"lang"
{
"Language" "schinese"
"Tokens"
{
//-----------------------------------------------------------------------------
// Upgrades: Weapon
//-----------------------------------------------------------------------------
//Ammo Scavenger
"upgrade_ammo_scavenger_desc" "每当从一个单位稳获或回收一个魂魄时,都会获得弹药,并可叠加元灵力量。
在达到最大叠加层数时,获得额外疾跑速度。"
"AmmoPerSoul_prefix" "+"
"AmmoPerSoul_label" "每个魂魄获得的弹药"
"AmmoPerSoul_postvalue_label" "每个魂魄获得的弹药"
"SpiritPowerPerSoul_prefix" "+"
"SpiritPowerPerSoul_label" "每个魂魄获得的元灵力量"
"SpiritPowerPerSoul_postvalue_label" "每个魂魄获得的元灵力量"
"AmmoScavengerDuration_label" "持续时间"
"AmmoScavengerDuration_postvalue_label" "持续时间"
"AmmoScavengerDuration_postfix" "秒"
//Melee Lifesteal
"upgrade_lifestrike_gauntlets_desc" "下一次近战攻击会对自身进行治疗。
如果是对非英雄造成伤害,则治疗量为原本的{s:NonHeroHealPct}%。
近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。"
"LifestrikeHeal_label" "近战命中时获得的治疗"
"LifestrikeHeal_postvalue_label" "近战命中时获得的治疗"
//Tesla Bullets
"upgrade_chain_lightning_desc" "子弹有几率会电击目标。电击会跳到附近的敌人身上。"
//Galvanic Storm
"GalvanicBuffDuration_label" "持续时间"
"GalvanicBuffDuration_postvalue_label" "持续时间"
"GalvanicBuffDuration_postfix" "秒"
//Silence Glyph
"upgrade_targeted_silence_desc" "发射一波不断扩大的投射物,使敌人沉默短暂时间并受到冲击伤害。
沉默不会打断正在施法的技能。"
"ResistReductionDuration_label" "抗性降低持续时间"
"ResistReductionDuration_postvalue_label" "抗性降低持续时间"
"ResistReductionDuration_postfix" "秒"
//EMP Bullets
"upgrade_proc_silence_desc" "子弹的累积效果会导致目标沉默。沉默结束后,目标将在{s:ImmunityDuration}秒内对累积效果免疫。"
"upgrade_proc_silence_debuff_desc" "子弹会减少目标输出的元灵伤害。"
"proc_silence_buildup" "正在累积沉默效果…"
"modifier_citadel_silence_proc_tech_damage_reduction" "-元灵伤害"
//Silencer
"upgrade_silencer_active" "在接下来的{s:AbilityDuration}秒内,所有子弹都会立即施加沉默效果。沉默效果会阻止目标使用技能。"
//Slowing Bullets
"upgrade_slowing_bullets_desc" "子弹的累积效果会导致敌人移动减速。"
"upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base" "被减速"
//Inhibitor
"upgrade_inhibitor_desc" "子弹的累积效果可减少目标输出的伤害并造成治疗减少。"
"OutgoingDamagePenaltyPercent_label" "伤害损失"
"OutgoingDamagePenaltyPercent_postvalue_label" "伤害损失"
"OutgoingDamagePenaltyPercent_postfix" "%"
//Hunter's Aura
"upgrade_bullet_armor_reduction_aura_desc" "降低附近敌人的子弹抗性和射速。若附近只有一名敌方英雄,则此效果将为原本的两倍。"
//Heroic Aura
"upgrade_dps_aura_active_desc" "为自身和附近的友军提供{g:citadel_inline_attribute:'MoveSpeed'}和{g:citadel_inline_attribute:'FireRate'}。小兵获得的值翻倍。"
"upgrade_dps_aura_desc" "为附近的友方单位提供子弹抗性。"
"modifier_dps_aura_active" "英雄主动"
"modifier_dps_aura_player" "英雄射速"
//"BonusBaseDamage_label" "Base Bullet and Melee Damage"
"BonusBaseDamage_postfix" "%"
//Warp Stone
"upgrade_warp_stone_desc" "向前进行直接传送,获得子弹抗性。"
"WarpStoneRange_label" "传送范围"
"WarpStoneRange_postvalue_label" "传送范围"
"WarpStoneRange_postfix" "米"
"CasterBuffDuration_label" "加成持续时间"
"CasterBuffDuration_postvalue_label" "增益持续时间"
"CasterBuffDuration_postfix" "秒"
"CasterSlowPercent_postfix" "%"
//Torment Pulse
"upgrade_tech_damage_pulse_desc" "周期性地对周围最近的两个敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。"
//Mystic Burst
"upgrade_magic_burst_desc" "随时间推移逐渐充能,让伤害值超过{s:MinimumDamage}的技能造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。"
"MagicBurstDamage_label" "额外伤害"
"MagicBurstDamage_postvalue_label" "额外伤害"
//Improved Burst Tankbuster
"upgrade_magic_shock_desc" "随时间推移逐渐充能,让伤害值超过{s:MinimumDamage}的技能造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。无视元灵抗性。"
"MagicShockDamage_label" "当前生命值额外伤害"
"MagicShockDamage_postvalue_label" "当前生命值额外伤害"
"MagicShockDamage_postfix" "%"
//Mystic Reverb
"upgrade_tech_bleed_desc" "加强一项技能,使用该技能时具有生命吸取效果并对目标施加减速效果,同时在短暂延迟后,按技能所造成伤害的一定比例对目标周围的敌人造成额外伤害。"
//Toxic Bullets
"upgrade_toxic_bullets_desc" "子弹的累积效果会导致敌人流失生命,令其在一段时间内损失最大生命值的一定百分比。同时对流失生命的目标施加减少受疗量效果。"
"upgrade_toxic_bullets_buildup" "正在累积毒性…"
"upgrade_bleeding_bullets_buildup" "正在积累毒弹堆叠…"
"modifier_item_burning_bullets_damageovertime" "正在流失生命"
"upgrade_hemorrhage/modifier_item_hemorrhage/modifier_hemorrhage" "正在流失生命"
// Weighted Shots
"upgrade_weighted_shots_desc" "子弹的累积效果会导致敌人移动减速。"
//"upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base" "Slowed"
//Spiritual Overflow
"upgrade_tech_overflow_desc" "通过向敌方英雄射击充能,获得额外的射速,元灵力量和元灵吸取生命。"
"modifier_tech_overflow_building" "正在累积元灵漫溢效果…"
"OverflowTechPower_label" "元灵力量"
"OverflowTechPower_postvalue_label" "元灵力量"
"OverflowBonusDamage_postfix" "%"
//Ricochet
"upgrade_ricochet_desc" "子弹会反弹到目标附近的敌人身上,施加所有子弹特效并按原始伤害的一定百分比施加伤害。"
"RicochetTargetsTooltipOnly_label" "反弹目标数"
"RicochetTargetsTooltipOnly_postvalue_label" "反弹目标数"
"RicochetDamagePercent_label" "反弹伤害"
"RicochetDamagePercent_postvalue_label" "反弹伤害"
"RicochetDamagePercent_postfix" "%"
"RicochetRadius_label" "反弹范围"
"RicochetRadius_postvalue_label" "反弹范围"
"RicochetRadius_postfix" "米"
"ModelScaleGrowthTooltip_label" "模型比例"
"ModelScaleGrowthTooltip_postvalue_label" "模型比例"
"ModelScaleGrowthTooltip_postfix" "%"
"ShrinkDuration_label" "缩小持续时间"
"ShrinkDuration_postvalue_label" "缩小持续时间"
