Data:Lang zh-hans.json: Difference between revisionsGive feedback
Deadbot v1.8.1-6379 |
Deadbot v1.17.0-6686 |
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"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?", | "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?", | ||
"AbandonMatchPrompt_Title": "放弃这场比赛?", | "AbandonMatchPrompt_Title": "放弃这场比赛?", | ||
"AbandonTriggerTeam_Title": "玩家已退出比赛", | |||
"AbilityApplyDelay_postfix": "秒", | "AbilityApplyDelay_postfix": "秒", | ||
"AbilityButtonHint_Activate": "激活", | "AbilityButtonHint_Activate": "激活", | ||
| Line 13: | Line 14: | ||
"AbilityButtonHint_AltCastRestorativeGoo": "将自己放进立方", | "AbilityButtonHint_AltCastRestorativeGoo": "将自己放进立方", | ||
"AbilityButtonHint_AltCastStickyBomb": "炸自己", | "AbilityButtonHint_AltCastStickyBomb": "炸自己", | ||
"AbilityButtonHint_AltCastUnitTarget": "目标单位", | |||
"AbilityButtonHint_AltCastVoidSphere": "带上友军", | "AbilityButtonHint_AltCastVoidSphere": "带上友军", | ||
"AbilityButtonHint_AssassinateFoVCycle": "切换倍率", | "AbilityButtonHint_AssassinateFoVCycle": "切换倍率", | ||
| Line 34: | Line 36: | ||
"AbilityButtonHint_CastShadowRedemption": "Resurrect with Shadow Redemption", | "AbilityButtonHint_CastShadowRedemption": "Resurrect with Shadow Redemption", | ||
"AbilityButtonHint_CastVoidSphere": "传送", | "AbilityButtonHint_CastVoidSphere": "传送", | ||
"AbilityButtonHint_ClimbRope": "按住{g:citadel_binding:' | "AbilityButtonHint_ClimbRope": "按住{g:citadel_binding:'Zipline'}攀爬绳索", | ||
"AbilityButtonHint_CloneTurretSwap": "与助手互换位置", | "AbilityButtonHint_CloneTurretSwap": "与助手互换位置", | ||
"AbilityButtonHint_Deploy": "部署", | "AbilityButtonHint_Deploy": "部署", | ||
| Line 62: | Line 64: | ||
"AbilityButtonHint_MeleeChangeTeam": "近战重击后更改阵营", | "AbilityButtonHint_MeleeChangeTeam": "近战重击后更改阵营", | ||
"AbilityButtonHint_MeleeHeavyPunchDestroy": "摧毁需近战重击", | "AbilityButtonHint_MeleeHeavyPunchDestroy": "摧毁需近战重击", | ||
"AbilityButtonHint_MeleeIdolCashIn": "近战重击来争夺灵瓮", | |||
"AbilityButtonHint_MeleeIdolPickup": "近战拾取灵瓮", | |||
"AbilityButtonHint_MeleePickUp": "近战重击拾取魂魄", | "AbilityButtonHint_MeleePickUp": "近战重击拾取魂魄", | ||
"AbilityButtonHint_MeleePowerUp": "近战重击拾取增益", | "AbilityButtonHint_MeleePowerUp": "近战重击拾取增益", | ||
| Line 259: | Line 263: | ||
"AirBonusDamageTaken_postfix": "%", | "AirBonusDamageTaken_postfix": "%", | ||
"AirBonusDamageTaken_postvalue_label": "空中时受到伤害", | "AirBonusDamageTaken_postvalue_label": "空中时受到伤害", | ||
"AirControlAccelPercent_label": "空中加速", | |||
"AirControlAccelPercent_postfix": "%", | |||
"AirControlAccelPercent_postvalue_label": "空中加速", | |||
"AirControlAccelPercent_prefix": "{s:sign}", | |||
"AirControlPercentBarrier_label": "空中控制", | |||
"AirControlPercentBarrier_postfix": "%", | |||
"AirControlPercentBarrier_postvalue_label": "空中控制", | |||
"AirControlPercentBarrier_prefix": "{s:sign}", | |||
"AirControlPercent_label": "空中控制", | "AirControlPercent_label": "空中控制", | ||
"AirControlPercent_postfix": "%", | "AirControlPercent_postfix": "%", | ||
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"ApolloUltBonusTotalDamage_prefix": "+", | "ApolloUltBonusTotalDamage_prefix": "+", | ||
"ApproachSpeed_label": "Project Speed", | "ApproachSpeed_label": "Project Speed", | ||
"ArcaneSurgeWindow_label": "施放窗口", | |||
"ArcaneSurgeWindow_postfix": "秒", | |||
"ArcaneSurgeWindow_postvalue_label": "施放窗口", | |||
"ArcticBlastPercentDamage_label": "冻结额外伤害", | "ArcticBlastPercentDamage_label": "冻结额外伤害", | ||
"ArcticBlastPercentDamage_postfix": "%", | "ArcticBlastPercentDamage_postfix": "%", | ||
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"BarrelDamageRadius_postfix": "米", | "BarrelDamageRadius_postfix": "米", | ||
"BarrelDamageRadius_postvalue_label": "爆炸半径", | "BarrelDamageRadius_postvalue_label": "爆炸半径", | ||
"BarrelLifetime_label": "Barrel Life Time", | "BarrelLifetime_label": "Barrel Life Time", | ||
"BarrelLifetime_postfix": "秒", | "BarrelLifetime_postfix": "秒", | ||
| Line 745: | Line 758: | ||
"BonusSpiritForChargedAbilities_postvalue_label": "充能技能的额外元灵力量", | "BonusSpiritForChargedAbilities_postvalue_label": "充能技能的额外元灵力量", | ||
"BonusSpiritForChargedAbilities_prefix": "+", | "BonusSpiritForChargedAbilities_prefix": "+", | ||
"BonusSpiritLifesteal_label": "元灵吸取生命", | |||
"BonusSpiritLifesteal_postfix": "%", | |||
"BonusSpiritLifesteal_postvalue_label": "元灵吸取生命", | |||
"BonusSpiritLifesteal_prefix": "{s:sign}", | |||
"BonusSpiritPerKill_label": "Bonus Spirit Power Per Kill", | "BonusSpiritPerKill_label": "Bonus Spirit Power Per Kill", | ||
"BonusSpiritPerKill_prefix": "{s:sign}", | "BonusSpiritPerKill_prefix": "{s:sign}", | ||
| Line 1,046: | Line 1,063: | ||
"CITADEL_ABILITY_INVALID_OUT_OF_STAMINA": "耐力不足", | "CITADEL_ABILITY_INVALID_OUT_OF_STAMINA": "耐力不足", | ||
"CITADEL_ABILITY_INVALID_PARRY_DISABLED_URN_PICKUP": "拾取灵瓮期间禁用", | "CITADEL_ABILITY_INVALID_PARRY_DISABLED_URN_PICKUP": "拾取灵瓮期间禁用", | ||
"CITADEL_ABILITY_INVALID_PLACEMENT_BLOCKED": "位移被屏蔽", | |||
"CITADEL_ABILITY_INVALID_POSITION": "无效位置", | "CITADEL_ABILITY_INVALID_POSITION": "无效位置", | ||
"CITADEL_ABILITY_INVALID_PREMATCH": "比赛尚未开始", | "CITADEL_ABILITY_INVALID_PREMATCH": "比赛尚未开始", | ||
| Line 1,214: | Line 1,232: | ||
"Citadel_AttackerClass_CLASS_BOSS_BARRACKS": "圣坛卫士", | "Citadel_AttackerClass_CLASS_BOSS_BARRACKS": "圣坛卫士", | ||
"Citadel_AttackerClass_CLASS_BOSS_TIER_2": "2级机甲", | "Citadel_AttackerClass_CLASS_BOSS_TIER_2": "2级机甲", | ||
"Citadel_AttackerClass_CLASS_BOSS_TIER_3": " | "Citadel_AttackerClass_CLASS_BOSS_TIER_3": "守护神", | ||
"Citadel_AttackerClass_CLASS_BOSS_TIER_3_AMBER": "隐王", | |||
"Citadel_AttackerClass_CLASS_BOSS_TIER_3_SAPPHIRE": "源祖", | |||
"Citadel_AttackerClass_CLASS_SUPER_NEUTRAL": "圣殿卫士", | "Citadel_AttackerClass_CLASS_SUPER_NEUTRAL": "圣殿卫士", | ||
"Citadel_AttackerClass_CLASS_TROOPER": "步兵", | "Citadel_AttackerClass_CLASS_TROOPER": "步兵", | ||
| Line 1,283: | Line 1,303: | ||
"Citadel_Chrono_HeroTag_2": "干 扰 敌 军", | "Citadel_Chrono_HeroTag_2": "干 扰 敌 军", | ||
"Citadel_Chrono_HeroTag_3": "战 术 专 家", | "Citadel_Chrono_HeroTag_3": "战 术 专 家", | ||
"Citadel_CommendNotification_Label:f": "{num_commends, plural, one{一名玩家} other{多名玩家}}称赞了你", | |||
"Citadel_CommendNotification_Nice": "漂亮!", | |||
"Citadel_CommendNotification_NumCommends": "{d:num_commends}", | |||
"Citadel_CommendPlayer_Friendly": "友好有趣", | "Citadel_CommendPlayer_Friendly": "友好有趣", | ||
"Citadel_CommendPlayer_PopupDesc": "祝贺某位玩家在游戏中的表现,并告知匹配系统你会很高兴在未来的比赛中看到相关玩家。", | "Citadel_CommendPlayer_PopupDesc": "祝贺某位玩家在游戏中的表现,并告知匹配系统你会很高兴在未来的比赛中看到相关玩家。", | ||
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"Citadel_Dashboard_Status_Mode_Placement": "定级比赛", | "Citadel_Dashboard_Status_Mode_Placement": "定级比赛", | ||
"Citadel_Dashboard_Status_Mode_Private": "私人比赛", | "Citadel_Dashboard_Status_Mode_Private": "私人比赛", | ||
"Citadel_Dashboard_Status_Mode_Ranked": " | "Citadel_Dashboard_Status_Mode_Ranked": "天梯比赛", | ||
"Citadel_Dashboard_Status_Mode_StreetBrawl": "街头乱斗", | "Citadel_Dashboard_Status_Mode_StreetBrawl": "街头乱斗", | ||
"Citadel_Dashboard_Status_Mode_Unranked": "比赛", | "Citadel_Dashboard_Status_Mode_Unranked": "比赛", | ||
| Line 1,479: | Line 1,502: | ||
"Citadel_FriendsCategory_PlayingCitadel": "游戏中", | "Citadel_FriendsCategory_PlayingCitadel": "游戏中", | ||
"Citadel_FriendsCategory_SentInvite": "已发送邀请", | "Citadel_FriendsCategory_SentInvite": "已发送邀请", | ||
"Citadel_Friends_Add_Friend_Entry_Placeholder": " | "Citadel_Friends_Add_Friend_Entry_Placeholder": "输入好友代码进行搜索", | ||
"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": "你的好友代码是:", | ||
"Citadel_Friends_Empty": "好友列表当前为空", | "Citadel_Friends_Empty": "好友列表当前为空", | ||
"Citadel_Friends_Friend_Code_Button": "添加好友", | "Citadel_Friends_Friend_Code_Button": "添加好友", | ||
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"Citadel_GlobalLeaderboard_Empty": "选定的排行榜当前为空", | "Citadel_GlobalLeaderboard_Empty": "选定的排行榜当前为空", | ||
"Citadel_GlobalLeaderboard_Error": "载入排行榜错误", | "Citadel_GlobalLeaderboard_Error": "载入排行榜错误", | ||
"Citadel_GlobalLeaderboard_HeroNote": " | "Citadel_GlobalLeaderboard_HeroNote": "要出现在排行榜上,需要在过去30天内至少使用{s:leaderboard_hero_name}进行{i:required_games_played}场游戏,并且在{s:leaderboard_hero_name}上的总胜场达到{i:min_hero_wins_total}场,账号总场数达到{i:min_games_total}场。", | ||
"Citadel_GlobalLeaderboard_Note": "在过去30天内必须至少玩过{i:required_games_played} | "Citadel_GlobalLeaderboard_Note": "在过去30天内必须至少玩过{i:required_games_played}场游戏并且总场数超过{i:min_games_total}场才会出现在排行榜上", | ||
"Citadel_GlobalLeaderboard_Overall": "总体", | "Citadel_GlobalLeaderboard_Overall": "总体", | ||
"Citadel_GlobalLeaderboard_OverallRating": "总体评分", | "Citadel_GlobalLeaderboard_OverallRating": "总体评分", | ||
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"Citadel_Graph_Souls_Denies": "回收", | "Citadel_Graph_Souls_Denies": "回收", | ||
"Citadel_Graph_Souls_ItemCultistSacrifice": "特异供奉", | "Citadel_Graph_Souls_ItemCultistSacrifice": "特异供奉", | ||
"Citadel_Graph_Souls_ItemGooseEgg": "金鹅蛋", | |||
"Citadel_Graph_Souls_ItemTrophyCollector": "寻猎季节", | "Citadel_Graph_Souls_ItemTrophyCollector": "寻猎季节", | ||
"Citadel_Graph_Souls_Lane": "步兵", | "Citadel_Graph_Souls_Lane": "步兵", | ||
| Line 1,590: | Line 1,614: | ||
"Citadel_HUD_DamageReport_Time600": "10分钟", | "Citadel_HUD_DamageReport_Time600": "10分钟", | ||
"Citadel_HUD_DamageReport_Title": "伤害报告", | "Citadel_HUD_DamageReport_Title": "伤害报告", | ||
"Citadel_HUD_DamageReport_TopDamageSources:f": "{num_damage_rows, plural, 最高伤害来源 other{最高的{i:num_damage_rows}个伤害来源}}", | "Citadel_HUD_DamageReport_TopDamageSources:f": "{num_damage_rows, plural, one{最高伤害来源} other{最高的{i:num_damage_rows}个伤害来源}}", | ||
"Citadel_HUD_DamageReport_Total": "总伤害:", | "Citadel_HUD_DamageReport_Total": "总伤害:", | ||
"Citadel_HUD_DamageReport_TotalDamageValue": "{d:total_damage}", | "Citadel_HUD_DamageReport_TotalDamageValue": "{d:total_damage}", | ||
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"Citadel_HUD_Damage_TooFar": "太远", | "Citadel_HUD_Damage_TooFar": "太远", | ||
"Citadel_HUD_Damage_TooLow": "太低", | "Citadel_HUD_Damage_TooLow": "太低", | ||
"Citadel_HUD_IdolExpired": "灵瓮已经过期……", | |||
"Citadel_HUD_IdolPickedUp": "拾取了灵瓮!", | "Citadel_HUD_IdolPickedUp": "拾取了灵瓮!", | ||
"Citadel_HUD_IdolReturned": "归还了灵瓮!", | "Citadel_HUD_IdolReturned": "归还了灵瓮!", | ||
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"Citadel_HUD_Impact_Stunned": "被眩晕", | "Citadel_HUD_Impact_Stunned": "被眩晕", | ||
"Citadel_HUD_JoinTeamChat_Dialog": "按住{g:citadel_binding:'PushToTalk'}选择加入队伍聊天", | "Citadel_HUD_JoinTeamChat_Dialog": "按住{g:citadel_binding:'PushToTalk'}选择加入队伍聊天", | ||
"Citadel_HUD_KothCompleted": "裂隙已安全!", | |||
"Citadel_HUD_KothCompletedEnemy": "裂隙已失去", | |||
"Citadel_HUD_KothExpired": "裂隙已消失……", | |||
"Citadel_HUD_KothTimeRanOut": "裂隙渐渐消失……", | |||
"Citadel_HUD_Koth_Time_Warning": "时间快到了...", | |||
"Citadel_HUD_Koth_Warning": "一道不稳定的裂隙正在打开……", | |||
"Citadel_HUD_Koth_Warning_Desc": "前往裂隙夺取力量", | |||
"Citadel_HUD_LevelReward_BulletDamage": "子弹伤害", | "Citadel_HUD_LevelReward_BulletDamage": "子弹伤害", | ||
"Citadel_HUD_LevelReward_BulletResist": "Spirit Damage", | "Citadel_HUD_LevelReward_BulletResist": "Spirit Damage", | ||
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"Citadel_HUD_LevelUp_Title": "收到了恩赐", | "Citadel_HUD_LevelUp_Title": "收到了恩赐", | ||
"Citadel_HUD_NextReward_PowerIncrease": "恩赐", | "Citadel_HUD_NextReward_PowerIncrease": "恩赐", | ||
"Citadel_HUD_Notification_LevelUp": "升级", | |||
"Citadel_HUD_PatronBoon": "来自守护神的礼物…", | "Citadel_HUD_PatronBoon": "来自守护神的礼物…", | ||
"Citadel_HUD_PlayerKilledAnnouncement": "\u0026nbsp;获得了\u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E", | "Citadel_HUD_PlayerKilledAnnouncement": "\u0026nbsp;获得了\u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E", | ||
| Line 1,641: | Line 1,674: | ||
"Citadel_HUD_PowerIncrease": "力量提升", | "Citadel_HUD_PowerIncrease": "力量提升", | ||
"Citadel_HUD_RejuvCaptured": "捕获了复生石", | "Citadel_HUD_RejuvCaptured": "捕获了复生石", | ||
"Citadel_HUD_RejuvStolen": " | "Citadel_HUD_RejuvStolen": "夺走了复生石!", | ||
"Citadel_HUD_TotalPowerIncreasesLabel": "恩赐总数", | "Citadel_HUD_TotalPowerIncreasesLabel": "恩赐总数", | ||
"Citadel_HUD_WeaponPowerAnnouncement": "子弹和近战伤害", | "Citadel_HUD_WeaponPowerAnnouncement": "子弹和近战伤害", | ||
| Line 1,783: | Line 1,816: | ||
"Citadel_HeroBuilds_WeeklyFavorite": "本周人气最高", | "Citadel_HeroBuilds_WeeklyFavorite": "本周人气最高", | ||
"Citadel_HeroBuilds_WeeklyFavorite_Tooltip": "这是此英雄过去 7 天里人气最高的出装之一。", | "Citadel_HeroBuilds_WeeklyFavorite_Tooltip": "这是此英雄过去 7 天里人气最高的出装之一。", | ||
"Citadel_HeroChangeNotification_Text": "{s:player_name}已更换英雄", | |||
"Citadel_HeroGrid_Assassin": "刺客", | "Citadel_HeroGrid_Assassin": "刺客", | ||
"Citadel_HeroGrid_Brawler": "斗士", | "Citadel_HeroGrid_Brawler": "斗士", | ||
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"Citadel_HideoutConnectionFailed_Title": "无法加入大本营队伍", | "Citadel_HideoutConnectionFailed_Title": "无法加入大本营队伍", | ||
"Citadel_HideoutConnectionFailed_VersionIncompatible": "客户端不兼容", | "Citadel_HideoutConnectionFailed_VersionIncompatible": "客户端不兼容", | ||
"Citadel_Hideout_Exit": "按下{g:citadel_binding:' | "Citadel_Hideout_Exit": "按下{g:citadel_binding:'Interact'}离开《异锁》", | ||
"Citadel_Hideout_Heroes": "按下{g:citadel_binding:' | "Citadel_Hideout_Heroes": "按下{g:citadel_binding:'Interact'}浏览英雄", | ||
"Citadel_Hideout_HolidayChallenge": "按下{g:citadel_binding:' | "Citadel_Hideout_HolidayChallenge": "按下{g:citadel_binding:'Interact'}查看假日挑战进度", | ||
"Citadel_Hideout_Intro": "按下任意键开始游戏", | "Citadel_Hideout_Intro": "按下任意键开始游戏", | ||
"Citadel_Hideout_Learn": "按下{g:citadel_binding:' | "Citadel_Hideout_Learn": "按下{g:citadel_binding:'Interact'}学习游戏玩法", | ||
"Citadel_Hideout_News": "阅读所有相关信息", | "Citadel_Hideout_News": "阅读所有相关信息", | ||
"Citadel_Hideout_News_Button": "按下{g:citadel_binding:' | "Citadel_Hideout_News_Button": "按下{g:citadel_binding:'Interact'}查看新闻", | ||
"Citadel_Hideout_Play": "按下{g:citadel_binding:' | "Citadel_Hideout_Play": "按下{g:citadel_binding:'Interact'}选择游戏模式", | ||
"Citadel_Hideout_Resources": "按下{g:citadel_binding:' | "Citadel_Hideout_Ranked": "按下{g:citadel_binding:'Interact'}可以查看天梯赛季详情", | ||
"Citadel_Hideout_Resources": "按下{g:citadel_binding:'Interact'}查看资源", | |||
"Citadel_Hideout_ToggleFastCooldowns": "{g:citadel_binding:'AbilityMelee'}近战攻击来切换加快冷却和耐力恢复", | "Citadel_Hideout_ToggleFastCooldowns": "{g:citadel_binding:'AbilityMelee'}近战攻击来切换加快冷却和耐力恢复", | ||
"Citadel_Hideout_VaultHint01": "{g:citadel_binding:'AbilityMelee'}近战攻击后收集魂魄", | "Citadel_Hideout_VaultHint01": "{g:citadel_binding:'AbilityMelee'}近战攻击后收集魂魄", | ||
"Citadel_Hideout_VaultHint02": "闪光期间进行{g:citadel_binding:'AbilityMelee'}近战攻击可获得加成,近战重击可获得更多加成", | "Citadel_Hideout_VaultHint02": "闪光期间进行{g:citadel_binding:'AbilityMelee'}近战攻击可获得加成,近战重击可获得更多加成", | ||
"Citadel_Hideout_VoteHero": "按下{g:citadel_binding:' | "Citadel_Hideout_VoteHero": "按下{g:citadel_binding:'Interact'}为下一名英雄投票", | ||
"Citadel_Hideout_Watch": "按下{g:citadel_binding:' | "Citadel_Hideout_Watch": "按下{g:citadel_binding:'Interact'}观看比赛", | ||
"Citadel_Hideout_Welcome": "欢迎来到大本营", | "Citadel_Hideout_Welcome": "欢迎来到大本营", | ||
"Citadel_Hideout_XmasGlobeEarned_Temp": "冬季更新期间{s:hideout_owner}获得的纪念品", | "Citadel_Hideout_XmasGlobeEarned_Temp": "冬季更新期间{s:hideout_owner}获得的纪念品", | ||
| Line 2,098: | Line 2,133: | ||
"Citadel_Lash_HeroTag_2": "高 空 飞 行", | "Citadel_Lash_HeroTag_2": "高 空 飞 行", | ||
"Citadel_Lash_HeroTag_3": "傲 慢", | "Citadel_Lash_HeroTag_3": "傲 慢", | ||
"Citadel_LeaderboardRankDesc": "在{g:citadel_packed_rank_name:leaderboard_packed_rank}和以上的段位,不再通过提升固定数量的积分来获得徽章。所有符合条件的玩家会根据天梯积分进行排名,再根据他们的百分位来分配徽章。", | |||
"Citadel_LearnMore": "了解更多", | "Citadel_LearnMore": "了解更多", | ||
"Citadel_LeaveLobby_FailedToGetResponse": "停止匹配失败。请重试。", | "Citadel_LeaveLobby_FailedToGetResponse": "停止匹配失败。请重试。", | ||
| Line 2,173: | Line 2,209: | ||
"Citadel_MatchEnd_Subtitle": "返回大本营", | "Citadel_MatchEnd_Subtitle": "返回大本营", | ||
"Citadel_MatchEnd_Title": "匹配已取消", | "Citadel_MatchEnd_Title": "匹配已取消", | ||
"Citadel_MatchHistory_Abandoned": "放弃", | |||
"Citadel_MatchHistory_Disbanded": "已解散", | "Citadel_MatchHistory_Disbanded": "已解散", | ||
"Citadel_MatchHistory_FilterGameMode_All": "所有比赛", | "Citadel_MatchHistory_FilterGameMode_All": "所有比赛", | ||
"Citadel_MatchHistory_FilterGameMode_Brawl": "街头乱斗比赛", | "Citadel_MatchHistory_FilterGameMode_Brawl": "街头乱斗比赛", | ||
"Citadel_MatchHistory_FilterGameMode_CoopBot": "合作人机对战", | "Citadel_MatchHistory_FilterGameMode_CoopBot": "合作人机对战", | ||
"Citadel_MatchHistory_FilterGameMode_Ranked": "天梯比赛", | |||
"Citadel_MatchHistory_FilterGameMode_Standard": "标准比赛", | "Citadel_MatchHistory_FilterGameMode_Standard": "标准比赛", | ||
"Citadel_MatchHistory_InternalError": "获取比赛历史记录时发生意外错误", | "Citadel_MatchHistory_InternalError": "获取比赛历史记录时发生意外错误", | ||
| Line 2,182: | Line 2,220: | ||
"Citadel_MatchHistory_Loss": "败北", | "Citadel_MatchHistory_Loss": "败北", | ||
"Citadel_MatchHistory_NoResponse": "无法与《异锁》网络通信。请稍后再试。", | "Citadel_MatchHistory_NoResponse": "无法与《异锁》网络通信。请稍后再试。", | ||
"Citadel_MatchHistory_NotScored": "未得分", | |||
"Citadel_MatchHistory_RateLimited": "请稍等片刻,然后再请求更多比赛历史记录", | "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_TemporarilyDisabled": "因维护,比赛历史记录已暂时禁用", | ||
"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_LowPriorityMatch": "低优先级比赛", | |||
"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 2,191: | Line 2,231: | ||
"Citadel_MatchInfo_Mode_Private": "标准比赛(房间)", | "Citadel_MatchInfo_Mode_Private": "标准比赛(房间)", | ||
"Citadel_MatchInfo_Mode_PrivateBrawl": "街头乱斗(房间)", | "Citadel_MatchInfo_Mode_PrivateBrawl": "街头乱斗(房间)", | ||
"Citadel_MatchInfo_Mode_Ranked": " | "Citadel_MatchInfo_Mode_Ranked": "天梯", | ||
"Citadel_MatchInfo_Mode_Standard": "标准比赛", | "Citadel_MatchInfo_Mode_Standard": "标准比赛", | ||
"Citadel_MatchInfo_Mode_StandardBrawl": "街头乱斗", | "Citadel_MatchInfo_Mode_StandardBrawl": "街头乱斗", | ||
| Line 2,320: | Line 2,360: | ||
"Citadel_PartySetMode_AccountLocked": "你队伍成员{g:citadel_persona:nl:account_id}的账户当前已锁定,无法玩此模式", | "Citadel_PartySetMode_AccountLocked": "你队伍成员{g:citadel_persona:nl:account_id}的账户当前已锁定,无法玩此模式", | ||
"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_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_BrawlMemberInLowPri": "你队伍的成员{g:citadel_persona:nl:account_id}当前为低优先级状态,无法游玩街头乱斗", | |||
"Citadel_PartySetMode_CannotLeavePrivate": "私人大厅当前不允许更改模式", | "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_Disabled": "此操作暂时禁用。请几分钟后重试。", | ||
| Line 2,337: | Line 2,378: | ||
"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_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_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_RankedInCalibration": "你队伍的成员{g:citadel_persona:nl:account_id}还在天梯校准中,因此无法组队游玩天梯比赛", | |||
"Citadel_PartySetMode_RankedInvalidPartySize": "你的队伍人数不支持游玩天梯比赛。天梯比赛中每个队伍只允许有两名玩家。", | |||
"Citadel_PartySetMode_RankedMemberCurrentlyBanned": "你队伍的成员{g:citadel_persona:nl:account_id}当前为匹配封禁状态,无法游玩天梯比赛。", | |||
"Citadel_PartySetMode_RankedMemberInLowPri": "你队伍的成员{g:citadel_persona:nl:account_id}当前为低优先级状态,或者处于其他行为封禁状态,无法游玩天梯比赛。", | |||
"Citadel_PartySetMode_RankedPartySkillRangeInvalid": "你队伍的徽章差距过大,无法一起游玩天梯比赛。", | |||
"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_RateLimited": "你在短时间内进行了太多操作。请稍等,然后重试。", | ||
"Citadel_PartySetMode_TooBusy": "《异锁》网络当前过于繁忙,无法处理此操作。请几分钟后重试。", | "Citadel_PartySetMode_TooBusy": "《异锁》网络当前过于繁忙,无法处理此操作。请几分钟后重试。", | ||
| Line 2,398: | Line 2,444: | ||
"Citadel_Party_MMEndedByTitle": "匹配已取消", | "Citadel_Party_MMEndedByTitle": "匹配已取消", | ||
"Citadel_Party_MatchHistory": "查看比赛历史记录", | "Citadel_Party_MatchHistory": "查看比赛历史记录", | ||
"Citadel_Party_MatchMakingFailedText": "无法启动队伍匹配。匹配系统出错:{s:matchmaker_error}", | "Citadel_Party_MatchMakingFailedText": "无法启动队伍匹配。匹配系统出错:{s:matchmaker_error}", | ||
"Citadel_Party_MatchMakingFailedTitle": "无法匹配", | "Citadel_Party_MatchMakingFailedTitle": "无法匹配", | ||
"Citadel_Party_NoParty_Desc": "邀请好友来组队", | "Citadel_Party_NoParty_Desc": "邀请好友来组队", | ||
"Citadel_Party_NotConnectedToGC": "未连接至《异锁》网络", | "Citadel_Party_NotConnectedToGC": "未连接至《异锁》网络", | ||
| Line 2,414: | Line 2,458: | ||
"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": "正在变更栏位", | ||
"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 2,451: | Line 2,495: | ||
"Citadel_PauseMsg_YouPaused:f": "你暂停了游戏,还剩下{i:value}次暂停可以使用。", | "Citadel_PauseMsg_YouPaused:f": "你暂停了游戏,还剩下{i:value}次暂停可以使用。", | ||
"Citadel_Ping_Customize_Reminder": "你可以在\u003Cb\u003E设置\u003C/b\u003E中更改聊天轮盘的选项。", | "Citadel_Ping_Customize_Reminder": "你可以在\u003Cb\u003E设置\u003C/b\u003E中更改聊天轮盘的选项。", | ||
"Citadel_PlayMenu_LowPriorityDisable": "低优先级状态下不可用", | |||
"Citadel_PlayOfTheGame_Intro_1": "[ 本场最佳 ]", | "Citadel_PlayOfTheGame_Intro_1": "[ 本场最佳 ]", | ||
"Citadel_PlayOfTheGame_PlayedBy": "玩家", | "Citadel_PlayOfTheGame_PlayedBy": "玩家", | ||
| Line 2,463: | Line 2,508: | ||
"Citadel_Play_NotConnectedToGCTitle": "未连接", | "Citadel_Play_NotConnectedToGCTitle": "未连接", | ||
"Citadel_Play_RankedMatchmakingOfflineText": "段位匹配功能当前已关闭。请在你选择的游戏时间回来使用。", | "Citadel_Play_RankedMatchmakingOfflineText": "段位匹配功能当前已关闭。请在你选择的游戏时间回来使用。", | ||
"Citadel_Play_RankedMatchmakingOfflineTitle": " | "Citadel_Play_RankedMatchmakingOfflineTitle": "天梯匹配已关闭", | ||
"Citadel_Play_RankedNoSchedule": "未选择日程", | "Citadel_Play_RankedNoSchedule": "未选择日程", | ||
"Citadel_Play_RankedNoScheduleDesc": "你必须选择一个已安排的时间才能进行段位比赛。", | "Citadel_Play_RankedNoScheduleDesc": "你必须选择一个已安排的时间才能进行段位比赛。", | ||
| Line 2,494: | Line 2,539: | ||
"Citadel_Player_Level_APShort": "技能点", | "Citadel_Player_Level_APShort": "技能点", | ||
"Citadel_Player_Level_AP_Rewards": "\u003Cspan class=\"boldText\"\u003E技能解锁\u003C/span\u003E或\u003Cspan class=\"boldText\"\u003E技能点\u003C/span\u003E", | "Citadel_Player_Level_AP_Rewards": "\u003Cspan class=\"boldText\"\u003E技能解锁\u003C/span\u003E或\u003Cspan class=\"boldText\"\u003E技能点\u003C/span\u003E", | ||
"Citadel_Player_Level_AP_Rewards_UnlockNote": "技能会在 0 | "Citadel_Player_Level_AP_Rewards_UnlockNote": "技能会在 0 个、2 个、4 个和 7 个恩赐时解锁", | ||
"Citadel_Player_Level_AP_Rewards_Visuals": "\u003CPanel class=\"rewardIcon iconUnlock\"\u003E\u003C/Panel\u003E或\u003CPanel class=\"rewardIcon iconAP\"\u003E\u003C/Panel\u003E", | "Citadel_Player_Level_AP_Rewards_Visuals": "\u003CPanel class=\"rewardIcon iconUnlock\"\u003E\u003C/Panel\u003E或\u003CPanel class=\"rewardIcon iconAP\"\u003E\u003C/Panel\u003E", | ||
"Citadel_Player_Level_AbilityPoints": "\u003Cspan class=\"boldText\"\u003E1 Ability Point\u003C/span\u003E gained at levels 2, 3, 5, 7, and each level after", | "Citadel_Player_Level_AbilityPoints": "\u003Cspan class=\"boldText\"\u003E1 Ability Point\u003C/span\u003E gained at levels 2, 3, 5, 7, and each level after", | ||
| Line 2,568: | Line 2,613: | ||
"Citadel_PostGame_AwardHeadshotKills_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E头弹击倒次数", | "Citadel_PostGame_AwardHeadshotKills_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E头弹击倒次数", | ||
"Citadel_PostGame_AwardHeadshotKills_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E头弹击倒次数", | "Citadel_PostGame_AwardHeadshotKills_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E头弹击倒次数", | ||
"Citadel_PostGame_AwardHeadshotKills_RankOther": "\u003Cbr/\u003E头弹击倒次数", | |||
"Citadel_PostGame_AwardHealing": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E治疗量", | "Citadel_PostGame_AwardHealing": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E治疗量", | ||
"Citadel_PostGame_AwardHealing_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E治疗量", | "Citadel_PostGame_AwardHealing_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E治疗量", | ||
| Line 2,610: | Line 2,656: | ||
"Citadel_Post_Game_Healing": "治疗量", | "Citadel_Post_Game_Healing": "治疗量", | ||
"Citadel_Post_Game_HeroDamage": "英雄伤害", | "Citadel_Post_Game_HeroDamage": "英雄伤害", | ||
"Citadel_Post_Game_HeroXPReward_Amount": "{d:reward_amount}点经验", | |||
"Citadel_Post_Game_HeroXPReward_Loss": "比赛失败", | |||
"Citadel_Post_Game_HeroXPReward_Win": "比赛获胜", | |||
"Citadel_Post_Game_HighestNetworth": "最高财产总和", | "Citadel_Post_Game_HighestNetworth": "最高财产总和", | ||
"Citadel_Post_Game_Kills": "击败次数", | "Citadel_Post_Game_Kills": "击败次数", | ||
| Line 2,623: | Line 2,672: | ||
"Citadel_Post_Game_Personal": "个人", | "Citadel_Post_Game_Personal": "个人", | ||
"Citadel_Post_Game_PlayedBy": "玩家", | "Citadel_Post_Game_PlayedBy": "玩家", | ||
"Citadel_Post_Game_Ranked": "天梯", | |||
"Citadel_Post_Game_Requeue": "再玩一局", | "Citadel_Post_Game_Requeue": "再玩一局", | ||
"Citadel_Post_Game_Retry": "重试", | "Citadel_Post_Game_Retry": "重试", | ||
| Line 2,628: | Line 2,678: | ||
"Citadel_Post_Game_You": "我", | "Citadel_Post_Game_You": "我", | ||
"Citadel_Post_View_Other_Team": "查看其他队伍", | "Citadel_Post_View_Other_Team": "查看其他队伍", | ||
"Citadel_PreGameHeroDraft_ButtonLabel": "按下{g:citadel_binding:'Interact'}更改英雄", | |||
"Citadel_PreGameHeroDraft_ButtonLabelDisabled": "无法再次更改英雄", | |||
"Citadel_PreGameHeroDraft_ChangeHero": "更换英雄", | |||
"Citadel_PreGameHeroDraft_Confirm": "锁定英雄", | |||
"Citadel_PreGameHeroDraft_ErrorHeroLocked": "英雄已被选择", | |||
"Citadel_PreGameHeroDraft_ErrorMisc": "由于未知错误,无法选择英雄", | |||
"Citadel_PreGameHeroDraft_ErrorTimeLocked:f": "{d:lockout_seconds}{lockout_seconds, plural, one{秒} other{秒}}内无法更换英雄", | |||
"Citadel_Pregame_WaitingForMapToLoad": "正在完成加载", | "Citadel_Pregame_WaitingForMapToLoad": "正在完成加载", | ||
"Citadel_Pregame_WaitingForPlayers": "玩家正在连接", | "Citadel_Pregame_WaitingForPlayers": "玩家正在连接", | ||
| Line 2,721: | Line 2,778: | ||
"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_ProfileMatchHistory_Failed": "比赛历史载入失败", | |||
"Citadel_Profile_CopyFriendCode": "复制好友代码", | |||
"Citadel_Profile_CopyFriendCodeSuccess": "成功", | |||
"Citadel_Profile_CoreRating": "技术评级", | "Citadel_Profile_CoreRating": "技术评级", | ||
"Citadel_Profile_FriendID": "好友代码:{i:r:account_id}", | |||
"Citadel_Profile_Loading": "正在载入…", | "Citadel_Profile_Loading": "正在载入…", | ||
"Citadel_Profile_Loss": "败北", | "Citadel_Profile_Loss": "败北", | ||
| Line 2,758: | Line 2,819: | ||
"Citadel_Profile_Title": "个人资料", | "Citadel_Profile_Title": "个人资料", | ||
"Citadel_Profile_ViewLeaderboard": "查看全球排行榜", | "Citadel_Profile_ViewLeaderboard": "查看全球排行榜", | ||
"Citadel_Profile_ViewSteamProfile": "查看个人资料", | |||
"Citadel_Profile_Win": "获胜", | "Citadel_Profile_Win": "获胜", | ||
"Citadel_Profile_Win_Short": "胜", | "Citadel_Profile_Win_Short": "胜", | ||
| Line 2,766: | Line 2,828: | ||
"Citadel_QuestPrompt_DailyHeroVoteBonusAmount": "+4 张选票", | "Citadel_QuestPrompt_DailyHeroVoteBonusAmount": "+4 张选票", | ||
"Citadel_QuestPrompt_DailyHeroVoteHeader": "每日奖励", | "Citadel_QuestPrompt_DailyHeroVoteHeader": "每日奖励", | ||
"Citadel_RP_Away": "离开", | "Citadel_RP_Away": "离开", | ||
"Citadel_RP_Busy": "忙碌", | "Citadel_RP_Busy": "忙碌", | ||
| Line 2,785: | Line 2,843: | ||
"Citadel_RankedGames_Qualified1": "所进行的额外比赛将计入你最终的段位中", | "Citadel_RankedGames_Qualified1": "所进行的额外比赛将计入你最终的段位中", | ||
