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Merge pull request #2094 from tytannial/Chinese_locale_update
Chinese locale update
This commit is contained in:
@@ -1,17 +1,17 @@
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{
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{
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"vcmi.adventureMap.monsterThreat.title" : "\n\n 威胁等级: ",
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"vcmi.adventureMap.monsterThreat.title" : "\n\n威胁度: ",
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"vcmi.adventureMap.monsterThreat.levels.0" : "极低",
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"vcmi.adventureMap.monsterThreat.levels.0" : "不值一提",
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"vcmi.adventureMap.monsterThreat.levels.1" : "很低",
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"vcmi.adventureMap.monsterThreat.levels.1" : "很低",
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"vcmi.adventureMap.monsterThreat.levels.2" : "低",
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"vcmi.adventureMap.monsterThreat.levels.2" : "低",
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"vcmi.adventureMap.monsterThreat.levels.3" : "较低",
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"vcmi.adventureMap.monsterThreat.levels.3" : "较低",
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"vcmi.adventureMap.monsterThreat.levels.4" : "中等",
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"vcmi.adventureMap.monsterThreat.levels.4" : "势均力敌",
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"vcmi.adventureMap.monsterThreat.levels.5" : "较高",
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"vcmi.adventureMap.monsterThreat.levels.5" : "较高",
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"vcmi.adventureMap.monsterThreat.levels.6" : "高",
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"vcmi.adventureMap.monsterThreat.levels.6" : "高",
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"vcmi.adventureMap.monsterThreat.levels.7" : "很高",
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"vcmi.adventureMap.monsterThreat.levels.7" : "很高",
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"vcmi.adventureMap.monsterThreat.levels.8" : "挑战性的",
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"vcmi.adventureMap.monsterThreat.levels.8" : "略有挑战",
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"vcmi.adventureMap.monsterThreat.levels.9" : "压倒性的",
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"vcmi.adventureMap.monsterThreat.levels.9" : "压倒性的",
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"vcmi.adventureMap.monsterThreat.levels.10" : "致命的",
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"vcmi.adventureMap.monsterThreat.levels.10" : "自寻死路",
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"vcmi.adventureMap.monsterThreat.levels.11" : "无法取胜的",
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"vcmi.adventureMap.monsterThreat.levels.11" : "天方夜谭",
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"vcmi.adventureMap.confirmRestartGame" : "你想要重新开始游戏吗?",
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"vcmi.adventureMap.confirmRestartGame" : "你想要重新开始游戏吗?",
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"vcmi.adventureMap.noTownWithMarket" : "没有足够的市场。",
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"vcmi.adventureMap.noTownWithMarket" : "没有足够的市场。",
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@@ -21,100 +21,139 @@
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"vcmi.adventureMap.moveCostDetails" : "移动点数 - 花费: %TURNS 轮 + %POINTS 点移动力, 剩余移动力: %REMAINING",
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"vcmi.adventureMap.moveCostDetails" : "移动点数 - 花费: %TURNS 轮 + %POINTS 点移动力, 剩余移动力: %REMAINING",
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"vcmi.adventureMap.moveCostDetailsNoTurns" : "移动点数 - 花费: %POINTS 点移动力, 剩余移动力: %REMAINING",
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"vcmi.adventureMap.moveCostDetailsNoTurns" : "移动点数 - 花费: %POINTS 点移动力, 剩余移动力: %REMAINING",
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"vcmi.server.errors.existingProcess" : "另一个VCMI进程在运行,请结束当前进程。",
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"vcmi.capitalColors.0" : "红色",
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"vcmi.server.errors.modsIncompatibility" : "需要加载mod:",
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"vcmi.capitalColors.1" : "蓝色",
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"vcmi.server.confirmReconnect" : "连接到上次吗?",
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"vcmi.capitalColors.2" : "青色",
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"vcmi.capitalColors.3" : "绿色",
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"vcmi.capitalColors.4" : "橙色",
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"vcmi.capitalColors.5" : "紫色",
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"vcmi.capitalColors.6" : "褐色",
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"vcmi.capitalColors.7" : "粉色",
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"vcmi.server.errors.existingProcess" : "一个VCMI进程已经在运行,启动新进程前请结束它。",
