-- Classic Era GlobalStrings (CN) that the combat log reads -- and the 1.12 client lacks. Generated; do not edit by hand. pfUI_locale["zhCN"]["combatlog"] = { ACTION_DAMAGE_SHIELD = "伤害", ACTION_DAMAGE_SHIELD_FULL_TEXT = "%1$s%2$s将%9$s点%7$s伤害反射给%4$s。%6$s", ACTION_DAMAGE_SHIELD_FULL_TEXT_NO_SOURCE = "%2$s将%9$s点%7$s伤害反射给%4$s。%6$s", ACTION_DAMAGE_SHIELD_MISSED = "未命中", ACTION_DAMAGE_SHIELD_MISSED_BLOCK = "(格挡)", ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT = "%1$s%2$s被%4$s格挡了。%6$s", ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s被%4$s格挡了。%6$s", ACTION_DAMAGE_SHIELD_MISSED_BLOCK_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_MISSED_DEFLECT = "(偏转)", ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT = "%1$s%2$s被%4$s偏转了。", ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s被%4$s偏转了。", ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_MISSED_DODGE = "(躲闪)", ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT = "%1$s%2$s被%4$s躲闪了。", ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s被%4$s躲闪了。", ACTION_DAMAGE_SHIELD_MISSED_DODGE_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_MISSED_EVADED = "(闪避)", ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT = "%1$s%2$s被%4$s闪避了。", ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s被%4$s闪避了。", ACTION_DAMAGE_SHIELD_MISSED_EVADED_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT = "%1$s%2$s未命中%4$s。", ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", ACTION_DAMAGE_SHIELD_MISSED_IMMUNE = "(免疫)", ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT = "%1$s%2$s失败。%4$s对此免疫。", ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s失败。%4$s对此免疫。", ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_MISSED_MISS = "(未命中)", ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT = "%1$s%2$s未命中%4$s。", ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", ACTION_DAMAGE_SHIELD_MISSED_MISS_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_MISSED_PARRY = "(招架)", ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT = "%1$s%2$s被%4$s招架了。", ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s被%4$s招架了。", ACTION_DAMAGE_SHIELD_MISSED_PARRY_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_MISSED_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_MISSED_RESIST = "(抵抗)", ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT = "%1$s%2$s被%4$s完全抵抗了。%6$s", ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s被%4$s完全抵抗了。%6$s", ACTION_DAMAGE_SHIELD_MISSED_RESIST_POSSESSIVE = "1", ACTION_DAMAGE_SHIELD_POSSESSIVE = "1", ACTION_DAMAGE_SPLIT = "分担伤害", ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT = "%4$s %6$s吸收了%1$s的%2$s点伤害。", ACTION_DAMAGE_SPLIT_FULL_TEXT = "%1$s%2$s对%4$s$s造成%9$s点伤害。", ACTION_DAMAGE_SPLIT_POSSESSIVE = "0", ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT = "%1$s的%2$s对%4$s %6$s造成%9$s点伤害。", ACTION_ENCHANT_APPLIED = "附魔", ACTION_ENCHANT_APPLIED_FULL_TEXT = "%1$s在%4$s%5$s上施放了%2$s。", ACTION_ENCHANT_APPLIED_POSSESSIVE = "0", ACTION_ENCHANT_REMOVED = "附魔消失", ACTION_ENCHANT_REMOVED_FULL_TEXT = "%2$s从%4$s%5$s上消失了。", ACTION_ENCHANT_REMOVED_POSSESSIVE = "0", ACTION_ENVIRONMENTAL_DAMAGE = "伤害", ACTION_ENVIRONMENTAL_DAMAGE_DROWNING = "溺水", ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_FULL_TEXT = "%4$s溺水,损失了%9$s点生命值。", ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_POSSESSIVE = "0", ACTION_ENVIRONMENTAL_DAMAGE_FALLING = "掉落", ACTION_ENVIRONMENTAL_DAMAGE_FALLING_FULL_TEXT = "%4$s受到%9$s点掉落伤害。", ACTION_ENVIRONMENTAL_DAMAGE_FALLING_POSSESSIVE = "0", ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE = "疲倦", ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_FULL_TEXT = "%4$s筋疲力尽,损失了%9$s点生命值。", ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_POSSESSIVE = "0", ACTION_ENVIRONMENTAL_DAMAGE_FIRE = "火焰", ACTION_ENVIRONMENTAL_DAMAGE_FIRE_FULL_TEXT = "%4$s受到了%9$s点火焰伤害。", ACTION_ENVIRONMENTAL_DAMAGE_FIRE_POSSESSIVE = "0", ACTION_ENVIRONMENTAL_DAMAGE_FULL_TEXT = "%4$s因环境伤害而损失了%9$s点生命值。", ACTION_ENVIRONMENTAL_DAMAGE_LAVA = "岩浆", ACTION_ENVIRONMENTAL_DAMAGE_LAVA_FULL_TEXT = "%4$s在岩浆中,损失了%9$s点生命值。%6$s", ACTION_ENVIRONMENTAL_DAMAGE_LAVA_POSSESSIVE = "0", ACTION_ENVIRONMENTAL_DAMAGE_POSSESSIVE = "0", ACTION_ENVIRONMENTAL_DAMAGE_SLIME = "淤泥", ACTION_ENVIRONMENTAL_DAMAGE_SLIME_FULL_TEXT = "%4$s在淤泥中,损失了%9$s点生命值。