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[NorHunter X2SoldierClassTemplate]
;This is the Name of the Class shown in the Game
+DisplayName="追捕者"
;This is the Class Description shown in the Guerilla Tactics School & Promotion Screen
+ClassSummary="追捕者经过电弧发射器的特殊训练,可以有效地瘫痪对手,使他更容易被击倒."
;These 2 lines dictate the name of the left & right ability trees show in the promotion screen (not the training centre)
+LeftAbilityTreeTitle="异种捕手"
+RightAbilityTreeTitle="XCOM特警"
AbilityTreeTitles[0]="异种捕手"
AbilityTreeTitles[1]="特警"
AbilityTreeTitles[2]="XCOM"
[NorBomber X2SoldierClassTemplate]
+DisplayName="扫除者"
ClassSummary="扫除者能操作大多数类型的枪械,并且在左手配备了一个特殊的臂套,它可以同时携带各种微型导弹和火焰喷射器."
+LeftAbilityTreeTitle="火焰发射器"
+RightAbilityTreeTitle="炮术"
AbilityTreeTitles[0]="火焰发射器"
AbilityTreeTitles[1]="炮术"
AbilityTreeTitles[2]="XCOM"
[NorSharpshooter X2SoldierClassTemplate]
+DisplayName="定位者"
ClassSummary="定位者可以从安全的距离射杀敌人。同时他善用其全息定位的技巧,可以帮助队友进行瞄准的辅助."
+LeftAbilityTreeTitle="狙击兵"
+RightAbilityTreeTitle="指挥杀戮"
AbilityTreeTitles[0]="狙击兵"
AbilityTreeTitles[1]="指挥杀戮"
AbilityTreeTitles[2]="XCOM"
[NorInfiltrator X2SoldierClassTemplate]
+DisplayName="渗透者"
ClassSummary="渗透者是一名受过特殊潜入训练的特工,他可以深入敌营,伪装成敌人的样子,在对方面前使用战斗匕首不漏声色的将其击杀,或是利用短管霰弹枪在敌方阵地造成各种混乱的局面。(主手佩戴战斗匕首可以使用近战攻击技能,主手佩戴短管霰弹枪可使用远程攻击技能)
+LeftAbilityTreeTitle="间谍战"
+RightAbilityTreeTitle="游击战"
AbilityTreeTitles[0]="间谍战"
AbilityTreeTitles[1]="游击战"
AbilityTreeTitles[2]="XCOM"
; --------------- Ability Strings ---------------
; --------------- NorHunter ---------------
[IrritationShot X2AbilityTemplate]
LocFriendlyName="惊吓射击"
LocLongDescription="从隐蔽处向敌人射击以眩晕或恐慌敌人。不会造成什么伤害,但士兵不会暴露."
LocHelpText="从隐蔽处向敌人射击以迷惑或惊吓敌人。不会造成什么伤害,但士兵不会暴露."
LocFlyOverText="惊吓射击"
LocPromotionPopupText="<Bullet/>从隐蔽处向敌人射击,以迷惑或惊吓敌人。造成轻微伤害,隐蔽状态下不会暴露。<br/><Bullet/>只造成 <Ability:IRRITATIONSHOT_DAMAGE/> 点伤害.<br/><Bullet/>只能在隐蔽时使用.<br/><Bullet/>虽然射击对小队隐蔽没有影响,但被击中的敌人发起警告并寻找射击者.<br/><Bullet/>消耗 <Ability:IRRITATIONSHOT_AMMO/> 弹药.冷却<Ability:IRRITATIONSHOT_COOLDOWN/>回合.<br/><Bullet/>有<Ability:IRRITATIONSHOT_DISORIENTNG_PERCENT_CHANCE/>%几率眩晕目标,<Ability:IRRITATIONSHOT_PANIC_PERCENT_CHANCE/>%有几率恐慌目标.<br/>"
[ShotInTheLeg X2AbilityTemplate]
LocFriendlyName="腿部射击"
LocLongDescription="-<Ability:SHOTINTHELEG_AIM_MULTIPLIER/>%命中来射击敌人的腿部,以减少敌人在<Ability:SHOTINTHELEG_EFFECT_DURATION/>回合内的移动力,并让其在下次行动时失去1个行动点."
