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Decompiled source of ChineseRetranslation v1.0.2
BepInEx/plugins/Riiin-ChineseRetranslation/RiiinChineseRetranslation.dll
Decompiled 14 hours agousing System; using System.Collections.Generic; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Text; using System.Text.RegularExpressions; using BepInEx; using HarmonyLib; using Microsoft.CodeAnalysis; using RoR2; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("RiiinChineseRetranslation")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyFileVersion("1.0.2.0")] [assembly: AssemblyInformationalVersion("1.0.2")] [assembly: AssemblyProduct("RiiinChineseRetranslation")] [assembly: AssemblyTitle("RiiinChineseRetranslation")] [assembly: AssemblyVersion("1.0.2.0")] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Embedded] [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] internal sealed class RefSafetyRulesAttribute : Attribute { public readonly int Version; public RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace Riiin.ChineseRetranslation { public static class TranslationCatalog { private static readonly IReadOnlyDictionary<string, string> Text = Create(); public static int Count => Text.Count; public static bool TryGet(string locale, string token, out string value) { value = null; if (string.Equals(locale, "zh-CN", StringComparison.Ordinal) && token != null) { return Text.TryGetValue(token, out value); } return false; } private static IReadOnlyDictionary<string, string> Create() { Dictionary<string, string> dictionary = new Dictionary<string, string>(StringComparer.Ordinal); AddSourceEntries(dictionary); AddEnvironmentNames(dictionary); if (dictionary.Count != 669) { throw new InvalidOperationException("Expected 669 unique language tokens (217 entries + 2 scrap names + 16 environment names)."); } return dictionary; } private static void Add(Dictionary<string, string> target, string token, string source) { if (string.IsNullOrEmpty(token) || token.EndsWith("_LORE", StringComparison.Ordinal)) { throw new InvalidOperationException("Invalid translation token."); } target.Add(token, RichTextCompiler.Compile(source)); } private static void AddSourceEntries(Dictionary<string, string> target) { Add(target, "ITEM_SYRINGE_NAME", "士兵的注射器"); Add(target, "ITEM_SYRINGE_DESC", "*攻击速度*y提高*15%*y(每层+15%)。"); Add(target, "ITEM_SYRINGE_PICKUP", "*攻击速度*y提高*15%*y(每层+15%)。"); Add(target, "ITEM_CRITGLASSES_NAME", "镜片匠的眼镜"); Add(target, "ITEM_CRITGLASSES_DESC", "攻击有*10%概率*y(每层+10%)*暴击*y,造成*双倍伤害*o。"); Add(target, "ITEM_CRITGLASSES_PICKUP", "获得*暴击概率*y,暴击造成*双倍伤害*o。"); Add(target, "ITEM_INCREASEDAMAGEONMULTIKILL_NAME", "恶性增殖"); Add(target, "ITEM_INCREASEDAMAGEONMULTIKILL_DESC", "*击杀特效*y,击杀一名敌人会使你的*伤害提高3.5%*o(每层+1%),最多叠加*10次*y(每层+5次),持续*7秒*y。*造成伤害会重置持续时间。*lb"); Add(target, "ITEM_INCREASEDAMAGEONMULTIKILL_PICKUP", "*击杀特效*y,连续击杀会不断提高伤害;持续战斗可以维持效果。"); Add(target, "ITEM_CRITATLOWERELEVATION_NAME", "登山靴"); Add(target, "ITEM_CRITATLOWERELEVATION_DESC", "*攻击特效*y,从更高处攻击敌人时,获得*+1%暴击概率*y和*+1%暴击伤害*o(每层各+1%),最多叠加*10次*y,持续*10秒*y。"); Add(target, "ITEM_CRITATLOWERELEVATION_PICKUP", "*攻击特效*y,从高处攻击敌人时,提高*暴击概率*y和*暴击伤害*o。"); Add(target, "ITEM_MEDKIT_NAME", "医疗包"); Add(target, "ITEM_MEDKIT_DESC", "受到伤害*2秒*y后,回复*20点*g外加*5%最大生命值*g(每层+5%)的生命值。"); Add(target, "ITEM_MEDKIT_PICKUP", "受到伤害后,延迟回复生命值。"); Add(target, "ITEM_FLATHEALTH_NAME", "野牛肉排"); Add(target, "ITEM_FLATHEALTH_DESC", "*最大生命值*g增加*25点*g(每层+25点)。"); Add(target, "ITEM_FLATHEALTH_PICKUP", "*最大生命值*g增加*25点*g(每层+25点)。"); Add(target, "ITEM_PERSONALSHIELD_NAME", "个人护盾生成器"); Add(target, "ITEM_PERSONALSHIELD_DESC", "获得相当于*8%最大生命值*g(每层+8%)的护盾。*脱离危险后重新充能。*lb"); Add(target, "ITEM_PERSONALSHIELD_PICKUP", "获得基于最大生命值的护盾,*脱离危险后重新充能。*lb"); Add(target, "ITEM_STUNCHANCEONHIT_NAME", "眩晕手雷"); Add(target, "ITEM_STUNCHANCEONHIT_DESC", "*攻击特效*y,攻击有*5%概率*y(每层+5%)使敌人*眩晕*y,持续*2秒*y。"); Add(target, "ITEM_STUNCHANCEONHIT_PICKUP", "*攻击特效*y,攻击有概率使敌人*眩晕*y。"); Add(target, "ITEM_SPRINTBONUS_NAME", "能量饮料"); Add(target, "ITEM_SPRINTBONUS_DESC", "*奔跑时*y移动速度提高*25%*y(每层+25%)。"); Add(target, "ITEM_SPRINTBONUS_PICKUP", "*奔跑时*y大幅提高移动速度。"); Add(target, "ITEM_SECONDARYSKILLMAGAZINE_NAME", "备用弹夹"); Add(target, "ITEM_SECONDARYSKILLMAGAZINE_DESC", "*次要技能*y获得*1次额外充能*y(每层+1次)。"); Add(target, "ITEM_SECONDARYSKILLMAGAZINE_PICKUP", "*次要技能*y获得额外充能。"); Add(target, "ITEM_REPULSIONARMORPLATE_NAME", "斥力装甲板"); Add(target, "ITEM_REPULSIONARMORPLATE_DESC", "减少所有来源的伤害*5点*g(每层+5点)。伤害不会被降低至*1点*y以下。"); Add(target, "ITEM_REPULSIONARMORPLATE_PICKUP", "受到伤害时获得*固定伤害减免*g。"); Add(target, "ITEM_NEARBYDAMAGEBONUS_NAME", "凝神水晶"); Add(target, "ITEM_NEARBYDAMAGEBONUS_DESC", "对*13米内*y的敌人造成的*伤害提高20%*o(每层+20%)。"); Add(target, "ITEM_NEARBYDAMAGEBONUS_PICKUP", "对*近距离敌人*y造成额外伤害。"); Add(target, "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_NAME", "强化提灯"); Add(target, "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_DESC", "*20米内*y每有一名敌人或盟友,*攻击速度提高10%*y(每层+3.5%),最多计算*3名*y(每层+1名)。"); Add(target, "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_PICKUP", "附近的敌人和盟友越多,*攻击速度*y越高。"); Add(target, "ITEM_TOOTH_NAME", "牙齿项链"); Add(target, "ITEM_TOOTH_DESC", "*击杀特效*y,击杀敌人后掉落一个*治疗球*g,拾取后回复*8点*g外加*2%最大生命值*g(每层+2%)的生命值。"); Add(target, "ITEM_TOOTH_PICKUP", "*击杀特效*y,击杀敌人会掉落*治疗球*g。"); Add(target, "ITEM_MUSHROOM_NAME", "爆裂真菌"); Add(target, "ITEM_MUSHROOM_DESC", "*站立不动*y*1秒*y后生成治疗区域,使*3米*y(每层+1.5米)内的所有友方每秒回复*4.5%最大生命值*g(每层+2.25%)。"); Add(target, "ITEM_MUSHROOM_PICKUP", "*站立不动*y*1秒*y后生成治疗区域。"); Add(target, "ITEM_HEALWHILESAFE_NAME", "谨慎的蛞蝓"); Add(target, "ITEM_HEALWHILESAFE_DESC", "脱离危险时,*基础生命再生速度*g提高*3点/秒*g(每层+3点/秒)。"); Add(target, "ITEM_HEALWHILESAFE_PICKUP", "脱离危险时,大幅提高*生命再生速度*g。"); Add(target, "ITEM_BARRIERONKILL_NAME", "黄晶胸针"); Add(target, "ITEM_BARRIERONKILL_DESC", "*击杀特效*y,击杀敌人会获得*15点临时屏障*g(每层+15点)。"); Add(target, "ITEM_BARRIERONKILL_PICKUP", "*击杀特效*y,击杀敌人获得*临时屏障*g。"); Add(target, "ITEM_BARRIERONCOOLDOWN_NAME", "日食牌轻饮"); Add(target, "ITEM_BARRIERONCOOLDOWN_DESC", "任意技能冷却结束时获得*临时屏障*g。该技能每有*1秒基础冷却时间*y,就获得相当于*1%最大生命值*g(每层+0.25%)的屏障。"); Add(target, "ITEM_BARRIERONCOOLDOWN_PICKUP", "技能冷却结束时获得*临时屏障*g;基础冷却越长,获得的屏障越多。"); Add(target, "ITEM_HOOF_NAME", "保罗的山羊蹄"); Add(target, "ITEM_HOOF_DESC", "*移动速度*y提高*14%*y(每层+14%)。"); Add(target, "ITEM_HOOF_PICKUP", "提高*移动速度*y。"); Add(target, "ITEM_WARDONLEVEL_NAME", "战旗"); Add(target, "ITEM_WARDONLEVEL_DESC", "*升级*y或*开启传送器*y时放置一面战旗,强化*16米*y(每层+8米)内的全体友方,使其*攻击速度*y和*移动速度*y均提高*30%*y。"); Add(target, "ITEM_WARDONLEVEL_PICKUP", "*升级*y或*开启传送器*y时放置战旗,提高范围内友方的攻击速度和移动速度。"); Add(target, "ITEM_OUTOFCOMBATARMOR_NAME", "异形蛋白石"); Add(target, "ITEM_OUTOFCOMBATARMOR_DESC", "脱离危险时,*护甲提高100点*y(每层+100点)。"); Add(target, "ITEM_OUTOFCOMBATARMOR_PICKUP", "脱离危险时,大幅提高*护甲*y。"); Add(target, "ITEM_SPEEDBOOSTPICKUP_NAME", "飘忽的鹿角"); Add(target, "ITEM_SPEEDBOOSTPICKUP_DESC", "每*10秒*y(每层-10%)在附近生成一个*能量球体*y。拾取球体后,*移动速度提高12%*y,持续*12秒*y,最多叠加*3次*y(每层+3次)。"); Add(target, "ITEM_SPEEDBOOSTPICKUP_PICKUP", "周期性生成*能量球体*y,拾取后叠加提高移动速度。"); Add(target, "ITEM_DELAYEDDAMAGE_NAME", "扭曲回响"); Add(target, "ITEM_DELAYEDDAMAGE_DESC", "下一次受到的伤害*降低10%*g,并*分成3段*g结算(每层+1段)。除最后一段外,其余回响伤害*都不会致命*g。*每15秒充能一次。*lb"); Add(target, "ITEM_DELAYEDDAMAGE_PICKUP", "周期性降低下一次受到的伤害,并将其*分段结算*g。"); Add(target, "ITEM_FIREWORK_NAME", "一捆烟花"); Add(target, "ITEM_FIREWORK_DESC", "*交互*y时发射*8枚烟花*y(每层+4枚)。