%6$s", ACTION_ENVIRONMENTAL_DAMAGE_SLIME_POSSESSIVE = "0", ACTION_PARTY_KILL = "杀死了", ACTION_PARTY_KILL_FULL_TEXT = "%1$s杀死了%4$s!", ACTION_PARTY_KILL_POSSESSIVE = "0", ACTION_PARTY_KILL_UNCONSCIOUS = "被击昏", ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT = "%1$s击昏了%4$s!", ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE = "0", ACTION_RANGED = "射击", ACTION_RANGE_DAMAGE = "命中", ACTION_RANGE_DAMAGE_FULL_TEXT = "%1$s远程射击命中%4$s造成了%5$s伤害。%6$s", ACTION_RANGE_DAMAGE_FULL_TEXT_NO_SOURCE = "一次远程射击命中%4$s造成了%5$s伤害。%6$s", ACTION_RANGE_DAMAGE_POSSESSIVE = "1", ACTION_RANGE_MISSED = "未命中", ACTION_RANGE_MISSED_ABSORB = "(吸收)", ACTION_RANGE_MISSED_ABSORB_FULL_TEXT = "%1$s射击被%4$s吸收了。%6$s", ACTION_RANGE_MISSED_ABSORB_POSSESSIVE = "1", ACTION_RANGE_MISSED_BLOCK = "(格挡)", ACTION_RANGE_MISSED_BLOCK_FULL_TEXT = "%1$s射击被%4$s格挡了。%6$s", ACTION_RANGE_MISSED_BLOCK_POSSESSIVE = "1", ACTION_RANGE_MISSED_DEFLECT = "(偏转)", ACTION_RANGE_MISSED_DEFLECT_FULL_TEXT = "%1$s射击被%4$s偏转了。", ACTION_RANGE_MISSED_DEFLECT_POSSESSIVE = "1", ACTION_RANGE_MISSED_DODGE = "(躲闪)", ACTION_RANGE_MISSED_DODGE_FULL_TEXT = "%1$s射击被%4$s躲闪了。", ACTION_RANGE_MISSED_DODGE_POSSESSIVE = "1", ACTION_RANGE_MISSED_EVADE = "(闪避)", ACTION_RANGE_MISSED_EVADE_FULL_TEXT = "%1$s射击被%4$s闪避了。", ACTION_RANGE_MISSED_EVADE_POSSESSIVE = "1", ACTION_RANGE_MISSED_FULL_TEXT = "%1$s射击未命中%4$s。", ACTION_RANGE_MISSED_IMMUNE = "(免疫)", ACTION_RANGE_MISSED_IMMUNE_FULL_TEXT = "%1$s射击失败。%4$s对此免疫。", ACTION_RANGE_MISSED_IMMUNE_POSSESSIVE = "1", ACTION_RANGE_MISSED_MISFIRE = "(未命中)", ACTION_RANGE_MISSED_MISFIRE_FULL_TEXT = "%1$s射击未命中%4$s。", ACTION_RANGE_MISSED_MISFIRE_POSSESSIVE = "1", ACTION_RANGE_MISSED_MISS = "(未命中)", ACTION_RANGE_MISSED_MISS_FULL_TEXT = "%1$s射击未命中%4$s。", ACTION_RANGE_MISSED_MISS_POSSESSIVE = "1", ACTION_RANGE_MISSED_PARRY = "(招架)", ACTION_RANGE_MISSED_PARRY_FULL_TEXT = "%1$s射击被%4$s招架了。", ACTION_RANGE_MISSED_PARRY_POSSESSIVE = "1", ACTION_RANGE_MISSED_POSSESSIVE = "1", ACTION_RANGE_MISSED_RESIST = "(抵抗)", ACTION_RANGE_MISSED_RESIST_FULL_TEXT = "%1$s射击被%4$s完全抵抗了。%6$s", ACTION_RANGE_MISSED_RESIST_POSSESSIVE = "1", ACTION_SPELL_AURA_APPLIED = "附加", ACTION_SPELL_AURA_APPLIED_BUFF = "获得", ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT = "%4$s获得了%1$s%2$s。", ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s获得了%2$s。", ACTION_SPELL_AURA_APPLIED_BUFF_MASTER = "2", ACTION_SPELL_AURA_APPLIED_BUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT = "%4$s获得了%1$s %2$s. %11$s", ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s获得了%2$s. %11$s", ACTION_SPELL_AURA_APPLIED_DEBUFF = "影响", ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT = "%4$s受到了%1$s%2$s的影响。", ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s受到了%2$s的影响。", ACTION_SPELL_AURA_APPLIED_DEBUFF_MASTER = "1", ACTION_SPELL_AURA_APPLIED_DEBUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT = "%4$s受到了%1$s %2$s. %11$s的影响", ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s受到了%2$s. %11$s的影响", ACTION_SPELL_AURA_APPLIED_DOSE = "堆叠", ACTION_SPELL_AURA_APPLIED_DOSE_BUFF = "堆叠", ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT = "%4$s获得了%1$s%2$s(%9$s)。", ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%4$s获得了%2$s(%9$s)。", ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF = "影响", ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT = "%4$s受到了%1$s%2$s的影响(%9$s)。", ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s受到了%2$s的影响(%9$s)。", ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_APPLIED_MASTER = "2", ACTION_SPELL_AURA_APPLIED_POSSESSIVE = "1", ACTION_SPELL_AURA_BROKEN = "打破", ACTION_SPELL_AURA_BROKEN_BUFF = "打破", ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT = "%1$s打破了%4$s%2$s。", ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT_NO_SOURCE = "%1$s%2$s被某目标打破了。", ACTION_SPELL_AURA_BROKEN_BUFF_POSSESSIVE = "0", ACTION_SPELL_AURA_BROKEN_DEBUFF = "打破", ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT = "%1$s打破了%4$s%2$s。", ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%1$s%2$s被某目标打破了。", ACTION_SPELL_AURA_BROKEN_DEBUFF_POSSESSIVE = "0", ACTION_SPELL_AURA_BROKEN_SPELL_BUFF = "打破", ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT = "%1$s的%5$s打破了%4$s%2$s。", ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s打破了%4$s%2$s。", ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF = "打破", ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT = "%1$s的%5$s打破了%4$s%2$s。", ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s打破了%4$s%2$s。", ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_REFRESH = "被刷新", ACTION_SPELL_AURA_REFRESH_BUFF = "被刷新", ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT = "%1$s%2$s在%4$s身上刷新了。", ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT_NO_SOURCE = "%2$s在%4$s身上刷新了。", ACTION_SPELL_AURA_REFRESH_BUFF_MASTER = "2", ACTION_SPELL_AURA_REFRESH_BUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s在%4$s. %11$s身上刷新了", ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s在%4$s. %11$s的身上刷新了", ACTION_SPELL_AURA_REFRESH_DEBUFF = "被刷新", ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT = "%1$s%2$s在%4$s身上刷新了。", ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s在%4$s身上刷新了。", ACTION_SPELL_AURA_REFRESH_DEBUFF_MASTER = "1", ACTION_SPELL_AURA_REFRESH_DEBUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s在%4$s. %11$s身上刷新了", ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s在%4$s. %11$s的身上刷新了", ACTION_SPELL_AURA_REFRESH_MASTER = "2", ACTION_SPELL_AURA_REMOVED = "移除", ACTION_SPELL_AURA_REMOVED_BUFF = "消失", ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT = "%1$s%2$s从%4$s身上消失了。", ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上消失了。", ACTION_SPELL_AURA_REMOVED_BUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s从%4$s. %11$s身上消失了", ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s从%4$s. %11$s的身上消失了", ACTION_SPELL_AURA_REMOVED_DEBUFF = "消散", ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT = "%1$s%2$s从%4$s身上消散了。", ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上消散了。", ACTION_SPELL_AURA_REMOVED_DEBUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s从%4$s. %11$s身上消散了", ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s从%4$s. %11$s的身上消散了", ACTION_SPELL_AURA_REMOVED_DOSE = "降低", ACTION_SPELL_AURA_REMOVED_DOSE_BUFF = "降低", ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT = "%1$s%2$s(%9$s)衰减了。", ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%2$s(%9$s)衰减了。", ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF = "衰减", ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT = "%1$s%2$s(%9$s)消退了。", ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s(%9$s)消退了。", ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_POSSESSIVE = "1", ACTION_SPELL_AURA_REMOVED_FULL_TEXT = "%1$s%2$s被从%4$s身上移除了。", ACTION_SPELL_AURA_REMOVED_FULL_TEXT_NO_SOURCE = "%1$s%2$s被从%4$s身上移除了。", ACTION_SPELL_AURA_REMOVED_POSSESSIVE = "1", ACTION_SPELL_BUILDING_DAMAGE = "打击", ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT = "%1$s%2$s打击%4$s造成了%5$s伤害。%6$s", ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s打击%4$s造成了%5$s伤害。%6$s", ACTION_SPELL_BUILDING_DAMAGE_MASTER = "1", ACTION_SPELL_BUILDING_DAMAGE_POSSESSIVE = "1", ACTION_SPELL_BUILDING_HEAL = "修理", ACTION_SPELL_BUILDING_HEAL_FULL_TEXT = "%1$s%2$s修理%4$s,恢复了%9$s点生命值。%6$s", ACTION_SPELL_BUILDING_HEAL_FULL_TEXT_NO_SOURCE = "%2$s修理%4$s,恢复了%9$s点生命值。%6$s", ACTION_SPELL_BUILDING_HEAL_POSSESSIVE = "1", ACTION_SPELL_CAST_FAILED = "失败", ACTION_SPELL_CAST_FAILED_FULL_TEXT = "%1$s%2$s未能施放。%6$s", ACTION_SPELL_CAST_FAILED_MASTER = "1", ACTION_SPELL_CAST_FAILED_POSSESSIVE = "1", ACTION_SPELL_CAST_START = "开始施放", ACTION_SPELL_CAST_START_FULL_TEXT = "%1$s开始向%4$s施放%2$s。", ACTION_SPELL_CAST_START_FULL_TEXT_NO_DEST = "%1$s开始施放%2$s。", ACTION_SPELL_CAST_START_FULL_TEXT_NO_SOURCE = "某物体开始对%4$s施放%2$s。", ACTION_SPELL_CAST_START_MASTER = "2", ACTION_SPELL_CAST_START_POSSESSIVE = "0", ACTION_SPELL_CAST_SUCCESS = "施放", ACTION_SPELL_CAST_SUCCESS_FULL_TEXT = "%1$s向%4$s施放了%2$s。", ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_DEST = "%1$s施放了%2$s。", ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_SOURCE = "某目标对%4$s施放了%2$s。", ACTION_SPELL_CAST_SUCCESS_MASTER = "2", ACTION_SPELL_CAST_SUCCESS_POSSESSIVE = "0", ACTION_SPELL_CREATE = "制造", ACTION_SPELL_CREATE_FULL_TEXT = "%1$s%2$s制造了一个%4$s。%6$s", ACTION_SPELL_CREATE_FULL_TEXT_NO_SOURCE = "%2$s制造了一个%4$s。%6$s", ACTION_SPELL_CREATE_POSSESSIVE = "1", ACTION_SPELL_DAMAGE = "命中", ACTION_SPELL_DAMAGE_FULL_TEXT = "%1$s%2$s命中%4$s造成%5$s伤害。%6$s", ACTION_SPELL_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s命中%4$s,造成%5$s点伤害。