"Citadel_RankedGames_Qualified2": "最终段位授予时间:{t:s:end_day}", | "Citadel_RankedGames_Qualified2": "最终段位授予时间:{t:s:end_day}", | ||
"Citadel_RankedHistory_SeasonCalibrating": "校准中", | |||
"Citadel_RankedHistory_SeasonNotCalibrated": "未校准", | |||
"Citadel_RankedHistory_SeasonNotJoined": "未加入", | |||
"Citadel_RankedHistory_SeasonUpcoming": "--", | |||
"Citadel_RankedHistory_Title": "天梯赛季", | |||
"Citadel_RankedMatchHistory_Calibrated": "校准完成", | |||
"Citadel_RankedMatchHistory_Calibrating": "校准中 {d:calibrating_number}/{d:calibration_matches}", | |||
"Citadel_RankedMatchHistory_PointsChange": "{s:rank_points_change}点积分", | |||
"Citadel_RankedMatchStatus_Counts": "{d:count_current} / {d:count_required}", | |||
"Citadel_RankedMatchStatus_Wins": "获胜次数", | |||
"Citadel_RankedNotAllowed_CommsBan": "拥有交流封禁时无法游玩。封禁结束时间:{t:ban_expire_time}", | |||
"Citadel_RankedNotAllowed_LowPri:f": "在低优先级匹配状态下无法游玩。还剩{d:low_pri_matches}场{low_pri_matches, plural, one{比赛} other{比赛}}。", | |||
"Citadel_RankedNotAllowed_MissingData": "无法确定资格。请稍后再试。", | |||
"Citadel_RankedNotAllowed_NotEnoughMatches:f": "必须游玩过标准比赛,才会开放天梯比赛。已完成{d:matches_played} / {d:matches_required}场。", | |||
"Citadel_RankedNotAllowed_PartyInvalidSize": "队伍人数无效:{d:party_size}", | |||
"Citadel_RankedNotAllowed_PartyMemberInCalibration": "队伍成员{g:citadel_persona:member_account_id}没有完成校准。", | |||
"Citadel_RankedNotAllowed_PartyMemberMissingData": "无法确定队伍成员{g:citadel_persona:member_account_id}的资格。", | |||
"Citadel_RankedNotAllowed_PartySkillRange": "队伍成员的段位相差过大", | |||
"Citadel_RankedNotAllowed_ReportBan": "拥有举报封禁时无法游玩。封禁结束时间:{t:ban_expire_time}", | |||
"Citadel_RankedProgress_CalibratedRank": "校准完成", | |||
"Citadel_RankedProgress_GainedRank": "段位提升", | |||
"Citadel_RankedProgress_LostRank": "段位滑落", | |||
"Citadel_RankedProgress_RankPoints": "积分", | |||
"Citadel_RankedProgress_RankPointsChange": "{s:rank_change_prefix}{d:rank_change}点积分", | |||
"Citadel_RankedSeasonName_BetaSeason1": "测试赛季1", | |||
"Citadel_RankedSeason_Active": "激活", | |||
"Citadel_RankedSeason_Active_NotStarted": "游玩天梯比赛,开始校准。", | |||
"Citadel_RankedSeason_CurrentRank": "当前段位", | |||
"Citadel_RankedSeason_CurrentStreak": "当前连胜", | |||
"Citadel_RankedSeason_EligibilityTitle": "游玩天梯模式的资格要求:", | |||
"Citadel_RankedSeason_Eligibility_AccountWins:f": "{d:current_account_wins} / {d:required_account_wins}场标准模式胜利", | |||
"Citadel_RankedSeason_Eligibility_Eligible": "天梯模式在游玩菜单中可以找到", | |||
"Citadel_RankedSeason_Eligibility_HeroUnlocks:f": "{d:current_unlocked_heroes} / {d:required_unlocked_heroes}名英雄超过{d:required_hero_win_count}场胜利", | |||
"Citadel_RankedSeason_Eligibility_NotEligible": "游玩标准比赛可以解锁天梯模式", | |||
"Citadel_RankedSeason_Finished": "已结束", | |||
"Citadel_RankedSeason_Finished_NoMatches": "没有参加。", | |||
"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_HeroWinsRequired:f": "每名英雄都需要\u003Cb\u003E{d:wins_required_per_hero}{wins_required_per_hero, plural, one{场胜利} other{场胜利}}\u003C/b\u003E才能在天梯模式中游玩", | |||
"Citadel_RankedSeason_HighestRank": "最高段位", | |||
"Citadel_RankedSeason_InvalidSeason": "无法载入赛季信息。", | |||
"Citadel_RankedSeason_MissingData": "无法载入赛季信息的进度。请稍后再试。", | |||
"Citadel_RankedSeason_ProtectionRemaining": "还剩余{d:demotion_protection_remaining}/{d:demotion_protection_total}次保护", | |||
"Citadel_RankedSeason_ProtectionUsed": "已使用降级保护", | |||
"Citadel_RankedSeason_ResultingRank": "最终段位", | |||
"Citadel_RankedSeason_SeasonEnded": "赛季已经结束", | |||
"Citadel_RankedSeason_SeasonRank": "赛季段位", | |||
"Citadel_RankedSeason_TimeRemaining": "还剩余{t:d:t:T:time_remaining}", | |||
"Citadel_RankedSeason_Upcoming": "即将开始", | |||
"Citadel_RankedSeason_Upcoming_StartsIn": "赛季将于{t:d:t:T:time_until_start}后开始", | |||
"Citadel_RankedSeason_ViewNote": "赛季结束时可查看", | |||
"Citadel_RankedSeason_WinStreak": "连胜", | |||
"Citadel_RankedSeason_WinStreakBonus_TierPoints:f": "+{d:win_streak_tier_points}积分", | |||
"Citadel_RankedSeason_WinStreakBonus_TierWins:f": "{d:win_streak_tier_wins}场胜利", | |||
"Citadel_RankedSeason_WinStreakBonus_TierWinsMax:f": "{d:win_streak_tier_wins}+胜利", | |||
"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_Wins": "获胜次数", | |||
"Citadel_RankedTitle": "天梯", | |||
"Citadel_Ranked_CalibratingTitle": "校准中", | |||
"Citadel_Ranked_ErrorTitle": "天梯匹配错误", | |||
"Citadel_Ranked_Heroes_Tab_Name": "英雄", | |||
"Citadel_Ranked_InternalError": "内部错误。", | |||
"Citadel_Ranked_Matches_Tab_Name": "比赛", | |||
"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_NotEnoughMatchesPlayed": "未游玩足够的比赛。", | |||
"Citadel_Ranked_Overview_Bullet1": "天梯模式能以更具竞技性的玩法在更严格的规则下游玩异锁。", | |||
"Citadel_Ranked_Overview_Bullet2": "有11种不同的段位。每个段位分为6个子段位(1 - VI)。", | |||
"Citadel_Ranked_Overview_Eligibility": "资格", | |||
"Citadel_Ranked_Overview_Eligibility_Bullet1:f": "你的账号必须拥有{d:required_account_wins}场总{d:required_account_wins, plural, one {胜场} other {胜场}}。你还必须拥有至少{d:required_hero_unlocks}名{d:required_hero_unlocks, plural, one {英雄} other {英雄}}在标准模式达到{d:required_hero_wins}场{d:required_hero_wins, plural, one {胜利} other {胜利}}。", | |||
"Citadel_Ranked_Overview_Eligibility_Bullet2": "玩家只能单排或双排去匹配天梯模式。双排的玩家必须在相邻的一个段位以内。不朽之星玩家只能与相差在3个子段位的其他不朽之星玩家一起匹配。", | |||
"Citadel_Ranked_Overview_Eligibility_Bullet3": "必须完成{d:required_solo_calibration_games}场单排校准比赛。完成校准后的最高段位是{g:citadel_packed_rank_name:max_calibration_rank}。", | |||
"Citadel_Ranked_Overview_Header": "什么是天梯比赛?", | |||
"Citadel_Ranked_Overview_HeroSelection": "赛前等候区域", | |||
"Citadel_Ranked_Overview_Hero_Bullet1": "进入新的天梯比赛后,你可以看到游戏中所有玩家的段位分布,然后你将进入赛前等待区域。", | |||
"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_Playing_Bullet1": "每场胜利/失败会使你平均获得+/-{d:ranked_point_gain}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_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_Bullet4": "在最高段位时,规则稍有变化。还是和以前一样获得或失去天梯积分,但是子段位不再是固定数值。子段位会根据{g:citadel_packed_rank_rank_name:'111'}段位内的玩家百分位每天分配一次。", | |||
"Citadel_Ranked_Overview_Tab_Name": "概览", | |||
"Citadel_Ranked_Table_Header_Percentile": "百分位", | |||
"Citadel_Ranked_Table_Header_Rank": "段位", | |||
"Citadel_Ranked_Table_Row_Percentile_Value": "{s:percentile}%", | |||
"Citadel_Ranked_Validating": "正在处理天梯匹配中……", | |||
"Citadel_Ranked_ViewLeaderboards": "查看排行榜", | |||
"Citadel_Ranked_ViewSeasonHistory": "查看赛季历史", | |||
"Citadel_ReadyUp_InMatch": "你正在比赛中,无法准备就绪", | "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_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", | ||
| Line 2,808: | Line 2,955: | ||
"Citadel_RecommendFriend_desc": "有好友想玩我们的游戏?\u003Cbr\u003E在下方点击其账户发送邀请吧!", | "Citadel_RecommendFriend_desc": "有好友想玩我们的游戏?\u003Cbr\u003E在下方点击其账户发送邀请吧!", | ||
"Citadel_ReconnectPopup_Abandon": "放弃", | "Citadel_ReconnectPopup_Abandon": "放弃", | ||
"Citadel_ReconnectPopup_AbandonConfirm": "确定要放弃吗?", | |||
"Citadel_ReconnectPopup_Message": "想要重新连接吗?", | "Citadel_ReconnectPopup_Message": "想要重新连接吗?", | ||
"Citadel_ReconnectPopup_Reconnect": "重新连接", | "Citadel_ReconnectPopup_Reconnect": "重新连接", | ||
| Line 2,879: | Line 3,027: | ||
"Citadel_RosterMode_Party_PrivateBotMedium": "私人组队人机对战 - 中等", | "Citadel_RosterMode_Party_PrivateBotMedium": "私人组队人机对战 - 中等", | ||
"Citadel_RosterMode_Party_RankedMatchmaking": "玩段位比赛", | "Citadel_RosterMode_Party_RankedMatchmaking": "玩段位比赛", | ||
"Citadel_RosterMode_PreGameHeroDraft": "更换英雄", | |||
"Citadel_RosterMode_PrivateBotEasy": "私人人机对战 - 简单", | "Citadel_RosterMode_PrivateBotEasy": "私人人机对战 - 简单", | ||
"Citadel_RosterMode_PrivateBotHard": "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_PrivateBotMedium": "私人人机对战 - 中等", | ||
"Citadel_RosterMode_PrivateLobby": "私人房间", | "Citadel_RosterMode_PrivateLobby": "私人房间", | ||
"Citadel_RosterMode_RankedMatchmaking": " | "Citadel_RosterMode_RankedMatchmaking": "天梯", | ||
"Citadel_RosterMode_StreetBrawl": "街头乱斗", | "Citadel_RosterMode_StreetBrawl": "街头乱斗", | ||
"Citadel_RosterMode_TutorialGuided": "教程 - 指导训练", | "Citadel_RosterMode_TutorialGuided": "教程 - 指导训练", | ||
| Line 3,019: | Line 3,168: | ||
"Citadel_ShopStats_Total": "总计", | "Citadel_ShopStats_Total": "总计", | ||
"Citadel_Shop_AbilityIsImbued": "{s:imbuing_ability_name}加强", | "Citadel_Shop_AbilityIsImbued": "{s:imbuing_ability_name}加强", | ||
"Citadel_Shop_AbilityIsImbuing": " | "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": "选择技能栏位以完成购买", | ||
"Citadel_Shop_BonusAttribute": "加成", | "Citadel_Shop_BonusAttribute": "加成", | ||
"Citadel_Shop_ConditionalAttribute": "有条件", | "Citadel_Shop_ConditionalAttribute": "有条件", | ||
| Line 3,093: | Line 3,242: | ||
"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_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_ModeLocked": "你尚未解锁玩此模式的能力", | ||
"Citadel_StartMatchmaking_NoBrawlWhileInLowPri": "处于低优先级时不允许进行街头乱斗的匹配", | |||
"Citadel_StartMatchmaking_NoHeroLabsWhileInLowPri": "处于低优先级时不允许进行英雄实验室匹配。", | "Citadel_StartMatchmaking_NoHeroLabsWhileInLowPri": "处于低优先级时不允许进行英雄实验室匹配。", | ||
"Citadel_StartMatchmaking_NoRankedWhileCommsBanned": "通讯封禁期间不允许进行段位匹配", | "Citadel_StartMatchmaking_NoRankedWhileCommsBanned": "通讯封禁期间不允许进行段位匹配", | ||
| Line 3,107: | Line 3,257: | ||
"Citadel_StartMatchmaking_PermanentBan": "你被永久禁止玩此模式", | "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_PlayerBannedFromMode": "队伍中有玩家当前在此模式中遭到封禁。", | ||
"Citadel_StartMatchmaking_RankedMMNotOpen": "你选择的日程目前尚未启用段位匹配", | "Citadel_StartMatchmaking_RankedMMNotOpen": "你选择的日程目前尚未启用段位匹配", | ||
"Citadel_StartMatchmaking_RankedNotUnlocked": "你尚未解锁段位匹配", | "Citadel_StartMatchmaking_RankedNotUnlocked": "你尚未解锁段位匹配", | ||
| Line 3,117: | Line 3,265: | ||
"Citadel_StartMatchmaking_TooManySpectators": "队伍中观众过多,无法在此模式中进入匹配", | "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_StartMatchmaking_UnableToFillTeam": "无法在当前玩家队伍的基础上创建有效队伍", | ||
"Citadel_StartMatchmaking_UnverifiedPGI": "无法在组队成员运行工具模式(Tools-mode)或对'gameinfo.gi'进行下列不支持的部分更改的情况下进行队伍匹配: Engine2,MaterialSystem2,NetworkSystem,Particles,RenderSystem,SceneSystem,WorldRenderer", | |||
"Citadel_StartupPause_Continue": "继续", | "Citadel_StartupPause_Continue": "继续", | ||
"Citadel_StartupPause_Exit": "退出游戏", | "Citadel_StartupPause_Exit": "退出游戏", | ||
| Line 3,167: | Line 3,316: | ||
"Citadel_Subtitles_Message_World": "\u003Ci\u003E{s:subtitle_text}\u003C/i\u003E", | "Citadel_Subtitles_Message_World": "\u003Ci\u003E{s:subtitle_text}\u003C/i\u003E", | ||
"Citadel_Survey_Question_Desc": "请提供您宏观的总体反应。玩家的反馈有助于完善游戏。", | "Citadel_Survey_Question_Desc": "请提供您宏观的总体反应。玩家的反馈有助于完善游戏。", | ||
"Citadel_Survey_Question_HeroCarry": "这个英雄作为\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E核心\u003C/b\u003E\u003C/span\u003E表现如何?", | |||
"Citadel_Survey_Question_HeroDisable": "这个英雄作为\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E控制或者团控\u003C/b\u003E\u003C/span\u003E表现如何?", | |||
"Citadel_Survey_Question_HeroFrontliner": "这个英雄作为\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E前排\u003C/b\u003E\u003C/span\u003E表现如何?", | |||
"Citadel_Survey_Question_HeroPlayAgainst": "与这个英雄\u003Cspan class=\"playtestHighlight\"\u003E\u003Cb\u003E对抗\u003C/b\u003E\u003C/span\u003E有趣吗?", | "Citadel_Survey_Question_HeroPlayAgainst": "与这个英雄\u003Cspan class=\"playtestHighlight\"\u003E\u003Cb\u003E对抗\u003C/b\u003E\u003C/span\u003E有趣吗?", | ||
"Citadel_Survey_Question_HeroPlayAgainst_HighLabel": "很享受", | "Citadel_Survey_Question_HeroPlayAgainst_HighLabel": "很享受", | ||
| Line 3,176: | Line 3,328: | ||
"Citadel_Survey_Question_HeroPower_HighLabel": "强", | "Citadel_Survey_Question_HeroPower_HighLabel": "强", | ||
"Citadel_Survey_Question_HeroPower_LowLabel": "弱", | "Citadel_Survey_Question_HeroPower_LowLabel": "弱", | ||
"Citadel_Survey_Question_HeroUtility": "这个英雄作为\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E非控制型辅助或者奶妈\u003C/b\u003E\u003C/span\u003E表现如何?", | |||
"Citadel_Survey_Question_ItemDesign": "这个物品有趣吗?", | "Citadel_Survey_Question_ItemDesign": "这个物品有趣吗?", | ||
"Citadel_Survey_Question_ItemDesign_HighLabel": "很有趣", | "Citadel_Survey_Question_ItemDesign_HighLabel": "很有趣", | ||
| Line 3,204: | Line 3,357: | ||
"Citadel_TeamName_Spectator": "观众", | "Citadel_TeamName_Spectator": "观众", | ||
"Citadel_TeamName_Unassigned": "未分配", | "Citadel_TeamName_Unassigned": "未分配", | ||
"Citadel_Tengu_HeroTag_1": "配 合 队 友", | "Citadel_Tengu_HeroTag_1": "配 合 队 友", | ||
"Citadel_Tengu_HeroTag_2": "扰 乱 敌 军", | "Citadel_Tengu_HeroTag_2": "扰 乱 敌 军", | ||
| Line 3,220: | Line 3,372: | ||
"Citadel_Unicorn_HeroTag_3": "眩 目", | "Citadel_Unicorn_HeroTag_3": "眩 目", | ||
"Citadel_UnknownKey": "未知键", | "Citadel_UnknownKey": "未知键", | ||
"Citadel_UnstickFailure_GameAnnouncement": "如果近期受到过伤害,解救功能无法使用。", | |||
"Citadel_UserFeedback_Result_GenericFailure": "提交反馈失败,无法与《异锁》网络通信。请稍后再试。", | "Citadel_UserFeedback_Result_GenericFailure": "提交反馈失败,无法与《异锁》网络通信。请稍后再试。", | ||
"Citadel_UserFeedback_Result_GenericFailureTitle": "无法发送", | "Citadel_UserFeedback_Result_GenericFailureTitle": "无法发送", | ||
| Line 3,265: | Line 3,418: | ||
"Citadel_WatchPage_FilterGameMode_Brawl": "街头乱斗比赛", | "Citadel_WatchPage_FilterGameMode_Brawl": "街头乱斗比赛", | ||
"Citadel_WatchPage_FilterGameMode_Normal": "标准比赛", | "Citadel_WatchPage_FilterGameMode_Normal": "标准比赛", | ||
"Citadel_WatchPage_FilterGameMode_Ranked": "天梯比赛", | |||
"Citadel_WatchPage_NextPage": "下一页", | "Citadel_WatchPage_NextPage": "下一页", | ||
"Citadel_WatchPage_PrevPage": "上一页", | "Citadel_WatchPage_PrevPage": "上一页", | ||
| Line 3,297: | Line 3,451: | ||
"Citadel_core_skill_rating": "核心技术评级", | "Citadel_core_skill_rating": "核心技术评级", | ||
"Citadel_library_Modal_CTA": "怎么操作?", | "Citadel_library_Modal_CTA": "怎么操作?", | ||
"Citadel_rank_material_1": "砖石", | |||
"Citadel_rank_material_2": "岩砾", | |||
"Citadel_rank_material_3": "镔铁", | |||
"Citadel_rank_material_4": "青铜", | |||
"Citadel_rank_material_5": "白银", | |||
"Citadel_rank_material_6": "黄金", | |||
"Citadel_rank_material_7": "铂金", | |||
"Citadel_rank_material_8": "钻石", | |||
"Citadel_rank_phase_example": "{t:s:popup_start_day} - {t:s:popup_end_day}", | "Citadel_rank_phase_example": "{t:s:popup_start_day} - {t:s:popup_end_day}", | ||
"Citadel_ranked_closed": "段位赛已关闭", | "Citadel_ranked_closed": "段位赛已关闭", | ||
| Line 3,306: | Line 3,468: | ||
"Citadel_ranked_howitworks_desc": "所有玩家在开始时的临时技术评级都为“无名”,直到完成了足够场次的比赛,可对评级进行校准为止。\u003Cbr\u003E\u003Cbr\u003E技术评级共有十一个不同的段位,每个段位中,玩家还会被分配从 I 到 \u003CPanel class=\"starIcon\"\u003E\u003C/Panel\u003E 的级别,以进一步区分他们在该段位中的位置。\u003Cbr\u003E\u003Cbr\u003E每个英雄都会根据玩家的核心技术评级分配一个匹配权重(由箭头指示)。\u003Cbr\u003E\u003Cbr\u003E未使用过的英雄在一开始其权重相对于核心技术评级总是较低。\u003Cbr\u003E\u003Cbr\u003E技术评级会在比赛结束后立即更新。\u003Cbr\u003E\u003Cbr\u003E只有你可以看到自己的技术评级。", | "Citadel_ranked_howitworks_desc": "所有玩家在开始时的临时技术评级都为“无名”,直到完成了足够场次的比赛,可对评级进行校准为止。\u003Cbr\u003E\u003Cbr\u003E技术评级共有十一个不同的段位,每个段位中,玩家还会被分配从 I 到 \u003CPanel class=\"starIcon\"\u003E\u003C/Panel\u003E 的级别,以进一步区分他们在该段位中的位置。\u003Cbr\u003E\u003Cbr\u003E每个英雄都会根据玩家的核心技术评级分配一个匹配权重(由箭头指示)。\u003Cbr\u003E\u003Cbr\u003E未使用过的英雄在一开始其权重相对于核心技术评级总是较低。\u003Cbr\u003E\u003Cbr\u003E技术评级会在比赛结束后立即更新。\u003Cbr\u003E\u003Cbr\u003E只有你可以看到自己的技术评级。", | ||
"Citadel_ranked_howitworks_title": "运作机制是什么?", | "Citadel_ranked_howitworks_title": "运作机制是什么?", | ||
"Citadel_ranked_load_more": "载入更多", | |||
"Citadel_ranked_match_history": "比赛历史记录:", | "Citadel_ranked_match_history": "比赛历史记录:", | ||
"Citadel_ranked_no_matches": "本赛季还未游玩过天梯比赛", | |||
"Citadel_ranked_numGamesPlayed": "已游玩{s:games_played}场比赛", | "Citadel_ranked_numGamesPlayed": "已游玩{s:games_played}场比赛", | ||
"Citadel_ranked_open": "现已开放", | "Citadel_ranked_open": "现已开放", | ||
| Line 3,318: | Line 3,482: | ||
"Citadel_ranked_schedule_explainer": "段位只在某些时段内可用,在开始游戏前,你必须选择最适合你日程的时间设置。", | "Citadel_ranked_schedule_explainer": "段位只在某些时段内可用,在开始游戏前,你必须选择最适合你日程的时间设置。", | ||
"Citadel_ranked_subranks_explainer": "级别:I、II、III、IV、V、 \u003CPanel class=\"starIcon\"\u003E\u003C/Panel\u003E", | "Citadel_ranked_subranks_explainer": "级别:I、II、III、IV、V、 \u003CPanel class=\"starIcon\"\u003E\u003C/Panel\u003E", | ||
"Citadel_ranks_0": "无名", | |||
"Citadel_ranks_1": "新人", | |||
"Citadel_ranks_10": "凌世君", | |||
"Citadel_ranks_11": "不朽之星", | |||
"Citadel_ranks_2": "行者", | |||
"Citadel_ranks_3": "侍从", | |||
"Citadel_ranks_4": "近卫", | |||
"Citadel_ranks_5": "秘士", | |||
"Citadel_ranks_6": "侍祭", | |||
"Citadel_ranks_7": "密使", | |||
"Citadel_ranks_8": "神谕者", | |||
"Citadel_ranks_9": "幽虚影", | |||
"Citadel_ranks_rank0": "无名", | "Citadel_ranks_rank0": "无名", | ||
"Citadel_ranks_rank1": "新人", | "Citadel_ranks_rank1": "新人", | ||
| Line 3,376: | Line 3,552: | ||
"CloudDuration_label": "Cloud Lifetime", | "CloudDuration_label": "Cloud Lifetime", | ||
"CloudDuration_postfix": "秒", | "CloudDuration_postfix": "秒", | ||
"ClubSlowPercent_label": " | "ClubSlowPercent_label": "移动速度", | ||
"ClubSlowPercent_postfix": "%", | "ClubSlowPercent_postfix": "%", | ||
"ClubSlowPercent_postvalue_label": " | "ClubSlowPercent_postvalue_label": "移动速度", | ||
"ClubSlowPercent_prefix": "-", | |||
"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 3,968: | Line 4,145: | ||
"FervorMovespeed_postfix": "米/秒", | "FervorMovespeed_postfix": "米/秒", | ||
"FervorMovespeed_postvalue_label": "移动速度", | "FervorMovespeed_postvalue_label": "移动速度", | ||
"FervorStatusResistancePercent_label": "减益抗性", | |||
"FervorStatusResistancePercent_postfix": "%", | |||
"FervorStatusResistancePercent_postvalue_label": "减益抗性", | |||
"FervorStatusResistancePercent_prefix": "{s:sign}", | |||
"FervorTechResist_label": "元灵抗性", | "FervorTechResist_label": "元灵抗性", | ||
"FervorTechResist_postfix": "%", | "FervorTechResist_postfix": "%", | ||
| Line 4,052: | Line 4,233: | ||
"FlyingItemCastRange_prefix": "+", | "FlyingItemCastRange_prefix": "+", | ||
"Force_label": "Blast Force", | "Force_label": "Blast Force", | ||
"FreeAirJumps_label": "免费空中跳跃", | |||
"FreeAirJumps_postvalue_label": "免费空中跳跃", | |||
"FreeAirJumps_prefix": "{s:sign}", | |||
"FreezeBuildUpTime_label": "Freeze buildup time", | "FreezeBuildUpTime_label": "Freeze buildup time", | ||
"FreezeBuildUpTime_postfix": "秒", | "FreezeBuildUpTime_postfix": "秒", | ||
| Line 4,638: | Line 4,822: | ||
"InlineAttribute_Stun": "眩晕", | "InlineAttribute_Stun": "眩晕", | ||
"InlineAttribute_WeaponDamage": "武器伤害", | "InlineAttribute_WeaponDamage": "武器伤害", | ||
"InnateStatusResistancePercent_label": "减益抗性", | |||
"InnateStatusResistancePercent_postfix": "%", | |||
"InnateStatusResistancePercent_postvalue_label": "减益抗性", | |||
"InnateStatusResistancePercent_prefix": "{s:sign}", | |||
"InterruptCooldown_label": "打断冷却", | "InterruptCooldown_label": "打断冷却", | ||
"InterruptCooldown_postfix": "秒", | "InterruptCooldown_postfix": "秒", | ||
| Line 4,955: | Line 5,143: | ||
"LungeDistance_postfix": "米", | "LungeDistance_postfix": "米", | ||
"LungeDistance_postvalue_label": "突刺距离", | "LungeDistance_postvalue_label": "突刺距离", | ||
"MODIFIER_STATE_ALL_ARMOR_DISABLED": "Armors Disabled", | "MODIFIER_STATE_ALL_ARMOR_DISABLED": "Armors Disabled", | ||
"MODIFIER_STATE_BLINDED": "被致盲", | "MODIFIER_STATE_BLINDED": "被致盲", | ||
| Line 5,005: | Line 5,188: | ||
"MODIFIER_VALUE_ARMOR_POWER_postvalue_label": "基础生命值", | "MODIFIER_VALUE_ARMOR_POWER_postvalue_label": "基础生命值", | ||
"MODIFIER_VALUE_ARMOR_POWER_prefix": "{s:sign}", | "MODIFIER_VALUE_ARMOR_POWER_prefix": "{s:sign}", | ||
"MODIFIER_VALUE_BASEATTACK_DAMAGE_label": "基础伤害", | "MODIFIER_VALUE_BASEATTACK_DAMAGE_label": "基础伤害", | ||
"MODIFIER_VALUE_BASEATTACK_DAMAGE_postvalue_label": "基础伤害", | "MODIFIER_VALUE_BASEATTACK_DAMAGE_postvalue_label": "基础伤害", | ||
"MODIFIER_VALUE_BASEATTACK_DAMAGE_prefix": "{s:sign}", | "MODIFIER_VALUE_BASEATTACK_DAMAGE_prefix": "{s:sign}", | ||
"MODIFIER_VALUE_BONUS_ABILITY_CHARGES_label": "额外技能充能数", | "MODIFIER_VALUE_BONUS_ABILITY_CHARGES_label": "额外技能充能数", | ||
"MODIFIER_VALUE_BONUS_ABILITY_CHARGES_postvalue_label": "额外技能充能数", | "MODIFIER_VALUE_BONUS_ABILITY_CHARGES_postvalue_label": "额外技能充能数", | ||
| Line 5,049: | Line 5,220: | ||
"MODIFIER_VALUE_BULLET_ARMOR_postvalue_label": "子弹护甲", | "MODIFIER_VALUE_BULLET_ARMOR_postvalue_label": "子弹护甲", | ||
"MODIFIER_VALUE_BULLET_ARMOR_prefix": "{s:sign}", | "MODIFIER_VALUE_BULLET_ARMOR_prefix": "{s:sign}", | ||
"MODIFIER_VALUE_BULLET_DAMAGE_INCREASE_label": "武器伤害", | |||
"MODIFIER_VALUE_BULLET_DAMAGE_INCREASE_postfix": "%", | |||
"MODIFIER_VALUE_BULLET_DAMAGE_INCREASE_postvalue_label": "武器伤害", | |||
"MODIFIER_VALUE_BULLET_DAMAGE_INCREASE_prefix": "{s:sign}", | |||
"MODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_label": "子弹护甲", | "MODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_label": "子弹护甲", | ||
"MODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_postfix": "%", | "MODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_postfix": "%", | ||
| Line 5,083: | Line 5,258: | ||
"MODIFIER_VALUE_FIRE_RATE_postvalue_label": "射速", | "MODIFIER_VALUE_FIRE_RATE_postvalue_label": "射速", | ||
"MODIFIER_VALUE_FIRE_RATE_prefix": "{s:sign}", | "MODIFIER_VALUE_FIRE_RATE_prefix": "{s:sign}", | ||
"MODIFIER_VALUE_FREE_AIR_JUMPS_label": "免费空中跳跃", | |||
"MODIFIER_VALUE_FREE_AIR_JUMPS_postvalue_label": "免费空中跳跃", | |||
"MODIFIER_VALUE_FREE_AIR_JUMPS_prefix": "{s:sign}", | |||
"MODIFIER_VALUE_HEALTH_MAX_PERCENT_label": "生命值", | "MODIFIER_VALUE_HEALTH_MAX_PERCENT_label": "生命值", | ||
"MODIFIER_VALUE_HEALTH_MAX_PERCENT_postfix": "%", | "MODIFIER_VALUE_HEALTH_MAX_PERCENT_postfix": "%", | ||
| Line 5,111: | Line 5,289: | ||
"MODIFIER_VALUE_ITEM_COOLDOWN_REDUCTION_PERCENTAGE_postvalue_label": "物品冷却时间减少", | "MODIFIER_VALUE_ITEM_COOLDOWN_REDUCTION_PERCENTAGE_postvalue_label": "物品冷却时间减少", | ||
"MODIFIER_VALUE_ITEM_COOLDOWN_REDUCTION_PERCENTAGE_prefix": "{s:sign}", | "MODIFIER_VALUE_ITEM_COOLDOWN_REDUCTION_PERCENTAGE_prefix": "{s:sign}", | ||
" | "MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASEMinRange_label": "最小距离", | ||
" | "MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASEMinRange_postfix": "米", | ||
" | "MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASEMinRange_postvalue_label": "最小距离", | ||
" | "MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_conditional": "射程外", | ||
" | "MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_label": "武器伤害", | ||
" | "MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_postfix": "%", | ||
" | "MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_postvalue_label": "武器伤害", | ||
" | "MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_prefix": "{s:sign}", | ||
"MODIFIER_VALUE_MELEEATTACK_DAMAGE_label": "近战伤害", | "MODIFIER_VALUE_MELEEATTACK_DAMAGE_label": "近战伤害", | ||
"MODIFIER_VALUE_MELEEATTACK_DAMAGE_postvalue_label": "近战伤害", | "MODIFIER_VALUE_MELEEATTACK_DAMAGE_postvalue_label": "近战伤害", | ||
| Line 5,124: | Line 5,302: | ||
"MODIFIER_VALUE_MELEEATTACK_SPEED_postfix": "%", | "MODIFIER_VALUE_MELEEATTACK_SPEED_postfix": "%", | ||
"MODIFIER_VALUE_MELEEATTACK_SPEED_prefix": "{s:sign}", | "MODIFIER_VALUE_MELEEATTACK_SPEED_prefix": "{s:sign}", | ||
" | "MODIFIER_VALUE_MELEE_RESIST_label": "Melee Armor", | ||
" | "MODIFIER_VALUE_MELEE_RESIST_postfix": "%", | ||
" | "MODIFIER_VALUE_MELEE_RESIST_prefix": "{s:sign}", | ||
"MODIFIER_VALUE_MOVEMENT_SLOW_RESISTANCE_label": "减速抗性", | "MODIFIER_VALUE_MOVEMENT_SLOW_RESISTANCE_label": "减速抗性", | ||
"MODIFIER_VALUE_MOVEMENT_SLOW_RESISTANCE_postfix": "%", | "MODIFIER_VALUE_MOVEMENT_SLOW_RESISTANCE_postfix": "%", | ||
| Line 5,167: | Line 5,345: | ||
"MODIFIER_VALUE_STATUS_RESISTANCE_postvalue_label": "减益抗性", | "MODIFIER_VALUE_STATUS_RESISTANCE_postvalue_label": "减益抗性", | ||
"MODIFIER_VALUE_STATUS_RESISTANCE_prefix": "{s:sign}", | "MODIFIER_VALUE_STATUS_RESISTANCE_prefix": "{s:sign}", | ||
"MODIFIER_VALUE_TECH_ARMOR_label": "元灵护甲", | "MODIFIER_VALUE_TECH_ARMOR_label": "元灵护甲", | ||
"MODIFIER_VALUE_TECH_ARMOR_postvalue_label": "元灵护甲", | "MODIFIER_VALUE_TECH_ARMOR_postvalue_label": "元灵护甲", | ||
"MODIFIER_VALUE_TECH_ARMOR_prefix": "{s:sign}", | "MODIFIER_VALUE_TECH_ARMOR_prefix": "{s:sign}", | ||
" | "MODIFIER_VALUE_TECH_DAMAGE_MULTIPLIER_Label": "伤害", | ||
" | "MODIFIER_VALUE_TECH_DAMAGE_MULTIPLIER_Postfix": "%", | ||
" | "MODIFIER_VALUE_TECH_DAMAGE_MULTIPLIER_postvalue_label": "伤害", | ||
"MODIFIER_VALUE_TECH_LIFESTEAL_label": "元灵吸取生命", | "MODIFIER_VALUE_TECH_LIFESTEAL_label": "元灵吸取生命", | ||
"MODIFIER_VALUE_TECH_LIFESTEAL_postfix": "%", | "MODIFIER_VALUE_TECH_LIFESTEAL_postfix": "%", | ||
| Line 5,204: | Line 5,378: | ||
"MODIFIER_VALUE_TECH_RANGE_PERCENT_postvalue_label": "技能距离", | "MODIFIER_VALUE_TECH_RANGE_PERCENT_postvalue_label": "技能距离", | ||
"MODIFIER_VALUE_TECH_RANGE_PERCENT_prefix": "{s:sign}", | "MODIFIER_VALUE_TECH_RANGE_PERCENT_prefix": "{s:sign}", | ||
"MODIFIER_VALUE_TECH_RESIST_label": "元灵抗性", | |||
"MODIFIER_VALUE_TECH_RESIST_postfix": "%", | |||
"MODIFIER_VALUE_TECH_RESIST_postvalue_label": "元灵抗性", | |||
"MODIFIER_VALUE_TECH_RESIST_prefix": "{s:sign}", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASEAltFire_label": "副武器伤害", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASEAltFire_postfix": "%", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASEAltFire_postvalue_label": "副武器伤害", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASEAltFire_prefix": "{s:sign}", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE_label": "武器伤害", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE_postfix": "%", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE_postvalue_label": "武器伤害", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE_prefix": "{s:sign}", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_conditional": "对非英雄角色", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_label": "对非英雄角色的武器伤害", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_postfix": "%", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_postvalue_label": "对非英雄角色的武器伤害", | |||
"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_prefix": "{s:sign}", | |||
"MODIFIER_VALUE_WEAPON_POWER_label": "武器伤害", | "MODIFIER_VALUE_WEAPON_POWER_label": "武器伤害", | ||
"MODIFIER_VALUE_WEAPON_POWER_postfix": "%", | "MODIFIER_VALUE_WEAPON_POWER_postfix": "%", | ||
| Line 5,310: | Line 5,501: | ||
"MaxHPDamage_postfix": "%", | "MaxHPDamage_postfix": "%", | ||
"MaxHPDamage_postvalue_label": "最大生命值伤害", | "MaxHPDamage_postvalue_label": "最大生命值伤害", | ||
"MaxHealthBuffDuration_postfix": "秒", | |||
"MaxHealthBuffDuration_postvalue_label": "持续时间", | |||
"MaxHealthBuffPct_postfix": "%", | |||
"MaxHealthBuffPct_postvalue_label": "最大生命值", | |||
"MaxHealthDamage_label": "最大生命值伤害", | "MaxHealthDamage_label": "最大生命值伤害", | ||
"MaxHealthDamage_postfix": "%", | "MaxHealthDamage_postfix": "%", | ||
| Line 5,416: | Line 5,611: | ||
"MeleeLifestealPercent_postvalue_label": "近战吸取生命", | "MeleeLifestealPercent_postvalue_label": "近战吸取生命", | ||
"MeleeLifestealPercent_prefix": "{s:sign}", | "MeleeLifestealPercent_prefix": "{s:sign}", | ||
"MeleeLifesteal_label": "近战吸取生命", | |||
"MeleeLifesteal_postfix": "%", | |||
"MeleeLifesteal_postvalue_label": "近战吸取生命", | |||