每枚造成*300%基础伤害*o。"); Add(target, "ITEM_FIREWORK_PICKUP", "*交互*y时发射烟花,造成*基础伤害*o。"); Add(target, "ITEM_ATTACKSPEEDANDMOVESPEED_NAME", "摩卡"); Add(target, "ITEM_ATTACKSPEEDANDMOVESPEED_DESC", "*攻击速度*y提高*7.5%*y(每层+7.5%),*移动速度*y提高*7%*y(每层+7%)。"); Add(target, "ITEM_ATTACKSPEEDANDMOVESPEED_PICKUP", "同时提高*攻击速度*y和*移动速度*y。"); Add(target, "ITEM_TREASURECACHE_NAME", "生锈的钥匙"); Add(target, "ITEM_TREASURECACHE_DESC", "获取后,每个关卡都会在随机位置生成一个上锁的宝箱,其中有*80%概率获得绿色物品*g,*20%概率获得红色物品*r。打开宝箱会消耗一把钥匙。"); Add(target, "ITEM_TREASURECACHE_PICKUP", "每关生成一个上锁宝箱,可获得*绿色物品*g或*红色物品*r;开启时消耗钥匙。"); Add(target, "ITEM_GOLDONHURT_NAME", "一卷零钱"); Add(target, "ITEM_GOLDONHURT_DESC", "受到*来自敌人的伤害*y时,获得*3枚金币*y(每层+3)。*获得的金币数量会随游戏进程增加。*lb"); Add(target, "ITEM_GOLDONHURT_PICKUP", "受到敌人伤害时获得金币,*数量随游戏进程增加。*lb"); Add(target, "ITEM_CROWBAR_NAME", "撬棍"); Add(target, "ITEM_CROWBAR_DESC", "对生命值大于*90%*y的敌人造成额外*75%伤害*o(每层+75%)。"); Add(target, "ITEM_CROWBAR_PICKUP", "对*高生命值敌人*y造成大量额外伤害。"); Add(target, "ITEM_BLEEDONHIT_NAME", "三尖匕首"); Add(target, "ITEM_BLEEDONHIT_DESC", "*攻击特效*y,攻击有*10%概率*y(每层+10%)使敌人*流血*y。流血总计造成*240%基础伤害*o。"); Add(target, "ITEM_BLEEDONHIT_PICKUP", "*攻击特效*y,攻击有概率使敌人*流血*y,流血总计造成*240%基础伤害*o。"); Add(target, "ITEM_IGNITEONKILL_NAME", "汽油"); Add(target, "ITEM_IGNITEONKILL_DESC", "*击杀特效*y,击杀敌人会*引爆*y其*12米内*y的敌人(每层+4米),造成*150%基础伤害*o,随后造成总计*150%基础伤害*o的燃烧(额外层每层+75%)。"); Add(target, "ITEM_IGNITEONKILL_PICKUP", "*击杀特效*y,引爆并燃烧附近敌人,造成*基础伤害*o。"); Add(target, "ITEM_STICKYBOMB_NAME", "粘弹"); Add(target, "ITEM_STICKYBOMB_DESC", "*攻击特效*y,攻击有*5%概率*y(每层+5%)附着粘弹,延迟后爆炸,造成*180%总伤害*o。"); Add(target, "ITEM_STICKYBOMB_PICKUP", "*攻击特效*y,攻击有概率附着粘弹,爆炸造成*180%总伤害*o。"); Add(target, "ITEM_BOSSDAMAGEBONUS_NAME", "穿甲弹"); Add(target, "ITEM_BOSSDAMAGEBONUS_DESC", "对*首领*y造成额外*20%伤害*o(每层+20%)。"); Add(target, "ITEM_BOSSDAMAGEBONUS_PICKUP", "对*首领*y造成额外伤害。"); Add(target, "ITEM_FRAGILEDAMAGEBONUS_NAME", "易碎手表"); Add(target, "ITEM_FRAGILEDAMAGEBONUS_DESC", "*伤害提高20%*o(每层+20%)。受到伤害使生命值降至*25%以下*r时,*手表损坏*r。"); Add(target, "ITEM_FRAGILEDAMAGEBONUS_PICKUP", "提高伤害;生命值降得过低时*损坏*r。"); Add(target, "ITEM_HEALINGPOTION_NAME", "强力万能药"); Add(target, "ITEM_HEALINGPOTION_DESC", "受到伤害使生命值降至*25%以下*r时,*消耗此物品*y并立即回复*75%最大生命值*g。"); Add(target, "ITEM_HEALINGPOTION_PICKUP", "生命值降得过低时,*消耗此物品*y并立即恢复大量生命值。"); Add(target, "ITEM_BEAR_NAME", "更艰难的时光"); Add(target, "ITEM_BEAR_DESC", "有*15%概率*y*完全格挡一次伤害*g(叠加会提高概率)。*不受运气影响。*lb"); Add(target, "ITEM_BEAR_PICKUP", "有概率*完全格挡一次伤害*g。*不受运气影响。*lb"); Add(target, "ITEM_MISSILE_NAME", "Mk.1空对地导弹"); Add(target, "ITEM_MISSILE_DESC", "*攻击特效*y,攻击有*10%概率*y发射一枚追踪导弹,造成*300%总伤害*o(每层+300%)。*导弹可以继续触发攻击特效。*lb"); Add(target, "ITEM_MISSILE_PICKUP", "*攻击特效*y,攻击有概率发射追踪导弹,造成*300%总伤害*o。"); Add(target, "ITEM_CHAINLIGHTNING_NAME", "尤克里里"); Add(target, "ITEM_CHAINLIGHTNING_DESC", "*攻击特效*y,攻击有*25%概率*y释放连锁闪电,对*20米内*y最多*3个敌人*y造成*80%总伤害*o(每层+2米、+2个目标)。*闪电可以继续触发攻击特效。*lb"); Add(target, "ITEM_CHAINLIGHTNING_PICKUP", "*攻击特效*y,攻击有概率释放连锁闪电,造成*80%总伤害*o。"); Add(target, "ITEM_ATTACKSPEEDONCRIT_NAME", "捕食本能"); Add(target, "ITEM_ATTACKSPEEDONCRIT_DESC", "*攻击特效*y,获得*5%暴击概率*y。*暴击*y会使*攻击速度提高12%*y,持续*3秒*y,最多叠加*3次*y(每层+2次)。"); Add(target, "ITEM_ATTACKSPEEDONCRIT_PICKUP", "*攻击特效*y,获得暴击概率。*暴击*y会叠加提高*攻击速度*y。"); Add(target, "ITEM_ICERING_NAME", "鲁纳德的手环"); Add(target, "ITEM_ICERING_DESC", "*攻击特效*y,单次攻击造成超过*400%基础伤害*o时引发*冰爆*y,造成*250%总伤害*o(每层+250%),并使敌人*减速80%*y,持续*3秒*y(每层+3秒)。*每10秒充能一次。*lb"); Add(target, "ITEM_ICERING_PICKUP", "*攻击特效*y,高伤害攻击引发*冰爆*y,造成*总伤害*o并大幅减速敌人。"); Add(target, "ITEM_THORNS_NAME", "刀片网"); Add(target, "ITEM_THORNS_DESC", "受到伤害时,攻击*25米内*y最多*5个敌人*y(每层+10米、+2个目标),造成*160%基础伤害*o。"); Add(target, "ITEM_THORNS_PICKUP", "受到伤害时反击附近敌人,造成*基础伤害*o。"); Add(target, "ITEM_PRIMARYSKILLSHURIKEN_NAME", "手里剑"); Add(target, "ITEM_PRIMARYSKILLSHURIKEN_DESC", "使用*主技能*y时发射一枚手里剑,造成*400%基础伤害*o(每层+100%)。最多储存*3枚*y(每层+1枚),会在*10秒*y内逐渐补满。"); Add(target, "ITEM_PRIMARYSKILLSHURIKEN_PICKUP", "使用*主技能*y会额外发射造成*基础伤害*o的手里剑。"); Add(target, "ITEM_HEALONCRIT_NAME", "收割者的镰刀"); Add(target, "ITEM_HEALONCRIT_DESC", "*攻击特效*y,获得*5%暴击概率*y。*暴击*y会回复*8点生命值*g(每层+4点)。"); Add(target, "ITEM_HEALONCRIT_PICKUP", "*攻击特效*y,获得暴击概率,*暴击会回复生命值*g。"); Add(target, "ITEM_MOVESPEEDONKILL_NAME", "猎人的鱼叉"); Add(target, "ITEM_MOVESPEEDONKILL_DESC", "*击杀特效*y,击杀敌人后*移动速度提高125%*y,并在*1秒*y内逐渐衰减(每层+0.5秒)。"); Add(target, "ITEM_MOVESPEEDONKILL_PICKUP", "*击杀特效*y,击杀敌人后短暂获得极高移动速度。"); Add(target, "ITEM_KNOCKBACKHITENEMIES_NAME", "巨海兽鳍"); Add(target, "ITEM_KNOCKBACKHITENEMIES_DESC", "*攻击特效*y,技能命中地面敌人时,将其*击飞并眩晕*y。命中空中的敌人会再次将其*击飞*y,最多*2次*y(每层+1次)。敌人每被击飞一次,受到的所有*伤害提高10%*o。*每15秒充能一次。*lb"); Add(target, "ITEM_KNOCKBACKHITENEMIES_PICKUP", "*攻击特效*y,技能会*击飞*y敌人;每次击飞都会使其受到更多伤害。"); Add(target, "ITEM_EXPLODEONDEATH_NAME", "鬼火"); Add(target, "ITEM_EXPLODEONDEATH_DESC", "*击杀特效*y,击杀敌人时引发爆炸,对*12米内*y的敌人造成*350%基础伤害*o(每层范围+2.4米、伤害+280%)。"); Add(target, "ITEM_EXPLODEONDEATH_PICKUP", "*击杀特效*y,击杀敌人会引爆附近敌人,造成*基础伤害*o。"); Add(target, "ITEM_FIRERING_NAME", "贾罗的手环"); Add(target, "ITEM_FIRERING_DESC", "*攻击特效*y,单次攻击造成超过*400%基础伤害*o时生成*火焰龙卷*y,造成总计*300%总伤害*o(每层+300%)。*每10秒充能一次。*lb"); Add(target, "ITEM_FIRERING_PICKUP", "*攻击特效*y,高伤害攻击生成*火焰龙卷*y,造成*总伤害*o。"); Add(target, "ITEM_DEATHMARK_NAME", "湮灭标记"); Add(target, "ITEM_DEATHMARK_DESC", "*攻击特效*y,拥有*4个或更多减益效果*y的敌人会被施加*湮灭标记*y,使其受到的所有*伤害提高50%*o,持续*7秒*y(每层+7秒)。"); Add(target, "ITEM_DEATHMARK_PICKUP", "*攻击特效*y,身上有*4种减益*y的敌人会受到大幅额外伤害。"); Add(target, "ITEM_BANDOLIER_NAME", "子弹带"); Add(target, "ITEM_BANDOLIER_DESC", "*击杀特效*y,击杀敌人有*18%概率*y(每层+10%)掉落一个*弹药包*y。拾取弹药包会*重置所有技能冷却时间*y。"); Add(target, "ITEM_BANDOLIER_PICKUP", "*击杀特效*y,有概率掉落能*重置所有技能冷却*y的弹药包。"); Add(target, "ITEM_SEED_NAME", "吸血种子"); Add(target, "ITEM_SEED_DESC", "*攻击特效*y,造成伤害时回复*1点生命值*g(每层+1点)。"); Add(target, "ITEM_SEED_PICKUP", "*攻击特效*y,造成伤害时*回复生命值*g。"); Add(target, "ITEM_TPHEALINGNOVA_NAME", "轻子雏菊"); Add(target, "ITEM_TPHEALINGNOVA_DESC", "在*传送器事件和其他占点事件*y中周期性释放*治疗新星*g,使附近所有友方回复*50%最大生命值*g。每次事件释放*1次*y(每层+1次)。"); Add(target, "ITEM_TPHEALINGNOVA_PICKUP", "在传送器和其他占点事件中释放*治疗新星*g。"); Add(target, "ITEM_INCREASEPRIMARYDAMAGE_NAME", "辉光弹"); Add(target, "ITEM_INCREASEPRIMARYDAMAGE_DESC", "使用*次要技能*y会储存充能,最多*5层*y(每层+1层)。拥有至少*3层充能*y时,使用*主技能*y会释放充能并发动雷击,每次造成*175%总伤害*o(每层+50%)。次要技能冷却时间缩短*20%*y。"); Add(target, "ITEM_INCREASEPRIMARYDAMAGE_PICKUP", "*次要技能*y为*主技能*y积攒雷击,雷击造成*总伤害*o。"); Add(target, "ITEM_BONUSGOLDPACKONKILL_NAME", "古尔的巨著"); Add(target, "ITEM_BONUSGOLDPACKONKILL_DESC", "*击杀特效*y,击杀敌人有*4%概率*y(每层+4%)掉落一块价值*25枚金币*y的金块。*金币价值会随游戏进程增加。*lb"); Add(target, "ITEM_BONUSGOLDPACKONKILL_PICKUP", "*击杀特效*y,有概率掉落金块。*金币价值随游戏进程增加。*lb"); Add(target, "ITEM_SPRINTARMOR_NAME", "玫瑰圆盾"); Add(target, "ITEM_SPRINTARMOR_DESC", "*奔跑时*y护甲提高*30点*y(每层+30点)。"); Add(target, "ITEM_SPRINTARMOR_PICKUP", "*奔跑时*y大幅提高护甲。"); Add(target, "ITEM_SQUIDTURRET_NAME", "乌贼息肉"); Add(target, "ITEM_SQUIDTURRET_DESC", "*交互*y时召唤一座*乌贼炮塔*y。炮塔的攻击速度提高*100%*y(每层+100%),持续*30秒*y。"); Add(target, "ITEM_SQUIDTURRET_PICKUP", "*交互*y时召唤乌贼炮塔协助战斗。"); Add(target, "ITEM_INFUSION_NAME", "输注液"); Add(target, "ITEM_INFUSION_DESC", "*击杀特效*y,每击杀一名敌人,永久增加*1点最大生命值*g(每层+1点),最多增加*100点*g(每层+100点)。"); Add(target, "ITEM_INFUSION_PICKUP", "*击杀特效*y,击杀敌人会永久提高最大生命值。"); Add(target, "ITEM_EXTRASHRINEITEM_NAME", "机遇玩偶"); Add(target, "ITEM_EXTRASHRINEITEM_DESC", "*机遇神龛*y成功时,有*40%概率*y(每层+10%)使获得的物品拥有*更高稀有度*y。"); Add(target, "ITEM_EXTRASHRINEITEM_PICKUP", "提高*机遇神龛*y产出高稀有度物品的概率。"); Add(target, "ITEM_DRONESDROPDYNAMITE_NAME", "一箱炸药"); Add(target, "ITEM_DRONESDROPDYNAMITE_DESC", "获得*无人机小子中尉*y。