"ShrinkDuration_postfix" "秒"
"BonusBaseHealth_prefix" "+"
"BonusBaseHealth_label" "基础生命值"
"BonusBaseHealth_postvalue_label" "基础生命值"
"BonusBaseHealth_postfix" "%"
//Close Quarters
"upgrade_close_range_desc" "当和目标近距离作战时,造成额外的武器伤害。"
"upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base" "减速"
//Long Range
"upgrade_long_range_desc" "当和目标距离大于某最低距离时,造成额外的武器伤害。"
//Mystic Shot
"upgrade_crackshot_desc" "下一颗子弹将造成额外{g:citadel_inline_attribute:'SpiritDamage'}。"
"ProcBonusMagicDamage_prefix" "{s:sign}"
"ProcBonusMagicDamage_label" "元灵伤害"
"ProcBonusMagicDamage_postvalue_label" "元灵伤害"
//Ethereal Bullets
"upgrade_ethereal_bullets_desc" "得到加强的技能会逐渐充能,在使用时会获得{g:citadel_inline_attribute:'BonusSpiritDamage'}和{g:citadel_inline_attribute:'BonusFireRate'},并会装填子弹。在下次装填弹药前,子弹会根据元灵力量造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。"
"BulletsBonusMagicDamage_label" "基础子弹伤害"
"BulletsBonusMagicDamage_postvalue_label" "基础子弹伤害"
"BulletsBonusMagicDamage_prefix" "+"
"BulletsBonusMagicDamage_postfix" "%"
//Restorative Shot
"upgrade_medic_bullets_desc" "下一颗子弹将根据击中的目标治疗自身。"
"HealFromHero_label" "来自英雄的治疗"
"HealFromHero_postvalue_label" "来自英雄的治疗"
"HealFromNPC_label" "来自非英雄角色/光球的治疗"
"HealFromNPC_postvalue_label" "来自非英雄角色/光球的治疗"
//Point Blank
"upgrade_close_quarter_combat_desc" "与目标近距离交战时,武器伤害增加,并且子弹会施加移动减速效果。"
//Headshot Booster
"upgrade_headshot_booster_desc" "下一次命中敌方英雄头部会造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。"
//Weakening Headshot
"upgrade_headshot_booster2_desc" "命中头部会降低其子弹抗性。"
//Sharpshooter
"upgrade_sharpshooter_desc" "当和目标距离大于某最低距离时,造成额外的武器伤害。"
//Headhunter
"upgrade_headhunter_desc" "下一次命中敌方英雄头部会造成{g:citadel_inline_attribute:'BonusWeaponDamage'},{g:citadel_inline_attribute:'Heal'}自身,并暂时获得{g:citadel_inline_attribute:'BonusMoveSpeed'}。"
"HealPercentPerHeadshot_label" "每次头弹治疗量"
"HealPercentPerHeadshot_postvalue_label" "每次头弹治疗量"
"HealPercentPerHeadshot_postfix" "%"
"BaseHealOnHeadshot_label" "每次头弹治疗量"
"BaseHealOnHeadshot_postvalue_label" "每次头弹治疗量"
//Spellslinger Headshots
"upgrade_spellslinger_headshots_part1_desc" "子弹会施加一个减益效果,降低目标的元灵抗性,并让自身和友军可以对其进行元灵吸取生命。"
"upgrade_spellslinger_headshots_part2_desc" "命中目标头部会进一步降低其元灵抗性"
"SpiritPowerGainPct_label" "元灵力量"
"SpiritPowerGainPct_postvalue_label" "元灵力量"
"SpiritPowerGainPct_postfix" "%"
"SpellSlingerHeadshots_SpiritShredPerStack_label" "头弹的元灵抗性"
"SpellSlingerHeadshots_SpiritShredPerStack_postvalue_label" "命中头部的元灵抗性"
"SpellSlingerHeadshots_SpiritShredPerStack_postfix" "%"
//Crippling Headshot
"upgrade_banshee_slugs_headshots_desc" "命中头部会减少其子弹,元灵抗性和受疗量。"
//Berserker
"upgrade_berserker_desc" "受到持续伤害时,武器伤害会增加。"
//Frenzy
"upgrade_fervor_passive" "当生命值低于{s:LowHealthThreshold}%时将在一段时间内获得属性加成,并且身上已有的减益效果将会减弱。"
"FervorTechResist_postfix" "%"
"modifier_fervor_aura_active" "背水一战"
"FervorBulletResist_label" "子弹抗性"
"FervorBulletResist_postvalue_label" "子弹抗性"
"FervorBulletResist_prefix" "+"
"FervorBulletResist_postfix" "%"
//Soul Shredder Bullets
"upgrade_tech_defense_shredders_desc" "子弹会施加一个减益效果,降低目标的元灵抗性,并让自身和友军可以对其进行元灵吸取生命。"
"ShreddersTechAmp_label" "元灵增强"
"ShreddersTechAmp_postvalue_label" "元灵增强"
"ShreddersTechAmp_postfix" "%"
//Hollow Point Ward
"upgrade_hollow_point_rounds_desc" "当生命值高于{s:LifeThreshold}%时,造成额外的武器伤害,并且子弹会降低敌人的子弹抗性。"
// Pristine Emblem
"upgrade_pristine_emblem_desc" "攻击会对生命值高于{s:EnemyLifeThreshold}%的敌人造成额外的武器伤害。"
"BaseAttackDamagePercentBonus_label" "武器伤害"
"BaseAttackDamagePercentBonus_postvalue_label" "武器伤害"
"BaseAttackDamagePercentBonus_prefix" "+"
"BaseAttackDamagePercentBonus_postfix" "%"
//Disarming Bullets
//Glass Cannon
"upgrade_glass_cannon_desc" "每次击败英雄都会获得永久射速(最多可叠加{s:MaxStacks}层)。如果被击倒,则会失去1层叠加。"
"GlassCannon_SlowPercent_label" "子弹减速特效"
"GlassCannon_SlowPercent_postvalue_label" "子弹减速特效"
"GlassCannon_SlowPercent_postfix" "%"
"GlassCannon_SlowPercent_prefix" "+"
"upgrade_glass_cannon_plus1" "玻璃大炮 +1"
//Fury Trance
"upgrade_fury_trance_active" "获得射速,元灵抗性和移动速度,并且射击时移除移动速度惩罚,但会使自身沉默,并且无法使用和恢复耐力。"
//Vampiric Burst
"upgrade_surging_power_active" "提供生命吸取、射速和弹药。此额外弹药不受最大弹匣容量限制。"
"ActiveBonusLifesteal_label" "子弹吸取生命"
"ActiveBonusLifesteal_postvalue_label" "子弹吸取生命"
"ActiveBonusLifesteal_postfix" "%"
//Siphon Bullets
"upgrade_siphon_bullets_desc_passive2" "你的子弹会暂时从敌人身上吸取一定量的最高生命值。当减益消失时,敌人会恢复被吸取的生命值。"
"HealthSteal_label" "每发子弹吸取最大生命值"
"HealthSteal_postvalue_label" "每发子弹吸取最大生命值"
"SiphonBullets_HealthStealPctHero_label" "最大生命值吸取"
"SiphonBullets_HealthStealPctHero_postvalue_label" "最大生命值吸取"
"SiphonBullets_HealthStealPctHero_postfix" "%"
//Overdrive Clip
"BonusReloadSpeed_label" "装填时间"
"BonusReloadSpeed_postvalue_label" "装填时间"
"BonusReloadSpeed_Postfix" "%"
"OverdriveClipDuration_Postfix" "秒"
//Burst Fire Actuator
"BurstFireShotsFromClipPercent_Postfix" "%"
"BonusHeadshotDamage_label" "额外头弹伤害"
"BonusHeadshotDamage_postvalue_label" "额外头弹伤害"
"BonusHeadshotDamage_postfix" "%"
