Decompiled source of Impossible pack 2 v1.1.8
BTP-BtpTweak/BtpTweak.dll
Decompiled 3 months ago
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using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Serialization; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using System.Threading.Tasks; using BepInEx; using BepInEx.Configuration; using BepInEx.Logging; using BtpTweak.Messages; using BtpTweak.Pools; using BtpTweak.Pools.OrbPools; using BtpTweak.Pools.ProjectilePools; using BtpTweak.RoR2Indexes; using BtpTweak.Tweaks; using BtpTweak.Tweaks.ItemTweaks; using BtpTweak.Tweaks.MithrixTweaks.MithrixEntityStates; using BtpTweak.Tweaks.SurvivorTweaks; using BtpTweak.Utils; using EntityStates; using EntityStates.Bandit2.Weapon; using EntityStates.BeetleQueenMonster; using EntityStates.BrotherMonster; using EntityStates.BrotherMonster.Weapon; using EntityStates.Captain.Weapon; using EntityStates.CaptainSupplyDrop; using EntityStates.Commando.CommandoWeapon; using EntityStates.Croco; using EntityStates.Duplicator; using EntityStates.Engi.EngiBubbleShield; using EntityStates.Engi.EngiWeapon; using EntityStates.GlobalSkills.LunarDetonator; using EntityStates.GlobalSkills.LunarNeedle; using EntityStates.GoldGat; using EntityStates.Heretic.Weapon; using EntityStates.Huntress; using EntityStates.Huntress.HuntressWeapon; using EntityStates.ImpBossMonster; using EntityStates.LaserTurbine; using EntityStates.Loader; using EntityStates.LunarGolem; using EntityStates.Mage; using EntityStates.Mage.Weapon; using EntityStates.Merc; using EntityStates.Merc.Weapon; using EntityStates.Missions.BrotherEncounter; using EntityStates.Missions.LunarScavengerEncounter; using EntityStates.NullifierMonster; using EntityStates.Railgunner.Reload; using EntityStates.Railgunner.Scope; using EntityStates.Scrapper; using EntityStates.TeleporterHealNovaController; using EntityStates.TitanMonster; using EntityStates.Toolbot; using EntityStates.Treebot.TreebotFlower; using EntityStates.Treebot.Weapon; using EntityStates.VagrantNovaItem; using GoldenCoastPlusRevived; using GrooveSaladSpikestripContent; using GrooveSaladSpikestripContent.Content; using HG; using HG.GeneralSerializer; using HIFUArtificerTweaks; using HIFUArtificerTweaks.Skilldefs; using IL.EntityStates.Duplicator; using IL.EntityStates.LaserTurbine; using IL.EntityStates.Loader; using IL.EntityStates.Merc; using IL.EntityStates.Railgunner.Reload; using IL.EntityStates.Railgunner.Weapon; using IL.EntityStates.TitanMonster; using IL.EntityStates.VagrantNovaItem; using IL.RoR2; using IL.RoR2.Orbs; using KinematicCharacterController; using Microsoft.CodeAnalysis; using Mono.Cecil.Cil; using MonoMod.Cil; using MonoMod.RuntimeDetour.HookGen; using Newtonsoft.Json.Utilities; using On.EntityStates; using On.EntityStates.Bandit2.Weapon; using On.EntityStates.BeetleQueenMonster; using On.EntityStates.BrotherMonster; using On.EntityStates.BrotherMonster.Weapon; using On.EntityStates.Captain.Weapon; using On.EntityStates.CaptainSupplyDrop; using On.EntityStates.Croco; using On.EntityStates.Engi.EngiBubbleShield; using On.EntityStates.Engi.EngiWeapon; using On.EntityStates.GlobalSkills.LunarDetonator; using On.EntityStates.GlobalSkills.LunarNeedle; using On.EntityStates.GoldGat; using On.EntityStates.Heretic.Weapon; using On.EntityStates.Huntress.HuntressWeapon; using On.EntityStates.ImpBossMonster; using On.EntityStates.LaserTurbine; using On.EntityStates.Loader; using On.EntityStates.Mage; using On.EntityStates.Merc; using On.EntityStates.Merc.Weapon; using On.EntityStates.Missions.BrotherEncounter; using On.EntityStates.Missions.LunarScavengerEncounter; using On.EntityStates.Railgunner.Reload; using On.EntityStates.Railgunner.Scope; using On.EntityStates.TeleporterHealNovaController; using On.EntityStates.Toolbot; using On.EntityStates.VagrantNovaItem; using On.PlasmaCoreSpikestripContent.Content.Skills; using On.RoR2; using On.RoR2.Achievements.Captain; using On.RoR2.Artifacts; using On.RoR2.Items; using On.RoR2.UI; using On.RoR2.UI.MainMenu; using PlasmaCoreSpikestripContent.Content.Skills; using PlasmaCoreSpikestripContent.Content.Skills.States; using ProperSave; using R2API; using R2API.Networking; using R2API.Networking.Interfaces; using R2API.Utils; using RiskOfOptions; using RiskOfOptions.Lib; using RiskOfOptions.OptionConfigs; using RiskOfOptions.Options; using RoR2; using RoR2.Achievements; using RoR2.Artifacts; using RoR2.CharacterAI; using RoR2.EntityLogic; using RoR2.Items; using RoR2.Navigation; using RoR2.Orbs; using RoR2.Projectile; using RoR2.Skills; using RoR2.UI; using RoR2.UI.MainMenu; using TPDespair.ZetArtifacts; using TPDespair.ZetAspects; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.Networking; using UnityEngine.Rendering.PostProcessing; using vanillaVoid.Items; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("BtpTweak")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0+e61a1de1b42c15f6e25bda66e13de054b2cfe105")] [assembly: AssemblyProduct("BtpTweak")] [assembly: AssemblyTitle("BtpTweak")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] internal sealed class RefSafetyRulesAttribute : Attribute { public readonly int Version; public RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace BtpTweak { public static class AssetReferences { public static readonly GameObject affixWhiteDelayEffect = "RoR2/Base/EliteIce/AffixWhiteDelayEffect.prefab".Load<GameObject>(); public static readonly GameObject affixWhiteExplosion = "RoR2/Base/EliteIce/AffixWhiteExplosion.prefab".Load<GameObject>(); public static readonly GameObject bonusMoneyPack = "RoR2/Base/BonusGoldPackOnKill/BonusMoneyPack.prefab".Load<GameObject>(); public static readonly GameObject brotherBodyPrefab = "RoR2/Base/Brother/BrotherBody.prefab".Load<GameObject>(); public static readonly GameObject brotherUltLineProjectileStatic = "RoR2/Base/BrotherHaunt/BrotherUltLineProjectileStatic.prefab".Load<GameObject>(); public static readonly GameObject critspark = "RoR2/Base/Common/VFX/Critspark.prefab".Load<GameObject>(); public static readonly GameObject critsparkHeavy = "RoR2/Base/Common/VFX/CritsparkHeavy.prefab".Load<GameObject>(); public static readonly GameObject electricOrbProjectile = "RoR2/Base/ElectricWorm/ElectricOrbProjectile.prefab".Load<GameObject>(); public static readonly GameObject elementalRingVoidBlackHole = "RoR2/DLC1/ElementalRingVoid/ElementalRingVoidBlackHole.prefab".Load<GameObject>(); public static readonly GameObject fireMeatBallProjectile = "RoR2/Base/FireballsOnHit/FireMeatBall.prefab".Load<GameObject>(); public static readonly GameObject fireTornado = "RoR2/Base/ElementalRings/FireTornado.prefab".Load<GameObject>(); public static readonly GameObject fireworkLauncher = "RoR2/Base/Firework/FireworkLauncher.prefab".Load<GameObject>(); public static readonly GameObject fireworkPrefab = "RoR2/Base/Firework/FireworkProjectile.prefab".Load<GameObject>(); public static readonly GameObject fractureImpactEffect = "RoR2/DLC1/BleedOnHitVoid/FractureImpactEffect.prefab".Load<GameObject>(); public static readonly GameObject genericDelayBlast = "RoR2/Base/Common/GenericDelayBlast.prefab".Load<GameObject>(); public static readonly GameObject helperPrefab = "RoR2/Base/Common/DirectorSpawnProbeHelperPrefab.prefab".Load<GameObject>(); public static readonly GameObject iceRingExplosion = "RoR2/Base/ElementalRings/IceRingExplosion.prefab".Load<GameObject>(); public static readonly GameObject lightningStake = "RoR2/Base/EliteLightning/LightningStake.prefab".Load<GameObject>(); public static readonly GameObject lunarMissilePrefab = "RoR2/Base/EliteLunar/LunarMissileProjectile.prefab".Load<GameObject>(); public static readonly GameObject magmaOrbProjectile = "RoR2/Base/MagmaWorm/MagmaOrbProjectile.prefab".Load<GameObject>(); public static readonly GameObject molotovClusterProjectile = "RoR2/DLC1/Molotov/MolotovClusterProjectile.prefab".Load<GameObject>(); public static readonly GameObject molotovProjectileDotZone = "RoR2/DLC1/Molotov/MolotovProjectileDotZone.prefab".Load<GameObject>(); public static readonly GameObject molotovSingleProjectile = "RoR2/DLC1/Molotov/MolotovSingleProjectile.prefab".Load<GameObject>(); public static readonly GameObject moonExitArenaOrbEffect = "RoR2/Base/moon/MoonExitArenaOrbEffect.prefab".Load<GameObject>(); public static readonly GameObject omniExplosionVFXQuick = "RoR2/Base/Common/VFX/OmniExplosionVFXQuick.prefab".Load<GameObject>(); public static readonly GameObject omniRecycleEffect = "RoR2/Base/Recycle/OmniRecycleEffect.prefab".Load<GameObject>(); public static readonly GameObject shrineUseEffect = "RoR2/Base/Common/VFX/ShrineUseEffect.prefab".Load<GameObject>(); public static readonly GameObject stickyBombProjectile = "RoR2/Base/StickyBomb/StickyBomb.prefab".Load<GameObject>(); public static readonly GameObject teamWarCryActivation = "RoR2/Base/TeamWarCry/TeamWarCryActivation.prefab".Load<GameObject>(); public static readonly GameObject coinImpact = "RoR2/Base/Common/VFX/CoinImpact.prefab".Load<GameObject>(); public static readonly GameObject titanGoldPreFistProjectile = "RoR2/Base/Titan/TitanGoldPreFistProjectile.prefab".Load<GameObject>(); public static readonly GameObject randomEquipmentTriggerProcEffect = "RoR2/DLC1/RandomEquipmentTrigger/RandomEquipmentTriggerProcEffect.prefab".Load<GameObject>(); public static readonly Material helscourgeMat = Addressables.LoadAssetAsync<Material>((object)"RoR2/Base/LunarWisp/matLunarWispFlames.mat").WaitForCompletion(); public static readonly Material moonscourgeMat = Addressables.LoadAssetAsync<Material>((object)"RoR2/Base/moon2/matSkyboxMoon.mat").WaitForCompletion(); public static readonly Material stormscourgeMat = Addressables.LoadAssetAsync<Material>((object)"RoR2/Base/Mage/matMageCalibrateLightning.mat").WaitForCompletion(); } public class AutoTeleportGameObject : MonoBehaviour { [SerializeField] private