战斗中,你的无人机会周期性投下炸药,爆炸造成*240%伤害*o(每层+85%)并*眩晕*y敌人。*每10秒充能一次。*lb"); Add(target, "ITEM_DRONESDROPDYNAMITE_PICKUP", "你的无人机会投下造成伤害并*眩晕*y敌人的炸药。"); Add(target, "ITEM_PHASING_NAME", "老式军用隐形装置"); Add(target, "ITEM_PHASING_DESC", "生命值降至*25%以下*r时,*移动速度提高40%*y并进入*隐形*y,持续*5秒*y。*每30秒充能一次。*lb(每层冷却时间-50%)"); Add(target, "ITEM_PHASING_PICKUP", "低生命值时获得*移动速度*y并进入*隐形*y。"); Add(target, "ITEM_SLOWONHIT_NAME", "时空装置"); Add(target, "ITEM_SLOWONHIT_DESC", "*攻击特效*y,攻击命中敌人时,使其*移动速度降低60%*y,持续*2秒*y(每层+2秒)。"); Add(target, "ITEM_SLOWONHIT_PICKUP", "*攻击特效*y,攻击命中会使敌人*减速*y。"); Add(target, "ITEM_EXTRASTATSONLEVELUP_NAME", "念珠"); Add(target, "ITEM_EXTRASTATSONLEVELUP_DESC", "会随着你获得经验而*成长*y,并储存相当于*20%*y(每层+5%)的额外*最大生命值*g、*生命再生*g和*伤害*o。移除念珠时,*永久获得所有已经储存的属性*y。"); Add(target, "ITEM_EXTRASTATSONLEVELUP_PICKUP", "会随经验成长;移除时永久获得储存的*生命、再生*g和*伤害*o属性。"); Add(target, "ITEM_WARCRYONMULTIKILL_NAME", "狂战士肩甲"); Add(target, "ITEM_WARCRYONMULTIKILL_DESC", "*击杀特效*y,在*1秒内击杀4名敌人*y会进入*狂热*y状态,持续*6秒*y(每层+4秒)。狂热期间*移动速度提高50%*y,*攻击速度提高100%*y。"); Add(target, "ITEM_WARCRYONMULTIKILL_PICKUP", "*击杀特效*y,短时间内连续击杀*4名敌人*y,获得大量*移动速度和攻击速度*y。"); Add(target, "ITEM_ENERGIZEDONEQUIPMENTUSE_NAME", "战争号角"); Add(target, "ITEM_ENERGIZEDONEQUIPMENTUSE_DESC", "使用*装备*y时,*攻击速度提高70%*y,持续*8秒*y(每层+4秒)。"); Add(target, "ITEM_ENERGIZEDONEQUIPMENTUSE_PICKUP", "使用*装备*y后短暂获得大量攻击速度。"); Add(target, "ITEM_EQUIPMENTMAGAZINE_NAME", "燃料电池"); Add(target, "ITEM_EQUIPMENTMAGAZINE_DESC", "获得*1次额外装备充能*y(每层+1次),并使*装备冷却时间缩短15%*y(每层+15%)。"); Add(target, "ITEM_EQUIPMENTMAGAZINE_PICKUP", "增加*装备充能次数*y并缩短装备冷却。"); Add(target, "ITEM_SPEEDONPICKUP_NAME", "收集癖"); Add(target, "ITEM_SPEEDONPICKUP_DESC", "拾取*物品或其他收集物*y时,*全属性提高3%*y,持续*20秒*y,最多叠加*3次*y(每层+2次)。打开木桶时会额外掉落*小型拾取物*y。"); Add(target, "ITEM_SPEEDONPICKUP_PICKUP", "拾取物品会短暂叠加提高*全属性*y;木桶还会掉落额外拾取物。"); Add(target, "ITEM_EXECUTELOWHEALTHELITE_NAME", "老式断头台"); Add(target, "ITEM_EXECUTELOWHEALTHELITE_DESC", "*精英敌人*y的生命值低于*13%*r时,将其*立即处决*y(每层+13%)。"); Add(target, "ITEM_EXECUTELOWHEALTHELITE_PICKUP", "*立即处决低生命值的精英敌人*y。"); Add(target, "ITEM_STRENGTHENBURN_NAME", "点火罐"); Add(target, "ITEM_STRENGTHENBURN_DESC", "*点燃*y造成的持续*伤害提高300%*o(每层+300%)。"); Add(target, "ITEM_STRENGTHENBURN_PICKUP", "大幅提高*点燃伤害*o。"); Add(target, "ITEM_TRIGGERENEMYDEBUFFS_NAME", "剧毒荆棘"); Add(target, "ITEM_TRIGGERENEMYDEBUFFS_DESC", "*攻击特效*y,获得*10%流血概率*y。*击杀特效*y,击杀敌人时,将其每种减益效果的*33%层数*y转移给*20米内*y的*1个敌人*y(每层+5米、+1个目标)。流血总计造成*240%基础伤害*o。"); Add(target, "ITEM_TRIGGERENEMYDEBUFFS_PICKUP", "*攻击特效*y,获得流血能力;*击杀特效*y,*击杀敌人会把它身上的减益转移给附近敌人*y。流血总计造成*240%基础伤害*o。"); Add(target, "ITEM_JUMPDAMAGESTRIKE_NAME", "法拉第靴刺"); Add(target, "ITEM_JUMPDAMAGESTRIKE_DESC", "持续移动会积累*充能*y,满充能时最多获得*160%移动速度*y和*200%跳跃高度*y。充能达到*25%*y以上时,跳跃会释放电击,造成*400%基础伤害*o(每层+280%),范围会随充能由*5米*y扩大至*32.3米*y(每层+7.5米)。"); Add(target, "ITEM_JUMPDAMAGESTRIKE_PICKUP", "移动积累充能,提高移动和跳跃能力;跳跃会释放造成*基础伤害*o的范围电击。"); Add(target, "ITEM_SHIELDBOOSTER_NAME", "动能阻尼器"); Add(target, "ITEM_SHIELDBOOSTER_DESC", "获得相当于*4%最大生命值*g的护盾。拥有护盾时,*护甲提高30点*y(每层+30点)。护盾破裂时释放*眩晕脉冲*y,造成*100%基础伤害*o,此外再造成相当于*100%最大护盾值*o的伤害(每层+10%最大护盾值)。"); Add(target, "ITEM_SHIELDBOOSTER_PICKUP", "获得护盾;有护盾时提高护甲。护盾破裂会释放*眩晕脉冲*y,造成*基础伤害*o并额外根据最大护盾值造成伤害。"); Add(target, "ITEM_FEATHER_NAME", "霍普羽毛"); Add(target, "ITEM_FEATHER_DESC", "获得*1次额外跳跃*y(每层+1次)。"); Add(target, "ITEM_FEATHER_PICKUP", "获得*额外跳跃*y。"); Add(target, "ITEM_SPRINTOUTOFCOMBAT_NAME", "红鞭子"); Add(target, "ITEM_SPRINTOUTOFCOMBAT_DESC", "脱离战斗时,*移动速度提高30%*y(每层+30%)。"); Add(target, "ITEM_SPRINTOUTOFCOMBAT_PICKUP", "脱离战斗后大幅提高*移动速度*y。"); Add(target, "ITEM_JUMPBOOST_NAME", "蜡鹌鹑"); Add(target, "ITEM_JUMPBOOST_DESC", "*奔跑时跳跃*y会使你向前冲出*10米*y(每层+10米)。"); Add(target, "ITEM_JUMPBOOST_PICKUP", "*奔跑时跳跃*y会向前冲刺。"); Add(target, "ITEM_REGENERATINGSCRAP_NAME", "再生型碎片"); Add(target, "ITEM_REGENERATINGSCRAP_DESC", "用于*绿色3D打印机*g时会被优先消耗。使用后暂时失效,并在*下一关开始时恢复*y。"); Add(target, "ITEM_REGENERATINGSCRAP_PICKUP", "可代替绿色物品进行一次打印,*下一关恢复*y。"); Add(target, "ITEM_FREECHEST_NAME", "运输申请单"); Add(target, "ITEM_FREECHEST_DESC", "每个关卡都会在随机位置出现一个*运输包裹*y,内含*2件物品*y;每件物品有*79%概率为白色*y、*20%概率为绿色*y、*1%概率为红色*r。持有更多运输申请单会*提高高稀有度物品出现的概率*y。"); Add(target, "ITEM_FREECHEST_PICKUP", "每关生成一个装有*2件物品*y的运输包裹;叠加会提高物品稀有度。"); Add(target, "ITEM_LOWERPRICEDCHESTS_NAME", "促销之星"); Add(target, "ITEM_LOWERPRICEDCHESTS_DESC", "每个关卡*第一次开启宝箱*y时,会额外获得*1件物品*y。持有更多促销之星时,每层使继续获得*更多额外物品*y的概率提高*5%*y。使用后本关失效,*下一关恢复。*lb"); Add(target, "ITEM_LOWERPRICEDCHESTS_PICKUP", "每关第一次打开宝箱会*额外获得物品*y,叠加后可能获得更多。"); Add(target, "ITEM_TELEPORTONLOWHEALTH_NAME", "不稳定传输器"); Add(target, "ITEM_TELEPORTONLOWHEALTH_DESC", "生命值降至*25%以下*r时,获得相当于*60%最大生命值*g的*临时屏障*g,并生成持续*8秒*y的次元光环。光环会使附近敌人*流血*y并将其*传送到远处*y;光环击杀敌人时,持续时间延长*1秒*y。流血总计造成*240%基础伤害*o。*每个关卡可触发一次,下一关恢复。*lb"); Add(target, "ITEM_TELEPORTONLOWHEALTH_PICKUP", "低生命值时获得大量*临时屏障*g和次元光环;光环使敌人流血并传送,流血造成*基础伤害*o。"); Add(target, "ITEM_ALIENHEAD_NAME", "外星脑袋"); Add(target, "ITEM_ALIENHEAD_DESC", "所有*技能冷却时间*y缩短*25%*y(每层继续按25%的比例缩短剩余冷却时间)。"); Add(target, "ITEM_ALIENHEAD_PICKUP", "大幅缩短所有*技能冷却时间*y。"); Add(target, "ITEM_ARMORREDUCTIONONHIT_NAME", "粉碎之正义"); Add(target, "ITEM_ARMORREDUCTIONONHIT_DESC", "*攻击特效*y,连续命中同一敌人*5次*y后,使其*护甲降低60点*y,持续*8秒*y(每层+8秒)。"); Add(target, "ITEM_ARMORREDUCTIONONHIT_PICKUP", "*攻击特效*y,连续攻击同一敌人后,大幅*降低其护甲*y。"); Add(target, "ITEM_BARRIERONOVERHEAL_NAME", "庇护"); Add(target, "ITEM_BARRIERONOVERHEAL_DESC", "生命值已满时,额外治疗量的*50%*g(每层+50%)会转化为*临时屏障*g。"); Add(target, "ITEM_BARRIERONOVERHEAL_PICKUP", "满血时的额外治疗会转化为*临时屏障*g。"); Add(target, "ITEM_BEHEMOTH_NAME", "完美巨兽"); Add(target, "ITEM_BEHEMOTH_DESC", "*攻击特效*y,你的所有攻击都会在命中处产生*4米*y(每层+2.5米)的爆炸,对周围敌人额外造成该次攻击*60%总伤害*o。"); Add(target, "ITEM_BEHEMOTH_PICKUP", "*攻击特效*y,所有攻击都会产生爆炸,对附近敌人造成额外*总伤害*o。"); Add(target, "ITEM_BOUNCENEARBY_NAME", "活体肉钩"); Add(target, "ITEM_BOUNCENEARBY_DESC", "*攻击特效*y,攻击命中时有概率向*30米内*y最多*10名敌人*y(每层+5名)发射追踪肉钩,将其拉向目标并造成该次攻击*100%总伤害*o。叠加会提高触发概率,但收益逐渐降低。"); Add(target, "ITEM_BOUNCENEARBY_PICKUP", "*攻击特效*y,攻击有概率把附近大量敌人*钩到一起*y,并对它们造成*总伤害*o。"); Add(target, "ITEM_CAPTAINDEFENSEMATRIX_NAME", "防御用微型机器人"); Add(target, "ITEM_CAPTAINDEFENSEMATRIX_DESC", "每*0.5秒*y击落*20米内*y的*1个敌方投射物*y(每层+1个)。防御充能速度会随你的*攻击速度*y提高。"); Add(target, "ITEM_CAPTAINDEFENSEMATRIX_PICKUP", "自动击落附近的敌方投射物,*攻击速度越高,防御越频繁*y。"); Add(target, "ITEM_CLOVER_NAME", "57片叶子的三叶草"); Add(target, "ITEM_CLOVER_DESC", "所有受*运气*y影响的随机效果都会额外判定*1次*y(每层+1次),并采用对你更有利的结果。"); Add(target, "ITEM_CLOVER_PICKUP", "让受*运气*y影响的随机效果更容易得到有利结果。"); Add(target, "ITEM_DAGGER_NAME", "仪式匕首"); Add(target, "ITEM_DAGGER_DESC", "*击杀特效*y,击杀敌人时释放*3把追踪匕首*y,每把造成*150%基础伤害*o(每层+150%)。"); Add(target, "ITEM_DAGGER_PICKUP", "*击杀特效*y,击杀敌人会释放自动追踪其他目标的匕首。"); Add(target, "ITEM_EXTRALIFE_NAME", "迪奥最好的朋友"); Add(target, "ITEM_EXTRALIFE_DESC", "受到致命伤害时,*消耗此物品*y并复活;复活后获得*3秒无敌*y。"); Add(target, "ITEM_EXTRALIFE_PICKUP", "*免除一次死亡*y并复活。触发后消耗。"); Add(target, "ITEM_FALLBOOTS_NAME", "H3AD-5T v2"); Add(target, "ITEM_FALLBOOTS_DESC", "提高*跳跃高度*y。按住*交互键*y可快速砸向地面;落地时根据下落距离产生*5—100米*y的动能爆炸,造成*1000%—10000%基础伤害*o。*每10秒充能一次。*lb(每层冷却时间-50%)"); Add(target, "ITEM_FALLBOOTS_PICKUP", "提高跳跃高度;可主动砸向地面,根据下落距离制造极强的*范围爆炸*y。"); Add(target, "ITEM_GHOSTONKILL_NAME", "欢乐面具"); Add(target, "ITEM_GHOSTONKILL_DESC", "*击杀特效*y,击杀敌人有*7%概率*y召唤该敌人的幽灵作为友军。