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"BarrelDamageRadius_postfix": "米", | "BarrelDamageRadius_postfix": "米", | ||
"BarrelDamageRadius_postvalue_label": "爆炸半径", | "BarrelDamageRadius_postvalue_label": "爆炸半径", | ||
"BarrelDamage_label": "爆炸伤害", | |||
"BarrelDamage_postvalue_label": "爆炸伤害", | |||
"BarrelLifetime_label": "Barrel Life Time", | "BarrelLifetime_label": "Barrel Life Time", | ||
"BarrelLifetime_postfix": "秒", | "BarrelLifetime_postfix": "秒", | ||
| Line 2,225: | Line 2,227: | ||
"Citadel_MatchHistory_TooBusy": "《异锁》网络太忙,目前无法提供比赛历史记录", | "Citadel_MatchHistory_TooBusy": "《异锁》网络太忙,目前无法提供比赛历史记录", | ||
"Citadel_MatchHistory_Win": "胜利", | "Citadel_MatchHistory_Win": "胜利", | ||
"Citadel_MatchInfo_Mode_CoopBot": "标准比赛(机器人)", | "Citadel_MatchInfo_Mode_CoopBot": "标准比赛(机器人)", | ||
"Citadel_MatchInfo_Mode_CoopBotBrawl": "街头乱斗(机器人)", | "Citadel_MatchInfo_Mode_CoopBotBrawl": "街头乱斗(机器人)", | ||
| Line 2,458: | Line 2,459: | ||
"Citadel_Party_PartyRoleTitle": "正在变更角色", | "Citadel_Party_PartyRoleTitle": "正在变更角色", | ||
"Citadel_Party_PartySlotText": "请稍等", | "Citadel_Party_PartySlotText": "请稍等", | ||
"Citadel_Party_PartySlotTitle": " | "Citadel_Party_PartySlotTitle": "正在变更槽位", | ||
"Citadel_Party_PartySpectator": "观众", | "Citadel_Party_PartySpectator": "观众", | ||
"Citadel_Party_PlayWithFriends": "与好友同玩", | "Citadel_Party_PlayWithFriends": "与好友同玩", | ||
| Line 2,778: | Line 2,779: | ||
"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_CopyFriendCode": "复制好友代码", | "Citadel_Profile_CopyFriendCode": "复制好友代码", | ||
"Citadel_Profile_CopyFriendCodeSuccess": "成功", | "Citadel_Profile_CopyFriendCodeSuccess": "成功", | ||
| Line 2,881: | Line 2,881: | ||
"Citadel_RankedSeason_Finished_NotCalibrated": "没有完成校准。", | "Citadel_RankedSeason_Finished_NotCalibrated": "没有完成校准。", | ||
"Citadel_RankedSeason_HeroWins:f": "{d:hero_wins}{hero_wins, plural, one{次胜利} other{次胜利}}", | "Citadel_RankedSeason_HeroWins:f": "{d:hero_wins}{hero_wins, plural, one{次胜利} other{次胜利}}", | ||
"Citadel_RankedSeason_HeroWinsRequired:f": " | "Citadel_RankedSeason_HeroWinsRequired:f": "需要\u003Cb\u003E{d:wins_required_per_hero}{wins_required_per_hero, plural, one{次胜利} other{次胜利}}\u003C/b\u003E才能在天梯模式中游玩该英雄", | ||
"Citadel_RankedSeason_HighestRank": "最高段位", | "Citadel_RankedSeason_HighestRank": "最高段位", | ||
"Citadel_RankedSeason_InvalidSeason": "无法载入赛季信息。", | "Citadel_RankedSeason_InvalidSeason": "无法载入赛季信息。", | ||
| Line 2,895: | Line 2,895: | ||
"Citadel_RankedSeason_ViewNote": "赛季结束时可查看", | "Citadel_RankedSeason_ViewNote": "赛季结束时可查看", | ||
"Citadel_RankedSeason_WinStreak": "连胜", | "Citadel_RankedSeason_WinStreak": "连胜", | ||
"Citadel_RankedSeason_WinStreakPoints": "+{d:win_streak_points}积分", | "Citadel_RankedSeason_WinStreakPoints": "+{d:win_streak_points}积分", | ||
"Citadel_RankedSeason_WinStreak_Tooltip": "比赛连胜可以让天梯积分的获得速度加快。", | "Citadel_RankedSeason_WinStreak_Tooltip": "比赛连胜可以让天梯积分的获得速度加快。", | ||
| Line 2,906: | Line 2,903: | ||
"Citadel_Ranked_Heroes_Tab_Name": "英雄", | "Citadel_Ranked_Heroes_Tab_Name": "英雄", | ||