float waitingTime; public void SetTeleportWaitingTime(float newWaitingTime) { waitingTime = newWaitingTime; } private void Awake() { ((Behaviour)this).enabled = NetworkServer.active; } private void Update() { if ((waitingTime -= Time.deltaTime) < 0f) { TeleportDroplet(); ((Behaviour)this).enabled = false; } } private void TeleportDroplet() { //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Unknown result type (might be due to invalid IL or missing references) //IL_001f: Unknown result type (might be due to invalid IL or missing references) //IL_0024: Unknown result type (might be due to invalid IL or missing references) //IL_0026: Unknown result type (might be due to invalid IL or missing references) //IL_002b: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0037: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Expected O, but got Unknown //IL_0049: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Expected O, but got Unknown //IL_0068: Unknown result type (might be due to invalid IL or missing references) //IL_007c: Unknown result type (might be due to invalid IL or missing references) //IL_0081: Unknown result type (might be due to invalid IL or missing references) SpawnCard val = ScriptableObject.CreateInstance<SpawnCard>(); val.hullSize = (HullClassification)0; val.nodeGraphType = (GraphType)0; val.prefab = AssetReferences.helperPrefab; DirectorPlacementRule val2 = new DirectorPlacementRule { placementMode = (PlacementMode)3, position = ((Component)this).transform.position }; GameObject val3 = DirectorCore.instance.TrySpawnObject(new DirectorSpawnRequest(val, val2, RoR2Application.rng)); if (Object.op_Implicit((Object)(object)val3)) { TeleportHelper.TeleportGameObject(((Component)this).gameObject, val3.transform.position + new Vector3(0f, 5f, 0f)); Debug.Log((object)"tp item back"); Object.Destroy((Object)(object)val3); } Object.Destroy((Object)(object)val); } } public static class BetterEvents { public delegate void BetterHitEnemyEventHandler(DamageInfo damageInfo, CharacterBody attackerBody, CharacterBody victimBody); public delegate void BetterHitAllEventHandler(DamageInfo damageInfo, CharacterBody attackerBody); [CompilerGenerated] private static class <>O { public static Manipulator <0>__GlobalEventManager_OnHitEnemy; public static hook_OnHitAllProcess <1>__GlobalEventManager_OnHitAll; } public static event BetterHitEnemyEventHandler OnHitEnemy; public static event BetterHitAllEventHandler OnHitAll; static BetterEvents() { Init(); } private static void Init() { //IL_0010: Unknown result type (might be due to invalid IL or missing references) //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Expected O, but got Unknown //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Expected O, but got Unknown object obj = <>O.<0>__GlobalEventManager_OnHitEnemy; if (obj == null) { Manipulator val = GlobalEventManager_OnHitEnemy; <>O.<0>__GlobalEventManager_OnHitEnemy = val; obj = (object)val; } GlobalEventManager.ProcessHitEnemy += (Manipulator)obj; object obj2 = <>O.<1>__GlobalEventManager_OnHitAll; if (obj2 == null) { hook_OnHitAllProcess val2 = GlobalEventManager_OnHitAll; <>O.<1>__GlobalEventManager_OnHitAll = val2; obj2 = (object)val2; } GlobalEventManager.OnHitAllProcess += (hook_OnHitAllProcess)obj2; } private static void GlobalEventManager_OnHitAll(orig_OnHitAllProcess orig, GlobalEventManager self, DamageInfo damageInfo, GameObject hitObject) { CharacterBody val = default(CharacterBody); if (damageInfo.procCoefficient != 0f && !damageInfo.rejected && Object.op_Implicit((Object)(object)damageInfo.attacker) && damageInfo.attacker.TryGetComponent<CharacterBody>(ref val) && Object.op_Implicit((Object)(object)val.master)) { BetterEvents.OnHitAll?.Invoke(damageInfo, val); } } private static void GlobalEventManager_OnHitEnemy(ILContext il) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Expected O, but got Unknown //IL_007d: Unknown result type (might be due to invalid IL or missing references) //IL_0087: Unknown result type (might be due to invalid IL or missing references) //IL_0091: Unknown result type (might be due to invalid IL or missing references) ILCursor val = new ILCursor(il); if (val.TryGotoNext((MoveType)0, new Func<Instruction, bool>[3] { (Instruction x) => ILPatternMatchingExt.MatchLdloc(x, 5), (Instruction x) => ILPatternMatchingExt.MatchCallvirt<CharacterMaster>(x, "get_inventory"), (Instruction x) => ILPatternMatchingExt.MatchStloc(x, 6) })) { val.Emit(OpCodes.Ldarg_1).Emit(OpCodes.Ldloc_1).Emit(OpCodes.Ldloc_2) .EmitDelegate<Action<DamageInfo, CharacterBody, CharacterBody>>((Action<DamageInfo, CharacterBody, CharacterBody>)delegate(DamageInfo damageInfo, CharacterBody attackerBody, CharacterBody victimBody) { BetterEvents.OnHitEnemy?.Invoke(damageInfo, attackerBody, victimBody); }); } else { Main.Logger.LogError((object)"OnHitEnemy Hook Failed!"); } } } public static class BtpContent { public static class Buffs { public static BuffDef VoidFire { get; private set; } public static BuffDef DroneCommanderSpawnCooldown { get; private set; } [RuntimeInitializeOnLoadMethod] private static void InitBuffs() { //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0037: Unknown result type (might be due to invalid IL or missing references) VoidFire = ScriptableObject.CreateInstance<BuffDef>(); ((Object)VoidFire).name = "Void Fire"; VoidFire.iconSprite = "RoR2/Base/Common/texBuffVoidFog.tif".Load<Sprite>(); VoidFire.buffColor = Color.red; VoidFire.canStack = false; VoidFire.isHidden = true; VoidFire.isDebuff = false; VoidFire.isCooldown = false; if (!ContentAddition.AddBuffDef(VoidFire)) { Main.Logger.LogError((object)("Buff '" + ((Object)VoidFire).name + "' failed to be added!")); } DroneCommanderSpawnCooldown = ScriptableObject.CreateInstance<BuffDef>(); ((Object)DroneCommanderSpawnCooldown).name = "DroneCommander SpawnCooldown"; DroneCommanderSpawnCooldown.iconSprite = "RoR2/DLC1/DroneWeapons/texDroneWeaponsIcon.png".Load<Sprite>(); DroneCommanderSpawnCooldown.canStack = false; DroneCommanderSpawnCooldown.isHidden = false; DroneCommanderSpawnCooldown.isDebuff = false; DroneCommanderSpawnCooldown.isCooldown = true; if (!ContentAddition.AddBuffDef(DroneCommanderSpawnCooldown)) { Main.Logger.LogError((object)("Buff '" + ((Object)DroneCommanderSpawnCooldown).name + "' failed to be added!")); } } } public static class Items { [CompilerGenerated] private static class <>O { public static hook_UpdateOverlays <0>__CharacterModel_UpdateOverlays; } public static ItemDef MoonscourgeAccursedItem { get; private set; } public static ItemDef StormscourgeAccursedItem { get; private set; } public static ItemDef HelscourgeAccursedItemDef { get; private set; } [RuntimeInitializeOnLoadMethod] private static void InitItems() { //IL_001f: Unknown result type (might be due to invalid IL or missing references) //IL_0024: Unknown result type (might be due to invalid IL or missing references) //IL_002a: Expected O, but got Unknown CreateMoonscourgeItem(); CreateStormscourgeItem(); CreateHelscourgeItem(); object obj = <>O.<0>__CharacterModel_UpdateOverlays; if (obj == null) { hook_UpdateOverlays val = CharacterModel_UpdateOverlays; <>O.<0>__CharacterModel_UpdateOverlays = val; obj = (object)val; } CharacterModel.UpdateOverlays += (hook_UpdateOverlays)obj; } private static void CreateMoonscourgeItem() { //IL_0057: Unknown result type (might be due to invalid IL or missing references) MoonscourgeAccursedItem = ScriptableObject.CreateInstance<ItemDef>(); ((Object)MoonscourgeAccursedItem).name = "MoonscourgeAccursedItem"; MoonscourgeAccursedItem.nameToken = "ACCURSEDMITHRIX_ITEM1_NAME"; MoonscourgeAccursedItem.pickupToken = "ACCURSEDMITHRIX_ITEM1_PICKUP"; MoonscourgeAccursedItem.descriptionToken = "ACCURSEDMITHRIX_ITEM1_DESC"; MoonscourgeAccursedItem.tier = (ItemTier)5; MoonscourgeAccursedItem.deprecatedTier = (ItemTier)5; if (!ContentAddition.AddItemDef(MoonscourgeAccursedItem)) { Main.Logger.LogError((object)"AddItemDef :: MoonscourgeAccursedItem Failed!"); } } private static void CreateStormscourgeItem() { //IL_0057: Unknown result type (might be due to invalid IL or missing references) StormscourgeAccursedItem = ScriptableObject.CreateInstance<ItemDef>(); ((Object)StormscourgeAccursedItem).name = "StormscourgeAccursedItem"; StormscourgeAccursedItem.nameToken = "ACCURSEDMITHRIX_ITEM2_NAME"; StormscourgeAccursedItem.pickupToken = "ACCURSEDMITHRIX_ITEM2_PICKUP"; StormscourgeAccursedItem.descriptionToken = "ACCURSEDMITHRIX_ITEM2_DESC"; StormscourgeAccursedItem.tier = (ItemTier)5; StormscourgeAccursedItem.deprecatedTier = (ItemTier)5; if (!ContentAddition.AddItemDef(StormscourgeAccursedItem)) { Main.Logger.LogError((object)"AddItemDef :: StormscourgeAccursedItem Failed!"); } } private static void CreateHelscourgeItem() { //IL_0057: Unknown result type (might be due to invalid IL or missing references) HelscourgeAccursedItemDef = ScriptableObject.CreateInstance<ItemDef>(); ((Object)HelscourgeAccursedItemDef).name = "HelscourgeAccursedItem"; HelscourgeAccursedItemDef.nameToken = "ACCURSEDMITHRIX_ITEM3_NAME"; HelscourgeAccursedItemDef.pickupToken = "ACCURSEDMITHRIX_ITEM3_PICKUP"; HelscourgeAccursedItemDef.descriptionToken = "ACCURSEDMITHRIX_ITEM3_DESC"; HelscourgeAccursedItemDef.tier = (ItemTier)5; HelscourgeAccursedItemDef.deprecatedTier = (ItemTier)5; if (!ContentAddition.AddItemDef(HelscourgeAccursedItemDef)) { Main.Logger.LogError((object)"AddItemDef :: HelscourgeAccursedItemDef Failed!"); } } private static void CharacterModel_UpdateOverlays(orig_UpdateOverlays orig, CharacterModel self) { //IL_001c: Unknown result type (might be due to invalid IL or missing references) //IL_0027: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_0034: Unknown result type (might be due to invalid IL or missing references) orig.Invoke(self); if (self.body?.bodyIndex == (BodyIndex?)BodyIndexes.Brother && self.activeOverlayCount < CharacterModel.maxOverlays) { Inventory inventory = self.body.inventory; if (inventory.GetItemCount(HelscourgeAccursedItemDef) > 0) { Material[] currentOverlays = self.currentOverlays; int activeOverlayCount = self.activeOverlayCount; self.activeOverlayCount = activeOverlayCount + 1; currentOverlays[activeOverlayCount] = AssetReferences.helscourgeMat; } else if (inventory.GetItemCount(StormscourgeAccursedItem) > 0) { Material[] currentOverlays2 = self.currentOverlays; int activeOverlayCount = self.activeOverlayCount; self.activeOverlayCount = activeOverlayCount + 1; currentOverlays2[activeOverlayCount] = AssetReferences.stormscourgeMat; } else if (inventory.GetItemCount(MoonscourgeAccursedItem) > 0) { Material[] currentOverlays3 = self.currentOverlays; int activeOverlayCount = self.activeOverlayCount; self.activeOverlayCount = activeOverlayCount + 1; currentOverlays3[activeOverlayCount] = AssetReferences.moonscourgeMat; } } } } public static class Skills { public static SkillDef UngroundedDash { get; private set; } [RuntimeInitializeOnLoadMethod] private static void Init() { CreateUngroundedDash(); } private static void CreateUngroundedDash() { //IL_0028: Unknown result type (might be due to invalid IL or missing references) //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_00a3: Unknown result type (might be due to invalid IL or missing references) UngroundedDash = ScriptableObject.CreateInstance<SkillDef>(); UngroundedDash.skillName = "LunarDash"; UngroundedDash.activationState = new SerializableEntityStateType(typeof(SlideIntroState)); UngroundedDash.activationStateMachineName = "Body"; UngroundedDash.baseMaxStock = 1; UngroundedDash.baseRechargeInterval = 5f; UngroundedDash.beginSkillCooldownOnSkillEnd = false; UngroundedDash.canceledFromSprinting = false; UngroundedDash.cancelSprintingOnActivation = true; UngroundedDash.dontAllowPastMaxStocks = false; UngroundedDash.forceSprintDuringState = false; UngroundedDash.fullRestockOnAssign = true; UngroundedDash.interruptPriority = (InterruptPriority)1; UngroundedDash.isCombatSkill = false; UngroundedDash.rechargeStock = 2; UngroundedDash.requiredStock = 1; UngroundedDash.stockToConsume = 1; if (!ContentAddition.AddSkillDef(UngroundedDash)) { Main.Logger.LogError((object)"CreateUngroundedDash failed!"); } } } public static class Difficulties { public static DifficultyDef 造物 { get; private set; } public static DifficultyIndex 造物索引 { get; private set; } [RuntimeInitializeOnLoadMethod] private static void Init() { //IL_0012: Unknown result type (might be due to invalid IL or missing references) //IL_0017: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Expected O, but got Unknown //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0045: Unknown result type (might be due to invalid IL or missing references) //IL_004b: Invalid comparison between Unknown and I4 造物 = new DifficultyDef(3f, "DIFFICULTY_CREATION_NAME", (string)null, "DIFFICULTY_CREATION_DESC", Color32.op_Implicit(ColorCatalog.GetColor((ColorIndex)27)), "btp", true); 造物索引 = DifficultyAPI.AddDifficulty(造物, "RoR2/DLC1/VoidCoin/texVoidCoinIcon.png".Load<Sprite>()); if ((int)造物索引 == -1) { Main.Logger.LogError((object)("Difficulties " + 造物.nameToken + " add failed!")); } Localizer.AddOverlay("DIFFICULTY_CREATION_NAME", "造物"); Localizer.AddOverlay("DIFFICULTY_CREATION_DESC", "准备好面对造物主的试炼了吗?\n\n".ToRainbowWavy() + "以标准的季风难度开局,但难度随情况变化。\n\n".ToShaky() + ">玩家根据所选角色获得初始物品\n".ToHealing() + ">敌人将会根据情况获得各种增益\n".ToDeath() + ">充能半径将与充能进度成反比\n".ToDeath() + ">未充能时进度缓慢衰减\n".ToDeath()); } } } internal interface IOnModLoadBehavior { void OnModLoad(); } internal interface IOnModUnloadBehavior { void OnModUnload(); } internal interface IOnRoR2LoadedBehavior { void OnRoR2Loaded(); } internal static class Localizer { [CompilerGenerated] private static class <>O { public static hook_Start <0>__OnMainMenuControllerFirstStart; public static Action <1>__基础汉化; public static Action <2>__权杖技能汉化; public static Action <3>__圣骑士汉化; public static Action <4>__象征汉化; } public const string 暴击 = "<style=cIsDamage>暴击</style>"; public const string 爆炸 = "<style=cIsDamage>爆炸</style>"; public const string 不与其他流血和出血重复 = "<style=cIsUtility>(不与其他流血和出血重复)</style>"; public const string 不与其他瓦解重复 = "<style=cIsUtility>(不与其他瓦解重复)</style>"; public const string 出血 = "<style=cDeath>出血</style>"; public const string 此处忽略触发系数 = "<style=cIsUtility>(此处忽略触发系数)</style>"; public const string 大小写字母串 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"; public const string 额外 = "<style=cIsDamage>额外</style>"; public const string 焚烧 = "<color=#f25d25>焚烧</color>"; public const string 攻击速度 = "<style=cIsDamage>攻击速度</style>"; public const string 护盾 = "<style=cIsHealing>护盾</style>"; public const string 护甲 = "<style=cIsHealing>护甲</style>"; public const string 基础护盾百分比再生速度 = "<style=cIsHealing>基础护盾<color=yellow>百分比</color>再生速度</style>"; public const string 基础伤害 = "<style=cIsDamage>基础伤害</style>"; public const string 基础生命值百分比再生速度 = "<style=cIsHealing>基础生命值<color=yellow>百分比</color>再生速度</style>"; public const string 基础生命值再生速度 = "<style=cIsHealing>基础生命值再生速度</style>"; public const string 金钱 = "<color=yellow>金钱</color>"; public const string 冷却时间 = "<style=cIsUtility>冷却时间</style>"; public const string 流血 = "<style=cIsDamage>流血</style>"; public const string 燃烧 = "<style=cIsDamage>燃烧</style>"; public const string 伤害 = "<style=cIsDamage>伤害</style>"; public const string 眩晕 = "<style=cIsUtility>眩晕</style>"; public const string 移动速度 = "<style=cIsUtility>移动速度</style>"; public const string 总伤害 = "<style=cIsDamage>总伤害</style>"; private static readonly List<string> strings = new List<string>(); public static void AddOverlay(string key, string value, string lang) { if (key != null && value != null) { Language.FindLanguageByName(lang)?.stringsByToken.Remove(key); LanguageAPI.AddOverlay(key, value, lang); } } public static void AddOverlay(string key, string value) { if (key == null || value == null) { return; } foreach (Language allLanguage in Language.GetAllLanguages()) { allLanguage.stringsByToken.Remove(key); } LanguageAPI.AddOverlay(key, value); } [RuntimeInitializeOnLoadMethod] private static void Init() { //IL_0010: Unknown result type (might be due to invalid IL or missing references) //IL_0015: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Expected O, but got Unknown object obj = <>O.<0>__OnMainMenuControllerFirstStart; if (obj == null) { hook_Start val = OnMainMenuControllerFirstStart; <>O.<0>__OnMainMenuControllerFirstStart = val; obj = (object)val; } MainMenuController.Start += (hook_Start)obj; } private static void 基础汉化() { //IL_2eec: Unknown result type (might be due to invalid IL or missing references) //IL_2ef1: Unknown result type (might be due to invalid IL or missing references) //IL_2ef4: Unknown result type (might be due to invalid IL or missing references) AddOverlay("ITEM_JUMPBOOST_DESC", "<style=cIsUtility>奔跑时</style><style=cIsUtility>跳跃</style>可以增加<style=cIsUtility>10米</style><style=cStack>(每层增加10米)</style>的距离。", "zh-CN"); AddOverlay("ITEM_RANDOMEQUIPMENTTRIGGER_DESC", "每隔" + 30f.ToUtil("_秒") + "," + "随机选择".ToUtil() + "你的一件物品转化为" + "相同品质".ToUtil() + "的一件随机物品,每次转化的数量最多" + 3.ToBaseAndStk().ToUtil("_个") + "。", "zh-CN"); AddOverlay("EQUIPMENT_SAWMERANG_DESC", "投掷<style=cIsDamage>三个穿透性的回旋锯</style>,每个造成" + 3f.ToDmgPct("_的基础伤害") + ",同时锯伤敌人,造成额外的<style=cIsDamage>每秒100%的基础伤害</style>,并使其<style=cIsDamage>流血</style>,在" + 5f.ToUtil("_秒") + "内合计造成" + 0.1f.ToDmgPct("_的总伤害") + ";若造成<style=cIsDamage>暴击</style>,则<style=cIsDamage>额外</style>造成<style=cDeath>出血</style>,在" + 10f.ToUtil("_秒") + "内合计造成" + 0.2f.ToDmgPct("_的总伤害") + "。", "zh-CN"); AddOverlay("KEYWORD_SUPERBLEED", "<style=cKeywordName>出血</style><style=cSub>造成每秒" + 0.2f.ToDmgPct("_的基础伤害") + "。<i>出血可以叠加。</i></style>", "zh-CN"); AddOverlay("BUFF_SUPERBLEED_DESC", "每秒受到" + 0.2f.ToDmgPct("_的基础伤害") + "。", "zh-CN"); AddOverlay("ITEM_NOVAONLOWHEALTH_PICKUP", "受到一定量的伤害后或者处于低生命值时,爆发一次大范围新星。", "zh-CN"); AddOverlay("ITEM_NOVAONLOWHEALTH_DESC", "受到的伤害" + "累计".ToDmg() + "超过" + "75%的生命值".ToHealing() + "后或者低于<style=cIsHealth>25%的生命值</style>时,以你为中心爆发一次" + "闪电新星".ToLightning() + ",造成" + DetonateState.blastDamageCoefficient.ToBaseAndStkPct().ToDmg("_的基础伤害") + "并" + "击晕".ToLightning() + "敌人,然后进入<style=cIsUtility>30秒<style=cStack>(每层减少50%)</style></style>冷却阶段。", "zh-CN"); AddOverlay("ITEM_LASERTURBINE_PICKUP", "获得一个完全充能后自动发射的共鸣圆盘。", "zh-CN"); AddOverlay("ITEM_LASERTURBINE_DESC", "获得一个" + "自动".ToUtil() + "充能的共鸣圆盘,基础充能速率为" + 0.01f.ToBaseAndStkPct().ToUtil("_每秒") + ",击杀敌人将给予一层持续" + 10.ToUtil("_秒的充能增益") + ",每层增益使充能速率增加" + 0.01f.ToPct().ToUtil("_每秒") + "。圆盘充能完毕后" + "自动".ToUtil() + "发射,在" + "可视范围内".ToUtil() + "所有个体之间弹射,每一次弹射可造成" + 1f.ToBaseAndStkPct().ToDmg("_的基础伤害") + "。弹射时圆盘将" + "穿透".ToUtil() + "沿途所有个体并产生<style=cIsDamage>爆炸</style>,<style=cIsDamage>爆炸</style>造成" + 3f.ToBaseAndStkPct().ToDmg("_的基础伤害") + "。", "zh-CN"); AddOverlay("ITEM_ICICLE_DESC", "召唤" + "寒冰风暴".ToIce() + "攻击附近的" + 6f.ToUtil("_米") + 3f.ToStk("(每层风暴+_米)") + "敌人,造成<style=cIsDamage>每秒" + 3f.ToDmgPct() + 1f.ToStkPct("(每层风暴+_)") + "的伤害</style>,并使敌人<style=cIsUtility>减速</style><style=cIsUtility>80%</style>。<style=cIsDamage>每达成一次击杀</style>,增加一层持续" + 3f.ToUtil("_秒") + "的" + "风暴".ToIce() + ",最低为" + 1.ToBaseWithStk(1).ToUtil("_层") + ",最高为" + 6.ToBaseWithStk(3).ToUtil("_层") + "。", "zh-CN"); AddOverlay("ITEM_DRONEWEAPONS_DESC", "获得" + "1架".ToUtil() + "<style=cIsDamage>德鲁曼上校</style>。\n无人机获得<style=cIsDamage>+50%</style><style=cStack>(每层+50%)</style>攻击速度和冷却时间缩减。\n无人机有<style=cIsDamage>10%<style=cStack>(每层+10%)</style></style>的几率在命中时发射一枚<style=cIsDamage>导弹</style>,合计造成<style=cIsDamage>100%<style=cStack>(每层+100%)</style></style>的伤害。\n无人机获得<style=cIsDamage>自动链式机枪</style>,造成<style=cIsDamage>6x100%</style>的伤害,可弹射命中<style=cIsDamage>2</style>名敌人。", "zh-CN"); AddOverlay("BANDIT2_SPECIAL_ALT_DESCRIPTION", "<style=cIsDamage>屠杀者</style>。使用左轮手枪进行射击,造成<style=cIsDamage>600%的伤害</style>,可以<style=cIsDamage>斩杀</style>血量低于<style=cIsDamage>15%</style>的敌人。