幽灵造成原本*1500%伤害*o,持续*30秒*y(每层+30秒)。"); Add(target, "ITEM_GHOSTONKILL_PICKUP", "*击杀特效*y,有概率召唤被击杀敌人的强化幽灵为你作战。"); Add(target, "ITEM_HEADHUNTER_NAME", "秃鹫的守灵"); Add(target, "ITEM_HEADHUNTER_DESC", "*击杀特效*y,击杀精英敌人后获得该精英的*精英能力*y,持续*8秒*y(每层+5秒)。"); Add(target, "ITEM_HEADHUNTER_PICKUP", "*击杀特效*y,击杀精英后暂时获得它的*精英能力*y。"); Add(target, "ITEM_ICICLE_NAME", "冰霜圣物"); Add(target, "ITEM_ICICLE_DESC", "*击杀特效*y,击杀敌人会在你周围形成冰霜风暴,每秒造成*1200%基础伤害*o,并使敌人*减速80%*y,持续*1.5秒*y。每次击杀都会使风暴半径增加*2米*y,最多扩大至*18米*y(每层上限+12米)。"); Add(target, "ITEM_ICICLE_PICKUP", "*击杀特效*y,在身边形成会不断扩大的高伤害冰霜风暴。"); Add(target, "ITEM_INCREASEHEALING_NAME", "回春支架"); Add(target, "ITEM_INCREASEHEALING_DESC", "所有*治疗效果*g提高*100%*g(每层+100%)。"); Add(target, "ITEM_INCREASEHEALING_PICKUP", "使你受到的所有*治疗效果翻倍*g。"); Add(target, "ITEM_KILLELITEFRENZY_NAME", "脑虫草"); Add(target, "ITEM_KILLELITEFRENZY_DESC", "*击杀特效*y,击杀精英敌人后进入*狂热*y状态,持续*4秒*y(每层+4秒)。狂热期间,所有技能的冷却时间变为*0.5秒*y。"); Add(target, "ITEM_KILLELITEFRENZY_PICKUP", "*击杀特效*y,击杀精英后短时间进入*狂热*y,几乎可以连续使用技能。"); Add(target, "ITEM_LASERTURBINE_NAME", "共鸣圆盘"); Add(target, "ITEM_LASERTURBINE_DESC", "*击杀特效*y,在*7秒内击杀4名敌人*y会充满共鸣圆盘并自动发射。圆盘飞出时对沿途敌人造成*300%基础伤害*o(每层+300%),随后爆炸造成*4000%基础伤害*o(每层+4000%),返回时再次对沿途敌人造成*300%基础伤害*o(每层+300%)。"); Add(target, "ITEM_LASERTURBINE_PICKUP", "*击杀特效*y,连续击杀会充能圆盘;充满后自动飞出、*猛烈爆炸*y并返回。"); Add(target, "ITEM_NOVAONHEAL_NAME", "恩库哈纳的意见"); Add(target, "ITEM_NOVAONHEAL_DESC", "将你受到的治疗量的*100%*g(每层+100%)储存为*灵魂能量*y。灵魂能量达到*最大生命值的10%*g时,发射一枚追踪骷髅,造成相当于*灵魂能量250%*o的伤害。"); Add(target, "ITEM_NOVAONHEAL_PICKUP", "把治疗转化为*灵魂能量*y;积累到一定程度后自动发射追踪骷髅。"); Add(target, "ITEM_INTERSTELLARDESKPLANT_NAME", "星际盆栽"); Add(target, "ITEM_INTERSTELLARDESKPLANT_DESC", "*击杀特效*y,击杀敌人时种下一颗治疗种子,*5秒*y后长成盆栽。盆栽持续*10秒*y,每*0.5秒*y使*10米内*y(每层+5米)的所有友方回复*5%最大生命值*g。"); Add(target, "ITEM_INTERSTELLARDESKPLANT_PICKUP", "*击杀特效*y,击杀敌人会种下持续治疗附近友方的盆栽。"); Add(target, "ITEM_SHOCKNEARBY_NAME", "不稳定的特斯拉线圈"); Add(target, "ITEM_SHOCKNEARBY_DESC", "线圈每*10秒*y在开启与关闭状态之间切换。开启时,每*0.5秒*y向附近最多*3名敌人*y(每层+2名)释放闪电,每次造成*200%基础伤害*o。"); Add(target, "ITEM_SHOCKNEARBY_PICKUP", "周期性开启,对附近多名敌人持续释放*连锁闪电*y。"); Add(target, "ITEM_TALISMAN_NAME", "灵魂绑定触媒"); Add(target, "ITEM_TALISMAN_DESC", "*击杀特效*y,击杀敌人会使当前*装备冷却时间*y立即减少*4秒*y(每层+2秒)。"); Add(target, "ITEM_TALISMAN_PICKUP", "*击杀特效*y,击杀敌人会快速缩短装备冷却。"); Add(target, "ITEM_UTILITYSKILLMAGAZINE_NAME", "强光补燃器"); Add(target, "ITEM_UTILITYSKILLMAGAZINE_DESC", "*位移技能*y获得*2次额外充能*y(每层+2次),并使位移技能的*冷却时间缩短33%*y。"); Add(target, "ITEM_UTILITYSKILLMAGAZINE_PICKUP", "大幅增加*位移技能充能次数*y,并缩短其冷却时间。"); Add(target, "ITEM_CRITDAMAGE_NAME", "激光瞄准镜"); Add(target, "ITEM_CRITDAMAGE_DESC", "*暴击*y会额外造成*100%伤害*o(每层+100%)。"); Add(target, "ITEM_CRITDAMAGE_PICKUP", "大幅提高*暴击伤害*o。"); Add(target, "ITEM_DRONEWEAPONS_NAME", "无人机配件"); Add(target, "ITEM_DRONEWEAPONS_DESC", "获得一台*无人机上校*y。你的无人机*攻击速度提高25%*y(每层+25%),并获得同等幅度的冷却强化;无人机攻击有*10%概率*y发射导弹,造成*150%总伤害*o;同时获得自动链式机枪,每轮造成*6×50%伤害*o,并可弹射至*2名敌人*y。"); Add(target, "ITEM_DRONEWEAPONS_PICKUP", "全面强化你的无人机,并获得*无人机上校*y、追踪导弹和自动链式机枪。"); Add(target, "ITEM_IMMUNETODEBUFF_NAME", "本的雨衣"); Add(target, "ITEM_IMMUNETODEBUFF_DESC", "抵挡*1次减益效果*y(每层+1次),并获得相当于*10%最大生命值*g的*临时屏障*g。*每5秒恢复1次抵挡。*lb"); Add(target, "ITEM_IMMUNETODEBUFF_PICKUP", "周期性*抵挡减益效果*y,并在抵挡时获得临时屏障。"); Add(target, "ITEM_MOREMISSILE_NAME", "袖珍型洲际导弹"); Add(target, "ITEM_MOREMISSILE_DESC", "所有导弹类*物品、装备和技能*y都会额外发射*2枚导弹*y。额外叠加不会继续增加导弹数量,而是使所有导弹的*伤害提高50%*o(每个额外层+50%)。"); Add(target, "ITEM_MOREMISSILE_PICKUP", "所有导弹一次变成*三枚齐射*y;继续叠加会提高导弹伤害。"); Add(target, "ITEM_PERMANENTDEBUFFONHIT_NAME", "共生蝎"); Add(target, "ITEM_PERMANENTDEBUFFONHIT_DESC", "*攻击特效*y,每次命中都会使敌人的*护甲永久降低2点*y(每层+2点),持续至敌人死亡或本关结束。"); Add(target, "ITEM_PERMANENTDEBUFFONHIT_PICKUP", "*攻击特效*y,持续攻击同一敌人会永久削减它的护甲。"); Add(target, "ITEM_RANDOMEQUIPMENTTRIGGER_NAME", "瓶中混沌"); Add(target, "ITEM_RANDOMEQUIPMENTTRIGGER_DESC", "使用*装备*y时,额外触发*1次随机装备效果*y(每层+1次)。"); Add(target, "ITEM_RANDOMEQUIPMENTTRIGGER_PICKUP", "每次使用装备时,额外触发一个*随机装备效果*y。"); Add(target, "ITEM_BARRAGEONBOSS_NAME", "战争债券"); Add(target, "ITEM_BARRAGEONBOSS_DESC", "首领事件开始时呼叫支援,基础发射*5枚导弹*y。每枚导弹对首领造成相当于其*2.5%最大生命值*o的伤害(每层+2.5%)。首领事件开始前获得的金币会积累额外支援导弹,最多额外*20枚*y(每层上限+5枚);所需金币会随游戏进程提高。"); Add(target, "ITEM_BARRAGEONBOSS_PICKUP", "在首领战开始时呼叫导弹轰炸;此前赚得的金币越多,*支援导弹越多*y。"); Add(target, "ITEM_BOOSTALLSTATS_NAME", "成长花蜜"); Add(target, "ITEM_BOOSTALLSTATS_DESC", "每拥有*1种有效增益效果*y,*全属性提高4%*y,最多计算*4种增益*y(每层+4种)。"); Add(target, "ITEM_BOOSTALLSTATS_PICKUP", "身上的不同增益越多,获得的*全属性提升*y越高。"); Add(target, "ITEM_ITEMDROPCHANCEONKILL_NAME", "嘹亮低语"); Add(target, "ITEM_ITEMDROPCHANCEONKILL_DESC", "*击杀特效*y,击杀大型怪物时*必定掉落1件物品*y;击杀精英敌人时有*5%概率*y(每层+1%)额外掉落物品。"); Add(target, "ITEM_ITEMDROPCHANCEONKILL_PICKUP", "*击杀特效*y,击杀大型怪物必定掉落物品;精英敌人也有概率掉落。"); Add(target, "ITEM_METEORATTACKONHIGHDAMAGE_NAME", "符文透镜"); Add(target, "ITEM_METEORATTACKONHIGHDAMAGE_DESC", "*攻击特效*y,攻击有*3%基础概率*y召唤陨石,造成*2000%基础伤害*o。触发该效果的攻击每造成*100%伤害倍率*y,陨石触发概率额外提高*3%*y(每层+3%),陨石*伤害额外提高150%*o(每层+50%)。"); Add(target, "ITEM_METEORATTACKONHIGHDAMAGE_PICKUP", "*攻击特效*y,攻击有概率召唤高伤害陨石;*单次攻击倍率越高,陨石越容易触发、伤害也越高*y。"); Add(target, "ITEM_STUNANDPIERCE_NAME", "电流回旋镖"); Add(target, "ITEM_STUNANDPIERCE_DESC", "*攻击特效*y,攻击有*15%概率*y发射电击回旋镖。回旋镖飞出和返回时都能命中敌人,每次造成*120%基础伤害*o(每层+120%)并使其*眩晕*y;飞行期间还会持续造成每秒*42%基础伤害*o(每层+42%)。"); Add(target, "ITEM_STUNANDPIERCE_PICKUP", "*攻击特效*y,攻击有概率发射会来回穿过敌人的*电击回旋镖*y,造成伤害并眩晕目标。"); Add(target, "ITEM_DUPLICATOR_NAME", "劣质复制器"); Add(target, "ITEM_DUPLICATOR_DESC", "拾取物品时,额外获得*1个该物品的临时副本*y。所有临时物品的持续时间额外延长*10秒*y(每层+10秒)。"); Add(target, "ITEM_DUPLICATOR_PICKUP", "拾取物品时会额外获得一个*临时副本*y,并延长所有临时物品的持续时间。"); Add(target, "ITEM_PHYSICSPROJECTILE_NAME", "遗落核心"); Add(target, "ITEM_PHYSICSPROJECTILE_DESC", "获得一台友方*Solus单元*y。它会高速撞向敌人,造成*400%基础伤害*o(每层+400%),并继承你的移动速度类物品;移动得越快,冲撞伤害越高。与它互动进行抚摸,可以清除你、它和附近友方的负面效果。*每15秒可使用一次。*lb"); Add(target, "ITEM_PHYSICSPROJECTILE_PICKUP", "获得一台会高速冲撞敌人的*Solus伙伴*y;它继承你的移动能力,速度越快伤害越高,还能通过互动清除负面效果。"); Add(target, "ITEM_SHAREDSUFFERING_NAME", "苦难互联"); Add(target, "ITEM_SHAREDSUFFERING_DESC", "*攻击特效*y,攻击会依次感染最多*4名敌人*y(每层+2名)。感染目标受到的所有伤害中,有*45%*y会被复制并存入一个共享伤害池。每*3秒*y,所有感染目标都会受到相当于伤害池*100%*o的伤害,随后清空伤害池。"); Add(target, "ITEM_SHAREDSUFFERING_PICKUP", "*攻击特效*y,让多名敌人共享一个*伤害池*y;对其中任何一个造成伤害,都会周期性传递给所有感染目标。"); Add(target, "ITEM_SCRAPRED_NAME", "红色物品碎片"); Add(target, "ITEM_SCRAPRED_DESC", "本身没有战斗效果。使用*红色3D打印机*r时会被优先消耗。"); Add(target, "ITEM_SCRAPRED_PICKUP", "可代替红色物品用于红色3D打印。"); Add(target, "ITEM_AUTOCASTEQUIPMENT_NAME", "溺死者的心意"); Add(target, "ITEM_AUTOCASTEQUIPMENT_DESC", "*装备冷却时间*y缩短*50%*y(额外层继续缩短),但装备会在冷却结束时*自动使用*r。"); Add(target, "ITEM_AUTOCASTEQUIPMENT_PICKUP", "大幅缩短装备冷却,但装备会*自动触发*r。"); Add(target, "ITEM_FOCUSEDCONVERGENCE_NAME", "专注趋同"); Add(target, "ITEM_FOCUSEDCONVERGENCE_DESC", "传送器及大多数占点区域的*充能速度提高30%*y(每层+30%),但区域半径*缩小50%*r(每层进一步缩小)。最多*3层*y生效。"); Add(target, "ITEM_FOCUSEDCONVERGENCE_PICKUP", "占点充能更快,但可站立的区域会明显缩小。"); Add(target, "ITEM_GOLDONHIT_NAME", "易碎王冠"); Add(target, "ITEM_GOLDONHIT_DESC", "*攻击特效*y,攻击命中时有*30%概率*y获得*2枚金币*y(每层+2枚,数值随流程提高)。受到伤害时,会根据此次损失的*最大生命值百分比*r失去金币(每层损失进一步提高)。"); Add(target, "ITEM_GOLDONHIT_PICKUP", "*攻击特效*y,攻击可以赚钱,但*挨打会掉钱*r。"); Add(target, "ITEM_LUNARBADLUCK_NAME", "纯净"); Add(target, "ITEM_LUNARBADLUCK_DESC", "所有*技能冷却时间*y减少*2秒*y(每层+1秒),但所有受*运气*y影响的随机效果都会额外判定*1次*r(每层+1次),并采用对你*更不利*r的结果。"); Add(target, "ITEM_LUNARBADLUCK_PICKUP", "直接减少技能冷却,但让所有幸运判定变得更糟。"); Add(target, "ITEM_LUNARDAGGER_NAME", "塑形玻璃"); Add(target, "ITEM_LUNARDAGGER_DESC", "*伤害提高100%*o(每层+100%),但*最大生命值降低50%*r(每层进一步降低)。"); Add(target, "ITEM_LUNARDAGGER_PICKUP", "*伤害翻倍*o,但*最大生命值减半*r。"); Add(target, "ITEM_LUNARPRIMARYREPLACEMENT_NAME", "异端幻象"); Add(target, "ITEM_LUNARPRIMARYREPLACEMENT_DESC", "*替换主技能*b。