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@ -51,13 +51,12 @@
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<Cleanliness.scoreStages.4.label>一尘不染</Cleanliness.scoreStages.4.label>
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<Cleanliness.scoreStages.4.label>一尘不染</Cleanliness.scoreStages.4.label>
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<InfectionChanceFactor.label>感染几率系数</InfectionChanceFactor.label>
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<InfectionChanceFactor.label>感染几率系数</InfectionChanceFactor.label>
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<SurgerySuccessChanceCleanlinessFactor.label>surgery success chance cleanliness factor</SurgerySuccessChanceCleanlinessFactor.label>
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<SurgerySuccessChanceCleanlinessFactor.label>手术成功几率清洁系数</SurgerySuccessChanceCleanlinessFactor.label>
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<ResearchSpeedFactor.label>研究速度系数</ResearchSpeedFactor.label>
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<ResearchSpeedFactor.label>研究速度系数</ResearchSpeedFactor.label>
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<GraveVisitingJoyGainFactor.label>扫墓娱乐获得系数</GraveVisitingJoyGainFactor.label>
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<GraveVisitingJoyGainFactor.label>扫墓娱乐获得系数</GraveVisitingJoyGainFactor.label>
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<FoodPoisonChanceFactor.label>食物带毒几率系数</FoodPoisonChanceFactor.label>
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<FoodPoisonChanceFactor.label>食物带毒几率系数</FoodPoisonChanceFactor.label>
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<!--<SurgerySuccessChanceFactor.label>手术成功几率系数</SurgerySuccessChanceFactor.label>-->
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<!--<Impressiveness.scoreStages.10.label>奇迹</Impressiveness.scoreStages.10.label>-->
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<!--<Impressiveness.scoreStages.10.label>奇迹</Impressiveness.scoreStages.10.label>-->
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<!--<Impressiveness.scoreStages.11.label>世界奇迹</Impressiveness.scoreStages.11.label>-->
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<!--<Impressiveness.scoreStages.11.label>世界奇迹</Impressiveness.scoreStages.11.label>-->
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<StuffStatFactors.label>以此材料制作时属性乘数</StuffStatFactors.label>
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<StuffStatFactors.label>以此材料制作时属性乘数</StuffStatFactors.label>
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<StuffStatOffsets.label>以此材料制作时属性偏移量</StuffStatOffsets.label>
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<StuffStatOffsets.label>以此材料制作时属性偏移量</StuffStatOffsets.label>
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<StuffOfEquipmentStatFactors.label>以此材料制作的装备属性乘数</StuffOfEquipmentStatFactors.label>
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<StuffOfEquipmentStatFactors.label>以此材料制作的装备属性乘数</StuffOfEquipmentStatFactors.label>
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<Surgery.label>Surgical</Surgery.label>
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<Surgery.label>外科手术</Surgery.label>
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<!-- Pawn -->
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<!-- Pawn -->
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<Insulation_Heat.description>对穿戴者最高舒适温度的修改偏移量。</Insulation_Heat.description>
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<Insulation_Heat.description>对穿戴者最高舒适温度的修改偏移量。</Insulation_Heat.description>
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<EnergyShieldEnergyMax.label>护盾能量上限</EnergyShieldEnergyMax.label>
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<EnergyShieldEnergyMax.label>护盾能量上限</EnergyShieldEnergyMax.label>
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<EnergyShieldEnergyMax.description>护盾腰带所能拥有的能量最大值。更多的能量可以吸收更多的伤害。</EnergyShieldEnergyMax.description>
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<EnergyShieldEnergyMax.description>护盾腰带所能拥有的能量最大值。越多的能量可以吸收越多的伤害。</EnergyShieldEnergyMax.description>
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<EnergyShieldRechargeRate.label>护盾充能速度</EnergyShieldRechargeRate.label>
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<EnergyShieldRechargeRate.label>护盾充能速度</EnergyShieldRechargeRate.label>
