCast_label": "魂力護盾",
"TechShieldOnCast_label": "元灵护盾",
"TechShieldPerSecond_label": "魂力護盾增加",
"TechShieldPerSecond_label": "Spirit Shield Added",
"TechShieldPerSecond_postfix": "/s",
"TechShieldPerSecond_postfix": "/s",
"TechShieldPoints_label": "魂力護盾生命值",
"TechShieldPoints_label": "元灵护盾生命值",
"TempBulletShieldHealth_label": "臨時子彈護盾生命值",
"TeleportTime_label": "Teleport Delay",
"TeleportTime_postfix": "s",
"TeleporterBonus": "额外移动速度!",
"TempBulletShieldHealth_label": "Temp Bullet Shield Health",
"TempMaxHealth_label": "Overheal Health",
"TempMaxHealth_label": "Overheal Health",
"TempTechShieldHealth_label": "Temp Spirit Shield Health",
"TempTechShieldHealth_label": "Temp Spirit Shield Health",
"TemporaryBonusClipSizePercent_label": "臨時彈匣",
"TemporaryBonusClipSizePercent_label": "临时弹药",
"TemporaryBonusClipSizePercent_postfix": "%",
"TemporaryBonusClipSizePercent_postfix": "%",
"TemporaryBonusClipSizePercent_prefix": "{s:sign}",
"TemporaryBonusClipSizePercent_prefix": "{s:sign}",
"TemporaryBonusClipSize_label": "臨時彈匣",
"TemporaryBonusClipSize_label": "临时弹药",
"TemporaryBonusClipSize_prefix": "{s:sign}",
"TemporaryBonusClipSize_prefix": "{s:sign}",
"TetherDistance_label": "連接範圍",
"TeslaCoilHealth_label": "Tesla Coil Health",
"TetherDistance_postfix": "公尺",
"TeslaCoilLifetime_label": "Tesla Coil Lifetime",
"TetherDuration_label": "拴繩持續",
"TetherDistance_label": "Connection Range",
"TetherDuration_postfix": "",
"TetherDistance_postfix": "m",
"TetherDuration_label": "Tether Duration",
"TetherDuration_postfix": "s",
"TetherLength_label": "Tether Length",
"TetherLength_postfix": "m",
"TetherRadius_label": "Tether Radius",
"TetherRadius_label": "Tether Radius",
"TetherRadius_postfix": "公尺",
"TetherRadius_postfix": "m",
"TetherSharedHealPct_label": "治療共享",
"TetherRange_label": "Tether Max Range",
"TetherRange_postfix": "m",
"TetherSharedHealPct_label": "治疗复制",
"TetherSharedHealPct_postfix": "%",
"TetherSharedHealPct_postfix": "%",
"ThrowDistance_label": "最大投擲距離",
"TetheredBonusFireRate_label": "Bonus Fire Rate",
"ThrowDistance_postfix": "公尺",
"TetheredBonusHealthRegen_label": "Bonus Health Regen",
"ThrowRange_label": "投擲範圍",
"TetheredBonusMoveSpeedPct_label": "Bonus Move Speed",
"ThrowRange_postfix": "公尺",
"TetheredBonusMoveSpeedPct_postfix": "%",
"TimeBankSpeedBonus_label": "時間加速",
"TetheredBonusMoveSpeedPct_prefix": "+",
"ThrowDamage_label": "Throw Damage",
"ThrowDistance_label": "最大投掷距离",
"ThrowDistance_postfix": "m",
"ThrowRange_label": "Throw Range",
"ThrowRange_postfix": "m",
"TickDamage_label": "Damage per bomb tick",
"TimeBankSpeedBonus_label": "Time acceleration",
"TimeBankSpeedBonus_postfix": "%",
"TimeBankSpeedBonus_postfix": "%",
"TimeBankSpeedDurationMax_label": "加速持續",
"TimeBankSpeedDurationMax_label": "Accelerated Duration",
"TimeBankSpeedDurationMax_postfix": "",
"TimeBankSpeedDurationMax_postfix": "s",
"TimeBetweenRockets_label": "Time between rockets",
"TimeBetweenRockets_postfix": "s",
"TimeBetweenShots_label": "Time between shots",
"TimeBetweenShots_label": "Time between shots",
"TimeBetweenShots_postfix": "",
"TimeBetweenShots_postfix": "",
"TimeFreeze_label": "時間凍結",
"TimeFreeze_label": "Time Freeze",
"TimeFreeze_postfix": "",
"TimeFreeze_postfix": "s",
"TimeSaveDuration_label": "最長充能時間",
"TimeSaveDuration_label": "Max Charge Time",
"TimeSaveDuration_postfix": "",
"TimeSaveDuration_postfix": "s",
"TimeSaveSpeedPenaltyDuration_label": "時間懲罰持續",
"TimeSaveSpeedPenaltyDuration_label": "Time Penalty Duration",
"TimeSaveSpeedPenaltyDuration_postfix": "",
"TimeSaveSpeedPenaltyDuration_postfix": "s",
"TimeSaveSpeedPenalty_label": "時間懲罰",
"TimeSaveSpeedPenalty_label": "Time Penalty",
"TimeSaveSpeedPenalty_postfix": "%",
"TimeSaveSpeedPenalty_postfix": "%",
"TimeScaleDuration_label": "時間減緩持續",
"TimeScaleDuration_label": "时间停止持续时间",
"TimeScaleDuration_postfix": "",
"TimeScaleDuration_postfix": "s",
"TimeSlowPercent_label": "Time Slow",
"TimeSlowPercent_label": "时间变慢",
"TimeSlowPercent_postfix": "%",
"TimeSlowPercent_postfix": "%",
"TimeToMaxStacks_label": "Time To Max Stacks",
"TimeToMaxStacks_label": "Time To Max Stacks",
"TimeToMaxStacks_postfix": "",
"TimeToMaxStacks_postfix": "s",
"TimeWallHeight_label": "高度",
"TimeWallHeight_label": "墙体高度",
"TimeWallHeight_postfix": "公尺",
"TimeWallHeight_postfix": "m",
"TimeWallWidth_label": "寬度",
"TimeWallWidth_label": "墙体宽度",
"TimeWallWidth_postfix": "公尺",
"TimeWallWidth_postfix": "m",
"TotalDamage_label": "最終傷害",
"TornadoDuration_label": "Tornado Lifetime",
"TotalHealthRegen_label": "總生命回復",
"TornadoDuration_postfix": "s",
"TotalTetherTargets_label": "藤條數量",
"TorrentDelay_Label": "Torrent Delay",
"TorrentDuration_Label": "Torrent Duration",
"TorrentRadius_Label": "Torrent Radius",
"TorrentRadius_postfix": "m",
"TotalDamage_label": "总伤害",
"TotalHealthRegen_label": "总生命值恢复",
"TotalTetherTargets_label": "连结数",
"TrickShotTargetCount_label": "Targets Per Shot",
"TrickShotTargetCount_label": "Targets Per Shot",
"TriggerDelay_label": "爆炸延遲",
"TriggerDelay_label": "爆炸延迟",
"TriggerDelay_postfix": "",
"TriggerDelay_postfix": "s",
"TrooperLifetime_label": "蠟燭人隊伍存在時間",
"TrooperLifetime_label": "Trooper lifetime",
"TrooperLifetime_postfix": "",
"TrooperLifetime_postfix": "s",
"TroopersToSummon_label": "Troopers created",
"TroopersToSummon_label": "Troopers created",
"TurretAttackRange_label": "攻擊距離",
"TurretAttackRange_label": "攻击范围",
"TurretAttackRange_postfix": "公尺",
"TurretAttackRange_postfix": "m",
"TurretDPS_label": "炮台每秒傷害",
"TurretDPS_label": "炮塔 DPS",
"TurretDeployTime_label": "部署時間",
"TurretDeployTime_label": "Deploy Time",
"TurretDeployTime_postfix": "",
"TurretDeployTime_postfix": "s",
"TurretFireRate_label": "炮塔射速",
"TurretFireRate_label": "炮塔射速",
"TurretFireRate_postfix": "%",
"TurretFireRate_postfix": "%",
"TurretFireRate_prefix": "+",
"TurretFireRate_prefix": "+",
"TurretHealthScaling_label": "炮台生命值",
"TurretHealthScaling_label": "炮塔生命值",
"TurretHealthScaling_postfix": "%",
"TurretHealthScaling_postfix": "%",
"TurretLifetime_label": "存在時間",
"TurretLifetime_label": "部署时长",
"TurretLifetime_postfix": "",
"TurretLifetime_postfix": "s",
"TurretMoveSlowPercent_label": "炮台減少移速",
"TurretMoveSlowPercent_label": "Turret Movement Slow",
"TurretMoveSlowPercent_postfix": "%",
"TurretMoveSlowPercent_postfix": "%",
"UppercutBuffOnHit_label": "增益持續",
"UberChargeTime_label": "Uber Charge Time",
"UppercutBuffOnHit_postfix": "",
"UberChargeTime_postfix": "s",
"UppercutDamage_label": "上勾拳傷害",
"UberDuration_label": "Uber Duration",
"VacuumRadius_label": "奇點範圍",
"UberDuration_postfix": "s",
"VacuumRadius_postfix": "公尺",
"UnitBonusDamagePercent_label": "Damage increase percent",
"VeilCross_conditional": "面紗行者",
"UppercutBuffOnHit_label": "Boost Duration",
"VeilWalker_MoveSpeed_label": "隱身移速",
"UppercutBuffOnHit_postfix": "s",
"UppercutDamage_label": "上勾拳伤害",
"VacuumRadius_label": "奇点半径",
"VacuumRadius_postfix": "m",
"VeilCross_conditional": "穿越宇宙玄幕",
"VeilWalker_MoveSpeed_label": "隐身移动速度",
"VeilWalker_MoveSpeed_postfix": "m/s",
"VeilWalker_MoveSpeed_postfix": "m/s",
"VexBarrierBulletMaxHealth_label": "子彈護盾生命值",
"VexBarrierBulletMaxHealth_label": "子弹护盾生命值",
"VexBarrierShieldDuration_label": "持續時間",
"VexBarrierShieldDuration_label": "持续时间",
"VexBarrierShieldDuration_postfix": "",
"VexBarrierShieldDuration_postfix": "s",
"VexBarrierTechMaxHealth_label": "魂力護盾生命值",
"VexBarrierTechMaxHealth_label": "元灵护盾生命值",
"VictimStackDuration_label": "乘數持續時間",
"VictimStackDuration_label": "系数持续时间",
"VictimStackDuration_postfix": "",
"VictimStackDuration_postfix": "s",
"VoidTime_label": "進入虛空持續",
"VisionDuration_label": "Vision Duration",
"VoidTime_postfix": "",
"VisionDuration_postfix": "s",
"VoltageDrainDuration_label": "持續",
"VoidTime_label": "虚空时间",
"VoltageDrainDuration_postfix": "",
"VoidTime_postfix": "s",
"VulnerabilityPerStack_label": "傷害增幅",
"VoltageDrainDuration_label": "Draining Time",
"VoltageDrainDuration_postfix": "s",
"VulnerabilityPerStack_label": "伤害增强",
"VulnerabilityPerStack_postfix": "%",
"VulnerabilityPerStack_postfix": "%",
"VulnerabilityPerStack_prefix": "+",
"VulnerabilityPerStack_prefix": "+",
"WallImpactRange_label": "衝擊範圍",
"WallImpactRange_label": "影响范围",
"WallImpactRange_postfix": "公尺",
"WallImpactRange_postfix": "m",
"WallStunDuration_label": "持續",
"WallStunDuration_label": "持续时间",
"WallStunDuration_postfix": "",
"WallStunDuration_postfix": "s",
"WarpStoneRange_label": "傳送距離",
"WarpStoneRange_label": "传送范围",
"WarpStoneRange_postfix": "公尺",
"WarpStoneRange_postfix": "m",
"WaveLifetime_label": "Projectile Lifetime",
"WaveLifetime_label": "投射物总持续时间",
"WaveLifetime_postfix": "",
"WaveLifetime_postfix": "s",
"WaveStunDuration_label": "Disarm/EMP Duration",
"WaveStunDuration_label": "Disarm/EMP Duration",
"WaveStunDuration_postfix": "",
"WaveStunDuration_postfix": "s",
"WeaponDamageBonusDuration_label": "加成持續",
"WeaponDamageBonusDuration_label": "加成持续时间",
"WeaponDamageBonusDuration_postfix": "",
"WeaponDamageBonusDuration_postfix": "s",
"WeaponDamageBonus_label": "子彈傷害",
"WeaponDamageBonus_label": "武器伤害",
"WeaponDamageBonus_prefix": "{s:sign}",
"WeaponDamageBonus_prefix": "{s:sign}",
"WeaponDamageDebuff_label": "子彈傷害降低",
"WeaponDamageDebuff_label": "Weapon Damage Debuff",
"WeaponDamageDebuff_postfix": "%",
"WeaponDamageDebuff_postfix": "%",
"WeaponDamagePerHeat_Label": "Courage per Heat Power",
"WeaponFireRateBonus_label": "射速",
"WeaponFireRateBonus_label": "射速",
"WeaponFireRateBonus_postfix": "%",
"WeaponFireRateBonus_postfix": "%",
Line 3,806: Line 4,183:
"WeaponPowerAmp_label": "Courage",
"WeaponPowerAmp_label": "Courage",
"WeaponPowerAmp_prefix": "{s:sign}",
"WeaponPowerAmp_prefix": "{s:sign}",
"WeaponPowerAttribute_Desc": "為任何子彈傷害加成提供 %s1",
"WeaponPowerAttribute_Desc": "%s1 to any weapon damage bonus",
"WeaponPowerAttribute_Desc_0": "沒有額外的子彈傷害加成",
"WeaponPowerAttribute_Desc_0": "no additional weapon damage bonuses",
"WeaponPowerBonusDuration_label": "勇氣加成持續",
"WeaponPowerBonusDuration_label": "Bonus Courage Duration",
"WeaponPowerBonus_label": "勇氣加成",
"WeaponPowerBonus_label": "Bonus Courage",
"WeaponPowerDebuff_label": "子彈傷害",
"WeaponPowerDebuff_label": "武器伤害",
"WeaponPowerDebuff_postfix": "%",
"WeaponPowerDebuff_postfix": "%",
"WeaponPowerDrained_label": "Courage Drained",
"WeaponPowerGainPercent_label": "Courage Transferred",
"WeaponPowerGainPercent_postfix": "%",
"WeaponPowerPerAssist_label": "Courage per Assist",
"WeaponPowerPerAssist_label": "Courage per Assist",
"WeaponPowerPerDeath_label": "Courage per Death",
"WeaponPowerPerDeath_label": "Courage per Death",
"WeaponPowerPerEnemy_label": "Courage per Enemy",
"WeaponPowerPerEnemy_label": "Courage per Enemy",
"WeaponPowerPerEnemy_prefix": "+",
"WeaponPowerPerEnemy_prefix": "+",
"WeaponPowerPerKill_label": "每次擊殺子彈傷害",
"WeaponPowerPerKill_label": "每击杀一次获得的武器伤害",
"WeaponPowerPerKill_postfix": "%",
"WeaponPowerPerKill_postfix": "%",
"WeaponPowerPerStack_label": "每層子彈傷害",
"WeaponPowerPerKill_prefix": "+",
"WeaponPowerPerStack_label": "每叠加一层的武器伤害",
"WeaponPowerPerStack_postfix": "%",
"WeaponPowerPerStack_postfix": "%",
"WeaponPowerPerStack_prefix": "{s:sign}",
"WeaponPowerPerStack_prefix": "{s:sign}",
"WeaponPowerScalingTooltip_label": "勇氣額外傷害",
"WeaponPowerScalingTooltip_label": "Courage Bonus Damage",
"WeaponPowerScalingTooltip_postfix": "%",
"WeaponPowerScalingTooltip_postfix": "%",
"WeaponPowerWhileActivated_label": "Courage",
"WeaponPowerWhileActivated_label": "Courage",
"WeaponPowerWhileActivated_prefix": "{s:sign}",
"WeaponPowerWhileActivated_prefix": "{s:sign}",
"WeaponPower_label": "子彈傷害",
"WeaponPower_label": "武器伤害",
"WeaponPower_postfix": "%",
"WeaponPower_postfix": "%",
"WeaponPower_prefix": "{s:sign}",
"WeaponPower_prefix": "{s:sign}",
"WeaponRange_label": "武器射程",
"WeaponRange_label": "武器射程",
"WeaponRange_postfix": "m",
"WeaponRange_postfix": "m",
"WeaponRecoilReduction_label": "跳彈傷害減少",
"WeaponRecoilReduction_label": "Recoil Reduction",
"WeaponRecoilReduction_postfix": "%",
"WeaponRecoilReduction_postfix": "%",
"WhirlwindDuration_label": "子彈迴避持續時間",
"WhirlwindDuration_label": "子弹闪避持续时间",
"WhirlwindDuration_postfix": "",
"WhirlwindDuration_postfix": "s",
"WhirlwindEvasionChance_label": "子彈迴避機率",
"WhirlwindEvasionChance_label": "子弹闪避几率",
"WhirlwindEvasionChance_postfix": "%",
"WhirlwindEvasionChance_postfix": "%",
"WindUpTime_label": "Windup Time",
"WindUpTime_label": "Windup Time",
"WindUpTime_postfix": "",
"WindUpTime_postfix": "s",
"WitheringWhipDisarmDuration_label": "持續時間",
"WitheringWhipDisarmDuration_label": "持续时间",
"WitheringWhipDisarmDuration_postfix": "",
"WitheringWhipDisarmDuration_postfix": "s",
"WreckingBallDamage_label": "伤害",
"WreckingBallPickupTime_label": "制造时间",
"WreckingBallPickupTime_postfix": "s",
"ZipLineArrowLifetime_label": "Arrow Flight Time",
"ZipLineArrowLifetime_label": "Arrow Flight Time",
"ZipLineArrowLifetime_postfix": "",
"ZipLineArrowLifetime_postfix": "",
Line 3,846: Line 4,230:
"ZipLineSpeedPercent_prefix": "{s:sign}",
"ZipLineSpeedPercent_prefix": "{s:sign}",
"ZiplineJumpBonusDuration_label": "Jump Off Duration",
"ZiplineJumpBonusDuration_label": "Jump Off Duration",
"ZiplineJumpBonusDuration_postfix": "",
"ZiplineJumpBonusDuration_postfix": "s",
"ZiplineJumpBonusMoveSpeed_label": "Jump Off Speed Bonus",
"ZiplineJumpBonusMoveSpeed_label": "Jump Off Speed Bonus",
"ZiplineJumpBonusMoveSpeed_postfix": "m/s",
"ZiplineJumpBonusMoveSpeed_postfix": "m/s",
"_back_": "{s:param_1} 向後撤!",
"_back_": "{s:param_1},撤回!",
"_missing_": "{s:param_1} 失蹤了!",
"_missing_": "{s:param_1}消失",
"ability_abort_cast": "中止",
"ability_abort_cast": "中止",
"ability_afterburn": "餘火",
"ability_afterburn": "残焰",
"ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot": "餘火燃燒",
"ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot": "来自残焰的炙烤",
"ability_afterburn_desc": "你的子彈可積累熱量 \u003Cspan style=\"font-weight: bold;\"\u003E對敵方目標施加燃燒效果\u003C/span\u003E. Infernus的子彈擊中可以\u003Cspan style=\"font-weight: bold;\"\u003E刷新\u003C/span\u003E 持續時間。",
"ability_afterburn_desc": "你的子弹会逐渐积累,\u003Cspan style=\"font-weight: bold;\"\u003E对敌人施加燃烧效果\u003C/span\u003E。炽焱的子弹和技能会\u003Cspan style=\"font-weight: bold;\"\u003E刷新\u003C/span\u003E燃烧效果的持续时间。",
"ability_afterburn_quip": "射擊敵方目標敵方目標使其著火",
"ability_afterburn_quip": "射击敌人,让他们燃烧起来",
"ability_afterburn_t1_desc": "持續時間內敵方目標的魂力傷害減少\u003Cspan style=\"font-weight: bold;\"\u003E-30%\u003C/span\u003E",
"ability_afterburn_t1_desc": "受害者造成的元灵伤害 \u003Cspan style=\"font-weight: bold;\"\u003E-30%\u003C/span\u003E 。",
"ability_ammo_pouch": "Bandolier",
"ability_ammo_pouch_desc": "Large increase to Heavy's ammo",
"ability_astro_rifle": "Marksman",
"ability_astro_rifle": "Marksman",
"ability_astro_rifle_desc": "Equip a Rifle that deals spirit damage to hit Heroes and gives {s:hero_name} a stacking damage bonus against them.",
"ability_astro_rifle_desc": "Equip a Rifle that deals spirit damage to hit Heroes and gives {s:hero_name} a stacking damage bonus against them.",
Line 3,866: Line 4,252:
"ability_astro_shotgun_toggle_desc": "Use to toggle between your pistol and shotgun. The shotgun so powerful it forces {s:hero_name} to move the opposite direction of the shot while airborn. [{s:iv_attack}] shoots forward and [{s:iv_attack2}] shoots behind you with a slight delay. The shotgun uses special bullets that does not benefit from ammo mods. \u003Cbr\u003E\u003Cbr\u003ELassoed units do not take damage when shooting backwards.",
"ability_astro_shotgun_toggle_desc": "Use to toggle between your pistol and shotgun. The shotgun so powerful it forces {s:hero_name} to move the opposite direction of the shot while airborn. [{s:iv_attack}] shoots forward and [{s:iv_attack2}] shoots behind you with a slight delay. The shotgun uses special bullets that does not benefit from ammo mods. \u003Cbr\u003E\u003Cbr\u003ELassoed units do not take damage when shooting backwards.",
"ability_astro_shotgun_toggle_t1_desc": "+{s:CloseRangeBonusWeaponPower} Close Range Weapon Power",
"ability_astro_shotgun_toggle_t1_desc": "+{s:CloseRangeBonusWeaponPower} Close Range Weapon Power",
"ability_blood_bomb": "精氣炸彈",
"ability_blood_bomb": "精华炸弹",
"ability_blood_bomb_desc": "使用後\u003Cspan style=\"font-weight: bold;\"\u003E犧牲自己的生命\u003C/span\u003E 來發射一發炸彈在短暫延遲後 \u003Cspan style=\"font-weight: bold;\"\u003E造成高額傷害\u003C/span\u003E \u003Cbr\u003E自身傷害類型為魂力傷害,可通過抗性減少傷害。",
"ability_blood_bomb_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E牺牲部分生命\u003C/span\u003E以发射一枚在短暂布置时间后\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E的炸弹。\u003Cbr\u003E自伤类型为元灵,可以减免。",
"ability_blood_bomb_quip": "犧牲一些生命來發射破壞性炸彈",
"ability_blood_bomb_quip": "牺牲部分生命以发射具有杀伤力的炸弹",
"ability_blood_bomb_t3_desc": "炸彈會在地面上留下一片毒霧-每秒造成原傷害的\u003Cspan style=\"font-weight: bold;\"\u003E26%\u003C/span\u003E持續\u003Cspan style=\"font-weight: bold;\"\u003E6秒\u003C/span\u003E",
"ability_blood_bomb_t3_desc": "炸弹会在地面留下有毒范围,造成原伤害量 \u003Cspan style=\"font-weight: bold;\"\u003E26%\u003C/span\u003E 的\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E,持续 \u003Cspan style=\"font-weight: bold;\"\u003E6s\u003C/span\u003E。",
"ability_blood_shards": "惡意血刺",
"ability_blood_shards": "恶念",
"ability_blood_shards/modifier_blood_shard_debuff": "惡意血刺",
"ability_blood_shards/modifier_blood_shard_debuff": "恶念",
"ability_blood_shards_desc": "使用後\u003Cspan style=\"font-weight: bold;\"\u003E犧牲部分生命\u003C/span\u003E投出一串血刺造成惡意減益。每層減益附帶 \u003Cspan style=\"font-weight: bold;\"\u003E減少移速 和 增加來自你的傷害\u003C/span\u003E,隨著時間的推移,這種減少移速的效果會逐漸減弱。",
"ability_blood_shards_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E牺牲自己的部分生命\u003C/span\u003E 发射会施加一层恶念的血晶。每层恶念会将目标\u003Cspan style=\"font-weight: bold;\"\u003E减速\u003C/span\u003E 并\u003Cspan style=\"font-weight: bold;\"\u003E增加你对其造成的伤害\u003C/span\u003E。减速效果随时间衰退。",
"ability_blood_shards_quip": "對敵人造成傷害並且疊加傷害增幅",
"ability_blood_shards_quip": "对敌人叠加伤害增强",
"ability_blood_shards_t2_desc": "增加40自傷和傷害",
"ability_blood_shards_t2_desc": "+40 生命转换伤害",
"ability_blood_shards_t3_desc": "增加6血刺",
"ability_blood_shards_t3_desc": "+6 血晶数量",
"ability_bounce_pad": "Bounce Pad",
"ability_bounce_pad": "弹跳垫",
"ability_bounce_pad/speed_on_land": "Move Speed",
"ability_bounce_pad/speed_on_land": "移动速度",
"ability_bounce_pad_desc": "Drop a bounce pad in the world that \u003Cspan style=\"font-weight: bold;\"\u003Esends you and other heroes flying\u003C/span\u003E. You will stomp down on landing, \u003Cspan style=\"font-weight: bold;\"\u003Edealing damage\u003C/span\u003E to any nearby enemies.",
"ability_bounce_pad_desc": "放置一个弹跳垫,它会\u003Cspan style=\"font-weight: bold;\"\u003E将你和其他英雄弹飞\u003C/span\u003E。你在落地时会重重踩下去,\u003Cspan style=\"font-weight: bold;\"\u003E对附近的敌人造成伤害\u003C/span\u003E。",
"ability_bounce_pad_quip": "Send yourself and others flying",
"ability_bounce_pad_quip": "让自己和其他人高飞",
"ability_bounce_pad_t1_desc": "You and allies gain a +4m/s movement speed bonus for 4s on landing",
"ability_bounce_pad_t1_desc": "你和友军在着陆时获得 +4m/s 的移动速度加成,持续 4s。",
"ability_bounce_pad_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+100\u003C/span\u003E Stomp Damage with improved scaling",
"ability_bounce_pad_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+100\u003C/span\u003E 踩踏伤害,并提升增长率",
"ability_bounce_pad_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+1.25s Stun\u003C/span\u003E on Stomp",
"ability_bounce_pad_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E踩踏时 +1.25s 眩晕\u003C/span\u003E",
"ability_bullet_flurry": "子彈之舞",
"ability_bullet_flurry": "子弹之舞",
"ability_bullet_flurry/modifier_citadel_bullet_flurry": "子彈之舞",
"ability_bullet_flurry_quip": "向四周爆发一阵弹雨",
"ability_bullet_flurry_desc": "使用後進入連射狀態,\u003Cspan style=\"font-weight: bold;\"\u003E以完美的精確度向附近的敵人發射子彈\u003C/span\u003E在連射期間,Haze會獲得射速加成,並會閃避一些射向她的子彈。",
"ability_burrow": "钻地",
"ability_bullet_flurry_quip": "向周圍發射大量子彈",
"ability_burrow_cancel_channel": "现身",
"ability_burrow": "打洞",
"ability_burrow_desc": "钻入地下,\u003Cspan style=\"font-weight: bold;\"\u003E移动速度提高\u003C/span\u003E,并获得\u003Cspan style=\"font-weight: bold;\"\u003E元灵和子弹护甲\u003C/span\u003E。来自敌方英雄的伤害会降低速度加成。跳出地面时,将敌人击向半空,并以旋转攻击\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害并减速\u003C/span\u003E。钻地结束后开始冷却。",
"ability_burrow_cancel_channel": "解除打洞",
"ability_burrow_quip": "钻入地下行动,现身时造成旋转伤害",
"ability_burrow_desc": "使用後鑽入地下,增加移速,並獲得\u003Cspan style=\"font-weight: bold;\"\u003E魂力和子彈抗性\u003C/span\u003E,敵方英雄的傷害會降低速度加成。當你跳出地下時,會將敵人擊飛到空中,並發動一次\u003Cspan style=\"font-weight: bold;\"\u003E旋轉攻擊\u003C/span\u003E,\u003Cspan style=\"font-weight: bold;\"\u003E造成傷害並減少移速\u003C/span\u003E。技能結束時開始計算冷卻。",
"ability_burrow_t1_desc": "钻地时间 \u003Cspan style=\"font-weight: bold;\"\u003E+3s\u003C/span\u003E",
"ability_burrow_quip": "在地下行動,鑽出地面時造成旋轉傷害",
"ability_burrow_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+140\u003C/span\u003E 旋转 DPS,+2 半径",
"ability_burrow_t1_desc": "打洞時間增加 \u003Cspan style=\"font-weight: bold;\"\u003E3s\u003C/span\u003E",
"ability_burrow_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E-19.0s\u003C/span\u003E 冷却,\u003Cspan style=\"font-weight: bold;\"\u003E+2m/s\u003C/span\u003E 移动速度",
"ability_burrow_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E增加140\u003C/span\u003E 旋轉傷害和 2 範圍",
"ability_cancel_channel": "结束施法",
"ability_burrow_t3_desc": "減少\u003Cspan style=\"font-weight: bold;\"\u003E-19.0\u003C/span\u003E 冷卻和增加 \u003Cspan style=\"font-weight: bold;\"\u003E+2m/s\u003C/span\u003E 速度",
"ability_capture_zip_line": "Capture Hyperline",
"ability_cancel_channel": "結束施法",
"ability_carpetbomb_drone": "Street Cleaner",
"ability_capture_zip_line": "占領滑索",
"ability_carpetbomb_drone_desc": "Summon a drone that drops bombs as it flies.  The Drone moves towards the \u003Cspan class=\"highlight\"\u003Eaimed direction\u003C/span\u003E.  Drone explodes in to a cluster of bombs when it expires",
"ability_charged_shot": "蓄力射擊",
"ability_carpetbomb_drone_t1_desc": "Drone Life Time \u003Cspan class=\"highlight\"\u003E+{s:DroneLifeTime}s\u003C/span\u003E",
"ability_charged_shot_desc": "使用後\u003Cspan style=\"font-weight: bold;\"\u003E蓄力弓箭,射擊穿透敵人。\u003C/span\u003E按住 1 或者 {{Mouse|1}} 來射擊。",
"ability_carpetbomb_drone_t2_desc": "Ability Cooldown \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E and Drone Health \u003Cspan class=\"highlight\"\u003E+{s:DroneHealth}\u003C/span\u003E",
"ability_charged_shot_quip": "充能遠距離射擊",
"ability_carpetbomb_drone_t3_desc": "Bomb drop interval \u003Cspan class=\"highlight\"\u003E{s:AttackRate}s\u003C/span\u003E and Drone speed \u003Cspan class=\"highlight\"\u003E+{s:DroneSpeed}\u003C/span\u003E",
"ability_charged_shot_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E增加UNKNOWN[Damage] 傷害\u003C/span\u003E",
"ability_charged_shot": "蓄力射击",
"ability_charged_shot_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E改進魂力加成傷害比率\u003C/span\u003E 並且減少 \u003Cspan style=\"font-weight: bold;\"\u003E-3s\u003C/span\u003E 充能延遲。",
"ability_charged_shot_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E蓄力射出一支高伤害箭矢\u003C/span\u003E ,可穿透敌人。按住 1 或 {{Mouse|1}} 键以蓄力。",
"ability_death_tax": "死亡稅",
"ability_charged_shot_quip": "蓄力射出远击一箭",
"ability_death_tax_desc": "被Lady Geist傷害的敵人將被標記為死亡稅。每當一個被標記的敵人死亡時,{s:hero_name}將恢復生命值。",
"ability_charged_shot_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+UNKNOWN[Damage] 伤害\u003C/span\u003E",
"ability_death_tax_t1_desc": "當一個被標記的敵人死亡時,減少你的一個技能的冷卻時間\u003Cspan class=\"highlight\"\u003E{s:CooldownReductionOnKill}s\u003C/span\u003E",
"ability_charged_shot_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E改善伤害增长率\u003C/span\u003E及\u003Cspan style=\"font-weight: bold;\"\u003E-3s\u003C/span\u003E 充能延迟",
"ability_death_tax_t3_desc": "當一個被標記的敵人死亡時,增加\u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonus}\u003C/span\u003E魂力,持續\u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusDuration}秒\u003C/span\u003E。可以堆疊最多\u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusMaxStacks}\u003C/span\u003E層。",
"ability_death_tax": "Death Tax",
"ability_explosive_barrel": "Powder Keg",
"ability_death_tax_desc": "Enemies injured by Lady Geist are marked with Death Tax. Whenever a marked enemy dies, {s:hero_name} gains health.",
"ability_explosive_barrel_desc": "Place a barrel that explodes when \u003Cspan style=\"font-weight: bold;\"\u003Eshot\u003C/span\u003E, or on landing after launched via \u003Cspan style=\"font-weight: bold;\"\u003Emelee attack\u003C/span\u003E or \u003Cspan style=\"font-weight: bold;\"\u003Ebounce pad\u003C/span\u003E. Has a minimum arm time before it can explode.",
"ability_death_tax_t1_desc": "Reduce one of your Cooldowns by \u003Cspan class=\"highlight\"\u003E{s:CooldownReductionOnKill}s\u003C/span\u003E when a marked enemy dies",
"ability_explosive_barrel_quip": "Throw a barrel that explodes when shot",
"ability_death_tax_t3_desc": "Increase Spirit Power by \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonus}\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusDuration}s\u003C/span\u003E when a marked enemy dies.  Stacks up to \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusMaxStacks}\u003C/span\u003E times.",
"ability_explosive_barrel_t3_desc": "-9.5 Cooldown\u003Cbr\u003ENo arm time",
"ability_explosive_barrel": "火药桶",
"ability_fire_bomb": "震盪爆燃",
"ability_explosive_barrel_desc": "放置一个火药桶,当被\u003Cspan style=\"font-weight: bold;\"\u003E射击\u003C/span\u003E时爆炸,或者通过\u003Cspan style=\"font-weight: bold;\"\u003E近战攻击\u003C/span\u003E或\u003Cspan style=\"font-weight: bold;\"\u003E弹跳垫\u003C/span\u003E发射后落地时爆炸。爆炸前有最短启动时间。",
"ability_fire_bomb/modifier_progressbar": "聚集力量",
"ability_explosive_barrel_quip": "投掷一个被击中即会爆炸的火药桶",
"ability_fire_bomb_desc": "使用後將自身變成一枚活著的炸彈,在短暫延遲過後對大範圍敵方目標施加\u003Cspan style=\"font-weight: bold;\"\u003E眩暈和造成傷害\u003C/span\u003E。",
"ability_explosive_barrel_t3_desc": "-9.5 冷却时间\u003Cbr\u003E无布置时间",
"ability_fire_bomb_quip": "短暫延遲後眩暈附近所有敵方目標",
"ability_explosive_trap": "Remote Bomb",
"ability_fire_bomb_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E眩暈增加0.5秒\u003C/span\u003E和\u003Cspan style=\"font-weight: bold;\"\u003E增加4m範圍\u003C/span\u003E。",
"ability_explosive_trap_desc": "A bomb that launches everything it hits \u003Cspan class=\"highlight\"\u003Eup in the air\u003C/span\u003E. Manually detonate by pressing \u003Cspan class=\"highlight\"\u003E[1]\u003C/span\u003E after arming.  Useful for \u003Cspan class=\"highlight\"\u003Emobility\u003C/span\u003E.",
"ability_fire_bomb_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E增加115傷害\u003C/span\u003E和\u003Cspan style=\"font-weight: bold;\"\u003E增加100%的魂力吸血\u003C/span\u003E",
"ability_explosive_trap_t1_desc": "ArmTime decreased by \u003Cspan class=\"highlight\"\u003E{s:ArmTime}\u003C/span\u003E and Blast Force \u003Cspan class=\"highlight\"\u003E+{s:Force}\u003C/span\u003E",
"ability_flame_dash": "火焰疾跑",
"ability_explosive_trap_t3_desc": "Bomb throw range \u003Cspan class=\"highlight\"\u003E+{s:ProjectileSpeedBonus}%\u003C/span\u003E and damage \u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E",
"ability_flame_dash_cancel_trigger": "取消火焰疾跑",
"ability_fire_bomb": "震荡燃烧",
"ability_flame_dash_desc": "使用後向前疾跑獲得\u003Cspan style=\"font-weight: bold;\"\u003E額外移速\u003C/span\u003E並且留下火焰路徑\u003Cspan style=\"font-weight: bold;\"\u003E燃燒敵方目標\u003C/span\u003E。\u003Cbr\u003E按住{{Mouse|1}}使疾跑更快.",
"ability_fire_bomb/modifier_progressbar": "Harnessing Power",
"ability_flame_dash_quip": "勇往直前,留下一串火焰足跡",
"ability_fire_bomb_desc": "让你变成一个活生生的炸弹,在短暂的延迟后爆炸,\u003Cspan style=\"font-weight: bold;\"\u003E眩晕范围内的所有敌人\u003C/span\u003E。",
"ability_flame_dash_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E減少30%射速持續\u003C/span\u003E6秒",
"ability_fire_bomb_quip": "短暂延迟后眩晕附近的敌人",
"ability_golden_idol": "放下魂甕",
"ability_fire_bomb_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+0.5s\u003C/span\u003E 眩晕持续时间 \u003Cspan style=\"font-weight: bold;\"\u003E+4m\u003C/span\u003E 半径",
"ability_gravity_lasso": "Spirit Lasso",
"ability_fire_bomb_t3_desc": "+115 伤害\u003C/span\u003E 并对击中的英雄施加 \u003Cspan style=\"font-weight: bold;\"\u003E100% 吸血\u003C/span\u003E",
"ability_gravity_lasso/modifier_citadel_gravity_lasso_enemy": "Spirit Lasso",
"ability_flame_dash": "烈焰冲刺",
"ability_gravity_lasso/modifier_citadel_gravity_lasso_self": "Spirit Lasso",
"ability_flame_dash_cancel_trigger": "Cancel Flame Dash",
"ability_gravity_lasso_desc": "\u003Cspan style=\"font-weight: bold;\"\u003EGrab an enemy\u003C/span\u003E with your lasso and drag them along behind you. The \u003Cspan style=\"font-weight: bold;\"\u003Eenemy is stunned\u003C/span\u003E and Astro is slowed slightly during the lasso.\u003Cbr\u003E\u003Cbr\u003E Lasso duration is paused for 2s during the first usage of a bounce pad.",
"ability_flame_dash_desc": "以\u003Cspan style=\"font-weight: bold;\"\u003E高速\u003C/span\u003E向前移动,留下的火焰轨迹会\u003Cspan style=\"font-weight: bold;\"\u003E燃烧敌人\u003C/span\u003E。持续期间,炽焱获得 50% 减速抗性。\u003Cbr\u003E按住 {{Mouse|1}} 以更快地冲刺。",
"ability_gravity_lasso_quip": "Grab an enemy and drag them behind you",
"ability_flame_dash_quip": "浑身燃烧并向前冲刺,留下一条火焰轨迹",
"ability_gravity_lasso_t3_desc": "Can lasso another enemy inside targetting area",
"ability_flame_dash_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+30% 射速减缓\u003C/span\u003E,持续 6s",
"ability_guided_arrow": "追魂獵鴞",
"ability_flying_nimbus": "Flying Nimbus",
"ability_guided_arrow_desc": "使用後施法 1.5s,發射一隻由你持續控制的\u003Cspan style=\"font-weight: bold;\"\u003E幽靈貓頭鷹\u003C/span\u003E ,飛行 \u003Cspan style=\"font-weight: bold;\"\u003E撞擊到單位和地圖就會爆炸,造成傷害並且眩暈\u003C/span\u003E。 按住 {{Mouse|1}} 加速貓頭鷹。\u003Cbr\u003E按下 Space 結束控制。擊殺可獲得\u003Cspan style=\"font-weight: bold;\"\u003E永久魂力加成\u003C/span\u003E。",
"ability_golden_idol": "Drop Soul Urn",
"ability_guided_arrow_quip": "持續施法指引貓頭鷹從遠處攻擊敵人",
"ability_gravity_lasso": "元灵套索",
"ability_guided_arrow_t3_desc": "命中後,殺死低於\u003Cspan style=\"font-weight: bold;\"\u003E22% 生命值\u003C/span\u003E的敵人。",
"ability_gravity_lasso/modifier_citadel_gravity_lasso_enemy": "元灵套索",
"ability_hat_trick": "Hat Trick",
"ability_gravity_lasso/modifier_citadel_gravity_lasso_self": "元灵套索",
"ability_hat_trick_desc": "Throws out her \u003Cspan style=\"font-weight: bold;\"\u003Ehat\u003C/span\u003E to strike enemies, \u003Cspan style=\"font-weight: bold;\"\u003Eslowing\u003C/span\u003E and \u003Cspan style=\"font-weight: bold;\"\u003Erevealing\u003C/span\u003E them through walls.",
"ability_gravity_lasso_desc": "用套索\u003Cspan style=\"font-weight: bold;\"\u003E抓住一个敌人\u003C/span\u003E并将其拖到身后。\u003Cspan style=\"font-weight: bold;\"\u003E敌人被眩晕\u003C/span\u003E,而 Astro 在使用套索过程中会轻微减速。\u003Cbr\u003E\u003Cbr\u003E第一次使用弹跳垫时,套索持续时间暂停 2s。",
"ability_hat_trick_quip": "Throws her hat strike and reveal enemies",
"ability_gravity_lasso_quip": "抓住一个敌人并将其拖到身后",
"ability_gravity_lasso_t3_desc": "可以额外套住目标区域内的另一个敌人",
"ability_guided_arrow": "遥控夜枭",
"ability_guided_arrow_desc": "1.5s 施法后,\u003Cspan style=\"font-weight: bold;\"\u003E射出一只由你控制的猫头鹰\u003C/span\u003E,会在触碰敌人的时候爆炸,对敌人\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害并将其眩晕\u003C/span\u003E。按住 {{Mouse|1}} 使猫头鹰加速飞行。\u003Cbr\u003E按下 Space 以取消控制。遥控夜枭每杀死一名敌人,你都能获得\u003Cspan style=\"font-weight: bold;\"\u003E永久元灵力量\u003C/span\u003E。",
"ability_guided_arrow_quip": "操纵猫头鹰,从远处对敌人造成伤害",
"ability_guided_arrow_t3_desc": "命中后,击杀生命值低于 \u003Cspan style=\"font-weight: bold;\"\u003E22%\u003C/span\u003E 的敌人",
"ability_hat_trick": "帽子戏法",
"ability_hat_trick_desc": "抛出她的\u003Cspan style=\"font-weight: bold;\"\u003E帽子\u003C/span\u003E攻击敌人,让敌人\u003Cspan style=\"font-weight: bold;\"\u003E减速\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E暴露\u003C/span\u003E其在墙壁后的位置。",
"ability_hat_trick_quip": "抛出她的帽子,攻击敌人并暴露其位置",
"ability_head_stomp": "Head Stomp",
"ability_head_stomp": "Head Stomp",
"ability_head_stomp_desc": "{s:hero_name} has more movement control while airborne and gains the ability to bounce off enemy heads after getting enough Air Speed.  Head Stomping an enemy will stun them.",
"ability_head_stomp_desc": "{s:hero_name} has more movement control while airborne and gains the ability to bounce off enemy heads after getting enough Air Speed.  Head Stomping an enemy will stun them.",
"ability_health_swap": "魂斷",
"ability_heal_drone": "Medic Drone",
"ability_health_swap/modifier_health_swap_debuff": "生命交換",
"ability_heal_drone_desc": "Deploy a medic drone which slowly heals you and a nearby teammate.\"nReplaces any other drone.",
"ability_health_swap_desc": "選定一個敵方英雄目標,使用後\u003Cspan style=\"font-weight: bold;\"\u003E與目標交換生命值\u003C/span\u003E。使用需要敵人的生命值高於你。交換後敵人的生命值有最低百分比。目標的最低生命值都是基於目標當前的生命值。",
"ability_health_swap": "灵魂互换",
"ability_health_swap_quip": "將你當前的生命值與敵方英雄的生命值對調",
"ability_health_swap/modifier_health_swap_debuff": "Health Swap",
"ability_health_swap_t3_desc": "施放後,\u003Cspan style=\"font-weight: bold;\"\u003E+40%\u003C/span\u003E 射速和\u003Cspan style=\"font-weight: bold;\"\u003E+40%\u003C/span\u003E 魂力抗性持續8秒",
"ability_health_swap_desc": "与一名敌方英雄\u003Cspan style=\"font-weight: bold;\"\u003E互换生命值\u003C/span\u003E。交换生命后,敌方英雄有最低生命百分比限度;而基于目标当前生命值,你所获得的生命值也有最低限度。",
"ability_ice_dome": "凍結庇護",
"ability_health_swap_quip": "与一名敌方英雄互换当前生命",
"ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff": "凍結庇護",
"ability_health_swap_t3_desc": "施放后,\u003Cspan style=\"font-weight: bold;\"\u003E+40%\u003C/span\u003E 射速及 \u003Cspan style=\"font-weight: bold;\"\u003E+40%\u003C/span\u003E 元灵抗性,持续 8s。",
"ability_ice_dome/modifier_ice_dome/modifier_debuff": "凍結庇護",
"ability_heavy_drone": "Utility Drone",
"ability_ice_dome_desc": "Kelvin 凍結周圍的空氣,創造一個\u003Cspan style=\"font-weight: bold;\"\u003E無法穿透的圓頂\u003C/span\u003E。在圓頂內,盟友會快速\u003Cspan style=\"font-weight: bold;\"\u003E恢復生命值\u003C/span\u003E,而敵人會被\u003Cspan style=\"font-weight: bold;\"\u003E減速\u003C/span\u003E。",
"ability_heavy_drone_desc": "Creates a helper drone that can be toggled between providing Healing, Speed or Rockets. Drones take a short time to activate after being switched.",
"ability_ice_dome_quip": "創造一個堅不可摧的治療穹頂",
"ability_heavy_rage": "Heavy Rage",
"ability_ice_dome_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E減少範圍內敵方目標40%\u003C/span\u003E射速",
"ability_heavy_rage_desc": "Passive - Increases Heavy's gun damage by \u003Cspan class=\"highlight\"\u003E{s:DamageMultiplierPercent}%\u003C/span\u003E each time it hits an enemy, up to \u003Cspan class=\"highlight\"\u003E{s:StacksPerEntity} stacks\u003C/span\u003E per enemy Hero and NPCs",
"ability_ice_dome_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E在凍結庇護內增加70\u003C/span\u003E 生命恢復-並且可以被魂力增幅",
"ability_heavy_rage_t1_desc": "Max stacks per enemy Hero or NPCs \u003Cspan class=\"highlight\"\u003E+{s:StacksPerEntity}\u003C/span\u003E",
"ability_ice_grenade": "冰霜手榴彈",
"ability_heavy_rage_t3_desc": "Gain \u003Cspan class=\"highlight\"\u003E{s:StacksOnTakeDamage} stacks \u003C/span\u003E when an \u003Cspan class=\"highlight\"\u003Eenemy damages Heavy\u003C/span\u003E",
"ability_ice_grenade/kelvin_ice_grenade_slow": "冰霜手榴彈減少移速",
"ability_hijack_richochet_projectile": "Ricochet Dagger",
"ability_ice_grenade_desc": "使用後投擲一枚手榴彈,手榴彈會在一團凍結的冰霧中爆炸,\u003Cspan style=\"font-weight: bold;\"\u003E傷害\u003C/span\u003E 和 \u003Cspan style=\"font-weight: bold;\"\u003E減速\u003C/span\u003E 範圍內的敵人。",
"ability_hijack_richochet_projectile_desc": "Throws a dagger which bounces off walls and launches towards nearby enemies. Pierces and deals damage to any enemy units it hits. Damage increases after first bounce off wall.",
"ability_ice_grenade_quip": "對敵人造成傷害和施加減少移速",
"ability_hijack_richochet_projectile_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:PreBounceDamage}\u003C/span\u003E Pre-Bounce Damage. \u003Cspan class=\"highlight\"\u003E+{s:PostBounceDamage}\u003C/span\u003E Post-Bounce Damage.",
"ability_ice_grenade_t2_desc": "冰霜手榴彈現在可以對友方\u003Cspan style=\"font-weight: bold;\"\u003E治療145生命值\u003C/span\u003E,可以被魂力增幅。",
"ability_ice_dome": "冰冻庇护",
"ability_icebeam": "極地光束",
"ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff": "冰冻庇护",
"ability_icebeam/modifier_buildup": "結冰中",
"ability_ice_dome/modifier_ice_dome/modifier_debuff": "冰冻庇护",
"ability_icebeam/modifier_slow": "極地光束減速",
"ability_ice_dome_desc": "凯尔文冻结周围的空气,在自己周围形成一个\u003Cspan style=\"font-weight: bold;\"\u003E无法穿透的罩子\u003C/span\u003E。罩子中的友军可以快速\u003Cspan style=\"font-weight: bold;\"\u003E恢复生命值\u003C/span\u003E,而罩子中的敌人则会\u003Cspan style=\"font-weight: bold;\"\u003E减速\u003C/span\u003E。\u003Cbr\u003E冰冻庇护下的目标变得无敌并被冻结。",
"ability_icebeam_desc": "向前發射冰冷的能量,\u003Cspan style=\"font-weight: bold;\"\u003E對目標造成傷害\u003C/span\u003E,並在持續鎖定目標時逐漸\u003Cspan style=\"font-weight: bold;\"\u003E累積移動速度和射速的減速效果\u003C/span\u003E。使用極地光束時,你的移動速度會降低。光束也可以收集靈魂。",
"ability_ice_dome_quip": "形成一个无法穿透的治疗罩",
"ability_icebeam_quip": "施加逐漸增加的減速效果",
"ability_ice_dome_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+40%\u003C/span\u003E 射速减缓",
"ability_icebeam_t3_desc": "向距離最後一個命中目標 13 公尺內的敵人發射\u003Cspan style=\"font-weight: bold;\"\u003E2 條額外的極地光束\u003C/span\u003E",
"ability_ice_dome_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+70\u003C/span\u003E 生命恢复,现在此值会随元灵力量变化而变化。",
"ability_icepath": "寒冰路徑",
"ability_ice_grenade": "冰霜手雷",
"ability_icepath/modifier_icepath": "寒冰路徑",
"ability_ice_grenade/kelvin_ice_grenade_slow": "冰霜手雷减速",
"ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff": "寒冰路徑",
"ability_ice_grenade_desc": "扔出一枚手雷,在冰晶云雾中爆炸,对敌人造成\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E减速\u003C/span\u003E。",
"ability_icepath_desc": "使用後Kelvin製造一條漂浮的\u003Cspan style=\"font-weight: bold;\"\u003E寒冰路徑\u003C/span\u003E,為他和他的友方英雄提供移動加成。會在持續時間內獲得60%減速抗性,敵人也可以在寒冰路徑上行走。\u003Cbr\u003E在冰雪路徑中,按下Shift / Ctrl可以向上或向下移動。",
"ability_ice_grenade_quip": "对敌人造成伤害并减速",
"ability_icepath_quip": "在漂浮的冰道上飛馳",
"ability_ice_grenade_t2_desc": "冰霜手雷现在会对友方目标\u003Cspan style=\"font-weight: bold;\"\u003E治疗 145 生命值\u003C/span\u003E。随元灵力量变化而变化。",
"ability_icepath_t3_desc": "技能啟用後 每創造一公尺冰徑路徑可獲得1魂力 最大為55",
"ability_icebeam": "极寒光束",
"ability_immobilize_trap": "固定陷阱",
"ability_icebeam/modifier_buildup": "冻结",
"ability_immobilize_trap/trap_debuff": "魂力抗性減少",
"ability_icebeam/modifier_slow": "极寒光束减速效果",
"ability_immobilize_trap_desc": "使用後\u003Cspan style=\"font-weight: bold;\"\u003E丟出一個陷阱\u003C/span\u003E 自動開始部署。一旦部署完畢,當敵人進入其範圍範圍時,陷阱就會觸發,\u003Cspan style=\"font-weight: bold;\"\u003E使他們束縛\u003C/span\u003E。",
"ability_icebeam_desc": "向你前方射出冰冷的冻结能量,\u003Cspan style=\"font-weight: bold;\"\u003E对目标造成伤害\u003C/span\u003E。此外,对敌人施加光束的时间越长,\u003Cspan style=\"font-weight: bold;\"\u003E对其造成的移动减速和射速减缓效果就越强\u003C/span\u003E。你在使用极寒光束期间,移动速度会降低。光束还可以收取魂魄。",
"ability_immobilize_trap_quip": "放置能讓敵人動彈不得的陷阱",
"ability_icebeam_quip": "施加不断提高的减速效果",
"ability_immobilize_trap_t3_desc": "Grey Talon 對被陷阱束縛的目標增加 \u003Cspan style=\"font-weight: bold;\"\u003E+30%\u003C/span\u003E 子彈傷害持續 \u003Cspan style=\"font-weight: bold;\"\u003E10秒\u003C/span\u003E",
"ability_icebeam_t3_desc": "向上次命中目标 13m 内的敌人额外射出 \u003Cspan style=\"font-weight: bold;\"\u003E2 道极寒光束\u003C/span\u003E。",
"ability_incendiary_projectile": "催化劑",
"ability_icepath": "冰封路径",
"ability_incendiary_projectile_desc": "使用後向準星方向噴射凝固汽油彈,\u003Cspan style=\"font-weight: bold;\"\u003E減緩敵方目標的移速\u003C/span\u003E,並增加Infernus對敵方目標造成的\u003Cspan style=\"font-weight: bold;\"\u003E傷害\u003C/span\u003E。",
"ability_icepath/modifier_icepath": "冰封路径",
"ability_incendiary_projectile_quip": "噴射凝固汽油彈,增加你的傷害",
"ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff": "冰封路径",
"ability_incendiary_projectile_t2_desc": "Infernus獲得對目標敵方目標的 \u003Cspan style=\"font-weight: bold;\"\u003E15%全傷害吸血\u003C/span\u003E",
"ability_icepath_desc": "凯尔文将构筑一条冰封的\u003Cspan style=\"font-weight: bold;\"\u003E漂浮小道\u003C/span\u003E,给自己和友军提供移动加成。在技能持续期间,凯文获得 60% 减速抗性。敌人也可以在漂浮小道上行走。\u003Cbr\u003E在冰封路径上时,按下 Shift / Ctrl 可上下移动。",
"ability_incendiary_projectile_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E增加15%\u003C/span\u003E 傷害增幅並且減少敵方目標\u003Cspan style=\"font-weight: bold;\"\u003E-40%\u003C/span\u003E生命恢復/治療",
"ability_icepath_quip": "在漂浮的冰封路径上快速移动",
"ability_intimidate": "蔑視",
"ability_icepath_t3_desc": "使用期间,每创建一米冰封路径可获得 +1 元灵力量。最多 55 元灵力量。",
"ability_intimidate_desc": "使用後對附近敵人造成\u003Cspan style=\"font-weight: bold;\"\u003E傷害\u003C/span\u003E,同時根據傷害來\u003Cspan style=\"font-weight: bold;\"\u003E治療\u003C/span\u003E你,對英雄造成傷害時治療效果更強",
"ability_immobilize_trap": "定身陷阱",
"ability_intimidate_quip": "對附近的敵人造成傷害,每擊中一個敵人都會獲得治療",
"ability_immobilize_trap/trap_debuff": "元灵护甲降低",
"ability_intimidate_t3_desc": "為敵人添加一個減益效果,讓Mo \u0026 Krill 對他們造成 \u003Cspan style=\"font-weight: bold;\"\u003E+15% 傷害\u003C/span\u003E。此效果可疊加,並持續 16 秒。",
"ability_immobilize_trap_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E扔出一个自行布置的陷阱\u003C/span\u003E 。布置完成后,敌人进入陷阱后会将其触发,被\u003Cspan style=\"font-weight: bold;\"\u003E定身\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E减速\u003C/span\u003E。",
"ability_immobilize_trap_quip": "放置一个能使敌人定身的陷阱",
"ability_immobilize_trap_t3_desc": "灰爪对落入定身陷阱的敌人造成 \u003Cspan style=\"font-weight: bold;\"\u003E+30%\u003C/span\u003E 更多子弹伤害,持续 \u003Cspan style=\"font-weight: bold;\"\u003E10s\u003C/span\u003E。",
"ability_incendiary_projectile": "催化剂",
"ability_incendiary_projectile_desc": "喷射凝固汽油弹,\u003Cspan style=\"font-weight: bold;\"\u003E减缓敌人的移动\u003C/span\u003E并且\u003Cspan style=\"font-weight: bold;\"\u003E增强炽焱对敌人造成的伤害\u003C/span\u003E。",
"ability_incendiary_projectile_quip": "喷射凝固汽油弹,增强你的伤害输出",
"ability_incendiary_projectile_t2_desc": "炽焱对受害者进行\u003Cspan style=\"font-weight: bold;\"\u003E 15% 的吸血\u003C/span\u003E。",
"ability_incendiary_projectile_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+20%\u003C/span\u003E 伤害增强和 \u003Cspan style=\"font-weight: bold;\"\u003E-40%\u003C/span\u003E 治疗/恢复",
"ability_intimidate": "蔑视",
"ability_intimidate_desc": "对附近的敌人造成\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E并基于造成的伤害\u003Cspan style=\"font-weight: bold;\"\u003E治疗自己\u003C/span\u003E。对敌方英雄使用时治疗效果更强。",
"ability_intimidate_quip": "对附近的敌人造成伤害,每次击中敌人都可以治疗自己",
"ability_intimidate_t3_desc": "对敌人施加一个减益效果,让隧底双煞对其的伤害 \u003Cspan style=\"font-weight: bold;\"\u003E+15%。可叠加,持续 16s。",
"ability_kali_dust_storm": "Dust Storm",
"ability_kali_dust_storm": "Dust Storm",
"ability_kali_dust_storm_desc": "Send out a tornado that \u003Cspan class=\"highlight\"\u003Edamages enemies\u003C/span\u003E it touches, as well as applying a lingering \u003Cspan class=\"highlight\"\u003Emovement and fire rate slow\u003C/span\u003E.",
"ability_kali_dust_storm_desc": "Send out a tornado that \u003Cspan class=\"highlight\"\u003Edamages enemies\u003C/span\u003E it touches, as well as applying a lingering \u003Cspan class=\"highlight\"\u003Emovement and fire rate slow\u003C/span\u003E.",
Line 3,990: Line 4,395:
"ability_kali_trappers_bolo_t1_desc": "Enemies hit by the bolo give \u003Cspan class=\"highlight\"\u003E{s:ReverseLifeLeech}% Lifesteal\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:ReverseLifeLeechDuration}s\u003C/span\u003E",
"ability_kali_trappers_bolo_t1_desc": "Enemies hit by the bolo give \u003Cspan class=\"highlight\"\u003E{s:ReverseLifeLeech}% Lifesteal\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:ReverseLifeLeechDuration}s\u003C/span\u003E",
"ability_kali_trappers_bolo_t3_desc": "\u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E enemies that are immobilized",
"ability_kali_trappers_bolo_t3_desc": "\u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E enemies that are immobilized",
"ability_lash_flog": "抽擊",
"ability_lash_flog": "鞭笞",
"ability_lash_flog/modifier_lash_flog_debuff": "抽擊",
"ability_lash_flog/modifier_lash_flog_debuff": "鞭笞",
"ability_lash_flog_desc": "使用後用鞭子猛擊敵人,並且\u003Cspan style=\"font-weight: bold;\"\u003E吸血\u003C/span\u003E。",
"ability_lash_flog_desc": "用你的鞭子击打敌人,从敌人身上\u003Cspan style=\"font-weight: bold;\"\u003E吸血\u003C/span\u003E。",
"ability_lash_flog_quip": "吸取你面前的敵方單位生命值",
"ability_lash_flog_quip": "从你前方的目标身上吸血",
"ability_lash_flog_t1_desc": "對目標施加減少移速\u003Cspan style=\"font-weight: bold;\"\u003E35%\u003C/span\u003E持續3秒",
"ability_lash_flog_t1_desc": "施加 \u003Cspan style=\"font-weight: bold;\"\u003E35%\u003C/span\u003E 移动减速,持续 3s",
"ability_lash_flog_t3_desc": "+105 傷害以及 施加 35% 減少射速",
"ability_lash_flog_t3_desc": "+105 伤害并施加 35% 射速减缓",
"ability_life_drain": "吸魂巫術",
"ability_life_drain": "生命汲取",
"ability_life_drain/modifier_life_drain": "生命吸取",
"ability_life_drain/modifier_life_drain": "生命汲取",
"ability_life_drain/modifier_life_drain_caster": "生命吸取",
"ability_life_drain/modifier_life_drain_caster": "生命汲取",
"ability_life_drain_cancel_trigger": "取消生命吸取",
"ability_life_drain_cancel_trigger": "Cancel Life Drain",
"ability_life_drain_desc": "選定一個敵方目標,使用後創造一個連結,持續\u003Cspan class=\"“highlight\"\u003E吸取敵人的生命值\u003C/span\u003E,目標必須在視線範圍內,並且在最大射程內才能消耗生命值。消耗期間,你可以射擊和使用其他技能,但是減半移速。按下 2 提前取消吸取。",
"ability_life_drain_desc": "创造一个\u003Cspan style=\"font-weight: bold;\"\u003E持续汲取敌人生命\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E治疗自己\u003C/span\u003E的羁绊。只有在视线范围内且在技能最大射程内的目标才会被汲取。汲取期间可以开枪及使用其他技能,但你的移动速度将会减半。\u003Cbr\u003E\u003Cspan style=\"font-weight: bold;\"\u003E[副施放]可给予友方英雄生命值。\u003C/span\u003E\u003Cbr\u003E\u003Cspan style=\"font-weight: bold;\"\u003E按 2 键\u003C/span\u003E取消。",
"ability_life_drain_quip": "汲取敵人的生命值",
"ability_life_drain_quip": "持续偷取敌人的生命值",
"ability_life_drain_t3_desc": "目標在被吸取生命時會\u003Cspan style=\"font-weight: bold;\"\u003E沉默\u003C/span\u003E(需要在視野內)",
"ability_life_drain_t3_desc": "敌人被汲取生命时也会被\u003Cspan style=\"font-weight: bold;\"\u003E沉默\u003C/span\u003E(需要在视线内)",
"ability_melee_archer": "近戰",
"ability_melee_archer": "近战",
"ability_melee_astro": "近戰",
"ability_melee_astro": "近战",
"ability_melee_digger": "近戰",
"ability_melee_digger": "近战",
"ability_melee_ghost": "近戰",
"ability_melee_ghost": "近战",
"ability_melee_haze": "近戰",
"ability_melee_haze": "近战",
"ability_melee_heavy": "近戰",
"ability_melee_heavy": "近战",
"ability_melee_inferno": "近戰",
"ability_melee_inferno": "近战",
"ability_melee_kelvin": "近戰",
"ability_melee_kelvin": "近战",
"ability_melee_lash": "近戰",
"ability_melee_lash": "近战",
"ability_melee_nano": "近戰",
"ability_melee_nano": "近战",
"ability_melee_viscous": "近戰",
"ability_melee_viscous": "近战",
"ability_melee_wrecker": "近戰",
"ability_melee_wrecker": "近战",
"ability_melee_yamato": "近戰",
"ability_melee_yamato": "近战",
"ability_melee_zealot": "近戰",
"ability_melee_zealot": "近战",
"ability_ooc_health_regen": "脫離戰鬥生命回復",
"ability_mirv_grenade_buff": "Mad Bomber",
"ability_ooc_health_regen_desc": "",
"ability_mirv_grenade_buff_desc": "Tempoarily turns {s:hero_name}'s primary weapon attack to explode in to a cluster of bombs.",
"ability_pounce": "前撲",
"ability_mirv_grenade_buff_t1": "Mad Bomber",
"ability_pounce_desc": "{s:hero_name}向前跳躍,落地時造成爆炸並傷害區域內的敵人。",
"ability_mirv_grenade_buff_t1_desc": "Adds +{s:Grenades} bomb per cluster and +{s:AbilityDuration}s duration",
"ability_mirv_grenade_buff_t2": "Potency",
"ability_mirv_grenade_buff_t2_desc": "+{s:BlastDamage} damage per grenade and +{s:AbilityDuration}s duration",
"ability_mirv_grenade_buff_t3": "Carpet Bombing",
"ability_mirv_grenade_buff_t3_desc": "Infinite Shots while Mad Bomber is active",
"ability_nano_pounce": "迅猛突袭",
"ability_nano_pounce_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E跳向\u003C/span\u003E目标,造成\u003Cspan style=\"font-weight: bold;\"\u003E近战轻攻击伤害\u003C/span\u003E并对附近的敌人施加\u003Cspan style=\"font-weight: bold;\"\u003E减速\u003C/span\u003E效果。\u003Cbr\u003E如果在 \u003Cspan style=\"font-weight: bold;\"\u003E3s \u003C/span\u003E内使用,你还可以\u003Cspan style=\"font-weight: bold;\"\u003E扑向第二个目标\u003C/span\u003E。",
"ability_nano_pounce_quip": "跳向你的敌人",
"ability_nano_pounce_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+1s\u003C/span\u003E 减速持续时间",
"ability_nano_pounce_t2_desc": "装填最多 \u003Cspan style=\"font-weight: bold;\"\u003E20%\u003C/span\u003E 的弹药,并施加 \u003Cspan style=\"font-weight: bold;\"\u003E+30%\u003C/span\u003E 射速减缓。",
"ability_nano_pounce_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+60\u003C/span\u003E 伤害及 \u003Cspan style=\"font-weight: bold;\"\u003E+1\u003C/span\u003E 技能充能数。",
"ability_nano_proximity_ritual": "艾娃",
"ability_nano_proximity_ritual_desc": "部署\u003Cspan style=\"font-weight: bold;\"\u003E艾娃\u003C/span\u003E,\u003Cspan style=\"font-weight: bold;\"\u003E使其专注于\u003C/span\u003E一名附近的敌人。目标敌人的治疗会减少,并且在受伤时会\u003Cspan style=\"font-weight: bold;\"\u003E为艾娃和卡厉可提供治疗\u003C/span\u003E。\u003Cspan style=\"font-weight: bold;\"\u003E艾娃只有在卡厉可附近时才会激活\u003C/span\u003E。\u003Cbr\u003E按下\u003Cspan style=\"font-weight: bold;\"\u003E [3] \u003C/span\u003E召回艾娃。\u003Cbr\u003E按下\u003Cspan style=\"font-weight: bold;\"\u003E[副施放]\u003C/span\u003E召回并传送到艾娃的位置。\u003Cbr\u003E距离艾娃越远,召回/传送时间越长。艾娃在召回期间会恢复生命值。",
"ability_nano_proximity_ritual_quip": "部署同伴以攻击敌人",
"ability_nano_proximity_ritual_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+UNKNOWN[StatueLifesteal]%\u003C/span\u003E 吸血",
"ability_nano_proximity_ritual_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+40\u003C/span\u003E DPS,且受害者对卡厉可造成的伤害减少 \u003Cspan style=\"font-weight: bold;\"\u003EUNKNOWN[StatueVictimDamageReduction]%\u003C/span\u003E。",
"ability_nano_proximity_ritual_t3_desc": "伤害增强 \u003Cspan style=\"font-weight: bold;\"\u003E+35%\u003C/span\u003E 且受害者治疗减少 -30% 。",
"ability_nano_proximity_ritual_trigger": "召回艾娃",
"ability_nano_shadow_step": "幽影瞬步",
"ability_nano_shadow_step_desc": "将自己笼罩在阴影中,增强你的攻击并使你的冲刺进入\u003Cspan style=\"font-weight: bold;\"\u003E隐身\u003C/span\u003E状态。使用\u003Cspan style=\"font-weight: bold;\"\u003E近战伤害\u003C/span\u003E击中敌人时会降低他们的子弹抗性(可叠加)。",
"ability_nano_shadow_step_t2_desc": "激活时 \u003Cspan style=\"font-weight: bold;\"\u003E+40%\u003C/span\u003E 减速抗性",
"ability_nano_shadow_step_t3_desc": "近战重攻击会造成\u003Cspan style=\"font-weight: bold;\"\u003E沉默\u003C/span\u003E,持续 3s。",
"ability_overcharge": "Energy Surge",
"ability_overcharge_desc": "Temporarily boosts the effect of Heavy's current drone and increases his fire rate.",
"ability_perched_predator": "塞赫麦特之灵",
"ability_perched_predator_desc": "派出一只前进的灵猫,它会抓住自己路上的目标。抓到英雄后,会在不久后引发爆炸。\u003Cbr\u003E按 1 手动引发爆炸。",
"ability_power_jump": "箭雨",
"ability_power_jump": "箭雨",
"ability_power_jump/modifier_air_raid/modifier_slow_base": "減少移速",
"ability_power_jump/modifier_air_raid/modifier_slow_base": "被减速",
"ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base": "減速子彈",
"ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base": "减速弹",
"ability_power_jump_desc": "使用後將你高跳到高空,讓你可以緩慢滑行。在空中飛行時,你會獲得\u003Cspan style=\"font-weight: bold;\"\u003E子彈傷害和子彈多重射擊\u003C/span\u003E加成。按下 Space 可取消滑翔。",
"ability_power_jump_desc": "跃至高空,可以缓速滑翔。在空中时,获得\u003Cspan style=\"font-weight: bold;\"\u003E武器伤害\u003C/span\u003E以及\u003Cspan style=\"font-weight: bold;\"\u003E多重射击\u003C/span\u003E。\u003Cbr\u003E自动施放会减少跳跃高度。\u003Cbr\u003E按下 Space 以取消滑翔。",
"ability_power_jump_quip": "高高跳起,釋放多重射擊",
"ability_power_jump_quip": "跃至高空并射出多重箭矢",
"ability_power_jump_t2_desc": "增加 \u003Cspan style=\"font-weight: bold;\"\u003E5\u003C/span\u003E 子彈傷害 以及減少移速\u003Cspan style=\"font-weight: bold;\"\u003E40%\u003C/span\u003E 持續1.5秒",
"ability_power_jump_t2_desc": "在空中时,\u003Cspan style=\"font-weight: bold;\"\u003E+5\u003C/span\u003E 武器伤害且武器伤害施加 \u003Cspan style=\"font-weight: bold;\"\u003E40%\u003C/span\u003E 移动减速,持续 1.5s。",
"ability_power_jump_t3_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E+50%\u003C/span\u003E 子彈吸血 \u003Cspan style=\"font-weight: bold;\"\u003E+50%\u003C/span\u003E 魂力吸血.",
"ability_power_jump_t3_desc": "在空中时,\u003Cspan style=\"font-weight: bold;\"\u003E+50%\u003C/span\u003E 子弹吸血并 \u003Cspan style=\"font-weight: bold;\"\u003E+50%\u003C/span\u003E 元灵吸血。",
"ability_power_surge": "電流湧動",
"ability_power_surge": "澎湃电力",
"ability_power_surge_desc": "使用後強化自身的武器,\u003Cspan style=\"font-weight: bold;\"\u003E使子彈對敵方目標造成電擊傷害\u003C/span\u003E。電擊傷害會\u003Cspan style=\"font-weight: bold;\"\u003E彈射給敵方目標附近的敵方目標\u003C/span\u003E。每3連發觸發一次。",
"ability_power_surge_desc": "为你的武器加上电击效果,使\u003Cspan style=\"font-weight: bold;\"\u003E你的子弹对目标造成电击伤害\u003C/span\u003E。此电击伤害会\u003Cspan style=\"font-weight: bold;\"\u003E弹射到目标附近的敌人身上\u003C/span\u003E。每次爆发性射击时发生一次。",
"ability_power_surge_quip": "射出電流可以對目標和周圍單位造成傷害",
"ability_power_surge_quip": "你的射击会创造出电弧",
"ability_power_surge_t1_desc": "電擊傷害減少-15%魂力抗性持續8秒",
"ability_power_surge_t1_desc": "电击伤害施加 -15% 元灵抗性,持续 8s",
"ability_power_surge_t3_desc": "增加12電流湧動傷害,增加魂力比率,以及增加3次彈射",
"ability_power_surge_t3_desc": "+12 电击伤害,随元灵力量增强的幅度加大,并 +3 最大跳跃次数",
"ability_shielded_sentry_rocket": "炮台火箭",
"ability_propulsion_gel": "Propulsion Gel",
"ability_sleep_dagger": "睡眠匕首",
"ability_propulsion_gel_desc": "Fire a wave of propulsion gel that grants \u003Cspan class=\"highlight\"\u003Eincreased movement speed\u003C/span\u003E for allies.  Unit's hit by the gel wave will be covered by gel and leave a trail behind them",
"ability_sleep_dagger/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep": "睡眠",
"ability_propulsion_gel_t1_desc": "Gel reduces zoomed and shooting move speed penalty by \u003Cspan class=\"highlight\"\u003E{s:ShootingSpeedPenaltyReduction}%\u003C/span\u003E to friendly units",
"ability_sleep_dagger_desc": "使用後丟出一把可以對敵方目標造成\u003Cspan style=\"font-weight: bold;\"\u003E傷害和施加睡眠效果\u003C/span\u003E的匕首。沉睡的目標在受傷後不久就會醒來。投擲匕首不會破壞隱形。",
"ability_propulsion_gel_t2_desc": "Gel travel distance \u003Cspan class=\"highlight\"\u003E+{s:AbilityCastRange}m\u003C/span\u003E",
"ability_sleep_dagger_quip": "讓敵人沉睡",
"ability_propulsion_gel_t3_desc": "Move speed bonus \u003Cspan class=\"highlight\"\u003E+{s:MoveSpeedFriendlyBuff}\u003C/span\u003E",
"ability_sleep_dagger_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E移除1點耐力\u003C/span\u003E",
"ability_rocket_drone": "Heavy Drone",
"ability_sleep_dagger_t3_desc": "醒來後目標\u003Cspan style=\"font-weight: bold;\"\u003E-12%\u003C/span\u003E子彈抗性持續6秒",
"ability_rocket_drone_desc": "Deploy a drone which shoots \u003Cspan class=\"highlight\"\u003Ehoming rockets\u003C/span\u003E at enemies at close range that \u003Cspan class=\"highlight\"\u003Eslows\u003C/span\u003E enemies.",
"ability_slingshot_bruising_shot": "創傷射擊",
"ability_rocket_drone_t1_desc": "The Drone adds \u003Cspan class=\"highlight\"\u003E{s:ClipReloadPercentagePerSecond}% of max clip per second\u003C/span\u003E to Heavy's gun",
"ability_slingshot_bruising_shot_desc": "擊中目標會對其造成傷害,並在其身上疊加創傷,這些創傷會增加 Slingshot 的武器和技能所造成的後續傷害。",
"ability_rocket_drone_t2_desc": "The Drone applies health regen to Heavy and a nearby target for \u003Cspan class=\"highlight\"\u003E{s:DroneHealthRegen} health per second \u003C/span\u003E.",
"ability_slingshot_bruising_shot_t1_desc": "當射擊受創的敵方目標時,每次增加\u003Cspan class=\"highlight\"\u003E+{s:BruiseFireRate}%射速\u003C/span\u003E。",
"ability_rocket_drone_t3_desc": "Maximum rockets per second \u003Cspan class=\"highlight\"\u003E+{s:RocketsPerSecond}\u003C/span\u003E",
"ability_slingshot_catapult": "彈射",
"ability_scrap_blast": "生物爆破",
"ability_slingshot_catapult_desc": "Slingshot蓄力後向前發射,形成一個巨大的旋轉球,滾來滾去,對敵方目標造成傷害。結束時會爆炸。",
"ability_scrap_blast/modifier_scrap_blast_debuff": "被减速",
"ability_slingshot_open_wounds": "創口撕裂",
"ability_scrap_blast_desc": "发射出一股灰飞烟灭后的残骸,对敌人造成\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E并使其\u003Cspan style=\"font-weight: bold;\"\u003E减速\u003C/span\u003E。多次命中会增加减速效果。",
"ability_slingshot_open_wounds_desc": "被動。Slingshot的子彈會在敵方目標身上造成創口,當擊中足夠次數時敵方目標會受到大量傷害。",
"ability_scrap_blast_quip": "发射一股生物质爆炸波",
"ability_slingshot_open_wounds_t3_desc": "傷害爆發時會向附近噴射毒血,對停留在該區域的敵方目標造成傷害。",
"ability_self_purge": "Uproar",
"ability_slingshot_ultimate": "地震",
"ability_self_purge_desc": "\u003Cspan class=\"highlight\"\u003EDrags enemies\u003C/span\u003E towards heavy and causes an explosion.",
"ability_slingshot_ultimate_desc": "所有附近的敵方目標都會被擊飛並眩暈,持續時間與Slingshot施法時間相同。",
"ability_self_purge_t1_desc": "Permanent Ammo \u003Cspan class=\"highlight\"\u003E+{s:ClipBonusOnHit}\u003C/span\u003E for every enemy Hero hit by the explosion",
"ability_smoke_bomb": "煙霧彈",
"ability_shielded_sentry_rocket": "Sentry Rocket",
"ability_smoke_bomb/modifier_buff": "穩定",
"ability_sleep_dagger": "沉睡匕首",
"ability_smoke_bomb_desc": "使用後淡出視線, 變得\u003Cspan style=\"font-weight: bold;\"\u003E隱形\u003C/span\u003E並獲得\u003Cspan style=\"font-weight: bold;\"\u003E疾跑速度\u003C/span\u003E。攻擊會移除隱形。 近身的敵人可以看穿你的隱形。",
"ability_sleep_dagger/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep": "沉睡中",
"ability_smoke_bomb_quip": "淡出視線",
"ability_sleep_dagger_desc": "投掷一把匕首,让目标受到\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E沉睡\u003C/span\u003E。沉睡的目标受到伤害不久后会醒来。投掷匕首不会解除隐身。沉睡匕首不会打断敌人的技能施法。",
"ability_smoke_bomb_t1_desc": "減少\u003Cspan style=\"font-weight: bold;\"\u003E-14.0秒\u003C/span\u003E 技能冷卻",
"ability_sleep_dagger_quip": "让一名敌人入睡",
"ability_smoke_bomb_t2_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E+6m/s\u003C/span\u003E疾跑速度",
"ability_sleep_dagger_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E移除 1 耐力\u003C/span\u003E",
"ability_smoke_bomb_t3_desc": "顯形後,獲得\u003Cspan style=\"font-weight: bold;\"\u003E30%子彈吸血\u003C/span\u003E持續8秒",
"ability_sleep_dagger_t3_desc": "施加 \u003Cspan style=\"font-weight: bold;\"\u003E-12% 子弹抗性\u003C/span\u003E,苏醒后持续 6s",
"ability_stacking_damage": "定格",
"ability_slingshot_bruising_shot": "Bruising Shot",
"ability_stacking_damage/modifier_passive_haze_stacking_damage": "定格",
"ability_slingshot_bruising_shot_desc": "Hits damage the target, and stack bruises on them that increase all subsequent damage taken from Slingshot's weapon and abilities.",
"ability_stacking_damage/modifier_passive_haze_stacking_damage/slow": "減少移速",
"ability_slingshot_bruising_shot_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BruiseFireRate}% fire rate\u003C/span\u003E per stack when shooting at a bruised enemy.",
"ability_stacking_damage_desc": "射擊目標可增加\u003Cspan style=\"font-weight: bold;\"\u003E子彈對該目標的傷害\u003C/span\u003E。每擊中一個目標可\u003Cspan style=\"font-weight: bold;\"\u003E疊加一次\u003C/span\u003E,如果擊中的是頭部,則可疊加兩次。",
"ability_slingshot_catapult": "Catapult",
"ability_stacking_damage_quip": "增加對目標的子彈傷害",
"ability_slingshot_catapult_desc": "Slingshots builds up power before launching himself forward as a large spinning ball, rolling around damaging enemies. Explodes on finish.",
"ability_stacking_damage_t1_desc": "每疊加\u003Cspan style=\"font-weight: bold;\"\u003E20\u003C/span\u003E層造成\u003Cspan style=\"font-weight: bold;\"\u003E60\u003C/span\u003E魂力傷害和施加\u003Cspan style=\"font-weight: bold;\"\u003E15%\u003C/span\u003E減少移速持續2秒。",
"ability_slingshot_open_wounds": "Open Wounds",
"ability_stacking_damage_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E增加40\u003C/span\u003E 最大層數 \u003Cspan style=\"font-weight: bold;\"\u003E增加5秒\u003C/span\u003E 持續時間",
"ability_slingshot_open_wounds_desc": "Passive. Slingshot's bullets cause wounds to build up on the enemy, dealing a large burst of damage when enough hits are inflicted.",
"ability_slingshot_open_wounds_t3_desc": "Damage burst sprays poisonous blood nearby, damaging any enemies staying in the area.",
"ability_slingshot_ultimate": "Earthquake",
"ability_slingshot_ultimate_desc": "All nearby enemies are knocked in the air and stunned for as long as Slingshot channels.",
"ability_smelt": "Smelt",
"ability_smelt_desc": "Every time Heavy takes damage from a bullet it goes into his weapon clip and reduces ability cooldowns.",
"ability_smoke_bomb": "烟雾弹",
"ability_smoke_bomb/modifier_buff": "Stabilizer",
"ability_smoke_bomb_desc": "淡出视线,变为\u003Cspan style=\"font-weight: bold;\"\u003E隐身\u003C/span\u003E并获得\u003Cspan style=\"font-weight: bold;\"\u003E疾跑速度\u003C/span\u003E。攻击会移除隐身效果。近距离的敌人可看穿你的隐身。",
"ability_smoke_bomb_quip": "淡出视线",
"ability_smoke_bomb_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E-14.0s\u003C/span\u003E Ability Cooldown",
"ability_smoke_bomb_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+6m/s\u003C/span\u003E 隐身疾跑速度",
"ability_smoke_bomb_t3_desc": "隐身结束后,获得 \u003Cspan style=\"font-weight: bold;\"\u003E+30% 子弹吸血\u003C/span\u003E,持续 8s",
"ability_speed_drone": "Speed Drone",
"ability_speed_drone_desc": "Deploy a energy drone which helps you run faster, and reduces your windup and reload times.\"nReplaces any other drone.",
"ability_stacking_damage": "锁定",
"ability_stacking_damage/modifier_passive_haze_stacking_damage": "被锁定",
"ability_stacking_damage/modifier_passive_haze_stacking_damage/slow": "被减速",
"ability_stacking_damage_desc": "射击目标\u003Cspan style=\"font-weight: bold;\"\u003E会让你对该目标的子弹伤害持续增加\u003C/span\u003E。每次击中获得一次\u003Cspan style=\"font-weight: bold;\"\u003E叠加\u003C/span\u003E,若为爆头则获得两次。",
"ability_stacking_damage_quip": "对目标造成的子弹伤害持续增加",
"ability_stacking_damage_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E20\u003C/span\u003E 层叠加对目标造成 \u003Cspan style=\"font-weight: bold;\"\u003E60\u003C/span\u003E 元灵伤害及 \u003Cspan style=\"font-weight: bold;\"\u003E15%\u003C/span\u003E 减速,持续 2s",
"ability_stacking_damage_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+40\u003C/span\u003E 最大叠加次数,\u003Cspan style=\"font-weight: bold;\"\u003E+5s\u003C/span\u003E 持续时间",
"ability_target_practice": "Target Practice",
"ability_target_practice": "Target Practice",
"ability_target_practice_desc": "On activate, your next gun hit selects an enemy Hero as a target.  Shoot them \u003Cspan class=\"highlight\"\u003E{s:ShotsToProc} times\u003C/span\u003E to deal a burst of spirit damage.  Every Headshot will increase the burst",
"ability_target_practice_desc": "On activate, your next gun hit selects an enemy Hero as a target.  Shoot them \u003Cspan class=\"highlight\"\u003E{s:ShotsToProc} times\u003C/span\u003E to deal a burst of spirit damage.  Every Headshot will increase the burst",
"ability_target_practice_quip": "Focus shots on a target to gain an advantage",
"ability_target_practice_quip": "Focus shots on a target to gain an advantage",
"ability_target_practice_t3_desc": "Your bullets reduce your target's \u003Cspan class=\"highlight\"\u003EBullet Resist by {s:BulletArmorReduction}%\u003C/span\u003E for {s:DebuffDuration}s",
"ability_target_practice_t3_desc": "Your bullets reduce your target's \u003Cspan class=\"highlight\"\u003EBullet Resist by {s:BulletArmorReduction}%\u003C/span\u003E for {s:DebuffDuration}s",
"ability_throw_sand": "噴沙",
"ability_teammate_armor_buff": "Protective Shell",
"ability_throw_sand_desc": "使用後向前方噴射沙子,\u003Cspan style=\"font-weight: bold;\"\u003E繳械\u003C/span\u003E 前方敵人並造成\u003Cspan style=\"font-weight: bold;\"\u003E傷害\u003C/span\u003E。",
"ability_teammate_armor_buff/modifier_consumed_armor_buff": "Protective Shell",
"ability_throw_sand_quip": "繳械正前方的敵人",
"ability_teammate_armor_buff_desc": "Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself.",
"ability_throw_sand_t3_desc": "減少移速敵方單位\u003Cspan style=\"font-weight: bold;\"\u003E-50%\u003C/span\u003E",
"ability_teammate_armor_buff_t1_desc": "Add movement speed bonus effect \u003Cspan class=\"highlight\"\u003E+{s:SpeedBonus}m/s\u003C/span\u003E",
"ability_ult_combo": "連打",
"ability_teammate_armor_buff_t2_desc": "Adds health regen effect \u003Cspan class=\"highlight\"\u003E+{s:HealthRegenBonus}\u003C/span\u003E",
"ability_ult_combo_desc": "選定一個敵方近距離英雄目標,使用後將目標控制在原地, \u003Cspan style=\"font-weight: bold;\"\u003E在持續施法技能時眩暈他並持續造成傷害\u003C/span\u003E 。如果目標單位在連打過程中死亡,你將永久獲得最大生命值。",
"ability_teammate_armor_buff_t3_desc": "Bullet Shield \u003Cspan class=\"highlight\"\u003E+{s:BulletShieldHealth}\u003C/span\u003E and Spirit Shield \u003Cspan class=\"highlight\"\u003E+{s:TechShieldHealth}\u003C/span\u003E",
"ability_ult_combo_quip": "控制住敵方英雄並進行雙人連打",
"ability_tempest_faraday_cage": "Faraday Cage",
"ability_ult_combo_t2_desc": "連打持續時間增加 \u003Cspan style=\"font-weight: bold;\"\u003E+0.75s\u003C/span\u003E",
"ability_tempest_faraday_cage_desc": "Target an enemy hero to trap them in a faraday cage, blocking movement and bullets.",
"ability_ult_combo_t3_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E+40\u003C/span\u003E 傷害和 \u003Cspan style=\"font-weight: bold;\"\u003E100% 吸血\u003C/span\u003E",
"ability_tempest_ion_dagger": "Ion Dagger",
"ability_upgrade_description": "你已解鎖 {s:upgradeTier} 技能升級。從以下列表中選擇一項升級。",
"ability_tempest_ion_dagger_desc": "Tempest throws a dagger that damages the target and applies an ionizing charge to it for a duration. Tech damage dealt to that target is increased and a cleaves for a percentage of that damage to nearby targets. Ionizing a target multiple times increases the duration.",
"ability_upgrade_description_open_shop": "等級 {s:upgradeTier} 升級",
"ability_tempest_tesla_coil": "Tesla Coil",
"ability_upgrade_extra_info": "每當你在任何模式層(武器、裝甲、技術或實用工具)中購買兩種升級時,技能升級就會解鎖。",
"ability_tempest_tesla_coil/modifier_tesla_coil_aura_alert/modifier_tesla_coil_alert": "Tesla Coil Nearby",
"ability_warden_crowd_control": "煉金燒瓶",
"ability_tempest_tesla_coil/modifier_tesla_coil_aura_damage_amp/modifier_tesla_coil_damage_amp": "Tesla Coil Nearby",
"ability_warden_crowd_control_desc": "使用後扔出一個煉金燒瓶,對接觸到燒瓶範圍內的敵方目標造成傷害、\u003Cspan style=\"font-weight: bold;\"\u003E施加減少移速並降低子彈傷害\u003C/span\u003E",
"ability_tempest_tesla_coil_desc": "Build a Tesla Coil that builds a charge on itself then discharges on the closest enemy within range. Holds the charge and builds overcharge if no enemies are in range. When Tempest fights in range of the coil, his gun is amp'd and his bullets deal bonus spirit damage.",
"ability_warden_crowd_control_quip": "對附近的敵人造成傷害和削弱",
"ability_tempest_weathermaker": "Weathermaker",
"ability_warden_crowd_control_t3_desc": "減少\u003Cspan style=\"font-weight: bold;\"\u003E-6.5秒\u003C/span\u003E冷卻並施加\u003Cspan style=\"font-weight: bold;\"\u003E35%\u003C/span\u003E減少射速",
"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming": "100% Chance of Lightning",
"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming/modifier_reveal_enemy": "Revealed",
"ability_tempest_weathermaker_desc": "A ray of sun shines on each enemy hero anywhere on the map. Moments later, any enemy that did not find cover is struck by a powerful bolt of lightning, dealing damage to them and revealing them through walls for a duration. Can pass through Faraday Cage.",
"ability_throw_sand": "沙暴",
"ability_throw_sand_desc": "喷出沙子,\u003Cspan style=\"font-weight: bold;\"\u003E缴械\u003C/span\u003E前方敌人并造成\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E。",
"ability_throw_sand_quip": "缴械前方的敌人",
"ability_throw_sand_t3_desc": "让目标减速 \u003Cspan style=\"font-weight: bold;\"\u003E50%\u003C/span\u003E",
"ability_uber_drone": "Uber Charge",
"ability_uber_drone_desc": "After a charge-up time, Heavy turns \u003Cspan class=\"highlight\"\u003Einvulnerable\u003C/span\u003E",
"ability_uber_drone_t1_desc": "While Ubered, \u003Cspan class=\"highlight\"\u003Einfinite clip\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eno windup\u003C/span\u003E",
"ability_uber_drone_t2_desc": "Uber Duration \u003Cspan class=\"highlight\"\u003E+{s:UberDuration}s\u003C/span\u003E",
"ability_uber_drone_t3_desc": "Gain \u003Cspan class=\"highlight\"\u003E+{s:RageOnUber} stacks of Heavy Rage\u003C/span\u003E",
"ability_ult_combo": "连招",
"ability_ult_combo_desc": "将目标按在原地,在施法期间\u003Cspan style=\"font-weight: bold;\"\u003E使其眩晕并造成伤害\u003C/span\u003E。如果目标在连招过程中死亡,你将永久性获得最大生命值。",
"ability_ult_combo_quip": "按住敌方英雄猛揍",
"ability_ult_combo_t1_desc": "连招过程中 \u003Cspan style=\"font-weight: bold;\"\u003E+UNKNOWN[ComboBulletResist]%\u003C/span\u003E 子弹抗性",
"ability_ult_combo_t2_desc": "连招持续时间 \u003Cspan style=\"font-weight: bold;\"\u003E+0.75s\u003C/span\u003E",
"ability_ult_combo_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+40\u003C/span\u003E 每秒伤害和 \u003Cspan style=\"font-weight: bold;\"\u003E100% 吸血\u003C/span\u003E",
"ability_upgrade_description": "You have unlocked a tier {s:upgradeTier} ability upgrade. Choose an upgrade from the list below.",
"ability_upgrade_description_open_shop": "Tier {s:upgradeTier} upgrades",
"ability_upgrade_extra_info": "Ability upgrades are unlocked whenever you purchase two upgrades in any mod tier (Weapon, Armor, Tech or Utility).",
"ability_warden_crowd_control": "炼金瓶",
"ability_warden_crowd_control_desc": "投掷一个瓶子,击中敌人后会对敌人\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害并降低其移动速度\u003C/span\u003E,还会减少其\u003Cspan style=\"font-weight: bold;\"\u003E武器伤害\u003C/span\u003E和\u003Cspan style=\"font-weight: bold;\"\u003E耐力\u003C/span\u003E。",
"ability_warden_crowd_control_quip": "对附近的敌人造成伤害和负面效果",
"ability_warden_crowd_control_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E-6.5s\u003C/span\u003E 冷却时间并令射速降低 \u003Cspan style=\"font-weight: bold;\"\u003E35%\u003C/span\u003E",
"ability_warden_high_alert": "意志力",
"ability_warden_high_alert": "意志力",
"ability_warden_high_alert_desc": "使用技能後獲得\u003Cspan style=\"font-weight: bold;\"\u003E魂力護盾\u003C/span\u003E 和 \u003Cspan style=\"font-weight: bold;\"\u003E增加移速\u003C/span\u003E。",
"ability_warden_high_alert_desc": "获得一个\u003Cspan style=\"font-weight: bold;\"\u003E元灵护盾\u003C/span\u003E以及\u003Cspan style=\"font-weight: bold;\"\u003E额外的移动速度\u003C/span\u003E。",
"ability_warden_high_alert_quip": "獲得魂力護盾和移速",
"ability_warden_high_alert_quip": "获得元灵护盾和移动速度",
"ability_warden_high_alert_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E增加200\u003C/span\u003E 魂力護盾的生命值,現在可隨魂力值加強",
"ability_warden_high_alert_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+200\u003C/span\u003E 元灵护盾生命值,现在此值会随元灵力量变化而变化",
"ability_warden_lock_down": "約束咒",
"ability_warden_lock_down": "束缚之言",
"ability_warden_lock_down_desc": "選定一個敵方英雄目標,使用後詛咒一名敵方英雄。如果目標單位沒有在\u003Cspan style=\"font-weight: bold;\"\u003E逃脫時間\u003C/span\u003E內離開初始位置,就會受到\u003Cspan style=\"font-weight: bold;\"\u003E傷害並束縛\u003C/span\u003E。施法後減少目標的耐力。",
"ability_warden_lock_down_desc": "诅咒一名敌方英雄。如果对方未在\u003Cspan style=\"font-weight: bold;\"\u003E逃脱时间\u003C/span\u003E内从初始位置离开,则会受到\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E并遭到\u003Cspan style=\"font-weight: bold;\"\u003E定身\u003C/span\u003E。",
"ability_warden_lock_down_quip": "詛咒你的目標,如果目標單位沒有逃脫出範圍,就將目標單位約束",
"ability_warden_lock_down_quip": "诅咒目标,若其未逃脱,则会被定身",
"ability_warden_lock_down_t3_desc": "Warden 在 \u003Cspan style=\"font-weight: bold;\"\u003E6秒\u003C/span\u003E內對困住的英雄造成額外\u003Cspan style=\"font-weight: bold;\"\u003E+20% 子彈傷害\u003C/span\u003E。",
"ability_warden_lock_down_t3_desc": "守望者在 \u003Cspan style=\"font-weight: bold;\"\u003E6s\u003C/span\u003E 内对定身英雄造成的子弹伤害 \u003Cspan style=\"font-weight: bold;\"\u003E+20% \u003C/span\u003E",
"ability_warden_riot_protocol": "最後防線",
"ability_warden_riot_protocol": "屹立不倒",
"ability_warden_riot_protocol_desc": "在充能 2.25 秒後,\u003Cspan style=\"font-weight: bold;\"\u003E釋放脈衝來傷害敵人並根據造成的傷害治癒你\u003C/span\u003E。\u003Cbr\u003E在引導最後防線期間,你的\u003Cspan style=\"font-weight: bold;\"\u003E子彈抗性\u003C/span\u003E將大幅提升。",
"ability_warden_riot_protocol_desc": "充能 2s 后,\u003Cspan style=\"font-weight: bold;\"\u003E发出脉冲,对敌人造成伤害,并基于造成的伤害值治疗自己\u003C/span\u003E。\u003Cbr\u003E施放屹立不倒期间,你的\u003Cspan style=\"font-weight: bold;\"\u003E子弹抗性\u003C/span\u003E会极大提高。",
"ability_warden_riot_protocol_quip": "發出脈衝來竊取敵人的生命值",
"ability_warden_riot_protocol_quip": "发出脉冲,从敌人身上吸血",
"active_bullet_shield": "子彈護盾",
"ability_wrecker_salvage": "灰飞烟灭",
"afterburn_spirit_stolen_buff": "魂力竊取",
"ability_wrecker_salvage_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E眩晕\u003C/span\u003E一名敌方步兵或 NPC,并使其在遭俘获时受到\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E。成功击杀会提供\u003Cspan style=\"font-weight: bold;\"\u003E射速\u003C/span\u003E加成,并恢复一次\u003Cspan style=\"font-weight: bold;\"\u003E生物爆破\u003C/span\u003E充能。此加成可独立叠加。",
"afterburn_spirit_stolen_debuff": "魂力竊取",
"ability_wrecker_salvage_quip": "让一名敌方步兵或中立单位灰飞烟灭",
"ammo_permanent_pickup_label": "+4% 彈匣",
"ability_wrecker_salvage_t1_desc": "每次击杀都可恢复 \u003Cspan style=\"font-weight: bold;\"\u003E150 生命值\u003C/span\u003E。",
"ammo_permanent_pickup_label_lv2": "+6% 彈匣",
"ability_wrecker_teleport": "星体漫步",
"assassin_modifier": "+武器傷害",
"ability_wrecker_teleport_desc": "发射一个\u003Cspan style=\"font-weight: bold;\"\u003E由你控制的飞影复制体\u003C/span\u003E,将你的本体\u003Cspan style=\"font-weight: bold;\"\u003E传送\u003C/span\u003E到它落地的地方。传送结束后的爆炸会\u003Cspan style=\"font-weight: bold;\"\u003E减缓敌人速度并造成伤害\u003C/span\u003E,具体多少取决于你飞行的时间长短。",
"berserker_stack": "狂戰士",
"ability_wrecker_teleport_quip": "发射自己飞行的幻象,将你的真身传送到幻象着陆的地方。",
"ability_wrecker_ultimate": "磁力流",
"ability_wrecker_ultimate_desc": "\u003Cspan class=\"highlight\"\u003E抓住\u003C/span\u003E Wrecker 注视的任何敌人,将他们置于\u003Cspan class=\"highlight\"\u003E静止状态\u003C/span\u003E并举在头顶。完成后,所有被捕获的敌人将被\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E受到伤害\u003C/span\u003E。任何被抓住的 NPC 都会被\u003Cspan class=\"highlight\"\u003E修复\u003C/span\u003E。",
"ability_wrecker_ultimate_t3_desc": "使用期间,破坏王\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E。",
"ability_wrecking_ball": "破坏球",
"ability_wrecking_ball_desc": "制造一个可以投掷出去的巨大废料球,对击中的目标造成\u003Cspan style=\"font-weight: bold;\"\u003E伤害并眩晕\u003C/span\u003E。制造废料球需要时间,并且在携带它时你的移动速度会变慢。",
"ability_wrecking_ball_quip": "投掷一团废料,眩晕敌人",
"active_bullet_shield": "子弹护盾",
"afterburn_spirit_stolen_buff": "Spirit Taken",
"afterburn_spirit_stolen_debuff": "Spirit Stolen",
"akimbo_bulletshield": "子弹护盾",
"akimbo_bulletshield/modifier_duration": "{s:hero_name}'s Bullet Shield",
"akimbo_bulletshield_desc": "Creates a shield that protects {s:hero_name} from bullets and prevents bullet based procs. Bullet shield explodes when it expires.  \u003Cbr\u003EPrevents",
"akimbo_chargedshot": "Overload",
"akimbo_chargedshot_desc": "{s:hero_name} charges gun and deals \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to nearby enemies in front.",
"akimbo_chargedshot_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed}m/s\u003C/span\u003E move speed while charging.",
"akimbo_chargedshot_t3_desc": "Reduces enemy bullet armor by \u003Cspan class=\"highlight\"\u003E{s:BulletArmorReduction}\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:BulletArmorReductionDuration}s\u003C/span\u003E",
"akimbo_rocketman": "Rocket Man",
"akimbo_rocketman_desc": "{s:hero_name} transforms into a grenade that stuns enemies.",
"akimbo_stealammo": "Steal Clip",
"akimbo_stealammo/modifier_bonus_tech_power": "Spirit Bonus",
"akimbo_stealammo/modifier_reload_speed": "Slow Reload",
"akimbo_stealammo_desc": "Force targets to reload. {s:hero_name} gains \u003Cspan class=\"highlight\"\u003E{s:StealTechPower}% Spirit Power\u003C/span\u003E per target.",
"ammo_permanent_pickup_label": "+4% 弹药",
"ammo_permanent_pickup_label_lv2": "+6% 弹药",
"ammo_permanent_pickup_label_lv3": "+8% 弹药",
"apocalypse_armageddon": "Armageddon",
"apocalypse_armageddon_desc": "A pool of light marks a safe zone surrounding {s:hero_name} as meteors fall from the sky in a wide radius around the safe zone. Meteors damage allies as well as enemies, but damage to allies is reduced and non-lethal.",
"apocalypse_discharge_soul": "Discharge Soul",
"apocalypse_discharge_soul/modifier_tombstone_nearby_aura/modifier_tombstone_nearby": "Tombstone Nearby",
"apocalypse_discharge_soul_desc": "Fires a projectile that damages, EMPs, and slows. Charges do not refresh with time. Collect charges by kneeling next to tombstones that appear near fallen friendly troopers.",
"apocalypse_four_horsemen": "Four Horsemen",
"apocalypse_four_horsemen_desc": "Summon four hologram horsemen who stampede in a straight line, damaging enemies they pass through and leaving a trail that slows and damages enemies.",
"apocalypse_gigantic_sword": "Gigantic Sword",
"apocalypse_gigantic_sword_desc": "{s:hero_name}'s staff turns into a gigantic sword. When active, Apocalypse's melee attack deal extra damage and cover extra range.",
"assassin_modifier": "+武器伤害",
"berserker_stack": "狂战士",
"breakable_pickup_missing_loc": "拾取物不存在",
"breakable_pickup_missing_loc": "拾取物不存在",
"cadence_ability_anthem": "聖歌",
"cadence_ability_anthem": "Anthem",
"cadence_ability_anthem_desc": "使用後,爆發為一首激勵人心的歌曲!你和任何進入範圍的友方英雄立即獲得大容量彈匣,並且重裝彈匣,並且擁有直到歌曲結束之前的射速加成。",
"cadence_ability_anthem_desc": "Burst into an inspiring song! You and any ally that comes within range get an instant reload with an extra large clip, and have a Fire Rate bonus that increases until the song ends.",
"cadence_ability_anthem_quip": "引領衝鋒,激勵附近友方英雄並提供武器加成",
"cadence_ability_anthem_quip": "Lead the charge, inspiring allies in earshot and giving them weapon buffs",
"cadence_ability_crescendo": "漸強",
"cadence_ability_crescendo": "Crescendo",
"cadence_ability_crescendo_desc": "在短時間內將附近的敵方目標籠罩在範圍越來越大的玻璃中。然後,Cadence會用她強大的嗓音擊碎玻璃,打破敵方目標身上的護盾,對其造成傷害,並使其在之後的時間裡更容易受到子彈傷害。",
"cadence_ability_crescendo_desc": "Encase nearby enemies in glass in an increasing range over a short duration. Cadence then breaks the glass with her powerful voice, breaking any shields on the them, damaging them, and giving them massive bullet vulnerability for a duraiton after.",
"cadence_ability_crescendo_quip": "用玻璃包裹敵方目標,然後將其擊碎",
"cadence_ability_crescendo_quip": "Encase enemies in glass then shatter it",
"cadence_ability_grandfinale": "宏偉終章",
"cadence_ability_grandfinale": "Grand Finale",
"cadence_ability_grandfinale_desc": "使用後,在Cadence腳下建造高地。從高地作戰的友方可獲得射速加成和爆炸子彈加成。",
"cadence_ability_grandfinale_desc": "Build high ground undernearth Cadence. Allies fighting from the high ground get a fire rate bonus and explosive bullets.",
"cadence_ability_grandfinale_quip": "建造一個舞台,然後在舞台上使用武器戰鬥。同時獲得武器增益。",
"cadence_ability_grandfinale_quip": "Build a stage, then fight from it with weapon buffs.",
"cadence_ability_lullaby": "搖籃曲",
"cadence_ability_lullaby": "Lullaby",
"cadence_ability_lullaby_desc": "使用後,讓接近你的敵方目標沉睡!任何進入Cadence技能範圍的敵方目標都會沉睡,直到被傷害喚醒、Cadence離開攻擊範圍或歌曲結束。Cadence在唱歌時會獲得額外的治療。",
"cadence_ability_lullaby_desc": "Lull your foes to sleep! Any enemy that comes in range of Cadence sleeps until woken by damage, Cadence goes out of range, or the song ends. Cadence has bonus regeneration while singing.",
"cadence_ability_lullaby_quip": "使任何你接近的敵方目標入睡。",
"cadence_ability_lullaby_quip": "Lull any foe you come within earshot of to sleep.",
"cadence_ability_silencecontraptions": "寂靜之章",
"cadence_ability_silencecontraptions": "Silence Contraptions",
"cadence_ability_silencecontraptions_desc": "使用後,繳械自身,進行額外衝刺距離使用近戰攻擊。在歌曲的持續時間內,你會保持繳械狀態,你的近戰傷害會對目標施加繳械和 EMP 的 減益狀態。",
"cadence_ability_silencecontraptions_desc": "Disarm yourself perform a long-range dash melee attack. For the duration of the song, you remain disarmed and your melee abilities apply a debuff that disarms and EMP's enemy targets.",
"cadence_ability_silencecontraptions_quip": "開始近戰鬥毆。禁止使用槍枝。",
"cadence_ability_silencecontraptions_quip": "Start a melee brawl. No guns allowed.",
"casting_powerup_pickup": "施法加成",
"casting_powerup_pickup": "技能施放",
"cd_permanent_pickup_label": "+0.75% 冷卻減少",
"cd_permanent_pickup_label": "+0.75% 冷却时间减少",
"cd_permanent_pickup_label_lv2": "+1% 冷卻減少",
"cd_permanent_pickup_label_lv2": "+1% 冷却时间减少",
"chat_wheel_options": "輪盤選項",
"cd_permanent_pickup_label_lv3": "+1.5% 冷却时间减少",
"chrono_time_trap_debuff": "時光炸彈",
"chat_wheel_options": "轮盘选项",
"citadel_ClearHeroHotkeyBindings": "重置為預設",
"chrono_time_trap_debuff": "Time Bomb",
"citadel_Hotkeys_Tooltip_PerUnitHotkeys": "啟用/禁用單位專用按鍵綁定",
"citadel_ClearHeroHotkeyBindings": "重置为默认",
"citadel_ability_action": "",
"citadel_Hotkeys_Tooltip_PerUnitHotkeys": "启用/禁用英雄特定的按键绑定",
"citadel_ability_basicdamagereflect": "反彈基礎傷害",
"citadel_ability_ballista_ammo_pack": "Belt Feed",
"citadel_ability_bebop_laser_beam": "超級光束",
"citadel_ability_ballista_ammo_pack_desc": "Equips an ammo backpack, allowing rapid fire of heavy ballistic shells. Slows the user somewhat.\u003Cbr\u003E\u003Cbr\u003EThis can be cancelled by toggling off. Remaining shells will be lost.",
"citadel_ability_bebop_laser_beam_desc": "使用後在持續時間內為你的雷射充能,釋放出強大的能量洪流,\u003Cspan style=\"font-weight: bold;\"\u003E造成傷害並減少敵方目標的移速和衝刺速度\u003C/span\u003E。在持續時間內,你的移速和轉身速度都會變慢。如果在空中啟用,你將在釋放光束時懸停在空中。",
"citadel_ability_ballista_ammo_pack_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:ClipSize}\u003C/span\u003E shells",
"citadel_ability_bebop_laser_beam_quip": "釋放巨大的破壞性光束",
"citadel_ability_ballista_bullet_storm": "Bullet Storm",
"citadel_ability_bebop_laser_beam_t3_desc": "超級光束可治療Bebop 對英雄造成的\u003Cspan style=\"font-weight: bold;\"\u003E100%\u003C/span\u003E 傷害,對非英雄造成的治療效果只有33% 。",
"citadel_ability_ballista_bullet_storm/modifier_ballista_bullet_storm_aura/modifier_ballista_bullet_storm_debuff": "Bullet Storm",
"citadel_ability_bull_charge": "抵肩衝鋒",
"citadel_ability_ballista_bullet_storm_desc": "Fires a shell into the air which explodes into a rain of shrapnel. Deals damage over time and slows.",
"citadel_ability_bull_charge_desc": "使用技能後,\u003Cspan style=\"font-weight: bold;\"\u003E向正前方衝鋒\u003C/span\u003E,與敵方目標相撞並拖著他們前進。Abrams將敵方目標撞到\u003Cspan style=\"font-weight: bold;\"\u003E牆壁\u003C/span\u003E,會使目標\u003Cspan style=\"font-weight: bold;\"\u003E眩暈\u003C/span\u003E。衝撞到敵方英雄目標後增加速度。",
"citadel_ability_ballista_fusion_bomb": "Fusion Bomb",
"citadel_ability_bull_charge_quip": "會拖著衝撞到的敵方目標衝鋒",
"citadel_ability_ballista_fusion_bomb/modifier_ballista_fusion_bomb_warning_aura/modifier_ballista_fusion_bomb_warning_target": "Take cover!",
"citadel_ability_bull_charge_t3_desc": "衝撞到敵方目標時增加\u003Cspan style=\"font-weight: bold;\"\u003E5.5\u003C/span\u003E子彈傷害,持續\u003Cspan style=\"font-weight: bold;\"\u003E8秒\u003C/span\u003E。",
"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_plant": "Planting bomb...",
"citadel_ability_bull_heal": "生命虹吸",
"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_slow": "减速",
"citadel_ability_bull_heal/modifier_bull_heal_aura": "生命虹吸",
"citadel_ability_ballista_fusion_bomb_desc": "Plants a fused bomb that deals light damage every second, until it explodes after {s:Fuse}.",
"citadel_ability_bull_heal_desc": "使用技能後,持續吸取範圍內的敵方目標的生命值。",
"citadel_ability_ballista_mine_field": "Mine Field",
"citadel_ability_bull_heal_quip": "持續吸取範圍內的敵方目標的生命值。",
"citadel_ability_ballista_mine_field_desc": "Places a clister of proximity mines around the target area. Mines deal damage and slow their victims",
"citadel_ability_bull_leap": "地震衝擊",
"citadel_ability_ballista_mine_field_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:NumMines}\u003C/span\u003E mines",
"citadel_ability_bull_leap_desc": "使用技能後\u003Cspan style=\"font-weight: bold;\"\u003E跳向空中\u003C/span\u003E並選擇一個要砸向地面的位置。當你砸向地面時,\u003Cspan style=\"font-weight: bold;\"\u003E範圍內的所有敵方目標都會受到傷害並眩暈\u003C/span\u003E。\u003Cbr\u003E按下{{Mouse|1}}提前衝擊地面。",
"citadel_ability_ballista_shell_shotgun": "Flak Cannon",
"citadel_ability_bull_leap_quip": "從空中砸向敵方目標,使其眩暈。",
"citadel_ability_ballista_shell_shotgun_desc": "Ballista wields a massive flak cannon, dealing damage and knocking back enemies in front of her.\u003Cbr\u003E\u003Cbr\u003EDeals weapon damage",
"citadel_ability_bull_leap_t2_desc": "每擊中一個英雄獲得100最大生命值和增加15%射速持續25秒.",
"citadel_ability_ballista_shell_shotgun_t3_desc": "Hitting \u003Cspan class=\"highlight\"\u003E{s:TargetsToAddCharge}+\u003C/span\u003E targets refunds charge",
"citadel_ability_bull_leap_t3_desc": "使用技能後,獲得\u003Cspan style=\"font-weight: bold;\"\u003E不可阻擋增益\u003C/span\u003E,免疫眩暈、沉默、睡眠、束縛、繳械和連結效果。落地後持續3秒",
"citadel_ability_basicdamagereflect": "Reflect Basic Damage",
"citadel_ability_bullet_damage_amp_wall": "子彈傷害增幅牆",
"citadel_ability_bebop_laser_beam": "超级光束",
"citadel_ability_card_toss": "紙牌戲法",
"citadel_ability_bebop_laser_beam_desc": "给激光充能,释放强大的能量洪流, \u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E减缓敌人的移动速度和冲刺\u003C/span\u003E。在此期间,你的移动速度和转身速率会降低。如果在空中激活,你会在释放光束时悬停于空中。",
"citadel_ability_card_toss_desc": "透過造成子彈傷害充能技能,使用後召喚卡牌。扔出一張卡牌,跟蹤飛向準星附近的敵方目標或準星所指向位置。",
"citadel_ability_bebop_laser_beam_quip": "施放破坏力巨大的光束",
"citadel_ability_card_toss_quip": "投擲追蹤紙牌",
"citadel_ability_bebop_laser_beam_t3_desc": "超级光束以对英雄造成伤害的 \u003Cspan style=\"font-weight: bold;\"\u003E100%\u003C/span\u003E 及对非英雄造成伤害的 33% 来治疗比波普。",
"citadel_ability_chain_lightning": "連鎖閃電",
"citadel_ability_bull_charge": "冲锋陷阵",
"citadel_ability_chain_lightning_t1": "範圍範圍",
"citadel_ability_bull_charge_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E向前冲锋\u003C/span\u003E,撞击敌人并拖拽他们。撞到\u003Cspan style=\"font-weight: bold;\"\u003E墙壁\u003C/span\u003E会使被亚伯拉姆斯拖拽的敌人\u003Cspan style=\"font-weight: bold;\"\u003E眩晕\u003C/span\u003E。撞击敌方英雄后速度会增加。",
"citadel_ability_chain_lightning_t2": "閃電傷害",
"citadel_ability_bull_charge_quip": "冲入战斗,拖拽敌人",
"citadel_ability_chain_lightning_t3": "360 角度",
"citadel_ability_bull_charge_t3_desc": "在与敌人碰撞后 \u003Cspan style=\"font-weight: bold;\"\u003E+5.5\u003C/span\u003E 武器伤害,持续 \u003Cspan style=\"font-weight: bold;\"\u003E8s\u003C/span\u003E",
"citadel_ability_chain_lightning_t3_desc": "連鎖閃電可以擊中目標周圍的任何敵方目標",
"citadel_ability_bull_heal": "移花接命",
"citadel_ability_charged_tackle": "衝撞擒拿",
"citadel_ability_bull_heal/modifier_bull_heal_aura": "移花接命",
"citadel_ability_charged_tackle/modifier_charge_pull_enemy": "衝撞蓄力",
"citadel_ability_bull_heal_desc": "当敌人处于你前方范围之内时,吸取他们的生命值。",
"citadel_ability_charged_tackle_cancel_channel": "停止衝撞",
"citadel_ability_bull_heal_quip": "吸取你面前敌人的生命值",
"citadel_ability_charged_tackle_desc": "蓄力後進入衝鋒狀態,\u003Cspan class=\"highlight\"\u003E拖拽並傷害路徑上的敵人\u003C/span\u003E。可以提前取消。",
"citadel_ability_bull_leap": "撼天动地",
"citadel_ability_charged_tackle_quip": "衝入戰鬥",
"citadel_ability_bull_leap_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E跳跃至高空\u003C/span\u003E,并选择一个地面位置进行撞击。当你撞击地面时,\u003Cspan style=\"font-weight: bold;\"\u003E半径内的所有敌人将受到伤害并被眩晕\u003C/span\u003E。\u003Cbr\u003E按 {{Mouse|1}} 以提前坠落。",
"citadel_ability_charged_tackle_t1_desc": "\u003Cspan class=\"highlight\"\u003E增加{s:Damage}\u003C/span\u003E 傷害和 \u003Cspan class=\"highlight\"\u003E{s:ChargeDistance}m\u003C/span\u003E 範圍。",
"citadel_ability_bull_leap_quip": "从上方猛击敌人,使其眩晕",
"citadel_ability_charged_tackle_t2_desc": "衝鋒後獲得 \u003Cspan class=\"highlight\"\u003E{s:TechShield}HP 魂力護盾\u003C/span\u003E 持續 \u003Cspan class=\"highlight\"\u003E{s:TechShieldDuration}秒\u003C/span\u003E 。",
"citadel_ability_bull_leap_t2_desc": "每击中一个英雄,就获得 100 最大生命值和 15% 的射速加成,持续 25s。",
"citadel_ability_charged_tackle_t3_desc": "\u003Cspan class=\"highlight\"\u003E移除準備時間\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}秒\u003C/span\u003E Ability Cooldown",
"citadel_ability_bull_leap_t3_desc": "施放时,变得对\u003Cspan style=\"font-weight: bold;\"\u003E眩晕、沉默、睡眠、缠绕和缴械\u003C/span\u003E \u003Cspan style=\"font-weight: bold;\"\u003E免疫\u003C/span\u003E。在着陆后 3s 后失效。",
"citadel_ability_chrono_kinetic_carbine": "動能卡賓",
"citadel_ability_bullet_damage_amp_wall": "Bullet Damage Amp Wall",
"citadel_ability_chrono_kinetic_carbine/modifier_chrono_kinetic_carbine": "動能卡賓",
"citadel_ability_card_toss": "卡牌戏法",
"citadel_ability_chrono_kinetic_carbine_desc": "使用後為子彈充能,充能後可\u003Cspan style=\"font-weight: bold;\"\u003E獲得更快的移速\u003C/span\u003E。你的下一擊將釋放能量,造成\u003Cspan style=\"font-weight: bold;\"\u003E魂力傷害,並對敵方目標施加時間停止\u003C/span\u003E。造成的傷害是當前子彈傷害的倍率。 \u003Cbr\u003E\u003Cbr\u003E可以通過按下 {{Mouse|2}}來延緩自己的時間。",
"citadel_ability_card_toss_desc": "造成武器伤害以召唤卡牌。技能激活后会投掷一张卡牌,该卡牌会飞向准星下的敌人或目标点。",
"citadel_ability_chrono_kinetic_carbine_quip": "為子彈充能,造成高傷害並對敵方目標施加時間停止效果",
"citadel_ability_card_toss_quip": "投掷魔法卡牌",
"citadel_ability_chrono_kinetic_carbine_t1_desc": "增加\u003Cspan class=\"highlight\"\u003E{s:MaxSlowDuration}秒\u003C/span\u003E最低/最高時間停止持續",
"citadel_ability_chain_lightning": "Chain Lightning",
"citadel_ability_chrono_kinetic_carbine_t2_desc": "-9.5s冷卻時間和增加2秒加速持續",
"citadel_ability_chain_lightning_t1": "Chain Radius",
"citadel_ability_chrono_kinetic_carbine_t3_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E50%\u003C/span\u003E傷害增幅",
"citadel_ability_chain_lightning_t2": "Chain Damage",
"citadel_ability_chrono_pulse_grenade": "脈衝手榴彈",
"citadel_ability_chain_lightning_t3": "360 Cone",
"citadel_ability_chrono_pulse_grenade_desc": "使用後投擲一枚手榴彈,手榴彈落地後會開始間隔放出衝擊波,每次衝擊波都會對敵方目標施加\u003Cspan style=\"font-weight: bold;\"\u003E傷害、減少移速\u003C/span\u003E 並疊加 Paradox 的傷害增幅效果。",
"citadel_ability_chain_lightning_t3_desc": "Chain lightning can hit any enemies around the target.",
"citadel_ability_chrono_pulse_grenade_quip": "投擲脈衝手榴彈,造成傷害並減少移速",
"citadel_ability_charged_tackle": "Charged Tackle",
"citadel_ability_chrono_sphere": "紀元之球",
"citadel_ability_charged_tackle/modifier_charge_pull_enemy": "Charged Tackle",
"citadel_ability_chrono_sphere_desc": "{s:hero_name}創造一個時間漩渦,\u003Cspan class=\"highlight\"\u003E減緩敵方目標的時間流速\u003C/span\u003E。在漩渦中,敵方目標也會受到\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E減益效果。",
"citadel_ability_charged_tackle_cancel_channel": "Stop Charging",
"citadel_ability_chrono_sphere_quip": "創造一個減速時間的漩渦",
"citadel_ability_charged_tackle_desc": "Build up power then enter a charge, \u003Cspan class=\"highlight\"\u003Edragging and damaging enemies\u003C/span\u003E in your path. Can be canceled early.",
"citadel_ability_chrono_sphere_t3_desc": "創造時,時間漩渦會\u003Cspan class=\"highlight\"\u003E將所有敵方目標拉到它的中心。\u003C/span\u003E",
"citadel_ability_charged_tackle_quip": "Charge into combat",
"citadel_ability_chrono_swap": "悖論交換",
"citadel_ability_charged_tackle_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E Damage and \u003Cspan class=\"highlight\"\u003E+{s:ChargeDistance}m\u003C/span\u003E Charge Distance.",
"citadel_ability_chrono_swap_desc": "使用後發射一枚投擲物擊中敵方英雄目標時 \u003Cspan style=\"font-weight: bold;\"\u003E交換你於目標的位置。\u003C/span\u003E 當效果發生時,交換過程中獲得\u003Cspan style=\"font-weight: bold;\"\u003E魂力吸血\u003C/span\u003E,交換過程中敵人會持續 \u003Cspan style=\"font-weight: bold;\"\u003E受到傷害\u003C/span\u003E.",
"citadel_ability_charged_tackle_t2_desc": "Gain a \u003Cspan class=\"highlight\"\u003E{s:TechShield}HP Spirit Shield\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:TechShieldDuration}s\u003C/span\u003E when Charged Tackle ends.",
"citadel_ability_chrono_swap_quip": "與敵方英雄交換位置",
"citadel_ability_charged_tackle_t3_desc": "\u003Cspan class=\"highlight\"\u003ERemove Prepare Time\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E Ability Cooldown",
"citadel_ability_chrono_time_wall": "時光之牆",
"citadel_ability_chrono_kinetic_carbine": "动力卡宾枪",
"citadel_ability_chrono_time_wall_desc": "使用後在自身前方創造一面\u003Cspan style=\"font-weight: bold;\"\u003E時光之牆\u003C/span\u003E,讓所有接觸到它的敵方目標的\u003Cspan style=\"font-weight: bold;\"\u003E投射物和子彈\u003C/span\u003E暫時停滯。 碰到牆壁的敵方目標會受到按\u003Cspan style=\"font-weight: bold;\"\u003E最大生命值百分比的傷害\u003C/span\u003E,並短暫減少移速。",
"citadel_ability_chrono_kinetic_carbine/modifier_chrono_kinetic_carbine": "动力卡宾枪",
"citadel_ability_chrono_time_wall_quip": "創造一面牆,大大減緩敵方單投射物速度",
"citadel_ability_chrono_kinetic_carbine_charged": "充能完毕!",
"citadel_ability_chrono_time_wall_t1_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E2m 寬度,1m高度\u003C/span\u003E",
"citadel_ability_chrono_kinetic_carbine_desc": "开始为你的武器充能,充能完成后获得\u003Cspan style=\"font-weight: bold;\"\u003E移动速度加成\u003C/span\u003E。你的下一次射击将释放能量,造成\u003Cspan style=\"font-weight: bold;\"\u003E元灵伤害\u003C/span\u003E并对命中的敌人施加\u003Cspan style=\"font-weight: bold;\"\u003E时间停止\u003C/span\u003E。造成的伤害是你当前武器伤害的增强数值。\u003Cbr\u003E\u003Cbr\u003E当强力射击可用时,你可以通过按下 {{Mouse|2}} 来减缓自己的时间。",
"citadel_ability_chrono_time_wall_t3_desc": "碰到時光之牆的敵方目標會被\u003Cspan style=\"font-weight: bold;\"\u003E沉默持續\u003C/span\u003E3.0秒",
"citadel_ability_chrono_kinetic_carbine_expiring": "即将失效",
"citadel_ability_dash": "衝刺",
"citadel_ability_chrono_kinetic_carbine_quip": "为你的武器充能,造成高伤害和时间停止",
"citadel_ability_drone_boss_laser_beam": "神廟守衛雷射",
"citadel_ability_chrono_kinetic_carbine_t1_desc": "+\u003Cspan class=\"highlight\"\u003E{s:MinSlowDuration}s/{s:MaxSlowDuration}s\u003C/span\u003E Min/Max Stop Duration",
"citadel_ability_fissure_wall": "無光之牆",
"citadel_ability_chrono_kinetic_carbine_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+2s\u003C/span\u003E Speed Duration, \u003Cspan style=\"font-weight: bold;\"\u003E2s\u003C/span\u003E Charge Time",
"citadel_ability_fissure_wall/modifier_fissure_wall/modifier_bonus_damage_percent": "無光之牆增傷",
"citadel_ability_chrono_kinetic_carbine_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+50%\u003C/span\u003E 最大伤害增强",
"citadel_ability_fissure_wall_cancel": "摧毀無光之牆",
"citadel_ability_chrono_pulse_grenade": "脉冲手雷",
"citadel_ability_fissure_wall_desc": "使用後,創造一堵牆\u003Cspan style=\"font-weight: bold;\"\u003E將地形一分為二\u003C/span\u003E。牆創造後會對牆附近附近敵方目標\u003Cspan style=\"font-weight: bold;\"\u003E造成傷害和施加減少移速\u003C/span\u003E,\u003Cbr\u003E牆創造後使用{{Mouse|1}}或者3來將牆壁解除",
"citadel_ability_chrono_pulse_grenade_desc": "投掷一枚手雷,落地后开始产生脉冲。每次脉冲会让悖论对受害者造成\u003Cspan style=\"font-weight: bold;\"\u003E伤害、移动减速,并叠加伤害增幅\u003C/span\u003E。",
"citadel_ability_fissure_wall_quip": "召喚一堵牆來阻擋你的敵方目標",
"citadel_ability_chrono_pulse_grenade_quip": "投掷一枚手雷,能够产生脉冲、造成伤害和减速",
"citadel_ability_fissure_wall_t1_desc": "擊中對後對目標\u003Cspan style=\"font-weight: bold;\"\u003E移除1點耐力\u003C/span\u003E並且McGinnis對目標的造成的傷害增幅\u003Cspan style=\"font-weight: bold;\"\u003E25%\u003C/span\u003E持續7秒",
"citadel_ability_chrono_pulse_grenade_t3_desc": "每次发出脉冲 \u003Cspan style=\"font-weight: bold;\"\u003E+45\u003C/span\u003E 脉冲伤害及 \u003Cspan style=\"font-weight: bold;\"\u003E+1m\u003C/span\u003E 半径。",
"citadel_ability_fissure_wall_t3_desc": "擊中對敵方目標施加\u003Cspan style=\"font-weight: bold;\"\u003E1秒眩暈\u003C/span\u003E",
"citadel_ability_chrono_sphere": "Chrono's Sphere",
"citadel_ability_fissure_wall_trigger": "無光之牆",
"citadel_ability_chrono_sphere_desc": "{s:hero_name} creates a Time Vortex that \u003Cspan class=\"highlight\"\u003Eslows down the flow of time\u003C/span\u003E for enemies. Enemies are also \u003Cspan class=\"highlight\"\u003ESilenced\u003C/span\u003E while in the Vortex.",
"citadel_ability_flying_strike": "踏空刺",
"citadel_ability_chrono_sphere_quip": "Create a slow-down time vortex",
"citadel_ability_flying_strike/slow": "踏空刺減少移速",
"citadel_ability_chrono_sphere_t3_desc": "On creation, the Time Vortex will \u003Cspan class=\"highlight\"\u003Epull all enemies in to its center.\u003C/span\u003E",
"citadel_ability_flying_strike/weapon_buff": "+子彈傷害",
"citadel_ability_chrono_swap": "悖论置换",
"citadel_ability_flying_strike_desc": "選定一個敵方目標,使用後對目標單位拋出抓鉤,抓住目標並且\u003Cspan style=\"font-weight: bold;\"\u003E將自己高速捲向敵人,到達時對目標造成傷害並施加減少移速\u003C/span\u003E。.",
"citadel_ability_chrono_swap_desc": "发射一个投射物,\u003Cspan style=\"font-weight: bold;\"\u003E将你与目标敌方英雄的位置互换\u003C/span\u003E。效果持续期间,你会获得\u003Cspan style=\"font-weight: bold;\"\u003E元灵吸血\u003C/span\u003E,敌人会\u003Cspan style=\"font-weight: bold;\"\u003E持续受到伤害\u003C/span\u003E。",
"citadel_ability_flying_strike_quip": "高速飛向敵方目標。",
"citadel_ability_chrono_swap_quip": "与敌方英雄交换位置",
"citadel_ability_flying_strike_t3_desc": "到達目標身上並且擊中目標後為自己施加\u003Cspan style=\"font-weight: bold;\"\u003E增加6\u003C/span\u003E子彈傷害持續\u003Cspan style=\"font-weight: bold;\"\u003E10秒\u003C/span\u003E。",
"citadel_ability_chrono_time_wall": "时间之墙",
"citadel_ability_grapplehook": "爪鉤",
"citadel_ability_chrono_time_wall_desc": "创建一面可以扭曲时间的墙,使所有接触到的\u003Cspan style=\"font-weight: bold;\"\u003E敌人投射物和子弹\u003C/span\u003E的\u003Cspan style=\"font-weight: bold;\"\u003E时间停止\u003C/span\u003E。触碰墙壁的敌人将受到\u003Cspan style=\"font-weight: bold;\"\u003E按其最大生命值一定百分比计算的伤害\u003C/span\u003E,并会短暂减速。",
"citadel_ability_grapplehook_desc": "投擲出爪鉤,將{s:hero_name}拉向它擊中的牆壁。",
"citadel_ability_chrono_time_wall_quip": "创建一面能够极大减慢投射物速度的墙",
"citadel_ability_healing_slash": "緋紅斬",
"citadel_ability_chrono_time_wall_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E宽度 +2m,高度 +1m\u003C/span\u003E",
"citadel_ability_healing_slash/debuff": "緋紅斬",
"citadel_ability_chrono_time_wall_t3_desc": "碰到时间之墙的敌人将被\u003Cspan style=\"font-weight: bold;\"\u003E沉默\u003C/span\u003E,持续时间 3.0s",
"citadel_ability_healing_slash_desc": "使用後短暫延遲後斬擊前方的敵人,對其\u003Cspan style=\"font-weight: bold;\"\u003E造成傷害並減少射速\u003C/span\u003E。如果有敵方英雄被擊中,你會被\u003Cspan style=\"font-weight: bold;\"\u003E治療\u003C/span\u003E。",
"citadel_ability_converge": "Converge",
"citadel_ability_healing_slash_quip": "對附近的敵人造成傷害,並在命中時進行治療。",
"citadel_ability_converge_desc": "Throw a grenade that quckly pulls enemies toward its center.",
"citadel_ability_hook": "彈射鉤爪",
"citadel_ability_dash": "冲刺",
"citadel_ability_hook_desc": "發射出一個鉤子,\u003Cspan style=\"font-weight: bold;\"\u003E抓住並拉回\u003C/span\u003E命中的第一個英雄,並對敵人造成傷害。目標將被放置在你面對的位置。",
"citadel_ability_defensive_fortress": "Defensive Fortress",
"citadel_ability_hook_quip": "將目標拉到你身邊",
"citadel_ability_defensive_fortress_desc": "Summon a large defensive shield that blocks enemy bullets but lets you and your teammate shoot through it.",
"citadel_ability_hook_t1_desc": "對鉤住的敵人造成 \u003Cspan style=\"font-weight: bold;\"\u003E30% 更高的子彈傷害\u003C/span\u003E,持續 10秒",
"citadel_ability_drone_boss_laser_beam": "Boss 激光",
"citadel_ability_hornet_chain": "審判柱",
"citadel_ability_drone_detecting_enemies": "Drone Infrared Camera",
"citadel_ability_hornet_chain/modifier_citadel_hornet_chain_connection": "審判柱連結",
"citadel_ability_drone_detecting_enemies_desc": "Outlines all enemy players (including hidden enemies) infront of where the drone is currently looking at.",
"citadel_ability_hornet_chain_desc": "使用後扔出一根審判柱,\u003Cspan style=\"font-weight: bold;\"\u003E連結住敵人\u003C/span\u003E在審判柱落地的位置。敵人的移動受限於繫繩的長度。",
"citadel_ability_drone_detecting_enemies_t3": "Drone Infrared Camera",
"citadel_ability_hornet_chain_quip": "將敵人連結在地上",
"citadel_ability_drone_detecting_enemies_t3_desc": "Enable Drone infrared Camera",
"citadel_ability_hornet_chain_t3_desc": "被連結住的敵人會被\u003Cspan style=\"font-weight: bold;\"\u003E繳械\u003C%s3\u003E",
"citadel_ability_drone_teleport": "Drone Teleport",
"citadel_ability_hornet_crit_stacking_buff": "精準獵手",
"citadel_ability_drone_teleport_desc": "Instant Cast: teleports Hijack below the drone after the cast delay.",
"citadel_ability_hornet_crit_stacking_buff_desc": "擊中頭部將臨時增加你的武器傷害,最多堆疊{s:MaxStacks}層。",
"citadel_ability_duo_arc_cannon": "Arc Cannon",
"citadel_ability_hornet_crit_vulernability": "Vindicta 的標記",
"citadel_ability_duo_arc_cannon_desc": "Duo's drone sweeps its laser \u003Cspan class=\"highlight\"\u003E{s:SweepCount} times\u003C/span\u003E from the sky, dealing damage to anyone caught in its path.",
"citadel_ability_hornet_crit_vulernability_desc": "你的射擊有機率使目標變得脆弱,使得所有子彈都能對其造成暴擊傷害。爆頭必定觸發此效果。",
"citadel_ability_duo_arc_cannon_t1_desc": "Burns ground, dealing \u003Cspan class=\"highlight\"\u003E{s:BurnDPS} dps\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:BurnDuration}s\u003C/span\u003E",
"citadel_ability_hornet_explosive_headshots": "爆炸爆頭",
"citadel_ability_duo_arc_cannon_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SweepCount}\u003C/span\u003E sweeps\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{s:SweepInterval}s\u003C/span\u003E between laser sweeps",
"citadel_ability_hornet_explosive_headshots_desc": "你造成的爆頭會爆炸,對附近敵人造成一定比例的傷害。",
"citadel_ability_duo_energy_link": "Energy Link",
"citadel_ability_hornet_leap": "飛行",
"citadel_ability_duo_energy_link_desc": "A short range tether which heals your drone. Breaks if you walk out of range.\u003Cbr\u003E\u003Cbr\u003EIf targeting an enemy, deals damage instead.",
"citadel_ability_hornet_leap_desc": "使用後躍入空中\u003Cspan style=\"font-weight: bold;\"\u003E飛行\u003C/span\u003E。飛行時,你的武器會造成\u003Cspan style=\"font-weight: bold;\"\u003E額外魂力傷害\u003C/span\u003E。",
"citadel_ability_duo_energy_link_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:ExternalBonusHealthRegen}\u003C/span\u003E Regen\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:DPS}\u003C/span\u003E DPS",
"citadel_ability_hornet_leap_quip": "起飛,並且增強你的武器",
"citadel_ability_duo_energy_link_t3_desc": "Applies damage and healing effects within {s:ZapDistance}m of target",
"citadel_ability_hornet_leap_t1_desc": "在飛行時增加額外\u003Cspan style=\"font-weight: bold;\"\u003E50%\u003C/span\u003E彈匣容量",
"citadel_ability_duo_fusion_scalpel": "Fusion Scalpel",
"citadel_ability_hornet_mark": "Vindicta 標記",
"citadel_ability_duo_fusion_scalpel_desc": "Forms a link between you and your drone, dealing damage to enemies which touch it",
"citadel_ability_hornet_mark_desc": "Vindicta 標記一個敵人。他們在小地圖上可見,持續一段時間,Vindicta 可以透過牆壁看到目標。",
"citadel_ability_duo_fusion_scalpel_t2_desc": "Slows enemies by \u003Cspan class=\"highlight\"\u003E{s:SlowPercent}%\u003C/span\u003E for {s:DebuffDuration}s",
"citadel_ability_hornet_mark_t2_desc": "當一個被標記的敵人死亡後,Vindicta 立即獲得 \u003Cspan class=\"highlight\"\u003E{s:ChargeForKill} 暗殺充能\u003C/span\u003E",
"citadel_ability_duo_fusion_scalpel_t3_desc": "Link with up to \u003Cspan class=\"highlight\"\u003E{s:MaxAllyLinks}\u003C/span\u003E nearby allies",
"citadel_ability_hornet_nest": "Vindicta 的巢穴",
"citadel_ability_duo_grenade": "Grenade",
"citadel_ability_hornet_nest_desc": "部署一個巢穴,該巢穴將生成 Vindicta 的無人機,緩慢向前飛行,攻擊所有敵人。",
"citadel_ability_duo_grenade_desc": "Throw a grenade that explodes after {s:ArmingDuration}s",
"citadel_ability_hornet_snipe": "暗殺",
"citadel_ability_duo_grenade_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:AbilityCharges}\u003C/span\u003E charges and Charge Delay \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldownBetweenCharge}s\u003C/span\u003E",
"citadel_ability_hornet_snipe_desc": "使用你的瞄準步槍進行遠距離的強力射擊。開鏡 1 秒後,只有完全充能才能造成完整傷害。對\u003Cspan style=\"font-weight: bold;\"\u003E剩餘生命值低於 50%\u003C/span\u003E 的敵人造成\u003Cspan style=\"font-weight: bold;\"\u003E額外傷害\u003C/span\u003E。使用暗殺擊殺玩家將\u003Cspan style=\"font-weight: bold;\"\u003E獲得額外靈魂\u003C/span\u003E。",
"citadel_ability_duo_order": "Order",
"citadel_ability_hornet_snipe_quip": "狙擊受傷的目標以造成大量傷害",
"citadel_ability_duo_order_attack": "Attack",
"citadel_ability_hornet_sting": "鴉之眷顧",
"citadel_ability_duo_order_attack_desc": "Orders your drone to attack a specific target. It will chase the target as needed to shoot the target",
"citadel_ability_hornet_sting/modifier_citadel_hornet_sting_debuff": "鴉之眷顧",
"citadel_ability_duo_order_cancel": "Cancel",
"citadel_ability_hornet_sting_desc": "使用後放出一隻烏鴉,擊中目標敵人後會\u003Cspan style=\"font-weight: bold;\"\u003E造成傷害\u003C/span\u003E並且根據的當前生命值造成\u003Cspan style=\"font-weight: bold;\"\u003E流血傷害\u003C/span\u003E。",
"citadel_ability_duo_order_follow": "Follow",
"citadel_ability_hornet_sting_quip": "使目標在一段時間內流血",
"citadel_ability_duo_order_follow_desc": "Orders your drone to follow you. It will automatically attack anyone who shoots you, or anyone you shoot.",
"citadel_ability_hornet_sting_t1_desc": "烏鴉可以在 15m 內 \u003Cspan style=\"font-weight: bold;\"\u003E彈射給 2 個\u003C/span\u003E 敵人",
"citadel_ability_duo_order_sentry": "Sentry",
"citadel_ability_hornet_sting_t3_desc": "增加3%流血傷害並且減少治療 -40%",
"citadel_ability_duo_order_sentry_desc": "Orders your drone to guard an area. It will automatically attack any nearby threats",
"citadel_ability_infinity_slash": "影之道",
"citadel_ability_duo_summon_drone": "Summon",
"citadel_ability_infinity_slash/timer": "影之道",
"citadel_ability_duo_summon_drone_desc": "Summons your drone.",
"citadel_ability_infinity_slash_buff_header": "每次英雄命中",
"citadel_ability_duo_summon_drone_t1_desc": "Drone also gets player items",
"citadel_ability_infinity_slash_desc": "Yamato 與暗影靈魂融合,進入一段 \u003Cspan style=\"font-weight: bold;\"\u003E無敵\u003C/span\u003E 的變身後,您的 \u003Cspan style=\"font-weight: bold;\"\u003E技能將被刷新並加速冷卻 60%\u003C/span\u003E,同時獲得 \u003Cspan style=\"font-weight: bold;\"\u003E傷害抗性\u003C/span\u003E 和 \u003Cspan style=\"font-weight: bold;\"\u003E對負面狀態的免疫\u003C/span\u003E。在此狀態下,您無法死亡。",
"citadel_ability_duo_summon_drone_t2_desc": "Fire a barrage of rockets while in sentry mode",
"citadel_ability_infinity_slash_quip": "化身為無敵、更加強大的存在。",
"citadel_ability_duo_summon_drone_t3_desc": "Immobilize targets in place in attack mode",
"citadel_ability_interrupted": "被此技能中斷",
"citadel_ability_fissure_wall": "幻影屏障",
"citadel_ability_jump": "跳躍",
"citadel_ability_fissure_wall/modifier_fissure_wall/modifier_bonus_damage_percent": "墙体伤害减益",
"citadel_ability_fissure_wall_cancel": "Cancel Fissure Wall",
"citadel_ability_fissure_wall_desc": "创建一面\u003Cspan style=\"font-weight: bold;\"\u003E将地形分隔\u003C/span\u003E为两半的墙。墙体生成时会对附近的敌人造成\u003Cspan style=\"font-weight: bold;\"\u003E伤害\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E施加减速效果\u003C/span\u003E。\u003Cbr\u003E施放后,按 {{Mouse|1}} 或 3 可以提前拆除墙体。",
"citadel_ability_fissure_wall_quip": "召唤出一堵墙来阻挡你的敌人",
"citadel_ability_fissure_wall_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E移除 1 耐力\u003C/span\u003E,对于被屏障击中的敌人,麦金尼斯的伤害增加\u003Cspan style=\"font-weight: bold;\"\u003E25%\u003C/span\u003E,持续 7s。",
"citadel_ability_fissure_wall_t3_desc": "对被幻影屏障击中的敌人施加 \u003Cspan style=\"font-weight: bold;\"\u003E1s 眩晕\u003C/span\u003E",
"citadel_ability_fissure_wall_trigger": "Trigger Fissure Wall",
"citadel_ability_flying_strike": "飞跃进击",
"citadel_ability_flying_strike/slow": "飞跃进击减速效果",
"citadel_ability_flying_strike/weapon_buff": "+Weapon Damage",
"citadel_ability_flying_strike_desc": "掷出抓钩,\u003Cspan style=\"font-weight: bold;\"\u003E将自已拉向敌人\u003C/span\u003E,落地时\u003C0\u003E给目标造成伤害并令其减速\u003C/0\u003E。",
"citadel_ability_flying_strike_quip": "飞向瞄准的敌人",
"citadel_ability_flying_strike_t3_desc": "在击中目标后,\u003Cspan style=\"font-weight: bold;\"\u003E+6\u003C/span\u003E 武器伤害,持续 \u003Cspan style=\"font-weight: bold;\"\u003E10s\u003C/span\u003E。",
"citadel_ability_grapplehook": "Grapple Hook",
"citadel_ability_grapplehook_desc": "Launches out a hook, and pull {s:hero_name} towards the wall it hits.",
"citadel_ability_healing_slash": "飞血狂刃",
"citadel_ability_healing_slash/debuff": "飞血狂刃",
"citadel_ability_healing_slash_desc": "砍杀面前的敌人,\u003Cspan style=\"font-weight: bold;\"\u003E对其造成伤害并降低其射速\u003C/span\u003E。击中敌方英雄可获得\u003Cspan style=\"font-weight: bold;\"\u003E治疗\u003C/span\u003E。",
"citadel_ability_healing_slash_quip": "伤害附近的敌人,击中敌人可以治疗自己",
"citadel_ability_hijack_mind_control": "Hack Enemy Units",
"citadel_ability_hijack_mind_control_desc": "Changes the team of enemy NPC's in an area and gives them extra health and bonus weapon damage. {s:hero_name} and nearby allies gain half the gold bounty for each hacked unit.",
"citadel_ability_hijack_mind_control_t1_desc": "Hacked units deal an extra \u003Cspan class=\"highlight\"\u003E{s:UnitBonusDamagePercent}\u003C/span\u003E% damage",
"citadel_ability_hijack_mind_control_t3_2_desc": "Hacked units deal an extra \u003Cspan class=\"highlight\"\u003E{s:UnitBonusDamagePercent}\u003C/span\u003E% damage",
"citadel_ability_hijack_stacking_weapon_jammer": "Weapon Jammer",
"citadel_ability_hijack_stacking_weapon_jammer_desc": "Your bullets charge up a \u003Cspan class=\"highlight\"\u003EWeapon Jammer\u003C/span\u003E on enemy heroes that will give them a \u003Cspan class=\"highlight\"\u003Epercent chance to misfire\u003C/span\u003E (bullet does not fire and they damage themselves).",
"citadel_ability_hook": "钩子",
"citadel_ability_hook_desc": "发射一个钩子,\u003Cspan style=\"font-weight: bold;\"\u003E抓住并卷回\u003C/span\u003E击中的第一个英雄,并对敌人造成伤害。目标将被放置在你面对的地方。",
"citadel_ability_hook_quip": "把目标拉到你身边",
"citadel_ability_hook_t1_desc": "比波普对钩住的敌人造成 \u003Cspan style=\"font-weight: bold;\"\u003E30% 额外子弹伤害\u003C/span\u003E,持续 10s",
"citadel_ability_hornet_chain": "钉桩",
"citadel_ability_hornet_chain/modifier_citadel_hornet_chain_connection": "束缚于地面",
"citadel_ability_hornet_chain_desc": "投出一根木桩\u003Cspan style=\"font-weight: bold;\"\u003E将敌人束缚在\u003C/span\u003E木桩落地地点。敌人的移动将限制在束缚距离之内。",
"citadel_ability_hornet_chain_quip": "将你的敌人束缚于地面",
"citadel_ability_hornet_chain_t3_desc": "被束缚的敌人同时也被\u003Cspan style=\"font-weight: bold;\"\u003E缴械\u003C%s3\u003E",
"citadel_ability_hornet_crit_stacking_buff": "Headhunter",
"citadel_ability_hornet_crit_stacking_buff_desc": "Landing a headshot temporarily increases your weapon damage, stacking up to {s:MaxStacks} times.",
"citadel_ability_hornet_crit_vulernability": "Vindicta's Mark",
"citadel_ability_hornet_crit_vulernability_desc": "Your shots have a chance to leave targets vulnerable, causing all bullets to crit them.  Headshots are guaranteed to apply this effect.",
"citadel_ability_hornet_explosive_headshots": "Explosive Headshots",
"citadel_ability_hornet_explosive_headshots_desc": "Headshots you deal explode, dealing a percent of the damage to nearby enemies.",
"citadel_ability_hornet_leap": "飞行",
"citadel_ability_hornet_leap_desc": "腾空\u003Cspan style=\"font-weight: bold;\"\u003E飞行\u003C/span\u003E。飞行中你的武器会造成\u003Cspan style=\"font-weight: bold;\"\u003E额外元灵伤害\u003C/span\u003E。",
"citadel_ability_hornet_leap_quip": "腾空飞行并强化你的武器",
"citadel_ability_hornet_leap_t1_desc": "飞行时 \u003Cspan style=\"font-weight: bold;\"\u003E+50%\u003C/span\u003E 基础弹药",
"citadel_ability_hornet_mark": "Vindicta's Mark",
"citadel_ability_hornet_mark_desc": "Vindicta mark's an enemy. They are visible on the minimap for the duration, and Vindicta can detect them through walls.",
"citadel_ability_hornet_mark_t2_desc": "When a marked enemy is killed, Vindicta immediately gains \u003Cspan class=\"highlight\"\u003E{s:ChargeForKill} Charge for Assassinate\u003C/span\u003E",
"citadel_ability_hornet_nest": "Vindicta Nest",