获得*12发*y追踪碎片(每层+12发),命中后延迟爆炸,每发造成*120%基础伤害*o。弹药耗尽后在*2秒*y内重新装填(额外层会增加总弹量与装填周期)。"); Add(target, "ITEM_LUNARPRIMARYREPLACEMENT_PICKUP", "把主技能替换成一组会自动追踪并延迟爆炸的碎片。"); Add(target, "ITEM_LUNARSECONDARYREPLACEMENT_NAME", "异端之钩"); Add(target, "ITEM_LUNARSECONDARYREPLACEMENT_DESC", "*替换次要技能*b。蓄力发射切割漩涡,对附近敌人每秒造成*875%基础伤害*o;*3秒*y后爆炸,造成*700%基础伤害*o,并将敌人定身*3秒*y(每层+3秒)。基础充能时间*5秒*y(叠加会同步延长其效果与充能周期)。"); Add(target, "ITEM_LUNARSECONDARYREPLACEMENT_PICKUP", "把次要技能替换成高伤害漩涡,持续切割敌人并最终爆炸、定身。"); Add(target, "ITEM_LUNARSPECIALREPLACEMENT_NAME", "异端精华"); Add(target, "ITEM_LUNARSPECIALREPLACEMENT_DESC", "*替换特殊技能*b。造成伤害会给目标施加持续*10秒*y(每层+10秒)的*毁灭标记*y;再次使用技能会在无限距离内引爆全部标记,造成*300%基础伤害*o,并为每层标记额外造成*120%基础伤害*o。基础充能时间*8秒*y(额外层同步延长标记时间与充能周期)。"); Add(target, "ITEM_LUNARSPECIALREPLACEMENT_PICKUP", "把特殊技能替换成“先叠标记、再一次性引爆”的爆发技能。"); Add(target, "ITEM_LUNARTRINKET_NAME", "忠诚之珠"); Add(target, "ITEM_LUNARTRINKET_DESC", "看起来*什么也没做*……但在方尖碑处选择*抹除自己*b时,会改变之后发生的事情。"); Add(target, "ITEM_LUNARTRINKET_PICKUP", "本身没有常规战斗效果;与*抹除结局*b有关。"); Add(target, "ITEM_LUNARUTILITYREPLACEMENT_NAME", "异端跨越"); Add(target, "ITEM_LUNARUTILITYREPLACEMENT_DESC", "*替换位移技能*b。进入不可被攻击的暗影状态,*移动速度提高30%*y,并在持续期间回复共计*18.2%最大生命值*g(每层+18.2%)。持续*3秒*y(每层+3秒)。"); Add(target, "ITEM_LUNARUTILITYREPLACEMENT_PICKUP", "把位移技能替换成不可被攻击的暗影移动,并回复生命值。"); Add(target, "ITEM_MONSTERSONSHRINEUSE_NAME", "抗争凿痕"); Add(target, "ITEM_MONSTERSONSHRINEUSE_DESC", "使用任何*神龛*y都会在附近召唤一批*额外敌人*r;敌人的强度会随游戏进程和物品层数提高。"); Add(target, "ITEM_MONSTERSONSHRINEUSE_PICKUP", "每次使用神龛都会额外召来敌人。"); Add(target, "ITEM_RANDOMDAMAGEZONE_NAME", "变化脊椎"); Add(target, "ITEM_RANDOMDAMAGEZONE_DESC", "周期性在附近随机位置生成一个*力量领域*b。领域半径*16米*y(每层扩大50%);领域内的*所有角色*y——包括敌人——造成的*伤害提高50%*o。"); Add(target, "ITEM_RANDOMDAMAGEZONE_PICKUP", "随机生成力量领域;站在里面的*敌我双方*都会提高*50%伤害*o。"); Add(target, "ITEM_REPEATHEAL_NAME", "尸花"); Add(target, "ITEM_REPEATHEAL_DESC", "所有*治疗效果提高100%*g(每层+100%),但治疗不会立刻结算,而会被储存并*逐渐恢复*r。每秒最多回复*10%最大生命值*g;叠加会进一步降低这个每秒治疗上限。"); Add(target, "ITEM_REPEATHEAL_PICKUP", "治疗量大幅提高,但所有治疗都会被拆成持续回复,而且每秒有上限。"); Add(target, "ITEM_SHIELDONLY_NAME", "超绝"); Add(target, "ITEM_SHIELDONLY_DESC", "除*1点生命值*g外,其余生命值全部转化为可自动恢复的*护盾*g;同时*最大生命值提高50%*g(每层+25%)。"); Add(target, "ITEM_SHIELDONLY_PICKUP", "把几乎全部生命值转化为可自动恢复的护盾,并提高最大生命值。"); Add(target, "ITEM_HALFATTACKSPEEDHALFCOOLDOWNS_NAME", "光通量肩甲"); Add(target, "ITEM_HALFATTACKSPEEDHALFCOOLDOWNS_DESC", "所有*技能冷却时间缩短50%*y(叠加继续缩短),但*攻击速度降低50%*r(叠加继续降低)。"); Add(target, "ITEM_HALFATTACKSPEEDHALFCOOLDOWNS_PICKUP", "技能冷却大幅缩短,但攻击速度大幅降低。"); Add(target, "ITEM_HALFSPEEDDOUBLEHEALTH_NAME", "石通量肩甲"); Add(target, "ITEM_HALFSPEEDDOUBLEHEALTH_DESC", "*最大生命值提高100%*g(每层+100%),但*移动速度降低50%*r(叠加继续降低)。"); Add(target, "ITEM_HALFSPEEDDOUBLEHEALTH_PICKUP", "最大生命值翻倍,但移动速度大幅降低。"); Add(target, "ITEM_LUNARSUN_NAME", "自我中心"); Add(target, "ITEM_LUNARSUN_DESC", "每*3秒*y(叠加会缩短间隔)生成一枚环绕你的炸弹,最多保存*3枚*y(每层+1枚)。炸弹接触敌人时爆炸,造成*360%基础伤害*o。每*60秒*r,会把你随机持有的另一件物品转化为一层*自我中心*b。"); Add(target, "ITEM_LUNARSUN_PICKUP", "不断生成环绕炸弹,但每分钟都会*吞掉一件其他物品*r并转化成自己。"); Add(target, "ITEM_RANDOMLYLUNAR_NAME", "零号颂词"); Add(target, "ITEM_RANDOMLYLUNAR_DESC", "原本生成的物品有*5%概率*y(每层+5%)被替换成*月球物品*b。"); Add(target, "ITEM_RANDOMLYLUNAR_PICKUP", "让正常掉落有概率直接变成月球物品。"); Add(target, "ITEM_ONLEVELUPFREEUNLOCK_NAME", "永恒孤寂"); Add(target, "ITEM_ONLEVELUPFREEUNLOCK_DESC", "你获得的所有金币都会直接转化为*经验值*b。每次升级时获得*1次免费购买*y(每层+1次);所有原本需要金币购买的东西,其价格提高*50%*r(每层+50%)。"); Add(target, "ITEM_ONLEVELUPFREEUNLOCK_PICKUP", "不能正常存钱;金币会变成经验,但升级会送免费购买次数。"); Add(target, "ITEM_TRANSFERDEBUFFONHIT_NAME", "中子素配重"); Add(target, "ITEM_TRANSFERDEBUFFONHIT_DESC", "*攻击特效*y,处于战斗状态时,*伤害、攻击速度和移动速度降低30%*r(每层额外降低10%),*护甲降低35点*r(每层额外降低15点)。当你攻击敌人时,会把这件物品*转移给敌人*b;持有者死亡后,它还会继续寻找敌对阵营的新持有者。"); Add(target, "ITEM_TRANSFERDEBUFFONHIT_PICKUP", "*攻击特效*y,一块会严重压低战斗属性的“烫手山芋”;命中敌人可以把它传过去。"); Add(target, "ITEM_BEARVOID_NAME", "更安全的空间"); Add(target, "ITEM_BEARVOID_DESC", "完全格挡下一次受到的伤害。触发后进入*13.5秒*y冷却(每层冷却时间-10%)。 \n*腐化所有「更艰难的时光」*p。"); Add(target, "ITEM_BEARVOID_PICKUP", "稳定格挡下一次伤害,之后进入冷却。*腐化更艰难的时光*p。"); Add(target, "ITEM_BLEEDONHITVOID_NAME", "虚空针尖"); Add(target, "ITEM_BLEEDONHITVOID_DESC", "*攻击特效*y,攻击有*10%概率*y(每层+10%)使敌人*坍缩*p。*3秒*y后,每层坍缩造成*400%基础伤害*o。 \n*腐化所有「三尖匕首」*p。"); Add(target, "ITEM_BLEEDONHITVOID_PICKUP", "*攻击特效*y,攻击有概率叠加延迟爆发的*坍缩*p。*腐化三尖匕首*p。"); Add(target, "ITEM_CHAINLIGHTNINGVOID_NAME", "复调鲁特琴"); Add(target, "ITEM_CHAINLIGHTNINGVOID_DESC", "*攻击特效*y,攻击有*25%概率*y对同一名敌人连续释放闪电,每次造成*60%总伤害*o,最多命中*3次*y(每层+3次)。 \n*腐化所有「尤克里里」*p。"); Add(target, "ITEM_CHAINLIGHTNINGVOID_PICKUP", "*攻击特效*y,把尤克里里的群体连锁改成对*单体连续电击*y。*腐化尤克里里*p。"); Add(target, "ITEM_CLOVERVOID_NAME", "海底之花"); Add(target, "ITEM_CLOVERVOID_DESC", "每个关卡开始时,将随机*3件物品*y(每层+3件)升级为*高一级稀有度*y的物品。 \n*腐化所有「57片叶子的三叶草」*p。"); Add(target, "ITEM_CLOVERVOID_PICKUP", "每关自动把一批物品升级到更高稀有度。*腐化57片叶子的三叶草*p。"); Add(target, "ITEM_CRITGLASSESVOID_NAME", "失落先知的透镜"); Add(target, "ITEM_CRITGLASSESVOID_DESC", "*攻击特效*y,攻击有*0.5%概率*y(每层+0.5%)*立即击杀非首领敌人*y。 \n*腐化所有「镜片匠的眼镜」*p。"); Add(target, "ITEM_CRITGLASSESVOID_PICKUP", "*攻击特效*y,失去普通暴击率,换成小概率*直接处决非首领敌人*y。*腐化镜片匠的眼镜*p。"); Add(target, "ITEM_ELEMENTALRINGVOID_NAME", "奇点手环"); Add(target, "ITEM_ELEMENTALRINGVOID_DESC", "*攻击特效*y,单次攻击造成超过*400%伤害*o时生成一个黑洞,将*15米内*y的敌人拉向中心。黑洞持续*5秒*y后坍缩,造成*100%总伤害*o(每层+100%)。*每20秒充能一次。*lb \n*腐化所有「鲁纳德的手环」和「贾罗的手环」*p。"); Add(target, "ITEM_ELEMENTALRINGVOID_PICKUP", "*攻击特效*y,高伤害攻击生成聚怪黑洞,*5秒*y后造成*总伤害*o。*腐化冰火手环*p。"); Add(target, "ITEM_EQUIPMENTMAGAZINEVOID_NAME", "裂解电池"); Add(target, "ITEM_EQUIPMENTMAGAZINEVOID_DESC", "*特殊技能*y获得*1次额外充能*y(每层+1次),并使特殊技能的*冷却时间缩短33%*y。 \n*腐化所有「燃料电池」*p。"); Add(target, "ITEM_EQUIPMENTMAGAZINEVOID_PICKUP", "增加特殊技能充能并缩短其冷却。*腐化燃料电池*p。"); Add(target, "ITEM_EXPLODEONDEATHVOID_NAME", "虚空源焰"); Add(target, "ITEM_EXPLODEONDEATHVOID_DESC", "*攻击特效*y,首次命中*满生命值敌人*y时,在目标位置生成*12米*y(每层+2.4米)的熔岩柱,造成*260%基础伤害*o(每层+156%)。 \n*腐化所有「鬼火」*p。"); Add(target, "ITEM_EXPLODEONDEATHVOID_PICKUP", "*攻击特效*y,把鬼火的“击杀爆炸”改成“首次命中满血敌人就爆炸”。*腐化鬼火*p。"); Add(target, "ITEM_EXTRALIFEVOID_NAME", "多能性幼体"); Add(target, "ITEM_EXTRALIFEVOID_DESC", "受到致命伤害时,*消耗此物品*y并复活,获得*3秒无敌*y;复活的同时,将你所有可以被虚空腐化的物品全部*腐化*p。 \n*腐化所有「迪奥最好的朋友」*p。"); Add(target, "ITEM_EXTRALIFEVOID_PICKUP", "获得一次复活,但复活时会把身上所有可腐化物品全部变成虚空版本。*腐化迪奥最好的朋友*p。"); Add(target, "ITEM_MISSILEVOID_NAME", "等离子虾"); Add(target, "ITEM_MISSILEVOID_DESC", "*攻击特效*y,获得相当于*10%最大生命值*g的护盾。拥有护盾时,*每次攻击命中*y都会发射一枚导弹,造成*40%总伤害*o(每层+40%)。 \n*腐化所有「Mk.1空对地导弹」*p。"); Add(target, "ITEM_MISSILEVOID_PICKUP", "*攻击特效*y,有护盾时,每次命中都发射导弹。*腐化Mk.1空对地导弹*p。"); Add(target, "ITEM_MUSHROOMVOID_NAME", "哭泣真菌"); Add(target, "ITEM_MUSHROOMVOID_DESC", "*奔跑时*y每秒回复*2%最大生命值*g(每层+2%)。 \n*腐化所有「爆裂真菌」*p。"); Add(target, "ITEM_MUSHROOMVOID_PICKUP", "把“站着回血”变成“*奔跑时回血*g”。*腐化爆裂真菌*p。"); Add(target, "ITEM_SLOWONHITVOID_NAME", "触手装置"); Add(target, "ITEM_SLOWONHITVOID_DESC", "*攻击特效*y,攻击有*5%概率*y(每层+5%)将敌人*定身1秒*y(每层+1秒)。 \n*腐化所有「时空装置」*p。"); Add(target, "ITEM_SLOWONHITVOID_PICKUP", "*攻击特效*y,攻击有概率直接定身敌人。*腐化时空装置*p。"); Add(target, "ITEM_TREASURECACHEVOID_NAME", "结壳的钥匙"); Add(target, "ITEM_TREASURECACHEVOID_DESC", "每个关卡都会在随机位置生成一个*结壳宝箱*p,其中物品稀有度为*60%紫色白装 / 30%紫色绿装 / 10%紫色红装*y。