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"lang"
{
	"Language"		"schinese"
	"Tokens"
	{
		//-----------------------------------------------------------------------------
		// Hero Bull // Abrams
		//-----------------------------------------------------------------------------
		"citadel_ability_bull_charge"			"冲锋陷阵"
		"citadel_ability_bull_charge_quip"		"冲入战斗,拖拽敌人"
		"citadel_ability_bull_charge_desc"		"<span class=\"highlight\">向前冲锋</span>,撞击敌人并拖拽他们。撞到<span class=\"highlight\">墙壁</span>会使被{s:hero_name}拖拽的敌人<span class=\"highlight\">眩晕</span>。撞击敌方英雄后速度会增加。"
		//"modifier_citadel_bull_charging"		"Charging"
		"citadel_ability_bull_charge_t3_desc"		"在与敌人碰撞后 <span class=\"highlight\">+{s:WeaponDamageBonus}</span> 武器伤害,持续 <span class=\"highlight\">{s:WeaponPowerIncreaseDuration}s</span>"
		"modifier_shoulder_charge_buff"			"额外伤害"
		"modifier_charge_drag_enemy"			"冲锋陷阵"

		"citadel_ability_bull_heal"				"移花接命"
		"citadel_ability_bull_heal_quip"		"吸取你面前敌人的生命值"
		"citadel_ability_bull_heal_desc"		"当敌人处于你前方范围之内时,吸取他们的生命值。"

		"HealingFactor_label"					"来自英雄的治疗"
		"HealingFactor_postfix"					"%"
		"NonHeroHealingFactor_label"			"来自非英雄的治疗"
		"NonHeroHealingFactor_postfix"			"%"

		"citadel_ability_bull_heal/modifier_bull_heal_aura"				"移花接命"

		"citadel_ability_passive_beefy"			"顽胄韧甲"
		"citadel_ability_passive_beefy_quip"	"恢复部分受到的伤害"
		"citadel_ability_passive_beefy_desc"	"随着时间的推移,<span class=\"highlight\">恢复</span>部分受到的伤害。"
		"RegenIncomingDamagePercent_label"		"恢复的伤害"
		"RegenIncomingDamagePercent_postfix"		"%"
		"RegenIncomingDamageDuration_label"		"恢复时间"
		"RegenIncomingDamageDuration_postfix"		"s"

		"citadel_ability_bull_leap"				"撼天动地"
		"citadel_ability_bull_leap_quip"		"从上方猛击敌人,使其眩晕"
		"citadel_ability_bull_leap_desc"		"<span class=\"highlight\">跳跃至高空</span>,并选择一个地面位置进行撞击。当你撞击地面时,<span class=\"highlight\">半径内的所有敌人将受到伤害并被眩晕</span>。<br>按 [{s:iv_attack}] 以提前坠落。"
		//"modifier_citadel_bull_leap"			"Boosting"
		"citadel_ability_bull_leap_t2_desc"		"每击中一个英雄,就获得 {s:BonusMaxHealthPerHero} 最大生命值和 {s:BonusFireRatePerHero}% 的射速加成,持续 {s:LandingBonusesDuration}s。"
		"citadel_ability_bull_leap_t3_desc"		"施放时,变得对<span class=\"highlight\">眩晕、沉默、睡眠、缠绕和缴械</span> <span class=\"highlight\">免疫</span>。在着陆后 {s:ImmunityDuration}s 后失效。"
		"AbilityButtonHint_BullLeapCrash"			"向下撞击"
		//"modifier_abrams_immunity"				"Immunity"

		//-----------------------------------------------------------------------------
		// Hero Seven 
		//-----------------------------------------------------------------------------
		"citadel_ability_static_charge_desc"		"对目标敌方英雄施加电能。短暂时间后,静态电能会<span class=\"highlight\">眩晕并伤害</span>半径内的敌人。"


		//"citadel_ability_chain_lightning"		"Chain Lightning"
		//"citadel_ability_chain_lightning_t1"	"Chain Radius"
		//"citadel_ability_chain_lightning_t2"	"Chain Damage"
		//"citadel_ability_chain_lightning_t3"	"360 Cone"
		//"citadel_ability_chain_lightning_t3_desc"	"Chain lightning can hit any enemies around the target."

		"citadel_ability_static_charge"			"静电负荷"
		"citadel_ability_static_charge_quip"	"对敌方英雄施加延迟区域眩晕"
		"citadel_ability_static_charge/modifier_citadel_staticcharge"	"静电负荷"

		"citadel_ability_lightning_ball"		"球状闪电"
		"citadel_ability_lightning_ball_quip"	"发射一个具有伤害性的球状闪电"
		"citadel_ability_lightning_ball_desc"	"发射沿直线移动的球状闪电。<span class=\"highlight\">对其半径内的所有目标造成伤害</span>。在伤害敌人时会减速,并在撞击到环境时停止。"
		"citadel_ability_lightning_ball_t3_desc" "+{s:DPS} DPS"
		"citadel_ability_lightning_ball/modifier_citadel_lightningball"	"球状闪电减速"

		"ability_power_surge"					"澎湃电力"
		"ability_power_surge_quip"			"你的射击会创造出电弧"
		"ability_power_surge_desc"			"为你的武器加上电击效果,使<span class=\"highlight\">你的子弹对目标造成电击伤害</span>。此电击伤害会<span class=\"highlight\">弹射到目标附近的敌人身上</span>。每次爆发性射击时发生一次。"
		"ability_power_surge_t1_desc"			"电击伤害施加 {s:TechResistDebuff}% 元灵抗性,持续 {s:DebuffDuration}s"
		"ability_power_surge_t3_desc"			"+{s:DamagePerChain} 电击伤害,随元灵力量增强的幅度加大,并 +{s:ChainCount} 最大跳跃次数"
		"modifier_power_surge"				"连锁闪电"
		"modifier_power_surge_debuff"			"元灵抗性降低"

		//"ChainLightningRadius_label"			"Chain Lightning Range"
		"ChainLightningRadius_postfix"		"m"
		//"WeaponDamageDebuff_label"			"Weapon Damage Debuff"
		"WeaponDamageDebuff_postfix"			"%"

		//"VoltageDrainDuration_label"			"Draining Time"
		"VoltageDrainDuration_postfix"		"s"
		//"DrainTimeNeeded_label"				"Drain Time for Proc"
		"DrainTimeNeeded_postfix"				"s"

		"citadel_ability_storm_cloud"			"雷霆风暴"
		"citadel_ability_storm_cloud_quip"		"电击大片区域内的所有敌人"
		"citadel_ability_storm_cloud_desc"		"在你周围形成一个不断扩展的雷霆风暴,对其半径内的<span class=\"highlight\">所有敌人造成伤害</span>。敌人在视线范围外时不会受到伤害。在施法过程中你的<span class=\"highlight\">子弹抗性</span>会提高。"
		"citadel_ability_storm_cloud_t1_desc"		"在施放雷霆风暴时,获得 <span class=\"highlight\">+{s:BulletResistOnActive}% 子弹抗性</span>"
		"citadel_ability_storm_cloud_t2_desc"		"<span class=\"highlight\">+{s:AbilityChannelTime}s</span> 施法时间和 <span class=\"highlight\">+{s:Radius}m</span> 半径"
		"citadel_ability_storm_cloud_t3_desc"		"+{s:DPS} DPS"

		//"ExpandTime_label"					"Expand time"
		"ExpandTime_postfix"					"s"

		//-----------------------------------------------------------------------------
		// Hero Cadence
		//-----------------------------------------------------------------------------
		//"citadel_weapon_hero_cadence_set"		"Arioso Annihilator"
		//"citadel_weapon_hero_cadence_set_desc"	"Shoots bursts of 4 bullets that embed a crystal shard in the target. After 1 second, the shards shatter and deal the bullet damage again. Shatter damage is doubled if 5 or more shards are embedded."

		//"cadence_ability_anthem"						"Anthem"
		//"cadence_ability_anthem_quip"					"Lead the charge, inspiring allies in earshot and giving them weapon buffs"
		//"cadence_ability_anthem_desc"				"Burst into an inspiring song! You and any ally that comes within range get an instant reload with an extra large clip, and have a Fire Rate bonus that increases until the song ends."

		//"modifier_cadence_anthem_buff"				"Cadence Anthem"
		//"modifier_cadence_anthem_aoe"					"Singing Anthem"
		//"ExtraLargeClip_label"						"Clip Bonus"
		"ExtraLargeClip_postfix"						"%"
		//"PeakFireRateBonus_label"						"Peak Fire Rate Bonus"
		"PeakFireRateBonus_postfix"					"%"


		//"cadence_ability_lullaby"					"Lullaby"
		//"cadence_ability_lullaby_quip"			"Lull any foe you come within earshot of to sleep."
		//"cadence_ability_lullaby_desc"			"Lull your foes to sleep! Any enemy that comes in range of Cadence sleeps until woken by damage, Cadence goes out of range, or the song ends. Cadence has bonus regeneration while singing."
		//"modifier_cadence_sleeping"				"Sleeping"
		//"modifier_cadence_sleep_aoe"				"Singing a Lullaby"
		//"LingerDuration_label"					"Linger Duration"
		"LingerDuration_postfix"					"s"
		"DashDistance_label"						"冲刺距离"
		"DashDistance_postfix"					"m"

		//"cadence_ability_silencecontraptions"			"Silence Contraptions"
		//"cadence_ability_silencecontraptions_quip"	"Start a melee brawl. No guns allowed."
		//"cadence_ability_silencecontraptions_desc"	"Disarm yourself perform a long-range dash melee attack. For the duration of the song, you remain disarmed and your melee abilities apply a debuff that disarms and EMP's enemy targets."

		//"citadel_ability_silencecontraptions_t3_desc"		"Melee also EMP's enemies"
		//"BonusStamina_label"							"Bonus Stamina"
		//"MeleeEMP_label"							"Enemies Silenced"
		//"modifier_cadence_silence_contraptions_debuff"	"Silence Contraptions"
		//"modifier_cadence_silence_contraptions"			"Silence Contraptions"


		//"cadence_ability_grandfinale"				"Grand Finale"
		//"cadence_ability_grandfinale_quip"		"Build a stage, then fight from it with weapon buffs."
		//"cadence_ability_grandfinale_desc"		"Build high ground undernearth Cadence. Allies fighting from the high ground get a fire rate bonus and explosive bullets."
		//"ExplodeRadius_label"						"Explosion Radius"
		"ExplodeRadius_postfix"					"m"
		"StageDuration_label"						"持续时间"
		"StageDuration_postfix"					"s"
		//"modifier_cadence_grandfinale_buff"		"Grand Finale"

		//"cadence_ability_crescendo"				"Crescendo"
		//"cadence_ability_crescendo_quip"			"Encase enemies in glass then shatter it"
		//"cadence_ability_crescendo_desc"			"Encase nearby enemies in glass in an increasing range over a short duration. Cadence then breaks the glass with her powerful voice, breaking any shields on the them, damaging them, and giving them massive bullet vulnerability for a duraiton after."

		//"modifier_cadence_crescendo_in_aoe"		"Encased in Glass"
		//"modifier_cadence_crescendo_post_aoe"		"Shattered"

		//-----------------------------------------------------------------------------
		// Hero McGinnis (previous names: // Engineer // Forge )
		//-----------------------------------------------------------------------------

		"citadel_ability_fissure_wall"			"幻影屏障"
		"citadel_ability_fissure_wall_quip"		"召唤出一堵墙来阻挡你的敌人"
		"citadel_ability_fissure_wall_desc"		"创建一面<span class=\"highlight\">将地形分隔</span>为两半的墙。墙体生成时会对附近的敌人造成<span class=\"highlight\">伤害</span>并<span class=\"highlight\">施加减速效果</span>。<br>施放后,按 [{s:iv_attack}] 或 [{s:in_ability3}] 可以提前拆除墙体。"
		"citadel_ability_fissure_wall_t1_desc"	"<span class=\"highlight\">移除 {s:StaminaReduction} 耐力</span>,对于被屏障击中的敌人,{s:hero_name}的伤害增加<span class=\"highlight\">{s:BonusDamagePercent}%</span>,持续 {s:DebuffDuration}s。"
		"citadel_ability_fissure_wall_t3_desc"	"对被幻影屏障击中的敌人施加 <span class=\"highlight\">{s:WallStunDuration}s 眩晕</span>"
		//"citadel_ability_fissure_wall_trigger"	"Trigger Fissure Wall"
		//"citadel_ability_fissure_wall_cancel"		"Cancel Fissure Wall"
		"WallStunDuration_label"				"持续时间"
		"WallStunDuration_postfix"				"s"
		"WallImpactRange_label"					"影响范围"
		"WallImpactRange_postfix"				"m"

		"citadel_ability_mobile_resupply"		"灵丹妙药"
		"citadel_ability_mobile_resupply_quip"	"部署一个治疗之灵"
		"citadel_ability_mobile_resupply_desc"	"部署一个治疗之灵, <span class=\"highlight\">治疗附近的单位</span>。"
		"MaxHealthRegenPct_label"				"最大生命值恢复"
		"MaxHealthRegenPct_postfix"				"%"
		"modifier_mobile_resupply"				"灵丹妙药"
		"citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply"	"正在施药"

		"FireRateBonus_label"				"射速加成"
		"FireRateBonus_postfix"			"%"
		//TurretHealMult_label					"Turret Heal Mult"
		//TurretHealMult_postfix				"x"

		"citadel_ability_mobile_resupply_t1_desc" "被灵丹妙药治疗的单位 <span class=\"highlight\">+{s:AuraFireRateBonus}% 射速</span>"
		"citadel_ability_mobile_resupply_t3_desc"	"+{s:MaxHealthRegenPct}% 每秒最大生命值恢复"

		"citadel_ability_shieldedsentry"		"迷你炮塔"
		"citadel_ability_shieldedsentry_quip"	"部署一台自动炮塔"
		"citadel_ability_shieldedsentry_desc"	"部署一个会<span class=\"highlight\">自动射击敌人</span>的小型炮塔。炮塔在有限的时间后会失效。<br>炮塔获得{s:hero_name} {s:TurretHealthScaling}% 的最大生命值,并具有 {s:TechResist}% 的元灵抗性。炮塔对步兵和目标物造成的伤害较低。"
		"citadel_ability_shieldedsentry_t1_desc"	"<span class=\"highlight\">+{s:AbilityCharges}</span> 次技能充能,且炮塔会施加 <span class=\"highlight\">+{s:MoveSlowPercent}%</span> 移动减速"
		"citadel_ability_shieldedsentry_t2_desc"	"<span class=\"highlight\">+{s:TurretAttackRange}m</span> 攻击范围,<span class=\"highlight\">+{s:AttackSpeedMult}%</span> 炮塔射速"

		//"citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack"		"Sentry Bullet Resist Debuff"
		"modifier_forge_mini_turret_debuff"		"迷你炮塔 - 减速"
		//"TurretMoveSlowPercent_label"				"Turret Movement Slow"
		"TurretMoveSlowPercent_postfix"			"%"
		//"modifier_sentry_deploy"				"Initializing..."
		//"TurretDeployTime_label"				"Deploy Time"
		"TurretDeployTime_postfix"				"s"
		"BulletArmorReductionPerStack_label"	"子弹伤害"
		"BulletArmorReductionPerStack_postfix"	"% 每叠加一层"
		"BulletArmorReductionPerStack_prefix"	"+"
		"ShieldedSentry_EffectsPerStack"		"每叠加一层"
		"TurretHealthScaling_label"					"炮塔生命值"
		"TurretHealthScaling_postfix"					"%"


		"TurretAttackRange_label"					"攻击范围"
		"TurretAttackRange_postfix"				"m"

		//"ability_shielded_sentry_rocket"			"Sentry Rocket"

		"citadel_ability_fissure_wall/modifier_fissure_wall/modifier_bonus_damage_percent"			"墙体伤害减益"

		"citadel_ability_rocket_barrage"		"重炮轰击"
		"citadel_ability_rocket_barrage_quip"	"用火箭弹轰炸一个区域"
		"citadel_ability_rocket_barrage_desc"	"发射一连串的火箭弹,可对准目标地点攻击。"
		"citadel_ability_rocket_barrage_t1_desc"	"施加 <span class=\"highlight\">{s:MoveSlowPercent}% 移动减速</span>效果"
		"citadel_ability_rocket_barrage_t3_desc"	"<span class=\"highlight\">每颗火箭弹造成的伤害 +{s:DamagePerRocket}</span>"
		"DamagePerRocket_label"					"每颗火箭弹造成的伤害"
		"GrenadesPerSecond_label"				"每秒火箭弹数"
		"MaxDistance_label"						"最大范围"
		"MaxDistance_postfix"					"m"
		"MinDistance_label"						"最小范围"
		"MinDistance_postfix"					"m"
		"citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow" "重炮轰击减速"	 

		//-----------------------------------------------------------------------------
		// Wraith
		//-----------------------------------------------------------------------------

		"citadel_ability_psychic_lift"			"念力"
		"citadel_ability_psychic_lift_quip"		"将敌人抬升至空中,打断敌人并使其沉默"
		"citadel_ability_psychic_lift_desc"		"将敌人抬升至空中,<span class=\"highlight\">打断</span>敌人并在短时间内令其<span class=\"highlight\">眩晕</span>。当升空结束时,目标会受到念力伤害。"
		"citadel_ability_psychic_lift/lift"		"隔空取物"
		"citadel_ability_psychic_lift_t3_desc"	"念力会以{s:hero_name}周围区域内的敌人为目标"
		"modifier_citadel_psychiclift"			"被抬升至空中——哦不!"
		//"modifier_citadel_psychiclift_self"		"Lifting - Silenced + Disarmed"

		//"citadel_ability_psychic_daggers_desc"		"Telekinetically throw cards that <span class=\"highlight\">hit random targets</span> around you."

		"citadel_ability_projectmind"			"心灵投射"
		"citadel_ability_projectmind_quip"		"传送至目标位置"
		"citadel_ability_projectmind_desc"			"<span class=\"highlight\">传送</span>至目标位置。"
		"BulletShieldOnLand_label"				"传送时的子弹护盾"
		"citadel_ability_projectmind_t2_desc"	"传送时提供 <span class=\"highlight\">{s:BulletShieldOnLand} 的子弹护盾</span>,持续 {s:BulletShieldDuration}s。护盾值会随元灵力量变化而变化。"
		"modifier_wraith_project_mind_shield"				"子弹护盾"
		"citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield"	"子弹护盾"
		"wraith_project_mind_t2_title"			"子弹护盾:"

		//"citadel_ability_psychic_daggers"		"Royal Flush"
		//"citadel_ability_psychic_daggers_quip"	"Damage random targets around you"
		//"ShootInterval_label"						"Card Interval"
		"ShootInterval_postfix"					"s"
		//"MaxDaggers_label"						"Card Count"
		//"citadel_ability_psychic_daggers_t3_desc"	"Each card <span class=\"highlight\">bounces once</span> onto another enemy in range"
		//"DamagePerDagger_label"					"Damage per card"

		"citadel_ability_wraith_rapidfire"		"全自动"
		"citadel_ability_wraith_rapidfire_quip"	"提高你的射速"
		"citadel_ability_wraith_rapidfire_desc"	"临时提升你的<span class=\"highlight\">射速</span>。附近的友军将获得一半的射速加成。"
		//"citadel_ability_wraith_rapidfire/modifier_rapidfire" "Rapid Fire"
		 

		"citadel_ability_card_toss"	"卡牌戏法"
		"citadel_ability_card_toss_quip" "投掷魔法卡牌"
		"citadel_ability_card_toss_desc" "造成武器伤害以召唤卡牌。技能激活后会投掷一张卡牌,该卡牌会飞向准星下的敌人或目标点。"
		"CardResourceGenPctScale_label"				"卡牌召唤速率"
		"CardResourceGenPctScale_postfix"			"%"

		//"citadel_ability_psychic_pulse" "Psychic Pulse"
		//"citadel_ability_psychic_pulse_quip" "Reveal enemies through walls"
		//"citadel_ability_psychic_pulse_desc" "Sense enemies in front of you, revealing their position through walls to your team.  Card Trick can target enemies seen through walls"
		//"SenseRange_label"	"Sense Range"

		//-----------------------------------------------------------------------------
		// Hero Heavy 
		//-----------------------------------------------------------------------------
		//"ability_heal_drone"		"Medic Drone"
		//"ability_heal_drone_desc"		"Deploy a medic drone which slowly heals you and a nearby teammate.\nReplaces any other drone."
		//"ability_speed_drone"		"Speed Drone"
		//"ability_speed_drone_desc"		"Deploy a energy drone which helps you run faster, and reduces your windup and reload times.\nReplaces any other drone."
		//"ability_heavy_drone"		"Utility Drone"
		//"ability_heavy_drone_desc"		"Creates a helper drone that can be toggled between providing Healing, Speed or Rockets. Drones take a short time to activate after being switched."

		//"ability_rocket_drone"	"Heavy Drone"
		//"ability_rocket_drone_desc"		"Deploy a drone which shoots <span class=\"highlight\">homing rockets</span> at enemies at close range that <span class=\"highlight\">slows</span> enemies."