"Citadel_Ranked_InternalError": "内部错误。", | "Citadel_Ranked_InternalError": "内部错误。", | ||
"Citadel_Ranked_Matches_Tab_Name": " | "Citadel_Ranked_Matches_Tab_Name": "场数", | ||
"Citadel_Ranked_NoSeasonActive": "目前没有进行中的赛季", | "Citadel_Ranked_NoSeasonActive": "目前没有进行中的赛季", | ||
"Citadel_Ranked_NotEnoughHeroesUnlocked": "未解锁足够的英雄。", | "Citadel_Ranked_NotEnoughHeroesUnlocked": "未解锁足够的英雄。", | ||
| Line 2,921: | Line 2,918: | ||
"Citadel_Ranked_Overview_Hero_Bullet2": "可以选择更换英雄,让队伍组成更加完善,或者与队友换路。", | "Citadel_Ranked_Overview_Hero_Bullet2": "可以选择更换英雄,让队伍组成更加完善,或者与队友换路。", | ||
"Citadel_Ranked_Overview_PlayingMatches": "升级", | "Citadel_Ranked_Overview_PlayingMatches": "升级", | ||
"Citadel_Ranked_Overview_Playing_Bullet1": "每场胜利/失败会使你平均获得+/- | "Citadel_Ranked_Overview_Playing_Bullet1": "每场胜利/失败会使你平均获得+/-250积分。具体数字会根据匹配系统对该场比赛或连胜纪录产生的期望而有所不同。在每场比赛后会通过一个可见的进度条来看到天梯积分的更新。", | ||
"Citadel_Ranked_Overview_Playing_Bullet2": "晋升到新段位或子段位时,你都会获得降级保护代币。每次徽章段位晋升时会获得5枚,子段位晋升时会获得2枚。如果在降级保护生效时比赛失败,原本应该降级实际不会降级,而是消耗一枚代币。", | "Citadel_Ranked_Overview_Playing_Bullet2": "晋升到新段位或子段位时,你都会获得降级保护代币。每次徽章段位晋升时会获得5枚,子段位晋升时会获得2枚。如果在降级保护生效时比赛失败,原本应该降级实际不会降级,而是消耗一枚代币。", | ||
"Citadel_Ranked_Overview_Playing_Bullet3": "从一个子段位晋升到下一个子段位时,需要获得1 000天梯积分(如{g:citadel_packed_rank_name:'62'} -\u003E {g:citadel_packed_rank_name:'63'})。从一个完整的徽章段位晋升到下一个段位,需要获得2 000天梯积分(如{g:citadel_packed_rank_name:'56'} -\u003E {g:citadel_packed_rank_name:'61'})。", | "Citadel_Ranked_Overview_Playing_Bullet3": "从一个子段位晋升到下一个子段位时,需要获得1 000天梯积分(如{g:citadel_packed_rank_name:'62'} -\u003E {g:citadel_packed_rank_name:'63'})。从一个完整的徽章段位晋升到下一个段位,需要获得2 000天梯积分(如{g:citadel_packed_rank_name:'56'} -\u003E {g:citadel_packed_rank_name:'61'})。", | ||
| Line 3,170: | Line 3,167: | ||
"Citadel_Shop_AbilityIsImbuing": "已加强{s:imbued_ability_name}", | "Citadel_Shop_AbilityIsImbuing": "已加强{s:imbued_ability_name}", | ||
"Citadel_Shop_ActivePlacementTooltip_Drag": "拖放以重新分配当前已激活技能", | "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": "有条件", | "Citadel_Shop_ConditionalAttribute": "有条件", | ||
| Line 3,552: | Line 3,549: | ||
"CloudDuration_label": "Cloud Lifetime", | "CloudDuration_label": "Cloud Lifetime", | ||
"CloudDuration_postfix": "秒", | "CloudDuration_postfix": "秒", | ||
"ClubSlowPercent_label": " | "ClubSlowPercent_label": "移动减速", | ||
"ClubSlowPercent_postfix": "%", | "ClubSlowPercent_postfix": "%", | ||
"ClubSlowPercent_postvalue_label": " | "ClubSlowPercent_postvalue_label": "移动减速", | ||
"CombatBarrierPerStack_postvalue_label": "每层叠加屏障", | "CombatBarrierPerStack_postvalue_label": "每层叠加屏障", | ||
"CombatBarrier_label": "屏障", | "CombatBarrier_label": "屏障", | ||
| Line 5,501: | Line 5,497: | ||
"MaxHPDamage_postfix": "%", | "MaxHPDamage_postfix": "%", | ||
"MaxHPDamage_postvalue_label": "最大生命值伤害", | "MaxHPDamage_postvalue_label": "最大生命值伤害", | ||
"MaxHealthDamage_label": "最大生命值伤害", | "MaxHealthDamage_label": "最大生命值伤害", | ||
"MaxHealthDamage_postfix": "%", | "MaxHealthDamage_postfix": "%", | ||
| Line 7,815: | Line 7,807: | ||