"BaseBonusWeaponPower_prefix" "+"
//Lifestrike
"upgrade_boxing_glove_desc" "近战攻击会施加移动减速效果并对自身进行治疗,治疗量为所造成的近战伤害的一定百分比加上固定数值。
如果是对非英雄造成伤害,则治疗量为原本的{s:NonHeroHealPct}%。
近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。"
"BonusMeleeSpeed_prefix" "+"
"BonusMeleeSpeed_postfix" "%"
"DisarmDuration_label" "缴械持续时间"
"DisarmDuration_postvalue_label" "缴械持续时间"
"DisarmDuration_postfix" "秒"
"LifestealHeal_label" "近战命中时获得的治疗"
"LifestealHeal_postvalue_label" "近战命中时获得的治疗"
"LifestealHealPercent_label" "近战击中治疗"
"LifestealHealPercent_postvalue_label" "近战击中治疗"
"LifestealHealPercent_postfix" "%"
"MeleeLifesteal_label" "近战吸取生命"
"MeleeLifesteal_postvalue_label" "近战吸取生命"
"MeleeLifesteal_postfix" "%"
//Belt-Fed Magazine
"SpinUpTime_postfix" "秒"
"InitialFireRateDecrease_prefix" "-"
"InitialFireRateDecrease_postfix" "%"
"MaxFireRateIncrease_prefix" "+"
"MaxFireRateIncrease_postfix" "%"
"BonusReloadTime_postfix" "秒"
//Stabilizing Tripod
"StationaryRecoilReduction_postfix" "%"
"StationaryWeaponPower_prefix" "+"
"CasterHealthPercent_postfix" "%"
//Burst Fire
"upgrade_burst_fire_desc" "当子弹击中敌方英雄时,短暂地获得射速和移动速度的提升。"
//Intensifying Magazine
"upgrade_intensifying_clip_desc" "持续射击时增加武器伤害。"
"BaseAttackDamagePercentAtMaxDuration_label" "最高武器伤害"
"BaseAttackDamagePercentAtMaxDuration_postvalue_label" "最高武器伤害"
"BaseAttackDamagePercentAtMaxDuration_postfix" "%"
"ShootDurationForMax_label" "最高伤害所需时间"
"ShootDurationForMax_postvalue_label" "最高伤害所需时间"
"ShootDurationForMax_postfix" "秒"
//Escalating Resilience
"upgrade_reinforcing_casings_desc" "当子弹击中敌方英雄时,赋予子弹抗性。每次射击只能赋予一次抗性叠加。"
"MaxArmorStacks_label" "最大子弹抗性"
"MaxArmorStacks_postvalue_label" "最大子弹抗性"
"MaxArmorStacks_postfix" "%"
"BulletResistPerStack_label" "每层叠加的子弹抗性"
"BulletResistPerStack_postvalue_label" "每层叠加的子弹抗性"
"BulletResistPerStack_postfix" "%"
"BulletResistDuration_label" "叠加持续时间"
"BulletResistDuration_postvalue_label" "叠加持续时间"
"BulletResistDuration_postfix" "秒"
//Lucky Shot
"upgrade_critshot_desc" "子弹有机会被强化,使其在击中目标时造成额外武器伤害。
额外伤害无法造成强击。"
"CritDamagePercent_prefix" "+"
"CritDamagePercent_label" "额外武器伤害"
"CritDamagePercent_postvalue_label" "额外武器伤害"
"CritDamagePercent_postfix" "%"
//Veil Walker
"upgrade_veil_walker_desc" "穿越宇宙玄幕会使自身获得隐身状态和治疗,并提升移动速度。"
"VeilWalker_MoveSpeed_label" "隐身移动速度"
"VeilWalker_MoveSpeed_postvalue_label" "隐身移动速度"
"VeilWalker_MoveSpeed_postfix" "米"
"VeilWalker_Heal_label" "治疗"
"VeilWalker_Heal_postvalue_label" "治疗"
//Glass Cannon2
"upgrade_glass_cannon2_desc" "每次击败英雄都会赋予永久武器伤害(最多{s:MaxStacks}层)。如果被击败,则会失去1层叠加。"
//"upgrade_split_shot" "Split Shot"
"upgrade_split_shot_desc" "使射击变为多重射击。
每次攻击命中多个英雄将获得可叠加的武器伤害加成。
每个目标在一次多重射击中只能被命中一次。"
"upgrade_split_shot_desc_02" "裂光弹雨多重击中加成"
"SpecialShotsBonusFireRate_label" "多重射击时的射速"
"SpecialShotsBonusFireRate_postvalue_label" "多重射击时的射速"
"SpecialShotsBonusFireRate_postfix" "%"
"SpecialShotsBonusFireRate_prefix" "+"
"SplitShotWeaponDuration_label" "叠加持续时间"
"SplitShotWeaponDuration_postvalue_label" "叠加持续时间"
"SplitShotWeaponDuration_postfix" "秒"
// upgrade_blood_tribute // Blood Tribute
"upgrade_blood_tribute_desc" "切换:持续消耗生命值来提升{g:citadel_inline_attribute:'FireRate'}、减益抗性和移动速度。"
//"upgrade_non_player_bonus_sacrifice" "Cultlist Sacrifice"
"upgrade_non_player_bonus_sacrifice_desc" "消除目标敌方非玩家角色,获得{s:BonusSoulsPct}%额外魂魄,并赋予强大持久的增益。"
//"upgrade_capacitor" "Capacitor"
"upgrade_capacitor_desc" "发射一个投射物,造成{g:citadel_inline_attribute:'SpiritIcon'}伤害,并施加会随时间逐渐失效的强力减速效果,阻止耐力的使用并沉默他们的位移类物品和技能。"
//"upgrade_enchanted_holsters" "Enchanted Holsters"
"upgrade_enchanted_holsters_desc" "每次在战斗中施放技能或物品时,都会获得提高射速和装填速度的可叠加增益。
每层叠加都会刷新持续时间。"
// "upgrade_weapon_backstabber" "Stalker"
"upgrade_weapon_backstabber_desc" "近距离造成{g:citadel_inline_attribute:'WeaponDamage'}会制造创伤,自身获得{g:citadel_inline_attribute:'BonusMoveSpeed'}。
受伤的敌人受到{g:citadel_inline_attribute:'SpiritDPS'},{g:citadel_inline_attribute:'BulletResist'}降低,并且可以透过墙壁看到他们。"
"BackstabberRadius_label" "加成半径"
"BackstabberRadius_postvalue_label" "加成半径"
"BackstabberRadius_postfix" "米"
"ProcRadius_label" "近距离"
"ProcRadius_postvalue_label" "近距离"
"ProcRadius_postfix" "米"
//"upgrade_express_shot" "Express Shot"
"upgrade_express_shot_desc" "下一次攻击会以更高的子弹速度快速连续发射两次,造成更多伤害。此攻击会消耗额外的弹药。"
"ProcAmmoConsumed_label" "消耗的额外弹药"
"ProcAmmoConsumed_postvalue_label" "消耗的额外弹药"
//Melee Charge
"upgrade_melee_charge_desc" "下一次对敌人的近战重击将造成额外伤害。"
"MeleeDistanceScale_label" "近战重击距离"
"MeleeDistanceScale_postvalue_label" "近战重击距离"
"MeleeDistanceScale_prefix" "+"
"MeleeDistanceScale_postfix" "%"
"BonusHeavyMeleeDamage_prefix" "+"
"BonusHeavyMeleeDamage_label" "额外重击伤害"
"BonusHeavyMeleeDamage_postvalue_label" "额外重击伤害"
"BonusHeavyMeleeDamage_postfix" "%"
// "upgrade_crushing_fists" "Crushing Fists"
"upgrade_crushing_fists_desc" "{g:citadel_inline_attribute:'MeleeDamage'}会恢复弹药并对敌人施加可叠加的子弹抗性减益。近战重击会叠加2层。
目标达到最大叠加层数后会被眩晕。"
"notification_crushing_fists_stun" "碎骨重拳 - 眩晕!"