		//"ability_rocket_drone_t1_desc" "The Drone adds <span class=\"highlight\">{s:ClipReloadPercentagePerSecond}% of max clip per second</span> to Heavy's gun"
		//"ability_rocket_drone_t2_desc" "The Drone applies health regen to Heavy and a nearby target for <span class=\"highlight\">{s:DroneHealthRegen} health per second </span>."
		//"ability_rocket_drone_t3_desc" "Maximum rockets per second <span class=\"highlight\">+{s:RocketsPerSecond}</span>"

		"RocketsPerSecond_label"	"每秒火箭弹数"

		//"ability_uber_drone"		"Uber Charge"
		//"ability_uber_drone_desc"		"After a charge-up time, Heavy turns <span class=\"highlight\">invulnerable</span>"
		//"ability_uber_drone_t1_desc"		"While Ubered, <span class=\"highlight\">infinite clip</span> and <span class=\"highlight\">no windup</span>"
		//"ability_uber_drone_t2_desc"		"Uber Duration <span class=\"highlight\">+{s:UberDuration}s</span>"
		//"ability_uber_drone_t3_desc"		"Gain <span class=\"highlight\">+{s:RageOnUber} stacks of Heavy Rage</span>"

		//"ability_propulsion_gel"			"Propulsion Gel"
		//"ability_propulsion_gel_desc"		"Fire a wave of propulsion gel that grants <span class=\"highlight\">increased movement speed</span> for allies.  Unit's hit by the gel wave will be covered by gel and leave a trail behind them"

		//"ability_propulsion_gel_t1_desc"	"Gel reduces zoomed and shooting move speed penalty by <span class=\"highlight\">{s:ShootingSpeedPenaltyReduction}%</span> to friendly units"
		//"ability_propulsion_gel_t2_desc"	"Gel travel distance <span class=\"highlight\">+{s:AbilityCastRange}m</span>"
		//"ability_propulsion_gel_t3_desc"	"Move speed bonus <span class=\"highlight\">+{s:MoveSpeedFriendlyBuff}</span>"

		//"ability_self_purge"				"Uproar"
		//"ability_self_purge_desc"			"<span class=\"highlight\">Drags enemies</span> towards heavy and causes an explosion."

		//"ability_heavy_rage"				"Heavy Rage"
		//"ability_heavy_rage_desc"			"Passive - Increases Heavy's gun damage by <span class=\"highlight\">{s:DamageMultiplierPercent}%</span> each time it hits an enemy, up to <span class=\"highlight\">{s:StacksPerEntity} stacks</span> per enemy Hero and NPCs"
		//"ability_heavy_rage_t1_desc" "Max stacks per enemy Hero or NPCs <span class=\"highlight\">+{s:StacksPerEntity}</span>"
		//"ability_heavy_rage_t3_desc" "Gain <span class=\"highlight\">{s:StacksOnTakeDamage} stacks </span> when an <span class=\"highlight\">enemy damages Heavy</span>"
		//"modifier_passive_heavy_rage_stacks"		"Rage Stacks"

		//"ability_self_purge_t1_desc"	"Permanent Ammo <span class=\"highlight\">+{s:ClipBonusOnHit}</span> for every enemy Hero hit by the explosion"

		//"DamagePerBullet_label"					"Damage Per Bullet"

		//"modifier_drone_heal"					"Medic Drone"
		//"modifier_drone_heal_watcher"			"Medic Drone"
		//"modifier_drone_speed"					"Speed Drone"
		//"modifier_drone_rockets"				"Rocket Drone"
		//"modifier_drone_activation_medic"			"Medic Drone - deploying"
		//"modifier_drone_activation_speed"			"Speed Drone - deploying"
		//"modifier_drone_activation_rockets"		"Rocket Drone - deploying"
		//"modifier_drone_uber"					"UBER INVULNERABILITY"
		//"modifier_drone_uber_charging"			"Uber Charging"
		//"ability_overcharge"					"Energy Surge"
		//"ability_overcharge_desc"				"Temporarily boosts the effect of Heavy's current drone and increases his fire rate."
		//"modifier_overcharge_rapidfire"			"Energy Surge"
		//"DronePowerMultiplier_label"				"Drone Power Multiplier"
		//"ability_ammo_pouch"						"Bandolier"
		//"ability_ammo_pouch_desc"					"Large increase to Heavy's ammo"
		//"ability_smelt"							"Smelt"
		//"ability_smelt_desc"						"Every time Heavy takes damage from a bullet it goes into his weapon clip and reduces ability cooldowns."

		"DroneHealthRegen_label"					"生命恢复"
		"DroneHealthRegen_postfix"				"/s"
		"DroneBonusMoveSpeed_prefix"			"{s:sign}"
		"DroneBonusMoveSpeed_label"			"移动速度"
		//"DroneBonusMoveSpeed_postfix"			""
		"DroneBonusReloadTime_label"			"装填时间"
		"DroneBonusReloadTime_postfix"		"%"
		"DroneBonusWindupTime_prefix"			"{s:sign}"
		//"DroneBonusWindupTime_label"			"Windup Time"
		"DroneBonusWindupTime_postfix"		"%"

		//"RocketDamage_label"						"Rocket Damage"
		//"TimeBetweenRockets_label"				"Time between rockets"
		"TimeBetweenRockets_postfix"				"s"
		//"UberChargeTime_label"					"Uber Charge Time"
		"UberChargeTime_postfix"					"s"
		//"UberDuration_label"						"Uber Duration"
		"UberDuration_postfix"					"s"

		//-----------------------------------------------------------------------------
		// Paradox (previous name: Chrono)
		//-----------------------------------------------------------------------------
		"citadel_ability_chrono_time_wall"		"时间之墙"
		"citadel_ability_chrono_time_wall_quip"	"创建一面能够极大减慢投射物速度的墙"
		"citadel_ability_chrono_time_wall_desc"	"创建一面可以扭曲时间的墙,使所有接触到的<span class=\"highlight\">敌人投射物和子弹</span>的<span class=\"highlight\">时间停止</span>。触碰墙壁的敌人将受到<span class=\"highlight\">按其最大生命值一定百分比计算的伤害</span>,并会短暂减速。"
		//"TargetGameplayTimeScale_label"			"Time Scale"
		"TargetGameplayTimeScale_postfix"			"%"
		"TimeWallWidth_label"						"墙体宽度"
		"TimeWallWidth_postfix"					"m"
		"TimeWallHeight_label"					"墙体高度"
		"TimeWallHeight_postfix"					"m"
		"MovementSlowPct_label"					"移动减速"
		"MovementSlowPct_postfix"					"%"
		"DamagePctPerWallHit_label"					"最大生命值伤害"
		"DamagePctPerWallHit_postfix"				"%"
		"TimeScaleDuration_label"					"时间停止持续时间"
		"TimeScaleDuration_postfix"				"s"
		"modifier_citadel_chrono_time_wall_effect"  "时间之墙"
		//"citadel_ability_chrono_time_wall_t1_desc"		"The wall speeds up <span class=\"highlight\">Paradox's movement.</span>"
		"citadel_ability_chrono_time_wall_t1_desc"		"<span class=\"highlight\">宽度 +{s:TimeWallWidth}m,高度 +{s:TimeWallHeight}m</span>"
		"citadel_ability_chrono_time_wall_t3_desc"		"碰到时间之墙的敌人将被<span class=\"highlight\">沉默</span>,持续时间 {s:DebuffDuration}s"
		//"modifier_timewall_damageamp"				"Damage Vulnerability"

		//"citadel_ability_time_bomb"				"Time Bomb"
		//"citadel_ability_time_bomb_quip"			"Proximity explosion"
		//"citadel_ability_time_bomb_desc"			"{s:hero_name} throws a bomb that explodes if enemies are in its radius after its arm time. The explosion causes a quick <span class=\"highlight\">time freeze</span> and deals <span class=\"highlight\">{s:SingleTargetMult}x more damage</span> if it only hits a single target."
		//"citadel_ability_time_bomb_t2_desc"		"Enemies hit by Time Bomb will have their <span class=\"highlight\">bullet resist reduced by {s:BulletArmorReduction}</span> for <span class=\"highlight\">{s:BulletArmorReductionDuration}s</span>"
		//"citadel_ability_time_bomb_t3_desc"		"<span class=\"highlight\">+{s:Damage} Damage</span> and Time Bomb gains <span class=\"highlight\">+50% more damage</span> from Spirit Power"
		//"chrono_time_trap_debuff"					"Time Bomb"

		"citadel_ability_chrono_pulse_grenade"			"脉冲手雷"
		"citadel_ability_chrono_pulse_grenade_quip"		"投掷一枚手雷,能够产生脉冲、造成伤害和减速"
		"citadel_ability_chrono_pulse_grenade_desc"		"投掷一枚手雷,落地后开始产生脉冲。每次脉冲会让{s:hero_name}对受害者造成<span class=\"highlight\">伤害、移动减速,并叠加伤害增幅</span>。"

		"Pulses_label"                           			 "脉冲数"
		"InitialDamage_label"									"初始伤害"
		"PulseDamage_label"									"脉冲伤害"
		"MovementSpeedSlow_label"							"移动减速"
		"MovementSpeedSlow_postfix"							"%"
		"MovementSlowDuration_label"							"减速持续时间"
		"MovementSlowDuration_postfix"						"s"
		"PulseGrenadeDamageAmplificationPerStack_label"						"每层叠加的伤害增幅"
		"PulseGrenadeDamageAmplificationPerStack_postfix"						"%"
		"PulseGrenadeDebuffDuration_label"				"增幅持续时间"
		"PulseGrenadeDebuffDuration_postfix"						"s"
		"modifier_pulsegrenade_magic_resist_debuff"		"脉冲手雷"

		"modifier_citadel_chrono_pulse_grenade_debuff"					"脉冲手雷"
		"modifier_chrono_pulse_grenade_tech_resist_debuff"				"脉冲手雷 - 元灵抗性降低"


		"TriggerDelay_label"						"爆炸延迟"
		"TriggerDelay_postfix"					"s"
		"TotalDamage_label"						"总伤害"
		//"TimeFreeze_label"						"Time Freeze"
		"TimeFreeze_postfix"						"s"
		//"modifier_citadel_time_bomb_fuse"			"Time Bomb Fuse"

		//"citadel_ability_time_bank"				"Time Bank"
		//"citadel_ability_time_bank_quip"			"Speed yourself up, then slow down briefly"
		//"citadel_ability_time_bank_trigger"		"Speed Time"
		//"citadel_ability_time_bank_desc"			"{s:hero_name} activates a burst of <span class=\"highlight\">accelerated time</span> where they <span class=\"highlight\">move, shoot and reload</span> faster.  When the burst ends, {s:hero_name} must save up time for a short period and is time slowed."
		//"modifier_time_bank_save_time"			"Slow time"
		//"modifier_time_bank_speed_time"			"Accelerating time"
		//"TimeBankSpeedBonus_label"				"Time acceleration"
		"TimeBankSpeedBonus_postfix"				"%"
		//"TimeBankSpeedDurationMax_label"			"Accelerated Duration"
		"TimeBankSpeedDurationMax_postfix"		"s"
		//"TimeSaveDuration_label"					"Max Charge Time"
		"TimeSaveDuration_postfix"				"s"
		//"TimeSaveSpeedPenalty_label"				"Time Penalty"
		"TimeSaveSpeedPenalty_postfix"			"%"
		//"TimeSaveSpeedPenaltyDuration_label"		"Time Penalty Duration"
		"TimeSaveSpeedPenaltyDuration_postfix"	"s"

		"citadel_ability_chrono_swap"				"悖论置换"
		"citadel_ability_chrono_swap_quip"		"与敌方英雄交换位置"
		"modifier_chrono_swap_bubble_move"		"悖论置换"
		"citadel_ability_chrono_swap_desc"		"发射一个投射物,<span class=\"highlight\">将你与目标敌方英雄的位置互换</span>。效果持续期间,你会获得<span class=\"highlight\">元灵吸血</span>,敌人会<span class=\"highlight\">持续受到伤害</span>。"
		"modifier_citadel_chrono_swap_debuff"		"被减速"
		"modifier_citadel_chrono_swap_buff"		"元灵免疫"
		//"CooldownOnMiss_Label"					"Cooldown on miss"
		"CooldownOnMiss_postfix"					"s"
		//"AllyCooldownReduction_label"				"Ally Cooldown Reduction"
		"AllyCooldownReduction_postfix"			"s"
		"SwapTotalDamage_label"					"交换伤害"
		//"SwapTotalHeal_label"						"Heal Over Swap Time"
		"SpellLifesteal_label"					"元灵吸血"
		"SpellLifesteal_postfix"					"%"
		"SpellLifestealNonHero_label"				"元灵吸血(非英雄)"
		"SpellLifestealNonHero_postfix"			"%"

		//"citadel_ability_chrono_sphere"			"Chrono's Sphere"
		//"citadel_ability_chrono_sphere_quip"		"Create a slow-down time vortex"
		//"citadel_ability_chrono_sphere_desc"		"{s:hero_name} creates a Time Vortex that <span class=\"highlight\">slows down the flow of time</span> for enemies. Enemies are also <span class=\"highlight\">Silenced</span> while in the Vortex."
		//"citadel_ability_chrono_sphere_t3_desc"	"On creation, the Time Vortex will <span class=\"highlight\">pull all enemies in to its center.</span>"
		//"modifier_chrono_sphere_friendly"			"Time Accelerated"
		//"SphereRadius_label"						"Sphere Radius"
		//"FriendlyTimeBoost_label"					"Time acceleration"
		"SphereRadius_postfix"					"m"
		//"ChargeUpTime_label"						"Charge Time"
		"ChargeUpTime_postfix"					"s"
		//"ChronoTimeScale_label"					"Paradox Time Acceleration"
		"ChronoTimeScale_postfix"					"%"
		//"modifier_citadel_chrono_sphere"			"Time Stop"
		//"MinDuration_label"						"Min Duration"
		"MinDuration_postfix"						"s"

		"citadel_ability_chrono_kinetic_carbine"		"动力卡宾枪"
		"citadel_ability_chrono_kinetic_carbine_quip"	"为你的武器充能,造成高伤害和时间停止"
		"citadel_ability_chrono_kinetic_carbine_desc"	"开始为你的武器充能,充能完成后获得<span class=\"highlight\">移动速度加成</span>。你的下一次射击将释放能量,造成<span class=\"highlight\">元灵伤害</span>并对命中的敌人施加<span class=\"highlight\">时间停止</span>。造成的伤害是你当前武器伤害的增强数值。<br><br>当强力射击可用时,你可以通过按下 [{s:iv_attack2}] 来减缓自己的时间。"
		"citadel_ability_chrono_kinetic_carbine_t2_desc"	"{s:AbilityCooldown}s 冷却时间,并增加 +{s:SpeedBoostDuration}s 的速度提升持续时间"
		"citadel_ability_chrono_kinetic_carbine_charged"	"充能完毕!"
		"citadel_ability_chrono_kinetic_carbine_expiring"	"即将失效"

		//"citadel_ability_chrono_kinetic_carbine_t1_desc"  "+<span class=\"highlight\">{s:MinSlowDuration}s/{s:MaxSlowDuration}s</span> Min/Max Stop Duration"
		//"citadel_ability_chrono_kinetic_carbine_t2_desc"	"<span class=\"highlight\">+{s:SpeedBoostDuration}s</span> Speed Duration, <span class=\"highlight\">{s:MaxChargeDuration}s</span> Charge Time"
		"citadel_ability_chrono_kinetic_carbine_t3_desc"  "<span class=\"highlight\">+{s:MaxBonusBulletDamage}%</span> 最大伤害增强"
		"SpeedChange_label"                           "额外速度"
		"SpeedChange_postfix"						"%"
		"SpeedBoostDuration_label"					"加速持续时间"
		"SpeedBoostDuration_postfix"					"s"
		"MaxChargeDuration_label"						"完整充能时间"
		"MaxChargeDuration_postfix"					"s"
		"BaseBulletDamage_label"						"子弹伤害"
		"MaxBonusBulletDamage_prefix"					"+"
		"MaxBonusBulletDamage_label"					"最大伤害增强"
		"MaxBonusBulletDamage_postfix"				"%"
		"MinBonusBulletDamage_prefix"					"+"
		"MinBonusBulletDamage_label"					"最小伤害增强"
		"MinBonusBulletDamage_postfix"				"%"
		"MaxSlowDuration_label"						"最大停止持续时间"
		"MaxSlowDuration_postfix"						"s"
		"MinSlowDuration_label"						"最小停止持续时间"
		"MinSlowDuration_postfix"						"s"
		"citadel_ability_chrono_kinetic_carbine/modifier_chrono_kinetic_carbine"  "动力卡宾枪"


		//-----------------------------------------------------------------------------
		// Revenant
		//-----------------------------------------------------------------------------
		//"citadel_ability_revenant_siphon_energy"		"Siphon Energy"
		//"citadel_ability_revenant_siphon_energy_desc"	"Shock your target and steal their energy whenever you strike them with your gun."
		//"citadel_ability_revenant_blast"				"Shock Wave"
		//"citadel_ability_revenant_blast_desc"			"Unleash a blast of energy at your target"
		//"citadel_ability_revenant_infuse_weapon"			"Infuse Weapon"
		//"citadel_ability_revenant_infuse_weapon_desc"		"Fire special rounds that make your target vulnerable to your energy-based abilities.  Drains energy while active."
		//"citadel_ability_revenant_infuse_weapon_trigger"	"Disable"
		//"modifier_infuse_weapon_active"						"Weapon Infused"
		//"modifier_infuse_weapon_proc_buildup"				"Weakening"
		//"citadel_ability_revenant_energy_strike"		"Energy Strike"
		//"citadel_ability_revenant_energy_strike_desc"	"Strike the targeted area with a massive burst of energy."

		//-----------------------------------------------------------------------------
		// Slingshot
		//-----------------------------------------------------------------------------
		//"ability_slingshot_bruising_shot"		"Bruising Shot"
		//"ability_slingshot_bruising_shot_desc"	"Hits damage the target, and stack bruises on them that increase all subsequent damage taken from Slingshot's weapon and abilities."
		//"ability_slingshot_bruising_shot_t1_desc"		"<span class=\"highlight\">+{s:BruiseFireRate}% fire rate</span> per stack when shooting at a bruised enemy."
		//"BruiseDuration_label"					"Bruise Duration"
		//"BruiseDamageVulnerability_label"			"Damage Increase"
		//"BruiseDamageVulnerability_postfix"		"% per stack"
		//"BonusPelletsPerShot_label"				"Pellets per shot"
		//"ability_slingshot_catapult"			"Catapult"
		//"ability_slingshot_catapult_desc"		"Slingshots builds up power before launching himself forward as a large spinning ball, rolling around damaging enemies. Explodes on finish."
		//"ExplodeDamage_label"						"Explode Damage"
		//"ability_slingshot_open_wounds"			"Open Wounds"
		//"ability_slingshot_open_wounds_desc"	"Passive. Slingshot's bullets cause wounds to build up on the enemy, dealing a large burst of damage when enough hits are inflicted."
		//"ability_slingshot_open_wounds_t3_desc"	"Damage burst sprays poisonous blood nearby, damaging any enemies staying in the area."
		//"BurstDamage_label"						"Burst Damage"

		//"ability_slingshot_ultimate"			"Earthquake"
		//"ability_slingshot_ultimate_desc"		"All nearby enemies are knocked in the air and stunned for as long as Slingshot channels."

