Update DamageDef
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@ -13,8 +13,8 @@
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<Frostbite.label>冻伤</Frostbite.label>
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<Frostbite.deathMessage>{0}被冻死了。</Frostbite.deathMessage>
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<TornadoScratch.label>scratch</TornadoScratch.label>
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<TornadoScratch.deathMessage>{0} has been killed by a tornado.</TornadoScratch.deathMessage>
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<TornadoScratch.label>刮伤</TornadoScratch.label>
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<TornadoScratch.deathMessage>{0}死于龙卷风。</TornadoScratch.deathMessage>
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</LanguageData>
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@ -1,59 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<!--<Cut.label>割伤</Cut.label>-->
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<!--<Cut.deathMessage>{0}死于割伤。</Cut.deathMessage>-->
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<!-- Surgical cut: Makes it possible to remove inner organs without harming outer body parts -->
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<!--<SurgicalCut.label>手术伤</SurgicalCut.label>-->
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<!--<SurgicalCut.deathMessage>{0}在手术中死亡。</SurgicalCut.deathMessage>-->
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<!-- Execution cut: Makes it possible to distinguish execution damage from others -->
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<!--<ExecutionCut.label>处决</ExecutionCut.label>-->
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<!--<ExecutionCut.deathMessage>{0}被处决了。</ExecutionCut.deathMessage>-->
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<!--<Crush.label>压伤</Crush.label>-->
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<!--<Crush.deathMessage>{0}被压死了。</Crush.deathMessage>-->
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<!--<Blunt.label>钝伤</Blunt.label>-->
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<!--<Blunt.deathMessage>{0}被钝器打死了。</Blunt.deathMessage>-->
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<!--<Stab.label>刺伤</Stab.label>-->
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<!--<Stab.deathMessage>{0}被刺死了。</Stab.deathMessage>-->
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<!--<Bullet.label>枪伤</Bullet.label>-->
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<!--<Bullet.deathMessage>{0}被枪杀了。</Bullet.deathMessage>-->
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<!--<Arrow.label>箭伤</Arrow.label>-->
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<!--<Arrow.deathMessage>{0}被箭射死了。</Arrow.deathMessage>-->
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<!--<Scratch.label>抓伤</Scratch.label>-->
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<!--<Scratch.deathMessage>{0}被抓死了。</Scratch.deathMessage>-->
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<!--<Bite.label>咬伤</Bite.label>-->
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<!--<Bite.deathMessage>{0}被咬死了。</Bite.deathMessage>-->
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<!--<ToxicBite.label>有毒咬伤</ToxicBite.label>-->
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<!--<ToxicBite.deathMessage>{0}死于有毒咬伤。</ToxicBite.deathMessage>-->
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<!--<Bomb.label>炸伤</Bomb.label>-->
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<!--<Bomb.deathMessage>{0}被炸死了。</Bomb.deathMessage>-->
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<!--<Flame.label>烧伤</Flame.label>-->
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<!--<Flame.deathMessage>{0}被烧死了。</Flame.deathMessage>-->
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<!-- Burn is like Flame, but doesn't ignite anything -->
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<!--<Burn.label>烧伤</Burn.label>-->
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<!--<Burn.deathMessage>{0}被烧死了。</Burn.deathMessage>-->
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<!--<Frostbite.label>冻伤</Frostbite.label>-->
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<!--<Frostbite.deathMessage>{0}被冻死了。</Frostbite.deathMessage>-->
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</LanguageData>
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@ -8,13 +8,13 @@
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<Crush.deathMessage>{0}被压死了。</Crush.deathMessage>
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<Blunt.label>钝伤</Blunt.label>
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<Blunt.deathMessage>{0}被钝器打死了。</Blunt.deathMessage>
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<Blunt.deathMessage>{0}被锤死了。</Blunt.deathMessage>
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<!-- Damage types are the same as Blunt, but behaves like stabbing; intended for things like rifle barrels -->
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<Poke.label>blunt</Poke.label>
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<Poke.deathMessage>{0} has been beaten to death.</Poke.deathMessage>
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<Poke.label>钝伤</Poke.label>
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<Poke.deathMessage>{0}被锤死了。</Poke.deathMessage>
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<Stab.label>刺伤</Stab.label>
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<Stab.deathMessage>{0}被刺死了。</Stab.deathMessage>
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@ -25,7 +25,7 @@
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<Bite.label>咬伤</Bite.label>
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<Bite.deathMessage>{0}被咬死了。</Bite.deathMessage>
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<ToxicBite.label>有毒咬伤</ToxicBite.label>
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<ToxicBite.label>毒咬伤</ToxicBite.label>
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<ToxicBite.deathMessage>{0}死于有毒咬伤。</ToxicBite.deathMessage>
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@ -3,17 +3,17 @@
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<!-- Temporary hack; ranged weapons need to use the old pre-flavorful-combat system to avoid a rebalance cascade. -->
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<RangedStab.label>stab</RangedStab.label>
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<RangedStab.deathMessage>{0} has been stabbed to death.</RangedStab.deathMessage>
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<RangedStab.label>刺伤</RangedStab.label>
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<RangedStab.deathMessage>{0}被刺死了。</RangedStab.deathMessage>
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<Bullet.label>枪伤</Bullet.label>
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<Bullet.deathMessage>{0}被枪杀了。</Bullet.deathMessage>
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<Bullet.label>子弹伤</Bullet.label>
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<Bullet.deathMessage>{0}被枪射杀了。</Bullet.deathMessage>
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<Arrow.label>箭伤</Arrow.label>
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<Arrow.deathMessage>{0}被箭射死了。</Arrow.deathMessage>
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<Arrow.deathMessage>{0}被箭射杀了。</Arrow.deathMessage>
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<ArrowHighVelocity.label>arrow</ArrowHighVelocity.label>
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<ArrowHighVelocity.deathMessage>{0} has been shot to death.</ArrowHighVelocity.deathMessage>
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<ArrowHighVelocity.label>箭伤</ArrowHighVelocity.label>
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<ArrowHighVelocity.deathMessage>{0}被箭射杀了。</ArrowHighVelocity.deathMessage>
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</LanguageData>
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