---------------------------------------------------------------------------- -- Title: MSBT Options Simplified Chinese Localization -- Author: Mikord -- Simplified Chinese Translation by: -- elafor -- hscui -- yleaf(yaroot#gmail_com) ------------------------------------------------------------------------------- -- Don't do anything if the locale isn't Simplified Chinese. if (GetLocale() ~= "zhCN") then return end -- Local reference for faster access. local L = MikSBT.translations ------------------------------------------------------------------------------- -- Simplified Chinese localization ------------------------------------------------------------------------------- ------------------------------ -- Interface messages ------------------------------ L.MSG_CUSTOM_FONTS = "自定义字体" L.MSG_INVALID_CUSTOM_FONT_NAME = "无效字体名." L.MSG_FONT_NAME_ALREADY_EXISTS = "字体名字已经存在." L.MSG_INVALID_CUSTOM_FONT_PATH = "字体路径必须指向.ttf文件" L.MSG_CUSTOM_SOUNDS = "自定义声音" L.MSG_INVALID_CUSTOM_SOUND_NAME = "无效声音名" L.MSG_SOUND_NAME_ALREADY_EXISTS = "声音名已经存在" L.MSG_NEW_PROFILE = "新建配置" L.MSG_PROFILE_ALREADY_EXISTS = "此配置文件已存在" L.MSG_INVALID_PROFILE_NAME = "无效的配置名字" L.MSG_NEW_SCROLL_AREA = "新建滚动区域" L.MSG_SCROLL_AREA_ALREADY_EXISTS = "此滚动区域已存在" L.MSG_INVALID_SCROLL_AREA_NAME = "无效的滚动区名字" L.MSG_ACKNOWLEDGE_TEXT = "你确定想这样做吗?" L.MSG_NORMAL_PREVIEW_TEXT = "普通文字" L.MSG_INVALID_SOUND_FILE = "声音必须为MP3或WAV文件" L.MSG_NEW_TRIGGER = "新建触发器" L.MSG_TRIGGER_CLASSES = "触发种类" L.MSG_MAIN_EVENTS = "主要事件" L.MSG_TRIGGER_EXCEPTIONS = "触发器例外" L.MSG_EVENT_CONDITIONS = "事件条件" L.MSG_DISPLAY_QUALITY = "当物品为此品质时显示提示" L.MSG_SKILLS = "技能" L.MSG_SKILL_ALREADY_EXISTS = "技能名字已存在" L.MSG_INVALID_SKILL_NAME = "无效的技能名字" L.MSG_HOSTILE = "敌对" L.MSG_ANY = "任何" L.MSG_CONDITION = "条件" L.MSG_CONDITIONS = "条件" L.MSG_ITEM_QUALITIES = "物品品质" L.MSG_ITEMS = "物品" L.MSG_ITEM_ALREADY_EXISTS = "物品名已经存在." L.MSG_INVALID_ITEM_NAME = "无效物品名." ------------------------------ -- Class Names. ------------------------------ local obj = L.CLASS_NAMES obj["DEATHKNIGHT"] = "死亡骑士" obj["DRUID"] = "德鲁伊" obj["HUNTER"] = "猎人" obj["MAGE"] = "法师" obj["PALADIN"] = "圣骑士" obj["PRIEST"] = "牧师" obj["ROGUE"] = "潜行者" obj["SHAMAN"] = "萨满祭司" obj["WARLOCK"] = "术士" obj["WARRIOR"] = "战士" ------------------------------ -- Interface tabs ------------------------------ obj = L.TABS obj["customMedia"] = { label="自定义媒体文件", tooltip="设置自定义媒体文件"} obj["general"] = { label="常规", tooltip="常规设置"} obj["scrollAreas"] = { label="滚动区域", tooltip="创建、删除和配置滚动区域;鼠标指向按钮可得到更多提示"} obj["events"] = { label="事件", tooltip="设置承受伤害、输出伤害和通告的事件;鼠标指向按钮可得到更多提示"} obj["triggers"] = { label="触发器", tooltip="设置触发器;鼠标指向按钮可得到更多提示"} obj["spamControl"] = { label="预防刷屏", tooltip="设置对可能造成刷屏的信息进行控制"} obj["cooldowns"] = { label="冷却通告", tooltip="设置冷却通告"} obj["lootAlerts"] = { label="拾取通告", tooltip="设置与拾取有关的通告"} obj["skillIcons"] = { label="技能图标", tooltip="设置技能图标"} ------------------------------ -- Interface checkboxes ------------------------------ obj = L.CHECKBOXES obj["enableMSBT"] = { label="启用MSBT", tooltip="启用MSBT"} obj["stickyCrits"] = { label="爆击粘滞显示", tooltip="使用粘滞样式显示爆击"} obj["enableSounds"] = { label="启用声音", tooltip="当指定事件和触发器发生时播放声音"} obj["textShadowing"] = { label="字体阴影", tooltip="显示字体阴影效果让它们看起来更爽"} obj["colorPartialEffects"] = { label="特效着色", tooltip="给某些特殊战斗效果的信息着色"} obj["crushing"] = { label="碾压", tooltip="显示碾压提示"} obj["glancing"] = { label="偏斜", tooltip="显示偏斜提示"} obj["absorb"] = { label="部分吸收", tooltip="显示部分吸收数值"} obj["block"] = { label="部分格挡", tooltip="显示部分格挡数值"} obj["resist"] = { label="部分抵抗", tooltip="显示部分抵抗数值"} obj["vulnerability"] = { label="易伤加成", tooltip="显示易伤加成数值"} obj["overheal"] = { label="过量治疗", tooltip="显示过量治疗数值"} obj["overkill"] = { label="灭绝", tooltip="显示灭绝总数."