Data:Lang zh-hant.json: Difference between revisions
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{ | { | ||
"AOERadius_label": " | "AOERadius_label": "影响半径", | ||
"AOERadius_postfix": " | "AOERadius_postfix": "m", | ||
"AbandonMatchPrompt_Cancel": " | "AbandonMatchPrompt_Cancel": "留在比赛中", | ||
"AbandonMatchPrompt_Confirm": " | "AbandonMatchPrompt_Confirm": "放弃并受到惩罚", | ||
"AbandonMatchPrompt_Text": " | "AbandonMatchPrompt_Countdown": "放弃并受到惩罚({d:countdown_seconds})", | ||
"AbandonMatchPrompt_Title": " | "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": " | "AbandonMatchPrompt_Title": "放弃这场比赛?", | ||
"AbilityApplyDelay_postfix": " | "AbilityApplyDelay_label": "Application Time", | ||
"AbilityButtonHint_Activate": " | "AbilityApplyDelay_postfix": "s", | ||
"AbilityButtonHint_BullLeapCrash": " | "AbilityButtonHint_Activate": "激活", | ||
"AbilityButtonHint_CancelIceBeam": " | "AbilityButtonHint_AltCastRestorativeGoo": "将自己放进立方", | ||
"AbilityButtonHint_CancelIceDome": " | "AbilityButtonHint_AltCastStickyBomb": "炸自己", | ||
"AbilityButtonHint_CancelWall": " | "AbilityButtonHint_AltCastVoidSphere": "带上友军", | ||
"AbilityButtonHint_CastOnTarget": " | "AbilityButtonHint_AvaRecall": "召回艾娃", | ||
"AbilityButtonHint_CastShadowRedemption": " | "AbilityButtonHint_AvaWarp": "传送至艾娃", | ||
"AbilityButtonHint_ClimbRope": " | "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": " | "AbilityButtonHint_Deselect": "取消选择", | ||
"AbilityButtonHint_Detonate": "引爆", | "AbilityButtonHint_Detonate": "引爆", | ||
" | "AbilityButtonHint_DetonateDjinnBomb": "引爆镇尼炸弹", | ||
"AbilityButtonHint_DragonsFireAscend": "Ascend", | "AbilityButtonHint_DragonsFireAscend": "Ascend", | ||
"AbilityButtonHint_DragonsFireDive": "Dive", | "AbilityButtonHint_DragonsFireDive": "Dive", | ||
"AbilityButtonHint_DragonsFireSpeedDown": " | "AbilityButtonHint_DragonsFireSpeedDown": "减速", | ||
"AbilityButtonHint_DragonsFireSpeedUp": " | "AbilityButtonHint_DragonsFireSpeedUp": "加速", | ||
"AbilityButtonHint_DropBomb": " | "AbilityButtonHint_DropBomb": "投下炸弹", | ||
"AbilityButtonHint_DropIdol": " | "AbilityButtonHint_DropIdol": "放下灵瓮", | ||
"AbilityButtonHint_DropTarget": " | "AbilityButtonHint_DropTarget": "投下友军", | ||
"AbilityButtonHint_EruptWall": " | "AbilityButtonHint_EruptWall": "爆墙", | ||
"AbilityButtonHint_FlyDown": " | "AbilityButtonHint_FlyDown": "飞降", | ||
"AbilityButtonHint_FlyUp": " | "AbilityButtonHint_FlyUp": "飞升", | ||
"AbilityButtonHint_GrabTarget": " | "AbilityButtonHint_GrabTarget": "抓住目标", | ||
"AbilityButtonHint_GuidedArrowRelease": " | "AbilityButtonHint_GuidedArrowRelease": "放箭", | ||
"AbilityButtonHint_GuidedArrowSpeed": " | "AbilityButtonHint_GuidedArrowSpeed": "箭矢加速", | ||
"AbilityButtonHint_HatTrickCancel": "返回", | "AbilityButtonHint_HatTrickCancel": "返回", | ||
"AbilityButtonHint_HatTrickFire": " | "AbilityButtonHint_HatTrickFire": "射击", | ||
" | "AbilityButtonHint_HealSelf": "治疗自己", | ||
" | "AbilityButtonHint_HealTarget": "治疗目标", | ||
"AbilityButtonHint_LightningCrashDive": " | "AbilityButtonHint_LightningCrashDive": "提前俯冲", | ||
"AbilityButtonHint_MeleeRejuvinator": " | "AbilityButtonHint_MeleeRejuvinator": "近战重攻击领取复生石", | ||
" | "AbilityButtonHint_MirageLaunchFireBeetle": "Launch Fire Beetle", | ||
"AbilityButtonHint_MoveDown": "下移", | |||
"AbilityButtonHint_MoveDown": " | "AbilityButtonHint_MoveUp": "上移", | ||
"AbilityButtonHint_MoveUp": " | "AbilityButtonHint_RollingGooAccelerate": "快速移动", | ||
"AbilityButtonHint_RollingGooAccelerate": " | "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_Teleport": " | "AbilityButtonHint_Throw": "投掷", | ||
"AbilityButtonHint_Throw": " | "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\"\ | "AbilityCastDelay_label": "施法延迟", | ||
"AbilityCastDelay_label": " | "AbilityCastDelay_postfix": "s", | ||
"AbilityCastDelay_postfix": " | |||
"AbilityCastRangeMinimum_label": "Range Minimum", | "AbilityCastRangeMinimum_label": "Range Minimum", | ||
"AbilityCastRangeMinimum_postfix": " | "AbilityCastRangeMinimum_postfix": "m", | ||
"AbilityCastRange_label": " | "AbilityCastRange_label": "施法距离", | ||
"AbilityCastRange_postfix": " | "AbilityCastRange_postfix": "m", | ||
"AbilityChannelTime_label": " | "AbilityChannelTimeDisplay_label": "施法持续时间", | ||
"AbilityChannelTime_postfix": " | "AbilityChannelTimeDisplay_postfix": "s", | ||
"AbilityCharges_label": " | "AbilityChannelTime_label": "施法持续时间", | ||
"AbilityCooldownBetweenCharge_label": " | "AbilityChannelTime_postfix": "s", | ||
"AbilityCooldownBetweenCharge_postfix": " | "AbilityCharges_label": "充能数", | ||
"AbilityCooldown_label": " | "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": " | "AbilityDamageReduction_label": "元灵伤害降幅", | ||
"AbilityDamageReduction_postfix": "%", | "AbilityDamageReduction_postfix": "%", | ||
"AbilityDuration_label": " | "AbilityDuration_label": "持续时间", | ||
"AbilityDuration_postfix": " | "AbilityDuration_postfix": "s", | ||
"AbilityLifestealPercentHero_label": " | "AbilityLifestealPercentHero_label": "元灵吸血", | ||
"AbilityLifestealPercentHero_postfix": "%", | "AbilityLifestealPercentHero_postfix": "%", | ||
"AbilityLifestealPercentHero_prefix": "{s:sign}", | "AbilityLifestealPercentHero_prefix": "{s:sign}", | ||
"AbilityLifestealPercentNonHero_label": " | "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": " | "AbilityLifestealPercent_label": "元灵吸血", | ||
"AbilityLifestealPercent_postfix": "%", | "AbilityLifestealPercent_postfix": "%", | ||
"AbilityLifestealPercent_prefix": "{s:sign}", | "AbilityLifestealPercent_prefix": "{s:sign}", | ||
Line 87: | Line 99: | ||
"AbilityProjectileSpeedPercent_label": "Speed Increase", | "AbilityProjectileSpeedPercent_label": "Speed Increase", | ||
"AbilityProjectileSpeedPercent_postfix": "%", | "AbilityProjectileSpeedPercent_postfix": "%", | ||
"AbilitySpeedPct_label": " | "AbilitySpeedPct_label": "技能冷却速度", | ||
"AbilitySpeedPct_postfix": "%", | "AbilitySpeedPct_postfix": "%", | ||
"AbilitySpeedPct_prefix": "+", | "AbilitySpeedPct_prefix": "+", | ||
"AbilitySplitShot_label": " | "AbilitySplitShot_label": "Charged Shot Multishot", | ||
"AboveHealthThreshold_conditional": " | "AboveHealthThreshold_conditional": "高于生命值阈值", | ||
"AbsorbPercentage_label": " | "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": " | "ActiveBonusLifesteal_label": "子弹吸血", | ||
"ActiveBonusLifesteal_postfix": "%", | "ActiveBonusLifesteal_postfix": "%", | ||
"ActiveBonusMoveSpeed_label": " | "ActiveBonusMoveSpeed_label": "移动速度", | ||
"ActiveBonusMoveSpeed_postfix": "m/s", | "ActiveBonusMoveSpeed_postfix": "m/s", | ||
"ActiveBonusMoveSpeed_prefix": "{s:sign}", | "ActiveBonusMoveSpeed_prefix": "{s:sign}", | ||
"ActiveBulletArmorReduction_label": " | "ActiveBulletArmorReduction_label": "子弹抗性降幅", | ||
"ActiveBulletDamageReduction_label": " | "ActiveBulletDamageReduction_label": "子弹伤害", | ||
"ActiveBulletDamageReduction_postfix": "%", | "ActiveBulletDamageReduction_postfix": "%", | ||
"ActiveBulletDamageReduction_prefix": "{s:sign}", | "ActiveBulletDamageReduction_prefix": "{s:sign}", | ||
"ActiveBulletShieldDuration_label": " | "ActiveBulletShieldDuration_label": "Active Shield Duration", | ||
"ActiveBulletShieldDuration_postfix": " | "ActiveBulletShieldDuration_postfix": "s", | ||
"ActiveBulletShieldHealth_label": " | "ActiveBulletShieldHealth_label": "Active Shield Health", | ||
"ActiveBulletShieldMaxHealth_label": " | "ActiveBulletShieldMaxHealth_label": "子弹护盾生命值", | ||
"ActiveBulletShieldMaxHealth_prefix": "{s:sign}", | "ActiveBulletShieldMaxHealth_prefix": "{s:sign}", | ||
"ActiveChainDuration_label": " | "ActiveChainDuration_label": "Tether Duration", | ||
"ActiveChainDuration_postfix": " | "ActiveChainDuration_postfix": "s", | ||
"ActiveFireRate_label": " | "ActiveFireRate_label": "射速", | ||
"ActiveFireRate_postfix": "%", | "ActiveFireRate_postfix": "%", | ||
"ActiveFlightTime_label": " | "ActiveFlightTime_label": "Flight time", | ||
"ActiveFlightTime_postfix": " | "ActiveFlightTime_postfix": "s", | ||
"ActiveHealAmount_label": " | "ActiveHealAmount_label": "Self Heal", | ||
"ActiveHealAmount_postfix": "HP", | "ActiveHealAmount_postfix": "HP", | ||
"ActiveHealthChange_label": " | "ActiveHealthChange_label": "Health Steal", | ||
"ActiveHealthChange_postfix": " | "ActiveHealthChange_postfix": "生命值", | ||
"ActiveHealthRegenBoost_label": " | "ActiveHealthRegenBoost_label": "生命值恢复", | ||
"ActiveHealthRegenBoost_postfix": "hp/ | "ActiveHealthRegenBoost_postfix": "hp/sec", | ||
"ActiveHealthRegenBoost_prefix": "{s:sign}", | "ActiveHealthRegenBoost_prefix": "{s:sign}", | ||
"ActiveHealthRegen_label": " | "ActiveHealthRegen_label": "生命值恢复", | ||
"ActiveHealthRegen_postfix": " | "ActiveHealthRegen_postfix": "生命值/秒", | ||
"ActiveHealthRegen_prefix": "{s:sign}", | "ActiveHealthRegen_prefix": "{s:sign}", | ||
"ActiveItemUse_conditional": " | "ActiveItemUse_conditional": "使用时", | ||
"ActiveRadius_label": " | "ActiveRadius_label": "激活半径", | ||
"ActiveRadius_postfix": " | "ActiveRadius_postfix": "m", | ||
"ActiveReloadPercent_label": " | "ActiveReloadPercent_label": "弹药", | ||
"ActiveReloadPercent_postfix": "%", | "ActiveReloadPercent_postfix": "%", | ||
"ActiveReloadPercent_prefix": "+", | "ActiveReloadPercent_prefix": "+", | ||
"ActiveStatusResistancePercent_label": " | "ActiveStatusResistancePercent_label": "减益降幅", | ||
"ActiveStatusResistancePercent_postfix": "%", | "ActiveStatusResistancePercent_postfix": "%", | ||
"ActiveTechPower_label": " | "ActiveTechPower_label": "元灵力量", | ||
"ActiveTechPower_prefix": "+", | "ActiveTechPower_prefix": "+", | ||
"ActiveWeaponDamageChange_label": " | "ActiveWeaponDamageChange_label": "Weapon Damage Steal", | ||
"ActiveWeaponDamageChange_postfix": "%", | "ActiveWeaponDamageChange_postfix": "%", | ||
"AfterburnExplodeDamage_label": " | "AfterburnExplodeDamage_label": "Explode Damage", | ||
"AfterburnExplodeRadius_label": " | "AfterburnExplodeRadius_label": "Spread Radius", | ||
"AfterburnExplodeRadius_postfix": " | "AfterburnExplodeRadius_postfix": "m", | ||
"AirControlPercent_label": " | "AirControlPercent_label": "空中控制", | ||
"AirControlPercent_postfix": "%", | "AirControlPercent_postfix": "%", | ||
"AirControlPercent_prefix": "{s:sign}", | "AirControlPercent_prefix": "{s:sign}", | ||
"AirDropBuffDuration_label": " | "AirDropBuffDuration_label": "护盾持续时间", | ||
"AirDropBuffDuration_postfix": " | "AirDropBuffDuration_postfix": "s", | ||
"AirDropBuffDuration_prefix": "", | "AirDropBuffDuration_prefix": "", | ||
"AirDropBulletArmorReduction_label": " | "AirDropBulletArmorReduction_label": "敌人子弹抗性", | ||
"AirDropBulletArmorReduction_postfix": "%", | "AirDropBulletArmorReduction_postfix": "%", | ||
"AirDropBulletResist_label": " | "AirDropBulletResist_label": "友军子弹抗性", | ||
"AirDropBulletResist_postfix": "%", | "AirDropBulletResist_postfix": "%", | ||
"AirDropBulletResist_prefix": "+", | "AirDropBulletResist_prefix": "+", | ||
"AirDropBulletShield_label": " | "AirDropBulletShield_label": "子弹护盾", | ||
"AirDropBulletShield_postfix": "", | "AirDropBulletShield_postfix": "", | ||
"AirDropDebuff02Duration_label": " | "AirDropDebuff02Duration_label": "子弹抗性持续时间", | ||
"AirDropDebuff02Duration_postfix": " | "AirDropDebuff02Duration_postfix": "s", | ||
"AirDropDebuffDuration_label": " | "AirDropDebuffDuration_label": "减速持续时间", | ||
"AirDropDebuffDuration_postfix": " | "AirDropDebuffDuration_postfix": "s", | ||
"AirDropExplodeRadius_label": " | "AirDropExplodeRadius_label": "爆炸半径", | ||
"AirDropExplodeRadius_postfix": " | "AirDropExplodeRadius_postfix": "m", | ||
"AirDropSelfCastDelay_label": " | "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": " | "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": " | "AirSpeedHealthBonus_label": "Healthy Speed Bonus", | ||
"AirSpeedHealthBonus_postfix": "m/s", | "AirSpeedHealthBonus_postfix": "m/s", | ||
"AllyCooldownReduction_label": " | "AllyCooldownReduction_label": "Ally Cooldown Reduction", | ||
"AllyCooldownReduction_postfix": " | "AllyCooldownReduction_postfix": "s", | ||
"AllyDistance_label": " | "AllyDistance_label": "友军距离", | ||
"AllyDistance_postfix": " | "AllyDistance_postfix": "m", | ||
"AmbushBonusFireRate_label": " | "AmbushBonusFireRate_label": "伏击射速", | ||
"AmbushBonusFireRate_postfix": "%", | "AmbushBonusFireRate_postfix": "%", | ||
"AmbushBonusFireRate_prefix": "+", | "AmbushBonusFireRate_prefix": "+", | ||
"AmbushBonusTechPower_label": " | "AmbushBonusTechPower_label": "伏击元灵力量", | ||
"AmbushBonusTechPower_prefix": "+", | "AmbushBonusTechPower_prefix": "+", | ||
"AmbushDuration_label": " | "AmbushDamage_Label": "Ambush Damage", | ||
"AmbushDuration_postfix": " | "AmbushDuration_label": "伏击持续时间", | ||
"AmmoPerSoul_label": " | "AmbushDuration_postfix": "s", | ||
"AmmoScavengerDuration_label": " | "AmmoPerSoul_label": "每个魂魄获得的弹药", | ||
"AmmoScavengerDuration_postfix": " | "AmmoPerSoul_prefix": "+", | ||
"AmpDuration_label": " | "AmmoScavengerDuration_label": "持续时间", | ||
"AmpDuration_postfix": " | "AmmoScavengerDuration_postfix": "s", | ||
"AmpPercentPerStack_label": " | "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": " | "AoESleep_label": "Explode Radius", | ||
"AoESleep_postfix": " | "AoESleep_postfix": "m", | ||
"ApproachSpeed_label": "Project Speed", | "ApproachSpeed_label": "Project Speed", | ||
"ArmTime_label": " | "ArmTime_label": "装备时间", | ||
"ArmTime_postfix": " | "ArmTime_postfix": "s", | ||
"ArmingDuration_label": " | "ArmingDuration_label": "装备持续时间", | ||
"ArmingDuration_postfix": " | "ArmingDuration_postfix": "s", | ||
"ArmorAttribute_Desc": " | "ArmorAttribute_Desc": "%s1 to any bullet and spirit armor bonus", | ||
"ArmorAttribute_Desc_0": " | "ArmorAttribute_Desc_0": "no additional bullet armor bonuses", | ||
"ArmorLossPerHit_label": " | "ArmorLossPerHit_label": "Resist lost per Hit", | ||
"ArmorLossPerHit_postfix": "%", | "ArmorLossPerHit_postfix": "%", | ||
"ArmorPower_label": " | "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": " | "AttribFormat_AdditionalNote": "(%s)", | ||
"Attribute_EWeaponAttribute_BeamWeapon": " | "Attribute_EWeaponAttribute_BeamWeapon": "光束武器", | ||
"Attribute_EWeaponAttribute_BurstFire": " | "Attribute_EWeaponAttribute_BurstFire": "连发", | ||
"Attribute_EWeaponAttribute_CloseRange": " | "Attribute_EWeaponAttribute_CloseRange": "近程", | ||
"Attribute_EWeaponAttribute_HeavyHitter": " | "Attribute_EWeaponAttribute_HeavyHitter": "高杀伤力", | ||
"Attribute_EWeaponAttribute_LongRange": " | "Attribute_EWeaponAttribute_LongRange": "远程", | ||
"Attribute_EWeaponAttribute_MediumRange": " | "Attribute_EWeaponAttribute_MediumRange": "中程", | ||
"Attribute_EWeaponAttribute_Projectile": " | "Attribute_EWeaponAttribute_Projectile": "投射物", | ||
"Attribute_EWeaponAttribute_RapidFire": " | "Attribute_EWeaponAttribute_RapidFire": "速射", | ||
"Attribute_EWeaponAttribute_Spreadshot": " | "Attribute_EWeaponAttribute_Spreadshot": "扩散射击", | ||
"AuraDuration_label": " | "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": " | "BarrelDamageRadius_label": "爆炸半径", | ||
"BarrelDamageRadius_postfix": "m", | "BarrelDamageRadius_postfix": "m", | ||
"BarrelDamage_label": " | "BarrelDamage_label": "爆炸伤害", | ||
"BarrelLifetime_label": "Barrel Life Time", | "BarrelLifetime_label": "Barrel Life Time", | ||
"BarrelLifetime_postfix": "s", | "BarrelLifetime_postfix": "s", | ||
"BarrierDuration_label": " | "BarrierDuration_label": "Shield Duration", | ||
"BarrierDuration_postfix": " | "BarrierDuration_postfix": "s", | ||
"BaseAttackDamagePercentAtMaxDuration_label": " | "BaseAttackDamagePercentAtMaxDuration_label": "最大武器伤害", | ||
"BaseAttackDamagePercentAtMaxDuration_postfix": "%", | "BaseAttackDamagePercentAtMaxDuration_postfix": "%", | ||
"BaseAttackDamagePercentBonus_label": " | "BaseAttackDamagePercentBonus_label": "武器伤害", | ||
"BaseAttackDamagePercentBonus_postfix": "%", | "BaseAttackDamagePercentBonus_postfix": "%", | ||
"BaseAttackDamagePercentBonus_prefix": "+", | "BaseAttackDamagePercentBonus_prefix": "+", | ||
"BaseAttackDamagePercent_label": " | "BaseAttackDamagePercent_label": "武器伤害", | ||
"BaseAttackDamagePercent_postfix": "%", | "BaseAttackDamagePercent_postfix": "%", | ||
"BaseAttackDamagePercent_prefix": "{s:sign}", | "BaseAttackDamagePercent_prefix": "{s:sign}", | ||
"BaseAttackDamage_label": " | "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": " | "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": " | "BeamLength_label": "光束长度", | ||
"BeamLength_postfix": " | "BeamLength_postfix": "m", | ||
"BeamSplit_label": " | "BeamSplit_label": "额外光束射程", | ||
"BeamSplit_postfix": " | "BeamSplit_postfix": "m", | ||
"BeamWidth_label": " | "BeamWidth_label": "光束宽度", | ||
"BeamWidth_postfix": " | "BeamWidth_postfix": "m", | ||
"BelowHealthThreshold_conditional": " | "BelowHealthThreshold_conditional": "低于生命值阈值", | ||
"BleedDPSPerStack_label": " | "BleedDPSPerStack_label": "每把刀流血 DPS", | ||
"BleedDamage_label": " | "BleedDamage_label": "流血伤害", | ||
"BleedDuration_label": " | "BleedDuration_label": "流血持续时间", | ||
"BleedDuration_postfix": " | "BleedDuration_postfix": "s", | ||
"BleedTechResist_label": " | "BleedTechResist_label": "元灵抗性", | ||
"BleedTechResist_postfix": "%", | "BleedTechResist_postfix": "%", | ||
"BleedTechResist_prefix": "{s:sign}", | "BleedTechResist_prefix": "{s:sign}", | ||
"BloodPoolDPS_label": " | "BloodPoolDPS_label": "Blood Pool DPS", | ||
"BloodPoolDuration_label": " | "BloodPoolDuration_label": "Blood Pool Duration", | ||
"BloodPoolDuration_postfix": " | "BloodPoolDuration_postfix": "s", | ||
"BloodPoolRadius_label": " | "BloodPoolRadius_label": "Blood Pool Radius", | ||
"BloodPoolRadius_postfix": " | "BloodPoolRadius_postfix": "m", | ||
"BloodSpillDuration_label": " | "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": " | "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": " | "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": " | "BonusAbilityDurationPercent_label": "技能持续时间", | ||
"BonusAbilityDurationPercent_postfix": "%", | "BonusAbilityDurationPercent_postfix": "%", | ||
"BonusAbilityDurationPercent_prefix": "{s:sign}", | "BonusAbilityDurationPercent_prefix": "{s:sign}", | ||
"BonusAbilitySpeed_label": " | "BonusAbilitySpeed_label": "Ability Move Speed", | ||
"BonusAbilitySpeed_postfix": "", | "BonusAbilitySpeed_postfix": "", | ||
"BonusAbilitySpeed_prefix": "{s:sign}", | "BonusAbilitySpeed_prefix": "{s:sign}", | ||
"BonusAccuracy_label": " | "BonusAccuracy_label": "Gun Accuracy", | ||
"BonusAccuracy_postfix": "%", | "BonusAccuracy_postfix": "%", | ||
"BonusAccuracy_prefix": "{s:sign}", | "BonusAccuracy_prefix": "{s:sign}", | ||
"BonusAmmo": " | "BonusAmmo": "额外弹药!", | ||
"BonusAmmoRegen_label": " | "BonusAmmoRegen_label": "Ammo Regen", | ||
"BonusAmmoRegen_postfix": "每秒", | "BonusAmmoRegen_postfix": "每秒", | ||
"BonusAmmoRegen_prefix": "{s:sign}", | "BonusAmmoRegen_prefix": "{s:sign}", | ||
"BonusAmmo_label": " | "BonusAmmo_label": "Bullets", | ||
"BonusAmmo_postfix": "%", | "BonusAmmo_postfix": "%", | ||
"BonusAmmo_prefix": "{s:sign}", | "BonusAmmo_prefix": "{s:sign}", | ||
"BonusAttackRangePercent_label": " | "BonusAttackRangePercent_label": "武器衰减距离", | ||
"BonusAttackRangePercent_postfix": "%", | "BonusAttackRangePercent_postfix": "%", | ||
"BonusAttackRangePercent_prefix": "{s:sign}", | "BonusAttackRangePercent_prefix": "{s:sign}", | ||
"BonusAttackRange_label": " | "BonusAttackRange_label": "Weapon Range", | ||
"BonusAttackRange_postfix": " | "BonusAttackRange_postfix": "米", | ||
"BonusBaseDamage_label": " | "BonusBaseDamage_label": "Base Bullet and Melee Damage", | ||
"BonusBaseDamage_postfix": "%", | "BonusBaseDamage_postfix": "%", | ||
"BonusBaseWeaponDamageTaken_label": " | "BonusBaseWeaponDamageTaken_label": "武器伤害", | ||
"BonusBaseWeaponDamageTaken_postfix": "%", | "BonusBaseWeaponDamageTaken_postfix": "%", | ||
"BonusBaseWeaponDamageTaken_prefix": "+", | "BonusBaseWeaponDamageTaken_prefix": "+", | ||
"BonusBaseWeaponDamageWithShield_label": " | "BonusBaseWeaponDamageWithShield_label": "使用护盾时的武器伤害", | ||
"BonusBaseWeaponDamageWithShield_postfix": "%", | "BonusBaseWeaponDamageWithShield_postfix": "%", | ||
"BonusBaseWeaponDamageWithShield_prefix": "+", | "BonusBaseWeaponDamageWithShield_prefix": "+", | ||
"BonusBaseWeaponDamage_label": " | "BonusBaseWeaponDamage_label": "武器伤害", | ||
"BonusBaseWeaponDamage_postfix": "%", | "BonusBaseWeaponDamage_postfix": "%", | ||
"BonusBaseWeaponDamage_prefix": "{s:sign}", | "BonusBaseWeaponDamage_prefix": "{s:sign}", | ||
"BonusBulletDamageToEMPTargets_label": " | "BonusBulletDamageToEMPTargets_label": "Bullet Damage to Silenced targets", | ||
"BonusBulletDamageToEMPTargets_postfix": "%", | "BonusBulletDamageToEMPTargets_postfix": "%", | ||
"BonusBulletDamageToEMPTargets_prefix": "+", | "BonusBulletDamageToEMPTargets_prefix": "+", | ||
"BonusBulletSpeedPercent_label": " | "BonusBulletSpeedPercent_label": "子弹速度", | ||
"BonusBulletSpeedPercent_postfix": "%", | "BonusBulletSpeedPercent_postfix": "%", | ||
"BonusBulletSpeedPercent_prefix": "{s:sign}", | "BonusBulletSpeedPercent_prefix": "{s:sign}", | ||
"BonusChannelTechPower_label": " | "BonusChannelTechPower_label": "Spirit Power While Channeling", | ||
"BonusChannelTechPower_prefix": "+", | "BonusChannelTechPower_prefix": "+", | ||
"BonusChannelTimePercentage_label": " | "BonusChannelTimePercentage_label": "施法持续时间", | ||
"BonusChannelTimePercentage_postfix": "%", | "BonusChannelTimePercentage_postfix": "%", | ||
"BonusChannelTimePercentage_prefix": "+", | "BonusChannelTimePercentage_prefix": "+", | ||
"BonusChargedAbilityDamage_label": " | "BonusChargedAbilityDamage_label": "Charged Ability Damage", | ||
"BonusChargedAbilityDamage_postfix": "%", | "BonusChargedAbilityDamage_postfix": "%", | ||
"BonusChargedAbilityDamage_prefix": "{s:sign}", | "BonusChargedAbilityDamage_prefix": "{s:sign}", | ||
"BonusClipPerKill_label": " | "BonusClipPerKill_label": "每次击杀额外弹药", | ||
"BonusClipPerKill_prefix": "{s:sign}", | "BonusClipPerKill_prefix": "{s:sign}", | ||
"BonusClipSizePercent_label": " | "BonusClipSizePercent_label": "弹药", | ||
"BonusClipSizePercent_postfix": "%", | "BonusClipSizePercent_postfix": "%", | ||
"BonusClipSizePercent_prefix": "{s:sign}", | "BonusClipSizePercent_prefix": "{s:sign}", | ||
"BonusClipSize_label": " | "BonusClipSize_label": "弹药", | ||
"BonusClipSize_prefix": "{s:sign}", | "BonusClipSize_prefix": "{s:sign}", | ||
"BonusCooldownReduction_label": " | "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": " | "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": " | "BonusDamageAmp_label": "Increased Damage", | ||
"BonusDamageAmp_postfix": "%", | "BonusDamageAmp_postfix": "%", | ||
"BonusDamagePerHero_label": " | "BonusDamagePerHero_label": "Bonus Damage Per Hero", | ||
"BonusDamagePerHero_postfix": "%", | "BonusDamagePerHero_postfix": "%", | ||
"BonusDamagePercent_label": " | "BonusDamagePercent_label": "额外伤害", | ||
"BonusDamagePercent_postfix": "%", | "BonusDamagePercent_postfix": "%", | ||
"BonusDuration_label": " | "BonusDuration_label": "Bonus Duration", | ||
"BonusDuration_postfix": " | "BonusDuration_postfix": "s", | ||
"BonusEnergyMax_label": " | "BonusEnergyMax_label": "Energy Cells", | ||
"BonusFireRateNPC_label": " | "BonusFireRateNPC_label": "NPC 射速", | ||
"BonusFireRateNPC_postfix": "%", | "BonusFireRateNPC_postfix": "%", | ||
"BonusFireRateNPC_prefix": "{s:sign}", | "BonusFireRateNPC_prefix": "{s:sign}", | ||
"BonusFireRatePlayerUnit_label": " | "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": " | "BonusGoldOnKill_label": "每暗杀额外魂魄", | ||
"BonusHeadshotDamage_label": " | "BonusHeadshotDamage_label": "额外爆头伤害", | ||
"BonusHeadshotDamage_postfix": "%", | "BonusHeadshotDamage_postfix": "%", | ||
"BonusHealthOnKill_label": " | "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": " | "BonusHealthRegenOutOfCombat_label": "Health Regen Out of Combat", | ||
"BonusHealthRegenOutOfCombat_postfix": "", | "BonusHealthRegenOutOfCombat_postfix": "", | ||
"BonusHealthRegenOutOfCombat_prefix": "{s:sign}", | "BonusHealthRegenOutOfCombat_prefix": "{s:sign}", | ||
"BonusHealthRegen_label": " | "BonusHealthRegen_label": "生命值恢复", | ||
"BonusHealthRegen_prefix": "{s:sign}", | "BonusHealthRegen_prefix": "{s:sign}", | ||
"BonusHealth_label": " | "BonusHealth_label": "额外生命值", | ||
"BonusHealth_prefix": "{s:sign}", | "BonusHealth_prefix": "{s:sign}", | ||
"BonusHeavyMeleeDamage_label": " | "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": " | "BonusMeleeAttackSpeed_label": "Melee Speed", | ||
"BonusMeleeAttackSpeed_postfix": "%", | "BonusMeleeAttackSpeed_postfix": "%", | ||
"BonusMeleeAttackSpeed_prefix": "{s:sign}", | "BonusMeleeAttackSpeed_prefix": "{s:sign}", | ||
"BonusMeleeDamagePercent_label": " | "BonusMeleeDamagePercent_label": "近战伤害", | ||
"BonusMeleeDamagePercent_postfix": "%", | "BonusMeleeDamagePercent_postfix": "%", | ||
"BonusMeleeDamagePercent_prefix": "{s:sign}", | "BonusMeleeDamagePercent_prefix": "{s:sign}", | ||
"BonusMeleeDamage_label": " | "BonusMeleeDamage_label": "近战伤害", | ||
"BonusMeleeDamage_prefix": "{s:sign}", | "BonusMeleeDamage_prefix": "{s:sign}", | ||
"BonusMeleeSpeed_label": " | "BonusMeleeSpeed_label": "Melee Speed", | ||
"BonusMeleeSpeed_postfix": "%", | "BonusMeleeSpeed_postfix": "%", | ||
"BonusMeleeSpeed_prefix": "+", | "BonusMeleeSpeed_prefix": "+", | ||
"BonusMoveSpeedPercent_label": " | "BonusMoveSpeedPercent_label": "移动速度", | ||
"BonusMoveSpeedPercent_postfix": "%", | "BonusMoveSpeedPercent_postfix": "%", | ||
"BonusMoveSpeedPercent_prefix": "{s:sign}", | "BonusMoveSpeedPercent_prefix": "{s:sign}", | ||
"BonusMoveSpeed_label": " | "BonusMoveSpeed_label": "移动速度", | ||
"BonusMoveSpeed_postfix": "m/s", | "BonusMoveSpeed_postfix": "m/s", | ||
"BonusMoveSpeed_prefix": "{s:sign}", | "BonusMoveSpeed_prefix": "{s:sign}", | ||
"BonusPelletsPerShot_label": " | "BonusPelletsPerShot_label": "Pellets per shot", | ||
"BonusPerChain_label": " | "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": " | "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": " | "BonusReloadSpeed_label": "装填时间", | ||
"BonusReloadTime_label": " | "BonusReloadTime_label": "Added Reload Time", | ||
"BonusReloadTime_postfix": " | "BonusReloadTime_postfix": "s", | ||
"BonusSpiritDuration_label": " | "BonusSpiritDuration_label": "额外元灵持续时间", | ||
"BonusSpiritDuration_postfix": " | "BonusSpiritDuration_postfix": "s", | ||
"BonusSpiritForChargedAbilities_label": " | "BonusSpiritForChargedAbilities_label": "Bonus Spirit Power for Charged Abilites", | ||
"BonusSpiritForChargedAbilities_prefix": "+", | "BonusSpiritForChargedAbilities_prefix": "+", | ||
"BonusSpiritPerKill_label": " | "BonusSpiritPerKill_label": "Bonus Spirit Power Per Kill", | ||
"BonusSpiritPerKill_prefix": "{s:sign}", | "BonusSpiritPerKill_prefix": "{s:sign}", | ||
"BonusSpiritWithMagicShield_label": " | "BonusSpiritWithMagicShield_label": "使用护盾时的元灵力量", | ||
"BonusSpiritWithMagicShield_prefix": "+", | "BonusSpiritWithMagicShield_prefix": "+", | ||
"BonusSpirit_conditional": " | "BonusSpirit_conditional": "触发后", | ||
"BonusSpirit_label": " | "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": " | "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": " | "BonusTechDamagePercent_label": "额外元灵伤害", | ||
"BonusTechDamagePercent_postfix": "%", | "BonusTechDamagePercent_postfix": "%", | ||
"BonusTechPowerPerKill_label": " | "BonusTechDamage_label": "Bonus Spirit Damage", | ||
"BonusTechPower_label": " | "BonusTechPowerPerKill_label": "每击杀获得的元灵力量", | ||
"BonusWeaponDamage_label": " | "BonusTechPower_label": "Spirit Power while Pathing", | ||
"BonusZipLineSpeed_label": " | "BonusWeaponDamage_label": "子弹伤害", | ||
"BonusWeaponDamage_prefix": "+", | |||
"BonusZipLineSpeed_label": "Hyperline Speed", | |||
"BonusZipLineSpeed_prefix": "{s:sign}", | "BonusZipLineSpeed_prefix": "{s:sign}", | ||
"BonusZoomPercent_label": " | "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": " | "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": " | "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": " | "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": " | "BrowseItems_Desc": "浏览物品目录,为下一场比赛做好准备!", | ||
"BrowseItems_Title": " | "BrowseItems_Title": "浏览物品", | ||
"BruiseDamageVulnerability_label": " | "BruiseDamageVulnerability_label": "Damage Increase", | ||
"BruiseDamageVulnerability_postfix": "% | "BruiseDamageVulnerability_postfix": "% per stack", | ||
"BruiseDuration_label": " | "BruiseDuration_label": "Bruise Duration", | ||
"BuffDamageMult_label": " | "BuffDamageMult_label": "Shock Multiplier", | ||
"BuffDamageMult_postfix": "x", | "BuffDamageMult_postfix": "x", | ||
"BuffDamage_label": " | "BuffDamage_label": "满怒气值伤害加成", | ||
"BuffDamage_postfix": "%", | "BuffDamage_postfix": "%", | ||
"BuffDamage_prefix": "+", | "BuffDamage_prefix": "+", | ||
"BuffDuration_label": " | "BuffDuration_label": "持续时间", | ||
"BuffDuration_postfix": " | "BuffDuration_postfix": "s", | ||
"BuffMoveSpeedBonus_label": " | "BuffMoveSpeedBonus_label": "移动速度", | ||
"BuffMoveSpeedBonus_postfix": "m/s", | "BuffMoveSpeedBonus_postfix": "m/s", | ||
"BuffMoveSpeedBonus_prefix": "{s:sign}", | "BuffMoveSpeedBonus_prefix": "{s:sign}", | ||
"BuffMoveSpeed_label": " | "BuffMoveSpeed_label": "移动速度", | ||
"BuffMoveSpeed_postfix": "m/s", | "BuffMoveSpeed_postfix": "m/s", | ||
"BuffMoveSpeed_prefix": "+", | "BuffMoveSpeed_prefix": "+", | ||
"BuildUpBulletPercentPerHit_label": " | "BuildUpBulletPercentPerHit_label": "每颗子弹的累积量", | ||
"BuildUpBulletPercentPerHit_postfix": "%", | "BuildUpBulletPercentPerHit_postfix": "%", | ||
"BuildUpPercentPerHit_label": "每次射击的累积量", | |||
"BuildUpPercentPerHit_label": " | |||
"BuildUpPercentPerHit_postfix": "%", | "BuildUpPercentPerHit_postfix": "%", | ||
"BuildupDamage_label": " | "BuildupDamage_label": "Damage on Buildup", | ||
"BuildupDecayDelay_label": " | "BuildupDecayDelay_label": "Buildup Decay Delay", | ||
"BuildupDecayDelay_postfix": " | "BuildupDecayDelay_postfix": "s", | ||
"BuildupDuration_label": " | "BuildupDuration_label": "累积衰变时长", | ||
"BuildupDuration_postfix": " | "BuildupDuration_postfix": "s", | ||
"BuildupExpire_label": " | "BuildupExpire_label": "Buildup Expire", | ||
"BuildupExpire_postfix": " | "BuildupExpire_postfix": "s", | ||
"BuildupPerProc_label": " | "BuildupPerProc_label": "Buildup on Shock", | ||
"BuildupPerProc_postfix": "%", | "BuildupPerProc_postfix": "%", | ||
"BuildupPerShot_label": " | "BuildupPerShot_label": "每次射击的累积量", | ||
"BuildupPerShot_postfix": "%", | "BuildupPerShot_postfix": "%", | ||
"BuildupRate_label": " | "BuildupRate_label": "Buildup Per Shot", | ||
"BuildupRate_postfix": "", | "BuildupRate_postfix": "", | ||
"BulletArmorDamageReduction_label": " | "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": " | "BulletArmorReductionDuration_label": "持续时间", | ||
"BulletArmorReductionDuration_postfix": " | "BulletArmorReductionDuration_postfix": "s", | ||
"BulletArmorReductionPerStack_label": " | "BulletArmorReductionPerStack_label": "子弹伤害", | ||
"BulletArmorReductionPerStack_postfix": "% | "BulletArmorReductionPerStack_postfix": "% 每叠加一层", | ||
"BulletArmorReductionPerStack_prefix": "+", | "BulletArmorReductionPerStack_prefix": "+", | ||
"BulletArmorReduction_label": " | "BulletArmorReduction_label": "子弹抗性", | ||
"BulletArmorReduction_postfix": "%", | "BulletArmorReduction_postfix": "%", | ||
"BulletArmorReduction_prefix": "{s:sign}", | "BulletArmorReduction_prefix": "{s:sign}", | ||
"BulletArmor_label": " | "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": " | "BulletDamagePercentAsTechDamage_label": "额外元灵伤害", | ||
"BulletDamagePercentAsTechDamage_postfix": "% Bullet Damage", | "BulletDamagePercentAsTechDamage_postfix": "% Bullet Damage", | ||
"BulletDamagePercent_label": " | "BulletDamagePercent_label": "子弹伤害", | ||
"BulletDamagePercent_postfix": "%", | "BulletDamagePercent_postfix": "%", | ||
"BulletDamagePercent_prefix": "{s:sign}", | "BulletDamagePercent_prefix": "{s:sign}", | ||
"BulletDamageReduction_label": " | "BulletDamageReduction_label": "子弹护甲", | ||
"BulletDamageReduction_postfix": "%", | "BulletDamageReduction_postfix": "%", | ||
"BulletDamageReflectedPct_label": " | "BulletDamageReflectedPct_label": "子弹伤害反射量", | ||
"BulletDamageReflectedPct_postfix": "%", | "BulletDamageReflectedPct_postfix": "%", | ||
"BulletDamageTotal_label": " | "BulletDamageTotal_label": "子弹伤害", | ||
"BulletLifestealPercent_label": " | "BulletLifestealPercent_label": "子弹吸血", | ||
"BulletLifestealPercent_postfix": "%", | "BulletLifestealPercent_postfix": "%", | ||
"BulletLifestealPercent_prefix": "{s:sign}", | "BulletLifestealPercent_prefix": "{s:sign}", | ||
"BulletPenetrationPercent_label": " | "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": " | "BulletResistDuration_label": "叠加持续时间", | ||
"BulletResistDuration_postfix": " | "BulletResistDuration_postfix": "s", | ||
"BulletResistOnActive_label": " | "BulletResistOnActive_label": "子弹抗性", | ||
"BulletResistOnActive_postfix": "%", | "BulletResistOnActive_postfix": "%", | ||
"BulletResistOnActive_prefix": "{s:sign}", | "BulletResistOnActive_prefix": "{s:sign}", | ||
"BulletResistPerStack_label": " | "BulletResistPerStack_label": "每叠加一次的子弹抗性", | ||
"BulletResistPerStack_postfix": "%", | "BulletResistPerStack_postfix": "%", | ||
"BulletResistReduction_label": " | "BulletResistReduction_label": "子弹抗性降低量", | ||
"BulletResistReduction_postfix": "%", | "BulletResistReduction_postfix": "%", | ||
"BulletResist_label": " | "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": " | "BulletShieldDuration_label": "Bullet Shield Duration", | ||
"BulletShieldDuration_postfix": " | "BulletShieldDuration_postfix": "s", | ||
"BulletShieldHealth_label": " | "BulletShieldHealth_label": "子弹护盾生命值", | ||
"BulletShieldMaxHealth_label": " | "BulletShieldMaxHealth_label": "子弹护盾生命值", | ||
"BulletShieldMaxHealth_prefix": "{s:sign}", | "BulletShieldMaxHealth_prefix": "{s:sign}", | ||
"BulletShieldOnCast_label": " | "BulletShieldOnCast_label": "子弹护盾", | ||
"BulletShieldOnHook_label": " | "BulletShieldOnHook_label": "子弹护盾", | ||
"BulletShieldOnHook_postfix": "HP", | "BulletShieldOnHook_postfix": "HP", | ||
"BulletShieldOnLand_label": " | "BulletShieldOnLand_label": "传送时的子弹护盾", | ||
"BulletShieldPerHero_label": " | "BulletShieldPerHero_label": "Bullet Shield Per Hero", | ||
"BulletSlowDuration_label": " | "BulletSlowDuration_label": "减速持续时间", | ||
"BulletSlowDuration_postfix": "s", | "BulletSlowDuration_postfix": "s", | ||
"BulletSplitShot_label": " | "BulletSplitShot_label": "武器多重射击", | ||
"BulletVulnerbility_label": " | "BulletVulnerbility_label": "Weapon Damage Amplification", | ||
"BulletVulnerbility_postfix": "%", | "BulletVulnerbility_postfix": "%", | ||
"BulletVulnerbility_prefix": "{s:sign}", | "BulletVulnerbility_prefix": "{s:sign}", | ||
"BurnDPS_label": " | "BurnDPS_label": "燃烧 DPS", | ||
"BurnDuration_label": " | "BurnDuration_label": "燃烧持续时间", | ||
"BurnDuration_postfix": " | "BurnDuration_postfix": "s", | ||
"BurstDamage_label": " | "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": " | "CITADEL_ABILITY_DEBUG_COMMAND_REQUIRES_HERO_TARGET": "调试命令需要英雄目标", | ||
"CITADEL_ABILITY_INVALID_ASLEEP": " | "CITADEL_ABILITY_INVALID_ASLEEP": "你睡着了", | ||
"CITADEL_ABILITY_INVALID_BEETLE_TARGET": " | "CITADEL_ABILITY_INVALID_BEETLE_TARGET": "目标有甲虫", | ||
"CITADEL_ABILITY_INVALID_BUSY_WITH_ACTION": " | "CITADEL_ABILITY_INVALID_BUSY_WITH_ACTION": "你很忙", | ||
"CITADEL_ABILITY_INVALID_CANT_CAST_IN_CHARGE_DELAY": " | "CITADEL_ABILITY_INVALID_CANT_CAST_IN_CHARGE_DELAY": "充能延迟", | ||
"CITADEL_ABILITY_INVALID_CANT_CAST_NO_CHARGES": " | "CITADEL_ABILITY_INVALID_CANT_CAST_NO_CHARGES": "充能不足", | ||
"CITADEL_ABILITY_INVALID_CANT_USE_OFF_GROUND": " | "CITADEL_ABILITY_INVALID_CANT_USE_OFF_GROUND": "离地时无法使用", | ||
"CITADEL_ABILITY_INVALID_CHAINED": " | "CITADEL_ABILITY_INVALID_CHAINED": "你被禁锢了", | ||
"CITADEL_ABILITY_INVALID_CLIP_IS_FULL": " | "CITADEL_ABILITY_INVALID_CLIP_IS_FULL": "弹匣已满", | ||
"CITADEL_ABILITY_INVALID_DISARMED": " | "CITADEL_ABILITY_INVALID_DISARMED": "你已被缴械", | ||
"CITADEL_ABILITY_INVALID_ENEMY_HEALTH_TOO_LOW": " | "CITADEL_ABILITY_INVALID_ENEMY_HEALTH_TOO_LOW": "敌人生命值过低", | ||
"CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP": " | "CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP": "冲刺跳跃时机错误", | ||
"CITADEL_ABILITY_INVALID_HEALTH_TOO_HIGH": " | "CITADEL_ABILITY_INVALID_HEALTH_TOO_HIGH": "你的生命值过高", | ||
"CITADEL_ABILITY_INVALID_IN_CAST_DELAY": " | "CITADEL_ABILITY_INVALID_IN_CAST_DELAY": "已激活", | ||
"CITADEL_ABILITY_INVALID_IN_COOLDOWN": " | "CITADEL_ABILITY_INVALID_IN_COOLDOWN": "仍在冷却中", | ||
"CITADEL_ABILITY_INVALID_MUTED": " | "CITADEL_ABILITY_INVALID_MUTED": "禁言后会禁用技能和物品", | ||
"CITADEL_ABILITY_INVALID_NOTHING_TO_REFRESH": " | "CITADEL_ABILITY_INVALID_NOTHING_TO_REFRESH": "没有可刷新的内容", | ||
"CITADEL_ABILITY_INVALID_NOT_ALIVE": " | "CITADEL_ABILITY_INVALID_NOT_ALIVE": "必须活着", | ||
"CITADEL_ABILITY_INVALID_NOT_BLOOD": " | "CITADEL_ABILITY_INVALID_NOT_BLOOD": "怒气值不足", | ||
"CITADEL_ABILITY_INVALID_NOT_DEAD": " | "CITADEL_ABILITY_INVALID_NOT_DEAD": "必须已死", | ||
"CITADEL_ABILITY_INVALID_NOT_ENOUGH_ABILITY_RESOURCE": " | "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": " | "CITADEL_ABILITY_INVALID_NOT_ENOUGH_HEADROOM": "天花板过低", | ||
"CITADEL_ABILITY_INVALID_NOT_LEARNED": " | "CITADEL_ABILITY_INVALID_NOT_LEARNED": "尚未学习", | ||
"CITADEL_ABILITY_INVALID_NO_ABILITY": " | "CITADEL_ABILITY_INVALID_NO_ABILITY": "无技能", | ||
"CITADEL_ABILITY_INVALID_NO_DAMAGE_TO_CLEAR": " | "CITADEL_ABILITY_INVALID_NO_DAMAGE_TO_CLEAR": "没有要清除的伤害", | ||
"CITADEL_ABILITY_INVALID_NO_TARGET": " | "CITADEL_ABILITY_INVALID_NO_TARGET": "无目标", | ||
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_HERO": " | "CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_HERO": "需要目标英雄", | ||
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_NPC": " | "CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_NPC": "需要目标 NPC", | ||
"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_TROOPER": " | "CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_TROOPER": "需要目标步兵", | ||
"CITADEL_ABILITY_INVALID_NO_UNITS_IN_RADIUS": " | "CITADEL_ABILITY_INVALID_NO_UNITS_IN_RADIUS": "技能半径内无有效单位", | ||
"CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_DASH": " | "CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_DASH": "无法空中冲刺两次", | ||
"CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_JUMP": " | "CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_JUMP": "无法空中跳跃两次", | ||
"CITADEL_ABILITY_INVALID_ONLY_ONE_DOWN_DASH": " | "CITADEL_ABILITY_INVALID_ONLY_ONE_DOWN_DASH": "无法向下冲刺两次", | ||
"CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_DASHES": " | "CITADEL_ABILITY_INVALID_ONLY_ONE_WALL_JUMP": "无法蹬墙跳两次", | ||
"CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_JUMPS": " | "CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_DASHES": "无法空中冲刺三次", | ||
"CITADEL_ABILITY_INVALID_ONLY_TWO_DOWN_DASHES": " | "CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_JUMPS": "无法空中跳跃三次", | ||
"CITADEL_ABILITY_INVALID_OUT_OF_STAMINA": " | "CITADEL_ABILITY_INVALID_ONLY_TWO_DOWN_DASHES": "无法向下冲刺三次", | ||
"CITADEL_ABILITY_INVALID_POSITION": " | "CITADEL_ABILITY_INVALID_OUT_OF_STAMINA": "耐力不足", | ||
"CITADEL_ABILITY_INVALID_PREMATCH": " | "CITADEL_ABILITY_INVALID_POSITION": "无效位置", | ||
"CITADEL_ABILITY_INVALID_ROOTED": " | "CITADEL_ABILITY_INVALID_PREMATCH": "比赛尚未开始", | ||
"CITADEL_ABILITY_INVALID_SILENCED": " | "CITADEL_ABILITY_INVALID_ROOTED": "你已被定身", | ||
"CITADEL_ABILITY_INVALID_SILENCED_IDOL": " | "CITADEL_ABILITY_INVALID_SILENCED": "被沉默时无法使用技能", | ||
"CITADEL_ABILITY_INVALID_SILENCE_MOVEMENT_ABILITIES": " | "CITADEL_ABILITY_INVALID_SILENCED_IDOL": "持有灵瓮时无法使用技能", | ||
"CITADEL_ABILITY_INVALID_STUNNED": " | "CITADEL_ABILITY_INVALID_SILENCE_MOVEMENT_ABILITIES": "移动技能已禁用", | ||
"CITADEL_ABILITY_INVALID_TARGET_OUT_OF_RANGE": " | "CITADEL_ABILITY_INVALID_STUNNED": "你被眩晕了", | ||
"CITADEL_ABILITY_INVALID_USING_WEAPON_SCOPE": " | "CITADEL_ABILITY_INVALID_TARGET_OUT_OF_RANGE": "目标超出范围", | ||
"CITADEL_ABILITY_INVALID_ZIPLINE_TARGET": " | "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": " | "CaptureRadius_label": "捕获半径", | ||
"CaptureRadius_postfix": " | "CaptureRadius_postfix": "m", | ||
"CardResourceGenPctScale_label": " | "CardResourceGenPctScale_label": "卡牌召唤速率", | ||
"CardResourceGenPctScale_postfix": "%", | "CardResourceGenPctScale_postfix": "%", | ||
"CasterBuffDuration_label": " | "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": " | "CasterSlowPercent_label": "Self Slow", | ||
"CasterSlowPercent_postfix": "%", | "CasterSlowPercent_postfix": "%", | ||
"ChainCount_label": " | "CatExplosionCount_label": "Explosions", | ||
"ChainDamageCoeff_label": " | "CatLifetime_label": "Cat Lifetime", | ||
"ChainDamageCoeff_postfix": "% | "CatLifetime_postfix": "s", | ||
"ChainDuration_label": " | "CatMaxSpeed_label": "Ghostcat Max Speed", | ||
"ChainDuration_postfix": " | "CatMaxSpeed_postfix": "m/s", | ||
"ChainLength_label": " | "CenterDamage_label": "Damage at the center", | ||
"ChainLength_postfix": " | "ChainCount_label": "最大跳跃数", | ||
"ChainLightningRadius_label": " | "ChainDamageCoeff_label": "Chain Damage", | ||
"ChainLightningRadius_postfix": " | "ChainDamageCoeff_postfix": "% of gun damage", | ||
"ChainRadius_label": " | "ChainDuration_label": "束缚持续时间", | ||
"ChainRadius_postfix": " | "ChainDuration_postfix": "s", | ||
"ChannelBulletShield_label": " | "ChainLength_label": "束缚距离", | ||
"ChannelMoveSpeed_label": " | "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": " | "ChargeDistance_label": "Charge Distance", | ||
"ChargeDistance_postfix": " | "ChargeDistance_postfix": "m", | ||
"ChargeDuration_label": "Charge Duration", | "ChargeDuration_label": "Charge Duration", | ||
"ChargeDuration_postfix": " | "ChargeDuration_postfix": "s", | ||
"ChargeUpTime_label": " | "ChargeUpTime_label": "Charge Time", | ||
"ChargeUpTime_postfix": " | "ChargeUpTime_postfix": "s", | ||
"ChargedShotBonus_label": " | "ChargedDuration_label": "Charged Duration", | ||
"ChargedDuration_postfix": "s", | |||
"ChargedShotBonus_label": "Charged Shot Damage", | |||
"ChargedShotBonus_postfix": "%", | "ChargedShotBonus_postfix": "%", | ||
"ChargedShotBonus_prefix": "+", | "ChargedShotBonus_prefix": "+", | ||
"ChargesRestored_label": " | "ChargesRestored_label": "充能数恢复", | ||
"ChronoTimeScale_label": " | "ChronoTimeScale_label": "Paradox Time Acceleration", | ||
"ChronoTimeScale_postfix": "%", | "ChronoTimeScale_postfix": "%", | ||
"CitadelCategoryArmor": "活力", | "CitadelCategoryArmor": "活力", | ||
"CitadelCategoryBuilds": " | "CitadelCategoryBuilds": "出装", | ||
"CitadelCategoryCustom": " | "CitadelCategoryCustom": "自定义出装", | ||
"CitadelCategoryFlex": " | "CitadelCategoryFlex": "弹性", | ||
"CitadelCategorySuggested": " | "CitadelCategorySuggested": "建议物品", | ||
"CitadelCategoryTech": " | "CitadelCategoryTech": "元灵", | ||
"CitadelCategoryWeapon": " | "CitadelCategoryWeapon": "武器", | ||
"CitadelHeroDetails_Background": " | "CitadelHeroDetails_Background": "背景", | ||
"CitadelHeroDetails_Basic": " | "CitadelHeroDetails_Basic": "基础", | ||
"CitadelHeroDetails_Builds": " | "CitadelHeroDetails_Builds": "出装", | ||
"CitadelHeroDetails_Builds_CreateButton": " | "CitadelHeroDetails_Builds_CreateButton": "创建新出装", | ||
"CitadelHeroDetails_Builds_EditButton": " | "CitadelHeroDetails_Builds_EditButton": "编辑我的出装", | ||
"CitadelHeroDetails_Builds_SelectButton": " | "CitadelHeroDetails_Builds_SelectButton": "浏览出装", | ||
"CitadelHeroDetails_Equipment": " | "CitadelHeroDetails_Equipment": "装备", | ||
"CitadelHeroDetails_Progression": " | "CitadelHeroDetails_Progression": "进度", | ||
"CitadelHeroStats_Spirit": " | "CitadelHeroStats_Spirit": "元灵属性", | ||
"CitadelHeroStats_SpiritPower_Desc": " | "CitadelHeroStats_SpiritPower_Desc": "元灵力量会增加技能和物品的效果。", | ||
"CitadelHeroStats_SpiritPower_Impact": " | "CitadelHeroStats_SpiritPower_Impact": "元灵力量影响", | ||
"CitadelHeroStats_Vitality": " | "CitadelHeroStats_Vitality": "活力属性", | ||
"CitadelHeroStats_Weapon": " | "CitadelHeroStats_Weapon": "武器属性", | ||
"CitadelHeroStats_Weapon_Falloff": "衰减距离", | |||
"CitadelShopSearch": "搜索", | "CitadelShopSearch": "搜索", | ||
"CitadelShop_SearchExampleAlt": " | "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": " | "CitadelShop_SearchExampleLine1": "搜索示例:", | ||
"CitadelShop_SearchExampleLine2": " | "CitadelShop_SearchExampleLine2": "名称:\u003Cspan class=\"highlight\"\u003E幻影突袭\u003C/span\u003E", | ||
"CitadelShop_SearchExampleLine3": " | "CitadelShop_SearchExampleLine3": "属性:\u003Cb\u003E子弹抗性\u003C/b\u003E", | ||
"Citadel_AbilityProperty_OnAttach": " | "Citadel_AbilityProperty_OnAttach": "附着时:", | ||
"Citadel_AbilityProperty_OnExplode": " | "Citadel_AbilityProperty_OnExplode": "爆炸时:", | ||
"Citadel_AbilityProperty_OnHit": " | "Citadel_AbilityProperty_OnHit": "命中时:", | ||
"Citadel_Ability_BuildAnnotation": " | "Citadel_Ability_BuildAnnotation": "推荐的下一个技能", | ||
"Citadel_Ability_IsImbued": " | "Citadel_Ability_IsImbued": "已加强", | ||
"Citadel_AcceptFriendInvite_Body": " | "Citadel_AcceptFriendInvite_Body": "请稍等", | ||
"Citadel_AcceptFriendInvite_ErrorBody": " | "Citadel_AcceptFriendInvite_ErrorBody": "当前无法接受此邀请。请稍后重试。", | ||
"Citadel_AcceptFriendInvite_ErrorTitle": " | "Citadel_AcceptFriendInvite_ErrorTitle": "错误", | ||
"Citadel_AcceptFriendInvite_Title": " | "Citadel_AcceptFriendInvite_Title": "正在接受邀请", | ||
"Citadel_AcceptedInvitation_Name": "{g:citadel_persona:accepted_invitation} | "Citadel_AcceptedInvitation_Name": "{g:citadel_persona:accepted_invitation} 已接受你的邀请", | ||
"Citadel_AcceptedInvitation_Title": " | "Citadel_AcceptedInvitation_Title": "已接受的邀请", | ||
"Citadel_AcquireTicket_BusyText": " | "Citadel_AcquireTicket_BusyText": "请等待", | ||
"Citadel_AcquireTicket_BusyTitle": " | "Citadel_AcquireTicket_BusyTitle": "正在加入游戏", | ||
"Citadel_AcquireTicket_ErrorTitle": " | "Citadel_AcquireTicket_ErrorTitle": "错误", | ||
"Citadel_AcquireTicket_InternalError": " | "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": " | "Citadel_AlertPlayer_MatchReadyText": "游戏已开始。", | ||
"Citadel_AlertPlayer_MatchReadyTitle": " | "Citadel_AlertPlayer_MatchReadyTitle": "比赛就绪", | ||
"Citadel_AlreadyInGame": " | "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": " | "Citadel_AttackerClass_CLASS_BOSS_BARRACKS": "圣坛卫士", | ||
"Citadel_AttackerClass_CLASS_BOSS_TIER_2": " | "Citadel_AttackerClass_CLASS_BOSS_TIER_2": "2 级四足机甲", | ||
"Citadel_AttackerClass_CLASS_BOSS_TIER_3": " | "Citadel_AttackerClass_CLASS_BOSS_TIER_3": "守护神降罪", | ||
"Citadel_AttackerClass_CLASS_SUPER_NEUTRAL": " | "Citadel_AttackerClass_CLASS_SUPER_NEUTRAL": "中央 Boss", | ||
"Citadel_AttackerClass_CLASS_TROOPER": " | "Citadel_AttackerClass_CLASS_TROOPER": "步兵", | ||
"Citadel_AttackerClass_CLASS_TROOPER_BOSS": " | "Citadel_AttackerClass_CLASS_TROOPER_BOSS": "1 级卫士", | ||
"Citadel_AttackerClass_CLASS_TROOPER_NEUTRAL": " | "Citadel_AttackerClass_CLASS_TROOPER_NEUTRAL": "中立生物", | ||
"Citadel_AttackerClass_CLASS_ZAP_TRIGGER": " | "Citadel_AttackerClass_CLASS_ZAP_TRIGGER": "雷击", | ||
"Citadel_Book_ComingSoon": " | "Citadel_Book_ComingSoon": "This section will be added in a future update. Keep checking back for more exciting adventures!", | ||
"Citadel_Book_ComingSoon_Title": " | "Citadel_Book_ComingSoon_Title": "Coming Soon", | ||
"Citadel_Book_NextPage": " | "Citadel_Book_NextPage": "下一页", | ||
"Citadel_Book_NotEnoughXP": " | "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": " | "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": " | "Citadel_Book_NotEnoughXP_Title": "Inusfficient Unlocks", | ||
"Citadel_Book_NotReachable": " | "Citadel_Book_NotReachable": "Earlier chapters must be unlocked before this chapter can be unlocked", | ||
"Citadel_Book_NotReachable_Title": " | "Citadel_Book_NotReachable_Title": "Can't Unlock Yet", | ||
"Citadel_Book_Pause": " | "Citadel_Book_Pause": "暂停", | ||
"Citadel_Book_Play": "播放", | "Citadel_Book_Play": "播放", | ||
"Citadel_Book_PrevPage": " | "Citadel_Book_PrevPage": "上一页", | ||
"Citadel_Book_UnlockItem": " | "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": " | "Citadel_Book_UnlockItem_Title": "Unlock Item", | ||
"Citadel_Book_UnlockXP": " | "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": " | "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": " | "Citadel_Book_UnlockXP_Title": "Unlock Chapter", | ||
"Citadel_BotMatchModal_Desc": " | "Citadel_BotMatchModal_Desc": "选择你的难度:", | ||
"Citadel_CancelFriendInvite_Body": " | "Citadel_CancelFriendInvite_Body": "请稍等", | ||
"Citadel_CancelFriendInvite_ConfirmBody": " | "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": " | "Citadel_CancelFriendInvite_ConfirmTitle": "取消邀请", | ||
"Citadel_CancelFriendInvite_ErrorBody": " | "Citadel_CancelFriendInvite_ErrorBody": "当前无法取消此邀请。请稍后重试。", | ||
"Citadel_CancelFriendInvite_ErrorTitle": " | "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": " | "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": " | "Citadel_ChatType_PartyOnly": "仅本队", | ||
"Citadel_ComponentOwned": " | "Citadel_ComponentOwned": "已拥有", | ||
"Citadel_ComponentRequired": " | "Citadel_ComponentRequired": "组件:", | ||
"Citadel_ComponentUseIn": " | "Citadel_ComponentUseIn": "当前用于:", | ||
"Citadel_Confirm_Discord": " | "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": " | "Citadel_Confirm_Discord_Create": "创建 Discord 邀请", | ||
"Citadel_Confirm_Discord_Created_Body": " | "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": " | "Citadel_Confirm_Discord_Created_Title": "无法创建 Discord 邀请", | ||
"Citadel_Confirm_Discord_InMatch_Body": " | "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": " | "Citadel_Confirm_Discord_InMatch_Title": "现在无法领取", | ||
"Citadel_CreateParty_AlreadyInParty": " | "Citadel_ConflictingWithPrimaryModifier": "此修饰键与 {s:key_name} 冲突", | ||
"Citadel_CreateParty_Disabled": " | "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": " | "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": " | "Citadel_CreateParty_ErrorTitle": "创建队伍失败", | ||
"Citadel_CreateParty_InternalError": " | "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": " | "Citadel_CreateParty_InternalError": "尝试创建队伍时发生了内部错误", | ||
"Citadel_CreateParty_NoRegionPings": " | "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": " | "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": " | "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": " | "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": " | "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": " | "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": " | "Citadel_DamageType_CITADEL_DAMAGETYPE_ABILITY": "技能伤害", | ||
"Citadel_DamageType_CITADEL_DAMAGETYPE_ENVIRONMENTAL": " | "Citadel_DamageType_CITADEL_DAMAGETYPE_BULLET": "武器伤害", | ||
"Citadel_DamageType_CITADEL_DAMAGETYPE_MELEE": " | "Citadel_DamageType_CITADEL_DAMAGETYPE_ENVIRONMENTAL": "环境伤害", | ||
"Citadel_DamageType_CITADEL_DAMAGETYPE_POISON": " | "Citadel_DamageType_CITADEL_DAMAGETYPE_MELEE": "近战伤害", | ||
"Citadel_Dashboard_AbandonTooltip": " | "Citadel_DamageType_CITADEL_DAMAGETYPE_POISON": "毒素伤害", | ||
"Citadel_Dashboard_BuildVersion": " | "Citadel_Dashboard_AbandonTooltip": "放弃你当前正在进行的比赛", | ||
"Citadel_Dashboard_ClearReadyUpButtonTooltipText": " | "Citadel_Dashboard_BuildVersion": "生成版本 {d:buildNumber} - {s:buildTime}", | ||
