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Update general and creature ability text
This commit is contained in:
parent
6b2a8b56e2
commit
e2312a733a
@ -56,14 +56,14 @@
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"vcmi.systemOptions.framerateButton.hover" : "显示FPS",
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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" : "显示信息面板",
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"vcmi.adventureOptions.infoBarPick.help" : "{显示信息面板}\n\nWhenever possible, game messages from visiting map objects will be shown in the info pannel, instead of popping up in a separate window.",
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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.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.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.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" : "{显示六角网格}\n\n在战场上显示六角网格。",
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"vcmi.adventureOptions.mapSwipe.hover" : "地图拖动/镜头",
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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.mapScrollSpeed1.hover": "",
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@ -79,9 +79,9 @@
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"vcmi.battleOptions.queueSizeSmallButton.hover": "小",
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"vcmi.battleOptions.queueSizeBigButton.hover": "大",
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"vcmi.battleOptions.queueSizeNoneButton.help": "不显示回合顺序指示器",
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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.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.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(无法在游戏高度像素低于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.animationsSpeed1.hover": "",
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"vcmi.battleOptions.animationsSpeed5.hover": "",
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"vcmi.battleOptions.animationsSpeed6.hover": "",
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@ -110,11 +110,11 @@
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"vcmi.battleResultsWindow.applyResultsLabel" : "接受战斗结果",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "显示可招募生物",
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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.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.otherOptions.creatureGrowthAsDwellingLabel.hover" : "显示生物增长",
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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.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.otherOptions.compactTownCreatureInfo.hover": "紧凑生物信息",
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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.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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@ -169,148 +169,148 @@
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"vcmi.stackExperience.rank.9" : "中校 10级",
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"vcmi.stackExperience.rank.10" : "上校 11级",
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"core.bonus.ADDITIONAL_ATTACK.name": "双击",
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"core.bonus.ADDITIONAL_ATTACK.description": "可以攻击两次",
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"core.bonus.ADDITIONAL_ATTACK.name": "双重攻击",
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"core.bonus.ADDITIONAL_ATTACK.description": "攻击两次",
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"core.bonus.ADDITIONAL_RETALIATION.name": "额外反击",
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"core.bonus.ADDITIONAL_RETALIATION.description": "可以额外反击 ${val} 次",
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"core.bonus.ADDITIONAL_RETALIATION.description": "每回合额外获得${val}次反击机会",
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"core.bonus.AIR_IMMUNITY.name": "气系免疫",
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"core.bonus.AIR_IMMUNITY.description": "免疫所有气系魔法",
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"core.bonus.ATTACKS_ALL_ADJACENT.name": "环击",
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"core.bonus.ATTACKS_ALL_ADJACENT.description": "攻击所有相邻部队",
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"core.bonus.ATTACKS_ALL_ADJACENT.description": "攻击所有相邻敌人",
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"core.bonus.BLOCKS_RETALIATION.name": "无反击",
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"core.bonus.BLOCKS_RETALIATION.description": "敌人无法反击",
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"core.bonus.BLOCKS_RANGED_RETALIATION.name": "远程无反击",
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"core.bonus.BLOCKS_RANGED_RETALIATION.description": "敌人无法对射击进行反击",
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"core.bonus.CATAPULT.name": "攻城",
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"core.bonus.CATAPULT.description": "可以攻击城墙",
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"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "施法消耗 - (${val})",
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"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "减少英雄的施法消耗",
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"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "对方施法消耗 + (${val})",
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"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "增加对方施法消耗",
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"core.bonus.CHARGE_IMMUNITY.name": "I免疫冲锋",
