"lang" { "Language" "schinese" "Tokens" { //----------------------------------------------------------------------------- // Hero Bull // Abrams //----------------------------------------------------------------------------- "Citadel_Abrams_HeroTag_1" "肉 盾" "Citadel_Abrams_HeroTag_2" "搏 斗" "Citadel_Abrams_HeroTag_3" "无 脑" "citadel_ability_bull_charge" "冲锋陷阵" "citadel_ability_bull_charge_quip" "冲入战斗,拖拽敌人" "citadel_ability_bull_charge_desc" "向前冲锋,与英雄相撞后会{g:citadel_inline_attribute:'Pulling'}他们。撞到墙壁会对拖拽的英雄造成{g:citadel_inline_attribute:'Stun'}。
如果与英雄相撞,冲锋速度会增加。" //"modifier_citadel_bull_charging" "Charging" "citadel_ability_bull_charge_t1_desc" "施加+{s:SlowPercent}%减速,持续{s:SlowDuration}秒" "citadel_ability_bull_charge_t2_desc" "撞到墙壁时:
+{s:StunDuration}秒眩晕" "citadel_ability_bull_charge_t3_desc" "{s:AbilityCooldown}秒冷却时间
与英雄相撞时:+{s:WeaponDamageBonus}武器伤害,持续{s:WeaponPowerIncreaseDuration}秒" "modifier_shoulder_charge_buff" "额外伤害" "modifier_charge_drag_enemy" "冲锋陷阵" "ChargeSpeed_label" "冲锋速度" "ChargeSpeed_postvalue_label" "冲锋速度" "ChargeSpeed_postfix" "米" "ImpactDurationBonus_label" "加成持续时间" "ImpactDurationBonus_postvalue_label" "加成持续时间" "ImpactDurationBonus_postfix" "秒" "ImpactCooldownReductionPercentage_label" "冷却时间减免" "ImpactCooldownReductionPercentage_postvalue_label" "冷却时间减免" "ImpactCooldownReductionPercentage_postfix" "%" "WeaponPowerIncreaseDuration_label" "武器伤害持续时间" "WeaponPowerIncreaseDuration_postvalue_label" "武器伤害持续时间" "WeaponPowerIncreaseDuration_postfix" "秒" "citadel_ability_bull_charge_on_hero_collide_header" "与英雄相撞时:" "citadel_ability_bull_charge_on_wall_header" "撞墙时:" "citadel_ability_bull_heal" "生命汲取" "citadel_ability_bull_heal_quip" "吸取附近敌人的生命值" "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_t3_desc" "+{s:Radius}米半径
+{s:DPS}每秒伤害,元灵增强系数提升" "HealingFactor_label" "生命吸取" "HealingFactor_postvalue_label" "吸取生命" "HealingFactor_postfix" "%" "NonHeroHealingFactor_label" "对非英雄单位生命吸取" "NonHeroHealingFactor_postvalue_label" "对非英雄单位生命吸取" "NonHeroHealingFactor_postfix" "%" "citadel_ability_bull_heal/modifier_bull_heal_aura" "生命汲取" "citadel_ability_passive_beefy" "顽胄韧甲" "citadel_ability_passive_beefy_quip" "恢复部分受到的伤害" "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_t3_desc" "+{s:StatusResistancePercent}%减益抗性
+{s:RegenIncomingDamagePercent}%伤害恢复" "RegenIncomingDamagePercent_label" "伤害转为恢复" "RegenIncomingDamagePercent_postvalue_label" "伤害转为恢复" "RegenIncomingDamagePercent_postfix" "%" "RegenIncomingDamageDuration_label" "恢复时间" "RegenIncomingDamageDuration_postvalue_label" "恢复时间" "RegenIncomingDamageDuration_postfix" "秒" "citadel_ability_bull_leap" "撼天动地" "citadel_ability_bull_leap_quip" "从上方猛击敌人,使其眩晕" "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'}。" //"modifier_citadel_bull_leap" "Boosting" "citadel_ability_bull_leap_t3_desc" "施法时
变为势不可挡,持续{s:ImmunityDuration}秒
+{s:ImpactRadius}米冲击半径" "AbilityButtonHint_BullLeapCrash" "向下撞击" //"modifier_abrams_immunity" "Immunity" "BonusMaxHealthPerHero_label" "最大生命值" "BonusMaxHealthPerHero_postvalue_label" "最大生命值" "BonusMaxHealthPerHero_prefix" "{s:sign}" "BonusFireRatePerHero_label" "射速" "BonusFireRatePerHero_postvalue_label" "射速" "BonusFireRatePerHero_prefix" "{s:sign}" "BonusFireRatePerHero_postfix" "%" "LandingBonusesDuration_label" "增益持续时间" "LandingBonusesDuration_postvalue_label" "增益持续时间" "LandingBonusesDuration_postfix" "秒" //----------------------------------------------------------------------------- // Hero Seven // Gigawatt //----------------------------------------------------------------------------- "Citadel_Gigawatt_HeroTag_1" "高 压 电" "Citadel_Gigawatt_HeroTag_2" "无 情" "Citadel_Gigawatt_HeroTag_3" "区 域 封 锁" //"citadel_ability_chain_lightning" "Chain Lightning" //"citadel_ability_chain_lightning_t1" "Chain Radius" //"citadel_ability_chain_lightning_t2" "Chain Damage" //"citadel_ability_chain_lightning_t3" "360 Cone" //"citadel_ability_chain_lightning_t3_desc" "Chain lightning can hit any enemies around the target." "citadel_ability_static_charge" "静态电荷" "citadel_ability_static_charge_desc" "对目标敌方英雄施加电能。短暂时间后,静态电荷会眩晕并伤害半径内的敌人。" "citadel_ability_static_charge_quip" "对敌方英雄施加延迟触发的范围型眩晕" "citadel_ability_static_charge/modifier_citadel_staticcharge" "静态电荷" "citadel_ability_static_charge_t2_desc" "+{s:ShockRadius}米半径
+{s:AbilityCastRange}米施法距离" "citadel_ability_static_charge_t3_desc" "+{s:StunDuration}秒眩晕时间
+{s:Damage}伤害" "citadel_ability_static_charge_v2" "静态电荷" "citadel_ability_static_charge_v2_desc" "用闪电打击前方,对击中的单位或区域施加电荷。在短时间后,静态电荷会对范围内的敌人造成眩晕和伤害。" "citadel_ability_static_charge_v2_quip" "施加延迟触发的范围型眩晕" "citadel_ability_lightning_ball" "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_desc" "发射沿直线移动的球状闪电。对其半径内的所有目标造成伤害。伤害敌人时会减速,并在撞击到环境时停止。" "citadel_ability_lightning_ball_t2_desc" "-{s:SlowPercent}%击中目标移速
+{s:MaxLifetime}秒时长" "citadel_ability_lightning_ball_t3_desc" "+{s:DPS}每秒伤害
+{s:ShockRadius}米半径" "citadel_ability_lightning_ball/modifier_citadel_lightningball" "球状闪电减速" "ability_power_surge" "澎湃电力" "ability_power_surge_quip" "射击会创造出电弧" "ability_power_surge_desc" "为武器加上电击效果,使子弹对目标造成电击伤害。此电击伤害会弹射到目标附近的敌人身上。每次爆发性射击时发生一次。" "ability_power_surge_t2_desc" "+{s:BonusMoveSpeed}米移动速度
+{s:BonusPerChain}伤害和元灵增强系数" "ability_power_surge_t3_desc" "+{s:AbilityDuration}秒持续时间
施加{s:TechResistDebuff}%元灵抗性" "modifier_power_surge" "连锁闪电" "modifier_power_surge_debuff" "元灵抗性降低" //"ChainLightningRadius_label" "Chain Lightning Range"v "ChainLightningRadius_postfix" "米" //"WeaponDamageDebuff_label" "Weapon Damage Debuff" "WeaponDamageDebuff_postfix" "%" //"VoltageDrainDuration_label" "Draining Time" "VoltageDrainDuration_postfix" "秒" //"DrainTimeNeeded_label" "Drain Time for Proc" "DrainTimeNeeded_postfix" "秒" "citadel_ability_storm_cloud" "雷霆风暴" "citadel_ability_gigawatt_lightning_strike" "雷霆风暴闪电袭击" "citadel_ability_storm_cloud_quip" "电击大片区域内的所有敌人" "citadel_ability_storm_cloud_desc" "在你周围形成一个不断扩展的雷霆风暴,对其半径内的所有敌人造成伤害。敌人在视线范围外时不会受到伤害。" "citadel_ability_storm_cloud_t1_desc" "施放期间获得+{s:BulletResistOnActive}%子弹抗性" "citadel_ability_storm_cloud_t2_desc" "+{s:AbilityChannelTime}秒持续施法时间
+{s:Radius}米最终半径
+{s:InitialRadius}米初始半径" "citadel_ability_storm_cloud_t3_desc" "+{s:DPS}每秒伤害
+{s:FlightControlEnabled}米飞行速度" "citadel_ability_storm_cloud_lightning_strike_desc" "施法时,按下{g:citadel_binding:'Attack'}标记要用强大闪电击中的目标区域,闪电会在{s:LightningStrikeDelay}秒延迟后击退敌人。每次施放可使用一次。" "citadel_ability_storm_cloud_lightning_strike" "闪电袭击" "FlightControlEnabled_label" "飞行速度" "FlightControlEnabled_postvalue_label" "飞行速度" "FlightControlEnabled_postfix" "米" //"ExpandTime_label" "Expand time" "ExpandTime_postfix" "秒" "LightningStrikeDamage_label" "袭击伤害" "LightningStrikeDamage_postvalue_label" "袭击伤害" "LightningStrikeRadius_label" "袭击半径" "LightningStrikeRadius_postvalue_label" "袭击半径" "LightningStrikeRadius_postfix" "米" //----------------------------------------------------------------------------- // Hero Cadence //----------------------------------------------------------------------------- //"citadel_weapon_cadence_set" "Arioso Annihilator" //"citadel_weapon_cadence_set_desc" "Shoots bursts of 4 bullets that embed a crystal shard in the target. After 1 second, the shards shatter and deal the bullet damage again. Shatter damage is doubled if 5 or more shards are embedded." //"cadence_ability_anthem" "Anthem" //"cadence_ability_anthem_quip" "Lead the charge, inspiring allies in earshot and giving them weapon buffs" //"cadence_ability_anthem_desc" "Burst into an inspiring song! You and any ally that comes within range get an instant reload with an extra large clip, and have a Fire Rate bonus that increases until the song ends." //"modifier_cadence_anthem_buff" "Cadence Anthem" //"modifier_cadence_anthem_aoe" "Singing Anthem" //"ExtraLargeClip_label" "Clip Bonus" "ExtraLargeClip_postfix" "%" //"PeakFireRateBonus_label" "Peak Fire Rate Bonus" "PeakFireRateBonus_postfix" "%" //"cadence_ability_lullaby" "Lullaby" //"cadence_ability_lullaby_quip" "Lull any foe you come within earshot of to sleep." //"cadence_ability_lullaby_desc" "Lull your foes to sleep! Any enemy that comes in range of Cadence sleeps until woken by damage, Cadence goes out of range, or the song ends. Cadence has bonus regeneration while singing." //"modifier_cadence_sleeping" "Sleeping" //"modifier_cadence_sleep_aoe" "Singing a Lullaby" //"LingerDuration_label" "Linger Duration" "LingerDuration_postfix" "秒" "DashDistance_label" "冲刺距离" "DashDistance_postvalue_label" "冲刺距离" "DashDistance_postfix" "米" //"cadence_ability_silencecontraptions" "Silence Contraptions" //"cadence_ability_silencecontraptions_quip" "Start a melee brawl. No guns allowed." //"cadence_ability_silencecontraptions_desc" "Disarm yourself perform a long-range dash melee attack. For the duration of the song, you remain disarmed and your melee abilities apply a debuff that disarms and EMP's enemy targets." //"citadel_ability_silencecontraptions_t3_desc" "Melee also EMP's enemies" //"BonusStamina_label" "Bonus Stamina" //"MeleeEMP_label" "Enemies Silenced" //"modifier_cadence_silence_contraptions_debuff" "Silence Contraptions" //"modifier_cadence_silence_contraptions" "Silence Contraptions" //"cadence_ability_grandfinale" "Grand Finale" //"cadence_ability_grandfinale_quip" "Build a stage, then fight from it with weapon buffs." //"cadence_ability_grandfinale_desc" "Build high ground undernearth Cadence. Allies fighting from the high ground get a fire rate bonus and explosive bullets." "StageDuration_label" "持续时间" "StageDuration_postvalue_label" "持续时间" "StageDuration_postfix" "秒" //"modifier_cadence_grandfinale_buff" "Grand Finale" //"cadence_ability_crescendo" "Crescendo" //"cadence_ability_crescendo_quip" "Encase enemies in glass then shatter it" //"cadence_ability_crescendo_desc" "Encase nearby enemies in glass in an increasing range over a short duration. Cadence then breaks the glass with her powerful voice, breaking any shields on the them, damaging them, and giving them massive bullet vulnerability for a duraiton after." //"modifier_cadence_crescendo_in_aoe" "Encased in Glass" //"modifier_cadence_crescendo_post_aoe" "Shattered" "ability_cadence_tempo_bullet" "迅捷律动" "ability_cadence_tempo_bullet/modifier_tempo_bullet" "迅捷律动" "ability_cadence_tempo_bullet_desc" "施放技能后,强化接下来的{s:MaxProcCount}发子弹。强化后的子弹会造成额外的伤害,并减少所有技能的冷却时间。" "AbilityCooldownPerHit_label" "每次击中减少冷却" "AbilityCooldownPerHit_postvalue_label" "每次击中减少冷却" "AbilityCooldownPerHit_postfix" "秒" "ability_cadence_charm" "迷魂一瞥" "ability_cadence_charm_desc" "朝目标方向一瞥,对第一个被击中的敌人造成伤害,并标记他们。

如果受害者已经被标记,他们将受到额外伤害并附加魅惑状态。

被魅惑的敌人将被迫朝你移动,但速度会减慢。" "ability_cadence_charm/modifier_mark" "被魅惑…" "ability_cadence_charm/modifier_charm" "受到魅惑" "ability_cadence_burstaura" "跃升" "ability_cadence_burstaura/modifier_burstaura" "跃升" "CharmDamage_label" "魅惑伤害" "CharmDamage_postvalue_label" "魅惑伤害" //----------------------------------------------------------------------------- // Hero McGinnis (previous names: // Engineer // Forge ) //----------------------------------------------------------------------------- "Citadel_Engineer_HeroTag_1" "发 明 家" "Citadel_Engineer_HeroTag_2" "辅 助" "Citadel_Engineer_HeroTag_3" "干 扰" "citadel_ability_fissure_wall" "幻影屏障" "citadel_ability_fissure_wall_quip" "召唤出一堵墙来阻挡敌人" "citadel_ability_fissure_wall_desc" "创建一面对穿过的敌人施加减速的墙。拆除墙体时会把地形分隔成两半,并对附近敌人造成伤害。
施放后,按{g:citadel_binding:'Attack'}或{g:citadel_binding:'Ability3'}可以提前拆除墙体。

近战攻击可以摧毁墙体。" "citadel_ability_fissure_wall_t1_desc" "{s:hero_name}对击中的敌人施加的伤害提升+{s:BonusDamagePercent}%,持续{s:DebuffDuration}秒" "citadel_ability_fissure_wall_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:AbilityDuration}秒持续时间" "citadel_ability_fissure_wall_t3_desc" "在墙附近部署{s:CreateTurrets}台迷你炮塔,持续{s:TurretLifeTime}秒
+{s:SlowPercent}%减速" //"citadel_ability_fissure_wall_trigger" "Trigger Fissure Wall" //"citadel_ability_fissure_wall_cancel" "Cancel Fissure Wall" "WallStunDuration_label" "眩晕时间" "WallStunDuration_postvalue_label" "眩晕时间" "WallStunDuration_postfix" "秒" "WallImpactRange_label" "影响范围" "WallImpactRange_postvalue_label" "影响范围" "WallImpactRange_postfix" "米" "citadel_ability_mobile_resupply" "疗伤幽灵" "citadel_ability_mobile_resupply_quip" "部署一个治疗之灵" "citadel_ability_mobile_resupply_desc" "部署一个治疗之灵,为附近友军提供{g:citadel_inline_attribute:'Healing'}。" "citadel_ability_mobile_resupply_t1_desc" "+{s:AbilityDuration}秒持续时间" "citadel_ability_mobile_resupply_t2_desc" "{s:AbilityCooldown}秒冷却时间
提供+{s:StaminaCooldownReduction}%耐力恢复" "citadel_ability_mobile_resupply_t3_desc" "+{s:MaxHealthRegenPct}% 最大生命值恢复
+{s:HealRadius}米治疗半径
+{s:SpiritResist}%元灵抗性" "MaxHealthRegenPct_label" "最大生命值恢复" "MaxHealthRegenPct_postvalue_label" "最大生命值恢复" "MaxHealthRegenPct_postfix" "%" "modifier_mobile_resupply" "疗伤幽灵" "citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply" "正在施药" "FireRateBonus_label" "射速加成" "FireRateBonus_postvalue_label" "射速加成" "FireRateBonus_postfix" "%" //TurretHealMult_label "Turret Heal Mult" //TurretHealMult_postfix "x" "citadel_ability_shieldedsentry" "迷你炮塔" "citadel_ability_shieldedsentry_quip" "部署一台自动炮塔" "citadel_ability_shieldedsentry_desc" "部署一个会射击敌人的炮塔,造成{g:citadel_inline_attribute:'SpiritDPS'}。炮塔在有限的部署时长后会失效。
炮塔对步兵和目标物造成的伤害较低。" "citadel_ability_shieldedsentry_t1_desc" "+{s:TurretDPS}炮塔每秒伤害
+{s:TurretAttackRange}米攻击距离" "citadel_ability_shieldedsentry_t3_desc" "+{s:AttackSpeedMult}%炮塔射速
+{s:TurretLifetime}秒炮塔时长" //"citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack" "Sentry Bullet Resist Debuff" "modifier_forge_mini_turret_debuff" "迷你炮塔 - 减速" //"TurretMoveSlowPercent_label" "Turret Movement Slow" "TurretMoveSlowPercent_postfix" "%" //"modifier_sentry_deploy" "Initializing..." //"TurretDeployTime_label" "Deploy Time" "TurretDeployTime_postfix" "秒" "BulletArmorReductionPerStack_label" "子弹伤害" "BulletArmorReductionPerStack_postvalue_label" "子弹伤害" "BulletArmorReductionPerStack_postfix" "%每层叠加" "BulletArmorReductionPerStack_prefix" "+" "ShieldedSentry_EffectsPerStack" "每层叠加:" "TurretHealthScaling_label" "炮塔生命值" "TurretHealthScaling_postvalue_label" "炮塔生命值" "TurretHealthScaling_postfix" "%" "TurretBaseHealth_label" "炮塔生命值" "TurretBaseHealth_postvalue_label" "炮塔生命值" "TurretAttackRange_label" "攻击范围" "TurretAttackRange_postvalue_label" "攻击范围" "TurretAttackRange_postfix" "米" //"ability_shielded_sentry_rocket" "Sentry Rocket" "citadel_ability_fissure_wall/modifier_fissure_wall/modifier_bonus_damage_percent" "墙体伤害减益" "citadel_ability_rocket_barrage" "重炮轰击" "citadel_ability_rocket_barrage_quip" "用火箭弹轰炸一个区域" "citadel_ability_rocket_barrage_desc" "释放一群火箭弹,自动瞄准目标位置。

{s:hero_name}移动速度降低,但仍可使用耐力。" "citadel_ability_rocket_barrage_t1_desc" "施加{s:MoveSlowPercent}%移动和冲刺减速,持续{s:SlowDuration}秒" "citadel_ability_rocket_barrage_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:AbilityDuration}秒持续时间" "citadel_ability_rocket_barrage_t3_desc" "+{s:ExplosionRadius}米半径
+{s:DamagePerRocket}每颗火箭伤害
提升元灵增强系数" "DamagePerRocket_label" "每枚火箭弹伤害" "DamagePerRocket_postvalue_label" "每枚火箭弹伤害" "GrenadesPerSecond_label" "每秒火箭弹数量" "GrenadesPerSecond_postvalue_label" "每秒火箭弹数量" "MaxDistance_label" "最大范围" "MaxDistance_postvalue_label" "最大范围" "MaxDistance_postfix" "米" "MinDistance_label" "最小范围" "MinDistance_postvalue_label" "最小范围" "MinDistance_postfix" "米" "citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow" "重炮轰击减速" //----------------------------------------------------------------------------- // Wraith //----------------------------------------------------------------------------- "Citadel_Wraith_HeroTag_1" "决 斗 达 人" "Citadel_Wraith_HeroTag_2" "隔 绝 战 场" "Citadel_Wraith_HeroTag_3" "念 力" "citadel_ability_psychic_lift" "念力" "citadel_ability_psychic_lift_quip" "将敌人抬升至空中,打断敌人并使其沉默" "citadel_ability_psychic_lift_desc" "把一名敌方英雄举到空中,然后向目标地点砸去。" "citadel_ability_psychic_lift/lift" "念力" "citadel_ability_psychic_lift_t3_desc" "+{s:AbilityDuration}秒减益持续时间
+{s:AbilityCastRange}米投掷和施法距离" "modifier_citadel_psychiclift" "被抬升至空中——哦不!" //"modifier_citadel_psychiclift_self" "Lifting - Silenced + Disarmed" "psychic_lift_debuff_duration_label" "减速持续时间" "psychic_lift_debuff_duration_postvalue_label" "减速持续时间" "psychic_lift_debuff_duration_postfix" "秒" "TossDistance_label" "投掷距离" "TossDistance_postvalue_label" "投掷距离" "TossDistance_postfix" "米" "citadel_ability_psychic_lift_slam_desc" "
把目标砸向地面会造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Slow'}并阻止基于耐力和移动的物品和技能。" //"citadel_ability_psychic_daggers_desc" "Telekinetically throw cards that hit random targets around you." "citadel_ability_projectmind" "心灵投射" "citadel_ability_projectmind_quip" "传送至目标位置" "citadel_ability_projectmind_desc" "传送至目标位置。" "BulletShieldOnLand_label" "传送时的屏障" "BulletShieldOnLand_postvalue_label" "传送时的屏障" "citadel_ability_projectmind_t2_desc" "持续{s:BarrierDuration}秒的{s:CombatBarrier}屏障。屏障数值会根据元灵力量增加。" "modifier_wraith_project_mind_shield" "战斗屏障" "citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield" "屏障" "wraith_project_mind_t2_title" "屏障:" //"citadel_ability_psychic_daggers" "Royal Flush" //"citadel_ability_psychic_daggers_quip" "Damage random targets around you" //"ShootInterval_label" "Card Interval" "ShootInterval_postfix" "秒" //"MaxDaggers_label" "Card Count" //"citadel_ability_psychic_daggers_t3_desc" "Each card bounces once onto another enemy in range" //"DamagePerDagger_label" "Damage per card" "citadel_ability_wraith_rapidfire" "全自动" "citadel_ability_wraith_rapidfire_quip" "提升自身射速" "citadel_ability_wraith_rapidfire_desc" "暂时提升射速并造成额外{g:citadel_inline_attribute:'SpiritDamage'}。" "citadel_ability_wraith_rapidfire_t2_desc" "+{s:BonusFireRate}%射速
+{s:AbilityDuration}秒持续时间" "citadel_ability_wraith_rapidfire_t3_desc" "无限弹药
每颗子弹的元灵伤害增强系数提升" //"citadel_ability_wraith_rapidfire/modifier_rapidfire" "Rapid Fire" "citadel_ability_card_toss" "卡牌戏法" "citadel_ability_card_toss_quip" "投掷魔法卡牌" "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。

副施法可以掷出第一张卡牌" "citadel_ability_card_toss_t2_desc" "+{s:Damage}伤害
提升元灵增强系数" "citadel_ability_card_toss_t3_desc" "所有花色都得到增强
更高几率出现小丑" "CardResourceGenPctScale_label" "卡牌召唤速率" "CardResourceGenPctScale_postvalue_label" "卡牌召唤速率" "CardResourceGenPctScale_postfix" "%" "MaxCards_label" "手牌大小" "MaxCards_postvalue_label" "手牌大小" "CardHandDuration_label" "手牌持续时间" "CardHandDuration_postvalue_label" "手牌持续时间" "ability_header_card_toss_suits_desc" "
每种花色都提供不同的加成效果。小丑视为所有花色。" "ability_header_card_toss_spade" "黑桃" "SpadeDamageBonus_label" "额外伤害" "SpadeDamageBonus_postvalue_label" "额外伤害" "SpadeDamageBonus_postfix" "%" "ability_header_card_toss_club" "梅花" "ClubSlowPercent_label" "移动速度" "ClubSlowPercent_postvalue_label" "移动速度" "ClubSlowPercent_prefix" "-" "ClubSlowPercent_postfix" "%" "ability_header_card_toss_heart" "红桃" "HeartHeal_label" "治疗" "HeartHeal_postvalue_label" "治疗" "ability_header_card_toss_diamond" "方块" "DiamondResistShred_label" "子弹和元灵抗性降低" "DiamondResistShred_postvalue_label" "子弹和元灵抗性降低" "DiamondResistShred_postfix" "%" "JokerExtraCards_label" "卡牌分裂" "JokerExtraCards_postvalue_label" "卡牌分裂" //"citadel_ability_psychic_pulse" "Psychic Pulse" //"citadel_ability_psychic_pulse_quip" "Reveal enemies through walls" //"citadel_ability_psychic_pulse_desc" "Sense enemies in front of you, revealing their position through walls to your team. Card Trick can target enemies seen through walls" //"SenseRange_label" "Sense Range" //----------------------------------------------------------------------------- // Hero Heavy //----------------------------------------------------------------------------- //"ability_heal_drone" "Medic Drone" //"ability_heal_drone_desc" "Deploy a medic drone which slowly heals you and a nearby teammate.\nReplaces any other drone." //"ability_speed_drone" "Speed Drone" //"ability_speed_drone_desc" "Deploy a energy drone which helps you run faster, and reduces your windup and reload times.\nReplaces any other drone." //"ability_heavy_drone" "Utility Drone" //"ability_heavy_drone_desc" "Creates a helper drone that can be toggled between providing Healing, Speed or Rockets. Drones take a short time to activate after being switched." //"ability_rocket_drone" "Heavy Drone" //"ability_rocket_drone_desc" "Deploy a drone which shoots homing rockets at enemies at close range that slows enemies." //"ability_rocket_drone_t1_desc" "The Drone adds {s:ClipReloadPercentagePerSecond}% of max clip per second to Heavy's gun" //"ability_rocket_drone_t2_desc" "The Drone applies health regen to Heavy and a nearby target for {s:DroneHealthRegen} health per second ." //"ability_rocket_drone_t3_desc" "Maximum rockets per second +{s:RocketsPerSecond}" "RocketsPerSecond_label" "每秒火箭弹数" "RocketsPerSecond_postvalue_label" "每秒火箭弹数量" //"ability_uber_drone" "Uber Charge" //"ability_uber_drone_desc" "After a charge-up time, Heavy turns invulnerable" //"ability_uber_drone_t1_desc" "While Ubered, infinite clip and no windup" //"ability_uber_drone_t2_desc" "Uber Duration +{s:UberDuration}s" //"ability_uber_drone_t3_desc" "Gain +{s:RageOnUber} stacks of Heavy Rage" //"ability_propulsion_gel" "Propulsion Gel" //"ability_propulsion_gel_desc" "Fire a wave of propulsion gel that grants increased move speed for allies. Unit's hit by the gel wave will be covered by gel and leave a trail behind them" //"ability_propulsion_gel_t1_desc" "Gel reduces zoomed and shooting move speed penalty by {s:ShootingSpeedPenaltyReduction}% to friendly units" //"ability_propulsion_gel_t2_desc" "Gel travel distance +{s:AbilityCastRange}m" //"ability_propulsion_gel_t3_desc" "Move speed bonus +{s:MoveSpeedFriendlyBuff}" //"ability_self_purge" "Uproar" //"ability_self_purge_desc" "Drags enemies towards heavy and causes an explosion." //"ability_heavy_rage" "Heavy Rage" //"ability_heavy_rage_desc" "Passive - Increases Heavy's gun damage by {s:DamageMultiplierPercent}% each time it hits an enemy, up to {s:StacksPerEntity} stacks per enemy Hero and NPCs" //"ability_heavy_rage_t1_desc" "Max stacks per enemy Hero or NPCs +{s:StacksPerEntity}" //"ability_heavy_rage_t3_desc" "Gain {s:StacksOnTakeDamage} stacks when an enemy damages Heavy" //"modifier_passive_heavy_rage_stacks" "Rage Stacks" //"ability_self_purge_t1_desc" "Permanent Ammo +{s:ClipBonusOnHit} for every enemy Hero hit by the explosion" //"DamagePerBullet_label" "Damage Per Bullet" //"modifier_drone_heal" "Medic Drone" //"modifier_drone_heal_watcher" "Medic Drone" //"modifier_drone_speed" "Speed Drone" //"modifier_drone_rockets" "Rocket Drone" //"modifier_drone_activation_medic" "Medic Drone - deploying" //"modifier_drone_activation_speed" "Speed Drone - deploying" //"modifier_drone_activation_rockets" "Rocket Drone - deploying" //"modifier_drone_uber" "UBER INVULNERABILITY" //"modifier_drone_uber_charging" "Uber Charging" //"ability_overcharge" "Energy Surge" //"ability_overcharge_desc" "Temporarily boosts the effect of Heavy's current drone and increases his fire rate." //"modifier_overcharge_rapidfire" "Energy Surge" //"DronePowerMultiplier_label" "Drone Power Multiplier" //"ability_ammo_pouch" "Bandolier" //"ability_ammo_pouch_desc" "Large increase to Heavy's ammo" //"ability_smelt" "Smelt" //"ability_smelt_desc" "Every time Heavy takes damage from a bullet it goes into his weapon clip and reduces ability cooldowns." "DroneHealthRegen_label" "生命恢复" "DroneHealthRegen_postvalue_label" "生命恢复" "DroneHealthRegen_postfix" "/秒" "DroneBonusMoveSpeed_prefix" "{s:sign}" "DroneBonusMoveSpeed_label" "移动速度" "DroneBonusMoveSpeed_postvalue_label" "移动速度" //"DroneBonusMoveSpeed_postfix" "" "DroneBonusReloadTime_label" "装填时间" "DroneBonusReloadTime_postvalue_label" "装填时间" "DroneBonusReloadTime_postfix" "%" "DroneBonusWindupTime_prefix" "{s:sign}" //"DroneBonusWindupTime_label" "Windup Time" "DroneBonusWindupTime_postfix" "%" //"RocketDamage_label" "Rocket Damage" //"TimeBetweenRockets_label" "Time between rockets" "TimeBetweenRockets_postfix" "秒" //"UberChargeTime_label" "Uber Charge Time" "UberChargeTime_postfix" "秒" //"UberDuration_label" "Uber Duration" "UberDuration_postfix" "秒" //----------------------------------------------------------------------------- // Paradox (previous name: // Chrono) //----------------------------------------------------------------------------- "Citadel_Chrono_HeroTag_1" "精 心 计 算" "Citadel_Chrono_HeroTag_2" "干 扰 敌 军" "Citadel_Chrono_HeroTag_3" "战 术 专 家" "citadel_ability_chrono_time_wall" "时间之墙" "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_desc" "创建一面可以扭曲时间的墙,使所有接触到的敌人投射物和子弹的时间停止,并且提升友军子弹的速度和伤害。

触碰墙壁的敌人将会短暂减速。" //"TargetGameplayTimeScale_label" "Time Scale" "TargetGameplayTimeScale_postfix" "%" "TimeWallWidth_label" "墙体宽度" "TimeWallWidth_postvalue_label" "墙体宽度" "TimeWallWidth_postfix" "米" "TimeWallHeight_label" "墙体高度" "TimeWallHeight_postvalue_label" "墙体高度" "TimeWallHeight_postfix" "米" "MovementSlowPct_label" "移动减速" "MovementSlowPct_postvalue_label" "移动减速" "MovementSlowPct_postfix" "%" "TimeWallSilenceDuration_label" "沉默持续时间" "TimeWallSilenceDuration_postvalue_label" "沉默持续时间" "TimeWallSilenceDuration_postfix" "秒" "DamagePctPerWallHit_label" "最大生命值伤害" "DamagePctPerWallHit_postvalue_label" "最大生命值伤害" "DamagePctPerWallHit_postfix" "%" "DamageWallHit_label" "触碰时伤害" "DamageWallHit_postvalue_label" "触碰时伤害" "TimeScaleDuration_label" "时间停止持续时间" "TimeScaleDuration_postvalue_label" "时间停止持续时间" "TimeScaleDuration_postfix" "秒" "TimeWallTimeScaleFriendly_label" "友军子弹速度" "TimeWallTimeScaleFriendly_postvalue_label" "友军子弹速度" "TimeWallTimeScaleFriendly_postfix" "倍" "FriendlyBulletDamageBonus_prefix" "+" "FriendlyBulletDamageBonus_label" "友军武器伤害" "FriendlyBulletDamageBonus_postvalue_label" "友军武器伤害" "FriendlyBulletDamageBonus_postfix" "%" "modifier_citadel_chrono_time_wall_effect" "时间之墙" //"citadel_ability_chrono_time_wall_t1_desc" "The wall speeds up Paradox's movement." "citadel_ability_chrono_time_wall_t1_desc" "+{s:AbilityDuration}秒持续时间
+{s:TimeWallWidth}米宽度
+{s:TimeWallHeight}米高度" "citadel_ability_chrono_time_wall_t2_desc" "沉默敌人{s:TimeWallSilenceDuration}秒
+{s:FriendlyBulletDamageBonus}%武器伤害" "citadel_ability_chrono_time_wall_t3_desc" "+2技能充能" //"modifier_timewall_damageamp" "Damage Vulnerability" //"citadel_ability_time_bomb" "Time Bomb" //"citadel_ability_time_bomb_quip" "Proximity explosion" //"citadel_ability_time_bomb_desc" "{s:hero_name} throws a bomb that explodes if enemies are in its radius after its arm time. The explosion causes a quick time freeze and deals {s:SingleTargetMult}x more damage if it only hits a single target." //"citadel_ability_time_bomb_t2_desc" "Enemies hit by Time Bomb will have their bullet resist reduced by {s:BulletArmorReduction} for {s:BulletArmorReductionDuration}s" //"citadel_ability_time_bomb_t3_desc" "+{s:Damage} Damage and Time Bomb gains +50% more damage from Spirit Power" //"chrono_time_trap_debuff" "Time Bomb" "citadel_ability_chrono_pulse_grenade" "脉冲手雷" "citadel_ability_chrono_pulse_grenade_quip" "投掷一枚会产生脉冲的手雷,造成伤害和时间减速" "citadel_ability_chrono_pulse_grenade_desc" "投掷一枚手雷,落地后开始产生脉冲。每次脉冲会扩大半径,并施加{g:citadel_inline_attribute:'SpiritDamage'},时间减速和可叠加的{g:citadel_inline_attribute:'DamageAmp'},让{s:hero_name}对受害者造成的伤害加深。" "citadel_ability_chrono_pulse_grenade_t2_desc" "+{s:PulseDamage}脉冲伤害
提升元灵增强系数" "citadel_ability_chrono_pulse_grenade_t3_desc" "+{s:PulseGrenadeDamageAmplificationPerStack}%伤害加深
+{s:AbilityDuration}秒持续时间" "Pulses_label" "脉冲数" "Pulses_postvalue_label" "脉冲数" "InitialDamage_label" "初始伤害" "InitialDamage_postvalue_label" "初始伤害" "PulseDamage_label" "脉冲伤害" "PulseDamage_postvalue_label" "脉冲伤害" "PulseGrenadeDamageAmplificationPerStack_label" "每层叠加的伤害加深" "PulseGrenadeDamageAmplificationPerStack_postvalue_label" "每层叠加的伤害加深" "PulseGrenadeDamageAmplificationPerStack_postfix" "%" "PulseGrenadeDebuffDuration_label" "加深持续时间" "PulseGrenadeDebuffDuration_postvalue_label" "增强持续时间" "PulseGrenadeDebuffDuration_postfix" "秒" "PulseGrenadeTimeSlow_label" "时间变慢" "PulseGrenadeTimeSlow_postvalue_label" "时间变慢" "PulseGrenadeTimeSlow_postfix" "%" "modifier_pulsegrenade_magic_resist_debuff" "脉冲手雷" "modifier_citadel_chrono_pulse_grenade_debuff" "脉冲手雷" "modifier_chrono_pulse_grenade_tech_resist_debuff" "脉冲手雷 - 元灵抗性降低" "citadel_ability_chrono_pulse_grenade_AMP" "脉冲手雷伤害提升" "citadel_ability_chrono_swap" "悖论置换" "citadel_ability_chrono_swap_quip" "与一名敌方英雄互换位置" "modifier_chrono_swap_bubble_move" "悖论置换" "citadel_ability_chrono_swap_desc" "发射一个投射物,将自身与目标敌方英雄的位置互换。" "citadel_ability_chrono_swap_t1_desc" "持续{s:BarrierDuration}秒的{s:CombatBarrier}屏障
屏障数值会根据元灵提升" "citadel_ability_chrono_swap_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:AbilityCastRange}米施法距离" "citadel_ability_chrono_swap_t3_desc" "与击中目标{s:MultiSwap}米内所有敌人交换
+{s:MaxHealthDamage}%最大生命值伤害" "modifier_citadel_chrono_swap_debuff" "被减速" "modifier_citadel_chrono_swap_buff" "元灵免疫" "SwapDamage_label" "交换伤害" "SwapDamage_postvalue_label" "交换伤害" "MultiSwap_label" "多目标半径" "MultiSwap_postvalue_label" "多目标半径" "MultiSwap_postfix" "米" "citadel_ability_chrono_kinetic_carbine" "动力卡宾枪" "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_desc" "充能后射出威力巨大的时间能量,对击中的敌人造成{g:citadel_inline_attribute:'SpiritDamage'},并施加时间停止。所造成的伤害随{g:citadel_inline_attribute:'WeaponDamage'}增加。移动速度会在充能时提高。

在空中充能时,{g:citadel_binding:'ADS'}会使行动中的时间流逝变慢。" "citadel_ability_chrono_kinetic_carbine_t2_desc" "{s:AbilityCooldown}秒冷却时间
提升速度增强系数" "citadel_ability_chrono_kinetic_carbine_t3_desc" "+{s:SpeedBoostDuration}秒保持充能持续时间
+{s:MaxBonusBulletDamage_scale}%伤害增强系数" "citadel_ability_chrono_kinetic_carbine_charged" "充能完毕!" "citadel_ability_chrono_kinetic_carbine_expiring" "即将失效" "SpeedChange_label" "额外速度" "SpeedChange_postvalue_label" "额外速度" "SpeedChange_postfix" "%" "SpeedBoostDuration_label" "保持充能持续时间" "SpeedBoostDuration_postvalue_label" "保持充能持续时间" "SpeedBoostDuration_postfix" "秒" "MaxChargeDuration_label" "完整充能时间" "MaxChargeDuration_postvalue_label" "完整充能时间" "MaxChargeDuration_postfix" "秒" "BaseBulletDamage_label" "子弹伤害" "BaseBulletDamage_postvalue_label" "子弹伤害" "MaxBonusBulletDamage_label" "最大伤害" "MaxBonusBulletDamage_postvalue_label" "最大伤害" "MinBonusBulletDamage_label" "最小伤害" "MinBonusBulletDamage_postvalue_label" "最小伤害" "MaxSlowDuration_label" "最大时间停止" "MaxSlowDuration_postvalue_label" "最大时间停止" "MaxSlowDuration_postfix" "秒" "MinSlowDuration_label" "最小时间停止" "MinSlowDuration_postvalue_label" "最小时间停止" "MinSlowDuration_postfix" "秒" "citadel_ability_chrono_kinetic_carbine/modifier_chrono_kinetic_carbine" "动力卡宾枪" "CarbineHeadshotBonus_prefix" "+" "CarbineHeadshotBonus_label" "头弹额外伤害" "CarbineHeadshotBonus_postvalue_label" "头弹额外伤害" "CarbineHeadshotBonus_postfix" "%" //----------------------------------------------------------------------------- // Revenant //----------------------------------------------------------------------------- //"citadel_ability_revenant_siphon_energy" "Siphon Energy" //"citadel_ability_revenant_siphon_energy_desc" "Shock your target and steal their energy whenever you strike them with your gun." //"citadel_ability_revenant_blast" "Shock Wave" //"citadel_ability_revenant_blast_desc" "Unleash a blast of energy at your target" //"citadel_ability_revenant_infuse_weapon" "Infuse Weapon" //"citadel_ability_revenant_infuse_weapon_desc" "Fire special rounds that make your target vulnerable to your energy-based abilities. Drains energy while active." //"citadel_ability_revenant_infuse_weapon_trigger" "Disable" //"modifier_infuse_weapon_active" "Weapon Infused" //"modifier_infuse_weapon_proc_buildup" "Weakening" //"citadel_ability_revenant_energy_strike" "Energy Strike" //"citadel_ability_revenant_energy_strike_desc" "Strike the targeted area with a massive burst of energy." //----------------------------------------------------------------------------- // Slingshot //----------------------------------------------------------------------------- //"ability_slingshot_bruising_shot" "Bruising Shot" //"ability_slingshot_bruising_shot_desc" "Hits damage the target, and stack bruises on them that increase all subsequent damage taken from Slingshot's weapon and abilities." //"ability_slingshot_bruising_shot_t1_desc" "+{s:BruiseFireRate}% fire rate per stack when shooting at a bruised enemy." //"BruiseDuration_label" "Bruise Duration" //"BruiseDamageVulnerability_label" "Damage Increase" //"BruiseDamageVulnerability_postfix" "% per stack" //"BonusPelletsPerShot_label" "Pellets per shot" //"ability_slingshot_catapult" "Catapult" //"ability_slingshot_catapult_desc" "Slingshots builds up power before launching himself forward as a large spinning ball, rolling around damaging enemies. Explodes on finish." //"ExplodeDamage_label" "Explode Damage" //"ability_slingshot_open_wounds" "Open Wounds" //"ability_slingshot_open_wounds_desc" "Passive. Slingshot's bullets cause wounds to build up on the enemy, dealing a large burst of damage when enough hits are inflicted." //"ability_slingshot_open_wounds_t3_desc" "Damage burst sprays poisonous blood nearby, damaging any enemies staying in the area." //"BurstDamage_label" "爆发伤害" //"ability_slingshot_ultimate" "Earthquake" //"ability_slingshot_ultimate_desc" "All nearby enemies are knocked in the air and stunned for as long as Slingshot channels." //----------------------------------------------------------------------------- // Infernus //----------------------------------------------------------------------------- "Citadel_Inferno_HeroTag_1" "纵 火" "Citadel_Inferno_HeroTag_2" "火 爆" "Citadel_Inferno_HeroTag_3" "速 度 爆 发" "ability_incendiary_projectile" "凝固汽油弹" "ability_incendiary_projectile_amplification" "凝固汽油弹伤害增强" "ability_incendiary_projectile_quip" "喷射凝固汽油弹,增强伤害输出" "ability_incendiary_projectile_desc" "喷射一种燃烧混合物,造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Slow'}效果,并使目标被凝固汽油弹覆盖。" "ability_incendiary_projectile_t2_desc" "凝固汽油弹效果:+{s:LifestealPercentHero}%吸取生命" "ability_incendiary_projectile_t3_desc" "凝固汽油弹效果:
+{s:IncomingDamagePercentFromCaster}%承受伤害
{s:HealAmpReceivePenaltyPercent}%治疗" //"modifier_citadel_incendiaryprojectile_burn" "Burning from Incendiary" "ability_incendiary_projectile_debuff_header" "凝固汽油弹效果:" "ability_flame_dash" "烈焰冲刺" "ability_flame_dash_quip" "浑身燃烧并向前冲刺,留下一条火焰轨迹" "ability_flame_dash_desc" "向前冲刺,获得{g:citadel_inline_attribute:'SlowResistance'},并在身后留下一道造成{g:citadel_inline_attribute:'SpiritDPS'}的火焰路径。

激活时按住{g:citadel_binding:'MoveForward'}可冲刺更远。" "ability_flame_dash_t2_desc" "+{s:GroundFlameDuration}秒路径持续时间
+{s:DPS}每秒伤害" "ability_flame_dash_t3_desc" "启用{s:AbilityCharges}点技能充能,{s:AbilityCooldownBetweenCharge}秒充能时间" //"modifier_flamedash" "Flame Dashing" //"ability_flame_dash_cancel_trigger" "Cancel Flame Dash" "DashSpeed_label" "冲刺速度" "DashSpeed_postvalue_label" "冲刺速度" "DashSpeed_postfix" "米" "SpeedBurstSpeed_label" "最大冲刺速度" "SpeedBurstSpeed_postvalue_label" "最大冲刺速度" "SpeedBurstSpeed_postfix" "米" "FlameAuraRadius_label" "路径宽度" "FlameAuraRadius_postvalue_label" "路径宽度" "FlameAuraRadius_postfix" "米" "FlameDashDebuff_label" "额外元灵伤害" "FlameDashDebuff_postvalue_label" "额外元灵伤害" "FlameDashDebuff_postfix" "%" "GroundFlameDuration_label" "路径持续时间" "GroundFlameDuration_postvalue_label" "路径持续时间" "GroundFlameDuration_postfix" "秒" "FlameDashDebuffDuration_label" "减益持续时间" "FlameDashDebuffDuration_postvalue_label" "减益持续时间" "FlameDashDebuffDuration_postfix" "秒" "DashTime_label" "冲刺时间" "DashTime_postvalue_label" "冲刺时间" "DashTime_postfix" "秒" "FlameAuraDPS_label" "每秒伤害" "FlameAuraDPS_postvalue_label" "每秒伤害" "FlameAuraMovementSlow_label" "敌人移动减速" "FlameAuraMovementSlow_postvalue_label" "敌人移动减速" "FlameAuraMovementSlow_postfix" "%" //"FlameAuraSlowFireRate_label" "Enemy Fire Rate" "FlameAuraSlowFireRate_postfix" "%" "FlameAuraDuration_label" "减益持续时间" "FlameAuraDuration_postvalue_label" "减益持续时间" "FlameAuraDuration_postfix" "秒" "modifier_flamedash_debuff" "烈焰冲刺" "ability_afterburn" "复燃" "ability_afterburn_SpiritSteal_AMP" "复燃伤害提升" "ability_afterburn_quip" "射击敌人,让他们燃烧起来" "ability_afterburn_desc" "武器命中会积累燃烧效果,造成{g:citadel_inline_attribute:'SpiritDPS'}。

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。" "ability_afterburn_t2_desc" "燃烧效果:
{s:OutgoingTechDamagePercent}%元灵伤害" "ability_afterburn_t3_desc" "+{s:AfterburnDurationMax}秒最长燃烧持续时间" "ability_afterburn_burn_header" "燃烧效果:" "modifier_citadel_afterburn_buildup" "正在点燃" "BuildUpBulletPercentPerHit_label" "每颗子弹的累积量" "BuildUpBulletPercentPerHit_postvalue_label" "每颗子弹的累积量" "BuildUpBulletPercentPerHit_postfix" "%" "CritBuildup_label" "每次头弹的累积量" "CritBuildup_postvalue_label" "每次头弹的累积量" "CritBuildup_postfix" "%" "AfterburnDurationMax_label" "最长燃烧持续时间" "AfterburnDurationMax_postvalue_label" "最长燃烧持续时间" "AfterburnDurationMax_postfix" "秒" "AfterburnDurationBase_label" "基础燃烧持续时间" "AfterburnDurationBase_postvalue_label" "基础燃烧持续时间" "AfterburnDurationBase_postfix" "秒" "RefillDurationHit_prefix" "{s:sign}" "RefillDurationHit_label" "每发子弹延长" "RefillDurationHit_postvalue_label" "每发子弹延长" "RefillDurationHit_postfix" "秒" "RefillDurationCrit_prefix" "{s:sign}" "RefillDurationCrit_label" "每次头弹延长" "RefillDurationCrit_postvalue_label" "每次头弹延长" "RefillDurationCrit_postfix" "秒" //"AfterburnExplodeRadius_label" "Spread Radius" "AfterburnExplodeRadius_postfix" "米" //"AfterburnExplodeDamage_label" "Explode Damage" //"afterburn_spirit_stolen_debuff" "Spirit Stolen" //"afterburn_spirit_stolen_buff" "Spirit Taken" "ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot" "来自复燃的炙烤" "modifier_afterburn_dot" "来自复燃的炙烤" "ability_fire_bomb" "震荡燃烧" "ability_fire_bomb_quip" "短暂延迟后眩晕附近的敌人" "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'}。