击杀敌人可以<style=cIsDamage>叠加亡命徒</style><style=cIsUtility>(死亡和过关不消失)</style>,使亡命徒的伤害提高<style=cIsDamage>10%</style>。当<style=cIsDamage>亡命徒层数</style>超过<style=cIsDamage>(5×自身等级)</style> 的1倍后,射击需要消耗1层<style=cStack>(每超过一倍+1层)</style>亡命徒。", "zh-CN"); AddOverlay("BANDIT2_SPECIAL_DESCRIPTION", "<style=cIsDamage>屠杀者</style>。使用左轮手枪进行射击,造成" + 12f.ToDmgPct("_的伤害") + ",可以<style=cIsDamage>斩杀</style>血量低于<style=cIsDamage>15%</style>的敌人。击杀敌人可以<style=cIsUtility>重置所有能力的冷却时间</style>。", "zh-CN"); AddOverlay("TOOLBOT_PRIMARY_ALT3_DESCRIPTION", "锯伤周围敌人并给予自身" + "临时屏障".ToHealing() + ",造成<style=cIsDamage>每秒1000%的伤害</style>。", "zh-CN"); AddOverlay("EQUIPMENT_DEATHPROJECTILE_PICKUP", "投掷一个能够反复触发你的“击杀时起效”效果的诅咒娃娃。", "zh-CN"); AddOverlay("EQUIPMENT_DEATHPROJECTILE_DESC", "投掷一个诅咒娃娃,每<style=cIsUtility>1</style>秒<style=cIsDamage>触发</style>你所有的<style=cIsDamage>击杀时起效</style>效果,持续<style=cIsUtility>8</style>秒。" + "同时最多存在3个娃娃".ToUtil() + "。", "zh-CN"); AddOverlay("ITEM_SQUIDTURRET_DESC", "激活一个可交互目标时,召唤一个<style=cIsDamage>乌贼机枪塔</style>以<style=cIsDamage>100%<style=cStack>(每层增加100%)</style>的攻击速度</style>攻击附近的敌人。持续<style=cIsUtility>30</style>秒。", "zh-CN"); AddOverlay("VV_SHELL_NAME", "失落的信标", "zh-CN"); AddOverlay("STAGE_WEATHEREDSATELLITE_DREAM", "<style=cWorldEvent>你梦见天空和石头。</style>", "zh-CN"); AddOverlay("STAGE_DRYBASIN_DREAM", "<style=cWorldEvent>你梦见了无尽的荒芜。</style>", "zh-CN"); AddOverlay("BAZAAR_SEER_FBLSCENE", "<style=cWorldEvent>你梦见了雾与水。</style>", "zh-CN"); AddOverlay("ELITE_MODIFIER_GOLD", "黄金的 {0}", "zh-CN"); AddOverlay("ACHIEVEMENT_COMMANDOHEAVYTAP_DESCRIPTION", "作为指挥官,在不使用主要技能的情况下完成一关。", "zh-CN"); AddOverlay("ACHIEVEMENT_COMMANDOHEAVYTAP_NAME", "指挥官:狂欢", "zh-CN"); AddOverlay("ACHIEVEMENT_COMMANDOPLASMATAP_DESCRIPTION", "作为指挥官,在一局游戏中造成70次闪电链攻击。", "zh-CN"); AddOverlay("ACHIEVEMENT_COMMANDOPLASMATAP_NAME", "指挥官:闪电精华", "zh-CN"); AddOverlay("ACHIEVEMENT_COMMANDOPRFRVWILDFIRESTORM_DESCRIPTION", "作为指挥官,在同一关监禁敌人30次。", "zh-CN"); AddOverlay("ACHIEVEMENT_COMMANDOPRFRVWILDFIRESTORM_NAME", "指挥官:燃烧", "zh-CN"); AddOverlay("ACHIEVEMENT_GRANDFATHERPARADOX_DESCRIPTION", "出乎意料的两栖动物,不幸的结局。", "zh-CN"); AddOverlay("ACHIEVEMENT_GRANDFATHERPARADOX_NAME", "呛鼻毒师:祖父悖论", "zh-CN"); AddOverlay("ACHIEVEMENT_RIGHTTOJAIL_DESCRIPTION", "作为呛鼻毒师,监禁一名虚空狱卒。", "zh-CN"); AddOverlay("ACHIEVEMENT_RIGHTTOJAIL_NAME", "呛鼻毒师:监禁权", "zh-CN"); AddOverlay("ACHIEVEMENT_SPIKESTRIPACRIDDEFEATVOID_DESCRIPTION", "作为呛鼻毒师,逃离天文馆或在模拟器中完成50波次。", "zh-CN"); AddOverlay("ACHIEVEMENT_SPIKESTRIPACRIDDEFEATVOID_NAME", "呛鼻毒师:来自灵魂深渊的饥饿", "zh-CN"); AddOverlay("ACHIEVEMENT_SPIKESTRIPCOMMANDODEFEATVOID_DESCRIPTION", "作为指挥官,逃离天文馆或在模拟器中完成50波次。", "zh-CN"); AddOverlay("ACHIEVEMENT_SPIKESTRIPCOMMANDODEFEATVOID_NAME", "指挥官:缠绕~束缚—", "zh-CN"); AddOverlay("ACHIEVEMENT_VOIDCRIDUNLOCK_DESCRIPTION", "作为呛鼻毒师,腐蚀自己7次以打破限制。", "zh-CN"); AddOverlay("BOG_PATHFINDER_BODY_UTILITY_SPIN_DESCRIPTION", "<style=cWorldEvent>未完成</style>。跃向空中,快速旋转造成<style=cIsDamage>300% 的伤害</style>,落地时会进行一次水平横扫并造成<style=cIsDamage>800% 的伤害</style>。", "zh-CN"); AddOverlay("BRASSMONOLITH_BODY_NAME", "黄铜钟楼", "zh-CN"); AddOverlay("BRASSMONOLITH_BODY_SUBTITLE", "坚如磐石的守望者", "zh-CN"); AddOverlay("BUFF_DEAFENED_NAME", "失聪", "zh-CN"); AddOverlay("CAPTAIN_PRIMARY_DESCRIPTION", "喷射一大团弹丸,造成<style=cIsDamage>8x120%的伤害</style>。为攻击充能将缩小<style=cIsUtility>扩散范围</style>。<style=cStack>(每层完美巨兽+100%击退)</style>", "zh-CN"); AddOverlay("CAPTAIN_SECONDARY_DESCRIPTION", "<style=cIsDamage>震荡</style>。发射一枚造成<style=cIsDamage>100%伤害</style>的快速电镖,弹射时<style=cIsUtility>电击</style>周围敌人。如果弹射将能飞行到更远地点。", "zh-CN"); AddOverlay("CAPTAIN_SECONDARY_NAME", "能量电镖", "zh-CN"); AddOverlay("CAPTAIN_SUPPLY_EQUIPMENT_RESTOCK_DESCRIPTION", "使用时" + "为装备充能".ToUtil() + "。消耗的能量随时间自动填充,速度随等级提升。", "zh-CN"); AddOverlay("CAPTAIN_SUPPLY_HEAL_DESCRIPTION", "每秒为附近10米" + "(每级+1米)".ToStk() + "所有友方<style=cIsHealing>恢复</style>等同于各个角色<style=cIsHealing>最大生命值</style>" + "10%".ToHealing() + "(每级+1%)".ToStk() + "的生命值。", "zh-CN"); AddOverlay("CAPTAIN_SUPPLY_SHOCKING_DESCRIPTION", "间歇性<style=cIsDamage>震荡</style>附近20米的所有敌人,使其无法移动。", "zh-CN"); AddOverlay("CAPTAIN_UTILITY_ALT1_DESCRIPTION", "<style=cIsDamage>眩晕</style>。" + "消耗4层充能".ToUtil() + "向<style=cIsDamage>UES顺风号</style>请求发动一次<style=cIsDamage>动能打击</style>。在<style=cIsUtility>20秒</style>后,对所有角色造成" + 500f.ToDmgPct("_的伤害") + "。", "zh-CN"); AddOverlay("CHARACTER_SIGMACONSTRUCT_NAME", "西格玛结构体", "zh-CN"); AddOverlay("COMMANDO_HEAVYTAP_DESCRIPTION", "<style=cIsDamage>绝对光滑</style>。射击两次,造成<style=cIsDamage>2x155%的伤害</style>。", "zh-CN"); AddOverlay("COMMANDO_HEAVYTAP_NAME", "沉重双击", "zh-CN"); AddOverlay("COMMANDO_SECONDARY_DESCRIPTION", "发射一枚<style=cIsDamage>穿甲弹</style>,造成" + 4f.ToDmgPct("_的伤害") + "。每次穿透敌人,造成的伤害提高<style=cIsDamage>40%</style>。", "zh-CN"); AddOverlay("COMMANDO_SPECIAL_ALT1_DESCRIPTION", "扔出一枚手雷,爆炸可造成" + 12f.ToDmgPct("_的伤害") + "。最多可投掷2枚。", "zh-CN"); AddOverlay("COMMANDO_SPECIAL_DESCRIPTION", "<style=cIsDamage>眩晕</style>。连续射击,每枚弹丸造成" + FireBarrage.damageCoefficient.ToDmgPct("_的伤害") + "。射击次数随攻击速度增加。", "zh-CN"); AddOverlay("CROCO_PASSIVE_ALT_DESCRIPTION", "使用<style=cIsHealing>毒化</style>的攻击改为叠加<style=cIsDamage>枯萎</style>效果," + "忽略护甲".ToDeath() + ",造成<style=cIsDamage>每秒60%的伤害</style>。", "zh-CN"); AddOverlay("CROCO_PASSIVE_DESCRIPTION", "<style=cIsHealing>毒化</style>攻击将会造成大量持续性伤害并" + "忽略护甲".ToDeath() + "。", "zh-CN"); AddOverlay("CROCO_SECONDARY_ALT_DESCRIPTION", "<style=cIsHealing>毒化</style>。<style=cIsDamage>屠杀者</style>。<style=cIsHealing>自我恢复</style><style=cStack>(每层怪物牙齿可使每咬中一名敌人时额外恢复最大生命值的1%)</style>。啃咬一名敌人并造成<style=cIsDamage>320%的伤害</style>。", "zh-CN"); AddOverlay("DOTFLARE_SKIN_ARMERC_NAME", "沙特", "zh-CN"); AddOverlay("DOTFLARE_SKIN_DACRID_NAME", "洪荒", "zh-CN"); AddOverlay("DOTFLARE_SKIN_DVIEND_NAME", "来自深渊", "zh-CN"); AddOverlay("DOTFLARE_SKIN_FMAGE_NAME", "空姐", "zh-CN"); AddOverlay("DOTFLARE_SKIN_GMULT_NAME", "格雷德", "zh-CN"); AddOverlay("DOTFLARE_SKIN_HBANDIT_NAME", "拦路强盗", "zh-CN"); AddOverlay("DOTFLARE_SKIN_MHUNTRESS_NAME", "舍伍德流氓", "zh-CN"); AddOverlay("DOTFLARE_SKIN_MOBSTERMANDO_NAME", "剃刀边缘", "zh-CN"); AddOverlay("DOTFLARE_SKIN_OMERC_NAME", "翡翠", "zh-CN"); AddOverlay("DOTFLARE_SKIN_PBANDIT_NAME", "平克顿", "zh-CN"); AddOverlay("DOTFLARE_SKIN_PCAP_NAME", "钢须", "zh-CN"); AddOverlay("DOTFLARE_SKIN_SPLODR_NAME", "女士钟表", "zh-CN"); AddOverlay("DOTFLARE_SKIN_SRAILER_NAME", "白色死亡", "zh-CN"); AddOverlay("DOTFLARE_SKIN_SREX_NAME", "真菌", "zh-CN"); AddOverlay("DOTFLARE_SKIN_VAHUNTRESS_NAME", "丘比特之箭", "zh-CN"); AddOverlay("DOTFLARE_SKIN_VHUNTRESS_NAME", "幽灵猎手", "zh-CN"); AddOverlay("DOTFLARE_SKIN_VTIFICER_NAME", "高贵", "zh-CN"); AddOverlay("DOTFLARE_SKIN_WENGI_NAME", "莫洛克", "zh-CN"); AddOverlay("ELITE_MODIFIER_PLATED", "装甲的 {0}", "zh-CN"); AddOverlay("ELITE_MODIFIER_WARPED", "扭曲的 {0}", "zh-CN"); AddOverlay("ENGI_UTILITY_DESCRIPTION", $"放置一个<style=cIsUtility>无法穿透且有击退力的护盾</style>来阻挡弹幕。每个盾需要消耗{2}层充能,存在<style=cIsUtility>{EngiTweak.BubbleShieldLifetime}秒</style>。", "zh-CN"); AddOverlay("EQUIPMENT_BFG_DESC", "发射前子卷须,对" + "66.6".ToUtil() + "米范围内的敌人造成最高<style=cIsDamage>每秒666%的伤害</style>。接触目标并引爆后,会对" + 20.ToUtil("_米") + "范围内的敌人造成<style=cIsDamage>6666%的伤害</style>。", "zh-CN"); AddOverlay("EQUIPMENT_COMMANDMISSILE_DESC", "发射一轮包含<style=cIsDamage>12</style>枚导弹的导弹雨,每枚导弹造成<style=cIsDamage>300%的伤害</style>。", "zh-CN"); AddOverlay("EQUIPMENT_CRITONUSE_DESC", "<style=cIsDamage>暴击几率增加100%</style>,并使超过" + "100%".ToDmg() + "的" + "暴击几率".ToDmg() + "转换为" + "暴击伤害".ToDmg() + ",持续8秒。", "zh-CN"); AddOverlay("EQUIPMENT_CRITONUSE_PICKUP", "获得100%暴击几率,并使超过100%的暴击几率转换为暴击伤害,持续8秒。", "zh-CN"); AddOverlay("EQUIPMENT_FIREBALLDASH_DESC", "变成<style=cIsDamage>龙之火球</style>持续<style=cIsDamage>6</style>秒,受击可造成<style=cIsDamage>500%的伤害</style>,飞行时持续喷射造成" + "300%".ToDmg() + "(每层熔融钻机+300%)".ToDmg() + "基础伤害的岩浆球。结束时会引爆,造成<style=cIsDamage>800%的伤害</style>。", "zh-CN"); AddOverlay("EQUIPMENT_GOLDGAT_DESC", "发射一阵钱雨,<style=cIsDamage>每颗子弹均造成" + GoldGatFire.damageCoefficient.ToDmgPct() + ",外加等同于消耗金钱的" + 3f.ToBaseAndStkBy逼近Pct() + "(此处层数=成卷的零钱层数+1)".ToStk() + "的伤害</style>。每颗子弹消耗" + GoldGatFire.baseMoneyCostPerBullet.ToDmg("_枚") + "金钱,价格随" + "开火时间".ToDmg() + "和" + "游戏时间".ToUtil() + "不断上升。", "zh-CN"); AddOverlay("EQUIPMENT_LIFESTEALONHIT_DESC", "击中敌人时<style=cIsHealing>恢复</style>等同于你造成<style=cIsDamage>伤害</style><style=cIsHealing>20%</style>的生命值,并且使其<style=cIsDamage>流血</style>,在" + 5f.ToUtil("_秒") + "内合计造成" + 0.1f.ToDmgPct("_的总伤害") + ";若此次攻击造成<style=cIsDamage>暴击</style>,则改为使敌人<style=cDeath>出血</style>,在" + 10f.ToUtil("_秒") + "内合计造成" + 0.2f.ToDmgPct("_的总伤害") + "<style=cIsUtility>(不与其他流血和出血重复)</style>。效果持续<style=cIsHealing>8</style>秒。", "zh-CN"); AddOverlay("EQUIPMENT_LIFESTEALONHIT_PICKUP", "击中敌人时造成流血或出血,并恢复等同于你造成伤害的一定比例的生命值,持续8秒。", "zh-CN"); AddOverlay("EQUIPMENT_LIGHTNING_DESC", "召唤雷电攻击目标敌人,造成<style=cIsDamage>3000%的基础伤害</style>并<style=cIsDamage>眩晕</style>附近的敌人。", "zh-CN"); AddOverlay("EQUIPMENT_MOLOTOV_DESC", "投掷<style=cIsDamage>6</style>个燃烧瓶,碎裂时<style=cIsDamage>点燃</style>敌人,造成<style=cIsDamage>500%的基础伤害</style>。每个燃烧瓶都能制造一片燃烧区域,<style=cIsDamage>每秒造成200%的伤害</style>。" + 0.1666f.ToStkPct("(每层汽油使伤害增加_)"), "zh-CN"); AddOverlay("EQUIPMENT_RECYCLER_DESC", "将一个物品或装备<style=cIsUtility>转化</style>成另一个<style=cIsUtility>同等级</style>的物品或装备。无法" + "转化".ToUtil() + "碎片和回收机。在月球外" + "转化".ToUtil() + "月球".ToLunar() + "物品或装备时有可能被发现,物品或装备将会被传送回" + "月球".ToLunar() + "。" + "转化".ToUtil() + "虚空".ToVoid() + "物品时可能导致物品爆炸。", "zh-CN"); AddOverlay("EQUIPMENT_RECYCLER_PICKUP", "将一个物品或装备转化成另一个。", "zh-CN"); AddOverlay("EQUIPMENT_TEAMWARCRY_DESC", "所有友方进入<style=cIsDamage>狂热</style>状态,持续<style=cIsUtility>7</style>秒。