//"upgrade_stackingdamageproc" "Hungering Blade"
"upgrade_stackingdamageproc_desc" "对低生命值的英雄造成伤害会造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。
这个效果每次触发时都会叠加,永久提升{g:citadel_inline_attribute:'BonusWeaponDamage'}。"
//"upgrade_building_buster" "Explosive Demolition"
"upgrade_building_buster_desc" "投掷一簇粘性炸药,经过较长时间的延迟后爆炸,造成{g:citadel_inline_attribute:'WeaponDamage'}
击中 首领则造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。"
"BossDamage_postvalue_label" "头目伤害"
//-----------------------------------------------------------------------------
// Upgrades: Tech
//-----------------------------------------------------------------------------
// "upgrade_mystic_regeneration" "Mystic Regeneration"
"upgrade_mystic_regeneration_desc" "对敌方英雄造成{g:citadel_inline_attribute:'SpiritDamage'}将使自身获得额外{g:citadel_inline_attribute:'Regen'}。对不同英雄造成伤害时效果可以叠加。"
//Spirit Lifesteal
"NonHeroAbilityLifestealTooltipOnly_postfix" "%"
//Mystic Vulnerability
"upgrade_magic_vulnerability_desc" "敌人受到{g:citadel_inline_attribute:'SpiritDamage'}时,其{g:citadel_inline_attribute:'SpiritResist'}会被降低。"
//Healbane
"upgrade_healbane_desc" "{g:citadel_inline_attribute:'SpiritDamage'}会减少受疗量。如果敌方英雄在此效果下被击倒,自身将获得大量治疗。"
"HealOnKill_label" "击败英雄时获得治疗"
"HealOnKill_postvalue_label" "击败英雄时获得治疗"
//Mystic Slow
"upgrade_magic_slow_desc" "当目标受到{g:citadel_inline_attribute:'SpiritDamage'}时,其移动速度会被降低。"
//Escalating Exposure
"upgrade_escalating_exposure_desc" "造成{g:citadel_inline_attribute:'SpiritDamage'}时会施加可叠加的元灵增强效果,增加自身对目标的{g:citadel_inline_attribute:'SpiritDamage'}。"
"EscalatingExposureProcCooldown_label" "每个目标的最高频率"
"EscalatingExposureProcCooldown_postvalue_label" "每个目标的最高频率"
"EscalatingExposureProcCooldown_postfix" "秒"
"EscalatingExposureTechArmorDamageReduction_label" "受到元灵伤害时元灵抗性减少"
"EscalatingExposureTechArmorDamageReduction_postvalue_label" "受到元灵伤害时元灵抗性减少"
"EscalatingExposureTechArmorDamageReduction_postfix" "%"
//Mystic Reach
"upgrade_magic_reach_desc" "加强一个技能,扩大其范围和效果半径。"
//Improved Reach
"upgrade_tech_range_desc" "增加技能和物品的施放范围和效果半径。"
//Omni Spirit
"upgrade_long_range_slowing_tech/modifier_long_range_slowing_tech_proc/modifier_slow_base" "被减速"
//Improved Cooldown
"upgrade_magic_tempo_desc" "加强一个技能,减少其冷却时间。"
//Superior Cooldown
"upgrade_cooldown_reduction_desc" "减少技能的冷却时间。"
//Transcendent Cooldown
"upgrade_transcendent_cooldown_desc" "减少技能和物品的冷却时间。"
//Extra Charge
//"upgrade_extra_charge_desc" "Adds one to your ability max charges."
"BonusSpiritForChargedAbilities_prefix" "+"
"BonusSpiritForChargedAbilities_label" "充能技能的额外元灵力量"
"BonusSpiritForChargedAbilities_postvalue_label" "充能技能的额外元灵力量"
//Rapid Recharge
"CooldownReductionOnChargedAbilities_label" "充能技能的冷却时间减少"
"CooldownReductionOnChargedAbilities_postvalue_label" "充能技能的冷却时间减少"
"CooldownReductionOnChargedAbilities_postfix" "%"
"CooldownReductionOnChargedAbilities_prefix" "+"
//Alchemical Fire
"upgrade_thermal_detonator_desc" "投掷一个瓶子,触碰后爆炸并形成一个区域,该区域会造成逐渐增加的每秒{g:citadel_inline_attribute:'SpiritDamage'},并减少敌人的子弹抗性。
对非英雄目标造成的效果降低 {s:NonHeroReductionPercent}%。"
"BonusBaseWeaponDamageTaken_prefix" "+"
"BonusBaseWeaponDamageTaken_label" "武器伤害"
"BonusBaseWeaponDamageTaken_postvalue_label" "武器伤害"
"BonusBaseWeaponDamageTaken_postfix" "%"
//Fleetfoot
"upgrade_fleetfoot_boots_active_desc" "获得额外移动速度和减速抗性。"
"upgrade_fleetfoot_boots_passive_desc" "射击时会消除移动速度损失。"
//Kinetic Dash
"upgrade_kinetic_sash_desc" "冲刺跳跃后会获得射速和额外的弹药,直到下次重新装填。效果最多持续{s:AbilityDuration}秒。"
//Arcane Surge
"upgrade_arcane_surge_desc" "冲刺跳跃后{s:ArcaneSurgeWindow}秒内使用的下一个技能将获得额外的范围、持续时间和元灵力量。"
"modifier_arcane_surge_triggered" "秘法涌动!"
"modifier_arcane_surge_ability" "技能涌动!"