"ability_empowerbullet_t2_desc": "对受害者造成额外\u003Cspan class=\"highlight\"\u003E+{s:BulletArmorReduction}%\u003C/span\u003E的武器伤害,持续{s:DebuffDuration}秒", | "ability_empowerbullet_t2_desc": "对受害者造成额外\u003Cspan class=\"highlight\"\u003E+{s:BulletArmorReduction}%\u003C/span\u003E的武器伤害,持续{s:DebuffDuration}秒", | ||
"ability_explosive_barrel": "火药桶", | "ability_explosive_barrel": "火药桶", | ||
"ability_explosive_barrel_desc": "扔出一个在一定延迟后会爆炸的木桶,造成{g:citadel_inline_attribute:'SpiritDamage'} | "ability_explosive_barrel_desc": "扔出一个在一定延迟后会爆炸的木桶,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'KnockUp'}。\u003Cbr\u003E\u003Cbr\u003E木桶被\u003Cspan class=\"highlight\"\u003E射击\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E近战攻击\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E另一个木桶激活\u003C/span\u003E都会提前爆炸。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E可以通过副施法,在Holliday前方放置木桶。\u003C/span\u003E", | ||
"ability_explosive_barrel_quip": "投掷一个被击中即会爆炸的火药桶", | "ability_explosive_barrel_quip": "投掷一个被击中即会爆炸的火药桶", | ||
"ability_explosive_barrel_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_explosive_barrel_t3_desc": "\u003Cspan class=\"highlight\"\u003E+80\u003C/span\u003E木桶\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-5\u003C/span\u003E充能时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E提升元灵增强系数\u003C/span\u003E", | ||
"ability_explosive_trap": "Remote Bomb", | "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_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.", | ||
| Line 7,869: | Line 7,861: | ||
"ability_fencer_riposte_desc": "准备好\u003Cspan class=\"highlight\"\u003E偏转\u003C/span\u003E即将到来的攻击。在成功偏转时,暂时变得\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E并选定一个敌方英雄冲向他们,造成\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E并降低他们的\u003Cspan class=\"highlight\"\u003E近战抗性\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E按{g:citadel_binding:'Ability2'}选择目标。\u003Cbr\u003E不会对士兵或中立生物触发。\u003C/span\u003E", | "ability_fencer_riposte_desc": "准备好\u003Cspan class=\"highlight\"\u003E偏转\u003C/span\u003E即将到来的攻击。在成功偏转时,暂时变得\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E并选定一个敌方英雄冲向他们,造成\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E并降低他们的\u003Cspan class=\"highlight\"\u003E近战抗性\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E按{g:citadel_binding:'Ability2'}选择目标。\u003Cbr\u003E不会对士兵或中立生物触发。\u003C/span\u003E", | ||
"ability_fencer_riposte_on_parry": "剑柄击中时:", | "ability_fencer_riposte_on_parry": "剑柄击中时:", | ||
"ability_fencer_riposte_t3_desc": "对还击目标获得\u003Cspan class=\"highlight\"\u003E60%\u003C/span\u003E子弹、元灵和近战吸血生命,持续7秒", | |||
"ability_fencer_riposte_t3_desc": "对还击目标获得\u003Cspan class=\"highlight\"\ | |||
"ability_fencer_throwblade": "脱战符文", | "ability_fencer_throwblade": "脱战符文", | ||
"ability_fencer_throwblade_desc": "在面前画一个符文球,然后\u003Cspan class=\"highlight\"\u003E向后一跃\u003C/span\u003E,符文会爆炸,对波及的敌人\u003Cspan class=\"highlight\"\u003E造成伤害和减速\u003C/span\u003E。", | "ability_fencer_throwblade_desc": "在面前画一个符文球,然后\u003Cspan class=\"highlight\"\u003E向后一跃\u003C/span\u003E,符文会爆炸,对波及的敌人\u003Cspan class=\"highlight\"\u003E造成伤害和减速\u003C/span\u003E。", | ||