LocHelpText=" 射击敌人的腿部,减少敌人在<Ability:SHOTINTHELEG_EFFECT_DURATION/>回合内的移动力."
LocFlyOverText="腿部射击"
LocPromotionPopupText="<Bullet/>-<Ability:SHOTINTHELEG_AIM_MULTIPLIER/>%命中来射击敌人的腿部,以减少敌人在<Ability:SHOTINTHELEG_EFFECT_DURATION/>回合内的移动力,并让其在下次行动时失去1个行动点.<br/><Bullet/>冷却<Ability:SHOTINTHELEG_COOLDOWN/>回合.<br/><Bullet/>如果你击中目标,持续<Ability:SHOTINTHELEG_EFFECT_DURATION/>回合。其移动力将减少<Ability:SHOTINTHELEG_MOBILITY_DAMAGE/>点.<br/>"
[LegshotDamageMod X2AbilityTemplate]
LocFriendlyName="腿部射击"
LocLongDescription="-<Ability:SHOTINTHELEG_AIM_MULTIPLIER/>%命中来射击敌人的腿部,以减少敌人在<Ability:SHOTINTHELEG_EFFECT_DURATION/> 回合内的移动力,并让其在下次行动时失去1个行动点"
LocFlyOverText="腿部射击"
[HunterPunch X2AbilityTemplate]
LocFriendlyName="武器重击"
LocLongDescription="使用主要武器进行近战攻击,撕裂对方2的护甲,并造成一定伤害有几率击晕目标."
LocFlyOverText="武器重击"
LocPromotionPopupText="<Bullet/>攻击造成较小的伤害,有几率使非机械目标眩晕.<br/><Bullet/>花费1个行动点.不会结束你的回合<br/><Bullet/>冷却时间<Ability:HUNTERPUNCH_COOLDOWN/>回合.<br/>"
[HeadShotTraining X2AbilityTemplate]
LocFriendlyName="瞄准头部"
LocLongDescription="被动技能:增加对有机目标造成的暴击+<Ability:HEADSHOTTRAINING_CRIT_BONUS_DAMAGE/>伤害."
LocHelpText="对有机目标造成的暴击+<Ability:HEADSHOTTRAINING_CRIT_BONUS_DAMAGE/>伤害."
LocFlyOverText="瞄准头部"
LocPromotionPopupText="<Bullet/>对有机目标造成的暴击+<Ability:HEADSHOTTRAINING_CRIT_BONUS_DAMAGE/>伤害.<br/>"
[ShotInTheBack X2AbilityTemplate]
LocFriendlyName="放冷枪"
LocLongDescription="使用武器对侧翼目标进行射击增加 +<Ability:SHOTINTHEBACK_CRIT_BONUS/>%暴击几率,如果目标死亡<Ability:ClassName/>.则不会暴露"
LocHelpText="使用武器对侧翼目标进行射击增加+<Ability:SHOTINTHEBACK_CRIT_BONUS/>%暴击几率. 需要花费1个行动点."
LocFlyOverText="放冷枪"
LocPromotionPopupText="<Bullet/>使用武器对侧翼目标射击并增加+<Ability:SHOTINTHEBACK_CRIT_BONUS/>%暴击几率.<br/><Bullet/>如果目标死亡<Ability:ClassName/>则不会暴露.<br/><Bullet/>花费1个行动点并结束回合.<br/>"
[ShotInTheBackModifier X2AbilityTemplate]
LocFriendlyName="放冷枪"
LocLongDescription="对侧翼目标使用<Ability:WeaponName/>进行射击增加 +<Ability:SHOTINTHEBACK_CRIT_BONUS/>% 暴击几率."
LocHelpText="对侧翼目标使用 <Ability:WeaponName/> 进行射击增加 +<Ability:SHOTINTHEBACK_CRIT_BONUS/>% 暴击几率."