} obj["colorDamageAmounts"] = { label="伤害数值着色", tooltip="为伤害值着色"} obj["colorDamageEntry"] = { tooltip="为此类伤害着色"} obj["colorUnitNames"] = { label="名字着色", tooltip="名字使用职业颜色着色."} obj["colorClassEntry"] = { tooltip="启用此职业的颜色."} obj["enableScrollArea"] = { tooltip="启用滚动区域"} obj["inheritField"] = { label="继承", tooltip="继承此区域的值,不勾选则无效"} obj["hideSkillIcons"] = { label="隐藏图标", tooltip="滚动区域不显示图标."} obj["stickyEvent"] = { label="始终粘滞", tooltip="总是使用粘滞样式显示事件"} obj["enableTrigger"] = { tooltip="启用触发器"} obj["allPowerGains"] = { label="所有能量获取", tooltip="显示所有获取的能量包括那些战斗日志中不显示的。警告:这个选项将会大量刷屏同时无视能量阈值和抑制显示设置\n不推荐"} obj["hyperRegen"] = { label="超级回复", tooltip="显示从快速回复技能(比如唤醒和精神分流)中获取的能量数值;注意:此显示无法抑制显示"} obj["abbreviateSkills"] = { label="技能简称", tooltip="简缩技能名字(仅适用于英文版)。若事件描述中加入“%sl”代码,此选项即失效"} --obj["mergeSwings"] = { label="Merge Swings", tooltip="Merge regular melee swings that hit within a short time span."} obj["hideSkills"] = { label="隐藏技能", tooltip="在承受伤害和输出伤害中不显示技能名字。开启此选项将使你失去某些事件自定义功能,因为它会忽略“%s”代码"} obj["hideNames"] = { label="隐藏名字", tooltip="在承受伤害和输出伤害中不显示单位名字。开启此选项将使你失去某些事件自定义功能,因为它会忽略“%n”代码"} obj["hideFullOverheals"] = { label="隐藏全部过量的治疗", tooltip="不显示全部过量的治疗."} obj["hideFullHoTOverheals"] = { label="隐藏全部溢出的持续治疗", tooltip="不显示全部溢出的储蓄治疗"} --obj["hideMergeTrailer"] = { label="Hide Merge Trailer", tooltip="Don't display the trailer that specifies the number of hits and crits at the end of merged events."} obj["allClasses"] = { label="所有职业"} obj["enableCooldowns"] = { label="启用冷却", tooltip="当冷却结束时显示通告"} obj["lootedItems"] = { label="拾取物品", tooltip="显示物品拾取."} obj["moneyGains"] = { label="获得金钱", tooltip="显示获得的金钱"} obj["alwaysShowQuestItems"] = { label="总是显示任务物品", tooltip="总是显示任务物品, 无论其是何品质."} obj["enableIcons"] = { label="启用技能图标", tooltip="如果可能,在技能旁显示图标"} obj["exclusiveSkills"] = { label="否则仅显示技能名字", tooltip="如果没有图标,就只显示技能名字"} ------------------------------ -- Interface dropdowns ------------------------------ obj = L.DROPDOWNS obj["profile"] = { label="当前配置文件:", tooltip="设置当前配置文件"} obj["normalFont"] = { label="普通字体:", tooltip="选择非爆击伤害的字体"} obj["critFont"] = { label="爆击字体:", tooltip="选择爆击伤害的字体"} obj["normalOutline"] = { label="普通字体描边:", tooltip="选择非爆击伤害字体的描边样式"} obj["critOutline"] = { label="爆击字体描边:", tooltip="选择爆击伤害字体的描边样式"} obj["scrollArea"] = { label="滚动区域:", tooltip="选择滚动区域进行配置"} obj["sound"] = { label="声音:", tooltip="选择事件发生时播放的声音"} obj["animationStyle"] = { label="动画样式:", tooltip="滚动区域内非粘滞的动画样式"} obj["stickyAnimationStyle"] = { label="粘滞样式:", tooltip="滚动区域内粘滞的动画样式"} obj["direction"] = { label="方向:", tooltip="动画的方向"} obj["behavior"] = { label="特效:", tooltip="动画的特效"} obj["textAlign"] = { label="文本排列:", tooltip="动画中文本的排列方式"} obj["iconAlign"] = { label="图标排列:", tooltip="图标相对于文本的位置."} obj["eventCategory"] = { label="事件种类:", tooltip="设置事件种类"} obj["outputScrollArea"] = { label="输出滚动区域:", tooltip="选择输出伤害滚动区域"} obj["mainEvent"] = { label="主要事件:"} obj["triggerCondition"] = { label="条件:", tooltip="测试条件."} obj["triggerRelation"] = { label="关系:"} obj["triggerParameter"] = { label="参数:"} ------------------------------ -- Interface buttons ------------------------------ obj = L.BUTTONS obj["addCustomFont"] = { label="添加字体", tooltip="向字体列表添加自定义字体.\n\n警告: 字体文件必须 *在WOW运行之前* 就放置在目标文件夹内.\n\n推荐将其放置在 MikScrollingBattleText\\Fonts 文件夹."} obj["addCustomSound"] = { label="添加声音", tooltip="想声音列表添加自定义声音.\n\n警告: 声音文件必须 *在WOW运行之前* 就放置在目标文件夹内.\n\n推荐将其放置在 MikScrollingBattleText\\Sounds 文件夹."} obj["editCustomFont"] = { tooltip="点击编辑自定义字体."} obj["deleteCustomFont"] = { tooltip="点击将此字体从MSBT中移除."} obj["editCustomSound"] = { tooltip="点击编辑自定义声音."} obj["deleteCustomSound"] = { tooltip="点击将此声音从MSBT中移除."