Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Decompiled source of RiskOfTheAncients2 zh v1.0.1
plugins/RiskOfTheAncients2_zh/RiskOfTheAncients2_zh.dll
Decompiled a day agousing System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Text; using System.Text.RegularExpressions; using BepInEx; using BepInEx.Bootstrap; using BepInEx.Configuration; using HarmonyLib; using On.RoR2; using R2API.Utils; using RoR2; using RoR2.UI; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: AssemblyVersion("0.0.0.0")] namespace Rota2Zh; [BepInPlugin("local.riskoftheancients2.zh", "RiskOfTheAncients2_zh", "1.0.1")] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [NetworkCompatibility(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] [BepInDependency(/*Could not decode attribute arguments.*/)] public sealed class Plugin : BaseUnityPlugin { public const string Guid = "local.riskoftheancients2.zh"; public const string BaseGuid = "Dnarok.RiskOfTheAncients2"; private static Plugin instance; private ConfigEntry<bool> enabledSetting; private Harmony harmony; private bool languageHooked; private readonly HashSet<string> activeTokens = new HashSet<string>(StringComparer.Ordinal); private readonly Dictionary<BuffDef, string> buffNames = new Dictionary<BuffDef, string>(); private readonly Dictionary<string, string> cache = new Dictionary<string, string>(StringComparer.Ordinal); private readonly HashSet<string> warned = new HashSet<string>(StringComparer.Ordinal); private static bool Chinese { get { if ((Object)(object)instance != (Object)null && instance.enabledSetting.Value && Language.currentLanguage != null) { return Language.currentLanguage.name == "zh-CN"; } return false; } } private void Awake() { //IL_03f9: Unknown result type (might be due to invalid IL or missing references) //IL_0403: Expected O, but got Unknown //IL_01d7: Unknown result type (might be due to invalid IL or missing references) //IL_01e1: Expected O, but got Unknown //IL_01e8: Unknown result type (might be due to invalid IL or missing references) //IL_01f2: Expected O, but got Unknown //IL_0329: Unknown result type (might be due to invalid IL or missing references) //IL_0336: Expected O, but got Unknown //IL_0378: Unknown result type (might be due to invalid IL or missing references) //IL_0385: Expected O, but got Unknown //IL_02b0: Unknown result type (might be due to invalid IL or missing references) //IL_02be: Expected O, but got Unknown instance = this; enabledSetting = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Enabled", true, "启用远古之雨物品、装备和状态名称的简体中文翻译。只替换文本。"); try { Assembly assembly = ((object)Chainloader.PluginInfos["Dnarok.RiskOfTheAncients2"].Instance).GetType().Assembly; Type type = assembly.GetType("ROTA2.Plugin", throwOnError: true); string[] array = new string[3] { "Items", "Equipment", "Buffs" }; foreach (string text in array) { if (!(AccessTools.Field(type, text).GetValue(null) is IEnumerable enumerable)) { continue; } foreach (object item in enumerable) { string fullName = item.GetType().FullName; foreach (Entry item2 in Translation.All) { if (item2.Owner == fullName) { activeTokens.Add(item2.Token); } } if (text != "Buffs") { continue; } object? value = AccessTools.Field(item.GetType(), "BuffDef").GetValue(item); BuffDef val = (BuffDef)((value is BuffDef) ? value : null); if (!Object.op_Implicit((Object)(object)val)) { continue; } foreach (Entry item3 in Translation.All) { if (item3.Owner == fullName) { buffNames[val] = item3.Chinese; } } } } harmony = new Harmony("local.riskoftheancients2.zh"); Language.GetLocalizedStringByToken += new hook_GetLocalizedStringByToken(Lookup); languageHooked = true; RoR2Application.onLoad = (Action)Delegate.Combine(RoR2Application.onLoad, new Action(AfterGameLoad)); if (Chainloader.PluginInfos.TryGetValue("local.profilefive.chinese", out var value2)) { Type type2 = ((object)value2.Instance).GetType().Assembly.GetType("ProfileOneChinese.SpecialTranslations"); MethodInfo methodInfo = ((type2 == null) ? null : AccessTools.Method(type2, "Apply", new Type[2] { typeof(string), typeof(string) }, (Type[])null)); if (methodInfo != null) { harmony.Patch((MethodBase)methodInfo, new HarmonyMethod(typeof(Plugin), "SkipOldWordSubstitution", (Type[])null), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } } if (Chainloader.PluginInfos.TryGetValue("droppod.lookingglass", out var value3)) { Assembly assembly2 = ((object)value3.Instance).GetType().Assembly; Type type3 = assembly2.GetType("LookingGlass.ItemStatsNameSpace.ItemStats"); MethodInfo methodInfo2 = AccessTools.Method(type3, "GetItemDescription", (Type[])null, (Type[])null); if (methodInfo2 != null) { harmony.Patch((MethodBase)methodInfo2, (HarmonyMethod)null, new HarmonyMethod(typeof(Plugin), "AfterItemTooltip", (Type[])null), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } Type type4 = assembly2.GetType("LookingGlass.BuffDescriptions.BuffDescriptionsClass"); MethodInfo methodInfo3 = AccessTools.Method(type4, "BuffIconUpdateIcon", (Type[])null, (Type[])null); if (methodInfo3 != null) { harmony.Patch((MethodBase)methodInfo3, (HarmonyMethod)null, new HarmonyMethod(typeof(Plugin), "AfterBuffTooltip", (Type[])null), (HarmonyMethod)null, (HarmonyMethod)null, (HarmonyMethod)null); } } ((BaseUnityPlugin)this).Logger.LogInfo((object)("RiskOfTheAncients2_zh ready: " + activeTokens.Count + " active tokens, " + buffNames.Count + " state names. Base mod DLL, config and gameplay are unchanged.")); } catch (Exception ex) { if (languageHooked) { Language.GetLocalizedStringByToken -= new hook_GetLocalizedStringByToken(Lookup); languageHooked = false; } RoR2Application.onLoad = (Action)Delegate.Remove(RoR2Application.onLoad, new Action(AfterGameLoad)); if (harmony != null) { harmony.UnpatchSelf(); } activeTokens.Clear(); buffNames.Clear(); ((BaseUnityPlugin)this).Logger.LogError((object)("Localization disabled: " + ex)); } } private static string Lookup(orig_GetLocalizedStringByToken orig, Language self, string token) { string __result = orig.Invoke(self, token); AfterLookup(self, token, ref __result); return __result; } private void AfterGameLoad() { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Expected O, but got Unknown //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Expected O, but got Unknown Language.GetLocalizedStringByToken -= new hook_GetLocalizedStringByToken(Lookup); Language.GetLocalizedStringByToken += new hook_GetLocalizedStringByToken(Lookup); cache.Clear(); if (!Chinese) { return; } int num = 0; foreach (string activeToken in activeTokens) { string localizedStringByToken = Language.currentLanguage.GetLocalizedStringByToken(activeToken); if (Regex.IsMatch(localizedStringByToken ?? "", "[\\u3400-\\u9fff]")) { num++; } } ((BaseUnityPlugin)this).Logger.LogInfo((object)("Language chain check: " + num + "/" + activeTokens.Count + " active tokens display Chinese; Assault Cuirass=" + Language.currentLanguage.GetLocalizedStringByToken("ITEM_ASSAULT_CUIRASS_NAME"))); } private static void AfterLookup(Language __instance, string __0, ref string __result) { if (!Chinese || __instance == null || __instance.name != "zh-CN" || !instance.activeTokens.Contains(__0)) { return; } try { Language english = Language.english; if (english == null || english == __instance) { return; } string localizedStringByToken = english.GetLocalizedStringByToken(__0); if (string.IsNullOrEmpty(localizedStringByToken) || localizedStringByToken == __0) { return; } string key = __0 + "\0" + localizedStringByToken; if (instance.cache.TryGetValue(key, out var value)) { __result = value; } else if (Translation.TryTranslate(__0, localizedStringByToken, out value)) { if (instance.cache.Count > 1024) { instance.cache.Clear(); } instance.cache[key] = value; __result = value; } else if (instance.warned.Count < 100 && instance.warned.Add(__0)) { ((BaseUnityPlugin)instance).Logger.LogWarning((object)("Unrecognized source text left unchanged: " + __0 + ". Check the supported ROTA2 version.")); } } catch (Exception ex) { if (instance.warned.Add(__0)) { ((BaseUnityPlugin)instance).Logger.LogWarning((object)("Skipped token " + __0 + ": " + ex.Message)); } } } private static void AfterItemTooltip(ItemDef __0, ref string __result) { if (Chinese && Object.op_Implicit((Object)(object)__0) && instance.activeTokens.Contains(__0.nameToken)) { __result = Translation.TranslateLabels(__result); } } private static bool SkipOldWordSubstitution(string __0, string __1, ref string __result) { if (!Chinese || !instance.activeTokens.Contains(__0)) { return true; } __result = __1; return false; } private static void AfterBuffTooltip(BuffIcon __1) { if (Chinese && Object.op_Implicit((Object)(object)__1) && Object.op_Implicit((Object)(object)__1.buffDef) && instance.buffNames.TryGetValue(__1.buffDef, out var value)) { TooltipProvider component = ((Component)__1).GetComponent<TooltipProvider>(); if ((Object)(object)component != (Object)null) { component.overrideTitleText = value; } } } private void OnDestroy() { //IL_000f: Unknown result type (might be due to invalid IL or missing references) //IL_0019: Expected O, but got Unknown if (languageHooked) { Language.GetLocalizedStringByToken -= new hook_GetLocalizedStringByToken(Lookup); } RoR2Application.onLoad = (Action)Delegate.Remove(RoR2Application.onLoad, new Action(AfterGameLoad)); if (harmony != null) { harmony.UnpatchSelf(); } if ((Object)(object)instance == (Object)(object)this) { instance = null; } } } public sealed class Entry { public readonly string Owner; public readonly string Token; public readonly string English; public readonly string Chinese; internal readonly Regex Pattern; internal readonly bool Dynamic; private static readonly Regex Parameter = new Regex("\\{(\\d+)\\}"); public Entry(string owner, string token, string english, string chinese) { Owner = owner; Token = token; English = english; Chinese = chinese; Dynamic = Parameter.IsMatch(english); if (!Dynamic) { return; } StringBuilder stringBuilder = new StringBuilder("\\A"); int num = 0; foreach (Match item in Parameter.Matches(english)) { stringBuilder.Append(Regex.Escape(english.Substring(num, item.Index - num))); stringBuilder.Append("(?