LocFlyOverText="放冷枪"
LocPromotionPopupText="<Bullet/>对侧翼目标使用 <Ability:WeaponName/> 进行射击增加 +<Ability:SHOTINTHEBACK_CRIT_BONUS/>% 暴击几率.<br/><Bullet/> 只对另一个方向有掩护的侧翼目标有效.<br/><Bullet/> 不影响没有或无掩护的目标.<br/>"
[StrategicApproach X2AbilityTemplate]
LocFriendlyName="战略方针"
LocLongDescription="增加对侧翼目标 +<Ability:STRATEGICAPPROACH_HIT_MOD/>%命中率,并减少对你的侦查范围"
LocHelpText="对侧翼目标+<Ability:STRATEGICAPPROACH_HIT_MOD/>% 命中率,减少对你的<Ability:STRATEGICAPPROACH_DETECTION_MOD/>%侦查范围."
LocFlyOverText="战略方针"
LocPromotionPopupText="<Bullet/> 对侧翼目标+<Ability:STRATEGICAPPROACH_HIT_MOD/>%命中率,减少对你的<Ability:STRATEGICAPPROACH_DETECTION_MOD/>%侦查范围.<br/>"
[PunchReaction X2AbilityTemplate]
LocFriendlyName="正当防卫"
LocLongDescription="对任何进入近战范围或从近战范围发起攻击的敌人进行自由近战攻击。."
LocHelpText="自由近战攻击任何进入近战范围或从近战范围攻击的敌人."
LocFlyOverText="正当防卫"
LocPromotionPopupText="<Bullet/>如果敌人在一个相邻的格子中开始回合或敌人试图攻击<Ability:ClassName/>则会触发正当防卫.<br/><Bullet/>当敌人进入近战范围时会触发自卫.<br/>"
[PunchReactionAttack X2AbilityTemplate]
LocFriendlyName="正当防卫"
LocLongDescription="对任何进入近战范围或从近战范围发起攻击的敌人进行自由近战攻击。"
LocHelpText="自由近战攻击任何进入近战范围或从近战范围攻击的敌人."
LocFlyOverText="正当防卫"
LocPromotionPopupText="<Bullet/> 如果敌人在一个相邻的格子中开始回合或敌人试图攻击 <Ability:ClassName/>则会触发正当防卫.<br/><Bullet/>当敌人进入近战范围时会触发正当防卫.<br/>"
[FalseFriend X2AbilityTemplate]
LocFriendlyName="表面兄弟"
LocLongDescription="在<Ability:FALSE_FRIEND_RANGE/>格内对一个被精神控制单位射出致命的一枪。必中并直接杀死。
LocHelpText="向<Ability:FALSE_FRIEND_RANGE/>格内的受控制的单位射出致命一击."
LocFlyOverText="表面兄弟"
LocPromotionPopupText="<Bullet/>在<Ability:FALSE_FRIEND_RANGE/>格内对一个被精神控制单位射出致命的一枪.<br/><Bullet/>必中并直接杀死.<br/><Bullet/>花费1个行动点,并且不会结束你的回合.<br/>"
[HunterMoveShot X2AbilityTemplate]
LocFriendlyName="追猎射击"
LocLongDescription="追捕者在一个行动后进行标准射击。使用狙击枪射击只消耗1点行动力。如果移动后使用,对6格距离内的敌人增加命中,每移动1格+4%命中,对远距离的敌人减少命中."
LocHelpText="追捕者在一个行动后进行标准射击。使用狙击枪射击只消耗1行动力。"
LocFlyOverText="追猎射击"
LocPromotionPopupText="<Bullet/><Ability:ClassName/>现在可以在移动后使用狙击步枪进行标准射击,只消耗1行动力。<br/><Bullet/><Ability:ClassName/>如果移动后使用,则追猎射击将会增加对<Ability:HUNTERMOVESHOT_PENALTY_MIN_TILES/> 格内敌人的命中,每移动1格+4%命中<br/><Bullet/>对远距离目标射击将会减少命中,该惩罚将随着本回合移动距离而增加.<br/>"
[HunterMoveShotOverwatch X2AbilityTemplate]
LocFriendlyName="追猎监视"
LocLongDescription="<Ability:ClassName/> 在一个行动后可以进行更强伤害的监视,使用狙击枪射击只消耗1点行动力。对远距离的敌人造成更强的伤害。"
LocHelpText="只需要1个行动点就可使用监视的能力,对远距离的敌人造成更强的伤害."