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"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "施法消耗减少 (${val})",
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"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "英雄施法消耗魔法值减少${val}点",
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"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "施法阻碍 (${val})",
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"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "敌方施法消耗的魔法值增加${val}点",
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"core.bonus.CHARGE_IMMUNITY.name": "免疫冲锋",
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"core.bonus.CHARGE_IMMUNITY.description": "对冲锋特技的额外伤害免疫",
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"core.bonus.DARKNESS.name": "黑暗天幕",
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"core.bonus.DARKNESS.description": "增加 ${val} 半径黑幕",
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"core.bonus.DARKNESS.name": "阴影庇体",
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"core.bonus.DARKNESS.description": "创建${val}半径黑幕",
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"core.bonus.DEATH_STARE.name": "死亡凝视 (${val}%)",
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"core.bonus.DEATH_STARE.description": "${val}% 几率直接杀死生物",
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"core.bonus.DEFENSIVE_STANCE.name": "防御奖励",
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"core.bonus.DEFENSIVE_STANCE.description": "当选择防御时+${val} 防御力",
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"core.bonus.DEATH_STARE.description": "${val}%几率直接杀死一单位生物",
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"core.bonus.DEFENSIVE_STANCE.name": "防御增效",
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"core.bonus.DEFENSIVE_STANCE.description": "当选择防御时+${val}防御力",
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"core.bonus.DESTRUCTION.name": "毁灭",
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"core.bonus.DESTRUCTION.description": "有${val}% 杀死额外数量的部队",
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"core.bonus.DESTRUCTION.description": "${val}%几率在攻击后追加消灭数量",
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"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "致命一击",
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"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "${val}% 几率造成双倍伤害",
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"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "${val}%几率造成双倍基础伤害",
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"core.bonus.DRAGON_NATURE.name": "龙",
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"core.bonus.DRAGON_NATURE.description": "生物属于龙类",
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"core.bonus.DIRECT_DAMAGE_IMMUNITY.name": "魔法伤害免疫",
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"core.bonus.DIRECT_DAMAGE_IMMUNITY.description": "对魔法伤害免疫",
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"core.bonus.DRAGON_NATURE.description": "生物拥有龙的特性",
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"core.bonus.DIRECT_DAMAGE_IMMUNITY.name": "魔法直伤免疫",
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"core.bonus.DIRECT_DAMAGE_IMMUNITY.description": "免疫直接造成伤害的魔法",
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"core.bonus.EARTH_IMMUNITY.name": "土系免疫",
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"core.bonus.EARTH_IMMUNITY.description": "免疫所有土系魔法",
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"core.bonus.ENCHANTER.name": "施法者",
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"core.bonus.ENCHANTER.description": "每回合群体施放 ${subtype.spell} ",
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"core.bonus.ENCHANTED.name": "魔法护身",
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"core.bonus.ENCHANTED.description": "自身被 ${subtype.spell} 魔法影响",
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"core.bonus.ENCHANTER.name": "强化师",
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"core.bonus.ENCHANTER.description": "每回合群体施放${subtype.spell}",
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"core.bonus.ENCHANTED.name": "魔法附身",
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"core.bonus.ENCHANTED.description": "永久处于${subtype.spell}影响",
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"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "忽略防御 (${val}%)",
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"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "攻击时忽略对方部分防御力",
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"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "当攻击时,目标生物${val}%的防御力将被无视。",
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"core.bonus.FIRE_IMMUNITY.name": "火系免疫",
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"core.bonus.FIRE_IMMUNITY.description": "免疫所有火系魔法",
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"core.bonus.FIRE_SHIELD.name": "烈火神盾 (${val}%)",
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"core.bonus.FIRE_SHIELD.description": "拥有烈火神盾护身",
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"core.bonus.FIRE_SHIELD.description": "反弹部分受到的近战伤害",
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"core.bonus.FIRST_STRIKE.name": "抢先攻击",
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"core.bonus.FIRST_STRIKE.description": "在被反击前做出攻击",
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"core.bonus.FIRST_STRIKE.description": "该生物的反击将会在被攻击前进行",
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"core.bonus.FEAR.name": "恐惧",