"citadel_ability_hornet_nest_desc": "Deploys a nest which will deploy Vindicta drones that fly slowly forward, attacking all enemies.",
"citadel_ability_hornet_snipe": "暗杀",
"citadel_ability_hornet_snipe_desc": "使用带瞄准镜的步枪发射一发强力远程射击。开镜后 1s 蓄力完成前开枪不会造成全额伤害。对\u003Cspan style=\"font-weight: bold;\"\u003E剩余生命值不到 50% \u003C/span\u003E的目标造成\u003Cspan style=\"font-weight: bold;\"\u003E额外伤害\u003C/span\u003E。暗杀对目标造成致命一击时将\u003Cspan style=\"font-weight: bold;\"\u003E获得额外魂魄\u003C/span\u003E。",
"citadel_ability_hornet_snipe_quip": "狙击受伤目标,造成大量伤害",
"citadel_ability_hornet_snipe_t3_desc": "Assassinate kills grant +600 souls",
"citadel_ability_hornet_sting": "渡鸦使魔",
"citadel_ability_hornet_sting/modifier_citadel_hornet_sting_debuff": "渡鸦使魔",
"citadel_ability_hornet_sting_desc": "你的渡鸦使魔造成\u003Cspan style=\"font-weight: bold;\"\u003E冲击伤害\u003C/span\u003E,降低目标子弹抗性,并基于\u003Cspan style=\"font-weight: bold;\"\u003E目标当前生命值\u003C/span\u003E对其造成\u003Cspan style=\"font-weight: bold;\"\u003E流血\u003C/span\u003E伤害。",
"citadel_ability_hornet_sting_quip": "使目标持续流血",
"citadel_ability_hornet_sting_t1_desc": "渡鸦在 15m 内的其他敌方目标间\u003Cspan style=\"font-weight: bold;\"\u003E反弹最多 2 次\u003C/span\u003E",
"citadel_ability_hornet_sting_t3_desc": "+3% 流血伤害并抑制 -40% 的治疗",
"citadel_ability_infinity_slash": "暗影变身术",
"citadel_ability_infinity_slash/timer": "暗魂形态",
"citadel_ability_infinity_slash_buff_header": "Per Hero Hit",
"citadel_ability_infinity_slash_desc": "与大和的暗魂融为一体。在经过一开始的\u003Cspan style=\"font-weight: bold;\"\u003E无敌\u003C/span\u003E蜕变后,你的\u003Cspan style=\"font-weight: bold;\"\u003E技能得到刷新,速度提升 60%\u003C/span\u003E,你还会\u003Cspan style=\"font-weight: bold;\"\u003E对负面状态效果免疫\u003C/span\u003E。在此模式中你有不死之身。",
"citadel_ability_infinity_slash_quip": "变得无敌且更为强大",
"citadel_ability_interrupted": "打断者:",
"citadel_ability_jump": "跳跃",
"citadel_ability_kali_disruptive_charge": "Pack Hunter",
"citadel_ability_kali_disruptive_charge": "Pack Hunter",
"citadel_ability_kali_disruptive_charge_desc": "Provides a \u003Cspan class=\"highlight\"\u003Elarge speed bonus\u003C/span\u003E to you and nearby allies. The speed bonus decays over time.",
"citadel_ability_kali_disruptive_charge_desc": "Provides a \u003Cspan class=\"highlight\"\u003Elarge speed bonus\u003C/span\u003E to you and nearby allies. The speed bonus decays over time.",
Line 4,255: Line 4,831:
"citadel_ability_kali_spinning_blade_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage} Damage\u003C/span\u003E and Occilioblade gains \u003Cspan class=\"highlight\"\u003E+100% more damage\u003C/span\u003E from spirit",
"citadel_ability_kali_spinning_blade_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage} Damage\u003C/span\u003E and Occilioblade gains \u003Cspan class=\"highlight\"\u003E+100% more damage\u003C/span\u003E from spirit",
"citadel_ability_kali_spinning_blade_t3_desc": "\u003Cspan class=\"highlight\"\u003E{s:CooldownReductionOnHit}s Cooldown\u003C/span\u003E for each enemy hit by Occilioblade",
"citadel_ability_kali_spinning_blade_t3_desc": "\u003Cspan class=\"highlight\"\u003E{s:CooldownReductionOnHit}s Cooldown\u003C/span\u003E for each enemy hit by Occilioblade",
"citadel_ability_kineticcharge": "動能充能",
"citadel_ability_lash": "鞭长可及",
"citadel_ability_kineticcharge_desc": "{s:hero_name}創造一個護盾,吸收所有傷害。在持續時間結束後或護盾被摧毀後,爆炸並將吸收的傷害返回給他周圍的所有敵人。",
"citadel_ability_lash_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E通过在空中飞跃\u003C/span\u003E将自己拉向目标。使用鞭长可及还会重置你的\u003Cspan style=\"font-weight: bold;\"\u003E空中跳跃及冲刺\u003C/span\u003E上限。",
"citadel_ability_lash": "爪鉤",
"citadel_ability_lash_down_strike": "震撼大地",
"citadel_ability_lash_desc": "對目標使用\u003Cspan style=\"font-weight: bold;\"\u003E將你拉向空中\u003C/span\u003E。使用爪鉤還能恢復\u003Cspan style=\"font-weight: bold;\"\u003E一耐力充能\u003C/span\u003E和所有\u003Cspan style=\"font-weight: bold;\"\u003E空中跳躍和衝刺次數\u003C/span\u003E。",
"citadel_ability_lash_down_strike_desc": "猛踏脚下地面,对面前敌人\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E。如果是在空中时进行地面攻击,则会快速俯冲向地面。在 25m 后伤害增速放缓。",
"citadel_ability_lash_down_strike": "震地猛擊",
"citadel_ability_lash_down_strike_quip": "猛击地面,对敌人造成伤害",
"citadel_ability_lash_down_strike_desc": "用力震擊腳下的地面,\u003Cspan style=\"font-weight: bold;\"\u003E傷害前方的敵人\u003C/span\u003E,如果你在空中施展地面打擊,你會迅速向地面俯衝。超過25m會減少增加的幅度。",
"citadel_ability_lash_down_strike_t2_desc": "被击中的敌人\u003Cspan style=\"font-weight: bold;\"\u003E被弹到空中\u003C/span\u003E并减速 \u003Cspan style=\"font-weight: bold;\"\u003E50%\u003C/span\u003E,持续 \u003Cspan style=\"font-weight: bold;\"\u003E3s\u003C/span\u003E",
"citadel_ability_lash_down_strike_quip": "猛擊地面,傷害敵人",
"citadel_ability_lash_down_strike_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E每米伤害\u003C/span\u003E +110% ,并提升增长率",
"citadel_ability_lash_down_strike_t2_desc": "被擊中的敵人會被\u003Cspan style=\"font-weight: bold;\"\u003E彈到空中\u003C/span\u003E並受到減少移速50%持續\u003Cspan style=\"font-weight: bold;\"\u003E3秒\u003C/span\u003E",
"citadel_ability_lash_high_explosive": "High Explosive",
"citadel_ability_lash_down_strike_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E每米傷害增幅\u003C/span\u003E+110%以及增加範圍",
"citadel_ability_lash_high_explosive_desc": "Lash starts charging his grenade; the longer the grenade is held before being thrown, the more damage it does. Press the button again to throw it a short distance in front of Lash, exploding on contact.",
"citadel_ability_lash_high_explosive": "高爆彈",
"citadel_ability_lash_quip": "用鞭子将自己拉向敌人",
"citadel_ability_lash_high_explosive_desc": "Lash 為他的手榴彈充能;手榴彈在投擲前充能的時間越長,造成的傷害就越大。再次按下按鈕可將手榴彈扔到 Lash 前方不遠處,手榴彈在接觸任何東西時會爆炸。",
"citadel_ability_lash_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+20m\u003C/span\u003E 射程并获得 \u003Cspan style=\"font-weight: bold;\"\u003E+6\u003C/span\u003E 武器伤害,持续 10s",
"citadel_ability_lash_quip": "用爪鉤將自己拉向敵人",
"citadel_ability_lash_t3_desc": "武器加成增益 \u003Cspan style=\"font-weight: bold;\"\u003E+20%\u003C/span\u003E 射速",
"citadel_ability_lash_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E增加20m\u003C/span\u003E施法距離和\u003Cspan style=\"font-weight: bold;\"\u003E增加6\u003C/span\u003E子彈傷害持續10秒",
"citadel_ability_lash_throw_grenade": "Throw Explosive",
"citadel_ability_lash_t3_desc": "使用技能後\u003Cspan style=\"font-weight: bold;\"\u003E增加20%\u003C/span\u003E射速",
"citadel_ability_lash_ultimate": "死亡猛击",
"citadel_ability_lash_throw_grenade": "投擲高爆彈",
"citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff": "死亡猛击",
"citadel_ability_lash_ultimate": "死亡猛擊",
"citadel_ability_lash_ultimate_debuff": "移动减速",
"citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff": "死亡猛擊",
"citadel_ability_lash_ultimate_desc": "专注于敌人,将鞭子捆到他们身上。施法后,被捆住的敌人会被\u003Cspan style=\"font-weight: bold;\"\u003E举起并眩晕\u003C/span\u003E,然后摔到地上。被摔的敌人和摔落区内的所有敌人都会\u003Cspan style=\"font-weight: bold;\"\u003E受到伤害并减速\u003C/span\u003E。\u003Cbr\u003E按下 {{Mouse|1}} 将捆住的敌人提早扔出去。不在视线范围内的敌人或在捆绑期间超出范围的敌人不会被抓住。",
"citadel_ability_lash_ultimate_debuff": "減少移速",
"citadel_ability_lash_ultimate_quip": "举起敌人并将其猛砸到地上",
"citadel_ability_lash_ultimate_desc": "使用後將集中注意力到敵方英雄目標,將鞭子連接到他們身上。連接後,被連接的敵人會被\u003Cspan style=\"font-weight: bold;\"\u003E帶到空中並且施加眩暈\u003C/span\u003E,然後重重地摔在地上。目標敵方目標和著陸區範圍內的敵方目標都會受到\u003Cspan style=\"font-weight: bold;\"\u003E傷害並施加減少移速\u003C/span\u003E。\u003Cbr\u003E按下 {{Mouse|1}} 可以提前扔出相連的敵方目標。在鎖定時間內不在視線內或超出範圍的敵人將不會被抓取。",
"citadel_ability_lightning_ball": "球状闪电",
"citadel_ability_lash_ultimate_quip": "舉起敵人並將其砸向地面",
"citadel_ability_lightning_ball/modifier_citadel_lightningball": "球状闪电减速",
"citadel_ability_lightning_ball": "球狀閃電",
"citadel_ability_lightning_ball_desc": "发射沿直线移动的球状闪电。\u003Cspan style=\"font-weight: bold;\"\u003E对其半径内的所有目标造成伤害\u003C/span\u003E。在伤害敌人时会减速,并在撞击到环境时停止。",
"citadel_ability_lightning_ball/modifier_citadel_lightningball": "球狀閃電減少移速",
"citadel_ability_lightning_ball_quip": "发射一个具有伤害性的球状闪电",
"citadel_ability_lightning_ball_desc": "發射沿直線傳播的球狀閃電。\u003Cspan style=\"font-weight: bold;\"\u003E對範圍內的所有目標造成傷害\u003C/span\u003E。對敵方目標造成傷害時會減少前進速度,如果擊中地面或牆壁則會停止。",
"citadel_ability_lightning_ball_t3_desc": "+70 DPS 并 +2m 半径",
"citadel_ability_lightning_ball_quip": "發射破壞性球狀閃電",
"citadel_ability_lightning_dodge": "Lightning Roll",
"citadel_ability_lightning_ball_t3_desc": "增加70每秒傷害",
"citadel_ability_lightning_dodge_passive": "Lightning Roll",
"citadel_ability_lightning_dodge": "球狀閃電",
"citadel_ability_mechaguy_defense_field": "Reactive Armor",
"citadel_ability_lightning_dodge_passive": "球狀閃電",
"citadel_ability_mechaguy_defense_field_desc": "Fires defensive rockets at attackers, and build regeneration for every {s:RegenThreshold} damage taken",
"citadel_ability_melee_apocalypse": "近戰",
"citadel_ability_mechaguy_defense_field_t2_desc": "+{s:RegenPercent}% health recovery",
"citadel_ability_melee_ballista": "近戰",
"citadel_ability_mechaguy_double_edge": "Double Edge",
"citadel_ability_melee_bebop": "近戰",
"citadel_ability_mechaguy_double_edge_desc": "Deals {s:Damage} damage to both you and your target",
"citadel_ability_melee_bull": "近戰",
"citadel_ability_mechaguy_double_edge_t2_desc": "Deals {s:DamageHealthPercent}% of your health as additional damage",
"citadel_ability_melee_chrono": "近戰",
"citadel_ability_mechaguy_double_edge_t3_desc": "+{s:AbilityUnitTargetLimit} targets",
"citadel_ability_melee_clawdril": "近戰",
"citadel_ability_mechaguy_echo": "Echo",
"citadel_ability_melee_coldmetal": "近戰",
"citadel_ability_mechaguy_echo_desc": "Afflicts a target with Echo. When the target takes damage, nearby enemies are slowed by \u003Cspan class=\"highlight\"\u003E{s:SlowPercent}%\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:SlowDuration}s\u003C/span\u003E",
"citadel_ability_melee_demoman": "近戰",
"citadel_ability_mechaguy_echo_t2_desc": "Damage increases Echo duration by \u003Cspan class=\"highlight\"\u003E{s:RefreshAmount}s\u003C/span\u003E",
"citadel_ability_melee_engineer": "近戰",
"citadel_ability_mechaguy_echo_t3_desc": "Echo spreads to nearby enemies",
"citadel_ability_melee_genericperson": "近戰",
"citadel_ability_mechaguy_retaliate": "Retaliate",
"citadel_ability_melee_gigawatt": "近戰",
"citadel_ability_mechaguy_retaliate_desc": "Charges a projectile for {s:AbilityDuration}s. Deals {s:Damage} + {s:DamageMultiplier}x damage taken while charging",
"citadel_ability_melee_hornet": "近戰",
"citadel_ability_mechaguy_retaliate_t1_desc": "Projectile gains {s:Radius}m explosion radius",
"citadel_ability_melee_kali": "近戰",
"citadel_ability_mechaguy_retaliate_t2_desc": "+{s:DamageMultiplier}x damage multiplier",
"citadel_ability_melee_parry": "格擋",
"citadel_ability_mechaguy_retaliate_t3_desc": "Heals for {s:HealPercent}% damage taken",
"citadel_ability_melee_parry/parry_cooldown_display": "格擋冷卻中",
"citadel_ability_melee_apocalypse": "近战",
"citadel_ability_melee_phalanx": "近戰",
"citadel_ability_melee_ballista": "近战",
"citadel_ability_melee_revenant": "近戰",
"citadel_ability_melee_bebop": "近战",
"citadel_ability_melee_shiv": "近戰",
"citadel_ability_melee_bull": "近战",
"citadel_ability_melee_spade": "近戰",
"citadel_ability_melee_chrono": "近战",
"citadel_ability_melee_sumo": "近戰",
"citadel_ability_melee_clawdril": "近战",
"citadel_ability_melee_tengu": "近戰",
"citadel_ability_melee_coldmetal": "近战",
"citadel_ability_melee_tokamak": "近戰",
"citadel_ability_melee_demoman": "近战",
"citadel_ability_melee_warden": "近戰",
"citadel_ability_melee_engineer": "近战",
"citadel_ability_melee_wraith": "近戰",
"citadel_ability_melee_genericperson": "近战",
"citadel_ability_mobile_resupply": "醫學噴霧",
"citadel_ability_melee_gigawatt": "近战",
"citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply": "醫學噴霧",
"citadel_ability_melee_hornet": "近战",
"citadel_ability_mobile_resupply_desc": "使用後,部署一個\u003Cspan style=\"font-weight: bold;\"\u003E治療附近友方的\u003C/span\u003E治療噴霧器。",
"citadel_ability_melee_kali": "近战",
"citadel_ability_mobile_resupply_quip": "部署一個治療噴霧器",
"citadel_ability_melee_parry": "格挡",
"citadel_ability_mobile_resupply_t1_desc": "為範圍內友方增加\u003Cspan style=\"font-weight: bold;\"\u003E35%射速\u003C/span\u003E",
"citadel_ability_melee_parry/parry_cooldown_display": "格挡冷却",
"citadel_ability_mobile_resupply_t3_desc": "增加最大生命恢復5%",
"citadel_ability_melee_phalanx": "近战",
"citadel_ability_nikuman": "重振曙光",
"citadel_ability_melee_revenant": "近战",
"citadel_ability_nikuman/modifier_nikuman": "重振曙光",
"citadel_ability_melee_shiv": "近战",
"citadel_ability_nikuman_desc": "使用後在持續施法時間內,對範圍內的友方\u003Cspan style=\"font-weight: bold;\"\u003E持續恢復生命值\u003C/span\u003E。",
"citadel_ability_melee_spade": "近战",
"citadel_ability_nikuman_quip": "治癒自己和周圍的人",
"citadel_ability_melee_sumo": "近战",
"citadel_ability_nikuman_t1_desc": "如果重振曙光完全施法結束,則獲得8秒的\u003Cspan style=\"font-weight: bold;\"\u003E額外4m/s 移速加成\u003C/span\u003E,5AP 升級將會立即獲得無需持續施法。",
"citadel_ability_melee_tengu": "近战",
"citadel_ability_nikuman_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E自由移動和使用技能\u003C/span\u003E ,並且每秒額外治療最大生命值的 \u003Cspan style=\"font-weight: bold;\"\u003E+3.8%\u003C/span\u003E。",
"citadel_ability_melee_tokamak": "近战",
"citadel_ability_passive_beefy": "地獄韌性",
"citadel_ability_melee_warden": "近战",
"citadel_ability_passive_beefy_desc": "被動地隨著時間緩慢的\u003Cspan style=\"font-weight: bold;\"\u003E回復\u003C/span\u003E敵人對你造成傷害的一定百分比",
"citadel_ability_melee_wraith": "近战",
"citadel_ability_passive_beefy_quip": "將受到的部分傷害慢慢回復",
"citadel_ability_mobile_resupply": "灵丹妙药",
"citadel_ability_personal_shield": "",
"citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply": "正在施药",
"citadel_ability_mobile_resupply_desc": "部署一个治疗之灵, \u003Cspan style=\"font-weight: bold;\"\u003E治疗附近的单位\u003C/span\u003E。",
"citadel_ability_mobile_resupply_quip": "部署一个治疗之灵",
"citadel_ability_mobile_resupply_t1_desc": "被灵丹妙药治疗的单位 \u003Cspan style=\"font-weight: bold;\"\u003E+35% 射速\u003C/span\u003E",
"citadel_ability_mobile_resupply_t3_desc": "+5% 每秒最大生命值恢复",
"citadel_ability_mortarsentry": "Mortar Sentry",
"citadel_ability_mortarsentry_desc": "Deploy a Sentry infront of {s:hero_name} that periodically launches mortars at enemies in the \u003Cspan class=\"highlight\"\u003Etarget area\u003C/span\u003E.  Deals reduced damage to boss types",
"citadel_ability_mortarsentry_t1_desc": "Sentry health \u003Cspan class=\"highlight\"\u003E+{s:Health}Hp \u003C/span\u003E and Sentry Lifetime \u003Cspan class=\"highlight\"\u003E+{s:TurretLifetime}s\u003C/span\u003E",
"citadel_ability_mortarsentry_t2_desc": "Ability charges \u003Cspan class=\"highlight\"\u003E+{s:AbilityCharges}s\u003C/span\u003E and search radius \u003Cspan class=\"highlight\"\u003E+{s:SearchRadius}m\u003C/span\u003E",
"citadel_ability_mortarsentry_t3_desc": "Bombs per volley \u003Cspan class=\"highlight\"\u003E+{s:GrenadesPerVolley}\u003C/span\u003E",
"citadel_ability_nikuman": "回春光环",
"citadel_ability_nikuman/modifier_nikuman": "回春光环",
"citadel_ability_nikuman_desc": "施法时,你和附近的所有友军都将\u003Cspan style=\"font-weight: bold;\"\u003E不断恢复生命值\u003C/span\u003E。冲刺不会打断施法。",
"citadel_ability_nikuman_quip": "治疗自己和周围的友军",
"citadel_ability_nikuman_t1_desc": "若光环完成施法,则获得 \u003Cspan style=\"font-weight: bold;\"\u003E+4m/s 移动速度加成\u003C/span\u003E,持续 8s。 5 技能点升级后可立即获得加成。",
"citadel_ability_nikuman_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E全速移动并可使用技能\u003C/span\u003E,每秒额外治疗 \u003Cspan style=\"font-weight: bold;\"\u003E+3.8% 最大生命值\u003C/span\u003E",
"citadel_ability_passive_beefy": "顽胄韧甲",
"citadel_ability_passive_beefy_desc": "随着时间的推移,\u003Cspan style=\"font-weight: bold;\"\u003E恢复\u003C/span\u003E部分受到的伤害。",
"citadel_ability_passive_beefy_quip": "恢复部分受到的伤害",
"citadel_ability_pestilence_contaminate": "Contaminate",
"citadel_ability_pestilence_contaminate": "Contaminate",
"citadel_ability_pestilence_contaminate_desc": "Attacking targets with your weapon increases their Infection level and resets the duration.",
"citadel_ability_pestilence_contaminate_desc": "Attacking targets with your weapon increases their Infection level and resets the duration.",
Line 4,337: Line 4,931:
"citadel_ability_pestilence_infection": "Infection",
"citadel_ability_pestilence_infection": "Infection",
"citadel_ability_pestilence_infection_desc": "Your abilities and bullets apply an infection onto enemies. Each infection stack resets the time and multiplies the damage the enemy takes from the infection.",
"citadel_ability_pestilence_infection_desc": "Your abilities and bullets apply an infection onto enemies. Each infection stack resets the time and multiplies the damage the enemy takes from the infection.",
"citadel_ability_player_ping": "標記",
"citadel_ability_phalanx_reflect": "Reflect",
"citadel_ability_poison_bullets": "鎮靜子彈",
"citadel_ability_phalanx_reflect_desc": "Phalanx activates his energy shield, causing any enemy projectile, bullet or grenade hitting it to be reflected back toward the attacker. Knocks back any charging enemies. Bullet hits extend the parry time, and stun the shooter.",
"citadel_ability_poison_bullets_desc": "使用鎮定子彈對目標施加睡眠。睡著的受害者醒來後無法行動,也不會受到傷害。",
"citadel_ability_phalanx_sword_strike": "Ground Strike",
"citadel_ability_power_slash": "蓄力斬",
"citadel_ability_phalanx_sword_strike_desc": "Phalanx strikes the ground hard, causing a shockwave that runs forward all that damages enemies and causes them to stumble. Does not cancel enemy abilities.",
"citadel_ability_power_slash_desc": "使用後在 1.4 秒內蓄力增加傷害,然後向瞄準的位置釋放 \u003Cspan style=\"font-weight: bold;\"\u003E 完全充能的斬擊\u003C/span\u003E。\u003Cbr\u003E按下 1 或 {{Mouse|1}} 提前觸發斬擊,造成部分傷害。",
"citadel_ability_player_ping": "信号",
"citadel_ability_power_slash_quip": "蓄力斬擊,蓄力後可造成高傷害。",
"citadel_ability_power_slash": "剑客无情",
"citadel_ability_power_slash_t1_desc": "蓄力時增加 \u003Cspan style=\"font-weight: bold;\"\u003E60%子彈抗性\u003C/span\u003E",
"citadel_ability_power_slash_desc": "1.4 秒时间里蓄积杀伤力,之后使出\u003Cspan style=\"font-weight: bold;\"\u003E杀伤力满值的剑术攻击\u003C/span\u003E。\u003Cbr\u003E按 1 或 {{Mouse|1}} 可提前释放攻击,但造成的伤害会减少。",
"citadel_ability_power_slash_t2_desc": "施加\u003Cspan style=\"font-weight: bold;\"\u003E40%減少移速\u003C/span\u003E持續\u003Cspan style=\"font-weight: bold;\"\u003E3秒\u003C/span\u003E",
"citadel_ability_power_slash_quip": "为攻击充能,充满后对敌人造成巨大伤害",
"citadel_ability_projectmind": "心智投射",
"citadel_ability_power_slash_t1_desc": "在施法时获得 \u003Cspan style=\"font-weight: bold;\"\u003E+60 子弹抗性\u003C/span\u003E",
"citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield": "子彈護盾",
"citadel_ability_power_slash_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E-2s\u003C/span\u003E 技能冷却时间并施加 \u003Cspan style=\"font-weight: bold;\"\u003E40%\u003C/span\u003E 移动减速,持续 \u003Cspan style=\"font-weight: bold;\"\u003E3s\u003C/span\u003E",
"citadel_ability_projectmind_desc": "使用技能後\u003Cspan style=\"font-weight: bold;\"\u003E傳送\u003C/span\u003E到瞄準的位置。",
"citadel_ability_projectmind": "心灵投射",
"citadel_ability_projectmind_quip": "傳送到瞄準的位置",
"citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield": "子弹护盾",
"citadel_ability_projectmind_t2_desc": "施法後給予\u003Cspan style=\"font-weight: bold;\"\u003E300子彈護盾\u003C/span\u003E持續8秒,護盾會根據魂力增加。",
"citadel_ability_projectmind_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E传送\u003C/span\u003E至目标位置。",
"citadel_ability_psychic_daggers": "皇家同花順",
"citadel_ability_projectmind_quip": "传送至目标位置",
"citadel_ability_psychic_daggers_desc": "心靈空中卡牌 \u003Cspan class=\"highlight\"\u003E對周圍隨機單位造成傷害\u003C/span\u003E。",
"citadel_ability_projectmind_t2_desc": "传送时提供 \u003Cspan style=\"font-weight: bold;\"\u003E300 的子弹护盾\u003C/span\u003E,持续 8s。护盾值会随元灵力量变化而变化。",
"citadel_ability_psychic_daggers_quip": "對周圍的隨機目標造成傷害",
"citadel_ability_psychic_daggers": "Royal Flush",
"citadel_ability_psychic_daggers_t3_desc": "每張卡片會\u003Cspan class=\"highlight\"\u003E彈跳\u003C/span\u003E到範圍內的另一名敵方目標上。",
"citadel_ability_psychic_daggers_desc": "Telekinetically throw cards that \u003Cspan class=\"highlight\"\u003Ehit random targets\u003C/span\u003E around you.",
"citadel_ability_psychic_lift": "心智遙感",
"citadel_ability_psychic_daggers_quip": "Damage random targets around you",
"citadel_ability_psychic_lift/lift": "心靈遙感",
"citadel_ability_psychic_daggers_t3_desc": "Each card \u003Cspan class=\"highlight\"\u003Ebounces once\u003C/span\u003E onto another enemy in range",
"citadel_ability_psychic_lift_desc": "選定一個敵方英雄目標,使用後在短時間內將目標舉起到空中,\u003Cspan style=\"font-weight: bold;\"\u003E打斷\u003C/span\u003E該目標動作並且\u003Cspan style=\"font-weight: bold;\"\u003E阻止使用技能和模組\u003C/span\u003E。效果結束時,目標會受到傷害。",
"citadel_ability_psychic_lift": "念力",
"citadel_ability_psychic_lift_quip": "舉起敵方目標,打斷並使其沉默",
"citadel_ability_psychic_lift/lift": "隔空取物",
"citadel_ability_psychic_lift_t3_desc": "心靈遙感會瞄準Wraith周圍區域內的敵方目標",
"citadel_ability_psychic_lift_desc": "将敌人抬升至空中,\u003Cspan style=\"font-weight: bold;\"\u003E打断\u003C/span\u003E敌人并在短时间内令其\u003Cspan style=\"font-weight: bold;\"\u003E眩晕\u003C/span\u003E。当升空结束时,目标会受到念力伤害。",
"citadel_ability_quick_melee": "近戰",
"citadel_ability_psychic_lift_quip": "将敌人抬升至空中,打断敌人并使其沉默",
"citadel_ability_revenant_blast": "震盪波",
"citadel_ability_psychic_lift_t3_desc": "念力会以灵魅周围区域内的敌人为目标",
"citadel_ability_revenant_blast_desc": "向目標釋放能量衝擊波",
"citadel_ability_psychic_pulse": "Psychic Pulse",
"citadel_ability_revenant_energy_strike": "能量打擊",
"citadel_ability_psychic_pulse_desc": "Sense enemies in front of you, revealing their position through walls to your team.  Card Trick can target enemies seen through walls",
"citadel_ability_revenant_energy_strike_desc": "用巨大的能量衝擊目標區域。",
"citadel_ability_psychic_pulse_quip": "Reveal enemies through walls",
"citadel_ability_revenant_infuse_weapon": "灌注武器",
"citadel_ability_quick_melee": "近战",
"citadel_ability_revenant_infuse_weapon_desc": "發射特殊子彈,使目標易受你的能量型能力攻擊。 啟用時會消耗能量。",
"citadel_ability_reflect_shield": "Reflect Shield",
"citadel_ability_revenant_infuse_weapon_trigger": "禁用",
"citadel_ability_reflect_shield_desc": "Phalanx deploys a energy shield, causing any enemy projectile, bullet, or grenade hitting it to be reflected back toward the attacker and stun them.",
"citadel_ability_revenant_siphon_energy": "虹吸能量",
"citadel_ability_revenant_blast": "Shock Wave",
"citadel_ability_revenant_siphon_energy_desc": "每次用槍攻擊目標時,都能電擊目標並竊取其能量。",
"citadel_ability_revenant_blast_desc": "Unleash a blast of energy at your target",
"citadel_ability_rocket_barrage": "重裝炮火",
"citadel_ability_revenant_energy_strike": "Energy Strike",
"citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow": "重裝炮火減少移速",
"citadel_ability_revenant_energy_strike_desc": "Strike the targeted area with a massive burst of energy.",
"citadel_ability_rocket_barrage_desc": "使用後,持續發射一排排火箭彈,到鎖定目標地點。持續施法期間移速減少。",
"citadel_ability_revenant_infuse_weapon": "Infuse Weapon",
"citadel_ability_rocket_barrage_quip": "用火箭彈轟炸一個地區",
"citadel_ability_revenant_infuse_weapon_desc": "Fire special rounds that make your target vulnerable to your energy-based abilities.  Drains energy while active.",
"citadel_ability_rocket_barrage_t1_desc": "每發火箭彈將會疊加減少移速\u003Cspan style=\"font-weight: bold;\"\u003E35%\u003C/span\u003E",
"citadel_ability_revenant_infuse_weapon_trigger": "Disable",
"citadel_ability_rocket_barrage_t3_desc": "每發火箭彈增加\u003Cspan style=\"font-weight: bold;\"\u003E30傷害\u003C/span\u003E",
"citadel_ability_revenant_siphon_energy": "Siphon Energy",
"citadel_ability_revenant_siphon_energy_desc": "Shock your target and steal their energy whenever you strike them with your gun.",
"citadel_ability_rocket_barrage": "重炮轰击",
"citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow": "重炮轰击减速",
"citadel_ability_rocket_barrage_desc": "发射一连串的火箭弹,可对准目标地点攻击。",
"citadel_ability_rocket_barrage_quip": "用火箭弹轰炸一个区域",
"citadel_ability_rocket_barrage_t1_desc": "施加 \u003Cspan style=\"font-weight: bold;\"\u003E35% 移动减速\u003C/span\u003E效果",
"citadel_ability_rocket_barrage_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E每颗火箭弹造成的伤害 +30\u003C/span\u003E",
"citadel_ability_running_decoy": "Decoy",
"citadel_ability_running_decoy": "Decoy",
"citadel_ability_running_decoy_desc": "{s:hero_name} creates a temporary decoy that will run towards the target location and shoot at any nearby enemies.",
"citadel_ability_running_decoy_desc": "{s:hero_name} creates a temporary decoy that will run towards the target location and shoot at any nearby enemies.",
"citadel_ability_running_decoy_t1_desc": "Move speed \u003Cspan class=\"highlight\"\u003E+{s:MoveSpeedMod} m/s\u003C/span\u003E while decoy is active",
"citadel_ability_running_decoy_t1_desc": "Move speed \u003Cspan class=\"highlight\"\u003E+{s:MoveSpeedMod} m/s\u003C/span\u003E while decoy is active",
"citadel_ability_running_decoy_t2_desc": "Astro is \u003Cspan class=\"highlight\"\u003Ehealed {s:HealOnCloneDamage}%\u003C/span\u003E of the damage taken by the decoy",
"citadel_ability_running_decoy_t2_desc": "Astro is \u003Cspan class=\"highlight\"\u003Ehealed {s:HealOnCloneDamage}%\u003C/span\u003E of the damage taken by the decoy",
"citadel_ability_self_vacuum": "奇點",
"citadel_ability_self_vacuum": "奇点",
"citadel_ability_self_vacuum_desc": "使用後在你的身體中製造一個奇點,\u003Cspan style=\"font-weight: bold;\"\u003E將附近的敵人拉進來並對其造成傷害\u003C/span\u003E。一旦技能持續施法結束,敵人就會被擊飛到空中。",
"citadel_ability_self_vacuum_desc": "在手中制造一个奇点,\u003Cspan style=\"font-weight: bold;\"\u003E拉近附近的敌人并使其受到伤害\u003C/span\u003E。结束后,敌人将被击飞至半空。",
"citadel_ability_self_vacuum_quip": "拉近並眩暈敵方團隊",
"citadel_ability_self_vacuum_quip": "拉近敌方队伍并使其眩晕",
"citadel_ability_self_vacuum_t3_desc": "奇點每秒消耗敵人最大生命值的\u003Cspan style=\"font-weight: bold;\"\u003E3.8%\u003C/span\u003E。",
"citadel_ability_self_vacuum_t3_desc": "奇点每秒夺取敌人最大生命值的 \u003Cspan style=\"font-weight: bold;\"\u003E3.8%\u003C/span\u003E。",
"citadel_ability_shieldedsentry": "迷你炮台",
"citadel_ability_shield_toss": "Shield Toss",
"citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack": "炮台子彈抗性削弱",
"citadel_ability_shield_toss_desc": "{s:hero_name} tosses his shield with great force, causing it to bounce between enemies, damaging and stunning them.",
"citadel_ability_shieldedsentry_desc": "使用後,部署一個迷你炮台會\u003Cspan style=\"font-weight: bold;\"\u003E自動攻擊敵方目標\u003C/span\u003E。當持續時間結束就會消失。\u003Cbr\u003E炮塔會繼承McGinnis的30%最大生命值和60%魂力抗性。並且對非玩家單位的傷害帶有抗性",
"citadel_ability_shieldedsentry": "迷你炮塔",
"citadel_ability_shieldedsentry_quip": "部署一個迷你炮台",
"citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack": "Sentry Bullet Resist Debuff",
"citadel_ability_shieldedsentry_t1_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E1\u003C/span\u003E點技能充能,並且炮台攻擊會對目標施加減少移速\u003Cspan style=\"font-weight: bold;\"\u003E25%\u003C/span\u003E",
"citadel_ability_shieldedsentry_desc": "部署一个会\u003Cspan style=\"font-weight: bold;\"\u003E自动射击敌人\u003C/span\u003E的小型炮塔。炮塔在有限的时间后会失效。\u003Cbr\u003E炮塔获得麦金尼斯 20% 的最大生命值,并具有 60% 的元灵抗性。炮塔对步兵和目标物造成的伤害较低。",
"citadel_ability_shieldedsentry_t2_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E10m\u003C/span\u003E攻擊距離和\u003Cspan style=\"font-weight: bold;\"\u003E10%\u003C/span\u003E射速",
"citadel_ability_shieldedsentry_quip": "部署一台自动炮塔",
"citadel_ability_shiv_dagger": "投擲剃刀",
"citadel_ability_shieldedsentry_t1_desc": "炮塔会施加 \u003Cspan style=\"font-weight: bold;\"\u003E+25%\u003C/span\u003E 移动减速",
"citadel_ability_shiv_dagger_desc": "投擲一把剃刀,對敵人造成\u003Cspan style=\"font-weight: bold;\"\u003E傷害並減少移速\u003C/span\u003E。每次額外命中都會\u003Cspan style=\"font-weight: bold;\"\u003E增加一個疊加一次減益\u003C/span\u003E ,並刷新減益效果的持續時間,使傷害和施加減少移速隨每層數增加。",
"citadel_ability_shieldedsentry_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+10m\u003C/span\u003E 攻击范围,\u003Cspan style=\"font-weight: bold;\"\u003E+10%\u003C/span\u003E 炮塔射速",
"citadel_ability_shiv_dagger_max_rage_desc": "終極解鎖: \u003Cspan style=\"font-weight: bold;\"\u003E怒氣值滿時\u003C/span\u003E刀會彈到另一個敵人身上,並對流血的敵人施加減速效果。",
"citadel_ability_shiv_dagger": "尖锋利齿",
"citadel_ability_shiv_dagger_quip": "對目標施加流血和疊加減少移速效果",
"citadel_ability_shiv_dagger_desc": "掷出一把锯齿刀,令敌人\u003Cspan style=\"font-weight: bold;\"\u003E受到伤害并流血\u003C/span\u003E。每多攻击一次会\u003Cspan style=\"font-weight: bold;\"\u003E叠加\u003C/span\u003E一层效果,并刷新流血持续时间,使每层流血量增加。",
"citadel_ability_shiv_dagger_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E增加5\u003C/span\u003E 流血傷害",
"citadel_ability_shiv_dagger_max_rage_desc": "终极解锁: \u003Cspan style=\"font-weight: bold;\"\u003E怒气值满时\u003C/span\u003E刀会弹到另一个敌人身上,并对流血的敌人施加减速效果。",
"citadel_ability_shiv_dash": "剃刀衝鋒",
"citadel_ability_shiv_dagger_quip": "对敌人施加叠加流血效果",
"citadel_ability_shiv_dash_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E向前衝鋒,對路徑上的敵人造成傷害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan style=\"font-weight: bold;\"\u003E當處於最大怒氣時\u003C/span\u003E,掃蕩打擊的路徑寬度增加200%。",
"citadel_ability_shiv_dagger_t3_desc": "+40 伤害并 +5 流血 DPS",
"citadel_ability_shiv_dash_quip": "向前衝鋒,對路徑上的所有敵人造成傷害",
"citadel_ability_shiv_dash": "一网打尽",
"citadel_ability_shiv_dash_t3_desc": "每次衝鋒擊中敵方目標減少3秒冷卻時間。最大減少9秒。",
"citadel_ability_shiv_dash_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E向前冲刺,对沿途的敌人造成伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E终极解锁:\u003Cspan style=\"font-weight: bold;\"\u003E怒气值满时\u003C/span\u003E,西弗的回声会在短暂延迟后沿着冲刺路径传播,再次对敌人造成伤害。",
"citadel_ability_shiv_dash_t3_tooltip": "擊中時",
"citadel_ability_shiv_dash_quip": "向前冲刺,对沿途所有敌人造成伤害",
"citadel_ability_shiv_defer_damage": "細血長流",
"citadel_ability_shiv_dash_t3_desc": "每击中一名敌方英雄,冷却时间就会减少 2s(非英雄则为 1s)。每次冲刺最多减少 6s。",
"citadel_ability_shiv_defer_damage_desc": "對於即將到來的傷害,只有一部分會立即生效,剩餘傷害會隨時間慢慢施加。啟用後可\u003Cspan style=\"font-weight: bold;\"\u003E清除一部分推遲的傷害\u003C/span\u003E。",
"citadel_ability_shiv_dash_t3_tooltip": "命中时",
"citadel_ability_shiv_defer_damage_max_rage_desc": "終極解鎖:\u003Cspan style=\"font-weight: bold;\"\u003E怒氣值滿時\u003C/span\u003E,推遲的傷害量會增加。",
"citadel_ability_shiv_defer_damage": "细血长流",
"citadel_ability_shiv_defer_damage_on_cast": "啟用時",
"citadel_ability_shiv_defer_damage_desc": "对于即将到来的伤害,只有一部分会立即生效,剩余伤害会随时间慢慢施加。激活后可\u003Cspan style=\"font-weight: bold;\"\u003E清除一部分推迟的伤害\u003C/span\u003E。",
"citadel_ability_shiv_defer_damage_quip": "部分受到的傷害推遲生效",
"citadel_ability_shiv_defer_damage_max_rage_desc": "终极解锁:\u003Cspan style=\"font-weight: bold;\"\u003E怒气值满时\u003C/span\u003E,推迟的伤害量会增加。",
"citadel_ability_shiv_killing_blow": "乘勝追擊",
"citadel_ability_shiv_defer_damage_on_cast": "激活时",
"citadel_ability_shiv_killing_blow/active_buff": "怒氣衝天",
"citadel_ability_shiv_defer_damage_quip": "部分受到的伤害推迟生效",
"citadel_ability_shiv_killing_blow_active_desc": "啟用後,跳向敵方英雄,如果對方生命值\u003Cspan style=\"font-weight: bold;\"\u003E低於擊殺閾值\u003C/span\u003E,則\u003Cspan style=\"font-weight: bold;\"\u003E立即將其擊殺\u003C/span\u003E,否則對其造成 200 傷害。",
"citadel_ability_shiv_killing_blow": "乘胜追击",
"citadel_ability_shiv_killing_blow_passive_desc": "被動:對敵人造成傷害會讓你獲得怒氣。當怒氣滿時,Shiv 的傷害增加,並且他的其他技能將獲得\u003Cspan style=\"font-weight: bold;\"\u003E特殊效果\u003C/span\u003E。",
"citadel_ability_shiv_killing_blow/active_buff": "怒气冲天",
"citadel_ability_shiv_killing_blow_quip": "來到一個低生命值英雄前,立即將其擊殺",
"citadel_ability_shiv_killing_blow_active_desc": "激活后,跳向敌方英雄,如果对方生命值\u003Cspan style=\"font-weight: bold;\"\u003E低于击杀阈值\u003C/span\u003E,则\u003Cspan style=\"font-weight: bold;\"\u003E立即将其击杀\u003C/span\u003E,否则对其造成 200 伤害。",
"citadel_ability_shiv_killing_blow_t1_desc": "怒氣值滿時獲得移動速度 \u003Cspan style=\"font-weight: bold;\"\u003E+2 m/s\u003C/span\u003E。",
"citadel_ability_shiv_killing_blow_passive_desc": "被动:对敌人造成伤害会累积怒气值。怒气值满时,西弗获得伤害增加,其他技能也会获得\u003Cspan style=\"font-weight: bold;\"\u003E特殊效果\u003C/span\u003E。",
"citadel_ability_shiv_killing_blow_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+8%\u003C/span\u003E 敵人生命值門檻,並提供\u003Cspan style=\"font-weight: bold;\"\u003E+10%\u003C/span\u003E 滿怒氣的額外傷害",
"citadel_ability_shiv_killing_blow_quip": "来到一个低生命值英雄前,立即将其击杀",
"citadel_ability_shiv_killing_blow_t3_desc": "使用“乘勝追擊”消滅一個敵人會\u003Cspan style=\"font-weight: bold;\"\u003E重設冷卻時間\u003C/span\u003E。",
"citadel_ability_shiv_killing_blow_t1_desc": "怒气值满时获得移动速度 \u003Cspan style=\"font-weight: bold;\"\u003E+2 m/s\u003C/span\u003E。",
"citadel_ability_shiv_killing_blow_ui_meter": "怒氣值",
"citadel_ability_shiv_killing_blow_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+ 敌人生命值阈值的 8%\u003C/span\u003E \u003Cspan style=\"font-weight: bold;\"\u003E+10%\u003C/span\u003E 满怒气值额外伤害。",
"citadel_ability_shiv_killing_blow_while_full_rage": "怒氣值滿時",
"citadel_ability_shiv_killing_blow_t3_desc": "使用“乘胜追击”消灭一个敌人会\u003Cspan style=\"font-weight: bold;\"\u003E重置冷却时间\u003C/span\u003E。",
"citadel_ability_shoryuken": "升龍拳",
"citadel_ability_shiv_killing_blow_ui_meter": "怒气值",
"citadel_ability_shoryuken_desc": "Lash 施展上勾拳,將前方空中的敵人擊飛。可在空中使用。",
"citadel_ability_shiv_killing_blow_while_full_rage": "怒气值满时",
"citadel_ability_shoryuken_t3_desc": "擊飛在 Lash 附近的 \u003Cspan class=\"highlight\"\u003E多個單位\u003C/span\u003E ",
"citadel_ability_shoryuken": "Shoryuken",
"citadel_ability_silencecontraptions_t3_desc": "近戰施加EMP效果",
"citadel_ability_shoryuken_desc": "Lash performs a rising uppercut, knocking enemies in the air in front of him. Can be used while in the air.",
"citadel_ability_sprint": "",
"citadel_ability_shoryuken_t3_desc": "Hits \u003Cspan class=\"highlight\"\u003Emultiple targets\u003C/span\u003E around Lash.",
"citadel_ability_sprint_roll": "魂力",
"citadel_ability_silencecontraptions_t3_desc": "Melee also EMP's enemies",
"citadel_ability_static_charge": "靜電荷",
"citadel_ability_spade_draw": "Draw",
"citadel_ability_static_charge/modifier_citadel_staticcharge": "靜電荷",
"citadel_ability_spade_draw/modifier_citadel_spade_card": "Cards",
"citadel_ability_static_charge_desc": "選定一個敵方英雄目標,給敵方英雄目標施加靜電荷。在短暫的延遲後,靜電荷會使範圍內的敵方目標\u003Cspan style=\"font-weight: bold;\"\u003E眩暈並受到傷害\u003C/span\u003E。\u003Cbr\u003E透過智能施放按鈕對自己使用",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_disarmed": "被缴械",
"citadel_ability_static_charge_quip": "對敵方英雄實施延遲區域眩暈",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_root": "被定身",
"citadel_ability_sticky_bomb": "黏彈",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_cooldown": "Reduced Cooldown",
"citadel_ability_sticky_bomb_desc": "使用後給附近的單個目標身上附加黏彈,在短暫的延遲後造成\u003Cspan style=\"font-weight: bold;\"\u003E爆炸傷害\u003C/span\u003E。\u003Cbr\u003E每擊中一名敵方英雄,即可獲得\u003Cspan style=\"font-weight: bold;\"\u003E+2.5% 永久的炸彈傷害加成\u003C/span\u003E。\u003Cbr\u003E搭配自我施法組合鍵 {{Mouse|3}} 對自身施放。",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_regen": "恢复",
"citadel_ability_sticky_bomb_quip": "在敵人身上安放定時爆炸的炸彈",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_hattrickdisarm": "Hat Trick Disarms",
"citadel_ability_sticky_bomb_t3_desc": "當目標敵人受到黏彈效果後同時附加\u003Cspan style=\"font-weight: bold;\"\u003E繳械\u003C/span\u003E持續\u003Cspan style=\"font-weight: bold;\"\u003E3.5秒\u003C/span\u003E",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_kingofclubs": "Sleeve Toss Immobilizes",
"citadel_ability_stomp": "動能脈衝",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_dot": "正在流血",
"citadel_ability_stomp_desc": "使用後釋放能量脈衝,將敵人擊飛至空中。",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_emp": "Abilities Disabled",
"citadel_ability_stomp_quip": "施放地能量脈衝,將敵人擊飛到空中",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker": "铜墙铁壁",
"citadel_ability_stomp_t1_desc": "被擊中的敵人\u003Cspan style=\"font-weight: bold;\"\u003E減少射速和移速\u003C/span\u003E,持續\u003Cspan style=\"font-weight: bold;\"\u003E4秒\u003C/span\u003E。",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker_debuff": "Glitched",
"citadel_ability_stomp_t2_desc": "Dynamo對命中的敵人增加\u003Cspan style=\"font-weight: bold;\"\u003E30%子彈傷害\u003C/span\u003E持續 \u003Cspan style=\"font-weight: bold;\"\u003E8秒\u003C/span\u003E",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_speed": "Increased Move Speed",
"citadel_ability_storm_cloud": "風暴之眼",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_strength": "Strength",
"citadel_ability_storm_cloud_desc": "使用後在持續時間內使自身形成不斷擴大的風暴,對範圍內的\u003Cspan style=\"font-weight: bold;\"\u003E所有敵方目標造成傷害\u003C/span\u003E。敵方目標在視線之外時不會受到傷害。",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weakness": "Bullet Armor Reduced",
"citadel_ability_storm_cloud_quip": "用閃電炸死大片區域內的所有敵方目標",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weapon": "Increased Attack Speed",
"citadel_ability_storm_cloud_t1_desc": "在持續施法時增加\u003Cspan style=\"font-weight: bold;\"\u003E+35%子彈抗性\u003C/span\u003E",
"citadel_ability_spade_draw_desc": "Spade draws a card from her deck. This card can be played, or used to add an effect to Sleeve Toss",
"citadel_ability_storm_cloud_t2_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E+7s\u003C/span\u003E技能施法時間以及增加\u003Cspan style=\"font-weight: bold;\"\u003E+10m\u003C/span\u003E範圍",
"citadel_ability_spade_draw_t2_desc": "+100% card bonus",
"citadel_ability_storm_cloud_t3_desc": "+75 每秒傷害",
"citadel_ability_spade_draw_t3_desc": "Draw two cards",
"citadel_ability_tangotether": "守望之契",
"citadel_ability_spade_hat_trick": "Hat Trick",
"citadel_ability_tangotether_desc": "使用後獲得增益並自動連接到附近的友方,共享這些增益。\u003Cspan style=\"font-weight: bold;\"\u003E治療效果將在所有連接者之間共享\u003C/span\u003E。連接需要視野。按下 2 來鎖定單位。",
"citadel_ability_spade_hat_trick/modifier_citadel_spade_hattrick_tracker": "Damage Stacks",
"citadel_ability_tangotether_lock": "契約目標",
"citadel_ability_spade_hat_trick_desc": "Spade throws her hat, striking enemies along its path. Deals additional damage with \u003Cspan class=\"highlight\"\u003Esuccessive hits\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003ERestores all charges when cooldown completes.",
"citadel_ability_tangotether_quip": "增強自己和附近的友方",
"citadel_ability_spade_hat_trick_t1_desc": "Reduce total cooldown by 1s per unit hit",
"citadel_ability_tangotether_t2_desc": "增加2.0m/s 移速",
"citadel_ability_spade_hat_trick_t3_desc": "Hero kills refill all charges",
"citadel_ability_teleport": "傳送",
"citadel_ability_spade_misdirection": "Shadow Box",
"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection": "Misdirection",
"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection/modifier_spade_misdirection_aura": "Misdirection zone",
"citadel_ability_spade_misdirection_desc": "Creates a barrier which deals damage when crossed.",
"citadel_ability_spade_play": "Play",
"citadel_ability_spade_play_desc": "Plays your current card, gaining bonuses depending on which card is drawn.\u003Cbr\u003E\u003Cbr\u003EBUG: Play your card to show upgrades in the shop",
"citadel_ability_spade_puppeteer": "Puppeteer",
"citadel_ability_spade_puppeteer/modifier_citadel_spade_pupeteer_puppet": "Puppeted",
"citadel_ability_spade_puppeteer_desc": "Spade turns the target into a puppet, forcing them to \u003Cspan class=\"highlight\"\u003Eshoot nearby allies\u003C/span\u003E. Control is reduced if no targets are in range.\u003Cbr\u003E\u003Cbr\u003EPuppets take reduced damage while being controlled.",
"citadel_ability_spade_sleeve_toss": "Sleeve toss",
"citadel_ability_spade_sleeve_toss/modifier_citadel_architect_lock_on": "Movement deals damage!",
"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_rupture": "Bleeding, don't move!",
"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_sleeve_toss_card_draw": "Sleeve Toss",
"citadel_ability_spade_sleeve_toss_desc": "Spade pulls dove from her sleeve and throws it into the air. It will follow Spade's crosshair until detonation.",
"citadel_ability_spade_sleight_of_hand": "Sleight of Hand",
"citadel_ability_spade_sleight_of_hand/modifier_slow_base": "被减速",
"citadel_ability_spade_sleight_of_hand_desc": "Stab a nearby enemy. If done from \u003Cspan class=\"highlight\"\u003Ebehind\u003C/span\u003E, heavily slows the target.",
"citadel_ability_spade_translocate": "Smoke and Mirrors",
"citadel_ability_spade_translocate/modifier_citadel_spade_translocate": "Returning...",
"citadel_ability_spade_translocate_desc": "Spade marks an enemy hero's position. After a short duration, they will be returned to that spot.",
"citadel_ability_spade_translocate_t3_desc": "Disable armor after teleport",
"citadel_ability_spade_vanishing_act": "Vanishing Act",
"citadel_ability_spade_vanishing_act/modifier_citadel_spade_vanishing_act": "Vanished",
"citadel_ability_spade_vanishing_act_desc": "Disappear from the world, becoming invisible and damage immune. The first action taken while under the effect gains \u003Cspan class=\"highlight\"\u003Ebonus damage\u003C/span\u003E.",
"citadel_ability_spade_vanishing_act_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50%\u003C/span\u003E bonus damage",
"citadel_ability_sprint_roll": "疾跑",
"citadel_ability_static_charge": "静电负荷",
"citadel_ability_static_charge/modifier_citadel_staticcharge": "静电负荷",
"citadel_ability_static_charge_desc": "对目标敌方英雄施加电荷。短暂时间后,静电荷会\u003Cspan style=\"font-weight: bold;\"\u003E眩晕并伤害\u003C/span\u003E半径内的敌人。\u003Cbr\u003E可通过副施放进行自我施放。",
"citadel_ability_static_charge_quip": "对敌方英雄施加延迟区域眩晕",
"citadel_ability_sticky_bomb": "粘性炸弹",
"citadel_ability_sticky_bomb_desc": "将粘性炸弹附着到附近目标身上,在短暂的引信时间后造成\u003Cspan style=\"font-weight: bold;\"\u003E爆炸伤害\u003C/span\u003E。\u003Cbr\u003E每命中一个敌人,获得会造成 \u003Cspan style=\"font-weight: bold;\"\u003E+4% 炸弹伤害\u003C/span\u003E的炸弹叠加(最多叠加 15 层)。死亡时会失去 2 层叠加。\u003Cbr\u003E按住 {{Mouse|3}} 可将粘性炸弹施放到自己身上。",
"citadel_ability_sticky_bomb_quip": "在目标身上放置炸弹",
"citadel_ability_sticky_bomb_t3_desc": "附着后,对目标\u003Cspan style=\"font-weight: bold;\"\u003E缴械\u003C/span\u003E,持续 \u003Cspan style=\"font-weight: bold;\"\u003E3.5s\u003C/span\u003E",
"citadel_ability_stomp": "动能脉冲",
"citadel_ability_stomp_desc": "发出一道能量脉冲,将敌人击至半空。",
"citadel_ability_stomp_quip": "在地面上发出一道脉冲,将敌人击至半空",
"citadel_ability_stomp_t1_desc": "被击中的敌人\u003Cspan style=\"font-weight: bold;\"\u003E射速和移动速度减缓\u003C/span\u003E \u003Cspan style=\"font-weight: bold;\"\u003E35%\u003C/span\u003E,持续 \u003Cspan style=\"font-weight: bold;\"\u003E4s\u003C/span\u003E。",
"citadel_ability_stomp_t2_desc": "奇能教授对击中的敌人增加 \u003Cspan style=\"font-weight: bold;\"\u003E30% 武器伤害\u003C/span\u003E,持续 \u003Cspan style=\"font-weight: bold;\"\u003E8s\u003C/span\u003E",
"citadel_ability_storm_cloud": "雷霆风暴",
"citadel_ability_storm_cloud_desc": "在你周围形成一个不断扩展的雷霆风暴,对其半径内的\u003Cspan style=\"font-weight: bold;\"\u003E所有敌人造成伤害\u003C/span\u003E。敌人在视线范围外时不会受到伤害。在施法过程中你的\u003Cspan style=\"font-weight: bold;\"\u003E子弹抗性\u003C/span\u003E会提高。",
"citadel_ability_storm_cloud_quip": "电击大片区域内的所有敌人",
"citadel_ability_storm_cloud_t1_desc": "在施放雷霆风暴时,获得 \u003Cspan style=\"font-weight: bold;\"\u003E+35% 子弹抗性\u003C/span\u003E",
"citadel_ability_storm_cloud_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+7s\u003C/span\u003E 施法时间和 \u003Cspan style=\"font-weight: bold;\"\u003E+10m\u003C/span\u003E 半径",
"citadel_ability_storm_cloud_t3_desc": "+75 DPS",
"citadel_ability_surveillance_drone": "Deploy Combat Drone",
"citadel_ability_surveillance_drone_camera": "Drone Camera",
"citadel_ability_surveillance_drone_camera_desc": "Switches Camera from Player to Drone",
"citadel_ability_surveillance_drone_crash": "Drone Crash",
"citadel_ability_surveillance_drone_crash_desc": "Crashes Drone into ground dealing AOE damage",
"citadel_ability_surveillance_drone_desc": "Deploys a fragile Combat Drone which has unique abilities.",
"citadel_ability_surveillance_drone_player_camera": "Player Camera",
"citadel_ability_surveillance_drone_player_camera_desc": "Switches Camera from Drone to Player",
"citadel_ability_surveillance_drone_t2_desc": "+\u003Cspan class=\"highlight\"\u003E{s:CrashImpactRadius}\u003C/span\u003E crash impact radius, +\u003Cspan class=\"highlight\"\u003E{s:DroneCrashDamage}\u003C/span\u003E drone crash damage",
"citadel_ability_tangotether": "守望者的盟友",
"citadel_ability_tangotether_desc": "获得加成并自动与附近的一名友军连结并分享加成。连结的所有英雄获得\u003Cspan style=\"font-weight: bold;\"\u003E治疗复制效果\u003C/span\u003E。需要在视线内才能连结。按 2 锁定目标",
"citadel_ability_tangotether_lock": "锁定目标",
"citadel_ability_tangotether_quip": "强化自己和附近的一名友军",
"citadel_ability_tangotether_t2_desc": "+2.0m/s 移动加成",
"citadel_ability_teleport": "传送动作",
"citadel_ability_tengu_airlift": "空投",
"citadel_ability_tengu_airlift": "空投",
"citadel_ability_tengu_airlift_desc": "與友方英雄或炸彈一起飛行。投下友方英雄或炸彈會引發\u003Cspan style=\"font-weight: bold;\"\u003E大範圍爆炸\u003C/span\u003E,並造成\u003Cspan style=\"font-weight: bold;\"\u003E移動減速\u003C/span\u003E效果。Ivy和友方英雄在飛行結束時會獲得子彈護盾。\u003Cbr\u003E在被抬升期間,友方英雄獲得子彈抗性但無法攻擊,友方英雄造成的傷害-50%。對友方英雄使用空投時施放速度更快。\u003Cbr\u003E{{Mouse|1}} 加速飛行速度。\u003Cbr\u003E{{Mouse|2}} 投下友方英雄/炸彈。",
"citadel_ability_tengu_airlift_desc": "带着一名友军或一枚炸弹一起飞翔。让友军或炸弹掉落会造成\u003Cspan style=\"font-weight: bold;\"\u003E猛烈的爆炸\u003C/span\u003E,导致\u003Cspan style=\"font-weight: bold;\"\u003E移动减速\u003C/span\u003E。青藤和友军在飞行结束后获得子弹护盾。\u003Cbr\u003E在空中时,友军获得子弹抗性,但无法攻击,并造成 -50% 伤害。瞄准友军时,空投的施法速度更快。\u003Cbr\u003E{{Mouse|1}}加速飞行。\u003Cbr\u003E{{Mouse|2}}让友军/炸弹掉落。",
"citadel_ability_tengu_airlift_quip": "高空死亡  飛行並向敵人投擲炸彈(或友方英雄)",
"citadel_ability_tengu_airlift_quip": "死亡从天而降!飞行并向敌人投放炸弹(或友军)",
"citadel_ability_tengu_airlift_t1_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E-20%\u003C/span\u003E子彈抗性持續\u003Cspan style=\"font-weight: bold;\"\u003E12秒\u003C/span\u003E",
"citadel_ability_tengu_airlift_t1_desc": "被击中的敌人的子弹抗性 \u003Cspan style=\"font-weight: bold;\"\u003E-20%\u003C/span\u003E,持续 \u003Cspan style=\"font-weight: bold;\"\u003E12s\u003C/span\u003E",
"citadel_ability_tengu_airlift_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+300\u003C/span\u003E子彈護盾",
"citadel_ability_tengu_airlift_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+300\u003C/span\u003E 子弹护盾,\u003Cspan style=\"font-weight: bold;\"\u003E+5m\u003C/span\u003E 爆炸半径",
"citadel_ability_tengu_airlift_t3_desc": "對命中的敵人施加 \u003Cspan style=\"font-weight: bold;\"\u003E沉默\u003C/span\u003E 效果,持續時間為 \u003Cspan style=\"font-weight: bold;\"\u003E4.5 秒\u003C/span\u003E。",
"citadel_ability_tengu_airlift_t3_desc": "对被击中的敌人施加\u003Cspan style=\"font-weight: bold;\"\u003E沉默\u003C/span\u003E效果,持续 \u003Cspan style=\"font-weight: bold;\"\u003E+4.5s\u003C/span\u003E",
"citadel_ability_tengu_dragonsfire": "Wildfire",
"citadel_ability_tengu_dragonsfire": "Wildfire",
"citadel_ability_tengu_dragonsfire_desc": "Take flight and breathe eldritch flame down on your enemies.  Gain Bullet Resist while flying.",
"citadel_ability_tengu_dragonsfire_desc": "Take flight and breathe eldritch flame down on your enemies.  Gain Bullet Resist while flying.",
"citadel_ability_tengu_dragonsfire_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:AbilityDuration}\u003C/span\u003E Duration and \u003Cspan class=\"highlight\"\u003E+{s:FlyingBulletResist}\u003C/span\u003E Flying Bullet Resist",
"citadel_ability_tengu_dragonsfire_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:AbilityDuration}s\u003C/span\u003E Duration and \u003Cspan class=\"highlight\"\u003E+{s:FlyingBulletResist}\u003C/span\u003E Flying Bullet Resist",
"citadel_ability_tengu_ghost": "Ghost",
"citadel_ability_tengu_ghost": "Ghost",
"citadel_ability_tengu_ghost_desc": "Summon a tracking ghost that bounces randomly {s:Bounces} times to new targets after impact. Slows targets hit for 5 seconds.",
"citadel_ability_tengu_ghost_desc": "Summon a tracking ghost that bounces randomly {s:Bounces} times to new targets after impact. Slows targets hit for 5 seconds.",
"citadel_ability_tengu_ghost_t3_desc": "Bounces +{s:Bounces} additional times",
"citadel_ability_tengu_ghost_t3_desc": "Bounces +{s:Bounces} additional times",
"citadel_ability_tengu_lightningcrash": "墜落恩典",
"citadel_ability_tengu_lightningcrash": "坠落恩典",
"citadel_ability_tengu_lightningcrash_desc": "使用後跳到空中並開始短時間飛行。著地時根據飛行時間\u003Cspan class=\"highlight\"\u003E造成傷害\u003C/span\u003E,並獲得\u003Cspan class=\"highlight\"\u003E生命值回復提升\u003C/span\u003E。你可以通過按下\u003Cspan class='keybind'\u003E[{s:iv_attack}]\u003C/span\u003E提前結束飛行並俯衝。",
"citadel_ability_tengu_lightningcrash_desc": "跳上空中并开始飞翔一小段时间。落地时将根据飞行时间\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E,并获得\u003Cspan class=\"highlight\"\u003E恢复加速\u003C/span\u003E。可按 \u003Cspan class='keybind'\u003E[{s:iv_attack}]\u003C/span\u003E 提前结束飞行并俯冲。",
"citadel_ability_tengu_lightningcrash_quip": "飛越戰場,落地爆發衝擊波",
"citadel_ability_tengu_lightningcrash_quip": "飞至战场上空",
"citadel_ability_tengu_lightningcrash_t3_desc": "增加 \u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E 傷害,和\u003Cspan class=\"highlight\"\u003E{s:Regeneration}\u003C/span\u003E生命值回復",
"citadel_ability_tengu_lightningcrash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E 伤害,\u003Cspan class=\"highlight\"\u003E+{s:Regeneration}\u003C/span\u003E 恢复Regeneration",
"citadel_ability_tengu_stone_form": "真石形態",
"citadel_ability_tengu_stone_form": "石像形态",
"citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form": "真石形態",
"citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form": "石像形态",
"citadel_ability_tengu_stone_form_desc": "使用後將自己變成\u003Cspan style=\"font-weight: bold;\"\u003E無敵的石像鬼形態\u003C/span\u003E,並撞擊地面,\u003Cspan style=\"font-weight: bold;\"\u003E眩暈並傷害\u003C/span\u003E附近的敵人。根據你最大生命值的百分比治療你。落地前你有一定的空中控制力。",
"citadel_ability_tengu_stone_form_desc": "将自己变为\u003Cspan style=\"font-weight: bold;\"\u003E坚石\u003C/span\u003E砸向地面,对附近的敌人造成\u003Cspan style=\"font-weight: bold;\"\u003E眩晕及伤害\u003C/span\u003E。为自己带来相当于最大生命值一定比例的治疗。可在一定程度上控制落地位置。",
"citadel_ability_tengu_stone_form_quip": "變成無敵的石像鬼形態並眩暈附近的敵人",
"citadel_ability_tengu_stone_form_quip": "变身坚石,对附近的敌人造成眩晕",
"citadel_ability_tengu_stone_form_t2_desc": "增加\u003Cspan style=\"font-weight: bold;\"\u003E80 傷害\u003C/span\u003E和\u003Cspan style=\"font-weight: bold;\"\u003E眩暈0.5秒\u003C/span\u003E。",
"citadel_ability_tengu_stone_form_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+80 伤害\u003C/span\u003E以及 \u003Cspan style=\"font-weight: bold;\"\u003E0.5s\u003C/span\u003E 眩晕。",
"citadel_ability_tengu_urn": "葛藤炸彈",
"citadel_ability_tengu_urn": "葛根炸弹",
"citadel_ability_tengu_urn_desc": "使用後召喚一片窒息藤蔓,對範圍內敵方目標造成\u003Cspan style=\"font-weight: bold;\"\u003E傷害\u003C/span\u003E並\u003Cspan style=\"font-weight: bold;\"\u003E施加減少移速\u003C/span\u003E。",
"citadel_ability_tengu_urn_desc": "召唤一片窒息藤蔓,对作用半径内的敌人\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E并使其\u003Cspan style=\"font-weight: bold;\"\u003E减速\u003C/span\u003E。",
"citadel_ability_tengu_urn_quip": "對區域內的敵人造成傷害並減少移速",
"citadel_ability_tengu_urn_quip": "对作用区域中的敌人造成伤害并减速",
"citadel_ability_tengu_urn_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+50 每秒傷害\u003C/span\u003E",
"citadel_ability_tengu_urn_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+50 DPS\u003C/span\u003E 并 \u003Cspan style=\"font-weight: bold;\"\u003E+2m 半径\u003C/span\u003E",
"citadel_ability_tier2boss_laser_beam": "雷射",
"citadel_ability_tier2boss_laser_beam": "激光",
"citadel_ability_tier2boss_rocket_barrage": "火箭彈幕",
"citadel_ability_tier2boss_rocket_barrage": "火箭弹幕",
"citadel_ability_tier2boss_stomp": "踐踏",
"citadel_ability_tier2boss_stomp": "践踏",
"citadel_ability_tier3boss_laser_beam": "守護神雷射",
"citadel_ability_tier3boss_laser_beam": "守护神激光",
"citadel_ability_time_bank": "時間銀行",
"citadel_ability_time_bank": "Time Bank",
"citadel_ability_time_bank_desc": "{s:hero_name}啟用\u003Cspan class=\"highlight\"\u003E加速時間爆發\u003C/span\u003E,附近的友方單位\u003Cspan class=\"highlight\"\u003E移動、射擊和裝彈\u003C/span\u003E速度都會加快。 當爆發結束時,{s:hero_name}必須在短時間內積攢時間,並且時間會變慢。",
"citadel_ability_time_bank_desc": "{s:hero_name} activates a burst of \u003Cspan class=\"highlight\"\u003Eaccelerated time\u003C/span\u003E where they \u003Cspan class=\"highlight\"\u003Emove, shoot and reload\u003C/span\u003E faster.  When the burst ends, {s:hero_name} must save up time for a short period and is time slowed.",
"citadel_ability_time_bank_quip": "讓自己加速,然後短暫減少移速",
"citadel_ability_time_bank_quip": "Speed yourself up, then slow down briefly",
"citadel_ability_time_bank_trigger": "加速 持續",
"citadel_ability_time_bank_trigger": "Speed Time",
"citadel_ability_time_bomb": "時光炸彈",
"citadel_ability_time_bomb": "Time Bomb",
"citadel_ability_time_bomb_desc": "{s:hero_name} 投擲出一枚炸彈,如果敵方目標在投擲時間結束後出現在炸彈範圍內,炸彈就會爆炸,爆炸會對敵方目標施加快速\u003Cspan class=\"highlight\"\u003E時間凍結\u003C/span\u003E 如果只擊中單個目標,則會造成\u003Cspan class=\"highlight\"\u003E{s:SingleTargetMult}x 倍更多傷害\u003C/span\u003E。",
"citadel_ability_time_bomb_desc": "{s:hero_name} throws a bomb that explodes if enemies are in its radius after its arm time. The explosion causes a quick \u003Cspan class=\"highlight\"\u003Etime freeze\u003C/span\u003E and deals \u003Cspan class=\"highlight\"\u003E{s:SingleTargetMult}x more damage\u003C/span\u003E if it only hits a single target.",
"citadel_ability_time_bomb_quip": "近距離爆炸",
"citadel_ability_time_bomb_quip": "Proximity explosion",
"citadel_ability_time_bomb_t2_desc": "被定時炸彈擊中的敵方目標將在\u003Cspan class=\"highlight\"\u003E子彈抗性降低 {s:BulletArmorReduction}\u003C/span\u003E 持續 \u003Cspan class=\"highlight\"\u003E{s:BulletArmorReductionDuration}\u003C/span\u003E",
"citadel_ability_time_bomb_t2_desc": "Enemies hit by Time Bomb will have their \u003Cspan class=\"highlight\"\u003Ebullet resist reduced by {s:BulletArmorReduction}\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:BulletArmorReductionDuration}s\u003C/span\u003E",
"citadel_ability_time_bomb_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage} Damage\u003C/span\u003E and Time Bomb gains \u003Cspan class=\"highlight\"\u003E+50% more damage\u003C/span\u003E from Spirit",
"citadel_ability_time_bomb_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage} Damage\u003C/span\u003E and Time Bomb gains \u003Cspan class=\"highlight\"\u003E+50% more damage\u003C/span\u003E from Spirit Power",
"citadel_ability_upgrade_tab_desc": "{s:show_scoreboard}+[技能鍵] 將升級你的技能。這些是額外的按鍵綁定。",
"citadel_ability_upgrade_tab_desc": "{s:show_scoreboard}+[技能键] 将升级你的技能。这是额外绑定。",
"citadel_ability_uppercut": "爆炸上勾拳",
"citadel_ability_uppercut": "爆炸勾拳",
"citadel_ability_uppercut_desc": "使用後對附近的單位造成\u003Cspan style=\"font-weight: bold;\"\u003E輕近戰傷害\u003C/span\u003E,並將其擊退,在落點造成\u003Cspan style=\"font-weight: bold;\"\u003E範圍傷害\u003C/span。不會對友方英雄造成傷害。",
"citadel_ability_uppercut_desc": "对附近的单位造成\u003Cspan style=\"font-weight: bold;\"\u003E近战轻攻击\u003C/span\u003E伤害,并将其\u003Cspan style=\"font-weight: bold;\"\u003E击飞\u003C/span\u003E,在其落地处造成\u003Cspan style=\"font-weight: bold;\"\u003E范围伤害\u003C/span\u003E和\u003Cspan style=\"font-weight: bold;\"\u003E射速减缓\u003C/span\u003E。不会对友军造成伤害。",
"citadel_ability_uppercut_quip": "把周圍單位從你身邊推開",
"citadel_ability_uppercut_quip": "将别人从你身边打飞",
"citadel_ability_uppercut_t2_desc": "在上勾拳命中敵方英雄時獲得\u003Cspan style=\"font-weight: bold;\"\u003E快速射擊,2倍雷射範圍,以及增加60%子彈傷害\u003C/span\u003E持續12s",
"citadel_ability_uppercut_t2_desc": "对敌方英雄使用上勾拳时,获得\u003Cspan style=\"font-weight: bold;\"\u003E快速旋转时间、2 倍射程和 +60% 武器伤害\u003C/span\u003E,持续 12s",
"citadel_ability_uppercut_t3_desc": "當上勾拳擊中敵方英雄時\u003Cspan style=\"font-weight: bold;\"\u003E將鉤子冷卻刷新到0\u003C/span\u003E以及立即回復\u003Cspan style=\"font-weight: bold;\"\u003E100%彈藥\u003C/span\u003E到你當前彈匣",
"citadel_ability_uppercut_t3_desc": "对敌方英雄使用上勾拳时,将\u003Cspan style=\"font-weight: bold;\"\u003E钩子的冷却时间设为 0\u003C/span\u003E,并立即将 \u003Cspan style=\"font-weight: bold;\"\u003E+100% 子弹\u003C/span\u003E添加到当前弹匣中。",
"citadel_ability_viscous_ball_boost": "凝膠球",
"citadel_ability_viscous_ball_boost": "Slam Ball",
"citadel_ability_void_sphere": "量子糾纏",
"citadel_ability_void_sphere": "量子闪现",
"citadel_ability_void_sphere_desc": "使用後Dynamo \u003Cspan style=\"font-weight: bold;\"\u003E短暫消失在虛空中\u003C/span\u003E,然後在選定的位置再次出現。再次出現時,你的武器會\u003Cspan style=\"font-weight: bold;\"\u003E重新裝彈\u003C/span\u003E,並在下一個彈匣中獲得射速加成。可按下 {{Mouse|3}} 使附近的友方英雄也加入進來並獲得一半的射速加成。",
"citadel_ability_void_sphere_desc": "奇能教授短暂\u003Cspan style=\"font-weight: bold;\"\u003E消失于虚空之中\u003C/span\u003E,随后在不远处重新出现。重新出现时,武器\u003Cspan style=\"font-weight: bold;\"\u003E重新装填\u003C/span\u003E,并在使用该弹匣时获得\u003Cspan style=\"font-weight: bold;\"\u003E射速加成\u003C/span\u003E(最高 8s)。按 {{Mouse|3}} 施放时还将带上附近友军,并使其获得一半的射速加成。",
"citadel_ability_void_sphere_quip": "閃爍一段距離並且無敵",
"citadel_ability_void_sphere_quip": "瞬间消失并重新出现",
"citadel_ability_void_sphere_t3_desc": "再次出現後持續時間內\u003Cspan style=\"font-weight: bold;\"\u003E增加120%\u003C/span\u003E基礎彈匣容量。",
"citadel_ability_void_sphere_t3_desc": "重新出现时,\u003Cspan style=\"font-weight: bold;\"\u003E-4s\u003C/span\u003E 技能冷却并 \u003Cspan style=\"font-weight: bold;\"\u003E+120%\u003C/span\u003E 基础弹药",
"citadel_ability_wing_blast": "振翅",
"citadel_ability_wing_blast": "Wing Blast",
"citadel_ability_wing_blast_desc": "創造一股氣流,將敵人推開並造成傷害。",
"citadel_ability_wing_blast_desc": "Create a blast of air that pushes enemies away and damages them.",
"citadel_ability_wraith_rapidfire": "火力全開",
"citadel_ability_wraith_rapidfire": "全自动",
"citadel_ability_wraith_rapidfire/modifier_rapidfire": "急速射擊",
"citadel_ability_wraith_rapidfire/modifier_rapidfire": "Rapid Fire",
"citadel_ability_wraith_rapidfire_desc": "短暫給予自己和附近友方 \u003Cspan style=\"font-weight: bold;\"\u003E射速增加\u003C/span\u003E,友方加成減半。",
"citadel_ability_wraith_rapidfire_desc": "临时提升你的\u003Cspan style=\"font-weight: bold;\"\u003E射速\u003C/span\u003E。附近的友军将获得一半的射速加成。",
"citadel_ability_wraith_rapidfire_quip": "提高周圍友方的射速",
"citadel_ability_wraith_rapidfire_quip": "提高你的射速",
"citadel_ability_zip_line": "滑索擊墜",
"citadel_ability_zealot_energy_warp": "Energy Warp",
"citadel_all_chat_label_prefix": "[全體]",
"citadel_ability_zealot_energy_warp_desc": "Teleports Zealot forward to a distant target. When the teleport is complete, a large burst of energy is released damaging and silencing enemies. Any tethered friendly will also be teleported along with Zealot.",
"citadel_ap_max_level": "最高等級",
"citadel_ability_zealot_energy_warp_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SilenceDuration}\u003C/span\u003E EMP Duration",
"citadel_bot_name": "Bot",
"citadel_ability_zealot_energy_warp_t3_desc": "\u003Cspan class=\"highlight\"\u003ERefresh\u003C/span\u003E Energy Warp \u003Cspan class=\"highlight\"\u003Ecooldown\u003C/span\u003E upon killing any of the enemies EMPd by Energy Warp.",
"citadel_camera_pitch_inverted": "反轉滑鼠游標",
"citadel_ability_zealot_inner_fire": "Inner Fire",
"citadel_camera_zoom_is_toggle": "切換縮放",
"citadel_ability_zealot_inner_fire_desc": "Passive. Zealot gains health, and grows in physical power while using his other abilities.",
"citadel_chat_placeholder": "發送消息 (全體):",
"citadel_ability_zealot_inner_fire_t1_desc": "Move Speed \u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeedWhileTethered}\u003C/span\u003E while tethered",
"citadel_chat_placeholder_spec_team": "發送消息 (觀眾):",
"citadel_ability_zealot_inner_fire_t2_desc": "Damage Resist \u003Cspan class=\"highlight\"\u003E+{s:DamageReductionWhileSpirits}%\u003C/span\u003E while using Summon Spirits",
"citadel_chat_placeholder_team": "發送消息 (隊友):",
"citadel_ability_zealot_inner_fire_t3_desc": "Health Regen \u003Cspan class=\"highlight\"\u003E+{s:BonusHealthRegenWhileEnergyWarp}\u003C/span\u003E while using Energy Warp",
"citadel_chatmessage": "{s:target} {s:persona}: {s:message}",
"citadel_ability_zealot_spirit_echo": "Spirit Echo",
"citadel_chatwheel_label_Attack_Hero": "攻擊 {s:hero_name}",
"citadel_ability_zealot_spirit_echo_desc": "Shoots a echo spirit at a targeted enemy, slowing and dealing damage. Bounces to nearby enemy units, hitting each unit once.",
"citadel_chatwheel_label_BRB": "我馬上回來",
"citadel_ability_zealot_spirit_echo_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SpiritShotSlowDuration}\u003C/span\u003E second Slow Duration",
"citadel_ability_zealot_spirit_echo_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:MaxBounces}\u003C/span\u003E Max Bounces",
"citadel_ability_zealot_spirit_echo_t3_desc": "Echo slow now reduces Fire Rate \u003Cspan class=\"highlight\"\u003E{s:FireRateReduction}\u003C/span\u003E",
"citadel_ability_zealot_summon_spirits": "Energy Spirits",
"citadel_ability_zealot_summon_spirits_desc": "Creates energy orbs that rotate around Zealot, striking and damaging anything in their path. Orbs can be shot forward, damaging enemies. Orb damage grows while active up to double after 5 seconds.",
"citadel_ability_zealot_summon_spirits_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SpiritBulletArmor} Bullet Armor\u003C/span\u003E while there is a spirit active.",
"citadel_ability_zealot_summon_spirits_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SpiritLifeSteal}% Life Steal\u003C/span\u003E on Energy Spirit damage.",
"citadel_ability_zealot_tether": "Tether",
"citadel_ability_zealot_tether_desc": "Creates a beam of energy to a friend, with each hero sharing \u003Cspan class=\"highlight\"\u003E{s:TetheredShareStatsPct}%\u003C/span\u003E of their \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Efire rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Espirit\u003C/span\u003E bonuses. Breaks if out of range for more than {s:TetherDisconnectTime} seconds. Upgrade bonuses apply to both Zealot and his tethered target.",
"citadel_ability_zealot_weapon_drain_pulse": "Weapon Drain Pulse",
"citadel_ability_zealot_weapon_drain_pulse_desc": "Drains the Courage of nearby enemy heroes and NPCs, reducing their gun damage. A portion of the stolen damage is transferred to Zealot's gun.",
"citadel_ability_zip_line": "滑索",
"citadel_all_chat_label_prefix": "[所有人]",
"citadel_ap_max_level": "max Lvl",
"citadel_bot_name": "机器人",
"citadel_bot_name_prefix": "[机器人]",
"citadel_camera_pitch_inverted": "反转鼠标",
"citadel_camera_zoom_is_toggle": "切换缩放",
"citadel_chat_all": "[所有人]",
"citadel_chat_allies": "[友方]",
"citadel_chat_placeholder": "对(所有人):",
"citadel_chat_placeholder_spec_team": "对(观众):",
"citadel_chat_placeholder_team": "对(友军):",
"citadel_chat_spectators": "[仅限观众]",
"citadel_chatmessage": "{s:target} {s:persona}{s:message}",
"citadel_chatwheel_label_Attack_Hero": "攻击{s:hero_name}",
"citadel_chatwheel_label_BRB": "马上回来",
"citadel_chatwheel_label_Care": "小心",
"citadel_chatwheel_label_Care": "小心",
"citadel_chatwheel_label_Defend": "防守兵線..。",
"citadel_chatwheel_label_Defend": "防守分路…",
"citadel_chatwheel_label_GetBack": "向後撤",
"citadel_chatwheel_label_GetBack": "撤退",
"citadel_chatwheel_label_Go": "向前衝",
"citadel_chatwheel_label_Go": "上啊",
"citadel_chatwheel_label_GoingIn": "進攻",
"citadel_chatwheel_label_GoingIn": "上了",
"citadel_chatwheel_label_GoodGame": "GoodGame",
"citadel_chatwheel_label_GoodGame": "比赛很精彩",
"citadel_chatwheel_label_GoodJob": "做得好",
"citadel_chatwheel_label_GoodJob": "干得漂亮",
"citadel_chatwheel_label_GoodJobGameOver": "做得好",
"citadel_chatwheel_label_GoodJobGameOver": "干得漂亮",
"citadel_chatwheel_label_HeadedTo": "馬上回來",
"citadel_chatwheel_label_HeadedTo": "往基地走了",
"citadel_chatwheel_label_Headed_Blue": "{s:hero_name} 正在前往 藍路",
"citadel_chatwheel_label_Headed_Blue": "{s:hero_name}往蓝路走了",
"citadel_chatwheel_label_Headed_Orange": "{s:hero_name} 正在前往 橙路",
"citadel_chatwheel_label_Headed_Green": "{s:hero_name}往绿路走了",
"citadel_chatwheel_label_Headed_Purple": "{s:hero_name} 正在前往 紫路",
"citadel_chatwheel_label_Headed_Purple": "{s:hero_name}往紫路走了",
"citadel_chatwheel_label_Headed_Yellow": "{s:hero_name} 正在前往 黃路",
"citadel_chatwheel_label_Headed_Yellow": "{s:hero_name}往黄路走了",
"citadel_chatwheel_label_Help": "需要幫助",
"citadel_chatwheel_label_Help": "帮助",
"citadel_chatwheel_label_HoldUp": "等待/就位",
"citadel_chatwheel_label_HoldUp": "等等/等一下",
"citadel_chatwheel_label_ImBack": "我回來了",
"citadel_chatwheel_label_ImBack": "我回来了",
"citadel_chatwheel_label_Missing": "敵人消失了",
"citadel_chatwheel_label_Missing": "敌人消失",
"citadel_chatwheel_label_No": "否定",
"citadel_chatwheel_label_No": "不!",
"citadel_chatwheel_label_OMW": "我正在路上",
"citadel_chatwheel_label_OMW": "来了",
"citadel_chatwheel_label_PregameEnemy": "嘲諷 {s:hero_name}",
"citadel_chatwheel_label_PregameEnemy": "Taunt {s:hero_name}",
"citadel_chatwheel_label_PregameTeammate": "讚賞 {s:hero_name}",
"citadel_chatwheel_label_PregameTeammate": "Praise {s:hero_name}",
"citadel_chatwheel_label_Push": "趕快推!",
"citadel_chatwheel_label_Push": "推进分路",
"citadel_chatwheel_label_StayTogether": "集合",
"citadel_chatwheel_label_StayTogether": "一起行动",
"citadel_chatwheel_label_Stun": "眩暈",
"citadel_chatwheel_label_Stun": "眩晕",
"citadel_chatwheel_label_Stun_Hero": "眩暈 {s:hero_name}",
"citadel_chatwheel_label_Stun_Hero": "Stun {s:hero_name}",
"citadel_chatwheel_label_WellPlayed": "Well \u003Cbr\u003EPlayed",
"citadel_chatwheel_label_WellPlayed": "打得\u003Cbr\u003E很漂亮",
"citadel_chatwheel_label_Yes": "確認",
"citadel_chatwheel_label_Yes": "好的!",
"citadel_chatwheel_label_cancel": "取消",
"citadel_chatwheel_label_cancel": "取消",
"citadel_chatwheel_label_follow_me": "跟著我",
"citadel_chatwheel_label_follow_me": "跟着我",
"citadel_chatwheel_label_headed_this_way": "來這裡!",
"citadel_chatwheel_label_headed_this_way": "往这边来了",
"citadel_chatwheel_label_lets_go_here": "讓我們來這邊",
"citadel_chatwheel_label_lets_go_here": "到这去",
"citadel_chatwheel_label_missing_blue": "藍路敵人消失!",
"citadel_chatwheel_label_missing_blue": "蓝路敌人消失",
"citadel_chatwheel_label_missing_hero": "敵人消失!",
"citadel_chatwheel_label_missing_green": "绿路敌人消失",
"citadel_chatwheel_label_missing_orange": "橙路敵人消失!",
"citadel_chatwheel_label_missing_hero": "敌人消失",
"citadel_chatwheel_label_missing_purple": "紫路敵人消失!",
"citadel_chatwheel_label_missing_purple": "紫路敌人消失",
"citadel_chatwheel_label_missing_yellow": "黃路敵人消失!",
"citadel_chatwheel_label_missing_yellow": "黄路敌人消失",
"citadel_chatwheel_label_placeholder": "",
"citadel_chatwheel_label_placeholder": "",
"citadel_chatwheel_label_respond": "回復 '我來了'",
"citadel_chatwheel_label_respond": "Respond 'On My Way'",
"citadel_chatwheel_label_retreat": "撤退",
"citadel_chatwheel_label_retreat": "撤退",
"citadel_chatwheel_label_see_enemy": "敵人回來了!",
"citadel_chatwheel_label_see_enemy": "这有敌人",
"citadel_chatwheel_label_thanks": "謝謝",
"citadel_chatwheel_label_thanks": "谢了",
"citadel_chatwheel_label_thanksGameOver": "謝謝",
"citadel_chatwheel_label_thanksGameOver": "谢了",
"citadel_chatwheel_message_BRB": "我馬上回來!",
"citadel_chatwheel_message_BRB": "我马上回来!",
"citadel_chatwheel_message_Care": "小心!",
"citadel_chatwheel_message_Care": "小心!",
"citadel_chatwheel_message_Defend": "防守兵線!",
"citadel_chatwheel_message_Defend": "防守分路!",
"citadel_chatwheel_message_Defend_Blue": "防守 藍路",
"citadel_chatwheel_message_Defend_Blue": "防守蓝路",
"citadel_chatwheel_message_Defend_Orange": "防守 橙路",
"citadel_chatwheel_message_Defend_Green": "防守绿路",
"citadel_chatwheel_message_Defend_Purple": "防守 紫路",
"citadel_chatwheel_message_Defend_Purple": "防守紫路",
"citadel_chatwheel_message_Defend_Yellow": "防守 黃路",
"citadel_chatwheel_message_Defend_Yellow": "防守黄路",
"citadel_chatwheel_message_GetBack": "向後撤!",
"citadel_chatwheel_message_GetBack": "撤退!",
"citadel_chatwheel_message_Go": "向前衝!",
"citadel_chatwheel_message_Go": "上啊!",
"citadel_chatwheel_message_GoingIn": "我上了!",
"citadel_chatwheel_message_GoingIn": "我要上了!",
"citadel_chatwheel_message_GoodGame": "GoodGame!",
"citadel_chatwheel_message_GoodGame": "比赛很精彩!",
"citadel_chatwheel_message_GoodJob": "做得好!",
"citadel_chatwheel_message_GoodJob": "干得漂亮!",
"citadel_chatwheel_message_GoodJobGameOver": "做得好!",
"citadel_chatwheel_message_GoodJobGameOver": "干得漂亮!",
"citadel_chatwheel_message_HeadedTo": "馬上回來!",
"citadel_chatwheel_message_HeadedTo": "往基地走了!",
"citadel_chatwheel_message_HeadedToBlue": "正在前往 藍路",
"citadel_chatwheel_message_HeadedToBlue": "往蓝路走了",
"citadel_chatwheel_message_HeadedToGreen": "正在前往 綠路",
"citadel_chatwheel_message_HeadedToGreen": "往绿路走了",
"citadel_chatwheel_message_HeadedToLane": "正在前往兵線..。",
"citadel_chatwheel_message_HeadedToLane": "往分路走了…",
"citadel_chatwheel_message_HeadedToOrange": "正在前往 橙路",
"citadel_chatwheel_message_HeadedToPurple": "往紫路走了",
"citadel_chatwheel_message_HeadedToPurple": "正在前往 紫路",
"citadel_chatwheel_message_HeadedToYellow": "往黄路走了",
"citadel_chatwheel_message_HeadedToYellow": "正在前往 黃路",
"citadel_chatwheel_message_Help": "需要帮助!",
"citadel_chatwheel_message_Help": "需要幫助!",
"citadel_chatwheel_message_Help_blue": "蓝路需要帮助!",
"citadel_chatwheel_message_Help_blue": "藍路這邊需要幫助!",
"citadel_chatwheel_message_Help_green": "绿路上需要帮助!",
"citadel_chatwheel_message_Help_orange": "橙路這邊需要幫助!",
"citadel_chatwheel_message_Help_purple": "紫路需要帮助!",
"citadel_chatwheel_message_Help_purple": "紫路這邊需要幫助!",
"citadel_chatwheel_message_Help_yellow": "黄路需要帮助!",
"citadel_chatwheel_message_Help_yellow": "黃路這邊需要幫助!",
"citadel_chatwheel_message_HoldUp": "{s:param_1}",
"citadel_chatwheel_message_HoldUp": "等一下 {s:param_1}",
"citadel_chatwheel_message_ImBack": "我回来了",
"citadel_chatwheel_message_ImBack": "我回來了",
"citadel_chatwheel_message_Missing": "敌人消失!",
"citadel_chatwheel_message_Missing": "敵人消失了!",
"citadel_chatwheel_message_No": "不!",
"citadel_chatwheel_message_No": "我拒絕!",
"citadel_chatwheel_message_OMW": "来了!",
"citadel_chatwheel_message_OMW": "我正在路上!",
"citadel_chatwheel_message_PregameEnemy": "Taunt {s:hero_name}",
"citadel_chatwheel_message_PregameEnemy": "嘲諷 {s:hero_name}",
"citadel_chatwheel_message_PregameTeammate": "Praise {s:hero_name}",
"citadel_chatwheel_message_PregameTeammate": "讚賞 {s:hero_name}",
"citadel_chatwheel_message_Push": "推进!",
"citadel_chatwheel_message_Push": "趕快推",
"citadel_chatwheel_message_StayTogether": "一起行动",
"citadel_chatwheel_message_StayTogether": "集合!",
"citadel_chatwheel_message_Stun": "眩晕!",
"citadel_chatwheel_message_Stun": "眩暈!",
"citadel_chatwheel_message_WellPlayed": "打得很漂亮!",
"citadel_chatwheel_message_WellPlayed": "Well Played!",
"citadel_chatwheel_message_Yes": "没问题!",
"citadel_chatwheel_message_Yes": "我贊成!",
"citadel_chatwheel_message_missing_blue": "蓝路敌人消失!",
"citadel_chatwheel_message_missing_blue": "藍路敵人消失!",
"citadel_chatwheel_message_missing_green": "绿路敌人消失!",
"citadel_chatwheel_message_missing_hero": "{s:param_1} 消失!",
"citadel_chatwheel_message_missing_hero": "{s:param_1}消失",
"citadel_chatwheel_message_missing_orange": "橙路敵人消失!",
"citadel_chatwheel_message_missing_purple": "紫路敌人消失!",
"citadel_chatwheel_message_missing_purple": "紫路敵人消失!",
"citadel_chatwheel_message_missing_yellow": "黄路敌人消失!",
"citadel_chatwheel_message_missing_yellow": "黃路敵人消失!",
"citadel_chatwheel_message_thanks": "谢了!",
"citadel_chatwheel_message_thanks": "謝謝!",
"citadel_chatwheel_message_thanksGameOver": "谢了!",
"citadel_chatwheel_message_thanksGameOver": "謝謝!",
"citadel_chatwheel_push_blue": "推进蓝路",
"citadel_chatwheel_push_blue": "推進藍路",
"citadel_chatwheel_push_green": "推进绿路",
"citadel_chatwheel_push_orange": "推進橙路",
"citadel_chatwheel_push_purple": "推进紫路",
"citadel_chatwheel_push_purple": "推進紫路",
"citadel_chatwheel_push_yellow": "推进黄路",
"citadel_chatwheel_push_yellow": "推進黃路",
"citadel_clientversion": "生成版本 {d:client_version_number}",
"citadel_clientversion": "構築 {d:client_version_number}",
"citadel_confirm_reset_crosshair": "你确定要将准星重置为默认设置吗?",
"citadel_confirm_reset_crosshair": "你確定要把準星重設回預設狀態嗎?",
"citadel_confirm_reset_keybindings": "你确定要将按键绑定(包括英雄特定的按键绑定)重置为默认设置吗?",
"citadel_confirm_reset_keybindings": "你確定要把按鍵綁定重設回預設狀態嗎?",
"citadel_confirm_reset_keybindings_for_default": "你确定要将你的默认按键绑定重置为默认绑定吗?",
"citadel_confirm_reset_keybindings_for_hero": "您确定要将此英雄的按键绑定重置为默认设置吗?",
"citadel_duo_drone_extra_abilities": "Combat Drone Abilities",
"citadel_east_team_name": "琥珀",
"citadel_east_team_name": "琥珀",
"citadel_enable_ping_indicator": "啟用 HUD 信號指示器",
"citadel_enable_ping_indicator": "启用 HUD 信号指示器",
"citadel_game_audio_muted": "遊戲已靜音",
"citadel_game_audio_muted": "游戏已静音",
"citadel_game_audio_press_unmute": "按住 [{s:key_toggle_mute}]解除靜音",
"citadel_game_audio_press_unmute": "按下 {s:key_toggle_mute} 取消静音",
"citadel_gun_damage": "槍械傷害",
"citadel_gun_damage": "武器伤害",
"citadel_hint_activate_wall": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack}]\u003C/span\u003E提前產生牆壁。",
"citadel_hijack_drone_extra_abilities": "Combat Drone Abilities",
"citadel_hint_buy_items": "回到基地或商店來購買 \u003Cspan class=\"hintTextEmphasis\"\u003E模組\u003C/span\u003E",
"citadel_hint_activate_wall": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack}]\u003C/span\u003E 即可提前创建墙壁。",
"citadel_hint_flamedash_boost": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:key_innate_1}]\u003C/span\u003E進行衝刺。需要消耗體力。",
"citadel_hint_buy_items": "返回基地或商店购买\u003Cspan class=\"hintTextEmphasis\"\u003E道具\u003C/span\u003E。",
"citadel_hint_flying_strike_early_activate": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack}]\u003C/span\u003E 來更快飛向目標。",
"citadel_hint_flamedash_boost": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:key_innate_1}]\u003C/span\u003E 即可加速。需要耐力。",
"citadel_hint_guided_arrow_boost": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack}]\u003C/span\u003E 提高箭矢速度。",
"citadel_hint_flying_strike_early_activate": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack}]\u003C/span\u003E 即可提前飞向目标。",
"citadel_hint_hero_testing_shop": "Press \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:citadel_open_hero_sheet}]\u003C/span\u003E to open up the shop and set test options。",
"citadel_hint_guided_arrow_boost": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack}]\u003C/span\u003E 即可提升箭速。",
"citadel_hint_ladder": "\u003Cspan class=\"hintTextEmphasis\"\u003E[{s:in_mantle}]\u003C/span\u003E+\u003Cspan class=\"hintTextEmphasis\"\u003E[{s:key_forward}]\u003C/span\u003E 跳上梯子。",
"citadel_hint_hero_testing_shop": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:citadel_open_hero_sheet}]\u003C/span\u003E 即可打开商店,设置测试选项。",
"citadel_hint_learn_ability": "按住要學習的技能的按鍵 \u003Cspan class=\"hintTextEmphasis\"\u003Ekey 1-4\u003C/span\u003E 來進行學習。",
"citadel_hint_ladder": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:in_mantle}]\u003C/span\u003E+\u003Cspan class=\"hintTextEmphasis\"\u003E[{s:key_forward}]\u003C/span\u003E 即可跳上梯子。",
"citadel_hint_learn_initial_ability": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:key_extra_info}]\u003C/span\u003E 選擇要解鎖的技能。",
"citadel_hint_learn_ability": "按住技能\u003Cspan class=\"hintTextEmphasis\"\u003E键 1-4\u003C/span\u003E 即可学习该技能。",
"citadel_hint_mantle": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:in_mantle}]\u003C/span\u003E 越過障礙物。",
"citadel_hint_learn_initial_ability": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:show_scoreboard}]\u003C/span\u003E 即可选择要解锁的技能",
"citadel_hint_melee": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:in_weapon1}]\u003C/span\u003E 進行近戰攻擊。",
"citadel_hint_mantle": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:in_mantle}]\u003C/span\u003E 即可攀爬登上平台。",
"citadel_hint_slide": "在斜坡上移動時 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:duck}]\u003C/span\u003E 來滑鏟。",
"citadel_hint_melee": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:in_weapon1}]\u003C/span\u003E 即可使用近战攻击。",
"citadel_hint_teleport": "Your Tier2 boss is under attack, press \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:key_teleport}]\u003C/span\u003E to teleport to help!",
"citadel_hint_slide": "跑下斜坡时按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:duck}]\u003C/span\u003E 即可滑行。",
"citadel_hint_upgrade_ability": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:key_extra_info}]\u003C/span\u003E 升級你的技能。",
"citadel_hint_teleport": "你的 2 级 Boss 正在遭受攻击,按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:key_teleport}]\u003C/span\u003E 即可传送提供帮助!",
"citadel_hint_zipline": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:in_mantle}]\u003C/span\u003E 跳上移動滑索。",
"citadel_hint_upgrade_ability": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:show_scoreboard}]\u003C/span\u003E 即可升级技能",
"citadel_hint_zoom": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack2}]\u003C/span\u003E 瞄準。",
"citadel_hint_zipline": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:in_mantle}]\u003C/span\u003E 即可跳上滑索。",
"citadel_hint_zoom": "按住 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack2}]\u003C/span\u003E 即可用武器放大。",
"citadel_hotkeys_tooltip_chatvoiceparty": "用麦克风与队伍中的所有成员交流。如果设置为使用开放式麦克风,则在主界面中也能使用。",
"citadel_hotkeys_tooltip_chatvoiceteam": "用麦克风与所有队伍成员交流。",
"citadel_keybind_ability1": "技能 1",
"citadel_keybind_ability1": "技能 1",
"citadel_keybind_ability2": "技能 2",
"citadel_keybind_ability2": "技能 2",
"citadel_keybind_ability3": "技能 3",
"citadel_keybind_ability3": "技能 3",
"citadel_keybind_ability4": "技能 4",
"citadel_keybind_ability4": "技能 4",
"citadel_keybind_ads": "放大",
"citadel_keybind_ads": "缩放",
"citadel_keybind_alt": "ALT",
"citadel_keybind_alt": "ALT",
"citadel_keybind_alt_cast": "自我施法",
"citadel_keybind_alt_cast": "副施放",
"citadel_keybind_alt_cast_modifier": "自我施法組合鍵",
"citadel_keybind_alt_modifier": "Alt 修饰键",
"citadel_keybind_alt_modifier": "Alt 設定",
"citadel_keybind_attack": "开火",
"citadel_keybind_attack": "開火",
"citadel_keybind_backwards": "向后移动",
"citadel_keybind_backwards": "向後移動",
"citadel_keybind_cancel_ability": "取消技能",
"citadel_keybind_cancel_ability": "取消技能",
"citadel_keybind_chat_all": "全體聊天",
"citadel_keybind_chat_all": "聊天(所有人)",
"citadel_keybind_chat_team": "隊伍聊天",
"citadel_keybind_chat_team": "聊天(队友)",
"citadel_keybind_command": "CMD",
"citadel_keybind_command": "CMD",
"citadel_keybind_crouch": "蹲伏/滑鏟",
"citadel_keybind_crouch": "下蹲/滑行",
"citadel_keybind_ctrl": "CTRL",
"citadel_keybind_ctrl": "CTRL",
"citadel_keybind_decrease_replay_speed": "重播 減少速度",
"citadel_keybind_decrease_replay_speed": "减速观看回放",
"citadel_keybind_dev_console": "打開控制台",
"citadel_keybind_dev_console": "开发者控制台",
"citadel_keybind_extra_info": "額外資訊",
"citadel_keybind_extra_info": "额外信息",
"citadel_keybind_forward": "向前移動",
"citadel_keybind_forward": "向前移动",
"citadel_keybind_held_item": "格擋近戰/放下所持物品",
"citadel_keybind_held_item": "近战格挡/投掷所持物品",
"citadel_keybind_increase_replay_speed": "重播 增加速度",
"citadel_keybind_increase_replay_speed": "加速观看回放",
"citadel_keybind_item1": "主動模組 1",
"citadel_keybind_item1": "物品 1",
"citadel_keybind_item2": "主動模組 2",
"citadel_keybind_item2": "物品 2",
"citadel_keybind_item3": "主動模組 3",
"citadel_keybind_item3": "物品 3",
"citadel_keybind_item4": "主動模組 4",
"citadel_keybind_item4": "物品 4",
"citadel_keybind_item5": "主動模組 5",
"citadel_keybind_left": "向左移动(平移)",
"citadel_keybind_left": "向左移動 (平移)",
"citadel_keybind_mantle": "跳跃/攀爬",
"citadel_keybind_mantle": "跳躍/攀爬",
"citadel_keybind_melee": "近战",
"citadel_keybind_melee": "近戰攻擊",
"citadel_keybind_minimap_view_amber_team": "琥珀小地图视图",
"citadel_keybind_minimap_view_amber_team": "琥珀隊小地圖視角",
"citadel_keybind_minimap_view_sapphire_team": "蓝宝石小地图视图",
"citadel_keybind_minimap_view_sapphire_team": "藍晶隊小地圖視角",
"citadel_keybind_minimap_view_spectator_team": "双方队伍的小地图视图",
"citadel_keybind_minimap_view_spectator_team": "雙方隊伍小地圖視角",
"citadel_keybind_minimap_view_targets_team": "目标的小地图视图",
"citadel_keybind_minimap_view_targets_team": "目標小地圖視角",
"citadel_keybind_mouse_wheel": "聊天轮盘",
"citadel_keybind_mouse_wheel": "交流輪盤",
"citadel_keybind_open_hero_sheet": "打开商店",
"citadel_keybind_open_hero_sheet": "打開商店",
"citadel_keybind_pause": "暂停",
"citadel_keybind_pause": "暫停",
"citadel_keybind_ping": "信号",
"citadel_keybind_ping": "標記",
"citadel_keybind_push_to_talk": "语音聊天(我方)",
"citadel_keybind_push_to_talk": "按住說話",
"citadel_keybind_push_to_talk_party": "语音聊天(队伍)",
"citadel_keybind_push_to_talk_party": "隊伍說話按鍵",
"citadel_keybind_quick_response": "快速回复",
"citadel_keybind_quick_response": "快速回覆消息",
"citadel_keybind_reload": "装填弹药",
"citadel_keybind_reload": "換彈",
"citadel_keybind_replay_change_Team": "更改观战队伍",
"citadel_keybind_replay_change_Team": "重播 更換隊伍",
"citadel_keybind_replay_death": "死亡回放",
"citadel_keybind_replay_death": "死亡重播",
"citadel_keybind_replay_fly_down": "回放飞降",
"citadel_keybind_replay_fly_down": "重播 攝影機下降",
"citadel_keybind_replay_fly_up": "回放飞升",
"citadel_keybind_replay_fly_up": "重播 攝影機上升",
"citadel_keybind_replay_next_target": "回放下一个目标",
"citadel_keybind_replay_next_target": "重播 下一個目標",
"citadel_keybind_replay_prev_target": "回放上一个目标",
"citadel_keybind_replay_prev_target": "重播 前一個目標",
"citadel_keybind_right": "向右移动(平移)",
"citadel_keybind_right": "向右移動 (平移)",
"citadel_keybind_roll": "冲刺",
"citadel_keybind_roll": "衝刺",
"citadel_keybind_scoreboard": "计分板",
"citadel_keybind_scoreboard": "比分板",
"citadel_keybind_shift": "SHIFT",
"citadel_keybind_shift": "SHIFT",
"citadel_keybind_spec_change_Team": "觀賽 更換隊伍",
"citadel_keybind_spec_change_Team": "更改观战队伍",
"citadel_keybind_spec_chase": "觀賽 背後追逐視角",
"citadel_keybind_spec_chase": "以追逐视角观战",
"citadel_keybind_spec_in_eye": "觀賽 玩家視角",
"citadel_keybind_spec_in_eye": "以第一人称视角观战",
"citadel_keybind_spec_next_target": "觀賽 下一個目標",
"citadel_keybind_spec_next_target": "观看下一个目标",
"citadel_keybind_spec_prev_target": "觀賽 前一個目標",
"citadel_keybind_spec_prev_target": "观看上一个目标",
"citadel_keybind_spectator_fly_down": "下降",
"citadel_keybind_spectator_fly_down": "飞降",
"citadel_keybind_spectator_fly_up": "上升",
"citadel_keybind_spectator_fly_up": "飞升",
"citadel_keybind_teleport_to_objective": "傳送",
"citadel_keybind_tab": "TAB",
"citadel_keybind_toggle_free_cursor": "切換自由滑鼠",
"citadel_keybind_teleport_to_objective": "传送",
"citadel_keybind_toggle_mute": "開啟靜音/關閉靜音",
"citadel_keybind_toggle_free_cursor": "切换自由光标",
"citadel_keybind_toggle_replay_camera": "重播 相機模式",
"citadel_keybind_toggle_mute": "切换静音",
"citadel_keybind_toggle_replay_pause": "重播 開關暫停",
"citadel_keybind_toggle_replay_camera": "更改回放视角模式",
"citadel_keybind_toggle_spec_camera": "觀賽 相機模式",
"citadel_keybind_toggle_replay_pause": "切换回放暂停",
"citadel_keybind_upgrade_ability1": "升級技能 1",
"citadel_keybind_toggle_spec_camera": "更改观众视角模式",
"citadel_keybind_upgrade_ability2": "升級技能 2",
"citadel_keybind_upgrade_ability1": "升级技能 1",
"citadel_keybind_upgrade_ability3": "升級技能 3",
"citadel_keybind_upgrade_ability2": "升级技能 2",
"citadel_keybind_upgrade_ability4": "升級技能 4",
"citadel_keybind_upgrade_ability3": "升级技能 3",
"citadel_keybind_upgrade_ability_1": "升級 技能 1",
"citadel_keybind_upgrade_ability4": "升级技能 4",
"citadel_keybind_upgrade_ability_2": "升級 技能 2",
"citadel_keybind_upgrade_ability_1": "升级技能 1",
"citadel_keybind_upgrade_ability_3": "升級 技能 3",
"citadel_keybind_upgrade_ability_2": "升级技能 2",
"citadel_keybind_upgrade_ability_4": "升級 技能 4",
"citadel_keybind_upgrade_ability_3": "升级技能 3",
"citadel_keybind_upgrade_ability_4": "升级技能 4",
"citadel_keybind_windows": "WIN",
"citadel_keybind_windows": "WIN",
"citadel_keybind_zipline": "滑索",
"citadel_keybind_zipline": "滑索",
"citadel_modifier_tangotether_tether_receiver": "契約",
"citadel_modifier_duo_arc_cannon": "Arc Cannon",
"citadel_modifier_teleport": "傳送中",
"citadel_modifier_duo_drone_tracker": "Drone",
"citadel_mute_game_audio": "靜音遊戲",
"citadel_modifier_passive_hijack_stacking_weapon_jammer": "Gun Jammed",
"citadel_mute_player": "點擊靜音玩家",
"citadel_modifier_passive_hijack_weapon_jammer_buildup": "Weapon Jammer",
"citadel_next_ap_abilities": "\u003CPanel class=\"goldIcon\"/\u003E \u003Cspan class=\"nextAPGoldLabel\"\u003E{i:gold_to_next_level}\u003C/span\u003E 到下一級",
"citadel_modifier_passive_hijack_weapon_jammer_buildup_desc": "Weapon Jammer Building",
"citadel_next_attack_delay_reason_bebop_spin_up": "",
"citadel_modifier_tangotether_tether_receiver": "Covenant",
"citadel_next_attack_delay_reason_disarmed": "繳械",
"citadel_modifier_teleport": "正在传送",
"citadel_next_attack_delay_reason_reload": "裝填中",
"citadel_mute_game_audio": "将游戏静音",
"citadel_next_attack_delay_reason_viscous_charge_shot": "",
"citadel_mute_player": "点击将玩家静音",
"citadel_next_attack_delay_reason_wraith_spin_up": "",
"citadel_next_ap_abilities": "\u003CPanel class=\"goldIcon\"/\u003E \u003Cspan class=\"nextAPGoldLabel\"\u003E{i:gold_to_next_level}\u003C/span\u003E to next Lvl",
"citadel_ping_wheel_disabled_while_dead": "死亡時禁用",
"citadel_next_attack_delay_reason_disarmed": "被缴械",
"citadel_next_attack_delay_reason_reload": "装填弹药",
"citadel_ping_wheel_disabled_while_dead": "死亡时禁用",
"citadel_ping_wheel_message": "{s:message}",
"citadel_ping_wheel_message": "{s:message}",
"citadel_purchasemessage": "\u003Cspan class=\"ChatTarget\"\u003E{s:target} \u003Cspan class=\"ChatPersona\"\u003E\u003Cspan class=\"{s:player_color_class}\"\u003E{s:persona}\u003C/span\u003E\u003C/span\u003E\u003C/span\u003E \u003Cspan class=\"{s:purchaseText}\"\u003E{s:soldOrPurchasedText}\u003C/span\u003E \u003Cspan class=\"{s:message_color_class}\"\u003E{s:message}\u003C/span\u003E",
"citadel_purchasemessage": "\u003Cspan class=\"ChatTarget\"\u003E{s:target} \u003Cspan class=\"ChatPersona\"\u003E\u003Cspan class=\"{s:player_color_class}\"\u003E{s:persona}\u003C/span\u003E\u003C/span\u003E\u003C/span\u003E \u003Cspan class=\"{s:purchaseText}\"\u003E{s:soldOrPurchasedText}\u003C/span\u003E \u003Cspan class=\"{s:message_color_class}\"\u003E{s:message}\u003C/span\u003E",
"citadel_quick_response_cancel": "取消上一條標記資訊",
"citadel_quick_response_cancel": "Cancel Last Ping Message",
"citadel_quick_response_respond_onmyway": "回復 我正在路上",
"citadel_quick_response_respond_onmyway": "Respond 'On my Way'",
"citadel_quick_response_respond_onmyway_to_hero": "回復 我正在路上 {s:hero_name}",
"citadel_quick_response_respond_onmyway_to_hero": "Respond 'On my Way' to {s:hero_name}",
"citadel_replay_manager_error_chunk_failed": "重播尚未可供下載",
"citadel_replay_manager_error_chunk_failed": "回放尚未准备好下载",
"citadel_replay_manager_error_write_failure": "重播未能寫入本地磁碟",
"citadel_replay_manager_error_write_failure": "回放写入本地磁盘失败",
"citadel_reset_keybind": "想重設按鍵綁定?",
"citadel_reset_keybind": "重置按键绑定?",
"citadel_settings_2speakers": "2 聲道揚聲器",
"citadel_settings_2speakers": "2 声道扬声器",
"citadel_settings_4speakers": "4 聲道揚聲器",
"citadel_settings_4speakers": "4 声道扬声器",
"citadel_settings_5speakers": "5.1 聲道揚聲器",
"citadel_settings_5speakers": "5.1 声道扬声器",
"citadel_settings_7speakers": "7.1 聲道揚聲器",
"citadel_settings_7speakers": "7.1 声道扬声器",
"citadel_settings_abilitieskeybinds": "技能按鍵綁定",
"citadel_settings_abilitieskeybinds": "技能按键绑定",
"citadel_settings_ability_quickcast_tooltip": "切換以啟用/禁用此特定技能/物品的快速施放",
"citadel_settings_ability_quickcast_tooltip": "切换以启用/禁用此特定技能/物品的快速施放功能",
"citadel_settings_about": "關於",
"citadel_settings_about": "关于",
"citadel_settings_advancedvideosettings": "使用進階設定",
"citadel_settings_actionkeybinds": "操作按键绑定",
"citadel_settings_alt_cast_double_tap": "雙擊",
"citadel_settings_advancedvideosettings": "使用高级设置",
"citadel_settings_alt_cast_double_tap_tooltip": "雙擊技能按鈕以進行智能施放",
"citadel_settings_alt_cast_double_tap": "双击",
"citadel_settings_alt_cast_double_tap_window": "智能施放雙擊間隔",
"citadel_settings_alt_cast_double_tap_tooltip": "双击某技能按钮即可副施放该技能",
"citadel_settings_alt_cast_hold_time": "智能施放所需按住時間",
"citadel_settings_alt_cast_double_tap_window": "副施放双击窗口",
"citadel_settings_alt_cast_key": "智能施放按鈕",
"citadel_settings_alt_cast_hold_time": "需要副施放键按住时间",
"citadel_settings_alt_cast_key_tooltip": "選擇技能後按下替代施法按鈕進行智能施放,或按住智能施放按鈕後再按技能鍵",
"citadel_settings_alt_cast_key": "副施放键",
"citadel_settings_alt_cast_mode": "更改智能施放模式:",
"citadel_settings_alt_cast_key_tooltip": "选定一个技能,然后按下副施放键,或是按住副施放键,然后按下技能键,即可副施放该技能。",
"citadel_settings_alt_cast_press_and_hold": "按住不放",
"citadel_settings_alt_cast_mode": "更改副施放方式:",
"citadel_settings_alt_cast_press_and_hold_tooltip": "按住技能按鈕一段時間以進行智能施放",
"citadel_settings_alt_cast_press_and_hold": "按住不动",
"citadel_settings_antialiasing": "反鋸齒",
"citadel_settings_alt_cast_press_and_hold_tooltip": "按住某技能按钮一小段时间即可副施放",
"citadel_settings_antialiasing": "抗锯齿",
"citadel_settings_antialiasing_cmaa": "CMAA",
"citadel_settings_antialiasing_cmaa": "CMAA",
"citadel_settings_antialiasing_desc": "禁用 FSR2 時使用的後期處理反鋸齒效果。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/穩定",
"citadel_settings_antialiasing_desc": "禁用 FSR2 时使用的后期处理抗锯齿效果。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
"citadel_settings_antialiasing_fxaa": "FXAA",
"citadel_settings_antialiasing_fxaa": "FXAA",
"citadel_settings_antialiasing_none": "",
"citadel_settings_antialiasing_none": "",
"citadel_settings_appearancevideo": "效果最好",
"citadel_settings_appearancevideo": "效果最好",
"citadel_settings_apply": "套用設定",
"citadel_settings_apply": "应用设置",
"citadel_settings_area_lights": "區域光",
"citadel_settings_area_lights": "区域光",
"citadel_settings_area_lights_desc": "允許正確渲染大型或形狀不規則的光源,例如光束效果。低端系統的性能消耗可能會更高。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/穩定",
"citadel_settings_area_lights_desc": "允许正确渲染大型或形状不规则的光源,例如光束效果。低端系统的性能消耗可能会更高。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
"citadel_settings_aspectratio": "寬高比",
"citadel_settings_aspectratio": "宽高比",
"citadel_settings_aspectratio1610": "16x10",
"citadel_settings_aspectratio1610": "16x10",
"citadel_settings_aspectratio169": "16x9",
"citadel_settings_aspectratio169": "16x9",
"citadel_settings_aspectratio219": "21x9",
"citadel_settings_aspectratio219": "21x9",
"citadel_settings_audio": "音訊",
"citadel_settings_audio": "音频",
"citadel_settings_audiodefaults": "恢復預設設定",
"citadel_settings_audiodefaults": "恢复默认设置",
"citadel_settings_basicvideosettings": "使用基礎設定",
"citadel_settings_basicvideosettings": "使用基础设置",
"citadel_settings_borderless": "無邊框模式",
"citadel_settings_borderless": "无边框窗口模式",
"citadel_settings_camera_volume_cutout": "攝影機摳圖",
"citadel_settings_camera_volume_cutout": "摄像头抠图",
"citadel_settings_camera_volume_cutout_desc": "當前未使用",
"citadel_settings_camera_volume_cutout_desc": "当前未使用",
"citadel_settings_cancel_ability_mode": "更改取消技能模式:",
"citadel_settings_cancel_ability_mode": "更改取消技能模式:",
"citadel_settings_cancel_ability_mode_ability_key": "技能鍵",
"citadel_settings_cancel_ability_mode_ability_key": "技能键",
"citadel_settings_cancel_ability_mode_ability_key_tooltip": "再次按下技能鍵以取消正在使用的技能",
"citadel_settings_cancel_ability_mode_ability_key_tooltip": "再次按下技能键即可取消主动技能",
"citadel_settings_cancel_ability_mode_cancel_key": "取消鍵",
"citadel_settings_cancel_ability_mode_cancel_key": "取消键",
"citadel_settings_cancel_ability_mode_cancel_key_tooltip": "按下取消鍵以取消正在使用的技能",
"citadel_settings_cancel_ability_mode_cancel_key_tooltip": "按下取消键即可取消主动技能",
"citadel_settings_cancel_ability_mode_either": "取消鍵或技能鍵",
"citadel_settings_cancel_ability_mode_either": "取消键或技能键",
"citadel_settings_cancel_ability_mode_either_tooltip": "按下取消鍵或再次按下技能鍵以取消正在使用的技能",
"citadel_settings_cancel_ability_mode_either_tooltip": "按下取消键或再次按下技能键即可取消主动技能",
"citadel_settings_chat_invert_ping": "反轉信號",
"citadel_settings_chat_allow_global": "频道中聊天信息在其他频道中显示",
"citadel_settings_chat_openmic": "開放式麥克風",
"citadel_settings_chat_filter": "允许的聊天",
"citadel_settings_chat_ptt": "按住發言",
"citadel_settings_chat_filter_allow_all": "所有玩家",
"citadel_settings_chat_wheel_all": "[ALL]",
"citadel_settings_chat_filter_allow_friendly": "友好玩家(好友、队伍成员和公会成员)",
"citadel_settings_chatwheel": "聊天輪盤",
"citadel_settings_chat_filter_allow_none": "没有收到聊天",
"citadel_settings_communicationkeybinds": "溝通按鍵綁定",
"citadel_settings_chat_filter_allow_teams": "友好玩家和队友",
"citadel_settings_contextual_slot": "[情境插槽]",
"citadel_settings_chat_filter_onlyfriends": "仅显示好友、队伍和公会的聊天",
"citadel_settings_contextual_slot_label": "情境化聊天輪盤",
"citadel_settings_chat_filter_settings_apply_to_spectating": "将允许的聊天的筛选设置应用至观战",
"citadel_settings_crosshair": "準星",
"citadel_settings_chat_invert_ping": "反转信号",
"citadel_settings_crosshair_color": "顏色",
"citadel_settings_chat_join_regional": "启动时加入区域聊天频道",
"citadel_settings_crosshair_color_b": "B",
"citadel_settings_chat_mute_enemies": "屏蔽敌方玩家聊天",
"citadel_settings_crosshair_color_g": "G",
"citadel_settings_chat_mute_everyone": "屏蔽所有聊天",
"citadel_settings_crosshair_color_r": "R",
"citadel_settings_chat_openmic": "开放式麦克风",
"citadel_settings_crosshair_defaults": "準星設定回到預設",
"citadel_settings_chat_ptt": "按下说话",
"citadel_settings_crosshair_dot_opacity": "點不透明度",
"citadel_settings_chat_wheel_all": "[所有人]",
"citadel_settings_crosshair_dot_outline_opacity": "點輪廓不透明度",
"citadel_settings_chat_whispers": "将 Steam 消息显示为悄悄话",
"citadel_settings_crosshair_pip_border": "外框",
"citadel_settings_chatwheel": "聊天轮盘",
"citadel_settings_crosshair_pip_gap": "間隙",
"citadel_settings_clear_keybind_tooltip": "清除按键绑定",
"citadel_settings_crosshair_pip_height": "線長度",
"citadel_settings_communicationkeybinds": "交流按键绑定",
"citadel_settings_crosshair_pip_opacity": "線不透明度",
"citadel_settings_contextual_slot": "[情境槽位]",
"citadel_settings_crosshair_pip_width": "線粗度",
"citadel_settings_contextual_slot_label": "情境信号轮盘槽位",
"citadel_settings_crosshair_size": "大小",
"citadel_settings_crosshair": "准星设置",
"citadel_settings_crosshair_visibility": "可見情況",
"citadel_settings_crosshair_color": "颜色",
"citadel_settings_customresolution": "使用自訂解析度",
"citadel_settings_crosshair_color_b": "蓝色",
"citadel_settings_defaultaudio": "預設",
"citadel_settings_crosshair_color_g": "绿色",
"citadel_settings_defaultkeybinds": "預設",
"citadel_settings_crosshair_color_r": "红色",
"citadel_settings_crosshair_defaults": "重置为默认",
"citadel_settings_crosshair_dot_opacity": "点不透明度",
"citadel_settings_crosshair_dot_outline_opacity": "点轮廓不透明度",
"citadel_settings_crosshair_pip_border": "显示准星线边框",
"citadel_settings_crosshair_pip_gap": "间隙",
"citadel_settings_crosshair_pip_height": "高度",
"citadel_settings_crosshair_pip_opacity": "线不透明度",
"citadel_settings_crosshair_pip_width": "宽度",
"citadel_settings_crosshair_size": "准星线",
"citadel_settings_crosshair_visibility": "准星点",
"citadel_settings_customresolution": "使用自定义分辨率",
"citadel_settings_defaultaudio": "默认",
"citadel_settings_defaultkeybinds": "默认",
"citadel_settings_depth_of_field": "景深",
"citadel_settings_depth_of_field": "景深",
"citadel_settings_depth_of_field_desc": "模擬不同的相機鏡頭焦距和光圈。當前狀態下不會影響遊戲性能。\u003Cbr\u003E\u003Cbr\u003E性能消耗:可忽略不計",
"citadel_settings_depth_of_field_desc": "模拟不同的相机镜头焦距和光圈。当前状态下不会影响游戏性能。\u003Cbr\u003E\u003Cbr\u003E性能消耗:可忽略不计",
"citadel_settings_dfao": "距離場環境光遮蔽",
"citadel_settings_dfao": "距离场环境光遮蔽",
"citadel_settings_dfao_desc": "用距離場數據粗略估計角色及動態物體的軟接觸陰影。畫面上的角色越多,性能越差,但未來更新後應該會有所改善。\u003Cbr\u003E\u003Cbr\u003E性能消耗:高/不定",
"citadel_settings_dfao_desc": "利用距离场数据来粗略估计角色和动态物体的柔和接触阴影效果。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/不定",
"citadel_settings_dfao_quality_high": "高",
"citadel_settings_dfao_quality_high": "高",
"citadel_settings_dfao_quality_low": "低",
"citadel_settings_dfao_quality_low": "低",
"citadel_settings_dfao_quality_med": "中",
"citadel_settings_dfao_quality_med": "中",
"citadel_settings_dfao_quality_off": "關閉",
"citadel_settings_dfao_quality_off": "关闭",
"citadel_settings_dfao_quality_ultra": "超高",
"citadel_settings_dfao_quality_ultra": "超高",
"citadel_settings_displacement_mapping": "位移映射",
"citadel_settings_displacement_mapping": "位移映射",
"citadel_settings_displacement_mapping_desc": "畫面空間位移效果可使世界幾何圖形的保真度更高。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/穩定",
"citadel_settings_displacement_mapping_desc": "画面空间位移效果可使世界几何图形的保真度更高。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/稳定",
"citadel_settings_display": "顯示器:",
"citadel_settings_display": "显示器:",
"citadel_settings_distancefield_reflections": "距離場反射",
"citadel_settings_display_choice": "显示器 {d:displayNumber} - {s:displayName}",
"citadel_settings_distancefield_reflections_desc": "尚在開發中:使用距離場進行鏡面遮蔽的功能。畫面上的角色越多,性能越差,但未來更新後應該會有所改善。\u003Cbr\u003E\u003Cbr\u003E性能消耗:高/不定",
"citadel_settings_distancefield_reflections": "距离场反射",
"citadel_settings_distancefield_shadows": "距離場陰影",
"citadel_settings_distancefield_reflections_desc": "尚在开发中:使用距离场进行镜面遮蔽的功能。画面上的角色越多,性能越差,但未来更新后应该会有所改善。\u003Cbr\u003E\u003Cbr\u003E性能消耗:高/不定",
"citadel_settings_distancefield_shadows_desc": "動態物體在成本更低的非陰影貼圖光線中投射陰影。畫面上的角色越多,性能越差,但未來更新後應該會有所改善。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/不定",
"citadel_settings_distancefield_shadows": "距离场阴影",
"citadel_settings_distancefield_shadows_desc": "动态物体在成本更低的非阴影贴图光线中投射阴影。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/不定",
"citadel_settings_effects_bloom": "效果泛光",
"citadel_settings_effects_bloom": "效果泛光",
"citadel_settings_effects_bloom_desc": "允許我們直接將效果繪製到泛光緩衝區中以增強視覺效果。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/穩定",
"citadel_settings_effects_bloom_desc": "允许我们直接将效果绘制到泛光缓冲区中以增强视觉效果。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
"citadel_settings_enable_console": "啟用控制台",
"citadel_settings_enable_console": "启用控制台",
"citadel_settings_enable_console_tooltip": "如果你有像 -dev 或 -console 這樣的啟動選項來啟用控制台,它們會覆蓋此設定。",
"citadel_settings_enable_console_tooltip": "如果你有像 -dev 或 -console 这样的启动选项来启用控制台,它们会覆盖此设置。",
"citadel_settings_fastestvideo": "最快",
"citadel_settings_fastestvideo": "最快",
"citadel_settings_fog_quality": "霧化品質",
"citadel_settings_fog_quality": "雾效质量",
"citadel_settings_fog_quality_high": "高",
"citadel_settings_fog_quality_high": "高",
"citadel_settings_fog_quality_low": "低",
"citadel_settings_fog_quality_low": "低",
"citadel_settings_fog_quality_med": "中",
"citadel_settings_fog_quality_med": "中",
"citadel_settings_fps_max": "可行的每秒最大幀數",
"citadel_settings_fps_max": "游戏内最大每秒帧数",
"citadel_settings_fps_max_tip": "更多的數值可以使用啟動項選項“+fps_max”進行設定。\"n超出滑動條允許範圍的數值將會使滑動條無效。",
"citadel_settings_fps_max_tip": "更多的数值可以使用启动项选项“+fps_max”进行设定。\"n超出滑动条允许范围的数值将会使滑动条无效。",
"citadel_settings_fps_max_ui": "儀表板最大每秒幀數",
"citadel_settings_fps_max_ui": "主界面最大每秒帧数",
"citadel_settings_fps_max_ui_tip": "可以使用 +ui_fps_max 啟動選項來提供擴展值。\"n超出滑桿範圍的值將禁用滑桿。",
"citadel_settings_fps_max_ui_tip": "更多的数值可以使用启动项选项“+ui_fps_max”进行设定。\"n超出滑动条允许范围的数值将会使滑动条无效。",
"citadel_settings_fsr": "超級解析度銳畫技術(FSR)",
"citadel_settings_fsr": "超级分辨率锐画技术(FSR)",
"citadel_settings_fsr2": "FSR2",
"citadel_settings_fsr2": "FSR2",
"citadel_settings_fsr2_desc": "尚在開發中:集成 AMD 超級解析度銳畫技術(FSR)動態反鋸齒/最佳化升級技術",
"citadel_settings_fsr2_desc": "尚在开发中:集成 AMD 超级分辨率锐画技术(FSR)动态抗锯齿/优化升级技术",
"citadel_settings_fsr2scaling": "縮放模式",
"citadel_settings_fsr2_sharpness": "FSR2 清晰度",
"citadel_settings_fsr2_sharpness_desc": "FSR2 清晰度",
"citadel_settings_fsr2scaling": "缩放模式",
"citadel_settings_fsr2scaling_balanced": "均衡",
"citadel_settings_fsr2scaling_balanced": "均衡",
"citadel_settings_fsr2scaling_desc": "原生反鋸齒 -1x 縮放\u003Cbr\u003E品質 -1.5x 縮放\u003Cbr\u003E均衡 - 1.7x 擴展\u003Cbr\u003E性能 - 2x 縮放\u003Cbr\u003E超高性能 - 3x 縮放\u003Cbr\u003E\u003Cbr\u003E性能消耗:高/穩定",
"citadel_settings_fsr2scaling_desc": "原生抗锯齿 -1x 缩放\u003Cbr\u003E质量 -1.5x 缩放\u003Cbr\u003E均衡 - 1.7x 扩展\u003Cbr\u003E性能 - 2x 缩放\u003Cbr\u003E超高性能 - 3x 缩放\u003Cbr\u003E\u003Cbr\u003E性能消耗:高/稳定",
"citadel_settings_fsr2scaling_native": "原生反鋸齒",
"citadel_settings_fsr2scaling_native": "原生抗锯齿",
"citadel_settings_fsr2scaling_performance": "性能",
"citadel_settings_fsr2scaling_performance": "性能",
"citadel_settings_fsr2scaling_quality": "品質",
"citadel_settings_fsr2scaling_quality": "品质",
"citadel_settings_fsr2scaling_ultra_performance": "超高",
"citadel_settings_fsr2scaling_ultra_performance": "超高",
"citadel_settings_fsr_rcas_sharpness": "FSR 銳利度",
"citadel_settings_fsr_rcas_sharpness": "FSR 清晰度",
"citadel_settings_fsr_rcas_sharpness_desc": "FSR 銳利度",
"citadel_settings_fsr_rcas_sharpness_desc": "FSR 清晰度",
"citadel_settings_fsr_tooltip": "遊戲渲染畫面品質低於 100% 時會進行高畫質最佳化升級。\"n需要啟用反鋸齒。",
"citadel_settings_fsr_tooltip": "游戏渲染画面质量低于 100% 时会进行高画质优化升级。\"n需要启用抗锯齿。",
"citadel_settings_fullscreen": "全螢幕",
"citadel_settings_fullscreen": "全屏",
"citadel_settings_fullscreen_focus_behavior": "全螢幕焦點行為",
"citadel_settings_fullscreen_focus_behavior": "全屏焦点行为",
"citadel_settings_fxaa": "反鋸齒",
"citadel_settings_fullscreenbrightness": "全屏亮度",
"citadel_settings_fxaa_desc": "減少因圖像採樣不足而產生的階梯式瑕疵。反鋸齒功能尚在開發中。我們目前支持 FXAA。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/穩定",
"citadel_settings_fxaa": "抗锯齿",
"citadel_settings_game": "遊戲",
"citadel_settings_fxaa_desc": "减少因图像采样不足而产生的阶梯式瑕疵。抗锯齿功能尚在开发中。我们目前支持 FXAA。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
"citadel_settings_gamevoicevolume": "語音輸入音量(你的)",
"citadel_settings_game": "游戏",
"citadel_settings_gamevoicevolume_desc": "控制你麥克風的輸入音量",
"citadel_settings_gamevoicevolume": "语音输入音量(你的)",
"citadel_settings_gamevolume": "遊戲音量",
"citadel_settings_gamevoicevolume_desc": "控制你麦克风的输入音量",
"citadel_settings_gamevolume_desc": "調整音效、音樂和對話的音量",
"citadel_settings_gamevolume": "游戏音量",
"citadel_settings_headphones": "耳機",
"citadel_settings_gamevolume_desc": "调整音效、音乐和对话的音量",
"citadel_settings_hotkeys": "快捷鍵",
"citadel_settings_headphones": "耳机",
"citadel_settings_invert_ping_desc": "檢查是否需要反轉信號。\u003Cbr/\u003E預設:\u003Cbr/\u003E單信號 = 被動\u003Cbr/\u003E雙信號 = 主動\u003Cbr/\u003E\u003Cbr/\u003E反轉:\u003Cbr/\u003E單信號 = 主動\u003Cbr/\u003E雙信號 = 被動",
"citadel_settings_hotkeys": "按键绑定",
"citadel_settings_itemkeybinds": "物品按鍵綁定",
"citadel_settings_invert_ping_desc": "检查是否需要反转信号。\"n默认:\"n单信号 = 被动\"n双信号 = 主动\"n\"n反转:\"n单信号 = 主动\"n双信号 = 被动",
"citadel_settings_keybinddefaults": "恢復所有按鍵綁定預設設定",
"citadel_settings_itemkeybinds": "物品按键绑定",
"citadel_settings_language_change_body": "重啟 Deadlock 用戶端以套用語言更改。",
"citadel_settings_keybinddefaults": "恢复所有按键绑定默认设置",
"citadel_settings_language_change_title": "需要重啟",
"citadel_settings_language_change_body": "重启 Deadlock 客户端以应用语言更改。",
"citadel_settings_light_sensitivity_mode": "減弱閃光效果",
"citadel_settings_language_change_title": "需要重启",
"citadel_settings_light_sensitivity_mode_desc": "此設定將減弱閃光及頻閃效果,但不會將其完全消除。該選項旨在使遊戲玩起來更舒適,但部分效果仍將存留。",
"citadel_settings_light_sensitivity_mode": "减弱闪光效果",
"citadel_settings_low_latency": "NVIDIA Reflex 低延遲",
"citadel_settings_light_sensitivity_mode_desc": "此设置将减弱闪光及频闪效果,但不会将其完全消除。此设置旨在使游戏玩起来更舒适,但部分效果仍将存留。",
"citadel_settings_low_latency": "NVIDIA Reflex 低延迟",
"citadel_settings_low_latency_amd": "AMD Anti-Lag 2.0",
"citadel_settings_low_latency_amd": "AMD Anti-Lag 2.0",
"citadel_settings_low_latency_tooltip_boost": "低延遲模式現已啟用,並且最佳化了系統延遲。包括多項技術可以使GPU獲得更多電力,並且輕微影響了FPS,盡量降低了延遲。",
"citadel_settings_low_latency_tooltip_boost": "低延迟模式现已启用,并且优化了系统延迟。包括多项技术,可使 GPU 获得更多电力并轻微影响 FPS,从而尽可能地降低延迟。",
"citadel_settings_low_latency_tooltip_off": "低延遲模式已禁用。",
"citadel_settings_low_latency_tooltip_off": "低延迟模式已禁用。",
"citadel_settings_low_latency_tooltip_on": "低延遲模式現已啟用,並且最佳化了系統延遲。",
"citadel_settings_low_latency_tooltip_on": "低延迟模式现已启用,并且优化了系统延迟。",
"citadel_settings_lowlatency_boost": "已啟用 + 加速",
"citadel_settings_lowlatency_boost": "已启用 + 加速",
"citadel_settings_lowlatency_off": "已禁用",
"citadel_settings_lowlatency_off": "已禁用",
"citadel_settings_lowlatency_on": "啟用",
"citadel_settings_lowlatency_on": "已启用",
"citadel_settings_mastervolume": "主音量",
"citadel_settings_mastervolume": "主音量",
"citadel_settings_mastervolume_desc": "調整遊戲的整體音量",
"citadel_settings_mastervolume_desc": "调整游戏的整体音量",
"citadel_settings_mboit": "MBOIT",
"citadel_settings_mboit": "MBOIT",
"citadel_settings_mboit_desc": "尚在開發中:此功能使渲染效果更一致,並最終以低於幀中其餘部分的解析度進行渲染。",
"citadel_settings_mboit_desc": "尚在开发中:此功能使渲染效果更一致,并最终以低于帧中其余部分的分辨率进行渲染。",
"citadel_settings_misckeybinds": "其他按鍵綁定",
"citadel_settings_misckeybinds": "杂项按键绑定",
"citadel_settings_monitor_mic": "監聽我的麥克風",
"citadel_settings_monitor_mic": "监听我的麦克风",
"citadel_settings_monitor_mic_desc": "打開此功能可以在調整音訊設定時監聽你的麥克風。",
"citadel_settings_monitor_mic_desc": "打开此功能可以在调整音频设置时监听你的麦克风。",
"citadel_settings_motion_blur": "動態模糊",
"citadel_settings_motion_blur": "动态模糊",
"citadel_settings_motion_blur_desc": "僅限物體的動態模糊效果。",
"citadel_settings_motion_blur_desc": "尚在开发中:仅限物体的动态模糊效果。",
"citadel_settings_motion_blur_objects_only": "開啟",
"citadel_settings_motion_blur_objects_only": "开启",
"citadel_settings_motion_blur_off": "關閉",
"citadel_settings_motion_blur_off": "关闭",
"citadel_settings_motion_blur_player_only": "僅限玩家",
"citadel_settings_motion_blur_player_only": "仅限玩家",
"citadel_settings_mousesensitivity": "滑鼠靈敏度",
"citadel_settings_mousesensitivity": "鼠标灵敏度",
"citadel_settings_mousezoomsensitivity": "縮放靈敏度比例",
"citadel_settings_mousezoomsensitivity": "缩放灵敏度比例",
"citadel_settings_movementkeybinds": "動作按鍵綁定",
"citadel_settings_musicvolume": "菜单音乐音量",
"citadel_settings_musicvolume": "選單音樂音量",
"citadel_settings_musicvolume_desc": "调整主菜单内音乐的音量",
"citadel_settings_musicvolume_desc": "調整主選單內音樂的音量",
"citadel_settings_network": "网络",
"citadel_settings_network": "網路",
"citadel_settings_openmicthreshold": "麦克风触发阈值",
"citadel_settings_open_mic_desc": "啟用開放式麥克風",
"citadel_settings_openmicthreshold_desc": "仅当音频输入音量超过此水平时才传送语音。适用于“按下发言”及“开放式麦克风”。",
"citadel_settings_openmicthreshold": "麥克風觸發閾值",
"citadel_settings_options": "选项",
"citadel_settings_openmicthreshold_desc": "僅當音訊輸入音量超過此級別時才傳送聲音。適用於“按下發言”及“開放式麥克風”。",
"citadel_settings_particlequality": "特效质量",
"citadel_settings_options": "選項",
"citadel_settings_particlequality_desc": "剔除效果中不必要的部分以获得更好的性能。当前未使用。",
"citadel_settings_particlequality": "特效品質",
"citadel_settings_particlequality_desc": "剔除效果中不必要的部分以獲得更好的性能。當前未使用。",
"citadel_settings_particlequality_high": "高",
"citadel_settings_particlequality_high": "高",
"citadel_settings_particlequality_low": "低",
"citadel_settings_particlequality_low": "低",
"citadel_settings_particlequality_med": "中",
"citadel_settings_particlequality_med": "中",
"citadel_settings_per_unit_hotkeys": "單位專用快捷鍵",
"citadel_settings_per_unit_hotkeys": "英雄特定热键",
"citadel_settings_ping_wheel_contextual": "使用相關信號輪盤槽位",
"citadel_settings_ping_wheel_contextual": "使用情境信号轮盘槽位",
"citadel_settings_ping_wheel_contextual_desc": "相關信號槽位在遊戲期間會根據當前相關信號變化",
"citadel_settings_ping_wheel_contextual_desc": "情境信号槽位在游戏期间会根据当前相关信号变化",
"citadel_settings_pingwheeldefaults": "恢復信號輪盤預設設定",
"citadel_settings_pingwheeldefaults": "恢复信号轮盘默认设置",
"citadel_settings_playsoundinbackground": "在後台播放聲音",
"citadel_settings_playsoundinbackground": "在后台播放声音",
"citadel_settings_post_bloom": "後期處理泛光",
"citadel_settings_post_bloom": "后期处理泛光",
"citadel_settings_post_bloom_desc": "光線從圖片的較亮部分漏出,以模擬攝影機鏡頭中的缺陷,為高亮度提供視覺提示。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/穩定",
"citadel_settings_post_bloom_desc": "光线从图片的较亮部分漏出,以模拟摄像头镜头中的缺陷,为高亮度提供视觉提示。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
"citadel_settings_quick_cast_desc": "快速施放選項:{s:ability_name}",
"citadel_settings_quick_cast_desc": "{s:ability_name}的快速施放选项:",
"citadel_settings_quick_cast_global_desc": "更改所有英雄技能的快速施放模式:",
"citadel_settings_quick_cast_global_desc": "更改所有英雄技能的快速施放模式:",
"citadel_settings_quick_cast_items_desc": "主動物品的快速施放選項:",
"citadel_settings_quick_cast_items_desc": "主动物品的快速施放选项:",
"citadel_settings_quick_cast_set_success": "所有英雄技能的快速施放模式設置成功。",
"citadel_settings_quick_cast_set_success": "所有英雄技能的快速施放模式设置成功。",
"citadel_settings_quick_cast_success": "成功",
"citadel_settings_quick_cast_success": "成功",
"citadel_settings_quickcast_default": "技能預設",
"citadel_settings_quickcast_confirm_cast": "确认施放",
"citadel_settings_quickcast_disabled": "已禁用快速施放",
"citadel_settings_quickcast_confirm_cast_tooltip": "按下一个技能所对应的按键选择该技能,然后按下开火键施放该技能。",
"citadel_settings_quickcast_enabled": "已啟用快速施放",
"citadel_settings_quickcast_default": "技能默认",
"citadel_settings_quickcast_item_default": "物品預設",
"citadel_settings_quickcast_default_tooltip": "使用技能的默认快速施放模式",
"citadel_settings_quickcast_select_option": "選擇選項...",
"citadel_settings_quickcast_disabled": "快速施放",
"citadel_settings_render_portals": "傳送門渲染",
"citadel_settings_quickcast_disabled_tooltip": "按下一个技能所对应的按键选择该技能,在释放该键时施放该技能。",
"citadel_settings_render_system": "正在渲染",
"citadel_settings_quickcast_enabled": "立即施放",
"citadel_settings_render_system_recommended": "推薦",
"citadel_settings_quickcast_enabled_tooltip": "按下一个技能所对应的按键时施放该技能。",
"citadel_settings_quickcast_item_default": "物品默认",
"citadel_settings_quickcast_select_option": "选择一项…",
"citadel_settings_render_portals": "传送门渲染",
"citadel_settings_render_system": "渲染",
"citadel_settings_render_system_recommended": "推荐",
"citadel_settings_render_system_tooltip": "DirectX 版本",
"citadel_settings_render_system_tooltip": "DirectX 版本",
"citadel_settings_rendering": "渲染",
"citadel_settings_rendering": "渲染",
"citadel_settings_renderquality": "渲染品質",
"citadel_settings_renderquality": "渲染质量",
"citadel_settings_renderquality_desc": "用於計算內部渲染解析度的每個維度縮放比例。值越低,渲染速度越快。值越高,渲染效果越清晰,瑕疵越少。",
"citadel_settings_renderquality_desc": "用于计算内部渲染分辨率的每个维度缩放比例。值越低,渲染速度越快。值越高,渲染效果越清晰,瑕疵越少。",
"citadel_settings_replaykeybinds": "重播按鍵綁定",
"citadel_settings_replaykeybinds": "回放按键绑定",
"citadel_settings_resolution": "解析度",
"citadel_settings_reset_keybind": "重置",
"citadel_settings_resolution_display_mode": "視窗模式",
"citadel_settings_reset_keybind_tooltip": "恢复按键绑定默认设置",
"citadel_settings_resolution_size": "解析度",
"citadel_settings_resolution": "分辨率",
"citadel_settings_screen_space_shadows": "接觸陰影",
"citadel_settings_resolution_display_mode": "窗口模式",
"citadel_settings_screen_space_shadows_desc": "當前未使用",
"citadel_settings_resolution_size": "分辨率",
"citadel_settings_shadow_quality": "陰影品質",
"citadel_settings_screen_space_shadows": "接触阴影",
"citadel_settings_shadow_quality_desc": "陰影品質",
"citadel_settings_screen_space_shadows_desc": "当前未使用",
"citadel_settings_shadow_quality": "阴影质量",
"citadel_settings_shadow_quality_desc": "阴影质量",
"citadel_settings_shadow_quality_high": "高",
"citadel_settings_shadow_quality_high": "高",
"citadel_settings_shadow_quality_low": "低",
"citadel_settings_shadow_quality_low": "低",
"citadel_settings_shadow_quality_med": "中",
"citadel_settings_shadow_quality_med": "中",
"citadel_settings_shadow_quality_ultra": "極高",
"citadel_settings_shadow_quality_ultra": "超高",
"citadel_settings_sounddevice": "音訊設備:",
"citadel_settings_sounddevice": "音频设备:",
"citadel_settings_speakerconfig": "揚聲器配置:",
"citadel_settings_speakerconfig": "扬声器配置:",
"citadel_settings_spectatorkeybinds": "觀眾按鍵綁定",
"citadel_settings_spectatorkeybinds": "观众按键绑定",
"citadel_settings_ssao": "螢幕空間環境光遮蔽",
"citadel_settings_ssao": "屏幕空间环境光遮蔽",
"citadel_settings_ssao_desc": "使用螢幕空間數據粗略估計軟接觸陰影。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/穩定。",
"citadel_settings_ssao_desc": "使用屏幕空间数据粗略估计软接触阴影。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/稳定",
"citadel_settings_ssao_quality_high": "高",