"MeleeReflectPercentage_label": "近战伤害反弹", | "MeleeReflectPercentage_label": "近战伤害反弹", | ||
"MeleeReflectPercentage_postfix": "%", | "MeleeReflectPercentage_postfix": "%", | ||
| Line 5,482: | Line 5,680: | ||
"MinimumSleepTime_postfix": "秒", | "MinimumSleepTime_postfix": "秒", | ||
"MinimumSleepTime_postvalue_label": "最低沉睡时间", | "MinimumSleepTime_postvalue_label": "最低沉睡时间", | ||
"MirageFireScarabsHealthSteal_label": " | "MirageFireScarabsHealthSteal_label": "每秒生命吸取", | ||
"MirageFireScarabsHealthSteal_postvalue_label": " | "MirageFireScarabsHealthSteal_postvalue_label": "每秒生命吸取", | ||
"MirageTeleportMoveSpeed_conditional": "传送后", | "MirageTeleportMoveSpeed_conditional": "传送后", | ||
"MirvExplodeTime_label": "Mini-Bomb Fuse", | "MirvExplodeTime_label": "Mini-Bomb Fuse", | ||
| Line 5,522: | Line 5,720: | ||
"MoveSpeedBonusPct_postfix": "%", | "MoveSpeedBonusPct_postfix": "%", | ||
"MoveSpeedBonusPct_postvalue_label": "移动速度加成", | "MoveSpeedBonusPct_postvalue_label": "移动速度加成", | ||
"MoveSpeedBonusPct_prefix": "+", | |||
"MoveSpeedBonusPercentStart_label": "Speed Bonus", | "MoveSpeedBonusPercentStart_label": "Speed Bonus", | ||
"MoveSpeedBonusPercentStart_postfix": "%", | "MoveSpeedBonusPercentStart_postfix": "%", | ||
| Line 5,568: | Line 5,767: | ||
"MovementSpeedBonusDuration_postfix": "秒", | "MovementSpeedBonusDuration_postfix": "秒", | ||
"MovementSpeedBonusDuration_postvalue_label": "加速持续时间", | "MovementSpeedBonusDuration_postvalue_label": "加速持续时间", | ||
"MovementSpeedSlow_label": " | "MovementSpeedSlow_label": "移动速度", | ||
"MovementSpeedSlow_postfix": "%", | "MovementSpeedSlow_postfix": "%", | ||
"MovementSpeedSlow_postvalue_label": " | "MovementSpeedSlow_postvalue_label": "移动速度", | ||
"MovementSpeedSlow_prefix": "-", | |||
"MultiSwap_label": "多目标半径", | "MultiSwap_label": "多目标半径", | ||
"MultiSwap_postfix": "米", | "MultiSwap_postfix": "米", | ||
| Line 5,600: | Line 5,800: | ||
"MyRosterRosterDesc_NeedsMoreNonNew:f": "至少{d:min_non_limited_heroes}名非新{min_non_limited_heroes, plural, one{英雄} other{英雄}}才能进入匹配", | "MyRosterRosterDesc_NeedsMoreNonNew:f": "至少{d:min_non_limited_heroes}名非新{min_non_limited_heroes, plural, one{英雄} other{英雄}}才能进入匹配", | ||
"MyRosterRosterDesc_NeedsMoreNonNewOld": "你的阵容中有太多新英雄。请在阵容中添加一些非新英雄。", | "MyRosterRosterDesc_NeedsMoreNonNewOld": "你的阵容中有太多新英雄。请在阵容中添加一些非新英雄。", | ||
"MyRosterRosterDesc_PartyInvalid": " | "MyRosterRosterDesc_NotEnoughHighestPri": "作为不朽之星6的玩家,你必须选择至少{d:min_highest_priority}名英雄作为最高优先级", | ||
"MyRosterRosterDesc_NotEnoughHighestPriParty": "作为这个人数的队伍中的不朽之星6玩家,你必须选择至少{d:min_highest_priority}名英雄作为最高优先级", | |||
"MyRosterRosterDesc_PartyInvalid": "你队伍选择的英雄阵容无法组成有效的队伍。请尝试在阵容中添加更多或不同的英雄。", | |||
"MyRosterRosterEmpty": "阵容为空", | "MyRosterRosterEmpty": "阵容为空", | ||
"MyRosterSaveAndBack": "保存并返回", | "MyRosterSaveAndBack": "保存并返回", | ||
| Line 5,683: | Line 5,885: | ||
"NonPlayerResourceScalePct_postvalue_label": "非玩家威力", | "NonPlayerResourceScalePct_postvalue_label": "非玩家威力", | ||
"NormalDPS_label": "Normal DPS", | "NormalDPS_label": "Normal DPS", | ||
"NotSeenByEnemiesRegen_label": "最大生命值恢复", | "NotSeenByEnemiesRegen_label": "最大生命值恢复", | ||
"NotSeenByEnemiesRegen_postfix": "%", | "NotSeenByEnemiesRegen_postfix": "%", | ||
| Line 5,927: | Line 6,128: | ||
"RadiusIncreasePerPulse_postfix": "米", | "RadiusIncreasePerPulse_postfix": "米", | ||
"RadiusIncreasePerPulse_postvalue_label": "每次脉冲半径", | "RadiusIncreasePerPulse_postvalue_label": "每次脉冲半径", | ||
"RadiusIncreasePerPulse_prefix": "+", | |||
"RadiusPerSecond_label": "半径增长率", | "RadiusPerSecond_label": "半径增长率", | ||
"RadiusPerSecond_postfix": "米", | "RadiusPerSecond_postfix": "米", | ||
| Line 5,942: | Line 6,144: | ||
"Range_postfix": "米", | "Range_postfix": "米", | ||
"Range_postvalue_label": "范围", | "Range_postvalue_label": "范围", | ||
"Ranked_AbandonTriggerEarly": "本场比赛不会记录。比赛将于{d:end_game_countdown}秒后结束。你的段位不受影响。", | |||
"Ranked_AbandonTriggerTeam": "本场比赛不再会失去天梯分;现在可以安全离开。如果不离开并赢下比赛,将会记为胜利。", | |||
"RarityTypeDesc": "%s1%s2", | "RarityTypeDesc": "%s1%s2", | ||
"Rarity_Common": "普通", | "Rarity_Common": "普通", | ||
| Line 5,957: | Line 6,161: | ||
"ReduceFootstepSound_postfix": "%", | "ReduceFootstepSound_postfix": "%", | ||
"ReduceFootstepSound_postvalue_label": "脚步声距离", | "ReduceFootstepSound_postvalue_label": "脚步声距离", | ||
"RefillDurationCrit_label": "每次头弹延长", | |||
"RefillDurationCrit_postfix": "秒", | |||
"RefillDurationCrit_postvalue_label": "每次头弹延长", | |||
"RefillDurationCrit_prefix": "{s:sign}", | |||
"RefillDurationHit_label": "每发子弹延长", | |||
"RefillDurationHit_postfix": "秒", | |||
"RefillDurationHit_postvalue_label": "每发子弹延长", | |||
"RefillDurationHit_prefix": "{s:sign}", | |||
"ReflectDamage_label": "Bullet Reflect Damage", | "ReflectDamage_label": "Bullet Reflect Damage", | ||
"ReflectDamage_postfix": "%", | "ReflectDamage_postfix": "%", | ||
| Line 6,090: | Line 6,302: | ||
"Roster_Create_Title": "创建阵容", | "Roster_Create_Title": "创建阵容", | ||
"RunSpeed_postfix": "米/秒", | "RunSpeed_postfix": "米/秒", | ||
"SalvageBonus_FireRate_label": "每次加成的射速", | "SalvageBonus_FireRate_label": "每次加成的射速", | ||
"SalvageBonus_FireRate_postvalue_label": "每次加成的射速", | "SalvageBonus_FireRate_postvalue_label": "每次加成的射速", | ||
| Line 6,987: | Line 7,198: | ||
"TargetGameplayTimeScale_label": "Time Scale", | "TargetGameplayTimeScale_label": "Time Scale", | ||
"TargetGameplayTimeScale_postfix": "%", | "TargetGameplayTimeScale_postfix": "%", | ||
"TargetLifestealDuration_label": "吸取生命持续时间", | |||
"TargetLifestealDuration_postfix": "秒", | |||
"TargetLifestealDuration_postvalue_label": "吸取生命持续时间", | |||
"TargetLifesteal_label": "对目标拥有子弹和元灵生命吸取", | |||
"TargetLifesteal_postfix": "%", | |||
"TargetLifesteal_postvalue_label": "对目标拥有生命吸取", | |||
"TargetPracticeDuration_label": "Target Practice Duration", | "TargetPracticeDuration_label": "Target Practice Duration", | ||
"TargetPracticeDuration_postfix": "秒", | "TargetPracticeDuration_postfix": "秒", | ||
| Line 7,247: | Line 7,464: | ||
"UltimateTechPower_postvalue_label": "终极元灵力量", | "UltimateTechPower_postvalue_label": "终极元灵力量", | ||
"UnitBonusDamagePercent_label": "Damage increase percent", | "UnitBonusDamagePercent_label": "Damage increase percent", | ||
"Unranked_AbandonTriggerEarly": "本场比赛不会记录。比赛将于{d:end_game_countdown}秒后结束。", | |||
"Unranked_AbandonTriggerTeam": "现在可以安全离开;如果离开,比赛不会记录。如果不离开并赢下比赛,将会记为胜利。", | |||
"UnstoppablePerHero_label": "每个英雄", | |||
"UnstoppablePerHero_postfix": "秒", | |||
"UnstoppablePerHero_postvalue_label": "每个英雄", | |||
"UnstoppablePerHero_prefix": "+", | |||
"UppercutBuffOnHit_label": "Boost Duration", | "UppercutBuffOnHit_label": "Boost Duration", | ||
"UppercutBuffOnHit_postfix": "秒", | "UppercutBuffOnHit_postfix": "秒", | ||
| Line 7,430: | Line 7,653: | ||
"ability_afterburn_SpiritSteal_AMP": "复燃伤害提升", | "ability_afterburn_SpiritSteal_AMP": "复燃伤害提升", | ||
"ability_afterburn_burn_header": "燃烧效果:", | "ability_afterburn_burn_header": "燃烧效果:", | ||
"ability_afterburn_desc": "武器命中会积累燃烧效果,造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\ | "ability_afterburn_desc": "武器命中会积累燃烧效果,造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E技能会刷新基础燃烧持续时间,武器命中则会延长持续时间。\u003C/span\u003E", | ||
"ability_afterburn_quip": "射击敌人,让他们燃烧起来", | "ability_afterburn_quip": "射击敌人,让他们燃烧起来", | ||
"ability_afterburn_t2_desc": "燃烧效果:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E元灵伤害", | "ability_afterburn_t2_desc": "燃烧效果:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E元灵伤害", | ||
| Line 7,452: | Line 7,675: | ||
"ability_blood_bomb_desc": "\u003Cspan class=\"highlight\"\u003E消耗部分生命\u003C/span\u003E发射一枚在短暂布置时间后\u003Cspan class=\"highlight\"\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_desc": "\u003Cspan class=\"highlight\"\u003E消耗部分生命\u003C/span\u003E发射一枚在短暂布置时间后\u003Cspan class=\"highlight\"\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": "消耗部分生命来发射可以造成伤害的炸弹", | "ability_blood_bomb_quip": "消耗部分生命来发射可以造成伤害的炸弹", | ||
"ability_blood_bomb_t2_desc": "+\u003Cspan class=\"highlight\"\ | "ability_blood_bomb_t2_desc": "+\u003Cspan class=\"highlight\"\u003E2米\u003C/span\u003E半径\u003Cbr\u003E+\u003Cspan class=\"highlight\"\u003E50\u003C/span\u003E伤害", | ||
"ability_blood_bomb_t3_desc": "炸弹会在地面留下毒性区域,造成原伤害量\u003Cspan class=\"highlight\"\u003E26%\u003C/span\u003E的\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E,持续\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E", | "ability_blood_bomb_t3_desc": "炸弹会在地面留下毒性区域,造成原伤害量\u003Cspan class=\"highlight\"\u003E26%\u003C/span\u003E的\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E,持续\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E", | ||
"ability_blood_shards": "怨念", | "ability_blood_shards": "怨念", | ||
| Line 7,460: | Line 7,683: | ||
"ability_blood_shards_quip": "对敌人叠加伤害增强", | "ability_blood_shards_quip": "对敌人叠加伤害增强", | ||
"ability_blood_shards_t2_desc": "\u003Cspan class=\"highlight\"\u003E+25.2\u003C/span\u003E伤害\u003Cbr\u003E+4晶体", | "ability_blood_shards_t2_desc": "\u003Cspan class=\"highlight\"\u003E+25.2\u003C/span\u003E伤害\u003Cbr\u003E+4晶体", | ||
"ability_blood_shards_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_blood_shards_t3_desc": "\u003Cspan class=\"highlight\"\u003E+8%\u003C/span\u003E伤害增强", | ||
"ability_boho_bouncyprojectile": "跳跃射击", | "ability_boho_bouncyprojectile": "跳跃射击", | ||
"ability_boho_bouncyprojectile_desc": "扔出一个投射物,在目标之间弹射,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果跳跃射击附近没有敌人,会在波米身上弹开,\u003Cspan class=\"highlight\"\u003E减少其冷却时间\u003C/span\u003E。", | "ability_boho_bouncyprojectile_desc": "扔出一个投射物,在目标之间弹射,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果跳跃射击附近没有敌人,会在波米身上弹开,\u003Cspan class=\"highlight\"\u003E减少其冷却时间\u003C/span\u003E。", | ||
| Line 7,476: | Line 7,699: | ||
"ability_bookworm_dragonfire/debuff": "唤龙术", | "ability_bookworm_dragonfire/debuff": "唤龙术", | ||
"ability_bookworm_dragonfire_desc": "召唤一头在目标地点现身的龙,龙会向前飞去,造成{g:citadel_inline_attribute:'SpiritDamage'}。龙会留下一条燃烧之径。", | "ability_bookworm_dragonfire_desc": "召唤一头在目标地点现身的龙,龙会向前飞去,造成{g:citadel_inline_attribute:'SpiritDamage'}。龙会留下一条燃烧之径。", | ||
"ability_bookworm_dragonfire_t1_desc": "\u003Cspan class=\"highlight\"\u003E | "ability_bookworm_dragonfire_t1_desc": "\u003Cspan class=\"highlight\"\u003E-12秒\u003C/span\u003E冷却时间", | ||
"ability_bookworm_dragonfire_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:AbilityCharges\u003C/span\u003E充能\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:GroundFlameDuration}秒\u003C/span\u003E路径持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:Radius}米\u003C/span\u003E半径", | |||
"ability_bookworm_dragonfire_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_bookworm_dragonfire_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:DragonTravelRange}米\u003C/span\u003E行进距离\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:DPS}\u003C/span\u003E每秒伤害", | ||
"ability_bookworm_knightbarrier": "主角护体", | "ability_bookworm_knightbarrier": "主角护体", | ||
"ability_bookworm_knightbarrier/attackbuff": "进攻", | "ability_bookworm_knightbarrier/attackbuff": "进攻", | ||
| Line 7,485: | Line 7,708: | ||
"ability_bookworm_knightbarrier_t1_desc": "获得屏障时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+14%\u003C/span\u003E射速", | "ability_bookworm_knightbarrier_t1_desc": "获得屏障时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+14%\u003C/span\u003E射速", | ||
"ability_bookworm_knightbarrier_t2_desc": "\u003Cspan class=\"highlight\"\u003E+100\u003C/span\u003E屏障\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+2秒\u003C/span\u003E持续时间", | "ability_bookworm_knightbarrier_t2_desc": "\u003Cspan class=\"highlight\"\u003E+100\u003C/span\u003E屏障\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+2秒\u003C/span\u003E持续时间", | ||
"ability_bookworm_knightbarrier_t3_desc": " | "ability_bookworm_knightbarrier_t3_desc": "作用最多\u003Cspan class=\"highlight\"\u003E2个\u003C/span\u003E额外友军。\u003Cbr\u003E提升屏障增强系数。", | ||
"ability_bookworm_knightcharge": "集结冲锋", | "ability_bookworm_knightcharge": "集结冲锋", | ||
"ability_bookworm_knightcharge/buff": "集结冲锋", | "ability_bookworm_knightcharge/buff": "集结冲锋", | ||
"ability_bookworm_knightcharge_desc": "释放一波骑着战马的幽灵骑士,冲锋穿过\u003Cspan class=\"highlight\"\u003E整座城市\u003C/span\u003E,{g:citadel_inline_attribute:'Healing'}友军并对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E{g:citadel_inline_attribute:'Heal'}和{g:citadel_inline_attribute:'SpiritDamage'}的威力都会随着骑士的行进距离而增强。", | "ability_bookworm_knightcharge_desc": "释放一波骑着战马的幽灵骑士,冲锋穿过\u003Cspan class=\"highlight\"\u003E整座城市\u003C/span\u003E,{g:citadel_inline_attribute:'Healing'}友军并对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E{g:citadel_inline_attribute:'Heal'}和{g:citadel_inline_attribute:'SpiritDamage'}的威力都会随着骑士的行进距离而增强。", | ||
"ability_bookworm_knightcharge_t2_desc": "宽度提升\u003Cspan class=\"highlight\"\u003E+4战马\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E- | "ability_bookworm_knightcharge_t2_desc": "宽度提升\u003Cspan class=\"highlight\"\u003E+4战马\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-45秒\u003C/span\u003E冷却时间", | ||
"ability_bookworm_knightcharge_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_bookworm_knightcharge_t3_desc": "\u003Cspan class=\"highlight\"\u003E+160\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.5秒\u003C/span\u003E眩晕时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+70%\u003C/span\u003E最高增强", | ||
"ability_bounce_pad": "弹跳垫", | "ability_bounce_pad": "弹跳垫", | ||
"ability_bounce_pad/speed_on_land": "移动速度", | "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 class=\"highlight\"\u003E将所有英雄弹飞\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E你在落地时会\u003Cspan class=\"highlight\"\u003E爆炸\u003C/span\u003E,对附近所有敌人造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E一个弹跳垫每人只允许发生一次爆炸。\u003C/span\u003E", | ||
"ability_bounce_pad_quip": "让自己和其他人高飞", | "ability_bounce_pad_quip": "让自己和其他人高飞", | ||
"ability_bounce_pad_t1_desc": "\u003Cspan class=\"highlight\"\u003E-10秒\u003C/span\u003E冷却时间", | "ability_bounce_pad_t1_desc": "\u003Cspan class=\"highlight\"\u003E-10秒\u003C/span\u003E冷却时间", | ||
"ability_bounce_pad_t2_desc": "自身和友军在落地时获得+4米/秒的移动速度加成,持续4秒", | "ability_bounce_pad_t2_desc": "自身和友军在落地时获得+4米/秒的移动速度加成,持续4秒", | ||
"ability_bounce_pad_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_bounce_pad_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.7秒\u003C/span\u003E踩踏眩晕", | ||
"ability_bullet_flurry": "子弹之舞", | "ability_bullet_flurry": "子弹之舞", | ||
"ability_bullet_flurry/modifier_citadel_bullet_flurry": "Bullet Flurry", | "ability_bullet_flurry/modifier_citadel_bullet_flurry": "Bullet Flurry", | ||
"ability_bullet_flurry_desc": "进入爆发状态,以\u003Cspan class=\"highlight\"\u003E完美精准度\u003C/span\u003E和额外\u003Cspan class=\"highlight\"\u003E子弹伤害\u003C/span\u003E向附近敌人\u003Cspan class=\"highlight\"\u003E射击\u003C/span\u003E。", | "ability_bullet_flurry_desc": "进入爆发状态,以\u003Cspan class=\"highlight\"\u003E完美精准度\u003C/span\u003E和额外\u003Cspan class=\"highlight\"\u003E子弹伤害\u003C/span\u003E向附近敌人\u003Cspan class=\"highlight\"\u003E射击\u003C/span\u003E。", | ||
"ability_bullet_flurry_quip": "向四周爆发一阵弹雨", | "ability_bullet_flurry_quip": "向四周爆发一阵弹雨", | ||
"ability_bullet_flurry_t2_desc": "\u003Cspan class=\"highlight\"\u003E+10%\u003C/span\u003E射速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E | "ability_bullet_flurry_t2_desc": "\u003Cspan class=\"highlight\"\u003E+10%\u003C/span\u003E射速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E移动速度", | ||
"ability_bullet_flurry_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_bullet_flurry_t3_desc": "\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E闪避\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-65秒\u003C/span\u003E冷却时间", | ||
"ability_burrow": "钻地", | "ability_burrow": "钻地", | ||
"ability_burrow2": "钻地", | "ability_burrow2": "钻地", | ||
| Line 7,538: | Line 7,761: | ||
"ability_crackshot_quip": "命中头部将造成额外伤害", | "ability_crackshot_quip": "命中头部将造成额外伤害", | ||
"ability_crackshot_t1_desc": "\u003Cspan class=\"highlight\"\u003E-25%\u003C/span\u003E逐渐衰减的移动速度", | "ability_crackshot_t1_desc": "\u003Cspan class=\"highlight\"\u003E-25%\u003C/span\u003E逐渐衰减的移动速度", | ||
"ability_crackshot_t3_desc": "命中英雄头部时\u003Cspan class=\"highlight\"\u003E- | "ability_crackshot_t3_desc": "命中英雄头部时\u003Cspan class=\"highlight\"\u003E-6秒\u003C/span\u003E冷却时间\u003Cbr\u003E命中非玩家角色头部时-3秒", | ||
"ability_death_tax": "Death Tax", | "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_desc": "Enemies injured by Lady Geist are marked with Death Tax. Whenever a marked enemy dies, {s:hero_name} gains health.", | ||
| Line 7,550: | Line 7,773: | ||
"ability_doorman_bomb_Explosion": "爆炸", | "ability_doorman_bomb_Explosion": "爆炸", | ||
"ability_doorman_bomb_debuff": "击中时", | "ability_doorman_bomb_debuff": "击中时", | ||
"ability_doorman_bomb_desc": " | "ability_doorman_bomb_desc": "扔出一个呼叫铃,撞击时造成{g:citadel_inline_attribute:'SpiritDamage'}。短暂延迟后爆炸,造成额外{g:citadel_inline_attribute:'SpiritDamage'},并使受作用的敌人暂时拥有较差的武器精准度,并且移动被{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E可以射击提前激活。\u003C/span\u003E", | ||
"ability_doorman_bomb_impact": "撞击时", | "ability_doorman_bomb_impact": "撞击时", | ||
"ability_doorman_bomb_t2_desc": "+ | "ability_doorman_bomb_t1_desc": "+1充能", | ||
"ability_doorman_bomb_t3_desc": "+ | "ability_doorman_bomb_t2_desc": "+30撞击伤害\u003Cbr\u003E+40爆炸伤害", | ||
"ability_doorman_bomb_t3_desc": "+4.5米半径\u003Cbr\u003E+26秒呼叫铃时长\u003Cbr\u003E元灵增强系数提升", | |||
"ability_doorman_doorway": "任意门", | "ability_doorman_doorway": "任意门", | ||
"ability_doorman_doorway_clear_first_hint": "清除放置", | "ability_doorman_doorway_clear_first_hint": "清除放置", | ||
"ability_doorman_doorway_close": "关门", | "ability_doorman_doorway_close": "关门", | ||
"ability_doorman_doorway_desc": " | "ability_doorman_doorway_desc": "在世界中放置两扇相连的门。玩家和大多数投射物进入一扇门后会从另一扇门出来。持续时间结束后两扇门都会关闭。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E两扇门相距的距离必须在任意门距离内。\u003C/span\u003E", | ||
"ability_doorman_doorway_on_portal": "穿门时", | "ability_doorman_doorway_on_portal": "穿门时", | ||
"ability_doorman_doorway_t2_desc": "首次穿过门时会获得屏障", | "ability_doorman_doorway_t2_desc": "首次穿过门时会获得屏障", | ||
"ability_doorman_doorway_t3_desc": "+30米施法距离\u003Cbr\u003E+ | "ability_doorman_doorway_t3_desc": "+30米施法距离\u003Cbr\u003E+40米任意门距离\u003Cbr\u003E会根据元灵力量增强", | ||
"ability_doorman_hotel": "酒店宾客", | "ability_doorman_hotel": "酒店宾客", | ||
"ability_doorman_hotel/damage_timer": "逃离酒店", | "ability_doorman_hotel/damage_timer": "逃离酒店", | ||
"ability_doorman_hotel_desc": "把目标的身体送走,使其成为巴隆妮斯酒店的宾客。宾客会立即前往出口电梯,然后被送回原来的地点。 \u003Cbr\u003E\u003Cbr\u003E在巴隆妮斯酒店逗留要受到{g:citadel_inline_attribute:'SpiritDamage'}。没有及时退房会额外受到{g:citadel_inline_attribute:'SpiritDamage'}。", | "ability_doorman_hotel_desc": "把目标的身体送走,使其成为巴隆妮斯酒店的宾客。宾客会立即前往出口电梯,然后被送回原来的地点。 \u003Cbr\u003E\u003Cbr\u003E在巴隆妮斯酒店逗留要受到{g:citadel_inline_attribute:'SpiritDamage'}。没有及时退房会额外受到{g:citadel_inline_attribute:'SpiritDamage'}。", | ||
"ability_doorman_hotel_t1_desc": "1耐力消耗\u003Cbr\u003E- | "ability_doorman_hotel_t1_desc": "1耐力消耗\u003Cbr\u003E-20秒冷却时间", | ||
"ability_doorman_hotel_t2_desc": "+150伤害\u003Cbr\u003E退房失败时+1.5秒眩晕", | "ability_doorman_hotel_t2_desc": "+150伤害\u003Cbr\u003E退房失败时+1.5秒眩晕", | ||
"ability_doorman_hotel_t3_desc": "巴隆妮斯满房时势不可挡\u003Cbr\ | "ability_doorman_hotel_t3_desc": "巴隆妮斯满房时势不可挡\u003Cbr\u003E退房失败时15秒冷却时间", | ||
"ability_doorman_luggage_cart": "行李车", | "ability_doorman_luggage_cart": "行李车", | ||
"ability_doorman_luggage_cart_desc": "放出一辆行李车,造成{g:citadel_inline_attribute:'SpiritDamage'},并且会{g:citadel_inline_attribute:'Pulls'}沿途的敌方英雄。\u003Cbr\u003E\u003Cbr\u003E可以用{g:citadel_binding:'AltCast'}改为副施放模式,以友方英雄为目标。", | "ability_doorman_luggage_cart_desc": "放出一辆行李车,造成{g:citadel_inline_attribute:'SpiritDamage'},并且会{g:citadel_inline_attribute:'Pulls'}沿途的敌方英雄。\u003Cbr\u003E\u003Cbr\u003E可以用{g:citadel_binding:'AltCast'}改为副施放模式,以友方英雄为目标。", | ||
"ability_doorman_luggage_cart_t3_desc": "-15秒冷却时间\u003Cbr\u003E撞墙时1. | "ability_doorman_luggage_cart_t2_desc": "+25米施法距离\u003Cbr\u003E+75撞墙时伤害", | ||
"ability_doorman_luggage_cart_t3_note": " | "ability_doorman_luggage_cart_t3_desc": "-15秒冷却时间\u003Cbr\u003E撞墙时1.25秒{g:citadel_inline_attribute:'Stun'}", | ||
"ability_doorman_luggage_cart_t3_note": "如果行李车拖拽敌人时撞上墙壁,将会对目标造成伤害。", | |||
"ability_drifter_header_selfbuff": "满足:", | "ability_drifter_header_selfbuff": "满足:", | ||
"ability_drifter_header_selfdebuff": "嗜血:", | "ability_drifter_header_selfdebuff": "嗜血:", | ||
| Line 7,581: | Line 7,806: | ||
"ability_drifter_hunger_on_kill_desc": "落单敌人倒下时:", | "ability_drifter_hunger_on_kill_desc": "落单敌人倒下时:", | ||
"ability_drifter_hunger_passive_desc": "\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E英雄移动时会留下一条路径,并从远处发出心跳声。\u003Cbr\u003E\u003Cbr\u003E对\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E英雄造成\u003Cspan class=\"highlight\"\u003E加深伤害\u003C/span\u003E,并且落单英雄在附近倒下时会获得永久{g:citadel_inline_attribute:'WeaponDamage'}。", | "ability_drifter_hunger_passive_desc": "\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E英雄移动时会留下一条路径,并从远处发出心跳声。\u003Cbr\u003E\u003Cbr\u003E对\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E英雄造成\u003Cspan class=\"highlight\"\u003E加深伤害\u003C/span\u003E,并且落单英雄在附近倒下时会获得永久{g:citadel_inline_attribute:'WeaponDamage'}。", | ||
"ability_drifter_hunger_t1_desc": "在落单敌方英雄附近时+ | "ability_drifter_hunger_t1_desc": "在落单敌方英雄附近时+3米/秒移动速度", | ||
"ability_drifter_hunger_t2_desc": "落单英雄倒下时:\u003Cbr\ | "ability_drifter_hunger_t2_desc": "落单英雄倒下时:\u003Cbr\u003E治疗24%自身缺失生命值\u003Cbr\u003E恢复2耐力", | ||
"ability_drifter_stalkers_mark_after_blink_desc": "伏击后:", | "ability_drifter_stalkers_mark_after_blink_desc": "伏击后:", | ||
"ability_empowerbullet": "妙手奇技", | "ability_empowerbullet": "妙手奇技", | ||
| Line 7,590: | Line 7,815: | ||
"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'},\u003Cspan class=\"highlight\"\u003E让敌人着火\u003C/span\u003E,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烧灼效果可以叠加,所以重叠的木桶烧灼会造成总伤害。\u003Cbr\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+40\u003C/span\u003E撞击伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+13.3333\u003C/span\u003E每秒烧灼伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-5\u003C/span\u003E充能时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E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 7,601: | Line 7,826: | ||
"ability_familiar_ability01_desc": "向前投射出目光,穿透墙壁和地板。目光中的敌人\u003Cspan class=\"highlight\"\u003E被减速,冲刺距离减少,而且无法使用位移类技能。\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E持续施法结束时,\u003Cspan class=\"highlight\"\u003E他们陷入沉睡\u003C/span\u003E,然后醒来感到一阵剧烈的头痛,受到大量的{g:citadel_inline_attribute:'SpiritDamage'}。", | "ability_familiar_ability01_desc": "向前投射出目光,穿透墙壁和地板。目光中的敌人\u003Cspan class=\"highlight\"\u003E被减速,冲刺距离减少,而且无法使用位移类技能。\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E持续施法结束时,\u003Cspan class=\"highlight\"\u003E他们陷入沉睡\u003C/span\u003E,然后醒来感到一阵剧烈的头痛,受到大量的{g:citadel_inline_attribute:'SpiritDamage'}。", | ||
"ability_familiar_ability01_t1_desc": "醒后-1耐力\u003Cbr\u003E睡眠时没有耐力恢复", | "ability_familiar_ability01_t1_desc": "醒后-1耐力\u003Cbr\u003E睡眠时没有耐力恢复", | ||
"ability_familiar_ability01_t2_desc": "+3米半径\u003Cbr\u003E+0. | "ability_familiar_ability01_t2_desc": "+3米半径\u003Cbr\u003E+0.75秒睡眠持续时间", | ||
"ability_familiar_ability01_t3_desc": "- | "ability_familiar_ability01_t3_desc": "-55秒冷却时间\u003Cbr\u003E持续施法时承伤降低并势不可挡", | ||
"ability_familiar_ability02": "枕头大战", | "ability_familiar_ability02": "枕头大战", | ||
"ability_familiar_ability02_desc": "扔出可靠的枕头,造成{g:citadel_inline_attribute:'SpiritDamage'}和强力的{g:citadel_inline_attribute:'KnockBack'}。\u003Cbr\u003E\u003Cbr\u003E击中后会减少其他技能的冷却时间。", | "ability_familiar_ability02_desc": "扔出可靠的枕头,造成{g:citadel_inline_attribute:'SpiritDamage'}和强力的{g:citadel_inline_attribute:'KnockBack'}。\u003Cbr\u003E\u003Cbr\u003E击中后会减少其他技能的冷却时间。", | ||
"ability_familiar_ability02_t2_desc": "+2伤害\u003Cbr\u003E施加-35%射速", | "ability_familiar_ability02_t2_desc": "+2伤害\u003Cbr\u003E施加-35%射速", | ||
"ability_familiar_ability02_t3_desc": "+ | "ability_familiar_ability02_t3_desc": "+100 伤害\u003Cbr\u003E+1 充能", | ||
"ability_familiar_attach": "紧跟同伴", | "ability_familiar_attach": "紧跟同伴", | ||
"ability_familiar_attach/attached": "小憩", | "ability_familiar_attach/attached": "小憩", | ||
"ability_familiar_attach/attachheal": " | "ability_familiar_attach/attachheal": "小憩治疗", | ||
"ability_familiar_attach/hopoutbuff": "休息充足", | "ability_familiar_attach/hopoutbuff": "休息充足", | ||
"ability_familiar_attach/recast": "重新施放紧跟同伴", | "ability_familiar_attach/recast": "重新施放紧跟同伴", | ||
"ability_familiar_attach_desc": "跳到一名友军身上,在其身边小憩。你和该友军都会基于自身已损失生命值获得{g:citadel_inline_attribute:'Heal'}爆发,接着会有一个持续的{g:citadel_inline_attribute:'Regen'}。\u003Cbr\u003E\u003Cbr\u003E使用{g:citadel_binding:'Ability2'} | "ability_familiar_attach_desc": "跳到一名友军身上,在其身边小憩。你和该友军都会基于自身已损失生命值获得{g:citadel_inline_attribute:'Heal'}爆发,接着会有一个持续的{g:citadel_inline_attribute:'Regen'}。\u003Cbr\u003E\u003Cbr\u003E使用{g:citadel_binding:'Ability2'}可以在友军之间跳跃并施加治疗,每个友军只会触发一次。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被终极技能眩晕则会被击落。\u003Cbr\u003E你可以使用物品,并且所有对自己施放的技能都会改为以友军为目标。\u003C/span\u003E", | ||
"ability_familiar_attach_t2_desc": " | "ability_familiar_attach_t2_desc": "小憩时35%额外物品距离,持续时间和屏障有效性", | ||
"ability_familiar_attach_t3_desc": " | "ability_familiar_attach_t3_desc": "小憩时和小憩后10秒内+15%元灵力量和+35元灵力量\u003Cbr\u003E提升元灵增强系数", | ||
"ability_familiar_attach_trigger": "跳到友军", | "ability_familiar_attach_trigger": "跳到友军", | ||
"ability_familiar_attach_trigger_desc": "跳到另一个友军身上,并且刷新{g:citadel_inline_attribute:'Regen'}持续时间,每个友军触发一次。", | "ability_familiar_attach_trigger_desc": "跳到另一个友军身上,并且刷新{g:citadel_inline_attribute:'Regen'}持续时间,每个友军触发一次。", | ||
| Line 7,625: | Line 7,850: | ||
"ability_familiar_helpinghands/spiritbuff": "吸取敌人元灵", | "ability_familiar_helpinghands/spiritbuff": "吸取敌人元灵", | ||
"ability_familiar_helpinghands_desc": "派出一个帮手前来帮忙。他们可以收集箱子,触发迷失者抉择,派去支援友军和步兵。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E跟随英雄时:\u003C/span\u003E提供短时间的{g:citadel_inline_attribute:'SpiritResist'}爆发和不断减弱的{g:citadel_inline_attribute:'MoveSpeed'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E跟随步兵时:\u003C/span\u003E提供\u003Cspan class=\"highlight\"\u003E治疗,伤害抗性并允许紧跟同伴。\u003C/span\u003E附近没有英雄时,击倒步兵产生的魂魄会在队伍间平分。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E可以在紧跟同伴期间施放。帮手会先小憩15.1秒再开始跟随。\u003C/span\u003E", | "ability_familiar_helpinghands_desc": "派出一个帮手前来帮忙。他们可以收集箱子,触发迷失者抉择,派去支援友军和步兵。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E跟随英雄时:\u003C/span\u003E提供短时间的{g:citadel_inline_attribute:'SpiritResist'}爆发和不断减弱的{g:citadel_inline_attribute:'MoveSpeed'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E跟随步兵时:\u003C/span\u003E提供\u003Cspan class=\"highlight\"\u003E治疗,伤害抗性并允许紧跟同伴。\u003C/span\u003E附近没有英雄时,击倒步兵产生的魂魄会在队伍间平分。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E可以在紧跟同伴期间施放。帮手会先小憩15.1秒再开始跟随。\u003C/span\u003E", | ||