"Citadel_Dashboard_CloseAnnounceTooltip": " | "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": " | "Citadel_Dashboard_CloseAnnounceTooltip": "关闭公告", | ||
"Citadel_Dashboard_EnterMatchmaking": "进入\"n匹配", | |||
"Citadel_Dashboard_Matchmaking_SearchingForBotMatchPlayers": " | "Citadel_Dashboard_Matchmaking_SearchingForBotMatchPlayers": "人机合作 - 正在等待玩家参加", | ||
"Citadel_Dashboard_Matchmaking_SearchingForBotMatchTime": " | "Citadel_Dashboard_Matchmaking_SearchingForBotMatchTime": "人机合作 - 比赛将在 {s:coop_time_remaining} 后开始", | ||
"Citadel_Dashboard_Matchmaking_SearchingForMatch": " | "Citadel_Dashboard_Matchmaking_SearchingForMatch": "正在搜索匹配", | ||
"Citadel_Dashboard_Matchmaking_UsersInQueue": "{s:users_in_queue} | "Citadel_Dashboard_Matchmaking_UsersInQueue": "队列中有 {s:users_in_queue} 名玩家", | ||
"Citadel_Dashboard_Matchmaking_UsersInQueue_Single": "{s:users_in_queue} | "Citadel_Dashboard_Matchmaking_UsersInQueue_Single": "队列中有 {s:users_in_queue} 名玩家", | ||
"Citadel_Dashboard_PartyClearModeButtonTooltipText": " | "Citadel_Dashboard_PartyClearModeButtonTooltipText": "更改队伍要玩的模式", | ||
"Citadel_Dashboard_PartySetModeButtonTooltipText": " | "Citadel_Dashboard_PartySetModeButtonTooltipText": "选择队伍要玩的模式", | ||
"Citadel_Dashboard_PatchNotesTooltip": " | "Citadel_Dashboard_PatchNotesTooltip": "查看最新补丁说明", | ||
"Citadel_Dashboard_PlayButtonTooltipText": " | "Citadel_Dashboard_PlayButtonTooltipText": "开始与其他玩家匹配", | ||
"Citadel_Dashboard_PlayButtonTooltipTextSteamDeck": "Steam Deck | "Citadel_Dashboard_PlayButtonTooltipTextSteamDeck": "Steam Deck 当前不支持标准匹配", | ||
"Citadel_Dashboard_ReadyUpButtonTooltipText": " | "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": " | "Citadel_Dashboard_Recommended": "推荐", | ||
"Citadel_Dashboard_Roster_ClearRoster": " | "Citadel_Dashboard_RejoinTooltip": "重新加入正在进行的游戏", | ||
"Citadel_Dashboard_Roster_HeroTooPopular": " | "Citadel_Dashboard_Roster_ClearRoster": "清空阵容", | ||
"Citadel_Dashboard_Roster_MissingHeroes": "\u003Cspan class=\"rosterErrorText\"\ | "Citadel_Dashboard_Roster_HeroTooPopular": "选择的所有英雄都已在队列中", | ||
"Citadel_Dashboard_SettingsTooltip": " | "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": " | "Citadel_Dashboard_SettingsTooltip": "调整显示和音频等设置", | ||
"Citadel_Dashboard_Status_ConnectingToServer": " | "Citadel_Dashboard_ShowAnnounceTooltip": "显示公告", | ||
"Citadel_Dashboard_Status_ConnectingToServer_Detail": " | "Citadel_Dashboard_Status_ConnectingToServer": "正在连接至游戏服务器", | ||
"Citadel_Dashboard_Status_GCOffline": "Deadlock | "Citadel_Dashboard_Status_ConnectingToServer_Detail": "比赛马上开始", | ||
"Citadel_Dashboard_Status_GCOffline_Detail": " | "Citadel_Dashboard_Status_GCOffline": "Deadlock 网络离线", | ||
"Citadel_Dashboard_Status_OutOfDateClient": " | "Citadel_Dashboard_Status_GCOffline_Detail": "一些功能可能不可用", | ||
"Citadel_Dashboard_Status_OutOfDateClient_Detail": "在 Steam | "Citadel_Dashboard_Status_OutOfDateClient": "游戏更新可用", | ||
"Citadel_Dashboard_ViewLibrary": " | "Citadel_Dashboard_Status_OutOfDateClient_Detail": "在 Steam 上下载最新更新", | ||
"Citadel_Dead_ReplayDeath": " | "Citadel_Dashboard_ViewLibrary": "查看图书馆", | ||
"Citadel_Dead_ShopReminder": " | "Citadel_Dead_ReplayDeath": "死亡回放", | ||
"Citadel_DisableDevMessage": " | "Citadel_Dead_ShopReminder": "购买与升级", | ||
"Citadel_DiscordInvite_AlreadyClaimedText": " | "Citadel_DisableDevMessage": "不再显示", | ||
"Citadel_DiscordInvite_AlreadyClaimedTitle": " | "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": " | "Citadel_DiscordInvite_AlreadyClaimedTitle": "已领取", | ||
"Citadel_DiscordInvite_ConfirmCloseText": " | "Citadel_DiscordInvite_Close": "关闭", | ||
"Citadel_DiscordInvite_ConfirmCloseTitle": " | "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": " | "Citadel_DiscordInvite_ConfirmCloseTitle": "确认关闭", | ||
"Citadel_DiscordInvite_CopyLink": " | "Citadel_DiscordInvite_Copied": "已复制", | ||
"Citadel_DiscordInvite_Description": " | "Citadel_DiscordInvite_CopyLink": "将链接复制到剪贴板", | ||
"Citadel_DiscordInvite_DisabledText": " | "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": " | "Citadel_DiscordInvite_DiscordLink": "链接:", | ||
"Citadel_DiscordInvite_DiscordLinkHours": " | "Citadel_DiscordInvite_DiscordLinkHours": "此链接的有效期为 {i:num_hours} 小时", | ||
"Citadel_DiscordInvite_FailedText": " | "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": " | "Citadel_DiscordInvite_FailedTitle": "错误", | ||
"Citadel_DiscordInvite_Loading": " | "Citadel_DiscordInvite_Loading": "正在载入…", | ||
"Citadel_DiscordInvite_Title": "Discord | "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\u003Cspan class=\"FlexSlotObjectiveName\"\u003E敌方卫士\u003C/span\u003E", | ||
" | "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": " | "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": " | "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": " | "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_Blocked": " | "Citadel_FriendCode_Close": "关闭", | ||
"Citadel_FriendCode_Close": " | "Citadel_FriendCode_CodeCopied": "好友代码已复制", | ||
"Citadel_FriendCode_CodeCopied": " | "Citadel_FriendCode_ErrorTitle": "错误", | ||
"Citadel_FriendCode_ErrorTitle": " | "Citadel_FriendCode_Expiration": "过期时间:{t:s:expireDate} {t:t:expireDate}", | ||
"Citadel_FriendCode_Expiration": " | "Citadel_FriendCode_FailedAlreadyFriends": "你已是此用户的好友。", | ||
"Citadel_FriendCode_FailedAlreadyFriends": " | "Citadel_FriendCode_FailedDisabled": "系统暂时禁用。", | ||
"Citadel_FriendCode_FailedDisabled": " | "Citadel_FriendCode_FailedInternalError": "意外的内部服务器错误。请稍后重试。", | ||
"Citadel_FriendCode_FailedInternalError": " | "Citadel_FriendCode_FailedKeyExpired": "此代码已过期。", | ||
"Citadel_FriendCode_FailedKeyExpired": " | "Citadel_FriendCode_FailedKeyInvalid": "此代码无效。", | ||
"Citadel_FriendCode_FailedKeyInvalid": " | "Citadel_FriendCode_FailedKeyUsedUp": "此代码使用次数已达上限。", | ||
"Citadel_FriendCode_FailedKeyUsedUp": " | "Citadel_FriendCode_FailedRateLimited": "你已发送了太多请求。请稍后重试。", | ||
"Citadel_FriendCode_FailedRateLimited": " | "Citadel_FriendCode_FailedToGetResponse": "当前无法与 Deadlock 网络通信。请几分钟后重试。", | ||
"Citadel_FriendCode_FailedToGetResponse": " | "Citadel_FriendCode_FailedTooBusy": "系统当前过于繁忙。请稍后重试。", | ||
"Citadel_FriendCode_FailedTooBusy": " | "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": " | "Citadel_FriendCode_FriendPopupTitle": "邀请好友?", | ||
"Citadel_FriendCode_FriendPopupTitle": " | "Citadel_FriendCode_GCContact": "正在联系网络", | ||
"Citadel_FriendCode_GCContact": " | "Citadel_FriendCode_GenerateCodeButton": "我的好友代码", | ||
"Citadel_FriendCode_GenerateCodeButton": " | "Citadel_FriendCode_GeneratedCodeLabel": "复制我的好友代码", | ||
"Citadel_FriendCode_GeneratedCodeLabel": " | "Citadel_FriendCode_HaveTooManyFriends": "你的好友数量已达到所允许的上限。", | ||
"Citadel_FriendCode_HaveTooManyFriends": " | "Citadel_FriendCode_Ignored": "你已被此用户忽略。", | ||
"Citadel_FriendCode_Ignored": " | "Citadel_FriendCode_InviteSent": "好友邀请已发送。", | ||
"Citadel_FriendCode_InviteSent": " | "Citadel_FriendCode_PleaseWait": "请稍等", | ||
"Citadel_FriendCode_PleaseWait": " | "Citadel_FriendCode_Reconnect": "重新连接", | ||
"Citadel_FriendCode_Reconnect": " | "Citadel_FriendCode_RevokeCodeButton": "撤销代码", | ||
"Citadel_FriendCode_RevokeCodeButton": " | "Citadel_FriendCode_TargetHasTooManyFriends": "此用户的好友数量已达到所允许的上限。", | ||
"Citadel_FriendCode_TargetHasTooManyFriends": " | "Citadel_FriendCode_Title": "好友代码", | ||
"Citadel_FriendCode_Title": " | "Citadel_FriendCode_UsesLeft": "剩余次数:{i:usesLeft}", | ||
"Citadel_FriendCode_UsesLeft": " | "Citadel_FriendCode_WaitingOnCode": "正在尝试连接", | ||
"Citadel_FriendCode_WaitingOnCode": " | "Citadel_FriendsCategory_AlreadyOwned": "已加入", | ||
"Citadel_FriendsCategory_AlreadyOwned": " | "Citadel_FriendsCategory_CanInvite": "可以邀请", | ||
"Citadel_FriendsCategory_CanInvite": " | "Citadel_FriendsCategory_InviteSent": "邀请已发送", | ||
"Citadel_FriendsCategory_Invited": " | "Citadel_FriendsCategory_Invited": "邀请待处理", | ||
"Citadel_FriendsCategory_Offline": " | "Citadel_FriendsCategory_Offline": "离线", | ||
"Citadel_FriendsCategory_Online": " | "Citadel_FriendsCategory_Online": "在线", | ||
"Citadel_FriendsCategory_Party": " | "Citadel_FriendsCategory_Party": "在队伍中", | ||
"Citadel_FriendsCategory_PartyInvite": " | "Citadel_FriendsCategory_PartyInvite": "已邀请", | ||
"Citadel_FriendsCategory_Pending": " | "Citadel_FriendsCategory_Pending": "待处理", | ||
"Citadel_FriendsCategory_PlayingCitadel": " | "Citadel_FriendsCategory_PlayingCitadel": "游戏中", | ||
"Citadel_FriendsCategory_SentInvite": " | "Citadel_FriendsCategory_SentInvite": "已发送邀请", | ||
"Citadel_Friends_Add_Friend_Entry_Placeholder": " | "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": " | "Citadel_Friends_Add_Friend_Your_ID": "你的好友 ID:", | ||
"Citadel_Friends_Empty": " | "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 | "Citadel_Friends_Online": "\u003Cspan class=\"OnlineNumber\"\u003E{d:friends_online}\u003C/span\u003E 人在线", | ||
"Citadel_Friends_Play_With_Friends": " | "Citadel_Friends_Play_With_Friends": "与好友同玩", | ||
"Citadel_Friends_Playing": "\u003Cspan class=\"OnlineNumber\"\u003E{d:friends_in_game}\u003C/span\u003E | "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": " | "Citadel_GC_NoSteam": "无法匹配。未连接至 Steam。", | ||
"Citadel_GC_noconnection": " | "Citadel_GC_noconnection": "无法匹配。未连接至 Deadlock 网络。", | ||
"Citadel_GC_steamupdating": " | "Citadel_GC_steamupdating": "无法匹配。未连接至 Steam。", | ||
"Citadel_GC_updating": " | "Citadel_GC_updating": "无法匹配。Deadlock 网络正在更新。", | ||
"Citadel_GameOver_Defeat": " | "Citadel_GameName": "Deadlock", | ||
"Citadel_GameOver_Victory": " | "Citadel_GameOver_Defeat": "战败", | ||
"Citadel_GenericError_DurationControlBlocked": " | "Citadel_GameOver_Victory": "获胜", | ||
"Citadel_GenericError_InvalidClientVersion": " | "Citadel_GenericError_DurationControlBlocked": "你已超出允许在线进行游戏的可用时间。", | ||
"Citadel_GenericError_RegionInfoNotProvided": " | "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": " | "Citadel_GenericError_RegionInfoNotProvided": "要在线进行游戏,你必须注册帐户。", | ||
"Citadel_GraphGroup_Player": " | "Citadel_GraphGroup_General": "总体", | ||
"Citadel_GraphType_DamageBreakdown": " | "Citadel_GraphGroup_Player": "特定玩家", | ||
"Citadel_GraphType_DamageDealt": " | "Citadel_GraphType_DamageBreakdown": "伤害详情", | ||
"Citadel_GraphType_DamageTaken": " | "Citadel_GraphType_DamageDealt": "对玩家造成的伤害", | ||
"Citadel_GraphType_DamageType": " | "Citadel_GraphType_DamageTaken": "来自玩家的伤害", | ||
"Citadel_GraphType_Deaths": " | "Citadel_GraphType_DamageType": "伤害类型", | ||
"Citadel_GraphType_Healing": " | "Citadel_GraphType_Deaths": "死亡次数", | ||
"Citadel_GraphType_HealingType": " | "Citadel_GraphType_Healing": "治疗量", | ||
"Citadel_GraphType_Kills": " | "Citadel_GraphType_HealingType": "治疗类型", | ||
"Citadel_GraphType_LaneStats": " | "Citadel_GraphType_Kills": "击杀次数", | ||
"Citadel_GraphType_NetWorth": " | "Citadel_GraphType_LaneStats": "分路统计数据", | ||
"Citadel_GraphType_NetWorthPerMin": " | "Citadel_GraphType_NetWorth": "收集的魂魄", | ||
"Citadel_GraphType_SoulsBySource": " | "Citadel_GraphType_NetWorthPerMin": "每分钟收集的魂魄", | ||
"Citadel_Graph_Damage_Boss": " | "Citadel_GraphType_SoulsBySource": "魂魄来源", | ||
"Citadel_Graph_Damage_Creep": " | "Citadel_Graph_Damage_Boss": "目标", | ||
"Citadel_Graph_Damage_Neutral": " | "Citadel_Graph_Damage_Creep": "步兵", | ||
"Citadel_Graph_Damage_Player": " | "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": " | "Citadel_Graph_Souls_Boss": "目标", | ||
"Citadel_Graph_Souls_Denies": " | "Citadel_Graph_Souls_Denies": "反补", | ||
"Citadel_Graph_Souls_Lane": " | "Citadel_Graph_Souls_Lane": "步兵", | ||
"Citadel_Graph_Souls_Neutral": " | "Citadel_Graph_Souls_Neutral": "中立敌人", | ||
"Citadel_Graph_Souls_Players": " | "Citadel_Graph_Souls_Players": "击杀敌人数", | ||
"Citadel_Graph_Souls_Treasure": " | "Citadel_Graph_Souls_Treasure": "灵瓮", | ||
"Citadel_Graph_Team1": " | "Citadel_Graph_Team1": "琥珀", | ||
"Citadel_Graph_Team2": " | "Citadel_Graph_Team2": "蓝宝石", | ||
"Citadel_Graph_WeaponDamage": " | "Citadel_Graph_WeaponDamage": "武器伤害", | ||
"Citadel_Graph_WeaponDamageCrit": " | "Citadel_Graph_WeaponDamageCrit": "武器伤害 - 暴击", | ||
"Citadel_GraphicsDriverOutOfDateWarning_AMD": " | "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": " | "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": " | "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: | "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": " | "Citadel_HUD_AbilityUnlock_Button": "解锁", | ||
"Citadel_HUD_AbilityUpgradeAvailable": "按住 \u003Cspan class=\"keybind\"\u003E[{s: | "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": " | "Citadel_HUD_DamageReport_AllHeroDamageDealt": "对全部英雄造成的伤害", | ||
"Citadel_HUD_DamageReport_AllHeroDamageReceived": " | "Citadel_HUD_DamageReport_AllHeroDamageReceived": "来自全部英雄的伤害", | ||
"Citadel_HUD_DamageReport_DamageDealt": " | "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": " | "Citadel_HUD_DamageReport_DamageReceived": "受到伤害", | ||
"Citadel_HUD_DamageReport_HeroDamageDealt": " | "Citadel_HUD_DamageReport_HeroDamageDealt": "对英雄造成的伤害", | ||
"Citadel_HUD_DamageReport_HeroDamageReceived": " | "Citadel_HUD_DamageReport_HeroDamageReceived": "来自英雄的伤害", | ||
"Citadel_HUD_DamageReport_LastRespawn": " | "Citadel_HUD_DamageReport_LastRespawn": "当前生命", | ||
"Citadel_HUD_DamageReport_ShowMore": " | "Citadel_HUD_DamageReport_ShowMore": "显示更多", | ||
"Citadel_HUD_DamageReport_Time180": "3 | "Citadel_HUD_DamageReport_Time180": "3 分钟", | ||
"Citadel_HUD_DamageReport_Time30": "30 秒", | "Citadel_HUD_DamageReport_Time30": "30 秒", | ||
"Citadel_HUD_DamageReport_Time300": "5 | "Citadel_HUD_DamageReport_Time300": "5 分钟", | ||
"Citadel_HUD_DamageReport_Time60": "1 | "Citadel_HUD_DamageReport_Time60": "1 分钟", | ||
"Citadel_HUD_DamageReport_Time600": "10 | "Citadel_HUD_DamageReport_Time600": "10 分钟", | ||
"Citadel_HUD_DamageReport_Title": " | "Citadel_HUD_DamageReport_Title": "伤害报告", | ||
"Citadel_HUD_DamageReport_TopDamageSources": " | "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": " | "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": " | "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": " | "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: | "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": " | "Citadel_HUD_DamageSummary_Title": "\u003Cb\u003E受到\u003C/b\u003E伤害", | ||
"Citadel_HUD_Damage_Invulnerable": " | "Citadel_HUD_Damage_Invulnerable": "获得护盾", | ||
"Citadel_HUD_Damage_NoTroopers": " | "Citadel_HUD_Damage_NoTroopers": "需要步兵", | ||
"Citadel_HUD_Damage_NotInMidPit": " | "Citadel_HUD_Damage_NotInMidPit": "不在坑中", | ||
"Citadel_HUD_Damage_NotInTier3Pit": " | "Citadel_HUD_Damage_NotInTier3Pit": "不在坑中", | ||
"Citadel_HUD_Damage_Resistant": " | "Citadel_HUD_Damage_Resistant": "抗性", | ||
"Citadel_HUD_Damage_TooFar": " | "Citadel_HUD_Damage_TooFar": "太远", | ||
"Citadel_HUD_IdolPickedUp": " | "Citadel_HUD_IdolPickedUp": "拾取了灵瓮!", | ||
"Citadel_HUD_IdolReturned": " | "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 | "Citadel_HUD_Impact_Assist": "助攻", | ||
"Citadel_HUD_LevelReward_BulletDamage": " | "Citadel_HUD_Impact_Kill": "击杀", | ||
"Citadel_HUD_LevelReward_BulletResist": " | "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": " | "Citadel_HUD_LevelReward_NextRewardsLabel": "下一个奖励:", | ||
"Citadel_HUD_LevelReward_SpiritDamage": " | "Citadel_HUD_LevelReward_SpiritDamage": "元灵伤害", | ||
"Citadel_HUD_LevelReward_WeaponRange": " | "Citadel_HUD_LevelReward_WeaponRange": "Spirit Damage", | ||
"Citadel_HUD_LevelUpAbilityPointAnnouncement": " | "Citadel_HUD_LevelUpAbilityPointAnnouncement": "技能点", | ||
"Citadel_HUD_LevelUpAbilityUnlocksAnnouncement": " | "Citadel_HUD_LevelUpAbilityUnlocksAnnouncement": "技能解锁", | ||
"Citadel_HUD_LevelUpLocalPlayerMessage": " | "Citadel_HUD_LevelUpLocalPlayerMessage": "You've Reached", | ||
"Citadel_HUD_LevelUpSpectatingPlayerMessage": "{s:leveled_up_hero_name} | "Citadel_HUD_LevelUpSpectatingPlayerMessage": "{s:leveled_up_hero_name} has Reached", | ||
"Citadel_HUD_LevelUpUltimateAbilityUnlocked": " | "Citadel_HUD_LevelUpUltimateAbilityUnlocked": "终极技能已解锁", | ||
"Citadel_HUD_NextReward_PowerIncrease": " | "Citadel_HUD_NextReward_PowerIncrease": "力量提升", | ||
"Citadel_HUD_PatronBoon": " | "Citadel_HUD_PatronBoon": "来自守护神的恩赐…", | ||
"Citadel_HUD_PlayerKilledAnnouncement": "\u0026nbsp; | "Citadel_HUD_PlayerKilledAnnouncement": "\u0026nbsp;获得了\u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E", | ||
"Citadel_HUD_PlayerKilledSelfAnnouncement": "\u0026nbsp; | "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": " | "Citadel_HUD_PowerIncrease": "力量提升", | ||
"Citadel_HUD_RejuvCaptured": " | "Citadel_HUD_RejuvCaptured": "捕获了复生石", | ||
"Citadel_HUD_RejuvStolen": " | "Citadel_HUD_RejuvStolen": "偷走了复生石!", | ||
"Citadel_HUD_TotalPowerIncreasesLabel": " | "Citadel_HUD_TotalPowerIncreasesLabel": "力量提升总量", | ||
"Citadel_HUD_WeaponPowerAnnouncement": " | "Citadel_HUD_WeaponPowerAnnouncement": "子弹和近战伤害", | ||
"Citadel_HeroBuilds_AP_Next_Indicator": " | "Citadel_HeroBuilds_AP_Next_Indicator": "建议", | ||
"Citadel_HeroBuilds_AbilityBuildInstructions": " | "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": " | "Citadel_HeroBuilds_AbilityBuildReset": "编辑", | ||
"Citadel_HeroBuilds_AbilityBuildTitle": " | "Citadel_HeroBuilds_AbilityBuildTitle": "技能点分配顺序", | ||
"Citadel_HeroBuilds_AddAnnotation": " | "Citadel_HeroBuilds_AddAnnotation": "添加注释", | ||
"Citadel_HeroBuilds_AddCategory": " | "Citadel_HeroBuilds_AddCategory": "添加类别", | ||
"Citadel_HeroBuilds_AddItem": " | "Citadel_HeroBuilds_AddItem": "添加至出装", | ||
"Citadel_HeroBuilds_AllTimeFavorite": " | "Citadel_HeroBuilds_AllTimeFavorite": "史佳", | ||
"Citadel_HeroBuilds_AlreadyInBuild": " | "Citadel_HeroBuilds_AlreadyInBuild": "已在出装中", | ||
"Citadel_HeroBuilds_BrowseBuildSubheader": "{s:hero_name}", | "Citadel_HeroBuilds_BrowseBuildSubheader": "{s:hero_name}", | ||
"Citadel_HeroBuilds_BrowseBuildTitle": " | "Citadel_HeroBuilds_BrowseBuildTitle": "浏览出装", | ||
"Citadel_HeroBuilds_BrowseBuilds": " | "Citadel_HeroBuilds_BrowseBuilds": "浏览出装", | ||
"Citadel_HeroBuilds_Browse_button": " | "Citadel_HeroBuilds_Browse_button": "查看或修改出装", | ||
"Citadel_HeroBuilds_BuildCreatorTitle": " | "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": " | "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": " | "Citadel_HeroBuilds_BuildNameTitle": "出装名称", | ||
"Citadel_HeroBuilds_BuildPublishedLabel": " | "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": " | "Citadel_HeroBuilds_CategoryNameLabel": "名称", | ||
"Citadel_HeroBuilds_CopyBuildLabel": " | "Citadel_HeroBuilds_CopyBuildLabel": "复制并编辑", | ||
"Citadel_HeroBuilds_CopyOfName": " | "Citadel_HeroBuilds_CopyOfName": "[%name%]的副本", | ||
"Citadel_HeroBuilds_CreateBuildLabel": " | "Citadel_HeroBuilds_CreateBuildLabel": "创建新出装", | ||
"Citadel_HeroBuilds_CurrenclyActive": " | "Citadel_HeroBuilds_CurrenclyActive": "当前使用中", | ||
"Citadel_HeroBuilds_DailyFavorite": " | "Citadel_HeroBuilds_DailyFavorite": "流行", | ||
"Citadel_HeroBuilds_DefaultHeroBuild": "%hero_name% | "Citadel_HeroBuilds_DefaultHeroBuild": "%hero_name%默认出装", | ||
"Citadel_HeroBuilds_DefaultHeroBuildDesc": "Valve | "Citadel_HeroBuilds_DefaultHeroBuildDesc": "Valve 为此英雄提供的默认推荐物品", | ||
"Citadel_HeroBuilds_DeleteBuildLabel": " | "Citadel_HeroBuilds_DeleteBuildLabel": "删除", | ||
"Citadel_HeroBuilds_DeletePopupBody": " | "Citadel_HeroBuilds_DeletePopupBody": "你确定要删除此英雄出装吗?", | ||
"Citadel_HeroBuilds_DeletePopupTitle": " | "Citadel_HeroBuilds_DeletePopupTitle": "删除英雄出装", | ||
"Citadel_HeroBuilds_DescriptionLabel": " | "Citadel_HeroBuilds_DescriptionLabel": "出装描述", | ||
"Citadel_HeroBuilds_EarlyGame": " | "Citadel_HeroBuilds_EarlyGame": "游戏前期", | ||
"Citadel_HeroBuilds_EditBuildLabel": " | "Citadel_HeroBuilds_EditBuildLabel": "编辑", | ||
"Citadel_HeroBuilds_EditInstructions": " | "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": " | "Citadel_HeroBuilds_EditingBuildTitle": "编辑出装:", | ||
"Citadel_HeroBuilds_ErrorTitle": " | "Citadel_HeroBuilds_ErrorTitle": "错误", | ||
"Citadel_HeroBuilds_Error_Publishing": " | "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": " | "Citadel_HeroBuilds_ExitBuilds": "退出浏览", | ||
"Citadel_HeroBuilds_FavoriteBuild": " | "Citadel_HeroBuilds_FavoriteBuild": "已选择", | ||
"Citadel_HeroBuilds_FavoriteButtonTooltip": " | "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": " | "Citadel_HeroBuilds_LateGame": "游戏后期", | ||
"Citadel_HeroBuilds_Loading_Body": " | "Citadel_HeroBuilds_Loading_Body": "请稍等", | ||
"Citadel_HeroBuilds_Loading_Failed": " | "Citadel_HeroBuilds_Loading_Failed": "获取英雄出装失败", | ||
"Citadel_HeroBuilds_Loading_Title": " | "Citadel_HeroBuilds_Loading_Title": "正在载入出装", | ||
"Citadel_HeroBuilds_MidGame": " | "Citadel_HeroBuilds_MidGame": "游戏中期", | ||
"Citadel_HeroBuilds_NameLabel": " | "Citadel_HeroBuilds_NameLabel": "出装名称", | ||
"Citadel_HeroBuilds_New": " | "Citadel_HeroBuilds_New": "全新", | ||
"Citadel_HeroBuilds_NewCategory": " | "Citadel_HeroBuilds_NewCategory": "类别 %number%", | ||
"Citadel_HeroBuilds_NewHeroBuild": "%hero_name% | "Citadel_HeroBuilds_NewHeroBuild": "%hero_name%新出装", | ||
"Citadel_HeroBuilds_Old": " | "Citadel_HeroBuilds_Old": "旧", | ||
"Citadel_HeroBuilds_PickABuildOption": " | "Citadel_HeroBuilds_OldButtonTooltip": "此版本最近未更新", | ||
"Citadel_HeroBuilds_PublicBuildLabel": " | "Citadel_HeroBuilds_PickABuildOption": "默认建议出装", | ||
"Citadel_HeroBuilds_PublishBuildDesc": " | "Citadel_HeroBuilds_PublicBuildLabel": "公开出装", | ||
"Citadel_HeroBuilds_PublishBuildLabel": " | "Citadel_HeroBuilds_PublishBuildDesc": "此出装将公开与其他玩家分享。", | ||
"Citadel_HeroBuilds_PublishBuildTitle": " | "Citadel_HeroBuilds_PublishBuildLabel": "发布", | ||
"Citadel_HeroBuilds_PublishDialogVersion": " | "Citadel_HeroBuilds_PublishBuildTitle": "发布英雄出装", | ||
"Citadel_HeroBuilds_RecommendedItems": " | "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": " | "Citadel_HeroBuilds_RemoveItem": "从出装中移除", | ||
"Citadel_HeroBuilds_SaveBuild": " | "Citadel_HeroBuilds_SaveBuild": "保存修改", | ||
"Citadel_HeroBuilds_Saving_Body": " | "Citadel_HeroBuilds_Saving_Body": "请稍等", | ||
"Citadel_HeroBuilds_Saving_Title": " | "Citadel_HeroBuilds_Saving_Title": "正在保存出装", | ||
"Citadel_HeroBuilds_SelectBuildLabel": " | "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": " | "Citadel_HeroBuilds_SelectedBuild_Title": "我当前的出装:", | ||
"Citadel_HeroBuilds_ShowAllLanguages": " | "Citadel_HeroBuilds_ShowAllLanguages": "显示所有语言", | ||
"Citadel_HeroBuilds_TabName": " | "Citadel_HeroBuilds_TabName": "出装", | ||
"Citadel_HeroBuilds_Tab_Favorites": " | "Citadel_HeroBuilds_Tab_Favorites": "收藏", | ||
"Citadel_HeroBuilds_Tab_MyBuilds": " | "Citadel_HeroBuilds_Tab_MyBuilds": "我的出装", | ||
"Citadel_HeroBuilds_Tab_PublicBuilds": " | "Citadel_HeroBuilds_Tab_PublicBuilds": "公开", | ||
"Citadel_HeroBuilds_Title": " | "Citadel_HeroBuilds_Title": "英雄出装", | ||
"Citadel_HeroBuilds_UpdateAnnotation": " | "Citadel_HeroBuilds_UpdateAnnotation": "更新注释", | ||
"Citadel_HeroBuilds_UpdateAnnotationMessage": " | "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": " | "Citadel_HeroBuilds_UpdateAnnotationTitle": "更新物品注释", | ||
"Citadel_HeroBuilds_ValidateErrorBody": " | "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": " | "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": " | "Citadel_HeroBuilds_WeeklyFavorite": "热门", | ||
"Citadel_HeroPage_BaseStats": " | "Citadel_HeroPage_BaseStats": "基础统计数据", | ||
"Citadel_HeroPage_Complexity": " | "Citadel_HeroPage_Complexity": "复杂程度", | ||
"Citadel_HeroPage_EditBuild": " | "Citadel_HeroPage_EditBuild": "创建/编辑出装", | ||
"Citadel_HeroPage_FatesTale": " | "Citadel_HeroPage_FatesTale": "命运故事:", | ||
"Citadel_HeroPage_MissingVideos": " | "Citadel_HeroPage_MissingVideos": "英雄当前没有技能视频", | ||
"Citadel_HeroPage_PlayerStats": " | "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": " | "Citadel_Hero_Stats_Souls": "魂魄", | ||
"Citadel_Hero_Stats_Tooltip_HealthMult": " | "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": " | "Citadel_Hero_Stats_Tooltip_Shards": "你可用于购买物品的金钱", | ||
"Citadel_Hero_Stats_Tooltip_Spirit": " | "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": " | "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": " | "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": " | "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": " | "Citadel_Hud_CantPause": "{i:pause_cooldown} 秒后才能暂停", | ||
"Citadel_Hud_CantUnpause": " | "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": " | "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 | "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": " | "Citadel_Hud_CheaterVote_Option_Ban": "封禁并\u003Cbr\u003E离开比赛", | ||
"Citadel_Hud_CheaterVote_Option_Play": " | "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": " | "Citadel_Hud_DeathCam": "死亡视角", | ||
"Citadel_Hud_DebugStats": " | "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": " | "Citadel_Hud_HealthCritical": "生命危急", | ||
"Citadel_Hud_HealthWarning": " | "Citadel_Hud_HealthWarning": "生命值低", | ||
"Citadel_Hud_KillFeedAllWalkers": " | "Citadel_Hud_KillFeedAllGuardians": "敌方卫士", | ||
"Citadel_Hud_KillFeedBarracksBoss": " | "Citadel_Hud_KillFeedAllWalkers": "敌方四足机甲", | ||
"Citadel_Hud_KillFeedEnemyBarracksGuardian": " | "Citadel_Hud_KillFeedBarracksBoss": "基地卫士", | ||
"Citadel_Hud_KillFeedEnemyGuardian": " | "Citadel_Hud_KillFeedEnemyBarracksGuardian": "敌方基地卫士", | ||
"Citadel_Hud_KillFeedEnemyShield": " | "Citadel_Hud_KillFeedEnemyGuardian": "敌方卫士", | ||
"Citadel_Hud_KillFeedEnemyTitan": " | "Citadel_Hud_KillFeedEnemyShield": "敌方圣坛", | ||
"Citadel_Hud_KillFeedEnemyWalker": " | "Citadel_Hud_KillFeedEnemyTitan": "敌方守护神", | ||
"Citadel_Hud_KillFeedFriendlyBarracksGuardian": " | "Citadel_Hud_KillFeedEnemyWalker": "敌方四足机甲", | ||
"Citadel_Hud_KillFeedFriendlyGuardian": " | "Citadel_Hud_KillFeedFriendlyBarracksGuardian": "友方基地卫士", | ||
"Citadel_Hud_KillFeedFriendlyShield": " | "Citadel_Hud_KillFeedFriendlyGuardian": "友方卫士", | ||
"Citadel_Hud_KillFeedFriendlyTitan": " | "Citadel_Hud_KillFeedFriendlyShield": "友方圣坛", | ||
"Citadel_Hud_KillFeedFriendlyWalker": " | "Citadel_Hud_KillFeedFriendlyTitan": "友方守护神", | ||
"Citadel_Hud_KillFeedGuardian": " | "Citadel_Hud_KillFeedFriendlyWalker": "友方四足机甲", | ||
"Citadel_Hud_KillFeedNeutral": " | "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} | "Citadel_Hud_KillFeedPlayerDeath": "{s:killer_name} 拿到了 \u003Cspan class=\"yellowGold\"\u003E{i:bounty_amount}\u003C/span\u003E 金钱", | ||
"Citadel_Hud_KillFeedSentry": " | "Citadel_Hud_KillFeedSentry": "岗哨炮塔", | ||
"Citadel_Hud_KillFeedShieldName": " | "Citadel_Hud_KillFeedShieldName": "圣坛", | ||
"Citadel_Hud_KillFeedSuperNeutral": " | "Citadel_Hud_KillFeedSuperNeutral": "圣殿卫士", | ||
"Citadel_Hud_KillFeedTitan": " | "Citadel_Hud_KillFeedTitan": "守护神", | ||
"Citadel_Hud_KillFeedTrooper": " | "Citadel_Hud_KillFeedTrooper": "步兵 #{i:unit_num}", | ||
"Citadel_Hud_KillFeedVehicle": " | "Citadel_Hud_KillFeedVehicle": "载具", | ||
"Citadel_Hud_KillFeedWalker": " | "Citadel_Hud_KillFeedWalker": "四足机甲", | ||
"Citadel_Hud_KillFeedWorld": "世界", | "Citadel_Hud_KillFeedWorld": "世界", | ||
"Citadel_Hud_LeaveMatch": " | "Citadel_Hud_LeaveMatch": "离开比赛", | ||
"Citadel_Hud_LoadingDeathReplay": " | "Citadel_Hud_LoadingDeathReplay": "正在载入死亡回放", | ||
"Citadel_Hud_LowAmmo": " | "Citadel_Hud_LowAmmo": "弹药量低", | ||
"Citadel_Hud_MicActive": " | "Citadel_Hud_MicActive": "麦克风激活", | ||
"Citadel_Hud_MovementSpeed": " | "Citadel_Hud_MovementSpeed": "移动速度:", | ||
"Citadel_Hud_NotEnoughEnergy": " | "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} ] | "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": " | "Citadel_Hud_NotEnoughEnergy": "能量不足", | ||
"Citadel_Hud_Paused": " | "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": " | "Citadel_Hud_PreGame_Countdown": "游戏即将开始…", | ||
"Citadel_Hud_RespawnIn": " | "Citadel_Hud_RespawnIn": "重生倒计时:", | ||
"Citadel_Hud_ReturnToMatch": " | "Citadel_Hud_ReturnToMatch": "返回至游戏", | ||
"Citadel_Hud_RideZipLine": "按住[ {s: | "Citadel_Hud_RideZipLine": "按住 [ {s:in_zipline} ] 搭乘", | ||
"Citadel_Hud_RideZipLineOnCooldown": " | "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": " | "Citadel_Hud_SoulsGathered": "收集的魂魄", | ||
"Citadel_Hud_ToNext": " | "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": " | "Citadel_Hud_Unpausing": "游戏即将结束暂停", | ||
"Citadel_Hud_VoiceChatNotAvailable": " | "Citadel_Hud_VoiceChatNotAvailable": "聊天当前已禁用", | ||
"Citadel_IgnoreFriendInvite_Body": " | "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": " | "Citadel_IdleMatchmaking_Dialog_Title": "挂机匹配", | ||
"Citadel_IgnoreFriendInvite_ConfirmTitle": " | "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": " | "Citadel_IdleMatchmaking_IdleTimerExpired_Title": "在匹配中挂机", | ||
"Citadel_IgnoreFriendInvite_ErrorTitle": " | "Citadel_IdleMatchmaking_Removed_Body": "你因为挂机时间过长而被从匹配中移除", | ||
"Citadel_IgnoreFriendInvite_Title": " | "Citadel_IdleMatchmaking_Removed_Title": "已从匹配中移除", | ||
"Citadel_InvalidCast_NoFullClips": " | "Citadel_IgnoreFriendInvite_Body": "请稍等", | ||
"Citadel_InviteFrient_FailedToGetFriends_Body": " | "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": " | "Citadel_IgnoreFriendInvite_ConfirmTitle": "忽略邀请", | ||
"Citadel_IsComponentOf": " | "Citadel_IgnoreFriendInvite_ErrorBody": "当前无法忽略此邀请。请稍后重试。", | ||
"Citadel_ItemModifies": " | "Citadel_IgnoreFriendInvite_ErrorTitle": "错误", | ||
"Citadel_ItemOwnedBy": " | "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": " | "Citadel_Item_Tooltip_CantAfford": "买不起道具", | ||
"Citadel_Item_Tooltip_ReturnToShop": " | "Citadel_Item_Tooltip_ReturnToShop": "Return to Shop to purchase", | ||
"Citadel_JoinForum_AcctDetails": " | "Citadel_JoinForum_AcctDetails": "你的帐户详情:", | ||
"Citadel_JoinForum_AlreadyClaimedText": " | "Citadel_JoinForum_AlreadyClaimedText": "已授予此帐户论坛访问权。", | ||
"Citadel_JoinForum_ChangePassword": " | "Citadel_JoinForum_ChangePassword": "已生成一个随机密码,用来访问你的帐户。", | ||
"Citadel_JoinForum_Copied": " | "Citadel_JoinForum_Copied": "已复制!", | ||
"Citadel_JoinForum_CopyTooltip": " | "Citadel_JoinForum_CopyTooltip": "复制到剪贴板", | ||
"Citadel_JoinForum_Description": " | "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": " | "Citadel_JoinForum_DisabledText": "由于维护,论坛访问暂时禁用。请稍后重试。", | ||
"Citadel_JoinForum_Email": " | "Citadel_JoinForum_Email": "电子邮件:", | ||
"Citadel_JoinForum_EmailPlaceholder": " | "Citadel_JoinForum_EmailPlaceholder": "电子邮件地址", | ||
"Citadel_JoinForum_EmailUsedText": " | "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": " | "Citadel_JoinForum_ErrorTitle": "无法加入论坛", | ||
"Citadel_JoinForum_FailedText": " | "Citadel_JoinForum_FailedText": "发生意外错误", | ||
"Citadel_JoinForum_FieldEmail": " | "Citadel_JoinForum_FieldEmail": "电子邮件", | ||
"Citadel_JoinForum_FieldPassword": " | "Citadel_JoinForum_FieldPassword": "密码:", | ||
"Citadel_JoinForum_FieldUsername": " | "Citadel_JoinForum_FieldUsername": "用户名:", | ||
"Citadel_JoinForum_Loading": " | "Citadel_JoinForum_Loading": "正在载入…", | ||
"Citadel_JoinForum_Submit": "提交", | "Citadel_JoinForum_Submit": "提交", | ||
"Citadel_JoinForum_Title": " | "Citadel_JoinForum_Title": "论坛访问", | ||
"Citadel_JoinForum_ViewInfo": " | "Citadel_JoinForum_ViewInfo": "查看论坛登录信息", | ||
"Citadel_JoinParty_AlreadyInParty": " | "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": " | "Citadel_JoinParty_Desc": "如果你已收到队伍代码,请在下方输入代码。", | ||
"Citadel_JoinParty_Disabled": " | "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": " | "Citadel_JoinParty_ErrorTitle": "错误", | ||
"Citadel_JoinParty_FailedToGetResponse": " | "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": " | "Citadel_JoinParty_InternalError": "尝试加入队伍时发生了内部错误", | ||
"Citadel_JoinParty_InvalidCode": " | "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": " | "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": " | "Citadel_JoinParty_InvalidPermissions": "你没有收到加入指定队伍的邀请。", | ||
"Citadel_JoinParty_InvalidVersion": " | "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": " | "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": " | "Citadel_JoinParty_PartyInMatchMaking": "此队伍当前处于匹配队列中。请稍后重试。", | ||
"Citadel_JoinParty_Prompt": " | "Citadel_JoinParty_Prompt": "队伍 ID", | ||
"Citadel_JoinParty_RateLimited": " | "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": " | "Citadel_JoinParty_Title": "加入队伍", | ||
"Citadel_JoinParty_TooBusy": " | "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": " | "Citadel_LaneColorBlue": "蓝色", | ||
" | "Citadel_LaneColorGreen": "绿路", | ||
"Citadel_LaneColorPurple": " | "Citadel_LaneColorPurple": "紫色", | ||
"Citadel_LaneColorYellow": " | "Citadel_LaneColorYellow": "黄色", | ||
"Citadel_LaneStats_Denies": " | "Citadel_LaneStats_Denies": "反补数", | ||
"Citadel_LaneStats_Guardians": " | "Citadel_LaneStats_Guardians": "基地卫士", | ||
"Citadel_LaneStats_Kills": " | "Citadel_LaneStats_Kills": "击杀次数", | ||
"Citadel_LaneStats_LastHits": " | "Citadel_LaneStats_LastHits": "正补数", | ||
"Citadel_LaneStats_PlayerDamage": " | "Citadel_LaneStats_PlayerDamage": "玩家伤害", | ||
"Citadel_LaneStats_Souls": " | "Citadel_LaneStats_Souls": "魂魄数", | ||
"Citadel_LaneStats_Tier1": " | "Citadel_LaneStats_Tier1": "1 级", | ||
"Citadel_LaneStats_Tier2": " | "Citadel_LaneStats_Tier2": "2 级", | ||
"Citadel_LeaveLobby_FailedToGetResponse": " | "Citadel_LeaveLobby_FailedToGetResponse": "停止匹配失败。请重试。", | ||
"Citadel_LeaveParty_ErrorTitle": " | "Citadel_LeaveParty_ErrorTitle": "错误", | ||
"Citadel_LeaveParty_FailedToGetResponse": " | "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": " | "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": " | "Citadel_LeaveParty_InternalError": "尝试离开队伍时发生了内部错误", | ||
"Citadel_LeaveParty_NotInParty": " | "Citadel_LeaveParty_NotInParty": "无法离开指定队伍。你当前不是该队成员。", | ||
"Citadel_Library_AvailableBooks": " | "Citadel_Library_AvailableBooks": "Available Books", | ||
"Citadel_Library_ComingSoon": " | "Citadel_Library_ComingSoon": "Coming Soon", | ||
"Citadel_Library_Description": " | "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": " | "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": " | "Citadel_Library_Future_Label": "Future State:", | ||
"Citadel_Library_Progress": "{d:pct_complete}% | "Citadel_Library_Progress": "{d:pct_complete}% Complete", | ||
"Citadel_Library_Title": " | "Citadel_Library_Title": "图书馆", | ||
"Citadel_Library_Welcome": " | "Citadel_Library_Welcome": "欢迎来到图书馆", | ||
"Citadel_Main_EarlyDevBuild": " | "Citadel_Main_EarlyDevBuild": "开发初期版本", | ||
"Citadel_Main_PlayMode": " | "Citadel_Main_PlayMode": "选择游戏模式:", | ||
"Citadel_Main_ViewProfile": " | "Citadel_Main_ViewProfile": "查看个人资料", | ||
"Citadel_MatchDetails_Assists": " | "Citadel_MatchDetails_Assists": "助攻次数", | ||
"Citadel_MatchDetails_Deaths": " | "Citadel_MatchDetails_Deaths": "死亡次数", | ||
"Citadel_MatchDetails_Defeat": " | "Citadel_MatchDetails_Defeat": "战败", | ||
"Citadel_MatchDetails_GraphType": " | "Citadel_MatchDetails_GraphType": "图表类型:", | ||
"Citadel_MatchDetails_Healing": " | "Citadel_MatchDetails_Healing": "治疗量", | ||
"Citadel_MatchDetails_InternalError": " | "Citadel_MatchDetails_InternalError": "获取比赛详情时发生意外错误", | ||
"Citadel_MatchDetails_InvalidPermission": " | "Citadel_MatchDetails_InvalidMatch": "无效的比赛 ID", | ||
"Citadel_MatchDetails_Kills": " | "Citadel_MatchDetails_InvalidPermission": "你没有权限查看这场比赛的详情", | ||
"Citadel_MatchDetails_Loading": " | "Citadel_MatchDetails_Kills": "击杀次数", | ||
"Citadel_MatchDetails_MatchID": " | "Citadel_MatchDetails_Loading": "正在载入比赛详情", | ||
"Citadel_MatchDetails_NetWorth": " | "Citadel_MatchDetails_MatchID": "比赛 {s:match_id}", | ||
"Citadel_MatchDetails_NoResponse": " | "Citadel_MatchDetails_MatchInFlight": "本场比赛还在进行中", | ||
"Citadel_MatchDetails_ObjDmg": " | "Citadel_MatchDetails_NetWorth": "总魂魄数", | ||
"Citadel_MatchDetails_Objectives": " | "Citadel_MatchDetails_NoResponse": "无法与 Deadlock 网络通信。请稍后再试。", | ||
"Citadel_MatchDetails_PlayerDmg": " | "Citadel_MatchDetails_ObjDmg": "目标伤害", | ||
"Citadel_MatchDetails_RateLimited": " | "Citadel_MatchDetails_Objectives": "目标", | ||
"Citadel_MatchDetails_Report": " | "Citadel_MatchDetails_PlayerDmg": "玩家伤害", | ||
"Citadel_MatchDetails_ReportTooltip": " | "Citadel_MatchDetails_RateLimited": "请稍等片刻,然后再请求更多比赛详情", | ||
"Citadel_MatchDetails_Reported": " | "Citadel_MatchDetails_Report": "举报", | ||
"Citadel_MatchDetails_ServerError": " | "Citadel_MatchDetails_ReportTooltip": "点击举报玩家", | ||
"Citadel_MatchDetails_ShowDataBy": " | "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": " | "Citadel_MatchDetails_ShowDataByTeam": "队伍", | ||
"Citadel_MatchDetails_Stats": " | "Citadel_MatchDetails_Stats": "玩家统计数据", | ||
"Citadel_MatchDetails_StatsAt": " | "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": " | "Citadel_MatchDetails_TemporarilyDisabled": "因维护,比赛详情已暂时禁用", | ||
"Citadel_MatchDetails_TooBusy": " | "Citadel_MatchDetails_TooBusy": "Deadlock 网络太忙,目前无法提供比赛详情", | ||
"Citadel_MatchDetails_Victory": " | "Citadel_MatchDetails_Victory": "获胜", | ||
"Citadel_MatchDetails_ViewAs": " | "Citadel_MatchDetails_ViewAs": "查看方式:", | ||
"Citadel_MatchDetails_ViewAsPct": "%", | "Citadel_MatchDetails_ViewAsPct": "%", | ||
"Citadel_MatchDetails_ViewAsValue": " | "Citadel_MatchDetails_ViewAsValue": "数值", | ||
"Citadel_MatchDetails_ViewGraphs": " | "Citadel_MatchDetails_ViewGraphs": "查看图表", | ||
"Citadel_MatchDetails_ViewScoreboard": " | "Citadel_MatchDetails_ViewScoreboard": "查看记分板", | ||
"Citadel_MatchDetails_WinningTeam": "{g:citadel_team_name:winning_team} | "Citadel_MatchDetails_WinningTeam": "{g:citadel_team_name:winning_team} 获胜", | ||
"Citadel_MatchHistory_InternalError": " | "Citadel_MatchHistory_Disbanded": "已解散", | ||
"Citadel_MatchHistory_InvalidPermission": " | "Citadel_MatchHistory_InternalError": "获取比赛历史记录时发生意外错误", | ||
"Citadel_MatchHistory_NoResponse": " | "Citadel_MatchHistory_InvalidPermission": "你没有权限查看此玩家的比赛历史记录", | ||
"Citadel_MatchHistory_RateLimited": " | "Citadel_MatchHistory_Loss": "败北", | ||
"Citadel_MatchHistory_TemporarilyDisabled": " | "Citadel_MatchHistory_NoResponse": "无法与 Deadlock 网络通信。请稍后再试。", | ||
"Citadel_MatchHistory_TooBusy": " | "Citadel_MatchHistory_RateLimited": "请稍等片刻,然后再请求更多比赛历史记录", | ||
"Citadel_MatchPage_Next": " | "Citadel_MatchHistory_TemporarilyDisabled": "因维护,比赛历史记录已暂时禁用", | ||
"Citadel_MatchPage_Prev": " | "Citadel_MatchHistory_TooBusy": "Deadlock 网络太忙,目前无法提供比赛历史记录", | ||
"Citadel_MatchSurvey_KindOfFun": " | "Citadel_MatchHistory_Win": "胜利", | ||
"Citadel_MatchSurvey_NotFun": " | "Citadel_MatchPage_Next": "下一页", | ||
"Citadel_MatchSurvey_Skip": " | "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": " | "Citadel_MatchSurvey_SuperFun": "很好玩", | ||
"Citadel_MatchSurvey_Title": " | "Citadel_MatchSurvey_Title": "比赛调查", | ||
"Citadel_MatchmakingSchedule": " | "Citadel_MatchmakingSchedule": "更新:", | ||
"Citadel_MatchmakingSchedule_Desc": " | "Citadel_MatchmakingSchedule_Desc": "现在匹配全天开放!", | ||
"Citadel_Mod_Tooltip_Active": " | "Citadel_Mod_Tooltip_Active": "主动", | ||
"Citadel_Mod_Tooltip_Innate": "先天", | "Citadel_Mod_Tooltip_Innate": "先天", | ||
"Citadel_Mod_Tooltip_Passive": " | "Citadel_Mod_Tooltip_Passive": "被动", | ||
"Citadel_Notification_Paused_Message": " | "Citadel_ModifierKeybindOnly": "此处只能绑定修饰键。", | ||
"Citadel_Notification_Paused_Title": " | "Citadel_Notification_Paused_Message": "游戏已暂停", | ||
"Citadel_Notification_Unpaused_Message": " | "Citadel_Notification_Paused_Title": "已暂停", | ||
"Citadel_Notification_Unpaused_Title": " | "Citadel_Notification_Unpaused_Message": "游戏即将结束暂停…", | ||
"Citadel_PartyAction_AlreadyDrafting": " | "Citadel_Notification_Unpaused_Title": "结束暂停", | ||
"Citadel_PartyAction_Disabled": " | "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": " | "Citadel_PartyAction_Disabled": "此操作暂时禁用。请几分钟后重试。", | ||
"Citadel_PartyAction_FailedToGetResponse": " | "Citadel_PartyAction_ErrorTitle": "错误", | ||
"Citadel_PartyAction_InMatch": " | "Citadel_PartyAction_FailedToGetResponse": "当前无法与 Deadlock 网络通信。请几分钟后重试。", | ||
"Citadel_PartyAction_InMatchMaking": " | "Citadel_PartyAction_InMatch": "此队伍正在比赛中,当前无法进行此变更。", | ||
"Citadel_PartyAction_InternalError": " | "Citadel_PartyAction_InMatchMaking": "此队伍正在进行匹配,当前无法进行此变更。", | ||
"Citadel_PartyAction_InvalidParty": " | "Citadel_PartyAction_InternalError": "发生了意外的内部错误。请几分钟后重试。", | ||
"Citadel_PartyAction_InvalidPermissions": " | "Citadel_PartyAction_InvalidParty": "无法找到队伍。该队伍可能已被放弃。", | ||
"Citadel_PartyAction_InvalidTarget": " | "Citadel_PartyAction_InvalidPermissions": "你没有权限为该队伍做出这些更改。", | ||
"Citadel_PartyAction_InvalidValue": " | "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": " | "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 | "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": " | "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": " | "Citadel_PartyChat_Title": "队伍聊天", | ||
"Citadel_PartyChat_VoiceAndText": " | "Citadel_PartyChat_VoiceAndText": "语音和文字聊天", | ||
"Citadel_PartyFindMatch": " | "Citadel_PartyFindMatch": "寻找比赛", | ||
"Citadel_PartyFindMatch_DevContinue": "DEV - | "Citadel_PartyFindMatch_DevContinue": "DEV - 继续继续", | ||
"Citadel_PartyFindMatch_LocalNotReady": " | "Citadel_PartyFindMatch_LocalNotReady": "你必须先就绪", | ||
"Citadel_PartyFindMatch_OpenInvitesBody": " | "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": " | "Citadel_PartyFindMatch_OpenInvitesTitle": "待处理邀请", | ||
"Citadel_PartyFindMatch_OtherNotReady": " | "Citadel_PartyFindMatch_OtherNotReady": "有队伍成员尚未就绪", | ||
"Citadel_PartyFindMatch_SoloPartyBody": " | "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": " | "Citadel_PartyFindMatch_SoloPartyTitle": "队伍无人", | ||
"Citadel_PartyFindMatch_SoloParty_Leave": " | "Citadel_PartyFindMatch_SoloParty_Leave": "离开队伍玩游戏", | ||
"Citadel_PartyFindMatch_SoloParty_Wait": " | "Citadel_PartyFindMatch_SoloParty_Wait": "等待好友", | ||
"Citadel_PartyInviteFriend_AlreadyInvited": " | "Citadel_PartyInviteFriend_AlreadyInvited": "已邀请", | ||
"Citadel_PartyInviteFriend_AlreadyMember": " | "Citadel_PartyInviteFriend_AlreadyMember": "已在队伍中", | ||
"Citadel_PartyInviteFriend_Cancel": "取消", | "Citadel_PartyInviteFriend_Cancel": "取消", | ||
"Citadel_PartyInviteFriend_Close": " | "Citadel_PartyInviteFriend_Close": "关闭", | ||
"Citadel_PartyInviteFriend_Invite": " | "Citadel_PartyInviteFriend_Invite": "邀请", | ||
"Citadel_PartyInviteFriend_InvitesFull": " | "Citadel_PartyInviteFriend_InvitesFull": "成员过多", | ||
"Citadel_PartyInviteFriend_NoFriends": " | "Citadel_PartyInviteFriend_NoFriends": "你没有正在玩 Deadlock 的好友。", | ||
"Citadel_PartyInviteFriend_NotInParty": " | "Citadel_PartyInviteFriend_NotInParty": "不在队伍中", | ||
"Citadel_PartyInviteFriend_Title": " | "Citadel_PartyInviteFriend_Title": "邀请在线好友", | ||
"Citadel_PartyInvite_AlreadyInvited": " | "Citadel_PartyInvite_AlreadyInvited": "此用户已在队伍中或已邀请", | ||
"Citadel_PartyInvite_Disabled": " | "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": " | "Citadel_PartyInvite_ErrorTitle": "无法发送邀请", | ||
"Citadel_PartyInvite_FailedToGetResponse": " | "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": " | "Citadel_PartyInvite_InternalError": "尝试邀请用户加入队伍时发生了内部错误", | ||
"Citadel_PartyInvite_InvalidParty": " | "Citadel_PartyInvite_InvalidParty": "你尝试邀请的队伍已不存在。", | ||
"Citadel_PartyInvite_InvalidPermissions": " | "Citadel_PartyInvite_InvalidPermissions": "你没有权限邀请此用户加入队伍", | ||
"Citadel_PartyInvite_NotFriends": " | "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": " | "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": " | "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": " | "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": " | "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": " | "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": " | "Citadel_PartySetMode_CannotLeavePrivate": "私人大厅当前不允许更改模式", | ||
"Citadel_PartySetMode_ErrorTitle": " | "Citadel_PartySetMode_Disabled": "此操作暂时禁用。请几分钟后重试。", | ||
"Citadel_PartySetMode_FailedToGetResponse": " | "Citadel_PartySetMode_ErrorTitle": "错误", | ||
"Citadel_PartySetMode_InMatch": " | "Citadel_PartySetMode_FailedToGetResponse": "当前无法与 Deadlock 网络通信。请几分钟后重试。", | ||
"Citadel_PartySetMode_InMatchMaking": " | "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": " | "Citadel_PartySetMode_InMatch": "此队伍正在比赛中,当前无法进行此变更。", | ||
"Citadel_PartySetMode_InvalidParty": " | "Citadel_PartySetMode_InMatchMaking": "此队伍正在进行匹配,当前无法进行此变更。", | ||
"Citadel_PartySetMode_InvalidPermissions": " | "Citadel_PartySetMode_InternalError": "发生了意外的内部错误。请几分钟后重试。", | ||
"Citadel_PartySetMode_InvalidValue": " | "Citadel_PartySetMode_InvalidParty": "无法找到队伍。该队伍可能已被放弃。", | ||
"Citadel_PartySetMode_PlayerBanned": " | "Citadel_PartySetMode_InvalidPermissions": "你没有权限为该队伍做出这些更改。", | ||
"Citadel_PartySetMode_RateLimited": " | "Citadel_PartySetMode_InvalidValue": "提供的值对此队伍无效。", | ||
"Citadel_PartySetMode_TooBusy": "Deadlock | "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": " | "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": " | "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": " | "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": " | "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": " | "Citadel_PartyStartMatch": "开始比赛", | ||
"Citadel_Party_CancelInviteTitle": " | "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": " | "Citadel_Party_Context_ClearReady": "取消就绪", | ||
"Citadel_Party_Context_Close": " | "Citadel_Party_Context_Close": "结束组队", | ||
"Citadel_Party_Context_CopyCode": " | "Citadel_Party_Context_CopyCode": "复制队伍代码", | ||
"Citadel_Party_Context_HideCode": " | "Citadel_Party_Context_HideCode": "隐藏队伍代码", | ||
"Citadel_Party_Context_Invite": " | "Citadel_Party_Context_Invite": "邀请好友", | ||
"Citadel_Party_Context_Open": " | "Citadel_Party_Context_Open": "开始组队", | ||
"Citadel_Party_Context_ReadyUp": " | "Citadel_Party_Context_ReadyUp": "就绪", | ||
"Citadel_Party_Context_ShowCode": " | "Citadel_Party_Context_ShowCode": "显示队伍代码", | ||
"Citadel_Party_Context_SwitchTeam": " | "Citadel_Party_Context_SwitchTeam": "切换队伍", | ||
"Citadel_Party_CreateCoopBot": " | "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": " | "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": " | "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": " | "Citadel_Party_CreatePartyText": "请稍等", | ||
"Citadel_Party_CreatePartyTitle": " | "Citadel_Party_CreatePartyTitle": "正在创建队伍", | ||
"Citadel_Party_CreateParty_Extended": " | "Citadel_Party_CreateParty_Extended": "创建用于分享的队伍代码", | ||
"Citadel_Party_DeclineInviteTooltip": " | "Citadel_Party_CreatePrivateLobby": "创建私人大厅", | ||
"Citadel_Party_DisabledInMMTooltip": " | "Citadel_Party_DeclineInviteTooltip": "拒绝邀请", | ||
"Citadel_Party_DisabledInPartyTooltip": " | "Citadel_Party_DisabledInMMTooltip": "正在匹配,无法接受邀请", | ||
"Citadel_Party_DraftEndedByText": "{g:citadel_persona:account_id} | "Citadel_Party_DisabledInPartyTooltip": "已经在队伍中,无法接受邀请", | ||
"Citadel_Party_DraftEndedByTitle": " | "Citadel_Party_DraftEndedByText": "{g:citadel_persona:account_id} 取消了匹配", | ||
"Citadel_Party_InMatchMaking": " | "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_InviteUserText": " | "Citadel_Party_InviteSent": "邀请已发送", | ||
"Citadel_Party_InviteUserTitle": " | "Citadel_Party_InviteUserText": "请稍等", | ||
"Citadel_Party_InvitedToPartyText": "{g:citadel_persona:invited_by_account} | "Citadel_Party_InviteUserTitle": "正在邀请用户", | ||
"Citadel_Party_InvitedToPartyTitle": " | "Citadel_Party_InvitedToPartyText": "{g:citadel_persona:invited_by_account} 邀请你加入队伍", | ||
"Citadel_Party_Invites": " | "Citadel_Party_InvitedToPartyTitle": "组队邀请", | ||
"Citadel_Party_JoinParty": " | "Citadel_Party_Invites": "个组队邀请", | ||
"Citadel_Party_JoinPartyText": " | "Citadel_Party_JoinParty": "加入队伍", | ||
"Citadel_Party_JoinPartyTitle": " | "Citadel_Party_JoinPartyText": "请稍等", | ||
"Citadel_Party_JoinParty_Extended": " | "Citadel_Party_JoinPartyTitle": "正在加入队伍", | ||
"Citadel_Party_KickPlayerText": " | "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} | "Citadel_Party_KickedByText": "你被 {g:citadel_persona:kicked_by_account} 踢出了队伍", | ||
"Citadel_Party_KickedByTitle": " | "Citadel_Party_KickedByTitle": "被踢出队伍", | ||
"Citadel_Party_Leave": " | "Citadel_Party_Leave": "离开队伍", | ||
"Citadel_Party_LeaveParty": " | "Citadel_Party_LeaveParty": "离开队伍", | ||
"Citadel_Party_LeavePartyText": " | "Citadel_Party_LeavePartyText": "请稍等", | ||
"Citadel_Party_LeavePartyTitle": " | "Citadel_Party_LeavePartyTitle": "正在离开队伍", | ||
"Citadel_Party_MMEndedByText": "{g:citadel_persona:account_id} | "Citadel_Party_MMEndedByText": "{g:citadel_persona:account_id} 取消了匹配", | ||
"Citadel_Party_MMEndedByTitle": " | "Citadel_Party_MMEndedByTitle": "匹配已取消", | ||
"Citadel_Party_MatchHistory": " | "Citadel_Party_MatchHistory": "查看比赛历史", | ||
"Citadel_Party_MatchMaking": " | "Citadel_Party_MatchMaking": "休闲比赛", | ||
"Citadel_Party_MatchMakingFailedText": " | "Citadel_Party_MatchMakingFailedText": "无法启动队伍匹配。队伍匹配器出错:{s:matchmaker_error}", | ||
"Citadel_Party_MatchMakingFailedTitle": " | "Citadel_Party_MatchMakingFailedTitle": "无法匹配", | ||
"Citadel_Party_MatchMakingRanked": " | "Citadel_Party_MatchMakingRanked": "段位比赛", | ||
"Citadel_Party_NoParty_Desc": " | "Citadel_Party_NoParty_Desc": "邀请好友来组队", | ||
"Citadel_Party_NotConnectedToGC": "未连接至 Deadlock 网络", | |||
"Citadel_Party_NotConnectedToGC": " | "Citadel_Party_Or": "或", | ||
"Citadel_Party_Or": " | "Citadel_Party_OutOfDateClientTooltip": "游戏版本过时", | ||
"Citadel_Party_OutOfDateClientTooltip": " | "Citadel_Party_PartyCodeHidden": "(隐藏)", | ||
"Citadel_Party_PartyCodeHidden": " | "Citadel_Party_PartyCodeLabel": "邀请代码:", | ||
"Citadel_Party_PartyCodeLabel": " | |||
"Citadel_Party_PartyPlayer": "玩家", | "Citadel_Party_PartyPlayer": "玩家", | ||
"Citadel_Party_PartyReadyText": " | "Citadel_Party_PartyReadyText": "请稍等", | ||
"Citadel_Party_PartyReadyTitle": " | "Citadel_Party_PartyReadyTitle": "设置就绪", | ||
"Citadel_Party_PartyRoleText": " | "Citadel_Party_PartyRoleText": "请稍等", | ||
"Citadel_Party_PartyRoleTitle": " | "Citadel_Party_PartyRoleTitle": "正在变更角色", | ||
"Citadel_Party_PartySpectator": " | "Citadel_Party_PartySlotText": "请稍等", | ||
"Citadel_Party_PlayWithFriends": " | "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": " | "Citadel_Party_PrivateMatch": "私人比赛", | ||
"Citadel_Party_ReadyUp": " | "Citadel_Party_ReadyUp": "就绪", | ||
"Citadel_Party_Report": " | "Citadel_Party_Report": "举报", | ||
"Citadel_Party_Reported": " | "Citadel_Party_Reported": "已举报", | ||
"Citadel_Party_RolePlayer": "玩家", | "Citadel_Party_RolePlayer": "玩家", | ||
"Citadel_Party_RoleSpectator": " | "Citadel_Party_RoleSpectator": "观众", | ||
"Citadel_Party_SentInvite": " | "Citadel_Party_SentInvite": "邀请已发送", | ||
"Citadel_Party_SetBotDifficultyText": " | "Citadel_Party_SetBotDifficultyText": "请稍等", | ||
"Citadel_Party_SetBotDifficultyTitle": " | "Citadel_Party_SetBotDifficultyTitle": "正在设置机器人难度", | ||
"Citadel_Party_SetMatchModeText": " | "Citadel_Party_SetMatchModeText": "正在设置你的队伍,请稍等", | ||
"Citadel_Party_SetMatchModeTitle": " | "Citadel_Party_SetMatchModeTitle": "正在设置队伍模式", | ||
"Citadel_Party_SetTeamNameText": " | "Citadel_Party_SetRegionText": "请稍等", | ||
"Citadel_Party_SetTeamNameTitle": " | "Citadel_Party_SetRegionTitle": "设置区域", | ||
"Citadel_Party_SetTeamText": " | "Citadel_Party_SetTeamNameText": "请稍等", | ||
"Citadel_Party_SetTeamTitle": " | "Citadel_Party_SetTeamNameTitle": "正在设置队伍名称", | ||
"Citadel_Party_SpectatorLabel": " | "Citadel_Party_SetTeamText": "请稍等", | ||