"citadel_settings_ssao_quality_high": "高",
"citadel_settings_ssao_quality_low": "低",
"citadel_settings_ssao_quality_low": "低",
"citadel_settings_ssao_quality_med": "中",
"citadel_settings_ssao_quality_med": "中",
"citadel_settings_ssao_quality_off": "關閉",
"citadel_settings_ssao_quality_off": "关闭",
"citadel_settings_ssao_quality_ultra": "超高",
"citadel_settings_ssao_quality_ultra": "超高",
"citadel_settings_streamer_mode": "實況主模式",
"citadel_settings_streamer_mode": "主播模式",
"citadel_settings_streamer_mode_tooltip": "開啟此選項以隱藏遊戲內及儀表板上的玩家名稱。此模式不會隱藏個人檔案卡上的玩家名稱。",
"citadel_settings_streamer_mode_tooltip": "启用此功能即可在游戏中及主界面上隐藏玩家名称。不会在个人资料卡中隐藏玩家名称。",
"citadel_settings_streamlined_mic": "流線型麥克風",
"citadel_settings_streamlined_mic": "优化麦克风",
"citadel_settings_streamlined_mic_desc": "在遊戲開始時打開錄音設備,而不是在使用麥克風時打開。",
"citadel_settings_streamlined_mic_desc": "在游戏开始时打开录音设备,而不是在使用麦克风时打开。",
"citadel_settings_texturequality": "紋理品質",
"citadel_settings_text_filter_filtered": "启用文本过滤",
"citadel_settings_texturequality_desc": "較低的設定會降低紋理解析度,從而可能提高低端系統的性能。",
"citadel_settings_texturequality": "纹理质量",
"citadel_settings_texturequality_desc": "较低的设置会降低纹理分辨率,从而可能提高低端系统的性能。",
"citadel_settings_texturequality_high": "高",
"citadel_settings_texturequality_high": "高",
"citadel_settings_texturequality_low": "低",
"citadel_settings_texturequality_low": "低",
"citadel_settings_texturequality_med": "中",
"citadel_settings_texturequality_med": "中",
"citadel_settings_ui_language": "語言:",
"citadel_settings_ui_language": "语言:",
"citadel_settings_upscaling": "最佳化升級技術",
"citadel_settings_upscaling": "优化升级技术",
"citadel_settings_upscaling_desc": "從低解析度、渲染速度更快的內部幀生成高解析度幀。\u003Cbr\u003E\u003Cbr\u003EFSR2 使用動態反鋸齒(TAA)。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/穩定",
"citadel_settings_upscaling_desc": "从低分辨率、渲染速度更快的内部帧生成高分辨率帧。\u003Cbr\u003E\u003Cbr\u003EFSR2 使用动态抗锯齿(TAA)。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/稳定",
"citadel_settings_upscaling_fsr": "FSR",
"citadel_settings_upscaling_fsr": "FSR",
"citadel_settings_upscaling_fsr2": "FSR2(TAA)",
"citadel_settings_upscaling_fsr2": "FSR2(TAA)",
"citadel_settings_upscaling_none": "",
"citadel_settings_upscaling_none": "",
"citadel_settings_usenativeresolution": "使用原生解析度",
"citadel_settings_usenativeresolution": "使用原生分辨率",
"citadel_settings_video": "影像",
"citadel_settings_video": "视频",
"citadel_settings_videodefaults": "恢復預設設定",
"citadel_settings_videodefaults": "恢复默认设置",
"citadel_settings_voice": "語音設定",
"citadel_settings_voice": "语音设置",
"citadel_settings_voice_always_sample_mic": "始終對麥克風進行採樣",
"citadel_settings_voice_always_sample_mic": "始终对麦克风进行采样",
"citadel_settings_voice_level": "語音級別",
"citadel_settings_voice_level": "语音水平",
"citadel_settings_voice_sounddevice": "語音輸入設備:",
"citadel_settings_voice_sounddevice": "语音输入设备:",
"citadel_settings_voice_steam_link": "用 \u003Ca href=\"event:DOTAShowSteamVoiceSettings()\"\u003ESteam 語音設定\u003C/a\u003E配置錄音設備設定。",
"citadel_settings_voice_steam_link": "用 \u003Ca href=\"event:DOTAShowSteamVoiceSettings()\"\u003ESteam 语音设置\u003C/a\u003E配置录音设备设置。",
"citadel_settings_voicevolume": "語音聊天音量(其他玩家)",
"citadel_settings_voicevolume": "语音聊天音量(其他玩家)",
"citadel_settings_voicevolume_desc": "調整其他玩家麥克風的音量",
"citadel_settings_voicevolume_desc": "调整其他玩家麦克风的音量",
"citadel_settings_volume": "音量",
"citadel_settings_volume": "音量",
"citadel_settings_vsync": "垂直同步",
"citadel_settings_vsync": "垂直同步",
"citadel_settings_vsync_desc": "消除了螢幕撕裂瑕疵,但增加了輸入延遲。",
"citadel_settings_vsync_desc": "消除画面撕裂瑕疵,但会增加输入延迟。",
"citadel_settings_window": "視窗",
"citadel_settings_will_reset_tooltip": "冲突的绑定将被清除:",
"citadel_spectator_voice_mode_0": "玩家語音開啟",
"citadel_settings_window": "窗口",
"citadel_spectator_voice_mode_1": "玩家語音關閉",
"citadel_spectator_voice_mode_0": "玩家语音开启",
"citadel_survey_fun_hero": "你今天玩的英雄有趣嗎?",
"citadel_spectator_voice_mode_1": "玩家语音关闭",
"citadel_survey_least_fun_hero_to_play_against": "哪個英雄最不好玩?",
"citadel_survey_fun_hero": "今天你选的这个英雄玩起来有趣吗?",
"citadel_survey_match_fun": "比賽有趣嗎?",
"citadel_survey_least_fun_hero_to_play_against": "Which hero was the least fun to play against?",
"citadel_switch_camera_teammate_1": "觀察 隊友 1",
"citadel_survey_match_fun": "比赛有趣吗?",
"citadel_switch_camera_teammate_2": "觀察 隊友 2",
"citadel_switch_camera_teammate_1": "观看队友 1",
"citadel_switch_camera_teammate_3": "觀察 隊友 3",
"citadel_switch_camera_teammate_2": "观看队友 2",
"citadel_switch_camera_teammate_4": "觀察 隊友 4",
"citadel_switch_camera_teammate_3": "观看队友 3",
"citadel_switch_camera_teammate_5": "觀察 隊友 5",
"citadel_switch_camera_teammate_4": "观看队友 4",
"citadel_switch_camera_teammate_5": "观看队友 5",
"citadel_trick_shot": "Shooting Star",
"citadel_trick_shot": "Shooting Star",
"citadel_trick_shot_desc": "Toss a Shooting Star that will fire slowing bullets at nearby enemies.  Shoot the Star to increase its fire rate (Enemies can shoot it to slow it down).  Weapon upgrades apply to Shooting Star.",
"citadel_trick_shot_desc": "Toss a Shooting Star that will fire slowing bullets at nearby enemies.  Shoot the Star to increase its fire rate (Enemies can shoot it to slow it down).  Weapon upgrades apply to Shooting Star.",
"citadel_unmute_game_audio": "遊戲聲音打開",
"citadel_unmute_game_audio": "取消游戏静音",
"citadel_unmute_player": "點擊取消靜音玩家",
"citadel_unmute_player": "点击取消玩家静音",
"citadel_value_then_value_now_ability_upgrades": "({s:ValueNow} → \u003Cspan class=\"greenUpgradedText\"\u003E{s:ValueThen}\u003C/span\u003E)",
"citadel_value_then_value_now_ability_upgrades": "({s:ValueNow} → \u003Cspan class=\"greenUpgradedText\"\u003E{s:ValueThen}\u003C/span\u003E)",
"citadel_weapon_cadence_set": "詠嘆殲滅者",
"citadel_weapon_combo_melee": "Melee Combo",
"citadel_weapon_cadence_set_desc": "連發 4 發子彈,將水晶碎片嵌入目標體內。 1 秒後,碎片會碎裂並再次造成子彈傷害。如果鑲嵌了 5 塊或更多碎片,碎裂傷害會翻倍。",
"citadel_weapon_combo_melee": "近戰傷害",
"citadel_weapon_hero_akimbo_set": "Akimbo Gun",
"citadel_weapon_hero_akimbo_set": "Akimbo Gun",
"citadel_weapon_hero_apocalypse_set": "Apocalypse Gun",
"citadel_weapon_hero_apocalypse_set": "Apocalypse Gun",
"citadel_weapon_hero_astro_set": "奧秘 45",
"citadel_weapon_hero_astro_set": "秘术 45",
"citadel_weapon_hero_atlas_set": "結案",
"citadel_weapon_hero_atlas_set": "水落石出",
"citadel_weapon_hero_atlas_set_desc": "每次重裝單個彈藥。可中斷",
"citadel_weapon_hero_atlas_set_desc": "一次装填一发子弹。可遭打断",
"citadel_weapon_hero_ballista_set": "Ballista Gun",
"citadel_weapon_hero_ballista_set": "Ballista Gun",
"citadel_weapon_hero_bebop_set": "謙卑",
"citadel_weapon_hero_bebop_set": "谦卑之训",
"citadel_weapon_hero_bebop_set_desc": "發射連續光束,沒有子彈",
"citadel_weapon_hero_bebop_set_desc": "发射连续的激光束,没有子弹飞出",
"citadel_weapon_hero_chrono_set": "商業機密",
"citadel_weapon_hero_cadence_set": "Arioso Annihilator",
"citadel_weapon_hero_cadence_set_desc": "Shoots bursts of 4 bullets that embed a crystal shard in the target. After 1 second, the shards shatter and deal the bullet damage again. Shatter damage is doubled if 5 or more shards are embedded.",
"citadel_weapon_hero_chrono_set": "行业机密",
"citadel_weapon_hero_clawdril_set": "Clawdril Gun",
"citadel_weapon_hero_clawdril_set": "Clawdril Gun",
"citadel_weapon_hero_coldmetal_set": "Cold Metal Gun",
"citadel_weapon_hero_coldmetal_set": "Cold Metal Gun",
"citadel_weapon_hero_demoman_set": "Demoman Gun",
"citadel_weapon_hero_demoman_set": "Demoman Gun",
"citadel_weapon_hero_duo_set": "Duo Gun",
"citadel_weapon_hero_duo_set": "Duo Gun",
"citadel_weapon_hero_dynamo_set": "微日",
"citadel_weapon_hero_dynamo_set": "奇能枪",
"citadel_weapon_hero_forge_set": "呈現服務",
"citadel_weapon_hero_forge_set": "使命达成",
"citadel_weapon_hero_forge_set_desc": "槍枝旋轉時提高射速",
"citadel_weapon_hero_forge_set_desc": "随着枪达到全速运转状态,射速也跟着升高",
"citadel_weapon_hero_ghost_set": "約翰饋贈",
"citadel_weapon_hero_ghost_set": "爱郎献礼",
"citadel_weapon_hero_gigawatt_set": "冷酷算法",
"citadel_weapon_hero_gigawatt_set": "冰冷筹算",
"citadel_weapon_hero_gunslinger_set": "Gunslinger Gun",
"citadel_weapon_hero_gunslinger_set": "Gunslinger Gun",
"citadel_weapon_hero_haze_set": "訓斥與懺悔",
"citadel_weapon_hero_haze_set": "责与赎",
"citadel_weapon_hero_heavy_set": "Heavy Gun",
"citadel_weapon_hero_heavy_set": "Heavy Gun",
"citadel_weapon_hero_hijack_set": "Hijack Gun",
"citadel_weapon_hero_hijack_set": "Hijack Gun",
"citadel_weapon_hero_hornet_set": "復仇壁花",
"citadel_weapon_hero_hornet_set": "孤芳雪恨",
"citadel_weapon_hero_inferno_set": "煽動咒語",
"citadel_weapon_hero_inferno_set": "焚心烈语",
"citadel_weapon_hero_kali_set": "Kali Gun",
"citadel_weapon_hero_kali_set": "Kali Gun",
"citadel_weapon_hero_kelvin_set": "終結遠征",
"citadel_weapon_hero_kelvin_set": "远征终局",
"citadel_weapon_hero_krill_set": "金絲雀",
"citadel_weapon_hero_krill_set": "金黄丝雀",
"citadel_weapon_hero_lash_set": "磁帶傳說",
"citadel_weapon_hero_lash_set": "长索传奇",
"citadel_weapon_hero_mechaguy_set": "Mechaguy Gun",
"citadel_weapon_hero_mechaguy_set": "Mechaguy Gun",
"citadel_weapon_hero_mirage_set": "諾言履行",
"citadel_weapon_hero_mirage_set": "一诺千金",
"citadel_weapon_hero_nano_set": "甜蜜謊言",
"citadel_weapon_hero_nano_set": "至甜谎言",
"citadel_weapon_hero_orion_set": "悲痛",
"citadel_weapon_hero_orion_set": "哀晨降临",
"citadel_weapon_hero_phalanx_set": "Phalanx Gun",
"citadel_weapon_hero_phalanx_set": "Phalanx Gun",
"citadel_weapon_hero_revenant_set": "Revenant Gun",
"citadel_weapon_hero_revenant_set": "Revenant Gun",
"citadel_weapon_hero_rutger_set": "Rutger Gun",
"citadel_weapon_hero_rutger_set": "Rutger Gun",
"citadel_weapon_hero_shiv_set": "同花順",
"citadel_weapon_hero_shiv_set": "落空王牌",
"citadel_weapon_hero_slork_set": "Poison Sprayer",
"citadel_weapon_hero_slork_set_desc": "Spews a short range toxic cloud that deals double damage to non-hero targets. When aimed, shoots a long range dart that poisons enemies.",
"citadel_weapon_hero_spade_set": "Spade Dice Launcher",
"citadel_weapon_hero_spade_set": "Spade Dice Launcher",
"citadel_weapon_hero_synth_set": "黑綿羊",
"citadel_weapon_hero_synth_set": "不羁真我",
"citadel_weapon_hero_tempest_set": "Tempest Gun",
"citadel_weapon_hero_tempest_set": "Tempest Gun",
"citadel_weapon_hero_tengu_set": "貓爸的花樣",
"citadel_weapon_hero_tengu_set": "猫爹迷梦",
"citadel_weapon_hero_tokamak_set": "Curie-ous Times",
"citadel_weapon_hero_tokamak_set": "Curie-ous Times",
"citadel_weapon_hero_viscous_set": "深海揭示",
"citadel_weapon_hero_viscous_set": "深海使节",
"citadel_weapon_hero_warden_set": "自由的代價",
"citadel_weapon_hero_warden_set": "自由之价",
"citadel_weapon_hero_wraith_set": "風流",
"citadel_weapon_hero_wraith_set": "欲海捞金",
"citadel_weapon_hero_wrecker_set": "Demolition Hymn",
"citadel_weapon_hero_wrecker_set": "爆破颂歌",
"citadel_weapon_hero_yakuza_set": "Yakuza Boss Gun",
"citadel_weapon_hero_yakuza_set": "Yakuza Boss Gun",
"citadel_weapon_hero_yamato_set": "姐妹的哀歌",
"citadel_weapon_hero_yamato_set": "思兄之泣",
"citadel_weapon_hero_zealot_set": "Zealotry Gun",
"citadel_weapon_hero_zealot_set": "Zealotry Gun",
"citadel_west_team_name": "藍晶",
"citadel_west_team_name": "蓝宝石",
"clip_size_pickup/clip_size": "加大彈匣",
"clawdril_cyclone": "Cyclone",
"clip_size_pickup_label": "加大彈匣",
"clawdril_cyclone_desc": "Clawdril sticks the drill in the ground, lifts his body horizontally, and spins it up. Kicks everyone nearby in the face while creating a vortex that sucks enemies inwards and deflects bullets.",
"cooldown_reduction_pickup/cooldown_reduction": "冷卻減少",
"clawdril_drill_and_pin": "Drill \u0026 Pin",
"cooldown_reduction_pickup_label": "冷卻減少",
"clawdril_drill_and_pin_desc": "Fire Clawdril's dril in a straight line, trapping any enemy hero it hits in a cage of crystals.",
"clawdril_mining_expedition": "Mining Expedition",
"clawdril_mining_expedition_desc": "Smash the ground to reveal nearby crystals which can be melee'd into temporary buffs by you or your teammates.",
"clawdril_plasma_laser": "Plasma Laser",
"clawdril_plasma_laser_desc": "Fire a short-range plasma laser that deals massive damage to units in its way.",
"clip_size_pickup/clip_size": "3 个大型弹匣",
"clip_size_pickup_label": "3 个大型弹匣",
"coldmetal_charged_rocket": "Charged Rocket",
"coldmetal_charged_rocket_desc": "Hold to charge then fire a rocket that travels faster the longer it's charged. Upon impact explodes into a burst of tactical heat-seeking missiles.",
"coldmetal_cold_metal_killer": "Cold Metal Killer",
"coldmetal_cold_metal_killer_desc": "Launch a fan of knives in a cone in front of Cold Metal, slowing enemies upon impact.",
"coldmetal_contract_to_kill": "Contract to Kill",
"coldmetal_contract_to_kill/modifier_coldmetal_contract_to_kill": "Contract",
"coldmetal_contract_to_kill_desc": "Take out a contract on a target hero for a duration. The contract takes extra bullet damage and extra damage from Cold Metal's missiles. You have no move speed penalty while shooting at the contract and no aim speed penalty at the contract while moving.",
"coldmetal_impenetrable_cube": "Impenetrable Cube",
"coldmetal_impenetrable_cube_desc": "Fold up into an impenetrable cube for a duration, unable to shoot or take damage, then explode into a flurry of tactical heat-seaking missiles.",
"cooldown_reduction_pickup/cooldown_reduction": "减少冷却时间",
"cooldown_reduction_pickup_label": "降低冷却时间",
"damage_reduction_label": "Damage Reduction",
"damage_reduction_label": "Damage Reduction",
"damage_reduction_postfix": "%",
"damage_reduction_postfix": "%",
"detention_immune": "Detention Immune",
"detention_immune": "Detention Immune",
"disarm_immune": "免疫繳械",
"disarm_immune": "Disarm Immune",
"double_jump_pickup/double_jump": "二段跳和繩索速度",
"double_jump_pickup/double_jump": "二段跳和滑索速度",
"emp_immune": "免疫沉默",
"emp_immune": "Silenced Immune",
"extra_gold_pickup/extra_gold_pickup": "擊殺英雄時額外賞金",
"extra_gold_pickup/extra_gold_pickup": "下一次击杀英雄的额外赏金",
"extra_stamina_pickup/extra_stamina": "額外耐力",
"extra_stamina_pickup/extra_stamina": "额外耐力",
"extra_stamina_pickup_label": "額外耐力",
"extra_stamina_pickup_label": "额外耐力",
"fire_rate_pickup/small_fire_rate": "增加射速",
"fire_rate_pickup/small_fire_rate": "射速提高",
"fire_rate_pickup_label": "射速",
"fire_rate_pickup_label": "射速",
"firerate_permanent_pickup_label": "+1.5% 射速",
"firerate_permanent_pickup_label": "+1.5% 射速",
"firerate_permanent_pickup_label_lv2": "+2% 射速",
"firerate_permanent_pickup_label_lv2": "+2% 射速",
"frozen_shelter_modifier_buff": "凍結庇護",
"firerate_permanent_pickup_label_lv3": "+2.5% 射速",
"ghost_malice_stack_effect_header": "每層效果:",
"frozen_shelter_modifier_buff": "冰冻庇护",
"golden_idol_bonus_01": "+25% 額外魂靈",
"ghost_malice_stack_effect_header": "每层叠加效果:",
"golden_idol_bonus_02": "+1 技能點",
"golden_idol_bonus_01": "+25% 额外魂魄",
"guardian_unit": "守護者",
"golden_idol_bonus_02": "+1 技能点",
"guide_advanced_main_header": "特殊行動",
"guardian_unit": "卫士",
"guide_advanced_parry_desc": "\u003Cspan class='keybind'\u003E[ {s:key_parry} ]\u003C/span\u003E 來格擋敵人的近戰攻擊。\u003Cbr\u003E\u003Cbr\u003E敵人會被眩暈並增加其受到的近戰傷害。",
"guide_advanced_main_header": "特殊动作",
"guide_advanced_parry_header": "格擋",
"guide_advanced_parry_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:key_parry} ]\u003C/span\u003E 即可格挡敌人的近战攻击。\u003Cbr\u003E\u003Cbr\u003E敌人会眩晕,并受到更大的近战伤害。",
"guide_advanced_parry_header": "格挡",
"guide_back_to_dashboard": "返回主界面",
"guide_back_to_dashboard": "返回主界面",
"guide_basics_abilities_desc": "\u003Cspan class='keybind'\u003E[ {s:in_ability1}, {s:in_ability2}, {s:in_ability3}, {s:in_ability4} ]\u003C/span\u003E 來使用你英雄的技能。",
"guide_basics_abilities_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:in_ability1}{s:in_ability2}{s:in_ability3}{s:in_ability4} ]\u003C/span\u003E 即可使用英雄技能。",
"guide_basics_abilities_header": "技能",
"guide_basics_abilities_header": "技能",
"guide_basics_aim_desc": "按住 \u003Cspan class='keybind'\u003E[ {s:iv_attack2} ]\u003C/span\u003E 來放大射擊視野",
"guide_basics_aim_desc": "按住 \u003Cspan class='keybind'\u003E[ {s:iv_attack2} ]\u003C/span\u003E 即可用武器放大。",
"guide_basics_aim_header": "放大",
"guide_basics_aim_header": "缩放",
"guide_basics_main_header": "基礎操作",
"guide_basics_main_header": "基本控制",
"guide_basics_melee_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:key_weapon_1} ]\u003C/span\u003E 進行快速近戰攻擊。按住 \u003Cspan class='keybind'\u003E[ {s:key_weapon_1} ]\u003C/span\u003E 進行強力蓄力近戰攻擊。",
"guide_basics_melee_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:key_weapon_1} ]\u003C/span\u003E 即可进行快速攻击。按住 \u003Cspan class='keybind'\u003E[ {s:key_weapon_1} ]\u003C/span\u003E 即可进行强力蓄力攻击。",
"guide_basics_melee_header": "近戰",
"guide_basics_melee_header": "近战",
"guide_basics_reload_desc": "\u003Cspan class='keybind'\u003E[ {s:key_reload} ]\u003C/span\u003E 來裝填武器。某些動作如近戰會暫停裝填。",
"guide_basics_reload_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:key_reload} ]\u003C/span\u003E 即可给武器重新装填弹药。某些动作,比如近战,会使重新装填暂停。",
"guide_basics_reload_header": "換彈",
"guide_basics_reload_header": "装填弹药",
"guide_basics_shoot_desc": "\u003Cspan class='keybind'\u003E[ {s:iv_attack} ]\u003C/span\u003E 進行射擊。\u003Cbr\u003E\u003Cbr\u003E槍械傷害會隨著距離邊遠而下降",
"guide_basics_shoot_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:iv_attack} ]\u003C/span\u003E 即可射击。\u003Cbr\u003E\u003Cbr\u003E子弹伤害在目标距离较远时会降低。",
"guide_basics_shoot_header": "射擊",
"guide_basics_shoot_header": "射击",
"guide_movement_airdash_desc": "在空中按下衝刺按鍵進行空中衝刺。\u003Cbr\u003E\u003Cbr\u003E需要消耗體力。",
"guide_get_started_title": "游戏入门",
"guide_movement_airdash_header": "空中衝刺",
"guide_movement_airdash_desc": "在空中时冲刺即可进行空中冲刺。\u003Cbr\u003E\u003Cbr\u003E需要耐力。",
"guide_movement_crouch_desc": "\u003Cspan class='keybind'\u003E[ {s:key_duck} ]\u003C/span\u003E 進行蹲下。",
"guide_movement_airdash_header": "空中冲刺",
"guide_movement_crouch_header": "蹲下",
"guide_movement_crouch_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:key_duck} ]\u003C/span\u003E 即可下蹲。",
"guide_movement_dodge_desc": "移動時按 \u003Cspan class='keybind'\u003E[ {s:key_innate_1} ]\u003C/span\u003E 進行衝刺。\u003Cbr\u003E\u003Cbr\u003E需要消耗體力",
"guide_movement_crouch_header": "下蹲",
"guide_movement_dodge_header": "衝刺",
"guide_movement_dodge_desc": "移动时按下 \u003Cspan class='keybind'\u003E[ {s:key_innate_1} ]\u003C/span\u003E 即可冲刺。\u003Cbr\u003E\u003Cbr\u003E需要耐力。",
"guide_movement_dodge_jump_desc": "衝刺時按下跳躍以進行衝刺跳躍。\u003Cbr\u003E\u003Cbr\u003E需要消耗體力。",
"guide_movement_dodge_header": "冲刺",
"guide_movement_dodge_jump_header": "衝刺跳躍",
"guide_movement_dodge_jump_desc": "冲刺时结合时间恰到好处的跳跃即可进行冲刺跳。\u003Cbr\u003E\u003Cbr\u003E需要耐力。",
"guide_movement_double_jump_desc": "在跳躍時按 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 進行二段跳。\u003Cbr\u003E\u003Cbr\u003E特殊動作如二段跳會消耗你的體力條,體力條位於你的準星旁邊。",
"guide_movement_dodge_jump_header": "冲刺跳",
"guide_movement_double_jump_desc": "在跳跃的最高点按下 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 即可进行二段跳。\u003Cbr\u003E\u003Cbr\u003E二段跳等特殊动作将消耗位于准线旁的耐力条。",
"guide_movement_double_jump_header": "二段跳",
"guide_movement_double_jump_header": "二段跳",
"guide_movement_jump_desc": "\u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 進行跳躍。",
"guide_movement_jump_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 即可跳跃。",
"guide_movement_jump_header": "跳躍",
"guide_movement_jump_header": "跳跃",
"guide_movement_mantle_desc": "靠近邊緣時按住\u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 進行攀爬。",
"guide_movement_mantle_desc": "靠近墙壁时按下 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 即可攀爬。",
"guide_movement_mantle_header": "攀爬",
"guide_movement_mantle_header": "攀爬",
"guide_movement_slide_desc": "在下坡或高速移動時按住 \u003Cspan class='keybind'\u003E[ {s:key_duck} ]\u003C/span\u003E 進行滑鏟。",
"guide_movement_slide_desc": "在向斜坡下方移动或高速移动时按住 \u003Cspan class='keybind'\u003E[ {s:key_duck} ]\u003C/span\u003E 即可滑行。",
"guide_movement_slide_header": "滑鏟",
"guide_movement_slide_header": "滑行",
"guide_movement_zipline_desc": "按住 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 掛上滑索。\u003Cbr\u003E\u003Cbr\u003E你可以按 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E跳下來。",
"guide_movement_zipline_desc": "按住 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 即可跳上滑索。\u003Cbr\u003E\u003Cbr\u003E按住 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 可跳下滑索。",
"guide_movement_zipline_header": "移動滑索",
"guide_movement_zipline_header": "转运滑索",
"guide_neutrals_desc": "地圖上潛伏著許多中立魔物。打敗它們就能獲得魂靈。\u003Cbr\u003E\u003Cbr\u003E有時,地圖中心會出現一個強大的生物......擊敗它將為你的團隊帶來強大的力量。",
"guide_neutrals_desc": "地图四处潜伏着许多中立生物。摧毁它们可获得魂魄。\u003Cbr\u003E\u003Cbr\u003E有时,强大的生物会地图中央出现……摧毁它会为己方带来巨大的力量。",
"guide_neutrals_header": "中立魔物",
"guide_neutrals_header": "中立生物",
"guide_outro_main_header": "高光",
"guide_outro_main_header": "精彩时刻",
"guide_overview_desc": "瀏覽各個部分來了解這款遊戲",
"guide_overview_desc": "浏览各个部分,了解更多关于游戏的信息。",
"guide_overview_header": "歡迎遊玩Deadlock",
"guide_overview_header": "欢迎来到 Deadlock",
"guide_overview_main_header": "歡迎",
"guide_overview_main_header": "欢迎",
"guide_the_map_core_alt_desc": "你的目標是圍攻敵人的基地,摧毀他們的防禦工事,揭示他們隊伍的守護神。然後摧毀守護神,勝利就是你的了。",
"guide_the_map_core_alt_desc": "游戏目标是围攻敌方基地,摧毁敌方防御,暴露敌方队伍的守护神。摧毁守护神即可获胜。",
"guide_the_map_core_alt_header": "守護神",
"guide_the_map_core_alt_header": "基地",
"guide_the_map_core_desc": "每隊基地後面都有一個神龕。摧毀敵方神龕即可贏得比賽。",
"guide_the_map_core_desc": "每个队伍基地后方都有一个圣坛,摧毁敌方圣坛即可获胜。",
"guide_the_map_core_header": "核心",
"guide_the_map_core_header": "核心",
"guide_the_map_desc": "在地圖上懸停以了解在遊玩Deadlock時會遇到的各種事物。",
"guide_the_map_desc": "将鼠标悬停在地图各个区域上,进一步了解玩 Deadlock 时将看到的内容。",
"guide_the_map_guardians_desc": "守護者是每條兵線的第一道防線。它們的攻擊非常強大,因此最好帶著你的小兵一起前進。",
"guide_the_map_guardians_desc": "卫士是每条分路的第一道防线。他们的攻击力强大无比,所以最好让步兵向他们发起进攻。",
"guide_the_map_guardians_header": "守護者",
"guide_the_map_guardians_header": "卫士",
"guide_the_map_header": "概覽",
"guide_the_map_header": "概览",
"guide_the_map_lanes_desc": "有四條兵線,每條兵線都有一條移動滑索,玩家可以搭乘他們快速移動。",
"guide_the_map_lanes_desc": "共有 4 条分路,每条都有一条转运滑索,玩家可搭乘滑索快速移动。",
"guide_the_map_lanes_header": "兵線",
"guide_the_map_lanes_header": "分路",
"guide_the_map_main_header": "概覽",
"guide_the_map_main_header": "概览",
"guide_the_map_midboss_desc": "地圖中間有一個強大的中立 BOSS。殺死它的隊伍在下次死亡時會立即獲得重生。",
"guide_the_map_midboss_desc": "地图中央有一个强大的中立 Boss。击杀该 Boss 的队伍将在下次死亡后立即重生。",
"guide_the_map_midboss_header": "神廟 Boss",
"guide_the_map_midboss_header": "圣殿 Boss",
"guide_the_map_troopers_desc": "蠟燭兵隊伍會定期在基地內出現,然後沿著一條小道奔跑,與遇到的任何敵人作戰。",
"guide_the_map_troopers_desc": "士兵会定期在基地生成,沿着分路一路奔跑,与遇到的任何敌人战斗。",
"guide_the_map_troopers_header": "蠟燭兵",
"guide_the_map_troopers_header": "步兵",
"guide_the_map_walkers_desc": "步行者位於巷道深處,擁有各種防禦動作。",
"guide_the_map_walkers_desc": "四足机甲藏在在分路深处,拥有多种防御动作。",
"guide_the_map_walkers_header": "步行者",
"guide_the_map_walkers_header": "四足机甲",
"guide_the_map_welcome_desc": "歡迎來到 被詛咒的蘋果。如果你的團隊想取得勝利,你需要同時使用槍枝和超自然力量來圍攻敵人的基地。",
"guide_the_map_welcome_desc": "欢迎来到被诅咒的纽约。如果你的队伍想要突出重围,赢得胜利,就需要运用枪支和超自然力量来围攻敌人的基地。",
"guide_the_map_welcome_header": "簡介",
"guide_the_map_welcome_header": "介绍",
"guide_the_map_welcome_sub_header": "簡介",
"guide_the_map_welcome_sub_header": "介绍",
"guide_upgrades_buy_mods_desc": "模組可以改變彈藥數量、近戰傷害或回血等多種屬性。 增加魂力的模組可以提高你技能的數值。\u003Cbr\u003E\u003Cbr\u003E在 “推薦模組 ”選項卡中,有為每個英雄精心挑選的推薦模組。",
"guide_upgrades_buy_mods_desc": "物品可以修改许多属性,如弹药数量、近战伤害或生命恢复。提升元灵力量的物品会改善你的技能效果。\u003Cbr\u003E\u003Cbr\u003E每名英雄都有一个“建议物品”选项卡,内含为英雄精心挑选的推荐物品。",
"guide_upgrades_buy_mods_header": "購買模組",
"guide_upgrades_buy_mods_header": "购买物品",
"guide_upgrades_deny_desc": "敵方的魂靈球是橙色的,如果它們飄走或者被射擊,敵人就會得到它們。\u003Cbr\u003E\u003Cbr\u003E你搶先可以先射擊這些橙色球體來竊取它們。",
"guide_upgrades_deny_desc": "敌方魂魄光球为橙色,如果它们飘走或者被敌方射击就会落入敌方囊中。\u003Cbr\u003E\u003Cbr\u003E可以先射击这些橙色光球来窃取魂魄。",
"guide_upgrades_deny_header": "竊取魂靈",
"guide_upgrades_deny_header": "窃取魂魄",
"guide_upgrades_going_home_desc": "當你有魂靈可以使用時,請回到基地購物和治療。購買強大的模組,這些模組可以增加你的屬性並賦予你額外的能力。\u003Cbr\u003E\u003Cbr\u003E每個守護者旁邊都有一個商店,如果該商店周圍的守護神被摧毀,那麼商店也會被關閉。",
"guide_upgrades_going_home_desc": "你有可以消耗的魂魄时,可以返回基地治疗,购买可以提升属性并授予额外技能的强大物品。\u003Cbr\u003E\u003Cbr\u003E每个卫士旁也各有一个商店,在卫士被摧毁前均可使用。",
"guide_upgrades_going_home_header": "商店",
"guide_upgrades_going_home_header": "商店",
"guide_upgrades_killing_guardians_desc": "摧毀敵人的防禦單位可為團隊中的每個人賺取技能點數(AP)。\u003Cbr\u003E\u003Cbr\u003E你可以通過按住\u003Cspan class='keybind'\u003E[TAB]\u003C/span\u003E來升級技能。",
"guide_upgrades_killing_guardians_desc": "你收集魂魄时,也会获得技能点(AP)。\u003Cbr\u003E\u003Cbr\u003E按住 \u003Cspan class='keybind'\u003E[TAB]\u003C/span\u003E 可将技能点用于升级技能。",
"guide_upgrades_killing_guardians_header": "技能點",
"guide_upgrades_killing_guardians_header": "技能点",
"guide_upgrades_last_hit_desc": "通過擊殺小兵和玩家獲得魂靈。你也可以透過擊殺地圖各處的中立單位來獲得未確保的魂靈。\u003Cbr\u003E\u003Cbr\u003E產出的魂靈會在附近的盟友之間共享。",
"guide_upgrades_last_hit_desc": "击杀步兵和玩家即可获得魂魄。也可以击杀地图各处的中立生物获得魂魄。\u003Cbr\u003E\u003Cbr\u003E魂魄由近处友军共享。",
"guide_upgrades_last_hit_header": "魂靈",
"guide_upgrades_last_hit_header": "魂魄",
"guide_upgrades_main_header": "獲得力量",
"guide_upgrades_main_header": "获取力量",
"guide_upgrades_upgrade_abilities_desc": "消耗技能點數來升級你的技能。\u003Cbr\u003E\u003Cbr\u003E技能有三個升級等級。",
"guide_upgrades_upgrade_abilities_desc": "消耗技能点来来升级技能。\u003Cbr\u003E\u003Cbr\u003E共有 3 个技能等级。",
"guide_upgrades_upgrade_abilities_header": "升級技能",
"guide_upgrades_upgrade_abilities_header": "提升技能",
"guide_upgrades_yellow_orbs_desc": "當你造成致命一擊時,會出現額外的魂靈。\u003Cbr\u003E\u003Cbr\u003E你可以透過射擊包含它們的綠色球體或讓它們漂浮而去來獲取這些魂靈。",
"guide_upgrades_yellow_orbs_desc": "当你发出致命一击时,额外的魂魄就会出现。\u003Cbr\u003E\u003Cbr\u003E你可以通过射击包含它们的蓝色光球或让它们飘走来稳获这些魂魄。",
"guide_upgrades_yellow_orbs_header": "獲取魂靈",
"guide_upgrades_yellow_orbs_header": "稳获魂魄",
"gun_powerup_pickup": "槍枝加成",
"gun_powerup_pickup": "枪械攻击",
"headed_this_way": "正在前往這裡",
"gunslinger_rapid_fire": "Rapid Fire",
"headed_to_blue": "{s:param_1} 正在前往 藍路",
"gunslinger_rapid_fire_desc": "Rapidly fire your guns at a target with perfect accuracy and 50% increased damage for {s:AbilityChannelTime}s.  Causes {s:hero_name} and the target to float if in the air.",
"headed_to_orange": "{s:param_1} 正在前往 橙路",
"gunslinger_rocket_launcher": "Rocket Launcher",
"headed_to_purple": "{s:param_1} 正在前往 紫路",
"gunslinger_rocket_launcher_desc": "Equip a rocket launcher that fires explosive rockets.  Rocket blasts can launch enemies and {s:hero_name} into the air.",
"headed_to_yellow": "{s:param_1} 正在前往 黃路",
"gunslinger_sleep_bomb": "Sleep Bomb",
"health_regen_pickup/small_health_regen": "增加恢復",
"gunslinger_sleep_bomb_desc": "Throw out a sleep bomb that explodes on impact, creating an expanding cloud that sleeps enemies it touches.",
"health_regen_pickup_label": "治療",
"gunslinger_tenacity": "Tenacity",
"hero_akimbo": "Akimbo",
"gunslinger_tenacity_desc": "Gain {s:BulletLifestealPercent}% bullet life steal, increased by up to {s:LowHealthHealingScalePercent}% based on {s:hero_name}'s missing health.",
"hero_akimbo_lore": "雖然akimbo是由一位孤獨的神槍手製造的,但他的父親告訴他,不能用槍來解決所有問題。 這讓這個機器人逃犯非常沮喪,但隨著時間的流逝,akimbo意識到他的人類父親是對的。 \u003Cbr\u003E 槍只能解決他 75% 的問題。 要解決所有問題,他至少需要兩把槍。",
"headed_this_way": "往这边来了",
"hero_akimbo_playstyle": "Akimbo 擅長近距離作戰,他依靠速度、錐形攻擊和大量子彈盡可能多地擊中目標。",
"headed_to_blue": "{s:param_1}往蓝路走了",
"headed_to_green": "{s:param_1}往绿路走了",
"headed_to_purple": "{s:param_1}往紫路走了",
"headed_to_yellow": "{s:param_1}往黄路走了",
"health_regen_pickup/small_health_regen": "生命恢复提高",
"health_regen_pickup_label": "治疗",
"hero_akimbo": "阿金驳",
"hero_akimbo_lore": "Though he was built by a lonely gunslinger, Akimbo was taught that he couldn't use a gun to solve all his problems.  This frustrated the robot outlaw immensely, but as time passed Akimbo realized that his human father was right.  A gun only solved about 75% of his problems.  To solve ALL his problems, he would need at least 2 guns.",
"hero_akimbo_playstyle": "Akimbo excels at close range combat, where he relies on speed, cone attacks, and a whole lot of bullets to hit as many targets as possible.",
"hero_apocalypse": "Apocalypse",
"hero_apocalypse": "Apocalypse",
"hero_architect": "Architect",
"hero_architect": "Architect",
"hero_assassin": "Assassin",
"hero_assassin": "Assassin",
"hero_astro": "Holliday",
"hero_astro": "哈雷黛",
"hero_astro_lore": "有些人一輩子都夢想著搬到紐約。 \u003Cbr\u003E但Holliday不是這樣的人。 Holliday滿足於在一個小鎮上做一名警長,她的職業生涯中唯一需要用到槍的時候就是在縣集市上玩射擊遊戲......然後謀殺案就開始了。 \u003Cbr\u003EHolliday找到了兇手 一個被媒體稱為 “遊吟詩人 ”的旅行民謠音樂家 但是當她和他對峙時 他突然變成了一群烏鴉飛走了  她相信 “遊吟詩人 ”正在前往紐約,當她找到他時,她會殺了那個狗娘養的惡魔。",
"hero_astro_lore": "有的人终其一生都梦想着能够搬去纽约。哈雷黛却不是这样的人。她满足地做着一名小镇警长,唯一一次动枪还是在县集市上表演射击。对于这样的职业生涯她乐在其中。接着谋杀案就发生了。\"n\"n作案手法可怖而残忍:受害者的胸腔被撕扯开,内脏好像被鸟琢过一样散乱一摊。哈雷黛追查到了凶手——一名四处游荡的民乐手,被媒体冠以“游吟杀手”的称号。但是当她与凶手对峙时,那人却砰然化作一团乌鸦飞走了。\"n\"n一晃 6 个月已过,虽然这座位于伊利诺伊州中部的小镇已不再被谋杀案所笼罩,但哈雷黛对案件的调查并没有停止。她相信游吟杀手正逃往纽约。等她抓到了凶手,她一定要亲手送那个王八蛋上西天。",
"hero_astro_playstyle": "Astro 依靠她的神槍手技能,射擊被她彈到空中的東西。只要瞄準得當,她就能造成重創。她的移動技能可以讓她孤立敵人或倉皇撤退。",
"hero_astro_playstyle": "Astro 凭借其一手好枪法,射击被自己弹到空中的东西。瞄准了目标之后她能给对方造成严重伤害。她的移动技巧能让她孤立敌人,或是降伏仓惶撤退的对手。",
"hero_astro_role": "蹦蹦跳跳施展絕技",
"hero_astro_role": "四处弹跳,使出高难度射击手法",
"hero_atlas": "Abrams",
"hero_atlas": "亚伯拉姆斯",
"hero_atlas_lore": "多年來,Abrams偵探一直是紐約調查界的中流砥柱。他打擊犯罪、頑固不化、嗜酒如命。從藝術品失竊到失蹤人口,再到儀式性謀殺;艾布拉姆斯不僅接受了擺到他這桌上的任何案子……他還把它們都解決了。 \u003Cbr\u003E但是,當他打開辦公室的門,發現自己的桌子上放著那本 “魔典 ”的時候,他跟蹤出軌配偶的日子就結束了。“魔典 ”上沒有給他留下任何指示,只有一張用瑪瑙血塗寫的簡短紙條,上面寫著:\"別讓他們得到它。\" Abrams還沒搞清楚這東西是從哪裡來的;\u003Cbr\u003E但考慮到他的家被闖入,辦公室被翻了三次,車子被炸毀,他有足夠的興趣去弄清楚到底發生了什麼事。",
"hero_atlas_lore": "办事则雷利风行、处世则沉着冷静、喝酒则开怀痛饮,亚伯拉姆斯侦探多年来一直是纽约刑侦界的的大人物。从艺术品盗窃到人口失踪再到杀人献祭,亚伯拉姆斯可不是什么案子都接,他是什么案子都破。\"n\"n但他跟踪花心萝卜揭开隐秘情事的日子终于走到了尽头。一天他打开办公室大门,发现桌子上赫然放着宝书。\"n\"n一张字条上用黑玛瑙血写道“别让他们夺走宝书”,除此之外再无其他指示。亚伯拉姆斯还没搞清楚宝书是从哪来的,但有鉴于他的居所已遭闯入、他的办公室三次被人翻遍、他的车爆炸起火,他有足够多的理由将整件事查个水落石出。",
"hero_atlas_playstyle": "Abrams 擁有足夠的體型與續航能力來衝鋒陷陣,經常衝入敵陣中央,看著敵人四散。如果敵人將火力浪費在他身上,後排的隊友就能肆無忌憚地輸出傷害。",
"hero_atlas_playstyle": "亚伯拉姆斯身形壮硕、稳如泰山,适合打头阵。他常常闯进敌人中央,看着他们四散奔逃。要是敌人在他身上浪费子弹,他后头的队友们就可以无所顾忌地大举杀敌。",
"hero_atlas_role": "衝入近距離戰鬥",
"hero_atlas_role": "冲向敌人,近场作战",
"hero_ballista": "Ballista",
"hero_ballista": "Ballista",
"hero_ballista_playstyle": "你知道人們討厭什麼嗎? 被獵槍擊退。 你知道他們更討厭什麼嗎? 被打回雷區。 你知道他們更討厭什麼嗎? 被核融合炸彈原子化。 Ballista把戰場變成了一個爆炸裝置",
"hero_ballista_playstyle": "You know what people hate?  Being knocked back by a shotgun.  You know what they hate even more?  Being knocked back into a mine field.  Do you know what they hate even more than that?  Being atomized by a fusion bomb.  Ballista turns the battlefield into an explosive Rube Goldberg device.",
"hero_ballista_role": "準備好護盾,投下炸彈",
"hero_ballista_role": "Shields up to drop the bomb",
"hero_bebop": "Bebop",
"hero_bebop": "比波普",
"hero_bebop_lore": "由一個喪偶的廢品場看守員親手打造;Bebop不僅僅是一名廢鐵傀儡工人......他還是她無法擁有的兒子。 \u003Cbr\u003E他們白天一起在廢鐵場工作,晚上一起聽爵士樂。這是一種可預見的,甚至是令人欣慰的生活方式  但現在,Bebop的創造者病倒了 雖然Shelly小姐不會同意Bebop為了付藥費而在晚上做的事 但她不知道的事不會傷害到她。",
"hero_bebop_lore": "比波普是由一个孀居的垃圾场看门女用双手做出来的,但他可不仅仅是个只会干粗活的破烂拼接人,他是她求之不得的宝贝儿子。白天,他俩会一起在废铁场干活儿,晚上则是共同聆听爵士乐。这种日复一日的生活,虽然算不上多舒心,但起码安稳。可是现在,给了比波普生命的人一病不起。要是雪莉小姐知道了比波普为了给她买药在晚上都从事着哪些行当,她肯定不答应,但只要她不知道,就不会受到伤害。",
"hero_bebop_playstyle": "Bebop 能以多種方式將自己的技能串聯起來。擾亂敵人陣地、拯救盟友或造成爆發性傷害。當情況不需要細膩操作時,他的巨型雷射仍能解決很多問題。",
"hero_bebop_playstyle": "比波普能以多种方式串联起他的技能,从而打乱敌人位置、拯救队友、在短时间内连连伤敌。当战斗形势不讲究精细技巧时,他巨大的激光炮仍能解决不少问题。",
"hero_bebop_role": "鉤住擊倒組合拳",
"hero_bebop_role": "钩住敌人,连续放招,一举制胜",
"hero_bomber": "Bomber",
"hero_bomber": "Bomber",
"hero_cadence": "Cadence",
"hero_cadence": "Cadence",
"hero_chrono": "Paradox",
"hero_chrono": "悖论",
"hero_chrono_lore": "Paradox.  這是一件時間神器,也是一個惡名昭彰的盜賊行會的名字……這個行會以精心策劃的搶劫為榮,其目標是最難以觸及的個人和機構。 \u003Cbr\u003EParadox如何處理他們竊取的無數文物、國家機密和名人親子鑑定? 把它們放在臨時博物館裡展出,向世界證明沒有人能逃得過Paradox的手掌。 \u003Cbr\u003E籠罩在神秘之中,每個Paradox的成員都會戴上面具,使用組織的名字。他們無處不在,又無影無蹤。  如果他們想要什麼 那他們想要的東西就不可避免的會被竊取。",
"hero_chrono_lore": "悖论,时间开了个小差造成的故障,也是臭名昭著的盗贼帮派的名字。这帮小偷会制定出精密复杂的作案手法,专门找最为有权有势的人物和机构下手,并以此为傲。他们将无数的文物、国家机密、名人验亲结果搞到手后,会做什么呢?将它们放到快闪博物馆里展示一番,以此向全世界宣告没有谁能躲得过他们的魔爪。\"n\"n帮会的每个成员都隐藏在谜团之中,他们戴上面具,用组织的名字称呼自己。他们无处不在,但又无处可寻。只要他们想盗取某样东西,就没有什么能拦得住他们。",
"hero_chrono_playstyle": "操縱時間能讓 Paradox 在單挑中超越敵人。她擁有讓一群敵人受到傷害的脈衝手榴彈、以及一面時光之牆保護隊友來獲得勝利。",
"hero_chrono_playstyle": "操控时间的本领让悖论在一对一的战斗中快人一步。她通过换位大法让敌人置于脉冲手雷的攻击、时间墙的阻隔,或是队友的包围之下,并凭此制霸沙场。",
"hero_chrono_role": "操縱空間和時間",
"hero_chrono_role": "扭曲时空",
"hero_clawdril": "Clawdril",
"hero_clawdril": "Clawdril",
"hero_coldmetal": "Cold Metal",
"hero_coldmetal": "Cold Metal",
Line 5,163: Line 5,909:
"hero_demoman": "Demolitions Expert",
"hero_demoman": "Demolitions Expert",
"hero_duo": "Duo",
"hero_duo": "Duo",
"hero_dynamo": "Dynamo",
"hero_dynamo": "奇能教授",
"hero_dynamo_lore": "作為一名科學家,Dynamo教授一直擁有探索精神。因此,當時空裂縫在中央公園打開時,他第一個到達現場進行調查——雖然他期望如此壯麗的景象會改變他的生活,但他更多地是在隱喻上思考,而不是讓自己的身體被原子化並化為一個微小的垂死之星。雖然他的身體已經消失,但他的精神和對知識的渴望仍然存在。作為哥倫比亞大學的終身教授,Dynamo教授希望在維持自己的課程負擔的同時,了解更多關於他自己身體的狀況,畢竟:他還有未來的頭腦需要激勵。",
"hero_dynamo_lore": "身为科学家,奇能教授总保持着一颗好奇心。因此,当一道时空裂痕在中央公园豁开时,他是最先赶到现场调查的。虽然他预料到目睹如此壮观的景象将会改变他的生命,但他以为这种改变只是象征性的,而不是让他的身体原子化并缩减成一颗小小的、即将衰亡的星星。\"n\"n尽管他的身体已经湮灭,他的精神和求知欲却继续活了下来。作为哥伦比亚学院的终身教授,奇能教授希望一边研究他自身的状况,一边扛下授课任务,毕竟,他还要启发一颗颗年轻的头脑。",
"hero_dynamo_playstyle": "Dynamo 在等待時機的同時,保持自己與隊友的生存狀態。很少有東西能像一次精心協作的「奇點」更能徹底改變團戰局勢。",
"hero_dynamo_playstyle": "奇能教授一边保持着自己和队友的生命值,一边等待着他出场的时刻。想要重塑一场团战的局面,最好的办法就是在队友的完美配合下使出奇点大招。",
"hero_dynamo_role": "大範圍控制敵人",
"hero_dynamo_role": "令敌军寸步难行",
"hero_forge": "McGinnis",
"hero_forge": "麦金尼斯",
"hero_forge_lore": "Maggie McGinnis一直以來都有建造東西的天賦。4 歲時,她就用林肯積木再現建築奇蹟。10 歲時,她為父母的結婚紀念日製作了一個訂製燈具還是她親自接的線。15歲時,她設計了一台可以精煉死者靈魂的機器……當然最後一個引起的關注比林肯積木要多一些。 \u003Cbr\u003E現在,McGinnis是Fairfax工業公司軍事研發部門的負責人,她把時間都花在了機械廠房裡,而不是實驗室。 她對理論不感興趣,對她來說,科學是一種可以觸摸的魔法。",
"hero_forge_lore": "麦吉·麦金尼斯从小就很会造东西。4 岁时,她就能用积木搭出炫丽的建筑;10 岁时,她鼓捣出特制的灯光装置,还改造了电路,好为父母的结婚纪念日增添光彩;15 岁时,她设计出了一种机器,能从死者身上提炼出灵魂……这个机器要比她搭的积木房子稍微更引人注目一点。\"n\"n如今,身为菲尔法克斯实业军事研发部的总监,麦金尼斯把时间都花在机器车间里,而从不光顾实验室。她对理论没兴趣,在她眼里,科学是能用手触摸的魔法。",
"hero_forge_playstyle": "對 McGinnis 來說,精確的部署就是一切,不論是製造殺戮區還是分割敵方隊伍。她能幫助隊伍穩定運作,使他們在據守時難以被撼動。",
"hero_forge_playstyle": "不管是设立歼敌区域还是分裂敌军,精确地放置武器对于麦金尼斯而言至关重要。她能帮助队伍战斗下去,使他们在坚守阵地时固若金汤。",
"hero_forge_role": "用戰鬥炮塔控制戰鬥",
"hero_forge_role": "用炮塔控制战斗局面",
"hero_gadgeteer": "Gadgeteer",
"hero_gadgeteer": "Gadgeteer",
"hero_gadgetman": "Gadget Man",
"hero_gadgetman": "Gadget Man",
"hero_genericperson": "Generic Person",
"hero_genericperson": "无名氏",
"hero_ghost": "Lady Geist",
"hero_ghost": "盖斯特夫人",
"hero_ghost_lore": "曾經,Jeanne Geist 女士是全城的焦點。但隨著時間的流逝和美貌的消逝,她發現自己離上流社會的光輝歲月越來越遠,直到最後,她只能在養老院裡虛弱地講述著輝煌的過去。\u003Cbr\u003E就在這時,“誓言守護神 ”現身了。 作為來自另一個世界的強大靈魂,守誓者為她提供了一條重拾往日榮光的途徑……他可以讓她恢復青春;\u003Cbr\u003E她所要做的就是吸取生者的精華來維持自己的生命。 Geist 很糾結  很明顯,謀殺是一件令人毛骨悚然的事,而守誓者無疑也不是一個可以信任的實體......但想到自己還有機會重溫青春,她還是不忍心放棄。 \u003Cbr\u003E於是,她想出了一個計劃:在與守誓人簽訂契約後,她將束縛和守衛他,限制他對自己的影響和控制。守誓者仍然會被餵養;但按照她的條件,而不是他的。 \u003Cbr\u003E然而,幾年過去了,幾十年過去了,守護神的力量已經減弱,守誓者比以往任何時候都更加飢餓......",
"hero_ghost_lore": "吉安娜·盖斯特夫人曾一度是个炙手可热的万人迷。但随着时光飞逝,红颜渐褪,她跻身上流社会的逍遥日子也越来越离她远去。到最后,她沦为养老院里的孱弱阿婆,整天讲述着她曾经的辉煌。也就是在这时,守誓者出现了。守誓者是来自异域空间的强大魂灵,他给盖斯特夫人提供了寻回昔日浮华的办法。他可以帮她重获青春,而她要做的就只是从世人身上吸取精华以使青春常驻。\"n\"n盖斯特内心充满了挣扎。显然杀人可是个险恶的勾当,而且毫无疑问这个守誓者不是个可以信赖的家伙。可话虽如此,一想到能够再现青春时光,她就无法抗拒。因此,她心生一计:先跟守誓者定下契约,然后将他捆住,看着他,限制守誓者对她的影响力和吸引力。她仍然会给守誓者喂食,但怎么来由不着他,而是她说了算。\"n\"n然而,随着几年变成几十年,盖斯特的力量已经衰减,而守誓者的胃口却胜过以往任何时候……",
"hero_ghost_playstyle": "消耗體力來達到毀滅性的效果是Lady Geist的力量源泉。當生命值不足時,她可以吸盡對手的生命。",
"hero_ghost_playstyle": "牺牲自己的生命值以给敌人致命打击是盖斯特夫人的力量源泉。在力量不足之时,她可以吸走敌人的生命。",
"hero_ghost_role": "犧牲生命,再搶奪生命",
"hero_ghost_role": "牺牲自己的生命值,然后从敌人那里吸回来",
"hero_gigawatt": "Seven",
"hero_gigawatt": "老七",
"hero_gigawatt_lore": "當神秘能量在地球上覺醒時,這個世界就被改變了……一切都變得皆有可能。但只是因為一切皆有可能,並不意味著一切都【應該】成為可能。因此,為給美國公民提供安全享受這個超自然世界能帶來的利益的手段,政府制定了規則和法律。但規則和法律是為那些普通人制定的。是為那些有局限性的人制定的。是為那些不是Seven的人制定的。\u003Cbr\u003E關於Seven如何落入Lost Whisper(一個關押最危險神秘學者的地牢)手中的這件事大伙眾說紛紜。但他執行死刑那晚發生的事情卻是毫無疑問的。\u003Cbr\u003E由來自七個不同國家的最強大的儀式法師們布置的守護陣……這些守護陣不僅用作防止任何神秘力量干擾處刑,還會同時摧毀Seven的靈魂,使其永遠不會被人聯繫、復活,或被想繼承他事業的人利用...... 但是處刑失敗了。\u003Cbr\u003E目擊者們驚恐地看到,美國陸軍僱傭的頂級心靈術士們的頭顱像葡萄一樣爆裂。他們尖叫著看蘇格蘭場的頂級神秘調查員(據說是他當時抓住了Seven)化為灰燼。Seven的身體在束縛中扭曲掙扎;他的皮膚被秘法電流灼燒……然而他並沒有死。他 笑 了 。\u003Cbr\u003E他在撕裂束縛時笑了。\u003Cbr\u003E他在抓他的人害怕的縮成一團時笑了。\u003Cbr\u003E他在屠殺折磨他的人時笑了。\u003Cbr\u003E他在呼吸了多年被剝奪的新鮮空氣時笑了。\u003Cbr\u003E他想到一旦到達紐約市後要做的事情時,他笑了。\u003Cbr\u003E",
"hero_gigawatt_lore": "当神秘能量在地球上觉醒时,整个世界都变了……任何事情都有可能。但仅仅因为任何事情都有可能,并不代表任何事情都应该成为可能。因此政府制定了规则,也就是法律。是这些法律让美国公民们能够安全地享受超自然世界的种种好处。但受制于规则和法律的都是凡夫俗子,是平庸之辈,他们可不能跟老七相提并论。\"n\"n坊间流传着各种关于老七的谣言,试图去揣测他当年究竟干了什么,以至于被送到了永寂黑渊——专门关押世间最最危险的玄冥术士的地牢。但他受刑那天晚上所发生的事,是毫无疑问的。\"n\"n当晚有七国最强法师联合派出的护卫坐镇。创造这些护卫不仅是为了防止行刑时受到神秘力量的干扰,也是为了齐力毁灭老七的魂魄,以防日后再有人为继承他的衣钵而召唤、复苏或假以他法利用他的魂魄。但一切都是徒劳的。\"n\"n围观者们胆颤心惊地目睹美军最强心术师的头颅像葡萄一样爆裂;他们尖叫着看到苏格兰场调查玄冥之术的头号警探——据称也是让老七落网的那个人——化为灰烬。老七的身体在束带之下猛烈地扭动,他的皮肤在诡异的电流下燃烧……然而他就是不死。他狂笑起来。\"n\"n他在笑声中挣脱了束缚。\"n\"n他在笑声中瞧见他的对手畏畏缩缩。\"n\"n他在笑声中把折磨他的人杀了个精光。\"n\"n他在笑声中品尝着多年没有呼吸到的新鲜空气。\"n\"n他在笑声中想象着等他到了纽约都要干些什么。",
"hero_gigawatt_playstyle": "Seven在小規模戰鬥中變得更強,等待著出擊的時機。然後,他就會像風暴一樣捲入戰鬥,用層層疊疊的閃電擊打敵人。",
"hero_gigawatt_playstyle": "老七最善于在小规模冲突中伺机而动。时机对了他便如风暴一般卷入战斗,用倾泻如注的闪电击倒敌人。",
"hero_gigawatt_role": "電擊成群的敵人",
"hero_gigawatt_role": "成群地电死敌军",
"hero_glider": "Glider",
"hero_glider": "Glider",
"hero_gunner": "Gunner",
"hero_gunner": "Gunner",
"hero_gunslinger": "Gunslinger",
"hero_gunslinger": "Gunslinger",
"hero_haze": "Haze",
"hero_haze": "暗影",
"hero_haze_lore": "神秘安全與調查委員會(OSIC)是一個黑箱政府組織,這地方奇怪到讓CIA都看起來很透明了。OSIC的男人、女人和實體們都肩負著保護國家免受超出地方執法機構能力範圍的邪惡勢力的侵害的責任。\u003Cbr\u003E作為惡名昭彰的“睡魔”部門的一員,Haze經常被派遣潛入嫌疑人的夢境中,評估他們的威脅水平,如果需要的話……讓他們一睡不醒。",
"hero_haze_lore": "玄冥力量安全和调查委员会是个让中情局都显得透明的隐秘政府组织。抵御当地执法部门无力对抗的邪恶力量,保障国家安全,这全都依靠组成该委员会的男男女女和各路鬼神们。\"n\"n暗影是恶名昭彰的“睡魔作战队”的一员,她时常负责潜入观察对象的梦中,评估其威胁等级,必要的话……还会让其陷入沉睡。",
"hero_haze_playstyle": "當 Haze 盯住一個目標時,她可以在交火中保持自己的優勢。她更喜歡製造單方交火,先衝刺傷害,然後近距離攻擊毫無防備的目標。",
"hero_haze_playstyle": "当暗影专心对付一个目标时,她能在战斗中立于不败之地。她更喜欢单方面交战,避免自己受伤,然后来到毫无防备的敌人面前,将其歼灭。",
"hero_haze_role": "偷襲並傾瀉子彈",
"hero_haze_role": "神出鬼没,一顿狂射",
"hero_heavy": "Heavy",
"hero_heavy_role": "Heavy Weapon Expert",
"hero_heavy_role": "重型武器專家",
"hero_hijack": "Hijack",
"hero_hijack": "Hijack",
"hero_hornet": "Vindicta",
"hero_hornet": "复仇女巫",
"hero_hornet_lore": "在塞勒姆女巫審判期間,Vindicta是John Hathorne的受害者。當她的靈魂在第一次Maelstrom期間被帶回凡間時,她有幸得到了第二次生命(這個事件向公眾引入了\"超自然現象\"這一概念)。\u003Cbr\u003EVindicta正在對Hathorne的後裔及其新宗教裁判所進行一場\"孤魂戰爭\",希望能夠保護超自然力量免受Hathorne之類的人的侵害。為了達成這個目標,她不惜付出任何代價,哪怕是讓屍體堆成山。",
"hero_hornet_lore": "复仇女巫曾是塞勒姆审巫案中约翰·霍桑的受害人。在第一场异度涡旋(也就是让大众领略到了超自然力量的那次事件)降临时,她的魂魄被带回了尘世。\"n\"n她孤“魂”奋战,对抗着“人性联盟”——一个由霍桑的后代建立的女巫裁判所。复仇女巫力图保护超自然世界,使其免受霍桑之流的侵扰。为了达到目的,就算杀的人堆积如山她也毫不畏惧。",
"hero_hornet_playstyle": "Vindicta 擁有靈活的機動性,可以隨心所欲地出擊,慢慢折磨她的獵物並讓他們流血致死。無論距離遠近,受傷的敵人都應該在她出現在地圖上時,提防自己被逐一擊殺。",
"hero_hornet_playstyle": "复仇女巫行动自如,能够从容不迫地对付敌人。她会一点点地消灭她的猎物,让其慢慢流血而死。只要有复仇女巫在,受伤的敌人不管离她多远都应该担心被她干掉。",
"hero_hornet_role": "狙擊毫無防備的人",
"hero_hornet_role": "狙击毫无防备的敌人",
"hero_inferno": "Infernus",
"hero_inferno": "炽焱",
"hero_inferno_lore": "像大多數青少年一樣;Infernus狂野、叛逆、衝動。但與大多數青少年不同的是,Infernus是來自另一個位面的生物,對火焰擁有超自然的掌控力。不用說,他的青年時期充滿了大量的縱火、謀殺和銷毀證據。但那已經是過去了。現在成年了,Infernus已經變得相當穩重。他很高興在一家有好聽的現場奏樂的酒吧工作,並與有趣的人交談。話雖如此,當酒吧裡的人變得好鬥或暴力時,他並不害怕展現曾經磨練過的技能。",
"hero_inferno_lore": "曾经,炽焱和大多数少年一样,狂傲、叛逆而又冲动。但和大多数少年不一样的是,他是来自异域空间的生物,他有着能驾驭火焰的超自然力量。很显然:他的青葱岁月是在一次次纵火、谋杀和毁尸灭迹中度过的。不过那都是往事了。如今炽焱已长大成人,他的性情也温和了不少。他开开心心地在酒吧工作,听着现场音乐,跟有趣的人聊天。话虽这么说,只要酒吧里有人寻衅滋事、拳脚相加,他可不怕施展曾经练就的技能。",
"hero_inferno_playstyle": "Infernus 有許多方式可以造成持續傷害,在獵殺之前將敵人燃燒殆盡。由於 Infernus 速度極快,敵人無法逃離他的火焰。",
"hero_inferno_playstyle": "炽焱有许多慢慢伤害对手的办法,他会先放火烧敌,然后猛然降临给上致命一击。由于他有着闪电般的速度,因此敌人无法逃脱他的熊熊烈焰。",
"hero_inferno_role": "點燃敵人使他們持續燃燒",
"hero_inferno_role": "放火烧敌,坐看其烈焰缠身",
"hero_kali": "Kali",
"hero_kali": "Kali",
"hero_kali_playstyle": "Kali 的迴旋鏢具有很強的殺傷力,但如果他在迴旋鏢的過程中沒有抓住鏢刃,其效果就會大打折扣。",
"hero_kali_playstyle": "Kali is positively lethal with his boomerang, however if he misses catching the blade on it's return path his effectiveness reduces dramatically.",
"hero_kelvin": "Kelvin",
"hero_kelvin": "凯尔文",
"hero_kelvin_lore": "作為一位著名的探險科學家,Kelvin將探索和理解未知視為他一生的使命。因此,當有關隱藏在北極的第八個星門的傳聞傳出時,Kelvin迫不及待地組建了一支探險隊伍。他為此召集了這一代中最傑出的知識分子們,然後Kelvin和他的團隊就滿載著歡呼聲出發了。\u003Cbr\u003E然而,他們再也沒有回來。\u003Cbr\u003E一年半後,一艘捕魚船發現了Kelvin已經凍成冰塊的屍體,屍體拿著一塊刻有發光符文的石頭。船員們在冰上鑿下了一塊塊冰,想要更近距離地觀察屍體,然後人們都嚇呆了,他居然睜開了眼睛。人們檢查了他的生命徵象……他沒有脈搏。人們還試圖給他的傷口進行包紮……但他身體裡沒有血液。然而,不可思議的是,Kelvin \"\"了。\u003Cbr\u003E他沒有任何遠征期間的記憶,Kelvin正在為此尋找答案。",
"hero_kelvin_lore": "凯尔文是声明显赫的探险科学家,探索并了解未知世界是他一生的追求。因此当有传言称北极地区隐藏着第八座星际大门时,凯尔文自然以最快的速度组建了远征队。凯尔文召集了他这一代最优秀的科学家,团队在众人欢呼雀跃中启航了。\"n\"n然而他们从此再没有回来。\"n\"n一年半以后,一艘拖网渔船发现了凯尔文被冰封的遗体,他紧握着一块带有发光铭文的石头。船员一点点凿开封住凯尔文的冰,希望能凑近看他的遗体,结果凯尔文张开了双眼,令他们大惊失色。他们检查了他的生命迹象,结果他没有脉搏。他们试图包扎他敞开的伤口,结果却没有鲜血。然而,凯尔文却反常地“活着”。\"n\"n他已经完全不记得在远征时发生了什么,因此他要寻找答案。",
"hero_kelvin_playstyle": "及時治療和正確分割團戰戰場是輕鬆獲勝還是慘敗的關鍵。在敵人身邊滑行減少移速為 Kelvin 的團隊提供了機動優勢。",
"hero_kelvin_playstyle": "是轻松取胜还是仓皇落败,全看能不能及时治疗队友、适时分裂对手。凯尔文四处游走,拖慢敌人,让自己的队伍能够掌控局面、占据优势,从而实现目标。",
"hero_kelvin_role": "凍結敵人",
"hero_kelvin_role": "让敌人如履薄冰,举步维艰",
"hero_krill": "Mo \u0026 Krill",
"hero_krill": "隧底双煞",
"hero_krill_lore": "Mo和Krill是The Tunnel Rats的成員,這是一個透過地下隧道網路幫助在各個區之間進行非法貿易和商業活動的組織。雖然紐約地下世界的大多數居民都尊重The Rats的工作,但偶爾會有幫派試圖利用隧道系統來進行個人報復……這時,Mo和Krill就會介入,並提醒整個城市那些不尊重他們好意的人會有什麼下場。",
"hero_krill_lore": "隧底双煞是“地道暗鼠”的成员,这是个利用地下隧道网络推动纽约各区之间非法商贸活动的组织。虽然纽约地下世界的居民们大都尊重地道暗鼠的活计,但时不时就有帮派试图利用地道系统来解决私人恩怨……这时隧底双煞就会出手,提醒纽约客们在暗鼠的地盘撒野会有什么好下场。",
"hero_krill_playstyle": "通過鑽地,Mo \u0026 Krill 幾乎可以攻擊到任何人;一旦它們靠近,結果可能是毀滅性的。",
"hero_krill_playstyle": "隧底双煞在地下钻来钻去,几乎总能占得先机;一旦他们朝着敌人袭来,后果可是毁灭性的。",
"hero_krill_role": "鑽入敵人的地下",
"hero_krill_role": "在敌人脚下钻洞,来去自如",
"hero_lash": "Lash",
"hero_lash": "神鞭",
"hero_lash_lore": "Jacob Lash 是個渾蛋.",
"hero_lash_lore": "雅各布·神鞭是个混蛋。",
"hero_lash_playstyle": "Lash幾乎不給敵人喘息的機會,要麼從遠處飛來與毫無防備的敵人展開戰鬥,要麼在敵人試圖逃跑時緊追不捨。",
"hero_lash_playstyle": "神鞭不给敌人留下多少喘息空间,他要么从远处飞来,向毫无戒心的敌人宣战,要么在这些敌人狼狈奔逃时穷追不舍。",
"hero_lash_role": "俯衝下去踩死敵人",
"hero_lash_role": "向下俯冲,狠踏地面,冲击伤敌",
"hero_mechaguy": "Mecha Guy",
"hero_mechaguy": "Mecha Guy",
"hero_mirage": "Mirage",
"hero_mirage": "蜃景",
"hero_mirage_lore": "Djinn是現代世界中較為神秘的人群之一。他們擁有強大的力量,但在沒有休息於容器中的情況下,無法維持肉體形態超過48分鐘。因此,大多數Djinn僱傭人類保鏢來進行運輸、保護以及作為伴侶。\u003Cbr\u003EMirage就是這樣一名保鏢。他被Djinn大使Nashala Dion僱傭,目前在紐約進行一項外交使命。Djinn的希望是與美國政府進行談判,購買懷俄明州的一部分土地,以便他們能夠為他們的族人建立一個主權國家。",
"hero_mirage_lore": "镇尼是当代世界较为奇异的族群之一。他们拥有强大的法力,但施展有度。他们没法保持人形超过 48 分钟,这之后就不得不回到容器里。正因如此,大多数镇尼会雇佣人类守卫,负责接送、保护、陪伴他们。\"n\"n蜃景就是这样一个守卫。他受雇于镇尼大使那沙拉·迪昂,目前在纽约参与外交任务。镇尼们希望能通过跟美国政府协商买下怀俄明州一部分土地,好让镇尼族建立属于自己的主权国家。",
"hero_mirage_playstyle": "Mirage 能夠將自己包裹在猛烈的龍捲風中追趕敵人並將其舉起。他的聖甲蟲能幫助他在面對多名敵人時保持生存,並隨時準備支援盟友或懲罰敵人。",
"hero_mirage_playstyle": "蜃景可以将自己笼罩在狂暴的龙卷风中,迅速追击敌人并将其卷到空中。他的圣甲虫帮助他抵御多个敌人,无论是援助友军还是惩罚敌人,他总是随时准备出击。",
"hero_mirage_role": "把握時機射擊,捕捉逃跑的目標",
"hero_mirage_role": "掌控射击时机,捕捉逃跑目标",
"hero_nano": "Calico",
"hero_nano": "卡厉可",
"hero_nano_lore": "Granted the dubious honor of being named Time Magazine's most dangerous woman on the planet, Calico is an enigmatic occult arms dealer that is willing to fund any and all sides of a conflict if the price is right.\u003Cbr\u003EWhile her critics (and friends) would correctly identify her as being amoral, she is not without her principles... however cold and calculated those principles may be.",
"hero_nano_lore": "卡厉可曾获《时代》杂志“全球最危险女性”的“美誉”。她是个充满神秘感的玄冥军火商,在一场冲突中,只要钱给到数,她愿意把武器卖给任何一方。\"n\"n虽然她的批评者们(和好友们)不无道理地指出她泯灭良知,但她并非没有自己的原则……不管这些原则有多么冷酷、多么精明。",
"hero_nano_playstyle": "(變動中)就像所有優秀的政客一樣,nano讓人們相互對立,讓他們為她做骯髒的勾當,然後她再突然出現,聲稱一切都歸功於她。",
"hero_nano_playstyle": "(in flux) Like any good politician, Nano turns people against each other and lets them do her dirty work before swooping in and claiming credit for everything.",
"hero_nano_role": "在場邊肆虐",
"hero_nano_role": "在战场边缘造成严重破坏",
"hero_orion": "Grey Talon",
"hero_orion": "灰爪",
"hero_orion_lore": "作為\"Baxter協會\"的創始成員,Wesley Grey Talon花了近40年的時間追捕那些捕食人類的怪物,然後最終決定放下他的弓,找一個接班人。Grey Talon的職責意味著他從未花多少時間和他的妻子和孩子在一起,現在他的兒子已經開始了自己的家庭,他意識到這是他重新與他所愛的人聯繫的最後機會。\u003Cbr\u003E退休生活非常適合Wesley。他補償了與妻子失去的時間。他寵愛他的孫子們。他每週三為全家人做晚餐。他很開心。\u003Cbr\u003E然後有一天他接到了電話。\u003Cbr\u003E當局聲稱這是一場意外……火災在任何人有機會逃脫之前就吞噬了他兒子的房子。但Wesley知道得更清楚。他兒子的妻子是Ixian……她可以用意念輕易撲滅火焰。如果他們的屍體是燒焦的,那麼他們在火災之前就已經死了。\u003Cbr\u003E因此,Grey Talon再次拿起了他的弓,當他找到為此事負責的人時,將會有一場血淋淋的清算。",
"hero_orion_lore": "卫斯理·灰爪是“拜克斯特协会”的创始成员。他花了将近 40 年的时光捕杀那些猎食人类的怪物,最后决定让他人接手,并放下了他的弓箭。灰爪从前的职业生涯意味着他总是没有太多时间陪伴妻儿,如今儿子也已成家,他意识到这是与亲爱的家人共享天伦之乐的最后机会。\"n\"n退休的生活很适合卫斯理。他弥补了不曾守候在夫人身旁的时光。他宠溺着孙儿们。他每周三都为一大家子做晚饭。他过得很快乐。\"n\"n接着他便接到了那个该死的电话。\"n\"n政府部门称那是场意外……大火吞没了他儿子的房子,没人来得及逃出来。但卫斯理知道事情没这么简单。他的儿媳是伊克斯亚人,她可以用意念扑灭火焰。即便他们的尸体被火烧过,凶手也肯定是先置他们于死地再纵火的。\"n\"n至此,灰爪再一次拿起了弓箭,等他追查到了是谁下此毒手,定叫他血债血偿。",
"hero_orion_playstyle": "作為一名狡猾的掠食者,Grey Talon將致命的精準度、陷阱和巧妙的走位結合起來,擊倒最難纏的對手。",
"hero_orion_playstyle": "灰爪是精明的捕猎者,他既拥有致命的精准度,又善于布置陷阱,还懂得找准巧妙的位置,因此他能拿下最难对付的敌手。",
"hero_orion_role": "提供遠距離技術射擊",
"hero_orion_role": "使出高超的远距离射击术",
"hero_phalanx": "Phalanx",
"hero_phalanx": "Phalanx",
"hero_phoenix": "Phoenix",
"hero_phoenix": "Phoenix",
"hero_revenant": "Revenant",
"hero_revenant": "Revenant",
"hero_rutger": "Rutger",
"hero_rutger": "Rutger",
"hero_rutger_playstyle": "Rocket Launcher能讓他擁有火箭跳躍技能,力場能讓他關閉移動選項,“欺騙死亡 ”能讓他扭轉戰局,而在團戰中釋放的 “脈衝 ”則能決定勝負。",
"hero_rutger_playstyle": "Rocket Launcher gives him some rocket-jumping capabilities, Force Field allows him to close off movement options, Cheat Death lets him turn bad fights around, and a Pulse released in the middle of a teamfight can dictate the outcome.",
"hero_sapper": "Sapper",
"hero_sapper": "Sapper",
"hero_shiv": "Shiv",
"hero_shieldguy": "盾男",
"hero_shiv_lore": "shiv是魔物獵人的國際團體“拜克斯特協會”的忠實成員。他遊走於北美大地,捕殺那些獵食人類的怪物。\u003Cbr\u003E雖然他狂放不羈的個性和違法亂紀的過去讓協會裡一些較為傳統的成員心存疑慮,但沒人能否認他手到擒來的本事。",
"hero_shiv": "西弗",
"hero_shiv_playstyle": "Shiv 對於公平競爭毫無興趣,這就是為什麼他依賴打帶跑戰術來削弱敵人,然後再伺機擊殺。",
"hero_shiv_lore": "西弗是怪物猎人的国际团体“拜克斯特协会”的忠实成员。他游走于北美大地,捕杀那些猎食生灵的怪物。\"n\"n虽然他桀骜不驯的个性和违法犯罪的过去让协会里一些较为传统的成员心存疑虑,但没人能否认他手到擒来的本事。",
"hero_shiv_role": "為敵人放血,然後殺入敵陣",
"hero_shiv_playstyle": "西弗对公平对抗没兴趣,因此他偏好先以速攻速撤的战术来削弱敌人,然后再埋头作战,大举杀敌。",
"hero_shiv_role": "让对手血流不止,再一举击杀",
"hero_skymonk": "Sky Monk",
"hero_skymonk": "Sky Monk",
"hero_skymonk_role": "Initiation",
"hero_skymonk_strengths": "Crafty",
"hero_slingshot": "Slingshot",
"hero_slingshot": "Slingshot",
"hero_slork": "Fathom",
"hero_slork": "Fathom",
"hero_slork_playstyle": "Slork的武器會讓所有擊中的人中毒。初級射擊會擊中錐形範圍內的所有目標,瞄準射擊會射出飛鏢,飛鏢擊中中毒目標時會命中目標。",
"hero_slork_playstyle": "Slork's weapon poisons all it hits. Primary fire hits all in a cone, and aimed fire shoots a dart which crits when hitting a poisoned target.",
"hero_spade": "Spade",
"hero_spade": "Spade",
"hero_spade_playstyle": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.",
"hero_spade_playstyle": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.",
"hero_synth": "Pocket",
"hero_synth": "提箱客",
"hero_synth_lore": "Arin Fairfax,Fairfax工業的長子,在18歲生日那天被槍擊然後放著等死後,他們已經隱居了五年。Arin不知道是誰想阻止他們接管父母的公司……但在充滿貪婪和險惡的Fairfax工業中,這可能是任何人做的。\u003Cbr\u003E使用\"Pocket\"這個名字,Arin迫切希望將自己的真實身份保密……不僅是為了自身的安全,還因為他們希望打造一個獨立於父母之外的身份。",
"hero_synth_lore": "艾伦·菲尔法克斯是菲尔法克斯实业的头号继承人。艾伦 18 岁生日当天惨遭枪击,倒地不起。自那之后的五年里这家伙就一直隐姓埋名地活着。艾伦不知道是谁在试图阻止自己继承父母的公司……但是在菲尔法克斯实业这个利欲横流的贼窝里,谁都有嫌疑。\"n\"n艾伦改称自己为“提箱客”,并竭力隐藏自己的真实身份。这么做不仅仅是为了保护自己,也是为了寻找脱离父母的、只属于自己的认同感。",
"hero_synth_playstyle": "Pocket 擁有一把威力強大的霰彈槍和瘦小的身軀,他們依靠短暫遁入神秘手提箱和透過飛行斗篷瞬移的技能,在近距離遭遇戰中生存下來。",
"hero_synth_playstyle": "提箱客身材轻佻,配有一把强大的霰弹枪。提箱客能够短暂地躲进一个神秘的旅行箱中,并通过飞行斗篷进行远距离传送,以此逃离近在眼前的敌人。",
"hero_synth_role": "滲透並擾亂後防線",
"hero_synth_role": "潜入敌军后方,乱其阵脚",
"hero_targetdummy": "TargetDummy",
"hero_targetdummy": "假人靶子",
"hero_tempest": "Tempest",
"hero_tempest": "Tempest",
"hero_tempest_playstyle": "就像小孩子不知道電視是怎麼工作的一樣,沒人知道Tempest是怎麼殺死你的。 是特斯拉線圈嗎? 你沒看到特斯拉線圈 不管怎樣,你死了,Tempest在笑。",
"hero_tempest_playstyle": "Much like how a child has no idea how a TV works, no one knows exactly HOW Tempest kills you.  Was it a tesla coil?  You didn't see a tesla coil. Either way, you're dead and Tempest is laughing.",
"hero_tengu": "Ivy",
"hero_tengu": "青藤",
"hero_tengu_lore": "石像鬼不知道當它甦醒過來時發生了什麼事……只知道有一個大人類和一個小人類受傷了。於是,石像鬼迅速行動起來,讓襲擊者驚恐地逃離。小人類說了聲謝謝,問石像鬼叫什麼名字。但石像鬼沒有名字。於是小人類說:\"我要叫你Ivy。\"當時被爬滿常春藤的石像鬼覺得這有點太明顯了,但為了小人類的緣故,它決定順從了。\u003Cbr\u003E人類問Ivy是否願意和他們回家,這樣他們可以表示感謝,所以Ivy跟著他們走了。那一晚,她學到了很多。這戶人家姓Arroyo。小傢伙叫Sophia。吃到好吃的東西時就叫它Mofongo。但最重要的是,她得知攻擊他們的人來自一個叫\"Mendoza集團\"的團伙,他們在傷害人們……像Arroyo一家這樣善良的人。\u003Cbr\u003E自從Arroyo一家帶Ivy回家的那一天起已經過去了18年……在那期間,她把解散Mendoza集團並讓西班牙哈林區擺脫其控制的任務視為自己的使命。然而,將近20年來將生命奉獻給一個目標的事情是,一旦你實現了它,你就不知道之後該怎麼辦了。Ivy生平第一次準備冒險離開西班牙哈林區,想看看這個世界除了動用私刑正義之外還能有什麼。",
"hero_tengu_lore": "当屋顶上的那只石兽突然活过来时,它都不知道究竟是怎么回事……它只知道一个成年的人类和一个小小的人类正受到伤害。所以它飞速赶去营救,把攻击者打了个落荒而逃。那个小小的人类向它说了声谢谢,还问它叫什么名字,但它没有名字。于是小小人类就说:“那我就叫你‘青藤’吧!”石兽当时身上爬满了常青藤,它觉得这名字有点太直白了,但为了小小人类,还是决定接受它。\"n\"n那两个人类问青藤是否原因跟他们回家,好让他们答谢它,于是青藤跟着他们走了。那天晚上青藤了解到了很多事情。那一家人姓阿若悠。那个小小人类叫索菲亚。他们管一盘美味佳肴叫“磨丰果”。不过最重要的是,她了解到袭击那两个人类的家伙们叫“门多萨集团”,他们到处害人,像阿若悠一家那样的好人。\"n\"n自阿若悠一家收留青藤那天起已经过了 18 年。这些年里,她视捣毁门多萨集团、解放东哈勒姆区为己任。不过,把将近 20 年的时间全都花在一桩事业上的问题在于,达成目标后就无所适从了。生平第一次,青藤准备好要走出东哈勒姆区,看看世间除了做义警之外还有什么。",
"hero_tengu_playstyle": "Ivy擁有破壞性的戰鬥技巧,可以施加減少移速和眩暈。她與盟友聯手時效果最佳,能增強她和盟友的槍枝威力,還能共享治療效果。",
"hero_tengu_playstyle": "青藤具有能够拖慢和眩晕敌人的干扰性作战招数。和一名队友强强联手能使她发挥最大的杀敌效率,让她和搭档的武器得到强化,还能让两人共享治疗。",
"hero_tengu_role": "與幸運盟友組成強力二人組",
"hero_tengu_role": "和一名幸运的队友组成强力搭档",
"hero_test": "Test Hero",
"hero_test": "测试英雄",
"hero_thumper": "Thumper",
"hero_thumper": "Thumper",
"hero_tokamak": "Tokamak",
"hero_tokamak": "Tokamak",
"hero_tokamak_playstyle": "射擊時 Tokamak 的武器會產生熱量,只要不射擊,熱量就會流失。高熱量可以用來提高某些技能的威力。",
"hero_tokamak_playstyle": "Shooting Tokamak's weapon builds heat which bleeds off whenever the gun isn't shooting. High heat levels can be used to increase the power of some abilities.",
"hero_vampire": "Vampire",
"hero_vampire": "Vampire",
"hero_viscous": "Viscous",
"hero_viscous": "魔液",
"hero_viscous_lore": "百慕達三角洲從來不是一個神話,它是一個位於大西洋深處的陰影線樞紐。大多數從這扇超自然之門逃脫的生物都是無害的(比如尼斯湖水怪),但現在有一種黑暗而捕食性的東西在海洋中狩獵……它的居民們害怕得要死。\u003Cbr\u003E其中一位居民,一種精神海葵,想要對此做點什麼。它通過魂力建造了一個黏液狀的黏液身體,以便在表面生存,Viscous 正在絕望地嘗試召喚The Patrons,以保護深海免受潛伏在下面的敵人的侵害。",
"hero_viscous_lore": "百慕大三角从来就不是荒诞传说,而是大西洋之下的隐秘交汇点。大多数时候,从这一星际大门逃离出来的东西并不危险(比如尼斯湖水怪),不过现在,某个仅被称作“恶魔”的黑暗而凶险之物在海洋中作祟,这让海中的居民们心惊胆战。\"n\"n但其中一位居民——一只能通灵的海葵决定做点什么。它召唤出幽灵般的黏液状身体,好让它能在海面上穿行。魔液竭尽所能地试图召唤守护神,以使深海家园免受潜伏在底部的不速之客侵扰。",
"hero_viscous_playstyle": "Viscous 透過巧妙的衝刺和策略性地使用治療手段,使他能夠抵禦敵人最猛烈的攻擊,從而令對手苦不堪言。",
"hero_viscous_playstyle": "魔液凭借巧妙的闪躲和对治疗技能恰到好处的使用,令对手愤恨不已。凭此他可以承受住敌人最猛烈的攻击。",
"hero_viscous_role": "滾來滾去阻擋子彈",
"hero_viscous_role": "恣意翻滚,刀枪不入",
"hero_warden": "Warden",
"hero_warden": "守望者",
"hero_warden_lore": "大多數人認為超自然現象是在50年前來到這個世界的。但他們錯了。超自然力量塑造了幾代人的民間傳說……只要還有人懼怕黑暗,那就會有人奉獻自己的生命與之抗爭。\u003Cbr\u003EWarden出生於一個武裝鍊金術師世家,他的家族一直在為抵禦神秘末日的到來而訓練……但隨著時間的流逝,這些訓誡的重要性似乎越來越不被重視。曾經被視為正經八百的警告的東西,也慢慢地變成了被他們迷信的祖父母會講述的有趣軼事。\u003Cbr\u003E而當中央公園出現傳送門時,Warden的父母就意識到他們所聽到的一切都是真的了,而如今的他們一點準備都沒有。為了不讓他們的下一代也對自己的使命鬆懈,Warden從出生開始就接受了成為一名超自然殺戮機器的訓練,而他唯一的目標就是阻止守護神進入我們的世界。",
"hero_warden_lore": "大多数人以为超自然力量是 50 年前降临到这个世界的。他们错了。超自然力量的存在已经塑造了好几代人的传说。只要有人害怕阴影,就有人一生都在与阴影抗争。\"n\"n守望者的家族曾世代都是好战的炼金术士,他们一直都担心某一天将要应对神秘的末日灾难,因而训练着自己。不过随着时间的流逝,这一训诫的重要性似乎变得越来越轻。昔日被这个家族的人当作是衷心告诫的东西慢慢地被当成了迷信的祖辈们讲述的轶事。\"n\"n当星际大门在中央公园开启的时候,守望者的父母意识到不仅他们从小听到的是真的,而且他们还对此毫无准备。为了不让下一代人在危机之下措手不及,他们从守望者出生那天起就把他训练成超自然力量的杀戮机器。目的只有一个:让守护神们永远不要再闯入这个世界。",
"hero_warden_playstyle": "Warden 以身作則,衝鋒陷陣,阻礙對手有效作戰。然而,Warden 所認為的勇敢,別人卻視為魯莽。如果他不小心的話,很容易就會陷入險境。",
"hero_warden_playstyle": "守望者在前排打头阵,他冲入战斗之中,阻止敌人有效作战。但守望者眼里的英勇之举在其他人看来却是鲁莽草率。他要是一个不留神,就会发现自己陷入了水深火热的境地中。",
"hero_warden_role": "削弱敵人的力量並追趕他們",
"hero_warden_role": "削弱敌人,追逐擒拿",
"hero_wraith": "Wraith",
"hero_wraith": "灵魅",
"hero_wraith_lore": "作為紐約賭博界的支柱,Wraith的組織幾乎已經是一個公開的秘密了。然而,多虧了大量的賄賂、敲詐和勒索,Wraith自己也知道自己凌駕於法律之上。",
"hero_wraith_lore": "灵魅是纽约博彩界的巨擘。她的组织是个公开得不能再公开的秘密。不过,靠着一次次的贿赂、要挟、勒索,灵魅知道她是凌驾于法律之上的。",
"hero_wraith_playstyle": "擅長一對一戰鬥的 Wraith 會孤立目標,以無情的效率消滅他們。",
"hero_wraith_playstyle": "灵魅精于一对一作战。她让一个个目标落单,眨眼间将其消灭,还没有人来得及回击她就已经通过传送之术而逃之夭夭。",
"hero_wraith_role": "熔化孤立的目標",
"hero_wraith_role": "将孤立无援的目标一举歼灭",
"hero_wrecker": "Wrecker",
"hero_wrecker": "破坏王",
"hero_wrecker_lore": "當漩渦第一次襲擊紐約時,它不僅給世界帶來了一個神秘主義的新時代......它還改變了地緣政治。 \u003Cbr\u003E從中央情報局僱傭的預言家在威脅崛起前幾十年就能識別威脅,到在煙霧瀰漫的密室裡達成的神秘協定;無數戰爭和暴行被阻止,否則它們將影響歷史。 但這並不意味著沒有戰爭......只是戰爭已經改變了。 這些團體利用星外生物和各種血魔法的結合,找到了繞過國家監督神諭所設立的警戒線的方法,使他們能夠充當那些想要發動戰爭的國家的代理人。",
"hero_wrecker_lore": "当异度涡旋最初袭击纽约时,它不仅仅让全世界都陷入了一个新的神秘主义时代,还改变了地缘政治的面貌。从中情局雇佣的预言者能在威胁尚未崛起的数十年前便洞察其行踪,到在烟雾弥漫的密室中缔结的神秘契约,数不清的战争和暴行得到遏止。倘若让其发生,那么历史将被重塑。但这并不意味着没有战争出现,只不过战争的方式发生了变化。\"n\"n超自然军事公司在此时赫然登场。这些公司利用外星生物和各种血魔法,得以绕过这个国家洞察万象的神启先知们设立的防线,成为想要发动战争的国家的代理人。\"n\"n破坏王就是这其中一名士兵。\"n\"n破坏王受雇于“邪异战术解决方案”(菲尔法克斯实业的子公司),他本领超群,哪有丰厚赏金就往哪儿闯。人人都知道,让其他超自然军事公司望而却步的肮脏勾当,他反倒当仁不让。",
"hero_wrecker_playstyle": "通過打撈和拆卸零件,Wrecker 可以拆解部隊,用他的 “破壞球 ”粉碎敵人,並用他的 “停滯陷阱 ”捕獲所有敵人。",
"hero_wrecker_playstyle": "破坏王喜欢搜集利用废零件,他能将步兵大卸八块,用他的破坏球碾压对手,还能将所有敌人困在他的静止陷阱中。",
"hero_wrecker_role": "回收廢料製造武器",
"hero_wrecker_role": "拾取废料,制作武器",
"hero_yakuza": "The Boss",
"hero_yakuza": "Boss",
"hero_yamato": "Yamato",
"hero_yamato": "大和",
"hero_yamato_lore": "出生在黑道世家的Kaori和她的兄弟Yamato,在父親去世後,他倆意識到自己注定要繼承Seven Moon的運營。多年以來,他們一直以雙頭體制管理組織,為組織帶來了利潤和成功,並計劃著進軍美國。\u003Cbr\u003E計劃很簡單。Kaori留在日本控制國內,Yamato前往美國建立國際分部。但不幸的是,對於兄妹倆來說,不是所有的部下都欣然接受Kaori在日本掌權的計劃。\u003Cbr\u003E叛亂來得又快又狠。由於Yamato犧牲了自己的生命來保護Kaori,她和一小群部下得以逃離日本前往美國。\u003Cbr\u003E當Kaori和她的同伴抵達美國時,迎接他們的人竟然是本應迎接Yamato的人。這個男人對日本名字並不熟悉,他稱呼Kaori為「Yamato」。Kaori本想要糾正這個錯誤,但她認為報答兄弟最好的方式是繼承這個名字,實現他的夢想。",
"hero_yamato_lore": "出身于黑道世家的香织和哥哥大和从小就知道,待父亲去世后,他俩注定要掌管“第七月”。多年来他们平起平坐地经营着这个组织,大举获利、屡创佳绩,还计划着向美国扩张。他们的想法很简单:香织留在日本,维持大本营的业务,而大和则奔赴美国,创立国际分支。只是这对兄妹没有料想到,这一计划使一些不安的下属感到不满,他们不愿意在日本接受香织的统领。接着就发生了一场迅速而血腥的叛变。大和为了保护香织而丢了性命,不过他确保了香织和几个忠臣能够逃离日本,前往美国。当香织来到美国的时候,原本要见大和的联系人迎接了香织及其随扈。由于不熟悉日本男女的名字,那人便管她叫大和。香织本想纠正他,但她随后决定,将哥哥的记忆永远留存下来的最好办法就是继承他的名字,实现他的梦想。",
"hero_yamato_playstyle": "Yamato 使用精準的攻擊來消滅對手。然而,這種破壞性的攻擊往往會讓她暴露,因此她需要讓每一擊都擊中。",
"hero_yamato_playstyle": "大和使用精准的攻击来消灭对手。然而,这种颇具杀伤力的打法常常使她容易遭受敌人反攻,因此她需要将每一次出击都用在刀刃上。",
"hero_yamato_role": "巧妙地發動猛烈攻擊",
"hero_yamato_role": "以精巧的手法祭出充能攻击",
"hero_zealot": "Zealot",
"hero_zealot": "Zealot",
"hold_up": "停下 {s:param_1}",
"hint_throw_wrecking_ball": "投掷球体",
"hook_bullet_shield": "子彈護盾",
"hold_up": "Hold up {s:param_1}",
"hook_modifier_slow": "鉤爪減少移速",
"hook_bullet_shield": "子弹护盾",
"hp_permanent_pickup_label": "+15 最大生命值",
"hook_modifier_slow": "Hook Slow",
"hp_permanent_pickup_label_lv2": "+20 最大生命值",
"hp_permanent_pickup_label": "+20 最大生命值",
"hud_change_camera": "更換視角",
"hp_permanent_pickup_label_lv2": "+30 最大生命值",
"hud_free_cursor_mode_0": "啟用游標",
"hp_permanent_pickup_label_lv3": "+40 最大生命值",
"hud_free_cursor_mode_1": "啟用視角控制",
"hud_change_camera": "更换视角",
"hud_next_player": "下一個玩家",
"hud_free_cursor_mode_0": "启用光标",
"hud_prev_player": "上一個玩家",
"hud_free_cursor_mode_1": "启用视角控制",
"hud_spectate_change_team": "更換隊伍",
"hud_next_player": "下一个玩家",
"hud_spectate_count": "{d:spectatorCount} 觀戰者",
"hud_prev_player": "上一个玩家",
"hud_spectate_fly_down": "往上升",
"hud_spectate_change_team": "更改队伍",
"hud_spectate_fly_up": "往下降",
"hud_spectate_count": "{d:spectatorCount} 名观众",
"hud_spectate_next_prev": "下一個 / 前一個",
"hud_spectate_fly_down": "飞升",
"hud_spectating": "正在觀戰",
"hud_spectate_fly_up": "飞降",
"in_mid": "{s:param_1} 在中間內",
"hud_spectate_minimap_view": "小地图视图",
"hud_spectate_minimap_view_amber": "琥珀",
"hud_spectate_minimap_view_both_teams": "双方队伍",
"hud_spectate_minimap_view_sapphire": "蓝宝石",
"hud_spectate_minimap_view_target_team": "目标",
"hud_spectate_next_prev": "下一页/上一页",
"hud_spectating": "正在观看",
"in_mid": "{s:param_1}在地库里",
"item_info_abilities": "技能",
"item_info_abilities": "技能",
"item_info_active": "主動",
"item_info_active": "主动",
"item_info_actives_full": "主動模組已滿",
"item_info_actives_full": "有效物品已满",
"item_info_cant_afford": "支付不起",
"item_info_cant_afford": "买不起",
"item_info_flex_slots": "額外槽位",
"item_info_flex_slots": "弹性栏位",
"item_info_new": "",
"item_info_new": "全新",
"item_info_no_shop": "附近沒有商店",
"item_info_no_shop": "附近没有商店",
"item_info_sell": "出售",
"item_info_sell": "出售",
"kill_hype_FirstBlood": "第一滴血!",
"kill_hype_FirstBlood": "第一滴血",
"kill_hype_KillStreak": "{i:kills} 連殺",
"kill_hype_KillStreak:p{kills}": "{i:kills} 次连杀 #|# {i:kills} 次连杀",
"lash_down_strike_slow_modifier": "減少移速",
"lash_down_strike_slow_modifier": "被减速",
"lash_grapple_buff": "子彈傷害",
"lash_grapple_buff": "武器伤害",
"menu_abandon": "放棄比賽",
"menu_abandon": "放弃比赛",
"menu_book_library": "圖書館",
"menu_announcements": "公告",
"menu_bot_custom": "自訂對戰",
"menu_book_library": "图书馆",
"menu_bot_practice": "私人BOT對戰",
"menu_bot_custom": "自定义比赛",
"menu_botmatchmaking": "公開BOT對戰",
"menu_bot_practice": "私人人机对战",
"menu_botmatchmaking_count": "{s:mm_coopbot_count} 正在隊列中",
"menu_botmatchmaking": "与机器人对战",
"menu_bots": "BOT對戰",
"menu_botmatchmaking_count": "{s:mm_coopbot_count} 个机器人在队列中",
"menu_bots_1v1": "BOT對戰 (1v1)",
"menu_bots": "人机对战",
"menu_bots_easy": "簡單",
"menu_bots_1v1": "人机对战(1v1)",
"menu_bots_guided": "指導",
"menu_bots_easy": "简单",
"menu_bots_hard": "困難",
"menu_bots_guided": "指导",
"menu_bots_lane_training": "對線訓練",
"menu_bots_hard": "困难",
"menu_bots_lane_training": "分路训练",
"menu_bots_medium": "中等",
"menu_bots_medium": "中等",
"menu_browseshop": "瀏覽模組",
"menu_browseshop": "浏览物品",
"menu_changehero": "更換英雄",
"menu_changehero": "更换英雄",
"menu_clear_party_mode": "改變模式",
"menu_clear_party_mode": "更改模式",
"menu_clear_ready_up": "清除就緒",
"menu_clear_ready_up": "取消就绪",
"menu_control_zoo": "控制動物園",
"menu_control_zoo": "控制区",
"menu_exit": "退出遊戲",
"menu_disconnect": "断开连接",
"menu_exit": "退出游戏",
"menu_exit_db_page": "返回",
"menu_exit_db_page": "返回",
"menu_getstarted": "基礎教學",
"menu_getstarted": "游戏入门",
"menu_hero_grid": "英雄",
"menu_hero_grid": "英雄",
"menu_hero_testing": "沙盒模式",
"menu_hero_testing": "沙盒模式",
"menu_hero_training": "英雄訓練",
"menu_hero_training": "英雄训练",
"menu_heroes": "英雄們",
"menu_heroes": "英雄",
"menu_learn": "教學",
"menu_learn": "了解游戏",
"menu_learn_completed": "已完成",
"menu_learn_completed": "已完成",
"menu_learn_incomplete": "未完成",
"menu_learn_incomplete": "未完成",
"menu_leave": "離開比賽",
"menu_leave": "离开比赛",
"menu_leave_queue": "取消配對",
"menu_leave_queue": "取消搜索",
"menu_leave_spectate": "離開觀賽",
"menu_leave_spectate": "离开观战",
"menu_leave_testing": "離開沙盒",
"menu_leave_testing": "离开沙盒",
"menu_play": "遊玩",
"menu_play": "开始",
"menu_play_allmodes_count": "{s:queued_users} 位玩家正在隊列中",
"menu_play_allmodes_count": "{s:queued_users} 名玩家在队列中",
"menu_play_botmatchmaking_desc": "與其他玩家一起參與BOT對戰。",
"menu_play_botmatchmaking_desc": "与其他玩家一起进行人机对战",
"menu_play_bots_easy_desc": "單人或組隊進行私人BOT對戰。",
"menu_play_bots_easy_desc": "与机器人进行私人比赛",
"menu_play_bots_hard_desc": "遊玩一場困難難度下的BOT對戰. 支持單人或組隊配隊。",
"menu_play_browse_shop_desc": "浏览商店中的所有商品,为下一场比赛做好准备!",
"menu_play_browse_shop_desc": "瀏覽商店中的所有模組來為你的下一場戰鬥做好準備!",
"menu_play_custom_game_desc": "创建或加入最多 12 名玩家的自定义比赛",
"menu_play_custom_game_desc": "建立或加入最多 12 位玩家的自訂對戰",
"menu_play_get_started_desc": "对游戏的目标和控制进行了详细说明,很有帮助。",
"menu_play_get_started_desc": "透過直觀的解析來告訴你這個遊戲的操作方式以及目標。",
"menu_play_get_started_time_est": "4 分钟",
"menu_play_get_started_time_est": "4 分鐘",
"menu_play_lane_training": "分路训练",
"menu_play_lane_training": "對線訓練",
"menu_play_lane_training_desc": "在友方英雄的指引下了解初期游戏。",
"menu_play_lane_training_desc": "由一名友方英雄陪同你一起學習這個遊戲的前期玩法。",
"menu_play_lane_training_time_est": "8 分钟",
"menu_play_lane_training_time_est": "8 分鐘",
"menu_play_learn_to_play_desc": "Watch the tutorial then follow it up with some hero sandbox and lane training.",
"menu_play_learn_to_play_desc": "先觀看教學,然後進行英雄沙盒訓練和兵線訓練。",
"menu_play_low_priority_matchmaking": "你被标记为低优先级。你和你的队伍只会与其他同样处于低优先级的玩家匹配。",
"menu_play_matchmaking": "加入到配隊隊列當中來和其他玩家進行一場標準的休閒比賽。",
"menu_play_matchmaking": "与其他玩家进行标准比赛",
"menu_play_normal": "遊玩 Deadlock",
"menu_play_normal": "Deadlock",
"menu_play_normal_count": "{s:mm_unranked_count} 位玩家正在隊列中",
"menu_play_normal_count": "{s:mm_unranked_count} 名玩家在队列中",
"menu_play_sandbox_desc": "自由的測試角色的移動,技能,以及構築英雄模組。",
"menu_play_ranked": "玩段位比赛",
"menu_play_sandbox_time_est": "5 分鐘",
"menu_play_ranked_desc": "与技术水平相近的玩家进行更具竞争力的比赛。",
"menu_play_unavailable_in_queue": "在配隊時不可用",
"menu_play_sandbox_desc": "测试英雄技能、移动和物品",
"menu_profile": "個人資料",
"menu_play_sandbox_time_est": "5分钟",
"menu_ready_up": "就緒",
"menu_play_unavailable_in_party": "在队伍中时不可用",
"menu_play_unavailable_in_queue": "在队列中不可用",
"menu_profile": "个人资料",
"menu_ranked_explainer_button": "什么是段位比赛?",
"menu_ranked_schedule_alldays": "每日日程:",
"menu_ranked_schedule_timeplaceholder": "{t:t:start_time} - {t:t:end_time}",
"menu_ranked_schedule_title": "可用时段:",
"menu_ranked_schedule_weekdays": "周一 - 周四:",
"menu_ranked_schedule_weekends": "周五 - 周日:",
"menu_ranked_select_schedule": "选择日程",
"menu_ranked_set_schedule": "设置日程",
"menu_ranked_title": "段位:",
"menu_ranked_unavailable": "已锁定",
"menu_ranked_unavailable_desc": "你必需进行 50 场标准比赛才能加入段位队列",
"menu_ranked_view_schedules": "查看所有日程",
"menu_ready_up": "就绪",
"menu_rejoin": "重新加入",
"menu_rejoin": "重新加入",
"menu_resources": "物品",
"menu_resources": "资源",
"menu_resume": "回到遊戲",
"menu_resume": "继续",
"menu_roster_detail2": "編輯陣容",
"menu_roster_detail2": "编辑阵容",
"menu_roster_edit": "編輯",
"menu_roster_edit": "编辑",
"menu_sandbox": "沙盒模式",
"menu_sandbox": "沙盒模式",
"menu_settings": "設定",
"menu_settings": "设置",
"menu_social": "隊伍",
"menu_social": "队伍",
"menu_submit_feedback": "提交回饋",
"menu_submit_feedback": "提交反馈",
"menu_training": "練習",
"menu_training": "训练",
"menu_watch": "觀看比賽",
"menu_watch": "观战",
"menu_watch_live_games": "{d:live_matches} 場比賽進行中",
"menu_watch_live_games": "{d:live_matches} 场比赛正在进行",
"mirage_fire_beetles": "火甲蟲",
"mirage_fire_beetles": "烈焰圣甲虫",
"mirage_fire_beetles_desc": "開始發射火甲蟲。每隻甲蟲可以\u003Cspan style=\"font-weight: bold;\"\u003E單獨發射\u003C/span\u003E,竊取敵人\u003Cspan style=\"font-weight: bold;\"\u003E最大生命值\u003C/span\u003E並施加\u003Cspan style=\"font-weight: bold;\"\u003E子彈抗性減少\u003C/span\u003E。不能對同一敵人施加多隻甲蟲。擊中英雄的生命回收效果是非英雄的3倍。",
"mirage_fire_beetles_desc": "开始发射烈焰圣甲虫。每只圣甲虫都可以\u003Cspan style=\"font-weight: bold;\"\u003E单独发射\u003C/span\u003E,从击中的敌人身上\u003Cspan style=\"font-weight: bold;\"\u003E窃取最大生命值\u003C/span\u003E并对其施加\u003Cspan style=\"font-weight: bold;\"\u003E子弹抗性降低\u003C/span\u003E。无法对同一个敌人施加多只圣甲虫效果。从击中的英雄身上获得的生命值是非英雄的 3 倍。",
"mirage_fire_beetles_quip": "發射甲蟲,從敵人身上竊取生命",
"mirage_fire_beetles_quip": "发出圣甲虫,从敌人身上吸走生命值",
"mirage_sand_phantom": "沙精印記",
"mirage_sand_phantom": "镇尼之印",
"mirage_sand_phantom_desc": "主動:\u003Cspan style=\"font-weight: bold;\"\u003E消耗沙精印記\u003C/span\u003E的乘數立即造成傷害。",
"mirage_sand_phantom_desc": "主动:\u003Cspan style=\"font-weight: bold;\"\u003E消耗镇尼之印的系数\u003C/span\u003E以立即造成伤害。",
"mirage_sand_phantom_passive_desc": "被動:你的攻擊\u003Cspan style=\"font-weight: bold;\"\u003E對目標施加逐步增強的乘數\u003C/span\u003E。當目標上的乘數過期或達到最大值時,將消耗並對目標造成\u003Cspan style=\"font-weight: bold;\"\u003E靈魂傷害\u003C/span\u003E,並暫時\u003Cspan style=\"font-weight: bold;\"\u003E在地圖上顯示\u003C/span\u003E。最終傷害為基礎傷害乘以乘數。",
"mirage_sand_phantom_passive_desc": "被动:你的射击会\u003Cspan style=\"font-weight: bold;\"\u003E对目标施加逐渐累积的系数\u003C/span\u003E。当对目标施加的系数失效或达到最高系数时,系数会被消耗,目标会受到\u003Cspan style=\"font-weight: bold;\"\u003E元灵伤害\u003C/span\u003E并短暂地\u003Cspan style=\"font-weight: bold;\"\u003E在地图上暴露位置\u003C/span\u003E。最终伤害为基础伤害乘以系数。",
"mirage_sand_phantom_quip": "施加逐步增強的傷害",
"mirage_sand_phantom_quip": "施加不断增加伤害的效果",
"mirage_sand_phantom_t1_desc": "每次增強乘數時施加80%減速,持續0.5秒",
"mirage_sand_phantom_t1_desc": "每次你施加 2x 或更高系数时,造成 80% 移动减速,持续 0.5s。",
"mirage_sand_phantom_t2_desc": "+4.0秒乘數持續時間及+10基礎傷害",
"mirage_sand_phantom_t2_desc": "+4.0s 系数持续时间并 +10 基础伤害",
"mirage_sand_phantom_t3_desc": "-0.5秒 乘數冷卻時間 以及 +4 最大乘數",
"mirage_sand_phantom_t3_desc": "系数之间冷却时间为 -0.5s,并且最大系数 +4。",
"mirage_teleport": "旅行者",
"mirage_teleport": "旅行者",
"mirage_teleport_desc": "引導型。目標為小地圖上的盟友或可見的敵方英雄,然後\u003Cspan style=\"font-weight: bold;\"\u003E傳送\u003C/span\u003E到他們在你開始引導時的位置。傳送後,你將獲得\u003Cspan style=\"font-weight: bold;\"\u003E移動速度\u003C/span\u003E以及\u003Cspan style=\"font-weight: bold;\"\u003E射擊速率\u003C/span\u003E,直至下次裝填。",
"mirage_teleport_desc": "施法技能。选择小地图上的一个友方或可见敌方英雄作为目标,然后\u003Cspan style=\"font-weight: bold;\"\u003E传送\u003C/span\u003E到你开始施法时他们所在的位置。传送后,你的\u003Cspan style=\"font-weight: bold;\"\u003E移动速度\u003C/span\u003E会增加,此外\u003Cspan style=\"font-weight: bold;\"\u003E射速也会提升,直到下次装填为止\u003C/span\u003E。",
"mirage_teleport_movespeed": "旅行者 - 額外移動",
"mirage_teleport_movespeed": "旅行者 - 额外移动速度",
"mirage_teleport_quip": "傳送到盟友或敵方英雄",
"mirage_teleport_quip": "传送至友方或敌方英雄所在的位置",
"mirage_tornado": "龍捲風",
"mirage_tornado": "龙卷风",
"mirage_tornado_desc": "變身為一個向前移動的龍捲風,\u003Cspan style=\"font-weight: bold;\"\u003E對敵人造成傷害\u003C/span\u003E並且\u003Cspan style=\"font-weight: bold;\"\u003E將他們捲起\u003C/span\u003E。從龍捲風中出現後,你將獲得\u003Cspan style=\"font-weight: bold;\"\u003E子彈迴避\u003C/span\u003E。",
"mirage_tornado_desc": "将自己变身为龙卷风并向前移动,\u003Cspan style=\"font-weight: bold;\"\u003E对敌人造成伤害\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E将他们卷到空中\u003C/span\u003E。从龙卷风中现身后,你获得\u003Cspan style=\"font-weight: bold;\"\u003E子弹闪避\u003C/span\u003E。",
"mirage_tornado_quip": "變身為龍捲風,將敵人捲起",
"mirage_tornado_quip": "将自己变身为龙卷风,将敌人卷到空中",
"modifier_abrams_immunity": "勢不可擋",
"modifier_abrams_immunity": "Immunity",
"modifier_acolytes_glove_triggered": "魂力猛擊",
"modifier_acolytes_glove_triggered": "大伤元气",
"modifier_aerial_assault": "Aerial Assault",
"modifier_aerial_assault": "Aerial Assault",
"modifier_afterburn_dot": "餘火燃燒",
"modifier_afterburn_dot": "来自残焰的炙烤",
"modifier_airlift_ally": "空投 - [{s:in_mantle}]放下",
"modifier_airlift_ally": "空投",
"modifier_aoe_silence": "Silenced - Abilities Disabled",
"modifier_aoe_silence": "Silenced - Abilities Disabled",
"modifier_aoe_smoke_bomb": "煙霧",
"modifier_aoe_smoke_bomb": "Smoke",
"modifier_arcane_eater_buff": "魂力虹吸",
"modifier_arcane_eater_buff": "Spirit Power Taken",
"modifier_arcane_eater_debuff": "魂力虹吸",
"modifier_arcane_eater_debuff": "Spirit Power Stolen",
"modifier_arcane_medallion_triggered": "Arcane Medallion",
"modifier_arcane_medallion_triggered": "Arcane Medallion",
"modifier_armor_breaking_bullets": "Armor Piercing Rounds",
"modifier_armor_breaking_bullets": "Armor Piercing Rounds",
"modifier_armor_reactive_armor": "歸還火力",
"modifier_armor_reactive_armor": "回应射击",
"modifier_armor_return_fire": "歸還火力",
"modifier_armor_return_fire": "回应射击",
"modifier_astro_lasso_tether": "Lasso Chained",
"modifier_astro_lasso_tether": "受到套索束缚",
"modifier_astro_rifle_slow": "減少移速",
"modifier_astro_rifle_slow": "移动减速",
"modifier_bebop_laser_beam": "超級光束",
"modifier_bebop_laser_beam": "超级光束",
"modifier_blood_exchange": "生命交換",
"modifier_blood_exchange": "Blood Exchange",
"modifier_bolo_immobilized": "Immobilized",
"modifier_bolo_immobilized": "被定身",
"modifier_bolo_leech": "Leeching...",
"modifier_bolo_leech": "Leeching...",
"modifier_bullet_armor_reduction": "物理抗性減少",
"modifier_bullet_armor_reduction": "Bullet Resist Reduced",
"modifier_burst_fire_actuator": "Burst Actuator",
"modifier_burst_fire_actuator": "Burst Actuator",
"modifier_cadence_anthem_aoe": "歌唱聖歌",
"modifier_cadence_anthem_aoe": "Singing Anthem",
"modifier_cadence_anthem_buff": "Cadence 聖歌",
"modifier_cadence_anthem_buff": "Cadence Anthem",
"modifier_cadence_crescendo_in_aoe": "玻璃包裹",
"modifier_cadence_crescendo_in_aoe": "Encased in Glass",
"modifier_cadence_crescendo_post_aoe": "破碎",
"modifier_cadence_crescendo_post_aoe": "Shattered",
"modifier_cadence_grandfinale_buff": "宏偉終章加成",
"modifier_cadence_grandfinale_buff": "Grand Finale",
"modifier_cadence_silence_contraptions": "寂靜之章",
"modifier_cadence_silence_contraptions": "Silence Contraptions",
"modifier_cadence_silence_contraptions_debuff": "寂靜之章",
"modifier_cadence_silence_contraptions_debuff": "Silence Contraptions",
"modifier_cadence_sleep_aoe": "唱搖籃曲",
"modifier_cadence_sleep_aoe": "Singing a Lullaby",
"modifier_cadence_sleeping": "睡眠中",
"modifier_cadence_sleeping": "Sleeping",
"modifier_camouflage_invis": "偽裝",
"modifier_camouflage_invis": "Camouflaged",
"modifier_charge_drag_enemy": "抵肩衝擊",
"modifier_charge_drag_enemy": "冲锋陷阵",
"modifier_charged_tackle_active": "衝撞中",
"modifier_charged_bomb": "Charged Bomb",
"modifier_charged_tackle_prepare": "蓄力",
"modifier_charged_tackle_active": "Tackling",
"modifier_cheat_death_immunity": "死亡免疫",
"modifier_charged_tackle_prepare": "Building Power",
"modifier_chrono_pulse_grenade_tech_resist_debuff": "脈衝手榴彈 - 魂力抗性下降",
"modifier_cheat_death_immunity": "Death Immune",
"modifier_chrono_sphere_friendly": "加速時間",
"modifier_chrono_pulse_grenade_tech_resist_debuff": "脉冲手雷 - 元灵抗性降低",
"modifier_chrono_swap_bubble_move": "悖論交換",
"modifier_chrono_sphere_friendly": "Time Accelerated",
"modifier_citadel_accuracy_tracker": "準確度",
"modifier_chrono_swap_bubble_move": "悖论置换",
"modifier_citadel_accuracy_tracker": "精准度",
"modifier_citadel_active_disarm_spirit_steal": "Drain Will",
"modifier_citadel_active_disarm_spirit_steal": "Drain Will",
"modifier_citadel_afterburn_buildup": "餘火點燃中...",
"modifier_citadel_afterburn_buildup": "正在点燃",
"modifier_citadel_archer_air_raid": "強力跳躍",
"modifier_citadel_archer_air_raid": "Power Jump",
"modifier_citadel_archer_guided_arrow": "追魂獵鴞",
"modifier_citadel_archer_guided_arrow": "遥控夜枭",
"modifier_citadel_assassinate_target": "Assassination Target - Find Cover!",
"modifier_citadel_ballista_ammo_pack_pickup_timer": "Picking up ammo pack...",
"modifier_citadel_banished": "被放逐",
"modifier_citadel_banished": "被放逐",
"modifier_citadel_basicdamagereflect": "歸還火力",
"modifier_citadel_basicdamagereflect": "Reflecting Damage",
"modifier_citadel_bolo": "Immobilizing...",
"modifier_citadel_bolo": "Immobilizing...",
"modifier_citadel_bubble": "飄渺護罩",
"modifier_citadel_bubble": "身躯虚化",
"modifier_citadel_bull_charging": "充能",
"modifier_citadel_bull_charging": "Charging",
"modifier_citadel_bull_leap": "加速",
"modifier_citadel_bull_leap": "Boosting",
"modifier_citadel_capture_zipline_timer": "占領滑索",
"modifier_citadel_capture_zipline_timer": "Capturing Hyperline",
"modifier_citadel_charging": "充能",
"modifier_citadel_charging": "Charging",
"modifier_citadel_chrono_pulse_grenade_debuff": "脈衝手榴彈",
"modifier_citadel_chrono_pulse_grenade_debuff": "脉冲手雷",
"modifier_citadel_chrono_sphere": "時間停滯",
"modifier_citadel_chrono_sphere": "Time Stop",
"modifier_citadel_chrono_swap_buff": "魂力傷害免疫",
"modifier_citadel_chrono_swap_buff": "元灵免疫",
"modifier_citadel_chrono_swap_debuff": "減少移速",
"modifier_citadel_chrono_swap_debuff": "被减速",
"modifier_citadel_chrono_time_wall_effect": "時光之牆",
"modifier_citadel_chrono_time_wall_effect": "时间之墙",
"modifier_citadel_containment_victim": "限制",
"modifier_citadel_containment_victim": "Containment",
"modifier_citadel_crystal_shield": "吸收傷害",
"modifier_citadel_crystal_shield": "Absorbing Damage",
"modifier_citadel_damage_reduction": "抗性加成",
"modifier_citadel_damage_reduction": "Armor Boost",
"modifier_citadel_damageboost": "傷害加成",
"modifier_citadel_damageboost": "Damage Boost",
"modifier_citadel_death_tax": "死亡稅",
"modifier_citadel_death_tax": "Death Tax",
"modifier_citadel_death_tax_tech_amp": "死亡稅強度",
"modifier_citadel_death_tax_tech_amp": "Death Tax Power",
"modifier_citadel_delayed_stun": "延遲眩暈",
"modifier_citadel_delayed_stun": "Delayed Stun",
"modifier_citadel_disarm_proc": "繳械",
"modifier_citadel_disarm_proc": "被缴械",
"modifier_citadel_disarm_proc_buildup": "繳械中...",
"modifier_citadel_disarm_proc_buildup": "Disarming...",
"modifier_citadel_disarmed": "繳械",
"modifier_citadel_disarmed": "被缴械",
"modifier_citadel_disarmed_icebeam": "武器凍結",
"modifier_citadel_disarmed_icebeam": "武器冻结",
"modifier_citadel_disruptive_charge": "Pack Hunter",
"modifier_citadel_disruptive_charge": "Pack Hunter",
"modifier_citadel_dodging": "衝刺",
"modifier_citadel_dodging": "Dodging",
"modifier_citadel_dps_tracker": "DPS",
"modifier_citadel_dps_tracker": "DPS",
"modifier_citadel_enemy_uppercutted": "上勾拳!",
"modifier_citadel_drone_spotted_enemy": "Visible to Enemy",
"modifier_citadel_grapplehook_wall_hanging": "爪鉤跳躍掛牆",
"modifier_citadel_drone_spotted_enemy_desc": "The enemy can see your position",
"modifier_citadel_holding_golden_idol": "將魂甕帶向神廟!",
"modifier_citadel_duo_energy_link": "Energy Link",
"modifier_citadel_hornet_chain_connection": "審判柱連結",
"modifier_citadel_duo_energy_link_duration": "Energy Link",
"modifier_citadel_hornet_crit_stacking_damage_buff": "精準獵手",
"modifier_citadel_duo_fusion_scalpel_target": "Fusion Scalpel",
"modifier_citadel_hornet_crit_vulnerability": "暴擊弱化",
"modifier_citadel_enemy_uppercutted": "Uppercutted!",
"modifier_citadel_hornetleap": "Vindicta 飛行",
"modifier_citadel_grapplehook_wall_hanging": "Grapple Hook Wall Hanging",
"modifier_citadel_hijack_weapon_jammer_proc": "Weapon Jammed",
"modifier_citadel_hijack_weapon_jammer_proc_desc": "Weapon has been Jammed",
"modifier_citadel_holding_golden_idol": "敌方可见!将灵瓮带至圣坛",
"modifier_citadel_hornet_chain_connection": "束缚于地面",
"modifier_citadel_hornet_crit_stacking_damage_buff": "Headhunter",
"modifier_citadel_hornet_crit_vulnerability": "Crit Vulnerable",
"modifier_citadel_hornetleap": "Vindicta Leap",
"modifier_citadel_hornetmark": "Vindicta's Mark",
"modifier_citadel_hornetmark": "Vindicta's Mark",
"modifier_citadel_immobilize_trap_immobilize": "固定陷阱",
"modifier_citadel_immobilize_trap_immobilize": "定身陷阱",
"modifier_citadel_immobilize_trap_immobilize_debuff": "固定陷阱",
"modifier_citadel_immobilize_trap_immobilize_debuff": "定身陷阱减益",
"modifier_citadel_in_fountain": "基地",
"modifier_citadel_in_fountain": "Home Base",
"modifier_citadel_in_shop": "在商店",
"modifier_citadel_in_shop": "In Shop",
"modifier_citadel_incendiaryprojectile_burn": "催化劑",
"modifier_citadel_incendiaryprojectile_burn": "Burning from Incendiary",
"modifier_citadel_kelvin_frozen": "凍結",
"modifier_citadel_kelvin_frozen": "被冻结",
"modifier_citadel_kineticcharge": "吸收傷害",
"modifier_citadel_knockdown": "被眩晕",
"modifier_citadel_knockdown": "眩暈",
"modifier_citadel_knockdown_stumble": "Stumble",
"modifier_citadel_knockdown_stumble": "被擊倒",
"modifier_citadel_lineslow": "被减速",
"modifier_citadel_lineslow": "減少移速",
"modifier_citadel_mechaguy_echo": "Echo",
"modifier_citadel_metal_skin": "金屬皮膚",
"modifier_citadel_mechaguy_echo_slow": "被减速",
"modifier_citadel_muted": "閉鎖",
"modifier_citadel_mechaguy_retaliate": "Retaliate",
"modifier_citadel_metal_skin": "铜墙铁壁",
"modifier_citadel_muted": "Muted",
"modifier_citadel_pestilence_infection_buildup": "Infecting",
"modifier_citadel_pestilence_infection_buildup": "Infecting",
"modifier_citadel_posion_bullets_poison_buildup": "睡眠",
"modifier_citadel_phalanx_reflect": "Reflect",
"modifier_citadel_posion_bullets_poisoned": "睡眠",
"modifier_citadel_pre_match_wait": "正在等待比赛开始",
"modifier_citadel_posion_bullets_shot_watcher": "鎮靜子彈",
"modifier_citadel_psychiclift": "被抬升至空中——哦不!",
"modifier_citadel_pre_match_wait": "等待比賽開始",
"modifier_citadel_psychiclift_self": "Lifting - Silenced + Disarmed",
"modifier_citadel_psychiclift": "被舉起--哦,不!",
"modifier_citadel_rapid_fire": "Bullet Storm",
"modifier_citadel_psychiclift_self": "被舉起 沉默 - 繳械",
"modifier_citadel_reflect_shield": "Reflect Shield",
"modifier_citadel_rapid_fire": "子彈風暴",
"modifier_citadel_respawn_credit": "回春积分",
"modifier_citadel_respawn_credit": "復生晶石",
"modifier_citadel_returning_golden_idol": "存放灵瓮",
"modifier_citadel_returning_golden_idol": "存放魂甕中",
"modifier_citadel_root": "被定身",
"modifier_citadel_root": "束縛",
"modifier_citadel_rootgrenade": "被定身",
"modifier_citadel_rootgrenade": "束縛",
"modifier_citadel_rupture": "Ruptured - Don't Move",
"modifier_citadel_rupture": "割裂 - 別動",
"modifier_citadel_shiv_dagger": "尖锋利齿",
"modifier_citadel_shiv_dagger": "剃刀",
"modifier_citadel_shiv_dash": "一网打尽",
"modifier_citadel_shiv_dash": "剃刀衝鋒",
"modifier_citadel_shiv_dash_impact_slow": "一网打尽",
"modifier_citadel_shiv_dash_impact_slow": "剃刀衝鋒",
"modifier_citadel_silenced": "被沉默",
"modifier_citadel_silenced": "沉默",
"modifier_citadel_sleep_dagger_asleep": "沉睡",
"modifier_citadel_sleep_dagger_asleep": "睡眠",
"modifier_citadel_sleep_dagger_postsleep": "伤害减少",
"modifier_citadel_sleep_dagger_postsleep": "輸出減少",
"modifier_citadel_slowtarget": "被减速",
"modifier_citadel_slowtarget": "減少移速",
"modifier_citadel_smoke_bomb_in_smoke": "In Smoke",
"modifier_citadel_smoke_bomb_in_smoke": "煙霧隱形",
"modifier_citadel_smoke_bomb_invis": "隐身",
"modifier_citadel_smoke_bomb_invis": "隱形",
"modifier_citadel_speed_boost": "Speed Boost",
"modifier_citadel_speed_boost": "速度加成",
"modifier_citadel_sprint_end": "拔出武器…",
"modifier_citadel_sprint_end": "拔出武器..。",
"modifier_citadel_sprint_start": "收起武器…",
"modifier_citadel_sprint_start": "收起武器..。",
"modifier_citadel_sticky_bomb_attached": "炸弹附身",
"modifier_citadel_sticky_bomb_attached": "炸彈安到你身上了",
"modifier_citadel_stunned": "被眩晕",
"modifier_citadel_stunned": "眩暈",
"modifier_citadel_surveillance_drone_alive": "Combat Drone Active",
"modifier_citadel_tech_shield": "魂力護盾",
"modifier_citadel_tech_shield": "元灵护盾",
"modifier_citadel_throw_sand_debuff": "噴沙",
"modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered": "Remain Covered",
"modifier_citadel_time_bomb_fuse": "時光炸彈引信",
"modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter": "Seek Shelter",
"modifier_citadel_wing_blast_push": "被Vindicta推飛",
"modifier_citadel_throw_sand_debuff": "沙暴",
"modifier_cloaking_device_active_ambush": "影織 - 影襲",
"modifier_citadel_time_bomb_fuse": "Time Bomb Fuse",
"modifier_cloaking_device_active_stealth": "影織 - 隱身",
"modifier_citadel_wing_blast_push": "Being Vindicta Pushed",
"modifier_damageovertime": "流血",
"modifier_cloaking_device_active_ambush": "来去无踪 - 伏击",
"modifier_cloaking_device_active_stealth": "来去无踪 - 潜行",
"modifier_consumed_armor_buff": "Spirit and Bullet Armor",
"modifier_damageovertime": "正在流血",
"modifier_decoy_self_buff": "Decoy Active",
"modifier_decoy_self_buff": "Decoy Active",
"modifier_dps_aura_active": "英雄光環開啟",
"modifier_dps_aura_active": "英雄主动",
"modifier_dps_aura_player": "英雄光環射速",
"modifier_dps_aura_player": "英雄射速",
"modifier_drone_activation_medic": "Medic Drone - deploying",
"modifier_drone_activation_rockets": "Rocket Drone - deploying",
"modifier_drone_activation_speed": "Speed Drone - deploying",
"modifier_drone_heal": "Medic Drone",
"modifier_drone_heal_watcher": "Medic Drone",
"modifier_drone_rockets": "Rocket Drone",
"modifier_drone_speed": "Speed Drone",
"modifier_drone_uber": "UBER INVULNERABILITY",
"modifier_drone_uber_charging": "Uber Charging",
"modifier_duo_drone_health": "Drone",
"modifier_dust_storm_debuff": "Slow Firerate \u0026 Movement",
"modifier_dust_storm_debuff": "Slow Firerate \u0026 Movement",
"modifier_early_gold_pickup_aura/aura_target/timer": "捕獲團隊魂靈",
"modifier_early_gold_pickup_aura/aura_target/timer": "捕获队伍魂魄",
"modifier_fervor_aura_active": "背水一战",
"modifier_fire_rate_reduction_aura": "Weapon Jammer",
"modifier_fire_rate_reduction_aura": "Weapon Jammer",
"modifier_flamedash": "火焰疾跑",
"modifier_flamedash": "Flame Dashing",
"modifier_flamedash_debuff": "火焰疾跑",
"modifier_flamedash_debuff": "烈焰冲刺",
"modifier_fleetfoot_boots": "機動步行",
"modifier_fleetfoot_boots": "轻盈飞步",
"modifier_forge_mini_turret_debuff": "迷你炮台 - 減少移速",
"modifier_forge_mini_turret_debuff": "迷你炮塔 - 减速",
"modifier_galvanic_storm": "Galvanic 風暴",
"modifier_galvanic_storm": "Galvanic Storm",
"modifier_healaura": "治療中",
"modifier_gigantic_sword": "You have a Gigantic Sword",
"modifier_health_nova": "療癒新星",
"modifier_healaura": "Healing",
"modifier_health_swap_buff": "魂斷",
"modifier_health_nova": "治疗之环",
"modifier_health_swap_buff": "灵魂互换",
"modifier_hemorrhage": "Eviscerator Rounds",
"modifier_hemorrhage": "Eviscerator Rounds",
"modifier_hint_can_cancel": "按下 {s:in_mantle} 取消",
"modifier_hint_can_cancel": "按下 {s:in_mantle} 取消",
"modifier_hint_vertical_movement": "按下 {s:in_mantle} 取消。{s:in_innate1}/{s:duck} 向上/下移動",
"modifier_hint_vertical_movement": "按下 {s:in_mantle} 取消。按下 {s:in_innate1}/{s:duck} 上移/下移。",
"modifier_hollow_point_stack": "中空彈匣",
"modifier_hollow_point_stack": "空尖结界",
"modifier_hook_bonus_movespeed": "鉤爪速度",
"modifier_hook_bonus_movespeed": "Hook Movement Speed",
"modifier_icebeam_stacking_slow": "極地光束",
"modifier_icebeam_stacking_slow": "极寒光束",
"modifier_idol_pickup_aura/aura_target/timer": "撿起魂甕中",
"modifier_idol_pickup_aura/aura_target/timer": "拾起灵瓮",
"modifier_infuse_weapon_active": "灌注武器",
"modifier_infuse_weapon_active": "Weapon Infused",
"modifier_infuse_weapon_proc_buildup": "弱化",
"modifier_infuse_weapon_proc_buildup": "Weakening",
"modifier_inhibitor_debuff": "抑制彈藥",
"modifier_infuser": "灵力灌注",
"modifier_intimidate_debuff": "蔑視",
"modifier_inhibitor_debuff": "抑制术",
"modifier_invis": "隱身",
"modifier_intimidate_debuff": "蔑视",
"modifier_invis_fading": "消退",
"modifier_invis": "Stealthed",
"modifier_invis_start_delay": "進入隱身",
"modifier_invis_fading": "Fading",
"modifier_item_burning_bullets_damageovertime": "流血",
"modifier_invis_start_delay": "Entering Stealth",
"modifier_item_disarmed": "繳械",
"modifier_item_burning_bullets_damageovertime": "正在流血",
"modifier_item_disarmed": "被缴械",
"modifier_item_weapon_power_for_health": "Overdrive",
"modifier_item_weapon_power_for_health": "Overdrive",
"modifier_kinetic_sash_triggered": "動感衝刺",
"modifier_kinetic_sash_triggered": "动能冲刺",
"modifier_knocked_off_zipline_slow": "在滑索上被擊墜",
"modifier_knocked_off_zipline_slow": "被撞下滑索",
"modifier_lash_charge_grenade": "高爆彈",
"modifier_lash_charge_grenade": "High Explosive",
"modifier_lash_shoryuken": "升龍拳",
"modifier_lash_shoryuken": "Shoryuken",
"modifier_lasso_enemy": "Being dragged",
"modifier_lasso_enemy": "Being dragged",
"modifier_lasso_self": "Dragging someone",
"modifier_lasso_self": "Dragging someone",
"modifier_learning_hero_ability": "學習中",
"modifier_learning_hero_ability": "学习",
"modifier_life_drain_silence": "沉默",
"modifier_life_drain_silence": "被沉默",
"modifier_limit_ability_cooldown": "快速冷卻",
"modifier_limit_ability_cooldown": "Quick Cooldowns",
"modifier_magiccarpet": "魔毯",
"modifier_magiccarpet": "魔毯",
"modifier_mirage_fire_beetles_launch_window": "發射火甲蟲",
"modifier_mechaguy_defense_field_aura_thinker": "Reactive Armor",
"modifier_mirage_fire_scarabs_health_gain": "火甲蟲",
"modifier_mirage_fire_beetles_launch_window": "发射烈焰圣甲虫",
"modifier_mirage_fire_scarabs_health_loss": "火甲蟲",
"modifier_mirage_fire_scarabs_health_gain": "烈焰圣甲虫",
"modifier_mirage_sand_phantom": "旋風舞者",
"modifier_mirage_fire_scarabs_health_loss": "烈焰圣甲虫",
"modifier_mirage_sand_phantom_passive_victim": "沙精印記乘數",
"modifier_mirage_sand_phantom": "旋舞之僧",
"modifier_mirage_sand_phantom_slow_aura_effect": "旋風舞者",
"modifier_mirage_sand_phantom_passive_victim": "镇尼之印系数",
"modifier_mirage_sand_phantom_whirlwind_reflect": "旋風舞者",
"modifier_mirage_sand_phantom_slow_aura_effect": "旋舞之僧",
"modifier_mirage_tornado_lift": "龍捲風",
"modifier_mirage_sand_phantom_whirlwind_reflect": "旋舞之僧",
"modifier_mirage_tornado_slow": "龍捲風 - 減速",
"modifier_mirage_tornado_lift": "龙卷风",
"modifier_mobile_resupply": "醫學噴霧",
"modifier_mirage_tornado_slow": "龙卷风 - 减速",
"modifier_neutral_gold_pickup_aura/aura_target/timer": "撿起未保護的魂靈中",
"modifier_mirv_grenades": "Mad Bomber",
"modifier_nikuman_buff": "+射速",
"modifier_mobile_resupply": "灵丹妙药",
"modifier_nikuman_self_buff": "+移速",
"modifier_nano_shadow_debuff": "- 子弹抗性",
"modifier_nikuman_techshield": "魂力護盾",
"modifier_nano_shadow_step": "幽影瞬步",
"modifier_obscured_by_steam": "模糊",
"modifier_neutral_gold_pickup_aura/aura_target/timer": "拾起未稳获的魂魄",
"modifier_phantom_strike_bulletshield": "子彈護盾",
"modifier_nikuman_buff": "+Fire Rate",
"modifier_power_shard_bonus": "回聲加成",
"modifier_nikuman_self_buff": "+Movement Speed",
"modifier_power_surge": "電流湧動",
"modifier_nikuman_techshield": "元灵护盾",
"modifier_power_surge_debuff": "魂力抗性減少",
"modifier_obscured_by_steam": "Obscured",
"modifier_overcharge_rapidfire": "Energy Surge",
"modifier_passive_heavy_rage_stacks": "Rage Stacks",
"modifier_phantom_strike_bulletshield": "子弹护盾",
"modifier_pool_of_light_buff": "Pool of Light",
"modifier_pool_of_light_debuff": "Decreased Courage",
"modifier_power_shard_bonus": "Echo Boost",
"modifier_power_surge": "连锁闪电",
"modifier_power_surge_debuff": "元灵抗性降低",
"modifier_predator_vision": "Predator Vision",
"modifier_predator_vision": "Predator Vision",
"modifier_prevent_healing": "禁止治療",
"modifier_prevent_healing": "Healing Disabled",
"modifier_pullaura": "拔出",
"modifier_pullaura": "Pulled",
"modifier_pulsegrenade_magic_resist_debuff": "脈衝手榴彈",
"modifier_pulsegrenade_magic_resist_debuff": "脉冲手雷",
"modifier_quick_silver_buff": "額外射速",
"modifier_quick_silver_buff": "+Fire Rate",
"modifier_reinforcing_casings": "狂暴韌性",
"modifier_reinforcing_casings": "层层防御",
"modifier_rejuv_pickup_aura/aura_target/timer": "撿起復生晶石中",
"modifier_rejuv_pickup_aura/aura_target/timer": "拾起队伍复生石",
"modifier_restorative_goo": "凝膠立方",
"modifier_restorative_goo": "复原立方",
"modifier_restorative_locket_stacks": "修復項鍊",
"modifier_restorative_locket_stacks": "疗愈护符",
"modifier_sentry_deploy": "啟動...",
"modifier_sentry_deploy": "Initializing...",
"modifier_shifting_veil_buff": "飄渺護罩",
"modifier_shifting_veil_buff": "身躯虚化",
"modifier_shiv_bleed": "流血",
"modifier_shiv_bleed": "流血",
"modifier_shiv_bleed_dash": "剃刀衝鋒",
"modifier_shiv_bleed_dash": "一网打尽",
"modifier_shiv_bleed_thrown_shiv": "投擲剃刀",
"modifier_shiv_bleed_thrown_shiv": "尖锋利齿",
"modifier_shiv_dash_heal_reduction": "剃刀衝鋒治療減益",
"modifier_shiv_dash_heal_reduction": "一网打尽治疗减益",
"modifier_shiv_thrown_shiv_debuff": "剃刀",
"modifier_shiv_thrown_shiv_slow_debuff": "尖锋利齿",
"modifier_shoulder_charge_buff": "額外傷害",
"modifier_shoulder_charge_buff": "额外伤害",
"modifier_silencer_proc_active": "消音器",
"modifier_silencer_proc_active": "沉默子弹",
"modifier_siphon_bullets_health_gain": "虹吸彈藥",
"modifier_siphon_bullets_health_gain": "攫命弹",
"modifier_siphon_bullets_health_loss": "虹吸彈藥",
"modifier_siphon_bullets_health_loss": "攫命弹",
"modifier_slow_base": "減少移速",
"modifier_slork_ambush": "Ambush Damage",
"modifier_slow_immunity": "勢不可擋",
"modifier_slork_chomp_grapple": "Chomping an Enemy",
"modifier_slowaura": "減少移速",
"modifier_slork_chomp_hobbled": "Getting Chomped",
"modifier_slowing_tech_slow": "秘法減速",
"modifier_slork_gun_poison": "Slork Poison Sprayer",
"modifier_spin": "旋轉",
"modifier_slork_invis": "Invisible",
"modifier_slork_lastbreath": "Last Breath",
"modifier_slork_lastbreath_damage_amp": "Baited",
"modifier_slork_riptide": "Burned by Riptide",
"modifier_slork_scald": "Slork Scalding Spray",
"modifier_slork_visible": "Can't hide",
"modifier_slow_base": "被减速",
"modifier_slow_immunity": "势不可挡",
"modifier_slowaura": "被减速",
"modifier_slowing_tech_slow": "Slowing Spirit",
"modifier_spin": "旋转",
"modifier_stabilizing_tripod_self_debuff": "Field Sentry",
"modifier_stabilizing_tripod_self_debuff": "Field Sentry",
"modifier_stomp_debuff": "動能脈衝",
"modifier_stimpak_regen": "治疗仪式",
"modifier_succor_move": "救援光束",
"modifier_stomp_debuff": "脉冲减益",
"modifier_summon_magiccarpet": "召喚魔毯",
"modifier_succor_move": "营救光束",
"modifier_synth_affliction_debuff": "苦難爆發",
"modifier_summon_magiccarpet": "正在召唤魔毯",
"modifier_synth_barrage_amp": "火炮 - 傷害增幅",
"modifier_summon_spirits": "Energy Spirits",
"modifier_synth_barrage_debuff": "火炮減少移速",
"modifier_surging_power": "澎湃力量",
"modifier_synth_plasma_flux_auto_projectile": "飛行斗篷",
"modifier_synth_affliction_debuff": "痛苦",
"modifier_synth_plasma_flux_dps": "飛行斗篷",
"modifier_synth_barrage_amp": "弹幕 - 伤害增强",
"modifier_synth_plasma_flux_weapon_damage": "額外子彈傷害加成",
"modifier_synth_barrage_debuff": "弹幕减速",
"modifier_synth_grasp_caster": "Grasp",
"modifier_synth_grasp_victim": "Grasp",
"modifier_synth_plasma_flux_auto_projectile": "飞行斗篷",
"modifier_synth_plasma_flux_dps": "飞行斗篷",
"modifier_synth_plasma_flux_weapon_damage": "Bonus Weapon Damage",
"modifier_target_practice": "Target Practice",
"modifier_target_practice": "Target Practice",
"modifier_target_practice_debuff": "Armor Break",
"modifier_target_practice_debuff": "Armor Break",
Line 5,617: Line 6,440:
"modifier_tech_armor_reduction_aura": "Spirit Armor Reduction Aura",
"modifier_tech_armor_reduction_aura": "Spirit Armor Reduction Aura",
"modifier_tech_defense_shredders": "Spirit Armor Reduced",
"modifier_tech_defense_shredders": "Spirit Armor Reduced",
"modifier_tech_defense_shredders_debuff": "碎魂彈藥",
"modifier_tech_defense_shredders_debuff": "碎魂子弹",
"modifier_tech_overflow": "魂力溢出",
"modifier_tech_overflow": "元灵漫溢",
"modifier_tech_overflow_building": "魂力溢出中...",
"modifier_tech_overflow_building": "正在累积元灵漫溢效果…",
"modifier_tengu_lightningcrash_regeneration": "墜落恩典恢復",
"modifier_tempest_ionized_bullets_buildup": "Ionizing",
"modifier_time_bank_save_time": "減緩時間",
"modifier_tempest_ionized_bullets_charged": "Charged!",
"modifier_time_bank_speed_time": "加速時間",
"modifier_tengu_lightningcrash_regeneration": "坠落恩典恢复",
"modifier_timewall_damageamp": "傷害增幅",
"modifier_time_bank_save_time": "Slow time",
"modifier_unstoppable": "勢不可擋",
"modifier_time_bank_speed_time": "Accelerating time",
"modifier_timewall_damageamp": "Damage Vulnerability",
"modifier_tokamak_ally_in_smoke": "Hidden In Smoke",
"modifier_tokamak_enemy_in_smoke": "Peeking In Smoke",
"modifier_tokamak_radiance": "Blinding Light",
"modifier_unstoppable": "势不可挡",
"modifier_upgrade_detention_ammo_detaining": "Detaining...",
"modifier_upgrade_detention_ammo_detaining": "Detaining...",
"modifier_upgrade_magic_storm": "澎湃動力",
"modifier_upgrade_magic_storm": "灵能涌动",
"modifier_upgrade_overdrive_clip": "Overdrive Clip",
"modifier_upgrade_overdrive_clip": "Overdrive Clip",
"modifier_upgrade_siphon_buff": "虹吸",
"modifier_upgrade_siphon_buff": "Siphon",
"modifier_upgrade_siphon_debuff": "生命值竊取",
"modifier_upgrade_siphon_debuff": "被偷取生命值",
"modifier_uppercut_buff": "武器加強",
"modifier_uppercut_buff": "武器加强",
"modifier_uppercut_movespeed": "上勾拳速度",
"modifier_uppercut_movespeed": "Uppercut Movement Speed",
"modifier_veil_walker_stealth": "面紗行者隱身",
"modifier_veil_walker_stealth": "穿幕隐身",
"modifier_veil_walker_triggered": "面紗行者射速",
"modifier_veil_walker_triggered": "穿幕攻击速度",
"modifier_void_sphere": "量子糾纏",
"modifier_void_sphere": "量子闪现",
"modifier_voidsphere_buff": "量子糾纏 額外射速",
"modifier_voidsphere_buff": "Void Sphere +Fire Rate",
"modifier_warden_crowd_control_debuff": "煉金燒瓶",
"modifier_warden_crowd_control_debuff": "炼金瓶",
"modifier_warden_high_alert": "意志力",
"modifier_warden_high_alert": "意志力",
"modifier_warden_high_alert_hint": "",
"modifier_warden_high_alert_hint": "",
"modifier_warden_lockdown_debuff": "約束咒",
"modifier_warden_lockdown_debuff": "束缚之言",
"modifier_warden_lockdown_debuff_hint": "離開該區域以擺脫束縛",
"modifier_warden_lockdown_debuff_hint": "离开区域以逃脱束缚",
"modifier_warden_lockdown_root": "約束咒",
"modifier_warden_lockdown_root": "束缚之言",
"modifier_warden_riot_protocol": "最後防線",
"modifier_warden_riot_protocol": "屹立不倒",
"modifier_warden_riot_protocol_enemy_debuff": "減速",
"modifier_warden_riot_protocol_enemy_debuff": "被减速",
"modifier_warp_stone_caster": "傳送符石",
"modifier_warp_stone_caster": "传送石",
"modifier_withering_whip_debuff": "減少射速",
"modifier_weapon_drain_pulse": "Weapon Drain Pulse",
"modifier_wraith_project_mind_shield": "子彈護盾",
"modifier_weapon_drain_pulse_debuff": "Zealot Courage Drain",
"move_speed_pickup/small_move_speed": "增加移速",
"modifier_withering_whip_debuff": "射速减慢",
"move_speed_pickup_label": "移速加快",
"modifier_wraith_project_mind_shield": "子弹护盾",
"movement_powerup_pickup": "靈活加成",
"modifier_wrecker_salvage_buff": "射速增长量",
"movement_slow": "減少移速",
"modifier_wrecking_ball_auto_throw": "破坏球",
"not_ready": "{s:param_1} 還有 {s:param_2}s 冷卻",
"modifier_zealot_energy_warp": "Energy Warp",
"on_bridge": "{s:param_1} 在橋上",
"modifier_zealot_spirit_echo_debuff": "Spirit Echo",
"on_roof": "{s:param_1} 在房子上",
"modifier_zealot_tether": "Tether",
"on_top_of_mid": "{s:param_1} 在中間上",
"modifier_zealot_tether_self": "Tether",
"ping_ability_on_cooldown": "{s:param_1} 還有 {s:param_2}s 冷卻",
"mortar_sentry_grenade": "Mortar Sentry Grenade",
"ping_ability_ready": "{s:param_1} 準備就緒!",
"move_speed_pickup/small_move_speed": "移动速度提高",
"ping_affermative_": "贊成!",
"move_speed_pickup_label": "提高移动速度",
"ping_attack": "一起拿下 {s:param_1}",
"movement_powerup_pickup": "移动能力",
"ping_attack_enemy_titan": "一起拿下對方守護神",
"movement_slow": "移动减速",
"ping_be_back": "我會馬上回來",
"not_ready": "{s:param_1} 还要冷却 {s:param_2}s",
"ping_blue_help": "藍路需要幫助",
"on_bridge": "{s:param_1} 在桥上",
"ping_can_heal": "我可以治療 {s:param_1}",
"on_roof": "{s:param_1} 在屋顶上",
"ping_careful": "小心 {s:param_1} !",
"on_top_of_mid": "{s:param_1} 在中路上面",
"ping_defend": "摧毀了",
"ping_ability_on_cooldown": "{s:param_1} 还要冷却 {s:param_2}s",
"ping_defend_base": "摧毀了基地",
"ping_ability_ready": "{s:param_1} 准备好了!",
"ping_defend_blue": "摧毀了藍路",
"ping_affermative_": "没问题",
"ping_defend_orange": "摧毀了橙路",
"ping_attack": "干掉 {s:param_1}",
"ping_defend_purple": "摧毀了紫路",
"ping_attack_enemy_titan": "去打他们的守护神",
"ping_defend_yellow": "摧毀了黃路",
"ping_be_back": "我马上回来",
"ping_enemy_has_item": "小心! {s:param_1} 擁有 {s:param_2}",
"ping_blue_help": "蓝路需要帮助",
"ping_enemy_take_mid": "敵方正在打 神廟守衛!",
"ping_can_heal": "我可以治疗你,{s:param_1}",
"ping_going_in": "我正在進攻!",
"ping_careful": "小心 {s:param_1}",
"ping_going_shop": "正在前往商店",
"ping_defend": "防守",
"ping_good_job": "做的好!",
"ping_defend_base": "防守基地",
"ping_headed_blue": "正在前往 藍路",
"ping_defend_blue": "防守蓝路",
"ping_headed_orange": "正在前往 橙路",
"ping_defend_green": "防守绿路",
"ping_headed_purple": "正在前往 紫路",
"ping_defend_purple": "防守紫路",
"ping_headed_yellow": "正在前往 黃路",
"ping_defend_yellow": "防守黄路",
"ping_help_with_idol_label": "幫我運輸魂甕",
"ping_enemy_has_item": "小心!{s:param_1}有{s:param_2}",
"ping_help_with_idol_message": "幫我運輸魂甕",
"ping_enemy_take_mid": "他们在打中央 Boss!",
"ping_idols_call": "魂甕在這裡!",
"ping_going_in": "我要上了!",
"ping_im_back": "我回來了!",
"ping_going_shop": "去商店",
"ping_lets_go_blue": "一起去 藍路",
"ping_good_job": "干得漂亮",
"ping_lets_go_orange": "一起去 橙路",
"ping_green_help": "绿路需要帮助",
"ping_lets_go_purple": "一起去 紫路",
"ping_headed_blue": "往蓝路走了",
"ping_lets_go_yellow": "一起去 黃路",
"ping_headed_green": "往绿路走了",
"ping_missing_blue": "藍路敵人失蹤!",
"ping_headed_purple": "往紫路走了",
"ping_missing_orange": "橙路敵人失蹤!",
"ping_headed_yellow": "往黄路走了",
"ping_missing_purple": "紫路敵人失蹤!",
"ping_help_with_idol_label": "帮忙护送灵瓮",
"ping_missing_yellow": "黃路敵人失蹤!",
"ping_help_with_idol_message": "帮我护送灵瓮",
"ping_need_heal": "請治療我",
"ping_im_back": "我回来了!",
"ping_need_help_blue": "藍路需要幫助!",
"ping_jar_call": "灵瓮在此!",
"ping_need_help_orange": "橙路需要幫助!",
"ping_lets_go_blue": "我们去蓝路吧",
"ping_need_help_purple": "紫路需要幫助!",
"ping_lets_go_green": "我们去绿路吧",
"ping_need_help_yellow": "黃路需要幫助!",
"ping_lets_go_purple": "我们去紫路吧",
"ping_need_plan": "有什麼計劃?",
"ping_lets_go_yellow": "我们去黄路吧",
"ping_nevermind": "無視我剛剛說的",
"ping_missing_blue": "蓝路敌人消失!",
"ping_nice_work": "做的好!",
"ping_missing_green": "绿路敌人消失!",
"ping_on_way": "在路上了",
"ping_missing_purple": "紫路敌人消失!",
"ping_orange_help": "橙路需要幫助",
"ping_missing_yellow": "黄路敌人消失!",
"ping_purple_help": "紫路需要幫助",
"ping_need_heal": "请治疗",
"ping_push_blue": "一起推 藍路",
"ping_need_help_blue": "蓝路需要帮助",
"ping_push_orange": "一起推 橙路",
"ping_need_help_green": "绿路上需要帮助",
"ping_push_purple": "一起推 紫路",
"ping_need_help_purple": "紫路需要帮助",
"ping_push_yellow": "一起推 黃路",
"ping_need_help_yellow": "黄路需要帮助",
"ping_request_follow": "跟著我",
"ping_need_plan": "有什么计划?",
"ping_retreat": "向後撤!",
"ping_nevermind": "取消",
"ping_right_back": "我會馬上回來",
"ping_nice_work": "干得不错",
"ping_see": "我看到了 {s:param_1}",
"ping_on_way": "来了",
"ping_see_param_2": "有 {s:param_2} 生命值",
"ping_purple_help": "紫路需要帮助",
"ping_sorry": "對不起",
"ping_push_blue": "我们去推进蓝路吧",
"ping_stay_together": "別分散!",
"ping_push_green": "我们去推绿路吧",
"ping_stun": "{s:param_1} 被眩暈了!",
"ping_push_purple": "我们去推进紫路吧",
"ping_take_core": "一起拿下對方的核心",
"ping_push_yellow": "我们去推进黄路吧",
"ping_take_mid": "我們去打 神廟守衛!",
"ping_request_follow": "跟着我",
"ping_thank_you": "謝謝你!",
"ping_retreat": "撤!",
"ping_titan_under": "敵人正在攻擊我方守護神",
"ping_right_back": "我马上回来",
"ping_use_ability": "{s:param_1} 準備就緒!",
"ping_see": "我看到{s:param_1}",
"ping_yellow_help": "黃路需要幫助",
"ping_see_param_2": "生命值{s:param_2}",
"ping_youre_welcome": "不客氣",
"ping_sorry": "抱歉",
"player_wait": "慢點 {s:param_1}",
"ping_stay_together": "一起行动",
"power_slash_debuff": "蓄力斬",
"ping_stun": "眩晕 {s:param_1}",
"respond_no": "不!",
"ping_take_core": "去打他们的核心",
"respond_yes": "好!",
"ping_take_mid": "去打中央 Boss!",
"rutger_pulse": "電子脈衝",
"ping_thank_you": "谢谢!",
"shifting_veil_bonus_spirit": "額外魂力",
"ping_the_enemy": "敌人!",
"small_gold_pickup_label": "魂靈",
"ping_they_are": "他们",
"spirit_permanent_pickup_label": "+2 魂力",
"ping_titan_under": "他们在打我们的守护神",
"spirit_permanent_pickup_label_lv2": "+3 魂力",
"ping_use_ability": "{s:param_1} 准备好了!",
"stomp_buff_modifier": "+射速",
"ping_yellow_help": "黄路需要帮助",
"super_neutral_charge": "神廟守衛 Charge",
"ping_youre_welcome": "不客气",
"super_neutral_gun": "神廟守衛 Gun",
"player_wait": "Wait {s:param_1}",
"superior_stamina_buff": "額外魂力",
"pounce_double_notify": "二段飞扑",
"suppressor_debuff": "射速減緩",
"power_slash_debuff": "剑客无情",
"survival_powerup_pickup": "耐久加成",
"respond_no": "不!",
"synth_affliction": "苦難爆發",
"respond_yes": "好的!",
"synth_affliction_desc": "使用後\u003Cspan style=\"font-weight: bold;\"\u003E對附近的所有敵人造成長時間持續傷害\u003C/span\u003E。\u003Cbr\u003E苦難爆發 傷害是非致命性的,並且不會應用模組的額外傷害。",
"rutger_cheat_death": "Cheat Death",
"synth_affliction_quip": "對附近敵人造成傷害,同時在一段時間持續受傷",
"rutger_cheat_death_desc": "When taking otherwise fatal damage, Rutger becomes unkillable for 4s.",
"synth_affliction_t2_desc": "對目標單位施加減少治療 -60%",
"rutger_cheat_death_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed}% Bonus Movement speed\u003C/span\u003E when Cheat Death activates.",
"synth_affliction_t3_desc": "+27 每秒傷害",
"rutger_cheat_death_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BulletLifestealPercent}% Bullet Lifesteal\u003C/span\u003E when Cheat Death activates.",
"synth_barrage": "蛙靈火炮",
"rutger_force_field": "Force Field",
"synth_barrage_desc": "使用後持續施法發射炮彈,這些炮彈會在彈著點周圍\u003Cspan style=\"font-weight: bold;\"\u003E造成傷害和減少移速\u003C/span\u003E。每枚落在英雄身上的彈丸都會為你帶來一個疊加 增益狀態,\u003Cspan style=\"font-weight: bold;\"\u003E增加你的所有傷害\u003C/span\u003E。如果在空中施放,你會\u003Cspan style=\"font-weight: bold;\"\u003E懸浮\u003C/span\u003E並保持開始時的水準移動的狀態。",
"rutger_force_field_desc": "Create a field at target location that pushes enemies away from its outer edge.",
"synth_barrage_quip": "發射多枚彈丸,同時可以在空中滑翔",
"rutger_pulse": "Pulse",
"synth_plasma_flux": "飛行斗篷",
"rutger_pulse_desc": "Release a fast pulse in a large area that damages, slows, and \u003Cspan class=\"highlight\"\u003Eprevents enemies from using abilities\u003C/span\u003E.\u003Cbr\u003EThe damage dealt is based on how close the enemy is to the center of the pulse.",
"synth_plasma_flux_desc": "使用後釋放一件有生命的斗篷,\u003Cspan style=\"font-weight: bold;\"\u003E斗篷會向前移動並傷害敵人\u003C/span\u003E。你可以按\u003Cspan style=\"font-weight: bold;\"\u003E2 來傳送到它所在的位置\u003C/span\u003E 。",
"rutger_rocket": "Rocket Launcher",
"synth_plasma_flux_quip": "施放可造成傷害性和傳送到位置的斗篷",
"rutger_rocket_desc": "Launch a rocket that deals damage in an area and applies knockback.\u003Cbr\u003ERutger receives {s:SelfDamagePercent}% damage and {s:SelfLaunchPercent}% knockback from his own rocket if he's in its impact radius.",
"synth_plasma_flux_t3_desc": "傳送到斗篷位置時增加\u003Cspan style=\"font-weight: bold;\"\u003E+7 子彈傷害\u003C/span\u003E 持續 10秒\u003C/span\u003E。",
"shifting_veil_bonus_spirit": "额外元灵力量",
"synth_plasma_flux_teleport": "傳送",
"skymonk_break_of_dawn": "Break of Dawn",
"synth_pulse": "遁形法箱",
"skymonk_pool_of_light": "Pool of Light",
"synth_pulse_desc": "使用後\u003Cspan style=\"font-weight: bold;\"\u003E逃入\u003C/span\u003E 你的手提箱. 持續結束時,對附近的敵人\u003Cspan style=\"font-weight: bold;\"\u003E造成傷害\u003C/span\u003E。 可通過執行任何操作提前結束持續。",
"skymonk_sky_duel": "Sky Duel",
"synth_pulse_quip": "短暫逃入魔法行李箱,然後造成傷害",
"slork_ability_4": "Torrent",
"synth_pulse_t3_desc": "施加\u003Cspan style=\"font-weight: bold;\"\u003E40%射速減少\u003C/span\u003E持續4.0秒",
"slork_ability_4_desc": "Slork creates a Jet of water that errupts from the ground damaging all nearby enemies and knocking them into the air.",
"slork_ability_invis": "Ambush Predator",
"slork_ability_invis_desc": "\u003Cspan class=\"highlight\"\u003EFade from view\u003C/span\u003E when not shooting or using abilities. When fully invisible, can be cast to deal \u003Cspan class=\"highlight_tech\"\u003E{s:AmbushDamage}\u003C/span\u003E damage and \u003Cspan class=\"highlight\"\u003E+{s:StaminaDamage}\u003C/span\u003E stamina damage to enemies in front of Slork.",
"slork_ability_invis_t2_desc": "-{s:InvisReapplyDelay}s Delay before fading",
"slork_chomp": "Chomp",
"slork_chomp_desc": "\u003Cspan class=\"highlight\"\u003EDash forward and grab onto an enemy\u003C/span\u003E, biting them repeatedly. The enemy is slowed, disarmed, and silenced while grappled. When the target is \u003Cspan class=\"highlight\"\u003Ebelow half health\u003C/span\u003E, deal an additional \u003Cspan class=\"highlight_tech\"\u003E{s:DamagePercentHealth}%\u003C/span\u003E of their max health in damage.",
"slork_chomp_t2_desc": "+{s:ChompHealPercent}% Lifesteal from Chomp damage",
"slork_chomp_t3_desc": "Chomp deals \u003Cspan class=\"highlight\"\u003E{s:DamageMissingPercentHealth}%\u003C/span\u003E of the enemies missing health each second.",
"slork_last_breath": "Deep's Embrace",
"slork_last_breath_desc": "Encase yourself in a sphere of water that can absorb up to \u003Cspan class=\"highlight_tech\"\u003E{s:DamageAbsorb}\u003C/span\u003E damage before bursting. When the sphere disipates for any reason enemies in range take \u003Cspan class=\"highlight_tech\"\u003E{s:BurstDamage}\u003C/span\u003E damage.",
"slork_raging_current": "Torrent Storm",
"slork_raging_current_desc": "Call water from deep underground, saturating an area. Every {s:TargetAcquireTime}s a torrent will well up, tossing enemies into the air after a {s:TorrentDelay}s delay. Enemies will be stunned and their bullet armor reduced.",
"slork_riptide": "Riptide",
"slork_riptide_desc": "Summon a churning vortex of superheated water that \u003Cspan class=\"highlight\"\u003Eburns enemies\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Elauches them towards Slork\u003C/span\u003E.",
"slork_riptide_t3_desc": "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage",
"slork_scald": "Scald",
"slork_scald_desc": "Spray out an arc of superheated water that \u003Cspan class=\"highlight\"\u003Edamages enemies over time\u003C/span\u003E.",
"slork_scald_t1_desc": "Spray in a wide arc",
"slork_scald_t3_desc": "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage",
"small_gold_pickup_label:p": "个魂魄 #|# 个魂魄",
"spirit_permanent_pickup_label": "+2 元灵",
"spirit_permanent_pickup_label_lv2": "+3 元灵",
"spirit_permanent_pickup_label_lv3": "+5 元灵",
"stomp_buff_modifier": "+Fire Rate",
"super_neutral_charge": "中央 Boss 充能",
"super_neutral_gun": "中央 Boss 枪",
"superior_stamina_buff": "Bonus Spirit Power",
"suppressor_debuff": "射速减缓",
"survival_powerup_pickup": "战场存活",
"synth_affliction": "痛苦",
"synth_affliction_desc": "对附近所有敌人施加\u003Cspan style=\"font-weight: bold;\"\u003E持续伤害\u003C/span\u003E。\u003Cbr\u003E痛苦的伤害不会致命,且不施加物品触发效果。",
"synth_affliction_quip": "对附近的敌人施加持续伤害",
"synth_affliction_t2_desc": "对目标的治疗造成 -60% 的抑制",
"synth_affliction_t3_desc": "+27 DPS",
"synth_barrage": "弹幕",
"synth_barrage_desc": "施法并开始发出投射物,\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E并在击中点附近\u003Cspan style=\"font-weight: bold;\"\u003E施加移动减速\u003C/span\u003E。每个击中英雄的投射物都将给你一层\u003Cspan style=\"font-weight: bold;\"\u003E增强所有伤害的可叠加增益\u003C/span\u003E。\u003Cbr\u003E如果你在半空中施放技能,则将\u003Cspan style=\"font-weight: bold;\"\u003E悬浮\u003C/span\u003E并保持起始时的水平移动。",
"synth_barrage_quip": "在空中滑行并发出多枚投射物",
"synth_barrage_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+4s\u003C/span\u003E 每层叠加增强及 \u003Cspan style=\"font-weight: bold;\"\u003E+2m\u003C/span\u003E 半径",
"synth_blitz": "Blitz",
"synth_blitz/modifier_synth_blitz": "Blitz",
"synth_blitz/modifier_synth_blitz_tech_amp": "Blitz - Spirit Amp",
"synth_blitz_desc": "Gain \u003Cspan class=\"highlight\"\u003Efast firing rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ebullet lifesteal\u003C/span\u003E for a brief flurry of shots.",
"synth_blitz_quip": "Your bullets fire faster and apply spirit amp",
"synth_blitz_t1_desc": "Each Blitz shot amplifies your spirit damage against the target by {s:TechAmpPerBullet}% for {s:TechAmpLinger}s",
"synth_blitz_t3_desc": "+{s:FastFireBullets} Fast Fire Shots and +{s:MaxStacks} Max Stacks",
"synth_dematerialize": "Dematerialize",
"synth_dematerialize_desc": "Alter your composition to become temporarily out of world, dealing damaging pulses to enemies nearby. Can be cancelled early.",
"synth_dematerialize_t3_desc": "Dematerialize applies a stacking \u003Cspan class=\"highlight\"\u003E-15% Fire Rate\u003C/span\u003E to enemies on each damage interval. Lasts {s:FireRateSlowDuration}s.\u003C/span\u003E",
"synth_grasp": "Grasp",
"synth_grasp_cancel": "Cancel Grasp",
"synth_grasp_desc": "\u003Cspan class=\"highlight\"\u003ETether all nearby enemy heroes\u003C/span\u003E to you and gain \u003Cspan class=\"highlight\"\u003EBullet Shield\u003C/span\u003E for each enemy hero tethered. You're \u003Cspan class=\"highlight\"\u003Eimmobilized\u003C/span\u003E for the duration.",
"synth_grasp_quip": "Tether nearby enemy heroes to your position",
"synth_grasp_t3_desc": "Damages and lifesteals {s:LifestealPerSecond}% of targets' max health per second",
"synth_plasma_flux": "飞行斗篷",
"synth_plasma_flux_desc": "发射一件具有感知力的斗篷,\u003Cspan style=\"font-weight: bold;\"\u003E向前移动\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E伤害敌人\u003C/span\u003E。你可以按 \u003Cspan style=\"font-weight: bold;\"\u003E2\u003C/span\u003E 来\u003Cspan style=\"font-weight: bold;\"\u003E传送\u003C/span\u003E至斗篷的位置。",
"synth_plasma_flux_quip": "飞出一件斗篷伤敌,并可传送至斗篷位置",
"synth_plasma_flux_t3_desc": "使用飞行斗篷传送后,\u003Cspan style=\"font-weight: bold;\"\u003E+7 武器伤害\u003C/span\u003E,持续 10s\u003C/span\u003E。",
"synth_plasma_flux_teleport": "传送",
"synth_pulse": "提箱遁形",
"synth_pulse_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E躲进\u003C/span\u003E你的手提箱中。持续时间结束后,对附近敌人\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E。执行任意操作即可提前结束。",
"synth_pulse_quip": "暂时躲进你的手提箱中,然后造成伤害",
"synth_pulse_t3_desc": "施加 \u003Cspan style=\"font-weight: bold;\"\u003E40%\u003C/span\u003E 射速减缓,持续 4.0s",
"target_practice_buildup": "Target Buildup",
"target_practice_buildup": "Target Buildup",
"team_msg_Idol_Desc": "魂甕",
"team_msg_Idol_Desc": "灵瓮",
"team_msg_TheirTitanDefeated_Desc": "你的隊伍已經摧毀敵方守護神",
"team_msg_TheirTitanDefeated_Desc": "你的队伍已经摧毁了敌方守护神",
"team_msg_TitanDefeated_Desc": "一個守護神被摧毀",
"team_msg_TitanDefeated_Desc": "一名守护神已被摧毁",
"team_msg_TitanDefeated_Title": "守護神已摧毀",
"team_msg_TitanDefeated_Title": "守护神已摧毁",
"team_msg_Winner_SubText": "守護神青睞你",
"team_msg_Winner_SubText": "The Patrons favor you",
"team_msg_YourTitanDefeated_Desc": "你的守護神已經被摧毀",
"team_msg_YourTitanDefeated_Desc": "你的守护神已被摧毁",
"tether_disconnected": "契約 - 已斷開連接",
"tether_disconnected": "Covenant - Disconnected",
"tether_disconnecting": "契約 - 斷開連接中...",
"tether_disconnecting": "Covenant - Disconnecting...",
"titan_unit": "守護神",
"thumper_ability_1": "Shatter Cannon",
"top_of_garage": "{s:param_1} 在房子上",
"thumper_ability_1_desc": "Thumper focuses a high power acoustic wave to reflect off of a hard surface. Blasting shards of material off in the reflected wave.",
"trooper_boss_grenade": "眩暈手榴彈",
"thumper_ability_2": "Spike Strip",
"trooper_neutral_grenade": "眩暈手榴彈",
"thumper_ability_2_desc": "Rolls out a spike strip that damage enemies more the further they move through it.",
"trooper_neutral_gun": "Tincan Gun",
"thumper_ability_3": "Badger Drone",
"under_garage": "{s:param_1} 在房子內部",
"thumper_ability_3_desc": "Sends out a badger drone to harry an enemy and reveal it's position.",
"upgrade_ability_power_shard": "回聲碎片",
"thumper_ability_4": "Vortex",
"upgrade_ability_power_shard_active": "使用後\u003Cspan class=\"highlight\"\u003E重設你最近使用的非終極技能的冷卻時間\u003C/span\u003E",
"thumper_ability_4_desc": "Blow enemies away with a high powered blast of air.",
"upgrade_ability_refresher": "刷新器",
"titan_unit": "守护神",
"upgrade_ability_refresher_desc": "使用後\u003Cspan class=\"highlight\"\u003E重設你所有能力的冷卻時間\u003C/span\u003E以及\u003Cspan class=\"highlight\"\u003E恢復你所有的充能\u003C/span\u003E。",
"tokamak_breach": "Breach",
"upgrade_ability_refresher_innate_desc": "生命\u003Cbr\u003E魂力",
"tokamak_breach_desc": "Explosively decompress a cloud of coolant. Allies inside the cloud are invisible.",
"upgrade_ability_speed": "速影迷蹤",
"tokamak_breach_t1_desc": "+{s:SlowPercent}% Movement Slow and -{s:BulletArmorReduction} Bullet Resist to enemies in smoke.",
"tokamak_breach_t2_desc": "Purge Debuffs on Tokamak when cast.",
"tokamak_breach_t3_desc": "Effects linger for {s:LingerAfterLeavingSmokeDurationPerHeat}s after leaving smoke.",
"tokamak_crimson_cannnon_hint": "Fire!",
"tokamak_crimson_cannon": "Pulse Cannon",
"tokamak_crimson_cannon_desc": "Collect targets until ready to unload. Each shot is {s:DelayBetweenShots}s apart.",
"tokamak_crimson_cannon_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage} Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E+{s:Damage_scale}\u003C/span\u003E Damage Scale",
"tokamak_dying_star": "Dying Star",
"tokamak_dying_star_desc": "Launch forward damaging all enemies near where you land, knocking them into the air.",
"tokamak_dying_star_t3_desc": "+{s:Damage} Damage and +{s:Damage_scale} Damage Scale",
"tokamak_heat_sinks": "Thermal Vault",
"tokamak_heat_sinks_desc": "Tokamak harnesses more power as they heat up. Tokamak's melee strikes add a {s:MeleeIgniteTime}s burn dealing {s:MeleeBurnDPS} Heat Power DPS.",
"tokamak_heat_sinks_t1_desc": "+{s:MeleeSpeedBonusPercentage}% melee attack speed",
"tokamak_heat_sinks_t3_desc": "+{s:BaseHeatPower} Base Heat Power, +{s:MaxHeatPower} Max Heat Power",
"tokamak_hot_shot": "Hot Shot",
"tokamak_hot_shot_desc": "Blast your enemies with a jet of superheated plasma. Deals additional damage when the heat guage is in the red. Triples heat dissipation while active.",
"tokamak_hot_shot_t3_desc": "+{s:NormalDPS} Normal DPS and +{s:NormalDPS_scale} Normal DPS Scale\u003Cbr\u003E+{s:HotDPS} Hot DPS and +{s:HotDPS_scale} Hot DPS Scale",