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"vcmi.server.errors.modsIncompatibility" : "需要加载的MOD列表:",
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"vcmi.server.confirmReconnect" : "您想要重连上一个会话么?",
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"vcmi.settingsMainWindow.generalTab.hover" : "常规",
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"vcmi.settingsMainWindow.generalTab.hover" : "常规",
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"vcmi.settingsMainWindow.generalTab.help" : "切换到“系统选项”选项卡 - 这些设置与常规游戏客户端行为相关",
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"vcmi.settingsMainWindow.generalTab.help" : "切换到“常规”选项卡 - 设置游戏客户端呈现",
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"vcmi.settingsMainWindow.battleTab.hover" : "战斗",
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"vcmi.settingsMainWindow.battleTab.hover" : "战斗",
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"vcmi.settingsMainWindow.battleTab.help" : "切换到“战斗选项”选项卡 - 这些设置允许配置战斗界面和相关内容",
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"vcmi.settingsMainWindow.battleTab.help" : "切换到“战斗”选项卡 - 这些设置允许配置战斗界面和相关内容",
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"vcmi.settingsMainWindow.adventureTab.hover" : "冒险地图",
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"vcmi.settingsMainWindow.adventureTab.hover" : "冒险地图",
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"vcmi.settingsMainWindow.adventureTab.help" : "切换到“冒险地图”选项卡 - 冒险地图允许你移动英雄",
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"vcmi.settingsMainWindow.adventureTab.help" : "切换到“冒险地图”选项卡 - 冒险地图即玩家能操作英雄移动的界面",
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"vcmi.settingsMainWindow.otherTab.hover" : "其他设置",
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"vcmi.settingsMainWindow.otherTab.help" : "切换到“其他设置”选项卡 - 由于各种原因,这些选项不适合其他类别",
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"vcmi.systemOptions.videoGroup" : "视频设置",
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"vcmi.systemOptions.audioGroup" : "音频设置",
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"vcmi.systemOptions.otherGroup" : "其他设置", // unused right now
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"vcmi.systemOptions.townsGroup" : "城镇画面",
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"vcmi.systemOptions.fullscreenButton.hover" : "全屏",
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"vcmi.systemOptions.fullscreenButton.hover" : "全屏",
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"vcmi.systemOptions.fullscreenButton.help" : "{全屏n}\n\n 当你选择全屏时,VCMI将会全屏运行,否则只会运行在指定框内",
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"vcmi.systemOptions.fullscreenButton.help" : "{全屏}\n\n选中时,VCMI将以全屏运行,否则运行在窗口模式。",
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"vcmi.systemOptions.resolutionButton.hover" : "分辨率",
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"vcmi.systemOptions.resolutionButton.hover" : "分辨率",
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"vcmi.systemOptions.resolutionButton.help" : "{选择分辨率}\n\n 改变游戏的分辨率,达到更加清晰的效果。需要重新启动才能完成更改。",
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"vcmi.systemOptions.resolutionButton.help" : "{分辨率选择}\n\n改变游戏内的分辨率,更改后需要重启游戏使其生效。",
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"vcmi.systemOptions.resolutionMenu.hover" : "选择分辨率",
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"vcmi.systemOptions.resolutionMenu.hover" : "分辨率选择",
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"vcmi.systemOptions.resolutionMenu.help" : "选择游戏的分辨率。",
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"vcmi.systemOptions.resolutionMenu.help" : "修改游戏运行时的分辨率。",
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"vcmi.systemOptions.fullscreenFailed" : "{全屏}\n\n 选择切换到全屏失败!当前分辨率不支持全屏!",
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"vcmi.systemOptions.fullscreenFailed" : "{全屏}\n\n选择切换到全屏模式失败!当前显示器不支持该分辨率!",
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"vcmi.systemOptions.framerateButton.hover" : "显示传输帧数",
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"vcmi.systemOptions.framerateButton.hover" : "显示FPS",
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"vcmi.systemOptions.framerateButton.help" : "{显示传输帧数}\n\n 打开/关闭在游戏窗口角落的传输帧数计数器。",
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"vcmi.systemOptions.framerateButton.help" : "{显示FPS}\n\n打开/关闭在游戏窗口角落的FPS指示器。",
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"vcmi.adventureOptions.infoBarPick.hover" : "在信息面板显示消息",
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"vcmi.adventureOptions.infoBarPick.help" : "{在信息面板显示消息}\n\n来自访问地图物件的信息将显示在信息面板,而不是弹出窗口。",
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"vcmi.adventureOptions.numericQuantities.hover" : "生物数量显示",
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"vcmi.adventureOptions.numericQuantities.hover" : "生物数量显示",
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"vcmi.adventureOptions.numericQuantities.help" : "{生物数量显示}\n\n以数字 A-B 格式显示不准确的敌方生物数量。",
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"vcmi.adventureOptions.numericQuantities.help" : "{生物数量显示}\n\n以数字 A-B 格式显示不准确的敌方生物数量。",
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"vcmi.adventureOptions.forceMovementInfo.hover" : "在状态栏中显示移动力",