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<EnergyShieldRechargeRate.description>只要护盾不破,护盾不断获得能量的速度。</EnergyShieldRechargeRate.description>
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<EnergyShieldRechargeRate.description>只要护盾不破,护盾不断获得能量的速度。</EnergyShieldRechargeRate.description>
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<LanguageData>
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<LanguageData>
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<MedicalPotency.label>医疗效力</MedicalPotency.label>
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<MedicalPotency.label>医疗效力</MedicalPotency.label>
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<MedicalPotency.description>这个物品用于治疗伤口和疾病,或者进行手术时的效力。更高的医疗效力能提高治愈伤口的几率,并且降低手术过程中的事故几率。</MedicalPotency.description>
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<MedicalPotency.description>这个物品用于治疗伤口和疾病,或者进行手术时的效力。越高的医疗效力越能提升治疗质量,以及作为手术成功率的乘数。手术成功率还受到外科医生和手术床的影响。</MedicalPotency.description>
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</LanguageData>
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</LanguageData>
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<EntertainmentStrengthFactor.label>娱乐效果系数</EntertainmentStrengthFactor.label>
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<EntertainmentStrengthFactor.label>娱乐效果系数</EntertainmentStrengthFactor.label>
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<EntertainmentStrengthFactor.description>娱乐人们并增加快乐值的效果系数。</EntertainmentStrengthFactor.description>
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<EntertainmentStrengthFactor.description>娱乐人们并增加快乐值的效果系数。</EntertainmentStrengthFactor.description>
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<SurgerySuccessChanceFactor.label>surgery success chance factor</SurgerySuccessChanceFactor.label>
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<SurgerySuccessChanceFactor.label>手术成功率系数</SurgerySuccessChanceFactor.label>
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<SurgerySuccessChanceFactor.description>A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by the surgeon and medicine used.</SurgerySuccessChanceFactor.description>
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<SurgerySuccessChanceFactor.description>当在这里执行手术时的成功率的乘数。手术成功率还受到外科医生和所用医药的影响。</SurgerySuccessChanceFactor.description>
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<SurgerySuccessChanceFactor.parts.0.customLabel>Room cleanliness</SurgerySuccessChanceFactor.parts.0.customLabel>
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<SurgerySuccessChanceFactor.parts.0.customLabel>房间清洁</SurgerySuccessChanceFactor.parts.0.customLabel>
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</LanguageData>
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</LanguageData>
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<!-- Shooting -->
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<!-- Shooting -->
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<MeleeDPS.label>近战DPS</MeleeDPS.label>
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<MeleeDPS.label>近战每秒伤害</MeleeDPS.label>
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<MeleeDPS.description>近战中每秒平均伤害。(未计算目标防御力,比如闪避和护甲。)</MeleeDPS.description>
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<MeleeDPS.description>近战中每秒平均伤害。(未计算目标防御力,比如闪避和护甲。)</MeleeDPS.description>
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<MeleeHitChance.label>近战命中率</MeleeHitChance.label>
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<MeleeHitChance.label>近战命中率</MeleeHitChance.label>
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<MeleeDodgeChance.description>闪避近身攻击或者其他物理击打的几率。(在瞄准时或使用远程武器开火时,角色无法进行闪避。)</MeleeDodgeChance.description>
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<MeleeDodgeChance.description>闪避近身攻击或者其他物理击打的几率。(在瞄准时或使用远程武器开火时,角色无法进行闪避。)</MeleeDodgeChance.description>
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<ShootingAccuracy.label>射击精确度</ShootingAccuracy.label>
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<ShootingAccuracy.label>射击精确度</ShootingAccuracy.label>
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<ShootingAccuracy.description>射击距离内的命中几率。</ShootingAccuracy.description>