%6$s", ACTION_SPELL_DAMAGE_MASTER = "1", ACTION_SPELL_DAMAGE_POSSESSIVE = "1", ACTION_SPELL_DISPEL = "驱散", ACTION_SPELL_DISPEL_BUFF = "驱散", ACTION_SPELL_DISPEL_BUFF_FULL_TEXT = "%4$s%5$s被%1$s%2$s驱散了。", ACTION_SPELL_DISPEL_BUFF_FULL_TEXT_NO_SOURCE = "%4$s%5$s被%2$s驱散了。", ACTION_SPELL_DISPEL_BUFF_POSSESSIVE = "1", ACTION_SPELL_DISPEL_DEBUFF = "净化", ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT = "%4$s%5$s被%1$s%2$s净化了。", ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s%5$s被%2$s净化了。", ACTION_SPELL_DISPEL_DEBUFF_POSSESSIVE = "1", ACTION_SPELL_DISPEL_FAILED = "驱散失败", ACTION_SPELL_DISPEL_FAILED_FULL_TEXT = "%1$s%2$s未能驱散%4$s%5$s。", ACTION_SPELL_DISPEL_FAILED_FULL_TEXT_NO_SOURCE = "%2$s未能驱散%4$s%5$s。", ACTION_SPELL_DISPEL_FAILED_POSSESSIVE = "1", ACTION_SPELL_DISPEL_POSSESSIVE = "1", ACTION_SPELL_DRAIN = "吸取", ACTION_SPELL_DRAIN_FULL_TEXT = "%1$s%2$s从%4$s身上吸取了%9$s点%8$s。", ACTION_SPELL_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上吸取了%9$s点%8$s。", ACTION_SPELL_DRAIN_POSSESSIVE = "1", ACTION_SPELL_DURABILITY_DAMAGE = "耐久度下降", ACTION_SPELL_DURABILITY_DAMAGE_ALL = "完全耐久度下降", ACTION_SPELL_DURABILITY_DAMAGE_ALL_FULL_TEXT = "%1$s%2$s对%4$s造成伤害:所有装备受损。", ACTION_SPELL_DURABILITY_DAMAGE_ALL_POSSESSIVE = "1", ACTION_SPELL_DURABILITY_DAMAGE_FULL_TEXT = "%1$s%2$s对%4$s造成伤害:%5$s受损。", ACTION_SPELL_DURABILITY_DAMAGE_POSSESSIVE = "1", ACTION_SPELL_ENERGIZE = "补充", ACTION_SPELL_ENERGIZE_FULL_TEXT = "%4$s因%1$s%2$s获得了%9$s点%8$s。", ACTION_SPELL_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s因%2$s获得了%9$s点%8$s。", ACTION_SPELL_ENERGIZE_POSSESSIVE = "1", ACTION_SPELL_ENERGIZE_RESULT = "获得%9$s点%8$s", ACTION_SPELL_EXTRA_ATTACKS = "获得额外攻击", ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT = "%1$s通过%2$s获得了%9$s次额外攻击。", ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT_NO_SOURCE = "通过%2$s获得%9$s次额外攻击。", ACTION_SPELL_EXTRA_ATTACKS_POSSESSIVE = "1", ACTION_SPELL_HEAL = "治疗", ACTION_SPELL_HEAL_FULL_TEXT = "%1$s%2$s为%4$s恢复了%9$s点生命值。%6$s", ACTION_SPELL_HEAL_FULL_TEXT_NO_SOURCE = "%2$s为%4$s恢复了%9$s点生命值。%6$s", ACTION_SPELL_HEAL_POSSESSIVE = "1", ACTION_SPELL_INSTAKILL = "杀死了", ACTION_SPELL_INSTAKILL_FULL_TEXT = "%1$s%2$s杀死了%4$s。", ACTION_SPELL_INSTAKILL_FULL_TEXT_NO_SOURCE = "%2$s杀死了%4$s。", ACTION_SPELL_INSTAKILL_POSSESSIVE = "1", ACTION_SPELL_INSTAKILL_UNCONSCIOUS = "被击昏", ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT = "%1$s %2$s击昏了%4$s。", ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE = "%2$s击昏了%4$s。", ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE = "1", ACTION_SPELL_INTERRUPT = "打断", ACTION_SPELL_INTERRUPT_FULL_TEXT = "%1$s%2$s打断了%4$s%5$s。", ACTION_SPELL_INTERRUPT_FULL_TEXT_NO_SOURCE = "%2$s打断了%4$s%5$s。", ACTION_SPELL_INTERRUPT_POSSESSIVE = "1", ACTION_SPELL_LEECH = "吸取", ACTION_SPELL_LEECH_FULL_TEXT = "%1$s%2$s从%4$s身上吸取了%9$s点%8$s。%1$s获得了%10$s点%8$s。", ACTION_SPELL_LEECH_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上吸取了%9$s点%8$s。", ACTION_SPELL_LEECH_POSSESSIVE = "1", ACTION_SPELL_LEECH_RESULT = "获得%10$s点%8$s", ACTION_SPELL_MISSED = "未命中", ACTION_SPELL_MISSED_ABSORB = "被吸收", ACTION_SPELL_MISSED_ABSORB_FULL_TEXT = "%1$s%2$s被%4$s吸收了。%6$s", ACTION_SPELL_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s被%4$s吸收了。%6$s", ACTION_SPELL_MISSED_ABSORB_POSSESSIVE = "1", ACTION_SPELL_MISSED_BLOCK = "被格挡", ACTION_SPELL_MISSED_BLOCK_FULL_TEXT = "%1$s%2$s被%4$s格挡了。%6$s", ACTION_SPELL_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s被%4$s格挡了。%6$s", ACTION_SPELL_MISSED_BLOCK_POSSESSIVE = "1", ACTION_SPELL_MISSED_DEFLECT = "偏转", ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT = "%1$s%2$s被%4$s偏转了。", ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s被%4$s偏转了。", ACTION_SPELL_MISSED_DEFLECT_POSSESSIVE = "1", ACTION_SPELL_MISSED_DODGE = "被躲闪", ACTION_SPELL_MISSED_DODGE_FULL_TEXT = "%1$s%2$s被%4$s躲闪了。", ACTION_SPELL_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s被%4$s躲闪了。", ACTION_SPELL_MISSED_DODGE_POSSESSIVE = "1", ACTION_SPELL_MISSED_EVADE = "被闪避", ACTION_SPELL_MISSED_EVADE_FULL_TEXT = "%1$s%2$s被%4$s闪避了。", ACTION_SPELL_MISSED_EVADE_FULL_TEXT_NO_SOURCE = "%2$s被%4$s闪避了。", ACTION_SPELL_MISSED_EVADE_POSSESSIVE = "1", ACTION_SPELL_MISSED_FULL_TEXT = "%1$s%2$s未命中%4$s。", ACTION_SPELL_MISSED_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", ACTION_SPELL_MISSED_IMMUNE = "免疫", ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT = "%1$s%2$s失败。