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"vcmi.adventureOptions.forceMovementInfo.hover" : "在状态栏中显示移动力",
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"vcmi.adventureOptions.forceMovementInfo.help" : "{在状态栏中显示移动力}\n\n不需要按ALT就可以显示移动力。",
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"vcmi.adventureOptions.forceMovementInfo.help" : "{在状态栏中显示移动力}\n\n不需要按ALT就可以显示移动力。",
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"vcmi.adventureOptions.showGrid.hover" : "显示六角网格",
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"vcmi.adventureOptions.showGrid.hover" : "显示网格",
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"vcmi.adventureOptions.showGrid.help" : "{显示六角网格}\n\n 在战场上显示六角网格。",
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"vcmi.adventureOptions.showGrid.help" : "{显示网格}\n\n显示网格覆盖层,高亮冒险地图物件的边沿。",
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"vcmi.adventureOptions.mapScrollSpeed4.hover": "4",
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"vcmi.adventureOptions.mapSwipe.hover" : "地图拖动/镜头",
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"vcmi.adventureOptions.mapScrollSpeed4.help": "设置动画速度为超快",
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"vcmi.adventureOptions.mapSwipe.help" : "{地图拖动/镜头}\n\n在触摸屏设备上,你可以用手指轻扫来移动地图。使用鼠标时,按住鼠标左键或中键移动地图。",
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"vcmi.adventureOptions.mapScrollSpeed5.hover": "5",
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"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
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"vcmi.adventureOptions.mapScrollSpeed5.help": "设置动画速度为极速",
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"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
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"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
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"vcmi.adventureOptions.mapScrollSpeed1.help": "将地图卷动速度设置为非常慢",
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"vcmi.adventureOptions.mapScrollSpeed5.help": "将地图卷动速度设置为非常快",
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"vcmi.adventureOptions.mapScrollSpeed6.help": "将地图卷动速度设置为即刻。",
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"vcmi.battleOptions.showQueue.hover": "显示移动次序",
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"vcmi.battleOptions.queueSizeLabel.hover": "回合顺序指示器",
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"vcmi.battleOptions.showQueue.help": "{显示移动次序}\n\n 显示当前生物的移动次序。",
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"vcmi.battleOptions.queueSizeNoneButton.hover": "关闭",
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"vcmi.battleOptions.queueSizeLabel.hover": "次序条尺寸 (设置后下一场战斗生效)",
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"vcmi.battleOptions.queueSizeAutoButton.hover": "自动",
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"vcmi.battleOptions.queueSizeAutoButton.hover": "自动设置尺寸",
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"vcmi.battleOptions.queueSizeSmallButton.hover": "小",
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"vcmi.battleOptions.queueSizeAutoButton.help": "根据游戏分辨率设置尺寸 (像素小于700为小尺寸,根据实际调整)",
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"vcmi.battleOptions.queueSizeBigButton.hover": "大",
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"vcmi.battleOptions.queueSizeSmallButton.hover": "小尺寸",
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"vcmi.battleOptions.queueSizeNoneButton.help": "不显示回合顺序指示器",
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"vcmi.battleOptions.queueSizeSmallButton.help": "设置次序条为小尺寸",
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"vcmi.battleOptions.queueSizeAutoButton.help": "根据游戏的分辨率自动调整回合顺序指示器的大小(游戏处于高度低于700像素的分辨率时,使用小,否则使用大)",
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"vcmi.battleOptions.queueSizeBigButton.hover": "大尺寸",
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"vcmi.battleOptions.queueSizeSmallButton.help": "设置回合顺序指示器为小",
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"vcmi.battleOptions.queueSizeBigButton.help": "设置次寻条为大尺寸(不能在像素小于700时生效)",
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"vcmi.battleOptions.queueSizeBigButton.help": "设置次寻条为大尺寸(无法在游戏高度像素低于700时生效)",
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"vcmi.battleOptions.animationsSpeed4.hover": "4",
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"vcmi.battleOptions.animationsSpeed1.hover": "",
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"vcmi.battleOptions.animationsSpeed4.help": "设置动画速度为超快",
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"vcmi.battleOptions.animationsSpeed5.hover": "",
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"vcmi.battleOptions.animationsSpeed5.hover": "5",
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"vcmi.battleOptions.animationsSpeed6.hover": "",
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"vcmi.battleOptions.animationsSpeed5.help": "设置动画速度为极速",
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"vcmi.battleOptions.animationsSpeed1.help": "设置动画速度为非常慢",
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"vcmi.battleOptions.animationsSpeed6.hover": "6",
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"vcmi.battleOptions.animationsSpeed5.help": "设置动画速度为非常快",