} obj["copyProfile"] = { label="复制配置", tooltip="复制配置文件到新建的配置中"} obj["resetProfile"] = { label="重置配置", tooltip="重置配置至默认设置"} obj["deleteProfile"] = { label="删除配置", tooltip="删除配置文件"} obj["masterFont"] = { label="主要字体", tooltip="设置主要字体样式;除非另有指定,否则所有的滚动区域和事件均将使用这种字体样式"} obj["partialEffects"] = { label="特效着色", tooltip="设置显示哪些特殊战斗效果以及着什么颜色"} obj["damageColors"] = { label="伤害着色", tooltip="设置是否为某种伤害数值着色以及着什么颜色"} obj["classColors"] = { label="职业颜色", tooltip="设置名字是否使用职业颜色着色和每种职业所用的颜色." } obj["inputOkay"] = { label=OKAY, tooltip="接受输入"} obj["inputCancel"] = { label=CANCEL, tooltip="取消输入"} obj["genericSave"] = { label=SAVE, tooltip="保存改变"} obj["genericCancel"] = { label=CANCEL, tooltip="取消改变"} obj["addScrollArea"] = { label="增加滚动区域", tooltip="增加一个新的滚动区域以包含事件和触发器"} obj["configScrollAreas"] = { label="设置滚动区域", tooltip="设置普通和粘滞动画效果,文本排列,滚动区域的宽度/高度,以及区域位置"} obj["editScrollAreaName"] = { tooltip="点击编辑滚动区域名字"} obj["scrollAreaFontSettings"] = { tooltip="点击设置字体;除非另有指定,否则此区域中所有事件均将使用这种字体样式显示"} obj["deleteScrollArea"] = { tooltip="点击删除此滚动区域"} obj["scrollAreasPreview"] = { label="预览", tooltip="预览效果"} obj["toggleAll"] = { label="开启/关闭所有事件", tooltip="开启/关闭所选事件分类中所有事件显示"} obj["moveAll"] = { label="移动所有事件", tooltip="移动所选事件分类中所有事件至指定滚动区域"} obj["eventFontSettings"] = { tooltip="点击设置此事件字体"} obj["eventSettings"] = { tooltip="点击设置事件效果比如输出区域,输出信息,播放声音等"} obj["customSound"] = { tooltip="点击选择自定义声音文件" } obj["playSound"] = { label="播放", tooltip="播放选定的声音."} obj["addTrigger"] = { label="增加新触发器", tooltip="增加新触发器"} obj["triggerSettings"] = { tooltip="点击设置触发条件"} obj["deleteTrigger"] = { tooltip="点击删除触发器"} obj["editTriggerClasses"] = { tooltip="点击编辑触发器使用职业"} obj["addMainEvent"] = { label="增加事件", tooltip="任何事件发生并且条件为真时, 触发器会触发, 除非存在例外条件."} obj["addTriggerException"] = { label="增加例外", tooltip="当任何一个例外成立时, 触发器不会被触发."} obj["editEventConditions"] = { tooltip="点击编辑事件的条件."} obj["deleteMainEvent"] = { tooltip="点击删除事件."} obj["addEventCondition"] = { label="增加条件", tooltip="当所有条件都成立时, 触发器会触发, 除非例外条件成立."} obj["editCondition"] = { tooltip="点击增加条件."} obj["deleteCondition"] = { tooltip="点击删除条件."} obj["throttleList"] = { label="抑制列表", tooltip="设置指定技能的自定义抑制时间"} obj["mergeExclusions"] = { label="防止合并", tooltip="防止指定技能的伤害数值合并"} obj["skillSuppressions"] = { label="技能缩写", tooltip="缩写技能名字"} obj["skillSubstitutions"] = { label="技能替换", tooltip="用自定义名称替换技能名字"} obj["addSkill"] = { label="增加技能", tooltip="增加新技能到列表中"} obj["deleteSkill"] = { tooltip="点击删除技能"} obj["cooldownExclusions"] = { label="冷却排除列表", tooltip="不追踪指定技能的冷却"} obj["itemsAllowed"] = { label="允许物品", tooltip="总是显示这些物品, 无论其是何物品品质."} obj["itemExclusions"] = { label="排除物品", tooltip="永远不显示这些物品."} obj["addItem"] = { label="增加物品", tooltip="向列表中增加新的物品."} obj["deleteItem"] = { tooltip="点击删除物品."} ------------------------------ -- Interface editboxes ------------------------------ obj = L.EDITBOXES obj["customFontName"] = { label="字体名:", tooltip="用来确定字体的名字.\n\n例如: 我的字体"} obj["customFontPath"] = { label="字体路径:", tooltip="字体文件的路径.\n\n注意: 如果文件在 MikScrollingBattleText\\Fonts 中的话, 只需要输入文件名就可以.\n\n例如: myFont.ttf "} obj["customSoundName"] = { label="音效名:", tooltip="用来确定音效的名字.\n\nExample: 我的音效"} obj["customSoundPath"] = { label="音效路径:", tooltip="音效文件的路径.\n\n注意: 如果文件在 MikScrollingBattleText\\Sounds 中的话, 只需要输入文件名就可以.\n\n例如: mySound.mp3 "} obj["copyProfile"] = { label="新建配置:", tooltip="输入新建配置的名称"} obj["partialEffect"] = { tooltip="特效触发时的提示."} obj["scrollAreaName"] = { label="新建滚动区域:", tooltip="新建滚动区域的名称"} obj["xOffset"] = { label="X值:", tooltip="所选择滚动区域的X值"} obj["yOffset"] = { label="Y值:", tooltip="所选择滚动区域的Y值"} obj["eventMessage"] = { label="输出信息:", tooltip="事件发生时显示的信息"} obj["soundFile"] = { label="声音文件:", tooltip="事件发生时播放的声音"} obj["iconSkill"] = { label="技能图标:", tooltip="事件发生时, 法术的图标会被显示.\n\n如果没有指定, MSBT会自动选择一个合适的图标.