%4$s对此免疫。", ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s失败。%4$s对此免疫。", ACTION_SPELL_MISSED_MISFIRE = "未命中", ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT = "%1$s%2$s未命中%4$s。", ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", ACTION_SPELL_MISSED_MISFIRE_POSSESSIVE = "1", ACTION_SPELL_MISSED_MISS = "未命中", ACTION_SPELL_MISSED_MISS_FULL_TEXT = "%1$s%2$s未命中%4$s。", ACTION_SPELL_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", ACTION_SPELL_MISSED_MISS_POSSESSIVE = "1", ACTION_SPELL_MISSED_PARRY = "被招架", ACTION_SPELL_MISSED_PARRY_FULL_TEXT = "%1$s%2$s被%4$s招架了。", ACTION_SPELL_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s被%4$s招架了。", ACTION_SPELL_MISSED_PARRY_POSSESSIVE = "1", ACTION_SPELL_MISSED_POSSESSIVE = "1", ACTION_SPELL_MISSED_REFLECT = "被反射", ACTION_SPELL_MISSED_REFLECT_FULL_TEXT = "%1$s%2$s被%4$s反射了。", ACTION_SPELL_MISSED_REFLECT_FULL_TEXT_NO_SOURCE = "%2$s被%4$s反射了。", ACTION_SPELL_MISSED_RESIST = "被抵抗", ACTION_SPELL_MISSED_RESIST_FULL_TEXT = "%1$s%2$s被%4$s完全抵抗了。%6$s", ACTION_SPELL_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s被%4$s完全抵抗了。%6$s", ACTION_SPELL_MISSED_RESIST_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_DAMAGE = "伤害", ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT = "%4$s因%1$s%2$s受到了%5$s伤害。%6$s", ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT_NO_SOURCE = "%4$s因%2$s受到了%5$s伤害。%6$s", ACTION_SPELL_PERIODIC_DAMAGE_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_DRAIN = "吸取", ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT = "%1$s%2$s从%4$s身上吸取了%9$s点%8$s。", ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上吸取了%9$s点%8$s。", ACTION_SPELL_PERIODIC_DRAIN_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_ENERGIZE = "补充", ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT = "%4$s因%1$s%2$s获得了%9$s点%8$s。", ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s因%2$s获得了%9$s点%8$s。", ACTION_SPELL_PERIODIC_ENERGIZE_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_ENERGIZE_RESULT = "获得$extraAmount点%8$s", ACTION_SPELL_PERIODIC_HEAL = "治疗", ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT = "%4$s因%1$s%2$s获得了%9$s点生命值。%6$s", ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT_NO_SOURCE = "%4$s因%2$s恢复了%9$s点生命值。%6$s", ACTION_SPELL_PERIODIC_HEAL_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_LEECH = "吸取", ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT = "%1$s%2$s从%4$s身上吸取了%9$s点%8$s。%1$s获得了%10$s点%8$s。", ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上吸取了%9$s点%8$s。%1$s获得了%10$s点%8$s。", ACTION_SPELL_PERIODIC_LEECH_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_LEECH_RESULT = "(获得%10$s点%8$s)", ACTION_SPELL_PERIODIC_MISSED = "未命中", ACTION_SPELL_PERIODIC_MISSED_ABSORB = "(%1$s 吸收)", ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT = "%1$s%2$s被%4$s吸收了。%6$s", ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s吸收了。%6$s", ACTION_SPELL_PERIODIC_MISSED_ABSORB_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_BLOCK = "(周期伤害被格挡)", ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT = "%1$s%2$s暂时被%4$s格挡了。%6$s", ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s格挡了。%6$s", ACTION_SPELL_PERIODIC_MISSED_BLOCK_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_DEFLECTED = "(周期伤害被偏转)", ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT = "%1$s%2$s暂时被%4$s偏转了。%6$s", ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s偏转了。%6$s", ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_DODGE = "(周期伤害被躲闪)", ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT = "%1$s%2$s暂时被%4$s躲闪了。%6$s", ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s躲闪了。%6$s", ACTION_SPELL_PERIODIC_MISSED_DODGE_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_EVADED = "(周期伤害被闪避)", ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT = "%1$s%2$s暂时被%4$s闪避了。%6$s", ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s闪避了。%6$s", ACTION_SPELL_PERIODIC_MISSED_EVADED_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT = "%1$s%2$s暂时未能对%4$s产生影响。%6$s", ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT_NO_SOURCE = "%2$s暂时未能影响%4$s。%6$s", ACTION_SPELL_PERIODIC_MISSED_IMMUNE = "(免疫)", ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT = "%4$s对%1$s %2$s免疫。%6$s", ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s对%2$s免疫。