打开宝箱会*消耗此物品*y。 \n*腐化所有「生锈的钥匙」*p。"); Add(target, "ITEM_TREASURECACHEVOID_PICKUP", "每关生成一个装有虚空物品的隐藏宝箱,开启时消耗钥匙。*腐化生锈的钥匙*p。"); Add(target, "ITEM_VOIDMEGACRABITEM_NAME", "刚孵出的琐亚"); Add(target, "ITEM_VOIDMEGACRABITEM_DESC", "每隔*60秒*y(叠加会缩短间隔)随机召唤一名*虚空友军*p,最多同时存在*1名*y(每层+1名)。 \n*腐化所有黄色物品*p。"); Add(target, "ITEM_VOIDMEGACRABITEM_PICKUP", "周期性召唤虚空友军,但会把你所有黄色物品全部腐化。*腐化所有黄色物品*p。"); Add(target, "EQUIPMENT_BFG_NAME", "前子蓄能器"); Add(target, "EQUIPMENT_BFG_DESC", "发射一枚巨大的前子能量弹。飞行途中会电击*35米内*y的敌人,最高造成每秒*600%基础伤害*o;命中后产生*20米*y爆炸,造成*4000%基础伤害*o。"); Add(target, "EQUIPMENT_BFG_PICKUP", "发射蓄能能量弹,沿途持续电击敌人,命中后造成极高*范围爆炸伤害*o。"); Add(target, "EQUIPMENT_BLACKHOLE_NAME", "原始立方体"); Add(target, "EQUIPMENT_BLACKHOLE_DESC", "发射一个持续*10秒*y的黑洞,将*30米内*y的敌人持续拉向中心。"); Add(target, "EQUIPMENT_BLACKHOLE_PICKUP", "生成持续黑洞,把大范围敌人聚到一起。"); Add(target, "EQUIPMENT_CLEANSE_NAME", "洗礼"); Add(target, "EQUIPMENT_CLEANSE_DESC", "立即*净化*y自身的全部负面效果,包括减益、持续伤害和附近可清除的敌方投射物。"); Add(target, "EQUIPMENT_CLEANSE_PICKUP", "立即清除自身的减益、持续伤害和附近危险投射物。"); Add(target, "EQUIPMENT_COMMANDMISSILE_NAME", "一次性导弹发射器"); Add(target, "EQUIPMENT_COMMANDMISSILE_DESC", "连续发射*12枚追踪导弹*y,每枚造成*300%基础伤害*o。"); Add(target, "EQUIPMENT_COMMANDMISSILE_PICKUP", "发射*12枚追踪导弹*y,每枚造成*300%基础伤害*o。"); Add(target, "EQUIPMENT_CRITONUSE_NAME", "头戴式平显"); Add(target, "EQUIPMENT_CRITONUSE_DESC", "获得*+100%暴击概率*y,持续*8秒*y。"); Add(target, "EQUIPMENT_CRITONUSE_PICKUP", "*8秒*y内获得*100%暴击概率*y。"); Add(target, "EQUIPMENT_DRONEBACKUP_NAME", "对讲机"); Add(target, "EQUIPMENT_DRONEBACKUP_DESC", "呼叫*4架突击无人机*y协助战斗,持续约*25秒*y。无人机使用自身属性与等级成长。"); Add(target, "EQUIPMENT_DRONEBACKUP_PICKUP", "呼叫*4架*y临时突击无人机协助战斗。"); Add(target, "EQUIPMENT_FIREBALLDASH_NAME", "火山之卵"); Add(target, "EQUIPMENT_FIREBALLDASH_DESC", "化身高速火球,持续*5秒*y。撞击敌人造成*500%基础伤害*o;效果结束时爆炸,造成*800%基础伤害*o。"); Add(target, "EQUIPMENT_FIREBALLDASH_PICKUP", "化身高速火球穿过敌人,并在结束时爆炸。"); Add(target, "EQUIPMENT_FRUIT_NAME", "外星水果"); Add(target, "EQUIPMENT_FRUIT_DESC", "立即回复*50%最大生命值*g。"); Add(target, "EQUIPMENT_FRUIT_PICKUP", "立即回复*50%最大生命值*g。"); Add(target, "EQUIPMENT_GAINARMOR_NAME", "玉象"); Add(target, "EQUIPMENT_GAINARMOR_DESC", "获得*500点护甲*y,持续*5秒*y。"); Add(target, "EQUIPMENT_GAINARMOR_PICKUP", "*5秒*y内获得极高护甲。"); Add(target, "EQUIPMENT_GATEWAY_NAME", "古怪花瓶"); Add(target, "EQUIPMENT_GATEWAY_DESC", "在两点之间创建最长*1000米*y的量子隧道,持续*30秒*y,所有角色都可以通过。"); Add(target, "EQUIPMENT_GATEWAY_PICKUP", "创建一条超长距离、可反复通行的量子隧道。"); Add(target, "EQUIPMENT_GOLDGAT_NAME", "众筹者"); Add(target, "EQUIPMENT_GOLDGAT_DESC", "切换后持续发射弹丸,每发造成*100%基础伤害*o并消耗金币。每发基础花费*1枚金币*y,费用会随游戏进程提高。"); Add(target, "EQUIPMENT_GOLDGAT_PICKUP", "把金币直接变成持续火力;按住就烧钱开枪。"); Add(target, "EQUIPMENT_JETPACK_NAME", "乳白色的茧"); Add(target, "EQUIPMENT_JETPACK_DESC", "获得飞行能力,持续*15秒*y,并在期间提高*20%移动速度*y。"); Add(target, "EQUIPMENT_JETPACK_PICKUP", "短时间获得飞行能力和额外移动速度。"); Add(target, "EQUIPMENT_LIFESTEALONHIT_NAME", "超巨型水蛭"); Add(target, "EQUIPMENT_LIFESTEALONHIT_DESC", "持续*8秒*y,将你造成伤害的*20%*g转化为治疗。"); Add(target, "EQUIPMENT_LIFESTEALONHIT_PICKUP", "*8秒*y内获得*20%伤害*o吸血。"); Add(target, "EQUIPMENT_LIGHTNING_NAME", "皇家电容器"); Add(target, "EQUIPMENT_LIGHTNING_DESC", "对瞄准的敌人降下闪电,造成*3000%基础伤害*o,并*眩晕*y附近敌人。"); Add(target, "EQUIPMENT_LIGHTNING_PICKUP", "对指定目标降下高伤害闪电,并眩晕附近敌人。"); Add(target, "EQUIPMENT_PASSIVEHEALING_NAME", "身形扭曲的木灵"); Add(target, "EQUIPMENT_PASSIVEHEALING_DESC", "获得一个木灵跟随者,每秒为你回复*1.5%最大生命值*g。主动使用时,可将木灵送往一名友军,立即为其回复*10%最大生命值*g。"); Add(target, "EQUIPMENT_PASSIVEHEALING_PICKUP", "被动持续回血;主动把木灵送给友军进行治疗。"); Add(target, "EQUIPMENT_RECYCLER_NAME", "回收机"); Add(target, "EQUIPMENT_RECYCLER_DESC", "将目标物品或装备随机转换为*同一稀有度*y的另一件。每个目标只能被回收*1次*y。"); Add(target, "EQUIPMENT_RECYCLER_PICKUP", "把不想要的物品或装备重随机一次,稀有度不变。"); Add(target, "EQUIPMENT_SAWMERANG_NAME", "回旋锯"); Add(target, "EQUIPMENT_SAWMERANG_DESC", "向前投出*3片大型锯刃*y,每片造成*400%基础伤害*o,并对命中的敌人持续切割,每秒造成*100%基础伤害*o。锯刃返回时可以再次命中敌人。"); Add(target, "EQUIPMENT_SAWMERANG_PICKUP", "投出三片会返回的锯刃,可多次穿过敌人并持续切割。"); Add(target, "EQUIPMENT_SCANNER_NAME", "雷达扫描装置"); Add(target, "EQUIPMENT_SCANNER_DESC", "显示*500米内*y所有可交互物体,持续*10秒*y。"); Add(target, "EQUIPMENT_SCANNER_PICKUP", "*10秒*y内显示超大范围内的所有可交互物。"); Add(target, "EQUIPMENT_TEAMWARCRY_NAME", "古拉格的杰作"); Add(target, "EQUIPMENT_TEAMWARCRY_DESC", "使所有友军进入*狂热*y,持续*7秒*y:*移动速度提高50%*y,*攻击速度提高100%*y。"); Add(target, "EQUIPMENT_TEAMWARCRY_PICKUP", "让全队短时间获得大量移动速度和攻击速度。"); Add(target, "EQUIPMENT_DEATHPROJECTILE_NAME", "请原谅我"); Add(target, "EQUIPMENT_DEATHPROJECTILE_DESC", "投出一个持续*8秒*y的诅咒玩偶。玩偶每*1秒*y触发一次你拥有的*击杀特效*y。"); Add(target, "EQUIPMENT_DEATHPROJECTILE_PICKUP", "放出诅咒玩偶,连续触发你的击杀特效。"); Add(target, "EQUIPMENT_BOSSHUNTER_NAME", "猎夺者的三角帽"); Add(target, "EQUIPMENT_BOSSHUNTER_DESC", "瞄准能够掉落*专属黄色物品*y的敌人时,可以直接将其*处决*y,并令对应的黄色物品掉落。使用后装备被消耗。"); Add(target, "EQUIPMENT_BOSSHUNTER_PICKUP", "处决可掉落专属奖励的敌人,并直接拿到它的黄色物品;一次性。"); Add(target, "EQUIPMENT_BOSSHUNTERCONSUMED_NAME", "猎夺者的三角帽(已消耗)"); Add(target, "EQUIPMENT_BOSSHUNTERCONSUMED_DESC", "已经失去处决能力。使用时只会在聊天栏喊一声*“Ahoy!”*。"); Add(target, "EQUIPMENT_BOSSHUNTERCONSUMED_PICKUP", "帅是挺帅。功能上基本只剩“Ahoy!”。"); Add(target, "EQUIPMENT_GUMMYCLONE_NAME", "小胶粘人"); Add(target, "EQUIPMENT_GUMMYCLONE_DESC", "召唤一个你的软糖克隆体,拥有*300%伤害*o和*300%生命值*g,持续*30秒*y。"); Add(target, "EQUIPMENT_GUMMYCLONE_PICKUP", "召唤一个持续*30秒*y、*伤害*o和*生命值*g都是你的*3倍*y的软糖分身。"); Add(target, "EQUIPMENT_MOLOTOV_NAME", "燃烧瓶(六瓶装)"); Add(target, "EQUIPMENT_MOLOTOV_DESC", "投出一组燃烧瓶,点燃敌人并总计造成*500%基础伤害*o;每个燃烧瓶还会留下燃烧区域,每秒造成*200%基础伤害*o。"); Add(target, "EQUIPMENT_MOLOTOV_PICKUP", "投出六瓶燃烧瓶,大范围点燃敌人并留下持续燃烧区域。"); Add(target, "EQUIPMENT_MULTISHOPCARD_NAME", "钻石会员卡"); Add(target, "EQUIPMENT_MULTISHOPCARD_DESC", "所有金币购买都会返还*10%花费*y。购买多选商店中的商品时,其他选项*不会关闭*y。该装备无需手动激活。"); Add(target, "EQUIPMENT_MULTISHOPCARD_PICKUP", "所有金币消费返现*10%*y;多选商店买一个以后其他格仍然开放。"); Add(target, "EQUIPMENT_VENDINGMACHINE_NAME", "遥控饮料机"); Add(target, "EQUIPMENT_VENDINGMACHINE_DESC", "呼叫一台饮料机,*5秒*y后从天而降,落地造成*2000%基础伤害*o。机器可以付费购买汽水,并为附近最多*3名友军*y回复*25%最大生命值*g。"); Add(target, "EQUIPMENT_VENDINGMACHINE_PICKUP", "空投一台会砸人的自动售货机;落地造成巨额伤害,还能付费买治疗汽水。"); Add(target, "EQUIPMENT_HEALANDREVIVE_NAME", "生命之种"); Add(target, "EQUIPMENT_HEALANDREVIVE_DESC", "主动使用可以*复活已死亡的友方幸存者*g;如果持有者自己死亡,则自动复活持有者。复活后获得*3秒无敌*y,并将装备转化为“生命之种(已消耗)”。"); Add(target, "EQUIPMENT_HEALANDREVIVE_PICKUP", "可复活死亡队友;自己死亡时也能自动复活一次。使用后变成已消耗版本。"); Add(target, "EQUIPMENT_HEALANDREVIVECONSUMED_NAME", "生命之种(已消耗)"); Add(target, "EQUIPMENT_HEALANDREVIVECONSUMED_DESC", "种下一株幼芽,持续掉落*治疗球*g;每个治疗球回复*2%最大生命值*g。"); Add(target, "EQUIPMENT_HEALANDREVIVECONSUMED_PICKUP", "种下一株不断掉落小型治疗球的幼芽。"); Add(target, "EQUIPMENT_PARRY_NAME", "机械降神"); Add(target, "EQUIPMENT_PARRY_DESC", "进入极短的*招架姿态*y,可以挡下任意一次伤害。成功招架会完全免除这次伤害,使当前装备冷却时间减少*75%*y,并获得*赐福*y:下一次技能攻击的随机*攻击特效必定触发*y。"); Add(target, "EQUIPMENT_PARRY_PICKUP", "短暂招架任意伤害;成功后大幅返还装备冷却,并让下一次技能攻击的攻击特效必定触发。"); Add(target, "EQUIPMENT_QUESTVOLATILEBATTERY_NAME", "燃料组件"); Add(target, "EQUIPMENT_QUESTVOLATILEBATTERY_DESC", "极不稳定的特殊装备。生命值降至*50%以下*r时自动启动,*3秒*y后产生*30米*y爆炸,对范围内所有角色造成相当于持有者*300%最大生命值和护盾值*o的伤害,并摧毁自身。也可用于修复深渊深处的破损机器人。"); Add(target, "EQUIPMENT_QUESTVOLATILEBATTERY_PICKUP", "特殊任务装备。低于半血会在*3秒*y后发生致命大爆炸。"); Add(target, "EQUIPMENT_CRIPPLEWARD_NAME", "悲伤雕像"); Add(target, "EQUIPMENT_CRIPPLEWARD_DESC", "放置一座永久存在的悲伤雕像。领域内*所有角色*r移动速度降低*50%*r,护甲降低*20点*r。