<p" + item.Groups[1].Value + ">[-+]?\\d[\\d.,]*(?:[eE][-+]?\\d+)?)"); num = item.Index + item.Length; } stringBuilder.Append(Regex.Escape(english.Substring(num))).Append("\\z"); Pattern = new Regex(stringBuilder.ToString(), RegexOptions.CultureInvariant, TimeSpan.FromMilliseconds(60.0)); } } public static class Translation { private static readonly Dictionary<string, Entry> Entries = GeneratedData.Entries.ToDictionary<Entry, string>((Entry e) => e.Token, StringComparer.Ordinal); private static readonly Regex Parameter = new Regex("\\{(\\d+)\\}"); private static readonly Regex Tags = new Regex("<[^>]*>"); private static readonly Regex Numbers = new Regex("\\d+(?:[.,]\\d+)*(?:[eE][-+]?\\d+)?"); public static IEnumerable<Entry> All => GeneratedData.Entries; public static bool TryTranslate(string token, string english, out string chinese) { chinese = english; if (string.IsNullOrEmpty(token) || string.IsNullOrEmpty(english) || !Entries.TryGetValue(token, out var value)) { return false; } if (!value.Dynamic) { if (english != value.English) { return false; } chinese = value.Chinese; return true; } Match match = value.Pattern.Match(english); if (!match.Success) { return false; } string text = Parameter.Replace(value.Chinese, (Match p) => match.Groups["p" + p.Groups[1].Value].Value); if (!(from Match m in Tags.Matches(english) select m.Value).OrderBy<string, string>((string s) => s, StringComparer.Ordinal).SequenceEqual((from Match m in Tags.Matches(text) select m.Value).OrderBy<string, string>((string s) => s, StringComparer.Ordinal))) { return false; } if (!(from Match m in Numbers.Matches(english) select m.Value).OrderBy<string, string>((string s) => s, StringComparer.Ordinal).SequenceEqual((from Match m in Numbers.Matches(text) select m.Value).OrderBy<string, string>((string s) => s, StringComparer.Ordinal))) { return false; } chinese = text; return true; } public static string TranslateLabels(string text) { if (string.IsNullOrEmpty(text)) { return text; } KeyValuePair<string, string>[] labels = GeneratedData.Labels; for (int i = 0; i < labels.Length; i++) { KeyValuePair<string, string> keyValuePair = labels[i]; text = text.Replace(keyValuePair.Key, keyValuePair.Value); } return text; } } internal static class GeneratedData { internal static readonly Entry[] Entries = new Entry[251] { new Entry("ROTA2.Items.AeonDisk", "ITEM_AEON_DISK_NAME", "Aeon Disk", "永恒之盘"), new Entry("ROTA2.Items.AeonDisk", "ITEM_AEON_DISK_PICKUP", "Become invulnerable and faster instead of dying. Usable once per stage.", "受到致命伤害时免于死亡,短暂无敌并加速。每阶段可用一次。"), new Entry("ROTA2.Items.AeonDisk", "ITEM_AEON_DISK_DESCRIPTION", "Taking <style=cIsHealth>lethal damage</style> leaves you at <style=cIsHealth>1 health</style>, makes you <style=cIsUtility>invulnerable</style> for <style=cIsUtility>{0}</style> <style=cIsUtility>seconds</style>, <style=cIsUtility>cleanses</style> negative effects, and increases your <style=cIsUtility>movement speed</style> by <style=cIsUtility>{1}%</style> for <style=cIsUtility>{2}</style> <style=cIsUtility>seconds</style>. Recharges every stage.", "受到<style=cIsHealth>致命伤害</style>时保留<style=cIsHealth>1 点生命值</style>,获得<style=cIsUtility>无敌</style>,持续 <style=cIsUtility>{0}</style> <style=cIsUtility>秒</style>,并<style=cIsUtility>驱散</style>负面效果;<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{1}%</style>,持续 <style=cIsUtility>{2}</style> <style=cIsUtility>秒</style>。每阶段恢复可用。"), new Entry("ROTA2.Items.AeonDisk", "ITEM_AEON_DISK_LORE", "A powerful artifact long ago smuggled out of the Ivory Incubarium. Or so many believe.", "据说这件强大的神器很久以前就从苍白孵化所被偷运了出来。至少很多人是这样相信的。"), new Entry("ROTA2.Items.AssaultCuirass", "ITEM_ASSAULT_CUIRASS_NAME", "Assault Cuirass", "强袭胸甲"), new Entry("ROTA2.Items.AssaultCuirass", "ITEM_ASSAULT_CUIRASS_PICKUP", "Your allies attack faster and have additional armor.", "提高队友的攻击速度并提供额外护甲。"), new Entry("ROTA2.Items.AssaultCuirass", "ITEM_ASSAULT_CUIRASS_DESCRIPTION", "Increase <style=cIsDamage>attack speed</style> by <style=cIsDamage>{0}%</style> <style=cStack>(+{1}% per stack)</style> and <style=cIsDamage>armor</style> by <style=cIsDamage>{2}</style> <style=cStack>(+{3} per stack)</style> for <style=cIsHealing>all allies</style>.", "<style=cIsHealing>所有队友</style>的<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsDamage>护甲</style>提高 <style=cIsDamage>{2}</style><style=cStack>(每层+{3})</style>。"), new Entry("ROTA2.Items.AssaultCuirass", "ITEM_ASSAULT_CUIRASS_LORE", "Forged in the depths of the nether reaches, this hellish mail provides an army with increased armor and attack speed.", "这副在幽冥深处锻造的魔铠,能为整支军队提供更强的护甲和更快的攻击速度。"), new Entry("ROTA2.Items.BladesOfAttack", "ITEM_BLADES_OF_ATTACK_NAME", "Blades of Attack", "攻击之爪"), new Entry("ROTA2.Items.BladesOfAttack", "ITEM_BLADES_OF_ATTACK_PICKUP", "Increases damage.", "提高伤害。"), new Entry("ROTA2.Items.BladesOfAttack", "ITEM_BLADES_OF_ATTACK_DESCRIPTION", "Increases <style=cIsDamage>damage</style> by <style=cIsDamage>{0}%</style> <style=cStack>(+{1}% per stack)</style>.", "<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>。"), new Entry("ROTA2.Items.BladesOfAttack", "ITEM_BLADES_OF_ATTACK_LORE", "The damage of these small, concealable blades should not be underestimated.", "这些小巧而便于藏匿的刀刃,其杀伤力不容小觑。"), new Entry("ROTA2.Items.BootsOfSpeed", "ITEM_BOOTS_OF_SPEED_NAME", "Boots of Speed", "速度之靴"), new Entry("ROTA2.Items.BootsOfSpeed", "ITEM_BOOTS_OF_SPEED_PICKUP", "Slightly increases base movement speed.", "略微提高基础移动速度。"), new Entry("ROTA2.Items.BootsOfSpeed", "ITEM_BOOTS_OF_SPEED_DESCRIPTION", "Increases <style=cIsUtility>base movement speed</style> by <style=cIsUtility>{0}</style> <style=cStack>(+{1} per stack)</style>.", "<style=cIsUtility>基础移动速度</style>提高 <style=cIsUtility>{0}</style><style=cStack>(每层+{1})</style>。"), new Entry("ROTA2.Items.BootsOfSpeed", "ITEM_BOOTS_OF_SPEED_LORE", "Fleet footwear, increasing movement.", "轻快的鞋履,助你健步如飞。"), new Entry("ROTA2.Items.BootsOfTravel", "ITEM_BOOTS_OF_TRAVEL_NAME", "Boots of Travel", "远行鞋"), new Entry("ROTA2.Items.BootsOfTravel", "ITEM_BOOTS_OF_TRAVEL_PICKUP", "Increases base movement speed. Damage dealt increases the faster you're moving.", "提高基础移动速度。移动越快,造成的伤害越高。"), new Entry("ROTA2.Items.BootsOfTravel", "ITEM_BOOTS_OF_TRAVEL_DESCRIPTION", "Increases <style=cIsUtility>base movement speed</style> by <style=cIsUtility>{0}%</style>. <style=cIsDamage>Outgoing damage</style> is increased the faster you move, up to <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack)</style>.", "<style=cIsUtility>基础移动速度</style>提高 <style=cIsUtility>{0}%</style>。移动越快,<style=cIsDamage>造成的伤害</style>越高,最高提高 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%)</style>。"), new Entry("ROTA2.Items.BootsOfTravel", "ITEM_BOOTS_OF_TRAVEL_LORE", "Winged boots that grant omnipresence.", "插上双翼的靴子,赋予穿戴者无处不在的能力。"), new Entry("ROTA2.Items.Cloak", "ITEM_CLOAK_NAME", "Cloak", "抗魔斗篷"), new Entry("ROTA2.Items.Cloak", "ITEM_CLOAK_PICKUP", "Increase 'Magic Resistance', reducing incoming direct damage from enemies.", "提高“魔法抗性”,降低来自敌人的直接伤害。"), new Entry("ROTA2.Items.Cloak", "ITEM_CLOAK_DESCRIPTION", "Increases '<style=cIsUtility>Magic Resistance</style>' by <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style>, <style=cIsUtility>reducing incoming direct damage from enemies</style>.", "“<style=cIsUtility>魔法抗性</style>”提高 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsUtility>降低来自敌人的直接伤害</style>。"), new Entry("ROTA2.Items.Cloak", "ITEM_CLOAK_LORE", "A cloak made of a magical material that works to dispel any magic cast on it.", "一件用魔法材料织成的斗篷,能驱散施加在它上面的法术。"), new Entry("ROTA2.Items.ConsumedMango", "ITEM_CONSUMED_MANGO_NAME", "Consumed Mango", "魔法芒果(已消耗)"), new Entry("ROTA2.Items.ConsumedMango", "ITEM_CONSUMED_MANGO_PICKUP", "Snack time's over.", "零食时间结束了。"), new Entry("ROTA2.Items.ConsumedMango", "ITEM_CONSUMED_MANGO_DESCRIPTION", "Increases <style=cIsDamage>damage</style> by <style=cIsDamage>{0}%</style> <style=cStack>(+{1} per stack)</style>.", "<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1})</style>。"), new Entry("ROTA2.Items.ConsumedMango", "ITEM_CONSUMED_MANGO_LORE", "I miss it already...", "已经开始想念它了……"), new Entry("ROTA2.Items.Daedalus", "ITEM_DAEDALUS_NAME", "Daedalus", "代达罗斯之殇"), new Entry("ROTA2.Items.Daedalus", "ITEM_DAEDALUS_PICKUP", "Your 'Critical Strikes' deal additional damage.", "你的暴击造成额外伤害。"), new Entry("ROTA2.Items.Daedalus", "ITEM_DAEDALUS_DESCRIPTION", "Gain <style=cIsDamage>{0}% critical chance</style>. <style=cIsDamage>Critical Strikes</style> deal an additional <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack)</style> <style=cIsDamage>damage</style>.", "获得<style=cIsDamage>{0}% 暴击几率</style>。