"ability_familiar_helpinghands_t1_desc": "+1 | "ability_familiar_helpinghands_t1_desc": "+1帮手\u003Cbr\u003E+1.5米/秒移动速度", | ||
"ability_familiar_helpinghands_t2_desc": "+ | "ability_familiar_helpinghands_t2_desc": "+1帮手\u003Cbr\u003E+15%步兵伤害和抗性", | ||
"ability_familiar_helpinghands_t3_desc": "+ | "ability_familiar_helpinghands_t3_desc": "+1帮手\u003Cbr\u003E+15%元灵抗性", | ||
"ability_familiar_primary_weapon_bubblegun": "武器伤害", | "ability_familiar_primary_weapon_bubblegun": "武器伤害", | ||
"ability_familiar_primary_weapon_bubblegun_crit": "武器伤害 - 强击", | "ability_familiar_primary_weapon_bubblegun_crit": "武器伤害 - 强击", | ||
| Line 7,636: | Line 7,861: | ||
"ability_fencer_lunge_on_proc": "最高叠加层数触发时", | "ability_fencer_lunge_on_proc": "最高叠加层数触发时", | ||
"ability_fencer_lunge_recast_hint": "重新施放", | "ability_fencer_lunge_recast_hint": "重新施放", | ||
"ability_fencer_lunge_t1_desc": "完美击中英雄时:\u003Cbr\ | "ability_fencer_lunge_t1_desc": "完美击中英雄时:\u003Cbr\u003E治疗35", | ||
"ability_fencer_lunge_t2_desc": "- | "ability_fencer_lunge_t2_desc": "-12秒冷却时间\u003Cbr\u003E突刺期间获得\u003Cspan class=\"highlight\"\u003E+60%\u003C/span\u003E子弹抗性", | ||
"ability_fencer_lunge_t3_desc": "+65完美伤害和元灵增强系数\u003Cbr\ | "ability_fencer_lunge_t3_desc": "+65完美伤害和元灵增强系数\u003Cbr\u003E提升突刺速度和距离", | ||
"ability_fencer_riposte": "还击", | "ability_fencer_riposte": "还击", | ||
"ability_fencer_riposte_attack": "还击", | "ability_fencer_riposte_attack": "还击", | ||
"ability_fencer_riposte_attack_desc": "快速向前冲刺,用剑柄击晕敌人。", | "ability_fencer_riposte_attack_desc": "快速向前冲刺,用剑柄击晕敌人。", | ||
"ability_fencer_riposte_desc": " | "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_t2_desc": "\u003Cspan class=\"highlight\"\u003E-25%\u003C/span\u003E近战抗性\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.4秒\u003C/span\u003E眩晕时间", | |||
"ability_fencer_riposte_t3_desc": "对还击目标获得\u003Cspan class=\"highlight\"\u003E75%\u003C/span\u003E子弹、元灵和近战吸血生命,持续13秒", | |||
"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。", | ||
"ability_fencer_throwblade_on_player_hit": "击中玩家时", | "ability_fencer_throwblade_on_player_hit": "击中玩家时", | ||
" | "ability_fencer_throwblade_t1_desc": "获得+25%射速和+25%子弹速度,持续8秒", | ||
" | "ability_fencer_throwblade_t2_desc": "击中玩家时:\u003Cbr\u003E+1耐力恢复,并重置空中跳跃/冲刺限制", | ||
"ability_fencer_throwblade_t3_desc": "4秒内可再次施放", | |||
"ability_fencer_ultimate": "见证精彩", | "ability_fencer_ultimate": "见证精彩", | ||
"ability_fencer_ultimate_desc": "蓄力后发动一次远距离斩击。被击中的敌人\u003Cspan class=\"highlight\"\u003E无法行动或治疗\u003C/span\u003E,以慢动作进行移动。这个效果结束时, 他们将受到\u003Cspan class=\"highlight\"\u003E极大的伤害\u003C/span\u003E。对低生命值的敌人造成更高伤害。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E慢动作时,阿波罗为无敌,并且敌人受到的伤害减少。\u003Cbr\u003E\u003Cbr\u003E按住{g:citadel_binding:'Ability4'}或{g:citadel_binding:'Attack'}可以延迟施法。\u003C/span\u003E", | "ability_fencer_ultimate_desc": "蓄力后发动一次远距离斩击。被击中的敌人\u003Cspan class=\"highlight\"\u003E无法行动或治疗\u003C/span\u003E,以慢动作进行移动。这个效果结束时, 他们将受到\u003Cspan class=\"highlight\"\u003E极大的伤害\u003C/span\u003E。对低生命值的敌人造成更高伤害。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E慢动作时,阿波罗为无敌,并且敌人受到的伤害减少。\u003Cbr\u003E\u003Cbr\u003E按住{g:citadel_binding:'Ability4'}或{g:citadel_binding:'Attack'}可以延迟施法。\u003C/span\u003E", | ||
| Line 7,656: | Line 7,884: | ||
"ability_fire_bomb_desc": "成为一颗行走的炸弹,在延迟后对附近所有敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并使其{g:citadel_inline_attribute:'Stun'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E一旦施放,震荡燃烧就无法被打断。\u003C/span\u003E", | "ability_fire_bomb_desc": "成为一颗行走的炸弹,在延迟后对附近所有敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并使其{g:citadel_inline_attribute:'Stun'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E一旦施放,震荡燃烧就无法被打断。\u003C/span\u003E", | ||
"ability_fire_bomb_quip": "短暂延迟后眩晕附近的敌人", | "ability_fire_bomb_quip": "短暂延迟后眩晕附近的敌人", | ||
"ability_fire_bomb_t2_desc": "\u003Cspan class=\"highlight\"\u003E-65秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "ability_fire_bomb_t2_desc": "\u003Cspan class=\"highlight\"\u003E-65秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+100%\u003C/span\u003E爆炸吸取生命", | ||
"ability_fire_bomb_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0. | "ability_fire_bomb_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.9秒\u003C/span\u003E眩晕时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E半径", | ||
"ability_flame_dash": "烈焰冲刺", | "ability_flame_dash": "烈焰冲刺", | ||
"ability_flame_dash_cancel_trigger": "Cancel Flame Dash", | "ability_flame_dash_cancel_trigger": "Cancel Flame Dash", | ||
| Line 7,669: | Line 7,897: | ||
"ability_frank_painaura_buttonhint": "结束灵氲", | "ability_frank_painaura_buttonhint": "结束灵氲", | ||
"ability_frank_painaura_desc": "释放痛苦,对敌人和自身均造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E随着技能的持续施法,伤害\u003Cspan class=\"highlight\"\u003E会持续增加\u003C/span\u003E,最后达到上限。", | "ability_frank_painaura_desc": "释放痛苦,对敌人和自身均造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E随着技能的持续施法,伤害\u003Cspan class=\"highlight\"\u003E会持续增加\u003C/span\u003E,最后达到上限。", | ||
"ability_frank_painaura_t1_desc": " | "ability_frank_painaura_t1_desc": "敌人受到\u003Cspan class=\"highlight\"\u003E25%\u003C/span\u003E移动/冲刺减速", | ||
"ability_frank_painaura_t2_desc": "\u003Cspan class=\"highlight\"\u003E+6\u003C/span\u003E最低每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "ability_frank_painaura_t2_desc": "\u003Cspan class=\"highlight\"\u003E+6\u003C/span\u003E最低每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+34\u003C/span\u003E最高每秒伤害", | ||
"ability_frank_painaura_t3_desc": " | "ability_frank_painaura_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1米\u003C/span\u003E半径\u003Cbr\u003E敌人受到\u003Cspan class=\"highlight\"\u003E+15%\u003C/span\u003E伤害", | ||
"ability_frank_revive": "骇然复苏", | "ability_frank_revive": "骇然复苏", | ||
"ability_frank_revive/reviving": "骇然复苏", | "ability_frank_revive/reviving": "骇然复苏", | ||
| Line 7,677: | Line 7,905: | ||
"ability_frank_revive/slow": "骇然复苏", | "ability_frank_revive/slow": "骇然复苏", | ||
"ability_frank_revive/zombie": "暂时复苏", | "ability_frank_revive/zombie": "暂时复苏", | ||
"ability_frank_revive_desc": " | "ability_frank_revive_desc": "遭受严重伤害后释放一阵冲击波,施加逐渐减弱的{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E经过短暂持续施法后复活,对周围敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Stun'}。", | ||
"ability_frank_revive_t1_desc": "冷却时:\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E+15%\u003C/span\u003E射速和每发子弹\u003Cspan class=\"highlight\"\u003E6\u003C/span\u003E元灵伤害", | "ability_frank_revive_t1_desc": "冷却时:\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E+15%\u003C/span\u003E射速和每发子弹\u003Cspan class=\"highlight\"\u003E6\u003C/span\u003E元灵伤害", | ||
"ability_frank_revive_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_frank_revive_t3_desc": "\u003Cspan class=\"highlight\"\u003E+175\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E眩晕时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-95秒\u003C/span\u003E冷却时间", | ||
"ability_frank_selfzap": "快速启动", | "ability_frank_selfzap": "快速启动", | ||
"ability_frank_selfzap/selfzap": "快速启动", | "ability_frank_selfzap/selfzap": "快速启动", | ||
"ability_frank_selfzap_desc": "对自己造成{g:citadel_inline_attribute:'SpiritDamage'},获得额外{g:citadel_inline_attribute:'Regen'}和 {g:citadel_inline_attribute:'BonusMoveSpeed'},随时间衰减。", | "ability_frank_selfzap_desc": "对自己造成{g:citadel_inline_attribute:'SpiritDamage'},获得额外{g:citadel_inline_attribute:'Regen'}和 {g:citadel_inline_attribute:'BonusMoveSpeed'},随时间衰减。", | ||
"ability_frank_selfzap_t2_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_frank_selfzap_t2_desc": "\u003Cspan class=\"highlight\"\u003E+70\u003C/span\u003E总生命恢复\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8秒\u003C/span\u003E冷却时间", | ||
"ability_frank_selfzap_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能\u003Cbr\ | "ability_frank_selfzap_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能\u003Cbr\u003E+50%\u003C/span\u003E减益抗性\u003Cbr\u003E提升元灵增强系数", | ||
"ability_frank_shocktarget": "疼痛蓄积", | "ability_frank_shocktarget": "疼痛蓄积", | ||
"ability_frank_shocktarget2": "疼痛蓄积", | "ability_frank_shocktarget2": "疼痛蓄积", | ||
"ability_frank_shocktarget2_desc": "\u003Cspan class=\"highlight\"\u003E受到任意伤害\u003C/span\u003E会被动地在疼痛源泉中蓄积。\u003Cbr\u003E\u003Cbr\u003E蓄积完毕后主动施放技能会释放多道震击,对每个目标造成一次{g:citadel_inline_attribute:'SpiritDamage'}。", | "ability_frank_shocktarget2_desc": "\u003Cspan class=\"highlight\"\u003E受到任意伤害\u003C/span\u003E会被动地在疼痛源泉中蓄积。\u003Cbr\u003E\u003Cbr\u003E蓄积完毕后主动施放技能会释放多道震击,对每个目标造成一次{g:citadel_inline_attribute:'SpiritDamage'}。", | ||
"ability_frank_shocktarget2_t1_desc": "击中时:\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E40%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E2秒\u003C/span\u003E", | "ability_frank_shocktarget2_t1_desc": "击中时:\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E40%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E2秒\u003C/span\u003E", | ||
"ability_frank_shocktarget2_t3_desc": "击中英雄时:\u003Cbr\u003E治疗\u003Cspan class=\"highlight\"\ | "ability_frank_shocktarget2_t3_desc": "击中英雄时:\u003Cbr\u003E治疗\u003Cspan class=\"highlight\"\u003E15%\u003C/span\u003E自身缺失生命值并提升元灵增强系数", | ||
"ability_frank_shocktarget_desc": "痛击面前的一个目标,造成{g:citadel_inline_attribute:'SpiritDamage'},并施加短暂的{g:citadel_inline_attribute:'Slow'}效果。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E即将到来的伤害\u003C/span\u003E将会被存储下来,在下一次施法时作为{g:citadel_inline_attribute:'BonusSpiritDamage'},但有上限。", | "ability_frank_shocktarget_desc": "痛击面前的一个目标,造成{g:citadel_inline_attribute:'SpiritDamage'},并施加短暂的{g:citadel_inline_attribute:'Slow'}效果。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E即将到来的伤害\u003C/span\u003E将会被存储下来,在下一次施法时作为{g:citadel_inline_attribute:'BonusSpiritDamage'},但有上限。", | ||
"ability_frank_shocktarget_desc_t3bonus": "目标会再电击一个附近目标,造成{g:citadel_inline_attribute:'SpiritDPS'}。", | "ability_frank_shocktarget_desc_t3bonus": "目标会再电击一个附近目标,造成{g:citadel_inline_attribute:'SpiritDPS'}。", | ||
| Line 7,724: | Line 7,952: | ||
"ability_header_card_toss_heart": "红桃", | "ability_header_card_toss_heart": "红桃", | ||
"ability_header_card_toss_spade": "黑桃", | "ability_header_card_toss_spade": "黑桃", | ||
"ability_header_card_toss_suits_desc": "\u003Cbr\ | "ability_header_card_toss_suits_desc": "\u003Cbr\u003E每种花色都提供不同的加成效果。\u003Cspan class=\"highlight\"\u003E小丑\u003C/span\u003E视为所有花色\u003C/span\u003E", | ||
"ability_header_helpinghands_ally": "跟随英雄:", | "ability_header_helpinghands_ally": "跟随英雄:", | ||
"ability_header_helpinghands_trooper": "跟随步兵:", | "ability_header_helpinghands_trooper": "跟随步兵:", | ||
| Line 7,760: | Line 7,988: | ||
"ability_health_swap": "灵魂互换", | "ability_health_swap": "灵魂互换", | ||
"ability_health_swap/modifier_health_swap_debuff": "Health Swap", | "ability_health_swap/modifier_health_swap_debuff": "Health Swap", | ||
"ability_health_swap_desc": "与一名敌方英雄\u003Cspan class=\"highlight\"\ | "ability_health_swap_desc": "与一名敌方英雄\u003Cspan class=\"highlight\"\u003E互换生命值百分比\u003C/span\u003E。交换生命后,敌人的生命值具有最低百分比;而根据目标的当前生命值,自身获得的生命值也具有最低百分比。", | ||
"ability_health_swap_quip": "与一名敌方英雄互换当前生命值", | "ability_health_swap_quip": "与一名敌方英雄互换当前生命值", | ||
"ability_health_swap_t2_desc": "\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E25米内的敌人,持续3秒", | "ability_health_swap_t2_desc": "\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E25米内的敌人,持续3秒", | ||
| Line 7,778: | Line 8,006: | ||
"ability_ice_dome_desc": "以自己或一名英雄为目标,冻结周围的空气,在其身边制造一个\u003Cspan class=\"highlight\"\u003E无法穿透的罩子\u003C/span\u003E。罩子中的友军会获得快速{g:citadel_inline_attribute:'Regen'},而敌人会被\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E冰冻庇护下的目标物变得无敌并被冻结。\u003C/span\u003E", | "ability_ice_dome_desc": "以自己或一名英雄为目标,冻结周围的空气,在其身边制造一个\u003Cspan class=\"highlight\"\u003E无法穿透的罩子\u003C/span\u003E。罩子中的友军会获得快速{g:citadel_inline_attribute:'Regen'},而敌人会被\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E冰冻庇护下的目标物变得无敌并被冻结。\u003C/span\u003E", | ||
"ability_ice_dome_quip": "形成一个无法穿透的治疗罩", | "ability_ice_dome_quip": "形成一个无法穿透的治疗罩", | ||
"ability_ice_dome_t3_desc": "\u003Cspan class=\"highlight\"\u003E净化\u003C/span\u003E自身和友军的非终极技能减益效果。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "ability_ice_dome_t3_desc": "\u003Cspan class=\"highlight\"\u003E净化\u003C/span\u003E自身和友军的非终极技能减益效果。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+65\u003C/span\u003E生命恢复,现在会根据元灵力量增强", | ||
"ability_ice_dome_trigger": "冰冻庇护", | "ability_ice_dome_trigger": "冰冻庇护", | ||
"ability_ice_grenade": "冰霜手雷", | "ability_ice_grenade": "冰霜手雷", | ||
| Line 7,801: | Line 8,029: | ||
"ability_icepath_quip": "在漂浮的冰封路径上快速移动", | "ability_icepath_quip": "在漂浮的冰封路径上快速移动", | ||
"ability_icepath_t1_desc": "冰封路径上Kelvin\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E移动速度和\u003Cspan class=\"highlight\"\u003E+35%\u003C/span\u003E子弹抗性", | "ability_icepath_t1_desc": "冰封路径上Kelvin\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E移动速度和\u003Cspan class=\"highlight\"\u003E+35%\u003C/span\u003E子弹抗性", | ||
"ability_icepath_t3_desc": " | "ability_icepath_t3_desc": "Kelvin在冰封路径上\u003Cspan class=\"highlight\"\u003E+35%\u003C/span\u003E元灵和\u003Cspan class=\"highlight\"\u003E+20\u003C/span\u003E元灵", | ||
"ability_immobilize_trap": "伏灵陷阱", | "ability_immobilize_trap": "伏灵陷阱", | ||
"ability_immobilize_trap/trap_debuff": "元灵护甲降低", | "ability_immobilize_trap/trap_debuff": "元灵护甲降低", | ||
| Line 7,929: | Line 8,157: | ||
"ability_nano_catform_desc": "化为阴影并附在艾娃身上。自身获得会持续提升的{g:citadel_inline_attribute:'BonusMoveSpeed'},并\u003CPanel class=\"AbilityPropertyIcon prop_invisible\"\u003E\u003Cspan class=\"highlight\"\u003E在小地图上隐藏\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E受到来自敌方英雄的伤害时,额外移动速度会重置,并且艾娃会暂时进入冷却状态。\u003C/span\u003E", | "ability_nano_catform_desc": "化为阴影并附在艾娃身上。自身获得会持续提升的{g:citadel_inline_attribute:'BonusMoveSpeed'},并\u003CPanel class=\"AbilityPropertyIcon prop_invisible\"\u003E\u003Cspan class=\"highlight\"\u003E在小地图上隐藏\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E受到来自敌方英雄的伤害时,额外移动速度会重置,并且艾娃会暂时进入冷却状态。\u003C/span\u003E", | ||
"ability_nano_catform_quip": "控制艾娃", | "ability_nano_catform_quip": "控制艾娃", | ||
"ability_nano_catform_t2_desc": "\u003Cspan class=\"highlight\"\u003E+15\u003C/span\u003E生命恢复\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "ability_nano_catform_t2_desc": "\u003Cspan class=\"highlight\"\u003E+15\u003C/span\u003E生命恢复\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E最高移动速度", | ||
"ability_nano_catform_t3_desc": "逐渐获得伤害增强,最高为\u003Cspan class=\"highlight\"\ | "ability_nano_catform_t3_desc": "逐渐获得伤害增强,最高为\u003Cspan class=\"highlight\"\u003E18%\u003C/span\u003E。粘滞6秒", | ||
"ability_nano_catform_trigger_buttonhint": "离开艾娃", | "ability_nano_catform_trigger_buttonhint": "离开艾娃", | ||
"ability_nano_clustergrenade": "阴郁炸弹", | "ability_nano_clustergrenade": "阴郁炸弹", | ||
"ability_nano_clustergrenade_desc": "扔出一组炸弹,炸弹会在延迟后激活,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被多枚炸弹击中的敌人受到65%伤害。\u003C/span\u003E", | "ability_nano_clustergrenade_desc": "扔出一组炸弹,炸弹会在延迟后激活,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被多枚炸弹击中的敌人受到65%伤害。\u003C/span\u003E", | ||
"ability_nano_clustergrenade_quip": "投掷集束弹", | "ability_nano_clustergrenade_quip": "投掷集束弹", | ||
"ability_nano_clustergrenade_t2_desc": " | "ability_nano_clustergrenade_t2_desc": "每次碰到炸弹:\u003Cspan class=\"highlight\"\u003E-6%\u003C/span\u003E近战抗性,持续6秒\u003C/span\u003E", | ||
"ability_nano_dash": "跃进爪击", | "ability_nano_dash": "跃进爪击", | ||
"ability_nano_dash_desc": "向前冲刺,然后斩向圆形范围的所有敌人,造成{g:citadel_inline_attribute:'MeleeDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果该技能击中至少一个英雄,则进行{g:citadel_inline_attribute:'Heal'},恢复少量生命值。", | "ability_nano_dash_desc": "向前冲刺,然后斩向圆形范围的所有敌人,造成{g:citadel_inline_attribute:'MeleeDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果该技能击中至少一个英雄,则进行{g:citadel_inline_attribute:'Heal'},恢复少量生命值。", | ||
"ability_nano_dash_quip": "向前冲刺,爪击敌人", | "ability_nano_dash_quip": "向前冲刺,爪击敌人", | ||
"ability_nano_dash_t2_desc": " | "ability_nano_dash_t2_desc": "3秒内击倒英雄会获得\u003Cspan class=\"highlight\"\u003E+200\u003C/span\u003E魂魄", | ||
"ability_nano_dash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+60\u003C/span\u003E伤害\u003Cbr\u003E击中英雄时:\u003Cspan class=\"highlight\"\u003E50%\u003C/span\u003E冷却时间返还", | "ability_nano_dash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+60\u003C/span\u003E伤害\u003Cbr\u003E击中英雄时:\u003Cspan class=\"highlight\"\u003E50%\u003C/span\u003E冷却时间返还", | ||
"ability_nano_pounce": "迅猛突袭", | "ability_nano_pounce": "迅猛突袭", | ||
| Line 7,958: | Line 8,186: | ||
"ability_nano_shadow_pulse_desc": "立即化为阴影,\u003Cspan class=\"highlight\"\u003E无法成为目标\u003C/span\u003E,获得{g:citadel_inline_attribute:'BonusMoveSpeed'}并造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E过一段时间后,从阴影回归,再次造成{g:citadel_inline_attribute:'SpiritDamage'}。", | "ability_nano_shadow_pulse_desc": "立即化为阴影,\u003Cspan class=\"highlight\"\u003E无法成为目标\u003C/span\u003E,获得{g:citadel_inline_attribute:'BonusMoveSpeed'}并造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E过一段时间后,从阴影回归,再次造成{g:citadel_inline_attribute:'SpiritDamage'}。", | ||
"ability_nano_shadow_pulse_quip": "融入阴影,获得移动速度并造成延迟伤害", | "ability_nano_shadow_pulse_quip": "融入阴影,获得移动速度并造成延迟伤害", | ||
"ability_nano_shadow_pulse_t2_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_nano_shadow_pulse_t2_desc": "\u003Cspan class=\"highlight\"\u003E+75\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E移动速度", | ||
"ability_nano_shadow_pulse_t3_desc": "完成时:\u003Cbr\u003E治疗\u003Cspan class=\"highlight\"\ | "ability_nano_shadow_pulse_t3_desc": "完成时:\u003Cbr\u003E治疗\u003Cspan class=\"highlight\"\u003E450\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E返还\u003C/span\u003E所有技能冷却时间", | ||
"ability_nano_shadow_step": "幽冥女王", | "ability_nano_shadow_step": "幽冥女王", | ||
"ability_nano_shadow_step_desc": "标记敌人并将自己笼罩在阴影中,增强攻击并使自身进入\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E状态。攻击仅会暂时暴露行踪。使用\u003Cspan class=\"highlight\"\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_desc": "标记敌人并将自己笼罩在阴影中,增强攻击并使自身进入\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E状态。攻击仅会暂时暴露行踪。使用\u003Cspan class=\"highlight\"\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)。", | ||
| Line 7,972: | Line 8,200: | ||
"ability_necro_fear/debuff": "精华转移", | "ability_necro_fear/debuff": "精华转移", | ||
"ability_necro_fear_desc": "你的武器会逐渐吸取{g:citadel_inline_attribute:'WeaponDamage'}和{g:citadel_inline_attribute:'SpiritResist'},每个目标最多会达到一个最大数值。", | "ability_necro_fear_desc": "你的武器会逐渐吸取{g:citadel_inline_attribute:'WeaponDamage'}和{g:citadel_inline_attribute:'SpiritResist'},每个目标最多会达到一个最大数值。", | ||
"ability_necro_fear_t3_desc": " | "ability_necro_fear_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E最大吸取目标\u003Cbr\u003E所有\u003Cspan class=\"highlight\"\u003E召唤物\u003C/span\u003E现在施加精华转移", | ||
"ability_necro_gravestone": "代行敕令", | "ability_necro_gravestone": "代行敕令", | ||
"ability_necro_gravestone/gravestone/buff": "代行敕令", | "ability_necro_gravestone/gravestone/buff": "代行敕令", | ||
"ability_necro_gravestone_desc_1": " | "ability_necro_gravestone_desc_1": "\u003Cspan class=\"diminish\"\u003E固有属性:\u003C/span\u003E技能可以召唤\u003Cspan class=\"highlight\"\u003E土灵\u003C/span\u003E,向敌方基地蹒跚走去,造成{g:citadel_inline_attribute:'MeleeDamage'}。他们靠近英雄或目标物时会爆炸,在一片区域内造成{g:citadel_inline_attribute:'SpiritDamage'}并施加短暂的{g:citadel_inline_attribute:'Slow'}。", | ||
"ability_necro_gravestone_desc_2": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E在目标地点创造一块墓碑,会持续召唤\u003Cspan class=\"highlight\"\u003E土灵\u003C/span\u003E。敌人可以通过两次近战重击摧毁墓碑。", | |||
" | "ability_necro_gravestone_t1_desc": "\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E土灵速度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-15秒\u003C/span\u003E冷却时间", | ||
" | "ability_necro_gravestone_t2_desc": "\u003Cspan class=\"highlight\"\u003E+10秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-0.3秒\u003C/span\u003E产生所需时间", | ||
"ability_necro_gravestone_t3_desc": "倒下时:\u003Cbr\u003E造成\u003Cspan class=\"highlight\"\u003E+5%\u003C/span\u003E当前生命值的伤害", | |||
"ability_necro_haunt": "作祟幽影", | "ability_necro_haunt": "作祟幽影", | ||
"ability_necro_haunt/buff": "作祟鬼影", | "ability_necro_haunt/buff": "作祟鬼影", | ||
| Line 7,986: | Line 8,215: | ||
"ability_necro_hauntingskull/stackingdebuff": "故人之罐", | "ability_necro_hauntingskull/stackingdebuff": "故人之罐", | ||
"ability_necro_hauntingskull_desc": "\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E附近任何生物倒下都会收集\u003Cspan class=\"highlight\"\u003E怨气\u003C/span\u003E,装入故人之罐。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E扔出罐子召唤\u003Cspan class=\"highlight\"\u003E怨灵\u003C/span\u003E,反复对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E附近没有敌人时怨灵会跟随你,然后冲向你武器的目标。", | "ability_necro_hauntingskull_desc": "\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E附近任何生物倒下都会收集\u003Cspan class=\"highlight\"\u003E怨气\u003C/span\u003E,装入故人之罐。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E扔出罐子召唤\u003Cspan class=\"highlight\"\u003E怨灵\u003C/span\u003E,反复对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E附近没有敌人时怨灵会跟随你,然后冲向你武器的目标。", | ||
"ability_necro_hauntingskull_t1_desc": "收集怨气每次拾取治疗\u003Cspan class=\"highlight\"\ | "ability_necro_hauntingskull_t1_desc": "收集怨气每次拾取治疗\u003Cspan class=\"highlight\"\u003E5\u003C/span\u003E生命值", | ||
"ability_necro_hauntingskull_t2_desc": "击中时:\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E30%\u003C/span\u003E减速,持续1秒", | "ability_necro_hauntingskull_t2_desc": "击中时:\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E30%\u003C/span\u003E减速,持续1秒", | ||
"ability_necro_hauntingskull_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2\u003C/span\u003E个怨灵\u003Cbr\ | "ability_necro_hauntingskull_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2\u003C/span\u003E个怨灵\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4秒\u003C/span\u003E怨灵时长", | ||
"ability_necro_killsummon": "借命", | "ability_necro_killsummon": "借命", | ||
"ability_necro_killsummon_desc": "击倒土灵或低血量的盟友,获得他们的生命力。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Attack'}\u003C/span\u003E:把生命力作为炸弹扔出,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E:消耗生命力,获得{g:citadel_inline_attribute:'Healing'}。", | "ability_necro_killsummon_desc": "击倒土灵或低血量的盟友,获得他们的生命力。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Attack'}\u003C/span\u003E:把生命力作为炸弹扔出,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E:消耗生命力,获得{g:citadel_inline_attribute:'Healing'}。", | ||
| Line 8,003: | Line 8,232: | ||
"ability_necro_zombiewall/immobilize": "束缚之爪", | "ability_necro_zombiewall/immobilize": "束缚之爪", | ||
"ability_necro_zombiewall/zombiewall/debuff": "束缚之爪", | "ability_necro_zombiewall/zombiewall/debuff": "束缚之爪", | ||
"ability_necro_zombiewall_desc": " | "ability_necro_zombiewall_desc": "放出一排束缚之爪,召唤一个\u003Cspan class=\"highlight\"\u003E土灵\u003C/span\u003E并留下一道裂隙。对穿过的敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Immobilize'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\\\"diminish\\\"\u003E副施放{g:citadel_binding:'AltCast'}会旋转墙体的方向。", | ||
"ability_necro_zombiewall_t2_desc": "\u003Cspan class=\"highlight\"\u003E+90\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E爪墙长度", | "ability_necro_zombiewall_t2_desc": "\u003Cspan class=\"highlight\"\u003E+90\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E爪墙长度", | ||
"ability_necro_zombiewall_t3_desc": "\u003Cspan class=\"highlight\"\ | "ability_necro_zombiewall_t3_desc": "召唤\u003Cspan class=\"highlight\"\u003E1个\u003C/span\u003E土灵\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-14秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.75秒\u003C/span\u003E定身持续时间", | ||
"ability_overcharge": "Energy Surge", | "ability_overcharge": "Energy Surge", | ||
"ability_overcharge_desc": "Temporarily boosts the effect of Heavy's current drone and increases his fire rate.", | "ability_overcharge_desc": "Temporarily boosts the effect of Heavy's current drone and increases his fire rate.", | ||
| Line 8,016: | Line 8,245: | ||
"ability_power_jump_desc": "跃至高空,可以缓速滑翔。在空中时,提升\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E并获得\u003Cspan class=\"highlight\"\u003E多重射击\u003C/span\u003E。\u003Cbr\u003E{g:citadel_binding:'AltCast'}会降低跳跃高度。\u003Cbr\u003E按下{g:citadel_binding:'Mantle'}取消滑翔。", | "ability_power_jump_desc": "跃至高空,可以缓速滑翔。在空中时,提升\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E并获得\u003Cspan class=\"highlight\"\u003E多重射击\u003C/span\u003E。\u003Cbr\u003E{g:citadel_binding:'AltCast'}会降低跳跃高度。\u003Cbr\u003E按下{g:citadel_binding:'Mantle'}取消滑翔。", | ||
"ability_power_jump_quip": "跃至高空并射出多重箭矢", | "ability_power_jump_quip": "跃至高空并射出多重箭矢", | ||
" | "ability_power_jump_t1_desc": "在空中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3\u003C/span\u003E武器伤害\u003Cbr\u003E\u003Cbr\u003E武器伤害施加\u003Cspan class=\"highlight\"\u003E30%\u003C/span\u003E移动减速,持续1.5秒", | ||
"ability_power_jump_t3_desc": "在空中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E子弹吸取生命\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E元灵吸取生命\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E子弹闪避", | "ability_power_jump_t3_desc": "在空中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E子弹吸取生命\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E元灵吸取生命\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E子弹闪避", | ||
"ability_power_surge": "澎湃电力", | "ability_power_surge": "澎湃电力", | ||
| Line 8,022: | Line 8,251: | ||
"ability_power_surge_quip": "射击会创造出电弧", | "ability_power_surge_quip": "射击会创造出电弧", | ||
"ability_power_surge_t2_desc": "\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E移动速度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+8\u003C/span\u003E伤害和元灵增强系数", | "ability_power_surge_t2_desc": "\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E移动速度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+8\u003C/span\u003E伤害和元灵增强系数", | ||
"ability_power_surge_t3_desc": "+ | "ability_power_surge_t3_desc": "+10秒持续时间\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E-15%\u003C/span\u003E元灵抗性", | ||
"ability_priest_antispiritvest": "神佑背心", | "ability_priest_antispiritvest": "神佑背心", | ||
"ability_priest_antispiritvest_desc": "获得提供{g:citadel_inline_attribute:'BulletResist'}和{g:citadel_inline_attribute:'SpiritResist'}的被动{g:citadel_inline_attribute:'CombatBarrier'}。屏障在脱离战斗时会自行修复。", | "ability_priest_antispiritvest_desc": "获得提供{g:citadel_inline_attribute:'BulletResist'}和{g:citadel_inline_attribute:'SpiritResist'}的被动{g:citadel_inline_attribute:'CombatBarrier'}。屏障在脱离战斗时会自行修复。", | ||
| Line 8,034: | Line 8,263: | ||
"ability_priest_beartrap/immobilize": "六角陷阱", | "ability_priest_beartrap/immobilize": "六角陷阱", | ||