"ArcaneSurgeWindow_label" "施放窗口"
"ArcaneSurgeWindow_postvalue_label" "施放窗口"
"ArcaneSurgeWindow_postfix" "秒"
//Active Reload
"upgrade_active_reload_desc" "装填弹药时,在高亮的时间段内按下{g:citadel_binding:'Reload'}会瞬间完成装填并获得射速、子弹吸取生命和移动速度。"
//Slowing Hex
"upgrade_containment_desc" "降低敌方目标的移动速度。同时沉默其基于移动的物品和技能。
提升目标的重力。
不会影响目标的耐力使用。"
//Spirit Sap
"upgrade_spirit_sap_desc" "减少目标敌人元灵抗性和元灵力量。"
//Focus Lens
"upgrade_focus_lens_desc" "使目标敌人沉默。沉默期间对其造成的所有伤害的一部分在沉默结束后会施加给目标。"
"PercentDamage_label" "结束后伤害"
"PercentDamage_postvalue_label" "结束后伤害"
"PercentDamage_postfix" "%"
//Withering Whip , Rusted Barrel
"upgrade_withering_whip_desc" "降低敌方目标的射速和子弹抗性。"
"modifier_withering_whip_debuff" "-射速"
"MagicAmp_label" "元灵增强"
"MagicAmp_postvalue_label" "元灵增强"
"MagicAmp_postfix" "%"
"WitheringWhipDisarmDuration_label" "持续时间"
"WitheringWhipDisarmDuration_postvalue_label" "持续时间"
"WitheringWhipDisarmDuration_postfix" "秒"
"SpiritPower_label" "元灵力量"
"SpiritPower_postvalue_label" "元灵力量"
"SpiritPower_prefix" "+"
// Disarming Hex
"upgrade_greater_withering_whip_desc" "使敌方目标缴械并减少其子弹抗性。"
"upgrade_greater_withering_whip_debuff" "被缴械"
//Ethereal Shift
"upgrade_self_bubble_desc" "进入虚空状态,在短时间内变得无敌。"
"upgrade_self_bubble_desc2" "之后会获得若干临时增益:"
"ShiftingVeil_channel_desc" "无敌"
"ShiftingVeilDuration_label" "持续时间"
"ShiftingVeilDuration_postvalue_label" "持续时间"
"ShiftingVeilDuration_postfix" "秒"
"BonusSpiritDuration_label" "额外元灵持续时间"
"BonusSpiritDuration_postvalue_label" "额外元灵持续时间"
"BonusSpiritDuration_postfix" "秒"
"BonusTechPower_prefix" "{s:sign}"
"BonusTechPower_label" "元灵力量"
"BonusTechPower_postvalue_label" "元灵力量"
"shifting_veil_bonus" "元灵力量、速度和元灵抗性"
//Rescue Beam
"upgrade_rescue_beam_desc" "治疗一个目标友方英雄和自身,治疗量为最大生命值的一定百分比。在治疗过程中,可以将目标拉向自己。可以对自身施放。"
"SelfModifier_postfix" "%"
"upgrade_rescue_beam_pull" "拉拽目标"
//Slowing Spirit
"upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base" "被减速"
//Refresher
"upgrade_ability_refresher_desc" "重置所有技能的冷却时间并恢复所有充能。"
//Cold Front
"upgrade_cold_front_desc" "释放一个不断扩大的冰暴,对击中的目标造成{g:citadel_inline_attribute:'SpiritDamage'}并使其减速。"
//Arctic Blast
"upgrade_arctic_blast_desc" "释放一个不断扩大的冰暴,对其击中的目标造成{g:citadel_inline_attribute:'SpiritDamage'},使其冻结,随后减速。减速的目标会冻结耐力恢复。"
"ArcticBlastSlowDuration_label" "减速持续时间"
"ArcticBlastSlowDuration_postvalue_label" "减速持续时间"
"ArcticBlastSlowDuration_postfix" "秒"
"ArcticBlastPercentDamage_label" "冻结额外伤害"
"ArcticBlastPercentDamage_postvalue_label" "冻结额外伤害"
"ArcticBlastPercentDamage_postfix" "%"
//Knockdown
"upgrade_target_stun_desc" "{s:StunDelay}秒后施加眩晕效果。对空中目标的眩晕时间会增加。
在眩晕期间目标的重力会提升。"
//Vortex Web
"upgrade_aoe_root_active" "投掷一枚真空手雷,将所有敌人拉入一小片区域并施加减速魔咒。
副施放可以直接以单位为目标。"
//Curse
"upgrade_glitch_desc" "干扰一个敌人——打断、沉默、缴械,并阻止其使用物品。移除所有非大招的增益效果。
你的伤害输出在持续时间内会减少。"
"modifier_glitch_debuff" "受到干扰!"
"modifier_glitch_self_penalty" "天谴圣物反噬"
//Bullet Resist Shredder
"upgrade_bullet_resist_shredder_desc" "造成{g:citadel_inline_attribute:'SpiritDamage'}时会减少敌人的子弹抗性。"
"upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder" "子弹护甲减少"
//Echo Shard
"upgrade_ability_power_shard_active" "重置已加强的非终极技能的冷却时间。
已加强技能的冷却时间会使这件物品的冷却时间增加。"
//Duration Extender
"upgrade_arcane_extension_desc" "加强一个技能,提高其持续时间。"
//Superior Duration
"upgrade_imbued_duration_extender_desc" "增加技能和物品的持续时间 。"
//Diviner's Kevlar
"upgrade_diviners_kevlar_desc" "施放终极技能后,获得屏障和临时的元灵力量。"
"BonusChannelTechPower_prefix" "+"
"BonusChannelTimePercentage_label" "施法持续时间"
"BonusChannelTimePercentage_postvalue_label" "施法持续时间"
"BonusChannelTimePercentage_prefix" "+"
"BonusChannelTimePercentage_postfix" "%"
"MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_label" "施法持续时间"
"MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_postvalue_label" "施法持续时间"
"MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_prefix" "+"
"MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_postfix" "%"
//Infuser
"upgrade_infuser_desc" "获得元灵吸取生命和元灵力量。"
//Spirit Strike
"upgrade_acolytes_glove_desc" "对英雄进行近战轻/重攻击时,攻击会对其造成额外{g:citadel_inline_attribute:'SpiritDamage'}并降低目标的元灵抗性。
近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。"
"SpiritDamage_label" "元灵伤害"
"SpiritDamage_postvalue_label" "元灵伤害"
//Spirit Snatch
"upgrade_spirit_snatch_desc" "对英雄进行近战轻/重攻击时,攻击会对其造成额外{g:citadel_inline_attribute:'SpiritDamage'}并吸取其的元灵抗性和元灵力量。
近战轻击命中的效果减少{s:LightMeleeReduction}%。"
"SpiritSnatch_TechArmorSteal_label" "元灵抗性吸取"
"SpiritSnatch_TechArmorSteal_postvalue_label" "元灵抗性吸取"
"SpiritSnatch_TechArmorSteal_postfix" "%"
"SpiritSnatch_TechPowerSteal_label" "元灵力量吸取"
"SpiritSnatch_TechPowerSteal_postvalue_label" "元灵力量吸取"
//Clarity
//"upgrade_magic_clarity_desc" "On ability or item use, gain a move speed bonus for {s:AbilityDuration}s. Your next ability cast will remove the move speed bonus and apply a Spirit bonus to that ability."
"ClarityBonusSpirit_prefix" "{s:sign}"
//Surge of Power
"upgrade_magic_storm_desc" "加强一个技能,使其获得永久元灵力量。当该技能被使用时,获得额外的移动速度并在攻击时维持全速。"
//Suppressor
"upgrade_suppressor_desc" "对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}时还会降低其射速。"
"suppressor_debuff" "-射速"
//Quicksilver Reload
"upgrade_quick_silver_desc" "得到加强的技能会逐渐充能,在使用时会拥有{g:citadel_inline_attribute:'BonusSpiritDamage'}、{g:citadel_inline_attribute:'BonusFireRate'}并装填子弹。"
//Resonant Healing
"upgrade_resonant_healing_desc" "施放技能时会在一小段时间内获得治疗和额外移动速度。"
"HealingPerCast_Label" "技能施放时治疗"
"HealingPerCast_postvalue_label" "技能施放时治疗"
// Magic carpet
"upgrade_magic_carpet_desc" "召唤魔毯,带你飞走。在飞行过程中对减速免疫,但采取任何操作都会让魔毯消失。
在召唤魔毯期间无法使用技能。"
"modifier_summon_magiccarpet" "正在召唤魔毯"
"MagicCarpetMoveSpeed_prefix" "+"
"MagicCarpetMoveSpeed_label" "飞行速度加成"
"MagicCarpetMoveSpeed_postvalue_label" "飞行速度加成"
"MagicCarpetMoveSpeed_postfix" "米"
"MagicCarpetShieldDuration_label" "护盾持续时间"
"MagicCarpetShieldDuration_postvalue_label" "护盾持续时间"
"MagicCarpetShieldDuration_postfix" "秒"
"MagicCarpetSummoning_channel" "召唤中"
// Hex-Sealed Knuckles
"upgrade_superacolytes_glove_desc" "在累积造成{s:StoredSpiritDamage}元灵伤害后,下一次近战重击会额外造成{s:StoredSpiritDamage}元灵伤害。"
"StoredSpiritDamage_label" "储存的元灵伤害"
"StoredSpiritDamage_postvalue_label" "储存的元灵伤害"
"upgrade_superacolytes_glove/modifier_superacoloytes_glove" "铁拳解封!"