<style=cIsDamage>暴击</style>额外造成 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%)</style><style=cIsDamage>伤害</style>。"), new Entry("ROTA2.Items.Daedalus", "ITEM_DAEDALUS_LORE", "A weapon of incredible power that is difficult for even the strongest of warriors to control.", "一件威力惊人的武器,即便最强大的战士也难以驾驭。"), new Entry("ROTA2.Items.DragonScale", "ITEM_DRAGON_SCALE_NAME", "Dragon Scale", "炎龙之鳞"), new Entry("ROTA2.Items.DragonScale", "ITEM_DRAGON_SCALE_PICKUP", "Chance to burn enemies on hit.", "命中时有几率灼烧敌人。"), new Entry("ROTA2.Items.DragonScale", "ITEM_DRAGON_SCALE_DESCRIPTION", "<style=cIsDamage>{0}%</style> chance on hit to <style=cIsDamage>burn</style> enemies for <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack)</style> base damage.", "命中时有 <style=cIsDamage>{0}%</style> 几率<style=cIsDamage>灼烧</style>敌人,造成 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%)</style>基础伤害。"), new Entry("ROTA2.Items.DragonScale", "ITEM_DRAGON_SCALE_LORE", "The remains of a dragon always outvalue the wealth of even the most prodigious hoard.", "即便是最富有的巨龙宝库,也比不上巨龙遗骸本身的价值。"), new Entry("ROTA2.Items.EnchantedMango", "ITEM_ENCHANTED_MANGO_NAME", "Enchanted Mango", "魔法芒果"), new Entry("ROTA2.Items.EnchantedMango", "ITEM_ENCHANTED_MANGO_PICKUP", "Activating your Secondary skill reduces your Special skill's cooldown and increases damage.", "使用次要技能时,缩短特殊技能的剩余冷却并提高伤害。"), new Entry("ROTA2.Items.EnchantedMango", "ITEM_ENCHANTED_MANGO_DESCRIPTION", "Activating <style=cIsUtility>Secondary skill</style> reduces <style=cIsUtility>Special skill remaining cooldown</style> by <style=cIsUtility>{0}%</style>, and increases <style=cIsDamage>damage</style> by <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack)</style> for <style=cIsDamage>{3} seconds</style>.", "使用<style=cIsUtility>次要技能</style>时,<style=cIsUtility>特殊技能的剩余冷却时间</style>缩短 <style=cIsUtility>{0}%</style>,并使<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%)</style>,持续 <style=cIsDamage>{3} 秒</style>。"), new Entry("ROTA2.Items.EnchantedMango", "ITEM_ENCHANTED_MANGO_LORE", "The bittersweet flavors of Jidi Isle are irresistible to amphibians.", "吉迪岛独特的甘苦风味,让两栖生物无法抗拒。"), new Entry("ROTA2.Items.ExMachina", "ITEM_EX_MACHINA_NAME", "Ex Machina", "机械之心"), new Entry("ROTA2.Items.ExMachina", "ITEM_EX_MACHINA_PICKUP", "Chance to restore equipment on equipment use.", "使用装备时,有几率恢复该装备的冷却。"), new Entry("ROTA2.Items.ExMachina", "ITEM_EX_MACHINA_DESCRIPTION", "<style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack, hyperbolic)</style> chance on equipment use to <style=cIsUtility>instantly restore the cooldown</style>.", "使用装备时有 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%,双曲线叠加)</style>几率<style=cIsUtility>立即恢复冷却</style>。"), new Entry("ROTA2.Items.ExMachina", "ITEM_EX_MACHINA_LORE", "The remains of an ancient universe, preserved within a single sphere.", "一整个古老宇宙的残余,被封存在这颗小小的球体之中。"), new Entry("ROTA2.Items.FairysTrinket", "ITEM_FAIRYS_TRINKET_NAME", "Fairy's Trinket", "仙灵饰品"), new Entry("ROTA2.Items.FairysTrinket", "ITEM_FAIRYS_TRINKET_PICKUP", "Reduces skill cooldowns and increases damage and health.", "缩短技能冷却时间,提高伤害和生命值。"), new Entry("ROTA2.Items.FairysTrinket", "ITEM_FAIRYS_TRINKET_DESCRIPTION", "Reduces <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style>, and increases <style=cIsDamage>damage</style> by <style=cIsDamage>{2}%</style> <style=cStack>(+{3}% per stack)</style> and <style=cIsHealing>maximum health</style> by <style=cIsHealing>{4}</style> <style=cStack>(+{5} per stack)</style>.", "<style=cIsUtility>技能冷却时间</style>缩短 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{2}%</style><style=cStack>(每层+{3}%)</style>,<style=cIsHealing>最大生命值</style>提高 <style=cIsHealing>{4}</style><style=cStack>(每层+{5})</style>。"), new Entry("ROTA2.Items.FairysTrinket", "ITEM_FAIRYS_TRINKET_LORE", "A small token imbued with the fortune of the fae in recognition of an intriguing display of mortal kindness.", "这枚小饰品蕴藏着仙灵的祝福,是对凡人一次有趣善举的嘉奖。"), new Entry("ROTA2.Items.HealingSalve", "ITEM_HEALING_SALVE_NAME", "Healing Salve", "治疗药膏"), new Entry("ROTA2.Items.HealingSalve", "ITEM_HEALING_SALVE_PICKUP", "Receive interruptible healing after using your Special skill.", "使用特殊技能后获得生命回复,受到伤害会中断。"), new Entry("ROTA2.Items.HealingSalve", "ITEM_HEALING_SALVE_DESCRIPTION", "Activating your <style=cIsUtility>Special skill</style> increases <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>{0} hp/s</style> <style=cStack>(+{1} hp/s per stack)</style> for <style=cIsUtility>{2} seconds</style>. Healing is <style=cIsHealth>interrupted by taking damage.</style>", "使用<style=cIsUtility>特殊技能</style>后,<style=cIsHealing>基础生命回复</style>提高 <style=cIsHealing>{0} 生命/秒</style><style=cStack>(每层+{1} 生命/秒)</style>,持续 <style=cIsUtility>{2} 秒</style>。治疗会<style=cIsHealth>因受到伤害而中断。</style>"), new Entry("ROTA2.Items.HealingSalve", "ITEM_HEALING_SALVE_LORE", "A magical salve that can quickly mend even the deepest of wounds.", "一剂神奇的药膏,连最深的伤口也能迅速愈合。"), new Entry("ROTA2.Items.HeartOfTarrasque", "ITEM_HEART_OF_TARRASQUE_NAME", "Heart of Tarrasque", "恐鳌之心"), new Entry("ROTA2.Items.HeartOfTarrasque", "ITEM_HEART_OF_TARRASQUE_PICKUP", "Massively increases health and health regeneration.", "大幅提高生命值和生命回复。"), new Entry("ROTA2.Items.HeartOfTarrasque", "ITEM_HEART_OF_TARRASQUE_DESCRIPTION", "Increases <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>{0}% of your maximum health</style> per second, and increases <style=cIsHealing>maximum health</style> by <style=cIsHealing>{1}</style> <style=cStack>(+{2} per stack)</style>.", "<style=cIsHealing>基础生命回复</style>每秒提高<style=cIsHealing>最大生命值的 {0}%</style>,<style=cIsHealing>最大生命值</style>提高 <style=cIsHealing>{1}</style><style=cStack>(每层+{2})</style>。"), new Entry("ROTA2.Items.HeartOfTarrasque", "ITEM_HEART_OF_TARRASQUE_LORE", "Preserved heart of an extinct monster, it bolsters the bearer's fortitude.", "一颗保存完好的绝种巨兽之心,能增强持有者的坚韧。"), new Entry("ROTA2.Items.InfusedRaindrops", "ITEM_INFUSED_RAINDROPS_NAME", "Infused Raindrops", "凝魂之露"), new Entry("ROTA2.Items.InfusedRaindrops", "ITEM_INFUSED_RAINDROPS_PICKUP", "Receive flat damage reduction from large attacks.", "受到大额攻击时,固定减免一部分伤害。"), new Entry("ROTA2.Items.InfusedRaindrops", "ITEM_INFUSED_RAINDROPS_DESCRIPTION", "Reduce all <style=cIsDamage>incoming damage</style> above <style=cIsDamage>{0}</style> by <style=cIsDamage>{1}</style> <style=cStack>(+{2} per stack)</style>. Cannot be reduced below <style=cIsDamage>{3}</style>.", "超过 <style=cIsDamage>{0}</style> 的<style=cIsDamage>受到的伤害</style>减免 <style=cIsDamage>{1}</style><style=cStack>(每层+{2})</style>,但不会降至 <style=cIsDamage>{3}</style> 以下。"), new Entry("ROTA2.Items.InfusedRaindrops", "ITEM_INFUSED_RAINDROPS_LORE", "Elemental protection from magical assaults.", "抵御魔法侵袭的元素庇护。"), new Entry("ROTA2.Items.IronBranch", "ITEM_IRON_BRANCH_NAME", "Iron Branch", "铁树枝干"), new Entry("ROTA2.Items.IronBranch", "ITEM_IRON_BRANCH_PICKUP", "Increases all stats by a small amount.", "略微提高所有属性。"), new Entry("ROTA2.Items.IronBranch", "ITEM_IRON_BRANCH_DESCRIPTION", "Grants <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style> increase to <style=cIsUtility>ALL stats</style>.", "<style=cIsUtility>所有属性</style>提高 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>。"), new Entry("ROTA2.Items.IronBranch", "ITEM_IRON_BRANCH_LORE", "A seemingly ordinary branch, its ironlike qualities are bestowed upon the bearer.", "一根看似普通的树枝,将铁一般的品质赋予持有者。"), new Entry("ROTA2.Items.IronTalon", "ITEM_IRON_TALON_NAME", "Iron Talon", "寒铁钢爪"), new Entry("ROTA2.Items.IronTalon", "ITEM_IRON_TALON_PICKUP", "Deal large damage to Boss monsters on your first hit.", "首次命中首领时造成大量伤害。"), new Entry("ROTA2.Items.IronTalon", "ITEM_IRON_TALON_DESCRIPTION", "<style=cIsDamage>Damage</style> boss monsters on <style=cIsDamage>first hit</style> for <style=cIsHealth>{0}%</style> <style=cStack>(+{1} per stack)</style> of their <style=cIsHealth>current health</style>.", "<style=cIsDamage>首次命中</style>首领怪物时,造成相当于其<style=cIsHealth>当前生命值</style> <style=cIsHealth>{0}%</style><style=cStack>(每层+{1})</style>的<style=cIsDamage>伤害</style>。"), new Entry("ROTA2.Items.IronTalon", "ITEM_IRON_TALON_LORE", "A simple but effective weapon devised to quell a great Hellbear uprising.", "为平息一次大规模地狱熊暴乱而制造的简单实用武器。"), new Entry("ROTA2.Items.Javelin", "ITEM_JAVELIN_NAME", "Javelin", "标枪"), new Entry("ROTA2.Items.Javelin", "ITEM_JAVELIN_PICKUP", "Chance on hit to strike a second time for small damage.", "命中时有几率追加一次低额伤害。"), new Entry("ROTA2.Items.Javelin", "ITEM_JAVELIN_DESCRIPTION", "<style=cIsDamage>{0}%</style> chance on hit to <style=cIsDamage>hit again</style> for <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack)</style> TOTAL damage.", "命中时有 <style=cIsDamage>{0}%</style> 几率<style=cIsDamage>再次命中</style>,造成 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%)</style>总伤害。"), new Entry("ROTA2.Items.Javelin", "ITEM_JAVELIN_LORE", "A rather typical spear that can sometimes pierce through an enemy's armor when used to attack.", "一杆看似普通的长矛,攻击时偶尔能穿透敌人的护甲。"), new Entry("ROTA2.Items.Kaya", "ITEM_KAYA_NAME", "Kaya", "慧光"), new Entry("ROTA2.Items.Kaya", "ITEM_KAYA_PICKUP", "Reduces skill cooldowns and increases damage. Combines with Yasha or Sange.", "缩短技能冷却时间并提高伤害。