一旦施放,震荡燃烧就无法被打断。" "ability_fire_bomb_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:LifeStealPercentOnHit}%爆炸吸取生命" "ability_fire_bomb_t3_desc" "+{s:StunDuration}秒眩晕时间
+{s:Radius}米半径" //"ability_fire_bomb/modifier_progressbar" "Harnessing Power" "BurnDPS_label" "每秒燃烧伤害" "BurnDPS_postvalue_label" "每秒燃烧伤害" //----------------------------------------------------------------------------- // Tempest //----------------------------------------------------------------------------- //"ability_tempest_ion_dagger" "Ion Dagger" //"ability_tempest_ion_dagger_desc" "Tempest throws a dagger that damages the target and applies an ionizing charge to it for a duration. Tech damage dealt to that target is increased and a cleaves for a percentage of that damage to nearby targets. Ionizing a target multiple times increases the duration." //"ChargedDuration_label" "Charged Duration" "ChargedDuration_postfix" "秒" //"ReloadBullet_label" "Applying an ionizing charge automatically reloads 1 bullet" //"modifier_tempest_ionized_bullets_charged" "Charged!" //"modifier_tempest_ionized_bullets_buildup" "Ionizing" //"ability_tempest_tesla_coil/modifier_tesla_coil_aura_alert/modifier_tesla_coil_alert" "Tesla Coil Nearby" //"ability_tempest_tesla_coil/modifier_tesla_coil_aura_damage_amp/modifier_tesla_coil_damage_amp" "Tesla Coil Nearby" //"ability_tempest_faraday_cage" "Faraday Cage" //"ability_tempest_faraday_cage_desc" "Target an enemy hero to trap them in a faraday cage, blocking movement and bullets." //"SpawnTroopers_label" "Spawn a melee trooper for each enemy hero trapped in the cage" //"FaradayCageHealth_label" "Cage Health" //"FaradayCageDuration_label" "Cage Duration" //"ability_tempest_tesla_coil" "Tesla Coil" //"ability_tempest_tesla_coil_desc" "Build a Tesla Coil that builds a charge on itself then discharges on the closest enemy within range. Holds the charge and builds overcharge if no enemies are in range. When Tempest fights in range of the coil, his gun is amp'd and his bullets deal bonus spirit damage." //"TeslaCoilHealth_label" "Tesla Coil Health" //"TeslaCoilLifetime_label" "Tesla Coil Lifetime" //"DischargeRadius_label" "Discharge Radius" "DischargeRadius_postfix" "米" //"OverchargePct_label" "Overcharge" "OverchargePct_postfix" "%" //"BonusTechDamage_label" "Bonus Spirit Damage" //"ability_tempest_weathermaker" "Weathermaker" //"ability_tempest_weathermaker_desc" "A ray of sun shines on each enemy hero anywhere on the map. Moments later, any enemy that did not find cover is struck by a powerful bolt of lightning, dealing damage to them and revealing them through walls for a duration. Can pass through Faraday Cage." //"VisionDuration_label" "Vision Duration" "VisionDuration_postfix" "秒" //"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming/modifier_reveal_enemy" "Revealed" //"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming" "100% Chance of Lightning" //"modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered" "Remain Covered" //"modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter" "Seek Shelter" //----------------------------------------------------------------------------- // Apocalypse //----------------------------------------------------------------------------- //"apocalypse_discharge_soul/modifier_tombstone_nearby_aura/modifier_tombstone_nearby" "Tombstone Nearby" //"apocalypse_gigantic_sword" "Gigantic Sword" //"modifier_gigantic_sword" "You have a Gigantic Sword" //"apocalypse_gigantic_sword_desc" "{s:hero_name}'s staff turns into a gigantic sword. When active, Apocalypse's melee attack deal extra damage and cover extra range." //"SwordSlow_label" "Movement Penalty" "SwordSlow_suffix" "%" "MeleeDamageBonusPct_label" "额外伤害" "MeleeDamageBonusPct_postvalue_label" "额外伤害" "MeleeDamageBonusPct_suffix" "%" //"MeleeDistanceBonusPct_label" "Bonus Distance" "MeleeDistanceBonusPct_suffix" "%" //"apocalypse_four_horsemen" "Four Horsemen" //"apocalypse_four_horsemen_desc" "Summon four hologram horsemen who stampede in a straight line, damaging enemies they pass through and leaving a trail that slows and damages enemies." //"apocalypse_discharge_soul" "Discharge Soul" //"apocalypse_discharge_soul_desc" "Fires a projectile that damages, EMPs, and slows. Charges do not refresh with time. Collect charges by kneeling next to tombstones that appear near fallen friendly troopers." //"SlowSilenceDuration_label" "Slow / EMP Duration" //"SoulProjectileRadius_label" "Projectile Radius" //"apocalypse_armageddon" "Armageddon" //"apocalypse_armageddon_desc" "A pool of light marks a safe zone surrounding {s:hero_name} as meteors fall from the sky in a wide radius around the safe zone. Meteors damage allies as well as enemies, but damage to allies is reduced and non-lethal." //"MeteorDamage_label" "Meteor Damage" //"MeteorDamageRadius_label" "Meteor Damage Radius" //----------------------------------------------------------------------------- // Cold Metal //----------------------------------------------------------------------------- //"coldmetal_contract_to_kill" "Contract to Kill" //"coldmetal_contract_to_kill_desc" "Take out a contract on a target hero for a duration. The contract takes extra bullet damage and extra damage from Cold Metal's missiles. You have no move speed penalty while shooting at the contract and no aim speed penalty at the contract while moving." //"coldmetal_contract_to_kill/modifier_coldmetal_contract_to_kill" "Contract" //"coldmetal_charged_rocket" "Charged Rocket" //"coldmetal_charged_rocket_desc" "Hold to charge then fire a rocket that travels faster the longer it's charged. Upon impact explodes into a burst of tactical heat-seeking missiles." //"coldmetal_cold_metal_killer" "Cold Metal Killer" //"coldmetal_cold_metal_killer_desc" "Launch a fan of knives in a cone in front of Cold Metal, slowing enemies upon impact." //"coldmetal_impenetrable_cube" "Impenetrable Cube" //"coldmetal_impenetrable_cube_desc" "Fold up into an impenetrable cube for a duration, unable to shoot or take damage, then explode into a flurry of tactical heat-seaking missiles." //----------------------------------------------------------------------------- // Clawdril //----------------------------------------------------------------------------- //"clawdril_plasma_laser" "Plasma Laser" //"clawdril_plasma_laser_desc" "Fire a short-range plasma laser that deals massive damage to units in its way." //"clawdril_drill_and_pin" "Drill & Pin" //"clawdril_drill_and_pin_desc" "Fire Clawdril's dril in a straight line, trapping any enemy hero it hits in a cage of crystals." //"clawdril_mining_expedition" "Mining Expedition" //"clawdril_mining_expedition_desc" "Smash the ground to reveal nearby crystals which can be melee'd into temporary buffs by you or your teammates." //"clawdril_cyclone" "Cyclone" //"clawdril_cyclone_desc" "Clawdril sticks the drill in the ground, lifts his body horizontally, and spins it up. Kicks everyone nearby in the face while creating a vortex that sucks enemies inwards and deflects bullets." //----------------------------------------------------------------------------- // Haze //----------------------------------------------------------------------------- "Citadel_Haze_HeroTag_1" "精 准" "Citadel_Haze_HeroTag_2" "隐 秘" "Citadel_Haze_HeroTag_3" "危 险" "ability_sleep_dagger" "沉睡匕首" "ability_sleep_dagger_quip" "让一名敌人入睡" "ability_sleep_dagger_desc" "投掷一把匕首,让目标受到伤害并沉睡。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/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep" "沉睡中" "ability_sleep_dagger_t1_desc" "苏醒时{s:BulletResistReduction}%子弹抗性降低,持续{s:BulletResistReductionDuration}秒" "ability_sleep_dagger_t2_desc" "+{s:SleepDuration}秒睡眠持续时间
施加{s:FixationStacks}层锁定叠加" "ability_sleep_dagger_t3_desc" "{s:AbilityCooldown}秒冷却时间
苏醒时-{s:SlowPercent}%移动和冲刺速度,持续{s:DebuffDuration}秒" "SleepMoveSpeed_label" "沉睡移动速度" "SleepMoveSpeed_postvalue_label" "沉睡移动速度" "SleepMoveSpeed_postfix" "米" "modifier_citadel_sleep_dagger_asleep" "沉睡" //"HazeDaggerRadius_label" "Hit Radius" //"HazeDaggerRadius_postfix" "m" "SleepWakeUpDelay_label" "清醒延迟" "SleepWakeUpDelay_postvalue_label" "清醒延迟" "SleepWakeUpDelay_postfix" "秒" "MinimumSleepTime_label" "最低沉睡时间" "MinimumSleepTime_postvalue_label" "最低沉睡时间" "MinimumSleepTime_postfix" "秒" //"AoESleep_label" "Explode Radius" "AoESleep_postfix" "米" "SleepDuration_label" "沉睡持续时间" "SleepDuration_postvalue_label" "沉睡持续时间" "SleepDuration_postfix" "秒" "modifier_citadel_sleep_dagger_postsleep" "伤害减少" "ability_stacking_damage" "锁定" "ability_stacking_damage_quip" "对目标造成的子弹伤害持续增加" "ability_stacking_damage_desc" "射击目标会使自身对该目标的子弹伤害持续增加。每次击中获得一层叠加,击中头部则获得三层。" "ability_stacking_damage/modifier_passive_haze_stacking_damage" "被锁定" "ability_stacking_damage_t1_desc" "每{s:ProcDamageStackCount}层叠加效果对目标造成{s:ProcDamage}元灵伤害和{s:SlowPercent}%减速,持续{s:SlowDuration}秒" "ability_stacking_damage_t2_desc" "+{s:MaxStacks}叠加层数上限
+{s:AbilityDuration}秒持续时间" "ability_stacking_damage_t3_desc" "+{s:DamageBonusFixedPerStack}/每层叠加
跟随武器伤害提升" "DamageBonusFixedPerStack_label" "武器伤害" "DamageBonusFixedPerStack_postvalue_label" "武器伤害" "DamageBonusFixedPerStack_prefix" "+" "DamageBonusFixedPerStack_postfix" "每层叠加" "ability_stacking_damage/modifier_passive_haze_stacking_damage/slow" "被减速" "ability_smoke_bomb" "烟雾弹" "ability_smoke_bomb_quip" "淡出视线" "ability_smoke_bomb_desc" "淡出视线,变为隐身并获得疾跑速度。攻击会移除隐身效果,但使用物品不会。近距离的敌人可看穿隐身效果。" //"ability_smoke_bomb_t1_desc" "{s:AbilityCooldown}s Ability Cooldown" "ability_smoke_bomb_t2_desc" "启用{s:AbilityCharges}技能充能" "ability_smoke_bomb_t3_desc" "驱散非终极技能减益
获得+{s:BulletLifesteal}%子弹吸取生命,持续{s:BuffDuration}秒" //"modifier_citadel_smoke_bomb_in_smoke" "In Smoke" "modifier_citadel_smoke_bomb_invis" "隐身" "PhaseOutDuration_label" "无敌状态持续时间" "PhaseOutDuration_postvalue_label" "无敌状态持续时间" "PhaseOutDuration_postfix" "秒" //"ability_smoke_bomb/modifier_buff" "Stabilizer" "ability_bullet_flurry" "子弹之舞" "ability_bullet_flurry_quip" "向四周爆发一阵弹雨" "ability_bullet_flurry_desc" "进入爆发状态,以完美精准度和额外子弹伤害向附近敌人射击。" //"ability_bullet_flurry/modifier_citadel_bullet_flurry" "Bullet Flurry" "ability_bullet_flurry_t2_desc" "+{s:BonusFireRate}%射速
+{s:DanceMoveSpeed}米移动速度" "ability_bullet_flurry_t3_desc" "+{s:EvasionPercent}%闪避
{s:AbilityCooldown}秒冷却时间" "BonusWeaponDamage_prefix" "+" "BonusWeaponDamage_label" "子弹伤害" "BonusWeaponDamage_postvalue_label" "子弹伤害" "DanceMoveSpeed_label" "弹雨移动速度" "DanceMoveSpeed_postvalue_label" "弹雨移动速度" "DanceMoveSpeed_postfix" "米" //----------------------------------------------------------------------------- // Sumo // dynamo //----------------------------------------------------------------------------- "Citadel_Dynamo_HeroTag_1" "团 队 协 作" "Citadel_Dynamo_HeroTag_2" "先 手" "Citadel_Dynamo_HeroTag_3" "力 挽 狂 澜" "citadel_ability_stomp" "动能脉冲" "citadel_ability_stomp_quip" "在地面上发出一道脉冲,将敌人击至半空" "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_t1_desc" "+{s:AbilityCharges}充能" "citadel_ability_stomp_t2_desc" "击中时:
{s:BulletResistReduction}%子弹抗性和-{s:SlowPercent}%移动速度,持续{s:SlowDuration}秒" "citadel_ability_stomp_t3_desc" "+{s:Damage}伤害
+{s:StompRange}米施法距离" "StompRange_label" "脉冲距离" "StompRange_postvalue_label" "脉冲距离" "StompRange_postfix" "米" //"stomp_buff_modifier" "+Fire Rate" "BulletArmorReductionDuration_label" "持续时间" "BulletArmorReductionDuration_postvalue_label" "持续时间" "BulletArmorReductionDuration_postfix" "秒" "StompWidth_label" "脉冲宽度" "StompWidth_postvalue_label" "脉冲宽度" "StompWidth_postfix" "米" "modifier_stomp_debuff" "脉冲减益" "citadel_ability_void_sphere" "量子闪现" "citadel_ability_void_sphere_quip" "瞬间消失并重新出现" "citadel_ability_void_sphere_desc" "短暂进入不可成为目标的状态,并传送至目标位置。使用时恢复耐力。

{g:citadel_binding:'AltCast'}:带上附近的友军。" "citadel_ability_void_sphere_t3_desc" "非大招减益降低{s:ReduceDebuffs}%
恢复{s:ChargeReplenish}点充能" "modifier_void_sphere" "量子闪现" //"modifier_voidsphere_buff" "Void Sphere +Fire Rate" "AllyDistance_label" "友军距离" "AllyDistance_postvalue_label" "友军距离" "AllyDistance_postfix" "米" "VoidTime_label" "虚空时间" "VoidTime_postvalue_label" "虚空时间" "VoidTime_postfix" "秒" "StaminaRestore_postvalue_label" "耐力恢复" "StaminaRestore_label" "耐力恢复" //"citadel_ability_charged_tackle" "Charged Tackle" //"citadel_ability_charged_tackle_quip" "Charge into combat" //"citadel_ability_charged_tackle_desc" "Build up power then enter a charge, dragging and damaging enemies in your path. Can be canceled early." //"citadel_ability_charged_tackle_t1_desc" "+{s:Damage} Damage and +{s:ChargeDistance}m Charge Distance." //"citadel_ability_charged_tackle_t2_desc" "Gain a {s:TechShield}HP Spirit Shield for {s:TechShieldDuration}s when Charged Tackle ends." //"citadel_ability_charged_tackle_t3_desc" "Remove Prepare Time and {s:AbilityCooldown}s Ability Cooldown" //"citadel_ability_charged_tackle/modifier_charge_pull_enemy" "Charged Tackle" //"citadel_ability_charged_tackle_cancel_channel" "Stop Charging" //"modifier_charged_tackle_prepare" "Building Power" //"modifier_charged_tackle_active" "Tackling" //"ChargeDistance_label" "Charge Distance" "ChargeDistance_postfix" "米" "TechShieldDuration_label" "护盾持续时间" "TechShieldDuration_postvalue_label" "护盾持续时间" "TechShieldDuration_postfix" "秒" "citadel_ability_self_vacuum" "奇点" "citadel_ability_self_vacuum_quip" "拉近敌方队伍并使其眩晕" "citadel_ability_self_vacuum_desc" "在掌中制造一个奇点,造成{g:citadel_inline_attribute:'SpiritDPS'},施加{g:citadel_inline_attribute:'Stun'},并拉近附近的敌人。" "VacuumRadius_label" "奇点半径" "VacuumRadius_postvalue_label" "奇点半径" "VacuumRadius_postfix" "米" "citadel_ability_nikuman" "回春极光" "citadel_ability_nikuman_quip" "治疗自己和周围的友军" "citadel_ability_nikuman_desc" "在施法期间,对自身和附近的友军持续恢复生命值。
可以进行冲刺和近战攻击而不会打断施法。" "citadel_ability_nikuman/modifier_nikuman" "回春极光" //"TechShieldPerSecond_label" "Spirit Shield Added" "TechShieldPerSecond_postfix" "/秒" "citadel_ability_nikuman_t1_desc" "持续施法期间光环提供+{s:MovementSpeedBonus}米移动速度" "citadel_ability_nikuman_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:AbilityChannelTime}秒持续时间" "citadel_ability_nikuman_t3_desc" "全速移动并可使用所有技能

每秒额外治疗+{s:HealMaxHealthPercent}%最大生命值" "HealMaxHealthPercent_label" "恢复的最大生命值" "HealMaxHealthPercent_postvalue_label" "恢复的最大生命值" "HealMaxHealthPercent_postfix" "%/秒" "HealingPerSecond_label" "恢复的生命值" "HealingPerSecond_postvalue_label" "恢复的生命值" "HealingPerSecond_postfix" "/秒" "ShareWithFriendsRadius_label" "友军治疗半径" "ShareWithFriendsRadius_postvalue_label" "友军治疗半径" "ShareWithFriendsRadius_postfix" "米" "modifier_nikuman_techshield" "元灵护盾" //"modifier_nikuman_buff" "+Fire Rate" //"modifier_nikuman_self_buff" "+Move Speed" //"FireRatePerSecondDuration_label" "Fire Rate Duration" "FireRatePerSecondDuration_postfix" "秒" //----------------------------------------------------------------------------- // Zealot //----------------------------------------------------------------------------- //"citadel_ability_zealot_summon_spirits" "Energy Spirits" //"citadel_ability_zealot_summon_spirits_desc" "Creates energy orbs that rotate around Zealot, striking and damaging anything in their path. Orbs can be shot forward, damaging enemies. Orb damage grows while active up to double after 5 seconds." //"modifier_summon_spirits" "Energy Spirits" //"SpiritCount_label" "Energy Spirits" //"citadel_ability_zealot_summon_spirits_t1_desc" "+{s:SpiritBulletArmor} Bullet Armor while there is a spirit active." //"citadel_ability_zealot_summon_spirits_t3_desc" "+{s:SpiritLifeSteal}% Life Steal on Energy Spirit damage." //"SpiritSpinDamage_label" "Damage when spinning" //"SpiritShotDamage_label" "Damage when shot" //"citadel_ability_zealot_tether" "Tether" //"citadel_ability_zealot_tether_desc" "Creates a beam of energy to a friend, with each hero sharing {s:TetheredShareStatsPct}% of their health regen, fire rate and spirit bonuses. Breaks if out of range for more than {s:TetherDisconnectTime} seconds. Upgrade bonuses apply to both Zealot and his tethered target." //"modifier_zealot_tether" "Tether" //"modifier_zealot_tether_self" "Tether" //"TetherRange_label" "Tether Max Range" "TetherRange_postfix" "米" //"TetheredBonusHealthRegen_label" "Bonus Health Regen" //"TetheredBonusFireRate_label" "Bonus Fire Rate" //"TetheredBonusMoveSpeedPct_label" "Bonus Move Speed" "TetheredBonusMoveSpeedPct_prefix" "+" "TetheredBonusMoveSpeedPct_postfix" "%" //"citadel_ability_zealot_spirit_echo" "Spirit Echo" //"citadel_ability_zealot_spirit_echo_desc" "Shoots a echo spirit at a targeted enemy, slowing and dealing damage. Bounces to nearby enemy units, hitting each unit once." //"SpiritShotSlowPct_label" "Slow Percentage" "SpiritShotSlowDuration_label" "减速持续时间" "SpiritShotSlowDuration_postvalue_label" "减速持续时间" //"citadel_ability_zealot_spirit_echo_t1_desc" "+{s:SpiritShotSlowDuration} second Slow Duration" //"citadel_ability_zealot_spirit_echo_t2_desc" "+{s:MaxBounces} Max Bounces" //"citadel_ability_zealot_spirit_echo_t3_desc" "Echo slow now reduces Fire Rate {s:FireRateReduction}" //"modifier_zealot_spirit_echo_debuff" "Spirit Echo" //"citadel_ability_zealot_energy_warp" "Energy Warp" //"citadel_ability_zealot_energy_warp_desc" "Teleports Zealot forward to a distant target. When the teleport is complete, a large burst of energy is released damaging and silencing enemies. Any tethered friendly will also be teleported along with Zealot." //"citadel_ability_zealot_energy_warp_t2_desc" "+{s:SilenceDuration} EMP Duration" //"citadel_ability_zealot_energy_warp_t3_desc" "Refresh Energy Warp cooldown upon killing any of the enemies EMPed by Energy Warp." //"modifier_zealot_energy_warp" "Energy Warp" //"citadel_ability_zealot_inner_fire" "Inner Fire" //"citadel_ability_zealot_inner_fire_desc" "Passive. Zealot gains health, and grows in physical power while using his other abilities." //"citadel_ability_zealot_inner_fire_t1_desc" "Move Speed +{s:BonusMoveSpeedWhileTethered} while tethered" //"citadel_ability_zealot_inner_fire_t2_desc" "Damage Resist +{s:DamageReductionWhileSpirits}% while using Summon Spirits" //"citadel_ability_zealot_inner_fire_t3_desc" "Health Regen +{s:BonusHealthRegenWhileEnergyWarp} while using Energy Warp" //"citadel_ability_zealot_weapon_drain_pulse" "Weapon Drain Pulse" //"citadel_ability_zealot_weapon_drain_pulse_desc" "Drains the Courage of nearby enemy heroes and NPCs, reducing their gun damage. A portion of the stolen damage is transferred to Zealot's gun." //"DrainPulseRadius_label" "Drain Pulse Radius" "DrainPulseRadius_postfix" "米" //"modifier_weapon_drain_pulse" "Weapon Drain Pulse" //"modifier_weapon_drain_pulse_debuff" "Zealot Courage Drain" //"WeaponPowerDrained_label" "Courage Drained" //"WeaponPowerGainPercent_label" "Courage Transferred" "WeaponPowerGainPercent_postfix" "%" //----------------------------------------------------------------------------- // Warden //----------------------------------------------------------------------------- "Citadel_Warden_HeroTag_1" "先 手" "Citadel_Warden_HeroTag_2" "无 所 畏 惧" "Citadel_Warden_HeroTag_3" "独 当 一 面" "ability_warden_lock_down" "束缚之言" "ability_warden_lock_down_quip" "干扰目标,若其未逃脱,则会被定身" "ability_warden_lock_down_desc" "干扰一名敌方英雄。如果对方未在逃脱时间内从初始位置离开,则会受到伤害并被定身。" "ability_warden_lock_down_t1_desc" "{s:hero_name}在{s:BulletArmorReductionDuration}秒内对定身英雄造成的子弹伤害+{s:BulletArmorReduction}%" "ability_warden_lock_down_t2_desc" "+{s:ImmobilizeDuration}秒持续时间" "ability_warden_lock_down_t3_desc" "{s:AbilityCooldown}秒冷却时间
沉默敌人,直到他们逃跑或被定身" "StaminaReduction_label" "耐力降低" "StaminaReduction_postvalue_label" "耐力降低" "EscapeRange_label" "逃脱范围" "EscapeRange_postvalue_label" "逃脱范围" "EscapeRange_postfix" "米" "EscapeTime_label" "逃脱时间" "EscapeTime_postvalue_label" "逃脱时间" "EscapeTime_postfix" "秒" "modifier_warden_lockdown_debuff" "束缚之言" "modifier_warden_lockdown_debuff_hint" "离开区域以逃脱束缚" "modifier_warden_lockdown_root" "束缚之言" "ability_warden_high_alert" "意志力" "ability_warden_high_alert_quip" "获得屏障和移动速度" "ability_warden_high_alert_desc" "获得一个屏障和移动速度加成。" "ability_warden_high_alert_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:AbilityDuration}秒持续时间" "ability_warden_high_alert_t3_desc" "+{s:StatusResistancePercent}%减益抗性
提升屏障增强系数" "modifier_warden_high_alert" "意志力" //"modifier_warden_high_alert_hint" "" "ability_warden_crowd_control" "炼金瓶" "ability_warden_crowd_control_quip" "对附近的敌人造成伤害和负面效果" "ability_warden_crowd_control_desc" "投掷一个瓶子,击中后会对敌人造成伤害并降低其武器伤害和移动速度。" "ability_warden_crowd_control_t1_desc" "击中的敌人
会失去{s:StaminaReduction}耐力" "ability_warden_crowd_control_t2_desc" "+{s:Damage}伤害
{s:WeaponPowerDebuff}%武器伤害" "ability_warden_crowd_control_t3_desc" "{s:AbilityCooldown}秒冷却时间并+{s:Radius}米半径
施加-{s:FireRateSlow}%射速" "MoveSpeedSlowPct_label" "移动速度" "MoveSpeedSlowPct_postvalue_label" "移动速度" "MoveSpeedSlowPct_postfix" "%" "MoveSpeedSlowPct_prefix" "-" "WeaponPowerDebuff_label" "武器伤害" "WeaponPowerDebuff_postvalue_label" "武器伤害" "WeaponPowerDebuff_postfix" "%" "modifier_warden_crowd_control_debuff" "炼金瓶" "FlaskDebuffDuration_label" "武器减益持续时间" "FlaskDebuffDuration_postvalue_label" "武器减益持续时间" "FlaskDebuffDuration_postfix" "秒" "ability_warden_riot_protocol" "屹立不倒" "ability_warden_riot_protocol_quip" "发出脉冲,从敌人身上吸取生命" "ability_warden_riot_protocol_desc" "充能{s:AbilityCastDelay}秒后,发出脉冲,对敌人造成伤害,并基于造成的伤害治疗自身。
施放“屹立不倒”期间,子弹抗性和元灵抗性会极大提高。" "ability_warden_riot_protocol_t2_desc" "+{s:PulseDPS}每秒伤害
{s:AbilityCooldown}秒冷却时间" "ability_warden_riot_protocol_t3_desc" "+{s:AbilityDuration}秒持续时间
持续施法期间势不可挡且+{s:BulletResist}%抗性" "modifier_warden_riot_protocol" "屹立不倒" "modifier_warden_riot_protocol_enemy_debuff" "减速" //UnstoppableCastDelay "HealthStealPctHero_label" "英雄吸取生命" "HealthStealPctHero_postvalue_label" "英雄吸取生命" "HealthStealPctHero_postfix" "%" "HealthStealPct_label" "非英雄吸取生命" "HealthStealPct_postvalue_label" "非英雄吸取生命" "HealthStealPct_postfix" "%" "PulseInterval_label" "脉冲间隔" "PulseInterval_postvalue_label" "脉冲间隔" "RadiusIncreasePerPulse_label" "每次脉冲半径" "RadiusIncreasePerPulse_postvalue_label" "每次脉冲半径" "RadiusIncreasePerPulse_postfix" "米" "RadiusIncreasePerPulse_prefix" "+" "PulseInterval_postfix" "秒" "PulseDPS_label" "每秒伤害" "PulseDPS_postvalue_label" "每秒伤害" //"DebuffMoveSlowPct_label" "Enemy Slow" "DebuffMoveSlowPct_postfix" "%" //"PulseDebuffDuration_label" "Enemy Slow duration" "PulseDebuffDuration_postfix" "秒" "PulseRadius_label" "脉冲半径" "PulseRadius_postvalue_label" "脉冲半径" "PulseRadius_postfix" "米" //----------------------------------------------------------------------------- // Wrecker //----------------------------------------------------------------------------- "ability_wrecking_ball" "破坏球" "ability_wrecking_ball_quip" "投掷一团废料,眩晕敌人" "ability_wrecking_ball_desc" "制造一个可以投掷的巨大废料球,伤害并眩晕第一个击中的目标。制造废料球需要时间,并且在携带时你的移动速度会变慢。" "WreckingBallDamage_label" "伤害" "WreckingBallDamage_postvalue_label" "伤害" "WreckingBallPickupTime_label" "制造时间" "WreckingBallPickupTime_postvalue_label" "制造时间" "WreckingBallPickupTime_postfix" "秒" "MoveSpeedLimit_label" "移动速度" "MoveSpeedLimit_postvalue_label" "移动速度" "MoveSpeedLimit_postfix" "米" "modifier_wrecking_ball_auto_throw" "破坏球" "hint_throw_wrecking_ball" "投掷球体" "ability_wrecker_salvage" "灰飞烟灭" "ability_wrecker_salvage_desc" "牵住一个敌人,在这期间对其造成伤害并治疗自己。目标必须在视线范围内且不超过最大距离才能继续被牵住。成功击败目标会恢复一点生物爆破充能。" "ability_wrecker_salvage_quip" "让一名敌方步兵或中立单位灰飞烟灭" "FireRateBuffDuration_label" "加成持续时间" "FireRateBuffDuration_postvalue_label" "加成持续时间" "FireRateBuffDuration_postfix" "秒" "SalvageBonus_FireRate_label" "每次加成的射速" "SalvageBonus_FireRate_postvalue_label" "每次加成的射速" "SalvageBonus_Health_label" "治疗" "SalvageBonus_Health_postvalue_label" "治疗量" "SalvageDuration_label" "最大持续时间" "SalvageDuration_postvalue_label" "最大持续时间" "SalvageDuration_postfix" "秒" "ability_wrecker_salvage_t3_desc" "+{s:AbilityUnitTargetLimit}额外目标" "ability_wrecker_salvage/modifier_wrecker_salvage" "被束缚" "ConsumeHealPercentage_label" "消耗治疗百分比" "ConsumeHealPercentage_postvalue_label" "消耗治疗百分比" "ConsumeHealPercentage_postfix" "%" "modifier_wrecker_salvage_buff" "射速增长量" "ability_scrap_blast" "生物爆破" "ability_scrap_blast_desc" "发射出一股灰飞烟灭后的残骸,对敌人造成伤害并使其减速。多次命中会增加减速效果。" "ability_scrap_blast_quip" "发射一股生物质爆炸波" "EnemyMoveSlow_label" "每次击中敌人减速" "EnemyMoveSlow_postvalue_label" "每次击中敌人减速" "EnemyMoveSlow_postfix" "%" "EnemyMoveSlowDuration_label" "敌人减速持续时间" "EnemyMoveSlowDuration_postvalue_label" "敌人减速持续时间" "EnemyMoveSlowDuration_postfix" "秒" "ScrapDamage_label" "伤害" "ScrapDamage_postvalue_label" "伤害" "ability_scrap_blast/modifier_scrap_blast_debuff" "被减速" "ability_wrecker_ultimate" "磁力流" "ability_wrecker_ultimate_desc" "抓住破坏王注视的任何敌人,将他们置于静止状态并举在头顶。完成后,所有被捕获的敌人将被眩晕并受到伤害。任何被抓住的非玩家角色都会被回收。" //"ThrowDamage_label" "Throw Damage" //"GrabRange_label" "抓取范围" "GrabRange_postfix" "米" "ability_wrecker_ultimate_t3_desc" "使用期间,破坏王为无敌" "wrecker_ultimate_grab_debuff" "静止状态" "ability_wrecker_teleport" "灵体漫步" "ability_wrecker_teleport_desc" "发射一个由你控制的飞影复制体,将本体传送到它落地的地方。传送结束后的爆炸会减缓敌人速度并造成伤害,具体多少取决于飞行的时间长短。" "ability_wrecker_teleport_quip" "发射自己飞行的幻象,将真身传送到幻象着陆的地方" "DamagePerSecondFlown_label" "每秒飞行累积伤害" "DamagePerSecondFlown_postvalue_label" "每秒飞行累积伤害" "citadel_ability_wrecker_garbage_suck" "过载冲击" "citadel_ability_wrecker_garbage_suck_quip" "使附近敌人减速,并对其造成伤害" "citadel_ability_wrecker_garbage_suck_desc" "创建一个区域,在施法后对附近敌人施加减速效果并造成伤害。伤害随施法时间的总时长而提升。" "GarbageRadius_label" "过载冲击半径" "GarbageRadius_postvalue_label" "过载冲击半径" "GarbageRadius_postfix" "米" "BaseDamage_label" "基础伤害" "BaseDamage_postvalue_label" "基础伤害" "DamagePerSecondWrecker_label" "每秒伤害" "DamagePerSecondWrecker_postvalue_label" "每秒伤害" "citadel_ability_wrecker_bouldergrenade" "破坏球" "citadel_ability_wrecker_bouldergrenade_desc" "制作一个巨大的废料球,对击中的第一名敌人造成伤害并使其眩晕。附近的敌人会受到较低的伤害。" //----------------------------------------------------------------------------- // Lash //----------------------------------------------------------------------------- "Citadel_Lash_HeroTag_1" "先 手" "Citadel_Lash_HeroTag_2" "高 空 飞 行" "Citadel_Lash_HeroTag_3" "傲 慢" "citadel_ability_lash" "鞭长可及" "citadel_ability_lash_quip" "用鞭子将自己拉向敌人" "citadel_ability_lash_desc" "通过在空中飞跃将自己拉向目标。使用鞭长可及还会重置你的空中跳跃和冲刺上限。" "citadel_ability_lash_t2_desc" "+{s:AbilityCastRange}米射程并获得+{s:WeaponDamageBonus}武器伤害,持续{s:WeaponDamageBonusDuration}秒" "citadel_ability_lash_t3_desc" "+{s:AbilityCharges}充能
施放时:+{s:RestoreStaminaOnUse}耐力
+{s:AirControlPercent}%空中控制" "LashDamage_label" "鞭长可及伤害" "LashDamage_postvalue_label" "鞭长可及伤害" "WeaponFireRateBonus_label" "射速" "WeaponFireRateBonus_postvalue_label" "射速" "WeaponFireRateBonus_prefix" "+" "WeaponFireRateBonus_postfix" "%" "JumpVelocity_label" "跳跃速度" "JumpVelocity_postvalue_label" "跳跃速度" "JumpVelocity_postfix" "米" "lash_grapple_buff" "武器伤害" "WeaponDamageBonusDuration_label" "加成持续时间" "WeaponDamageBonusDuration_postvalue_label" "加成持续时间" "WeaponDamageBonusDuration_postfix" "秒" "citadel_ability_lash_down_strike" "震撼大地" "citadel_ability_lash_down_strike_quip" "猛击地面,对敌人造成伤害" "citadel_ability_lash_down_strike_desc" "猛踏脚下地面,对面前敌人造成伤害。如果是在空中时进行地面攻击,则会快速俯冲向地面。在25米后伤害增速放缓。" "StompDamagePerMeterPrimary_label" "每米伤害" "StompDamagePerMeterPrimary_postvalue_label" "每米伤害" "StompDamagePerMeterSecondary_label" "每米伤害(25米+)" "StompDamagePerMeterSecondary_postvalue_label" "每米伤害(25米+)" "citadel_ability_lash_down_strike_t2_desc" "击中的敌人会被击飞并减速{s:EnemySlowPct}%,持续{s:SlowDuration}秒" "citadel_ability_lash_down_strike_t3_desc" "每米伤害+120%并提升增强系数" // Custom Tool Tip +(8.75/7)% damage "lash_down_strike_slow_modifier" "被减速" //"citadel_ability_shoryuken" "Shoryuken" //"citadel_ability_shoryuken_desc" "Lash performs a rising uppercut, knocking enemies in the air in front of him. Can be used while in the air." //"modifier_lash_shoryuken" "Shoryuken" //"citadel_ability_shoryuken_t3_desc" "Hits multiple targets around Lash." //"EnemyLaunchHeight_label" "Enemy Launch Height" "EnemyLaunchHeight_postfix" "米" //"LashLaunchHeight_label" "Lash Launch Height" "LashLaunchHeight_postfix" "米" "ability_lash_flog" "鞭笞" "ability_lash_flog_quip" "攻击前方目标获得治疗" "ability_lash_flog_desc" "用鞭子攻击前方的敌人,获得{g:citadel_inline_attribute:'Healing'},治疗量为所造成伤害量的一部分。" "ability_lash_flog_t1_desc" "施加-{s:EnemySlowPct}%移动速度,持续{s:EnemySlowDuration}秒" "ability_lash_flog_t2_desc" "施加-{s:FireRateSlow}%射速
{s:AbilityCooldown}秒冷却时间" "ability_lash_flog_t3_desc" "+{s:Damage}伤害
+{s:TargetingConeAngle}攻击角度
+{s:HealPctVsHeroes}%治疗" "HealPctVsHeroes_label" "来自英雄的治疗" "HealPctVsHeroes_postvalue_label" "来自英雄的治疗" "HealPctVsHeroes_postfix" "%" "HealPctVsNonHeroes_label" "来自非英雄的治疗" "HealPctVsNonHeroes_postvalue_label" "来自非英雄的治疗" "HealPctVsNonHeroes_postfix" "%" "EnemySlowDuration_label" "减益持续时间" "EnemySlowDuration_postvalue_label" "减益持续时间" "EnemySlowDuration_postfix" "秒" //"WeaponPowerScalingTooltip_label" "Courage Bonus Damage" "WeaponPowerScalingTooltip_postfix" "%" "TargetingConeAngle_label" "攻击角度" "TargetingConeAngle_postvalue_label" "攻击角度" "TargetingConeAngle_postfix" "°" "ability_lash_flog/modifier_lash_flog_debuff" "鞭笞" //"citadel_ability_lash_high_explosive" "High Explosive" //"citadel_ability_lash_high_explosive_desc" "Lash starts charging his grenade; the longer the grenade is held before being thrown, the more damage it does. Press the button again to throw it a short distance in front of Lash, exploding on contact." //"citadel_ability_lash_throw_grenade" "Throw Explosive" //"modifier_lash_charge_grenade" "High Explosive" //"GrenadeExplosionRadius_label" "Explosion Radius" "GrenadeExplosionRadius_postfix" "米" "GrenadeDamage_label" "爆炸伤害" "GrenadeDamage_postvalue_label" "爆炸伤害" "citadel_ability_lash_ultimate" "死亡猛击" "citadel_ability_lash_ultimate_quip" "举起敌人并将其猛砸到地上" "citadel_ability_lash_ultimate_desc" "聚焦于敌人后将鞭子捆到他们身上。施法后,被捆住的敌人会被举起并眩晕,然后摔到地上。被摔的敌人和落地区域内的所有敌人都会受到伤害并减速。
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_t3_desc" "眩晕半径内敌人{s:StunDuration}秒
+{s:AbilityCastRange}米施法距离" "citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff" "死亡猛击" "citadel_ability_lash_ultimate_debuff" "移动减速" "ImpactRadius_label" "影响半径" "ImpactRadius_postvalue_label" "影响半径" "ImpactRadius_postfix" "米" "LashUltimateChargeTime_label" "充能时间" "LashUltimateChargeTime_postvalue_label" "充能时间" "LashUltimateChargeTime_postfix" "秒" "ThrowDistance_label" "最大投掷距离" "ThrowDistance_postvalue_label" "最大投掷距离" "ThrowDistance_postfix" "米" //----------------------------------------------------------------------------- // Kelvin //----------------------------------------------------------------------------- "Citadel_Kelvin_HeroTag_1" "保 护 他 人" "Citadel_Kelvin_HeroTag_2" "探 险 家" "Citadel_Kelvin_HeroTag_3" "冰 冷 刺 骨" "ability_icebeam/modifier_buildup" "冻结" "ability_icepath/modifier_icepath" "冰封路径" //"modifier_citadel_crystal_shield" "Absorbing Damage" "ability_ice_grenade" "冰霜手雷" "ability_ice_grenade_quip" "对敌人造成伤害并减速" "ability_ice_grenade_desc" "扔出一枚手雷,爆炸时形成一片冰晶云雾,会{g:citadel_inline_attribute:'Heals'}友军并对敌人施加{g:citadel_inline_attribute:'SpiritDamage'}和移动速度降低。" "ability_ice_grenade_t1_desc" "+{s:Damage}伤害
+{s:HealAmount}治疗量" "ability_ice_grenade_t2_desc" "{s:AbilityCooldown}秒冷却时间
减益现在冻结耐力恢复" "ability_ice_grenade_t3_desc" "+{s:Radius}米半径
伤害和治疗的元灵增强系数提升" "ability_ice_grenade/kelvin_ice_grenade_slow" "冰霜手雷减速" "StaminaCooldownIncrease_label" "耐力恢复" "StaminaCooldownIncrease_postvalue_label" "耐力恢复" "StaminaCooldownIncrease_postfix" "%" "ability_icebeam" "极寒光束" "ability_icebeam_quip" "施加不断提高的减速效果" "ability_icebeam_desc" "向前方射出冰冷的冻结能量,对目标造成伤害 ,并在持续照射目标时逐渐降低其移动速度和射速。使用极寒光束时,自身移动速度会降低。该光束还可获取魂魄。" "ability_icebeam_t1_desc" "-{s:MaxSlowPercent}%射速和移动速度" "ability_icebeam_t2_desc" "+{s:DPS}每秒伤害
提升元灵增强系数" "ability_icebeam_t3_desc" "{s:AbilityCooldown}秒冷却时间
向上次命中目标{s:BeamSplit}米内的敌人额外射出{s:BeamSplitCount}道极寒光束" "modifier_citadel_kelvin_frozen" "被冻结" "ability_icebeam/modifier_slow" "极寒光束减速效果" "MaxGroundDashReductionPercent_label" "最大冲刺减速" "MaxGroundDashReductionPercent_postvalue_label" "最大冲刺减速" "MaxGroundDashReductionPercent_postfix" "%" "MaxSlowPercent_label" "最大移动速度" "MaxSlowPercent_postvalue_label" "最大移动速度" "MaxSlowPercent_postfix" "%" "MaxSlowPercent_prefix" "-" "MaxSlowTime_label" "达到最大减益的时间" "MaxSlowTime_postvalue_label" "达到最大减益的时间" "MaxSlowTime_postfix" "秒" "modifier_citadel_disarmed_icebeam" "武器冻结" "IceBeamBuildupProcDuration_label" "减益粘滞时间" "IceBeamBuildupProcDuration_postvalue_label" "减益粘滞时间" "IceBeamBuildupProcDuration_postfix" "秒" "modifier_icebeam_stacking_slow" "极寒光束" "BeamSplit_label" "额外光束射程" "BeamSplit_postvalue_label" "额外光束射程" "BeamSplit_postfix" "米" "AbilityButtonHint_CancelIceBeam" "中止极寒光束" "ability_icepath" "冰封路径" "ability_icepath_quip" "在漂浮的冰封路径上快速移动" "ability_icepath_desc" "{s:hero_name}将构筑一条冰封的浮冰之路,给自己和友军提供移动加成。在技能持续期间,开尔文获得{s:SlowResistancePercent}%减速抗性。敌人也可以在浮冰之路上行走。
在冰封路径上,按下{g:citadel_binding:'Roll'}/{g:citadel_binding:'Crouch'}可上下移动。" "ability_icepath_t1_desc" "冰封路径上{s:hero_name}+{s:MoveSpeedBonus}米移动速度和+{s:BulletResist}%子弹抗性" "ability_icepath_t3_desc" "{s:hero_name}在冰封路径上+{s:BonusSpiritPct}%元灵和+{s:BonusSpirit}元灵" "SprintSpeedBonus_label" "疾跑速度" "SprintSpeedBonus_postvalue_label" "疾跑速度" "SprintSpeedBonus_prefix" "+" "SprintSpeedBonus_postfix" "米" "IcePathAuraDuration_label" "冰封路径持续时间" "IcePathAuraDuration_postvalue_label" "冰封路径持续时间" "IcePathAuraDuration_postfix" "秒" //"BonusTechPower_label" "Spirit Power while Pathing" //"IcePathShardRadius_label" "Path Width" "IcePathShardRadius_postfix" "米" "BonusTechDamagePercent_label" "额外元灵伤害" "BonusTechDamagePercent_postvalue_label" "额外元灵伤害" "BonusTechDamagePercent_postfix" "%" "ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff" "冰封路径" "AbilityButtonHint_CancelIcePath" "中止冰封路径" "AbilityButtonHint_IcePathUp" "飞升" "AbilityButtonHint_IcePathDown" "下降" "ability_ice_dome" "冰冻庇护" "ability_ice_dome_trigger" "冰冻庇护" "ability_ice_dome_quip" "形成一个无法穿透的治疗罩" "ability_ice_dome_desc" "以自己或一名英雄为目标,冻结周围的空气,在其身边制造一个无法穿透的罩子。罩子中的友军会获得快速{g:citadel_inline_attribute:'Regen'},而敌人会被减速。

冰冻庇护下的目标物变得无敌并被冻结。" "ability_ice_dome_t3_desc" "净化自身和友军的非终极技能减益效果。
+{s:BonusHealthRegen}生命恢复并提升元灵增强系数" "ability_ice_dome/modifier_ice_dome/modifier_debuff" "冰冻庇护" "frozen_shelter_modifier_buff" "冰冻庇护" "ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff" "冰冻庇护" "AbilityButtonHint_BreakIceDome" "移除冰冻庇护" //----------------------------------------------------------------------------- // Bebop //----------------------------------------------------------------------------- "Citadel_Bebop_HeroTag_1" "钩 子" "Citadel_Bebop_HeroTag_2" "炸 弹" "Citadel_Bebop_HeroTag_3" "拳 击" "citadel_ability_uppercut" "爆炸勾拳" "citadel_ability_uppercut_quip" "将别人从身边打飞" "citadel_ability_uppercut_desc" "对附近敌人造成{g:citadel_inline_attribute:'MeleeDamage'}并施加{g:citadel_inline_attribute:'KnockBack'}。

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。

爆炸勾拳也可对友军使用。" "citadel_ability_uppercut_t2_desc" "击中英雄时:
获得快速预热时间,2倍武器射程和+{s:BuffBaseWeaponPct}%武器伤害,持续{s:BuffDuration}秒" "citadel_ability_uppercut_t3_desc" "击中英雄时:
抓钩臂的冷却时间设为0并恢复+{s:MissingHPHeal}%的已损失生命值" //"modifier_citadel_enemy_uppercutted" "Uppercutted!" "UppercutDamage_label" "上勾拳伤害" "UppercutDamage_postvalue_label" "上勾拳伤害" "LandingDamage_label" "区域伤害" "LandingDamage_postvalue_label" "区域伤害" "OnLandDamageRadius_label" "落地半径" "OnLandDamageRadius_postvalue_label" "落地半径" "OnLandDamageRadius_postfix" "米" "modifier_uppercut_buff" "武器加强" //"modifier_uppercut_movespeed" "Uppercut Move Speed" "StunOnLand_label" "眩晕时间" "StunOnLand_postvalue_label" "眩晕时间" "StunOnLand_postfix" "秒" //"UppercutBuffOnHit_label" "Boost Duration" "UppercutBuffOnHit_postfix" "秒" "ExplodeDebuffDuration_label" "射速减缓持续时间" "ExplodeDebuffDuration_postvalue_label" "射速减缓持续时间" "ExplodeDebuffDuration_postfix" "秒" "citadel_ability_sticky_bomb" "粘性炸弹" "citadel_ability_sticky_bomb_quip" "在目标身上放置炸弹" "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'}。

如果炸弹击中或击败一名英雄,粘性炸弹都将获得永久伤害加成。

叠加数值在{s:OnHitDiminish}次击中和{s:OnKillDiminish}次击倒后减少一半。" "modifier_citadel_sticky_bomb_attached" "炸弹附身" "citadel_ability_sticky_bomb_t3_desc" "施放时:
+{s:MovementSpeedBonus}米移动速度和+{s:StatusResistancePercent}%减益抗性,持续{s:MovementSpeedBonusDuration}秒" "StunTargetOnExplode_label" "持续时间" "StunTargetOnExplode_postvalue_label" "持续时间" "StunTargetOnExplode_postfix" "秒" "BonusDamagePctPerPlayerHit_prefix" "{s:sign}" "BonusDamagePctPerPlayerHit_label" "粘性炸弹伤害" "BonusDamagePctPerPlayerHit_postvalue_label" "粘性炸弹伤害" "BonusDamagePctPerPlayerHit_postfix" "%" "BonusDamagePctPerPlayerKilled_prefix" "{s:sign}" "BonusDamagePctPerPlayerKilled_label" "粘性炸弹伤害" "BonusDamagePctPerPlayerKilled_postvalue_label" "粘性炸弹伤害" "BonusDamagePctPerPlayerKilled_postfix" "%" "citadel_ability_bebop_laser_beam" "超级光束" "citadel_ability_bebop_laser_beam_quip" "施放破坏力巨大的光束" "citadel_ability_bebop_laser_beam_desc" "施放一股强大的能量洪流,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}效果。" "modifier_bebop_laser_beam" "超级光束" "citadel_ability_bebop_laser_beam_t3_desc" "超级光束会治疗{s:hero_name},数值为对英雄造成伤害的{s:BeamLifesteal}%,以及对非英雄造成伤害的{s:BeamLifestealNonHeroPercent}%" "BeamLength_label" "光束长度" "BeamLength_postvalue_label" "光束长度" "BeamLength_postfix" "米" "BeamWidth_label" "光束宽度" "BeamWidth_postvalue_label" "光束宽度" "BeamWidth_postfix" "米" "citadel_ability_hook" "抓钩臂" "citadel_ability_hook_quip" "把目标拉到身边" "citadel_ability_hook_desc" "发射一只机械手,{g:citadel_inline_attribute:'Pulls'}命中的第一个角色并将其拉至身前。