"ability_priest_beartrap_desc": "放出一个经过短暂延迟后部署的陷阱。\u003Cbr\u003E\u003Cbr\u003E陷阱会在第一个敌人碰到时启动,造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Immobilize'}并在之后一段时间内\u003Cspan class=\"highlight\"\u003E显示\u003C/span\u003E敌人。", | "ability_priest_beartrap_desc": "放出一个经过短暂延迟后部署的陷阱。\u003Cbr\u003E\u003Cbr\u003E陷阱会在第一个敌人碰到时启动,造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Immobilize'}并在之后一段时间内\u003Cspan class=\"highlight\"\u003E显示\u003C/span\u003E敌人。", | ||
"ability_priest_beartrap_t3_desc": " | "ability_priest_beartrap_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能\u003Cbr\u003E对显形目标造成\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E伤害", | ||
"ability_priest_flashbang": "祝圣榴弹", | "ability_priest_flashbang": "祝圣榴弹", | ||
"ability_priest_flashbang_desc": "发射一枚在爆炸前会弹跳的榴弹,造成{g:citadel_inline_attribute:'WeaponDamage'}并把敌人点燃。\u003Cbr\u003E\u003Cbr\u003E燃烧的目标对区域内所有单位造成\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'PureDamage'}\u003C/span\u003E并承受\u003Cspan class=\"highlight\"\u003E治疗降低效果\u003C/span\u003E。", | "ability_priest_flashbang_desc": "发射一枚在爆炸前会弹跳的榴弹,造成{g:citadel_inline_attribute:'WeaponDamage'}并把敌人点燃。\u003Cbr\u003E\u003Cbr\u003E燃烧的目标对区域内所有单位造成\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'PureDamage'}\u003C/span\u003E并承受\u003Cspan class=\"highlight\"\u003E治疗降低效果\u003C/span\u003E。", | ||
| Line 8,081: | Line 8,310: | ||
"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/maxhealthbuff": "羊之坚韧", | |||
"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:", | ||
"ability_punkgoat_goatflip_t1_desc": "撞击时:\u003Cbr\u003E+25%{g:citadel_inline_attribute:'WeaponDamage'},持续5秒", | "ability_punkgoat_goatflip_t1_desc": "撞击时:\u003Cbr\u003E+25%{g:citadel_inline_attribute:'WeaponDamage'},持续5秒", | ||
" | "ability_punkgoat_goatflip_t2_desc": "0.4秒冲刺持续时间\u003Cbr\u003E", | ||
"ability_punkgoat_tether": "锁链囚徒", | "ability_punkgoat_tether": "锁链囚徒", | ||
"ability_punkgoat_tether/immobilize": "被定身", | "ability_punkgoat_tether/immobilize": "被定身", | ||
| Line 8,101: | Line 8,331: | ||
"ability_punkgoat_ult_t1_desc": "-10秒冷却时间", | "ability_punkgoat_ult_t1_desc": "-10秒冷却时间", | ||
"ability_punkgoat_ult_t2_desc": "+1点充能\u003Cbr\u003E+2米半径", | "ability_punkgoat_ult_t2_desc": "+1点充能\u003Cbr\u003E+2米半径", | ||
"ability_punkgoat_ult_t3_desc": "- | "ability_punkgoat_ult_t3_desc": "-3秒充能时间\u003Cbr\u003E现在造成\u003Cspan class=\"highlight\"\u003E50%近战重击伤害\u003C/span\u003E", | ||
"ability_rocket_drone": "Heavy Drone", | "ability_rocket_drone": "Heavy Drone", | ||
"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_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.", | ||
| Line 8,123: | Line 8,353: | ||
"ability_sleep_dagger_desc": "投掷一把匕首,让目标受到\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E并\u003Cspan class=\"highlight\"\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_sleep_dagger_desc": "投掷一把匕首,让目标受到\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E并\u003Cspan class=\"highlight\"\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_sleep_dagger_quip": "让一名敌人入睡", | "ability_sleep_dagger_quip": "让一名敌人入睡", | ||
"ability_sleep_dagger_t1_desc": "苏醒时\u003Cspan class=\"highlight\"\u003E- | "ability_sleep_dagger_t1_desc": "苏醒时\u003Cspan class=\"highlight\"\u003E-10%\u003C/span\u003E子弹抗性降低,持续6秒", | ||
"ability_sleep_dagger_t2_desc": "\u003Cspan class=\"highlight\"\u003E | "ability_sleep_dagger_t2_desc": "\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E睡眠持续时间\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E15\u003C/span\u003E层锁定叠加", | ||
"ability_sleep_dagger_t3_desc": "\u003Cspan class=\"highlight\"\u003E | "ability_sleep_dagger_t3_desc": "\u003Cspan class=\"highlight\"\u003E-17秒\u003C/span\u003E冷却时间\u003Cbr\u003E苏醒时\u003Cspan class=\"highlight\"\u003E-50%\u003C/span\u003E移动和冲刺速度,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E", | ||
"ability_slingshot_bruising_shot": "Bruising Shot", | "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_desc": "Hits damage the target, and stack bruises on them that increase all subsequent damage taken from Slingshot's weapon and abilities.", | ||
| Line 8,144: | Line 8,374: | ||
"ability_smoke_bomb_t1_desc": "\u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E Ability Cooldown", | "ability_smoke_bomb_t1_desc": "\u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E Ability Cooldown", | ||
"ability_smoke_bomb_t2_desc": "启用\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E技能充能", | "ability_smoke_bomb_t2_desc": "启用\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E技能充能", | ||
"ability_smoke_bomb_t3_desc": "驱散非终极技能减益\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E+ | "ability_smoke_bomb_t3_desc": "驱散非终极技能减益\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E+50%子弹吸取生命\u003C/span\u003E,持续5秒", | ||
"ability_speed_drone": "Speed Drone", | "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.\u003Cbr\u003EReplaces any other drone.", | "ability_speed_drone_desc": "Deploy a energy drone which helps you run faster, and reduces your windup and reload times.\u003Cbr\u003EReplaces any other drone.", | ||
| Line 8,154: | Line 8,384: | ||
"ability_stacking_damage_t1_desc": "每\u003Cspan class=\"highlight\"\u003E20\u003C/span\u003E层叠加效果对目标造成\u003Cspan class=\"highlight\"\u003E40\u003C/span\u003E元灵伤害和\u003Cspan class=\"highlight\"\u003E15%\u003C/span\u003E减速,持续2秒", | "ability_stacking_damage_t1_desc": "每\u003Cspan class=\"highlight\"\u003E20\u003C/span\u003E层叠加效果对目标造成\u003Cspan class=\"highlight\"\u003E40\u003C/span\u003E元灵伤害和\u003Cspan class=\"highlight\"\u003E15%\u003C/span\u003E减速,持续2秒", | ||
"ability_stacking_damage_t2_desc": "\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E叠加层数上限\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5秒\u003C/span\u003E持续时间", | "ability_stacking_damage_t2_desc": "\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E叠加层数上限\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5秒\u003C/span\u003E持续时间", | ||
"ability_stacking_damage_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.11\u003C/span\u003E/每层叠加\u003Cbr\u003E跟随武器伤害提升", | |||
"ability_swan_acrobat": "闪转腾挪", | "ability_swan_acrobat": "闪转腾挪", | ||
"ability_swan_acrobat/stack": "闪转腾挪", | "ability_swan_acrobat/stack": "闪转腾挪", | ||
| Line 8,186: | Line 8,417: | ||
"ability_throw_sand_quip": "缴械前方的敌人", | "ability_throw_sand_quip": "缴械前方的敌人", | ||
"ability_throw_sand_t1_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E距离", | "ability_throw_sand_t1_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E距离", | ||
"ability_throw_sand_t2_desc": "让目标减速\u003Cspan class=\"highlight\"\u003E- | "ability_throw_sand_t2_desc": "让目标减速\u003Cspan class=\"highlight\"\u003E-30%并减少-30%冲刺距离\u003C/span\u003E", | ||
"ability_throw_sand_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_throw_sand_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-25秒\u003C/span\u003E冷却时间", | ||
"ability_trapper_fear": "诡异丝线", | "ability_trapper_fear": "诡异丝线", | ||
"ability_trapper_fear/trapper_fear_modifier": "惊恐万状", | "ability_trapper_fear/trapper_fear_modifier": "惊恐万状", | ||
| Line 8,219: | Line 8,450: | ||
"ability_ult_combo_quip": "按住敌方英雄迅猛出击", | "ability_ult_combo_quip": "按住敌方英雄迅猛出击", | ||
"ability_ult_combo_t1_desc": "\u003Cspan class=\"highlight\"\u003E+100%生命吸取\u003C/span\u003E", | "ability_ult_combo_t1_desc": "\u003Cspan class=\"highlight\"\u003E+100%生命吸取\u003C/span\u003E", | ||
"ability_ult_combo_t2_desc": "\u003Cspan class=\"highlight\"\u003E | "ability_ult_combo_t2_desc": "\u003Cspan class=\"highlight\"\u003E-30秒冷却时间\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+50%子弹抗性\u003C/span\u003E", | ||
"ability_ult_combo_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.7秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E | "ability_ult_combo_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.7秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E每秒伤害并且元灵增强系数提升", | ||
"ability_unicorn_dazzlingorb": "耀光奇迹", | "ability_unicorn_dazzlingorb": "耀光奇迹", | ||
"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\"\ | "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": "+ | "ability_unicorn_dazzlingorb_t2_desc": "+90伤害并提升元灵增强系数", | ||
"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", | ||
"ability_unicorn_luminousstrike/luminous_strike_buff": "明辉匕首", | "ability_unicorn_luminousstrike/luminous_strike_buff": "明辉匕首", | ||
"ability_unicorn_luminousstrike/luminous_strike_dot_enemy": "明光打击灼烧", | "ability_unicorn_luminousstrike/luminous_strike_dot_enemy": "明光打击灼烧", | ||
"ability_unicorn_luminousstrike_desc": "从上天召唤纯净的光束。短暂持续时间后,光束会完全成形,引发爆炸,对范围内所有目标造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E每次击中一个敌方英雄,赛凌都会获得一个可叠加的增益效果,提升她的元灵伤害。", | "ability_unicorn_luminousstrike_desc": "从上天召唤纯净的光束。短暂持续时间后,光束会完全成形,引发爆炸,对范围内所有目标造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E每次击中一个敌方英雄,赛凌都会获得一个可叠加的增益效果,提升她的元灵伤害。", | ||
"ability_unicorn_luminousstrike_t2_desc": "- | "ability_unicorn_luminousstrike_t2_desc": "-22秒冷却时间\u003Cbr\u003E+80冲击伤害", | ||
"ability_unicorn_prismaticguard": "炫目戏法", | "ability_unicorn_prismaticguard": "炫目戏法", | ||
"ability_unicorn_prismaticguard/modifier_unicorn_prismatic_guard_buff": "炫目戏法", | "ability_unicorn_prismaticguard/modifier_unicorn_prismatic_guard_buff": "炫目戏法", | ||
"ability_unicorn_prismaticguard_desc": " | "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": "+70屏障并提升屏障元灵增强系数", | ||
"ability_unicorn_prismaticguard_t3_desc": "+ | "ability_unicorn_prismaticguard_t3_desc": "+1.25秒沉默时间\u003Cbr\u003E-20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 8,248: | Line 8,480: | ||
"ability_vampirebat_batblink_desc": "短暂化为蝠群,\u003Cspan class=\"highlight\"\u003E无法成为目标\u003C/span\u003E并飞向目标地点。\u003Cbr\u003E\u003Cbr\u003E可在短时间内\u003Cspan class=\"highlight\"\u003E重新施放\u003C/span\u003E。", | "ability_vampirebat_batblink_desc": "短暂化为蝠群,\u003Cspan class=\"highlight\"\u003E无法成为目标\u003C/span\u003E并飞向目标地点。\u003Cbr\u003E\u003Cbr\u003E可在短时间内\u003Cspan class=\"highlight\"\u003E重新施放\u003C/span\u003E。", | ||
"ability_vampirebat_batblink_t1_desc": "施放时:\u003Cbr\u003E获得持续8秒的\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E射速并装填\u003Cspan class=\"highlight\"\u003E8\u003C/span\u003E发子弹", | "ability_vampirebat_batblink_t1_desc": "施放时:\u003Cbr\u003E获得持续8秒的\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E射速并装填\u003Cspan class=\"highlight\"\u003E8\u003C/span\u003E发子弹", | ||
"ability_vampirebat_batblink_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\ | "ability_vampirebat_batblink_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E再次施放\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4米\u003C/span\u003E距离", | ||
"ability_vampirebat_batswarm": "夜晚霸主", | "ability_vampirebat_batswarm": "夜晚霸主", | ||
"ability_vampirebat_batswarm/debuff": "夜晚霸主", | "ability_vampirebat_batswarm/debuff": "夜晚霸主", | ||
"ability_vampirebat_batswarm_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E释放一大群会寻找目标的蝙蝠,每只都会造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Silence'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E对英雄触发爱的轻啮会永久增加释放的\u003Cspan class=\"highlight\"\u003E蝙蝠数量\u003C/span\u003E。", | "ability_vampirebat_batswarm_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E释放一大群会寻找目标的蝙蝠,每只都会造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Silence'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E对英雄触发爱的轻啮会永久增加释放的\u003Cspan class=\"highlight\"\u003E蝙蝠数量\u003C/span\u003E。", | ||
"ability_vampirebat_batswarm_t3_desc": "击中时:\u003Cbr\u003E造成\u003Cspan class=\"highlight\"\u003E+ | "ability_vampirebat_batswarm_t3_desc": "击中时:\u003Cbr\u003E造成\u003Cspan class=\"highlight\"\u003E+0.5%\u003C/span\u003E当前生命值的伤害", | ||
"ability_vampirebat_doubledagger": "双刃飞袭", | "ability_vampirebat_doubledagger": "双刃飞袭", | ||
"ability_vampirebat_doubledagger_desc": "连续投掷两把飞刀,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果两把飞刀命中同一目标,则会造成 {g:citadel_inline_attribute:'BonusSpiritDamage'}。", | "ability_vampirebat_doubledagger_desc": "连续投掷两把飞刀,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果两把飞刀命中同一目标,则会造成 {g:citadel_inline_attribute:'BonusSpiritDamage'}。", | ||
| Line 8,260: | Line 8,492: | ||
"ability_vampirebat_lovebites": "爱的轻啮", | "ability_vampirebat_lovebites": "爱的轻啮", | ||
"ability_vampirebat_lovebites/lovebites_proc": "爱的轻啮", | "ability_vampirebat_lovebites/lovebites_proc": "爱的轻啮", | ||
"ability_vampirebat_lovebites_desc": " | "ability_vampirebat_lovebites_desc": "子弹会造成额外{g:citadel_inline_attribute:'SpiritDamage'}。技能造成伤害时会积累形成猛烈的\u003Cspan class=\"highlight\"\u003E啮痕\u003C/span\u003E,造成{g:citadel_inline_attribute:'BonusSpiritDamage'}.。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E爱的轻啮对每个目标拥有单独的冷却时间。\u003C/span\u003E", | ||
"ability_vampirebat_lovebites_flatdamage": "爱的轻啮(击中时)", | "ability_vampirebat_lovebites_flatdamage": "爱的轻啮(击中时)", | ||
"ability_vampirebat_lovebites_t1_desc": "触发时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E减速,持续3秒", | "ability_vampirebat_lovebites_t1_desc": "触发时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E减速,持续3秒", | ||
"ability_vampirebat_lovebites_t2_desc": "\u003Cspan class=\"highlight\"\u003E+3\u003C/span\ | "ability_vampirebat_lovebites_t2_desc": "\u003Cspan class=\"highlight\"\u003E+3\u003C/span\u003E每颗子弹元灵伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+45\u003C/span\u003E额外伤害", | ||
"ability_vampirebat_lovebites_t3_desc": "\u003Cspan class=\"highlight\"\u003E- | "ability_vampirebat_lovebites_t3_desc": "\u003Cspan class=\"highlight\"\u003E-5\u003C/span\u003E冷却时间\u003Cbr\u003E触发时:\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E射速,持续5秒", | ||
"ability_vampirebat_steallife": "挥伞", | "ability_vampirebat_steallife": "挥伞", | ||
"ability_vampirebat_steallife_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E利用手中的雨伞进行挥击,造成{g:citadel_inline_attribute:'SpiritDamage'},伤害会随着目标缺失的生命值而增加。如果挥伞击败了目标,会获得一次{g:citadel_inline_attribute:'Heal'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E按住{g:citadel_binding:'ADS'}可以使自己短暂漂浮。", | "ability_vampirebat_steallife_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E利用手中的雨伞进行挥击,造成{g:citadel_inline_attribute:'SpiritDamage'},伤害会随着目标缺失的生命值而增加。如果挥伞击败了目标,会获得一次{g:citadel_inline_attribute:'Heal'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E按住{g:citadel_binding:'ADS'}可以使自己短暂漂浮。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E挥伞会直接击倒生命值低于60点生命。\u003C/span\u003E", | ||
"ability_vampirebat_steallife_t2_desc": "\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E每次击倒治疗\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8秒\u003C/span\u003E冷却时间", | "ability_vampirebat_steallife_t2_desc": "\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E每次击倒治疗\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8秒\u003C/span\u003E冷却时间", | ||
"ability_vampirebat_steallife_t3_desc": "\u003Cspan class=\"highlight\"\u003E+7%\u003C/span\u003E缺失生命值伤害并提升每次击倒治疗的元灵增强系数", | "ability_vampirebat_steallife_t3_desc": "\u003Cspan class=\"highlight\"\u003E+7%\u003C/span\u003E缺失生命值伤害并提升每次击倒治疗的元灵增强系数", | ||
| Line 8,273: | Line 8,505: | ||
"ability_viper_debuffdagger_desc": "掷出一把匕首,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E后续每次对同个目标掷出匕首会叠加造成{g:citadel_inline_attribute:'SpiritDamage'}和{g:citadel_inline_attribute:'Slow'}。", | "ability_viper_debuffdagger_desc": "掷出一把匕首,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E后续每次对同个目标掷出匕首会叠加造成{g:citadel_inline_attribute:'SpiritDamage'}和{g:citadel_inline_attribute:'Slow'}。", | ||
"ability_viper_debuffdagger_quip": "投掷出具有减速效果的匕首", | "ability_viper_debuffdagger_quip": "投掷出具有减速效果的匕首", | ||
"ability_viper_debuffdagger_t2_desc": "击中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%\u003C/span\u003E子弹抗性\u003Cbr\u003E每次叠加\u003Cspan class=\"highlight\"\u003E- | "ability_viper_debuffdagger_t2_desc": "击中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%\u003C/span\u003E子弹抗性\u003Cbr\u003E每次叠加\u003Cspan class=\"highlight\"\u003E-6%\u003C/span\u003E子弹抗性", | ||
"ability_viper_debuffdagger_t3_desc": " | "ability_viper_debuffdagger_t3_desc": "+\u003Cspan class=\\\"highlight\\\"\u003E2\u003C/span\u003E最高叠加层数\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-2秒\u003C/span\u003E充能延迟\u003Cbr\u003E击中时:返还\u003Cspan class=\\\"highlight\\\"\u003E55%\u003C/span\u003E充能冷却", | ||
"ability_viper_hookdagger": "连攻飞刃", | "ability_viper_hookdagger": "连攻飞刃", | ||
"ability_viper_hookdagger_desc": "投掷一把利刃,造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。利刃随后返回,再次造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E,并施加\u003Cspan class=\"highlight\"\u003E减速效果\u003C/span\u003E。", | "ability_viper_hookdagger_desc": "投掷一把利刃,造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。利刃随后返回,再次造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E,并施加\u003Cspan class=\"highlight\"\u003E减速效果\u003C/span\u003E。", | ||
| Line 8,296: | Line 8,528: | ||
"ability_viper_venom_desc": "向目标注入危险的蛇毒。经过一段时间后蛇毒会触发,造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。目标缺失的生命值会使受到的伤害增加。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E危险蛇毒会无视石化的伤害阻挡。\u003C/span\u003E", | "ability_viper_venom_desc": "向目标注入危险的蛇毒。经过一段时间后蛇毒会触发,造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。目标缺失的生命值会使受到的伤害增加。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E危险蛇毒会无视石化的伤害阻挡。\u003C/span\u003E", | ||
"ability_viper_venom_quip": "给敌人注射危险蛇毒", | "ability_viper_venom_quip": "给敌人注射危险蛇毒", | ||
"ability_viper_venom_t2_desc": "\u003Cspan class=\"highlight\"\u003E-40%\u003C/span\u003E治疗降低\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E- | "ability_viper_venom_t2_desc": "\u003Cspan class=\"highlight\"\u003E-40%\u003C/span\u003E治疗降低\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-12秒\u003C/span\u003E冷却时间", | ||
"ability_viper_venom_t3_desc": "子弹还会积累\u003Cspan class=\"highlight\"\u003E危险蛇毒\u003C/span\u003E", | "ability_viper_venom_t3_desc": "子弹还会积累\u003Cspan class=\"highlight\"\u003E危险蛇毒\u003C/span\u003E", | ||
"ability_warden_crowd_control": "炼金瓶", | "ability_warden_crowd_control": "炼金瓶", | ||
| Line 8,302: | Line 8,534: | ||
"ability_warden_crowd_control_quip": "对附近的敌人造成伤害和负面效果", | "ability_warden_crowd_control_quip": "对附近的敌人造成伤害和负面效果", | ||
"ability_warden_crowd_control_t1_desc": "击中的敌人\u003Cbr\u003E会失去\u003Cspan class=\"highlight\"\u003E1耐力\u003C/span\u003E", | "ability_warden_crowd_control_t1_desc": "击中的敌人\u003Cbr\u003E会失去\u003Cspan class=\"highlight\"\u003E1耐力\u003C/span\u003E", | ||
"ability_warden_crowd_control_t2_desc": "\u003Cspan class=\"highlight\"\u003E+ | "ability_warden_crowd_control_t2_desc": "\u003Cspan class=\"highlight\"\u003E+35伤害\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-25%武器伤害\u003C/span\u003E", | ||
"ability_warden_crowd_control_t3_desc": "\u003Cspan class=\"highlight\"\u003E-7秒\u003C/span\u003E冷却时间并\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E-30%\u003C/span\u003E射速", | "ability_warden_crowd_control_t3_desc": "\u003Cspan class=\"highlight\"\u003E-7秒\u003C/span\u003E冷却时间并\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E-30%\u003C/span\u003E射速", | ||
"ability_warden_high_alert": "意志力", | "ability_warden_high_alert": "意志力", | ||
"ability_warden_high_alert_desc": "获得一个\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度加成\u003C/span\u003E。", | "ability_warden_high_alert_desc": "获得一个\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度加成\u003C/span\u003E。", | ||
"ability_warden_high_alert_quip": "获得屏障和移动速度", | "ability_warden_high_alert_quip": "获得屏障和移动速度", | ||
"ability_warden_high_alert_t2_desc": "- | "ability_warden_high_alert_t2_desc": "-24秒冷却时间\u003Cbr\u003E+2秒持续时间", | ||
"ability_warden_high_alert_t3_desc": "\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E减益抗性\u003Cbr\u003E提升屏障增强系数", | "ability_warden_high_alert_t3_desc": "\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E减益抗性\u003Cbr\u003E提升屏障增强系数", | ||
"ability_warden_lock_down": "束缚之言", | "ability_warden_lock_down": "束缚之言", | ||
| Line 8,313: | Line 8,545: | ||
"ability_warden_lock_down_quip": "干扰目标,若其未逃脱,则会被定身", | "ability_warden_lock_down_quip": "干扰目标,若其未逃脱,则会被定身", | ||
"ability_warden_lock_down_t1_desc": "Warden在\u003Cspan class=\"highlight\"\u003E5秒\u003C/span\u003E内对定身英雄造成的子弹伤害\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E", | "ability_warden_lock_down_t1_desc": "Warden在\u003Cspan class=\"highlight\"\u003E5秒\u003C/span\u003E内对定身英雄造成的子弹伤害\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E", | ||
"ability_warden_lock_down_t2_desc": "+0.75秒持续时间 | "ability_warden_lock_down_t2_desc": "+0.75秒持续时间", | ||
"ability_warden_lock_down_t3_desc": "- | "ability_warden_lock_down_t3_desc": "-14秒冷却时间\u003Cbr\u003E沉默敌人,直到他们逃跑或被定身", | ||
"ability_warden_riot_protocol": "屹立不倒", | "ability_warden_riot_protocol": "屹立不倒", | ||
"ability_warden_riot_protocol_desc": "充能2秒后,\u003Cspan class=\"highlight\"\u003E发出脉冲,对敌人造成伤害,并基于造成的伤害治疗自身\u003C/span\u003E。\u003Cbr\u003E施放“屹立不倒”期间,\u003Cspan class=\"highlight\"\u003E子弹抗性和元灵抗性\u003C/span\u003E会极大提高。", | "ability_warden_riot_protocol_desc": "充能2秒后,\u003Cspan class=\"highlight\"\u003E发出脉冲,对敌人造成伤害,并基于造成的伤害治疗自身\u003C/span\u003E。\u003Cbr\u003E施放“屹立不倒”期间,\u003Cspan class=\"highlight\"\u003E子弹抗性和元灵抗性\u003C/span\u003E会极大提高。", | ||
"ability_warden_riot_protocol_quip": "发出脉冲,从敌人身上吸取生命", | "ability_warden_riot_protocol_quip": "发出脉冲,从敌人身上吸取生命", | ||
"ability_warden_riot_protocol_t2_desc": "+40.5每秒伤害\u003Cbr\u003E-30秒冷却时间", | "ability_warden_riot_protocol_t2_desc": "+40.5每秒伤害\u003Cbr\u003E-30秒冷却时间", | ||
"ability_warden_riot_protocol_t3_desc": "+ | "ability_warden_riot_protocol_t3_desc": "+4秒持续时间\u003Cbr\u003E持续施法期间势不可挡且+30%抗性", | ||
"ability_werewolf_cripplingslash": "长尾猛击", | "ability_werewolf_cripplingslash": "长尾猛击", | ||
"ability_werewolf_cripplingslash/debuff": "长尾猛击", | "ability_werewolf_cripplingslash/debuff": "长尾猛击", | ||
| Line 8,343: | Line 8,575: | ||
"ability_werewolf_netshot": "缠结兽索", | "ability_werewolf_netshot": "缠结兽索", | ||
"ability_werewolf_netshot/debuff": "缠结兽索", | "ability_werewolf_netshot/debuff": "缠结兽索", | ||
"ability_werewolf_netshot_desc": "扔出一个捕兽索,造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Slow'} | "ability_werewolf_netshot_desc": "扔出一个捕兽索,造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Slow'}并阻止位移类技能或耐力。", | ||
"ability_werewolf_netshot_t3_desc": "\u003Cspan class=\"highlight\"\u003E | "ability_werewolf_netshot_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.75秒\u003C/span\u003E减益持续时间。\u003Cbr\u003E兽索弹跳至\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E个额外目标", | ||
"ability_werewolf_onthehunt": "狩猎中途", | "ability_werewolf_onthehunt": "狩猎中途", | ||
"ability_werewolf_onthehunt_desc": "获得{g:citadel_inline_attribute:'BonusFireRate'}和{g:citadel_inline_attribute:'BonusMoveSpeed'},附近友方英雄获得半额效果。在此期间击倒敌人会重新施放狩猎中途。", | "ability_werewolf_onthehunt_desc": "获得{g:citadel_inline_attribute:'BonusFireRate'}和{g:citadel_inline_attribute:'BonusMoveSpeed'},附近友方英雄获得半额效果。在此期间击倒敌人会重新施放狩猎中途。", | ||
| Line 8,357: | Line 8,589: | ||
"ability_werewolf_transformation_ready_hint": "释放!", | "ability_werewolf_transformation_ready_hint": "释放!", | ||
"ability_werewolf_transformation_t1_desc": "\u003Cspan class=\"highlight\"\u003E+15%\u003C/span\u003E子弹和元灵抗性", | "ability_werewolf_transformation_t1_desc": "\u003Cspan class=\"highlight\"\u003E+15%\u003C/span\u003E子弹和元灵抗性", | ||
"ability_werewolf_transformation_t2_desc": "\u003Cspan class=\"highlight\"\u003E+4米/秒\u003C/span\u003E移动速度\u003Cbr\u003E\u003Cspan class=\"highlight\"\ | "ability_werewolf_transformation_t2_desc": "\u003Cspan class=\"highlight\"\u003E+4米/秒\u003C/span\u003E移动速度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E200\u003C/span\u003E额外生命值", | ||
"ability_werewolf_transformation_t3_desc": " | "ability_werewolf_transformation_t3_desc": "击倒英雄时:刷新技能和持续时间", | ||
"ability_werewolf_transformation_trigger": "终止咒缚", | "ability_werewolf_transformation_trigger": "终止咒缚", | ||
"ability_werewolf_transformation_trigger_desc": "恢复人形。", | "ability_werewolf_transformation_trigger_desc": "恢复人形。", | ||
"ability_werewolf_unloadgun": "火力凶猛", | "ability_werewolf_unloadgun": "火力凶猛", | ||
"ability_werewolf_unloadgun/buff": "火力凶猛", | "ability_werewolf_unloadgun/buff": "火力凶猛", | ||
"ability_werewolf_unloadgun_desc": "立刻装填枪械。有限次数的射击获得{g:citadel_inline_attribute:'BonusFireRate'},并且根据目标的生命值造成额外{g:citadel_inline_attribute:'WeaponDamage'},但精准度会降低。", | "ability_werewolf_unloadgun_desc": "立刻装填枪械。有限次数的射击获得{g:citadel_inline_attribute:'BonusFireRate'},并且根据目标的生命值造成额外{g:citadel_inline_attribute:'WeaponDamage'},但精准度会降低。\u003Cbr\u003E\u003Cbr\u003E对步兵和中立生物造成额外武器伤害。", | ||
"ability_werewolf_unloadgun_t3_desc": "如果全部命中,造成\u003Cspan class=\"highlight\"\u003E+ | "ability_werewolf_unloadgun_t3_desc": "如果全部命中,造成\u003Cspan class=\"highlight\"\u003E+7%\u003C/span\u003E当前生命值的伤害", | ||
"ability_wrecker_salvage": "灰飞烟灭", | "ability_wrecker_salvage": "灰飞烟灭", | ||
"ability_wrecker_salvage/modifier_wrecker_salvage": "被束缚", | "ability_wrecker_salvage/modifier_wrecker_salvage": "被束缚", | ||
| Line 8,466: | Line 8,698: | ||
"citadel_ability_bull_charge_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E", | "citadel_ability_bull_charge_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E", | ||
"citadel_ability_bull_charge_t2_desc": "撞到墙壁时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.8秒\u003C/span\u003E眩晕", | "citadel_ability_bull_charge_t2_desc": "撞到墙壁时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.8秒\u003C/span\u003E眩晕", | ||
"citadel_ability_bull_charge_t3_desc": "\u003Cspan class=\"highlight\"\u003E- | "citadel_ability_bull_charge_t3_desc": "\u003Cspan class=\"highlight\"\u003E-18秒\u003C/span\u003E冷却时间\u003Cbr\u003E与英雄相撞时:\u003Cspan class=\"highlight\"\u003E+1.5\u003C/span\u003E武器伤害,持续\u003Cspan class=\"highlight\"\u003E6\u003C/span\u003E秒", | ||
"citadel_ability_bull_heal": "生命汲取", | "citadel_ability_bull_heal": "生命汲取", | ||
"citadel_ability_bull_heal/modifier_bull_heal_aura": "生命汲取", | "citadel_ability_bull_heal/modifier_bull_heal_aura": "生命汲取", | ||
"citadel_ability_bull_heal_desc": " | "citadel_ability_bull_heal_desc": "吸取附近敌人的生命值,造成{g:citadel_inline_attribute:'SpiritDPS'},并为自己{g:citadel_inline_attribute:'Healing'},治疗量为一定比例的伤害量。", | ||
"citadel_ability_bull_heal_quip": " | "citadel_ability_bull_heal_quip": "吸取附近敌人的生命值", | ||
"citadel_ability_bull_heal_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_bull_heal_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+18\u003C/span\u003E每秒伤害,元灵增强系数提升\u003C/span\u003E", | ||
"citadel_ability_bull_leap": "撼天动地", | "citadel_ability_bull_leap": "撼天动地", | ||
"citadel_ability_bull_leap_desc": "跳跃至高空然后撞击地面,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Stun'}。", | "citadel_ability_bull_leap_desc": "跳跃至高空然后撞击地面,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Stun'}。", | ||
"citadel_ability_bull_leap_quip": "从上方猛击敌人,使其眩晕", | "citadel_ability_bull_leap_quip": "从上方猛击敌人,使其眩晕", | ||