"Citadel_Party_UnavailableInQueueTooltip": " | "Citadel_Party_SetTeamTitle": "正在设置队伍", | ||
"Citadel_PauseMsg_AutoUnpaused": " | "Citadel_Party_SpectatorLabel": "观众", | ||
"Citadel_PauseMsg_CantPause": " | "Citadel_Party_UnavailableInQueueTooltip": "在队列中不可用", | ||
"Citadel_PauseMsg_CantPauseYet": "你在 {i:value} | "Citadel_PauseMsg_AutoUnpaused": "游戏已自动继续。", | ||
"Citadel_PauseMsg_CantUnpauseTeam": " | "Citadel_PauseMsg_CantPause": "你不能暂停。", | ||
"Citadel_PauseMsg_NoPausesLeft": " | "Citadel_PauseMsg_CantPauseYet": "你在 {i:value} 秒后才能暂停。", | ||
"Citadel_PauseMsg_PauseCountdown": "{s:player} | "Citadel_PauseMsg_CantUnpauseTeam": "你还不能继续此队伍的游戏。", | ||
"Citadel_PauseMsg_Paused": "{s:player} | "Citadel_PauseMsg_NoPausesLeft": "你的暂停次数已用完。", | ||
"Citadel_PauseMsg_UnpauseButton": "按下 [{s:key_pause}] | "Citadel_PauseMsg_PauseCountdown": "{s:player} 将于 {i:value} 秒后暂停…", | ||
"Citadel_PauseMsg_UnpauseCountdown": " | "Citadel_PauseMsg_Paused": "{s:player} 暂停了游戏。", | ||
"Citadel_PauseMsg_Unpaused": "{s:player} | "Citadel_PauseMsg_UnpauseButton": "按下 [{s:key_pause}] 取消暂停", | ||
"Citadel_PauseMsg_YouPaused": " | "Citadel_PauseMsg_UnpauseCountdown": "{i:value} 秒后结束暂停…", | ||
"Citadel_Ping_CanHealMessage": " | "Citadel_PauseMsg_Unpaused": "{s:player} 继续了游戏。", | ||
"Citadel_Ping_Customize_Reminder": " | "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": " | "Citadel_Ping_CanHealMessage": "可以治疗", | ||
"Citadel_Play_BotsOfflineText": " | "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": " | "Citadel_Ping_HealMessage": "需要治疗", | ||
"Citadel_Play_MatchmakingOfflineText": " | "Citadel_Play_BotsOfflineText": "机器人暂时禁用,请稍后再试。", | ||
"Citadel_Play_MatchmakingOfflineTitle": " | "Citadel_Play_BotsOfflineTitle": "机器人暂时离线", | ||
"Citadel_PlayerCard_FavoriteHero": " | "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": " | "Citadel_Play_MatchmakingOfflineTitle": "匹配已关闭", | ||
"Citadel_PlayerContextMenu_AddFriend": " | "Citadel_PlayerCard_FavoriteHero": "最爱英雄", | ||
"Citadel_PlayerContextMenu_CancelFriendInvite": " | "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": " | "Citadel_PlayerContextMenu_IgnoreFriendRequest": "忽略好友请求", | ||
"Citadel_PlayerContextMenu_InviteToParty": " | "Citadel_PlayerContextMenu_InviteToParty": "邀请至队伍", | ||
"Citadel_PlayerContextMenu_PartyCancelInvite": " | "Citadel_PlayerContextMenu_PartyCancelInvite": "取消组队邀请", | ||
"Citadel_PlayerContextMenu_PartyCreateWith": " | "Citadel_PlayerContextMenu_PartyCreateWith": "创建队伍", | ||
"Citadel_PlayerContextMenu_PartyKick": " | "Citadel_PlayerContextMenu_PartyKick": "踢出队伍", | ||
"Citadel_PlayerContextMenu_PartyLeave": " | "Citadel_PlayerContextMenu_PartyLeave": "离开队伍", | ||
"Citadel_PlayerContextMenu_PartySwitchPlayer": " | "Citadel_PlayerContextMenu_PartySwitchPlayer": "切换为玩家", | ||
"Citadel_PlayerContextMenu_PartySwitchSpectator": " | "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": " | "Citadel_PlayerContextMenu_SpectateGame": "观战", | ||
"Citadel_PlayerContextMenu_ViewProfile": " | "Citadel_PlayerContextMenu_ViewProfile": "查看个人资料", | ||
"Citadel_PlayerList_Enemy": " | "Citadel_PlayerList_Enemy": "敌方队伍", | ||
"Citadel_PlayerList_Teammates": " | "Citadel_PlayerList_Teammates": "队友", | ||
"Citadel_Player_Level_AP": " | "Citadel_Player_Level_AP": "技能点", | ||
"Citadel_Player_Level_APShort": " | "Citadel_Player_Level_APShort": "技能点", | ||
"Citadel_Player_Level_AbilityPoints": " | "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": " | "Citadel_Player_Level_AbilityUnlock": "技能解锁", | ||
"Citadel_Player_Level_AbilityUnlocks": " | "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": " | "Citadel_Player_Level_AbilityUnlocksShort": "技能解锁", | ||
"Citadel_Player_Level_BaseBullet": " | "Citadel_Player_Level_BaseBullet": "基础子弹伤害", | ||
"Citadel_Player_Level_BaseHealth": " | "Citadel_Player_Level_BaseHealth": "基础生命值", | ||
"Citadel_Player_Level_BaseMelee": " | "Citadel_Player_Level_BaseMelee": "基础近战伤害", | ||
"Citadel_Player_Level_BulletResist": " | "Citadel_Player_Level_BulletResist": "子弹抗性", | ||
"Citadel_Player_Level_Legend": " | "Citadel_Player_Level_Legend": "图例:", | ||
"Citadel_Player_Level_PowerIncrease": " | "Citadel_Player_Level_PowerIncrease": "力量提升", | ||
"Citadel_Player_Level_PowerIncreaseGrants": " | "Citadel_Player_Level_PowerIncreaseGrants": "每次力量提升获得:", | ||
"Citadel_Player_Level_PowerIncreases": " | "Citadel_Player_Level_PowerIncreases": "力量提升", | ||
"Citadel_Player_Level_SpiritAmp": " | "Citadel_Player_Level_SpiritAmp": "元灵伤害增幅", | ||
"Citadel_Player_Level_WeaponPower": "\u003Cspan class=\"boldText\"\u003E+{s:weapon_bonus}% | "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": " | "Citadel_Player_Level_WeaponRange": "武器射程", | ||
"Citadel_PlaytestUser_Result_AlreadyHasGame": " | "Citadel_PlaytestUser_Result_AlreadyHasGame": "此玩家已具有 Deadlock 访问权", | ||
"Citadel_PlaytestUser_Result_GenericFailure": " | "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": " | "Citadel_PlaytestUser_Result_GenericFailureTitle": "无法提交", | ||
"Citadel_PlaytestUser_Result_InvalidFriend": " | "Citadel_PlaytestUser_Result_InvalidFriend": "你不是指定用户的好友", | ||
"Citadel_PlaytestUser_Result_LimitedUser": " | "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": " | "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": " | "Citadel_PlaytestUser_Result_Success": "感谢你推荐此用户!", | ||
"Citadel_PlaytestUser_Result_SuccessTitle": " | "Citadel_PlaytestUser_Result_SuccessTitle": "已提交成功", | ||
"Citadel_PlaytestUser_SubmitProcessing": " | "Citadel_PlaytestUser_SubmitProcessing": "请稍等", | ||
"Citadel_PlaytestUser_SubmitProcessingTitle": " | "Citadel_PlaytestUser_SubmitProcessingTitle": "正在提交用户", | ||
"Citadel_PlaytestWarningBody": " | "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": " | "Citadel_PlaytestWarningTitle": "开发初期版本", | ||
"Citadel_Playtest_CreateAccountsBody": " | "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": " | "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": " | "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": " | "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": " | "Citadel_Playtest_JoinedForum": "已加入论坛", | ||
"Citadel_Playtest_LocalTime": " | "Citadel_Playtest_LocalTime": "本地时间", | ||
"Citadel_Playtest_MatchmakingOpen": " | "Citadel_Playtest_MatchmakingOpen": "匹配开放至:{t:t:playtest_end}", | ||
"Citadel_Playtest_MatchmakingPaused": " | "Citadel_Playtest_MatchmakingPaused": "匹配当前已暂停:{t:d:unranked_mm_pause_time}", | ||
"Citadel_Playtest_RecommendButton": " | "Citadel_Playtest_RecommendButton": "邀请好友", | ||
"Citadel_Playtest_RecommendInfo": " | "Citadel_Playtest_RecommendInfo": "想与朋友一起参加我们的游戏测试?", | ||
"Citadel_Playtest_Region": " | "Citadel_Playtest_Region": "地区:{s:region_name}", | ||
"Citadel_Playtest_Schedule": " | "Citadel_Playtest_Schedule": "匹配时间:", | ||
"Citadel_Playtest_Status": " | "Citadel_Playtest_Status": "状态:", | ||
"Citadel_Playtest_Upcoming": " | "Citadel_Playtest_Upcoming": "游戏测试开始时间:{t:l:t:m:playtest_start}", | ||
"Citadel_Playtest_Weekdays": " | "Citadel_Playtest_Weekdays": "周一至周四:", | ||
"Citadel_Playtest_Weekends": " | "Citadel_Playtest_Weekends": "周五至周日:", | ||
"Citadel_Post_Game_Assits": " | "Citadel_Post_Game_Assits": "助攻次数", | ||
"Citadel_Post_Game_BossDamage": " | "Citadel_Post_Game_BossDamage": "Boss 伤害", | ||
"Citadel_Post_Game_Graphs": " | "Citadel_Post_Game_Graphs": "个人", | ||
"Citadel_Post_Game_Healing": " | "Citadel_Post_Game_Healing": "治疗量", | ||
"Citadel_Post_Game_HeroDamage": " | "Citadel_Post_Game_HeroDamage": "英雄伤害", | ||
"Citadel_Post_Game_HighestNetworth": " | "Citadel_Post_Game_HighestNetworth": "最高净值", | ||
"Citadel_Post_Game_Kills": " | "Citadel_Post_Game_Kills": "击杀次数", | ||
"Citadel_Post_Game_MostAssits": " | "Citadel_Post_Game_MostAssits": "最高助攻数", | ||
"Citadel_Post_Game_MostBossDamage": " | "Citadel_Post_Game_MostBossDamage": "最高 Boss 伤害", | ||
"Citadel_Post_Game_MostHealing": " | "Citadel_Post_Game_MostHealing": "最大治疗量", | ||
"Citadel_Post_Game_MostHeroDamage": " | "Citadel_Post_Game_MostHeroDamage": "最高英雄伤害", | ||
"Citadel_Post_Game_MostKills": " | "Citadel_Post_Game_MostKills": "最高击杀次数", | ||
"Citadel_Post_Game_Networth": " | "Citadel_Post_Game_Networth": "净值", | ||
"Citadel_Post_Game_Personal": " | "Citadel_Post_Game_Personal": "个人", | ||
"Citadel_Post_Game_PlayedBy": " | "Citadel_Post_Game_PlayedBy": "玩家:", | ||
"Citadel_Post_Game_Retry": " | "Citadel_Post_Game_Retry": "重试", | ||
"Citadel_Post_Game_Scoreboard": " | "Citadel_Post_Game_Scoreboard": "计分板", | ||
"Citadel_PrivateLobby_Bot_Easy": " | "Citadel_PrivateLobby_Bot_Easy": "机器人:简单", | ||
"Citadel_PrivateLobby_Bot_Hard": " | "Citadel_PrivateLobby_Bot_Hard": "机器人:困难", | ||
"Citadel_PrivateLobby_Bot_Medium": " | "Citadel_PrivateLobby_Bot_Medium": "机器人:中等", | ||
"Citadel_PrivateLobby_Bot_None": " | "Citadel_PrivateLobby_Bot_None": "空", | ||
"Citadel_PrivateLobby_Cheats_Off": " | "Citadel_PrivateLobby_Cheats_Off": "作弊功能已禁用", | ||
"Citadel_PrivateLobby_Cheats_On": " | "Citadel_PrivateLobby_Cheats_On": "作弊功能已启用", | ||
"Citadel_PrivateLobby_Difficulty_Easy": " | "Citadel_PrivateLobby_Difficulty_Easy": "简单难度机器人", | ||
"Citadel_PrivateLobby_Difficulty_Hard": " | "Citadel_PrivateLobby_Difficulty_Hard": "困难难度机器人", | ||
"Citadel_PrivateLobby_Difficulty_Medium": " | "Citadel_PrivateLobby_Difficulty_Medium": "中等难度机器人", | ||
"Citadel_PrivateLobby_Difficulty_None": " | "Citadel_PrivateLobby_Difficulty_None": "无机器人", | ||
"Citadel_PrivateLobby_Error_NoPlayers": " | "Citadel_PrivateLobby_Duplicate_Heroes_Off": "重复英雄已禁用", | ||
"Citadel_PrivateLobby_Error_NotAllAssigned": " | "Citadel_PrivateLobby_Duplicate_Heroes_On": "重复英雄已启用", | ||
"Citadel_PrivateLobby_Error_NotAllReady": " | "Citadel_PrivateLobby_Error_NoPlayers": "此比赛中没有玩家", | ||
"Citadel_PrivateLobby_FindingMatch": " | "Citadel_PrivateLobby_Error_NotAllAssigned": "部分玩家尚未选择队伍", | ||
"Citadel_PrivateLobby_Group_Invites": " | "Citadel_PrivateLobby_Error_NotAllReady": "部分玩家尚未准备就绪", | ||
"Citadel_PrivateLobby_Group_Spectators": " | "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": " | "Citadel_PrivateLobby_Invite": "邀请好友", | ||
"Citadel_PrivateLobby_Join": " | "Citadel_PrivateLobby_Join": "取消自我分配", | ||
"Citadel_PrivateLobby_LeavePrompt_Body": " | "Citadel_PrivateLobby_LeavePrompt_Body": "你确定要离开自定义比赛吗?", | ||
"Citadel_PrivateLobby_LeavePrompt_Exit": " | "Citadel_PrivateLobby_LeavePrompt_Exit": "离开自定义比赛", | ||
"Citadel_PrivateLobby_LeavePrompt_Title": " | "Citadel_PrivateLobby_LeavePrompt_Title": "离开自定义比赛", | ||
"Citadel_PrivateLobby_MatchSettings": " | "Citadel_PrivateLobby_MatchSettings": "比赛设置", | ||
"Citadel_PrivateLobby_PageTitle": " | "Citadel_PrivateLobby_PageTitle": "自定义比赛", | ||
"Citadel_PrivateLobby_PubliclyVisible_Off": " | "Citadel_PrivateLobby_PubliclyVisible_Off": "仅对玩家可见", | ||
"Citadel_PrivateLobby_PubliclyVisible_On": " | "Citadel_PrivateLobby_PubliclyVisible_On": "对所有人可见", | ||
"Citadel_PrivateLobby_RandomLanes_Off": " | "Citadel_PrivateLobby_RandomLanes_Off": "指定分路分配", | ||
"Citadel_PrivateLobby_RandomLanes_On": " | "Citadel_PrivateLobby_RandomLanes_On": "默认分路分配", | ||
"Citadel_PrivateLobby_Ready": " | "Citadel_PrivateLobby_RandomizeTeams": "随机分配所有玩家", | ||
"Citadel_PrivateLobby_Region_Europe": " | "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": " | "Citadel_PrivateLobby_Region_ROW": "北美洲", | ||
"Citadel_PrivateLobby_Region_Russia": " | "Citadel_PrivateLobby_Region_Russia": "俄罗斯", | ||
"Citadel_PrivateLobby_Region_SAmerica": " | "Citadel_PrivateLobby_Region_SAmerica": "南美洲", | ||
"Citadel_PrivateLobby_Region_SEAsia": " | "Citadel_PrivateLobby_Region_SEAsia": "东南亚", | ||
"Citadel_PrivateLobby_Region_Unselected": " | "Citadel_PrivateLobby_Region_Unselected": "选择地区", | ||
"Citadel_PrivateLobby_StartMatch": " | "Citadel_PrivateLobby_ShuffleLanesTooltip": "将队伍中的玩家随机分配到不同分路", | ||
"Citadel_PrivateLobby_StartPrompt_Body": " | "Citadel_PrivateLobby_ShuffleTeams": "队伍内随机分配", | ||
"Citadel_PrivateLobby_StartPrompt_Title": " | "Citadel_PrivateLobby_ShuffleTeamsTooltip": "将大厅内的玩家随机分配到两支不同队伍", | ||
"Citadel_PrivateLobby_Unready": " | "Citadel_PrivateLobby_StartMatch": "开始比赛", | ||
"Citadel_PrivateLobby_Versus": " | "Citadel_PrivateLobby_StartPrompt_Body": "你确定要开始比赛吗?", | ||
"Citadel_PrivilegedFeatures_CommsRestricted_Active": " | "Citadel_PrivateLobby_StartPrompt_Title": "开始比赛", | ||
"Citadel_PrivilegedFeatures_CommsRestricted_Inactive": " | "Citadel_PrivateLobby_SwapTeams": "交换队伍", | ||
"Citadel_PrivilegedFeatures_CommsRestricted_InactiveTitle": " | "Citadel_PrivateLobby_SwapTeamsTooltip": "两支队伍之间交换成员,保持分路不变", | ||
"Citadel_PrivilegedFeatures_CommsRestricted_Title": " | "Citadel_PrivateLobby_Unready": "未就绪", | ||
"Citadel_PrivilegedFeatures_LowPriority_Active:p{low_priority_games_remaining}": " | "Citadel_PrivateLobby_Versus": "VS", | ||
"Citadel_PrivilegedFeatures_LowPriority_Inactive": " | "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": " | "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": " | "Citadel_PrivilegedFeatures_CommsRestricted_InactiveTitle": "交流", | ||
"Citadel_PrivilegedFeatures_NoneDisabled": " | "Citadel_PrivilegedFeatures_CommsRestricted_Title": "交流受限", | ||
"Citadel_PrivilegedFeatures_PausingDisabled_Active": " | "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": " | "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": " | "Citadel_PrivilegedFeatures_LowPriority_InactiveTitle": "匹配", | ||
"Citadel_PrivilegedFeatures_PausingDisabled_Title": " | "Citadel_PrivilegedFeatures_LowPriority_Title": "低优先度匹配", | ||
"Citadel_PrivilegedFeatures_ReportingDisabled_Active": " | "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": " | "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": " | "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": " | "Citadel_PrivilegedFeatures_PausingDisabled_InactiveTitle": "正在暂停", | ||
"Citadel_PrivilegedFeatures_Title": " | "Citadel_PrivilegedFeatures_PausingDisabled_Title": "暂停已禁用", | ||
"Citadel_ProfileCard_AccountID": " | "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": " | "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": " | "Citadel_PrivilegedFeatures_ReportingDisabled_InactiveTitle": "正在举报", | ||
"Citadel_ProfileCard_PartyNotReady": " | "Citadel_PrivilegedFeatures_ReportingDisabled_Title": "举报已禁用", | ||
"Citadel_ProfileCard_PartyReady": " | "Citadel_PrivilegedFeatures_Title": "行为总结", | ||
"Citadel_ProfileCard_PartyRoster": " | "Citadel_ProfileCard_AccountID": "帐户 ID:{d:account_id}", | ||
"Citadel_ProfileCard_StatTitle_GamesPlayed": " | "Citadel_ProfileCard_PartyInvited": "已邀请至队伍", | ||
"Citadel_ProfileCard_StatTitle_Kills": " | "Citadel_ProfileCard_PartyMatchmaking": "队伍正在匹配", | ||
"Citadel_ProfileCard_StatTitle_Wins": " | "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": " | "Citadel_Profile_Loading": "正在载入…", | ||
"Citadel_Profile_Loss": " | "Citadel_Profile_Loss": "败北", | ||
"Citadel_Profile_Loss_Short": " | "Citadel_Profile_Loss_Short": "败", | ||
"Citadel_Profile_MatchHistory": " | "Citadel_Profile_MatchHistory": "比赛历史", | ||
"Citadel_Profile_MostPlayed": " | "Citadel_Profile_MatchHistory_ViewAll": "查看所有比赛历史记录", | ||
"Citadel_Profile_Statistics": " | "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": " | "Citadel_Profile_Stats_Assists": "助攻次数", | ||
"Citadel_Profile_Stats_Denies": " | "Citadel_Profile_Stats_Denies": "反补数", | ||
"Citadel_Profile_Stats_GamesPlayed": " | "Citadel_Profile_Stats_GamesPlayed": "参赛次数", | ||
"Citadel_Profile_Stats_GamesWon": " | "Citadel_Profile_Stats_GamesWon": "获胜次数", | ||
"Citadel_Profile_Stats_Healing": " | "Citadel_Profile_Stats_Healing": "治疗量", | ||
"Citadel_Profile_Stats_HeroDamage": " | "Citadel_Profile_Stats_HeroDamage": "英雄伤害", | ||
"Citadel_Profile_Stats_Kills": " | "Citadel_Profile_Stats_Kills": "击杀次数", | ||
"Citadel_Profile_Stats_LastHits": " | "Citadel_Profile_Stats_LastHits": "正补数", | ||
"Citadel_Profile_Stats_Networth": " | "Citadel_Profile_Stats_Networth": "收集的魂魄", | ||
"Citadel_Profile_Stats_ObjDamage": " | "Citadel_Profile_Stats_ObjDamage": "目标伤害", | ||
"Citadel_Profile_Stats_TitleSection": " | "Citadel_Profile_Stats_TitleSection": "全期数据", | ||
"Citadel_Profile_Title": " | "Citadel_Profile_Title": "个人资料", | ||
"Citadel_Profile_Win": " | "Citadel_Profile_Win": "获胜", | ||
"Citadel_Profile_Win_Short": " | "Citadel_Profile_Win_Short": "胜", | ||
"Citadel_RP_Away": " | "Citadel_RP_Away": "离开", | ||
"Citadel_RP_Busy": " | "Citadel_RP_Busy": "忙碌", | ||
"Citadel_RP_LookingToPlay": " | "Citadel_RP_LookingToPlay": "想玩游戏", | ||
"Citadel_RP_LookingToTrade": " | "Citadel_RP_LookingToTrade": "想交易", | ||
"Citadel_RP_NotFriends": "非好友", | "Citadel_RP_NotFriends": "非好友", | ||
"Citadel_RP_Online": " | "Citadel_RP_Online": "在线", | ||
"Citadel_RP_PendingReceived": " | "Citadel_RP_PendingReceived": "好友请求待处理", | ||
"Citadel_RP_PendingSent": " | "Citadel_RP_PendingSent": "好友请求已发送", | ||
"Citadel_RP_PlayingOtherGame": " | "Citadel_RP_PlayingOtherGame": "正在玩其他游戏", | ||
"Citadel_RP_Snooze": " | "Citadel_RP_Snooze": "打盹", | ||
"Citadel_ReadyUp_InMatch": " | "Citadel_RankedSchedule_1": "美国西部", | ||
"Citadel_ReadyUp_InvalidGroupRoster": " | "Citadel_RankedSchedule_10": "欧洲西部", | ||
"Citadel_ReadyUp_InvalidRoster": " | "Citadel_RankedSchedule_11": "欧洲东部", | ||
"Citadel_RecommendFriend_Comments": " | "Citadel_RankedSchedule_13": "俄罗斯中部", | ||
"Citadel_RecommendFriend_CommentsPrompt": " | "Citadel_RankedSchedule_2": "美国东部", | ||
"Citadel_RecommendFriend_Email": " | "Citadel_RankedSchedule_20": "中国", | ||
"Citadel_RecommendFriend_EmailDesc": " | "Citadel_RankedSchedule_21": "日本/韩国", | ||
"Citadel_RecommendFriend_EmailPrompt": " | "Citadel_RankedSchedule_22": "东澳大利亚", | ||
"Citadel_RecommendFriend_ErrorMsg": " | "Citadel_ReadyUp_InMatch": "你正在比赛中,无法准备就绪", | ||
"Citadel_RecommendFriend_LocWarning": " | "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": " | "Citadel_RecommendFriend_Region": "选择地区:", | ||
"Citadel_RecommendFriend_Region_EU": " | "Citadel_RecommendFriend_Region_EU": "欧洲", | ||
"Citadel_RecommendFriend_Region_NA": " | "Citadel_RecommendFriend_Region_NA": "北美洲", | ||
"Citadel_RecommendFriend_Region_Other": " | "Citadel_RecommendFriend_Region_Other": "其他(请在留言中注明)", | ||
"Citadel_RecommendFriend_Region_SA": " | "Citadel_RecommendFriend_Region_SA": "南美洲", | ||
"Citadel_RecommendFriend_Region_SEA": " | "Citadel_RecommendFriend_Region_SEA": "亚太地区", | ||
"Citadel_RecommendFriend_SelectTitle": " | "Citadel_RecommendFriend_SelectTitle": "从 Steam 选择好友:", | ||
"Citadel_RecommendFriend_Timing_desc": " | "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": " | "Citadel_RecommendFriend_Title": "邀请好友", | ||
"Citadel_RecommendFriend_desc": " | "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": " | "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": " | "Citadel_Reconnect_IncompatibleVersionTitle": "不兼容版本", | ||
"Citadel_Region_Europe": " | "Citadel_Region_Europe": "欧洲", | ||
"Citadel_Region_NA": " | "Citadel_Region_NA": "北美洲", | ||
"Citadel_Region_Oceania": "大洋洲", | "Citadel_Region_Oceania": "大洋洲", | ||
"Citadel_Region_SAmerica": " | "Citadel_Region_SAmerica": "南美洲", | ||
"Citadel_Region_SEA": " | "Citadel_Region_SEA": "亚洲", | ||
"Citadel_RemoveFriend_Body": " | "Citadel_RemoveFriend_Body": "请稍等", | ||
"Citadel_RemoveFriend_ConfirmBody": " | "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": " | "Citadel_RemoveFriend_ErrorBody": "当前无法移除此好友。请稍后重试。", | ||
"Citadel_RemoveFriend_ErrorTitle": " | "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": " | "Citadel_Replay_DecompressPct": "正在解压缩 - {d:replay_progress}%", | ||
"Citadel_Replay_Delete": " | "Citadel_Replay_Delete": "删除回放", | ||
"Citadel_Replay_Download": " | "Citadel_Replay_Download": "下载回放", | ||
"Citadel_Replay_Downloading": " | "Citadel_Replay_Downloading": "正在下载", | ||
"Citadel_Replay_DownloadingPct": " | "Citadel_Replay_DownloadingPct": "正在下载 - {d:replay_progress}%", | ||
"Citadel_Replay_Error": " | "Citadel_Replay_Error": "错误 {s:replay_error}", | ||
"Citadel_Replay_NotReadyYet": " | "Citadel_Replay_ErrorDirect": "错误", | ||
"Citadel_Replay_Unavailable": " | "Citadel_Replay_Expired": "回放已过期", | ||
"Citadel_Replay_Watch": " | "Citadel_Replay_FindingReplay": "正在查找回放", | ||
"Citadel_ReportPlayer_CommentPlaceholder": " | "Citadel_Replay_NotReadyYet": "回放尚未就绪", | ||
"Citadel_ReportPlayer_Desc": " | "Citadel_Replay_RequestingReplay": "正在请求回放", | ||
"Citadel_ReportPlayer_Reason_Abandon": " | "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": " | "Citadel_ReportPlayer_Reason_Comments": "留言:", | ||
"Citadel_ReportPlayer_Reason_Griefing": " | "Citadel_ReportPlayer_Reason_Griefing": "骚扰", | ||
"Citadel_ReportPlayer_Reason_MatchmakingIssue": " | "Citadel_ReportPlayer_Reason_MatchmakingIssue": "匹配问题", | ||
"Citadel_ReportPlayer_Reason_Title": "原因:", | "Citadel_ReportPlayer_Reason_Title": "原因:", | ||
"Citadel_ReportPlayer_Reason_VoiceTextAbuse": " | "Citadel_ReportPlayer_Reason_VoiceTextAbuse": "滥用语音/文字", | ||
"Citadel_ReportPlayer_Result_AlreadyReported": " | "Citadel_ReportPlayer_Result_AlreadyReported": "你最近已经举报了这名玩家。", | ||
"Citadel_ReportPlayer_Result_GenericFailure": " | "Citadel_ReportPlayer_Result_BannedFromReporting": "目前不允许你举报其他玩家。", | ||
"Citadel_ReportPlayer_Result_Success": " | "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": " | "Citadel_ReportPlayer_Result_Success": "感谢你的举报!", | ||
"Citadel_ReportPlayer_Result_WindowClosed": " | "Citadel_ReportPlayer_Result_SuccessTitle": "已举报成功!", | ||
"Citadel_ReportPlayer_Title": " | "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": " | "Citadel_ReportPlayer_Title": "举报玩家", | ||
"Citadel_RosterMode_ChangeOpponent": " | "Citadel_RosterMode_ChangeHero": "更换英雄", | ||
"Citadel_RosterMode_CoopBotMM": " | "Citadel_RosterMode_ChangeOpponent": "更换对手", | ||
"Citadel_RosterMode_Dev1v1Testing": " | "Citadel_RosterMode_CoopBotMM": "与机器人对战", | ||
"Citadel_RosterMode_EditRoster": " | "Citadel_RosterMode_Dev1v1Testing": "Development 1v1 Testing", | ||
"Citadel_RosterMode_HeroTesting": " | "Citadel_RosterMode_EditRoster": "编辑阵容", | ||
"Citadel_RosterMode_Matchmaking": " | "Citadel_RosterMode_HeroTesting": "英雄测试", | ||
"Citadel_RosterMode_Party_CoopBotMM": " | "Citadel_RosterMode_Matchmaking": "玩 Deadlock", | ||
"Citadel_RosterMode_Party_Matchmaking": " | "Citadel_RosterMode_Party_CoopBotMM": "与机器人对战", | ||
"Citadel_RosterMode_Party_PrivateBotEasy": " | "Citadel_RosterMode_Party_Matchmaking": "玩 Deadlock", | ||
"Citadel_RosterMode_Party_PrivateBotHard": " | "Citadel_RosterMode_Party_PrivateBotEasy": "私人组队人机对战 - 简单", | ||
"Citadel_RosterMode_Party_PrivateBotMedium": " | "Citadel_RosterMode_Party_PrivateBotHard": "私人组队人机对战 - 困难", | ||
"Citadel_RosterMode_PrivateBotEasy": " | "Citadel_RosterMode_Party_PrivateBotMedium": "私人组队人机对战 - 中等", | ||
"Citadel_RosterMode_PrivateBotHard": " | "Citadel_RosterMode_PrivateBotEasy": "私人人机对战 - 简单", | ||
"Citadel_RosterMode_PrivateBotMedium": " | "Citadel_RosterMode_PrivateBotHard": "私人人机对战 - 简单", | ||
"Citadel_RosterMode_TutorialGuided": " | "Citadel_RosterMode_PrivateBotMedium": "私人人机对战 - 中等", | ||
"Citadel_RosterMode_TutorialSandbox": " | "Citadel_RosterMode_TutorialGuided": "教程 - 指导训练", | ||
"Citadel_Roster_AddToRoster": " | "Citadel_RosterMode_TutorialSandbox": "教程 - 沙盒", | ||
"Citadel_Roster_ClearPriority": " | "Citadel_Roster_AddToRoster": "加入阵容", | ||
"Citadel_Roster_HeroCount": " | "Citadel_Roster_ClearPriority": "清除优先", | ||
"Citadel_Roster_HeroLocked": " | "Citadel_Roster_HeroCount": "阵容中的英雄:", | ||
"Citadel_Roster_HighPriorityCount": " | "Citadel_Roster_HeroLocked": "英雄已锁定", | ||
"Citadel_Roster_HighPriorityCount_Singular": " | "Citadel_Roster_HighPriorityCount": "高优先英雄:", | ||
"Citadel_Roster_Instructions_Desc": " | "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\ | "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 | "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": " | "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": " | "Citadel_Roster_Instructions_Title": "创造你的阵容", | ||
"Citadel_Roster_MakePriority": " | "Citadel_Roster_MakeHighPriority": "设为高优先", | ||
"Citadel_Roster_NoHeroes": " | "Citadel_Roster_MakePriority": "设为优先", | ||
"Citadel_Roster_PreferredCount": " | "Citadel_Roster_NoHeroes": "无", | ||
"Citadel_Roster_PreferredCount_Singular": " | "Citadel_Roster_PreferredCount": "优先英雄:", | ||
"Citadel_Roster_Random": " | "Citadel_Roster_PreferredCount_Singular": "优先英雄:", | ||
"Citadel_Roster_RemoveFromRoster": " | "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": " | "Citadel_Scoreboard_KDA_Kills": "击杀", | ||
"Citadel_Scoreboard_TeamAP": " | "Citadel_Scoreboard_TeamAP": "技能点", | ||
"Citadel_Scoreboard_TeamKills": " | "Citadel_Scoreboard_TeamKills": "击杀次数", | ||
"Citadel_ServerRegion_0": " | "Citadel_ServerRegion_0": "自动选择地区", | ||
"Citadel_ServerRegion_1": " | "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": " | "Citadel_ServerRegion_2": "美国东部", | ||
"Citadel_ServerRegion_21": "西班牙", | "Citadel_ServerRegion_21": "西班牙", | ||
"Citadel_ServerRegion_22": " | "Citadel_ServerRegion_22": "美国西南部", | ||
"Citadel_ServerRegion_23": " | "Citadel_ServerRegion_23": "美国东南部", | ||
"Citadel_ServerRegion_24": "香港", | "Citadel_ServerRegion_24": "香港", | ||
"Citadel_ServerRegion_27": " | "Citadel_ServerRegion_27": "美国中北部", | ||
"Citadel_ServerRegion_28": " | "Citadel_ServerRegion_28": "波兰", | ||
"Citadel_ServerRegion_3": " | "Citadel_ServerRegion_3": "法国", | ||
"Citadel_ServerRegion_38": "阿根廷", | "Citadel_ServerRegion_38": "阿根廷", | ||
"Citadel_ServerRegion_39": " | "Citadel_ServerRegion_39": "韩国", | ||
"Citadel_ServerRegion_44": " | "Citadel_ServerRegion_44": "芬兰", | ||
"Citadel_ServerRegion_45": " | "Citadel_ServerRegion_45": "英格兰", | ||
"Citadel_ServerRegion_5": "新加坡", | "Citadel_ServerRegion_5": "新加坡", | ||
"Citadel_ServerRegion_7": " | "Citadel_ServerRegion_7": "澳大利亚", | ||
"Citadel_ServerRegion_8": "瑞典", | "Citadel_ServerRegion_8": "瑞典", | ||
"Citadel_ServerRegion_9": " | "Citadel_ServerRegion_9": "意大利", | ||
"Citadel_ShopFilter_Ammo": " | "Citadel_SetSchedule_AlreadySet": "无法设置日程,因为你已设置日程。", | ||
"Citadel_ShopFilter_Disruption": " | "Citadel_SetSchedule_Failed": "设置日程出错", | ||
"Citadel_ShopFilter_Durabilty": " | "Citadel_SetSchedule_FailedToSetSchedule": "无法设置日程。请稍后再试。", | ||
"Citadel_ShopFilter_FireRate": " | "Citadel_SetSchedule_Selected": "已选择", | ||
"Citadel_ShopFilter_Healing": " | "Citadel_SetSchedule_SetSuccessfully": "日程设置成功", | ||
"Citadel_ShopFilter_MagicDamage": " | "Citadel_SetSchedule_Success": "成功", | ||
"Citadel_ShopFilter_Melee": " | "Citadel_ShopFilter_Ammo": "弹药", | ||
"Citadel_ShopFilter_Movement": " | "Citadel_ShopFilter_Disruption": "干扰", | ||
"Citadel_ShopFilter_WeaponDamage": " | "Citadel_ShopFilter_Durabilty": "耐久性", | ||
"Citadel_ShopStats_Base": " | "Citadel_ShopFilter_FireRate": "射速", | ||
"Citadel_ShopStats_Boons": " | "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": " | "Citadel_ShopStats_SpiritScaling": "元灵", | ||
"Citadel_ShopStats_Starting": "起始", | "Citadel_ShopStats_Starting": "起始", | ||
"Citadel_ShopStats_Total": " | "Citadel_ShopStats_Total": "总计", | ||
"Citadel_Shop_AbilityisImbued": " | "Citadel_Shop_AbilityisImbued": "技能已加强", | ||
"Citadel_Shop_ActivePlacementTooltip_Drag": " | "Citadel_Shop_ActivePlacementTooltip_Drag": "拖放以重新分配当前已激活技能", | ||
"Citadel_Shop_ActivePlacementTooltip_Title": " | "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": " | "Citadel_Shop_ConditionalAttribute": "有条件", | ||
"Citadel_Shop_Destroy_Item": " | "Citadel_Shop_Destroy_Item": "销毁物品?", | ||
"Citadel_Shop_Destroy_Item_Confirm": " | "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 \u003Cspan class=\"keybind\"\u003E[{s:show_scoreboard}]\u003C/span\u003E", | |||
"Citadel_Shop_HoldAlt": " | "Citadel_Shop_ImbueTooltip_Title": "选择要加强的技能", | ||
"Citadel_Shop_ImbueTooltip_Title": " | "Citadel_Shop_Player_Level_Label": "Player Level: \u003Cspan class=\"playerLevelNum\"\u003E{i:total_player_level}\u003C/span\u003E", | ||
"Citadel_Shop_Player_Level_Label": " | "Citadel_Shop_Purchased": "已购买", | ||
"Citadel_Shop_Purchased": " | "Citadel_Shop_SelectedBuildHeader": "{s:selected_build_name}", | ||
"Citadel_Shop_SellMaxItems_Desc": " | "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": " | "Citadel_Shop_SellMaxItems_Title": "所有栏位已满!", | ||
"Citadel_Shop_TierBonus": " | "Citadel_Shop_TierBonus": "Tier Bonus", | ||
"Citadel_Shop_TierBonus_Armor": " | "Citadel_Shop_TierBonus_Armor": "基础生命值", | ||
"Citadel_Shop_TierBonus_Tech": " | "Citadel_Shop_TierBonus_Tech": "元灵力量", | ||
"Citadel_Shop_TierBonus_Weapon": " | "Citadel_Shop_TierBonus_Weapon": "武器伤害", | ||
"Citadel_Shop_Upgrade_Locked_Label": " | "Citadel_Shop_Upgrade_Locked_Label": "Lvl \u003Cspan class=\"blueAP\"\u003E{i:unlockLevelRequired}\u003C/span\u003E", | ||
"Citadel_SkipTutorial_Body": " | "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": " | "Citadel_SkipTutorial_Title": "跳过教程", | ||
"Citadel_Social_Invite": " | "Citadel_Social_Invite": "邀请", | ||
"Citadel_Social_Party": " | "Citadel_Social_Party": "队伍", | ||
"Citadel_SpectateUser_BusyText": " | "Citadel_SpectateUser_BusyText": "请稍等", | ||
"Citadel_SpectateUser_BusyTitle": " | "Citadel_SpectateUser_BusyTitle": "正在观看比赛", | ||
"Citadel_SpectateUser_Disabled": " | "Citadel_SpectateUser_Disabled": "观看用户的功能暂时禁用。请稍后重试。", | ||
"Citadel_SpectateUser_DisabledForGame": " | "Citadel_SpectateUser_DisabledForGame": "此玩家当前所处的游戏不允许他人观看。", | ||
"Citadel_SpectateUser_ErrorTitle": " | "Citadel_SpectateUser_ErrorTitle": "无法观看", | ||
"Citadel_SpectateUser_FailedToGetResponse": " | "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": " | "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": " | "Citadel_SpectateUser_InternalError": "尝试观看此玩家时发生了内部错误", | ||
"Citadel_SpectateUser_InvalidRegion": " | "Citadel_SpectateUser_InvalidRegion": "此比赛在另一地区进行,当前无法观看。", | ||
"Citadel_SpectateUser_NotFriends": " | "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": " | "Citadel_SpectateUser_NotInGame": "你尝试观看的玩家已不在游戏中。", | ||
"Citadel_SpectateUser_RateLimited": " | "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": " | "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": " | "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": " | "Citadel_Spectate_Connecting_Buffering": "已连接至比赛,正在缓冲,请稍候。", | ||
"Citadel_Spectate_Connecting_Title": " | "Citadel_Spectate_Connecting_Title": "正在连接至比赛", | ||
"Citadel_Spectate_Connecting_Waiting": " | "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": " | "Citadel_Spectate_Kills": "击杀", | ||
"Citadel_Spectate_KillsAndDeaths": " | "Citadel_Spectate_KillsAndDeaths": "击杀及死亡", | ||
"Citadel_StartMatchmaking_AlreadyFindingMatch": " | "Citadel_StartMatchmaking_AlreadyFindingMatch": "无法进入匹配,你已经在尝试寻找匹配。", | ||
"Citadel_StartMatchmaking_CannotSelectRegion": " | "Citadel_StartMatchmaking_CannotSelectRegion": "无法为匹配选择地区", | ||
"Citadel_StartMatchmaking_ErrorTitle": " | "Citadel_StartMatchmaking_ErrorTitle": "错误", | ||
"Citadel_StartMatchmaking_FailedToGetResponse": " | "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": " | "Citadel_StartMatchmaking_HeroRosterTooPopular": "你英雄阵容中的所有英雄都已有人使用", | ||
"Citadel_StartMatchmaking_InParty": " | "Citadel_StartMatchmaking_InParty": "你已在队伍中,无法独自进入匹配。", | ||
"Citadel_StartMatchmaking_InternalError": " | "Citadel_StartMatchmaking_InternalError": "尝试进入匹配时发生了内部错误。", | ||
"Citadel_StartMatchmaking_InvalidClientVersion": " | "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": " | "Citadel_StartMatchmaking_InvalidHeroSelection": "你尚未选择有效的英雄来进入匹配。", | ||
"Citadel_StartMatchmaking_InvalidParty": " | "Citadel_StartMatchmaking_InvalidParty": "此队伍已解散,无法进入匹配", | ||
"Citadel_StartMatchmaking_InvalidPartyMatchMode": " | "Citadel_StartMatchmaking_InvalidPartyMatchMode": "此游戏模式无法组队玩", | ||
"Citadel_StartMatchmaking_InvalidPartyPermissions": " | "Citadel_StartMatchmaking_InvalidPartyPermissions": "你没有权限为此队伍开始匹配", | ||
"Citadel_StartMatchmaking_InvalidTeam": " | "Citadel_StartMatchmaking_InvalidTeam": "一名用户为此游戏模式选择了无效的队伍", | ||
"Citadel_StartMatchmaking_MatchmakingDisabled": " | "Citadel_StartMatchmaking_MatchmakingDisabled": "此模式当前已禁用匹配。请几分钟后重试。", | ||
"Citadel_StartMatchmaking_MatchmakingTooBusy": " | "Citadel_StartMatchmaking_MatchmakingTooBusy": "匹配当前过于繁忙。请几分钟后重试。", | ||
"Citadel_StartMatchmaking_ModeBanned": " | "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": " | "Citadel_StartMatchmaking_ModeLocked": "你尚未解锁玩此模式的能力", | ||
"Citadel_StartMatchmaking_NotAllPlayersCanPlayRanked": " | "Citadel_StartMatchmaking_NoRankedWhileCommsBanned": "通讯封禁期间不允许进行段位匹配", | ||
"Citadel_StartMatchmaking_PartyMatchMaking": " | "Citadel_StartMatchmaking_NoRankedWhileInLowPri": "处于低优先级时不允许进行段位匹配", | ||
"Citadel_StartMatchmaking_PartyMemberInLobby": " | "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": " | "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": " | "Citadel_StartMatchmaking_PartyMatchMaking": "此队伍已经开始了匹配", | ||
"Citadel_StartMatchmaking_PartyMemberNotAvailable": " | "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": " | "Citadel_StartMatchmaking_PartyMemberInMatch": "你当前在比赛中,必须先离开比赛才能就绪。", | ||
"Citadel_StartMatchmaking_PermanentBan": " | "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": " | "Citadel_StartMatchmaking_PartyMemberNotAvailable": "有队伍成员不在线或无法进行匹配", | ||
"Citadel_StartMatchmaking_RankedLocked1": " | "Citadel_StartMatchmaking_PartyMemberNotReady": "你队伍中有成员尚未准备好匹配", | ||
"Citadel_StartMatchmaking_RankedLockedPlural": " | "Citadel_StartMatchmaking_PermanentBan": "你被永久禁止玩此模式", | ||
"Citadel_StartMatchmaking_TooFewPlayers": " | "Citadel_StartMatchmaking_PlayerBannedFromMode": "队伍中有玩家当前在此模式中遭到封禁。", | ||
"Citadel_StartMatchmaking_TooManyPlayers": " | "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": " | "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": " | "Citadel_StartMatchmaking_RankedMMNotOpen": "您选择的日程目前尚未启用段位匹配", | ||
"Citadel_StartMatchmaking_UnableToFillTeam": " | "Citadel_StartMatchmaking_RankedNotUnlocked": "您尚未解锁段位匹配", | ||
"Citadel_StatusEffect": " | "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": " | "Citadel_StatusEffectBuff": "Buff", | ||
"Citadel_StatusEffectBulletDebuff": " | "Citadel_StatusEffectBulletDebuff": "Bullet Debuff", | ||
"Citadel_StatusEffectBurn": " | "Citadel_StatusEffectBurn": "燃烧", | ||
"Citadel_StatusEffectDisarmed": " | "Citadel_StatusEffectDisarmed": "缴械", | ||
"Citadel_StatusEffectEMP": " | "Citadel_StatusEffectEMP": "被沉默", | ||
"Citadel_StatusEffectFreeze": " | "Citadel_StatusEffectFreeze": "冻结", | ||
"Citadel_StatusEffectImmobilize": " | "Citadel_StatusEffectImmobilize": "定身", | ||
"Citadel_StatusEffectInfiniteClip": " | "Citadel_StatusEffectInfiniteClip": "Infinite Ammo", | ||
"Citadel_StatusEffectInvisible": " | "Citadel_StatusEffectInvisible": "隐身", | ||
"Citadel_StatusEffectSleep": "睡眠", | "Citadel_StatusEffectSleep": "睡眠", | ||
"Citadel_StatusEffectStacks": " | "Citadel_StatusEffectStacks": "Stacks", | ||
"Citadel_StatusEffectStun": " | "Citadel_StatusEffectStun": "眩晕", | ||
"Citadel_StatusEffectTethered": " | "Citadel_StatusEffectTethered": "束缚", | ||
"Citadel_StopMatchMaking_FailedToGetResponse": " | "Citadel_StopMatchMaking_FailedToGetResponse": "匹配已停止。无法从 GC 获得响应。", | ||
"Citadel_StopMatchMaking_GeneralError": " | "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": " | "Citadel_Team2_Name": "蓝宝石之焰", | ||
"Citadel_TeamMsg_BossKilledMessage": " | "Citadel_TeamMsg_BossKilledMessage": "已摧毁", | ||
"Citadel_TeamMsg_BossKilledTitle": " | "Citadel_TeamMsg_BossKilledTitle": "己方{s:lane_color} {i:boss_tier} 级", | ||
"Citadel_TeamMsg_EnemyBossKilledTitle": " | "Citadel_TeamMsg_EnemyBossKilledTitle": "敌方{s:lane_color} {i:boss_tier} 级", | ||
"Citadel_TeamMsg_EnemyTitanKilledTitle": " | "Citadel_TeamMsg_EnemyTitanKilledTitle": "敌方守护神", | ||
"Citadel_TeamMsg_TitanKilledTitle": " | "Citadel_TeamMsg_TitanKilledTitle": "你的守护神", | ||
"Citadel_Tip_0": " | "Citadel_Tip_0": "这是一个提示。", | ||
"Citadel_Tip_1": " | "Citadel_Tip_1": "这是另一个提示。", | ||
"Citadel_Tip_2": " | "Citadel_Tip_2": "这又是一个提示。", | ||
"Citadel_Tip_4": " | "Citadel_Tip_4": "摧毁核心即可获胜。", | ||
"Citadel_UserFeedback_Result_GenericFailure": " | "Citadel_UnableToBindKey": "无法绑定按键", | ||
"Citadel_UserFeedback_Result_GenericFailureTitle": " | "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": " | "Citadel_UserFeedback_Result_GenericFailureTitle": "无法发送", | ||
"Citadel_UserFeedback_Result_SuccessTitle": " | "Citadel_UserFeedback_Result_Success": "感谢你的反馈。Deadlock 团队将会进行查看。", | ||
"Citadel_UserFeedback_Submit": " | "Citadel_UserFeedback_Result_SuccessTitle": "已提交成功", | ||
"Citadel_UserFeedback_SubmitProcessing": " | "Citadel_UserFeedback_Submit": "提交反馈", | ||
"Citadel_UserFeedback_SubmitProcessingTitle": " | "Citadel_UserFeedback_SubmitProcessing": "请稍等", | ||
"Citadel_UserFeedback_TextPlaceholder": " | "Citadel_UserFeedback_SubmitProcessingTitle": "正在发送反馈", | ||
"Citadel_UserFeedback_Title": " | "Citadel_UserFeedback_TextPlaceholder": "在此输入信息", | ||
"Citadel_UserFeedback_Tooltip": " | "Citadel_UserFeedback_Title": "提交反馈", | ||
"Citadel_UserFeedback_TypeLabel": " | "Citadel_UserFeedback_Tooltip": "提交反馈", | ||
"Citadel_UserFeedback_eType_Bug": " | "Citadel_UserFeedback_TypeLabel": "类型", | ||
"Citadel_UserFeedback_eType_CriticalBug": " | "Citadel_UserFeedback_eType_Bug": "错误", | ||
"Citadel_UserFeedback_eType_General": " | "Citadel_UserFeedback_eType_CriticalBug": "严重错误", | ||
"Citadel_UserFeedback_eType_Other": " | "Citadel_UserFeedback_eType_General": "一般反馈", | ||
"Citadel_UserFeedback_eType_Suggestion": " | "Citadel_UserFeedback_eType_Other": "其它", | ||
"Citadel_ViewMatchID_Desc": " | "Citadel_UserFeedback_eType_Suggestion": "建议", | ||
"Citadel_ViewMatchID_Prompt": " | "Citadel_ViewMatchID_Desc": "输入比赛 ID 以查看比赛详情", | ||
"Citadel_ViewMatchID_Title": " | "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} | "Citadel_ViewMatchID_InFlight_Title": "比赛仍在进行中", | ||
"Citadel_WatchPage_FilterByHeroDefault": " | "Citadel_ViewMatchID_Loading_Body": "请等待", | ||
"Citadel_WatchPage_NextPage": " | "Citadel_ViewMatchID_Loading_Error": "无法观看比赛", | ||
"Citadel_WatchPage_PrevPage": " | "Citadel_ViewMatchID_Loading_Title": "正在载入比赛", | ||
"Citadel_WatchPage_SearchMatchID": " | "Citadel_ViewMatchID_Prompt": "比赛 ID", | ||
"Citadel_Watch_Featured": " | "Citadel_ViewMatchID_Title": "查看比赛 ID", | ||
"Citadel_Watch_FriendsCheckbox": " | "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": " | "Citadel_WatchPage_FilterByHeroDefault": "按英雄筛选", | ||
"Citadel_Watch_Page_FriendInMatch": "Steam | "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": " | "Citadel_Watch_Page_Loading": "正在载入比赛…", | ||
"Citadel_Watch_Page_MatchID": " | "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": " | "Citadel_Watch_Page_SpectateFull": "观众人数已满", | ||
"Citadel_Watch_Page_Spectators": "{d:spectators} | "Citadel_Watch_Page_Spectators:p{spectators}": "{d:spectators} 名观众 #|# {d:spectators} 名观众", | ||
"Citadel_Watch_Page_ViewAllMatches": " | "Citadel_Watch_Page_ViewAllMatches": "查看所有比赛", | ||
"Citadel_Watch_Page_ViewFeaturedMatches": " | "Citadel_Watch_Page_ViewFeaturedMatches": "查看精选比赛", | ||
"Citadel_Watch_Title": " | "Citadel_Watch_Title": "观看比赛", | ||
"Citadel_ZiplineBoostDesc": "滑索加速", | "Citadel_ZiplineBoostDesc": "滑索加速", | ||
"Citadel_ZiplineBoost_Cooldown": " | "Citadel_ZiplineBoost_Active": "激活", | ||
"Citadel_ability_hook_on_hook": " | "Citadel_ZiplineBoost_Cooldown": "正在冷却中", | ||
"Citadel_library_Modal_CTA": " | "Citadel_ability_hook_on_hook": "To Bebop:", | ||
"Citael_PrivateLobbyModal_CreateNewButton": " | "Citadel_library_Modal_CTA": "怎么操作?", | ||
"Citael_PrivateLobbyModal_JoinCode": " | "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": " | "CleavePercentage_label": "Splash Amount", | ||
"CleavePercentage_postfix": "%", | "CleavePercentage_postfix": "%", | ||
"CleavePercentage_prefix": "{s:sign}", | "CleavePercentage_prefix": "{s:sign}", | ||
"CleaveRadius_label": " | "CleaveRadius_label": "Splash Radius", | ||
"ClipSizeOverride_label": " | "ClipSizeOverride_label": "弹药", | ||
"Cloaked": " | "Cloaked": "Cloaked", | ||
"CloneDamageTakenIncreasePercent_label": " | "CloneDamageTakenIncreasePercent_label": "Clone Damage Taken", | ||
"CloneDamageTakenIncreasePercent_postfix": "%", | "CloneDamageTakenIncreasePercent_postfix": "%", | ||
"CloneDamageTakenIncreasePercent_prefix": "{s:sign}", | "CloneDamageTakenIncreasePercent_prefix": "{s:sign}", | ||
"Close": " | "Close": "关闭", | ||
"CloseRangeBonusDamagePercent_label": " | "CloseRangeBonusDamagePercent_label": "武器伤害", | ||
"CloseRangeBonusDamagePercent_postfix": "%", | "CloseRangeBonusDamagePercent_postfix": "%", | ||
"CloseRangeBonusDamagePercent_prefix": "+", | "CloseRangeBonusDamagePercent_prefix": "+", | ||
"CloseRangeBonusDamageRange_label": " | "CloseRangeBonusDamageRange_label": "近程", | ||
"CloseRangeBonusDamageRange_postfix": " | "CloseRangeBonusDamageRange_postfix": "m", | ||
"CloseRangeBonusWeaponPower_conditional": " | "CloseRangeBonusWeaponPower_conditional": "射程内", | ||
"CloseRangeBonusWeaponPower_label": " | "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": " | "ComboBulletResist_label": "连招子弹抗性", | ||
"ConeAngle_postfix": " | "ComboBulletResist_postfix": "%", | ||
"ConeAngle_label": "锥形角度", | |||
"ConeAngle_postfix": "度", | |||
"ConeRadius_label": "Lightning Distance", | "ConeRadius_label": "Lightning Distance", | ||
"ConeRadius_postfix": " | "ConeRadius_postfix": "m", | ||
"ConfirmRoster_BadRoster": " | "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": " | "CooldownBetweenChargeReduction_label": "充能间隔缩短", | ||
"CooldownBetweenChargeReduction_postfix": "%", | "CooldownBetweenChargeReduction_postfix": "%", | ||
"CooldownBetweenChargeReduction_prefix": "+", | "CooldownBetweenChargeReduction_prefix": "+", | ||
"CooldownOnMiss_Label": " | "CooldownOnMiss_Label": "Cooldown on miss", | ||
"CooldownOnMiss_postfix": " | "CooldownOnMiss_postfix": "s", | ||
"CooldownReductionFlat_label": " | "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": " | "CooldownReductionOnChargedAbilities_label": "充能技能的冷却时间缩减", | ||
"CooldownReductionOnChargedAbilities_postfix": "%", | "CooldownReductionOnChargedAbilities_postfix": "%", | ||
"CooldownReductionOnChargedAbilities_prefix": "+", | "CooldownReductionOnChargedAbilities_prefix": "+", | ||
"CooldownReductionOnHit_label": " | "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": " | "CooldownReductionWithShield_label": "使用护盾时的冷却时间减少", | ||
"CooldownReductionWithShield_postfix": "%", | "CooldownReductionWithShield_postfix": "%", | ||
"CooldownReductionWithShield_prefix": "+", | "CooldownReductionWithShield_prefix": "+", | ||
"CooldownReduction_label": " | "CooldownReduction_label": "冷却时间降幅", | ||
"CooldownReduction_postfix": "%", | "CooldownReduction_postfix": "%", | ||
"CooldownReduction_prefix": "{s:sign}", | "CooldownReduction_prefix": "{s:sign}", | ||
"CreateBuilds_Desc": " | "CrashImpactRadius_label": "Crash Damage Radius", | ||
"CreateBuilds_Title": " | "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": " | "CreateBuilds_Title": "为{s:hero_name}打造出装", | ||
"CritBuildup_label": "爆头累积量", | |||
"CritBuildup_postfix": "%", | "CritBuildup_postfix": "%", | ||
"CritChance_label": " | "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": " | "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": " | "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": " | "DPSDuration_label": "Damage Duration", | ||
"DPSDuration_postfix": " | "DPSDuration_postfix": "s", | ||
"DPSIncrease_label": " | "DPSIncrease_label": "Damage Increase Rate", | ||
"DPSMax_label": " | "DPSMax_label": "最高 DPS", | ||
"DPSMin_label": " | "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": " | "DamageAmplificationPerStack_label": "每层额外伤害", | ||
"DamageAmplificationPerStack_postfix": "%", | "DamageAmplificationPerStack_postfix": "%", | ||
"DamageAmplificationPerStack_prefix": "{s:sign}", | "DamageAmplificationPerStack_prefix": "{s:sign}", | ||
"DamageAmplification_label": " | "DamageAmplification_label": "伤害增强", | ||
"DamageAmplification_postfix": "%", | "DamageAmplification_postfix": "%", | ||
"DamageBonusFixedPerStack_label": " | "DamageBonusFixedPerStack_label": "武器伤害", | ||
"DamageBonusFixedPerStack_postfix": " | "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": " | "DamageBoosted_label": "伤害", | ||
"DamageDuration_label": " | "DamageDuration_label": "持续时间", | ||
"DamageDuration_postfix": " | "DamageDuration_postfix": "s", | ||
"DamageHealMultNonHero_label": " | "DamageHealMultNonHero_label": "伤害转换生命", | ||
"DamageHealMultNonHero_postfix": "x", | "DamageHealMultNonHero_postfix": "x", | ||
"DamageHealMult_label": " | "DamageHealMult_label": "英雄伤害转换生命", | ||
"DamageHealMult_postfix": "x", | "DamageHealMult_postfix": "x", | ||
"DamageHealPerTarget_label": " | "DamageHealPerTarget_label": "每个目标伤害/治疗量", | ||
"DamageIncreasePercent_label": " | "DamageIncreasePercent_label": "承受的伤害", | ||
"DamageIncreasePercent_postfix": "%", | "DamageIncreasePercent_postfix": "%", | ||
"DamageIncreasePercent_prefix": "{s:sign}", | "DamageIncreasePercent_prefix": "{s:sign}", | ||
"DamageIncrease_label": " | "DamageIncrease_label": "承受的伤害", | ||
"DamageIncrease_prefix": "{s:sign}", | "DamageIncrease_prefix": "{s:sign}", | ||
"DamageMaxDisplay_label": " | "DamageInterval_label": "Damage Interval", | ||
"DamageMinDisplay_label": " | "DamageInterval_postfix": "s", | ||
"DamageNPC_label": " | "DamageMaxDisplay_label": "Max Damage", | ||
"DamageOnApply_label": " | "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": " | "DamagePctDeferredMaxRage_label": "推迟的即将到来的伤害", | ||
"DamagePctDeferredMaxRage_postfix": "%", | "DamagePctDeferredMaxRage_postfix": "%", | ||
"DamagePctDeferredMaxRage_prefix": "+", | "DamagePctDeferredMaxRage_prefix": "+", | ||
"DamagePctDeferred_label": " | "DamagePctDeferred_label": "推迟的即将到来的伤害", | ||
"DamagePctDeferred_postfix": "%", | "DamagePctDeferred_postfix": "%", | ||
"DamagePctPerWallHit_label": " | "DamagePctPerWallHit_label": "最大生命值伤害", | ||
"DamagePctPerWallHit_postfix": "%", | "DamagePctPerWallHit_postfix": "%", | ||
"DamagePerChain_label": " | "DamagePerBounce_label": "Damage per bounce", | ||
"DamagePerDagger_label": " | "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": " | "DamagePerMeter_label": "Damage per meter", | ||
"DamagePerRocket_label": " | "DamagePerProjectile_label": "每个投射物造成的伤害", | ||
"DamagePerSecond_label": " | "DamagePerRocket_label": "每颗火箭弹造成的伤害", | ||
"DamagePercentHealth_label": " | "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": " | "DamagePlayer_label": "对玩家角色造成的伤害", | ||
"DamagePulseAmount_label": " | "DamagePulseAmount_label": "脉冲伤害", | ||
"DamagePulseInterval_label": " | "DamagePulseInterval_label": "脉冲间隔", | ||
"DamagePulseInterval_postfix": " | "DamagePulseInterval_postfix": "s", | ||
"DamagePulseRadius_label": " | "DamagePulseRadius_label": "脉冲半径", | ||
"DamagePulseRadius_postfix": " | "DamagePulseRadius_postfix": "m", | ||
"DamageRadius_label": " | "DamageRadius_label": "伤害半径", | ||
"DamageRadius_postfix": " | "DamageRadius_postfix": "m", | ||
"DamageReduction_label": " | "DamageReduction_label": "伤害降幅", | ||
"DamageReduction_postfix": "%", | "DamageReduction_postfix": "%", | ||
"DamageReflectedFrequencyPct_label": " | "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": " | "DamageThreshold_label": "伤害阈值", | ||
"DamageToStack_label": " | "DamageToStack_label": "受到伤害转化成层数", | ||
"Damage_label": " | "Damage_label": "伤害", | ||
"DashDistance_label": " | "DanceMoveSpeed_label": "弹舞移动速度", | ||
"DashDistance_postfix": " | "DanceMoveSpeed_postfix": "m/s", | ||
"DashJump_conditional": " | "DashDistance_label": "冲刺距离", | ||
"DashRange_label": " | "DashDistance_postfix": "m", | ||
"DashRange_postfix": " | "DashJump_conditional": "成功冲刺跳之后", | ||
"DashSlowPct_label": " | "DashRange_label": "冲刺距离", | ||
"DashSpeed_label": " | "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": " | "DashTime_label": "冲刺时间", | ||
"DashTime_postfix": " | "DashTime_postfix": "s", | ||
"DeathDelay_label": "Delay Death Duration", | "DeathDelay_label": "Delay Death Duration", | ||
"DeathImmunityDuration_label": " | "DeathImmunityDuration_label": "Death Immunity Duration", | ||
"DeathImmunityDuration_postfix": " | "DeathImmunityDuration_postfix": "s", | ||
"DeathImmunityPulseRateMultiplier_label": " | "DeathImmunityPulseRateMultiplier_label": "Pulse Rate", | ||
"DeathImmunityPulseRateMultiplier_postfix": "x", | "DeathImmunityPulseRateMultiplier_postfix": "x", | ||
"DeathTaxHeal_label": "Health Per Kill", | "DeathTaxHeal_label": "Health Per Kill", | ||
"DebuffDelay_label": " | "DebuffDelay_label": "Debuff Delay", | ||
"DebuffDelay_postfix": " | "DebuffDelay_postfix": "s", | ||
"DebuffDurationReductionPercentage_label": " | "DebuffDurationReductionPercentage_label": "减益持续时间降幅", | ||
"DebuffDurationReductionPercentage_postfix": "%", | "DebuffDurationReductionPercentage_postfix": "%", | ||
"DebuffDuration_label": " | "DebuffDuration_label": "减益持续时间", | ||
"DebuffDuration_postfix": " | "DebuffDuration_postfix": "s", | ||
"DebuffMoveSlowPct_label": " | "DebuffMoveSlowPct_label": "Enemy Slow", | ||
"DebuffMoveSlowPct_postfix": "%", | "DebuffMoveSlowPct_postfix": "%", | ||
"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": " | "DeferClearPct_label": "已清除的推迟伤害", | ||
"DeferClearPct_postfix": "%", | "DeferClearPct_postfix": "%", | ||
"DeferredDamageDuration_label": " | "DeferredDamageDuration_label": "推迟伤害持续时间", | ||
"DeferredDamageDuration_postfix": " | "DeferredDamageDuration_postfix": "s", | ||
"DegenResistance_label": " | "DegenResistance_label": "治疗减少抗性", | ||
"DegenResistance_postfix": "%", | "DegenResistance_postfix": "%", | ||
"DegenResistance_prefix": "{s:sign}", | "DegenResistance_prefix": "{s:sign}", | ||
"DelayDuration_Label": " | "DelayBetweenShots_Label": "Delay Between Shots", | ||
"DelayDuration_Postfix": " | "DelayDuration_Label": "延迟持续时间", | ||
"DeployHealthRegen_label": " | "DelayDuration_Postfix": "s", | ||
"DeployHealthRegen_label": "Deployable Health", | |||
"DescendSpeed_label": "", | "DescendSpeed_label": "", | ||
"Detained": "Detained", | "Detained": "Detained", | ||
"DetectionRadius_label": " | "DetectionRadius_label": "探测半径", | ||
"DisarmDuration_label": " | "DevMenu_ChangeHero": "更换英雄", | ||
"DisarmDuration_postfix": " | "DevMenu_ChangeTeam": "更换队伍", | ||
"DispenserHealth_label": " | "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": " | "Distance_postfix": "m", | ||
"DodgeAnimSpeedScale_label": "Dodge Speed Multiplier", | "DodgeAnimSpeedScale_label": "Dodge Speed Multiplier", | ||
"DodgeAnimSpeedScale_postfix": "x", | "DodgeAnimSpeedScale_postfix": "x", | ||
"DontShowAgain": " | "DontShowAgain": "不再显示", | ||
"DotHealthPercent_label": " | "DotHealthPercent_label": "流血伤害", | ||
"DotHealthPercent_postfix": "%/ | "DotHealthPercent_postfix": "%/s", | ||
"DragonsFireBurnDuration_label": "Burn Duration", | "DragonsFireBurnDuration_label": "Burn Duration", | ||
"DragonsFireBurnDuration_postfix": " | "DragonsFireBurnDuration_postfix": "s", | ||
"DrainTimeNeeded_label": " | "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": " | "DroneDPS_postfix": "dps", | ||
"DroneHealth_label": " | "DroneHealthRegen_label": "生命恢复", | ||
"DroneLifetime_label": " | "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": " | "EMPDuration_label": "减益持续时间", | ||
"EMPDuration_postfix": " | "EMPDuration_postfix": "s", | ||