		//-----------------------------------------------------------------------------
		// Infernus
		//-----------------------------------------------------------------------------
		"ability_incendiary_projectile"			"催化剂"
		"ability_incendiary_projectile_quip"	"喷射凝固汽油弹,增强你的伤害输出"
		"ability_incendiary_projectile_desc"	"喷射凝固汽油弹,<span class=\"highlight\">减缓敌人的移动</span>并且<span class=\"highlight\">增强{s:hero_name}对敌人造成的伤害</span>。"
		"ability_incendiary_projectile_t2_desc"	"{s:hero_name}对受害者进行<span class=\"highlight\"> {s:LifestealPercentHero}% 的吸血</span>。"
		"ability_incendiary_projectile_t3_desc"	"<span class=\"highlight\">+{s:DamageAmplification}%</span> 伤害增强和 <span class=\"highlight\">{s:HealAmpReceivePenaltyPercent}%</span> 治疗/恢复"
		"DamageAmplification_label"				"伤害增强"
		"DamageAmplification_postfix"			"%"
		//"modifier_citadel_incendiaryprojectile_burn" "Burning from Incendiary"

		"ability_flame_dash"			"烈焰冲刺"
		"ability_flame_dash_quip"		"浑身燃烧并向前冲刺,留下一条火焰轨迹"
		"ability_flame_dash_desc"		"以<span class=\"highlight\">高速</span>向前移动,留下的火焰轨迹会<span class=\"highlight\">燃烧敌人</span>。持续期间,炽焱获得 {s:SlowResistancePercent}% 减速抗性。<br>按住 [{s:iv_attack}] 以更快地冲刺。"
		"ability_flame_dash_t1_desc"	"<span class=\"highlight\">+{s:FireRateSlow}% 射速减缓</span>,持续 {s:FlameDashDebuffDuration}s"
		//"modifier_flamedash"			"Flame Dashing"
		//"ability_flame_dash_cancel_trigger"	"Cancel Flame Dash"

		"DashSpeed_label"					"冲刺速度"
		"DashSpeed_postfix"				"m/s"
		"SpeedBurstSpeed_label"			"最大冲刺速度"
		"SpeedBurstSpeed_postfix"			"m/s"

		"FlameAuraRadius_label"			"轨迹宽度"
		"FlameAuraRadius_postfix"			"m"
		"FlameDashDebuff_label"			"额外元灵伤害"
		"FlameDashDebuff_postfix"		"%"
		"GroundFlameDuration_label"		"轨迹持续时间"
		"GroundFlameDuration_postfix"		"s"
		"FlameDashDebuffDuration_label"	"减益持续时间"
		"FlameDashDebuffDuration_postfix" "s"

		"DashTime_label"					"冲刺时间"
		"DashTime_postfix"				"s"

		"FlameAuraDPS_label"				"DPS"
		"FlameAuraMovementSlow_label"			"敌人移动减速"
		"FlameAuraMovementSlow_postfix"		"%"
		//"FlameAuraSlowFireRate_label"			"Enemy Fire Rate"
		"FlameAuraSlowFireRate_postfix"		"%"
		"FlameAuraDuration_label"				"减益持续时间"
		"FlameAuraDuration_postfix"			"s"
		"modifier_flamedash_debuff"			"烈焰冲刺"

		"ability_afterburn"			"残焰"
		"ability_afterburn_quip"	"射击敌人,让他们燃烧起来"
		"ability_afterburn_desc"	"你的子弹会逐渐积累,<span class=\"highlight\">对敌人施加燃烧效果</span>。{s:hero_name}的子弹和技能会<span class=\"highlight\">刷新</span>燃烧效果的持续时间。"
		"ability_afterburn_t1_desc"	"受害者造成的元灵伤害 <span class=\"highlight\">{s:AfterburnSpiritDamageReduction}%</span> 。"

		"modifier_citadel_afterburn_buildup"	"正在点燃"
		"BuildUpBulletPercentPerHit_label"		"每颗子弹的累积量"
		"BuildUpBulletPercentPerHit_postfix"		"%"
		"CritBuildup_label"					"爆头累积量"
		"CritBuildup_postfix"					"%"
		//"AfterburnExplodeRadius_label"			"Spread Radius"
		"AfterburnExplodeRadius_postfix"			"m"
		//"AfterburnExplodeDamage_label"			"Explode Damage"
		//"afterburn_spirit_stolen_debuff"			"Spirit Stolen"
		//"afterburn_spirit_stolen_buff"			"Spirit Taken"


		"ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot"					"来自残焰的炙烤"
		"modifier_afterburn_dot"		"来自残焰的炙烤"


		"ability_fire_bomb"				"震荡燃烧"
		"ability_fire_bomb_quip"		"短暂延迟后眩晕附近的敌人"
		"ability_fire_bomb_desc"		"让你变成一个活生生的炸弹,在短暂的延迟后爆炸,<span class=\"highlight\">眩晕范围内的所有敌人</span>。"
		"ability_fire_bomb_t2_desc"		"<span class=\"highlight\">+{s:StunDuration}s</span> 眩晕持续时间 <span class=\"highlight\">+{s:Radius}m</span> 半径"
		"ability_fire_bomb_t3_desc"		"+{s:Damage} 伤害</span> 并对击中的英雄施加 <span class=\"highlight\">{s:LifeStealPercentOnHit}% 吸血</span>"

		//"ability_fire_bomb/modifier_progressbar"		"Harnessing Power"

		"BurnDPS_label"					"燃烧 DPS"

		//-----------------------------------------------------------------------------
		// Tempest
		//-----------------------------------------------------------------------------
		//"ability_tempest_ion_dagger"		"Ion Dagger"
		//"ability_tempest_ion_dagger_desc"	"Tempest throws a dagger that damages the target and applies an ionizing charge to it for a duration. Tech damage dealt to that target is increased and a cleaves for a percentage of that damage to nearby targets. Ionizing a target multiple times increases the duration."

		//"ChargedDuration_label"				"Charged Duration"
		"ChargedDuration_postfix"				"s"
		//"ReloadBullet_label"					"Applying an ionizing charge automatically reloads 1 bullet"
		//"modifier_tempest_ionized_bullets_charged"	"Charged!"
		//"modifier_tempest_ionized_bullets_buildup"	"Ionizing"
		//"ability_tempest_tesla_coil/modifier_tesla_coil_aura_alert/modifier_tesla_coil_alert"					"Tesla Coil Nearby"
		//"ability_tempest_tesla_coil/modifier_tesla_coil_aura_damage_amp/modifier_tesla_coil_damage_amp"				"Tesla Coil Nearby"

		//"ability_tempest_faraday_cage"		"Faraday Cage"
		//"ability_tempest_faraday_cage_desc"	"Target an enemy hero to trap them in a faraday cage, blocking movement and bullets."
		//"SpawnTroopers_label" "Spawn a melee trooper for each enemy hero trapped in the cage"
		//"FaradayCageHealth_label" "Cage Health"
		//"FaradayCageDuration_label" "Cage Duration"

		//"ability_tempest_tesla_coil"		"Tesla Coil"
		//"ability_tempest_tesla_coil_desc"	"Build a Tesla Coil that builds a charge on itself then discharges on the closest enemy within range. Holds the charge and builds overcharge if no enemies are in range. When Tempest fights in range of the coil, his gun is amp'd and his bullets deal bonus spirit damage."
		//"TeslaCoilHealth_label"			"Tesla Coil Health"
		//"TeslaCoilLifetime_label"			"Tesla Coil Lifetime"
		//"DischargeRadius_label"			"Discharge Radius"
		"DischargeRadius_postfix"			"m"
		//"OverchargePct_label"			"Overcharge"
		"OverchargePct_postfix"		"%"
		//"BonusTechDamage_label"		"Bonus Spirit Damage"

		//"ability_tempest_weathermaker"		"Weathermaker"
		//"ability_tempest_weathermaker_desc"	"A ray of sun shines on each enemy hero anywhere on the map. Moments later, any enemy that did not find cover is struck by a powerful bolt of lightning, dealing damage to them and revealing them through walls for a duration. Can pass through Faraday Cage."
		//"VisionDuration_label"			"Vision Duration"
		"VisionDuration_postfix"	 		"s"

		//"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming/modifier_reveal_enemy" "Revealed"
		//"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming" "100% Chance of Lightning"
		//"modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered" "Remain Covered"
		//"modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter" "Seek Shelter"

		//-----------------------------------------------------------------------------
		// Apocalypse
		//-----------------------------------------------------------------------------
		//"apocalypse_discharge_soul/modifier_tombstone_nearby_aura/modifier_tombstone_nearby" "Tombstone Nearby"
		 
		//"apocalypse_gigantic_sword" "Gigantic Sword"
		//"modifier_gigantic_sword" "You have a Gigantic Sword"
		//"apocalypse_gigantic_sword_desc" "{s:hero_name}'s staff turns into a gigantic sword. When active, Apocalypse's melee attack deal extra damage and cover extra range."
		//"SwordSlow_label" "Movement Penalty"
		"SwordSlow_suffix" "%"

		"MeleeDamageBonusPct_label" "额外伤害"
		"MeleeDamageBonusPct_suffix" "%"

		//"MeleeDistanceBonusPct_label" "Bonus Distance"
		"MeleeDistanceBonusPct_suffix" "%"

		//"apocalypse_four_horsemen" "Four Horsemen"
		//"apocalypse_four_horsemen_desc" "Summon four hologram horsemen who stampede in a straight line, damaging enemies they pass through and leaving a trail that slows and damages enemies."

		//"apocalypse_discharge_soul" "Discharge Soul"
		//"apocalypse_discharge_soul_desc" "Fires a projectile that damages, EMPs, and slows. Charges do not refresh with time. Collect charges by kneeling next to tombstones that appear near fallen friendly troopers."
		//"SlowSilenceDuration_label" "Slow / EMP Duration"
		//"SoulProjectileRadius_label" "Projectile Radius"

		//"apocalypse_armageddon" "Armageddon"
		//"apocalypse_armageddon_desc" "A pool of light marks a safe zone surrounding {s:hero_name} as meteors fall from the sky in a wide radius around the safe zone. Meteors damage allies as well as enemies, but damage to allies is reduced and non-lethal."

		//"MeteorDamage_label" "Meteor Damage"
		//"MeteorDamageRadius_label" "Meteor Damage Radius"

		//-----------------------------------------------------------------------------
		// Cold Metal
		//-----------------------------------------------------------------------------
		//"coldmetal_contract_to_kill" "Contract to Kill"
		//"coldmetal_contract_to_kill_desc" "Take out a contract on a target hero for a duration. The contract takes extra bullet damage and extra damage from Cold Metal's missiles. You have no move speed penalty while shooting at the contract and no aim speed penalty at the contract while moving."
		//"coldmetal_contract_to_kill/modifier_coldmetal_contract_to_kill" "Contract"

		//"coldmetal_charged_rocket" "Charged Rocket"
		//"coldmetal_charged_rocket_desc" "Hold to charge then fire a rocket that travels faster the longer it's charged. Upon impact explodes into a burst of tactical heat-seeking missiles."

		//"coldmetal_cold_metal_killer" "Cold Metal Killer"
		//"coldmetal_cold_metal_killer_desc" "Launch a fan of knives in a cone in front of Cold Metal, slowing enemies upon impact."

		//"coldmetal_impenetrable_cube" "Impenetrable Cube"
		//"coldmetal_impenetrable_cube_desc" "Fold up into an impenetrable cube for a duration, unable to shoot or take damage, then explode into a flurry of tactical heat-seaking missiles."

		//-----------------------------------------------------------------------------
		// Clawdril
		//-----------------------------------------------------------------------------
		//"clawdril_plasma_laser" "Plasma Laser"
		//"clawdril_plasma_laser_desc" "Fire a short-range plasma laser that deals massive damage to units in its way."

		//"clawdril_drill_and_pin" "Drill & Pin"
		//"clawdril_drill_and_pin_desc" "Fire Clawdril's dril in a straight line, trapping any enemy hero it hits in a cage of crystals."

		//"clawdril_mining_expedition" "Mining Expedition"
		//"clawdril_mining_expedition_desc" "Smash the ground to reveal nearby crystals which can be melee'd into temporary buffs by you or your teammates."

		//"clawdril_cyclone" "Cyclone"
		//"clawdril_cyclone_desc" "Clawdril sticks the drill in the ground, lifts his body horizontally, and spins it up. Kicks everyone nearby in the face while creating a vortex that sucks enemies inwards and deflects bullets."

		//-----------------------------------------------------------------------------
		// Haze
		//-----------------------------------------------------------------------------
		//"citadel_ability_poison_bullets"			"Tranquilizer Bullets"
		//"citadel_ability_poison_bullets_desc"		"Apply tranquilizer to your victim until they fall asleep. Sleeping victims cannot act and take damage when they wake up."
		//"modifier_citadel_posion_bullets_shot_watcher"	"Tranquilizer Bullets"
		//"modifier_citadel_posion_bullets_poisoned"	"Asleep"
		//"modifier_citadel_posion_bullets_poison_buildup"	"Sleepy"

		"ability_sleep_dagger"			"沉睡匕首"
		"ability_sleep_dagger_quip"		"让一名敌人入睡"
		"ability_sleep_dagger_desc"		"投掷一把匕首,让目标受到<span class=\"highlight\">伤害</span>并<span class=\"highlight\">沉睡</span>。沉睡的目标受到伤害不久后会醒来。投掷匕首不会解除隐身。沉睡匕首不会打断敌人的技能施法。"
		"ability_sleep_dagger/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep"		"沉睡中"
		"ability_sleep_dagger_t1_desc"	"<span class=\"highlight\">移除 {s:StaminaReduction} 耐力</span>"
		"ability_sleep_dagger_t3_desc"	"施加 <span class=\"highlight\">{s:BulletResistReduction}% 子弹抗性</span>,苏醒后持续 {s:BulletResistReductionDuration}s"

		"modifier_citadel_sleep_dagger_asleep"	"沉睡"
		//"HazeDaggerRadius_label"			"Hit Radius"
		//"HazeDaggerRadius_postfix"		"m"
		"SleepWakeUpDelay_label"			"苏醒时间"
		"SleepWakeUpDelay_postfix"		"s"
		"MinimumSleepTime_label"			"最低沉睡时间"
		"MinimumSleepTime_postfix"		"s"
		//"AoESleep_label"					"Explode Radius"
		"AoESleep_postfix"				"m"
		"SleepDuration_label"				"沉睡持续时间"
		"SleepDuration_postfix"			"s"
		"modifier_citadel_sleep_dagger_postsleep"	"伤害减少"

		"ability_stacking_damage"		"锁定"
		"ability_stacking_damage_quip"	"对目标造成的子弹伤害持续增加"
		"ability_stacking_damage_desc"	"射击目标<span class=\"highlight\">会让你对该目标的子弹伤害持续增加</span>。每次击中获得一次<span class=\"highlight\">叠加</span>,若为爆头则获得两次。"
		"ability_stacking_damage/modifier_passive_haze_stacking_damage"		"被锁定"

		"ability_stacking_damage_t1_desc" "每 <span class=\"highlight\">{s:ProcDamageStackCount}</span> 层叠加对目标造成 <span class=\"highlight\">{s:ProcDamage}</span> 元灵伤害及 <span class=\"highlight\">{s:SlowPercent}%</span> 减速,持续 {s:SlowDuration}s"
		"ability_stacking_damage_t2_desc" "<span class=\"highlight\">+{s:MaxStacks}</span> 最大叠加次数,<span class=\"highlight\">+{s:AbilityDuration}s</span> 持续时间"

		"DamageBonusFixedPerStack_label"					"武器伤害"
		"DamageBonusFixedPerStack_prefix"					"+"
		"DamageBonusFixedPerStack_postfix"					" 每叠加一次"
		"ability_stacking_damage/modifier_passive_haze_stacking_damage/slow"			"被减速"

		"ability_smoke_bomb"			"烟雾弹"
		"ability_smoke_bomb_quip"		"淡出视线"
		"ability_smoke_bomb_desc"		"淡出视线,变为<span class=\"highlight\">隐身</span>并获得<span class=\"highlight\">疾跑速度</span>。攻击会移除隐身效果。近距离的敌人可看穿你的隐身。"
		//"ability_smoke_bomb_t1_desc"	"<span class=\"highlight\">{s:AbilityCooldown}s</span> Ability Cooldown"
		"ability_smoke_bomb_t2_desc"	"<span class=\"highlight\">+{s:InvisMoveSpeedMod}m/s</span> 隐身疾跑速度"
		"ability_smoke_bomb_t3_desc"	"隐身结束后,获得 <span class=\"highlight\">+{s:BulletLifesteal}% 子弹吸血</span>,持续 {s:PostInvisBuffDuration}s"
		//"modifier_citadel_smoke_bomb_in_smoke"	"In Smoke"
		"modifier_citadel_smoke_bomb_invis" 	"隐身"
		//"ability_smoke_bomb/modifier_buff"		"Stabilizer"

		"ability_bullet_flurry"			"子弹之舞"
		"ability_bullet_flurry_quip"	"向四周爆发一阵弹雨"
		"ability_bullet_flurry_desc"	"进入爆发状态,以<span class=\"highlight\">完美精准度</span>向附近敌人<span class=\"highlight\">发射子弹</span>。在爆发期间,{s:hero_name}获得射速加成,并将闪避向她发射的部分子弹。"
		//"ability_bullet_flurry/modifier_citadel_bullet_flurry"		"Bullet Flurry"
		"BonusWeaponDamage_label"				"子弹伤害"

		//-----------------------------------------------------------------------------
		// Sumo // dynamo
		//-----------------------------------------------------------------------------
		"citadel_ability_stomp"					"动能脉冲"
		"citadel_ability_stomp_quip"			"在地面上发出一道脉冲,将敌人击至半空"
		"citadel_ability_stomp_desc"			"发出一道能量脉冲,将敌人击至半空。"
		"citadel_ability_stomp_t1_desc"			"被击中的敌人<span class=\"highlight\">射速和移动速度减缓</span> <span class=\"highlight\">{s:SlowPercent}%</span>,持续 <span class=\"highlight\">{s:SlowDuration}s</span>。"
		"citadel_ability_stomp_t2_desc"			"{s:hero_name}对击中的英雄 提高<span class=\"highlight\">{s:BulletArmorReduction}% 武器伤害</span>,持续 <span class=\"highlight\">{s:BulletArmorReductionDuration}s</span>"
		"StompRange_label"						"脉冲射程"
		"StompRange_postfix"					"m"
		//"stomp_buff_modifier"						"+Fire Rate"
		"BulletArmorReductionDuration_label"	"持续时间"
		"BulletArmorReductionDuration_postfix"	"s"
		"StompWidth_label"						"技能宽度"
		"StompWidth_postfix"					"m"
		"modifier_stomp_debuff"					"脉冲减益"

		"citadel_ability_void_sphere"				"量子闪现"
		"citadel_ability_void_sphere_quip"		"瞬间消失并重新出现"
		"citadel_ability_void_sphere_desc"		"{s:hero_name}短暂<span class=\"highlight\">消失于虚空之中</span>,随后在不远处重新出现。重新出现时,武器<span class=\"highlight\">重新装填</span>,并在使用该弹匣时获得<span class=\"highlight\">射速加成</span>(最高 {s:FireRateBonusDurationMax}s)。按 [{s:key_alt_cast}] 施放时还将带上附近友军,并使其获得一半的射速加成。"
		"citadel_ability_void_sphere_t3_desc"		"重新出现时,<span class=\"highlight\">+{s:BonusClipSizePercent}%</span> 基础弹药"
		"modifier_void_sphere"					"量子闪现"
		//"modifier_voidsphere_buff"				"Void Sphere +Fire Rate"
		"AllyDistance_label"						"友军距离"
		"AllyDistance_postfix"					"m"
		"VoidTime_label"							"虚空时间"
		"VoidTime_postfix"						"s"

		//"citadel_ability_charged_tackle"		"Charged Tackle"
		//"citadel_ability_charged_tackle_quip"	"Charge into combat"
		//"citadel_ability_charged_tackle_desc"	"Build up power then enter a charge, <span class=\"highlight\">dragging and damaging enemies</span> in your path. Can be canceled early."
		//"citadel_ability_charged_tackle_t1_desc"	"<span class=\"highlight\">+{s:Damage}</span> Damage and <span class=\"highlight\">+{s:ChargeDistance}m</span> Charge Distance."
		//"citadel_ability_charged_tackle_t2_desc"	"Gain a <span class=\"highlight\">{s:TechShield}HP Spirit Shield</span> for <span class=\"highlight\">{s:TechShieldDuration}s</span> when Charged Tackle ends."
		//"citadel_ability_charged_tackle_t3_desc"	"<span class=\"highlight\">Remove Prepare Time</span> and <span class=\"highlight\">{s:AbilityCooldown}s</span> Ability Cooldown"
		//"citadel_ability_charged_tackle/modifier_charge_pull_enemy"	"Charged Tackle"
		//"citadel_ability_charged_tackle_cancel_channel"	"Stop Charging"

		//"modifier_charged_tackle_prepare"		"Building Power"
		//"modifier_charged_tackle_active"		"Tackling"

		//"ChargeDistance_label"					"Charge Distance"
		"ChargeDistance_postfix"				"m"
		"TechShieldDuration_label"				"护盾持续时间"
		"TechShieldDuration_postfix"			"s"

		"citadel_ability_self_vacuum"			"奇点"
		"citadel_ability_self_vacuum_quip"		"拉近敌方队伍并使其眩晕"
		"citadel_ability_self_vacuum_desc"		"在手中制造一个奇点,<span class=\"highlight\">拉近附近的敌人并使其受到伤害</span>。结束后,敌人将被击飞至半空。"
		"citadel_ability_self_vacuum_t3_desc"		"奇点每秒夺取敌人最大生命值的 <span class=\"highlight\">{s:DamagePercentHealth}%</span>。"
		"VacuumRadius_label"						"奇点半径"
		"VacuumRadius_postfix"					"m"
		"DamagePercentHealth_label"				"伤害生命值百分比"
		"DamagePercentHealth_postfix"				"%"

		"citadel_ability_nikuman"				"回春光环"
		"citadel_ability_nikuman_quip"			"治疗自己和周围的友军"
		"citadel_ability_nikuman_desc"			"施法时,你和附近的所有友军都将<span class=\"highlight\">不断恢复生命值</span>。冲刺不会打断施法。"
		"citadel_ability_nikuman/modifier_nikuman"	"回春光环"
		//"TechShieldPerSecond_label"				"Spirit Shield Added"
		"TechShieldPerSecond_postfix"			"/s"
		"citadel_ability_nikuman_t1_desc"			"若光环完成施法,则获得 <span class=\"highlight\">+{s:MovementSpeedBonus}m/s 移动速度加成</span>,持续 {s:MovementSpeedBonusDuration}s。 5 技能点升级后可立即获得加成。"
		"citadel_ability_nikuman_t3_desc"			"<span class=\"highlight\">全速移动并可使用技能</span>,每秒额外治疗 <span class=\"highlight\">+{s:HealMaxHealthPercent}% 最大生命值</span>"
		"HealMaxHealthPercent_label"				"恢复的最大生命值"
		"HealMaxHealthPercent_postfix"			"%/s"
		"HealingPerSecond_label"					"恢复的生命值"
		"HealingPerSecond_postfix"				"/s"
		"ShareWithFriendsRadius_label"			"友军治疗半径"
		"ShareWithFriendsRadius_postfix"			"m"
		"modifier_nikuman_techshield"				"元灵护盾"
		//"modifier_nikuman_buff"					"+Fire Rate"
		//"modifier_nikuman_self_buff"				"+Movement Speed"
		//"FireRatePerSecondDuration_label"			"Fire Rate Duration"
		"FireRatePerSecondDuration_postfix"			"s"

		//-----------------------------------------------------------------------------
		// Zealot
		//-----------------------------------------------------------------------------
		//"citadel_ability_zealot_summon_spirits"		"Energy Spirits"
		 //"citadel_ability_zealot_summon_spirits_desc" "Creates energy orbs that rotate around Zealot, striking and damaging anything in their path. Orbs can be shot forward, damaging enemies. Orb damage grows while active up to double after 5 seconds."
		//"modifier_summon_spirits"						"Energy Spirits"
		//"SpiritCount_label"						"Energy Spirits"
		//"citadel_ability_zealot_summon_spirits_t1_desc"		"<span class=\"highlight\">+{s:SpiritBulletArmor} Bullet Armor</span> while there is a spirit active."
		//"citadel_ability_zealot_summon_spirits_t3_desc"		"<span class=\"highlight\">+{s:SpiritLifeSteal}% Life Steal</span> on Energy Spirit damage."
		//"SpiritSpinDamage_label"						"Damage when spinning"
		//"SpiritShotDamage_label"						"Damage when shot"