抓钩臂可对友军使用。
" "citadel_ability_hook_t1_desc" "比波普对钩中的敌人造成+{s:BulletAmp}%武器伤害,持续{s:BuffDuration}秒" "ability_bebop_stickybomb2" "粘性炸弹" "ability_bebop_stickybomb2_quip" "向敌人投掷粘性炸弹" "ability_bebop_stickybomb2_desc" "投掷一枚黏性炸弹,延迟后爆炸,对附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。

如果炸弹命中一名英雄,它将附着在该英雄身上并造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。" //----------------------------------------------------------------------------- // Akimbo //----------------------------------------------------------------------------- //"akimbo_chargedshot" "Overload" //"akimbo_chargedshot_desc" "{s:hero_name} charges gun and deals Spirit Damage to nearby enemies in front." //"akimbo_chargedshot_t1_desc" "+{s:BonusMoveSpeed}m/s move speed while charging." //"akimbo_chargedshot_t3_desc" "Reduces enemy bullet armor by {s:BulletArmorReduction} for {s:BulletArmorReductionDuration}s" //"akimbo_stealammo" "Steal Clip" //"akimbo_stealammo_desc" "Force targets to reload. {s:hero_name} gains {s:StealTechPower}% Spirit Power per target." //"akimbo_stealammo/modifier_bonus_tech_power" "Spirit Bonus" //"StealTechPower_label" "Steal Spirit Power" //"TargetReloadSpeedPenalty_label" "Target Reload Speed Penalty" "TargetReloadSpeedPenalty_postfix" "%" "akimbo_bulletshield" "子弹护盾" //"akimbo_bulletshield_desc" "Creates a shield that protects {s:hero_name} from bullets and prevents bullet based procs. Bullet shield explodes when it expires.
Prevents " //"akimbo_bulletshield/modifier_duration" "{s:hero_name}'s Bullet Shield" //"akimbo_rocketman" "Rocket Man" //"akimbo_rocketman_desc" "{s:hero_name} transforms into a grenade that stuns enemies." //"akimbo_stealammo/modifier_reload_speed" "Slow Reload" //----------------------------------------------------------------------------- // Astro //----------------------------------------------------------------------------- "Citadel_Astro_HeroTag_1" "神 射 手" "Citadel_Astro_HeroTag_2" "火 爆 十 足" "Citadel_Astro_HeroTag_3" "致 力 拘 捕" "ability_explosive_barrel" "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_desc" "扔出一个在一定延迟后会爆炸的木桶,造成{g:citadel_inline_attribute:'SpiritDamage'},让敌人着火,并施加{g:citadel_inline_attribute:'KnockUp'}。

木桶被射击、近战攻击或另一个木桶激活都会提前爆炸。

烧灼效果可以叠加,所以重叠的木桶烧灼会造成总伤害。
可以通过副施法,在{s:hero_name}前方放置木桶。
" "ability_explosive_barrel_t3_desc" "+{s:ImpactDamage}撞击伤害
+{s:DPS}每秒烧灼伤害
{s:AbilityCooldownBetweenCharge}秒充能时间
提升元灵增强系数" "modifier_astro_barrel_burn" "火药燃烧" //"BarrelLifetime_label" "Barrel Life Time" "BarrelLifetime_postfix" "秒" //MinExplodeTime_label "Min Time to Explode" //MinExplodeTime_postfix "s" //"MirvOnExplode_label" "Mini-Bombs" //"MirvExplodeTime_label" "Mini-Bomb Fuse" "MirvExplodeTime_postfix" "秒" //"MirvRadius_label" "Mini-BombsRadius" "MirvRadius_postfix" "米" //MirvDamagePercent_label "Mini-Bombs Damage" "BarrelDamageRadius_label" "爆炸半径" "BarrelDamageRadius_postvalue_label" "爆炸半径" "BarrelDamageRadius_postfix" "米" "ability_hat_trick" "帽子戏法" "ability_hat_trick_quip" "抛出她的帽子,攻击敌人并暴露其位置" "ability_hat_trick_desc" "抛出她的帽子攻击敌人,让敌人减速并暴露其在墙壁后的位置。" "ability_bounce_pad" "弹跳垫" "ability_bounce_pad_quip" "让自己和其他人高飞" "ability_bounce_pad_desc" "放置一个弹跳垫,它会将所有英雄弹飞。

你在落地时会爆炸,对附近所有敌人造成伤害。

一个弹跳垫每人只允许发生一次爆炸。" "ability_bounce_pad_t1_desc" "{s:AbilityCooldown}秒冷却时间" "ability_bounce_pad_t2_desc" "自身和友军在落地时获得+{s:SpeedOnLand}米/秒的移动速度加成,持续{s:BuffDuration}秒" "ability_bounce_pad_t3_desc" "+{s:StompStunDuration}秒踩踏眩晕" "StompDamage_label" "踩踏伤害" "StompDamage_postvalue_label" "踩踏伤害" "StompDamage_postvalue_postvalue_label" "踩踏伤害" "StompStunDuration_postfix" "秒" "StompStunDuration_label" "持续时间" "StompStunDuration_postvalue_label" "持续时间" //"StompRadius_label" "Stomp Radius" "StompRadius_postfix" "米" //"MinAirTimeForStomp_label" "Min Air Time for Stomp" //"MinAirTimeForStomp_postfix" "s" "ability_bounce_pad/speed_on_land""移动速度" "ability_crackshot" "神枪手" "ability_crackshot_quip" "命中头部将造成额外伤害" "ability_crackshot_desc" "命中头部会造成额外的伤害,并施加逐渐衰减的移动速度惩罚。此效果只能在冷却时间结束时触发。

命中非玩家角色时冷却时间减少{s:CrackshotNPCCDReduction}%。
神枪手无视远程伤害衰减且不会施加到目标物上。" "FadingSlowPercent_label" "逐渐衰减的移动速度" "FadingSlowPercent_postvalue_label" "逐渐衰减的移动速度" "FadingSlowPercent_postfix" "%" "FadingSlowPercent_prefix" "-" "AbilityCooldownPerHeadshot_label" "每次头弹的冷却时间" "AbilityCooldownPerHeadshot_postvalue_label" "每次头弹的冷却时间" "AbilityCooldownPerHeadshot_postfix" "秒" "AbilityCooldownPerHeadshotNPC_label" "每次命中非玩家角色头部的冷却时间" "AbilityCooldownPerHeadshotNPC_postvalue_label" "每次命中非玩家角色头部的冷却时间" "AbilityCooldownPerHeadshotNPC_postfix" "秒" "ability_crackshot_t1_desc" "-{s:FadingSlowPercent}%逐渐衰减的移动速度" "ability_crackshot_t2_desc" "+{s:Damage}伤害和{s:BulletResistReduction}%子弹抗性,持续{s:BulletResistReductionDuration}秒" "ability_crackshot_t3_desc" "命中英雄头部时{s:AbilityCooldownPerHeadshot}秒冷却时间
命中非玩家角色头部时{s:AbilityCooldownPerHeadshotNPC}秒" "modifier_crackshot_bullet_resist_reduction" "-子弹抗性" //"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." //"modifier_decoy_self_buff" "Decoy Active" //"citadel_ability_running_decoy_t1_desc" "Move speed +{s:MoveSpeedMod} m/s while decoy is active" //"citadel_ability_running_decoy_t2_desc" "Astro is healed {s:HealOnCloneDamage}% of the damage taken by the decoy" //"ability_head_stomp" "Head Stomp" //"ability_head_stomp_desc" "{s:hero_name} has more movement control while airborne and gains the ability to bounce off enemy heads after getting enough Air Speed. Head Stomping an enemy will stun them." //"citadel_trick_shot" "Shooting Star" //"citadel_trick_shot_desc" "Toss a Shooting Star that will fire slowing bullets at nearby enemies. Shoot the Star to increase its fire rate (Enemies can shoot it to slow it down). Weapon upgrades apply to Shooting Star." //"TrickShotTargetCount_label" "Targets Per Shot" "BulletSlowDuration_label" "减速持续时间" "BulletSlowDuration_postvalue_label" "减速持续时间" "BulletSlowDuration_postfix" "秒" //"ability_target_practice" "Target Practice" //"ability_target_practice_quip" "Focus shots on a target to gain an advantage" //"ability_target_practice_desc" "On activate, your next gun hit selects an enemy Hero as a target. Shoot them {s:ShotsToProc} times to deal a burst of spirit damage. Every Headshot will increase the burst" //"ability_target_practice_t3_desc" "Your bullets reduce your target's Bullet Resist by {s:BulletArmorReduction}% for {s:DebuffDuration}s" //"BonusPerHeadshot_label" "Bonus Per Headshot" "BonusPerHeadshot_prefix" "+" "BonusPerHeadshot_postfix" "%" //"modifier_target_practice" "Target Practice" //"target_practice_buildup" "Target Buildup" //"CooldownReductionOnProc_label" "Cooldown On Apply" //"TargetPracticeDuration_label" "Target Practice Duration" "TargetPracticeDuration_postfix" "秒" //"ShotsToProc_label" "Shots Needed" //"DamageOnBuildup_label" "Damage on build up" //"modifier_target_practice_debuff" "Armor Break" //"modifier_target_practice_slow" "Slow" //"ability_astro_rifle" "Marksman" //"ability_astro_rifle_quip" "Precision Shots that escalate damage" //"ability_astro_rifle_desc" "Equip a Rifle that deals spirit damage to hit Heroes and gives {s:hero_name} a stacking damage bonus against them." //"ability_astro_rifle_t1_desc" "Applies a {s:SlowPercent}% slow on hit. Lasts {s:SlowDurationPerStack}s per stack" //"ability_astro_rifle_t3_desc" "+{s:Damage} Damage with improved scaling" //"ability_astro_rifle_desc_debuff" "Damage Vulnerbility" "modifier_astro_rifle_slow" "移动减速" "DamageAmplificationPerStack_prefix" "{s:sign}" "DamageAmplificationPerStack_label" "每层叠加额外伤害" "DamageAmplificationPerStack_postvalue_label" "每层叠加额外伤害" "DamageAmplificationPerStack_postfix" "%" "ability_gravity_lasso" "元灵套索" "ability_gravity_lasso_quip" "抓住一个敌人并将其拖到身后" "ability_gravity_lasso_desc" "扔出你的套索,造成{g:citadel_inline_attribute:'SpiritDamage'}、{g:citadel_inline_attribute:'Pulling'}并施加{g:citadel_inline_attribute:'Stun'}
使用弹跳垫可以延长元灵套索的持续时间。" "modifier_astro_lasso_tether" "受到套索束缚" "ability_gravity_lasso/modifier_citadel_gravity_lasso_enemy" "元灵套索" "ability_gravity_lasso/modifier_citadel_gravity_lasso_self" "元灵套索" //"ability_astro_shotgun_toggle" "Force of Nature" //"ability_astro_shotgun_toggle_desc" "Use to toggle between your pistol and shotgun. The shotgun so powerful it forces {s:hero_name} to move the opposite direction of the shot while airborn.{g:citadel_binding:'Attack'}shoots forward and {g:citadel_binding:'ADS'} shoots behind you with a slight delay. The shotgun uses special bullets that does not benefit from ammo mods.

Lassoed units do not take damage when shooting backwards." "ClipSizeOverride_label" "弹药" "ClipSizeOverride_postvalue_label" "弹药" "MODIFIER_VALUE_AMMO_CLIP_SIZE_OVERRIDE_label" "弹药" "MODIFIER_VALUE_AMMO_CLIP_SIZE_OVERRIDE_postvalue_label" "弹药" //"BulletDamageIncrease_label" "Bullet damage increase" "BulletDamageIncrease_postfix" "%" //"AstroShotgunCloseRange_label" "Close Range Weapon Power" //"ability_astro_shotgun_toggle_t1_desc" "+{s:CloseRangeBonusWeaponPower} Close Range Weapon Power" "ExtraTargetConeAngle_label" "锥形瞄准区域角度" "ExtraTargetConeAngle_postvalue_label" "锥形瞄准区域角度" "BouncePadExtendDuration_postvalue_label" "弹跳垫延长持续时间" "BouncePadExtendDuration_postfix" "秒" //"modifier_lasso_enemy" "Being dragged" //"modifier_lasso_self" "Dragging someone" //----------------------------------------------------------------------------- // Hero Nano // Calico //----------------------------------------------------------------------------- "Citadel_Nano_HeroTag_1" "诡 计 多 端" "Citadel_Nano_HeroTag_2" "狡 猾" "Citadel_Nano_HeroTag_3" "爆 发 伤 害" "ability_perched_predator" "塞赫麦特之灵" "ability_perched_predator_desc" "派出一只前进的灵猫,它会抓住自己路上的目标。抓到英雄后,会在不久后引发爆炸。
按{g:citadel_binding:'Ability1'}手动引发爆炸。" "ability_perched_predator_quip" "派出一只灵猫,抓住敌人" //"CatExplosionCount_label" "Explosions" //"CatMaxSpeed_label" "Ghostcat Max Speed" "CatMaxSpeed_postfix" "米/秒" //"CatLifetime_label" "Cat Lifetime" "CatLifetime_postfix" "秒" "ability_nano_pounce" "迅猛突袭" "ability_nano_pounce_quip" "跳向敌人" "ability_nano_pounce_desc" "跳向目标,造成近战轻击伤害并对附近的敌人施加减速效果。
如果在{s:DoublePounceTime}秒内使用,还可以扑向第二个目标。" "ability_nano_pounce_t1_desc" "+{s:SlowDuration}秒减速持续时间" "ability_nano_pounce_t2_desc" "装填最多{s:ActiveReloadPercent}%的弹药
施加+{s:FireRateSlow}%射速减缓" "ability_nano_pounce_t3_desc" "+{s:Damage}伤害
+{s:AbilityCharges}技能充能数" "PounceDebuffRadius_label" "减速半径" "PounceDebuffRadius_postvalue_label" "减速半径" "PounceDebuffRadius_postfix" "米" "PounceFriendlyRechargeTime_label" "友军充能时间" "PounceFriendlyRechargeTime_postvalue_label" "友军充能时间" "PounceFriendlyRechargeTime_postfix" "秒" "PounceFriendlyTargetCD_label" "友军冷却时间" "PounceFriendlyTargetCD_postvalue_label" "友军冷却时间" "PounceFriendlyTargetCD_postfix" "秒" "pounce_double_notify" "二段飞扑" "ability_nano_proximity_ritual" "猫又守卫" "ability_nano_proximity_ritual_quip" "部署会勘察一个区域的雕像" "ability_nano_proximity_ritual_desc" "部署一个雕像来追踪区域内的敌人。该守卫还会攻击最近被{s:hero_name}伤害的敌人。目标敌人将减少治疗,并在受到伤害时为{s:hero_name}治疗。" "StatueLifetime_label" "自动召回时间" "StatueLifetime_postvalue_label" "自动召回时间" "StatueLifetime_postfix" "秒" "StatueHeldRegen_label" "召回艾娃恢复" "StatueHeldRegen_postvalue_label" "召回艾娃恢复" "StatueLifesteal_label" "吸取生命" "StatueLifesteal_postvalue_label" "吸取生命" "StatueLifesteal_postfix" "%" "StatueLifestealNonHero_label" "对非英雄单位吸取生命" "StatueLifestealNonHero_postvalue_label" "对非英雄单位吸取生命" "StatueLifestealNonHero_postfix" "%" "StatueActivateRange_label" "敌人暴露" "StatueActivateRange_postvalue_label" "敌人暴露" "StatueActivateRange_postfix" "米" "StatueAttackRadius_label" "攻击范围" "StatueAttackRadius_postvalue_label" "攻击范围" "StatueAttackRadius_postfix" "米" "StatueHealth_label" "(正常化)" "StatueHealth_postvalue_label" "(正常化)" "StatueHealth_postfix" "生命值" "StatueVictimDamageReduction_label" "伤害降低" "StatueVictimDamageReduction_postvalue_label" "伤害降低" "StatueVictimDamageReduction_postfix" "%" "ability_nano_proximity_ritual_t1_desc" "雕像在不攻击时获得隐身 " "ability_nano_proximity_ritual_t2_desc" "+{s:AbilityDuration}秒持续时间
+{s:DPS}每秒伤害" "ability_nano_proximity_ritual_t3_desc" "伤害减少{s:StatueVictimDamageReduction}%
目标治疗减少{s:HealAmpReceivePenaltyPercent}%。" "ability_nano_proximity_ritual_trigger" "召回艾娃" "AvaRecallCooldown_label" "召回冷却时间" "AvaRecallCooldown_postvalue_label" "召回冷却时间" "AvaRecallCooldown_postfix" "秒" "AbilityButtonHint_AvaRecall" "召回艾娃" "AbilityButtonHint_AvaWarp" "传送至艾娃" "CITADEL_ABILITY_NO_HEALTH_RESOURCE" "不可用" "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隐身状态。攻击仅会暂时暴露行踪。使用近战伤害击中敌人时会降低他们的子弹抗性(可叠加)。" "ability_nano_shadow_step_quip" "进入阴影中,获得对敌人的优势" "modifier_nano_shadow_step" "幽影瞬步" "NanoShadowBulletArmorReductionLight_prefix" "-" "NanoShadowBulletArmorReductionLight_label" "子弹抗性(轻)" "NanoShadowBulletArmorReductionLight_postvalue_label" "子弹抗性(轻)" "NanoShadowBulletArmorReductionHeavy_prefix" "-" "NanoShadowBulletArmorReductionHeavy_label" "子弹抗性(重)" "NanoShadowBulletArmorReductionHeavy_postvalue_label" "子弹抗性(重)" "NanoShadowBulletArmorReductionDuration_label" "子弹抗性持续时间" "NanoShadowBulletArmorReductionDuration_postvalue_label" "子弹抗性持续时间" "NanoShadowBulletArmorReductionDuration_postfix" "秒" "NanoShadowMeleeAttackSpeedBonus_prefix" "+" "NanoShadowMeleeAttackSpeedBonus_label" "近战攻击速度" "NanoShadowMeleeAttackSpeedBonus_postvalue_label" "近战攻击速度" "NanoShadowMeleeAttackSpeedBonus_postfix" "%" "SilenceOnHeavyDuration_label" "沉默持续时间" "SilenceOnHeavyDuration_postvalue_label" "沉默持续时间" "SilenceOnHeavyDuration_postfix" "秒" "modifier_nano_shadow_debuff" "- 子弹抗性" "ability_nano_shadow_step_t2_desc" "激活时+{s:SlowResistancePercent}%减速抗性" "ability_nano_shadow_step_t3_desc" "近战重击会造成沉默,持续{s:SilenceOnHeavyDuration}秒" "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'}。

被多枚炸弹击中的敌人受到{s:MultiHitPenaltyPercentage}%伤害。" "GrenadeCount_label" "炸弹数量" "GrenadeCount_postvalue_label" "炸弹数量" "ability_nano_clustergrenade_quip" "投掷集束弹" "ability_nano_clustergrenade_t2_desc" "每次碰到炸弹:{s:MeleeResistReduction}%近战抗性,持续{s:MeleeResistReductionDuration}秒
" "BonusDamageVsBarrier_postvalue_label" "对屏障的额外伤害" "ability_nano_catform" "艾娃" "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'},并在小地图上隐藏。

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。" "ability_nano_catform_trigger_buttonhint" "离开艾娃" "ability_nano_catform/modifier_catform" "艾娃" "ability_nano_catform_t2_desc" "+{s:HealthRegen}生命恢复
+{s:MaxBonusMoveSpeedPercent}%最高移动速度" "ability_nano_catform_t3_desc" "逐渐获得伤害增强,最高为{s:OutgoingDamagePercent}%。粘滞{s:DamageAmpDuration}秒" "ability_nano_catform_quip" "控制艾娃" "MinBonusMoveSpeedPercent_postvalue_label" "最低移动速度" "MaxBonusMoveSpeedPercent_postvalue_label" "最大移动速度" "MinBonusMoveSpeedPercent_postfix" "%" "MaxBonusMoveSpeedPercent_postfix" "%" "SpeedBuildDuration_postvalue_label" "最大加成所需时间" "SpeedBuildDuration_postfix" "秒" "ability_nano_catform/damageamp" "艾娃" "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'}。

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。" "SlashRadius_label" "爪击半径" "SlashRadius_postvalue_label" "爪击半径" "SlashRadius_postfix" "米" "ability_nano_dash_t2_desc" "{s:BountyDuration}秒内击倒英雄会获得+{s:BonusGoldOnKill}魂魄" "ability_nano_dash_t3_desc" "+{s:ImpactDamage}伤害
击中英雄时:{s:CooldownRefundPercent}%冷却时间返还" "ability_nano_dash_quip" "向前冲刺,爪击敌人" "BountyDuration_postvalue_label" "奖励持续时间" "BountyDuration_label" "奖励持续时间" "BountyDuration_postfix" "秒" "ability_nano_shadow_pulse" "重返阴影" "ability_nano_shadow_pulse_desc" "立即化为阴影,无法成为目标,获得{g:citadel_inline_attribute:'BonusMoveSpeed'}并造成{g:citadel_inline_attribute:'SpiritDamage'}。

过一段时间后,从阴影回归,再次造成{g:citadel_inline_attribute:'SpiritDamage'}。" "ShadowPulseDuration_label" "阴影持续时间" "ShadowPulseDuration_postvalue_label" "阴影持续时间" "ability_nano_shadow_pulse_t2_desc" "+{s:Damage}伤害
+{s:BonusMoveSpeedPercent}%移动速度" "ability_nano_shadow_pulse_t3_desc" "完成时:
治疗{s:HealAmount}
返还所有技能冷却时间" "ability_nano_shadow_pulse/buff" "阴影力量" "DamageAmp_label" "伤害增强" "DamageAmp_postvalue_label" "伤害增强" "DamageAmp_postfix" "%" "ability_nano_shadow_pulse_quip" "融入阴影,获得移动速度并造成延迟伤害" //----------------------------------------------------------------------------- // Grey Talon (previous names: Archer / Orion) // hero_archer //----------------------------------------------------------------------------- "Citadel_Orion_HeroTag_1" "百 步 穿 杨" "Citadel_Orion_HeroTag_2" "猎 手" "Citadel_Orion_HeroTag_3" "区 域 封 锁" "ability_charged_shot" "蓄力射击" "ability_charged_shot_quip" "蓄力射出远击一箭" "ability_charged_shot_desc" "蓄力射出一支高伤害箭矢,可穿透敌人。按住{g:citadel_binding:'Ability1'}或{g:citadel_binding:'Attack'}暂时保留箭矢。" "ability_charged_shot_t2_desc" "+{s:Damage}伤害" "ability_charged_shot_t3_desc" "提升伤害增长速率

{s:AbilityCooldownBetweenCharge}秒充能延迟" //"PowerJumpChannelTime_label" "In Power Jump Channel" "PowerJumpChannelTime_postfix" "秒" "ability_power_jump" "箭雨" "ability_power_jump_quip" "跃至高空并射出多重箭矢" "ability_power_jump_desc" "跃至高空,可以缓速滑翔。在空中时,提升武器伤害并获得多重射击。
{g:citadel_binding:'AltCast'}会降低跳跃高度。
按下{g:citadel_binding:'Mantle'}取消滑翔。" "ability_power_jump_t1_desc" "在空中时:
+{s:WeaponDamageBonus}武器伤害

武器伤害施加{s:SlowPercent}%移动减速,持续{s:SlowDuration}秒" "ability_power_jump_t3_desc" "在空中时:
+{s:BulletLifestealPercent}%子弹吸取生命
+{s:TechLifestealPercent}%元灵吸取生命
+{s:EvasionPercent}%子弹闪避" //"modifier_citadel_archer_air_raid" "Power Jump" "BulletSplitShot_label" "武器多重射击" "BulletSplitShot_postvalue_label" "武器多重射击" //"AbilitySplitShot_label" "Charged Shot Multishot" //"ChargedShotBonus_label" "Charged Shot Damage" "ChargedShotBonus_prefix" "+" "ChargedShotBonus_postfix" "%" "ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base" "减速弹" "ability_power_jump/modifier_air_raid/modifier_slow_base" "被减速" "ability_immobilize_trap" "伏灵陷阱" "ability_immobilize_trap_quip" "放置一个限制敌人移动的陷阱" "ability_immobilize_trap_desc" "扔出一个自行布置的陷阱。陷阱布置完成后,会在敌人步入其半径时触发,施放会打断敌人、使其沉默并令其缴械的厄咒和移动减速,还会阻止使用物品。
使用蓄力射击击中陷阱会令其提前生效,且半径增加。" "modifier_citadel_immobilize_trap_immobilize" "伏灵陷阱" "modifier_citadel_immobilize_trap_immobilize_debuff" "伏灵陷阱减益效果" "ability_immobilize_trap_t2_desc" "施加{s:BulletArmorReduction}%子弹抗性,持续{s:DebuffDuration}秒" "ability_immobilize_trap_t3_desc" "+{s:ImmobilizeTrap_CurseDuration}秒干扰持续时间
+{s:Radius}米半径" "ability_immobilize_trap/trap_debuff" "子弹抗性降低" "ImmobilizeTrap_CurseDuration_label" "厄咒持续时间" "ImmobilizeTrap_CurseDuration_postvalue_label" "干扰持续时间" "ImmobilizeTrap_CurseDuration_postfix" "秒" "ChargedShotHitRadiusScale_label" "蓄力射击增大半径" "ChargedShotHitRadiusScale_postvalue_label" "蓄力射击增大半径" "ChargedShotHitRadiusScale_prefix" "+" "ChargedShotHitRadiusScale_postfix" "%" "ability_guided_arrow" "遥控夜枭" "ability_guided_arrow_quip" "操纵猫头鹰,从远处对敌人造成伤害" "ability_guided_arrow_desc" "{s:AbilityCastDelay}秒施放时间过后,射出一只由你控制的元灵猫头鹰,会在触碰敌人的时候爆炸,对敌人造成伤害并将其眩晕。按住{g:citadel_binding:'MoveForward'}使猫头鹰加速飞行。
按下{g:citadel_binding:'Mantle'}取消控制。遥控夜枭每击败一名敌方英雄,你都能获得永久元灵力量。" "ability_guided_arrow_t3_desc" "命中后,击败生命值低于{s:LowHealthEnemyThresholdPct}%的敌人" "BonusTechPowerPerKill_label" "每次击败获得的元灵力量" "BonusTechPowerPerKill_postvalue_label" "每次击败获得的元灵力量" "modifier_citadel_archer_guided_arrow" "遥控夜枭" //----------------------------------------------------------------------------- // Lady Geist // hero ghost solider //----------------------------------------------------------------------------- "Citadel_Geist_HeroTag_1" "生 命 吸 取" "Citadel_Geist_HeroTag_2" "伤 害 自 身" "Citadel_Geist_HeroTag_3" "蛇 蝎 美 人" "ability_blood_bomb" "精华炸弹" "ability_blood_bomb_bloodspill" "毒性区域" "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_desc" "消耗部分生命发射一枚在短暂布置时间后造成伤害的炸弹。
自伤类型为元灵,可以减免。" "ability_blood_bomb_t2_desc" "+{s:Radius}米半径
+{s:Damage}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{s:BloodSpillDPSPercent}%的每秒伤害,持续{s:BloodSpillDuration}秒" "ability_life_drain" "生命吸取" "ability_life_drain_quip" "持续吸取敌人的生命值" "ability_life_drain_desc" "创造一个持续吸取敌人生命并治疗自身的连结。只能吸取在视线范围内且在技能最大射程内目标的生命。你在吸取生命期间可以开枪/使用其他技能,但移动速度将会降低。
{g:citadel_binding:'AltCast'}可给予友方英雄生命值。" "ability_life_drain/modifier_life_drain" "生命吸取" "ability_life_drain/modifier_life_drain_caster" "生命吸取" "modifier_life_drain_silence" "被沉默" //"FriendlyTargetCooldown" "Ally Target Cooldown" "FriendlyTargetCooldown_postfix" "秒" "ability_life_drain_t3_desc" "启用并获得+2充能
提升元灵增强系数" //"ability_life_drain_cancel_trigger" "Cancel Life Drain" "MaxRange_label" "最大连结范围" "MaxRange_postvalue_label" "最大连结范围" "MaxRange_postfix" "米" "BloodSpillDuration_label" "毒性区域持续时间" "BloodSpillDuration_postvalue_label" "毒性区域持续时间" "BloodSpillDuration_postfix" "秒" "LifeDrainHealthMult_label" "伤害转换生命" "LifeDrainHealthMult_postvalue_label" "伤害转为治疗" "LifeDrainHealthMult_postfix" "%" "HealFriendRadius_label" "友军治疗半径" "HealFriendRadius_postvalue_label" "友军治疗半径" "HealFriendRadius_postfix" "米" "ability_health_swap" "灵魂互换" "ability_health_swap_quip" "与一名敌方英雄互换当前生命值" "ability_health_swap_desc" "与一名敌方英雄互换生命值百分比。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_t2_desc" "沉默{s:SilenceRadius}米内的敌人,持续{s:SilenceDuration}秒" "ability_health_swap_t3_desc" "施放时:
+{s:BonusSpirit}元灵力量,+{s:BonusFireRate}%射速和+{s:TechResist}%元灵抗性,持续 {s:HealthSwapBuffDuration}秒" "MinHealthTakenPct_label" "最低获得生命值" "MinHealthTakenPct_postvalue_label" "最低获得生命值" "MinHealthTakenPct_postfix" "%" //"modifier_blood_exchange" "Blood Exchange" "EnemyMinHealthPct_label" "敌人最低生命值" "EnemyMinHealthPct_postvalue_label" "敌人最低生命值" "EnemyMinHealthPct_postfix" "%" //"ability_health_swap/modifier_health_swap_debuff" "Health Swap" "HealthSwapBuffDuration_label" "加成持续时间" "HealthSwapBuffDuration_postvalue_label" "增益持续时间" "HealthSwapBuffDuration_postfix" "秒" "modifier_health_swap_buff" "灵魂互换" "SilenceRadius_label" "沉默半径" "SilenceRadius_postvalue_label" "沉默半径" "SilenceRadius_postfix" "米" //"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." //"modifier_citadel_death_tax" "Death Tax" //"modifier_citadel_death_tax_tech_amp" "Death Tax Power" //"ability_death_tax_t1_desc" "Reduce one of your Cooldowns by {s:CooldownReductionOnKill}s when a marked enemy dies" //"ability_death_tax_t3_desc" "Increase Spirit Power by {s:TechPowerAmpBonus} for {s:TechPowerAmpBonusDuration}s when a marked enemy dies. Stacks up to {s:TechPowerAmpBonusMaxStacks} times." "ability_blood_shards" "怨念" "ability_blood_shards_amplification" "怨念提升" "ability_blood_shards_quip" "对敌人叠加伤害增强" "ability_blood_shards_desc" "消耗自己的部分生命发射会施加一层怨念的晶体。每层怨念会将目标减速并增加自身对其造成的伤害。减速效果随时间衰退。" "ability_blood_shards_t2_desc" "+{s:HealthToDamage}伤害
+{s:NumBloodShards}晶体" "ability_blood_shards_t3_desc" "+{s:VulnerabilityPerStack}%伤害增强" "NumBloodShards_label" "晶体" "NumBloodShards_postvalue_label" "晶体" "MoveSpeedPenaltyPerStack_label" "移动减速" "MoveSpeedPenaltyPerStack_postvalue_label" "移动减速" "MoveSpeedPenaltyPerStack_postfix" "%" "VulnerabilityPerStack_label" "伤害增强" "VulnerabilityPerStack_postvalue_label" "伤害增强" "VulnerabilityPerStack_prefix" "+" "VulnerabilityPerStack_postfix" "%" "SelfDamage_label" "对自身伤害" "SelfDamage_postvalue_label" "对自身伤害" "ability_blood_shards/modifier_blood_shard_debuff" "怨念" "ghost_malice_stack_effect_header" "每层叠加效果:" //"FriendlyTargetCooldown_label" "Friendly Cooldown" //----------------------------------------------------------------------------- // Phalanx //----------------------------------------------------------------------------- //"modifier_citadel_phalanx_reflect" "Reflect" //"citadel_ability_shield_toss" "Shield Toss" //"citadel_ability_shield_toss_desc" "{s:hero_name} tosses his shield with great force, causing it to bounce between enemies, damaging and stunning them." //"BounceCount_label" "Shield Bounces" //"DamagePerBounce_label" "Damage per bounce" //"citadel_ability_phalanx_reflect" "Reflect" //"citadel_ability_phalanx_reflect_desc" "Phalanx activates his energy shield, causing any enemy projectile, bullet or grenade hitting it to be reflected back toward the attacker. Knocks back any charging enemies. Bullet hits extend the parry time, and stun the shooter." //"modifier_citadel_reflect_shield" "Reflect Shield" //"citadel_ability_reflect_shield" "Reflect Shield" //"citadel_ability_reflect_shield_desc" "Phalanx deploys a energy shield, causing any enemy projectile, bullet, or grenade hitting it to be reflected back toward the attacker and stun them." //"citadel_ability_defensive_fortress" "Defensive Fortress" //"citadel_ability_defensive_fortress_desc" "Summon a large defensive shield that blocks enemy bullets but lets you and your teammate shoot through it." //"citadel_ability_phalanx_sword_strike" "Ground Strike" //"citadel_ability_phalanx_sword_strike_desc" "Phalanx strikes the ground hard, causing a shockwave that runs forward all that damages enemies and causes them to stumble. Does not cancel enemy abilities." //"citadel_ability_converge" "Converge" //"citadel_ability_converge_desc" "Throw a grenade that quckly pulls enemies toward its center." //----------------------------------------------------------------------------- // Vindicta // hero_hornet //----------------------------------------------------------------------------- "Citadel_Vindicta_HeroTag_1" "狙 击 手" "Citadel_Vindicta_HeroTag_2" "高 飞" "Citadel_Vindicta_HeroTag_3" "一 击 制 敌" "citadel_ability_hornet_chain" "钉桩" "citadel_ability_hornet_chain_quip" "将敌人束缚于地面" "citadel_ability_hornet_chain_desc" "投出一根木桩将敌人束缚在木桩落地地点。敌人的移动将限制在束缚距离之内。" "citadel_ability_hornet_chain_t3_desc" "+{s:ChainDuration}秒束缚时间
+{s:CaptureRadius}米捕获半径" "modifier_citadel_hornet_chain_connection" "束缚于地面" "citadel_ability_hornet_chain/modifier_citadel_hornet_chain_connection" "束缚于地面" "modifier_citadel_rootgrenade" "被定身" "ChainLength_label" "束缚距离" "ChainLength_postvalue_label" "束缚距离" "ChainLength_postfix" "米" "CaptureRadius_label" "捕获半径" "CaptureRadius_postvalue_label" "捕获半径" "CaptureRadius_postfix" "米" //"citadel_ability_wing_blast" "Wing Blast" //"citadel_ability_wing_blast_desc" "Create a blast of air that pushes enemies away and damages them." //"modifier_citadel_wing_blast_push" "Being Vindicta Pushed" "citadel_ability_hornet_leap" "飞行" "citadel_ability_hornet_leap_quip" "腾空飞行并强化武器" "citadel_ability_hornet_leap_desc" "跃入空中并飞行。飞行中武器会造成额外元灵伤害,并且物品的距离提升。" "citadel_ability_hornet_leap_t1_desc" "飞行时+{s:BonusClipSizePercent}%基础弹药" "citadel_ability_hornet_leap_t3_desc" "击倒英雄将刷新持续时间。
+{s:MagicDamagePerBullet}元灵伤害,提升元灵增强系数" "MagicDamagePerBullet_label" "每发子弹造成的元灵伤害" "MagicDamagePerBullet_postvalue_label" "每发子弹造成的元灵伤害" "FlyingItemCastRange_label" "物品距离" "FlyingItemCastRange_postvalue_label" "物品距离" "FlyingItemCastRange_postfix" "%" "FlyingItemCastRange_prefix" "+" //"modifier_citadel_hornetleap" "Vindicta Leap" //"citadel_ability_hornet_crit_stacking_buff" "Headhunter" //"citadel_ability_hornet_crit_stacking_buff_desc" "Landing a headshot temporarily increases your weapon damage, stacking up to {s:MaxStacks} times." //"modifier_citadel_hornet_crit_stacking_damage_buff" "Headhunter" //"citadel_ability_hornet_crit_vulernability" "Vindicta's Mark" //"citadel_ability_hornet_crit_vulernability_desc" "Your shots have a chance to leave targets vulnerable, causing all bullets to crit them. Headshots are guaranteed to apply this effect." //"modifier_citadel_hornet_crit_vulnerability" "Crit Vulnerable" //"citadel_ability_hornet_explosive_headshots" "Explosive Headshots" //"citadel_ability_hornet_explosive_headshots_desc" "Headshots you deal explode, dealing a percent of the damage to nearby enemies." //"citadel_ability_hornet_nest" "Vindicta Nest" //"citadel_ability_hornet_nest_desc" "Deploys a nest which will deploy Vindicta drones that fly slowly forward, attacking all enemies." //"citadel_ability_hornet_mark" "Vindicta's Mark" //"citadel_ability_hornet_mark_desc" "Vindicta mark's an enemy. They are visible on the minimap for the duration, and Vindicta can detect them through walls." //"citadel_ability_hornet_mark_t2_desc" "When a marked enemy is killed, Vindicta immediately gains {s:ChargeForKill} Charge for Assassinate" //"modifier_citadel_hornetmark" "Vindicta's Mark" "citadel_ability_hornet_sting" "渡鸦仆使" "citadel_ability_hornet_sting_quip" "使目标持续流失生命" "citadel_ability_hornet_sting_desc" "渡鸦仆使造成冲击伤害,降低目标子弹抗性,并基于目标当前生命值对其造成生命流失伤害。" "citadel_ability_hornet_sting_t1_desc" "受疗量减少{s:HealAmpReceivePenaltyPercent}%" "citadel_ability_hornet_sting_t2_desc" "+{s:DotHealthPercent}%生命流失伤害
{s:AbilityCooldown}秒冷却时间" "citadel_ability_hornet_sting_t3_desc" "+{s:DebuffDuration}秒持续时间
{s:BulletResistReduction}%子弹抗性
{s:MagicResistReduction}%元灵抗性" "citadel_ability_hornet_sting/modifier_citadel_hornet_sting_debuff" "渡鸦仆使" "BulletVulnerbility_prefix" "{s:sign}" "BulletVulnerbility_label" "子弹伤害提升" "BulletVulnerbility_postvalue_label" "子弹伤害提升" "BulletVulnerbility_postfix" "%" "citadel_ability_hornet_snipe" "狙击" "citadel_ability_hornet_snipe_quip" "狙击受伤目标,造成大量伤害" "citadel_ability_hornet_snipe_desc" "使用附瞄具步枪从远距离发射一发强力的射击。开镜后需{s:TimeToFullCharge}秒才能充能完毕,在这之前只能造成部分伤害。对剩余生命值低于{s:LowHealthEnemyThresholdPct}%的目标造成额外伤害。使用“狙击”对目标造成最后一击将获得额外武器伤害。" "LowHealthEnemyDamageBonus_label" "最大伤害加成" "LowHealthEnemyDamageBonus_postvalue_label" "最大伤害加成" "LowHealthEnemyThresholdPct_label" "低生命临界值" "LowHealthEnemyThresholdPct_postvalue_label" "低生命临界值" "LowHealthEnemyThresholdPct_postfix" "%" "BonusGoldOnKill_label" "每次狙击额外魂魄" "BonusGoldOnKill_postvalue_label" "每次狙击额外魂魄" "assassin_modifier" "+武器伤害" //"modifier_citadel_assassinate_target" "Assassination Target - Find Cover!" "HeadshotBonus_prefix" "+" "HeadshotBonus_label" "头弹伤害" "HeadshotBonus_postvalue_label" "头弹伤害" "HeadshotBonus_postfix" "%" "TimeToFullCharge_label" "完整充能时间" "TimeToFullCharge_postvalue_label" "完整充能时间" "TimeToFullCharge_postfix" "秒" "MinChargeDamagePercent_label" "无充能伤害" "MinChargeDamagePercent_postvalue_label" "无充能伤害" "MinChargeDamagePercent_postfix" "%" "AbilityButtonHint_AssassinateFoVCycle" "切换倍率" //----------------------------------------------------------------------------- // Digger (Formally Pouncer and Driller) Mo and Krill //----------------------------------------------------------------------------- "Citadel_Digger_HeroTag_1" "团 队 配 合" "Citadel_Digger_HeroTag_2" "先 手" "Citadel_Digger_HeroTag_3" "钻 地" //"citadel_ability_grapplehook" "Grapple Hook" //"citadel_ability_grapplehook_desc" "Launches out a hook, and pull {s:hero_name} towards the wall it hits." //"modifier_citadel_grapplehook_wall_hanging" "Grapple Hook Wall Hanging" "ability_burrow" "钻地" "ability_burrow2" "钻地" "ability_burrow_quip" "钻入地下行动,现身时造成旋转伤害" "ability_burrow_desc" "钻入地下,移动速度提高,并获得元灵和子弹护甲。来自敌方英雄的伤害会降低速度加成。

跳出地面时,会造成{g:citadel_inline_attribute:'SpiritDamage'}、{g:citadel_inline_attribute:'Slow'}和{g:citadel_inline_attribute:'KnockUp'}。" "ability_burrow2_desc" "钻入地下,获得移动速度和护甲。从地下跳出会给敌人造成伤害并将其击入空中。" "ability_digger_entertunnel" "正在挖掘..." "modifier_spin" "旋转" "SpinDuration_label" "旋转持续时间" "SpinDuration_postvalue_label" "旋转持续时间" "SpinDuration_postfix" "秒" "ability_burrow_cancel_channel" "现身" "ability_burrow_t1_desc" "+{s:DPS}旋转每秒伤害" "ability_burrow_t2_desc" "+{s:AbilityChannelTime}秒钻地时间
+{s:Radius}米半径" "ability_burrow_t3_desc" "{s:AbilityCooldown}秒冷却时间
+{s:BonusMoveSpeed}米/秒移动速度" "ability_intimidate" "蔑视" "ability_intimidate_quip" "对附近的敌人造成伤害,每次击中敌人都可以治疗自己" "ability_intimidate_desc" "对附近的敌人造成伤害并基于造成的伤害治疗自己。对敌方英雄使用时治疗效果更强。" "ability_intimidate_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:Radius}米半径" "ability_intimidate_t3_desc" "对敌人施加可叠加的{s:DebuffDuration}秒减益效果,让{s:hero_name}对其的伤害+{s:DamageBonus}%" "DamageHealMult_label" "英雄伤害转为治疗" "DamageHealMult_postvalue_label" "英雄伤害转为治疗" "DamageHealMult_postfix" "倍" "DamageHealMultNonHero_label" "伤害转为治疗" "DamageHealMultNonHero_postvalue_label" "伤害转为治疗" "DamageHealMultNonHero_postfix" "倍" "modifier_intimidate_debuff" "蔑视" "ability_throw_sand" "沙暴" "ability_throw_sand_quip" "缴械前方的敌人" "ability_throw_sand_desc" "喷出沙子,缴械前方敌人并造成伤害。" //"ability_throw_sand_t3_desc" "Prevents Stamina Usage." "ability_throw_sand_t1_desc" "+{s:Damage}伤害
+{s:AbilityCastRange}米距离" "ability_throw_sand_t2_desc" "让目标减速-{s:SlowPercent}%并减少{s:GroundDashReductionPercent}%冲刺距离" "ability_throw_sand_t3_desc" "+{s:AbilityDuration}秒持续时间
{s:AbilityCooldown}秒冷却时间" "modifier_citadel_throw_sand_debuff" "沙暴" "ability_ult_combo" "连招" "ability_ult_combo_quip" "按住敌方英雄迅猛出击" "ability_ult_combo_desc" "将目标按在原地,施法期间使其眩晕并造成伤害。如果目标在连招过程中或连招结束3秒内被击倒,自身会永久获得最大生命值。" "ability_ult_combo_t1_desc" "+{s:LifeStealPercentOnHit}%生命吸取" "ability_ult_combo_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:ComboBulletResist}%子弹抗性" "ability_ult_combo_t3_desc" "+{s:AbilityChannelTime}秒持续时间
+{s:DPS}每秒伤害并且元灵增强系数提升" "LifestealPercentOnHit_label" "吸取生命" "LifestealPercentOnHit_postvalue_label" "吸取生命" "LifestealPercentOnHit_postfix" "%" "BonusHealthOnKill_label" "每次击败的最大生命值加成" "BonusHealthOnKill_postvalue_label" "每次击倒的最大生命值加成" "ComboBulletResist_label" "连招子弹抗性" "ComboBulletResist_postvalue_label" "连招子弹抗性" "ComboBulletResist_postfix" "%" //"GrabExtraTargetRange_label" "Extra Target Range" "GrabExtraTargetRange_postfix" "米" "ability_digger_mudshield" "尘土护盾" "ability_digger_mudshield/mudshield_modifier" "尘土护盾" "ability_digger_mudshield_desc" "获得子弹护盾,并减少即将受到的子弹伤害。在{s:ShieldDuration}秒过后,或在重新激活该技能时,护盾会爆炸,并根据剩余的护盾值造成相应伤害。" "BulletShieldPoints_label" "子弹护盾" "BulletShieldPoints_postvalue_label" "子弹护盾" "FlatBulletDamageReduction_label" "子弹伤害降低" "FlatBulletDamageReduction_postvalue_label" "子弹伤害降低" "BulletShieldMaxHealthPercentage_label" "最大生命值子弹护盾" "BulletShieldMaxHealthPercentage_postvalue_label" "最大生命值子弹护盾" "BulletShieldMaxHealthPercentage_postfix" "%" "BulletShieldMissingHealthPercentage_label" "丢失生命值子弹护盾" "BulletShieldMissingHealthPercentage_postvalue_label" "丢失生命值子弹护盾" "BulletShieldMissingHealthPercentage_postfix" "%" "BulletShieldDamageConversionPercent_label" "剩余子弹护盾伤害" "BulletShieldDamageConversionPercent_postvalue_label" "剩余子弹护盾伤害" "BulletShieldDamageConversionPercent_postfix" "%" //----------------------------------------------------------------------------- // Shiv //----------------------------------------------------------------------------- "Citadel_Shiv_HeroTag_1" "怒 气" "Citadel_Shiv_HeroTag_2" "生 命 流 失" "Citadel_Shiv_HeroTag_3" "多 次 重 复" "citadel_ability_shiv_dagger" "尖锋短刀" "citadel_ability_shiv_dagger_dot" "尖锋短刀流失生命伤害" "citadel_ability_shiv_dagger_quip" "对敌人施加叠加流失生命效果" "citadel_ability_shiv_dagger_desc" "掷出一把锯齿刀,令敌人流失生命。每次额外击中都会叠加一层效果,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_max_rage_desc" "
终极技能解锁:怒气值满时锯齿刀击中会造成{s:FullRageCurrentHealthDamagePct}%目标当前生命值的伤害,并且会对流失生命的敌人施加减速效果。" "modifier_shiv_bleed_thrown_shiv" "尖锋短刀" "modifier_citadel_shiv_dagger" "尖锋短刀" "modifier_shiv_thrown_shiv_slow_debuff" "尖锋短刀" "BleedDPSPerStack_label" "每把刀流失生命每秒伤害" "BleedDPSPerStack_postvalue_label" "每把刀流失生命每秒伤害" "AOERadius_label" "影响半径" "AOERadius_postvalue_label" "影响半径" "AOERadius_postfix" "米" "citadel_ability_shiv_dagger_t2_desc" "+{s:AbilityCharges}充能" "citadel_ability_shiv_dagger_t3_desc" "+{s:BleedDPSPerStack}生命流失每秒伤害并提升元灵增强系数" "modifier_shiv_bleed" "流失生命" "BleedDamage_label" "流失生命伤害" "BleedDamage_postvalue_label" "流失生命伤害" "BleedDuration_label" "流失生命持续时间" "BleedDuration_postvalue_label" "流失生命持续时间" "BleedDuration_postfix" "秒" "citadel_ability_shiv_dash" "一网打尽" "citadel_ability_shiv_dash_quip" "向前冲刺,对沿途所有敌人造成伤害" "citadel_ability_shiv_dash_desc" "向前冲刺,对沿途的敌人造成伤害。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_ult_desc" "
终极解锁:怒气值满时,希弗的回声会在短暂延迟后沿着冲刺路径传播,再次对敌人造成伤害。" "citadel_ability_shiv_dash_t3_tooltip" "命中时" "DashRange_label" "冲刺距离" "DashRange_postvalue_label" "冲刺距离" "DashRange_postfix" "米" "ImpactDamage_label" "撞击伤害" "ImpactDamage_postvalue_label" "撞击伤害" "ImpactSlowDuration_label" "冲击减速持续时间" "ImpactSlowDuration_postvalue_label" "冲击减速持续时间" "ImpactSlowDuration_postfix" "秒" "ImpactMoveSlow_label" "冲击移动减速" "ImpactMoveSlow_postvalue_label" "冲击移动减速" "ImpactMoveSlow_postfix" "%" "DashSlowPct_label" "冲刺减速" "DashSlowPct_postvalue_label" "冲刺减速" "modifier_citadel_shiv_dash" "一网打尽" "modifier_shiv_bleed_dash" "一网打尽" "modifier_citadel_shiv_dash_impact_slow" "一网打尽" "modifier_shiv_dash_heal_reduction" "一网打尽治疗减益" "BurstFireOnHeroHit_postfix" "秒" "citadel_ability_shiv_dash_t2_desc" "{s:TechArmorDamageReduction}%元灵抗性
+{s:DashRange}米冲刺距离" "citadel_ability_shiv_dash_t3_desc" "+{s:ImpactDamage}冲击伤害
每次击中英雄-{s:CooldownReductionOnHit}秒冷却时间" "citadel_ability_shiv_defer_damage" "缓伤之法" "citadel_ability_shiv_defer_damage_quip" "部分受到的伤害推迟生效" "citadel_ability_shiv_defer_damage_desc" "承受伤害时只有一部分会即时生效,剩余伤害会随时间慢慢施加。激活后可清除一部分推迟的伤害。" "citadel_ability_shiv_defer_damage_max_rage_desc" "
终极解锁:怒气值满时,推迟的伤害量会增加。" "citadel_ability_shiv_defer_damage_on_cast" "激活时" "DamagePctDeferred_label" "推迟的承受伤害" "DamagePctDeferred_postvalue_label" "推迟的承受伤害" "DamagePctDeferred_postfix" "%" "DamagePctDeferredMaxRage_label" "推迟的承受伤害" "DamagePctDeferredMaxRage_postvalue_label" "推迟的承受伤害" "DamagePctDeferredMaxRage_prefix" "+" "DamagePctDeferredMaxRage_postfix" "%" "DeferredDamageDuration_label" "推迟伤害持续时间" "DeferredDamageDuration_postvalue_label" "推迟伤害持续时间" "DeferredDamageDuration_postfix" "秒" "DeferClearPct_label" "已清除的推迟伤害" "DeferClearPct_postvalue_label" "已清除的推迟伤害" "DeferClearPct_postfix" "%" "citadel_ability_shiv_killing_blow" "乘胜追击" "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_active_desc" "主动: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击败临界值,则将其击倒。