可与夜叉或散华合成。"), new Entry("ROTA2.Items.Kaya", "ITEM_KAYA_DESCRIPTION", "Reduces <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style> and increases <style=cIsDamage>damage</style> by <style=cIsDamage>{2}%</style> <style=cStack>(+{3}% per stack)</style>.", "<style=cIsUtility>技能冷却时间</style>缩短 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{2}%</style><style=cStack>(每层+{3}%)</style>。"), new Entry("ROTA2.Items.Kaya", "ITEM_KAYA_LORE", "The staff of a renowned sorceress, lost for countless millennia.", "一位著名女法师的法杖,已经失落了无数个千年。"), new Entry("ROTA2.Items.KayaAndSange", "ITEM_KAYA_AND_SANGE_NAME", "Kaya and Sange", "散慧对剑"), new Entry("ROTA2.Items.KayaAndSange", "ITEM_KAYA_AND_SANGE_PICKUP", "Reduces skill cooldowns and increases damage, maximum health, and base health regeneration. Combines with Yasha.", "缩短技能冷却时间,提高伤害、最大生命值和基础生命回复。可与夜叉合成。"), new Entry("ROTA2.Items.KayaAndSange", "ITEM_KAYA_AND_SANGE_DESCRIPTION", "Reduces <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style> and increases <style=cIsDamage>damage</style> by <style=cIsDamage>{2}%</style> <style=cStack>(+{3}% per stack)</style>, <style=cIsHealing>maximum health</style> by <style=cIsHealing>{4}</style> <style=cStack>(+{5} per stack)</style>, and <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+{6} hp/s</style> <style=cStack>(+{7} hp/s per stack)</style>.", "<style=cIsUtility>技能冷却时间</style>缩短 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{2}%</style><style=cStack>(每层+{3}%)</style>,<style=cIsHealing>最大生命值</style>提高 <style=cIsHealing>{4}</style><style=cStack>(每层+{5})</style>,<style=cIsHealing>基础生命回复</style>提高 <style=cIsHealing>+{6} 生命/秒</style><style=cStack>(每层+{7} 生命/秒)</style>。"), new Entry("ROTA2.Items.KayaAndSange", "ITEM_KAYA_AND_SANGE_LORE", "Two of three known items of unimaginable power that many believe were crafted at the same enchanter's forge.", "三件威力不可思议的宝物中的两件,许多人相信它们出自同一位附魔师的熔炉。"), new Entry("ROTA2.Items.LanceOfPursuit", "ITEM_LANCE_OF_PURSUIT_NAME", "Lance of Pursuit", "追击之矛"), new Entry("ROTA2.Items.LanceOfPursuit", "ITEM_LANCE_OF_PURSUIT_PICKUP", "Increase damage dealt when hitting an enemy from behind.", "从背后命中敌人时造成更高伤害。"), new Entry("ROTA2.Items.LanceOfPursuit", "ITEM_LANCE_OF_PURSUIT_DESCRIPTION", "Deal an additional <style=cIsDamage>{0}%</style> <style=cStack>(+{1}% per stack)</style> damage when hitting an enemy from <style=cIsDamage>behind</style>.", "从<style=cIsDamage>背后</style>命中敌人时,额外造成 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>伤害。"), new Entry("ROTA2.Items.LanceOfPursuit", "ITEM_LANCE_OF_PURSUIT_LORE", "The gleaming weapon of a tarnished knight haunted by his duties to an unworthy king.", "一位声名蒙尘的骑士所持的闪亮武器;效忠于不配为王之人的职责,始终纠缠着他。"), new Entry("ROTA2.Items.NemesisCurse", "ITEM_NEMESIS_CURSE_NAME", "Nemesis Curse", "天诛之咒"), new Entry("ROTA2.Items.NemesisCurse", "ITEM_NEMESIS_CURSE_PICKUP", "Curse on hit for increased damage... <style=cDeath>BUT receive permanent damage when hit.</style>.", "命中时诅咒敌人,提高其所受伤害……<style=cDeath>但自己受击时可能受到永久损伤。</style>"), new Entry("ROTA2.Items.NemesisCurse", "ITEM_NEMESIS_CURSE_DESCRIPTION", "<style=cIsDamage>{0}%</style> chance on hit to <style=cIsDamage>curse</style> an enemy, increasing <style=cIsDamage>all damage</style> they take by <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack, exponential)</style> for <style=cIsDamage>{3} seconds</style>. Recharges every <style=cIsDamage>{4} seconds</style>.\r\n<style=cIsHealth>{5}%</style> chance on <style=cIsHealth>being hit</style> to be <style=cIsHealth>cursed</style>, receiving <style=cDeath>permanent damage</style>.", "命中时有 <style=cIsDamage>{0}%</style> 几率<style=cIsDamage>诅咒</style>敌人,使其受到的<style=cIsDamage>所有伤害</style>提高 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%,指数叠加)</style>,持续 <style=cIsDamage>{3} 秒</style>。每 <style=cIsDamage>{4} 秒</style>恢复可用。\r\n<style=cIsHealth>受到攻击</style>时有 <style=cIsHealth>{5}%</style> 几率自身受到<style=cIsHealth>诅咒</style>,承受<style=cDeath>永久损伤</style>。"), new Entry("ROTA2.Items.NemesisCurse", "ITEM_NEMESIS_CURSE_LORE", "The cursed amulet of a revenge-obsessed prince.", "一位痴迷于复仇的王子所佩戴的诅咒护符。"), new Entry("ROTA2.Items.OrbOfBlight", "ITEM_ORB_OF_BLIGHT_NAME", "Orb of Blight", "枯萎之珠"), new Entry("ROTA2.Items.OrbOfBlight", "ITEM_ORB_OF_BLIGHT_PICKUP", "Reduces armor on hit, up to a max.", "命中时降低护甲,可以叠加至上限。"), new Entry("ROTA2.Items.OrbOfBlight", "ITEM_ORB_OF_BLIGHT_DESCRIPTION", "On hit reduce <style=cIsDamage>armor</style> by <style=cIsDamage>{0}</style> for <style=cIsDamage>{1} seconds</style>, up to <style=cIsDamage>{2} times</style> <style=cStack>(+{3} per stack)</style>.", "命中时使<style=cIsDamage>护甲</style>降低 <style=cIsDamage>{0}</style>,持续 <style=cIsDamage>{1} 秒</style>,最多叠加 <style=cIsDamage>{2} 次</style><style=cStack>(每层+{3})</style>。"), new Entry("ROTA2.Items.OrbOfBlight", "ITEM_ORB_OF_BLIGHT_LORE", "An unnerving stone unearthed beneath the Fields of Endless Carnage.", "一块从无尽杀戮之地的地下挖出的不祥石头。"), new Entry("ROTA2.Items.OrbOfCorrosion", "ITEM_ORB_OF_CORROSION_NAME", "Orb of Corrosion", "腐蚀之珠"), new Entry("ROTA2.Items.OrbOfCorrosion", "ITEM_ORB_OF_CORROSION_PICKUP", "Reduces armor, movement speed, and attack speed, and poisons on hit.", "命中时降低护甲、移动速度和攻击速度,并施加中毒。"), new Entry("ROTA2.Items.OrbOfCorrosion", "ITEM_ORB_OF_CORROSION_DESCRIPTION", "On hit:\r\n Reduce <style=cIsDamage>armor</style> by <style=cIsDamage>{0}</style> for <style=cIsDamage>{1} seconds</style>, up to <style=cIsDamage>{2}</style> <style=cStack>(+{3} per stack)</style> times.\r\n <style=cIsUtility>Slow</style> enemies for <style=cIsUtility>-{4}%</style> <style=cStack>(-{5}% per stack)</style> <style=cIsUtility>movement speed</style> and <style=cIsUtility>-{6}%</style> <style=cStack>(-{7}% per stack)</style> <style=cIsUtility>attack speed</style> for <style=cIsUtility>{8} seconds</style>.\r\n <style=cIsHealing>Poison</style> enemies for <style=cIsDamage>{9}%</style> <style=cStack>(+{10}% per stack)</style> base damage over <style=cIsDamage>{11} seconds</style>.\r\nEffects stack with component items.", "命中时:\r\n 使<style=cIsDamage>护甲</style>降低 <style=cIsDamage>{0}</style>,持续 <style=cIsDamage>{1} 秒</style>,最多叠加 <style=cIsDamage>{2}</style><style=cStack>(每层+{3})</style>次。\r\n 使敌人<style=cIsUtility>减速</style>,<style=cIsUtility>移动速度</style>变化为 <style=cIsUtility>-{4}%</style><style=cStack>(每层-{5}%)</style>,<style=cIsUtility>攻击速度</style>变化为 <style=cIsUtility>-{6}%</style><style=cStack>(每层-{7}%)</style>,持续 <style=cIsUtility>{8} 秒</style>。\r\n 使敌人<style=cIsHealing>中毒</style>,在 <style=cIsDamage>{11} 秒</style>内造成 <style=cIsDamage>{9}%</style><style=cStack>(每层+{10}%)</style>基础伤害。\r\n效果可与合成组件叠加。"), new Entry("ROTA2.Items.OrbOfCorrosion", "ITEM_ORB_OF_CORROSION_LORE", "Seepage from the wounds of a warrior deity, sealed in an arcanist's orb following a campaign of vicious slaughter.", "一位战神在惨烈杀戮之后伤口流出的渗液,被封存在奥术师的宝珠之中。"), new Entry("ROTA2.Items.OrbOfFrost", "ITEM_ORB_OF_FROST_NAME", "Orb of Frost", "冰霜之珠"), new Entry("ROTA2.Items.OrbOfFrost", "ITEM_ORB_OF_FROST_PICKUP", "Slightly slow enemies on hit.", "命中时略微降低敌人的速度。"), new Entry("ROTA2.Items.OrbOfFrost", "ITEM_ORB_OF_FROST_DESCRIPTION", "<style=cIsUtility>Slow</style> enemies on hit for <style=cIsUtility>{0}% movement speed</style> <style=cStack>(-{1}% per stack)</style> and <style=cIsUtility>-{2}% attack speed</style> <style=cStack>-{3}% per stack)</style> for <style=cIsUtility>{4} seconds</style>.", "命中时使敌人<style=cIsUtility>减速</style>:<style=cIsUtility>移动速度降低 {0}%</style><style=cStack>(每层-{1}%)</style>,<style=cIsUtility>攻击速度变化为 -{2}%</style><style=cStack>(每层-{3}%)</style>,持续 <style=cIsUtility>{4} 秒</style>。"), new Entry("ROTA2.Items.OrbOfFrost", "ITEM_ORB_OF_FROST_LORE", "Freezes your foes with a frosty force.", "以刺骨的冰霜之力冻结你的敌人。"), new Entry("ROTA2.Items.OrbOfVenom", "ITEM_ORB_OF_VENOM_NAME", "Orb of Venom", "淬毒之珠"), new Entry("ROTA2.Items.OrbOfVenom", "ITEM_ORB_OF_VENOM_PICKUP", "Poisons for a short time on hit.", "命中时使敌人短暂中毒。"), new Entry("ROTA2.Items.OrbOfVenom", "ITEM_ORB_OF_VENOM_DESCRIPTION", "On hit <style=cIsHealing>poison</style> for <style=cIsDamage>{0}%</style> <style=cStack>(+{1}% per stack)</style> base damage over <style=cIsDamage>{2} seconds</style>.", "命中时施加<style=cIsHealing>中毒</style>,在 <style=cIsDamage>{2} 秒</style>内造成 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>基础伤害。"), new Entry("ROTA2.Items.OrbOfVenom", "ITEM_ORB_OF_VENOM_LORE", "Envenoms your veapon with the venom of a venomous viper.", "将剧毒蝮蛇的毒液涂抹在你的武器之上。"), new Entry("ROTA2.Items.PhaseBoots", "ITEM_PHASE_BOOTS_NAME", "Phase Boots", "相位鞋"), new Entry("ROTA2.Items.PhaseBoots", "ITEM_PHASE_BOOTS_PICKUP", "Increases damage and sprint speed, and allows you to phase through others while sprinting.", "提高伤害和冲刺速度,冲刺时可以穿过敌人与队友。"), new Entry("ROTA2.Items.PhaseBoots", "ITEM_PHASE_BOOTS_DESCRIPTION", "Increases <style=cIsDamage>damage</style> by <style=cIsDamage>{0}%</style> <style=cStack>(+{1}% per stack)</style>, and <style=cIsUtility>sprint speed</style> by <style=cIsUtility>{2}%</style> <style=cStack>(+{3}% per stack)</style>. While sprinting, <style=cIsUtility>phase through</style> enemies and allies.", "<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsUtility>冲刺速度</style>提高 <style=cIsUtility>{2}%</style><style=cStack>(每层+{3}%)</style>。