		//"citadel_ability_zealot_tether"			"Tether"
		//"citadel_ability_zealot_tether_desc"	"Creates a beam of energy to a friend, with each hero sharing <span class=\"highlight\">{s:TetheredShareStatsPct}%</span> of their <span class=\"highlight\">health regen</span>, <span class=\"highlight\">fire rate</span> and <span class=\"highlight\">spirit</span> bonuses. Breaks if out of range for more than {s:TetherDisconnectTime} seconds. Upgrade bonuses apply to both Zealot and his tethered target."
		//"modifier_zealot_tether"					"Tether"
		//"modifier_zealot_tether_self"				"Tether"
		//"TetherRange_label"						"Tether Max Range"
		"TetherRange_postfix"						"m"
		//"TetheredBonusHealthRegen_label"			"Bonus Health Regen"
		//"TetheredBonusFireRate_label"				"Bonus Fire Rate"
		//"TetheredBonusMoveSpeedPct_label"			"Bonus Move Speed"
		"TetheredBonusMoveSpeedPct_prefix"		"+"
		"TetheredBonusMoveSpeedPct_postfix"		"%"

		//"citadel_ability_zealot_spirit_echo"		"Spirit Echo"
		//"citadel_ability_zealot_spirit_echo_desc"		"Shoots a echo spirit at a targeted enemy, slowing and dealing damage. Bounces to nearby enemy units, hitting each unit once."
		//"SpiritShotSlowPct_label"						"Slow Percentage"
		"SpiritShotSlowDuration_label"				"减速持续时间"
		//"citadel_ability_zealot_spirit_echo_t1_desc" "<span class=\"highlight\">+{s:SpiritShotSlowDuration}</span> second Slow Duration"
		//"citadel_ability_zealot_spirit_echo_t2_desc" "<span class=\"highlight\">+{s:MaxBounces}</span> Max Bounces"
		//"citadel_ability_zealot_spirit_echo_t3_desc" "Echo slow now reduces Fire Rate <span class=\"highlight\">{s:FireRateReduction}</span>"

		//"modifier_zealot_spirit_echo_debuff"		"Spirit Echo"

		//"citadel_ability_zealot_energy_warp"		"Energy Warp"
		//"citadel_ability_zealot_energy_warp_desc"	"Teleports Zealot forward to a distant target. When the teleport is complete, a large burst of energy is released damaging and silencing enemies. Any tethered friendly will also be teleported along with Zealot."
		//"citadel_ability_zealot_energy_warp_t2_desc"	"<span class=\"highlight\">+{s:SilenceDuration}</span> EMP Duration"
		//"citadel_ability_zealot_energy_warp_t3_desc"	"<span class=\"highlight\">Refresh</span> Energy Warp <span class=\"highlight\">cooldown</span> upon killing any of the enemies EMPd by Energy Warp."
		//"modifier_zealot_energy_warp"				"Energy Warp"

		//"citadel_ability_zealot_inner_fire"		"Inner Fire"
		//"citadel_ability_zealot_inner_fire_desc"	"Passive. Zealot gains health, and grows in physical power while using his other abilities."

		//"citadel_ability_zealot_inner_fire_t1_desc"	"Move Speed <span class=\"highlight\">+{s:BonusMoveSpeedWhileTethered}</span> while tethered"
		//"citadel_ability_zealot_inner_fire_t2_desc"	"Damage Resist <span class=\"highlight\">+{s:DamageReductionWhileSpirits}%</span> while using Summon Spirits"
		//"citadel_ability_zealot_inner_fire_t3_desc"	"Health Regen <span class=\"highlight\">+{s:BonusHealthRegenWhileEnergyWarp}</span> while using Energy Warp"

		//"citadel_ability_zealot_weapon_drain_pulse"	"Weapon Drain Pulse"
		//"citadel_ability_zealot_weapon_drain_pulse_desc" "Drains the Courage of nearby enemy heroes and NPCs, reducing their gun damage. A portion of the stolen damage is transferred to Zealot's gun."
		//"DrainPulseRadius_label"					"Drain Pulse Radius"
		"DrainPulseRadius_postfix"				"m"
		//"modifier_weapon_drain_pulse"				"Weapon Drain Pulse"
		//"modifier_weapon_drain_pulse_debuff"		"Zealot Courage Drain"
		//"WeaponPowerDrained_label"				"Courage Drained"
		//"WeaponPowerGainPercent_label"			"Courage Transferred"
		"WeaponPowerGainPercent_postfix"			"%"

		//-----------------------------------------------------------------------------
		// Hero Warden
		//-----------------------------------------------------------------------------
		"ability_warden_lock_down"				"束缚之言"
		"ability_warden_lock_down_quip"			"诅咒目标,若其未逃脱,则会被定身"
		"ability_warden_lock_down_desc"			"诅咒一名敌方英雄。如果对方未在<span class=\"highlight\">逃脱时间</span>内从初始位置离开,则会受到<span class=\"highlight\">伤害</span>并遭到<span class=\"highlight\">定身</span>。"
		"ability_warden_lock_down_t3_desc"		"{s:hero_name}在 <span class=\"highlight\">{s:BulletArmorReductionDuration}s</span> 内对定身英雄造成的子弹伤害 <span class=\"highlight\">+{s:BulletArmorReduction}% </span>"
		"StaminaReduction_label"					"耐力降低"

		"EscapeRange_label"						"逃脱范围"
		"EscapeRange_postfix"						"m"
		"EscapeTime_label"						"逃脱时间"
		"EscapeTime_postfix"						"s"
		"modifier_warden_lockdown_debuff"			"束缚之言"
		"modifier_warden_lockdown_debuff_hint"	"离开区域以逃脱束缚"
		"modifier_warden_lockdown_root"			"束缚之言"

		"ability_warden_high_alert"				"意志力"
		"ability_warden_high_alert_quip"			"获得元灵护盾和移动速度"
		"ability_warden_high_alert_desc"			"获得一个<span class=\"highlight\">元灵护盾</span>以及<span class=\"highlight\">额外的移动速度</span>。"
		"ability_warden_high_alert_t3_desc"		"<span class=\"highlight\">+{s:TechShieldPoints}</span> 元灵护盾生命值,现在此值会随元灵力量变化而变化"
		"MoveSpeedBonusPct_label"					"移动速度加成"
		"MoveSpeedBonusPct_postfix"				"%"
		"TechShieldPoints_label"					"元灵护盾生命值"

		"modifier_warden_high_alert"				"意志力"
		//"modifier_warden_high_alert_hint"			""

		"ability_warden_crowd_control"			"炼金瓶"
		"ability_warden_crowd_control_quip"		"对附近的敌人造成伤害和负面效果"
		"ability_warden_crowd_control_desc"		"投掷一个瓶子,击中敌人后会对敌人<span class=\"highlight\">造成伤害并降低其移动速度</span>,还会减少其<span class=\"highlight\">武器伤害</span>和<span class=\"highlight\">耐力</span>。"
		"ability_warden_crowd_control_t3_desc"		"<span class=\"highlight\">{s:AbilityCooldown}s</span> 冷却时间并令射速降低 <span class=\"highlight\">{s:FireRateSlow}%</span>"
		"MoveSpeedSlowPct_label"					"移动减速"
		"MoveSpeedSlowPct_postfix"				"%"
		"WeaponPowerDebuff_label"					"武器伤害"
		"WeaponPowerDebuff_postfix"				"%"
		"modifier_warden_crowd_control_debuff"	"炼金瓶"

		"ability_warden_riot_protocol"			"屹立不倒"
		"ability_warden_riot_protocol_quip"		"发出脉冲,从敌人身上吸血"
		"modifier_warden_riot_protocol"			"屹立不倒"
		"modifier_warden_riot_protocol_enemy_debuff"	"被减速"
		"HealthStealPctHero_label"				"英雄吸血"
		"HealthStealPctHero_postfix"				"%"

		"HealthStealPct_label"					"非英雄吸血"
		"HealthStealPct_postfix"					"%"

		"PulseInterval_label"						"脉冲间隔"
		"PulseInterval_postfix"					"s"
		"PulseDPS_label"							"DPS"
		//"DebuffMoveSlowPct_label"					"Enemy Slow"
		"DebuffMoveSlowPct_postfix"				"%"
		//"PulseDebuffDuration_label"				"Enemy Slow duration"
		"PulseDebuffDuration_postfix"				"s"
		"PulseRadius_label"						"脉冲半径"
		"PulseRadius_postfix"						"m"


		//-----------------------------------------------------------------------------
		// Wrecker
		//-----------------------------------------------------------------------------
		"ability_wrecking_ball"				"破坏球"
		"ability_wrecking_ball_quip"			"投掷一团废料,眩晕敌人"
		"ability_wrecking_ball_desc"			"制造一个可以投掷出去的巨大的废料球,对击中的目标造成<span class=\"highlight\">伤害并眩晕</span>。制造废料球需要时间,并且在携带它时你的移动速度会变慢。"
		"WreckingBallDamage_label"			"伤害"
		"WreckingBallPickupTime_label"		"制造时间"
		"WreckingBallPickupTime_postfix"		"s"
		"MoveSpeedLimit_label"				"移动速度"
		"MoveSpeedLimit_postfix"				"m/s"
		"modifier_wrecking_ball_auto_throw"	"末日重锤"
		"hint_throw_wrecking_ball"			"投掷球体"

		"ability_wrecker_salvage"				"吞噬"
		"ability_wrecker_salvage_desc"		"<span class=\"highlight\">眩晕</span>一名敌方步兵或 NPC,并在控制其时对其造成<span class=\"highlight\">伤害</span>。成功击杀会提供<span class=\"highlight\">射速</span>加成,并恢复一次<span class=\"highlight\">生物爆破</span>充能。此加成可独立叠加。"
		"ability_wrecker_salvage_quip"		"吞噬一名敌方步兵或中立单位"
		"FireRateBuffDuration_label"			"加成持续时间"
		"FireRateBuffDuration_postfix"		"s"
		"SalvageBonus_FireRate_label"			"每获得一次加成的射速"
		"SalvageBonus_Health_label"			"治疗"
		"ability_wrecker_salvage_t1_desc"		"每次击杀都可恢复 <span class=\"highlight\">{s:SalvageBonus_Health} 生命值</span>。"
		"SalvageDuration_label"				"最大持续时间"
		"SalvageDuration_postfix"				"s"

		"modifier_wrecker_salvage_buff"		"射速增长量"

		"ability_scrap_blast"					"生物爆破"
		"ability_scrap_blast_desc"			"发射出一股被吞噬的残骸,对敌人造成<span class=\"highlight\">伤害</span>并<span class=\"highlight\">减速</span>。多次命中会增加减速效果。"
		"ability_scrap_blast_quip"			"发射一股生物质爆炸波"
		"EnemyMoveSlow_label"					"每次击中敌人减速量"
		"EnemyMoveSlow_postfix"				"%"
		"EnemyMoveSlowDuration_label"			"敌人减速持续时间"
		"EnemyMoveSlowDuration_postfix"		"s"
		"ScrapDamage_label"					"伤害"
		"ability_scrap_blast/modifier_scrap_blast_debuff"		"被减速"

		"ability_wrecker_ultimate"			"磁力流"
		"ability_wrecker_ultimate_desc"		"抓住 Wrecker 注视的任何敌人,将他们置于<span class=\"highlight\">静止状态</span>并举在头顶。完成后,所有被捕获的敌人将被<span class=\"highlight\">眩晕</span>并<span class=\"highlight\">受到伤害</span>。任何被抓住的 NPC 都会被<span class=\"highlight\">修复</span>。"
		//"ThrowDamage_label"					"Throw Damage"
		//"GrabRange_label"						"Grab Range"
		"GrabRange_postfix"					"m"
		"ability_wrecker_ultimate_t3_desc"	"使用期间,Wrecker <span class=\"highlight\">无敌</span>。"

		"wrecker_ultimate_grab_debuff"		"静止状态"

		"ability_wrecker_teleport"			"星空漫步"
		"ability_wrecker_teleport_desc"		"发射一个<span class=\"highlight\">由你控制的飞影复制体</span>,将你的本体<span class=\"highlight\">传送</span>到它落地的地方。传送爆炸会<span class=\"highlight\">减缓敌人速度并造成伤害</span>,具体多少取决于你飞行的时间长短。"
		"ability_wrecker_teleport_quip"		"发射自己飞行的幻象,将你的真实身体传送到幻象着陆的地方。"
		"DamagePerSecondFlown_label"			"每飞行一秒所造成的伤害"

		//-----------------------------------------------------------------------------
		// Lash
		//-----------------------------------------------------------------------------
		"citadel_ability_lash"					"鞭长可及"
		"citadel_ability_lash_quip"				"用鞭子将自己拉向敌人"
		"citadel_ability_lash_desc"				"<span class=\"highlight\">通过在空中飞跃</span>将自己拉向目标。使用鞭长可及还会重置你的<span class=\"highlight\">空中跳跃及冲刺</span>上限。"

		"citadel_ability_lash_t2_desc"			"<span class=\"highlight\">+{s:AbilityCastRange}m</span> 射程并获得 <span class=\"highlight\">+{s:WeaponDamageBonus}</span> 武器伤害,持续 {s:WeaponDamageBonusDuration}s"
		"citadel_ability_lash_t3_desc"			"武器加成增益 <span class=\"highlight\">+{s:WeaponFireRateBonus}%</span> 射速"
		"LashDamage_label"						"鞭长可及伤害"
		"WeaponFireRateBonus_label"				"射速"
		"WeaponFireRateBonus_prefix"				"+"
		"WeaponFireRateBonus_postfix"				"%"
		"JumpVelocity_label"					"跳跃速度"
		"JumpVelocity_postfix"					"m/s"
		"lash_grapple_buff"						"武器伤害"
		"WeaponDamageBonusDuration_label"			"加成持续时间"
		"WeaponDamageBonusDuration_postfix"		"s"

		"citadel_ability_lash_down_strike"			"震撼大地"
		"citadel_ability_lash_down_strike_quip"		"猛击地面,对敌人造成伤害"
		"citadel_ability_lash_down_strike_desc"		"猛踏脚下地面,对面前敌人<span class=\"highlight\">造成伤害</span>。如果是在空中时进行地面攻击,则会快速俯冲向地面。在 25m 后伤害增速放缓。"
		"StompDamagePerMeterPrimary_label"					"每米伤害"
		"citadel_ability_lash_down_strike_t2_desc"	"被击中的敌人<span class=\"highlight\">被弹到空中</span>并减速 <span class=\"highlight\">{s:EnemySlowPct}%</span>,持续 <span class=\"highlight\">{s:SlowDuration}s</span>"
		"citadel_ability_lash_down_strike_t3_desc"	"<span class=\"highlight\">每米伤害</span> +110% ,并提升增长率"


		// Custom Tool Tip +(8.75/7)% damage


		"lash_down_strike_slow_modifier"			"被减速"

		//"citadel_ability_shoryuken"				"Shoryuken"
		//"citadel_ability_shoryuken_desc"			"Lash performs a rising uppercut, knocking enemies in the air in front of him. Can be used while in the air."
		//"modifier_lash_shoryuken"					"Shoryuken"
		//"citadel_ability_shoryuken_t3_desc"		"Hits <span class=\"highlight\">multiple targets</span> around Lash."

		//"EnemyLaunchHeight_label"					"Enemy Launch Height"
		"EnemyLaunchHeight_postfix"				"m"
		//"LashLaunchHeight_label"					"Lash Launch Height"
		"LashLaunchHeight_postfix"				"m"

		"ability_lash_flog"						"鞭笞"
		"ability_lash_flog_quip"				"从你前方的目标身上吸血"
		"ability_lash_flog_desc"				"用你的鞭子击打敌人,从敌人身上<span class=\"highlight\">吸血</span>。"
		"ability_lash_flog_t1_desc"				"施加 <span class=\"highlight\">{s:EnemySlowPct}%</span> 移动减速,持续 {s:EnemySlowDuration}s"
		"ability_lash_flog_t3_desc"				"+{s:Damage} 伤害并施加 {s:FireRateSlow}% 射速减缓"
		"HealPctVsHeroes_label"					"来自英雄的治疗"
		"HealPctVsHeroes_postfix"				"%"
		"HealPctVsNonHeroes_label"				"来自非英雄的治疗"
		"HealPctVsNonHeroes_postfix"			"%"
		"EnemySlowDuration_label"					"敌人减速持续时间"
		"EnemySlowDuration_postfix"				"s"
		//"WeaponPowerScalingTooltip_label"			"Courage Bonus Damage"
		"WeaponPowerScalingTooltip_postfix"		"%"
		"TargetingConeAngle_label"				"攻击角度"
		"TargetingConeAngle_postfix"				"º"
		"ability_lash_flog/modifier_lash_flog_debuff"	"鞭笞"

		//"citadel_ability_lash_high_explosive"	"High Explosive"
		//"citadel_ability_lash_high_explosive_desc"	"Lash starts charging his grenade; the longer the grenade is held before being thrown, the more damage it does. Press the button again to throw it a short distance in front of Lash, exploding on contact."
		//"citadel_ability_lash_throw_grenade"	"Throw Explosive"
		//"modifier_lash_charge_grenade"			"High Explosive"
		//"GrenadeExplosionRadius_label"			"Explosion Radius"
		"GrenadeExplosionRadius_postfix"			"m"
		"GrenadeDamage_label"						"爆炸伤害"

		"citadel_ability_lash_ultimate"			"死亡猛击"
		"citadel_ability_lash_ultimate_quip"		"举起敌人并将其猛砸到地上"
		"citadel_ability_lash_ultimate_desc"		"专注于敌人,将鞭子捆到他们身上。施法后,被捆住的敌人会被<span class=\"highlight\">举起并眩晕</span>,然后摔到地上。被摔的敌人和摔落区内的所有敌人都会<span class=\"highlight\">受到伤害并减速</span>。<br>按下 [{s:iv_attack}] 将捆住的敌人提早扔出去。不在视线范围内的敌人或在捆绑期间超出范围的敌人不会被抓住。"
		"citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff"		"死亡猛击"
		"citadel_ability_lash_ultimate_debuff"	"移动减速"

		"ImpactRadius_label"						"影响半径"
		"ImpactRadius_postfix"					"m"
		"LashUltimateChargeTime_label"			"充能时间"
		"LashUltimateChargeTime_postfix"			"s"
		"ThrowDistance_label"						"最大投掷距离"
		"ThrowDistance_postfix"					"m"

		//-----------------------------------------------------------------------------
		// Kelvin
		//-----------------------------------------------------------------------------
		"ability_icebeam/modifier_buildup"		"冻结"
		"ability_icepath/modifier_icepath"		"冰封路径"
		//"modifier_citadel_crystal_shield"		"Absorbing Damage"

		"ability_ice_grenade"				"冰霜手雷"
		"ability_ice_grenade_quip"			"对敌人造成伤害并减速"

		"ability_ice_grenade_desc"			"扔出一枚手雷,在冰晶云雾中爆炸,对敌人造成<span class=\"highlight\">伤害</span>并<span class=\"highlight\">减速</span>。"
		"ability_ice_grenade_t2_desc"		"冰霜手雷现在会对友方目标<span class=\"highlight\">治疗 {s:HealAmount} 生命值</span>。随元灵力量变化而变化。"
		"ability_ice_grenade/kelvin_ice_grenade_slow"	"冰霜手雷减速"

		"ability_icebeam"					"极寒光束"
		"ability_icebeam_quip"				"施加不断提高的减速效果"
		"ability_icebeam_desc"				"向你前方射出冰冷的冻结能量,<span class=\"highlight\">对目标造成伤害</span>。此外,对敌人施加光束的时间越长,<span class=\"highlight\">对其造成的移动减速和射速减缓效果就越强</span>。你在使用极寒光束期间,移动速度会降低。光束还可以收取魂魄。"
		"ability_icebeam_t3_desc"			"向上次命中目标 {s:BeamSplit}m 内的敌人额外射出 <span class=\"highlight\">{s:BeamSplitCount} 道极寒光束</span>。"
		"modifier_citadel_kelvin_frozen"	"被冻结"
		"ability_icebeam/modifier_slow"		"极寒光束减速效果"
		"MaxSlowPercent_label"				"最大减速"
		"MaxSlowPercent_postfix"				"%"
		"MaxSlowTime_label"					"最大减速累积时间"
		"MaxSlowTime_postfix"					"s"
		"modifier_citadel_disarmed_icebeam"	"武器冻结"
		"IceBeamBuildupProcDuration_label"	"减缓持续时间"
		"IceBeamBuildupProcDuration_postfix"	"s"
		"modifier_icebeam_stacking_slow"		"极寒光束"
		"BeamSplit_label"						"额外光束射程"
		"BeamSplit_postfix"					"m"
		"AbilityButtonHint_CancelIceBeam"	"取消极寒光束"