达成乘胜追击后{s:RecastWindow}秒内可以再次施放。" "citadel_ability_shiv_killing_blow_passive_desc" "被动:对敌人造成伤害会累积怒气值。怒气值满时,{s:hero_name}获得伤害增加,其他技能也会获得特殊效果。" "citadel_ability_shiv_killing_blow_passive_desc_footer" "
如果未命中英雄,冷却时间增 {s:FailedExecuteCooldownPenalty}%。" "citadel_ability_shiv_killing_blow/active_buff" "怒气冲天" "citadel_ability_shiv_killing_blow_while_full_rage" "怒气值满时" "citadel_ability_shiv_killing_blow_ui_meter" "怒气值" "EnemyHealthPercent_label" "敌人生命临界值" "EnemyHealthPercent_postvalue_label" "敌人生命临界值" "EnemyHealthPercent_postfix" "%" "BuffDamage_label" "满怒气值伤害加成" "BuffDamage_postvalue_label" "满怒气值伤害加成" "BuffDamage_prefix" "+" "BuffDamage_postfix" "%" "BuffMoveSpeed_label" "移动速度" "BuffMoveSpeed_postvalue_label" "移动速度" "BuffMoveSpeed_prefix" "+" "BuffMoveSpeed_postfix" "米" "citadel_ability_shiv_killing_blow_t1_desc" "+{s:AbilityCastRange}米距离怒气值满时+{s:BonusMoveSpeed}米/秒移动速度" "citadel_ability_shiv_killing_blow_t2_desc" "+{s:BuffDamage}%满怒气值时额外伤害
{s:AbilityCooldown}秒冷却时间" "citadel_ability_shiv_killing_blow_t3_desc" "+{s:EnemyHealthPercent}%敌人生命临界值" //----------------------------------------------------------------------------- // Hero: Rutger //----------------------------------------------------------------------------- //"rutger_rocket" "Rocket Launcher" //"rutger_rocket_desc" "Launch a rocket that deals damage in an area and applies knockback.
Rutger receives {s:SelfDamagePercent}% damage and {s:SelfLaunchPercent}% knockback from his own rocket if he's in its impact radius." //"rutger_force_field" "Force Field" //"rutger_force_field_desc" "Create a field at target location that pushes enemies away from its outer edge." //"rutger_cheat_death" "Cheat Death" //"rutger_cheat_death_desc" "When taking otherwise fatal damage, Rutger becomes unkillable for 4s." //"rutger_cheat_death_t2_desc" "+{s:BonusMoveSpeed}% Bonus move speed when Cheat Death activates." //"rutger_cheat_death_t3_desc" "+{s:BulletLifestealPercent}% Bullet Lifesteal when Cheat Death activates." //"rutger_pulse" "Pulse" //"rutger_pulse_desc" "Release a fast pulse in a large area that damages, slows, and prevents enemies from using abilities.
The damage dealt is based on how close the enemy is to the center of the pulse." //"DamageMin_label" "Minimum Damage" //"DamageMax_label" "Maximum Damage" "MovementSlow_label" "移动减速" "MovementSlow_postvalue_label" "移动减速" "MovementSlow_postfix" "%" "FullRageCurrentHealthDamagePct_label" "当前生命值伤害" "FullRageCurrentHealthDamagePct_postvalue_label" "当前生命值伤害" "FullRageCurrentHealthDamagePct_postfix" "%" //----------------------------------------------------------------------------- // Pocket // synth //----------------------------------------------------------------------------- "Citadel_Synth_HeroTag_1" "智 计 百 出" "Citadel_Synth_HeroTag_2" "爆 发 伤 害" "Citadel_Synth_HeroTag_3" "青 蛙" "synth_plasma_flux" "飞行斗篷" "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_desc" "发射一件具有感知力的斗篷,斗篷会向前移动并伤害敌人。你可以按{g:citadel_binding:'Ability2'}来传送至斗篷的位置。" "synth_plasma_flux_t2_desc" "+{s:WeaponDamageBonus}武器伤害,持续{s:WeaponDamageBonusDuration}秒
" "synth_plasma_flux_t3_desc" "+{s:MaxLifetime}秒时长
{s:AbilityCooldown}秒冷却时间" "modifier_synth_plasma_flux_dps" "飞行斗篷" "modifier_synth_plasma_flux_weapon_damage" "额外武器伤害" "synth_plasma_flux_teleport" "传送" "modifier_synth_plasma_flux_auto_projectile" "飞行斗篷" "synth_pulse" "提箱遁形" "synth_pulse_quip" "暂时躲进手提箱中,然后造成伤害" "synth_pulse_desc" "躲进手提箱中。持续时间结束后,对附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。执行任意操作即可提前结束。" "synth_pulse_t3_desc" "+{s:EscapeDuration}秒持续时间
+{s:Radius}米半径
-{s:SlowPercent}% 移动速度和射速,持续{s:DebuffDuration}秒" "EscapeDuration_label" "躲避持续时间" "EscapeDuration_postvalue_label" "躲避持续时间" "EscapeDuration_postfix" "秒" "synth_barrage" "弹幕" "synth_barrage_quip" "在空中滑行并发出多枚投射物" "synth_barrage_desc" "持续施法,开始发出投射物,造成{g:citadel_inline_attribute:'SpiritDamage'}并在击中点附近施加{g:citadel_inline_attribute:'Slow'}。每个击中英雄的投射物都会使{s:hero_name}获得可叠加的{g:citadel_inline_attribute:'DamageAmp'}。
如果在半空中施放本技能会使{s:hero_name}悬浮。

施放空中冲刺或飞行斗篷不会取消弹幕。
" "synth_barrage_t3_desc" "+{s:AmpPercentPerStack}%每层叠加增强
+{s:Radius}米半径" "DamagePerProjectile_label" "每个投射物造成的伤害" "DamagePerProjectile_postvalue_label" "每个投射物造成的伤害" "ProjectileAmount_label" "投射物数量" "ProjectileAmount_postvalue_label" "投射物数量" "ProjectileInterval_label" "投射物间隔" "ProjectileInterval_postvalue_label" "投射物间隔" "AmpPercentPerStack_label" "每层叠加增强" "AmpPercentPerStack_postvalue_label" "每层叠加增强" "AmpPercentPerStack_postfix" "%" "AmpDuration_label" "增强持续时间" "AmpDuration_postvalue_label" "增强持续时间" "AmpDuration_postfix" "秒" "modifier_synth_barrage_debuff" "弹幕减速" "modifier_synth_barrage_amp" "弹幕 - 伤害增强" "synth_affliction" "痛苦" "synth_affliction_quip" "对附近的敌人施加持续伤害" "synth_affliction_desc" "对附近所有敌人施加持续{g:citadel_inline_attribute:'SpiritIcon'}伤害。

痛苦的伤害不会击倒敌人,且不施加物品触发效果。" "synth_affliction_t2_desc" "+{s:DebuffDuration}秒持续时间
+{s:Radius}米半径" "synth_affliction_t3_desc" "阻止所有治疗
+{s:DPS}每秒伤害,提升元灵增强系数" "modifier_synth_affliction_debuff" "痛苦" //----------------------------------------------------------------------------- // Hero: Mirage //----------------------------------------------------------------------------- "Citadel_Mirage_HeroTag_1" "保 镖" "Citadel_Mirage_HeroTag_2" "旅 行 者" "Citadel_Mirage_HeroTag_3" "全 神 贯 注" "mirage_tornado" "尘卷风" "mirage_tornado_quip" "将自己变身为旋风,将敌人卷到空中" "mirage_tornado_desc" "将自己变身为旋风并向前移动,对敌人造成伤害,减缓他们的移动速度并将他们卷入空中。从旋风中现身后会获得子弹闪避。" "mirage_tornado_t1_desc" "+{s:Damage}伤害" "mirage_tornado_t2_desc" "
{s:AbilityCooldown}秒冷却时间
+{s:WhirlwindEvasionChance}%闪避" "mirage_tornado_t3_desc" "{s:RecastWindow}秒内再次施放
提升元灵增强系数" "WhirlwindEvasionChance_label" "子弹闪避几率" "WhirlwindEvasionChance_postvalue_label" "子弹闪避几率" "WhirlwindEvasionChance_postfix" "%" "WhirlwindDuration_label" "子弹闪避持续时间" "WhirlwindDuration_postvalue_label" "子弹闪避持续时间" "WhirlwindDuration_postfix" "秒" "HoldInPlaceDuration_label" "离地持续时间" "HoldInPlaceDuration_postvalue_label" "离地持续时间" "HoldInPlaceDuration_postfix" "秒" "EnemyLiftDuration_label" "升空时间" "EnemyLiftDuration_postvalue_label" "升空时间" "EnemyLiftDuration_postfix" "秒" "modifier_mirage_tornado_lift" "尘卷风" "modifier_mirage_tornado_slow" "尘卷风 - 减速" "modifier_mirage_tornado_hold_in_place" "被定身" "mirage_fire_beetles" "烈焰圣甲虫" "mirage_fire_beetles_quip" "发出圣甲虫,从敌人身上吸走生命值" "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_t2_desc" "+{s:AbilityCharges}点充能
+{s:StealDuration}秒持续时间" "mirage_fire_beetles_t3_desc" "{s:OutgoingDamagePenaltyPercent}%伤害降低
提升元灵增强系数" "StatStealDuration_label" "吸取生命值持续时间" "StatStealDuration_postvalue_label" "窃取生命值持续时间" "StatStealDuration_postfix" "秒" //"AbilityButtonHint_MirageLaunchFireBeetle" "Launch Fire Beetle" "modifier_mirage_fire_scarabs_health_gain" "烈焰圣甲虫" "modifier_mirage_fire_scarabs_health_loss" "烈焰圣甲虫" "MirageFireScarabsHealthSteal_label" "每秒生命吸取" "MirageFireScarabsHealthSteal_postvalue_label" "每秒生命吸取" "mirage_teleport" "旅行者" "mirage_teleport_quip" "传送至友方或敌方英雄所在的位置" "mirage_teleport_desc" "以小地图上的一个地点为目标。在短暂等待后,传送到该地点。在等待期间受到伤害会使传送被打断。" "MirageTeleportMoveSpeed_conditional" "传送后" "mirage_teleport_movespeed" "旅行者 - 额外移动速度" "mirage_teleport_t1_desc" "
+{s:BonusMoveSpeed}米移动速度和+{s:BonusFireRate}%射速,持续{s:MovementSpeedBonusDuration}秒" "mirage_teleport_t2_desc" "{s:CombatBarrier}屏障,跟随元灵力量增强" "TeleportCompletedTime_label" "等待时间" "TeleportCompletedTime_postvalue_label" "等待时间" "TeleportCompletedTime_postfix" "秒" "mirage_sand_phantom" "镇尼之印" "mirage_sand_phantom_quip" "施加不断增加伤害的印记" "mirage_sand_phantom_desc" "主动:消耗所有镇尼之印可以立即造成伤害。" "mirage_sand_phantom_passive_desc" "被动:射击会对目标施加一个镇尼之印。印记消失或被消耗时造成{g:citadel_inline_attribute:'SpiritDamage'}并且目标短暂地在地图上暴露位置。每次增加一个印记都会使当前伤害加倍。

施加额外印记时对每个目标都有单独的冷却时间。" "mirage_sand_phantom_t1_desc" "触发时:
施加不断减弱的{s:MovementSpeedSlow}%减速,持续{s:SlowDuration}秒" "mirage_sand_phantom_t2_desc" "+{s:ProcDamageBase}基础伤害
+{s:VictimStackDuration}秒系数持续时间" "mirage_sand_phantom_t3_desc" "{s:AbilityCooldown}秒冷却时间
+{s:DMarkMaxMarks}最高印记数量
最高印记数时眩晕目标{s:StunDuration}秒" "modifier_mirage_sand_phantom_passive_victim" "镇尼之印" "ProcDamageBase_label" "基础伤害" "ProcDamageBase_postvalue_label" "基础伤害" "VictimStackDuration_label" "镇尼之印持续时间" "VictimStackDuration_postvalue_label" "镇尼之印持续时间" "VictimStackDuration_postfix" "秒" "RevealDuration_label" "暴露持续时间" "RevealDuration_postvalue_label" "暴露持续时间" "RevealDuration_postfix" "秒" "DMarkProcCD_label" "每个目标冷却时间" "DMarkProcCD_postvalue_label" "每个目标冷却时间" "DMarkProcCD_postfix" "秒" "DMarkMaxMarks_label" "最高印记数量" "DMarkMaxMarks_postvalue_label" "最高印记数量" "DMarkMultiplierPerStack_label" "每个印记伤害" "DMarkMultiplierPerStack_postvalue_label" "每个印记伤害" "DMarkMultiplierPerStack_postfix" "倍" //----------------------------------------------------------------------------- // Pestilence //----------------------------------------------------------------------------- //"citadel_ability_pestilence_infection" "Infection" //"citadel_ability_pestilence_infection_desc" "Your abilities and bullets apply an infection onto enemies. Each infection stack resets the time and multiplies the damage the enemy takes from the infection." //"modifier_citadel_pestilence_infection_buildup" "Infecting" //"citadel_ability_pestilence_contaminate" "Contaminate" //"citadel_ability_pestilence_contaminate_desc" "Attacking targets with your weapon increases their Infection level and resets the duration." "citadel_ability_pestilence_contaminate_t1" "每秒伤害" "citadel_ability_pestilence_contaminate_t2" "每秒伤害" "citadel_ability_pestilence_contaminate_t3" "每秒伤害" //"citadel_ability_pestilence_drone" "Drones" //"citadel_ability_pestilence_drone_desc" "{s:hero_name} creates a drone that attaches to enemies causing DOT." //"citadel_ability_pestilence_drone_t1" "Add Attach Time" //"citadel_ability_pestilence_drone_t1_desc" "+{s:DroneAttachLifetime}s lifetime when attached to enemies" //"citadel_ability_pestilence_drone_t2" "Add Drones" //"citadel_ability_pestilence_drone_t2_desc" "+{s:DroneCount} additional drones" //"citadel_ability_pestilence_drone_t3" "Drone DPS" //"citadel_ability_pestilence_drone_t3_desc" "+{s:DPS} DPS" //----------------------------------------------------------------------------- // TENGU // IVY //----------------------------------------------------------------------------- "Citadel_Tengu_HeroTag_1" "配 合 队 友" "Citadel_Tengu_HeroTag_2" "扰 乱 敌 军" "Citadel_Tengu_HeroTag_3" "坚 如 磐 石" "citadel_ability_tengu_urn" "纠缠荆棘" "citadel_ability_tengu_urn_quip" "对作用区域中的敌人造成伤害并减速" "citadel_ability_tengu_urn_desc" "召唤一片使人透不过气的荆棘,对作用半径内的敌人造成伤害并使其减速。" "citadel_ability_tengu_urn_t2_desc" "+{s:Radius}米半径
提升元灵增强系数" "citadel_ability_tengu_urn_t3_desc" "敌人被荆棘困住{s:TimeToEntangle}秒后会被定身,持续+{s:EntangleDuration}秒" "citadel_ability_tengu_stone_form" "石像形态" "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_desc" "将自己变为坚石砸向地面,对附近的敌人造成眩晕和伤害。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_t3_desc" "+{s:StunDuration}秒眩晕时间并提升元灵增强系数" "MaxHealthRegen_label" "最大生命值治疗" "MaxHealthRegen_postvalue_label" "最大生命值治疗" "MaxHealthRegen_postfix" "%" "citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form" "石像形态" "citadel_ability_tangotether" "葛根连结" "citadel_ability_tangotether_quip" "强化自己和附近的一名友军" "citadel_ability_tangotether_desc" "与附近的一名友军连结,获得加成效果,复制治疗,并且射击时无视移动速度惩罚。

没有连结时获得50%加成。
需要在视线范围内才能连结。
" "citadel_ability_tangotether_t2_desc" "+{s:BonusFireRate}%射速
+{s:BulletLifestealPercent}%子弹吸取生命" "citadel_ability_tangotether_t3_desc" "技能始终为生效状态" //"tether_disconnecting" "Covenant - Disconnecting..." //"tether_disconnected" "Covenant - Disconnected" //"SelfMovementBonus_label" "Ivy Speed Bonus" "SelfMovementBonus_prefix" "+" "SelfMovementBonus_postfix" "米" //"TetherDistance_label" "Connection Range" "TetherDistance_postfix" "米" "TotalTetherTargets_label" "连结数" "TotalTetherTargets_postvalue_label" "连结数" "TetherSharedHealPct_label" "治疗复制" "TetherSharedHealPct_postvalue_label" "治疗复制" "TetherSharedHealPct_postfix" "%" //"citadel_modifier_tangotether_tether_receiver" "Covenant" "citadel_ability_tangotether_lock" "锁定目标" "AbilityButtonHint_DragonsFireSpeedUp" "加速" "AbilityButtonHint_DragonsFireSpeedDown" "减速" "citadel_ability_tengu_airlift" "空投" "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_desc" "抓住一名友军并与其一起飞翔。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。

对友军使用时冷却时间减少{s:CooldownReductionPctOnOthers}%。
承受伤害会使本技能暂时无法使用。
在空中时,友军无法攻击,造成{s:AllyOutgoingDamagePercent}%伤害。
" "citadel_ability_tengu_airlift_t1_desc" "飞行结束时:
对{s:hero_name}和友军施加{s:AirDropBulletShield}的屏障,会根据元灵力量增强" "citadel_ability_tengu_airlift_t2_desc" "对击中的敌人施加+{s:SlowPercent}%减速,持续{s:AirDropDebuffDuration}秒" "citadel_ability_tengu_airlift_t3_desc" "沉默击中的敌人,持续{s:AirDropSilenceDuration}秒
提升伤害和屏障增强系数" "modifier_airlift_ally" "空投" "AirDropDebuffDuration_label" "减速持续时间" "AirDropDebuffDuration_postvalue_label" "减速持续时间" "AirDropDebuffDuration_postfix" "秒" "AirDropSilenceDuration_label" "沉默持续时间" "AirDropSilenceDuration_postvalue_label" "沉默持续时间" "AirDropSilenceDuration_postfix" "秒" "AirDropDebuff02Duration_label" "子弹抗性持续时间" "AirDropDebuff02Duration_postvalue_label" "子弹抗性持续时间" "AirDropDebuff02Duration_postfix" "秒" "AirDropExplodeRadius_label" "爆炸半径" "AirDropExplodeRadius_postvalue_label" "爆炸半径" "AirDropExplodeRadius_postfix" "米" "AirDropBuffDuration_label" "增益持续时间" "AirDropBuffDuration_postvalue_label" "增益持续时间" "AirDropBuffDuration_postfix" "秒" //"AirDropBuffDuration_prefix" "" "AirDropBulletResist_label" "友军子弹抗性" "AirDropBulletResist_postvalue_label" "友军子弹抗性" "AirDropBulletResist_postfix" "%" "AirDropBulletResist_prefix" "+" "AirDropBulletArmorReduction_label" "敌人子弹抗性" "AirDropBulletArmorReduction_postvalue_label" "敌人子弹抗性" "AirDropBulletArmorReduction_postfix" "%" "AirDropOutgoingDamagePercent_label" "输出伤害加成" "AirDropOutgoingDamagePercent_postvalue_label" "输出伤害加成" "AirDropOutgoingDamagePercent_postfix" "%" "AirDropSelfCastDelay_label" "对自身施放时间" "AirDropSelfCastDelay_postvalue_label" "对自身施放时间" "AirDropSelfCastDelay_postfix" "秒" "AbilityButtonHint_DropBomb" "投下炸弹" "AirDropBulletShield_label" "屏障" "AirDropBulletShield_postvalue_label" "屏障" //"AirDropBulletShield_postfix" "" //----------------------------------------------------------------------------- // Slork //----------------------------------------------------------------------------- //"modifier_slork_gun_poison" "Slork Poison Sprayer" //"modifier_slork_scald" "Slork Scalding Spray" //"citadel_weapon_slork_set" "Poison Sprayer" //"citadel_weapon_slork_set_desc" "Spews a short range toxic cloud that deals double damage to non-hero targets. When aimed, shoots a long range dart that poisons enemies." //"slork_scald" "Scald" //"slork_scald_desc" "Spray out an arc of superheated water that damages enemies over time." //"slork_scald_t1_desc" "Spray in a wide arc" //"slork_scald_t3_desc" "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage" "DOTDuration_Label" "持续时间" "DOTDuration_postvalue_label" "持续时间" "DOTDuration_postfix" "秒" //"slork_riptide" "Riptide" //"slork_riptide_desc" "Summon a churning vortex of superheated water that burns enemies and lauches them towards Slork." // "slork_scald_t1_desc" "Spray in a wide arc" //"slork_riptide_t3_desc" "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage" //"modifier_slork_riptide" "Burned by Riptide" //"slork_raging_current" "Torrent Storm" //"slork_raging_current_desc" "Call water from deep underground, saturating an area. Every {s:TargetAcquireTime}s a torrent will well up, tossing enemies into the air after a {s:TorrentDelay}s delay. Enemies will be stunned and their bullet armor reduced." //"TorrentDelay_Label" "Torrent Delay" //"TorrentDuration_Label" "Torrent Duration" //"TorrentRadius_Label" "Torrent Radius" "TorrentRadius_postfix" "米" //"slork_chomp" "Chomp" //"slork_chomp_desc" "Dash forward and grab onto an enemy, biting them repeatedly. The enemy is slowed, disarmed, and silenced while grappled. When the target is below half health, deal an additional {s:DamagePercentHealth}% of their max health in damage." "HobbledMovementSlow_Label" "移动减速" "HobbledMovementSlow_postvalue_label" "移动减速" "HobbledMovementSlow_postfix" "%" //"slork_chomp_t2_desc" "+{s:ChompHealPercent}% Lifesteal from Chomp damage" // "slork_chomp_t3_desc" "Chomp deals {s:DamageMissingPercentHealth}% of the enemies missing health each second." //"modifier_slork_chomp_grapple" "Chomping an Enemy" //"modifier_slork_chomp_hobbled" "Getting Chomped" "fathom_scalding_spray" "灼热飞浪" "fathom_scalding_spray_quip" "向面前的锥形区域喷射滚烫的热水。" "fathom_scalding_spray_desc" "向面前的锥形区域喷射滚烫的热水。喷出的热水对敌方英雄造成伤害时,你会积累额外的武器伤害。" "WeaponDamageBonusPerSec_label" "每秒获得的武器伤害" "WeaponDamageBonusPerSec_postvalue_label" "每秒获得的武器伤害" "WeaponDamageBonusPerSec_postfix" "%" "fathom_breach" "纵身跃击" "fathom_breach_quip" "向前跳跃,冲向敌人" "fathom_breach_desc" "向前跳跃,对着陆点附近的所有敌人造成伤害并将其击飞到空中。" "fathom_reefdweller_harpoon" "礁栖猎叉" "fathom_reefdweller_harpoon_quip" "投掷猎叉,将自己拉向物体的表面。" "fathom_reefdweller_harpoon_desc" "抛出猎叉,附着在墙壁或天花板上,并将自身拉向目标。拉动过程中激活“潜影伏击”的隐身效果。悬挂在猎叉附着的表面时,获得额外充能。

施放礁栖猎叉不会打破隐身状态。" "fathom_reefdweller_harpoon_passive_desc" "被动:离开战斗并在小地图上隐身时,每秒治疗最大生命值的一部分。" "fathom_reefdweller_harpoon_t3_desc" "脱离后,获得{s:BonusFireRate}%射速加成,持续{s:DetachBuffDuration}秒或直到重新装填" "fathom_reefdweller_harpoon/regen" "礁栖猎叉恢复" "fathom_reefdweller_harpoon/detach_buff" "射速" "fathom_lurkers_ambush" "潜影伏击" "fathom_lurkers_ambush_quip" "隐身并发射出令敌人定身的唾液。" "fathom_lurkers_ambush_passive_desc" "被动:在脱离战斗且未被敌人发现时,每秒治疗最大生命值的一部分。静止不动时,还会进入隐身状态,只要保持静止或蹲伏且不做任何动作即可。完全隐身时将变为无敌。" "fathom_lurkers_ambush_active_desc" "按住[{s:ability_key}]蓄积一口粘腻的唾液,唾液能伤害敌人并令其减速。蓄积唾液的时间越长,所造成的伤害就越大,减速持续时间也越长。
如果并未附着在墙上,那么持续时间将减半。" "fathom_lurkers_ambush/invis" "隐身" "fathom_lurkers_ambush/regen" "生命恢复" "fathom_lurkers_ambush/immobilize" "被定身" "DebuffMaxDuration_label" "最大减速持续时间" "DebuffMaxDuration_postvalue_label" "最大减速持续时间" "DebuffMaxDuration_postfix" "秒" "NotSeenByEnemiesRegen_label" "最大生命值恢复" "NotSeenByEnemiesRegen_postvalue_label" "最大生命值恢复" "NotSeenByEnemiesRegen_postfix" "%" "MaxDamage_label" "最大伤害" "MaxDamage_postvalue_label" "最大伤害" //"slork_ability_4" "Torrent" //"slork_ability_4_desc" "Slork creates a Jet of water that errupts from the ground damaging all nearby enemies and knocking them into the air." //"slork_ability_invis" "Ambush Predator" //"slork_ability_invis_desc" "Fade from view when not shooting or using abilities. When fully invisible, can be cast to deal {s:AmbushDamage} damage and +{s:StaminaDamage} stamina damage to enemies in front of Slork." //"InvisReapplyDelay_Label" "Delay before fading" //"InvisRegen_Label" "Invis Max Health Regen" "InvisRegen_postfix" "%" //"AmbushDamage_Label" "Ambush Damage" //"StaminaDamage_Label" "Stamina Damage" // "slork_ability_invis_t2_desc" "-{s:InvisReapplyDelay}s Delay before fading" //"slork_last_breath" "Deep's Embrace" //"slork_last_breath_desc" "Encase yourself in a sphere of water that can absorb up to {s:DamageAbsorb} damage before bursting. When the sphere disipates for any reason enemies in range take {s:BurstDamage} damage." //"DamageAbsorb_Label" "Damage Absorbed" //"HitsToRelease_Label" "释放需要攻击次数" //"modifier_slork_invis" "Invisible" //"modifier_slork_ambush" "Ambush Damage" //"modifier_slork_visible" "Can't hide" //"modifier_slork_lastbreath" "临终之息" //"modifier_slork_lastbreath_damage_amp" "成为诱饵" //----------------------------------------------------------------------------- // Operative //----------------------------------------------------------------------------- "operative_umbrella_maneuver" "雨伞戏法" "operative_umbrella_maneuver_desc" "使用雨伞捕捉一阵风,让自身向后方飞起。接着给雨伞充能,让其发射出一个投射物,在撞击时爆炸。" "operative_umbrella_maneuver_t3_desc" "[尚未实现]" "modifier_operative_umbrella_maneuver_watcher" "雨伞戏法" "modifier_operative_umbrella_maneuver_air_hang" "雨伞戏法" "operative_blindside" "盲点突袭" "operative_blindside_passive_desc" "被动技能:用枪械或近战攻击从背后击中敌人时,造成额外伤害。" "operative_blindside_active_desc" "主动技能:投掷一枚震荡手雷,降低敌人的转向速率。" "BackstabBonusDamagePct_label" "盲点突袭伤害" "BackstabBonusDamagePct_postvalue_label" "盲点突袭伤害" "BackstabBonusDamagePct_postfix" "%" "TurnRateSlowDuration_label" "转向速率减缓持续时间" "TurnRateSlowDuration_postvalue_label" "转向速率减缓持续时间" "TurnRateSlowDuration_postfix" "秒" //"EnemyTurnRateMax_label" "Enemy Turn Rate Max" //"EnemyTurnRateMax_postfix" "%" "operative_scattercharge" "爆裂散射" "operative_scattercharge_desc" "旋转雨伞,向前方锥形范围发射大量爆裂物。这些爆裂物在落地后不久后爆炸。" "operative_revelation" "惊雷之示" "operative_revelation_desc" "激活宝物。附近的敌方英雄在看向你时,会减慢移动和冲刺速度,并逐渐受到伤害。如果敌人看向你的时间足够长,则会受到干扰。" "CurseDuration_label" "干扰持续时间" "CurseDuration_postvalue_label" "干扰持续时间" "CurseDuration_postfix" "秒" "TimeBeforeCursed_label" "敌人受干扰倒计时" "TimeBeforeCursed_postvalue_label" "敌人受干扰倒计时" "TimeBeforeCursed_postfix" "秒" "modifier_operative_revelation_caster" "惊雷之示" "modifier_operative_revelation_debuff" "惊雷之示干扰" //----------------------------------------------------------------------------- // Kali //----------------------------------------------------------------------------- //"citadel_ability_kali_spinning_blade" "Occilioblade" //"citadel_ability_kali_spinning_blade_quip" "Launch a boomerang that flies back" //"citadel_ability_kali_spinning_blade_desc" "Throw a spinning blade that deals damage and returns to you." //"citadel_ability_kali_spinning_blade_t1_desc" "{s:SlowPercent}% slow for {s:SlowDuration}s on enemies hit" //"citadel_ability_kali_spinning_blade_t2_desc" "+{s:Damage} Damage and Occilioblade gains +100% more damage from spirit" //"citadel_ability_kali_spinning_blade_t3_desc" "{s:CooldownReductionOnHit}s Cooldown for each enemy hit by Occilioblade" //"CooldownReductionOnCatch_label" "Cooldown on Catch" //"CooldownReductionOnCatch_postfix" "s" "CooldownReductionOnHit_label" "击中英雄时冷却时间减少" "CooldownReductionOnHit_postvalue_label" "击中英雄时冷却时间减少" "CooldownReductionOnHit_postfix" "秒" "CooldownReductionOnHitNonHero_label" "击中非英雄时冷却时间减少" "CooldownReductionOnHitNonHero_postvalue_label" "击中非英雄时冷却时间减少" "CooldownReductionOnHitNonHero_postfix" "秒" "MaxCooldownReductionsFromHits_label" "最高冷却时间减少" "MaxCooldownReductionsFromHits_postvalue_label" "最高冷却时间减少" //"ability_kali_dust_storm" "Dust Storm" //"ability_kali_dust_storm_quip" "Send out a tornado that slows enemies" //"ability_kali_dust_storm_desc" "Send out a tornado that damages enemies it touches, as well as applying a lingering movement and fire rate slow." //"EnemyBulletDamageReduction_label" "Enemy Weapon Damage" "EnemyBulletDamageReduction_postfix" "%" //"modifier_dust_storm_debuff" "Slow Firerate & Movement" //"ability_kali_dust_storm_t3_desc" "{s:AbilityCooldown} Cooldown and +{s:AbilityDuration}s Duration" //"citadel_ability_kali_disruptive_charge" "Pack Hunter" //"citadel_ability_kali_disruptive_charge_quip" "You and nearby allies move much faster" //"citadel_ability_kali_disruptive_charge_desc" "Provides a large speed bonus to you and nearby allies. The speed bonus decays over time." //"citadel_ability_kali_disruptive_charge_t2_desc" "{s:LifestealPercent}% Damage Lifesteal for the duration of Pack Hunter" //"modifier_citadel_disruptive_charge" "Pack Hunter" //"MoveSpeedBonusPercentStart_label" "Speed Bonus" "MoveSpeedBonusPercentStart_prefix" "+" "MoveSpeedBonusPercentStart_postfix" "%" //"ability_kali_tornado_blade" "Whirling Blade" //"ability_kali_tornado_blade_desc" "Throw a blade that deals damage to everything around it. Press the skill's Ability key to stop Whirling Blade in place and to expand its size. Deals additional damage on expansion." //"ability_kali_trappers_bolo" "Trapper's Delight" //"ability_kali_trappers_bolo_quip" "Immobilize nearby enemies" //"ability_kali_trappers_bolo_desc" "Throw a bolo that bounces between enemy heroes before returning to you. Victims will slow down over {s:DebuffDelay}s and then become immobilized for {s:ImmobilizeDuration}s. Bounces once per hero." //"ability_kali_trappers_bolo_t1_desc" "Enemies hit by the bolo give {s:ReverseLifeLeech}% Lifesteal for {s:ReverseLifeLeechDuration}s" //"ability_kali_trappers_bolo_t3_desc" "Stun enemies that are immobilized" //"BoloBounceCount_label" "Max Bounces" //"BoloProcDamage_label" "Damage on Immobilize" //"BoloHitDamage_label" "Damage on Hit" //"modifier_citadel_bolo" "Immobilizing..." "modifier_bolo_immobilized" "被定身" //"modifier_bolo_leech" "Leeching..." //----------------------------------------------------------------------------- // Hero Demoman //----------------------------------------------------------------------------- //"mortar_sentry_grenade" "Mortar Sentry Grenade" //"ability_explosive_trap" "Remote Bomb" //"ability_explosive_trap_desc" "A bomb that launches everything it hits up in the air. Manually detonate by pressing [1] after arming. Useful for mobility." //"ability_explosive_trap_t1_desc" "ArmTime decreased by {s:ArmTime} and Blast Force +{s:Force}" //"ability_explosive_trap_t3_desc" "Bomb throw range +{s:ProjectileSpeedBonus}% and damage +{s:Damage}" //"Force_label" "Blast Force" //"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 target area. Deals reduced damage to boss types" //"citadel_ability_mortarsentry_t1_desc" "Sentry health +{s:Health}Hp and Sentry Lifetime +{s:TurretLifetime}s" //"citadel_ability_mortarsentry_t2_desc" "Ability charges +{s:AbilityCharges}s and search radius +{s:SearchRadius}m" //"citadel_ability_mortarsentry_t3_desc" "Bombs per volley +{s:GrenadesPerVolley}" //"ability_mirv_grenade_buff" "Mad Bomber" //"ability_mirv_grenade_buff_desc" "Tempoarily turns {s:hero_name}'s primary weapon attack to explode in to a cluster of bombs." //"ability_mirv_grenade_buff_t1" "Mad Bomber" //"ability_mirv_grenade_buff_t1_desc" "Adds +{s:Grenades} bomb per cluster and +{s:AbilityDuration}s duration" //"ability_mirv_grenade_buff_t2" "Potency" //"ability_mirv_grenade_buff_t2_desc" "+{s:BlastDamage} damage per grenade and +{s:AbilityDuration}s duration" //"ability_mirv_grenade_buff_t3" "Carpet Bombing" //"ability_mirv_grenade_buff_t3_desc" "Infinite Shots while Mad Bomber is active" //"ability_carpetbomb_drone" "Street Cleaner" //"ability_carpetbomb_drone_desc" "Summon a drone that drops bombs as it flies. The Drone moves towards the aimed direction. Drone explodes in to a cluster of bombs when it expires" //"ability_carpetbomb_drone_t1_desc" "Drone Life Time +{s:DroneLifeTime}s" //"ability_carpetbomb_drone_t2_desc" "Ability Cooldown {s:AbilityCooldown}s and Drone Health +{s:DroneHealth}" //"ability_carpetbomb_drone_t3_desc" "Bomb drop interval {s:AttackRate}s and Drone speed +{s:DroneSpeed}" //"modifier_consumed_armor_buff" "Spirit and Bullet Armor" //"modifier_mirv_grenades" "Mad Bomber" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Hero Hijack //----------------------------------------------------------------------------- //"citadel_ability_hijack_stacking_weapon_jammer" "Weapon Jammer" //"citadel_ability_hijack_stacking_weapon_jammer_desc" "Your bullets charge up a Weapon Jammer on enemy heroes that will give them a percent chance to misfire (bullet does not fire and they damage themselves)." //"citadel_modifier_passive_hijack_stacking_weapon_jammer" "Gun Jammed" //"citadel_ability_surveillance_drone" "Deploy Combat Drone" //"citadel_ability_surveillance_drone_desc" "Deploys a fragile Combat Drone which has unique abilities." //"modifier_citadel_surveillance_drone_alive" "Combat Drone Active" //"citadel_hijack_drone_extra_abilities" "Combat Drone Abilities" //"citadel_ability_surveillance_drone_player_camera" "Player Camera" //"citadel_ability_surveillance_drone_player_camera_desc" "Switches Camera from Drone to Player" //"citadel_ability_drone_detecting_enemies" "Drone Infrared Camera" //"citadel_ability_drone_detecting_enemies_desc" "Outlines all enemy players (including hidden enemies) infront of where the drone is currently looking at." //"citadel_ability_surveillance_drone_camera" "Drone Camera" //"citadel_ability_surveillance_drone_camera_desc" "Switches Camera from Player to Drone" //"citadel_ability_drone_teleport" "Drone Teleport" //"citadel_ability_drone_teleport_desc" "Instant Cast: teleports Hijack below the drone after the cast delay." //"citadel_ability_surveillance_drone_crash" "Drone Crash" //"citadel_ability_surveillance_drone_crash_desc" "Crashes Drone into ground dealing AOE damage" //"citadel_ability_hijack_mind_control" "Hack Enemy Units" //"citadel_ability_hijack_mind_control_desc" "Changes the team of enemy NPC's in an area and gives them extra health and bonus weapon damage. {s:hero_name} and nearby allies gain half the gold bounty for each hacked unit." //"ability_hijack_richochet_projectile" "Ricochet Dagger" //"ability_hijack_richochet_projectile_desc" "Throws a dagger which bounces off walls and launches towards nearby enemies. Pierces and deals damage to any enemy units it hits. Damage increases after first bounce off wall." //"citadel_modifier_passive_hijack_weapon_jammer_buildup" "Weapon Jammer" //"citadel_modifier_passive_hijack_weapon_jammer_buildup_desc" "Weapon Jammer Building" //"modifier_citadel_hijack_weapon_jammer_proc" "Weapon Jammed" //"modifier_citadel_hijack_weapon_jammer_proc_desc" "Weapon has been Jammed" //"modifier_citadel_drone_spotted_enemy" "Visible to Enemy" //"modifier_citadel_drone_spotted_enemy_desc" "The enemy can see your position" //"citadel_ability_surveillance_drone_t2_desc" "+{s:CrashImpactRadius} crash impact radius, +{s:DroneCrashDamage} drone crash damage" //"ExtraDamagePerBounce_label" "Extra Damage per bounce" //"MindControlHealthBonus_label" "Extra Health given to units" //"MisfireBuildupPercentPerShot_label" "Buildup Percent Per Shot" //"CrashImpactRadius_label" "Crash Damage Radius" //"DroneCrashDamage_label" "Drone Crash Damage" //"DroneSpeed_label" "Drone Speed" //"MaxUnitsMindControl_label" "Max Units" //"PreBounceDamage_label" "Pre-Bounce Damage" //"PostBounceDamage_label" "Post-Bounce Damage" //"MisfireProcChance_label" "Percent Chance enemy Misfires" //"UnitBonusDamagePercent_label" "Damage increase percent" //"ability_hijack_richochet_projectile_t3_desc" "+{s:PreBounceDamage} Pre-Bounce Damage. +{s:PostBounceDamage} Post-Bounce Damage." //"citadel_ability_hijack_mind_control_t1_desc" "Hacked units deal an extra {s:UnitBonusDamagePercent}% damage" //"citadel_ability_hijack_mind_control_t3_2_desc" "Hacked units deal an extra {s:UnitBonusDamagePercent}% damage" //"citadel_ability_drone_detecting_enemies_t3" "Drone Infrared Camera" //"citadel_ability_drone_detecting_enemies_t3_desc" "Enable Drone infrared Camera" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Mecha Guy //----------------------------------------------------------------------------- //"citadel_ability_mechaguy_echo" "Echo" //"citadel_ability_mechaguy_echo_desc" "Afflicts a target with Echo. When the target takes damage, nearby enemies are slowed by {s:SlowPercent}% for {s:SlowDuration}s" //"citadel_ability_mechaguy_echo_t2_desc" "Damage increases Echo duration by {s:RefreshAmount}s" //"citadel_ability_mechaguy_echo_t3_desc" "Echo spreads to nearby enemies" "modifier_citadel_mechaguy_echo_slow" "被减速" //"modifier_citadel_mechaguy_echo" "Echo" //"citadel_ability_mechaguy_retaliate" "Retaliate" //"citadel_ability_mechaguy_retaliate_desc" "Charges a projectile for {s:AbilityDuration}s. Deals {s:Damage} + {s:DamageMultiplier}x damage taken while charging" //"citadel_ability_mechaguy_retaliate_t1_desc" "Projectile gains {s:Radius}m explosion radius" //"citadel_ability_mechaguy_retaliate_t2_desc" "+{s:DamageMultiplier}x damage multiplier" //"citadel_ability_mechaguy_retaliate_t3_desc" "Heals for {s:HealPercent}% damage taken" //"modifier_citadel_mechaguy_retaliate" "Retaliate" //"citadel_ability_mechaguy_double_edge" "Double Edge" //"citadel_ability_mechaguy_double_edge_desc" "Deals {s:Damage} damage to both you and your target" //"citadel_ability_mechaguy_double_edge_t2_desc" "Deals {s:DamageHealthPercent}% of your health as additional damage" //"citadel_ability_mechaguy_double_edge_t3_desc" "+{s:AbilityUnitTargetLimit} targets" //"citadel_ability_mechaguy_defense_field" "Reactive Armor" //"citadel_ability_mechaguy_defense_field_desc" "Fires defensive rockets at attackers, and build regeneration for every {s:RegenThreshold} damage taken" //"modifier_mechaguy_defense_field_aura_thinker" "Reactive Armor" //"citadel_ability_mechaguy_defense_field_t2_desc" "+{s:RegenPercent}% health recovery " //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Duo //----------------------------------------------------------------------------- //"citadel_ability_duo_summon_drone" "Summon" //"citadel_ability_duo_summon_drone_desc" "Summons your drone." //"citadel_ability_duo_summon_drone_t1_desc" "Drone also gets player items" //"citadel_ability_duo_summon_drone_t2_desc" "Fire a barrage of rockets while in sentry mode" //"citadel_ability_duo_summon_drone_t3_desc" "Immobilize targets in place in attack mode" // //"citadel_ability_duo_energy_link" "Energy Link" //"citadel_ability_duo_energy_link_desc" "A short range tether which heals your drone. Breaks if you walk out of range.