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"vcmi.battleOptions.animationsSpeed6.help": "设置动画速度为最快",
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"vcmi.battleOptions.animationsSpeed6.help": "设置动画速度为即刻",
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"vcmi.battleOptions.skipBattleIntroMusic.hover": "跳过开场音乐",
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"vcmi.battleOptions.touchscreenMode.hover": "触屏模式",
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"vcmi.battleOptions.skipBattleIntroMusic.help": "{跳过开场音乐}\n\n 战斗开始时跳过开场音乐,直接按Esc也可以跳过。",
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"vcmi.battleOptions.touchscreenMode.help": "{触屏模式}\n\n当启用时,需要进行双击进行确认和执行动作。减少触屏设备误触。",
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"vcmi.battleOptions.movementHighlightOnHover.hover": "鼠标悬停高亮单位移动范围",
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"vcmi.battleOptions.movementHighlightOnHover.help": "{鼠标悬停高亮单位移动范围}\n\n当你的鼠标悬停在单位上时高亮他的行动范围。",
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"vcmi.battleOptions.skipBattleIntroMusic.hover": "跳过战斗开始音乐",
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"vcmi.battleOptions.skipBattleIntroMusic.help": "{跳过战斗开始音乐}\n\n战斗开始音乐播放期间,你也能够进行操作。",
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"vcmi.battleWindow.pressKeyToSkipIntro" : "按下任意键立即开始战斗",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "显示所有可以招募的城镇生物",
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"vcmi.battleWindow.damageEstimation.melee" : "近战攻击 %CREATURE (%DAMAGE).",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{显示所有可以招募的城镇生物}\n\n 显示当前所有可供招募的城镇生物 (左下角)。",
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"vcmi.battleWindow.damageEstimation.meleeKills" : "近战攻击 %CREATURE (%DAMAGE, %KILLS).",
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"vcmi.otherOptions.compactTownCreatureInfo.hover": "缩小城镇生物信息",
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"vcmi.battleWindow.damageEstimation.ranged" : "射击 %CREATURE (%SHOTS, %DAMAGE).",
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"vcmi.otherOptions.compactTownCreatureInfo.help": "{缩小城镇生物信息}\n\n 将城镇生物信息最小化.",
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"vcmi.battleWindow.damageEstimation.rangedKills" : "射击 %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
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"vcmi.battleWindow.damageEstimation.shots" : "%d 弹药剩余",
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"vcmi.battleWindow.damageEstimation.shots.1" : "%d 弹药剩余",
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"vcmi.battleWindow.damageEstimation.damage" : "%d 伤害",
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"vcmi.battleWindow.damageEstimation.damage.1" : "%d 伤害",
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"vcmi.battleWindow.damageEstimation.kills" : "%d 将被消灭",
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"vcmi.battleWindow.damageEstimation.kills.1" : "%d 将被消灭",
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"vcmi.townHall.missingBase" : "你必须先建造%s ",
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"vcmi.battleResultsWindow.applyResultsLabel" : "接受战斗结果",
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"vcmi.townHall.noCreaturesToRecruit" : "没有可供雇佣的生物。",
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"vcmi.townHall.greetingManaVortex" : "当你接近%s时,你的身体充满了新的能量。这使你的魔法值加倍。",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "显示可招募生物",
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"vcmi.townHall.greetingKnowledge" : "你学习了%s上的图形,并深入了解各种魔法的运作,这使你的知识点数+1。",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{显示可招募生物}\n\n在城镇摘要(城镇屏幕的左下角)中显示可招募的生物数量,而不是增长。",
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"vcmi.townHall.greetingSpellPower" : "%s教你新的方法来集中你的魔法力量,这使你的力量点数+1。",
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"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "显示生物增长",
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"vcmi.townHall.greetingExperience" : "访问%s给你提供了更好的学习方法。这使你的经验值+1000。",
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"vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{显示生物增长}\n\n在城镇摘要(城镇屏幕的左下角)中显示生物的每周增长而不是可用数量。",
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"vcmi.townHall.greetingAttack" : "在%s参观后给你提供了更好的战斗技巧,这使你的攻击点数+1。",
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"vcmi.otherOptions.compactTownCreatureInfo.hover": "紧凑生物信息",
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"vcmi.townHall.greetingDefence" : "在%s中度过一段时间后,经验丰富的勇士会教你额外的防御技能,这使你的防御点数+1。",
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"vcmi.otherOptions.compactTownCreatureInfo.help": "{紧凑生物信息}\n\n城镇概要(城镇屏幕的左下角)中城镇生物信息紧凑显示。",
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"vcmi.townHall.missingBase" : "必须先建造基础建筑 %s",
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"vcmi.townHall.noCreaturesToRecruit" : "没有可供招募的生物。",
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"vcmi.townHall.greetingManaVortex" : "接近%s时,你会全身充满活力,并且你的魔法值会加倍。",
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||||||
|
"vcmi.townHall.greetingKnowledge" : "你研究了%s的浮雕,洞察了魔法的秘密(知识+1)。",
|
||||||
|