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"core.bonus.FEAR.description": "引起恐惧",
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"core.bonus.FEAR.description": "使得敌方一只部队恐惧",
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"core.bonus.FEARLESS.name": "无惧",
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"core.bonus.FEARLESS.description": "免疫恐惧",
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"core.bonus.FLYING.name": "飞行兵种",
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"core.bonus.FLYING.description": "生物可以飞行",
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"core.bonus.FEARLESS.description": "免疫恐惧特质",
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"core.bonus.FLYING.name": "飞行",
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"core.bonus.FLYING.description": "以飞行的方式移动(无视障碍)",
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"core.bonus.FREE_SHOOTING.name": "近身射击",
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"core.bonus.FREE_SHOOTING.description": "靠近敌方也能射击",
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"core.bonus.GARGOYLE.name": "石像鬼属性",
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"core.bonus.FREE_SHOOTING.description": "能在近战范围内进行射击",
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"core.bonus.GARGOYLE.name": "石像鬼",
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"core.bonus.GARGOYLE.description": "不能被复活或治疗",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "减少伤害 (${val}%)",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "受攻击时减少受到的伤害",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "减少从远程和近战中遭受的物理伤害",
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"core.bonus.HATE.name": "${subtype.creature}的死敌",
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"core.bonus.HATE.description": "对该部队造成 ${val}% 的额外伤害",
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"core.bonus.HEALER.name": "治疗",
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"core.bonus.HATE.description": "对${subtype.creature}造成额外${val}%伤害",
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"core.bonus.HEALER.name": "治疗者",
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"core.bonus.HEALER.description": "可以治疗友军单位",
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"core.bonus.HP_REGENERATION.name": "重生",
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"core.bonus.HP_REGENERATION.description": "每回合恢复 ${val} 点生命值",
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"core.bonus.JOUSTING.name": "冲锋",
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"core.bonus.JOUSTING.description": "每格行动增加+5%伤害",
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"core.bonus.KING.name": "King",
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"core.bonus.KING.description": "Vulnerable to SLAYER level ${val} or higher",
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"core.bonus.LEVEL_SPELL_IMMUNITY.name": "免疫 1-${val} 级魔法",
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"core.bonus.LEVEL_SPELL_IMMUNITY.description": "免疫等级为 1-${val} 级的所有魔法",
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"core.bonus.LIMITED_SHOOTING_RANGE.name" : "半程射击",
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"core.bonus.LIMITED_SHOOTING_RANGE.description" : "超过 ${val} 格不能射击",
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"core.bonus.HP_REGENERATION.name": "再生",
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"core.bonus.HP_REGENERATION.description": "每回合恢复${SHval}点生命值",
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"core.bonus.JOUSTING.name": "英勇冲锋",
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"core.bonus.JOUSTING.description": "每移动一格 +${val}%伤害",
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"core.bonus.KING.name": "王牌",
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"core.bonus.KING.description": "受${val}级或更高级屠戮成性影响",
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"core.bonus.LEVEL_SPELL_IMMUNITY.name": "免疫1-${val}级魔法",
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"core.bonus.LEVEL_SPELL_IMMUNITY.description": "免疫1-${val}级的魔法",
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"core.bonus.LIMITED_SHOOTING_RANGE.name" : "受限射击距离",
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"core.bonus.LIMITED_SHOOTING_RANGE.description" : "无法以${val}格外的单位为射击目标",
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"core.bonus.LIFE_DRAIN.name": "吸取生命 (${val}%)",
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"core.bonus.LIFE_DRAIN.description": "吸取 ${val}% 伤害回复自身",
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"core.bonus.MANA_CHANNELING.name": "偷取魔法 ${val}%",
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"core.bonus.MANA_CHANNELING.description": "偷取部分敌人施法消耗",
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"core.bonus.LIFE_DRAIN.description": "吸取${val}%伤害回复自身",
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"core.bonus.MANA_CHANNELING.name": "魔法通道${val}%",
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"core.bonus.MANA_CHANNELING.description": "使你的英雄有${val}%几率获得敌人施法的魔法值",
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"core.bonus.MANA_DRAIN.name": "吸取魔力",
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"core.bonus.MANA_DRAIN.description": "每回合吸取 ${val} 魔法值",
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"core.bonus.MAGIC_MIRROR.name": "带有魔法神镜 (${val}%)",
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"core.bonus.MAGIC_MIRROR.description": "${val}% 几率反射魔法",
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"core.bonus.MAGIC_RESISTANCE.name": "(${MR}%) 魔法抵抗",