\n\n注意: 法术ID必须被用来代替一个不在你法术书中的法术. 大多数数据库网站都可以用来查找."} obj["skillName"] = { label="技能名称:", tooltip="所增加的技能的名字"} obj["substitutionText"] = { label="替代文本:", tooltip="用来代替技能名字的文本"} obj["itemName"] = { label="物品名称:", tooltip="要添加物品的名字."} ------------------------------ -- Interface sliders ------------------------------ obj = L.SLIDERS obj["animationSpeed"] = { label="动画速度", tooltip="设置主动画速度\n每个滚动区域也可以设置自身独有的速度"} obj["normalFontSize"] = { label="普通字体大小", tooltip="设置非爆击字体的大小"} obj["normalFontOpacity"] = { label="普通字体不透明度", tooltip="设置非爆击字体的不透明度"} obj["critFontSize"] = { label="爆击字体大小", tooltip="设置爆击字体大小"} obj["critFontOpacity"] = { label="爆击字体不透明度", tooltip="设置爆击字体不透明度"} obj["scrollHeight"] = { label="滚动高度", tooltip="滚动区域高度"} obj["scrollWidth"] = { label="滚动宽度", tooltip="滚动区域宽度"} obj["scrollAnimationSpeed"] = { label="动画速度", tooltip="设置滚动区域内动画速度"} obj["powerThreshold"] = { label="能量阈值", tooltip="能量获得只有超过此值才会被显示"} obj["healThreshold"] = { label="治疗阈值", tooltip="治疗量只有超过此值才会被显示"} obj["damageThreshold"] = { label="伤害阈值", tooltip="伤害量只有超过此值才会被显示"} obj["dotThrottleTime"] = { label="持续伤害抑制显示", tooltip="在设定的秒数中造成的持续伤害将合并为一次显示"} obj["hotThrottleTime"] = { label="持续治疗抑制显示", tooltip="在设定的秒数中造成的持续治疗将合并为一次显示"} obj["powerThrottleTime"] = { label="能量抑制显示", tooltip="在设定的秒数中持续获得的能量将合并为一次显示"} obj["skillThrottleTime"] = { label="技能抑制显示", tooltip="在设定的秒数中持续使用的技能将只显示一次"} obj["cooldownThreshold"] = { label="冷却阈值", tooltip="冷却时间低于设定秒数的技能不会被显示"} ------------------------------ -- Event categories ------------------------------ obj = L.EVENT_CATEGORIES obj[1] = "玩家受到伤害" obj[2] = "宠物受到伤害" obj[3] = "玩家输出伤害" obj[4] = "宠物输出伤害" obj[5] = "通告" ------------------------------ -- Event codes ------------------------------ obj = L.EVENT_CODES obj["DAMAGE_TAKEN"] = "%a - 受到伤害总数.\n" obj["HEALING_TAKEN"] = "%a - 受到治疗总数.\n" obj["DAMAGE_DONE"] = "%a - 输出伤害总数.\n" obj["HEALING_DONE"] = "%a - 输出治疗总数.\n" obj["ABSORBED_AMOUNT"] = "%a - 吸收伤害总数.\n" obj["AURA_AMOUNT"] = "%a - 光环的堆叠数量.\n" obj["ENERGY_AMOUNT"] = "%a - 能量总数.\n" obj["CP_AMOUNT"] = "%a - 你的连击点总数.\n" obj["HONOR_AMOUNT"] = "%a - 荣誉总数.\n" obj["REP_AMOUNT"] = "%a - 声望总数.\n" obj["ITEM_AMOUNT"] = "%a - 拾取物品的数量.\n" obj["SKILL_AMOUNT"] = "%a - 技能点总数.\n" obj["EXPERIENCE_AMOUNT"] = "%a - 获得经验总数.\n" obj["PARTIAL_AMOUNT"] = "%a - 特效触发总数.\n" obj["ATTACKER_NAME"] = "%n - 攻击者名字.\n" obj["HEALER_NAME"] = "%n - 治疗者名字.\n" obj["ATTACKED_NAME"] = "%n - 被攻击者名字.\n" obj["HEALED_NAME"] = "%n - 被治疗者名字.\n" obj["BUFFED_NAME"] = "%n - 被Buff者名字.\n" obj["UNIT_KILLED"] = "%n - 被杀死的单位名字.\n" obj["SKILL_NAME"] = "%s - 技能名.\n" obj["SPELL_NAME"] = "%s - 法术名.\n" obj["DEBUFF_NAME"] = "%s - Debuff名.\n" obj["BUFF_NAME"] = "%s - Buff名.\n" obj["ITEM_BUFF_NAME"] = "%s - 物品Buff名.\n" obj["EXTRA_ATTACKS"] = "%s - 获得额外攻击的技能名.\n" obj["SKILL_LONG"] = "%sl - %s 全称. 用来缩写事件.\n" obj["DAMAGE_TYPE_TAKEN"] = "%t - 受到伤害类型.\n" obj["DAMAGE_TYPE_DONE"] = "%t - 输出伤害类型.\n" obj["ENVIRONMENTAL_DAMAGE"] = "%e - 伤害来源 (掉落, 溺水, 岩浆, 等等...)\n" obj["FACTION_NAME"] = "%e - 声望阵营名.\n" obj["SHARD_NAME"] = "%e - 本地灵魂碎片的名字.\n" obj["EMOTE_TEXT"] = "%e - 表情文字.\n" obj["MONEY_TEXT"] = "%e - 获取金钱文字.\n" obj["COOLDOWN_NAME"] = "%e - 就绪的法术名字.\n" obj["ITEM_NAME"] = "%e - 拾取物品的名称.\n" obj["POWER_TYPE"] = "%p - 能力类别 (能量, 怒气, 法力).