冲刺时可以<style=cIsUtility>穿过</style>敌人和队友。"), new Entry("ROTA2.Items.PhaseBoots", "ITEM_PHASE_BOOTS_LORE", "Boots that allow the wearer to travel between the ether.", "让穿戴者得以穿梭于以太之间的靴子。"), new Entry("ROTA2.Items.PirateHat", "ITEM_PIRATE_HAT_NAME", "Pirate Hat", "海盗帽"), new Entry("ROTA2.Items.PirateHat", "ITEM_PIRATE_HAT_PICKUP", "Upon monster kill chance to drop scrap.", "击杀怪物时有几率掉落废料。"), new Entry("ROTA2.Items.PirateHat", "ITEM_PIRATE_HAT_DESCRIPTION", "When a monster is killed it has a <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style> chance of dropping scrap.", "怪物被击杀时,有 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>几率掉落废料。"), new Entry("ROTA2.Items.PirateHat", "ITEM_PIRATE_HAT_LORE", "A salty skulltopper cursed with endless good fortune.", "一顶带着海盐气息的帽子,被无穷好运所诅咒。"), new Entry("ROTA2.Items.PowerTreads", "ITEM_POWER_TREADS_NAME", "Power Treads", "动力鞋"), new Entry("ROTA2.Items.PowerTreads", "ITEM_POWER_TREADS_PICKUP", "Increase movement speed and attack speed. Cycle through stats on utility use.", "提高移动速度和攻击速度。使用辅助技能时轮换属性加成。"), new Entry("ROTA2.Items.PowerTreads", "ITEM_POWER_TREADS_DESCRIPTION", "Increases <style=cIsUtility>movement speed</style> by <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style> and <style=cIsDamage>attack speed</style> by <style=cIsDamage>{2}%</style> <style=cStack>(+{3}% per stack)</style>. Activating your <style=cIsUtility>Utility skill</style> cycles through the following <style=cIsUtility>bonus stats</style>:\r\n <#EC3D06>Strength</color>: Increases <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+{4} hp/s</style>.\r\n <#26E030>Agility</color>: Increases <style=cIsDamage>armor</style> by <style=cIsDamage>{5}</style>.\r\n <#00A6BA>Intelligence</color>: Increases <style=cIsDamage>damage</style> by <style=cIsDamage>{6}%</style>.", "<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{2}%</style><style=cStack>(每层+{3}%)</style>。使用<style=cIsUtility>辅助技能</style>时,依次切换以下<style=cIsUtility>属性加成</style>:\r\n <#EC3D06>力量</color>:<style=cIsHealing>基础生命回复</style>提高 <style=cIsHealing>+{4} 生命/秒</style>。\r\n <#26E030>敏捷</color>:<style=cIsDamage>护甲</style>提高 <style=cIsDamage>{5}</style>。\r\n <#00A6BA>智力</color>:<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{6}%</style>。"), new Entry("ROTA2.Items.PowerTreads", "ITEM_POWER_TREADS_LORE", "A pair of tough-skinned boots that change to meet the demands of the wearer. ", "一双坚韧的皮靴,能随穿戴者的需求而变化。"), new Entry("ROTA2.Items.QuellingBlade", "ITEM_QUELLING_BLADE_NAME", "Quelling Blade", "压制之刃"), new Entry("ROTA2.Items.QuellingBlade", "ITEM_QUELLING_BLADE_PICKUP", "Receive flat skill damage increase against non-boss enemies.", "对非首领敌人造成技能伤害时,获得固定伤害加成。"), new Entry("ROTA2.Items.QuellingBlade", "ITEM_QUELLING_BLADE_DESCRIPTION", "Increase <style=cIsDamage>outgoing skill damage</style> by <style=cIsDamage>{0}</style> <style=cStack>(+{1} per stack)</style> against <style=cIsDamage>non-Boss enemies</style>.", "对<style=cIsDamage>非首领敌人</style>造成的<style=cIsDamage>技能伤害</style>增加 <style=cIsDamage>{0}</style><style=cStack>(每层+{1})</style>。"), new Entry("ROTA2.Items.QuellingBlade", "ITEM_QUELLING_BLADE_LORE", "The axe of a fallen gnome, it allows you to effectively maneuver the forest.", "一位倒下的侏儒留下的斧头,让你得以高效穿行于森林之间。"), new Entry("ROTA2.Items.QuicksilverAmulet", "ITEM_QUICKSILVER_AMULET_NAME", "Quicksilver Amulet", "银闪护符"), new Entry("ROTA2.Items.QuicksilverAmulet", "ITEM_QUICKSILVER_AMULET_PICKUP", "Increase attack and movement speed for each skill on cooldown.", "每有一个技能处于冷却,提高攻击速度与移动速度。"), new Entry("ROTA2.Items.QuicksilverAmulet", "ITEM_QUICKSILVER_AMULET_DESCRIPTION", "Increase <style=cIsDamage>attack speed</style> by <style=cIsDamage>{0}%</style> <style=cStack>(+{1}% per stack)</style> and <style=cIsUtility>movement speed</style> by <style=cIsUtility>{2}%</style> <style=cStack>(+{3}% per stack)</style> for each <style=cIsUtility>skill on cooldown</style>.", "每有一个<style=cIsUtility>技能处于冷却</style>,<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{2}%</style><style=cStack>(每层+{3}%)</style>。"), new Entry("ROTA2.Items.QuicksilverAmulet", "ITEM_QUICKSILVER_AMULET_LORE", "An enchanted talisman brimming with a mysterious substance.", "一枚充盈着神秘物质的附魔护符。"), new Entry("ROTA2.Items.Radiance", "ITEM_RADIANCE_NAME", "Radiance", "辉耀"), new Entry("ROTA2.Items.Radiance", "ITEM_RADIANCE_PICKUP", "Ignite and blind nearby enemies.", "点燃并致盲附近的敌人。"), new Entry("ROTA2.Items.Radiance", "ITEM_RADIANCE_DESCRIPTION", "<style=cIsDamage>Ignite</style> enemies within <style=cIsDamage>{0}m</style> for <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack)</style> base damage. Additionally, enemies <style=cIsDamage>burn</style> for <style=cIsDamage>{3}%</style> <style=cStack>(+{4}% per stack)</style> base damage and are <style=cIsUtility>blinded</style>, causing them to <style=cIsUtility>miss {5}%</style> of the time. <style=cIsUtility>Unaffected by luck</style>.", "<style=cIsDamage>点燃</style> <style=cIsDamage>{0}米</style>内的敌人,造成 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%)</style>基础伤害。此外,敌人会受到<style=cIsDamage>灼烧</style>,造成 <style=cIsDamage>{3}%</style><style=cStack>(每层+{4}%)</style>基础伤害,并被<style=cIsUtility>致盲</style>,使其攻击有<style=cIsUtility>{5}% 几率落空</style>。<style=cIsUtility>不受幸运影响</style>。"), new Entry("ROTA2.Items.Radiance", "ITEM_RADIANCE_LORE", "A divine weapon that causes damage and a bright burning effect that lays waste to nearby enemies.", "一件神圣的武器,以灼目的光芒和烈焰摧毁附近的敌人。"), new Entry("ROTA2.Items.RefresherOrb", "ITEM_REFRESHER_ORB_NAME", "Refresher Orb", "刷新球"), new Entry("ROTA2.Items.RefresherOrb", "ITEM_REFRESHER_ORB_PICKUP", "Chance on equipment use to restore skill cooldowns.", "使用装备时有几率恢复技能冷却。"), new Entry("ROTA2.Items.RefresherOrb", "ITEM_REFRESHER_ORB_DESCRIPTION", "<style=cIsUtility>{0}%</style> chance on equipment use to <style=cIsUtility>instantly restore all skill cooldowns</style>. Recharges every <style=cIsUtility>{1} seconds</style> <style=cStack>(-{2}% per stack)</style>.", "使用装备时有 <style=cIsUtility>{0}%</style> 几率<style=cIsUtility>立即重置所有技能冷却</style>。每 <style=cIsUtility>{1} 秒</style><style=cStack>(每层-{2}%)</style>恢复可用。"), new Entry("ROTA2.Items.RefresherOrb", "ITEM_REFRESHER_ORB_LORE", "A powerful artifact created for wizards.", "为法师打造的强大神器。"), new Entry("ROTA2.Items.Sange", "ITEM_SANGE_NAME", "Sange", "散华"), new Entry("ROTA2.Items.Sange", "ITEM_SANGE_PICKUP", "Increases attack and movement speed. Combines with Kaya or Yasha.", "提高最大生命值和基础生命回复。可与慧光或夜叉合成。"), new Entry("ROTA2.Items.Sange", "ITEM_SANGE_DESCRIPTION", "Increases <style=cIsHealing>maximum health</style> by <style=cIsHealing>{0}</style> <style=cStack>(+{1} per stack)</style> and <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+{2} hp/s</style> <style=cStack>(+{3} hp/s per stack)</style>.", "<style=cIsHealing>最大生命值</style>提高 <style=cIsHealing>{0}</style><style=cStack>(每层+{1})</style>,<style=cIsHealing>基础生命回复</style>提高 <style=cIsHealing>+{2} 生命/秒</style><style=cStack>(每层+{3} 生命/秒)</style>。"), new Entry("ROTA2.Items.Sange", "ITEM_SANGE_LORE", "Sange is an unusually accurate weapon, seeking weak points automatically.", "散华是一把精准异常的武器,会自动寻找敌人的弱点。"), new Entry("ROTA2.Items.SangeAndYasha", "ITEM_SANGE_AND_YASHA_NAME", "Sange and Yasha", "散夜对剑"), new Entry("ROTA2.Items.SangeAndYasha", "ITEM_SANGE_AND_YASHA_PICKUP", "Increases maximum health, base health regeneration, attack speed, and movement speed. Combines with Kaya.", "提高最大生命值、基础生命回复、攻击速度和移动速度。可与慧光合成。"), new Entry("ROTA2.Items.SangeAndYasha", "ITEM_SANGE_AND_YASHA_DESCRIPTION", "Increases <style=cIsHealing>maximum health</style> by <style=cIsHealing>{0}</style> <style=cStack>(+{1} per stack)</style>, <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+{2} hp/s</style> <style=cStack>(+{3} hp/s per stack)</style>, <style=cIsDamage>attack speed</style> by <style=cIsDamage>{4}%</style> <style=cStack>(+{5}% per stack)</style>, and <style=cIsUtility>movement speed</style> by <style=cIsUtility>{6}%</style> <style=cStack>(+{7}% per stack)</style>.", "<style=cIsHealing>最大生命值</style>提高 <style=cIsHealing>{0}</style><style=cStack>(每层+{1})</style>,<style=cIsHealing>基础生命回复</style>提高 <style=cIsHealing>+{2} 生命/秒</style><style=cStack>(每层+{3} 生命/秒)</style>,<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{4}%</style><style=cStack>(每层+{5}%)</style>,<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{6}%</style><style=cStack>(每层+{7}%)</style>。"), new Entry("ROTA2.Items.SangeAndYasha", "ITEM_SANGE_AND_YASHA_LORE", "Sange and Yasha, when attuned by the moonlight and used together, become a very powerful combination.", "散华和夜叉在月光下协调共鸣,一同使用时便成为强大无比的组合。"), new Entry("ROTA2.Items.ShadowAmulet", "ITEM_SHADOW_AMULET_NAME", "Shadow Amulet", "暗影护符"), new Entry("ROTA2.Items.ShadowAmulet", "ITEM_SHADOW_AMULET_PICKUP", "Increased attack speed while invisible, and becoming invisible after standing still.", "隐身时提高攻击速度;静止不动一段时间后进入隐身。"), new Entry("ROTA2.Items.ShadowAmulet", "ITEM_SHADOW_AMULET_DESCRIPTION", "Increase <style=cIsDamage>attack speed</style> while <style=cIsUtility>invisible</style> by <style=cIsDamage>{0}</style> <style=cStack>(+{1}% per stack)</style>. After standing still for <style=cIsUtility>{2}</style> seconds, become <style=cIsUtility>invisible</style>, which <style=cIsUtility>lingers</style> for <style=cIsUtility>{3}</style> <style=cStack>(+{4} per stack)</style> seconds after moving.", "<style=cIsUtility>隐身</style>时,<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>。