If targeting an enemy, deals damage instead." //"modifier_citadel_duo_energy_link" "Energy Link" //"modifier_citadel_duo_energy_link_duration" "Energy Link" //"citadel_ability_duo_energy_link_t2_desc" "+{s:ExternalBonusHealthRegen} Regen
+{s:DPS} DPS" //"citadel_ability_duo_energy_link_t3_desc" "Applies damage and healing effects within {s:ZapDistance}m of target" // //"citadel_ability_duo_fusion_scalpel" "Fusion Scalpel" //"citadel_ability_duo_fusion_scalpel_desc" "Forms a link between you and your drone, dealing damage to enemies which touch it" //"modifier_citadel_duo_fusion_scalpel_target" "Fusion Scalpel" //"citadel_ability_duo_fusion_scalpel_t2_desc" "Slows enemies by {s:SlowPercent}% for {s:DebuffDuration}s" //"citadel_ability_duo_fusion_scalpel_t3_desc" "Link with up to {s:MaxAllyLinks} nearby allies" // //"citadel_ability_duo_arc_cannon" "Arc Cannon" //"citadel_ability_duo_arc_cannon_desc" "Duo's drone sweeps its laser {s:SweepCount} times from the sky, dealing damage to anyone caught in its path." //"citadel_ability_duo_arc_cannon_t1_desc" "Burns ground, dealing {s:BurnDPS} dps for {s:BurnDuration}s" //"citadel_ability_duo_arc_cannon_t3_desc" "+{s:SweepCount} sweeps
{s:SweepInterval}s between laser sweeps" //"citadel_modifier_duo_arc_cannon" "Arc Cannon" //"citadel_ability_duo_grenade" "Grenade" //"citadel_ability_duo_grenade_desc" "Throw a grenade that explodes after {s:ArmingDuration}s" //"citadel_ability_duo_grenade_t3_desc" "+{s:AbilityCharges} charges and Charge Delay {s:AbilityCooldownBetweenCharge}s" // Drone orders //"citadel_duo_drone_extra_abilities" "Combat Drone Abilities" //"citadel_ability_duo_order" "Order" //"citadel_ability_duo_order_attack" "Attack" //"citadel_ability_duo_order_attack_desc" "Orders your drone to attack a specific target. It will chase the target as needed to shoot the target" //"citadel_ability_duo_order_sentry" "Sentry" //"citadel_ability_duo_order_sentry_desc" "Orders your drone to guard an area. It will automatically attack any nearby threats" //"citadel_ability_duo_order_follow" "Follow" //"citadel_ability_duo_order_follow_desc" "Orders your drone to follow you. It will automatically attack anyone who shoots you, or anyone you shoot." //"citadel_ability_duo_order_cancel" "Cancel" // UI //"modifier_duo_drone_health" "Drone" // Drone //"citadel_modifier_duo_drone_tracker" "Drone" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Yamato //----------------------------------------------------------------------------- "Citadel_Yamato_HeroTag_1" "无 情" "Citadel_Yamato_HeroTag_2" "招 式 眩 目" "Citadel_Yamato_HeroTag_3" "追 敌 不 懈" "citadel_ability_power_slash" "剑客无情" "citadel_ability_power_slash_quip" "为攻击充能,充满后对敌人造成高额伤害" "citadel_ability_power_slash_desc" "经过{s:AbilityCastDelay}秒施法来提升伤害,然后发动全额威力的剑术攻击。
按{g:citadel_binding:'Ability1'}或{g:citadel_binding:'Attack'}可提前释放攻击,但造成的伤害会减少。" "power_slash_debuff" "剑客无情" "SlashLength_label" "剑击长度" "SlashLength_postvalue_label" "剑击长度" //"SlashWideRadius_label" "Power Stance Slash Radius" "SlashWideRadius_postfix" "米" "SlashLength_postfix" "米" //"RecoveryDuration_label" "Recovery Time" //"RecoveryDuration_prefix" "" "RecoveryDuration_postfix" "秒" //"StanceWeaponRangeScale_label" "Weapon Range" "StanceWeaponRangeScale_postfix" "%" //"DamageMinDisplay_label" "Min Damage" //"DamageMaxDisplay_label" "Max Damage" //"ShortChargeDamagePct_label" "Short Charge Dmg" "ShortChargeDamagePct_postfix" "%" //"MediumChargeDamagePct_label" "Medium Charge Dmg" "MediumChargeDamagePct_postfix" "%" "FullChargeDamage_label" "完全充能伤害" "FullChargeDamage_postvalue_label" "完全充能伤害" "citadel_ability_power_slash_t1_desc" "+{s:SlowPercent}%移动减速,持续{s:SlowDuration}秒" "citadel_ability_power_slash_t2_desc" "{s:AbilityCooldown}秒技能冷却" "citadel_ability_power_slash_t3_desc" "+{s:SlashLength}米施法距离
+{s:FullChargeDamage}伤害并提升元灵增强系数" //"StaminaToRemove_label" "Stamina Drain" "citadel_ability_flying_strike" "飞跃斩击" "citadel_ability_flying_strike_quip" "飞向瞄准的敌人" "citadel_ability_flying_strike_desc" "掷出抓钩,将自已拉向敌人,到达时造成{g:citadel_inline_attribute:'MeleeDamage'}并使目标减速。" "citadel_ability_flying_strike/slow" "飞跃斩击减速效果" //"citadel_ability_flying_strike/weapon_buff" "+Weapon Damage" "citadel_ability_flying_strike_t2_desc" "获得+{s:SpiritBonus}元灵力量,持续{s:BuffDuration}秒" "citadel_ability_flying_strike_t3_desc" "副施法可以将自己拉向友军
+{s:AbilityCastRange}米施法距离
获得1次额外充能" "yamato_flying_strike_t3_header" "到达目标位置后:" "citadel_ability_infinity_slash" "暗影变身术" "citadel_ability_infinity_slash_quip" "变得无敌且更为强大" "citadel_ability_infinity_slash_desc" "和{s:hero_name}的暗魂融为一体。在最初的无敌变身后,技能会刷新并加快60%。获得负面状态免疫,并大幅提升子弹和元灵抗性。
击倒一名英雄时会恢复生命值,同时持续时间延长。" //"citadel_ability_infinity_slash_buff_header" "Per Hero Hit" "citadel_ability_infinity_slash_t2_desc" "+{s:BonusMoveSpeed}米移动速度
{s:AbilityCooldown}秒冷却时间" "citadel_ability_infinity_slash_t3_desc" "+{s:AbilityDuration}秒持续时间
+{s:BulletResist}%子弹抗性
+{s:TechResist}%元灵抗性" "ShadowDuration_label" "爆炸延迟" "ShadowDuration_postvalue_label" "爆炸延迟" "ShadowDuration_postfix" "秒" //"PrepareTime_label" "Prepare Time" "PrepareTime_postfix" "秒" "AbilitySpeedPct_label" "技能冷却速度" "AbilitySpeedPct_postvalue_label" "技能冷却速度" "AbilitySpeedPct_prefix" "+" "AbilitySpeedPct_postfix" "%" "ShadowFormDurationOnKill_label" "击倒时获得持续时间" "ShadowFormDurationOnKill_postvalue_label" "击倒时获得持续时间" "ShadowFormDurationOnKill_prefix" "+" "ShadowFormDurationOnKill_postfix" "秒" "InfinitySlashHealOnKill_label" "击倒时获得最大生命值治疗" "InfinitySlashHealOnKill_postvalue_label" "击败时最大生命值治疗" "InfinitySlashHealOnKill_postfix" "%" "InfinitySlashHealOnCast_label" "施法后最大生命值治疗" "InfinitySlashHealOnCast_postvalue_label" "施法后最大生命值治疗" "InfinitySlashHealOnCast_postfix" "%" "citadel_ability_infinity_slash/timer" "暗魂形态" "citadel_ability_healing_slash" "绯色狂刃" "citadel_ability_healing_slash_quip" "伤害附近的敌人,击中敌人可以治疗自己" "citadel_ability_healing_slash_t1_desc" "击中时:
+{s:BuffMeleeDamage}%近战伤害,持续{s:BuffDuration}秒" "citadel_ability_healing_slash_t2_desc" "击中英雄时:
+{s:HealMaxHealth}%最大生命值治疗" "citadel_ability_healing_slash_t3_desc" "{s:AbilityCooldown}秒冷却时间并提升增强系数" "citadel_ability_healing_slash_desc" "攻击面前的敌人,对其造成伤害并降低其射速。击中敌方英雄可获得治疗。" "citadel_ability_healing_slash/debuff" "绯色狂刃" "HealMaxHealth_label" "命中英雄时获得的治疗" "HealMaxHealth_postvalue_label" "命中英雄时获得的治疗" "HealMaxHealth_postfix" "%最大生命" "HealFixedHealth_label" "命中英雄时获得的治疗" "SpiritBonus_label" "额外元灵" "SpiritBonus_postvalue_label" "额外元灵" "HealFixedHealth_postvalue_label" "命中英雄时获得的治疗" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Ballista //----------------------------------------------------------------------------- //"citadel_ability_ballista_shell_shotgun" "Flak Cannon" //"citadel_ability_ballista_shell_shotgun_desc" "Ballista wields a massive flak cannon, dealing damage and knocking back enemies in front of her.

Deals weapon damage" //"citadel_ability_ballista_shell_shotgun_t3_desc" "Hitting {s:TargetsToAddCharge}+ targets refunds charge" //"citadel_ability_ballista_bullet_storm" "Bullet Storm" //"citadel_ability_ballista_bullet_storm_desc" "Fires a shell into the air which explodes into a rain of shrapnel. Deals damage over time and slows." //"citadel_ability_ballista_bullet_storm/modifier_ballista_bullet_storm_aura/modifier_ballista_bullet_storm_debuff" "Bullet Storm" //"citadel_ability_ballista_ammo_pack" "Belt Feed" //"citadel_ability_ballista_ammo_pack_desc" "Equips an ammo backpack, allowing rapid fire of heavy ballistic shells. Slows the user somewhat.

This can be cancelled by toggling off. Remaining shells will be lost." //"citadel_ability_ballista_ammo_pack_t1_desc" "+{s:ClipSize} shells" //"modifier_citadel_ballista_ammo_pack_pickup_timer" "Picking up ammo pack..." //"ability_teammate_armor_buff" "Protective Shell" //"ability_teammate_armor_buff_desc" "Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself." //"ability_teammate_armor_buff_t1_desc" "Add move speed bonus effect +{s:SpeedBonus}m/s" //"ability_teammate_armor_buff_t2_desc" "Adds health regen effect +{s:HealthRegenBonus}" //"ability_teammate_armor_buff_t3_desc" "Bullet Shield +{s:BulletShieldHealth} and Spirit Shield +{s:TechShieldHealth}" //"SpeedBonus_label" "Move Speed Bonus" "SpeedBonus_postfix" "米" //"ability_teammate_armor_buff/modifier_consumed_armor_buff" "Protective Shell" //"citadel_ability_ballista_mine_field" "Mine Field" //"citadel_ability_ballista_mine_field_desc" "Places a clister of proximity mines around the target area. Mines deal damage and slow their victims" //"citadel_ability_ballista_mine_field_t2_desc" "+{s:NumMines} mines" //"citadel_ability_ballista_fusion_bomb" "Fusion Bomb" //"citadel_ability_ballista_fusion_bomb_desc" "Plants a fused bomb that deals light damage every second, until it explodes after {s:Fuse}." //"Fuse_label" "Fuse length" "Fuse_postfix" "秒" //"TickDamage_label" "Damage per bomb tick" //"BombDamagePercent_label" "Target max health as damage" "BombDamagePercent_postfix" "%" "MoveSpeedSlowPercent_label" "移动减速" "MoveSpeedSlowPercent_postvalue_label" "移动减速" "MoveSpeedSlowPercent_postfix" "%" "MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_label" "移动减速" "MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_postvalue_label" "移动减速" "MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_postfix" "%" "citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_slow" "减速" //"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_plant" "Planting bomb..." //"citadel_ability_ballista_fusion_bomb/modifier_ballista_fusion_bomb_warning_aura/modifier_ballista_fusion_bomb_warning_target" "Take cover!" //----------------------------------------------------------------------------- // Viscous //----------------------------------------------------------------------------- "Citadel_Viscous_HeroTag_1" "捉 摸 不 定" "Citadel_Viscous_HeroTag_2" "扰 乱 敌 军" "Citadel_Viscous_HeroTag_3" "黏 糊 糊" "viscous_goo_grenade" "爆汁魔球" "viscous_goo_grenade_desc" "投掷出一个黏液球,能造成伤害并在地上留下数团黏液污渍,对踏入污渍范围的敌人施加移动减速效果。" "viscous_goo_grenade_bounce_desc" "多次击中同个敌人后造成的伤害会减少。" "viscous_goo_grenade_quip" "伤害敌人并污染环境" "viscous_goo_grenade_puddle_desc" "黏液会在地上留下污渍,对踏入污渍范围的敌人施加移动减速效果。

自身和友军在黏液污渍上滑行得更快。" "viscous_goo_grenade/modifier_viscous_goo_grenade_debuff" "被减速" "viscous_goo_grenade_t1_desc" "+{s:Damage}伤害
+{s:Radius}米半径" "viscous_goo_grenade_t3_desc" "+{s:MaxBounces}次弹跳
提升元灵增强系数" "MaxBounces_label""弹跳次数" "MaxBounces_postvalue_label""弹跳次数" "PuddleRadius_label" "黏液污渍半径" "PuddleRadius_postvalue_label" "黏液污渍半径" "PuddleRadius_postfix" "米" "PuddleDuration_label" "黏液污渍持续时间" "PuddleDuration_postvalue_label" "黏液污渍持续时间" "PuddleDuration_postfix" "秒" "viscous_restorative_goo" "复元立方" "viscous_restorative_goo_desc" "将目标包裹在具有修复力量的黏液立方之中,抵御伤害,并增加生命恢复。目标在立方体中无法采取任何新行动。可对自身使用。按下{g:citadel_binding:'Mantle'}提前脱离立方体。" "viscous_restorative_goo_quip" "立方体是安全庇护所" "viscous_restorative_goo_t1_desc" "增加移动速度和耐力恢复" "viscous_restorative_goo_t2_desc" "+{s:BonusHealthRegen}生命恢复
+{s:AbilityDuration}秒持续时间" "viscous_restorative_goo_t3_desc" "移除所有非终极技能减益
{s:AbilityCooldown}秒冷却时间" "viscous_restorative_goo_buff_desc" "脱离立方体后,目标在短时间内拥有更高的移动速度和耐力恢复。" "PostCubeBuffDuration_label" "增益持续时间" "PostCubeBuffDuration_postvalue_label" "增益持续时间" "PostCubeBuffDuration_postfix" "秒" "modifier_restorative_goo" "复元立方" //"viscous_restorative_goo/modifier_restorative_goo/breakoutProgress" "Breaking out" //"viscous_goo_puddle" "Goo Form" //"viscous_goo_puddle_desc" "Turn yourself into a puddle of goo, becoming immune to harm and dealing damage to nearby enemies." //"viscous_goo_puddle_t3_desc" "[Not Yet Implemented]" "viscous_goo_bowling_ball" "浓浆滚滚" "viscous_goo_bowling_ball_desc" "化为一个巨型黏液球,撞到敌人时可造成伤害并使其眩晕。黏液球还提供很高的子弹和元灵抗性,能从墙上反弹,并可进行二段跳。" "viscous_goo_bowling_ball_quip" "滚来滚去,天翻地覆" "viscous_goo_bowling_ball_t2_desc" "+{s:Damage}伤害和+{s:BulletResist}%抗性" "viscous_goo_bowling_ball_t3_desc" "+{s:AbilityDuration}秒持续时
+{s:StunDuration}秒眩晕时间
+{s:Damage_scale}元灵增强系数" "BallRadius_label" "球半径" "BallRadius_postvalue_label" "球半径" "BallRadius_postfix" "米" "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'}。

锤击敌人会造成{g:citadel_inline_attribute:'MeleeDamage'}并施加{g:citadel_inline_attribute:'Slow'}。敌人可以格挡这次攻击。

自身和友军的空中控制提升。" "viscous_telepunch_quip" "用硕大的拳头把敌人打飞" "viscous_telepunch_t1_desc" "+{s:AbilityCharges}充能
+{s:Damage}伤害" "viscous_telepunch_t2_desc" "+{s:Radius}米半径
+{s:LifeStealPercentOnHit}%吸取生命" "viscous_telepunch_t3_desc" "{s:AbilityCooldown}秒冷却时间

现在会造成近战重击" "ImpactDuration_label" "减速持续时间" "ImpactDuration_postvalue_label" "减速持续时间" "ImpactDuration_postfix" "秒" //"BonusDamageAmp_label" "Increased Damage" "BonusDamageAmp_postfix" "%" "DamageHeavyMelee_label" "伤害" "DamageHeavyMelee_postvalue_label" "伤害" "viscous_gootapult""溅射炮" //"viscous_gootapult_desc" "Charge up and launch yourself, dealing damage and leaving a slowing area on impact." //"GooSlowPercent_label" "Puddle Slow Percent" "GooSlowPercent_postfix" " %" "GooDuration_label""黏液污渍持续时间" "GooDuration_postvalue_label""黏液污渍持续时间" "GooDuration_postfix" "秒" //"citadel_ability_viscous_ball_boost" "Slam Ball" "RollingTime_label" "滚动时间" "RollingTime_postvalue_label" "滚动时间" "RollingTime_postfix" "秒" "CubeHealth_label" "立方生命值" "CubeHealth_postvalue_label" "立方生命值" //"viscous_gootapult_hint" "Launch!" //----------------------------------------------------------------------------- // Hero Sky Monk //----------------------------------------------------------------------------- //"hero_skymonk_role" "Initiation" //"hero_skymonk_strengths" "Crafty" //"skymonk_sky_duel" "Sky Duel" //"ability_flying_nimbus" "Flying Nimbus" //"skymonk_break_of_dawn" "Break of Dawn" //"skymonk_pool_of_light" "Pool of Light" //"modifier_pool_of_light_buff" "Pool of Light" //"modifier_pool_of_light_debuff" "Decreased Courage" //----------------------------------------------------------------------------- // Gunslinger //----------------------------------------------------------------------------- //"gunslinger_rapid_fire" "Rapid Fire" //"gunslinger_rapid_fire_desc" "Rapidly fire your guns at a target with perfect accuracy and 50% increased damage for {s:AbilityChannelTime}s. Causes {s:hero_name} and the target to float if in the air." //"gunslinger_rocket_launcher" "Rocket Launcher" //"gunslinger_rocket_launcher_desc" "Equip a rocket launcher that fires explosive rockets. Rocket blasts can launch enemies and {s:hero_name} into the air." //"gunslinger_tenacity" "Tenacity" //"gunslinger_tenacity_desc" "Gain {s:BulletLifestealPercent}% bullet life steal, increased by up to {s:LowHealthHealingScalePercent}% based on {s:hero_name}'s missing health." //"gunslinger_sleep_bomb" "Sleep Bomb" //"gunslinger_sleep_bomb_desc" "Throw out a sleep bomb that explodes on impact, creating an expanding cloud that sleeps enemies it touches." "ability_empowerbullet" "妙手奇技" "ability_empowerbullet_desc" "进行一次冲刺或滑行时,会为武器装填一枚强化子弹,该子弹造成额外的伤害,等于自身武器伤害的一定百分比。

如果没有子弹,会额外获赠一颗。真是幸运。" "ability_empowerbullet/empowerbullet_watcher" "强化子弹" "ProcDamagePercentage_label" "额外子弹伤害" "ProcDamagePercentage_postvalue_label" "额外子弹伤害" "ProcDamagePercentage_prefix" "+" "ProcDamagePercentage_postfix" "%" "ability_empowerbullet_t1_desc" "强化时获得+{s:BonusMoveSpeed}米/秒移动速度" "ability_empowerbullet_t2_desc" "对受害者造成额外+{s:BulletArmorReduction}%的武器伤害,持续{s:DebuffDuration}秒" "ability_gunslinger_spreadingfire" "烈焰小魔" "ability_gunslinger_spreadingfire_desc" "投掷一枚注入小魔灵魂的投射物。敌人会被小魔附身,随时间推移造成伤害 。

如果目标在被附身时死亡,小魔会跳到附近的另一个敌人身上,刷新其持续时间。" "ability_gunslinger_spreadingfire/modifier_spreadingfire_dot" "蔓延火焰" "ability_gunslinger_spreadingfire_t3_desc" "+{s:DPS}每秒伤害
击倒后蔓延至+{s:SpreadTargets}个目标。" "SpreadRadius_label" "跳跃半径" "SpreadRadius_postvalue_label" "跳跃半径" "SpreadRadius_postfix" "米" "SpreadTargets_label" "跳跃目标" "SpreadTargets_postvalue_label" "跳跃目标" "ability_gunslinger_demon_carbine" "狱火飞降" "ability_gunslinger_demon_carbine_desc" "为武器装填恶魔子弹。经过短暂延迟后,下一次射击将被强化,造成额外伤害并穿透敌人。" "DemonShotCount_label" "恶魔子弹" "DemonShotCount_postvalue_label" "恶魔子弹" "gunslinger_rapid_fire/modifier_citadel_rapid_fire" "速射" "ability_gunslinger_salvo" "魔弹疾袭" "ability_gunslinger_salvo_desc" "为武器装填恶魔子弹。经过短暂延迟后,向目标敌人发起一阵弹幕猛攻,造成额外伤害。

敌人可以拦截这些子弹。" "ability_gunslinger_salvo/gunslinger_salvo_warning_modifier" "找掩护…!" "TotalShots_label" "总射击数" "TotalShots_postvalue_label" "总射击数" "gunslinger_demonMark" "炼狱烙印" "gunslinger_demonMark_desc" "被动给附近敌人打上烙印。向带有烙印的敌人射击会令烙印产生效果,给敌人造成 额外伤害并增加自己的 射速和 移动速度。" "gunslinger_demonMark/demonmark" "炼狱烙印" "gunslinger_demonMark/demonmark/demonmark_buff" "烙印生效" //----------------------------------------------------------------------------- // Spade //----------------------------------------------------------------------------- //"citadel_ability_spade_hat_trick" "Hat Trick" //"citadel_ability_spade_hat_trick_desc" "Spade throws her hat, striking enemies along its path. Deals additional damage with successive hits

Restores all charges when cooldown completes." //"citadel_ability_spade_hat_trick_t1_desc" "Reduce total cooldown by 1s per unit hit" //"citadel_ability_spade_hat_trick_t3_desc" "Hero kills refill all charges" //"citadel_ability_spade_sleight_of_hand" "Sleight of Hand" //"citadel_ability_spade_sleight_of_hand_desc" "Stab a nearby enemy. If done from behind, heavily slows the target." //"StackDamage_label" "Stack Damage" //"citadel_ability_spade_sleeve_toss" "Sleeve toss" //"citadel_ability_spade_sleeve_toss_desc" "Spade pulls dove from her sleeve and throws it into the air. It will follow Spade's crosshair until detonation." "EffectDuration_label" "减益持续时间" "EffectDuration_postvalue_label" "减益持续时间" "EffectDuration_postfix" "秒" //"Projectiles_label" " Projectiles" //"citadel_ability_spade_sleeve_toss/modifier_citadel_architect_lock_on" "Movement deals damage!" //"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_sleeve_toss_card_draw" "Sleeve Toss" //"DamagePerMeter_label" "Damage per meter" //"citadel_ability_spade_vanishing_act" "Vanishing Act" //"citadel_ability_spade_vanishing_act_desc" "Disappear from the world, becoming invisible and damage immune. The first action taken while under the effect gains bonus damage." //"citadel_ability_spade_vanishing_act_t3_desc" "+50% bonus damage" //"citadel_ability_spade_puppeteer" "Puppeteer" //"citadel_ability_spade_puppeteer_desc" "Spade turns the target into a puppet, forcing them to shoot nearby allies. Control is reduced if no targets are in range.

Puppets take reduced damage while being controlled." //"citadel_ability_spade_draw" "Draw" //"citadel_ability_spade_draw_desc" "Spade draws a card from her deck. This card can be played, or used to add an effect to Sleeve Toss" //"citadel_ability_spade_draw_t2_desc" "+100% card bonus" //"citadel_ability_spade_draw_t3_desc" "Draw two cards" //"CardsDrawn_label" "Cards Drawn" //"citadel_ability_spade_play" "Play" //"citadel_ability_spade_play_desc" "Plays your current card, gaining bonuses depending on which card is drawn.

BUG: Play your card to show upgrades in the shop" //"citadel_ability_spade_translocate" "Smoke and Mirrors" //"citadel_ability_spade_translocate_desc" "Spade marks an enemy hero's position. After a short duration, they will be returned to that spot." //"citadel_ability_spade_translocate_t3_desc" "Disable armor after teleport" //"TeleportTime_label" "Teleport Delay" "TeleportTime_postfix" "秒" //"citadel_ability_spade_translocate/modifier_citadel_spade_translocate" "Returning..." //"citadel_ability_spade_misdirection" "Shadow Box" //"citadel_ability_spade_misdirection_desc" "Creates a barrier which deals damage when crossed." //"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection/modifier_spade_misdirection_aura" "Misdirection zone" //"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection" "Misdirection" // Modifiers //"citadel_ability_spade_vanishing_act/modifier_citadel_spade_vanishing_act" "Vanished" //"citadel_ability_spade_puppeteer/modifier_citadel_spade_pupeteer_puppet" "Puppeted" "citadel_ability_spade_sleight_of_hand/modifier_slow_base" "被减速" //"citadel_ability_spade_hat_trick/modifier_citadel_spade_hattrick_tracker" "Damage Stacks" //"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_rupture" "Bleeding, don't move!" // // Cards // //"citadel_ability_spade_draw/modifier_citadel_spade_card" "Cards" // Buffs //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_cooldown" "Reduced Cooldown" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weapon" "Increased Attack Speed" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_speed" "Increased Move Speed" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_regen" "恢复" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_strength" "Strength" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker" "铜墙铁壁" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_kingofclubs" "Sleeve Toss Immobilizes" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_hattrickdisarm" "Hat Trick Disarms" // Debuffs //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_emp" "Abilities Disabled" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_root" "被定身" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_disarmed" "被缴械" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_dot" "正在流失生命" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weakness" "Bullet Armor Reduced" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker_debuff" "Glitched" //----------------------------------------------------------------------------- // Yakuza //----------------------------------------------------------------------------- //"yakuza_shakedown" "Shakedown" //"yakuza_shakedown_target" "Shakedown" //"yakuza_shakedown_target_desc" "Send a drone to lock an area down, rooting and damaging enemies in the area. The link between your drones shares a portion of the damage you take with a random rooted enemy." //"yakuza_shakedown_target_t2_desc" "Ignore Channel Slowdown" //"ShareDamagePercent_label" "Increased Damage Share" "ShareDamagePercent_postfix" "%" "AbilityChannelTimeDisplay_label" "施法持续时间" "AbilityChannelTimeDisplay_postvalue_label" "施法持续时间" "AbilityChannelTimeDisplay_postfix" "秒" //"yakuza_kobun" "Hired Muscle" //"yakuza_kobun_desc" "Summons a subordinate gangster to follow a friendly unit and attack enemies closest to that target. Double tap to self cast." //"SummonHealth_label" "Gangster Health" //"SummonDPS_label" "Gangster DPS" //"SummonCount_label" "Gangsters Summoned" //"SummonLifetime_label" "Gangster Lifetime" //"SummonCasterHealthPct_prefix" "Gangster Health" //"SummonCasterHealthPct_label" "to Gangster Health" //"SummonCasterHealthPct_postfix" "% of The Boss' health" //"yakuza_protection_racket" "Protection Racket" //"yakuza_protection_racket_desc" "Create a protective force shield to protect an ally and increase their crit damage. Purges negative effects on the target when cast." //"yakuza_protection_racket_t1_desc" "-{s:WeaponRecoilReduction}% Weapon Recoil, -{s:MoveWhileShootingSpeedPenaltyReductionPercent}% move speed reduction when shooting." //"MoveWhileShootingSpeedPenaltyReductionPercent_label" "move speed penalty while shooting reduction" //"yakuza_setting_sun" "Setting Sun" //"yakuza_setting_sun_desc" "Call down a precision Gamma Ray blast from orbit, hitting all units in the radius at every height regardless of cover. Units near the center of the beam take more damage." //"CenterDamage_label" "Damage at the center" //"OuterDamage_label" "Damage at the edge" //"SecondHit_label" "Double Strike a random hero in range." //----------------------------------------------------------------------------- // Hero Bomber //----------------------------------------------------------------------------- //"modifier_charged_bomb" "Charged Bomb" //----------------------------------------------------------------------------- // Hero Viper //----------------------------------------------------------------------------- "Citadel_Viper_HeroTag_1" "机 枪 手" "Citadel_Viper_HeroTag_2" "诡 计 多 端" "Citadel_Viper_HeroTag_3" "砰 砰 砰" "ability_viper_hookdagger" "连攻飞刃" "ability_viper_hookdagger_desc" "投掷一把利刃,造成元灵伤害。利刃随后返回,再次造成元灵伤害,并施加减速效果。" "ability_viper_hookdagger_t3_desc" "额外投掷两把利刃" "ability_viper_hookdagger_quip" "掷出一把会飞回来的利刃" "ability_viper_snakedash" "蛇影疾行" "ability_viper_snakedash_desc" "滑行距离增加,可以滑上斜坡,且在滑行时可以更快地转向。
" "ability_viper_snakedash_t3_desc" "滑行时:
获得{s:CombatBarrier}屏障,持续{s:BuffDuration}秒" "ability_viper_snakedash_quip" "增加滑行时的灵活度" "modifier_snakedash" "灵蛇化身" "OutgoingDamage_label" "初始伤害" "OutgoingDamage_postvalue_label" "初始伤害" "ReturnDamage_label" "返回伤害" "ReturnDamage_postvalue_label" "返回伤害" "OutgoingProjectileLifetime_label" "返回延迟" "OutgoingProjectileLifetime_postvalue_label" "返回延迟" "OutgoingProjectileLifetime_postfix" "秒" "ability_viper_venom" "危险蛇毒" "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,造成元灵伤害。目标缺失的生命值会使受到的伤害增加。

危险蛇毒会无视石化的伤害阻挡。" "VenomMinDamage_label" "最小毒液伤害" "VenomMinDamage_postvalue_label" "最小毒液伤害" "VenomMaxDamage_label" "最大毒液伤害" "VenomMaxDamage_postvalue_label" "最大毒液伤害" "VenomDuration_label" "毒液累积持续时间" "VenomDuration_postvalue_label" "毒液累积持续时间" "VenomDuration_postfix" "秒" "VenomMaxDamageHealthPercentage_label" "生命值转最大伤害" "VenomMaxDamageHealthPercentage_postvalue_label" "生命值转最大伤害" "VenomMaxDamageHealthPercentage_postfix" "%" "ability_viper_venom_t3_desc" "子弹还会积累危险蛇毒" "VenomMissingHealthDamagePercentage_label" "生命值丢失伤害" "VenomMissingHealthDamagePercentage_postvalue_label" "生命值丢失伤害" "VenomMissingHealthDamagePercentage_postfix" "%" "ability_viper_venom_quip" "给敌人注射危险蛇毒" "ability_viper_venom/viper_venom_modifier_subclass" "危险蛇毒" "ability_viper_venom_t2_desc" "{s:HealAmpRegenPenaltyPercent}%受疗量
{s:AbilityCooldown}秒冷却时间" "ability_viper_ult" "石化" "ability_viper_ult_desc" "在地面创建一个被扰动的区域。经过一段时间后,圆柱形区域内的所有单位将被石化。敌人同时受到元灵伤害。石化单位会阻挡所有伤害,但无法采取任何行动。" "PetrifyDuration_label" "石化持续时间" "PetrifyDuration_postvalue_label" "石化持续时间" "PetrifyDuration_postfix" "秒" "PetrifyDamageBreakThreshold_label" "石化伤害阻挡" "PetrifyDamageBreakThreshold_postvalue_label" "石化伤害阻挡" "ability_viper_ult/viper_ult_petrify" "已石化" "ability_viper_ult_quip" "不论敌友,统统石化" "HalfHeight_postfix" "米" "ability_viper_petrifybola" "石化飞索" "ability_viper_petrifybola_desc" "扔出爆炸飞索。飞索爆炸时,会令区域内所有敌人减速并对其造成伤害。

直接命中会造成额外伤害和石化。石化单位会阻挡所有伤害,但无法采取任何行动。" "PetrifyDamage_label" "石化伤害" "PetrifyDamage_postvalue_label" "石化伤害" "PetrifyRadius_label" "石化半径" "PetrifyRadius_postvalue_label" "石化半径" "PetrifyRadius_postfix" "米" "ability_viper_petrifybola/petrifybola_petrify" "已石化" "ability_viper_petrifybola_t3_desc" "+{s:PetrifyDuration}秒石化持续时间

区域内所有敌人都会被石化
" "ability_viper_petrifybola_quip" "扔出具有石化作用的飞索" "ability_viper_debuffdagger" "突刺匕首" "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'}。

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_t2_desc" "击中时:
{s:BulletResistReduction}%子弹抗性
每次叠加{s:BulletResistReductionPerStack}%子弹抗性" "ability_viper_debuffdagger_t3_desc" "+{s:MaxStacks}最高叠加层数
{s:AbilityCooldownBetweenCharge}秒充能延迟
击中时:返还{s:CooldownRefundPercent}%充能冷却" "ability_viper_debuffdagger_quip" "投掷出具有减速效果的匕首" "ability_viper_debuffdagger/debuff" "突刺匕首" //----------------------------------------------------------------------------- // Hero Magician //----------------------------------------------------------------------------- "Citadel_Magician_HeroTag_1" "智 计 百 出" "Citadel_Magician_HeroTag_2" "模 仿 大 师" "Citadel_Magician_HeroTag_3" "战 术 多 变" "ability_magician_magicbolt" "乱心雷矢" "ability_magician_magicbolt_desc" "发射一道魔法闪电,对目标造成伤害,且伤害随着闪电移动而不断提高。如果你拥有助手,他也会施放“乱心雷矢”,但伤害较低。

按下{g:citadel_binding:'Ability1'}可以将魔法闪电重定向至你的准星。" "ProjectileRedirectCount_label" "最大重定向次数" "ProjectileRedirectCount_postvalue_label" "最大重定向次数" "ability_magician_magicbolt_quip" "发射出一道锁定目标的魔法闪电。" "AbilityButtonHint_MagicBoltRedirect" "重定向闪电" "CloneDamagePercentage_label" "助手伤害" "CloneDamagePercentage_postvalue_label" "助手伤害" "CloneDamagePercentage_postfix" "%" "MinDamage_label" "最小伤害" "MinDamage_postvalue_label" "最小伤害" "MaxDamageTime_label" "最大伤害时间" "MaxDamageTime_postvalue_label" "最高伤害所需时间" "MaxDamageTime_postfix" "秒" "ability_magician_magicbolt_t1_desc" "闪电施加-{s:FireRateSlow}%射速,持续{s:DebuffDuration}秒" "ability_magician_magicbolt_t3_desc" "+{s:MaxDamage}最大伤害
+{s:CloneDamagePercentage}%助手伤害" "citadel_ability_magewalk" "乱影迷踪" "citadel_ability_magewalkk_desc" "出现在目的地之前暂时无法成为目标。前{s:EmpoweredAttackCount}次攻击会造成额外元灵伤害。

[施放]在目标位置出现。
{g:citadel_binding:'AltCast'}在原地出现。
敌人无法知晓执行的是哪种施放。" "MageTime_label" "无法成为目标的持续时间" "MageTime_postvalue_label" "无法成为目标的持续时间" "MageTime_postfix" "秒" "modifier_magewalk_empoweredattacks" "幸运卡牌" "ability_magician_cloneturret" "幽灵助手" "ability_magician_cloneturret_trigger" "幽灵助手" "ability_magician_cloneturret_desc" "在目标位置召唤一名助手。助手会在你开火时进行攻击,造成伤害。

放出助手后,可以按下{g:citadel_binding:'Ability2'}与助手交换位置。

施放“幽灵助手”还会为武器重新装填弹药。" "ability_magician_cloneturret_quip" "召唤你忠实的助手" "ability_magician_cloneturret_t2_desc" "+{s:AbilityDuration}秒持续时间
5米范围" "ability_magician_cloneturret_t3_desc" "+{s:BonusFireRate}%射速
+{s:Damage}助手伤害" "AbilityButtonHint_CloneTurretSwap" "与助手互换位置" "CloneHealth_label" "助手生命值" "CloneHealth_postvalue_label" "助手生命值" "TotalSwaps_label" "最大互换次数" "TotalSwaps_postvalue_label" "最大互换次数" "LeashRadius_label" "最大牵引半径" "LeashRadius_postvalue_label" "最大牵引半径" "LeashRadius_postfix" "米" "ability_magician_escape" "金蝉脱壳" "ability_magician_escape_desc" "闪烁到目标位置。到达后,短暂获得移动速度提升并进入隐身状态。

[施放]在目标位置出现。
{g:citadel_binding:'AltCast'}在原地出现。
敌人无法知晓执行的是哪种施放。" "ability_magician_escape/escape_buff_modifier" "准备逃跑" "ability_magician_escape/escape_escaped_modifier" "已逃跑!" "InvisibilityDuration_label" "隐身持续时间" "InvisibilityDuration_postvalue_label" "隐身持续时间" "StaminaHeal_label" "耐力治疗" "StaminaHeal_postvalue_label" "耐力治疗" "ability_magician_animalcurse" "诡兔咒术" "ability_magician_animalcurse_desc" "对目标施放扰动,将其变成一只兔子,持续一段时间。

兔子体型较小,且移动速度较快,但会受到更多伤害,且无法执行大部分行动。
扰动不会中断正在施放的技能。" "ability_magician_animalcurse/animalhex_curse_modifier" "扰动!" "ability_magician_animalcurse_t3_desc" "扰动{s:Radius}米内的所有敌人" "DamageAmpPercentage_label" "伤害增强" "DamageAmpPercentage_postvalue_label" "伤害增强" "DamageAmpPercentage_postfix" "%" "ability_magician_animalcurse_quip" "将敌人变为兔子" "HexMoveSpeedLimit_label" "移动速度限制" "HexMoveSpeedLimit_postvalue_label" "移动速度限制" "HexMoveSpeedLimit_postfix" "米" "ability_magician_animalhexarea" "诡兔咒术" "ability_magician_animalhexarea_desc" "对目标区域施放扰动,将所有敌人变成兔子,持续一段时间。

兔子体型较小,且移动速度较快,但会受到更多伤害,且无法执行大部分行动。
扰动不会中断正在施放的技能。" "ability_magician_animalhexarea_t3_desc" "+{s:DamageAmpPercentage}%伤害增强
+{s:Radius}米半径" "ability_magician_animalhexarea/hexarea_modifier/animalhex_curse_modifier" "扰动!" "HexDuration_label" "扰动持续时间" "HexDuration_postvalue_label" "扰动持续时间" "HexDuration_postfix" "秒" "ability_magician_stage" "生死舞台" "ability_magician_stage_desc" "以一名敌人为目标。和目标敌人一起被困在舞台上,无法离开。所有其他角色都会被推到有效半径之外。" "ability_magician_shadowclone" "人造巨灵!" "ability_magician_shadowclone_desc" "创建另一个自己,但生命值和伤害更低。当克隆体死亡或失效时,它会爆炸,造成元灵伤害。

克隆体无法使用终极技能。" "CloneHealthPercentage_label" "克隆体生命值" "CloneHealthPercentage_postvalue_label" "克隆体生命值" "CloneHealthPercentage_postfix" "%" "CloneLifetime_label" "克隆体持续时间" "CloneLifetime_postvalue_label" "复制持续时间" "CloneLifetime_postfix" "秒" "ability_magician_shadowclone_t3_desc" "克隆体可以施放终极技能。" "ability_magician_bigbolt" "终极大秀!" "ability_magician_bigbolt_desc" "准备三道奇妙的魔法闪电。每道闪电都会施加逐渐衰退的移动减速效果并造成元灵伤害,且每发出一道闪电,伤害都会增加。" "TotalBolts_label" "魔法闪电" "TotalBolts_postvalue_label" "魔法闪电" "DamagePerShot_label" "每道闪电增加的伤害" "DamagePerShot_postvalue_label" "每道闪电增加的伤害" "ability_magician_bigbolt_t3_desc" "每道闪电+{s:DamagePerShot}伤害
每次击败会重获{s:BoltRefundPerKill}道闪电" "AbilityButtonHint_MagicianBigBoltFire" "发射闪电" "ability_magician_copyult" "模仿大师" "ability_magician_copyult_desc" "复制敌方英雄的终极技能,持续一段时间。重新激活该技能将会使用复制的终极技能。

复制的技能会继承本技能的升级点数。
“模仿大师”也会复制冷却时间。" "ability_magician_copyult/copyult_modifier" "嗒哒!" "ability_magician_copyult/ultcopied" "已复制终极技能…!" "ability_magician_inform_target_ultcopied" "已复制终极技能…!" "CopiedUltWindow_label" "复制持续时间" "CopiedUltWindow_postvalue_label" "复制持续时间" "CopiedUltWindow_postfix" "秒" "ability_magician_copyult_quip" "复制敌人的终极技能,持续一定时间" "ability_magician_copyult_t1_desc" "升级
复制的技能" "ability_magician_copyult_t2_desc" "再次升级
复制的技能!" "ability_magician_copyult_t3_desc" "又一次升级
复制的技能!" "CopyCooldownPercentage_label" "已复制技能的冷却时间" "CopyCooldownPercentage_postvalue_label" "已复制技能的冷却时间" "CopyCooldownPercentage_postfix" "%" //----------------------------------------------------------------------------- // Hero Trapper //----------------------------------------------------------------------------- "ability_trapper_poisonjar" "缓速毒瓶" "ability_trapper_poisonjar_desc" "扔出一个罐子,留下一个不断扩大的毒池。陷入毒池的敌人会减速和沉默。" "RadiusPerSecond_label" "半径增长率" "RadiusPerSecond_postvalue_label" "半径增长率" "RadiusPerSecond_postfix" "米" "ability_trapper_poisonjar_quip" "扔出一个毒罐子" "ability_trapper_poisonjar_t3_desc" "陷入毒池的敌人元灵抗性{s:TechArmorDamageReduction}%" "ability_trapper_spidershield" "虫障" "ability_trapper_spidershield_desc" "为目标友军施加一个战斗屏障,定期对敌人造成元灵伤害并施加减速效果。" "ability_trapper_spidershield_quip" "施加一道会造成伤害的屏障" "ability_trapper_fear" "诡异丝线" "ability_trapper_fear_desc" "施加元灵伤害会累积移动减速效果。到达上限后,累积的效果将让目标定身,并施加高额的元灵伤害。

此技能对每个目标分别计算冷却时间。" "ability_trapper_fear/trapper_fear_modifier" "惊恐万状" "BuildupSpiritDamageThreshold_label" "元灵伤害阈值" "BuildupSpiritDamageThreshold_postvalue_label" "元灵伤害阈值" "BuildUpProcDamage_label" "特殊效果伤害" "BuildUpProcDamage_postvalue_label" "特殊效果伤害" "ability_trapper_webwall" "盘丝设困" "ability_trapper_webwall_desc" "在两个表面之间创造一串丝网。触碰到丝网的敌人将会 在一定时间内持续受到伤害,并会 减速和 现形。" "MinWallToWallDistance_label" "最小丝网距离" "MinWallToWallDistance_postvalue_label" "最小丝网距离" "MinWallToWallDistance_postfix" "米" "MaxWallToWallDistance_label" "最大丝网距离" "MaxWallToWallDistance_postvalue_label" "最大丝网距离" "MaxWallToWallDistance_postfix" "米" "WebDuration_label" "丝网持续时间" "WebDuration_postvalue_label" "丝网持续时间" "WebDuration_postfix" "秒" "ability_trapper_webwall/modifier_webwall_debuff" "撞上丝网" "ability_trapper_webwall_t3_desc" "+{s:DebuffDuration}秒减益持续时间

丝网还能沉默敌人,持续{s:SilenceDuration}秒" "ability_trapper_webwall_quip" "编织一张危险的丝网" "ability_trapper_spiderwave" "灵异爬虫" "ability_trapper_spiderwave_desc" "施放一波幽灵蜘蛛,蜘蛛会追逐敌人并爆炸,造成元灵伤害。

被击中的敌人会中毒,并暂时失去元灵力量和元灵抗性。此效果可多次叠加。" "SpiderCount_label" "释放的蜘蛛数量" "SpiderCount_postvalue_label" "释放的蜘蛛数量" "SpiderLifetime_label" "蜘蛛部署时长" "SpiderLifetime_postvalue_label" "蜘蛛部署时长" "SpiderLifetime_postfix" "秒" "SpiderDamage_label" "蜘蛛伤害" "SpiderDamage_postvalue_label" "蜘蛛伤害" "SpiderSearchRadius_label" "蜘蛛追逐距离" "SpiderSearchRadius_postvalue_label" "蜘蛛追逐距离" "SpiderSearchRadius_postfix" "米" "SpiritStealDuration_label" "元灵减益效果持续时间" "SpiritStealDuration_postvalue_label" "元灵减益效果持续时间" "SpiritReducedPerStack_label" "元灵降低" "SpiritReducedPerStack_postvalue_label" "元灵降低" "SpiritResReducedPerStack_label" "元灵抗性降低" "SpiritResReducedPerStack_postvalue_label" "元灵抗性降低" "SpiritResReducedPerStack_postfix" "%" "ability_trapper_spiderwave/trapper_stealspirit_buff" "蜘蛛大军" "ability_trapper_spiderwave/trapper_stealspirit_debuff" "蜘蛛大军" "ability_trapper_spiderwave_t2_desc" "额外-{s:SpiritReducedPerStack}元灵并-{s:SpiritReducedPerStack}%元灵抗性" "ability_trapper_spiderwave_t3_desc" "召唤+{s:SpiderCount}只蜘蛛" "ability_trapper_spiderwave_quip" "施放一波幽灵蜘蛛" //----------------------------------------------------------------------------- // VampireBat //----------------------------------------------------------------------------- "Citadel_VampireBat_HeroTag_1" "骚 扰" "Citadel_VampireBat_HeroTag_2" "灵 活" "Citadel_VampireBat_HeroTag_3" "捣 乱" "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'}。

如果两把飞刀命中同一目标,则会造成 {g:citadel_inline_attribute:'BonusSpiritDamage'}。 " "ability_vampirebat_doubledagger_t1_desc" "+{s:Damage}伤害和额外伤害" "ability_vampirebat_doubledagger_t3_desc" "双重命中时:
元灵抗性降低{s:TechArmorDamageReduction}%,持续{s:DebuffDuration}秒" "ability_vampirebat_doubledagger_header" "双重命中时:" "ability_vampirebat_lovebites" "爱的轻啮" "ability_vampirebat_lovebites_flatdamage" "爱的轻啮(击中时)" "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啮痕,造成{g:citadel_inline_attribute:'BonusSpiritDamage'}.。

爱的轻啮对每个目标拥有单独的冷却时间。" "ability_vampirebat_lovebites/lovebites_proc" "爱的轻啮" "ability_vampirebat_lovebites_t1_desc" "触发时:
+{s:SlowPercent}%减速,持续{s:SlowDuration}秒" "ability_vampirebat_lovebites_t2_desc" "+{s:MagicDamagePerBullet}每颗子弹元灵伤害
+{s:BonusDamage}额外伤害" "ability_vampirebat_lovebites_t3_desc" "{s:PerTargetCooldown}冷却时间
触发时:+{s:BonusFireRate}%射速,持续{s:BuffDuration}秒" "vampirebat_lovebites" "爱的轻啮" "PerTargetCooldown_postvalue_label" "每个目标的冷却时间" "PerTargetCooldown_postfix" "秒" "ability_vampirebat_batblink" "绯红蝠影" "ability_vampirebat_batblink_t1_desc" "施放时:
获得持续{s:BuffDuration}秒的+{s:BonusFireRate}%射速并装填{s:BonusBullets}发子弹" "ability_vampirebat_batblink_t3_desc" "+{s:MaxRecasts}再次施放
+{s:AbilityCastRange}米距离" "ability_vampirebat_batblink_desc" "短暂化为蝠群,无法成为目标并飞向目标地点。

可在短时间内重新施放。" "BonusBullets_postvalue_label" "额外子弹" "ability_vampirebat_batswarm" "夜晚霸主" "ability_vampirebat_batswarm_desc" "主动: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'}。

被动:对英雄触发爱的轻啮会永久增加释放的蝙蝠数量。" "ability_vampirebat_batswarm_t3_desc" "击中时:
造成+{s:CurrentHealthPercent}%当前生命值的伤害" "BatCount_label" "蝙蝠释放总数" "ability_vampirebat_batswarm/debuff" "夜晚霸主" "BatCount_postvalue_label" "蝙蝠释放总数" "BonusBatsCurrent_label" "额外蝙蝠数:" "BonusBatsMax_label" "额外蝙蝠最大数量" "BonusBatsMax_postvalue_label" "额外蝙蝠最大数量" "BonusBatsPerProc_label" "每次爱的轻啮额外蝙蝠数量" "BonusBatsPerProc_postvalue_label" "爱的轻啮每次增加蝙蝠数量" "BatSwarmLifeTime_label" "蝙蝠部署时长" "BatSwarmLifeTime_postvalue_label" "蝙蝠部署时长" "BatSwarmLifeTime_postfix" "秒" "BatPerSecond_label" "每秒蝙蝠数" "BatPerSecond_postvalue_label" "每秒蝙蝠数" "ability_vampirebat_steallife" "挥伞" "ability_vampirebat_steallife_desc""主动: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'}。

被动:按住{g:citadel_binding:'ADS'}可以使自己短暂漂浮。
挥伞会直接击倒生命值低于{s:TrooperExecuteThreshold}点生命的非英雄单位。" "ability_vampirebat_steallife_t2_desc" "+{s:RakeHealPerKill}每次击倒治疗
{s:AbilityCooldown}秒冷却时间" "ability_vampirebat_steallife_t3_desc" "+{s:MissingHealthDamagePercentage}%缺失生命值伤害并提升每次击倒治疗的元灵增强系数" "MissingHealthDamagePercentage_postvalue_label" "缺失生命值作为伤害" "MissingHealthDamagePercentage_postfix" "%" "RakeHealPerKill_label" "每次击败治疗" "RakeHealPerKill_postvalue_label" "每次击败治疗" "modifier_slork_lastbreath" "Last Breath" "modifier_slork_lastbreath_damage_amp" "Baited" //----------------------------------------------------------------------------- // Punkgoat //----------------------------------------------------------------------------- "Citadel_Punkgoat_HeroTag_1" "朋 克" "Citadel_Punkgoat_HeroTag_2" "混 乱" "Citadel_Punkgoat_HeroTag_3" "G.O.A.T." "BlastAOERadius_postvalue_label" "冲击半径" "ability_punkgoat_tether" "锁链囚徒" "ability_punkgoat_tether_desc" "用锁链把附近的敌人和你锁住。被锁住的敌人无法使用移动类技能,并且拖着锁链会受到大幅{g:citadel_inline_attribute:'Slow'}效果。

在一定延迟后,把所有人拉向比利并造成{g:citadel_inline_attribute:'SpiritDamage'}。

如果短时间内失去视线,将会使锁链断裂。" "ability_punkgoat_tether_t1_desc" "+{s:TechResist}%{g:citadel_inline_attribute:'SpiritResist'}和{g:citadel_inline_attribute:'BulletResist'}" "ability_punkgoat_tether_t3_desc" "+{s:AbilityCastRange}米距离
每拉入一个英雄+{s:UnstoppablePerHero}秒势不可挡" "RopeLength_postvalue_label" "锁链长度" "RopeLength_postfix" "米" "RopeDuration_label" "锁住时长" "RopeDuration_postvalue_label" "锁住时长" "RopeDuration_postfix" "秒" "ability_punkgoat_tether/tether_caster" "被禁锢" "EnemyDamageReductionPct_postvalue_label" "来自锁住敌人的伤害" "EnemyDamageReductionPct_postfix" "%" "DamageIncreasePct_postvalue_label" "额外伤害" "DamageIncreasePct_postfix" "%" "ability_punkgoat_tether/tether" "被比利锁住" "ability_punkgoat_tether/tether_firerate_slow" "锁住" "ability_punkgoat_tether/immobilize" "被定身" "AbilityButtonHint_CancelTether" "断开锁链" "MoveSpeedSlowMaxPct_postvalue_label" "速度降低" "MoveSpeedSlowMaxPct_postfix" "%" "ability_punkgoat_tether/waiting_for_pull" "锁住" "RopeSnapDistance_postvalue_label" "最长锁链距离" "RopeSnapDistance_postfix" "米" "ability_punkgoat_tether/pull" "拉扯锁链" "ability_punkgoat_blasted" "烂醉" "ability_punkgoat_blastedactive_desc" "主动:子弹攻击醉酒的敌人伤害更高。使用近战攻击会提升{g:citadel_inline_attribute:'MaxHealth'}并延长持续时间。" "ability_punkgoat_blasted_desc" "被动:近战攻击会恢复弹药并对受害者施加醉酒状态,持续{s:BulletDamageAmpDuration}秒。" "ability_punkgoat_blasted/blasted" "生气" "ability_punkgoat_blasted/blastedshred" "醉酒" "ability_punkgoat_blasted/blastedhealthdisplay" "生气" "ability_punkgoat_blasted_t1_desc" "烂醉时:+{s:BonusMoveSpeed}米/秒{g:citadel_inline_attribute:'BonusMoveSpeed'}" "ability_punkgoat_blasted_t2_desc" "使用时+1向下猛击充能