<style=cIsUtility>移动速度</style>提升<style=cIsUtility>50%</style>" + 0.25f.ToStkPct("(每层战争号角+_)") + ",<style=cIsDamage>攻击速度</style>提升<style=cIsDamage>100%</style>" + 0.25f.ToStkPct("(每层战争号角+_)") + "。", "zh-CN"); AddOverlay("EXPANSION_FORGOTTENRELICS_DESC", "将'被遗忘的遗物'的内容添加到游戏。", "zh-CN"); AddOverlay("EXPANSION_FORGOTTENRELICS_NAME", "被遗忘的遗物", "zh-CN"); AddOverlay("FOGBOUND_SCENEDEF_NAME_TOKEN", "雾气泻湖", "zh-CN"); AddOverlay("FOGBOUND_SCENEDEF_SUBTITLE_TOKEN", "冥河浅滩", "zh-CN"); AddOverlay("FROSTWISP_BODY_NAME", "冰霜幽魂", "zh-CN"); AddOverlay("FRUJO_SKIN_PARDOFELISDEFINITION_NAME", "帕朵菲莉丝 喵~", "zh-CN"); AddOverlay("GOLDENKNURL_DESC", "最大生命值".ToHealing() + "增加" + GoldenCoastPlusPlugin.KnurlHealth.Value.ToBaseAndStkPct().ToHealing() + "," + "基础生命值再生速度".ToHealing() + "增加" + GoldenCoastPlusPlugin.KnurlRegen.Value.ToBaseAndStk().ToHealing("_hp/s") + ",外加" + "生命值再生速度".ToHealing() + "提升" + "50%".ToHealing() + "," + "护甲".ToUtil() + "增加" + GoldenCoastPlusPlugin.KnurlArmor.Value.ToBaseAndStk().ToHealing("_点") + "。", "zh-CN"); AddOverlay("GOLDENKNURL_NAME", "<color=yellow>黄金隆起</color>", "zh-CN"); AddOverlay("GOLDENKNURL_PICKUP", "增加最大生命值、生命值再生和护甲。", "zh-CN"); AddOverlay(FlamewallSD.nameToken.Replace("NAME", "DESCRIPTION"), "<style=cIsUtility>灵巧</style>。<style=cIsDamage>点燃</style>。向前冲刺,在身后召唤每秒造成" + Main.flamewallDamage.Value.ToDmgPct("_的伤害") + "的火柱</style>。", "zh-CN"); AddOverlay(FlamewallSD.nameToken, "火墙", "zh-CN"); AddOverlay("HIDDENGOLDBUFFITEM_NAME", "奥利雷奥尼特的祝福", "zh-CN"); AddOverlay("HUNTRESS_PRIMARY_ALT_DESCRIPTION", string.Format("<style=cIsUtility>灵巧</style>。瞄准{0}内的敌人,拉弓射出<style=cIsDamage>{1}枚</style>跟踪箭,每枚造成{2}。如果暴击则发射<style=cIsDamage>{3}</style>枚跟踪箭。", 60f.ToUtil("_米") + 10f.ToStk("(每层猎人的鱼叉+_米)"), 3, 1.2f.ToDmgPct("_的伤害"), 6), "zh-CN"); AddOverlay("HUNTRESS_PRIMARY_DESCRIPTION", "<style=cIsUtility>灵巧</style>。瞄准" + 60f.ToUtil("_米") + 10f.ToStk("(每层猎人的鱼叉+_米)") + "内的敌人,快速射出一枚能够造成" + 1.8f.ToDmgPct() + "伤害的跟踪箭。", "zh-CN"); AddOverlay("HUNTRESS_SECONDARY_DESCRIPTION", string.Format("<style=cIsUtility>灵巧</style>。投掷一把追踪月刃,可弹射最多<style=cIsDamage>{0}</style>次,初始造成{1},每次弹射伤害增加{2}。", 10, 3f.ToDmgPct("_的伤害"), 0.100000024f.ToDmgPct()), "zh-CN"); AddOverlay("HUNTRESS_SPECIAL_ALT1_DESCRIPTION", string.Format("向后<style=cIsUtility>传送</style>至空中。最多发射<style=cIsDamage>{0}</style>道能量闪电,每道造成<style=cIsDamage>{1}</style>。", 3, 9f.ToDmgPct("_的伤害")), "zh-CN"); AddOverlay("HUNTRESS_SPECIAL_DESCRIPTION", "<style=cIsUtility>传送</style>至空中,向目标区域射下箭雨,使区域内所有敌人<style=cIsUtility>减速</style>,并造成每秒" + ArrowRain.damageCoefficient.ToDmgPct("_的伤害") + "。", "zh-CN"); AddOverlay("IN_LOBBY_CONFIG_POPOUT_PANEL_NAME", "Mods配置", "zh-CN"); AddOverlay("INTERACTABLE_AMBER_MOUNTAIN_SHRINE_CONTEXT", "这个神龛看起来不寻常...你确定要激活吗?", "zh-CN"); AddOverlay("INTERACTABLE_AMBER_MOUNTAIN_SHRINE_MESSAGE", "<style=cShrine>{0} 请求发起琥珀挑战..</color>", "zh-CN"); AddOverlay("INTERACTABLE_AMBER_MOUNTAIN_SHRINE_MESSAGE_2P", "<style=cShrine>你请求发起琥珀挑战..</color>", "zh-CN"); AddOverlay("INTERACTABLE_AMBER_MOUNTAIN_SHRINE_NAME", "琥珀山之神龛", "zh-CN"); AddOverlay("INTERACTABLE_CRIMSON_MOUNTAIN_SHRINE_CONTEXT", "这个神龛看起来不寻常...你确定要激活吗?", "zh-CN"); AddOverlay("INTERACTABLE_CRIMSON_MOUNTAIN_SHRINE_MESSAGE", "<style=cShrine>{0} 请求发起深红挑战..</color>", "zh-CN"); AddOverlay("INTERACTABLE_CRIMSON_MOUNTAIN_SHRINE_MESSAGE_2P", "<style=cShrine>你请求发起深红挑战..</color>", "zh-CN"); AddOverlay("INTERACTABLE_CRIMSON_MOUNTAIN_SHRINE_NAME", "深红山之神龛", "zh-CN"); AddOverlay("INTERACTIBLE_BATTERYBANK_CONTEXT", "更换燃料电池 ({0}/{1})", "zh-CN"); AddOverlay("INTERACTIBLE_BATTERYBANK_NAME", "燃料电池组", "zh-CN"); AddOverlay("INTERACTIBLE_BATTERYBANK_NAMEFULL", "充能完毕的燃料电池组", "zh-CN"); AddOverlay("INTERACTIBLE_BATTERYSOURCE_CONTEXT", "激活", "zh-CN"); AddOverlay("INTERACTIBLE_BATTERYSOURCE_NAME", "老旧传送器", "zh-CN"); AddOverlay("INTERACTIBLE_BROKENTELEPORTER_ACTIVATED", "<style=cWorldEvent>能源遗物产生了共鸣。</style>", "zh-CN"); AddOverlay("INTERACTIBLE_BROKENTELEPORTER_CONTEXT", "放置遗物", "zh-CN"); AddOverlay("INTERACTIBLE_BROKENTELEPORTER_NAME", "破碎传送器", "zh-CN"); AddOverlay("INTERACTIBLE_CLOAKEDSHRINE_NAME", "被遮掩的神龛", "zh-CN"); AddOverlay("INTERACTIBLE_RELICENERGY_CONTEXT", "调查", "zh-CN"); AddOverlay("INTERACTIBLE_SHRINE_TAR_CONTEXT", "供奉", "zh-CN"); AddOverlay("INTERACTIBLE_SHRINE_TAR_NAME", "焦油神龛", "zh-CN"); AddOverlay("INTERACTIBLE_SLUMBERINGPEDESTAL_CONTEXT", "放置遗物", "zh-CN"); AddOverlay("INTERACTIBLE_SLUMBERINGPEDESTAL_FINISHED", "<style=cWorldEvent>基座已苏醒。</style>", "zh-CN"); AddOverlay("INTERACTIBLE_SLUMBERINGPEDESTAL_NAME", "沉睡基座", "zh-CN"); AddOverlay("INTERACTIBLE_STAGEORDERBUTTON_CONTEXT", "切换传送网络", "zh-CN"); AddOverlay("INTERACTIBLE_STATICPORTAL_CONTEXT", "返回星球", "zh-CN"); AddOverlay("ITEM_AbyssalMedkit_DESCRIPTION", "<style=cIsUtility>消耗品</style>,抵挡<style=cIsUtility>10次</style>减益后失效。每一次抵挡都有<style=cIsHealing>10%</style>概率给予你<style=cIsHealing>“祝·福”</style>。每个<style=cIsHealing>祝福</style>可使你<style=cIsUtility>所有属性提升3%</style>。<style=cIsVoid>使所有医疗包无效化</style>", "zh-CN"); AddOverlay("ITEM_AbyssalMedkit_PICKUP", "消耗品,可以替你抵挡10次减益,每一次抵挡都有概率给予你“祝·福”", "zh-CN"); AddOverlay("ITEM_ARMORREDUCTIONONHIT_DESC", "2秒".ToUtil() + "内命中敌人" + "5次".ToDmg() + "造成" + "粉碎".ToDmg() + "减益,将对方<style=cIsDamage>护甲</style>降低<style=cIsDamage>60</style>点,持续<style=cIsDamage>8秒</style><style=cStack>(每层+8秒)</style>。你的攻击将" + "穿透".ToDmg() + "被" + "粉碎".ToDmg() + "的敌人" + 1f.ToBaseAndStkBy逼近Pct().ToDmg() + "的护甲。", "zh-CN"); AddOverlay("ITEM_ATTACKSPEEDANDMOVESPEED_DESC", "使<style=cIsDamage>攻击速度</style>提高<style=cIsDamage>7.5%</style><style=cStack>(每层+7.5%)</style>,使<style=cIsUtility>移动速度</style>提高<style=cIsUtility>7%</style><style=cStack>(每层+7%)</style>。<color=#FFFF00>加里翁特殊效果:最大生命值和基础生命值再生速度速度增加5%<style=cStack>(每层+5%)</style>。</color>", "zh-CN"); AddOverlay("ITEM_AUTOCASTEQUIPMENT_DESC", "<style=cIsUtility>使装备冷却时间减少</style><style=cIsUtility>50%</style><style=cStack>(每层增加15%)</style>,但会使装备增加" + "0.15秒强制冷却时间".ToUtil() + "(每层+0.15秒)".ToStk() + "。装备会在<style=cIsUtility>冷却时间</style>结束时被迫自动<style=cIsUtility>激活</style>。", "zh-CN"); AddOverlay("ITEM_BARRIERONKILL_DESC", "击败敌人时可获得一道<style=cIsHealing>临时屏障</style>,相当于增加<style=cIsHealing>15<style=cStack>(每层增加15)</style>点外加" + 0.0075f.ToBaseAndStkPct().ToHealing() + "的最大生命值</style>。</style><color=#FFFF00>船长特殊效果:给予10点<style=cStack>(每层+10点)</style>最大护盾值,外加最大护盾值增加10%<style=cStack>(每层+10%)</style>。</color>", "zh-CN"); AddOverlay("ITEM_BARRIERONOVERHEAL_DESC", "基础护甲增加" + 50.ToBaseAndStk().ToHealing("_点") + ",外加升级获得护甲增加" + 1.ToBaseAndStk().ToHealing("_点") + "。过量<style=cIsHealing>治疗</style>会使你获得一道相当于" + 0.5f.ToBaseAndStkPct().ToHealing() + "已<style=cIsHealing>治疗</style>生命值的<style=cIsHealing>临时屏障</style>。", "zh-CN"); AddOverlay("ITEM_BEAR_DESC", "增加<style=cIsHealing>10</style>点<style=cStack>(每层增加10点)</style>护甲。\n<style=cIsHealing>【护甲减伤公式:100%x护甲值÷(护甲值+100)】</style>", "zh-CN"); AddOverlay("ITEM_BEARVOID_DESC", "有<style=cIsHealing>50%</style>概率<style=cIsUtility>(成为虚空的象征+50%概率)</style><style=cIsHealing>格挡</style>一次来袭的伤害。充能时间<style=cIsUtility>15秒</style><style=cStack>(每层-10%)</style>。<style=cIsVoid>使所有更艰难的时光无效化</style>。", "zh-CN"); AddOverlay("ITEM_BEHEMOTH_DESC", "你的所有<style=cIsDamage>攻击均会产生爆炸</style>" + 0.1f.ToStk("(爆炸间隔:_秒)") + ",爆炸将" + "继承".ToUtil() + "这次攻击的" + "所有属性".ToUtil() + ",对" + 3.ToBaseAndStk().ToDmg("_米") + "范围内的敌人合计造成" + 0.6f.ToDmgPct() + "的额外伤害。<color=#FFFF00>船长特殊效果:关于“火神霰弹枪”(详情看技能介绍)。</color>", "zh-CN"); AddOverlay("ITEM_BLEEDONHIT_DESC", "命中敌人时有<style=cIsDamage>10%</style><style=cStack>(每层+10%)</style>的几率使其<style=cIsDamage>流血</style>,在" + 5f.ToUtil("_秒") + "内合计造成" + 0.1f.ToDmgPct("_的总伤害") + ";若造成<style=cIsDamage>暴击</style>,则改为<style=cDeath>出血</style>,在" + 10f.ToUtil("_秒") + "内合计造成" + 0.2f.ToDmgPct("_的总伤害") + "<style=cIsUtility>(不与其他流血和出血重复)</style>。", "zh-CN"); AddOverlay("ITEM_BLEEDONHITANDEXPLODE_DESC", "使<style=cIsDamage>流血</style>或<style=cDeath>出血</style>的敌人将会在死亡时产生半径" + 16.ToBaseWithStk(8).ToDmg("_米") + "(具体范围与敌人体型相关)".ToUtil() + "的<style=cIsDamage>鲜血爆炸</style>,造成等同于敌人身上剩余<style=cIsDamage>流血</style>和<style=cDeath>出血</style>伤害的" + 1f.ToBaseAndStkBy逼近Pct().ToDmg("_的伤害") + "。", "zh-CN"); AddOverlay("ITEM_BLEEDONHITVOID_DESC", "攻击有" + 10.ToBaseAndStk().ToDmg("_%的几率") + "<style=cIsDamage>瓦解</style>敌人<style=cIsUtility>(不与其他瓦解重复)</style>,造成" + Configuration.AspectVoidBaseCollapseDamage.Value.ToBaseWithStkPct(Configuration.AspectVoidStackCollapseDamage.Value, "(每层熵的破裂+_)").ToDmg(Configuration.AspectVoidUseBase.Value ? "_的基础伤害" : "_的总伤害") + "。<style=cIsVoid>使所有三尖匕首无效化</style>。", "zh-CN"); AddOverlay("ITEM_BLESSING_NAME_DESCRIPTION", "凝视深渊过久,深渊将回以凝视!\n<style=cIsVoid>所有属性提升3%</style><style=cStack>(每层+3%)</style>\n<style=cIsVoid>祝·福深入灵魂,将伴随你一生</style>。", "zh-CN"); AddOverlay("ITEM_BONUSGOLDPACKONKILL_DESC", "<style=cIsDamage>击杀敌人</style>时有" + 5.ToBaseAndStk().ToUtil("_%") + "的几率掉落价值<style=cIsUtility>25" + 5.ToStk("(每层+_)") + "<color=yellow>金钱</color></style>的宝物<style=cIsUtility>(价值随时间变化)</style>。", "zh-CN"); AddOverlay("ITEM_BOSSDAMAGEBONUS_DESC", "对<style=cIsHealing>护盾</style>和<style=cIsHealing>临时屏障</style>额外造成<style=cIsDamage>20%</style>的伤害<style=cStack>(每层增加20%)</style>。<color=#FFFF00>指挥官特殊效果:基础伤害增加2点<style=cStack>(每层+2点)</style>。</color>", "zh-CN"); AddOverlay("ITEM_BOUNCENEARBY_DESC", string.Format("命中敌人时有{0}的几率向周围{1}内最多<style=cIsDamage>{2}名</style>敌人发射<style=cIsDamage>追踪钩爪</style>{3},合计造成{4}。", 33f.ToBaseWithStk(16.5f).ToDmg("_%"), 33f.ToUtil("_米"), 6, 0.33f.ToStk("(发射间隔:_秒)"), 1f.ToDmgPct("_的总伤害")), "zh-CN"); AddOverlay("ITEM_BULWARKSHAUNT_SWORD_DESC", "神秘声音在你的脑海中回荡,低语着:<link=\"BulwarksHauntWavy\">\"方尖碑...方尖碑...\"</link>,看样子它好像想让你带它去方尖碑处。", "zh-CN"); AddOverlay("ITEM_BULWARKSHAUNT_SWORD_UNLEASHED_DESC", "神秘声音在你的脑海中回荡,低语着:<link=\"BulwarksHauntWavy\">\"方尖碑...方尖碑...\"</link>,看样子它好像想让你带它去方尖碑处。", "zh-CN"); AddOverlay("ITEM_CARTRIDGECONSUMED_DESCRIPTION", "他曾梦想成为一名艺术家...", "zh-CN"); AddOverlay("ITEM_CHAINLIGHTNING_DESC", string.Format("有{0}的几率发射<style=cIsDamage>连锁闪电</style>{1},对{2}内的最多<style=cIsDamage>{3}个</style>目标合计造成{4}。", 4f.ToBaseAndStkBy逼近Pct().ToDmg(), 0.2f.ToStk("(发射间隔:_秒)"), 18.ToBaseWithStk(3).ToUtil("_米"), 3, 0.3f.ToBaseAndStkPct().ToDmg("_的总伤害")), "zh-CN"); AddOverlay("ITEM_CHAINLIGHTNINGVOID_DESC", "有" + 4f.ToBaseAndStkBy逼近Pct().ToDmg() + "的几率发射<style=cIsDamage>虚空闪电</style>" + 0.2f.ToStk("(发射间隔:_秒)") + ",对同一个敌人合计造成" + 3.ToDmg() + "x" + 0.15f.ToBaseAndStkPct().ToDmg("_的总伤害") + "。