%6$s", ACTION_SPELL_PERIODIC_MISSED_IMMUNE_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_MISS = "(周期伤害未命中)", ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT = "%1$s%2$s暂时未命中%4$s。%6$s", ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s暂时未命中%4$s。%6$s", ACTION_SPELL_PERIODIC_MISSED_MISS_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_PARRY = "(周期伤害被招架)", ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT = "%1$s%2$s暂时被%4$s招架了。%6$s", ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s招架了。%6$s", ACTION_SPELL_PERIODIC_MISSED_PARRY_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_POSSESSIVE = "1", ACTION_SPELL_PERIODIC_MISSED_RESIST = "(周期伤害被抵抗)", ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT = "%1$s%2$s未能对%4$s产生影响。%4$s抵抗了。%6$s", ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s未能影响%4$s。%4$s抵抗了。%6$s", ACTION_SPELL_PERIODIC_MISSED_RESIST_POSSESSIVE = "1", ACTION_SPELL_RESURRECT = "复活", ACTION_SPELL_RESURRECT_FULL_TEXT = "%1$s%2$s复活了%4$s。%6$s", ACTION_SPELL_RESURRECT_FULL_TEXT_NO_SOURCE = "%2$s复活了%4$s。%6$s", ACTION_SPELL_RESURRECT_POSSESSIVE = "1", ACTION_SPELL_STOLEN = "偷取", ACTION_SPELL_STOLEN_BUFF = "偷取", ACTION_SPELL_STOLEN_BUFF_FULL_TEXT = "%1$s%2$s偷取了%4$s%5$s。", ACTION_SPELL_STOLEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s偷取了%4$s%5$s。", ACTION_SPELL_STOLEN_BUFF_POSSESSIVE = "1", ACTION_SPELL_STOLEN_BUFF__POSSESSIVE = "1", ACTION_SPELL_STOLEN_DEBUFF = "偷取", ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT = "%1$s%2$s将%4$s$extraSpell转移给了%1$s。", ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s转移了%4$s$extraSpell。", ACTION_SPELL_STOLEN_DEBUFF_POSSESSIVE = "1", ACTION_SPELL_STOLEN_FULL_TEXT = "%1$s%2$s偷取了%4$s%5$s。", ACTION_SPELL_STOLEN_FULL_TEXT_NO_SOURCE = "%2$s偷取了%4$s%5$s。", ACTION_SPELL_STOLEN_POSSESSIVE = "1", ACTION_SPELL_SUMMON = "召唤", ACTION_SPELL_SUMMON_FULL_TEXT = "%1$s%2$s召唤了%4$s。%6$s", ACTION_SPELL_SUMMON_FULL_TEXT_NO_SOURCE = "%2$s召唤了%4$s。%6$s", ACTION_SPELL_SUMMON_POSSESSIVE = "1", ACTION_SWING = "近战攻击", ACTION_SWING_DAMAGE = "命中", ACTION_SWING_DAMAGE_FULL_TEXT = "%1$s近战攻击命中%4$s造成了%5$s伤害。%6$s", ACTION_SWING_DAMAGE_FULL_TEXT_NO_SOURCE = "一次近战攻击命中%4$s造成了%5$s伤害。%6$s", ACTION_SWING_DAMAGE_POSSESSIVE = "1", ACTION_SWING_MISSED = "未命中", ACTION_SWING_MISSED_ABSORB = "(吸收)", ACTION_SWING_MISSED_ABSORB_FULL_TEXT = "%1$s攻击被%4$s吸收了。%6$s", ACTION_SWING_MISSED_ABSORB_POSSESSIVE = "1", ACTION_SWING_MISSED_BLOCK = "(格挡)", ACTION_SWING_MISSED_BLOCK_FULL_TEXT = "%1$s攻击被%4$s格挡了。%6$s", ACTION_SWING_MISSED_BLOCK_POSSESSIVE = "1", ACTION_SWING_MISSED_DEFLECT = "(偏转)", ACTION_SWING_MISSED_DEFLECT_FULL_TEXT = "%1$s攻击被%4$s偏转了。", ACTION_SWING_MISSED_DEFLECT_POSSESSIVE = "1", ACTION_SWING_MISSED_DODGE = "(躲闪)", ACTION_SWING_MISSED_DODGE_FULL_TEXT = "%1$s攻击被%4$s躲闪了。", ACTION_SWING_MISSED_DODGE_POSSESSIVE = "1", ACTION_SWING_MISSED_EVADE = "(闪避)", ACTION_SWING_MISSED_EVADE_FULL_TEXT = "%1$s攻击被%4$s闪避了。", ACTION_SWING_MISSED_EVADE_POSSESSIVE = "1", ACTION_SWING_MISSED_FULL_TEXT = "%1$s攻击未命中%4$s。", ACTION_SWING_MISSED_IMMUNE = "(免疫)", ACTION_SWING_MISSED_IMMUNE_FULL_TEXT = "%1$s攻击失败。%4$s对此免疫。", ACTION_SWING_MISSED_IMMUNE_POSSESSIVE = "1", ACTION_SWING_MISSED_MISFIRE = "(未命中)", ACTION_SWING_MISSED_MISFIRE_FULL_TEXT = "%1$s攻击未命中%4$s。", ACTION_SWING_MISSED_MISFIRE_POSSESSIVE = "1", ACTION_SWING_MISSED_MISS = "(未命中)", ACTION_SWING_MISSED_MISS_FULL_TEXT = "%1$s攻击未命中%4$s。", ACTION_SWING_MISSED_MISS_POSSESSIVE = "1", ACTION_SWING_MISSED_PARRY = "(招架)", ACTION_SWING_MISSED_PARRY_FULL_TEXT = "%1$s攻击被%4$s招架了。", ACTION_SWING_MISSED_PARRY_POSSESSIVE = "1", ACTION_SWING_MISSED_POSSESSIVE = "1", ACTION_SWING_MISSED_RESIST = "(抵抗)", ACTION_SWING_MISSED_RESIST_FULL_TEXT = "%1$s攻击被%4$s完全抵抗了。