+{s:BulletDamageAmp}%醉酒子弹增强" "ability_punkgoat_blasted_t3_desc" "+{s:MaxHealthMelee}近战额外生命值并提升元灵增强系数" "ability_punkgoat_blasted/blastedactive" "烂醉" "DurationPerHeavyMelee_postvalue_label" "每次近战攻击增加时间" "DurationPerLightMelee_postvalue_label" "近战轻击持续时间" "DurationPerHeavyMelee_postfix" "秒" "DurationPerLightMelee_postfix" "秒" "MaxDuration_postfix" "秒" "MaxDuration_postvalue_label" "最大持续时间" "MaxHealthMelee_label" "近战额外生命" "MaxHealthMelee_postvalue_label" "近战额外生命" "BulletDamageAmp_postvalue_label" "醉酒子弹增强" "BulletDamageAmp_postfix" "%" "BulletDamageAmpDuration_postvalue_label" "醉酒持续时间" "BulletDamageAmpDuration_postfix" "秒" "HealthBoostDuration_postvalue_label" "生命值提升持续时间" "HealthBoostDuration_postfix" "秒" "ability_header_bulletamp" "醉酒:" "ability_header_blasted_melee" "烂醉的近战攻击时:" "ability_header_blasted" "烂醉时:" "NonPlayerResourceScalePct_postvalue_label" "非玩家威力" "NonPlayerResourceScalePct_postfix" "%" "LightMeleeScalePct_postvalue_label" "近战轻击威力" "LightMeleeScalePct_postfix" "%" "ability_punkgoat_ult" "向下猛击" "ability_punkgoat_ult_desc" "挥舞棍棒猛击地面,把敌人{g:citadel_inline_attribute:'Pulling'}下去,并造成{g:citadel_inline_attribute:'MeleeDamage'}。

猛击会产生一道冲击波,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'KnockUp'}。" "ability_punkgoat_ult_t1_desc" "{s:AbilityCooldown}秒冷却时间" "ability_punkgoat_ult_t2_desc" "+{s:AbilityCharges}点充能
+{s:AbilityCastRange}米半径" "ability_punkgoat_ult_t3_desc" "{s:AbilityCooldownBetweenCharge}秒充能时间
现在造成50%近战重击伤害" "SequentialHitScalePct_postvalue_label" "再次击中伤害" "SequentialHitScalePct_postfix" "%" "SequentialHitTime_postvalue_label" "再次击中时间" "SequentialHitTime_postfix" "秒" "HeavyMeleeDamage_postvalue_label" "伤害" "ability_punkgoat_ult/stacking_damage" "魔印增强" "WaveEndRadius_postvalue_label" "冲击波半径" "WaveEndRadius_postfix" "米" "ability_punkgoat_ult/slam_firerate_slow" "被猛击" "ability_melee_punkgoat" "近战" "ability_punkgoat_goatflip" "暴动之羊" "ability_punkgoat_goatflip_desc" "以头部向前冲向一个敌人,把他和比利一同顶到空中。

冷却时间在撞击时减少50%。" "ability_punkgoat_goatflip_t1_desc" "撞击时:
+{s:WeaponDamageBurst}%{g:citadel_inline_attribute:'WeaponDamage'},持续{s:WeaponDamageBurstDuration}秒" "ability_punkgoat_goatflip_t2_desc" "{s:AbilityDuration}秒冲刺持续时间
" "ability_punkgoat_goatflip_t3_desc" "{s:AbilityCooldown}秒冷却时间
击中英雄时:+{s:MaxHealthBuffPct}%最大生命值,持续{s:MaxHealthBuffDuration}秒" "ChargeMultiHitRadius_postvalue_label" "撞击距离" "ChargeMultiHitRadius_postfix" "米" "ability_punkgoat_goatflip_on_hero_collide_header" "撞击时:" "ability_punkgoat_goatflip/damagebuff" "公羊伤害提升" "ability_punkgoat_goatflip/maxhealthbuff" "羊之坚韧" "MaxHealthBuffPct_postvalue_label" "最大生命值" "MaxHealthBuffPct_postfix" "%" "MaxHealthBuffDuration_postvalue_label" "持续时间" "MaxHealthBuffDuration_postfix" "秒" "ability_punkgoat_goatflip/empowermelee" "强化重击" "WeaponDamageBurst_postvalue_label" "武器伤害" "WeaponDamageBurst_postfix" "%" "WeaponDamageBurstDuration_postvalue_label" "武器伤害持续时间" "WeaponDamageBurstDuration_postfix" "秒" "DealMaxHealthDamagePct_postvalue_label" "最大生命值伤害" "DealMaxHealthDamagePct_postfix" "%" //----------------------------------------------------------------------------- // Doorman //----------------------------------------------------------------------------- "Citadel_Doorman_HeroTag_1" "迷 惑 对 手" "Citadel_Doorman_HeroTag_2" "地 图 控 制" "Citadel_Doorman_HeroTag_3" "脑 力 较 量" "ability_doorman_bomb" "呼叫铃" "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'}。

可以射击提前激活。" "ability_doorman_bomb_t1_desc" "+{s:AbilityCharges}充能" "ability_doorman_bomb_t2_desc" "+{s:ImpactDamage}撞击伤害
+{s:ExplosionDamage}爆炸伤害" "ability_doorman_bomb_t3_desc" "+{s:Radius}米半径
+{s:BellLifetime}秒呼叫铃时长
元灵增强系数提升" "ability_doorman_bomb_impact" "撞击时" "ability_doorman_bomb_Explosion" "爆炸" "BellLifetime_label" "铃铛时长" "BellLifetime_postvalue_label" "铃铛时长" "BellLifetime_postfix" "秒" "ability_doorman_bomb_debuff" "击中时" "DebuffAccuracy_label" "武器精准度" "DebuffAccuracy_postvalue_label" "武器精准度" "DebuffAccuracy_postfix" "%" "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。

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_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_doorman_luggage_cart_t2_desc" "+{s:AbilityCastRange}米施法距离
+{s:WallImpactDamage}撞墙时伤害" "ability_doorman_luggage_cart_t3_desc" "{s:AbilityCooldown}秒冷却时间
撞墙时{s:StunDuration}秒{g:citadel_inline_attribute:'Stun'}" "ability_doormab_luggage_cart_on_wall_hit" "撞到墙壁时:" "CartDamage_postvalue_label" "行李车伤害" "WallImpactDamage_postvalue_label" "撞击伤害" "modifier_luggage_cart_drag" "行李车" "ability_doorman_doorway" "任意门" "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。

两扇门相距的距离必须在任意门距离内。" "ability_doorman_doorway_t2_desc" "首次穿过门时会获得屏障" "ability_doorman_doorway_t3_desc" "+{s:AbilityCastRange}米施法距离
+{s:DoorwayDistance}米任意门距离
会根据元灵力量增强" "ability_doorman_doorway_clear_first_hint" "清除放置" "ability_doorman_doorway_close" "关门" "ability_doorman_doorway_on_portal" "穿门时" "DoorwayDistance_postvalue_label" "任意门距离" "DoorwayDistance_label" "任意门距离" "DoorwayDistance_postfix" "米" "ability_doorman_hotel" "酒店宾客" "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。

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" "{s:StaminaDrain}耐力消耗
{s:AbilityCooldown}秒冷却时间" "ability_doorman_hotel_t2_desc" "+{s:Damage}伤害
退房失败时+{s:LateCheckoutStun}秒眩晕" "ability_doorman_hotel_t3_desc" "巴隆妮斯满房时势不可挡
退房失败时{s:LateCheckoutCooldown}秒冷却时间" "ability_doorman_hotel/damage_timer" "逃离酒店" "doorman_hotel_duration_override_postvalue_label" "退房时间" "doorman_hotel_duration_override_label" "退房时间" "doorman_hotel_duration_override_postfix" "秒" "HotelTimeScale_postvalue_label" "减速" "HotelTimeScale_label" "减速" "HotelTimeScale_postfix" "%" "doorman_hotel_cost" "逗留代价" "doorman_hotel_fail" "退房失败" "doorman_hotel_debuff" "成为宾客" "LateCheckoutDamage_postvalue_label" "伤害" //----------------------------------------------------------------------------- // Skyrunner //----------------------------------------------------------------------------- "ability_skyrunner_flakshot" "弹跳飞弹" "ability_skyrunner_flakshot_desc" "子弹造成{g:citadel_inline_attribute:'BonusWeaponDamage'}并可以从物体表面反弹。" "RicochetChance_label" "反弹几率" "RicochetChance_postvalue_label" "反弹几率" "RicochetChance_postfix" "%" "ability_skyrunner_swingline" "荡索" "ability_skyrunner_swingline_desc" "发射一条与周围环境相连的绳索,可以用来摇荡。

荡索重置所有空中跳跃及空中冲刺。" "MaxMoveSpeed_label" "最大移动速度" "MaxMoveSpeed_postvalue_label" "最大移动速度" "MaxMoveSpeed_postfix" "米" //----------------------------------------------------------------------------- // Swan //----------------------------------------------------------------------------- "ability_swan_leap" "凌空越步" "ability_swan_leap_desc" "跳向指定方向。如果没有指定方向则会垂直向上跳。" "ability_swan_leap/leapmodifier" "凌空越步" "ability_swan_acrobat" "闪转腾挪" "ability_swan_acrobat_desc" "每次冲刺、二段跳、蹬墙跳或传送后获得一层可叠加增益。

获得新叠加层会刷新持续时间。" "ability_swan_acrobat/stack" "闪转腾挪" "FireRatePerStack_label" "每层叠加获得的射速" "FireRatePerStack_postvalue_label" "每层叠加获得的射速" "FireRatePerStack_postfix" "%" "BurstBonusPerStack_label" "武器爆射加成" "BurstBonusPerStack_postvalue_label" "武器爆射加成" //----------------------------------------------------------------------------- // Frank //----------------------------------------------------------------------------- "hero_frank_lore" "很多人终其一生都在思考自己究竟是谁。而对于维克多,这个关乎存在的问题变得更加复杂,因为他在停尸间的桌子上醒来后完全不知道是创造了他,又是为什么创造了他,他的身体又是来自于谁。\n\n如今,维克多在五个行政区寻找答案,希望有人能辨认出他身上的任何一部分。" "Citadel_Frank_HeroTag_1" "我" "Citadel_Frank_HeroTag_2" "就 是" "Citadel_Frank_HeroTag_3" "屹 立 不 倒" //--Ability 1 "ability_frank_shocktarget2" "疼痛蓄积" "ability_frank_shocktarget2_desc" "受到任意伤害会被动地在疼痛源泉中蓄积。

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:
施加{s:SlowPercent}%减速,持续{s:SlowDuration}秒" "ability_frank_shocktarget2_t3_desc" "击中英雄时:
治疗{s:MissingHealthPercentHeal}%自身缺失生命值并提升元灵增强系数" "BonusShocks_postvalue_label" "额外震击数" "StoredDamageRequired_postvalue_label" "触发蓄积最低伤害" "MissingHealthPercentHeal_postvalue_label" "缺失生命值转为治疗" "MissingHealthPercentHeal_label" "缺失生命值转为治疗" "MissingHealthPercentHeal_postfix" "%" "BatteryGenerationPercent_label" "源泉生成" "BatteryGenerationPercent_postfix" "%" //--Ability 1 (Old) "ability_frank_shocktarget" "疼痛蓄积" "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。

即将到来的伤害将会被存储下来,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'}。" "BonusDamageCap_label" "最大存储伤害" "BonusDamageCap_postvalue_label" "最大存储伤害" "BonusDamageConversionPercent_label" "已存储的即将到来的伤害" "BonusDamageConversionPercent_postvalue_label" "已存储的即将到来的伤害" "BonusDamageConversionPercent_postfix" "%" "BonusDamagePerBullet_label" "每颗子弹造成的伤害" "BonusDamagePerBullet_postvalue_label" "每颗子弹造成的伤害" "ability_frank_shocktarget_t1_desc" "+{s:Damage}伤害
+{s:BonusDamageCap}最高蓄积伤害" "ShockDPS_label" "震击每秒伤害" "ShockDPS_postvalue_label" "震击每秒伤害" "ShockRange_label" "震击距离" "ShockRange_postvalue_label" "震击距离" "ShockRange_postfix" "米" "ShockDuration_label" "震击持续时间" "ShockDuration_postvalue_label" "震击持续时间" "ShockDuration_postfix" "秒" //Ability 2 "ability_frank_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/selfzap" "快速启动" "ability_frank_selfzap_t2_desc" "+{s:TotalHealthRegen}总生命恢复
{s:AbilityCooldown}秒冷却时间" "ability_frank_selfzap_t3_desc" "+{s:AbilityCharges}充能
+{s:StatusResistancePercent}%减益抗性
提升元灵增强系数" //Ability 3 "ability_frank_painaura" "苦楚灵氲" "ability_frank_painaura_desc" "释放痛苦,对敌人和自身均造成{g:citadel_inline_attribute:'SpiritDPS'}。

随着技能的持续施法,伤害会持续增加,最后达到上限。" "ability_frank_painaura_t1_desc" "敌人受到{s:SlowPercent}%移动/冲刺减速" "ability_frank_painaura_t2_desc" "+{s:MinDPS}最低每秒伤害
+{s:MaxDPS}最高每秒伤害" "ability_frank_painaura_t3_desc" "+{s:Radius}米半径
敌人受到+{s:IncomingDamagePercent}%伤害" "IncomingDamagePercentOnHit_label" "承受的伤害" "IncomingDamagePercentOnHit_postvalue_label" "承受的伤害" "IncomingDamagePercentOnHit_postfix" "%" "IncomingDamagePercentOnHit_prefix" "{s:sign}" "ability_frank_painaura/painaura/painauradebuff" "苦楚灵氲" "ability_frank_painaura_buttonhint" "结束灵氲" "SelfDamagePercentage_label" "对自身伤害" "SelfDamagePercentage_postvalue_label" "对自身伤害" "SelfDamagePercentage_postfix" "%" //Ability 4 "ability_frank_revive" "骇然复苏" "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'}。

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'}。" "CooldownRefreshChancePercent_label" "冷却时间减免几率" "CooldownRefreshChancePercent_postvalue_label" "冷却时间减免几率" "CooldownRefreshChancePercent_postfix" "%" "ability_frank_revive/reviving" "骇然复苏" "ability_frank_revive/slow" "骇然复苏" "ability_frank_revive/selfbuff" "骇然复苏" "ability_frank_revive_t1_desc" "冷却时:
获得+{s:BonusFireRate}%射速和每发子弹{s:BonusDamagePerBullet}元灵伤害" "ability_frank_revive_t3_desc" "+{s:Damage}伤害
+{s:StunDuration}秒眩晕时间
{s:AbilityCooldown}秒冷却时间" "ability_frank_revive/zombie" "暂时复苏" "ZombieLifeDuration_label" "暂时复活持续时间" "ZombieLifeDuration_postvalue_label" "暂时复活持续时间" "ZombieLifeDuration_postfix" "秒" //----------------------------------------------------------------------------- // Drifter //----------------------------------------------------------------------------- "hero_drifter_lore" "一个古老的血族在美国徜徉,这个无名的怪物被世人称为孤猎,世代以来一直在捕食活物。\n\n和大多数现代的血族不同,孤猎对华服和头衔不感兴趣,而且毫不掩饰自己对血族的法则和传统的蔑视。由于他拒绝遵守规矩,北美的男爵都视他为眼中钉;但子爵和长老呼吁将他正法时,孤猎却依然我行我素……" "Citadel_Drifter_HeroTag_1" "潜 行" "Citadel_Drifter_HeroTag_2" "好 战" "Citadel_Drifter_HeroTag_3" "不 择 手 段" "ability_melee_drifter" "近战" "drifter_blood_blast" "撕裂" "drifter_blood_blast_desc" "挥击前方锥形区域内的敌人,造成{g:citadel_inline_attribute:'SpiritDamage'}。如果敌人在近距离内,会造成额外{g:citadel_inline_attribute:'MeleeDamage'}。" "drifter_blood_blast_t2_desc" "{s:AbilityCooldown}秒冷却时间" "drifter_blood_blast_t3_desc" "造成55%近战重击伤害
在近距离时沉默敌人{s:DebuffDuration}秒" "RangeForBonusDamage_label" "近程" "RangeForBonusDamage_postvalue_label" "近程" "RangeForBonusDamage_postfix" "米" "BulletLifestealPercentHero_label" "子弹吸取生命" "BulletLifestealPercentHero_postvalue_label" "子弹吸取生命" "BulletLifestealPercentHero_postfix" "%" "LifestealDuration_label" "吸取生命持续时间" "LifestealDuration_postvalue_label" "吸取生命持续时间" "LifestealDuration_postfix" "秒" "drifter_blood_blast_header_on_close_range" "近距离时" "DrifterRend_SpiritDamage_label" "伤害" "DrifterRend_SpiritDamage_postvalue_label" "伤害" "drifter_shadow_mark" "潜行印记" "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'}。

敌人在流失生命时可以重新激活潜行印记,使自己立刻出现在他们身后。" "drifter_shadow_mark_t1_desc" "{s:BulletResistReduction}%子弹抗性" "drifter_shadow_mark_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:AbilityDuration}秒持续时间" "drifter_shadow_mark_t3_desc" "+{s:DotHealthPercent}%生命流失
{s:HealAmpReceivePenaltyPercent}%受疗量" "drifter_shadow_mark_teleport" "伏击" "ability_drifter_stalkers_mark_after_blink_desc" "伏击后:" //"TeleportDamage_label" "Blink Damage" //"TeleportDamage_postvalue_label" "Blink Damage" "ability_drifter_hunger" "腥气" "ability_drifter_hunger_passive_desc" "落单英雄移动时会留下一条路径,并从远处发出心跳声。

对落单英雄造成加深伤害,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_active_desc" "主动:增强自己的感官,显示一条通往附近英雄的路径。" //"ability_drifter_hunger_desc" "When enemy heroes are low on health you deal amplified damage against them. These enemies leave a lingering blood trail as they move." "ability_drifter_hunger_on_kill_desc" "落单敌人倒下时:" "ability_drifter_hunger_t1_desc" "在落单敌方英雄附近时+{s:BonusMoveSpeed}米/秒移动速度" "ability_drifter_hunger_t2_desc" "落单英雄倒下时:
治疗{s:HealOnKillPct}%自身缺失生命值
恢复{s:StaminaToRestore}耐力" "AmpDamagePercent_label" "伤害加深" "AmpDamagePercent_postvalue_label" "伤害加深" "AmpDamagePercent_postfix" "%" "IsolationRange_label" "落单检测范围" "IsolationRange_postvalue_label" "落单检测范围" "IsolationRange_postfix" "米" "WeaponDmgPerIsolationKill_prefix" "+" "WeaponDmgPerIsolationKill_label" "永久武器伤害" "WeaponDmgPerIsolationKill_postvalue_label" "永久武器伤害" "WeaponDmgPerIsolationKill_postfix" "%" "CooldownReductionOnKill_label" "冷却时间减少" "CooldownReductionOnKill_postvalue_label" "冷却时间减少" "CooldownReductionOnKill_postfix" "秒" "StaminaToRestore_label" "耐力恢复" "StaminaToRestore_postvalue_label" "耐力恢复" "MaxTrailTargets_label" "最多路径目标" "MaxTrailTargets_postvalue_label" "最多路径目标" "TrailDuration_label" "路径持续时间" "TrailDuration_postvalue_label" "路径持续时间" "TrailDuration_postfix" "秒" "HungerLowHealthThreshold_label" "殷红路径触发生命值" "HungerLowHealthThreshold_postvalue_label" "殷红路径触发生命值" "HungerLowHealthThreshold_postfix" "%" "HealOnKillPct_label" "缺失生命值转为治疗" "HealOnKillPct_postvalue_label" "缺失生命值转为治疗" "HealOnKillPct_postfix" "%" "ability_drifter_hunger/hunger_target" "欲念" "ability_drifter_hunger/hunger_satiated" "满足" "ability_drifter_hunger/hunger_hungry" "嗜血" "ability_drifter_header_selfbuff" "满足:" "ability_drifter_header_selfdebuff" "嗜血:" "StaminaHungry_label" "耐力" "StaminaHungry_postvalue_label" "耐力" "StaminaHungry_prefix" "{s:sign}" "OutgoingDamagePercentHungry_label" "伤害" "OutgoingDamagePercentHungry_postvalue_label" "伤害" "OutgoingDamagePercentHungry_postfix" "%" "OutgoingDamagePercentHungry_prefix" "{s:sign}" "KillDuration_label" "击败持续时间" "KillDuration_postvalue_label" "击败持续时间" "KillDuration_postfix" "秒" "modifier_drifter_hunger_stealth" "潜行" "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,大幅限制他们看到其他单位的视野。受到作用的敌人会暂时现形,并且在持续时间内被视为落单状态。

自身获得{g:citadel_inline_attribute:'BonusSprintSpeed'}。" "drifter_darkness_t3_desc" "+{s:AbilityDuration}秒持续时间
+{s:MaxTargets}最大目标数" //"VisionDistance_label" "Vision Range" //"VisionDistance_postvalue_label" "Vision Range" //"VisionDistance_postfix" "m" "SmallVisionDistance_label" "视野降低" "SmallVisionDistance_postvalue_label" "视野降低" "SmallVisionDistance_postfix" "米" "MaxTargets_label" "最大目标数" "MaxTargets_postvalue_label" "最大目标数" "SpiritDamagePerAttack_label" "元灵伤害触发" "SpiritDamagePerAttack_postvalue_label" "元灵伤害触发" //"DrifterNearbyRangeCheck_label" "Drifter Nearby" //"DrifterNearbyRangeCheck_postvalue_label" "Drifter Nearby" //"DrifterNearbyRangeCheck_postfix" "m" "modifier_drifter_darkness_target" "永恒之夜" "drifter_infinity_slash" "暗影挥击" "drifter_last_breath" "深渊之拥" "drifter_last_breath_desc" "把自己包裹在一个水球中,水球可以吸收伤害,然后爆裂。水球因任何原因消散都会使距离内的敌人受到伤害。" "HitsToRelease_Label" "Hits to Release" "BurstDamage_label" "Burst Damage" "BurstDamage_postvalue_label" "爆发伤害" //----------------------------------------------------------------------------- // Punkgoat //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // BookWorm //----------------------------------------------------------------------------- "hero_bookworm_lore" "佩吉是一位珍本交易商的女儿,她在一个充满爱心,重视善良、魔法和讲故事的家庭中长大。不过,尽管佩吉很自然地接受了父母的价值观,但她的弟弟布莱斯却没有。\n\n作为叛逆的少年,布莱斯不仅对家人的和颜悦色感到不满;也忍受不了他们拒绝让他涉足他们认为太危险的魔法。佩吉想尽一切办法让他别去闯祸,但就像大多数青少年一样,他的大姐姐越想告诉他什么对他最好,他就越抗拒。\n\n佩吉不知道布莱斯做了什么被赶出家门……只是她从图书馆回家后发现弟弟不见了,而父母只是以泪洗面。\n\n几天变成了几周,又变成几个月再到几年。佩吉成长为才华横溢的藏书家,穿梭在五个行政区的图书馆以讲故事为生;虽然她的父母对布莱斯的事保持沉默,但佩吉对找到他的执念与日俱增。最终她会发现弟弟的遭遇……而凡人和神明都阻止不了她。" "Citadel_Bookworm_HeroTag_1" "雪 中 送 炭" "Citadel_Bookworm_HeroTag_2" "保 护 他 人" "Citadel_Bookworm_HeroTag_3" "聪 慧 过 人" "ability_bookworm_dragonfire" "书龙" "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/debuff" "唤龙术" "ability_bookworm_dragonfire_t1_desc" "{s:AbilityCooldown}秒冷却时间" "ability_bookworm_dragonfire_t2_desc" "+{s:AbilityCharges}充能
+{s:GroundFlameDuration}秒路径持续时间
+{s:Radius}米半径
" "ability_bookworm_dragonfire_t3_desc" "+{s:DragonTravelRange}米行进距离
+{s:Damage}伤害
+{s:DPS}每秒伤害" "DragonTravelRange_postvalue_label" "龙的行进距离" "DragonTravelRange_postfix" "米" "DragonTravelRange_label" "龙的行进距离" "ability_bookworm_knightbarrier" "主角护体" "ability_bookworm_knightbarrier/knightbarrier" "防守" "ability_bookworm_knightbarrier/attackbuff" "进攻" "ability_bookworm_knightbarrier_desc" "使一名友军获得{g:citadel_inline_attribute:'CombatBarrier'}。屏障存在时,他将获得{g:citadel_inline_attribute:'BonusWeaponDamage'}。" "ability_bookworm_knightbarrier_t1_desc" "获得屏障时:
+{s:BonusFireRate}%射速" "ability_bookworm_knightbarrier_t2_desc" "+{s:CombatBarrier}屏障
+{s:AbilityDuration}秒持续时间" "ability_bookworm_knightbarrier_t3_desc" "作用最多{s:BonusTargets}个额外友军。
提升屏障增强系数。" "MeleeReflectPercentage_label" "近战伤害反弹" "MeleeReflectPercentage_postvalue_label" "近战伤害反弹" "MeleeReflectPercentage_postfix" "%" "ShoveRadius_label" "推撞半径" "ShoveRadius_postvalue_label" "推撞半径" "ShoveRadius_postfix" "米" "ability_bookworm_aoemagic" "迷人读物" "ability_bookworm_aoemagic_desc" "以一片区域为目标降下潜藏的魔法,施加{g:citadel_inline_attribute:'Slow'}。

魔法会在一定延迟后激活,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Immobilize'}。" "ability_bookworm_aoemagic/areamodifier/root" "迷人读物" "ability_bookworm_aoemagic_t3_desc" "+{s:Radius}米半径
击中时:降低{s:TechArmorDamageReduction}%元灵抗性,持续{s:DebuffDuration}秒" "ability_bookworm_knightcharge" "集结冲锋" "ability_bookworm_knightcharge_desc" "释放一波骑着战马的幽灵骑士,冲锋穿过整座城市,{g:citadel_inline_attribute:'Healing'}友军并对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。

{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/buff" "集结冲锋" "ability_bookworm_knightcharge_t2_desc" "宽度提升+{s:KnightCountInFirstWave}战马
{s:AbilityCooldown}秒冷却时间" "ability_bookworm_knightcharge_t3_desc" "+{s:Damage}伤害
+{s:StunDuration}秒眩晕时间
+{s:MaxAmp}%最高增强" "KnightCount_postvalue_label" "释放的骑士和战马" "KnightPositionSpread_postvalue_label" "骑士宽度" "KnightPositionSpread_label" "骑士宽度" "KnightPositionSpread_postfix" "米" "MaxAmp_postvalue_label" "最高增强" "MaxAmp_postfix" "%" "MaxAmp_prefix" "{s:sign}" "MaxAmpDistance_postvalue_label" "最高增强所需距离" "MaxAmpDistance_postfix" "米" //----------------------------------------------------------------------------- // Familiar //----------------------------------------------------------------------------- "ability_familiar_primary_weapon_bubblegun" "武器伤害" "ability_familiar_primary_weapon_bubblegun_crit" "武器伤害 - 强击" "ability_melee_familiar" "近战" "ability_familiar_ability01" "小睡片刻" "ability_familiar_ability01_desc" "向前投射出目光,穿透墙壁和地板。目光中的敌人被减速,冲刺距离减少,而且无法使用位移类技能。

持续施法结束时,他们陷入沉睡,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-{s:ConsumeStaminaOnWake}耐力
睡眠时没有耐力恢复" "ability_familiar_ability01_t2_desc" "+{s:Radius}米半径
+{s:SleepDuration}秒睡眠持续时间" "ability_familiar_ability01_t3_desc" "{s:AbilityCooldown}秒冷却时间
持续施法时承伤降低并势不可挡" "DamagePctInAura_postvalue_label" "对雷姆的伤害" "DamagePctInAura_postfix" "%" "ability_familiar_ability01/effect" "打个盹儿……" "MinSleepTime_postvalue_label" "最短沉睡时间" "MinSleepTime_postfix" "秒" "AwakeDamage_postvalue_label" "睡醒伤害" "AwakeDamage_label" "睡醒伤害" "ConsumeStaminaOnWake_postvalue_label" "睡醒时耐力" "SleepDamageThreshold_label" "睡眠伤害阈值" "SleepDamageThreshold_postvalue_label" "睡眠伤害阈值" "DamageResistPctWhileChanneling_postvalue_label" "持续施法减免伤害" "DamageResistPctWhileChanneling_postfix" "%" "MoveSpeedAndDashSlowPct_postvalue_label" "移动/冲刺减速" "MoveSpeedAndDashSlowPct_label" "移动/冲刺减速" "MoveSpeedAndDashSlowPct_postfix" "%" "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'}。

击中后会减少其他技能的冷却时间。" "ability_familiar_ability02_t2_desc" "+{s:Radius}米半径
施加-{s:FireRateSlow}%射速" "ability_familiar_ability02_t3_desc" "+{s:Damage}伤害
+1 充能" "BonusRadius_postvalue_label" "加成半径" "BonusRadius_postfix" "米" "ability_familiar_attach" "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'}。

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。

被终极技能眩晕则会被击落。
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。
" "ability_familiar_attach_t3_desc" "小憩时和小憩后{s:HopOffEffecDuration}秒内+{s:TechPowerPercent}%元灵力量和+{s:BonusSpiritPower}元灵力量
提升元灵增强系数" "ability_familiar_attach_t2_desc" "小憩时{s:BonusBarrierAmpPercent}%额外物品距离,持续时间和屏障有效性" "MissingHealthHealPct_postvalue_label" "缺失生命值治疗" "MissingHealthHealPct_postfix" "%" "HealCooldown_postvalue_label" "治疗冷却时间" "HealCooldown_postfix" "秒" "ability_familiar_attach/recast" "重新施放紧跟同伴" "ability_familiar_attach/attachheal" "小憩治疗" "RecastDuration_postvalue_label" "重新施放持续时间" "RecastDuration_postfix" "秒" "TemporaryHealth_postvalue_label" "临时生命值" "DamageTakenPct_postvalue_label" "承受的伤害" "DamageTakenPct_postfix" "%" "AbilityButtonHint_TagAlongHop" "弹出" "ItemCooldownReducePct_postvalue_label" "使用时物品冷却时间" "ItemCooldownReducePct_postfix" "%" "ItemCooldownReduce_postvalue_label" "使用时物品冷却时间" "ItemCooldownReduce_postfix" "秒" "ability_familiar_attach/attached" "小憩" "CDReduceOnPillowHit_postvalue_label" "枕头击中时冷却时间" "CDReduceOnPillowHit_postfix" "秒" "CDReduceOnPillowHit_prefix" "-" "BonusBarrierAmpPercent_label" "屏障有效性" "BonusBarrierAmpPercent_postvalue_label" "屏障有效性" "BonusBarrierAmpPercent_postfix" "%" "BonusItemDurationPercent_postvalue_label" "额外物品持续时间/距离" "BonusItemDurationPercent_postfix" "%" "HealthRegenDuration_label" "恢复持续时间" "HealthRegenDuration_postvalue_label" "恢复持续时间" "HealthRegenDuration_postfix" "秒" "MissingHealthRegenPct_postfix" "%" "MissingHealthBurstPct_label" "缺失生命值爆发" "MissingHealthBurstPct_postvalue_label" "缺失生命值爆发" "MissingHealthBurstPct_postfix" "%" "BonusSpiritPower_label" "额外元灵力量" "BonusSpiritPower_postvalue_label" "额外元灵力量" "HopOffEffecDuration_label" "增益持续时间" "HopOffEffecDuration_postvalue_label" "增益持续时间" "HopOffEffecDuration_postfix" "秒" "ability_familiar_attach/hopoutbuff" "休息充足" "ability_header_helpinghands_ally" "跟随英雄:" "ability_header_helpinghands_trooper" "跟随步兵:" "PlayerInfestDuration_postvalue_label" "持续时间" "PlayerInfestDuration_label" "持续时间" "PlayerInfestDuration_postfix" "秒" "NPCInfestDuration_postvalue_label" "持续时间" "NPCInfestDuration_postfix" "秒" "AbilityButtonHint_CastOnHost" "紧跟时施放" "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_helpinghands" "小小帮手" "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。

跟随英雄时:提供短时间的{g:citadel_inline_attribute:'SpiritResist'}爆发和不断减弱的{g:citadel_inline_attribute:'MoveSpeed'}。

跟随步兵时:提供治疗,伤害抗性并允许紧跟同伴。附近没有英雄时,击倒步兵产生的魂魄会在队伍间平分。

可以在紧跟同伴期间施放。帮手跟随后会小憩{s:HelperDowntimeDuration}秒。" "ability_familiar_helpinghands_t1_desc" "+{s:HelperCount}帮手
+{s:BonusMoveSpeed}米/秒移动速度" "ability_familiar_helpinghands_t2_desc" "+{s:HelperCount}帮手
+{s:InfestDamageTakenPercent}%步兵伤害和抗性" "ability_familiar_helpinghands_t3_desc" "+{s:HelperCount}帮手
+{s:TechArmorGain}%元灵抗性" "ability_familiar_helpinghands/buff" "小小帮手" "ability_familiar_helpinghands/spiritbuff" "吸取敌人元灵" "ability_familiar_helpinghands/shortdebuff" "元灵吸取" "ability_familiar_helpinghands/longdebuff" "元灵吸取" "ability_familiar_helpinghands/infestbarrier" "虚构屏障" "InfestHeal_label" "步兵治疗" "InfestHeal_postvalue_label" "治疗" "InfestHeal_postfix" "/秒" "InfestHealInterval_postvalue_label" "治疗间隔" "InfestHealInterval_postfix" "秒" "TechArmorGain_postvalue_label" "元灵抗性" "TechArmorGain_postfix" "%" "InfestDamageTakenPercent_postvalue_label" "伤害/抗性" "InfestDamageTakenPercent_prefix" "+" "InfestDamageTakenPercent_postfix" "%" "ability_familiar_helpinghands/infest" "帮手跟随中" //----------------------------------------------------------------------------- // Necro //----------------------------------------------------------------------------- //Ability 1 "ability_necro_hauntingskull" "故人之罐" "ability_necro_hauntingskull_desc" "被动:附近任何生物倒下都会收集怨气,装入故人之罐。

主动:扔出罐子召唤怨灵,反复对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。

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{s:HealPerPickup}生命值" "ability_necro_hauntingskull_t2_desc" "击中时:
施加{s:SlowPercent}%减速,持续{s:SlowDuration}秒" "ability_necro_hauntingskull_t3_desc" "+{s:SkullCount}个怨灵
+{s:SkullLifetime}秒怨灵时长" "PartCollectionRadius_postvalue_label" "收集半径" "PartCollectionRadius_label" "收集半径" "PartCollectionRadius_postfix" "米" "PartCollectionRequired_label" "必须被击倒" "PartCollectionRequired_postvalue_label" "必须被击倒" "TargetSearchRadius_postvalue_label" "搜索范围" "TargetSearchRadius_label" "搜索范围" "TargetSearchRadius_postfix" "米" "TargetDashRadius_postvalue_label" "冲刺距离" "TargetDashRadius_label" "冲刺距离" "TargetDashRadius_postfix" "米" "SkullRevives_postvalue_label" "怨灵复活数" "SkullRevives_label" "怨灵复活数" "HauntingSkullHealth_postvalue_label" "怨灵生命值" "TechArmorDamageReductionPerStack_postvalue_label" "每层叠加元灵抗性" "TechArmorDamageReductionPerStack_label" "每层叠加元灵抗性" "TechArmorDamageReductionPerStack_postfix" "%" "TotalSkullCount_postvalue_label" "最大怨灵召唤数" "SkullCount_label" "怨灵数" "SkullCount_postvalue_label" "怨灵数" "SkullLifetime_label" "怨灵持续时间" "SkullLifetime_postvalue_label" "怨灵持续时间" "SkullLifetime_postfix" "秒" "MaxHits_label" "最高击中次数" "MaxHits_postvalue_label" "最高击中次数" "SpiritPerStack_label" "每层叠加元灵" "SpiritPerStack_postvalue_label" "每层叠加元灵" "ability_necro_hauntingskull/stackingdebuff" "故人之罐" "IncomingDamagePercentFromCasterPerStack_postvalue_label" "每层叠加承受伤害" "IncomingDamagePercentFromCasterPerStack_postfix" "%" "IncomingDamagePercentFromCasterPerStack_prefix" "{s:sign}" "OutgoingDamagePercentPerStack_postvalue_label" "每层叠加的伤害输出" "OutgoingDamagePercentPerStack_postfix" "%" "OutgoingDamagePercentPerStack_prefix" "{s:sign}" "HealPerPickup_postvalue_label" "拾取时治疗" "HealPerPickup_label" "拾取时治疗" //Ability 2 - Wall "ability_necro_zombiewall" "束缚之爪" "ability_necro_zombiewall_desc" "放出一排束缚之爪,召唤一个土灵并留下一道裂隙。对穿过的敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Immobilize'}。

副施放{g:citadel_binding:'AltCast'}会旋转墙体的方向。" "ability_necro_zombiewall_t2_desc" "+{s:Damage}伤害
+{s:ZombieWallLength}米爪墙长度" "ability_necro_zombiewall_t3_desc" "召唤+{s:GhoulCount}个土灵
{s:AbilityCooldown}秒冷却时间
+{s:ImmobilizeDuration}秒定身持续时间" "ZombieWallLength_postfix" "米" "ZombieWallLength_postvalue_label" "爪墙长度" "ZombieWallLength_label" "爪墙长度" "ZombieWallHeight_postfix" "米" "ZombieWallHeight_postvalue_label" "爪墙高度" "ZombieWallDuration_postfix" "秒" "ZombieWallDuration_postvalue_label" "爪墙持续时间" "ability_necro_zombiewall/zombiewall/debuff" "束缚之爪" "ability_necro_zombiewall/buff" "束缚之爪" "ability_necro_zombiewall/immobilize" "束缚之爪" "zombiewall_rotate_hint" "旋转" //Ability 3 "ability_necro_fear" "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/debuff" "精华转移" "ability_necro_fear_t3_desc" "+{s:MaxStolenTargets}最大吸取目标
所有召唤物现在施加精华转移" "MaxStolenAttackDamage_label" "最高武器伤害吸取" "MaxStolenAttackDamage_postvalue_label" "最高武器伤害吸取" "MaxStolenAttackDamage_postfix" "%" "HealPerSecond_postvalue_label" "每秒治疗" "HealPerSecond_label" "每秒治疗" "MaxStolenSpiritResist_postvalue_label" "最高元灵抗性吸取" "MaxStolenSpiritResist_label" "最高元灵抗性吸取" "MaxStolenSpiritResist_postfix" "%" "MaxStolenFireRate_postvalue_label" "最高射速吸取" "MaxStolenFireRate_label" "最高射速吸取" "MaxStolenFireRate_postfix" "%" "MaxStolenTargets_postvalue_label" "最多吸取目标数" "MaxStolenTargets_label" "最多吸取目标数" // //Ability 4 - Gravestone "ability_necro_gravestone" "代行敕令" "ability_necro_gravestone_desc_1" "固有属性:技能可以召唤土灵,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" "主动:在目标地点创造一块墓碑,会持续召唤土灵。敌人可以通过两次近战重击摧毁墓碑。" "ability_necro_gravestone_t1_desc" "+{s:MoveSpeedPercent}%土灵速度
{s:AbilityCooldown}秒冷却时间" "ability_necro_gravestone_t2_desc" "+{s:AbilityDuration}秒持续时间
{s:SummonFrequency}秒产生所需时间" "ability_necro_gravestone_t3_desc" "倒下时:
造成+{s:CurrentHealthDamagePercentage}%当前生命值的伤害" "ability_necro_gravestone/gravestone/buff" "代行敕令" "BonusSpiritDamagePercentage_postvalue_label" "额外元灵伤害" "BonusSpiritDamagePercentage_label" "额外元灵伤害" "BonusSpiritDamagePercentage_postfix" "%" //Gravestone labels "MaxGravestones_postvalue_label" "最大墓碑数" "MaxGravestones_label" "最大墓碑数" "GravestoneHealth_label" "墓碑生命值" "GravestoneHealth_postvalue_label" "墓碑生命值" "AuraRadius_postvalue_label" "灵氲半径" "AuraRadius_label" "灵氲半径" "AuraRadius_postfix" "米" //--------Leftover/unused "ability_necro_summonskele" "掘墓" "ability_necro_summonskele_desc" "挖出一个埋在地下的土灵,它会蹒跚地走向敌方基地,造成 {g:citadel_inline_attribute:'MeleeDamage'}伤害。

当它倒下或靠近英雄时会爆炸,造成{g:citadel_inline_attribute:'SpiritDamage'}伤害并施加一个短暂的{g:citadel_inline_attribute:'Slow'}效果。

Alt施放 {g:citadel_binding:'AltCast'}会使生成的土灵停留在原地。
土灵会优先攻击你的武器目标。
" "ability_necro_summonskele_t2_desc" "+{s:MoveSpeedPercent}%土灵速度" "ability_necro_summonskele_t3_desc" "+{s:GhoulHealth}土灵生命值并且每个墓碑都有土灵出没" //Ghoul labels "GhoulCount_label" "复活土灵数" "GhoulCount_postvalue_label" "复活土灵数" "GhoulHealth_label" "土灵生命值" "GhoulHealth_postvalue_label" "土灵生命值" "GhoulDPS_label" "土灵每秒伤害" "GhoulDPS_postvalue_label" "土灵每秒伤害" "GhoulLifetime_label" "土灵时长" "GhoulLifetime_postvalue_label" "部署时长" "GhoulLifetime_postfix" "秒" "GhoulSummonFrequency_label" "召唤土灵时间" "GhoulSummonFrequency_postvalue_label" "召唤土灵时间" "GhoulSummonFrequency_postfix" "秒" "GhoulMeleeDamage_postvalue_label" "土灵近战伤害" "GhoulMeleeDamage_label" "土灵近战伤害" //Summon labels "SummonFrequency_label" "召唤所需时间" "SummonFrequency_postvalue_label" "召唤所需时间" "SummonFrequency_postfix" "秒" "SummonLifetime_label" "召唤物时长" "SummonLifetime_postvalue_label" "召唤物时长" "SummonLifetime_postfix" "秒" "SummonMeleeDamage_label" "近战伤害" "SummonMeleeDamage_postvalue_label" "近战伤害" "SummonHealth_label" "召唤物生命值" "SummonHealth_postvalue_label" "召唤物生命值" "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。

{g:citadel_binding:'Attack'}:把生命力作为炸弹扔出,造成{g:citadel_inline_attribute:'SpiritDamage'}。
{g:citadel_binding:'AltCast'}:消耗生命力,获得{g:citadel_inline_attribute:'Healing'}。" "ability_necro_coffin" "退后!" "ability_necro_coffin_desc" "获得一个{g:citadel_inline_attribute:'CombatBarrier'}和{g:citadel_inline_attribute:'BonusMoveSpeed'}。

屏障消失时会放出一圈幽冥能量,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}。" "ability_necro_coffin/buff" "退后!" "ability_necro_coffin/debuff" "退后!" "ability_necro_haunt" "作祟幽影" "ability_necro_haunt_desc" "使一个友军获得{g:citadel_inline_attribute:'BonusMoveSpeed'}和环绕他们的鬼影。

鬼影会寻找附近的敌人,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}。" "ability_necro_haunt/buff" "作祟鬼影" "ability_necro_haunt/slow" "作祟鬼影" "HauntCount_label" "作祟次数" "HauntCount_postvalue_label" "作祟次数" "TargetSearchRadiusVsHeroes_label" "搜索半径" "TargetSearchRadiusVsHeroes_postvalue_label" "搜索半径" "TargetSearchRadiusVsHeroes_postfix" "米" "ability_necro_wither" "枯萎凋零" "ability_necro_wither_desc_1" "你的武器击中的敌人会开始枯萎,对他们施加逐渐提升的{g:citadel_inline_attribute:'Slow'},并且降低{g:citadel_inline_attribute:'SpiritResist'}。" "ability_necro_wither_desc_2" "枯萎状态下被击倒的敌人会产生怨灵,开始追逐附近敌人,造成{g:citadel_inline_attribute:'SpiritDamage'}。

如果附近没有敌人,怨灵会改为跟随你。
怨灵会优先攻击你的武器目标。
" "ability_necro_wither_t3_desc" "每{s:StacksToProcSkull}层叠加召唤一个怨灵" "ArmorDamageReductionPerStack_postvalue_label" "每层叠加子弹和元灵抗性" "ArmorDamageReductionPerStack_postfix" "%" "SkullsOnKill_label" "倒下时怨灵数量" "SkullsOnKill_postvalue_label" "倒下时怨灵数量" "SkullsOnPlayerKill_label" "英雄倒下时怨灵数量" "SkullsOnPlayerKill_postvalue_label" "英雄倒下时怨灵数量" //----------------------------------------------------------------------------- // Werewolf //----------------------------------------------------------------------------- "ability_werewolf_primary_weapon_rifle" "武器伤害" "ability_werewolf_primary_weapon_rifle_crit" "武器伤害 - 强击" "ability_melee_werewolf" "近战" "ability_header_human" "人形态:" "ability_header_werewolf" "狼人形态:" "ability_header_while_transformed" "变身时:" "ability_werewolf_transformation" "狼人咒缚" "ability_werewolf_transformation_desc" "被动:造成伤害时会产生狂热,生命值越低,效果越强。狂热效果最强时自动施放狼人咒缚。

主动:立刻变身,获得更高的{g:citadel_inline_attribute:'MaxHealth'},攻击敌方英雄获得可叠加的{g:citadel_inline_attribute:'FireRate'},并且技能和武器全部替换为凶猛版本。" "ability_werewolf_transformation/werewolf" "狼人咒缚" "ability_werewolf_transformation_t1_desc" "+{s:TechResist}%子弹和元灵抗性" "ability_werewolf_transformation_t2_desc" "+{s:BonusMoveSpeed}米/秒移动速度
{s:BonusHealth}额外生命值" "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_desc" "恢复人形。" "ability_werewolf_transformation_ready_hint" "释放!" "ability_werewolf_transformation/werewolf/stackingbuff" "狼人咒缚" "ability_werewolf_transformation/ready" "咒缚在呼唤……" "AutoActivateHealthThreshold_postvalue_label" "自动施放的临界生命值" "AutoActivateHealthThreshold_postfix" "%" "ability_werewolf_passive_desc" "人形态:追踪最后一个击中的英雄。击倒追踪的敌人会获得额外魂魄。

狼人形态:追踪附近的所有低生命值英雄。击倒追踪的英雄会减少自身的冷却时间。" "KillDurationBonus_postvalue_label" "击倒额外持续时间" "KillDurationBonus_label" "击倒额外持续时间" "KillDurationBonus_postfix" "秒" //----------------------------------------------------------------------------- // Human Abilities "ability_werewolf_netshot" "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'}并阻止位移类技能或耐力。" "ability_werewolf_netshot/debuff" "缠结兽索" "ability_werewolf_netshot_t3_desc" "+{s:DebuffDuration}秒减益持续时间。
兽索弹跳至{s:RicochetCount}个额外目标" "ability_werewolf_kickflip" "狼爪飞踢" "ability_werewolf_kickflip_desc_1" "向前冲刺,踢飞第一个击中的敌人,造成{g:citadel_inline_attribute:'MeleeDamage'}同时把自己推开,并且标记他们。" "ability_werewolf_kickflip_desc_2" "射击标记的目标会造成{g:citadel_inline_attribute:'SpiritDamage'}并移除标记。" "ability_werewolf_kickflip/disarm" "狼爪飞踢" "ability_werewolf_kickflip_t2_desc" "击中英雄时:
恢复{s:StaminaRestore}耐力" "ability_werewolf_kickflip_t3_desc" "+{s:BonusDamage}额外伤害
被踢敌人造成{s:OutgoingDamagePercent}%伤害,持续{s:DebuffDuration}秒" "MarkDuration_postvalue_label" "标记持续时间" "MarkDuration_label" "标记持续时间" "MarkDuration_postfix" "秒" "ability_werewolf_unloadgun" "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。