| Line 8,310: | Line 8,301: | ||
"ability_punkgoat_goatflip/damagebuff": "公羊伤害提升", | "ability_punkgoat_goatflip/damagebuff": "公羊伤害提升", | ||
"ability_punkgoat_goatflip/empowermelee": "强化重击", | "ability_punkgoat_goatflip/empowermelee": "强化重击", | ||
"ability_punkgoat_goatflip_desc": "以头部向前冲向一个敌人,\u003Cspan class=\"highlight\"\u003E把他和比利一同顶到空中。\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E冷却时间在撞击时减少50%。\u003C/span\u003E", | "ability_punkgoat_goatflip_desc": "以头部向前冲向一个敌人,\u003Cspan class=\"highlight\"\u003E把他和比利一同顶到空中。\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E冷却时间在撞击时减少50%。\u003C/span\u003E", | ||
"ability_punkgoat_goatflip_on_hero_collide_header": "撞击时:", | "ability_punkgoat_goatflip_on_hero_collide_header": "撞击时:", | ||
| Line 8,455: | Line 8,445: | ||
"ability_unicorn_dazzlingorb_desc": "发射一颗威力巨大的光球,击中时造成{g:citadel_inline_attribute:'SpiritDamage'}伤害,施加 {g:citadel_inline_attribute:'Slow'},并减少\u003Cspan class=\"highlight\"\u003E冲刺距离\u003C/span\u003E。光球随后会弹跳到范围内的敌人身上。如果没有找到目标,光球会在空中停留一段时间继续寻找目标。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E挑选目标时优先选择敌方英雄。\u003C/span\u003E", | "ability_unicorn_dazzlingorb_desc": "发射一颗威力巨大的光球,击中时造成{g:citadel_inline_attribute:'SpiritDamage'}伤害,施加 {g:citadel_inline_attribute:'Slow'},并减少\u003Cspan class=\"highlight\"\u003E冲刺距离\u003C/span\u003E。光球随后会弹跳到范围内的敌人身上。如果没有找到目标,光球会在空中停留一段时间继续寻找目标。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E挑选目标时优先选择敌方英雄。\u003C/span\u003E", | ||
"ability_unicorn_dazzlingorb_t1_desc": "-20%移动速度和-15%冲刺距离", | "ability_unicorn_dazzlingorb_t1_desc": "-20%移动速度和-15%冲刺距离", | ||
"ability_unicorn_dazzlingorb_t3_desc": "+8最大弹跳数和-30秒冷却时间", | "ability_unicorn_dazzlingorb_t3_desc": "+8最大弹跳数和-30秒冷却时间", | ||
"ability_unicorn_luminousstrike": "明辉匕首", | "ability_unicorn_luminousstrike": "明辉匕首", | ||
| Line 8,466: | Line 8,455: | ||
"ability_unicorn_prismaticguard_desc": "用一枚保护性棱晶把自身包围。如果屏障被摧毁,将会沉默附近敌人并造成一部分屏障生命的伤害。", | "ability_unicorn_prismaticguard_desc": "用一枚保护性棱晶把自身包围。如果屏障被摧毁,将会沉默附近敌人并造成一部分屏障生命的伤害。", | ||
"ability_unicorn_prismaticguard_on_explode_desc": "爆炸时", | "ability_unicorn_prismaticguard_on_explode_desc": "爆炸时", | ||
"ability_unicorn_prismaticguard_t2_desc": "+ | "ability_unicorn_prismaticguard_t2_desc": "+80屏障并提升屏障元灵增强系数", | ||
"ability_unicorn_prismaticguard_t3_desc": "+1. | "ability_unicorn_prismaticguard_t3_desc": "+1.5秒沉默时间\u003Cbr\u003E-18秒冷却时间。允许耀光奇迹弹跳。", | ||
"ability_unicorn_radiantblast": "吞噬光芒", | "ability_unicorn_radiantblast": "吞噬光芒", | ||
"ability_unicorn_radiantblast/unicorn_radiantblast_debuff": "吞噬光芒", | "ability_unicorn_radiantblast/unicorn_radiantblast_debuff": "吞噬光芒", | ||
| Line 8,903: | Line 8,892: | ||
"citadel_ability_lightning_ball_quip": "发射一个具有伤害性的球状闪电", | "citadel_ability_lightning_ball_quip": "发射一个具有伤害性的球状闪电", | ||
"citadel_ability_lightning_ball_t2_desc": "\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E击中目标移速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E时长", | "citadel_ability_lightning_ball_t2_desc": "\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E击中目标移速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E时长", | ||