"EMultiplyBase_postfix": "%", | "EMultiplyBase_postfix": "%", | ||
"EShopFilterClipSize": " | "EShopFilterClipSize": "弹药", | ||
"EShopFilterDisruption": " | "EShopFilterDisruption": "干扰", | ||
"EShopFilterDurability": " | "EShopFilterDurability": "耐久性", | ||
"EShopFilterFireRate": "射速", | "EShopFilterFireRate": "射速", | ||
"EShopFilterHealing": " | "EShopFilterHealing": "治疗", | ||
"EShopFilterMagicDamage": " | "EShopFilterMagicDamage": "元灵伤害", | ||
"EShopFilterMelee": " | "EShopFilterMelee": "近战", | ||
"EShopFilterMovement": " | "EShopFilterMovement": "移动", | ||
"EShopFilterNone": " | "EShopFilterNone": "无", | ||
"EShopFilterWeaponDamage": " | "EShopFilterWeaponDamage": "武器伤害", | ||
"EchoShardBonusSpirit_label": " | "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": " | "EndRadius_label": "终端半径", | ||
"EndRadius_postfix": " | "EndRadius_postfix": "m", | ||
"EnemyAboveHealthThreshold_conditional": " | "EnemyAboveHealthThreshold_conditional": "Enemy above health threshold", | ||
"EnemyBulletDamageReduction_label": "Enemy Weapon Damage", | "EnemyBulletDamageReduction_label": "Enemy Weapon Damage", | ||
"EnemyBulletDamageReduction_postfix": "%", | "EnemyBulletDamageReduction_postfix": "%", | ||
"EnemyHealthPercent_label": " | "EnemyHealthPercent_label": "敌人生命阈值", | ||
"EnemyHealthPercent_postfix": "%", | "EnemyHealthPercent_postfix": "%", | ||
"EnemyLaunchHeight_label": " | "EnemyLaunchHeight_label": "Enemy Launch Height", | ||
"EnemyLaunchHeight_postfix": " | "EnemyLaunchHeight_postfix": "m", | ||
"EnemyLifeThreshold_label": " | "EnemyLifeThreshold_label": "Threshold", | ||
"EnemyLifeThreshold_postfix": "%", | "EnemyLifeThreshold_postfix": "%", | ||
"EnemyLiftDuration_label": " | "EnemyLiftDuration_label": "升空时间", | ||
"EnemyLiftDuration_postfix": " | "EnemyLiftDuration_postfix": "s", | ||
"EnemyMinHealthPct_label": " | "EnemyMinHealthPct_label": "敌人最低生命值", | ||
"EnemyMinHealthPct_postfix": "%", | "EnemyMinHealthPct_postfix": "%", | ||
"EnemySlowDuration_label": " | "EnemyMoveSlowDuration_label": "敌人减速持续时间", | ||
"EnemySlowDuration_postfix": " | "EnemyMoveSlowDuration_postfix": "s", | ||
"EnemySlowPct_label": " | "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": " | "EscalatingExposureProcCooldown_label": "每个目标的最高频率", | ||
"EscalatingExposureProcCooldown_postfix": " | "EscalatingExposureProcCooldown_postfix": "s", | ||
"EscalatingExposureTechArmorDamageReduction_label": " | "EscalatingExposureTechArmorDamageReduction_label": "受到元灵伤害时的元灵抗性减少量", | ||
"EscalatingExposureTechArmorDamageReduction_postfix": "%", | "EscalatingExposureTechArmorDamageReduction_postfix": "%", | ||
"EscapeDuration_label": " | "EscapeDuration_label": "躲避持续时间", | ||
"EscapeDuration_postfix": " | "EscapeDuration_postfix": "s", | ||
"EscapeRange_label": " | "EscapeRange_label": "逃脱范围", | ||
"EscapeRange_postfix": " | "EscapeRange_postfix": "m", | ||
"EscapeTime_label": " | "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_postfix": "%", | "EvasionPercent_postfix": "%", | ||
"ExpandTime_label": " | "ExpandTime_label": "Expand time", | ||
"ExpandTime_postfix": " | "ExpandTime_postfix": "s", | ||
"ExplodeDamage_label": " | "ExplodeDamage_label": "爆炸伤害", | ||
"ExplodeDelay_label": " | "ExplodeDebuffDuration_label": "射速减缓持续时间", | ||
"ExplodeDelay_postfix": " | "ExplodeDebuffDuration_postfix": "s", | ||
"ExplodeRadius_label": " | "ExplodeDelay_label": "爆炸延迟", | ||
"ExplodeRadius_postfix": " | "ExplodeDelay_postfix": "s", | ||
"ExplodeRadius_label": "Explosion Radius", | |||
"ExplodeRadius_postfix": "m", | |||
"ExplosionCoatingRadius_label": "Explosion Coating Radius", | "ExplosionCoatingRadius_label": "Explosion Coating Radius", | ||
"ExplosionCoatingRadius_postfix": " | "ExplosionCoatingRadius_postfix": "m", | ||
"ExplosionDamage_label": " | "ExplosionDamage_label": "爆炸伤害", | ||
"ExplosionMaxPercent_label": "Max Explosion Damage:", | |||
"ExplosionMaxPercent_label": " | |||
"ExplosionMaxPercent_postfix": "%", | "ExplosionMaxPercent_postfix": "%", | ||
"ExplosionMinPercent_label": " | "ExplosionMinPercent_label": "Min Explosion Damage:", | ||
"ExplosionMinPercent_postfix": "%", | "ExplosionMinPercent_postfix": "%", | ||
"ExplosionRadius_label": " | "ExplosionRadius_label": "爆炸半径", | ||
"ExplosionRadius_postfix": " | "ExplosionRadius_postfix": "m", | ||
"ExplosiveShotRadiusPercent_label": "Explosive Shot Radius Increase", | "ExplosiveShotRadiusPercent_label": "Explosive Shot Radius Increase", | ||
"ExplosiveShotRadiusPercent_postfix": "%", | "ExplosiveShotRadiusPercent_postfix": "%", | ||
"ExplosiveSplashDamage_label": " | "ExplosiveSplashDamage_label": "Explode Damage", | ||
"ExternalBonusHealthRegen_label": " | "ExternalBonusHealthRegen_label": "生命值恢复", | ||
"ExternalBonusHealthRegen_postfix": "/ | "ExternalBonusHealthRegen_postfix": "/秒", | ||
"ExternalBonusHealthRegen_prefix": "{s:sign}", | "ExternalBonusHealthRegen_prefix": "{s:sign}", | ||
"ExtraBladeDamage_label": "Extra Damage per Charge", | "ExtraBladeDamage_label": "Extra Damage per Charge", | ||
"ExtraInfo": " | "ExtraDamagePerBounce_label": "Extra Damage per bounce", | ||
"ExtraLargeClip_label": " | "ExtraInfo": "额外信息", | ||
"ExtraLargeClip_label": "Clip Bonus", | |||
"ExtraLargeClip_postfix": "%", | "ExtraLargeClip_postfix": "%", | ||
"ExtraTargetConeAngle_label": " | "ExtraTargetConeAngle_label": "锥形瞄准区域角度", | ||
"FervorDebuffResistance_label": " | "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": " | "FervorMovespeed_label": "移动速度", | ||
"FervorMovespeed_postfix": "m/s", | "FervorMovespeed_postfix": "m/s", | ||
"FervorTechResist_label": " | "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": " | "FireRateAttribute_Desc": "%s1 to any weapon fire rate bonus", | ||
"FireRateAttribute_Desc_0": " | "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": " | "FireRatePerSecondDuration_label": "Fire Rate Duration", | ||
"FireRatePerSecondDuration_postfix": " | "FireRatePerSecondDuration_postfix": "s", | ||
"FireRateScale_label": " | "FireRateScale_label": "Fire Rate Scale", | ||
"FireRateScale_postfix": "%", | "FireRateScale_postfix": "%", | ||
"FireRateScale_prefix": "{s:sign}", | "FireRateScale_prefix": "{s:sign}", | ||
"FireRateSlow_label": " | "FireRateSlow_label": "射速减缓", | ||
"FireRateSlow_postfix": "%", | "FireRateSlow_postfix": "%", | ||
"FireRateWhenShielded_label": "使用护盾时的射速", | |||
"FireRateWhenShielded_label": " | |||
"FireRateWhenShielded_postfix": "%", | "FireRateWhenShielded_postfix": "%", | ||
"FireRateWhenShielded_prefix": "+", | "FireRateWhenShielded_prefix": "+", | ||
"FireRate_postfix": "%", | "FireRate_postfix": "%", | ||
"FlameAuraDPS_label": " | "FlameAuraDPS_label": "DPS", | ||
"FlameAuraDuration_label": " | "FlameAuraDuration_label": "减益持续时间", | ||
"FlameAuraDuration_postfix": " | "FlameAuraDuration_postfix": "s", | ||
"FlameAuraMovementSlow_label": " | "FlameAuraMovementSlow_label": "敌人移动减速", | ||
"FlameAuraMovementSlow_postfix": "%", | "FlameAuraMovementSlow_postfix": "%", | ||
"FlameAuraRadius_label": " | "FlameAuraRadius_label": "轨迹宽度", | ||
"FlameAuraRadius_postfix": " | "FlameAuraRadius_postfix": "m", | ||
"FlameAuraSlowFireRate_label": " | "FlameAuraSlowFireRate_label": "Enemy Fire Rate", | ||
"FlameAuraSlowFireRate_postfix": "%", | "FlameAuraSlowFireRate_postfix": "%", | ||
"FlameDashDebuffDuration_label": " | "FlameDashDebuffDuration_label": "减益持续时间", | ||
"FlameDashDebuffDuration_postfix": " | "FlameDashDebuffDuration_postfix": "s", | ||
"FlameDashDebuff_label": " | "FlameDashDebuff_label": "额外元灵伤害", | ||
"FlameDashDebuff_postfix": "%", | "FlameDashDebuff_postfix": "%", | ||
"FlyingBulletResist_label": " | "FlyingBulletResist_label": "子弹抗性", | ||
"FlyingBulletResist_postfix": "%", | "FlyingBulletResist_postfix": "%", | ||
"FreezeBuildUpTime_label": " | "Force_label": "Blast Force", | ||
"FreezeBuildUpTime_postfix": " | "FreezeBuildUpTime_label": "Freeze buildup time", | ||
"FreezeDuration_label": " | "FreezeBuildUpTime_postfix": "s", | ||
"FreezeDuration_postfix": " | "FreezeDuration_label": "冻结持续时间", | ||
"FriendlyTargetCooldown": " | "FreezeDuration_postfix": "s", | ||
"FriendlyTargetCooldown_label": " | "FriendlyTargetCooldown": "Ally Target Cooldown", | ||
"FriendlyTargetCooldown_postfix": " | "FriendlyTargetCooldown_label": "Friendly Cooldown", | ||
"FriendlyTimeBoost_label": " | "FriendlyTargetCooldown_postfix": "s", | ||
"FullChargeDamage_label": " | "FriendlyTimeBoost_label": "Time acceleration", | ||
"FullChargeDamage_label": "完全充能伤害", | |||
"FullDistance_label": "Max Range:", | "FullDistance_label": "Max Range:", | ||
"FullDistance_postfix": " | "FullDistance_postfix": "m", | ||
"FuseDuration_label": "Fuse Duration", | "FuseDuration_label": "Fuse Duration", | ||
"FuseDuration_postfix": "", | "FuseDuration_postfix": "", | ||
"FuseTime_label": " | "FuseTime_label": "引信时间", | ||
"FuseTime_postfix": " | "FuseTime_postfix": "s", | ||
"GalvanicBuffDuration_label": " | "Fuse_label": "Fuse length", | ||
"GalvanicBuffDuration_postfix": " | "Fuse_postfix": "s", | ||
"GalvanicProcDuration_label": " | "GalvanicBuffDuration_label": "持续时间", | ||
"GalvanicProcDuration_postfix": " | "GalvanicBuffDuration_postfix": "s", | ||
"GameUI_ClientBadServerAddress": " | "GalvanicProcDuration_label": "减速持续时间", | ||
"GameUI_ClientConnectionTimedOut": " | "GalvanicProcDuration_postfix": "s", | ||
"GameUI_ClientConsistencyFail": " | "GameUI_ClientBadServerAddress": "服务器地址错误。\"n", | ||
"GameUI_ClientDifferentMap": " | "GameUI_ClientConnectionTimedOut": "服务器连接超时。\"n", | ||
"GameUI_ClientMissingModel": " | "GameUI_ClientConsistencyFail": "连接中断,模型文件与服务器不一致。\"n", | ||
"GameUI_ClientNoMap": " | "GameUI_ClientDifferentMap": "你的地图与服务器的不符,请更新游戏。\"n", | ||
"GameUI_ClientRetryLimit": " | "GameUI_ClientMissingModel": "无法继续进行连接,模型文件丢失。\"n", | ||
"GameUI_ClientServerShutdown": " | "GameUI_ClientNoMap": "无法加载服务器指定的地图。\"n", | ||
"GameUI_ClientStringTableError": " | "GameUI_ClientRetryLimit": "无法与服务器建立连接。\"n", | ||
"GameUI_ClientUnableToCRCDLL": " | "GameUI_ClientServerShutdown": "服务器正在关闭。\"n", | ||
"GameUI_ClientUnableToCRCMap": " | "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": " | "GameUI_ClientUnableToCRCDLL": "无法计算客户端部分的 DLL 文件校验和。\"n", | ||
"GameUI_Disconnect_BadRelayPassword": " | "GameUI_ClientUnableToCRCMap": "无法计算地图校验。\"n", | ||
"GameUI_Disconnect_BadSpectatorPassword": " | "GameUI_Disconnect_BadClientDeltaTick": "客户端变量记数失序", | ||
"GameUI_Disconnect_BanAdded": " | "GameUI_Disconnect_BadRelayPassword": "中继密码错误", | ||
"GameUI_Disconnect_ConnectionClosing": " | "GameUI_Disconnect_BadSpectatorPassword": "观众密码错误", | ||
"GameUI_Disconnect_ConnectionLost": " | "GameUI_Disconnect_BanAdded": "被加入封禁名单", | ||
"GameUI_Disconnect_ConnectionOverflow": " | "GameUI_Disconnect_ConnectionClosing": "正在关闭连接", | ||
"GameUI_Disconnect_ConnectionTimedout": " | "GameUI_Disconnect_ConnectionLost": "已丢失连接", | ||
"GameUI_Disconnect_DeltaEntMessage": " | "GameUI_Disconnect_ConnectionOverflow": "溢出错误", | ||
"GameUI_Disconnect_DifferentClassTables": " | "GameUI_Disconnect_ConnectionTimedout": "无法与游戏服务器建立连接。", | ||
"GameUI_Disconnect_DisconnectByServer": " | "GameUI_Disconnect_DeltaEntMessage": "写入变量实体信息时出错", | ||
"GameUI_Disconnect_DisconnectByUser": " | "GameUI_Disconnect_DifferentClassTables": "服务器端使用不同的类表", | ||
"GameUI_Disconnect_Disconnected": " | "GameUI_Disconnect_DisconnectByServer": "服务器断开连接", | ||
"GameUI_Disconnect_HLTVDirect": " | "GameUI_Disconnect_DisconnectByUser": "用户断开连接", | ||
"GameUI_Disconnect_HLTVRestricted": "SourceTV | "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": " | "GameUI_Disconnect_HLTVUnavailable": "没有可用的 SourceTV 中继", | ||
"GameUI_Disconnect_InternalError": " | "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": " | "GameUI_Disconnect_KickBanAdded": "被踢出并被封禁", | ||
"GameUI_Disconnect_Kicked": " | "GameUI_Disconnect_Kicked": "被服务器管理员踢出", | ||
"GameUI_Disconnect_LeavingSplit": " | "GameUI_Disconnect_LeavingSplit": "离开分屏", | ||
"GameUI_Disconnect_LocalProblem_HostedServerPrimaryRelay": " | "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": " | "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": " | "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": " | "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": " | "GameUI_Disconnect_NoMoreSplits": "没有更多的分屏位置", | ||
"GameUI_Disconnect_NoSpectators": " | "GameUI_Disconnect_NoSpectators": "该比赛不允许观战", | ||
"GameUI_Disconnect_PureServer_ClientExtra": " | "GameUI_Disconnect_PureServer_ClientExtra": "纯服务器:客户端加载了额外文件", | ||
"GameUI_Disconnect_PureServer_Mismatch": " | "GameUI_Disconnect_PureServer_Mismatch": "纯服务器:客户端文件与服务器不匹配", | ||
"GameUI_Disconnect_RejectedByGame": " | "GameUI_Disconnect_RejectedByGame": "连接被游戏拒绝", | ||
"GameUI_Disconnect_ReliableChannelOverflow": " | "GameUI_Disconnect_ReliableChannelOverflow": "可用通道溢出", | ||
"GameUI_Disconnect_ReliableOverflow": " | "GameUI_Disconnect_ReliableOverflow": "可用缓冲溢出错误", | ||
"GameUI_Disconnect_RemoteProblem_BadCert": " | "GameUI_Disconnect_RemoteProblem_BadCert": "远程主机的证书不能满足验证。", | ||
"GameUI_Disconnect_RemoteProblem_BadCrypt": " | "GameUI_Disconnect_RemoteProblem_BadCrypt": "远程主机的证书、密钥或签名存在问题。", | ||
"GameUI_Disconnect_RemoteProblem_Other": " | "GameUI_Disconnect_RemoteProblem_Other": "与远程主机的通讯遇到问题。", | ||
"GameUI_Disconnect_RemoteProblem_Timeout": " | "GameUI_Disconnect_RemoteProblem_Timeout": "我们已停止从远程主机接收通讯。", | ||
"GameUI_Disconnect_RemoteProblem_TimeoutConnecting": " | "GameUI_Disconnect_RemoteProblem_TimeoutConnecting": "已数次尝试连接,但服务器没有响应。", | ||
"GameUI_Disconnect_ReplayIncompatible": " | "GameUI_Disconnect_ReplayIncompatible": "回放不兼容。", | ||
"GameUI_Disconnect_Server": " | "GameUI_Disconnect_Server": "服务器断开连接", | ||
"GameUI_Disconnect_ServerIncompatible": " | "GameUI_Disconnect_ServerIncompatible": "服务器版本不兼容。", | ||
"GameUI_Disconnect_ServerInfoOverflow": " | "GameUI_Disconnect_ServerInfoOverflow": "信息数据溢出", | ||
"GameUI_Disconnect_ServerShutdown": " | "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": " | "GameUI_Disconnect_SnapshotError": "发送快照错误", | ||
"GameUI_Disconnect_SnapshotOverflow": " | "GameUI_Disconnect_SnapshotOverflow": "可用快照溢出错误", | ||
"GameUI_Disconnect_SoundsMessage": " | "GameUI_Disconnect_SoundsMessage": "写入游戏音效信息时出错", | ||
"GameUI_Disconnect_SteamDeny_BadAntiCheat": " | "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": " | "GameUI_Disconnect_SteamDeny_Misc": "从游戏服务器断开连接。Steam 杂项不兼容。", | ||
"GameUI_Disconnect_SteamDropped": " | "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 | "GameUI_Disconnect_SteamIDBanned": "STEAM 用户 ID 被封禁", | ||
"GameUI_Disconnect_SteamIDInUse": "STEAM | "GameUI_Disconnect_SteamIDInUse": "STEAM 用户 ID 在这个服务器中已被使用", | ||
"GameUI_Disconnect_SteamInUse": " | "GameUI_Disconnect_SteamInUse": "此 Steam 帐户正在另一个位置使用", | ||
"GameUI_Disconnect_SteamLogon": " | "GameUI_Disconnect_SteamLogon": "Steam 未登录", | ||
"GameUI_Disconnect_SteamOwnership": " | "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": " | "GameUI_Disconnect_SteamTicket": "无效的 STEAM 用户 ID 标签", | ||
"GameUI_Disconnect_SteamTimeOut": " | "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": " | "GameUI_Disconnect_SteamVAC": "被 VAC 从安全服务器中封禁", | ||
"GameUI_Disconnect_StringTableMessage": " | "GameUI_Disconnect_StringTableMessage": "写入字符串表更新信息时出错", | ||
"GameUI_Disconnect_TempEntMessage": " | "GameUI_Disconnect_TempEntMessage": "写入临时实体信息时出错", | ||
"GameUI_Disconnect_TickMessage": " | "GameUI_Disconnect_TickMessage": "写入记数信息时出错", | ||
"GameUI_Disconnect_TimedOut": " | "GameUI_Disconnect_TimedOut": "与远程主机的通讯受到干扰", | ||
"GameUI_Disconnect_Unusual": " | "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": " | "GameUI_Disconnect_User": "用户断开连接", | ||
"GameUI_Disconnect_UserCmd": " | "GameUI_Disconnect_UserCmd": "解析用户指令错误", | ||
"GameUI_Disconnected": " | "GameUI_Disconnected": "服务器断开连接", | ||
"GameUI_ServerAuthDisabled": " | "GameUI_ServerAuthDisabled": "验证已禁用。\"n", | ||
"GameUI_ServerCDKeyAuthInvalid": " | "GameUI_ServerCDKeyAuthInvalid": "序列号验证对于互联网服务器无效。\"n", | ||
"GameUI_ServerCDKeyInUse": " | "GameUI_ServerCDKeyInUse": "序列号已被使用。\"n", | ||
"GameUI_ServerChallengeIncorrect": " | "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": " | "GameUI_ServerConnectOutOfDate": "服务器尚未更新到最新版本。\"n", | ||
"GameUI_ServerInsecure": " | "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": " | "GameUI_ServerInvalidCDKey": "无效的序列号。\"n", | ||
"GameUI_ServerNoLobby": " | "GameUI_ServerNoLobby": "服务器无法定位游戏会话。\"n", | ||
"GameUI_ServerRejectBadChallenge": " | "GameUI_ServerRejectBadChallenge": "错误的挑战。\"n", | ||
"GameUI_ServerRejectBadPassword": " | "GameUI_ServerRejectBadPassword": "密码错误。\"n", | ||
"GameUI_ServerRejectBadSteamKey": " | "GameUI_ServerRejectBadSteamKey": "无效的 Steam 序列号长度\"n", | ||
"GameUI_ServerRejectBanned": " | "GameUI_ServerRejectBanned": "你已被此服务器封禁。\"n", | ||
"GameUI_ServerRejectFailedChannel": " | "GameUI_ServerRejectFailedChannel": "创建网络频道失败。\"n", | ||
"GameUI_ServerRejectGS": " | "GameUI_ServerRejectGS": "GSCreateLocalUser 失败\"n", | ||
"GameUI_ServerRejectInvalidCertLen": " | "GameUI_ServerRejectInvalidCertLen": "无效的验证证书长度。\"n", | ||
"GameUI_ServerRejectInvalidConnection": " | "GameUI_ServerRejectInvalidConnection": "无效的连接。\"n", | ||
"GameUI_ServerRejectInvalidSteamCertLen": " | "GameUI_ServerRejectInvalidSteamCertLen": "STEAM 证书长度错误!\"n", | ||
"GameUI_ServerRejectLANRestrict": " | "GameUI_ServerRejectLANRestrict": "本地服务器仅限于本地客户端(C 类)。\"n", | ||
"GameUI_ServerRejectNewProtocol": " | "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": " | "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": " | "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": " | "GameUI_ServerRejectServerFull": "服务器已满。\"n", | ||
"GameUI_ServerRejectSteam": " | "GameUI_ServerRejectSteam": "STEAM 验证被拒\"n", | ||
"GameUI_ServerRequireSteams": " | "GameUI_ServerRequireSteams": "服务器要求你运行 Steam。\"n", | ||
"GooDuration_label": " | "GooDuration_label": "黏液污渍持续时间", | ||
"GooDuration_postfix": " | "GooDuration_postfix": "s", | ||
"GooSlowPercent_label": " | "GooSlowPercent_label": "Puddle Slow Percent", | ||
"GooSlowPercent_postfix": "%", | "GooSlowPercent_postfix": "%", | ||
"GrabExtraTargetRange_label": " | "GrabExtraTargetRange_label": "Extra Target Range", | ||
"GrabExtraTargetRange_postfix": " | "GrabExtraTargetRange_postfix": "m", | ||
"GrenadeDamage_label": " | "GrabRange_label": "Grab Range", | ||
"GrenadeExplosionRadius_label": " | "GrabRange_postfix": "m", | ||
"GrenadeExplosionRadius_postfix": " | "GrenadeDamage_label": "爆炸伤害", | ||
"GrenadesInVolley_label": " | "GrenadeExplosionRadius_label": "Explosion Radius", | ||
"GrenadesPerSecond_label": " | "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", | ||
" | "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": " | "HeadShotBonusDamage_label": "爆头额外伤害", | ||
"HeadShotBonusDamage_prefix": "{s:sign}", | "HeadShotBonusDamage_prefix": "{s:sign}", | ||
"HeadShotCooldown_label": " | "HeadShotCooldown_label": "冷却时间", | ||
"HeadShotCooldown_postfix": " | "HeadShotCooldown_postfix": "s", | ||
"HeadShotDebuffDuration_label": " | "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": " | "HeadshotBonus_label": "爆头伤害", | ||
"HeadshotBonus_postfix": "%", | "HeadshotBonus_postfix": "%", | ||
"HeadshotBonus_prefix": "+", | "HeadshotBonus_prefix": "+", | ||
"HealAmount_label": " | "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": " | "HealAmpReceivePenaltyPercent_label": "治疗降幅", | ||
"HealAmpReceivePenaltyPercent_postfix": "%", | "HealAmpReceivePenaltyPercent_postfix": "%", | ||
"HealAmpReceivePercent_label": " | "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": " | "HealFixedHealth_label": "击中英雄时获得的治疗", | ||
"HealFriendRadius_label": " | "HealFriendRadius_label": "友军治疗半径", | ||
"HealFriendRadius_postfix": " | "HealFriendRadius_postfix": "m", | ||
"HealFromHero_label": " | "HealFromHero_label": "来自英雄的治疗", | ||
"HealFromNPC_label": " | "HealFromNPC_label": "来自 NPC 的治疗", | ||
"HealInterval_label": " | "HealInterval_label": "治疗间隔", | ||
"HealInterval_postfix": " | "HealInterval_postfix": "s", | ||
"HealMaxHealthPercent_label": " | "HealMaxHealthPercent_label": "恢复的最大生命值", | ||
"HealMaxHealthPercent_postfix": "%/s", | "HealMaxHealthPercent_postfix": "%/s", | ||
"HealMaxHealth_label": " | "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": " | "HealOnKill_label": "击杀英雄时获得的治疗", | ||
"HealPctVsHeroes_label": " | "HealOnlevelHealAmount_label": "治疗量", | ||
"HealPctVsHeroes_label": "来自英雄的治疗", | |||
"HealPctVsHeroes_postfix": "%", | "HealPctVsHeroes_postfix": "%", | ||
"HealPctVsNonHeroes_label": " | "HealPctVsNonHeroes_label": "来自非英雄的治疗", | ||
"HealPctVsNonHeroes_postfix": "%", | "HealPctVsNonHeroes_postfix": "%", | ||
"HealPerStack_label": " | "HealPerStack_label": "每层叠加治疗量", | ||
"HealPercentAmount_label": " | "HealPercentAmount_label": "治疗量", | ||
"HealPercentAmount_postfix": "%", | "HealPercentAmount_postfix": "%", | ||
"HealPercentPerHeadshot_label": " | "HealPercentPerHeadshot_label": "每次爆头治疗量", | ||
"HealPercentPerHeadshot_postfix": "%", | "HealPercentPerHeadshot_postfix": "%", | ||
"HealRadius_label": " | "HealRadius_label": "治疗半径", | ||
"HealRadius_postfix": " | "HealRadius_postfix": "m", | ||
"HealRate_label": " | "HealRate_label": "Heal Rate", | ||
"HealRate_postfix": "/ | "HealRate_postfix": "/秒", | ||
"HealingFactor_label": " | "HealingFactor_label": "来自英雄的治疗", | ||
"HealingFactor_postfix": "%", | "HealingFactor_postfix": "%", | ||
"HealingPerSecond_label": " | "HealingPerSecond_label": "恢复的生命值", | ||
"HealingPerSecond_postfix": "/s", | "HealingPerSecond_postfix": "/s", | ||
"HealingPercent_label": " | "HealingPercent_label": "治疗百分比", | ||
"HealingPercent_postfix": "%", | "HealingPercent_postfix": "%", | ||
"HealthAttribute_Desc": " | "HealthAttribute_Desc": "%s1 to any health and health regen bonuses", | ||
"HealthAttribute_Desc_0": " | "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": " | "HealthDrainedPerSecond_postfix": "每秒", | ||
"HealthPercent_label": " | "HealthPercent_label": "生命值百分比", | ||
"HealthPercent_postfix": "%", | "HealthPercent_postfix": "%", | ||
"HealthRegenPerTrooper_label": " | "HealthRegenPerTrooper_label": "生命值恢复", | ||
"HealthRegenPerTrooper_postfix": " | "HealthRegenPerTrooper_postfix": "每附近的步兵", | ||
"HealthRegenPerTrooper_prefix": "+", | "HealthRegenPerTrooper_prefix": "+", | ||
"HealthRegen_label": " | "HealthRegen_label": "生命值恢复", | ||
"HealthRegen_prefix": "{s:sign}", | "HealthRegen_prefix": "{s:sign}", | ||
"HealthStealPctHero_label": " | "HealthStealPctHero_label": "英雄吸血", | ||
"HealthStealPctHero_postfix": "%", | "HealthStealPctHero_postfix": "%", | ||
"HealthStealPct_label": " | "HealthStealPct_label": "非英雄吸血", | ||
"HealthStealPct_postfix": "%", | "HealthStealPct_postfix": "%", | ||
"HealthSteal_label": " | "HealthSteal_label": "每发子弹偷取的最大生命值", | ||
"HealthSwapBuffDuration_label": " | "HealthSwapBuffDuration_label": "加成持续时间", | ||
"HealthSwapBuffDuration_postfix": " | "HealthSwapBuffDuration_postfix": "s", | ||
"HealthToDamage_label": " | "HealthToDamage_label": "生命值转伤害", | ||
"Health_label": "生命值", | "Health_label": "生命值", | ||
" | "HeatDPS_label": "Heat Powered DPS", | ||
" | "HeatDamage_label": "Heat Powered Damage", | ||
"HeroProcChance_label": " | "HeroProcChance_label": "英雄触发几率", | ||
"HeroProcChance_postfix": "%", | "HeroProcChance_postfix": "%", | ||
"HeroTestActionText": " | "HeroTestActionText": "选择英雄进行测试", | ||
"HeroTestPageTitle": "英雄沙盒", | "HeroTestPageTitle": "英雄沙盒", | ||
"HeroTesting_AllPerks": " | "HeroTesting_AllPerks": "所有技能满级", | ||
"HeroTesting_ChangeHero": " | "HeroTesting_ChangeHero": "更换英雄", | ||
"HeroTesting_ChangeTeam": " | "HeroTesting_ChangeTeam": "更换队伍", | ||
"HeroTesting_ClearFollow": " | "HeroTesting_ClearFollow": "取消关连", | ||
"HeroTesting_FastStamina": " | "HeroTesting_FastStamina": "耐力速回", | ||
"HeroTesting_FullHealth": " | "HeroTesting_FullHealth": "完整生命值", | ||
"HeroTesting_GameRules": " | "HeroTesting_GameRules": "游戏规则", | ||
"HeroTesting_HalfHealth": " | "HeroTesting_HalfHealth": "一半生命值", | ||
"HeroTesting_HeroControl": "英雄控制", | "HeroTesting_HeroControl": "英雄控制", | ||
"HeroTesting_HeroToSpawn": " | "HeroTesting_HeroToSpawn": "要重生的英雄:", | ||
"HeroTesting_HeroTools": " | "HeroTesting_HeroTools": "英雄工具", | ||
"HeroTesting_HoldAlt": "按住 | "HeroTesting_HoldAlt": "按住 {s:show_scoreboard}", | ||
"HeroTesting_KillHero": " | "HeroTesting_KillHero": "击杀英雄", | ||
"HeroTesting_LaneChallenge": " | "HeroTesting_LaneChallenge": "分路挑战", | ||
"HeroTesting_LastHits": " | "HeroTesting_LastHits": "正补数:{i:lastHits}", | ||
"HeroTesting_LevelUp": " | "HeroTesting_LevelUp": "升级", | ||
"HeroTesting_MakeMimic": " | "HeroTesting_MakeMimic": "模仿玩家", | ||
"HeroTesting_MakePuppet": " | "HeroTesting_MakePuppet": "作为傀儡", | ||
"HeroTesting_MaxLevel": " | "HeroTesting_MaxLevel": "最高等级", | ||
"HeroTesting_NoCooldown": " | "HeroTesting_NoCooldown": "无冷却时间", | ||
"HeroTesting_NoDeath": " | "HeroTesting_NoDeath": "不会死", | ||
"HeroTesting_OrbsDenied": " | "HeroTesting_OrbsDenied": "反补的光球:{i:orbsDenied}", | ||
"HeroTesting_OrbsSecured": " | "HeroTesting_OrbsSecured": "稳获的光球:{i:orbsSecured}", | ||
"HeroTesting_RemoveBots": " | "HeroTesting_RemoveBots": "移除机器人", | ||
"HeroTesting_ResetHero": " | "HeroTesting_ResetHero": "重置英雄", | ||
"HeroTesting_SpawnCamp": " | "HeroTesting_SpawnCamp": "重生中立生物", | ||
"HeroTesting_SpawnEnemy": " | "HeroTesting_SpawnEnemy": "+ 作为敌方", | ||
"HeroTesting_SpawnFriendly": " | "HeroTesting_SpawnFriendly": "+ 作为友方", | ||
"HeroTesting_SpeedDown": " | "HeroTesting_SpeedDown": "速度-", | ||
"HeroTesting_SpeedNormal": " | "HeroTesting_SpeedNormal": "速度=", | ||
"HeroTesting_SpeedUp": " | "HeroTesting_SpeedUp": "速度+", | ||
"HeroTesting_TakeControl": " | "HeroTesting_TakeControl": "获取控制", | ||
"HeroTesting_TestTools": " | "HeroTesting_TestTools": "测试工具", | ||
"HeroTesting_UnlimitedAmmo": " | "HeroTesting_UnlimitedAmmo": "无需装填弹药", | ||
"HeroTesting_UnlockFlex": " | "HeroTesting_UnlockFlex": "灵活槽位", | ||
"HeroTraining_Continue_Button": " | "HeroTraining_Continue_Button": "继续训练", | ||
"HeroTraining_Intro_Desc": " | "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": " | "HeroTraining_Intro_Title": "欢迎来到\u003Cb\u003E英雄训练\u003C/b\u003E", | ||
"HeroTraining_Outro_Button": " | "HeroTraining_Outro_Button": "完成", | ||
"HeroTraining_Outro_Desc": " | "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\ | "HeroTraining_Outro_Title": "\u003Cb\u003E英雄训练\u003C/b\u003E已完成", | ||
"HeroesPageActionText": " | "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": " | "HitsToRelease_Label": "Hits to Release", | ||
"HoldInPlaceDuration_postfix": " | "HobbledMovementSlow_Label": "移动减速", | ||
"IceBeamBuildupProcDuration_label": " | "HobbledMovementSlow_postfix": "%", | ||
"IceBeamBuildupProcDuration_postfix": " | "HoldInPlaceDuration_label": "离地持续时间", | ||
"IcePathAuraDuration_label": " | "HoldInPlaceDuration_postfix": "s", | ||
"IcePathAuraDuration_postfix": " | "HotDPS_label": "Hot DPS", | ||
"IcePathShardRadius_label": " | "IceBeamBuildupProcDuration_label": "减缓持续时间", | ||
"IcePathShardRadius_postfix": " | "IceBeamBuildupProcDuration_postfix": "s", | ||
"ImbuedBonusDuration_label": " | "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": " | "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": " | "ImbuedTechPower_label": "已加强技能元灵力量", | ||
"ImbuedTechPower_prefix": "{s:sign}", | "ImbuedTechPower_prefix": "{s:sign}", | ||
"ImbuedTechRadiusMultiplier_label": " | "ImbuedTechRadiusMultiplier_label": "Imbued Radius", | ||
"ImbuedTechRadiusMultiplier_postfix": "%", | "ImbuedTechRadiusMultiplier_postfix": "%", | ||
"ImbuedTechRadiusMultiplier_prefix": "{s:sign}", | "ImbuedTechRadiusMultiplier_prefix": "{s:sign}", | ||
"ImbuedTechRangeMultiplier_label": " | "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": " | "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": " | "ImpactDamage_label": "伤害", | ||
"ImpactDuration_label": " | "ImpactDuration_label": "减速持续时间", | ||
"ImpactDuration_postfix": "s", | "ImpactDuration_postfix": "s", | ||
"ImpactMoveSlow_label": " | "ImpactMoveSlow_label": "冲击移动减速", | ||
"ImpactMoveSlow_postfix": "%", | "ImpactMoveSlow_postfix": "%", | ||
"ImpactRadius_label": " | "ImpactRadius_label": "影响半径", | ||
"ImpactRadius_postfix": " | "ImpactRadius_postfix": "m", | ||
"ImpactSlowDuration_label": " | "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": " | "InactiveRadius_label": "失效半径", | ||
"InactiveRadius_postfix": " | "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": " | "InitialDamage_label": "初始伤害", | ||
"InitialFireRateDecrease_label": " | "InitialFireRateDecrease_label": "Initial Fire Rate", | ||
"InitialFireRateDecrease_postfix": "%", | "InitialFireRateDecrease_postfix": "%", | ||
"InitialFireRateDecrease_prefix": "-", | "InitialFireRateDecrease_prefix": "-", | ||
"InitialRadius_label": " | "InitialRadius_label": "初始半径", | ||
"InitialRadius_postfix": " | "InitialRadius_postfix": "m", | ||
"InteruptCooldown_label": "Interrupt Cooldown", | "InteruptCooldown_label": "Interrupt Cooldown", | ||
"InteruptCooldown_postfix": "", | "InteruptCooldown_postfix": "", | ||
"InvisDuration_label": " | "InvisDuration_label": "隐身持续时间", | ||
"InvisDuration_postfix": " | "InvisDuration_postfix": "s", | ||
"InvisFadeToDuration_label": " | "InvisFadeToDuration_label": "淡出时间", | ||
"InvisFadeToDuration_postfix": " | "InvisFadeToDuration_postfix": "s", | ||
"InvisMoveSpeedMod_label": " | "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 | "InvisReapplyDelay_Label": "Delay before fading", | ||
"ItemHistory_Action_AddItemToSocket_Remove": " | "InvisRegen_Label": "Invis Max Health Regen", | ||
"ItemHistory_Action_AddSocketToItem_Remove": " | "InvisRegen_postfix": "%", | ||
"ItemHistory_Action_AddSocket_Remove": " | "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": " | "ItemHistory_Action_AssassinMinigameDrop": "参与绝杀刺客活动获得", | ||
"ItemHistory_Action_AutoGrantItem": " | "ItemHistory_Action_AutoGrantItem": "正常获取", | ||
"ItemHistory_Action_AutographRemove": " | "ItemHistory_Action_AutographRemove": "已用于签名物品", | ||
"ItemHistory_Action_AwardAchievement": " | "ItemHistory_Action_AwardAchievement": "解锁成就时获得", | ||
"ItemHistory_Action_AwardGift_Giver": " | "ItemHistory_Action_AwardGift_Giver": "已作为礼物发送", | ||
"ItemHistory_Action_AwardGift_Receiver": " | "ItemHistory_Action_AwardGift_Receiver": "收到的礼物", | ||
"ItemHistory_Action_AwardStorePromotionItem": " | "ItemHistory_Action_AwardStorePromotionItem": "从商城购买", | ||
"ItemHistory_Action_AwardThirdPartyPromo": " | "ItemHistory_Action_AwardThirdPartyPromo": "获得的促销物品", | ||
"ItemHistory_Action_AwardTime": " | "ItemHistory_Action_AwardTime": "被找到", | ||
"ItemHistory_Action_AwardXP": " | "ItemHistory_Action_AwardXP": "因升级而奖励", | ||
"ItemHistory_Action_Banned": " | "ItemHistory_Action_Banned": "被封禁", | ||
"ItemHistory_Action_CDKeyGrant": " | "ItemHistory_Action_CDKeyGrant": "通过输入产品代码而获得", | ||
"ItemHistory_Action_CDKeyRevoke": " | "ItemHistory_Action_CDKeyRevoke": "游戏序列号被撤销", | ||
"ItemHistory_Action_CafeOrSchoolItem_Remove": " | "ItemHistory_Action_CafeOrSchoolItem_Remove": "移除网吧或学校物品", | ||
"ItemHistory_Action_CitadelDevItemRevoked": " | "ItemHistory_Action_CitadelDevItemRevoked": "物品已撤销", | ||
"ItemHistory_Action_CollectItem_CollectedItem": " | "ItemHistory_Action_CollectItem_CollectedItem": "添加至合集", | ||
"ItemHistory_Action_CollectItem_RemoveCollection": " | "ItemHistory_Action_CollectItem_RemoveCollection": "移除了旧合集物品", | ||
"ItemHistory_Action_ConsumeItem_Complete_ToolRemove": " | "ItemHistory_Action_ConsumeItem_Complete_ToolRemove": "已用于完成图纸", | ||
"ItemHistory_Action_ConsumeItem_Consume_InputRemove": " | "ItemHistory_Action_ConsumeItem_Consume_InputRemove": "已用于图纸配件", | ||
"ItemHistory_Action_ConsumeItem_Consume_ToolRemove": " | "ItemHistory_Action_ConsumeItem_Consume_ToolRemove": "已用于图纸配件", | ||
"ItemHistory_Action_CraftDestroy": " | "ItemHistory_Action_CraftDestroy": "已在重铸时使用", | ||
"ItemHistory_Action_CreatedByManualItemRecreateOperation": " | "ItemHistory_Action_CreatedByManualItemRecreateOperation": "由 Steam 客服创建", | ||
"ItemHistory_Action_CrossGameAchievement": " | "ItemHistory_Action_CrossGameAchievement": "因在另一个游戏中解锁成就而获得", | ||
"ItemHistory_Action_CustomizeItemTexture_Remove": " | "ItemHistory_Action_CustomizeItemTexture_Remove": "自定义了贴图", | ||
"ItemHistory_Action_Delete": " | "ItemHistory_Action_Delete": "被本人删除", | ||
"ItemHistory_Action_DiretideReward": " | "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": " | "ItemHistory_Action_EarnedItem": "正常获得", | ||
"ItemHistory_Action_EconSetUnowned": " | "ItemHistory_Action_EconSetUnowned": "被交易", | ||
"ItemHistory_Action_EventPointLevel": " | "ItemHistory_Action_EventPointLevel": "获得互动指南奖励", | ||
"ItemHistory_Action_EventPointPurchase": " | "ItemHistory_Action_EventPointPurchase": "使用积分购买", | ||
"ItemHistory_Action_EventWon": " | "ItemHistory_Action_EventWon": "在活动中赢得", | ||
"ItemHistory_Action_Expired": " | "ItemHistory_Action_Expired": "已过期", | ||
"ItemHistory_Action_ExtractGem_Remove": " | "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": " | "ItemHistory_Action_GSCreate": "由玩过的游戏服务器授予", | ||
"ItemHistory_Action_GauntletAbandoned": " | "ItemHistory_Action_GauntletAbandoned": "退出试炼场", | ||
"ItemHistory_Action_GauntletEntryFee": " | "ItemHistory_Action_GauntletEntryFee": "试炼场入场费", | ||
"ItemHistory_Action_GauntletReward": " | "ItemHistory_Action_GauntletReward": "试炼场奖励", | ||
"ItemHistory_Action_GenericAdd": " | "ItemHistory_Action_GenericAdd": "获得", | ||
"ItemHistory_Action_GenericRemove": " | "ItemHistory_Action_GenericRemove": "已移除或修改", | ||
"ItemHistory_Action_GiftDelivery_Add": " | "ItemHistory_Action_GiftDelivery_Add": "获得一份礼物", | ||
"ItemHistory_Action_GiftDelivery_Add_WithPartner": " | "ItemHistory_Action_GiftDelivery_Add_WithPartner": "从 %partner% 处获得一份礼物", | ||
"ItemHistory_Action_GiftDelivery_Remove": " | "ItemHistory_Action_GiftDelivery_Remove": "已作为礼物发送", | ||
"ItemHistory_Action_GiftDelivery_Remove_WithPartner": " | "ItemHistory_Action_GiftDelivery_Remove_WithPartner": "礼物已发送至 %partner%", | ||
"ItemHistory_Action_GiftUnwrap_Remove": " | "ItemHistory_Action_GiftUnwrap_Remove": "已打开", | ||
"ItemHistory_Action_GiftWrap_Remove": " | "ItemHistory_Action_GiftWrap_Remove": "包装成了礼物", | ||
"ItemHistory_Action_InitialAccountGrant": " | "ItemHistory_Action_InitialAccountGrant": "创建帐户时授予", | ||
"ItemHistory_Action_ItemConsume": " | "ItemHistory_Action_ItemConsume": "被消耗", | ||
"ItemHistory_Action_ItemGiftMessageRefurbish_Remove": " | "ItemHistory_Action_ItemGiftMessageRefurbish_Remove": "移除了礼物赠言", | ||
"ItemHistory_Action_ItemGifterAccountIdRefurbish_Remove": " | "ItemHistory_Action_ItemGifterAccountIdRefurbish_Remove": "移除了赠送者信息", | ||
"ItemHistory_Action_ItemRedemption_Remove": " | "ItemHistory_Action_ItemRedemption_Remove": "已兑换", | ||
"ItemHistory_Action_ItemTraded_Remove": "被交易", | "ItemHistory_Action_ItemTraded_Remove": "被交易", | ||
"ItemHistory_Action_LimitExceeded": " | "ItemHistory_Action_LimitExceeded": "因背包限制而销毁", | ||
"ItemHistory_Action_LimitedDraft": " | "ItemHistory_Action_LimitedDraft": "卡牌被抽取", | ||
"ItemHistory_Action_ManualCreate": " | "ItemHistory_Action_ManualCreate": "由 Steam 客服创建", | ||
"ItemHistory_Action_ManualItemConvertOperation_OldItem": " | "ItemHistory_Action_ManualItemConvertOperation_OldItem": "被转化", | ||
"ItemHistory_Action_MarketBuyback_Remove": " | "ItemHistory_Action_MarketBuyback_Remove": "因市场买活而移除", | ||
"ItemHistory_Action_Market_Add": " | "ItemHistory_Action_Market_Add": "接收自 Steam 社区市场", | ||
"ItemHistory_Action_Market_Remove": " | "ItemHistory_Action_Market_Remove": "曾在 Steam 社区市场上架", | ||
"ItemHistory_Action_NameChanged_Remove": " | "ItemHistory_Action_NameChanged_Remove": "更改了名称", | ||
"ItemHistory_Action_NewYearsOffering": " | "ItemHistory_Action_NewYearsOffering": "已用于轮回", | ||
"ItemHistory_Action_PackOpenedNewItem": " | "ItemHistory_Action_PackOpenedNewItem": "从打开的卡包中获取", | ||
"ItemHistory_Action_PackOpenedRemoved": " | "ItemHistory_Action_PackOpenedRemoved": "卡包已打开", | ||
"ItemHistory_Action_PackageItem": " | "ItemHistory_Action_PackageItem": "获得一个促销物品", | ||
"ItemHistory_Action_PackageItem_Revoked": " | "ItemHistory_Action_PackageItem_Revoked": "被撤销", | ||
"ItemHistory_Action_PaintItem_Remove": " | "ItemHistory_Action_PaintItem_Remove": "被用于上色", | ||
"ItemHistory_Action_PennantUpgradeApply_Remove": " | "ItemHistory_Action_PennantUpgradeApply_Remove": "已用于升级锦旗", | ||
"ItemHistory_Action_PerfectWorldPromo": " | "ItemHistory_Action_PerfectWorldPromo": "获得促销物品", | ||
"ItemHistory_Action_PhantomManualItemCreation": " | "ItemHistory_Action_PhantomManualItemCreation": "幻影物品创建", | ||
"ItemHistory_Action_PlayerCardDust": " | "ItemHistory_Action_PlayerCardDust": "已融合为一件物品", | ||
"ItemHistory_Action_PlayerCardPackFromDust": " | "ItemHistory_Action_PlayerCardPackFromDust": "碎卡已换回卡包", | ||
"ItemHistory_Action_Purchase": " | "ItemHistory_Action_Purchase": "从商城购买", | ||
"ItemHistory_Action_Purgatory_ExpiredAndAutoFinalized_Remove": " | "ItemHistory_Action_Purgatory_ExpiredAndAutoFinalized_Remove": "购买已完成", | ||
"ItemHistory_Action_Purgatory_Finalize_Remove": " | "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": " | "ItemHistory_Action_RecycleDestroyed": "因轮回而销毁", | ||
"ItemHistory_Action_RemoveItemCraftIndex_Remove": " | "ItemHistory_Action_RemoveItemCraftIndex_Remove": "因移除制作编号而被移除", | ||
"ItemHistory_Action_RemoveItemKillStreak_Remove": " | "ItemHistory_Action_RemoveItemKillStreak_Remove": "因移除连杀属性而被移除", | ||
"ItemHistory_Action_RemoveItemMakersMark_Remove": " | "ItemHistory_Action_RemoveItemMakersMark_Remove": "移除了重铸者的名称", | ||
"ItemHistory_Action_RemoveItemName_Remove": " | "ItemHistory_Action_RemoveItemName_Remove": "移除了自定义名称", | ||
"ItemHistory_Action_RemoveItemPaint_Remove": " | "ItemHistory_Action_RemoveItemPaint_Remove": "移除了上色", | ||
"ItemHistory_Action_RemoveSocketItem_Remove": " | "ItemHistory_Action_RemoveSocketItem_Remove": "因镶嵌物品而被移除", | ||
"ItemHistory_Action_SeasonalItemGrant": " | "ItemHistory_Action_SeasonalItemGrant": "订阅/活动物品授予", | ||
"ItemHistory_Action_SteamWorkshopContributor": " | "ItemHistory_Action_SteamWorkshopContributor": "因成为 Steam 创意工坊作者而获得", | ||
"ItemHistory_Action_StrangePartApply_Remove": " | "ItemHistory_Action_StrangePartApply_Remove": "在应用奇异效果时被移除", | ||
"ItemHistory_Action_SupportDelete": " | "ItemHistory_Action_SupportDelete": "被 Steam 客服删除", | ||
"ItemHistory_Action_SupportDeletedByUndo": " | "ItemHistory_Action_SupportDeletedByUndo": "被 Steam 客服删除", | ||
"ItemHistory_Action_SupportDescribe_Remove": " | "ItemHistory_Action_SupportDescribe_Remove": "由 Steam 客服添加自定义描述", | ||
"ItemHistory_Action_SupportRename_Remove": " | "ItemHistory_Action_SupportRename_Remove": "被 Steam 客服重命名", | ||
"ItemHistory_Action_SupportStrangify_Remove": " | "ItemHistory_Action_SupportStrangify_Remove": "被 Steam 客服转化为奇异物品", | ||
"ItemHistory_Action_TournamentDrop": " | "ItemHistory_Action_TournamentDrop": "观看锦标赛时获得的奖励", | ||
"ItemHistory_Action_TourneyAbandoned": " | "ItemHistory_Action_TourneyAbandoned": "退出锦标赛", | ||
"ItemHistory_Action_TourneyEntryFeePaid": " | "ItemHistory_Action_TourneyEntryFeePaid": "锦标赛报名费", | ||
"ItemHistory_Action_TourneyEntryFeeRefunded_NewItem": " | "ItemHistory_Action_TourneyEntryFeeRefunded_NewItem": "锦标赛报名费已退还", | ||
"ItemHistory_Action_TourneyEntryFeeRefunded_OldItem": " | "ItemHistory_Action_TourneyEntryFeeRefunded_OldItem": "锦标赛报名费已退还", | ||
"ItemHistory_Action_TradeRollback_Remove": " | "ItemHistory_Action_TradeRollback_Remove": "交易被撤销", | ||
"ItemHistory_Action_Traded": " | "ItemHistory_Action_Traded": "被交易", | ||
"ItemHistory_Action_TutorialDrop": " | "ItemHistory_Action_TutorialDrop": "因完成教程而奖励", | ||
"ItemHistory_Action_UnlockCrate_Remove": " | "ItemHistory_Action_UnlockCrate_Remove": "被用于解封珍藏", | ||
"ItemHistory_Action_UnlockStyle_Remove": " | "ItemHistory_Action_UnlockStyle_Remove": "解锁了款式", | ||
"ItemHistory_Action_UnpackItemBundle": " | "ItemHistory_Action_UnpackItemBundle": "已打开", | ||
"ItemHistory_Action_UnpackItems": " | "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": " | "ItemHistory_Action_UpgradeThirdPartyPromo": "第三方促销升级", | ||
"ItemHistory_Action_UseItem": " | "ItemHistory_Action_UseItem": "被使用", | ||
"ItemHistory_Action_UseItem_Rollback_NewItem": " | "ItemHistory_Action_UseItem_Rollback_NewItem": "使用物品失败。该物品已被恢复。", | ||
"ItemHistory_Action_VACBanned_Remove": " | "ItemHistory_Action_VACBanned_Remove": "因 VAC 封禁而被移除", | ||
"ItemHistory_Action_VictoryPredictionReward": " | "ItemHistory_Action_VictoryPredictionReward": "互动指南内成功预测所获奖励", | ||
"ItemHistory_Action_WeddingRing_Remove": " | "ItemHistory_Action_WeddingRing_Remove": "在游戏中使用", | ||
"ItemHistory_Action_WeekendTourneyChampionsCupTicketEarned": " | "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": " | "ItemHistory_ItemIsInInventory": "在库存中", | ||
"ItemHistory_ItemIsSubscription": " | "ItemHistory_ItemIsSubscription": "订阅物品", | ||
"ItemHistory_Transaction_ApplyEssence": " | "ItemHistory_Transaction_ApplyEssence": "向蛋内注入了精华", | ||
"ItemHistory_Transaction_Autographed": " | "ItemHistory_Transaction_Autographed": "已附加签名", | ||
"ItemHistory_Transaction_ConsumeItem_Complete": " | "ItemHistory_Transaction_ConsumeItem_Complete": "图纸已完成", | ||
"ItemHistory_Transaction_Craft": " | "ItemHistory_Transaction_Craft": "被重铸", | ||
"ItemHistory_Transaction_Delete": " | "ItemHistory_Transaction_Delete": "被本人删除", | ||
"ItemHistory_Transaction_OpenPlayerCardPack": " | "ItemHistory_Transaction_OpenPlayerCardPack": "已打开选手卡包", | ||
"ItemHistory_Transaction_PennantUpgrade": " | "ItemHistory_Transaction_PennantUpgrade": "升级锦旗等级", | ||
"ItemHistory_Transaction_PlayerCardRecycle": " | "ItemHistory_Transaction_PlayerCardRecycle": "已轮回为碎卡", | ||
"ItemHistory_Transaction_PurchaseFinalized": " | "ItemHistory_Transaction_PurchaseFinalized": "购买已完成", | ||
"ItemHistory_Transaction_Recycled": " | "ItemHistory_Transaction_Recycled": "已用于轮回", | ||
"ItemHistory_Transaction_RemoveItemCraftIndex": " | "ItemHistory_Transaction_RemoveItemCraftIndex": "制作编号已移除", | ||
"ItemHistory_Transaction_StrangePart": " | "ItemHistory_Transaction_StrangePart": "应用了一个奇异特效", | ||
"ItemHistory_Transaction_SupportUndo": " | "ItemHistory_Transaction_SupportUndo": "Steam 客服撤销了你之前的一个或多个操作", | ||
"ItemHistory_Transaction_UnlockCrate": " | "ItemHistory_Transaction_UnlockCrate": "已解封珍藏", | ||
"ItemInitialCharges_label": " | "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": " | "ItemTypeDesc": "%s1 级 %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": "% | "ItemTypeDescKillEaterAlt": "%s2:%s1\t\t\t\t// Kills: 123", | ||
"ItemTypeDescNoLevel": " | "ItemTypeDescNoLevel": "第 %s1 级\t\t\t\t// s1 is the level number. Example: Level 12", | ||
"Item_Rejuvenator": " | "Item_Rejuvenator": "复生石", | ||
"JumpVelocity_label": " | "JumpVelocity_label": "跳跃速度", | ||
"JumpVelocity_postfix": "m/s", | "JumpVelocity_postfix": "m/s", | ||
"KnockDownRadius_label": "Knockdown Radius", | "KnockDownRadius_label": "Knockdown Radius", | ||
"KnockDownRadius_postfix": " | "KnockDownRadius_postfix": "m", | ||
"LandingDamage_label": " | "LandingDamage_label": "区域伤害", | ||
"LaneTraining_Intro_Button": " | "LaneTraining_Intro_Button": "开始", | ||
"LaneTraining_Intro_Desc": " | "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": " | "LaneTraining_Intro_Targets": "训练目标:", | ||
"LaneTraining_Intro_Title": " | "LaneTraining_Intro_Title": "欢迎来到\u003Cb\u003E分路训练\u003C/b\u003E", | ||
"LaneTraining_Outro_Title": "\u003Cb\ | "LaneTraining_Outro_Title": "\u003Cb\u003E分路训练\u003C/b\u003E已完成", | ||
"LashDamage_label": " | "LashDamage_label": "鞭长可及伤害", | ||
"LashLaunchHeight_label": "Lash | "LashLaunchHeight_label": "Lash Launch Height", | ||
"LashLaunchHeight_postfix": " | "LashLaunchHeight_postfix": "m", | ||
"LashUltimateChargeTime_label": " | "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": " | "LaunchWindowCooldown_label": "冷却时间", | ||
"LaunchWindowCooldown_postfix": " | "LaunchWindowCooldown_postfix": "s", | ||
"LaunchWindowDuration_label": " | "LaunchWindowDuration_label": "发射窗口", | ||
"LaunchWindowDuration_postfix": " | "LaunchWindowDuration_postfix": "s", | ||
"LeaveMatchPrompt_Cancel": " | "LeaveMatchPrompt_Cancel": "留在比赛中", | ||
"LeaveMatchPrompt_Confirm": " | "LeaveMatchPrompt_Confirm": "离开比赛", | ||
"LeaveMatchPrompt_Text": " | "LeaveMatchPrompt_Text": "离开后将无法重新加入。", | ||
"LeaveMatchPrompt_Title": " | "LeaveMatchPrompt_Title": "是否离开这场比赛?", | ||
"LevelUpBaseMeleeDamage": " | "LevelUpBaseMeleeDamage": "近战伤害", | ||
"LevelUpBaseWeaponDamage": " | "LevelUpBaseWeaponDamage": "Bullet Damage", | ||
"LifeDrainHealthMult_label": " | "LifeDrainHealthMult_label": "伤害转换生命", | ||
"LifeDrainHealthMult_postfix": "%", | "LifeDrainHealthMult_postfix": "%", | ||
"LifeDrainPerSecond_label": " | "LifeDrainPerSecond_label": "每秒伤害", | ||
"LifeStealPercent_label": "吸血", | "LifeStealPercent_label": "吸血", | ||
"LifeStealPercent_postfix": "%", | "LifeStealPercent_postfix": "%", | ||
"LifeStealPercent_prefix": "{s:sign}", | "LifeStealPercent_prefix": "{s:sign}", | ||
"LifeThreshold_label": " | "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": " | "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": " | "Lifetime_label": "部署时长", | ||
"Lifetime_postfix": " | "Lifetime_postfix": "s", | ||
"LingerDuration_label": " | "LingerAfterLeavingSmokeDurationPerHeat_label": "Linger Duration", | ||
"LingerDuration_postfix": " | "LingerDuration_label": "Linger Duration", | ||
"LocalBulletArmorReduction_label": " | "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": " | "LockOnTime_postfix": "秒", | ||
"LockedRadius_label": "Chain Length", | "LockedRadius_label": "Chain Length", | ||
"LockedRadius_postfix": " | "LockedRadius_postfix": "m", | ||
"LongRangeBonusWeaponPowerMinRange_label": " | "LongRangeBonusWeaponPowerMinRange_label": "最小距离", | ||
"LongRangeBonusWeaponPowerMinRange_postfix": " | "LongRangeBonusWeaponPowerMinRange_postfix": "m", | ||
"LongRangeBonusWeaponPower_conditional": " | "LongRangeBonusWeaponPower_conditional": "射程外", | ||
"LongRangeBonusWeaponPower_label": " | "LongRangeBonusWeaponPower_label": "武器伤害", | ||
"LongRangeBonusWeaponPower_postfix": "%", | "LongRangeBonusWeaponPower_postfix": "%", | ||
"LongRangeBonusWeaponPower_prefix": "{s:sign}", | "LongRangeBonusWeaponPower_prefix": "{s:sign}", | ||
"LowHealthEnemyDamageBonus_label": " | "LowHealthEnemyDamageBonus_label": "额外伤害", | ||
"LowHealthEnemyThresholdPct_label": " | "LowHealthEnemyThresholdPct_label": "低生命值阈值", | ||
"LowHealthEnemyThresholdPct_postfix": "%", | "LowHealthEnemyThresholdPct_postfix": "%", | ||
"LowHealthTechResist_label": " | "LowHealthTechResist_label": "元灵抗性", | ||
"LowHealthTechResist_prefix": "{s:sign}", | "LowHealthTechResist_prefix": "{s:sign}", | ||
"LowHealthThreshold_label": " | "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": " | "MODIFIER_STATE_ALL_ARMOR_DISABLED": "Armors Disabled", | ||
"MODIFIER_STATE_BLINDED": " | "MODIFIER_STATE_BLINDED": "被致盲", | ||
"MODIFIER_STATE_BULLET_DAMAGE_TAKEN_ALWAYS_CRITS": " | "MODIFIER_STATE_BULLET_DAMAGE_TAKEN_ALWAYS_CRITS": "Crit Vulnerable", | ||
"MODIFIER_STATE_BULLET_INVULNERABLE": " | "MODIFIER_STATE_BULLET_INVULNERABLE": "Bulletproof", | ||
"MODIFIER_STATE_BULLET_SHIELD_WEAKENED": " | "MODIFIER_STATE_BULLET_SHIELD_WEAKENED": "Weakened Bullet Shield", | ||
"MODIFIER_STATE_BURNING": " | "MODIFIER_STATE_BURNING": "Burning", | ||
"MODIFIER_STATE_CHAINED": " | "MODIFIER_STATE_CHAINED": "被禁锢", | ||
"MODIFIER_STATE_DISARMED": " | "MODIFIER_STATE_DISARMED": "被缴械", | ||
"MODIFIER_STATE_DISPLAY_LIFETIME": " | "MODIFIER_STATE_DISPLAY_LIFETIME": "Life Time", | ||
"MODIFIER_STATE_DRONE_ATTACHED": " | "MODIFIER_STATE_DRONE_ATTACHED": "Drone Attached", | ||
"MODIFIER_STATE_INVULNERABLE": " | "MODIFIER_STATE_INVULNERABLE": "无敌", | ||
"MODIFIER_STATE_IS_ASLEEP": " | "MODIFIER_STATE_IS_ASLEEP": "Asleep", | ||
"MODIFIER_STATE_ROOTED": " | "MODIFIER_STATE_ROOTED": "被定身", | ||
"MODIFIER_STATE_SILENCED": " | "MODIFIER_STATE_SILENCED": "被沉默", | ||
"MODIFIER_STATE_SLOWED": " | "MODIFIER_STATE_SLOWED": "Slowed", | ||
"MODIFIER_STATE_STUNNED": " | "MODIFIER_STATE_STUNNED": "被眩晕", | ||
"MODIFIER_STATE_TECH_INVULNERABLE": " | "MODIFIER_STATE_TECH_INVULNERABLE": "元灵无敌", | ||
"MODIFIER_STATE_TOXIC_BULLETS": " | "MODIFIER_STATE_TOXIC_BULLETS": "剧毒", | ||
"MODIFIER_STATE_WEAPON_JAMMED": " | "MODIFIER_STATE_WEAPON_JAMMED": "Weapon Jammed", | ||
"MagicAmp_label": " | "MagicAmp_label": "元灵强化", | ||
"MagicAmp_postfix": "%", | "MagicAmp_postfix": "%", | ||
"MagicBurstDamage_label": " | "MagicBurstDamage_label": "额外伤害", | ||
"MagicCarpetMoveSpeed_label": " | "MagicCarpetMoveSpeed_label": "飞行速度加成", | ||
"MagicCarpetMoveSpeed_postfix": " | "MagicCarpetMoveSpeed_postfix": "m/s", | ||
"MagicCarpetMoveSpeed_prefix": "+", | "MagicCarpetMoveSpeed_prefix": "+", | ||
"MagicCarpetShieldDuration_label": " | "MagicCarpetShieldDuration_label": "护盾持续时间", | ||
"MagicCarpetShieldDuration_postfix": " | "MagicCarpetShieldDuration_postfix": "s", | ||
"MagicDamagePerBullet_label": " | "MagicDamagePerBullet_label": "每发子弹造成的元灵伤害", | ||
"MagicIncreasePerStack_label": " | "MagicIncreasePerStack_label": "每层元灵增幅", | ||
"MagicIncreasePerStack_postfix": "%", | "MagicIncreasePerStack_postfix": "%", | ||
"MagicIncreasePerStack_prefix": "{s:sign}", | "MagicIncreasePerStack_prefix": "{s:sign}", | ||
"MagicResistReduction_label": " | "MagicResistReduction_label": "元灵抗性降低量", | ||
"MagicResistReduction_postfix": "%", | "MagicResistReduction_postfix": "%", | ||
"MagicShockDamage_label": " | "MagicShockDamage_label": "最大生命值额外伤害", | ||
"MagicShockDamage_postfix": "%", | "MagicShockDamage_postfix": "%", | ||
"MaxArmorStacks_label": " | "MaxArmorStacks_label": "最大子弹抗性", | ||
"MaxArmorStacks_postfix": "%", | "MaxArmorStacks_postfix": "%", | ||
"MaxBonusBulletDamage_label": " | "MaxBonusBulletDamage_label": "最大伤害增强", | ||
"MaxBonusBulletDamage_postfix": "%", | "MaxBonusBulletDamage_postfix": "%", | ||
"MaxBonusBulletDamage_prefix": "+", | "MaxBonusBulletDamage_prefix": "+", | ||
"MaxBounces_label": " | "MaxBounces_label": "弹跳次数", | ||
"MaxBulletResist_label": " | "MaxBulletResist_label": "最大子弹抗性", | ||
"MaxBulletResist_postfix": "%", | "MaxBulletResist_postfix": "%", | ||
"MaxChargeDuration_label": " | "MaxChargeDuration_label": "完整充能时间", | ||
"MaxChargeDuration_postfix": " | "MaxChargeDuration_postfix": "s", | ||
"MaxCharges_label": "Max Charges", | "MaxCharges_label": "Max Charges", | ||
"MaxClipBonus_label": " | "MaxClipBonus_label": "Max Clip Bonus", | ||
"MaxDPS_label": " | "MaxDPS_label": "最高 DPS", | ||
"MaxDaggers_label": " | "MaxDaggers_label": "Card Count", | ||
"MaxDistance_label": " | "MaxDistance_label": "最大范围", | ||
"MaxDistance_postfix": " | "MaxDistance_postfix": "m", | ||
"MaxExplosionRadius_label": " | "MaxExplosionRadius_label": "最大爆炸半径", | ||
"MaxExplosionRadius_postfix": " | "MaxExplosionRadius_postfix": "m", | ||
"MaxFireRateIncrease_label": " | "MaxFireRateIncrease_label": "Max Fire Rate", | ||
"MaxFireRateIncrease_postfix": "%", | "MaxFireRateIncrease_postfix": "%", | ||
"MaxFireRateIncrease_prefix": "+", | "MaxFireRateIncrease_prefix": "+", | ||
"MaxFireRateSlowPercent_label": " | "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": " | "MaxHealthRegenPct_label": "最大生命值恢复", | ||
"MaxHealthRegenPct_postfix": "%", | "MaxHealthRegenPct_postfix": "%", | ||