"tokamak_radiance": "Blinding Radiance",
"tokamak_radiance_desc": "Bring your core to the brink of criticality, blinding and damaging any that look in your direction. Damage increases when enemies look directly at you.",
"top_of_garage": "{s:param_1} 在车库顶上",
"trooper_boss_grenade": "眩晕手雷",
"trooper_neutral_grenade": "眩晕手雷",
"trooper_neutral_gun": "铁罐枪",
"under_garage": "{s:param_1} 在车库里面",
"upgrade_ability_power_shard": "回音碎片",
"upgrade_ability_power_shard_active": "\u003Cspan class=\"highlight\"\u003E重置\u003C/span\u003E你最近使用的非终极技能的\u003Cspan class=\"highlight\"\u003E冷却\u003C/span\u003E时间。",
"upgrade_ability_refresher": "技能刷新",
"upgrade_ability_refresher_desc": "\u003Cspan class=\"highlight\"\u003E重置所有技能的冷却时间\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E恢复所有充能\u003C/span\u003E。",
"upgrade_ability_refresher_innate_desc": "Health\u003Cbr\u003ESpirit Power",
"upgrade_ability_speed": "Ability Speed",
"upgrade_ability_speed_desc": "Increases your movement speed while using any movement-based ability",
"upgrade_ability_speed_desc": "Increases your movement speed while using any movement-based ability",
"upgrade_ablative_coat": "消融外衣",
"upgrade_ablative_coat": "Ablative Coat",
"upgrade_ablative_coat_desc": "Provides \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E but you lose some each time you take Weapon Damage. Loss can only happen once every {s:StackLossFrequency}s. Bullet Resist is restored when out of combat.",
"upgrade_ablative_coat_desc": "Provides \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E but you lose some each time you take Weapon Damage. Loss can only happen once every {s:StackLossFrequency}s. Bullet Resist is restored when out of combat.",
"upgrade_ablative_coat_innate": "Increases your \u003Cspan class=\"highlight\"\u003Eforward movement speed\u003C/span\u003E over time. If Ablative Coat is reduced to 0 Bullet Resist, taking damage will reset the effect for \u003Cspan class=\"highlight\"\u003E1.5s\u003C/span\u003E",
"upgrade_ablative_coat_innate": "Increases your \u003Cspan class=\"highlight\"\u003Eforward movement speed\u003C/span\u003E over time. If Ablative Coat is reduced to 0 Bullet Resist, taking damage will reset the effect for \u003Cspan class=\"highlight\"\u003E1.5s\u003C/span\u003E",
"upgrade_acolytes_glove": "魂力猛擊",
"upgrade_acolytes_glove": "大伤元气",
"upgrade_acolytes_glove_desc": "當你對英雄進行 \u003Cspan class=\"highlight\"\u003E輕或重近戰攻擊時\u003C/span\u003E,造成\u003Cspan class=\"highlight\"\u003E額外魂力傷害並且施加減少魂力抗性\u003C/span\u003E。",
"upgrade_acolytes_glove_desc": "当你对一个英雄进行\u003Cspan class=\"highlight\"\u003E近战轻/重\u003C/span\u003E攻击时,攻击会造成额外\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E并减少目标的\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E。",
"upgrade_active_bullet_shield": "抵盾衝鋒",
"upgrade_active_bullet_shield": "Shield Rush",
"upgrade_active_bullet_shield/modifier_duration": "Bullet Barrier",
"upgrade_active_bullet_shield/modifier_duration": "Bullet Barrier",
"upgrade_active_bullet_shield_desc": "Give temporary \u003Cspan class=\"highlight\"\u003Ebullet shield\u003C/span\u003E for you and nearby allied Heros and their minions.",
"upgrade_active_bullet_shield_desc": "Give temporary \u003Cspan class=\"highlight\"\u003Ebullet shield\u003C/span\u003E for you and nearby allied Heros and their minions.",
"upgrade_active_reload": "主動裝填",
"upgrade_active_reload": "高速装填",
"upgrade_active_reload/buff": "主動裝填",
"upgrade_active_reload/buff": "补弹快手",
"upgrade_active_reload_desc": "每隔一段時間,裝填時,在提示區間按下 [{s:key_reload}],會\u003Cspan class=\"highlight\"\u003E立即完成裝填並獲得射速和子彈吸血\u003C/span\u003E。",
"upgrade_active_reload_desc": "装填弹药时,在高亮的时间段内按下 [{s:key_reload}] \u003Cspan class=\"highlight\"\u003E瞬间完成装填\u003C/span\u003E并赋予你\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E子弹吸血\u003C/span\u003E。",
"upgrade_aerial_assault": "空中突襲",
"upgrade_aerial_assault": "Aerial Assault",
"upgrade_aerial_assault/modifier_aerial_assault_watcher/modifier_aerial_assault": "Aerial Assault",
"upgrade_aerial_assault/modifier_aerial_assault_watcher/modifier_aerial_assault": "Aerial Assault",
"upgrade_aerial_assault_active": "\u003Cspan class=\"highlight\"\u003ELaunch straight up\u003C/span\u003E high into the air. While in the air you will pause your aerial movement for {s:AssaultDuration}s\u003C/span\u003E.  During this time you gain \u003Cspan class=\"highlight\"\u003E+{s:AssaultLifestealPercent}% bullet lifesteal\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eunlimited clip\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003E+{s:AssaultFireRate}% fire rate\u003C/span\u003E, and bullets that \u003Cspan class=\"highlight\"\u003Eexplode\u003C/span\u003E in a {s:ExplodeRadius}m radius.",
"upgrade_aerial_assault_active": "\u003Cspan class=\"highlight\"\u003ELaunch straight up\u003C/span\u003E high into the air. While in the air you will pause your aerial movement for {s:AssaultDuration}s\u003C/span\u003E.  During this time you gain \u003Cspan class=\"highlight\"\u003E+{s:AssaultLifestealPercent}% bullet lifesteal\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eunlimited clip\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003E+{s:AssaultFireRate}% fire rate\u003C/span\u003E, and bullets that \u003Cspan class=\"highlight\"\u003Eexplode\u003C/span\u003E in a {s:ExplodeRadius}m radius.",
"upgrade_ammo_scavenger": "掠魂彈匣",
"upgrade_ammo_scavenger": "拾弹能手",
"upgrade_ammo_scavenger_desc": "每次\u003Cspan class=\"highlight\"\u003E 正補 或 反補 魂靈球 \u003C/span\u003E時,都會\u003Cspan class=\"highlight\"\u003E回復些許彈藥和獲得額外魂力\u003C/span\u003E。可以疊加。",
"upgrade_ammo_scavenger_desc": "每当你从一个单位稳获或反补一个魂魄时,都会获得\u003Cspan class=\"highlight\"\u003E弹药\u003C/span\u003E,并可叠加\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
"upgrade_aoe_root": "真空網",
"upgrade_aoe_root": "Vacuum Web",
"upgrade_aoe_root_active": "Throw a \u003Cspan class=\"highlight\"\u003Evacuum\u003C/span\u003E grenade, pulling all enemies into a small area where they remain \u003Cspan class=\"highlight\"\u003Etethered\u003C/span\u003E.",
"upgrade_aoe_root_active": "Throw a \u003Cspan class=\"highlight\"\u003Evacuum\u003C/span\u003E grenade, pulling all enemies into a small area where they remain \u003Cspan class=\"highlight\"\u003Etethered\u003C/span\u003E.",
"upgrade_aoe_silence": "EMP 手榴彈",
"upgrade_aoe_silence": "EMP Grenade",
"upgrade_aoe_silence_desc": "Throw a grenade that \u003Cspan class=\"highlight\"\u003Esilences\u003C/span\u003E enemies and lowers their \u003Cspan class=\"highlight\"\u003Espirit resistance\u003C/span\u003E.",
"upgrade_aoe_silence_desc": "Throw a grenade that \u003Cspan class=\"highlight\"\u003Esilences\u003C/span\u003E enemies and lowers their \u003Cspan class=\"highlight\"\u003Espirit resistance\u003C/span\u003E.",
"upgrade_aoe_smoke_bomb": "煙霧彈",
"upgrade_aoe_smoke_bomb": "Smoke",
"upgrade_aoe_smoke_bomb/modifier_invis": "隱身中",
"upgrade_aoe_smoke_bomb/modifier_invis": "Stealthed",
"upgrade_aoe_smoke_bomb_desc": "Give you and teammates \u003Cspan class=\"highlight\"\u003Einvisibility\u003C/span\u003E and a \u003Cspan class=\"highlight\"\u003Emovement speed\u003C/span\u003E bonus.  Attacking or taking damage will remove the invisibility.\u003Cbr\u003ECast delay: {s:AbilityCastDelay}s.",
"upgrade_aoe_smoke_bomb_desc": "Give you and teammates \u003Cspan class=\"highlight\"\u003Einvisibility\u003C/span\u003E and a \u003Cspan class=\"highlight\"\u003Emovement speed\u003C/span\u003E bonus.  Attacking or taking damage will remove the invisibility.\u003Cbr\u003ECast delay: {s:AbilityCastDelay}s.",
"upgrade_aoe_tech_shield": "魂幕脈衝",
"upgrade_aoe_tech_shield": "Spirit Barrier Pulse",
"upgrade_aoe_tech_shield/modifier_duration": "Spirit Barrier Pulse",
"upgrade_aoe_tech_shield/modifier_duration": "Spirit Barrier Pulse",
"upgrade_aoe_tech_shield_desc": "Temporarily gain \u003Cspan class=\"highlight\"\u003Espirit barrier\u003C/span\u003E for you and all nearby allied units.",
"upgrade_aoe_tech_shield_desc": "Temporarily gain \u003Cspan class=\"highlight\"\u003Espirit barrier\u003C/span\u003E for you and all nearby allied units.",
"upgrade_arcane_eater": "魂力虹吸",
"upgrade_arcane_eater": "Arcane Eater",
"upgrade_arcane_eater_desc": "你的子彈能夠從敵方英雄身上\u003Cspan class=\"highlight\"\u003E吸取魂力\u003C/span\u003E。爆頭射擊時額外吸取{s:HeadshotBonusSteal}魂力。此效果可以疊加。",
"upgrade_arcane_eater_desc": "Your bullets \u003Cspan class=\"highlight\"\u003ESteal Spirit Power\u003C/span\u003E from enemy Heroes.  Steal {s:HeadshotBonusSteal} extra Spirit Power with Headshots.  This effect stacks.",
"upgrade_arcane_extension": "持久力",
"upgrade_arcane_extension": "余威回荡",
"upgrade_arcane_extension_desc": "增加技能和模組的的 \u003Cspan class=\"highlight\"\u003E持續時間\u003C/span\u003E。",
"upgrade_arcane_extension_desc": "增加你技能和物品的\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E 。",
"upgrade_arcane_medallion": "秘法胸針",
"upgrade_arcane_medallion": "Arcane Medallion",
"upgrade_arcane_medallion_desc": "Whenever you deal \u003Cspan class=\"highlight\"\u003E{s:MinimumDamage} Spirit damage\u003C/span\u003E or more in a single hit against an enemy hero, gain \u003Cspan class=\"highlight\"\u003Etemporary Spirit Power\u003C/span\u003E.",
"upgrade_arcane_medallion_desc": "Whenever you deal \u003Cspan class=\"highlight\"\u003E{s:MinimumDamage} Spirit damage\u003C/span\u003E or more in a single hit against an enemy hero, gain \u003Cspan class=\"highlight\"\u003Etemporary Spirit Power\u003C/span\u003E.",
"upgrade_armor_reduction_debuff": "破甲彈",
"upgrade_armor_reduction_debuff": "Armor Piercing Rounds",
"upgrade_armor_reduction_debuff_desc": "Your bullets reduce the target's \u003Cspan class=\"highlight\"\u003Ebullet resistance by {s:ResistReduction}%\u003C/span\u003E of their current value for {s:AbilityDuration}s and deal bonus damage \u003Cspan class=\"highlight\"\u003Eagainst bullet shields\u003C/span\u003E.",
"upgrade_armor_reduction_debuff_desc": "Your bullets reduce the target's \u003Cspan class=\"highlight\"\u003Ebullet resistance by {s:ResistReduction}%\u003C/span\u003E of their current value for {s:AbilityDuration}s and deal bonus damage \u003Cspan class=\"highlight\"\u003Eagainst bullet shields\u003C/span\u003E.",
"upgrade_attack_speed_1": "射速",
"upgrade_attack_speed_1": "Fire Rate",
"upgrade_attack_speed_1_desc": "增加你的 \u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。",
"upgrade_attack_speed_1_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_attack_speed_2": "強化射速",
"upgrade_attack_speed_2": "Improved Fire Rate",
"upgrade_attack_speed_2_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_attack_speed_2_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_banshee_slugs": "致殘爆頭",
"upgrade_banshee_slugs": "爆头破防",
"upgrade_banshee_slugs_headshots_desc": "\u003Cspan class=\"highlight\"\u003E爆頭\u003C/span\u003E 會減少目標 \u003Cspan class=\"highlight\"\u003E子彈以及魂力抗性\u003C/span\u003E.",
"upgrade_banshee_slugs_headshots_desc": "\u003Cspan class=\"highlight\"\u003E爆头\u003C/span\u003E将减少目标的\u003Cspan class=\"highlight\"\u003E子弹和元灵抗性\u003C/span\u003E。",
"upgrade_belt_fed_magazine": "轉輪彈鏈",
"upgrade_belt_fed_magazine": "Belt-Fed Magazine",
"upgrade_belt_fed_magazine_desc": "你的武器配備了一個\u003Cspan class=\"highlight\"\u003E更大容量的彈鏈\u003C/span\u003E,但這需要\u003Cspan class=\"isNegative\"\u003E一段預熱時間\u003C/span\u003E,初始射速較慢,隨著預熱時間的推移射速會逐漸提升。",
"upgrade_belt_fed_magazine_desc": "Your weapon gains a \u003Cspan class=\"highlight\"\u003Emuch larger magazine that \u003C/span\u003E\u003Cspan class=\"isNegative\"\u003Erequires spin-up time\u003C/span\u003E, starting with a \u003Cspan class=\"highlight\"\u003Eslower initial fire rate and becoming faster over the spin-up time\u003C/span\u003E.",
"upgrade_berserker": "狂戰士",
"upgrade_berserker": "狂战士",
"upgrade_berserker/modifier_berserker/modifier_berserker_damage_stack": "狂戰士",
"upgrade_berserker/modifier_berserker/modifier_berserker_damage_stack": "狂战士",
"upgrade_berserker_desc": "你的 \u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E 會隨著你受到的傷害持續增加。",
"upgrade_berserker_desc": "当你受到持续伤害时,你的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E会增加。",
"upgrade_bleeding_bullets/modifier_item_bleeding_bullets_active/modifier_item_bleeding_bullets_damageovertime": "碎魂子彈",
"upgrade_bleeding_bullets/modifier_item_bleeding_bullets_active/modifier_item_bleeding_bullets_damageovertime": "Serrated Bullets",
"upgrade_bleeding_bullets_buildup": "流血堆疊...",
"upgrade_bleeding_bullets_buildup": "正在积累毒弹堆叠…",
"upgrade_blitz_bullets": "迅猛打擊",
"upgrade_blitz_bullets": "迅捷突击",
"upgrade_bonus_ability_charge_3": "超級充能",
"upgrade_bonus_ability_charge_3": "Hyper Charge",
"upgrade_bonus_ability_charge_3_desc": "增加\u003Cspan class=\"highlight\"\u003E+{s:BonusAbilityCharges}\u003C/span\u003E到你的最大技能\u003Cspan class=\"highlight\"\u003E充能次數\u003C/span\u003E。",
"upgrade_bonus_ability_charge_3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BonusAbilityCharges}\u003C/span\u003E to your max ability \u003Cspan class=\"highlight\"\u003Echarges\u003C/span\u003E.",
"upgrade_boxing_glove": "生命之擊",
"upgrade_boxing_glove": "吸命重击",
"upgrade_boxing_glove_desc": "每隔一段時間你對敵方英雄的\u003Cspan class=\"highlight\"\u003E近戰攻擊\u003C/span\u003E會對目標造成\u003Cspan class=\"highlight\"\u003E減少移速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E治療你所造成的近戰傷害的{s:LifestealHealPercent}%\u003C/span\u003E加上{s:LifestealHeal}。對非英雄目標的治療率為 {s:NonHeroHealPct}%。",
"upgrade_boxing_glove_desc": "你的\u003Cspan class=\"highlight\"\u003E近战攻击\u003C/span\u003E会施加\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E效果并\u003Cspan class=\"highlight\"\u003E对你进行治疗\u003C/span\u003E,治疗量为所造成的\u003Cspan class=\"highlight\"\u003E近战伤害\u003C/span\u003E的 {s:LifestealHealPercent}% {s:LifestealHeal} 。如果是对非英雄造成伤害,则治疗量为原本的 {s:NonHeroHealPct}%。",
"upgrade_bullet_armor": "防彈裝甲",
"upgrade_bullet_armor": "子弹护甲",
"upgrade_bullet_armor_2": "改進防彈裝甲",
"upgrade_bullet_armor_2": "高级子弹护甲",
"upgrade_bullet_armor_2_desc": "減少受到的 \u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E ",
"upgrade_bullet_armor_2_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.",
"upgrade_bullet_armor_desc": "減少受到的 \u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E ",
"upgrade_bullet_armor_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.",
"upgrade_bullet_armor_reduction_aura": "獵人光環",
"upgrade_bullet_armor_reduction_aura": "猎人光环",
"upgrade_bullet_armor_reduction_aura/modifier_bullet_armor_reduction_aura/modifier_bullet_armor_reduction": "物理抗性減少",
"upgrade_bullet_armor_reduction_aura/modifier_bullet_armor_reduction_aura/modifier_bullet_armor_reduction": "Bullet Armor Reduced",
"upgrade_bullet_armor_reduction_aura_desc": "降低附近敵人的\u003Cspan class=\"highlight\"\u003E物理抗性和射速\u003C/span\u003E。如果附近只有一名敵方英雄,\u003Cspan class=\"highlight\"\u003E則效果為三倍\u003C/span\u003E。",
"upgrade_bullet_armor_reduction_aura_desc": "降低附近敌人的\u003Cspan class=\"highlight\"\u003E子弹抗性和射速\u003C/span\u003E。若附近只有一名敌方英雄,则此\u003Cspan class=\"highlight\"\u003E效果将为原本的三倍\u003C/span\u003E。",
"upgrade_bullet_damage_reduction_aura": "武器干擾",
"upgrade_bullet_damage_reduction_aura": "Weapon Jammer",
"upgrade_bullet_damage_reduction_aura/modifier_base_aura/aura_target_modifier": "Slowed Attack Speed",
"upgrade_bullet_damage_reduction_aura/modifier_base_aura/aura_target_modifier": "Slowed Attack Speed",
"upgrade_bullet_damage_reduction_aura_desc": "Reduces the \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E of all nearby enemies.",
"upgrade_bullet_damage_reduction_aura_desc": "Reduces the \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E of all nearby enemies.",
"upgrade_bullet_resist_shredder": "護甲弱化",
"upgrade_bullet_resist_shredder": "粉碎护甲",
"upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder": "減少物理抗性",
"upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder": "子弹护甲减少",
"upgrade_bullet_resist_shredder_desc": "當對目標造成魂力傷害時,該目標在持續時間內也會受到 \u003Cspan class=\"highlight\"\u003E物理抗性\u003C/span\u003E 減少。",
"upgrade_bullet_resist_shredder_desc": "当你造成\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E时,会减少敌人的\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
"upgrade_burst_fire": "爆發開火",
"upgrade_burst_fire": "健步疾射",
"upgrade_burst_fire/modifier_burst_fire_buff": "爆發開火",
"upgrade_burst_fire/modifier_burst_fire_buff": "健步疾射",
"upgrade_burst_fire_actuator": "狂潮發射器",
"upgrade_burst_fire_actuator": "Burst Fire Actuator",
"upgrade_burst_fire_actuator_desc": "Your weapon \u003Cspan class=\"highlight\"\u003E fires an additional percentage of your gun's starting clip as a burst\u003C/span\u003E.  If all bullets in a burst connect with an enemy Hero, \u003Cspan class=\"highlight\"\u003Egain temporary Base Bullet Damage\u003C/span\u003E for the rest of the clip.",
"upgrade_burst_fire_actuator_desc": "Your weapon \u003Cspan class=\"highlight\"\u003E fires an additional percentage of your gun's starting clip as a burst\u003C/span\u003E.  If all bullets in a burst connect with an enemy Hero, \u003Cspan class=\"highlight\"\u003Egain temporary Base Bullet Damage\u003C/span\u003E for the rest of the clip.",
"upgrade_burst_fire_desc": "每隔一段時間射擊到敵方英雄時獲得額外 \u003Cspan class=\"highlight\"\u003E射擊速度和移動速度\u003C/span\u003E 。",
"upgrade_burst_fire_desc": "当你的子弹击中敌方英雄时,短暂地获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E的提升。",
"upgrade_camouflage": "迷彩服",
"upgrade_camouflage": "Camouflage Suit",
"upgrade_camouflage_desc": "Go \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E and maintain invisibility by \u003Cspan class=\"highlight\"\u003Enot moving or attacking\u003C/span\u003E.  Taking damage will not reveal the Hero.  Bonus Regen while Invisible.",
"upgrade_camouflage_desc": "Go \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E and maintain invisibility by \u003Cspan class=\"highlight\"\u003Enot moving or attacking\u003C/span\u003E.  Taking damage will not reveal the Hero.  Bonus Regen while Invisible.",
"upgrade_cardio_calibrator": "恆久速度",
"upgrade_cardio_calibrator": "疾速不怠",
"upgrade_cardio_calibrator_desc": "降低敵人移動減少移速的效果。",
"upgrade_cardio_calibrator_desc": "降低敌人施加的\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E效果。",
"upgrade_chain_lightning": "特斯拉彈",
"upgrade_chain_lightning": "特斯拉弹",
"upgrade_chain_lightning_desc": "你的子彈有機率\u003Cspan class=\"highlight\"\u003E電擊\u003C/span\u003E你的目標。 電擊會跳到附近的敵人身上。",
"upgrade_chain_lightning_desc": "你的子弹有几率会\u003Cspan class=\"highlight\"\u003E电击\u003C/span\u003E你的目标。 \u003Cspan class=\"highlight\"\u003E电击\u003C/span\u003E会跳到附近的敌人身上。",
"upgrade_charge_mastery": "精尖充能",
"upgrade_charge_mastery": "Charge Mastery",
"upgrade_charge_mastery_passive": "充能技能擁有\u003Cspan class=\"highlight\"\u003E{s:BonusChargedAbilityDamage}%\u003C/span\u003E的傷害提升和\u003Cspan class=\"highlight\"\u003E{s:BonusChargedCooldownReduction}%\u003C/span\u003E的冷卻時間減少。",
"upgrade_charge_mastery_passive": "Charged abilities have \u003Cspan class=\"highlight\"\u003E{s:BonusChargedAbilityDamage}%\u003C/span\u003E increased damage and \u003Cspan class=\"highlight\"\u003E{s:BonusChargedCooldownReduction}%\u003C/span\u003E reduced cooldown.",
"upgrade_charmed_wraps": "魅力包巾",
"upgrade_charmed_wraps": "Charmed Wraps",
"upgrade_charmed_wraps_desc": "Your abilities get their \u003Cspan class=\"highlight\"\u003Ecooldowns reduced\u003C/span\u003E when you perform a \u003Cspan class=\"highlight\"\u003Eheavy melee\u003C/span\u003E attack against a hero (or \u003Cspan class=\"highlight\"\u003Etwo light melee\u003C/span\u003E attacks within {s:LightMeleeTimeWindow}s).",
"upgrade_charmed_wraps_desc": "Your abilities get their \u003Cspan class=\"highlight\"\u003Ecooldowns reduced\u003C/span\u003E when you perform a \u003Cspan class=\"highlight\"\u003Eheavy melee\u003C/span\u003E attack against a hero (or \u003Cspan class=\"highlight\"\u003Etwo light melee\u003C/span\u003E attacks within {s:LightMeleeTimeWindow}s).",
"upgrade_cheat_death": "欺騙死亡",
"upgrade_cheat_death": "Cheat Death",
"upgrade_cheat_death_pulse_passive": "Releases a periodic pulse, damaging nearby enemies.",
"upgrade_cheat_death_pulse_passive": "Releases a periodic pulse, damaging nearby enemies.",
"upgrade_cheat_death_unkillable_passive": "When the owner would take otherwise lethal damage, they instead become \u003Cspan class=\"highlight\"\u003Etemporarily death immune\u003C/span\u003E. While death immune, the rate of the damage pulse is greatly increased.",
"upgrade_cheat_death_unkillable_passive": "When the owner would take otherwise lethal damage, they instead become \u003Cspan class=\"highlight\"\u003Etemporarily death immune\u003C/span\u003E. While death immune, the rate of the damage pulse is greatly increased.",
"upgrade_chonky": "堅韌不拔",
"upgrade_chonky": "坚毅之心",
"upgrade_chonky_desc": "\u003Cspan class=\"highlight\"\u003E{s:RestoreDelay}秒後\u003C/span\u003E未受到傷害,獲得\u003Cspan class=\"highlight\"\u003E最大生命值 {s:HealLifePercentOutOfCombat}% 的恢復\u003C/span\u003E.",
"upgrade_chonky_desc": "在未受到伤害超过 \u003Cspan class=\"highlight\"\u003E{s:RestoreDelay}s\u003C/span\u003E 后,获得 \u003Cspan class=\"highlight\"\u003E{s:HealLifePercentOutOfCombat}% 的最大生命值恢复率\u003C/span\u003E。",
"upgrade_chonky_high_health_passive_desc": "當你生命值\u003Cspan class=\"highlight\"\u003E高於 {s:HealthThreshold}% \u003C/span\u003E, 你會獲得額外的 \u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E 和 \u003Cspan class=\"highlight\"\u003E移動速度\u003C/span\u003E 。",
"upgrade_chonky_high_health_passive_desc": "当你的生命值高于 \u003Cspan class=\"highlight\"\u003E{s:HealthThreshold}%\u003C/span\u003E 时,你将获得额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。",
"upgrade_clip_size": "基礎彈匣",
"upgrade_clip_size": "基本弹匣",
"upgrade_clip_size_2": "大彈匣",
"upgrade_clip_size_2": "Big Clip",
"upgrade_clip_size_2_desc": "大增加 \u003Cspan class=\"highlight\"\u003E基礎彈匣\u003C/span\u003E.",
"upgrade_clip_size_2_desc": "Big Increase \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_3": "特大號彈匣",
"upgrade_clip_size_3": "Extra Large Magazine",
"upgrade_clip_size_3_desc": "大幅增加 \u003Cspan class=\"highlight\"\u003E基礎彈匣\u003C/span\u003E.",
"upgrade_clip_size_3_desc": "Greatly Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_desc": "增加 \u003Cspan class=\"highlight\"\u003E基礎彈匣\u003C/span\u003E.",
"upgrade_clip_size_desc": "Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_fixed": "加長彈匣",
"upgrade_clip_size_fixed": "Extended Magazine",
"upgrade_clip_size_fixed_desc": "增加 \u003Cspan class=\"highlight\"\u003E基礎彈匣\u003C/span\u003E.",
"upgrade_clip_size_fixed_desc": "Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_fixed_t3": "特大號彈匣",
"upgrade_clip_size_fixed_t3": "Extra Large Magazine",
"upgrade_clip_size_fixed_t3_desc": "大幅增加 \u003Cspan class=\"highlight\"\u003E基礎彈匣\u003C/span\u003E.",
"upgrade_clip_size_fixed_t3_desc": "Greatly Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_cloaking_device": "隱形裝置",
"upgrade_cloaking_device": "Cloaking Device",
"upgrade_cloaking_device/modifier_citadel_passive_cloak": "Cloaking Device",
"upgrade_cloaking_device/modifier_citadel_passive_cloak": "Cloaking Device",
"upgrade_cloaking_device/modifier_citadel_passive_cloak/modifier_invis": "Stealthed",
"upgrade_cloaking_device/modifier_citadel_passive_cloak/modifier_invis": "Stealthed",
"upgrade_cloaking_device_active": "影織",
"upgrade_cloaking_device_active": "来去无踪",
"upgrade_cloaking_device_active/modifier_invis": "Stealthed",
"upgrade_cloaking_device_active/modifier_invis": "Stealthed",
"upgrade_cloaking_device_active_ambush_desc": "\u003Cbr\u003E攻擊或使用任意技能將結束你的隱身並給自身施加\u003Cspan class=\"highlight\"\u003E影襲\u003C/span\u003E增益,暫時為你提供額外的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E魂力\u003C/span\u003E加成。",
"upgrade_cloaking_device_active_ambush_desc": "\u003Cbr\u003E攻击或使用技能将结束隐身状态,并开始\u003Cspan class=\"highlight\"\u003E伏击\u003C/span\u003E,暂时为你提供额外的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
"upgrade_cloaking_device_active_desc": "使用後在持續時間內使自身 \u003Cspan class=\"highlight\"\u003E隱形\u003C/span\u003E。每當你在隱身狀態下受到傷害時,你就會短暫地暴露。",
"upgrade_cloaking_device_active_desc": "进入\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E状态。每当你在隐身状态下受到伤害时,会短暂现形。",
"upgrade_cloaking_device_desc": "Become \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E. Nearby enemies will temporaily reveal the hero.  Attacking or taking damage will remove the invisibility for {s:AbilityCooldown}s.",
"upgrade_cloaking_device_desc": "Become \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E. Nearby enemies will temporaily reveal the hero.  Attacking or taking damage will remove the invisibility for {s:AbilityCooldown}s.",
"upgrade_close_quarter_combat": "抵近射擊",
"upgrade_close_quarter_combat": "近身猛击",
"upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base": "減速",
"upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base": "被减速",
"upgrade_close_quarter_combat_desc": "當目標在你的 \u003Cspan class=\"highlight\"\u003E近距離\u003C/span\u003E 時,對該目標造成 \u003Cspan class=\"highlight\"\u003E額外子彈傷害 \u003C/span\u003E 並且施加 \u003Cspan class=\"highlight\"\u003E減少移速\u003C/span\u003E 。",
"upgrade_close_quarter_combat_desc": "当你与目标\u003Cspan class=\"highlight\"\u003E近距离\u003C/span\u003E交战时,\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E增加,并且你的子弹会施加\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E效果。",
"upgrade_close_range": "近距離增幅",
"upgrade_close_range": "近战火拼",
"upgrade_close_range_desc": "當目標在你的\u003Cspan class=\"highlight\"\u003E近距離\u003C/span\u003E時,對該目標造成\u003Cspan class=\"highlight\"\u003E額外子彈傷害\u003C/span\u003E。",
"upgrade_close_range_desc": "当和目标\u003Cspan class=\"highlight\"\u003E近距离\u003C/span\u003E作战时,造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
"upgrade_cold_front": "冷鋒",
"upgrade_cold_front": "冰天雪地",
"upgrade_cold_front_desc": "使用後從你的位置開始施放出一圈冰凍立場對附近的敵方目標造成 \u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E 並且 \u003Cspan class=\"highlight\"\u003E減緩移動速度\u003C/span\u003E 。",
"upgrade_cold_front_desc": "释放一个不断扩大的冰暴,对其击中的目标造成\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E并使其\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。",
"upgrade_colossus": "化身巨人",
"upgrade_colossus": "巨人",
"upgrade_colossus_desc": "使用後在持續時間內獲得\u003Cspan class=\"highlight\"\u003E子彈和魂力抗性\u003C/span\u003E,並\u003Cspan class=\"highlight\"\u003E對附近的敵方目標減少移速\u003C/span\u003E。你的模型大小增加10%。",
"upgrade_colossus_desc": "获得\u003Cspan class=\"highlight\"\u003E子弹和元灵抗性\u003C/span\u003E,并使附近敌人的\u003Cspan class=\"highlight\"\u003E移动速度和冲刺速度减缓\u003C/span\u003E。英雄身体增大 20%。",
"upgrade_combo_breaker": "連招破壞",
"upgrade_combo_breaker": "Combo Breaker",
"upgrade_combo_breaker/modifier_combo_breaker": "Combo Breaker",
"upgrade_combo_breaker/modifier_combo_breaker": "Combo Breaker",
"upgrade_combo_breaker_desc": "\u003Cspan class=\"highlight\"\u003ERemove all debuffs\u003C/span\u003E and heal yourself. \u003Cbr\u003E\u003Cspan class=\"highlight\"\u003ECan be used while stunned.\u003C/span\u003E",
"upgrade_combo_breaker_desc": "\u003Cspan class=\"highlight\"\u003ERemove all debuffs\u003C/span\u003E and heal yourself. \u003Cbr\u003E\u003Cspan class=\"highlight\"\u003ECan be used while stunned.\u003C/span\u003E",
"upgrade_containment": "遲緩巫術",
"upgrade_containment": "减速魔咒",
"upgrade_containment_desc": "選定一個敵方英雄目標,使用後對敵方英雄目標造成\u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E 並且 \u003Cspan class=\"highlight\"\u003E減少移速\u003C/span\u003E ,同時 \u003Cspan class=\"highlight\"\u003E沉默敵方英雄的移動技能\u003C/span\u003E.\u003Cbr\u003E不影響目標的耐力使用。",
"upgrade_containment_desc": "造成\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E降低\u003C/span\u003E目标的移动速度和冲刺速度。同时\u003Cspan class=\"highlight\"\u003E使目标基于移动的物品和技能沉默\u003C/span\u003E。\u003Cbr\u003E不会影响目标的耐力使用。",
"upgrade_cooldown_reduction": "高階冷卻",
"upgrade_cooldown_reduction": "超速冷却",
"upgrade_cooldown_reduction_desc": "減少技能和模組的\u003Cspan class=\"highlight\"\u003E冷卻時間\u003C/span\u003E",
"upgrade_cooldown_reduction_desc": "减少你技能和物品的\u003Cspan class=\"highlight\"\u003E冷却时间\u003C/span\u003E。",
"upgrade_crackshot": "秘法子彈",
"upgrade_crackshot": "秘术射击",
"upgrade_crackshot_desc": "每隔一段時間你的下一次射擊會附加 \u003Cspan class=\"highlight\"\u003E額外魂力傷害\u003C/span\u003E 。",
"upgrade_crackshot_desc": "你的下一颗子弹将造成额外\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E。",
"upgrade_critshot": "幸運射擊",
"upgrade_critshot": "幸运一击",
"upgrade_critshot_desc": "你的子彈有機率造成 \u003Cspan class=\"highlight\"\u003E額外傷害\u003C/span\u003E 以及 \u003Cspan class=\"highlight\"\u003E減少移速\u003C/span\u003E 。",
"upgrade_critshot_desc": "你的子弹有机会被强化,使其在击中目标时造成\u003Cspan class=\"highlight\"\u003E额外伤害\u003C/span\u003E并让目标\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。",
"upgrade_damage_recycler": "血蛭",
"upgrade_damage_recycler": "吸血蝗",
"upgrade_damage_recycler_desc": "增加\u003Cspan class=\"highlight\"\u003E減少治療效果抗性\u003C/span\u003E。",
"upgrade_damage_recycler_desc": "降低敌人施加的\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E效果。",
"upgrade_debuff_absorb": "科技裝甲",
"upgrade_debuff_absorb": "Tech Defender",
"upgrade_debuff_absorb_desc": "Shield against \u003Cspan class=\"highlight\"\u003Eall spirit damage and debuffs\u003C/span\u003E.",
"upgrade_debuff_absorb_desc": "Shield against \u003Cspan class=\"highlight\"\u003Eall spirit damage and debuffs\u003C/span\u003E.",
"upgrade_debuff_reducer": "減益抗性",
"upgrade_debuff_reducer": "减益缩短",
"upgrade_debuff_reducer_desc": "減少\u003Cspan class=\"highlight\"\u003E對你施加的所有負面效果的持續時間\u003C/span\u003E。",
"upgrade_debuff_reducer_desc": "减少对你施加的所有减益效果的\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E。",
"upgrade_deflector_shield": "子彈偏轉護盾",
"upgrade_deflector_shield": "Bullet Deflector Shield",
"upgrade_deflector_shield_desc": "Adds \u003Cspan class=\"highlight\"\u003Ebullet armor\u003C/span\u003E, and provides a shield that absorbs bullet damage. Shield regens out of combat (10s no damage).",
"upgrade_deflector_shield_desc": "Adds \u003Cspan class=\"highlight\"\u003Ebullet armor\u003C/span\u003E, and provides a shield that absorbs bullet damage. Shield regens out of combat (10s no damage).",
"upgrade_disarm": "虹吸意志",
"upgrade_disarm": "Drain Will",
"upgrade_disarm_desc": "Fires a projectile which reduces the \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E of the target and \u003Cspan class=\"highlight\"\u003Esteals Spirit\u003C/span\u003E.",
"upgrade_disarm_desc": "Fires a projectile which reduces the \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E of the target and \u003Cspan class=\"highlight\"\u003Esteals Spirit\u003C/span\u003E.",
"upgrade_discord": "混亂",
"upgrade_discord": "Discord",
"upgrade_discord_desc": "Apply an aura around enemy or friendly target that \u003Cspan class=\"highlight\"\u003Edamages enemies in the radius and suppresses their healing by {s:HealAmpReceivePenaltyPercent}%\u003C/span\u003E. If cast on a friendly, it also heals them.",
"upgrade_discord_desc": "Apply an aura around enemy or friendly target that \u003Cspan class=\"highlight\"\u003Edamages enemies in the radius and suppresses their healing by {s:HealAmpReceivePenaltyPercent}%\u003C/span\u003E. If cast on a friendly, it also heals them.",
"upgrade_diviners_kevlar": "預兆防護",
"upgrade_diviners_kevlar": "金刚宝衫",
"upgrade_diviners_kevlar_desc": "當施放 \u003Cspan class=\"highlight\"\u003E終極技能時\u003C/span\u003E獲得暫時的 \u003Cspan class=\"highlight\"\u003E護盾\u003C/span\u003E以及 \u003Cspan class=\"highlight\"\u003E額外魂力\u003C/span\u003E。",
"upgrade_diviners_kevlar_desc": "施放\u003Cspan class=\"highlight\"\u003E终极技能\u003C/span\u003E后,获得临时的\u003Cspan class=\"highlight\"\u003E子弹护盾、元灵护盾\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
"upgrade_double_jump": "二段跳",
"upgrade_double_jump": "Double-Jump",
"upgrade_double_jump_desc": "Allows you to perform an additional \u003Cspan class=\"highlight\"\u003Ejump\u003C/span\u003E in mid-air.",
"upgrade_double_jump_desc": "Allows you to perform an additional \u003Cspan class=\"highlight\"\u003Ejump\u003C/span\u003E in mid-air.",
"upgrade_dps_aura": "英雄光環",
"upgrade_dps_aura": "英雄光环",
"upgrade_dps_aura_active_desc": "使用後在持續時間內為你和的附近友軍增加\u003Cspan class=\"highlight\"\u003E額外移動速度\u003C/span\u003E 和 \u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E 。",
"upgrade_dps_aura_active_desc": "为你和附近的队友提供额外的\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。",
"upgrade_dps_aura_desc": "範圍內的召喚物增加額外\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E 。",
"upgrade_dps_aura_desc": "为附近的下属提供\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。",
"upgrade_drum_magazine": "彈鼓",
"upgrade_drum_magazine": "Drum Magazine",
"upgrade_drum_magazine_desc": "Provides a large \u003Cspan class=\"highlight\"\u003Eammo bonus\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eincreased reload speed\u003C/span\u003E",
"upgrade_drum_magazine_desc": "Provides a large \u003Cspan class=\"highlight\"\u003Eammo bonus\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eincreased reload speed\u003C/span\u003E",
"upgrade_duration_extender": "[已棄用]時效延長",
"upgrade_duration_extender": "[Deprecated] Duration Extender",
"upgrade_duration_extender_desc": "Increases \u003Cspan class=\"highlight\"\u003EDuration\u003C/span\u003E of your abilities and items by \u003Cspan class=\"highlight\"\u003E{s:NonImbuedBonusDuration}%\u003C/span\u003E.",
"upgrade_duration_extender_desc": "Increases \u003Cspan class=\"highlight\"\u003EDuration\u003C/span\u003E of your abilities and items by \u003Cspan class=\"highlight\"\u003E{s:NonImbuedBonusDuration}%\u003C/span\u003E.",
"upgrade_endurance": "額外恢復",
"upgrade_endurance": "加速回血",
"upgrade_escalating_exposure": "惡化暴露",
"upgrade_escalating_exposure": "伤上加伤",
"upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff": "減少魂力抗性",
"upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff": "伤上加伤",
"upgrade_escalating_exposure_desc": "當對目標敵方造成 \u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E 時 施加 \u003Cspan class=\"highlight\"\u003E一層魂力傷害增幅\u003C/span\u003E 增加你對他們造成的魂力傷害。第一次施加惡化暴露觸發二次。",
"upgrade_escalating_exposure_desc": "造成\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E时会施加可叠加的\u003Cspan class=\"highlight\"\u003E元灵增强\u003C/span\u003E效果,增加你对目标的\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E。",
"upgrade_explosive_bullets/modifier_explosive_bullets/modifier_citadel_base_buildup": "Explosive Rounds",
"upgrade_extra_charge": "额外充能",
"upgrade_extra_charge": "額外充能",
"upgrade_extra_charge_desc": "Adds one to your ability max \u003Cspan class=\"highlight\"\u003Echarges\u003C/span\u003E.",
"upgrade_extra_charge_desc": "為你的充能技能增加一點 \u003Cspan class=\"highlight\"\u003E充能\u003C/span\u003E。",
"upgrade_fervor": "末路狂徒",
"upgrade_fervor": "狂暴",
"upgrade_fervor/modifier_fervor/modifier_fervor_bonuses": "Enrage Bonuses",
"upgrade_fervor/modifier_fervor/modifier_fervor_bonuses": "狂熱獎勵",
"upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack": "Fervor Stack",
"upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack": "狂熱層數",
"upgrade_fervor_passive": "当你的生命值\u003Cspan class=\"highlight\"\u003E低于 {s:LowHealthThreshold}% \u003C/span\u003E,你将获得属性加成。",
"upgrade_fervor_passive": "\u003Cspan class=\"highlight\"\u003E低於 {s:LowHealthThreshold}% 血量\u003C/span\u003E 時,獲得增益。",
"upgrade_fire_rate_aura": "Fire Rate Aura",
"upgrade_fire_rate_aura": "射速光環",
"upgrade_fire_rate_aura/modifier_fire_rate_aura/modifier_fire_rate_aura_target": "Fire Rate Aura",
"upgrade_fire_rate_aura/modifier_fire_rate_aura/modifier_fire_rate_aura_target": "Fire Rate Aura",
"upgrade_fire_rate_aura_desc": "Provides a \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E increase to you and nearby teammates.  Different bonus to non-Heroes",
"upgrade_fire_rate_aura_desc": "Provides a \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E increase to you and nearby teammates.  Different bonus to non-Heroes",
"upgrade_fire_rate_reduction_aura/modifier_base_aura/aura_target_modifier": "Fire Rate Reduction Aura",
"upgrade_fire_rate_reduction_aura/modifier_base_aura/aura_target_modifier": "Fire Rate Reduction Aura",
"upgrade_fleetfoot_boots": "機動步行",
"upgrade_fleetfoot_boots": "轻盈飞步",
"upgrade_fleetfoot_boots_active_desc": "獲得額外的 \u003Cspan class=\"highlight\"\u003E移動速度\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E彈藥\u003C/span\u003E。",
"upgrade_fleetfoot_boots_active_desc": "获得额外\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E弹药\u003C/span\u003E。",
"upgrade_fleetfoot_boots_passive_desc": "移除射擊時的\u003Cspan class=\"highlight\"\u003E移動速度\u003C/span\u003E懲罰。",
"upgrade_fleetfoot_boots_passive_desc": "射击时会消除\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E损失。",
"upgrade_frenzy/modifier_frenzy_aura/modifier_frenzy_kill": "Killed Frenzy",
"upgrade_frenzy/modifier_frenzy_aura/modifier_frenzy_kill": "Killed Frenzy",
"upgrade_frenzy/modifier_frenzy_lowhealth": "Low HP Frenzy",
"upgrade_frenzy/modifier_frenzy_lowhealth": "Low HP Frenzy",
"upgrade_frenzy_aura_desc": "Nearby enemies take \u003Cspan class=\"highlight\"\u003Eincreased damage\u003C/span\u003E from bullets.\u003Cbr\u003E\u003Cbr\u003EIf an enemy hero dies under this aura, you gain \u003Cspan class=\"highlight\"\u003E+{s:KillBonusMoveSpeedPerStack} m/s\u003C/span\u003E. This effect \u003Cspan class=\"highlight\"\u003Elasts until you die\u003C/span\u003E and can be stacked up to {s:MaxKillBonusMoveSpeedStack} times.",
"upgrade_frenzy_aura_desc": "Nearby enemies take \u003Cspan class=\"highlight\"\u003Eincreased damage\u003C/span\u003E from bullets.\u003Cbr\u003E\u003Cbr\u003EIf an enemy hero dies under this aura, you gain \u003Cspan class=\"highlight\"\u003E+{s:KillBonusMoveSpeedPerStack} m/s\u003C/span\u003E. This effect \u003Cspan class=\"highlight\"\u003Elasts until you die\u003C/span\u003E and can be stacked up to {s:MaxKillBonusMoveSpeedStack} times.",
"upgrade_frenzy_vampire_desc": "Your \u003Cspan class=\"highlight\"\u003Ebullets heal you\u003C/span\u003E for a percentage of the damage they deal to enemies.\u003Cbr\u003E\u003Cbr\u003EWhen an enemy is below {s:LowHealthPercentThreshold}% health you gain an additional \u003Cspan class=\"highlight\"\u003E{s:LowHealthLifeStealPercent}% Bullet Lifesteal\u003C/span\u003E against them.",
"upgrade_frenzy_vampire_desc": "Your \u003Cspan class=\"highlight\"\u003Ebullets heal you\u003C/span\u003E for a percentage of the damage they deal to enemies.\u003Cbr\u003E\u003Cbr\u003EWhen an enemy is below {s:LowHealthPercentThreshold}% health you gain an additional \u003Cspan class=\"highlight\"\u003E{s:LowHealthLifeStealPercent}% Bullet Lifesteal\u003C/span\u003E against them.",
"upgrade_full_spectrum": "全頻攻擊",
"upgrade_full_spectrum": "Full Spectrum",
"upgrade_full_spectrum_passive": "對於你魂力傷害技能或能力擊中的每個英雄,增加\u003Cspan class=\"highlight\"\u003E額外傷害\u003C/span\u003E,並施加\u003Cspan class=\"highlight\"\u003E移動減緩\u003C/span\u003E效果。",
"upgrade_full_spectrum_passive": "Adds \u003Cspan class=\"highlight\"\u003Ebonus damage\u003C/span\u003E for every hero hit from your spirit damage mods or abilities and applies a \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E.",
"upgrade_galvanic_storm": "雷霆漩渦",
"upgrade_galvanic_storm": "Galvanic Storm",
"upgrade_galvanic_storm_passive1": "你的子彈有機率 \u003Cspan class=\"highlight\"\u003E電擊\u003C/span\u003E 目標。電擊會跳到附近的敵人身上。",
"upgrade_galvanic_storm_passive1": "Your bullets have a chance to \u003Cspan class=\"highlight\"\u003Eshock\u003C/span\u003E your target.  The shock will jump to a nearby enemy.",
"upgrade_galvanic_storm_passive2": "當你的魂力護盾被破壞時,你會獲得 \u003Cspan class=\"highlight\"\u003E{s:BuffDamageMult}倍電擊傷害\u003C/span\u003E 和增加的 \u003Cspan class=\"highlight\"\u003E移動速度\u003C/span\u003E",
"upgrade_galvanic_storm_passive2": "When your spirit barrier is destroyed, you are empowered, granting \u003Cspan class=\"highlight\"\u003E{s:BuffDamageMult}x shock damage\u003C/span\u003E and increased \u003Cspan class=\"highlight\"\u003Emovement speed\u003C/span\u003E",
"upgrade_glass_cannon": "玻璃大炮",
"upgrade_glass_cannon": "玻璃大炮",
"upgrade_glass_cannon_desc": "每次擊殺英雄會獲得 \u003Cspan class=\"highlight\"\u003E永久額外子彈傷害\u003C/span\u003E (最多可獲得 {s:MaxStacks} 次)。死亡會導致損失 1 層。",
"upgrade_glass_cannon_desc": "每击杀一个英雄都会赋予\u003Cspan class=\"highlight\"\u003E永久武器伤害\u003C/span\u003E(最多 {s:MaxStacks} 次)。若被杀死,则会失去 1 层叠加。",
"upgrade_glitch": "詛咒",
"upgrade_glitch": "诅咒",
"upgrade_glitch/modifier_glitch_debuff": "被詛咒!",
"upgrade_glitch/modifier_glitch_debuff": "受到诅咒!",
"upgrade_glitch_desc": "選定一個敵方英雄目標,使用後在持續時間內詛咒目標--被詛咒的敵人會被\u003Cspan class=\"highlight\"\u003E打斷、沉默、繳械\u003C/span\u003E,以及\u003Cspan class=\"highlight\"\u003E阻止使用模組\u003C/span\u003E。",
"upgrade_glitch_desc": "诅咒某个敌人——\u003Cspan class=\"highlight\"\u003E打断、沉默、缴械\u003C/span\u003E,并\u003Cspan class=\"highlight\"\u003E阻止其使用物品\u003C/span\u003E。",
"upgrade_headhunter": "獵首",
"upgrade_headhunter": "猎头",
"upgrade_headhunter_desc": "命中爆頭會造成額外傷害,治療您部分最大生命值,並短暫提升移動速度。",
"upgrade_headhunter_desc": "爆头会造成额外伤害,按最大生命值的一定比例对你进行治疗,并在短时间内增加你的移动速度。",
"upgrade_headshot_booster": "爆頭增強",
"upgrade_headshot_booster": "爆头奖励",
"upgrade_headshot_booster_desc": "每隔一段時間 \u003Cspan class=\"highlight\"\u003E爆頭時\u003C/span\u003E 造成額外傷害。",
"upgrade_headshot_booster_desc": "如果\u003Cspan class=\"highlight\"\u003E爆头\u003C/span\u003E,将造成额外\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
"upgrade_healbane": "惡療巫術",
"upgrade_heal_on_level": "守护神的治疗",
"upgrade_healbane_desc": "你的魂力傷害會對敵人附加一個\u003Cspan class=\"highlight\"\u003E減少治療\u003C/span\u003E的減益狀態,當敵人在這個減益狀態死亡的時候\u003Cspan class=\"highlight\"\u003E大量治療你\u003C/span\u003E",
"upgrade_heal_on_level/heal_on_level_buff": "升级时治疗",
"upgrade_healing_booster": "治療增效",
"upgrade_heal_on_level_buff": "升级时治疗",
"upgrade_healing_booster_desc": "提高你的\u003Cspan class=\"highlight\"\u003E治療\u003C/span\u003E效果\u003Cspan class=\"highlight\"\u003E{s:HealAmpRegenPercent}%\u003C/span\u003E,並提高你對\u003Cspan class=\"highlight\"\u003E治療減少\u003C/span\u003E的抗性\u003Cspan class=\"highlight\"\u003E{s:DegenResistance}%\u003C/span\u003E。",
"upgrade_heal_on_level_desc": "你收到\u003Cspan class=\"highlight\"\u003E恩赐\u003C/span\u003E时,会自动\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E。",
"upgrade_health": "額外生命",
"upgrade_healbane": "不治魔咒",
"upgrade_health_bullet_deflector": "子彈偏轉",
"upgrade_healbane_desc": "你的\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E会造成\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E。如果敌方英雄在此效果下死亡,你将获得大量治疗。",
"upgrade_healing_booster": "治疗强化",
"upgrade_healing_booster_desc": "使你的\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E效果提高 \u003Cspan class=\"highlight\"\u003E{s:HealAmpRegenPercent}%\u003C/span\u003E,并使你的\u003Cspan class=\"highlight\"\u003E治疗减少抗性\u003C/span\u003E提高 \u003Cspan class=\"highlight\"\u003E{s:DegenResistance}%\u003C/span\u003E。",
"upgrade_health": "额外生命",
"upgrade_health_bullet_deflector": "Bullet Deflector",
"upgrade_health_bullet_deflector_desc": "Prevents \u003Cspan class=\"highlight\"\u003E{s:BulletDamageReductionPct}%\u003C/span\u003E of incoming bullet damage, with a maximum of \u003Cspan class=\"highlight\"\u003E{s:BulletDamageReductionPerSecond}\u003C/span\u003E damage deflected per second.",
"upgrade_health_bullet_deflector_desc": "Prevents \u003Cspan class=\"highlight\"\u003E{s:BulletDamageReductionPct}%\u003C/span\u003E of incoming bullet damage, with a maximum of \u003Cspan class=\"highlight\"\u003E{s:BulletDamageReductionPerSecond}\u003C/span\u003E damage deflected per second.",
"upgrade_health_desc": "Increase \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E.",
"upgrade_health_desc": "Increase \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E.",
"upgrade_health_nova": "療癒新星",
"upgrade_health_nova": "治疗之环",
"upgrade_health_nova_desc": "\u003Cspan class=\"highlight\"\u003E治療\u003C/span\u003E自己和附近的盟友。每位盟友額外治療 {s:HeroTargetBonus}% ",
"upgrade_health_nova_desc": "\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E自己和附近的友军。每个友军额外恢复 {s:HeroTargetBonus}% 生命值。",
"upgrade_health_regen_1": "回復力",
"upgrade_health_regen_1": "Health Regen",
"upgrade_health_regen_1_desc": "Increases \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E.",
"upgrade_health_regen_1_desc": "Increases \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E.",
"upgrade_health_regen_aura": "療癒光環",
"upgrade_health_regen_aura": "Healing Aura",
"upgrade_health_regen_aura_desc": "Automatically provides a burst of healing to yourself and nearby friendlies every \u003Cspan class=\"highlight\"\u003E{s:HealInterval} seconds\u003C/span\u003E.  \u003Cbr\u003EEffect does not stack.",
"upgrade_health_regen_aura_desc": "Automatically provides a burst of healing to yourself and nearby friendlies every \u003Cspan class=\"highlight\"\u003E{s:HealInterval} seconds\u003C/span\u003E.  \u003Cbr\u003EEffect does not stack.",
"upgrade_health_regenerative_armor": "再生護甲",
"upgrade_health_regenerative_armor": "Regenerative Armor",
"upgrade_health_regenerative_armor_desc": "Automatically \u003Cspan class=\"highlight\"\u003Erestores health\u003C/span\u003E lost from \u003Cspan class=\"highlight\"\u003Ebullet damage\u003C/span\u003E, regenerating up to \u003Cspan class=\"highlight\"\u003E{s:BulletDamageRecoveredPerSecond} health\u003C/span\u003E per second.",
"upgrade_health_regenerative_armor_desc": "Automatically \u003Cspan class=\"highlight\"\u003Erestores health\u003C/span\u003E lost from \u003Cspan class=\"highlight\"\u003Ebullet damage\u003C/span\u003E, regenerating up to \u003Cspan class=\"highlight\"\u003E{s:BulletDamageRecoveredPerSecond} health\u003C/span\u003E per second.",
"upgrade_health_stealing_magic": "魂力吸血",
"upgrade_health_stealing_magic": "元灵吸血",
"upgrade_health_stealing_magic_desc": "Your \u003Cspan class=\"highlight\"\u003Espirit items and abilities heal you\u003C/span\u003E for a percentage of the damage they deal. Heals for less on Non-Heroes and does not work on buildings.",
"upgrade_health_stealing_magic_desc": "Your \u003Cspan class=\"highlight\"\u003Espirit items and abilities heal you\u003C/span\u003E for a percentage of the damage they deal. Heals for less on Non-Heroes and does not work on buildings.",
"upgrade_health_stimpak": "療癒儀式",
"upgrade_health_stimpak": "治疗仪式",
"upgrade_health_stimpak/modifier_stimpak_regen": "療癒儀式",
"upgrade_health_stimpak/modifier_stimpak_regen": "治疗仪式",
"upgrade_health_stimpak_desc": "選定一個友方英雄目標,使用後在持續時間內使目標\u003Cspan class=\"highlight\"\u003E獲得治療和額外疾跑速度\u003C/span\u003E如果該目標受到敵方英雄或建築的傷害,再生會被驅散。可對自身施放。",
"upgrade_health_stimpak_desc": "赋予目标\u003Cspan class=\"highlight\"\u003E生命值恢复\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E冲刺速度\u003C/span\u003E。如果你受到敌方玩家或目标物的伤害,效果会被解除。可以自我施放。",
"upgrade_height_advantage": "高地優勢",
"upgrade_height_advantage": "Height Advantage",
"upgrade_height_advantage_desc": "Gain additional \u003Cspan class=\"highlight_weapon\"\u003E{s:HighGroundBonusWeaponPower}% Weapon Damage\u003C/span\u003E when attacking targets that are \u003Cspan class=\"highlight\"\u003Ebelow you\u003C/span\u003E.",
"upgrade_height_advantage_desc": "Gain additional \u003Cspan class=\"highlight_weapon\"\u003E{s:HighGroundBonusWeaponPower}% Weapon Damage\u003C/span\u003E when attacking targets that are \u003Cspan class=\"highlight\"\u003Ebelow you\u003C/span\u003E.",
"upgrade_hemorrhage/modifier_item_hemorrhage/modifier_hemorrhage": "流血",
"upgrade_hemorrhage/modifier_item_hemorrhage/modifier_hemorrhage": "正在流血",
"upgrade_hemorrhage_buildup": "破裂堆疊...",
"upgrade_hemorrhage_buildup": "Eviscerator building...",
"upgrade_high_impact_armor": "抗衝擊裝甲",
"upgrade_high_impact_armor": "High Impact Armor",
"upgrade_high_impact_armor_desc": "Provides protection against high-damage bullets. Any \u003Cspan class=\"highlight\"\u003Ebullet damage\u003C/span\u003E portion above the threshold is reduced by {s:DamageReduction}%.",
"upgrade_high_impact_armor_desc": "Provides protection against high-damage bullets. Any \u003Cspan class=\"highlight\"\u003Ebullet damage\u003C/span\u003E portion above the threshold is reduced by {s:DamageReduction}%.",
"upgrade_high_velocity_mag": "高速彈藥",
"upgrade_high_velocity_mag": "高速弹匣",
"upgrade_hollow_point_rounds": "中空彈藥",
"upgrade_hollow_point_rounds": "空尖结界",
"upgrade_hollow_point_rounds_desc": "當你 \u003Cspan class=\"highlight\"\u003E 高於 {s:LifeThreshold}% 生命\u003C/span\u003E 時, 獲得額外 \u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E 。",
"upgrade_hollow_point_rounds_desc": "当你的生命值\u003Cspan class=\"highlight\"\u003E高于 {s:LifeThreshold}%\u003C/span\u003E 时,造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
"upgrade_hollow_point_rounds_shield_desc": "獲得\u003Cspan class=\"highlight\"\u003E魂力護盾\u003C/span\u003E可阻擋魂力傷害。脫離戰鬥後一段時間,護盾會恢復。",
"upgrade_hollow_point_rounds_shield_desc": "Gain a \u003Cspan class=\"highlight\"\u003ESpirit Shield\u003C/span\u003E that blocks incoming \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E. The shield is restored when out of combat.",
"upgrade_imbued_ability": "灌注技能",
"upgrade_imbued_ability": "Imbued Ability",
"upgrade_imbued_ability_passive1": "Upon purchasing this mod, select an ability to imbue with \u003Cspan class=\"highlight\"\u003E{s:ImbuedBonusDuration}% bonus duration\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:ImbuedBonusDamage}% bonus damage\u003C/span\u003E.",
"upgrade_imbued_ability_passive1": "Upon purchasing this mod, select an ability to imbue with \u003Cspan class=\"highlight\"\u003E{s:ImbuedBonusDuration}% bonus duration\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:ImbuedBonusDamage}% bonus damage\u003C/span\u003E.",
"upgrade_imbued_ability_passive2": "Your spirit damage \u003Cspan class=\"highlight\"\u003Eslows\u003C/span\u003E your target's movement.",
"upgrade_imbued_ability_passive2": "Your spirit damage \u003Cspan class=\"highlight\"\u003Eslows\u003C/span\u003E your target's movement.",
"upgrade_imbued_duration_extender": "高階持久力",
"upgrade_imbued_duration_extender": "余威久久",
"upgrade_imbued_duration_extender_desc": "增加技能和模組的的 \u003Cspan class=\"highlight\"\u003E持續時間\u003C/span\u003E。",
"upgrade_imbued_duration_extender_desc": "增加你技能和物品的\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E 。",
"upgrade_improved_bullet_armor": "改進防彈裝甲",
"upgrade_improved_bullet_armor": "高级子弹护甲",
"upgrade_improved_bullet_armor_desc": "減少受到的 \u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E ",
"upgrade_improved_bullet_armor_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.",
"upgrade_improved_spirit": "額外魂力",
"upgrade_improved_spirit": "灵力扩增",
"upgrade_improved_stamina": "額外耐力",
"upgrade_improved_stamina": "耐力补给",
"upgrade_infuser": "秘法灌注",
"upgrade_infuser": "灵力灌注",
"upgrade_infuser_desc": "使用後在持續時間內獲得\u003Cspan class=\"highlight\"\u003E額外魂力和魂力吸血\u003C/span\u003E。",
"upgrade_infuser_desc": "获得\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵吸血\u003C/span\u003E。",
"upgrade_inhibitor": "抑制彈藥",
"upgrade_inhibitor": "抑制术",
"upgrade_inhibitor_desc": "你的子彈擊中敵人時附加 \u003Cspan class=\"highlight\"\u003E減少移速\u003C/span\u003E 和減少目標 \u003Cspan class=\"highlight\"\u003E輸出傷害\u003C/span\u003E 減益狀態。",
"upgrade_inhibitor_desc": "你的子弹击中目标时会施加\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E,并且减少目标的\u003Cspan class=\"highlight\"\u003E输出伤害\u003C/span\u003E。",
"upgrade_intensifying_clip": "強化彈匣",
"upgrade_intensifying_clip": "火力渐升",
"upgrade_intensifying_clip_desc": "持續射擊時增加 \u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E 。",
"upgrade_intensifying_clip_desc": "在你持续射击时,增加\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
"upgrade_kinetic_sash": "動感衝刺",
"upgrade_kinetic_sash": "动能冲刺",
"upgrade_kinetic_sash_desc": "每隔一段時間,你的下一次 \u003Cspan class=\"highlight\"\u003E衝刺跳躍\u003C/span\u003E 不消耗額外耐力,並且獲得 \u003Cspan class=\"highlight\"\u003E射擊速度\u003C/span\u003E 和 \u003Cspan class=\"highlight\"\u003E暫時額外基礎彈藥\u003C/span\u003E 直到你下次裝填。 或持續 {s:AbilityDuration} 秒。",
"upgrade_kinetic_sash_desc": "你的下一个\u003Cspan class=\"highlight\"\u003E冲刺跳\u003C/span\u003E不会消耗额外的耐力,你将获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和额外的\u003Cspan class=\"highlight\"\u003E弹药\u003C/span\u003E,直到你下次重新装填。效果持续 {s:AbilityDuration}s。",
"upgrade_leveler": "平衡者",
"upgrade_leveler": "Leveler",
"upgrade_leveler/headshot_cooldown_modifier": "爆頭額外冷卻時間",
"upgrade_leveler/headshot_cooldown_modifier": "Head Shot Bonus Cooldown",
"upgrade_leveler_active_desc": "Applies a \u003Cspan class=\"highlight\"\u003Etether\u003C/span\u003E to the target and reduces the \u003Cspan class=\"highlight\"\u003Ebullet resist\u003C/span\u003E of both \u003Cspan class=\"highlight\"\u003Eyou and them\u003C/span\u003E.",
"upgrade_leveler_active_desc": "Applies a \u003Cspan class=\"highlight\"\u003Etether\u003C/span\u003E to the target and reduces the \u003Cspan class=\"highlight\"\u003Ebullet resist\u003C/span\u003E of both \u003Cspan class=\"highlight\"\u003Eyou and them\u003C/span\u003E.",
"upgrade_leveler_innate_desc": "Close Range\u003Cbr\u003EDetention Rounds",
"upgrade_leveler_innate_desc": "Close Range\u003Cbr\u003EDetention Rounds",
"upgrade_leveler_passive_desc": "Your headshot deals bonus damage and heavily slows enemy fire rate.",
"upgrade_leveler_passive_desc": "Your headshot deals bonus damage and heavily slows enemy fire rate.",
"upgrade_lifestrike_gauntlets": "近戰吸血",
"upgrade_lifestrike_gauntlets": "近战吸血",
"upgrade_lifestrike_gauntlets_desc": "每隔一段時間你對敵方單位的\u003Cspan class=\"highlight\"\u003E近戰攻擊\u003C/span\u003E會\u003Cspan class=\"highlight\"\u003E治療你所造成的近戰傷害的{s:LifestrikeHealPercent}%\u003C/span\u003E加上{s:LifestrikeHeal}。對非英雄目標的治療率為 {s:NonHeroHealPct}%。",
"upgrade_lifestrike_gauntlets_desc": "你的\u003Cspan class=\"highlight\"\u003E近战\u003C/span\u003E攻击\u003Cspan class=\"highlight\"\u003E可为你治疗\u003C/span\u003E,治疗量为所造成\u003Cspan class=\"highlight\"\u003E近战伤害\u003C/span\u003E的 {s:LifestrikeHealPercent}% 加上 {s:LifestrikeHeal}。如果是对非英雄造成伤害,则治疗量为原本的 {s:NonHeroHealPct}%。",
"upgrade_long_range": "遠距離增幅",
"upgrade_long_range": "远击威力",
"upgrade_long_range_desc": "當目標在你的\u003Cspan class=\"highlight\"\u003E遠距離\u003C/span\u003E時,對該目標造成\u003Cspan class=\"highlight\"\u003E額外子彈傷害\u003C/span\u003E。",
"upgrade_long_range_desc": "当和目标距离\u003Cspan class=\"highlight\"\u003E大于某最低距离\u003C/span\u003E时,造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
"upgrade_long_range_slowing_tech": "全能魂力",
"upgrade_long_range_slowing_tech": "Omni Spirit",
"upgrade_long_range_slowing_tech/modifier_long_range_slowing_tech_proc/modifier_slow_base": "Slowed",
"upgrade_long_range_slowing_tech/modifier_long_range_slowing_tech_proc/modifier_slow_base": "被减速",
"upgrade_long_range_slowing_tech_desc": "Applies a \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E to enemies when dealing spirit damage.",
"upgrade_long_range_slowing_tech_desc": "Applies a \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E to enemies when dealing spirit damage.",
"upgrade_magic_burst": "秘法迸發",
"upgrade_magic_burst": "秘术爆发",
"upgrade_magic_burst_desc": "如果技能在單次造成 {s:MinimumDamage} 或更多傷害,則會造成\u003Cspan class=\"highlight\"\u003E額外傷害\u003C/span\u003E。",
"upgrade_magic_burst_desc": "如果技能在一次攻击中造成 {s:MinimumDamage} 或更多伤害,则会造成额外的\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E。",
"upgrade_magic_carpet": "魔毯",
"upgrade_magic_carpet": "魔毯",
"upgrade_magic_carpet_desc": "召喚一張魔毯帶你飛行。飛行時獲得子彈與魂力護盾。召喚魔毯時無法使用其他能力。飛行過程中進行任何動作都會解除魔毯效果。",
"upgrade_magic_carpet_desc": "召唤魔毯,让你飞走,并获得子弹和元灵护盾。在召唤魔毯期间无法使用技能。在飞行过程中对减速免疫,且采取任何操作都会让飞毯消失。",
"upgrade_magic_clarity": "清晰",
"upgrade_magic_clarity": "Clarity",
"upgrade_magic_clarity_desc": "On ability or item use, gain a \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E bonus for {s:AbilityDuration}s.  Your next ability cast will remove the move speed bonus and apply a \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E bonus to that ability.",
"upgrade_magic_clarity_desc": "On ability or item use, gain a \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E bonus for {s:AbilityDuration}s.  Your next ability cast will remove the move speed bonus and apply a \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E bonus to that ability.",
"upgrade_magic_reach": "秘法範圍",
"upgrade_magic_missile": "召唤导弹",
"upgrade_magic_reach_desc": "增加技能和模組的\u003Cspan class=\"highlight\"\u003E範圍\u003C/span\u003E 和 \u003Cspan class=\"highlight\"\u003E效果範圍\u003C/span\u003E。",
"upgrade_magic_reach": "触手可及",
"upgrade_magic_shield": "附魔屏障",
"upgrade_magic_reach_desc": "增加你的技能和物品的\u003Cspan class=\"highlight\"\u003E施放范围\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E效果半径\u003C/span\u003E。",
"upgrade_magic_shield_desc": "當你擁有\u003Cspan class=\"highlight\"\u003E靈魂護盾\u003C/span\u003E時,獲得額外的\u003Cspan class=\"highlight\"\u003E魂力\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E減少冷卻\u003C/span\u003E。",
"upgrade_magic_shield": "灵力魔障",
"upgrade_magic_shock": "高階迸發",
"upgrade_magic_shield_desc": "在你拥有\u003Cspan class=\"highlight\"\u003E元灵护盾\u003C/span\u003E时,获得额外的\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E冷却时间减少\u003C/span\u003E。",
"upgrade_magic_shock_desc": "如果技能在一次攻擊中造成了 {s:MinimumDamage} 或以上的傷害,則會額外造成\u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E。\u003Cbr/\u003E目標在受到來自高階迸發的傷害後,會在 \u003Cspan class=\"highlight\"\u003E{s:ReProcLockoutTime} \u003C/span\u003E內免疫其效果。",
"upgrade_magic_shock": "增强爆发",
"upgrade_magic_slow": "秘法減速",
"upgrade_magic_shock_desc": "如果技能造成单次伤害达到或超过 {s:MinimumDamage},则会造成额外的\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E。\u003Cbr/\u003E目标在受到该物品伤害后,就对其具有 \u003Cspan class=\"highlight\"\u003E{s:ReProcLockoutTime}s\u003C/span\u003E 的免疫时间。",
"upgrade_magic_slow_desc": "當目標受到你的 \u003Cspan class=\"highlight\"\u003E魂力傷害時\u003C/span\u003E,目標在持續時間內也會受到\u003Cspan class=\"highlight\"\u003E減少移速\u003C/span\u003E 和 \u003Cspan class=\"highlight\"\u003E減少射速\u003C/span\u003E 。",
"upgrade_magic_slow": "秘术缓速",
"upgrade_magic_storm": "澎湃動力",
"upgrade_magic_slow_desc": "当目标受到\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E时,其\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E会被降低。",
"upgrade_magic_storm_desc": "選定一個技能,增加該技能\u003Cspan class=\"highlight\"\u003E額外魂力\u003C/span\u003E並且當技能施放時獲得 \u003Cspan class=\"highlight\"\u003E額外移動速度\u003C/span\u003E 。",
"upgrade_magic_storm": "灵能涌动",
"upgrade_magic_tempo": "改進冷卻",
"upgrade_magic_storm_desc": "加强一个技能,使其获得\u003Cspan class=\"highlight\"\u003E永久元灵力量\u003C/span\u003E。当该技能被使用时,获得额外的\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。",
"upgrade_magic_tempo_desc": "減少技能和模組的\u003Cspan class=\"highlight\"\u003E冷卻時間\u003C/span\u003E",
"upgrade_magic_tempo": "加速冷却",
"upgrade_magic_vulnerability": "秘法弱化",
"upgrade_magic_tempo_desc": "减少你技能和物品的\u003Cspan class=\"highlight\"\u003E冷却时间\u003C/span\u003E。",
"upgrade_magic_vulnerability_desc": "當目標受到來自你的 \u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E時, 目標在持續時間內也會受到\u003Cspan class=\"highlight\"\u003E魂力抗性\u003C/span\u003E減少.",
"upgrade_magic_vulnerability": "秘术脆弱",
"upgrade_medic_bullets": "醫療子彈",
"upgrade_magic_vulnerability_desc": "当目标受到\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E时,其\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E会被降低。",
"upgrade_medic_bullets_desc": "每隔一段時間下一發子彈將會根據你擊中的目標來 \u003Cspan class=\"highlight\"\u003E治療\u003C/span\u003E 你。",
"upgrade_medic_bullets": "疗愈子弹",
"upgrade_mega_spirit": "不竭魂力",
"upgrade_medic_bullets_desc": "你的下一颗子弹将根据你击中的目标\u003Cspan class=\"highlight\"\u003E治疗你\u003C/span\u003E ",
"upgrade_melee_charge": "近戰衝鋒",
"upgrade_mega_spirit": "灵力无边",
"upgrade_melee_charge_desc": "你對敵人的下一次 \u003Cspan class=\"highlight\"\u003E重型近戰\u003C/span\u003E 攻擊將造成 \u003Cspan class=\"highlight\"\u003E額外傷害\u003C/span\u003E,並可以 \u003Cspan class=\"highlight\"\u003E立即重裝武器\u003C/span\u003E 或提供最多 \u003Cspan class=\"highlight\"\u003E+100% 額外彈藥\u003C/span\u003E。\u003Cbr\u003E僅在額外彈藥未滿時啟用。",
"upgrade_melee_charge": "近战蓄力",
"upgrade_metal_skin": "金屬皮膚",
"upgrade_melee_charge_desc": "你对敌人的下一次\u003Cspan class=\"highlight\"\u003E近战重攻击\u003C/span\u003E会\u003Cspan class=\"highlight\"\u003E会造成更高的伤害\u003C/span\u003E,且要么\u003Cspan class=\"highlight\"\u003E让你的武器立即装填弹药\u003C/span\u003E,要么给予你最多 \u003Cspan class=\"highlight\"\u003E+100% 额外弹药\u003C/span\u003E。\u003Cbr\u003E只有在额外弹药未满时才会激活。",
"upgrade_metal_skin_desc": "使用後在持續時間內\u003Cspan class=\"highlight\"\u003E對近戰傷害和子彈傷害免疫\u003C/span\u003E",
"upgrade_metal_skin": "铜墙铁壁",
"upgrade_mod_disruptor": "魂力破壞",
"upgrade_metal_skin_desc": "获得\u003Cspan class=\"highlight\"\u003E对子弹和近战攻击的免疫\u003C/span\u003E。",
"upgrade_mod_disruptor": "Soul Disruptor",
"upgrade_mod_disruptor_desc": "Throw a grenade that explodes on contact and applies \u003Cspan class=\"highlight\"\u003Esilence\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eincreasing amounts of damage\u003C/span\u003E to each enemy.",
"upgrade_mod_disruptor_desc": "Throw a grenade that explodes on contact and applies \u003Cspan class=\"highlight\"\u003Esilence\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eincreasing amounts of damage\u003C/span\u003E to each enemy.",
"upgrade_nearby_enemy_boost": "腎上腺素激增",
"upgrade_nearby_enemy_boost": "Adrenaline Rush",
"upgrade_nearby_enemy_boost_desc": "Gain bonus \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E when there are two or more enemy heroes nearby.",
"upgrade_nearby_enemy_boost_desc": "Gain bonus \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E when there are two or more enemy heroes nearby.",
"upgrade_non_player_bonus": "怪獸專攻",
"upgrade_non_player_bonus": "猎怪弹",
"upgrade_non_player_bonus_desc": "\u003Cspan class=\"highlight\"\u003E蠟燭兵\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E中立魔物\u003C/span\u003E \u003Cspan class=\"highlight\"\u003EMid boss\u003C/span\u003E額外造成 \u003Cspan class=\"highlight_weapon\"\u003E{s:NonPlayerBonusWeaponPower}% 子彈傷害\u003C/span\u003E.",
"upgrade_non_player_bonus_desc": "Gain additional \u003Cspan class=\"highlight_weapon\"\u003E{s:NonPlayerBonusWeaponPower}% Weapon Damage\u003C/span\u003E when attacking \u003Cspan class=\"highlight\"\u003ETroopers\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003ENeutrals\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EBosses\u003C/span\u003E.",
"upgrade_out_of_combat_health_regen/modifier_citadel_armor_out_of_combat_health_regen": "代謝奈米",
"upgrade_out_of_combat_health_regen/modifier_citadel_armor_out_of_combat_health_regen": "Metabolic Nanites",
"upgrade_personal_rejuvenator": "重生",
"upgrade_personal_rejuvenator": "重生",
"upgrade_personal_rejuvenator_desc": "Respawns the hero at the spot they died.",
"upgrade_personal_rejuvenator_desc": "让在英雄在其死亡的地方重生。",
"upgrade_phantom_strike": "幻影突襲",
"upgrade_phantom_strike": "幻影突袭",
"upgrade_phantom_strike_desc": "選定一個敵方英雄目標,使用後\u003Cspan class=\"highlight\"\u003E傳送\u003C/span\u003E敵人目標跟前,造成 \u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E並且施加\u003Cspan class=\"highlight\"\u003E減少移速和繳械\u003C/span\u003E。",
"upgrade_phantom_strike_desc": "\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E至一个敌方目标前,施加\u003Cspan class=\"highlight\"\u003E缴械\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E效果,并造成\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E。",
"upgrade_predator_precision": "精密捕食者",
"upgrade_predator_precision": "Predator Precision",
"upgrade_predator_precision_desc": "Gain additional \u003Cspan class=\"highlight\"\u003Eweapon damage\u003C/span\u003E against enemy Heroes that are \u003Cspan class=\"highlight\"\u003Elow health\u003C/span\u003E",
"upgrade_predator_precision_desc": "Gain additional \u003Cspan class=\"highlight\"\u003Eweapon damage\u003C/span\u003E against enemy Heroes that are \u003Cspan class=\"highlight\"\u003Elow health\u003C/span\u003E",
"upgrade_pristine_emblem": "純淨徽章",
"upgrade_pristine_emblem": "无暇勋章",
"upgrade_pristine_emblem_desc": "攻擊會對\u003Cspan class=\"highlight\"\u003E生命值高於 {s:EnemyLifeThreshold}% 的敵方目標造成額外的子彈傷害\u003C/span\u003E。",
"upgrade_pristine_emblem_desc": "你的攻击会对\u003Cspan class=\"highlight\"\u003E生命值高于 {s:EnemyLifeThreshold}% 的敌人\u003C/span\u003E造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
"upgrade_proc_disarm": "繳械彈藥",
"upgrade_proc_disarm": "Disarming Bullets",
"upgrade_proc_disarm_desc": "Your bullets \u003Cspan class=\"highlight\"\u003Edisarm\u003C/span\u003E enemies, them preventing them from shooting their weapon.  Victims are immune to disarming bullets for \u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}s\u003C/span\u003E after application expires.",
"upgrade_proc_disarm_desc": "Your bullets \u003Cspan class=\"highlight\"\u003Edisarm\u003C/span\u003E enemies, them preventing them from shooting their weapon.  Victims are immune to disarming bullets for \u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}s\u003C/span\u003E after application expires.",
"upgrade_proc_melee_stun": "近戰擊倒",
"upgrade_proc_melee_stun": "Melee Knockdown",
"upgrade_proc_melee_stun_desc": "The 3rd hit of your \u003Cspan class=\"highlight\"\u003Emelee combo\u003C/span\u003E will \u003Cspan class=\"highlight\"\u003Estun\u003C/span\u003E enemies.",
"upgrade_proc_melee_stun_desc": "The 3rd hit of your \u003Cspan class=\"highlight\"\u003Emelee combo\u003C/span\u003E will \u003Cspan class=\"highlight\"\u003Estun\u003C/span\u003E enemies.",
"upgrade_proc_silence": "EMP彈藥",
"upgrade_proc_silence": "EMP Bullets",
"upgrade_proc_silence/modifier_citadel_silence_proc_watcher/modifier_citadel_base_buildup": "沉默堆疊中...",
"upgrade_proc_silence/modifier_citadel_silence_proc_watcher/modifier_citadel_base_buildup": "Silence Building...",
"upgrade_proc_silence_desc": "你的子彈會給敵方英雄施加 \u003Cspan class=\"highlight\"\u003EEMP電荷\u003C/span\u003E,使其 \u003Cspan class=\"highlight\"\u003E無法使用技能\u003C/span\u003E。效果消失後,目標在 \u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}\u003C/span\u003E 內對EMP彈藥免疫。",
"upgrade_proc_silence_desc": "Your bullets charge up an \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E on enemy heroes that will \u003Cspan class=\"highlight\"\u003Eprevent targets from using abilities\u003C/span\u003E. Victims are immune to emp bullets for \u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}s\u003C/span\u003E after application expires.",
"upgrade_proc_tech_damage": "秘法彈藥",
"upgrade_proc_tech_damage": "Magitech Rounds",
"upgrade_proc_tech_damage_desc": "Your bullets also deal your \u003Cspan class=\"highlight\"\u003Ebase bullet damage [{s:BaseDamagePerShot}] \u003C/span\u003E as spirit damage.  Magitech Rounds receives \u003Cspan class=\"highlight\"\u003E{s:SpellAmplificationMultiplier}x\u003C/span\u003E amplification from \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E. Shotguns split the damage between each pellet. This effect can only happen once every {s:ProcCooldown}s.",
"upgrade_proc_tech_damage_desc": "Your bullets also deal your \u003Cspan class=\"highlight\"\u003Ebase bullet damage [{s:BaseDamagePerShot}] \u003C/span\u003E as spirit damage.  Magitech Rounds receives \u003Cspan class=\"highlight\"\u003E{s:SpellAmplificationMultiplier}x\u003C/span\u003E amplification from \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E. Shotguns split the damage between each pellet. This effect can only happen once every {s:ProcCooldown}s.",
"upgrade_quarantine": "隔離領域",
"upgrade_quarantine": "Quarantine",
"upgrade_quarantine/modifier_citadel_quarantine": "隔離",
"upgrade_quarantine/modifier_citadel_quarantine": "Quarantined",
"upgrade_quarantine_desc": "Quarantine an enemy Hero, making them \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E but also \u003Cspan class=\"highlight\"\u003Esilencing and disarming\u003C/span\u003E them.",
"upgrade_quarantine_desc": "Quarantine an enemy Hero, making them \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E but also \u003Cspan class=\"highlight\"\u003Esilencing and disarming\u003C/span\u003E them.",
"upgrade_quick_silver": "迅銀速裝",
"upgrade_quick_silver": "魔力装填",
"upgrade_quick_silver_desc": "標記一個技能,該技能擊中敵人第一次時獲得 \u003Cspan class=\"highlight\"\u003E額外傷害\u003C/span\u003E並且 當技能使用的時候你的彈匣立即\u003Cspan class=\"highlight\"\u003E重新裝填\u003C/span\u003E ,並為該彈匣帶來\u003Cspan class=\"highlight\"\u003E射擊速度\u003C/span\u003E加成。\u003Cbr\u003E僅在彈藥未滿時啟用",
"upgrade_quick_silver_desc": "加强一项技能,在该项技能首次命中敌人时,附加额外的\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E。使出该技能后,你的武器将\u003Cspan class=\"highlight\"\u003E重新装填\u003C/span\u003E,并在使用该弹匣期间获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E加成。\u003Cbr\u003E仅在弹药未满时生效。",
"upgrade_rapid_recharge": "急速充能",
"upgrade_rapid_recharge": "火速充能",
"upgrade_rapid_rounds": "迅捷彈匣",
"upgrade_rapid_rounds": "快手连发",
"upgrade_rebirth": "靈魂重生",
"upgrade_rebirth": "原地复活",
"upgrade_rebirth/respawn_bonus_health_modifier": "重生額外生命值",
"upgrade_rebirth/respawn_bonus_health_modifier": "Rebirth Bonus Health",
"upgrade_rebirth_passive": "如果持有者死亡,在 {s:RespawnDelay}秒 延遲後,將\u003Cspan class=\"highlight\"\u003E以部分生命值狀態在死亡地點重生\u003C/span\u003E。",
"upgrade_rebirth_passive": "如果你死亡,{s:RespawnDelay}s 后你将\u003Cspan class=\"highlight\"\u003E在死亡地点重生\u003C/span\u003E,并恢复部分生命值。",
"upgrade_recharge_duration_reduction": "魂力重載",
"upgrade_recharge_duration_reduction": "Spiritual Recharge",
"upgrade_recharge_duration_reduction_desc": "減少\u003Cspan class=\"highlight\"\u003E技能充能時間\u003C/span\u003E。",
"upgrade_recharge_duration_reduction_desc": "Reduces the \u003Cspan class=\"highlight\"\u003Erecharge duration\u003C%s\u003E of your ability chages.",
"upgrade_reduce_debuff_duration": "減益移除",
"upgrade_reduce_debuff_duration": "减益消除",
"upgrade_reduce_debuff_duration_active_desc": "使用後清除當前施加在你身上的\u003Cspan class=\"highlight\"\u003E所有減益狀態\u003C/span\u003E。如果有任何減益被清除,則獲得移動速度加成。\u003Cspan class=\"highlight\"\u003E 眩暈或睡眠時無法使用。 \u003C/span\u003E",
"upgrade_reduce_debuff_duration_active_desc": "\u003Cspan class=\"highlight\"\u003E清除所有当前对你施加的减益效果\u003C/span\u003E。如果有效果被移除,则会获得\u003Cspan class=\"highlight\"\u003E移动速度加成\u003C/span\u003E。\u003Cbr\u003E在\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E睡眠\u003C/span\u003E状态下无法使用。",
"upgrade_reduce_debuff_duration_desc": "減少你受到的所有減益狀態的 \u003Cspan class=\"highlight\"\u003E持續時間\u003C/span\u003E 。",
"upgrade_reduce_debuff_duration_desc": "减少对你施加的所有减益效果的\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E。",
"upgrade_regenerating_bullet_shield": "戰鬥屏障",
"upgrade_regenerating_bullet_shield": "防弹护盾",
"upgrade_regenerating_bullet_shield_desc": "當你擁有\u003Cspan class=\"highlight\"\u003E子彈護盾\u003C/span\u003E時,獲得\u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E加成。",
"upgrade_regenerating_bullet_shield_desc": "在你拥有\u003Cspan class=\"highlight\"\u003E子弹护盾\u003C/span\u003E 时,获得\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。",
"upgrade_regenerative_armor": "再生裝甲",
"upgrade_regenerative_armor": "Regenerative Armor",
"upgrade_regenerative_armor_desc": "Gain a short burst of health regeneration when taking bullet damage from heroes",
"upgrade_regenerative_armor_desc": "Gain a short burst of health regeneration when taking bullet damage from heroes",
"upgrade_reinforcing_casings": "狂暴韌性",
"upgrade_reinforcing_casings": "层层防御",
"upgrade_reinforcing_casings_desc": "擊中敵方英雄時暫時獲得可疊加的 \u003Cspan class=\"highlight\"\u003E物理抗性\u003C/span\u003E 。 \u003Cspan class=\"highlight\"\u003E每次射擊擊中可以獲得一層。\u003C/span\u003E",
"upgrade_reinforcing_casings_desc": "当你的子弹击中敌方英雄时,赋予\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。\u003Cspan class=\"highlight\"\u003E每次射击只能赋予一次抗性叠加。\u003C/span\u003E",
"upgrade_reload_speed": "快速裝填",
"upgrade_reload_speed": "Fast Reload",
"upgrade_reload_speed_desc": "Increased \u003Cspan class=\"highlight\"\u003Ereload speed\u003C/span\u003E.",
"upgrade_reload_speed_desc": "Increased \u003Cspan class=\"highlight\"\u003Ereload speed\u003C/span\u003E.",
"upgrade_rescue_beam": "救援光束",
"upgrade_rescue_beam": "营救光束",
"upgrade_rescue_beam_desc": "選定一個友方英雄目標,使用後\u003Cspan class=\"highlight\"\u003E以目標友方英雄或自身的最大生命值的百分比治療,\u003C/span\u003E治療時,你可以將 \u003Cspan class=\"highlight\"\u003E目標拉向自身\u003C/span\u003E。可對自身施放\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{s:SelfModifier}%\u003C/span\u003E效果 並且無需持續施法",
"upgrade_rescue_beam_desc": "\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E一个目标友方英雄和你自己,治疗量为\u003Cspan class=\"highlight\"\u003E最大生命值\u003C/span\u003E的某一百分比。在治疗过程中,你可以将目标\u003Cspan class=\"highlight\"\u003E拉向\u003C/span\u003E自己。可以自我施放。",
"upgrade_rescue_beam_pull": "牽引目標",
"upgrade_rescue_beam_pull": "拉拽目标",
"upgrade_resilience": "持久魂力",
"upgrade_resilience": "元灵常驻",
"upgrade_restorative_locket": "修復項鍊",
"upgrade_restorative_locket": "疗愈护符",
"upgrade_restorative_locket_active_desc": "使用後消耗所有層數來\u003Cspan class=\"highlight\"\u003E治療選定的友軍英雄\u003C/span\u003E。可以對自身施放。",
"upgrade_restorative_locket_active_desc": "消耗所有叠加层来\u003Cspan class=\"highlight\"\u003E治疗目标友军\u003C/span\u003E并恢复 \u003Cspan class=\"highlight\"\u003E1 个耐力值点数\u003C/span\u003E。可以自我施放。",
"upgrade_restorative_locket_passive_desc": "當敵人在距離你 {s:Radius}m 範圍內使用技能時,儲存一個恢復層數。",
"upgrade_restorative_locket_passive_desc": "当敌人在距你 {s:Radius}m 内使用技能时,存下一次\u003Cspan class=\"highlight\"\u003E恢复叠加数\u003C/span\u003E。",
"upgrade_return_fire": "歸還火力",
"upgrade_return_fire": "回应射击",
"upgrade_return_fire_desc": "向任何使用技能或射擊子彈對你造成傷害的攻擊者\u003Cspan class=\"highlight\"\u003E發射子彈\u003C/span\u003E .",
"upgrade_return_fire_desc": "自动\u003Cspan class=\"highlight\"\u003E射出一发子弹\u003C/span\u003E,目标是任何使用技能或武器对你造成伤害的攻击者。",
"upgrade_ricochet": "跳彈",
"upgrade_ricochet": "跳弹射击",
"upgrade_ricochet_desc": "你的子彈射擊敵人時將會附加 \u003Cspan class=\"highlight\"\u003E跳彈\u003C/span\u003E 效果,\u003Cspan class=\"highlight\"\u003E可應用於任何子彈技能\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E跳彈會造成原始傷害的百分比\u003C/span\u003E 。",
"upgrade_ricochet_desc": "你的子弹会\u003Cspan class=\"highlight\"\u003E反弹\u003C/span\u003E到目标附近的敌人身上, \u003Cspan class=\"highlight\"\u003E施加所有子弹特效\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E按原始伤害的一定百分比施加伤害\u003C/span\u003E。",
"upgrade_rocket_booster": "壯麗飛躍",
"upgrade_rocket_booster": "升空飞跃",
"upgrade_rocket_booster_desc": "使用後\u003Cspan class=\"highlight\"\u003E將自身發射到高空\u003C/span\u003E . 在空中時, 可以再次使用裝備以更快的速度下降.\u003Cbr\u003E如果被敵方英雄傷害,則無法在 {s:InteruptCooldown}秒 內使用。",
"upgrade_rocket_booster_desc": "\u003Cspan class=\"highlight\"\u003E将自己发射\u003C/span\u003E到高空中。在空中时,可以再次使用该主动技能以更快下降。\u003Cbr\u003E若受到敌方英雄攻击,则在 {s:InteruptCooldown}s 内无法使用。",
"upgrade_rocket_booster_drop_down": "快速下降",
"upgrade_rocket_booster_drop_down": "迅速下降",
"upgrade_rocket_boots": "[已棄用]壯麗飛躍",
"upgrade_rocket_boots": "壮丽飞跃 - 已禁用",
"upgrade_rocket_boots_desc": "\u003Cspan class=\"highlight\"\u003ELaunch yourself\u003C/span\u003E high into the air. Cannot be used for {s:InteruptCooldown}s if damaged by enemy Hero.",
"upgrade_rocket_boots_desc": "\u003Cspan class=\"highlight\"\u003ELaunch yourself\u003C/span\u003E high into the air. Cannot be used for {s:InteruptCooldown}s if damaged by enemy Hero.",
"upgrade_rupture": "腐朽",
"upgrade_rupture": "衰变",
"upgrade_rupture/modifier_rupture": "腐朽",
"upgrade_rupture/modifier_rupture": "衰变",
"upgrade_rupture_desc": "選定一個敵方英雄目標,使用後在持續時間內對敵方英雄目標造成\u003Cspan class=\"highlight\"\u003E治療效果減少\u003C/span\u003E 並且\u003Cspan class=\"highlight\"\u003E根據敵人當前生命值造成持續流血傷害\u003C/span\u003E \u003Cbr\u003E腐朽的傷害是非致命的.",
"upgrade_rupture_desc": "减少目标敌人所受到的\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E并对其当前生命值造成\u003Cspan class=\"highlight\"\u003E持续伤害\u003C/span\u003E。\u003Cbr\u003E该物品造成的伤害不会致命。",
"upgrade_savior": "神力屏障",
"upgrade_savior": "神圣屏障",
"upgrade_savior_desc": "選定一個友方英雄目標,使用後為目標提供\u003Cspan class=\"highlight\"\u003E子彈護盾、魂力護盾和移動速度\u003C/span\u003E。可對自身施放。",
"upgrade_savior_desc": "为目标提供\u003Cspan class=\"highlight\"\u003E子弹护盾、元灵护盾和移动速度\u003C/span\u003E。可以自我施放。",
"upgrade_self_bubble": "飄渺護罩",
"upgrade_self_bubble": "身躯虚化",
"upgrade_self_bubble_desc": "使用後在持續時間內\u003Cspan class=\"highlight\"\u003E無敵\u003C/span\u003E,在此期間,你不能移動或執行任何操作。當效果結束時,你會獲得\u003Cspan class=\"highlight\"\u003E裝填彈匣\u003C/span\u003E以及\u003Cspan class=\"highlight\"\u003E額外魂力\u003C/span\u003E。\u003Cbr\u003E按下 [{s:in_mantle}] 提早取消",
"upgrade_self_bubble_desc": "你进入虚空状态,在短时间内\u003Cspan class=\"highlight\"\u003E无法成为目标并变得无敌\u003C/span\u003E,在此期间你无法移动或执行任何操作。之后,你会\u003Cspan class=\"highlight\"\u003E立即重新装填\u003C/span\u003E并获得额外的\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
"upgrade_sharpshooter": "神射手",
"upgrade_sharpshooter": "神枪手",
"upgrade_sharpshooter_desc": "當目標在你的 \u003Cspan class=\"highlight\"\u003E遠距離\u003C/span\u003E 時,對該目標造成 \u003Cspan class=\"highlight\"\u003E額外子彈傷害\u003C/span\u003E 。",
"upgrade_sharpshooter_desc": "当和目标距离\u003Cspan class=\"highlight\"\u003E大于某最低距离\u003C/span\u003E时,造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
"upgrade_sharpshooter_headshots_desc": "每隔一段時間 \u003Cspan class=\"highlight\"\u003E爆頭\u003C/span\u003E 造成額外傷害。",
"upgrade_silencer": "沉默子弹",
"upgrade_silencer": "消音器",
"upgrade_silencer_active": "在接下来的 {s:AbilityDuration}s 内, \u003Cspan class=\"highlight\"\u003E你的所有子弹都会立即施加沉默效果\u003C/span\u003E。沉默效果会阻止目标使用技能。",
"upgrade_silencer_active": "使用後在接下來的 {s:AbilityDuration}秒內, \u003Cspan class=\"highlight\"\u003E所有子彈擊中敵人造成沉默\u003C/span\u003E。 沉默會阻止目標使用能力。 沉默不會中斷持續施法技能。",
"upgrade_silencer_passive1": "Your bullets deal \u003Cspan class=\"highlight\"\u003E+{s:BonusBulletDamageToEMPTargets}% damage to Silenced targets\u003C/span\u003E.",
"upgrade_silencer_passive1": "你的子彈會對消聲目標造成額外\u003Cspan class=\"highlight\"\u003E+{s:BonusBulletDamageToEMPTargets}% 傷害\u003C/span\u003E.",
"upgrade_silencer_passive2": "Your bullets build up an \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E on enemy heroes, preventing them from using abilities.",
"upgrade_silencer_passive2": "你的子彈會在敵方英雄身上形成 \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E , 阻止他們使用能力。",
"upgrade_siphon_bullets": "攫命弹",
"upgrade_siphon_bullets": "虹吸彈藥",
"upgrade_siphon_bullets_desc_passive1": "When in \u003Cspan class=\"highlight\"\u003Eclose range\u003C/span\u003E of your target, deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E.",
"upgrade_siphon_bullets_desc_passive1": "當目標在你的 \u003Cspan class=\"highlight\"\u003E近距離\u003C/span\u003E時,對該目標造成\u003Cspan class=\"highlight\"\u003E額外子彈傷害\u003C/span\u003E.",
"upgrade_siphon_bullets_desc_passive2": "你的子弹会暂时从敌人身上\u003Cspan class=\"highlight\"\u003E偷取最大生命值\u003C/span\u003E。减益失效时,敌人会重新获得失去的生命值。如果遭偷取的敌人死亡,那么所偷取的生命值会成为永久的一层叠加;如果敌人将你杀死,则会失去 {s:StackLostPerDeath} 层叠加。",
"upgrade_siphon_bullets_desc_passive2": "你的子彈會暫時從敵人那裡\u003Cspan class=\"highlight\"\u003E竊取最大生命值\u003C/span\u003E。當減益效果結束時,敵人會恢復被竊取的生命值。如果被吸取的目標死亡,則永久竊取一層生命值,如果你死亡,則損失 {s:StackLostPerDeath} 層。",
"upgrade_slow_immunity": "Unstoppable - Deprecated",
"upgrade_slow_immunity": "[已棄用]勢不可擋",
"upgrade_slow_immunity_desc": "Purges any roots and chains on use and makes you immune to slows for the duration",
"upgrade_slow_immunity_desc": "Purges any roots and chains on use and makes you immune to slows for the duration",
"upgrade_slowing_bullets": "減速彈藥",
"upgrade_slowing_bullets": "减速弹",
"upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base": "移速減速",
"upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base": "被减速",
"upgrade_slowing_bullets_desc": "你的子彈附加 \u003Cspan class=\"highlight\"\u003E減少移速\u003C/span\u003E 。",
"upgrade_slowing_bullets_desc": "你的子弹会施加\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E效果。",
"upgrade_slowing_tech": "秘法減速",
"upgrade_slowing_tech": "Slowing Spirit",
"upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base": "移速減少",
"upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base": "被减速",
"upgrade_slowing_tech_desc": "你的魂力傷害使目標的\u003Cspan class=\"highlight\"\u003E移動速度減慢\u003C/span\u003E。",
"upgrade_slowing_tech_desc": "Dealing \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E applies \u003Cspan class=\"highlight\"\u003EMovement Slows\u003C/span\u003E to your target.",
"upgrade_small_attack_speed": "基礎射速",
"upgrade_small_attack_speed": "Basic Fire Rate",
"upgrade_small_attack_speed_desc": "增加你的 \u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。",
"upgrade_small_attack_speed_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_soaring_spirit": "高階魂力",
"upgrade_soaring_spirit": "灵力高涨",
"upgrade_spell_absorb": "吸收者",
"upgrade_spell_absorb": "Tech Absorber",
"upgrade_spell_absorb_desc": "\u003Cspan class=\"highlight\"\u003EBlocks\u003C/span\u003E a targeted ability.",
"upgrade_spell_absorb_desc": "\u003Cspan class=\"highlight\"\u003EBlocks\u003C/span\u003E a targeted ability.",
"upgrade_sprint_booster": "疾跑加成",
"upgrade_spellshield": "六叶结界",
"upgrade_sprint_booster_desc": "在一段時間不受到攻擊或攻擊時增加你的\u003Cspan class=\"highlight\"\u003E前進速度\u003C/span\u003E。 受到攻擊會有 \u003Cspan class=\"highlight\"\u003E1.5s\u003C/span\u003E 冷卻 。",
"upgrade_spellshield/modifier_spellshield_buff": "六叶结界",
"upgrade_stabilizer": "穩定器",
"upgrade_spellshield/modifier_spellshield_linger_buff": "六叶结界破损!",
"upgrade_spellshield_desc": "阻挡下一次\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E减益效果\u003C/span\u003E,防止其生效。仅能在战斗外恢复。",
"upgrade_spellshield_shield": "反灵符",
"upgrade_sprint_booster": "疾跑靴",
"upgrade_sprint_booster_desc": "Increases your \u003Cspan class=\"highlight\"\u003Eforward movement speed\u003C/span\u003E over time. Taking damage resets the effect for \u003Cspan class=\"highlight\"\u003E1.5s\u003C/span\u003E",
"upgrade_stabilizer": "Stabilizer",
"upgrade_stabilizer_desc": "Removes the \u003Cspan class=\"highlight\"\u003Emovement speed penalty\u003C/span\u003E while shooting, and increases \u003Cspan class=\"highlight\"\u003Ebullet speed\u003C/span\u003E.",
"upgrade_stabilizer_desc": "Removes the \u003Cspan class=\"highlight\"\u003Emovement speed penalty\u003C/span\u003E while shooting, and increases \u003Cspan class=\"highlight\"\u003Ebullet speed\u003C/span\u003E.",
"upgrade_stabilizing_tripod": "哨兵支架",
"upgrade_stabilizing_tripod": "Stabilizing Tripod",
"upgrade_stabilizing_tripod_desc": "\u003Cspan class=\"highlight\"\u003EDisarm yourself\u003C/span\u003E to toss your weapon to the target location where it transforms into a \u003Cspan class=\"highlight\"\u003EField Sentry that will attack enemies using your weapon with an unlimited clip\u003C/span\u003E.  You can melee the sentry to end the effect early.",
"upgrade_stabilizing_tripod_desc": "\u003Cspan class=\"highlight\"\u003EDisarm yourself\u003C/span\u003E to toss your weapon to the target location where it transforms into a \u003Cspan class=\"highlight\"\u003EField Sentry that will attack enemies using your weapon with an unlimited clip\u003C/span\u003E.  You can melee the sentry to end the effect early.",
"upgrade_stasis_bomb": "凝固炸彈",
"upgrade_stasis_bomb": "Stasis Bomb",
"upgrade_stasis_bomb/modifier_citadel_bubble": "Stasis Bomb",
"upgrade_stasis_bomb/modifier_citadel_bubble": "Stasis Bomb",
"upgrade_stasis_bomb_active1": "Creates an \u003Cspan class=\"highlight\"\u003EEMP aura\u003C/span\u003E around you and become \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E for {s:AbilityDuration}s, during which it has {s:MoveSpeedMax}m/s move speed and cannot attack, use abilities, or use special moves. Can be self cast.",
"upgrade_stasis_bomb_active1": "Creates an \u003Cspan class=\"highlight\"\u003EEMP aura\u003C/span\u003E around you and become \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E for {s:AbilityDuration}s, during which it has {s:MoveSpeedMax}m/s move speed and cannot attack, use abilities, or use special moves. Can be self cast.",
"upgrade_stasis_bomb_active2": "\u003Cspan class=\"spacer\"\u003E\u003C/span\u003E\u003Cbr\u003EIf the Stasis lasts the full duration, it will \u003Cspan class=\"highlight\"\u003Estun and damage\u003C/span\u003E nearby enemies.",
"upgrade_stasis_bomb_active2": "\u003Cspan class=\"spacer\"\u003E\u003C/span\u003E\u003Cbr\u003EIf the Stasis lasts the full duration, it will \u003Cspan class=\"highlight\"\u003Estun and damage\u003C/span\u003E nearby enemies.",
"upgrade_stasis_bomb_desc_passive": "Your bullets charge up an \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E on enemy heroes, preventing them from using abilities.",
"upgrade_stasis_bomb_desc_passive": "Your bullets charge up an \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E on enemy heroes, preventing them from using abilities.",
"upgrade_succor": "拯救",
"upgrade_succor": "Rescue",
"upgrade_succor_desc": "\u003Cspan class=\"highlight\"\u003EPulls\u003C/span\u003E the targeted teammate out of battle and brings them next to you.",
"upgrade_succor_desc": "\u003Cspan class=\"highlight\"\u003EPulls\u003C/span\u003E the targeted teammate out of battle and brings them next to you.",
"upgrade_superior_stamina": "超強耐力",
"upgrade_superacolytes_glove": "咒印铁拳",
"upgrade_superior_stamina_passive": "將著陸前可進行的\u003Cspan class=\"highlight\"\u003E空中衝刺和空中跳躍\u003C/span\u003E次數從\u003Cspan class=\"highlight\"\u003E 1 次增加到 2 次\u003C/span\u003E。",
"upgrade_superacolytes_glove/modifier_superacoloytes_glove": "铁拳解封!",
"upgrade_suppressor": "秘法抑制",
"upgrade_superacolytes_glove_desc": "在累积造成 \u003Cspan class=\"highlight\"\u003E{s:StoredSpiritDamage}\u003C/span\u003E 元灵伤害后,你的下一次\u003Cspan class=\"highlight\"\u003E近战重攻击\u003C/span\u003E会额外造成 \u003Cspan class=\"highlight\"\u003E{s:StoredSpiritDamage} 元灵伤害\u003C/span\u003E。",
"upgrade_suppressor_desc": "當你對目標敵人造成\u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E時,也會受到\u003Cspan class=\"highlight\"\u003E射擊速度減緩\u003C/span\u003E。",
"upgrade_superior_stamina": "超凡耐力",
"upgrade_surging_power": "吸血鬼狂熱",
"upgrade_superior_stamina_passive": "增加在落地前可以执行的\u003Cspan class=\"highlight\"\u003E空中冲刺\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E空中跳跃\u003C/span\u003E次数,从\u003Cspan class=\"highlight\"\u003E 1 次增加到 2 次\u003C/span\u003E。",
"upgrade_surging_power/surge": "澎湃動力",
"upgrade_suppressor": "元灵压制",
"upgrade_surging_power/surge/active": "澎湃動力",
"upgrade_suppressor_desc": "当你对敌人造成\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E时,还会施加\u003Cspan class=\"highlight\"\u003E射速减缓\u003C/span\u003E。",
"upgrade_surging_power/surge/windup": "澎湃動力",
"upgrade_surging_power": "吸血爆发",
"upgrade_surging_power_active": "使用後立即裝填部分彈匣並在短暫時間內獲得 \u003Cspan class=\"highlight\"\u003E子彈吸血加成\u003C/span\u003E 和 \u003Cspan class=\"highlight\"\u003E射速加成\u003C/span\u003E.",
"upgrade_surging_power/surge": "Surging Power",
"upgrade_target_stun": "定時擊倒",
"upgrade_surging_power/surge/active": "Surging Power",
"upgrade_target_stun_desc": "選定一個敵方英雄目標,使用後在\u003Cspan class=\"highlight\"\u003E{s:StunDelay} 秒延遲\u003C/span\u003E後\u003Cspan class=\"highlight\"\u003E擊倒\u003C/span\u003E 並且 \u003Cspan class=\"highlight\"\u003E眩暈\u003C/span\u003E ,中斷並暫時阻止他們採取任何行動。",
"upgrade_surging_power/surge/windup": "Surging Power",
"upgrade_targeted_silence": "寂靜符文",
"upgrade_surging_power_active": "提供\u003Cspan class=\"highlight\"\u003E吸血\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E弹药\u003C/span\u003E。此额外弹药不受最大弹匣容量限制。",
"upgrade_targeted_silence_desc": "選定一個敵方英雄目標,使用後發射一發投射物,擊中敵方英雄目標時施加 \u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E 並且施加 \u003Cspan class=\"highlight\"\u003E減少魂力抗性\u003C/span\u003E。",
"upgrade_target_stun": "天锤压顶",
"upgrade_tech_3": "能量加成",
"upgrade_target_stun_desc": "目标在 \u003Cspan class=\"highlight\"\u003E{s:StunDelay}s 延迟\u003C/span\u003E后被\u003Cspan class=\"highlight\"\u003E击倒\u003C/span\u003E并被\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E,从而打断敌人并暂时阻止其采取任何行动。",
"upgrade_targeted_silence": "沉默符文",
"upgrade_targeted_silence_desc": "发射投射物,使目标 \u003Cspan class=\"highlight\"\u003E沉默并受到伤害\u003C/span\u003E。沉默不会打断施法技能。",
"upgrade_tech_3": "Energy",
"upgrade_tech_3_desc": "Large increase in \u003Cspan class=\"highlight\"\u003EEnergy\u003C/span\u003E.",
"upgrade_tech_3_desc": "Large increase in \u003Cspan class=\"highlight\"\u003EEnergy\u003C/span\u003E.",
"upgrade_tech_armor": "抗魂裝甲",
"upgrade_tech_armor": "元灵护甲",
"upgrade_tech_armor_2": "抗魂裝甲+",
"upgrade_tech_armor_2": "Spirit Armor+",
"upgrade_tech_armor_2_desc": "減少受到的 \u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E ",
"upgrade_tech_armor_2_desc": "Reduces the damage you take from \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E abilities.",
"upgrade_tech_armor_desc": "減少受到的 \u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E ",
"upgrade_tech_armor_desc": "Reduces the damage you take from \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E abilities.",
"upgrade_tech_armor_reduction_aura": "弱化魂抗光環",
"upgrade_tech_armor_reduction_aura": "Spirit Armor Reduction Aura",
"upgrade_tech_armor_reduction_aura_desc": "Increases \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E taken by nearby enemies.",
"upgrade_tech_armor_reduction_aura_desc": "Increases \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E taken by nearby enemies.",
"upgrade_tech_bleed": "秘法迴響",
"upgrade_tech_bleed": "秘术余波",
"upgrade_tech_bleed/modifier_tech_bleed_proc/modifier_tech_bleed": "秘法迴響",
"upgrade_tech_bleed/modifier_tech_bleed_proc/modifier_tech_bleed": "Spirit Echo",
"upgrade_tech_bleed_desc": "浸染一個技能,對目標範圍內敵人施加減少移速,在短暫延遲後對目標周圍半徑內造成額外 \u003Cspan class=\"highlight\"\u003E {s:TechDamagePercent}% 的傷害\u003C/span\u003E 。",
"upgrade_tech_bleed_desc": "加强一项技能,使用该技能时在目标四周一定半径范围内施加\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E效果,并在短暂延迟后,\u003Cspan class=\"highlight\"\u003E按技能所造成伤害的一定比例\u003C/span\u003E对目标周围的敌人造成额外伤害。",
"upgrade_tech_cleave": "量子奇美拉",
"upgrade_tech_cleave": "Quantum Chimaera",
"upgrade_tech_cleave_desc": "Your Tech attacks strike additional nearby enemies for \u003Cspan class=\"highlight\"\u003E75% of the total damage\u003C/span\u003E.",
"upgrade_tech_cleave_desc": "Your Tech attacks strike additional nearby enemies for \u003Cspan class=\"highlight\"\u003E75% of the total damage\u003C/span\u003E.",
"upgrade_tech_damage_pulse": "折磨脈衝",
"upgrade_tech_damage_pulse": "痛苦脉冲",
"upgrade_tech_damage_pulse_desc": "定期對附近最近的\u003Cspan class=\"highlight\"\u003E兩個敵方目標造成魂力傷害\u003C/span\u003E。",
"upgrade_tech_damage_pulse_desc": "周期性地对周围最近的两个敌人造成\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E。",
"upgrade_tech_defender": "科技裝甲",
"upgrade_tech_defender": "Tech Defender",
"upgrade_tech_defender/modifier_debuff_immunity": "Immune to Debuffs",
"upgrade_tech_defender/modifier_debuff_immunity": "Immune to Debuffs",
"upgrade_tech_defender_active": "Protect against \u003Cspan class=\"highlight\"\u003Eall spirit damage and debuffs\u003C/span\u003E.",
"upgrade_tech_defender_active": "Protect against \u003Cspan class=\"highlight\"\u003Eall spirit damage and debuffs\u003C/span\u003E.",
"upgrade_tech_defense_shredders": "碎魂彈藥",
"upgrade_tech_defense_shredders": "碎魂子弹",
"upgrade_tech_defense_shredders/modifier_tech_defense_shredders_proc/modifier_base": "魂力抗性減少",
"upgrade_tech_defense_shredders/modifier_tech_defense_shredders_proc/modifier_base": "Spirit Armor Reduced",
"upgrade_tech_defense_shredders_desc": "你的子彈會對敵人附加 \u003Cspan class=\"highlight\"\u003E魂力傷害增幅\u003C/span\u003E 和 \u003Cspan class=\"highlight\"\u003E魂力吸血\u003C/span\u003E 減益狀態。",
"upgrade_tech_defense_shredders_desc": "你的子弹会施加一个减益效果,增加你对目标的\u003Cspan class=\"highlight\"\u003E元灵伤害\u003C/span\u003E,并让你可以对其进行\u003Cspan class=\"highlight\"\u003E元灵吸血\u003C/span\u003E。",
"upgrade_tech_overflow": "魂力溢出",
"upgrade_tech_overflow": "元灵漫溢",
"upgrade_tech_overflow_desc": "用子彈向敵方英雄\u003Cspan class=\"highlight\"\u003E射擊充能\u003C/span\u003E,獲得魂力加成。",
"upgrade_tech_overflow_desc": "通过向敌方英雄射击\u003Cspan class=\"highlight\"\u003E充能\u003C/span\u003E,获取额外的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E及\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
"upgrade_tech_purge": "改進抗魂裝甲",
"upgrade_tech_purge": "高级元灵护甲",
"upgrade_tech_range": "高階範圍",
"upgrade_tech_range": "手到擒来",
"upgrade_tech_range_2": "魂力擴域",
"upgrade_tech_range_2": "Mystic Range",
"upgrade_tech_range_2_desc": "提高你的魂力技能和物品\u003Cspan class=\"highlight\"\u003E範圍\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E光環範圍\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E效果範圍\u003C/span\u003E。",
"upgrade_tech_range_2_desc": "Increases your spirit \u003Cspan class=\"highlight\"\u003Erange\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eaura radius\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eeffect radius\u003C/span\u003E.",
"upgrade_tech_range_desc": "增加技能和模組的\u003Cspan class=\"highlight\"\u003E範圍\u003C/span\u003E 和 \u003Cspan class=\"highlight\"\u003E效果範圍\u003C/span\u003E。",
"upgrade_tech_range_desc": "增加你的技能和物品的\u003Cspan class=\"highlight\"\u003E施放范围\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E效果半径\u003C/span\u003E。",
"upgrade_thermal_detonator": "煉金烈焰",
"upgrade_thermal_detonator": "炼金之火",
"upgrade_thermal_detonator_desc": "投擲一個瓶子,接觸時爆炸,對範圍內其中的敵人每秒造成不斷增加的\u003Cspan class=\"highlight\"\u003E魂力傷害\u003C/span\u003E,並使其承受來自您隊伍的額外\u003Cspan class=\"highlight\"\u003E子彈傷害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E對非英雄目標的每秒傷害減少{s:NonHeroReductionPercent}% 。",
"upgrade_thermal_detonator_desc": "投掷一个触碰后会爆炸的瓶子,创造一个区域,该区域内\u003Cspan class=\"highlight\"\u003E每秒元灵伤害\u003C/span\u003E会增加,并使敌人受到你队伍额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E对非英雄目标造成的每秒伤害少 {s:NonHeroReductionPercent}%。",
"upgrade_titan_round": "泰坦彈匣",
"upgrade_titan_round": "巨型弹匣",
"upgrade_toughness_3": "堅韌",
"upgrade_toughness_3": "Toughness",
"upgrade_toughness_3_desc": "Increases \u003Cspan class=\"highlight\"\u003EHealth\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E.",
"upgrade_toughness_3_desc": "Increases \u003Cspan class=\"highlight\"\u003EHealth\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E.",
"upgrade_toxic_bullets": "毒性彈藥",
"upgrade_toxic_bullets": "毒弹",
"upgrade_toxic_bullets_buildup": "毒素堆疊...",
"upgrade_toxic_bullets_buildup": "正在累积毒性…",
"upgrade_toxic_bullets_desc": "你的子彈會對敵人造成流血減益狀態,使他們收到 \u003Cspan class=\"highlight\"\u003E當前生命百分比\u003C/span\u003E 的持續傷害. 並且在減益效果持續時間內 \u003Cspan class=\"highlight\"\u003E降低目標的治療效果\u003C/span\u003E 。",
"upgrade_toxic_bullets_desc": "你的子弹会在敌人身上累积伤害,致使其\u003Cspan class=\"highlight\"\u003E流血\u003C/span\u003E,令其在一段时间内损失\u003Cspan class=\"highlight\"\u003E当前生命值的一定百分比\u003C/span\u003E。同时对流血目标施加\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E效果。",
"upgrade_unstoppable": "勢不可擋",
"upgrade_unstoppable": "势不可挡",
"upgrade_unstoppable_desc": "使用後在持續時間內\u003Cspan class=\"highlight\"\u003E免疫負面狀態效果\u003C/span\u003E,免疫眩暈、沉默、睡眠、束縛、繳械和連結效果。",
"upgrade_unstoppable_desc": "暂时抑制\u003Cspan class=\"highlight\"\u003E负面状态效果\u003C/span\u003E,并对\u003Cspan class=\"highlight\"\u003E眩晕、沉默、睡眠、缠绕和缴械\u003C/span\u003E效果\u003Cspan class=\"highlight\"\u003E免疫\u003C/span\u003E。\u003Cbr\u003E处于\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E睡眠\u003C/span\u003E效果之下时无法使用。",
"upgrade_vampire": "子彈吸血",
"upgrade_vampire": "子弹吸血",
"upgrade_vampire_desc": "你對敵人造成一定百分比的傷害 \u003Cspan class=\"highlight\"\u003E子彈傷害會治療你\u003C/span\u003E。對非英雄效果減半。",
"upgrade_vampire_desc": "Your \u003Cspan class=\"highlight\"\u003Ebullets heal you\u003C/span\u003E for a percentage of the damage they deal to enemies. Half as effective vs Non-Heroes.",
"upgrade_veil_walker": "面紗行者",
"upgrade_veil_walker": "穿幕行者",
"upgrade_veil_walker_desc": "穿過宇宙面紗可\u003Cspan class=\"highlight\"\u003E回復子彈護盾和魂力護盾\u003C/span\u003E,並且\u003Cspan class=\"highlight\"\u003E,獲得短暫的移動\u003Cspan class=\"highlight\"\u003E速度提升和隱身\u003C/span\u003E效果,並為下一個彈匣提供額外的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。",
"upgrade_veil_walker_desc": "穿越\u003Cspan class=\"highlight\"\u003E宇宙玄幕\u003C/span\u003E会使你获得\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E状态、提升\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E、恢复所有\u003Cspan class=\"highlight\"\u003E子弹和元灵护盾\u003C/span\u003E。",
"upgrade_vex_barrier": "反應式屏障",
"upgrade_vex_barrier": "应急屏障",
"upgrade_vex_barrier_desc": "當你被\u003Cspan class=\"highlight\"\u003E眩暈、連結、束縛或睡眠\u003C/span\u003E時自動獲得一個臨時的\u003Cspan class=\"highlight\"\u003E護盾\u003C/span\u003E",
"upgrade_vex_barrier_desc": "在你处于\u003Cspan class=\"highlight\"\u003E移动锁定、眩晕、禁锢、定身、睡眠\u003C/span\u003E效果之下时,自动部署临时的\u003Cspan class=\"highlight\"\u003E子弹护盾和元灵护盾\u003C/span\u003E。",
"upgrade_vex_barrier_shield": "反應式屏障",
"upgrade_vex_barrier_shield": "应急屏障",
"upgrade_warp_stone": "傳送符石",
"upgrade_warp_stone": "传送石",
"upgrade_warp_stone_desc": "使用後向瞄準的地方\u003Cspan class=\"highlight\"\u003E傳送\u003C/span\u003E 一小段距離,獲得額外 \u003Cspan class=\"highlight\"\u003E物理抗性\u003C/span\u003E。",
"upgrade_warp_stone_desc": "向前进行\u003Cspan class=\"highlight\"\u003E直接传送\u003C/span\u003E,获得\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
"upgrade_weapon_detention_ammo": "禁錮彈",
"upgrade_weapon_detention_ammo": "Detention Rounds",
"upgrade_weapon_detention_ammo_desc": "Your bullets build up on enemies, causing them to be \u003Cspan class=\"highlight\"\u003Etethered\u003C/span\u003E to their position.",
"upgrade_weapon_detention_ammo_desc": "Your bullets build up on enemies, causing them to be \u003Cspan class=\"highlight\"\u003Etethered\u003C/span\u003E to their position.",
"upgrade_weapon_eater": "武器吞噬者",
"upgrade_weapon_eater": "Weapon Eater",
"upgrade_weapon_eater/modifier_weapon_eater_display": "Weapon Eater",
"upgrade_weapon_eater/modifier_weapon_eater_display": "Weapon Eater",
"upgrade_weapon_eater_desc": "Reduces Courage by \u003Cspan class=\"highlight_weapon\"\u003E{s:BaseBonusCounter}\u003C/span\u003E. \u003Cbr\u003EGain \u003Cspan class=\"highlight_weapon\"\u003E{s:WeaponPowerPerKill} Courage\u003C/span\u003E (Up to \u003Cspan class=\"highlight_weapon\"\u003E{s:MaxWeaponPower}\u003C/span\u003E) for \u003Cspan class=\"highlight\"\u003Ekilling an enemy Hero\u003C/span\u003E but lose \u003Cspan class=\"highlight_weapon\"\u003E{s:WeaponPowerPerDeath} gained Courage\u003C/span\u003E on \u003Cspan class=\"highlight\"\u003EDeath\u003C/span\u003E. Bonus applied if damage was done within {s:KillWindow}s of enemy killed.",
"upgrade_weapon_eater_desc": "Reduces Courage by \u003Cspan class=\"highlight_weapon\"\u003E{s:BaseBonusCounter}\u003C/span\u003E. \u003Cbr\u003EGain \u003Cspan class=\"highlight_weapon\"\u003E{s:WeaponPowerPerKill} Courage\u003C/span\u003E (Up to \u003Cspan class=\"highlight_weapon\"\u003E{s:MaxWeaponPower}\u003C/span\u003E) for \u003Cspan class=\"highlight\"\u003Ekilling an enemy Hero\u003C/span\u003E but lose \u003Cspan class=\"highlight_weapon\"\u003E{s:WeaponPowerPerDeath} gained Courage\u003C/span\u003E on \u003Cspan class=\"highlight\"\u003EDeath\u003C/span\u003E. Bonus applied if damage was done within {s:KillWindow}s of enemy killed.",
"upgrade_weapon_instant_reload": "重裝 + 巨大彈匣",
"upgrade_weapon_instant_reload": "Reloader + Huge Clip",
"upgrade_weapon_instant_reload_desc": "Press the [Reload] key while reloading to instantly finish your reload",
"upgrade_weapon_instant_reload_desc": "Press the [Reload] key while reloading to instantly finish your reload",
"upgrade_weapon_overdrive_clip": "超頻彈夾",
"upgrade_weapon_overdrive_clip": "Overdrive Clip",
"upgrade_weapon_overdrive_clip/modifier_upgrade_overdrive_clip_reload": "Overdrive Reload",
"upgrade_weapon_overdrive_clip/modifier_upgrade_overdrive_clip_reload": "Overdrive Reload",
"upgrade_weapon_overdrive_clip_desc": "\u003Cspan class=\"highlight\"\u003EDeal non-lethal damage based on your max health to yourself\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ereload bullets in your clip equal to your max ammo, no matter how many bullets are left.\u003C/span\u003E  The bullets in this clip have additional \u003Cspan class=\"highlight\"\u003Ecourage\u003C/span\u003E.",
"upgrade_weapon_overdrive_clip_desc": "\u003Cspan class=\"highlight\"\u003EDeal non-lethal damage based on your max health to yourself\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ereload bullets in your clip equal to your max ammo, no matter how many bullets are left.\u003C/span\u003E  The bullets in this clip have additional \u003Cspan class=\"highlight\"\u003Ecourage\u003C/span\u003E.",
"upgrade_weapon_power_and_health_drain": "超速",
"upgrade_weapon_power_and_health_drain": "Overdrive",
"upgrade_weapon_power_and_health_drain_desc": "Increase your \u003Cspan class=\"highlight\"\u003ECourage\u003C/span\u003E while draining your own \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E.",
"upgrade_weapon_power_and_health_drain_desc": "Increase your \u003Cspan class=\"highlight\"\u003ECourage\u003C/span\u003E while draining your own \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E.",
"upgrade_withering_whip": "凋零之鞭",
"upgrade_withering_whip": "凋零之鞭",
"upgrade_withering_whip_desc": "鎖定一名敵人以施加\u003Cspan class=\"highlight\"\u003E減少射速\u003C/span\u003E效果並降低其\u003Cspan class=\"highlight\"\u003E子彈抗性\u003C/span\u003E。",
"upgrade_withering_whip_desc": "瞄准一名敌人,施加\u003Cspan class=\"highlight\"\u003E射速减慢\u003C/span\u003E效果,并降低其\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
"upgrade_zipine_mastery": "纜線大師",
"upgrade_zipine_mastery": "Zip Line Mastery",
"upgrade_zipine_mastery_desc": "Zip line speed \u003Cspan class=\"highlight\"\u003Eaccelerates\u003C/span\u003E and allows you to use \u003Cspan class=\"highlight\"\u003Eneutral\u003C/span\u003E zip lines and capture them while zip lining.  Provides a movement speed bonus when jumping off a zip line whose duration increases the longer you are on the zip line.",
"upgrade_zipine_mastery_desc": "Zip line speed \u003Cspan class=\"highlight\"\u003Eaccelerates\u003C/span\u003E and allows you to use \u003Cspan class=\"highlight\"\u003Eneutral\u003C/span\u003E zip lines and capture them while zip lining.  Provides a movement speed bonus when jumping off a zip line whose duration increases the longer you are on the zip line.",
"viscous_goo_bowling_ball": "凝膠球",
"viscous_goo_bowling_ball": "浓浆滚滚",
"viscous_goo_bowling_ball_desc": "使用技能後在持續時間內變形為一個\u003Cspan style=\"font-weight: bold;\"\u003E巨大的凝膠球,撞擊到敵方目標時會造成傷害並施加眩暈。技能持續時間內提供額外子彈和魂力抗性\u003C/span\u003E,\u003Cspan style=\"font-weight: bold;\"\u003E能從牆壁上反彈,還能二段跳。\u003C/span\u003E",
"viscous_goo_bowling_ball_desc": "化为一个巨型黏液球,在撞到敌人时可\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E并\u003Cspan style=\"font-weight: bold;\"\u003E使其眩晕\u003C/span\u003E。黏液球还提供很高的\u003Cspan style=\"font-weight: bold;\"\u003E子弹\u003C/span\u003E和\u003Cspan style=\"font-weight: bold;\"\u003E元灵\u003C/span\u003E抗性,能从墙上反弹,并可进行\u003Cspan style=\"font-weight: bold;\"\u003E二段跳\u003C/span\u003E。",
"viscous_goo_bowling_ball_quip": "滾來滾去,製造混亂",
"viscous_goo_bowling_ball_quip": "滚来滚去,天翻地覆",
"viscous_goo_bowling_ball_t3_desc": "可在滾動時使用技能和物品",
"viscous_goo_bowling_ball_t3_desc": "滚动时可施展技能并使用物品",
"viscous_goo_grenade": "噴濺凝膠",
"viscous_goo_grenade": "爆汁魔球",
"viscous_goo_grenade/modifier_viscous_goo_grenade_debuff": "移速減速",
"viscous_goo_grenade/modifier_viscous_goo_grenade_debuff": "被减速",
"viscous_goo_grenade_desc": "使用技能後扔出一團凝膠,對接觸到的敵方目標\u003Cspan style=\"font-weight: bold;\"\u003E造成傷害\u003C/span\u003E並留下一灘凝膠,使範圍內的\u003Cspan style=\"font-weight: bold;\"\u003E敵方目標減速。\u003C/span\u003E",
"viscous_goo_grenade_bounce_desc": "连续攻击同一敌人伤害会减少。",
"viscous_goo_grenade_puddle_desc": "凝膠會在地面上持續一段時間,並對在上面的敵方目標施加\u003Cspan style=\"font-weight: bold;\"\u003E移動緩慢\u003C/span\u003E效果。",
"viscous_goo_grenade_desc": "投掷出一个黏液球,能\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E并在地上留下一团团黏液污渍,对踏入污渍范围的敌人施加\u003Cspan style=\"font-weight: bold;\"\u003E移动减速\u003C/span\u003E效果。",
"viscous_goo_grenade_quip": "傷害敵人,製造混亂",
"viscous_goo_grenade_puddle_desc": "黏液污渍会留在地上,并对踏入其范围的敌人施加\u003Cspan style=\"font-weight: bold;\"\u003E移动减速\u003C/span\u003E效果。",
"viscous_goo_grenade_t2_desc": "增加70傷害和增加1m範圍",
"viscous_goo_grenade_quip": "伤害敌人并污染环境",
"viscous_goo_grenade_t3_desc": "增加2彈跳次數",
"viscous_goo_grenade_t2_desc": "+60 伤害并 +1m 半径",
"viscous_goo_puddle": "凝膠形態",
"viscous_goo_grenade_t3_desc": "弹跳 2 次",
"viscous_goo_puddle": "Goo Form",
"viscous_goo_puddle_desc": "Turn yourself into a puddle of goo, becoming \u003Cspan class=\"highlight\"\u003Eimmune to harm\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Edealing damage to nearby enemies\u003C/span\u003E.",
"viscous_goo_puddle_desc": "Turn yourself into a puddle of goo, becoming \u003Cspan class=\"highlight\"\u003Eimmune to harm\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Edealing damage to nearby enemies\u003C/span\u003E.",
"viscous_goo_puddle_t3_desc": "[Not Yet Implemented]",
"viscous_goo_puddle_t3_desc": "[Not Yet Implemented]",
"viscous_gootapult": "濺射",
"viscous_gootapult": "溅射炮",
"viscous_gootapult_desc": "Charge up and launch yourself, dealing damage and leaving a slowing area on impact.",
"viscous_gootapult_desc": "Charge up and launch yourself, dealing damage and leaving a slowing area on impact.",
"viscous_gootapult_hint": "發射!",
"viscous_gootapult_hint": "Launch!",
"viscous_restorative_goo": "凝膠立方",
"viscous_restorative_goo": "复原立方",
"viscous_restorative_goo/modifier_restorative_goo/breakoutProgress": "提前離開",
"viscous_restorative_goo/modifier_restorative_goo/breakoutProgress": "Breaking out",
"viscous_restorative_goo_buff_desc": "技能效果結束後,目標在短時間內獲得\u003Cspan class=\"highlight\"\u003E額外移動速度和生命恢復。\u003C/span\u003E",
"viscous_restorative_goo_buff_desc": "脱离立方体后,目标在短时间内拥有更高的\u003Cspan class=\"highlight\"\u003E移动速度和耐力恢复率\u003C/span\u003E。",
"viscous_restorative_goo_desc": "選定一名友方英雄目標將目標包裹在一個\u003Cspan style=\"font-weight: bold;\"\u003E恢復生命的凝膠立方中,該凝膠立方可以清除減益狀態,保護目標免受傷害,並增加生命恢復速度\u003C/span\u003E。目標在立方體中無法採取任何新行動。可用於自身。按下\u003Cspan style=\"font-weight: bold;\"\u003ESpace\u003C/span\u003E可以提前脫離。",
"viscous_restorative_goo_desc": "将目标包裹在具有修复力量的黏液立方之中,\u003Cspan style=\"font-weight: bold;\"\u003E抵御伤害,并增加生命值恢复\u003C/span\u003E。目标在立方体中时\u003Cspan style=\"font-weight: bold;\"\u003E无法采取任何新行动\u003C/span\u003E。可用于自身。按下\u003Cspan style=\"font-weight: bold;\"\u003ESpace\u003C/span\u003E提前脱离立方体。",
"viscous_restorative_goo_quip": "凝膠立方是一個安全的地方",
"viscous_restorative_goo_quip": "立方体是安全庇护所",
"viscous_restorative_goo_t1_desc": "獲得額外速度與生命恢復",
"viscous_restorative_goo_t1_desc": "增加移动速度和耐力恢复",
"viscous_restorative_goo_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E移除所有減益效果\u003C/span\u003E並\u003Cspan style=\"font-weight: bold;\"\u003E-21.0秒\u003C/span\u003E技能冷卻時間",
"viscous_restorative_goo_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E移除所有减益\u003C/span\u003E及 \u003Cspan style=\"font-weight: bold;\"\u003E-21.0s\u003C/span\u003E 技能冷却时间",
"viscous_telepunch": "凝膠衝擊",
"viscous_telepunch": "绿水神拳",
"viscous_telepunch_desc": "使用技能後在\u003Cspan style=\"font-weight: bold;\"\u003E選定的位置釋放出一個凝膠拳頭\u003C/span\u003E,將周圍的單位擊飛。\u003Cspan style=\"font-weight: bold;\"\u003E敵方目標會受到傷害,同時衝刺距離會短暫縮短,同時減少移速。\u003C/span\u003E",
"viscous_telepunch_desc": "在环境中变出一个拳头,\u003Cspan style=\"font-weight: bold;\"\u003E锤击\u003C/span\u003E区域内的单位并令其飞向空中。将会对敌人\u003Cspan style=\"font-weight: bold;\"\u003E造成伤害\u003C/span\u003E,在短时间内减少其冲刺距离,并使其\u003Cspan style=\"font-weight: bold;\"\u003E移动速度降低\u003C/span\u003E。此技能被视为\u003Cspan style=\"font-weight: bold;\"\u003E近战轻攻击\u003C/span\u003E。",
"viscous_telepunch_quip": "用巨拳猛擊敵人",
"viscous_telepunch_quip": "用硕大的拳头把敌人打飞",
"viscous_telepunch_t2_desc": "+35傷害和 +20% 減少移速",
"viscous_telepunch_t2_desc": "+35 伤害并 +20% 移动减速",
"walker_unit": "步行者",
"walker_unit": "四足机甲",
"wp_permanent_pickup_label": "+3% 子彈傷害",
"wp_permanent_pickup_label": "+3% 武器伤害",
"wp_permanent_pickup_label_lv2": "+4% 子彈傷害",
"wp_permanent_pickup_label_lv2": "+4% 武器伤害",
"wraith_project_mind_t2_title": "子彈護盾:",
"wp_permanent_pickup_label_lv3": "+7% 武器伤害",
"yamato_flying_strike_t3_header": "到達目標後:",
"wraith_project_mind_t2_title": "子弹护盾:",
"zipline_boost": "滑索加速",
"wrecker_ultimate_grab_debuff": "静止状态",
"zipline_speed_pickup/zipline_speed": "增加繩索加速",
"yakuza_kobun": "Hired Muscle",
"zipline_speed_pickup_label": "繩索加速",
"yakuza_kobun_desc": "Summons a subordinate gangster to follow a friendly unit and attack enemies closest to that target.  Double tap to self cast.",
"牆會增加 \u003Cspan class=\\": "\u003E悖論的移速\u003C/span\u003E"
"yakuza_protection_racket": "Protection Racket",
"yakuza_protection_racket_desc": "Create a protective force shield to protect an ally and increase their crit damage. Purges negative effects on the target when cast.",
"yakuza_protection_racket_t1_desc": "-{s:WeaponRecoilReduction}% Weapon Recoil, -{s:MoveWhileShootingSpeedPenaltyReductionPercent}% move speed reduction when shooting.",
"yakuza_setting_sun": "Setting Sun",
"yakuza_setting_sun_desc": "Call down a precision Gamma Ray blast from orbit, hitting all units in the radius at every height regardless of cover. Units near the center of the beam take more damage.",
"yakuza_shakedown": "Shakedown",
"yakuza_shakedown_target": "Shakedown",
"yakuza_shakedown_target_desc": "Send a drone to lock an area down, rooting and damaging enemies in the area. The link between your drones shares a portion of the damage you take with a random rooted enemy.",
"yakuza_shakedown_target_t2_desc": "Ignore Channel Slowdown",
"yamato_flying_strike_t3_header": "到达目标位置后:",
"zipline_boost": "滑索速度加成",
"zipline_speed_pickup/zipline_speed": "滑索移动速度提高",
"zipline_speed_pickup_label": "滑索速度"
}
}

Revision as of 02:37, 13 October 2024

AOERadius_label"影响半径"
AOERadius_postfix"m"
AbandonMatchPrompt_Cancel"留在比赛中"
AbandonMatchPrompt_Confirm"放弃并受到惩罚"
AbandonMatchPrompt_Countdown"放弃并受到惩罚({d:countdown_seconds})"
AbandonMatchPrompt_Text"离开这场比赛并不安全。你将无法重新加入,而你的队伍将缺失一名玩家,并将受到匹配惩罚。<br/>你确定要离开吗?"