\n" obj["TOTAL_ITEMS"] = "%t - 拾取物品的总数." ------------------------------ -- Incoming events ------------------------------ obj = L.INCOMING_PLAYER_EVENTS obj["INCOMING_DAMAGE"] = { label="近战伤害", tooltip="显示被近战伤害"} obj["INCOMING_DAMAGE_CRIT"] = { label="近战爆击", tooltip="显示被近战爆击"} obj["INCOMING_MISS"] = { label="近战未命中", tooltip="显示未被近战命中"} obj["INCOMING_DODGE"] = { label="近战闪躲", tooltip="显示闪躲近战攻击"} obj["INCOMING_PARRY"] = { label="近战招架", tooltip="显示招架近战攻击"} obj["INCOMING_BLOCK"] = { label="近战格挡", tooltip="显示格挡近战攻击"} obj["INCOMING_DEFLECT"] = { label="近战偏斜", tooltip="显示偏斜近战攻击"} obj["INCOMING_ABSORB"] = { label="近战吸收", tooltip="显示吸收近战伤害"} obj["INCOMING_IMMUNE"] = { label="近战免疫", tooltip="显示免疫近战伤害"} obj["INCOMING_SPELL_DAMAGE"] = { label="技能伤害", tooltip="显示被技能伤害"} obj["INCOMING_SPELL_DAMAGE_CRIT"] = { label="技能爆击", tooltip="显示被技能爆击"} obj["INCOMING_SPELL_DOT"] = { label="技能持续伤害", tooltip="显示被技能持续伤害"} obj["INCOMING_SPELL_DOT_CRIT"] = { label="技能持续伤害暴击", tooltip="显示被技能持续伤害暴击"} obj["INCOMING_SPELL_DAMAGE_SHIELD"] = { label="伤害护盾伤害", tooltip="显示被伤害护盾伤害"} obj["INCOMING_SPELL_DAMAGE_SHIELD_CRIT"] = { label="伤害护盾爆击", tooltip="显示伤被害护盾爆击"} obj["INCOMING_SPELL_MISS"] = { label="技能未命中", tooltip="显示未被技能命中"} obj["INCOMING_SPELL_DODGE"] = { label="技能闪躲", tooltip="显示闪躲技能攻击"} obj["INCOMING_SPELL_PARRY"] = { label="技能招架", tooltip="显示招架技能攻击"} obj["INCOMING_SPELL_BLOCK"] = { label="技能格挡", tooltip="显示格挡技能攻击"} obj["INCOMING_SPELL_DEFLECT"] = { label="技能偏斜", tooltip="显示偏斜技能"} obj["INCOMING_SPELL_RESIST"] = { label="法术抵抗", tooltip="显示抵抗法术攻击"} obj["INCOMING_SPELL_ABSORB"] = { label="技能吸收", tooltip="显示吸收技能伤害"} obj["INCOMING_SPELL_IMMUNE"] = { label="技能免疫", tooltip="显示免疫技能伤害"} obj["INCOMING_SPELL_REFLECT"] = { label="技能反射", tooltip="显示反射技能伤害"} obj["INCOMING_SPELL_INTERRUPT"] = { label="法术打断", tooltip="显示打断法术"} obj["INCOMING_HEAL"] = { label="治疗", tooltip="显示被治疗"} obj["INCOMING_HEAL_CRIT"] = { label="爆击治疗", tooltip="显示被治疗爆击"} obj["INCOMING_HOT"] = { label="持续治疗", tooltip="显示被持续治疗"} obj["INCOMING_HOT_CRIT"] = { label="持续治疗暴击", tooltip="显示持续治疗暴击"} obj["INCOMING_ENVIRONMENTAL"] = { label="环境伤害", tooltip="显示环境伤害(如跌落,窒息,熔岩等)"} obj = L.INCOMING_PET_EVENTS obj["PET_INCOMING_DAMAGE"] = { label="近战伤害", tooltip="显示宠物被近战伤害"} obj["PET_INCOMING_DAMAGE_CRIT"] = { label="近战爆击", tooltip="显示宠物被近战爆击"} obj["PET_INCOMING_MISS"] = { label="近战未命中", tooltip="显示宠物未被近战命中"} obj["PET_INCOMING_DODGE"] = { label="近战闪躲", tooltip="显示宠物闪躲近战攻击"} obj["PET_INCOMING_PARRY"] = { label="近战招架", tooltip="显示宠物招架近战攻击"} obj["PET_INCOMING_BLOCK"] = { label="近战格挡", tooltip="显示宠物格挡近战攻击"} obj["PET_INCOMING_DEFLECT"] = { label="近战偏斜", tooltip="显示宠物偏斜近战攻击"} obj["PET_INCOMING_ABSORB"] = { label="近战吸收", tooltip="显示宠物吸收近战伤害"} obj["PET_INCOMING_IMMUNE"] = { label="近战免疫", tooltip="显示宠物免疫近战伤害"} obj["PET_INCOMING_SPELL_DAMAGE"] = { label="技能伤害", tooltip="显示宠物被技能伤害"} obj["PET_INCOMING_SPELL_DAMAGE_CRIT"] = { label="技能爆击", tooltip="显示宠物被技能爆击"} obj["PET_INCOMING_SPELL_DOT"] = { label="技能持续伤害", tooltip="显示宠物被技能持续伤害"} obj["PET_INCOMING_SPELL_DOT_CRIT"] = { label="技能持续伤害暴击", tooltip="显示宠物被技能持续伤害暴击"} obj["PET_INCOMING_SPELL_DAMAGE_SHIELD"] = { label="伤害护盾伤害", tooltip="显示宠物被伤害护盾的伤害"} obj["PET_INCOMING_SPELL_DAMAGE_SHIELD_CRIT"] = { label="伤害护盾爆击", tooltip="显示宠物被伤害护盾的爆击"} obj["PET_INCOMING_SPELL_MISS"] = { label="技能未命中", tooltip="显示宠物未被技能命中"} obj["PET_INCOMING_SPELL_DODGE"] = { label="技能闪躲", tooltip="显示宠物闪躲技能攻击"} obj["PET_INCOMING_SPELL_PARRY"] = { label="技能招架", tooltip="显示宠物招架技能攻击"} obj["PET_INCOMING_SPELL_BLOCK"] = { label="技能格挡", tooltip="显示宠物格挡技能攻击"} obj["PET_INCOMING_SPELL_DEFLECT"] = { label="技能偏斜", tooltip="显示宠物近战技能"} obj["PET_INCOMING_SPELL_RESIST"] = { label="法术抵抗", tooltip="显示宠物抵抗法术攻击"} obj["PET_INCOMING_SPELL_ABSORB"] = { label="技能吸收", tooltip="显示宠物吸收技能伤害"} obj["PET_INCOMING_SPELL_IMMUNE"] = { label="技能免疫", tooltip="显示宠物免疫技能伤害"} obj["PET_INCOMING_HEAL"] = { label="治疗", tooltip="显示宠物被治疗"} obj["PET_INCOMING_HEAL_CRIT"] = { label="治疗爆击", tooltip="显示宠物被治疗爆击"} obj["PET_INCOMING_HOT"] = { label="持续治疗", tooltip="显示宠物被持续治疗"} obj["PET_INCOMING_HOT_CRIT"] = { label="持续治疗暴击", tooltip="显示宠物持续治疗暴击"} ------------------------------ -- Outgoing events ------------------------------ obj = L.OUTGOING_PLAYER_EVENTS