%6$s", ACTION_SWING_MISSED_RESIST_POSSESSIVE = "1", ACTION_UNIT_BECCOMES_UNCONSCIOUS = "倒下", ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT = "%4$s倒下了。", ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE = "0", ACTION_UNIT_DESTROYED = "摧毁", ACTION_UNIT_DESTROYED_FULL_TEXT = "%4$s被摧毁了。", ACTION_UNIT_DESTROYED_POSSESSIVE = "0", ACTION_UNIT_DIED = "死亡", ACTION_UNIT_DIED_FULL_TEXT = "%4$s死亡了。", ACTION_UNIT_DIED_POSSESSIVE = "0", ACTION_UNIT_DISSIPATES = "消散", ACTION_UNIT_DISSIPATES_FULL_TEXT = "%4$s消散了。", ACTION_UNIT_DISSIPATES_POSSESSIVE = "0", ADD = "添加", ADDITIONAL_FILTERS = "更多过滤条件", ADD_FILTER = "添加过滤", AURAS = "光环", AURAS_COMBATLOG_TOOLTIP = "显示有关增益和负面状态效果的信息。", BENEFICIAL = "增益", BENEFICIAL_AURA_COMBATLOG_TOOLTIP = "当你获得或失去有益光环时显示信息。", BLIZZARD_COMBAT_LOG_MENU_BOTH = "显示所有与%s有关的信息?", BLIZZARD_COMBAT_LOG_MENU_EVERYTHING = "全部显示", BLIZZARD_COMBAT_LOG_MENU_INCOMING = "%s发生了什么事情?", BLIZZARD_COMBAT_LOG_MENU_OUTGOING = "%s做了些什么?", BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME = "%s对你做了什么?", BLIZZARD_COMBAT_LOG_MENU_RESET = "重置", BLIZZARD_COMBAT_LOG_MENU_SAVE = "保存为新的过滤条件", BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE = "隐藏与这一条类似的信息。", BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK = "将%s链接到聊天频道中。", BY_SOURCE = "按来源", BY_SOURCE_COMBATLOG_TOOLTIP = "按照施法者以颜色区分。", BY_TARGET = "按目标", BY_TARGET_COMBATLOG_TOOLTIP = "按照目标以颜色区分。", COLORIZE = "彩色标记:", COLORS = "颜色", COLOR_BY_SCHOOL = "按类型区分颜色", COMBATLOG_DEFAULTS = "战斗记录默认", COMBATLOG_FILTER_STRING_CUSTOM_UNIT = "自定义单位", COMBATLOG_FILTER_STRING_FRIENDLY_UNITS = "友方", COMBATLOG_FILTER_STRING_HOSTILE_PLAYERS = "敌方玩家", COMBATLOG_FILTER_STRING_HOSTILE_UNITS = "敌方单位", COMBATLOG_FILTER_STRING_ME = "我", COMBATLOG_FILTER_STRING_MY_PET = "宠物", COMBATLOG_FILTER_STRING_NEUTRAL_UNITS = "中立", COMBATLOG_FILTER_STRING_UNKNOWN_UNITS = "未知", COMBATLOG_HIGHLIGHT_ABILITY = "技能", COMBATLOG_HIGHLIGHT_DAMAGE = "伤害", COMBATLOG_HIGHLIGHT_KILL = "杀死", COMBATLOG_HIGHLIGHT_SCHOOL = "类型", COMBATLOG_UNKNOWN_UNIT = "某目标", COMBAT_FACTION_CHANGE = "声望", COMBAT_HONOR_GAIN = "荣誉", COMBAT_LOG_UNIT_YOU_ENABLED = "1", COMBAT_MISC_INFO = "其它信息", COMBAT_XP_GAIN = "经验", CONFIRM_COMBAT_FILTER_DEFAULTS = "你确定要将过滤条件设定为初始状态吗?", CONFIRM_COMBAT_FILTER_DELETE = "你确认要删除这个过滤条件?", COPY_FILTER = "复制过滤", DAMAGE_NUMBER = "伤害数值", DAMAGE_SCHOOL_TEXT = "伤害类型", DAMAGE_SHIELD = "伤害护盾", DAMAGE_SHIELD_COMBATLOG_TOOLTIP = "当法术或技能(如荆棘术)对近战攻击造成反弹伤害时显示信息。", DEATHS_COMBATLOG_TOOLTIP = "当某生物死亡时显示信息。", DEFAULT_COMBATLOG_FILTER_NAME = "过滤条件%d", DISPELS = "驱散", DISPEL_AURA_COMBATLOG_TOOLTIP = "当光环被移除、破坏或偷取时显示信息。", DONE_BY = "来源为:", DONE_TO = "目标为:", DRAINS = "吸取", ENTER_FILTER_NAME = "输入过滤名称:", ENTIRE_LINE = "整条信息", ENTIRE_LINE_COMBATLOG_TOOLTIP = "按照下面的方式用彩色标记整条信息。", ENVIRONMENTAL_DAMAGE = "环境伤害", ENVIRONMENTAL_DAMAGE_COMBATLOG_TOOLTIP = "当某人因摔落、溺水或泡在岩浆中而损失生命值时显示信息。", EXAMPLE_SPELL_FIREBALL = "火球术", EXAMPLE_SPELL_FROSTBOLT = "寒冰箭", EXAMPLE_TARGET_MONSTER = "怪物", EXAMPLE_TEXT = "范例文字:", EXTRA_ATTACKS = "额外攻击", FAILURES = "失败", FILTER_BY_ENEMIES_COMBATLOG_TOOLTIP = "敌方怪物和宠物进行的动作。", FILTER_BY_FRIENDS_COMBATLOG_TOOLTIP = "由友方玩家、宠物和怪物进行的动作。", FILTER_BY_HOSTILE_PLAYERS_COMBATLOG_TOOLTIP = "敌方玩家进行的动作。", FILTER_BY_ME_COMBATLOG_TOOLTIP = "由你、你的陷阱和你的法术进行的动作。", FILTER_BY_NEUTRAL_COMBATLOG_TOOLTIP = "由中立生物进行的动作。", FILTER_BY_PET_COMBATLOG_TOOLTIP = "由你的宠物、召唤生物和被魅惑玩家进行的动作。", FILTER_BY_UNKNOWN_COMBATLOG_TOOLTIP = "由掉落、酸液或岩浆之类的源头产生的动作。", FILTER_NAME = "过滤名称", FILTER_TO_FRIENDS_COMBATLOG_TOOLTIP = "对友方玩家、宠物和怪物进行的动作。", FILTER_TO_HOSTILE_COMBATLOG_TOOLTIP = "对敌方宠物和怪物进行的动作。", FILTER_TO_HOSTILE_PLAYERS_COMBATLOG_TOOLTIP = "对敌方玩家进行的动作。", FILTER_TO_ME_COMBATLOG_TOOLTIP = "对你进行的动作。", FILTER_TO_NEUTRAL_COMBATLOG_TOOLTIP = "对中立生物进行的动作。", FILTER_TO_PET_COMBATLOG_TOOLTIP = "对你的宠物、召唤生物和被魅惑玩家进行的动作。", FILTER_TO_UNKNOWN_COMBATLOG_TOOLTIP = "对隐形目标进行的动作。", FORMATTING = "格式", FULL_TEXT_COMBATLOG_TOOLTIP = "整句显示战斗记录信息。", HARMFUL_AURA_COMBATLOG_TOOLTIP = "当你获得或失去有害光环时显示信息。", HEALS = "治疗", HIGHLIGHTING = "高亮显示:", HIGHLIGHT_ABILITY_COMBATLOG_TOOLTIP = "在战斗信息中高亮显示技能名。", HIGHLIGHT_DAMAGE_COMBATLOG_TOOLTIP = "在战斗信息中高亮显示伤害数值。", HIGHLIGHT_KILL_COMBATLOG_TOOLTIP = "高亮显示你或你的队友杀死敌人时所显示的信息。", HIGHLIGHT_SCHOOL_COMBATLOG_TOOLTIP = "在战斗信息中高亮显示法术的类型。", HOSTILE = "敌对", INTERRUPTS = "打断", ITEM_NAMES = "物品名", ITEM_NAMES_SHOW_BRACES_COMBATLOG_TOOLTIP = "在物品名称外显示括号。", KILLS_COMBATLOG_TOOLTIP = "当你的队友杀死某目标时显示信息。", MELEE = "近战", MELEE_COMBATLOG_TOOLTIP = "显示普通的近战攻击。", MESSAGE_SOURCES = "信息来源", MISSES = "未命中", MOVE_FILTER_DOWN = "过滤条件下移", MOVE_FILTER_UP = "过滤条件上移", OTHER = "其它", PERIODIC = "周期", POWER_GAINS = "获得能量", POWER_GAINS_COMBATLOG_TOOLTIP = "当法术或技能恢复法力、能量、怒气、集中值、真气、神圣能量或暗影宝珠时显示信息。", QUICKBUTTON_NAME_EVERYTHING = "所有", QUICKBUTTON_NAME_EVERYTHING_TOOLTIP = "显示所有战斗信息。", QUICKBUTTON_NAME_KILLS = "杀敌", QUICKBUTTON_NAME_KILLS_TOOLTIP = "显示所有死亡和杀敌信息。", QUICKBUTTON_NAME_ME = "我发生了什么?", QUICKBUTTON_NAME_ME_TOOLTIP = "显示我所接收的所有行为信息。", QUICKBUTTON_NAME_SELF = "自己", QUICKBUTTON_NAME_SELF_TOOLTIP = "显示你所进行的和你所接收的动作的信息。", QUICK_BUTTON_COMBATLOG_TOOLTIP = "在聊天窗口中放置一个该过滤条件的快捷方式。", RANGED = "远程", RANGED_COMBATLOG_TOOLTIP = "显示弓箭、枪械、投掷武器和魔杖的攻击。", RANGE_DAMAGE_COMBATLOG_TOOLTIP = "显示造成了全额或部分伤害的远程射击。", RANGE_MISSED_COMBATLOG_TOOLTIP = "显示未能造成伤害的远程射击。", RESURRECT = "复活", SETTINGS = "设置", SHOW_BRACES = "显示括号", SHOW_BRACES_COMBATLOG_TOOLTIP = "在战斗记录信息中的超链接外显示括号。", SHOW_QUICK_BUTTON = "显示快捷按钮", SHOW_TIMESTAMP = "显示时间戳", SOURCE = "来源:", SPECIAL = "特殊", SPELLS_COMBATLOG_TOOLTIP = "显示有关法术和特殊技能的信息。", SPELL_CASTING = "法术施放", SPELL_CASTING_COMBATLOG_TOOLTIP = "显示有关法术施放的信息。", SPELL_CAST_FAILED_COMBATLOG_TOOLTIP = "当法术无法施放或施放失败时显示信息。", SPELL_CAST_START_COMBATLOG_TOOLTIP = "当法术开始施放时显示信息。", SPELL_CAST_SUCCESS_COMBATLOG_TOOLTIP = "当法术成功施放时显示信息。", SPELL_COLOR_BY_SCHOOL_COMBATLOG_TOOLTIP = "按类型用彩色标记法术名。", SPELL_DAMAGE_COMBATLOG_TOOLTIP = "当法术或技能造成伤害时显示信息。", SPELL_DAMAGE_NUMBER_COMBATLOG_TOOLTIP = "以彩色标记非普通攻击的伤害数值。", SPELL_DAMAGE_SCHOOL_COMBATLOG_TOOLTIP = "彩色标记伤害类型。(例如:暗影)", SPELL_DRAIN_COMBATLOG_TOOLTIP = "当法术或技能降低法力、能量、怒气、或集中值时显示信息。", SPELL_EXTRA_ATTACKS_COMBATLOG_TOOLTIP = "当法术或技能提供额外攻击时显示信息。", SPELL_HEAL_COMBATLOG_TOOLTIP = "当法术或技能恢复生命值时显示信息。", SPELL_INSTAKILL_COMBATLOG_TOOLTIP = "显示有关特殊法术类型的信息,比如造成耐久度损失或者与宠物分担伤害的法术。", SPELL_INTERRUPT_COMBATLOG_TOOLTIP = "当法术或技能打断另一个法术时显示信息。", SPELL_MISSED_COMBATLOG_TOOLTIP = "当法术或技能未能造成伤害时显示信息。这包括躲闪、招架、格挡、偏转、免疫、吸收和闪避。", SPELL_NAMES = "法术名", SPELL_NAMES_COMBATLOG_TOOLTIP = "彩色标记法术名。", SPELL_NAMES_SHOW_BRACES_COMBATLOG_TOOLTIP = "在法术名称外显示括号。", SPELL_PERIODIC_COMBATLOG_TOOLTIP = "显示法术效果增量的信息。", SPELL_PERIODIC_DAMAGE_COMBATLOG_TOOLTIP = "当法术或技能周期性地造成伤害时(如暗言术:痛或腐蚀术)显示信息。", SPELL_PERIODIC_HEAL_COMBATLOG_TOOLTIP = "当法术或技能周期性地恢复生命值时(如恢复或回春术)显示信息。", SPELL_PERIODIC_MISSED_COMBATLOG_TOOLTIP = "当法术或技能未能造成周期性的伤害时显示信息。这包括免疫、吸收和闪避。", SPELL_PERIODIC_OTHER_COMBATLOG_TOOLTIP = "当法术或技能周期性地产生其它效果时(如恢复或吸取法力值)显示信息。", SPELL_RESURRECT_COMBATLOG_TOOLTIP = "当法术或技能复活另一个玩家或怪物时显示信息。", SPELL_SUMMON_COMBATLOG_TOOLTIP = "当法术召唤出怪物或创造一个物体时显示信息。", START = "开始", STRING_SCHOOL_UNKNOWN = "未知", SUCCESS = "成功", SUMMONS = "召唤", SWING_DAMAGE_COMBATLOG_TOOLTIP = "显示造成了全额或部分伤害的近战攻击。", SWING_MISSED_COMBATLOG_TOOLTIP = "显示未能造成伤害的近战攻击。", TEXT_MODE_A = "A", TEXT_MODE_A_STRING_1 = "%s %s %s %s %s. %s %11$s", TEXT_MODE_A_STRING_2 = "%1$s %3$s%2$s%4$s%5$s。%6$s", TEXT_MODE_A_STRING_3 = "%1$s%5$s%3$s%4$s%2$s。%6$s", TEXT_MODE_A_STRING_ACTION = "|Haction:%s|h%s|h", TEXT_MODE_A_STRING_BRACE_ITEM = "|c%s[|r%s|c%s]|r", TEXT_MODE_A_STRING_BRACE_SPELL = "|c%s[|r%s|c%s]|r", TEXT_MODE_A_STRING_BRACE_UNIT = "|c%s[|r%s|c%s]|r", TEXT_MODE_A_STRING_DEST_ICON = "|Hicon:%d:dest|h%s|h", TEXT_MODE_A_STRING_DEST_UNIT = "%s|Hunit:%s:%s|h%s|h", TEXT_MODE_A_STRING_ITEM = "|Hitem:%s|h%s|h", TEXT_MODE_A_STRING_POSSESSIVE = "%s的", TEXT_MODE_A_STRING_REMAINING_POINTS = "(剩余%s)", TEXT_MODE_A_STRING_RESULT_ABSORB = "(%s 吸收)", TEXT_MODE_A_STRING_RESULT_BLOCK = "(%s 格挡)", TEXT_MODE_A_STRING_RESULT_CRITICAL = "(爆击)", TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL = "(爆击)", TEXT_MODE_A_STRING_RESULT_CRUSHING = "(碾压)", TEXT_MODE_A_STRING_RESULT_FORMAT = "$resultAmount点$resultType", TEXT_MODE_A_STRING_RESULT_GLANCING = "(偏斜)", TEXT_MODE_A_STRING_RESULT_MULTISTRIKE = "(溅射)", TEXT_MODE_A_STRING_RESULT_OVERENERGIZE = "(%s 过量充能)", TEXT_MODE_A_STRING_RESULT_OVERHEALING = "(%s 过量治疗)", TEXT_MODE_A_STRING_RESULT_OVERKILLING = "(%s 过量伤害)", TEXT_MODE_A_STRING_RESULT_PARRY = "(%d招架)", TEXT_MODE_A_STRING_RESULT_REFLECT = "被反射", TEXT_MODE_A_STRING_RESULT_RESIST = "(%s 抵抗)", TEXT_MODE_A_STRING_RESULT_VULNERABILITY = "(%s 易伤伤害)", TEXT_MODE_A_STRING_SOURCE_ICON = "|Hicon:%s:source|h%s|h", TEXT_MODE_A_STRING_SOURCE_UNIT = "%s|Hunit:%s:%s|h%s|h", TEXT_MODE_A_STRING_SPELL = "|Hspell:%s:%s:%s|h%s|h", TEXT_MODE_A_STRING_SPELL_EXTRA = "|Hspell:%s:%s:%s|h%s|h", TEXT_MODE_A_STRING_TIMESTAMP = "%s> %s", TEXT_MODE_A_STRING_VALUE_SCHOOL = "%s %s", TEXT_MODE_A_STRING_VALUE_TYPE = "%s(%s)", TEXT_MODE_A_TIMESTAMP = "%H:%M:%S", TIMESTAMP_COMBATLOG_TOOLTIP = "显示战斗记录信息的时间戳。", UNIT_COLORS = "单位颜色:", UNIT_NAMES = "单位名称", UNIT_NAMES_COMBATLOG_TOOLTIP = "彩色标记单位名。", UNIT_NAMES_SHOW_BRACES_COMBATLOG_TOOLTIP = "在单位名称外显示括号。", UNIT_YOU = "你", UNIT_YOU_DEST = "你", UNIT_YOU_DEST_POSSESSIVE = "你的", UNIT_YOU_SOURCE = "你", UNIT_YOU_SOURCE_POSSESSIVE = "你的", USE_FULL_TEXT_MODE = "使用详细模式", }