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+{s:BonusCurrentHealthDamagePercentage}%当前生命值的伤害" "BulletSpread_postvalue_label" "枪口扩散" "BulletSpread_label" "枪口扩散" "BulletSpread_postfix" "°" "MaxShots_postvalue_label" "最大射击次数" "MaxShots_label" "最大射击次数" "ability_werewolf_unloadgun/buff" "火力凶猛" "AccuracyPercentage_postvalue_label" "武器精准度" "AccuracyPercentage_label" "武器精准度" "AccuracyPercentage_postfix" "%" "CurrentHealthDamagePercentage_postvalue_label" "当前生命值作为伤害" "CurrentHealthDamagePercentage_label" "当前生命值作为伤害" "CurrentHealthDamagePercentage_postfix" "%" "BonusCurrentHealthDamagePercentage_postvalue_label" "额外当前生命值作为伤害" "BonusCurrentHealthDamagePercentage_label" "额外当前生命值作为伤害" "BonusCurrentHealthDamagePercentage_postfix" "%" //----------------------------------------------------------------------------- // Werewolf Abilities "citadel_weapon_werewolf_claws" "狼人利爪" "ability_werewolf_frenzy" "直击要害" "ability_werewolf_frenzy_desc" "对前方所有敌人造成{g:citadel_inline_attribute:'MeleeDamage'},根据造成伤害的一定百分比获得{g:citadel_inline_attribute:'Heal'}。敌人的生命值越低,伤害越高。" "MaxDamageHealthPercentage_postvalue_label" "最大伤害的生命值百分比" "MaxDamageHealthPercentage_label" "最大伤害的生命值百分比" "MaxDamageHealthPercentage_postfix" "%" "ability_werewolf_maulingleap" "撕咬跃击" "ability_werewolf_maulingleap_desc" "向前跳跃,撕咬第一个击中的敌人,造成{g:citadel_inline_attribute:'MeleeDamage'}。他们的{g:citadel_inline_attribute:'BulletResist'}会降低并持续受到{g:citadel_inline_attribute:'SpiritDamage'}。" "ability_werewolf_cripplingslash" "长尾猛击" "ability_werewolf_cripplingslash_desc" "击碎周围的敌人,造成 {g:citadel_inline_attribute:'SpiritDamage'}。他们会受到缴械和短暂的 {g:citadel_inline_attribute:'Slow'}。" "ability_werewolf_cripplingslash_t3_desc" "+{s:DisarmDuration}秒减益持续时间" "ability_werewolf_cripplingslash/debuff" "长尾猛击" "ability_werewolf_cripplingslash/disarm" "长尾猛击" "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_leap" "粉碎跃击" "ability_werewolf_leap_desc" "跃向空中,然后落地,对附近的敌人造成{g:citadel_inline_attribute:'MeleeDamage'}伤害并施加 {g:citadel_inline_attribute:'Slow'},同时把他们推开。" "ability_werewolf_leap_t1_desc" "落地时:
+{s:BonusMoveSpeed}米/秒移动速度,持续{s:LandingBonusesDuration}秒" "ability_werewolf_leap_t3_desc" "施加{s:StunDuration}秒眩晕" "ability_werewolf_leap/debuff" "粉碎跃击" "ability_werewolf_leap/buff" "粉碎跃击" //----------------------------------------------------------------------------- // Priest //----------------------------------------------------------------------------- "ability_melee_priest" "近战" "ability_priest_knockback" "重创一击" "ability_priest_knockback_desc" "用霰弹枪发动轰击,造成{g:citadel_inline_attribute:'WeaponDamage'}并击退敌人。墙壁附近的敌人会受到{g:citadel_inline_attribute:'Stun'},并受到{g:citadel_inline_attribute:'BonusWeaponDamage'}。" "ability_priest_knockback_t2_desc" "{s:AbilityCooldown}秒技能冷却
+{s:StunDuration}秒眩晕时间" "ability_priest_knockback_t3_desc" "在墙壁眩晕时:
你的下次近战重击受到福佑" "ability_priest_knockback/debuff" "重创一击" "ability_priest_knockback/buff" "重创一击" "WallStunDistance_postvalue_label" "墙壁眩晕距离" "WallStunDistance_label" "墙壁眩晕距离" "WallStunDistance_postfix" "米" "ability_priest_selfheal" "灵雾舒愈" "ability_priest_selfheal_desc" "点燃香炉,减少即将到来的伤害并持续{g:citadel_inline_attribute:'Healing'}。

灵雾舒愈使用期间无法攻击。" "FlatHealthHealing_label" "治疗量" "FlatHealthHealing_postvalue_label" "治疗量" "ability_priest_stackingdefense" "隐忍" "ability_priest_stackingdefense_desc" "受到伤害会获得可叠加的{g:citadel_inline_attribute:'BulletResist'}和{g:citadel_inline_attribute:'SpiritResist'},一段时间后失效。" "ability_priest_stackingdefense/stackingdefense" "隐忍" "ResistancePerStack_label" "每层叠加获得的抗性" "ResistancePerStack_postvalue_label" "每层叠加获得的抗性" "ResistancePerStack_postfix" "%" "ability_priest_smokegrenade" "催泪手雷" "ability_priest_smokegrenade_desc" "扔出一枚催泪手雷,会在一定延迟后激活,阻挡视野。区域内的敌人{g:citadel_inline_attribute:'ReducedFireRate'}。" "ability_priest_smokegrenade/modifier_priest_smokegrenade/enemyaura/debuff" "催泪瓦斯" "StaminaDrain_label" "每秒耐力消耗" "StaminaDrain_postvalue_label" "每秒耐力消耗" "ability_priest_smokegrenade_t2_desc" "获得减益时:
每秒消耗{s:StaminaDrain}耐力" "ability_priest_barrage" "猎巫时刻" "ability_priest_barrage_desc" "装备十字弓作为武器,造成{g:citadel_inline_attribute:'PureDamage'}并施加短暂的{g:citadel_inline_attribute:'Slow'}。" "ability_priest_barrage_t3_desc" "命中时:
淘汰生命低于{s:ExecuteThreshold}%的敌人" "TotalShotCount_label" "总发射次数" "TotalShotCount_postvalue_label" "总发射次数" "ability_priest_barrage_fire_hint" "发射十字弓" "ability_priest_weaponswap" "主的愤怒" "ability_priest_weaponswap_desc" "在弩机上装载3支木桩,造成大幅增加的{g:citadel_inline_attribute:'WeaponDamage'}。

最后一支木桩受过福佑,造成额外{g:citadel_inline_attribute:'PureDamage'}并淘汰低生命值的敌人。" "ability_priest_weaponswap_t1_desc" "激活期间:
获得{s:BonusMoveSpeed}米/秒移动速度" "ability_priest_weaponswap_t2_desc" "{s:AbilityCooldown}秒技能冷却
+{s:BonusDamage}额外伤害" "ability_priest_weaponswap_t3_desc" "所有木桩都受过福佑" "StakeCount_label" "总木桩数" "StakeCount_postvalue_label" "总木桩数" "citadel_weapon_priest_crossbow" "主的愤怒" "citadel_weapon_priest_crossbow_crit" "主的愤怒 - 强击" "citadel_weapon_priest_crossbow_pure" "主的愤怒 - 纯粹" "ability_header_priest_while_blessed" "受到福佑时:" "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_t3_desc" "屏障破裂时:
获得{s:BaseAttackDamagePercent}%武器伤害,持续{s:BuffDuration}秒" "ability_priest_silencebomb" "窒息熏香" "ability_priest_silencebomb_desc" "扔出一个香炉,会留下一团会蔓延的云雾。云雾中的敌人会被减速和沉默。" "ability_priest_silencebomb_t3_desc" "施加减益时:
沉默耐力使用" "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。

燃烧的目标对区域内敌人造成{g:citadel_inline_attribute:'PureDamage'}并承受治疗降低效果。" "ability_priest_flashbang_t2_desc" "+{s:Radius}米半径
+{s:BurnDuration}秒烧灼时间" "ability_priest_flashbang_t3_desc" "{s:HealAmpReceivePenaltyPercent}%受疗量
允许充能" "ability_priest_flashbang_pure" "祝圣榴弹 - 纯粹" "BurnRadius_postvalue_label" "燃烧半径" "BurnRadius_label" "燃烧半径" "BurnRadius_postfix" "米" "ability_priest_beartrap" "六角陷阱" "ability_priest_beartrap_desc" "放出一个经过短暂延迟后部署的陷阱。

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显示敌人。" "ability_priest_beartrap/debuff" "显示" "ability_priest_beartrap/immobilize" "六角陷阱" "ability_priest_beartrap_t3_desc" "+{s:AbilitYCharges}充能
对显形目标造成+{s:IncomingDamagePercentFromCaster}%伤害" //----------------------------------------------------------------------------- // Unicorn //----------------------------------------------------------------------------- "ability_melee_unicorn" "近战" "ability_unicorn_radiantblast" "吞噬光芒" "ability_unicorn_radiantblast_desc" "用耀眼的光芒轰击面前锥形范围内的敌人。被击中的敌人受到{s:hero_name}攻击时会受到{g:citadel_inline_attribute:'SpiritDamage'},并且向她提供元灵生命吸取。" "ability_unicorn_radiantblast_on_bullet_hit_desc" "子弹击中时" "ability_unicorn_radiantblast_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:AbilityCastRange}米施法距离" "ability_unicorn_radiantblast_t3_desc" "+{s:Damage}伤害并提升元灵增强系数" "FlareDamage_label" "耀光伤害" "FlareDamage_postvalue_label" "耀光伤害" "ability_unicorn_radiantblast/unicorn_radiantblast_debuff" "吞噬光芒" "ability_unicorn_prismaticguard" "炫目戏法" "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_t2_desc" "+{s:CombatBarrier}屏障并提升屏障元灵增强系数" "ability_unicorn_prismaticguard_t3_desc" "+{s:DebuffDuration}秒沉默时间
{s:AbilityCooldown}秒冷却时间。允许耀光奇迹弹跳。" "ExplodeRadius_postvalue_label" "爆炸半径" "ExplodeRadius_postfix" "米" "ExplodeRadius_label" "爆炸半径" "ability_unicorn_prismaticguard/modifier_unicorn_prismatic_guard_buff" "炫目戏法" "BarrierDamagePercentage_label" "屏障伤害" "BarrierDamagePercentage_postvalue_label" "屏障伤害" "BarrierDamagePercentage_postfix" "%" "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'},并减少冲刺距离。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。

挑选目标时优先选择敌方英雄。" "ability_unicorn_dazzlingorb_t1_desc" "-{s:SlowPercent}%移动速度和{s:GroundDashReductionPercent}%冲刺距离" "ability_unicorn_dazzlingorb_t2_desc" "+{s:Damage}伤害并提升元灵增强系数" "ability_unicorn_dazzlingorb_t3_desc" "+{s:MaxBounces}最大弹跳数和{s:AbilityCooldown}秒冷却时间" "BounceGrace_postvalue_label" "最大粘滞时间" "BounceRadius_label" "弹跳距离" "BounceRadius_postvalue_label" "弹跳距离" "BounceRadius_postfix" "米" "ability_unicorn_luminousstrike" "明辉匕首" "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'}。

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" "{s:AbilityCooldown}秒冷却时间
+{s:ImpactDamage}冲击伤害" "ability_unicorn_luminousstrike_t3_desc" "每层叠加+{s:MagicIncreasePerStack}%元灵增强和+{s:FireRatePerStack}%射速" "ability_unicorn_luminousstrike/luminous_strike_dot_enemy" "明光打击灼烧" "ability_unicorn_luminousstrike/luminous_strike_buff" "明辉匕首" "AreaRadius_label" "半径" "AreaRadius_postvalue_label" "半径" "AreaRadius_postfix" "米" "ExplosionInterval_postvalue_label" "光束间隔" "ExplosionInterval_postfix" "秒" "ExplosionInterval_label" "光束间隔" "PreExplosionDuration_postvalue_label" "光束成型持续时间" "PreExplosionDuration_postfix" "秒" "BuffMaxStacks_postvalue_label" "最大叠加层数" //----------------------------------------------------------------------------- // Fencer //----------------------------------------------------------------------------- "ability_melee_fencer" "近战" "ability_fencer_throwblade" "脱战符文" "ability_fencer_throwblade_desc" "在面前画一个符文球,然后向后一跃,符文会爆炸,对波及的敌人造成伤害和减速。" "ability_fencer_throwblade_t1_desc" "获得+{s:BonusFireRate}%射速和+{s:BonusBulletSpeedPercent}%子弹速度,持续{s:BuffDuration}秒" "ability_fencer_throwblade_t2_desc" "击中玩家时:
+{s:StaminaToRestore}耐力恢复,并重置空中跳跃/冲刺限制" "ability_fencer_throwblade_t3_desc" "{s:RecastTime}秒内可再次施放" "ability_fencer_throwblade_on_player_hit" "击中玩家时" "ResetsAirLimit_label" "重置空中限制" "ResetsAirLimit_postvalue_label" "重置空中限制" "SigilBuff_label" "使用时:" "SigilRadius_label" "半径" "SigilRadius_postvalue_label" "半径" "SigilRadius_postfix" "米" "ability_fencer_lunge" "无瑕突进" "ability_fencer_lunge_desc" "朝任意方向发动数次突刺,刺剑会穿透前方的敌人。按住技能键再放开可以选择发动的时机,按住的时间越久,造成的伤害越高。在完美窗口期间放开可以造成最高伤害。

按住{g:citadel_binding:'Ability3'}可以重新施放。" "ability_fencer_lunge_t1_desc" "完美击中英雄时:
治疗{s:HealFixedHealth}" "ability_fencer_lunge_t2_desc" "{s:AbilityCooldown}秒冷却时间
突刺期间获得+{s:BulletResist}%子弹抗性" "ability_fencer_lunge_t3_desc" "+{s:PerfectDamage}完美伤害和元灵增强系数
提升突刺速度和距离" "ability_fencer_lunge_on_hold_threshold" "完美施放时:" "ability_fencer_lunge_on_hold_threshold_label" "完美施放时:" "ability_fencer_lunge_recast_hint" "重新施放" "MaxStabs_label" "最高突刺次数" "MaxStabs_postvalue_label" "最高突刺次数" "PerfectHoldTimeStart_label" "完美窗口开始" "PerfectHoldTimeStart_postvalue_label" "完美窗口开始" "PerfectHoldTimeStart_postfix" "秒" "PerfectWindowDuration_label" "完美窗口持续时间" "PerfectWindowDuration_postvalue_label" "完美窗口持续时间" "PerfectWindowDuration_postfix" "秒" "FencerLungeStabDamage_label" "基础按住伤害" "FencerLungeStabDamage_postvalue_label" "基础按住伤害" "FencerLungeBaseDamage_label" "基础按住伤害" "FencerLungeBaseDamage_postvalue_label" "基础按住伤害" "MaxDamageBeforePerfect_label" "最高按住伤害" "MaxDamageBeforePerfect_postvalue_label" "最高按住伤害" "PerfectDamage_label" "完美伤害" "PerfectDamage_postvalue_label" "完美伤害" "StrikeRange_label" "刺击距离" "StrikeRange_postvalue_label" "刺击距离" "StrikeRange_postfix" "米" "LungeDistance_label" "突刺距离" "LungeDistance_postvalue_label" "突刺距离" "LungeDistance_postfix" "米" "AttackDashRange_label" "攻击突刺距离" "AttackDashRange_postvalue_label" "攻击突刺距离" "AttackDashRange_postfix" "米" "ability_fencer_lunge_on_proc" "最高叠加层数触发时" "ability_fencer_riposte" "还击" "ability_fencer_riposte_desc" "准备好偏转即将到来的攻击。在成功偏转时,暂时变得无敌并选定一个敌方英雄冲向他们,造成眩晕并降低他们的近战抗性。

按{g:citadel_binding:'Ability2'}选择目标。
不会对士兵或中立生物触发。
" "RiposteChannelTime_postvalue_label" "偏转持续时间" "RiposteChannelTime_postfix" "秒" "LungeCooldownReduction_prefix" "-" "LungeCooldownReduction_label" "迅击突刺冷却时间" "LungeCooldownReduction_postvalue_label" "迅击突刺冷却时间" "LungeCooldownReduction_postfix" "秒" "ability_fencer_riposte_on_parry" "剑柄击中时:" "modifier_fencer_riposte" "还击" //"DashRange_label" "Time Window" //"DashRange_postvalue_label" "Time Window" //"DashRange_postfix" "s" "ParryWindow_label" "无敌持续时间" "ParryWindow_postvalue_label" "无敌持续时间" "ParryWindow_postfix" "秒" //"CounterTimeWindow_label" "Time Window" //"CounterTimeWindow_postvalue_label" "Time Window" //"CounterTimeWindow_postfix" "s" "ability_fencer_riposte_attack" "还击" "ability_fencer_riposte_attack_desc" "快速向前冲刺,用剑柄击晕敌人。" "MeleeResistReductionDuration_label" "近战抗性降低持续时间" "MeleeResistReductionDuration_postvalue_label" "减益持续时间" "MeleeResistReductionDuration_postfix" "秒" "ability_fencer_riposte_t2_desc" "{s:MeleeResistReduction}%近战抗性
+{s:StunDuration}秒眩晕时间" "ability_fencer_riposte_t3_desc" "对还击目标获得{s:TargetLifesteal}%子弹、元灵和近战吸取生命,持续{s:TargetLifestealDuration}秒" "modifier_fencer_riposte_target_lifesteal" "标记为生命吸取" "TargetLifesteal_label" "对目标拥有子弹和元灵生命吸取" "TargetLifesteal_postvalue_label" "对目标拥有生命吸取" "TargetLifesteal_postfix" "%" "TargetLifestealDuration_label" "吸取生命持续时间" "TargetLifestealDuration_postvalue_label" "吸取生命持续时间" "TargetLifestealDuration_postfix" "秒" "ability_fencer_ultimate" "见证精彩" "ability_fencer_ultimate_desc" "蓄力后发动一次远距离斩击。被击中的敌人无法行动或治疗,以慢动作进行移动。这个效果结束时, 他们将受到极大的伤害。对低生命值的敌人造成更高伤害。

慢动作时,阿波罗为无敌,并且敌人受到的伤害减少。

按住{g:citadel_binding:'Ability4'}或{g:citadel_binding:'Attack'}可以延迟施法。
" //"ability_fencer_ultimate_t3_desc" "+{s:ImpactDamage} Impact Damage and +{s:DelayedDamage} Delayed Damage" //"ability_fencer_ultimate_t3_desc" "{s:}% Max Health Damage" "DelayedDamage_label" "延后伤害" "DelayedDamage_postvalue_label" "延后伤害" "FencerUltDebuffDuration_label" "减益持续时间" "FencerUltDebuffDuration_postvalue_label" "减益持续时间" "FencerUltDebuffDuration_postfix" "秒" "DashRadius_label" "半径" "DashRadius_postvalue_label" "半径" "DashRadius_postfix" "米" "ApolloUltBonusTotalDamage_prefix" "+" "ApolloUltBonusTotalDamage_label" "额外伤害" "ApolloUltBonusTotalDamage_postvalue_label" "额外伤害" "ApolloUltBonusTotalDamage_postfix" "%" "IncomingDamageReductionPercent_label" "时间变慢承伤降低" "IncomingDamageReductionPercent_postvalue_label" "时间变慢承伤降低" "IncomingDamageReductionPercent_postfix" "%" "modifier_fencer_ultimate_target" "终结乐章" "MinHealthFractionToTrack_postvalue_label" "低生命临界值" "MinHealthFractionToTrack_postfix" "%" //----------------------------------------------------------------------------- // RatKing //----------------------------------------------------------------------------- "citadel_weapon_ratking_set" "君王法令" "citadel_ability_jump_ratking" "跳跃" "ability_ratking_entertunnel" "挤进去……" "ability_ratking_scrap_grenade" "废料手雷" "ability_ratking_scrap_grenade_desc" "扔出一枚可以引爆多次的废料手雷,造成{g:citadel_inline_attribute:'BulletDamage'}并施加{g:citadel_inline_attribute:'Slow'}。

近战攻击手雷会将其击飞。" "ability_ratking_scrap_grenade_t3_desc" "额外增加一次更强的最终爆炸" "ability_ratking_scrap_grenade_big_explosion_desc" "最终爆炸的引线更长但爆炸半径更大,造成更高的{g:citadel_inline_attribute:'BulletDamage'}并施加更强的{g:citadel_inline_attribute:'Slow'}。" "DamagePerShrapnel_postvalue_label" "引爆伤害" "DamagePerShrapnel_label" "引爆伤害" "Detonations_postvalue_label" "引爆次数" "ShrapnelSphereRadius_postvalue_label" "爆炸半径" "ShrapnelSphereRadius_label" "爆炸半径" "ShrapnelSphereRadius_postfix" "米" "BigExplosionDamage_postvalue_label" "大爆炸伤害" "BigExplosionDamage_label" "大爆炸伤害" "BigExplosionRadius_label" "大爆炸半径" "BigExplosionRadius_postvalue_label" "大爆炸半径" "BigExplosionRadius_postfix" "米" "BigExplosionSlowPercent_postvalue_label" "大爆炸移动速度" "BigExplosionSlowPercent_postfix" "%" "BigExplosionSlowPercent_label" "大爆炸移动速度" "ability_ratking_ratnibble" "鼠群" "ability_ratking_ratnibble_desc" "召唤一群老鼠扑向敌人,每次啃咬都会造成{g:citadel_inline_attribute:'SpiritDPS'}并降低{g:citadel_inline_attribute:'BulletResist'}。附着的老鼠越多,他们啃咬目标的速度越快。

敌人可以被多只老鼠附着,但每次通过地面或空中冲刺都可以提前甩掉一只老鼠。" "RatsAttached_postvalue_label" "附着老鼠数量" "BiteInterval_postvalue_label" "啃咬间隔" "BiteInterval_label" "每只老鼠啃咬间隔" "BiteInterval_postfix" "秒" "DamagePerBite_postvalue_label" "每次啃咬伤害" "DamagePerBite_label" "每次啃咬伤害" "ArmorReductionPerBite_postvalue_label" "每次啃咬子弹抗性" "ArmorReductionPerBite_label" "每次啃咬子弹抗性" "ArmorReductionPerBite_postfix" "%" "ability_ratking_ratnibble_t2_desc" "鼠群规模增加
+{s:DebuffDuration}秒减益持续时间" "ability_ratking_ratnibble_t3_desc" "每次啃咬+{s:DamagePerBite}伤害和{s:ArmorReductionPerBite}%子弹抗性" "ability_ratking_ratnibble/ratking_nibble_enemy" "啃咬 - 冲刺可甩掉老鼠" "ability_ratking_ratnibble/ratking_nibble_enemy/ratking_nibble_enemy_linger" "啃咬 - 子弹护甲降低" "ability_ratking_ratnibble/ratking_nibble_enemy/ratking_nibble_armor_total" "啃咬 - 子弹护甲降低" "npc_neutral_bug_rat_swarm/neutral_rat_swarm" "鼠群 - 冲刺可甩掉老鼠" "DamagePerRat_postvalue_label" "每只老鼠伤害" "DashSlowPercent_postvalue_label" "冲刺距离" "DashSlowPercent_postfix" "%" "NibbleInterval_postvalue_label" "啃咬间隔" "MaxRats_postvalue_label" "最多附着老鼠" "ability_ratking_ratarmor" "皇家鼠甲" "ability_ratking_ratarmor_desc" "穿上破旧的盔甲,获得基于{g:citadel_inline_attribute:'MaxHealth'}的{g:citadel_inline_attribute:'CombatBarrier'}。只要盔甲还在,子弹就有几率被偏转回攻击者身上。

屏障不会从抗性中获益。" "ability_ratking_ratarmor_cap_desc" "穿戴皇家鼠甲时,对鼠王的单次伤害有上限限制。超过上限的伤害会在生效前先降低至上限值" //"ability_ratking_ratarmor_t1_desc" "+{s:RatCount} Rat Count and +{s:AbilityDuration}s Duration" "ability_ratking_ratarmor_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:ReturnFireChance}%子弹反弹几率" "ability_ratking_ratarmor_t3_desc" "所有伤害减免至最高{s:MaxDamagePerHit}
+{s:MaxHealthPct}%最大生命值屏障" "RatCount_postvalue_label" "老鼠数量" "MaxHealthPct_postvalue_label" "最大生命值转屏障" "MaxHealthPct_label" "最大生命值转屏障" "MaxHealthPct_postfix" "%" "MaxDamagePerHit_postvalue_label" "伤害上限" "MaxDamagePerHit_label" "伤害上限" "ability_ratking_ratarmor/ratking_armor_caster" "皇家鼠甲" "ReturnFireChance_postvalue_label" "子弹反弹几率" "ReturnFireChance_label" "子弹反弹几率" "ReturnFireChance_postfix" "%" "ability_ratking_standard_bearer" "统治,拉塔尼亚!" "ability_ratking_standard_bearer/modifier_standard_bearrer_aura" "统治,拉塔尼亚!" "ability_ratking_standard_bearer_charge_label" "旗帜光环" "AllyDamageReduction_postvalue_label" "伤害降低" "AllyDamageReduction_postfix" "%" "AllyDamageReduction_label" "伤害降低" "ability_ratking_standard_bearer_desc" "冲刺并召唤拉塔尼亚的旗帜,使附近友军获得{g:citadel_inline_attribute:'MoveSpeed'},免疫减速效果,并且靠近旗帜时减少受到的伤害。" "ability_ratking_standard_bearer_t1_desc" "+{s:BonusMoveSpeed}米移动速度" "ability_ratking_standard_bearer_t2_desc" "+{s:FlagDuration}秒旗帜持续时间
+{s:Radius}米半径" "ability_ratking_standard_bearer_t3_desc" "+{s:Damage}伤害
+{s:AllyDamageReduction}%伤害降低" "ability_ratking_standard_bearer_slam_desc" "将旗帜猛砸入地面,导致下方的下水道猛烈爆发,对区域内所有敌人造成{g:citadel_inline_attribute:'BulletDamage'},并施加{g:citadel_inline_attribute:'KnockUp'}和{g:citadel_inline_attribute:'Slow'}。老鼠将从下水道中涌出,对击中的敌人施加鼠群。" "ability_ratking_standard_bearer_slam_label" "旗帜猛击" "ability_ratking_standard_bearer_flag_desc" "插下的旗帜为范围内所有友军提供{g:citadel_inline_attribute:'FireRate'}并移除射击时的减速惩罚。" "ability_ratking_standard_bearer_flag_label" "旗帜光环" "ExplodeTimer_postvalue_label" "喷发延迟" "ExplodeTimer_label" "喷发延迟" "ExplodeTimer_postfix" "秒" "FlagDuration_postvalue_label" "旗帜持续时间" "FlagDuration_label" "旗帜持续时间" "FlagDuration_postfix" "秒" "Ratking_PlantFlag_Hint" "插下旗帜" //----------------------------------------------------------------------------- // Baba //----------------------------------------------------------------------------- "citadel_weapon_baba_set" "邦科之夜特制" "citadel_ability_baba_brew_brewing" "调制中" "citadel_ability_baba_brew_brewed" "完全冲泡" "citadel_ability_baba_brew_lock" "暂停冲泡" "citadel_ability_baba_brew_unlock" "恢复冲泡" "ability_baba_bubbling_brew" "丝液" "ability_baba_bubbling_brew_quip" "丝液" "ability_baba_bubbling_brew_gun_damage" "丝液(击中)" "ability_baba_bubbling_brew_desc" "织出一条蜿蜒的线,跟随准星移动,随后沿路径爆裂,造成{g:citadel_inline_attribute:'SpiritDamage'}并吸取敌人的{g:citadel_inline_attribute:'Spirit'},对婆婆的效果有所提升。

持有吸取的{g:citadel_inline_attribute:'Spirit'}期间,婆婆的每颗子弹都会造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。" "ability_baba_bubbling_brew_t2_desc" "{s:AbilityCooldown}秒冷却时间
+{s:DebuffDuration}秒减益持续时间" "ability_baba_bubbling_brew_t3_desc" "+{s:AbilityCharges}充能
击中时:拉拽敌人{s:PullDistance}米" "BubblingBrew_TechPowerSteal_label" "每次击中吸取元灵" "BubblingBrew_TechPowerSteal_postvalue_label" "每次击中吸取元灵" "StolenSpiritEffectiveness_label" "吸取元灵效果" "StolenSpiritEffectiveness_postvalue_label" "吸取元灵效果" "StolenSpiritEffectiveness_postfix" "%" "ExplodeTime_label" "爆发延迟" "ExplodeTime_postvalue_label" "爆发延迟" "ExplodeTime_postfix" "秒" "ExplodeTimeInterval_label" "爆发间隔" "ExplodeTimeInterval_postvalue_label" "爆发间隔" "ExplodeTimeInterval_postfix" "秒" "MaxStacks_BabaBubblingBrew_label" "最大元灵吸取" "MaxStacks_BabaBubblingBrew_postvalue_label" "最大元灵吸取" "modifier_baba_bubbling_brew_buff" "吸取的元灵" "modifier_baba_bubbling_brew_debuff" "丝液" "modifier_baba_thread_pull" "丝液拉拽" "KnockbackDuration_label" "击退持续时间" "KnockbackDuration_postvalue_label" "击退持续时间" "KnockbackDuration_postfix" "秒" "ability_baba_bench_run" "长腿老妪" "ability_baba_bench_run_quip" "长腿老妪:高高跳起再用充满灵力的腿踢飞附近的任何人。" "ability_baba_bench_run_desc" "你的长凳伸展双腿,获得{g:citadel_inline_attribute:'BonusMoveSpeed'}、更高的跳跃、减益抗性和近战抗性。

近战轻击:发动踢腿将敌人击退。
近战重击:发动地面重击,施加{g:citadel_inline_attribute:'KnockUp'}、{g:citadel_inline_attribute:'Slow'},并造成{g:citadel_inline_attribute:'SpiritDamage'}。

按住{g:citadel_binding:'Crouch'}为高跳蓄力,然后释放进行跳跃。" "ability_baba_bench_run_t1_desc" "+{s:BonusMoveSpeed}米移动速度" "ability_baba_bench_run_t2_desc" "{s:AbilityCooldown}秒冷却时间" "ability_baba_bench_run_t3_desc" "+{s:MeleeResist}%抗性
+{s:MeleeLifesteal}%近战吸取生命" "modifier_baba_bench_run" "长腿老妪" "BulletProcDamage_label" "每发子弹的额外元灵伤害" "BulletProcDamage_postvalue_label" "每发子弹的额外元灵伤害" "StolenSpiritBulletDamagePercent_prefix" "+" "StolenSpiritBulletDamagePercent_label" "吸取元灵的额外伤害" "StolenSpiritBulletDamagePercent_postvalue_label" "吸取元灵的额外伤害" "StolenSpiritBulletDamagePercent_postfix" "%" "LightKickKnockbackDistance_label" "近战轻击击退" "LightKickKnockbackDistance_postvalue_label" "近战轻击击退" "LightKickKnockbackDistance_postfix" "米" "GroundPoundKnockUpDuration_label" "地面猛击击飞" "GroundPoundKnockUpDuration_postvalue_label" "地面猛击击飞" "GroundPoundKnockUpDuration_postfix" "秒" "BonusMeleeRange_label" "近战范围" "BonusMeleeRange_postvalue_label" "近战范围" "BonusMeleeRange_prefix" "{s:sign}" "BonusMeleeRange_postfix" "米" "MeleeSpiritDamage_label" "近战轻击元灵伤害" "MeleeSpiritDamage_postvalue_label" "近战轻击元灵伤害" "HeavyMeleeSpiritDamage_label" "近战重击伤害" "HeavyMeleeSpiritDamage_postvalue_label" "近战重击伤害" "HeavyMeleeSlowPercent_label" "近战重击减速" "HeavyMeleeSlowPercent_postvalue_label" "近战重击减速" "HeavyMeleeSlowPercent_postfix" "%" "HeavyMeleeSlowDuration_label" "近战重击减速持续时间" "HeavyMeleeSlowDuration_postvalue_label" "近战重击减速持续时间" "HeavyMeleeSlowDuration_postfix" "秒" "MeleeResist_label" "近战抗性" "MeleeResist_postvalue_label" "近战抗性" "MeleeResist_prefix" "+" "MeleeResist_postfix" "%" "MaxJumpHeight_label" "完全蓄力的跳跃高度" "MaxJumpHeight_postvalue_label" "完全蓄力的跳跃高度" "MaxJumpHeight_prefix" "+" "MaxJumpHeight_postfix" "%" "MinJumpHeight_label" "跳跃高度" "MinJumpHeight_postvalue_label" "跳跃高度" "MinJumpHeight_prefix" "+" "MinJumpHeight_postfix" "%" "ability_baba_hexing_brew" "婆婆泡茶" "ability_baba_hexing_brew_quip" "冲泡婆婆的一壶特制茶,再扔出去点燃或沉默敌人,或者保护友军" "ability_baba_hexing_brew_desc" "冲泡一壶茶,扔出后会对一片区域施加魔法效果,具体效果会在舒缓的{g:citadel_inline_attribute:'CombatBarrier'}、{g:citadel_inline_attribute:'Silence'}和灼烧的沸水之间循环,沸水会造成{g:citadel_inline_attribute:'SpiritDPS'}并降低{g:citadel_inline_attribute:'SpiritResist'}。

按下{g:citadel_binding:'ADS'}可以暂停或恢复冲泡。" "ability_baba_hexing_brew_t3_desc" "+{s:BrewEffectiveness}%泡茶效果" "ability_header_baba_brew_barrier" "舒缓之茶:" "ability_header_baba_brew_silence" "沉默之茶:" "ability_header_baba_brew_fire" "沸腾之茶:" "BabaBrewBurnDPS_label" "每秒燃烧伤害" "BabaBrewBurnDPS_postvalue_label" "每秒燃烧伤害" "BabaBrewBurnSpiritResist_prefix" "{s:sign}" "BabaBrewBurnSpiritResist_label" "灼烧元灵抗性" "BabaBrewBurnSpiritResist_postvalue_label" "灼烧元灵抗性" "BabaBrewBurnSpiritResist_postfix" "%" "modifier_baba_brew_fire" "沸腾之茶" "modifier_baba_brew_barrier" "舒缓之茶" "modifier_baba_brew_holding_silence" "药剂:沉默" "modifier_baba_brew_holding_fire" "药剂:火焰" "modifier_baba_brew_holding_barrier" "药剂:屏障" "modifier_baba_brew_segment_none" "调制中" "modifier_baba_brew_segment_barrier" "舒缓" "modifier_baba_brew_segment_fire" "沸腾" "modifier_baba_brew_segment_silence" "沉默" "BrewTime_label" "初始冲泡时间" "BrewTime_postvalue_label" "初始冲泡时间" "BrewTime_postfix" "秒" "ability_baba_hexing_brew/modifier_baba_brew_silence" "沉默之茶" "modifier_baba_brew_holding" "婆婆泡茶" "baba_brew_ui_brewing" "泡茶中……" "MaxLockonStacks_label" "每个目标最多鸽子" "MaxLockonStacks_postvalue_label" "每个目标最多鸽子" "FullLockonTime_label" "完全锁定所需时间" "FullLockonTime_postvalue_label" "完全锁定所需时间" "FullLockonTime_postfix" "秒" "TimeToGainLockonStack_label" "每只鸽子的锁定时间" "TimeToGainLockonStack_postvalue_label" "每只鸽子的锁定时间" "TimeToGainLockonStack_postfix" "秒" "ability_baba_ultimate_2" "喂鸟" "ability_baba_ultimate_2_desc" "用面包覆盖前方的目标,施加可叠加的{g:citadel_inline_attribute:'Slow'}。

持续施法结束时一群鸽子会轰炸目标,造成{g:citadel_inline_attribute:'SpiritDamage'}并把每个目标变成一只鸽子,根据面包数量会提升伤害和持续时间。" "ability_baba_ultimate_2_t1_desc" "+{s:AbilityCastRange}米施法距离
+{s:BabaUlt2MaxSlow}%最大减速" "citadel_ability_baba_pigeon_assault_release_early" "提前释放" "ability_baba_ultimate_2_t3_desc" "+{s:MaxDamage}最高伤害
+{s:MaxDamage_scale}元灵增强系数
+{s:MaxPigeonDuration}秒最大持续时间" "MaxPigeonDuration_label" "最大鸽子持续时间" "MaxPigeonDuration_postvalue_label" "最大鸽子持续时间" "MaxPigeonDuration_postfix" "秒" "BabaUlt2LockOns_label" "每个目标的最高面包层数" "BabaUlt2LockOns_postvalue_label" "每个目标的最高面包层数" "BabaUlt2TimeToMaxStacks_label" "到达最大叠加次数所需时间" "BabaUlt2TimeToMaxStacks_postvalue_label" "到达最大叠加次数所需时间" "BabaUlt2TimeToMaxStacks_postfix" "秒" "BabaUlt2MaxSlow_label" "最大减速" "BabaUlt2MaxSlow_postvalue_label" "最大减速" "BabaUlt2MaxSlow_postfix" "%" "TickInterval_label" "攻击间隔时间" "TickInterval_postvalue_label" "攻击间隔时间" "TickInterval_postfix" "秒" "modifier_baba_ult2_mark" "被标记" "modifier_baba_ult2_pigeon" "鸽子" "TickDamageIncreasePerHit_label" "伤害递增" "TickDamageIncreasePerHit_postvalue_label" "伤害递增" "TickDamageIncreasePerHit_postfix" "%" //----------------------------------------------------------------------------- // ChessMaster //----------------------------------------------------------------------------- "citadel_weapon_chessmaster_set" "阿廖欣的枪" "ability_chessmaster_placepawn" "摆放兵" "ability_chessmaster_movechesspiece" "移动棋子" "ability_chessmaster_movechesspiece_desc" "移动({g:citadel_binding:'ADS'}):选择一个棋子并移动至目标地点,根据棋子的类型触发对应效果。

移动棋子对每个目标都拥有独立的冷却时间。" "ability_chessmaster_confirm_move_tip" "移动" "ability_chessmaster_cancel_move_tip" "取消" "ability_chessmaster_movechesspiece/moveally" "移动棋子" "MoveDistance_postvalue_label" "移动距离" "MoveDistance_label" "移动距离" "MoveDistance_postfix" "米" "SelfMoveDistance_postvalue_label" "王移动距离" "SelfMoveDistance_label" "王移动距离" "SelfMoveDistance_postfix" "米" "ability_header_on_move" "移动时:" "AbilityButtonHint_MovePieceConfirm" "完成移动" "AbilityButtonHint_MovePieceCancel" "收回" "ability_chessmaster_movechesspiece/movechesspiece" "前进" //------------Ability 1 "ability_chessmaster_throwbishop" "摆放象" "ability_chessmaster_throwbishop_trigger" "摆放象" "ability_chessmaster_throwbishop_desc" "制造一个象,可以无限期停留在原地。

移动({g:citadel_binding:'ADS'}):移动象,对其穿过的敌人施加逐渐减弱的{g:citadel_inline_attribute:'Slow'}并造成{g:citadel_inline_attribute:'SpiritDamage'}。一定延迟后激活对角方格,对踏上去的敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。

重新激活可以召回所有象,结束本技能。" "ability_chessmaster_throwbishop_t1_desc" "+{s:MoveDistance}米移动距离
+{s:FadingSlowPercent}%减弱的减速" "ability_chessmaster_throwbishop_t2_desc" "+{s:MaxPieces}最大棋子数
{s:RecastWindow}秒内可以重新施放" "ability_chessmaster_throwbishop_t3_desc" "+{s:TileSteps}方格范围
方格减少{s:TechArmorDamageReductionPerStack}%元灵抗性,可叠加{s:MaxStacks}次" "ability_chessmaster_throwbishop_dot" "摆放象 - 方格" "ability_header_on_square" "在方块上:" "MoveCooldown_postvalue_label" "移动冷却时间" "MoveCooldown_label" "移动冷却时间" "MoveCooldown_postfix" "秒" "ExpireDistance_postvalue_label" "召回距离" "ExpireDistance_label" "召回距离" "ExpireDistance_postfix" "米" "GroundAuraLingerDuration_label" "光环粘滞时间" "GroundAuraLingerDuration_postvalue_label" "光环粘滞时间" "GroundAuraLingerDuration_postfix" "秒" "MaxPieces_label" "最大部署数量" "MaxPieces_postvalue_label" "最大部署数量" //--------------Ability 2 "ability_chessmaster_knightbuff" "王翼马" "ability_chessmaster_knightbuff_desc" "将一名友军提拔为马,使其获得额外耐力和{g:citadel_inline_attribute:'CombatBarrier'},持续一段时间。

对自身施放时自己会作为王出击,获得双倍{g:citadel_inline_attribute:'CombatBarrier'},但是没有耐力。

移动({g:citadel_binding:'ADS'}):移动棋子,使其在落地前的持续时间内无敌。" "ability_chessmaster_knightbuff_t2_desc" "+{s:CombatBarrier}屏障
+{s:Stamina}耐力" "ability_chessmaster_knightbuff_t3_desc" "能以半径内两名友军为目标
对自身:一步后移除所有减益" //--------------Ability 3 "ability_chessmaster_forkpiece" "车阵" "ability_chessmaster_forkpiece_trigger" "车阵" "ability_chessmaster_forkpiece_desc" "放出一对向前行进的车,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Immobilize'}。如果车击中了墙壁,则会反弹为相反方向。

再次激活:车会垂直分开。
" "ability_chessmaster_forkpiece_t1_desc" "击中时:
减少{s:FireRateSlow}%射速,持续{s:DebuffDuration}秒" "ability_chessmaster_forkpiece_t2_desc" "击中时:
造成{s:CurrentHealthPercent}%当前生命值的伤害" "ability_chessmaster_forkpiece_t3_desc" "+{s:MaxReflectCount}次墙壁反弹
{s:AbilityCooldown}秒冷却时间
+{s:ImmobilizeDuration}秒定身持续时间" "ImmobilizeMinDuration_postvalue_label" "最短定身" "ImmobilizeMinDuration_label" "最短定身" "ImmobilizeMinDuration_postfix" "秒" "MaxReflectCount_postvalue_label" "墙壁反弹" "MaxReflectCount_label" "墙壁反弹" "ImmobilizeMaxDuration_postvalue_label" "最长定身" "ImmobilizeMaxDuration_label" "最长定身" "ImmobilizeMaxDuration_postfix" "秒" "KnightAuraRadius_postvalue_label" "马尾迹半径" "KnightAuraRadius_label" "马尾迹半径" "KnightAuraRadius_postfix" "米" "KnightAuraDuration_postvalue_label" "马尾迹持续时间" "KnightAuraDuration_label" "马尾迹持续时间" "KnightAuraDuration_postfix" "秒" //---------Ability 4 "ability_chessmaster_queen" "出后" "ability_chessmaster_queen_trigger" "出后" "ability_chessmaster_queen_desc_active" "召唤一个后,猛然坠落对一个区域造成{g:citadel_inline_attribute:'SpiritDamage'}。在一定延迟后,后会放出沿直线分布的方格,再次造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Stun'}。

移动({g:citadel_binding:'ADS'}):后跳跃至目标地点,再次造成相同效果。

重新激活可以提前召回后,结束本技能。
" "ability_chessmaster_queen_t2_desc" "+{s:SlowPercent}%减速
将军{s:CheckmateThreshold}生命以下的英雄,将其淘汰" "ability_chessmaster_queen_t3_desc" "+{s:QueenBonusMoves}步数
+{s:TileSteps}方格范围" "ability_chessmaster_queen/active" "出后" "ability_chessmaster_queen/lift" "将军……" "TileSteps_postvalue_label" "方格范围" "TileSteps_label" "方格范围" "QueenCooldown_postvalue_label" "后冷却时间" "QueenCooldown_label" "后冷却时间" "QueenCooldown_postfix" "秒" "QueenBonusMoves_postvalue_label" "额外移动次数" "QueenBonusMoves_label" "额外移动次数" "VisionAuraRadius_postvalue_label" "视野半径" "VisionAuraRadius_label" "视野半径" "VisionAuraRadius_postfix" "米" "SquareDuration_label" "方格持续时间" "SquareDuration_postvalue_label" "方格持续时间" "SquareDuration_postfix" "秒" "SquareSize_label" "方格范围" "SquareSize_postvalue_label" "方格范围" "SquareSize_postfix" "米" "CheckmateDamage_postvalue_label" "将军伤害" "CheckmateDamage_label" "将军伤害" "CheckmateThreshold_postvalue_label" "将军临界值" "CheckmateThreshold_label" "将军临界值" //----------------------------------------------------------------------------- // Deadpack //----------------------------------------------------------------------------- "citadel_weapon_deadpack_set" "奇美拉和平使者" "ability_deadpack_chargeblast" "林鸮齐射" "ability_deadpack_chargeblast_desc" "发射一连串元灵导弹,会沿直线嵌入地面。导弹经过一段延迟或检测到敌人时会爆炸,造成{g:citadel_inline_attribute:'SpiritDamage'}并标记目标。

使用蓄力射击标记的敌人会造成{g:citadel_inline_attribute:'BonusSpiritDamage'}并施加逐渐减弱的{g:citadel_inline_attribute:'Slow'}。

按住并拖拽可以选择角度。" "ability_deadpack_chargeblast_t1_desc" "{s:AbilityCooldown}秒冷却时间" "ability_deadpack_chargeblast_t2_desc" "+{s:Damage}伤害
+{s:CoatedDamage}标记伤害" "ability_deadpack_chargeblast_t3_desc" "+{s:MarksTotal}导弹,距离更长,提升元灵增强系数" "MarksTotal_postvalue_label" "发射导弹数" "MarksTotal_label" "发射导弹数" "HeatGainedTotal_label" "获得热量" "HeatGainedTotal_postvalue_label" "获得热量" "HeatGainedTotal_postfix" "%" "DamageRamp_label" "伤害增幅" "DamageRamp_postvalue_label" "伤害增幅" "ability_deadpack_chargeblast/debuff" "齐射减速" "ability_deadpack_chargeblast/coated_buff" "射速" "CoatedDamage_postvalue_label" "标记伤害" "CoatedDamage_label" "标记伤害" "CoatedSlowPercent_label" "渐弱减速" "CoatedSlowPercent_postvalue_label" "渐弱减速" "CoatedSlowPercent_postfix" "%" "CoatedSlowDuration_postvalue_label" "减速持续时间" "CoatedSlowDuration_label" "减速持续时间" "CoatedSlowDuration_postfix" "秒" "CoatedDuration_postvalue_label" "标记持续时间" "CoatedDuration_label" "标记持续时间" "CoatedDuration_postfix" "秒" "MissileGroundDuration_postvalue_label" "爆炸延迟" "MissileGroundDuration_label" "爆炸延迟" "MissileGroundDuration_postfix" "秒" "ability_deadpack_flamethrower" "抛洒燃料" "ability_deadpack_flamethrower_desc" "喷射燃料,造成{g:citadel_inline_attribute:'WeaponDPS'}并削弱{g:citadel_inline_attribute:'BulletResist'},火焰在目标身上停留越长削弱效果越强,累积后会产生后喷流,造成{g:citadel_inline_attribute:'SpiritDamage'}并将自身击退。

造成伤害时喷气背包会排出热量。
" "ability_deadpack_flamethrower_t2_desc" "+{s:ScorchDamage}爆炸伤害
反向喷射击中时:+{s:BonusFireRate}%射速,持续{s:BuffDuration}秒" "ability_deadpack_flamethrower_t3_desc" "{s:BulletResistReduction}%子弹抗性削弱
反向喷射击中时:施加一个标记" "ability_deadpack_flamethrower/firerate_buff" "射速" "ChargeShotExplosionRadiusPercent_label" "蓄力射击爆炸半径" "ChargeShotExplosionRadiusPercent_postvalue_label" "蓄力射击爆炸半径" "ChargeShotExplosionRadiusPercent_postfix" "%" "ability_deadpack_flamethrower/resist_reduction" "焦黑" "ScorchDamage_label" "爆发伤害" "ScorchDamage_postvalue_label" "爆发伤害" "ResistDuration_value_label" "减速持续时间" "ResistDuration_postvalue_label" "减速持续时间" "ResistDuration_postfix" "秒" "ability_deadpack_rocketeer" "奇美拉1型" "ability_deadpack_rocketeer_desc" "按住{g:citadel_binding:'Mantle'}飞行,积累热量。热量达到最大时,喷气背包开始过热。

过热:经过短暂延迟后,向地面俯冲。撞地时会制造爆炸,对自身和附近敌人造成伤害并全部击飞。如果未击中英雄,则眩晕自身。按下{g:citadel_binding:'Ability2'}可以提前俯冲。