AbandonMatchPrompt_Title"放弃这场比赛?"
AbilityApplyDelay_label"Application Time"
AbilityApplyDelay_postfix"s"
AbilityButtonHint_Activate"激活"
AbilityButtonHint_AltCastRestorativeGoo"将自己放进立方"
AbilityButtonHint_AltCastStickyBomb"炸自己"
AbilityButtonHint_AltCastVoidSphere"带上友军"
AbilityButtonHint_AvaRecall"召回艾娃"
AbilityButtonHint_AvaWarp"传送至艾娃"
AbilityButtonHint_BullLeapCrash"向下撞击"
AbilityButtonHint_CancelAbility"取消{s:ability_name}"
AbilityButtonHint_CancelIceBeam"取消极寒光束"
AbilityButtonHint_CancelIceDome"移除庇护"
AbilityButtonHint_CancelIcePath"取消冰封路径"
AbilityButtonHint_CancelWall"移墙"
AbilityButtonHint_CastIceDome"施放冰冻庇护"
AbilityButtonHint_CastOnSelf"对自己施放"
AbilityButtonHint_CastOnTarget"对目标施放"
AbilityButtonHint_CastRestorativeGoo"将目标放进立方"
AbilityButtonHint_CastShadowRedemption"Resurrect with Shadow Redemption"
AbilityButtonHint_CastVoidSphere"传送"
AbilityButtonHint_ClimbRope"按住即可爬绳而上"
AbilityButtonHint_Deploy"部署"
AbilityButtonHint_Deselect"取消选择"
AbilityButtonHint_Detonate"引爆"
AbilityButtonHint_DetonateDjinnBomb"引爆镇尼炸弹"
AbilityButtonHint_DragonsFireAscend"Ascend"
AbilityButtonHint_DragonsFireDive"Dive"
AbilityButtonHint_DragonsFireSpeedDown"减速"
AbilityButtonHint_DragonsFireSpeedUp"加速"
AbilityButtonHint_DropBomb"投下炸弹"
AbilityButtonHint_DropIdol"放下灵瓮"
AbilityButtonHint_DropTarget"投下友军"
AbilityButtonHint_EruptWall"爆墙"
AbilityButtonHint_FlyDown"飞降"
AbilityButtonHint_FlyUp"飞升"
AbilityButtonHint_GrabTarget"抓住目标"
AbilityButtonHint_GuidedArrowRelease"放箭"
AbilityButtonHint_GuidedArrowSpeed"箭矢加速"
AbilityButtonHint_HatTrickCancel"返回"
AbilityButtonHint_HatTrickFire"射击"
AbilityButtonHint_HealSelf"治疗自己"
AbilityButtonHint_HealTarget"治疗目标"
AbilityButtonHint_LightningCrashDive"提前俯冲"
AbilityButtonHint_MeleeRejuvinator"近战重攻击领取复生石"
AbilityButtonHint_MirageLaunchFireBeetle"Launch Fire Beetle"
AbilityButtonHint_MoveDown"下移"
AbilityButtonHint_MoveUp"上移"
AbilityButtonHint_RollingGooAccelerate"快速移动"
AbilityButtonHint_RollingGooCancel"取消"
AbilityButtonHint_RollingGooJump"跳跃"
AbilityButtonHint_SpeedBoost"移动加速"
AbilityButtonHint_StopLifeDrain"停止生命汲取"
AbilityButtonHint_SwitchToAltCastMode"切换至副施放模式"
AbilityButtonHint_SwitchToNormalCastMode"切换至主施放模式"
AbilityButtonHint_Teleport"传送"
AbilityButtonHint_Throw"投掷"
AbilityButtonHint_ZipLineBoost"<span class="AbilityName">滑索速度提升</span> <span class="Countdown">{s:ability_cooldown}</span>"
AbilityCastDelay_label"施法延迟"
AbilityCastDelay_postfix"s"
AbilityCastRangeMinimum_label"Range Minimum"
AbilityCastRangeMinimum_postfix"m"
AbilityCastRange_label"施法距离"
AbilityCastRange_postfix"m"
AbilityChannelTimeDisplay_label"施法持续时间"
AbilityChannelTimeDisplay_postfix"s"
AbilityChannelTime_label"施法持续时间"
AbilityChannelTime_postfix"s"
AbilityCharges_label"充能数"
AbilityCooldownBetweenCharge_label"充能冷却"
AbilityCooldownBetweenCharge_postfix"s"
AbilityCooldown_label"冷却"
AbilityCooldown_postfix"s"
AbilityDamageReductionPerHit_label"Ability Dmg Red Per Hit"
AbilityDamageReductionPerHit_postfix"%"
AbilityDamageReduction_label"元灵伤害降幅"
AbilityDamageReduction_postfix"%"
AbilityDuration_label"持续时间"
AbilityDuration_postfix"s"
AbilityLifestealPercentHero_label"元灵吸血"
AbilityLifestealPercentHero_postfix"%"
AbilityLifestealPercentHero_prefix"{s:sign}"
AbilityLifestealPercentNonHero_label"对非英雄单位元灵吸血"
AbilityLifestealPercentNonHero_postfix"%"
AbilityLifestealPercentNonHero_prefix"{s:sign}"
AbilityLifestealPercent_label"元灵吸血"
AbilityLifestealPercent_postfix"%"
AbilityLifestealPercent_prefix"{s:sign}"
AbilityPower_label"Ability Power"
AbilityPower_postfix""
AbilityPower_prefix"{s:sign}"
AbilityProjectileSpeedPercent_label"Speed Increase"
AbilityProjectileSpeedPercent_postfix"%"
AbilitySpeedPct_label"技能冷却速度"
AbilitySpeedPct_postfix"%"
AbilitySpeedPct_prefix"+"
AbilitySplitShot_label"Charged Shot Multishot"
AboveHealthThreshold_conditional"高于生命值阈值"
AbsorbPercentage_label"伤害吸收量"
AbsorbPercentage_postfix"%"
ActivatedFireRate_label"射速"
ActivatedFireRate_postfix"%"
ActivatedFireRate_prefix"{s:sign}"
ActiveAbilityDamageReduction_label"Active Ability Dmg Red"
ActiveAbilityDamageReduction_postfix"%"
ActiveBonusFireRate_label"射速"
ActiveBonusFireRate_postfix"%"
ActiveBonusLifesteal_label"子弹吸血"
ActiveBonusLifesteal_postfix"%"
ActiveBonusMoveSpeed_label"移动速度"
ActiveBonusMoveSpeed_postfix"m/s"
ActiveBonusMoveSpeed_prefix"{s:sign}"
ActiveBulletArmorReduction_label"子弹抗性降幅"
ActiveBulletDamageReduction_label"子弹伤害"
ActiveBulletDamageReduction_postfix"%"
ActiveBulletDamageReduction_prefix"{s:sign}"
ActiveBulletShieldDuration_label"Active Shield Duration"
ActiveBulletShieldDuration_postfix"s"
ActiveBulletShieldHealth_label"Active Shield Health"
ActiveBulletShieldMaxHealth_label"子弹护盾生命值"
ActiveBulletShieldMaxHealth_prefix"{s:sign}"
ActiveChainDuration_label"Tether Duration"
ActiveChainDuration_postfix"s"
ActiveFireRate_label"射速"
ActiveFireRate_postfix"%"
ActiveFlightTime_label"Flight time"
ActiveFlightTime_postfix"s"
ActiveHealAmount_label"Self Heal"
ActiveHealAmount_postfix"HP"
ActiveHealthChange_label"Health Steal"
ActiveHealthChange_postfix"生命值"
ActiveHealthRegenBoost_label"生命值恢复"
ActiveHealthRegenBoost_postfix"hp/sec"
ActiveHealthRegenBoost_prefix"{s:sign}"
ActiveHealthRegen_label"生命值恢复"
ActiveHealthRegen_postfix"生命值/秒"
ActiveHealthRegen_prefix"{s:sign}"
ActiveItemUse_conditional"使用时"
ActiveRadius_label"激活半径"
ActiveRadius_postfix"m"
ActiveReloadPercent_label"弹药"
ActiveReloadPercent_postfix"%"
ActiveReloadPercent_prefix"+"
ActiveStatusResistancePercent_label"减益降幅"
ActiveStatusResistancePercent_postfix"%"
ActiveTechPower_label"元灵力量"
ActiveTechPower_prefix"+"
ActiveWeaponDamageChange_label"Weapon Damage Steal"
ActiveWeaponDamageChange_postfix"%"
AfterburnExplodeDamage_label"Explode Damage"
AfterburnExplodeRadius_label"Spread Radius"
AfterburnExplodeRadius_postfix"m"
AirControlPercent_label"空中控制"
AirControlPercent_postfix"%"
AirControlPercent_prefix"{s:sign}"
AirDropBuffDuration_label"护盾持续时间"
AirDropBuffDuration_postfix"s"
AirDropBuffDuration_prefix""
AirDropBulletArmorReduction_label"敌人子弹抗性"
AirDropBulletArmorReduction_postfix"%"
AirDropBulletResist_label"友军子弹抗性"
AirDropBulletResist_postfix"%"
AirDropBulletResist_prefix"+"
AirDropBulletShield_label"子弹护盾"
AirDropBulletShield_postfix""
AirDropDebuff02Duration_label"子弹抗性持续时间"
AirDropDebuff02Duration_postfix"s"
AirDropDebuffDuration_label"减速持续时间"
AirDropDebuffDuration_postfix"s"
AirDropExplodeRadius_label"爆炸半径"
AirDropExplodeRadius_postfix"m"
AirDropSelfCastDelay_label"自我施放时间"
AirDropSelfCastDelay_postfix"s"
AirDropSilenceDuration_label"沉默持续时间"
AirDropSilenceDuration_postfix"s"
AirJumpVerticalSpeedPercent_label"Air Jump Vertical Speed"
AirJumpVerticalSpeedPercent_postfix"%"
AirJumpVerticalSpeedPercent_prefix"{s:sign}"
AirMoveIncreasePercent_label"空中跳跃/冲刺距离"
AirMoveIncreasePercent_postfix"%"
AirMoveIncreasePercent_prefix"+"
AirSpeedBonus_label"空中速度加成"
AirSpeedBonus_postfix"m/s"
AirSpeedBonus_prefix"{s:sign}"
AirSpeedHealthBonus_label"Healthy Speed Bonus"
AirSpeedHealthBonus_postfix"m/s"
AllyCooldownReduction_label"Ally Cooldown Reduction"
AllyCooldownReduction_postfix"s"
AllyDistance_label"友军距离"
AllyDistance_postfix"m"
AmbushBonusFireRate_label"伏击射速"
AmbushBonusFireRate_postfix"%"
AmbushBonusFireRate_prefix"+"
AmbushBonusTechPower_label"伏击元灵力量"
AmbushBonusTechPower_prefix"+"
AmbushDamage_Label"Ambush Damage"
AmbushDuration_label"伏击持续时间"
AmbushDuration_postfix"s"
AmmoPerSoul_label"每个魂魄获得的弹药"
AmmoPerSoul_prefix"+"
AmmoScavengerDuration_label"持续时间"
AmmoScavengerDuration_postfix"s"
AmpDuration_label"增强持续时间"
AmpDuration_postfix"s"
AmpPercentPerStack_label"每层叠加增强"
AmpPercentPerStack_postfix"%"
AoESleep_label"Explode Radius"
AoESleep_postfix"m"
ApproachSpeed_label"Project Speed"
ArmTime_label"装备时间"
ArmTime_postfix"s"
ArmingDuration_label"装备持续时间"
ArmingDuration_postfix"s"
ArmorAttribute_Desc"%s1 to any bullet and spirit armor bonus"
ArmorAttribute_Desc_0"no additional bullet armor bonuses"
ArmorLossPerHit_label"Resist lost per Hit"
ArmorLossPerHit_postfix"%"
ArmorPower_label"基础生命值"
ArmorPower_postfix"%"
ArmorPower_prefix"{s:sign}"
AscendSpeed_label""
AssaultDuration_label"Air Attack Duration"
AssaultDuration_postfix"s"
AssaultFireRate_label"Air Attack Fire Rate"
AssaultFireRate_postfix"%"
AssaultFireRate_prefix"{s:sign}"
AstroShotgunCloseRange_label"Close Range Weapon Power"
AttackPower_label"Attack Power"
AttackPower_postfix""
AttackPower_prefix"{s:sign}"
AttribFormat_AdditionalNote"(%s)"
Attribute_EWeaponAttribute_BeamWeapon"光束武器"
Attribute_EWeaponAttribute_BurstFire"连发"
Attribute_EWeaponAttribute_CloseRange"近程"
Attribute_EWeaponAttribute_HeavyHitter"高杀伤力"
Attribute_EWeaponAttribute_LongRange"远程"
Attribute_EWeaponAttribute_MediumRange"中程"
Attribute_EWeaponAttribute_Projectile"投射物"
Attribute_EWeaponAttribute_RapidFire"速射"
Attribute_EWeaponAttribute_Spreadshot"扩散射击"
AuraDuration_label"光环持续时间"
AuraDuration_postfix"s"
AvaRecallCooldown_label"召回冷却时间"
AvaRecallCooldown_postfix"s"
AwakenDamage_label"Awaken Damage"
BarrelDamageRadius_label"爆炸半径"
BarrelDamageRadius_postfix"m"
BarrelDamage_label"爆炸伤害"
BarrelLifetime_label"Barrel Life Time"
BarrelLifetime_postfix"s"
BarrierDuration_label"Shield Duration"
BarrierDuration_postfix"s"
BaseAttackDamagePercentAtMaxDuration_label"最大武器伤害"
BaseAttackDamagePercentAtMaxDuration_postfix"%"
BaseAttackDamagePercentBonus_label"武器伤害"
BaseAttackDamagePercentBonus_postfix"%"
BaseAttackDamagePercentBonus_prefix"+"
BaseAttackDamagePercent_label"武器伤害"
BaseAttackDamagePercent_postfix"%"
BaseAttackDamagePercent_prefix"{s:sign}"
BaseAttackDamage_label"基础伤害"
BaseAttackDamage_prefix"{s:sign}"
BaseBonusWeaponPower_label"Courage"
BaseBonusWeaponPower_prefix"+"
BaseBulletDamage_label"子弹伤害"
BaseDamagePct_label"Bonus Spirit Amp"
BaseDamagePct_postfix"%"
BaseDamagePct_prefix"{s:sign}"
BaseHeatPower_Label"Base Heat Power"
BaseWeaponDamage_postfix"%"
BasicReflectPercent_label"Basic Damage Reflect"
BasicReflectPercent_postfix"%"
BeamLength_label"光束长度"
BeamLength_postfix"m"
BeamSplit_label"额外光束射程"
BeamSplit_postfix"m"
BeamWidth_label"光束宽度"
BeamWidth_postfix"m"
BelowHealthThreshold_conditional"低于生命值阈值"
BleedDPSPerStack_label"每把刀流血 DPS"
BleedDamage_label"流血伤害"
BleedDuration_label"流血持续时间"
BleedDuration_postfix"s"
BleedTechResist_label"元灵抗性"
BleedTechResist_postfix"%"
BleedTechResist_prefix"{s:sign}"
BloodPoolDPS_label"Blood Pool DPS"
BloodPoolDuration_label"Blood Pool Duration"
BloodPoolDuration_postfix"s"
BloodPoolRadius_label"Blood Pool Radius"
BloodPoolRadius_postfix"m"
BloodSpillDuration_label"有毒范围持续时间"
BloodSpillDuration_postfix"s"
BlurVisionRange_label"Blur Vision Range"
BlurVisionRange_postfix"m"
BoloBounceCount_label"Max Bounces"
BoloHitDamage_label"Damage on Hit"
BoloProcDamage_label"Damage on Immobilize"
BombDamagePercent_label"Target max health as damage"
BombDamagePercent_postfix"%"
BonusAbilityCharges_label"额外技能充能数"
BonusAbilityCharges_prefix"{s:sign}"
BonusAbilityDurationPercent_label"技能持续时间"
BonusAbilityDurationPercent_postfix"%"
BonusAbilityDurationPercent_prefix"{s:sign}"
BonusAbilitySpeed_label"Ability Move Speed"
BonusAbilitySpeed_postfix""
BonusAbilitySpeed_prefix"{s:sign}"
BonusAccuracy_label"Gun Accuracy"
BonusAccuracy_postfix"%"
BonusAccuracy_prefix"{s:sign}"
BonusAmmo"额外弹药!"
BonusAmmoRegen_label"Ammo Regen"
BonusAmmoRegen_postfix"每秒"
BonusAmmoRegen_prefix"{s:sign}"
BonusAmmo_label"Bullets"
BonusAmmo_postfix"%"
BonusAmmo_prefix"{s:sign}"
BonusAttackRangePercent_label"武器衰减距离"
BonusAttackRangePercent_postfix"%"
BonusAttackRangePercent_prefix"{s:sign}"
BonusAttackRange_label"Weapon Range"
BonusAttackRange_postfix"米"
BonusBaseDamage_label"Base Bullet and Melee Damage"
BonusBaseDamage_postfix"%"
BonusBaseWeaponDamageTaken_label"武器伤害"
BonusBaseWeaponDamageTaken_postfix"%"
BonusBaseWeaponDamageTaken_prefix"+"
BonusBaseWeaponDamageWithShield_label"使用护盾时的武器伤害"
BonusBaseWeaponDamageWithShield_postfix"%"
BonusBaseWeaponDamageWithShield_prefix"+"
BonusBaseWeaponDamage_label"武器伤害"
BonusBaseWeaponDamage_postfix"%"
BonusBaseWeaponDamage_prefix"{s:sign}"
BonusBulletDamageToEMPTargets_label"Bullet Damage to Silenced targets"
BonusBulletDamageToEMPTargets_postfix"%"
BonusBulletDamageToEMPTargets_prefix"+"
BonusBulletSpeedPercent_label"子弹速度"
BonusBulletSpeedPercent_postfix"%"
BonusBulletSpeedPercent_prefix"{s:sign}"
BonusChannelTechPower_label"Spirit Power While Channeling"
BonusChannelTechPower_prefix"+"
BonusChannelTimePercentage_label"施法持续时间"
BonusChannelTimePercentage_postfix"%"
BonusChannelTimePercentage_prefix"+"
BonusChargedAbilityDamage_label"Charged Ability Damage"
BonusChargedAbilityDamage_postfix"%"
BonusChargedAbilityDamage_prefix"{s:sign}"
BonusClipPerKill_label"每次击杀额外弹药"
BonusClipPerKill_prefix"{s:sign}"
BonusClipSizePercent_label"弹药"
BonusClipSizePercent_postfix"%"
BonusClipSizePercent_prefix"{s:sign}"
BonusClipSize_label"弹药"
BonusClipSize_prefix"{s:sign}"
BonusCooldownReduction_label"每发子弹冷却时间降低量"
BonusCritDamagePercent_label"Bonus Crit Damage"
BonusCritDamagePercent_postfix"%"
BonusCritDamagePercent_prefix"{s:sign}"
BonusDPSPercent_label"子弹伤害"
BonusDPSPercent_postfix"%"
BonusDPSPercent_prefix"{s:sign}"
BonusDPSVsCreeps_label"DPS vs Creeps"
BonusDPSVsPlayers_label"DPS vs Players"
BonusDamageAmp_label"Increased Damage"
BonusDamageAmp_postfix"%"
BonusDamagePerHero_label"Bonus Damage Per Hero"
BonusDamagePerHero_postfix"%"
BonusDamagePercent_label"额外伤害"
BonusDamagePercent_postfix"%"
BonusDuration_label"Bonus Duration"
BonusDuration_postfix"s"
BonusEnergyMax_label"Energy Cells"
BonusFireRateNPC_label"NPC 射速"
BonusFireRateNPC_postfix"%"
BonusFireRateNPC_prefix"{s:sign}"
BonusFireRatePlayerUnit_label"小兵射速"
BonusFireRatePlayerUnit_postfix"%"
BonusFireRatePlayerUnit_prefix"{s:sign}"
BonusFireRate_label"射速"
BonusFireRate_postfix"%"
BonusFireRate_prefix"{s:sign}"
BonusGoldOnKill_label"每暗杀额外魂魄"
BonusHeadshotDamage_label"额外爆头伤害"
BonusHeadshotDamage_postfix"%"
BonusHealthOnKill_label"每次击杀的最大生命值加成"
BonusHealthPercent_label"生命值"
BonusHealthPercent_postfix"%"
BonusHealthPercent_prefix"{s:sign}"
BonusHealthRegenOutOfCombat_label"Health Regen Out of Combat"
BonusHealthRegenOutOfCombat_postfix""
BonusHealthRegenOutOfCombat_prefix"{s:sign}"
BonusHealthRegen_label"生命值恢复"
BonusHealthRegen_prefix"{s:sign}"
BonusHealth_label"额外生命值"
BonusHealth_prefix"{s:sign}"
BonusHeavyMeleeDamage_label"额外重攻击伤害"
BonusHeavyMeleeDamage_postfix"%"
BonusHeavyMeleeDamage_prefix"+"
BonusMaxHealth_label"生命值"
BonusMaxHealth_prefix"{s:sign}"
BonusMeleeAttackSpeed_label"Melee Speed"
BonusMeleeAttackSpeed_postfix"%"
BonusMeleeAttackSpeed_prefix"{s:sign}"
BonusMeleeDamagePercent_label"近战伤害"
BonusMeleeDamagePercent_postfix"%"
BonusMeleeDamagePercent_prefix"{s:sign}"
BonusMeleeDamage_label"近战伤害"
BonusMeleeDamage_prefix"{s:sign}"
BonusMeleeSpeed_label"Melee Speed"
BonusMeleeSpeed_postfix"%"
BonusMeleeSpeed_prefix"+"
BonusMoveSpeedPercent_label"移动速度"
BonusMoveSpeedPercent_postfix"%"
BonusMoveSpeedPercent_prefix"{s:sign}"
BonusMoveSpeed_label"移动速度"
BonusMoveSpeed_postfix"m/s"
BonusMoveSpeed_prefix"{s:sign}"
BonusPelletsPerShot_label"Pellets per shot"
BonusPerChain_label"跳跃时伤害"
BonusPerHeadshot_label"Bonus Per Headshot"
BonusPerHeadshot_postfix"%"
BonusPerHeadshot_prefix"+"
BonusPerMeterPct_label"Shield Gain Per Meter"
BonusPerMeterPct_postfix"%"
BonusRegenMaxHealthPercent_label"最大生命值恢复"
BonusRegenMaxHealthPercent_postfix"%"
BonusRegenMaxHealthPercent_prefix"{s:sign}"
BonusReloadSpeed_Postfix"%"
BonusReloadSpeed_label"装填时间"
BonusReloadTime_label"Added Reload Time"
BonusReloadTime_postfix"s"
BonusSpiritDuration_label"额外元灵持续时间"
BonusSpiritDuration_postfix"s"
BonusSpiritForChargedAbilities_label"Bonus Spirit Power for Charged Abilites"
BonusSpiritForChargedAbilities_prefix"+"
BonusSpiritPerKill_label"Bonus Spirit Power Per Kill"
BonusSpiritPerKill_prefix"{s:sign}"
BonusSpiritWithMagicShield_label"使用护盾时的元灵力量"
BonusSpiritWithMagicShield_prefix"+"
BonusSpirit_conditional"触发后"
BonusSpirit_label"元灵力量"
BonusSpirit_prefix"{s:sign}"
BonusSprintSpeedPercent_label"疾跑速度"
BonusSprintSpeedPercent_postfix"%"
BonusSprintSpeedPercent_prefix"{s:sign}"
BonusSprintSpeed_label"疾跑速度"
BonusSprintSpeed_postfix"m/s"
BonusSprintSpeed_prefix"{s:sign}"
BonusStamina_label"Bonus Stamina"
BonusSuperSprintSpeedPercent_postfix"%"
BonusSuperSprintSpeedPercent_prefix"{s:sign}"
BonusSuperSprintSpeed_label"疾跑速度"
BonusSuperSprintSpeed_prefix"{s:sign}"
BonusTechDamagePercent_label"额外元灵伤害"
BonusTechDamagePercent_postfix"%"
BonusTechDamage_label"Bonus Spirit Damage"
BonusTechPowerPerKill_label"每击杀获得的元灵力量"
BonusTechPower_label"Spirit Power while Pathing"
BonusWeaponDamage_label"子弹伤害"
BonusWeaponDamage_prefix"+"
BonusZipLineSpeed_label"Hyperline Speed"
BonusZipLineSpeed_prefix"{s:sign}"
BonusZoomPercent_label"武器放大"
BonusZoomPercent_postfix"%"
BonusZoomPercent_prefix"{s:sign}"
BoostDuration_label"Ally Move Speed Duration"
BoostDuration_postfix"s"
BotMatchWarning_EarlyGame"机器人非常适合用于练习对战,但在分组集结达成目标方面远未完善。"
BotMatchWarning_LateGame"这些比赛通常比普通游戏持续时间更长——你需要掌控比赛才能击败对方的守护神!"
BotMatchWarning_Title"人机 - 比赛时长警告"
BounceCount_label"Shield Bounces"
BouncePadStompCount_label"Max Head Stomps"
BrowseItems_Desc"浏览物品目录,为下一场比赛做好准备!"
BrowseItems_Title"浏览物品"
BruiseDamageVulnerability_label"Damage Increase"
BruiseDamageVulnerability_postfix"% per stack"
BruiseDuration_label"Bruise Duration"
BuffDamageMult_label"Shock Multiplier"
BuffDamageMult_postfix"x"
BuffDamage_label"满怒气值伤害加成"
BuffDamage_postfix"%"
BuffDamage_prefix"+"
BuffDuration_label"持续时间"
BuffDuration_postfix"s"
BuffMoveSpeedBonus_label"移动速度"
BuffMoveSpeedBonus_postfix"m/s"
BuffMoveSpeedBonus_prefix"{s:sign}"
BuffMoveSpeed_label"移动速度"
BuffMoveSpeed_postfix"m/s"
BuffMoveSpeed_prefix"+"
BuildUpBulletPercentPerHit_label"每颗子弹的累积量"
BuildUpBulletPercentPerHit_postfix"%"
BuildUpPercentPerHit_label"每次射击的累积量"
BuildUpPercentPerHit_postfix"%"
BuildupDamage_label"Damage on Buildup"
BuildupDecayDelay_label"Buildup Decay Delay"
BuildupDecayDelay_postfix"s"
BuildupDuration_label"累积衰变时长"
BuildupDuration_postfix"s"
BuildupExpire_label"Buildup Expire"
BuildupExpire_postfix"s"
BuildupPerProc_label"Buildup on Shock"
BuildupPerProc_postfix"%"
BuildupPerShot_label"每次射击的累积量"
BuildupPerShot_postfix"%"
BuildupRate_label"Buildup Per Shot"
BuildupRate_postfix""
BulletArmorDamageReduction_label"子弹抗性"
BulletArmorDamageReduction_postfix"%"
BulletArmorDamageReduction_prefix"{s:sign}"
BulletArmorPenetration_label"Target Bullet Resist"
BulletArmorPenetration_postfix""
BulletArmorReductionDuration_label"持续时间"
BulletArmorReductionDuration_postfix"s"
BulletArmorReductionPerStack_label"子弹伤害"
BulletArmorReductionPerStack_postfix"% 每叠加一层"
BulletArmorReductionPerStack_prefix"+"
BulletArmorReduction_label"子弹抗性"
BulletArmorReduction_postfix"%"
BulletArmorReduction_prefix"{s:sign}"
BulletArmor_label"子弹护甲"
BulletArmor_prefix"{s:sign}"
BulletDamageIncrease_label"Bullet damage increase"
BulletDamageIncrease_postfix"%"
BulletDamagePercentAsTechDamage_label"额外元灵伤害"
BulletDamagePercentAsTechDamage_postfix"% Bullet Damage"
BulletDamagePercent_label"子弹伤害"
BulletDamagePercent_postfix"%"
BulletDamagePercent_prefix"{s:sign}"
BulletDamageReduction_label"子弹护甲"
BulletDamageReduction_postfix"%"
BulletDamageReflectedPct_label"子弹伤害反射量"
BulletDamageReflectedPct_postfix"%"
BulletDamageTotal_label"子弹伤害"
BulletLifestealPercent_label"子弹吸血"
BulletLifestealPercent_postfix"%"
BulletLifestealPercent_prefix"{s:sign}"
BulletPenetrationPercent_label"子弹穿透"
BulletPenetrationPercent_postfix"%"
BulletPercentAsBurn_label"Bullet Damage as Burning"
BulletPercentAsBurn_postfix"%"
BulletResistDuration_label"叠加持续时间"
BulletResistDuration_postfix"s"
BulletResistOnActive_label"子弹抗性"
BulletResistOnActive_postfix"%"
BulletResistOnActive_prefix"{s:sign}"
BulletResistPerStack_label"每叠加一次的子弹抗性"
BulletResistPerStack_postfix"%"
BulletResistReduction_label"子弹抗性降低量"
BulletResistReduction_postfix"%"
BulletResist_label"子弹抗性"
BulletResist_postfix"%"
BulletResist_prefix"{s:sign}"
BulletShieldDamagePercent_label"Damage Amplification vs Bullet Shields"
BulletShieldDamagePercent_postfix"%"
BulletShieldDamagePercent_prefix"{s:sign}"
BulletShieldDuration_label"Bullet Shield Duration"
BulletShieldDuration_postfix"s"
BulletShieldHealth_label"子弹护盾生命值"
BulletShieldMaxHealth_label"子弹护盾生命值"
BulletShieldMaxHealth_prefix"{s:sign}"
BulletShieldOnCast_label"子弹护盾"
BulletShieldOnHook_label"子弹护盾"
BulletShieldOnHook_postfix"HP"
BulletShieldOnLand_label"传送时的子弹护盾"
BulletShieldPerHero_label"Bullet Shield Per Hero"
BulletSlowDuration_label"减速持续时间"
BulletSlowDuration_postfix"s"
BulletSplitShot_label"武器多重射击"
BulletVulnerbility_label"Weapon Damage Amplification"
BulletVulnerbility_postfix"%"
BulletVulnerbility_prefix"{s:sign}"
BurnDPS_label"燃烧 DPS"
BurnDuration_label"燃烧持续时间"
BurnDuration_postfix"s"
BurstDamage_label"Burst Damage"
BurstFireOnHeroHit_postfix"s"
BurstFireShotsFromClipPercent_Postfix"%"
BurstFireShotsFromClipPercent_label"ammo Burst"
CITADEL_ABILITY_DEBUG_COMMAND_REQUIRES_HERO_TARGET"调试命令需要英雄目标"
CITADEL_ABILITY_INVALID_ASLEEP"你睡着了"
CITADEL_ABILITY_INVALID_BEETLE_TARGET"目标有甲虫"
CITADEL_ABILITY_INVALID_BUSY_WITH_ACTION"你很忙"
CITADEL_ABILITY_INVALID_CANT_CAST_IN_CHARGE_DELAY"充能延迟"
CITADEL_ABILITY_INVALID_CANT_CAST_NO_CHARGES"充能不足"
CITADEL_ABILITY_INVALID_CANT_USE_OFF_GROUND"离地时无法使用"
CITADEL_ABILITY_INVALID_CHAINED"你被禁锢了"
CITADEL_ABILITY_INVALID_CLIP_IS_FULL"弹匣已满"
CITADEL_ABILITY_INVALID_DISARMED"你已被缴械"
CITADEL_ABILITY_INVALID_ENEMY_HEALTH_TOO_LOW"敌人生命值过低"
CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP"冲刺跳跃时机错误"
CITADEL_ABILITY_INVALID_HEALTH_TOO_HIGH"你的生命值过高"
CITADEL_ABILITY_INVALID_IN_CAST_DELAY"已激活"
CITADEL_ABILITY_INVALID_IN_COOLDOWN"仍在冷却中"
CITADEL_ABILITY_INVALID_MUTED"禁言后会禁用技能和物品"
CITADEL_ABILITY_INVALID_NOTHING_TO_REFRESH"没有可刷新的内容"
CITADEL_ABILITY_INVALID_NOT_ALIVE"必须活着"
CITADEL_ABILITY_INVALID_NOT_BLOOD"怒气值不足"
CITADEL_ABILITY_INVALID_NOT_DEAD"必须已死"
CITADEL_ABILITY_INVALID_NOT_ENOUGH_ABILITY_RESOURCE"技能资源不足"
CITADEL_ABILITY_INVALID_NOT_ENOUGH_ENERGY"能量不足"
CITADEL_ABILITY_INVALID_NOT_ENOUGH_HEADROOM"天花板过低"
CITADEL_ABILITY_INVALID_NOT_LEARNED"尚未学习"
CITADEL_ABILITY_INVALID_NO_ABILITY"无技能"
CITADEL_ABILITY_INVALID_NO_DAMAGE_TO_CLEAR"没有要清除的伤害"
CITADEL_ABILITY_INVALID_NO_TARGET"无目标"
CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_HERO"需要目标英雄"
CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_NPC"需要目标 NPC"
CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_TROOPER"需要目标步兵"
CITADEL_ABILITY_INVALID_NO_UNITS_IN_RADIUS"技能半径内无有效单位"
CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_DASH"无法空中冲刺两次"
CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_JUMP"无法空中跳跃两次"
CITADEL_ABILITY_INVALID_ONLY_ONE_DOWN_DASH"无法向下冲刺两次"
CITADEL_ABILITY_INVALID_ONLY_ONE_WALL_JUMP"无法蹬墙跳两次"
CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_DASHES"无法空中冲刺三次"
CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_JUMPS"无法空中跳跃三次"
CITADEL_ABILITY_INVALID_ONLY_TWO_DOWN_DASHES"无法向下冲刺三次"
CITADEL_ABILITY_INVALID_OUT_OF_STAMINA"耐力不足"
CITADEL_ABILITY_INVALID_POSITION"无效位置"
CITADEL_ABILITY_INVALID_PREMATCH"比赛尚未开始"
CITADEL_ABILITY_INVALID_ROOTED"你已被定身"
CITADEL_ABILITY_INVALID_SILENCED"被沉默时无法使用技能"
CITADEL_ABILITY_INVALID_SILENCED_IDOL"持有灵瓮时无法使用技能"
CITADEL_ABILITY_INVALID_SILENCE_MOVEMENT_ABILITIES"移动技能已禁用"
CITADEL_ABILITY_INVALID_STUNNED"你被眩晕了"
CITADEL_ABILITY_INVALID_TARGET_OUT_OF_RANGE"目标超出范围"
CITADEL_ABILITY_INVALID_USING_WEAPON_SCOPE"瞄准时无法使用"
CITADEL_ABILITY_INVALID_ZIPLINE_TARGET"未瞄准滑索"
CITADEL_ABILITY_NO_HEALTH_RESOURCE"不可用"
Cancel"取消"
CaptureRadius_label"捕获半径"
CaptureRadius_postfix"m"
CardResourceGenPctScale_label"卡牌召唤速率"
CardResourceGenPctScale_postfix"%"
CardsDrawn_label"Cards Drawn"
CasterBuffDuration_label"加成持续时间"
CasterBuffDuration_postfix"s"
CasterHealthPercent_label"Turret Health Percent of Caster"
CasterHealthPercent_postfix"%"
CasterSlowPercent_label"Self Slow"
CasterSlowPercent_postfix"%"
CatExplosionCount_label"Explosions"
CatLifetime_label"Cat Lifetime"
CatLifetime_postfix"s"
CatMaxSpeed_label"Ghostcat Max Speed"
CatMaxSpeed_postfix"m/s"
CenterDamage_label"Damage at the center"
ChainCount_label"最大跳跃数"
ChainDamageCoeff_label"Chain Damage"
ChainDamageCoeff_postfix"% of gun damage"
ChainDuration_label"束缚持续时间"
ChainDuration_postfix"s"
ChainLength_label"束缚距离"
ChainLength_postfix"m"
ChainLightningRadius_label"Chain Lightning Range"
ChainLightningRadius_postfix"m"
ChainRadius_label"跳跃半径"
ChainRadius_postfix"m"
ChannelBulletShield_label"Bullet Barrier While Channeling"
ChannelMoveSpeed_label"Channel Move Speed"
ChannelMoveSpeed_postfx"m/s"
ChannelMoveSpeed_prefix""
ChargeDistance_label"Charge Distance"
ChargeDistance_postfix"m"
ChargeDuration_label"Charge Duration"
ChargeDuration_postfix"s"
ChargeUpTime_label"Charge Time"
ChargeUpTime_postfix"s"
ChargedDuration_label"Charged Duration"
ChargedDuration_postfix"s"
ChargedShotBonus_label"Charged Shot Damage"
ChargedShotBonus_postfix"%"
ChargedShotBonus_prefix"+"
ChargesRestored_label"充能数恢复"
ChronoTimeScale_label"Paradox Time Acceleration"
ChronoTimeScale_postfix"%"
CitadelCategoryArmor"活力"
CitadelCategoryBuilds"出装"
CitadelCategoryCustom"自定义出装"
CitadelCategoryFlex"弹性"
CitadelCategorySuggested"建议物品"
CitadelCategoryTech"元灵"
CitadelCategoryWeapon"武器"
CitadelHeroDetails_Background"背景"
CitadelHeroDetails_Basic"基础"
CitadelHeroDetails_Builds"出装"
CitadelHeroDetails_Builds_CreateButton"创建新出装"
CitadelHeroDetails_Builds_EditButton"编辑我的出装"
CitadelHeroDetails_Builds_SelectButton"浏览出装"
CitadelHeroDetails_Equipment"装备"
CitadelHeroDetails_Progression"进度"
CitadelHeroStats_Spirit"元灵属性"
CitadelHeroStats_SpiritPower_Desc"元灵力量会增加技能和物品的效果。"
CitadelHeroStats_SpiritPower_Impact"元灵力量影响"
CitadelHeroStats_Vitality"活力属性"
CitadelHeroStats_Weapon"武器属性"
CitadelHeroStats_Weapon_Falloff"衰减距离"
CitadelShopSearch"搜索"
CitadelShop_SearchExampleAlt"尝试按<span class="highlight">物品名称</span>或<span class="highlight_weapon">弹药</span>、<span class="highlight_vitality">吸血</span>或<span class="highlight_spirit">元灵力量</span>等属性进行搜索。"
CitadelShop_SearchExampleLine1"搜索示例:"
CitadelShop_SearchExampleLine2"名称:<span class="highlight">幻影突袭</span>"
CitadelShop_SearchExampleLine3"属性:<b>子弹抗性</b>"
Citadel_AbilityProperty_OnAttach"附着时:"
Citadel_AbilityProperty_OnExplode"爆炸时:"
Citadel_AbilityProperty_OnHit"命中时:"
Citadel_Ability_BuildAnnotation"推荐的下一个技能"
Citadel_Ability_IsImbued"已加强"
Citadel_AcceptFriendInvite_Body"请稍等"
Citadel_AcceptFriendInvite_ErrorBody"当前无法接受此邀请。请稍后重试。"
Citadel_AcceptFriendInvite_ErrorTitle"错误"
Citadel_AcceptFriendInvite_Title"正在接受邀请"
Citadel_AcceptedInvitation_Name"{g:citadel_persona:accepted_invitation} 已接受你的邀请"
Citadel_AcceptedInvitation_Title"已接受的邀请"
Citadel_AcquireTicket_BusyText"请等待"
Citadel_AcquireTicket_BusyTitle"正在加入游戏"
Citadel_AcquireTicket_ErrorTitle"错误"
Citadel_AcquireTicket_InternalError"当前无法与网络通信,也无法访问服务器。请稍后再试。"
Citadel_AlertPlayer_MatchReadyText"游戏已开始。"
Citadel_AlertPlayer_MatchReadyTitle"比赛就绪"
Citadel_AlreadyInGame"开始匹配失败。你已在游戏中。请离开当前游戏以开始匹配。"
Citadel_AttackerClass_CLASS_BOSS_BARRACKS"圣坛卫士"
Citadel_AttackerClass_CLASS_BOSS_TIER_2"2 级四足机甲"
Citadel_AttackerClass_CLASS_BOSS_TIER_3"守护神降罪"
Citadel_AttackerClass_CLASS_SUPER_NEUTRAL"中央 Boss"
Citadel_AttackerClass_CLASS_TROOPER"步兵"
Citadel_AttackerClass_CLASS_TROOPER_BOSS"1 级卫士"
Citadel_AttackerClass_CLASS_TROOPER_NEUTRAL"中立生物"
Citadel_AttackerClass_CLASS_ZAP_TRIGGER"雷击"
Citadel_Book_ComingSoon"This section will be added in a future update. Keep checking back for more exciting adventures!"
Citadel_Book_ComingSoon_Title"Coming Soon"
Citadel_Book_NextPage"下一页"
Citadel_Book_NotEnoughXP"This chatper requires {d:unlock_cost} to unlock, but you only have {d:available_unlocks} available. Play more matches to earn more unlocks."
Citadel_Book_NotEnoughXPSingle"This chapter requires spending an unlock, but you don't have any currently available. Play more matches to earn more unlocks."
Citadel_Book_NotEnoughXP_Title"Inusfficient Unlocks"
Citadel_Book_NotReachable"Earlier chapters must be unlocked before this chapter can be unlocked"
Citadel_Book_NotReachable_Title"Can't Unlock Yet"
Citadel_Book_Pause"暂停"
Citadel_Book_Play"播放"
Citadel_Book_PrevPage"上一页"
Citadel_Book_UnlockItem"Would you unlock this item? This will cost {d:unlock_cost} of your {d:available_unlocks} available unlocks."
Citadel_Book_UnlockItem_Title"Unlock Item"
Citadel_Book_UnlockXP"Would you like to unlock this chapter? This will cost {d:unlock_cost} of your {d:available_unlocks} available unlocks."
Citadel_Book_UnlockXPSingle"Would you like to unlock this chapter? This will cost one unlock and you have {d:available_unlocks} available."
Citadel_Book_UnlockXP_Title"Unlock Chapter"
Citadel_BotMatchModal_Desc"选择你的难度:"
Citadel_CancelFriendInvite_Body"请稍等"
Citadel_CancelFriendInvite_ConfirmBody"你确定要取消对 {g:dac_persona:b:account_id} 发出的好友邀请吗?你在接下来的几天中将无法再次对其发送邀请。"
Citadel_CancelFriendInvite_ConfirmTitle"取消邀请"
Citadel_CancelFriendInvite_ErrorBody"当前无法取消此邀请。请稍后重试。"
Citadel_CancelFriendInvite_ErrorTitle"错误"
Citadel_CancelFriendInvite_Title"正在移除好友"
Citadel_ChatMsg_CommsRestricted"你当前受到交流限制,你的消息无法发送。"
Citadel_ChatType_AllTeam"所有队伍"
Citadel_ChatType_Disabled"已禁用"
Citadel_ChatType_PartyOnly"仅本队"
Citadel_ComponentOwned"已拥有"
Citadel_ComponentRequired"组件:"
Citadel_ComponentUseIn"当前用于:"
Citadel_Confirm_Discord"准备好创建 Discord 邀请了吗?此邀请仅在 2 小时内有效,且你无法再创建其他的邀请。"
Citadel_Confirm_Discord_Create"创建 Discord 邀请"
Citadel_Confirm_Discord_Created_Body"你已经创建了 Discord 邀请,无法再创建任何邀请。"
Citadel_Confirm_Discord_Created_Title"无法创建 Discord 邀请"
Citadel_Confirm_Discord_InMatch_Body"请于不在队伍中及不在匹配中时领取你的 Discord 链接"
Citadel_Confirm_Discord_InMatch_Title"现在无法领取"
Citadel_ConflictingWithPrimaryModifier"此修饰键与 {s:key_name} 冲突"
Citadel_CreateParty_AlreadyInParty"你已加入了一个队伍,必须先离开当前队伍才能创建另一个。"
Citadel_CreateParty_Disabled"由于维护,队伍系统暂时禁用。请几分钟后重试。"
Citadel_CreateParty_ErrorTitle"创建队伍失败"
Citadel_CreateParty_FailedToGetResponse"当前无法与 Deadlock 网络通信并创建队伍。请几分钟后重试。"
Citadel_CreateParty_InternalError"尝试创建队伍时发生了内部错误"
Citadel_CreateParty_InvalidVersion"你的客户端不是最新版本。请更新你的客户端并重试。"
Citadel_CreateParty_NoRegionPings"无法与任何 Steam 数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。"
Citadel_CreateParty_NotFriends"你必须与对方成为好友,才能向其发送组队邀请。"
Citadel_CreateParty_RateLimited"你在短时间内进行了太多操作。请稍等,然后重试。"
Citadel_CreateParty_TooBusy"Deadlock 网络当前过于繁忙,无法处理此操作。请几分钟后重试。"
Citadel_CreateParty_UnableToGetRegionPings"你当前没有登录 Steam,或 Deadlock 网络无法确认你与游戏服务器的连接"
Citadel_DamageType_CITADEL_DAMAGETYPE_ABILITY"技能伤害"
Citadel_DamageType_CITADEL_DAMAGETYPE_BULLET"武器伤害"
Citadel_DamageType_CITADEL_DAMAGETYPE_ENVIRONMENTAL"环境伤害"
Citadel_DamageType_CITADEL_DAMAGETYPE_MELEE"近战伤害"
Citadel_DamageType_CITADEL_DAMAGETYPE_POISON"毒素伤害"
Citadel_Dashboard_AbandonTooltip"放弃你当前正在进行的比赛"
Citadel_Dashboard_BuildVersion"生成版本 {d:buildNumber} - {s:buildTime}"
Citadel_Dashboard_ClearReadyUpButtonTooltipText"取消你的就绪状态,这样你的队伍就无法开始游戏"
Citadel_Dashboard_CloseAnnounceTooltip"关闭公告"
Citadel_Dashboard_EnterMatchmaking"进入"n匹配"
Citadel_Dashboard_Matchmaking_SearchingForBotMatchPlayers"人机合作 - 正在等待玩家参加"
Citadel_Dashboard_Matchmaking_SearchingForBotMatchTime"人机合作 - 比赛将在 {s:coop_time_remaining} 后开始"
Citadel_Dashboard_Matchmaking_SearchingForMatch"正在搜索匹配"
Citadel_Dashboard_Matchmaking_UsersInQueue"队列中有 {s:users_in_queue} 名玩家"
Citadel_Dashboard_Matchmaking_UsersInQueue_Single"队列中有 {s:users_in_queue} 名玩家"
Citadel_Dashboard_PartyClearModeButtonTooltipText"更改队伍要玩的模式"
Citadel_Dashboard_PartySetModeButtonTooltipText"选择队伍要玩的模式"
Citadel_Dashboard_PatchNotesTooltip"查看最新补丁说明"
Citadel_Dashboard_PlayButtonTooltipText"开始与其他玩家匹配"
Citadel_Dashboard_PlayButtonTooltipTextSteamDeck"Steam Deck 当前不支持标准匹配"
Citadel_Dashboard_ReadyUpButtonTooltipText"选择你的阵容,这样你的队伍就可以开始游戏"
Citadel_Dashboard_Recommended"推荐"
Citadel_Dashboard_RejoinTooltip"重新加入正在进行的游戏"
Citadel_Dashboard_Roster_ClearRoster"清空阵容"
Citadel_Dashboard_Roster_HeroTooPopular"选择的所有英雄都已在队列中"
Citadel_Dashboard_Roster_MissingHeroes"<span class="rosterErrorText">必须在阵容中选择 3 名英雄才能进入匹配</span>"
Citadel_Dashboard_SettingsTooltip"调整显示和音频等设置"
Citadel_Dashboard_ShowAnnounceTooltip"显示公告"
Citadel_Dashboard_Status_ConnectingToServer"正在连接至游戏服务器"
Citadel_Dashboard_Status_ConnectingToServer_Detail"比赛马上开始"
Citadel_Dashboard_Status_GCOffline"Deadlock 网络离线"
Citadel_Dashboard_Status_GCOffline_Detail"一些功能可能不可用"
Citadel_Dashboard_Status_OutOfDateClient"游戏更新可用"
Citadel_Dashboard_Status_OutOfDateClient_Detail"在 Steam 上下载最新更新"
Citadel_Dashboard_ViewLibrary"查看图书馆"
Citadel_Dead_ReplayDeath"死亡回放"
Citadel_Dead_ShopReminder"购买与升级"
Citadel_DisableDevMessage"不再显示"
Citadel_DiscordInvite_AlreadyClaimedText"你已经接受了 Discord 邀请。每位用户只可接受一份邀请。"
Citadel_DiscordInvite_AlreadyClaimedTitle"已领取"
Citadel_DiscordInvite_Close"关闭"
Citadel_DiscordInvite_ConfirmCloseText"你确定要关闭 Discord 对话吗?此对话关闭后,你将无法再生成 Discord 邀请链接。"
Citadel_DiscordInvite_ConfirmCloseTitle"确认关闭"
Citadel_DiscordInvite_Copied"已复制"
Citadel_DiscordInvite_CopyLink"将链接复制到剪贴板"
Citadel_DiscordInvite_Description"如下所示,你已受邀加入 Deadlock 的 Discord 频道,将链接复制到浏览器中并按照提示加入。"
Citadel_DiscordInvite_DisabledText"维护期间,Discord 邀请暂时禁用。请稍后再试。"
Citadel_DiscordInvite_DisabledTitle"已禁用"
Citadel_DiscordInvite_DiscordLink"链接:"
Citadel_DiscordInvite_DiscordLinkHours"此链接的有效期为 {i:num_hours} 小时"
Citadel_DiscordInvite_FailedText"当前无法为你生成 Discord 邀请。这可能是因为用户人数太多。请稍后再试。"
Citadel_DiscordInvite_FailedTitle"错误"
Citadel_DiscordInvite_Loading"正在载入…"
Citadel_DiscordInvite_Title"Discord 邀请"
Citadel_DuplicateKeybind"复制按键绑定"
Citadel_DuplicateKeybindDescBoundMultiple"绑定至多个命令:"
Citadel_DuplicateKeybindDescKey"按键"
Citadel_Exit_Game_Confirm"确定要退出 Deadlock 吗?"
Citadel_FlexSlotUnlockedAllTier1"你解锁了一个弹性栏位,因为你杀死了所有<span class="FlexSlotObjectiveName">敌方卫士</span>"
Citadel_FlexSlotUnlockedAllTier2"你解锁了一个弹性栏位,因为你杀死了所有<span class="FlexSlotObjectiveName">敌方四足机甲</span>"
Citadel_FlexSlotUnlockedGenerator"你解锁了一个弹性栏位,因为你消灭了第一个<span class="FlexSlotObjectiveName">圣坛</span>"
Citadel_FlexSlotUnlockedKill2Tier2"你解锁了一个弹性栏位,因为你杀死了 2 个<span class="FlexSlotObjectiveName">敌方四足机甲</span>"
Citadel_FlexSlot_Title"弹性栏位已解锁"
Citadel_FriendCode_AddFriendBadCode"代码无效"
Citadel_FriendCode_AddFriendButton"添加好友"
Citadel_FriendCode_AddFriendLabel"输入好友代码"
Citadel_FriendCode_Blocked"此用户屏蔽了你。这可能是因为你最近发送了好友请求。"
Citadel_FriendCode_Close"关闭"
Citadel_FriendCode_CodeCopied"好友代码已复制"
Citadel_FriendCode_ErrorTitle"错误"
Citadel_FriendCode_Expiration"过期时间:{t:s:expireDate} {t:t:expireDate}"
Citadel_FriendCode_FailedAlreadyFriends"你已是此用户的好友。"
Citadel_FriendCode_FailedDisabled"系统暂时禁用。"
Citadel_FriendCode_FailedInternalError"意外的内部服务器错误。请稍后重试。"
Citadel_FriendCode_FailedKeyExpired"此代码已过期。"
Citadel_FriendCode_FailedKeyInvalid"此代码无效。"
Citadel_FriendCode_FailedKeyUsedUp"此代码使用次数已达上限。"
Citadel_FriendCode_FailedRateLimited"你已发送了太多请求。请稍后重试。"
Citadel_FriendCode_FailedToGetResponse"当前无法与 Deadlock 网络通信。请几分钟后重试。"
Citadel_FriendCode_FailedTooBusy"系统当前过于繁忙。请稍后重试。"
Citadel_FriendCode_FailedTooManyCodes"你生成的好友代码数量已达到上限。请先撤销一个,然后再生成新的。"
Citadel_FriendCode_FriendPopupTitle"邀请好友?"
Citadel_FriendCode_GCContact"正在联系网络"
Citadel_FriendCode_GenerateCodeButton"我的好友代码"
Citadel_FriendCode_GeneratedCodeLabel"复制我的好友代码"
Citadel_FriendCode_HaveTooManyFriends"你的好友数量已达到所允许的上限。"
Citadel_FriendCode_Ignored"你已被此用户忽略。"
Citadel_FriendCode_InviteSent"好友邀请已发送。"
Citadel_FriendCode_PleaseWait"请稍等"
Citadel_FriendCode_Reconnect"重新连接"
Citadel_FriendCode_RevokeCodeButton"撤销代码"
Citadel_FriendCode_TargetHasTooManyFriends"此用户的好友数量已达到所允许的上限。"
Citadel_FriendCode_Title"好友代码"
Citadel_FriendCode_UsesLeft"剩余次数:{i:usesLeft}"
Citadel_FriendCode_WaitingOnCode"正在尝试连接"
Citadel_FriendsCategory_AlreadyOwned"已加入"
Citadel_FriendsCategory_CanInvite"可以邀请"
Citadel_FriendsCategory_InviteSent"邀请已发送"
Citadel_FriendsCategory_Invited"邀请待处理"
Citadel_FriendsCategory_Offline"离线"
Citadel_FriendsCategory_Online"在线"
Citadel_FriendsCategory_Party"在队伍中"
Citadel_FriendsCategory_PartyInvite"已邀请"
Citadel_FriendsCategory_Pending"待处理"
Citadel_FriendsCategory_PlayingCitadel"游戏中"
Citadel_FriendsCategory_SentInvite"已发送邀请"
Citadel_Friends_Add_Friend_Entry_Placeholder"输入好友 ID 以搜索"
Citadel_Friends_Add_Friend_Tooltip"添加好友"
Citadel_Friends_Add_Friend_Your_ID"你的好友 ID:"
Citadel_Friends_Empty"好友列表当前为空"
Citadel_Friends_Friend_Code_Button"添加好友"
Citadel_Friends_Online"<span class="OnlineNumber">{d:friends_online}</span> 人在线"
Citadel_Friends_Play_With_Friends"与好友同玩"
Citadel_Friends_Playing"<span class="OnlineNumber">{d:friends_in_game}</span> 人在游戏中"
Citadel_Friends_WindowTitle"好友"
Citadel_GC_NoSteam"无法匹配。未连接至 Steam。"
Citadel_GC_noconnection"无法匹配。未连接至 Deadlock 网络。"
Citadel_GC_steamupdating"无法匹配。未连接至 Steam。"
Citadel_GC_updating"无法匹配。Deadlock 网络正在更新。"
Citadel_GameName"Deadlock"
Citadel_GameOver_Defeat"战败"
Citadel_GameOver_Victory"获胜"
Citadel_GenericError_DurationControlBlocked"你已超出允许在线进行游戏的可用时间。"
Citadel_GenericError_InvalidClientVersion"由于版本差异,你的客户端无法连接到此服务器。请尝试将你的客户端更新至最新版本。"
Citadel_GenericError_RegionInfoNotProvided"要在线进行游戏,你必须注册帐户。"
Citadel_GraphGroup_General"总体"
Citadel_GraphGroup_Player"特定玩家"
Citadel_GraphType_DamageBreakdown"伤害详情"
Citadel_GraphType_DamageDealt"对玩家造成的伤害"
Citadel_GraphType_DamageTaken"来自玩家的伤害"
Citadel_GraphType_DamageType"伤害类型"
Citadel_GraphType_Deaths"死亡次数"
Citadel_GraphType_Healing"治疗量"
Citadel_GraphType_HealingType"治疗类型"
Citadel_GraphType_Kills"击杀次数"
Citadel_GraphType_LaneStats"分路统计数据"
Citadel_GraphType_NetWorth"收集的魂魄"
Citadel_GraphType_NetWorthPerMin"每分钟收集的魂魄"
Citadel_GraphType_SoulsBySource"魂魄来源"
Citadel_Graph_Damage_Boss"目标"
Citadel_Graph_Damage_Creep"步兵"
Citadel_Graph_Damage_Neutral"中立敌人"
Citadel_Graph_Damage_Player"敌方玩家"
Citadel_Graph_Souls_Assists"助攻"
Citadel_Graph_Souls_Boss"目标"
Citadel_Graph_Souls_Denies"反补"
Citadel_Graph_Souls_Lane"步兵"
Citadel_Graph_Souls_Neutral"中立敌人"
Citadel_Graph_Souls_Players"击杀敌人数"
Citadel_Graph_Souls_Treasure"灵瓮"
Citadel_Graph_Team1"琥珀"
Citadel_Graph_Team2"蓝宝石"
Citadel_Graph_WeaponDamage"武器伤害"
Citadel_Graph_WeaponDamageCrit"武器伤害 - 暴击"
Citadel_GraphicsDriverOutOfDateWarning_AMD"为了获得最佳游戏体验,请访问 AMD 支持,下载最新驱动程序。"
Citadel_GraphicsDriverOutOfDateWarning_Nvidia"为了获得最佳游戏体验,请访问 Nvidia 支持,下载最新驱动程序。"
Citadel_GraphicsDriverWarning_Title"警告:显卡驱动程序版本过时"
Citadel_HUD_AbilityUnlockAvailable"按住 <span class="keybind">[{s:show_scoreboard}]</span> 即可解锁技能"
Citadel_HUD_AbilityUnlock_Button"解锁"
Citadel_HUD_AbilityUpgradeAvailable"按住 <span class="keybind">[{s:show_scoreboard}]</span> 即可升级技能"
Citadel_HUD_DamageReport_AbilitySummary"{s:ability_summary}"
Citadel_HUD_DamageReport_AllHeroDamageDealt"对全部英雄造成的伤害"
Citadel_HUD_DamageReport_AllHeroDamageReceived"来自全部英雄的伤害"
Citadel_HUD_DamageReport_DamageDealt"输出伤害"
Citadel_HUD_DamageReport_DamagePercentAbility"{i:ability_damage_percent}%"
Citadel_HUD_DamageReport_DamagePercentWeapon"{i:weapon_damage_percent}%"
Citadel_HUD_DamageReport_DamageReceived"受到伤害"
Citadel_HUD_DamageReport_HeroDamageDealt"对英雄造成的伤害"
Citadel_HUD_DamageReport_HeroDamageReceived"来自英雄的伤害"
Citadel_HUD_DamageReport_LastRespawn"当前生命"
Citadel_HUD_DamageReport_ShowMore"显示更多"
Citadel_HUD_DamageReport_Time180"3 分钟"
Citadel_HUD_DamageReport_Time30"30 秒"
Citadel_HUD_DamageReport_Time300"5 分钟"
Citadel_HUD_DamageReport_Time60"1 分钟"
Citadel_HUD_DamageReport_Time600"10 分钟"
Citadel_HUD_DamageReport_Title"伤害报告"
Citadel_HUD_DamageReport_TopDamageSources:p{num_damage_rows}"头号伤害来源 #|# 头 {i:num_damage_rows} 个伤害来源"
Citadel_HUD_DamageReport_Total"总伤害:"
Citadel_HUD_DamageReport_TotalDamageValue"{d:total_damage}"
Citadel_HUD_DamageReport_TotalTaken"受到的英雄伤害:"
Citadel_HUD_DamageRows_DamageName"{s:damage_name}"
Citadel_HUD_DamageRows_DamageValue"{i:damage_done}"
Citadel_HUD_DamageRows_Hits:p{hit_count}"({i:hit_count} 次命中)#|#({i:hit_count} 次命中)"
Citadel_HUD_DamageSummary_Hint"按住 <span class="keybind">[{s:show_scoreboard}]</span> 即可查看调整详情"
Citadel_HUD_DamageSummary_Title"<b>受到</b>伤害"
Citadel_HUD_Damage_Invulnerable"获得护盾"
Citadel_HUD_Damage_NoTroopers"需要步兵"
Citadel_HUD_Damage_NotInMidPit"不在坑中"
Citadel_HUD_Damage_NotInTier3Pit"不在坑中"
Citadel_HUD_Damage_Resistant"抗性"
Citadel_HUD_Damage_TooFar"太远"
Citadel_HUD_IdolPickedUp"拾取了灵瓮!"
Citadel_HUD_IdolReturned"归还了灵瓮!"
Citadel_HUD_Impact_Assist"助攻"
Citadel_HUD_Impact_Kill"击杀"
Citadel_HUD_JoinTeamChat_Dialog"按住 <span class="keybind">[{s:key_voice_record}]</span> 即可选择加入队伍聊天"
Citadel_HUD_LevelReward_BulletDamage"子弹伤害"
Citadel_HUD_LevelReward_BulletResist"Spirit Damage"
Citadel_HUD_LevelReward_Health"生命值"
Citadel_HUD_LevelReward_NextRewardsLabel"下一个奖励:"
Citadel_HUD_LevelReward_SpiritDamage"元灵伤害"
Citadel_HUD_LevelReward_WeaponRange"Spirit Damage"
Citadel_HUD_LevelUpAbilityPointAnnouncement"技能点"
Citadel_HUD_LevelUpAbilityUnlocksAnnouncement"技能解锁"
Citadel_HUD_LevelUpLocalPlayerMessage"You've Reached"
Citadel_HUD_LevelUpSpectatingPlayerMessage"{s:leveled_up_hero_name} has Reached"
Citadel_HUD_LevelUpUltimateAbilityUnlocked"终极技能已解锁"
Citadel_HUD_NextReward_PowerIncrease"力量提升"
Citadel_HUD_PatronBoon"来自守护神的恩赐…"
Citadel_HUD_PlayerKilledAnnouncement"&nbsp;获得了<span class="dataFeedClass">{i:param_1}</span>"
Citadel_HUD_PlayerKilledSelfAnnouncement"&nbsp;杀死了自己"
Citadel_HUD_PlayerLostGoldAnnouncement"&nbsp;失去了<span class="dataFeedClass">{i:param_1}</span>"
Citadel_HUD_PowerIncrease"力量提升"
Citadel_HUD_RejuvCaptured"捕获了复生石"
Citadel_HUD_RejuvStolen"偷走了复生石!"
Citadel_HUD_TotalPowerIncreasesLabel"力量提升总量"
Citadel_HUD_WeaponPowerAnnouncement"子弹和近战伤害"
Citadel_HeroBuilds_AP_Next_Indicator"建议"
Citadel_HeroBuilds_AbilityBuildInstructions"要设置推荐的技能升级顺序,点击编辑按钮,然后按照希望为你出装用户显示的顺序对每项技能进行升级。"
Citadel_HeroBuilds_AbilityBuildReset"编辑"
Citadel_HeroBuilds_AbilityBuildTitle"技能点分配顺序"
Citadel_HeroBuilds_AddAnnotation"添加注释"
Citadel_HeroBuilds_AddCategory"添加类别"
Citadel_HeroBuilds_AddItem"添加至出装"
Citadel_HeroBuilds_AllTimeFavorite"史佳"
Citadel_HeroBuilds_AlreadyInBuild"已在出装中"
Citadel_HeroBuilds_BrowseBuildSubheader"{s:hero_name}"
Citadel_HeroBuilds_BrowseBuildTitle"浏览出装"
Citadel_HeroBuilds_BrowseBuilds"浏览出装"
Citadel_HeroBuilds_Browse_button"查看或修改出装"
Citadel_HeroBuilds_BuildCreatorTitle"创建者"
Citadel_HeroBuilds_BuildDescription"{s:selected_hero_build_description}"
Citadel_HeroBuilds_BuildDescriptionTitle"出装描述"
Citadel_HeroBuilds_BuildID"版本 ID:{i:r:selected_hero_build_id}"
Citadel_HeroBuilds_BuildID_Copied"已复制到剪贴板!"
Citadel_HeroBuilds_BuildName"{s:selected_hero_build_name}"
Citadel_HeroBuilds_BuildNameTitle"出装名称"
Citadel_HeroBuilds_BuildPublishedLabel"出装已发布"
Citadel_HeroBuilds_CancelChanges"取消"
Citadel_HeroBuilds_CategoryDescription"{s:category_description}"
Citadel_HeroBuilds_CategoryDescriptionLabel"描述"
Citadel_HeroBuilds_CategoryName"{s:category_name}"
Citadel_HeroBuilds_CategoryNameLabel"名称"
Citadel_HeroBuilds_CopyBuildLabel"复制并编辑"
Citadel_HeroBuilds_CopyOfName"[%name%]的副本"
Citadel_HeroBuilds_CreateBuildLabel"创建新出装"
Citadel_HeroBuilds_CurrenclyActive"当前使用中"
Citadel_HeroBuilds_DailyFavorite"流行"
Citadel_HeroBuilds_DefaultHeroBuild"%hero_name%默认出装"
Citadel_HeroBuilds_DefaultHeroBuildDesc"Valve 为此英雄提供的默认推荐物品"
Citadel_HeroBuilds_DeleteBuildLabel"删除"
Citadel_HeroBuilds_DeletePopupBody"你确定要删除此英雄出装吗?"
Citadel_HeroBuilds_DeletePopupTitle"删除英雄出装"
Citadel_HeroBuilds_DescriptionLabel"出装描述"
Citadel_HeroBuilds_EarlyGame"游戏前期"
Citadel_HeroBuilds_EditBuildLabel"编辑"
Citadel_HeroBuilds_EditInstructions"当商店处于出装编辑模式时,点击物品会将其添加到当前选定的出装类别中;如果物品已经存在于该类别中,则会将其移除。你可以添加具有自定义名称和描述的多个类别,并根据需要调整其大小。<br/><br/>你也可以右键点击物品将其从出装中移除,或是为其添加出装作者留言。"
Citadel_HeroBuilds_EditingBuildSubheader"{s:selected_hero_build_name}"
Citadel_HeroBuilds_EditingBuildTitle"编辑出装:"
Citadel_HeroBuilds_ErrorTitle"错误"
Citadel_HeroBuilds_Error_Publishing"发布出装失败。这可能是由于内部服务器错误,或出装数据无效。"
Citadel_HeroBuilds_ExitBuilds"退出浏览"
Citadel_HeroBuilds_FavoriteBuild"已选择"
Citadel_HeroBuilds_FavoriteButtonTooltip"切换收藏的出装"
Citadel_HeroBuilds_FavoriteCount"{i:favorite_count}"
Citadel_HeroBuilds_LastUpdatedTime"上次更新:<span class='Value'>{t:l:t:m:last_updated_time}</span>"
Citadel_HeroBuilds_LateGame"游戏后期"
Citadel_HeroBuilds_Loading_Body"请稍等"
Citadel_HeroBuilds_Loading_Failed"获取英雄出装失败"
Citadel_HeroBuilds_Loading_Title"正在载入出装"
Citadel_HeroBuilds_MidGame"游戏中期"
Citadel_HeroBuilds_NameLabel"出装名称"
Citadel_HeroBuilds_New"全新"
Citadel_HeroBuilds_NewCategory"类别 %number%"
Citadel_HeroBuilds_NewHeroBuild"%hero_name%新出装"
Citadel_HeroBuilds_Old"旧"
Citadel_HeroBuilds_OldButtonTooltip"此版本最近未更新"
Citadel_HeroBuilds_PickABuildOption"默认建议出装"
Citadel_HeroBuilds_PublicBuildLabel"公开出装"
Citadel_HeroBuilds_PublishBuildDesc"此出装将公开与其他玩家分享。"
Citadel_HeroBuilds_PublishBuildLabel"发布"
Citadel_HeroBuilds_PublishBuildTitle"发布英雄出装"
Citadel_HeroBuilds_PublishDialogVersion"版本:{i:selected_hero_build_new_publish_version}"
Citadel_HeroBuilds_RecommendedItems"推荐物品"
Citadel_HeroBuilds_RemoveFromBuild"移除"
Citadel_HeroBuilds_RemoveItem"从出装中移除"
Citadel_HeroBuilds_SaveBuild"保存修改"
Citadel_HeroBuilds_Saving_Body"请稍等"
Citadel_HeroBuilds_Saving_Title"正在保存出装"
Citadel_HeroBuilds_SelectBuildLabel"设为默认"
Citadel_HeroBuilds_SelectedBuildNameLabel"{s:selected_hero_build_name}"
Citadel_HeroBuilds_SelectedBuild_Title"我当前的出装:"
Citadel_HeroBuilds_ShowAllLanguages"显示所有语言"
Citadel_HeroBuilds_TabName"出装"
Citadel_HeroBuilds_Tab_Favorites"收藏"
Citadel_HeroBuilds_Tab_MyBuilds"我的出装"
Citadel_HeroBuilds_Tab_PublicBuilds"公开"
Citadel_HeroBuilds_Title"英雄出装"
Citadel_HeroBuilds_UpdateAnnotation"更新注释"
Citadel_HeroBuilds_UpdateAnnotationMessage"使用你的出装时,将在商店物品的工具提示中出现该注释。"
Citadel_HeroBuilds_UpdateAnnotationTitle"更新物品注释"
Citadel_HeroBuilds_ValidateErrorBody"请确保出装有描述和名称,以及至少 1 个推荐物品。"
Citadel_HeroBuilds_ValidateErrorTitle"保存出装时出错"
Citadel_HeroBuilds_ValveCreated"Valve"
Citadel_HeroBuilds_Version"版本:{i:r:selected_hero_build_version}"
Citadel_HeroBuilds_WeeklyFavorite"热门"
Citadel_HeroPage_BaseStats"基础统计数据"
Citadel_HeroPage_Complexity"复杂程度"
Citadel_HeroPage_EditBuild"创建/编辑出装"
Citadel_HeroPage_FatesTale"命运故事:"
Citadel_HeroPage_MissingVideos"英雄当前没有技能视频"
Citadel_HeroPage_PlayerStats"玩家统计数据"
Citadel_HeroPage_Sandbox"英雄沙盒"
Citadel_Hero_Stats_Souls"魂魄"
Citadel_Hero_Stats_Tooltip_HealthMult"在活力树中购买物品所获得的基础生命值总加成"
Citadel_Hero_Stats_Tooltip_Shards"你可用于购买物品的金钱"
Citadel_Hero_Stats_Tooltip_Spirit"<span class="spirit_color">元灵力量</span>可提升你的技能效果。元灵力量可通过在元灵树中购买物品获得。"
Citadel_Hero_Stats_Tooltip_Spirit_IconDesc"查看技能中的<span class="spirit_color">元灵力量</span>图标即可了解其效果。"
Citadel_Hero_Stats_Tooltip_WeaponPower"在武器树中购买物品所获得的武器和近战伤害总加成"
Citadel_Hero_Stats_Unsecured"未稳获"
Citadel_Hud_ApPointsButton"<span class=""'apPointsNumber""'>{i:ap_points_required}</span>"
Citadel_Hud_CantPause"{i:pause_cooldown} 秒后才能暂停"
Citadel_Hud_CantUnpause"{i:pause_cooldown} 秒后才能结束暂停"
Citadel_Hud_CaptureZipLine"按住 {s:use_key}"
Citadel_Hud_CheaterVoteAlert"你的比赛中有人作弊被抓…"
Citadel_Hud_CheaterVoteAlert_Action"按住 <span class="keybind">[{s:show_scoreboard}]</span> 即可决定该玩家的命运"
Citadel_Hud_CheaterVoteCaption"{s:cheater_name}"
Citadel_Hud_CheaterVote_Option_Ban"封禁并<br>离开比赛"
Citadel_Hud_CheaterVote_Option_Play"现在变青蛙<br>稍后再封禁"
Citadel_Hud_DPS"DPS {i:dps}"
Citadel_Hud_DeathCam"死亡视角"
Citadel_Hud_DebugStats"比赛:{s:match_id}"n客户端 FPS:{i:client_framerate} 延迟:{i:ping}ms"n服务器 CPU:{i:server_frametime_avg_pct}%(峰值:{i:server_frametime_max_pct}%)"
Citadel_Hud_HealthCritical"生命危急"
Citadel_Hud_HealthWarning"生命值低"
Citadel_Hud_KillFeedAllGuardians"敌方卫士"
Citadel_Hud_KillFeedAllWalkers"敌方四足机甲"
Citadel_Hud_KillFeedBarracksBoss"基地卫士"
Citadel_Hud_KillFeedEnemyBarracksGuardian"敌方基地卫士"
Citadel_Hud_KillFeedEnemyGuardian"敌方卫士"
Citadel_Hud_KillFeedEnemyShield"敌方圣坛"
Citadel_Hud_KillFeedEnemyTitan"敌方守护神"
Citadel_Hud_KillFeedEnemyWalker"敌方四足机甲"
Citadel_Hud_KillFeedFriendlyBarracksGuardian"友方基地卫士"
Citadel_Hud_KillFeedFriendlyGuardian"友方卫士"
Citadel_Hud_KillFeedFriendlyShield"友方圣坛"
Citadel_Hud_KillFeedFriendlyTitan"友方守护神"
Citadel_Hud_KillFeedFriendlyWalker"友方四足机甲"
Citadel_Hud_KillFeedGuardian"卫士"
Citadel_Hud_KillFeedNeutral"中立生物 #{i:unit_num}"
Citadel_Hud_KillFeedNone"<None>"
Citadel_Hud_KillFeedPlayerDeath"{s:killer_name} 拿到了 <span class="yellowGold">{i:bounty_amount}</span> 金钱"
Citadel_Hud_KillFeedSentry"岗哨炮塔"
Citadel_Hud_KillFeedShieldName"圣坛"
Citadel_Hud_KillFeedSuperNeutral"圣殿卫士"
Citadel_Hud_KillFeedTitan"守护神"
Citadel_Hud_KillFeedTrooper"步兵 #{i:unit_num}"
Citadel_Hud_KillFeedVehicle"载具"
Citadel_Hud_KillFeedWalker"四足机甲"
Citadel_Hud_KillFeedWorld"世界"
Citadel_Hud_LeaveMatch"离开比赛"
Citadel_Hud_LoadingDeathReplay"正在载入死亡回放"
Citadel_Hud_LowAmmo"弹药量低"
Citadel_Hud_MicActive"麦克风激活"
Citadel_Hud_MovementSpeed"移动速度:"
Citadel_Hud_NoPausesLeft"无法暂停。你已使用本场比赛唯一的暂停机会。"
Citadel_Hud_NoTeamPausesLeft"无法暂停。你的队伍已用完本场比赛所有的暂停机会。"
Citadel_Hud_NotEnoughEnergy"能量不足"
Citadel_Hud_OpenShop"按下 [ {s:upgrade_key} ] 选购"
Citadel_Hud_OutOfAmmo"弹药用尽"
Citadel_Hud_Paused"游戏已暂停"
Citadel_Hud_Pauser",暂停者:{s:pauser}"
Citadel_Hud_PlayerSpeedUnits"m/s"
Citadel_Hud_PreGame_Countdown"游戏即将开始…"
Citadel_Hud_RespawnIn"重生倒计时:"
Citadel_Hud_ReturnToMatch"返回至游戏"
Citadel_Hud_RideZipLine"按住 [ {s:in_zipline} ] 搭乘"
Citadel_Hud_RideZipLineOnCooldown"受到伤害后不可用"
Citadel_Hud_RideZipLineOnCooldownValue"{f:1:cooldown_seconds}s"
Citadel_Hud_SoulsGathered"收集的魂魄"
Citadel_Hud_ToNext"下一恩赐"
Citadel_Hud_TopbarPlayerNetworth"{i:thousands_gold}<span class="demote">k</span>"
Citadel_Hud_TopbarPlayerNetworthPlayerHigh"{i:thousands_gold}<span class="demote">k</span>"
Citadel_Hud_TopbarPlayerNetworthPlayerLow"{i:gold}"
Citadel_Hud_TopbarPlayerNetworthPlayerMed"{i:thousands_gold}.{i:hundred_gold}<span class="demote">k</span>"
Citadel_Hud_Unpausing"游戏即将结束暂停"
Citadel_Hud_VoiceChatNotAvailable"聊天当前已禁用"
Citadel_IdleMatchmaking_Dialog_Body"你当前正在进行匹配,但似乎不在计算机前。请移动鼠标,否则将会被从匹配中移除。"
Citadel_IdleMatchmaking_Dialog_Title"挂机匹配"
Citadel_IdleMatchmaking_IdleTimerExpired_Body"你在匹配队列中挂机时间过长,请移动鼠标确认你仍在游戏中!"
Citadel_IdleMatchmaking_IdleTimerExpired_Title"在匹配中挂机"
Citadel_IdleMatchmaking_Removed_Body"你因为挂机时间过长而被从匹配中移除"
Citadel_IdleMatchmaking_Removed_Title"已从匹配中移除"
Citadel_IgnoreFriendInvite_Body"请稍等"
Citadel_IgnoreFriendInvite_ConfirmBody"你确定要忽略 {g:dac_persona:b:account_id} 发送给你的这个邀请吗?"
Citadel_IgnoreFriendInvite_ConfirmTitle"忽略邀请"
Citadel_IgnoreFriendInvite_ErrorBody"当前无法忽略此邀请。请稍后重试。"
Citadel_IgnoreFriendInvite_ErrorTitle"错误"
Citadel_IgnoreFriendInvite_Title"正在忽略邀请"
Citadel_InvalidCast_NoFullClips"无完整剪辑可重载"
Citadel_InviteFrient_FailedToGetFriends_Body"无法与 Deadlock 网络通信以了解可以邀请哪些好友。请稍后再试。"
Citadel_InviteFrient_FailedToGetFriends_Title"错误"
Citadel_IsComponentOf"组件所属:"
Citadel_ItemModifies"调整"
Citadel_ItemOwnedBy"拥有者:"
Citadel_Item_BuildAnnotation"{s:mod_annotation}"
Citadel_Item_Tooltip_CantAfford"买不起道具"
Citadel_Item_Tooltip_ReturnToShop"Return to Shop to purchase"
Citadel_JoinForum_AcctDetails"你的帐户详情:"
Citadel_JoinForum_AlreadyClaimedText"已授予此帐户论坛访问权。"
Citadel_JoinForum_ChangePassword"已生成一个随机密码,用来访问你的帐户。"
Citadel_JoinForum_Copied"已复制!"
Citadel_JoinForum_CopyTooltip"复制到剪贴板"
Citadel_JoinForum_Description"用户可以在论坛中报告问题并展开主题讨论。提供你的电子邮件,即可获得用来访问论坛的帐户和密码。"
Citadel_JoinForum_DisabledText"由于维护,论坛访问暂时禁用。请稍后重试。"
Citadel_JoinForum_Email"电子邮件:"
Citadel_JoinForum_EmailPlaceholder"电子邮件地址"
Citadel_JoinForum_EmailUsedText"提供的电子邮件已在论坛注册。请使用其他电子邮件。"
Citadel_JoinForum_ErrorTitle"无法加入论坛"
Citadel_JoinForum_FailedText"发生意外错误"
Citadel_JoinForum_FieldEmail"电子邮件"
Citadel_JoinForum_FieldPassword"密码:"
Citadel_JoinForum_FieldUsername"用户名:"
Citadel_JoinForum_Loading"正在载入…"
Citadel_JoinForum_Submit"提交"
Citadel_JoinForum_Title"论坛访问"
Citadel_JoinForum_ViewInfo"查看论坛登录信息"
Citadel_JoinParty_AlreadyInParty"你已加入了一个队伍,必须先离开当前队伍才能加入另一个。"
Citadel_JoinParty_Desc"如果你已收到队伍代码,请在下方输入代码。"
Citadel_JoinParty_Disabled"由于维护,队伍系统暂时禁用。请几分钟后重试。"
Citadel_JoinParty_ErrorTitle"错误"
Citadel_JoinParty_FailedToGetResponse"当前无法与 Deadlock 网络通信并加入队伍。请几分钟后重试。"
Citadel_JoinParty_InternalError"尝试加入队伍时发生了内部错误"
Citadel_JoinParty_InvalidCode"你提供的代码和任何队伍都不匹配。该代码可能无效,或关联队伍已被放弃。"
Citadel_JoinParty_InvalidParty"你请求加入的队伍已无法找到。该队伍可能已被放弃。"
Citadel_JoinParty_InvalidPermissions"你没有收到加入指定队伍的邀请。"
Citadel_JoinParty_InvalidVersion"你的客户端不是最新版本。请更新你的客户端并重试。"
Citadel_JoinParty_NoRegionPings"无法与任何 Steam 数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。"
Citadel_JoinParty_PartyInMatchMaking"此队伍当前处于匹配队列中。请稍后重试。"
Citadel_JoinParty_Prompt"队伍 ID"
Citadel_JoinParty_RateLimited"你最近发送了太多加入请求。请等待几秒,再继续发送。"
Citadel_JoinParty_Title"加入队伍"
Citadel_JoinParty_TooBusy"Deadlock 网络当前过于繁忙,无法处理你的请求。请等待一分钟,然后再试。"
Citadel_Key_Escape"ESC"
Citadel_Key_Space"空格"
Citadel_LaneColorBlue"蓝色"
Citadel_LaneColorGreen"绿路"
Citadel_LaneColorPurple"紫色"
Citadel_LaneColorYellow"黄色"
Citadel_LaneStats_Denies"反补数"
Citadel_LaneStats_Guardians"基地卫士"
Citadel_LaneStats_Kills"击杀次数"
Citadel_LaneStats_LastHits"正补数"
Citadel_LaneStats_PlayerDamage"玩家伤害"
Citadel_LaneStats_Souls"魂魄数"
Citadel_LaneStats_Tier1"1 级"
Citadel_LaneStats_Tier2"2 级"
Citadel_LeaveLobby_FailedToGetResponse"停止匹配失败。请重试。"
Citadel_LeaveParty_ErrorTitle"错误"
Citadel_LeaveParty_FailedToGetResponse"当前无法与 Deadlock 网络通信并离开队伍。请几分钟后重试。"
Citadel_LeaveParty_InMatchMaking"你的队伍正在进行匹配,必须先停止匹配才能离开队伍。"
Citadel_LeaveParty_InternalError"尝试离开队伍时发生了内部错误"
Citadel_LeaveParty_NotInParty"无法离开指定队伍。你当前不是该队成员。"
Citadel_Library_AvailableBooks"Available Books"
Citadel_Library_ComingSoon"Coming Soon"
Citadel_Library_Description"By playing matches, you will earn chapter keys that you can use here to you can explore tales in the world of Deadlock.<br><br>For now, only one book is available: <b>The Binding of Oathkeeper</b>. In time, each hero will have their own story that you will be able to shape - allowing you to put your own fingerprint on the world."
Citadel_Library_Future_Desc"At this point in Friends and Family, the choices you make only impact the narrative itself. However the long term goal is to make the choices you make tangible in a regular match; either by unique voice lines, cosmetic options, or a combination of the two."
Citadel_Library_Future_Label"Future State:"
Citadel_Library_Progress"{d:pct_complete}% Complete"
Citadel_Library_Title"图书馆"
Citadel_Library_Welcome"欢迎来到图书馆"
Citadel_Main_EarlyDevBuild"开发初期版本"
Citadel_Main_PlayMode"选择游戏模式:"
Citadel_Main_ViewProfile"查看个人资料"
Citadel_MatchDetails_Assists"助攻次数"
Citadel_MatchDetails_Deaths"死亡次数"
Citadel_MatchDetails_Defeat"战败"
Citadel_MatchDetails_GraphType"图表类型:"
Citadel_MatchDetails_Healing"治疗量"
Citadel_MatchDetails_InternalError"获取比赛详情时发生意外错误"
Citadel_MatchDetails_InvalidMatch"无效的比赛 ID"
Citadel_MatchDetails_InvalidPermission"你没有权限查看这场比赛的详情"
Citadel_MatchDetails_Kills"击杀次数"
Citadel_MatchDetails_Loading"正在载入比赛详情"
Citadel_MatchDetails_MatchID"比赛 {s:match_id}"
Citadel_MatchDetails_MatchInFlight"本场比赛还在进行中"
Citadel_MatchDetails_NetWorth"总魂魄数"
Citadel_MatchDetails_NoResponse"无法与 Deadlock 网络通信。请稍后再试。"
Citadel_MatchDetails_ObjDmg"目标伤害"
Citadel_MatchDetails_Objectives"目标"
Citadel_MatchDetails_PlayerDmg"玩家伤害"
Citadel_MatchDetails_RateLimited"请稍等片刻,然后再请求更多比赛详情"
Citadel_MatchDetails_Report"举报"
Citadel_MatchDetails_ReportTooltip"点击举报玩家"
Citadel_MatchDetails_Reported"已举报玩家!"
Citadel_MatchDetails_ServerError"服务器错误"
Citadel_MatchDetails_ShowDataBy"按以下方式显示数据:"
Citadel_MatchDetails_ShowDataByPlayer"玩家"
Citadel_MatchDetails_ShowDataByTeam"队伍"
Citadel_MatchDetails_Stats"玩家统计数据"
Citadel_MatchDetails_StatsAt"统计时间:{s:sample_time}"
Citadel_MatchDetails_Team1Name"{i:team2_networth}k"
Citadel_MatchDetails_Team1NetWorth"{i:team1_networth}k"
Citadel_MatchDetails_Team2NetWorth"{i:team2_networth}k"
Citadel_MatchDetails_TemporarilyDisabled"因维护,比赛详情已暂时禁用"
Citadel_MatchDetails_TooBusy"Deadlock 网络太忙,目前无法提供比赛详情"
Citadel_MatchDetails_Victory"获胜"
Citadel_MatchDetails_ViewAs"查看方式:"
Citadel_MatchDetails_ViewAsPct"%"
Citadel_MatchDetails_ViewAsValue"数值"
Citadel_MatchDetails_ViewGraphs"查看图表"
Citadel_MatchDetails_ViewScoreboard"查看记分板"
Citadel_MatchDetails_WinningTeam"{g:citadel_team_name:winning_team} 获胜"
Citadel_MatchHistory_Disbanded"已解散"
Citadel_MatchHistory_InternalError"获取比赛历史记录时发生意外错误"
Citadel_MatchHistory_InvalidPermission"你没有权限查看此玩家的比赛历史记录"
Citadel_MatchHistory_Loss"败北"
Citadel_MatchHistory_NoResponse"无法与 Deadlock 网络通信。请稍后再试。"
Citadel_MatchHistory_RateLimited"请稍等片刻,然后再请求更多比赛历史记录"
Citadel_MatchHistory_TemporarilyDisabled"因维护,比赛历史记录已暂时禁用"
Citadel_MatchHistory_TooBusy"Deadlock 网络太忙,目前无法提供比赛历史记录"
Citadel_MatchHistory_Win"胜利"
Citadel_MatchPage_Next"下一页"
Citadel_MatchPage_Prev"上一页"
Citadel_MatchSurvey_KindOfFun"有点好玩"
Citadel_MatchSurvey_NotFun"不好玩"
Citadel_MatchSurvey_Skip"跳过"
Citadel_MatchSurvey_Submit"提交"
Citadel_MatchSurvey_SuperFun"很好玩"
Citadel_MatchSurvey_Title"比赛调查"
Citadel_MatchmakingSchedule"更新:"
Citadel_MatchmakingSchedule_Desc"现在匹配全天开放!"
Citadel_Mod_Tooltip_Active"主动"
Citadel_Mod_Tooltip_Innate"先天"
Citadel_Mod_Tooltip_Passive"被动"
Citadel_ModifierKeybindOnly"此处只能绑定修饰键。"
Citadel_Notification_Paused_Message"游戏已暂停"
Citadel_Notification_Paused_Title"已暂停"
Citadel_Notification_Unpaused_Message"游戏即将结束暂停…"
Citadel_Notification_Unpaused_Title"结束暂停"
Citadel_PartyAction_AlreadyDrafting"队伍已经开始了一场比赛。你必须停止当前比赛才能开始另一场。"
Citadel_PartyAction_Disabled"此操作暂时禁用。请几分钟后重试。"
Citadel_PartyAction_ErrorTitle"错误"
Citadel_PartyAction_FailedToGetResponse"当前无法与 Deadlock 网络通信。请几分钟后重试。"
Citadel_PartyAction_InMatch"此队伍正在比赛中,当前无法进行此变更。"
Citadel_PartyAction_InMatchMaking"此队伍正在进行匹配,当前无法进行此变更。"
Citadel_PartyAction_InternalError"发生了意外的内部错误。请几分钟后重试。"
Citadel_PartyAction_InvalidParty"无法找到队伍。该队伍可能已被放弃。"
Citadel_PartyAction_InvalidPermissions"你没有权限为该队伍做出这些更改。"
Citadel_PartyAction_InvalidTarget"指定目标不再是队伍成员。"
Citadel_PartyAction_InvalidValue"提供的值对此队伍无效。"
Citadel_PartyAction_RateLimited"你在短时间内进行了太多操作。请稍等,然后重试。"
Citadel_PartyAction_TooBusy"Deadlock 网络当前过于繁忙,无法处理此操作。请几分钟后重试。"
Citadel_PartyChat_InGameOnly"仅限游戏中"
Citadel_PartyChat_PlayerCount"{i:players_in_team_chat} 名玩家"
Citadel_PartyChat_Title"队伍聊天"
Citadel_PartyChat_VoiceAndText"语音和文字聊天"
Citadel_PartyFindMatch"寻找比赛"
Citadel_PartyFindMatch_DevContinue"DEV - 继续继续"
Citadel_PartyFindMatch_LocalNotReady"你必须先就绪"
Citadel_PartyFindMatch_OpenInvitesBody"你有尚未接受的组队邀请。你想要取消这些邀请并继续吗?"
Citadel_PartyFindMatch_OpenInvitesTitle"待处理邀请"
Citadel_PartyFindMatch_OtherNotReady"有队伍成员尚未就绪"
Citadel_PartyFindMatch_SoloPartyBody"你是队伍里的唯一成员。邀请好友一起玩,或离开队伍独自玩。"
Citadel_PartyFindMatch_SoloPartyTitle"队伍无人"
Citadel_PartyFindMatch_SoloParty_Leave"离开队伍玩游戏"
Citadel_PartyFindMatch_SoloParty_Wait"等待好友"
Citadel_PartyInviteFriend_AlreadyInvited"已邀请"
Citadel_PartyInviteFriend_AlreadyMember"已在队伍中"
Citadel_PartyInviteFriend_Cancel"取消"
Citadel_PartyInviteFriend_Close"关闭"
Citadel_PartyInviteFriend_Invite"邀请"
Citadel_PartyInviteFriend_InvitesFull"成员过多"
Citadel_PartyInviteFriend_NoFriends"你没有正在玩 Deadlock 的好友。"
Citadel_PartyInviteFriend_NotInParty"不在队伍中"
Citadel_PartyInviteFriend_Title"邀请在线好友"
Citadel_PartyInvite_AlreadyInvited"此用户已在队伍中或已邀请"
Citadel_PartyInvite_Disabled"邀请用户加入队伍的功能暂时禁用。请几分钟后重试。"
Citadel_PartyInvite_ErrorTitle"无法发送邀请"
Citadel_PartyInvite_FailedToGetResponse"当前无法与 Deadlock 网络通信并邀请指定用户。请几分钟后重试。"
Citadel_PartyInvite_InternalError"尝试邀请用户加入队伍时发生了内部错误"
Citadel_PartyInvite_InvalidParty"你尝试邀请的队伍已不存在。"
Citadel_PartyInvite_InvalidPermissions"你没有权限邀请此用户加入队伍"
Citadel_PartyInvite_NotFriends"你必须与对方成为好友,才能向其发送组队邀请。"
Citadel_PartyInvite_RateLimited"你在过去的几秒内发送了太多邀请。请稍等,然后再发送更多邀请。"
Citadel_PartyInvite_TooBusy"Deadlock 网络当前过于繁忙,无法处理此请求。请稍后再试。"
Citadel_PartyInvite_TooManyInvites"此队伍已发送太多待处理的邀请。请取消此前的邀请再继续发送。"
Citadel_PartyInvite_UserDoesntHaveGame"你邀请的玩家尚未玩过 Deadlock。在封测期间,我们仅允许向玩过 Deadlock 的玩家发送邀请。"
Citadel_PartySetMode_AlreadyDrafting"队伍已经开始了一场比赛。你必须停止当前比赛才能开始另一场。"
Citadel_PartySetMode_CannotLeavePrivate"私人大厅当前不允许更改模式"
Citadel_PartySetMode_Disabled"此操作暂时禁用。请几分钟后重试。"
Citadel_PartySetMode_ErrorTitle"错误"
Citadel_PartySetMode_FailedToGetResponse"当前无法与 Deadlock 网络通信。请几分钟后重试。"
Citadel_PartySetMode_FiveStacksNotAllowed"五人队伍当前不允许进行匹配。请尝试组建人数更多或更少的队伍。"
Citadel_PartySetMode_InMatch"此队伍正在比赛中,当前无法进行此变更。"
Citadel_PartySetMode_InMatchMaking"此队伍正在进行匹配,当前无法进行此变更。"
Citadel_PartySetMode_InternalError"发生了意外的内部错误。请几分钟后重试。"
Citadel_PartySetMode_InvalidParty"无法找到队伍。该队伍可能已被放弃。"
Citadel_PartySetMode_InvalidPermissions"你没有权限为该队伍做出这些更改。"
Citadel_PartySetMode_InvalidValue"提供的值对此队伍无效。"
Citadel_PartySetMode_PlayerBanned"你的队伍中有成员({g:citadel_persona:nl:account_id})当前被禁止玩此模式,封禁持续至 {t:s:time_stamp} {t:t:time_stamp}"
Citadel_PartySetMode_PlayerPermaBanned"你的队伍中有成员({g:citadel_persona:nl:account_id})永久性被禁止玩此模式"
Citadel_PartySetMode_RateLimited"你在短时间内进行了太多操作。请稍等,然后重试。"
Citadel_PartySetMode_TooBusy"Deadlock 网络当前过于繁忙,无法处理此操作。请几分钟后重试。"
Citadel_PartySetMode_TooManyHighMMR"你的队伍中包含太多高 MMR 玩家,无法匹配。我们暂时不允许高水平玩家组成影响比赛平衡的队伍。"
Citadel_PartyStartMatch"开始比赛"
Citadel_Party_AcceptInviteInGameTooltip"退出游戏并接受邀请"
Citadel_Party_AcceptInviteTooltip"接受邀请"
Citadel_Party_CancelInviteText"请稍等"
Citadel_Party_CancelInviteTitle"正在取消邀请"
Citadel_Party_CancelMM"取消"
Citadel_Party_Context_ClearReady"取消就绪"
Citadel_Party_Context_Close"结束组队"
Citadel_Party_Context_CopyCode"复制队伍代码"
Citadel_Party_Context_HideCode"隐藏队伍代码"
Citadel_Party_Context_Invite"邀请好友"
Citadel_Party_Context_Open"开始组队"
Citadel_Party_Context_ReadyUp"就绪"
Citadel_Party_Context_ShowCode"显示队伍代码"
Citadel_Party_Context_SwitchTeam"切换队伍"
Citadel_Party_CreateCoopBot"创建一支队伍以邀请好友加入,一同通过匹配与机器人对战"
Citadel_Party_CreateEasyBot"创建一支队伍以邀请好友加入,一同与机器人进行简单水平对战"
Citadel_Party_CreateHardBot"创建一支队伍以邀请好友加入,一同与机器人进行困难水平对战"
Citadel_Party_CreatePartyText"请稍等"
Citadel_Party_CreatePartyTitle"正在创建队伍"
Citadel_Party_CreateParty_Extended"创建用于分享的队伍代码"
Citadel_Party_CreatePrivateLobby"创建私人大厅"
Citadel_Party_DeclineInviteTooltip"拒绝邀请"
Citadel_Party_DisabledInMMTooltip"正在匹配,无法接受邀请"
Citadel_Party_DisabledInPartyTooltip"已经在队伍中,无法接受邀请"
Citadel_Party_DraftEndedByText"{g:citadel_persona:account_id} 取消了匹配"
Citadel_Party_DraftEndedByTitle"匹配已取消"
Citadel_Party_InMatchMaking"队伍正在寻找比赛"
Citadel_Party_InviteFriendToGameButton"邀请"
Citadel_Party_InviteFriendToGameTooltip"邀请这名好友加入游戏"
Citadel_Party_InviteFriendToParty"邀请至队伍"
Citadel_Party_InviteFriendTooltip"邀请好友加入队伍"
Citadel_Party_InviteFriends"邀请好友"
Citadel_Party_InviteSent"邀请已发送"
Citadel_Party_InviteUserText"请稍等"
Citadel_Party_InviteUserTitle"正在邀请用户"
Citadel_Party_InvitedToPartyText"{g:citadel_persona:invited_by_account} 邀请你加入队伍"
Citadel_Party_InvitedToPartyTitle"组队邀请"
Citadel_Party_Invites"个组队邀请"
Citadel_Party_JoinParty"加入队伍"
Citadel_Party_JoinPartyText"请稍等"
Citadel_Party_JoinPartyTitle"正在加入队伍"
Citadel_Party_JoinParty_Extended"通过代码加入队伍"
Citadel_Party_KickPlayerText"请稍等"
Citadel_Party_KickPlayerTitle"正在踢出玩家"
Citadel_Party_KickedByText"你被 {g:citadel_persona:kicked_by_account} 踢出了队伍"
Citadel_Party_KickedByTitle"被踢出队伍"
Citadel_Party_Leave"离开队伍"
Citadel_Party_LeaveParty"离开队伍"
Citadel_Party_LeavePartyText"请稍等"
Citadel_Party_LeavePartyTitle"正在离开队伍"
Citadel_Party_MMEndedByText"{g:citadel_persona:account_id} 取消了匹配"
Citadel_Party_MMEndedByTitle"匹配已取消"
Citadel_Party_MatchHistory"查看比赛历史"
Citadel_Party_MatchMaking"休闲比赛"
Citadel_Party_MatchMakingFailedText"无法启动队伍匹配。队伍匹配器出错:{s:matchmaker_error}"
Citadel_Party_MatchMakingFailedTitle"无法匹配"
Citadel_Party_MatchMakingRanked"段位比赛"
Citadel_Party_NoParty_Desc"邀请好友来组队"
Citadel_Party_NotConnectedToGC"未连接至 Deadlock 网络"
Citadel_Party_Or"或"
Citadel_Party_OutOfDateClientTooltip"游戏版本过时"
Citadel_Party_PartyCodeHidden"(隐藏)"
Citadel_Party_PartyCodeLabel"邀请代码:"
Citadel_Party_PartyPlayer"玩家"
Citadel_Party_PartyReadyText"请稍等"
Citadel_Party_PartyReadyTitle"设置就绪"
Citadel_Party_PartyRoleText"请稍等"
Citadel_Party_PartyRoleTitle"正在变更角色"
Citadel_Party_PartySlotText"请稍等"
Citadel_Party_PartySlotTitle"正在变更槽位"
Citadel_Party_PartySpectator"观众"
Citadel_Party_PlayWithFriends"与好友同玩"
Citadel_Party_PlayerLabel"玩家"
Citadel_Party_PrivateMatch"私人比赛"
Citadel_Party_ReadyUp"就绪"
Citadel_Party_Report"举报"
Citadel_Party_Reported"已举报"
Citadel_Party_RolePlayer"玩家"
Citadel_Party_RoleSpectator"观众"
Citadel_Party_SentInvite"邀请已发送"
Citadel_Party_SetBotDifficultyText"请稍等"
Citadel_Party_SetBotDifficultyTitle"正在设置机器人难度"
Citadel_Party_SetMatchModeText"正在设置你的队伍,请稍等"
Citadel_Party_SetMatchModeTitle"正在设置队伍模式"
Citadel_Party_SetRegionText"请稍等"
Citadel_Party_SetRegionTitle"设置区域"
Citadel_Party_SetTeamNameText"请稍等"
Citadel_Party_SetTeamNameTitle"正在设置队伍名称"
Citadel_Party_SetTeamText"请稍等"
Citadel_Party_SetTeamTitle"正在设置队伍"
Citadel_Party_SpectatorLabel"观众"
Citadel_Party_UnavailableInQueueTooltip"在队列中不可用"
Citadel_PauseMsg_AutoUnpaused"游戏已自动继续。"
Citadel_PauseMsg_CantPause"你不能暂停。"
Citadel_PauseMsg_CantPauseYet"你在 {i:value} 秒后才能暂停。"
Citadel_PauseMsg_CantUnpauseTeam"你还不能继续此队伍的游戏。"
Citadel_PauseMsg_NoPausesLeft"你的暂停次数已用完。"
Citadel_PauseMsg_PauseCountdown"{s:player} 将于 {i:value} 秒后暂停…"
Citadel_PauseMsg_Paused"{s:player} 暂停了游戏。"
Citadel_PauseMsg_UnpauseButton"按下 [{s:key_pause}] 取消暂停"
Citadel_PauseMsg_UnpauseCountdown"{i:value} 秒后结束暂停…"
Citadel_PauseMsg_Unpaused"{s:player} 继续了游戏。"
Citadel_PauseMsg_YouPaused:p{value}"你暂停了游戏,还剩下 {i:value} 次可用暂停。#|# 你暂停了游戏,还剩下 {i:value} 次可用暂停。"
Citadel_Ping_CanHealMessage"可以治疗"
Citadel_Ping_Customize_Reminder"你可以在<b>设置</b>中更改信号轮盘的选项。"
Citadel_Ping_HealMessage"需要治疗"
Citadel_Play_BotsOfflineText"机器人暂时禁用,请稍后再试。"
Citadel_Play_BotsOfflineTitle"机器人暂时离线"
Citadel_Play_MatchmakingOfflineText"匹配功能当前已关闭。请在安排的游戏测试时间回来使用。"
Citadel_Play_MatchmakingOfflineTitle"匹配已关闭"
Citadel_PlayerCard_FavoriteHero"最爱英雄"
Citadel_PlayerContextMenu_AcceptFriendRequest"接受好友请求"
Citadel_PlayerContextMenu_AddFriend"发送好友邀请"
Citadel_PlayerContextMenu_AudioVolume"音量"
Citadel_PlayerContextMenu_CancelFriendInvite"取消好友邀请"
Citadel_PlayerContextMenu_EmptyMenu"--"
Citadel_PlayerContextMenu_IgnoreFriendRequest"忽略好友请求"
Citadel_PlayerContextMenu_InviteToParty"邀请至队伍"
Citadel_PlayerContextMenu_PartyCancelInvite"取消组队邀请"
Citadel_PlayerContextMenu_PartyCreateWith"创建队伍"
Citadel_PlayerContextMenu_PartyKick"踢出队伍"
Citadel_PlayerContextMenu_PartyLeave"离开队伍"
Citadel_PlayerContextMenu_PartySwitchPlayer"切换为玩家"
Citadel_PlayerContextMenu_PartySwitchSpectator"切换为观众"
Citadel_PlayerContextMenu_RemoveFriend"移除好友"
Citadel_PlayerContextMenu_SpectateGame"观战"
Citadel_PlayerContextMenu_ViewProfile"查看个人资料"
Citadel_PlayerList_Enemy"敌方队伍"
Citadel_PlayerList_Teammates"队友"
Citadel_Player_Level_AP"技能点"
Citadel_Player_Level_APShort"技能点"
Citadel_Player_Level_AbilityPoints"<span class="boldText">1 Ability Point</span> gained at levels 2, 3, 5, 7, and each level after"
Citadel_Player_Level_AbilityUnlock"技能解锁"
Citadel_Player_Level_AbilityUnlocks"<span class="boldText">1 Ability Unlock</span> gained at levels 1, 2, 4, and 6"
Citadel_Player_Level_AbilityUnlocksShort"技能解锁"
Citadel_Player_Level_BaseBullet"基础子弹伤害"
Citadel_Player_Level_BaseHealth"基础生命值"
Citadel_Player_Level_BaseMelee"基础近战伤害"
Citadel_Player_Level_BulletResist"子弹抗性"
Citadel_Player_Level_Legend"图例:"
Citadel_Player_Level_PowerIncrease"力量提升"
Citadel_Player_Level_PowerIncreaseGrants"每次力量提升获得:"
Citadel_Player_Level_PowerIncreases"力量提升"
Citadel_Player_Level_SpiritAmp"元灵伤害增幅"
Citadel_Player_Level_WeaponPower"<span class="boldText">+{s:weapon_bonus}% Base Bullet Damage</span>, <span class="boldText">+{s:melee_bonus}% Base Melee damage</span> and <span class="boldText">+{s:health_bonus} Max Health </span>"
Citadel_Player_Level_WeaponRange"武器射程"
Citadel_PlaytestUser_Result_AlreadyHasGame"此玩家已具有 Deadlock 访问权"
Citadel_PlaytestUser_Result_GenericFailure"提交用户失败,无法与 Deadlock 网络通信。请稍后再试。"
Citadel_PlaytestUser_Result_GenericFailureTitle"无法提交"
Citadel_PlaytestUser_Result_InvalidFriend"你不是指定用户的好友"
Citadel_PlaytestUser_Result_LimitedUser"此玩家为受限 Steam 用户,因此当前不具备玩 Deadlock 的资格。"
Citadel_PlaytestUser_Result_NotFriendsLongEnough"你与此用户成为好友的时间太短,无法向其发送邀请。"
Citadel_PlaytestUser_Result_Success"感谢你推荐此用户!"
Citadel_PlaytestUser_Result_SuccessTitle"已提交成功"
Citadel_PlaytestUser_SubmitProcessing"请稍等"
Citadel_PlaytestUser_SubmitProcessingTitle"正在提交用户"
Citadel_PlaytestWarningBody"欢迎来到 Deadlock。本游戏仍然处于开发初期,有很多临时艺术作品和实验性游戏玩法。欢迎所有反馈!"
Citadel_PlaytestWarningTitle"开发初期版本"
Citadel_Playtest_CreateAccountsBody"创建论坛帐户以提供有关游戏的反馈。加入 Deadlock Discord 与其他玩家聊天并获取最新消息。"
Citadel_Playtest_CreateAccountsTitle"提供反馈并参与讨论"
Citadel_Playtest_DiscordButton"加入 Discord"
Citadel_Playtest_DiscordInfo"加入 Deadlock Discord 与其他玩家聊天并获取最新消息。"
Citadel_Playtest_GoToForum"前往论坛"
Citadel_Playtest_JoinDiscord"加入 Discord"
Citadel_Playtest_JoinForum"加入反馈论坛"
Citadel_Playtest_JoinedDiscord"已加入 Discord"
Citadel_Playtest_JoinedForum"已加入论坛"
Citadel_Playtest_LocalTime"本地时间"
Citadel_Playtest_MatchmakingOpen"匹配开放至:{t:t:playtest_end}"
Citadel_Playtest_MatchmakingPaused"匹配当前已暂停:{t:d:unranked_mm_pause_time}"
Citadel_Playtest_RecommendButton"邀请好友"
Citadel_Playtest_RecommendInfo"想与朋友一起参加我们的游戏测试?"
Citadel_Playtest_Region"地区:{s:region_name}"
Citadel_Playtest_Schedule"匹配时间:"
Citadel_Playtest_Status"状态:"
Citadel_Playtest_Upcoming"游戏测试开始时间:{t:l:t:m:playtest_start}"
Citadel_Playtest_Weekdays"周一至周四:"
Citadel_Playtest_Weekends"周五至周日:"
Citadel_Post_Game_Assits"助攻次数"
Citadel_Post_Game_BossDamage"Boss 伤害"
Citadel_Post_Game_Graphs"个人"
Citadel_Post_Game_Healing"治疗量"
Citadel_Post_Game_HeroDamage"英雄伤害"
Citadel_Post_Game_HighestNetworth"最高净值"
Citadel_Post_Game_Kills"击杀次数"
Citadel_Post_Game_MostAssits"最高助攻数"
Citadel_Post_Game_MostBossDamage"最高 Boss 伤害"
Citadel_Post_Game_MostHealing"最大治疗量"
Citadel_Post_Game_MostHeroDamage"最高英雄伤害"
Citadel_Post_Game_MostKills"最高击杀次数"
Citadel_Post_Game_Networth"净值"
Citadel_Post_Game_Personal"个人"
Citadel_Post_Game_PlayedBy"玩家:"
Citadel_Post_Game_Retry"重试"
Citadel_Post_Game_Scoreboard"计分板"
Citadel_PrivateLobby_Bot_Easy"机器人:简单"
Citadel_PrivateLobby_Bot_Hard"机器人:困难"
Citadel_PrivateLobby_Bot_Medium"机器人:中等"
Citadel_PrivateLobby_Bot_None"空"
Citadel_PrivateLobby_Cheats_Off"作弊功能已禁用"
Citadel_PrivateLobby_Cheats_On"作弊功能已启用"
Citadel_PrivateLobby_Difficulty_Easy"简单难度机器人"
Citadel_PrivateLobby_Difficulty_Hard"困难难度机器人"
Citadel_PrivateLobby_Difficulty_Medium"中等难度机器人"
Citadel_PrivateLobby_Difficulty_None"无机器人"
Citadel_PrivateLobby_Duplicate_Heroes_Off"重复英雄已禁用"
Citadel_PrivateLobby_Duplicate_Heroes_On"重复英雄已启用"
Citadel_PrivateLobby_Error_NoPlayers"此比赛中没有玩家"
Citadel_PrivateLobby_Error_NotAllAssigned"部分玩家尚未选择队伍"
Citadel_PrivateLobby_Error_NotAllReady"部分玩家尚未准备就绪"
Citadel_PrivateLobby_FindingMatch"比赛即将开始"
Citadel_PrivateLobby_Group_Invites"邀请"
Citadel_PrivateLobby_Group_Spectators"观众"
Citadel_PrivateLobby_Group_Unassigned"未分配"
Citadel_PrivateLobby_Invite"邀请好友"
Citadel_PrivateLobby_Join"取消自我分配"
Citadel_PrivateLobby_LeavePrompt_Body"你确定要离开自定义比赛吗?"
Citadel_PrivateLobby_LeavePrompt_Exit"离开自定义比赛"
Citadel_PrivateLobby_LeavePrompt_Title"离开自定义比赛"
Citadel_PrivateLobby_MatchSettings"比赛设置"
Citadel_PrivateLobby_PageTitle"自定义比赛"
Citadel_PrivateLobby_PubliclyVisible_Off"仅对玩家可见"
Citadel_PrivateLobby_PubliclyVisible_On"对所有人可见"
Citadel_PrivateLobby_RandomLanes_Off"指定分路分配"
Citadel_PrivateLobby_RandomLanes_On"默认分路分配"
Citadel_PrivateLobby_RandomizeTeams"随机分配所有玩家"
Citadel_PrivateLobby_Ready"就绪"
Citadel_PrivateLobby_Region_Europe"欧洲"
Citadel_PrivateLobby_Region_Oceania"大洋洲"
Citadel_PrivateLobby_Region_ROW"北美洲"
Citadel_PrivateLobby_Region_Russia"俄罗斯"
Citadel_PrivateLobby_Region_SAmerica"南美洲"
Citadel_PrivateLobby_Region_SEAsia"东南亚"
Citadel_PrivateLobby_Region_Unselected"选择地区"
Citadel_PrivateLobby_ShuffleLanesTooltip"将队伍中的玩家随机分配到不同分路"
Citadel_PrivateLobby_ShuffleTeams"队伍内随机分配"
Citadel_PrivateLobby_ShuffleTeamsTooltip"将大厅内的玩家随机分配到两支不同队伍"
Citadel_PrivateLobby_StartMatch"开始比赛"
Citadel_PrivateLobby_StartPrompt_Body"你确定要开始比赛吗?"
Citadel_PrivateLobby_StartPrompt_Title"开始比赛"
Citadel_PrivateLobby_SwapTeams"交换队伍"
Citadel_PrivateLobby_SwapTeamsTooltip"两支队伍之间交换成员,保持分路不变"
Citadel_PrivateLobby_Unready"未就绪"
Citadel_PrivateLobby_Versus"VS"
Citadel_PrivilegedFeatures_CommsRestricted_Active"你与其他玩家的交流受到限制,结束时间为 {t:l:t:m:comms_ban_end_time}。"
Citadel_PrivilegedFeatures_CommsRestricted_Inactive"当交流限制生效时,只有你队伍中的玩家才能看到你的聊天或听到你的语音。"
Citadel_PrivilegedFeatures_CommsRestricted_InactiveTitle"交流"
Citadel_PrivilegedFeatures_CommsRestricted_Title"交流受限"
Citadel_PrivilegedFeatures_LowPriority_Active:p{low_priority_games_remaining}"你在低优先度匹配中还剩余 {i:low_priority_games_remaining} 场比赛。#|# 你在低优先度匹配中还剩余 {i:low_priority_games_remaining} 场比赛。"
Citadel_PrivilegedFeatures_LowPriority_Inactive"经常放弃比赛的玩家将被放入单独的低优先级匹配队列,该队列在激活后,只会将你与其他也处于低优先级匹配队列的玩家进行匹配。"
Citadel_PrivilegedFeatures_LowPriority_InactiveTitle"匹配"
Citadel_PrivilegedFeatures_LowPriority_Title"低优先度匹配"
Citadel_PrivilegedFeatures_NoneDisabled"你当前没有功能被禁用,你的守护神谢谢你!"
Citadel_PrivilegedFeatures_PausingDisabled_Active"你帐户中的游戏内暂停功能已禁用,结束时间为 {t:l:t:m:pausing_ban_end_time}。"
Citadel_PrivilegedFeatures_PausingDisabled_Inactive"游戏内过度暂停将导致你帐户的暂停功能被禁用。"
Citadel_PrivilegedFeatures_PausingDisabled_InactiveTitle"正在暂停"
Citadel_PrivilegedFeatures_PausingDisabled_Title"暂停已禁用"
Citadel_PrivilegedFeatures_ReportingDisabled_Active"你帐户中的游戏内玩家举报功能已禁用,结束时间为 {t:l:t:m:report_ban_end_time}。"
Citadel_PrivilegedFeatures_ReportingDisabled_Inactive"不准确的玩家举报将导致你帐户的举报功能被禁用,如果问题持续存在,则永久封禁帐户。"
Citadel_PrivilegedFeatures_ReportingDisabled_InactiveTitle"正在举报"
Citadel_PrivilegedFeatures_ReportingDisabled_Title"举报已禁用"
Citadel_PrivilegedFeatures_Title"行为总结"
Citadel_ProfileCard_AccountID"帐户 ID:{d:account_id}"
Citadel_ProfileCard_PartyInvited"已邀请至队伍"
Citadel_ProfileCard_PartyMatchmaking"队伍正在匹配"
Citadel_ProfileCard_PartyNotReady"未就绪"
Citadel_ProfileCard_PartyReady"已就绪"
Citadel_ProfileCard_PartyRoster"阵容"
Citadel_ProfileCard_StatTitle_GamesPlayed"比赛数"
Citadel_ProfileCard_StatTitle_Kills"击杀次数"
Citadel_ProfileCard_StatTitle_Wins"获胜次数"
Citadel_ProfileCard_StatValue_Date"{t:s:stat_value}"
Citadel_ProfileCard_StatValue_Int"{d:stat_value}"
Citadel_ProfileCard_StatValue_String"{s:stat_value}"
Citadel_Profile_Loading"正在载入…"
Citadel_Profile_Loss"败北"
Citadel_Profile_Loss_Short"败"
Citadel_Profile_MatchHistory"比赛历史"
Citadel_Profile_MatchHistory_ViewAll"查看所有比赛历史记录"
Citadel_Profile_MatchHistory_ViewDetails"查看详情"
Citadel_Profile_MostPlayed"玩得最多的英雄"
Citadel_Profile_Statistics"统计数据"
Citadel_Profile_Stats_All"所有英雄"
Citadel_Profile_Stats_Assists"助攻次数"
Citadel_Profile_Stats_Denies"反补数"
Citadel_Profile_Stats_GamesPlayed"参赛次数"
Citadel_Profile_Stats_GamesWon"获胜次数"
Citadel_Profile_Stats_Healing"治疗量"
Citadel_Profile_Stats_HeroDamage"英雄伤害"
Citadel_Profile_Stats_Kills"击杀次数"
Citadel_Profile_Stats_LastHits"正补数"
Citadel_Profile_Stats_Networth"收集的魂魄"
Citadel_Profile_Stats_ObjDamage"目标伤害"
Citadel_Profile_Stats_TitleSection"全期数据"
Citadel_Profile_Title"个人资料"
Citadel_Profile_Win"获胜"
Citadel_Profile_Win_Short"胜"
Citadel_RP_Away"离开"
Citadel_RP_Busy"忙碌"
Citadel_RP_LookingToPlay"想玩游戏"
Citadel_RP_LookingToTrade"想交易"
Citadel_RP_NotFriends"非好友"
Citadel_RP_Online"在线"
Citadel_RP_PendingReceived"好友请求待处理"
Citadel_RP_PendingSent"好友请求已发送"
Citadel_RP_PlayingOtherGame"正在玩其他游戏"
Citadel_RP_Snooze"打盹"
Citadel_RankedSchedule_1"美国西部"
Citadel_RankedSchedule_10"欧洲西部"
Citadel_RankedSchedule_11"欧洲东部"
Citadel_RankedSchedule_13"俄罗斯中部"
Citadel_RankedSchedule_2"美国东部"
Citadel_RankedSchedule_20"中国"
Citadel_RankedSchedule_21"日本/韩国"
Citadel_RankedSchedule_22"东澳大利亚"
Citadel_ReadyUp_InMatch"你正在比赛中,无法准备就绪"
Citadel_ReadyUp_InvalidGroupRoster"你的阵容与队伍中其他玩家的阵容重叠太严重。请尝试添加更多英雄,或更改你阵容中的英雄"
Citadel_ReadyUp_InvalidRoster"你必须具备有效的阵容,然后才能准备就绪"
Citadel_RecommendFriend_Comments"留言:"
Citadel_RecommendFriend_CommentsPrompt"对好友进行简单描述"
Citadel_RecommendFriend_Email"电子邮件:"
Citadel_RecommendFriend_EmailDesc"(联系好友的最佳电子邮件地址,无需与其 Steam 帐户的电子邮件地址匹配)"
Citadel_RecommendFriend_EmailPrompt"电子邮件地址"
Citadel_RecommendFriend_ErrorMsg"必须从列表中选择好友"
Citadel_RecommendFriend_LocWarning"我们正在努力添加其他语言,但此游戏测试当前仅支持英文。邀请好友时请考虑这一情况。"
Citadel_RecommendFriend_PopupButton"提交"
Citadel_RecommendFriend_Region"选择地区:"
Citadel_RecommendFriend_Region_EU"欧洲"
Citadel_RecommendFriend_Region_NA"北美洲"
Citadel_RecommendFriend_Region_Other"其他(请在留言中注明)"
Citadel_RecommendFriend_Region_SA"南美洲"
Citadel_RecommendFriend_Region_SEA"亚太地区"
Citadel_RecommendFriend_SelectTitle"从 Steam 选择好友:"
Citadel_RecommendFriend_Timing_desc"邀请通常在 1-2 天内发出,但有时可能需要更长时间。"
Citadel_RecommendFriend_Title"邀请好友"
Citadel_RecommendFriend_desc"想要与好友一起参加我们的游戏测试?<br>在下方点击其帐户,通过 Steam 发送邀请吧!"