最多同时放置*5座*y。"); Add(target, "EQUIPMENT_CRIPPLEWARD_PICKUP", "放置永久减速、减甲领域;敌我都受影响。"); Add(target, "EQUIPMENT_METEOR_NAME", "发光的陨石"); Add(target, "EQUIPMENT_METEOR_DESC", "召唤持续*20秒*y的陨石雨。陨石会随机轰击战场,对*所有角色*r造成每次*600%基础伤害*o。"); Add(target, "EQUIPMENT_METEOR_PICKUP", "召唤长时间陨石雨;伤害极高,但敌我不分。"); Add(target, "EQUIPMENT_BURNNEARBY_NAME", "地狱火酊剂"); Add(target, "EQUIPMENT_BURNNEARBY_DESC", "点燃*15米内所有角色*r,持续*12秒*y。基础燃烧强度相当于每秒*5%最大生命值*r;对自己为*0.5倍*r,对友军为*0.25倍*r,对敌人为*24倍*o。"); Add(target, "EQUIPMENT_BURNNEARBY_PICKUP", "把周围所有人一起点着;自己和队友也会烧,但敌人烧得狠得多。"); Add(target, "EQUIPMENT_TONIC_NAME", "尖晶强心剂"); Add(target, "EQUIPMENT_TONIC_DESC", "饮用后持续*20秒*y:*伤害+100%*o、*攻击速度+70%*y、*护甲+20*y、*最大生命值+50%*g、*基础生命再生+300%*g、*移动速度+30%*y。效果结束时有*20%概率*r获得一层“强心剂后遗症”,使*所有属性降低5%*r(每层-5%)。"); Add(target, "EQUIPMENT_TONIC_PICKUP", "*20秒*y超级强化,但药效结束后有概率永久叠加全属性惩罚。"); Add(target, "EQUIPMENT_AFFIXRED_NAME", "伊夫利特的卓越"); Add(target, "EQUIPMENT_AFFIXRED_DESC", "获得*炽热精英*y能力。*攻击特效*y,命中会对敌人施加总计*50%总伤害*o的燃烧;移动时会留下能够伤害敌人的火焰轨迹。"); Add(target, "EQUIPMENT_AFFIXRED_PICKUP", "*攻击特效*y,攻击必定附带燃烧,并在身后留下伤害敌人的火焰轨迹。"); Add(target, "EQUIPMENT_AFFIXBLUE_NAME", "暴风雨前的宁静"); Add(target, "EQUIPMENT_AFFIXBLUE_DESC", "获得*超载精英*y能力。最大生命值的一半转化为可自动恢复的*护盾*g;*攻击特效*y,攻击会附着延迟爆炸的电荷,造成*50%总伤害*o。"); Add(target, "EQUIPMENT_AFFIXBLUE_PICKUP", "*攻击特效*y,半血转护盾;所有攻击都会附带延迟爆炸的电荷。"); Add(target, "EQUIPMENT_AFFIXWHITE_NAME", "她刺骨的拥抱"); Add(target, "EQUIPMENT_AFFIXWHITE_DESC", "获得*冰霜精英*y能力。*攻击特效*y,命中使敌人*减速80%*y;死亡时产生冰霜爆炸,造成*150%基础伤害*o并冻结范围内敌人。"); Add(target, "EQUIPMENT_AFFIXWHITE_PICKUP", "*攻击特效*y,攻击大幅减速敌人;死亡时留下冻结爆炸。"); Add(target, "EQUIPMENT_AFFIXEARTH_NAME", "他的慰藉"); Add(target, "EQUIPMENT_AFFIXEARTH_DESC", "获得*治愈精英*g能力,持续治疗附近的非治愈精英友军;死亡时生成一枚*治疗核心*g,爆发治疗附近友军。"); Add(target, "EQUIPMENT_AFFIXEARTH_PICKUP", "持续治疗附近友军;死亡时留下治疗核心。"); Add(target, "EQUIPMENT_AFFIXAURELIONITE_NAME", "奥利雷奥尼特的祝福"); Add(target, "EQUIPMENT_AFFIXAURELIONITE_DESC", "*攻击特效*y,获得*镀金精英*y能力。攻击命中敌人时会打落价值随流程提高的*金币块*y。主动使用时,在瞄准地面召唤两段金色尖刺:外圈造成*15%基础伤害*o,内圈造成*150%基础伤害*o。"); Add(target, "EQUIPMENT_AFFIXAURELIONITE_PICKUP", "*攻击特效*y,攻击敌人会打出金币;还能主动召唤地面金色尖刺。"); Add(target, "EQUIPMENT_AFFIXLUNAR_NAME", "共同的设计"); Add(target, "EQUIPMENT_AFFIXLUNAR_DESC", "*攻击特效*y,获得*完美精英*b能力。攻击会施加*残废*y;战斗中会周期性向敌人发射爆炸投射物;提高移动速度并增加*25%最大生命值*g,同时几乎全部生命值会转化为可自动恢复的护盾。"); Add(target, "EQUIPMENT_AFFIXLUNAR_PICKUP", "*攻击特效*y,获得完美精英能力:攻击残废敌人、周期性发射炸弹,并将生命体系改成护盾。"); Add(target, "EQUIPMENT_AFFIXPOISON_NAME", "恩库哈纳的反驳"); Add(target, "EQUIPMENT_AFFIXPOISON_DESC", "获得*孔雀石精英*y能力。*攻击特效*y,命中使敌人*无法治疗*r,持续*8秒*y;自身会周期性释放尖刺球,落地后爆炸并留下尖刺区域。死亡时还会生成一只孔雀石海胆。"); Add(target, "EQUIPMENT_AFFIXPOISON_PICKUP", "*攻击特效*y,攻击禁止敌人治疗,并周期性释放危险尖刺球。"); Add(target, "EQUIPMENT_AFFIXHAUNTED_NAME", "幽魂环冠"); Add(target, "EQUIPMENT_AFFIXHAUNTED_DESC", "获得*天青精英*y能力。*攻击特效*y,命中使敌人*减速80%*y;自身周围形成领域,使领域中的非天青友军进入*隐形*y,敌人无法将其作为攻击目标。"); Add(target, "EQUIPMENT_AFFIXHAUNTED_PICKUP", "*攻击特效*y,攻击大幅减速敌人,并让附近友军隐形。"); Add(target, "EQUIPMENT_AFFIXBEAD_NAME", "他的怨毒赐福"); Add(target, "EQUIPMENT_AFFIXBEAD_DESC", "获得*扭曲精英*b能力。连接*35米内最多5名友军*y,使其获得*300点护甲*y。被连接的友军累计受到*10次攻击*r后,会发射一枚追踪月球尖刺球,造成*100%基础伤害*o并施加*2层月球废墟*r;随后连接能力暂停*10秒*y。"); Add(target, "EQUIPMENT_AFFIXBEAD_PICKUP", "给附近友军巨额护甲;友军不断挨打会蓄出一枚施加月球废墟的追踪尖刺球。"); Add(target, "EQUIPMENT_AFFIXCOLLECTIVE_NAME", "一心一意"); Add(target, "EQUIPMENT_AFFIXCOLLECTIVE_DESC", "获得*集体精英*y能力。周围形成*30米*y护罩,阻挡来自护罩外部的攻击,并使罩内友军的*技能冷却时间缩短25%*y。死亡时还会产生爆炸并暂时禁用被命中敌人的物品效果。"); Add(target, "EQUIPMENT_AFFIXCOLLECTIVE_PICKUP", "生成防御罩,挡住外部攻击并为罩内友军提供*25%技能冷却缩减*y。"); Add(target, "ITEM_BONUSHEALTHBOOST_NAME", "开胃小吃"); Add(target, "ITEM_BONUSHEALTHBOOST_DESC", "所有来自等级成长以外的*额外最大生命值*g和*生命再生*g收益提高*50%*g(每层+15%)。等级自身提供的成长不受影响。"); Add(target, "ITEM_BONUSHEALTHBOOST_PICKUP", "把物品、技能等来源提供的额外生命值和生命再生放大。"); Add(target, "ITEM_COOKEDSTEAK_NAME", "菲力五分熟"); Add(target, "ITEM_COOKEDSTEAK_DESC", "*最大生命值增加50点*g(每层+50点),并额外提高*5%最大生命值*g(每层+5%)。"); Add(target, "ITEM_COOKEDSTEAK_PICKUP", "同时获得固定生命值和百分比最大生命值。"); Add(target, "ITEM_STEW_NAME", "大烩菜"); Add(target, "ITEM_STEW_DESC", "*基础生命再生提高2.5点/秒*g(每层+2.5)。生命值全满时,你的生命再生数值会被加入*基础伤害*o。"); Add(target, "ITEM_STEW_PICKUP", "提高基础生命再生;满血时,生命再生还能转化为伤害。"); Add(target, "ITEM_WYRMONHIT_NAME", "爆炒蠕虫"); Add(target, "ITEM_WYRMONHIT_DESC", "*攻击特效*y,命中有*10%概率*y召唤一条追踪的幽灵蠕虫,持续*10秒*y追击并点燃敌人,每秒造成*500%总伤害*o(每层+500%)。"); Add(target, "ITEM_WYRMONHIT_PICKUP", "*攻击特效*y,攻击有概率召唤持续*10秒*y的追踪蠕虫,每秒造成高额*总伤害*o并点燃敌人。"); Add(target, "ITEM_ULTIMATEMEAL_NAME", "满汉全席"); Add(target, "ITEM_ULTIMATEMEAL_DESC", "生命值全满时获得*+2运气*y(每层+2),所有受运气影响的随机效果都会额外进行有利判定。"); Add(target, "ITEM_ULTIMATEMEAL_PICKUP", "满血时获得大量正运气。"); Add(target, "ITEM_KNURL_NAME", "泰坦细胞"); Add(target, "ITEM_KNURL_DESC", "*最大生命值*g增加*40点*g(每层+40),*基础生命再生*g提高*1.6点/秒*g(每层+1.6)。"); Add(target, "ITEM_KNURL_PICKUP", "提高最大生命值和基础生命再生。"); Add(target, "ITEM_BEETLEGLAND_NAME", "女王的腺体"); Add(target, "ITEM_BEETLEGLAND_DESC", "每*30秒*y召唤一名友方*甲虫守卫*y。甲虫守卫拥有额外*300%伤害*o和*100%生命值*g。最多同时拥有*1名*y(每层+1名)。"); Add(target, "ITEM_BEETLEGLAND_PICKUP", "周期性召唤强化的甲虫守卫;叠加提高同时存在上限。"); Add(target, "ITEM_TITANGOLDDURINGTP_NAME", "哈雷肯种子"); Add(target, "ITEM_TITANGOLDDURINGTP_DESC", "开始*传送器事件*y时召唤友方*奥利雷奥尼特*y协助战斗。其*基础伤害*o为*100%*o、生命值为*100%*g;叠加会继续强化其生命值和伤害。"); Add(target, "ITEM_TITANGOLDDURINGTP_PICKUP", "传送器战斗中召唤奥利雷奥尼特协助作战。"); Add(target, "ITEM_SPRINTWISP_NAME", "小跟班"); Add(target, "ITEM_SPRINTWISP_DESC", "*奔跑时*y周期性发射一枚追踪鬼火,造成*300%基础伤害*o(每层+300%)。基础发射间隔约*1.6秒*y,并会随*移动速度*y提高而加快。"); Add(target, "ITEM_SPRINTWISP_PICKUP", "奔跑时自动发射追踪鬼火;移动越快,发射越频繁。"); Add(target, "ITEM_PEARL_NAME", "珍珠"); Add(target, "ITEM_PEARL_DESC", "*最大生命值*g提高*10%*g(每层+10%)。"); Add(target, "ITEM_PEARL_PICKUP", "提高*10%最大生命值*g。"); Add(target, "ITEM_SHINYPEARL_NAME", "璀璨珍珠"); Add(target, "ITEM_SHINYPEARL_DESC", "*所有属性*y提高*10%*y(每层+10%)。"); Add(target, "ITEM_SHINYPEARL_PICKUP", "所有属性提高*10%*y。"); Add(target, "ITEM_NOVAONLOWHEALTH_NAME", "创生回路"); Add(target, "ITEM_NOVAONLOWHEALTH_DESC", "生命值降至*25%以下*r时蓄力释放超大范围电爆,造成*6000%基础伤害*o。触发后进入充能,充能时间为 `30 /(层数 + 1)` 秒。"); Add(target, "ITEM_NOVAONLOWHEALTH_PICKUP", "低于*25%生命值*r时释放超高伤害电爆;叠加会缩短再次触发的时间。"); Add(target, "ITEM_ARTIFACTKEY_NAME", "神器钥匙"); Add(target, "ITEM_ARTIFACTKEY_DESC", "蕴含巨大力量的石质碎片。用于*神器圣匣*y中的特殊流程,没有常规战斗效果。"); Add(target, "ITEM_ARTIFACTKEY_PICKUP", "神器圣匣的任务钥匙。"); Add(target, "ITEM_FIREBALLSONHIT_NAME", "熔融刺穿者"); Add(target, "ITEM_FIREBALLSONHIT_DESC", "*攻击特效*y,攻击命中时有*10%概率*y从目标处喷出*3枚熔岩弹*y,每枚造成*300%总伤害*o(每层+300%),并点燃命中的敌人。"); Add(target, "ITEM_FIREBALLSONHIT_PICKUP", "*攻击特效*y,*10%概率*y喷出*3枚熔岩弹*y,每枚造成*300%总伤害*o并点燃敌人。"); Add(target, "ITEM_BLEEDONHITANDEXPLODE_NAME", "易爆的脾脏"); Add(target, "ITEM_BLEEDONHITANDEXPLODE_DESC", "*攻击特效*y,获得*5%暴击概率*y。*暴击必定使敌人流血*y,流血总计造成*240%基础伤害*o。任何正在流血的敌人死亡时都会爆炸,对附近敌人造成*400%基础伤害*o(每层+400%),并额外造成相当于其*15%最大生命值*o的伤害(每层+15%)。"); Add(target, "ITEM_BLEEDONHITANDEXPLODE_PICKUP", "*攻击特效*y,*+5%暴击*y;*暴击必定流血*y;*流血中的敌人死亡会爆炸*y。"); Add(target, "ITEM_SIPHONONLOWHEALTH_NAME", "泥沼之瓮"); Add(target, "ITEM_SIPHONONLOWHEALTH_DESC", "处于战斗状态时,自动连接*13米内*y最近的*1名敌人*y(每层+1名),持续施加*焦油减速*y,并每秒造成*100%基础伤害*o;你会回复等同于这部分伤害*100%*g的生命值。"); Add(target, "ITEM_SIPHONONLOWHEALTH_PICKUP", "战斗中吸取附近敌人的生命,并持续减速目标;叠加增加同时连接数量。"); Add(target, "ITEM_LIGHTNINGSTRIKEONHIT_NAME", "电能刺穿者"); Add(target, "ITEM_LIGHTNINGSTRIKEONHIT_DESC", "*攻击特效*y,攻击命中时有*10%概率*y对目标降下闪电,造成*500%总伤害*o(每层+500%)。"); Add(target, "ITEM_LIGHTNINGSTRIKEONHIT_PICKUP", "*攻击特效*y,*10%概率*y降下闪电,造成*500%总伤害*o。"); Add(target, "ITEM_ROBOBALLBUDDY_NAME", "共情核心"); Add(target, "ITEM_ROBOBALLBUDDY_DESC", "每*30秒*y召唤一对友方*索拉斯探机*y。