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<ShootingAccuracy.description>射击距离每格不打偏的基础几率。命中几率同样受到目标、掩体,以及环境状况的影响。选中一个射手并将鼠标移动到目标上可以看到。</ShootingAccuracy.description>
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<AimingDelayFactor.label>瞄准延时系数</AimingDelayFactor.label>
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<AimingDelayFactor.label>瞄准延时系数</AimingDelayFactor.label>
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<AimingDelayFactor.description>瞄准后开火所花费的时间。</AimingDelayFactor.description>
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<AimingDelayFactor.description>瞄准后开火所花费的时间。</AimingDelayFactor.description>
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<MinimumHandlingSkill.label>最小驯兽技能</MinimumHandlingSkill.label>
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<MinimumHandlingSkill.label>最小驯兽技能</MinimumHandlingSkill.label>
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<MinimumHandlingSkill.description>如果驯兽技能小于这种动物所需的驯兽技能,将不能驯服、训练或命令这种动物。</MinimumHandlingSkill.description>
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<MinimumHandlingSkill.description>如果驯兽技能小于这种动物所需的驯兽技能,将不能驯服、训练或命令这种动物。</MinimumHandlingSkill.description>
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<PainShockThreshold.label>pain shock threshold</PainShockThreshold.label>
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<PainShockThreshold.label>疼痛休克阈值</PainShockThreshold.label>
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<PainShockThreshold.description>The point at which this creature is downed from pain.</PainShockThreshold.description>
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<PainShockThreshold.description>此生物因疼痛倒地的点数。</PainShockThreshold.description>
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</LanguageData>
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</LanguageData>
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<SocialImpact.label>社交效果</SocialImpact.label>
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<SocialImpact.label>社交效果</SocialImpact.label>
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<SocialImpact.description>当此人在进行社交时,其他角色所受到的影响程度。</SocialImpact.description>
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<SocialImpact.description>当此人在进行社交时,其他角色所受到的影响程度。</SocialImpact.description>
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<DiplomacyPower.label>diplomacy power</DiplomacyPower.label>
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<DiplomacyPower.label>外交力</DiplomacyPower.label>
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<DiplomacyPower.description>How effective this person is as a negotiator. Affects the impact on faction relations when this person gives gifts to another faction. It also affects the outcome of peace talks with other factions.</DiplomacyPower.description>
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<DiplomacyPower.description>此人作为谈判代表的效果。当此人给另一个派系送礼时产生的影响。还影响与其他派系和平谈判的结果。</DiplomacyPower.description>
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<TradePriceImprovement.label>交易价格改善</TradePriceImprovement.label>
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<TradePriceImprovement.label>交易价格改善</TradePriceImprovement.label>
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<TradePriceImprovement.description>当此人在商议价格时,买卖价格改善的百分数。</TradePriceImprovement.description>
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<TradePriceImprovement.description>当此人在商议价格时,买卖价格改善的百分数。</TradePriceImprovement.description>
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<!--<GiftImpact.label>外交礼物效果</GiftImpact.label>-->
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<!--<GiftImpact.description>当此人在给其他派系送礼物时,对派系关系的实际影响的乘数。</GiftImpact.description>-->
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</LanguageData>
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</LanguageData>
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<AnimalGatherSpeed.description>此人挤奶、剪毛,以及其他从动物身上收集资源的速度。</AnimalGatherSpeed.description>
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<AnimalGatherSpeed.description>此人挤奶、剪毛,以及其他从动物身上收集资源的速度。</AnimalGatherSpeed.description>
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<AnimalGatherYield.label>动物收集产出</AnimalGatherYield.label>
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<AnimalGatherYield.label>动物收集产出</AnimalGatherYield.label>
