Decompiled source of RiskOfTheAncients2 zh v1.0.1

plugins/RiskOfTheAncients2_zh/RiskOfTheAncients2_zh.dll

Decompiled a day ago
using 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: ")
	};
}