Citadel_Reconnect_IncompatibleVersionBody"你的客户端不再是连接此服务器的有效版本"
Citadel_Reconnect_IncompatibleVersionTitle"不兼容版本"
Citadel_Region_Europe"欧洲"
Citadel_Region_NA"北美洲"
Citadel_Region_Oceania"大洋洲"
Citadel_Region_SAmerica"南美洲"
Citadel_Region_SEA"亚洲"
Citadel_RemoveFriend_Body"请稍等"
Citadel_RemoveFriend_ConfirmBody"你确定要移除好友 {g:dac_persona:b:account_id} 吗?"
Citadel_RemoveFriend_ConfirmTitle"移除好友"
Citadel_RemoveFriend_ErrorBody"当前无法移除此好友。请稍后重试。"
Citadel_RemoveFriend_ErrorTitle"错误"
Citadel_RemoveFriend_Title"正在移除好友"
Citadel_Replay_DecompressPct"正在解压缩 - {d:replay_progress}%"
Citadel_Replay_Delete"删除回放"
Citadel_Replay_Download"下载回放"
Citadel_Replay_Downloading"正在下载"
Citadel_Replay_DownloadingPct"正在下载 - {d:replay_progress}%"
Citadel_Replay_Error"错误 {s:replay_error}"
Citadel_Replay_ErrorDirect"错误"
Citadel_Replay_Expired"回放已过期"
Citadel_Replay_FindingReplay"正在查找回放"
Citadel_Replay_NotReadyYet"回放尚未就绪"
Citadel_Replay_RequestingReplay"正在请求回放"
Citadel_Replay_Unavailable"回放不可用"
Citadel_Replay_Watch"观看回放"
Citadel_ReportPlayer_CommentPlaceholder"描述你发现这名玩家有什么问题"
Citadel_ReportPlayer_Desc"举报玩家的不当行为。"
Citadel_ReportPlayer_Reason_Abandon"弃赛"
Citadel_ReportPlayer_Reason_CheatingIssue"作弊"
Citadel_ReportPlayer_Reason_Comments"留言:"
Citadel_ReportPlayer_Reason_Griefing"骚扰"
Citadel_ReportPlayer_Reason_MatchmakingIssue"匹配问题"
Citadel_ReportPlayer_Reason_Title"原因:"
Citadel_ReportPlayer_Reason_VoiceTextAbuse"滥用语音/文字"
Citadel_ReportPlayer_Result_AlreadyReported"你最近已经举报了这名玩家。"
Citadel_ReportPlayer_Result_BannedFromReporting"目前不允许你举报其他玩家。"
Citadel_ReportPlayer_Result_GenericFailure"提交玩家举报失败,无法与 Deadlock 网络通信。请稍后再试。"
Citadel_ReportPlayer_Result_Success"感谢你的举报!"
Citadel_ReportPlayer_Result_SuccessTitle"已举报成功!"
Citadel_ReportPlayer_Result_WindowClosed"举报时限已过。必须在比赛结束后的 1 小时内举报玩家。"
Citadel_ReportPlayer_Title"举报玩家"
Citadel_RosterMode_ChangeHero"更换英雄"
Citadel_RosterMode_ChangeOpponent"更换对手"
Citadel_RosterMode_CoopBotMM"与机器人对战"
Citadel_RosterMode_Dev1v1Testing"Development 1v1 Testing"
Citadel_RosterMode_EditRoster"编辑阵容"
Citadel_RosterMode_HeroTesting"英雄测试"
Citadel_RosterMode_Matchmaking"玩 Deadlock"
Citadel_RosterMode_Party_CoopBotMM"与机器人对战"
Citadel_RosterMode_Party_Matchmaking"玩 Deadlock"
Citadel_RosterMode_Party_PrivateBotEasy"私人组队人机对战 - 简单"
Citadel_RosterMode_Party_PrivateBotHard"私人组队人机对战 - 困难"
Citadel_RosterMode_Party_PrivateBotMedium"私人组队人机对战 - 中等"
Citadel_RosterMode_PrivateBotEasy"私人人机对战 - 简单"
Citadel_RosterMode_PrivateBotHard"私人人机对战 - 简单"
Citadel_RosterMode_PrivateBotMedium"私人人机对战 - 中等"
Citadel_RosterMode_TutorialGuided"教程 - 指导训练"
Citadel_RosterMode_TutorialSandbox"教程 - 沙盒"
Citadel_Roster_AddToRoster"加入阵容"
Citadel_Roster_ClearPriority"清除优先"
Citadel_Roster_HeroCount"阵容中的英雄:"
Citadel_Roster_HeroLocked"英雄已锁定"
Citadel_Roster_HighPriorityCount"高优先英雄:"
Citadel_Roster_HighPriorityCount_Singular"高优先英雄:"
Citadel_Roster_Instructions_Desc"选择至少三名英雄,比赛开始时你将会自动分配到其中一名。<br><br>你可以将英雄标记为<span class='selected'><b>“已选”</b></span>、<span class='priority'><b>“优先”</b></span>,或者<span class='high_priority'><b>“高优先”</b></span>,以提高分配到该英雄的几率。"
Citadel_Roster_Instructions_Prefer"<span class='keybind'>{s:iv_attack2}</span> 以在<b>“优先”</b>与<b>“高优先”</b>之间切换"
Citadel_Roster_Instructions_Select"<span class='keybind'>{s:iv_attack}</span> 以将一名英雄标记为“已选择”"
Citadel_Roster_Instructions_Title"创造你的阵容"
Citadel_Roster_MakeHighPriority"设为高优先"
Citadel_Roster_MakePriority"设为优先"
Citadel_Roster_NoHeroes"无"
Citadel_Roster_PreferredCount"优先英雄:"
Citadel_Roster_PreferredCount_Singular"优先英雄:"
Citadel_Roster_Random"随机"
Citadel_Roster_RemoveFromRoster"移出阵容"
Citadel_Scoreboard_KDA_Assists"助攻"
Citadel_Scoreboard_KDA_Deaths"死亡"
Citadel_Scoreboard_KDA_Kills"击杀"
Citadel_Scoreboard_TeamAP"技能点"
Citadel_Scoreboard_TeamKills"击杀次数"
Citadel_ServerRegion_0"自动选择地区"
Citadel_ServerRegion_1"美国西部"
Citadel_ServerRegion_11"南非"
Citadel_ServerRegion_14"智利"
Citadel_ServerRegion_19"日本"
Citadel_ServerRegion_2"美国东部"
Citadel_ServerRegion_21"西班牙"
Citadel_ServerRegion_22"美国西南部"
Citadel_ServerRegion_23"美国东南部"
Citadel_ServerRegion_24"香港"
Citadel_ServerRegion_27"美国中北部"
Citadel_ServerRegion_28"波兰"
Citadel_ServerRegion_3"法国"
Citadel_ServerRegion_38"阿根廷"
Citadel_ServerRegion_39"韩国"
Citadel_ServerRegion_44"芬兰"
Citadel_ServerRegion_45"英格兰"
Citadel_ServerRegion_5"新加坡"
Citadel_ServerRegion_7"澳大利亚"
Citadel_ServerRegion_8"瑞典"
Citadel_ServerRegion_9"意大利"
Citadel_SetSchedule_AlreadySet"无法设置日程,因为你已设置日程。"
Citadel_SetSchedule_Failed"设置日程出错"
Citadel_SetSchedule_FailedToSetSchedule"无法设置日程。请稍后再试。"
Citadel_SetSchedule_Selected"已选择"
Citadel_SetSchedule_SetSuccessfully"日程设置成功"
Citadel_SetSchedule_Success"成功"
Citadel_ShopFilter_Ammo"弹药"
Citadel_ShopFilter_Disruption"干扰"
Citadel_ShopFilter_Durabilty"耐久性"
Citadel_ShopFilter_FireRate"射速"
Citadel_ShopFilter_Healing"治疗"
Citadel_ShopFilter_MagicDamage"元灵伤害"
Citadel_ShopFilter_Melee"近战"
Citadel_ShopFilter_Movement"移动"
Citadel_ShopFilter_WeaponDamage"武器伤害"
Citadel_ShopStats_Base"基础"
Citadel_ShopStats_Boons"恩赐"
Citadel_ShopStats_GoldenStatues"金色雕像"
Citadel_ShopStats_Mods"道具"
Citadel_ShopStats_ShopBonuses"商店加成"
Citadel_ShopStats_SpiritScaling"元灵"
Citadel_ShopStats_Starting"起始"
Citadel_ShopStats_Total"总计"
Citadel_Shop_AbilityisImbued"技能已加强"
Citadel_Shop_ActivePlacementTooltip_Drag"拖放以重新分配当前已激活技能"
Citadel_Shop_ActivePlacementTooltip_Title"选择技能槽位以完成购买"
Citadel_Shop_BonusAttribute"加成"
Citadel_Shop_ConditionalAttribute"有条件"
Citadel_Shop_Destroy_Item"销毁物品?"
Citadel_Shop_Destroy_Item_Confirm"你确定要以 {i:item_sell_amount} 个魂魄的价格(买入价格的一半)卖出物品{s:item_name}吗?"
Citadel_Shop_HoldAlt"按住 <span class="keybind">[{s:show_scoreboard}]</span>"
Citadel_Shop_ImbueTooltip_Title"选择要加强的技能"
Citadel_Shop_Player_Level_Label"Player Level: <span class="playerLevelNum">{i:total_player_level}</span>"
Citadel_Shop_Purchased"已购买"
Citadel_Shop_SelectedBuildHeader"{s:selected_build_name}"
Citadel_Shop_SellMaxItems_Desc"要完成此次购买,选择一个道具<span class='highlight'>以半价出售并替换为新道具</span>"
Citadel_Shop_SellMaxItems_SellButton"出售"
Citadel_Shop_SellMaxItems_Title"所有栏位已满!"
Citadel_Shop_TierBonus"Tier Bonus"
Citadel_Shop_TierBonus_Armor"基础生命值"
Citadel_Shop_TierBonus_Tech"元灵力量"
Citadel_Shop_TierBonus_Weapon"武器伤害"
Citadel_Shop_Upgrade_Locked_Label"Lvl <span class="blueAP">{i:unlockLevelRequired}</span>"
Citadel_SkipTutorial_Body"你确定要跳过教程吗?强烈建议你仅在已经玩过此游戏的情况下跳过教程。"
Citadel_SkipTutorial_Title"跳过教程"
Citadel_Social_Invite"邀请"
Citadel_Social_Party"队伍"
Citadel_SpectateUser_BusyText"请稍等"
Citadel_SpectateUser_BusyTitle"正在观看比赛"
Citadel_SpectateUser_Disabled"观看用户的功能暂时禁用。请稍后重试。"
Citadel_SpectateUser_DisabledForGame"此玩家当前所处的游戏不允许他人观看。"
Citadel_SpectateUser_ErrorTitle"无法观看"
Citadel_SpectateUser_FailedToGetResponse"当前无法与 Deadlock 网络通信并观看此玩家。请几分钟后重试。"
Citadel_SpectateUser_InParty"你已组队,而当前不允许已组队的玩家观看。若要观看,请先离开你的队伍。"
Citadel_SpectateUser_InternalError"尝试观看此玩家时发生了内部错误"
Citadel_SpectateUser_InvalidRegion"此比赛在另一地区进行,当前无法观看。"
Citadel_SpectateUser_NotFriends"你请求观看的玩家不是你的好友。你必须与对方成为好友才能观看。"
Citadel_SpectateUser_NotInGame"你尝试观看的玩家已不在游戏中。"
Citadel_SpectateUser_RateLimited"你最近请求观看的用户人数太多。请等待一分钟,然后重试。"
Citadel_SpectateUser_ServerFull"服务器当前已达到允许的观众人数上限。请稍后再试。"
Citadel_SpectateUser_TooBusy"Deadlock 网络当前过于繁忙,无法处理此观看请求。请几分钟后重试。"
Citadel_Spectate_Connecting_Buffering"已连接至比赛,正在缓冲,请稍候。"
Citadel_Spectate_Connecting_Title"正在连接至比赛"
Citadel_Spectate_Connecting_Waiting"正在连接比赛,请稍候。服务器可能需要最多一分钟的时间来启动比赛播送。"
Citadel_Spectate_Deaths"死亡"
Citadel_Spectate_Kills"击杀"
Citadel_Spectate_KillsAndDeaths"击杀及死亡"
Citadel_StartMatchmaking_AlreadyFindingMatch"无法进入匹配,你已经在尝试寻找匹配。"
Citadel_StartMatchmaking_CannotSelectRegion"无法为匹配选择地区"
Citadel_StartMatchmaking_ErrorTitle"错误"
Citadel_StartMatchmaking_FailedToGetResponse"当前无法与 Deadlock 网络通信并进入匹配。请几分钟后重试。"
Citadel_StartMatchmaking_HeroRosterTooPopular"你英雄阵容中的所有英雄都已有人使用"
Citadel_StartMatchmaking_InParty"你已在队伍中,无法独自进入匹配。"
Citadel_StartMatchmaking_InternalError"尝试进入匹配时发生了内部错误。"
Citadel_StartMatchmaking_InvalidClientVersion"无法进入匹配,你的客户端已过时。请更新并重启游戏。"
Citadel_StartMatchmaking_InvalidHeroSelection"你尚未选择有效的英雄来进入匹配。"
Citadel_StartMatchmaking_InvalidParty"此队伍已解散,无法进入匹配"
Citadel_StartMatchmaking_InvalidPartyMatchMode"此游戏模式无法组队玩"
Citadel_StartMatchmaking_InvalidPartyPermissions"你没有权限为此队伍开始匹配"
Citadel_StartMatchmaking_InvalidTeam"一名用户为此游戏模式选择了无效的队伍"
Citadel_StartMatchmaking_MatchmakingDisabled"此模式当前已禁用匹配。请几分钟后重试。"
Citadel_StartMatchmaking_MatchmakingTooBusy"匹配当前过于繁忙。请几分钟后重试。"
Citadel_StartMatchmaking_ModeBanned"你被暂时禁止玩此模式,封禁持续至 {t:s:time_stamp} {t:t:time_stamp}"
Citadel_StartMatchmaking_ModeLocked"你尚未解锁玩此模式的能力"
Citadel_StartMatchmaking_NoRankedWhileCommsBanned"通讯封禁期间不允许进行段位匹配"
Citadel_StartMatchmaking_NoRankedWhileInLowPri"处于低优先级时不允许进行段位匹配"
Citadel_StartMatchmaking_NoRegionPings"无法与任何 Steam 数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。"
Citadel_StartMatchmaking_NotAllPlayersCanPlayRanked"队伍中有玩家尚未解锁段位匹配,因此无法进入此模式。"
Citadel_StartMatchmaking_PartyMatchMaking"此队伍已经开始了匹配"
Citadel_StartMatchmaking_PartyMemberInLobby"无法进入匹配,你已经在游戏中。请先离开这局游戏。"
Citadel_StartMatchmaking_PartyMemberInMatch"你当前在比赛中,必须先离开比赛才能就绪。"
Citadel_StartMatchmaking_PartyMemberInvalidClientVersion"你的队伍中有成员的客户端版本已过时,需要先更新才能匹配"
Citadel_StartMatchmaking_PartyMemberNotAvailable"有队伍成员不在线或无法进行匹配"
Citadel_StartMatchmaking_PartyMemberNotReady"你队伍中有成员尚未准备好匹配"
Citadel_StartMatchmaking_PermanentBan"你被永久禁止玩此模式"
Citadel_StartMatchmaking_PlayerBannedFromMode"队伍中有玩家当前在此模式中遭到封禁。"
Citadel_StartMatchmaking_RankedLocked1"再玩 {i:games_needed_to_unlock_ranked} 场休闲多人游戏即可解锁段位多人游戏。"
Citadel_StartMatchmaking_RankedLockedPlural"再玩 {i:games_needed_to_unlock_ranked} 场休闲多人游戏即可解锁段位多人游戏。"
Citadel_StartMatchmaking_RankedMMNotOpen"您选择的日程目前尚未启用段位匹配"
Citadel_StartMatchmaking_RankedNotUnlocked"您尚未解锁段位匹配"
Citadel_StartMatchmaking_TooFewPlayers"队伍中玩家不足,无法在此模式中进入匹配"
Citadel_StartMatchmaking_TooManyPlayers"队伍中玩家过多,无法在此模式中进入匹配"
Citadel_StartMatchmaking_TooManyPlayersOnTeam"同队玩家过多"
Citadel_StartMatchmaking_TooManySpectators"队伍中观众过多,无法在此模式中进入匹配"
Citadel_StartMatchmaking_UnableToFillTeam"无法在当前玩家队伍的基础上创建有效队伍"
Citadel_StatusEffect"状态效果"
Citadel_StatusEffectBleed"流血"
Citadel_StatusEffectBuff"Buff"
Citadel_StatusEffectBulletDebuff"Bullet Debuff"
Citadel_StatusEffectBurn"燃烧"
Citadel_StatusEffectDisarmed"缴械"
Citadel_StatusEffectEMP"被沉默"
Citadel_StatusEffectFreeze"冻结"
Citadel_StatusEffectImmobilize"定身"
Citadel_StatusEffectInfiniteClip"Infinite Ammo"
Citadel_StatusEffectInvisible"隐身"
Citadel_StatusEffectSleep"睡眠"
Citadel_StatusEffectStacks"Stacks"
Citadel_StatusEffectStun"眩晕"
Citadel_StatusEffectTethered"束缚"
Citadel_StopMatchMaking_FailedToGetResponse"匹配已停止。无法从 GC 获得响应。"
Citadel_StopMatchMaking_GeneralError"匹配失败。请重试"
Citadel_Team1_Name"琥珀之手"
Citadel_Team2_Name"蓝宝石之焰"
Citadel_TeamMsg_BossKilledMessage"已摧毁"
Citadel_TeamMsg_BossKilledTitle"己方{s:lane_color} {i:boss_tier} 级"
Citadel_TeamMsg_EnemyBossKilledTitle"敌方{s:lane_color} {i:boss_tier} 级"
Citadel_TeamMsg_EnemyTitanKilledTitle"敌方守护神"
Citadel_TeamMsg_TitanKilledTitle"你的守护神"
Citadel_Tip_0"这是一个提示。"
Citadel_Tip_1"这是另一个提示。"
Citadel_Tip_2"这又是一个提示。"
Citadel_Tip_4"摧毁核心即可获胜。"
Citadel_UnableToBindKey"无法绑定按键"
Citadel_UserFeedback_Result_GenericFailure"提交反馈失败,无法与 Deadlock 网络通信。请稍后再试。"
Citadel_UserFeedback_Result_GenericFailureTitle"无法发送"
Citadel_UserFeedback_Result_Success"感谢你的反馈。Deadlock 团队将会进行查看。"
Citadel_UserFeedback_Result_SuccessTitle"已提交成功"
Citadel_UserFeedback_Submit"提交反馈"
Citadel_UserFeedback_SubmitProcessing"请稍等"
Citadel_UserFeedback_SubmitProcessingTitle"正在发送反馈"
Citadel_UserFeedback_TextPlaceholder"在此输入信息"
Citadel_UserFeedback_Title"提交反馈"
Citadel_UserFeedback_Tooltip"提交反馈"
Citadel_UserFeedback_TypeLabel"类型"
Citadel_UserFeedback_eType_Bug"错误"
Citadel_UserFeedback_eType_CriticalBug"严重错误"
Citadel_UserFeedback_eType_General"一般反馈"
Citadel_UserFeedback_eType_Other"其它"
Citadel_UserFeedback_eType_Suggestion"建议"
Citadel_ViewMatchID_Desc"输入比赛 ID 以查看比赛详情"
Citadel_ViewMatchID_InFlight_Body"这场比赛仍在进行中。你想观看这场比赛吗?"
Citadel_ViewMatchID_InFlight_Title"比赛仍在进行中"
Citadel_ViewMatchID_Loading_Body"请等待"
Citadel_ViewMatchID_Loading_Error"无法观看比赛"
Citadel_ViewMatchID_Loading_Title"正在载入比赛"
Citadel_ViewMatchID_Prompt"比赛 ID"
Citadel_ViewMatchID_Title"查看比赛 ID"
Citadel_WatchPage_ActiveMatches:p{ActiveMatchCount}"{d:ActiveMatchCount} 场进行中的比赛 #|# {d:ActiveMatchCount} 场进行中的比赛"
Citadel_WatchPage_FilterByHeroDefault"按英雄筛选"
Citadel_WatchPage_NextPage"下一页"
Citadel_WatchPage_PrevPage"上一页"
Citadel_WatchPage_SearchMatchID"按比赛 ID 搜索"
Citadel_Watch_Featured"精选比赛"
Citadel_Watch_FriendsCheckbox"仅限好友"
Citadel_Watch_Loading"正在载入…"
Citadel_Watch_Page_FriendInMatch"比赛中的 Steam 好友"
Citadel_Watch_Page_LiveNow"正在直播"
Citadel_Watch_Page_Loading"正在载入比赛…"
Citadel_Watch_Page_MatchID"ID:{s:match_id}"
Citadel_Watch_Page_NetWorthTeam0"{d:net_worth_team_0}k"
Citadel_Watch_Page_NetWorthTeam1"{d:net_worth_team_1}k"
Citadel_Watch_Page_SpectateFull"观众人数已满"
Citadel_Watch_Page_Spectators:p{spectators}"{d:spectators} 名观众 #|# {d:spectators} 名观众"
Citadel_Watch_Page_ViewAllMatches"查看所有比赛"
Citadel_Watch_Page_ViewFeaturedMatches"查看精选比赛"
Citadel_Watch_Title"观看比赛"
Citadel_ZiplineBoostDesc"滑索加速"
Citadel_ZiplineBoost_Active"激活"
Citadel_ZiplineBoost_Cooldown"正在冷却中"
Citadel_ability_hook_on_hook"To Bebop:"
Citadel_library_Modal_CTA"怎么操作?"
Citadel_ranked_closed"已关闭"
Citadel_ranked_comingsoon"首次段位比赛将于 10 月 15 日周二晚上 8 时(GMT)开始"
Citadel_ranked_open"现已开放"
Citadel_ranked_scheduleModal_desc"选择最适合你首选游戏时间的段位窗口。<br><br>无论你选择了什么时间窗口,都始终会在最近的可用服务器上进行游戏。"
Citadel_ranked_scheduleModal_title"段位日程"
Citadel_ranked_scheduleModal_warning"注意:你选择此段位会话的日程后,在下一个会话前将无法对其进行更改。"
Citadel_ranks_rank0"未入门"
Citael_PrivateLobbyModal_CreateNewButton"创建新的自定义比赛"
Citael_PrivateLobbyModal_JoinCode"通过代码加入现有大厅"
ClarityBonusSpirit_label"Next Ability Bonus Spirit Power"
ClarityBonusSpirit_prefix"{s:sign}"
CleavePercentage_label"Splash Amount"
CleavePercentage_postfix"%"
CleavePercentage_prefix"{s:sign}"
CleaveRadius_label"Splash Radius"
ClipSizeOverride_label"弹药"
Cloaked"Cloaked"
CloneDamageTakenIncreasePercent_label"Clone Damage Taken"
CloneDamageTakenIncreasePercent_postfix"%"
CloneDamageTakenIncreasePercent_prefix"{s:sign}"
Close"关闭"
CloseRangeBonusDamagePercent_label"武器伤害"
CloseRangeBonusDamagePercent_postfix"%"
CloseRangeBonusDamagePercent_prefix"+"
CloseRangeBonusDamageRange_label"近程"
CloseRangeBonusDamageRange_postfix"m"
CloseRangeBonusWeaponPower_conditional"射程内"
CloseRangeBonusWeaponPower_label"武器伤害"
CloseRangeBonusWeaponPower_postfix"%"
CloseRangeBonusWeaponPower_prefix"{s:sign}"
CloudDuration_label"Cloud Lifetime"
CloudDuration_postfix"s"
CombatRegenPercent_label"Health Regen in Combat"
CombatRegenPercent_postfix"%"
ComboBulletResist_label"连招子弹抗性"
ComboBulletResist_postfix"%"
ConeAngle_label"锥形角度"
ConeAngle_postfix"度"
ConeRadius_label"Lightning Distance"
ConeRadius_postfix"m"
ConfirmRoster_BadRoster"你的阵容中需要至少 3 名英雄才能加入比赛。"
ConvertedHealth_label"Trooper Health"
CooldownBetweenChargeReduction_label"充能间隔缩短"
CooldownBetweenChargeReduction_postfix"%"
CooldownBetweenChargeReduction_prefix"+"
CooldownOnMiss_Label"Cooldown on miss"
CooldownOnMiss_postfix"s"
CooldownReductionFlat_label"冷却时间降幅"
CooldownReductionFlat_postfix"s"
CooldownReductionOnCatch_label"Cooldown on Catch"
CooldownReductionOnCatch_postfix"s"
CooldownReductionOnChargedAbilities_label"充能技能的冷却时间缩减"
CooldownReductionOnChargedAbilities_postfix"%"
CooldownReductionOnChargedAbilities_prefix"+"
CooldownReductionOnHit_label"击中时减少的冷却时间"
CooldownReductionOnHit_postfix"s"
CooldownReductionOnProc_label"Cooldown On Apply"
CooldownReductionOnProc_postfix"s"
CooldownReductionWithShield_label"使用护盾时的冷却时间减少"
CooldownReductionWithShield_postfix"%"
CooldownReductionWithShield_prefix"+"
CooldownReduction_label"冷却时间降幅"
CooldownReduction_postfix"%"
CooldownReduction_prefix"{s:sign}"
CrashImpactRadius_label"Crash Damage Radius"
CreateBuilds_Desc"选择商店中的物品,并将物品添加到建议出装列表中"
CreateBuilds_Title"为{s:hero_name}打造出装"
CritBuildup_label"爆头累积量"
CritBuildup_postfix"%"
CritChance_label"暴击概率"
CritChance_postfix"%"
CritCoatingDamagePercent_label"Crit Coating Crit Bonus"
CritCoatingDamagePercent_postfix"%"
CritCoatingDamagePercent_prefix"{s:sign}"
CritDamagePercent_label"额外伤害"
CritDamagePercent_postfix"%"
CritStackInterval_label"Crit Charge Delay"
CritStackInterval_postfix"s"
CubeHealth_label"立方生命值"
CycleTimePercent_label"Fire Rate compared to Gun"
CycleTimePercent_postfix"%"
DOTDuration_Label"持续时间"
DOTDuration_postfix"s"
DPSDmgPercent_label"DPS as Damage"
DPSDmgPercent_postfix"%"
DPSDuration_label"Damage Duration"
DPSDuration_postfix"s"
DPSIncrease_label"Damage Increase Rate"
DPSMax_label"最高 DPS"
DPSMin_label"最低 DPS"
DPSPerHeat_Label"Heat Power DPS"
DPS_Self_label"自我伤害"
DPS_Self_postfix"/秒"
DPS_label"DPS"
DamageAbsorb_Label"Damage Absorbed"
DamageAmplificationPerStack_label"每层额外伤害"
DamageAmplificationPerStack_postfix"%"
DamageAmplificationPerStack_prefix"{s:sign}"
DamageAmplification_label"伤害增强"
DamageAmplification_postfix"%"
DamageBonusFixedPerStack_label"武器伤害"
DamageBonusFixedPerStack_postfix"每叠加一次"
DamageBonusFixedPerStack_prefix"+"
DamageBoostElsewhere_label"Damage From Elsewhere"
DamageBoostElsewhere_postfix"%"
DamageBoostFromBehind_label"Damage From Behind"
DamageBoostFromBehind_postfix"%"
DamageBoosted_label"伤害"
DamageDuration_label"持续时间"
DamageDuration_postfix"s"
DamageHealMultNonHero_label"伤害转换生命"
DamageHealMultNonHero_postfix"x"
DamageHealMult_label"英雄伤害转换生命"
DamageHealMult_postfix"x"
DamageHealPerTarget_label"每个目标伤害/治疗量"
DamageIncreasePercent_label"承受的伤害"
DamageIncreasePercent_postfix"%"
DamageIncreasePercent_prefix"{s:sign}"
DamageIncrease_label"承受的伤害"
DamageIncrease_prefix"{s:sign}"
DamageInterval_label"Damage Interval"
DamageInterval_postfix"s"
DamageMaxDisplay_label"Max Damage"
DamageMax_label"Maximum Damage"
DamageMinDisplay_label"Min Damage"
DamageMin_label"Minimum Damage"
DamageNPC_label"对非玩家角色造成的伤害"
DamageOnApply_label"Damage On Apply"
DamageOnBuildup_label"Damage on build up"
DamageOnHit_label"Damage on Hit"
DamagePctDeferredMaxRage_label"推迟的即将到来的伤害"
DamagePctDeferredMaxRage_postfix"%"
DamagePctDeferredMaxRage_prefix"+"
DamagePctDeferred_label"推迟的即将到来的伤害"
DamagePctDeferred_postfix"%"
DamagePctPerWallHit_label"最大生命值伤害"
DamagePctPerWallHit_postfix"%"
DamagePerBounce_label"Damage per bounce"
DamagePerBullet_label"Damage Per Bullet"
DamagePerChain_label"电击伤害"
DamagePerDagger_label"Damage per card"
DamagePerHit_label"Damage Per Hit"
DamagePerMeter_label"Damage per meter"
DamagePerProjectile_label"每个投射物造成的伤害"
DamagePerRocket_label"每颗火箭弹造成的伤害"
DamagePerSecondFlown_label"每飞行一秒所造成的伤害"
DamagePerSecond_label"每秒伤害"
DamagePercentHealth_label"伤害生命值百分比"
DamagePercentHealth_postfix"%"
DamagePercent_label"Bullet Damage Done"
DamagePercent_postfix"%"
DamagePlayer_label"对玩家角色造成的伤害"
DamagePulseAmount_label"脉冲伤害"
DamagePulseInterval_label"脉冲间隔"
DamagePulseInterval_postfix"s"
DamagePulseRadius_label"脉冲半径"
DamagePulseRadius_postfix"m"
DamageRadius_label"伤害半径"
DamageRadius_postfix"m"
DamageReduction_label"伤害降幅"
DamageReduction_postfix"%"
DamageReflectedFrequencyPct_label"触发几率"
DamageReflectedFrequencyPct_postfix"%"
DamageTakenPercentIncreasePerStack_label"Damage Increase Per Stack"
DamageTakenPercentIncreasePerStack_postfix"%"
DamageThreshold_label"伤害阈值"
DamageToStack_label"受到伤害转化成层数"
Damage_label"伤害"
DanceMoveSpeed_label"弹舞移动速度"
DanceMoveSpeed_postfix"m/s"
DashDistance_label"冲刺距离"
DashDistance_postfix"m"
DashJump_conditional"成功冲刺跳之后"
DashRange_label"冲刺距离"
DashRange_postfix"m"
DashSlowPct_label"冲刺减速"
DashSpeed_label"冲刺速度"
DashSpeed_postfix"m/s"
DashTime_label"冲刺时间"
DashTime_postfix"s"
DeathDelay_label"Delay Death Duration"
DeathImmunityDuration_label"Death Immunity Duration"
DeathImmunityDuration_postfix"s"
DeathImmunityPulseRateMultiplier_label"Pulse Rate"
DeathImmunityPulseRateMultiplier_postfix"x"
DeathTaxHeal_label"Health Per Kill"
DebuffDelay_label"Debuff Delay"
DebuffDelay_postfix"s"
DebuffDurationReductionPercentage_label"减益持续时间降幅"
DebuffDurationReductionPercentage_postfix"%"
DebuffDuration_label"减益持续时间"
DebuffDuration_postfix"s"
DebuffMoveSlowPct_label"Enemy Slow"
DebuffMoveSlowPct_postfix"%"
DecoyLifetime_postfix"s"
DecoyLifetime_prefix""
DefensePower_label"Defense Power"
DefensePower_postfix""
DefensePower_prefix"{s:sign}"
DeferClearPct_label"已清除的推迟伤害"
DeferClearPct_postfix"%"
DeferredDamageDuration_label"推迟伤害持续时间"
DeferredDamageDuration_postfix"s"
DegenResistance_label"治疗减少抗性"
DegenResistance_postfix"%"
DegenResistance_prefix"{s:sign}"
DelayBetweenShots_Label"Delay Between Shots"
DelayDuration_Label"延迟持续时间"
DelayDuration_Postfix"s"
DeployHealthRegen_label"Deployable Health"
DescendSpeed_label""
Detained"Detained"
DetectionRadius_label"探测半径"
DevMenu_ChangeHero"更换英雄"
DevMenu_ChangeTeam"更换队伍"
DevMenu_SelfKill"自杀"
DevMenu_Substitute"替代"
DevMenu_Title"开发者命令"
DevMenu_UnstickHero"取消固定英雄"
DisarmDuration_label"缴械持续时间"
DisarmDuration_postfix"s"
DischargeRadius_label"Discharge Radius"
DischargeRadius_postfix"m"
DispenserHealth_label"Dispenser Health"
DistanceBuff_label"Increase at Max Range"
DistanceBuff_postfix"%"
Distance_label"Distance"
Distance_postfix"m"
DodgeAnimSpeedScale_label"Dodge Speed Multiplier"
DodgeAnimSpeedScale_postfix"x"
DontShowAgain"不再显示"
DotHealthPercent_label"流血伤害"
DotHealthPercent_postfix"%/s"
DragonsFireBurnDuration_label"Burn Duration"
DragonsFireBurnDuration_postfix"s"
DrainPulseRadius_label"Drain Pulse Radius"
DrainPulseRadius_postfix"m"
DrainTimeNeeded_label"Drain Time for Proc"
DrainTimeNeeded_postfix"s"
DroneBonusMoveSpeed_label"移动速度"
DroneBonusMoveSpeed_postfix""
DroneBonusMoveSpeed_prefix"{s:sign}"
DroneBonusReloadTime_label"装填时间"
DroneBonusReloadTime_postfix"%"
DroneBonusWindupTime_label"Windup Time"
DroneBonusWindupTime_postfix"%"
DroneBonusWindupTime_prefix"{s:sign}"
DroneCount_label"Drone Count"
DroneCrashDamage_label"Drone Crash Damage"
DroneDPS_label"Drone Damage"
DroneDPS_postfix"dps"
DroneHealthRegen_label"生命恢复"
DroneHealthRegen_postfix"/s"
DroneHealth_label"Drone Health"
DroneLifetime_label"Drone Lifetime"
DronePowerMultiplier_label"Drone Power Multiplier"
DroneSpeed_label"Drone Speed"
DurationPerHeat_label"Heat Powered Duration"
DurationPerHeat_postfix"s"
EMPBuildupPercentPerShot_label"Silence Charge Per Shot"
EMPBuildupPercentPerShot_postfix"%"
EMPDuration_label"减益持续时间"
EMPDuration_postfix"s"
EMultiplyBase_postfix"%"
EShopFilterClipSize"弹药"
EShopFilterDisruption"干扰"
EShopFilterDurability"耐久性"
EShopFilterFireRate"射速"
EShopFilterHealing"治疗"
EShopFilterMagicDamage"元灵伤害"
EShopFilterMelee"近战"
EShopFilterMovement"移动"
EShopFilterNone"无"
EShopFilterWeaponDamage"武器伤害"
EchoShardBonusSpirit_label"Spirit Power for Echo Ability"
EchoShardBonusSpirit_prefix"{s:sign}"
Econ_Store_PurchaseType_Standard"%s1"
EffectDuration_label"减益持续时间"
EffectDuration_postfix"s"
EndDuration_label"Final Duration"
EndDuration_postfix"s"
EndRadius_label"终端半径"
EndRadius_postfix"m"
EnemyAboveHealthThreshold_conditional"Enemy above health threshold"
EnemyBulletDamageReduction_label"Enemy Weapon Damage"
EnemyBulletDamageReduction_postfix"%"
EnemyHealthPercent_label"敌人生命阈值"
EnemyHealthPercent_postfix"%"
EnemyLaunchHeight_label"Enemy Launch Height"
EnemyLaunchHeight_postfix"m"
EnemyLifeThreshold_label"Threshold"
EnemyLifeThreshold_postfix"%"
EnemyLiftDuration_label"升空时间"
EnemyLiftDuration_postfix"s"
EnemyMinHealthPct_label"敌人最低生命值"
EnemyMinHealthPct_postfix"%"
EnemyMoveSlowDuration_label"敌人减速持续时间"
EnemyMoveSlowDuration_postfix"s"
EnemyMoveSlow_label"每次击中敌人减速量"
EnemyMoveSlow_postfix"%"
EnemySlowDuration_label"敌人减速持续时间"
EnemySlowDuration_postfix"s"
EnemySlowPct_label"敌人移动减速"
EnemySlowPct_postfix"%"
EscalatingExposureProcCooldown_label"每个目标的最高频率"
EscalatingExposureProcCooldown_postfix"s"
EscalatingExposureTechArmorDamageReduction_label"受到元灵伤害时的元灵抗性减少量"
EscalatingExposureTechArmorDamageReduction_postfix"%"
EscapeDuration_label"躲避持续时间"
EscapeDuration_postfix"s"
EscapeRange_label"逃脱范围"
EscapeRange_postfix"m"
EscapeTime_label"逃脱时间"
EscapeTime_postfix"s"
EvasionChance_Label"Bullet Evasion Chance"
EvasionPercentGlider_label"Evasion Chance Gliding"
EvasionPercentGlider_postfix"%"
EvasionPercent_postfix"%"
ExpandTime_label"Expand time"
ExpandTime_postfix"s"
ExplodeDamage_label"爆炸伤害"
ExplodeDebuffDuration_label"射速减缓持续时间"
ExplodeDebuffDuration_postfix"s"
ExplodeDelay_label"爆炸延迟"
ExplodeDelay_postfix"s"
ExplodeRadius_label"Explosion Radius"
ExplodeRadius_postfix"m"
ExplosionCoatingRadius_label"Explosion Coating Radius"
ExplosionCoatingRadius_postfix"m"
ExplosionDamage_label"爆炸伤害"
ExplosionMaxPercent_label"Max Explosion Damage:"
ExplosionMaxPercent_postfix"%"
ExplosionMinPercent_label"Min Explosion Damage:"
ExplosionMinPercent_postfix"%"
ExplosionRadius_label"爆炸半径"
ExplosionRadius_postfix"m"
ExplosiveShotRadiusPercent_label"Explosive Shot Radius Increase"
ExplosiveShotRadiusPercent_postfix"%"
ExplosiveSplashDamage_label"Explode Damage"
ExternalBonusHealthRegen_label"生命值恢复"
ExternalBonusHealthRegen_postfix"/秒"
ExternalBonusHealthRegen_prefix"{s:sign}"
ExtraBladeDamage_label"Extra Damage per Charge"
ExtraDamagePerBounce_label"Extra Damage per bounce"
ExtraInfo"额外信息"
ExtraLargeClip_label"Clip Bonus"
ExtraLargeClip_postfix"%"
ExtraTargetConeAngle_label"锥形瞄准区域角度"
FaradayCageDuration_label"Cage Duration"
FaradayCageHealth_label"Cage Health"
FastFireBullets_label"Fast Fire Shots"
FastFireDuration_label"Fast Fire Duration"
FastFireDuration_postfix"s"
FervorDebuffResistance_label"Enrage Debuff Resistance"
FervorDebuffResistance_postfix"%"
FervorFireRate_label"射速"
FervorFireRate_postfix"%"
FervorMovespeed_label"移动速度"
FervorMovespeed_postfix"m/s"
FervorTechResist_label"元灵抗性"
FervorTechResist_postfix"%"
FinalBlow_label"Final Blow Damage"
FinalSlow_label"Slowest Speed"
FinalSlow_postfix"m/s"
FireRateAttribute_Desc"%s1 to any weapon fire rate bonus"
FireRateAttribute_Desc_0"no additional weapon fire rate bonuses"
FireRateBonus_label"射速加成"
FireRateBonus_postfix"%"
FireRateBuffDuration_label"加成持续时间"
FireRateBuffDuration_postfix"s"
FireRatePerCharge_label"Fire Rate per Charge"
FireRatePerCharge_postfix"%"
FireRatePerEnemy_label"Fire Rate per Enemy"
FireRatePerEnemy_postfix"%"
FireRatePerEnemy_prefix"+"
FireRatePerSecondDuration_label"Fire Rate Duration"
FireRatePerSecondDuration_postfix"s"
FireRateScale_label"Fire Rate Scale"
FireRateScale_postfix"%"
FireRateScale_prefix"{s:sign}"
FireRateSlow_label"射速减缓"
FireRateSlow_postfix"%"
FireRateWhenShielded_label"使用护盾时的射速"
FireRateWhenShielded_postfix"%"
FireRateWhenShielded_prefix"+"
FireRate_postfix"%"
FlameAuraDPS_label"DPS"
FlameAuraDuration_label"减益持续时间"
FlameAuraDuration_postfix"s"
FlameAuraMovementSlow_label"敌人移动减速"
FlameAuraMovementSlow_postfix"%"
FlameAuraRadius_label"轨迹宽度"
FlameAuraRadius_postfix"m"
FlameAuraSlowFireRate_label"Enemy Fire Rate"
FlameAuraSlowFireRate_postfix"%"
FlameDashDebuffDuration_label"减益持续时间"
FlameDashDebuffDuration_postfix"s"
FlameDashDebuff_label"额外元灵伤害"
FlameDashDebuff_postfix"%"
FlyingBulletResist_label"子弹抗性"
FlyingBulletResist_postfix"%"
Force_label"Blast Force"
FreezeBuildUpTime_label"Freeze buildup time"
FreezeBuildUpTime_postfix"s"
FreezeDuration_label"冻结持续时间"
FreezeDuration_postfix"s"
FriendlyTargetCooldown"Ally Target Cooldown"
FriendlyTargetCooldown_label"Friendly Cooldown"
FriendlyTargetCooldown_postfix"s"
FriendlyTimeBoost_label"Time acceleration"
FullChargeDamage_label"完全充能伤害"
FullDistance_label"Max Range:"
FullDistance_postfix"m"
FuseDuration_label"Fuse Duration"
FuseDuration_postfix""
FuseTime_label"引信时间"
FuseTime_postfix"s"
Fuse_label"Fuse length"
Fuse_postfix"s"
GalvanicBuffDuration_label"持续时间"
GalvanicBuffDuration_postfix"s"
GalvanicProcDuration_label"减速持续时间"
GalvanicProcDuration_postfix"s"
GameUI_ClientBadServerAddress"服务器地址错误。"n"
GameUI_ClientConnectionTimedOut"服务器连接超时。"n"
GameUI_ClientConsistencyFail"连接中断,模型文件与服务器不一致。"n"
GameUI_ClientDifferentMap"你的地图与服务器的不符,请更新游戏。"n"
GameUI_ClientMissingModel"无法继续进行连接,模型文件丢失。"n"
GameUI_ClientNoMap"无法加载服务器指定的地图。"n"
GameUI_ClientRetryLimit"无法与服务器建立连接。"n"
GameUI_ClientServerShutdown"服务器正在关闭。"n"
GameUI_ClientStringTableError"你的字符串表数据与服务器的不符,请更新游戏。"n"
GameUI_ClientUnableToCRCDLL"无法计算客户端部分的 DLL 文件校验和。"n"
GameUI_ClientUnableToCRCMap"无法计算地图校验。"n"
GameUI_Disconnect_BadClientDeltaTick"客户端变量记数失序"
GameUI_Disconnect_BadRelayPassword"中继密码错误"
GameUI_Disconnect_BadSpectatorPassword"观众密码错误"
GameUI_Disconnect_BanAdded"被加入封禁名单"
GameUI_Disconnect_ConnectionClosing"正在关闭连接"
GameUI_Disconnect_ConnectionLost"已丢失连接"
GameUI_Disconnect_ConnectionOverflow"溢出错误"
GameUI_Disconnect_ConnectionTimedout"无法与游戏服务器建立连接。"
GameUI_Disconnect_DeltaEntMessage"写入变量实体信息时出错"
GameUI_Disconnect_DifferentClassTables"服务器端使用不同的类表"
GameUI_Disconnect_DisconnectByServer"服务器断开连接"
GameUI_Disconnect_DisconnectByUser"用户断开连接"
GameUI_Disconnect_Disconnected"已断开连接"
GameUI_Disconnect_HLTVDirect"SourceTV 无法直接连接至游戏"
GameUI_Disconnect_HLTVRestricted"SourceTV 服务器已被限制为本地观众可用(C 类)"
GameUI_Disconnect_HLTVStop"SourceTV 停止"
GameUI_Disconnect_HLTVUnavailable"没有可用的 SourceTV 中继"
GameUI_Disconnect_InternalError"由于内部错误,已断开连接。控制台可能会有更多详情。"
GameUI_Disconnect_KickBanAdded"被踢出并被封禁"
GameUI_Disconnect_Kicked"被服务器管理员踢出"
GameUI_Disconnect_LeavingSplit"离开分屏"
GameUI_Disconnect_LocalProblem_HostedServerPrimaryRelay"游戏服务器已与客户端使用的主中继服务器失去连接。"
GameUI_Disconnect_LocalProblem_ManyRelays"已失去连接,此前已尝试与不同地区的多个中继服务器连接。最有可能的原因是你的网络连接出现问题。"
GameUI_Disconnect_LocalProblem_NetworkConfig"请检查网络连接。无法从 CDN 下载网络配置文件。"
GameUI_Disconnect_LocalProblem_Other"已断开连接。可能是本地的网络连接出现问题。"
GameUI_Disconnect_NoMoreSplits"没有更多的分屏位置"
GameUI_Disconnect_NoSpectators"该比赛不允许观战"
GameUI_Disconnect_PureServer_ClientExtra"纯服务器:客户端加载了额外文件"
GameUI_Disconnect_PureServer_Mismatch"纯服务器:客户端文件与服务器不匹配"
GameUI_Disconnect_RejectedByGame"连接被游戏拒绝"
GameUI_Disconnect_ReliableChannelOverflow"可用通道溢出"
GameUI_Disconnect_ReliableOverflow"可用缓冲溢出错误"
GameUI_Disconnect_RemoteProblem_BadCert"远程主机的证书不能满足验证。"
GameUI_Disconnect_RemoteProblem_BadCrypt"远程主机的证书、密钥或签名存在问题。"
GameUI_Disconnect_RemoteProblem_Other"与远程主机的通讯遇到问题。"
GameUI_Disconnect_RemoteProblem_Timeout"我们已停止从远程主机接收通讯。"
GameUI_Disconnect_RemoteProblem_TimeoutConnecting"已数次尝试连接,但服务器没有响应。"
GameUI_Disconnect_ReplayIncompatible"回放不兼容。"
GameUI_Disconnect_Server"服务器断开连接"
GameUI_Disconnect_ServerIncompatible"服务器版本不兼容。"
GameUI_Disconnect_ServerInfoOverflow"信息数据溢出"
GameUI_Disconnect_ServerShutdown"从游戏服务器断开连接。游戏服务器正在关机。"
GameUI_Disconnect_SnapshotError"发送快照错误"
GameUI_Disconnect_SnapshotOverflow"可用快照溢出错误"
GameUI_Disconnect_SoundsMessage"写入游戏音效信息时出错"
GameUI_Disconnect_SteamDeny_BadAntiCheat"从游戏服务器断开连接。Steam 反作弊不兼容。"
GameUI_Disconnect_SteamDeny_Misc"从游戏服务器断开连接。Steam 杂项不兼容。"
GameUI_Disconnect_SteamDropped"Steam 验证失败。必须连接至 Steam 才能建立与游戏服务器的初始连接。"
GameUI_Disconnect_SteamIDBanned"STEAM 用户 ID 被封禁"
GameUI_Disconnect_SteamIDInUse"STEAM 用户 ID 在这个服务器中已被使用"
GameUI_Disconnect_SteamInUse"此 Steam 帐户正在另一个位置使用"
GameUI_Disconnect_SteamLogon"Steam 未登录"
GameUI_Disconnect_SteamOwnership"此 Steam 帐户没有这个游戏。"n请登录正确的 Steam 帐户"
GameUI_Disconnect_SteamTicket"无效的 STEAM 用户 ID 标签"
GameUI_Disconnect_SteamTimeOut"Valve反作弊系统(VAC)连接超时。请确保没有使用与VAC冲突的软件,而且正确安装了客户端。"
GameUI_Disconnect_SteamVAC"被 VAC 从安全服务器中封禁"
GameUI_Disconnect_StringTableMessage"写入字符串表更新信息时出错"
GameUI_Disconnect_TempEntMessage"写入临时实体信息时出错"
GameUI_Disconnect_TickMessage"写入记数信息时出错"
GameUI_Disconnect_TimedOut"与远程主机的通讯受到干扰"
GameUI_Disconnect_Unusual"已断开连接。出现特殊情况。控制台可能会有更多详情。"
GameUI_Disconnect_User"用户断开连接"
GameUI_Disconnect_UserCmd"解析用户指令错误"
GameUI_Disconnected"服务器断开连接"
GameUI_ServerAuthDisabled"验证已禁用。"n"
GameUI_ServerCDKeyAuthInvalid"序列号验证对于互联网服务器无效。"n"
GameUI_ServerCDKeyInUse"序列号已被使用。"n"
GameUI_ServerChallengeIncorrect"服务器未对正确的挑战作出响应。"n版本可能已过时。"n"
GameUI_ServerConnectOutOfDate"服务器尚未更新到最新版本。"n"
GameUI_ServerInsecure"你正处于非安全模式中。必须重新启动游戏才能连接至安全服务器。"n"
GameUI_ServerInvalidCDKey"无效的序列号。"n"
GameUI_ServerNoLobby"服务器无法定位游戏会话。"n"
GameUI_ServerRejectBadChallenge"错误的挑战。"n"
GameUI_ServerRejectBadPassword"密码错误。"n"
GameUI_ServerRejectBadSteamKey"无效的 Steam 序列号长度"n"
GameUI_ServerRejectBanned"你已被此服务器封禁。"n"
GameUI_ServerRejectFailedChannel"创建网络频道失败。"n"
GameUI_ServerRejectGS"GSCreateLocalUser 失败"n"
GameUI_ServerRejectInvalidCertLen"无效的验证证书长度。"n"
GameUI_ServerRejectInvalidConnection"无效的连接。"n"
GameUI_ServerRejectInvalidSteamCertLen"STEAM 证书长度错误!"n"
GameUI_ServerRejectLANRestrict"本地服务器仅限于本地客户端(C 类)。"n"
GameUI_ServerRejectNewProtocol"此服务器使用的连接协议比你客户端使用的更新。"n"
GameUI_ServerRejectOldProtocol"此服务器使用的连接协议比你客户端使用的更旧。"n"
GameUI_ServerRejectOldVersion"你正在试图连接的服务器"n运行着较旧版本的游戏。"n"
GameUI_ServerRejectServerFull"服务器已满。"n"
GameUI_ServerRejectSteam"STEAM 验证被拒"n"
GameUI_ServerRequireSteams"服务器要求你运行 Steam。"n"
GooDuration_label"黏液污渍持续时间"
GooDuration_postfix"s"
GooSlowPercent_label"Puddle Slow Percent"
GooSlowPercent_postfix"%"
GrabExtraTargetRange_label"Extra Target Range"
GrabExtraTargetRange_postfix"m"
GrabRange_label"Grab Range"
GrabRange_postfix"m"
GrenadeDamage_label"爆炸伤害"
GrenadeExplosionRadius_label"Explosion Radius"
GrenadeExplosionRadius_postfix"m"
GrenadesInVolley_label"手雷数量"
GrenadesPerSecond_label"每秒火箭弹数"
GrenadesPerVolley_label"Bombs Per Volley"
Grenades_label"Extra Bombs"
GroundFlameDuration_label"轨迹持续时间"
GroundFlameDuration_postfix"s"
GuidedBotMatch_Concluded"你已经了解了基本要点!加入比赛,或在沙盒模式中测试英雄吧!"
GuidedBotMatch_Finish"完成"
GuidedBotMatch_KeepPlaying"继续训练"
GuidedBotMatch_Start"开始"
HazeDaggerRadius_label"Hit Radius"
HazeDaggerRadius_postfix"m"
HeadShotBonusDamage_label"爆头额外伤害"
HeadShotBonusDamage_prefix"{s:sign}"
HeadShotCooldown_label"冷却时间"
HeadShotCooldown_postfix"s"
HeadShotDebuffDuration_label"持续时间"
HeadShotDebuffDuration_postfix"s"
HeadStompBonusDamage_label"Head Stomp Damage Bonus"
HeadStompBonusDamage_postfix""
HeadStompBonusRadius_label"Head Stomp Radius Bonus"
HeadStompBonusRadius_postfix""
HeadshotBonus_label"爆头伤害"
HeadshotBonus_postfix"%"
HeadshotBonus_prefix"+"
HealAmount_label"治疗量"
HealAmpCastPercent_label"Healing Given Boost"
HealAmpCastPercent_postfix"%"
HealAmpCastPercent_prefix"{s:sign}"
HealAmpReceivePenaltyPercent_label"治疗降幅"
HealAmpReceivePenaltyPercent_postfix"%"
HealAmpReceivePercent_label"Healing Received Boost"
HealAmpReceivePercent_postfix"%"
HealAmpReceivePercent_prefix"{s:sign}"
HealAmpRegenMultiplierOutOfCombat_label"Health Regen Multiplier"
HealAmpRegenMultiplierOutOfCombat_postfix"x"
HealAmpRegenMultiplierOutOfCombat_prefix"{s:sign}"
HealAmpRegenPercent_label"Health Regen Boost"
HealAmpRegenPercent_postfix"%"
HealAmpRegenPercent_prefix"{s:sign}"
HealFixedHealth_label"击中英雄时获得的治疗"
HealFriendRadius_label"友军治疗半径"
HealFriendRadius_postfix"m"
HealFromHero_label"来自英雄的治疗"
HealFromNPC_label"来自 NPC 的治疗"
HealInterval_label"治疗间隔"
HealInterval_postfix"s"
HealMaxHealthPercent_label"恢复的最大生命值"
HealMaxHealthPercent_postfix"%/s"
HealMaxHealth_label"击中英雄时获得的治疗"
HealMaxHealth_postfix"% 最大生命值"
HealOnKill_label"击杀英雄时获得的治疗"
HealOnlevelHealAmount_label"治疗量"
HealPctVsHeroes_label"来自英雄的治疗"
HealPctVsHeroes_postfix"%"
HealPctVsNonHeroes_label"来自非英雄的治疗"
HealPctVsNonHeroes_postfix"%"
HealPerStack_label"每层叠加治疗量"
HealPercentAmount_label"治疗量"
HealPercentAmount_postfix"%"
HealPercentPerHeadshot_label"每次爆头治疗量"
HealPercentPerHeadshot_postfix"%"
HealRadius_label"治疗半径"
HealRadius_postfix"m"
HealRate_label"Heal Rate"
HealRate_postfix"/秒"
HealingFactor_label"来自英雄的治疗"
HealingFactor_postfix"%"
HealingPerSecond_label"恢复的生命值"
HealingPerSecond_postfix"/s"
HealingPercent_label"治疗百分比"
HealingPercent_postfix"%"
HealthAttribute_Desc"%s1 to any health and health regen bonuses"
HealthAttribute_Desc_0"no additional health and health regen bonuses"
HealthCost_label"Health Cost"
HealthDrainedPerSecond_label"Health Drain"
HealthDrainedPerSecond_postfix"每秒"
HealthPercent_label"生命值百分比"
HealthPercent_postfix"%"
HealthRegenPerTrooper_label"生命值恢复"
HealthRegenPerTrooper_postfix"每附近的步兵"
HealthRegenPerTrooper_prefix"+"
HealthRegen_label"生命值恢复"
HealthRegen_prefix"{s:sign}"
HealthStealPctHero_label"英雄吸血"
HealthStealPctHero_postfix"%"
HealthStealPct_label"非英雄吸血"
HealthStealPct_postfix"%"
HealthSteal_label"每发子弹偷取的最大生命值"
HealthSwapBuffDuration_label"加成持续时间"
HealthSwapBuffDuration_postfix"s"
HealthToDamage_label"生命值转伤害"
Health_label"生命值"
HeatDPS_label"Heat Powered DPS"
HeatDamage_label"Heat Powered Damage"
HeroProcChance_label"英雄触发几率"
HeroProcChance_postfix"%"
HeroTestActionText"选择英雄进行测试"
HeroTestPageTitle"英雄沙盒"
HeroTesting_AllPerks"所有技能满级"
HeroTesting_ChangeHero"更换英雄"
HeroTesting_ChangeTeam"更换队伍"
HeroTesting_ClearFollow"取消关连"
HeroTesting_FastStamina"耐力速回"
HeroTesting_FullHealth"完整生命值"
HeroTesting_GameRules"游戏规则"
HeroTesting_HalfHealth"一半生命值"
HeroTesting_HeroControl"英雄控制"
HeroTesting_HeroToSpawn"要重生的英雄:"
HeroTesting_HeroTools"英雄工具"
HeroTesting_HoldAlt"按住 {s:show_scoreboard}"
HeroTesting_KillHero"击杀英雄"
HeroTesting_LaneChallenge"分路挑战"
HeroTesting_LastHits"正补数:{i:lastHits}"
HeroTesting_LevelUp"升级"
HeroTesting_MakeMimic"模仿玩家"
HeroTesting_MakePuppet"作为傀儡"
HeroTesting_MaxLevel"最高等级"
HeroTesting_NoCooldown"无冷却时间"
HeroTesting_NoDeath"不会死"
HeroTesting_OrbsDenied"反补的光球:{i:orbsDenied}"
HeroTesting_OrbsSecured"稳获的光球:{i:orbsSecured}"
HeroTesting_RemoveBots"移除机器人"
HeroTesting_ResetHero"重置英雄"
HeroTesting_SpawnCamp"重生中立生物"
HeroTesting_SpawnEnemy"+ 作为敌方"
HeroTesting_SpawnFriendly"+ 作为友方"
HeroTesting_SpeedDown"速度-"
HeroTesting_SpeedNormal"速度="
HeroTesting_SpeedUp"速度+"
HeroTesting_TakeControl"获取控制"
HeroTesting_TestTools"测试工具"
HeroTesting_UnlimitedAmmo"无需装填弹药"
HeroTesting_UnlockFlex"灵活槽位"
HeroTraining_Continue_Button"继续训练"
HeroTraining_Intro_Desc"在这里,你可以测试英雄的动作和技能。掌握这些概念是完成训练的关键。"
HeroTraining_Intro_Title"欢迎来到<b>英雄训练</b>"
HeroTraining_Outro_Button"完成"
HeroTraining_Outro_Desc"你已经掌握了基础要点,现在为分路训练做好准备吧。"
HeroTraining_Outro_Title"<b>英雄训练</b>已完成"
HeroesPageActionText"选择英雄以查看详情"
HeroesPageTitle"英雄"
HighGroundBonusWeaponPower_label"Weapon Damage When Above Enemies"
HighGroundBonusWeaponPower_postfix"%"
HighGroundBonusWeaponPower_prefix"{s:sign}"
HitCap_label"Hit Cap"
HitCap_postfix"hits"
HitsToRelease_Label"Hits to Release"
HobbledMovementSlow_Label"移动减速"
HobbledMovementSlow_postfix"%"
HoldInPlaceDuration_label"离地持续时间"
HoldInPlaceDuration_postfix"s"
HotDPS_label"Hot DPS"
IceBeamBuildupProcDuration_label"减缓持续时间"
IceBeamBuildupProcDuration_postfix"s"
IcePathAuraDuration_label"冰封路径持续时间"
IcePathAuraDuration_postfix"s"
IcePathShardRadius_label"Path Width"
IcePathShardRadius_postfix"m"
ImbuedBonusDuration_label"已加强技能持续时间"
ImbuedBonusDuration_postfix"%"
ImbuedBonusDuration_prefix"{s:sign}"
ImbuedCooldownReduction_label"已加强技能冷却时间降幅"
ImbuedCooldownReduction_postfix"%"
ImbuedCooldownReduction_prefix"{s:sign}"
ImbuedTechPower_label"已加强技能元灵力量"
ImbuedTechPower_prefix"{s:sign}"
ImbuedTechRadiusMultiplier_label"Imbued Radius"
ImbuedTechRadiusMultiplier_postfix"%"
ImbuedTechRadiusMultiplier_prefix"{s:sign}"
ImbuedTechRangeMultiplier_label"已加强技能有效范围"
ImbuedTechRangeMultiplier_postfix"%"
ImbuedTechRangeMultiplier_prefix"{s:sign}"
ImmobilizeDuration_label"定身持续时间"
ImmobilizeDuration_postfix"s"
ImmunityDuration_label"Immunity Duration"
ImmunityDuration_postfix"s"
ImpactDamage_label"伤害"
ImpactDuration_label"减速持续时间"
ImpactDuration_postfix"s"
ImpactMoveSlow_label"冲击移动减速"
ImpactMoveSlow_postfix"%"
ImpactRadius_label"影响半径"
ImpactRadius_postfix"m"
ImpactSlowDuration_label"冲击减速持续时间"
ImpactSlowDuration_postfix"s"
ImpaleDamage_label"Impale Damage"
ImpaleDamage_postfix""
ImpaleDuration_label"Impale Duration"
ImpaleDuration_postfix"s"
InactiveRadius_label"失效半径"
InactiveRadius_postfix"m"
InfectDuration_label"Infect Duration"
InfectDuration_postfix"s"
InfectionBonusDPS_label"Infection Bonus DPS"
InfectionBonusDPS_postfix""
InfectionBonusDPS_prefix""
InitialDamage_label"初始伤害"
InitialFireRateDecrease_label"Initial Fire Rate"
InitialFireRateDecrease_postfix"%"
InitialFireRateDecrease_prefix"-"
InitialRadius_label"初始半径"
InitialRadius_postfix"m"
InteruptCooldown_label"Interrupt Cooldown"
InteruptCooldown_postfix""
InvisDuration_label"隐身持续时间"
InvisDuration_postfix"s"
InvisFadeToDuration_label"淡出时间"
InvisFadeToDuration_postfix"s"
InvisMoveSpeedMod_label"隐身疾跑速度"
InvisMoveSpeedMod_postfix"m/s"
InvisMoveSpeedMod_prefix"{s:sign}"
InvisReapplyDelay_Label"Delay before fading"
InvisRegen_Label"Invis Max Health Regen"
InvisRegen_postfix"%"
ItemHistory_ActionWithTime"%s2%s1"
ItemHistory_Action_AddItemToSocket_Remove"从镶孔移除"
ItemHistory_Action_AddSocketToItem_Remove"因镶嵌被移除"
ItemHistory_Action_AddSocket_Remove"加入镶孔"
ItemHistory_Action_AdditionalDrop"已找到"
ItemHistory_Action_AssassinMinigameDrop"参与绝杀刺客活动获得"
ItemHistory_Action_AutoGrantItem"正常获取"
ItemHistory_Action_AutographRemove"已用于签名物品"
ItemHistory_Action_AwardAchievement"解锁成就时获得"
ItemHistory_Action_AwardGift_Giver"已作为礼物发送"
ItemHistory_Action_AwardGift_Receiver"收到的礼物"
ItemHistory_Action_AwardStorePromotionItem"从商城购买"
ItemHistory_Action_AwardThirdPartyPromo"获得的促销物品"
ItemHistory_Action_AwardTime"被找到"
ItemHistory_Action_AwardXP"因升级而奖励"
ItemHistory_Action_Banned"被封禁"
ItemHistory_Action_CDKeyGrant"通过输入产品代码而获得"
ItemHistory_Action_CDKeyRevoke"游戏序列号被撤销"
ItemHistory_Action_CafeOrSchoolItem_Remove"移除网吧或学校物品"
ItemHistory_Action_CitadelDevItemRevoked"物品已撤销"
ItemHistory_Action_CollectItem_CollectedItem"添加至合集"
ItemHistory_Action_CollectItem_RemoveCollection"移除了旧合集物品"
ItemHistory_Action_ConsumeItem_Complete_ToolRemove"已用于完成图纸"
ItemHistory_Action_ConsumeItem_Consume_InputRemove"已用于图纸配件"
ItemHistory_Action_ConsumeItem_Consume_ToolRemove"已用于图纸配件"
ItemHistory_Action_CraftDestroy"已在重铸时使用"
ItemHistory_Action_CreatedByManualItemRecreateOperation"由 Steam 客服创建"
ItemHistory_Action_CrossGameAchievement"因在另一个游戏中解锁成就而获得"
ItemHistory_Action_CustomizeItemTexture_Remove"自定义了贴图"
ItemHistory_Action_Delete"被本人删除"
ItemHistory_Action_DiretideReward"夜魇暗潮活动期间获得的奖励"
ItemHistory_Action_Drop"已找到"
ItemHistory_Action_EarnedItem"正常获得"
ItemHistory_Action_EconSetUnowned"被交易"
ItemHistory_Action_EventPointLevel"获得互动指南奖励"
ItemHistory_Action_EventPointPurchase"使用积分购买"
ItemHistory_Action_EventWon"在活动中赢得"
ItemHistory_Action_Expired"已过期"
ItemHistory_Action_ExtractGem_Remove"提取出宝石"
ItemHistory_Action_FantasyTicketConsume"已使用"
ItemHistory_Action_FantasyTicketRefund"已退款"
ItemHistory_Action_GSCreate"由玩过的游戏服务器授予"
ItemHistory_Action_GauntletAbandoned"退出试炼场"
ItemHistory_Action_GauntletEntryFee"试炼场入场费"
ItemHistory_Action_GauntletReward"试炼场奖励"
ItemHistory_Action_GenericAdd"获得"
ItemHistory_Action_GenericRemove"已移除或修改"
ItemHistory_Action_GiftDelivery_Add"获得一份礼物"
ItemHistory_Action_GiftDelivery_Add_WithPartner"从 %partner% 处获得一份礼物"
ItemHistory_Action_GiftDelivery_Remove"已作为礼物发送"
ItemHistory_Action_GiftDelivery_Remove_WithPartner"礼物已发送至 %partner%"
ItemHistory_Action_GiftUnwrap_Remove"已打开"
ItemHistory_Action_GiftWrap_Remove"包装成了礼物"
ItemHistory_Action_InitialAccountGrant"创建帐户时授予"
ItemHistory_Action_ItemConsume"被消耗"
ItemHistory_Action_ItemGiftMessageRefurbish_Remove"移除了礼物赠言"
ItemHistory_Action_ItemGifterAccountIdRefurbish_Remove"移除了赠送者信息"
ItemHistory_Action_ItemRedemption_Remove"已兑换"
ItemHistory_Action_ItemTraded_Remove"被交易"
ItemHistory_Action_LimitExceeded"因背包限制而销毁"
ItemHistory_Action_LimitedDraft"卡牌被抽取"
ItemHistory_Action_ManualCreate"由 Steam 客服创建"
ItemHistory_Action_ManualItemConvertOperation_OldItem"被转化"
ItemHistory_Action_MarketBuyback_Remove"因市场买活而移除"
ItemHistory_Action_Market_Add"接收自 Steam 社区市场"
ItemHistory_Action_Market_Remove"曾在 Steam 社区市场上架"
ItemHistory_Action_NameChanged_Remove"更改了名称"
ItemHistory_Action_NewYearsOffering"已用于轮回"
ItemHistory_Action_PackOpenedNewItem"从打开的卡包中获取"
ItemHistory_Action_PackOpenedRemoved"卡包已打开"
ItemHistory_Action_PackageItem"获得一个促销物品"
ItemHistory_Action_PackageItem_Revoked"被撤销"
ItemHistory_Action_PaintItem_Remove"被用于上色"
ItemHistory_Action_PennantUpgradeApply_Remove"已用于升级锦旗"
ItemHistory_Action_PerfectWorldPromo"获得促销物品"
ItemHistory_Action_PhantomManualItemCreation"幻影物品创建"
ItemHistory_Action_PlayerCardDust"已融合为一件物品"
ItemHistory_Action_PlayerCardPackFromDust"碎卡已换回卡包"
ItemHistory_Action_Purchase"从商城购买"
ItemHistory_Action_Purgatory_ExpiredAndAutoFinalized_Remove"购买已完成"
ItemHistory_Action_Purgatory_Finalize_Remove"购买已完成"
ItemHistory_Action_Purgatory_Refund"已退款"
ItemHistory_Action_QuantityChanged"已使用"
ItemHistory_Action_RecycleDestroyed"因轮回而销毁"
ItemHistory_Action_RemoveItemCraftIndex_Remove"因移除制作编号而被移除"
ItemHistory_Action_RemoveItemKillStreak_Remove"因移除连杀属性而被移除"
ItemHistory_Action_RemoveItemMakersMark_Remove"移除了重铸者的名称"
ItemHistory_Action_RemoveItemName_Remove"移除了自定义名称"
ItemHistory_Action_RemoveItemPaint_Remove"移除了上色"
ItemHistory_Action_RemoveSocketItem_Remove"因镶嵌物品而被移除"
ItemHistory_Action_SeasonalItemGrant"订阅/活动物品授予"
ItemHistory_Action_SteamWorkshopContributor"因成为 Steam 创意工坊作者而获得"
ItemHistory_Action_StrangePartApply_Remove"在应用奇异效果时被移除"
ItemHistory_Action_SupportDelete"被 Steam 客服删除"
ItemHistory_Action_SupportDeletedByUndo"被 Steam 客服删除"
ItemHistory_Action_SupportDescribe_Remove"由 Steam 客服添加自定义描述"
ItemHistory_Action_SupportRename_Remove"被 Steam 客服重命名"
ItemHistory_Action_SupportStrangify_Remove"被 Steam 客服转化为奇异物品"
ItemHistory_Action_TournamentDrop"观看锦标赛时获得的奖励"
ItemHistory_Action_TourneyAbandoned"退出锦标赛"
ItemHistory_Action_TourneyEntryFeePaid"锦标赛报名费"
ItemHistory_Action_TourneyEntryFeeRefunded_NewItem"锦标赛报名费已退还"
ItemHistory_Action_TourneyEntryFeeRefunded_OldItem"锦标赛报名费已退还"
ItemHistory_Action_TradeRollback_Remove"交易被撤销"
ItemHistory_Action_Traded"被交易"
ItemHistory_Action_TutorialDrop"因完成教程而奖励"
ItemHistory_Action_UnlockCrate_Remove"被用于解封珍藏"
ItemHistory_Action_UnlockStyle_Remove"解锁了款式"
ItemHistory_Action_UnpackItemBundle"已打开"
ItemHistory_Action_UnpackItems"从打开的捆包中获取"
ItemHistory_Action_Unpurchase"已退款"
ItemHistory_Action_UpgradeThirdPartyPromo"第三方促销升级"
ItemHistory_Action_UseItem"被使用"
ItemHistory_Action_UseItem_Rollback_NewItem"使用物品失败。该物品已被恢复。"
ItemHistory_Action_VACBanned_Remove"因 VAC 封禁而被移除"
ItemHistory_Action_VictoryPredictionReward"互动指南内成功预测所获奖励"
ItemHistory_Action_WeddingRing_Remove"在游戏中使用"
ItemHistory_Action_WeekendTourneyChampionsCupTicketEarned"正常获得"
ItemHistory_Action_WeekendTourneyTicket_Consume"已使用"
ItemHistory_Action_WeekendTourneyTicket_Refund"已退款"
ItemHistory_ItemIsInInventory"在库存中"
ItemHistory_ItemIsSubscription"订阅物品"
ItemHistory_Transaction_ApplyEssence"向蛋内注入了精华"
ItemHistory_Transaction_Autographed"已附加签名"
ItemHistory_Transaction_ConsumeItem_Complete"图纸已完成"
ItemHistory_Transaction_Craft"被重铸"
ItemHistory_Transaction_Delete"被本人删除"
ItemHistory_Transaction_OpenPlayerCardPack"已打开选手卡包"
ItemHistory_Transaction_PennantUpgrade"升级锦旗等级"
ItemHistory_Transaction_PlayerCardRecycle"已轮回为碎卡"
ItemHistory_Transaction_PurchaseFinalized"购买已完成"
ItemHistory_Transaction_Recycled"已用于轮回"
ItemHistory_Transaction_RemoveItemCraftIndex"制作编号已移除"
ItemHistory_Transaction_StrangePart"应用了一个奇异特效"
ItemHistory_Transaction_SupportUndo"Steam 客服撤销了你之前的一个或多个操作"
ItemHistory_Transaction_UnlockCrate"已解封珍藏"
ItemInitialCharges_label"充能数"
ItemNameCraftNumberFormat"#%s1"
ItemNameUniqueFormat"%s1%s2%s3 // will turn into The Battalion's Backup #1; foreign languages that have gender/declension can change this to be Shotgun #1 or whatever"
ItemNameWithQualityFormat"%s1 %s2%s3 // will turn into Strange Shotgun #1; foreign languages that have gender for adjectives can change this to be Shotgun #1 (Strange) or whatever"
ItemTypeDesc"%s1 级 %s2 // s1 is the level number, s2 is the item type. Example: Level 4 Medigun"
ItemTypeDescKillEater"%s1%s2 // s1 is the rarity, s2 is the item type"
ItemTypeDescKillEaterAlt"%s2:%s1 // Kills: 123"
ItemTypeDescNoLevel"第 %s1 级 // s1 is the level number. Example: Level 12"
Item_Rejuvenator"复生石"
JumpVelocity_label"跳跃速度"
JumpVelocity_postfix"m/s"
KnockDownRadius_label"Knockdown Radius"
KnockDownRadius_postfix"m"
LandingDamage_label"区域伤害"
LaneTraining_Intro_Button"开始"
LaneTraining_Intro_Desc"游戏初期的目标是获取力量,实现目标。<br><br>你<span class="introHighlight">完成右侧列出的目标后</span>,我们会给予你<span class="introHighlight">难以想象的力量</span>,你就可以拿下卫士了。"
LaneTraining_Intro_Targets"训练目标:"
LaneTraining_Intro_Title"欢迎来到<b>分路训练</b>"
LaneTraining_Outro_Title"<b>分路训练</b>已完成"
LashDamage_label"鞭长可及伤害"
LashLaunchHeight_label"Lash Launch Height"
LashLaunchHeight_postfix"m"
LashUltimateChargeTime_label"充能时间"
LashUltimateChargeTime_postfix"s"
LaunchDamage_label"Knockback Damage"
LaunchDamage_postfix""
LaunchWindowCooldown_label"冷却时间"
LaunchWindowCooldown_postfix"s"
LaunchWindowDuration_label"发射窗口"
LaunchWindowDuration_postfix"s"
LeaveMatchPrompt_Cancel"留在比赛中"
LeaveMatchPrompt_Confirm"离开比赛"
LeaveMatchPrompt_Text"离开后将无法重新加入。"
LeaveMatchPrompt_Title"是否离开这场比赛?"
LevelUpBaseMeleeDamage"近战伤害"
LevelUpBaseWeaponDamage"Bullet Damage"
LifeDrainHealthMult_label"伤害转换生命"
LifeDrainHealthMult_postfix"%"
LifeDrainPerSecond_label"每秒伤害"
LifeStealPercent_label"吸血"
LifeStealPercent_postfix"%"
LifeStealPercent_prefix"{s:sign}"
LifeThreshold_label"Life Threshold"
LifeThreshold_postfix"%"
LifestealPercentHero_label"吸血"
LifestealPercentHero_postfix"%"
LifestealPercentHero_prefix"{s:sign}"
LifestealPercentNonHero_label"对非英雄单位吸血"
LifestealPercentNonHero_postfix"%"
LifestealPercentNonHero_prefix"{s:sign}"
LifestealPercentOnHit_label"吸血"
LifestealPercentOnHit_postfix"%"
Lifetime_label"部署时长"
Lifetime_postfix"s"
LingerAfterLeavingSmokeDurationPerHeat_label"Linger Duration"
LingerDuration_label"Linger Duration"
LingerDuration_postfix"s"
LocalBulletArmorReduction_label"子弹抗性"
LocalBulletArmorReduction_postfix"%"
LocalBulletArmorReduction_prefix"{s:sign}"
LocalTechArmorReduction_label"Magic Resist"
LocalTechArmorReduction_postfix"%"
LocalTechArmorReduction_prefix"{s:sign}"
LockOnTime_label"Lock On Time"
LockOnTime_postfix"秒"
LockedRadius_label"Chain Length"
LockedRadius_postfix"m"
LongRangeBonusWeaponPowerMinRange_label"最小距离"
LongRangeBonusWeaponPowerMinRange_postfix"m"
LongRangeBonusWeaponPower_conditional"射程外"
LongRangeBonusWeaponPower_label"武器伤害"
LongRangeBonusWeaponPower_postfix"%"
LongRangeBonusWeaponPower_prefix"{s:sign}"
LowHealthEnemyDamageBonus_label"额外伤害"
LowHealthEnemyThresholdPct_label"低生命值阈值"
LowHealthEnemyThresholdPct_postfix"%"
LowHealthTechResist_label"元灵抗性"
LowHealthTechResist_prefix"{s:sign}"
LowHealthThreshold_label"Health Threshold"
LowHealthThreshold_postfix"%"
LowHealthWeaponPowerPercent_label"Courage"
LowHealthWeaponPowerPercent_postfix"%"
LowHealthWeaponPowerPercent_prefix"{s:sign}"
MODIFIER_STATE_ALL_ARMOR_DISABLED"Armors Disabled"
MODIFIER_STATE_BLINDED"被致盲"
MODIFIER_STATE_BULLET_DAMAGE_TAKEN_ALWAYS_CRITS"Crit Vulnerable"
MODIFIER_STATE_BULLET_INVULNERABLE"Bulletproof"
MODIFIER_STATE_BULLET_SHIELD_WEAKENED"Weakened Bullet Shield"
MODIFIER_STATE_BURNING"Burning"
MODIFIER_STATE_CHAINED"被禁锢"
MODIFIER_STATE_DISARMED"被缴械"
MODIFIER_STATE_DISPLAY_LIFETIME"Life Time"
MODIFIER_STATE_DRONE_ATTACHED"Drone Attached"
MODIFIER_STATE_INVULNERABLE"无敌"
MODIFIER_STATE_IS_ASLEEP"Asleep"
MODIFIER_STATE_ROOTED"被定身"
MODIFIER_STATE_SILENCED"被沉默"
MODIFIER_STATE_SLOWED"Slowed"
MODIFIER_STATE_STUNNED"被眩晕"
MODIFIER_STATE_TECH_INVULNERABLE"元灵无敌"
MODIFIER_STATE_TOXIC_BULLETS"剧毒"
MODIFIER_STATE_WEAPON_JAMMED"Weapon Jammed"
MagicAmp_label"元灵强化"
MagicAmp_postfix"%"
MagicBurstDamage_label"额外伤害"
MagicCarpetMoveSpeed_label"飞行速度加成"
MagicCarpetMoveSpeed_postfix"m/s"
MagicCarpetMoveSpeed_prefix"+"
MagicCarpetShieldDuration_label"护盾持续时间"
MagicCarpetShieldDuration_postfix"s"
MagicDamagePerBullet_label"每发子弹造成的元灵伤害"
MagicIncreasePerStack_label"每层元灵增幅"
MagicIncreasePerStack_postfix"%"
MagicIncreasePerStack_prefix"{s:sign}"
MagicResistReduction_label"元灵抗性降低量"
MagicResistReduction_postfix"%"
MagicShockDamage_label"最大生命值额外伤害"
MagicShockDamage_postfix"%"
MaxArmorStacks_label"最大子弹抗性"
MaxArmorStacks_postfix"%"
MaxBonusBulletDamage_label"最大伤害增强"
MaxBonusBulletDamage_postfix"%"
MaxBonusBulletDamage_prefix"+"
MaxBounces_label"弹跳次数"
MaxBulletResist_label"最大子弹抗性"
MaxBulletResist_postfix"%"
MaxChargeDuration_label"完整充能时间"
MaxChargeDuration_postfix"s"
MaxCharges_label"Max Charges"
MaxClipBonus_label"Max Clip Bonus"
MaxDPS_label"最高 DPS"
MaxDaggers_label"Card Count"
MaxDistance_label"最大范围"
MaxDistance_postfix"m"
MaxExplosionRadius_label"最大爆炸半径"
MaxExplosionRadius_postfix"m"
MaxFireRateIncrease_label"Max Fire Rate"
MaxFireRateIncrease_postfix"%"
MaxFireRateIncrease_prefix"+"
MaxFireRateSlowPercent_label"最大射速减缓"
MaxFireRateSlowPercent_postfix"%"
MaxHealthLossPercent_label"最大生命值"
MaxHealthLossPercent_postfix"%"
MaxHealthPercentAsDPS_label"Max Health per second"
MaxHealthPercentAsDPS_postfix"%"
MaxHealthPercentAsHealPerSecond_label"Max Health per second"
MaxHealthPercentAsHealPerSecond_postfix"%"
MaxHealthRegenPct_label"最大生命值恢复"
MaxHealthRegenPct_postfix"%"
MaxHealthRegen_label"最大生命值治疗"
MaxHealthRegen_postfix"%"
MaxHealth_label"最大生命值"
MaxHealth_prefix"{s:sign}"
MaxLifetime_label"部署时长"
MaxLifetime_postfix"s"
MaxMines_label"Max Mines"
MaxProjectiles_label"投射物数量"
MaxRadius_label"最大半径"
MaxRadius_postfix"m"
MaxRange_label"最大羁绊范围"
MaxRange_postfix"m"
MaxShots_label"Max Shots"
MaxSlowDuration_label"最大停止持续时间"
MaxSlowDuration_postfix"s"
MaxSlowPercent_label"最大减速"
MaxSlowPercent_postfix"%"
MaxSlowTime_label"最大减速累积时间"
MaxSlowTime_postfix"s"
MaxStacks_label"最大叠加次数"
MaxStunDuration_label"最大眩晕持续时间"
MaxStunDuration_postfix"s"
MaxUnitsMindControl_label"Max Units"
MediumChargeDamagePct_label"Medium Charge Dmg"
MediumChargeDamagePct_postfix"%"
MeleeAttackLength_label"Melee Range"
MeleeAttackLength_postfix"m"
MeleeBurnDPS_Label"Melee Heat Power DPS"
MeleeDamageBonusPct_label"额外伤害"
MeleeDamageBonusPct_suffix"%"
MeleeDamagePercent_label"Melee Damage Bonus"
MeleeDamagePercent_postfix"%"
MeleeDamageReductionPercent_label"Melee Armor"
MeleeDamageReductionPercent_postfix"%"
MeleeDamageReductionPercent_prefix"{s:sign}"
MeleeDamageReduction_label"Melee Armor"
MeleeDamage_label"近战伤害"
MeleeDistanceBonusPct_label"Bonus Distance"
MeleeDistanceBonusPct_suffix"%"
MeleeDistanceScale_label"近战重攻击距离"
MeleeDistanceScale_postfix"%"
MeleeEMP_label"Enemies Silenced"
MeleeLifestealPercent_label"近战吸血"
MeleeLifestealPercent_postfix"%"
MeleeLifestealPercent_prefix"{s:sign}"
MeteorDamageRadius_label"Meteor Damage Radius"
MeteorDamage_label"Meteor Damage"
MinAirTimeForStomp_label"Min Air Time for Stomp"
MinAirTimeForStomp_postfix"s"
MinBonusBulletDamage_label"最小伤害增强"
MinBonusBulletDamage_postfix"%"
MinBonusBulletDamage_prefix"+"
MinDistance_label"最小范围"
MinDistance_postfix"m"
MinDuration_label"Min Duration"
MinDuration_postfix"s"
MinExplosionDamage_label"Min Explosion Damage:"
MinExplosionDamage_postfix""
MinExplosionRadius_label"最小爆炸半径"
MinExplosionRadius_postfix"m"
MinHealthTakenPct_label"最低获得生命值"
MinHealthTakenPct_postfix"%"
MinRange_label"最小范围"
MinRange_postfix"m"
MinSlowDuration_label"最小停止持续时间"
MinSlowDuration_postfix"s"
MinStunDuration_label"最小眩晕持续时间"
MinStunDuration_postfix"s"
MindControlHealthBonus_label"Extra Health given to units"
MinimumDamage_Label"Minimum Damage"
MinimumSleepTime_label"最低沉睡时间"
MinimumSleepTime_postfix"s"
MirageDjinnsMarkMaxStacks_label"最大系数"
MirageDjinnsMarkMaxStacks_postfix"x"
MirageFireScarabsHealthSteal_label"窃取最大生命值"
MirageTeleportMoveSpeed_conditional"传送后"
MirvExplodeTime_label"Mini-Bomb Fuse"
MirvExplodeTime_postfix"s"
MirvOnExplode_label"Mini-Bombs"
MirvRadius_label"Mini-BombsRadius"
MirvRadius_postfix"m"
MisfireBuildupPercentPerShot_label"Buildup Percent Per Shot"
MisfireProcChance_label"Percent Chance enemy Misfires"
MissCooldown_label"Cooldown on miss"
MissCooldown_postfix"s"
MobileResupplyRegenMultiplier_label"Mobile Resupply Regen Multiplier"
MobileResupplyRegenMultiplier_postfix"x"
ModIconTooltip_UnlockAllTier1"在你的队伍摧毁所有敌方卫士后解锁"
ModIconTooltip_UnlockAllTier2"在你的队伍摧毁所有敌方四足机甲后解锁"
ModIconTooltip_UnlockGenerators"在你的队伍摧毁一个敌方圣坛后解锁"
ModIconTooltip_UnlockGuardians"在你的队伍摧毁一组敌方基地卫士后解锁"
ModIconTooltip_UnlockTier2"在你的队伍摧毁两个敌方四足机甲后解锁"
ModIconTooltip_UnlockTier3"Unlocked after your team destroys the enemy Patron's first form"
MoveSpeedBonusPct_label"移动速度加成"
MoveSpeedBonusPct_postfix"%"
MoveSpeedBonusPercentStart_label"Speed Bonus"
MoveSpeedBonusPercentStart_postfix"%"
MoveSpeedBonusPercentStart_prefix"+"
MoveSpeedBonus_label"移动速度"
MoveSpeedBonus_postfix"m/s"
MoveSpeedBonus_prefix"{s:sign}"
MoveSpeedDuration_label"移动速度"
MoveSpeedDuration_postfix"s"
MoveSpeedDuration_prefix"+"
MoveSpeedFriendlyBuff_label"Ally Move Speed"
MoveSpeedFriendlyBuff_postfix"m/s"
MoveSpeedFriendlyBuff_prefix""
MoveSpeedLimit_label"移动速度"
MoveSpeedLimit_postfix"m/s"
MoveSpeedMax_label"移动速度"
MoveSpeedMax_postfix"m/s"
MoveSpeedPenaltyPerStack_label"移动减速"
MoveSpeedPenaltyPerStack_postfix"%"
MoveSpeedSlowPct_label"移动减速"
MoveSpeedSlowPct_postfix"%"
MoveSpeedSlowPercent_label"移动减速"
MoveSpeedSlowPercent_postfix"%"
MoveWhileShootingSpeedPenaltyReductionPercent_label"Movement speed penalty while shooting reduction"
MovementDamagePercent_label"伤害"
MovementSlowDuration_label"减速持续时间"
MovementSlowDuration_postfix"s"
MovementSlowPct_label"移动减速"
MovementSlowPct_postfix"%"
MovementSlow_label"移动减速"
MovementSlow_postfix"%"
MovementSpeedBonusDuration_label"加速持续时间"
MovementSpeedBonusDuration_postfix"s"
MovementSpeedSlow_label"移动减速"
MovementSpeedSlow_postfix"%"
MyRosterAddHeroes"添加英雄"
MyRosterAssignedOpenTesting"开放测试"
MyRosterAssignedTesting"分配测试"
MyRosterCancelForEveryone"为队伍中的所有人取消"
MyRosterChangeHero"更换英雄"
MyRosterConfirm"确认"
MyRosterConfirmAndReadyUp"确认并就绪"
MyRosterCreateParty"创建队伍!"
MyRosterExit"退出阵容"
MyRosterExitRosterConfirm"确定要退出阵容吗?这将为整个队伍退出阵容。"
MyRosterGreatForNewPlayers"非常适合新玩家"
MyRosterLetsGo"进入队列"
MyRosterNoHeroDesc"你进入比赛时,将为你分配这其中的一名英雄。"
MyRosterNumHeroesInRoster"阵容中有 {i:num_heroes_in_roster} 名英雄"
MyRosterNumHeroesInRosterSingular"阵容中有 {i:num_heroes_in_roster} 名英雄"
MyRosterPartyHighSkillRange"你队伍的玩家技能段位差别过大。这会导致你的队伍比赛难度更高。"
MyRosterPartyMemberRoster"英雄已在阵容中:"
MyRosterPartyReadyCount"{d:party_ready_count}/{d:party_player_count} 就绪"
MyRosterReadyUp"就绪!"
MyRosterRosterDesc"要进行匹配,你需要在阵容中添加至少 3 名英雄。"
MyRosterRosterEmpty"阵容为空"
MyRosterSaveAndBack"保存并返回"
MyRosterSaveAndClose"保存并关闭"
MyRosterTitle"我的阵容"
MyRosterWaitForParty"正在等待队伍成员…"
MyRoster_PreferHeroes"<span class="highlight">Star a hero</span> to prefer them for the next match."
MyRoster_SelectHeroes"<span class="highlight">Select Heroes</span> to add or remove them from your Roster."
NPCProcChance_label"步兵触发几率"
NPCProcChance_postfix"%"
NPE_Bots_Modal_Button"知道了!"
NPE_Bots_Modal_Desc"<span class="introText">这是你的第一场人机比赛!</span><br><br>人机比赛非常适合用来熟悉英雄,但不能准确地重现 PvP 比赛的过程和团队合作。<br><br>你随时可以在觉得合适的时候离开人机比赛,加入真人匹配。"
NPE_Heroes_Modal_Button"知道了!"
NPE_Heroes_Modal_Desc"<span class="introText">看来这是你第一次玩这个游戏!</span><br><br>我们着重显示了非常适合新玩家的几名英雄。如果你不知道该从哪里开始,建议先试试其中一个。"
NPE_Heroes_Modal_Title"推荐的英雄"
NanoShadowBulletArmorReductionDuration_label"子弹抗性持续时间"
NanoShadowBulletArmorReductionDuration_postfix"s"
NanoShadowBulletArmorReductionHeavy_label"子弹抗性(重)"
NanoShadowBulletArmorReductionHeavy_prefix"-"
NanoShadowBulletArmorReductionLight_label"子弹抗性(轻)"
NanoShadowBulletArmorReductionLight_prefix"-"
NanoShadowMeleeAttackSpeedBonus_label"近战攻击速度"
NanoShadowMeleeAttackSpeedBonus_postfix"%"
NanoShadowMeleeAttackSpeedBonus_prefix"+"
NanoTechPerShot_label"元灵伤害"
NewPlayer_Finish"End Tutorial"
NewPlayer_GetStarted"Review <span class='TaskHighlight'>Get Started</span>"
NewPlayer_GetStarted_Time"4 mins"
NewPlayer_HeroSandbox"Try out your moves in <span class='TaskHighlight'>Hero Training</span>"
NewPlayer_HeroSandbox_Time"5 mins"
NewPlayer_LaneTraining"Learn the early game in <span class='TaskHighlight'>Lane Training</span>"
NewPlayer_LaneTraining_Time"8 mins"
NewPlayer_NewPlayerFlow"Learn to Play"
NewPlayer_NewPlayerFlow_Desc"To get started, check out the tasks within <span class="introText">Learn</span>."
NewPlayer_Skip"跳过教程"
NewPlayer_YouAreFinished"You're ready! Try a bot match within Practice or Play your first game!"
NonHeroAbilityLifestealTooltipOnly_label"Non-Hero Value"
NonHeroAbilityLifestealTooltipOnly_postfix"%"
NonHeroHealingFactor_label"来自非英雄的治疗"
NonHeroHealingFactor_postfix"%"
NonImbuedBonusDuration_label"非加强技能持续时间"
NonImbuedBonusDuration_postfix"%"
NonImbuedBonusDuration_prefix"{s:sign}"
NonImbuedCooldownReduction_label"非加强技能冷却时间降幅"
NonImbuedCooldownReduction_postfix"%"
NonImbuedCooldownReduction_prefix"{s:sign}"
NonImbuedTechRadiusMultiplier_label"Non-Imbued Radius"
NonImbuedTechRadiusMultiplier_postfix"%"
NonImbuedTechRadiusMultiplier_prefix"{s:sign}"
NonImbuedTechRangeMultiplier_label"非加强技能有效范围"
NonImbuedTechRangeMultiplier_postfix"%"
NonImbuedTechRangeMultiplier_prefix"{s:sign}"
NonPlayerBonusWeaponPower_conditional"对 NPC"
NonPlayerBonusWeaponPower_label"对 NPC 的武器伤害"
NonPlayerBonusWeaponPower_postfix"%"
NonPlayerBonusWeaponPower_prefix"+"
NonPlayerBulletResist_conditional"对 NPC"
NonPlayerBulletResist_label"对 NPC 的子弹抗性"
NonPlayerBulletResist_postfix"%"
NonPlayerBulletResist_prefix"+"
NormalDPS_label"Normal DPS"
NumBloodShards_label"血晶"
OK"好的"
OS_Default_Device"默认设备"
Objective_Enemy_BarrackBoss"敌方基地 Boss"
Objective_Enemy_Final"敌方守护神(已削弱)"
Objective_Enemy_ShieldGenerator"敌方圣坛"
Objective_Enemy_T1"敌方卫士"
Objective_Enemy_T2"敌方四足机甲"
Objective_Enemy_T3"敌方守护神"
Objective_Friendly_BarrackBoss"友方基地 Boss"
Objective_Friendly_Final"友方守护神(已削弱)"
Objective_Friendly_ShieldGenerator"友方圣坛"
Objective_Friendly_T1"友方卫士"
Objective_Friendly_T2"友方四足机甲"
Objective_Friendly_T3"友方守护神"
Objective_Message_MidBoss_OutOfRange"超出射程"
Objective_Message_Patron_Transforming"守护神正在变形…"
Objective_MidBoss"中央 Boss"
Objective_Team1_BarrackBoss"琥珀基地 Boss"
Objective_Team1_Final"琥珀守护神(已削弱)"
Objective_Team1_ShieldGenerator"琥珀圣坛"
Objective_Team1_T1"琥珀卫士"
Objective_Team1_T2"琥珀四足机甲"
Objective_Team1_T3"琥珀守护神"
Objective_Team2_BarrackBoss"蓝宝石基地 Boss"
Objective_Team2_Final"蓝宝石守护神(已削弱)"
Objective_Team2_ShieldGenerator"蓝宝石圣坛"
Objective_Team2_T1"蓝宝石卫士"
Objective_Team2_T2"蓝宝石四足机甲"
Objective_Team2_T3"蓝宝石守护神"
OnLandDamageRadius_label"落地半径"
OnLandDamageRadius_postfix"m"
OpenHeroSheet"打开商店"
OuterDamage_label"Damage at the edge"
OutgoingDamagePenaltyPercent_label"伤害惩罚"
OutgoingDamagePenaltyPercent_postfix"%"
OutgoingDamageReduction_label"Attack Damage"
OutgoingDamageReduction_postfix"%"
OutgoingDamageReduction_prefix"-"
OverchargePct_label"Overcharge"
OverchargePct_postfix"%"
OverdriveClipDuration_Postfix"s"
OverdriveClipDuration_label"Clip Duration"
OverflowBonusDamage_label"Bonus Spirit Damage"
OverflowBonusDamage_postfix"%"
OverflowTechPower_label"元灵力量"
PassiveFireRate_label"射速"
PassiveFireRate_postfix"%"
PassiveShieldCooldown_label"冷却时间"
PassiveShieldCooldown_postfix"s"
PathLength_label"光束长度"
PathLength_postfix"m"
PeakFireRateBonus_label"Peak Fire Rate Bonus"
PeakFireRateBonus_postfix"%"
PerfectBurstWeaponPower_label"Perfect Burst Bonus Weapon Damage"
PhantomStrikeDebuffDuration_label"缴械及减速持续时间"
PhantomStrikeDebuffDuration_postfix"s"
Ping_Low_Health"低"
PoisonDamage_label"Poison Damage"
PoisonDuration_label"持续时间"
PoisonDuration_postfix"s"
PostBounceDamage_label"Post-Bounce Damage"
PostCastDelay_postfix"s"
PostCubeBuffDuration_label"增益持续时间"
PostCubeBuffDuration_postfix"s"
PounceDebuffRadius_label"减速半径"
PounceDebuffRadius_postfix"m"
PounceFriendlyRechargeTime_label"友军充能时间"
PounceFriendlyRechargeTime_postfix"s"
PounceFriendlyTargetCD_label"友军冷却时间"
PounceFriendlyTargetCD_postfix"s"
PowerJumpChannelTime_label"In Power Jump Channel"
PowerJumpChannelTime_postfix"s"
PreBounceDamage_label"Pre-Bounce Damage"
PrepareTime_label"Prepare Time"
PrepareTime_postfix"s"
ProcBonusMagicDamageEscalation_label"不断提高的元灵伤害"
ProcBonusMagicDamageEscalation_prefix"{s:sign}"
ProcBonusMagicDamage_label"元灵伤害"
ProcBonusMagicDamage_prefix"{s:sign}"
ProcBuildupPercent_label"Proc Buildup"
ProcBuildupPercent_postfix"%"
ProcChance_label"触发几率"
ProcChance_postfix"%"
ProcCooldown_label"最大频率"
ProcCooldown_postfix"s"
ProcDamageBase_label"基础伤害"
ProcDamage_label"元灵伤害"
ProcHealth_label"生命值阈值"
ProcHealth_postfix"%"
ProjectileAmount_label"投射物数量"
ProjectileInterval_label"投射物间隔"
Projectiles_label"Projectiles"
PuddleDuration_label"黏液污渍持续时间"
PuddleDuration_postfix"s"
PuddleRadius_label"黏液污渍半径"
PuddleRadius_postfix"m"
PulseDPS_label"DPS"
PulseDamage_label"脉冲伤害"
PulseDebuffDuration_label"Enemy Slow duration"
PulseDebuffDuration_postfix"s"
PulseGrenadeDamageAmplificationPerStack_label"每层叠加的伤害增幅"
PulseGrenadeDamageAmplificationPerStack_postfix"%"
PulseGrenadeDebuffDuration_label"增幅持续时间"
PulseGrenadeDebuffDuration_postfix"s"
PulseInterval_label"脉冲间隔"
PulseInterval_postfix"s"
PulseRadius_label"脉冲半径"
PulseRadius_postfix"m"
Pulses_label"脉冲数"
PushToTalk"按下说话"
Quicksilver_conditional"使用技能之后"
Radius_label"半径"
Radius_postfix"m"
RampDuration_label"Ramp Duration"
RampDuration_postfix"s"
Range_label"范围"
Range_postfix"m"
RarityTypeDesc"%s1%s2 // s1 is the rarity, s2 is the item type"
Rarity_Common"普通"
Rarity_Rare"稀有"
Rarity_Uncommon"罕见"
RecoveryDuration_label"Recovery Time"
RecoveryDuration_postfix"s"
RecoveryDuration_prefix""
ReflectDamage_label"Bullet Reflect Damage"
ReflectDamage_postfix"%"
RegenDuration_label"恢复持续时间"
RegenDuration_postfix"s"
RegenIncomingDamageDuration_label"恢复时间"
RegenIncomingDamageDuration_postfix"s"
RegenIncomingDamagePercent_label"恢复的伤害"
RegenIncomingDamagePercent_postfix"%"
RegenWhileInvisible_label"隐身时生命恢复"
RegenWhileInvisible_prefix"+"
RegenerationDuration_label"恢复持续时间"
RegenerationDuration_postfix"s"
RegenerationRate_label"Restore Time"
RegenerationRate_postfix"s"
Regeneration_label"恢复"
Regeneration_postfix"HP/s"
ReloadBullet_label"Applying an ionizing charge automatically reloads 1 bullet"
ReloadSpeedDecrease_label"装填时间"
ReloadSpeedDecrease_postfix"%"
ReloadSpeedMultipler_label"装填时间"
ReloadSpeedMultipler_postfix"%"
ReloadSpeedMultipler_prefix"{s:sign}"
Reloaded"已装弹!"
ReportCard_AbilitiesUpgraded"升级技能"
ReportCard_AbilitiesUpgraded_Desc"按住 [{s:show_scoreboard}] 即可升级技能"
ReportCard_AbilitiesUpgraded_Progress"<span class="yourscore">{i:abilitiesUpgraded}</span> / {i:abilitiesUpgradedNextGoal}"
ReportCard_DamageTaken"Damage Taken"
ReportCard_DamageTaken_Desc"For incoming damage, less is more"
ReportCard_DamageTaken_Progress"<span class="yourscore">{i:damageTaken}</span> &lt; {i:damageTakenNextGoal}"
ReportCard_GuardianDamage"Guardian Damage"
ReportCard_GuardianDamage_Desc"Damage you’ve dealt to enemy objectives"
ReportCard_GuardianDamage_Progress"<span class="yourscore">{i:guardianDamage}</span> / {i:guardianDamageNextGoal}"
ReportCard_KillGuardian"拿下敌方卫士"
ReportCard_KillGuardian_Desc"打倒拦路者,胜利属于我!"
ReportCard_LastHits"致命一击"
ReportCard_LastHits_Desc"Achieve the last hit on <span class="highlight">Troopers</span> and <span class="highlight">Enemy Heroes</span>."
ReportCard_LastHits_Progress"<span class="yourscore">{i:lastHits}</span> / {i:lastHitsNextGoal}"
ReportCard_LastHits_Tutorial"Get <span class="yourscore">25</span> Killing Blows"
ReportCard_ModsPurchased"购买物品"
ReportCard_ModsPurchased_Desc"在商店购买一件物品"
ReportCard_ModsPurchased_Progress"<span class="yourscore">{i:modsPurchased}</span> / {i:modsPurchasedNextGoal}"
ReportCard_NetWorth"Souls Earned"
ReportCard_NetWorth_Desc"Souls gained by killing troopers and shooting orbs"
ReportCard_NetWorth_Progress"<span class="yourscore">{i:netWorth}</span> / {i:netWorthNextGoal} 个魂魄"
ReportCard_OrbsDenied"射中橙色魂魄"
ReportCard_OrbsDeniedDesc"通过射中被击杀敌人的橙色光球将其窃取"
ReportCard_OrbsDenied_Desc"Souls you've denied"
ReportCard_OrbsDenied_Progress"<span class="yourscore">{i:orbsDenied}</span> / {i:orbsDeniedNextGoal}"
ReportCard_OrbsSecured"射中绿色魂魄"
ReportCard_OrbsSecuredDesc"通过射中空中的绿色光球将其稳获"
ReportCard_OrbsSecured_Desc"Shoot <span class="yellowhighlight">Blue Souls</span> from felled enemies and <span class="redhighlight">Orange Souls</span> stolen from your opponents."
ReportCard_OrbsSecured_Progress"<span class="yourscore">{i:orbsSecured}</span> / {i:orbsSecuredNextGoal}"
ReportCard_OrbsSecured_Tutorial"Shoot <span class="yourscore">25</span> Souls"
ReportCard_PlayerDamage"Player Damage"
ReportCard_PlayerDamage_Desc"Damage you’ve dealt to enemy heroes"
ReportCard_PlayerDamage_Progress"<span class="yourscore">{i:playerDamage}</span> / {i:playerDamageNextGoal}"
ReportCard_PowerUp"提升英雄的力量"
ReportCard_PowerUp_Desc"搭乘转运滑索返回基地,花费你所有的魂魄和技能点数"
ReportCard_SoulsCollected_Desc"通过击杀敌方步兵收集 1000 个魂魄"
RespawnBonusHealthDuration_label"Respawn Bonus Health Duration"
RespawnBonusHealthDuration_postfix"s"
RespawnBonusHealth_label"Respawn Bonus Health"
RespawnDelay_label"Respawn Delay"
RespawnDelay_postfix"s"
RespawnHealthPercent_label"重生生命值"
RespawnHealthPercent_postfix"%"
RestoreDelay_label"Restore Delay"
RestoreDelay_postfix"s"
ReturnFireBulletResist_label"子弹抗性"
ReturnFireBulletResist_postfix"%"
ReturnFireBulletResist_prefix"+"
RevealDuration_label"暴露持续时间"
RevealDuration_postfix"s"
RichochetChance_label"触发几率"
RichochetChance_postfix"%"
RicochetDamagePercent_label"反弹伤害"
RicochetDamagePercent_postfix"%"
RicochetRadius_label"反弹范围"
RicochetRadius_postfix"m"
RicochetTargetsTooltipOnly_label"反弹目标数"
RocketDamage_label"Rocket Damage"
RocketsPerSecond_label"每秒火箭弹数"
RollingTime_label"滚动时间"
RollingTime_postfix"s"
RunSpeed_postfix"m/s"
SafeToAbandon_Text"现在可以安全放弃这场比赛,不会受到惩罚。"
SalvageBonus_FireRate_label"每获得一次加成的射速"
SalvageBonus_Health_label"治疗"
SalvageDuration_label"最大持续时间"
SalvageDuration_postfix"s"
SandPhantomProcCooldown_label"系数间冷却时间"
SandPhantomProcCooldown_postfix"s"
Sandbox_Tutorial_Abilities"测试你的技能"
Sandbox_Tutorial_Abilities_desc"按下 [<span class='keybind'>{s:in_ability1}</span>]、[<span class='keybind'>{s:in_ability2}</span>]、[<span class='keybind'>{s:in_ability3}</span>] 或 [<span class='keybind'>{s:in_ability4}</span>] 来试着使用你的技能。"
Sandbox_Tutorial_Completed"Sandbox Completed"
Sandbox_Tutorial_Completed_desc"Feel free to play around more. When you’re done, leave Sandbox and start Lane Training."
Sandbox_Tutorial_Controls_Attack"<span class='keybind'>{s:iv_attack}</span>"
Sandbox_Tutorial_Controls_Dash"<span class='keybind'>{s:key_innate_1}</span>"
Sandbox_Tutorial_Controls_Jump"<span class='keybind'>{s:in_mantle}</span>"
Sandbox_Tutorial_Controls_Mantle"<span class='keybind'>按住 {s:in_mantle}</span>"
Sandbox_Tutorial_Controls_Mantle_desc"攀爬<br><span class='footnote'>(爬上墙壁)</span>"
Sandbox_Tutorial_Controls_Move"<span class='keybind'>{s:key_forward}, {s:key_left}, {s:key_backwards}, {s:key_right}</span>"
Sandbox_Tutorial_Controls_Reload"<span class='keybind'>{s:key_reload}</span>"
Sandbox_Tutorial_Controls_Zoom"<span class='keybind'>{s:iv_attack2}</span>"
Sandbox_Tutorial_Controls_task_Attack"射击"
Sandbox_Tutorial_Controls_task_Dash"冲刺"
Sandbox_Tutorial_Controls_task_Jump"跳跃"
Sandbox_Tutorial_Controls_task_Move"移动"
Sandbox_Tutorial_Controls_task_Reload"装填弹药"
Sandbox_Tutorial_Controls_task_Zoom"缩放"
Sandbox_Tutorial_Mods"为你的英雄购买物品"
Sandbox_Tutorial_Mods_desc"前往商店浏览物品。尝试购买一些。"
Sandbox_Tutorial_Movement"测试控制"
Sandbox_Tutorial_Movement_desc"使用此区域来测试你的控制"
Sandbox_Tutorial_Step_1"第 1 步(共 6 步)"
Sandbox_Tutorial_Step_2"第 2 步(共 6 步)"
Sandbox_Tutorial_Step_3"第 3 步(共 6 步)"
Sandbox_Tutorial_Step_4"第 4 步(共 6 步)"
Sandbox_Tutorial_Step_5"第 5 步(共 6 步)"
Sandbox_Tutorial_Step_6"第 6 步(共 6 步)"
Sandbox_Tutorial_Unlock_Abilities"解锁你的技能"
Sandbox_Tutorial_Unlock_Abilities_desc"按住 [<span class='keybind'>{s:show_scoreboard}</span>] 即可解锁新技能。"
Sandbox_Tutorial_Upgrades"升级你的技能"
Sandbox_Tutorial_Upgrades_desc"按住 [<span class='keybind'>{s:show_scoreboard}</span>] 即可消耗技能点数来升级你的技能"
Sandbox_Tutorial_Zipline"搭乘转运滑索"
Sandbox_Tutorial_Zipline_desc"按住 <span class='keybind'>{s:in_mantle}</span> 即可上滑索。<br><br>按住 <span class='keybind'>{s:in_mantle}</span> 可跳下滑索。"
SaviorBulletShieldHealth_label"子弹护盾"
SaviorMagicShieldHealth_label"元灵护盾"
Scoreboard"计分板"
ScrapDamage_label"伤害"
SearchRadius_label"Search Radius"
SearchRadius_postfix"m"
SecondHit_label"Double Strike a random hero in range."
SelectHeroFromRoster"从你的阵容中选择要玩的英雄"
SelfDamage_label"自我伤害"
SelfModifier_label"Self Modifier"
SelfModifier_postfix"%"
SelfMovementBonus_label"Ivy Speed Bonus"
SelfMovementBonus_postfix"m/s"
SelfMovementBonus_prefix"+"
SenseRange_label"Sense Range"
ShadowDuration_label"爆炸延迟"
ShadowDuration_postfix"s"
ShareDamagePercent_label"Increased Damage Share"
ShareDamagePercent_postfix"%"
ShareWithFriendsRadius_label"友军治疗半径"
ShareWithFriendsRadius_postfix"m"
ShieldBlockPercent_label"Damage Deflected"
ShieldBlockPercent_postfix"%"
ShieldDuration_label"护盾持续时间"
ShieldDuration_postfix"s"
ShieldHealth_label"护盾生命值"
ShieldPercentage_label"Shield Max Health %"
ShieldPercentage_postfix"% 最大生命值"
ShieldedSentry_EffectsPerStack"每叠加一层"
ShiftingVeilDuration_label"持续时间"
ShiftingVeilDuration_postfix"s"
ShockBuildupDuration_label"Shock Buildup Lifetime"
ShockBuildupDuration_postfix"s"
ShockDelay_label"眩晕前延迟"
ShockDelay_postfix"s"
ShockRadius_label"半径"
ShockRadius_postfix"m"
ShootDurationForMax_label"最大伤害时间"
ShootDurationForMax_postfix"s"
ShootInterval_label"Card Interval"
ShootInterval_postfix"s"
ShortChargeDamagePct_label"Short Charge Dmg"
ShortChargeDamagePct_postfix"%"
ShotRegenTime_label"Shot Regen Time"
ShotRegenTime_postfix"s"
ShotsFired_label"Shots fired"
ShotsFired_postfix""
ShotsToProc_label"Shots Needed"
ShreddersTechAmp_label"元灵增强"
ShreddersTechAmp_postfix"%"
SilenceDuration_label"沉默持续时间"
SilenceDuration_postfix"秒"
SilenceOnHeavyDuration_label"沉默持续时间"
SilenceOnHeavyDuration_postfix"s"
SilencerSlowPercent_label"子弹减速特效"
SilencerSlowPercent_postfix"%"
SilencerSlowPercent_prefix"+"
SiphonRadius_label"Activate Radius"
SiphonRadius_postfix"m"
SlamDownRadius_label"Slam Radius"
SlamDownRadius_postfix"m"
SlashLength_label"攻击范围"
SlashLength_postfix"m"
SlashWideRadius_label"Power Stance Slash Radius"
SlashWideRadius_postfix"m"
SleepDuration_label"沉睡持续时间"
SleepDuration_postfix"s"
SleepWakeUpDelay_label"苏醒时间"
SleepWakeUpDelay_postfix"s"
SlideScale_label"滑行距离"
SlideScale_postfix"%"
SlideScale_prefix"+"
SlowAuraPercent_label"敌人移动减速"
SlowAuraPercent_postfix"%"
SlowAuraRadius_label"减速半径"
SlowAuraRadius_postfix"m"
SlowCoatingDuration_label"Slowing Coating Slow Duration"
SlowCoatingDuration_postfix""
SlowCoatingMoveSpeed_label"Slowing Coating Slow Amount"
SlowCoatingMoveSpeed_postfix"%"
SlowCoatingProcChance_label"Slowing Coating Chance"
SlowCoatingProcChance_postfix"%"
SlowDurationPerStack_label"每层减速持续时长"
SlowDurationPerStack_postfix"s"
SlowDuration_label"减速持续时间"
SlowDuration_postfix"s"
SlowFireRatePercent_label"Fire Rate Scale"
SlowFireRatePercent_postfix"%"
SlowFireRatePercent_prefix"{s:sign}"
SlowPercent_label"移动减速"
SlowPercent_postfix"%"
SlowProcChance_label"Chance to slow on hit"
SlowProcChance_postfix"%"
SlowRadius_label"减速半径"
SlowRadius_postfix"m"
SlowResistancePercent_label"移动减速抗性"
SlowResistancePercent_postfix"%"
SlowResistancePercent_prefix"{s:sign}"
SlowSilenceDuration_label"Slow / EMP Duration"
SlowSpeedLimit_label"Speed Reduced To"
SmokeDuration_label"Smoke Duration"
SmokeDuration_postfix"s"
SmokeRadius_label"Smoke Radius"
SmokeRadius_postfix"m"
SoloBotMatchActionText"选择在人机对战中使用的英雄"
SoloBotMatchPageTitle"人机对战 - 选择英雄"
SoulProjectileRadius_label"Projectile Radius"
SpawnTimePenalty_label"重生时间增加"
SpawnTimePenalty_postfix"s"
SpawnTimePenalty_prefix"+"
SpawnTroopers_label"Spawn a melee trooper for each enemy hero trapped in the cage"
SpeedBonus_label"Movement Speed Bonus"
SpeedBonus_postfix"m/s"
SpeedBoostDuration_label"加速持续时间"
SpeedBoostDuration_postfix"s"
SpeedBoostPercent_label"Speed"
SpeedBoostPercent_postfix"%"
SpeedBoostPercent_prefix"{s:sign}"
SpeedBurstSpeed_label"最大冲刺速度"
SpeedBurstSpeed_postfix"m/s"
SpeedChange_label"额外速度"
SpeedChange_postfix"%"
SpeedMax_label"移动速度"
SpeedMax_postfix"m/s"
SpellAmplificationPercent_label"元灵力量"
SpellAmplificationPercent_prefix"{s:sign}"
SpellLifestealNonHero_label"元灵吸血(非英雄)"
SpellLifestealNonHero_postfix"%"
SpellLifesteal_label"元灵吸血"
SpellLifesteal_postfix"%"
SpellShieldFlavorText_label"标签!"
SphereRadius_label"Sphere Radius"
SphereRadius_postfix"m"
SpinDuration_label"旋转持续时间"
SpinDuration_postfix"s"
SpinUpTime_label"Spin-Up Time"
SpinUpTime_postfix"s"
SpiritCount_label"Energy Spirits"
SpiritDamageReflectedPct_label"元灵伤害反射量"
SpiritDamageReflectedPct_postfix"%"
SpiritDamage_label"元灵伤害"
SpiritPowerPerSoul_label"每个魂魄获得的元灵力量"
SpiritPowerPerSoul_prefix"+"
SpiritPower_label"元灵力量"
SpiritPower_prefix"+"
SpiritShotDamage_label"Damage when shot"
SpiritShotSlowDuration_label"减速持续时间"
SpiritShotSlowPct_label"Slow Percentage"
SpiritSpinDamage_label"Damage when spinning"
SpiritStealDuration_label"Spirit Power Steal Duration"
SpiritStealDuration_postfix"s"
SpiritSteal_label"Spirit Power Steal"
SpiritStolePerHit_label"Spirit Power Stolen per Hit"
SpiritStrike_conditional"成功近战攻击后"
SpottedRadius_label"有效半径"
SpottedRadius_postfix"m"
SpreadDuration_label"Spread Duration:"
SpreadDuration_postfix"s"
SprintSpeedBonus_label"疾跑速度"
SprintSpeedBonus_postfix"m/s"
SprintSpeedBonus_prefix"+"
SprintSpeed_label"疾跑速度"
SprintSpeed_postfix"m/s"
StackDamage_label"Stack Damage"
StackDuration_label"叠加持续时间"
StackDuration_postfix"s"
StackLossFrequency_label"Resist Loss Frequency"
StackLossFrequency_postfix"s"
StackProcDamage_label"Burst Damage"
StacksPerShot_label"Stacks Per Shot"
StacksRequiredForSlow_label"减速所需系数"
StageDuration_label"持续时间"
StageDuration_postfix"s"
StalkDuration_label"Stalk Time"
StalkDuration_postfix"秒"
StaminaCooldownReduction_label"耐力恢复"
StaminaCooldownReduction_postfix"%"
StaminaCooldownReduction_prefix"+"
StaminaDamage_Label"Stamina Damage"
StaminaReduction_label"耐力降低"
StaminaRegenPenalty_postfix"%"
StaminaRegenPercent_label"耐力恢复"
StaminaRegenPercent_postfix"%"
StaminaToRemove_label"Stamina Drain"
Stamina_label"耐力"
Stamina_prefix"+"
StanceWeaponRangeScale_label"Weapon Range"
StanceWeaponRangeScale_postfix"%"
StasisRadius_label"半径"
StasisRadius_postfix"m"
StatDesc_AbilityPower"Ability Power"
StatDesc_AirJumps"Air Jumps"
StatDesc_AmmoRegen"Ammo Regen"
StatDesc_ArmorAttribute"护甲"
StatDesc_AttackPower"Attack Power"
StatDesc_BaseHealthRegen"生命值恢复"
StatDesc_BaseWeaponDamage"武器伤害"
StatDesc_BaseWeaponDamage_postfix"%"
StatDesc_BonusClips"Clips"
StatDesc_BulletArmor"护甲"
StatDesc_BulletArmorDamageReduction"子弹抗性"
StatDesc_BulletArmorDamageReduction_postfix"百分比"
StatDesc_BulletDamage"子弹伤害"
StatDesc_BulletDamagePerLevel"Bullet Damage Per Level"
StatDesc_BulletLifesteal"子弹吸血"
StatDesc_BulletLifesteal_postfix"%"
StatDesc_BulletLifesteal_prefix"{s:sign}"
StatDesc_BulletShieldHealth"子弹护盾"
StatDesc_BulletSpeed"子弹速度"
StatDesc_BulletSpeedIncrease"子弹速度增加"
StatDesc_BulletSpeedIncrease_postfix"%"
StatDesc_BulletSpeed_postfix"m/s"
StatDesc_ClipSizeBonus"弹药"
StatDesc_ClipSizeIncrease"弹匣大小增加"
StatDesc_ClipSizeIncrease_postfix"%"
StatDesc_CritDamageBonusScale"暴击伤害比例"
StatDesc_CritDamageBonusScale_postfix"%"
StatDesc_CritDamageReceivedScale"暴击降幅"
StatDesc_CritDamageReceivedScale_postfix"百分比"
StatDesc_DPS"DPS"
StatDesc_DebuffResist"减益抗性"
StatDesc_DebuffResist_postfix"%"
StatDesc_DefensePower"Defense Power"
StatDesc_EnergyMax"Energy Cells"
StatDesc_EnergyRegenTime"Energy Regen Time"
StatDesc_ExternalHealthRegen"External Health Regen"
StatDesc_FireRate"射速"
StatDesc_FireRateAttribute"射速"
StatDesc_FireRate_postfix"百分比"
StatDesc_HealingOutput"治疗增幅"
StatDesc_HealingOutput_postfix"%"
StatDesc_HealthAttribute"生命值"
StatDesc_HealthPerLevel"Health Per Level"
StatDesc_HealthRegen"生命值恢复"
StatDesc_HealthRegenPerLevel"Health Regen Per Level"
StatDesc_HeavyMeleeDamage"近战重攻击"
StatDesc_IncomingAbilityDamageReduction"Ability Armor"
StatDesc_IncomingAbilityDamageScale"Ability Damage Scale"
StatDesc_IncomingBulletDamageReduction"Bullet Damage Armor"
StatDesc_IncomingBulletDamageScale"Bullet Damage Scale"
StatDesc_IncomingDamageReduction"护甲"
StatDesc_IncomingDamageScale"Incoming Damage Scale"
StatDesc_IncomingMeleeDamageReduction"Melee Damage Armor"
StatDesc_IncomingMeleeDamageScale"Melee Damage Scale"
StatDesc_LightMeleeDamage"近战轻攻击"
StatDesc_ManaPerLevel"Energy Per Level"
StatDesc_ManaRegenPerLevel"Energy Regen Per Level"
StatDesc_MaxChargesIncrease"最大充能数提升"
StatDesc_MaxHealth"最大生命值"
StatDesc_MeleeDamage"近战伤害"
StatDesc_ProcModifier"Proc Modifier"
StatDesc_RechargeRate"Recharge Rate"
StatDesc_ReloadSpeed"装填时间减少"
StatDesc_ReloadSpeed_postfix"%"
StatDesc_ReloadSpeed_prefix"{s:sign}"
StatDesc_ReloadTime"装填时间"
StatDesc_ReloadTime_postfix"s"
StatDesc_RoundsPerSecond"射速"
StatDesc_RunAcceleration"Move Acceleration"
StatDesc_RunSpeed"移动速度"
StatDesc_RunSpeed_postfix"m/s"
StatDesc_SprintAcceleration"Sprint Acceleration"
StatDesc_SprintSpeed"疾跑速度"
StatDesc_SprintSpeed_postfix"m/s"
StatDesc_Stamina"耐力"
StatDesc_StaminaCooldown"耐力冷却"
StatDesc_StaminaCooldown_postfix"s"
StatDesc_StaminaRegenIncrease"耐力恢复"
StatDesc_StaminaRegenIncrease_postfix"%"
StatDesc_StaminaRegenIncrease_prefix"+"
StatDesc_StaminaRegenPerSecond"耐力恢复"
StatDesc_StaminaRegenPerSecond_postfix"%"
StatDesc_SuperSprintSpeed"Super Sprint Speed"
StatDesc_TechArmor"元灵护甲"
StatDesc_TechArmorDamageReduction"元灵抗性"
StatDesc_TechArmorDamageReduction_postfix"百分比"
StatDesc_TechCooldown"技能冷却"
StatDesc_TechCooldownBetweenCharges"充能冷却"
StatDesc_TechCooldownBetweenCharges_postfix"%"
StatDesc_TechCooldown_postfix"%"
StatDesc_TechDamageAttribute"元灵伤害"
StatDesc_TechDamageScale"元灵伤害"
StatDesc_TechDuration"技能持续时间"
StatDesc_TechDuration_postfix"百分比"
StatDesc_TechLifesteal"元灵吸血"
StatDesc_TechLifestealNonHero"对非英雄单位元灵吸血"
StatDesc_TechLifestealNonHero_prefix"{s:sign}"
StatDesc_TechLifesteal_postfix"%"
StatDesc_TechLifesteal_prefix"{s:sign}"
StatDesc_TechPower"元灵力量"
StatDesc_TechPowerAmp"Spirit"
StatDesc_TechRange"技能射程"
StatDesc_TechRange_postfix"%"
StatDesc_TechShieldHealth"元灵护盾"
StatDesc_Technology"Technology"
StatDesc_Toughness"Toughness"
StatDesc_WeaponDPSPerLevel"Weapon DPS Per Level"
StatDesc_WeaponPower"武器伤害"
StatDesc_WeaponPowerAmp"Bullet Damage Amp"
StatDesc_WeaponPowerAttribute"武器伤害"
StatDesc_WeaponRange"Range"
StatDesc_WeaponRangeFalloffMax_postfix"m"
StatDesc_WeaponRangeFalloffMin_postfix"m"
StatDesc_WeaponRecoilReduction"Recoil Reduction"
StatDesc_Weaponry"Weaponry"
StatDesc_ZipLineSpeed"Hyperline Speed"
StationaryRecoilReduction_label"Less Recoil While Not Moving"
StationaryRecoilReduction_postfix"%"
StationaryWeaponPower_label"Courage While Not Moving"
StationaryWeaponPower_prefix"+"
StatueActivateRange_label"激活范围"
StatueActivateRange_postfix"m"
StatueHealth_label"艾娃(正常化)"
StatueHealth_postfix"生命值"
StatueHeldRegen_label"召回艾娃恢复"
StatueLifestealNonHero_label"对非英雄单位吸血"
StatueLifestealNonHero_postfix"%"
StatueLifesteal_label"吸血"
StatueLifesteal_postfix"%"
StatueLifetime_label"自动召回时间"
StatueLifetime_postfix"s"
StatueVictimDamageReduction_label"伤害降幅"
StatueVictimDamageReduction_postfix"%"
StatusResistanceDuration_label"持续时间"
StatusResistanceDuration_postfix"s"
StatusResistancePercent_label"减益抗性"
StatusResistancePercent_postfix"%"
StealDuration_label"偷取持续时间"
StealDuration_postfix"s"
StealTechPower_label"Steal Spirit Power"
StealthDuration_label"潜行持续时间"
StealthDuration_postfix"s"
Steam_Citadel_InGame"在{%param1%}中,持续 %param0% 分钟"
Steam_Citadel_InGame_Hero"在{%param1%}中,角色为{%param2%},持续 %param0% 分钟"
Steam_Citadel_InGame_Sandbox"在沙盒模式中测试{%param2%}"
Steam_Citadel_RP_FindingMatch"寻找比赛中"
Steam_Citadel_RP_InParty"主菜单 - 队伍"
Steam_Citadel_RP_MM_CoopBot"合作人机对战"
Steam_Citadel_RP_MM_PrivateLobby"私人比赛"
Steam_Citadel_RP_MM_Ranked"比赛"
Steam_Citadel_RP_MM_Sandbox"沙盒"
Steam_Citadel_RP_MM_Tutorial"新手教程"
Steam_Citadel_RP_MM_Unranked"比赛"
Steam_Citadel_RP_MainMenu"主菜单"
Steam_Citadel_RP_Online"在线"
Steam_Citadel_Spectating"观看{%param1%},持续 %param0% 分钟"
Steam_RP_hero_akimbo"阿金驳"
Steam_RP_hero_apocalypse"Apocalypse"
Steam_RP_hero_architect"Architect"
Steam_RP_hero_assassin"Assassin"
Steam_RP_hero_astro"哈雷黛"
Steam_RP_hero_atlas"亚伯拉姆斯"
Steam_RP_hero_ballista"Ballista"
Steam_RP_hero_bebop"比波普"
Steam_RP_hero_bomber"Bomber"
Steam_RP_hero_cadence"Cadence"
Steam_RP_hero_chrono"悖论"
Steam_RP_hero_clawdril"Clawdril"
Steam_RP_hero_coldmetal"Cold Metal"
Steam_RP_hero_cowboy"Cowboy"
Steam_RP_hero_demoman"Demolitions Expert"
Steam_RP_hero_duo"Duo"
Steam_RP_hero_dynamo"奇能教授"
Steam_RP_hero_forge"麦金尼斯"
Steam_RP_hero_gadgeteer"Gadgeteer"
Steam_RP_hero_gadgetman"Gadget Man"
Steam_RP_hero_genericperson"无名氏"
Steam_RP_hero_ghost"盖斯特夫人"
Steam_RP_hero_gigawatt"老七"
Steam_RP_hero_glider"Glider"
Steam_RP_hero_gunner"Gunner"
Steam_RP_hero_gunslinger"Gunslinger"
Steam_RP_hero_haze"暗影"
Steam_RP_hero_hijack"Hijack"
Steam_RP_hero_hornet"复仇女巫"
Steam_RP_hero_inferno"炽焱"
Steam_RP_hero_kali"Kali"
Steam_RP_hero_kelvin"凯尔文"
Steam_RP_hero_krill"隧底双煞"
Steam_RP_hero_lash"神鞭"
Steam_RP_hero_mechaguy"Mecha Guy"
Steam_RP_hero_mirage"蜃景"
Steam_RP_hero_nano"卡厉可"
Steam_RP_hero_orion"灰爪"
Steam_RP_hero_phalanx"Phalanx"
Steam_RP_hero_phoenix"Phoenix"
Steam_RP_hero_revenant"Revenant"
Steam_RP_hero_rutger"Rutger"
Steam_RP_hero_sapper"Sapper"
Steam_RP_hero_shiv"西弗"
Steam_RP_hero_skymonk"Sky Monk"
Steam_RP_hero_slingshot"Slingshot"
Steam_RP_hero_slork"Fathom"
Steam_RP_hero_spade"Spade"
Steam_RP_hero_synth"提箱客"
Steam_RP_hero_targetdummy"假人靶子"
Steam_RP_hero_tempest"Tempest"
Steam_RP_hero_tengu"青藤"
Steam_RP_hero_test"测试英雄"
Steam_RP_hero_thumper"Thumper"
Steam_RP_hero_tokamak"Tokamak"
Steam_RP_hero_vampire"Vampire"
Steam_RP_hero_viscous"魔液"
Steam_RP_hero_warden"守望者"
Steam_RP_hero_wraith"灵魅"
Steam_RP_hero_wrecker"破坏王"
Steam_RP_hero_yakuza"Boss"
Steam_RP_hero_yamato"大和"
Steam_RP_hero_zealot"Zealot"
StickyClusterCount_label"Splits into"
StickyClusterCount_postfix"Sticky Grenades"
StompDamagePerMeterPrimary_label"每米伤害"
StompDamage_label"踩踏伤害"
StompRadius_label"Stomp Radius"
StompRadius_postfix"m"
StompRange_label"脉冲射程"
StompRange_postfix"m"
StompStunDuration_label"持续时间"
StompStunDuration_postfix"s"
StompWidth_label"技能宽度"
StompWidth_postfix"m"
StoredSpiritDamage_label"储存的元灵伤害"
StunDelay_label"眩晕延迟"
StunDelay_postfix"s"
StunDuration_label"眩晕持续时间"
StunDuration_postfix"s"
StunOnLand_label"眩晕持续时间"
StunOnLand_postfix"s"
StunTargetOnExplode_label"持续时间"
StunTargetOnExplode_postfix"s"
SummonCasterHealthPct_label"to Gangster Health"
SummonCasterHealthPct_postfix"% of The Boss' health"
SummonCasterHealthPct_prefix"Gangster Health"
SummonCount_label"Gangsters Summoned"
SummonDPS_label"Gangster DPS"
SummonDuration_label"召唤持续时间"
SummonDuration_postfix"s"
SummonHealth_label"Gangster Health"
SummonLifetime_label"Gangster Lifetime"
SummonLifetime_postfix"s"
SuperiorStaminaBonusSpirit_label"Spirit Power After Second Jump/Dash"
SuperiorStaminaBonusSpirit_prefix"{s:sign}"
SurgeDelay_label"延迟"
SurgeDelay_postfix"s"
SurgeOfPower_conditional"使用技能之后"
SwapTotalDamage_label"交换伤害"
SwapTotalHeal_label"Heal Over Swap Time"
SwordSlow_label"Movement Penalty"
SwordSlow_suffix"%"
TackleDurationMax_label"Max Tackle Duration"
TackleRadius_label"Tackle Radius"
TackleRadius_postfix"m"
Tag_Category_Accessory"配件"
Tag_Category_CardColor"卡牌颜色"
Tag_Category_CardSet"卡牌组"
Tag_Category_CardType"卡牌类型"
Tag_Category_GoldCost"金钱消耗"
Tag_Category_ItemType"物品类型"
Tag_Category_ManaCost"魔力消耗"
Tag_Category_Rarity"稀有度"
TargetGameplayTimeScale_label"Time Scale"
TargetGameplayTimeScale_postfix"%"
TargetPracticeDuration_label"Target Practice Duration"
TargetPracticeDuration_postfix"s"
TargetReloadSpeedPenalty_label"Target Reload Speed Penalty"
TargetReloadSpeedPenalty_postfix"%"
TargetingConeAngle_label"攻击角度"
TargetingConeAngle_postfix"º"
TargetsPerTick_label"每次射击命中目标数"
TechAmpLinger_label"Spirit Amp Duration"
TechAmpLinger_postfix"s"
TechAmpPerBullet_label"Spirit Amp Per Shot"
TechAmpPerBullet_postfix"%"
TechArmorDamageReduction_Label"元灵抗性"
TechArmorDamageReduction_postfix"%"
TechArmorDamageReduction_prefix"{s:sign}"
TechArmor_label"元灵护甲"
TechArmor_prefix"{s:sign}"
TechCleaveDamagePercent_label"分裂伤害"
TechCleaveDamagePercent_postfix"%"
TechCleaveRadius_label"分裂半径"
TechCleaveRadius_postfix"m"
TechCleaveTargetCap_label"额外目标"
TechCleaveTargetCap_postfix""
TechCooldown_postfix"%"
TechDamageAttribute_Desc"%s1 to any spirit damage bonus"
TechDamageAttribute_Desc_0"no additional spirit damage bonuses"
TechDamageBonusPercent_label"元灵伤害"
TechDamageBonusPercent_postfix"%"
TechDamageBonusPercent_prefix"{s:sign}"
TechDamagePercent_Label"伤害"
TechDamagePercent_Postfix"%"
TechDamageScale_label"元灵伤害"
TechDamageScale_postfix"%"
TechDamageScale_prefix"{s:sign}"
TechDuration_postfix"%"
TechLifestealPercent_label"元灵吸血"
TechLifestealPercent_postfix"%"
TechLifestealPercent_prefix"{s:sign}"
TechLifesteal_postfix"%"
TechPowerAmp_label"Spirit"
TechPowerAmp_postfix""
TechPowerAmp_prefix"{s:sign}"
TechPowerPerCharge_label"Spirit per Charge"
TechPower_label"元灵力量"
TechPower_prefix"{s:sign}"
TechRadiusMultiplier_label"半径"
TechRadiusMultiplier_postfix"%"
TechRadiusMultiplier_prefix"{s:sign}"
TechRangeAdditive_label"技能有效范围"
TechRangeAdditive_postfix"m"
TechRangeAdditive_prefix"{s:sign}"
TechRangeMultiplier_label"技能有效范围"
TechRangeMultiplier_postfix"%"
TechRangeMultiplier_prefix"{s:sign}"
TechRange_postfix"%"
TechReduction_label"Spirit Reduction"
TechResistDuration_label"持续时间"
TechResistDuration_postfix"s"
TechResistPerStack_label"每层元灵增幅"
TechResistPerStack_postfix"%"
TechResistPerStack_prefix"{s:sign}"
TechResistReduction_label"Target Spirit Resist"
TechResistReduction_postfix"%"
TechResistReduction_prefix""
TechResist_label"元灵抗性"
TechResist_postfix"%"
TechResist_prefix"{s:sign}"
TechShieldDamagePercent_label"Spirit Shield Damage"
TechShieldDamagePercent_postfix"%"
TechShieldDamagePercent_prefix"{s:sign}"
TechShieldDuration_label"护盾持续时间"
TechShieldDuration_postfix"s"
TechShieldHealth_label"元灵护盾生命值"
TechShieldMaxHealth_label"元灵护盾生命值"
TechShieldMaxHealth_prefix"{s:sign}"
TechShieldOnCast_label"元灵护盾"
TechShieldPerSecond_label"Spirit Shield Added"
TechShieldPerSecond_postfix"/s"
TechShieldPoints_label"元灵护盾生命值"
TeleportTime_label"Teleport Delay"
TeleportTime_postfix"s"
TeleporterBonus"额外移动速度!"
TempBulletShieldHealth_label"Temp Bullet Shield Health"
TempMaxHealth_label"Overheal Health"
TempTechShieldHealth_label"Temp Spirit Shield Health"
TemporaryBonusClipSizePercent_label"临时弹药"
TemporaryBonusClipSizePercent_postfix"%"
TemporaryBonusClipSizePercent_prefix"{s:sign}"
TemporaryBonusClipSize_label"临时弹药"
TemporaryBonusClipSize_prefix"{s:sign}"
TeslaCoilHealth_label"Tesla Coil Health"
TeslaCoilLifetime_label"Tesla Coil Lifetime"
TetherDistance_label"Connection Range"
TetherDistance_postfix"m"
TetherDuration_label"Tether Duration"
TetherDuration_postfix"s"
TetherLength_label"Tether Length"
TetherLength_postfix"m"
TetherRadius_label"Tether Radius"
TetherRadius_postfix"m"
TetherRange_label"Tether Max Range"
TetherRange_postfix"m"
TetherSharedHealPct_label"治疗复制"
TetherSharedHealPct_postfix"%"
TetheredBonusFireRate_label"Bonus Fire Rate"
TetheredBonusHealthRegen_label"Bonus Health Regen"
TetheredBonusMoveSpeedPct_label"Bonus Move Speed"
TetheredBonusMoveSpeedPct_postfix"%"
TetheredBonusMoveSpeedPct_prefix"+"
ThrowDamage_label"Throw Damage"
ThrowDistance_label"最大投掷距离"
ThrowDistance_postfix"m"
ThrowRange_label"Throw Range"
ThrowRange_postfix"m"
TickDamage_label"Damage per bomb tick"
TimeBankSpeedBonus_label"Time acceleration"
TimeBankSpeedBonus_postfix"%"
TimeBankSpeedDurationMax_label"Accelerated Duration"
TimeBankSpeedDurationMax_postfix"s"
TimeBetweenRockets_label"Time between rockets"
TimeBetweenRockets_postfix"s"
TimeBetweenShots_label"Time between shots"
TimeBetweenShots_postfix""
TimeFreeze_label"Time Freeze"
TimeFreeze_postfix"s"
TimeSaveDuration_label"Max Charge Time"
TimeSaveDuration_postfix"s"
TimeSaveSpeedPenaltyDuration_label"Time Penalty Duration"
TimeSaveSpeedPenaltyDuration_postfix"s"
TimeSaveSpeedPenalty_label"Time Penalty"
TimeSaveSpeedPenalty_postfix"%"
TimeScaleDuration_label"时间停止持续时间"
TimeScaleDuration_postfix"s"
TimeSlowPercent_label"时间变慢"
TimeSlowPercent_postfix"%"
TimeToMaxStacks_label"Time To Max Stacks"
TimeToMaxStacks_postfix"s"
TimeWallHeight_label"墙体高度"
TimeWallHeight_postfix"m"
TimeWallWidth_label"墙体宽度"
TimeWallWidth_postfix"m"
TornadoDuration_label"Tornado Lifetime"
TornadoDuration_postfix"s"
TorrentDelay_Label"Torrent Delay"
TorrentDuration_Label"Torrent Duration"
TorrentRadius_Label"Torrent Radius"
TorrentRadius_postfix"m"
TotalDamage_label"总伤害"
TotalHealthRegen_label"总生命值恢复"
TotalTetherTargets_label"连结数"
TrickShotTargetCount_label"Targets Per Shot"
TriggerDelay_label"爆炸延迟"
TriggerDelay_postfix"s"
TrooperLifetime_label"Trooper lifetime"
TrooperLifetime_postfix"s"
TroopersToSummon_label"Troopers created"
TurretAttackRange_label"攻击范围"
TurretAttackRange_postfix"m"
TurretDPS_label"炮塔 DPS"
TurretDeployTime_label"Deploy Time"
TurretDeployTime_postfix"s"
TurretFireRate_label"炮塔射速"
TurretFireRate_postfix"%"
TurretFireRate_prefix"+"
TurretHealthScaling_label"炮塔生命值"
TurretHealthScaling_postfix"%"
TurretLifetime_label"部署时长"
TurretLifetime_postfix"s"
TurretMoveSlowPercent_label"Turret Movement Slow"
TurretMoveSlowPercent_postfix"%"
UberChargeTime_label"Uber Charge Time"
UberChargeTime_postfix"s"
UberDuration_label"Uber Duration"
UberDuration_postfix"s"
UnitBonusDamagePercent_label"Damage increase percent"
UppercutBuffOnHit_label"Boost Duration"
UppercutBuffOnHit_postfix"s"
UppercutDamage_label"上勾拳伤害"
VacuumRadius_label"奇点半径"
VacuumRadius_postfix"m"
VeilCross_conditional"穿越宇宙玄幕"
VeilWalker_MoveSpeed_label"隐身移动速度"
VeilWalker_MoveSpeed_postfix"m/s"
VexBarrierBulletMaxHealth_label"子弹护盾生命值"
VexBarrierShieldDuration_label"持续时间"
VexBarrierShieldDuration_postfix"s"
VexBarrierTechMaxHealth_label"元灵护盾生命值"
VictimStackDuration_label"系数持续时间"
VictimStackDuration_postfix"s"
VisionDuration_label"Vision Duration"
VisionDuration_postfix"s"
VoidTime_label"虚空时间"
VoidTime_postfix"s"
VoltageDrainDuration_label"Draining Time"
VoltageDrainDuration_postfix"s"
VulnerabilityPerStack_label"伤害增强"
VulnerabilityPerStack_postfix"%"
VulnerabilityPerStack_prefix"+"
WallImpactRange_label"影响范围"
WallImpactRange_postfix"m"
WallStunDuration_label"持续时间"
WallStunDuration_postfix"s"
WarpStoneRange_label"传送范围"
WarpStoneRange_postfix"m"
WaveLifetime_label"投射物总持续时间"
WaveLifetime_postfix"s"
WaveStunDuration_label"Disarm/EMP Duration"
WaveStunDuration_postfix"s"
WeaponDamageBonusDuration_label"加成持续时间"
WeaponDamageBonusDuration_postfix"s"
WeaponDamageBonus_label"武器伤害"
WeaponDamageBonus_prefix"{s:sign}"
WeaponDamageDebuff_label"Weapon Damage Debuff"
WeaponDamageDebuff_postfix"%"
WeaponDamagePerHeat_Label"Courage per Heat Power"
WeaponFireRateBonus_label"射速"
WeaponFireRateBonus_postfix"%"
WeaponFireRateBonus_prefix"+"
WeaponPowerAmp_label"Courage"
WeaponPowerAmp_prefix"{s:sign}"
WeaponPowerAttribute_Desc"%s1 to any weapon damage bonus"
WeaponPowerAttribute_Desc_0"no additional weapon damage bonuses"
WeaponPowerBonusDuration_label"Bonus Courage Duration"
WeaponPowerBonus_label"Bonus Courage"
WeaponPowerDebuff_label"武器伤害"
WeaponPowerDebuff_postfix"%"
WeaponPowerDrained_label"Courage Drained"
WeaponPowerGainPercent_label"Courage Transferred"
WeaponPowerGainPercent_postfix"%"
WeaponPowerPerAssist_label"Courage per Assist"
WeaponPowerPerDeath_label"Courage per Death"
WeaponPowerPerEnemy_label"Courage per Enemy"
WeaponPowerPerEnemy_prefix"+"
WeaponPowerPerKill_label"每击杀一次获得的武器伤害"
WeaponPowerPerKill_postfix"%"
WeaponPowerPerKill_prefix"+"
WeaponPowerPerStack_label"每叠加一层的武器伤害"
WeaponPowerPerStack_postfix"%"
WeaponPowerPerStack_prefix"{s:sign}"
WeaponPowerScalingTooltip_label"Courage Bonus Damage"
WeaponPowerScalingTooltip_postfix"%"
WeaponPowerWhileActivated_label"Courage"
WeaponPowerWhileActivated_prefix"{s:sign}"
WeaponPower_label"武器伤害"
WeaponPower_postfix"%"
WeaponPower_prefix"{s:sign}"
WeaponRange_label"武器射程"
WeaponRange_postfix"m"
WeaponRecoilReduction_label"Recoil Reduction"
WeaponRecoilReduction_postfix"%"
WhirlwindDuration_label"子弹闪避持续时间"
WhirlwindDuration_postfix"s"
WhirlwindEvasionChance_label"子弹闪避几率"
WhirlwindEvasionChance_postfix"%"
WindUpTime_label"Windup Time"
WindUpTime_postfix"s"
WitheringWhipDisarmDuration_label"持续时间"
WitheringWhipDisarmDuration_postfix"s"
WreckingBallDamage_label"伤害"
WreckingBallPickupTime_label"制造时间"
WreckingBallPickupTime_postfix"s"
ZipLineArrowLifetime_label"Arrow Flight Time"
ZipLineArrowLifetime_postfix""
ZipLineSpeedPercent_label"滑索速度"
ZipLineSpeedPercent_postfix"%"
ZipLineSpeedPercent_prefix"{s:sign}"
ZiplineJumpBonusDuration_label"Jump Off Duration"
ZiplineJumpBonusDuration_postfix"s"
ZiplineJumpBonusMoveSpeed_label"Jump Off Speed Bonus"
ZiplineJumpBonusMoveSpeed_postfix"m/s"
_back_"{s:param_1},撤回!"