"vcmi.townHall.greetingSpellPower" : "%s教你如何运用魔法力量(力量+1)。",
|
||||||
|
"vcmi.townHall.greetingExperience" : "参观%s可以让你学会许多新的技能(经验值+1000)。",
|
||||||
|
"vcmi.townHall.greetingAttack" : "在%s中稍待片刻可以让你学会更有效的战斗技巧(攻击力+1)。",
|
||||||
|
"vcmi.townHall.greetingDefence" : "在%s中稍待片刻,富有战斗经验的战士会教你防御技巧(防御力+1)。",
|
||||||
"vcmi.townHall.hasNotProduced" : "本周%s并没有产生什么资源。",
|
"vcmi.townHall.hasNotProduced" : "本周%s并没有产生什么资源。",
|
||||||
"vcmi.townHall.hasProduced" : "本周%s产生了%d个%s。",
|
"vcmi.townHall.hasProduced" : "本周%s产生了%d个%s。",
|
||||||
"vcmi.townHall.greetingCustomBonus" : "参观%s后,你的技巧有了提升。这使你受益匪浅。并且使你+%d %s%s",
|
"vcmi.townHall.greetingCustomBonus" : "%s 赋予你 +%d %s%s",
|
||||||
"vcmi.townHall.greetingCustomUntil" : "直到下一场战斗。",
|
"vcmi.townHall.greetingCustomUntil" : "直到下一场战斗。",
|
||||||
"vcmi.townHall.greetingInTownMagicWell" : "%s使你的魔法值恢复到最大值。",
|
"vcmi.townHall.greetingInTownMagicWell" : "%s使你的魔法值恢复到最大值。",
|
||||||
|
|
||||||
"vcmi.logicalExpressions.anyOf" : "以下任何前提:",
|
"vcmi.logicalExpressions.anyOf" : "以下任一前提:",
|
||||||
"vcmi.logicalExpressions.allOf" : "以下所有前提:",
|
"vcmi.logicalExpressions.allOf" : "以下所有前提:",
|
||||||
"vcmi.logicalExpressions.noneOf" : "无前提:",
|
"vcmi.logicalExpressions.noneOf" : "无前提:",
|
||||||
|
|
||||||
"vcmi.heroWindow.openCommander.hover" : "开启指挥官界面",
|
"vcmi.heroWindow.openCommander.hover" : "开启指挥官界面",
|
||||||
"vcmi.heroWindow.openCommander.help" : "开启英雄的指挥官界面",
|
"vcmi.heroWindow.openCommander.help" : "显示该英雄指挥官详细信息",
|
||||||
|
|
||||||
"vcmi.commanderWindow.artifactMessage" : "你要把这个宝物还给英雄吗?",
|
"vcmi.commanderWindow.artifactMessage" : "你要把这个宝物还给英雄吗?",
|
||||||
|
|
||||||
"vcmi.creatureWindow.showBonuses.hover" : "属性界面",
|
"vcmi.creatureWindow.showBonuses.hover" : "属性视图",
|
||||||
"vcmi.creatureWindow.showBonuses.help" : "显示指挥官的所有增强属性",
|
"vcmi.creatureWindow.showBonuses.help" : "显示指挥官的所有属性增益",
|
||||||
"vcmi.creatureWindow.showSkills.hover" : "技能页面",
|
"vcmi.creatureWindow.showSkills.hover" : "技能视图",
|
||||||
"vcmi.creatureWindow.showSkills.help" : "显示指挥官的所有技能",
|
"vcmi.creatureWindow.showSkills.help" : "显示指挥官的所有学习的技能",
|
||||||
"vcmi.creatureWindow.returnArtifact.hover" : "交换宝物",
|
"vcmi.creatureWindow.returnArtifact.hover" : "交换宝物",
|
||||||
"vcmi.creatureWindow.returnArtifact.help" : "将宝物还到英雄的背包里",
|
"vcmi.creatureWindow.returnArtifact.help" : "点击这个按钮将宝物反还到英雄的背包里",
|
||||||
|
|
||||||
"vcmi.questLog.hideComplete.hover" : "隐藏完成任务",
|
"vcmi.questLog.hideComplete.hover" : "隐藏完成任务",
|
||||||
"vcmi.questLog.hideComplete.help" : "隐藏所有完成的任务",
|
"vcmi.questLog.hideComplete.help" : "隐藏所有完成的任务",
|
||||||
|
|
||||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "默认",
|
"vcmi.randomMapTab.widgets.defaultTemplate" : "默认",
|
||||||
"vcmi.randomMapTab.widgets.templateLabel" : "格式",
|
"vcmi.randomMapTab.widgets.templateLabel" : "模板",
|
||||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "设置...",
|
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "设定...",
|
||||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "同盟关系",
|
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "同盟关系",
|
||||||
|
"vcmi.randomMapTab.widgets.roadTypesLabel" : "道路类型",
|
||||||
|
|
||||||
// few strings from WoG used by vcmi
|
// few strings from WoG used by vcmi
|
||||||
"vcmi.stackExperience.description" : "» 经 验 获 得 明 细 «\n\n生物类型 ................... : %s\n经验等级 ................. : %s (%i)\n经验点数 ............... : %i\n下一个等级所需经验 .. : %i\n每次战斗最大获得经验 ... : %i%% (%i)\n获得经验的生物数量 .... : %i\n最大招募数量\n不会丢失经验升级 .... : %i\n经验倍数 ........... : %.2f\n升级倍数 .............. : %.2f\n10级后经验值 ........ : %i\n最大招募数量下\n 升级到10级所需经验数量: %i",
|
"vcmi.stackExperience.description" : "» 经 验 获 得 明 细 «\n\n生物类型 ................... : %s\n经验等级 ................. : %s (%i)\n经验点数 ............... : %i\n下一个等级所需经验 .. : %i\n每次战斗最大获得经验 ... : %i%% (%i)\n获得经验的生物数量 .... : %i\n最大招募数量\n不会丢失经验升级 .... : %i\n经验倍数 ........... : %.2f\n升级倍数 .............. : %.2f\n10级后经验值 ........ : %i\n最大招募数量下\n 升级到10级所需经验数量: %i",
|
||||||
@@ -130,154 +169,148 @@
|
|||||||
"vcmi.stackExperience.rank.9" : "中校 10级",
|
"vcmi.stackExperience.rank.9" : "中校 10级",
|
||||||
"vcmi.stackExperience.rank.10" : "上校 11级",
|
"vcmi.stackExperience.rank.10" : "上校 11级",
|
||||||
|
|
||||||
"core.bonus.ADDITIONAL_ATTACK.name": "双击",
|
"core.bonus.ADDITIONAL_ATTACK.name": "双重攻击",
|
||||||
"core.bonus.ADDITIONAL_ATTACK.description": "可以攻击两次",
|
"core.bonus.ADDITIONAL_ATTACK.description": "攻击两次",
|
||||||
"core.bonus.ADDITIONAL_RETALIATION.name": "额外反击",
|
"core.bonus.ADDITIONAL_RETALIATION.name": "额外反击",
|
||||||
"core.bonus.ADDITIONAL_RETALIATION.description": "可以额外反击 ${val} 次",
|
"core.bonus.ADDITIONAL_RETALIATION.description": "每回合额外获得${val}次反击机会",
|
||||||
"core.bonus.AIR_IMMUNITY.name": "气系免疫",
|
"core.bonus.AIR_IMMUNITY.name": "气系免疫",
|
||||||
"core.bonus.AIR_IMMUNITY.description": "免疫所有气系魔法",
|
"core.bonus.AIR_IMMUNITY.description": "免疫所有气系魔法",
|
||||||
"core.bonus.ATTACKS_ALL_ADJACENT.name": "环击",
|
"core.bonus.ATTACKS_ALL_ADJACENT.name": "环击",
|
||||||
"core.bonus.ATTACKS_ALL_ADJACENT.description": "攻击所有相邻部队",
|
"core.bonus.ATTACKS_ALL_ADJACENT.description": "攻击所有相邻敌人",
|
||||||
"core.bonus.BLOCKS_RETALIATION.name": "无反击",
|
"core.bonus.BLOCKS_RETALIATION.name": "无反击",
|
||||||
"core.bonus.BLOCKS_RETALIATION.description": "敌人无法反击",
|
"core.bonus.BLOCKS_RETALIATION.description": "敌人无法反击",