//SpiritBurn
"upgrade_spirit_burn_desc" "在 {s:DamageThresholdDuration}秒内对敌人造成严重{g:citadel_inline_attribute:'SpiritDamage'}会引发爆炸,令该敌人受到伤害并燃烧。燃烧期间,敌人会持续受到伤害,且治疗量减少。
冷却时间是根据敌人而定,每个目标在每次冷却时只能燃烧一次。对非英雄目标使用时,造成半额伤害。"
"modifier_spirit_burn_immunity" "元灵燃烧免疫"
"MinDPS_label" "最低每秒伤害"
"MinDPS_postvalue_label" "最低每秒伤害"
//Lightning Scroll
"upgrade_ultimate_burst_desc" "终极技能造成的伤害会在短暂延迟后施加{g:citadel_inline_attribute:'Stun'}并造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。"
"upgrade_ultimate_burst_upgrade" "秘术缓速效果"
"upgrade_ultimate_burst_hint" "每个终极技能对每个目标只会触发一次本效果。"
"LightningScrollMysticSlow_label" "造成元灵伤害时的移动速度"
"LightningScrollMysticSlow_postvalue_label" "造成元灵伤害时的移动速度"
"LightningScrollMysticSlow_prefix" "-"
"LightningScrollMysticSlow_postfix" "%"
"DelayBeforeStun_label" "造成效果前延迟"
"DelayBeforeStun_postvalue_label" "造成效果前延迟"
"DelayBeforeStun_postfix" "秒"
"MaxHealthDamage_label" "最大生命值伤害"
"MaxHealthDamage_postvalue_label" "最大生命值伤害"
"MaxHealthDamage_postfix" "%"
"CurrentHealthDamage_label" "当前生命值伤害"
"CurrentHealthDamage_postvalue_label" "当前生命值伤害"
"CurrentHealthDamage_postfix" "%"
"UltimateTechPower_label" "终极元灵力量"
"UltimateTechPower_postvalue_label" "终极元灵力量"
//Corpse Explosion
"upgrade_corpse_explosion_desc" "击败或助攻会在受害者击败之处造成爆炸。若击败英雄,则具有更大的半径和伤害。"
"HeroMultiplier_label" "英雄爆炸系数"
"HeroMultiplier_postvalue_label" "英雄爆炸系数"
"HeroMultiplier_postfix" "%"
//Golden Goose Egg
"upgrade_goose_egg_desc" "持续获得魂魄,只要没有被击倒。"
"upgrade_goose_egg_active_desc" "孵化鹅蛋,获得魂魄和永久增益。
持有的时间越长,鹅蛋的价值越高。
孵化时每积累{s:BonusBuffsPerGold}个魂魄都会获得一个永久增益。"
"upgrade_goose_egg_stacklabel" "可获得魂魄"
"GoldPerMinute_postvalue_label" "每分钟收集魂魄"
"GoldPerMinute_prefix" "{s:sign}"
"BonusGoldPerMinute_postvalue_label" "每分钟魂魄价值"
"SellBonusSouls_label" "积累额外灵魂:"
//"SellBonusSouls_postvalue_label" "Sell Bonus Souls:"
//"SellBonusSouls_postvalue_prefix" "{g:citadel_inline_attribute:'SoulsIcon'}"
//-----------------------------------------------------------------------------
// Upgrades: Armor
//-----------------------------------------------------------------------------
//Healing Rite
"upgrade_health_stimpak_desc" "赋予目标生命值恢复和冲刺速度。如果受到敌方玩家或目标物的伤害,效果会被解除。可以对自身施放。"
//Shrink Ray
"upgrade_shrink_ray_desc" "减少目标的模型大小并提供移动速度。在这个模式下允许使用隧道。可以对自身施放。"
//Guardian Ward
"upgrade_guardian_ward_desc" "为目标提供屏障和短暂的移动速度。
可以对自身施放。
对他人施放时冷却时间减半。"
//Divine Barrier
"upgrade_divine_barrier_desc" "移除目标身上的所有非眩晕减益并为其提供屏障和移动速度。
可以对自身施放。对他人施放时冷却时间减半。"
//Restorative Locket
"upgrade_restorative_locket_active_desc" "敌人在距你{s:Radius}米范围内使用技能时,添加一层恢复叠加。
消耗所有叠加可以治疗自身并恢复最多{s:MaxStaminaRestore}个耐力值点数,取决于拥有的叠加层数。"
"HealPerStack_label" "每层叠加治疗量"
"MinStaminaRestore_label" "最低耐力恢复"
"MinStaminaRestore_postvalue_label" "最低耐力恢复"
"MaxStaminaRestore_label" "最高耐力恢复"
"MaxStaminaRestore_postvalue_label" "最高耐力恢复"
"HealPerStack_postvalue_label" "每层叠加治疗量"
//Cheat Death
"upgrade_cheat_death_unkillable_passive" "遭受致命伤害时,会变得暂时对击败免疫,并移除所有非眩晕的减益效果。
在对击败免疫期间,造成的伤害会减少,获得的治疗量会减少。"
"DeathImmunityDuration_label" "击败免疫持续时间"
"DeathImmunityDuration_postvalue_label" "击败免疫持续时间"
"DeathImmunityDuration_postfix" "秒"
"DeathImmunityDamageReduction_label" "伤害降幅"
"DeathImmunityDamageReduction_postvalue_label" "伤害降低"
"DeathImmunityDamageReduction_postfix" "%"
//Healing Booster
"upgrade_healing_booster_desc" "使你的治疗效果提升。"
//Debuff Reducer
"upgrade_debuff_reducer_desc" "减少对自身施加的所有减益效果的持续时间。"
//Debuff Remover | Dispel Magic
"upgrade_reduce_debuff_duration_active_desc" "清除当前对自身施加的所有非终极技能减益效果。如果有效果被移除,那么会得到治疗并获得移动速度加成。
在眩晕或睡眠状态下无法使用。"
"HealOnActivate_label" "激活时治疗量"
"HealOnActivate_postvalue_label" "激活时治疗量"
"damage_reduction_postfix" "%"
//Decay
"upgrade_rupture_desc" "对目标造成持续伤害,根据其生命值造成伤害。
衰变的伤害不会致命,也不会施加物品触发效果。"
"HealReductionDuration_label" "治疗降低持续时间"
"HealReductionDuration_postvalue_label" "治疗降低持续时间"
"HealReductionDuration_postfix" "秒"
//Discord | Scourge
"upgrade_discord_desc" "给予一个友方目标元灵抗性,减益抗性和一个光环,光环会按敌人最大生命值的一定比例对其造成{g:citadel_inline_attribute:'SpiritIcon'}伤害。目标身上的现有减益效果也会减少。
可以对自身施放。"
"MaxHealthPercentAsDPS_label" "每秒最大生命值"
"MaxHealthPercentAsDPS_postvalue_label" "每秒最大生命值"
"MaxHealthPercentAsDPS_postfix" "%"
//Fortitude
"upgrade_chonky_desc" "在一段时间内未受到伤害后,获得生命恢复。"
"upgrade_chonky_high_health_passive_desc" "生命值高于{s:HealthThreshold}%时将获得额外的移动速度。"
//Leech
"upgrade_damage_recycler_desc" "降低敌人施加的治疗减少效果。"
"LeechHealOnKill_prefix" "+"
"LeechHealOnKill_label" "击败时最大生命值治疗"
"LeechHealOnKill_postvalue_label" "击败时最大生命值治疗"
"LeechHealOnKill_postfix" "%"
//Rebirth
"upgrade_personal_rejuvenator_desc" "让英雄在其被击败的地方重生。"
"RespawnDelay_postfix" "秒"
"SpawnTimePenalty_prefix" "+"
"SpawnTimePenalty_label" "重生时间增加"
"SpawnTimePenalty_postvalue_label" "重生时间增加"
"SpawnTimePenalty_postfix" "秒"
//Phantom Strike
"upgrade_phantom_strike_desc" "传送至一个敌方目标前,并将其拉向地面。造成伤害,使其移动速度减缓并缴械。"
"PhantomStrikeDebuffDuration_label" "减益持续时间"
"PhantomStrikeDebuffDuration_postvalue_label" "减益持续时间"
"PhantomStrikeDebuffDuration_postfix" "秒"