"MaxHealthRegen_label": " | "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": " | "MaxLifetime_label": "部署时长", | ||
"MaxLifetime_postfix": " | "MaxLifetime_postfix": "s", | ||
"MaxMines_label": " | "MaxMines_label": "Max Mines", | ||
"MaxProjectiles_label": " | "MaxProjectiles_label": "投射物数量", | ||
"MaxRadius_label": " | "MaxRadius_label": "最大半径", | ||
"MaxRadius_postfix": " | "MaxRadius_postfix": "m", | ||
"MaxRange_label": " | "MaxRange_label": "最大羁绊范围", | ||
"MaxRange_postfix": " | "MaxRange_postfix": "m", | ||
"MaxShots_label": " | "MaxShots_label": "Max Shots", | ||
"MaxSlowDuration_label": " | "MaxSlowDuration_label": "最大停止持续时间", | ||
"MaxSlowDuration_postfix": " | "MaxSlowDuration_postfix": "s", | ||
"MaxSlowPercent_label": " | "MaxSlowPercent_label": "最大减速", | ||
"MaxSlowPercent_postfix": "%", | "MaxSlowPercent_postfix": "%", | ||
"MaxSlowTime_label": " | "MaxSlowTime_label": "最大减速累积时间", | ||
"MaxSlowTime_postfix": " | "MaxSlowTime_postfix": "s", | ||
"MaxStacks_label": " | "MaxStacks_label": "最大叠加次数", | ||
"MaxStunDuration_label": " | "MaxStunDuration_label": "最大眩晕持续时间", | ||
"MaxStunDuration_postfix": " | "MaxStunDuration_postfix": "s", | ||
" | "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": " | "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": " | "MeleeDamageReductionPercent_label": "Melee Armor", | ||
"MeleeDamageReductionPercent_postfix": "%", | "MeleeDamageReductionPercent_postfix": "%", | ||
"MeleeDamageReductionPercent_prefix": "{s:sign}", | "MeleeDamageReductionPercent_prefix": "{s:sign}", | ||
"MeleeDamageReduction_label": " | "MeleeDamageReduction_label": "Melee Armor", | ||
"MeleeDamage_label": " | "MeleeDamage_label": "近战伤害", | ||
"MeleeDistanceScale_label": " | "MeleeDistanceBonusPct_label": "Bonus Distance", | ||
"MeleeDistanceBonusPct_suffix": "%", | |||
"MeleeDistanceScale_label": "近战重攻击距离", | |||
"MeleeDistanceScale_postfix": "%", | "MeleeDistanceScale_postfix": "%", | ||
"MeleeEMP_label": " | "MeleeEMP_label": "Enemies Silenced", | ||
"MeleeLifestealPercent_label": " | "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": " | "MinBonusBulletDamage_label": "最小伤害增强", | ||
"MinBonusBulletDamage_postfix": "%", | "MinBonusBulletDamage_postfix": "%", | ||
"MinBonusBulletDamage_prefix": "+", | "MinBonusBulletDamage_prefix": "+", | ||
"MinDistance_label": " | "MinDistance_label": "最小范围", | ||
"MinDistance_postfix": " | "MinDistance_postfix": "m", | ||
"MinDuration_label": " | "MinDuration_label": "Min Duration", | ||
"MinDuration_postfix": " | "MinDuration_postfix": "s", | ||
"MinExplosionDamage_label": " | "MinExplosionDamage_label": "Min Explosion Damage:", | ||
"MinExplosionDamage_postfix": "", | "MinExplosionDamage_postfix": "", | ||
"MinExplosionRadius_label": " | "MinExplosionRadius_label": "最小爆炸半径", | ||
"MinExplosionRadius_postfix": " | "MinExplosionRadius_postfix": "m", | ||
"MinHealthTakenPct_label": " | "MinHealthTakenPct_label": "最低获得生命值", | ||
"MinHealthTakenPct_postfix": "%", | "MinHealthTakenPct_postfix": "%", | ||
"MinRange_label": " | "MinRange_label": "最小范围", | ||
"MinRange_postfix": " | "MinRange_postfix": "m", | ||
"MinSlowDuration_label": " | "MinSlowDuration_label": "最小停止持续时间", | ||
"MinSlowDuration_postfix": " | "MinSlowDuration_postfix": "s", | ||
"MinStunDuration_label": " | "MinStunDuration_label": "最小眩晕持续时间", | ||
"MinStunDuration_postfix": " | "MinStunDuration_postfix": "s", | ||
" | "MindControlHealthBonus_label": "Extra Health given to units", | ||
"MinimumDamage_Label": " | "MinimumDamage_Label": "Minimum Damage", | ||
"MinimumSleepTime_label": " | "MinimumSleepTime_label": "最低沉睡时间", | ||
"MinimumSleepTime_postfix": " | "MinimumSleepTime_postfix": "s", | ||
"MirageDjinnsMarkMaxStacks_label": " | "MirageDjinnsMarkMaxStacks_label": "最大系数", | ||
"MirageDjinnsMarkMaxStacks_postfix": "x", | "MirageDjinnsMarkMaxStacks_postfix": "x", | ||
"MirageFireScarabsHealthSteal_label": " | "MirageFireScarabsHealthSteal_label": "窃取最大生命值", | ||
"MirageTeleportMoveSpeed_conditional": " | "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": " | "ModIconTooltip_UnlockAllTier1": "在你的队伍摧毁所有敌方卫士后解锁", | ||
"ModIconTooltip_UnlockAllTier2": " | "ModIconTooltip_UnlockAllTier2": "在你的队伍摧毁所有敌方四足机甲后解锁", | ||
"ModIconTooltip_UnlockGenerators": " | "ModIconTooltip_UnlockGenerators": "在你的队伍摧毁一个敌方圣坛后解锁", | ||
"ModIconTooltip_UnlockGuardians": " | "ModIconTooltip_UnlockGuardians": "在你的队伍摧毁一组敌方基地卫士后解锁", | ||
"ModIconTooltip_UnlockTier2": " | "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": " | "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": " | "MoveSpeedBonus_label": "移动速度", | ||
"MoveSpeedBonus_postfix": "m/s", | "MoveSpeedBonus_postfix": "m/s", | ||
"MoveSpeedBonus_prefix": "{s:sign}", | "MoveSpeedBonus_prefix": "{s:sign}", | ||
"MoveSpeedDuration_label": " | "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": " | "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": " | "MoveSpeedPenaltyPerStack_label": "移动减速", | ||
"MoveSpeedPenaltyPerStack_postfix": "%", | "MoveSpeedPenaltyPerStack_postfix": "%", | ||
"MoveSpeedSlowPct_label": " | "MoveSpeedSlowPct_label": "移动减速", | ||
"MoveSpeedSlowPct_postfix": "%", | "MoveSpeedSlowPct_postfix": "%", | ||
" | "MoveSpeedSlowPercent_label": "移动减速", | ||
" | "MoveSpeedSlowPercent_postfix": "%", | ||
"MovementSlowDuration_label": " | "MoveWhileShootingSpeedPenaltyReductionPercent_label": "Movement speed penalty while shooting reduction", | ||
"MovementSlowDuration_postfix": " | "MovementDamagePercent_label": "伤害", | ||
"MovementSlowPct_label": " | "MovementSlowDuration_label": "减速持续时间", | ||
"MovementSlowDuration_postfix": "s", | |||
"MovementSlowPct_label": "移动减速", | |||
"MovementSlowPct_postfix": "%", | "MovementSlowPct_postfix": "%", | ||
"MovementSlow_label": " | "MovementSlow_label": "移动减速", | ||
"MovementSlow_postfix": "%", | "MovementSlow_postfix": "%", | ||
"MovementSpeedBonusDuration_label": " | "MovementSpeedBonusDuration_label": "加速持续时间", | ||
"MovementSpeedBonusDuration_postfix": " | "MovementSpeedBonusDuration_postfix": "s", | ||
"MovementSpeedSlow_label": " | "MovementSpeedSlow_label": "移动减速", | ||
"MovementSpeedSlow_postfix": "%", | "MovementSpeedSlow_postfix": "%", | ||
"MyRosterAddHeroes": "添加英雄", | "MyRosterAddHeroes": "添加英雄", | ||
"MyRosterAssignedOpenTesting": " | "MyRosterAssignedOpenTesting": "开放测试", | ||
"MyRosterAssignedTesting": " | "MyRosterAssignedTesting": "分配测试", | ||
"MyRosterCancelForEveryone": " | "MyRosterCancelForEveryone": "为队伍中的所有人取消", | ||
"MyRosterChangeHero": " | "MyRosterChangeHero": "更换英雄", | ||
"MyRosterConfirm": " | "MyRosterConfirm": "确认", | ||
"MyRosterConfirmAndReadyUp": " | "MyRosterConfirmAndReadyUp": "确认并就绪", | ||
"MyRosterCreateParty": " | "MyRosterCreateParty": "创建队伍!", | ||
"MyRosterExit": " | "MyRosterExit": "退出阵容", | ||
"MyRosterExitRosterConfirm": " | "MyRosterExitRosterConfirm": "确定要退出阵容吗?这将为整个队伍退出阵容。", | ||
"MyRosterGreatForNewPlayers": " | "MyRosterGreatForNewPlayers": "非常适合新玩家", | ||
"MyRosterLetsGo": " | "MyRosterLetsGo": "进入队列", | ||
"MyRosterNoHeroDesc": " | "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} | "MyRosterNumHeroesInRoster": "阵容中有 {i:num_heroes_in_roster} 名英雄", | ||
"MyRosterNumHeroesInRosterSingular": "{i:num_heroes_in_roster} | "MyRosterNumHeroesInRosterSingular": "阵容中有 {i:num_heroes_in_roster} 名英雄", | ||
"MyRosterPartyHighSkillRange": " | "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": " | "MyRosterPartyMemberRoster": "英雄已在阵容中:", | ||
"MyRosterPartyReadyCount": "{d:party_ready_count}/{d:party_player_count} | "MyRosterPartyReadyCount": "{d:party_ready_count}/{d:party_player_count} 就绪", | ||
"MyRosterReadyUp": " | "MyRosterReadyUp": "就绪!", | ||
"MyRosterRosterDesc": " | "MyRosterRosterDesc": "要进行匹配,你需要在阵容中添加至少 3 名英雄。", | ||
"MyRosterRosterEmpty": " | "MyRosterRosterEmpty": "阵容为空", | ||
"MyRosterSaveAndBack": " | "MyRosterSaveAndBack": "保存并返回", | ||
"MyRosterSaveAndClose": " | "MyRosterSaveAndClose": "保存并关闭", | ||
"MyRosterTitle": " | "MyRosterTitle": "我的阵容", | ||
"MyRosterWaitForParty": " | "MyRosterWaitForParty": "正在等待队伍成员…", | ||
"MyRoster_PreferHeroes": " | "MyRoster_PreferHeroes": "\u003Cspan class=\"highlight\"\u003EStar a hero\u003C/span\u003E to prefer them for the next match.", | ||
"MyRoster_SelectHeroes": "\u003Cspan class=\"highlight\"\ | "MyRoster_SelectHeroes": "\u003Cspan class=\"highlight\"\u003ESelect Heroes\u003C/span\u003E to add or remove them from your Roster.", | ||
"NPCProcChance_label": " | "NPCProcChance_label": "步兵触发几率", | ||
"NPCProcChance_postfix": "%", | "NPCProcChance_postfix": "%", | ||
"NPE_Bots_Modal_Desc": "\u003Cspan class=\"introText\"\ | "NPE_Bots_Modal_Button": "知道了!", | ||
"NPE_Heroes_Modal_Desc": "\u003Cspan class=\"introText\"\ | "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": " | "NPE_Heroes_Modal_Button": "知道了!", | ||
"NanoTechPerShot_label": " | "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": " | "NPE_Heroes_Modal_Title": "推荐的英雄", | ||
"NewPlayer_GetStarted": " | "NanoShadowBulletArmorReductionDuration_label": "子弹抗性持续时间", | ||
"NewPlayer_GetStarted_Time": "4 | "NanoShadowBulletArmorReductionDuration_postfix": "s", | ||
"NewPlayer_HeroSandbox": " | "NanoShadowBulletArmorReductionHeavy_label": "子弹抗性(重)", | ||
"NewPlayer_HeroSandbox_Time": "5 | "NanoShadowBulletArmorReductionHeavy_prefix": "-", | ||
"NewPlayer_LaneTraining": " | "NanoShadowBulletArmorReductionLight_label": "子弹抗性(轻)", | ||
"NewPlayer_LaneTraining_Time": "8 | "NanoShadowBulletArmorReductionLight_prefix": "-", | ||
"NewPlayer_NewPlayerFlow": " | "NanoShadowMeleeAttackSpeedBonus_label": "近战攻击速度", | ||
"NewPlayer_NewPlayerFlow_Desc": " | "NanoShadowMeleeAttackSpeedBonus_postfix": "%", | ||
"NewPlayer_Skip": " | "NanoShadowMeleeAttackSpeedBonus_prefix": "+", | ||
"NewPlayer_YouAreFinished": " | "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": " | "NonHeroHealingFactor_label": "来自非英雄的治疗", | ||
"NonHeroHealingFactor_postfix": "%", | "NonHeroHealingFactor_postfix": "%", | ||
"NonImbuedBonusDuration_label": " | "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": " | "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": " | "NonImbuedTechRadiusMultiplier_label": "Non-Imbued Radius", | ||
"NonImbuedTechRadiusMultiplier_postfix": "%", | "NonImbuedTechRadiusMultiplier_postfix": "%", | ||
"NonImbuedTechRadiusMultiplier_prefix": "{s:sign}", | "NonImbuedTechRadiusMultiplier_prefix": "{s:sign}", | ||
"NonImbuedTechRangeMultiplier_label": " | "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": " | "NonPlayerBonusWeaponPower_conditional": "对 NPC", | ||
"NonPlayerBonusWeaponPower_label": " | "NonPlayerBonusWeaponPower_label": "对 NPC 的武器伤害", | ||
"NonPlayerBonusWeaponPower_postfix": "%", | "NonPlayerBonusWeaponPower_postfix": "%", | ||
"NonPlayerBonusWeaponPower_prefix": "+", | "NonPlayerBonusWeaponPower_prefix": "+", | ||
"NonPlayerBulletResist_conditional": " | "NonPlayerBulletResist_conditional": "对 NPC", | ||
"NonPlayerBulletResist_label": " | "NonPlayerBulletResist_label": "对 NPC 的子弹抗性", | ||
"NonPlayerBulletResist_postfix": "%", | "NonPlayerBulletResist_postfix": "%", | ||
"NonPlayerBulletResist_prefix": "+", | "NonPlayerBulletResist_prefix": "+", | ||
"NumBloodShards_label": " | "NormalDPS_label": "Normal DPS", | ||
"OK": " | "NumBloodShards_label": "血晶", | ||
"OS_Default_Device": " | "OK": "好的", | ||
"Objective_Enemy_BarrackBoss": " | "OS_Default_Device": "默认设备", | ||
"Objective_Enemy_Final": " | "Objective_Enemy_BarrackBoss": "敌方基地 Boss", | ||
"Objective_Enemy_ShieldGenerator": " | "Objective_Enemy_Final": "敌方守护神(已削弱)", | ||
"Objective_Enemy_T1": " | "Objective_Enemy_ShieldGenerator": "敌方圣坛", | ||
"Objective_Enemy_T2": " | "Objective_Enemy_T1": "敌方卫士", | ||
"Objective_Enemy_T3": " | "Objective_Enemy_T2": "敌方四足机甲", | ||
"Objective_Friendly_BarrackBoss": " | "Objective_Enemy_T3": "敌方守护神", | ||
"Objective_Friendly_Final": " | "Objective_Friendly_BarrackBoss": "友方基地 Boss", | ||
"Objective_Friendly_ShieldGenerator": " | "Objective_Friendly_Final": "友方守护神(已削弱)", | ||
"Objective_Friendly_T1": " | "Objective_Friendly_ShieldGenerator": "友方圣坛", | ||
"Objective_Friendly_T2": " | "Objective_Friendly_T1": "友方卫士", | ||
"Objective_Friendly_T3": " | "Objective_Friendly_T2": "友方四足机甲", | ||
"Objective_Message_MidBoss_OutOfRange": " | "Objective_Friendly_T3": "友方守护神", | ||
"Objective_Message_Patron_Transforming": " | "Objective_Message_MidBoss_OutOfRange": "超出射程", | ||
"Objective_MidBoss": " | "Objective_Message_Patron_Transforming": "守护神正在变形…", | ||
"Objective_Team1_BarrackBoss": " | "Objective_MidBoss": "中央 Boss", | ||
"Objective_Team1_Final": " | "Objective_Team1_BarrackBoss": "琥珀基地 Boss", | ||
"Objective_Team1_ShieldGenerator": " | "Objective_Team1_Final": "琥珀守护神(已削弱)", | ||
"Objective_Team1_T1": " | "Objective_Team1_ShieldGenerator": "琥珀圣坛", | ||
"Objective_Team1_T2": " | "Objective_Team1_T1": "琥珀卫士", | ||
"Objective_Team1_T3": " | "Objective_Team1_T2": "琥珀四足机甲", | ||
"Objective_Team2_BarrackBoss": " | "Objective_Team1_T3": "琥珀守护神", | ||
"Objective_Team2_Final": " | "Objective_Team2_BarrackBoss": "蓝宝石基地 Boss", | ||
"Objective_Team2_ShieldGenerator": " | "Objective_Team2_Final": "蓝宝石守护神(已削弱)", | ||
"Objective_Team2_T1": " | "Objective_Team2_ShieldGenerator": "蓝宝石圣坛", | ||
"Objective_Team2_T2": " | "Objective_Team2_T1": "蓝宝石卫士", | ||
"Objective_Team2_T3": " | "Objective_Team2_T2": "蓝宝石四足机甲", | ||
"OnLandDamageRadius_label": " | "Objective_Team2_T3": "蓝宝石守护神", | ||
"OnLandDamageRadius_postfix": " | "OnLandDamageRadius_label": "落地半径", | ||
"OpenHeroSheet": " | "OnLandDamageRadius_postfix": "m", | ||
" | "OpenHeroSheet": "打开商店", | ||
"OutgoingDamagePenaltyPercent_label": " | "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": " | "OverflowBonusDamage_label": "Bonus Spirit Damage", | ||
"OverflowBonusDamage_postfix": "%", | "OverflowBonusDamage_postfix": "%", | ||
"OverflowTechPower_label": " | "OverflowTechPower_label": "元灵力量", | ||
"PassiveFireRate_label": "射速", | "PassiveFireRate_label": "射速", | ||
"PassiveFireRate_postfix": "%", | "PassiveFireRate_postfix": "%", | ||
"PassiveShieldCooldown_label": " | "PassiveShieldCooldown_label": "冷却时间", | ||
"PassiveShieldCooldown_postfix": " | "PassiveShieldCooldown_postfix": "s", | ||
"PathLength_label": " | "PathLength_label": "光束长度", | ||
"PathLength_postfix": " | "PathLength_postfix": "m", | ||
"PeakFireRateBonus_label": " | "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": " | "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": " | "PoisonDuration_label": "持续时间", | ||
"PoisonDuration_postfix": " | "PoisonDuration_postfix": "s", | ||
"PostCastDelay_postfix": " | "PostBounceDamage_label": "Post-Bounce Damage", | ||
"PostCubeBuffDuration_label": " | "PostCastDelay_postfix": "s", | ||
"PostCubeBuffDuration_postfix": " | "PostCubeBuffDuration_label": "增益持续时间", | ||
"PowerJumpChannelTime_label": " | "PostCubeBuffDuration_postfix": "s", | ||
"PowerJumpChannelTime_postfix": " | "PounceDebuffRadius_label": "减速半径", | ||
"PrepareTime_label": " | "PounceDebuffRadius_postfix": "m", | ||
"PrepareTime_postfix": " | "PounceFriendlyRechargeTime_label": "友军充能时间", | ||
"ProcBonusMagicDamageEscalation_label": " | "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": " | "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": " | "ProcChance_label": "触发几率", | ||
"ProcChance_postfix": "%", | "ProcChance_postfix": "%", | ||
"ProcCooldown_label": " | "ProcCooldown_label": "最大频率", | ||
"ProcCooldown_postfix": " | "ProcCooldown_postfix": "s", | ||
"ProcDamageBase_label": " | "ProcDamageBase_label": "基础伤害", | ||
"ProcDamage_label": " | "ProcDamage_label": "元灵伤害", | ||
"ProcHealth_label": "生命值阈值", | |||
"ProcHealth_label": " | |||
"ProcHealth_postfix": "%", | "ProcHealth_postfix": "%", | ||
"ProjectileAmount_label": " | "ProjectileAmount_label": "投射物数量", | ||
"ProjectileInterval_label": " | "ProjectileInterval_label": "投射物间隔", | ||
"PuddleDuration_label": " | "Projectiles_label": "Projectiles", | ||
"PuddleDuration_postfix": " | "PuddleDuration_label": "黏液污渍持续时间", | ||
"PuddleRadius_label": " | "PuddleDuration_postfix": "s", | ||
"PuddleRadius_postfix": " | "PuddleRadius_label": "黏液污渍半径", | ||
"PulseDPS_label": " | "PuddleRadius_postfix": "m", | ||
"PulseDamage_label": " | "PulseDPS_label": "DPS", | ||
"PulseDebuffDuration_label": " | "PulseDamage_label": "脉冲伤害", | ||
"PulseDebuffDuration_postfix": " | "PulseDebuffDuration_label": "Enemy Slow duration", | ||
"PulseGrenadeDamageAmplificationPerStack_label": " | "PulseDebuffDuration_postfix": "s", | ||
"PulseGrenadeDamageAmplificationPerStack_label": "每层叠加的伤害增幅", | |||
"PulseGrenadeDamageAmplificationPerStack_postfix": "%", | "PulseGrenadeDamageAmplificationPerStack_postfix": "%", | ||
"PulseGrenadeDebuffDuration_label": " | "PulseGrenadeDebuffDuration_label": "增幅持续时间", | ||
"PulseGrenadeDebuffDuration_postfix": " | "PulseGrenadeDebuffDuration_postfix": "s", | ||
"PulseInterval_label": " | "PulseInterval_label": "脉冲间隔", | ||
"PulseInterval_postfix": " | "PulseInterval_postfix": "s", | ||
"PulseRadius_label": " | "PulseRadius_label": "脉冲半径", | ||
"PulseRadius_postfix": " | "PulseRadius_postfix": "m", | ||
"Pulses_label": " | "Pulses_label": "脉冲数", | ||
"PushToTalk": " | "PushToTalk": "按下说话", | ||
"Quicksilver_conditional": " | "Quicksilver_conditional": "使用技能之后", | ||
"Radius_label": " | "Radius_label": "半径", | ||
"Radius_postfix": " | "Radius_postfix": "m", | ||
"RampDuration_label": "Ramp Duration", | "RampDuration_label": "Ramp Duration", | ||
"RampDuration_postfix": " | "RampDuration_postfix": "s", | ||
"Range_label": " | "Range_label": "范围", | ||
"Range_postfix": " | "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": " | "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": " | "RegenDuration_label": "恢复持续时间", | ||
"RegenDuration_postfix": " | "RegenDuration_postfix": "s", | ||
"RegenIncomingDamageDuration_label": " | "RegenIncomingDamageDuration_label": "恢复时间", | ||
"RegenIncomingDamageDuration_postfix": " | "RegenIncomingDamageDuration_postfix": "s", | ||
"RegenIncomingDamagePercent_label": " | "RegenIncomingDamagePercent_label": "恢复的伤害", | ||
"RegenIncomingDamagePercent_postfix": "%", | "RegenIncomingDamagePercent_postfix": "%", | ||
"RegenWhileInvisible_label": " | "RegenWhileInvisible_label": "隐身时生命恢复", | ||
"RegenWhileInvisible_prefix": "+", | "RegenWhileInvisible_prefix": "+", | ||
"RegenerationDuration_label": " | "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": " | "Regeneration_label": "恢复", | ||
"Regeneration_postfix": "HP/s", | "Regeneration_postfix": "HP/s", | ||
"ReloadSpeedDecrease_label": " | "ReloadBullet_label": "Applying an ionizing charge automatically reloads 1 bullet", | ||
"ReloadSpeedDecrease_label": "装填时间", | |||
"ReloadSpeedDecrease_postfix": "%", | "ReloadSpeedDecrease_postfix": "%", | ||
"ReloadSpeedMultipler_label": "装填时间", | |||
"ReloadSpeedMultipler_label": " | |||
"ReloadSpeedMultipler_postfix": "%", | "ReloadSpeedMultipler_postfix": "%", | ||
"ReloadSpeedMultipler_prefix": "{s:sign}", | "ReloadSpeedMultipler_prefix": "{s:sign}", | ||
"Reloaded": " | "Reloaded": "已装弹!", | ||
"ReportCard_AbilitiesUpgraded": " | "ReportCard_AbilitiesUpgraded": "升级技能", | ||
"ReportCard_AbilitiesUpgraded_Desc": " | "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": " | "ReportCard_DamageTaken": "Damage Taken", | ||
"ReportCard_DamageTaken_Desc": " | "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": " | "ReportCard_GuardianDamage": "Guardian Damage", | ||
"ReportCard_GuardianDamage_Desc": " | "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": " | "ReportCard_KillGuardian": "拿下敌方卫士", | ||
"ReportCard_KillGuardian_Desc": " | "ReportCard_KillGuardian_Desc": "打倒拦路者,胜利属于我!", | ||
"ReportCard_LastHits": " | "ReportCard_LastHits": "致命一击", | ||
"ReportCard_LastHits_Desc": " | "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": " | "ReportCard_LastHits_Tutorial": "Get \u003Cspan class=\"yourscore\"\u003E25\u003C/span\u003E Killing Blows", | ||
"ReportCard_ModsPurchased": " | "ReportCard_ModsPurchased": "购买物品", | ||
"ReportCard_ModsPurchased_Desc": " | "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": " | "ReportCard_NetWorth": "Souls Earned", | ||
"ReportCard_NetWorth_Desc": " | "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} | "ReportCard_NetWorth_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:netWorth}\u003C/span\u003E / {i:netWorthNextGoal} 个魂魄", | ||
"ReportCard_OrbsDenied": " | "ReportCard_OrbsDenied": "射中橙色魂魄", | ||
"ReportCard_OrbsDeniedDesc": " | "ReportCard_OrbsDeniedDesc": "通过射中被击杀敌人的橙色光球将其窃取", | ||
"ReportCard_OrbsDenied_Desc": " | "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": " | "ReportCard_OrbsSecured": "射中绿色魂魄", | ||
"ReportCard_OrbsSecuredDesc": " | "ReportCard_OrbsSecuredDesc": "通过射中空中的绿色光球将其稳获", | ||
"ReportCard_OrbsSecured_Desc": " | "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": " | "ReportCard_OrbsSecured_Tutorial": "Shoot \u003Cspan class=\"yourscore\"\u003E25\u003C/span\u003E Souls", | ||
"ReportCard_PlayerDamage": " | "ReportCard_PlayerDamage": "Player Damage", | ||
"ReportCard_PlayerDamage_Desc": " | "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": " | "ReportCard_PowerUp": "提升英雄的力量", | ||
"ReportCard_PowerUp_Desc": " | "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": " | "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": " | "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": " | "ReturnFireBulletResist_label": "子弹抗性", | ||
"ReturnFireBulletResist_postfix": "%", | "ReturnFireBulletResist_postfix": "%", | ||
"ReturnFireBulletResist_prefix": "+", | "ReturnFireBulletResist_prefix": "+", | ||
"RevealDuration_label": " | "RevealDuration_label": "暴露持续时间", | ||
"RevealDuration_postfix": " | "RevealDuration_postfix": "s", | ||
"RichochetChance_label": " | "RichochetChance_label": "触发几率", | ||
"RichochetChance_postfix": "%", | "RichochetChance_postfix": "%", | ||
"RicochetDamagePercent_label": " | "RicochetDamagePercent_label": "反弹伤害", | ||
"RicochetDamagePercent_postfix": "%", | "RicochetDamagePercent_postfix": "%", | ||
"RicochetRadius_label": " | "RicochetRadius_label": "反弹范围", | ||
"RicochetRadius_postfix": " | "RicochetRadius_postfix": "m", | ||
"RicochetTargetsTooltipOnly_label": " | "RicochetTargetsTooltipOnly_label": "反弹目标数", | ||
"RollingTime_label": " | "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": " | "SafeToAbandon_Text": "现在可以安全放弃这场比赛,不会受到惩罚。", | ||
"SandPhantomProcCooldown_label": " | "SalvageBonus_FireRate_label": "每获得一次加成的射速", | ||
"SandPhantomProcCooldown_postfix": " | "SalvageBonus_Health_label": "治疗", | ||
"Sandbox_Tutorial_Abilities": " | "SalvageDuration_label": "最大持续时间", | ||
"Sandbox_Tutorial_Abilities_desc": " | "SalvageDuration_postfix": "s", | ||
"Sandbox_Tutorial_Completed": " | "SandPhantomProcCooldown_label": "系数间冷却时间", | ||
"Sandbox_Tutorial_Completed_desc": " | "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'\ | "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": " | "Sandbox_Tutorial_Controls_task_Attack": "射击", | ||
"Sandbox_Tutorial_Controls_task_Dash": " | "Sandbox_Tutorial_Controls_task_Dash": "冲刺", | ||
"Sandbox_Tutorial_Controls_task_Jump": " | "Sandbox_Tutorial_Controls_task_Jump": "跳跃", | ||
"Sandbox_Tutorial_Controls_task_Move": " | "Sandbox_Tutorial_Controls_task_Move": "移动", | ||
"Sandbox_Tutorial_Controls_task_Reload": " | "Sandbox_Tutorial_Controls_task_Reload": "装填弹药", | ||
"Sandbox_Tutorial_Controls_task_Zoom": " | "Sandbox_Tutorial_Controls_task_Zoom": "缩放", | ||
"Sandbox_Tutorial_Mods": " | "Sandbox_Tutorial_Mods": "为你的英雄购买物品", | ||
"Sandbox_Tutorial_Mods_desc": " | "Sandbox_Tutorial_Mods_desc": "前往商店浏览物品。尝试购买一些。", | ||
"Sandbox_Tutorial_Movement": " | "Sandbox_Tutorial_Movement": "测试控制", | ||
"Sandbox_Tutorial_Movement_desc": " | "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": " | "Sandbox_Tutorial_Unlock_Abilities": "解锁你的技能", | ||
"Sandbox_Tutorial_Unlock_Abilities_desc": "按住 [\u003Cspan class='keybind'\u003E{s: | "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": " | "Sandbox_Tutorial_Upgrades": "升级你的技能", | ||
"Sandbox_Tutorial_Upgrades_desc": "按住 [\u003Cspan class='keybind'\u003E{s: | "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": " | "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 | "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": " | "SaviorBulletShieldHealth_label": "子弹护盾", | ||
"SaviorMagicShieldHealth_label": " | "SaviorMagicShieldHealth_label": "元灵护盾", | ||
"Scoreboard": " | "Scoreboard": "计分板", | ||
"ScrapDamage_label": "伤害", | |||
"SearchRadius_label": "Search Radius", | "SearchRadius_label": "Search Radius", | ||
"SearchRadius_postfix": " | "SearchRadius_postfix": "m", | ||
"SelectHeroFromRoster": " | "SecondHit_label": "Double Strike a random hero in range.", | ||
"SelfDamage_label": " | "SelectHeroFromRoster": "从你的阵容中选择要玩的英雄", | ||
"SelfModifier_label": " | "SelfDamage_label": "自我伤害", | ||
"SelfModifier_label": "Self Modifier", | |||
"SelfModifier_postfix": "%", | "SelfModifier_postfix": "%", | ||
"SelfMovementBonus_label": "Ivy | "SelfMovementBonus_label": "Ivy Speed Bonus", | ||
"SelfMovementBonus_postfix": "m/s", | "SelfMovementBonus_postfix": "m/s", | ||
"SelfMovementBonus_prefix": "+", | "SelfMovementBonus_prefix": "+", | ||
"ShadowDuration_label": " | "SenseRange_label": "Sense Range", | ||
"ShadowDuration_postfix": " | "ShadowDuration_label": "爆炸延迟", | ||
"ShareWithFriendsRadius_label": " | "ShadowDuration_postfix": "s", | ||
"ShareWithFriendsRadius_postfix": " | "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": " | "ShieldDuration_label": "护盾持续时间", | ||
"ShieldDuration_postfix": " | "ShieldDuration_postfix": "s", | ||
"ShieldHealth_label": " | "ShieldHealth_label": "护盾生命值", | ||
"ShieldPercentage_label": "Shield Max Health %", | "ShieldPercentage_label": "Shield Max Health %", | ||
"ShieldPercentage_postfix": "% | "ShieldPercentage_postfix": "% 最大生命值", | ||
"ShieldedSentry_EffectsPerStack": " | "ShieldedSentry_EffectsPerStack": "每叠加一层", | ||
"ShiftingVeilDuration_label": " | "ShiftingVeilDuration_label": "持续时间", | ||
"ShiftingVeilDuration_postfix": " | "ShiftingVeilDuration_postfix": "s", | ||
"ShockBuildupDuration_label": "Shock Buildup Lifetime", | |||
"ShockBuildupDuration_postfix": "s", | |||
"ShockBuildupDuration_label": " | "ShockDelay_label": "眩晕前延迟", | ||
"ShockBuildupDuration_postfix": " | "ShockDelay_postfix": "s", | ||
"ShockDelay_label": " | "ShockRadius_label": "半径", | ||
"ShockDelay_postfix": " | "ShockRadius_postfix": "m", | ||
"ShockRadius_label": " | "ShootDurationForMax_label": "最大伤害时间", | ||
"ShockRadius_postfix": " | "ShootDurationForMax_postfix": "s", | ||
"ShootDurationForMax_label": " | "ShootInterval_label": "Card Interval", | ||
"ShootDurationForMax_postfix": " | "ShootInterval_postfix": "s", | ||
"ShootInterval_label": " | |||
"ShootInterval_postfix": " | |||
"ShortChargeDamagePct_label": "Short Charge Dmg", | "ShortChargeDamagePct_label": "Short Charge Dmg", | ||
"ShortChargeDamagePct_postfix": "%", | "ShortChargeDamagePct_postfix": "%", | ||
"ShotRegenTime_label": " | "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": " | "ShreddersTechAmp_label": "元灵增强", | ||
"ShreddersTechAmp_postfix": "%", | "ShreddersTechAmp_postfix": "%", | ||
"SilenceDuration_label": " | "SilenceDuration_label": "沉默持续时间", | ||
"SilenceDuration_postfix": " | "SilenceDuration_postfix": "秒", | ||
"SilencerSlowPercent_label": " | "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": " | "SiphonRadius_label": "Activate Radius", | ||
"SiphonRadius_postfix": " | "SiphonRadius_postfix": "m", | ||
"SlamDownRadius_label": " | "SlamDownRadius_label": "Slam Radius", | ||
"SlamDownRadius_postfix": " | "SlamDownRadius_postfix": "m", | ||
"SlashLength_label": " | "SlashLength_label": "攻击范围", | ||
"SlashLength_postfix": " | "SlashLength_postfix": "m", | ||
"SlashWideRadius_label": "Power Stance Slash Radius", | "SlashWideRadius_label": "Power Stance Slash Radius", | ||
"SlashWideRadius_postfix": " | "SlashWideRadius_postfix": "m", | ||
"SleepDuration_label": " | "SleepDuration_label": "沉睡持续时间", | ||
"SleepDuration_postfix": " | "SleepDuration_postfix": "s", | ||
"SleepWakeUpDelay_label": " | "SleepWakeUpDelay_label": "苏醒时间", | ||
"SleepWakeUpDelay_postfix": " | "SleepWakeUpDelay_postfix": "s", | ||
"SlideScale_label": " | "SlideScale_label": "滑行距离", | ||
"SlideScale_postfix": "%", | "SlideScale_postfix": "%", | ||
"SlideScale_prefix": "+", | "SlideScale_prefix": "+", | ||
"SlowAuraPercent_label": " | "SlowAuraPercent_label": "敌人移动减速", | ||
"SlowAuraPercent_postfix": "%", | "SlowAuraPercent_postfix": "%", | ||
"SlowAuraRadius_label": " | "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": " | "SlowDurationPerStack_label": "每层减速持续时长", | ||
"SlowDurationPerStack_postfix": " | "SlowDurationPerStack_postfix": "s", | ||
"SlowDuration_label": " | "SlowDuration_label": "减速持续时间", | ||
"SlowDuration_postfix": " | "SlowDuration_postfix": "s", | ||
"SlowFireRatePercent_label": " | "SlowFireRatePercent_label": "Fire Rate Scale", | ||
"SlowFireRatePercent_postfix": "%", | "SlowFireRatePercent_postfix": "%", | ||
"SlowFireRatePercent_prefix": "{s:sign}", | "SlowFireRatePercent_prefix": "{s:sign}", | ||
"SlowPercent_label": " | "SlowPercent_label": "移动减速", | ||
"SlowPercent_postfix": "%", | "SlowPercent_postfix": "%", | ||
"SlowProcChance_label": " | "SlowProcChance_label": "Chance to slow on hit", | ||
"SlowProcChance_postfix": "%", | "SlowProcChance_postfix": "%", | ||
"SlowRadius_label": " | "SlowRadius_label": "减速半径", | ||
"SlowRadius_postfix": " | "SlowRadius_postfix": "m", | ||
"SlowResistancePercent_label": " | "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": " | "SmokeRadius_postfix": "m", | ||
"SoloBotMatchActionText": " | "SoloBotMatchActionText": "选择在人机对战中使用的英雄", | ||
"SoloBotMatchPageTitle": " | "SoloBotMatchPageTitle": "人机对战 - 选择英雄", | ||
"SpawnTimePenalty_label": " | "SoulProjectileRadius_label": "Projectile Radius", | ||
"SpawnTimePenalty_postfix": " | "SpawnTimePenalty_label": "重生时间增加", | ||
"SpawnTimePenalty_postfix": "s", | |||
"SpawnTimePenalty_prefix": "+", | "SpawnTimePenalty_prefix": "+", | ||
"SpeedBoostDuration_label": " | "SpawnTroopers_label": "Spawn a melee trooper for each enemy hero trapped in the cage", | ||
"SpeedBoostDuration_postfix": " | "SpeedBonus_label": "Movement Speed Bonus", | ||
"SpeedBoostPercent_label": " | "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": " | "SpeedBurstSpeed_label": "最大冲刺速度", | ||
"SpeedBurstSpeed_postfix": "m/s", | "SpeedBurstSpeed_postfix": "m/s", | ||
"SpeedChange_label": " | "SpeedChange_label": "额外速度", | ||
"SpeedChange_postfix": "%", | "SpeedChange_postfix": "%", | ||
"SpeedMax_label": " | "SpeedMax_label": "移动速度", | ||
"SpeedMax_postfix": "m/s", | "SpeedMax_postfix": "m/s", | ||
"SpellAmplificationPercent_label": " | "SpellAmplificationPercent_label": "元灵力量", | ||
"SpellAmplificationPercent_prefix": "{s:sign}", | "SpellAmplificationPercent_prefix": "{s:sign}", | ||
"SpellLifestealNonHero_label": " | "SpellLifestealNonHero_label": "元灵吸血(非英雄)", | ||
"SpellLifestealNonHero_postfix": "%", | "SpellLifestealNonHero_postfix": "%", | ||
"SpellLifesteal_label": " | "SpellLifesteal_label": "元灵吸血", | ||
"SpellLifesteal_postfix": "%", | "SpellLifesteal_postfix": "%", | ||
"SphereRadius_label": " | "SpellShieldFlavorText_label": "标签!", | ||
"SphereRadius_postfix": " | "SphereRadius_label": "Sphere Radius", | ||
"SpinDuration_label": " | "SphereRadius_postfix": "m", | ||
"SpinDuration_postfix": " | "SpinDuration_label": "旋转持续时间", | ||
"SpinUpTime_label": " | "SpinDuration_postfix": "s", | ||
"SpinUpTime_postfix": " | "SpinUpTime_label": "Spin-Up Time", | ||
"SpiritDamageReflectedPct_label": " | "SpinUpTime_postfix": "s", | ||
"SpiritCount_label": "Energy Spirits", | |||
"SpiritDamageReflectedPct_label": "元灵伤害反射量", | |||
"SpiritDamageReflectedPct_postfix": "%", | "SpiritDamageReflectedPct_postfix": "%", | ||
"SpiritDamage_label": " | "SpiritDamage_label": "元灵伤害", | ||
"SpiritPowerPerSoul_label": " | "SpiritPowerPerSoul_label": "每个魂魄获得的元灵力量", | ||
"SpiritPower_label": " | "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": " | "SpiritStolePerHit_label": "Spirit Power Stolen per Hit", | ||
"SpiritStrike_conditional": " | "SpiritStrike_conditional": "成功近战攻击后", | ||
"SpottedRadius_label": " | "SpottedRadius_label": "有效半径", | ||
"SpottedRadius_postfix": " | "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": " | "StackDamage_label": "Stack Damage", | ||
"StackDuration_postfix": " | "StackDuration_label": "叠加持续时间", | ||
"StackLossFrequency_label": " | "StackDuration_postfix": "s", | ||
"StackLossFrequency_postfix": " | "StackLossFrequency_label": "Resist Loss Frequency", | ||
"StackProcDamage_label": " | "StackLossFrequency_postfix": "s", | ||
"StacksPerShot_label": " | "StackProcDamage_label": "Burst Damage", | ||
"StacksRequiredForSlow_label": " | "StacksPerShot_label": "Stacks Per Shot", | ||
"StageDuration_label": " | "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": " | "StalkDuration_postfix": "秒", | ||
"StaminaCooldownReduction_label": " | "StaminaCooldownReduction_label": "耐力恢复", | ||
"StaminaCooldownReduction_postfix": "%", | "StaminaCooldownReduction_postfix": "%", | ||
"StaminaCooldownReduction_prefix": "+", | "StaminaCooldownReduction_prefix": "+", | ||
"StaminaReduction_label": " | "StaminaDamage_Label": "Stamina Damage", | ||
"StaminaReduction_label": "耐力降低", | |||
"StaminaRegenPenalty_postfix": "%", | "StaminaRegenPenalty_postfix": "%", | ||
"StaminaToRemove_label": " | "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": " | "StanceWeaponRangeScale_label": "Weapon Range", | ||
"StanceWeaponRangeScale_postfix": "%", | "StanceWeaponRangeScale_postfix": "%", | ||
"StasisRadius_label": " | "StasisRadius_label": "半径", | ||
"StasisRadius_postfix": " | "StasisRadius_postfix": "m", | ||
"StatDesc_AbilityPower": " | "StatDesc_AbilityPower": "Ability Power", | ||
"StatDesc_AirJumps": " | "StatDesc_AirJumps": "Air Jumps", | ||
"StatDesc_AmmoRegen": " | "StatDesc_AmmoRegen": "Ammo Regen", | ||
"StatDesc_ArmorAttribute": " | "StatDesc_ArmorAttribute": "护甲", | ||
"StatDesc_AttackPower": " | "StatDesc_AttackPower": "Attack Power", | ||
"StatDesc_BaseHealthRegen": " | "StatDesc_BaseHealthRegen": "生命值恢复", | ||
"StatDesc_BaseWeaponDamage": " | "StatDesc_BaseWeaponDamage": "武器伤害", | ||
"StatDesc_BaseWeaponDamage_postfix": "%", | "StatDesc_BaseWeaponDamage_postfix": "%", | ||
"StatDesc_BonusClips": " | "StatDesc_BonusClips": "Clips", | ||
"StatDesc_BulletArmor": " | "StatDesc_BulletArmor": "护甲", | ||
"StatDesc_BulletArmorDamageReduction": " | "StatDesc_BulletArmorDamageReduction": "子弹抗性", | ||
"StatDesc_BulletArmorDamageReduction_postfix": " | "StatDesc_BulletArmorDamageReduction_postfix": "百分比", | ||
"StatDesc_BulletDamage": " | "StatDesc_BulletDamage": "子弹伤害", | ||
"StatDesc_BulletDamagePerLevel": " | "StatDesc_BulletDamagePerLevel": "Bullet Damage Per Level", | ||
"StatDesc_BulletLifesteal": " | "StatDesc_BulletLifesteal": "子弹吸血", | ||
"StatDesc_BulletLifesteal_postfix": "%", | "StatDesc_BulletLifesteal_postfix": "%", | ||
"StatDesc_BulletLifesteal_prefix": "{s:sign}", | "StatDesc_BulletLifesteal_prefix": "{s:sign}", | ||
"StatDesc_BulletShieldHealth": " | "StatDesc_BulletShieldHealth": "子弹护盾", | ||
"StatDesc_BulletSpeed": " | "StatDesc_BulletSpeed": "子弹速度", | ||
"StatDesc_BulletSpeedIncrease": " | "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": " | "StatDesc_ClipSizeBonus": "弹药", | ||
"StatDesc_ClipSizeIncrease": " | "StatDesc_ClipSizeIncrease": "弹匣大小增加", | ||
"StatDesc_ClipSizeIncrease_postfix": "%", | "StatDesc_ClipSizeIncrease_postfix": "%", | ||
"StatDesc_CritDamageReceivedScale": " | "StatDesc_CritDamageBonusScale": "暴击伤害比例", | ||
"StatDesc_CritDamageReceivedScale_postfix": " | "StatDesc_CritDamageBonusScale_postfix": "%", | ||
"StatDesc_DPS": " | "StatDesc_CritDamageReceivedScale": "暴击降幅", | ||
"StatDesc_DefensePower": " | "StatDesc_CritDamageReceivedScale_postfix": "百分比", | ||
"StatDesc_EnergyMax": " | "StatDesc_DPS": "DPS", | ||
"StatDesc_EnergyRegenTime": " | "StatDesc_DebuffResist": "减益抗性", | ||
"StatDesc_ExternalHealthRegen": " | "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": " | "StatDesc_HealingOutput": "治疗增幅", | ||
"StatDesc_HealingOutput_postfix": "%", | |||
"StatDesc_HealthAttribute": "生命值", | "StatDesc_HealthAttribute": "生命值", | ||
"StatDesc_HealthPerLevel": " | "StatDesc_HealthPerLevel": "Health Per Level", | ||
"StatDesc_HealthRegen": " | "StatDesc_HealthRegen": "生命值恢复", | ||
"StatDesc_HealthRegenPerLevel": " | "StatDesc_HealthRegenPerLevel": "Health Regen Per Level", | ||
"StatDesc_HeavyMeleeDamage": " | "StatDesc_HeavyMeleeDamage": "近战重攻击", | ||
"StatDesc_IncomingAbilityDamageReduction": " | "StatDesc_IncomingAbilityDamageReduction": "Ability Armor", | ||
"StatDesc_IncomingAbilityDamageScale": " | "StatDesc_IncomingAbilityDamageScale": "Ability Damage Scale", | ||
"StatDesc_IncomingBulletDamageReduction": " | "StatDesc_IncomingBulletDamageReduction": "Bullet Damage Armor", | ||
"StatDesc_IncomingBulletDamageScale": " | "StatDesc_IncomingBulletDamageScale": "Bullet Damage Scale", | ||
"StatDesc_IncomingDamageReduction": " | "StatDesc_IncomingDamageReduction": "护甲", | ||
"StatDesc_IncomingDamageScale": " | "StatDesc_IncomingDamageScale": "Incoming Damage Scale", | ||
"StatDesc_IncomingMeleeDamageReduction": " | "StatDesc_IncomingMeleeDamageReduction": "Melee Damage Armor", | ||
"StatDesc_IncomingMeleeDamageScale": " | "StatDesc_IncomingMeleeDamageScale": "Melee Damage Scale", | ||
"StatDesc_LightMeleeDamage": " | "StatDesc_LightMeleeDamage": "近战轻攻击", | ||
"StatDesc_ManaPerLevel": " | "StatDesc_ManaPerLevel": "Energy Per Level", | ||
"StatDesc_ManaRegenPerLevel": " | "StatDesc_ManaRegenPerLevel": "Energy Regen Per Level", | ||
"StatDesc_MaxChargesIncrease": " | "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": " | "StatDesc_MeleeDamage": "近战伤害", | ||
"StatDesc_ProcModifier": " | "StatDesc_ProcModifier": "Proc Modifier", | ||
"StatDesc_RechargeRate": " | "StatDesc_RechargeRate": "Recharge Rate", | ||
"StatDesc_ReloadSpeed": " | "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": " | "StatDesc_ReloadTime": "装填时间", | ||
"StatDesc_RoundsPerSecond": " | "StatDesc_ReloadTime_postfix": "s", | ||
"StatDesc_RunAcceleration": " | "StatDesc_RoundsPerSecond": "射速", | ||
"StatDesc_RunSpeed": " | "StatDesc_RunAcceleration": "Move Acceleration", | ||
"StatDesc_RunSpeed": "移动速度", | |||
"StatDesc_RunSpeed_postfix": "m/s", | "StatDesc_RunSpeed_postfix": "m/s", | ||
"StatDesc_SprintAcceleration": " | "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": " | "StatDesc_StaminaCooldown": "耐力冷却", | ||
"StatDesc_StaminaCooldown_postfix": " | "StatDesc_StaminaCooldown_postfix": "s", | ||
"StatDesc_StaminaRegenIncrease": " | "StatDesc_StaminaRegenIncrease": "耐力恢复", | ||
"StatDesc_StaminaRegenIncrease_postfix": "%", | "StatDesc_StaminaRegenIncrease_postfix": "%", | ||
"StatDesc_StaminaRegenIncrease_prefix": "+", | "StatDesc_StaminaRegenIncrease_prefix": "+", | ||
"StatDesc_StaminaRegenPerSecond": " | "StatDesc_StaminaRegenPerSecond": "耐力恢复", | ||
"StatDesc_StaminaRegenPerSecond_postfix": "%", | "StatDesc_StaminaRegenPerSecond_postfix": "%", | ||
"StatDesc_SuperSprintSpeed": " | "StatDesc_SuperSprintSpeed": "Super Sprint Speed", | ||
"StatDesc_TechArmor": " | "StatDesc_TechArmor": "元灵护甲", | ||
"StatDesc_TechArmorDamageReduction": " | "StatDesc_TechArmorDamageReduction": "元灵抗性", | ||
"StatDesc_TechArmorDamageReduction_postfix": " | "StatDesc_TechArmorDamageReduction_postfix": "百分比", | ||
"StatDesc_TechCooldown": " | "StatDesc_TechCooldown": "技能冷却", | ||
"StatDesc_TechCooldownBetweenCharges": " | "StatDesc_TechCooldownBetweenCharges": "充能冷却", | ||
"StatDesc_TechCooldownBetweenCharges_postfix": "%", | "StatDesc_TechCooldownBetweenCharges_postfix": "%", | ||
"StatDesc_TechCooldown_postfix": "%", | "StatDesc_TechCooldown_postfix": "%", | ||
"StatDesc_TechDamageAttribute": " | "StatDesc_TechDamageAttribute": "元灵伤害", | ||
"StatDesc_TechDamageScale": " | "StatDesc_TechDamageScale": "元灵伤害", | ||
"StatDesc_TechDuration": " | "StatDesc_TechDuration": "技能持续时间", | ||
"StatDesc_TechLifesteal": " | "StatDesc_TechDuration_postfix": "百分比", | ||
"StatDesc_TechLifestealNonHero": " | "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": " | "StatDesc_TechPower": "元灵力量", | ||
"StatDesc_TechPowerAmp": " | "StatDesc_TechPowerAmp": "Spirit", | ||
"StatDesc_TechRange": " | "StatDesc_TechRange": "技能射程", | ||
"StatDesc_TechShieldHealth": " | "StatDesc_TechRange_postfix": "%", | ||
"StatDesc_Technology": " | "StatDesc_TechShieldHealth": "元灵护盾", | ||
"StatDesc_Toughness": " | "StatDesc_Technology": "Technology", | ||
"StatDesc_WeaponDPSPerLevel": " | "StatDesc_Toughness": "Toughness", | ||
"StatDesc_WeaponPower": " | "StatDesc_WeaponDPSPerLevel": "Weapon DPS Per Level", | ||
"StatDesc_WeaponPowerAmp": " | "StatDesc_WeaponPower": "武器伤害", | ||
"StatDesc_WeaponPowerAttribute": " | "StatDesc_WeaponPowerAmp": "Bullet Damage Amp", | ||
"StatDesc_WeaponRange": " | "StatDesc_WeaponPowerAttribute": "武器伤害", | ||
"StatDesc_WeaponRangeFalloffMax_postfix": " | "StatDesc_WeaponRange": "Range", | ||
"StatDesc_WeaponRangeFalloffMin_postfix": " | "StatDesc_WeaponRangeFalloffMax_postfix": "m", | ||
"StatDesc_WeaponRecoilReduction": " | "StatDesc_WeaponRangeFalloffMin_postfix": "m", | ||
"StatDesc_Weaponry": " | "StatDesc_WeaponRecoilReduction": "Recoil Reduction", | ||
"StatDesc_ZipLineSpeed": " | "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": " | "StatueActivateRange_label": "激活范围", | ||
"StatusResistanceDuration_postfix": " | "StatueActivateRange_postfix": "m", | ||
"StatusResistancePercent_label": " | "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": " | "StealDuration_label": "偷取持续时间", | ||
"StealDuration_postfix": " | "StealDuration_postfix": "s", | ||
"StealthDuration_label": " | "StealTechPower_label": "Steal Spirit Power", | ||
"StealthDuration_postfix": " | "StealthDuration_label": "潜行持续时间", | ||
"Steam_Citadel_InGame": "{%param0%} {% | "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_MM_PrivateLobby": " | "Steam_Citadel_RP_InParty": "主菜单 - 队伍", | ||
"Steam_Citadel_RP_MM_Ranked": " | "Steam_Citadel_RP_MM_CoopBot": "合作人机对战", | ||
" | "Steam_Citadel_RP_MM_PrivateLobby": "私人比赛", | ||
"Steam_Citadel_RP_MM_Tutorial": " | "Steam_Citadel_RP_MM_Ranked": "比赛", | ||
"Steam_Citadel_RP_MM_Unranked": " | "Steam_Citadel_RP_MM_Sandbox": "沙盒", | ||
"Steam_Citadel_RP_MainMenu": " | "Steam_Citadel_RP_MM_Tutorial": "新手教程", | ||
"Steam_Citadel_RP_Online": " | "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_label": "Splits into", | ||
"StickyClusterCount_postfix": "Sticky Grenades", | "StickyClusterCount_postfix": "Sticky Grenades", | ||
"StompDamagePerMeterPrimary_label": " | "StompDamagePerMeterPrimary_label": "每米伤害", | ||
"StompDamage_label": " | "StompDamage_label": "踩踏伤害", | ||
"StompRadius_label": "Stomp Radius", | "StompRadius_label": "Stomp Radius", | ||
"StompRadius_postfix": "m", | "StompRadius_postfix": "m", | ||
"StompRange_label": " | "StompRange_label": "脉冲射程", | ||
"StompRange_postfix": " | "StompRange_postfix": "m", | ||
"StompStunDuration_label": " | "StompStunDuration_label": "持续时间", | ||
"StompStunDuration_postfix": "s", | "StompStunDuration_postfix": "s", | ||
"StompWidth_label": " | "StompWidth_label": "技能宽度", | ||
"StompWidth_postfix": " | "StompWidth_postfix": "m", | ||
"StunDelay_label": " | "StoredSpiritDamage_label": "储存的元灵伤害", | ||
"StunDelay_postfix": " | "StunDelay_label": "眩晕延迟", | ||
"StunDuration_label": " | "StunDelay_postfix": "s", | ||
"StunDuration_postfix": " | "StunDuration_label": "眩晕持续时间", | ||
"StunOnLand_label": " | "StunDuration_postfix": "s", | ||
"StunOnLand_postfix": " | "StunOnLand_label": "眩晕持续时间", | ||
"StunTargetOnExplode_label": " | "StunOnLand_postfix": "s", | ||
"StunTargetOnExplode_postfix": " | "StunTargetOnExplode_label": "持续时间", | ||
"SummonDuration_label": " | "StunTargetOnExplode_postfix": "s", | ||
"SummonDuration_postfix": " | "SummonCasterHealthPct_label": "to Gangster Health", | ||
"SuperiorStaminaBonusSpirit_label": " | "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": " | "SurgeDelay_label": "延迟", | ||
"SurgeDelay_postfix": " | "SurgeDelay_postfix": "s", | ||
"SwapTotalDamage_label": " | "SurgeOfPower_conditional": "使用技能之后", | ||
"SwapTotalHeal_label": " | "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": " | "TackleRadius_label": "Tackle Radius", | ||
"TackleRadius_postfix": " | "TackleRadius_postfix": "m", | ||
"Tag_Category_Accessory": "配件", | "Tag_Category_Accessory": "配件", | ||
"Tag_Category_CardColor": " | "Tag_Category_CardColor": "卡牌颜色", | ||
"Tag_Category_CardSet": " | "Tag_Category_CardSet": "卡牌组", | ||
"Tag_Category_CardType": " | "Tag_Category_CardType": "卡牌类型", | ||
"Tag_Category_GoldCost": " | "Tag_Category_GoldCost": "金钱消耗", | ||
"Tag_Category_ItemType": " | "Tag_Category_ItemType": "物品类型", | ||
"Tag_Category_ManaCost": " | "Tag_Category_ManaCost": "魔力消耗", | ||
"Tag_Category_Rarity": "稀有度", | "Tag_Category_Rarity": "稀有度", | ||
"TargetGameplayTimeScale_label": " | "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": " | "TargetReloadSpeedPenalty_label": "Target Reload Speed Penalty", | ||
"TargetReloadSpeedPenalty_postfix": "%", | |||
"TargetingConeAngle_label": "攻击角度", | |||
"TargetingConeAngle_postfix": "º", | "TargetingConeAngle_postfix": "º", | ||
"TargetsPerTick_label": " | "TargetsPerTick_label": "每次射击命中目标数", | ||
" | "TechAmpLinger_label": "Spirit Amp Duration", | ||
"TechArmorDamageReduction_Label": " | "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": " | "TechArmor_label": "元灵护甲", | ||
"TechArmor_prefix": "{s:sign}", | "TechArmor_prefix": "{s:sign}", | ||
"TechCleaveDamagePercent_label": " | "TechCleaveDamagePercent_label": "分裂伤害", | ||
"TechCleaveDamagePercent_postfix": "%", | "TechCleaveDamagePercent_postfix": "%", | ||
"TechCleaveRadius_label": " | "TechCleaveRadius_label": "分裂半径", | ||
"TechCleaveRadius_postfix": " | "TechCleaveRadius_postfix": "m", | ||
"TechCleaveTargetCap_label": " | "TechCleaveTargetCap_label": "额外目标", | ||
"TechCleaveTargetCap_postfix": "", | "TechCleaveTargetCap_postfix": "", | ||
"TechCooldown_postfix": "%", | "TechCooldown_postfix": "%", | ||
"TechDamageAttribute_Desc": " | "TechDamageAttribute_Desc": "%s1 to any spirit damage bonus", | ||
"TechDamageAttribute_Desc_0": " | "TechDamageAttribute_Desc_0": "no additional spirit damage bonuses", | ||
"TechDamageBonusPercent_label": " | "TechDamageBonusPercent_label": "元灵伤害", | ||
"TechDamageBonusPercent_postfix": "%", | "TechDamageBonusPercent_postfix": "%", | ||
"TechDamageBonusPercent_prefix": "{s:sign}", | "TechDamageBonusPercent_prefix": "{s:sign}", | ||
"TechDamagePercent_Label": " | "TechDamagePercent_Label": "伤害", | ||
"TechDamagePercent_Postfix": "%", | "TechDamagePercent_Postfix": "%", | ||
"TechDamageScale_label": " | "TechDamageScale_label": "元灵伤害", | ||
"TechDamageScale_postfix": "%", | "TechDamageScale_postfix": "%", | ||
"TechDamageScale_prefix": "{s:sign}", | "TechDamageScale_prefix": "{s:sign}", | ||
"TechDuration_postfix": "%", | "TechDuration_postfix": "%", | ||
"TechLifestealPercent_label": " | "TechLifestealPercent_label": "元灵吸血", | ||
"TechLifestealPercent_postfix": "%", | "TechLifestealPercent_postfix": "%", | ||
"TechLifestealPercent_prefix": "{s:sign}", | "TechLifestealPercent_prefix": "{s:sign}", | ||
"TechLifesteal_postfix": "%", | "TechLifesteal_postfix": "%", | ||
"TechPowerAmp_label": " | "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": " | "TechPower_label": "元灵力量", | ||
"TechPower_prefix": "{s:sign}", | "TechPower_prefix": "{s:sign}", | ||
"TechRadiusMultiplier_label": " | "TechRadiusMultiplier_label": "半径", | ||
"TechRadiusMultiplier_postfix": "%", | "TechRadiusMultiplier_postfix": "%", | ||
"TechRadiusMultiplier_prefix": "{s:sign}", | "TechRadiusMultiplier_prefix": "{s:sign}", | ||
"TechRangeAdditive_label": " | "TechRangeAdditive_label": "技能有效范围", | ||
"TechRangeAdditive_postfix": " | "TechRangeAdditive_postfix": "m", | ||
"TechRangeAdditive_prefix": "{s:sign}", | "TechRangeAdditive_prefix": "{s:sign}", | ||
"TechRangeMultiplier_label": " | "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": " | "TechReduction_label": "Spirit Reduction", | ||
"TechResistDuration_label": " | "TechResistDuration_label": "持续时间", | ||
"TechResistDuration_postfix": " | "TechResistDuration_postfix": "s", | ||
"TechResistPerStack_label": " | "TechResistPerStack_label": "每层元灵增幅", | ||
"TechResistPerStack_postfix": "%", | "TechResistPerStack_postfix": "%", | ||
"TechResistPerStack_prefix": "{s:sign}", | "TechResistPerStack_prefix": "{s:sign}", | ||
"TechResistReduction_label": " | "TechResistReduction_label": "Target Spirit Resist", | ||
"TechResistReduction_postfix": "%", | "TechResistReduction_postfix": "%", | ||
"TechResistReduction_prefix": "", | "TechResistReduction_prefix": "", | ||
"TechResist_label": " | "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": " | "TechShieldDuration_label": "护盾持续时间", | ||
"TechShieldDuration_postfix": " | "TechShieldDuration_postfix": "s", | ||
"TechShieldHealth_label": " | "TechShieldHealth_label": "元灵护盾生命值", | ||
"TechShieldMaxHealth_label": " | "TechShieldMaxHealth_label": "元灵护盾生命值", | ||
"TechShieldMaxHealth_prefix": "{s:sign}", | "TechShieldMaxHealth_prefix": "{s:sign}", | ||
"TechShieldOnCast_label": " | "TechShieldOnCast_label": "元灵护盾", | ||
"TechShieldPerSecond_label": " | "TechShieldPerSecond_label": "Spirit Shield Added", | ||
"TechShieldPerSecond_postfix": "/s", | "TechShieldPerSecond_postfix": "/s", | ||
"TechShieldPoints_label": " | "TechShieldPoints_label": "元灵护盾生命值", | ||
"TempBulletShieldHealth_label": " | "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": " | "TemporaryBonusClipSizePercent_label": "临时弹药", | ||
"TemporaryBonusClipSizePercent_postfix": "%", | "TemporaryBonusClipSizePercent_postfix": "%", | ||
"TemporaryBonusClipSizePercent_prefix": "{s:sign}", | "TemporaryBonusClipSizePercent_prefix": "{s:sign}", | ||
"TemporaryBonusClipSize_label": " | "TemporaryBonusClipSize_label": "临时弹药", | ||
"TemporaryBonusClipSize_prefix": "{s:sign}", | "TemporaryBonusClipSize_prefix": "{s:sign}", | ||
"TetherDistance_label": " | "TeslaCoilHealth_label": "Tesla Coil Health", | ||
"TetherDistance_postfix": " | "TeslaCoilLifetime_label": "Tesla Coil Lifetime", | ||
"TetherDuration_label": " | "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": " | "TetherRadius_postfix": "m", | ||
"TetherSharedHealPct_label": " | "TetherRange_label": "Tether Max Range", | ||
"TetherRange_postfix": "m", | |||
"TetherSharedHealPct_label": "治疗复制", | |||
"TetherSharedHealPct_postfix": "%", | "TetherSharedHealPct_postfix": "%", | ||
"ThrowDistance_label": " | "TetheredBonusFireRate_label": "Bonus Fire Rate", | ||
"ThrowDistance_postfix": " | "TetheredBonusHealthRegen_label": "Bonus Health Regen", | ||
"ThrowRange_label": " | "TetheredBonusMoveSpeedPct_label": "Bonus Move Speed", | ||
"ThrowRange_postfix": " | "TetheredBonusMoveSpeedPct_postfix": "%", | ||
"TimeBankSpeedBonus_label": " | "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": " | "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": " | "TimeFreeze_label": "Time Freeze", | ||