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<AnimalGatherYield.description>剪毛、挤奶,或其他从活着的动物身上收集资源时会得到的百分比产出。更高的百分比将减少产物的浪费几率。</AnimalGatherYield.description>
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<AnimalGatherYield.description>剪毛、挤奶,或其他从活着的动物身上收集资源时会得到的百分比产出。百分比越高,产物的浪费几率越少。</AnimalGatherYield.description>
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<PlantWorkSpeed.label>种植速度</PlantWorkSpeed.label>
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<PlantWorkSpeed.label>种植速度</PlantWorkSpeed.label>
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<PlantWorkSpeed.description>此人在种植与收获植物时的速度。</PlantWorkSpeed.description>
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<PlantWorkSpeed.description>此人在种植与收获植物时的速度。</PlantWorkSpeed.description>
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<MedicalOperationSpeed.description>此人执行医疗手术的速度。</MedicalOperationSpeed.description>
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<MedicalOperationSpeed.description>此人执行医疗手术的速度。</MedicalOperationSpeed.description>
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<MedicalSurgerySuccessChance.label>医疗手术成功几率</MedicalSurgerySuccessChance.label>
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<MedicalSurgerySuccessChance.label>医疗手术成功几率</MedicalSurgerySuccessChance.label>
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<MedicalSurgerySuccessChance.description>当角色尝试执行医疗手术时成功的可能性。手术出错时,轻则浪费时间和医药,重则给病人带来灾难性的伤害。此项基础几率还会受到手术中所使用的设备和医药,以及手术难度的影响。</MedicalSurgerySuccessChance.description>
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<MedicalSurgerySuccessChance.description>角色成功地执行手术的几率。成功率还受到床和手术区域、所使用药物,以及手术难度的影响。</MedicalSurgerySuccessChance.description>
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</LanguageData>
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</LanguageData>
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<ButcheryMechanoidSpeed.description>此人在拆解机械体尸体时的速度。</ButcheryMechanoidSpeed.description>
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<ButcheryMechanoidSpeed.description>此人在拆解机械体尸体时的速度。</ButcheryMechanoidSpeed.description>
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<MechanoidOperationSuccessChance.label>机械体改装成功几率</MechanoidOperationSuccessChance.label>
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<MechanoidOperationSuccessChance.label>机械体改装成功几率</MechanoidOperationSuccessChance.label>
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<MechanoidOperationSuccessChance.description>当角色尝试对机械体执行改装时成功的可能性。改装出错时,轻则浪费时间,重则给对象带来灾难性的伤害。</MechanoidOperationSuccessChance.description>
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<MechanoidOperationSuccessChance.description>角色成功地对机械体执行改装的几率。失败会导致无法摘取部件以及对主体造成伤害。</MechanoidOperationSuccessChance.description>
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<ButcheryFleshEfficiency.label>屠宰效率</ButcheryFleshEfficiency.label>
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<ButcheryFleshEfficiency.label>屠宰效率</ButcheryFleshEfficiency.label>
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<ButcheryFleshEfficiency.description>此人在屠宰生物尸体时获得肉的数量乘数。</ButcheryFleshEfficiency.description>
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<ButcheryFleshEfficiency.description>此人在屠宰生物尸体时获得肉的数量乘数。</ButcheryFleshEfficiency.description>
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<SmeltingSpeed.description>此人熔炼物品的速度。注意:由于这是粗苯的体力劳动,速度不会受到技能影响。</SmeltingSpeed.description>
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<SmeltingSpeed.description>此人熔炼物品的速度。注意:由于这是粗苯的体力劳动,速度不会受到技能影响。</SmeltingSpeed.description>
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<!--<StonecuttingSpeed.label>切石速度</StonecuttingSpeed.label>-->
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<!--<StonecuttingSpeed.description>此人将岩堆切割成岩块的速度。</StonecuttingSpeed.description>-->
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</LanguageData>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<LanguageData>
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<Weapon_Bulk.label>weapon melee bulk</Weapon_Bulk.label>
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<Weapon_Bulk.label>武器近战沉重度</Weapon_Bulk.label>
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<Weapon_Bulk.description>How difficult to wield a weapon is in close combat. Lighter ranged weapons will fire more often in melee.</Weapon_Bulk.description>