"modifier_phantom_strike_bulletshield" "子弹护盾"
//Soul Rebirth
"upgrade_rebirth_passive" "如果被击倒,{s:RespawnDelay}秒后将在击败地点重生,并恢复部分生命值。"
//Return Fire
"upgrade_return_fire_desc" "自动射出一发子弹,目标是任何使用技能或武器对你造成伤害的攻击者。"
"ActiveFireRate_label" "射速"
"ActiveFireRate_postvalue_label" "射速"
"ActiveFireRate_postfix" "%"
//Metal Skin
"upgrade_metal_skin_desc" "获得对子弹的免疫。"
"AbilityApplyDelay_postfix" "秒"
//Battle Vest
"upgrade_regenerating_bullet_shield_desc" "生命值高于{s:LifeThreshold}%时获得{g:citadel_inline_attribute:'WeaponDamage'}和{g:citadel_inline_attribute:'BonusFireRate'}。"
//Enchanter's Emblem
"upgrade_magic_shield_desc" "生命值高于{s:LifeThreshold}%时获得额外{g:citadel_inline_attribute:'Spirit'}和冷却时间减少。"
// "upgrade_weapon_shielding" "Weapon Shielding"
"upgrade_weapon_shielding_desc" "短时间内受到敌方英雄的高额{g:citadel_inline_attribute:'WeaponDamage'}时将获得屏障。"
"DamageWindow_label" "时间范围"
"DamageWindow_postvalue_label" "时间范围"
"DamageWindow_postfix" "秒"
// "upgrade_spirit_bubble" "Spirit Bubble"
"upgrade_spirit_bubble_desc" "短时间内受到敌方英雄的高额{g:citadel_inline_attribute:'SpiritDamage'}时将获得屏障。"
// "upgrade_grit" "Grit"
"upgrade_grit_desc" "短时间内获得屏障。"
//Unstoppable
"upgrade_unstoppable_desc" "暂时抑制负面状态效果,并对眩晕、沉默、睡眠、缠绕和缴械效果免疫。
处于眩晕或睡眠效果之下时无法使用。"
//Colossus
"upgrade_colossus_desc" "增加模型大小,获得{g:citadel_inline_attribute:'BulletResist'},{g:citadel_inline_attribute:'SpiritResist'}和{g:citadel_inline_attribute:'MeleeDamage'}。
附近敌人被{g:citadel_inline_attribute:'Slow'},并且冲刺速度减少。"
"BuffBulletResist_label" "子弹抗性"
"BuffBulletResist_postvalue_label" "子弹抗性"
"BuffBulletResist_postfix" "%"
"BuffTechResist_label" "元灵抗性"
"BuffTechResist_postvalue_label" "元灵抗性"
"BuffTechResist_postfix" "%"
// Rebuttal - upgrade_melee_rebuttal
"upgrade_melee_rebuttal_desc" "成功格挡敌方英雄时,以被格挡的伤害量治疗自己并将相同伤害量反弹给该英雄,此外暂时提高伤害。"
// Counterspell
"upgrade_counterspell_desc" "下一次格挡将保护自身不受敌方技能和物品带来的伤害和效果。成功进行法术格挡将获得{g:citadel_inline_attribute:'Heal'}、{g:citadel_inline_attribute:'MoveSpeed'}和{g:citadel_inline_attribute:'Spirit'}。"
"ParrySuccessHealPercentage_label" "转化为治疗的格挡伤害量"
"ParrySuccessHealPercentage_postvalue_label" "转化为治疗的格挡伤害量"
"ParrySuccessHealPercentage_postfix" "%"
//
"upgrade_tech_purge_desc" "生命值低于{s:HealthThreshold}%时,获得额外元灵抗性。"
"upgrade_improved_bullet_armor_desc" "生命值低于{s:HealthThreshold}%时,获得额外子弹抗性。"
// Spellbreaker
"upgrade_spellbreaker_desc" "下一次受到高额的{g:citadel_inline_attribute:'SpiritDamage'}会显著降低。"
"SpiritDamageReductionProc_label" "元灵伤害降低"
"SpiritDamageReductionProc_postvalue_label" "元灵伤害降低"
"SpiritDamageReductionProc_postfix" "%"
"upgrade_juggernaut_slow_desc" "向你射击的敌人的射速会减缓。"
"FireRateSlowDuration_label" "持续时间"
"FireRateSlowDuration_postvalue_label" "持续时间"
"FireRateSlowDuration_postfix" "秒"
"upgrade_trophy_collector_desc" "助攻或击败时获得额外疾跑、技能有效范围和被动魂魄生成。此效果可叠加,被击倒不会导致失效。"
"StackingGoldPerMinute_label" "每分钟收集的魂魄"
"StackingGoldPerMinute_postvalue_label" "每分钟收集魂魄"
// Indomitable
"upgrade_upgrade_auto_cleanse_desc" "下一个眩晕、禁锢、定身、睡眠或沉默效果会被自动净化。净化时获得屏障并且所有的技能冷却时间减少{s:CooldownReductionOnProc}%。"
//-----------------------------------------------------------------------------
// Upgrades: Utility
//-----------------------------------------------------------------------------
//Superior Stamina
"upgrade_superior_stamina_passive" "在落地前允许额外使用一次空中跳跃或空中冲刺。"
//Enduring Speed
"upgrade_cardio_calibrator_desc" "减少敌方移动速度损失效果。"
//Health Nova
"upgrade_health_nova_desc" "对自己和附近友军进行治疗。"
//Shadow Weave
"upgrade_cloaking_device_active_desc" "进入隐身状态。在隐身状态下受到伤害时会短暂现形。"
"upgrade_cloaking_device_active_ambush_desc" "
攻击或使用技能将结束隐身状态,并发动一次伏击,暂时提供额外的射速、元灵力量和近战伤害。"
"modifier_cloaking_device_active_stealth" "来去无踪 - 潜行"
"modifier_cloaking_device_active_ambush" "来去无踪 - 伏击"
"AmbushBonusTechPower_prefix" "+"
"AmbushBonusTechPower_label" "伏击元灵力量"
"AmbushBonusTechPower_postvalue_label" "伏击元灵力量"
"AmbushBonusFireRate_prefix" "+"
"AmbushBonusFireRate_label" "伏击射速"
"AmbushBonusFireRate_postvalue_label" "伏击射速"
"AmbushBonusFireRate_postfix" "%"
"AmbushBonusMeleeDamage_label" "伏击近战伤害"
"AmbushBonusMeleeDamage_postvalue_label" "伏击近战伤害"
"AmbushBonusMeleeDamage_postfix" "%"
"AmbushDuration_label" "伏击持续时间"
"AmbushDuration_postvalue_label" "伏击持续时间"
"AmbushDuration_postfix" "秒"
"StealthDuration_label" "潜行持续时间"
"StealthDuration_postvalue_label" "潜行持续时间"
"StealthDuration_postfix" "秒"
"SpottedRadius_label" "有效半径"
"SpottedRadius_postvalue_label" "有效半径"
"SpottedRadius_postfix" "米"
//Majestic Leap
"upgrade_rocket_booster_desc" "将自己发射到高空中,使自己获得屏障。在空中时,可以再次使用该主动技能以更快下降。
若受到敌方英雄攻击,则在{s:InterruptCooldown}秒内无法使用。"
"upgrade_rocket_booster_drop_down" "迅速下降"
//Drain Will
"SpiritStealDuration_postfix" "秒"
//Reactive Barrier
"upgrade_vex_barrier_desc" "在晕眩、禁锢、定身、睡眠或沉默时获得屏障。"
//Spell Shield
"upgrade_spellshield_desc" "阻挡下一次{g:citadel_inline_attribute:'SpiritDamage'}或减益效果,防止其生效。仅能在战斗外恢复。"
"upgrade_spellshield_shield" "反灵符"
"upgrade_spellshield/modifier_spellshield_linger_buff" "六叶结界破损!"