冷却:过热后,喷气背包无法使用,直到完全冷却。

在空中减速效果会对你生效。自己被击倒时总是会爆炸。" "ability_deadpack_rocketeer_t1_desc" "落地时热量排放更快" "ability_deadpack_rocketeer_t2_desc" "击中英雄时:治疗且不受自身伤害" "ability_deadpack_rocketeer_t3_desc" "击中英雄时:
-{s:OverheatLockoutDurationReductionOnPlayerHitPercent}%冷却时间
+{s:ExplosionDamage}元灵伤害" "ability_deadpack_rocketeer/maxheat" "过热" "ability_deadpack_rocketeer/maxheat/lockout" "降温中" "FuelPct_postvalue_label" "燃料" "FuelPct_postfix" "%" "HeatVentedPct_postvalue_label" "排出热量" "HeatVentedPct_postfix" "%" "FuelRefillRate_postvalue_label" "在地面降温" "FuelRefillRate_postfix" "%" "OverheatStunDuration_postvalue_label" "眩晕" "OverheatStunDuration_label" "眩晕" "OverheatStunDuration_postfix" "秒" "OverheatStunDurationSelf_postvalue_label" "自身眩晕" "OverheatStunDurationSelf_label" "自身眩晕" "OverheatStunDurationSelf_postfix" "秒" "OverheatLockoutDuration_postvalue_label" "正在降温" "OverheatLockoutDuration_label" "正在降温" "OverheatLockoutDuration_postfix" "秒" "HeatGainRate_postvalue_label" "获得热量" "HeatGainRate_label" "获得热量" "HeatGainRate_postfix" "/秒" "HeatGainAirDash_postvalue_label" "空中冲刺热量" "HeatGainAirDash_label" "空中冲刺热量" "HeatGainAirDash_postfix" "%" "SelfDamagePercent_postvalue_label" "自身伤害" "SelfDamagePercent_label" "自身伤害" "SelfDamagePercent_postfix" "%" "MaxHealthSelfDamagePercent_postvalue_label" "自身伤害" "MaxHealthSelfDamagePercent_label" "自身伤害" "MaxHealthSelfDamagePercent_postfix" "%最大生命值" "HealOnHit_label" "击中时治疗" "ExplosionBulletDamage_label" "爆炸伤害" "ExplosionBulletDamage_postvalue_label" "爆炸伤害" "citadel_ability_deadpack_heat_ui_meter" "热量" "ability_deadpack_ultimate" "致命成交" "ability_deadpack_ultimate_desc" "抓住一个敌人,来一场亲身示范,先飞向空中,再向地面坠落。

你和参与者在下落时会受到{g:citadel_inline_attribute:'SpiritDPS'},撞地时会受到{g:citadel_inline_attribute:'SpiritDamage'}。生命值低于{s:LowHealthEnemyThresholdPct}%的敌人受到的伤害会增加。" "ability_deadpack_ultimate_t3_desc" "+{s:StunDuration}秒眩晕
+{s:DamagePerMeter}伤害/米" "ability_deadpack_ultimate/overloaded" "过热" "ability_deadpack_ultimate/grabbed" "被丹尼抓住" "modifier_citadel_deadpack_target" "被丹尼抓住" "DamagePerMeter_postvalue_label" "坠落伤害" "DamagePerMeter_label" "坠落伤害" "DamagePerMeter_postfix" " /米" "DeadpackUltBonusTotalDamage_prefix" "+" "DeadpackUltBonusTotalDamage_label" "额外伤害" "DeadpackUltBonusTotalDamage_postvalue_label" "额外伤害" "DeadpackUltBonusTotalDamage_postfix" "%" "DeadpackUlt_Target_Modifier" "现场演示" "GrabRange_postvalue_label" "抓取范围" "GrabRange_label" "Grab Range" //----------------------------------------------------------------------------- // END HERO ABILITIES //----------------------------------------------------------------------------- //Ability headers "ability_header_on_hit" "命中时:" "ability_header_on_kill" "击败时:" "ability_header_on_hero_hit" "命中英雄时:" "ability_header_on_hero_kill" "击败英雄时:" "ability_header_on_enemy_hit" "击中敌人时:" "ability_header_on_friendly_hit" "击中友军时:" "ability_header_on_headshot" "头弹时:" "ability_header_on_buff" "获得增益时:" "ability_header_on_debuff" "获得减益时:" "ability_header_on_landing" "着陆时:" "ability_header_passive" "被动:" "ability_header_on_proc" "触发时:" "ability_header_on_stack" "叠加时:" "ability_header_on_max_stacks" "达到最大叠加层数时:" "ability_header_on_wall_hit" "撞到墙壁时:" "ability_header_when_inactive" "未启用时:" "ability_header_when_active" "启用时:" "ability_header_on_melee" "近战攻击时:" "ability_header_on_barrier" "获得屏障时:" "ability_header_on_revive" "复活时:" "ability_header_on_empowered_cast" "加强施法时:" "ability_header_on_barrier_expire" "屏障结束时:" "ability_header_on_cast" "施放时:" "ability_header_on_slide" "滑行时:" "ability_header_on_death" "倒下时:" // Weapon names "citadel_gun_damage" "武器伤害" "citadel_gun_damage_alt" "武器副发射伤害" //"citadel_weapon_combo_melee" "Melee Combo" "citadel_weapon_yamato_set" "思兄之泣" "citadel_weapon_inferno_set" "焚心烈语" "citadel_weapon_gigawatt_set" "冰冷筹算" "citadel_weapon_hornet_set" "孤芳雪恨" "citadel_weapon_orion_set" "哀晨降临" "citadel_weapon_ghost_set" "爱郎献礼" "citadel_weapon_atlas_set" "水落石出" "citadel_weapon_atlas_set_desc" "一次装填一发子弹。可以打断" "citadel_weapon_wraith_set" "欲海捞金" "citadel_weapon_forge_set" "使命达成" "citadel_weapon_forge_set_desc" "随着枪达到全速运转状态,射速也跟着升高" "citadel_weapon_bebop_set" "谦卑之训" "citadel_weapon_bebop_set_desc" "发射连续的激光束,没有子弹飞出" "citadel_weapon_nano_set" "至甜谎言" "citadel_weapon_dynamo_set" "冯内古枪" "citadel_weapon_kelvin_set" "远征终局" "citadel_weapon_viscous_set" "深海使节" "citadel_weapon_haze_set" "责与赎" "citadel_weapon_astro_set" "谨遵医嘱" "citadel_weapon_chrono_set" "行业机密" "citadel_weapon_shiv_set" "落空王牌" "citadel_weapon_tengu_set" "护佑之握" "citadel_weapon_krill_set" "金黄丝雀" "citadel_weapon_lash_set" "长索传奇" "citadel_weapon_warden_set" "自由之价" "citadel_weapon_mirage_set" "一诺千金" "citadel_weapon_synth_set" "不羁真我" "citadel_weapon_viper_set" "震魂响尾" "citadel_weapon_magician_set" "出神入化" "citadel_weapon_slork_set" "怒海狂潮" "citadel_weapon_trapper_set" "平民之仆" "citadel_weapon_wrecker_set" "屠夫之手" "citadel_weapon_operative_set" "伞枪" "citadel_weapon_punkgoat_set" "朋克摇滚羊" "citadel_weapon_drifter_set" "绯红之握" "citadel_weapon_drifter_alt" "割取者" "citadel_weapon_bookworm_set" "章节末尾" "citadel_weapon_doorman_set" "微笑服务" "citadel_weapon_frank_set" "来生警示" "citadel_weapon_vampirebat_set" "新晋大亨" "citadel_weapon_priest_set" "51:20" "citadel_weapon_unicorn_set" "嘉年华生活" "citadel_weapon_opera_set" "Opera Gun" "citadel_weapon_necro_set" "法术之师" "citadel_weapon_werewolf_set" "狼人野心" "citadel_weapon_werewolf_wolf_set" "无缚之牙" "citadel_weapon_familiar_set" "漫漫长夜" "citadel_weapon_fencer_set" "伊克斯亚的骄傲" "citadel_weapon_targetdummy_set" "假枪" //"citadel_weapon_duo_set" "Duo Gun" //"citadel_weapon_heavy_set" "Heavy Gun" //"citadel_weapon_akimbo_set" "Akimbo Gun" //"citadel_weapon_gunslinger_set" "Gunslinger Gun" //"citadel_weapon_yakuza_set" "Yakuza Boss Gun" //"citadel_weapon_phalanx_set" "Phalanx Gun" //"citadel_weapon_kali_set" "Kali Gun" //"citadel_weapon_revenant_set" "Revenant Gun" //"citadel_weapon_demoman_set" "Demoman Gun" //"citadel_weapon_hijack_set" "Hijack Gun" //"citadel_weapon_mechaguy_set" "Mechaguy Gun" //"citadel_weapon_zealot_set" "Zealotry Gun" //"citadel_weapon_ballista_set" "Ballista Gun" //"citadel_weapon_apocalypse_set" "Apocalypse Gun" //"citadel_weapon_clawdril_set" "Clawdril Gun" //"citadel_weapon_coldmetal_set" "Cold Metal Gun" //"citadel_weapon_spade_set" "Spade Dice Launcher" //"citadel_weapon_rutger_set" "Rutger Gun" //"citadel_weapon_tokamak_set" "Curie-ous Times" //"citadel_weapon_tempest_set" "Tempest Gun" // Melee names "ability_melee_ghost" "近战" "citadel_ability_melee_bull" "近战" "citadel_ability_melee_gigawatt" "近战" "citadel_ability_melee_engineer" "近战" "ability_melee_heavy" "近战" "citadel_ability_melee_hornet" "近战" "ability_melee_archer" "近战" "citadel_ability_melee_chrono" "近战" "ability_melee_inferno" "近战" "citadel_ability_melee_wraith" "近战" "citadel_ability_melee_sumo" "近战" "ability_melee_kelvin" "近战" "ability_melee_viscous" "近战" "ability_melee_astro" "近战" "ability_melee_haze" "近战" "citadel_ability_melee_bebop" "近战" "ability_melee_nano" "近战" "citadel_ability_melee_shiv" "近战" "citadel_ability_melee_tengu" "近战" "ability_melee_digger" "近战" "citadel_ability_melee_kali" "近战" "citadel_ability_melee_revenant" "近战" "citadel_ability_melee_phalanx" "近战" "citadel_ability_melee_demoman" "近战" "ability_melee_zealot" "近战" "ability_melee_lash" "近战" "citadel_ability_melee_warden" "近战" "citadel_ability_melee_apocalypse" "近战" "citadel_ability_melee_clawdril" "近战" "citadel_ability_melee_coldmetal" "近战" "citadel_ability_melee_ballista" "近战" "citadel_ability_melee_spade" "近战" "citadel_ability_melee_tokamak" "近战" "ability_melee_yamato" "近战" "ability_melee_wrecker" "近战" "ability_melee_viper" "近战" "ability_melee_magician" "近战" "ability_melee_bookworm" "近战" "ability_melee_vampirebat" "近战" "ability_melee_doorman" "近战" "ability_melee_frank" "近战" "ability_melee_mirage" "近战" "ability_melee_opera" "近战" "ability_melee_necro" "近战" "ability_melee_ratking" "近战" "ability_melee_baba" "近战" "ability_baba_bench_melee" "近战" "ability_melee_chessmaster" "近战" "ability_melee_deadpack" "近战" "Citadel_Familiar_HeroTag_1" "雪 中 送 炭" "Citadel_Familiar_HeroTag_2" "超 小" "Citadel_Familiar_HeroTag_3" "呼 呼 呼" "Citadel_Fencer_HeroTag_1" "招 式 精 妙" "Citadel_Fencer_HeroTag_2" "灵 动" "Citadel_Fencer_HeroTag_3" "技 高 一 筹" "Citadel_Necro_HeroTag_1" "病 态" "Citadel_Necro_HeroTag_2" "区 域 封 锁" "Citadel_Necro_HeroTag_3" "魂 灵 法 师" "Citadel_Priest_HeroTag_1" "虔 诚" "Citadel_Priest_HeroTag_2" "武 器 专 家" "Citadel_Priest_HeroTag_3" "战 术" "Citadel_Unicorn_HeroTag_1" "表 演" "Citadel_Unicorn_HeroTag_2" "干 扰" "Citadel_Unicorn_HeroTag_3" "眩 目" "Citadel_Werewolf_HeroTag_1" "野 性" "Citadel_Werewolf_HeroTag_2" "混 乱" "Citadel_Werewolf_HeroTag_3" "变 身" "Citadel_Artist_HeroTag_1" "壮 志" "Citadel_Artist_HeroTag_2" "灵 活" "Citadel_Artist_HeroTag_3" "灵 性" "Citadel_Baba_HeroTag_1" "咯 咯" "Citadel_Baba_HeroTag_2" "明 目" "Citadel_Baba_HeroTag_3" "法 力 高 深" "Citadel_Chessmaster_HeroTag_1" "策 略 家" "Citadel_Chessmaster_HeroTag_2" "全 神 贯 注" "Citadel_Chessmaster_HeroTag_3" "将 军" "Citadel_Deadpack_HeroTag_1" "无 畏" "Citadel_Deadpack_HeroTag_2" "高 空 飞 行" "Citadel_Deadpack_HeroTag_3" "火 爆 十 足" "Citadel_Nurse_HeroTag_1" "严 格" "Citadel_Nurse_HeroTag_2" "恐 怖" "Citadel_Nurse_HeroTag_3" "救 命" "Citadel_Ratking_HeroTag_1" "暴 躁" "Citadel_Ratking_HeroTag_2" "威 严" "Citadel_Ratking_HeroTag_3" "顽 强" "hero_astro_role" "四处弹跳,使出高难度射击手法" "hero_atlas_role" "冲向敌人,近场作战" //"hero_ballista_role" "Shields up to drop the bomb" "hero_bebop_role" "钩住敌人,连续放招,一举制胜" "hero_wrecker_role" "拾取废料,制作武器" "hero_chrono_role" "扭曲时空" "hero_dynamo_role" "令敌军寸步难行" "hero_forge_role" "用炮塔控制战斗局面" //"hero_heavy_role" "Heavy Weapon Expert" "hero_ghost_role" "消耗自己的生命值,再吸取敌人的生命" "hero_gigawatt_role" "电击成群的敌军" "hero_haze_role" "神出鬼没,一顿狂射" "hero_hornet_role" "狙击毫无防备的敌人" "hero_inferno_role" "放火烧敌,坐看其烈焰缠身" "hero_kelvin_role" "让敌人如履薄冰,举步维艰" "hero_lash_role" "向下俯冲,狠踏地面,冲击伤敌" "hero_krill_role" "在敌人脚下钻洞,来去自如" "hero_nano_role" "在战场边缘造成严重破坏" "hero_orion_role" "使出高超的远距离射击术" "hero_shiv_role" "让对手不停受伤,再进场一锤定音" "hero_viscous_role" "恣意翻滚,刀枪不入" "hero_warden_role" "削弱敌人,追逐擒拿" "hero_wraith_role" "将孤立无援的目标逐个击破" "hero_yamato_role" "以精巧的手法祭出充能攻击" "hero_tengu_role" "和一名幸运的队友组成强力搭档" "hero_mirage_role" "掌控射击时机,捕捉逃跑目标" "hero_slork_role" "悄悄潜入战斗,然后躲起来恢复生命力" "hero_synth_role" "潜入敌军后方,乱其阵脚" "hero_viper_role" "潜入并狙击敌人" "hero_magician_role" "误导并扰动敌人" "hero_trapper_role" "困住敌人,掌控空间" "hero_operative_role" "利用诡计给敌人造成最大伤害" //"hero_akimbo_playstyle" "Akimbo excels at close range combat, where he relies on speed, cone attacks, and a whole lot of bullets to hit as many targets as possible." "hero_astro_playstyle" "哈雷黛凭借其一手好枪法,射击被自己弹到空中的东西。精确射击能使她给对方造成严重伤害。她的移动技巧能让她把指定敌人从队伍里剥离,或是临时起意改为撤退。" "hero_atlas_playstyle" "亚伯兰身形壮硕、稳如泰山,适合打头阵。他常常闯进敌人中央,看着他们四散奔逃。要是敌人在他身上浪费子弹,他后头的队友们就可以无所顾忌地大举进攻。" //"hero_ballista_playstyle" "You know what people hate? Being knocked back by a shotgun. You know what they hate even more? Being knocked back into a mine field. Do you know what they hate even more than that? Being atomized by a fusion bomb. Ballista turns the battlefield into an explosive Rube Goldberg device." "hero_bebop_playstyle" "比波普能以多种方式串联起他的技能,从而打乱敌人位置、拯救队友、在短时间内连连伤敌。当战斗形势不讲究精细技巧时,他巨大的激光炮仍能解决不少问题。" "hero_wrecker_playstyle" "破坏王喜欢搜集利用废零件,他能拆解步兵,用他的破坏球碾压对手,还能将所有敌人困在他的静止陷阱中。" "hero_chrono_playstyle" "操控时间的本领让悖论在一对一的战斗中快人一步。她通过换位大法让敌人置于脉冲手雷的攻击、时间墙的阻隔,或是队友的包围之下,并凭此制霸沙场。" "hero_dynamo_playstyle" "奇能一边保持着自己和队友的生命值,一边等待着他出场的时刻。想要重塑一场团战的局面,最好的办法就是在队友的完美配合下使出奇点大招。" "hero_forge_playstyle" "不管是设立歼敌区域还是分裂敌军,精确地放置武器对于麦金妮而言至关重要。她能帮助队伍战斗下去,使他们在坚守阵地时固若金汤。" "hero_ghost_playstyle" "盖斯特夫人消耗自己的生命后可以向敌人施以强力的打击,这正是她的力量源泉。而生命过低之时,她还可以吸取敌人的生命。" "hero_gigawatt_playstyle" "老七最善于在小规模对峙中伺机而动。时机对了他便如风暴一般卷入战斗,用倾泻如注的闪电击倒敌人。" "hero_haze_playstyle" "当岚梦专心对付一个目标时,她能在战斗中立于不败之地。她更喜欢单方面交战,避免自己受伤,然后来到毫无防备的敌人面前,将其歼灭。" "hero_hornet_playstyle" "薇妲行动自如,能够从容不迫地应战。她会选好她的猎物,让其生命慢慢流逝。只要有她在,受伤的敌人不管离她多远都应该担心自己的安危。" "hero_inferno_playstyle" "炽焱有许多慢慢伤害对手的办法,他会先放火烧敌,然后猛然降临给上最后一击。由于他有着闪电般的速度,因此敌人无法逃脱他的熊熊烈焰。" //"hero_kali_playstyle" "Kali is positively lethal with his boomerang, however if he misses catching the blade on it's return path his effectiveness reduces dramatically." "hero_kelvin_playstyle" "是轻松取胜还是仓皇落败,全看能不能及时治疗队友、适时分裂对手。开尔文四处游走,拖慢敌人,让自己的队伍能够掌控局面、占据优势,从而实现目标。" "hero_lash_playstyle" "劳什不给敌人留下多少喘息空间,他要么从远处飞来,向毫无戒心的敌人宣战,要么在这些敌人狼狈奔逃时穷追不舍。" "hero_krill_playstyle" "莫克双雄在地下钻来钻去,几乎总能占得先机;一旦他们朝着敌人袭来,后果可是毁灭性的。" "hero_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_orion_playstyle" "灰爪是精明的捕猎者,他既拥有卓绝的精准度,又善于布置陷阱,还懂得找准巧妙的位置,因此他能拿下最难对付的敌手。" "hero_shiv_playstyle" "希弗对公平对抗没兴趣,因此他偏好先以速攻速撤的战术来削弱敌人,然后再埋头作战,大举进攻。" //"hero_tempest_playstyle" "Much like how a child has no idea how a TV works, no one knows exactly HOW Tempest kills you. Was it a tesla coil? You didn't see a tesla coil. Either way, you're dead and Tempest is laughing." "hero_viscous_playstyle" "魔液凭借巧妙的闪躲和对治疗技能恰到好处的使用,令对手愤恨不已。凭此他可以承受住敌人最猛烈的攻击。" "hero_warden_playstyle" "沃督在前排打头阵,他冲入战斗之中,阻止敌人有效作战。但沃督眼里的英勇之举在其他人看来却是鲁莽草率。他要是一个不留神,就会发现自己陷入了水深火热的境地中。" "hero_wraith_playstyle" "灵魅精于一对一作战。她让一个个目标落单,眨眼间将其淘汰,还没人及时回击,她就已经通过传送之术逃之夭夭。" "hero_yamato_playstyle" "大和使用精准的攻击来削弱对手。然而,这种极具威力的战术常常使她暴露无遗,因此她需要让每次出击都有所收获。" //"hero_spade_playstyle" "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." //"hero_tokamak_playstyle" "Shooting Tokamak's weapon builds heat which bleeds off whenever the gun isn't shooting. High heat levels can be used to increase the power of some abilities." //"hero_rutger_playstyle" "Rocket Launcher gives him some rocket-jumping capabilities, Force Field allows him to close off movement options, Cheat Death lets him turn bad fights around, and a Pulse released in the middle of a teamfight can dictate the outcome." "hero_synth_playstyle" "口袋身材轻佻,配有一把强大的霰弹枪。口袋能够短暂地躲进一个神秘的旅行箱中,并通过飞行斗篷进行远距离传送,以此逃离近在眼前的敌人。" "hero_mirage_playstyle" "蜃景可以将自己笼罩在狂暴的龙卷风中,迅速追击敌人并将其卷到空中。他的圣甲虫帮助他抵御多个敌人,无论是援助友军还是惩罚敌人,他总是随时准备出击。" "hero_slork_playstyle" "海魇擅长在近处对付敌人,能够悄悄地潜入或撤出战斗,并在长时间交战中夺胜。" "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_viper_playstyle" "凭借强大的武器(以及威力与之匹敌的强力蛇毒),蝰邪可以潜入队伍后方,用一顿猛烈的射击处理高优先级的目标。" "hero_magician_playstyle" "无双魔术师在他那不情愿的助手的帮助下,用可变向的术法和迅捷的雷矢迷惑敌人。" "hero_trapper_playstyle" "陷阱师能向战场上布置蜘蛛,在关键地点设下干扰。如果放任他行动,敌人走不了几步就会触发某种陷阱。" "hero_operative_playstyle" "通过阻碍敌人的移动并打击任何看向他的对手,渡鸦创造出偷袭敌人的机会。" //"hero_akimbo_lore" "Though he was built by a lonely gunslinger, Akimbo was taught that he couldn't use a gun to solve all his problems. This frustrated the robot outlaw immensely, but as time passed Akimbo realized that his human father was right. A gun only solved about 75% of his problems. To solve ALL his problems, he would need at least 2 guns." "hero_astro_lore" "有的人终其一生都梦想着能够搬去纽约。哈雷黛却不是这样的人。她满足地做着一名小镇警长,唯一一次动枪还是在县集市上表演射击。对于这样的职业生涯她乐在其中。接着谋杀案就发生了。

作案手法可怖而残忍:受害者的胸腔被撕扯开,内脏好像被鸟啄过一样散乱一摊。哈雷黛追查到了凶手——一名四处游荡的民乐手,被媒体冠以“游吟杀手”的称号。但是当她与凶手对峙时,那人却砰然化作一团乌鸦飞走了。

一晃6个月过去,虽然这座位于伊利诺伊州中部的小镇已不再被谋杀案所笼罩,但哈雷黛对案件的调查并没有停止。她相信游吟杀手正逃往纽约。等她抓到了凶手,她一定要亲手送那个坏人上路。" "hero_atlas_lore" "办事则雷利风行、处世则沉着冷静、喝酒则开怀痛饮,亚伯兰侦探多年来一直是纽约刑侦界的的大人物。从艺术品盗窃到人口失踪再到涉及人命的仪式,亚伯兰可不是只把案子接下,他会尽数妥善处置。

但他跟踪花心萝卜揭开隐秘情事的日子终于走到了尽头。一天他打开办公室大门,发现桌子上赫然放着宝书。

一张字条上用黑玛瑙血写道“别让他们夺走宝书”,除此之外再无其他指示。亚伯兰还没搞清楚宝书是从哪来的,但鉴于他的居所已遭闯入、他的办公室三次被人翻遍、他的车爆炸起火,他有足够多的理由将整件事查个水落石出。" "hero_bebop_lore" "比波普是由一个孀居的垃圾场看门女用双手做出来的,但他可不仅仅是个只会干粗活的破烂拼接人,他是她求之不得的宝贝儿子。白天,他俩会一起在废铁场干活儿,晚上则是共同聆听爵士乐。这种日复一日的生活,虽然算不上多舒心,但起码安稳。可是现在,给了比波普生命的人一病不起。要是雪莉小姐得知比波普为了给她买药在晚上都从事着哪些行当,她肯定不答应,但只要她不知道,就不会受到伤害。" "hero_wrecker_lore" "当异度涡旋最初袭击纽约时,它不仅仅让全世界都陷入了一个新的神秘主义时代,还改变了地缘政治的面貌。从中情局雇佣的预言者能在威胁尚未崛起的数十年前便洞察其行踪,到烟雾弥漫的密室中缔结的神秘契约,数不清的战争和暴行得到遏止。倘若让其发生,那么历史将被重塑。但这并不意味着战争不会出现,只不过战争的方式发生了变化。

超自然军事公司在此时赫然登场。这些公司利用外星生物和各种血魔法,得以绕过这个国家洞察万象的神启先知们设立的防线,成为想要发动战争的国家的代理人。

破坏王就是这其中一名士兵。

他受雇于“邪异战术解决方案”(菲尔法克斯实业的子公司),是雇佣兵中的精英。人人都知道,让其他超自然军事公司望而却步的脏活累活,他反倒当仁不让。" "hero_chrono_lore" "悖论,时间开了个小差造成的故障,也是臭名昭著的盗贼帮派的名字。这帮小偷会制定出精密复杂的作案手法,专门找最有权有势的人物和机构下手,并以此为傲。他们将无数的古董、机密、名人验亲结果搞到手后,会做什么呢?将它们放到快闪博物馆里展示一番,以此向全世界宣告没有谁能躲得过他们的魔爪。

帮会的每个成员都隐藏在谜团之中,他们戴上面具,用组织的名字称呼自己。他们无处不在,但又无处可寻。只要他们想拿到某样东西,就没有什么能拦得住他们。" "hero_dynamo_lore" "身为科学家,奇能总保持着一颗好奇心。因此,当一道时空裂痕在中央公园豁开时,他是最先赶到现场调查的。虽然他预料到目睹如此壮观的景象将会改变他的生命,但他以为这种改变只是象征性的,而不是让他的身体原子化并坍缩成一颗小小的濒死恒星。

尽管他的身体已经湮灭,他的精神和求知欲并没有消亡。作为哥伦比亚学院的终身教授,奇能希望一边研究他自身的状况,一边扛下授课任务,毕竟,他还要启发一颗颗年轻的头脑。" "hero_forge_lore" "麦吉·麦金妮从小就很会造东西。4岁时,她就能用积木搭出炫丽的建筑;10岁时,她鼓捣出特制的灯光装置,还改造了电路,好为父母的结婚纪念日增添光彩;15岁时,她设计出了一种机器,能从死者身上提炼出灵魂……这个机器要比她搭的积木房子稍微更引人注目一点。

如今,身为菲尔法克斯实业军事研发部的总监,麦金妮把时间都花在机器车间里,而从不光顾实验室。她对理论没兴趣,在她眼里,科学是能用手触摸的魔法。" "hero_ghost_lore" "吉安娜·盖斯特夫人曾一度是个炙手可热的万人迷。但随着时光飞逝,红颜渐褪,她跻身上流社会的逍遥日子也越来越离她远去。到最后,她沦为养老院里的孱弱阿婆,整天讲述着她曾经的辉煌。也就是在这时,守誓者出现了。守誓者是来自异域空间的强大魂灵,他给盖斯特夫人提供了寻回昔日浮华的办法。他可以帮她重获青春,而她要做的就只是从世人身上吸取精华,使青春常驻。

盖斯特内心充满了挣扎。显然这可是个险恶的行径,而且毫无疑问这个守誓者不是可以信赖的家伙。可话虽如此,一想到能够再现青春时光,她就无法抗拒。因此,她心生一计:先跟守誓者定下契约,然后将他捆住,监视他,限制住守誓者对她的影响力和吸引力。她仍然会给守誓者喂食,但是一切会按照按她的要求。

然而,随着几年变成几十年,盖斯特的力量已经衰减,而守誓者的胃口却胜过以往任何时候……" "hero_gigawatt_lore" "当神秘能量在地球上觉醒时,整个世界都变了……任何事情都有可能。但仅仅因为任何事情都有可能,并不代表任何事情都应该成为可能。因此政府制定了规则,也就是法律。是这些法律让美国公民们能够安全地享受超自然世界的种种好处。但受制于规则和法律的都是凡夫俗子,是平庸之辈,他们可不能跟柒相提并论。

坊间流传着各种关于柒的谣言,试图去揣测他当年究竟干了什么,以至于被送到了永寂黑渊——这个地牢专门关押世间最最危险的玄冥术士。但他受刑那天晚上所发生的事,是毫无疑问的。

当晚有七国最强法师联合派出的护卫坐镇。创造这些护卫不仅是为了防止行刑时受到神秘力量的干扰,也是为了齐力毁灭柒的魂魄,以防日后再有人为继承他的衣钵而召唤、复苏或假以他法利用他的魂魄。但一切都是徒劳。

围观者们胆颤心惊地目睹美军最强心术师的头颅像葡萄一样爆裂;他们尖叫着看到苏格兰场调查玄冥之术的头号警探——据称也是让柒落网的那个人——化为灰烬。柒的身体在束带之下猛烈地扭动,他的皮肤在诡异的电流下燃烧……然而他就是不死。他狂笑起来。

他在笑声中挣脱了束缚。

他在笑声中瞧见他的对手畏畏缩缩。

他在笑声中把折磨他的人一扫而光。

他在笑声中品尝着多年没有呼吸到的新鲜空气。

他在笑声中想象着他到纽约之后都要干些什么。" "hero_haze_lore" "玄冥力量安全和调查委员会是个让中情局都显得透明的隐秘政府组织。抵御当地执法部门无力对抗的凶险力量,保障国家安全,这全都依靠组成该委员会的男男女女和各路鬼神们。

岚梦是恶名昭彰的“睡魔作战队”的一员,她时常负责潜入观察对象的梦中,评估其威胁等级,必要的话……还会让其陷入沉睡。" "hero_hornet_lore" "薇妲曾是塞勒姆审巫案中约翰·霍桑的受害人。在第一场异度涡旋(也就是让大众领略到了超自然力量的那次事件)降临时,她的魂魄被带回了尘世。

她孤“魂”奋战,对抗着“人性联盟”——一个由霍桑的后代建立的女巫裁判所。薇妲力图保护超自然世界,使其免受霍桑之流的侵扰。为了达到目的,就算敌人在她面前堆积如山她也毫不畏惧。" "hero_inferno_lore" "曾经,炽焱和大多数少年一样,狂傲、叛逆而又冲动。但和大多数少年不一样的是,他是来自异域空间的生物,他有着能驾驭火焰的超自然力量。很显然:他的青葱岁月是在一次次纵火、谋杀和毁尸灭迹中度过的。不过那都是往事了。如今炽焱已长大成人,他的性情也温和了不少。他开开心心地在酒吧工作,听着现场音乐,跟有趣的人聊天。话虽这么说,只要酒吧里有人寻衅滋事、拳脚相加,他可不怕施展曾经练就的技能。" "hero_kelvin_lore" "开尔文是声名显赫的探险科学家,探索并了解未知世界是他一生的追求。因此当有传言称北极地区隐藏着第八座星际大门时,开尔文自然以最快的速度组建了远征队。他召集了他这一代最优秀的科学家,团队在众人欢呼雀跃中启航了。

然而他们从此再没有回来。

一年半以后,一艘拖网渔船发现了开尔文被冰封的遗体,他紧握着一块带有发光铭文的石头。船员一点点凿开封住开尔文的冰块,希望能凑近看他的遗体,结果开尔文张开了双眼,令他们大惊失色。他们检查了他的生命迹象……他没有脉搏。他们试图包扎他敞开的伤口……没有鲜血。然而,开尔文却反常地“活着”。

他已经完全不记得远征时发生了什么,因此他要寻找答案。" "hero_lash_lore" "雅各布·劳什不是好人。" "hero_krill_lore" "莫克双雄是“地道暗鼠”的成员,这是个利用地下隧道网络推动纽约各区之间非法商贸活动的组织。虽然纽约地下世界的居民们大都尊重地道暗鼠的活计,但时不时就有帮派试图利用地道系统来解决私人恩怨……这时莫克双雄就会出手,提醒纽约客们在暗鼠的地盘撒野会有什么好下场。" "hero_nano_lore" "卡厉可曾经是拜克斯特协会的一名荣誉成员,在意识到免费追猎怪物远不如为钱害人后,毅然离开了这个尊崇的组织。

如今,作为炙手可热的职业猎人,卡厉可过着幸福的生活,而她的目标们就没有生活可言了。" "hero_orion_lore" "卫斯理·灰爪是“拜克斯特协会”的创始成员。他花了将近40年的时光捕杀那些猎食人类的怪物,最后决定让他人接手,并放下了他的弓箭。灰爪从前的职业生涯意味着他总是没有太多时间陪伴妻儿,如今儿子也已成家,他意识到这是与亲爱的家人共享天伦之乐的最后机会。

退休的生活很适合卫斯理。他弥补了不曾守候在夫人身旁的时光。他宠溺着孙儿们。他每周三都为一大家子做晚饭。他过得很快乐。

接着他便接到了那个电话。

政府部门称那是场意外……大火吞没了他儿子的家,没有人逃出生天。但卫斯理知道事情没这么简单。他的儿媳是伊克斯亚人,她可以用意念扑灭火焰。假设他们的遗体是在火场被人发现,那他们肯定是在大火前遇难。

至此,灰爪再一次拿起了弓箭,等他追查到了是谁下此毒手,定叫他付出代价。" "hero_shiv_lore" "希弗是怪物猎人的国际团体“拜克斯特协会”的忠实成员。他游走于北美大地,捕获那些猎食生灵的怪物。

虽然他桀骜不驯的个性和违法犯罪的过去让协会里一些较为传统的成员心存疑虑,但没人能否认他手到擒来的本事。" "hero_viscous_lore" "百慕大三角从来就不是荒诞传说,而是大西洋之下的隐秘交汇点。大多数时候,从这一星际大门逃离出来的东西并不危险(比如尼斯湖水怪),不过现在,某个仅被称作“恶魔”的黑暗而凶险之物在海洋中作祟,这让海中的居民们心惊胆战。

但其中一位居民——一只能通灵的海葵决定做点什么。它召唤出幽灵般的黏液状身体,好让它能在海面上穿行。魔液竭尽所能地试图召唤守护神,以使深海秘境免受潜伏在底部的不速之客侵扰。" "hero_warden_lore" "大多数人以为超自然力量是50年前降临到这个世界的。他们错了。超自然力量的存在已经塑造了好几代人的传说。只要有人害怕阴影,就有人一生都在与阴影抗争。

沃督的家族曾世代都是好战的炼金术士,他们一直都担心某一天将要应对神秘的末日灾难,因而训练着自己。不过随着时间的流逝,这一训诫的重要性似乎变得越来越轻。昔日被这个家族的人当作是衷心告诫的东西慢慢地被当成了迷信的祖辈们讲述的轶事。

当星际大门在中央公园开启的时候,沃督的父母意识到不仅他们从小听到的是真的,而且他们还对此毫无准备。为了不让下一代人在危机之下措手不及,他们从沃督出生那天起就把他训练成超自然力量的追猎机器。目的只有一个:让守护神们永远不要再闯入这个世界。" "hero_wraith_lore" "灵魅的组织是纽约投机圈的基石,这一点是公开到不能再公开的秘密。不过,在一次次犯下恶行之后,灵魅知道律法对她无可奈何。" "hero_yamato_lore" "出身于黑道世家的香织和哥哥大和从小就知道,待父亲去世后,他俩注定要掌管“第七月”。多年来他们平起平坐地经营着这个组织,大举获利、屡创佳绩,还计划着向美国扩张。

他们的想法很简单:香织留在日本,维持大本营的业务,而大和则奔赴美国,创立国际分支。只是这对兄妹没有料想到,这一计划使一些不安的下属感到不满,他们不愿意在日本接受香织的统领。接着就发生了一场迅速而血腥的叛变。大和为了保护香织而丢了性命,不过他确保了香织和几个忠臣能够逃离日本,前往美国。

当香织来到美国的时候,原本要与大和见面的联系人迎接了香织一行。由于不熟悉日本男女的名字,那人便管她叫大和。香织本想纠正他,但她随后决定,将哥哥的记忆永远留存下来的最好办法就是继承他的名字,实现他的梦想。" "hero_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。

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。

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_synth_lore" "艾伦·菲尔法克斯是菲尔法克斯实业的头号继承人。艾伦18岁生日当天惨遭枪击,又被双亲抛下等死。自那之后的五年里他就一直隐姓埋名地活着。艾伦不知道是谁在试图阻止自己继承父母的公司……但是在菲尔法克斯实业这个利欲横流的贼窝里,谁都有嫌疑。

艾伦改称自己为“口袋”,并竭力隐藏自己的真实身份。这么做不仅仅是为了保护自己,也是为了寻找脱离父母的、只属于自己的认同感。" "hero_mirage_lore" "镇尼是当代世界较为奇异的族群之一。他们拥有强大的法力,但施展有度。他们没法保持人形超过48分钟,这之后就不得不回到容器里。正因如此,大多数镇尼会雇佣人类守卫,负责接送、保护、陪伴他们。

蜃景就是这样一个守卫。他受雇于镇尼大使那沙拉·迪昂,目前在纽约参与外交任务。镇尼们希望能通过跟美国政府协商买下怀俄明州一部分土地,好让镇尼族建立属于自己的主权国家。" "hero_slork_lore" "作为深海秘境中臭名昭著的怪物,海魇向来喜欢在自己周围营造神秘和恐惧的氛围。他猎食莽撞的水手,向海豹人索要贡品,日子过得心满意足。但这一切都被“恶魔”的到来彻底摧毁了。毕竟,在散播恐惧方面,他又怎么比得过一个屠戮众生的自然力量呢?这简直太不公平了。为了避免自己沦为无名之辈,他不得不采取行动……于是,他转而召唤守护神,确保自己永远是深海秘境中的顶级掠食者。" "hero_viper_lore" "要是干着违法犯罪的行径,那么在行动时千万要记住的是不要被抓。蝰邪从来没吸取过这个教训。幸运的是,要说有一件事蝰邪干起来要比躲避追捕得心应手,那就是越狱脱逃。

蝰邪在纽约大都会区的每一所大监狱都待过,她因此结识了一大帮形形色色的亡命之徒,每个人都欠她一份人情。但她也跟一大帮形形色色的亡命之徒结下了梁子,每个人都不想给她活路。不过蝰邪努力看向积极的那一面。" "hero_magician_lore" "亨利的父母曾告诉他,他年纪还太小,性子太莽撞,不可以乱碰真魔法,于是他们给了亨利一叠卡牌供他玩耍。他无师自通地练就了一手耍牌的好本事,很快就凭借精彩绝伦的阵阵幻象让同学们眼花缭乱;不过他可完全没有依靠神秘道具,也没有施加咒语。

亨利上高中时遇到了莎瓦娜,他俩都钟情于舞台魔术,彼此之间也迅速擦出火花。两人很快坠入爱河,还搭档成为魔术师组合。他们显而易见是天生一对,因此在毕业舞会上,亨利向莎瓦娜求婚,二人在毕业后很快喜结连理。

毫不意外的是,双方父母都对这桩婚事冷眼相看,但亨利和莎瓦娜深信对方是自己的灵魂伴侣。因此,他们为了巩固对彼此的爱,用秘法将灵魂永远地绑在了一起。

后来,两人在台上表演魔术时发生意外,双双殒命。但没人知道这场意外到底是谁的错。亨利说莎瓦娜搞错位置;莎瓦娜说亨利没等提示。但有一件事是肯定的,由于他们的灵魂被束缚在一起,因此他们谁也没法重新开始。现在,亨利和莎瓦娜成了一对吵来吵去的鬼魂,如果他们想要有机会解开这永世的姻缘,就必须携手合作。" "hero_trapper_lore" "作为纽约巫政厅的一名雇员,陷阱师每天都在建造灵瓮、诱捕巨型老鼠,以/捕捉来自其他次元的各种入侵物种。这不是一份特别光鲜的工作,而且他真的很讨厌和蜘蛛打交道,但纽约博克队的季票钱总得靠打工才能挣到。" "hero_operative_lore" "凭着叶卡捷琳娜大帝魂灵的护佑,苏维埃帝国在充满神秘主义的美丽新世界里走向繁荣昌盛。虽然叶卡捷琳娜大帝更深层次的动机常常不为外部世界所知,但有一件事是肯定的:她痛恨做一个鬼魂。正因这件事,她给苏维埃帝国的间谍统领指定了一个目标:想办法让她重获肉身。

这名为了完成任务决不罢休的特工只有一个代号,叫“渡鸦”。他搜遍了全世界,寻找奇异的宝物、不寻常的著作和超脱尘世的智慧。如今渡鸦人在纽约,他试图找到一个方法,能让叶卡捷琳娜的魂灵在这纷纷扰扰的人间安定下来。" "hero_vampirebat_lore" "何米娜拥有一切……富有的父母和精英的教育,还有一桩包办的婚姻,将使她从普通的上流社会升为美国的皇室成员。她很开心。

然后她的订婚者被暗害了。

米娜哭了;不是因为未婚夫的命没了,是因为她的前途没了。为什么杀手不等到婚礼后呢?那样她就能冠上梦寐以求的夫姓,谁也不用假装爱着谁。一切都会很完美,但人生并不公平……所以米娜干了一件事,就像大多数被宠坏的孩子发现事情和预想的不一样:她让她的父母处理好这一切。

何家知道,想要安抚他们的女儿,唯一的办法就是给她找来的东西要大过她所失去的……而嫁入全世界的豪门之一本身就是难以逾越的任务。他们必须更大胆。他们必须打破常规。他们必须承诺让女儿永生不灭。

虽然花了不少钱,但最后他们找到了一个愿意把她转化为同类的血族。不出所料的是,米娜认为永恒的青春和信托基金的想法是可以接受的备用计划,所以很高兴地接受了提议。

现在她是刚起步的血族,但她很快发现自己作为人类所拥有的影响力在血族的上流社会里无足轻重……起初她为此很生气,但要说米娜有什么特长,那就是学习规则再颠覆规则的本领。她将成为纽约的子爵,只是其他血族还一无所知。" "hero_punkgoat_lore" "比利是一团满怀怒气的白色火球,愤怒的点……在于某种东西。可能是警察。可能是魔法的规律。可能是市中心陀螺店的糟糕服务。(不是那家好店。是另一家。)

别问他怎么长了个羊头。" "hero_doorman_lore" "他举止得体。他彬彬有礼。但是这个巴隆妮斯酒店的谦逊门卫,远非表面看上去这么简单。

尽管他只打算在这个位面体验一两个月的生活,但门侍很快发现,通过纽约的服务业,他能持续了解那些能取悦到人类的奇特需求。" "hero_familiar_lore" "雷姆意外地从梦境世界偷渡而来,发现自己滞留在这座不夜城里。出于好奇心,雷姆和他的朋友们在五大区四处游荡,寻找回家的路。

要是下班乘坐蓝线地铁回家时打起了瞌睡,也许刚刚就是遇到了诅咒纽约城里的最新居民。" "hero_necro_lore" "达西·格瑞墓的双亲是叱咤风云的辩护律师,她从小就生活在一言不合就辩论、争吵或谈判的家庭里。这样的生活令人疲惫不堪。不过她的父母常常忙于会见客户或处理案件,无暇顾及她,而魂灵却一直倾听她的心声。

格瑞墓很享受她在墓地的时光。宁静祥和,非常适合她平复思绪、倾诉烦恼……但有一天这种单方面的倾诉开始发生改变。

一切始于微弱的耳语,一个女人的声音似乎在回应格瑞墓的抱怨。格瑞墓受好奇心驱使,倾听着……并循着声音的指引,最终来到范科特兰公园里一个铅衬的盒子前。如果大多数高中生挖出一只英灵的手,恐怕都会吓得魂飞魄散,但格瑞墓显然不是一般的青少年。手恢复自由后,英灵的声音变得更加洪亮……她多年来一直在寻找学生去传授知识,而格瑞墓渴望学习。

作为一名初出茅庐的魂灵法师,达西不仅要兼顾布莱克莫学院的学业……还要应对墓园居民的各种需求,他们每个人都有未了的心愿,需要她的帮助才能解决。" "hero_werewolf_lore" "莉拉·西尔芙简直一团糟。她沉迷杯中物,她沉迷相思草,至于她的私生活,还是少提为妙。尽管西尔芙有不少缺点,但她作为赏金猎人还是闯出了一番名堂。她自认为事业的成功完全归功于她超凡的直觉,但她身为狼人的身份也功不可没。" "hero_priest_lore" "圣本笃诛邪者是一支由梵蒂冈批准的精锐特遣部队,成员都被派到超自然掠食者高度集中的地区。他们人数稀少,惯用手法是观察、识别再歼灭。他们有条不紊,他们精确非常,一旦他们发现了对教徒的威胁,他们就会毫不留情。

但在以圣本笃之剑著称的这支精锐之师中,还是有一人脱颖而出。他有着一副铁石心肠,为了大业他愿意付出极大的代价…而他再次被派遣至纽约。" "hero_unicorn_lore" "即使在充满魔法的世界里,有些东西还是太过稀有而独特。所以一只独角兽该如何自处?向世人宣告自己的存在,可能会招来偷猎者锯掉她的角?还是大大方方地隐藏在康尼岛的杂耍表演中,让大多数人以为她的样子只是表演的一部分?

“耀眼的赛凌”已成为康尼岛上最受欢迎的表演之一。虽然观众的掌声让她感到欣慰,但真正让她每天早上充满干劲的,是她在工作中结识的家人。

美人鱼珂露芭。

木头人莱尼。

鸡翅侠。

铁德。

这些都是她的伙伴。所以,当她发现其中一个同伴为了偿还赌债出卖了部分灵魂,赛凌明白自己是时候走出阴影,不惜一切将其赎回。向守护神展现自己的力量是否过于冒险?没错。但那是明天的问题……今天她的家人需要帮助。" "hero_fencer_lore" "北伊克斯亚是美丽、传统与冲突并存的土地,残酷的政治暴力早已司空见惯。因此,当阿波罗得知为了保证他的安全,他将被送往纽约求学,他意识到事态严重。

阿波罗很难适应布莱克莫学院的生活。这所学校本应汇聚诅咒的纽约城里最优秀、最聪明的学生,但他看到的,除了少数之外,几乎全是平庸之辈。他没有把时间浪费在派对和舞会之类的琐事上,而是将精力投入到击剑场上,作为布莱克莫击剑队的队长,他刻苦训练。

然而,到头来阿波罗并不太在意纽约生活的单调乏味。他知道,总有一天,父亲会召唤他回家,而他可以证明自己配得上家族的祖传宝剑。" "hero_ratking_lore" "纽约沃伦斯的神秘统治者——鼠王,体型、力量和野心都远超他的臣民。他不再满足于躲藏在地下,而是大胆地描绘了一个未来的蓝图:他和他的臣民可以自由行走在地面上,不再惧怕纽约街头巡逻的灭鼠车(或是老鼠称之为,人类灭害小队)。

第1步:控制长岛
第2步:宣布长岛为新的主权国家——拉塔尼亚
第3步:惩处所有拒绝离开这个老鼠乌托邦的人类

然而,尽管这个计划天衣无缝,鼠王并不想冒险:因此,他决定召唤他的守护神来助他一臂之力。" "hero_baba_lore" "大多数被诅咒的纽约城居民都希望在一生中能经历几件事。

看一场百老汇秀。
在圣诞季去洛克菲勒中心滑冰。
被中央公园的鸽子夫人骂一顿。

因为婆婆可不仅仅是在公园里喂灵异鸽子的老太太……她是一个传奇。一股编织进纽约城传说本身的自然之力。她是否真的在过去50年里每天风雨无阻地坐在同一张长椅上?也许吧。她是否真的是苏荷女巫团的首领?谁知道呢。但有一件事是肯定的……她是纽约人。她绝不会袖手旁观,看着一群游客为了争夺力量把曼哈顿搅得天翻地覆。" "hero_chessmaster_lore" "在这个节奏飞快的世界里,所罗门乐于停下来倾听。他总是耐心倾听,提供中肯的建议,因此,他发现坐在自己对面下棋的有游客、罪犯和行业巨头。无论对手是谁,所罗门都泰然处之……因为对他而言,国际象棋远不止是游戏。这是平等的具象,让他能在公平的平台上与各行各业的人进行交流。" "hero_deadpack_lore" "“女士们先生们,我要告诉你们一个令人震惊的秘密:在菲尔法克斯实业,我们对安全一无所知。现在我来说一件更令人震惊的……这是件好事!在我任职期间,我曾被枪击、刺伤、穿刺、从窗户扔出去、炸飞、原子化,还有斩首——不是一次,不是两次,不是三次,而是四次。没错,我的头被砍掉的次数多到我不得不发明一个新词来形容它。

但我让自己经历这种象征性的炼狱,有时甚至是真实的,是因为仅仅去想象事情如何出错是不够的,我们需要真正了解事情是如何出错的。

现在你们即将见证的演示极其危险。所以请坐好,戴上你们的安全护目镜,见证菲尔法克斯实业出品的奇美拉1型带来的飞行奇迹。”

丹尼在军事科技博览会上的开场白文字记录由菲尔法克斯实业提供" } }