"TimeFreeze_postfix": " | "TimeFreeze_postfix": "s", | ||
"TimeSaveDuration_label": " | "TimeSaveDuration_label": "Max Charge Time", | ||
"TimeSaveDuration_postfix": " | "TimeSaveDuration_postfix": "s", | ||
"TimeSaveSpeedPenaltyDuration_label": " | "TimeSaveSpeedPenaltyDuration_label": "Time Penalty Duration", | ||
"TimeSaveSpeedPenaltyDuration_postfix": " | "TimeSaveSpeedPenaltyDuration_postfix": "s", | ||
"TimeSaveSpeedPenalty_label": " | "TimeSaveSpeedPenalty_label": "Time Penalty", | ||
"TimeSaveSpeedPenalty_postfix": "%", | "TimeSaveSpeedPenalty_postfix": "%", | ||
"TimeScaleDuration_label": " | "TimeScaleDuration_label": "时间停止持续时间", | ||
"TimeScaleDuration_postfix": " | "TimeScaleDuration_postfix": "s", | ||
"TimeSlowPercent_label": " | "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": " | "TimeWallHeight_label": "墙体高度", | ||
"TimeWallHeight_postfix": " | "TimeWallHeight_postfix": "m", | ||
"TimeWallWidth_label": " | "TimeWallWidth_label": "墙体宽度", | ||
"TimeWallWidth_postfix": " | "TimeWallWidth_postfix": "m", | ||
"TotalDamage_label": " | "TornadoDuration_label": "Tornado Lifetime", | ||
"TotalHealthRegen_label": " | "TornadoDuration_postfix": "s", | ||
"TotalTetherTargets_label": " | "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": " | "TriggerDelay_label": "爆炸延迟", | ||
"TriggerDelay_postfix": " | "TriggerDelay_postfix": "s", | ||
"TrooperLifetime_label": " | "TrooperLifetime_label": "Trooper lifetime", | ||
"TrooperLifetime_postfix": " | "TrooperLifetime_postfix": "s", | ||
"TroopersToSummon_label": "Troopers created", | "TroopersToSummon_label": "Troopers created", | ||
"TurretAttackRange_label": " | "TurretAttackRange_label": "攻击范围", | ||
"TurretAttackRange_postfix": " | "TurretAttackRange_postfix": "m", | ||
"TurretDPS_label": " | "TurretDPS_label": "炮塔 DPS", | ||
"TurretDeployTime_label": " | "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": " | "TurretHealthScaling_label": "炮塔生命值", | ||
"TurretHealthScaling_postfix": "%", | "TurretHealthScaling_postfix": "%", | ||
"TurretLifetime_label": " | "TurretLifetime_label": "部署时长", | ||
"TurretLifetime_postfix": " | "TurretLifetime_postfix": "s", | ||
"TurretMoveSlowPercent_label": " | "TurretMoveSlowPercent_label": "Turret Movement Slow", | ||
"TurretMoveSlowPercent_postfix": "%", | "TurretMoveSlowPercent_postfix": "%", | ||
"UppercutBuffOnHit_label": " | "UberChargeTime_label": "Uber Charge Time", | ||
"UppercutBuffOnHit_postfix": " | "UberChargeTime_postfix": "s", | ||
"UppercutDamage_label": " | "UberDuration_label": "Uber Duration", | ||
"VacuumRadius_label": " | "UberDuration_postfix": "s", | ||
"VacuumRadius_postfix": " | "UnitBonusDamagePercent_label": "Damage increase percent", | ||
"VeilCross_conditional": " | "UppercutBuffOnHit_label": "Boost Duration", | ||
"VeilWalker_MoveSpeed_label": " | "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": " | "VexBarrierBulletMaxHealth_label": "子弹护盾生命值", | ||
"VexBarrierShieldDuration_label": " | "VexBarrierShieldDuration_label": "持续时间", | ||
"VexBarrierShieldDuration_postfix": " | "VexBarrierShieldDuration_postfix": "s", | ||
"VexBarrierTechMaxHealth_label": " | "VexBarrierTechMaxHealth_label": "元灵护盾生命值", | ||
"VictimStackDuration_label": " | "VictimStackDuration_label": "系数持续时间", | ||
"VictimStackDuration_postfix": " | "VictimStackDuration_postfix": "s", | ||
"VoidTime_label": " | "VisionDuration_label": "Vision Duration", | ||
"VoidTime_postfix": " | "VisionDuration_postfix": "s", | ||
"VoltageDrainDuration_label": " | "VoidTime_label": "虚空时间", | ||
"VoltageDrainDuration_postfix": " | "VoidTime_postfix": "s", | ||
"VulnerabilityPerStack_label": " | "VoltageDrainDuration_label": "Draining Time", | ||
"VoltageDrainDuration_postfix": "s", | |||
"VulnerabilityPerStack_label": "伤害增强", | |||
"VulnerabilityPerStack_postfix": "%", | "VulnerabilityPerStack_postfix": "%", | ||
"VulnerabilityPerStack_prefix": "+", | "VulnerabilityPerStack_prefix": "+", | ||
"WallImpactRange_label": " | "WallImpactRange_label": "影响范围", | ||
"WallImpactRange_postfix": " | "WallImpactRange_postfix": "m", | ||
"WallStunDuration_label": " | "WallStunDuration_label": "持续时间", | ||
"WallStunDuration_postfix": " | "WallStunDuration_postfix": "s", | ||
"WarpStoneRange_label": " | "WarpStoneRange_label": "传送范围", | ||
"WarpStoneRange_postfix": " | "WarpStoneRange_postfix": "m", | ||
"WaveLifetime_label": " | "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": " | "WeaponDamageBonusDuration_label": "加成持续时间", | ||
"WeaponDamageBonusDuration_postfix": " | "WeaponDamageBonusDuration_postfix": "s", | ||
"WeaponDamageBonus_label": " | "WeaponDamageBonus_label": "武器伤害", | ||
"WeaponDamageBonus_prefix": "{s:sign}", | "WeaponDamageBonus_prefix": "{s:sign}", | ||
"WeaponDamageDebuff_label": " | "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": " | "WeaponPowerAttribute_Desc": "%s1 to any weapon damage bonus", | ||
"WeaponPowerAttribute_Desc_0": " | "WeaponPowerAttribute_Desc_0": "no additional weapon damage bonuses", | ||
"WeaponPowerBonusDuration_label": " | "WeaponPowerBonusDuration_label": "Bonus Courage Duration", | ||
"WeaponPowerBonus_label": " | "WeaponPowerBonus_label": "Bonus Courage", | ||
"WeaponPowerDebuff_label": " | "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": " | "WeaponPowerPerKill_label": "每击杀一次获得的武器伤害", | ||
"WeaponPowerPerKill_postfix": "%", | "WeaponPowerPerKill_postfix": "%", | ||
"WeaponPowerPerStack_label": " | "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": " | "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": " | "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": " | "WeaponRecoilReduction_label": "Recoil Reduction", | ||
"WeaponRecoilReduction_postfix": "%", | "WeaponRecoilReduction_postfix": "%", | ||
"WhirlwindDuration_label": " | "WhirlwindDuration_label": "子弹闪避持续时间", | ||
"WhirlwindDuration_postfix": " | "WhirlwindDuration_postfix": "s", | ||
"WhirlwindEvasionChance_label": " | "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": " | "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} | "_back_": "{s:param_1},撤回!", | ||
"_missing_": "{s:param_1} | "_missing_": "{s:param_1}消失", | ||
"ability_abort_cast": "中止", | "ability_abort_cast": "中止", | ||
"ability_afterburn": " | "ability_afterburn": "残焰", | ||
"ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot": " | "ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot": "来自残焰的炙烤", | ||
"ability_afterburn_desc": " | "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": " | "ability_afterburn_quip": "射击敌人,让他们燃烧起来", | ||
"ability_afterburn_t1_desc": " | "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": " | "ability_blood_bomb": "精华炸弹", | ||
"ability_blood_bomb_desc": " | "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": " | "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": " | "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": " | "ability_blood_shards": "恶念", | ||
"ability_blood_shards/modifier_blood_shard_debuff": " | "ability_blood_shards/modifier_blood_shard_debuff": "恶念", | ||
"ability_blood_shards_desc": " | "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": " | "ability_blood_shards_quip": "对敌人叠加伤害增强", | ||
"ability_blood_shards_t2_desc": " | "ability_blood_shards_t2_desc": "+40 生命转换伤害", | ||
"ability_blood_shards_t3_desc": " | "ability_blood_shards_t3_desc": "+6 血晶数量", | ||
"ability_bounce_pad": " | "ability_bounce_pad": "弹跳垫", | ||
"ability_bounce_pad/speed_on_land": " | "ability_bounce_pad/speed_on_land": "移动速度", | ||
"ability_bounce_pad_desc": " | "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": " | "ability_bounce_pad_quip": "让自己和其他人高飞", | ||
"ability_bounce_pad_t1_desc": " | "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 | "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;\"\ | "ability_bounce_pad_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E踩踏时 +1.25s 眩晕\u003C/span\u003E", | ||
"ability_bullet_flurry": " | "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,\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_quip": "钻入地下行动,现身时造成旋转伤害", | |||
"ability_burrow_t1_desc": "钻地时间 \u003Cspan style=\"font-weight: bold;\"\u003E+3s\u003C/span\u003E", | |||
"ability_burrow_quip": " | "ability_burrow_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+140\u003C/span\u003E 旋转 DPS,+2 半径", | ||
"ability_burrow_t1_desc": " | "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;\"\ | "ability_cancel_channel": "结束施法", | ||
"ability_burrow_t3_desc": " | "ability_capture_zip_line": "Capture Hyperline", | ||
"ability_cancel_channel": " | "ability_carpetbomb_drone": "Street Cleaner", | ||
"ability_capture_zip_line": " | "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_carpetbomb_drone_t1_desc": "Drone Life Time \u003Cspan class=\"highlight\"\u003E+{s:DroneLifeTime}s\u003C/span\u003E", | ||
" | "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_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": "蓄力射击", | |||
" | "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_charged_shot_quip": "蓄力射出远击一箭", | ||
"ability_charged_shot_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+UNKNOWN[Damage] 伤害\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": "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 \u003Cspan class=\"highlight\"\u003E{s:CooldownReductionOnKill}s\u003C/span\u003E when a marked enemy dies", | |||
" | "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": "火药桶", | |||
" | "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_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\u003Cbr\u003E无布置时间", | ||
"ability_explosive_trap": "Remote Bomb", | |||
"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_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_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_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,\u003Cspan style=\"font-weight: bold;\"\u003E眩晕范围内的所有敌人\u003C/span\u003E。", | |||
" | "ability_fire_bomb_quip": "短暂延迟后眩晕附近的敌人", | ||
"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_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_flame_dash": "烈焰冲刺", | |||
"ability_flame_dash_cancel_trigger": "Cancel Flame Dash", | |||
" | "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_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": "\u003Cspan style=\"font-weight: bold;\"\u003E+30% 射速减缓\u003C/span\u003E,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_hat_trick": " | "ability_gravity_lasso/modifier_citadel_gravity_lasso_self": "元灵套索", | ||
"ability_hat_trick_desc": " | "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": " | "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": " | "ability_heal_drone": "Medic Drone", | ||
"ability_health_swap/modifier_health_swap_debuff": " | "ability_heal_drone_desc": "Deploy a medic drone which slowly heals you and a nearby teammate.\"nReplaces any other drone.", | ||
"ability_health_swap_desc": " | "ability_health_swap": "灵魂互换", | ||
"ability_health_swap_quip": " | "ability_health_swap/modifier_health_swap_debuff": "Health Swap", | ||
"ability_health_swap_t3_desc": " | "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": " | "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": " | "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": " | "ability_heavy_drone": "Utility Drone", | ||
"ability_ice_dome_desc": " | "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": " | "ability_heavy_rage": "Heavy Rage", | ||
"ability_ice_dome_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\ | "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;\"\ | "ability_heavy_rage_t1_desc": "Max stacks per enemy Hero or NPCs \u003Cspan class=\"highlight\"\u003E+{s:StacksPerEntity}\u003C/span\u003E", | ||
"ability_ice_grenade": " | "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": " | "ability_hijack_richochet_projectile": "Ricochet Dagger", | ||
"ability_ice_grenade_desc": " | "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": " | "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": " | "ability_ice_dome": "冰冻庇护", | ||
"ability_icebeam": " | "ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff": "冰冻庇护", | ||
"ability_icebeam/modifier_buildup": " | "ability_ice_dome/modifier_ice_dome/modifier_debuff": "冰冻庇护", | ||
"ability_icebeam/modifier_slow": " | "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": " | "ability_ice_dome_quip": "形成一个无法穿透的治疗罩", | ||
"ability_icebeam_quip": " | "ability_ice_dome_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+40%\u003C/span\u003E 射速减缓", | ||
"ability_icebeam_t3_desc": " | "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": " | "ability_ice_grenade": "冰霜手雷", | ||
"ability_icepath/modifier_icepath": " | "ability_ice_grenade/kelvin_ice_grenade_slow": "冰霜手雷减速", | ||
"ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff": " | "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": " | "ability_ice_grenade_quip": "对敌人造成伤害并减速", | ||
"ability_icepath_quip": " | "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": " | "ability_icebeam": "极寒光束", | ||
"ability_immobilize_trap": " | "ability_icebeam/modifier_buildup": "冻结", | ||
"ability_immobilize_trap/trap_debuff": " | "ability_icebeam/modifier_slow": "极寒光束减速效果", | ||
"ability_immobilize_trap_desc": " | "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": " | "ability_icebeam_quip": "施加不断提高的减速效果", | ||
"ability_immobilize_trap_t3_desc": " | "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": " | "ability_icepath": "冰封路径", | ||
"ability_incendiary_projectile_desc": " | "ability_icepath/modifier_icepath": "冰封路径", | ||
"ability_incendiary_projectile_quip": " | "ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff": "冰封路径", | ||
"ability_incendiary_projectile_t2_desc": " | "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;\"\ | "ability_icepath_quip": "在漂浮的冰封路径上快速移动", | ||
"ability_intimidate": " | "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": " | "ability_immobilize_trap": "定身陷阱", | ||
"ability_intimidate_quip": " | "ability_immobilize_trap/trap_debuff": "元灵护甲降低", | ||
"ability_intimidate_t3_desc": " | "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": " | "ability_lash_flog": "鞭笞", | ||
"ability_lash_flog/modifier_lash_flog_debuff": " | "ability_lash_flog/modifier_lash_flog_debuff": "鞭笞", | ||
"ability_lash_flog_desc": " | "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": " | "ability_lash_flog_quip": "从你前方的目标身上吸血", | ||
"ability_lash_flog_t1_desc": " | "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 | "ability_lash_flog_t3_desc": "+105 伤害并施加 35% 射速减缓", | ||
"ability_life_drain": " | "ability_life_drain": "生命汲取", | ||
"ability_life_drain/modifier_life_drain": " | "ability_life_drain/modifier_life_drain": "生命汲取", | ||
"ability_life_drain/modifier_life_drain_caster": " | "ability_life_drain/modifier_life_drain_caster": "生命汲取", | ||
"ability_life_drain_cancel_trigger": " | "ability_life_drain_cancel_trigger": "Cancel Life Drain", | ||
"ability_life_drain_desc": " | "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": " | "ability_life_drain_quip": "持续偷取敌人的生命值", | ||
"ability_life_drain_t3_desc": " | "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": " | "ability_melee_archer": "近战", | ||
"ability_melee_astro": " | "ability_melee_astro": "近战", | ||
"ability_melee_digger": " | "ability_melee_digger": "近战", | ||
"ability_melee_ghost": " | "ability_melee_ghost": "近战", | ||
"ability_melee_haze": " | "ability_melee_haze": "近战", | ||
"ability_melee_heavy": " | "ability_melee_heavy": "近战", | ||
"ability_melee_inferno": " | "ability_melee_inferno": "近战", | ||
"ability_melee_kelvin": " | "ability_melee_kelvin": "近战", | ||
"ability_melee_lash": " | "ability_melee_lash": "近战", | ||
"ability_melee_nano": " | "ability_melee_nano": "近战", | ||
"ability_melee_viscous": " | "ability_melee_viscous": "近战", | ||
"ability_melee_wrecker": " | "ability_melee_wrecker": "近战", | ||
"ability_melee_yamato": " | "ability_melee_yamato": "近战", | ||
"ability_melee_zealot": " | "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": "\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": " | "ability_power_jump/modifier_air_raid/modifier_slow_base": "被减速", | ||
"ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base": " | "ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base": "减速弹", | ||
"ability_power_jump_desc": " | "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": " | "ability_power_jump_quip": "跃至高空并射出多重箭矢", | ||
"ability_power_jump_t2_desc": " | "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": " | "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": " | "ability_power_surge": "澎湃电力", | ||
"ability_power_surge_desc": " | "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": " | "ability_power_surge_quip": "你的射击会创造出电弧", | ||
"ability_power_surge_t1_desc": " | "ability_power_surge_t1_desc": "电击伤害施加 -15% 元灵抗性,持续 8s", | ||
"ability_power_surge_t3_desc": " | "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": " | "ability_propulsion_gel": "Propulsion Gel", | ||
"ability_sleep_dagger": " | "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": " | "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": " | "ability_propulsion_gel_t2_desc": "Gel travel distance \u003Cspan class=\"highlight\"\u003E+{s:AbilityCastRange}m\u003C/span\u003E", | ||
"ability_sleep_dagger_quip": " | "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;\"\ | "ability_rocket_drone": "Heavy Drone", | ||
"ability_sleep_dagger_t3_desc": " | "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": " | "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": " | "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": " | "ability_rocket_drone_t3_desc": "Maximum rockets per second \u003Cspan class=\"highlight\"\u003E+{s:RocketsPerSecond}\u003C/span\u003E", | ||
"ability_slingshot_catapult": " | "ability_scrap_blast": "生物爆破", | ||
"ability_slingshot_catapult_desc": " | "ability_scrap_blast/modifier_scrap_blast_debuff": "被减速", | ||
"ability_slingshot_open_wounds": " | "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": " | "ability_scrap_blast_quip": "发射一股生物质爆炸波", | ||
"ability_slingshot_open_wounds_t3_desc": " | "ability_self_purge": "Uproar", | ||
"ability_slingshot_ultimate": " | "ability_self_purge_desc": "\u003Cspan class=\"highlight\"\u003EDrags enemies\u003C/span\u003E towards heavy and causes an explosion.", | ||
"ability_slingshot_ultimate_desc": " | "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": " | "ability_shielded_sentry_rocket": "Sentry Rocket", | ||
"ability_smoke_bomb/modifier_buff": " | "ability_sleep_dagger": "沉睡匕首", | ||
"ability_smoke_bomb_desc": " | "ability_sleep_dagger/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep": "沉睡中", | ||
"ability_smoke_bomb_quip": " | "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": " | "ability_sleep_dagger_quip": "让一名敌人入睡", | ||
"ability_smoke_bomb_t2_desc": " | "ability_sleep_dagger_t1_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E移除 1 耐力\u003C/span\u003E", | ||
"ability_smoke_bomb_t3_desc": " | "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": " | "ability_slingshot_bruising_shot": "Bruising Shot", | ||
"ability_stacking_damage/modifier_passive_haze_stacking_damage": " | "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": " | "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": " | "ability_slingshot_catapult": "Catapult", | ||
"ability_stacking_damage_quip": " | "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": " | "ability_slingshot_open_wounds": "Open Wounds", | ||
"ability_stacking_damage_t2_desc": "\u003Cspan style=\"font-weight: bold;\"\ | "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": "每 \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": " | "ability_teammate_armor_buff": "Protective Shell", | ||
"ability_throw_sand_desc": " | "ability_teammate_armor_buff/modifier_consumed_armor_buff": "Protective Shell", | ||
"ability_throw_sand_quip": " | "ability_teammate_armor_buff_desc": "Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself.", | ||
"ability_throw_sand_t3_desc": " | "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": " | "ability_teammate_armor_buff_t2_desc": "Adds health regen effect \u003Cspan class=\"highlight\"\u003E+{s:HealthRegenBonus}\u003C/span\u003E", | ||
"ability_ult_combo_desc": " | "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": " | "ability_tempest_faraday_cage": "Faraday Cage", | ||
"ability_ult_combo_t2_desc": " | "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": " | "ability_tempest_ion_dagger": "Ion Dagger", | ||
"ability_upgrade_description": " | "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": " | "ability_tempest_tesla_coil": "Tesla Coil", | ||
"ability_upgrade_extra_info": " | "ability_tempest_tesla_coil/modifier_tesla_coil_aura_alert/modifier_tesla_coil_alert": "Tesla Coil Nearby", | ||
"ability_warden_crowd_control": " | "ability_tempest_tesla_coil/modifier_tesla_coil_aura_damage_amp/modifier_tesla_coil_damage_amp": "Tesla Coil Nearby", | ||
"ability_warden_crowd_control_desc": " | "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": " | "ability_tempest_weathermaker": "Weathermaker", | ||
"ability_warden_crowd_control_t3_desc": " | "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": " | "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": " | "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;\"\ | "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": " | "ability_warden_lock_down": "束缚之言", | ||
"ability_warden_lock_down_desc": " | "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": " | "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": " | "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": " | "ability_warden_riot_protocol": "屹立不倒", | ||
"ability_warden_riot_protocol_desc": " | "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": " | "ability_warden_riot_protocol_quip": "发出脉冲,从敌人身上吸血", | ||
"active_bullet_shield": " | "ability_wrecker_salvage": "灰飞烟灭", | ||
"afterburn_spirit_stolen_buff": " | "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": " | "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% | "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% | "ability_wrecker_teleport": "星体漫步", | ||
"assassin_modifier": "+ | "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": " | "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": " | "cadence_ability_anthem": "Anthem", | ||
"cadence_ability_anthem_desc": " | "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": " | "cadence_ability_anthem_quip": "Lead the charge, inspiring allies in earshot and giving them weapon buffs", | ||
"cadence_ability_crescendo": " | "cadence_ability_crescendo": "Crescendo", | ||
"cadence_ability_crescendo_desc": " | "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": " | "cadence_ability_crescendo_quip": "Encase enemies in glass then shatter it", | ||
"cadence_ability_grandfinale": " | "cadence_ability_grandfinale": "Grand Finale", | ||
"cadence_ability_grandfinale_desc": " | "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": " | "cadence_ability_grandfinale_quip": "Build a stage, then fight from it with weapon buffs.", | ||
"cadence_ability_lullaby": " | "cadence_ability_lullaby": "Lullaby", | ||
"cadence_ability_lullaby_desc": " | "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": " | "cadence_ability_lullaby_quip": "Lull any foe you come within earshot of to sleep.", | ||
"cadence_ability_silencecontraptions": " | "cadence_ability_silencecontraptions": "Silence Contraptions", | ||
"cadence_ability_silencecontraptions_desc": " | "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": " | "cadence_ability_silencecontraptions_quip": "Start a melee brawl. No guns allowed.", | ||
"casting_powerup_pickup": " | "casting_powerup_pickup": "技能施放", | ||
"cd_permanent_pickup_label": "+0.75% | "cd_permanent_pickup_label": "+0.75% 冷却时间减少", | ||
"cd_permanent_pickup_label_lv2": "+1% | "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.\u003Cbr\u003E\u003Cbr\u003EThis can be cancelled by toggling off. Remaining shells will be lost.", | ||
" | "citadel_ability_ballista_ammo_pack_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:ClipSize}\u003C/span\u003E 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": "\u003Cspan class=\"highlight\"\u003E+{s:NumMines}\u003C/span\u003E 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.\u003Cbr\u003E\u003Cbr\u003EDeals weapon damage", | ||
" | "citadel_ability_ballista_shell_shotgun_t3_desc": "Hitting \u003Cspan class=\"highlight\"\u003E{s:TargetsToAddCharge}+\u003C/span\u003E 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, \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_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 \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_bull_charge": "冲锋陷阵", | ||
" | "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_bull_charge_quip": "冲入战斗,拖拽敌人", | |||
"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_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": "\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_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\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_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, \u003Cspan class=\"highlight\"\u003Edragging and damaging enemies\u003C/span\u003E in your path. Can be canceled early.", | ||
"citadel_ability_charged_tackle_quip": "Charge into combat", | |||
"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_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_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_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\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_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": "+\u003Cspan class=\"highlight\"\u003E{s:MinSlowDuration}s/{s:MaxSlowDuration}s\u003C/span\u003E Min/Max Stop Duration", | ||
"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_chrono_kinetic_carbine_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E+50%\u003C/span\u003E 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\u003Cspan style=\"font-weight: bold;\"\u003E伤害、移动减速,并叠加伤害增幅\u003C/span\u003E。", | ||
" | "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 \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_chrono_sphere": "Chrono's Sphere", | ||
"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_chrono_sphere_quip": "Create a slow-down time vortex", | ||
" | "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_chrono_swap": "悖论置换", | ||
"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_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\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_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": "\u003Cspan style=\"font-weight: bold;\"\u003E宽度 +2m,高度 +1m\u003C/span\u003E", | ||
"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_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 \u003Cspan class=\"highlight\"\u003E{s:SweepCount} times\u003C/span\u003E from the sky, dealing damage to anyone caught in its path.", | ||
" | "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_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_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.\u003Cbr\u003E\u003Cbr\u003EIf targeting an enemy, deals damage instead.", | ||
" | "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_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 \u003Cspan class=\"highlight\"\u003E{s:SlowPercent}%\u003C/span\u003E for {s:DebuffDuration}s", | |||
"citadel_ability_duo_fusion_scalpel_t3_desc": "Link with up to \u003Cspan class=\"highlight\"\u003E{s:MaxAllyLinks}\u003C/span\u003E 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": "\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_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_infinity_slash": " | "citadel_ability_duo_summon_drone": "Summon", | ||
"citadel_ability_infinity_slash/timer": " | "citadel_ability_duo_summon_drone_desc": "Summons your drone.", | ||
"citadel_ability_infinity_slash_buff_header": " | "citadel_ability_duo_summon_drone_t1_desc": "Drone also gets player items", | ||
"citadel_ability_infinity_slash_desc": " | "citadel_ability_duo_summon_drone_t2_desc": "Fire a barrage of rockets while in sentry mode", | ||
"citadel_ability_infinity_slash_quip": " | "citadel_ability_duo_summon_drone_t3_desc": "Immobilize targets in place in attack mode", | ||
"citadel_ability_interrupted": " | "citadel_ability_fissure_wall": "幻影屏障", | ||
"citadel_ability_jump": " | "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_lash": "鞭长可及", | |||
"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": " | "citadel_ability_lash_down_strike": "震撼大地", | ||
"citadel_ability_lash_desc": " | "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": " | "citadel_ability_lash_down_strike_quip": "猛击地面,对敌人造成伤害", | ||
"citadel_ability_lash_down_strike_desc": " | "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": " | "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": " | "citadel_ability_lash_high_explosive": "High Explosive", | ||
"citadel_ability_lash_down_strike_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\ | "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": " | "citadel_ability_lash_quip": "用鞭子将自己拉向敌人", | ||
"citadel_ability_lash_high_explosive_desc": "Lash | "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": " | "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;\"\ | "citadel_ability_lash_throw_grenade": "Throw Explosive", | ||
"citadel_ability_lash_t3_desc": " | "citadel_ability_lash_ultimate": "死亡猛击", | ||
"citadel_ability_lash_throw_grenade": " | "citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff": "死亡猛击", | ||
"citadel_ability_lash_ultimate": " | "citadel_ability_lash_ultimate_debuff": "移动减速", | ||
"citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff": " | "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": " | "citadel_ability_lash_ultimate_quip": "举起敌人并将其猛砸到地上", | ||
"citadel_ability_lash_ultimate_desc": " | "citadel_ability_lightning_ball": "球状闪电", | ||
"citadel_ability_lash_ultimate_quip": " | "citadel_ability_lightning_ball/modifier_citadel_lightningball": "球状闪电减速", | ||
"citadel_ability_lightning_ball": " | "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": " | "citadel_ability_lightning_ball_quip": "发射一个具有伤害性的球状闪电", | ||
"citadel_ability_lightning_ball_desc": " | "citadel_ability_lightning_ball_t3_desc": "+70 DPS 并 +2m 半径", | ||
"citadel_ability_lightning_ball_quip": " | "citadel_ability_lightning_dodge": "Lightning Roll", | ||
"citadel_ability_lightning_ball_t3_desc": " | "citadel_ability_lightning_dodge_passive": "Lightning Roll", | ||
"citadel_ability_lightning_dodge": " | "citadel_ability_mechaguy_defense_field": "Reactive Armor", | ||
"citadel_ability_lightning_dodge_passive": " | "citadel_ability_mechaguy_defense_field_desc": "Fires defensive rockets at attackers, and build regeneration for every {s:RegenThreshold} damage taken", | ||
"citadel_ability_melee_apocalypse": " | "citadel_ability_mechaguy_defense_field_t2_desc": "+{s:RegenPercent}% health recovery", | ||
"citadel_ability_melee_ballista": " | "citadel_ability_mechaguy_double_edge": "Double Edge", | ||
"citadel_ability_melee_bebop": " | "citadel_ability_mechaguy_double_edge_desc": "Deals {s:Damage} damage to both you and your target", | ||
"citadel_ability_melee_bull": " | "citadel_ability_mechaguy_double_edge_t2_desc": "Deals {s:DamageHealthPercent}% of your health as additional damage", | ||
"citadel_ability_melee_chrono": " | "citadel_ability_mechaguy_double_edge_t3_desc": "+{s:AbilityUnitTargetLimit} targets", | ||
"citadel_ability_melee_clawdril": " | "citadel_ability_mechaguy_echo": "Echo", | ||
"citadel_ability_melee_coldmetal": " | "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": " | "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": " | "citadel_ability_mechaguy_echo_t3_desc": "Echo spreads to nearby enemies", | ||
"citadel_ability_melee_genericperson": " | "citadel_ability_mechaguy_retaliate": "Retaliate", | ||
"citadel_ability_melee_gigawatt": " | "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": " | "citadel_ability_mechaguy_retaliate_t1_desc": "Projectile gains {s:Radius}m explosion radius", | ||
"citadel_ability_melee_kali": " | "citadel_ability_mechaguy_retaliate_t2_desc": "+{s:DamageMultiplier}x damage multiplier", | ||
"citadel_ability_melee_parry": " | "citadel_ability_mechaguy_retaliate_t3_desc": "Heals for {s:HealPercent}% damage taken", | ||
"citadel_ability_melee_parry/parry_cooldown_display": " | "citadel_ability_melee_apocalypse": "近战", | ||
"citadel_ability_melee_phalanx": " | "citadel_ability_melee_ballista": "近战", | ||
"citadel_ability_melee_revenant": " | "citadel_ability_melee_bebop": "近战", | ||
"citadel_ability_melee_shiv": " | "citadel_ability_melee_bull": "近战", | ||
"citadel_ability_melee_spade": " | "citadel_ability_melee_chrono": "近战", | ||
"citadel_ability_melee_sumo": " | "citadel_ability_melee_clawdril": "近战", | ||
"citadel_ability_melee_tengu": " | "citadel_ability_melee_coldmetal": "近战", | ||
"citadel_ability_melee_tokamak": " | "citadel_ability_melee_demoman": "近战", | ||
"citadel_ability_melee_warden": " | "citadel_ability_melee_engineer": "近战", | ||
"citadel_ability_melee_wraith": " | "citadel_ability_melee_genericperson": "近战", | ||
"citadel_ability_mobile_resupply": " | "citadel_ability_melee_gigawatt": "近战", | ||
"citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply": " | "citadel_ability_melee_hornet": "近战", | ||
"citadel_ability_mobile_resupply_desc": " | "citadel_ability_melee_kali": "近战", | ||
"citadel_ability_mobile_resupply_quip": " | "citadel_ability_melee_parry": "格挡", | ||
"citadel_ability_mobile_resupply_t1_desc": " | "citadel_ability_melee_parry/parry_cooldown_display": "格挡冷却", | ||
"citadel_ability_mobile_resupply_t3_desc": " | "citadel_ability_melee_phalanx": "近战", | ||
"citadel_ability_nikuman": " | "citadel_ability_melee_revenant": "近战", | ||
"citadel_ability_nikuman/modifier_nikuman": " | "citadel_ability_melee_shiv": "近战", | ||
"citadel_ability_nikuman_desc": " | "citadel_ability_melee_spade": "近战", | ||
"citadel_ability_nikuman_quip": " | "citadel_ability_melee_sumo": "近战", | ||
"citadel_ability_nikuman_t1_desc": " | "citadel_ability_melee_tengu": "近战", | ||
"citadel_ability_nikuman_t3_desc": "\u003Cspan style=\"font-weight: bold;\"\ | "citadel_ability_melee_tokamak": "近战", | ||
"citadel_ability_passive_beefy": " | "citadel_ability_melee_warden": "近战", | ||
"citadel_ability_passive_beefy_desc": " | "citadel_ability_melee_wraith": "近战", | ||
"citadel_ability_passive_beefy_quip": " | "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, \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_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_power_slash": " | "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": " | "citadel_ability_player_ping": "信号", | ||
"citadel_ability_power_slash_quip": " | "citadel_ability_power_slash": "剑客无情", | ||
"citadel_ability_power_slash_t1_desc": " | "citadel_ability_power_slash_desc": "在 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": " | "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": " | "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": " | "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": " | "citadel_ability_projectmind": "心灵投射", | ||
"citadel_ability_projectmind_quip": " | "citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield": "子弹护盾", | ||
"citadel_ability_projectmind_t2_desc": " | "citadel_ability_projectmind_desc": "\u003Cspan style=\"font-weight: bold;\"\u003E传送\u003C/span\u003E至目标位置。", | ||
"citadel_ability_psychic_daggers": " | "citadel_ability_projectmind_quip": "传送至目标位置", | ||
"citadel_ability_psychic_daggers_desc": " | "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": " | "citadel_ability_psychic_daggers": "Royal Flush", | ||
"citadel_ability_psychic_daggers_t3_desc": " | "citadel_ability_psychic_daggers_desc": "Telekinetically throw cards that \u003Cspan class=\"highlight\"\u003Ehit random targets\u003C/span\u003E around you.", | ||
"citadel_ability_psychic_lift": " | "citadel_ability_psychic_daggers_quip": "Damage random targets around you", | ||
"citadel_ability_psychic_lift/lift": " | "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": " | "citadel_ability_psychic_lift": "念力", | ||
"citadel_ability_psychic_lift_quip": " | "citadel_ability_psychic_lift/lift": "隔空取物", | ||
"citadel_ability_psychic_lift_t3_desc": " | "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": " | "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": " | "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": " | "citadel_ability_psychic_pulse": "Psychic Pulse", | ||
"citadel_ability_revenant_energy_strike": " | "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": " | "citadel_ability_psychic_pulse_quip": "Reveal enemies through walls", | ||
"citadel_ability_revenant_infuse_weapon": " | "citadel_ability_quick_melee": "近战", | ||
"citadel_ability_revenant_infuse_weapon_desc": " | "citadel_ability_reflect_shield": "Reflect Shield", | ||
"citadel_ability_revenant_infuse_weapon_trigger": " | "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": " | "citadel_ability_revenant_blast": "Shock Wave", | ||
"citadel_ability_revenant_siphon_energy_desc": " | "citadel_ability_revenant_blast_desc": "Unleash a blast of energy at your target", | ||
"citadel_ability_rocket_barrage": " | "citadel_ability_revenant_energy_strike": "Energy Strike", | ||
"citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow": " | "citadel_ability_revenant_energy_strike_desc": "Strike the targeted area with a massive burst of energy.", | ||
"citadel_ability_rocket_barrage_desc": " | "citadel_ability_revenant_infuse_weapon": "Infuse Weapon", | ||
"citadel_ability_rocket_barrage_quip": " | "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": " | "citadel_ability_revenant_infuse_weapon_trigger": "Disable", | ||
"citadel_ability_rocket_barrage_t3_desc": " | "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": " | "citadel_ability_self_vacuum": "奇点", | ||
"citadel_ability_self_vacuum_desc": " | "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": " | "citadel_ability_self_vacuum_quip": "拉近敌方队伍并使其眩晕", | ||
"citadel_ability_self_vacuum_t3_desc": " | "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": " | "citadel_ability_shield_toss": "Shield Toss", | ||
"citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack": " | "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": " | "citadel_ability_shieldedsentry": "迷你炮塔", | ||
"citadel_ability_shieldedsentry_quip": " | "citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack": "Sentry Bullet Resist Debuff", | ||
"citadel_ability_shieldedsentry_t1_desc": " | "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": " | "citadel_ability_shieldedsentry_quip": "部署一台自动炮塔", | ||
"citadel_ability_shiv_dagger": " | "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": " | "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": " | "citadel_ability_shiv_dagger": "尖锋利齿", | ||
"citadel_ability_shiv_dagger_quip": " | "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": " | "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": " | "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;\"\ | "citadel_ability_shiv_dagger_t3_desc": "+40 伤害并 +5 流血 DPS", | ||
"citadel_ability_shiv_dash_quip": " | "citadel_ability_shiv_dash": "一网打尽", | ||
"citadel_ability_shiv_dash_t3_desc": " | "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": " | "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": " | "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": " | "citadel_ability_shiv_dash_t3_tooltip": "命中时", | ||
"citadel_ability_shiv_defer_damage_max_rage_desc": " | "citadel_ability_shiv_defer_damage": "细血长流", | ||
"citadel_ability_shiv_defer_damage_on_cast": " | "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": " | "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": " | "citadel_ability_shiv_defer_damage_on_cast": "激活时", | ||
"citadel_ability_shiv_killing_blow/active_buff": " | "citadel_ability_shiv_defer_damage_quip": "部分受到的伤害推迟生效", | ||
"citadel_ability_shiv_killing_blow_active_desc": " | "citadel_ability_shiv_killing_blow": "乘胜追击", | ||
"citadel_ability_shiv_killing_blow_passive_desc": " | "citadel_ability_shiv_killing_blow/active_buff": "怒气冲天", | ||
"citadel_ability_shiv_killing_blow_quip": " | "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": " | "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 | "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": " | "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": " | "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 并 \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": " | "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": " | "citadel_ability_shiv_killing_blow_ui_meter": "怒气值", | ||
"citadel_ability_shoryuken_desc": "Lash | "citadel_ability_shiv_killing_blow_while_full_rage": "怒气值满时", | ||
"citadel_ability_shoryuken_t3_desc": " | "citadel_ability_shoryuken": "Shoryuken", | ||
"citadel_ability_silencecontraptions_t3_desc": " | "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 \u003Cspan class=\"highlight\"\u003Emultiple targets\u003C/span\u003E 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_tangotether_desc": " | "citadel_ability_spade_hat_trick/modifier_citadel_spade_hattrick_tracker": "Damage Stacks", | ||
"citadel_ability_tangotether_lock": " | "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": " | "citadel_ability_spade_hat_trick_t1_desc": "Reduce total cooldown by 1s per unit hit", | ||
"citadel_ability_tangotether_t2_desc": " | "citadel_ability_spade_hat_trick_t3_desc": "Hero kills refill all charges", | ||
"citadel_ability_teleport": " | "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": " | "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": " | "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": " | "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\ | "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": " | "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} | "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": " | "citadel_ability_tengu_lightningcrash": "坠落恩典", | ||
"citadel_ability_tengu_lightningcrash_desc": " | "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": " | "citadel_ability_tengu_lightningcrash_quip": "飞至战场上空", | ||
"citadel_ability_tengu_lightningcrash_t3_desc": " | "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": " | "citadel_ability_tengu_stone_form": "石像形态", | ||
"citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form": " | "citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form": "石像形态", | ||
"citadel_ability_tengu_stone_form_desc": " | "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": " | "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": " | "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": " | "citadel_ability_tengu_urn": "葛根炸弹", | ||
"citadel_ability_tengu_urn_desc": " | "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": " | "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 | "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": "激光", | |||
"citadel_ability_tier2boss_rocket_barrage": " | "citadel_ability_tier2boss_rocket_barrage": "火箭弹幕", | ||
"citadel_ability_tier2boss_stomp": " | "citadel_ability_tier2boss_stomp": "践踏", | ||
"citadel_ability_tier3boss_laser_beam": " | "citadel_ability_tier3boss_laser_beam": "守护神激光", | ||
"citadel_ability_time_bank": " | "citadel_ability_time_bank": "Time Bank", | ||
"citadel_ability_time_bank_desc": "{s:hero_name} | "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": " | "citadel_ability_time_bank_quip": "Speed yourself up, then slow down briefly", | ||
"citadel_ability_time_bank_trigger": " | "citadel_ability_time_bank_trigger": "Speed Time", | ||
"citadel_ability_time_bomb": " | "citadel_ability_time_bomb": "Time Bomb", | ||
"citadel_ability_time_bomb_desc": "{s:hero_name} | "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": " | "citadel_ability_time_bomb_quip": "Proximity explosion", | ||
"citadel_ability_time_bomb_t2_desc": " | "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}+[ | "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": " | "citadel_ability_uppercut": "爆炸勾拳", | ||
"citadel_ability_uppercut_desc": " | "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": "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\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": "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": " | "citadel_ability_viscous_ball_boost": "Slam Ball", | ||
"citadel_ability_void_sphere": " | "citadel_ability_void_sphere": "量子闪现", | ||
"citadel_ability_void_sphere_desc": " | "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": " | "citadel_ability_void_sphere_quip": "瞬间消失并重新出现", | ||
"citadel_ability_void_sphere_t3_desc": " | "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": " | "citadel_ability_wing_blast": "Wing Blast", | ||
"citadel_ability_wing_blast_desc": " | "citadel_ability_wing_blast_desc": "Create a blast of air that pushes enemies away and damages them.", | ||
"citadel_ability_wraith_rapidfire": " | "citadel_ability_wraith_rapidfire": "全自动", | ||
"citadel_ability_wraith_rapidfire/modifier_rapidfire": " | "citadel_ability_wraith_rapidfire/modifier_rapidfire": "Rapid Fire", | ||
"citadel_ability_wraith_rapidfire_desc": " | "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": " | "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": "\u003Cspan class=\"highlight\"\u003E+{s:SilenceDuration}\u003C/span\u003E EMP Duration", | ||
"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_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 \u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeedWhileTethered}\u003C/span\u003E while tethered", | ||
"citadel_ability_zealot_inner_fire_t2_desc": "Damage Resist \u003Cspan class=\"highlight\"\u003E+{s:DamageReductionWhileSpirits}%\u003C/span\u003E while using Summon Spirits", | |||
"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} | "citadel_ability_zealot_spirit_echo": "Spirit Echo", | ||
"citadel_chatwheel_label_Attack_Hero": " | "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": " | "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": " | "citadel_chatwheel_label_Defend": "防守分路…", | ||
"citadel_chatwheel_label_GetBack": " | "citadel_chatwheel_label_GetBack": "撤退", | ||
"citadel_chatwheel_label_Go": " | "citadel_chatwheel_label_Go": "上啊", | ||
"citadel_chatwheel_label_GoingIn": " | "citadel_chatwheel_label_GoingIn": "上了", | ||
"citadel_chatwheel_label_GoodGame": " | "citadel_chatwheel_label_GoodGame": "比赛很精彩", | ||
"citadel_chatwheel_label_GoodJob": " | "citadel_chatwheel_label_GoodJob": "干得漂亮", | ||
"citadel_chatwheel_label_GoodJobGameOver": " | "citadel_chatwheel_label_GoodJobGameOver": "干得漂亮", | ||
"citadel_chatwheel_label_HeadedTo": " | "citadel_chatwheel_label_HeadedTo": "往基地走了", | ||
"citadel_chatwheel_label_Headed_Blue": "{s:hero_name} | "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} | "citadel_chatwheel_label_Headed_Purple": "{s:hero_name}往紫路走了", | ||
"citadel_chatwheel_label_Headed_Yellow": "{s:hero_name} | "citadel_chatwheel_label_Headed_Yellow": "{s:hero_name}往黄路走了", | ||
"citadel_chatwheel_label_Help": " | "citadel_chatwheel_label_Help": "帮助", | ||
"citadel_chatwheel_label_HoldUp": " | "citadel_chatwheel_label_HoldUp": "等等/等一下", | ||
"citadel_chatwheel_label_ImBack": " | "citadel_chatwheel_label_ImBack": "我回来了", | ||
"citadel_chatwheel_label_Missing": " | "citadel_chatwheel_label_Missing": "敌人消失", | ||
"citadel_chatwheel_label_No": " | "citadel_chatwheel_label_No": "不!", | ||
"citadel_chatwheel_label_OMW": " | "citadel_chatwheel_label_OMW": "来了", | ||
"citadel_chatwheel_label_PregameEnemy": " | "citadel_chatwheel_label_PregameEnemy": "Taunt {s:hero_name}", | ||
"citadel_chatwheel_label_PregameTeammate": " | "citadel_chatwheel_label_PregameTeammate": "Praise {s:hero_name}", | ||
"citadel_chatwheel_label_Push": " | "citadel_chatwheel_label_Push": "推进分路", | ||
"citadel_chatwheel_label_StayTogether": " | "citadel_chatwheel_label_StayTogether": "一起行动", | ||
"citadel_chatwheel_label_Stun": " | "citadel_chatwheel_label_Stun": "眩晕", | ||
"citadel_chatwheel_label_Stun_Hero": " | "citadel_chatwheel_label_Stun_Hero": "Stun {s:hero_name}", | ||
"citadel_chatwheel_label_WellPlayed": " | "citadel_chatwheel_label_WellPlayed": "打得\u003Cbr\u003E很漂亮", | ||
"citadel_chatwheel_label_Yes": " | "citadel_chatwheel_label_Yes": "好的!", | ||
"citadel_chatwheel_label_cancel": "取消", | "citadel_chatwheel_label_cancel": "取消", | ||
"citadel_chatwheel_label_follow_me": " | "citadel_chatwheel_label_follow_me": "跟着我", | ||
"citadel_chatwheel_label_headed_this_way": " | "citadel_chatwheel_label_headed_this_way": "往这边来了", | ||
"citadel_chatwheel_label_lets_go_here": " | "citadel_chatwheel_label_lets_go_here": "到这去", | ||
"citadel_chatwheel_label_missing_blue": " | "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": " | "citadel_chatwheel_label_missing_purple": "紫路敌人消失", | ||
"citadel_chatwheel_label_missing_yellow": " | "citadel_chatwheel_label_missing_yellow": "黄路敌人消失", | ||
"citadel_chatwheel_label_placeholder": "", | "citadel_chatwheel_label_placeholder": "", | ||
"citadel_chatwheel_label_respond": " | "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": " | "citadel_chatwheel_label_see_enemy": "这有敌人", | ||
"citadel_chatwheel_label_thanks": " | "citadel_chatwheel_label_thanks": "谢了", | ||
"citadel_chatwheel_label_thanksGameOver": " | "citadel_chatwheel_label_thanksGameOver": "谢了", | ||
"citadel_chatwheel_message_BRB": " | "citadel_chatwheel_message_BRB": "我马上回来!", | ||
"citadel_chatwheel_message_Care": " | "citadel_chatwheel_message_Care": "小心!", | ||
"citadel_chatwheel_message_Defend": " | "citadel_chatwheel_message_Defend": "防守分路!", | ||
"citadel_chatwheel_message_Defend_Blue": " | "citadel_chatwheel_message_Defend_Blue": "防守蓝路", | ||
" | "citadel_chatwheel_message_Defend_Green": "防守绿路", | ||
"citadel_chatwheel_message_Defend_Purple": " | "citadel_chatwheel_message_Defend_Purple": "防守紫路", | ||
"citadel_chatwheel_message_Defend_Yellow": " | "citadel_chatwheel_message_Defend_Yellow": "防守黄路", | ||
"citadel_chatwheel_message_GetBack": " | "citadel_chatwheel_message_GetBack": "撤退!", | ||
"citadel_chatwheel_message_Go": " | "citadel_chatwheel_message_Go": "上啊!", | ||
"citadel_chatwheel_message_GoingIn": " | "citadel_chatwheel_message_GoingIn": "我要上了!", | ||
"citadel_chatwheel_message_GoodGame": " | "citadel_chatwheel_message_GoodGame": "比赛很精彩!", | ||
"citadel_chatwheel_message_GoodJob": " | "citadel_chatwheel_message_GoodJob": "干得漂亮!", | ||
"citadel_chatwheel_message_GoodJobGameOver": " | "citadel_chatwheel_message_GoodJobGameOver": "干得漂亮!", | ||
"citadel_chatwheel_message_HeadedTo": " | "citadel_chatwheel_message_HeadedTo": "往基地走了!", | ||