静止 <style=cIsUtility>{2}</style> 秒后进入<style=cIsUtility>隐身</style>;移动后效果仍会<style=cIsUtility>保留</style> <style=cIsUtility>{3}</style><style=cStack>(每层+{4})</style>秒。"), new Entry("ROTA2.Items.ShadowAmulet", "ITEM_SHADOW_AMULET_LORE", "A small talisman that clouds the senses of one's enemies when held perfectly still.", "一枚小小的护符,在被持有者完全静止地握住时,能蒙蔽敌人的感官。"), new Entry("ROTA2.Items.SkullBasher", "ITEM_SKULL_BASHER_NAME", "Skull Basher", "碎颅锤"), new Entry("ROTA2.Items.SkullBasher", "ITEM_SKULL_BASHER_PICKUP", "Chance on hit to strike for extra damage and stun. Recharges over time.", "命中时有几率造成额外伤害并击晕。效果随时间恢复。"), new Entry("ROTA2.Items.SkullBasher", "ITEM_SKULL_BASHER_DESCRIPTION", "<style=cIsDamage>{0}%</style> chance on hit to <style=cIsDamage>bash</style> for <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack)</style> TOTAL damage and <style=cIsUtility>stun</style> enemies for <style=cIsUtility>{3} seconds</style>. Recharges every <style=cIsUtility>{4} seconds</style>.", "命中时有 <style=cIsDamage>{0}%</style> 几率<style=cIsDamage>重击</style>敌人,造成 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%)</style>总伤害,并使其<style=cIsUtility>眩晕</style> <style=cIsUtility>{3} 秒</style>。每 <style=cIsUtility>{4} 秒</style>恢复可用。"), new Entry("ROTA2.Items.SkullBasher", "ITEM_SKULL_BASHER_LORE", "A rather typical spear that can sometimes pierce through an enemy's armor when used to attack.", "一杆看似普通的长矛,攻击时偶尔能穿透敌人的护甲。"), new Entry("ROTA2.Items.SparkOfCourage", "ITEM_SPARK_OF_COURAGE_NAME", "Spark of Courage", "勇气之光"), new Entry("ROTA2.Items.SparkOfCourage", "ITEM_SPARK_OF_COURAGE_PICKUP", "Increases damage at high health, and armor at low health.", "生命值较高时提高伤害,生命值较低时提高护甲。"), new Entry("ROTA2.Items.SparkOfCourage", "ITEM_SPARK_OF_COURAGE_DESCRIPTION", "Increases <style=cIsDamage>damage</style> by <style=cIsDamage>{0}%</style> <style=cStack>(+{1}% per stack)</style> when <style=cIsHealth>above {2}% health</style>, and increases <style=cIsUtility>armor</style> by <style=cIsUtility>{3}</style> <style=cStack>(+{4} per stack</style> when <style=cIsHealth>below</style>.", "<style=cIsHealth>生命值高于 {2}%</style>时,<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>;<style=cIsHealth>低于该比例</style>时,<style=cIsUtility>护甲</style>提高 <style=cIsUtility>{3}</style><style=cStack>(每层+{4})</style>。"), new Entry("ROTA2.Items.SparkOfCourage", "ITEM_SPARK_OF_COURAGE_LORE", "Be strong, fortunes can change on a dime.", "坚强起来,命运转瞬就可能改变。"), new Entry("ROTA2.Items.TranquilBoots", "ITEM_TRANQUIL_BOOTS_NAME", "Tranquil Boots", "静谧之鞋"), new Entry("ROTA2.Items.TranquilBoots", "ITEM_TRANQUIL_BOOTS_PICKUP", "Increase base movement speed and rapidly heal outside of danger.", "提高基础移动速度,脱离危险后快速回复生命。"), new Entry("ROTA2.Items.TranquilBoots", "ITEM_TRANQUIL_BOOTS_DESCRIPTION", "Increases <style=cIsUtility>base movement speed</style> by <style=cIsUtility>{0}</style> <style=cStack>(+{1} per stack)</style>. Outside of danger, increases <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+{2} hp/s</style> <style=cStack>(+{3} hp/s per stack)</style> and <style=cIsUtility>base movement speed</style> by a further <style=cIsUtility>{4}</style> <style=cStack>(+{5} per stack)</style>.", "<style=cIsUtility>基础移动速度</style>提高 <style=cIsUtility>{0}</style><style=cStack>(每层+{1})</style>。脱离危险后,<style=cIsHealing>基础生命回复</style>提高 <style=cIsHealing>+{2} 生命/秒</style><style=cStack>(每层+{3} 生命/秒)</style>,且<style=cIsUtility>基础移动速度</style>额外提高 <style=cIsUtility>{4}</style><style=cStack>(每层+{5})</style>。"), new Entry("ROTA2.Items.TranquilBoots", "ITEM_TRANQUIL_BOOTS_LORE", "While they increase the longevity of the wearer, this boot is not particularly reliable.", "虽然这双靴子能延长穿戴者的寿命,却并不特别可靠。"), new Entry("ROTA2.Items.Trident", "ITEM_TRIDENT_NAME", "Trident", "三元重戟"), new Entry("ROTA2.Items.Trident", "ITEM_TRIDENT_PICKUP", "Reduces skill cooldowns and increases damage, maximum health, base health regeneration, attack speed, and movement speed.", "缩短技能冷却时间,提高伤害、最大生命值、基础生命回复、攻击速度和移动速度。"), new Entry("ROTA2.Items.Trident", "ITEM_TRIDENT_DESCRIPTION", "Reduces <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style> and increases <style=cIsDamage>damage</style> by <style=cIsDamage>{2}%</style> <style=cStack>(+{3}% per stack)</style>, <style=cIsHealing>maximum health</style> by <style=cIsHealing>{4}</style> <style=cStack>(+{5} per stack)</style>, <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+{6} hp/s</style> <style=cStack>(+{7} hp/s per stack)</style>, <style=cIsDamage>attack speed</style> by <style=cIsDamage>{8}%</style> <style=cStack>(+{9}% per stack)</style>, and <style=cIsUtility>movement speed</style> by <style=cIsUtility>{10}%</style> <style=cStack>(+{11}% per stack)</style>.", "<style=cIsUtility>技能冷却时间</style>缩短 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{2}%</style><style=cStack>(每层+{3}%)</style>,<style=cIsHealing>最大生命值</style>提高 <style=cIsHealing>{4}</style><style=cStack>(每层+{5})</style>,<style=cIsHealing>基础生命回复</style>提高 <style=cIsHealing>+{6} 生命/秒</style><style=cStack>(每层+{7} 生命/秒)</style>,<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{8}%</style><style=cStack>(每层+{9}%)</style>,<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{10}%</style><style=cStack>(每层+{11}%)</style>。"), new Entry("ROTA2.Items.Trident", "ITEM_TRIDENT_LORE", "A weapon capable of killing even gods, it was fractured into the three mighty weapons to prevent anyone from misusing its power.", "这件武器甚至能杀死神明;为防止有人滥用其力量,它被拆成了三件强大的武器。"), new Entry("ROTA2.Items.UnwaveringCondition", "ITEM_UNWAVERING_CONDITION_NAME", "Unwavering Condition", "坚毅之件"), new Entry("ROTA2.Items.UnwaveringCondition", "ITEM_UNWAVERING_CONDITION_PICKUP", "Increase magic resistance... <style=cDeath>BUT cap your maximum health.</style>", "提高魔法抗性……<style=cDeath>但限制你的最大生命值。</style>"), new Entry("ROTA2.Items.UnwaveringCondition", "ITEM_UNWAVERING_CONDITION_DESCRIPTION", "Increase <style=cIsUtility>magic resistance</style> by <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style>.\r\n<style=cIsHealth>Combined maximum health</style> cannot go above <style=cDeath>{2}</style> <style=cStack>(-{3}% per stack)</style>.", "<style=cIsUtility>魔法抗性</style>提高 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>。\r\n<style=cIsHealth>合计最大生命值</style>不能超过 <style=cDeath>{2}</style><style=cStack>(每层-{3}%)</style>。"), new Entry("ROTA2.Items.UnwaveringCondition", "ITEM_UNWAVERING_CONDITION_LORE", "A spiteful demon's skull, it is still imbued with dark energy.", "一颗恶毒魔鬼的头骨,依然浸透着黑暗能量。"), new Entry("ROTA2.Items.UsedAeonDisk", "ITEM_USED_AEON_DISK_NAME", "Used Aeon Disk", "永恒之盘(已使用)"), new Entry("ROTA2.Items.UsedAeonDisk", "ITEM_USED_AEON_DISK_PICKUP", "Combo broken!", "连招已被中断!"), new Entry("ROTA2.Items.UsedAeonDisk", "ITEM_USED_AEON_DISK_DESCRIPTION", "At the start of each stage, it reverts to Aeon Disk.", "每个阶段开始时,恢复为永恒之盘。"), new Entry("ROTA2.Items.UsedAeonDisk", "ITEM_USED_AEON_DISK_LORE", "...AND LIVE!", "……然后,活下来!"), new Entry("ROTA2.Items.Yasha", "ITEM_YASHA_NAME", "Yasha", "夜叉"), new Entry("ROTA2.Items.Yasha", "ITEM_YASHA_PICKUP", "Increases attack and movement speed. Combines with Sange or Kaya.", "提高攻击速度和移动速度。可与散华或慧光合成。"), new Entry("ROTA2.Items.Yasha", "ITEM_YASHA_DESCRIPTION", "Increases <style=cIsDamage>attack speed</style> by <style=cIsDamage>{0}%</style> <style=cStack>(+{1}% per stack)</style> and <style=cIsUtility>movement speed</style> by <style=cIsUtility>{2}%</style> <style=cStack>(+{3}% per stack)</style>.", "<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{2}%</style><style=cStack>(每层+{3}%)</style>。"), new Entry("ROTA2.Items.Yasha", "ITEM_YASHA_LORE", "Yasha is regarded as the swiftest weapon ever created.", "夜叉被视为世间打造出的最快的武器。"), new Entry("ROTA2.Items.YashaAndKaya", "ITEM_YASHA_AND_KAYA_NAME", "Yasha and Kaya", "慧夜对剑"), new Entry("ROTA2.Items.YashaAndKaya", "ITEM_YASHA_AND_KAYA_PICKUP", "Reduces skill cooldowns and increases attack speed, movement speed, and damage. Combines with Sange.", "缩短技能冷却时间,提高攻击速度、移动速度和伤害。可与散华合成。"), new Entry("ROTA2.Items.YashaAndKaya", "ITEM_YASHA_AND_KAYA_DESCRIPTION", "Reduces <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>{0}%</style> <style=cStack>(+{1}% per stack)</style> and increases <style=cIsDamage>attack speed</style> by <style=cIsDamage>{2}%</style> <style=cStack>(+{3}% per stack)</style>, <style=cIsUtility>movement speed</style> by <style=cIsUtility>{4}%</style> <style=cStack>(+{5}% per stack)</style>, and <style=cIsDamage>damage</style> by <style=cIsDamage>{6}%</style> <style=cStack>(+{7}% per stack)</style>.", "<style=cIsUtility>技能冷却时间</style>缩短 <style=cIsUtility>{0}%</style><style=cStack>(每层+{1}%)</style>,<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{2}%</style><style=cStack>(每层+{3}%)</style>,<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{4}%</style><style=cStack>(每层+{5}%)</style>,<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{6}%</style><style=cStack>(每层+{7}%)</style>。"), new Entry("ROTA2.Items.YashaAndKaya", "ITEM_YASHA_AND_KAYA_LORE", "Yasha and Kaya when paired together share a natural resonance.", "夜叉与慧光配对使用时,会产生浑然天成的共鸣。"), new Entry("ROTA2.Equipment.ArcaneBoots", "EQUIPMENT_ARCANE_BOOTS_NAME", "Arcane Boots", "奥术鞋"), new Entry("ROTA2.Equipment.ArcaneBoots", "EQUIPMENT_ARCANE_BOOTS_PICKUP", "Reset all skill cooldowns of all allies.", "重置所有队友的全部技能冷却。"), new Entry("ROTA2.Equipment.ArcaneBoots", "EQUIPMENT_ARCANE_BOOTS_DESCRIPTION", "<style=cIsUtility>Reset all skill cooldowns</style> of all allies.", "为所有队友<style=cIsUtility>重置全部技能冷却</style>。"), new Entry("ROTA2.Equipment.ArcaneBoots", "EQUIPMENT_ARCANE_BOOTS_LORE", "Magi equipped with these boots are valued in battle.", "穿着这种靴子的法师,在战场上备受重视。"), new Entry("ROTA2.Equipment.ArmletOfMordiggian", "EQUIPMENT_ARMLET_OF_MORDIGGIAN_NAME", "Armlet of Mordiggian", "莫尔迪基安的臂章"), new Entry("ROTA2.Equipment.ArmletOfMordiggian", "EQUIPMENT_ARMLET_OF_MORDIGGIAN_PICKUP", "Toggle to increase damage, attack speed, and armor... <style=cIsHealth>BUT remove all healing and lose health rapidly.