		"ability_icepath"					"冰封路径"
		"ability_icepath_quip"				"在漂浮的冰封路径上快速移动"
		"ability_icepath_desc"				"{s:hero_name}将构筑一条冰封的<span class=\"highlight\">漂浮小道</span>,给自己和友军提供移动加成。在技能持续期间,凯文获得 {s:SlowResistancePercent}% 减速抗性。敌人也可以在漂浮小道上行走。<br>在冰封路径上时,按下 [{s:key_innate_1}] / [{s:key_duck}] 可上下移动。"
		"ability_icepath_t3_desc"			"使用期间,每创建一米冰封路径可获得 +{s:BonusSpiritMeter} 元灵力量。最多 {s:BonusSpiritMax} 元灵力量。"
		"SprintSpeedBonus_label"				"疾跑速度"
		"SprintSpeedBonus_prefix"				"+"
		"SprintSpeedBonus_postfix"			"m/s"
		"IcePathAuraDuration_label"			"冰封路径持续时间"
		"IcePathAuraDuration_postfix"			"s"
		//"BonusTechPower_label"				"Spirit Power while Pathing"
		//"IcePathShardRadius_label"			"Path Width"
		"IcePathShardRadius_postfix"			"m"
		"BonusTechDamagePercent_label"		"额外元灵伤害"
		"BonusTechDamagePercent_postfix"		"%"
		"ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff"			"冰封路径"
		"AbilityButtonHint_CancelIcePath"	"取消冰封路径"

		"ability_ice_dome"				"冰冻庇护"
		"ability_ice_dome_quip"			"形成一个无法穿透的治疗罩"
		"ability_ice_dome_desc"			"{s:hero_name}冻结周围的空气,在自己周围形成一个<span class=\"highlight\">无法穿透的罩子</span>。罩子中的友军可以快速<span class=\"highlight\">恢复生命值</span>,而罩子中的敌人则会<span class=\"highlight\">减速</span>。"
		"ability_ice_dome_t1_desc"		"<span class=\"highlight\">+{s:FireRateSlow}%</span> 射速减缓"
		"ability_ice_dome_t3_desc"		"<span class=\"highlight\">+{s:BonusHealthRegen}</span> 生命恢复,现在此值会随元灵力量变化而变化。"
		"ability_ice_dome/modifier_ice_dome/modifier_debuff"						"冰冻庇护"
		"frozen_shelter_modifier_buff"		"冰冻庇护"
		"ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff"	"冰冻庇护"


		//-----------------------------------------------------------------------------
		// Bebop
		//-----------------------------------------------------------------------------
		"citadel_ability_uppercut"				"爆炸勾拳"
		"citadel_ability_uppercut_quip"			"将别人从你身边打飞"
		"citadel_ability_uppercut_desc"			"对附近的单位造成<span class=\"highlight\">轻度近战攻击</span>伤害,并将其<span class=\"highlight\">击飞</span>,在其落地处造成<span class=\"highlight\">范围伤害</span>。不会对友军造成伤害。"
		"citadel_ability_uppercut_t2_desc"		"对敌方英雄使用上勾拳时,获得<span class=\"highlight\">快速旋转时间、2 倍射程和 +{s:BuffBaseWeaponPct}% 武器伤害</span>,持续 {s:UppercutBuffOnHit}s"
		"citadel_ability_uppercut_t3_desc"		"对敌方英雄使用上勾拳时,将<span class=\"highlight\">钩子的冷却时间设为 0</span>,并立即将 <span class=\"highlight\">+{s:ClipSizeBonus}% 子弹</span>添加到当前弹匣中。"
		//"modifier_citadel_enemy_uppercutted"	"Uppercutted!"
		"UppercutDamage_label"					"上勾拳伤害"
		"LandingDamage_label"					"区域伤害"
		"OnLandDamageRadius_label"				"落地半径"
		"OnLandDamageRadius_postfix"			"m"
		"modifier_uppercut_buff"					"武器加强"
		//"modifier_uppercut_movespeed"				"Uppercut Movement Speed"
		"StunOnLand_label"						"眩晕持续时间"
		"StunOnLand_postfix"					"s"
		//"UppercutBuffOnHit_label"				"Boost Duration"
		"UppercutBuffOnHit_postfix"				"s"

		"citadel_ability_sticky_bomb"			"粘性炸弹"
		"citadel_ability_sticky_bomb_quip"		"在目标身上放置炸弹"
		"citadel_ability_sticky_bomb_desc"		"将粘性炸弹附着到附近目标身上,在短暂的引信时间后造成<span class=\"highlight\">爆炸伤害</span>。<br>每命中一个敌人,获得 <span class=\"highlight\">+{s:BonusDamagePctPerPlayerHit}% 炸弹伤害</span>。<br>按住 [{s:key_alt_cast}] 将粘性炸弹施放到自己身上。"
		"modifier_citadel_sticky_bomb_attached"	"炸弹附身"
		"citadel_ability_sticky_bomb_t3_desc"	"附着后,对目标<span class=\"highlight\">缴械</span>,持续 <span class=\"highlight\">{s:DebuffDuration}s</span>"
		"StunTargetOnExplode_label"				"持续时间"
		"StunTargetOnExplode_postfix"				"s"

		"citadel_ability_bebop_laser_beam"		"超级光束"
		"citadel_ability_bebop_laser_beam_quip"	"施放破坏力巨大的光束"
		"citadel_ability_bebop_laser_beam_desc" "给激光充能,释放强大的能量洪流, <span class=\"highlight\">造成伤害</span>并<span class=\"highlight\">减缓敌人的移动速度和冲刺</span>。在此期间,你的移动速度和转身速率会降低。如果在空中激活,你会在释放光束时悬停于空中。"
		"modifier_bebop_laser_beam"				"超级光束"
		"citadel_ability_bebop_laser_beam_t3_desc"	"超级光束以对英雄造成伤害的 <span class=\"highlight\">{s:BeamLifesteal}%</span> 及对非英雄造成伤害的 {s:BeamLifestealNonHeroPercent}% 来治疗{s:hero_name}。"
		"BeamLength_label"						"光束长度"
		"BeamLength_postfix"					"m"
		"BeamWidth_label"						"光束宽度"
		"BeamWidth_postfix"						"m"


		"citadel_ability_hook"					"钩子"
		"citadel_ability_hook_quip"				"把目标拉到你身边"
		"citadel_ability_hook_desc"				"发射一个钩子,<span class=\"highlight\">抓住并卷回</span>击中的第一个英雄,并对敌人造成伤害。目标将被放置在你面对的地方。"
		"citadel_ability_hook_t1_desc"			"比波普对钩住的敌人造成 <span class=\"highlight\">{s:BulletAmp}% 额外子弹伤害</span>,持续 {s:BulletAmpDuration}s"
		"BulletShieldOnHook_label"				"子弹护盾"
		//"BulletShieldOnHook_postfix"				"HP"
		//"Citadel_ability_hook_on_hook"			"To Bebop:"

		//"modifier_hook_bonus_movespeed"			"Hook Movement Speed"
		//"hook_modifier_slow"					"Hook Slow"
		"hook_bullet_shield"						"子弹护盾"
		//-----------------------------------------------------------------------------
		// Akimbo
		//-----------------------------------------------------------------------------
		//"akimbo_chargedshot"		"Overload"
		//"akimbo_chargedshot_desc"	"{s:hero_name} charges gun and deals <span class=\"highlight\">Spirit Damage</span> to nearby enemies in front."
		//"akimbo_chargedshot_t1_desc"	"<span class=\"highlight\">+{s:BonusMoveSpeed}m/s</span> move speed while charging."
		//"akimbo_chargedshot_t3_desc"	"Reduces enemy bullet armor by <span class=\"highlight\">{s:BulletArmorReduction}</span> for <span class=\"highlight\">{s:BulletArmorReductionDuration}s</span>"

		//"akimbo_stealammo"			"Steal Clip"
		//"akimbo_stealammo_desc"		"Force targets to reload. {s:hero_name} gains <span class=\"highlight\">{s:StealTechPower}% Spirit Power</span> per target."
		//"akimbo_stealammo/modifier_bonus_tech_power"	"Spirit Bonus"
		//"StealTechPower_label"				"Steal Spirit Power"
		//"TargetReloadSpeedPenalty_label"	"Target Reload Speed Penalty"
		"TargetReloadSpeedPenalty_postfix"	"%"

		"akimbo_bulletshield"		"子弹护盾"
		//"akimbo_bulletshield_desc"	"Creates a shield that protects {s:hero_name} from bullets and prevents bullet based procs. Bullet shield explodes when it expires.  <br>Prevents "
		//"akimbo_bulletshield/modifier_duration"		"{s:hero_name}'s Bullet Shield"

		//"akimbo_rocketman"			"Rocket Man"
		//"akimbo_rocketman_desc"		"{s:hero_name} transforms into a grenade that stuns enemies."

		//"akimbo_stealammo/modifier_reload_speed"	"Slow Reload"


		//-----------------------------------------------------------------------------
		// Astro
		//-----------------------------------------------------------------------------
		"ability_explosive_barrel"					"火药桶"
		"ability_explosive_barrel_quip"				"投掷一个被击中即会爆炸的火药桶"
		"ability_explosive_barrel_desc"				"放置一个桶,当被<span class=\"highlight\">射击</span>时爆炸,或者通过<span class=\"highlight\">近战攻击</span>或<span class=\"highlight\">弹跳垫</span>发射后落地时爆炸。爆炸前有最短启动时间。"
		"ability_explosive_barrel_t3_desc"			"{s:AbilityCooldown} 冷却时间<br>无布置时间"
		//"BarrelLifetime_label"						"Barrel Life Time"
		"BarrelLifetime_postfix"						"s"
		//MinExplodeTime_label						"Min Time to Explode"
		//MinExplodeTime_postfix						"s"
		//"MirvOnExplode_label"							"Mini-Bombs"
		//"MirvExplodeTime_label"						"Mini-Bomb Fuse"
		"MirvExplodeTime_postfix"						"s"
		//"MirvRadius_label"						"Mini-BombsRadius"
		"MirvRadius_postfix"						"m"
		//MirvDamagePercent_label					"Mini-Bombs Damage"
		"BarrelDamage_label"							"爆炸伤害"
		"BarrelDamageRadius_label"						"爆炸半径"
		"BarrelDamageRadius_postfix"						"m"

		"ability_hat_trick"						"帽子戏法"
		"ability_hat_trick_quip"				"抛出她的帽子,攻击敌人并暴露其位置"
		"ability_hat_trick_desc"				"抛出她的<span class=\"highlight\">帽子</span>攻击敌人,让敌人<span class=\"highlight\">减速</span>并<span class=\"highlight\">暴露</span>其在墙壁后的位置。"

		"ability_bounce_pad"					"弹跳垫"
		"ability_bounce_pad_quip"				"让自己和其他人高飞"
		"ability_bounce_pad_desc"				"放置一个弹跳垫,它会<span class=\"highlight\">将你和其他英雄弹飞</span>。你在落地时会重重踩下去,<span class=\"highlight\">对附近的敌人造成伤害</span>。"
		"ability_bounce_pad_t1_desc"			"你和友军在着陆时获得 +{s:SpeedOnLand}m/s 的移动速度加成,持续 {s:SpeedOnLandDuration}s。"
		"ability_bounce_pad_t2_desc"			"<span class=\"highlight\">+{s:StompDamage}</span> 踩踏伤害,并提升增长率"
		"ability_bounce_pad_t3_desc"			"<span class=\"highlight\">踩踏时 +{s:StompStunDuration}s 眩晕</span>"
		"StompDamage_label"			"踩踏伤害"
		"StompStunDuration_postfix"					"s"
		"StompStunDuration_label"					"持续时间"
		//"StompRadius_label"						"Stomp Radius"
		"StompRadius_postfix"						"m"
		//"MinAirTimeForStomp_label"					"Min Air Time for Stomp"
		//"MinAirTimeForStomp_postfix"				"s"
		"ability_bounce_pad/speed_on_land""移动速度"


		//"citadel_ability_running_decoy"					"Decoy"
		//"citadel_ability_running_decoy_desc"			"{s:hero_name} creates a temporary decoy that will run towards the target location and shoot at any nearby enemies."
		//"modifier_decoy_self_buff"						"Decoy Active"
		//"citadel_ability_running_decoy_t1_desc"	"Move speed <span class=\"highlight\">+{s:MoveSpeedMod} m/s</span> while decoy is active"
		//"citadel_ability_running_decoy_t2_desc"	"Astro is <span class=\"highlight\">healed {s:HealOnCloneDamage}%</span> of the damage taken by the decoy"

		//"ability_head_stomp"		"Head Stomp"
		//"ability_head_stomp_desc"	"{s:hero_name} has more movement control while airborne and gains the ability to bounce off enemy heads after getting enough Air Speed.  Head Stomping an enemy will stun them."

		//"citadel_trick_shot"			"Shooting Star"
		//"citadel_trick_shot_desc"		"Toss a Shooting Star that will fire slowing bullets at nearby enemies.  Shoot the Star to increase its fire rate (Enemies can shoot it to slow it down).  Weapon upgrades apply to Shooting Star."
		//"TrickShotTargetCount_label"		"Targets Per Shot"

		"BulletSlowDuration_label"			"减速持续时间"
		"BulletSlowDuration_postfix"			"s"

		//"ability_target_practice"			"Target Practice"
		//"ability_target_practice_quip"		"Focus shots on a target to gain an advantage"
		//"ability_target_practice_desc"		"On activate, your next gun hit selects an enemy Hero as a target.  Shoot them <span class=\"highlight\">{s:ShotsToProc} times</span> to deal a burst of spirit damage.  Every Headshot will increase the burst"
		//"ability_target_practice_t3_desc"		"Your bullets reduce your target's <span class=\"highlight\">Bullet Resist by {s:BulletArmorReduction}%</span> for {s:DebuffDuration}s"
		//"BonusPerHeadshot_label"				"Bonus Per Headshot"
		"BonusPerHeadshot_prefix"				"+"
		"BonusPerHeadshot_postfix"			"%"

		//"modifier_target_practice"			"Target Practice"
		//"target_practice_buildup"				"Target Buildup"
		//"CooldownReductionOnProc_label"		"Cooldown On Apply"
		"CooldownReductionOnProc_postfix"		"s"
		//"TargetPracticeDuration_label"		"Target Practice Duration"
		"TargetPracticeDuration_postfix"	"s"
		//"ShotsToProc_label"					"Shots Needed"
		//"DamageOnBuildup_label"				"Damage on build up"
		//"modifier_target_practice_debuff"		"Armor Break"
		//"modifier_target_practice_slow"		"Slow"

		//"ability_astro_rifle"					"Marksman"
		//"ability_astro_rifle_quip"			"Precision Shots that escalate damage"
		//"ability_astro_rifle_desc"			"Equip a Rifle that deals spirit damage to hit Heroes and gives {s:hero_name} a stacking damage bonus against them."
		//"ability_astro_rifle_t1_desc"			"Applies a <span class=\"highlight\">{s:SlowPercent}% slow</span> on hit. Lasts {s:SlowDurationPerStack}s per stack"
		//"ability_astro_rifle_t3_desc"			"<span class=\"highlight\">+{s:Damage}</span> Damage with improved scaling"
		//"ability_astro_rifle_desc_debuff"		"Damage Vulnerbility"
		"modifier_astro_rifle_slow"			"移动减速"
		"DamageAmplificationPerStack_prefix"	"{s:sign}"
		"DamageAmplificationPerStack_label"	"每层额外伤害"
		"DamageAmplificationPerStack_postfix"	"%"

		"ability_gravity_lasso"				"元灵套索"
		"ability_gravity_lasso_quip"		"抓住一个敌人并将其拖到身后"
		"ability_gravity_lasso_desc"		"用套索<span class=\"highlight\">抓住一个敌人</span>并将其拖到身后。<span class=\"highlight\">敌人被眩晕</span>,而阿斯特罗在使用套索过程中会轻微减速。<br><br>第一次使用弹跳垫时,套索持续时间暂停 {s:BouncePadExtendDuration}s。"
		"modifier_astro_lasso_tether"		"套索锁定"
		"ability_gravity_lasso_t3_desc"		"可以套住目标区域内的另一个敌人"
		"ability_gravity_lasso/modifier_citadel_gravity_lasso_enemy"	"元灵套索"
		"ability_gravity_lasso/modifier_citadel_gravity_lasso_self"		"元灵套索"
		//"ability_astro_shotgun_toggle"			"Force of Nature"
		//"ability_astro_shotgun_toggle_desc"		"Use to toggle between your pistol and shotgun. The shotgun so powerful it forces {s:hero_name} to move the opposite direction of the shot while airborn. [{s:iv_attack}] shoots forward and [{s:iv_attack2}] shoots behind you with a slight delay. The shotgun uses special bullets that does not benefit from ammo mods. <br><br>Lassoed units do not take damage when shooting backwards."
		"ClipSizeOverride_label"			"弹药"
		//"BulletDamageIncrease_label"		"Bullet damage increase"
		"BulletDamageIncrease_postfix"		"%"
		//"AstroShotgunCloseRange_label"			"Close Range Weapon Power"
		//"ability_astro_shotgun_toggle_t1_desc"	"+{s:CloseRangeBonusWeaponPower} Close Range Weapon Power"
		"ExtraTargetConeAngle_label"		"瞄准锥形角度"

		//"modifier_lasso_enemy"					"Being dragged"
		//"modifier_lasso_self"					"Dragging someone"

		//-----------------------------------------------------------------------------
		// Hero Nano // Calico
		//-----------------------------------------------------------------------------

		"ability_perched_predator"				"塞赫麦特之灵"
		"ability_perched_predator_desc"			"派出一只前进的灵猫,它会抓住自己路上的目标。抓到英雄后,会在不久后引发爆炸。<br>按 [{s:in_ability1}] 手动引发爆炸。"
		//"CatExplosionCount_label"				"Explosions"
		//"CatMaxSpeed_label"						"Ghostcat Max Speed"
		"CatMaxSpeed_postfix"						"m/s"
		//"CatLifetime_label"						"Cat Lifetime"
		"CatLifetime_postfix"					"s"

		
		"ability_nano_pounce"						"跳跃攻击"
		"ability_nano_pounce_quip"				"跳向目标"
		"ability_nano_pounce_desc"				"<span class=\"highlight\">跳向</span>目标,造成<span class=\"highlight\">轻度近战伤害</span>。瞄准敌人会对附近敌人造成<span class=\"highlight\">减速</span>。瞄准友军会缩短冷却时间和充能时间。"
		"ability_nano_pounce_t1_desc"			"<span class=\"highlight\">+{s:SlowDuration}s</span> 减速持续时间"
		"ability_nano_pounce_t2_desc"			"<span class=\"highlight\">+{s:FireRateSlow}%</span> 射速减缓及 <span class=\"highlight\">+{s:PounceDebuffRadius}m</span> 减速半径"
		"ability_nano_pounce_t3_desc"			"<span class=\"highlight\">+{s:AbilityCharges}</span> 次技能充能,且装填最多 <span class=\"highlight\">{s:ActiveReloadPercent}%</span> 的弹药"
		"PounceDebuffRadius_label"					"减速半径"
		"PounceDebuffRadius_postfix"					"m"
		
		"PounceFriendlyRechargeTime_label"				"友军充能时间"
		"PounceFriendlyRechargeTime_postfix"			"s"
		"PounceFriendlyTargetCD_label"				"友军冷却"
		"PounceFriendlyTargetCD_postfix"			"s"

		"ability_nano_proximity_ritual"			"居高临下"
		"ability_nano_proximity_ritual_quip"	"部署同伴以攻击敌人"
		"ability_nano_proximity_ritual_desc"	"派出<span class=\"highlight\">艾娃</span>去<span class=\"highlight\">攻击</span>附近的敌人。目标敌人受到伤害时减少治疗,并为艾娃和{s:hero_name}提供生命值。艾娃只有在{s:hero_name}附近时才会激活。<br>当{s:hero_name}靠近时,按 [3] 可召回艾娃,召回时艾娃会恢复生命值。"
		"StatueLifetime_label"					"自动召回时间"
		"StatueLifetime_postfix"				"s"
		"StatueHeldRegen_label"						"召回艾娃恢复"
		"StatueLifesteal_label"					"吸血"
		"StatueLifesteal_postfix"				"%"
		"StatueLifestealNonHero_label"			"对非英雄单位吸血"
		"StatueLifestealNonHero_postfix"		"%"
		"StatueActivateRange_label"				"有效范围"
		"StatueActivateRange_postfix"			"m"
		"StatueHealth_label"					"艾娃(正常化)"
		"StatueHealth_postfix"					"生命值"
		"ability_nano_proximity_ritual_t1_desc"  "艾娃 <span class=\"highlight\">+{s:StatueHealth}</span> 生命值"
		//"ability_nano_proximity_ritual_t2_desc"  "Victims receive <span class=\"highlight\">{s:FireRateSlow}%</span> Fire Rate Slow and <span class=\"highlight\">+{s:ActiveRadius}m</span> Active Radius"
		"ability_nano_proximity_ritual_t3_desc"  "<span class=\"highlight\">+{s:DamageAmplification}%</span> 伤害增强和受害者 {s:HealAmpReceivePenaltyPercent}% 治疗减少。"
		"ability_nano_proximity_ritual_trigger"		"召回艾娃"

		"AvaRecallCooldown_label"				"召回冷却时间"
		"AvaRecallCooldown_postfix"				"s"
		"AvaResummonCooldown_label"				"再次施放冷却时间"
		"AvaResummonCooldown_postfix"			"s"
		"AbilityButtonHint_AvaRecall"			"召回艾娃"