"citadel_ability_bull_leap_t3_desc": " | "citadel_ability_bull_leap_t3_desc": "施法时\u003Cbr\u003E变为\u003Cspan class=\"highlight\"\u003E势不可挡\u003C/span\u003E,持续6秒\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+6米\u003C/span\u003E冲击半径", | ||
"citadel_ability_bullet_damage_amp_wall": "Bullet Damage Amp Wall", | "citadel_ability_bullet_damage_amp_wall": "Bullet Damage Amp Wall", | ||
"citadel_ability_card_toss": "卡牌戏法", | "citadel_ability_card_toss": "卡牌戏法", | ||
"citadel_ability_card_toss_desc": "造成武器伤害会召唤随机花色的卡牌。每张卡牌都可以掷出,造成伤害并根据花色施加不同效果。掷出的卡牌会飞向准星下的敌人或目标点。", | "citadel_ability_card_toss_desc": "造成武器伤害会召唤随机花色的卡牌。每张卡牌都可以掷出,造成伤害并根据花色施加不同效果。掷出的卡牌会飞向准星下的敌人或目标点。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E副施法可以掷出第一张卡牌\u003C/span\u003E", | ||
"citadel_ability_card_toss_quip": "投掷魔法卡牌", | "citadel_ability_card_toss_quip": "投掷魔法卡牌", | ||
"citadel_ability_card_toss_t2_desc": "+40伤害\u003Cbr\u003E提升元灵增强系数", | "citadel_ability_card_toss_t2_desc": "+40伤害\u003Cbr\u003E提升元灵增强系数", | ||
| Line 8,501: | Line 8,733: | ||
"citadel_ability_chrono_kinetic_carbine_expiring": "即将失效", | "citadel_ability_chrono_kinetic_carbine_expiring": "即将失效", | ||
"citadel_ability_chrono_kinetic_carbine_quip": "为武器充能,造成高伤害和时间停止", | "citadel_ability_chrono_kinetic_carbine_quip": "为武器充能,造成高伤害和时间停止", | ||
"citadel_ability_chrono_kinetic_carbine_t3_desc": "+2秒保持充能持续时间\u003Cbr\u003E+ | "citadel_ability_chrono_kinetic_carbine_t2_desc": "-12秒冷却时间\u003Cbr\u003E提升速度增强系数", | ||
"citadel_ability_chrono_kinetic_carbine_t3_desc": "+2秒保持充能持续时间\u003Cbr\u003E+55%伤害增强系数", | |||
"citadel_ability_chrono_pulse_grenade": "脉冲手雷", | "citadel_ability_chrono_pulse_grenade": "脉冲手雷", | ||
"citadel_ability_chrono_pulse_grenade_AMP": "脉冲手雷伤害提升", | "citadel_ability_chrono_pulse_grenade_AMP": "脉冲手雷伤害提升", | ||
| Line 8,512: | Line 8,745: | ||
"citadel_ability_chrono_swap_quip": "与一名敌方英雄互换位置", | "citadel_ability_chrono_swap_quip": "与一名敌方英雄互换位置", | ||
"citadel_ability_chrono_swap_t1_desc": "持续8秒的\u003Cspan class=\"highlight\"\u003E200屏障\u003C/span\u003E\u003Cbr\u003E屏障数值会根据元灵提升", | "citadel_ability_chrono_swap_t1_desc": "持续8秒的\u003Cspan class=\"highlight\"\u003E200屏障\u003C/span\u003E\u003Cbr\u003E屏障数值会根据元灵提升", | ||
"citadel_ability_chrono_swap_t2_desc": "\u003Cspan class=\"highlight\"\u003E- | "citadel_ability_chrono_swap_t2_desc": "\u003Cspan class=\"highlight\"\u003E-30秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+13米\u003C/span\u003E施法距离", | ||
"citadel_ability_chrono_swap_t3_desc": "与击中目标\u003Cspan class=\"highlight\"\u003E7米\u003C/span\u003E内所有敌人交换\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10%\u003C/span\u003E最大生命值伤害", | "citadel_ability_chrono_swap_t3_desc": "与击中目标\u003Cspan class=\"highlight\"\u003E7米\u003C/span\u003E内所有敌人交换\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10%\u003C/span\u003E最大生命值伤害", | ||
"citadel_ability_chrono_time_wall": "时间之墙", | "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 class=\"highlight\"\u003E敌人投射物和子弹\u003C/span\u003E的\u003Cspan class=\"highlight\"\u003E时间停止\u003C/span\u003E,并且提升友军子弹的\u003Cspan class=\"highlight\"\u003E速度和伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E触碰墙壁的敌人将会被短暂\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E。", | "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 class=\"highlight\"\u003E敌人投射物和子弹\u003C/span\u003E的\u003Cspan class=\"highlight\"\u003E时间停止\u003C/span\u003E,并且提升友军子弹的\u003Cspan class=\"highlight\"\u003E速度和伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E触碰墙壁的敌人将会被短暂\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E。", | ||
"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_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 class=\"highlight\"\u003E+ | "citadel_ability_chrono_time_wall_t1_desc": "\u003Cspan class=\"highlight\"\u003E+3.5秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E宽度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1米\u003C/span\u003E高度", | ||
"citadel_ability_chrono_time_wall_t2_desc": "\u003Cspan class=\"highlight\"\u003E2.3秒\u003C/span\u003E沉默时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_chrono_time_wall_t2_desc": "\u003Cspan class=\"highlight\"\u003E2.3秒\u003C/span\u003E沉默时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+35%\u003C/span\u003E武器伤害", | ||
"citadel_ability_chrono_time_wall_t3_desc": " | "citadel_ability_chrono_time_wall_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2\u003C/span\u003E技能充能", | ||
"citadel_ability_converge": "Converge", | "citadel_ability_converge": "Converge", | ||
"citadel_ability_converge_desc": "Throw a grenade that quckly pulls enemies toward its center.", | "citadel_ability_converge_desc": "Throw a grenade that quckly pulls enemies toward its center.", | ||
| Line 8,574: | Line 8,807: | ||
"citadel_ability_flying_strike_desc": "掷出抓钩,\u003Cspan class=\\\"highlight\\\"\u003E将自已拉向敌人,落地时造成轻{g:citadel_inline_attribute:'MeleeDamage'}并使目标减速\u003C/span\u003E。", | "citadel_ability_flying_strike_desc": "掷出抓钩,\u003Cspan class=\\\"highlight\\\"\u003E将自已拉向敌人,落地时造成轻{g:citadel_inline_attribute:'MeleeDamage'}并使目标减速\u003C/span\u003E。", | ||
"citadel_ability_flying_strike_quip": "飞向瞄准的敌人", | "citadel_ability_flying_strike_quip": "飞向瞄准的敌人", | ||
"citadel_ability_flying_strike_t2_desc": "\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_flying_strike_t2_desc": "获得\u003Cspan class=\"highlight\"\u003E+35\u003C/span\u003E元灵力量,持续\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E", | ||
"citadel_ability_flying_strike_t3_desc": " | "citadel_ability_flying_strike_t3_desc": "副施法可以将自己拉向友军\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+15米\u003C/span\u003E施法距离\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E1次额外充能\u003C/span\u003E", | ||
"citadel_ability_gigawatt_lightning_strike": "雷霆风暴闪电袭击", | "citadel_ability_gigawatt_lightning_strike": "雷霆风暴闪电袭击", | ||
"citadel_ability_grapplehook": "Grapple Hook", | "citadel_ability_grapplehook": "Grapple Hook", | ||
| Line 8,625: | Line 8,858: | ||
"citadel_ability_hornet_sting_quip": "使目标持续流失生命", | "citadel_ability_hornet_sting_quip": "使目标持续流失生命", | ||
"citadel_ability_hornet_sting_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E治疗降低", | "citadel_ability_hornet_sting_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E治疗降低", | ||
"citadel_ability_hornet_sting_t2_desc": "\u003Cspan class=\"highlight\"\u003E+0.5%\u003C/span\u003E生命流失伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E- | "citadel_ability_hornet_sting_t2_desc": "\u003Cspan class=\"highlight\"\u003E+0.5%\u003C/span\u003E生命流失伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-16秒\u003C/span\u003E冷却时间", | ||
"citadel_ability_hornet_sting_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%子弹抗性\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%元灵抗性\u003C/span\u003E", | "citadel_ability_hornet_sting_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%子弹抗性\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%元灵抗性\u003C/span\u003E", | ||
"citadel_ability_infinity_slash": "暗影变身术", | "citadel_ability_infinity_slash": "暗影变身术", | ||
| Line 8,632: | Line 8,865: | ||
"citadel_ability_infinity_slash_desc": "和Yamato的暗魂融为一体。在最初的\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E变身后,\u003Cspan class=\"highlight\"\u003E技能会刷新并加快60%\u003C/span\u003E。获得\u003Cspan class=\"highlight\"\u003E负面状态免疫\u003C/span\u003E,并大幅提升\u003Cspan class=\"highlight\"\u003E子弹和元灵抗性\u003C/span\u003E。\u003Cbr\u003E击倒一名英雄时会\u003Cspan class=\"highlight\"\u003E恢复生命值\u003C/span\u003E,同时\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E延长。", | "citadel_ability_infinity_slash_desc": "和Yamato的暗魂融为一体。在最初的\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E变身后,\u003Cspan class=\"highlight\"\u003E技能会刷新并加快60%\u003C/span\u003E。获得\u003Cspan class=\"highlight\"\u003E负面状态免疫\u003C/span\u003E,并大幅提升\u003Cspan class=\"highlight\"\u003E子弹和元灵抗性\u003C/span\u003E。\u003Cbr\u003E击倒一名英雄时会\u003Cspan class=\"highlight\"\u003E恢复生命值\u003C/span\u003E,同时\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E延长。", | ||
"citadel_ability_infinity_slash_quip": "变得无敌且更为强大", | "citadel_ability_infinity_slash_quip": "变得无敌且更为强大", | ||
"citadel_ability_infinity_slash_t2_desc": "+4米移动速度\u003Cbr\ | "citadel_ability_infinity_slash_t2_desc": "+4米移动速度\u003Cbr\u003E-20秒冷却时间", | ||
"citadel_ability_infinity_slash_t3_desc": "+3秒持续时间\u003Cbr\u003E+30%子弹抗性\u003Cbr\u003E+30%元灵抗性", | "citadel_ability_infinity_slash_t3_desc": "+3秒持续时间\u003Cbr\u003E+30%子弹抗性\u003Cbr\u003E+30%元灵抗性", | ||
"citadel_ability_interrupted": "被打断", | "citadel_ability_interrupted": "被打断", | ||
| Line 8,657: | Line 8,890: | ||
"citadel_ability_lash_quip": "用鞭子将自己拉向敌人", | "citadel_ability_lash_quip": "用鞭子将自己拉向敌人", | ||
"citadel_ability_lash_t2_desc": "\u003Cspan class=\"highlight\"\u003E+20米\u003C/span\u003E射程并获得\u003Cspan class=\"highlight\"\u003E+7\u003C/span\u003E武器伤害,持续10秒", | "citadel_ability_lash_t2_desc": "\u003Cspan class=\"highlight\"\u003E+20米\u003C/span\u003E射程并获得\u003Cspan class=\"highlight\"\u003E+7\u003C/span\u003E武器伤害,持续10秒", | ||
"citadel_ability_lash_t3_desc": " | "citadel_ability_lash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能\u003Cbr\u003E施放时:\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E耐力\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+60%\u003C/span\u003E空中控制", | ||
"citadel_ability_lash_throw_grenade": "Throw Explosive", | "citadel_ability_lash_throw_grenade": "Throw Explosive", | ||
"citadel_ability_lash_ultimate": "死亡猛击", | "citadel_ability_lash_ultimate": "死亡猛击", | ||
| Line 8,664: | Line 8,897: | ||
"citadel_ability_lash_ultimate_desc": "聚焦于敌人后将鞭子捆到他们身上。施法后,被捆住的敌人会被\u003Cspan class=\"highlight\"\u003E举起并眩晕\u003C/span\u003E,然后摔到地上。被摔的敌人和落地区域内的所有敌人都会\u003Cspan class=\"highlight\"\u003E受到伤害并减速\u003C/span\u003E。\u003Cbr\u003E按下{g:citadel_binding:'Attack'}可以把捆住的敌人提前扔出。不在视线范围内的敌人或在捆绑过程中超出范围的敌人不会被抓住。", | "citadel_ability_lash_ultimate_desc": "聚焦于敌人后将鞭子捆到他们身上。施法后,被捆住的敌人会被\u003Cspan class=\"highlight\"\u003E举起并眩晕\u003C/span\u003E,然后摔到地上。被摔的敌人和落地区域内的所有敌人都会\u003Cspan class=\"highlight\"\u003E受到伤害并减速\u003C/span\u003E。\u003Cbr\u003E按下{g:citadel_binding:'Attack'}可以把捆住的敌人提前扔出。不在视线范围内的敌人或在捆绑过程中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_lash_ultimate_quip": "举起敌人并将其猛砸到地上", | ||
"citadel_ability_lash_ultimate_t3_desc": "\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\ | "citadel_ability_lash_ultimate_t3_desc": "\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E半径内敌人1.2秒\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+6米\u003C/span\u003E施法距离", | ||
"citadel_ability_lightning_ball": "球状闪电", | "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/modifier_citadel_lightningball": "球状闪电减速", | ||
| Line 8,670: | Line 8,903: | ||
"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+1.75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 8,719: | Line 8,952: | ||
"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": " | "citadel_ability_mobile_resupply_t1_desc": "\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E持续时间", | ||
"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 最大生命值恢复\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3m\u003C/span\u003E治疗半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E元灵抗性", | ||
"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 8,737: | Line 8,970: | ||
"citadel_ability_passive_beefy_desc": "获得额外的防御属性。受到伤害时会临时{g:citadel_inline_attribute:'Regen'}一定比例的伤害量。", | "citadel_ability_passive_beefy_desc": "获得额外的防御属性。受到伤害时会临时{g:citadel_inline_attribute:'Regen'}一定比例的伤害量。", | ||
"citadel_ability_passive_beefy_quip": "恢复部分受到的伤害", | "citadel_ability_passive_beefy_quip": "恢复部分受到的伤害", | ||
"citadel_ability_passive_beefy_t3_desc": "\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E减益抗性\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_passive_beefy_t3_desc": "\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E减益抗性\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+8%\u003C/span\u003E伤害恢复", | ||
"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 8,798: | Line 9,031: | ||
"citadel_ability_rocket_barrage_desc": "释放一群火箭弹,自动瞄准目标位置。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EMcGinnis移动速度降低,但仍可使用耐力。\u003C/span\u003E", | "citadel_ability_rocket_barrage_desc": "释放一群火箭弹,自动瞄准目标位置。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EMcGinnis移动速度降低,但仍可使用耐力。\u003C/span\u003E", | ||
"citadel_ability_rocket_barrage_quip": "用火箭弹轰炸一个区域", | "citadel_ability_rocket_barrage_quip": "用火箭弹轰炸一个区域", | ||
"citadel_ability_rocket_barrage_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E30%移动和冲刺减速\u003C/span\ | "citadel_ability_rocket_barrage_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E30%移动和冲刺减速\u003C/span\u003E,持续1秒", | ||
"citadel_ability_rocket_barrage_t2_desc": "\u003Cspan class=\"highlight\"\u003E- | "citadel_ability_rocket_barrage_t2_desc": "\u003Cspan class=\"highlight\"\u003E-45秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+6秒\u003C/span\u003E持续时间", | ||
"citadel_ability_rocket_barrage_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_rocket_barrage_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+15\u003C/span\u003E每颗火箭伤害\u003Cbr\u003E提升元灵增强系数", | ||
"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.", | ||
| Line 8,815: | Line 9,048: | ||
"citadel_ability_shieldedsentry_quip": "部署一台自动炮塔", | "citadel_ability_shieldedsentry_quip": "部署一台自动炮塔", | ||
"citadel_ability_shieldedsentry_t1_desc": "\u003Cspan class=\"highlight\"\u003E+10\u003C/span\u003E炮塔每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E攻击距离", | "citadel_ability_shieldedsentry_t1_desc": "\u003Cspan class=\"highlight\"\u003E+10\u003C/span\u003E炮塔每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E攻击距离", | ||
"citadel_ability_shieldedsentry_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_shieldedsentry_t3_desc": "\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E炮塔射速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+12秒\u003C/span\u003E炮塔时长", | ||
"citadel_ability_shiv_dagger": "尖锋短刀", | "citadel_ability_shiv_dagger": "尖锋短刀", | ||
"citadel_ability_shiv_dagger_desc": "掷出一把锯齿刀,令敌人\u003Cspan class=\"highlight\"\u003E流失生命\u003C/span\u003E。每次额外击中都会\u003Cspan class=\"highlight\"\u003E叠加\u003C/span\u003E一层效果,并刷新流失生命持续时间,使每层流失生命值增加。", | "citadel_ability_shiv_dagger_desc": "掷出一把锯齿刀,令敌人\u003Cspan class=\"highlight\"\u003E流失生命\u003C/span\u003E。每次额外击中都会\u003Cspan class=\"highlight\"\u003E叠加\u003C/span\u003E一层效果,并刷新流失生命持续时间,使每层流失生命值增加。", | ||
| Line 8,821: | Line 9,054: | ||
"citadel_ability_shiv_dagger_max_rage_desc": "\u003Cbr\u003E终极解锁:\u003Cspan class=\"highlight\"\u003E怒气值满时\u003C/span\u003E短刀会弹到另一个敌人身上,并对流失生命的敌人施加减速效果。", | "citadel_ability_shiv_dagger_max_rage_desc": "\u003Cbr\u003E终极解锁:\u003Cspan class=\"highlight\"\u003E怒气值满时\u003C/span\u003E短刀会弹到另一个敌人身上,并对流失生命的敌人施加减速效果。", | ||
"citadel_ability_shiv_dagger_quip": "对敌人施加叠加流失生命效果", | "citadel_ability_shiv_dagger_quip": "对敌人施加叠加流失生命效果", | ||
"citadel_ability_shiv_dagger_t2_desc": "+2充能", | |||
"citadel_ability_shiv_dagger_t3_desc": "+12生命流失每秒伤害并提升元灵增强系数", | "citadel_ability_shiv_dagger_t3_desc": "+12生命流失每秒伤害并提升元灵增强系数", | ||
"citadel_ability_shiv_dash": "一网打尽", | "citadel_ability_shiv_dash": "一网打尽", | ||
"citadel_ability_shiv_dash_desc": "\u003Cspan class=\"highlight\"\u003E向前冲刺,对沿途的敌人造成伤害\u003C/span\u003E。击中的敌人其{g:citadel_inline_attribute:'SpiritResist'}会减少。这个减益效果可以叠加。", | "citadel_ability_shiv_dash_desc": "\u003Cspan class=\"highlight\"\u003E向前冲刺,对沿途的敌人造成伤害\u003C/span\u003E。击中的敌人其{g:citadel_inline_attribute:'SpiritResist'}会减少。这个减益效果可以叠加。", | ||
"citadel_ability_shiv_dash_quip": "向前冲刺,对沿途所有敌人造成伤害", | "citadel_ability_shiv_dash_quip": "向前冲刺,对沿途所有敌人造成伤害", | ||
"citadel_ability_shiv_dash_t2_desc": "\u003Cspan class=\"highlight\"\u003E- | "citadel_ability_shiv_dash_t2_desc": "\u003Cspan class=\"highlight\"\u003E-4%\u003C/span\u003E元灵抗性\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E冲刺距离", | ||
"citadel_ability_shiv_dash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E冲击伤害\u003Cbr\u003E每次击中英雄\u003Cspan class=\"highlight\"\u003E-2秒\u003C/span\u003E冷却时间", | "citadel_ability_shiv_dash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E冲击伤害\u003Cbr\u003E每次击中英雄\u003Cspan class=\"highlight\"\u003E-2秒\u003C/span\u003E冷却时间", | ||
"citadel_ability_shiv_dash_t3_tooltip": "命中时", | "citadel_ability_shiv_dash_t3_tooltip": "命中时", | ||
| Line 8,836: | Line 9,070: | ||
"citadel_ability_shiv_killing_blow": "乘胜追击", | "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_buff": "怒气冲天", | ||
"citadel_ability_shiv_killing_blow_active_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E向前跳跃,对第一个敌方英雄造成{g:citadel_inline_attribute:'SpiritDamage'}。如果对方生命值低于\u003Cspan class=\"highlight\"\u003E击败临界值\u003C/span\u003E,则\u003Cspan class=\"highlight\"\u003E将其击倒\u003C/span\u003E。", | "citadel_ability_shiv_killing_blow_active_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E向前跳跃,对第一个敌方英雄造成{g:citadel_inline_attribute:'SpiritDamage'}。如果对方生命值低于\u003Cspan class=\"highlight\"\u003E击败临界值\u003C/span\u003E,则\u003Cspan class=\"highlight\"\u003E将其击倒\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E达成乘胜追击后\u003Cspan class=\"highlight\"\u003E16秒\u003C/span\u003E内可以再次施放。", | ||
"citadel_ability_shiv_killing_blow_passive_desc": "\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E对敌人造成伤害会累积怒气值。怒气值满时,Shiv获得伤害增加,其他技能也会获得\u003Cspan class=\"highlight\"\u003E特殊效果\u003C/span\u003E。", | "citadel_ability_shiv_killing_blow_passive_desc": "\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E对敌人造成伤害会累积怒气值。怒气值满时,Shiv获得伤害增加,其他技能也会获得\u003Cspan class=\"highlight\"\u003E特殊效果\u003C/span\u003E。", | ||
"citadel_ability_shiv_killing_blow_passive_desc_footer": "\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E如果未命中英雄,冷却时间增 30%。\u003C/span\u003E", | |||
"citadel_ability_shiv_killing_blow_quip": "来到一个低生命值英雄前,立即将其击倒", | "citadel_ability_shiv_killing_blow_quip": "来到一个低生命值英雄前,立即将其击倒", | ||
"citadel_ability_shiv_killing_blow_t1_desc": "怒气值满时获得\u003Cspan class=\"highlight\"\u003E+2米/秒\u003C/span\u003E移动速度", | "citadel_ability_shiv_killing_blow_t1_desc": "怒气值满时获得\u003Cspan class=\"highlight\"\u003E+6米\u003C/span\u003E距离\u003Cspan class=\"highlight\"\u003E+2米/秒\u003C/span\u003E移动速度", | ||
"citadel_ability_shiv_killing_blow_t2_desc": "\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_shiv_killing_blow_t2_desc": "\u003Cspan class=\"highlight\"\u003E+16%\u003C/span\u003E满怒气值时额外伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-25秒\u003C/span\u003E冷却时间", | ||
"citadel_ability_shiv_killing_blow_t3_desc": "\u003Cspan class=\"highlight\"\u003E+10%\u003C/span\u003E敌人生命临界值", | |||
"citadel_ability_shiv_killing_blow_ui_meter": "怒气值", | "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_shiv_killing_blow_while_full_rage": "怒气值满时", | ||
| Line 8,910: | Line 9,145: | ||
"citadel_ability_sticky_bomb_desc": "附着一枚会在一定延迟后爆炸的炸弹,爆炸对附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果炸弹击中或击败一名英雄,粘性炸弹都将获得\u003Cspan class=\"highlight\"\u003E永久伤害加成\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E叠加数值在60次击中和7次击倒后减少一半。", | "citadel_ability_sticky_bomb_desc": "附着一枚会在一定延迟后爆炸的炸弹,爆炸对附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果炸弹击中或击败一名英雄,粘性炸弹都将获得\u003Cspan class=\"highlight\"\u003E永久伤害加成\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E叠加数值在60次击中和7次击倒后减少一半。", | ||
"citadel_ability_sticky_bomb_quip": "在目标身上放置炸弹", | "citadel_ability_sticky_bomb_quip": "在目标身上放置炸弹", | ||
"citadel_ability_sticky_bomb_t3_desc": "施放时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E移动速度和\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_sticky_bomb_t3_desc": "施放时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E移动速度和\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E减益抗性,持续\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E", | ||
"citadel_ability_stomp": "动能脉冲", | "citadel_ability_stomp": "动能脉冲", | ||
"citadel_ability_stomp_desc": "释放一道沿地面传播的能量脉冲,造成{g:citadel_inline_attribute:'SpiritDamage'},并施加{g:citadel_inline_attribute:'KnockUp'}。", | "citadel_ability_stomp_desc": "释放一道沿地面传播的能量脉冲,造成{g:citadel_inline_attribute:'SpiritDamage'},并施加{g:citadel_inline_attribute:'KnockUp'}。", | ||
"citadel_ability_stomp_quip": "在地面上发出一道脉冲,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": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能", | "citadel_ability_stomp_t1_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能", | ||
"citadel_ability_stomp_t2_desc": "击中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E- | "citadel_ability_stomp_t2_desc": "击中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-15%\u003C/span\u003E子弹抗性和\u003Cspan class=\"highlight\"\u003E-30%\u003C/span\u003E移动速度\u003Cspan class=\"highlight\"\u003E,持续4秒\u003C/span\u003E", | ||
"citadel_ability_stomp_t3_desc": "\u003Cspan class=\"highlight\"\u003E+135\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_stomp_t3_desc": "\u003Cspan class=\"highlight\"\u003E+135\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+20米\u003C/span\u003E施法距离", | ||
"citadel_ability_storm_cloud": "雷霆风暴", | "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 class=\"highlight\"\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。", | "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 class=\"highlight\"\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。", | ||
| Line 8,923: | Line 9,158: | ||
"citadel_ability_storm_cloud_quip": "电击大片区域内的所有敌人", | "citadel_ability_storm_cloud_quip": "电击大片区域内的所有敌人", | ||
"citadel_ability_storm_cloud_t1_desc": "施放期间获得\u003Cspan class=\"highlight\"\u003E+55%子弹抗性\u003C/span\u003E", | "citadel_ability_storm_cloud_t1_desc": "施放期间获得\u003Cspan class=\"highlight\"\u003E+55%子弹抗性\u003C/span\u003E", | ||
"citadel_ability_storm_cloud_t2_desc": "\u003Cspan class=\"highlight\"\u003E+7秒\u003C/span\ | "citadel_ability_storm_cloud_t2_desc": "\u003Cspan class=\"highlight\"\u003E+7秒\u003C/span\u003E持续施法时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E最终半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E初始半径", | ||
"citadel_ability_storm_cloud_t3_desc": "\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_storm_cloud_t3_desc": "\u003Cspan class=\"highlight\"\u003E+65\u003C/span\u003E每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4米\u003C/span\u003E飞行速度", | ||
"citadel_ability_surveillance_drone": "Deploy Combat Drone", | "citadel_ability_surveillance_drone": "Deploy Combat Drone", | ||
"citadel_ability_surveillance_drone_camera": "Drone Camera", | "citadel_ability_surveillance_drone_camera": "Drone Camera", | ||
| Line 8,935: | Line 9,170: | ||
"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_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": "葛根连结", | "citadel_ability_tangotether": "葛根连结", | ||
"citadel_ability_tangotether_desc": "与附近的一名友军连结,获得加成效果,\u003Cspan class=\"highlight\"\u003E复制治疗\u003C/span\u003E,并且射击时无视移动速度惩罚。 | "citadel_ability_tangotether_desc": "与附近的一名友军连结,获得加成效果,\u003Cspan class=\"highlight\"\u003E复制治疗\u003C/span\u003E,并且射击时无视移动速度惩罚。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E没有连结时获得50%加成。\u003Cbr\u003E需要在视线范围内才能连结。\u003C/span\u003E", | ||
"citadel_ability_tangotether_lock": "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_quip": "强化自己和附近的一名友军", | ||
| Line 8,942: | Line 9,177: | ||
"citadel_ability_teleport": "传送动作", | "citadel_ability_teleport": "传送动作", | ||
"citadel_ability_tengu_airlift": "空投", | "citadel_ability_tengu_airlift": "空投", | ||
"citadel_ability_tengu_airlift_desc": "\u003Cspan class=\"highlight\"\u003E抓住一名友军\u003C/span\u003E并与其\u003Cspan class=\"highlight\"\u003E一起飞翔\u003C/span\u003E。投下友军会引发爆炸,造成{g:citadel_inline_attribute:'SpiritDamage'}。你和友军在飞行结束后获得伤害输出提升。\ | "citadel_ability_tengu_airlift_desc": "\u003Cspan class=\"highlight\"\u003E抓住一名友军\u003C/span\u003E并与其\u003Cspan class=\"highlight\"\u003E一起飞翔\u003C/span\u003E。投下友军会引发爆炸,造成{g:citadel_inline_attribute:'SpiritDamage'}。你和友军在飞行结束后获得伤害输出提升。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E对友军使用时冷却时间减少30%。\u003Cbr\u003E承受伤害会使本技能暂时无法使用。\u003Cbr\u003E在空中时,友军无法攻击,造成-20%伤害。\u003C/span\u003E", | ||
"citadel_ability_tengu_airlift_quip": "死亡从天而降!飞行并向敌人投放友军", | "citadel_ability_tengu_airlift_quip": "死亡从天而降!飞行并向敌人投放友军", | ||
"citadel_ability_tengu_airlift_t1_desc": "飞行结束时:\u003Cbr\u003E对Ivy和友军施加\u003Cspan class=\"highlight\"\u003E300\u003C/span\u003E,会根据元灵力量增强", | "citadel_ability_tengu_airlift_t1_desc": "飞行结束时:\u003Cbr\u003E对Ivy和友军施加\u003Cspan class=\"highlight\"\u003E300\u003C/span\u003E,会根据元灵力量增强", | ||
"citadel_ability_tengu_airlift_t2_desc": "对击中的敌人施加\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_tengu_airlift_t2_desc": "对击中的敌人施加\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E", | ||
"citadel_ability_tengu_airlift_t3_desc": "\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E击中的敌人,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E\u003Cbr\u003E提升伤害和屏障增强系数", | "citadel_ability_tengu_airlift_t3_desc": "\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E击中的敌人,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E\u003Cbr\u003E提升伤害和屏障增强系数", | ||
"citadel_ability_tengu_stone_form": "石像形态", | "citadel_ability_tengu_stone_form": "石像形态", | ||
| Line 8,951: | Line 9,186: | ||
"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+0.75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 8,973: | Line 9,208: | ||
"citadel_ability_uppercut_desc": "对附近敌人造成{g:citadel_inline_attribute:'MeleeDamage'}并施加{g:citadel_inline_attribute:'KnockBack'}。\u003Cbr\u003E\u003Cbr\u003E当敌人落地时,对其他附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'ReducedFireRate'}效果。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E爆炸勾拳也可对友军使用。\u003C/span\u003E", | "citadel_ability_uppercut_desc": "对附近敌人造成{g:citadel_inline_attribute:'MeleeDamage'}并施加{g:citadel_inline_attribute:'KnockBack'}。\u003Cbr\u003E\u003Cbr\u003E当敌人落地时,对其他附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'ReducedFireRate'}效果。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E爆炸勾拳也可对友军使用。\u003C/span\u003E", | ||
"citadel_ability_uppercut_quip": "将别人从身边打飞", | "citadel_ability_uppercut_quip": "将别人从身边打飞", | ||
"citadel_ability_uppercut_t2_desc": "击中英雄时:\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E2倍武器射程和+ | "citadel_ability_uppercut_t2_desc": "击中英雄时:\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E2倍武器射程和+30%武器伤害\u003C/span\u003E,持续9秒", | ||
"citadel_ability_uppercut_t3_desc": "击中英雄时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E抓钩臂的冷却时间设为0\u003C/span\u003E并恢复\u003Cspan class=\"highlight\"\u003E+ | "citadel_ability_uppercut_t3_desc": "击中英雄时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E抓钩臂的冷却时间设为0\u003C/span\u003E并恢复\u003Cspan class=\"highlight\"\u003E+18%\u003C/span\u003E的已损失生命值", | ||
"citadel_ability_viscous_ball_boost": "Slam Ball", | "citadel_ability_viscous_ball_boost": "Slam Ball", | ||
"citadel_ability_void_sphere": "量子闪现", | "citadel_ability_void_sphere": "量子闪现", | ||