"citadel_ability_lightning_ball_t3_desc": "+58.5每秒伤害\u003Cbr\u003E+1. | "citadel_ability_lightning_ball_t3_desc": "+58.5每秒伤害\u003Cbr\u003E+1.5米半径", | ||
"citadel_ability_lightning_dodge": "Lightning Roll", | "citadel_ability_lightning_dodge": "Lightning Roll", | ||
"citadel_ability_lightning_dodge_passive": "Lightning Roll", | "citadel_ability_lightning_dodge_passive": "Lightning Roll", | ||
| Line 8,952: | Line 8,941: | ||
"citadel_ability_mobile_resupply_desc": "部署一个治疗之灵,为附近友军提供\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'Healing'}\u003C/span\u003E。", | "citadel_ability_mobile_resupply_desc": "部署一个治疗之灵,为附近友军提供\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'Healing'}\u003C/span\u003E。", | ||
"citadel_ability_mobile_resupply_quip": "部署一个治疗之灵", | "citadel_ability_mobile_resupply_quip": "部署一个治疗之灵", | ||
"citadel_ability_mobile_resupply_t1_desc": "\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_mobile_resupply_t1_desc": "治疗之灵提供\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E元灵抗性", | ||
"citadel_ability_mobile_resupply_t2_desc": "\u003Cspan class=\"highlight\"\u003E-20秒\u003C/span\u003E冷却时间\u003Cbr\u003E提供\u003Cspan class=\"highlight\"\u003E+100%\u003C/span\u003E耐力恢复", | "citadel_ability_mobile_resupply_t2_desc": "\u003Cspan class=\"highlight\"\u003E-20秒\u003C/span\u003E冷却时间\u003Cbr\u003E提供\u003Cspan class=\"highlight\"\u003E+100%\u003C/span\u003E耐力恢复", | ||
"citadel_ability_mobile_resupply_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2%\u003C/span\ | "citadel_ability_mobile_resupply_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2%\u003C/span\u003E每秒最大生命值恢复\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E治疗半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E持续时间", | ||
"citadel_ability_mortarsentry": "Mortar Sentry", | "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_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", | ||
| Line 9,186: | Line 9,175: | ||
"citadel_ability_tengu_stone_form_desc": "将自己变为\u003Cspan class=\"highlight\"\u003E坚石\u003C/span\u003E砸向地面,对附近的敌人造成\u003Cspan class=\"highlight\"\u003E眩晕和伤害\u003C/span\u003E。为自己带来相当于最大生命值一定比例的治疗。", | "citadel_ability_tengu_stone_form_desc": "将自己变为\u003Cspan class=\"highlight\"\u003E坚石\u003C/span\u003E砸向地面,对附近的敌人造成\u003Cspan class=\"highlight\"\u003E眩晕和伤害\u003C/span\u003E。为自己带来相当于最大生命值一定比例的治疗。", | ||
"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_quip": "变身坚石,对附近的敌人造成眩晕", | ||
"citadel_ability_tengu_stone_form_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_tengu_stone_form_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E眩晕时间并提升元灵增强系数", | ||
"citadel_ability_tengu_urn": "纠缠荆棘", | "citadel_ability_tengu_urn": "纠缠荆棘", | ||
"citadel_ability_tengu_urn_desc": "召唤一片使人透不过气的荆棘,对作用半径内的敌人\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E并使其\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。", | "citadel_ability_tengu_urn_desc": "召唤一片使人透不过气的荆棘,对作用半径内的敌人\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E并使其\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。", | ||