<style=cIsVoid>使所有尤克里里无效化</style>。", "zh-CN"); AddOverlay("ITEM_CLOVER_DESC", "所有随机效果的概率提升<style=cIsUtility>25%</style>" + "(叠加公式:幸运提升概率 = 原概率x(运气/(|运气|+3)))".ToStk() + "。", "zh-CN"); AddOverlay("ITEM_CRITDAMAGE_DESC", "<style=cIsDamage>暴击伤害</style>增加<style=cIsDamage>100%</style><style=cStack>(每层+100%)</style>。<color=#FFFF00>磁轨炮手特殊效果:敌人弱点范围增加100%<style=cStack>(每层+100%)</style>(弱点框不再变大,防止遮挡视野)。</color>", "zh-CN"); AddOverlay("ITEM_CRITGLASSESVOID_DESC", "<style=cIsDamage>暴击伤害</style>增加" + 0.0666f.ToBaseAndStkPct().ToDmg() + "。<style=cIsVoid>使所有透镜制作者的眼镜无效化</style>。", "zh-CN"); AddOverlay("ITEM_CROWBAR_DESC", "对生命值超过<style=cIsDamage>90%</style>的敌人造成<style=cIsDamage>75%</style><style=cStack>(每层增加75%)</style>的额外伤害。", "zh-CN"); AddOverlay("ITEM_DEATHMARK_DESC", "拥有不少于" + "4个".ToDmg() + "减益效果的敌人<style=cIsDamage>将被标记为死亡</style>,从所有来源受到的伤害增加" + 0.4f.ToDmgPct() + 0.08f.ToStkPct("(全队每层+_)") + ",持续" + 7.ToBaseAndStk().ToDmg() + "秒。", "zh-CN"); AddOverlay("ITEM_ELEMENTALRINGVOID_DESC", "充能完毕后,<style=cIsDamage>不低于" + 1f.ToBaseAndStkPct() + "伤害的攻击</style>击中敌人时会产生一个黑洞,<style=cIsUtility>将" + 15f.ToBaseWithStk(3f) + "米范围内的敌人吸引至其中心</style>。持续<style=cIsUtility>5</style>秒后坍缩,合计造成" + 1f.ToBaseAndStkPct().ToDmg("_的总伤害") + "。充能时间<style=cIsUtility>20秒</style><style=cStack>(每层减少10%)</style>。<color=#FFFF00>虚空恶鬼特殊效果:基础充能时间降低至2秒。</color>", "zh-CN"); AddOverlay("ITEM_ENERGIZEDONEQUIPMENTUSE_DESC", "激活装备".ToUtil() + "时吹响号角,使你" + "攻击速度".ToDmg() + "增加" + 0.7f.ToDmgPct() + ",持续" + 8.ToBaseWithStk(4).ToUtil("_秒") + "。", "zh-CN"); AddOverlay("ITEM_EQUIPMENTMAGAZINE_DESC", "获得1次<style=cStack>(每层增加1次)</style><style=cIsUtility>额外的装备充能</style>。<style=cIsUtility>将装备冷却时间减少</style><style=cIsUtility>15%</style><style=cStack>(每层增加15%)</style>。<color=#FFFF00>雷克斯特殊效果:技能<style=cIsUtility>冷却时间</style>减少<style=cIsUtility>10%</style><style=cStack>(每层+10%)</style>。</color>", "zh-CN"); AddOverlay("ITEM_ESSENCEOFTAR_DESC", "成为焦油的象征,<style=cDeath>生命不再自然恢复</style>。攻击敌人可<style=cIsHealing>吸收他们的生命</style>。<style=cDeath>移除将导致你直接死亡</style>", "zh-CN"); AddOverlay("ITEM_EXECUTELOWHEALTHELITE_DESC", "立即击败生命值低于<style=cIsHealth>10%的精英怪物</style><style=cStack>(叠加公式:斩杀线 = 50%x(层数÷(层数+4)))</style>。", "zh-CN"); AddOverlay("ITEM_EXPLODEONDEATH_DESC", string.Format("使{0}或{1}的敌人将会在死亡时召唤<style=cIsDamage>鬼火</style>,产生半径<style=cIsDamage>{2}米</style>{3}的{4}点燃敌人,造成将敌人身上剩余{5}和{6}伤害的{7}。", "<style=cIsDamage>燃烧</style>", "<color=#f25d25>焚烧</color>", 12, 4.ToStk("(每层+_米)") + "(具体范围与敌人体型相关)".ToUtil(), "火焰冲击波".ToFire(), "<style=cIsDamage>燃烧</style>", "<color=#f25d25>焚烧</color>", 3f.ToBaseAndStkBy逼近Pct().ToDmg("_的持续伤害")), "zh-CN"); AddOverlay("ITEM_EXPLODEONDEATHVOID_DESC", "当你对敌人造成" + "第一次".ToUtil() + "伤害时将<style=cIsDamage>引爆</style>它们,产生半径" + 12.ToBaseWithStk(3).ToUtil("_米") + "(具体范围与敌人体型和剩余血量相关)".ToUtil() + "的爆炸,合计造成" + "敌方剩余百分比生命值".ToHealth() + "x" + 1f.ToBaseAndStkBy逼近Pct().ToDmg("_的总伤害") + "。<style=cIsVoid>使所有鬼火无效化</style>。", "zh-CN"); AddOverlay("ITEM_EXTRALIFE_DESC", "<style=cIsUtility>倒下后</style>,该物品将被<style=cIsUtility>消耗</style>,你将<style=cIsHealing>起死回生</style>并获得<style=cIsHealing>3秒的无敌时间</style>。\n<style=cIsUtility>死去的迪奥将在过关时复活。\n此物品不会被米斯历克斯偷走</style>。", "zh-CN"); AddOverlay("ITEM_FALLBOOTSVOID_DESC", "按住'E'可<style=cIsUtility>漂浮</style>并吸收<style=cIsUtility>引力波</style>。松开创造一个半径<style=cIsUtility>30米</style>的<style=cIsUtility>反重力区</style>,持续<style=cIsUtility>15</style>秒。之后进入<style=cIsUtility>20</style><style=cStack>(每层-50%)</style>秒的充能时间,反重力区中心会吸引周围敌人并造成<style=cIsDamage>200-2000%</style>的基础伤害。<style=cIsVoid>使所有H3AD-5T v2无效化</style>。", "zh-CN"); AddOverlay("ITEM_FIREBALLSONHIT_DESC", "命中敌人时有" + 9f.ToBaseAndStkBy逼近Pct().ToDmg() + "的几率向敌人的" + "岩浆球喷泉".ToFire() + "中添加" + "3颗岩浆球".ToFire() + 0.3f.ToStk("(喷射间隔:_秒)") + ",每颗合计造成" + 0.6f.ToBaseAndStkPct().ToDmg("_的总伤害") + ",并<style=cIsDamage>点燃</style>敌人。", "zh-CN"); AddOverlay("ITEM_FIRERING_DESC", "充能完毕后,<style=cIsDamage>不低于" + 1f.ToBaseAndStkPct("(取双环中层数高的每层+_)") + "伤害的攻击</style>击中敌人时会产生一道" + "符文火焰龙卷风".ToFire() + "轰击敌人,造成" + 1f.ToBaseAndStkPct().ToDmg() + "的总持续伤害,同时<style=cIsDamage>点燃</style>敌人。充能时间<style=cIsUtility>10秒</style><style=cStack>(每双手环减少10%)</style>。<color=#FFFF00>工匠特殊效果:基础充能时间降低至1秒,并无视伤害要求。</color>", "zh-CN"); AddOverlay("ITEM_FLATHEALTH_DESC", "<style=cIsHealing>最大生命值</style>增加<style=cIsHealing>25</style>点<style=cStack>(每层+25点)</style>。升级获得的<style=cIsHealing>最大生命值</style>增加" + 0.2f.ToBaseAndStkPct().ToHealing() + "。<color=#FFFF00>厨师特殊效果:野牛肉排的效果翻倍。</color>", "zh-CN"); AddOverlay("ITEM_FRAGILEDAMAGEBONUS_DESC", "使造成的伤害提高<style=cIsDamage>20%</style><style=cStack>(每层+20%)</style>。受到伤害导致生命值降到<style=cIsHealth>25%</style>以下时,该物品会<style=cIsUtility>损坏</style>。\n<style=cIsUtility>损坏的手表将在过关时修复</style>。", "zh-CN"); AddOverlay("ITEM_HEADHUNTER_DESC", "获得所击败精英怪物身上的<style=cIsDamage>能力</style>,持续<style=cIsDamage>20秒</style><style=cStack>(每层增加10秒)</style>。", "zh-CN"); AddOverlay("ITEM_HEALINGPOTION_DESC", "受到伤害导致<style=cIsHealth>生命值降到25%</style>以下时会<style=cIsUtility>消耗</style>该物品,并为你<style=cIsHealing>恢复</style><style=cIsHealing>最大生命值</style>的<style=cIsHealing>75%</style>。\n<style=cIsUtility>使用后的空瓶将在过关时重新填满</style>。", "zh-CN"); AddOverlay("ITEM_HEALONCRIT_DESC", "获得" + 10.ToBaseWithStk(5).ToDmg("_%") + "的暴击几率。" + "击杀".ToDmg() + "敌人后使你恢复" + "最大生命值".ToHealing() + "的" + 0.02f.ToBaseAndStkPct().ToHealing() + ",若" + "暴击击杀".ToDmg() + "则" + "恢复量".ToHealing() + "将乘以" + "暴击倍率".ToDmg() + "。", "zh-CN"); AddOverlay("ITEM_HEALWHILESAFE_DESC", "使脱离战斗状态下的<style=cIsHealing>基础生命值再生速度</style>增加" + 3.ToBaseAndStk().ToHealing("_hp/s") + ",外加<style=cIsHealing>基础生命值<color=yellow>百分比</color>再生速度</style>增加" + 0.015f.ToBaseAndStkPct().ToHealing("_hp/s") + "。", "zh-CN"); AddOverlay("ITEM_ICERING_DESC", "充能完毕后,<style=cIsDamage>不低于" + 1f.ToBaseAndStkPct("(取双环中层数高的每层+_)") + "伤害的攻击</style>击中敌人时会产生一道" + "符文冰霜爆炸".ToIce() + "轰击敌人," + "减速".ToIce() + "周围敌人使其降低<style=cIsUtility>80%</style>的移动速度" + 4f.ToUtil("_秒") + ",合计造成" + 1f.ToBaseAndStkPct().ToDmg("_的总伤害") + "。充能时间<style=cIsUtility>10秒</style><style=cStack>(每双手环减少10%)</style>。<color=#FFFF00>工匠特殊效果:基础充能时间降低至1秒,并无视伤害要求。</color>", "zh-CN"); AddOverlay("ITEM_IGNITEONKILL_DESC", "击败敌人时产生一次半径<style=cIsDamage>" + 12.ToBaseWithStk(6) + "米" + "(具体范围与敌人体型相关)".ToUtil() + "</style>的爆炸,造成" + 1.2f.ToDmgPct("_的基础伤害") + ",并<style=cIsDamage>点燃</style>所有被爆炸波及的敌人。<style=cIsDamage>点燃</style>合计可对敌人造成" + 0.6f.ToBaseAndStkPct().ToDmg("_的总伤害") + "。", "zh-CN"); AddOverlay("ITEM_IMMUNETODEBUFF_DESC", "防止<style=cIsUtility>1<style=cStack>(每层+1)</style>个</style><style=cIsDamage>减益效果</style>并施加一道<style=cIsHealing>临时屏障</style>,数值为<style=cIsHealing>最大生命值</style>的<style=cIsHealing>10%</style>。每<style=cIsUtility>5</style>秒充能一次</style>。", "zh-CN"); AddOverlay("ITEM_INFUSION_DESC", "每击败一名敌人后使" + "自身外加主人".ToHealing() + "(如果有)".ToStk() + "<style=cIsHealing>永久性</style>增加<style=cIsHealing>1点</style><style=cStack>(每层+1点)</style>最大生命值,最多增加<style=cIsHealing>自身等级x自身基础血量x" + 0.1f.ToPct() + "x全队层数</style>点。", "zh-CN"); AddOverlay("ITEM_KNURL_DESC", "最大生命值".ToHealing() + "增加" + 40.ToBaseAndStk().ToHealing() + "点,外加升级获得的" + "最大生命值".ToHealing() + "增加" + 0.8f.ToBaseAndStkPct().ToHealing() + "。" + "基础生命值再生速度".ToHealing() + "增加" + 1.6f.ToBaseAndStk().ToHealing("_hp/s") + ",外加" + "基础生命值<color=yellow>百分比</color>再生速度".ToHealing() + "增加" + 0.01f.ToBaseAndStkPct().ToHealing("_hp/s") + "。", "zh-CN"); AddOverlay("ITEM_LIGHTNINGSTRIKEONHIT_DESC", "命中敌人时有" + 9f.ToBaseAndStkBy逼近Pct().ToDmg() + "的几率向敌人的" + "雷电召唤池".ToLightning() + "中添加" + "1次雷击".ToLightning() + 0.5f.ToStk("(召唤间隔:_秒)") + ",合计造成" + 2.ToBaseAndStkPct().ToDmg("_的总伤害") + "。<color=#FFFF00>装卸工特殊效果:关于“雷霆拳套”(详情看 权杖 技能介绍)。</color>", "zh-CN"); AddOverlay("ITEM_LUNARBADLUCK_DESC", "所有技能冷却时间缩短<style=cIsUtility>2</style><style=cStack>(每层+1)</style>秒。所有随机效果的概率降低<style=cIsUtility>25%</style>" + "(叠加公式:幸运降低概率 = 原概率x(运气/(|运气|+3)))".ToStk() + "。", "zh-CN"); AddOverlay("ITEM_LUNARPRIMARYREPLACEMENT_DESC", "<style=cIsUtility>替换主要技能</style>为<style=cIsUtility>渴望凝视</style>。\n\n发射一批会延迟引爆的<style=cIsUtility>追踪碎片</style>,造成<style=cIsDamage>120%</style>的基础伤害。最多充能12次<style=cStack>(每层增加12次)</style>,2秒后重新充能<style=cStack>(每层增加2秒)</style>。\n<style=cIsLunar>异教徒:追踪能力加强。每层使技能冷却降低2秒。</style>", "zh-CN"); AddOverlay("ITEM_LUNARSECONDARYREPLACEMENT_DESC", "<style=cIsUtility>将你的次要技能替换为</style><style=cIsUtility>万刃风暴</style>。\n\n充能并射出一发子弹,对附近的敌人造成<style=cIsDamage>每秒175%的伤害</style>,并在<style=cIsUtility>3</style>秒后爆炸,造成<style=cIsDamage>700%的伤害</style>" + "(异教徒:每层+50%爆炸范围)".ToLunar() + ",并使敌人<style=cIsDamage>定身</style><style=cIsUtility>3</style><style=cStack>(每层增加+3秒)</style>秒。5秒<style=cStack>(每层增加5秒)</style>后充能。\n<style=cIsLunar>异教徒:每层使攻击速度增加10%</style>。", "zh-CN"); AddOverlay("ITEM_LUNARSPECIALREPLACEMENT_DESC", "<style=cIsUtility>将你的特殊技能替换为</style><style=cIsUtility>毁坏</style>。\n\n造成伤害可以施加一层<style=cIsDamage>毁坏</style>,持续10<style=cStack>(每层增加+10秒)秒</style>。启动此技能可以<style=cIsDamage>引爆</style>所有的毁坏层数,不限距离,并造成<style=cIsDamage>300%的伤害</style>,外加<style=cIsDamage>每层毁坏120%<style=cIsLunar>(异教徒:每层+60%)</style>的伤害</style>。8秒<style=cStack>(每层增加8秒)</style>后充能。<style=cIsLunar>异教徒:每层使最大生命值增加10%。</style>", "zh-CN"); AddOverlay("ITEM_LUNARSUN_DESC", $"每<style=cIsUtility>{3.6f}</style><style=cStack>(每层-50%)</style>秒获得一个<style=cIsDamage>环绕运动的追踪炸弹</style>,最多可获得{3.ToBaseWithStk(1).ToUtil()}个炸弹,每个可造成{3.6f.ToBaseWithStkPct(1.8f).ToDmg()}的基础伤害。每{36f.ToUtil()}秒将其他一件随机物品<style=cIsUtility>转化</style>为该物品。", "zh-CN"); AddOverlay("ITEM_LUNARSUN_PICKUP", "获得多个环绕运动的追踪炸弹。<color=#FF7F7F>每" + 36f.ToUtil() + "秒,将一件其他物品吸收并转化为自我中心。</color>", "zh-CN"); AddOverlay("ITEM_LUNARUTILITYREPLACEMENT_DESC", "<style=cIsUtility>将你的辅助技能替换</style>为<style=cIsUtility>影逝</style>。\n\n隐去身形,进入<style=cIsUtility>隐形状态</style>并获得<style=cIsUtility>30%移动速度加成</style>。<style=cIsHealing>治疗</style><style=cIsHealing>25%<style=cStack>(每层增加25%)</style>的最大生命值</style>。持续3<style=cStack>(每层加3)</style>秒。\n<style=cIsLunar>异教徒:可通过技能按键切换形态。每层使移动速度增加10%。</style>", "zh-CN"); AddOverlay("ITEM_LUNARWINGS_NAME", "特拉法梅的祝福", "zh-CN"); AddOverlay("ITEM_LUNARWINGS_PICKUP", "一双翅膀。", "zh-CN"); AddOverlay("ITEM_MISSILE_DESC", "有" + 9f.ToBaseAndStkBy逼近Pct().ToDmg() + "几率向" + "导弹发射池".ToUtil() + "里添加一枚导弹" + 1f.ToStk("(发射间隔:_秒)") + "。