"citadel_ability_void_sphere_desc": "短暂进入\u003Cspan class=\"highlight\"\u003E不可成为目标\u003C/span\u003E的状态,并传送至目标位置。使用时恢复耐力。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E:带上附近的友军。", | "citadel_ability_void_sphere_desc": "短暂进入\u003Cspan class=\"highlight\"\u003E不可成为目标\u003C/span\u003E的状态,并传送至目标位置。使用时恢复耐力。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E:带上附近的友军。", | ||
"citadel_ability_void_sphere_quip": "瞬间消失并重新出现", | "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": "非大招减益降低\u003Cspan class=\"highlight\"\u003E50%\u003C/span\u003E\u003Cbr\u003E恢复\u003Cspan class=\"highlight\"\u003E1\u003C/span\u003E点充能", | ||
"citadel_ability_wing_blast": "Wing Blast", | "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_wing_blast_desc": "Create a blast of air that pushes enemies away and damages them.", | ||
| Line 9,274: | Line 9,509: | ||
"citadel_keybind_hideout_use": "与大本营物体互动", | "citadel_keybind_hideout_use": "与大本营物体互动", | ||
"citadel_keybind_increase_replay_speed": "加速观看回放", | "citadel_keybind_increase_replay_speed": "加速观看回放", | ||
"citadel_keybind_interact": "互动", | |||
"citadel_keybind_item1": "物品 1", | "citadel_keybind_item1": "物品 1", | ||
"citadel_keybind_item2": "物品 2", | "citadel_keybind_item2": "物品 2", | ||
| Line 9,350: | Line 9,586: | ||
"citadel_keybind_upgrade_ability_menu": "升级技能菜单", | "citadel_keybind_upgrade_ability_menu": "升级技能菜单", | ||
"citadel_keybind_windows": "WIN", | "citadel_keybind_windows": "WIN", | ||
"citadel_keybind_zipline": "滑索", | "citadel_keybind_zipline": "滑索 / 绳索", | ||
"citadel_metadata_manager_error_decompress_failure": "比赛元数据文件解压失败", | "citadel_metadata_manager_error_decompress_failure": "比赛元数据文件解压失败", | ||
"citadel_metadata_manager_error_download_failure": "比赛%match_id%的比赛元数据文件下载失败", | "citadel_metadata_manager_error_download_failure": "比赛%match_id%的比赛元数据文件下载失败", | ||
| Line 9,506: | Line 9,742: | ||
"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": "[情境栏位]", | ||
"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": "情境信号消息轮盘栏位", | ||
"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", | ||
"citadel_settings_cosmetic_interact_binding": "交互按键绑定", | |||
"citadel_settings_cosmetic_interact_binding_desc": "“与大本营物体交互”的按键绑定已替换为全新的通用“交互”按键绑定,可以在大本营中使用,也能在其他场景中使用,例如天梯模式更改英雄。如果之前保存过大本营交互的自定义按键绑定,现在需要重新设置。", | |||
"citadel_settings_crosshair": "准星", | "citadel_settings_crosshair": "准星", | ||
"citadel_settings_crosshair_color": "颜色", | "citadel_settings_crosshair_color": "颜色", | ||
| Line 9,687: | Line 9,925: | ||
"citadel_settings_misckeybinds": "杂项", | "citadel_settings_misckeybinds": "杂项", | ||
"citadel_settings_misckeybinds_reset_tooltip": "恢复默认的杂项按键。", | "citadel_settings_misckeybinds_reset_tooltip": "恢复默认的杂项按键。", | ||
"citadel_settings_monitor_mic": "监听我的麦克风", | "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_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。", | ||
| Line 9,719: | Line 9,955: | ||
"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": "情境信号栏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 9,775: | Line 10,011: | ||
"citadel_settings_resolution_display_mode": "窗口模式", | "citadel_settings_resolution_display_mode": "窗口模式", | ||
"citadel_settings_resolution_size": "分辨率", | "citadel_settings_resolution_size": "分辨率", | ||
"citadel_settings_rope_zipline_binding": "绳索按键绑定", | |||
"citadel_settings_rope_zipline_binding_desc": "现在,滑索的快捷键也适用于绳索。如果更改默认设置,滑索键将代替跳跃键用于攀爬或脱离绳索。现在支持使用鼠标滚轮绑定滑索/绳索,并且如果绑定的按键与跳跃键不同,则无需按住滚轮。", | |||
"citadel_settings_screen_space_shadows": "接触阴影", | "citadel_settings_screen_space_shadows": "接触阴影", | ||
"citadel_settings_screen_space_shadows_desc": "当前未使用", | "citadel_settings_screen_space_shadows_desc": "当前未使用", | ||
| Line 10,011: | Line 10,249: | ||
"drifter_blood_blast_desc": "挥击前方锥形区域内的敌人,造成{g:citadel_inline_attribute:'SpiritDamage'}。如果敌人在\u003Cspan class=\"highlight\"\u003E近距离\u003C/span\u003E内,会造成额外{g:citadel_inline_attribute:'MeleeDamage'}。", | "drifter_blood_blast_desc": "挥击前方锥形区域内的敌人,造成{g:citadel_inline_attribute:'SpiritDamage'}。如果敌人在\u003Cspan class=\"highlight\"\u003E近距离\u003C/span\u003E内,会造成额外{g:citadel_inline_attribute:'MeleeDamage'}。", | ||
"drifter_blood_blast_header_on_close_range": "近距离时", | "drifter_blood_blast_header_on_close_range": "近距离时", | ||
"drifter_blood_blast_t2_desc": "- | "drifter_blood_blast_t2_desc": "-8秒冷却时间", | ||
"drifter_blood_blast_t3_desc": " | "drifter_blood_blast_t3_desc": "造成55%近战重击伤害\u003Cbr\u003E在近距离时沉默敌人2秒", | ||
"drifter_darkness": "永恒之夜", | "drifter_darkness": "永恒之夜", | ||
"drifter_darkness_desc": "把附近的所有敌方英雄笼罩在黑暗中,\u003Cspan class=\"highlight\"\u003E大幅限制他们看到其他单位的视野\u003C/span\u003E。受到作用的敌人会暂时现形,并且在持续时间内被视为\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E状态。\u003Cbr\u003E\u003Cbr\u003E自身获得{g:citadel_inline_attribute:'BonusSprintSpeed'}。", | "drifter_darkness_desc": "把附近的所有敌方英雄笼罩在黑暗中,\u003Cspan class=\"highlight\"\u003E大幅限制他们看到其他单位的视野\u003C/span\u003E。受到作用的敌人会暂时现形,并且在持续时间内被视为\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E状态。\u003Cbr\u003E\u003Cbr\u003E自身获得{g:citadel_inline_attribute:'BonusSprintSpeed'}。", | ||
| Line 10,022: | Line 10,260: | ||
"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-10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+ | "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", | ||
"extra_gold_pickup/extra_gold_pickup": "下次击败英雄的额外赏金", | "extra_gold_pickup/extra_gold_pickup": "下次击败英雄的额外赏金", | ||
| Line 10,055: | Line 10,293: | ||
"frozen_shelter_modifier_buff": "冰冻庇护", | "frozen_shelter_modifier_buff": "冰冻庇护", | ||
"ghost_malice_stack_effect_header": "每层叠加效果:", | "ghost_malice_stack_effect_header": "每层叠加效果:", | ||
"golden_idol_bonus_01": "+ | "golden_idol_bonus_01": "+35% 额外魂魄", | ||
"golden_idol_bonus_02": "+1 技能点", | "golden_idol_bonus_02": "+1 技能点", | ||
"guardian_unit": "卫士", | "guardian_unit": "卫士", | ||
| Line 10,423: | Line 10,661: | ||
"hero_nano_playstyle": "卡厉可利用阴影让自己得势,穿梭于战场内外,把她的敌人逐个击破。", | "hero_nano_playstyle": "卡厉可利用阴影让自己得势,穿梭于战场内外,把她的敌人逐个击破。", | ||
"hero_nano_role": "在战场边缘造成严重破坏", | "hero_nano_role": "在战场边缘造成严重破坏", | ||
"hero_nano_search": "kalike 猫女 | "hero_nano_search": "kalike 猫女 maonv 艾娃 aiwa", | ||
"hero_nano_search:n": "kalike 猫女 | "hero_nano_search:n": "kalike 猫女 maonv 艾娃 aiwa", | ||
"hero_necro": "格瑞墓", | "hero_necro": "格瑞墓", | ||
"hero_necro:n": "格瑞墓", | "hero_necro:n": "格瑞墓", | ||
| Line 10,544: | Line 10,782: | ||
"hero_tengu": "青藤", | "hero_tengu": "青藤", | ||
"hero_tengu:n": "青藤", | "hero_tengu:n": "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。\u003Cbr\u003E\u003Cbr\ | "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。\u003Cbr\u003E\u003Cbr\u003E那两个人类问青藤是否愿意跟他们回家,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。\u003Cbr\u003E\u003Cbr\u003E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作战效率,让她和搭档的武器得到强化,还能让两人共享治疗。", | "hero_tengu_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作战效率,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_tengu_role": "和一名幸运的队友组成强力搭档", | ||
| Line 10,649: | Line 10,887: | ||
"hold_up": "Hold up {s:param_1}", | "hold_up": "Hold up {s:param_1}", | ||
"hp_permanent_pickup_label": "+15 额外生命值", | "hp_permanent_pickup_label": "+15 额外生命值", | ||
"hp_permanent_pickup_label_lv2": "+ | "hp_permanent_pickup_label_lv2": "+20 额外生命值", | ||
"hp_permanent_pickup_label_lv3": "+30 额外生命值", | "hp_permanent_pickup_label_lv3": "+30 额外生命值", | ||
"hud_change_camera": "{g:citadel_binding:'Spectator.ToggleSpectatorCamera'}更换视角", | "hud_change_camera": "{g:citadel_binding:'Spectator.ToggleSpectatorCamera'}更换视角", | ||
| Line 10,716: | Line 10,954: | ||
"menu_control_zoo": "控制区", | "menu_control_zoo": "控制区", | ||
"menu_disconnect": "断开连接", | "menu_disconnect": "断开连接", | ||
"menu_edit_roster": "编辑阵容", | |||
"menu_edit_roster_desc": "为下场比赛更新自己的英雄上场阵容。", | |||
"menu_exit": "退出《异锁》", | "menu_exit": "退出《异锁》", | ||
"menu_exit_db_page": "返回", | "menu_exit_db_page": "返回", | ||
| Line 10,732: | Line 10,972: | ||
"menu_leave": "离开比赛", | "menu_leave": "离开比赛", | ||
"menu_leave_queue": "取消搜索", | "menu_leave_queue": "取消搜索", | ||
"menu_leave_queue_desc": "离开匹配队列", | |||
"menu_leave_spectate": "离开观战", | "menu_leave_spectate": "离开观战", | ||
"menu_leave_testing": "离开测试", | "menu_leave_testing": "离开测试", | ||
"menu_new_tag": "全新!", | "menu_new_tag": "全新!", | ||
"menu_new_violator": "全新", | |||
"menu_news": "新闻", | "menu_news": "新闻", | ||
"menu_placement_matches": "游玩《异锁》", | "menu_placement_matches": "游玩《异锁》", | ||
| Line 10,752: | Line 10,994: | ||
"menu_play_lane_training_time_est": "8分钟", | "menu_play_lane_training_time_est": "8分钟", | ||
"menu_play_learn_to_play_desc": "学习基础知识,开始上手游戏", | "menu_play_learn_to_play_desc": "学习基础知识,开始上手游戏", | ||
"menu_play_low_priority_games:f": "还剩{i:low_pri_games_remaining}场{low_pri_games_remaining, plural, one{比赛} other{比赛}}", | |||
"menu_play_low_priority_matchmaking:f": "由于你或队伍成员放弃过比赛或其他玩家举报的不当行为,你的队伍正处于低优先级匹配队列。 \u003Cbr\u003E\u003Cbr\u003E你必须在低优先级队列中赢得\u003Cspan class=\"LowPriGamesText\"\u003E{i:low_pri_games_remaining}\u003C/span\u003E场比赛或者移除受惩罚的队伍成员才能恢复正常匹配。", | "menu_play_low_priority_matchmaking:f": "由于你或队伍成员放弃过比赛或其他玩家举报的不当行为,你的队伍正处于低优先级匹配队列。 \u003Cbr\u003E\u003Cbr\u003E你必须在低优先级队列中赢得\u003Cspan class=\"LowPriGamesText\"\u003E{i:low_pri_games_remaining}\u003C/span\u003E场比赛或者移除受惩罚的队伍成员才能恢复正常匹配。", | ||
"menu_play_low_priority_title": "低优先级匹配", | |||
"menu_play_matchmaking": "与其他玩家进行标准比赛", | "menu_play_matchmaking": "与其他玩家进行标准比赛", | ||
"menu_play_normal": "异锁", | "menu_play_normal": "异锁", | ||
"menu_play_normal_count": "{s:mm_unranked_count}名玩家在队列中", | "menu_play_normal_count": "{s:mm_unranked_count}名玩家在队列中", | ||
"menu_play_placement_matches_desc": "开始游玩《异锁》", | "menu_play_placement_matches_desc": "开始游玩《异锁》", | ||
"menu_play_ranked": " | "menu_play_ranked": "天梯", | ||
" | "menu_play_ranked_locked": "待解锁", | ||
"menu_play_ranked_locked_details": "在你的天梯中心查看详情", | |||
"menu_play_ranked_matchmaking": "与其他玩家进行天梯比赛", | |||
"menu_play_roster_button": "开始", | "menu_play_roster_button": "开始", | ||
"menu_play_sandbox_desc": "测试英雄技能、移动和物品", | "menu_play_sandbox_desc": "测试英雄技能、移动和物品", | ||
| Line 10,764: | Line 11,010: | ||
"menu_play_unavailable_in_party": "在队伍中时不可用", | "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_play_unavailable_in_queue": "在队列中不可用", | ||
"menu_play_unranked": "标准", | |||
"menu_profile": "个人资料", | "menu_profile": "个人资料", | ||
"menu_ranked": "天梯", | |||
"menu_ranked_schedule_alldays": "每日日程:", | "menu_ranked_schedule_alldays": "每日日程:", | ||
"menu_ranked_schedule_timeplaceholder": "{t:t:start_time} - {t:t:end_time}", | "menu_ranked_schedule_timeplaceholder": "{t:t:start_time} - {t:t:end_time}", | ||
| Line 10,772: | Line 11,020: | ||
"menu_ranked_select_schedule": "选择日程", | "menu_ranked_select_schedule": "选择日程", | ||
"menu_ranked_set_schedule": "设置日程", | "menu_ranked_set_schedule": "设置日程", | ||
"menu_ranked_title": " | "menu_ranked_title": "天梯:", | ||
"menu_ranked_unavailable": "已锁定", | "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_unavailable_desc": "你必需进行 50 场标准比赛才能加入段位队列", | ||
| Line 10,781: | Line 11,029: | ||
"menu_resources": "资源", | "menu_resources": "资源", | ||
"menu_resume": "继续", | "menu_resume": "继续", | ||
"menu_sandbox": "沙盒模式", | "menu_sandbox": "沙盒模式", | ||
"menu_seasonal_2025": "假日挑战", | "menu_seasonal_2025": "假日挑战", | ||
| Line 10,796: | Line 11,042: | ||
"menu_watch_live_games": "{d:live_matches}场比赛正在进行", | "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": "烈焰圣甲虫", | ||
"mirage_fire_beetles_desc": " | "mirage_fire_beetles_desc": "用烈焰圣甲虫寄生敌人,从他们身上吸取生命并使他们造成的伤害减少。", | ||
"mirage_fire_beetles_quip": "发出圣甲虫,从敌人身上吸走生命值", | "mirage_fire_beetles_quip": "发出圣甲虫,从敌人身上吸走生命值", | ||
"mirage_fire_beetles_t2_desc": "+ | "mirage_fire_beetles_t2_desc": "+1点充能\u003Cbr\u003E+2秒持续时间", | ||
"mirage_sand_phantom": "镇尼之印", | "mirage_sand_phantom": "镇尼之印", | ||
"mirage_sand_phantom_desc": "主动:\u003Cspan class=\"highlight\"\u003E消耗\u003C/span\u003E所有镇尼之印可以立即造成伤害。", | "mirage_sand_phantom_desc": "主动:\u003Cspan class=\"highlight\"\u003E消耗\u003C/span\u003E所有镇尼之印可以立即造成伤害。", | ||
"mirage_sand_phantom_passive_desc": "被动:射击会对目标\u003Cspan class=\"highlight\"\u003E施加一个镇尼之印\u003C/span\u003E。印记消失或被消耗时造成{g:citadel_inline_attribute:'SpiritDamage'}并且目标短暂地\u003Cspan class=\"highlight\"\u003E在地图上暴露位置\u003C/span\u003E。每次增加一个印记都会使当前伤害加倍。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E施加额外印记时对每个目标都有单独的冷却时间。\u003C/span\u003E", | "mirage_sand_phantom_passive_desc": "被动:射击会对目标\u003Cspan class=\"highlight\"\u003E施加一个镇尼之印\u003C/span\u003E。印记消失或被消耗时造成{g:citadel_inline_attribute:'SpiritDamage'}并且目标短暂地\u003Cspan class=\"highlight\"\u003E在地图上暴露位置\u003C/span\u003E。每次增加一个印记都会使当前伤害加倍。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E施加额外印记时对每个目标都有单独的冷却时间。\u003C/span\u003E", | ||
"mirage_sand_phantom_quip": "施加不断增加伤害的印记", | "mirage_sand_phantom_quip": "施加不断增加伤害的印记", | ||
"mirage_sand_phantom_t1_desc": "触发时:\u003Cbr\u003E施加不断减弱的\u003Cspan class=\"highlight\"\u003E60%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E0. | "mirage_sand_phantom_t1_desc": "触发时:\u003Cbr\u003E施加不断减弱的\u003Cspan class=\"highlight\"\u003E60%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E0.8秒\u003C/span\u003E", | ||
"mirage_sand_phantom_t2_desc": "\u003Cspan class=\"highlight\"\u003E+20\u003C/span\u003E基础伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "mirage_sand_phantom_t2_desc": "\u003Cspan class=\"highlight\"\u003E+20\u003C/span\u003E基础伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3秒\u003C/span\u003E系数持续时间", | ||
"mirage_sand_phantom_t3_desc": "\u003Cspan class=\"highlight\"\u003E- | "mirage_sand_phantom_t3_desc": "\u003Cspan class=\"highlight\"\u003E-0.75秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E最高印记数量\u003Cbr\u003E最高印记数时眩晕目标\u003Cspan class=\"highlight\"\u003E0.5秒\u003C/span\u003E", | ||
"mirage_teleport": "旅行者", | "mirage_teleport": "旅行者", | ||
"mirage_teleport_desc": "以小地图上的一个地点为目标。在短暂等待后,\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E到该地点。在等待期间受到伤害会使传送被打断。", | "mirage_teleport_desc": "以小地图上的一个地点为目标。在短暂等待后,\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E到该地点。在等待期间受到伤害会使传送被打断。", | ||
"mirage_teleport_movespeed": "旅行者 - 额外移动速度", | "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_teleport_quip": "传送至友方或敌方英雄所在的位置", | ||
"mirage_teleport_t1_desc": "+ | "mirage_teleport_t1_desc": "\u003Cbr\u003E+3米移动速度和+20%射速,持续12秒", | ||
"mirage_teleport_t2_desc": "400屏障,跟随元灵力量增强", | "mirage_teleport_t2_desc": "400屏障,跟随元灵力量增强", | ||
"mirage_tornado": "尘卷风", | "mirage_tornado": "尘卷风", | ||
| Line 10,816: | Line 11,062: | ||
"mirage_tornado_quip": "将自己变身为旋风,将敌人卷到空中", | "mirage_tornado_quip": "将自己变身为旋风,将敌人卷到空中", | ||
"mirage_tornado_t1_desc": "\u003Cspan class=\"highlight\"\u003E+60\u003C/span\u003E伤害", | "mirage_tornado_t1_desc": "\u003Cspan class=\"highlight\"\u003E+60\u003C/span\u003E伤害", | ||
"mirage_tornado_t2_desc": "\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E- | "mirage_tornado_t2_desc": "\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-12秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E闪避", | ||
"mirage_tornado_t3_desc": "\u003Cspan class=\"highlight\"\ | "mirage_tornado_t3_desc": "\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E内再次施放\u003Cbr\u003E提升元灵增强系数", | ||
"misc_modifier_HUD_label": "+{s:modifier_value}{s:modifier_postfix} {s:modifier_name}", | "misc_modifier_HUD_label": "+{s:modifier_value}{s:modifier_postfix} {s:modifier_name}", | ||
"modifier_abrams_immunity": "Immunity", | "modifier_abrams_immunity": "Immunity", | ||
| Line 10,827: | Line 11,073: | ||
"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_barrel_burn": "火药燃烧", | |||
"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", | ||
| Line 10,895: | Line 11,142: | ||
"modifier_citadel_hijack_weapon_jammer_proc": "Weapon Jammed", | "modifier_citadel_hijack_weapon_jammer_proc": "Weapon Jammed", | ||
"modifier_citadel_hijack_weapon_jammer_proc_desc": "Weapon has been Jammed", | "modifier_citadel_hijack_weapon_jammer_proc_desc": "Weapon has been Jammed", | ||
"modifier_citadel_holding_golden_idol": " | "modifier_citadel_holding_golden_idol": "交付灵瓮", | ||
"modifier_citadel_holding_golden_idol_visible": "对敌人可见", | "modifier_citadel_holding_golden_idol_visible": "对敌人可见", | ||
"modifier_citadel_hornet_chain_connection": "束缚于地面", | "modifier_citadel_hornet_chain_connection": "束缚于地面", | ||
| Line 10,903: | Line 11,149: | ||
"modifier_citadel_hornetleap": "Vindicta Leap", | "modifier_citadel_hornetleap": "Vindicta Leap", | ||
"modifier_citadel_hornetmark": "Vindicta's Mark", | "modifier_citadel_hornetmark": "Vindicta's Mark", | ||
"modifier_citadel_idol_pickup_disabled": " | "modifier_citadel_idol_pickup_disabled": "灵瓮超时", | ||
"modifier_citadel_idol_pickup_disabled_desc": "无法拾取灵瓮", | |||
"modifier_citadel_immobilize_trap_immobilize": "伏灵陷阱", | "modifier_citadel_immobilize_trap_immobilize": "伏灵陷阱", | ||
"modifier_citadel_immobilize_trap_immobilize_debuff": "伏灵陷阱减益效果", | "modifier_citadel_immobilize_trap_immobilize_debuff": "伏灵陷阱减益效果", | ||
| Line 10,976: | Line 11,223: | ||
"modifier_early_gold_pickup_aura/aura_target/timer": "捕获队伍魂魄", | "modifier_early_gold_pickup_aura/aura_target/timer": "捕获队伍魂魄", | ||
"modifier_fencer_riposte": "还击", | "modifier_fencer_riposte": "还击", | ||
"modifier_fencer_riposte_target_lifesteal": "标记为生命吸取", | |||
"modifier_fencer_ultimate_target": "终结乐章", | "modifier_fencer_ultimate_target": "终结乐章", | ||
"modifier_fervor_aura_active": "背水一战", | "modifier_fervor_aura_active": "背水一战", | ||
| Line 10,985: | Line 11,233: | ||
"modifier_gigantic_sword": "You have a Gigantic Sword", | "modifier_gigantic_sword": "You have a Gigantic Sword", | ||
"modifier_glitch_debuff": "受到干扰!", | "modifier_glitch_debuff": "受到干扰!", | ||
"modifier_glitch_self_penalty": "天谴圣物反噬", | |||
"modifier_healaura": "Healing", | "modifier_healaura": "Healing", | ||
"modifier_health_nova": "治疗之环", | "modifier_health_nova": "治疗之环", | ||
| Line 11,077: | Line 11,326: | ||
"modifier_snakedash": "灵蛇化身", | "modifier_snakedash": "灵蛇化身", | ||
"modifier_spin": "旋转", | "modifier_spin": "旋转", | ||
"modifier_spirit_burn_immunity": "元灵燃烧免疫", | |||
"modifier_stimpak_regen": "治疗仪式", | "modifier_stimpak_regen": "治疗仪式", | ||
"modifier_stomp_debuff": "脉冲减益", | "modifier_stomp_debuff": "脉冲减益", | ||
| Line 11,178: | Line 11,428: | ||
"ping_im_back": "我回来了!", | "ping_im_back": "我回来了!", | ||
"ping_jar_call": "灵瓮在此!", | "ping_jar_call": "灵瓮在此!", | ||
"ping_koth": "不稳定裂隙在这里!", | |||
"ping_lets_go_blue": "我们去蓝路吧", | "ping_lets_go_blue": "我们去蓝路吧", | ||
"ping_lets_go_green": "我们去绿路吧", | "ping_lets_go_green": "我们去绿路吧", | ||
| Line 11,272: | Line 11,523: | ||
"synth_affliction_desc": "对附近所有敌人施加\u003Cspan class=\"highlight\"\u003E持续{g:citadel_inline_attribute:'SpiritIcon'}伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E痛苦的伤害不会击倒敌人,且不施加物品触发效果。", | "synth_affliction_desc": "对附近所有敌人施加\u003Cspan class=\"highlight\"\u003E持续{g:citadel_inline_attribute:'SpiritIcon'}伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E痛苦的伤害不会击倒敌人,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_quip": "对附近的敌人施加持续伤害", | ||
"synth_affliction_t2_desc": "\u003Cspan class=\"highlight\"\u003E+ | "synth_affliction_t2_desc": "\u003Cspan class=\"highlight\"\u003E+3秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4米\u003C/span\u003E半径", | ||
"synth_affliction_t3_desc": "\u003Cspan class=\"highlight\"\u003E阻止所有治疗\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+ | "synth_affliction_t3_desc": "\u003Cspan class=\"highlight\"\u003E阻止所有治疗\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+13\u003C/span\u003E每秒伤害,提升元灵增强系数", | ||
"synth_barrage": "弹幕", | "synth_barrage": "弹幕", | ||
"synth_barrage_desc": "持续施法,开始发出投射物,\u003Cspan class=\"highlight\"\u003E造成{g:citadel_inline_attribute:'SpiritDamage'}\u003C/span\u003E并在击中点附近\u003Cspan class=\\\"highlight\\\"\u003E施加{g:citadel_inline_attribute:'Slow'}\u003C/span\u003E。每个击中英雄的投射物都会使Pocket获得\u003Cspan class=\\\"highlight\\\"\u003E可叠加的{g:citadel_inline_attribute:'DamageAmp'}\u003C/span\u003E。\u003Cbr\u003E如果在半空中施放本技能会使Pocket\u003Cspan class=\"highlight\"\u003E悬浮\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E施放空中冲刺或飞行斗篷不会取消弹幕。", | "synth_barrage_desc": "持续施法,开始发出投射物,\u003Cspan class=\"highlight\"\u003E造成{g:citadel_inline_attribute:'SpiritDamage'}\u003C/span\u003E并在击中点附近\u003Cspan class=\\\"highlight\\\"\u003E施加{g:citadel_inline_attribute:'Slow'}\u003C/span\u003E。每个击中英雄的投射物都会使Pocket获得\u003Cspan class=\\\"highlight\\\"\u003E可叠加的{g:citadel_inline_attribute:'DamageAmp'}\u003C/span\u003E。\u003Cbr\u003E如果在半空中施放本技能会使Pocket\u003Cspan class=\"highlight\"\u003E悬浮\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E施放空中冲刺或飞行斗篷不会取消弹幕。", | ||
| Line 11,281: | Line 11,532: | ||
"synth_plasma_flux_desc": "发射一件具有感知力的斗篷,斗篷会\u003Cspan class=\"highlight\"\u003E向前移动\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E伤害敌人\u003C/span\u003E。你可以按\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Ability2'}\u003C/span\u003E来\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E至斗篷的位置。", | "synth_plasma_flux_desc": "发射一件具有感知力的斗篷,斗篷会\u003Cspan class=\"highlight\"\u003E向前移动\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E伤害敌人\u003C/span\u003E。你可以按\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Ability2'}\u003C/span\u003E来\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E至斗篷的位置。", | ||
"synth_plasma_flux_quip": "飞出一件可以造成伤害的斗篷,并可传送至斗篷位置", | "synth_plasma_flux_quip": "飞出一件可以造成伤害的斗篷,并可传送至斗篷位置", | ||
"synth_plasma_flux_t2_desc": "\u003Cspan class=\"highlight\"\u003E+5\u003C/span\ | "synth_plasma_flux_t2_desc": "\u003Cspan class=\"highlight\"\u003E+5\u003C/span\u003E武器伤害,持续6秒\u003C/span\u003E", | ||
"synth_plasma_flux_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.6秒\u003C/span\u003E时长\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E- | "synth_plasma_flux_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.6秒\u003C/span\u003E时长\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-10秒\u003C/span\u003E冷却时间", | ||
"synth_plasma_flux_teleport": "传送", | "synth_plasma_flux_teleport": "传送", | ||
"synth_pulse": "提箱遁形", | "synth_pulse": "提箱遁形", | ||
| Line 11,332: | Line 11,583: | ||
"under_garage": "{s:param_1}在车库里面", | "under_garage": "{s:param_1}在车库里面", | ||
"upgrade_ability_power_shard": "回音碎片", | "upgrade_ability_power_shard": "回音碎片", | ||
"upgrade_ability_power_shard_active": "\u003Cspan class=\"highlight\"\u003E重置\u003C/span\ | "upgrade_ability_power_shard_active": "\u003Cspan class=\"highlight\"\u003E重置\u003C/span\u003E已加强的非终极技能的冷却时间。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E已加强技能的冷却时间\u003C/span\u003E会使这件物品的冷却时间增加。", | ||
"upgrade_ability_power_shard_search": "回音碎片 huiyin suipian", | "upgrade_ability_power_shard_search": "回音碎片 huiyin suipian", | ||
"upgrade_ability_refresher": "刷新环", | "upgrade_ability_refresher": "刷新环", | ||
| Line 11,341: | Line 11,592: | ||
"upgrade_absorbing_armor_search": "巫师护甲 wushi hujia", | "upgrade_absorbing_armor_search": "巫师护甲 wushi hujia", | ||
"upgrade_acolytes_glove": "大伤元气", | "upgrade_acolytes_glove": "大伤元气", | ||
"upgrade_acolytes_glove_desc": "对英雄进行\u003Cspan class=\"highlight\"\u003E近战轻/重\u003C/span\u003E攻击时,攻击会对其造成额外 | "upgrade_acolytes_glove_desc": "对英雄进行\u003Cspan class=\"highlight\"\u003E近战轻/重\u003C/span\u003E攻击时,攻击会对其造成额外{g:citadel_inline_attribute:'SpiritDamage'}并降低目标的\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。\u003C/span\u003E", | ||
"upgrade_acolytes_glove_search": "大伤元气 dashang yuanqi", | "upgrade_acolytes_glove_search": "大伤元气 dashang yuanqi", | ||
"upgrade_active_reload": "高速装填", | "upgrade_active_reload": "高速装填", | ||
| Line 11,354: | Line 11,605: | ||
"upgrade_ancient_shield": "远古战盾", | "upgrade_ancient_shield": "远古战盾", | ||
"upgrade_aoe_root": "雷织漩涡", | "upgrade_aoe_root": "雷织漩涡", | ||
"upgrade_aoe_root_active": "投掷一枚\u003Cspan class=\"highlight\"\u003E真空\u003C/span\ | "upgrade_aoe_root_active": "投掷一枚\u003Cspan class=\"highlight\"\u003E真空\u003C/span\u003E手雷,将所有敌人拉入一小片区域并施加\u003Cspan class=\"highlight\"\u003E减速魔咒\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E副施放可以直接以单位为目标。\u003C/span\u003E", | ||
"upgrade_aoe_root_search": "雷织漩涡 leizhi xuanwo 真空 zhenkong", | "upgrade_aoe_root_search": "雷织漩涡 leizhi xuanwo 真空 zhenkong", | ||
"upgrade_apex_combat": "巅峰之战", | "upgrade_apex_combat": "巅峰之战", | ||
| Line 11,365: | Line 11,616: | ||
"upgrade_arcane_extension_search": "余威回荡 yuwei huidang", | "upgrade_arcane_extension_search": "余威回荡 yuwei huidang", | ||
"upgrade_arcane_surge": "秘法涌动", | "upgrade_arcane_surge": "秘法涌动", | ||
"upgrade_arcane_surge_desc": "\u003Cspan class=\"highlight\"\u003E冲刺跳跃\u003C/span\u003E后\u003Cspan class=\"highlight\"\ | "upgrade_arcane_surge_desc": "\u003Cspan class=\"highlight\"\u003E冲刺跳跃\u003C/span\u003E后{s:ArcaneSurgeWindow}秒内使用的\u003Cspan class=\"highlight\"\u003E下一个技能\u003C/span\u003E将获得额外的\u003Cspan class=\"highlight\"\u003E范围、持续时间\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。", | ||
"upgrade_arcane_surge_search": "秘法涌动 mifa", | "upgrade_arcane_surge_search": "秘法涌动 mifa", | ||
"upgrade_arctic_blast": "极地冰暴", | "upgrade_arctic_blast": "极地冰暴", | ||
"upgrade_arctic_blast_desc": "释放一个不断扩大的冰暴,对其击中的目标造成\u003Cspan class=\"highlight\"\ | "upgrade_arctic_blast_desc": "释放一个不断扩大的冰暴,对其击中的目标造成{g:citadel_inline_attribute:'SpiritDamage'},使其\u003Cspan class=\"highlight\"\u003E冻结\u003C/span\u003E,随后\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。减速的目标\u003Cspan class=\"highlight\"\u003E会冻结耐力恢复\u003C/span\u003E。", | ||
"upgrade_arctic_blast_search": "极地冰暴 jidi bingbao", | "upgrade_arctic_blast_search": "极地冰暴 jidi bingbao", | ||
"upgrade_auto_cleanse": "不屈之志", | |||
"upgrade_auto_cleanse_search": "不屈之志净化", | |||
"upgrade_banshee_slugs": "头弹破防", | "upgrade_banshee_slugs": "头弹破防", | ||
"upgrade_banshee_slugs_headshots_desc": " | "upgrade_banshee_slugs_headshots_desc": "命中\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会减少其\u003Cspan class=\"highlight\"\u003E子弹和元灵抗性\u003C/span\u003E,并造成\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E。", | ||
"upgrade_banshee_slugs_search": "toudan 头弹破防", | "upgrade_banshee_slugs_search": "toudan 头弹破防", | ||
"upgrade_berserker": "狂战士", | "upgrade_berserker": "狂战士", | ||
| Line 11,395: | Line 11,648: | ||
"upgrade_bullet_resist_shredder": "粉碎护甲", | "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/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder": "子弹护甲减少", | ||
"upgrade_bullet_resist_shredder_desc": "造成 | "upgrade_bullet_resist_shredder_desc": "造成{g:citadel_inline_attribute:'SpiritDamage'}时会减少敌人的\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。", | ||
"upgrade_bullet_resist_shredder_search": "粉碎护甲 fensui hujia", | "upgrade_bullet_resist_shredder_search": "粉碎护甲 fensui hujia", | ||
"upgrade_bulletshredimbue": "弹道附魔", | "upgrade_bulletshredimbue": "弹道附魔", | ||