| Line 9,742: | Line 9,731: | ||
"citadel_settings_communicationkeybinds": "交流", | "citadel_settings_communicationkeybinds": "交流", | ||
"citadel_settings_communicationkeybinds_reset_tooltip": "恢复默认的交流按键。", | "citadel_settings_communicationkeybinds_reset_tooltip": "恢复默认的交流按键。", | ||
"citadel_settings_contextual_slot": "[ | "citadel_settings_contextual_slot": "[情境槽位]", | ||
"citadel_settings_contextual_slot_invalid": "没有情境信号消息", | "citadel_settings_contextual_slot_invalid": "没有情境信号消息", | ||
"citadel_settings_contextual_slot_label": " | "citadel_settings_contextual_slot_label": "情境信号消息轮盘槽位", | ||
"citadel_settings_controller": "控制器", | "citadel_settings_controller": "控制器", | ||
"citadel_settings_coop_fullscreen": "全屏合作模式", | "citadel_settings_coop_fullscreen": "全屏合作模式", | ||
| Line 9,955: | Line 9,944: | ||
"citadel_settings_ping_wheel_context_slot5": "情境栏位 5", | "citadel_settings_ping_wheel_context_slot5": "情境栏位 5", | ||
"citadel_settings_ping_wheel_contextual": "使用情境轮盘栏位", | "citadel_settings_ping_wheel_contextual": "使用情境轮盘栏位", | ||
"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_ping_wheel_slot1": "栏位 1", | "citadel_settings_ping_wheel_slot1": "栏位 1", | ||
"citadel_settings_ping_wheel_slot2": "栏位 2", | "citadel_settings_ping_wheel_slot2": "栏位 2", | ||
| Line 10,260: | Line 10,249: | ||
"drifter_shadow_mark_desc": "放出一个印记,会使第一个击中的目标流失生命,造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E敌人在流失生命时可以重新激活潜行印记,使自己立刻\u003Cspan class=\"highlight\"\u003E出现在他们身后\u003C/span\u003E。", | "drifter_shadow_mark_desc": "放出一个印记,会使第一个击中的目标流失生命,造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E敌人在流失生命时可以重新激活潜行印记,使自己立刻\u003Cspan class=\"highlight\"\u003E出现在他们身后\u003C/span\u003E。", | ||
"drifter_shadow_mark_t1_desc": "\u003Cspan class=\"highlight\"\u003E-8%子弹抗性", | "drifter_shadow_mark_t1_desc": "\u003Cspan class=\"highlight\"\u003E-8%子弹抗性", | ||
"drifter_shadow_mark_t2_desc": "\u003Cspan class=\"highlight\"\u003E- | "drifter_shadow_mark_t2_desc": "\u003Cspan class=\"highlight\"\u003E-12秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3秒\u003C/span\u003E持续时间", | ||
"drifter_shadow_mark_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.5%生命流失\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-40%治疗降低\u003C/span\u003E", | "drifter_shadow_mark_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.5%生命流失\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-40%治疗降低\u003C/span\u003E", | ||
"drifter_shadow_mark_teleport": "伏击", | "drifter_shadow_mark_teleport": "伏击", | ||
| Line 11,073: | Line 11,062: | ||
"modifier_armor_reactive_armor": "回应射击", | "modifier_armor_reactive_armor": "回应射击", | ||
"modifier_armor_return_fire": "回应射击", | "modifier_armor_return_fire": "回应射击", | ||
"modifier_astro_lasso_tether": "受到套索束缚", | "modifier_astro_lasso_tether": "受到套索束缚", | ||
"modifier_astro_rifle_slow": "移动减速", | "modifier_astro_rifle_slow": "移动减速", | ||