语言
zh_CN.yml
mechanism_shield: "&f[&6&l!&f] 盾牌格挡正在冷却中... ({0}ms)"
equipment_level: "你的等级小于 {0}"
equipment_permission: "需要职业为 {0}"
equipment_slot: "需要戴在 {0} 位置"
equipment_condition: "&f[&6&l!&f] 你身上存在你无法使用的装备,原因可能是 &c{0}"
#书本界面的属性统计相关内容
stats_head: " &1&l&n{0} 属性列表"
stats_attack: "\n &6&l攻击属性"
stats_defense: " &6&l防御属性"
stats_other: " &6&l其他属性"
stats_info:
- " "
- " 个人信息"
- " 战斗力: %ap_combatPower%"
#默认生成的属性标签,修改属性名等请前往 attribute.yml
#没什么需要请不要修改这里
attack: "物理伤害"
pvp_attack: "PVP伤害"
pve_attack: "PVE伤害"
attack_addition: "伤害加成"
accumulate_addition: "蓄力加成"
accumulate_disturb: "蓄力干扰"
defense: "物理防御"
pvp_defense: "PVP防御"
pve_defense: "PVE防御"
health: "生命力"
health_addition: "生命加成"
armor: "护甲值"
restore: "生命恢复"
restore_ratio: "百分比恢复"
crit: "暴击几率"
crit_rate: "暴击倍率"
crit_resist: "暴击抵抗"
vampire: "吸血几率"
vampire_rate: "吸血倍率"
vampire_resist: "吸血抵抗"
reflection: "反弹几率"
reflection_rate: "反弹倍率"
fire: "燃烧几率"
fire_damage: "燃烧伤害"
dodge: "闪避几率"
hit: "命中几率"
frozen: "冰冻几率"
frozen_intensity: "冰冻强度"
moving: "移速加成"
exp_addition: "经验加成"
lightning: "雷击几率"
lightning_damage: "雷击伤害"
real_attack: "真实伤害"
sunder_armor: "破甲几率"
see_through: "护甲穿透"
summon_intensity: "召唤强度"
shoot_speed: "箭矢速度"
shoot_spread: "箭术精准"
shoot_through: "箭矢穿透率"
break_shield: "破盾几率"
shield_block: "盾牌格挡率"
remote_immune: "箭伤免疫率"
attribute_read_conflict:
- "&f属性读取冲突: &6{0}"
- "&f冲突分析: &7例如有一个属性标签为 '伤害' 任何你物品上的是 '物理伤害: 100'"
- "&7那么你将可能随机读取到 '物理伤害: 100','伤害: 100' 两个其中一个的值"
- ""
- "&a&l解决方法: &7请确保任何一个属性标签都是完全不同的,不包含其他属性标签"
register: "&f[&6AttributePlus&f] 正在注册 {0}-{1} 插件内的属性等组件,作者: {2}"
register_external_attribute: "&f[&6AttributePlus&f] 开始自动加载附属属性等组件..."
register_external_attribute_over: "&f[&6AttributePlus&f] 共加载了 {0} 个附属插件(仅注册新组件的附属)"
attribute_register: "&f[&6AttributePlus&f] 属性 [&6{0}&f] 注册完毕"
priority_attribute_register: "&f[&6AttributePlus&f] 属性 [&6{0}&f]-[&6{1}&f] 注册完毕,优先级为 [&6&l{2}&f]"
read_register: "&f[&6AttributePlus&f] 新的读取格式组件 [&6{0}&f] 加载完毕"
read_unregister: "&f[&6AttributePlus&f] 读取格式组件 [&6{0}&f] 卸载完毕"
plugin_reload: "&f[&6AttributePlus&f] 重载插件!"
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