_missing_"{s:param_1}消失"
ability_abort_cast"中止"
ability_afterburn"残焰"
ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot"来自残焰的炙烤"
ability_afterburn_desc"你的子弹会逐渐积累,<span style="font-weight: bold;">对敌人施加燃烧效果</span>。炽焱的子弹和技能会<span style="font-weight: bold;">刷新</span>燃烧效果的持续时间。"
ability_afterburn_quip"射击敌人,让他们燃烧起来"
ability_afterburn_t1_desc"受害者造成的元灵伤害 <span style="font-weight: bold;">-30%</span> 。"
ability_ammo_pouch"Bandolier"
ability_ammo_pouch_desc"Large increase to Heavy's ammo"
ability_astro_rifle"Marksman"
ability_astro_rifle_desc"Equip a Rifle that deals spirit damage to hit Heroes and gives {s:hero_name} a stacking damage bonus against them."
ability_astro_rifle_desc_debuff"Damage Vulnerbility"
ability_astro_rifle_quip"Precision Shots that escalate damage"
ability_astro_rifle_t1_desc"Applies a <span class="highlight">{s:SlowPercent}% slow</span> on hit. Lasts {s:SlowDurationPerStack}s per stack"
ability_astro_rifle_t3_desc"<span class="highlight">+{s:Damage}</span> Damage with improved scaling"
ability_astro_shotgun_toggle"Force of Nature"
ability_astro_shotgun_toggle_desc"Use to toggle between your pistol and shotgun. The shotgun so powerful it forces {s:hero_name} to move the opposite direction of the shot while airborn. [{s:iv_attack}] shoots forward and [{s:iv_attack2}] shoots behind you with a slight delay. The shotgun uses special bullets that does not benefit from ammo mods. <br><br>Lassoed units do not take damage when shooting backwards."
ability_astro_shotgun_toggle_t1_desc"+{s:CloseRangeBonusWeaponPower} Close Range Weapon Power"
ability_blood_bomb"精华炸弹"
ability_blood_bomb_desc"<span style="font-weight: bold;">牺牲部分生命</span>以发射一枚在短暂布置时间后<span style="font-weight: bold;">造成伤害</span>的炸弹。<br>自伤类型为元灵,可以减免。"
ability_blood_bomb_quip"牺牲部分生命以发射具有杀伤力的炸弹"
ability_blood_bomb_t3_desc"炸弹会在地面留下有毒范围,造成原伤害量 <span style="font-weight: bold;">26%</span> 的<span style="font-weight: bold;">伤害</span>,持续 <span style="font-weight: bold;">6s</span>。"
ability_blood_shards"恶念"
ability_blood_shards/modifier_blood_shard_debuff"恶念"
ability_blood_shards_desc"<span style="font-weight: bold;">牺牲自己的部分生命</span> 发射会施加一层恶念的血晶。每层恶念会将目标<span style="font-weight: bold;">减速</span> 并<span style="font-weight: bold;">增加你对其造成的伤害</span>。减速效果随时间衰退。"
ability_blood_shards_quip"对敌人叠加伤害增强"
ability_blood_shards_t2_desc"+40 生命转换伤害"
ability_blood_shards_t3_desc"+6 血晶数量"
ability_bounce_pad"弹跳垫"
ability_bounce_pad/speed_on_land"移动速度"
ability_bounce_pad_desc"放置一个弹跳垫,它会<span style="font-weight: bold;">将你和其他英雄弹飞</span>。你在落地时会重重踩下去,<span style="font-weight: bold;">对附近的敌人造成伤害</span>。"
ability_bounce_pad_quip"让自己和其他人高飞"
ability_bounce_pad_t1_desc"你和友军在着陆时获得 +4m/s 的移动速度加成,持续 4s。"
ability_bounce_pad_t2_desc"<span style="font-weight: bold;">+100</span> 踩踏伤害,并提升增长率"
ability_bounce_pad_t3_desc"<span style="font-weight: bold;">踩踏时 +1.25s 眩晕</span>"
ability_bullet_flurry"子弹之舞"
ability_bullet_flurry_quip"向四周爆发一阵弹雨"
ability_burrow"钻地"
ability_burrow_cancel_channel"现身"
ability_burrow_desc"钻入地下,<span style="font-weight: bold;">移动速度提高</span>,并获得<span style="font-weight: bold;">元灵和子弹护甲</span>。来自敌方英雄的伤害会降低速度加成。跳出地面时,将敌人击向半空,并以旋转攻击<span style="font-weight: bold;">造成伤害并减速</span>。钻地结束后开始冷却。"
ability_burrow_quip"钻入地下行动,现身时造成旋转伤害"
ability_burrow_t1_desc"钻地时间 <span style="font-weight: bold;">+3s</span>"
ability_burrow_t2_desc"<span style="font-weight: bold;">+140</span> 旋转 DPS,+2 半径"
ability_burrow_t3_desc"<span style="font-weight: bold;">-19.0s</span> 冷却,<span style="font-weight: bold;">+2m/s</span> 移动速度"
ability_cancel_channel"结束施法"
ability_capture_zip_line"Capture Hyperline"
ability_carpetbomb_drone"Street Cleaner"
ability_carpetbomb_drone_desc"Summon a drone that drops bombs as it flies. The Drone moves towards the <span class="highlight">aimed direction</span>. Drone explodes in to a cluster of bombs when it expires"
ability_carpetbomb_drone_t1_desc"Drone Life Time <span class="highlight">+{s:DroneLifeTime}s</span>"
ability_carpetbomb_drone_t2_desc"Ability Cooldown <span class="highlight">{s:AbilityCooldown}s</span> and Drone Health <span class="highlight">+{s:DroneHealth}</span>"
ability_carpetbomb_drone_t3_desc"Bomb drop interval <span class="highlight">{s:AttackRate}s</span> and Drone speed <span class="highlight">+{s:DroneSpeed}</span>"
ability_charged_shot"蓄力射击"
ability_charged_shot_desc"<span style="font-weight: bold;">蓄力射出一支高伤害箭矢</span> ,可穿透敌人。按住 1 或 {{Mouse|1}} 键以蓄力。"
ability_charged_shot_quip"蓄力射出远击一箭"
ability_charged_shot_t2_desc"<span style="font-weight: bold;">+UNKNOWN[Damage] 伤害</span>"
ability_charged_shot_t3_desc"<span style="font-weight: bold;">改善伤害增长率</span>及<span style="font-weight: bold;">-3s</span> 充能延迟"
ability_death_tax"Death Tax"
ability_death_tax_desc"Enemies injured by Lady Geist are marked with Death Tax. Whenever a marked enemy dies, {s:hero_name} gains health."
ability_death_tax_t1_desc"Reduce one of your Cooldowns by <span class="highlight">{s:CooldownReductionOnKill}s</span> when a marked enemy dies"
ability_death_tax_t3_desc"Increase Spirit Power by <span class="highlight">{s:TechPowerAmpBonus}</span> for <span class="highlight">{s:TechPowerAmpBonusDuration}s</span> when a marked enemy dies. Stacks up to <span class="highlight">{s:TechPowerAmpBonusMaxStacks}</span> times."
ability_explosive_barrel"火药桶"
ability_explosive_barrel_desc"放置一个火药桶,当被<span style="font-weight: bold;">射击</span>时爆炸,或者通过<span style="font-weight: bold;">近战攻击</span>或<span style="font-weight: bold;">弹跳垫</span>发射后落地时爆炸。爆炸前有最短启动时间。"
ability_explosive_barrel_quip"投掷一个被击中即会爆炸的火药桶"
ability_explosive_barrel_t3_desc"-9.5 冷却时间<br>无布置时间"
ability_explosive_trap"Remote Bomb"
ability_explosive_trap_desc"A bomb that launches everything it hits <span class="highlight">up in the air</span>. Manually detonate by pressing <span class="highlight">[1]</span> after arming. Useful for <span class="highlight">mobility</span>."
ability_explosive_trap_t1_desc"ArmTime decreased by <span class="highlight">{s:ArmTime}</span> and Blast Force <span class="highlight">+{s:Force}</span>"
ability_explosive_trap_t3_desc"Bomb throw range <span class="highlight">+{s:ProjectileSpeedBonus}%</span> and damage <span class="highlight">+{s:Damage}</span>"
ability_fire_bomb"震荡燃烧"
ability_fire_bomb/modifier_progressbar"Harnessing Power"
ability_fire_bomb_desc"让你变成一个活生生的炸弹,在短暂的延迟后爆炸,<span style="font-weight: bold;">眩晕范围内的所有敌人</span>。"
ability_fire_bomb_quip"短暂延迟后眩晕附近的敌人"
ability_fire_bomb_t2_desc"<span style="font-weight: bold;">+0.5s</span> 眩晕持续时间 <span style="font-weight: bold;">+4m</span> 半径"
ability_fire_bomb_t3_desc"+115 伤害</span> 并对击中的英雄施加 <span style="font-weight: bold;">100% 吸血</span>"
ability_flame_dash"烈焰冲刺"
ability_flame_dash_cancel_trigger"Cancel Flame Dash"
ability_flame_dash_desc"以<span style="font-weight: bold;">高速</span>向前移动,留下的火焰轨迹会<span style="font-weight: bold;">燃烧敌人</span>。持续期间,炽焱获得 50% 减速抗性。<br>按住 {{Mouse|1}} 以更快地冲刺。"
ability_flame_dash_quip"浑身燃烧并向前冲刺,留下一条火焰轨迹"
ability_flame_dash_t1_desc"<span style="font-weight: bold;">+30% 射速减缓</span>,持续 6s"
ability_flying_nimbus"Flying Nimbus"
ability_golden_idol"Drop Soul Urn"
ability_gravity_lasso"元灵套索"
ability_gravity_lasso/modifier_citadel_gravity_lasso_enemy"元灵套索"
ability_gravity_lasso/modifier_citadel_gravity_lasso_self"元灵套索"
ability_gravity_lasso_desc"用套索<span style="font-weight: bold;">抓住一个敌人</span>并将其拖到身后。<span style="font-weight: bold;">敌人被眩晕</span>,而 Astro 在使用套索过程中会轻微减速。<br><br>第一次使用弹跳垫时,套索持续时间暂停 2s。"
ability_gravity_lasso_quip"抓住一个敌人并将其拖到身后"
ability_gravity_lasso_t3_desc"可以额外套住目标区域内的另一个敌人"
ability_guided_arrow"遥控夜枭"
ability_guided_arrow_desc"1.5s 施法后,<span style="font-weight: bold;">射出一只由你控制的猫头鹰</span>,会在触碰敌人的时候爆炸,对敌人<span style="font-weight: bold;">造成伤害并将其眩晕</span>。按住 {{Mouse|1}} 使猫头鹰加速飞行。<br>按下 Space 以取消控制。遥控夜枭每杀死一名敌人,你都能获得<span style="font-weight: bold;">永久元灵力量</span>。"
ability_guided_arrow_quip"操纵猫头鹰,从远处对敌人造成伤害"
ability_guided_arrow_t3_desc"命中后,击杀生命值低于 <span style="font-weight: bold;">22%</span> 的敌人"
ability_hat_trick"帽子戏法"
ability_hat_trick_desc"抛出她的<span style="font-weight: bold;">帽子</span>攻击敌人,让敌人<span style="font-weight: bold;">减速</span>并<span style="font-weight: bold;">暴露</span>其在墙壁后的位置。"
ability_hat_trick_quip"抛出她的帽子,攻击敌人并暴露其位置"
ability_head_stomp"Head Stomp"
ability_head_stomp_desc"{s:hero_name} has more movement control while airborne and gains the ability to bounce off enemy heads after getting enough Air Speed. Head Stomping an enemy will stun them."
ability_heal_drone"Medic Drone"
ability_heal_drone_desc"Deploy a medic drone which slowly heals you and a nearby teammate."nReplaces any other drone."
ability_health_swap"灵魂互换"
ability_health_swap/modifier_health_swap_debuff"Health Swap"
ability_health_swap_desc"与一名敌方英雄<span style="font-weight: bold;">互换生命值</span>。交换生命后,敌方英雄有最低生命百分比限度;而基于目标当前生命值,你所获得的生命值也有最低限度。"
ability_health_swap_quip"与一名敌方英雄互换当前生命"
ability_health_swap_t3_desc"施放后,<span style="font-weight: bold;">+40%</span> 射速及 <span style="font-weight: bold;">+40%</span> 元灵抗性,持续 8s。"
ability_heavy_drone"Utility Drone"
ability_heavy_drone_desc"Creates a helper drone that can be toggled between providing Healing, Speed or Rockets. Drones take a short time to activate after being switched."
ability_heavy_rage"Heavy Rage"
ability_heavy_rage_desc"Passive - Increases Heavy's gun damage by <span class="highlight">{s:DamageMultiplierPercent}%</span> each time it hits an enemy, up to <span class="highlight">{s:StacksPerEntity} stacks</span> per enemy Hero and NPCs"
ability_heavy_rage_t1_desc"Max stacks per enemy Hero or NPCs <span class="highlight">+{s:StacksPerEntity}</span>"
ability_heavy_rage_t3_desc"Gain <span class="highlight">{s:StacksOnTakeDamage} stacks </span> when an <span class="highlight">enemy damages Heavy</span>"
ability_hijack_richochet_projectile"Ricochet Dagger"
ability_hijack_richochet_projectile_desc"Throws a dagger which bounces off walls and launches towards nearby enemies. Pierces and deals damage to any enemy units it hits. Damage increases after first bounce off wall."
ability_hijack_richochet_projectile_t3_desc"<span class="highlight">+{s:PreBounceDamage}</span> Pre-Bounce Damage. <span class="highlight">+{s:PostBounceDamage}</span> Post-Bounce Damage."
ability_ice_dome"冰冻庇护"
ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff"冰冻庇护"
ability_ice_dome/modifier_ice_dome/modifier_debuff"冰冻庇护"
ability_ice_dome_desc"凯尔文冻结周围的空气,在自己周围形成一个<span style="font-weight: bold;">无法穿透的罩子</span>。罩子中的友军可以快速<span style="font-weight: bold;">恢复生命值</span>,而罩子中的敌人则会<span style="font-weight: bold;">减速</span>。<br>冰冻庇护下的目标变得无敌并被冻结。"
ability_ice_dome_quip"形成一个无法穿透的治疗罩"
ability_ice_dome_t1_desc"<span style="font-weight: bold;">+40%</span> 射速减缓"
ability_ice_dome_t3_desc"<span style="font-weight: bold;">+70</span> 生命恢复,现在此值会随元灵力量变化而变化。"
ability_ice_grenade"冰霜手雷"
ability_ice_grenade/kelvin_ice_grenade_slow"冰霜手雷减速"
ability_ice_grenade_desc"扔出一枚手雷,在冰晶云雾中爆炸,对敌人造成<span style="font-weight: bold;">伤害</span>并<span style="font-weight: bold;">减速</span>。"
ability_ice_grenade_quip"对敌人造成伤害并减速"
ability_ice_grenade_t2_desc"冰霜手雷现在会对友方目标<span style="font-weight: bold;">治疗 145 生命值</span>。随元灵力量变化而变化。"
ability_icebeam"极寒光束"
ability_icebeam/modifier_buildup"冻结"
ability_icebeam/modifier_slow"极寒光束减速效果"
ability_icebeam_desc"向你前方射出冰冷的冻结能量,<span style="font-weight: bold;">对目标造成伤害</span>。此外,对敌人施加光束的时间越长,<span style="font-weight: bold;">对其造成的移动减速和射速减缓效果就越强</span>。你在使用极寒光束期间,移动速度会降低。光束还可以收取魂魄。"
ability_icebeam_quip"施加不断提高的减速效果"
ability_icebeam_t3_desc"向上次命中目标 13m 内的敌人额外射出 <span style="font-weight: bold;">2 道极寒光束</span>。"
ability_icepath"冰封路径"
ability_icepath/modifier_icepath"冰封路径"
ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff"冰封路径"
ability_icepath_desc"凯尔文将构筑一条冰封的<span style="font-weight: bold;">漂浮小道</span>,给自己和友军提供移动加成。在技能持续期间,凯文获得 60% 减速抗性。敌人也可以在漂浮小道上行走。<br>在冰封路径上时,按下 Shift / Ctrl 可上下移动。"
ability_icepath_quip"在漂浮的冰封路径上快速移动"
ability_icepath_t3_desc"使用期间,每创建一米冰封路径可获得 +1 元灵力量。最多 55 元灵力量。"
ability_immobilize_trap"定身陷阱"
ability_immobilize_trap/trap_debuff"元灵护甲降低"
ability_immobilize_trap_desc"<span style="font-weight: bold;">扔出一个自行布置的陷阱</span> 。布置完成后,敌人进入陷阱后会将其触发,被<span style="font-weight: bold;">定身</span>并<span style="font-weight: bold;">减速</span>。"
ability_immobilize_trap_quip"放置一个能使敌人定身的陷阱"
ability_immobilize_trap_t3_desc"灰爪对落入定身陷阱的敌人造成 <span style="font-weight: bold;">+30%</span> 更多子弹伤害,持续 <span style="font-weight: bold;">10s</span>。"
ability_incendiary_projectile"催化剂"
ability_incendiary_projectile_desc"喷射凝固汽油弹,<span style="font-weight: bold;">减缓敌人的移动</span>并且<span style="font-weight: bold;">增强炽焱对敌人造成的伤害</span>。"
ability_incendiary_projectile_quip"喷射凝固汽油弹,增强你的伤害输出"
ability_incendiary_projectile_t2_desc"炽焱对受害者进行<span style="font-weight: bold;"> 15% 的吸血</span>。"
ability_incendiary_projectile_t3_desc"<span style="font-weight: bold;">+20%</span> 伤害增强和 <span style="font-weight: bold;">-40%</span> 治疗/恢复"
ability_intimidate"蔑视"
ability_intimidate_desc"对附近的敌人造成<span style="font-weight: bold;">伤害</span>并基于造成的伤害<span style="font-weight: bold;">治疗自己</span>。对敌方英雄使用时治疗效果更强。"
ability_intimidate_quip"对附近的敌人造成伤害,每次击中敌人都可以治疗自己"
ability_intimidate_t3_desc"对敌人施加一个减益效果,让隧底双煞对其的伤害 <span style="font-weight: bold;">+15%。可叠加,持续 16s。"
ability_kali_dust_storm"Dust Storm"
ability_kali_dust_storm_desc"Send out a tornado that <span class="highlight">damages enemies</span> it touches, as well as applying a lingering <span class="highlight">movement and fire rate slow</span>."
ability_kali_dust_storm_quip"Send out a tornado that slows enemies"
ability_kali_dust_storm_t3_desc"<span class="highlight">{s:AbilityCooldown} Cooldown</span> and <span class="highlight">+{s:AbilityDuration}s Duration</span>"
ability_kali_tornado_blade"Whirling Blade"
ability_kali_tornado_blade_desc"Throw a blade that deals damage to everything around it. <span class="highlight">Press the skill's Ability key</span> to <span class="highlight">stop</span> Whirling Blade in place and to <span class="highlight">expand its size</span>. Deals additional damage on expansion."
ability_kali_trappers_bolo"Trapper's Delight"
ability_kali_trappers_bolo_desc"Throw a bolo that bounces between enemy heroes before returning to you. Victims will <span class="highlight">slow down over {s:DebuffDelay}s</span> and then become <span class="highlight">immobilized for {s:ImmobilizeDuration}s</span>. Bounces once per hero."
ability_kali_trappers_bolo_quip"Immobilize nearby enemies"
ability_kali_trappers_bolo_t1_desc"Enemies hit by the bolo give <span class="highlight">{s:ReverseLifeLeech}% Lifesteal</span> for <span class="highlight">{s:ReverseLifeLeechDuration}s</span>"
ability_kali_trappers_bolo_t3_desc"<span class="highlight">Stun</span> enemies that are immobilized"
ability_lash_flog"鞭笞"
ability_lash_flog/modifier_lash_flog_debuff"鞭笞"
ability_lash_flog_desc"用你的鞭子击打敌人,从敌人身上<span style="font-weight: bold;">吸血</span>。"
ability_lash_flog_quip"从你前方的目标身上吸血"
ability_lash_flog_t1_desc"施加 <span style="font-weight: bold;">35%</span> 移动减速,持续 3s"
ability_lash_flog_t3_desc"+105 伤害并施加 35% 射速减缓"
ability_life_drain"生命汲取"
ability_life_drain/modifier_life_drain"生命汲取"
ability_life_drain/modifier_life_drain_caster"生命汲取"
ability_life_drain_cancel_trigger"Cancel Life Drain"
ability_life_drain_desc"创造一个<span style="font-weight: bold;">持续汲取敌人生命</span>并<span style="font-weight: bold;">治疗自己</span>的羁绊。只有在视线范围内且在技能最大射程内的目标才会被汲取。汲取期间可以开枪及使用其他技能,但你的移动速度将会减半。<br><span style="font-weight: bold;">[副施放]可给予友方英雄生命值。</span><br><span style="font-weight: bold;">按 2 键</span>取消。"
ability_life_drain_quip"持续偷取敌人的生命值"
ability_life_drain_t3_desc"敌人被汲取生命时也会被<span style="font-weight: bold;">沉默</span>(需要在视线内)"
ability_melee_archer"近战"
ability_melee_astro"近战"
ability_melee_digger"近战"
ability_melee_ghost"近战"
ability_melee_haze"近战"
ability_melee_heavy"近战"
ability_melee_inferno"近战"
ability_melee_kelvin"近战"
ability_melee_lash"近战"
ability_melee_nano"近战"
ability_melee_viscous"近战"
ability_melee_wrecker"近战"
ability_melee_yamato"近战"
ability_melee_zealot"近战"
ability_mirv_grenade_buff"Mad Bomber"
ability_mirv_grenade_buff_desc"Tempoarily turns {s:hero_name}'s primary weapon attack to explode in to a cluster of bombs."
ability_mirv_grenade_buff_t1"Mad Bomber"
ability_mirv_grenade_buff_t1_desc"Adds +{s:Grenades} bomb per cluster and +{s:AbilityDuration}s duration"
ability_mirv_grenade_buff_t2"Potency"
ability_mirv_grenade_buff_t2_desc"+{s:BlastDamage} damage per grenade and +{s:AbilityDuration}s duration"
ability_mirv_grenade_buff_t3"Carpet Bombing"
ability_mirv_grenade_buff_t3_desc"Infinite Shots while Mad Bomber is active"
ability_nano_pounce"迅猛突袭"
ability_nano_pounce_desc"<span style="font-weight: bold;">跳向</span>目标,造成<span style="font-weight: bold;">近战轻攻击伤害</span>并对附近的敌人施加<span style="font-weight: bold;">减速</span>效果。<br>如果在 <span style="font-weight: bold;">3s </span>内使用,你还可以<span style="font-weight: bold;">扑向第二个目标</span>。"
ability_nano_pounce_quip"跳向你的敌人"
ability_nano_pounce_t1_desc"<span style="font-weight: bold;">+1s</span> 减速持续时间"
ability_nano_pounce_t2_desc"装填最多 <span style="font-weight: bold;">20%</span> 的弹药,并施加 <span style="font-weight: bold;">+30%</span> 射速减缓。"
ability_nano_pounce_t3_desc"<span style="font-weight: bold;">+60</span> 伤害及 <span style="font-weight: bold;">+1</span> 技能充能数。"
ability_nano_proximity_ritual"艾娃"
ability_nano_proximity_ritual_desc"部署<span style="font-weight: bold;">艾娃</span>,<span style="font-weight: bold;">使其专注于</span>一名附近的敌人。目标敌人的治疗会减少,并且在受伤时会<span style="font-weight: bold;">为艾娃和卡厉可提供治疗</span>。<span style="font-weight: bold;">艾娃只有在卡厉可附近时才会激活</span>。<br>按下<span style="font-weight: bold;"> [3] </span>召回艾娃。<br>按下<span style="font-weight: bold;">[副施放]</span>召回并传送到艾娃的位置。<br>距离艾娃越远,召回/传送时间越长。艾娃在召回期间会恢复生命值。"
ability_nano_proximity_ritual_quip"部署同伴以攻击敌人"
ability_nano_proximity_ritual_t1_desc"<span style="font-weight: bold;">+UNKNOWN[StatueLifesteal]%</span> 吸血"
ability_nano_proximity_ritual_t2_desc"<span style="font-weight: bold;">+40</span> DPS,且受害者对卡厉可造成的伤害减少 <span style="font-weight: bold;">UNKNOWN[StatueVictimDamageReduction]%</span>。"
ability_nano_proximity_ritual_t3_desc"伤害增强 <span style="font-weight: bold;">+35%</span> 且受害者治疗减少 -30% 。"
ability_nano_proximity_ritual_trigger"召回艾娃"
ability_nano_shadow_step"幽影瞬步"
ability_nano_shadow_step_desc"将自己笼罩在阴影中,增强你的攻击并使你的冲刺进入<span style="font-weight: bold;">隐身</span>状态。使用<span style="font-weight: bold;">近战伤害</span>击中敌人时会降低他们的子弹抗性(可叠加)。"
ability_nano_shadow_step_t2_desc"激活时 <span style="font-weight: bold;">+40%</span> 减速抗性"
ability_nano_shadow_step_t3_desc"近战重攻击会造成<span style="font-weight: bold;">沉默</span>,持续 3s。"
ability_overcharge"Energy Surge"
ability_overcharge_desc"Temporarily boosts the effect of Heavy's current drone and increases his fire rate."
ability_perched_predator"塞赫麦特之灵"
ability_perched_predator_desc"派出一只前进的灵猫,它会抓住自己路上的目标。抓到英雄后,会在不久后引发爆炸。<br>按 1 手动引发爆炸。"
ability_power_jump"箭雨"
ability_power_jump/modifier_air_raid/modifier_slow_base"被减速"
ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base"减速弹"
ability_power_jump_desc"跃至高空,可以缓速滑翔。在空中时,获得<span style="font-weight: bold;">武器伤害</span>以及<span style="font-weight: bold;">多重射击</span>。<br>自动施放会减少跳跃高度。<br>按下 Space 以取消滑翔。"
ability_power_jump_quip"跃至高空并射出多重箭矢"
ability_power_jump_t2_desc"在空中时,<span style="font-weight: bold;">+5</span> 武器伤害且武器伤害施加 <span style="font-weight: bold;">40%</span> 移动减速,持续 1.5s。"
ability_power_jump_t3_desc"在空中时,<span style="font-weight: bold;">+50%</span> 子弹吸血并 <span style="font-weight: bold;">+50%</span> 元灵吸血。"
ability_power_surge"澎湃电力"
ability_power_surge_desc"为你的武器加上电击效果,使<span style="font-weight: bold;">你的子弹对目标造成电击伤害</span>。此电击伤害会<span style="font-weight: bold;">弹射到目标附近的敌人身上</span>。每次爆发性射击时发生一次。"
ability_power_surge_quip"你的射击会创造出电弧"
ability_power_surge_t1_desc"电击伤害施加 -15% 元灵抗性,持续 8s"
ability_power_surge_t3_desc"+12 电击伤害,随元灵力量增强的幅度加大,并 +3 最大跳跃次数"
ability_propulsion_gel"Propulsion Gel"
ability_propulsion_gel_desc"Fire a wave of propulsion gel that grants <span class="highlight">increased movement speed</span> for allies. Unit's hit by the gel wave will be covered by gel and leave a trail behind them"
ability_propulsion_gel_t1_desc"Gel reduces zoomed and shooting move speed penalty by <span class="highlight">{s:ShootingSpeedPenaltyReduction}%</span> to friendly units"
ability_propulsion_gel_t2_desc"Gel travel distance <span class="highlight">+{s:AbilityCastRange}m</span>"
ability_propulsion_gel_t3_desc"Move speed bonus <span class="highlight">+{s:MoveSpeedFriendlyBuff}</span>"
ability_rocket_drone"Heavy Drone"
ability_rocket_drone_desc"Deploy a drone which shoots <span class="highlight">homing rockets</span> at enemies at close range that <span class="highlight">slows</span> enemies."
ability_rocket_drone_t1_desc"The Drone adds <span class="highlight">{s:ClipReloadPercentagePerSecond}% of max clip per second</span> to Heavy's gun"
ability_rocket_drone_t2_desc"The Drone applies health regen to Heavy and a nearby target for <span class="highlight">{s:DroneHealthRegen} health per second </span>."
ability_rocket_drone_t3_desc"Maximum rockets per second <span class="highlight">+{s:RocketsPerSecond}</span>"
ability_scrap_blast"生物爆破"
ability_scrap_blast/modifier_scrap_blast_debuff"被减速"
ability_scrap_blast_desc"发射出一股灰飞烟灭后的残骸,对敌人造成<span style="font-weight: bold;">伤害</span>并使其<span style="font-weight: bold;">减速</span>。多次命中会增加减速效果。"
ability_scrap_blast_quip"发射一股生物质爆炸波"
ability_self_purge"Uproar"
ability_self_purge_desc"<span class="highlight">Drags enemies</span> towards heavy and causes an explosion."
ability_self_purge_t1_desc"Permanent Ammo <span class="highlight">+{s:ClipBonusOnHit}</span> for every enemy Hero hit by the explosion"
ability_shielded_sentry_rocket"Sentry Rocket"
ability_sleep_dagger"沉睡匕首"
ability_sleep_dagger/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep"沉睡中"
ability_sleep_dagger_desc"投掷一把匕首,让目标受到<span style="font-weight: bold;">伤害</span>并<span style="font-weight: bold;">沉睡</span>。沉睡的目标受到伤害不久后会醒来。投掷匕首不会解除隐身。沉睡匕首不会打断敌人的技能施法。"
ability_sleep_dagger_quip"让一名敌人入睡"
ability_sleep_dagger_t1_desc"<span style="font-weight: bold;">移除 1 耐力</span>"
ability_sleep_dagger_t3_desc"施加 <span style="font-weight: bold;">-12% 子弹抗性</span>,苏醒后持续 6s"
ability_slingshot_bruising_shot"Bruising Shot"
ability_slingshot_bruising_shot_desc"Hits damage the target, and stack bruises on them that increase all subsequent damage taken from Slingshot's weapon and abilities."
ability_slingshot_bruising_shot_t1_desc"<span class="highlight">+{s:BruiseFireRate}% fire rate</span> per stack when shooting at a bruised enemy."
ability_slingshot_catapult"Catapult"
ability_slingshot_catapult_desc"Slingshots builds up power before launching himself forward as a large spinning ball, rolling around damaging enemies. Explodes on finish."
ability_slingshot_open_wounds"Open Wounds"
ability_slingshot_open_wounds_desc"Passive. Slingshot's bullets cause wounds to build up on the enemy, dealing a large burst of damage when enough hits are inflicted."
ability_slingshot_open_wounds_t3_desc"Damage burst sprays poisonous blood nearby, damaging any enemies staying in the area."
ability_slingshot_ultimate"Earthquake"
ability_slingshot_ultimate_desc"All nearby enemies are knocked in the air and stunned for as long as Slingshot channels."
ability_smelt"Smelt"
ability_smelt_desc"Every time Heavy takes damage from a bullet it goes into his weapon clip and reduces ability cooldowns."
ability_smoke_bomb"烟雾弹"
ability_smoke_bomb/modifier_buff"Stabilizer"
ability_smoke_bomb_desc"淡出视线,变为<span style="font-weight: bold;">隐身</span>并获得<span style="font-weight: bold;">疾跑速度</span>。攻击会移除隐身效果。近距离的敌人可看穿你的隐身。"
ability_smoke_bomb_quip"淡出视线"
ability_smoke_bomb_t1_desc"<span style="font-weight: bold;">-14.0s</span> Ability Cooldown"
ability_smoke_bomb_t2_desc"<span style="font-weight: bold;">+6m/s</span> 隐身疾跑速度"
ability_smoke_bomb_t3_desc"隐身结束后,获得 <span style="font-weight: bold;">+30% 子弹吸血</span>,持续 8s"
ability_speed_drone"Speed Drone"
ability_speed_drone_desc"Deploy a energy drone which helps you run faster, and reduces your windup and reload times."nReplaces any other drone."
ability_stacking_damage"锁定"
ability_stacking_damage/modifier_passive_haze_stacking_damage"被锁定"
ability_stacking_damage/modifier_passive_haze_stacking_damage/slow"被减速"
ability_stacking_damage_desc"射击目标<span style="font-weight: bold;">会让你对该目标的子弹伤害持续增加</span>。每次击中获得一次<span style="font-weight: bold;">叠加</span>,若为爆头则获得两次。"
ability_stacking_damage_quip"对目标造成的子弹伤害持续增加"
ability_stacking_damage_t1_desc"每 <span style="font-weight: bold;">20</span> 层叠加对目标造成 <span style="font-weight: bold;">60</span> 元灵伤害及 <span style="font-weight: bold;">15%</span> 减速,持续 2s"
ability_stacking_damage_t2_desc"<span style="font-weight: bold;">+40</span> 最大叠加次数,<span style="font-weight: bold;">+5s</span> 持续时间"
ability_target_practice"Target Practice"
ability_target_practice_desc"On activate, your next gun hit selects an enemy Hero as a target. Shoot them <span class="highlight">{s:ShotsToProc} times</span> to deal a burst of spirit damage. Every Headshot will increase the burst"
ability_target_practice_quip"Focus shots on a target to gain an advantage"
ability_target_practice_t3_desc"Your bullets reduce your target's <span class="highlight">Bullet Resist by {s:BulletArmorReduction}%</span> for {s:DebuffDuration}s"
ability_teammate_armor_buff"Protective Shell"
ability_teammate_armor_buff/modifier_consumed_armor_buff"Protective Shell"
ability_teammate_armor_buff_desc"Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself."
ability_teammate_armor_buff_t1_desc"Add movement speed bonus effect <span class="highlight">+{s:SpeedBonus}m/s</span>"
ability_teammate_armor_buff_t2_desc"Adds health regen effect <span class="highlight">+{s:HealthRegenBonus}</span>"
ability_teammate_armor_buff_t3_desc"Bullet Shield <span class="highlight">+{s:BulletShieldHealth}</span> and Spirit Shield <span class="highlight">+{s:TechShieldHealth}</span>"
ability_tempest_faraday_cage"Faraday Cage"
ability_tempest_faraday_cage_desc"Target an enemy hero to trap them in a faraday cage, blocking movement and bullets."
ability_tempest_ion_dagger"Ion Dagger"
ability_tempest_ion_dagger_desc"Tempest throws a dagger that damages the target and applies an ionizing charge to it for a duration. Tech damage dealt to that target is increased and a cleaves for a percentage of that damage to nearby targets. Ionizing a target multiple times increases the duration."
ability_tempest_tesla_coil"Tesla Coil"
ability_tempest_tesla_coil/modifier_tesla_coil_aura_alert/modifier_tesla_coil_alert"Tesla Coil Nearby"
ability_tempest_tesla_coil/modifier_tesla_coil_aura_damage_amp/modifier_tesla_coil_damage_amp"Tesla Coil Nearby"
ability_tempest_tesla_coil_desc"Build a Tesla Coil that builds a charge on itself then discharges on the closest enemy within range. Holds the charge and builds overcharge if no enemies are in range. When Tempest fights in range of the coil, his gun is amp'd and his bullets deal bonus spirit damage."
ability_tempest_weathermaker"Weathermaker"
ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming"100% Chance of Lightning"
ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming/modifier_reveal_enemy"Revealed"
ability_tempest_weathermaker_desc"A ray of sun shines on each enemy hero anywhere on the map. Moments later, any enemy that did not find cover is struck by a powerful bolt of lightning, dealing damage to them and revealing them through walls for a duration. Can pass through Faraday Cage."
ability_throw_sand"沙暴"
ability_throw_sand_desc"喷出沙子,<span style="font-weight: bold;">缴械</span>前方敌人并造成<span style="font-weight: bold;">伤害</span>。"
ability_throw_sand_quip"缴械前方的敌人"
ability_throw_sand_t3_desc"让目标减速 <span style="font-weight: bold;">50%</span>"
ability_uber_drone"Uber Charge"
ability_uber_drone_desc"After a charge-up time, Heavy turns <span class="highlight">invulnerable</span>"
ability_uber_drone_t1_desc"While Ubered, <span class="highlight">infinite clip</span> and <span class="highlight">no windup</span>"
ability_uber_drone_t2_desc"Uber Duration <span class="highlight">+{s:UberDuration}s</span>"
ability_uber_drone_t3_desc"Gain <span class="highlight">+{s:RageOnUber} stacks of Heavy Rage</span>"
ability_ult_combo"连招"
ability_ult_combo_desc"将目标按在原地,在施法期间<span style="font-weight: bold;">使其眩晕并造成伤害</span>。如果目标在连招过程中死亡,你将永久性获得最大生命值。"
ability_ult_combo_quip"按住敌方英雄猛揍"
ability_ult_combo_t1_desc"连招过程中 <span style="font-weight: bold;">+UNKNOWN[ComboBulletResist]%</span> 子弹抗性"
ability_ult_combo_t2_desc"连招持续时间 <span style="font-weight: bold;">+0.75s</span>"
ability_ult_combo_t3_desc"<span style="font-weight: bold;">+40</span> 每秒伤害和 <span style="font-weight: bold;">100% 吸血</span>"
ability_upgrade_description"You have unlocked a tier {s:upgradeTier} ability upgrade. Choose an upgrade from the list below."
ability_upgrade_description_open_shop"Tier {s:upgradeTier} upgrades"
ability_upgrade_extra_info"Ability upgrades are unlocked whenever you purchase two upgrades in any mod tier (Weapon, Armor, Tech or Utility)."
ability_warden_crowd_control"炼金瓶"
ability_warden_crowd_control_desc"投掷一个瓶子,击中敌人后会对敌人<span style="font-weight: bold;">造成伤害并降低其移动速度</span>,还会减少其<span style="font-weight: bold;">武器伤害</span>和<span style="font-weight: bold;">耐力</span>。"
ability_warden_crowd_control_quip"对附近的敌人造成伤害和负面效果"
ability_warden_crowd_control_t3_desc"<span style="font-weight: bold;">-6.5s</span> 冷却时间并令射速降低 <span style="font-weight: bold;">35%</span>"
ability_warden_high_alert"意志力"
ability_warden_high_alert_desc"获得一个<span style="font-weight: bold;">元灵护盾</span>以及<span style="font-weight: bold;">额外的移动速度</span>。"
ability_warden_high_alert_quip"获得元灵护盾和移动速度"
ability_warden_high_alert_t3_desc"<span style="font-weight: bold;">+200</span> 元灵护盾生命值,现在此值会随元灵力量变化而变化"
ability_warden_lock_down"束缚之言"
ability_warden_lock_down_desc"诅咒一名敌方英雄。如果对方未在<span style="font-weight: bold;">逃脱时间</span>内从初始位置离开,则会受到<span style="font-weight: bold;">伤害</span>并遭到<span style="font-weight: bold;">定身</span>。"
ability_warden_lock_down_quip"诅咒目标,若其未逃脱,则会被定身"
ability_warden_lock_down_t3_desc"守望者在 <span style="font-weight: bold;">6s</span> 内对定身英雄造成的子弹伤害 <span style="font-weight: bold;">+20% </span>"
ability_warden_riot_protocol"屹立不倒"
ability_warden_riot_protocol_desc"充能 2s 后,<span style="font-weight: bold;">发出脉冲,对敌人造成伤害,并基于造成的伤害值治疗自己</span>。<br>施放屹立不倒期间,你的<span style="font-weight: bold;">子弹抗性</span>会极大提高。"
ability_warden_riot_protocol_quip"发出脉冲,从敌人身上吸血"
ability_wrecker_salvage"灰飞烟灭"
ability_wrecker_salvage_desc"<span style="font-weight: bold;">眩晕</span>一名敌方步兵或 NPC,并使其在遭俘获时受到<span style="font-weight: bold;">伤害</span>。成功击杀会提供<span style="font-weight: bold;">射速</span>加成,并恢复一次<span style="font-weight: bold;">生物爆破</span>充能。此加成可独立叠加。"
ability_wrecker_salvage_quip"让一名敌方步兵或中立单位灰飞烟灭"
ability_wrecker_salvage_t1_desc"每次击杀都可恢复 <span style="font-weight: bold;">150 生命值</span>。"
ability_wrecker_teleport"星体漫步"
ability_wrecker_teleport_desc"发射一个<span style="font-weight: bold;">由你控制的飞影复制体</span>,将你的本体<span style="font-weight: bold;">传送</span>到它落地的地方。传送结束后的爆炸会<span style="font-weight: bold;">减缓敌人速度并造成伤害</span>,具体多少取决于你飞行的时间长短。"
ability_wrecker_teleport_quip"发射自己飞行的幻象,将你的真身传送到幻象着陆的地方。"
ability_wrecker_ultimate"磁力流"
ability_wrecker_ultimate_desc"<span class="highlight">抓住</span> Wrecker 注视的任何敌人,将他们置于<span class="highlight">静止状态</span>并举在头顶。完成后,所有被捕获的敌人将被<span class="highlight">眩晕</span>并<span class="highlight">受到伤害</span>。任何被抓住的 NPC 都会被<span class="highlight">修复</span>。"
ability_wrecker_ultimate_t3_desc"使用期间,破坏王<span class="highlight">无敌</span>。"
ability_wrecking_ball"破坏球"
ability_wrecking_ball_desc"制造一个可以投掷出去的巨大废料球,对击中的目标造成<span style="font-weight: bold;">伤害并眩晕</span>。制造废料球需要时间,并且在携带它时你的移动速度会变慢。"
ability_wrecking_ball_quip"投掷一团废料,眩晕敌人"
active_bullet_shield"子弹护盾"
afterburn_spirit_stolen_buff"Spirit Taken"
afterburn_spirit_stolen_debuff"Spirit Stolen"
akimbo_bulletshield"子弹护盾"
akimbo_bulletshield/modifier_duration"{s:hero_name}'s Bullet Shield"
akimbo_bulletshield_desc"Creates a shield that protects {s:hero_name} from bullets and prevents bullet based procs. Bullet shield explodes when it expires. <br>Prevents"
akimbo_chargedshot"Overload"
akimbo_chargedshot_desc"{s:hero_name} charges gun and deals <span class="highlight">Spirit Damage</span> to nearby enemies in front."
akimbo_chargedshot_t1_desc"<span class="highlight">+{s:BonusMoveSpeed}m/s</span> move speed while charging."
akimbo_chargedshot_t3_desc"Reduces enemy bullet armor by <span class="highlight">{s:BulletArmorReduction}</span> for <span class="highlight">{s:BulletArmorReductionDuration}s</span>"
akimbo_rocketman"Rocket Man"
akimbo_rocketman_desc"{s:hero_name} transforms into a grenade that stuns enemies."
akimbo_stealammo"Steal Clip"
akimbo_stealammo/modifier_bonus_tech_power"Spirit Bonus"
akimbo_stealammo/modifier_reload_speed"Slow Reload"
akimbo_stealammo_desc"Force targets to reload. {s:hero_name} gains <span class="highlight">{s:StealTechPower}% Spirit Power</span> per target."
ammo_permanent_pickup_label"+4% 弹药"
ammo_permanent_pickup_label_lv2"+6% 弹药"
ammo_permanent_pickup_label_lv3"+8% 弹药"
apocalypse_armageddon"Armageddon"
apocalypse_armageddon_desc"A pool of light marks a safe zone surrounding {s:hero_name} as meteors fall from the sky in a wide radius around the safe zone. Meteors damage allies as well as enemies, but damage to allies is reduced and non-lethal."
apocalypse_discharge_soul"Discharge Soul"
apocalypse_discharge_soul/modifier_tombstone_nearby_aura/modifier_tombstone_nearby"Tombstone Nearby"
apocalypse_discharge_soul_desc"Fires a projectile that damages, EMPs, and slows. Charges do not refresh with time. Collect charges by kneeling next to tombstones that appear near fallen friendly troopers."
apocalypse_four_horsemen"Four Horsemen"
apocalypse_four_horsemen_desc"Summon four hologram horsemen who stampede in a straight line, damaging enemies they pass through and leaving a trail that slows and damages enemies."
apocalypse_gigantic_sword"Gigantic Sword"
apocalypse_gigantic_sword_desc"{s:hero_name}'s staff turns into a gigantic sword. When active, Apocalypse's melee attack deal extra damage and cover extra range."
assassin_modifier"+武器伤害"
berserker_stack"狂战士"
breakable_pickup_missing_loc"拾取物不存在"
cadence_ability_anthem"Anthem"
cadence_ability_anthem_desc"Burst into an inspiring song! You and any ally that comes within range get an instant reload with an extra large clip, and have a Fire Rate bonus that increases until the song ends."
cadence_ability_anthem_quip"Lead the charge, inspiring allies in earshot and giving them weapon buffs"
cadence_ability_crescendo"Crescendo"
cadence_ability_crescendo_desc"Encase nearby enemies in glass in an increasing range over a short duration. Cadence then breaks the glass with her powerful voice, breaking any shields on the them, damaging them, and giving them massive bullet vulnerability for a duraiton after."
cadence_ability_crescendo_quip"Encase enemies in glass then shatter it"
cadence_ability_grandfinale"Grand Finale"
cadence_ability_grandfinale_desc"Build high ground undernearth Cadence. Allies fighting from the high ground get a fire rate bonus and explosive bullets."
cadence_ability_grandfinale_quip"Build a stage, then fight from it with weapon buffs."
cadence_ability_lullaby"Lullaby"
cadence_ability_lullaby_desc"Lull your foes to sleep! Any enemy that comes in range of Cadence sleeps until woken by damage, Cadence goes out of range, or the song ends. Cadence has bonus regeneration while singing."
cadence_ability_lullaby_quip"Lull any foe you come within earshot of to sleep."
cadence_ability_silencecontraptions"Silence Contraptions"
cadence_ability_silencecontraptions_desc"Disarm yourself perform a long-range dash melee attack. For the duration of the song, you remain disarmed and your melee abilities apply a debuff that disarms and EMP's enemy targets."
cadence_ability_silencecontraptions_quip"Start a melee brawl. No guns allowed."
casting_powerup_pickup"技能施放"
cd_permanent_pickup_label"+0.75% 冷却时间减少"
cd_permanent_pickup_label_lv2"+1% 冷却时间减少"
cd_permanent_pickup_label_lv3"+1.5% 冷却时间减少"
chat_wheel_options"轮盘选项"
chrono_time_trap_debuff"Time Bomb"
citadel_ClearHeroHotkeyBindings"重置为默认"
citadel_Hotkeys_Tooltip_PerUnitHotkeys"启用/禁用英雄特定的按键绑定"
citadel_ability_ballista_ammo_pack"Belt Feed"
citadel_ability_ballista_ammo_pack_desc"Equips an ammo backpack, allowing rapid fire of heavy ballistic shells. Slows the user somewhat.<br><br>This can be cancelled by toggling off. Remaining shells will be lost."
citadel_ability_ballista_ammo_pack_t1_desc"<span class="highlight">+{s:ClipSize}</span> shells"
citadel_ability_ballista_bullet_storm"Bullet Storm"
citadel_ability_ballista_bullet_storm/modifier_ballista_bullet_storm_aura/modifier_ballista_bullet_storm_debuff"Bullet Storm"
citadel_ability_ballista_bullet_storm_desc"Fires a shell into the air which explodes into a rain of shrapnel. Deals damage over time and slows."
citadel_ability_ballista_fusion_bomb"Fusion Bomb"
citadel_ability_ballista_fusion_bomb/modifier_ballista_fusion_bomb_warning_aura/modifier_ballista_fusion_bomb_warning_target"Take cover!"
citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_plant"Planting bomb..."
citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_slow"减速"
citadel_ability_ballista_fusion_bomb_desc"Plants a fused bomb that deals light damage every second, until it explodes after {s:Fuse}."
citadel_ability_ballista_mine_field"Mine Field"
citadel_ability_ballista_mine_field_desc"Places a clister of proximity mines around the target area. Mines deal damage and slow their victims"
citadel_ability_ballista_mine_field_t2_desc"<span class="highlight">+{s:NumMines}</span> mines"
citadel_ability_ballista_shell_shotgun"Flak Cannon"
citadel_ability_ballista_shell_shotgun_desc"Ballista wields a massive flak cannon, dealing damage and knocking back enemies in front of her.<br><br>Deals weapon damage"
citadel_ability_ballista_shell_shotgun_t3_desc"Hitting <span class="highlight">{s:TargetsToAddCharge}+</span> targets refunds charge"
citadel_ability_basicdamagereflect"Reflect Basic Damage"
citadel_ability_bebop_laser_beam"超级光束"
citadel_ability_bebop_laser_beam_desc"给激光充能,释放强大的能量洪流, <span style="font-weight: bold;">造成伤害</span>并<span style="font-weight: bold;">减缓敌人的移动速度和冲刺</span>。在此期间,你的移动速度和转身速率会降低。如果在空中激活,你会在释放光束时悬停于空中。"
citadel_ability_bebop_laser_beam_quip"施放破坏力巨大的光束"
citadel_ability_bebop_laser_beam_t3_desc"超级光束以对英雄造成伤害的 <span style="font-weight: bold;">100%</span> 及对非英雄造成伤害的 33% 来治疗比波普。"
citadel_ability_bull_charge"冲锋陷阵"
citadel_ability_bull_charge_desc"<span style="font-weight: bold;">向前冲锋</span>,撞击敌人并拖拽他们。撞到<span style="font-weight: bold;">墙壁</span>会使被亚伯拉姆斯拖拽的敌人<span style="font-weight: bold;">眩晕</span>。撞击敌方英雄后速度会增加。"
citadel_ability_bull_charge_quip"冲入战斗,拖拽敌人"
citadel_ability_bull_charge_t3_desc"在与敌人碰撞后 <span style="font-weight: bold;">+5.5</span> 武器伤害,持续 <span style="font-weight: bold;">8s</span>"
citadel_ability_bull_heal"移花接命"
citadel_ability_bull_heal/modifier_bull_heal_aura"移花接命"
citadel_ability_bull_heal_desc"当敌人处于你前方范围之内时,吸取他们的生命值。"
citadel_ability_bull_heal_quip"吸取你面前敌人的生命值"
citadel_ability_bull_leap"撼天动地"
citadel_ability_bull_leap_desc"<span style="font-weight: bold;">跳跃至高空</span>,并选择一个地面位置进行撞击。当你撞击地面时,<span style="font-weight: bold;">半径内的所有敌人将受到伤害并被眩晕</span>。<br>按 {{Mouse|1}} 以提前坠落。"
citadel_ability_bull_leap_quip"从上方猛击敌人,使其眩晕"
citadel_ability_bull_leap_t2_desc"每击中一个英雄,就获得 100 最大生命值和 15% 的射速加成,持续 25s。"
citadel_ability_bull_leap_t3_desc"施放时,变得对<span style="font-weight: bold;">眩晕、沉默、睡眠、缠绕和缴械</span> <span style="font-weight: bold;">免疫</span>。在着陆后 3s 后失效。"
citadel_ability_bullet_damage_amp_wall"Bullet Damage Amp Wall"
citadel_ability_card_toss"卡牌戏法"
citadel_ability_card_toss_desc"造成武器伤害以召唤卡牌。技能激活后会投掷一张卡牌,该卡牌会飞向准星下的敌人或目标点。"
citadel_ability_card_toss_quip"投掷魔法卡牌"
citadel_ability_chain_lightning"Chain Lightning"
citadel_ability_chain_lightning_t1"Chain Radius"
citadel_ability_chain_lightning_t2"Chain Damage"
citadel_ability_chain_lightning_t3"360 Cone"
citadel_ability_chain_lightning_t3_desc"Chain lightning can hit any enemies around the target."
citadel_ability_charged_tackle"Charged Tackle"
citadel_ability_charged_tackle/modifier_charge_pull_enemy"Charged Tackle"
citadel_ability_charged_tackle_cancel_channel"Stop Charging"
citadel_ability_charged_tackle_desc"Build up power then enter a charge, <span class="highlight">dragging and damaging enemies</span> in your path. Can be canceled early."
citadel_ability_charged_tackle_quip"Charge into combat"
citadel_ability_charged_tackle_t1_desc"<span class="highlight">+{s:Damage}</span> Damage and <span class="highlight">+{s:ChargeDistance}m</span> Charge Distance."
citadel_ability_charged_tackle_t2_desc"Gain a <span class="highlight">{s:TechShield}HP Spirit Shield</span> for <span class="highlight">{s:TechShieldDuration}s</span> when Charged Tackle ends."
citadel_ability_charged_tackle_t3_desc"<span class="highlight">Remove Prepare Time</span> and <span class="highlight">{s:AbilityCooldown}s</span> Ability Cooldown"
citadel_ability_chrono_kinetic_carbine"动力卡宾枪"
citadel_ability_chrono_kinetic_carbine/modifier_chrono_kinetic_carbine"动力卡宾枪"
citadel_ability_chrono_kinetic_carbine_charged"充能完毕!"
citadel_ability_chrono_kinetic_carbine_desc"开始为你的武器充能,充能完成后获得<span style="font-weight: bold;">移动速度加成</span>。你的下一次射击将释放能量,造成<span style="font-weight: bold;">元灵伤害</span>并对命中的敌人施加<span style="font-weight: bold;">时间停止</span>。造成的伤害是你当前武器伤害的增强数值。<br><br>当强力射击可用时,你可以通过按下 {{Mouse|2}} 来减缓自己的时间。"
citadel_ability_chrono_kinetic_carbine_expiring"即将失效"
citadel_ability_chrono_kinetic_carbine_quip"为你的武器充能,造成高伤害和时间停止"
citadel_ability_chrono_kinetic_carbine_t1_desc"+<span class="highlight">{s:MinSlowDuration}s/{s:MaxSlowDuration}s</span> Min/Max Stop Duration"
citadel_ability_chrono_kinetic_carbine_t2_desc"<span style="font-weight: bold;">+2s</span> Speed Duration, <span style="font-weight: bold;">2s</span> Charge Time"
citadel_ability_chrono_kinetic_carbine_t3_desc"<span style="font-weight: bold;">+50%</span> 最大伤害增强"
citadel_ability_chrono_pulse_grenade"脉冲手雷"
citadel_ability_chrono_pulse_grenade_desc"投掷一枚手雷,落地后开始产生脉冲。每次脉冲会让悖论对受害者造成<span style="font-weight: bold;">伤害、移动减速,并叠加伤害增幅</span>。"
citadel_ability_chrono_pulse_grenade_quip"投掷一枚手雷,能够产生脉冲、造成伤害和减速"
citadel_ability_chrono_pulse_grenade_t3_desc"每次发出脉冲 <span style="font-weight: bold;">+45</span> 脉冲伤害及 <span style="font-weight: bold;">+1m</span> 半径。"
citadel_ability_chrono_sphere"Chrono's Sphere"
citadel_ability_chrono_sphere_desc"{s:hero_name} creates a Time Vortex that <span class="highlight">slows down the flow of time</span> for enemies. Enemies are also <span class="highlight">Silenced</span> while in the Vortex."
citadel_ability_chrono_sphere_quip"Create a slow-down time vortex"
citadel_ability_chrono_sphere_t3_desc"On creation, the Time Vortex will <span class="highlight">pull all enemies in to its center.</span>"
citadel_ability_chrono_swap"悖论置换"
citadel_ability_chrono_swap_desc"发射一个投射物,<span style="font-weight: bold;">将你与目标敌方英雄的位置互换</span>。效果持续期间,你会获得<span style="font-weight: bold;">元灵吸血</span>,敌人会<span style="font-weight: bold;">持续受到伤害</span>。"
citadel_ability_chrono_swap_quip"与敌方英雄交换位置"
citadel_ability_chrono_time_wall"时间之墙"
citadel_ability_chrono_time_wall_desc"创建一面可以扭曲时间的墙,使所有接触到的<span style="font-weight: bold;">敌人投射物和子弹</span>的<span style="font-weight: bold;">时间停止</span>。触碰墙壁的敌人将受到<span style="font-weight: bold;">按其最大生命值一定百分比计算的伤害</span>,并会短暂减速。"
citadel_ability_chrono_time_wall_quip"创建一面能够极大减慢投射物速度的墙"
citadel_ability_chrono_time_wall_t1_desc"<span style="font-weight: bold;">宽度 +2m,高度 +1m</span>"
citadel_ability_chrono_time_wall_t3_desc"碰到时间之墙的敌人将被<span style="font-weight: bold;">沉默</span>,持续时间 3.0s"
citadel_ability_converge"Converge"
citadel_ability_converge_desc"Throw a grenade that quckly pulls enemies toward its center."
citadel_ability_dash"冲刺"
citadel_ability_defensive_fortress"Defensive Fortress"
citadel_ability_defensive_fortress_desc"Summon a large defensive shield that blocks enemy bullets but lets you and your teammate shoot through it."
citadel_ability_drone_boss_laser_beam"Boss 激光"
citadel_ability_drone_detecting_enemies"Drone Infrared Camera"
citadel_ability_drone_detecting_enemies_desc"Outlines all enemy players (including hidden enemies) infront of where the drone is currently looking at."
citadel_ability_drone_detecting_enemies_t3"Drone Infrared Camera"
citadel_ability_drone_detecting_enemies_t3_desc"Enable Drone infrared Camera"
citadel_ability_drone_teleport"Drone Teleport"
citadel_ability_drone_teleport_desc"Instant Cast: teleports Hijack below the drone after the cast delay."
citadel_ability_duo_arc_cannon"Arc Cannon"
citadel_ability_duo_arc_cannon_desc"Duo's drone sweeps its laser <span class="highlight">{s:SweepCount} times</span> from the sky, dealing damage to anyone caught in its path."
citadel_ability_duo_arc_cannon_t1_desc"Burns ground, dealing <span class="highlight">{s:BurnDPS} dps</span> for <span class="highlight">{s:BurnDuration}s</span>"
citadel_ability_duo_arc_cannon_t3_desc"<span class="highlight">+{s:SweepCount}</span> sweeps<br><span class="highlight">{s:SweepInterval}s</span> between laser sweeps"
citadel_ability_duo_energy_link"Energy Link"
citadel_ability_duo_energy_link_desc"A short range tether which heals your drone. Breaks if you walk out of range.<br><br>If targeting an enemy, deals damage instead."
citadel_ability_duo_energy_link_t2_desc"<span class="highlight">+{s:ExternalBonusHealthRegen}</span> Regen<br><span class="highlight">+{s:DPS}</span> DPS"
citadel_ability_duo_energy_link_t3_desc"Applies damage and healing effects within {s:ZapDistance}m of target"
citadel_ability_duo_fusion_scalpel"Fusion Scalpel"
citadel_ability_duo_fusion_scalpel_desc"Forms a link between you and your drone, dealing damage to enemies which touch it"
citadel_ability_duo_fusion_scalpel_t2_desc"Slows enemies by <span class="highlight">{s:SlowPercent}%</span> for {s:DebuffDuration}s"
citadel_ability_duo_fusion_scalpel_t3_desc"Link with up to <span class="highlight">{s:MaxAllyLinks}</span> nearby allies"
citadel_ability_duo_grenade"Grenade"
citadel_ability_duo_grenade_desc"Throw a grenade that explodes after {s:ArmingDuration}s"
citadel_ability_duo_grenade_t3_desc"<span class="highlight">+{s:AbilityCharges}</span> charges and Charge Delay <span class="highlight">{s:AbilityCooldownBetweenCharge}s</span>"
citadel_ability_duo_order"Order"
citadel_ability_duo_order_attack"Attack"
citadel_ability_duo_order_attack_desc"Orders your drone to attack a specific target. It will chase the target as needed to shoot the target"
citadel_ability_duo_order_cancel"Cancel"
citadel_ability_duo_order_follow"Follow"
citadel_ability_duo_order_follow_desc"Orders your drone to follow you. It will automatically attack anyone who shoots you, or anyone you shoot."
citadel_ability_duo_order_sentry"Sentry"
citadel_ability_duo_order_sentry_desc"Orders your drone to guard an area. It will automatically attack any nearby threats"
citadel_ability_duo_summon_drone"Summon"
citadel_ability_duo_summon_drone_desc"Summons your drone."
citadel_ability_duo_summon_drone_t1_desc"Drone also gets player items"
citadel_ability_duo_summon_drone_t2_desc"Fire a barrage of rockets while in sentry mode"
citadel_ability_duo_summon_drone_t3_desc"Immobilize targets in place in attack mode"
citadel_ability_fissure_wall"幻影屏障"
citadel_ability_fissure_wall/modifier_fissure_wall/modifier_bonus_damage_percent"墙体伤害减益"
citadel_ability_fissure_wall_cancel"Cancel Fissure Wall"
citadel_ability_fissure_wall_desc"创建一面<span style="font-weight: bold;">将地形分隔</span>为两半的墙。墙体生成时会对附近的敌人造成<span style="font-weight: bold;">伤害</span>并<span style="font-weight: bold;">施加减速效果</span>。<br>施放后,按 {{Mouse|1}} 或 3 可以提前拆除墙体。"
citadel_ability_fissure_wall_quip"召唤出一堵墙来阻挡你的敌人"
citadel_ability_fissure_wall_t1_desc"<span style="font-weight: bold;">移除 1 耐力</span>,对于被屏障击中的敌人,麦金尼斯的伤害增加<span style="font-weight: bold;">25%</span>,持续 7s。"
citadel_ability_fissure_wall_t3_desc"对被幻影屏障击中的敌人施加 <span style="font-weight: bold;">1s 眩晕</span>"
citadel_ability_fissure_wall_trigger"Trigger Fissure Wall"
citadel_ability_flying_strike"飞跃进击"
citadel_ability_flying_strike/slow"飞跃进击减速效果"
citadel_ability_flying_strike/weapon_buff"+Weapon Damage"
citadel_ability_flying_strike_desc"掷出抓钩,<span style="font-weight: bold;">将自已拉向敌人</span>,落地时<0>给目标造成伤害并令其减速</0>。"
citadel_ability_flying_strike_quip"飞向瞄准的敌人"
citadel_ability_flying_strike_t3_desc"在击中目标后,<span style="font-weight: bold;">+6</span> 武器伤害,持续 <span style="font-weight: bold;">10s</span>。"
citadel_ability_grapplehook"Grapple Hook"
citadel_ability_grapplehook_desc"Launches out a hook, and pull {s:hero_name} towards the wall it hits."
citadel_ability_healing_slash"飞血狂刃"
citadel_ability_healing_slash/debuff"飞血狂刃"
citadel_ability_healing_slash_desc"砍杀面前的敌人,<span style="font-weight: bold;">对其造成伤害并降低其射速</span>。击中敌方英雄可获得<span style="font-weight: bold;">治疗</span>。"
citadel_ability_healing_slash_quip"伤害附近的敌人,击中敌人可以治疗自己"
citadel_ability_hijack_mind_control"Hack Enemy Units"
citadel_ability_hijack_mind_control_desc"Changes the team of enemy NPC's in an area and gives them extra health and bonus weapon damage. {s:hero_name} and nearby allies gain half the gold bounty for each hacked unit."
citadel_ability_hijack_mind_control_t1_desc"Hacked units deal an extra <span class="highlight">{s:UnitBonusDamagePercent}</span>% damage"
citadel_ability_hijack_mind_control_t3_2_desc"Hacked units deal an extra <span class="highlight">{s:UnitBonusDamagePercent}</span>% damage"
citadel_ability_hijack_stacking_weapon_jammer"Weapon Jammer"
citadel_ability_hijack_stacking_weapon_jammer_desc"Your bullets charge up a <span class="highlight">Weapon Jammer</span> on enemy heroes that will give them a <span class="highlight">percent chance to misfire</span> (bullet does not fire and they damage themselves)."
citadel_ability_hook"钩子"
citadel_ability_hook_desc"发射一个钩子,<span style="font-weight: bold;">抓住并卷回</span>击中的第一个英雄,并对敌人造成伤害。目标将被放置在你面对的地方。"
citadel_ability_hook_quip"把目标拉到你身边"
citadel_ability_hook_t1_desc"比波普对钩住的敌人造成 <span style="font-weight: bold;">30% 额外子弹伤害</span>,持续 10s"
citadel_ability_hornet_chain"钉桩"
citadel_ability_hornet_chain/modifier_citadel_hornet_chain_connection"束缚于地面"
citadel_ability_hornet_chain_desc"投出一根木桩<span style="font-weight: bold;">将敌人束缚在</span>木桩落地地点。敌人的移动将限制在束缚距离之内。"
citadel_ability_hornet_chain_quip"将你的敌人束缚于地面"
citadel_ability_hornet_chain_t3_desc"被束缚的敌人同时也被<span style="font-weight: bold;">缴械<%s3>"
citadel_ability_hornet_crit_stacking_buff"Headhunter"
citadel_ability_hornet_crit_stacking_buff_desc"Landing a headshot temporarily increases your weapon damage, stacking up to {s:MaxStacks} times."
citadel_ability_hornet_crit_vulernability"Vindicta's Mark"
citadel_ability_hornet_crit_vulernability_desc"Your shots have a chance to leave targets vulnerable, causing all bullets to crit them. Headshots are guaranteed to apply this effect."
citadel_ability_hornet_explosive_headshots"Explosive Headshots"
citadel_ability_hornet_explosive_headshots_desc"Headshots you deal explode, dealing a percent of the damage to nearby enemies."
citadel_ability_hornet_leap"飞行"
citadel_ability_hornet_leap_desc"腾空<span style="font-weight: bold;">飞行</span>。飞行中你的武器会造成<span style="font-weight: bold;">额外元灵伤害</span>。"
citadel_ability_hornet_leap_quip"腾空飞行并强化你的武器"
citadel_ability_hornet_leap_t1_desc"飞行时 <span style="font-weight: bold;">+50%</span> 基础弹药"
citadel_ability_hornet_mark"Vindicta's Mark"
citadel_ability_hornet_mark_desc"Vindicta mark's an enemy. They are visible on the minimap for the duration, and Vindicta can detect them through walls."
citadel_ability_hornet_mark_t2_desc"When a marked enemy is killed, Vindicta immediately gains <span class="highlight">{s:ChargeForKill} Charge for Assassinate</span>"
citadel_ability_hornet_nest"Vindicta Nest"
citadel_ability_hornet_nest_desc"Deploys a nest which will deploy Vindicta drones that fly slowly forward, attacking all enemies."
citadel_ability_hornet_snipe"暗杀"
citadel_ability_hornet_snipe_desc"使用带瞄准镜的步枪发射一发强力远程射击。开镜后 1s 蓄力完成前开枪不会造成全额伤害。对<span style="font-weight: bold;">剩余生命值不到 50% </span>的目标造成<span style="font-weight: bold;">额外伤害</span>。暗杀对目标造成致命一击时将<span style="font-weight: bold;">获得额外魂魄</span>。"
citadel_ability_hornet_snipe_quip"狙击受伤目标,造成大量伤害"
citadel_ability_hornet_snipe_t3_desc"Assassinate kills grant +600 souls"
citadel_ability_hornet_sting"渡鸦使魔"
citadel_ability_hornet_sting/modifier_citadel_hornet_sting_debuff"渡鸦使魔"
citadel_ability_hornet_sting_desc"你的渡鸦使魔造成<span style="font-weight: bold;">冲击伤害</span>,降低目标子弹抗性,并基于<span style="font-weight: bold;">目标当前生命值</span>对其造成<span style="font-weight: bold;">流血</span>伤害。"
citadel_ability_hornet_sting_quip"使目标持续流血"
citadel_ability_hornet_sting_t1_desc"渡鸦在 15m 内的其他敌方目标间<span style="font-weight: bold;">反弹最多 2 次</span>"
citadel_ability_hornet_sting_t3_desc"+3% 流血伤害并抑制 -40% 的治疗"
citadel_ability_infinity_slash"暗影变身术"
citadel_ability_infinity_slash/timer"暗魂形态"
citadel_ability_infinity_slash_buff_header"Per Hero Hit"
citadel_ability_infinity_slash_desc"与大和的暗魂融为一体。在经过一开始的<span style="font-weight: bold;">无敌</span>蜕变后,你的<span style="font-weight: bold;">技能得到刷新,速度提升 60%</span>,你还会<span style="font-weight: bold;">对负面状态效果免疫</span>。在此模式中你有不死之身。"
citadel_ability_infinity_slash_quip"变得无敌且更为强大"
citadel_ability_interrupted"打断者:"
citadel_ability_jump"跳跃"
citadel_ability_kali_disruptive_charge"Pack Hunter"
citadel_ability_kali_disruptive_charge_desc"Provides a <span class="highlight">large speed bonus</span> to you and nearby allies. The speed bonus decays over time."
citadel_ability_kali_disruptive_charge_quip"You and nearby allies move much faster"
citadel_ability_kali_disruptive_charge_t2_desc"<span class="highlight">{s:LifestealPercent}% Damage Lifesteal</span> for the duration of Pack Hunter"
citadel_ability_kali_spinning_blade"Occilioblade"
citadel_ability_kali_spinning_blade_desc"Throw a spinning blade that <span class="highlight">deals damage</span> and <span class="highlight">returns</span> to you."
citadel_ability_kali_spinning_blade_quip"Launch a boomerang that flies back"
citadel_ability_kali_spinning_blade_t1_desc"<span class="highlight">{s:SlowPercent}% slow</span> for <span class="highlight">{s:SlowDuration}s</span> on enemies hit"
citadel_ability_kali_spinning_blade_t2_desc"<span class="highlight">+{s:Damage} Damage</span> and Occilioblade gains <span class="highlight">+100% more damage</span> from spirit"
citadel_ability_kali_spinning_blade_t3_desc"<span class="highlight">{s:CooldownReductionOnHit}s Cooldown</span> for each enemy hit by Occilioblade"
citadel_ability_lash"鞭长可及"
citadel_ability_lash_desc"<span style="font-weight: bold;">通过在空中飞跃</span>将自己拉向目标。使用鞭长可及还会重置你的<span style="font-weight: bold;">空中跳跃及冲刺</span>上限。"
citadel_ability_lash_down_strike"震撼大地"
citadel_ability_lash_down_strike_desc"猛踏脚下地面,对面前敌人<span style="font-weight: bold;">造成伤害</span>。如果是在空中时进行地面攻击,则会快速俯冲向地面。在 25m 后伤害增速放缓。"
citadel_ability_lash_down_strike_quip"猛击地面,对敌人造成伤害"
citadel_ability_lash_down_strike_t2_desc"被击中的敌人<span style="font-weight: bold;">被弹到空中</span>并减速 <span style="font-weight: bold;">50%</span>,持续 <span style="font-weight: bold;">3s</span>"
citadel_ability_lash_down_strike_t3_desc"<span style="font-weight: bold;">每米伤害</span> +110% ,并提升增长率"
citadel_ability_lash_high_explosive"High Explosive"
citadel_ability_lash_high_explosive_desc"Lash starts charging his grenade; the longer the grenade is held before being thrown, the more damage it does. Press the button again to throw it a short distance in front of Lash, exploding on contact."
citadel_ability_lash_quip"用鞭子将自己拉向敌人"
citadel_ability_lash_t2_desc"<span style="font-weight: bold;">+20m</span> 射程并获得 <span style="font-weight: bold;">+6</span> 武器伤害,持续 10s"
citadel_ability_lash_t3_desc"武器加成增益 <span style="font-weight: bold;">+20%</span> 射速"
citadel_ability_lash_throw_grenade"Throw Explosive"
citadel_ability_lash_ultimate"死亡猛击"
citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff"死亡猛击"
citadel_ability_lash_ultimate_debuff"移动减速"
citadel_ability_lash_ultimate_desc"专注于敌人,将鞭子捆到他们身上。施法后,被捆住的敌人会被<span style="font-weight: bold;">举起并眩晕</span>,然后摔到地上。被摔的敌人和摔落区内的所有敌人都会<span style="font-weight: bold;">受到伤害并减速</span>。<br>按下 {{Mouse|1}} 将捆住的敌人提早扔出去。不在视线范围内的敌人或在捆绑期间超出范围的敌人不会被抓住。"
citadel_ability_lash_ultimate_quip"举起敌人并将其猛砸到地上"
citadel_ability_lightning_ball"球状闪电"
citadel_ability_lightning_ball/modifier_citadel_lightningball"球状闪电减速"
citadel_ability_lightning_ball_desc"发射沿直线移动的球状闪电。<span style="font-weight: bold;">对其半径内的所有目标造成伤害</span>。在伤害敌人时会减速,并在撞击到环境时停止。"
citadel_ability_lightning_ball_quip"发射一个具有伤害性的球状闪电"
citadel_ability_lightning_ball_t3_desc"+70 DPS 并 +2m 半径"
citadel_ability_lightning_dodge"Lightning Roll"
citadel_ability_lightning_dodge_passive"Lightning Roll"
citadel_ability_mechaguy_defense_field"Reactive Armor"
citadel_ability_mechaguy_defense_field_desc"Fires defensive rockets at attackers, and build regeneration for every {s:RegenThreshold} damage taken"
citadel_ability_mechaguy_defense_field_t2_desc"+{s:RegenPercent}% health recovery"
citadel_ability_mechaguy_double_edge"Double Edge"
citadel_ability_mechaguy_double_edge_desc"Deals {s:Damage} damage to both you and your target"
citadel_ability_mechaguy_double_edge_t2_desc"Deals {s:DamageHealthPercent}% of your health as additional damage"
citadel_ability_mechaguy_double_edge_t3_desc"+{s:AbilityUnitTargetLimit} targets"
citadel_ability_mechaguy_echo"Echo"
citadel_ability_mechaguy_echo_desc"Afflicts a target with Echo. When the target takes damage, nearby enemies are slowed by <span class="highlight">{s:SlowPercent}%</span> for <span class="highlight">{s:SlowDuration}s</span>"
citadel_ability_mechaguy_echo_t2_desc"Damage increases Echo duration by <span class="highlight">{s:RefreshAmount}s</span>"
citadel_ability_mechaguy_echo_t3_desc"Echo spreads to nearby enemies"
citadel_ability_mechaguy_retaliate"Retaliate"
citadel_ability_mechaguy_retaliate_desc"Charges a projectile for {s:AbilityDuration}s. Deals {s:Damage} + {s:DamageMultiplier}x damage taken while charging"
citadel_ability_mechaguy_retaliate_t1_desc"Projectile gains {s:Radius}m explosion radius"
citadel_ability_mechaguy_retaliate_t2_desc"+{s:DamageMultiplier}x damage multiplier"
citadel_ability_mechaguy_retaliate_t3_desc"Heals for {s:HealPercent}% damage taken"
citadel_ability_melee_apocalypse"近战"
citadel_ability_melee_ballista"近战"
citadel_ability_melee_bebop"近战"
citadel_ability_melee_bull"近战"
citadel_ability_melee_chrono"近战"
citadel_ability_melee_clawdril"近战"
citadel_ability_melee_coldmetal"近战"
citadel_ability_melee_demoman"近战"
citadel_ability_melee_engineer"近战"
citadel_ability_melee_genericperson"近战"
citadel_ability_melee_gigawatt"近战"
citadel_ability_melee_hornet"近战"
citadel_ability_melee_kali"近战"
citadel_ability_melee_parry"格挡"
citadel_ability_melee_parry/parry_cooldown_display"格挡冷却"
citadel_ability_melee_phalanx"近战"
citadel_ability_melee_revenant"近战"
citadel_ability_melee_shiv"近战"
citadel_ability_melee_spade"近战"
citadel_ability_melee_sumo"近战"
citadel_ability_melee_tengu"近战"
citadel_ability_melee_tokamak"近战"
citadel_ability_melee_warden"近战"
citadel_ability_melee_wraith"近战"
citadel_ability_mobile_resupply"灵丹妙药"
citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply"正在施药"
citadel_ability_mobile_resupply_desc"部署一个治疗之灵, <span style="font-weight: bold;">治疗附近的单位</span>。"
citadel_ability_mobile_resupply_quip"部署一个治疗之灵"
citadel_ability_mobile_resupply_t1_desc"被灵丹妙药治疗的单位 <span style="font-weight: bold;">+35% 射速</span>"
citadel_ability_mobile_resupply_t3_desc"+5% 每秒最大生命值恢复"
citadel_ability_mortarsentry"Mortar Sentry"
citadel_ability_mortarsentry_desc"Deploy a Sentry infront of {s:hero_name} that periodically launches mortars at enemies in the <span class="highlight">target area</span>. Deals reduced damage to boss types"
citadel_ability_mortarsentry_t1_desc"Sentry health <span class="highlight">+{s:Health}Hp </span> and Sentry Lifetime <span class="highlight">+{s:TurretLifetime}s</span>"
citadel_ability_mortarsentry_t2_desc"Ability charges <span class="highlight">+{s:AbilityCharges}s</span> and search radius <span class="highlight">+{s:SearchRadius}m</span>"
citadel_ability_mortarsentry_t3_desc"Bombs per volley <span class="highlight">+{s:GrenadesPerVolley}</span>"
citadel_ability_nikuman"回春光环"
citadel_ability_nikuman/modifier_nikuman"回春光环"
citadel_ability_nikuman_desc"施法时,你和附近的所有友军都将<span style="font-weight: bold;">不断恢复生命值</span>。冲刺不会打断施法。"
citadel_ability_nikuman_quip"治疗自己和周围的友军"
citadel_ability_nikuman_t1_desc"若光环完成施法,则获得 <span style="font-weight: bold;">+4m/s 移动速度加成</span>,持续 8s。 5 技能点升级后可立即获得加成。"
citadel_ability_nikuman_t3_desc"<span style="font-weight: bold;">全速移动并可使用技能</span>,每秒额外治疗 <span style="font-weight: bold;">+3.8% 最大生命值</span>"
citadel_ability_passive_beefy"顽胄韧甲"
citadel_ability_passive_beefy_desc"随着时间的推移,<span style="font-weight: bold;">恢复</span>部分受到的伤害。"
citadel_ability_passive_beefy_quip"恢复部分受到的伤害"
citadel_ability_pestilence_contaminate"Contaminate"
citadel_ability_pestilence_contaminate_desc"Attacking targets with your weapon increases their Infection level and resets the duration."
citadel_ability_pestilence_contaminate_t1"DPS"
citadel_ability_pestilence_contaminate_t2"DPS"
citadel_ability_pestilence_contaminate_t3"DPS"
citadel_ability_pestilence_drone"Drones"
citadel_ability_pestilence_drone_desc"{s:hero_name} creates a drone that attaches to enemies causing DOT."
citadel_ability_pestilence_drone_t1"Add Attach Time"
citadel_ability_pestilence_drone_t1_desc"+{s:DroneAttachLifetime}s lifetime when attached to enemies"
citadel_ability_pestilence_drone_t2"Add Drones"
citadel_ability_pestilence_drone_t2_desc"+{s:DroneCount} additional drones"
citadel_ability_pestilence_drone_t3"Drone DPS"
citadel_ability_pestilence_drone_t3_desc"+{s:DPS} DPS"
citadel_ability_pestilence_infection"Infection"
citadel_ability_pestilence_infection_desc"Your abilities and bullets apply an infection onto enemies. Each infection stack resets the time and multiplies the damage the enemy takes from the infection."
citadel_ability_phalanx_reflect"Reflect"
citadel_ability_phalanx_reflect_desc"Phalanx activates his energy shield, causing any enemy projectile, bullet or grenade hitting it to be reflected back toward the attacker. Knocks back any charging enemies. Bullet hits extend the parry time, and stun the shooter."
citadel_ability_phalanx_sword_strike"Ground Strike"
citadel_ability_phalanx_sword_strike_desc"Phalanx strikes the ground hard, causing a shockwave that runs forward all that damages enemies and causes them to stumble. Does not cancel enemy abilities."
citadel_ability_player_ping"信号"
citadel_ability_power_slash"剑客无情"
citadel_ability_power_slash_desc"在 1.4 秒时间里蓄积杀伤力,之后使出<span style="font-weight: bold;">杀伤力满值的剑术攻击</span>。<br>按 1 或 {{Mouse|1}} 可提前释放攻击,但造成的伤害会减少。"
citadel_ability_power_slash_quip"为攻击充能,充满后对敌人造成巨大伤害"
citadel_ability_power_slash_t1_desc"在施法时获得 <span style="font-weight: bold;">+60 子弹抗性</span>"
citadel_ability_power_slash_t2_desc"<span style="font-weight: bold;">-2s</span> 技能冷却时间并施加 <span style="font-weight: bold;">40%</span> 移动减速,持续 <span style="font-weight: bold;">3s</span>"
citadel_ability_projectmind"心灵投射"
citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield"子弹护盾"
citadel_ability_projectmind_desc"<span style="font-weight: bold;">传送</span>至目标位置。"
citadel_ability_projectmind_quip"传送至目标位置"
citadel_ability_projectmind_t2_desc"传送时提供 <span style="font-weight: bold;">300 的子弹护盾</span>,持续 8s。护盾值会随元灵力量变化而变化。"
citadel_ability_psychic_daggers"Royal Flush"
citadel_ability_psychic_daggers_desc"Telekinetically throw cards that <span class="highlight">hit random targets</span> around you."
citadel_ability_psychic_daggers_quip"Damage random targets around you"
citadel_ability_psychic_daggers_t3_desc"Each card <span class="highlight">bounces once</span> onto another enemy in range"
citadel_ability_psychic_lift"念力"
citadel_ability_psychic_lift/lift"隔空取物"
citadel_ability_psychic_lift_desc"将敌人抬升至空中,<span style="font-weight: bold;">打断</span>敌人并在短时间内令其<span style="font-weight: bold;">眩晕</span>。当升空结束时,目标会受到念力伤害。"
citadel_ability_psychic_lift_quip"将敌人抬升至空中,打断敌人并使其沉默"
citadel_ability_psychic_lift_t3_desc"念力会以灵魅周围区域内的敌人为目标"
citadel_ability_psychic_pulse"Psychic Pulse"
citadel_ability_psychic_pulse_desc"Sense enemies in front of you, revealing their position through walls to your team. Card Trick can target enemies seen through walls"
citadel_ability_psychic_pulse_quip"Reveal enemies through walls"
citadel_ability_quick_melee"近战"
citadel_ability_reflect_shield"Reflect Shield"
citadel_ability_reflect_shield_desc"Phalanx deploys a energy shield, causing any enemy projectile, bullet, or grenade hitting it to be reflected back toward the attacker and stun them."
citadel_ability_revenant_blast"Shock Wave"
citadel_ability_revenant_blast_desc"Unleash a blast of energy at your target"
citadel_ability_revenant_energy_strike"Energy Strike"
citadel_ability_revenant_energy_strike_desc"Strike the targeted area with a massive burst of energy."
citadel_ability_revenant_infuse_weapon"Infuse Weapon"
citadel_ability_revenant_infuse_weapon_desc"Fire special rounds that make your target vulnerable to your energy-based abilities. Drains energy while active."
citadel_ability_revenant_infuse_weapon_trigger"Disable"
citadel_ability_revenant_siphon_energy"Siphon Energy"
citadel_ability_revenant_siphon_energy_desc"Shock your target and steal their energy whenever you strike them with your gun."
citadel_ability_rocket_barrage"重炮轰击"
citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow"重炮轰击减速"
citadel_ability_rocket_barrage_desc"发射一连串的火箭弹,可对准目标地点攻击。"
citadel_ability_rocket_barrage_quip"用火箭弹轰炸一个区域"
citadel_ability_rocket_barrage_t1_desc"施加 <span style="font-weight: bold;">35% 移动减速</span>效果"
citadel_ability_rocket_barrage_t3_desc"<span style="font-weight: bold;">每颗火箭弹造成的伤害 +30</span>"
citadel_ability_running_decoy"Decoy"
citadel_ability_running_decoy_desc"{s:hero_name} creates a temporary decoy that will run towards the target location and shoot at any nearby enemies."
citadel_ability_running_decoy_t1_desc"Move speed <span class="highlight">+{s:MoveSpeedMod} m/s</span> while decoy is active"
citadel_ability_running_decoy_t2_desc"Astro is <span class="highlight">healed {s:HealOnCloneDamage}%</span> of the damage taken by the decoy"
citadel_ability_self_vacuum"奇点"
citadel_ability_self_vacuum_desc"在手中制造一个奇点,<span style="font-weight: bold;">拉近附近的敌人并使其受到伤害</span>。结束后,敌人将被击飞至半空。"
citadel_ability_self_vacuum_quip"拉近敌方队伍并使其眩晕"
citadel_ability_self_vacuum_t3_desc"奇点每秒夺取敌人最大生命值的 <span style="font-weight: bold;">3.8%</span>。"
citadel_ability_shield_toss"Shield Toss"
citadel_ability_shield_toss_desc"{s:hero_name} tosses his shield with great force, causing it to bounce between enemies, damaging and stunning them."
citadel_ability_shieldedsentry"迷你炮塔"
citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack"Sentry Bullet Resist Debuff"
citadel_ability_shieldedsentry_desc"部署一个会<span style="font-weight: bold;">自动射击敌人</span>的小型炮塔。炮塔在有限的时间后会失效。<br>炮塔获得麦金尼斯 20% 的最大生命值,并具有 60% 的元灵抗性。炮塔对步兵和目标物造成的伤害较低。"
citadel_ability_shieldedsentry_quip"部署一台自动炮塔"
citadel_ability_shieldedsentry_t1_desc"炮塔会施加 <span style="font-weight: bold;">+25%</span> 移动减速"
citadel_ability_shieldedsentry_t2_desc"<span style="font-weight: bold;">+10m</span> 攻击范围,<span style="font-weight: bold;">+10%</span> 炮塔射速"
citadel_ability_shiv_dagger"尖锋利齿"
citadel_ability_shiv_dagger_desc"掷出一把锯齿刀,令敌人<span style="font-weight: bold;">受到伤害并流血</span>。每多攻击一次会<span style="font-weight: bold;">叠加</span>一层效果,并刷新流血持续时间,使每层流血量增加。"
citadel_ability_shiv_dagger_max_rage_desc"终极解锁: <span style="font-weight: bold;">怒气值满时</span>刀会弹到另一个敌人身上,并对流血的敌人施加减速效果。"
citadel_ability_shiv_dagger_quip"对敌人施加叠加流血效果"
citadel_ability_shiv_dagger_t3_desc"+40 伤害并 +5 流血 DPS"
citadel_ability_shiv_dash"一网打尽"
citadel_ability_shiv_dash_desc"<span style="font-weight: bold;">向前冲刺,对沿途的敌人造成伤害</span>。<br><br>终极解锁:<span style="font-weight: bold;">怒气值满时</span>,西弗的回声会在短暂延迟后沿着冲刺路径传播,再次对敌人造成伤害。"
citadel_ability_shiv_dash_quip"向前冲刺,对沿途所有敌人造成伤害"
citadel_ability_shiv_dash_t3_desc"每击中一名敌方英雄,冷却时间就会减少 2s(非英雄则为 1s)。每次冲刺最多减少 6s。"
citadel_ability_shiv_dash_t3_tooltip"命中时"
citadel_ability_shiv_defer_damage"细血长流"
citadel_ability_shiv_defer_damage_desc"对于即将到来的伤害,只有一部分会立即生效,剩余伤害会随时间慢慢施加。激活后可<span style="font-weight: bold;">清除一部分推迟的伤害</span>。"
citadel_ability_shiv_defer_damage_max_rage_desc"终极解锁:<span style="font-weight: bold;">怒气值满时</span>,推迟的伤害量会增加。"
citadel_ability_shiv_defer_damage_on_cast"激活时"
citadel_ability_shiv_defer_damage_quip"部分受到的伤害推迟生效"
citadel_ability_shiv_killing_blow"乘胜追击"
citadel_ability_shiv_killing_blow/active_buff"怒气冲天"
citadel_ability_shiv_killing_blow_active_desc"激活后,跳向敌方英雄,如果对方生命值<span style="font-weight: bold;">低于击杀阈值</span>,则<span style="font-weight: bold;">立即将其击杀</span>,否则对其造成 200 伤害。"
citadel_ability_shiv_killing_blow_passive_desc"被动:对敌人造成伤害会累积怒气值。怒气值满时,西弗获得伤害增加,其他技能也会获得<span style="font-weight: bold;">特殊效果</span>。"
citadel_ability_shiv_killing_blow_quip"来到一个低生命值英雄前,立即将其击杀"
citadel_ability_shiv_killing_blow_t1_desc"怒气值满时获得移动速度 <span style="font-weight: bold;">+2 m/s</span>。"
citadel_ability_shiv_killing_blow_t2_desc"<span style="font-weight: bold;">+ 敌人生命值阈值的 8%</span> 并 <span style="font-weight: bold;">+10%</span> 满怒气值额外伤害。"
citadel_ability_shiv_killing_blow_t3_desc"使用“乘胜追击”消灭一个敌人会<span style="font-weight: bold;">重置冷却时间</span>。"
citadel_ability_shiv_killing_blow_ui_meter"怒气值"
citadel_ability_shiv_killing_blow_while_full_rage"怒气值满时"
citadel_ability_shoryuken"Shoryuken"
citadel_ability_shoryuken_desc"Lash performs a rising uppercut, knocking enemies in the air in front of him. Can be used while in the air."
citadel_ability_shoryuken_t3_desc"Hits <span class="highlight">multiple targets</span> around Lash."
citadel_ability_silencecontraptions_t3_desc"Melee also EMP's enemies"
citadel_ability_spade_draw"Draw"
citadel_ability_spade_draw/modifier_citadel_spade_card"Cards"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_disarmed"被缴械"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_root"被定身"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_cooldown"Reduced Cooldown"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_regen"恢复"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_hattrickdisarm"Hat Trick Disarms"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_kingofclubs"Sleeve Toss Immobilizes"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_dot"正在流血"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_emp"Abilities Disabled"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker"铜墙铁壁"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker_debuff"Glitched"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_speed"Increased Move Speed"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_strength"Strength"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weakness"Bullet Armor Reduced"
citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weapon"Increased Attack Speed"
citadel_ability_spade_draw_desc"Spade draws a card from her deck. This card can be played, or used to add an effect to Sleeve Toss"
citadel_ability_spade_draw_t2_desc"+100% card bonus"
citadel_ability_spade_draw_t3_desc"Draw two cards"
citadel_ability_spade_hat_trick"Hat Trick"
citadel_ability_spade_hat_trick/modifier_citadel_spade_hattrick_tracker"Damage Stacks"
citadel_ability_spade_hat_trick_desc"Spade throws her hat, striking enemies along its path. Deals additional damage with <span class="highlight">successive hits</span><br><br>Restores all charges when cooldown completes."
citadel_ability_spade_hat_trick_t1_desc"Reduce total cooldown by 1s per unit hit"
citadel_ability_spade_hat_trick_t3_desc"Hero kills refill all charges"
citadel_ability_spade_misdirection"Shadow Box"
citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection"Misdirection"
citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection/modifier_spade_misdirection_aura"Misdirection zone"
citadel_ability_spade_misdirection_desc"Creates a barrier which deals damage when crossed."
citadel_ability_spade_play"Play"
citadel_ability_spade_play_desc"Plays your current card, gaining bonuses depending on which card is drawn.<br><br>BUG: Play your card to show upgrades in the shop"
citadel_ability_spade_puppeteer"Puppeteer"
citadel_ability_spade_puppeteer/modifier_citadel_spade_pupeteer_puppet"Puppeted"
citadel_ability_spade_puppeteer_desc"Spade turns the target into a puppet, forcing them to <span class="highlight">shoot nearby allies</span>. Control is reduced if no targets are in range.<br><br>Puppets take reduced damage while being controlled."
citadel_ability_spade_sleeve_toss"Sleeve toss"
citadel_ability_spade_sleeve_toss/modifier_citadel_architect_lock_on"Movement deals damage!"
citadel_ability_spade_sleeve_toss/modifier_citadel_spade_rupture"Bleeding, don't move!"
citadel_ability_spade_sleeve_toss/modifier_citadel_spade_sleeve_toss_card_draw"Sleeve Toss"
citadel_ability_spade_sleeve_toss_desc"Spade pulls dove from her sleeve and throws it into the air. It will follow Spade's crosshair until detonation."
citadel_ability_spade_sleight_of_hand"Sleight of Hand"
citadel_ability_spade_sleight_of_hand/modifier_slow_base"被减速"
citadel_ability_spade_sleight_of_hand_desc"Stab a nearby enemy. If done from <span class="highlight">behind</span>, heavily slows the target."
citadel_ability_spade_translocate"Smoke and Mirrors"
citadel_ability_spade_translocate/modifier_citadel_spade_translocate"Returning..."
citadel_ability_spade_translocate_desc"Spade marks an enemy hero's position. After a short duration, they will be returned to that spot."
citadel_ability_spade_translocate_t3_desc"Disable armor after teleport"
citadel_ability_spade_vanishing_act"Vanishing Act"
citadel_ability_spade_vanishing_act/modifier_citadel_spade_vanishing_act"Vanished"
citadel_ability_spade_vanishing_act_desc"Disappear from the world, becoming invisible and damage immune. The first action taken while under the effect gains <span class="highlight">bonus damage</span>."
citadel_ability_spade_vanishing_act_t3_desc"<span class="highlight">+50%</span> bonus damage"
citadel_ability_sprint_roll"疾跑"
citadel_ability_static_charge"静电负荷"
citadel_ability_static_charge/modifier_citadel_staticcharge"静电负荷"
citadel_ability_static_charge_desc"对目标敌方英雄施加电荷。短暂时间后,静电荷会<span style="font-weight: bold;">眩晕并伤害</span>半径内的敌人。<br>可通过副施放进行自我施放。"
citadel_ability_static_charge_quip"对敌方英雄施加延迟区域眩晕"
citadel_ability_sticky_bomb"粘性炸弹"
citadel_ability_sticky_bomb_desc"将粘性炸弹附着到附近目标身上,在短暂的引信时间后造成<span style="font-weight: bold;">爆炸伤害</span>。<br>每命中一个敌人,获得会造成 <span style="font-weight: bold;">+4% 炸弹伤害</span>的炸弹叠加(最多叠加 15 层)。死亡时会失去 2 层叠加。<br>按住 {{Mouse|3}} 可将粘性炸弹施放到自己身上。"
citadel_ability_sticky_bomb_quip"在目标身上放置炸弹"
citadel_ability_sticky_bomb_t3_desc"附着后,对目标<span style="font-weight: bold;">缴械</span>,持续 <span style="font-weight: bold;">3.5s</span>"
citadel_ability_stomp"动能脉冲"
citadel_ability_stomp_desc"发出一道能量脉冲,将敌人击至半空。"
citadel_ability_stomp_quip"在地面上发出一道脉冲,将敌人击至半空"
citadel_ability_stomp_t1_desc"被击中的敌人<span style="font-weight: bold;">射速和移动速度减缓</span> <span style="font-weight: bold;">35%</span>,持续 <span style="font-weight: bold;">4s</span>。"
citadel_ability_stomp_t2_desc"奇能教授对击中的敌人增加 <span style="font-weight: bold;">30% 武器伤害</span>,持续 <span style="font-weight: bold;">8s</span>"
citadel_ability_storm_cloud"雷霆风暴"
citadel_ability_storm_cloud_desc"在你周围形成一个不断扩展的雷霆风暴,对其半径内的<span style="font-weight: bold;">所有敌人造成伤害</span>。敌人在视线范围外时不会受到伤害。在施法过程中你的<span style="font-weight: bold;">子弹抗性</span>会提高。"
citadel_ability_storm_cloud_quip"电击大片区域内的所有敌人"
citadel_ability_storm_cloud_t1_desc"在施放雷霆风暴时,获得 <span style="font-weight: bold;">+35% 子弹抗性</span>"
citadel_ability_storm_cloud_t2_desc"<span style="font-weight: bold;">+7s</span> 施法时间和 <span style="font-weight: bold;">+10m</span> 半径"
citadel_ability_storm_cloud_t3_desc"+75 DPS"
citadel_ability_surveillance_drone"Deploy Combat Drone"
citadel_ability_surveillance_drone_camera"Drone Camera"
citadel_ability_surveillance_drone_camera_desc"Switches Camera from Player to Drone"
citadel_ability_surveillance_drone_crash"Drone Crash"
citadel_ability_surveillance_drone_crash_desc"Crashes Drone into ground dealing AOE damage"
citadel_ability_surveillance_drone_desc"Deploys a fragile Combat Drone which has unique abilities."
citadel_ability_surveillance_drone_player_camera"Player Camera"
citadel_ability_surveillance_drone_player_camera_desc"Switches Camera from Drone to Player"
citadel_ability_surveillance_drone_t2_desc"+<span class="highlight">{s:CrashImpactRadius}</span> crash impact radius, +<span class="highlight">{s:DroneCrashDamage}</span> drone crash damage"
citadel_ability_tangotether"守望者的盟友"
citadel_ability_tangotether_desc"获得加成并自动与附近的一名友军连结并分享加成。连结的所有英雄获得<span style="font-weight: bold;">治疗复制效果</span>。需要在视线内才能连结。按 2 锁定目标"
citadel_ability_tangotether_lock"锁定目标"
citadel_ability_tangotether_quip"强化自己和附近的一名友军"
citadel_ability_tangotether_t2_desc"+2.0m/s 移动加成"
citadel_ability_teleport"传送动作"
citadel_ability_tengu_airlift"空投"
citadel_ability_tengu_airlift_desc"带着一名友军或一枚炸弹一起飞翔。让友军或炸弹掉落会造成<span style="font-weight: bold;">猛烈的爆炸</span>,导致<span style="font-weight: bold;">移动减速</span>。青藤和友军在飞行结束后获得子弹护盾。<br>在空中时,友军获得子弹抗性,但无法攻击,并造成 -50% 伤害。瞄准友军时,空投的施法速度更快。<br>{{Mouse|1}}加速飞行。<br>{{Mouse|2}}让友军/炸弹掉落。"
citadel_ability_tengu_airlift_quip"死亡从天而降!飞行并向敌人投放炸弹(或友军)"
citadel_ability_tengu_airlift_t1_desc"被击中的敌人的子弹抗性 <span style="font-weight: bold;">-20%</span>,持续 <span style="font-weight: bold;">12s</span>"
citadel_ability_tengu_airlift_t2_desc"<span style="font-weight: bold;">+300</span> 子弹护盾,<span style="font-weight: bold;">+5m</span> 爆炸半径"
citadel_ability_tengu_airlift_t3_desc"对被击中的敌人施加<span style="font-weight: bold;">沉默</span>效果,持续 <span style="font-weight: bold;">+4.5s</span>"
citadel_ability_tengu_dragonsfire"Wildfire"
citadel_ability_tengu_dragonsfire_desc"Take flight and breathe eldritch flame down on your enemies. Gain Bullet Resist while flying."
citadel_ability_tengu_dragonsfire_t3_desc"<span class="highlight">+{s:AbilityDuration}s</span> Duration and <span class="highlight">+{s:FlyingBulletResist}</span> Flying Bullet Resist"
citadel_ability_tengu_ghost"Ghost"
citadel_ability_tengu_ghost_desc"Summon a tracking ghost that bounces randomly {s:Bounces} times to new targets after impact. Slows targets hit for 5 seconds."
citadel_ability_tengu_ghost_t3_desc"Bounces +{s:Bounces} additional times"
citadel_ability_tengu_lightningcrash"坠落恩典"
citadel_ability_tengu_lightningcrash_desc"跳上空中并开始飞翔一小段时间。落地时将根据飞行时间<span class="highlight">造成伤害</span>,并获得<span class="highlight">恢复加速</span>。可按 <span class='keybind'>[{s:iv_attack}]</span> 提前结束飞行并俯冲。"
citadel_ability_tengu_lightningcrash_quip"飞至战场上空"
citadel_ability_tengu_lightningcrash_t3_desc"<span class="highlight">+{s:Damage}</span> 伤害,<span class="highlight">+{s:Regeneration}</span> 恢复Regeneration"
citadel_ability_tengu_stone_form"石像形态"
citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form"石像形态"
citadel_ability_tengu_stone_form_desc"将自己变为<span style="font-weight: bold;">坚石</span>砸向地面,对附近的敌人造成<span style="font-weight: bold;">眩晕及伤害</span>。为自己带来相当于最大生命值一定比例的治疗。可在一定程度上控制落地位置。"
citadel_ability_tengu_stone_form_quip"变身坚石,对附近的敌人造成眩晕"
citadel_ability_tengu_stone_form_t2_desc"<span style="font-weight: bold;">+80 伤害</span>以及 <span style="font-weight: bold;">0.5s</span> 眩晕。"
citadel_ability_tengu_urn"葛根炸弹"
citadel_ability_tengu_urn_desc"召唤一片窒息藤蔓,对作用半径内的敌人<span style="font-weight: bold;">造成伤害</span>并使其<span style="font-weight: bold;">减速</span>。"
citadel_ability_tengu_urn_quip"对作用区域中的敌人造成伤害并减速"
citadel_ability_tengu_urn_t3_desc"<span style="font-weight: bold;">+50 DPS</span> 并 <span style="font-weight: bold;">+2m 半径</span>"
citadel_ability_tier2boss_laser_beam"激光"
citadel_ability_tier2boss_rocket_barrage"火箭弹幕"
citadel_ability_tier2boss_stomp"践踏"
citadel_ability_tier3boss_laser_beam"守护神激光"
citadel_ability_time_bank"Time Bank"
citadel_ability_time_bank_desc"{s:hero_name} activates a burst of <span class="highlight">accelerated time</span> where they <span class="highlight">move, shoot and reload</span> faster. When the burst ends, {s:hero_name} must save up time for a short period and is time slowed."
citadel_ability_time_bank_quip"Speed yourself up, then slow down briefly"
citadel_ability_time_bank_trigger"Speed Time"
citadel_ability_time_bomb"Time Bomb"
citadel_ability_time_bomb_desc"{s:hero_name} throws a bomb that explodes if enemies are in its radius after its arm time. The explosion causes a quick <span class="highlight">time freeze</span> and deals <span class="highlight">{s:SingleTargetMult}x more damage</span> if it only hits a single target."
citadel_ability_time_bomb_quip"Proximity explosion"
citadel_ability_time_bomb_t2_desc"Enemies hit by Time Bomb will have their <span class="highlight">bullet resist reduced by {s:BulletArmorReduction}</span> for <span class="highlight">{s:BulletArmorReductionDuration}s</span>"
citadel_ability_time_bomb_t3_desc"<span class="highlight">+{s:Damage} Damage</span> and Time Bomb gains <span class="highlight">+50% more damage</span> from Spirit Power"
citadel_ability_upgrade_tab_desc"{s:show_scoreboard}+[技能键] 将升级你的技能。这是额外绑定。"
citadel_ability_uppercut"爆炸勾拳"
citadel_ability_uppercut_desc"对附近的单位造成<span style="font-weight: bold;">近战轻攻击</span>伤害,并将其<span style="font-weight: bold;">击飞</span>,在其落地处造成<span style="font-weight: bold;">范围伤害</span>和<span style="font-weight: bold;">射速减缓</span>。不会对友军造成伤害。"
citadel_ability_uppercut_quip"将别人从你身边打飞"
citadel_ability_uppercut_t2_desc"对敌方英雄使用上勾拳时,获得<span style="font-weight: bold;">快速旋转时间、2 倍射程和 +60% 武器伤害</span>,持续 12s"
citadel_ability_uppercut_t3_desc"对敌方英雄使用上勾拳时,将<span style="font-weight: bold;">钩子的冷却时间设为 0</span>,并立即将 <span style="font-weight: bold;">+100% 子弹</span>添加到当前弹匣中。"
citadel_ability_viscous_ball_boost"Slam Ball"
citadel_ability_void_sphere"量子闪现"
citadel_ability_void_sphere_desc"奇能教授短暂<span style="font-weight: bold;">消失于虚空之中</span>,随后在不远处重新出现。重新出现时,武器<span style="font-weight: bold;">重新装填</span>,并在使用该弹匣时获得<span style="font-weight: bold;">射速加成</span>(最高 8s)。按 {{Mouse|3}} 施放时还将带上附近友军,并使其获得一半的射速加成。"
citadel_ability_void_sphere_quip"瞬间消失并重新出现"
citadel_ability_void_sphere_t3_desc"重新出现时,<span style="font-weight: bold;">-4s</span> 技能冷却并 <span style="font-weight: bold;">+120%</span> 基础弹药"
citadel_ability_wing_blast"Wing Blast"
citadel_ability_wing_blast_desc"Create a blast of air that pushes enemies away and damages them."
citadel_ability_wraith_rapidfire"全自动"
citadel_ability_wraith_rapidfire/modifier_rapidfire"Rapid Fire"
citadel_ability_wraith_rapidfire_desc"临时提升你的<span style="font-weight: bold;">射速</span>。附近的友军将获得一半的射速加成。"
citadel_ability_wraith_rapidfire_quip"提高你的射速"
citadel_ability_zealot_energy_warp"Energy Warp"
citadel_ability_zealot_energy_warp_desc"Teleports Zealot forward to a distant target. When the teleport is complete, a large burst of energy is released damaging and silencing enemies. Any tethered friendly will also be teleported along with Zealot."
citadel_ability_zealot_energy_warp_t2_desc"<span class="highlight">+{s:SilenceDuration}</span> EMP Duration"
citadel_ability_zealot_energy_warp_t3_desc"<span class="highlight">Refresh</span> Energy Warp <span class="highlight">cooldown</span> upon killing any of the enemies EMPd by Energy Warp."
citadel_ability_zealot_inner_fire"Inner Fire"
citadel_ability_zealot_inner_fire_desc"Passive. Zealot gains health, and grows in physical power while using his other abilities."
citadel_ability_zealot_inner_fire_t1_desc"Move Speed <span class="highlight">+{s:BonusMoveSpeedWhileTethered}</span> while tethered"
citadel_ability_zealot_inner_fire_t2_desc"Damage Resist <span class="highlight">+{s:DamageReductionWhileSpirits}%</span> while using Summon Spirits"
citadel_ability_zealot_inner_fire_t3_desc"Health Regen <span class="highlight">+{s:BonusHealthRegenWhileEnergyWarp}</span> while using Energy Warp"
citadel_ability_zealot_spirit_echo"Spirit Echo"
citadel_ability_zealot_spirit_echo_desc"Shoots a echo spirit at a targeted enemy, slowing and dealing damage. Bounces to nearby enemy units, hitting each unit once."
citadel_ability_zealot_spirit_echo_t1_desc"<span class="highlight">+{s:SpiritShotSlowDuration}</span> second Slow Duration"
citadel_ability_zealot_spirit_echo_t2_desc"<span class="highlight">+{s:MaxBounces}</span> Max Bounces"
citadel_ability_zealot_spirit_echo_t3_desc"Echo slow now reduces Fire Rate <span class="highlight">{s:FireRateReduction}</span>"
citadel_ability_zealot_summon_spirits"Energy Spirits"
citadel_ability_zealot_summon_spirits_desc"Creates energy orbs that rotate around Zealot, striking and damaging anything in their path. Orbs can be shot forward, damaging enemies. Orb damage grows while active up to double after 5 seconds."
citadel_ability_zealot_summon_spirits_t1_desc"<span class="highlight">+{s:SpiritBulletArmor} Bullet Armor</span> while there is a spirit active."
citadel_ability_zealot_summon_spirits_t3_desc"<span class="highlight">+{s:SpiritLifeSteal}% Life Steal</span> on Energy Spirit damage."
citadel_ability_zealot_tether"Tether"
citadel_ability_zealot_tether_desc"Creates a beam of energy to a friend, with each hero sharing <span class="highlight">{s:TetheredShareStatsPct}%</span> of their <span class="highlight">health regen</span>, <span class="highlight">fire rate</span> and <span class="highlight">spirit</span> bonuses. Breaks if out of range for more than {s:TetherDisconnectTime} seconds. Upgrade bonuses apply to both Zealot and his tethered target."
citadel_ability_zealot_weapon_drain_pulse"Weapon Drain Pulse"
citadel_ability_zealot_weapon_drain_pulse_desc"Drains the Courage of nearby enemy heroes and NPCs, reducing their gun damage. A portion of the stolen damage is transferred to Zealot's gun."
citadel_ability_zip_line"滑索"
citadel_all_chat_label_prefix"[所有人]"
citadel_ap_max_level"max Lvl"
citadel_bot_name"机器人"
citadel_bot_name_prefix"[机器人]"
citadel_camera_pitch_inverted"反转鼠标"
citadel_camera_zoom_is_toggle"切换缩放"
citadel_chat_all"[所有人]"
citadel_chat_allies"[友方]"
citadel_chat_placeholder"对(所有人):"
citadel_chat_placeholder_spec_team"对(观众):"
citadel_chat_placeholder_team"对(友军):"
citadel_chat_spectators"[仅限观众]"
citadel_chatmessage"{s:target} {s:persona}:{s:message}"
citadel_chatwheel_label_Attack_Hero"攻击{s:hero_name}"
citadel_chatwheel_label_BRB"马上回来"
citadel_chatwheel_label_Care"小心"
citadel_chatwheel_label_Defend"防守分路…"
citadel_chatwheel_label_GetBack"撤退"
citadel_chatwheel_label_Go"上啊"
citadel_chatwheel_label_GoingIn"上了"
citadel_chatwheel_label_GoodGame"比赛很精彩"
citadel_chatwheel_label_GoodJob"干得漂亮"
citadel_chatwheel_label_GoodJobGameOver"干得漂亮"
citadel_chatwheel_label_HeadedTo"往基地走了"
citadel_chatwheel_label_Headed_Blue"{s:hero_name}往蓝路走了"
citadel_chatwheel_label_Headed_Green"{s:hero_name}往绿路走了"
citadel_chatwheel_label_Headed_Purple"{s:hero_name}往紫路走了"
citadel_chatwheel_label_Headed_Yellow"{s:hero_name}往黄路走了"
citadel_chatwheel_label_Help"帮助"
citadel_chatwheel_label_HoldUp"等等/等一下"
citadel_chatwheel_label_ImBack"我回来了"
citadel_chatwheel_label_Missing"敌人消失"
citadel_chatwheel_label_No"不!"
citadel_chatwheel_label_OMW"来了"
citadel_chatwheel_label_PregameEnemy"Taunt {s:hero_name}"
citadel_chatwheel_label_PregameTeammate"Praise {s:hero_name}"
citadel_chatwheel_label_Push"推进分路"
citadel_chatwheel_label_StayTogether"一起行动"
citadel_chatwheel_label_Stun"眩晕"
citadel_chatwheel_label_Stun_Hero"Stun {s:hero_name}"
citadel_chatwheel_label_WellPlayed"打得<br>很漂亮"
citadel_chatwheel_label_Yes"好的!"
citadel_chatwheel_label_cancel"取消"
citadel_chatwheel_label_follow_me"跟着我"
citadel_chatwheel_label_headed_this_way"往这边来了"
citadel_chatwheel_label_lets_go_here"到这去"
citadel_chatwheel_label_missing_blue"蓝路敌人消失"
citadel_chatwheel_label_missing_green"绿路敌人消失"
citadel_chatwheel_label_missing_hero"敌人消失"
citadel_chatwheel_label_missing_purple"紫路敌人消失"
citadel_chatwheel_label_missing_yellow"黄路敌人消失"
citadel_chatwheel_label_placeholder""
citadel_chatwheel_label_respond"Respond 'On My Way'"
citadel_chatwheel_label_retreat"撤退"
citadel_chatwheel_label_see_enemy"这有敌人"
citadel_chatwheel_label_thanks"谢了"
citadel_chatwheel_label_thanksGameOver"谢了"
citadel_chatwheel_message_BRB"我马上回来!"
citadel_chatwheel_message_Care"小心!"
citadel_chatwheel_message_Defend"防守分路!"
citadel_chatwheel_message_Defend_Blue"防守蓝路"
citadel_chatwheel_message_Defend_Green"防守绿路"
citadel_chatwheel_message_Defend_Purple"防守紫路"
citadel_chatwheel_message_Defend_Yellow"防守黄路"
citadel_chatwheel_message_GetBack"撤退!"
citadel_chatwheel_message_Go"上啊!"
citadel_chatwheel_message_GoingIn"我要上了!"
citadel_chatwheel_message_GoodGame"比赛很精彩!"
citadel_chatwheel_message_GoodJob"干得漂亮!"
citadel_chatwheel_message_GoodJobGameOver"干得漂亮!"
citadel_chatwheel_message_HeadedTo"往基地走了!"
citadel_chatwheel_message_HeadedToBlue"往蓝路走了"
citadel_chatwheel_message_HeadedToGreen"往绿路走了"
citadel_chatwheel_message_HeadedToLane"往分路走了…"
citadel_chatwheel_message_HeadedToPurple"往紫路走了"
citadel_chatwheel_message_HeadedToYellow"往黄路走了"
citadel_chatwheel_message_Help"需要帮助!"
citadel_chatwheel_message_Help_blue"蓝路需要帮助!"
citadel_chatwheel_message_Help_green"绿路上需要帮助!"
citadel_chatwheel_message_Help_purple"紫路需要帮助!"
citadel_chatwheel_message_Help_yellow"黄路需要帮助!"
citadel_chatwheel_message_HoldUp"等 {s:param_1}"
citadel_chatwheel_message_ImBack"我回来了"
citadel_chatwheel_message_Missing"敌人消失!"
citadel_chatwheel_message_No"不!"
citadel_chatwheel_message_OMW"来了!"
citadel_chatwheel_message_PregameEnemy"Taunt {s:hero_name}"
citadel_chatwheel_message_PregameTeammate"Praise {s:hero_name}"
citadel_chatwheel_message_Push"推进!"
citadel_chatwheel_message_StayTogether"一起行动"
citadel_chatwheel_message_Stun"眩晕!"
citadel_chatwheel_message_WellPlayed"打得很漂亮!"
citadel_chatwheel_message_Yes"没问题!"
citadel_chatwheel_message_missing_blue"蓝路敌人消失!"
citadel_chatwheel_message_missing_green"绿路敌人消失!"
citadel_chatwheel_message_missing_hero"{s:param_1}消失"
citadel_chatwheel_message_missing_purple"紫路敌人消失!"
citadel_chatwheel_message_missing_yellow"黄路敌人消失!"
citadel_chatwheel_message_thanks"谢了!"
citadel_chatwheel_message_thanksGameOver"谢了!"
citadel_chatwheel_push_blue"推进蓝路"
citadel_chatwheel_push_green"推进绿路"
citadel_chatwheel_push_purple"推进紫路"
citadel_chatwheel_push_yellow"推进黄路"
citadel_clientversion"生成版本 {d:client_version_number}"
citadel_confirm_reset_crosshair"你确定要将准星重置为默认设置吗?"
citadel_confirm_reset_keybindings"你确定要将按键绑定(包括英雄特定的按键绑定)重置为默认设置吗?"
citadel_confirm_reset_keybindings_for_default"你确定要将你的默认按键绑定重置为默认绑定吗?"
citadel_confirm_reset_keybindings_for_hero"您确定要将此英雄的按键绑定重置为默认设置吗?"
citadel_duo_drone_extra_abilities"Combat Drone Abilities"
citadel_east_team_name"琥珀"
citadel_enable_ping_indicator"启用 HUD 信号指示器"
citadel_game_audio_muted"游戏已静音"
citadel_game_audio_press_unmute"按下 {s:key_toggle_mute} 取消静音"
citadel_gun_damage"武器伤害"
citadel_hijack_drone_extra_abilities"Combat Drone Abilities"
citadel_hint_activate_wall"按下 <span class="hintTextEmphasis">[{s:iv_attack}]</span> 即可提前创建墙壁。"
citadel_hint_buy_items"返回基地或商店购买<span class="hintTextEmphasis">道具</span>。"
citadel_hint_flamedash_boost"按下 <span class="hintTextEmphasis">[{s:key_innate_1}]</span> 即可加速。需要耐力。"
citadel_hint_flying_strike_early_activate"按下 <span class="hintTextEmphasis">[{s:iv_attack}]</span> 即可提前飞向目标。"
citadel_hint_guided_arrow_boost"按住 <span class="hintTextEmphasis">[{s:iv_attack}]</span> 即可提升箭速。"
citadel_hint_hero_testing_shop"按下 <span class="hintTextEmphasis">[{s:citadel_open_hero_sheet}]</span> 即可打开商店,设置测试选项。"
citadel_hint_ladder"按下 <span class="hintTextEmphasis">[{s:in_mantle}]</span>+<span class="hintTextEmphasis">[{s:key_forward}]</span> 即可跳上梯子。"
citadel_hint_learn_ability"按住技能<span class="hintTextEmphasis">键 1-4</span> 即可学习该技能。"
citadel_hint_learn_initial_ability"按住 <span class="hintTextEmphasis">[{s:show_scoreboard}]</span> 即可选择要解锁的技能"
citadel_hint_mantle"按住 <span class="hintTextEmphasis">[{s:in_mantle}]</span> 即可攀爬登上平台。"
citadel_hint_melee"按下 <span class="hintTextEmphasis">[{s:in_weapon1}]</span> 即可使用近战攻击。"
citadel_hint_slide"跑下斜坡时按住 <span class="hintTextEmphasis">[{s:duck}]</span> 即可滑行。"
citadel_hint_teleport"你的 2 级 Boss 正在遭受攻击,按下 <span class="hintTextEmphasis">[{s:key_teleport}]</span> 即可传送提供帮助!"
citadel_hint_upgrade_ability"按住 <span class="hintTextEmphasis">[{s:show_scoreboard}]</span> 即可升级技能"
citadel_hint_zipline"按住 <span class="hintTextEmphasis">[{s:in_mantle}]</span> 即可跳上滑索。"
citadel_hint_zoom"按住 <span class="hintTextEmphasis">[{s:iv_attack2}]</span> 即可用武器放大。"
citadel_hotkeys_tooltip_chatvoiceparty"用麦克风与队伍中的所有成员交流。如果设置为使用开放式麦克风,则在主界面中也能使用。"
citadel_hotkeys_tooltip_chatvoiceteam"用麦克风与所有队伍成员交流。"
citadel_keybind_ability1"技能 1"
citadel_keybind_ability2"技能 2"
citadel_keybind_ability3"技能 3"
citadel_keybind_ability4"技能 4"
citadel_keybind_ads"缩放"
citadel_keybind_alt"ALT"
citadel_keybind_alt_cast"副施放"
citadel_keybind_alt_modifier"Alt 修饰键"
citadel_keybind_attack"开火"
citadel_keybind_backwards"向后移动"
citadel_keybind_cancel_ability"取消技能"
citadel_keybind_chat_all"聊天(所有人)"
citadel_keybind_chat_team"聊天(队友)"
citadel_keybind_command"CMD"
citadel_keybind_crouch"下蹲/滑行"
citadel_keybind_ctrl"CTRL"
citadel_keybind_decrease_replay_speed"减速观看回放"
citadel_keybind_dev_console"开发者控制台"
citadel_keybind_extra_info"额外信息"
citadel_keybind_forward"向前移动"
citadel_keybind_held_item"近战格挡/投掷所持物品"
citadel_keybind_increase_replay_speed"加速观看回放"
citadel_keybind_item1"物品 1"
citadel_keybind_item2"物品 2"
citadel_keybind_item3"物品 3"
citadel_keybind_item4"物品 4"
citadel_keybind_left"向左移动(平移)"
citadel_keybind_mantle"跳跃/攀爬"
citadel_keybind_melee"近战"
citadel_keybind_minimap_view_amber_team"琥珀小地图视图"
citadel_keybind_minimap_view_sapphire_team"蓝宝石小地图视图"
citadel_keybind_minimap_view_spectator_team"双方队伍的小地图视图"
citadel_keybind_minimap_view_targets_team"目标的小地图视图"
citadel_keybind_mouse_wheel"聊天轮盘"
citadel_keybind_open_hero_sheet"打开商店"
citadel_keybind_pause"暂停"
citadel_keybind_ping"信号"
citadel_keybind_push_to_talk"语音聊天(我方)"
citadel_keybind_push_to_talk_party"语音聊天(队伍)"
citadel_keybind_quick_response"快速回复"
citadel_keybind_reload"装填弹药"
citadel_keybind_replay_change_Team"更改观战队伍"
citadel_keybind_replay_death"死亡回放"
citadel_keybind_replay_fly_down"回放飞降"
citadel_keybind_replay_fly_up"回放飞升"
citadel_keybind_replay_next_target"回放下一个目标"
citadel_keybind_replay_prev_target"回放上一个目标"
citadel_keybind_right"向右移动(平移)"
citadel_keybind_roll"冲刺"
citadel_keybind_scoreboard"计分板"
citadel_keybind_shift"SHIFT"
citadel_keybind_spec_change_Team"更改观战队伍"
citadel_keybind_spec_chase"以追逐视角观战"
citadel_keybind_spec_in_eye"以第一人称视角观战"
citadel_keybind_spec_next_target"观看下一个目标"
citadel_keybind_spec_prev_target"观看上一个目标"
citadel_keybind_spectator_fly_down"飞降"
citadel_keybind_spectator_fly_up"飞升"
citadel_keybind_tab"TAB"
citadel_keybind_teleport_to_objective"传送"
citadel_keybind_toggle_free_cursor"切换自由光标"
citadel_keybind_toggle_mute"切换静音"
citadel_keybind_toggle_replay_camera"更改回放视角模式"
citadel_keybind_toggle_replay_pause"切换回放暂停"
citadel_keybind_toggle_spec_camera"更改观众视角模式"
citadel_keybind_upgrade_ability1"升级技能 1"
citadel_keybind_upgrade_ability2"升级技能 2"
citadel_keybind_upgrade_ability3"升级技能 3"
citadel_keybind_upgrade_ability4"升级技能 4"
citadel_keybind_upgrade_ability_1"升级技能 1"
citadel_keybind_upgrade_ability_2"升级技能 2"
citadel_keybind_upgrade_ability_3"升级技能 3"
citadel_keybind_upgrade_ability_4"升级技能 4"
citadel_keybind_windows"WIN"
citadel_keybind_zipline"滑索"
citadel_modifier_duo_arc_cannon"Arc Cannon"
citadel_modifier_duo_drone_tracker"Drone"
citadel_modifier_passive_hijack_stacking_weapon_jammer"Gun Jammed"
citadel_modifier_passive_hijack_weapon_jammer_buildup"Weapon Jammer"
citadel_modifier_passive_hijack_weapon_jammer_buildup_desc"Weapon Jammer Building"
citadel_modifier_tangotether_tether_receiver"Covenant"
citadel_modifier_teleport"正在传送"
citadel_mute_game_audio"将游戏静音"
citadel_mute_player"点击将玩家静音"
citadel_next_ap_abilities"<Panel class="goldIcon"/> <span class="nextAPGoldLabel">{i:gold_to_next_level}</span> to next Lvl"
citadel_next_attack_delay_reason_disarmed"被缴械"
citadel_next_attack_delay_reason_reload"装填弹药"
citadel_ping_wheel_disabled_while_dead"死亡时禁用"
citadel_ping_wheel_message"{s:message}"
citadel_purchasemessage"<span class="ChatTarget">{s:target} <span class="ChatPersona"><span class="{s:player_color_class}">{s:persona}</span></span></span> <span class="{s:purchaseText}">{s:soldOrPurchasedText}</span> <span class="{s:message_color_class}">{s:message}</span>"
citadel_quick_response_cancel"Cancel Last Ping Message"
citadel_quick_response_respond_onmyway"Respond 'On my Way'"
citadel_quick_response_respond_onmyway_to_hero"Respond 'On my Way' to {s:hero_name}"
citadel_replay_manager_error_chunk_failed"回放尚未准备好下载"
citadel_replay_manager_error_write_failure"回放写入本地磁盘失败"
citadel_reset_keybind"重置按键绑定?"
citadel_settings_2speakers"2 声道扬声器"
citadel_settings_4speakers"4 声道扬声器"
citadel_settings_5speakers"5.1 声道扬声器"
citadel_settings_7speakers"7.1 声道扬声器"
citadel_settings_abilitieskeybinds"技能按键绑定"
citadel_settings_ability_quickcast_tooltip"切换以启用/禁用此特定技能/物品的快速施放功能"
citadel_settings_about"关于"
citadel_settings_actionkeybinds"操作按键绑定"
citadel_settings_advancedvideosettings"使用高级设置"
citadel_settings_alt_cast_double_tap"双击"
citadel_settings_alt_cast_double_tap_tooltip"双击某技能按钮即可副施放该技能"
citadel_settings_alt_cast_double_tap_window"副施放双击窗口"
citadel_settings_alt_cast_hold_time"需要副施放键按住时间"
citadel_settings_alt_cast_key"副施放键"
citadel_settings_alt_cast_key_tooltip"选定一个技能,然后按下副施放键,或是按住副施放键,然后按下技能键,即可副施放该技能。"
citadel_settings_alt_cast_mode"更改副施放方式:"
citadel_settings_alt_cast_press_and_hold"按住不动"
citadel_settings_alt_cast_press_and_hold_tooltip"按住某技能按钮一小段时间即可副施放"
citadel_settings_antialiasing"抗锯齿"
citadel_settings_antialiasing_cmaa"CMAA"
citadel_settings_antialiasing_desc"禁用 FSR2 时使用的后期处理抗锯齿效果。<br><br>性能消耗:小/稳定"
citadel_settings_antialiasing_fxaa"FXAA"
citadel_settings_antialiasing_none"无"
citadel_settings_appearancevideo"效果最好"
citadel_settings_apply"应用设置"
citadel_settings_area_lights"区域光"
citadel_settings_area_lights_desc"允许正确渲染大型或形状不规则的光源,例如光束效果。低端系统的性能消耗可能会更高。<br><br>性能消耗:小/稳定"
citadel_settings_aspectratio"宽高比"
citadel_settings_aspectratio1610"16x10"
citadel_settings_aspectratio169"16x9"
citadel_settings_aspectratio219"21x9"
citadel_settings_audio"音频"
citadel_settings_audiodefaults"恢复默认设置"
citadel_settings_basicvideosettings"使用基础设置"
citadel_settings_borderless"无边框窗口模式"
citadel_settings_camera_volume_cutout"摄像头抠图"
citadel_settings_camera_volume_cutout_desc"当前未使用"
citadel_settings_cancel_ability_mode"更改取消技能模式:"
citadel_settings_cancel_ability_mode_ability_key"技能键"
citadel_settings_cancel_ability_mode_ability_key_tooltip"再次按下技能键即可取消主动技能"
citadel_settings_cancel_ability_mode_cancel_key"取消键"
citadel_settings_cancel_ability_mode_cancel_key_tooltip"按下取消键即可取消主动技能"
citadel_settings_cancel_ability_mode_either"取消键或技能键"
citadel_settings_cancel_ability_mode_either_tooltip"按下取消键或再次按下技能键即可取消主动技能"
citadel_settings_chat_allow_global"频道中聊天信息在其他频道中显示"
citadel_settings_chat_filter"允许的聊天"
citadel_settings_chat_filter_allow_all"所有玩家"
citadel_settings_chat_filter_allow_friendly"友好玩家(好友、队伍成员和公会成员)"
citadel_settings_chat_filter_allow_none"没有收到聊天"
citadel_settings_chat_filter_allow_teams"友好玩家和队友"
citadel_settings_chat_filter_onlyfriends"仅显示好友、队伍和公会的聊天"
citadel_settings_chat_filter_settings_apply_to_spectating"将允许的聊天的筛选设置应用至观战"
citadel_settings_chat_invert_ping"反转信号"
citadel_settings_chat_join_regional"启动时加入区域聊天频道"
citadel_settings_chat_mute_enemies"屏蔽敌方玩家聊天"
citadel_settings_chat_mute_everyone"屏蔽所有聊天"
citadel_settings_chat_openmic"开放式麦克风"
citadel_settings_chat_ptt"按下说话"
citadel_settings_chat_wheel_all"[所有人]"
citadel_settings_chat_whispers"将 Steam 消息显示为悄悄话"
citadel_settings_chatwheel"聊天轮盘"
citadel_settings_clear_keybind_tooltip"清除按键绑定"
citadel_settings_communicationkeybinds"交流按键绑定"
citadel_settings_contextual_slot"[情境槽位]"
citadel_settings_contextual_slot_label"情境信号轮盘槽位"
citadel_settings_crosshair"准星设置"
citadel_settings_crosshair_color"颜色"
citadel_settings_crosshair_color_b"蓝色"
citadel_settings_crosshair_color_g"绿色"
citadel_settings_crosshair_color_r"红色"
citadel_settings_crosshair_defaults"重置为默认"
citadel_settings_crosshair_dot_opacity"点不透明度"
citadel_settings_crosshair_dot_outline_opacity"点轮廓不透明度"
citadel_settings_crosshair_pip_border"显示准星线边框"
citadel_settings_crosshair_pip_gap"间隙"
citadel_settings_crosshair_pip_height"高度"
citadel_settings_crosshair_pip_opacity"线不透明度"
citadel_settings_crosshair_pip_width"宽度"
citadel_settings_crosshair_size"准星线"
citadel_settings_crosshair_visibility"准星点"
citadel_settings_customresolution"使用自定义分辨率"
citadel_settings_defaultaudio"默认"
citadel_settings_defaultkeybinds"默认"
citadel_settings_depth_of_field"景深"
citadel_settings_depth_of_field_desc"模拟不同的相机镜头焦距和光圈。当前状态下不会影响游戏性能。<br><br>性能消耗:可忽略不计"
citadel_settings_dfao"距离场环境光遮蔽"
citadel_settings_dfao_desc"利用距离场数据来粗略估计角色和动态物体的柔和接触阴影效果。<br><br>性能消耗:中等/不定"
citadel_settings_dfao_quality_high"高"
citadel_settings_dfao_quality_low"低"
citadel_settings_dfao_quality_med"中"
citadel_settings_dfao_quality_off"关闭"
citadel_settings_dfao_quality_ultra"超高"
citadel_settings_displacement_mapping"位移映射"
citadel_settings_displacement_mapping_desc"画面空间位移效果可使世界几何图形的保真度更高。<br><br>性能消耗:中等/稳定"
citadel_settings_display"显示器:"
citadel_settings_display_choice"显示器 {d:displayNumber} - {s:displayName}"
citadel_settings_distancefield_reflections"距离场反射"
citadel_settings_distancefield_reflections_desc"尚在开发中:使用距离场进行镜面遮蔽的功能。画面上的角色越多,性能越差,但未来更新后应该会有所改善。<br><br>性能消耗:高/不定"
citadel_settings_distancefield_shadows"距离场阴影"
citadel_settings_distancefield_shadows_desc"动态物体在成本更低的非阴影贴图光线中投射阴影。<br><br>性能消耗:中等/不定"
citadel_settings_effects_bloom"效果泛光"
citadel_settings_effects_bloom_desc"允许我们直接将效果绘制到泛光缓冲区中以增强视觉效果。<br><br>性能消耗:小/稳定"
citadel_settings_enable_console"启用控制台"
citadel_settings_enable_console_tooltip"如果你有像 -dev 或 -console 这样的启动选项来启用控制台,它们会覆盖此设置。"
citadel_settings_fastestvideo"最快"
citadel_settings_fog_quality"雾效质量"
citadel_settings_fog_quality_high"高"
citadel_settings_fog_quality_low"低"
citadel_settings_fog_quality_med"中"
citadel_settings_fps_max"游戏内最大每秒帧数"
citadel_settings_fps_max_tip"更多的数值可以使用启动项选项“+fps_max”进行设定。"n超出滑动条允许范围的数值将会使滑动条无效。"
citadel_settings_fps_max_ui"主界面最大每秒帧数"
citadel_settings_fps_max_ui_tip"更多的数值可以使用启动项选项“+ui_fps_max”进行设定。"n超出滑动条允许范围的数值将会使滑动条无效。"
citadel_settings_fsr"超级分辨率锐画技术(FSR)"
citadel_settings_fsr2"FSR2"
citadel_settings_fsr2_desc"尚在开发中:集成 AMD 超级分辨率锐画技术(FSR)动态抗锯齿/优化升级技术"
citadel_settings_fsr2_sharpness"FSR2 清晰度"
citadel_settings_fsr2_sharpness_desc"FSR2 清晰度"
citadel_settings_fsr2scaling"缩放模式"
citadel_settings_fsr2scaling_balanced"均衡"
citadel_settings_fsr2scaling_desc"原生抗锯齿 -1x 缩放<br>质量 -1.5x 缩放<br>均衡 - 1.7x 扩展<br>性能 - 2x 缩放<br>超高性能 - 3x 缩放<br><br>性能消耗:高/稳定"
citadel_settings_fsr2scaling_native"原生抗锯齿"
citadel_settings_fsr2scaling_performance"性能"
citadel_settings_fsr2scaling_quality"品质"
citadel_settings_fsr2scaling_ultra_performance"超高"
citadel_settings_fsr_rcas_sharpness"FSR 清晰度"
citadel_settings_fsr_rcas_sharpness_desc"FSR 清晰度"
citadel_settings_fsr_tooltip"游戏渲染画面质量低于 100% 时会进行高画质优化升级。"n需要启用抗锯齿。"
citadel_settings_fullscreen"全屏"
citadel_settings_fullscreen_focus_behavior"全屏焦点行为"
citadel_settings_fullscreenbrightness"全屏亮度"
citadel_settings_fxaa"抗锯齿"
citadel_settings_fxaa_desc"减少因图像采样不足而产生的阶梯式瑕疵。抗锯齿功能尚在开发中。我们目前支持 FXAA。<br><br>性能消耗:小/稳定"
citadel_settings_game"游戏"
citadel_settings_gamevoicevolume"语音输入音量(你的)"
citadel_settings_gamevoicevolume_desc"控制你麦克风的输入音量"
citadel_settings_gamevolume"游戏音量"
citadel_settings_gamevolume_desc"调整音效、音乐和对话的音量"
citadel_settings_headphones"耳机"
citadel_settings_hotkeys"按键绑定"
citadel_settings_invert_ping_desc"检查是否需要反转信号。"n默认:"n单信号 = 被动"n双信号 = 主动"n"n反转:"n单信号 = 主动"n双信号 = 被动"
citadel_settings_itemkeybinds"物品按键绑定"
citadel_settings_keybinddefaults"恢复所有按键绑定默认设置"
citadel_settings_language_change_body"重启 Deadlock 客户端以应用语言更改。"
citadel_settings_language_change_title"需要重启"
citadel_settings_light_sensitivity_mode"减弱闪光效果"
citadel_settings_light_sensitivity_mode_desc"此设置将减弱闪光及频闪效果,但不会将其完全消除。此设置旨在使游戏玩起来更舒适,但部分效果仍将存留。"
citadel_settings_low_latency"NVIDIA Reflex 低延迟"
citadel_settings_low_latency_amd"AMD Anti-Lag 2.0"
citadel_settings_low_latency_tooltip_boost"低延迟模式现已启用,并且优化了系统延迟。包括多项技术,可使 GPU 获得更多电力并轻微影响 FPS,从而尽可能地降低延迟。"
citadel_settings_low_latency_tooltip_off"低延迟模式已禁用。"
citadel_settings_low_latency_tooltip_on"低延迟模式现已启用,并且优化了系统延迟。"
citadel_settings_lowlatency_boost"已启用 + 加速"
citadel_settings_lowlatency_off"已禁用"
citadel_settings_lowlatency_on"已启用"
citadel_settings_mastervolume"主音量"
citadel_settings_mastervolume_desc"调整游戏的整体音量"
citadel_settings_mboit"MBOIT"
citadel_settings_mboit_desc"尚在开发中:此功能使渲染效果更一致,并最终以低于帧中其余部分的分辨率进行渲染。"
citadel_settings_misckeybinds"杂项按键绑定"
citadel_settings_monitor_mic"监听我的麦克风"
citadel_settings_monitor_mic_desc"打开此功能可以在调整音频设置时监听你的麦克风。"
citadel_settings_motion_blur"动态模糊"
citadel_settings_motion_blur_desc"尚在开发中:仅限物体的动态模糊效果。"
citadel_settings_motion_blur_objects_only"开启"
citadel_settings_motion_blur_off"关闭"
citadel_settings_motion_blur_player_only"仅限玩家"
citadel_settings_mousesensitivity"鼠标灵敏度"
citadel_settings_mousezoomsensitivity"缩放灵敏度比例"
citadel_settings_musicvolume"菜单音乐音量"
citadel_settings_musicvolume_desc"调整主菜单内音乐的音量"
citadel_settings_network"网络"
citadel_settings_openmicthreshold"麦克风触发阈值"
citadel_settings_openmicthreshold_desc"仅当音频输入音量超过此水平时才传送语音。适用于“按下发言”及“开放式麦克风”。"
citadel_settings_options"选项"
citadel_settings_particlequality"特效质量"
citadel_settings_particlequality_desc"剔除效果中不必要的部分以获得更好的性能。当前未使用。"
citadel_settings_particlequality_high"高"
citadel_settings_particlequality_low"低"
citadel_settings_particlequality_med"中"
citadel_settings_per_unit_hotkeys"英雄特定热键"
citadel_settings_ping_wheel_contextual"使用情境信号轮盘槽位"
citadel_settings_ping_wheel_contextual_desc"情境信号槽位在游戏期间会根据当前相关信号变化"
citadel_settings_pingwheeldefaults"恢复信号轮盘默认设置"
citadel_settings_playsoundinbackground"在后台播放声音"
citadel_settings_post_bloom"后期处理泛光"
citadel_settings_post_bloom_desc"光线从图片的较亮部分漏出,以模拟摄像头镜头中的缺陷,为高亮度提供视觉提示。<br><br>性能消耗:小/稳定"
citadel_settings_quick_cast_desc"{s:ability_name}的快速施放选项:"
citadel_settings_quick_cast_global_desc"更改所有英雄技能的快速施放模式:"
citadel_settings_quick_cast_items_desc"主动物品的快速施放选项:"
citadel_settings_quick_cast_set_success"所有英雄技能的快速施放模式设置成功。"
citadel_settings_quick_cast_success"成功"
citadel_settings_quickcast_confirm_cast"确认施放"
citadel_settings_quickcast_confirm_cast_tooltip"按下一个技能所对应的按键选择该技能,然后按下开火键施放该技能。"
citadel_settings_quickcast_default"技能默认"
citadel_settings_quickcast_default_tooltip"使用技能的默认快速施放模式"
citadel_settings_quickcast_disabled"快速施放"
citadel_settings_quickcast_disabled_tooltip"按下一个技能所对应的按键选择该技能,在释放该键时施放该技能。"
citadel_settings_quickcast_enabled"立即施放"
citadel_settings_quickcast_enabled_tooltip"按下一个技能所对应的按键时施放该技能。"
citadel_settings_quickcast_item_default"物品默认"
citadel_settings_quickcast_select_option"选择一项…"
citadel_settings_render_portals"传送门渲染"
citadel_settings_render_system"渲染"
citadel_settings_render_system_recommended"推荐"
citadel_settings_render_system_tooltip"DirectX 版本"
citadel_settings_rendering"渲染"
citadel_settings_renderquality"渲染质量"
citadel_settings_renderquality_desc"用于计算内部渲染分辨率的每个维度缩放比例。值越低,渲染速度越快。值越高,渲染效果越清晰,瑕疵越少。"
citadel_settings_replaykeybinds"回放按键绑定"
citadel_settings_reset_keybind"重置"
citadel_settings_reset_keybind_tooltip"恢复按键绑定默认设置"
citadel_settings_resolution"分辨率"
citadel_settings_resolution_display_mode"窗口模式"
citadel_settings_resolution_size"分辨率"
citadel_settings_screen_space_shadows"接触阴影"
citadel_settings_screen_space_shadows_desc"当前未使用"
citadel_settings_shadow_quality"阴影质量"
citadel_settings_shadow_quality_desc"阴影质量"
citadel_settings_shadow_quality_high"高"
citadel_settings_shadow_quality_low"低"
citadel_settings_shadow_quality_med"中"
citadel_settings_shadow_quality_ultra"超高"
citadel_settings_sounddevice"音频设备:"
citadel_settings_speakerconfig"扬声器配置:"
citadel_settings_spectatorkeybinds"观众按键绑定"
citadel_settings_ssao"屏幕空间环境光遮蔽"
citadel_settings_ssao_desc"使用屏幕空间数据粗略估计软接触阴影。<br><br>性能消耗:中等/稳定"
citadel_settings_ssao_quality_high"高"
citadel_settings_ssao_quality_low"低"
citadel_settings_ssao_quality_med"中"
citadel_settings_ssao_quality_off"关闭"
citadel_settings_ssao_quality_ultra"超高"
citadel_settings_streamer_mode"主播模式"
citadel_settings_streamer_mode_tooltip"启用此功能即可在游戏中及主界面上隐藏玩家名称。不会在个人资料卡中隐藏玩家名称。"
citadel_settings_streamlined_mic"优化麦克风"
citadel_settings_streamlined_mic_desc"在游戏开始时打开录音设备,而不是在使用麦克风时打开。"
citadel_settings_text_filter_filtered"启用文本过滤"
citadel_settings_texturequality"纹理质量"
citadel_settings_texturequality_desc"较低的设置会降低纹理分辨率,从而可能提高低端系统的性能。"
citadel_settings_texturequality_high"高"
citadel_settings_texturequality_low"低"
citadel_settings_texturequality_med"中"
citadel_settings_ui_language"语言:"
citadel_settings_upscaling"优化升级技术"
citadel_settings_upscaling_desc"从低分辨率、渲染速度更快的内部帧生成高分辨率帧。<br><br>FSR2 使用动态抗锯齿(TAA)。<br><br>性能消耗:中等/稳定"
citadel_settings_upscaling_fsr"FSR"
citadel_settings_upscaling_fsr2"FSR2(TAA)"
citadel_settings_upscaling_none"无"
citadel_settings_usenativeresolution"使用原生分辨率"
citadel_settings_video"视频"
citadel_settings_videodefaults"恢复默认设置"
citadel_settings_voice"语音设置"
citadel_settings_voice_always_sample_mic"始终对麦克风进行采样"
citadel_settings_voice_level"语音水平"
citadel_settings_voice_sounddevice"语音输入设备:"
citadel_settings_voice_steam_link"用 <a href="event:DOTAShowSteamVoiceSettings()">Steam 语音设置</a>配置录音设备设置。"
citadel_settings_voicevolume"语音聊天音量(其他玩家)"
citadel_settings_voicevolume_desc"调整其他玩家麦克风的音量"
citadel_settings_volume"音量"
citadel_settings_vsync"垂直同步"
citadel_settings_vsync_desc"消除画面撕裂瑕疵,但会增加输入延迟。"
citadel_settings_will_reset_tooltip"冲突的绑定将被清除:"
citadel_settings_window"窗口"
citadel_spectator_voice_mode_0"玩家语音开启"
citadel_spectator_voice_mode_1"玩家语音关闭"
citadel_survey_fun_hero"今天你选的这个英雄玩起来有趣吗?"