		"ability_nano_ult_shadow"				"暗影女王"
		"ability_nano_ult_shadow_desc"			"将自己隐藏在阴影中,进入<span class=\"highlight\">隐身</span>状态。攻击不会打破隐身,但会暂时暴露你。使用<span class=\"highlight\">近战伤害</span>击中敌人时会降低他们的子弹抗性(可叠加)。"
		"modifier_nano_ult_shadow"			"暗影女王"
		"NanoShadowBulletArmorReductionLight_prefix"	"-"
		"NanoShadowBulletArmorReductionLight_label"	"子弹抗性(轻)"
		"NanoShadowBulletArmorReductionHeavy_prefix"	"-"
		"NanoShadowBulletArmorReductionHeavy_label"	"子弹抗性(重)"
		"NanoShadowBulletArmorReductionDuration_label" "子弹抗性持续时间"
		"NanoShadowBulletArmorReductionDuration_postfix" "s"
		"NanoShadowMeleeAttackSpeedBonus_prefix"			"+"
		"NanoShadowMeleeAttackSpeedBonus_label"			"近战攻击速度"
		"NanoShadowMeleeAttackSpeedBonus_postfix"		"%"
		"SilenceOnHeavyDuration_label"		"沉默持续时间"
		"SilenceOnHeavyDuration_postfix"		"s"

		"modifier_nano_shadow_debuff"		"- 子弹抗性"
		
		"ability_nano_ult_shadow_t2_desc"	"施放时,移除所有减益效果"
		"ability_nano_ult_shadow_t3_desc"	"重型近战攻击会造成<span class=\"highlight\">沉默</span>,持续 {s:SilenceOnHeavyDuration}s。"


		//-----------------------------------------------------------------------------
		// Grey Talon (previous names: Archer / Orion)
		// hero_archer
		//-----------------------------------------------------------------------------
		"ability_charged_shot"		"蓄力射击"
		"ability_charged_shot_quip"	"蓄力射出远击一箭"
		"ability_charged_shot_desc"	"<span class=\"highlight\">蓄力射出一支高伤害箭矢</span> ,可穿透敌人。按住 [{s:ability_key}] 或 [{s:iv_attack}] 键以蓄力。"
		"ability_charged_shot_t2_desc"	"<span class=\"highlight\">+{s:Damage} 伤害</span>"
		"ability_charged_shot_t3_desc"	"<span class=\"highlight\">改善伤害增长率</span>及<span class=\"highlight\">{s:AbilityCooldownBetweenCharge}s</span> 充能延迟"

		//"PowerJumpChannelTime_label"			"In Power Jump Channel"
		"PowerJumpChannelTime_postfix"		"s"

		"ability_power_jump"			"箭雨"
		"ability_power_jump_quip"		"跃至高空并射出多重箭矢"
		"ability_power_jump_desc"		"跃至高空,可以缓速滑翔。在空中时,获得<span class=\"highlight\">武器伤害</span>以及<span class=\"highlight\">多重射击</span>。按下 [{s:in_mantle}] 以取消滑翔。"
		"ability_power_jump_t2_desc"	"在空中时,<span class=\"highlight\">+{s:WeaponDamageBonus}</span> 武器伤害且武器伤害施加 <span class=\"highlight\">{s:SlowPercent}%</span> 移动减速,持续 {s:SlowDuration}s。"
		"ability_power_jump_t3_desc"	"在空中时,<span class=\"highlight\">+{s:TechLifestealPercent}%</span> 子弹吸血并 <span class=\"highlight\">+{s:BulletLifestealPercent}%</span> 元灵吸血。"
		//"modifier_citadel_archer_air_raid"			"Power Jump"
		"BulletSplitShot_label"			"武器多重射击"
		//"AbilitySplitShot_label"			"Charged Shot Multishot"
		//"ChargedShotBonus_label"			"Charged Shot Damage"
		"ChargedShotBonus_prefix"			"+"
		"ChargedShotBonus_postfix"			"%"
		"ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base"			"减速弹"
		"ability_power_jump/modifier_air_raid/modifier_slow_base"			"被减速"


		"ability_immobilize_trap"			"定身陷阱"
		"ability_immobilize_trap_quip"		"放置一个能使敌人定身的陷阱"
		"ability_immobilize_trap_desc"		"<span class=\"highlight\">扔出一个自行布置的陷阱</span> 。布置完成后,敌人进入陷阱后会将其触发,被<span class=\"highlight\">定身</span>并<span class=\"highlight\">减速</span>。"
		"modifier_citadel_immobilize_trap_immobilize"	"定身陷阱"
		"modifier_citadel_immobilize_trap_immobilize_debuff" "定身陷阱减益"
		"ability_immobilize_trap_t3_desc"	"{s:hero_name}对落入定身陷阱的敌人造成 <span class=\"highlight\">+{s:BulletVulnerbility}%</span> 更多子弹伤害,持续 <span class=\"highlight\">{s:DebuffDuration}s</span>。"
		"ability_immobilize_trap/trap_debuff"	"元灵护甲降低"

		"ability_guided_arrow"		"遥控夜枭"
		"ability_guided_arrow_quip"	"操纵猫头鹰,从远处对敌人造成伤害"
		"ability_guided_arrow_desc"	"{s:AbilityCastDelay}s 施法后,<span class=\"highlight\">射出一只由你控制的猫头鹰</span>,会在触碰敌人的时候爆炸,对敌人<span class=\"highlight\">造成伤害并将其眩晕</span>。按住 [{s:iv_attack}] 使猫头鹰加速飞行。<br>按下 [{s:in_mantle}] 以取消控制。遥控夜枭每杀死一名敌人,你都能获得<span class=\"highlight\">永久元灵力量</span>。"
		"ability_guided_arrow_t3_desc"	"命中后,击杀生命值低于 <span class=\"highlight\">{s:LowHealthEnemyThresholdPct}%</span> 的敌人"
		"BonusTechPowerPerKill_label"		"每击杀获得的元灵力量"

		"modifier_citadel_archer_guided_arrow"		"遥控夜枭"

		//-----------------------------------------------------------------------------
		// Lady Geist
		// hero ghost
		//-----------------------------------------------------------------------------
		"ability_blood_bomb"				"精华炸弹"
		"ability_blood_bomb_quip"			"牺牲部分生命以发射具有杀伤力的炸弹"
		"ability_blood_bomb_desc"			"<span class=\"highlight\">牺牲部分生命</span>以发射一枚在短暂布置时间后<span class=\"highlight\">造成伤害</span>的炸弹。<br>自伤类型为元灵,可以减免。"
		"ability_blood_bomb_t3_desc"	"炸弹会在地面留下有毒范围,造成原伤害量 <span class=\"highlight\">{s:BloodSpillDPSPercent}%</span> 的<span class=\"highlight\">伤害</span>,持续 <span class=\"highlight\">{s:BloodSpillDuration}s</span>。"

		"ability_life_drain"				"生命汲取"
		"ability_life_drain_quip"			"持续偷取敌人的生命值"
		"ability_life_drain_desc"			"创造一个<span class=\"highlight\">持续汲取敌人生命</span>并<span class=\"highlight\">治疗自己</span>的羁绊。只有在视线范围内且在技能最大射程内的目标才会被汲取。汲取期间可以开枪及使用其他技能,但你的移动速度将会减半。按 {s:in_ability2} 键取消。"
		"ability_life_drain/modifier_life_drain" "生命汲取"
		"ability_life_drain/modifier_life_drain_caster" "生命汲取"
		"modifier_life_drain_silence"		"被沉默"
		//"FriendlyTargetCooldown"			"Ally Target Cooldown"
		"FriendlyTargetCooldown_postfix"	"s"
		"ability_life_drain_t3_desc"			"敌人被汲取生命时也会被<span class=\"highlight\">沉默</span>(需要在视线内)"
		//"ability_life_drain_cancel_trigger"	"Cancel Life Drain"
		"MaxRange_label"						"最大羁绊范围"
		"MaxRange_postfix"					"m"
		"BloodSpillDuration_label"			"有毒范围持续时间"
		"BloodSpillDuration_postfix"		"s"

		"LifeDrainHealthMult_label"			"伤害转换生命"
		"LifeDrainHealthMult_postfix"			"%"
		"HealFriendRadius_label"				"友军治疗半径"
		"HealFriendRadius_postfix"			"m"

		"ability_health_swap"					"灵魂互换"
		"ability_health_swap_quip"			"与一名敌方英雄互换当前生命"
		"ability_health_swap_desc"			"与一名敌方英雄<span class=\"highlight\">互换生命值</span>。交换生命后,敌方英雄有最低生命百分比限度;而基于目标当前生命值,你所获得的生命值也有最低限度。"
		"ability_health_swap_t3_desc"			"施放后,<span class=\"highlight\">+{s:BonusFireRate}%</span> 射速及 <span class=\"highlight\">+{s:TechResist}%</span> 元灵抗性,持续 {s:HealthSwapBuffDuration}s。"
		"MinHealthTakenPct_label"				"最低获得生命值"
		"MinHealthTakenPct_postfix"			"%"
		//"modifier_blood_exchange"				"Blood Exchange"
		"EnemyMinHealthPct_label"				"敌人最低生命值"
		"EnemyMinHealthPct_postfix"			"%"
		"EnemySlowPct_label"					"敌人移动减速"
		"EnemySlowPct_postfix"				"%"
		//"ability_health_swap/modifier_health_swap_debuff"	"Health Swap"

		"HealthSwapBuffDuration_label"		"加成持续时间"
		"HealthSwapBuffDuration_postfix"		"s"
		"modifier_health_swap_buff"			"灵魂互换"

		//"ability_death_tax"					"Death Tax"
		//"ability_death_tax_desc"			"Enemies injured by Lady Geist are marked with Death Tax. Whenever a marked enemy dies, {s:hero_name} gains health."
		//"modifier_citadel_death_tax"				"Death Tax"
		//"modifier_citadel_death_tax_tech_amp"		"Death Tax Power"
		//"ability_death_tax_t1_desc"	"Reduce one of your Cooldowns by <span class=\"highlight\">{s:CooldownReductionOnKill}s</span> when a marked enemy dies"
		//"ability_death_tax_t3_desc"	"Increase Spirit Power by <span class=\"highlight\">{s:TechPowerAmpBonus}</span> for <span class=\"highlight\">{s:TechPowerAmpBonusDuration}s</span> when a marked enemy dies.  Stacks up to <span class=\"highlight\">{s:TechPowerAmpBonusMaxStacks}</span> times."

		"ability_blood_shards"				"恶念"
		"ability_blood_shards_quip"			"对敌人叠加伤害增强"
		"ability_blood_shards_desc"			"<span class=\"highlight\">牺牲自己的部分生命</span> 发射会施加一层恶念的血晶。每层恶念会将目标<span class=\"highlight\">减速</span> 并<span class=\"highlight\">增加你对其造成的伤害</span>。减速效果随时间衰退。"
		"ability_blood_shards_t2_desc"		"+{s:HealthToDamage} 生命转换伤害"
		"ability_blood_shards_t3_desc"		"+{s:NumBloodShards} 血晶数量"
		"NumBloodShards_label"				"血晶"
		"MoveSpeedPenaltyPerStack_label"		"移动减速"
		"MoveSpeedPenaltyPerStack_postfix"	"%"
		"VulnerabilityPerStack_label"			"伤害增强"
		"VulnerabilityPerStack_prefix"		"+"
		"VulnerabilityPerStack_postfix"		"%"
		"SelfDamage_label"					"自我伤害"
		"ability_blood_shards/modifier_blood_shard_debuff"			"恶念"
		"ghost_malice_stack_effect_header"	"每层叠加效果:"

		//"FriendlyTargetCooldown_label"			"Friendly Cooldown"

		//-----------------------------------------------------------------------------
		// Phalanx
		//-----------------------------------------------------------------------------
		//"modifier_citadel_phalanx_reflect"			"Reflect"

		//"citadel_ability_shield_toss"				"Shield Toss"
		//"citadel_ability_shield_toss_desc"			"{s:hero_name} tosses his shield with great force, causing it to bounce between enemies, damaging and stunning them."
		//"BounceCount_label"							"Shield Bounces"
		//"DamagePerBounce_label"						"Damage per bounce"

		//"citadel_ability_phalanx_reflect"			"Reflect"
		//"citadel_ability_phalanx_reflect_desc"		"Phalanx activates his energy shield, causing any enemy projectile, bullet or grenade hitting it to be reflected back toward the attacker. Knocks back any charging enemies. Bullet hits extend the parry time, and stun the shooter."

		//"modifier_citadel_reflect_shield"			"Reflect Shield"

		//"citadel_ability_reflect_shield"			"Reflect Shield"
		//"citadel_ability_reflect_shield_desc"		"Phalanx deploys a energy shield, causing any enemy projectile, bullet, or grenade hitting it to be reflected back toward the attacker and stun them."

		//"citadel_ability_defensive_fortress"		"Defensive Fortress"
		//"citadel_ability_defensive_fortress_desc"   "Summon a large defensive shield that blocks enemy bullets but lets you and your teammate shoot through it."

		//"citadel_ability_phalanx_sword_strike"		"Ground Strike"
		//"citadel_ability_phalanx_sword_strike_desc"	"Phalanx strikes the ground hard, causing a shockwave that runs forward all that damages enemies and causes them to stumble. Does not cancel enemy abilities."

		//"citadel_ability_converge"					"Converge"
		//"citadel_ability_converge_desc"				"Throw a grenade that quckly pulls enemies toward its center."

		//-----------------------------------------------------------------------------
		// Vindicta
		//-----------------------------------------------------------------------------
		"citadel_ability_hornet_chain"				"钉桩"
		"citadel_ability_hornet_chain_quip"			"将你的敌人束缚于地面"
		"citadel_ability_hornet_chain_desc"			"投出一根木桩<span class=\"highlight\">将敌人束缚在</span>木桩落地地点。敌人的移动将限制在束缚距离之内。"
		"citadel_ability_hornet_chain_t3_desc"		"被束缚的敌人同时也被<span class=\"highlight\">缴械<%s3>"
		"modifier_citadel_hornet_chain_connection"	"束缚于地面"
		"citadel_ability_hornet_chain/modifier_citadel_hornet_chain_connection"	"束缚于地面"
		"modifier_citadel_rootgrenade"			"被定身"

		"ChainLength_label"						"束缚距离"
		"ChainLength_postfix"						"m"
		"CaptureRadius_label"						"捕获半径"
		"CaptureRadius_postfix"					"m"

		//"citadel_ability_wing_blast"			"Wing Blast"
		//"citadel_ability_wing_blast_desc"		"Create a blast of air that pushes enemies away and damages them."
		//"modifier_citadel_wing_blast_push"		"Being Vindicta Pushed"

		"citadel_ability_hornet_leap"			"飞行"
		"citadel_ability_hornet_leap_quip"		"腾空飞行并强化你的武器"
		"citadel_ability_hornet_leap_desc"		"腾空<span class=\"highlight\">飞行</span>。飞行中你的武器会造成<span class=\"highlight\">额外元灵伤害</span>。"
		"citadel_ability_hornet_leap_t1_desc"	"飞行时 <span class=\"highlight\">+{s:BonusClipSizePercent}%</span> 基础弹药"
		"MagicDamagePerBullet_label"				"每发子弹造成的元灵伤害"

		//"modifier_citadel_hornetleap"			"Vindicta Leap"

		//"citadel_ability_hornet_crit_stacking_buff"		"Headhunter"
		//"citadel_ability_hornet_crit_stacking_buff_desc"	"Landing a headshot temporarily increases your weapon damage, stacking up to {s:MaxStacks} times."
		//"modifier_citadel_hornet_crit_stacking_damage_buff"	"Headhunter"

		//"citadel_ability_hornet_crit_vulernability"	"Vindicta's Mark"
		//"citadel_ability_hornet_crit_vulernability_desc"	"Your shots have a chance to leave targets vulnerable, causing all bullets to crit them.  Headshots are guaranteed to apply this effect."
		//"modifier_citadel_hornet_crit_vulnerability"	"Crit Vulnerable"

		//"citadel_ability_hornet_explosive_headshots"		"Explosive Headshots"
		//"citadel_ability_hornet_explosive_headshots_desc"	"Headshots you deal explode, dealing a percent of the damage to nearby enemies."

		//"citadel_ability_hornet_nest"			"Vindicta Nest"
		//"citadel_ability_hornet_nest_desc"		"Deploys a nest which will deploy Vindicta drones that fly slowly forward, attacking all enemies."

		//"citadel_ability_hornet_mark"			"Vindicta's Mark"
		//"citadel_ability_hornet_mark_desc"		"Vindicta mark's an enemy. They are visible on the minimap for the duration, and Vindicta can detect them through walls."
		//"citadel_ability_hornet_mark_t2_desc"	"When a marked enemy is killed, Vindicta immediately gains <span class=\"highlight\">{s:ChargeForKill} Charge for Assassinate</span>"
		//"modifier_citadel_hornetmark"			"Vindicta's Mark"

		"citadel_ability_hornet_sting"			"渡鸦使魔"
		"citadel_ability_hornet_sting_quip"		"使目标持续流血"
		"citadel_ability_hornet_sting_desc"		"你的使魔造成<span class=\"highlight\">冲击伤害</span>并基于目标<span class=\"highlight\">当前生命值</span>对其造成<span class=\"highlight\">流血</span>伤害。"
		"citadel_ability_hornet_sting_t1_desc"	"渡鸦在 {s:TargetBounceRange}m 内的其他敌方目标间<span class=\"highlight\">反弹最多 2 次</span>"
		"citadel_ability_hornet_sting_t3_desc"	"+{s:DotHealthPercent}% 流血伤害并抑制 {s:HealAmpReceivePenaltyPercent}% 的治疗"
		"citadel_ability_hornet_sting/modifier_citadel_hornet_sting_debuff"		"渡鸦使魔"
		"BulletVulnerbility_prefix"				"{s:sign}"
		//"BulletVulnerbility_label"				"Weapon Damage Amplification"
		"BulletVulnerbility_postfix"				"%"

		"citadel_ability_hornet_snipe"			"暗杀"
		"citadel_ability_hornet_snipe_quip"		"狙击受伤目标,造成大量伤害"
		"citadel_ability_hornet_snipe_desc"		"使用带瞄准镜的步枪发射一发强力远程射击。开镜后 1s 蓄力完成前开枪不会造成全额伤害。对<span class=\"highlight\">剩余生命值不到 {s:LowHealthEnemyThresholdPct}% </span>的目标造成<span class=\"highlight\">额外伤害</span>。暗杀对目标造成致命一击时将<span class=\"highlight\">获得额外魂魄</span>。"
		//"citadel_ability_hornet_snipe_t3_desc"	"Assassinate kills grant +{s:BonusGoldOnKill} souls"
		"LowHealthEnemyDamageBonus_label"		"额外伤害"
		"LowHealthEnemyThresholdPct_label"		"低生命值阈值"
		"LowHealthEnemyThresholdPct_postfix"	"%"
		"BonusGoldOnKill_label"					"每暗杀额外魂魄"
		"assassin_modifier"						"+武器伤害"
		//"modifier_citadel_assassinate_target"	"Assassination Target - Find Cover!"

		//-----------------------------------------------------------------------------
		// Digger (Formally Pouncer and Driller) Mo and Krill
		//-----------------------------------------------------------------------------
		//"citadel_ability_grapplehook"			"Grapple Hook"
		//"citadel_ability_grapplehook_desc"		"Launches out a hook, and pull {s:hero_name} towards the wall it hits."
		//"modifier_citadel_grapplehook_wall_hanging"	"Grapple Hook Wall Hanging"

		"ability_burrow"			"钻地"
		"ability_burrow_quip"		"钻入地下行动,现身时造成旋转伤害"
		"ability_burrow_desc"		"钻入地下,<span class=\"highlight\">移动速度提高</span>,并获得<span class=\"highlight\">元灵和子弹护甲</span>。来自敌方英雄的伤害会降低速度加成。跳出地面时,将敌人击向半空,并以旋转攻击<span class=\"highlight\">造成伤害并减速</span>。钻地结束后开始冷却。"
		"modifier_spin"				"旋转"
		"SpinDuration_label"		"旋转持续时间"
		"SpinDuration_postfix"		"s"
		"ability_burrow_cancel_channel"	"现身"

		"ability_burrow_t1_desc"	"钻地时间 <span class=\"highlight\">+{s:AbilityChannelTime}s</span>"
		"ability_burrow_t2_desc"	"<span class=\"highlight\">+{s:DPS}</span> 旋转 DPS,+{s:Radius} 半径"
		"ability_burrow_t3_desc"	"<span class=\"highlight\">{s:AbilityCooldown}s</span> 冷却,<span class=\"highlight\">+{s:BonusMoveSpeed}m/s</span> 移动速度"

		"ability_intimidate"			"蔑视"
		"ability_intimidate_quip"		"对附近的敌人造成伤害,每次击中敌人都可以治疗自己"
		"ability_intimidate_desc"		"对附近的敌人造成<span class=\"highlight\">伤害</span>并基于造成的伤害<span class=\"highlight\">治疗自己</span>。对敌方英雄使用时治疗效果更强。"
		"ability_intimidate_t3_desc"	"对敌人施加一个减益效果,让{s:hero_name}对其的伤害 <span class=\"highlight\">+{s:DamageBonus}%。可叠加,持续 {s:DebuffDuration}s。"
		"DamageHealMult_label"			"英雄伤害转换生命"
		"DamageHealMult_postfix"		"x"
		"DamageHealMultNonHero_label"		"伤害转换生命"
		"DamageHealMultNonHero_postfix"		"x"
		"modifier_intimidate_debuff"		"蔑视"

		//"ability_pounce"				"Pounce"
		//"ability_pounce_desc"			"{s:hero_name} leaps forward, creates an explosion on landing and damages enemies in an area."