obj["OUTGOING_DAMAGE"] = { label="近战伤害", tooltip="显示对敌近战伤害"} obj["OUTGOING_DAMAGE_CRIT"] = { label="近战爆击", tooltip="显示对敌近战爆击"} obj["OUTGOING_MISS"] = { label="近战未命中", tooltip="显示近战未命中敌人"} obj["OUTGOING_DODGE"] = { label="近战闪躲", tooltip="显示敌人闪躲近战攻击"} obj["OUTGOING_PARRY"] = { label="近战招架", tooltip="显示敌人招架近战攻击"} obj["OUTGOING_BLOCK"] = { label="近战格挡", tooltip="显示敌人格挡近战攻击"} obj["OUTGOING_DEFLECT"] = { label="近战偏斜", tooltip="显示敌人偏斜近战攻击"} obj["OUTGOING_ABSORB"] = { label="近战吸收", tooltip="显示敌人吸收近战伤害"} obj["OUTGOING_IMMUNE"] = { label="近战免疫", tooltip="显示敌人免疫近战伤害"} obj["OUTGOING_EVADE"] = { label="近战闪避", tooltip="显示敌人闪避近战攻击"} obj["OUTGOING_SPELL_DAMAGE"] = { label="技能伤害", tooltip="显示技能伤害敌人"} obj["OUTGOING_SPELL_DAMAGE_CRIT"] = { label="技能爆击", tooltip="显示技能爆击敌人"} obj["OUTGOING_SPELL_DOT"] = { label="技能持续伤害", tooltip="显示技能持续伤害敌人"} obj["OUTGOING_SPELL_DOT_CRIT"] = { label="技能持续伤害暴击", tooltip="显示输出技能持续伤害暴击"} obj["OUTGOING_SPELL_DAMAGE_SHIELD"] = { label="伤害护盾伤害", tooltip="显示伤害护盾的伤害"} obj["OUTGOING_SPELL_DAMAGE_SHIELD_CRIT"] = { label="伤害护盾爆击", tooltip="显示伤害护盾的爆击"} obj["OUTGOING_SPELL_MISS"] = { label="技能未命中", tooltip="显示技能未命中敌人"} obj["OUTGOING_SPELL_DODGE"] = { label="技能闪躲", tooltip="显示敌人闪躲技能攻击"} obj["OUTGOING_SPELL_PARRY"] = { label="技能招架", tooltip="显示敌人招架技能攻击"} obj["OUTGOING_SPELL_BLOCK"] = { label="技能格挡", tooltip="显示敌人格挡技能攻击"} obj["OUTGOING_SPELL_DEFLECT"] = { label="技能偏斜", tooltip="显示敌人偏斜技能"} obj["OUTGOING_SPELL_RESIST"] = { label="法术抵抗", tooltip="显示敌人抵抗法术攻击"} obj["OUTGOING_SPELL_ABSORB"] = { label="技能吸收", tooltip="显示敌人吸收法术伤害"} obj["OUTGOING_SPELL_IMMUNE"] = { label="技能免疫", tooltip="显示敌人免疫技能伤害"} obj["OUTGOING_SPELL_REFLECT"] = { label="技能反射", tooltip="显示敌人反射技能伤害"} obj["OUTGOING_SPELL_INTERRUPT"] = { label="法术打断", tooltip="显示法术攻击被打断"} obj["OUTGOING_SPELL_EVADE"] = { label="技能闪避", tooltip="显示技能攻击被闪避"} obj["OUTGOING_HEAL"] = { label="治疗", tooltip="显示治疗目标"} obj["OUTGOING_HEAL_CRIT"] = { label="治疗爆击", tooltip="显示爆击治疗目标"} obj["OUTGOING_HOT"] = { label="持续治疗", tooltip="显示持续治疗目标"} obj["OUTGOING_HOT_CRIT"] = { label="持续治疗暴击", tooltip="显示持续治疗暴击."} obj["OUTGOING_DISPEL"] = { label="驱散", tooltip="显示驱散."} obj = L.OUTGOING_PET_EVENTS obj["PET_OUTGOING_DAMAGE"] = { label="近战伤害", tooltip="显示宠物近战伤害"} obj["PET_OUTGOING_DAMAGE_CRIT"] = { label="近战爆击", tooltip="显示宠物近战爆击"} obj["PET_OUTGOING_MISS"] = { label="近战未命中", tooltip="显示宠物的近战攻击未命中敌人"} obj["PET_OUTGOING_DODGE"] = { label="近战闪躲", tooltip="显示宠物的近战攻击被闪躲"} obj["PET_OUTGOING_PARRY"] = { label="近战招架", tooltip="显示宠物的近战攻击被招架"} obj["PET_OUTGOING_BLOCK"] = { label="近战格挡", tooltip="显示宠物的近战攻击被格挡"} obj["PET_OUTGOING_DEFLECT"] = { label="近战偏斜", tooltip="显示宠物的近战攻击偏斜"} obj["PET_OUTGOING_ABSORB"] = { label="近战吸收", tooltip="显示宠物的近战伤害被吸收"} obj["PET_OUTGOING_IMMUNE"] = { label="近战免疫", tooltip="显示宠物的近战伤害被免疫"} obj["PET_OUTGOING_EVADE"] = { label="近战闪避", tooltip="显示宠物的近战攻击被闪避"} obj["PET_OUTGOING_SPELL_DAMAGE"] = { label="技能伤害", tooltip="显示宠物的技能伤害"} obj["PET_OUTGOING_SPELL_DAMAGE_CRIT"] = { label="技能爆击", tooltip="显示宠物的技能爆击"} obj["PET_OUTGOING_SPELL_DOT"] = { label="技能持续伤害", tooltip="显示宠物技能的持续伤害"} obj["PET_OUTGOING_SPELL_DOT_CRIT"] = { label="技能持续伤害暴击", tooltip="显示宠物的技能持续伤害暴击."} obj["PET_OUTGOING_SPELL_DAMAGE_SHIELD"] = { label="伤害护盾伤害", tooltip="显示宠物的伤害护盾的伤害."} obj["PET_OUTGOING_SPELL_DAMAGE_SHIELD_CRIT"] = { label="伤害护盾爆击", tooltip="显示宠物的伤害护盾的爆击."} obj["PET_OUTGOING_SPELL_MISS"] = { label="技能未命中", tooltip="显示宠物技能攻击未命中敌人"} obj["PET_OUTGOING_SPELL_DODGE"] = { label="技能闪躲", tooltip="显示宠物的技能攻击被闪躲"} obj["PET_OUTGOING_SPELL_PARRY"] = { label="技能招架", tooltip="显示宠物的技能攻击被招架"} obj["PET_OUTGOING_SPELL_BLOCK"] = { label="技能格挡", tooltip="显示宠物的技能攻击被格挡"} obj["PET_OUTGOING_SPELL_DEFLECT"] = { label="技能偏斜", tooltip="显示宠物的技能偏斜"} obj["PET_OUTGOING_SPELL_RESIST"] = { label="法术抵抗", tooltip="显示宠物的法术攻击被抵抗"} obj["PET_OUTGOING_SPELL_ABSORB"] = { label="技能吸收", tooltip="显示宠物的技能伤害被吸收"} obj["PET_OUTGOING_SPELL_IMMUNE"] = { label="技能免疫", tooltip="显示宠物的技能伤害被免疫"} obj["PET_OUTGOING_SPELL_EVADE"] = { label="技能闪避", tooltip="显示宠物的技能攻击被闪避"} obj["PET_OUTGOING_DISPEL"] = { label="驱散", tooltip="显示宠物的驱散."