RimWorld-ChineseSimplified/DefInjected/StatDef/Stats_Apparel.xml
duduluu d227406d78 large update for 1.1-unstable
Co-Authored-By: leafzxg <leafzxg@users.noreply.github.com>
Co-Authored-By: Vaniat <vaniatd@users.noreply.github.com>
Co-Authored-By: dango998 <dango998@users.noreply.github.com>
Co-Authored-By: madxingjin <madxingjin@users.noreply.github.com>
Co-Authored-By: lingluo39 <lingluo39@users.noreply.github.com>
Co-Authored-By: gretino <gretino@users.noreply.github.com>
Co-Authored-By: Sean <fsg19@outlook.com>
Co-Authored-By: Ricofox233 <ricofox233@users.noreply.github.com>
Co-Authored-By: rs-czh <rs-czh@users.noreply.github.com>
Co-Authored-By: Boxrsxx <boxrsxx@users.noreply.github.com>
2020-02-23 22:37:07 +08:00

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Armor - Blunt -->
<ArmorRating_Blunt.label>护甲 - 钝器</ArmorRating_Blunt.label>
<!-- EN: The protection given against blunt damage like fists, club impacts and rock falls.\n\nUpon taking damage, first this armor rating is reduced by the attack's armor penetration value.\n\nThe remaining armor rating is then compared against a random number from 0 to 100.\n\n - If the random number is under half the armor rating, the damage deflects harmlessly.\n - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.\n - If the random number is greater than the armor rating, the armor has no effect.\n\nFor example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.\n\nEach layer of armor is applied separately, from the outside in. -->
<ArmorRating_Blunt.description>抵御钝器伤害的防护能力,例如拳头、棍棒攻击和落石。\n\n受到伤害时护甲值首先减去攻击武器的护甲穿透值。剩余护甲值与0到100之间的随机数进行比较。\n\n-若随机数低于剩余护甲值的一半,则伤害无效。\n-若随机数大于剩余护甲值的一半但不高于剩余护甲值,则伤害减半,并且改为钝器伤害。\n-若随机数大于剩余护甲值,则护甲无效。\n\n例如对于10护甲穿透的攻击若护甲等级为90则有40几率使攻击无效并有40的几率减轻伤害。\n\n拥有多层服装时判定将从外层开始逐层检测。</ArmorRating_Blunt.description>
<!-- EN: Armor - Blunt (armor stat) -->
<ArmorRating_Blunt.labelForFullStatList>护甲 - 钝器(护甲属性)</ArmorRating_Blunt.labelForFullStatList>
<!-- EN: Armor - Heat -->
<ArmorRating_Heat.label>护甲 - 热能</ArmorRating_Heat.label>
<!-- EN: The protection given against temperature-related damage like burns.\n\nUpon taking damage, first this armor rating is reduced by the attack's armor penetration value.\n\nThe remaining armor rating is then compared against a random number from 0 to 100.\n\n - If the random number is under half the armor rating, the damage deflects harmlessly.\n - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.\n - If the random number is greater than the armor rating, the armor has no effect.\n\nFor example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.\n\nEach layer of armor is applied separately, from the outside in. -->
<ArmorRating_Heat.description>抵御温度相关伤害的防护能力,比如燃烧。\n\n受到伤害时护甲值首先减去攻击武器的护甲穿透值。剩余护甲值与0到100之间的随机数进行比较。\n\n-若随机数低于剩余护甲值的一半,则伤害无效。\n-若随机数大于剩余护甲值的一半但不高于剩余护甲值,则伤害减半,并且改为钝器伤害。\n-若随机数大于剩余护甲值,则护甲无效。\n\n例如对于10护甲穿透的攻击若护甲等级为90则有40几率使攻击无效并有40的几率减轻伤害。\n\n拥有多层服装时判定将从外层开始逐层检测。</ArmorRating_Heat.description>
<!-- EN: Armor - Heat (armor stat) -->
<ArmorRating_Heat.labelForFullStatList>护甲 - 热能(护甲属性)</ArmorRating_Heat.labelForFullStatList>
<!-- EN: Armor - Sharp -->
<ArmorRating_Sharp.label>护甲 - 利器</ArmorRating_Sharp.label>