		//"ability_ooc_health_regen"			"Out of Combat Health Regen"
		//"ability_ooc_health_regen_desc"		""

		"ability_throw_sand"			"沙暴"
		"ability_throw_sand_quip"		"缴械前方的敌人"
		"ability_throw_sand_desc"		"喷出沙子,<span class=\"highlight\">缴械</span>前方敌人并造成<span class=\"highlight\">伤害</span>。"
		"modifier_citadel_throw_sand_debuff"	"沙暴"

		"ability_throw_sand_t3_desc"	"让目标减速 <span class=\"highlight\">{s:SlowPercent}%</span>"

		//"citadel_ability_kineticcharge"			"Kinetic Charge"
		//"citadel_ability_kineticcharge_desc"	"{s:hero_name} creates a shield which absorbs all incoming damage. After the duration expires or the shield is destroyed, explodes and returns the damage absorbed to all enemies around him."
		//"modifier_citadel_kineticcharge"		"Absorbing Damage"

		"ability_ult_combo"				"连招"
		"ability_ult_combo_quip"		"按住敌方英雄猛揍"
		"ability_ult_combo_desc"		"将目标按在原地,在施法期间<span class=\"highlight\">使其眩晕并造成伤害</span>。如果目标在连招过程中死亡,你将永久性获得最大生命值。"
		"ability_ult_combo_t2_desc"		"连招持续时间 <span class=\"highlight\">+{s:AbilityChannelTime}s</span>"
		"ability_ult_combo_t3_desc"		"<span class=\"highlight\">+{s:DPS}</span> 每秒伤害和 <span class=\"highlight\">{s:LifeStealPercentOnHit}% 吸血</span>"
		"LifestealPercentOnHit_label"		"吸血"
		"LifestealPercentOnHit_postfix"	"%"
		"BonusHealthOnKill_label"			"每次击杀的最大生命值加成"

		//"GrabExtraTargetRange_label"		"Extra Target Range"
		"GrabExtraTargetRange_postfix"	"m"


		//-----------------------------------------------------------------------------
		// Shiv
		//-----------------------------------------------------------------------------
		"citadel_ability_shiv_dagger"			"尖锋利齿"
		"citadel_ability_shiv_dagger_quip"		"对敌人施加叠加流血效果"
		"citadel_ability_shiv_dagger_desc"		"掷出一把锯齿刀,令敌人<span class=\"highlight\">受到伤害并流血</span>。每多攻击一次会<span class=\"highlight\">叠加</span>一层效果,并刷新流血持续时间,使每层流血量增加。"
		"citadel_ability_shiv_dagger_max_rage_desc" "终极解锁: <span class=\"highlight\">怒气值满时</span>刀会弹到另一个敌人身上,并对流血的敌人施加减速效果。"
		"modifier_shiv_bleed_thrown_shiv"			"尖锋利齿"
		"modifier_citadel_shiv_dagger"			"尖锋利齿"
		"modifier_shiv_thrown_shiv_slow_debuff"		"尖锋利齿"
		"BleedDPSPerStack_label"					"每把刀流血 DPS"
		"AOERadius_label"							"影响半径"
		"AOERadius_postfix"						"m"

		"citadel_ability_shiv_dagger_t3_desc"		"+{s:ImpactDamage} 伤害并 +{s:BleedDPSPerStack} 流血 DPS"

		"modifier_shiv_bleed"						"流血"
		"BleedDamage_label"						"流血伤害"
		"BleedDuration_label"						"流血持续时间"
		"BleedDuration_postfix"					"s"

		"citadel_ability_shiv_dash"				"一网打尽"
		"citadel_ability_shiv_dash_quip"		"向前冲刺,对沿途所有敌人造成伤害"
		"citadel_ability_shiv_dash_desc"		"<span class=\"highlight\">向前冲刺,对沿途的敌人造成伤害</span>。<br><br>终极解锁:<span class=\"highlight\">怒气值满时</span>,西弗的回声会在短暂延迟后沿着冲刺路径传播,再次对敌人造成伤害。"
		"citadel_ability_shiv_dash_t3_tooltip"	"命中时"
		"DashRange_label"							"冲刺距离"
		"DashRange_postfix"						"m"
		"ImpactDamage_label"						"伤害"
		"ImpactSlowDuration_label"				"冲击减速持续时间"
		"ImpactSlowDuration_postfix"				"s"
		"ImpactMoveSlow_label"					"冲击移动减速"
		"ImpactMoveSlow_postfix"					"%"
		"DashSlowPct_label"						"冲刺减速"
		"modifier_citadel_shiv_dash"				"一网打尽"
		"modifier_shiv_bleed_dash"				"一网打尽"
		"modifier_citadel_shiv_dash_impact_slow"	"一网打尽"
		"modifier_shiv_dash_heal_reduction"		"一网打尽治疗减益"
		"BurstFireOnHeroHit_postfix"				"s"
		"citadel_ability_shiv_dash_t3_desc"		"每击中一名敌方英雄,冷却时间就会减少 {s:CooldownReductionOnHit}s(非英雄则为 {s:CooldownReductionOnHitNonHero}s)。每次冲刺最多减少 {s:MaxCooldownReductionsFromHits}s。"

		"citadel_ability_shiv_defer_damage"		"细血长流"
		"citadel_ability_shiv_defer_damage_quip"	"部分受到的伤害推迟生效"
		"citadel_ability_shiv_defer_damage_desc"	"对于即将到来的伤害,只有一部分会立即生效,剩余伤害会随时间慢慢施加。激活后可<span class=\"highlight\">清除一部分推迟的伤害</span>。"
		"citadel_ability_shiv_defer_damage_max_rage_desc" "终极解锁:<span class=\"highlight\">怒气值满时</span>,推迟的伤害量会增加。"
		"citadel_ability_shiv_defer_damage_on_cast" "激活时"
		"DamagePctDeferred_label"					"推迟的即将到来的伤害"
		"DamagePctDeferred_postfix"				"%"
		"DamagePctDeferredMaxRage_label"			"推迟的即将到来的伤害"
		"DamagePctDeferredMaxRage_prefix"			"+"
		"DamagePctDeferredMaxRage_postfix"		"%"
		"DeferredDamageDuration_label"			"推迟伤害持续时间"
		"DeferredDamageDuration_postfix"			"s"
		"DeferClearPct_label"						"已清除的推迟伤害"
		"DeferClearPct_postfix"					"%"
		

		"citadel_ability_shiv_killing_blow"		"乘胜追击"
		"citadel_ability_shiv_killing_blow_quip"	"来到一个低生命值英雄前,立即将其击杀"
		"citadel_ability_shiv_killing_blow_active_desc"	"激活后,跳向敌方英雄,如果对方生命值<span class=\"highlight\">低于击杀阈值</span>,则<span class=\"highlight\">立即将其击杀</span>,否则对其造成 {s:Damage} 伤害。"
		"citadel_ability_shiv_killing_blow_passive_desc" "被动:对敌人造成伤害会累积怒气值。怒气值满时,西弗获得伤害增加,其他技能也会获得<span class=\"highlight\">特殊效果</span>。"
		"citadel_ability_shiv_killing_blow/active_buff"		"怒气冲天"
		"citadel_ability_shiv_killing_blow_while_full_rage" "怒气值满时"
		"citadel_ability_shiv_killing_blow_ui_meter" 		"怒气值"

		"EnemyHealthPercent_label"				"敌人生命阈值"
		"EnemyHealthPercent_postfix"				"%"
		"BuffDamage_label"					"所有伤害"
		"BuffDamage_prefix"					"+"
		"BuffDamage_postfix"					"%"
		"BuffMoveSpeed_label"					"移动速度"
		"BuffMoveSpeed_prefix"				"+"
		"BuffMoveSpeed_postfix"				"m/s"

		"citadel_ability_shiv_killing_blow_t1_desc"	"怒气值满时获得移动速度 <span class=\"highlight\">+{s:BonusMoveSpeed} m/s</span>。"
		"citadel_ability_shiv_killing_blow_t3_desc"	"使用“乘胜追击”消灭一个敌人会<span class=\"highlight\">重置冷却时间</span>。"

		//-----------------------------------------------------------------------------
		// Hero: Rutger
		//-----------------------------------------------------------------------------
		//"rutger_rocket"			"Rocket Launcher"
		//"rutger_rocket_desc"		"Launch a rocket that deals damage in an area and applies knockback.<br>Rutger receives {s:SelfDamagePercent}% damage and {s:SelfLaunchPercent}% knockback from his own rocket if he's in its impact radius."

		//"rutger_force_field"		"Force Field"
		//"rutger_force_field_desc"	"Create a field at target location that pushes enemies away from its outer edge."

		//"rutger_cheat_death"			"Cheat Death"
		//"rutger_cheat_death_desc"		"When taking otherwise fatal damage, Rutger becomes unkillable for 4s."
		//"rutger_cheat_death_t2_desc"	"<span class=\"highlight\">+{s:BonusMoveSpeed}% Bonus Movement speed</span> when Cheat Death activates."
		//"rutger_cheat_death_t3_desc"	"<span class=\"highlight\">+{s:BulletLifestealPercent}% Bullet Lifesteal</span> when Cheat Death activates."

		//"rutger_pulse"			"Pulse"
		//"rutger_pulse_desc"		"Release a fast pulse in a large area that damages, slows, and <span class=\"highlight\">prevents enemies from using abilities</span>.<br>The damage dealt is based on how close the enemy is to the center of the pulse."
		//"DamageMin_label"			"Minimum Damage"
		//"DamageMax_label"			"Maximum Damage"
		"MovementSlow_label"		"移动减速"
		"MovementSlow_postfix"	"%"

		//-----------------------------------------------------------------------------
		// Hero: Pocket
		//-----------------------------------------------------------------------------
		"synth_plasma_flux"			"飞行斗篷"
		"synth_plasma_flux_quip"		"飞出一件斗篷伤敌,并可传送至斗篷位置"
		"synth_plasma_flux_desc"		"发射一件具有感知力的斗篷,<span class=\"highlight\">向前移动</span>并<span class=\"highlight\">伤害敌人</span>。你可以按 <span class=\"highlight\">[{s:in_ability2}]</span> 来<span class=\"highlight\">传送</span>至斗篷的位置。"
		"synth_plasma_flux_t3_desc"	"使用飞行斗篷传送后,<span class=\"highlight\">+{s:WeaponDamageBonus} 武器伤害</span>,持续 {s:WeaponDamageBonusDuration}s</span>。"
		//"DPSDuration_label"			"Damage Duration"
		"DPSDuration_postfix"			"s"
		"modifier_synth_plasma_flux_dps"	"飞行斗篷"
		//"WeaponPowerBonus_label"				"Bonus Courage"
		//"WeaponPowerBonusDuration_label"		"Bonus Courage Duration"
		//"modifier_synth_plasma_flux_weapon_damage"	"Bonus Weapon Damage"
		"synth_plasma_flux_teleport"	"传送"
		"modifier_synth_plasma_flux_auto_projectile"	"飞行斗篷"

		"synth_pulse"					"附魔师的行李箱"
		"synth_pulse_quip"			"暂时躲进你的手提箱中,然后造成伤害"
		"synth_pulse_desc"			"<span class=\"highlight\">躲进</span>你的手提箱中。持续时间结束后,对附近敌人<span class=\"highlight\">造成伤害</span>。执行任意操作即可提前结束。"
		"synth_pulse_t3_desc"			"施加 <span class=\"highlight\">{s:FireRateSlow}%</span> 射速减缓,持续 {s:DebuffDuration}s"
		"EscapeDuration_label"		"躲避持续时间"
		"EscapeDuration_postfix"		"s"
		//"BulletShieldPerHero_label"	"Bullet Shield Per Hero"

		//"synth_grasp"					"Grasp"
		//"synth_grasp_quip"			"Tether nearby enemy heroes to your position"
		//"synth_grasp_desc"			"<span class=\"highlight\">Tether all nearby enemy heroes</span> to you and gain <span class=\"highlight\">Bullet Shield</span> for each enemy hero tethered. You're <span class=\"highlight\">immobilized</span> for the duration."
		//"synth_grasp_t3_desc"			"Damages and lifesteals {s:LifestealPerSecond}% of targets' max health per second"
		//"TetherLength_label"			"Tether Length"
		"TetherLength_postfix"		"m"
		//"modifier_synth_grasp_caster"	"Grasp"
		//"modifier_synth_grasp_victim"	"Grasp"

		//"synth_grasp_cancel"			"Cancel Grasp"

		//"synth_dematerialize"			"Dematerialize"
		//"synth_dematerialize_desc"	"Alter your composition to become temporarily out of world, dealing damaging pulses to enemies nearby. Can be cancelled early."
		//"synth_dematerialize_t3_desc" "Dematerialize applies a stacking <span class=\"highlight\">-15% Fire Rate</span> to enemies on each damage interval. Lasts {s:FireRateSlowDuration}s.</span>"
		//"DamageInterval_label"		"Damage Interval"
		"DamageInterval_postfix"		"s"

		"synth_barrage"				"弹幕"
		"synth_barrage_quip"			"在空中滑行并发出多枚投射物"
		"synth_barrage_desc"			"施法并开始发出投射物,<span class=\"highlight\">造成伤害</span>并在击中点附近<span class=\"highlight\">施加移动减速</span>。每个击中英雄的投射物都将给你一层<span class=\"highlight\">增强所有伤害的可叠加增益</span>。<br>如果你在半空中施放技能,则将<span class=\"highlight\">悬浮</span>并保持起始时的水平移动。"

		"DamagePerProjectile_label"	"每个投射物造成的伤害"
		"ProjectileAmount_label"		"投射物数量"
		"ProjectileInterval_label"	"投射物间隔"
		"AmpPercentPerStack_label"	"每层叠加增强"
		"AmpPercentPerStack_postfix"	"%"
		"AmpDuration_label"			"增强持续时间"
		"AmpDuration_postfix"			"s"
		"modifier_synth_barrage_debuff"	"弹幕减速"
		"modifier_synth_barrage_amp"	"弹幕 - 伤害增强"

		//"synth_blitz"					"Blitz"
		//"synth_blitz_quip"			"Your bullets fire faster and apply spirit amp"
		//"synth_blitz_desc"			"Gain <span class=\"highlight\">fast firing rate</span> and <span class=\"highlight\">bullet lifesteal</span> for a brief flurry of shots."
		//"synth_blitz_t1_desc"			"Each Blitz shot amplifies your spirit damage against the target by {s:TechAmpPerBullet}% for {s:TechAmpLinger}s"
		//"synth_blitz_t3_desc"			"+{s:FastFireBullets} Fast Fire Shots and +{s:MaxStacks} Max Stacks"
		//"TechAmpPerBullet_label"		"Spirit Amp Per Shot"
		"TechAmpPerBullet_postfix"	"%"
		//"TechAmpLinger_label"			"Spirit Amp Duration"
		"TechAmpLinger_postfix"		"s"
		//"FastFireBullets_label"		"Fast Fire Shots"
		//"FastFireDuration_label"		"Fast Fire Duration"
		"FastFireDuration_postfix"	"s"
		//"synth_blitz/modifier_synth_blitz"	"Blitz"
		//"synth_blitz/modifier_synth_blitz_tech_amp"	"Blitz - Spirit Amp"

		"synth_affliction"			"痛苦"
		"synth_affliction_quip"		"对附近的敌人施加持续伤害"
		"synth_affliction_desc"		"对附近所有敌人施加<span class=\"highlight\">持续伤害</span>。<br>痛苦的伤害不会致命,且不施加物品触发效果。"
		"synth_affliction_t2_desc"	"对目标的治疗造成 {s:HealAmpReceivePenaltyPercent}% 的抑制"
		"synth_affliction_t3_desc"	"+{s:DPS} DPS"
		"modifier_synth_affliction_debuff"	"痛苦"

		//-----------------------------------------------------------------------------
		// Hero: Mirage
		//-----------------------------------------------------------------------------
		"mirage_tornado"					"龙卷风"
		"mirage_tornado_quip"				"发出龙卷风将敌人卷起"
		"mirage_tornado_desc"				"发出龙卷风,<span class=\"highlight\">对敌人造成伤害</span>并<span class=\"highlight\">将他们卷入空中</span>。在空中时,目标<span class=\"highlight\">将会闪避所有子弹</span>。"
		"HoldInPlaceDuration_label"			"离地持续时间"
		"HoldInPlaceDuration_postfix"		"s"
		"EnemyLiftDuration_label"			"升空时间" 
		"EnemyLiftDuration_postfix"		"s"
		//"TornadoDuration_label"			"Tornado Lifetime"
		//"TornadoDuration_postfix"			"s"
		"modifier_mirage_tornado_lift"	"龙卷风"
		"modifier_mirage_tornado_slow"	"龙卷风 - 减速"

		"mirage_fire_beetles"			"烈焰圣甲虫"
		"mirage_fire_beetles_quip"		"发出圣甲虫,对敌人进行吸血"
		"mirage_fire_beetles_desc"		"开始发射烈焰圣甲虫。每只圣甲虫都可以<span class=\"highlight\">单独发射</span>,对击中的敌人施加<span class=\"highlight\">持续吸血</span>效果。发射窗口结束后,此技能就进入冷却时间。"
		"mirage_fire_beetles_t2_desc"	"目标为英雄时,+{s:HealingFactor}% 治疗"
		"modifier_mirage_fire_beetles_launch_window"	"发射烈焰圣甲虫"
		"LaunchWindowDuration_label"	"发射窗口"
		"LaunchWindowDuration_postfix"	"s"
		"LaunchWindowCooldown_label"	"冷却时间"
		"LaunchWindowCooldown_postfix"	"s"
		//"AbilityButtonHint_MirageLaunchFireBeetle"	"Launch Fire Beetle"

		"mirage_djinns_reach"		"金尼锁链"
		"mirage_djinns_reach_desc"	"瞄准一名敌方英雄,将其与附近的最多两名敌方英雄<span class=\"highlight\">束缚</span>在一起。被束缚的英雄<span class=\"highlight\">移动范围受到彼此限制</span>,<span class=\"highlight\">子弹抗性降低</span>,并且会<span class=\"highlight\">承受另一被束缚英雄所受到的一部分伤害</span>。主要目标会被严重减速,并在短时间内恢复。"
		"ChainSlowPercent_label"	"移动减速"
		"ChainSlowPercent_postfix"	"%"
		"MaxTargets_label"			"最大目标数"
		"DamageSharePercent_label"		"分享的伤害"
		"DamageSharePercent_postfix"	"%"

		"mirage_djinn_bomb"			"金尼炸弹"
		"mirage_djinn_bomb_desc"	"发射一个缓慢的投射物,你可以在其路径上的任意位置引爆它,对爆炸范围内的敌人造成伤害。每击中一个额外的英雄会造成额外伤害。"
		"BombBonusDamagePerHero_label"	"每名英雄造成额外伤害"
		"MaxProjectileLifetime_label"	"最大部署时长"

		"mirage_sand_phantom"			"暴风守卫"
		"mirage_sand_phantom_quip"		"闪避子弹并加速移动"
		"mirage_sand_phantom_desc"		"你获得旋风护体,带来<span class=\"highlight\">子弹闪避</span>效果和<span class=\"highlight\">移动速度</span>。"
		"mirage_sand_phantom_passive_desc"	"被动:你的下一次射击会获得<span class=\"highlight\">元灵伤害</span>增强。每次增强后的射击击中同一目标后,都会增加造成的元灵伤害。"
		"modifier_mirage_sand_phantom_passive_victim"	"暴风守卫叠加层数"

		"SandPhantomProcCooldown_label"		"效果冷却时间"
		"SandPhantomProcCooldown_postfix"	"s"
		"ProcBonusMagicDamageEscalation_prefix"	"{s:sign}"
		"ProcBonusMagicDamageEscalation_label"	"不断提高的元灵伤害"
		"WhirlwindEvasionChance_label"	"子弹闪避几率"
		"WhirlwindEvasionChance_postfix"	"%"
		"WhirlwindDuration_label"			"持续时间"
		"WhirlwindDuration_postfix"		"s"
		"SlowAuraPercent_label"			"敌人移动减速"
		"SlowAuraPercent_postfix"			"%"
		"SlowAuraRadius_label"			"减速半径"
		"SlowAuraRadius_postfix"			"m"
		"MoveSpeedDuration_prefix"		"+"
		"MoveSpeedDuration_label"			"移动速度"
		"MoveSpeedDuration_postfix"		"s"
		"modifier_mirage_sand_phantom"	"旋舞之僧"
		"modifier_mirage_sand_phantom_whirlwind_reflect"	"旋舞之僧"
		"modifier_mirage_sand_phantom_slow_aura_effect"	"旋舞之僧"

		"mirage_ethereal_bullets"			"子弹连发"
		"mirage_ethereal_bullets_quip"	"短暂延迟后连发子弹"
		"mirage_ethereal_bullets_desc"	"短暂延迟后,向前方锥形区域中的所有敌人发射<span class=\"highlight\">多发子弹</span>。发射的子弹具有<span class=\"highlight\">子弹吸血</span>效果。"
		"mirage_ethereal_bullets_t3_desc"	"<span class=\"highlight\">+{s:ShotCount} 发子弹</span>"
		//"DelayBeforeShots_label"			"Delay"
		"DelayBeforeShots_postfix"		"s"
		"MoveSlowPercent_label"			"移动减速"
		"MoveSlowPercent_postfix"			"%"
		//"MoveSlowDuration_label"			"Movement Slow Duration"
		"MoveSlowDuration_postfix"		"s"
		//"ShotCount_label"					"Shots"
		//"BurstWeaponPower_label"			"Bonus Courage"

		"mirage_sunfire_cataclysm"		"阳炎灾变"
		"mirage_sunfire_cataclysm_quip"	"将区域中的敌人拉拢并造成伤害"
		"mirage_sunfire_cataclysm_desc"	"短暂延迟后,对目标区域<span class=\"highlight\">所有敌人造成伤害</span>,并将他们<span class=\"highlight\">拉拢</span>至目标位置的中心。"
		"mirage_sunfire_cataclysm_t3_desc"	"对目标施加<span class=\"highlight\">电磁脉冲</span>,持续 {s:EMPDurationOnTarget}s"
		"modifier_mirage_sunfire_cataclysm_emp"	"沉默(阳炎灾变)"
		"modifier_mirage_sunfire_cataclysm"	"阳炎灾变"
		//"PostCastDelay_label"				"Delay After Cast"
		"PostCastDelay_postfix"			"s"
		//"StaminaRegenPenalty_label"		"Stamina Regen Penalty"
		"StaminaRegenPenalty_postfix"		"%"

