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mod_stats_base/locale/zh.properties
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Properties
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mod_stats_base_name = 属性引擎
mod_stats_base_desc = 适用于任何类型的属性引擎:属性、原型与特性皆为数据,派生数值的公式,角色面板、等级与消耗型属性——原样交给战斗。
stats/level_up = {0}:等级 {1}!
stats/learned = {0} 学会了:{1}
stats/sheet/title = 角色面板
stats/sheet/party = 队伍
stats/sheet/close = 关闭
stats/sheet/level = 等级 {0}
stats/sheet/level_short = {0} 级
stats/sheet/level_exp = 等级 {0} · 经验 {1} / {2}
stats/sheet/no_archetype = 无原型
stats/sheet/empty = 这个游戏没有属性:没有任何模组定义过。
stats/group/attributes = 属性
stats/group/combat = 战斗
stats/group/social = 社交
stats/schema/stats/add = 永久改变属性
stats/schema/stats/add_desc = 训练、药水、让主角更勇敢的选择。负数则降低。
stats/schema/field/stat = 属性
stats/schema/field/value = 数值
stats/schema/field/who = 谁
stats/schema/stats/archetype = 赋予原型
stats/schema/stats/archetype_desc = 职业或性格——序章里“你是谁”的选择
stats/schema/field/archetype = 原型
stats/schema/stats/exp = 给予经验
stats/schema/stats/exp_desc = 任务奖励或一次教训;等级立即提升
stats/schema/stats/restore = 恢复
stats/schema/stats/restore_desc = 旅店、泉水、一夜好眠:生命与储备
stats/schema/stats/restore_stat = health、mp……——留空:全部
stats/schema/kind/stat = 属性
stats/schema/kind/stat_desc = 游戏计算的东西:属性、生命、魅力
stats/schema/field/name = 名称
stats/schema/field/short = 简称
stats/schema/field/description = 描述
stats/schema/field/group = 分组
stats/schema/field/order = 顺序
stats/schema/field/default = 默认值
stats/schema/field/formula = 公式
stats/schema/field/formula_desc = 例如:30 + vit * 6 + level * 4
stats/schema/field/min = 最小值
stats/schema/field/max = 最大值
stats/schema/field/pool = 可消耗
stats/schema/field/pool_desc = 会消耗也会恢复,就像法力
stats/schema/field/binds = 战斗属性
stats/schema/field/binds_desc = 该值写入任何战斗核心的生命、攻击、护盾或行动点
stats/schema/field/hidden = 隐藏
stats/schema/kind/archetype = 原型
stats/schema/kind/archetype_desc = RPG 职业或小说性格:属性成长、特性、技能
stats/schema/field/stats = 自身属性
stats/schema/field/stats_desc = 属性 → 数字,或基于等级和其他属性的公式
stats/schema/field/traits = 特性
stats/schema/field/traits_desc = 属性修正:固定值、百分比或公式
stats/schema/field/add = 加值
stats/schema/field/percent = 百分比
stats/schema/field/learnings = 按等级习得
stats/schema/field/level = 等级
stats/schema/field/action = 动作
stats/schema/field/exp_curve = 经验曲线
stats/schema/field/exp_curve_desc = 达到某等级所需的总经验,例如 10 * level * (level - 1)
stats/schema/field/max_level = 等级上限