"citadel_chatwheel_message_HeadedToBlue": " | "citadel_chatwheel_message_HeadedToBlue": "往蓝路走了", | ||
"citadel_chatwheel_message_HeadedToGreen": " | "citadel_chatwheel_message_HeadedToGreen": "往绿路走了", | ||
"citadel_chatwheel_message_HeadedToLane": " | "citadel_chatwheel_message_HeadedToLane": "往分路走了…", | ||
"citadel_chatwheel_message_HeadedToPurple": "往紫路走了", | |||
"citadel_chatwheel_message_HeadedToPurple": " | "citadel_chatwheel_message_HeadedToYellow": "往黄路走了", | ||
"citadel_chatwheel_message_HeadedToYellow": " | "citadel_chatwheel_message_Help": "需要帮助!", | ||
"citadel_chatwheel_message_Help": " | "citadel_chatwheel_message_Help_blue": "蓝路需要帮助!", | ||
"citadel_chatwheel_message_Help_blue": " | "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_purple": " | "citadel_chatwheel_message_Help_yellow": "黄路需要帮助!", | ||
"citadel_chatwheel_message_Help_yellow": " | "citadel_chatwheel_message_HoldUp": "等 {s:param_1}", | ||
"citadel_chatwheel_message_HoldUp": " | "citadel_chatwheel_message_ImBack": "我回来了", | ||
"citadel_chatwheel_message_ImBack": " | "citadel_chatwheel_message_Missing": "敌人消失!", | ||
"citadel_chatwheel_message_Missing": " | "citadel_chatwheel_message_No": "不!", | ||
"citadel_chatwheel_message_No": " | "citadel_chatwheel_message_OMW": "来了!", | ||
"citadel_chatwheel_message_OMW": " | "citadel_chatwheel_message_PregameEnemy": "Taunt {s:hero_name}", | ||
"citadel_chatwheel_message_PregameEnemy": " | "citadel_chatwheel_message_PregameTeammate": "Praise {s:hero_name}", | ||
"citadel_chatwheel_message_PregameTeammate": " | "citadel_chatwheel_message_Push": "推进!", | ||
"citadel_chatwheel_message_Push": " | "citadel_chatwheel_message_StayTogether": "一起行动", | ||
"citadel_chatwheel_message_StayTogether": " | "citadel_chatwheel_message_Stun": "眩晕!", | ||
"citadel_chatwheel_message_Stun": " | "citadel_chatwheel_message_WellPlayed": "打得很漂亮!", | ||
"citadel_chatwheel_message_WellPlayed": " | "citadel_chatwheel_message_Yes": "没问题!", | ||
"citadel_chatwheel_message_Yes": " | "citadel_chatwheel_message_missing_blue": "蓝路敌人消失!", | ||
"citadel_chatwheel_message_missing_blue": " | "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_purple": " | "citadel_chatwheel_message_missing_yellow": "黄路敌人消失!", | ||
"citadel_chatwheel_message_missing_yellow": " | "citadel_chatwheel_message_thanks": "谢了!", | ||
"citadel_chatwheel_message_thanks": " | "citadel_chatwheel_message_thanksGameOver": "谢了!", | ||
"citadel_chatwheel_message_thanksGameOver": " | "citadel_chatwheel_push_blue": "推进蓝路", | ||
"citadel_chatwheel_push_blue": " | "citadel_chatwheel_push_green": "推进绿路", | ||
" | "citadel_chatwheel_push_purple": "推进紫路", | ||
"citadel_chatwheel_push_purple": " | "citadel_chatwheel_push_yellow": "推进黄路", | ||
"citadel_chatwheel_push_yellow": " | "citadel_clientversion": "生成版本 {d:client_version_number}", | ||
"citadel_clientversion": " | "citadel_confirm_reset_crosshair": "你确定要将准星重置为默认设置吗?", | ||
"citadel_confirm_reset_crosshair": " | "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": " | "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": " | "citadel_enable_ping_indicator": "启用 HUD 信号指示器", | ||
"citadel_game_audio_muted": " | "citadel_game_audio_muted": "游戏已静音", | ||
"citadel_game_audio_press_unmute": " | "citadel_game_audio_press_unmute": "按下 {s:key_toggle_mute} 取消静音", | ||
"citadel_gun_damage": " | "citadel_gun_damage": "武器伤害", | ||
"citadel_hint_activate_wall": "按下 \u003Cspan class=\"hintTextEmphasis\"\u003E[{s:iv_attack}]\u003C/span\ | "citadel_hijack_drone_extra_abilities": "Combat Drone Abilities", | ||
"citadel_hint_buy_items": " | "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\ | "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 | "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 | "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": " | "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": " | "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": " | "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: | "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 | "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 | "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": " | "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": " | "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: | "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 | "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 | "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": " | "citadel_keybind_ads": "缩放", | ||
"citadel_keybind_alt": "ALT", | "citadel_keybind_alt": "ALT", | ||
"citadel_keybind_alt_cast": " | "citadel_keybind_alt_cast": "副施放", | ||
"citadel_keybind_alt_modifier": "Alt 修饰键", | |||
"citadel_keybind_alt_modifier": "Alt | "citadel_keybind_attack": "开火", | ||
"citadel_keybind_attack": " | "citadel_keybind_backwards": "向后移动", | ||
"citadel_keybind_backwards": " | |||
"citadel_keybind_cancel_ability": "取消技能", | "citadel_keybind_cancel_ability": "取消技能", | ||
"citadel_keybind_chat_all": " | "citadel_keybind_chat_all": "聊天(所有人)", | ||
"citadel_keybind_chat_team": " | "citadel_keybind_chat_team": "聊天(队友)", | ||
"citadel_keybind_command": "CMD", | "citadel_keybind_command": "CMD", | ||
"citadel_keybind_crouch": " | "citadel_keybind_crouch": "下蹲/滑行", | ||
"citadel_keybind_ctrl": "CTRL", | "citadel_keybind_ctrl": "CTRL", | ||
"citadel_keybind_decrease_replay_speed": " | "citadel_keybind_decrease_replay_speed": "减速观看回放", | ||
"citadel_keybind_dev_console": " | "citadel_keybind_dev_console": "开发者控制台", | ||
"citadel_keybind_extra_info": " | "citadel_keybind_extra_info": "额外信息", | ||
"citadel_keybind_forward": " | "citadel_keybind_forward": "向前移动", | ||
"citadel_keybind_held_item": " | "citadel_keybind_held_item": "近战格挡/投掷所持物品", | ||
"citadel_keybind_increase_replay_speed": " | "citadel_keybind_increase_replay_speed": "加速观看回放", | ||
"citadel_keybind_item1": " | "citadel_keybind_item1": "物品 1", | ||
"citadel_keybind_item2": " | "citadel_keybind_item2": "物品 2", | ||
"citadel_keybind_item3": " | "citadel_keybind_item3": "物品 3", | ||
"citadel_keybind_item4": " | "citadel_keybind_item4": "物品 4", | ||
"citadel_keybind_left": "向左移动(平移)", | |||
"citadel_keybind_left": " | "citadel_keybind_mantle": "跳跃/攀爬", | ||
"citadel_keybind_mantle": " | "citadel_keybind_melee": "近战", | ||
"citadel_keybind_melee": " | "citadel_keybind_minimap_view_amber_team": "琥珀小地图视图", | ||
"citadel_keybind_minimap_view_amber_team": " | "citadel_keybind_minimap_view_sapphire_team": "蓝宝石小地图视图", | ||
"citadel_keybind_minimap_view_sapphire_team": " | "citadel_keybind_minimap_view_spectator_team": "双方队伍的小地图视图", | ||
"citadel_keybind_minimap_view_spectator_team": " | "citadel_keybind_minimap_view_targets_team": "目标的小地图视图", | ||
"citadel_keybind_minimap_view_targets_team": " | "citadel_keybind_mouse_wheel": "聊天轮盘", | ||
"citadel_keybind_mouse_wheel": " | "citadel_keybind_open_hero_sheet": "打开商店", | ||
"citadel_keybind_open_hero_sheet": " | "citadel_keybind_pause": "暂停", | ||
"citadel_keybind_pause": " | "citadel_keybind_ping": "信号", | ||
"citadel_keybind_ping": " | "citadel_keybind_push_to_talk": "语音聊天(我方)", | ||
"citadel_keybind_push_to_talk": " | "citadel_keybind_push_to_talk_party": "语音聊天(队伍)", | ||
"citadel_keybind_push_to_talk_party": " | "citadel_keybind_quick_response": "快速回复", | ||
"citadel_keybind_quick_response": " | "citadel_keybind_reload": "装填弹药", | ||
"citadel_keybind_reload": " | "citadel_keybind_replay_change_Team": "更改观战队伍", | ||
"citadel_keybind_replay_change_Team": " | "citadel_keybind_replay_death": "死亡回放", | ||
"citadel_keybind_replay_death": " | "citadel_keybind_replay_fly_down": "回放飞降", | ||
"citadel_keybind_replay_fly_down": " | "citadel_keybind_replay_fly_up": "回放飞升", | ||
"citadel_keybind_replay_fly_up": " | "citadel_keybind_replay_next_target": "回放下一个目标", | ||
"citadel_keybind_replay_next_target": " | "citadel_keybind_replay_prev_target": "回放上一个目标", | ||
"citadel_keybind_replay_prev_target": " | "citadel_keybind_right": "向右移动(平移)", | ||
"citadel_keybind_right": " | "citadel_keybind_roll": "冲刺", | ||
"citadel_keybind_roll": " | "citadel_keybind_scoreboard": "计分板", | ||
"citadel_keybind_scoreboard": " | |||
"citadel_keybind_shift": "SHIFT", | "citadel_keybind_shift": "SHIFT", | ||
"citadel_keybind_spec_change_Team": " | "citadel_keybind_spec_change_Team": "更改观战队伍", | ||
"citadel_keybind_spec_chase": " | "citadel_keybind_spec_chase": "以追逐视角观战", | ||
"citadel_keybind_spec_in_eye": " | "citadel_keybind_spec_in_eye": "以第一人称视角观战", | ||
"citadel_keybind_spec_next_target": " | "citadel_keybind_spec_next_target": "观看下一个目标", | ||
"citadel_keybind_spec_prev_target": " | "citadel_keybind_spec_prev_target": "观看上一个目标", | ||
"citadel_keybind_spectator_fly_down": " | "citadel_keybind_spectator_fly_down": "飞降", | ||
"citadel_keybind_spectator_fly_up": " | "citadel_keybind_spectator_fly_up": "飞升", | ||
"citadel_keybind_teleport_to_objective": " | "citadel_keybind_tab": "TAB", | ||
"citadel_keybind_toggle_free_cursor": " | "citadel_keybind_teleport_to_objective": "传送", | ||
"citadel_keybind_toggle_mute": " | "citadel_keybind_toggle_free_cursor": "切换自由光标", | ||
"citadel_keybind_toggle_replay_camera": " | "citadel_keybind_toggle_mute": "切换静音", | ||
"citadel_keybind_toggle_replay_pause": " | "citadel_keybind_toggle_replay_camera": "更改回放视角模式", | ||
"citadel_keybind_toggle_spec_camera": " | "citadel_keybind_toggle_replay_pause": "切换回放暂停", | ||
"citadel_keybind_upgrade_ability1": " | "citadel_keybind_toggle_spec_camera": "更改观众视角模式", | ||
"citadel_keybind_upgrade_ability2": " | "citadel_keybind_upgrade_ability1": "升级技能 1", | ||
"citadel_keybind_upgrade_ability3": " | "citadel_keybind_upgrade_ability2": "升级技能 2", | ||
"citadel_keybind_upgrade_ability4": " | "citadel_keybind_upgrade_ability3": "升级技能 3", | ||
"citadel_keybind_upgrade_ability_1": " | "citadel_keybind_upgrade_ability4": "升级技能 4", | ||
"citadel_keybind_upgrade_ability_2": " | "citadel_keybind_upgrade_ability_1": "升级技能 1", | ||
"citadel_keybind_upgrade_ability_3": " | "citadel_keybind_upgrade_ability_2": "升级技能 2", | ||
"citadel_keybind_upgrade_ability_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": " | "citadel_modifier_duo_arc_cannon": "Arc Cannon", | ||
"citadel_modifier_teleport": " | "citadel_modifier_duo_drone_tracker": "Drone", | ||
"citadel_mute_game_audio": " | "citadel_modifier_passive_hijack_stacking_weapon_jammer": "Gun Jammed", | ||
"citadel_mute_player": " | "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 | "citadel_modifier_passive_hijack_weapon_jammer_buildup_desc": "Weapon Jammer Building", | ||
"citadel_modifier_tangotether_tether_receiver": "Covenant", | |||
"citadel_next_attack_delay_reason_disarmed": " | "citadel_modifier_teleport": "正在传送", | ||
"citadel_next_attack_delay_reason_reload": " | "citadel_mute_game_audio": "将游戏静音", | ||
"citadel_mute_player": "点击将玩家静音", | |||
"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": " | "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": " | "citadel_quick_response_cancel": "Cancel Last Ping Message", | ||
"citadel_quick_response_respond_onmyway": " | "citadel_quick_response_respond_onmyway": "Respond 'On my Way'", | ||
"citadel_quick_response_respond_onmyway_to_hero": " | "citadel_quick_response_respond_onmyway_to_hero": "Respond 'On my Way' to {s:hero_name}", | ||
"citadel_replay_manager_error_chunk_failed": " | "citadel_replay_manager_error_chunk_failed": "回放尚未准备好下载", | ||
"citadel_replay_manager_error_write_failure": " | "citadel_replay_manager_error_write_failure": "回放写入本地磁盘失败", | ||
"citadel_reset_keybind": " | "citadel_reset_keybind": "重置按键绑定?", | ||
"citadel_settings_2speakers": "2 | "citadel_settings_2speakers": "2 声道扬声器", | ||
"citadel_settings_4speakers": "4 | "citadel_settings_4speakers": "4 声道扬声器", | ||
"citadel_settings_5speakers": "5.1 | "citadel_settings_5speakers": "5.1 声道扬声器", | ||
"citadel_settings_7speakers": "7.1 | "citadel_settings_7speakers": "7.1 声道扬声器", | ||
"citadel_settings_abilitieskeybinds": " | "citadel_settings_abilitieskeybinds": "技能按键绑定", | ||
"citadel_settings_ability_quickcast_tooltip": " | "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": " | "citadel_settings_about": "关于", | ||
"citadel_settings_advancedvideosettings": " | "citadel_settings_actionkeybinds": "操作按键绑定", | ||
"citadel_settings_alt_cast_double_tap": " | "citadel_settings_advancedvideosettings": "使用高级设置", | ||
"citadel_settings_alt_cast_double_tap_tooltip": " | "citadel_settings_alt_cast_double_tap": "双击", | ||
"citadel_settings_alt_cast_double_tap_window": " | "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": " | "citadel_settings_alt_cast_double_tap_window": "副施放双击窗口", | ||
"citadel_settings_alt_cast_key": " | "citadel_settings_alt_cast_hold_time": "需要副施放键按住时间", | ||
"citadel_settings_alt_cast_key_tooltip": " | "citadel_settings_alt_cast_key": "副施放键", | ||
"citadel_settings_alt_cast_mode": " | "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": " | "citadel_settings_alt_cast_mode": "更改副施放方式:", | ||
"citadel_settings_alt_cast_press_and_hold_tooltip": " | "citadel_settings_alt_cast_press_and_hold": "按住不动", | ||
"citadel_settings_antialiasing": " | "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 | "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": "无", | ||
"citadel_settings_appearancevideo": "效果最好", | "citadel_settings_appearancevideo": "效果最好", | ||
"citadel_settings_apply": " | "citadel_settings_apply": "应用设置", | ||
"citadel_settings_area_lights": " | "citadel_settings_area_lights": "区域光", | ||
"citadel_settings_area_lights_desc": " | "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": " | "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": " | "citadel_settings_audio": "音频", | ||
"citadel_settings_audiodefaults": " | "citadel_settings_audiodefaults": "恢复默认设置", | ||
"citadel_settings_basicvideosettings": " | "citadel_settings_basicvideosettings": "使用基础设置", | ||
"citadel_settings_borderless": " | "citadel_settings_borderless": "无边框窗口模式", | ||
"citadel_settings_camera_volume_cutout": " | "citadel_settings_camera_volume_cutout": "摄像头抠图", | ||
"citadel_settings_camera_volume_cutout_desc": " | "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": " | "citadel_settings_cancel_ability_mode_ability_key": "技能键", | ||
"citadel_settings_cancel_ability_mode_ability_key_tooltip": " | "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": " | "citadel_settings_cancel_ability_mode_cancel_key": "取消键", | ||
"citadel_settings_cancel_ability_mode_cancel_key_tooltip": " | "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": " | "citadel_settings_cancel_ability_mode_either": "取消键或技能键", | ||
"citadel_settings_cancel_ability_mode_either_tooltip": " | "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": " | "citadel_settings_chat_allow_global": "频道中聊天信息在其他频道中显示", | ||
"citadel_settings_chat_openmic": " | "citadel_settings_chat_filter": "允许的聊天", | ||
"citadel_settings_chat_ptt": " | "citadel_settings_chat_filter_allow_all": "所有玩家", | ||
"citadel_settings_chat_wheel_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": " | "citadel_settings_chat_filter_allow_none": "没有收到聊天", | ||
"citadel_settings_communicationkeybinds": " | "citadel_settings_chat_filter_allow_teams": "友好玩家和队友", | ||
"citadel_settings_contextual_slot": "[ | "citadel_settings_chat_filter_onlyfriends": "仅显示好友、队伍和公会的聊天", | ||
"citadel_settings_contextual_slot_label": " | "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": " | "citadel_settings_chat_invert_ping": "反转信号", | ||
"citadel_settings_crosshair_color": " | "citadel_settings_chat_join_regional": "启动时加入区域聊天频道", | ||
"citadel_settings_crosshair_color_b": " | "citadel_settings_chat_mute_enemies": "屏蔽敌方玩家聊天", | ||
"citadel_settings_crosshair_color_g": " | "citadel_settings_chat_mute_everyone": "屏蔽所有聊天", | ||
"citadel_settings_crosshair_color_r": " | "citadel_settings_chat_openmic": "开放式麦克风", | ||
"citadel_settings_crosshair_defaults": " | "citadel_settings_chat_ptt": "按下说话", | ||
"citadel_settings_crosshair_dot_opacity": " | "citadel_settings_chat_wheel_all": "[所有人]", | ||
"citadel_settings_crosshair_dot_outline_opacity": " | "citadel_settings_chat_whispers": "将 Steam 消息显示为悄悄话", | ||
"citadel_settings_crosshair_pip_border": " | "citadel_settings_chatwheel": "聊天轮盘", | ||
"citadel_settings_crosshair_pip_gap": " | "citadel_settings_clear_keybind_tooltip": "清除按键绑定", | ||
"citadel_settings_crosshair_pip_height": " | "citadel_settings_communicationkeybinds": "交流按键绑定", | ||
"citadel_settings_crosshair_pip_opacity": " | "citadel_settings_contextual_slot": "[情境槽位]", | ||
"citadel_settings_crosshair_pip_width": " | "citadel_settings_contextual_slot_label": "情境信号轮盘槽位", | ||
"citadel_settings_crosshair_size": " | "citadel_settings_crosshair": "准星设置", | ||
"citadel_settings_crosshair_visibility": " | "citadel_settings_crosshair_color": "颜色", | ||
"citadel_settings_customresolution": " | "citadel_settings_crosshair_color_b": "蓝色", | ||
"citadel_settings_defaultaudio": " | "citadel_settings_crosshair_color_g": "绿色", | ||
"citadel_settings_defaultkeybinds": " | "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": " | "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": " | "citadel_settings_dfao": "距离场环境光遮蔽", | ||
"citadel_settings_dfao_desc": " | "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": " | "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": " | "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": " | "citadel_settings_display": "显示器:", | ||
"citadel_settings_distancefield_reflections": " | "citadel_settings_display_choice": "显示器 {d:displayNumber} - {s:displayName}", | ||
"citadel_settings_distancefield_reflections_desc": " | "citadel_settings_distancefield_reflections": "距离场反射", | ||
"citadel_settings_distancefield_shadows": " | "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": " | "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": " | "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": " | "citadel_settings_enable_console": "启用控制台", | ||
"citadel_settings_enable_console_tooltip": "如果你有像 -dev 或 -console | "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": " | "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": " | "citadel_settings_fps_max": "游戏内最大每秒帧数", | ||
"citadel_settings_fps_max_tip": " | "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": " | "citadel_settings_fps_max_ui": "主界面最大每秒帧数", | ||
"citadel_settings_fps_max_ui_tip": " | "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": " | "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": " | "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": " | "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": " | "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": " | "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": " | "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 | "citadel_settings_fsr_rcas_sharpness": "FSR 清晰度", | ||
"citadel_settings_fsr_rcas_sharpness_desc": "FSR | "citadel_settings_fsr_rcas_sharpness_desc": "FSR 清晰度", | ||
"citadel_settings_fsr_tooltip": " | "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": " | "citadel_settings_fullscreen": "全屏", | ||
"citadel_settings_fullscreen_focus_behavior": " | "citadel_settings_fullscreen_focus_behavior": "全屏焦点行为", | ||
"citadel_settings_fxaa": " | "citadel_settings_fullscreenbrightness": "全屏亮度", | ||
"citadel_settings_fxaa_desc": " | "citadel_settings_fxaa": "抗锯齿", | ||
"citadel_settings_game": " | "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": " | "citadel_settings_game": "游戏", | ||
"citadel_settings_gamevoicevolume_desc": " | "citadel_settings_gamevoicevolume": "语音输入音量(你的)", | ||
"citadel_settings_gamevolume": " | "citadel_settings_gamevoicevolume_desc": "控制你麦克风的输入音量", | ||
"citadel_settings_gamevolume_desc": " | "citadel_settings_gamevolume": "游戏音量", | ||
"citadel_settings_headphones": " | "citadel_settings_gamevolume_desc": "调整音效、音乐和对话的音量", | ||
"citadel_settings_hotkeys": " | "citadel_settings_headphones": "耳机", | ||
"citadel_settings_invert_ping_desc": " | "citadel_settings_hotkeys": "按键绑定", | ||
"citadel_settings_itemkeybinds": " | "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": " | "citadel_settings_itemkeybinds": "物品按键绑定", | ||
"citadel_settings_language_change_body": " | "citadel_settings_keybinddefaults": "恢复所有按键绑定默认设置", | ||
"citadel_settings_language_change_title": " | "citadel_settings_language_change_body": "重启 Deadlock 客户端以应用语言更改。", | ||
"citadel_settings_light_sensitivity_mode": " | "citadel_settings_language_change_title": "需要重启", | ||
"citadel_settings_light_sensitivity_mode_desc": " | "citadel_settings_light_sensitivity_mode": "减弱闪光效果", | ||
"citadel_settings_low_latency": "NVIDIA Reflex | "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": " | "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": " | "citadel_settings_low_latency_tooltip_off": "低延迟模式已禁用。", | ||
"citadel_settings_low_latency_tooltip_on": " | "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": " | "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": " | "citadel_settings_lowlatency_on": "已启用", | ||
"citadel_settings_mastervolume": "主音量", | "citadel_settings_mastervolume": "主音量", | ||
"citadel_settings_mastervolume_desc": " | "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": " | "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": " | "citadel_settings_misckeybinds": "杂项按键绑定", | ||
"citadel_settings_monitor_mic": " | "citadel_settings_monitor_mic": "监听我的麦克风", | ||
"citadel_settings_monitor_mic_desc": " | "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": " | "citadel_settings_motion_blur": "动态模糊", | ||
"citadel_settings_motion_blur_desc": " | "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": " | "citadel_settings_motion_blur_objects_only": "开启", | ||
"citadel_settings_motion_blur_off": " | "citadel_settings_motion_blur_off": "关闭", | ||
"citadel_settings_motion_blur_player_only": " | "citadel_settings_motion_blur_player_only": "仅限玩家", | ||
"citadel_settings_mousesensitivity": " | "citadel_settings_mousesensitivity": "鼠标灵敏度", | ||
"citadel_settings_mousezoomsensitivity": " | "citadel_settings_mousezoomsensitivity": "缩放灵敏度比例", | ||
"citadel_settings_musicvolume": "菜单音乐音量", | |||
"citadel_settings_musicvolume": " | "citadel_settings_musicvolume_desc": "调整主菜单内音乐的音量", | ||
"citadel_settings_musicvolume_desc": " | "citadel_settings_network": "网络", | ||
"citadel_settings_network": " | "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_openmicthreshold": " | "citadel_settings_options": "选项", | ||
"citadel_settings_openmicthreshold_desc": " | "citadel_settings_particlequality": "特效质量", | ||
"citadel_settings_options": " | "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": " | |||
"citadel_settings_particlequality_desc": " | |||
"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": " | "citadel_settings_per_unit_hotkeys": "英雄特定热键", | ||
"citadel_settings_ping_wheel_contextual": " | "citadel_settings_ping_wheel_contextual": "使用情境信号轮盘槽位", | ||
"citadel_settings_ping_wheel_contextual_desc": " | "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": " | "citadel_settings_pingwheeldefaults": "恢复信号轮盘默认设置", | ||
"citadel_settings_playsoundinbackground": " | "citadel_settings_playsoundinbackground": "在后台播放声音", | ||
"citadel_settings_post_bloom": " | "citadel_settings_post_bloom": "后期处理泛光", | ||
"citadel_settings_post_bloom_desc": " | "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": " | "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": " | "citadel_settings_quick_cast_items_desc": "主动物品的快速施放选项:", | ||
"citadel_settings_quick_cast_set_success": " | "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": " | "citadel_settings_quickcast_confirm_cast": "确认施放", | ||
"citadel_settings_quickcast_disabled": " | "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": " | "citadel_settings_quickcast_default": "技能默认", | ||
"citadel_settings_quickcast_item_default": " | "citadel_settings_quickcast_default_tooltip": "使用技能的默认快速施放模式", | ||
"citadel_settings_quickcast_select_option": " | "citadel_settings_quickcast_disabled": "快速施放", | ||
"citadel_settings_render_portals": " | "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": " | "citadel_settings_quickcast_enabled": "立即施放", | ||
"citadel_settings_render_system_recommended": " | "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": " | "citadel_settings_renderquality": "渲染质量", | ||
"citadel_settings_renderquality_desc": " | "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": " | "citadel_settings_replaykeybinds": "回放按键绑定", | ||
"citadel_settings_resolution": " | "citadel_settings_reset_keybind": "重置", | ||
"citadel_settings_resolution_display_mode": " | "citadel_settings_reset_keybind_tooltip": "恢复按键绑定默认设置", | ||
"citadel_settings_resolution_size": " | "citadel_settings_resolution": "分辨率", | ||
"citadel_settings_screen_space_shadows": " | "citadel_settings_resolution_display_mode": "窗口模式", | ||
"citadel_settings_screen_space_shadows_desc": " | "citadel_settings_resolution_size": "分辨率", | ||
"citadel_settings_shadow_quality": " | "citadel_settings_screen_space_shadows": "接触阴影", | ||
"citadel_settings_shadow_quality_desc": " | "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": " | "citadel_settings_shadow_quality_ultra": "超高", | ||
"citadel_settings_sounddevice": " | "citadel_settings_sounddevice": "音频设备:", | ||
"citadel_settings_speakerconfig": " | "citadel_settings_speakerconfig": "扬声器配置:", | ||
"citadel_settings_spectatorkeybinds": " | "citadel_settings_spectatorkeybinds": "观众按键绑定", | ||
"citadel_settings_ssao": " | "citadel_settings_ssao": "屏幕空间环境光遮蔽", | ||
"citadel_settings_ssao_desc": " | "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": " | "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": " | "citadel_settings_streamer_mode": "主播模式", | ||
"citadel_settings_streamer_mode_tooltip": " | "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": " | "citadel_settings_streamlined_mic": "优化麦克风", | ||
"citadel_settings_streamlined_mic_desc": " | "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": " | "citadel_settings_text_filter_filtered": "启用文本过滤", | ||
"citadel_settings_texturequality_desc": " | "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": " | "citadel_settings_ui_language": "语言:", | ||
"citadel_settings_upscaling": " | "citadel_settings_upscaling": "优化升级技术", | ||
"citadel_settings_upscaling_desc": " | "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": "无", | ||
"citadel_settings_usenativeresolution": " | "citadel_settings_usenativeresolution": "使用原生分辨率", | ||
"citadel_settings_video": " | "citadel_settings_video": "视频", | ||
"citadel_settings_videodefaults": " | "citadel_settings_videodefaults": "恢复默认设置", | ||
"citadel_settings_voice": " | "citadel_settings_voice": "语音设置", | ||
"citadel_settings_voice_always_sample_mic": " | "citadel_settings_voice_always_sample_mic": "始终对麦克风进行采样", | ||
"citadel_settings_voice_level": " | "citadel_settings_voice_level": "语音水平", | ||
"citadel_settings_voice_sounddevice": " | "citadel_settings_voice_sounddevice": "语音输入设备:", | ||
"citadel_settings_voice_steam_link": "用 \u003Ca href=\"event:DOTAShowSteamVoiceSettings()\"\u003ESteam | "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": " | "citadel_settings_voicevolume": "语音聊天音量(其他玩家)", | ||
"citadel_settings_voicevolume_desc": " | "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": " | "citadel_settings_vsync_desc": "消除画面撕裂瑕疵,但会增加输入延迟。", | ||
"citadel_settings_window": " | "citadel_settings_will_reset_tooltip": "冲突的绑定将被清除:", | ||
"citadel_spectator_voice_mode_0": " | "citadel_settings_window": "窗口", | ||
"citadel_spectator_voice_mode_1": " | "citadel_spectator_voice_mode_0": "玩家语音开启", | ||
"citadel_survey_fun_hero": " | "citadel_spectator_voice_mode_1": "玩家语音关闭", | ||
"citadel_survey_least_fun_hero_to_play_against": " | "citadel_survey_fun_hero": "今天你选的这个英雄玩起来有趣吗?", | ||
"citadel_survey_match_fun": " | "citadel_survey_least_fun_hero_to_play_against": "Which hero was the least fun to play against?", | ||
"citadel_switch_camera_teammate_1": " | "citadel_survey_match_fun": "比赛有趣吗?", | ||
"citadel_switch_camera_teammate_2": " | "citadel_switch_camera_teammate_1": "观看队友 1", | ||
"citadel_switch_camera_teammate_3": " | "citadel_switch_camera_teammate_2": "观看队友 2", | ||
"citadel_switch_camera_teammate_4": " | "citadel_switch_camera_teammate_3": "观看队友 3", | ||
"citadel_switch_camera_teammate_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": " | "citadel_unmute_game_audio": "取消游戏静音", | ||
"citadel_unmute_player": " | "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_combo_melee": "Melee Combo", | |||
"citadel_weapon_combo_melee": " | |||
"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": " | "citadel_weapon_hero_astro_set": "秘术 45", | ||
"citadel_weapon_hero_atlas_set": " | "citadel_weapon_hero_atlas_set": "水落石出", | ||
"citadel_weapon_hero_atlas_set_desc": " | "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": " | "citadel_weapon_hero_bebop_set": "谦卑之训", | ||
"citadel_weapon_hero_bebop_set_desc": " | "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": " | "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": " | "citadel_weapon_hero_dynamo_set": "奇能枪", | ||
"citadel_weapon_hero_forge_set": " | "citadel_weapon_hero_forge_set": "使命达成", | ||
"citadel_weapon_hero_forge_set_desc": " | "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": " | "citadel_weapon_hero_ghost_set": "爱郎献礼", | ||
"citadel_weapon_hero_gigawatt_set": " | "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": " | "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": " | "citadel_weapon_hero_hornet_set": "孤芳雪恨", | ||
"citadel_weapon_hero_inferno_set": " | "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": " | "citadel_weapon_hero_kelvin_set": "远征终局", | ||
"citadel_weapon_hero_krill_set": " | "citadel_weapon_hero_krill_set": "金黄丝雀", | ||
"citadel_weapon_hero_lash_set": " | "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": " | "citadel_weapon_hero_mirage_set": "一诺千金", | ||
"citadel_weapon_hero_nano_set": " | "citadel_weapon_hero_nano_set": "至甜谎言", | ||
"citadel_weapon_hero_orion_set": " | "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": " | "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": " | "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": " | "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": " | "citadel_weapon_hero_viscous_set": "深海使节", | ||
"citadel_weapon_hero_warden_set": " | "citadel_weapon_hero_warden_set": "自由之价", | ||
"citadel_weapon_hero_wraith_set": " | "citadel_weapon_hero_wraith_set": "欲海捞金", | ||
"citadel_weapon_hero_wrecker_set": " | "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": " | "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": " | "citadel_west_team_name": "蓝宝石", | ||
"clip_size_pickup/clip_size": " | "clawdril_cyclone": "Cyclone", | ||
"clip_size_pickup_label": " | "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": " | "clawdril_drill_and_pin": "Drill \u0026 Pin", | ||
"cooldown_reduction_pickup_label": " | "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": " | "disarm_immune": "Disarm Immune", | ||
"double_jump_pickup/double_jump": " | "double_jump_pickup/double_jump": "二段跳和滑索速度", | ||
"emp_immune": " | "emp_immune": "Silenced Immune", | ||
"extra_gold_pickup/extra_gold_pickup": " | "extra_gold_pickup/extra_gold_pickup": "下一次击杀英雄的额外赏金", | ||
"extra_stamina_pickup/extra_stamina": " | "extra_stamina_pickup/extra_stamina": "额外耐力", | ||
"extra_stamina_pickup_label": " | "extra_stamina_pickup_label": "额外耐力", | ||
"fire_rate_pickup/small_fire_rate": " | "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": " | "firerate_permanent_pickup_label_lv3": "+2.5% 射速", | ||
"ghost_malice_stack_effect_header": " | "frozen_shelter_modifier_buff": "冰冻庇护", | ||
"golden_idol_bonus_01": "+25% | "ghost_malice_stack_effect_header": "每层叠加效果:", | ||
"golden_idol_bonus_02": "+1 | "golden_idol_bonus_01": "+25% 额外魂魄", | ||
"guardian_unit": " | "golden_idol_bonus_02": "+1 技能点", | ||
"guide_advanced_main_header": " | "guardian_unit": "卫士", | ||
"guide_advanced_parry_desc": " | "guide_advanced_main_header": "特殊动作", | ||
"guide_advanced_parry_header": " | "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": " | "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 | "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": " | "guide_basics_aim_header": "缩放", | ||
"guide_basics_main_header": " | "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 | "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": " | "guide_basics_melee_header": "近战", | ||
"guide_basics_reload_desc": " | "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": " | "guide_basics_reload_header": "装填弹药", | ||
"guide_basics_shoot_desc": " | "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": " | "guide_basics_shoot_header": "射击", | ||
"guide_movement_airdash_desc": " | "guide_get_started_title": "游戏入门", | ||
"guide_movement_airdash_header": " | "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": " | "guide_movement_airdash_header": "空中冲刺", | ||
"guide_movement_crouch_header": " | "guide_movement_crouch_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:key_duck} ]\u003C/span\u003E 即可下蹲。", | ||
"guide_movement_dodge_desc": " | "guide_movement_crouch_header": "下蹲", | ||
"guide_movement_dodge_header": " | "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": " | "guide_movement_dodge_header": "冲刺", | ||
"guide_movement_dodge_jump_header": " | "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": " | "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": " | "guide_movement_jump_desc": "按下 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E 即可跳跃。", | ||
"guide_movement_jump_header": " | "guide_movement_jump_header": "跳跃", | ||
"guide_movement_mantle_desc": " | "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": " | "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": " | "guide_movement_slide_header": "滑行", | ||
"guide_movement_zipline_desc": "按住 \u003Cspan class='keybind'\u003E[ {s:in_mantle} ]\u003C/span\u003E | "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": " | "guide_movement_zipline_header": "转运滑索", | ||
"guide_neutrals_desc": " | "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": " | "guide_neutrals_header": "中立生物", | ||
"guide_outro_main_header": " | "guide_outro_main_header": "精彩时刻", | ||
"guide_overview_desc": " | "guide_overview_desc": "浏览各个部分,了解更多关于游戏的信息。", | ||
"guide_overview_header": " | "guide_overview_header": "欢迎来到 Deadlock", | ||
"guide_overview_main_header": " | "guide_overview_main_header": "欢迎", | ||
"guide_the_map_core_alt_desc": " | "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": " | "guide_the_map_core_alt_header": "基地", | ||
"guide_the_map_core_desc": " | "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": " | "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": " | "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": " | "guide_the_map_guardians_header": "卫士", | ||
"guide_the_map_header": " | "guide_the_map_header": "概览", | ||
"guide_the_map_lanes_desc": " | "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": " | "guide_the_map_lanes_header": "分路", | ||
"guide_the_map_main_header": " | "guide_the_map_main_header": "概览", | ||
"guide_the_map_midboss_desc": " | "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": " | "guide_the_map_midboss_header": "圣殿 Boss", | ||
"guide_the_map_troopers_desc": " | "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": " | "guide_the_map_troopers_header": "步兵", | ||
"guide_the_map_walkers_desc": " | "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": " | "guide_the_map_walkers_header": "四足机甲", | ||
"guide_the_map_welcome_desc": " | "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": " | "guide_the_map_welcome_header": "介绍", | ||
"guide_the_map_welcome_sub_header": " | "guide_the_map_welcome_sub_header": "介绍", | ||
"guide_upgrades_buy_mods_desc": " | "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": " | "guide_upgrades_buy_mods_header": "购买物品", | ||
"guide_upgrades_deny_desc": " | "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": " | "guide_upgrades_deny_header": "窃取魂魄", | ||
"guide_upgrades_going_home_desc": " | "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": " | "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": " | "guide_upgrades_killing_guardians_header": "技能点", | ||
"guide_upgrades_last_hit_desc": " | "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": " | "guide_upgrades_last_hit_header": "魂魄", | ||
"guide_upgrades_main_header": " | "guide_upgrades_main_header": "获取力量", | ||
"guide_upgrades_upgrade_abilities_desc": " | "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": " | "guide_upgrades_upgrade_abilities_header": "提升技能", | ||
"guide_upgrades_yellow_orbs_desc": " | "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": " | "guide_upgrades_yellow_orbs_header": "稳获魂魄", | ||
"gun_powerup_pickup": " | "gun_powerup_pickup": "枪械攻击", | ||
"headed_this_way": " | "gunslinger_rapid_fire": "Rapid Fire", | ||
"headed_to_blue": "{s:param_1} | "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", | ||
"headed_to_purple": "{s:param_1} | "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} | "gunslinger_sleep_bomb": "Sleep Bomb", | ||
"health_regen_pickup/small_health_regen": " | "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": " | "gunslinger_tenacity": "Tenacity", | ||
"hero_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": " | "headed_this_way": "往这边来了", | ||
"hero_akimbo_playstyle": "Akimbo | "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": " | "hero_astro": "哈雷黛", | ||
"hero_astro_lore": " | "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 | "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": " | "hero_astro_role": "四处弹跳,使出高难度射击手法", | ||
"hero_atlas": " | "hero_atlas": "亚伯拉姆斯", | ||
"hero_atlas_lore": " | "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": " | "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": " | "hero_atlas_role": "冲向敌人,近场作战", | ||
"hero_ballista": "Ballista", | "hero_ballista": "Ballista", | ||
"hero_ballista_playstyle": " | "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": " | "hero_ballista_role": "Shields up to drop the bomb", | ||
"hero_bebop": " | "hero_bebop": "比波普", | ||
"hero_bebop_lore": " | "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": " | "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": " | "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": " | "hero_chrono": "悖论", | ||
"hero_chrono_lore": " | "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": " | "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": " | "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": " | "hero_dynamo": "奇能教授", | ||
"hero_dynamo_lore": " | "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": " | "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": " | "hero_dynamo_role": "令敌军寸步难行", | ||
"hero_forge": " | "hero_forge": "麦金尼斯", | ||
"hero_forge_lore": " | "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": " | "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": " | "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": " | "hero_genericperson": "无名氏", | ||
"hero_ghost": " | "hero_ghost": "盖斯特夫人", | ||
"hero_ghost_lore": " | "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": " | "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": " | "hero_ghost_role": "牺牲自己的生命值,然后从敌人那里吸回来", | ||
"hero_gigawatt": " | "hero_gigawatt": "老七", | ||
"hero_gigawatt_lore": " | "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": " | "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": " | "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": " | "hero_haze": "暗影", | ||
"hero_haze_lore": " | "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": " | "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": " | "hero_haze_role": "神出鬼没,一顿狂射", | ||
" | "hero_heavy_role": "Heavy Weapon Expert", | ||
"hero_hijack": "Hijack", | "hero_hijack": "Hijack", | ||
"hero_hornet": " | "hero_hornet": "复仇女巫", | ||
"hero_hornet_lore": " | "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": " | "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": " | "hero_hornet_role": "狙击毫无防备的敌人", | ||
"hero_inferno": " | "hero_inferno": "炽焱", | ||
"hero_inferno_lore": " | "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": " | "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": " | "hero_inferno_role": "放火烧敌,坐看其烈焰缠身", | ||
"hero_kali": "Kali", | "hero_kali": "Kali", | ||
"hero_kali_playstyle": "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": " | "hero_kelvin": "凯尔文", | ||
"hero_kelvin_lore": " | "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": " | "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": " | "hero_kelvin_role": "让敌人如履薄冰,举步维艰", | ||
"hero_krill": " | "hero_krill": "隧底双煞", | ||
"hero_krill_lore": " | "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": " | "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": " | "hero_krill_role": "在敌人脚下钻洞,来去自如", | ||
"hero_lash": " | "hero_lash": "神鞭", | ||
"hero_lash_lore": " | "hero_lash_lore": "雅各布·神鞭是个混蛋。", | ||
"hero_lash_playstyle": " | "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": " | "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": " | "hero_mirage": "蜃景", | ||
"hero_mirage_lore": " | "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": " | "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": " | "hero_mirage_role": "掌控射击时机,捕捉逃跑目标", | ||
"hero_nano": " | "hero_nano": "卡厉可", | ||
"hero_nano_lore": " | "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": " | "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": " | "hero_nano_role": "在战场边缘造成严重破坏", | ||
"hero_orion": " | "hero_orion": "灰爪", | ||
"hero_orion_lore": " | "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": " | "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": " | "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 | "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": " | "hero_shieldguy": "盾男", | ||
"hero_shiv_lore": " | "hero_shiv": "西弗", | ||
"hero_shiv_playstyle": " | "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": " | "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": " | "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": " | "hero_synth": "提箱客", | ||
"hero_synth_lore": " | "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": " | "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": " | "hero_synth_role": "潜入敌军后方,乱其阵脚", | ||
"hero_targetdummy": " | "hero_targetdummy": "假人靶子", | ||
"hero_tempest": "Tempest", | "hero_tempest": "Tempest", | ||
"hero_tempest_playstyle": " | "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": " | "hero_tengu": "青藤", | ||
"hero_tengu_lore": " | "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": " | "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": " | "hero_tengu_role": "和一名幸运的队友组成强力搭档", | ||
"hero_test": " | "hero_test": "测试英雄", | ||
"hero_thumper": "Thumper", | "hero_thumper": "Thumper", | ||
"hero_tokamak": "Tokamak", | "hero_tokamak": "Tokamak", | ||
"hero_tokamak_playstyle": " | "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": " | "hero_viscous": "魔液", | ||
"hero_viscous_lore": " | "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": " | "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": " | "hero_viscous_role": "恣意翻滚,刀枪不入", | ||
"hero_warden": " | "hero_warden": "守望者", | ||
"hero_warden_lore": " | "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": " | "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": " | "hero_warden_role": "削弱敌人,追逐擒拿", | ||
"hero_wraith": " | "hero_wraith": "灵魅", | ||
"hero_wraith_lore": " | "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": " | "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": " | "hero_wraith_role": "将孤立无援的目标一举歼灭", | ||
"hero_wrecker": " | "hero_wrecker": "破坏王", | ||
"hero_wrecker_lore": " | "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": " | "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": " | "hero_wrecker_role": "拾取废料,制作武器", | ||
"hero_yakuza": " | "hero_yakuza": "Boss", | ||
"hero_yamato": " | "hero_yamato": "大和", | ||
"hero_yamato_lore": " | "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": " | "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": " | "hero_yamato_role": "以精巧的手法祭出充能攻击", | ||
"hero_zealot": "Zealot", | "hero_zealot": "Zealot", | ||
"hold_up": " | "hint_throw_wrecking_ball": "投掷球体", | ||
"hook_bullet_shield": " | "hold_up": "Hold up {s:param_1}", | ||
"hook_modifier_slow": " | "hook_bullet_shield": "子弹护盾", | ||
"hp_permanent_pickup_label": "+ | "hook_modifier_slow": "Hook Slow", | ||
"hp_permanent_pickup_label_lv2": "+ | "hp_permanent_pickup_label": "+20 最大生命值", | ||
"hud_change_camera": " | "hp_permanent_pickup_label_lv2": "+30 最大生命值", | ||
"hud_free_cursor_mode_0": " | "hp_permanent_pickup_label_lv3": "+40 最大生命值", | ||
"hud_free_cursor_mode_1": " | "hud_change_camera": "更换视角", | ||
"hud_next_player": " | "hud_free_cursor_mode_0": "启用光标", | ||
"hud_prev_player": " | "hud_free_cursor_mode_1": "启用视角控制", | ||
"hud_spectate_change_team": " | "hud_next_player": "下一个玩家", | ||
"hud_spectate_count": "{d:spectatorCount} | "hud_prev_player": "上一个玩家", | ||
"hud_spectate_fly_down": " | "hud_spectate_change_team": "更改队伍", | ||
"hud_spectate_fly_up": " | "hud_spectate_count": "{d:spectatorCount} 名观众", | ||
"hud_spectate_next_prev": " | "hud_spectate_fly_down": "飞升", | ||
"hud_spectating": " | "hud_spectate_fly_up": "飞降", | ||
"in_mid": "{s:param_1} | "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": " | "item_info_active": "主动", | ||
"item_info_actives_full": " | "item_info_actives_full": "有效物品已满", | ||
"item_info_cant_afford": " | "item_info_cant_afford": "买不起", | ||
"item_info_flex_slots": " | "item_info_flex_slots": "弹性栏位", | ||
"item_info_new": " | "item_info_new": "全新", | ||
"item_info_no_shop": " | "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} | "kill_hype_KillStreak:p{kills}": "{i:kills} 次连杀 #|# {i:kills} 次连杀", | ||
"lash_down_strike_slow_modifier": " | "lash_down_strike_slow_modifier": "被减速", | ||
"lash_grapple_buff": " | "lash_grapple_buff": "武器伤害", | ||
"menu_abandon": " | "menu_abandon": "放弃比赛", | ||
"menu_book_library": " | "menu_announcements": "公告", | ||
"menu_bot_custom": " | "menu_book_library": "图书馆", | ||
"menu_bot_practice": " | "menu_bot_custom": "自定义比赛", | ||
"menu_botmatchmaking": " | "menu_bot_practice": "私人人机对战", | ||
"menu_botmatchmaking_count": "{s:mm_coopbot_count} | "menu_botmatchmaking": "与机器人对战", | ||
"menu_bots": " | "menu_botmatchmaking_count": "{s:mm_coopbot_count} 个机器人在队列中", | ||
"menu_bots_1v1": " | "menu_bots": "人机对战", | ||
"menu_bots_easy": " | "menu_bots_1v1": "人机对战(1v1)", | ||
"menu_bots_guided": " | "menu_bots_easy": "简单", | ||
"menu_bots_hard": " | "menu_bots_guided": "指导", | ||
"menu_bots_lane_training": " | "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": " | "menu_browseshop": "浏览物品", | ||
"menu_changehero": " | "menu_changehero": "更换英雄", | ||
"menu_clear_party_mode": " | "menu_clear_party_mode": "更改模式", | ||
"menu_clear_ready_up": " | "menu_clear_ready_up": "取消就绪", | ||
"menu_control_zoo": " | "menu_control_zoo": "控制区", | ||
"menu_exit": " | "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": " | "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": " | "menu_hero_training": "英雄训练", | ||
"menu_heroes": " | "menu_heroes": "英雄", | ||
"menu_learn": " | "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": " | "menu_leave": "离开比赛", | ||
"menu_leave_queue": " | "menu_leave_queue": "取消搜索", | ||
"menu_leave_spectate": " | "menu_leave_spectate": "离开观战", | ||
"menu_leave_testing": " | "menu_leave_testing": "离开沙盒", | ||
"menu_play": " | "menu_play": "开始", | ||
"menu_play_allmodes_count": "{s:queued_users} | "menu_play_allmodes_count": "{s:queued_users} 名玩家在队列中", | ||
"menu_play_botmatchmaking_desc": " | "menu_play_botmatchmaking_desc": "与其他玩家一起进行人机对战", | ||
"menu_play_bots_easy_desc": " | "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_browse_shop_desc": " | "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": " | "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": " | "menu_play_get_started_time_est": "4 分钟", | ||
"menu_play_get_started_time_est": "4 | "menu_play_lane_training": "分路训练", | ||
"menu_play_lane_training": " | "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": " | "menu_play_lane_training_time_est": "8 分钟", | ||
"menu_play_lane_training_time_est": "8 | "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": " | "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": " | "menu_play_matchmaking": "与其他玩家进行标准比赛", | ||
"menu_play_normal": " | "menu_play_normal": "玩 Deadlock", | ||
"menu_play_normal_count": "{s:mm_unranked_count} | "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_sandbox_time_est": " | "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": " | "menu_play_sandbox_desc": "测试英雄技能、移动和物品", | ||
"menu_profile": " | "menu_play_sandbox_time_est": "5分钟", | ||
"menu_ready_up": " | "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": " | "menu_resources": "资源", | ||
"menu_resume": " | "menu_resume": "继续", | ||
"menu_roster_detail2": " | "menu_roster_detail2": "编辑阵容", | ||
"menu_roster_edit": " | "menu_roster_edit": "编辑", | ||
"menu_sandbox": "沙盒模式", | "menu_sandbox": "沙盒模式", | ||
"menu_settings": " | "menu_settings": "设置", | ||
"menu_social": " | "menu_social": "队伍", | ||
"menu_submit_feedback": " | "menu_submit_feedback": "提交反馈", | ||
"menu_training": " | "menu_training": "训练", | ||
"menu_watch": " | "menu_watch": "观战", | ||
"menu_watch_live_games": "{d:live_matches} | "menu_watch_live_games": "{d:live_matches} 场比赛正在进行", | ||
"mirage_fire_beetles": " | "mirage_fire_beetles": "烈焰圣甲虫", | ||
"mirage_fire_beetles_desc": " | "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": " | "mirage_fire_beetles_quip": "发出圣甲虫,从敌人身上吸走生命值", | ||
"mirage_sand_phantom": " | "mirage_sand_phantom": "镇尼之印", | ||
"mirage_sand_phantom_desc": " | "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": " | "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": " | "mirage_sand_phantom_quip": "施加不断增加伤害的效果", | ||
"mirage_sand_phantom_t1_desc": " | "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. | "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. | "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": " | "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 - | "mirage_teleport_movespeed": "旅行者 - 额外移动速度", | ||
"mirage_teleport_quip": " | "mirage_teleport_quip": "传送至友方或敌方英雄所在的位置", | ||
"mirage_tornado": " | "mirage_tornado": "龙卷风", | ||
"mirage_tornado_desc": " | "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": " | "mirage_tornado_quip": "将自己变身为龙卷风,将敌人卷到空中", | ||
"modifier_abrams_immunity": " | "modifier_abrams_immunity": "Immunity", | ||
"modifier_acolytes_glove_triggered": " | "modifier_acolytes_glove_triggered": "大伤元气", | ||
"modifier_aerial_assault": "Aerial Assault", | "modifier_aerial_assault": "Aerial Assault", | ||
"modifier_afterburn_dot": " | "modifier_afterburn_dot": "来自残焰的炙烤", | ||