"SpellShieldFlavorText_label" "标签!"
"SpellShieldFlavorText_postvalue_label" "标签!"
//Heal On Level
"upgrade_heal_on_level_desc" "收到恩赐时会自动治疗。"
"upgrade_heal_on_level_buff" "升级时治疗"
"HealOnlevelHealAmount_label" "治疗量"
"HealOnlevelHealAmount_postvalue_label" "治疗量"
"upgrade_heal_on_level/heal_on_level_buff" "升级时治疗"
//Absorbing armor / witchmail
"upgrade_absorbing_armor_desc" "遭到敌人的严重{g:citadel_inline_attribute:'SpiritDamage'}时会降低一项随机技能的冷却时间。"
//Healing Buff
"upgrade_healbuff_desc" "对自己或友军施加{g:citadel_inline_attribute:'Heal'}会使自己或友军获得{g:citadel_inline_attribute:'BonusFireRate'}和{g:citadel_inline_attribute:'BonusMoveSpeed'}。
不适用于自发的恢复或被动的子弹/元灵吸取生命。"
//Infinite Magazine
"upgrade_infinitemagazine_desc" "获得无限弹药和{g:citadel_inline_attribute:'BonusFireRate'}。"
//APRounds
"upgrade_aprounds_desc" "子弹有几率变得无法躲避,可以穿透敌人并忽视其子弹抗性。"
//Deflecting Armor
"upgrade_deflecting_armor_desc" "有概率使射来的子弹转向,阻止所有{g:citadel_inline_attribute:'WeaponDamage'},或者阻止子弹所有的命中效果。"
"DeflectionPercent_label" "转向几率"
"DeflectionPercent_postvalue_label" "转向几率"
"DeflectionPercent_postfix" "%"
"BulletProcDeflectionPercent_label" "命中效果阻止几率"
"BulletProcDeflectionPercent_postvalue_label" "命中效果阻止几率"
"BulletProcDeflectionPercent_postfix" "%"
// Shadow Step Active
"upgrade_shadow_step_desc" "向正前方传送。"
//Shadow Step Passive
"upgrade_shadow_step_passive_desc" "周期性地对附近所有敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。"
"upgrade_haunting_scream_desc" "释放一个不断扩大的投射物,会短时间扰动敌人。"
"upgrade_apex_combat_desc" "子弹会反弹到目标附近的敌人身上,施加所有子弹特效并按原始伤害的一定百分比施加伤害。"
"upgrade_aerial_supremacy_passive" "在落地前允许无限次使用空中跳跃或空中冲刺。"
"upgrade_infinite_rounds_desc" "拥有不限量弹药。"
// BulletShredImbue Ballistic Enchantment
"upgrade_bulletshredimbue_desc" "增强一个技能,使其距离提升。使用该技能每次击中不同英雄后造成伤害都会提升武器伤害。对非英雄的效果会减少。"
// Recharging Bullets
"upgrade_rechargingbullets_desc" "造成高额的{g:citadel_inline_attribute:'WeaponDamage'}会使每个充能技能均回复一点能量。"
"CooldownReductionOnProc_postvalue_label" "冷却时间减少"
"CooldownReductionOnProc_label" "冷却时间减少"
"CooldownReductionOnProc_postfix" "秒"
"CooldownReductionOnProc_prefix" "{s:sign}"
//-----------------------------------------------------------------------------
// Street Brawl Tier5
//-----------------------------------------------------------------------------
"upgrade_icarus_wings_desc" "在空中时,造成的伤害提升,受到的伤害减少。在落地前允许无限次使用空中跳跃或空中冲刺。"
"upgrade_mystical_piano_desc" "短暂延迟后,目标区域内的敌人将被眩晕并耗尽耐力。眩晕后他们会暂时发呆。"
"upgrade_nullification_aura_desc" "移除所有增益效果,并阻止敌人使用耐力和获得治疗效果。"
"upgrade_nullification_aura_deathdamage_desc" "被击倒时造成大量元灵伤害。"
"upgrade_celestial_guidance_desc" "施加极其强力的净化效果,为全城的友军提供补给。"
"upgrade_eternal_gift_desc" "周期性地获得一项随机的永久属性增益。"
"upgrade_eternal_gift_respawn_desc" "减少下次被击倒后的复活时间。"
"upgrade_patrons_blessing_desc" "为自身和友军提供强大的精神集中光环。对友军的数值有所降低。"
"upgrade_patrons_blessing_proc_desc" "在 {s:DamageThresholdDuration}秒内对敌方英雄造成高额伤害会使你治疗自己和附近的友军。"
"AllyPercentage_postvalue_label" "友军百分比"
"AllyPercentage_label" "友军百分比"
"AllyPercentage_postfix" "%"
"AllyPercentage_prefix" "{s:sign}"
"RespawnTime_postvalue_label" "重生时间"
"RespawnTime_label" "重生时间"
"RespawnTime_postfix" "%"
"RespawnTime_prefix" "{s:sign}"
"upgrade_eldritch_shot_desc" "你的下一颗子弹会施加一个强力的减益效果,降低敌人的伤害输出、治疗和移动速度。还会根据目标的当前生命值造成{g:citadel_inline_attribute:'BonusSpiritDamage'}伤害。
子弹体积更大,可以穿透目标。"
"upgrade_cloak_of_opportunity_desc" "下一个施加移动锁定、眩晕、连锁、定身或睡眠的减益效果会被抵挡,并变为势不可挡。还会获得屏障和额外{g:citadel_inline_attribute:'MoveSpeed'}"
"upgrade_runed_gauntlets_desc" "每次你成功使出近战重击,现有技能的冷却时间都会减少。"
"upgrade_runed_gauntlets_parry_desc" "会穿透格挡。"
"upgrade_electric_slippers_desc" "滑行时,可以躲避子弹,提升射速并对周围敌人造成伤害。
对每个目标的冷却时间相互独立。"
"upgrade_prism_blast_desc" "进入虚空状态,在短时间内变为无法选中且无敌 ,在此期间,激光会不断释放并围绕你旋转。"
"upgrade_unstable_concoction_desc" "服下一种药剂,获得势不可挡,并且速度、生命值、元灵和武器伤害提高。短暂持续时间后会倒下并爆炸,使附近的敌人眩晕,并根据自身的最大生命值造成伤害。这种情况下倒下会减少{s:RespawnTimeMod}%复活时间。"
"upgrade_shivas_bracelet_desc" "加强的技能拥有冷却时间减少并获得元灵力量。技能造成伤害时,冻结目标并施加额外伤害。
对每个目标的冷却时间相互独立。"
"upgrade_shadow_strike_desc" "使用耐力时会变为隐身,没有显隐距离。隐身时发动近战攻击可以吸取子弹和元灵抗性,并造成持续伤害。"
"upgrade_omnicharge_pendant_desc" "加强任意主动非终极技能,使其获得额外技能充能点数。充能的技能会获得更多额外充能点数。"
"upgrade_omnicharge_pendant_charges" "额外充能点数"
//-----------------------------------------------------------------------------
// Cosmetic
//-----------------------------------------------------------------------------
"cosmetic_ability_snowball" "雪球"
"cosmetic_ability_snowball_desc" "向你的朋友和敌人投掷雪球。随着你在2025年假日挑战获得进度,距离和其他属性都会得到提升。
向盟友投掷雪球不会造成伤害,并且会重置其冷却时间。"
"SnowballSpeed_label" "投掷速度"
"SnowballSpeed_postvalue_label" "速度"
"SnowballSpeed_postfix" "米/秒"
"SnowballCount_label" "扔雪球次数"
"SnowballCount_postvalue_label" "投射物数量"
"cosmetic_item_voting_poster" "地点海报"
}
}