</style>", "切换以提高伤害、攻击速度和护甲……<style=cIsHealth>但无法受到任何治疗,且生命值迅速流失。</style>"), new Entry("ROTA2.Equipment.ArmletOfMordiggian", "EQUIPMENT_ARMLET_OF_MORDIGGIAN_DESCRIPTION", "<style=cIsUtility>Toggle</style>, increasing <style=cIsDamage>damage</style> by <style=cIsDamage>{0}%</style>, <style=cIsDamage>attack speed</style> by <style=cIsDamage>{1}%</style>, and <style=cIsDamage>armor</style> by <style=cIsDamage>{2}</style>. While <style=cIsUtility>toggled</style>, <style=cIsHealth>prevent all healing</style> and <style=cDeath>lose {3}%</style> of your <style=cIsHealth>maximum health</style> per second.", "<style=cIsUtility>切换</style>后,<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{0}%</style>,<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{1}%</style>,<style=cIsDamage>护甲</style>提高 <style=cIsDamage>{2}</style>。<style=cIsUtility>开启期间</style>,<style=cIsHealth>无法受到任何治疗</style>,并且每秒<style=cDeath>损失 {3}%</style>的<style=cIsHealth>最大生命值</style>。"), new Entry("ROTA2.Equipment.ArmletOfMordiggian", "EQUIPMENT_ARMLET_OF_MORDIGGIAN_LORE", "Weapon of choice among brutes, the bearer sacrifices his life energy to gain immense strength and power.", "蛮勇之士的首选兵器;持有者献出自己的生命能量,以换取惊人的力量。"), new Entry("ROTA2.Equipment.BlackKingBar", "EQUIPMENT_BLACK_KING_BAR_NAME", "Black King Bar", "黑皇杖"), new Entry("ROTA2.Equipment.BlackKingBar", "EQUIPMENT_BLACK_KING_BAR_PICKUP", "Become immune to negative effects and increase magic resistance for a short time.", "短暂免疫负面效果并提高魔法抗性。"), new Entry("ROTA2.Equipment.BlackKingBar", "EQUIPMENT_BLACK_KING_BAR_DESCRIPTION", "Become <style=cIsUtility>immune</style> to all negative effects and increase <style=cIsUtility>magic resistance</style> by <style=cIsUtility>{0}%</style> for <style=cIsUtility>{1} seconds</style>.", "<style=cIsUtility>免疫</style>所有负面效果,<style=cIsUtility>魔法抗性</style>提高 <style=cIsUtility>{0}%</style>,持续 <style=cIsUtility>{1} 秒</style>。"), new Entry("ROTA2.Equipment.BlackKingBar", "EQUIPMENT_BLACK_KING_BAR_LORE", "A powerful staff imbued with the strength of giants.", "一根灌注着巨人之力的强大法杖。"), new Entry("ROTA2.Equipment.BootsOfBearing", "EQUIPMENT_BOOTS_OF_BEARING_NAME", "Boots of Bearing", "宽容之靴"), new Entry("ROTA2.Equipment.BootsOfBearing", "EQUIPMENT_BOOTS_OF_BEARING_PICKUP", "Passively increase movement speed and health regneration. Activate to send you and all your allies into a frenzy.", "被动提高移动速度和生命回复。激活后使自己与所有队友进入狂热状态。"), new Entry("ROTA2.Equipment.BootsOfBearing", "EQUIPMENT_BOOTS_OF_BEARING_DESCRIPTION", "Passively increases <style=cIsUtility>base movement speed</style> by <style=cIsUtility>{0}</style> and <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+{1} hp/s</style>. Activate to send all allies into a <style=cIsDamage>frenzy</style> for <style=cIsUtility>{2} seconds</style>, increasing <style=cIsUtility>movement speed</style> by <style=cIsUtility>{3}%</style> and <style=cIsDamage>attack speed</style> by <style=cIsDamage>{4}%</style>.", "被动使<style=cIsUtility>基础移动速度</style>提高 <style=cIsUtility>{0}</style>,<style=cIsHealing>基础生命回复</style>提高 <style=cIsHealing>+{1} 生命/秒</style>。激活后使所有队友进入<style=cIsDamage>狂热</style>状态,持续 <style=cIsUtility>{2} 秒</style>,<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{3}%</style>,<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{4}%</style>。"), new Entry("ROTA2.Equipment.BootsOfBearing", "EQUIPMENT_BOOTS_OF_BEARING_LORE", "Resplendent footwear fashioned for the ancient herald that first dared spread the glory of Stonehall beyond the original borders of its nascent claim.", "为一位古老使者打造的华美鞋履;他曾率先将石堂城的荣光,传播到这座新生领地最初的疆界之外。"), new Entry("ROTA2.Equipment.Bottle", "EQUIPMENT_BOTTLE_NAME", "Bottle", "魔瓶"), new Entry("ROTA2.Equipment.Bottle", "EQUIPMENT_BOTTLE_PICKUP", "Drink to gain different temporary rune buffs.", "饮用以获得不同的临时神符增益。"), new Entry("ROTA2.Equipment.Bottle", "EQUIPMENT_BOTTLE_DESCRIPTION", "Drink to gain one of the following rune effects:\r\n <style=cIsUtility>Amplify Damage</style>: Increases <style=cIsDamage>damage</style> by <style=cIsDamage>{0}%</style> for <style=cIsUtility>{1} seconds</style>.\r\n <#FF007F>Arcane</color>: Reduces <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>{2}%</style> for <style=cIsUtility>{3} seconds</style>.\r\n <#D3AF37>Bounty</color>: Gain <style=cShrine>{4} gold</style>. <style=cIsUtility>Scales over time</style>.\r\n <style=cIsHealth>Haste</style>: Increases <style=cIsUtility>movement speed</style> by <style=cIsUtility>{5}%</style> for <style=cIsUtility>{6} seconds</style>.\r\n <#FFFF00>Illusion</color>: Creates <style=cIsDamage>{7} ghosts of yourself</style> that last for <style=cIsDamage>{8} seconds</style>.\r\n <#6C3082>Invisibility</color>: Gain <style=cIsUtility>invisibility</style> for <style=cIsUtility>{9} seconds</style>.\r\n <style=cIsHealing>Regeneration</style>: Increases <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>{10}% of your maximum health</style> per second for <style=cIsUtility>{11} seconds</style>.\r\n <#30D5C8>Shield</color>: Gain a <style=cIsHealing>temporary barrier</style> for <style=cIsHealing>{12}% of your maximum health</style>.\r\n <#43EBFF>Water</color>: Instantly <style=cIsHealing>heal</style> for <style=cIsHealing>{13}% of your maximum health</style> and <style=cIsUtility>restore {14} stocks of all skills</style>.\r\n <#6C3BAA>Wisdom</color>: Instantly <style=cIsUtility>gain experience</style> equal to <style=cIsUtility>{15}% of the current level requirement</style>.\r\nRunes will be removed from the pool until all effects have been seen.", "饮用以获得以下一种神符效果:\r\n <style=cIsUtility>伤害增幅</style>:<style=cIsDamage>伤害</style>提高 <style=cIsDamage>{0}%</style>,持续 <style=cIsUtility>{1} 秒</style>。\r\n <#FF007F>奥术</color>:<style=cIsUtility>技能冷却时间</style>缩短 <style=cIsUtility>{2}%</style>,持续 <style=cIsUtility>{3} 秒</style>。\r\n <#D3AF37>赏金</color>:获得 <style=cShrine>{4} 金币</style>,<style=cIsUtility>随时间成长</style>。\r\n <style=cIsHealth>极速</style>:<style=cIsUtility>移动速度</style>提高 <style=cIsUtility>{5}%</style>,持续 <style=cIsUtility>{6} 秒</style>。\r\n <#FFFF00>幻象</color>:生成<style=cIsDamage>{7} 个自身的幽灵分身</style>,持续 <style=cIsDamage>{8} 秒</style>。\r\n <#6C3082>隐身</color>:获得<style=cIsUtility>隐身</style>,持续 <style=cIsUtility>{9} 秒</style>。\r\n <style=cIsHealing>恢复</style>:<style=cIsHealing>基础生命回复</style>每秒提高<style=cIsHealing>最大生命值的 {10}%</style>,持续 <style=cIsUtility>{11} 秒</style>。\r\n <#30D5C8>护盾</color>:获得相当于<style=cIsHealing>最大生命值 {12}%</style>的<style=cIsHealing>临时屏障</style>。\r\n <#43EBFF>水</color>:立即<style=cIsHealing>治疗</style><style=cIsHealing>最大生命值的 {13}%</style>,并<style=cIsUtility>为所有技能恢复 {14} 层充能</style>。\r\n <#6C3BAA>智慧</color>:立即<style=cIsUtility>获得经验</style>,数值相当于<style=cIsUtility>当前升级所需经验的 {15}%</style>。\r\n所有效果都出现一遍之前,已出现的神符不会再次被抽到。"), new Entry("ROTA2.Equipment.Bottle", "EQUIPMENT_BOTTLE_LORE", "An old bottle that survived the ages, the contents placed inside become enchanted.", "一只历经岁月的古老瓶子,装入其中的东西都会被附上魔力。"), new Entry("ROTA2.Equipment.ConsumedMoonShard", "ITEM_CONSUMED_MOON_SHARD_NAME", "Consumed Moon Shard", "银月之晶(已消耗)"), new Entry("ROTA2.Equipment.ConsumedMoonShard", "ITEM_CONSUMED_MOON_SHARD_PICKUP", "Increase attack speed.", "提高攻击速度。"), new Entry("ROTA2.Equipment.ConsumedMoonShard", "ITEM_CONSUMED_MOON_SHARD_DESCRIPTION", "Increases <style=cIsDamage>attack speed</style> by <style=cIsDamage>{0}%</style> <style=cStack>(+{1} per stack)</style>.", "<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{0}%</style><style=cStack>(每层+{1})</style>。"), new Entry("ROTA2.Equipment.ConsumedMoonShard", "ITEM_CONSUMED_MOON_SHARD_LORE", "The power has waned.", "力量已经消退。"), new Entry("ROTA2.Equipment.GhostScepter", "EQUIPMENT_GHOST_SCEPTER_NAME", "Ghost Scepter", "幽魂权杖"), new Entry("ROTA2.Equipment.GhostScepter", "EQUIPMENT_GHOST_SCEPTER_PICKUP", "Become immune to damage and unable to use your skills for a short time.", "短暂免疫伤害,但无法使用主要技能。"), new Entry("ROTA2.Equipment.GhostScepter", "EQUIPMENT_GHOST_SCEPTER_DESCRIPTION", "Become <style=cIsUtility>immune</style> to <style=cIsDamage>all incoming damage</style> for <style=cIsUtility>{0} seconds</style>. During this time, you <style=cIsHealth>cannot use your Primary skill</style>.", "<style=cIsUtility>免疫</style><style=cIsDamage>所有受到的伤害</style>,持续 <style=cIsUtility>{0} 秒</style>。