} ------------------------------ -- Notification events ------------------------------ obj = L.NOTIFICATION_EVENTS obj["NOTIFICATION_DEBUFF"] = { label="Debuff", tooltip="显示你得到的Debuff"} obj["NOTIFICATION_DEBUFF_STACK"] = { label="Debuff堆叠", tooltip="显示Debuff堆叠数量"} obj["NOTIFICATION_BUFF"] = { label="Buff", tooltip="显示你得到的Buff"} obj["NOTIFICATION_BUFF_STACK"] = { label="Buff堆叠", tooltip="显示Buff堆叠数量"} obj["NOTIFICATION_ITEM_BUFF"] = { label="物品Buff", tooltip="显示使用物品得到的Buff"} obj["NOTIFICATION_DEBUFF_FADE"] = { label="Debuff消失", tooltip="显示从你身上消失的Debuff"} obj["NOTIFICATION_BUFF_FADE"] = { label="Buff消失", tooltip="显示从你身上消失的Buff"} obj["NOTIFICATION_ITEM_BUFF_FADE"] = { label="物品Buff消失", tooltip="显示从你身上消失的物品Buff"} obj["NOTIFICATION_COMBAT_ENTER"] = { label="战斗开始", tooltip="显示你已经开始战斗"} obj["NOTIFICATION_COMBAT_LEAVE"] = { label="战斗结束", tooltip="显示你已经结束了战斗"} obj["NOTIFICATION_POWER_GAIN"] = { label="能量获得", tooltip="显示你额外获得的法力,怒气或者能量"} obj["NOTIFICATION_POWER_LOSS"] = { label="能量行动", tooltip="显示你失去的法力,怒气或者能量"} obj["NOTIFICATION_CP_GAIN"] = { label="连击点获得", tooltip="显示你获得的连击点"} obj["NOTIFICATION_CP_FULL"] = { label="连击点已满", tooltip="显示你的连击点已满"} obj["NOTIFICATION_HONOR_GAIN"] = { label="获得荣誉", tooltip="显示你获得荣誉"} obj["NOTIFICATION_REP_GAIN"] = { label="声望提高", tooltip="显示你的声望提高"} obj["NOTIFICATION_REP_LOSS"] = { label="声望下降", tooltip="显示你的声望下降"} obj["NOTIFICATION_SKILL_GAIN"] = { label="获得技能点", tooltip="显示你获得了技能点"} obj["NOTIFICATION_EXPERIENCE_GAIN"] = { label="获得经验", tooltip="显示你获得了经验值"} obj["NOTIFICATION_PC_KILLING_BLOW"] = { label="击杀玩家", tooltip="显示你击杀了一个敌对玩家"} obj["NOTIFICATION_NPC_KILLING_BLOW"] = { label="击杀NPC", tooltip="显示你击杀了一个敌对NPC"} obj["NOTIFICATION_SOUL_SHARD_CREATED"] = { label="获得灵魂碎片", tooltip="显示你获得了一个灵魂碎片"} obj["NOTIFICATION_EXTRA_ATTACK"] = { label="额外攻击", tooltip="显示你从风怒,痛击之刃,剑系掌握等方面获得了一次额外攻击"} obj["NOTIFICATION_ENEMY_BUFF"] = { label="敌人获得Buff", tooltip="显示当前敌对目标获得的Buff"} obj["NOTIFICATION_MONSTER_EMOTE"] = { label="怪物表情", tooltip="显示当前目标怪物表情"} ------------------------------ -- Trigger info ------------------------------ -- Main events. obj = L.TRIGGER_DATA obj["SWING_DAMAGE"] = "平砍伤害" obj["RANGE_DAMAGE"] = "远程伤害" obj["SPELL_DAMAGE"] = "技能伤害" obj["GENERIC_DAMAGE"] = "平砍/远程/技能伤害" obj["SPELL_PERIODIC_DAMAGE"] = "周期性技能伤害(DoT)" obj["DAMAGE_SHIELD"] = "伤害护盾伤害" obj["DAMAGE_SPLIT"] = "分摊伤害" obj["ENVIRONMENTAL_DAMAGE"] = "环境伤害" obj["SWING_MISSED"] = "平砍未命中" obj["RANGE_MISSED"] = "远程未命中" obj["SPELL_MISSED"] = "技能未命中" obj["GENERIC_MISSED"] = "平砍/远程/技能未命中" obj["SPELL_PERIODIC_MISSED"] = "周期性技能未命中" obj["SPELL_DISPEL_FAILED"] = "驱散失败" obj["DAMAGE_SHIELD_MISSED"] = "伤害护盾未命中" obj["SPELL_HEAL"] = "治疗" obj["SPELL_PERIODIC_HEAL"] = "周期性治疗(HoT)" obj["SPELL_ENERGIZE"] = "能量获取" obj["SPELL_PERIODIC_ENERGIZE"] = "周期性能量获取" obj["SPELL_DRAIN"] = "能量消耗" obj["SPELL_PERIODIC_DRAIN"] = "周期性能量消耗" obj["SPELL_LEECH"] = "能量吸取" obj["SPELL_PERIODIC_LEECH"] = "周期性能量吸取" obj["SPELL_INTERRUPT"] = "技能打断" obj["SPELL_AURA_APPLIED"] = "获得光环" obj["SPELL_AURA_REMOVED"] = "光环消失" obj["SPELL_STOLEN"] = "偷取光环" obj["SPELL_DISPEL"] = "光环被驱散" obj["SPELL_AURA_REFRESH"] = "光环刷新" obj["SPELL_AURA_BROKEN_SPELL"] = "光环打破" obj["ENCHANT_APPLIED"] = "附魔效果触发" obj["ENCHANT_REMOVED"] = "附魔效果消失" obj["SPELL_CAST_START"] = "开始施法" obj["SPELL_CAST_SUCCESS"] = "施法成功" obj["SPELL_CAST_FAILED"] = "施法失败" obj["SPELL_SUMMON"] = "召唤" obj["SPELL_CREATE"] = "创造" obj["PARTY_KILL"] = "队友击杀" obj["UNIT_DIED"] = "单位死亡" obj["UNIT_DESTROYED"] = "单位被摧毁" obj["SPELL_EXTRA_ATTACKS"] = "额外攻击" obj["UNIT_HEALTH"] = "生命值改变" obj["UNIT_MANA"] = "法力值改变" obj["UNIT_ENERGY"] = "能量值改变" obj["UNIT_RAGE"] = "怒气值改变" obj["UNIT_RUNIC_POWER"] = "符文能量值改变" obj["SKILL_COOLDOWN"] = "技能冷却完成" -- Main