每枚合计造成" + 1f.ToBaseAndStkPct().ToDmg("_的总伤害") + "。", "zh-CN"); AddOverlay("ITEM_MISSILEVOID_DESC", string.Format("获得一个相当于你最大生命值<style=cIsHealing>{0}%</style>的<style=cIsHealing>护盾</style>。命中敌人时有{1}x{2}几率{3}向敌人发射{4}发虾米{5},合计造成{6}x{7}。<style=cIsVoid>使所有AtG导弹MK.1无效化</style>。", 10, "护盾/总护盾".ToHealing(), "100%".ToDmg(), "<style=cIsUtility>(此处忽略触发系数)</style>", "1".ToDmg(), 0.2f.ToStk("(发射间隔:_秒)"), "护盾/总护盾".ToHealing(), 0.5f.ToBaseAndStkPct().ToDmg("_的总伤害")), "zh-CN"); AddOverlay("ITEM_MOVESPEEDONKILL_DESC", "击杀敌人会使<style=cIsUtility>移动速度</style>提高<style=cIsUtility>125%</style>,在<style=cIsUtility>1</style><style=cStack>(每层+0.5)</style>秒内逐渐失效。<color=#FFFF00>女猎人特殊效果:锁敌距离增加10米" + "(每层+10米)".ToStk() + "。</color>", "zh-CN"); AddOverlay("ITEM_NEARBYDAMAGEBONUS_DESC", $"对<style=cIsDamage>{13}米</style>内的敌人伤害增加{20}%<style=cStack>(每层+{20}%)</style>.", "zh-CN"); AddOverlay("ITEM_NOVAONHEAL_DESC", $"将{1.ToBaseAndStkPct().ToHealing()}的治疗量储存为<style=cIsHealing>灵魂能量</style>,最大储量等同于<style=cIsHealing>最大生命值</style>的{1f.ToHealPct()}。当<style=cIsHealing>灵魂能量</style>达到<style=cIsHealing>最大生命值</style>的{9f.ToBaseAndStkBy逼近Pct().ToHealing()}时,自动向周围<style=cIsDamage>{66.6f}</style>米内的敌人<style=cIsDamage>发射一颗头骨</style>,造成相当于{1f.ToDmgPct()}<style=cIsHealing>灵魂能量</style>的伤害。", "zh-CN"); AddOverlay("ITEM_PARENTEGG_DESC", "在<style=cIsDamage>受到伤害时</style>回复" + 20f.ToBaseAndStk().ToHealing("_点") + ",外加<style=cIsHealing>受到伤害x" + 0.01f.ToBaseAndStkPct() + "</style>的生命值。</color><color=#FFFF00>(圣骑士)太阳特殊效果:火焰伤害增加" + 1.ToBaseAndStkPct() + "。</color>", "zh-CN"); AddOverlay("ITEM_PERMANENTDEBUFFONHIT_DESC", "命中敌人时有<style=cIsDamage>100%</style>几率使<style=cIsDamage>护甲</style>永久降低<style=cIsDamage>2点</style><style=cStack>(每层+2点)</style>。", "zh-CN"); AddOverlay("ITEM_PERSONALSHIELD_DESC", "获得一个相当于你最大生命值<style=cIsHealing>8%</style><style=cStack>(每层+8%)</style>的<style=cIsHealing>护盾</style>。脱险后可重新充能。\n<style=cIsLunar>(<style=cIsHealing>护盾</style>受到的<style=cIsDamage>Dot伤害</style>降低80%,成为完美的象征再降低10%)</style>", "zh-CN"); AddOverlay("ITEM_RANDOMLYLUNAR_DESC", "月球切片的可用次数增加" + 1.ToBaseAndStk().ToUtil("_次") + ",但使用价格提升速度" + "增加".ToDeath() + 1.ToBaseAndStk().ToLunar() + "月球币".ToLunar() + "。", "zh-CN"); AddOverlay("ITEM_RANDOMLYLUNAR_PICKUP", "增加月球切片的使用次数,但会使其价格提升速度增加。", "zh-CN"); AddOverlay("ITEM_RELICENERGY_DESC", "似乎没什么用。<style=cIsUtility>可能会有一些用处...?</style><style=cIsUtility>(此物品可用于充能特殊传送器)</style>", "zh-CN"); AddOverlay("ITEM_REPULSIONARMORPLATE_DESC", "所有<style=cIsDamage>传入伤害</style>减少<style=cIsDamage>5</style>点<style=cStack>(每层+5点)</style>,但不能减少到<style=cIsDamage>1以下</style>。<color=#FFFF00>工程师及其炮塔特殊效果:护甲增加<style=cIsDamage>10</style>点<style=cStack>(每层+10点)</style>。</color>", "zh-CN"); AddOverlay("ITEM_SAGESBOOK_DESC", "你的过去将变得...<style=cIsUtility>熟悉</style>...<style=cIsUtility>(若在游戏结束时持有此物品,会使下一把游戏种子和这把相同)</style>", "zh-CN"); AddOverlay("ITEM_SECONDARYSKILLMAGAZINE_DESC", "为<style=cIsUtility>次要技能</style>增加<style=cIsUtility>1次</style><style=cStack>(每层增加1次)</style>充能。<color=#FFFF00>磁轨炮手特殊效果:关于上弹(详情看技能词条)。</color><color=#FFFF00>狙击手特殊效果:关于瞄准射击(详情看技能词条)。</color>", "zh-CN"); AddOverlay("ITEM_SEED_DESC", "击中敌人时<style=cIsHealing>恢复</style>等同于你造成<style=cIsDamage>伤害</style>" + 0.01f.ToBaseAndStkPct().ToHealing() + "的生命值。\n<style=cStack>吸血(计算公式) = Sqrt([伤害] x " + 0.01f.ToPct() + ")([伤害] x " + 0.01f.ToPct() + "开平方根)</style>", "zh-CN"); AddOverlay("ITEM_SHOCKNEARBY_DESC", "发射<style=cIsDamage>电流</style>,每<style=cIsDamage>0.5秒</style>对<style=cIsDamage>3名</style><style=cStack>(每层增加2名)</style>敌人造成<style=cIsDamage>200%</style>的基础伤害。特斯拉线圈每<style=cIsDamage>10秒</style>关闭一次。<color=#FFFF00>装卸工特殊效果:关于“M551电塔”(详情看技能介绍)。</color>", "zh-CN"); AddOverlay("ITEM_SIPHONONLOWHEALTH_DESC", "在战斗状态下," + 15.ToBaseWithStk(5).ToDmg("_米") + "范围内距离你最近的" + 1.ToBaseAndStk().ToUtil() + "个敌人会与你“拴”在一起,对其造成每秒" + 1.5f.ToBaseAndStkPct().ToDmg("_的基础伤害") + ",施加<style=cIsDamage>焦油</style>效果,造成伤害的<style=cIsHealing>100%</style>转化为对你的<style=cIsHealing>治疗量</style>。", "zh-CN"); AddOverlay("ITEM_SLOWONHITVOID_DESC", "命中敌人时有<style=cIsUtility>5%</style><style=cStack>(每层+5%)</style>几率使敌人<style=cIsDamage>定身</style><style=cIsUtility>1秒</style><style=cStack>(每层+1秒)</style>,但是对" + "Boss".ToDmg() + "和<style=cIsVoid>虚空生物</style><style=cDeath>无效</style>。<style=cIsVoid>使所有时空装置无效化</style>。", "zh-CN"); AddOverlay("ITEM_SPRINTWISP_DESC", "奔跑时,每" + 1f.ToUtil() + "秒向" + SprintWispBodyBehavior.searchRadius.ToDmg("_米") + "内的敌人发射一道<style=cIsDamage>追踪幽魂</style>,造成" + SprintWispBodyBehavior.damageCoefficient.ToBaseAndStkPct().ToDmg("_的伤害") + "。发射速率随<style=cIsUtility>移动速度</style>增加。", "zh-CN"); AddOverlay("ITEM_STICKYBOMB_DESC", "命中敌人时有<style=cIsDamage>5%</style><style=cStack>(每层增加5%)</style>的几率向敌人的" + "黏弹喷泉".ToDmg() + "中添加" + "1颗黏弹".ToDmg() + 0.1f.ToStk("(喷射间隔:_秒)") + ",爆炸时合计造成" + 1f.ToDmgPct() + "伤害。", "zh-CN"); AddOverlay("ITEM_STUNCHANCEONHIT_DESC", "命中时有<style=cIsUtility>5%</style><style=cStack>(每层+5%)</style>的几率<style=cIsUtility>眩晕</style>敌人,持续<style=cIsUtility>2秒</style>。<color=#FFFF00>多功能枪兵特殊效果:关于“爆破筒”(详情看技能介绍)。</color>", "zh-CN"); AddOverlay("ITEM_SUNBLADE_DESCRIPTION", "第一次攻击会<style=cIsDamage>点燃</style>敌人,造成<style=cIsDamage>1500%</style>的基础伤害。之后30秒内,对该敌人的每次攻击都会<style=cIsDamage>点燃</style>它,造成<style=cIsDamage>100%</style><style=cStack>(每层+100%)</style>基础伤害。", "zh-CN"); AddOverlay("ITEM_SYRINGE_DESC", "使<style=cIsDamage>攻击速度</style>提高<style=cIsDamage>15%<style=cStack>(每层增加15%)</style></style>。<color=#FFFF00>指挥官特殊效果:额外使攻速,移速和最大生命值增加3%<style=cStack>(每层+3%)</style>。</color>", "zh-CN"); AddOverlay("ITEM_THORNS_DESC", "受伤时弹射出1发" + "剃刀".ToDmg() + "还击攻击者,若没有,则弹射到" + 20.ToBaseWithStk(10).ToDmg("_米") + "内最近的敌人。合计造成<style=cIsDamage>受到的伤害的" + 2f.ToBaseWithStkPct(2f).ToDmg("_的总伤害") + "</style>。" + 0.1f.ToStk("(发射间隔:_秒)"), "zh-CN"); AddOverlay("ITEM_TITANGOLDDURINGTP_DESC", "在传送器场景中召唤<style=cIsDamage>奥利雷奥尼特</style>,它具有<style=cIsDamage>100%<style=cStack>(每层增加100%)</style>伤害</style>和<style=cIsHealing>100%<style=cStack>(每层增加100%)</style>生命值</style>。", "zh-CN"); AddOverlay("ITEM_TOOTH_DESC", "击败敌人后掉落一个<style=cIsHealing>治疗球</style>,拾取后恢复<style=cIsHealing>8</style>点外加等同于<style=cIsHealing>最大生命值</style><style=cIsHealing>2%<style=cStack>(每层+2%)</style></style>的生命值。<color=#FFFF00>呛鼻毒师特殊效果:关于“贪婪撕咬”(详情看技能介绍)。</color>", "zh-CN"); AddOverlay("ITEM_TPHEALINGNOVA_DESC", "在传送事件中释放<style=cIsHealing>1次</style><style=cStack>(每层增加1次)</style><style=cIsHealing>治疗新星</style>,<style=cIsHealing>治疗</style>传送器附近所有友方,使他们恢复<style=cIsHealing>50%</style>的最大生命值。在充能区域内产生" + "治疗区域".ToHealing() + ",每秒恢复友方单位" + 0.02f.ToBaseAndStkPct().ToHealing() + "的最大生命值。<color=#FFFF00>雷克斯特殊效果:治疗效果增加20%" + "(每层+20%)".ToStk() + "。</color>", "zh-CN"); AddOverlay("ITEM_UTILITYSKILLMAGAZINE_DESC", "为<style=cIsUtility>辅助技能</style>增加<style=cIsUtility>2次</style><style=cStack>(每层增加2次)</style>充能。<style=cIsUtility>使辅助技能的冷却时间减少</style><style=cIsUtility>33%</style>。<color=#FFFF00>船长特殊效果:使UES顺风号等待时间缩短33%<style=cStack>(每层+33%)</style>。</color>", "zh-CN"); AddOverlay("ITEM_WARCRYONMULTIKILL_DESC", "<style=cIsDamage>击杀敌人</style>会使你获得<style=cIsDamage>狂热</style>增益,最高" + 3.ToBaseWithStk(2).ToUtil("_层") + ",每层持续" + 4f.ToDmg("_秒") + "。每层<style=cIsDamage>狂热</style>可使<style=cIsDamage>攻击速度</style>提高" + 0.1f.ToDmgPct() + ",使<style=cIsUtility>移动速度</style>提高" + 0.1f.ToPct().ToUtil() + "。", "zh-CN"); string[] obj = new string[6] { "<style=cKeywordName>主动上弹</style><style=cSub>开火后给你的磁轨炮上弹(按", null, null, null, null, null }; KeyboardShortcut value = ModConfig.ReloadKey.Value; obj[1] = ((KeyboardShortcut)(ref value)).MainKey.ToUtil(); obj[2] = "键也可进入上弹)。<style=cIsDamage>完美上弹</style>后,下一发射弹额外造成"; obj[3] = "50%".ToDmg(); obj[4] = "(每层备用弹夹+10%)".ToStk(); obj[5] = "伤害。"; AddOverlay("KEYWORD_ACTIVERELOAD", string.Concat(obj), "zh-CN"); AddOverlay("KEYWORD_ARC", "<style=cKeywordName>击穿</style><style=cSub>在最多4个敌人之间形成电弧,每次造成30%的伤害。</style>", "zh-CN"); AddOverlay("KEYWORD_ENTANGLE", "<style=cKeywordName>纠缠</style><style=cSub>攻击造成<style=cIsVoid>纠缠</style>减益,当此攻击击中被<style=cIsVoid>纠缠</style>的敌人时,其他所有被<style=cIsVoid>纠缠</style>敌人将同时受到<style=cIsVoid>" + FireWeave.damageCoefficient.ToDmgPct() + "基础伤害</style>。</style>"); AddOverlay("KEYWORD_FLEETING", "<style=cKeywordName>一闪</style><style=cSub><style=cIsDamage>攻速</style>转化为<style=cIsDamage>技能伤害</style>。", "zh-CN"); AddOverlay("KEYWORD_FRICTIONLESS", "<style=cKeywordName>绝对光滑</style><style=cSub>无伤害衰减</style>。", "zh-CN"); AddOverlay("KEYWORD_SOULROT", "<style=cKeywordName>灵魂之痛</style><style=cSub>" + "忽略护甲".ToDeath() + ",每秒<style=cIsVoid>至少</style>造成敌人<style=cIsHealing>最大生命值</style>的<style=cIsVoid>2.5%</style>的伤害,持续" + "20秒".ToDmg() + "后消失。</style>", "zh-CN"); AddOverlay("LOADER_SPECIAL_ALT_DESCRIPTION", "<style=cIsUtility>重型</style>。" + "眩晕".ToDmg() + "。用重拳砸向地面,造成" + 10f.ToDmgPct("_的范围伤害") + "。", "zh-CN"); AddOverlay("LOADER_SPECIAL_DESCRIPTION", "扔出飘浮电塔,可<style=cIsDamage>电击</style>周围" + 25f.ToBaseAndStk("(每层不稳定的特斯拉线圈+_)").ToUtil("_米") + "内最多" + 3.ToBaseAndStk("(每层不稳定的特斯拉线圈+_)").ToDmg("_名") + "敌人,电流最多可弹射" + 1.ToBaseAndStk("(每层不稳定的特斯拉线圈+_)").ToDmg("_次") + ",造成" + 1f.ToDmgPct("_的伤害") + "。可被<style=cIsUtility>格挡</style>。", "zh-CN"); AddOverlay("LOADER_UTILITY_ALT1_DESCRIPTION", "<style=cIsUtility>重型</style>。发动一次<style=cIsUtility>单体攻击</style>直拳,造成" + Mathf.Pow(3.5f, 1.5f).ToDmgPct("_的基础伤害") + ",<style=cIsDamage>震荡</style>锥形区域内的所有敌人并合计造成" + 0.5f.ToDmgPct("_的总伤害") + "。", "zh-CN"); AddOverlay("LOADER_UTILITY_DESCRIPTION", "<style=cIsUtility>重型</style>。发动一次<style=cIsUtility>穿透</style>直拳,造成" + Mathf.Pow(1f, 1.5f).ToDmgPct() + "-" + Mathf.Pow(4.5f, 1.5f).ToDmgPct() + "的<style=cIsDamage>基础伤害</style>。", "zh-CN"); AddOverlay("LUNARVAULT_NAME", "月球库", "zh-CN"); AddOverlay("MAGE_PRIMARY_FIRE_DESCRIPTION", "<style=cIsDamage>点燃</style>。发射一枚火炎弹,造成<style=cIsDamage>220%的伤害</style>。</style>", "zh-CN"); AddOverlay("MAGE_PRIMARY_LIGHTNING_DESCRIPTION", "发射一枚闪电弹,造成<style=cIsDamage>300%的伤害</style>并<style=cIsDamage>引爆</style>小片区域。</style>", "zh-CN"); AddOverlay("MAGE_SECONDARY_ICE_DESCRIPTION", "<style=cIsUtility>冰冻</style>。