在此期间,<style=cIsHealth>无法使用主要技能</style>。"), new Entry("ROTA2.Equipment.GhostScepter", "EQUIPMENT_GHOST_SCEPTER_LORE", "Imbues the wielder with a ghostly presence, allowing them to evade physical damage.", "赋予持有者幽魂般的形态,使其得以躲避物理伤害。"), new Entry("ROTA2.Equipment.GuardianGreaves", "EQUIPMENT_GUARDIAN_GREAVES_NAME", "Guardian Greaves", "卫士胫甲"), new Entry("ROTA2.Equipment.GuardianGreaves", "EQUIPMENT_GUARDIAN_GREAVES_PICKUP", "Heal all allies, reset all of their skill cooldowns, and give them armor for a short time.", "治疗所有队友,重置他们的全部技能冷却,并短暂提供护甲。"), new Entry("ROTA2.Equipment.GuardianGreaves", "EQUIPMENT_GUARDIAN_GREAVES_DESCRIPTION", "<style=cIsHealing>Heal</style> all allies for <style=cIsHealing>{0}% of their maximum health</style>, <style=cIsUtility>reset all of their skill cooldowns</style>, and increase their <style=cIsDamage>armor</style> by <style=cIsDamage>{1}</style> for <style=cIsUtility>{2} seconds</style>.", "<style=cIsHealing>治疗</style>所有队友,数值相当于<style=cIsHealing>其最大生命值的 {0}%</style>,<style=cIsUtility>重置其全部技能冷却</style>,并使其<style=cIsDamage>护甲</style>提高 <style=cIsDamage>{1}</style>,持续 <style=cIsUtility>{2} 秒</style>。"), new Entry("ROTA2.Equipment.GuardianGreaves", "EQUIPMENT_GUARDIAN_GREAVES_LORE", "One of many holy instruments constructed to honor the Omniscience.", "为颂扬全知之神而打造的诸多圣器之一。"), new Entry("ROTA2.Equipment.Mekansm", "EQUIPMENT_MEKANSM_NAME", "Mekansm", "梅肯斯姆"), new Entry("ROTA2.Equipment.Mekansm", "EQUIPMENT_MEKANSM_PICKUP", "Heal all allies and give them armor for a short time.", "治疗所有队友并短暂提供护甲。"), new Entry("ROTA2.Equipment.Mekansm", "EQUIPMENT_MEKANSM_DESCRIPTION", "<style=cIsHealing>Heal</style> all allies for <style=cIsHealing>{0}% of their maximum health</style>, and increase their <style=cIsDamage>armor</style> by <style=cIsDamage>{1}</style> for <style=cIsUtility>{2} seconds</style>.", "<style=cIsHealing>治疗</style>所有队友,数值相当于<style=cIsHealing>其最大生命值的 {0}%</style>,并使其<style=cIsDamage>护甲</style>提高 <style=cIsDamage>{1}</style>,持续 <style=cIsUtility>{2} 秒</style>。"), new Entry("ROTA2.Equipment.Mekansm", "EQUIPMENT_MEKANSM_LORE", "A glowing jewel formed out of assorted parts that somehow fit together perfectly.", "一颗由各式零件组成的发光宝石,它们不知为何能完美地契合。"), new Entry("ROTA2.Equipment.MoonShard", "EQUIPMENT_MOON_SHARD_NAME", "Moon Shard", "银月之晶"), new Entry("ROTA2.Equipment.MoonShard", "EQUIPMENT_MOON_SHARD_PICKUP", "Passively increases attack speed. Consume to gain permanent attack speed.", "被动提高攻击速度。使用后消耗,永久提高攻击速度。"), new Entry("ROTA2.Equipment.MoonShard", "EQUIPMENT_MOON_SHARD_DESCRIPTION", "Passively increases <style=cIsDamage>attack speed</style> by <style=cIsDamage>{0}%</style> while held. <style=cIsUtility>Consume</style> on use to <style=cIsDamage>permanently</style> increase <style=cIsDamage>attack speed</style> by <style=cIsDamage>{1}%</style> <style=cStack>(+{2}% per stack)</style>.", "持有时,<style=cIsDamage>攻击速度</style>被动提高 <style=cIsDamage>{0}%</style>。使用时<style=cIsUtility>消耗</style>,<style=cIsDamage>永久</style>使<style=cIsDamage>攻击速度</style>提高 <style=cIsDamage>{1}%</style><style=cStack>(每层+{2}%)</style>。"), new Entry("ROTA2.Equipment.MoonShard", "EQUIPMENT_MOON_SHARD_LORE", "Said to be a tear from the lunar goddess Selemene.", "据说这是月之女神赛莉蒙妮的一滴眼泪。"), new Entry("ROTA2.Buffs.AeonDiskInvulnerability", "BUFF_AEON_DISK_INVULNERABILITY_NAME", "Combo Breaker", "连招克星"), new Entry("ROTA2.Buffs.AeonDiskMovementSpeed", "BUFF_AEON_DISK_MOVEMENT_SPEED_NAME", "Movement Speed", "移动速度"), new Entry("ROTA2.Buffs.AmplifyDamageBuff", "BUFF_AMPLIFY_DAMAGE_RUNE_NAME", "Amplify Damage", "伤害增幅"), new Entry("ROTA2.Buffs.ArcaneBuff", "BUFF_ARCANE_RUNE_NAME", "Arcane", "奥术"), new Entry("ROTA2.Buffs.ArmletOfMordiggianBuff", "BUFF_ARMLET_OF_MORDIGGIAN_BUFF_NAME", "Unholy Strength", "邪恶之力"), new Entry("ROTA2.Buffs.AssaultCuirassBuff", "BUFF_ASSAULT_CUIRASS_BUFF_NAME", "Assault Aura", "强袭光环"), new Entry("ROTA2.Buffs.BlackKingBarBuff", "BUFF_BLACK_KING_BAR_BUFF_NAME", "Avatar", "天神下凡"), new Entry("ROTA2.Buffs.BootsOfBearingBuff", "BUFF_BOOTS_OF_BEARING_BUFF_NAME", "Endurance", "坚韧"), new Entry("ROTA2.Buffs.EnchantedMangoBuff", "BUFF_ENCHANTED_MANGO_BUFF_NAME", "Mango Strength", "芒果之力"), new Entry("ROTA2.Buffs.GhostScepterBuff", "BUFF_GHOST_SCEPTER_BUFF_NAME", "Ethereal", "幽灵形态"), new Entry("ROTA2.Buffs.GuardianGreavesBuff", "BUFF_GUARDIAN_GREAVES_BUFF_NAME", "Guardian Greaves Armor", "卫士胫甲护甲"), new Entry("ROTA2.Buffs.HasteBuff", "BUFF_HASTE_RUNE_NAME", "Haste", "极速"), new Entry("ROTA2.Buffs.HealingSalveBuff", "BUFF_SALVE_NAME", "Salve", "治疗药膏"), new Entry("ROTA2.Buffs.MekansmBuff", "BUFF_MEKANSM_BUFF_NAME", "Mekansm Armor", "梅肯斯姆护甲"), new Entry("ROTA2.Buffs.NemesisCurseBuff", "BUFF_NEMESIS_CURSE_BUFF_NAME", "Glassify", "脆化"), new Entry("ROTA2.Buffs.NemesisCurseCooldown", "BUFF_NEMESIS_CURSE_COOLDOWN_NAME", "Nemesis Curse Cooldown", "天诛之咒冷却"), new Entry("ROTA2.Buffs.OrbOfBlightBuff", "BUFF_ORB_OF_BLIGHT_BUFF_NAME", "Lesser Corruption", "次级腐蚀"), new Entry("ROTA2.Buffs.OrbOfCorrosionArmor", "BUFF_ORB_OF_CORROSION_ARMOR_NAME", "Greater Corruption", "强化腐蚀"), new Entry("ROTA2.Buffs.OrbOfCorrosionPoison", "BUFF_ORB_OF_CORROSION_POISON_NAME", "Greater Venom", "强化毒素"), new Entry("ROTA2.Buffs.OrbOfCorrosionSlow", "BUFF_ORB_OF_CORROSION_SLOW_NAME", "Greater Frost", "强化冰霜"), new Entry("ROTA2.Buffs.OrbOfFrostBuff", "BUFF_ORB_OF_FROST_BUFF_NAME", "Lesser Frost", "次级冰霜"), new Entry("ROTA2.Buffs.OrbOfVenomBuff", "BUFF_ORB_OF_VENOM_BUFF_NAME", "Lesser Venom", "次级毒素"), new Entry("ROTA2.Buffs.PhaseBootsBuff", "BUFF_PHASE_BOOTS_BUFF_NAME", "Phase", "相位移动"), new Entry("ROTA2.Buffs.PowerTreadsAgility", "BUFF_POWER_TREADS_AGILITY_NAME", "Agility", "敏捷"), new Entry("ROTA2.Buffs.PowerTreadsIntelligence", "BUFF_POWER_TREADS_INTELLIGENCE_NAME", "Intelligence", "智力"), new Entry("ROTA2.Buffs.PowerTreadsStrength", "BUFF_POWER_TREADS_STRENGTH_NAME", "Strength", "力量"), new Entry("ROTA2.Buffs.RadianceBuff", "BUFF_RADIANCE_BUFF_NAME", "Radiance Burn", "辉耀灼烧"), new Entry("ROTA2.Buffs.RefresherOrbCooldown", "BUFF_REFRESHER_ORB_COOLDOWN_NAME", "Restore Cooldown", "恢复冷却"), new Entry("ROTA2.Buffs.RegenerationBuff", "BUFF_REGENERATION_RUNE_NAME", "Regeneration", "恢复"), new Entry("ROTA2.Buffs.ShadowAmuletBuff", "BUFF_SHADOW_AMULET_BUFF_NAME", "Fade", "渐隐"), new Entry("ROTA2.Buffs.SkullBasherCooldown", "BUFF_SKULL_BASHER_COOLDOWN_NAME", "Skull Basher Cooldown", "碎颅锤冷却"), new Entry("ROTA2.Buffs.SparkOfCourageArmor", "BUFF_SPARK_OF_COURAGE_ARMOR_NAME", "Cowardice", "怯懦"), new Entry("ROTA2.Buffs.SparkOfCourageDamage", "BUFF_SPARK_OF_COURAGE_DAMAGE_NAME", "Courage", "勇气"), new Entry("ROTA2.Buffs.TranqbuilBootsOn", "BUFF_TRANQUIL_BOOTS_ON_NAME", "Safe", "安全"), new Entry("ROTA2.Buffs.TranquilBootsOff", "BUFF_TRANQUIL_BOOTS_OFF_NAME", "Unsafe", "危险") }; internal static readonly KeyValuePair<string, string>[] Labels = new KeyValuePair<string, string>[41] { new KeyValuePair<string, string>("Invisibility Linger Duration: ", "隐身保留时间: "), new KeyValuePair<string, string>("Invisibility Attack Speed: ", "隐身攻击速度: "), new KeyValuePair<string, string>("Invulnerability Duration: ", "无敌持续时间: "), new KeyValuePair<string, string>("Curse Damage Multiplier: ", "诅咒伤害倍率: "), new KeyValuePair<string, string>("Movement Speed Duration: ", "移动速度加成持续时间: "), new KeyValuePair<string, string>("Base Movement Speed: ", "基础移动速度: "), new KeyValuePair<string, string>("Max Armor Reduction: ", "最大护甲降低: "), new KeyValuePair<string, string>("Movement Speed Slow: ", "移动速度降低: "), new KeyValuePair<string, string>("Safe Movement Speed: ", "安全时移动速度: "), new KeyValuePair<string, string>("Total Poison Damage: ", "中毒总伤害: "), new KeyValuePair<string, string>("Cooldown Reduction: ", "冷却缩减: "), new KeyValuePair<string, string>("Max Movement Speed: ", "最高移动速度: "), new KeyValuePair<string, string>("Attack Speed Slow: ", "攻击速度降低: "), new KeyValuePair<string, string>("Burn Total Damage: ", "灼烧总伤害: "), new KeyValuePair<string, string>("Bonus Hit Chance: ", "追加命中几率: "), new KeyValuePair<string, string>("Damage Per Stack: ", "每层伤害: "), new KeyValuePair<string, string>("Damage Reduction: ", "伤害减免: "), new KeyValuePair<string, string>("Magic Resistance: ", "魔法抗性: "), new KeyValuePair<string, string>("Max Attack Speed: ", "最高攻击速度: "), new KeyValuePair<string, string>("Restore Cooldown: ", "恢复冷却: "), new KeyValuePair<string, string>("Non-Boss Damage: ", "对非首领伤害: "), new KeyValuePair<string, string>("Maximum Health: ", "最大生命值: "), new KeyValuePair<string, string>("Movement Speed: ", "移动速度: "), new KeyValuePair<string, string>("Stats Increase: ", "属性增幅: "), new KeyValuePair<string, string>("Ignite Damage: ", "点燃伤害: "), new KeyValuePair<string, string>("Attack Speed: ", "攻击速度: "), new KeyValuePair<string, string>("Bonus Health: ", "额外生命值: "), new KeyValuePair<string, string>("Safe Healing: ", "安全时生命回复: "), new KeyValuePair<string, string>("Scrap Chance: ", "废料掉落几率: "), new KeyValuePair<string, string>("Sprint Bonus: ", "冲刺速度加成: "), new KeyValuePair<string, string>("Total Damage: ", "总伤害: "), new KeyValuePair<string, string>("Bash Chance: ", "重击几率: "), new KeyValuePair<string, string>("Burn Chance: ", "灼烧几率: "), new KeyValuePair<string, string>("Crit Chance: ", "暴击几率: "), new KeyValuePair<string, string>("Crit Damage: ", "暴击伤害: "), new KeyValuePair<string, string>("Rear Damage: ", "背后伤害加成: "), new KeyValuePair<string, string>("Total Heal: ", "总治疗量: "), new KeyValuePair<string, string>("Healing: ", "治疗量: "), new KeyValuePair<string, string>("Chance: ", "几率: "), new KeyValuePair<string, string>("Damage: ", "伤害: "), new KeyValuePair<string, string>("Armor: ", "护甲: ") }; }