citadel_survey_least_fun_hero_to_play_against"Which hero was the least fun to play against?"
citadel_survey_match_fun"比赛有趣吗?"
citadel_switch_camera_teammate_1"观看队友 1"
citadel_switch_camera_teammate_2"观看队友 2"
citadel_switch_camera_teammate_3"观看队友 3"
citadel_switch_camera_teammate_4"观看队友 4"
citadel_switch_camera_teammate_5"观看队友 5"
citadel_trick_shot"Shooting Star"
citadel_trick_shot_desc"Toss a Shooting Star that will fire slowing bullets at nearby enemies. Shoot the Star to increase its fire rate (Enemies can shoot it to slow it down). Weapon upgrades apply to Shooting Star."
citadel_unmute_game_audio"取消游戏静音"
citadel_unmute_player"点击取消玩家静音"
citadel_value_then_value_now_ability_upgrades"({s:ValueNow} → <span class="greenUpgradedText">{s:ValueThen}</span>)"
citadel_weapon_combo_melee"Melee Combo"
citadel_weapon_hero_akimbo_set"Akimbo Gun"
citadel_weapon_hero_apocalypse_set"Apocalypse Gun"
citadel_weapon_hero_astro_set"秘术 45"
citadel_weapon_hero_atlas_set"水落石出"
citadel_weapon_hero_atlas_set_desc"一次装填一发子弹。可遭打断"
citadel_weapon_hero_ballista_set"Ballista Gun"
citadel_weapon_hero_bebop_set"谦卑之训"
citadel_weapon_hero_bebop_set_desc"发射连续的激光束,没有子弹飞出"
citadel_weapon_hero_cadence_set"Arioso Annihilator"
citadel_weapon_hero_cadence_set_desc"Shoots bursts of 4 bullets that embed a crystal shard in the target. After 1 second, the shards shatter and deal the bullet damage again. Shatter damage is doubled if 5 or more shards are embedded."
citadel_weapon_hero_chrono_set"行业机密"
citadel_weapon_hero_clawdril_set"Clawdril Gun"
citadel_weapon_hero_coldmetal_set"Cold Metal Gun"
citadel_weapon_hero_demoman_set"Demoman Gun"
citadel_weapon_hero_duo_set"Duo Gun"
citadel_weapon_hero_dynamo_set"奇能枪"
citadel_weapon_hero_forge_set"使命达成"
citadel_weapon_hero_forge_set_desc"随着枪达到全速运转状态,射速也跟着升高"
citadel_weapon_hero_ghost_set"爱郎献礼"
citadel_weapon_hero_gigawatt_set"冰冷筹算"
citadel_weapon_hero_gunslinger_set"Gunslinger Gun"
citadel_weapon_hero_haze_set"责与赎"
citadel_weapon_hero_heavy_set"Heavy Gun"
citadel_weapon_hero_hijack_set"Hijack Gun"
citadel_weapon_hero_hornet_set"孤芳雪恨"
citadel_weapon_hero_inferno_set"焚心烈语"
citadel_weapon_hero_kali_set"Kali Gun"
citadel_weapon_hero_kelvin_set"远征终局"
citadel_weapon_hero_krill_set"金黄丝雀"
citadel_weapon_hero_lash_set"长索传奇"
citadel_weapon_hero_mechaguy_set"Mechaguy Gun"
citadel_weapon_hero_mirage_set"一诺千金"
citadel_weapon_hero_nano_set"至甜谎言"
citadel_weapon_hero_orion_set"哀晨降临"
citadel_weapon_hero_phalanx_set"Phalanx Gun"
citadel_weapon_hero_revenant_set"Revenant Gun"
citadel_weapon_hero_rutger_set"Rutger Gun"
citadel_weapon_hero_shiv_set"落空王牌"
citadel_weapon_hero_slork_set"Poison Sprayer"
citadel_weapon_hero_slork_set_desc"Spews a short range toxic cloud that deals double damage to non-hero targets. When aimed, shoots a long range dart that poisons enemies."
citadel_weapon_hero_spade_set"Spade Dice Launcher"
citadel_weapon_hero_synth_set"不羁真我"
citadel_weapon_hero_tempest_set"Tempest Gun"
citadel_weapon_hero_tengu_set"猫爹迷梦"
citadel_weapon_hero_tokamak_set"Curie-ous Times"
citadel_weapon_hero_viscous_set"深海使节"
citadel_weapon_hero_warden_set"自由之价"
citadel_weapon_hero_wraith_set"欲海捞金"
citadel_weapon_hero_wrecker_set"爆破颂歌"
citadel_weapon_hero_yakuza_set"Yakuza Boss Gun"
citadel_weapon_hero_yamato_set"思兄之泣"
citadel_weapon_hero_zealot_set"Zealotry Gun"
citadel_west_team_name"蓝宝石"
clawdril_cyclone"Cyclone"
clawdril_cyclone_desc"Clawdril sticks the drill in the ground, lifts his body horizontally, and spins it up. Kicks everyone nearby in the face while creating a vortex that sucks enemies inwards and deflects bullets."
clawdril_drill_and_pin"Drill & Pin"
clawdril_drill_and_pin_desc"Fire Clawdril's dril in a straight line, trapping any enemy hero it hits in a cage of crystals."
clawdril_mining_expedition"Mining Expedition"
clawdril_mining_expedition_desc"Smash the ground to reveal nearby crystals which can be melee'd into temporary buffs by you or your teammates."
clawdril_plasma_laser"Plasma Laser"
clawdril_plasma_laser_desc"Fire a short-range plasma laser that deals massive damage to units in its way."
clip_size_pickup/clip_size"3 个大型弹匣"
clip_size_pickup_label"3 个大型弹匣"
coldmetal_charged_rocket"Charged Rocket"
coldmetal_charged_rocket_desc"Hold to charge then fire a rocket that travels faster the longer it's charged. Upon impact explodes into a burst of tactical heat-seeking missiles."
coldmetal_cold_metal_killer"Cold Metal Killer"
coldmetal_cold_metal_killer_desc"Launch a fan of knives in a cone in front of Cold Metal, slowing enemies upon impact."
coldmetal_contract_to_kill"Contract to Kill"
coldmetal_contract_to_kill/modifier_coldmetal_contract_to_kill"Contract"
coldmetal_contract_to_kill_desc"Take out a contract on a target hero for a duration. The contract takes extra bullet damage and extra damage from Cold Metal's missiles. You have no move speed penalty while shooting at the contract and no aim speed penalty at the contract while moving."
coldmetal_impenetrable_cube"Impenetrable Cube"
coldmetal_impenetrable_cube_desc"Fold up into an impenetrable cube for a duration, unable to shoot or take damage, then explode into a flurry of tactical heat-seaking missiles."
cooldown_reduction_pickup/cooldown_reduction"减少冷却时间"
cooldown_reduction_pickup_label"降低冷却时间"
damage_reduction_label"Damage Reduction"
damage_reduction_postfix"%"
detention_immune"Detention Immune"
disarm_immune"Disarm Immune"
double_jump_pickup/double_jump"二段跳和滑索速度"
emp_immune"Silenced Immune"
extra_gold_pickup/extra_gold_pickup"下一次击杀英雄的额外赏金"
extra_stamina_pickup/extra_stamina"额外耐力"
extra_stamina_pickup_label"额外耐力"
fire_rate_pickup/small_fire_rate"射速提高"
fire_rate_pickup_label"射速"
firerate_permanent_pickup_label"+1.5% 射速"
firerate_permanent_pickup_label_lv2"+2% 射速"
firerate_permanent_pickup_label_lv3"+2.5% 射速"
frozen_shelter_modifier_buff"冰冻庇护"
ghost_malice_stack_effect_header"每层叠加效果:"
golden_idol_bonus_01"+25% 额外魂魄"
golden_idol_bonus_02"+1 技能点"
guardian_unit"卫士"
guide_advanced_main_header"特殊动作"
guide_advanced_parry_desc"按下 <span class='keybind'>[ {s:key_parry} ]</span> 即可格挡敌人的近战攻击。<br><br>敌人会眩晕,并受到更大的近战伤害。"
guide_advanced_parry_header"格挡"
guide_back_to_dashboard"返回主界面"
guide_basics_abilities_desc"按下 <span class='keybind'>[ {s:in_ability1}、{s:in_ability2}、{s:in_ability3}、{s:in_ability4} ]</span> 即可使用英雄技能。"
guide_basics_abilities_header"技能"
guide_basics_aim_desc"按住 <span class='keybind'>[ {s:iv_attack2} ]</span> 即可用武器放大。"
guide_basics_aim_header"缩放"
guide_basics_main_header"基本控制"
guide_basics_melee_desc"按下 <span class='keybind'>[ {s:key_weapon_1} ]</span> 即可进行快速攻击。按住 <span class='keybind'>[ {s:key_weapon_1} ]</span> 即可进行强力蓄力攻击。"
guide_basics_melee_header"近战"
guide_basics_reload_desc"按下 <span class='keybind'>[ {s:key_reload} ]</span> 即可给武器重新装填弹药。某些动作,比如近战,会使重新装填暂停。"
guide_basics_reload_header"装填弹药"
guide_basics_shoot_desc"按下 <span class='keybind'>[ {s:iv_attack} ]</span> 即可射击。<br><br>子弹伤害在目标距离较远时会降低。"
guide_basics_shoot_header"射击"
guide_get_started_title"游戏入门"
guide_movement_airdash_desc"在空中时冲刺即可进行空中冲刺。<br><br>需要耐力。"
guide_movement_airdash_header"空中冲刺"
guide_movement_crouch_desc"按下 <span class='keybind'>[ {s:key_duck} ]</span> 即可下蹲。"
guide_movement_crouch_header"下蹲"
guide_movement_dodge_desc"移动时按下 <span class='keybind'>[ {s:key_innate_1} ]</span> 即可冲刺。<br><br>需要耐力。"
guide_movement_dodge_header"冲刺"
guide_movement_dodge_jump_desc"冲刺时结合时间恰到好处的跳跃即可进行冲刺跳。<br><br>需要耐力。"
guide_movement_dodge_jump_header"冲刺跳"
guide_movement_double_jump_desc"在跳跃的最高点按下 <span class='keybind'>[ {s:in_mantle} ]</span> 即可进行二段跳。<br><br>二段跳等特殊动作将消耗位于准线旁的耐力条。"
guide_movement_double_jump_header"二段跳"
guide_movement_jump_desc"按下 <span class='keybind'>[ {s:in_mantle} ]</span> 即可跳跃。"
guide_movement_jump_header"跳跃"
guide_movement_mantle_desc"靠近墙壁时按下 <span class='keybind'>[ {s:in_mantle} ]</span> 即可攀爬。"
guide_movement_mantle_header"攀爬"
guide_movement_slide_desc"在向斜坡下方移动或高速移动时按住 <span class='keybind'>[ {s:key_duck} ]</span> 即可滑行。"
guide_movement_slide_header"滑行"
guide_movement_zipline_desc"按住 <span class='keybind'>[ {s:in_mantle} ]</span> 即可跳上滑索。<br><br>按住 <span class='keybind'>[ {s:in_mantle} ]</span> 可跳下滑索。"
guide_movement_zipline_header"转运滑索"
guide_neutrals_desc"地图四处潜伏着许多中立生物。摧毁它们可获得魂魄。<br><br>有时,强大的生物会地图中央出现……摧毁它会为己方带来巨大的力量。"
guide_neutrals_header"中立生物"
guide_outro_main_header"精彩时刻"
guide_overview_desc"浏览各个部分,了解更多关于游戏的信息。"
guide_overview_header"欢迎来到 Deadlock"
guide_overview_main_header"欢迎"
guide_the_map_core_alt_desc"游戏目标是围攻敌方基地,摧毁敌方防御,暴露敌方队伍的守护神。摧毁守护神即可获胜。"
guide_the_map_core_alt_header"基地"
guide_the_map_core_desc"每个队伍基地后方都有一个圣坛,摧毁敌方圣坛即可获胜。"
guide_the_map_core_header"核心"
guide_the_map_desc"将鼠标悬停在地图各个区域上,进一步了解玩 Deadlock 时将看到的内容。"
guide_the_map_guardians_desc"卫士是每条分路的第一道防线。他们的攻击力强大无比,所以最好让步兵向他们发起进攻。"
guide_the_map_guardians_header"卫士"
guide_the_map_header"概览"
guide_the_map_lanes_desc"共有 4 条分路,每条都有一条转运滑索,玩家可搭乘滑索快速移动。"
guide_the_map_lanes_header"分路"
guide_the_map_main_header"概览"
guide_the_map_midboss_desc"地图中央有一个强大的中立 Boss。击杀该 Boss 的队伍将在下次死亡后立即重生。"
guide_the_map_midboss_header"圣殿 Boss"
guide_the_map_troopers_desc"士兵会定期在基地生成,沿着分路一路奔跑,与遇到的任何敌人战斗。"
guide_the_map_troopers_header"步兵"
guide_the_map_walkers_desc"四足机甲藏在在分路深处,拥有多种防御动作。"
guide_the_map_walkers_header"四足机甲"
guide_the_map_welcome_desc"欢迎来到被诅咒的纽约。如果你的队伍想要突出重围,赢得胜利,就需要运用枪支和超自然力量来围攻敌人的基地。"
guide_the_map_welcome_header"介绍"
guide_the_map_welcome_sub_header"介绍"
guide_upgrades_buy_mods_desc"物品可以修改许多属性,如弹药数量、近战伤害或生命恢复。提升元灵力量的物品会改善你的技能效果。<br><br>每名英雄都有一个“建议物品”选项卡,内含为英雄精心挑选的推荐物品。"
guide_upgrades_buy_mods_header"购买物品"
guide_upgrades_deny_desc"敌方魂魄光球为橙色,如果它们飘走或者被敌方射击就会落入敌方囊中。<br><br>可以先射击这些橙色光球来窃取魂魄。"
guide_upgrades_deny_header"窃取魂魄"
guide_upgrades_going_home_desc"你有可以消耗的魂魄时,可以返回基地治疗,购买可以提升属性并授予额外技能的强大物品。<br><br>每个卫士旁也各有一个商店,在卫士被摧毁前均可使用。"
guide_upgrades_going_home_header"商店"
guide_upgrades_killing_guardians_desc"你收集魂魄时,也会获得技能点(AP)。<br><br>按住 <span class='keybind'>[TAB]</span> 可将技能点用于升级技能。"
guide_upgrades_killing_guardians_header"技能点"
guide_upgrades_last_hit_desc"击杀步兵和玩家即可获得魂魄。也可以击杀地图各处的中立生物获得魂魄。<br><br>魂魄由近处友军共享。"
guide_upgrades_last_hit_header"魂魄"
guide_upgrades_main_header"获取力量"
guide_upgrades_upgrade_abilities_desc"消耗技能点来来升级技能。<br><br>共有 3 个技能等级。"
guide_upgrades_upgrade_abilities_header"提升技能"
guide_upgrades_yellow_orbs_desc"当你发出致命一击时,额外的魂魄就会出现。<br><br>你可以通过射击包含它们的蓝色光球或让它们飘走来稳获这些魂魄。"
guide_upgrades_yellow_orbs_header"稳获魂魄"
gun_powerup_pickup"枪械攻击"
gunslinger_rapid_fire"Rapid Fire"
gunslinger_rapid_fire_desc"Rapidly fire your guns at a target with perfect accuracy and 50% increased damage for {s:AbilityChannelTime}s. Causes {s:hero_name} and the target to float if in the air."
gunslinger_rocket_launcher"Rocket Launcher"
gunslinger_rocket_launcher_desc"Equip a rocket launcher that fires explosive rockets. Rocket blasts can launch enemies and {s:hero_name} into the air."
gunslinger_sleep_bomb"Sleep Bomb"
gunslinger_sleep_bomb_desc"Throw out a sleep bomb that explodes on impact, creating an expanding cloud that sleeps enemies it touches."
gunslinger_tenacity"Tenacity"
gunslinger_tenacity_desc"Gain {s:BulletLifestealPercent}% bullet life steal, increased by up to {s:LowHealthHealingScalePercent}% based on {s:hero_name}'s missing health."
headed_this_way"往这边来了"
headed_to_blue"{s:param_1}往蓝路走了"
headed_to_green"{s:param_1}往绿路走了"
headed_to_purple"{s:param_1}往紫路走了"
headed_to_yellow"{s:param_1}往黄路走了"
health_regen_pickup/small_health_regen"生命恢复提高"
health_regen_pickup_label"治疗"
hero_akimbo"阿金驳"
hero_akimbo_lore"Though he was built by a lonely gunslinger, Akimbo was taught that he couldn't use a gun to solve all his problems. This frustrated the robot outlaw immensely, but as time passed Akimbo realized that his human father was right. A gun only solved about 75% of his problems. To solve ALL his problems, he would need at least 2 guns."
hero_akimbo_playstyle"Akimbo excels at close range combat, where he relies on speed, cone attacks, and a whole lot of bullets to hit as many targets as possible."
hero_apocalypse"Apocalypse"
hero_architect"Architect"
hero_assassin"Assassin"
hero_astro"哈雷黛"
hero_astro_lore"有的人终其一生都梦想着能够搬去纽约。哈雷黛却不是这样的人。她满足地做着一名小镇警长,唯一一次动枪还是在县集市上表演射击。对于这样的职业生涯她乐在其中。接着谋杀案就发生了。"n"n作案手法可怖而残忍:受害者的胸腔被撕扯开,内脏好像被鸟琢过一样散乱一摊。哈雷黛追查到了凶手——一名四处游荡的民乐手,被媒体冠以“游吟杀手”的称号。但是当她与凶手对峙时,那人却砰然化作一团乌鸦飞走了。"n"n一晃 6 个月已过,虽然这座位于伊利诺伊州中部的小镇已不再被谋杀案所笼罩,但哈雷黛对案件的调查并没有停止。她相信游吟杀手正逃往纽约。等她抓到了凶手,她一定要亲手送那个王八蛋上西天。"
hero_astro_playstyle"Astro 凭借其一手好枪法,射击被自己弹到空中的东西。瞄准了目标之后她能给对方造成严重伤害。她的移动技巧能让她孤立敌人,或是降伏仓惶撤退的对手。"
hero_astro_role"四处弹跳,使出高难度射击手法"
hero_atlas"亚伯拉姆斯"
hero_atlas_lore"办事则雷利风行、处世则沉着冷静、喝酒则开怀痛饮,亚伯拉姆斯侦探多年来一直是纽约刑侦界的的大人物。从艺术品盗窃到人口失踪再到杀人献祭,亚伯拉姆斯可不是什么案子都接,他是什么案子都破。"n"n但他跟踪花心萝卜揭开隐秘情事的日子终于走到了尽头。一天他打开办公室大门,发现桌子上赫然放着宝书。"n"n一张字条上用黑玛瑙血写道“别让他们夺走宝书”,除此之外再无其他指示。亚伯拉姆斯还没搞清楚宝书是从哪来的,但有鉴于他的居所已遭闯入、他的办公室三次被人翻遍、他的车爆炸起火,他有足够多的理由将整件事查个水落石出。"
hero_atlas_playstyle"亚伯拉姆斯身形壮硕、稳如泰山,适合打头阵。他常常闯进敌人中央,看着他们四散奔逃。要是敌人在他身上浪费子弹,他后头的队友们就可以无所顾忌地大举杀敌。"
hero_atlas_role"冲向敌人,近场作战"
hero_ballista"Ballista"
hero_ballista_playstyle"You know what people hate? Being knocked back by a shotgun. You know what they hate even more? Being knocked back into a mine field. Do you know what they hate even more than that? Being atomized by a fusion bomb. Ballista turns the battlefield into an explosive Rube Goldberg device."
hero_ballista_role"Shields up to drop the bomb"
hero_bebop"比波普"
hero_bebop_lore"比波普是由一个孀居的垃圾场看门女用双手做出来的,但他可不仅仅是个只会干粗活的破烂拼接人,他是她求之不得的宝贝儿子。白天,他俩会一起在废铁场干活儿,晚上则是共同聆听爵士乐。这种日复一日的生活,虽然算不上多舒心,但起码安稳。可是现在,给了比波普生命的人一病不起。要是雪莉小姐知道了比波普为了给她买药在晚上都从事着哪些行当,她肯定不答应,但只要她不知道,就不会受到伤害。"
hero_bebop_playstyle"比波普能以多种方式串联起他的技能,从而打乱敌人位置、拯救队友、在短时间内连连伤敌。当战斗形势不讲究精细技巧时,他巨大的激光炮仍能解决不少问题。"
hero_bebop_role"钩住敌人,连续放招,一举制胜"
hero_bomber"Bomber"
hero_cadence"Cadence"
hero_chrono"悖论"
hero_chrono_lore"悖论,时间开了个小差造成的故障,也是臭名昭著的盗贼帮派的名字。这帮小偷会制定出精密复杂的作案手法,专门找最为有权有势的人物和机构下手,并以此为傲。他们将无数的文物、国家机密、名人验亲结果搞到手后,会做什么呢?将它们放到快闪博物馆里展示一番,以此向全世界宣告没有谁能躲得过他们的魔爪。"n"n帮会的每个成员都隐藏在谜团之中,他们戴上面具,用组织的名字称呼自己。他们无处不在,但又无处可寻。只要他们想盗取某样东西,就没有什么能拦得住他们。"
hero_chrono_playstyle"操控时间的本领让悖论在一对一的战斗中快人一步。她通过换位大法让敌人置于脉冲手雷的攻击、时间墙的阻隔,或是队友的包围之下,并凭此制霸沙场。"
hero_chrono_role"扭曲时空"
hero_clawdril"Clawdril"
hero_coldmetal"Cold Metal"
hero_cowboy"Cowboy"
hero_demoman"Demolitions Expert"
hero_duo"Duo"
hero_dynamo"奇能教授"
hero_dynamo_lore"身为科学家,奇能教授总保持着一颗好奇心。因此,当一道时空裂痕在中央公园豁开时,他是最先赶到现场调查的。虽然他预料到目睹如此壮观的景象将会改变他的生命,但他以为这种改变只是象征性的,而不是让他的身体原子化并缩减成一颗小小的、即将衰亡的星星。"n"n尽管他的身体已经湮灭,他的精神和求知欲却继续活了下来。作为哥伦比亚学院的终身教授,奇能教授希望一边研究他自身的状况,一边扛下授课任务,毕竟,他还要启发一颗颗年轻的头脑。"
hero_dynamo_playstyle"奇能教授一边保持着自己和队友的生命值,一边等待着他出场的时刻。想要重塑一场团战的局面,最好的办法就是在队友的完美配合下使出奇点大招。"
hero_dynamo_role"令敌军寸步难行"
hero_forge"麦金尼斯"
hero_forge_lore"麦吉·麦金尼斯从小就很会造东西。4 岁时,她就能用积木搭出炫丽的建筑;10 岁时,她鼓捣出特制的灯光装置,还改造了电路,好为父母的结婚纪念日增添光彩;15 岁时,她设计出了一种机器,能从死者身上提炼出灵魂……这个机器要比她搭的积木房子稍微更引人注目一点。"n"n如今,身为菲尔法克斯实业军事研发部的总监,麦金尼斯把时间都花在机器车间里,而从不光顾实验室。她对理论没兴趣,在她眼里,科学是能用手触摸的魔法。"
hero_forge_playstyle"不管是设立歼敌区域还是分裂敌军,精确地放置武器对于麦金尼斯而言至关重要。她能帮助队伍战斗下去,使他们在坚守阵地时固若金汤。"
hero_forge_role"用炮塔控制战斗局面"
hero_gadgeteer"Gadgeteer"
hero_gadgetman"Gadget Man"
hero_genericperson"无名氏"
hero_ghost"盖斯特夫人"
hero_ghost_lore"吉安娜·盖斯特夫人曾一度是个炙手可热的万人迷。但随着时光飞逝,红颜渐褪,她跻身上流社会的逍遥日子也越来越离她远去。到最后,她沦为养老院里的孱弱阿婆,整天讲述着她曾经的辉煌。也就是在这时,守誓者出现了。守誓者是来自异域空间的强大魂灵,他给盖斯特夫人提供了寻回昔日浮华的办法。他可以帮她重获青春,而她要做的就只是从世人身上吸取精华以使青春常驻。"n"n盖斯特内心充满了挣扎。显然杀人可是个险恶的勾当,而且毫无疑问这个守誓者不是个可以信赖的家伙。可话虽如此,一想到能够再现青春时光,她就无法抗拒。因此,她心生一计:先跟守誓者定下契约,然后将他捆住,看着他,限制守誓者对她的影响力和吸引力。她仍然会给守誓者喂食,但怎么来由不着他,而是她说了算。"n"n然而,随着几年变成几十年,盖斯特的力量已经衰减,而守誓者的胃口却胜过以往任何时候……"
hero_ghost_playstyle"牺牲自己的生命值以给敌人致命打击是盖斯特夫人的力量源泉。在力量不足之时,她可以吸走敌人的生命。"
hero_ghost_role"牺牲自己的生命值,然后从敌人那里吸回来"
hero_gigawatt"老七"
hero_gigawatt_lore"当神秘能量在地球上觉醒时,整个世界都变了……任何事情都有可能。但仅仅因为任何事情都有可能,并不代表任何事情都应该成为可能。因此政府制定了规则,也就是法律。是这些法律让美国公民们能够安全地享受超自然世界的种种好处。但受制于规则和法律的都是凡夫俗子,是平庸之辈,他们可不能跟老七相提并论。"n"n坊间流传着各种关于老七的谣言,试图去揣测他当年究竟干了什么,以至于被送到了永寂黑渊——专门关押世间最最危险的玄冥术士的地牢。但他受刑那天晚上所发生的事,是毫无疑问的。"n"n当晚有七国最强法师联合派出的护卫坐镇。创造这些护卫不仅是为了防止行刑时受到神秘力量的干扰,也是为了齐力毁灭老七的魂魄,以防日后再有人为继承他的衣钵而召唤、复苏或假以他法利用他的魂魄。但一切都是徒劳的。"n"n围观者们胆颤心惊地目睹美军最强心术师的头颅像葡萄一样爆裂;他们尖叫着看到苏格兰场调查玄冥之术的头号警探——据称也是让老七落网的那个人——化为灰烬。老七的身体在束带之下猛烈地扭动,他的皮肤在诡异的电流下燃烧……然而他就是不死。他狂笑起来。"n"n他在笑声中挣脱了束缚。"n"n他在笑声中瞧见他的对手畏畏缩缩。"n"n他在笑声中把折磨他的人杀了个精光。"n"n他在笑声中品尝着多年没有呼吸到的新鲜空气。"n"n他在笑声中想象着等他到了纽约都要干些什么。"
hero_gigawatt_playstyle"老七最善于在小规模冲突中伺机而动。时机对了他便如风暴一般卷入战斗,用倾泻如注的闪电击倒敌人。"
hero_gigawatt_role"成群地电死敌军"
hero_glider"Glider"
hero_gunner"Gunner"
hero_gunslinger"Gunslinger"
hero_haze"暗影"
hero_haze_lore"玄冥力量安全和调查委员会是个让中情局都显得透明的隐秘政府组织。抵御当地执法部门无力对抗的邪恶力量,保障国家安全,这全都依靠组成该委员会的男男女女和各路鬼神们。"n"n暗影是恶名昭彰的“睡魔作战队”的一员,她时常负责潜入观察对象的梦中,评估其威胁等级,必要的话……还会让其陷入沉睡。"
hero_haze_playstyle"当暗影专心对付一个目标时,她能在战斗中立于不败之地。她更喜欢单方面交战,避免自己受伤,然后来到毫无防备的敌人面前,将其歼灭。"
hero_haze_role"神出鬼没,一顿狂射"
hero_heavy_role"Heavy Weapon Expert"
hero_hijack"Hijack"
hero_hornet"复仇女巫"
hero_hornet_lore"复仇女巫曾是塞勒姆审巫案中约翰·霍桑的受害人。在第一场异度涡旋(也就是让大众领略到了超自然力量的那次事件)降临时,她的魂魄被带回了尘世。"n"n她孤“魂”奋战,对抗着“人性联盟”——一个由霍桑的后代建立的女巫裁判所。复仇女巫力图保护超自然世界,使其免受霍桑之流的侵扰。为了达到目的,就算杀的人堆积如山她也毫不畏惧。"
hero_hornet_playstyle"复仇女巫行动自如,能够从容不迫地对付敌人。她会一点点地消灭她的猎物,让其慢慢流血而死。只要有复仇女巫在,受伤的敌人不管离她多远都应该担心被她干掉。"
hero_hornet_role"狙击毫无防备的敌人"
hero_inferno"炽焱"
hero_inferno_lore"曾经,炽焱和大多数少年一样,狂傲、叛逆而又冲动。但和大多数少年不一样的是,他是来自异域空间的生物,他有着能驾驭火焰的超自然力量。很显然:他的青葱岁月是在一次次纵火、谋杀和毁尸灭迹中度过的。不过那都是往事了。如今炽焱已长大成人,他的性情也温和了不少。他开开心心地在酒吧工作,听着现场音乐,跟有趣的人聊天。话虽这么说,只要酒吧里有人寻衅滋事、拳脚相加,他可不怕施展曾经练就的技能。"
hero_inferno_playstyle"炽焱有许多慢慢伤害对手的办法,他会先放火烧敌,然后猛然降临给上致命一击。由于他有着闪电般的速度,因此敌人无法逃脱他的熊熊烈焰。"
hero_inferno_role"放火烧敌,坐看其烈焰缠身"
hero_kali"Kali"
hero_kali_playstyle"Kali is positively lethal with his boomerang, however if he misses catching the blade on it's return path his effectiveness reduces dramatically."
hero_kelvin"凯尔文"
hero_kelvin_lore"凯尔文是声明显赫的探险科学家,探索并了解未知世界是他一生的追求。因此当有传言称北极地区隐藏着第八座星际大门时,凯尔文自然以最快的速度组建了远征队。凯尔文召集了他这一代最优秀的科学家,团队在众人欢呼雀跃中启航了。"n"n然而他们从此再没有回来。"n"n一年半以后,一艘拖网渔船发现了凯尔文被冰封的遗体,他紧握着一块带有发光铭文的石头。船员一点点凿开封住凯尔文的冰,希望能凑近看他的遗体,结果凯尔文张开了双眼,令他们大惊失色。他们检查了他的生命迹象,结果他没有脉搏。他们试图包扎他敞开的伤口,结果却没有鲜血。然而,凯尔文却反常地“活着”。"n"n他已经完全不记得在远征时发生了什么,因此他要寻找答案。"
hero_kelvin_playstyle"是轻松取胜还是仓皇落败,全看能不能及时治疗队友、适时分裂对手。凯尔文四处游走,拖慢敌人,让自己的队伍能够掌控局面、占据优势,从而实现目标。"
hero_kelvin_role"让敌人如履薄冰,举步维艰"
hero_krill"隧底双煞"
hero_krill_lore"隧底双煞是“地道暗鼠”的成员,这是个利用地下隧道网络推动纽约各区之间非法商贸活动的组织。虽然纽约地下世界的居民们大都尊重地道暗鼠的活计,但时不时就有帮派试图利用地道系统来解决私人恩怨……这时隧底双煞就会出手,提醒纽约客们在暗鼠的地盘撒野会有什么好下场。"
hero_krill_playstyle"隧底双煞在地下钻来钻去,几乎总能占得先机;一旦他们朝着敌人袭来,后果可是毁灭性的。"
hero_krill_role"在敌人脚下钻洞,来去自如"
hero_lash"神鞭"
hero_lash_lore"雅各布·神鞭是个混蛋。"
hero_lash_playstyle"神鞭不给敌人留下多少喘息空间,他要么从远处飞来,向毫无戒心的敌人宣战,要么在这些敌人狼狈奔逃时穷追不舍。"
hero_lash_role"向下俯冲,狠踏地面,冲击伤敌"
hero_mechaguy"Mecha Guy"
hero_mirage"蜃景"
hero_mirage_lore"镇尼是当代世界较为奇异的族群之一。他们拥有强大的法力,但施展有度。他们没法保持人形超过 48 分钟,这之后就不得不回到容器里。正因如此,大多数镇尼会雇佣人类守卫,负责接送、保护、陪伴他们。"n"n蜃景就是这样一个守卫。他受雇于镇尼大使那沙拉·迪昂,目前在纽约参与外交任务。镇尼们希望能通过跟美国政府协商买下怀俄明州一部分土地,好让镇尼族建立属于自己的主权国家。"
hero_mirage_playstyle"蜃景可以将自己笼罩在狂暴的龙卷风中,迅速追击敌人并将其卷到空中。他的圣甲虫帮助他抵御多个敌人,无论是援助友军还是惩罚敌人,他总是随时准备出击。"
hero_mirage_role"掌控射击时机,捕捉逃跑目标"
hero_nano"卡厉可"
hero_nano_lore"卡厉可曾获《时代》杂志“全球最危险女性”的“美誉”。她是个充满神秘感的玄冥军火商,在一场冲突中,只要钱给到数,她愿意把武器卖给任何一方。"n"n虽然她的批评者们(和好友们)不无道理地指出她泯灭良知,但她并非没有自己的原则……不管这些原则有多么冷酷、多么精明。"
hero_nano_playstyle"(in flux) Like any good politician, Nano turns people against each other and lets them do her dirty work before swooping in and claiming credit for everything."
hero_nano_role"在战场边缘造成严重破坏"
hero_orion"灰爪"
hero_orion_lore"卫斯理·灰爪是“拜克斯特协会”的创始成员。他花了将近 40 年的时光捕杀那些猎食人类的怪物,最后决定让他人接手,并放下了他的弓箭。灰爪从前的职业生涯意味着他总是没有太多时间陪伴妻儿,如今儿子也已成家,他意识到这是与亲爱的家人共享天伦之乐的最后机会。"n"n退休的生活很适合卫斯理。他弥补了不曾守候在夫人身旁的时光。他宠溺着孙儿们。他每周三都为一大家子做晚饭。他过得很快乐。"n"n接着他便接到了那个该死的电话。"n"n政府部门称那是场意外……大火吞没了他儿子的房子,没人来得及逃出来。但卫斯理知道事情没这么简单。他的儿媳是伊克斯亚人,她可以用意念扑灭火焰。即便他们的尸体被火烧过,凶手也肯定是先置他们于死地再纵火的。"n"n至此,灰爪再一次拿起了弓箭,等他追查到了是谁下此毒手,定叫他血债血偿。"
hero_orion_playstyle"灰爪是精明的捕猎者,他既拥有致命的精准度,又善于布置陷阱,还懂得找准巧妙的位置,因此他能拿下最难对付的敌手。"
hero_orion_role"使出高超的远距离射击术"
hero_phalanx"Phalanx"
hero_phoenix"Phoenix"
hero_revenant"Revenant"
hero_rutger"Rutger"
hero_rutger_playstyle"Rocket Launcher gives him some rocket-jumping capabilities, Force Field allows him to close off movement options, Cheat Death lets him turn bad fights around, and a Pulse released in the middle of a teamfight can dictate the outcome."
hero_sapper"Sapper"
hero_shieldguy"盾男"
hero_shiv"西弗"
hero_shiv_lore"西弗是怪物猎人的国际团体“拜克斯特协会”的忠实成员。他游走于北美大地,捕杀那些猎食生灵的怪物。"n"n虽然他桀骜不驯的个性和违法犯罪的过去让协会里一些较为传统的成员心存疑虑,但没人能否认他手到擒来的本事。"
hero_shiv_playstyle"西弗对公平对抗没兴趣,因此他偏好先以速攻速撤的战术来削弱敌人,然后再埋头作战,大举杀敌。"
hero_shiv_role"让对手血流不止,再一举击杀"
hero_skymonk"Sky Monk"
hero_skymonk_role"Initiation"
hero_skymonk_strengths"Crafty"
hero_slingshot"Slingshot"
hero_slork"Fathom"
hero_slork_playstyle"Slork's weapon poisons all it hits. Primary fire hits all in a cone, and aimed fire shoots a dart which crits when hitting a poisoned target."
hero_spade"Spade"
hero_spade_playstyle"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."
hero_synth"提箱客"
hero_synth_lore"艾伦·菲尔法克斯是菲尔法克斯实业的头号继承人。艾伦 18 岁生日当天惨遭枪击,倒地不起。自那之后的五年里这家伙就一直隐姓埋名地活着。艾伦不知道是谁在试图阻止自己继承父母的公司……但是在菲尔法克斯实业这个利欲横流的贼窝里,谁都有嫌疑。"n"n艾伦改称自己为“提箱客”,并竭力隐藏自己的真实身份。这么做不仅仅是为了保护自己,也是为了寻找脱离父母的、只属于自己的认同感。"
hero_synth_playstyle"提箱客身材轻佻,配有一把强大的霰弹枪。提箱客能够短暂地躲进一个神秘的旅行箱中,并通过飞行斗篷进行远距离传送,以此逃离近在眼前的敌人。"
hero_synth_role"潜入敌军后方,乱其阵脚"
hero_targetdummy"假人靶子"
hero_tempest"Tempest"
hero_tempest_playstyle"Much like how a child has no idea how a TV works, no one knows exactly HOW Tempest kills you. Was it a tesla coil? You didn't see a tesla coil. Either way, you're dead and Tempest is laughing."
hero_tengu"青藤"
hero_tengu_lore"当屋顶上的那只石兽突然活过来时,它都不知道究竟是怎么回事……它只知道一个成年的人类和一个小小的人类正受到伤害。所以它飞速赶去营救,把攻击者打了个落荒而逃。那个小小的人类向它说了声谢谢,还问它叫什么名字,但它没有名字。于是小小人类就说:“那我就叫你‘青藤’吧!”石兽当时身上爬满了常青藤,它觉得这名字有点太直白了,但为了小小人类,还是决定接受它。"n"n那两个人类问青藤是否原因跟他们回家,好让他们答谢它,于是青藤跟着他们走了。那天晚上青藤了解到了很多事情。那一家人姓阿若悠。那个小小人类叫索菲亚。他们管一盘美味佳肴叫“磨丰果”。不过最重要的是,她了解到袭击那两个人类的家伙们叫“门多萨集团”,他们到处害人,像阿若悠一家那样的好人。"n"n自阿若悠一家收留青藤那天起已经过了 18 年。这些年里,她视捣毁门多萨集团、解放东哈勒姆区为己任。不过,把将近 20 年的时间全都花在一桩事业上的问题在于,达成目标后就无所适从了。生平第一次,青藤准备好要走出东哈勒姆区,看看世间除了做义警之外还有什么。"
hero_tengu_playstyle"青藤具有能够拖慢和眩晕敌人的干扰性作战招数。和一名队友强强联手能使她发挥最大的杀敌效率,让她和搭档的武器得到强化,还能让两人共享治疗。"
hero_tengu_role"和一名幸运的队友组成强力搭档"
hero_test"测试英雄"
hero_thumper"Thumper"
hero_tokamak"Tokamak"
hero_tokamak_playstyle"Shooting Tokamak's weapon builds heat which bleeds off whenever the gun isn't shooting. High heat levels can be used to increase the power of some abilities."
hero_vampire"Vampire"
hero_viscous"魔液"
hero_viscous_lore"百慕大三角从来就不是荒诞传说,而是大西洋之下的隐秘交汇点。大多数时候,从这一星际大门逃离出来的东西并不危险(比如尼斯湖水怪),不过现在,某个仅被称作“恶魔”的黑暗而凶险之物在海洋中作祟,这让海中的居民们心惊胆战。"n"n但其中一位居民——一只能通灵的海葵决定做点什么。它召唤出幽灵般的黏液状身体,好让它能在海面上穿行。魔液竭尽所能地试图召唤守护神,以使深海家园免受潜伏在底部的不速之客侵扰。"
hero_viscous_playstyle"魔液凭借巧妙的闪躲和对治疗技能恰到好处的使用,令对手愤恨不已。凭此他可以承受住敌人最猛烈的攻击。"
hero_viscous_role"恣意翻滚,刀枪不入"
hero_warden"守望者"
hero_warden_lore"大多数人以为超自然力量是 50 年前降临到这个世界的。他们错了。超自然力量的存在已经塑造了好几代人的传说。只要有人害怕阴影,就有人一生都在与阴影抗争。"n"n守望者的家族曾世代都是好战的炼金术士,他们一直都担心某一天将要应对神秘的末日灾难,因而训练着自己。不过随着时间的流逝,这一训诫的重要性似乎变得越来越轻。昔日被这个家族的人当作是衷心告诫的东西慢慢地被当成了迷信的祖辈们讲述的轶事。"n"n当星际大门在中央公园开启的时候,守望者的父母意识到不仅他们从小听到的是真的,而且他们还对此毫无准备。为了不让下一代人在危机之下措手不及,他们从守望者出生那天起就把他训练成超自然力量的杀戮机器。目的只有一个:让守护神们永远不要再闯入这个世界。"
hero_warden_playstyle"守望者在前排打头阵,他冲入战斗之中,阻止敌人有效作战。但守望者眼里的英勇之举在其他人看来却是鲁莽草率。他要是一个不留神,就会发现自己陷入了水深火热的境地中。"
hero_warden_role"削弱敌人,追逐擒拿"
hero_wraith"灵魅"
hero_wraith_lore"灵魅是纽约博彩界的巨擘。她的组织是个公开得不能再公开的秘密。不过,靠着一次次的贿赂、要挟、勒索,灵魅知道她是凌驾于法律之上的。"
hero_wraith_playstyle"灵魅精于一对一作战。她让一个个目标落单,眨眼间将其消灭,还没有人来得及回击她就已经通过传送之术而逃之夭夭。"
hero_wraith_role"将孤立无援的目标一举歼灭"
hero_wrecker"破坏王"
hero_wrecker_lore"当异度涡旋最初袭击纽约时,它不仅仅让全世界都陷入了一个新的神秘主义时代,还改变了地缘政治的面貌。从中情局雇佣的预言者能在威胁尚未崛起的数十年前便洞察其行踪,到在烟雾弥漫的密室中缔结的神秘契约,数不清的战争和暴行得到遏止。倘若让其发生,那么历史将被重塑。但这并不意味着没有战争出现,只不过战争的方式发生了变化。"n"n超自然军事公司在此时赫然登场。这些公司利用外星生物和各种血魔法,得以绕过这个国家洞察万象的神启先知们设立的防线,成为想要发动战争的国家的代理人。"n"n破坏王就是这其中一名士兵。"n"n破坏王受雇于“邪异战术解决方案”(菲尔法克斯实业的子公司),他本领超群,哪有丰厚赏金就往哪儿闯。人人都知道,让其他超自然军事公司望而却步的肮脏勾当,他反倒当仁不让。"
hero_wrecker_playstyle"破坏王喜欢搜集利用废零件,他能将步兵大卸八块,用他的破坏球碾压对手,还能将所有敌人困在他的静止陷阱中。"
hero_wrecker_role"拾取废料,制作武器"
hero_yakuza"Boss"
hero_yamato"大和"
hero_yamato_lore"出身于黑道世家的香织和哥哥大和从小就知道,待父亲去世后,他俩注定要掌管“第七月”。多年来他们平起平坐地经营着这个组织,大举获利、屡创佳绩,还计划着向美国扩张。他们的想法很简单:香织留在日本,维持大本营的业务,而大和则奔赴美国,创立国际分支。只是这对兄妹没有料想到,这一计划使一些不安的下属感到不满,他们不愿意在日本接受香织的统领。接着就发生了一场迅速而血腥的叛变。大和为了保护香织而丢了性命,不过他确保了香织和几个忠臣能够逃离日本,前往美国。当香织来到美国的时候,原本要见大和的联系人迎接了香织及其随扈。由于不熟悉日本男女的名字,那人便管她叫大和。香织本想纠正他,但她随后决定,将哥哥的记忆永远留存下来的最好办法就是继承他的名字,实现他的梦想。"
hero_yamato_playstyle"大和使用精准的攻击来消灭对手。然而,这种颇具杀伤力的打法常常使她容易遭受敌人反攻,因此她需要将每一次出击都用在刀刃上。"
hero_yamato_role"以精巧的手法祭出充能攻击"
hero_zealot"Zealot"
hint_throw_wrecking_ball"投掷球体"
hold_up"Hold up {s:param_1}"
hook_bullet_shield"子弹护盾"
hook_modifier_slow"Hook Slow"
hp_permanent_pickup_label"+20 最大生命值"
hp_permanent_pickup_label_lv2"+30 最大生命值"
hp_permanent_pickup_label_lv3"+40 最大生命值"
hud_change_camera"更换视角"
hud_free_cursor_mode_0"启用光标"
hud_free_cursor_mode_1"启用视角控制"
hud_next_player"下一个玩家"
hud_prev_player"上一个玩家"
hud_spectate_change_team"更改队伍"
hud_spectate_count"{d:spectatorCount} 名观众"
hud_spectate_fly_down"飞升"
hud_spectate_fly_up"飞降"
hud_spectate_minimap_view"小地图视图"
hud_spectate_minimap_view_amber"琥珀"
hud_spectate_minimap_view_both_teams"双方队伍"
hud_spectate_minimap_view_sapphire"蓝宝石"
hud_spectate_minimap_view_target_team"目标"
hud_spectate_next_prev"下一页/上一页"
hud_spectating"正在观看"
in_mid"{s:param_1}在地库里"
item_info_abilities"技能"
item_info_active"主动"
item_info_actives_full"有效物品已满"
item_info_cant_afford"买不起"
item_info_flex_slots"弹性栏位"
item_info_new"全新"
item_info_no_shop"附近没有商店"
item_info_sell"出售"
kill_hype_FirstBlood"第一滴血"
kill_hype_KillStreak:p{kills}"{i:kills} 次连杀 #|# {i:kills} 次连杀"
lash_down_strike_slow_modifier"被减速"
lash_grapple_buff"武器伤害"
menu_abandon"放弃比赛"
menu_announcements"公告"
menu_book_library"图书馆"
menu_bot_custom"自定义比赛"
menu_bot_practice"私人人机对战"
menu_botmatchmaking"与机器人对战"
menu_botmatchmaking_count"{s:mm_coopbot_count} 个机器人在队列中"
menu_bots"人机对战"
menu_bots_1v1"人机对战(1v1)"
menu_bots_easy"简单"
menu_bots_guided"指导"
menu_bots_hard"困难"
menu_bots_lane_training"分路训练"
menu_bots_medium"中等"
menu_browseshop"浏览物品"
menu_changehero"更换英雄"
menu_clear_party_mode"更改模式"
menu_clear_ready_up"取消就绪"
menu_control_zoo"控制区"
menu_disconnect"断开连接"
menu_exit"退出游戏"
menu_exit_db_page"返回"
menu_getstarted"游戏入门"
menu_hero_grid"英雄"
menu_hero_testing"沙盒模式"
menu_hero_training"英雄训练"
menu_heroes"英雄"
menu_learn"了解游戏"
menu_learn_completed"已完成"
menu_learn_incomplete"未完成"
menu_leave"离开比赛"
menu_leave_queue"取消搜索"
menu_leave_spectate"离开观战"
menu_leave_testing"离开沙盒"
menu_play"开始"
menu_play_allmodes_count"{s:queued_users} 名玩家在队列中"
menu_play_botmatchmaking_desc"与其他玩家一起进行人机对战"
menu_play_bots_easy_desc"与机器人进行私人比赛"
menu_play_browse_shop_desc"浏览商店中的所有商品,为下一场比赛做好准备!"
menu_play_custom_game_desc"创建或加入最多 12 名玩家的自定义比赛"
menu_play_get_started_desc"对游戏的目标和控制进行了详细说明,很有帮助。"
menu_play_get_started_time_est"4 分钟"
menu_play_lane_training"分路训练"
menu_play_lane_training_desc"在友方英雄的指引下了解初期游戏。"
menu_play_lane_training_time_est"8 分钟"
menu_play_learn_to_play_desc"Watch the tutorial then follow it up with some hero sandbox and lane training."
menu_play_low_priority_matchmaking"你被标记为低优先级。你和你的队伍只会与其他同样处于低优先级的玩家匹配。"
menu_play_matchmaking"与其他玩家进行标准比赛"
menu_play_normal"玩 Deadlock"
menu_play_normal_count"{s:mm_unranked_count} 名玩家在队列中"
menu_play_ranked"玩段位比赛"
menu_play_ranked_desc"与技术水平相近的玩家进行更具竞争力的比赛。"
menu_play_sandbox_desc"测试英雄技能、移动和物品"
menu_play_sandbox_time_est"5分钟"
menu_play_unavailable_in_party"在队伍中时不可用"
menu_play_unavailable_in_queue"在队列中不可用"
menu_profile"个人资料"
menu_ranked_explainer_button"什么是段位比赛?"
menu_ranked_schedule_alldays"每日日程:"
menu_ranked_schedule_timeplaceholder"{t:t:start_time} - {t:t:end_time}"
menu_ranked_schedule_title"可用时段:"
menu_ranked_schedule_weekdays"周一 - 周四:"
menu_ranked_schedule_weekends"周五 - 周日:"
menu_ranked_select_schedule"选择日程"
menu_ranked_set_schedule"设置日程"
menu_ranked_title"段位:"
menu_ranked_unavailable"已锁定"
menu_ranked_unavailable_desc"你必需进行 50 场标准比赛才能加入段位队列"
menu_ranked_view_schedules"查看所有日程"
menu_ready_up"就绪"
menu_rejoin"重新加入"
menu_resources"资源"
menu_resume"继续"
menu_roster_detail2"编辑阵容"
menu_roster_edit"编辑"
menu_sandbox"沙盒模式"
menu_settings"设置"
menu_social"队伍"
menu_submit_feedback"提交反馈"
menu_training"训练"
menu_watch"观战"
menu_watch_live_games"{d:live_matches} 场比赛正在进行"
mirage_fire_beetles"烈焰圣甲虫"
mirage_fire_beetles_desc"开始发射烈焰圣甲虫。每只圣甲虫都可以<span style="font-weight: bold;">单独发射</span>,从击中的敌人身上<span style="font-weight: bold;">窃取最大生命值</span>并对其施加<span style="font-weight: bold;">子弹抗性降低</span>。无法对同一个敌人施加多只圣甲虫效果。从击中的英雄身上获得的生命值是非英雄的 3 倍。"
mirage_fire_beetles_quip"发出圣甲虫,从敌人身上吸走生命值"
mirage_sand_phantom"镇尼之印"
mirage_sand_phantom_desc"主动:<span style="font-weight: bold;">消耗镇尼之印的系数</span>以立即造成伤害。"
mirage_sand_phantom_passive_desc"被动:你的射击会<span style="font-weight: bold;">对目标施加逐渐累积的系数</span>。当对目标施加的系数失效或达到最高系数时,系数会被消耗,目标会受到<span style="font-weight: bold;">元灵伤害</span>并短暂地<span style="font-weight: bold;">在地图上暴露位置</span>。最终伤害为基础伤害乘以系数。"
mirage_sand_phantom_quip"施加不断增加伤害的效果"
mirage_sand_phantom_t1_desc"每次你施加 2x 或更高系数时,造成 80% 移动减速,持续 0.5s。"
mirage_sand_phantom_t2_desc"+4.0s 系数持续时间并 +10 基础伤害"
mirage_sand_phantom_t3_desc"系数之间冷却时间为 -0.5s,并且最大系数 +4。"
mirage_teleport"旅行者"
mirage_teleport_desc"施法技能。选择小地图上的一个友方或可见敌方英雄作为目标,然后<span style="font-weight: bold;">传送</span>到你开始施法时他们所在的位置。传送后,你的<span style="font-weight: bold;">移动速度</span>会增加,此外<span style="font-weight: bold;">射速也会提升,直到下次装填为止</span>。"
mirage_teleport_movespeed"旅行者 - 额外移动速度"
mirage_teleport_quip"传送至友方或敌方英雄所在的位置"
mirage_tornado"龙卷风"
mirage_tornado_desc"将自己变身为龙卷风并向前移动,<span style="font-weight: bold;">对敌人造成伤害</span>并<span style="font-weight: bold;">将他们卷到空中</span>。从龙卷风中现身后,你获得<span style="font-weight: bold;">子弹闪避</span>。"
mirage_tornado_quip"将自己变身为龙卷风,将敌人卷到空中"
modifier_abrams_immunity"Immunity"
modifier_acolytes_glove_triggered"大伤元气"
modifier_aerial_assault"Aerial Assault"
modifier_afterburn_dot"来自残焰的炙烤"
modifier_airlift_ally"空投"
modifier_aoe_silence"Silenced - Abilities Disabled"
modifier_aoe_smoke_bomb"Smoke"
modifier_arcane_eater_buff"Spirit Power Taken"
modifier_arcane_eater_debuff"Spirit Power Stolen"
modifier_arcane_medallion_triggered"Arcane Medallion"
modifier_armor_breaking_bullets"Armor Piercing Rounds"
modifier_armor_reactive_armor"回应射击"
modifier_armor_return_fire"回应射击"
modifier_astro_lasso_tether"受到套索束缚"
modifier_astro_rifle_slow"移动减速"
modifier_bebop_laser_beam"超级光束"
modifier_blood_exchange"Blood Exchange"
modifier_bolo_immobilized"被定身"
modifier_bolo_leech"Leeching..."
modifier_bullet_armor_reduction"Bullet Resist Reduced"
modifier_burst_fire_actuator"Burst Actuator"
modifier_cadence_anthem_aoe"Singing Anthem"
modifier_cadence_anthem_buff"Cadence Anthem"
modifier_cadence_crescendo_in_aoe"Encased in Glass"
modifier_cadence_crescendo_post_aoe"Shattered"
modifier_cadence_grandfinale_buff"Grand Finale"
modifier_cadence_silence_contraptions"Silence Contraptions"
modifier_cadence_silence_contraptions_debuff"Silence Contraptions"
modifier_cadence_sleep_aoe"Singing a Lullaby"
modifier_cadence_sleeping"Sleeping"
modifier_camouflage_invis"Camouflaged"
modifier_charge_drag_enemy"冲锋陷阵"
modifier_charged_bomb"Charged Bomb"
modifier_charged_tackle_active"Tackling"
modifier_charged_tackle_prepare"Building Power"
modifier_cheat_death_immunity"Death Immune"
modifier_chrono_pulse_grenade_tech_resist_debuff"脉冲手雷 - 元灵抗性降低"
modifier_chrono_sphere_friendly"Time Accelerated"
modifier_chrono_swap_bubble_move"悖论置换"
modifier_citadel_accuracy_tracker"精准度"
modifier_citadel_active_disarm_spirit_steal"Drain Will"
modifier_citadel_afterburn_buildup"正在点燃"
modifier_citadel_archer_air_raid"Power Jump"
modifier_citadel_archer_guided_arrow"遥控夜枭"
modifier_citadel_assassinate_target"Assassination Target - Find Cover!"
modifier_citadel_ballista_ammo_pack_pickup_timer"Picking up ammo pack..."
modifier_citadel_banished"被放逐"
modifier_citadel_basicdamagereflect"Reflecting Damage"
modifier_citadel_bolo"Immobilizing..."
modifier_citadel_bubble"身躯虚化"
modifier_citadel_bull_charging"Charging"
modifier_citadel_bull_leap"Boosting"
modifier_citadel_capture_zipline_timer"Capturing Hyperline"
modifier_citadel_charging"Charging"
modifier_citadel_chrono_pulse_grenade_debuff"脉冲手雷"
modifier_citadel_chrono_sphere"Time Stop"
modifier_citadel_chrono_swap_buff"元灵免疫"
modifier_citadel_chrono_swap_debuff"被减速"
modifier_citadel_chrono_time_wall_effect"时间之墙"
modifier_citadel_containment_victim"Containment"
modifier_citadel_crystal_shield"Absorbing Damage"
modifier_citadel_damage_reduction"Armor Boost"
modifier_citadel_damageboost"Damage Boost"
modifier_citadel_death_tax"Death Tax"
modifier_citadel_death_tax_tech_amp"Death Tax Power"
modifier_citadel_delayed_stun"Delayed Stun"
modifier_citadel_disarm_proc"被缴械"
modifier_citadel_disarm_proc_buildup"Disarming..."
modifier_citadel_disarmed"被缴械"
modifier_citadel_disarmed_icebeam"武器冻结"
modifier_citadel_disruptive_charge"Pack Hunter"
modifier_citadel_dodging"Dodging"
modifier_citadel_dps_tracker"DPS"
modifier_citadel_drone_spotted_enemy"Visible to Enemy"
modifier_citadel_drone_spotted_enemy_desc"The enemy can see your position"
modifier_citadel_duo_energy_link"Energy Link"
modifier_citadel_duo_energy_link_duration"Energy Link"
modifier_citadel_duo_fusion_scalpel_target"Fusion Scalpel"
modifier_citadel_enemy_uppercutted"Uppercutted!"
modifier_citadel_grapplehook_wall_hanging"Grapple Hook Wall Hanging"
modifier_citadel_hijack_weapon_jammer_proc"Weapon Jammed"
modifier_citadel_hijack_weapon_jammer_proc_desc"Weapon has been Jammed"
modifier_citadel_holding_golden_idol"敌方可见!将灵瓮带至圣坛"
modifier_citadel_hornet_chain_connection"束缚于地面"
modifier_citadel_hornet_crit_stacking_damage_buff"Headhunter"
modifier_citadel_hornet_crit_vulnerability"Crit Vulnerable"
modifier_citadel_hornetleap"Vindicta Leap"
modifier_citadel_hornetmark"Vindicta's Mark"
modifier_citadel_immobilize_trap_immobilize"定身陷阱"
modifier_citadel_immobilize_trap_immobilize_debuff"定身陷阱减益"
modifier_citadel_in_fountain"Home Base"
modifier_citadel_in_shop"In Shop"
modifier_citadel_incendiaryprojectile_burn"Burning from Incendiary"
modifier_citadel_kelvin_frozen"被冻结"
modifier_citadel_knockdown"被眩晕"
modifier_citadel_knockdown_stumble"Stumble"
modifier_citadel_lineslow"被减速"
modifier_citadel_mechaguy_echo"Echo"
modifier_citadel_mechaguy_echo_slow"被减速"
modifier_citadel_mechaguy_retaliate"Retaliate"
modifier_citadel_metal_skin"铜墙铁壁"
modifier_citadel_muted"Muted"
modifier_citadel_pestilence_infection_buildup"Infecting"
modifier_citadel_phalanx_reflect"Reflect"
modifier_citadel_pre_match_wait"正在等待比赛开始"
modifier_citadel_psychiclift"被抬升至空中——哦不!"
modifier_citadel_psychiclift_self"Lifting - Silenced + Disarmed"
modifier_citadel_rapid_fire"Bullet Storm"
modifier_citadel_reflect_shield"Reflect Shield"
modifier_citadel_respawn_credit"回春积分"
modifier_citadel_returning_golden_idol"存放灵瓮"
modifier_citadel_root"被定身"
modifier_citadel_rootgrenade"被定身"
modifier_citadel_rupture"Ruptured - Don't Move"
modifier_citadel_shiv_dagger"尖锋利齿"
modifier_citadel_shiv_dash"一网打尽"
modifier_citadel_shiv_dash_impact_slow"一网打尽"
modifier_citadel_silenced"被沉默"
modifier_citadel_sleep_dagger_asleep"沉睡"
modifier_citadel_sleep_dagger_postsleep"伤害减少"
modifier_citadel_slowtarget"被减速"
modifier_citadel_smoke_bomb_in_smoke"In Smoke"
modifier_citadel_smoke_bomb_invis"隐身"
modifier_citadel_speed_boost"Speed Boost"
modifier_citadel_sprint_end"拔出武器…"
modifier_citadel_sprint_start"收起武器…"
modifier_citadel_sticky_bomb_attached"炸弹附身"
modifier_citadel_stunned"被眩晕"
modifier_citadel_surveillance_drone_alive"Combat Drone Active"
modifier_citadel_tech_shield"元灵护盾"
modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered"Remain Covered"
modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter"Seek Shelter"
modifier_citadel_throw_sand_debuff"沙暴"
modifier_citadel_time_bomb_fuse"Time Bomb Fuse"
modifier_citadel_wing_blast_push"Being Vindicta Pushed"
modifier_cloaking_device_active_ambush"来去无踪 - 伏击"
modifier_cloaking_device_active_stealth"来去无踪 - 潜行"
modifier_consumed_armor_buff"Spirit and Bullet Armor"
modifier_damageovertime"正在流血"
modifier_decoy_self_buff"Decoy Active"
modifier_dps_aura_active"英雄主动"
modifier_dps_aura_player"英雄射速"
modifier_drone_activation_medic"Medic Drone - deploying"
modifier_drone_activation_rockets"Rocket Drone - deploying"
modifier_drone_activation_speed"Speed Drone - deploying"
modifier_drone_heal"Medic Drone"
modifier_drone_heal_watcher"Medic Drone"
modifier_drone_rockets"Rocket Drone"
modifier_drone_speed"Speed Drone"
modifier_drone_uber"UBER INVULNERABILITY"
modifier_drone_uber_charging"Uber Charging"
modifier_duo_drone_health"Drone"
modifier_dust_storm_debuff"Slow Firerate & Movement"
modifier_early_gold_pickup_aura/aura_target/timer"捕获队伍魂魄"
modifier_fervor_aura_active"背水一战"
modifier_fire_rate_reduction_aura"Weapon Jammer"
modifier_flamedash"Flame Dashing"
modifier_flamedash_debuff"烈焰冲刺"
modifier_fleetfoot_boots"轻盈飞步"
modifier_forge_mini_turret_debuff"迷你炮塔 - 减速"
modifier_galvanic_storm"Galvanic Storm"
modifier_gigantic_sword"You have a Gigantic Sword"
modifier_healaura"Healing"
modifier_health_nova"治疗之环"
modifier_health_swap_buff"灵魂互换"
modifier_hemorrhage"Eviscerator Rounds"
modifier_hint_can_cancel"按下 {s:in_mantle} 取消"
modifier_hint_vertical_movement"按下 {s:in_mantle} 取消。按下 {s:in_innate1}/{s:duck} 上移/下移。"
modifier_hollow_point_stack"空尖结界"
modifier_hook_bonus_movespeed"Hook Movement Speed"
modifier_icebeam_stacking_slow"极寒光束"
modifier_idol_pickup_aura/aura_target/timer"拾起灵瓮"
modifier_infuse_weapon_active"Weapon Infused"
modifier_infuse_weapon_proc_buildup"Weakening"
modifier_infuser"灵力灌注"
modifier_inhibitor_debuff"抑制术"
modifier_intimidate_debuff"蔑视"
modifier_invis"Stealthed"
modifier_invis_fading"Fading"
modifier_invis_start_delay"Entering Stealth"
modifier_item_burning_bullets_damageovertime"正在流血"
modifier_item_disarmed"被缴械"
modifier_item_weapon_power_for_health"Overdrive"
modifier_kinetic_sash_triggered"动能冲刺"
modifier_knocked_off_zipline_slow"被撞下滑索"
modifier_lash_charge_grenade"High Explosive"
modifier_lash_shoryuken"Shoryuken"
modifier_lasso_enemy"Being dragged"
modifier_lasso_self"Dragging someone"
modifier_learning_hero_ability"学习"
modifier_life_drain_silence"被沉默"
modifier_limit_ability_cooldown"Quick Cooldowns"
modifier_magiccarpet"魔毯"
modifier_mechaguy_defense_field_aura_thinker"Reactive Armor"
modifier_mirage_fire_beetles_launch_window"发射烈焰圣甲虫"
modifier_mirage_fire_scarabs_health_gain"烈焰圣甲虫"
modifier_mirage_fire_scarabs_health_loss"烈焰圣甲虫"
modifier_mirage_sand_phantom"旋舞之僧"
modifier_mirage_sand_phantom_passive_victim"镇尼之印系数"
modifier_mirage_sand_phantom_slow_aura_effect"旋舞之僧"
modifier_mirage_sand_phantom_whirlwind_reflect"旋舞之僧"
modifier_mirage_tornado_lift"龙卷风"
modifier_mirage_tornado_slow"龙卷风 - 减速"
modifier_mirv_grenades"Mad Bomber"
modifier_mobile_resupply"灵丹妙药"
modifier_nano_shadow_debuff"- 子弹抗性"
modifier_nano_shadow_step"幽影瞬步"
modifier_neutral_gold_pickup_aura/aura_target/timer"拾起未稳获的魂魄"
modifier_nikuman_buff"+Fire Rate"
modifier_nikuman_self_buff"+Movement Speed"
modifier_nikuman_techshield"元灵护盾"
modifier_obscured_by_steam"Obscured"
modifier_overcharge_rapidfire"Energy Surge"
modifier_passive_heavy_rage_stacks"Rage Stacks"
modifier_phantom_strike_bulletshield"子弹护盾"
modifier_pool_of_light_buff"Pool of Light"
modifier_pool_of_light_debuff"Decreased Courage"
modifier_power_shard_bonus"Echo Boost"
modifier_power_surge"连锁闪电"
modifier_power_surge_debuff"元灵抗性降低"
modifier_predator_vision"Predator Vision"
modifier_prevent_healing"Healing Disabled"
modifier_pullaura"Pulled"
modifier_pulsegrenade_magic_resist_debuff"脉冲手雷"
modifier_quick_silver_buff"+Fire Rate"
modifier_reinforcing_casings"层层防御"
modifier_rejuv_pickup_aura/aura_target/timer"拾起队伍复生石"
modifier_restorative_goo"复原立方"
modifier_restorative_locket_stacks"疗愈护符"
modifier_sentry_deploy"Initializing..."
modifier_shifting_veil_buff"身躯虚化"
modifier_shiv_bleed"流血"
modifier_shiv_bleed_dash"一网打尽"
modifier_shiv_bleed_thrown_shiv"尖锋利齿"
modifier_shiv_dash_heal_reduction"一网打尽治疗减益"
modifier_shiv_thrown_shiv_slow_debuff"尖锋利齿"
modifier_shoulder_charge_buff"额外伤害"
modifier_silencer_proc_active"沉默子弹"
modifier_siphon_bullets_health_gain"攫命弹"
modifier_siphon_bullets_health_loss"攫命弹"
modifier_slork_ambush"Ambush Damage"
modifier_slork_chomp_grapple"Chomping an Enemy"
modifier_slork_chomp_hobbled"Getting Chomped"
modifier_slork_gun_poison"Slork Poison Sprayer"
modifier_slork_invis"Invisible"
modifier_slork_lastbreath"Last Breath"
modifier_slork_lastbreath_damage_amp"Baited"
modifier_slork_riptide"Burned by Riptide"
modifier_slork_scald"Slork Scalding Spray"
modifier_slork_visible"Can't hide"
modifier_slow_base"被减速"
modifier_slow_immunity"势不可挡"
modifier_slowaura"被减速"
modifier_slowing_tech_slow"Slowing Spirit"
modifier_spin"旋转"
modifier_stabilizing_tripod_self_debuff"Field Sentry"
modifier_stimpak_regen"治疗仪式"
modifier_stomp_debuff"脉冲减益"
modifier_succor_move"营救光束"
modifier_summon_magiccarpet"正在召唤魔毯"
modifier_summon_spirits"Energy Spirits"
modifier_surging_power"澎湃力量"
modifier_synth_affliction_debuff"痛苦"
modifier_synth_barrage_amp"弹幕 - 伤害增强"
modifier_synth_barrage_debuff"弹幕减速"
modifier_synth_grasp_caster"Grasp"
modifier_synth_grasp_victim"Grasp"
modifier_synth_plasma_flux_auto_projectile"飞行斗篷"
modifier_synth_plasma_flux_dps"飞行斗篷"
modifier_synth_plasma_flux_weapon_damage"Bonus Weapon Damage"
modifier_target_practice"Target Practice"
modifier_target_practice_debuff"Armor Break"
modifier_target_practice_slow"Slow"
modifier_tech_armor_reduction"Spirit Armor Reduced"
modifier_tech_armor_reduction_aura"Spirit Armor Reduction Aura"
modifier_tech_defense_shredders"Spirit Armor Reduced"
modifier_tech_defense_shredders_debuff"碎魂子弹"
modifier_tech_overflow"元灵漫溢"
modifier_tech_overflow_building"正在累积元灵漫溢效果…"
modifier_tempest_ionized_bullets_buildup"Ionizing"
modifier_tempest_ionized_bullets_charged"Charged!"
modifier_tengu_lightningcrash_regeneration"坠落恩典恢复"
modifier_time_bank_save_time"Slow time"
modifier_time_bank_speed_time"Accelerating time"
modifier_timewall_damageamp"Damage Vulnerability"
modifier_tokamak_ally_in_smoke"Hidden In Smoke"
modifier_tokamak_enemy_in_smoke"Peeking In Smoke"
modifier_tokamak_radiance"Blinding Light"
modifier_unstoppable"势不可挡"
modifier_upgrade_detention_ammo_detaining"Detaining..."
modifier_upgrade_magic_storm"灵能涌动"
modifier_upgrade_overdrive_clip"Overdrive Clip"
modifier_upgrade_siphon_buff"Siphon"
modifier_upgrade_siphon_debuff"被偷取生命值"
modifier_uppercut_buff"武器加强"
modifier_uppercut_movespeed"Uppercut Movement Speed"
modifier_veil_walker_stealth"穿幕隐身"
modifier_veil_walker_triggered"穿幕攻击速度"
modifier_void_sphere"量子闪现"
modifier_voidsphere_buff"Void Sphere +Fire Rate"
modifier_warden_crowd_control_debuff"炼金瓶"
modifier_warden_high_alert"意志力"
modifier_warden_high_alert_hint""
modifier_warden_lockdown_debuff"束缚之言"
modifier_warden_lockdown_debuff_hint"离开区域以逃脱束缚"
modifier_warden_lockdown_root"束缚之言"
modifier_warden_riot_protocol"屹立不倒"
modifier_warden_riot_protocol_enemy_debuff"被减速"
modifier_warp_stone_caster"传送石"
modifier_weapon_drain_pulse"Weapon Drain Pulse"
modifier_weapon_drain_pulse_debuff"Zealot Courage Drain"
modifier_withering_whip_debuff"射速减慢"
modifier_wraith_project_mind_shield"子弹护盾"
modifier_wrecker_salvage_buff"射速增长量"
modifier_wrecking_ball_auto_throw"破坏球"
modifier_zealot_energy_warp"Energy Warp"
modifier_zealot_spirit_echo_debuff"Spirit Echo"
modifier_zealot_tether"Tether"
modifier_zealot_tether_self"Tether"
mortar_sentry_grenade"Mortar Sentry Grenade"
move_speed_pickup/small_move_speed"移动速度提高"
move_speed_pickup_label"提高移动速度"
movement_powerup_pickup"移动能力"
movement_slow"移动减速"
not_ready"{s:param_1} 还要冷却 {s:param_2}s"
on_bridge"{s:param_1} 在桥上"
on_roof"{s:param_1} 在屋顶上"
on_top_of_mid"{s:param_1} 在中路上面"
ping_ability_on_cooldown"{s:param_1} 还要冷却 {s:param_2}s"
ping_ability_ready"{s:param_1} 准备好了!"
ping_affermative_"没问题"
ping_attack"干掉 {s:param_1}"
ping_attack_enemy_titan"去打他们的守护神"
ping_be_back"我马上回来"
ping_blue_help"蓝路需要帮助"
ping_can_heal"我可以治疗你,{s:param_1}"
ping_careful"小心 {s:param_1}"
ping_defend"防守"
ping_defend_base"防守基地"
ping_defend_blue"防守蓝路"
ping_defend_green"防守绿路"
ping_defend_purple"防守紫路"
ping_defend_yellow"防守黄路"
ping_enemy_has_item"小心!{s:param_1}有{s:param_2}"
ping_enemy_take_mid"他们在打中央 Boss!"
ping_going_in"我要上了!"
ping_going_shop"去商店"
ping_good_job"干得漂亮"
ping_green_help"绿路需要帮助"
ping_headed_blue"往蓝路走了"
ping_headed_green"往绿路走了"
ping_headed_purple"往紫路走了"
ping_headed_yellow"往黄路走了"
ping_help_with_idol_label"帮忙护送灵瓮"
ping_help_with_idol_message"帮我护送灵瓮"
ping_im_back"我回来了!"
ping_jar_call"灵瓮在此!"
ping_lets_go_blue"我们去蓝路吧"
ping_lets_go_green"我们去绿路吧"
ping_lets_go_purple"我们去紫路吧"
ping_lets_go_yellow"我们去黄路吧"
ping_missing_blue"蓝路敌人消失!"
ping_missing_green"绿路敌人消失!"
ping_missing_purple"紫路敌人消失!"
ping_missing_yellow"黄路敌人消失!"
ping_need_heal"请治疗"
ping_need_help_blue"蓝路需要帮助"
ping_need_help_green"绿路上需要帮助"
ping_need_help_purple"紫路需要帮助"
ping_need_help_yellow"黄路需要帮助"
ping_need_plan"有什么计划?"
ping_nevermind"取消"
ping_nice_work"干得不错"
ping_on_way"来了"
ping_purple_help"紫路需要帮助"
ping_push_blue"我们去推进蓝路吧"
ping_push_green"我们去推绿路吧"
ping_push_purple"我们去推进紫路吧"
ping_push_yellow"我们去推进黄路吧"
ping_request_follow"跟着我"
ping_retreat"撤!"
ping_right_back"我马上回来"
ping_see"我看到{s:param_1}"
ping_see_param_2"生命值{s:param_2}"
ping_sorry"抱歉"
ping_stay_together"一起行动"
ping_stun"眩晕 {s:param_1}!"
ping_take_core"去打他们的核心"
ping_take_mid"去打中央 Boss!"
ping_thank_you"谢谢!"
ping_the_enemy"敌人!"
ping_they_are"他们"
ping_titan_under"他们在打我们的守护神"
ping_use_ability"{s:param_1} 准备好了!"
ping_yellow_help"黄路需要帮助"
ping_youre_welcome"不客气"
player_wait"Wait {s:param_1}"
pounce_double_notify"二段飞扑"
power_slash_debuff"剑客无情"
respond_no"不!"
respond_yes"好的!"
rutger_cheat_death"Cheat Death"
rutger_cheat_death_desc"When taking otherwise fatal damage, Rutger becomes unkillable for 4s."
rutger_cheat_death_t2_desc"<span class="highlight">+{s:BonusMoveSpeed}% Bonus Movement speed</span> when Cheat Death activates."
rutger_cheat_death_t3_desc"<span class="highlight">+{s:BulletLifestealPercent}% Bullet Lifesteal</span> when Cheat Death activates."
rutger_force_field"Force Field"
rutger_force_field_desc"Create a field at target location that pushes enemies away from its outer edge."
rutger_pulse"Pulse"
rutger_pulse_desc"Release a fast pulse in a large area that damages, slows, and <span class="highlight">prevents enemies from using abilities</span>.<br>The damage dealt is based on how close the enemy is to the center of the pulse."
rutger_rocket"Rocket Launcher"
rutger_rocket_desc"Launch a rocket that deals damage in an area and applies knockback.<br>Rutger receives {s:SelfDamagePercent}% damage and {s:SelfLaunchPercent}% knockback from his own rocket if he's in its impact radius."
shifting_veil_bonus_spirit"额外元灵力量"
skymonk_break_of_dawn"Break of Dawn"
skymonk_pool_of_light"Pool of Light"
skymonk_sky_duel"Sky Duel"
slork_ability_4"Torrent"
slork_ability_4_desc"Slork creates a Jet of water that errupts from the ground damaging all nearby enemies and knocking them into the air."
slork_ability_invis"Ambush Predator"
slork_ability_invis_desc"<span class="highlight">Fade from view</span> when not shooting or using abilities. When fully invisible, can be cast to deal <span class="highlight_tech">{s:AmbushDamage}</span> damage and <span class="highlight">+{s:StaminaDamage}</span> stamina damage to enemies in front of Slork."
slork_ability_invis_t2_desc"-{s:InvisReapplyDelay}s Delay before fading"
slork_chomp"Chomp"
slork_chomp_desc"<span class="highlight">Dash forward and grab onto an enemy</span>, biting them repeatedly. The enemy is slowed, disarmed, and silenced while grappled. When the target is <span class="highlight">below half health</span>, deal an additional <span class="highlight_tech">{s:DamagePercentHealth}%</span> of their max health in damage."
slork_chomp_t2_desc"+{s:ChompHealPercent}% Lifesteal from Chomp damage"
slork_chomp_t3_desc"Chomp deals <span class="highlight">{s:DamageMissingPercentHealth}%</span> of the enemies missing health each second."
slork_last_breath"Deep's Embrace"
slork_last_breath_desc"Encase yourself in a sphere of water that can absorb up to <span class="highlight_tech">{s:DamageAbsorb}</span> damage before bursting. When the sphere disipates for any reason enemies in range take <span class="highlight_tech">{s:BurstDamage}</span> damage."
slork_raging_current"Torrent Storm"
slork_raging_current_desc"Call water from deep underground, saturating an area. Every {s:TargetAcquireTime}s a torrent will well up, tossing enemies into the air after a {s:TorrentDelay}s delay. Enemies will be stunned and their bullet armor reduced."
slork_riptide"Riptide"
slork_riptide_desc"Summon a churning vortex of superheated water that <span class="highlight">burns enemies</span> and <span class="highlight">lauches them towards Slork</span>."
slork_riptide_t3_desc"+{s:DPS} DPS and +{s:ImpactDamage} Impact damage"
slork_scald"Scald"
slork_scald_desc"Spray out an arc of superheated water that <span class="highlight">damages enemies over time</span>."
slork_scald_t1_desc"Spray in a wide arc"
slork_scald_t3_desc"+{s:DPS} DPS and +{s:ImpactDamage} Impact damage"
small_gold_pickup_label:p"个魂魄 #|# 个魂魄"
spirit_permanent_pickup_label"+2 元灵"
spirit_permanent_pickup_label_lv2"+3 元灵"
spirit_permanent_pickup_label_lv3"+5 元灵"
stomp_buff_modifier"+Fire Rate"
super_neutral_charge"中央 Boss 充能"
super_neutral_gun"中央 Boss 枪"
superior_stamina_buff"Bonus Spirit Power"
suppressor_debuff"射速减缓"
survival_powerup_pickup"战场存活"
synth_affliction"痛苦"
synth_affliction_desc"对附近所有敌人施加<span style="font-weight: bold;">持续伤害</span>。<br>痛苦的伤害不会致命,且不施加物品触发效果。"
synth_affliction_quip"对附近的敌人施加持续伤害"
synth_affliction_t2_desc"对目标的治疗造成 -60% 的抑制"
synth_affliction_t3_desc"+27 DPS"
synth_barrage"弹幕"
synth_barrage_desc"施法并开始发出投射物,<span style="font-weight: bold;">造成伤害</span>并在击中点附近<span style="font-weight: bold;">施加移动减速</span>。每个击中英雄的投射物都将给你一层<span style="font-weight: bold;">增强所有伤害的可叠加增益</span>。<br>如果你在半空中施放技能,则将<span style="font-weight: bold;">悬浮</span>并保持起始时的水平移动。"
synth_barrage_quip"在空中滑行并发出多枚投射物"
synth_barrage_t3_desc"<span style="font-weight: bold;">+4s</span> 每层叠加增强及 <span style="font-weight: bold;">+2m</span> 半径"
synth_blitz"Blitz"
synth_blitz/modifier_synth_blitz"Blitz"
synth_blitz/modifier_synth_blitz_tech_amp"Blitz - Spirit Amp"
synth_blitz_desc"Gain <span class="highlight">fast firing rate</span> and <span class="highlight">bullet lifesteal</span> for a brief flurry of shots."
synth_blitz_quip"Your bullets fire faster and apply spirit amp"
synth_blitz_t1_desc"Each Blitz shot amplifies your spirit damage against the target by {s:TechAmpPerBullet}% for {s:TechAmpLinger}s"
synth_blitz_t3_desc"+{s:FastFireBullets} Fast Fire Shots and +{s:MaxStacks} Max Stacks"
synth_dematerialize"Dematerialize"
synth_dematerialize_desc"Alter your composition to become temporarily out of world, dealing damaging pulses to enemies nearby. Can be cancelled early."
synth_dematerialize_t3_desc"Dematerialize applies a stacking <span class="highlight">-15% Fire Rate</span> to enemies on each damage interval. Lasts {s:FireRateSlowDuration}s.</span>"
synth_grasp"Grasp"
synth_grasp_cancel"Cancel Grasp"
synth_grasp_desc"<span class="highlight">Tether all nearby enemy heroes</span> to you and gain <span class="highlight">Bullet Shield</span> for each enemy hero tethered. You're <span class="highlight">immobilized</span> for the duration."
synth_grasp_quip"Tether nearby enemy heroes to your position"
synth_grasp_t3_desc"Damages and lifesteals {s:LifestealPerSecond}% of targets' max health per second"
synth_plasma_flux"飞行斗篷"
synth_plasma_flux_desc"发射一件具有感知力的斗篷,<span style="font-weight: bold;">向前移动</span>并<span style="font-weight: bold;">伤害敌人</span>。你可以按 <span style="font-weight: bold;">2</span> 来<span style="font-weight: bold;">传送</span>至斗篷的位置。"
synth_plasma_flux_quip"飞出一件斗篷伤敌,并可传送至斗篷位置"
synth_plasma_flux_t3_desc"使用飞行斗篷传送后,<span style="font-weight: bold;">+7 武器伤害</span>,持续 10s</span>。"
synth_plasma_flux_teleport"传送"
synth_pulse"提箱遁形"
synth_pulse_desc"<span style="font-weight: bold;">躲进</span>你的手提箱中。持续时间结束后,对附近敌人<span style="font-weight: bold;">造成伤害</span>。执行任意操作即可提前结束。"
synth_pulse_quip"暂时躲进你的手提箱中,然后造成伤害"
synth_pulse_t3_desc"施加 <span style="font-weight: bold;">40%</span> 射速减缓,持续 4.0s"
target_practice_buildup"Target Buildup"
team_msg_Idol_Desc"灵瓮"
team_msg_TheirTitanDefeated_Desc"你的队伍已经摧毁了敌方守护神"
team_msg_TitanDefeated_Desc"一名守护神已被摧毁"
team_msg_TitanDefeated_Title"守护神已摧毁"
team_msg_Winner_SubText"The Patrons favor you"
team_msg_YourTitanDefeated_Desc"你的守护神已被摧毁"
tether_disconnected"Covenant - Disconnected"
tether_disconnecting"Covenant - Disconnecting..."
thumper_ability_1"Shatter Cannon"
thumper_ability_1_desc"Thumper focuses a high power acoustic wave to reflect off of a hard surface. Blasting shards of material off in the reflected wave."
thumper_ability_2"Spike Strip"
thumper_ability_2_desc"Rolls out a spike strip that damage enemies more the further they move through it."
thumper_ability_3"Badger Drone"
thumper_ability_3_desc"Sends out a badger drone to harry an enemy and reveal it's position."
thumper_ability_4"Vortex"
thumper_ability_4_desc"Blow enemies away with a high powered blast of air."
titan_unit"守护神"
tokamak_breach"Breach"
tokamak_breach_desc"Explosively decompress a cloud of coolant. Allies inside the cloud are invisible."
tokamak_breach_t1_desc"+{s:SlowPercent}% Movement Slow and -{s:BulletArmorReduction} Bullet Resist to enemies in smoke."
tokamak_breach_t2_desc"Purge Debuffs on Tokamak when cast."
tokamak_breach_t3_desc"Effects linger for {s:LingerAfterLeavingSmokeDurationPerHeat}s after leaving smoke."
tokamak_crimson_cannnon_hint"Fire!"
tokamak_crimson_cannon"Pulse Cannon"
tokamak_crimson_cannon_desc"Collect targets until ready to unload. Each shot is {s:DelayBetweenShots}s apart."
tokamak_crimson_cannon_t2_desc"<span class="highlight">+{s:Damage} Damage</span> and <span class="highlight">+{s:Damage_scale}</span> Damage Scale"
tokamak_dying_star"Dying Star"
tokamak_dying_star_desc"Launch forward damaging all enemies near where you land, knocking them into the air."
tokamak_dying_star_t3_desc"+{s:Damage} Damage and +{s:Damage_scale} Damage Scale"
tokamak_heat_sinks"Thermal Vault"
tokamak_heat_sinks_desc"Tokamak harnesses more power as they heat up. Tokamak's melee strikes add a {s:MeleeIgniteTime}s burn dealing {s:MeleeBurnDPS} Heat Power DPS."
tokamak_heat_sinks_t1_desc"+{s:MeleeSpeedBonusPercentage}% melee attack speed"
tokamak_heat_sinks_t3_desc"+{s:BaseHeatPower} Base Heat Power, +{s:MaxHeatPower} Max Heat Power"
tokamak_hot_shot"Hot Shot"
tokamak_hot_shot_desc"Blast your enemies with a jet of superheated plasma. Deals additional damage when the heat guage is in the red. Triples heat dissipation while active."
tokamak_hot_shot_t3_desc"+{s:NormalDPS} Normal DPS and +{s:NormalDPS_scale} Normal DPS Scale<br>+{s:HotDPS} Hot DPS and +{s:HotDPS_scale} Hot DPS Scale"
tokamak_radiance"Blinding Radiance"
tokamak_radiance_desc"Bring your core to the brink of criticality, blinding and damaging any that look in your direction. Damage increases when enemies look directly at you."
top_of_garage"{s:param_1} 在车库顶上"
trooper_boss_grenade"眩晕手雷"
trooper_neutral_grenade"眩晕手雷"
trooper_neutral_gun"铁罐枪"
under_garage"{s:param_1} 在车库里面"
upgrade_ability_power_shard"回音碎片"
upgrade_ability_power_shard_active"<span class="highlight">重置</span>你最近使用的非终极技能的<span class="highlight">冷却</span>时间。"
upgrade_ability_refresher"技能刷新"
upgrade_ability_refresher_desc"<span class="highlight">重置所有技能的冷却时间</span>并<span class="highlight">恢复所有充能</span>。"
upgrade_ability_refresher_innate_desc"Health<br>Spirit Power"
upgrade_ability_speed"Ability Speed"
upgrade_ability_speed_desc"Increases your movement speed while using any movement-based ability"
upgrade_ablative_coat"Ablative Coat"
upgrade_ablative_coat_desc"Provides <span class="highlight">Bullet Resist</span> but you lose some each time you take Weapon Damage. Loss can only happen once every {s:StackLossFrequency}s. Bullet Resist is restored when out of combat."
upgrade_ablative_coat_innate"Increases your <span class="highlight">forward movement speed</span> over time. If Ablative Coat is reduced to 0 Bullet Resist, taking damage will reset the effect for <span class="highlight">1.5s</span>"
upgrade_acolytes_glove"大伤元气"
upgrade_acolytes_glove_desc"当你对一个英雄进行<span class="highlight">近战轻/重</span>攻击时,攻击会造成额外<span class="highlight">元灵伤害</span>并减少目标的<span class="highlight">元灵抗性</span>。"
upgrade_active_bullet_shield"Shield Rush"
upgrade_active_bullet_shield/modifier_duration"Bullet Barrier"
upgrade_active_bullet_shield_desc"Give temporary <span class="highlight">bullet shield</span> for you and nearby allied Heros and their minions."
upgrade_active_reload"高速装填"
upgrade_active_reload/buff"补弹快手"
upgrade_active_reload_desc"装填弹药时,在高亮的时间段内按下 [{s:key_reload}] 将<span class="highlight">瞬间完成装填</span>并赋予你<span class="highlight">射速</span>和<span class="highlight">子弹吸血</span>。"
upgrade_aerial_assault"Aerial Assault"
upgrade_aerial_assault/modifier_aerial_assault_watcher/modifier_aerial_assault"Aerial Assault"
upgrade_aerial_assault_active"<span class="highlight">Launch straight up</span> high into the air. While in the air you will pause your aerial movement for {s:AssaultDuration}s</span>. During this time you gain <span class="highlight">+{s:AssaultLifestealPercent}% bullet lifesteal</span>, <span class="highlight">unlimited clip</span>, <span class="highlight">+{s:AssaultFireRate}% fire rate</span>, and bullets that <span class="highlight">explode</span> in a {s:ExplodeRadius}m radius."
upgrade_ammo_scavenger"拾弹能手"
upgrade_ammo_scavenger_desc"每当你从一个单位稳获或反补一个魂魄时,都会获得<span class="highlight">弹药</span>,并可叠加<span class="highlight">元灵力量</span>。"
upgrade_aoe_root"Vacuum Web"
upgrade_aoe_root_active"Throw a <span class="highlight">vacuum</span> grenade, pulling all enemies into a small area where they remain <span class="highlight">tethered</span>."
upgrade_aoe_silence"EMP Grenade"
upgrade_aoe_silence_desc"Throw a grenade that <span class="highlight">silences</span> enemies and lowers their <span class="highlight">spirit resistance</span>."
upgrade_aoe_smoke_bomb"Smoke"
upgrade_aoe_smoke_bomb/modifier_invis"Stealthed"
upgrade_aoe_smoke_bomb_desc"Give you and teammates <span class="highlight">invisibility</span> and a <span class="highlight">movement speed</span> bonus. Attacking or taking damage will remove the invisibility.<br>Cast delay: {s:AbilityCastDelay}s."
upgrade_aoe_tech_shield"Spirit Barrier Pulse"
upgrade_aoe_tech_shield/modifier_duration"Spirit Barrier Pulse"
upgrade_aoe_tech_shield_desc"Temporarily gain <span class="highlight">spirit barrier</span> for you and all nearby allied units."
upgrade_arcane_eater"Arcane Eater"
upgrade_arcane_eater_desc"Your bullets <span class="highlight">Steal Spirit Power</span> from enemy Heroes. Steal {s:HeadshotBonusSteal} extra Spirit Power with Headshots. This effect stacks."
upgrade_arcane_extension"余威回荡"
upgrade_arcane_extension_desc"增加你技能和物品的<span class="highlight">持续时间</span> 。"
upgrade_arcane_medallion"Arcane Medallion"
upgrade_arcane_medallion_desc"Whenever you deal <span class="highlight">{s:MinimumDamage} Spirit damage</span> or more in a single hit against an enemy hero, gain <span class="highlight">temporary Spirit Power</span>."
upgrade_armor_reduction_debuff"Armor Piercing Rounds"
upgrade_armor_reduction_debuff_desc"Your bullets reduce the target's <span class="highlight">bullet resistance by {s:ResistReduction}%</span> of their current value for {s:AbilityDuration}s and deal bonus damage <span class="highlight">against bullet shields</span>."
upgrade_attack_speed_1"Fire Rate"
upgrade_attack_speed_1_desc"Increases your <span class="highlight">Fire Rate</span>."
upgrade_attack_speed_2"Improved Fire Rate"
upgrade_attack_speed_2_desc"Increases your <span class="highlight">Fire Rate</span>."
upgrade_banshee_slugs"爆头破防"
upgrade_banshee_slugs_headshots_desc"<span class="highlight">爆头</span>将减少目标的<span class="highlight">子弹和元灵抗性</span>。"
upgrade_belt_fed_magazine"Belt-Fed Magazine"
upgrade_belt_fed_magazine_desc"Your weapon gains a <span class="highlight">much larger magazine that </span><span class="isNegative">requires spin-up time</span>, starting with a <span class="highlight">slower initial fire rate and becoming faster over the spin-up time</span>."
upgrade_berserker"狂战士"
upgrade_berserker/modifier_berserker/modifier_berserker_damage_stack"狂战士"
upgrade_berserker_desc"当你受到持续伤害时,你的<span class="highlight">武器伤害</span>会增加。"
upgrade_bleeding_bullets/modifier_item_bleeding_bullets_active/modifier_item_bleeding_bullets_damageovertime"Serrated Bullets"
upgrade_bleeding_bullets_buildup"正在积累毒弹堆叠…"
upgrade_blitz_bullets"迅捷突击"
upgrade_bonus_ability_charge_3"Hyper Charge"
upgrade_bonus_ability_charge_3_desc"<span class="highlight">+{s:BonusAbilityCharges}</span> to your max ability <span class="highlight">charges</span>."
upgrade_boxing_glove"吸命重击"
upgrade_boxing_glove_desc"你的<span class="highlight">近战攻击</span>会施加<span class="highlight">移动减速</span>效果并<span class="highlight">对你进行治疗</span>,治疗量为所造成的<span class="highlight">近战伤害</span>的 {s:LifestealHealPercent}% 加 {s:LifestealHeal} 。如果是对非英雄造成伤害,则治疗量为原本的 {s:NonHeroHealPct}%。"
upgrade_bullet_armor"子弹护甲"
upgrade_bullet_armor_2"高级子弹护甲"
upgrade_bullet_armor_2_desc"Decreases <span class="highlight">damage taken</span> from bullets."
upgrade_bullet_armor_desc"Decreases <span class="highlight">damage taken</span> from bullets."
upgrade_bullet_armor_reduction_aura"猎人光环"
upgrade_bullet_armor_reduction_aura/modifier_bullet_armor_reduction_aura/modifier_bullet_armor_reduction"Bullet Armor Reduced"
upgrade_bullet_armor_reduction_aura_desc"降低附近敌人的<span class="highlight">子弹抗性和射速</span>。若附近只有一名敌方英雄,则此<span class="highlight">效果将为原本的三倍</span>。"
upgrade_bullet_damage_reduction_aura"Weapon Jammer"
upgrade_bullet_damage_reduction_aura/modifier_base_aura/aura_target_modifier"Slowed Attack Speed"
upgrade_bullet_damage_reduction_aura_desc"Reduces the <span class="highlight">Fire Rate</span> of all nearby enemies."
upgrade_bullet_resist_shredder"粉碎护甲"
upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder"子弹护甲减少"
upgrade_bullet_resist_shredder_desc"当你造成<span class="highlight">元灵伤害</span>时,会减少敌人的<span class="highlight">子弹抗性</span>。"
upgrade_burst_fire"健步疾射"
upgrade_burst_fire/modifier_burst_fire_buff"健步疾射"
upgrade_burst_fire_actuator"Burst Fire Actuator"
upgrade_burst_fire_actuator_desc"Your weapon <span class="highlight"> fires an additional percentage of your gun's starting clip as a burst</span>. If all bullets in a burst connect with an enemy Hero, <span class="highlight">gain temporary Base Bullet Damage</span> for the rest of the clip."
upgrade_burst_fire_desc"当你的子弹击中敌方英雄时,短暂地获得<span class="highlight">射速</span>和<span class="highlight">移动速度</span>的提升。"
upgrade_camouflage"Camouflage Suit"
upgrade_camouflage_desc"Go <span class="highlight">invisible</span> and maintain invisibility by <span class="highlight">not moving or attacking</span>. Taking damage will not reveal the Hero. Bonus Regen while Invisible."
upgrade_cardio_calibrator"疾速不怠"
upgrade_cardio_calibrator_desc"降低敌人施加的<span class="highlight">移动减速</span>效果。"
upgrade_chain_lightning"特斯拉弹"
upgrade_chain_lightning_desc"你的子弹有几率会<span class="highlight">电击</span>你的目标。 <span class="highlight">电击</span>会跳到附近的敌人身上。"
upgrade_charge_mastery"Charge Mastery"
upgrade_charge_mastery_passive"Charged abilities have <span class="highlight">{s:BonusChargedAbilityDamage}%</span> increased damage and <span class="highlight">{s:BonusChargedCooldownReduction}%</span> reduced cooldown."
upgrade_charmed_wraps"Charmed Wraps"
upgrade_charmed_wraps_desc"Your abilities get their <span class="highlight">cooldowns reduced</span> when you perform a <span class="highlight">heavy melee</span> attack against a hero (or <span class="highlight">two light melee</span> attacks within {s:LightMeleeTimeWindow}s)."
upgrade_cheat_death"Cheat Death"
upgrade_cheat_death_pulse_passive"Releases a periodic pulse, damaging nearby enemies."
upgrade_cheat_death_unkillable_passive"When the owner would take otherwise lethal damage, they instead become <span class="highlight">temporarily death immune</span>. While death immune, the rate of the damage pulse is greatly increased."
upgrade_chonky"坚毅之心"
upgrade_chonky_desc"在未受到伤害超过 <span class="highlight">{s:RestoreDelay}s</span> 后,获得 <span class="highlight">{s:HealLifePercentOutOfCombat}% 的最大生命值恢复率</span>。"
upgrade_chonky_high_health_passive_desc"当你的生命值高于 <span class="highlight">{s:HealthThreshold}%</span> 时,你将获得额外的<span class="highlight">武器伤害</span>和<span class="highlight">移动速度</span>。"
upgrade_clip_size"基本弹匣"
upgrade_clip_size_2"Big Clip"
upgrade_clip_size_2_desc"Big Increase <span class="highlight">ammo</span>."
upgrade_clip_size_3"Extra Large Magazine"
upgrade_clip_size_3_desc"Greatly Increases <span class="highlight">ammo</span>."
upgrade_clip_size_desc"Increases <span class="highlight">ammo</span>."
upgrade_clip_size_fixed"Extended Magazine"
upgrade_clip_size_fixed_desc"Increases <span class="highlight">ammo</span>."
upgrade_clip_size_fixed_t3"Extra Large Magazine"
upgrade_clip_size_fixed_t3_desc"Greatly Increases <span class="highlight">ammo</span>."
upgrade_cloaking_device"Cloaking Device"
upgrade_cloaking_device/modifier_citadel_passive_cloak"Cloaking Device"
upgrade_cloaking_device/modifier_citadel_passive_cloak/modifier_invis"Stealthed"
upgrade_cloaking_device_active"来去无踪"
upgrade_cloaking_device_active/modifier_invis"Stealthed"
upgrade_cloaking_device_active_ambush_desc"<br>攻击或使用技能将结束隐身状态,并开始<span class="highlight">伏击</span>,暂时为你提供额外的<span class="highlight">射速</span>和<span class="highlight">元灵力量</span>。"
upgrade_cloaking_device_active_desc"进入<span class="highlight">隐身</span>状态。每当你在隐身状态下受到伤害时,会短暂现形。"
upgrade_cloaking_device_desc"Become <span class="highlight">invisible</span>. Nearby enemies will temporaily reveal the hero. Attacking or taking damage will remove the invisibility for {s:AbilityCooldown}s."
upgrade_close_quarter_combat"近身猛击"
upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base"被减速"
upgrade_close_quarter_combat_desc"当你与目标<span class="highlight">近距离</span>交战时,<span class="highlight">武器伤害</span>增加,并且你的子弹会施加<span class="highlight">移动减速</span>效果。"
upgrade_close_range"近战火拼"
upgrade_close_range_desc"当和目标<span class="highlight">近距离</span>作战时,造成额外的<span class="highlight">武器伤害</span>。"
upgrade_cold_front"冰天雪地"
upgrade_cold_front_desc"释放一个不断扩大的冰暴,对其击中的目标造成<span class="highlight">元灵伤害</span>并使其<span class="highlight">减速</span>。"
upgrade_colossus"巨人"
upgrade_colossus_desc"获得<span class="highlight">子弹和元灵抗性</span>,并使附近敌人的<span class="highlight">移动速度和冲刺速度减缓</span>。英雄身体增大 20%。"
upgrade_combo_breaker"Combo Breaker"
upgrade_combo_breaker/modifier_combo_breaker"Combo Breaker"
upgrade_combo_breaker_desc"<span class="highlight">Remove all debuffs</span> and heal yourself. <br><span class="highlight">Can be used while stunned.</span>"
upgrade_containment"减速魔咒"
upgrade_containment_desc"造成<span class="highlight">元灵伤害</span>并<span class="highlight">降低</span>目标的移动速度和冲刺速度。同时<span class="highlight">使目标基于移动的物品和技能沉默</span>。<br>不会影响目标的耐力使用。"
upgrade_cooldown_reduction"超速冷却"
upgrade_cooldown_reduction_desc"减少你技能和物品的<span class="highlight">冷却时间</span>。"
upgrade_crackshot"秘术射击"
upgrade_crackshot_desc"你的下一颗子弹将造成额外<span class="highlight">元灵伤害</span>。"
upgrade_critshot"幸运一击"
upgrade_critshot_desc"你的子弹有机会被强化,使其在击中目标时造成<span class="highlight">额外伤害</span>并让目标<span class="highlight">减速</span>。"
upgrade_damage_recycler"吸血蝗"
upgrade_damage_recycler_desc"降低敌人施加的<span class="highlight">治疗减少</span>效果。"
upgrade_debuff_absorb"Tech Defender"
upgrade_debuff_absorb_desc"Shield against <span class="highlight">all spirit damage and debuffs</span>."
upgrade_debuff_reducer"减益缩短"
upgrade_debuff_reducer_desc"减少对你施加的所有减益效果的<span class="highlight">持续时间</span>。"
upgrade_deflector_shield"Bullet Deflector Shield"
upgrade_deflector_shield_desc"Adds <span class="highlight">bullet armor</span>, and provides a shield that absorbs bullet damage. Shield regens out of combat (10s no damage)."
upgrade_disarm"Drain Will"
upgrade_disarm_desc"Fires a projectile which reduces the <span class="highlight">Fire Rate</span> of the target and <span class="highlight">steals Spirit</span>."
upgrade_discord"Discord"
upgrade_discord_desc"Apply an aura around enemy or friendly target that <span class="highlight">damages enemies in the radius and suppresses their healing by {s:HealAmpReceivePenaltyPercent}%</span>. If cast on a friendly, it also heals them."
upgrade_diviners_kevlar"金刚宝衫"
upgrade_diviners_kevlar_desc"施放<span class="highlight">终极技能</span>后,获得临时的<span class="highlight">子弹护盾、元灵护盾</span>和<span class="highlight">元灵力量</span>。"
upgrade_double_jump"Double-Jump"
upgrade_double_jump_desc"Allows you to perform an additional <span class="highlight">jump</span> in mid-air."
upgrade_dps_aura"英雄光环"
upgrade_dps_aura_active_desc"为你和附近的队友提供额外的<span class="highlight">移动速度</span>和<span class="highlight">射速</span>。"
upgrade_dps_aura_desc"为附近的下属提供<span class="highlight">射速</span>。"
upgrade_drum_magazine"Drum Magazine"
upgrade_drum_magazine_desc"Provides a large <span class="highlight">ammo bonus</span>, and <span class="highlight">increased reload speed</span>"
upgrade_duration_extender"[Deprecated] Duration Extender"
upgrade_duration_extender_desc"Increases <span class="highlight">Duration</span> of your abilities and items by <span class="highlight">{s:NonImbuedBonusDuration}%</span>."
upgrade_endurance"加速回血"
upgrade_escalating_exposure"伤上加伤"
upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff"伤上加伤"
upgrade_escalating_exposure_desc"造成<span class="highlight">元灵伤害</span>时会施加可叠加的<span class="highlight">元灵增强</span>效果,增加你对目标的<span class="highlight">元灵伤害</span>。"
upgrade_extra_charge"额外充能"
upgrade_extra_charge_desc"Adds one to your ability max <span class="highlight">charges</span>."
upgrade_fervor"末路狂徒"
upgrade_fervor/modifier_fervor/modifier_fervor_bonuses"Enrage Bonuses"
upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack"Fervor Stack"
upgrade_fervor_passive"当你的生命值<span class="highlight">低于 {s:LowHealthThreshold}% 时</span>,你将获得属性加成。"
upgrade_fire_rate_aura"Fire Rate Aura"
upgrade_fire_rate_aura/modifier_fire_rate_aura/modifier_fire_rate_aura_target"Fire Rate Aura"
upgrade_fire_rate_aura_desc"Provides a <span class="highlight">Fire Rate</span> increase to you and nearby teammates. Different bonus to non-Heroes"
upgrade_fire_rate_reduction_aura/modifier_base_aura/aura_target_modifier"Fire Rate Reduction Aura"
upgrade_fleetfoot_boots"轻盈飞步"
upgrade_fleetfoot_boots_active_desc"获得额外<span class="highlight">移动速度</span>和<span class="highlight">弹药</span>。"
upgrade_fleetfoot_boots_passive_desc"射击时会消除<span class="highlight">移动速度</span>损失。"
upgrade_frenzy/modifier_frenzy_aura/modifier_frenzy_kill"Killed Frenzy"
upgrade_frenzy/modifier_frenzy_lowhealth"Low HP Frenzy"
upgrade_frenzy_aura_desc"Nearby enemies take <span class="highlight">increased damage</span> from bullets.<br><br>If an enemy hero dies under this aura, you gain <span class="highlight">+{s:KillBonusMoveSpeedPerStack} m/s</span>. This effect <span class="highlight">lasts until you die</span> and can be stacked up to {s:MaxKillBonusMoveSpeedStack} times."
upgrade_frenzy_vampire_desc"Your <span class="highlight">bullets heal you</span> for a percentage of the damage they deal to enemies.<br><br>When an enemy is below {s:LowHealthPercentThreshold}% health you gain an additional <span class="highlight">{s:LowHealthLifeStealPercent}% Bullet Lifesteal</span> against them."
upgrade_full_spectrum"Full Spectrum"
upgrade_full_spectrum_passive"Adds <span class="highlight">bonus damage</span> for every hero hit from your spirit damage mods or abilities and applies a <span class="highlight">movement slow</span>."
upgrade_galvanic_storm"Galvanic Storm"
upgrade_galvanic_storm_passive1"Your bullets have a chance to <span class="highlight">shock</span> your target. The shock will jump to a nearby enemy."
upgrade_galvanic_storm_passive2"When your spirit barrier is destroyed, you are empowered, granting <span class="highlight">{s:BuffDamageMult}x shock damage</span> and increased <span class="highlight">movement speed</span>"
upgrade_glass_cannon"玻璃大炮"
upgrade_glass_cannon_desc"每击杀一个英雄都会赋予<span class="highlight">永久武器伤害</span>(最多 {s:MaxStacks} 次)。若被杀死,则会失去 1 层叠加。"
upgrade_glitch"诅咒"
upgrade_glitch/modifier_glitch_debuff"受到诅咒!"
upgrade_glitch_desc"诅咒某个敌人——<span class="highlight">打断、沉默、缴械</span>,并<span class="highlight">阻止其使用物品</span>。"
upgrade_headhunter"猎头"
upgrade_headhunter_desc"爆头会造成额外伤害,按最大生命值的一定比例对你进行治疗,并在短时间内增加你的移动速度。"
upgrade_headshot_booster"爆头奖励"
upgrade_headshot_booster_desc"如果<span class="highlight">爆头</span>,将造成额外<span class="highlight">武器伤害</span>。"
upgrade_heal_on_level"守护神的治疗"
upgrade_heal_on_level/heal_on_level_buff"升级时治疗"
upgrade_heal_on_level_buff"升级时治疗"
upgrade_heal_on_level_desc"你收到<span class="highlight">恩赐</span>时,会自动<span class="highlight">治疗</span>。"
upgrade_healbane"不治魔咒"
upgrade_healbane_desc"你的<span class="highlight">元灵伤害</span>会造成<span class="highlight">治疗减少</span>。如果敌方英雄在此效果下死亡,你将获得大量治疗。"
upgrade_healing_booster"治疗强化"
upgrade_healing_booster_desc"使你的<span class="highlight">治疗</span>效果提高 <span class="highlight">{s:HealAmpRegenPercent}%</span>,并使你的<span class="highlight">治疗减少抗性</span>提高 <span class="highlight">{s:DegenResistance}%</span>。"
upgrade_health"额外生命"
upgrade_health_bullet_deflector"Bullet Deflector"
upgrade_health_bullet_deflector_desc"Prevents <span class="highlight">{s:BulletDamageReductionPct}%</span> of incoming bullet damage, with a maximum of <span class="highlight">{s:BulletDamageReductionPerSecond}</span> damage deflected per second."
upgrade_health_desc"Increase <span class="highlight">health</span>."
upgrade_health_nova"治疗之环"
upgrade_health_nova_desc"<span class="highlight">治疗</span>自己和附近的友军。每个友军额外恢复 {s:HeroTargetBonus}% 生命值。"
upgrade_health_regen_1"Health Regen"
upgrade_health_regen_1_desc"Increases <span class="highlight">health regen</span>."
upgrade_health_regen_aura"Healing Aura"
upgrade_health_regen_aura_desc"Automatically provides a burst of healing to yourself and nearby friendlies every <span class="highlight">{s:HealInterval} seconds</span>. <br>Effect does not stack."
upgrade_health_regenerative_armor"Regenerative Armor"
upgrade_health_regenerative_armor_desc"Automatically <span class="highlight">restores health</span> lost from <span class="highlight">bullet damage</span>, regenerating up to <span class="highlight">{s:BulletDamageRecoveredPerSecond} health</span> per second."
upgrade_health_stealing_magic"元灵吸血"
upgrade_health_stealing_magic_desc"Your <span class="highlight">spirit items and abilities heal you</span> for a percentage of the damage they deal. Heals for less on Non-Heroes and does not work on buildings."
upgrade_health_stimpak"治疗仪式"
upgrade_health_stimpak/modifier_stimpak_regen"治疗仪式"
upgrade_health_stimpak_desc"赋予目标<span class="highlight">生命值恢复</span>和<span class="highlight">冲刺速度</span>。如果你受到敌方玩家或目标物的伤害,效果会被解除。可以自我施放。"
upgrade_height_advantage"Height Advantage"
upgrade_height_advantage_desc"Gain additional <span class="highlight_weapon">{s:HighGroundBonusWeaponPower}% Weapon Damage</span> when attacking targets that are <span class="highlight">below you</span>."
upgrade_hemorrhage/modifier_item_hemorrhage/modifier_hemorrhage"正在流血"
upgrade_hemorrhage_buildup"Eviscerator building..."
upgrade_high_impact_armor"High Impact Armor"
upgrade_high_impact_armor_desc"Provides protection against high-damage bullets. Any <span class="highlight">bullet damage</span> portion above the threshold is reduced by {s:DamageReduction}%."
upgrade_high_velocity_mag"高速弹匣"
upgrade_hollow_point_rounds"空尖结界"
upgrade_hollow_point_rounds_desc"当你的生命值<span class="highlight">高于 {s:LifeThreshold}%</span> 时,造成额外的<span class="highlight">武器伤害</span>。"
upgrade_hollow_point_rounds_shield_desc"Gain a <span class="highlight">Spirit Shield</span> that blocks incoming <span class="highlight">Spirit Damage</span>. The shield is restored when out of combat."
upgrade_imbued_ability"Imbued Ability"
upgrade_imbued_ability_passive1"Upon purchasing this mod, select an ability to imbue with <span class="highlight">{s:ImbuedBonusDuration}% bonus duration</span> and <span class="highlight">{s:ImbuedBonusDamage}% bonus damage</span>."
upgrade_imbued_ability_passive2"Your spirit damage <span class="highlight">slows</span> your target's movement."
upgrade_imbued_duration_extender"余威久久"
upgrade_imbued_duration_extender_desc"增加你技能和物品的<span class="highlight">持续时间</span> 。"
upgrade_improved_bullet_armor"高级子弹护甲"
upgrade_improved_bullet_armor_desc"Decreases <span class="highlight">damage taken</span> from bullets."
upgrade_improved_spirit"灵力扩增"
upgrade_improved_stamina"耐力补给"
upgrade_infuser"灵力灌注"
upgrade_infuser_desc"获得<span class="highlight">元灵力量</span>和<span class="highlight">元灵吸血</span>。"
upgrade_inhibitor"抑制术"
upgrade_inhibitor_desc"你的子弹击中目标时会施加<span class="highlight">移动减速</span>,并且减少目标的<span class="highlight">输出伤害</span>。"
upgrade_intensifying_clip"火力渐升"
upgrade_intensifying_clip_desc"在你持续射击时,增加<span class="highlight">武器伤害</span>。"
upgrade_kinetic_sash"动能冲刺"
upgrade_kinetic_sash_desc"你的下一个<span class="highlight">冲刺跳</span>不会消耗额外的耐力,你将获得<span class="highlight">射速</span>和额外的<span class="highlight">弹药</span>,直到你下次重新装填。效果持续 {s:AbilityDuration}s。"
upgrade_leveler"Leveler"
upgrade_leveler/headshot_cooldown_modifier"Head Shot Bonus Cooldown"
upgrade_leveler_active_desc"Applies a <span class="highlight">tether</span> to the target and reduces the <span class="highlight">bullet resist</span> of both <span class="highlight">you and them</span>."
upgrade_leveler_innate_desc"Close Range<br>Detention Rounds"
upgrade_leveler_passive_desc"Your headshot deals bonus damage and heavily slows enemy fire rate."
upgrade_lifestrike_gauntlets"近战吸血"
upgrade_lifestrike_gauntlets_desc"你的<span class="highlight">近战</span>攻击<span class="highlight">可为你治疗</span>,治疗量为所造成<span class="highlight">近战伤害</span>的 {s:LifestrikeHealPercent}% 加上 {s:LifestrikeHeal}。如果是对非英雄造成伤害,则治疗量为原本的 {s:NonHeroHealPct}%。"
upgrade_long_range"远击威力"
upgrade_long_range_desc"当和目标距离<span class="highlight">大于某最低距离</span>时,造成额外的<span class="highlight">武器伤害</span>。"
upgrade_long_range_slowing_tech"Omni Spirit"
upgrade_long_range_slowing_tech/modifier_long_range_slowing_tech_proc/modifier_slow_base"被减速"
upgrade_long_range_slowing_tech_desc"Applies a <span class="highlight">movement slow</span> to enemies when dealing spirit damage."
upgrade_magic_burst"秘术爆发"
upgrade_magic_burst_desc"如果技能在一次攻击中造成 {s:MinimumDamage} 或更多伤害,则会造成额外的<span class="highlight">元灵伤害</span>。"
upgrade_magic_carpet"魔毯"
upgrade_magic_carpet_desc"召唤魔毯,让你飞走,并获得子弹和元灵护盾。在召唤魔毯期间无法使用技能。在飞行过程中对减速免疫,且采取任何操作都会让飞毯消失。"
upgrade_magic_clarity"Clarity"
upgrade_magic_clarity_desc"On ability or item use, gain a <span class="highlight">move speed</span> bonus for {s:AbilityDuration}s. Your next ability cast will remove the move speed bonus and apply a <span class="highlight">Spirit</span> bonus to that ability."
upgrade_magic_missile"召唤导弹"
upgrade_magic_reach"触手可及"
upgrade_magic_reach_desc"增加你的技能和物品的<span class="highlight">施放范围</span>和<span class="highlight">效果半径</span>。"
upgrade_magic_shield"灵力魔障"
upgrade_magic_shield_desc"在你拥有<span class="highlight">元灵护盾</span>时,获得额外的<span class="highlight">元灵力量</span>和<span class="highlight">冷却时间减少</span>。"
upgrade_magic_shock"增强爆发"
upgrade_magic_shock_desc"如果技能造成单次伤害达到或超过 {s:MinimumDamage},则会造成额外的<span class="highlight">元灵伤害</span>。<br/>目标在受到该物品伤害后,就对其具有 <span class="highlight">{s:ReProcLockoutTime}s</span> 的免疫时间。"
upgrade_magic_slow"秘术缓速"
upgrade_magic_slow_desc"当目标受到<span class="highlight">元灵伤害</span>时,其<span class="highlight">移动速度</span>和<span class="highlight">射速</span>会被降低。"
upgrade_magic_storm"灵能涌动"
upgrade_magic_storm_desc"加强一个技能,使其获得<span class="highlight">永久元灵力量</span>。当该技能被使用时,获得额外的<span class="highlight">移动速度</span>。"
upgrade_magic_tempo"加速冷却"
upgrade_magic_tempo_desc"减少你技能和物品的<span class="highlight">冷却时间</span>。"
upgrade_magic_vulnerability"秘术脆弱"
upgrade_magic_vulnerability_desc"当目标受到<span class="highlight">元灵伤害</span>时,其<span class="highlight">元灵抗性</span>会被降低。"
upgrade_medic_bullets"疗愈子弹"
upgrade_medic_bullets_desc"你的下一颗子弹将根据你击中的目标<span class="highlight">治疗你</span> 。"
upgrade_mega_spirit"灵力无边"
upgrade_melee_charge"近战蓄力"
upgrade_melee_charge_desc"你对敌人的下一次<span class="highlight">近战重攻击</span>会<span class="highlight">会造成更高的伤害</span>,且要么<span class="highlight">让你的武器立即装填弹药</span>,要么给予你最多 <span class="highlight">+100% 额外弹药</span>。<br>只有在额外弹药未满时才会激活。"
upgrade_metal_skin"铜墙铁壁"
upgrade_metal_skin_desc"获得<span class="highlight">对子弹和近战攻击的免疫</span>。"
upgrade_mod_disruptor"Soul Disruptor"
upgrade_mod_disruptor_desc"Throw a grenade that explodes on contact and applies <span class="highlight">silence</span> and <span class="highlight">increasing amounts of damage</span> to each enemy."
upgrade_nearby_enemy_boost"Adrenaline Rush"
upgrade_nearby_enemy_boost_desc"Gain bonus <span class="highlight">Weapon Damage</span> and <span class="highlight">Fire Rate</span> when there are two or more enemy heroes nearby."
upgrade_non_player_bonus"猎怪弹"
upgrade_non_player_bonus_desc"Gain additional <span class="highlight_weapon">{s:NonPlayerBonusWeaponPower}% Weapon Damage</span> when attacking <span class="highlight">Troopers</span>, <span class="highlight">Neutrals</span> and <span class="highlight">Bosses</span>."
upgrade_out_of_combat_health_regen/modifier_citadel_armor_out_of_combat_health_regen"Metabolic Nanites"
upgrade_personal_rejuvenator"重生"
upgrade_personal_rejuvenator_desc"让在英雄在其死亡的地方重生。"
upgrade_phantom_strike"幻影突袭"
upgrade_phantom_strike_desc"<span class="highlight">传送</span>至一个敌方目标前,施加<span class="highlight">缴械</span>和<span class="highlight">减速</span>效果,并造成<span class="highlight">伤害</span>。"
upgrade_predator_precision"Predator Precision"
upgrade_predator_precision_desc"Gain additional <span class="highlight">weapon damage</span> against enemy Heroes that are <span class="highlight">low health</span>"
upgrade_pristine_emblem"无暇勋章"
upgrade_pristine_emblem_desc"你的攻击会对<span class="highlight">生命值高于 {s:EnemyLifeThreshold}% 的敌人</span>造成额外的<span class="highlight">武器伤害</span>。"
upgrade_proc_disarm"Disarming Bullets"
upgrade_proc_disarm_desc"Your bullets <span class="highlight">disarm</span> enemies, them preventing them from shooting their weapon. Victims are immune to disarming bullets for <span class="highlight">{s:ImmunityDuration}s</span> after application expires."
upgrade_proc_melee_stun"Melee Knockdown"
upgrade_proc_melee_stun_desc"The 3rd hit of your <span class="highlight">melee combo</span> will <span class="highlight">stun</span> enemies."
upgrade_proc_silence"EMP Bullets"
upgrade_proc_silence/modifier_citadel_silence_proc_watcher/modifier_citadel_base_buildup"Silence Building..."
upgrade_proc_silence_desc"Your bullets charge up an <span class="highlight">EMP</span> on enemy heroes that will <span class="highlight">prevent targets from using abilities</span>. Victims are immune to emp bullets for <span class="highlight">{s:ImmunityDuration}s</span> after application expires."
upgrade_proc_tech_damage"Magitech Rounds"
upgrade_proc_tech_damage_desc"Your bullets also deal your <span class="highlight">base bullet damage [{s:BaseDamagePerShot}] </span> as spirit damage. Magitech Rounds receives <span class="highlight">{s:SpellAmplificationMultiplier}x</span> amplification from <span class="highlight">Spirit Power</span>. Shotguns split the damage between each pellet. This effect can only happen once every {s:ProcCooldown}s."
upgrade_quarantine"Quarantine"
upgrade_quarantine/modifier_citadel_quarantine"Quarantined"
upgrade_quarantine_desc"Quarantine an enemy Hero, making them <span class="highlight">invincible</span> but also <span class="highlight">silencing and disarming</span> them."
upgrade_quick_silver"魔力装填"
upgrade_quick_silver_desc"加强一项技能,在该项技能首次命中敌人时,附加额外的<span class="highlight">元灵伤害</span>。使出该技能后,你的武器将<span class="highlight">重新装填</span>,并在使用该弹匣期间获得<span class="highlight">射速</span>加成。<br>仅在弹药未满时生效。"
upgrade_rapid_recharge"火速充能"
upgrade_rapid_rounds"快手连发"
upgrade_rebirth"原地复活"
upgrade_rebirth/respawn_bonus_health_modifier"Rebirth Bonus Health"
upgrade_rebirth_passive"如果你死亡,{s:RespawnDelay}s 后你将<span class="highlight">在死亡地点重生</span>,并恢复部分生命值。"
upgrade_recharge_duration_reduction"Spiritual Recharge"
upgrade_recharge_duration_reduction_desc"Reduces the <span class="highlight">recharge duration<%s> of your ability chages."
upgrade_reduce_debuff_duration"减益消除"
upgrade_reduce_debuff_duration_active_desc"<span class="highlight">清除所有当前对你施加的减益效果</span>。如果有效果被移除,则会获得<span class="highlight">移动速度加成</span>。<br>在<span class="highlight">眩晕</span>或<span class="highlight">睡眠</span>状态下无法使用。"
upgrade_reduce_debuff_duration_desc"减少对你施加的所有减益效果的<span class="highlight">持续时间</span>。"
upgrade_regenerating_bullet_shield"防弹护盾"
upgrade_regenerating_bullet_shield_desc"在你拥有<span class="highlight">子弹护盾</span> 时,获得<span class="highlight">武器伤害</span>和<span class="highlight">射速</span>。"
upgrade_regenerative_armor"Regenerative Armor"
upgrade_regenerative_armor_desc"Gain a short burst of health regeneration when taking bullet damage from heroes"
upgrade_reinforcing_casings"层层防御"
upgrade_reinforcing_casings_desc"当你的子弹击中敌方英雄时,赋予<span class="highlight">子弹抗性</span>。<span class="highlight">每次射击只能赋予一次抗性叠加。</span>"
upgrade_reload_speed"Fast Reload"
upgrade_reload_speed_desc"Increased <span class="highlight">reload speed</span>."
upgrade_rescue_beam"营救光束"
upgrade_rescue_beam_desc"<span class="highlight">治疗</span>一个目标友方英雄和你自己,治疗量为<span class="highlight">最大生命值</span>的某一百分比。在治疗过程中,你可以将目标<span class="highlight">拉向</span>自己。可以自我施放。"
upgrade_rescue_beam_pull"拉拽目标"
upgrade_resilience"元灵常驻"
upgrade_restorative_locket"疗愈护符"
upgrade_restorative_locket_active_desc"消耗所有叠加层来<span class="highlight">治疗目标友军</span>并恢复 <span class="highlight">1 个耐力值点数</span>。可以自我施放。"
upgrade_restorative_locket_passive_desc"当敌人在距你 {s:Radius}m 内使用技能时,存下一次<span class="highlight">恢复叠加数</span>。"
upgrade_return_fire"回应射击"
upgrade_return_fire_desc"自动<span class="highlight">射出一发子弹</span>,目标是任何使用技能或武器对你造成伤害的攻击者。"
upgrade_ricochet"跳弹射击"
upgrade_ricochet_desc"你的子弹会<span class="highlight">反弹</span>到目标附近的敌人身上, <span class="highlight">施加所有子弹特效</span>并<span class="highlight">按原始伤害的一定百分比施加伤害</span>。"
upgrade_rocket_booster"升空飞跃"
upgrade_rocket_booster_desc"<span class="highlight">将自己发射</span>到高空中。在空中时,可以再次使用该主动技能以更快下降。<br>若受到敌方英雄攻击,则在 {s:InteruptCooldown}s 内无法使用。"
upgrade_rocket_booster_drop_down"迅速下降"
upgrade_rocket_boots"壮丽飞跃 - 已禁用"
upgrade_rocket_boots_desc"<span class="highlight">Launch yourself</span> high into the air. Cannot be used for {s:InteruptCooldown}s if damaged by enemy Hero."
upgrade_rupture"衰变"
upgrade_rupture/modifier_rupture"衰变"
upgrade_rupture_desc"减少目标敌人所受到的<span class="highlight">治疗</span>并对其当前生命值造成<span class="highlight">持续伤害</span>。<br>该物品造成的伤害不会致命。"
upgrade_savior"神圣屏障"
upgrade_savior_desc"为目标提供<span class="highlight">子弹护盾、元灵护盾和移动速度</span>。可以自我施放。"
upgrade_self_bubble"身躯虚化"
upgrade_self_bubble_desc"你进入虚空状态,在短时间内<span class="highlight">无法成为目标并变得无敌</span>,在此期间你无法移动或执行任何操作。之后,你会<span class="highlight">立即重新装填</span>并获得额外的<span class="highlight">元灵力量</span>。"
upgrade_sharpshooter"神枪手"
upgrade_sharpshooter_desc"当和目标距离<span class="highlight">大于某最低距离</span>时,造成额外的<span class="highlight">武器伤害</span>。"
upgrade_silencer"沉默子弹"
upgrade_silencer_active"在接下来的 {s:AbilityDuration}s 内, <span class="highlight">你的所有子弹都会立即施加沉默效果</span>。沉默效果会阻止目标使用技能。"
upgrade_silencer_passive1"Your bullets deal <span class="highlight">+{s:BonusBulletDamageToEMPTargets}% damage to Silenced targets</span>."
upgrade_silencer_passive2"Your bullets build up an <span class="highlight">EMP</span> on enemy heroes, preventing them from using abilities."
upgrade_siphon_bullets"攫命弹"
upgrade_siphon_bullets_desc_passive1"When in <span class="highlight">close range</span> of your target, deal additional <span class="highlight">Weapon Damage</span>."
upgrade_siphon_bullets_desc_passive2"你的子弹会暂时从敌人身上<span class="highlight">偷取最大生命值</span>。减益失效时,敌人会重新获得失去的生命值。如果遭偷取的敌人死亡,那么所偷取的生命值会成为永久的一层叠加;如果敌人将你杀死,则会失去 {s:StackLostPerDeath} 层叠加。"
upgrade_slow_immunity"Unstoppable - Deprecated"
upgrade_slow_immunity_desc"Purges any roots and chains on use and makes you immune to slows for the duration"
upgrade_slowing_bullets"减速弹"
upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base"被减速"
upgrade_slowing_bullets_desc"你的子弹会施加<span class="highlight">移动减速</span>效果。"
upgrade_slowing_tech"Slowing Spirit"
upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base"被减速"
upgrade_slowing_tech_desc"Dealing <span class="highlight">Spirit Damage</span> applies <span class="highlight">Movement Slows</span> to your target."
upgrade_small_attack_speed"Basic Fire Rate"
upgrade_small_attack_speed_desc"Increases your <span class="highlight">Fire Rate</span>."
upgrade_soaring_spirit"灵力高涨"
upgrade_spell_absorb"Tech Absorber"
upgrade_spell_absorb_desc"<span class="highlight">Blocks</span> a targeted ability."
upgrade_spellshield"六叶结界"
upgrade_spellshield/modifier_spellshield_buff"六叶结界"
upgrade_spellshield/modifier_spellshield_linger_buff"六叶结界破损!"
upgrade_spellshield_desc"阻挡下一次<span class="highlight">元灵伤害</span>或<span class="highlight">减益效果</span>,防止其生效。仅能在战斗外恢复。"
upgrade_spellshield_shield"反灵符"
upgrade_sprint_booster"疾跑靴"
upgrade_sprint_booster_desc"Increases your <span class="highlight">forward movement speed</span> over time. Taking damage resets the effect for <span class="highlight">1.5s</span>"
upgrade_stabilizer"Stabilizer"
upgrade_stabilizer_desc"Removes the <span class="highlight">movement speed penalty</span> while shooting, and increases <span class="highlight">bullet speed</span>."
upgrade_stabilizing_tripod"Stabilizing Tripod"
upgrade_stabilizing_tripod_desc"<span class="highlight">Disarm yourself</span> to toss your weapon to the target location where it transforms into a <span class="highlight">Field Sentry that will attack enemies using your weapon with an unlimited clip</span>. You can melee the sentry to end the effect early."
upgrade_stasis_bomb"Stasis Bomb"
upgrade_stasis_bomb/modifier_citadel_bubble"Stasis Bomb"
upgrade_stasis_bomb_active1"Creates an <span class="highlight">EMP aura</span> around you and become <span class="highlight">invincible</span> for {s:AbilityDuration}s, during which it has {s:MoveSpeedMax}m/s move speed and cannot attack, use abilities, or use special moves. Can be self cast."
upgrade_stasis_bomb_active2"<span class="spacer"></span><br>If the Stasis lasts the full duration, it will <span class="highlight">stun and damage</span> nearby enemies."
upgrade_stasis_bomb_desc_passive"Your bullets charge up an <span class="highlight">EMP</span> on enemy heroes, preventing them from using abilities."
upgrade_succor"Rescue"
upgrade_succor_desc"<span class="highlight">Pulls</span> the targeted teammate out of battle and brings them next to you."
upgrade_superacolytes_glove"咒印铁拳"
upgrade_superacolytes_glove/modifier_superacoloytes_glove"铁拳解封!"
upgrade_superacolytes_glove_desc"在累积造成 <span class="highlight">{s:StoredSpiritDamage}</span> 元灵伤害后,你的下一次<span class="highlight">近战重攻击</span>会额外造成 <span class="highlight">{s:StoredSpiritDamage} 元灵伤害</span>。"
upgrade_superior_stamina"超凡耐力"
upgrade_superior_stamina_passive"增加在落地前可以执行的<span class="highlight">空中冲刺</span>和<span class="highlight">空中跳跃</span>次数,从<span class="highlight"> 1 次增加到 2 次</span>。"
upgrade_suppressor"元灵压制"
upgrade_suppressor_desc"当你对敌人造成<span class="highlight">元灵伤害</span>时,还会施加<span class="highlight">射速减缓</span>。"
upgrade_surging_power"吸血爆发"
upgrade_surging_power/surge"Surging Power"
upgrade_surging_power/surge/active"Surging Power"
upgrade_surging_power/surge/windup"Surging Power"
upgrade_surging_power_active"提供<span class="highlight">吸血</span>、<span class="highlight">射速</span>和<span class="highlight">弹药</span>。此额外弹药不受最大弹匣容量限制。"
upgrade_target_stun"天锤压顶"
upgrade_target_stun_desc"目标在 <span class="highlight">{s:StunDelay}s 延迟</span>后被<span class="highlight">击倒</span>并被<span class="highlight">眩晕</span>,从而打断敌人并暂时阻止其采取任何行动。"
upgrade_targeted_silence"沉默符文"
upgrade_targeted_silence_desc"发射投射物,使目标 <span class="highlight">沉默并受到伤害</span>。沉默不会打断施法技能。"
upgrade_tech_3"Energy"
upgrade_tech_3_desc"Large increase in <span class="highlight">Energy</span>."
upgrade_tech_armor"元灵护甲"
upgrade_tech_armor_2"Spirit Armor+"
upgrade_tech_armor_2_desc"Reduces the damage you take from <span class="highlight">Spirit</span> abilities."
upgrade_tech_armor_desc"Reduces the damage you take from <span class="highlight">Spirit</span> abilities."
upgrade_tech_armor_reduction_aura"Spirit Armor Reduction Aura"
upgrade_tech_armor_reduction_aura_desc"Increases <span class="highlight">Spirit Damage</span> taken by nearby enemies."
upgrade_tech_bleed"秘术余波"
upgrade_tech_bleed/modifier_tech_bleed_proc/modifier_tech_bleed"Spirit Echo"
upgrade_tech_bleed_desc"加强一项技能,使用该技能时在目标四周一定半径范围内施加<span class="highlight">减速</span>效果,并在短暂延迟后,<span class="highlight">按技能所造成伤害的一定比例</span>对目标周围的敌人造成额外伤害。"
upgrade_tech_cleave"Quantum Chimaera"
upgrade_tech_cleave_desc"Your Tech attacks strike additional nearby enemies for <span class="highlight">75% of the total damage</span>."
upgrade_tech_damage_pulse"痛苦脉冲"
upgrade_tech_damage_pulse_desc"周期性地对周围最近的两个敌人造成<span class="highlight">元灵伤害</span>。"
upgrade_tech_defender"Tech Defender"
upgrade_tech_defender/modifier_debuff_immunity"Immune to Debuffs"
upgrade_tech_defender_active"Protect against <span class="highlight">all spirit damage and debuffs</span>."
upgrade_tech_defense_shredders"碎魂子弹"
upgrade_tech_defense_shredders/modifier_tech_defense_shredders_proc/modifier_base"Spirit Armor Reduced"
upgrade_tech_defense_shredders_desc"你的子弹会施加一个减益效果,增加你对目标的<span class="highlight">元灵伤害</span>,并让你可以对其进行<span class="highlight">元灵吸血</span>。"
upgrade_tech_overflow"元灵漫溢"
upgrade_tech_overflow_desc"通过向敌方英雄射击<span class="highlight">充能</span>,获取额外的<span class="highlight">射速</span>及<span class="highlight">元灵力量</span>。"
upgrade_tech_purge"高级元灵护甲"
upgrade_tech_range"手到擒来"
upgrade_tech_range_2"Mystic Range"
upgrade_tech_range_2_desc"Increases your spirit <span class="highlight">range</span>, <span class="highlight">aura radius</span>, and <span class="highlight">effect radius</span>."
upgrade_tech_range_desc"增加你的技能和物品的<span class="highlight">施放范围</span>和<span class="highlight">效果半径</span>。"
upgrade_thermal_detonator"炼金之火"
upgrade_thermal_detonator_desc"投掷一个触碰后会爆炸的瓶子,创造一个区域,该区域内<span class="highlight">每秒元灵伤害</span>会增加,并使敌人受到你队伍额外的<span class="highlight">武器伤害</span>。<br><br>对非英雄目标造成的每秒伤害少 {s:NonHeroReductionPercent}%。"
upgrade_titan_round"巨型弹匣"
upgrade_toughness_3"Toughness"
upgrade_toughness_3_desc"Increases <span class="highlight">Health</span> and <span class="highlight">health regen</span>."
upgrade_toxic_bullets"毒弹"
upgrade_toxic_bullets_buildup"正在累积毒性…"
upgrade_toxic_bullets_desc"你的子弹会在敌人身上累积伤害,致使其<span class="highlight">流血</span>,令其在一段时间内损失<span class="highlight">当前生命值的一定百分比</span>。同时对流血目标施加<span class="highlight">治疗减少</span>效果。"
upgrade_unstoppable"势不可挡"
upgrade_unstoppable_desc"暂时抑制<span class="highlight">负面状态效果</span>,并对<span class="highlight">眩晕、沉默、睡眠、缠绕和缴械</span>效果<span class="highlight">免疫</span>。<br>处于<span class="highlight">眩晕</span>或<span class="highlight">睡眠</span>效果之下时无法使用。"
upgrade_vampire"子弹吸血"
upgrade_vampire_desc"Your <span class="highlight">bullets heal you</span> for a percentage of the damage they deal to enemies. Half as effective vs Non-Heroes."
upgrade_veil_walker"穿幕行者"
upgrade_veil_walker_desc"穿越<span class="highlight">宇宙玄幕</span>会使你获得<span class="highlight">隐身</span>状态、提升<span class="highlight">移动速度</span>、恢复所有<span class="highlight">子弹和元灵护盾</span>。"
upgrade_vex_barrier"应急屏障"
upgrade_vex_barrier_desc"在你处于<span class="highlight">移动锁定、眩晕、禁锢、定身、睡眠</span>效果之下时,自动部署临时的<span class="highlight">子弹护盾和元灵护盾</span>。"
upgrade_vex_barrier_shield"应急屏障"
upgrade_warp_stone"传送石"
upgrade_warp_stone_desc"向前进行<span class="highlight">直接传送</span>,获得<span class="highlight">子弹抗性</span>。"
upgrade_weapon_detention_ammo"Detention Rounds"
upgrade_weapon_detention_ammo_desc"Your bullets build up on enemies, causing them to be <span class="highlight">tethered</span> to their position."
upgrade_weapon_eater"Weapon Eater"
upgrade_weapon_eater/modifier_weapon_eater_display"Weapon Eater"
upgrade_weapon_eater_desc"Reduces Courage by <span class="highlight_weapon">{s:BaseBonusCounter}</span>. <br>Gain <span class="highlight_weapon">{s:WeaponPowerPerKill} Courage</span> (Up to <span class="highlight_weapon">{s:MaxWeaponPower}</span>) for <span class="highlight">killing an enemy Hero</span> but lose <span class="highlight_weapon">{s:WeaponPowerPerDeath} gained Courage</span> on <span class="highlight">Death</span>. Bonus applied if damage was done within {s:KillWindow}s of enemy killed."
upgrade_weapon_instant_reload"Reloader + Huge Clip"
upgrade_weapon_instant_reload_desc"Press the [Reload] key while reloading to instantly finish your reload"
upgrade_weapon_overdrive_clip"Overdrive Clip"
upgrade_weapon_overdrive_clip/modifier_upgrade_overdrive_clip_reload"Overdrive Reload"
upgrade_weapon_overdrive_clip_desc"<span class="highlight">Deal non-lethal damage based on your max health to yourself</span> and <span class="highlight">reload bullets in your clip equal to your max ammo, no matter how many bullets are left.</span> The bullets in this clip have additional <span class="highlight">courage</span>."
upgrade_weapon_power_and_health_drain"Overdrive"
upgrade_weapon_power_and_health_drain_desc"Increase your <span class="highlight">Courage</span> while draining your own <span class="highlight">health</span>."
upgrade_withering_whip"凋零之鞭"
upgrade_withering_whip_desc"瞄准一名敌人,施加<span class="highlight">射速减慢</span>效果,并降低其<span class="highlight">子弹抗性</span>。"
upgrade_zipine_mastery"Zip Line Mastery"
upgrade_zipine_mastery_desc"Zip line speed <span class="highlight">accelerates</span> and allows you to use <span class="highlight">neutral</span> zip lines and capture them while zip lining. Provides a movement speed bonus when jumping off a zip line whose duration increases the longer you are on the zip line."
viscous_goo_bowling_ball"浓浆滚滚"
viscous_goo_bowling_ball_desc"化为一个巨型黏液球,在撞到敌人时可<span style="font-weight: bold;">造成伤害</span>并<span style="font-weight: bold;">使其眩晕</span>。黏液球还提供很高的<span style="font-weight: bold;">子弹</span>和<span style="font-weight: bold;">元灵</span>抗性,能从墙上反弹,并可进行<span style="font-weight: bold;">二段跳</span>。"
viscous_goo_bowling_ball_quip"滚来滚去,天翻地覆"
viscous_goo_bowling_ball_t3_desc"滚动时可施展技能并使用物品"
viscous_goo_grenade"爆汁魔球"
viscous_goo_grenade/modifier_viscous_goo_grenade_debuff"被减速"
viscous_goo_grenade_bounce_desc"连续攻击同一敌人伤害会减少。"
viscous_goo_grenade_desc"投掷出一个黏液球,能<span style="font-weight: bold;">造成伤害</span>并在地上留下一团团黏液污渍,对踏入污渍范围的敌人施加<span style="font-weight: bold;">移动减速</span>效果。"
viscous_goo_grenade_puddle_desc"黏液污渍会留在地上,并对踏入其范围的敌人施加<span style="font-weight: bold;">移动减速</span>效果。"
viscous_goo_grenade_quip"伤害敌人并污染环境"
viscous_goo_grenade_t2_desc"+60 伤害并 +1m 半径"
viscous_goo_grenade_t3_desc"弹跳 2 次"
viscous_goo_puddle"Goo Form"
viscous_goo_puddle_desc"Turn yourself into a puddle of goo, becoming <span class="highlight">immune to harm</span> and <span class="highlight">dealing damage to nearby enemies</span>."
viscous_goo_puddle_t3_desc"[Not Yet Implemented]"
viscous_gootapult"溅射炮"
viscous_gootapult_desc"Charge up and launch yourself, dealing damage and leaving a slowing area on impact."
viscous_gootapult_hint"Launch!"
viscous_restorative_goo"复原立方"
viscous_restorative_goo/modifier_restorative_goo/breakoutProgress"Breaking out"
viscous_restorative_goo_buff_desc"脱离立方体后,目标在短时间内拥有更高的<span class="highlight">移动速度和耐力恢复率</span>。"
viscous_restorative_goo_desc"将目标包裹在具有修复力量的黏液立方之中,<span style="font-weight: bold;">抵御伤害,并增加生命值恢复</span>。目标在立方体中时<span style="font-weight: bold;">无法采取任何新行动</span>。可用于自身。按下<span style="font-weight: bold;">Space</span>提前脱离立方体。"
viscous_restorative_goo_quip"立方体是安全庇护所"
viscous_restorative_goo_t1_desc"增加移动速度和耐力恢复"
viscous_restorative_goo_t2_desc"<span style="font-weight: bold;">移除所有减益</span>及 <span style="font-weight: bold;">-21.0s</span> 技能冷却时间"
viscous_telepunch"绿水神拳"
viscous_telepunch_desc"在环境中变出一个拳头,<span style="font-weight: bold;">锤击</span>区域内的单位并令其飞向空中。将会对敌人<span style="font-weight: bold;">造成伤害</span>,在短时间内减少其冲刺距离,并使其<span style="font-weight: bold;">移动速度降低</span>。此技能被视为<span style="font-weight: bold;">近战轻攻击</span>。"
viscous_telepunch_quip"用硕大的拳头把敌人打飞"
viscous_telepunch_t2_desc"+35 伤害并 +20% 移动减速"
walker_unit"四足机甲"
wp_permanent_pickup_label"+3% 武器伤害"
wp_permanent_pickup_label_lv2"+4% 武器伤害"
wp_permanent_pickup_label_lv3"+7% 武器伤害"
wraith_project_mind_t2_title"子弹护盾:"
wrecker_ultimate_grab_debuff"静止状态"
yakuza_kobun"Hired Muscle"
yakuza_kobun_desc"Summons a subordinate gangster to follow a friendly unit and attack enemies closest to that target. Double tap to self cast."
yakuza_protection_racket"Protection Racket"
yakuza_protection_racket_desc"Create a protective force shield to protect an ally and increase their crit damage. Purges negative effects on the target when cast."
yakuza_protection_racket_t1_desc"-{s:WeaponRecoilReduction}% Weapon Recoil, -{s:MoveWhileShootingSpeedPenaltyReductionPercent}% move speed reduction when shooting."
yakuza_setting_sun"Setting Sun"
yakuza_setting_sun_desc"Call down a precision Gamma Ray blast from orbit, hitting all units in the radius at every height regardless of cover. Units near the center of the beam take more damage."
yakuza_shakedown"Shakedown"
yakuza_shakedown_target"Shakedown"
yakuza_shakedown_target_desc"Send a drone to lock an area down, rooting and damaging enemies in the area. The link between your drones shares a portion of the damage you take with a random rooted enemy."
yakuza_shakedown_target_t2_desc"Ignore Channel Slowdown"
yamato_flying_strike_t3_header"到达目标位置后:"
zipline_boost"滑索速度加成"
zipline_speed_pickup/zipline_speed"滑索移动速度提高"
zipline_speed_pickup_label"滑索速度"