使用拥有<style=cIsDamage>穿透</style>效果的纳米枪发动攻击,充能后能造成" + 4f.ToDmgPct() + "-" + 16f.ToDmgPct("_的伤害") + "。爆炸后留下一个<style=cIsUtility>冰冻炸弹</style>,2秒后爆炸并<style=cIsUtility>冰冻</style>附近" + "12米".ToUtil() + "的敌人,合计造成" + "100%".ToDmg("_的总伤害") + "。", "zh-CN"); AddOverlay("MAGE_SECONDARY_LIGHTNING_DESCRIPTION", string.Format("<style=cIsDamage>眩晕</style>。发射一枚纳米炸弹,如果充能将造成{0}-{1}。飞行期间电击周围<style=cIsUtility>{2}</style>米内最多{3}敌人,每秒合计造成{4}。", 5f.ToDmgPct(), 25f.ToDmgPct("_的伤害"), 25f, 10.ToDmg("_个"), 0.6f.ToDmgPct("_的伤害")), "zh-CN"); AddOverlay("MAGE_SPECIAL_FIRE_DESCRIPTION", "<style=cIsDamage>点燃</style>。灼烧面前的所有敌人,对其造成" + (Flamethrower.totalDamageCoefficient / Flamethrower.baseFlamethrowerDuration).ToDmgPct("每秒_的伤害") + "。", "zh-CN"); AddOverlay("MAGE_UTILITY_ICE_DESCRIPTION", "<style=cIsUtility>冰冻</style>。创造一道能够对敌人造成" + PrepWall.damageCoefficient.ToDmgPct() + "伤害的屏障。", "zh-CN"); AddOverlay("MERC_PRIMARY_DESCRIPTION", "<style=cIsDamage>一闪</style>。<style=cIsUtility>灵巧</style>。向前挥砍并造成<style=cIsDamage>130%的伤害</style>。第三次攻击的范围将会变大并<style=cIsUtility>暴露</style>敌人。", "zh-CN"); AddOverlay("MERC_SECONDARY_ALT1_DESCRIPTION", "<style=cIsDamage>一闪</style>。释放一个裂片上勾拳,造成" + Uppercut.baseDamageCoefficient.ToDmgPct("_的伤害") + ",并将你送到半空。", "zh-CN"); AddOverlay("MERC_SECONDARY_DESCRIPTION", "<style=cIsDamage>一闪</style>。快速横斩两次,造成<style=cIsDamage>2x200%的伤害</style>,若位于空中,则改为竖斩。", "zh-CN"); AddOverlay("MERC_SPECIAL_ALT1_DESCRIPTION", "<style=cIsDamage>一闪</style>。发射一次刀刃之风,最多可对<style=cIsDamage>3</style>名敌人造成<style=cIsDamage>8x" + 1.ToDmgPct("_的伤害") + "</style>。最后一次打击将<style=cIsUtility>暴露</style>敌人。", "zh-CN"); AddOverlay("MERC_SPECIAL_DESCRIPTION", "<style=cIsDamage>一闪</style>。<style=cIsUtility>重型</style>。瞄准距离最近的敌人,攻击被瞄准的敌人可对其重复造成" + Evis.damageCoefficient.ToDmgPct("_的伤害") + "。<style=cIsUtility>过程中无法被攻击,跳跃键可提前退出技能。</style>", "zh-CN"); AddOverlay("MERC_UTILITY_ALT1_DESCRIPTION", "<style=cIsUtility>重型</style>。<style=cIsDamage>眩晕</style>。向前冲锋,造成<style=cIsDamage>700%的伤害</style>并在<style=cIsUtility>1秒</style>后<style=cIsUtility>暴露</style>敌人。", "zh-CN"); AddOverlay("MERC_UTILITY_DESCRIPTION", "<style=cIsUtility>重型</style>。<style=cIsDamage>眩晕</style>。向前冲锋并造成<style=cIsDamage>300%的伤害</style>。只要命中敌人,<style=cIsDamage>就可以再次发起冲锋</style>,最多<style=cIsDamage>3</style>次。", "zh-CN"); AddOverlay("NIX_SKIN_LAZYHUNTRESSSKIN_NAME", "兔女郎", "zh-CN"); AddOverlay("NIX_SKIN_MOBFIENDSKIN_NAME", "怪人", "zh-CN"); AddOverlay("NIX_SKIN_NECROBUNNYSKIN_NAME", "修女", "zh-CN"); AddOverlay("NIX_SKIN_TECHNOMERCSKIN_NAME", "女剑圣", "zh-CN"); AddOverlay("OBJECTIVE_BATTERIES_INSERTED_TOKEN", "给燃料组充电 ({0}/{1})", "zh-CN"); AddOverlay("POTMOBILEMONSTER_BODY_NAME", "生锅", "zh-CN"); AddOverlay("RAILGUNNER_ACTIVE_RELOAD_DESCRIPTION", "在恰到好处的时机上弹可更快恢复,并使你下一发射弹额外造成" + "50%".ToDmg() + "(每层备用弹夹+10%)".ToStk() + "伤害。", "zh-CN"); AddOverlay("RAILGUNNER_PRIMARY_DESCRIPTION", "发射主动追踪弹药,造成<style=cIsDamage>100%的伤害</style>。", "zh-CN"); AddOverlay("RAILGUNNER_SECONDARY_ALT_DESCRIPTION", "手动上弹".ToUtil() + "。启动你的<style=cIsUtility>近程瞄准镜</style>,高亮显示<style=cIsDamage>弱点</style>,并将你的武器转化为一门可造成" + 4f.ToDmgPct() + "伤害的快速磁轨炮。", "zh-CN"); AddOverlay("RAILGUNNER_SECONDARY_DESCRIPTION", "主动上弹".ToUtil() + "。启动你的<style=cIsUtility>远程瞄准镜</style>,高亮显示<style=cIsDamage>弱点</style>,并将你的武器转化为一门可造成" + 8f.ToDmgPct() + "伤害的穿刺磁轨炮。", "zh-CN"); AddOverlay("RAILGUNNER_SNIPE_CRYO_DESCRIPTION", "<style=cIsUtility>冰冻</style>。发射一枚超低温射弹,造成" + 20f.ToDmgPct("_的伤害") + "。", "zh-CN"); AddOverlay("RAILGUNNER_SNIPE_HEAVY_DESCRIPTION", "发射一枚重型射弹,造成" + 8f.ToDmgPct("_的伤害") + "。", "zh-CN"); AddOverlay("RAILGUNNER_SNIPE_LIGHT_DESCRIPTION", "发射一枚轻型射弹,造成" + 4f.ToDmgPct("_的伤害") + "。", "zh-CN"); AddOverlay("RAILGUNNER_SNIPE_SUPER_DESCRIPTION", "发射一枚造成" + 30f.ToDmgPct("_的伤害") + "且具有" + 1.5f.ToDmg() + "倍" + "暴击伤害".ToDmg() + "的超载射弹</style>。", "zh-CN"); AddOverlay("RAILGUNNER_SPECIAL_ALT_DESCRIPTION", "<style=cIsUtility>冰冻</style>。发射<style=cIsDamage>具有穿透效果</style>的子弹,造成" + 20f.ToDmgPct("_的伤害") + "。", "zh-CN"); AddOverlay("RAILGUNNER_SPECIAL_DESCRIPTION", string.Format("发射一枚<style=cIsDamage>具有穿刺效果,</style>造成{0}且具有{1}倍暴击伤害</style>的超载射弹。之后,<style=cIsHealth>你的所有武器都将失灵</style>,持续<style=cIsHealth>{2}</style>秒。", 30f.ToDmgPct("_的伤害"), 1.5f.ToDmg(), 5), "zh-CN"); AddOverlay("RAILGUNNER_UTILITY_ALT_DESCRIPTION", "扔出一部装置,该装置可使附近的" + "敌人减速80%,射弹减速99%".ToUtil() + "。", "zh-CN"); AddOverlay("RAILGUNNER_UTILITY_DESCRIPTION", $"扔出一部装置,该装置可将你和附近所有敌人<style=cIsUtility>推开</style>。最多可拥有{2}部。", "zh-CN"); AddOverlay("SANCTUMWISP_BODY_NAME", "神圣幽魂", "zh-CN"); AddOverlay("SHRINE_AEGIS_NAME", "灾难神龛", "zh-CN"); AddOverlay("SIXFEARS7_SKIN_BLACKRID_NAME", "黑暗", "zh-CN"); AddOverlay("SIXFEARS7_SKIN_RADIOACRID_NAME", "光明", "zh-CN"); AddOverlay("SIXFEARS7_SKIN_VOIDCRID_NAME", "虚空", "zh-CN"); AddOverlay("SPIKESTRIPCONTENT_EXPANSION_DESCRIPTION", "将'Spikestrip 2.0'的内容添加到游戏。", "zh-CN"); AddOverlay("SPIKESTRIPSKILL_" + ((SpikestripAltSkillsBase<Weave>)(object)SpikestripContentBase<Weave>.instance).SkillToken + "_DESCRIPTION", "<style=cIsVoid>纠缠</style>。快速攻击敌人,每次造成<style=cIsDamage>" + FireWeave.damageCoefficient.ToDmgPct("_的伤害") + "</style>。"); AddOverlay("SPIKESTRIPSKILL_" + ((SpikestripAltSkillsBase<Weave>)(object)SpikestripContentBase<Weave>.instance).SkillToken + "_NAME", "「编织」"); AddOverlay("SPIKESTRIPSKILL_DEEPROT_DESCRIPTION", "<style=cIsVoid>虚 空 馈 赠</style>:<style=cIsHealing>毒化</style>攻击改为叠加<style=cIsVoid>虚空之毒</style>,使<style=cIsVoid>速度减慢10%</style>。当<style=cIsVoid>虚空之毒</style>叠加的层数达到<style=cIsVoid>灵魂之痛</style>层数的<style=cIsVoid>3</style>倍时,所有<style=cIsVoid>虚空之毒</style>将转化为<style=cIsVoid>灵魂之痛</style>。此外,所有<style=cArtifact>虚空</style>攻击都有几率叠加<style=cIsVoid>虚空之毒</style>。", "zh-CN"); AddOverlay("SPIKESTRIPSKILL_DEEPROT_NAME", "腐朽", "zh-CN"); AddOverlay("STAGE_DRYBASIN_NAME", "干旱盆地", "zh-CN"); AddOverlay("STAGE_DRYBASIN_SUBTITLE", "废弃通道", "zh-CN"); AddOverlay("STAGE_FORGOTTENHAVEN_NAME", "遗忘天堂", "zh-CN"); AddOverlay("STAGE_FORGOTTENHAVEN_SUBTITLE", "废弃杰作", "zh-CN"); AddOverlay("STAGE_WEATHEREDSATELLITE_NAME", "沉睡卫星", "zh-CN"); AddOverlay("STAGE_WEATHEREDSATELLITE_SUBTITLE", "高架整体", "zh-CN"); AddOverlay("TOOLBOT_PRIMARY_ALT1_DESCRIPTION", "发射1条具有穿透效果的钢筋,造成<style=cIsDamage>600%</style>的伤害。", "zh-CN"); AddOverlay("TOOLBOT_PRIMARY_ALT3_DESCRIPTION", "锯伤周围敌人,造成<style=cIsDamage>每秒1000%的伤害</style>。", "zh-CN"); AddOverlay("TOOLBOT_PRIMARY_DESCRIPTION", "快速发射钉子,造成<style=cIsDamage>70%的伤害</style>。最后一次性发射<style=cIsDamage>12</style>枚伤害为<style=cIsDamage>70%的钉子。<style=cStack>(每发射1枚钉子+0.07米射程,松开后清零)</style>", "zh-CN"); AddOverlay("TOOLBOT_SECONDARY_DESCRIPTION", "<style=cIsDamage>眩晕</style>。发射一枚造成<style=cIsDamage>220%伤害</style>的爆破筒。将分裂为造成<style=cIsDamage>5" + "(每层眩晕手雷+5)".ToStk() + "x44%伤害</style>以及<style=cIsDamage>眩晕</style>效果的小炸弹。", "zh-CN"); AddOverlay("TREEBOT_SPECIAL_DESCRIPTION", "<style=cIsHealth>25%生命值</style>。发射一朵会<style=cIsDamage>扎根</style>并造成<style=cIsDamage>200%伤害</style>的花朵。每命中一个目标便会对你治疗" + TreebotFlower2Projectile.healthFractionYieldPerHit.ToHealPct() + "的生命值。", "zh-CN"); AddOverlay("TREEBOT_UTILITY_ALT1_DESCRIPTION", FirePlantSonicBoom.healthCostFraction.ToPct().ToHealth() + "生命值。发射一次<style=cIsUtility>音爆</style>并对敌人造成" + 5f.ToDmgPct("_的伤害") + "。每命中一个目标便会对你治疗" + FirePlantSonicBoom.healthFractionPerHit.ToHealPct() + "的生命值。", "zh-CN"); AddOverlay("VOIDCRID_NULLBEAM", "<style=cArtifact>「虚空光束』</style>", "zh-CN"); AddOverlay("VOIDCRID_NULLBEAM_DESC", "<style=cArtifact>虚空</style>。从<style=cIsVoid>虚空</style>中汲取力量,发射中距离<style=cIsVoid>虚空光束</style>攻击敌人,造成<style=cIsDamage>900%</style>的伤害,按住可增加发射的持续时间。每一击都有概率<style=cIsVoid>定身</style>敌人。", "zh-CN"); AddOverlay("VOIDCRID_PASSIVE", "<style=cArtifact>虚空</style>克里德", "zh-CN"); AddOverlay("VOIDCRID_PASSIVE_DESC", "所有<style=cArtifact>虚空</style>攻击都有几率<style=cArtifact>定身</style>敌人。(如果选择了“腐朽”被动,则额外叠加<style=cWorldEvent>虚空之毒</style>减益)", "zh-CN"); AddOverlay("VOIDCRID_VOIDDRIFT", "<style=cArtifact>「虚无漂流』</style>", "zh-CN"); AddOverlay("VOIDCRID_VOIDRIFT_DESC", "<style=cArtifact>虚空</style>。<style=cIsDamage>眩晕</style>。遁入<style=cIsVoid>虚空</style>,眩晕周围敌人并造成<style=cIsDamage>400%</style>的伤害,退出时再次眩晕周围敌人并造成<style=cIsDamage>400%</style>的伤害,有概率<style=cIsVoid>定身</style>敌人。", "zh-CN"); AddOverlay("VOIDSURVIVOR_PRIMARY_ALT_DESCRIPTION", "<style=cKeywordName>腐化升级</style><style=cSub>发射一束造成2000%伤害的短程光束。</style>", "zh-CN"); AddOverlay("VOIDSURVIVOR_SECONDARY_ALT_DESCRIPTION", "<style=cKeywordName>腐化升级</style><style=cSub>发射一枚造成2500%伤害的黑洞炸弹,半径变为25米。</style>", "zh-CN"); AddOverlay("VOIDSURVIVOR_SECONDARY_DESCRIPTION", "充能一枚虚空炸弹,造成<style=cIsDamage>" + 4.44f.ToDmgPct() + "伤害</style>。完全充能时可以变成爆炸性虚空炸弹,造成<style=cIsDamage>" + 44.44f.ToDmgPct() + "伤害</style>。", "zh-CN"); AddOverlay("VOIDSURVIVOR_SECONDARY_UPRADE_TOOLTIP", "<style=cKeywordName>腐化升级</style><style=cSub>转化成能造成2500%伤害的黑洞炸弹,半径变为25米。</style>", "zh-CN"); AddOverlay("VOIDSURVIVOR_SPECIAL_ALT_DESCRIPTION", "<style=cKeywordName>腐化升级</style><style=cSub>消耗25%的生命值来获得25%的腐化。</style>", "zh-CN"); AddOverlay("VOIDSURVIVOR_UTILITY_ALT_DESCRIPTION", "<style=cIsUtility>消失</style>进入虚空,<style=cIsUtility>向前沿弧线</style>移动,同时<style=cIsUtility>清除所有减益效果</style>。", "zh-CN"); AddOverlay("VV_ITEM_BROKEN_MESS_NAME", "破碎的混合物", "zh-CN"); AddOverlay("VV_ITEM_EMPTY_VIALS_NAME", "空瓶", "zh-CN"); AddOverlay("VV_OBJECTIVE_SHELL", "充能<style=cIsVoid>失落的信标</style> ({0}%)", "zh-CN"); AddOverlay("VV_OBJECTIVE_SHELL_OOB", "进入<style=cIsVoid>失落的信标范围!</style> ({0}%)", "zh-CN"); AddOverlay("VV_SHELL_CONTEXT", "激活失落的信标..?", "zh-CN"); AddOverlay("VV_ITEM_" + ((ItemBase)ItemBase<ExeBlade>.instance).ItemLangTokenName + "_DESCRIPTION", "你的<style=cIsDamage>击杀效果</style>在杀死一个精英后会额外发生<style=cIsDamage>1</style>次<style=cStack>(每层+1次)</style>。另外会产生半径<style=cIsDamage>12</style>米的<style=cIsDamage>爆炸</style>,造成<style=cIsDamage>100%</style>的伤害。<style=cIsVoid>腐化所有陈旧断头台</style>。</style><color=#FFFF00>圣骑士特殊效果:基础伤害增加3点" + "(每层+3点)".ToStk() + "。</color>", "zh-CN"); AddOverlay("VV_ITEM_" + ((ItemBase)ItemBase<ExeBlade>.instance).ItemLangTokenName + "_NAME", "刽子手的重负", "zh-CN")