<!-- EN: The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.\n\nUpon taking damage, first this armor rating is reduced by the attack's armor penetration value.\n\nThe remaining armor rating is then compared against a random number from 0 to 100.\n\n - If the random number is under half the armor rating, the damage deflects harmlessly.\n - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.\n - If the random number is greater than the armor rating, the armor has no effect.\n\nFor example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.\n\nEach layer of armor is applied separately, from the outside in. -->
<ArmorRating_Sharp.description>抵御利器伤害的防护能力,比如子弹、刀剑穿刺,爆炸以及动物的抓咬。\n\n受到伤害时护甲值首先减去攻击武器的护甲穿透值。剩余护甲值与0到100之间的随机数进行比较。\n\n-若随机数低于剩余护甲值的一半,则伤害无效。\n-若随机数大于剩余护甲值的一半但不高于剩余护甲值,则伤害减半,并且改为钝器伤害。。\n-若随机数大于剩余护甲值,则护甲无效。\n\n例如对于10护甲穿透的攻击若护甲等级为90则有40几率使攻击无效并有40的几率减轻伤害。\n\n拥有多层服装时判定将从外层开始逐层检测。</ArmorRating_Sharp.description>
<!-- EN: Armor - Sharp (armor stat) -->
<ArmorRating_Sharp.labelForFullStatList>护甲 - 利器 (护甲属性)</ArmorRating_Sharp.labelForFullStatList>
<!-- EN: Shield max energy -->
<EnergyShieldEnergyMax.label>护盾能量上限</EnergyShieldEnergyMax.label>
<!-- EN: The maximum energy a shield belt can have at one time.\n\nMore energy absorbs more damage. -->
<EnergyShieldEnergyMax.description>护盾腰带所能拥有的能量最大值。\n\n越多的能量可以吸收更多的伤害。</EnergyShieldEnergyMax.description>
<!-- EN: Shield recharge rate -->
<EnergyShieldRechargeRate.label>护盾充能速度</EnergyShieldRechargeRate.label>
<!-- EN: The rate at which a shield gains energy as long as it is not broken. -->
<EnergyShieldRechargeRate.description>只要护盾不破,护盾不断获得能量的速度。</EnergyShieldRechargeRate.description>
<!-- EN: {0}/s -->
<EnergyShieldRechargeRate.formatString>{0} / 秒</EnergyShieldRechargeRate.formatString>
<!-- EN: equip delay -->
<EquipDelay.label>装备时间</EquipDelay.label>
<!-- EN: The time it takes to equip and unequip this item. -->
<EquipDelay.description>穿上或卸下装备所需的时间。</EquipDelay.description>
<!-- EN: {0} s -->
<EquipDelay.formatString>{0} 秒</EquipDelay.formatString>
<!-- EN: Insulation - Cold -->
<Insulation_Cold.label>隔温 - 寒冷</Insulation_Cold.label>
<!-- EN: How much this apparel improves a wearer's minimum comfortable temperature.\n\nGreater values allow surviving in colder temperatures. -->
<Insulation_Cold.description>对穿戴者最低舒适温度的修改偏移量。\n\n更高的数值允许殖民者在更冷的温度下生存。</Insulation_Cold.description>
<!-- EN: Insulation - Cold (armor stat) -->
<Insulation_Cold.labelForFullStatList>隔温 - 寒冷(护甲属性)</Insulation_Cold.labelForFullStatList>
<!-- EN: Insulation - Heat -->
<Insulation_Heat.label>隔温 - 炎热</Insulation_Heat.label>
<!-- EN: How much this apparel improves a wearer's maximum comfortable temperature.\n\nGreater values allow surviving in warmer temperatures. -->
<Insulation_Heat.description>对穿戴者最高舒适温度的修改偏移量。\n\n更高的数值允许殖民者在更热的温度下生存。</Insulation_Heat.description>
<!-- EN: Insulation - Heat (armor stat) -->
<Insulation_Heat.labelForFullStatList>隔温 - 炎热(护甲属性)</Insulation_Heat.labelForFullStatList>
<!-- EN: Smokepop belt radius -->
<SmokepopBeltRadius.label>烟罐腰带半径</SmokepopBeltRadius.label>
<!-- EN: The area obscured when a smokepop belt detonates. -->
<SmokepopBeltRadius.description>烟罐腰带触发后的遮蔽区域。</SmokepopBeltRadius.description>
<!-- EN: {0} c -->
<SmokepopBeltRadius.formatString>{0} 格</SmokepopBeltRadius.formatString>
<!-- EN: Armor - Material effect multiplier -->
<StuffEffectMultiplierArmor.label>护甲 - 材料效果乘数</StuffEffectMultiplierArmor.label>
<!-- EN: Insulation - Cold - Material effect multiplier -->
<StuffEffectMultiplierInsulation_Cold.label>隔温 - 寒冷 - 材料效果乘数</StuffEffectMultiplierInsulation_Cold.label>
<!-- EN: Insulation - Heat - Material effect multiplier -->
<StuffEffectMultiplierInsulation_Heat.label>隔温 - 炎热 - 材料效果乘数</StuffEffectMultiplierInsulation_Heat.label>
</LanguageData>