event conditions. obj["sourceName"] = "来源玩家名字" obj["sourceAffiliation"] = "来源玩家联系" obj["sourceReaction"] = "来源玩家反应" obj["sourceControl"] = "来源玩家控制" obj["sourceUnitType"] = "来源玩家类型" obj["recipientName"] = "接受玩家名字" obj["recipientAffiliation"] = "接受玩家联系" obj["recipientReaction"] = "接受玩家反应" obj["recipientControl"] = "接受玩家控制" obj["recipientUnitType"] = "接受玩家类型" obj["skillID"] = "技能 ID" obj["skillName"] = "技能名字" obj["skillSchool"] = "技能类型" obj["extraSkillID"] = "额外技能 ID" obj["extraSkillName"] = "额外技能名字" obj["extraSkillSchool"] = "额外技能类型" obj["amount"] = "总数" obj["overkillAmount"] = "灭绝总数" obj["damageType"] = "伤害类型" obj["resistAmount"] = "抵抗总数" obj["blockAmount"] = "格挡总数" obj["absorbAmount"] = "吸收总数" obj["isCrit"] = "爆击" obj["isGlancing"] = "偏斜" obj["isCrushing"] = "致命攻击" obj["extraAmount"] = "额外总数" obj["missType"] = "未命中类型" obj["hazardType"] = "危害类型" obj["powerType"] = "能量类型" obj["auraType"] = "光环类型" obj["threshold"] = "起点阀值" obj["unitID"] = "玩家 ID" obj["unitReaction"] = "玩家反应" -- Exception conditions. obj["activeTalents"] = "启用天赋" obj["buffActive"] = "BUFF生效" obj["buffInactive"] = "Buff失效" obj["currentCP"] = "当前连击点" obj["currentPower"] = "当前能量" obj["inCombat"] = "战斗中" obj["recentlyFired"] = "触发器最近被触发" obj["trivialTarget"] = "无效目标" obj["unavailableSkill"] = "不可用技能" obj["warriorStance"] = "战士姿态" obj["zoneName"] = "地区名字" obj["zoneType"] = "地区类型" -- Relationships. obj["eq"] = "相等" obj["ne"] = "不相等" obj["like"] = "像" obj["unlike"] = "不像" obj["lt"] = "少于" obj["gt"] = "多于" -- Affiliations. obj["affiliationMine"] = "我的" obj["affiliationParty"] = "队友" obj["affiliationRaid"] = "团队成员" obj["affiliationOutsider"] = "其他" obj["affiliationTarget"] = TARGET obj["affiliationFocus"] = FOCUS obj["affiliationYou"] = YOU -- Reactions. obj["reactionFriendly"] = "友善" obj["reactionNeutral"] = "中立" obj["reactionHostile"] = HOSTILE -- Control types. obj["controlServer"] = "服务器" obj["controlHuman"] = "玩家" -- Unit types. obj["unitTypePlayer"] = PLAYER obj["unitTypeNPC"] = "NPC" obj["unitTypePet"] = PET obj["unitTypeGuardian"] = "护卫" obj["unitTypeObject"] = "物体" -- Aura types. obj["auraTypeBuff"] = "Buff" obj["auraTypeDebuff"] = "Debuff" -- Zone types. obj["zoneTypeArena"] = "竞技场" obj["zoneTypePvP"] = BATTLEGROUND obj["zoneTypeParty"] = "小队副本" obj["zoneTypeRaid"] = "团队副本" -- Booleans obj["booleanTrue"] = "True" obj["booleanFalse"] = "False" ------------------------------ -- Font info ------------------------------ -- Font outlines. obj = L.OUTLINES obj[1] = "无" obj[2] = "细" obj[3] = "粗" -- Text aligns. obj = L.TEXT_ALIGNS obj[1] = "左边" obj[2] = "中间" obj[3] = "右边" ------------------------------ -- Sound info ------------------------------ obj = L.SOUNDS obj["MSBT Low Mana"] = "MSBT 能量不足" obj["MSBT Low Health"] = "MSBT 血量不足" obj["MSBT Cooldown"] = "MSBT 冷却" ------------------------------ -- Animation style info ------------------------------ -- Animation styles obj = L.ANIMATION_STYLE_DATA obj["Angled"] = "V型" obj["Horizontal"] = "水平" obj["Parabola"] = "抛物线" obj["Straight"] = "直线" obj["Static"] = "静止" obj["Pow"] = "抖动" -- Animation style directions. obj["Alternate"] = "交替" obj["Left"] = "左" obj["Right"] = "右" obj["Up"] = "上" obj["Down"] = "下" -- Animation style behaviors. obj["AngleUp"] = "V型向上" obj["AngleDown"] = "V型向下" obj["GrowUp"] = "向上增长" obj["GrowDown"] = "向下增长" obj["CurvedLeft"] = "向左抛出" obj["CurvedRight"] = "向右抛出" obj["Jiggle"] = "摇动" obj["Normal"] = "普通"