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<Weapon_Bulk.description>在近身战中挥舞武器的难度。较轻的远程武器能够在格斗中更频繁地攻击。</Weapon_Bulk.description>
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</LanguageData>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<LanguageData>
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<MeleeWeapon_AverageDPS.label>melee damage per second</MeleeWeapon_AverageDPS.label>
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<MeleeWeapon_AverageDPS.label>近战每秒伤害</MeleeWeapon_AverageDPS.label>
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<MeleeWeapon_AverageDPS.description>Damage done per second in melee combat, if all attacks hit.</MeleeWeapon_AverageDPS.description>
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<MeleeWeapon_AverageDPS.description>格斗作战中,在所有攻击命中的情况下,每秒造成的伤害。</MeleeWeapon_AverageDPS.description>
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<MeleeWeapon_DamageMultiplier.label>melee damage multiplier</MeleeWeapon_DamageMultiplier.label>
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<MeleeWeapon_DamageMultiplier.label>近战伤害乘数</MeleeWeapon_DamageMultiplier.label>
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<MeleeWeapon_DamageMultiplier.description>Damage multiplier applied to melee combat.</MeleeWeapon_DamageMultiplier.description>
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<MeleeWeapon_DamageMultiplier.description>应用于格斗作战的伤害乘数。</MeleeWeapon_DamageMultiplier.description>
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<!-- Damage multipliers should be stats on stuffs only -->
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<!-- Damage multipliers should be stats on stuffs only -->
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<MeleeWeapon_CooldownMultiplier.label>melee cooldown</MeleeWeapon_CooldownMultiplier.label>
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<MeleeWeapon_CooldownMultiplier.label>近战冷却</MeleeWeapon_CooldownMultiplier.label>
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<MeleeWeapon_CooldownMultiplier.description>Multiplier on attack delay for items made of this material.</MeleeWeapon_CooldownMultiplier.description>
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<MeleeWeapon_CooldownMultiplier.description>使用此材料制作的物品的攻击延时的乘数。</MeleeWeapon_CooldownMultiplier.description>
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<SharpDamageMultiplier.label>近身利器伤害</SharpDamageMultiplier.label>
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<SharpDamageMultiplier.label>利器伤害</SharpDamageMultiplier.label>
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<SharpDamageMultiplier.description>这种材料所制作的物品的利器伤害(切削/戳刺伤害)的乘数。</SharpDamageMultiplier.description>
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<SharpDamageMultiplier.description>这种材料所制作的物品的利器伤害的乘数,比如切割和戳刺。</SharpDamageMultiplier.description>
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<BluntDamageMultiplier.label>近身钝器伤害</BluntDamageMultiplier.label>
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<BluntDamageMultiplier.label>钝器伤害</BluntDamageMultiplier.label>
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<BluntDamageMultiplier.description>这种材料所制作物品的钝器伤害的乘数。</BluntDamageMultiplier.description>
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<BluntDamageMultiplier.description>这种材料所制作物品的钝器伤害的乘数。</BluntDamageMultiplier.description>
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<!--<MeleeWeapon_DamageAmount.label>近战伤害</MeleeWeapon_DamageAmount.label>-->
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<!--<MeleeWeapon_DamageAmount.description>近战中每次攻击造成的伤害。</MeleeWeapon_DamageAmount.description>-->
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<!--<MeleeWeapon_Cooldown.label>近战冷却时间</MeleeWeapon_Cooldown.label>-->
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<!--<MeleeWeapon_Cooldown.description>近战武器在每次攻击之后所需要的恢复时间。</MeleeWeapon_Cooldown.description>-->
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<!--<MeleeWeapon_Cooldown.formatString>{0} 秒</MeleeWeapon_Cooldown.formatString>-->
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||||||
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</LanguageData>
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</LanguageData>
|
Loading…
Reference in New Issue
Block a user