| Line 11,438: | Line 11,691: | ||
"upgrade_close_range_search": "jinshen 近身决斗", | "upgrade_close_range_search": "jinshen 近身决斗", | ||
"upgrade_cold_front": "冰天雪地", | "upgrade_cold_front": "冰天雪地", | ||
"upgrade_cold_front_desc": "释放一个不断扩大的冰暴,对击中的目标造成 | "upgrade_cold_front_desc": "释放一个不断扩大的冰暴,对击中的目标造成{g:citadel_inline_attribute:'SpiritDamage'}并使其\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。", | ||
"upgrade_cold_front_search": "冰天雪地 bingtian xuedi 冰甲 bingjia", | "upgrade_cold_front_search": "冰天雪地 bingtian xuedi 冰甲 bingjia", | ||
"upgrade_colossus": "巨人", | "upgrade_colossus": "巨人", | ||
| Line 11,456: | Line 11,709: | ||
"upgrade_counterspell_search": "法术反制 fashu fanzhi 法反 fafan", | "upgrade_counterspell_search": "法术反制 fashu fanzhi 法反 fafan", | ||
"upgrade_crackshot": "秘术射击", | "upgrade_crackshot": "秘术射击", | ||
"upgrade_crackshot_desc": "下一颗子弹将造成额外 | "upgrade_crackshot_desc": "下一颗子弹将造成额外{g:citadel_inline_attribute:'SpiritDamage'}。", | ||
"upgrade_crackshot_search": "mishu 秘术射击", | "upgrade_crackshot_search": "mishu 秘术射击", | ||
"upgrade_critshot": "幸运一击", | "upgrade_critshot": "幸运一击", | ||
| Line 11,474: | Line 11,727: | ||
"upgrade_deflecting_armor_search": "铁板重甲 tiebanzhongjia", | "upgrade_deflecting_armor_search": "铁板重甲 tiebanzhongjia", | ||
"upgrade_discord": "敌之灾患", | "upgrade_discord": "敌之灾患", | ||
"upgrade_discord_desc": "给予一个友方目标\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E和一个光环,光环会按敌人最大生命值的一定比例对其造成\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'SpiritIcon'}伤害\u003C/span\ | "upgrade_discord_desc": "给予一个友方目标\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E减益抗性\u003C/span\u003E和一个光环,光环会按敌人最大生命值的一定比例对其造成\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'SpiritIcon'}伤害\u003C/span\u003E。目标身上的现有减益效果也会减少。\u003Cbr\u003E可以对自身施放。", | ||
"upgrade_discord_search": "敌之灾患 dizhizaihuan", | "upgrade_discord_search": "敌之灾患 dizhizaihuan", | ||
"upgrade_divine_barrier": "神圣屏障", | "upgrade_divine_barrier": "神圣屏障", | ||
| Line 11,497: | Line 11,750: | ||
"upgrade_escalating_exposure": "伤上加伤", | "upgrade_escalating_exposure": "伤上加伤", | ||
"upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff": "伤上加伤", | "upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff": "伤上加伤", | ||
"upgrade_escalating_exposure_desc": "造成 | "upgrade_escalating_exposure_desc": "造成{g:citadel_inline_attribute:'SpiritDamage'}时会施加可叠加的\u003Cspan class=\"highlight\"\u003E元灵增强\u003C/span\u003E效果,增加自身对目标的{g:citadel_inline_attribute:'SpiritDamage'}。", | ||
"upgrade_escalating_exposure_search": "伤上加伤 shangshangjiashang", | "upgrade_escalating_exposure_search": "伤上加伤 shangshangjiashang", | ||
"upgrade_eternal_gift": "天赐之礼", | "upgrade_eternal_gift": "天赐之礼", | ||
| Line 11,503: | Line 11,756: | ||
"upgrade_eternal_gift_respawn_desc": "减少下次被击倒后的复活时间。", | "upgrade_eternal_gift_respawn_desc": "减少下次被击倒后的复活时间。", | ||
"upgrade_ethereal_bullets": "水银重弹", | "upgrade_ethereal_bullets": "水银重弹", | ||
"upgrade_ethereal_bullets_desc": "得到加强的技能会逐渐充能,在使用时会获得{g:citadel_inline_attribute:'BonusSpiritDamage'}和{g:citadel_inline_attribute:'BonusFireRate'},并会\u003Cspan class=\"highlight\"\u003E装填子弹\u003C/span\u003E。在下次装填弹药前,\u003Cspan class=\"highlight\"\ | "upgrade_ethereal_bullets_desc": "得到加强的技能会逐渐充能,在使用时会获得{g:citadel_inline_attribute:'BonusSpiritDamage'}和{g:citadel_inline_attribute:'BonusFireRate'},并会\u003Cspan class=\"highlight\"\u003E装填子弹\u003C/span\u003E。在下次装填弹药前,\u003Cspan class=\"highlight\"\u003E子弹会根据元灵力量造成{g:citadel_inline_attribute:'BonusSpiritDamage'}\u003C/span\u003E。", | ||
"upgrade_ethereal_bullets_search": "水银重弹 shuiyin zidan", | "upgrade_ethereal_bullets_search": "水银重弹 shuiyin zidan", | ||
"upgrade_express_shot": "疾速射击", | "upgrade_express_shot": "疾速射击", | ||
| Line 11,514: | Line 11,767: | ||
"upgrade_fervor/modifier_fervor/modifier_fervor_bonuses": "Enrage Bonuses", | "upgrade_fervor/modifier_fervor/modifier_fervor_bonuses": "Enrage Bonuses", | ||
"upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack": "Fervor Stack", | "upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack": "Fervor Stack", | ||
"upgrade_fervor_passive": "当生命值\u003Cspan class=\"highlight\"\u003E低于{s:LowHealthThreshold}%时\u003C/span\ | "upgrade_fervor_passive": "当生命值\u003Cspan class=\"highlight\"\u003E低于{s:LowHealthThreshold}%时\u003C/span\u003E将在一段时间内获得属性加成,并且身上已有的减益效果将会减弱。", | ||
"upgrade_fervor_search": "kuangluan 狂乱", | "upgrade_fervor_search": "kuangluan 狂乱", | ||
"upgrade_fleetfoot_boots": "轻盈飞步", | "upgrade_fleetfoot_boots": "轻盈飞步", | ||
| Line 11,524: | Line 11,777: | ||
"upgrade_focus_lens_search": "聚焦透镜 jujiao toujing 紫怨 ziyuan", | "upgrade_focus_lens_search": "聚焦透镜 jujiao toujing 紫怨 ziyuan", | ||
"upgrade_fury_trance": "怒意之潮", | "upgrade_fury_trance": "怒意之潮", | ||
"upgrade_fury_trance_active": "获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\ | "upgrade_fury_trance_active": "获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E,并且射击时移除\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E惩罚,但会使自身\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E,并且\u003Cspan class=\"highlight\"\u003E无法使用和恢复耐力\u003C/span\u003E。", | ||
"upgrade_fury_trance_search": "nuyi 怒意之潮 疯脸 fenglian", | "upgrade_fury_trance_search": "nuyi 怒意之潮 疯脸 fenglian", | ||
"upgrade_glass_cannon": "玻璃大炮", | "upgrade_glass_cannon": "玻璃大炮", | ||
| Line 11,534: | Line 11,787: | ||
"upgrade_glass_cannon_search": "boli dapao 玻璃大炮", | "upgrade_glass_cannon_search": "boli dapao 玻璃大炮", | ||
"upgrade_glitch": "天谴圣物", | "upgrade_glitch": "天谴圣物", | ||
"upgrade_glitch_desc": " | "upgrade_glitch_desc": "干扰一个敌人——\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。\u003Cspan class=\"highlight\"\u003E移除所有非大招的增益效果\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E你的\u003Cspan class=\"highlight\"\u003E伤害输出\u003C/span\u003E在持续时间内会减少。", | ||
"upgrade_glitch_search": "天谴圣物 tianqianshengwu yangdao 羊刀 raodong 扰动 干扰 ganrao", | "upgrade_glitch_search": "天谴圣物 tianqianshengwu yangdao 羊刀 raodong 扰动 干扰 ganrao", | ||
"upgrade_goose_egg": "金鹅蛋", | "upgrade_goose_egg": "金鹅蛋", | ||
"upgrade_goose_egg_active_desc": "孵化鹅蛋,获得\u003Cspan class=\"highlight\"\u003E魂魄\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E永久增益\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E持有的时间越长,鹅蛋的价值越高。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\ | "upgrade_goose_egg_active_desc": "孵化鹅蛋,获得\u003Cspan class=\"highlight\"\u003E魂魄\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E永久增益\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E持有的时间越长,鹅蛋的价值越高。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E孵化时每积累{s:BonusBuffsPerGold}个魂魄都会获得一个永久增益。", | ||
"upgrade_goose_egg_desc": "\u003Cspan class=\"highlight\"\u003E持续获得魂魄\u003C/span\u003E,只要没有被击倒。", | "upgrade_goose_egg_desc": "\u003Cspan class=\"highlight\"\u003E持续获得魂魄\u003C/span\u003E,只要没有被击倒。", | ||
"upgrade_goose_egg_search": "金鹅蛋", | "upgrade_goose_egg_search": "金鹅蛋", | ||
| Line 11,545: | Line 11,798: | ||
"upgrade_greater_withering_whip_desc": "使敌方目标\u003Cspan class=\"highlight\"\u003E缴械\u003C/span\u003E并减少其\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。", | "upgrade_greater_withering_whip_desc": "使敌方目标\u003Cspan class=\"highlight\"\u003E缴械\u003C/span\u003E并减少其\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。", | ||
"upgrade_greater_withering_whip_search": "缴械魔咒 jiaoxie mozhou 天堂之戟 tiantang 天堂", | "upgrade_greater_withering_whip_search": "缴械魔咒 jiaoxie mozhou 天堂之戟 tiantang 天堂", | ||
"upgrade_grit": "刚毅", | |||
"upgrade_grit_desc": "短时间内获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E。", | |||
"upgrade_grit_search": "gangyi dun xiaodun", | |||
"upgrade_guardian_ward": "护卫结界", | "upgrade_guardian_ward": "护卫结界", | ||
"upgrade_guardian_ward_desc": "为目标提供\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和短暂的\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E可以对自身施放。\u003Cbr\u003E对他人施放时冷却时间减半。\u003C/span\u003E", | "upgrade_guardian_ward_desc": "为目标提供\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和短暂的\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E可以对自身施放。\u003Cbr\u003E对他人施放时冷却时间减半。\u003C/span\u003E", | ||
| Line 11,555: | Line 11,811: | ||
"upgrade_headshot_booster": "头弹奖励", | "upgrade_headshot_booster": "头弹奖励", | ||
"upgrade_headshot_booster2": "头弹弱防", | "upgrade_headshot_booster2": "头弹弱防", | ||
"upgrade_headshot_booster2_desc": " | "upgrade_headshot_booster2_desc": "命中\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会降低其\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。", | ||
"upgrade_headshot_booster2_search": "toudan 头弹弱防", | "upgrade_headshot_booster2_search": "toudan 头弹弱防", | ||
"upgrade_headshot_booster_desc": "下一次命中敌方英雄\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。", | "upgrade_headshot_booster_desc": "下一次命中敌方英雄\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。", | ||
| Line 11,565: | Line 11,821: | ||
"upgrade_heal_on_level_search": "守护神的治疗", | "upgrade_heal_on_level_search": "守护神的治疗", | ||
"upgrade_healbane": "不治魔咒", | "upgrade_healbane": "不治魔咒", | ||
"upgrade_healbane_desc": " | "upgrade_healbane_desc": "{g:citadel_inline_attribute:'SpiritDamage'}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被击倒,自身将获得大量治疗。", | ||
"upgrade_healbane_search": "不治魔咒 buzhi mozhou", | "upgrade_healbane_search": "不治魔咒 buzhi mozhou", | ||
"upgrade_healbuff": "治疗律动", | "upgrade_healbuff": "治疗律动", | ||
| Line 11,594: | Line 11,850: | ||
"upgrade_hollow_point_rounds_search": "kongjian 空尖弹 zidan", | "upgrade_hollow_point_rounds_search": "kongjian 空尖弹 zidan", | ||
"upgrade_icarus_wings": "炽天使之翼", | "upgrade_icarus_wings": "炽天使之翼", | ||
"upgrade_icarus_wings_desc": " | "upgrade_icarus_wings_desc": "在空中时,造成的伤害提升,受到的伤害减少。在落地前允许\u003Cspan class=\"highlight\"\u003E无限次\u003C/span\u003E使用空中跳跃或空中冲刺。", | ||
"upgrade_imbued_duration_extender": "余威久久", | "upgrade_imbued_duration_extender": "余威久久", | ||
"upgrade_imbued_duration_extender_desc": "增加技能和物品的\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E 。", | "upgrade_imbued_duration_extender_desc": "增加技能和物品的\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E 。", | ||
| Line 11,653: | Line 11,909: | ||
"upgrade_magic_shock_search": "zhongzhuang kexing 重装克星", | "upgrade_magic_shock_search": "zhongzhuang kexing 重装克星", | ||
"upgrade_magic_slow": "秘术缓速", | "upgrade_magic_slow": "秘术缓速", | ||
"upgrade_magic_slow_desc": "当目标受到 | "upgrade_magic_slow_desc": "当目标受到{g:citadel_inline_attribute:'SpiritDamage'}时,其\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E会被降低。", | ||
"upgrade_magic_slow_search": "秘术缓速 mishu", | "upgrade_magic_slow_search": "秘术缓速 mishu", | ||
"upgrade_magic_storm": "灵能涌动", | "upgrade_magic_storm": "灵能涌动", | ||
| Line 11,662: | Line 11,918: | ||
"upgrade_magic_tempo_search": "冷却压缩 lengque yasuo", | "upgrade_magic_tempo_search": "冷却压缩 lengque yasuo", | ||
"upgrade_magic_vulnerability": "秘术脆弱", | "upgrade_magic_vulnerability": "秘术脆弱", | ||
"upgrade_magic_vulnerability_desc": "敌人受到 | "upgrade_magic_vulnerability_desc": "敌人受到{g:citadel_inline_attribute:'SpiritDamage'}时,其{g:citadel_inline_attribute:'SpiritResist'}会被降低。", | ||
"upgrade_magic_vulnerability_search": "秘术脆弱 mishu", | "upgrade_magic_vulnerability_search": "秘术脆弱 mishu", | ||
"upgrade_medic_bullets": "疗愈子弹", | "upgrade_medic_bullets": "疗愈子弹", | ||
| Line 11,677: | Line 11,933: | ||
"upgrade_metal_skin_search": "铜皮铁骨 tongpitiegu", | "upgrade_metal_skin_search": "铜皮铁骨 tongpitiegu", | ||
"upgrade_mystic_regeneration": "秘术愈疗", | "upgrade_mystic_regeneration": "秘术愈疗", | ||
"upgrade_mystic_regeneration_desc": " | "upgrade_mystic_regeneration_desc": "对敌方英雄造成{g:citadel_inline_attribute:'SpiritDamage'}将使自身获得额外{g:citadel_inline_attribute:'Regen'}。对不同英雄造成伤害时效果可以叠加。", | ||
"upgrade_mystic_regeneration_search": "秘术愈疗 mishu", | "upgrade_mystic_regeneration_search": "秘术愈疗 mishu", | ||
"upgrade_mystic_reverb": "秘术余波", | "upgrade_mystic_reverb": "秘术余波", | ||
| Line 11,714: | Line 11,970: | ||
"upgrade_quarantine/modifier_citadel_quarantine": "Quarantined", | "upgrade_quarantine/modifier_citadel_quarantine": "Quarantined", | ||
"upgrade_quick_silver": "魔力装填", | "upgrade_quick_silver": "魔力装填", | ||
"upgrade_quick_silver_desc": "得到加强的技能会逐渐充能,在使用时会拥有{g:citadel_inline_attribute:'BonusSpiritDamage'}、{g:citadel_inline_attribute:'BonusFireRate'} | "upgrade_quick_silver_desc": "得到加强的技能会逐渐充能,在使用时会拥有{g:citadel_inline_attribute:'BonusSpiritDamage'}、{g:citadel_inline_attribute:'BonusFireRate'}并\u003Cspan class=\"highlight\"\u003E装填子弹\u003C/span\u003E。", | ||
"upgrade_quick_silver_search": "魔力装填 魔力 zhuangtian", | "upgrade_quick_silver_search": "魔力装填 魔力 zhuangtian", | ||
"upgrade_rapid_recharge": "火速充能", | "upgrade_rapid_recharge": "火速充能", | ||
| Line 11,772: | Line 12,028: | ||
"upgrade_shadow_step": "幽影瞬步", | "upgrade_shadow_step": "幽影瞬步", | ||
"upgrade_shadow_step_desc": "向正前方\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E。", | "upgrade_shadow_step_desc": "向正前方\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E。", | ||
"upgrade_shadow_step_passive_desc": "周期性地对附近所有敌人造成 | "upgrade_shadow_step_passive_desc": "周期性地对附近所有敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。", | ||
"upgrade_shadow_strike": "暗影突袭", | "upgrade_shadow_strike": "暗影突袭", | ||
"upgrade_shadow_strike_desc": "\u003Cspan class=\"highlight\"\u003E使用耐力\u003C/span\u003E时会变为\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E,没有显隐距离。隐身时发动\u003Cspan class=\"highlight\"\u003E近战攻击\u003C/span\u003E可以\u003Cspan class=\"highlight\"\u003E吸取子弹和元灵抗性\u003C/span\u003E,并造成\u003Cspan class=\"highlight\"\u003E持续伤害\u003C/span\u003E。", | "upgrade_shadow_strike_desc": "\u003Cspan class=\"highlight\"\u003E使用耐力\u003C/span\u003E时会变为\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E,没有显隐距离。隐身时发动\u003Cspan class=\"highlight\"\u003E近战攻击\u003C/span\u003E可以\u003Cspan class=\"highlight\"\u003E吸取子弹和元灵抗性\u003C/span\u003E,并造成\u003Cspan class=\"highlight\"\u003E持续伤害\u003C/span\u003E。", | ||
| Line 11,787: | Line 12,043: | ||
"upgrade_silencer_search": "chenmo 沉默子弹 zidan", | "upgrade_silencer_search": "chenmo 沉默子弹 zidan", | ||
"upgrade_siphon_bullets": "虹吸弹", | "upgrade_siphon_bullets": "虹吸弹", | ||
"upgrade_siphon_bullets_desc_passive2": "你的子弹会暂时从敌人身上\u003Cspan class=\"highlight\"\ | "upgrade_siphon_bullets_desc_passive2": "你的子弹会暂时从敌人身上\u003Cspan class=\"highlight\"\u003E吸取一定量的最高生命值\u003C/span\u003E。当减益消失时,敌人会恢复被吸取的生命值。", | ||
"upgrade_siphon_bullets_search": "hongxi 虹吸弹 zidan", | "upgrade_siphon_bullets_search": "hongxi 虹吸弹 zidan", | ||
"upgrade_slowing_bullets": "减速弹", | "upgrade_slowing_bullets": "减速弹", | ||
| Line 11,797: | Line 12,053: | ||
"upgrade_soaring_spirit_search": "灵力高涨 lingli", | "upgrade_soaring_spirit_search": "灵力高涨 lingli", | ||
"upgrade_spellbreaker": "破咒护符", | "upgrade_spellbreaker": "破咒护符", | ||
"upgrade_spellbreaker_desc": " | "upgrade_spellbreaker_desc": "下一次受到高额的{g:citadel_inline_attribute:'SpiritDamage'}会显著降低。", | ||
"upgrade_spellbreaker_search": "破咒护符 pozhou hujia", | "upgrade_spellbreaker_search": "破咒护符 pozhou hujia", | ||
"upgrade_spellshield": "六叶结界", | "upgrade_spellshield": "六叶结界", | ||
"upgrade_spellshield/modifier_spellshield_buff": "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/modifier_spellshield_linger_buff": "六叶结界破损!", | ||
"upgrade_spellshield_desc": "阻挡下一次 | "upgrade_spellshield_desc": "阻挡下一次{g:citadel_inline_attribute:'SpiritDamage'}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_search": "六叶结界 liuye jiejie", | "upgrade_spellshield_search": "六叶结界 liuye jiejie", | ||
"upgrade_spellshield_shield": "反灵符", | "upgrade_spellshield_shield": "反灵符", | ||
| Line 11,814: | Line 12,070: | ||
"upgrade_spirit_burn": "元灵燃烧", | "upgrade_spirit_burn": "元灵燃烧", | ||
"upgrade_spirit_burn/modifier_proc_watcher/modifier_debuff": "元灵燃烧", | "upgrade_spirit_burn/modifier_proc_watcher/modifier_debuff": "元灵燃烧", | ||
"upgrade_spirit_burn_desc": "在 {s:DamageThresholdDuration} | "upgrade_spirit_burn_desc": "在 {s:DamageThresholdDuration}秒内对敌人造成严重{g:citadel_inline_attribute:'SpiritDamage'}会引发爆炸,令附近敌人受到伤害并燃烧。燃烧期间,敌人会持续受到伤害,且治疗量减少。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E冷却时间是根据敌人而定,每个目标在每次冷却时只能燃烧一次。对非英雄目标使用时,造成半额伤害。\u003C/span\u003E", | ||
"upgrade_spirit_burn_search": "元灵燃烧 yuanling ranshao", | "upgrade_spirit_burn_search": "元灵燃烧 yuanling ranshao", | ||
"upgrade_spirit_sap": "元灵衰竭", | "upgrade_spirit_sap": "元灵衰竭", | ||
| Line 11,820: | Line 12,076: | ||
"upgrade_spirit_sap_search": "元灵衰竭 yuanling shuaijie", | "upgrade_spirit_sap_search": "元灵衰竭 yuanling shuaijie", | ||
"upgrade_spirit_snatch": "元灵收割", | "upgrade_spirit_snatch": "元灵收割", | ||
"upgrade_spirit_snatch_desc": "对英雄进行\u003Cspan class=\"highlight\"\u003E近战轻/重\u003C/span\u003E攻击时,攻击会对其造成额外 | "upgrade_spirit_snatch_desc": "对英雄进行\u003Cspan class=\"highlight\"\u003E近战轻/重\u003C/span\u003E攻击时,攻击会对其造成额外{g:citadel_inline_attribute:'SpiritDamage'}并吸取其的\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E近战轻击命中的效果减少{s:LightMeleeReduction}%。\u003C/span\u003E", | ||
"upgrade_spirit_snatch_search": "元灵收割 yuanling shouge", | "upgrade_spirit_snatch_search": "元灵收割 yuanling shouge", | ||
"upgrade_split_shot": "裂光射击", | "upgrade_split_shot": "裂光射击", | ||
| Line 11,836: | Line 12,092: | ||
"upgrade_superior_stamina_search": "跑酷大师 paoku dashi", | "upgrade_superior_stamina_search": "跑酷大师 paoku dashi", | ||
"upgrade_suppressor": "元灵压制", | "upgrade_suppressor": "元灵压制", | ||
"upgrade_suppressor_desc": "对敌人造成 | "upgrade_suppressor_desc": "对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}时还会降低其\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。", | ||
"upgrade_suppressor_search": "元灵压制 yuanling yazhi", | "upgrade_suppressor_search": "元灵压制 yuanling yazhi", | ||
"upgrade_surging_power": "疗愈爆发", | "upgrade_surging_power": "疗愈爆发", | ||
| Line 11,852: | Line 12,108: | ||
"upgrade_tech_bleed_desc": "加强一项技能,使用该技能时具有\u003Cspan class=\"highlight\"\u003E生命吸取\u003C/span\u003E效果并对目标施加\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E效果,同时在短暂延迟后,\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_bleed_desc": "加强一项技能,使用该技能时具有\u003Cspan class=\"highlight\"\u003E生命吸取\u003C/span\u003E效果并对目标施加\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E效果,同时在短暂延迟后,\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_damage_pulse": "痛苦脉冲", | "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 | "upgrade_tech_damage_pulse_desc": "周期性地对周围最近的两个敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。", | ||
"upgrade_tech_damage_pulse_search": "tongku maichong 痛苦脉冲 风暴宝器 fengbao baoqi", | "upgrade_tech_damage_pulse_search": "tongku maichong 痛苦脉冲 风暴宝器 fengbao baoqi", | ||
"upgrade_tech_defense_shredders": "碎灵子弹", | "upgrade_tech_defense_shredders": "碎灵子弹", | ||
| Line 11,858: | Line 12,114: | ||
"upgrade_tech_defense_shredders_search": "suiling 碎灵子弹 zidan", | "upgrade_tech_defense_shredders_search": "suiling 碎灵子弹 zidan", | ||
"upgrade_tech_overflow": "元灵漫溢", | "upgrade_tech_overflow": "元灵漫溢", | ||
"upgrade_tech_overflow_desc": "通过向敌方英雄射击\u003Cspan class=\"highlight\"\u003E充能\u003C/span\u003E,获得额外的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E和\u003Cspan class=\"highlight\"\ | "upgrade_tech_overflow_desc": "通过向敌方英雄射击\u003Cspan class=\"highlight\"\u003E充能\u003C/span\u003E,获得额外的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵吸取生命\u003C/span\u003E。", | ||
"upgrade_tech_overflow_search": "yuanling 元灵漫溢", | "upgrade_tech_overflow_search": "yuanling 元灵漫溢", | ||
"upgrade_tech_purge": "元灵护体", | "upgrade_tech_purge": "元灵护体", | ||
| Line 11,867: | Line 12,123: | ||
"upgrade_tech_range_search": "强效扩张 qiangxiao kuozhang", | "upgrade_tech_range_search": "强效扩张 qiangxiao kuozhang", | ||
"upgrade_thermal_detonator": "炼金之火", | "upgrade_thermal_detonator": "炼金之火", | ||
"upgrade_thermal_detonator_desc": "投掷一个瓶子,触碰后爆炸并形成一个区域,该区域会造成逐渐增加的\u003Cspan class=\"highlight\"\ | "upgrade_thermal_detonator_desc": "投掷一个瓶子,触碰后爆炸并形成一个区域,该区域会造成逐渐增加的\u003Cspan class=\"highlight\"\u003E每秒{g:citadel_inline_attribute:'SpiritDamage'}\u003C/span\u003E,并减少敌人的\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E对非英雄目标造成的效果降低 {s:NonHeroReductionPercent}%。", | ||
"upgrade_thermal_detonator_search": "炼金之火 lianjin", | "upgrade_thermal_detonator_search": "炼金之火 lianjin", | ||
"upgrade_timeless_emblem": "永恒纹章", | "upgrade_timeless_emblem": "永恒纹章", | ||
| Line 11,880: | Line 12,136: | ||
"upgrade_transcendent_cooldown_search": "超凡冷却 chaofan lengque", | "upgrade_transcendent_cooldown_search": "超凡冷却 chaofan lengque", | ||
"upgrade_trophy_collector": "寻猎季节", | "upgrade_trophy_collector": "寻猎季节", | ||
"upgrade_trophy_collector_desc": "\u003Cspan class=\"highlight\"\u003E助攻或击败\u003C/span\u003E时获得额外 | "upgrade_trophy_collector_desc": "\u003Cspan class=\"highlight\"\u003E助攻或击败\u003C/span\u003E时获得额外\u003Cspan class=\"highlight\"\u003E疾跑\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E技能有效范围\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E被动魂魄生成\u003C/span\u003E。此效果可叠加,被击倒不会导致失效。", | ||
"upgrade_trophy_collector_search": "寻猎季节 xunlie jijie", | "upgrade_trophy_collector_search": "寻猎季节 xunlie jijie", | ||
"upgrade_ultimate_burst": "雷鸣卷轴", | "upgrade_ultimate_burst": "雷鸣卷轴", | ||
| Line 11,886: | Line 12,142: | ||
"upgrade_ultimate_burst_hint": "\u003Cspan class=\"diminish\"\u003E每个终极技能对每个目标只会触发一次本效果。\u003C/span\u003E", | "upgrade_ultimate_burst_hint": "\u003Cspan class=\"diminish\"\u003E每个终极技能对每个目标只会触发一次本效果。\u003C/span\u003E", | ||
"upgrade_ultimate_burst_search": "雷鸣卷轴 leiming juanzhou", | "upgrade_ultimate_burst_search": "雷鸣卷轴 leiming juanzhou", | ||
"upgrade_ultimate_burst_upgrade": "\u003Cspan class=\"highlight\"\u003E秘术缓速效果\u003C/span\u003E", | |||
"upgrade_unstable_concoction": "不稳定化合物", | "upgrade_unstable_concoction": "不稳定化合物", | ||
"upgrade_unstable_concoction_desc": " | "upgrade_unstable_concoction_desc": "服下一种药剂,获得\u003Cspan class=\"highlight\"\u003E势不可挡\u003C/span\u003E,并且\u003Cspan class=\"highlight\"\u003E速度、生命值、元灵和武器伤害\u003C/span\u003E提高。短暂持续时间后\u003Cspan class=\"highlight\"\u003E会倒下并爆炸\u003C/span\u003E,使附近的敌人眩晕,并根据自身的最大生命值造成伤害。这种情况下倒下会减少\u003Cspan class=\"highlight\"\u003E{s:RespawnTimeMod}%\u003C/span\u003E复活时间。", | ||
"upgrade_unstoppable": "势不可挡", | "upgrade_unstoppable": "势不可挡", | ||
"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_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_unstoppable_search": "势不可挡 shibukedang 黑皇杖 heihuangzhang bkb heihuang", | "upgrade_unstoppable_search": "势不可挡 shibukedang 黑皇杖 heihuangzhang bkb heihuang", | ||
"upgrade_upgrade_auto_cleanse_desc": "下一个\u003Cspan class=\"highlight\"\u003E眩晕、禁锢、定身、睡眠或沉默\u003C/span\u003E效果会被自动净化。净化时获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E并且所有的\u003Cspan class=\"highlight\"\u003E技能冷却时间\u003C/span\u003E减少{s:CooldownReductionOnProc}%。", | |||
"upgrade_vampire": "子弹回复", | "upgrade_vampire": "子弹回复", | ||
"upgrade_vampire_search": "子弹吸取生命 zidan 吸血 xixue", | "upgrade_vampire_search": "子弹吸取生命 zidan 吸血 xixue", | ||
| Line 11,897: | Line 12,155: | ||
"upgrade_veil_walker_search": "穿幕行者 chuanmu", | "upgrade_veil_walker_search": "穿幕行者 chuanmu", | ||
"upgrade_vex_barrier": "应急屏障", | "upgrade_vex_barrier": "应急屏障", | ||
"upgrade_vex_barrier_desc": " | "upgrade_vex_barrier_desc": "在\u003Cspan class=\"highlight\"\u003E晕眩、禁锢、定身、睡眠或沉默\u003C/span\u003E时获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E。", | ||
"upgrade_vex_barrier_search": "应急屏障 yingji pingzhang", | "upgrade_vex_barrier_search": "应急屏障 yingji pingzhang", | ||
"upgrade_vex_barrier_shield": "应急屏障", | "upgrade_vex_barrier_shield": "应急屏障", | ||
| Line 11,919: | Line 12,177: | ||
"viscous_goo_bowling_ball_desc": "化为一个巨型黏液球,撞到敌人时可\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E使其眩晕\u003C/span\u003E。黏液球还提供很高的\u003Cspan class=\"highlight\"\u003E子弹\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵\u003C/span\u003E抗性,能从墙上反弹,并可进行\u003Cspan class=\"highlight\"\u003E二段跳\u003C/span\u003E。", | "viscous_goo_bowling_ball_desc": "化为一个巨型黏液球,撞到敌人时可\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E使其眩晕\u003C/span\u003E。黏液球还提供很高的\u003Cspan class=\"highlight\"\u003E子弹\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵\u003C/span\u003E抗性,能从墙上反弹,并可进行\u003Cspan class=\"highlight\"\u003E二段跳\u003C/span\u003E。", | ||
"viscous_goo_bowling_ball_quip": "滚来滚去,天翻地覆", | "viscous_goo_bowling_ball_quip": "滚来滚去,天翻地覆", | ||
"viscous_goo_bowling_ball_t3_desc": "+ | "viscous_goo_bowling_ball_t2_desc": "+70伤害和+20%抗性", | ||
"viscous_goo_bowling_ball_t3_desc": "+7秒持续时间\u003Cbr\u003E+0.3秒眩晕时间", | |||
"viscous_goo_grenade": "爆汁魔球", | "viscous_goo_grenade": "爆汁魔球", | ||
"viscous_goo_grenade/modifier_viscous_goo_grenade_debuff": "被减速", | "viscous_goo_grenade/modifier_viscous_goo_grenade_debuff": "被减速", | ||
| Line 11,927: | Line 12,186: | ||
"viscous_goo_grenade_quip": "伤害敌人并污染环境", | "viscous_goo_grenade_quip": "伤害敌人并污染环境", | ||
"viscous_goo_grenade_t1_desc": "+36伤害\u003Cbr\u003E+2米半径", | "viscous_goo_grenade_t1_desc": "+36伤害\u003Cbr\u003E+2米半径", | ||
"viscous_goo_grenade_t3_desc": " | "viscous_goo_grenade_t3_desc": "弹跳1次并提升元灵成长", | ||
"viscous_goo_puddle": "Goo Form", | "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.", | ||
| Line 11,941: | Line 12,200: | ||
"viscous_restorative_goo_t1_desc": "增加移动速度和耐力恢复", | "viscous_restorative_goo_t1_desc": "增加移动速度和耐力恢复", | ||
"viscous_restorative_goo_t2_desc": "+25生命恢复\u003Cbr\u003E+1秒持续时间", | "viscous_restorative_goo_t2_desc": "+25生命恢复\u003Cbr\u003E+1秒持续时间", | ||
"viscous_restorative_goo_t3_desc": "\u003Cspan class=\"highlight\"\u003E移除所有非终极技能减益\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E- | "viscous_restorative_goo_t3_desc": "\u003Cspan class=\"highlight\"\u003E移除所有非终极技能减益\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-20秒\u003C/span\u003E冷却时间", | ||
"viscous_telepunch": "绿水神拳", | "viscous_telepunch": "绿水神拳", | ||
"viscous_telepunch_desc": "环境中变出一个拳头,锤击区域内的所有单位,施加{g:citadel_inline_attribute:'KnockUp'}。\u003Cbr\u003E\u003Cbr\u003E锤击敌人会造成{g:citadel_inline_attribute:'MeleeDamage'}并施加{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E自身和友军的空中控制提升。\u003C/span\u003E", | "viscous_telepunch_desc": "环境中变出一个拳头,锤击区域内的所有单位,施加{g:citadel_inline_attribute:'KnockUp'}。\u003Cbr\u003E\u003Cbr\u003E锤击敌人会造成{g:citadel_inline_attribute:'MeleeDamage'}并施加{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E自身和友军的空中控制提升。\u003C/span\u003E", | ||
"viscous_telepunch_quip": "用硕大的拳头把敌人打飞", | "viscous_telepunch_quip": "用硕大的拳头把敌人打飞", | ||
"viscous_telepunch_t2_desc": " | "viscous_telepunch_t1_desc": "+1充能\u003Cbr\u003E+20伤害", | ||
"viscous_telepunch_t3_desc": "- | "viscous_telepunch_t2_desc": "+1.5米半径\u003Cbr\u003E+60%吸取生命", | ||
"viscous_telepunch_t3_desc": "-14秒冷却时间\u003Cbr\u003E\u003Cbr\u003E现在会造成\u003Cspan class=\"highlight\"\u003E近战重击\u003C/span\u003E", | |||
"walker_unit": "机甲", | "walker_unit": "机甲", | ||
"wp_permanent_pickup_label": "+3% 武器伤害", | "wp_permanent_pickup_label": "+3% 武器伤害", | ||