|
||||||
"core.bonus.BLOCKS_RANGED_RETALIATION.name": "远程无反击",
|
"core.bonus.BLOCKS_RANGED_RETALIATION.name": "远程无反击",
|
||||||
"core.bonus.BLOCKS_RANGED_RETALIATION.description": "敌人无法对射击进行反击",
|
"core.bonus.BLOCKS_RANGED_RETALIATION.description": "敌人无法对射击进行反击",
|
||||||
"core.bonus.CATAPULT.name": "攻城",
|
"core.bonus.CATAPULT.name": "攻城",
|
||||||
"core.bonus.CATAPULT.description": "可以攻击城墙",
|
"core.bonus.CATAPULT.description": "可以攻击城墙",
|
||||||
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "施法消耗 - (${val})",
|
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "施法消耗减少 (${val})",
|
||||||
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "减少英雄的施法消耗",
|
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "英雄施法消耗魔法值减少${val}点",
|
||||||
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "对方施法消耗 + (${val})",
|
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "施法阻碍 (${val})",
|
||||||
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "增加对方施法消耗",
|
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "敌方施法消耗的魔法值增加${val}点",
|
||||||
"core.bonus.CHARGE_IMMUNITY.name": "I免疫冲锋",
|
"core.bonus.CHARGE_IMMUNITY.name": "免疫冲锋",
|
||||||
"core.bonus.CHARGE_IMMUNITY.description": "对冲锋特技的额外伤害免疫",
|
"core.bonus.CHARGE_IMMUNITY.description": "对冲锋特技的额外伤害免疫",
|
||||||
"core.bonus.DARKNESS.name": "黑暗天幕",
|
"core.bonus.DARKNESS.name": "阴影庇体",
|
||||||
"core.bonus.DARKNESS.description": "增加 ${val} 半径黑幕",
|
"core.bonus.DARKNESS.description": "创建${val}半径黑幕",
|
||||||
"core.bonus.DEATH_STARE.name": "死亡凝视 (${val}%)",
|
"core.bonus.DEATH_STARE.name": "死亡凝视 (${val}%)",
|
||||||
"core.bonus.DEATH_STARE.description": "${val}% 几率直接杀死生物",
|
"core.bonus.DEATH_STARE.description": "${val}%几率直接杀死一单位生物",
|
||||||
"core.bonus.DEFENSIVE_STANCE.name": "防御奖励",
|
"core.bonus.DEFENSIVE_STANCE.name": "防御增效",
|
||||||
"core.bonus.DEFENSIVE_STANCE.description": "当选择防御时+${val}防御力",
|
"core.bonus.DEFENSIVE_STANCE.description": "当选择防御时+${val}防御力",
|
||||||
"core.bonus.DESTRUCTION.name": "毁灭",
|
"core.bonus.DESTRUCTION.name": "毁灭",
|
||||||
"core.bonus.DESTRUCTION.description": "有${val}% 杀死额外数量的部队",
|
"core.bonus.DESTRUCTION.description": "${val}%几率在攻击后追加消灭数量",
|
||||||
"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "致命一击",
|
"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "致命一击",
|
||||||
"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "${val}% 几率造成双倍伤害",
|
"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "${val}%几率造成双倍基础伤害",
|
||||||
"core.bonus.DRAGON_NATURE.name": "龙",
|
"core.bonus.DRAGON_NATURE.name": "龙",
|
||||||
"core.bonus.DRAGON_NATURE.description": "生物属于龙类",
|
"core.bonus.DRAGON_NATURE.description": "生物拥有龙的特性",
|
||||||
"core.bonus.DIRECT_DAMAGE_IMMUNITY.name": "魔法伤害免疫",
|
"core.bonus.DIRECT_DAMAGE_IMMUNITY.name": "魔法直伤免疫",
|
||||||
"core.bonus.DIRECT_DAMAGE_IMMUNITY.description": "对魔法伤害免疫",
|
"core.bonus.DIRECT_DAMAGE_IMMUNITY.description": "免疫直接造成伤害的魔法",
|
||||||
"core.bonus.EARTH_IMMUNITY.name": "土系免疫",
|
"core.bonus.EARTH_IMMUNITY.name": "土系免疫",
|
||||||
"core.bonus.EARTH_IMMUNITY.description": "免疫所有土系魔法",
|
"core.bonus.EARTH_IMMUNITY.description": "免疫所有土系魔法",
|
||||||
"core.bonus.ENCHANTER.name": "施法者",
|
"core.bonus.ENCHANTER.name": "强化师",
|
||||||
"core.bonus.ENCHANTER.description": "每回合群体施放${subtype.spell}",
|
"core.bonus.ENCHANTER.description": "每回合群体施放${subtype.spell}",
|
||||||
"core.bonus.ENCHANTED.name": "魔法护身",
|
"core.bonus.ENCHANTED.name": "魔法附身",
|
||||||
"core.bonus.ENCHANTED.description": "自身被 ${subtype.spell} 魔法影响",
|
"core.bonus.ENCHANTED.description": "永久处于${subtype.spell}影响",
|
||||||
"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "忽略防御 (${val}%)",
|
"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "忽略防御 (${val}%)",
|
||||||
"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "攻击时忽略对方部分防御力",
|
"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "当攻击时,目标生物${val}%的防御力将被无视。",
|
||||||
"core.bonus.FIRE_IMMUNITY.name": "火系免疫",
|
"core.bonus.FIRE_IMMUNITY.name": "火系免疫",
|
||||||
"core.bonus.FIRE_IMMUNITY.description": "免疫所有火系魔法",
|
"core.bonus.FIRE_IMMUNITY.description": "免疫所有火系魔法",
|
||||||
"core.bonus.FIRE_SHIELD.name": "烈火神盾 (${val}%)",
|
"core.bonus.FIRE_SHIELD.name": "烈火神盾 (${val}%)",
|
||||||
"core.bonus.FIRE_SHIELD.description": "拥有烈火神盾护身",
|
"core.bonus.FIRE_SHIELD.description": "反弹部分受到的近战伤害",
|
||||||
"core.bonus.FIRST_STRIKE.name": "抢先攻击",
|
"core.bonus.FIRST_STRIKE.name": "抢先攻击",
|
||||||
"core.bonus.FIRST_STRIKE.description": "在被反击前做出攻击",
|
"core.bonus.FIRST_STRIKE.description": "该生物的反击将会在被攻击前进行",
|
||||||
"core.bonus.FEAR.name": "恐惧",
|
"core.bonus.FEAR.name": "恐惧",
|
||||||
"core.bonus.FEAR.description": "引起恐惧",
|
"core.bonus.FEAR.description": "使得敌方一只部队恐惧",
|
||||||
"core.bonus.FEARLESS.name": "无惧",
|
"core.bonus.FEARLESS.name": "无惧",
|
||||||
"core.bonus.FEARLESS.description": "免疫恐惧",
|
"core.bonus.FEARLESS.description": "免疫恐惧特质",
|
||||||
"core.bonus.FLYING.name": "飞行兵种",
|
"core.bonus.FLYING.name": "飞行",
|
||||||
"core.bonus.FLYING.description": "生物可以飞行",
|
"core.bonus.FLYING.description": "以飞行的方式移动(无视障碍)",
|
||||||
"core.bonus.FREE_SHOOTING.name": "近身射击",
|
"core.bonus.FREE_SHOOTING.name": "近身射击",
|
||||||
"core.bonus.FREE_SHOOTING.description": "靠近敌方也能射击",
|
"core.bonus.FREE_SHOOTING.description": "能在近战范围内进行射击",