"modifier_airlift_ally": "空投 | "modifier_airlift_ally": "空投", | ||
"modifier_aoe_silence": "Silenced - Abilities Disabled", | "modifier_aoe_silence": "Silenced - Abilities Disabled", | ||
"modifier_aoe_smoke_bomb": " | "modifier_aoe_smoke_bomb": "Smoke", | ||
"modifier_arcane_eater_buff": " | "modifier_arcane_eater_buff": "Spirit Power Taken", | ||
"modifier_arcane_eater_debuff": " | "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": " | "modifier_armor_reactive_armor": "回应射击", | ||
"modifier_armor_return_fire": " | "modifier_armor_return_fire": "回应射击", | ||
"modifier_astro_lasso_tether": " | "modifier_astro_lasso_tether": "受到套索束缚", | ||
"modifier_astro_rifle_slow": " | "modifier_astro_rifle_slow": "移动减速", | ||
"modifier_bebop_laser_beam": " | "modifier_bebop_laser_beam": "超级光束", | ||
"modifier_blood_exchange": " | "modifier_blood_exchange": "Blood Exchange", | ||
"modifier_bolo_immobilized": " | "modifier_bolo_immobilized": "被定身", | ||
"modifier_bolo_leech": "Leeching...", | "modifier_bolo_leech": "Leeching...", | ||
"modifier_bullet_armor_reduction": " | "modifier_bullet_armor_reduction": "Bullet Resist Reduced", | ||
"modifier_burst_fire_actuator": "Burst Actuator", | "modifier_burst_fire_actuator": "Burst Actuator", | ||
"modifier_cadence_anthem_aoe": " | "modifier_cadence_anthem_aoe": "Singing Anthem", | ||
"modifier_cadence_anthem_buff": "Cadence | "modifier_cadence_anthem_buff": "Cadence Anthem", | ||
"modifier_cadence_crescendo_in_aoe": " | "modifier_cadence_crescendo_in_aoe": "Encased in Glass", | ||
"modifier_cadence_crescendo_post_aoe": " | "modifier_cadence_crescendo_post_aoe": "Shattered", | ||
"modifier_cadence_grandfinale_buff": " | "modifier_cadence_grandfinale_buff": "Grand Finale", | ||
"modifier_cadence_silence_contraptions": " | "modifier_cadence_silence_contraptions": "Silence Contraptions", | ||
"modifier_cadence_silence_contraptions_debuff": " | "modifier_cadence_silence_contraptions_debuff": "Silence Contraptions", | ||
"modifier_cadence_sleep_aoe": " | "modifier_cadence_sleep_aoe": "Singing a Lullaby", | ||
"modifier_cadence_sleeping": " | "modifier_cadence_sleeping": "Sleeping", | ||
"modifier_camouflage_invis": " | "modifier_camouflage_invis": "Camouflaged", | ||
"modifier_charge_drag_enemy": " | "modifier_charge_drag_enemy": "冲锋陷阵", | ||
"modifier_charged_tackle_active": " | "modifier_charged_bomb": "Charged Bomb", | ||
"modifier_charged_tackle_prepare": " | "modifier_charged_tackle_active": "Tackling", | ||
"modifier_cheat_death_immunity": " | "modifier_charged_tackle_prepare": "Building Power", | ||
"modifier_chrono_pulse_grenade_tech_resist_debuff": " | "modifier_cheat_death_immunity": "Death Immune", | ||
"modifier_chrono_sphere_friendly": " | "modifier_chrono_pulse_grenade_tech_resist_debuff": "脉冲手雷 - 元灵抗性降低", | ||
"modifier_chrono_swap_bubble_move": " | "modifier_chrono_sphere_friendly": "Time Accelerated", | ||
"modifier_citadel_accuracy_tracker": " | "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": " | "modifier_citadel_afterburn_buildup": "正在点燃", | ||
"modifier_citadel_archer_air_raid": " | "modifier_citadel_archer_air_raid": "Power Jump", | ||
"modifier_citadel_archer_guided_arrow": " | "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": " | "modifier_citadel_basicdamagereflect": "Reflecting Damage", | ||
"modifier_citadel_bolo": "Immobilizing...", | "modifier_citadel_bolo": "Immobilizing...", | ||
"modifier_citadel_bubble": " | "modifier_citadel_bubble": "身躯虚化", | ||
"modifier_citadel_bull_charging": " | "modifier_citadel_bull_charging": "Charging", | ||
"modifier_citadel_bull_leap": " | "modifier_citadel_bull_leap": "Boosting", | ||
"modifier_citadel_capture_zipline_timer": " | "modifier_citadel_capture_zipline_timer": "Capturing Hyperline", | ||
"modifier_citadel_charging": " | "modifier_citadel_charging": "Charging", | ||
"modifier_citadel_chrono_pulse_grenade_debuff": " | "modifier_citadel_chrono_pulse_grenade_debuff": "脉冲手雷", | ||
"modifier_citadel_chrono_sphere": " | "modifier_citadel_chrono_sphere": "Time Stop", | ||
"modifier_citadel_chrono_swap_buff": " | "modifier_citadel_chrono_swap_buff": "元灵免疫", | ||
"modifier_citadel_chrono_swap_debuff": " | "modifier_citadel_chrono_swap_debuff": "被减速", | ||
"modifier_citadel_chrono_time_wall_effect": " | "modifier_citadel_chrono_time_wall_effect": "时间之墙", | ||
"modifier_citadel_containment_victim": " | "modifier_citadel_containment_victim": "Containment", | ||
"modifier_citadel_crystal_shield": " | "modifier_citadel_crystal_shield": "Absorbing Damage", | ||
"modifier_citadel_damage_reduction": " | "modifier_citadel_damage_reduction": "Armor Boost", | ||
"modifier_citadel_damageboost": " | "modifier_citadel_damageboost": "Damage Boost", | ||
"modifier_citadel_death_tax": " | "modifier_citadel_death_tax": "Death Tax", | ||
"modifier_citadel_death_tax_tech_amp": " | "modifier_citadel_death_tax_tech_amp": "Death Tax Power", | ||
"modifier_citadel_delayed_stun": " | "modifier_citadel_delayed_stun": "Delayed Stun", | ||
"modifier_citadel_disarm_proc": " | "modifier_citadel_disarm_proc": "被缴械", | ||
"modifier_citadel_disarm_proc_buildup": " | "modifier_citadel_disarm_proc_buildup": "Disarming...", | ||
"modifier_citadel_disarmed": " | "modifier_citadel_disarmed": "被缴械", | ||
"modifier_citadel_disarmed_icebeam": " | "modifier_citadel_disarmed_icebeam": "武器冻结", | ||
"modifier_citadel_disruptive_charge": "Pack Hunter", | "modifier_citadel_disruptive_charge": "Pack Hunter", | ||
"modifier_citadel_dodging": " | "modifier_citadel_dodging": "Dodging", | ||
"modifier_citadel_dps_tracker": "DPS", | "modifier_citadel_dps_tracker": "DPS", | ||
"modifier_citadel_enemy_uppercutted": " | "modifier_citadel_drone_spotted_enemy": "Visible to Enemy", | ||
"modifier_citadel_grapplehook_wall_hanging": " | "modifier_citadel_drone_spotted_enemy_desc": "The enemy can see your position", | ||
"modifier_citadel_holding_golden_idol": " | "modifier_citadel_duo_energy_link": "Energy Link", | ||
"modifier_citadel_hornet_chain_connection": " | "modifier_citadel_duo_energy_link_duration": "Energy Link", | ||
"modifier_citadel_hornet_crit_stacking_damage_buff": " | "modifier_citadel_duo_fusion_scalpel_target": "Fusion Scalpel", | ||
"modifier_citadel_hornet_crit_vulnerability": " | "modifier_citadel_enemy_uppercutted": "Uppercutted!", | ||
"modifier_citadel_hornetleap": "Vindicta | "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": " | "modifier_citadel_immobilize_trap_immobilize": "定身陷阱", | ||
"modifier_citadel_immobilize_trap_immobilize_debuff": " | "modifier_citadel_immobilize_trap_immobilize_debuff": "定身陷阱减益", | ||
"modifier_citadel_in_fountain": " | "modifier_citadel_in_fountain": "Home Base", | ||
"modifier_citadel_in_shop": " | "modifier_citadel_in_shop": "In Shop", | ||
"modifier_citadel_incendiaryprojectile_burn": " | "modifier_citadel_incendiaryprojectile_burn": "Burning from Incendiary", | ||
"modifier_citadel_kelvin_frozen": " | "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_metal_skin": " | "modifier_citadel_mechaguy_echo_slow": "被减速", | ||
"modifier_citadel_muted": " | "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_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_respawn_credit": " | "modifier_citadel_returning_golden_idol": "存放灵瓮", | ||
"modifier_citadel_returning_golden_idol": " | "modifier_citadel_root": "被定身", | ||
"modifier_citadel_root": " | "modifier_citadel_rootgrenade": "被定身", | ||
"modifier_citadel_rootgrenade": " | "modifier_citadel_rupture": "Ruptured - Don't Move", | ||
"modifier_citadel_rupture": " | "modifier_citadel_shiv_dagger": "尖锋利齿", | ||
"modifier_citadel_shiv_dagger": " | "modifier_citadel_shiv_dash": "一网打尽", | ||
"modifier_citadel_shiv_dash": " | "modifier_citadel_shiv_dash_impact_slow": "一网打尽", | ||
"modifier_citadel_shiv_dash_impact_slow": " | "modifier_citadel_silenced": "被沉默", | ||
"modifier_citadel_silenced": " | "modifier_citadel_sleep_dagger_asleep": "沉睡", | ||
"modifier_citadel_sleep_dagger_asleep": " | "modifier_citadel_sleep_dagger_postsleep": "伤害减少", | ||
"modifier_citadel_sleep_dagger_postsleep": " | "modifier_citadel_slowtarget": "被减速", | ||
"modifier_citadel_slowtarget": " | "modifier_citadel_smoke_bomb_in_smoke": "In Smoke", | ||
"modifier_citadel_smoke_bomb_in_smoke": " | "modifier_citadel_smoke_bomb_invis": "隐身", | ||
"modifier_citadel_smoke_bomb_invis": " | "modifier_citadel_speed_boost": "Speed Boost", | ||
"modifier_citadel_speed_boost": " | "modifier_citadel_sprint_end": "拔出武器…", | ||
"modifier_citadel_sprint_end": " | "modifier_citadel_sprint_start": "收起武器…", | ||
"modifier_citadel_sprint_start": " | "modifier_citadel_sticky_bomb_attached": "炸弹附身", | ||
"modifier_citadel_sticky_bomb_attached": " | "modifier_citadel_stunned": "被眩晕", | ||
"modifier_citadel_stunned": " | "modifier_citadel_surveillance_drone_alive": "Combat Drone Active", | ||
"modifier_citadel_tech_shield": " | "modifier_citadel_tech_shield": "元灵护盾", | ||
"modifier_citadel_throw_sand_debuff": " | "modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered": "Remain Covered", | ||
"modifier_citadel_time_bomb_fuse": " | "modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter": "Seek Shelter", | ||
"modifier_citadel_wing_blast_push": " | "modifier_citadel_throw_sand_debuff": "沙暴", | ||
"modifier_cloaking_device_active_ambush": " | "modifier_citadel_time_bomb_fuse": "Time Bomb Fuse", | ||
"modifier_cloaking_device_active_stealth": " | "modifier_citadel_wing_blast_push": "Being Vindicta Pushed", | ||
"modifier_damageovertime": " | "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": " | "modifier_dps_aura_active": "英雄主动", | ||
"modifier_dps_aura_player": " | "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": " | "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": " | "modifier_flamedash": "Flame Dashing", | ||
"modifier_flamedash_debuff": " | "modifier_flamedash_debuff": "烈焰冲刺", | ||
"modifier_fleetfoot_boots": " | "modifier_fleetfoot_boots": "轻盈飞步", | ||
"modifier_forge_mini_turret_debuff": " | "modifier_forge_mini_turret_debuff": "迷你炮塔 - 减速", | ||
"modifier_galvanic_storm": "Galvanic | "modifier_galvanic_storm": "Galvanic Storm", | ||
"modifier_healaura": " | "modifier_gigantic_sword": "You have a Gigantic Sword", | ||
"modifier_health_nova": " | "modifier_healaura": "Healing", | ||
"modifier_health_swap_buff": " | "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} | "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": " | "modifier_hollow_point_stack": "空尖结界", | ||
"modifier_hook_bonus_movespeed": " | "modifier_hook_bonus_movespeed": "Hook Movement Speed", | ||
"modifier_icebeam_stacking_slow": " | "modifier_icebeam_stacking_slow": "极寒光束", | ||
"modifier_idol_pickup_aura/aura_target/timer": " | "modifier_idol_pickup_aura/aura_target/timer": "拾起灵瓮", | ||
"modifier_infuse_weapon_active": " | "modifier_infuse_weapon_active": "Weapon Infused", | ||
"modifier_infuse_weapon_proc_buildup": " | "modifier_infuse_weapon_proc_buildup": "Weakening", | ||
"modifier_inhibitor_debuff": " | "modifier_infuser": "灵力灌注", | ||
"modifier_intimidate_debuff": " | "modifier_inhibitor_debuff": "抑制术", | ||
"modifier_invis": " | "modifier_intimidate_debuff": "蔑视", | ||
"modifier_invis_fading": " | "modifier_invis": "Stealthed", | ||
"modifier_invis_start_delay": " | "modifier_invis_fading": "Fading", | ||
"modifier_item_burning_bullets_damageovertime": " | "modifier_invis_start_delay": "Entering Stealth", | ||
"modifier_item_disarmed": " | "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": " | "modifier_kinetic_sash_triggered": "动能冲刺", | ||
"modifier_knocked_off_zipline_slow": " | "modifier_knocked_off_zipline_slow": "被撞下滑索", | ||
"modifier_lash_charge_grenade": " | "modifier_lash_charge_grenade": "High Explosive", | ||
"modifier_lash_shoryuken": " | "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": " | "modifier_learning_hero_ability": "学习", | ||
"modifier_life_drain_silence": " | "modifier_life_drain_silence": "被沉默", | ||
"modifier_limit_ability_cooldown": " | "modifier_limit_ability_cooldown": "Quick Cooldowns", | ||
"modifier_magiccarpet": "魔毯", | "modifier_magiccarpet": "魔毯", | ||
"modifier_mirage_fire_beetles_launch_window": " | "modifier_mechaguy_defense_field_aura_thinker": "Reactive Armor", | ||
"modifier_mirage_fire_scarabs_health_gain": " | "modifier_mirage_fire_beetles_launch_window": "发射烈焰圣甲虫", | ||
"modifier_mirage_fire_scarabs_health_loss": " | "modifier_mirage_fire_scarabs_health_gain": "烈焰圣甲虫", | ||
"modifier_mirage_sand_phantom": " | "modifier_mirage_fire_scarabs_health_loss": "烈焰圣甲虫", | ||
"modifier_mirage_sand_phantom_passive_victim": " | "modifier_mirage_sand_phantom": "旋舞之僧", | ||
"modifier_mirage_sand_phantom_slow_aura_effect": " | "modifier_mirage_sand_phantom_passive_victim": "镇尼之印系数", | ||
"modifier_mirage_sand_phantom_whirlwind_reflect": " | "modifier_mirage_sand_phantom_slow_aura_effect": "旋舞之僧", | ||
"modifier_mirage_tornado_lift": " | "modifier_mirage_sand_phantom_whirlwind_reflect": "旋舞之僧", | ||
"modifier_mirage_tornado_slow": " | "modifier_mirage_tornado_lift": "龙卷风", | ||
"modifier_mobile_resupply": " | "modifier_mirage_tornado_slow": "龙卷风 - 减速", | ||
"modifier_neutral_gold_pickup_aura/aura_target/timer": " | "modifier_mirv_grenades": "Mad Bomber", | ||
"modifier_nikuman_buff": "+ | "modifier_mobile_resupply": "灵丹妙药", | ||
"modifier_nikuman_self_buff": "+ | "modifier_nano_shadow_debuff": "- 子弹抗性", | ||
"modifier_nikuman_techshield": " | "modifier_nano_shadow_step": "幽影瞬步", | ||
"modifier_obscured_by_steam": " | "modifier_neutral_gold_pickup_aura/aura_target/timer": "拾起未稳获的魂魄", | ||
"modifier_phantom_strike_bulletshield": " | "modifier_nikuman_buff": "+Fire Rate", | ||
"modifier_power_shard_bonus": " | "modifier_nikuman_self_buff": "+Movement Speed", | ||
"modifier_power_surge": " | "modifier_nikuman_techshield": "元灵护盾", | ||
"modifier_power_surge_debuff": " | "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": " | "modifier_prevent_healing": "Healing Disabled", | ||
"modifier_pullaura": " | "modifier_pullaura": "Pulled", | ||
"modifier_pulsegrenade_magic_resist_debuff": " | "modifier_pulsegrenade_magic_resist_debuff": "脉冲手雷", | ||
"modifier_quick_silver_buff": " | "modifier_quick_silver_buff": "+Fire Rate", | ||
"modifier_reinforcing_casings": " | "modifier_reinforcing_casings": "层层防御", | ||
"modifier_rejuv_pickup_aura/aura_target/timer": " | "modifier_rejuv_pickup_aura/aura_target/timer": "拾起队伍复生石", | ||
"modifier_restorative_goo": " | "modifier_restorative_goo": "复原立方", | ||
"modifier_restorative_locket_stacks": " | "modifier_restorative_locket_stacks": "疗愈护符", | ||
"modifier_sentry_deploy": " | "modifier_sentry_deploy": "Initializing...", | ||
"modifier_shifting_veil_buff": " | "modifier_shifting_veil_buff": "身躯虚化", | ||
"modifier_shiv_bleed": "流血", | "modifier_shiv_bleed": "流血", | ||
"modifier_shiv_bleed_dash": " | "modifier_shiv_bleed_dash": "一网打尽", | ||
"modifier_shiv_bleed_thrown_shiv": " | "modifier_shiv_bleed_thrown_shiv": "尖锋利齿", | ||
"modifier_shiv_dash_heal_reduction": " | "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": " | "modifier_shoulder_charge_buff": "额外伤害", | ||
"modifier_silencer_proc_active": " | "modifier_silencer_proc_active": "沉默子弹", | ||
"modifier_siphon_bullets_health_gain": " | "modifier_siphon_bullets_health_gain": "攫命弹", | ||
"modifier_siphon_bullets_health_loss": " | "modifier_siphon_bullets_health_loss": "攫命弹", | ||
"modifier_slow_base": " | "modifier_slork_ambush": "Ambush Damage", | ||
"modifier_slow_immunity": " | "modifier_slork_chomp_grapple": "Chomping an Enemy", | ||
"modifier_slowaura": " | "modifier_slork_chomp_hobbled": "Getting Chomped", | ||
"modifier_slowing_tech_slow": " | "modifier_slork_gun_poison": "Slork Poison Sprayer", | ||
"modifier_spin": " | "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": " | "modifier_stimpak_regen": "治疗仪式", | ||
"modifier_succor_move": " | "modifier_stomp_debuff": "脉冲减益", | ||
"modifier_summon_magiccarpet": " | "modifier_succor_move": "营救光束", | ||
"modifier_synth_affliction_debuff": " | "modifier_summon_magiccarpet": "正在召唤魔毯", | ||
"modifier_synth_barrage_amp": " | "modifier_summon_spirits": "Energy Spirits", | ||
"modifier_synth_barrage_debuff": " | "modifier_surging_power": "澎湃力量", | ||
"modifier_synth_plasma_flux_auto_projectile": " | "modifier_synth_affliction_debuff": "痛苦", | ||
"modifier_synth_plasma_flux_dps": " | "modifier_synth_barrage_amp": "弹幕 - 伤害增强", | ||
"modifier_synth_plasma_flux_weapon_damage": " | "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": " | "modifier_tech_defense_shredders_debuff": "碎魂子弹", | ||
"modifier_tech_overflow": " | "modifier_tech_overflow": "元灵漫溢", | ||
"modifier_tech_overflow_building": " | "modifier_tech_overflow_building": "正在累积元灵漫溢效果…", | ||
"modifier_tengu_lightningcrash_regeneration": " | "modifier_tempest_ionized_bullets_buildup": "Ionizing", | ||
"modifier_time_bank_save_time": " | "modifier_tempest_ionized_bullets_charged": "Charged!", | ||
"modifier_time_bank_speed_time": " | "modifier_tengu_lightningcrash_regeneration": "坠落恩典恢复", | ||
"modifier_timewall_damageamp": " | "modifier_time_bank_save_time": "Slow time", | ||
"modifier_unstoppable": " | "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": " | "modifier_upgrade_magic_storm": "灵能涌动", | ||
"modifier_upgrade_overdrive_clip": "Overdrive Clip", | "modifier_upgrade_overdrive_clip": "Overdrive Clip", | ||
"modifier_upgrade_siphon_buff": " | "modifier_upgrade_siphon_buff": "Siphon", | ||
"modifier_upgrade_siphon_debuff": " | "modifier_upgrade_siphon_debuff": "被偷取生命值", | ||
"modifier_uppercut_buff": " | "modifier_uppercut_buff": "武器加强", | ||
"modifier_uppercut_movespeed": " | "modifier_uppercut_movespeed": "Uppercut Movement Speed", | ||
"modifier_veil_walker_stealth": " | "modifier_veil_walker_stealth": "穿幕隐身", | ||
"modifier_veil_walker_triggered": " | "modifier_veil_walker_triggered": "穿幕攻击速度", | ||
"modifier_void_sphere": " | "modifier_void_sphere": "量子闪现", | ||
"modifier_voidsphere_buff": " | "modifier_voidsphere_buff": "Void Sphere +Fire Rate", | ||
"modifier_warden_crowd_control_debuff": " | "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": " | "modifier_warden_lockdown_debuff": "束缚之言", | ||
"modifier_warden_lockdown_debuff_hint": " | "modifier_warden_lockdown_debuff_hint": "离开区域以逃脱束缚", | ||
"modifier_warden_lockdown_root": " | "modifier_warden_lockdown_root": "束缚之言", | ||
"modifier_warden_riot_protocol": " | "modifier_warden_riot_protocol": "屹立不倒", | ||
"modifier_warden_riot_protocol_enemy_debuff": " | "modifier_warden_riot_protocol_enemy_debuff": "被减速", | ||
"modifier_warp_stone_caster": " | "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": "\u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed}% Bonus Movement speed\u003C/span\u003E when Cheat Death activates.", | |||
" | "rutger_cheat_death_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BulletLifestealPercent}% Bullet Lifesteal\u003C/span\u003E 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 \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.", | ||
" | "rutger_rocket": "Rocket Launcher", | ||
"synth_plasma_flux_quip": " | "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": " | "shifting_veil_bonus_spirit": "额外元灵力量", | ||
"synth_plasma_flux_teleport": " | "skymonk_break_of_dawn": "Break of Dawn", | ||
"synth_pulse": " | "skymonk_pool_of_light": "Pool of Light", | ||
"synth_pulse_desc": " | "skymonk_sky_duel": "Sky Duel", | ||
"synth_pulse_quip": " | "slork_ability_4": "Torrent", | ||
"synth_pulse_t3_desc": "施加\u003Cspan style=\"font-weight: bold;\"\u003E40% | "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": " | "team_msg_Idol_Desc": "灵瓮", | ||
"team_msg_TheirTitanDefeated_Desc": " | "team_msg_TheirTitanDefeated_Desc": "你的队伍已经摧毁了敌方守护神", | ||
"team_msg_TitanDefeated_Desc": " | "team_msg_TitanDefeated_Desc": "一名守护神已被摧毁", | ||
"team_msg_TitanDefeated_Title": " | "team_msg_TitanDefeated_Title": "守护神已摧毁", | ||
"team_msg_Winner_SubText": " | "team_msg_Winner_SubText": "The Patrons favor you", | ||
"team_msg_YourTitanDefeated_Desc": " | "team_msg_YourTitanDefeated_Desc": "你的守护神已被摧毁", | ||
"tether_disconnected": " | "tether_disconnected": "Covenant - Disconnected", | ||
"tether_disconnecting": " | "tether_disconnecting": "Covenant - Disconnecting...", | ||
"titan_unit": " | "thumper_ability_1": "Shatter Cannon", | ||
"top_of_garage": "{s:param_1} | "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": " | "thumper_ability_2": "Spike Strip", | ||
"trooper_neutral_grenade": " | "thumper_ability_2_desc": "Rolls out a spike strip that damage enemies more the further they move through it.", | ||
"trooper_neutral_gun": " | "thumper_ability_3": "Badger Drone", | ||
"under_garage": "{s:param_1} | "thumper_ability_3_desc": "Sends out a badger drone to harry an enemy and reveal it's position.", | ||
"upgrade_ability_power_shard": " | "thumper_ability_4": "Vortex", | ||
"upgrade_ability_power_shard_active": " | "thumper_ability_4_desc": "Blow enemies away with a high powered blast of air.", | ||
"upgrade_ability_refresher": " | "titan_unit": "守护神", | ||
"upgrade_ability_refresher_desc": " | "tokamak_breach": "Breach", | ||
"upgrade_ability_refresher_innate_desc": " | "tokamak_breach_desc": "Explosively decompress a cloud of coolant. Allies inside the cloud are invisible.", | ||
"upgrade_ability_speed": " | "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": " | "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": " | "upgrade_acolytes_glove": "大伤元气", | ||
"upgrade_acolytes_glove_desc": " | "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": " | "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": " | "upgrade_active_reload": "高速装填", | ||
"upgrade_active_reload/buff": " | "upgrade_active_reload/buff": "补弹快手", | ||
"upgrade_active_reload_desc": " | "upgrade_active_reload_desc": "装填弹药时,在高亮的时间段内按下 [{s:key_reload}] 将\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": " | "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": " | "upgrade_ammo_scavenger": "拾弹能手", | ||
"upgrade_ammo_scavenger_desc": " | "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": " | "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 | "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": " | "upgrade_aoe_smoke_bomb": "Smoke", | ||
"upgrade_aoe_smoke_bomb/modifier_invis": " | "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": " | "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": " | "upgrade_arcane_eater": "Arcane Eater", | ||
"upgrade_arcane_eater_desc": " | "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": " | "upgrade_arcane_extension": "余威回荡", | ||
"upgrade_arcane_extension_desc": " | "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": " | "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": " | "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": " | "upgrade_attack_speed_1": "Fire Rate", | ||
"upgrade_attack_speed_1_desc": " | "upgrade_attack_speed_1_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.", | ||
"upgrade_attack_speed_2": " | "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": " | "upgrade_banshee_slugs": "爆头破防", | ||
"upgrade_banshee_slugs_headshots_desc": "\u003Cspan class=\"highlight\"\ | "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": " | "upgrade_belt_fed_magazine": "Belt-Fed Magazine", | ||
"upgrade_belt_fed_magazine_desc": " | "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": " | "upgrade_berserker": "狂战士", | ||
"upgrade_berserker/modifier_berserker/modifier_berserker_damage_stack": " | "upgrade_berserker/modifier_berserker/modifier_berserker_damage_stack": "狂战士", | ||
"upgrade_berserker_desc": " | "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": " | "upgrade_bleeding_bullets/modifier_item_bleeding_bullets_active/modifier_item_bleeding_bullets_damageovertime": "Serrated Bullets", | ||
"upgrade_bleeding_bullets_buildup": " | "upgrade_bleeding_bullets_buildup": "正在积累毒弹堆叠…", | ||
"upgrade_blitz_bullets": " | "upgrade_blitz_bullets": "迅捷突击", | ||
"upgrade_bonus_ability_charge_3": " | "upgrade_bonus_ability_charge_3": "Hyper Charge", | ||
"upgrade_bonus_ability_charge_3_desc": " | "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": " | "upgrade_boxing_glove": "吸命重击", | ||
"upgrade_boxing_glove_desc": " | "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}% 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": " | "upgrade_bullet_armor": "子弹护甲", | ||
"upgrade_bullet_armor_2": " | "upgrade_bullet_armor_2": "高级子弹护甲", | ||
"upgrade_bullet_armor_2_desc": " | "upgrade_bullet_armor_2_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.", | ||
"upgrade_bullet_armor_desc": " | "upgrade_bullet_armor_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.", | ||
"upgrade_bullet_armor_reduction_aura": " | "upgrade_bullet_armor_reduction_aura": "猎人光环", | ||
"upgrade_bullet_armor_reduction_aura/modifier_bullet_armor_reduction_aura/modifier_bullet_armor_reduction": " | "upgrade_bullet_armor_reduction_aura/modifier_bullet_armor_reduction_aura/modifier_bullet_armor_reduction": "Bullet Armor Reduced", | ||
"upgrade_bullet_armor_reduction_aura_desc": " | "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": " | "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": " | "upgrade_bullet_resist_shredder": "粉碎护甲", | ||
"upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder": " | "upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder": "子弹护甲减少", | ||
"upgrade_bullet_resist_shredder_desc": " | "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": " | "upgrade_burst_fire": "健步疾射", | ||
"upgrade_burst_fire/modifier_burst_fire_buff": " | "upgrade_burst_fire/modifier_burst_fire_buff": "健步疾射", | ||
"upgrade_burst_fire_actuator": " | "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": " | "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": " | "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": " | "upgrade_cardio_calibrator": "疾速不怠", | ||
"upgrade_cardio_calibrator_desc": " | "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": " | "upgrade_chain_lightning": "特斯拉弹", | ||
"upgrade_chain_lightning_desc": " | "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": " | "upgrade_charge_mastery": "Charge Mastery", | ||
"upgrade_charge_mastery_passive": " | "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": " | "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": " | "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": " | "upgrade_chonky": "坚毅之心", | ||
"upgrade_chonky_desc": " | "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": " | "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": " | "upgrade_clip_size": "基本弹匣", | ||
"upgrade_clip_size_2": " | "upgrade_clip_size_2": "Big Clip", | ||
"upgrade_clip_size_2_desc": " | "upgrade_clip_size_2_desc": "Big Increase \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.", | ||
"upgrade_clip_size_3": " | "upgrade_clip_size_3": "Extra Large Magazine", | ||
"upgrade_clip_size_3_desc": " | "upgrade_clip_size_3_desc": "Greatly Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.", | ||
"upgrade_clip_size_desc": " | "upgrade_clip_size_desc": "Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.", | ||
"upgrade_clip_size_fixed": " | "upgrade_clip_size_fixed": "Extended Magazine", | ||
"upgrade_clip_size_fixed_desc": " | "upgrade_clip_size_fixed_desc": "Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.", | ||
"upgrade_clip_size_fixed_t3": " | "upgrade_clip_size_fixed_t3": "Extra Large Magazine", | ||
"upgrade_clip_size_fixed_t3_desc": " | "upgrade_clip_size_fixed_t3_desc": "Greatly Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.", | ||
"upgrade_cloaking_device": " | "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": " | "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\ | "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": " | "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": " | "upgrade_close_quarter_combat": "近身猛击", | ||
"upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base": " | "upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base": "被减速", | ||
"upgrade_close_quarter_combat_desc": " | "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": " | "upgrade_close_range": "近战火拼", | ||
"upgrade_close_range_desc": " | "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": " | "upgrade_cold_front": "冰天雪地", | ||
"upgrade_cold_front_desc": " | "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": " | "upgrade_colossus": "巨人", | ||
"upgrade_colossus_desc": " | "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": " | "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": " | "upgrade_containment": "减速魔咒", | ||
"upgrade_containment_desc": " | "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": " | "upgrade_cooldown_reduction": "超速冷却", | ||
"upgrade_cooldown_reduction_desc": " | "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": " | "upgrade_crackshot": "秘术射击", | ||
"upgrade_crackshot_desc": " | "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": " | "upgrade_critshot": "幸运一击", | ||
"upgrade_critshot_desc": " | "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": " | "upgrade_damage_recycler": "吸血蝗", | ||
"upgrade_damage_recycler_desc": " | "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": " | "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": " | "upgrade_debuff_reducer": "减益缩短", | ||
"upgrade_debuff_reducer_desc": " | "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": " | "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": " | "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": " | "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": " | "upgrade_diviners_kevlar": "金刚宝衫", | ||
"upgrade_diviners_kevlar_desc": " | "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": " | "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": " | "upgrade_dps_aura": "英雄光环", | ||
"upgrade_dps_aura_active_desc": " | "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": " | "upgrade_dps_aura_desc": "为附近的下属提供\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。", | ||
"upgrade_drum_magazine": " | "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": "[ | "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": " | "upgrade_endurance": "加速回血", | ||
"upgrade_escalating_exposure": " | "upgrade_escalating_exposure": "伤上加伤", | ||
"upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff": " | "upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff": "伤上加伤", | ||
"upgrade_escalating_exposure_desc": " | "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_extra_charge": "额外充能", | |||
"upgrade_extra_charge": " | "upgrade_extra_charge_desc": "Adds one to your ability max \u003Cspan class=\"highlight\"\u003Echarges\u003C/span\u003E.", | ||
"upgrade_extra_charge_desc": " | "upgrade_fervor": "末路狂徒", | ||
"upgrade_fervor": " | "upgrade_fervor/modifier_fervor/modifier_fervor_bonuses": "Enrage Bonuses", | ||
"upgrade_fervor/modifier_fervor/modifier_fervor_bonuses": " | "upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack": "Fervor Stack", | ||
"upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack": " | "upgrade_fervor_passive": "当你的生命值\u003Cspan class=\"highlight\"\u003E低于 {s:LowHealthThreshold}% 时\u003C/span\u003E,你将获得属性加成。", | ||
"upgrade_fervor_passive": " | "upgrade_fire_rate_aura": "Fire Rate Aura", | ||
"upgrade_fire_rate_aura": " | |||
"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": " | "upgrade_fleetfoot_boots": "轻盈飞步", | ||
"upgrade_fleetfoot_boots_active_desc": " | "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": " | "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": " | "upgrade_full_spectrum": "Full Spectrum", | ||
"upgrade_full_spectrum_passive": " | "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": " | "upgrade_galvanic_storm": "Galvanic Storm", | ||
"upgrade_galvanic_storm_passive1": " | "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": " | "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": " | "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": " | "upgrade_glitch": "诅咒", | ||
"upgrade_glitch/modifier_glitch_debuff": " | "upgrade_glitch/modifier_glitch_debuff": "受到诅咒!", | ||
"upgrade_glitch_desc": " | "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": " | "upgrade_headhunter": "猎头", | ||
"upgrade_headhunter_desc": " | "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": " | "upgrade_headshot_booster": "爆头奖励", | ||
"upgrade_headshot_booster_desc": " | "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": " | "upgrade_heal_on_level": "守护神的治疗", | ||
"upgrade_healbane_desc": " | "upgrade_heal_on_level/heal_on_level_buff": "升级时治疗", | ||
"upgrade_healing_booster": " | "upgrade_heal_on_level_buff": "升级时治疗", | ||
"upgrade_healing_booster_desc": " | "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": " | "upgrade_healbane": "不治魔咒", | ||
"upgrade_health_bullet_deflector": " | "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": " | "upgrade_health_nova": "治疗之环", | ||
"upgrade_health_nova_desc": "\u003Cspan class=\"highlight\"\ | "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": " | "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": " | "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": " | "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": " | "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": " | "upgrade_health_stimpak": "治疗仪式", | ||
"upgrade_health_stimpak/modifier_stimpak_regen": " | "upgrade_health_stimpak/modifier_stimpak_regen": "治疗仪式", | ||
"upgrade_health_stimpak_desc": " | "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": " | "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": " | "upgrade_hemorrhage/modifier_item_hemorrhage/modifier_hemorrhage": "正在流血", | ||
"upgrade_hemorrhage_buildup": " | "upgrade_hemorrhage_buildup": "Eviscerator building...", | ||
"upgrade_high_impact_armor": " | "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": " | "upgrade_high_velocity_mag": "高速弹匣", | ||
"upgrade_hollow_point_rounds": " | "upgrade_hollow_point_rounds": "空尖结界", | ||
"upgrade_hollow_point_rounds_desc": " | "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": " | "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": " | "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": " | "upgrade_imbued_duration_extender": "余威久久", | ||
"upgrade_imbued_duration_extender_desc": " | "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": " | "upgrade_improved_bullet_armor": "高级子弹护甲", | ||
"upgrade_improved_bullet_armor_desc": " | "upgrade_improved_bullet_armor_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.", | ||
"upgrade_improved_spirit": " | "upgrade_improved_spirit": "灵力扩增", | ||
"upgrade_improved_stamina": " | "upgrade_improved_stamina": "耐力补给", | ||
"upgrade_infuser": " | "upgrade_infuser": "灵力灌注", | ||
"upgrade_infuser_desc": " | "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": " | "upgrade_inhibitor": "抑制术", | ||
"upgrade_inhibitor_desc": " | "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": " | "upgrade_intensifying_clip": "火力渐升", | ||
"upgrade_intensifying_clip_desc": " | "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": " | "upgrade_kinetic_sash": "动能冲刺", | ||
"upgrade_kinetic_sash_desc": " | "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": " | "upgrade_leveler": "Leveler", | ||
"upgrade_leveler/headshot_cooldown_modifier": " | "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": " | "upgrade_lifestrike_gauntlets": "近战吸血", | ||
"upgrade_lifestrike_gauntlets_desc": " | "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": " | "upgrade_long_range": "远击威力", | ||
"upgrade_long_range_desc": " | "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": " | "upgrade_long_range_slowing_tech": "Omni Spirit", | ||
"upgrade_long_range_slowing_tech/modifier_long_range_slowing_tech_proc/modifier_slow_base": " | "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": " | "upgrade_magic_burst": "秘术爆发", | ||
"upgrade_magic_burst_desc": " | "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": " | "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": " | "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": " | "upgrade_magic_missile": "召唤导弹", | ||
"upgrade_magic_reach_desc": " | "upgrade_magic_reach": "触手可及", | ||
"upgrade_magic_shield": " | "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": " | "upgrade_magic_shield": "灵力魔障", | ||
"upgrade_magic_shock": " | "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": " | "upgrade_magic_shock": "增强爆发", | ||
"upgrade_magic_slow": " | "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": " | "upgrade_magic_slow": "秘术缓速", | ||
"upgrade_magic_storm": " | "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": " | "upgrade_magic_storm": "灵能涌动", | ||
"upgrade_magic_tempo": " | "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": " | "upgrade_magic_tempo": "加速冷却", | ||
"upgrade_magic_vulnerability": " | "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": " | "upgrade_magic_vulnerability": "秘术脆弱", | ||
"upgrade_medic_bullets": " | "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": " | "upgrade_medic_bullets": "疗愈子弹", | ||
"upgrade_mega_spirit": " | "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": " | "upgrade_mega_spirit": "灵力无边", | ||
"upgrade_melee_charge_desc": " | "upgrade_melee_charge": "近战蓄力", | ||
"upgrade_metal_skin": " | "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": " | "upgrade_metal_skin": "铜墙铁壁", | ||
"upgrade_mod_disruptor": " | "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": " | "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": " | "upgrade_non_player_bonus": "猎怪弹", | ||
"upgrade_non_player_bonus_desc": " | "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": " | "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": " | "upgrade_personal_rejuvenator_desc": "让在英雄在其死亡的地方重生。", | ||
"upgrade_phantom_strike": " | "upgrade_phantom_strike": "幻影突袭", | ||
"upgrade_phantom_strike_desc": " | "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": " | "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": " | "upgrade_pristine_emblem": "无暇勋章", | ||
"upgrade_pristine_emblem_desc": " | "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": " | "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": " | "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": " | "upgrade_proc_silence": "EMP Bullets", | ||
"upgrade_proc_silence/modifier_citadel_silence_proc_watcher/modifier_citadel_base_buildup": " | "upgrade_proc_silence/modifier_citadel_silence_proc_watcher/modifier_citadel_base_buildup": "Silence Building...", | ||
"upgrade_proc_silence_desc": " | "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": " | "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": " | "upgrade_quarantine": "Quarantine", | ||
"upgrade_quarantine/modifier_citadel_quarantine": " | "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": " | "upgrade_quick_silver": "魔力装填", | ||
"upgrade_quick_silver_desc": " | "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": " | "upgrade_rapid_recharge": "火速充能", | ||
"upgrade_rapid_rounds": " | "upgrade_rapid_rounds": "快手连发", | ||
"upgrade_rebirth": " | "upgrade_rebirth": "原地复活", | ||
"upgrade_rebirth/respawn_bonus_health_modifier": " | "upgrade_rebirth/respawn_bonus_health_modifier": "Rebirth Bonus Health", | ||
"upgrade_rebirth_passive": " | "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": " | "upgrade_recharge_duration_reduction": "Spiritual Recharge", | ||
"upgrade_recharge_duration_reduction_desc": " | "upgrade_recharge_duration_reduction_desc": "Reduces the \u003Cspan class=\"highlight\"\u003Erecharge duration\u003C%s\u003E of your ability chages.", | ||
"upgrade_reduce_debuff_duration": " | "upgrade_reduce_debuff_duration": "减益消除", | ||
"upgrade_reduce_debuff_duration_active_desc": " | "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": " | "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": " | "upgrade_regenerating_bullet_shield": "防弹护盾", | ||
"upgrade_regenerating_bullet_shield_desc": " | "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": " | "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": " | "upgrade_reinforcing_casings": "层层防御", | ||
"upgrade_reinforcing_casings_desc": " | "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": " | "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": " | "upgrade_rescue_beam": "营救光束", | ||
"upgrade_rescue_beam_desc": " | "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": " | "upgrade_rescue_beam_pull": "拉拽目标", | ||
"upgrade_resilience": " | "upgrade_resilience": "元灵常驻", | ||
"upgrade_restorative_locket": " | "upgrade_restorative_locket": "疗愈护符", | ||
"upgrade_restorative_locket_active_desc": " | "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": " | "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": " | "upgrade_return_fire": "回应射击", | ||
"upgrade_return_fire_desc": " | "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": " | "upgrade_ricochet": "跳弹射击", | ||
"upgrade_ricochet_desc": " | "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": " | "upgrade_rocket_booster": "升空飞跃", | ||
"upgrade_rocket_booster_desc": " | "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": " | "upgrade_rocket_booster_drop_down": "迅速下降", | ||
"upgrade_rocket_boots": " | "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": " | "upgrade_rupture": "衰变", | ||
"upgrade_rupture/modifier_rupture": " | "upgrade_rupture/modifier_rupture": "衰变", | ||
"upgrade_rupture_desc": " | "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": " | "upgrade_savior": "神圣屏障", | ||
"upgrade_savior_desc": " | "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": " | "upgrade_self_bubble": "身躯虚化", | ||
"upgrade_self_bubble_desc": " | "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": " | "upgrade_sharpshooter": "神枪手", | ||
"upgrade_sharpshooter_desc": " | "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_silencer": "沉默子弹", | |||
"upgrade_silencer": " | "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": " | "upgrade_silencer_passive1": "Your bullets deal \u003Cspan class=\"highlight\"\u003E+{s:BonusBulletDamageToEMPTargets}% damage to Silenced targets\u003C/span\u003E.", | ||
"upgrade_silencer_passive1": " | "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": " | "upgrade_siphon_bullets": "攫命弹", | ||
"upgrade_siphon_bullets": " | "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": " | "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": " | "upgrade_slow_immunity": "Unstoppable - Deprecated", | ||
"upgrade_slow_immunity": " | |||
"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": " | "upgrade_slowing_bullets": "减速弹", | ||
"upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base": " | "upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base": "被减速", | ||
"upgrade_slowing_bullets_desc": " | "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": " | "upgrade_slowing_tech": "Slowing Spirit", | ||
"upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base": " | "upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base": "被减速", | ||
"upgrade_slowing_tech_desc": " | "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": " | "upgrade_small_attack_speed": "Basic Fire Rate", | ||
"upgrade_small_attack_speed_desc": " | "upgrade_small_attack_speed_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.", | ||
"upgrade_soaring_spirit": " | "upgrade_soaring_spirit": "灵力高涨", | ||
"upgrade_spell_absorb": " | "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": " | "upgrade_spellshield": "六叶结界", | ||
"upgrade_sprint_booster_desc": " | "upgrade_spellshield/modifier_spellshield_buff": "六叶结界", | ||
"upgrade_stabilizer": " | "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": " | "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": " | "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": " | "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": " | "upgrade_superacolytes_glove": "咒印铁拳", | ||
"upgrade_superior_stamina_passive": " | "upgrade_superacolytes_glove/modifier_superacoloytes_glove": "铁拳解封!", | ||
"upgrade_suppressor": " | "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": " | "upgrade_superior_stamina": "超凡耐力", | ||
"upgrade_surging_power": " | "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": " | "upgrade_suppressor": "元灵压制", | ||
"upgrade_surging_power/surge/active": " | "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": " | "upgrade_surging_power": "吸血爆发", | ||
"upgrade_surging_power_active": " | "upgrade_surging_power/surge": "Surging Power", | ||
"upgrade_target_stun": " | "upgrade_surging_power/surge/active": "Surging Power", | ||
"upgrade_target_stun_desc": " | "upgrade_surging_power/surge/windup": "Surging Power", | ||
"upgrade_targeted_silence": " | "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": " | "upgrade_target_stun": "天锤压顶", | ||
"upgrade_tech_3": " | "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": " | "upgrade_tech_armor": "元灵护甲", | ||
"upgrade_tech_armor_2": " | "upgrade_tech_armor_2": "Spirit Armor+", | ||
"upgrade_tech_armor_2_desc": " | "upgrade_tech_armor_2_desc": "Reduces the damage you take from \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E abilities.", | ||
"upgrade_tech_armor_desc": " | "upgrade_tech_armor_desc": "Reduces the damage you take from \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E abilities.", | ||
"upgrade_tech_armor_reduction_aura": " | "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": " | "upgrade_tech_bleed": "秘术余波", | ||
"upgrade_tech_bleed/modifier_tech_bleed_proc/modifier_tech_bleed": " | "upgrade_tech_bleed/modifier_tech_bleed_proc/modifier_tech_bleed": "Spirit Echo", | ||
"upgrade_tech_bleed_desc": " | "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": " | "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": " | "upgrade_tech_damage_pulse": "痛苦脉冲", | ||
"upgrade_tech_damage_pulse_desc": " | "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": " | "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": " | "upgrade_tech_defense_shredders": "碎魂子弹", | ||
"upgrade_tech_defense_shredders/modifier_tech_defense_shredders_proc/modifier_base": " | "upgrade_tech_defense_shredders/modifier_tech_defense_shredders_proc/modifier_base": "Spirit Armor Reduced", | ||
"upgrade_tech_defense_shredders_desc": " | "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": " | "upgrade_tech_overflow": "元灵漫溢", | ||
"upgrade_tech_overflow_desc": " | "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": " | "upgrade_tech_purge": "高级元灵护甲", | ||
"upgrade_tech_range": " | "upgrade_tech_range": "手到擒来", | ||
"upgrade_tech_range_2": " | "upgrade_tech_range_2": "Mystic Range", | ||
"upgrade_tech_range_2_desc": " | "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": " | "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": " | "upgrade_thermal_detonator": "炼金之火", | ||
"upgrade_thermal_detonator_desc": " | "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": " | "upgrade_titan_round": "巨型弹匣", | ||
"upgrade_toughness_3": " | "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": " | "upgrade_toxic_bullets": "毒弹", | ||
"upgrade_toxic_bullets_buildup": " | "upgrade_toxic_bullets_buildup": "正在累积毒性…", | ||
"upgrade_toxic_bullets_desc": " | "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": " | "upgrade_unstoppable": "势不可挡", | ||
"upgrade_unstoppable_desc": " | "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": " | "upgrade_vampire": "子弹吸血", | ||
"upgrade_vampire_desc": " | "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": " | "upgrade_veil_walker": "穿幕行者", | ||
"upgrade_veil_walker_desc": " | "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": " | "upgrade_vex_barrier": "应急屏障", | ||
"upgrade_vex_barrier_desc": " | "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": " | "upgrade_vex_barrier_shield": "应急屏障", | ||
"upgrade_warp_stone": " | "upgrade_warp_stone": "传送石", | ||
"upgrade_warp_stone_desc": " | "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": " | "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": " | "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": " | "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": " | "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": " | "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": " | "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": " | "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": " | "viscous_goo_bowling_ball": "浓浆滚滚", | ||
"viscous_goo_bowling_ball_desc": " | "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": " | "viscous_goo_bowling_ball_quip": "滚来滚去,天翻地覆", | ||
"viscous_goo_bowling_ball_t3_desc": " | "viscous_goo_bowling_ball_t3_desc": "滚动时可施展技能并使用物品", | ||
"viscous_goo_grenade": " | "viscous_goo_grenade": "爆汁魔球", | ||
"viscous_goo_grenade/modifier_viscous_goo_grenade_debuff": " | "viscous_goo_grenade/modifier_viscous_goo_grenade_debuff": "被减速", | ||
"viscous_goo_grenade_desc": " | "viscous_goo_grenade_bounce_desc": "连续攻击同一敌人伤害会减少。", | ||
"viscous_goo_grenade_puddle_desc": " | "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": " | "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": " | "viscous_goo_grenade_quip": "伤害敌人并污染环境", | ||
"viscous_goo_grenade_t3_desc": " | "viscous_goo_grenade_t2_desc": "+60 伤害并 +1m 半径", | ||
"viscous_goo_puddle": " | "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": " | "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": " | "viscous_gootapult_hint": "Launch!", | ||
"viscous_restorative_goo": " | "viscous_restorative_goo": "复原立方", | ||
"viscous_restorative_goo/modifier_restorative_goo/breakoutProgress": " | "viscous_restorative_goo/modifier_restorative_goo/breakoutProgress": "Breaking out", | ||
"viscous_restorative_goo_buff_desc": " | "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": " | "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": " | "viscous_restorative_goo_quip": "立方体是安全庇护所", | ||
"viscous_restorative_goo_t1_desc": " | "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;\"\ | "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": " | "viscous_telepunch": "绿水神拳", | ||
"viscous_telepunch_desc": " | "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": " | "viscous_telepunch_quip": "用硕大的拳头把敌人打飞", | ||
"viscous_telepunch_t2_desc": "+ | "viscous_telepunch_t2_desc": "+35 伤害并 +20% 移动减速", | ||
"walker_unit": " | "walker_unit": "四足机甲", | ||
"wp_permanent_pickup_label": "+3% | "wp_permanent_pickup_label": "+3% 武器伤害", | ||
"wp_permanent_pickup_label_lv2": "+4% | "wp_permanent_pickup_label_lv2": "+4% 武器伤害", | ||
"wraith_project_mind_t2_title": " | "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" | |||
} | } |
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 | " 获得了<span class="dataFeedClass">{i:param_1}</span>" |
Citadel_HUD_PlayerKilledSelfAnnouncement | " 杀死了自己" |
Citadel_HUD_PlayerLostGoldAnnouncement | " 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> < {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" |