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"core.bonus.MAGIC_RESISTANCE.description": "${MR}% 几率抵抗敌人的魔法",
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"core.bonus.MANA_DRAIN.description": "每回合吸取${val}魔法值",
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"core.bonus.MAGIC_MIRROR.name": "魔法神镜 (${val}%)",
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"core.bonus.MAGIC_MIRROR.description": "${val}%几率将进攻性魔法导向一个敌人单位",
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"core.bonus.MAGIC_RESISTANCE.name": "魔法抵抗 (${val}%)",
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"core.bonus.MAGIC_RESISTANCE.description": "${val}%几率抵抗敌人的魔法",
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"core.bonus.MIND_IMMUNITY.name": "免疫心智",
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"core.bonus.MIND_IMMUNITY.description": "不受心智魔法的影响",
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"core.bonus.NO_DISTANCE_PENALTY.name": "无障碍射击",
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"core.bonus.NO_DISTANCE_PENALTY.description": "射击不受距离影响",
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"core.bonus.NO_DISTANCE_PENALTY.name": "无视距离惩罚",
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"core.bonus.NO_DISTANCE_PENALTY.description": "任意距离均造成全额伤害",
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"core.bonus.NO_MELEE_PENALTY.name": "无近战惩罚",
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"core.bonus.NO_MELEE_PENALTY.description": "近战伤害不减",
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"core.bonus.NO_MELEE_PENALTY.description": "该生物没有近战伤害惩罚",
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"core.bonus.NO_MORALE.name": "无士气",
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"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.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.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.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.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.description": "不会免疫有益的魔法",
|
||||
"core.bonus.RECEPTIVE.name": "适应",
|
||||
"core.bonus.RECEPTIVE.description": "不会免疫有益魔法",
|
||||
"core.bonus.REBIRTH.name": "复生 (${val}%)",
|
||||
"core.bonus.REBIRTH.description": "{val}% 数量死亡后会复活",
|
||||
"core.bonus.RETURN_AFTER_STRIKE.name": "攻击并返回",
|
||||
"core.bonus.RETURN_AFTER_STRIKE.description": "攻击后回到初始位置",
|
||||
"core.bonus.SHOOTER.name": "射手",
|
||||
"core.bonus.SHOOTER.description": "生物可以设计",
|
||||
"core.bonus.REBIRTH.description": "当整支部队死亡后${val}%会复活",
|
||||
"core.bonus.RETURN_AFTER_STRIKE.name": "攻击后返回",
|
||||
"core.bonus.RETURN_AFTER_STRIKE.description": "近战攻击后回到初始位置",
|
||||
"core.bonus.SHOOTER.name": "远程攻击",
|
||||
"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.description": "远程攻击可伤害范围内的多个目标",
|
||||
"core.bonus.SOUL_STEAL.name": "杀死敌人复生",
|
||||
"core.bonus.SOUL_STEAL.description": "当杀死敌人时获得 ${val} 数量",
|
||||
"core.bonus.SHOOTS_ALL_ADJACENT.description": "该生物的远程攻击将同时命中小范围内所有目标",
|
||||
"core.bonus.SOUL_STEAL.name": "灵魂窃取",
|
||||
"core.bonus.SOUL_STEAL.description": "每杀死一个敌人将获得${val}数量的生物",
|
||||
"core.bonus.SPELLCASTER.name": "施法者",
|
||||
"core.bonus.SPELLCASTER.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.description": "${val}% 攻击后施放 ${subtype.spell}",
|
||||
"core.bonus.SPELL_AFTER_ATTACK.description": "攻击后${val}%几率施放${subtype.spell}魔法",
|
||||
"core.bonus.SPELL_BEFORE_ATTACK.name": "攻击前施法",
|
||||
"core.bonus.SPELL_BEFORE_ATTACK.description": "${val}% 攻击前施放 ${subtype.spell}",
|
||||
"core.bonus.SPELL_DAMAGE_REDUCTION.name": "魔法伤害抵抗",
|
||||
"core.bonus.SPELL_DAMAGE_REDUCTION.description": "受魔法攻击时伤害减少 ${val}%",
|
||||
"core.bonus.SPELL_BEFORE_ATTACK.description": "攻击前${val}%几率施放${subtype.spell}魔法",
|
||||
"core.bonus.SPELL_DAMAGE_REDUCTION.name": "魔法伤害减免",
|
||||
"core.bonus.SPELL_DAMAGE_REDUCTION.description": "受魔法攻击时伤害减少${val}%",
|
||||
"core.bonus.SPELL_IMMUNITY.name": "特定魔法免疫",
|
||||
"core.bonus.SPELL_IMMUNITY.description": "免疫 ${subtype.spell}",
|
||||
"core.bonus.SPELL_LIKE_ATTACK.name": "魔法攻击",
|
||||
"core.bonus.SPELL_LIKE_ATTACK.description": "攻击时使用 ${subtype.spell}",
|
||||
"core.bonus.SPELL_IMMUNITY.description": "免疫${subtype.spell}魔法",
|
||||
"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_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.description": "战斗前召唤 ${subtype.creature} (${val}%)",
|
||||
"core.bonus.SYNERGY_TARGET.name": "可协助攻击",
|
||||
"core.bonus.SUMMON_GUARDIANS.description": "战斗开始时召唤${subtype.creature}(${val}%)",
|
||||
"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.TWO_HEX_ATTACK_BREATH.name": "龙息",
|
||||
"core.bonus.TWO_HEX_ATTACK_BREATH.description": "吐息攻击2个部队",
|
||||
"core.bonus.THREE_HEADED_ATTACK.name": "半环击",
|
||||
"core.bonus.THREE_HEADED_ATTACK.description": "攻击正前方多个敌人",
|
||||
"core.bonus.TRANSMUTATION.name": "变换",
|
||||
"core.bonus.TRANSMUTATION.description": "${val}% 机会将敌人变成其他生物",
|
||||
"core.bonus.UNDEAD.name": "不死生物",
|
||||
"core.bonus.UNDEAD.description": "生物有丧尸属性",
|
||||
"core.bonus.TWO_HEX_ATTACK_BREATH.name": "吐息",
|
||||
"core.bonus.TWO_HEX_ATTACK_BREATH.description": "吐息攻击(2格范围)",
|
||||
"core.bonus.THREE_HEADED_ATTACK.name": "三头攻击",
|
||||
"core.bonus.THREE_HEADED_ATTACK.description": "攻击三格邻接单位",
|
||||
"core.bonus.TRANSMUTATION.name": "变形术",
|
||||
"core.bonus.TRANSMUTATION.description": "${val}%机会将被攻击单位变成其他生物",
|
||||
"core.bonus.UNDEAD.name": "亡灵",
|
||||
"core.bonus.UNDEAD.description": "该生物属于亡灵",
|
||||
"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.WATER_IMMUNITY.name": "水系免疫",
|
||||
"core.bonus.WATER_IMMUNITY.description": "免疫水系魔法",
|
||||
"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)"
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user