|
||||||
"core.bonus.FULL_HP_REGENERATION.name": "重生",
|
"core.bonus.GARGOYLE.name": "石像鬼",
|
||||||
"core.bonus.FULL_HP_REGENERATION.description": "可以自动恢复所有生命值",
|
|
||||||
"core.bonus.GARGOYLE.name": "石像鬼属性",
|
|
||||||
"core.bonus.GARGOYLE.description": "不能被复活或治疗",
|
"core.bonus.GARGOYLE.description": "不能被复活或治疗",
|
||||||
"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "减少伤害 (${val}%)",
|
"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "减少伤害 (${val}%)",
|
||||||
"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "受攻击时减少受到的伤害",
|
"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "减少从远程和近战中遭受的物理伤害",
|
||||||
"core.bonus.HATE.name": "${subtype.creature}的死敌",
|
"core.bonus.HATE.name": "${subtype.creature}的死敌",
|
||||||
"core.bonus.HATE.description": "对该部队造成 ${val}% 的额外伤害",
|
"core.bonus.HATE.description": "对${subtype.creature}造成额外${val}%伤害",
|
||||||
"core.bonus.HEALER.name": "治疗",
|
"core.bonus.HEALER.name": "治疗者",
|
||||||
"core.bonus.HEALER.description": "可以治疗友军单位",
|
"core.bonus.HEALER.description": "可以治疗友军单位",
|
||||||
"core.bonus.HP_REGENERATION.name": "重生",
|
"core.bonus.HP_REGENERATION.name": "再生",
|
||||||
"core.bonus.HP_REGENERATION.description": "每回合恢复 ${val} 点生命值",
|
"core.bonus.HP_REGENERATION.description": "每回合恢复${SHval}点生命值",
|
||||||
"core.bonus.JOUSTING.name": "冲锋",
|
"core.bonus.JOUSTING.name": "英勇冲锋",
|
||||||
"core.bonus.JOUSTING.description": "每格行动增加+5%伤害",
|
"core.bonus.JOUSTING.description": "每移动一格 +${val}%伤害",
|
||||||
"core.bonus.KING1.name": "一般顶级怪物",
|
"core.bonus.KING.name": "王牌",
|
||||||
"core.bonus.KING1.description": "被初级屠戮成性影响",
|
"core.bonus.KING.description": "受${val}级或更高级屠戮成性影响",
|
||||||
"core.bonus.KING2.name": "智慧顶级怪物",
|
|
||||||
"core.bonus.KING2.description": "被中级屠戮成性影响",
|
|
||||||
"core.bonus.KING3.name": "精神顶级怪物",
|
|
||||||
"core.bonus.KING3.description":"被高级屠戮成性影响",
|
|
||||||
"core.bonus.LEVEL_SPELL_IMMUNITY.name": "免疫1-${val}级魔法",
|
"core.bonus.LEVEL_SPELL_IMMUNITY.name": "免疫1-${val}级魔法",
|
||||||
"core.bonus.LEVEL_SPELL_IMMUNITY.description": "免疫等级为 1-${val} 级的所有魔法",
|
"core.bonus.LEVEL_SPELL_IMMUNITY.description": "免疫1-${val}级的魔法",
|
||||||
"core.bonus.LIMITED_SHOOTING_RANGE.name" : "半程射击",
|
"core.bonus.LIMITED_SHOOTING_RANGE.name" : "受限射击距离",
|
||||||
"core.bonus.LIMITED_SHOOTING_RANGE.description" : "超过 ${val} 格不能射击",
|
"core.bonus.LIMITED_SHOOTING_RANGE.description" : "无法以${val}格外的单位为射击目标",
|
||||||
"core.bonus.LIFE_DRAIN.name": "吸取生命 (${val}%)",
|
"core.bonus.LIFE_DRAIN.name": "吸取生命 (${val}%)",
|
||||||
"core.bonus.LIFE_DRAIN.description": "吸取${val}%伤害回复自身",
|
"core.bonus.LIFE_DRAIN.description": "吸取${val}%伤害回复自身",
|
||||||
"core.bonus.MANA_CHANNELING.name": "偷取魔法 ${val}%",
|
"core.bonus.MANA_CHANNELING.name": "魔法通道${val}%",
|
||||||
"core.bonus.MANA_CHANNELING.description": "偷取部分敌人施法消耗",
|
"core.bonus.MANA_CHANNELING.description": "使你的英雄有${val}%几率获得敌人施法的魔法值",
|
||||||
"core.bonus.MANA_DRAIN.name": "吸取魔力",
|
"core.bonus.MANA_DRAIN.name": "吸取魔力",
|
||||||
"core.bonus.MANA_DRAIN.description": "每回合吸取${val}魔法值",
|
"core.bonus.MANA_DRAIN.description": "每回合吸取${val}魔法值",
|
||||||
"core.bonus.MAGIC_MIRROR.name": "带有魔法神镜 (${val}%)",
|
"core.bonus.MAGIC_MIRROR.name": "魔法神镜 (${val}%)",
|
||||||
"core.bonus.MAGIC_MIRROR.description": "${val}% 几率反射魔法",
|
"core.bonus.MAGIC_MIRROR.description": "${val}%几率将进攻性魔法导向一个敌人单位",
|
||||||
"core.bonus.MAGIC_RESISTANCE.name": "(${MR}%) 魔法抵抗",
|
"core.bonus.MAGIC_RESISTANCE.name": "魔法抵抗 (${val}%)",
|
||||||
"core.bonus.MAGIC_RESISTANCE.description": "${MR}% 几率抵抗敌人的魔法",
|
"core.bonus.MAGIC_RESISTANCE.description": "${val}%几率抵抗敌人的魔法",
|
||||||
"core.bonus.MIND_IMMUNITY.name": "免疫心智",
|
"core.bonus.MIND_IMMUNITY.name": "免疫心智",
|
||||||
"core.bonus.MIND_IMMUNITY.description": "不受心智魔法的影响",
|
"core.bonus.MIND_IMMUNITY.description": "不受心智魔法的影响",
|
||||||
"core.bonus.NO_DISTANCE_PENALTY.name": "无障碍射击",
|
"core.bonus.NO_DISTANCE_PENALTY.name": "无视距离惩罚",
|
||||||
"core.bonus.NO_DISTANCE_PENALTY.description": "射击不受距离影响",
|
"core.bonus.NO_DISTANCE_PENALTY.description": "任意距离均造成全额伤害",
|
||||||
"core.bonus.NO_MELEE_PENALTY.name": "无近战惩罚",
|
"core.bonus.NO_MELEE_PENALTY.name": "无近战惩罚",
|
||||||
"core.bonus.NO_MELEE_PENALTY.description": "近战伤害不减",
|
"core.bonus.NO_MELEE_PENALTY.description": "该生物没有近战伤害惩罚",
|
||||||
"core.bonus.NO_MORALE.name": "无士气",
|
"core.bonus.NO_MORALE.name": "无士气",
|
||||||
"core.bonus.NO_MORALE.description": "生物不受士气影响",
|
"core.bonus.NO_MORALE.description": "生物不受士气影响",
|
||||||
"core.bonus.NO_WALL_PENALTY.name": "无城墙影响",
|
"core.bonus.NO_WALL_PENALTY.name": "无城墙影响",
|
||||||
"core.bonus.NO_WALL_PENALTY.description": "射击不受城墙的影响",
|
"core.bonus.NO_WALL_PENALTY.description": "攻城战中被城墙阻挡造成全额伤害",
|
||||||
"core.bonus.NON_LIVING.name": "无生命",
|
"core.bonus.NON_LIVING.name": "无生命",
|
||||||
"core.bonus.NON_LIVING.description": "不受只对生命实体生物有效的魔法",
|
"core.bonus.NON_LIVING.description": "免疫大多数的效果",
|
||||||
"core.bonus.RANDOM_SPELLCASTER.name": "随机施法",
|
"core.bonus.RANDOM_SPELLCASTER.name": "随机施法",
|
||||||
"core.bonus.RANDOM_SPELLCASTER.description": "随机施放增益魔法",
|
"core.bonus.RANDOM_SPELLCASTER.description": "可以施放随机魔法",
|
||||||
"core.bonus.RANGED_RETALIATION.name": "远程反击",
|
"core.bonus.RANGED_RETALIATION.name": "远程反击",
|
||||||
"core.bonus.RANGED_RETALIATION.description": "可以对远程攻击进行反击",