每个探机会根据你的友方单位数量获得*+100%伤害*o(每层再+100%/友方)。"); Add(target, "ITEM_ROBOBALLBUDDY_PICKUP", "召唤一对索拉斯探机;你的友军越多,它们伤害越高。"); Add(target, "ITEM_PARENTEGG_NAME", "浮浪幼体"); Add(target, "ITEM_PARENTEGG_DESC", "每次受到伤害时,立即回复*15点生命值*g(每层+15)。"); Add(target, "ITEM_PARENTEGG_PICKUP", "每次受到伤害都会获得固定数值治疗。"); Add(target, "ITEM_MINORCONSTRUCTONKILL_NAME", "防御核心"); Add(target, "ITEM_MINORCONSTRUCTONKILL_DESC", "*击杀特效*y,击杀精英怪物时生成一台友方*阿尔法构造体*y,拥有额外*300%伤害*o和*300%生命值*g。最多同时存在*4台*y(每层+4台)。"); Add(target, "ITEM_MINORCONSTRUCTONKILL_PICKUP", "*击杀特效*y,击杀精英会生成强化阿尔法构造体;叠加提高同时存在上限。"); Add(target, "ITEM_SCRAPYELLOW_NAME", "黄色物品碎片"); Add(target, "ITEM_SCRAPYELLOW_DESC", "没有直接战斗效果。使用黄色*3D打印机*y时会优先消耗。"); Add(target, "ITEM_SCRAPYELLOW_PICKUP", "用于黄色打印机的优先消耗材料。"); Add(target, "ITEM_EXTRAEQUIPMENT_NAME", "功能耦合器"); Add(target, "ITEM_EXTRAEQUIPMENT_DESC", "可以额外携带*1件主动装备*y(每层+1件)。同时按下*交互键 + 装备键*y可以在已携带的装备之间切换。"); Add(target, "ITEM_EXTRAEQUIPMENT_PICKUP", "额外携带一件主动装备,并可以随时切换。"); Add(target, "ITEM_SHOCKDAMAGEAURA_NAME", "故障导体"); Add(target, "ITEM_SHOCKDAMAGEAURA_DESC", "每*15秒*y释放一次电能波(叠加会缩短间隔),使*45米内*y友军进入持续*7秒*y的*充能*y状态。充能状态下,*攻击速度和移动速度提高30%*y,并且所有*电属性物品和攻击必定暴击*y。"); Add(target, "ITEM_SHOCKDAMAGEAURA_PICKUP", "周期性强化附近友军:*+30%攻速*y、*+30%移速*y,并使电属性攻击必定暴击。"); Add(target, "ITEM_POWERPYRAMID_NAME", "哨兵密钥"); Add(target, "ITEM_POWERPYRAMID_DESC", "*移动速度提高15%*y。可放入*哨兵终端*y,或用于特殊解密流程。"); Add(target, "ITEM_POWERPYRAMID_PICKUP", "*+15%移动速度*y,同时是一件特殊任务钥匙。"); Add(target, "ITEM_POWERCUBE_NAME", "监狱矩阵"); Add(target, "ITEM_POWERCUBE_DESC", "*护甲提高50%*y。可放入*矩阵终端*y,并参与特定解密流程。"); Add(target, "ITEM_POWERCUBE_PICKUP", "提高护甲,同时是一件特殊任务物品。"); Add(target, "ITEM_MASTERBATTERY_NAME", "加密小脑"); Add(target, "ITEM_MASTERBATTERY_DESC", "包含*集体网络*y被加密的残余数据。必须先完成*解密*y,才能将其送还。没有常规战斗效果。"); Add(target, "ITEM_MASTERBATTERY_PICKUP", "特殊任务物品:需要先解密。"); Add(target, "ITEM_MASTERCORE_NAME", "暴露小脑"); Add(target, "ITEM_MASTERCORE_DESC", "已经解密并暴露出来的*集体网络数据核心*y。可以交给某个强大的存在。没有常规战斗效果。"); Add(target, "ITEM_MASTERCORE_PICKUP", "特殊任务物品:完成解密后的数据核心。"); Add(target, "ITEM_SCRAPWHITE_NAME", "白色物品碎片"); Add(target, "ITEM_SCRAPGREEN_NAME", "绿色物品碎片"); } private static void AddEnvironmentNames(Dictionary<string, string> target) { Add(target, "MAP_LAKESNIGHT_TITLE", "稠流瀑布"); Add(target, "MAP_VILLAGENIGHT_TITLE", "异变陨痕"); Add(target, "MAP_NEST_TITLE", "僭越者绝壁"); Add(target, "MAP_HABITATFALL_TITLE", "枯败金枝"); Add(target, "MAP_IRONALLUVIUM_TITLE", "冲积铁流"); Add(target, "MAP_IRONALLUVIUM2_TITLE", "铁色极光"); Add(target, "MAP_WISPGRAVEYARD_TITLE", "焦灼原野"); Add(target, "MAP_CONDUITCANYON_TITLE", "能流峡谷"); Add(target, "MAP_SHIPGRAVEYARD_TITLE", "塞壬之歌"); Add(target, "MAP_MOON_TITLE", "开端"); Add(target, "MAP_VOIDRAID_TITLE", "行星收藏馆"); Add(target, "MAP_VOIDSTAGE_TITLE", "虚空枢域"); Add(target, "MAP_ARTIFACTWORLD_TITLE", "圣器室"); Add(target, "MAP_ARTIFACTWORLD01_TITLE", "圣器室"); Add(target, "MAP_ARTIFACTWORLD02_TITLE", "圣器室"); Add(target, "MAP_ARTIFACTWORLD03_TITLE", "圣器室"); } } [BepInPlugin("com.riiin.ror2.chineseretranslation", "Riiin Chinese Retranslation", "1.0.2")] public sealed class Plugin : BaseUnityPlugin { [HarmonyPatch(typeof(Language), "GetLocalizedStringByToken")] private static class ChineseQuery { private static bool Prefix(Language __instance, string __0, ref string __result, bool ___isDebugStringOverrideEnabled, bool ___isDummyStringOverrideEnabled) { if (___isDebugStringOverrideEnabled || ___isDummyStringOverrideEnabled) { return true; } if (!TranslationCatalog.TryGet(__instance.name, __0, out var value)) { return true; } __result = value; return false; } } public const string Guid = "com.riiin.ror2.chineseretranslation"; private Harmony harmony; private void Awake() { //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0016: Expected O, but got Unknown try { int count = TranslationCatalog.Count; harmony = new Harmony("com.riiin.ror2.chineseretranslation"); harmony.PatchAll(typeof(Plugin).Assembly); ((BaseUnityPlugin)this).Logger.LogInfo((object)$"Loaded 217 entries + 2 scrap names + 16 environment names / {count} zh-CN tokens. Story text is untouched."); } catch (Exception ex) { Harmony obj = harmony; if (obj != null) { obj.UnpatchSelf(); } ((BaseUnityPlugin)this).Logger.LogError((object)ex); } } private void OnDestroy() { Harmony obj = harmony; if (obj != null) { obj.UnpatchSelf(); } } } public static class RichTextCompiler { private static readonly Dictionary<string, string> Styles = new Dictionary<string, string>(StringComparer.Ordinal) { { "y", "style=cIsDamage" }, { "o", "color=#EF8434" }, { "g", "style=cIsHealing" }, { "r", "color=#CE2929" }, { "b", "style=cIsLunar" }, { "p", "style=cIsVoid" }, { "lb", "style=cIsUtility" } }; private static readonly Regex Span = new Regex("\\*([^*]+)\\*(lb|[yogrbp])", RegexOptions.CultureInvariant); public static string Compile(string source) { if (source == null) { throw new ArgumentNullException("source"); } string input = source.Replace("`", "").Replace("**", ""); input = Span.Replace(input, delegate(Match m) { string text3 = "<" + Styles[m.Groups[2].Value] + ">"; return text3 + m.Groups[1].Value + ClosingTag(text3); }); input = Regex.Replace(input, "\\*([^*]+)\\*(?![A-Za-z])", "$1"); StringBuilder stringBuilder = new StringBuilder(); List<string> list = new List<string>(); int num = 0; int num2 = 0; while (num2 < input.Length) { int num3; string text; if (input[num2] == '<') { num3 = input.IndexOf('>', num2); if (num3 < 0) { throw new FormatException("Unclosed rich text tag."); } text = input.Substring(num2, num3 - num2 + 1); if (!text.StartsWith("<style=", StringComparison.Ordinal)) { switch (text) { case "<color=#EF8434>": case "<color=#CE2929>": break; case "</style>": case "</color>": goto IL_011f; default: throw new FormatException("Unexpected source tag: " + text); } } list.Add(text); if (num == 0) { stringBuilder.Append(text); } goto IL_0187; } char c = input[num2++]; switch (c) { case '(': case '(': if (num++ == 0) { for (int num4 = list.Count - 1; num4 >= 0; num4--) { stringBuilder.Append(ClosingTag(list[num4])); } stringBuilder.Append("<style=cStack>"); } stringBuilder.Append(c); break; case ')': case ')': if (num == 0) { throw new FormatException("Unexpected parenthesis close."); } stringBuilder.Append(c); if (--num != 0) { break; } stringBuilder.Append("</style>"); foreach (string item in list) { stringBuilder.Append(item); } break; default: stringBuilder.Append(c); break; } continue; IL_011f: if (list.Count == 0) { throw new FormatException("Unexpected style close."); } if (text != ClosingTag(list[list.Count - 1])) { throw new FormatException("Mismatched rich text close."); } list.RemoveAt(list.Count - 1); if (num == 0) { stringBuilder.Append(text); } goto IL_0187; IL_0187: num2 = num3 + 1; } if (num != 0 || list.Count != 0) { throw new FormatException("Unbalanced source markup."); } string text2 = stringBuilder.ToString(); if (text2.Contains("*") || text2.Contains("`")) { throw new FormatException("Unrecognized author markup."); } return text2; } private static string ClosingTag(string opening) { if (!opening.StartsWith("<color=", StringComparison.Ordinal)) { return "</style>"; } return "</color>"; } } }