LocFlyOverText="追猎监视"
LocPromotionPopupText="<Bullet/><Ability:ClassName/>在一个行动后可以进行更强伤害的监视.<br/><Bullet/>对 <Ability:HUNTERMOVESHOT_PENALTY_MIN_TILES/> 格以外的目标将造成更强的伤害.<br/><Bullet/> 目标伤害随着本回合的移动步数而增加.<br/>"
[HunterMoveShotAimModifier X2AbilityTemplate]
LocFriendlyName="追猎射击"
LocLongDescription="追捕者在一个行动后进行标准射击。使用狙击枪射击只消耗1点行动力。如果移动后使用,对6格距离内的敌人增加命中,每移动1格+4%命中,对远距离的敌人减少命中."
LocHelpText="追捕者在一个行动后进行标准射击。使用狙击枪射击只消耗1行动力。"
LocFlyOverText="追猎射击"
LocPromotionPopupText="<Bullet/> <Ability:ClassName/>现在可以在移动后使用狙击步枪进行标准射击,只消耗1行动力。<br/><Bullet/><Ability:ClassName/> 如果移动后使用,则追猎射击将会增加对 <Ability:HUNTERMOVESHOT_PENALTY_MIN_TILES/>格内敌人的命中,每移动1格+4%命中.<br/><Bullet/> 对远距离目标射击将会减少命中,该惩罚将随着本回合移动距离而增加.<br/>"
[StrongerPunch X2AbilityTemplate]
LocFriendlyName="近战训练"
LocLongDescription="被动技能: <Ability:ClassName/>获得额外的体力和增加的近战伤害."
LocHelpText="给予 <Ability:ClassName/> 获得额外的体力和增加的近战伤害."
LocFlyOverText="近战训练"
LocPromotionPopupText="<Bullet/> 体力增加 <Ability:STRONGER_PUNCH_STRENGTH/>.<br/><Bullet/> <Ability:ClassName/>根据他的体力增加暴击造成1至<Ability:STRONGER_PUNCH_MAX_BONUS_DAMAGE/> 的额外伤害.<br/><Bullet/> 增加体力也可能增加击倒敌人的几率.<br/>"
; this file is nessessary to translate all the var localized strings
[X2AbilityTag_NordoClasses]
STRING_YES="yes" ; just a "yes"
STRING_NO="no" ; just a "no"
STRING_NOT="不 " ; negation + space
STRING_PERMANENT="永远" ; forever
STRING_TURNS=" 轮" ; space + turns
[XLocalizedData_NordoClasses]
Infiltration_Name="渗透"
DistractedFriendlyName="分散注意力"
DistractedLostFriendlyName="分散注意力 结束"
DistractedEffectAcquiredString="<XGParam:StrValue0/!UnitName/> 分散注意力."
DistractedEffectTickedString="<XGParam:StrValue0/!UnitName/> 仍然 分散注意力."
DistractedEffectLostString="<XGParam:StrValue0/!UnitName/> 不再 分散注意力."
[X2Ability_AdditionalAbilitySet]
Sniper_Mode_Aim_EffectName="高地 位置"
Sniper_Mode_Effect_FriendlyName="高地 位置"
Sniper_Mode_Effect_Description="高地 位置减少了移动性<Ability:SNIPERMODE_MOBILITY_PENALTY/>. +<Ability:SNIPER_MODE_MAX_BONUS/> 对远距离目标的命中. 射击对<Ability:SNIPER_MODE_BLIND_RANGE/>格目标命中惩罚<Ability:SNIPER_MODE_MAX_PENALTY/>.<Ability:SNIPER_MODE_AFFECT_FREE_TARGETS/><Ability:SNIPER_MODE_AFFECT_UNMOVED_TARGETS/>"
Sniper_Mode_Aim_AgainstFlankedTargets="对侧翼的获得: +10."
Sniper_Mode_Aim_AgainstFreeTargets=" 对未侧翼/侧翼目标: +5/+10."
Sniper_Mode_Aim_AgainstUnmovedTargets=" 对未移动目标的奖励: +12."