|
"core.bonus.RANGED_RETALIATION.description": "可以对远程攻击进行反击",
|
||||||
"core.bonus.RECEPTIVE.name": "接受有益魔法",
|
"core.bonus.RECEPTIVE.name": "适应",
|
||||||
"core.bonus.RECEPTIVE.description": "不会免疫有益的魔法",
|
"core.bonus.RECEPTIVE.description": "不会免疫有益魔法",
|
||||||
"core.bonus.REBIRTH.name": "复生 (${val}%)",
|
"core.bonus.REBIRTH.name": "复生 (${val}%)",
|
||||||
"core.bonus.REBIRTH.description": "{val}% 数量死亡后会复活",
|
"core.bonus.REBIRTH.description": "当整支部队死亡后${val}%会复活",
|
||||||
"core.bonus.RETURN_AFTER_STRIKE.name": "攻击并返回",
|
"core.bonus.RETURN_AFTER_STRIKE.name": "攻击后返回",
|
||||||
"core.bonus.RETURN_AFTER_STRIKE.description": "攻击后回到初始位置",
|
"core.bonus.RETURN_AFTER_STRIKE.description": "近战攻击后回到初始位置",
|
||||||
"core.bonus.SHOOTER.name": "射手",
|
"core.bonus.SHOOTER.name": "远程攻击",
|
||||||
"core.bonus.SHOOTER.description": "生物可以设计",
|
"core.bonus.SHOOTER.description": "生物可以射击",
|
||||||
"core.bonus.SHOOTS_ALL_ADJACENT.name": "范围远程攻击",
|
"core.bonus.SHOOTS_ALL_ADJACENT.name": "范围远程攻击",
|
||||||
"core.bonus.SHOOTS_ALL_ADJACENT.description": "远程攻击可伤害范围内的多个目标",
|
"core.bonus.SHOOTS_ALL_ADJACENT.description": "该生物的远程攻击将同时命中小范围内所有目标",
|
||||||
"core.bonus.SOUL_STEAL.name": "杀死敌人复生",
|
"core.bonus.SOUL_STEAL.name": "灵魂窃取",
|
||||||
"core.bonus.SOUL_STEAL.description": "当杀死敌人时获得 ${val} 数量",
|
"core.bonus.SOUL_STEAL.description": "每杀死一个敌人将获得${val}数量的生物",
|
||||||
"core.bonus.SPELLCASTER.name": "施法者",
|
"core.bonus.SPELLCASTER.name": "施法者",
|
||||||
"core.bonus.SPELLCASTER.description": "生物可以施放${subtype.spell}",
|
"core.bonus.SPELLCASTER.description": "生物可以施放${subtype.spell}",
|
||||||
"core.bonus.SPELL_AFTER_ATTACK.name": "攻击后施法",
|
"core.bonus.SPELL_AFTER_ATTACK.name": "攻击后施法",
|
||||||
"core.bonus.SPELL_AFTER_ATTACK.description": "${val}% 攻击后施放 ${subtype.spell}",
|
"core.bonus.SPELL_AFTER_ATTACK.description": "攻击后${val}%几率施放${subtype.spell}魔法",
|
||||||
"core.bonus.SPELL_BEFORE_ATTACK.name": "攻击前施法",
|
"core.bonus.SPELL_BEFORE_ATTACK.name": "攻击前施法",
|
||||||
"core.bonus.SPELL_BEFORE_ATTACK.description": "${val}% 攻击前施放 ${subtype.spell}",
|
"core.bonus.SPELL_BEFORE_ATTACK.description": "攻击前${val}%几率施放${subtype.spell}魔法",
|
||||||
"core.bonus.SPELL_DAMAGE_REDUCTION.name": "魔法伤害抵抗",
|
"core.bonus.SPELL_DAMAGE_REDUCTION.name": "魔法伤害减免",
|
||||||
"core.bonus.SPELL_DAMAGE_REDUCTION.description": "受魔法攻击时伤害减少${val}%",
|
"core.bonus.SPELL_DAMAGE_REDUCTION.description": "受魔法攻击时伤害减少${val}%",
|
||||||
"core.bonus.SPELL_IMMUNITY.name": "特定魔法免疫",
|
"core.bonus.SPELL_IMMUNITY.name": "特定魔法免疫",
|
||||||
"core.bonus.SPELL_IMMUNITY.description": "免疫 ${subtype.spell}",
|
"core.bonus.SPELL_IMMUNITY.description": "免疫${subtype.spell}魔法",
|
||||||
"core.bonus.SPELL_LIKE_ATTACK.name": "魔法攻击",
|
"core.bonus.SPELL_LIKE_ATTACK.name": "类施法攻击",
|
||||||
"core.bonus.SPELL_LIKE_ATTACK.description": "攻击时使用${subtype.spell}",
|
"core.bonus.SPELL_LIKE_ATTACK.description": "攻击时使用${subtype.spell}",
|
||||||
"core.bonus.SPELL_RESISTANCE_AURA.name": "抗魔光环",
|
"core.bonus.SPELL_RESISTANCE_AURA.name": "抗魔光环",
|
||||||
"core.bonus.SPELL_RESISTANCE_AURA.description": "邻近部队获得 ${val}% 魔法抵抗",
|
"core.bonus.SPELL_RESISTANCE_AURA.description": "邻近部队获得${val}%几率抵抗魔法",
|
||||||
"core.bonus.SUMMON_GUARDIANS.name": "召唤守卫",
|
"core.bonus.SUMMON_GUARDIANS.name": "召唤守卫",
|
||||||
"core.bonus.SUMMON_GUARDIANS.description": "战斗前召唤 ${subtype.creature} (${val}%)",
|
"core.bonus.SUMMON_GUARDIANS.description": "战斗开始时召唤${subtype.creature}(${val}%)",
|
||||||
"core.bonus.SYNERGY_TARGET.name": "可协助攻击",
|
"core.bonus.SYNERGY_TARGET.name": "协同攻击",
|
||||||
"core.bonus.SYNERGY_TARGET.description": "生物受到协助攻击的影响",
|
"core.bonus.SYNERGY_TARGET.description": "生物受到协助攻击的影响",
|
||||||
"core.bonus.TWO_HEX_ATTACK_BREATH.name": "龙息",
|
"core.bonus.TWO_HEX_ATTACK_BREATH.name": "吐息",
|
||||||
"core.bonus.TWO_HEX_ATTACK_BREATH.description": "吐息攻击2个部队",
|
"core.bonus.TWO_HEX_ATTACK_BREATH.description": "吐息攻击(2格范围)",
|
||||||
"core.bonus.THREE_HEADED_ATTACK.name": "半环击",
|
"core.bonus.THREE_HEADED_ATTACK.name": "三头攻击",
|
||||||
"core.bonus.THREE_HEADED_ATTACK.description": "攻击正前方多个敌人",
|
"core.bonus.THREE_HEADED_ATTACK.description": "攻击三格邻接单位",
|
||||||
"core.bonus.TRANSMUTATION.name": "变换",
|
"core.bonus.TRANSMUTATION.name": "变形术",
|
||||||
"core.bonus.TRANSMUTATION.description": "${val}% 机会将敌人变成其他生物",
|
"core.bonus.TRANSMUTATION.description": "${val}%机会将被攻击单位变成其他生物",
|
||||||
"core.bonus.UNDEAD.name": "不死生物",
|
"core.bonus.UNDEAD.name": "亡灵",
|
||||||
"core.bonus.UNDEAD.description": "生物有丧尸属性",
|
"core.bonus.UNDEAD.description": "该生物属于亡灵",
|
||||||
"core.bonus.UNLIMITED_RETALIATIONS.name": "无限反击",
|
"core.bonus.UNLIMITED_RETALIATIONS.name": "无限反击",
|
||||||
"core.bonus.UNLIMITED_RETALIATIONS.description": "每回合可以无限反击敌人",
|
"core.bonus.UNLIMITED_RETALIATIONS.description": "每回合可以无限反击敌人",
|
||||||
"core.bonus.WATER_IMMUNITY.name": "水系免疫",
|
"core.bonus.WATER_IMMUNITY.name": "水系免疫",
|
||||||
"core.bonus.WATER_IMMUNITY.description": "免疫水系魔法",
|
"core.bonus.WATER_IMMUNITY.description": "免疫水系魔法",
|
||||||
"core.bonus.WIDE_BREATH.name": "弧形焰息",
|
"core.bonus.WIDE_BREATH.name": "弧形焰息",
|
||||||
"core.bonus.WIDE_BREATH.description": "吐息攻击前方扇形6个部队"
|
"core.bonus.WIDE_BREATH.description": "大范围喷吐攻击(目标左右以及后方共6格)"
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user