		//-----------------------------------------------------------------------------
		// Pestilence
		//-----------------------------------------------------------------------------

		//"citadel_ability_pestilence_infection"			"Infection"
		//"citadel_ability_pestilence_infection_desc"		"Your abilities and bullets apply an infection onto enemies. Each infection stack resets the time and multiplies the damage the enemy takes from the infection."
		//"modifier_citadel_pestilence_infection_buildup"	"Infecting"

		//"citadel_ability_pestilence_contaminate"				"Contaminate"
		//"citadel_ability_pestilence_contaminate_desc"			"Attacking targets with your weapon increases their Infection level and resets the duration."
		"citadel_ability_pestilence_contaminate_t1"		"DPS"
		"citadel_ability_pestilence_contaminate_t2"		"DPS"
		"citadel_ability_pestilence_contaminate_t3"		"DPS"

		//"citadel_ability_pestilence_drone"						"Drones"
		//"citadel_ability_pestilence_drone_desc"					"{s:hero_name} creates a drone that attaches to enemies causing DOT."
		//"citadel_ability_pestilence_drone_t1"			"Add Attach Time"
		//"citadel_ability_pestilence_drone_t1_desc"		"+{s:DroneAttachLifetime}s lifetime when attached to enemies"
		//"citadel_ability_pestilence_drone_t2"			"Add Drones"
		//"citadel_ability_pestilence_drone_t2_desc"		"+{s:DroneCount} additional drones"
		//"citadel_ability_pestilence_drone_t3"			"Drone DPS"
		//"citadel_ability_pestilence_drone_t3_desc"		"+{s:DPS} DPS"

		//-----------------------------------------------------------------------------
		// TENGU // IVY
		//-----------------------------------------------------------------------------
		"citadel_ability_tengu_urn"			"葛根炸弹"
		"citadel_ability_tengu_urn_quip"	"对作用区域中的敌人造成伤害并减速"
		"citadel_ability_tengu_urn_desc"	"召唤一片窒息藤蔓,对作用半径内的敌人<span class=\"highlight\">造成伤害</span>并使其<span class=\"highlight\">减速</span>。"
		"citadel_ability_tengu_urn_t3_desc"	"<span class=\"highlight\">+{s:DPS} DPS</span>"

		//"citadel_ability_tengu_ghost"			"Ghost"
		//"citadel_ability_tengu_ghost_desc"		"Summon a tracking ghost that bounces randomly {s:Bounces} times to new targets after impact. Slows targets hit for 5 seconds."
		//"citadel_ability_tengu_ghost_t3_desc"	"Bounces +{s:Bounces} additional times"

		"citadel_ability_tengu_stone_form"			"石像形态"
		"citadel_ability_tengu_stone_form_quip"		"变身坚石,对附近的敌人造成眩晕"
		"citadel_ability_tengu_stone_form_desc"		"将自己变为<span class=\"highlight\">坚石</span>砸向地面,对附近的敌人造成<span class=\"highlight\">眩晕及伤害</span>。为自己带来相当于最大生命值一定比例的治疗。可在一定程度上控制落地位置。"
		"citadel_ability_tengu_stone_form_t2_desc"	"<span class=\"highlight\">+{s:Damage} 伤害</span>以及 <span class=\"highlight\">{s:StunDuration}s</span> 眩晕。"
		"MaxHealthRegen_label"						"最大生命值治疗"
		"MaxHealthRegen_postfix"					"%"
		"citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form"	"石像形态"

		"citadel_ability_tangotether"		"守望者的盟友"
		"citadel_ability_tangotether_quip"	"强化自己和附近的一名友军"
		"citadel_ability_tangotether_desc"	"获得加成并自动与附近的一名友军连结并分享加成。连结的所有英雄获得<span class=\"highlight\">治疗复制效果</span>。需要在视线内才能连结。按 {s:in_ability2} 锁定目标"
		"citadel_ability_tangotether_t2_desc" "+{s:MoveSpeedBonus}m/s 移动加成"
		//"tether_disconnecting"				"Covenant - Disconnecting..."
		//"tether_disconnected"				"Covenant - Disconnected"
		//"SelfMovementBonus_label"			"Ivy Speed Bonus"
		"SelfMovementBonus_prefix"			"+"
		"SelfMovementBonus_postfix"			"m/s"
		//"TetherDistance_label"				"Connection Range"
		"TetherDistance_postfix"			"m"
		"TotalTetherTargets_label"			"连结数"
		"TetherSharedHealPct_label"		"治疗复制"
		"TetherSharedHealPct_postfix"	"%"
		//"citadel_modifier_tangotether_tether_receiver"	"Covenant"

		"citadel_ability_tangotether_lock"			"锁定目标"

		"citadel_ability_tengu_lightningcrash"		"坠落恩典"
		"citadel_ability_tengu_lightningcrash_quip"	"飞至战场上空"
		"citadel_ability_tengu_lightningcrash_desc"	"跳上空中并开始飞翔一小段时间。落地时将根据飞行时间<span class=\"highlight\">造成伤害</span>,并获得<span class=\"highlight\">恢复加速</span>。可按 <span class='keybind'>[{s:iv_attack}]</span> 提前结束飞行并俯冲。"
		"citadel_ability_tengu_lightningcrash_t3_desc"	"<span class=\"highlight\">+{s:Damage}</span> 伤害,<span class=\"highlight\">+{s:Regeneration}</span> 恢复Regeneration"
		//"AirSpeedHealthBonus_label"			"Healthy Speed Bonus"
		"AirSpeedHealthBonus_postfix"			"m/s"

		//"ActiveFlightTime_label"			"Flight time"
		"ActiveFlightTime_postfix"			"s"
		//"BonusPerMeterPct_label"		"Shield Gain Per Meter"
		"BonusPerMeterPct_postfix"	"%"
		"RegenerationDuration_label"		"恢复持续时间"
		"RegenerationDuration_postfix"		"s"
		"Regeneration_label"		"恢复"
		"Regeneration_postfix"		" HP/s"

		"modifier_tengu_lightningcrash_regeneration" "坠落恩典恢复"	
		 
		//"citadel_ability_tengu_dragonsfire"			"Wildfire"
		//"citadel_ability_tengu_dragonsfire_desc"	"Take flight and breathe eldritch flame down on your enemies.  Gain Bullet Resist while flying."
		//"AbilityButtonHint_DragonsFireDive"		"Dive"
		//"AbilityButtonHint_DragonsFireAscend"		"Ascend"
		"AbilityButtonHint_DragonsFireSpeedUp"		"加速"
		"AbilityButtonHint_DragonsFireSpeedDown"	"减速"
		 
		//"DragonsFireBurnDuration_label"				"Burn Duration"
		"DragonsFireBurnDuration_postfix"			"s"
		"FlyingBulletResist_label"					"子弹抗性"
		"FlyingBulletResist_postfix"				"%"

		//"citadel_ability_tengu_dragonsfire_t3_desc"	"<span class=\"highlight\">+{s:AbilityDuration}s</span> Duration and <span class=\"highlight\">+{s:FlyingBulletResist}</span> Flying Bullet Resist"

		"citadel_ability_tengu_airlift"				"空投"
		"citadel_ability_tengu_airlift_quip"		"死亡从天而降!飞行并向敌人投放炸弹(或友军)"
		"citadel_ability_tengu_airlift_desc"		"带着一名友军或一枚炸弹一起飞翔。让友军或炸弹掉落会造成<span class=\"highlight\">猛烈的爆炸</span>,导致<span class=\"highlight\">移动减速</span>。{s:hero_name}和友军在飞行结束后获得子弹护盾。<br>在空中时,友军获得子弹抗性,但无法攻击,并造成 {s:AllyOutgoingDamagePercent}% 伤害。瞄准友军时,空投的施法速度更快。<br>[{s:iv_attack}]加速飞行。<br>[{s:iv_attack2}]让友军/炸弹掉落。"
		"citadel_ability_tengu_airlift_t1_desc"		"被击中的敌人的子弹抗性 <span class=\"highlight\">{s:AirDropBulletArmorReduction}%</span>,持续 <span class=\"highlight\">{s:AirDropDebuff02Duration}s</span>"
		"citadel_ability_tengu_airlift_t2_desc"		"<span class=\"highlight\">+{s:AirDropBulletShield}</span> 子弹护盾,<span class=\"highlight\">+{s:AirDropExplodeRadius}m</span> 爆炸半径"
		"citadel_ability_tengu_airlift_t3_desc"		"对被击中的敌人施加<span class=\"highlight\">沉默</span>效果,持续 <span class=\"highlight\">+{s:AirDropSilenceDuration}s</span>"
		//"modifier_airlift_ally"						"Air Drop"

		"AirDropDebuffDuration_label"		"减速持续时间"
		"AirDropDebuffDuration_postfix"		"s"

		"AirDropSilenceDuration_label"		"沉默持续时间"
		"AirDropSilenceDuration_postfix"	"s"

		"AirDropDebuff02Duration_label"		"子弹抗性持续时间"
		"AirDropDebuff02Duration_postfix"	"s"

		"AirDropExplodeRadius_label"		"爆炸半径"
		"AirDropExplodeRadius_postfix"	"m"
		"AirDropBuffDuration_label"		"护盾持续时间"
		"AirDropBuffDuration_postfix"		"s"
		//"AirDropBuffDuration_prefix"		""
		"AirDropBulletResist_label"			"友军子弹抗性"
		"AirDropBulletResist_postfix"	"%"
		"AirDropBulletResist_prefix"		"+"
		"AirDropBulletArmorReduction_label"			"敌人子弹抗性"
		"AirDropBulletArmorReduction_postfix"		"%"

		"AirDropSelfCastDelay_label"		"自我施放时间"
		"AirDropSelfCastDelay_postfix"		"s"

		"AbilityButtonHint_DropBomb"		"投下炸弹"
		"AirDropBulletShield_label"		"子弹护盾"
		//"AirDropBulletShield_postfix"		""

		//-----------------------------------------------------------------------------
		// Tokamak
		//-----------------------------------------------------------------------------
		//"tokamak_hot_shot" "Hot Shot"
		//"tokamak_hot_shot_desc" "Blast your enemies with a jet of superheated plasma. Deals additional damage when the heat guage is in the red. Triples heat dissipation while active."
		//"tokamak_hot_shot_t3_desc"	"+{s:NormalDPS} Normal DPS and +{s:NormalDPS_scale} Normal DPS Scale<br>+{s:HotDPS} Hot DPS and +{s:HotDPS_scale} Hot DPS Scale"
		//"HeatDPS_label"				"Heat Powered DPS"
		//"NormalDPS_label"			"Normal DPS"
		//"HotDPS_label"				"Hot DPS"
		 
		//"tokamak_breach" "Breach"
		//"tokamak_breach_desc"		"Explosively decompress a cloud of coolant. Allies inside the cloud are invisible."
//		"tokamak_breach_t1_desc"	"+{s:BulletResist} Bullet Resist to allies in smoke."
		//"tokamak_breach_t2_desc"	"Purge Debuffs on Tokamak when cast."
		//"tokamak_breach_t3_desc"	"Silence Enemies in smoke."
//		"tokamak_breach_t1_desc"	"+{s:SlowPercent}% Movement Slow and -{s:BulletArmorReduction} Bullet Resist to enemies in smoke."
//		"tokamak_breach_t3_desc"	"Effects linger for {s:LingerAfterLeavingSmokeDurationPerHeat}s after leaving smoke."
		//"LingerAfterLeavingSmokeDurationPerHeat_label" "Linger Duration"
		//"DurationPerHeat_label"		"Heat Powered Duration"
		"DurationPerHeat_postfix" "s"

		//"tokamak_dying_star" "Dying Star"
		//"tokamak_dying_star_desc"	"Launch forward damaging all enemies near where you land, knocking them into the air."
		//"tokamak_dying_star_t3_desc"	"+{s:Damage} Damage and +{s:Damage_scale} Damage Scale"
		//"HeatDamage_label"				"Heat Powered Damage"

		//"tokamak_heat_sinks"				"Thermal Vault"
		//"tokamak_heat_sinks_desc"			"Tokamak harnesses more power as they heat up. Tokamak's melee strikes add a {s:MeleeIgniteTime}s burn dealing {s:MeleeBurnDPS} Heat Power DPS."
		//"tokamak_heat_sinks_t1_desc"		"+{s:MeleeSpeedBonusPercentage}% melee attack speed"
		//"tokamak_heat_sinks_t3_desc"		"+{s:BaseHeatPower} Base Heat Power, +{s:MaxHeatPower} Max Heat Power"
		//"MeleeBurnDPS_Label"				"Melee Heat Power DPS"

		//"tokamak_crimson_cannon"		"Pulse Cannon"
		//"tokamak_crimson_cannon_desc"	"Collect targets until ready to unload. Each shot is {s:DelayBetweenShots}s apart."
		//"tokamak_crimson_cannon_t2_desc"	"<span class=\"highlight\">+{s:Damage} Damage</span> and <span class=\"highlight\">+{s:Damage_scale}</span> Damage Scale"
		//"DelayBetweenShots_Label"		"Delay Between Shots"
		//"tokamak_crimson_cannnon_hint"	"Fire!"

		//"tokamak_radiance"				"Blinding Radiance"
		//"tokamak_radiance_desc"			"Bring your core to the brink of criticality, blinding and damaging any that look in your direction. Damage increases when enemies look directly at you."
		//"EvasionChance_Label"			"Bullet Evasion Chance"

		//"modifier_tokamak_radiance"		"Blinding Light"
		//"modifier_tokamak_ally_in_smoke"	"Hidden In Smoke"
		//"modifier_tokamak_enemy_in_smoke"	"Peeking In Smoke"

		//"BaseHeatPower_Label"				"Base Heat Power"
		//"DPSPerHeat_Label"					"Heat Power DPS"
		//"WeaponDamagePerHeat_Label"			"Courage per Heat Power"

		//"thumper_ability_1"			"Shatter Cannon"
		//"thumper_ability_1_desc"	"Thumper focuses a high power acoustic wave to reflect off of a hard surface. Blasting shards of material off in the reflected wave."

		//"thumper_ability_2"			"Spike Strip"
		//"thumper_ability_2_desc"	"Rolls out a spike strip that damage enemies more the further they move through it."

		//"thumper_ability_3"			"Badger Drone"
		//"thumper_ability_3_desc"	"Sends out a badger drone to harry an enemy and reveal it's position."

		//"thumper_ability_4"			"Vortex"
		//"thumper_ability_4_desc"	"Blow enemies away with a high powered blast of air."

		//-----------------------------------------------------------------------------
		// Slork
		//-----------------------------------------------------------------------------

		//"modifier_slork_gun_poison"		"Slork Poison Sprayer"
		//"modifier_slork_scald"			"Slork Scalding Spray"

		//"citadel_weapon_hero_slork_set"		"Poison Sprayer"
		//"citadel_weapon_hero_slork_set_desc"	"Spews a short range toxic cloud that deals double damage to non-hero targets. When aimed, shoots a long range dart that poisons enemies."

		//"slork_scald"			"Scald"
		//"slork_scald_desc"		"Spray out an arc of superheated water that <span class=\"highlight\">damages enemies over time</span>."
		//"slork_scald_t1_desc"	"Spray in a wide arc"
		//"slork_scald_t3_desc"	"+{s:DPS} DPS and +{s:ImpactDamage} Impact damage"
		"DOTDuration_Label"		"持续时间"
		"DOTDuration_postfix"		"s"

		//"slork_riptide"				"Riptide"
		//"slork_riptide_desc"		"Summon a churning vortex of superheated water that <span class=\"highlight\">burns enemies</span> and <span class=\"highlight\">lauches them towards Slork</span>."
//		"slork_scald_t1_desc"		"Spray in a wide arc"
		//"slork_riptide_t3_desc"		"+{s:DPS} DPS and +{s:ImpactDamage} Impact damage"
		//"modifier_slork_riptide"	"Burned by Riptide"

		//"slork_raging_current"		"Torrent Storm"
		//"slork_raging_current_desc"	"Call water from deep underground, saturating an area. Every {s:TargetAcquireTime}s a torrent will well up, tossing enemies into the air after a {s:TorrentDelay}s delay. Enemies will be stunned and their bullet armor reduced."
		//"TorrentDelay_Label"		"Torrent Delay"
		//"TorrentDuration_Label"		"Torrent Duration"
		//"TorrentRadius_Label"		"Torrent Radius"
		"TorrentRadius_postfix"		"m"

		//"slork_chomp"				"Chomp"
		//"slork_chomp_desc"			"<span class=\"highlight\">Dash forward and grab onto an enemy</span>, biting them repeatedly. The enemy is slowed, disarmed, and silenced while grappled. When the target is <span class=\"highlight\">below half health</span>, deal an additional <span class=\"highlight_tech\">{s:DamagePercentHealth}%</span> of their max health in damage."
		"HobbledMovementSlow_Label" "移动减速"
		"HobbledMovementSlow_postfix" "%"
		//"slork_chomp_t2_desc"		"+{s:ChompHealPercent}% Lifesteal from Chomp damage"
//		"slork_chomp_t3_desc"		"Chomp deals <span class=\"highlight\">{s:DamageMissingPercentHealth}%</span> of the enemies missing health each second."
		//"modifier_slork_chomp_grapple"	"Chomping an Enemy"
		//"modifier_slork_chomp_hobbled" "Getting Chomped"


		//"slork_ability_4"		"Torrent"
		//"slork_ability_4_desc"	"Slork creates a Jet of water that errupts from the ground damaging all nearby enemies and knocking them into the air."

		//"slork_ability_invis"			"Ambush Predator"
		//"slork_ability_invis_desc"		"<span class=\"highlight\">Fade from view</span> when not shooting or using abilities. When fully invisible, can be cast to deal <span class=\"highlight_tech\">{s:AmbushDamage}</span> damage and <span class=\"highlight\">+{s:StaminaDamage}</span> stamina damage to enemies in front of Slork."
		//"InvisReapplyDelay_Label"		"Delay before fading"
		//"InvisRegen_Label"				"Invis Max Health Regen"
		"InvisRegen_postfix"			"%"
		//"AmbushDamage_Label"			"Ambush Damage"
		//"StaminaDamage_Label"			"Stamina Damage"
//		"slork_ability_invis_t2_desc"	"-{s:InvisReapplyDelay}s Delay before fading"

		//"slork_last_breath"				"Deep's Embrace"
		//"slork_last_breath_desc"		"Encase yourself in a sphere of water that can absorb up to <span class=\"highlight_tech\">{s:DamageAbsorb}</span> damage before bursting. When the sphere disipates for any reason enemies in range take <span class=\"highlight_tech\">{s:BurstDamage}</span> damage."
		//"DamageAbsorb_Label"			"Damage Absorbed"
		//"HitsToRelease_Label"			"Hits to Release"


		//"modifier_slork_invis"		"Invisible"
		//"modifier_slork_ambush"		"Ambush Damage"
		//"modifier_slork_visible"	"Can't hide"
		//"modifier_slork_lastbreath"	"Last Breath"
		//"modifier_slork_lastbreath_damage_amp" "Baited"

		//-----------------------------------------------------------------------------
		// Kali
		//-----------------------------------------------------------------------------
		//"citadel_ability_kali_spinning_blade"			"Occilioblade"
		//"citadel_ability_kali_spinning_blade_quip"		"Launch a boomerang that flies back"
		//"citadel_ability_kali_spinning_blade_desc"		"Throw a spinning blade that <span class=\"highlight\">deals damage</span> and <span class=\"highlight\">returns</span> to you."
		//"citadel_ability_kali_spinning_blade_t1_desc"		"<span class=\"highlight\">{s:SlowPercent}% slow</span> for <span class=\"highlight\">{s:SlowDuration}s</span> on enemies hit"
		//"citadel_ability_kali_spinning_blade_t2_desc"		"<span class=\"highlight\">+{s:Damage} Damage</span> and Occilioblade gains <span class=\"highlight\">+100% more damage</span> from spirit"
		//"citadel_ability_kali_spinning_blade_t3_desc"		"<span class=\"highlight\">{s:CooldownReductionOnHit}s Cooldown</span> for each enemy hit by Occilioblade"

		//"CooldownReductionOnCatch_label"				"Cooldown on Catch"
		//"CooldownReductionOnCatch_postfix"				"s"
		"CooldownReductionOnHit_label"					"击中时减少的冷却时间"
		"CooldownReductionOnHit_postfix"					"s"

		//"ability_kali_dust_storm"							"Dust Storm"
		//"ability_kali_dust_storm_quip"						"Send out a tornado that slows enemies"
		//"ability_kali_dust_storm_desc"						"Send out a tornado that <span class=\"highlight\">damages enemies</span> it touches, as well as applying a lingering <span class=\"highlight\">movement and fire rate slow</span>."
		//"EnemyBulletDamageReduction_label"					"Enemy Weapon Damage"
		"EnemyBulletDamageReduction_postfix"					"%"
		//"modifier_dust_storm_debuff"						"Slow Firerate & Movement"
		//"ability_kali_dust_storm_t3_desc"					"<span class=\"highlight\">{s:AbilityCooldown} Cooldown</span> and <span class=\"highlight\">+{s:AbilityDuration}s Duration</span>"

		//"citadel_ability_kali_disruptive_charge"		"Pack Hunter"
		//"citadel_ability_kali_disruptive_charge_quip"	"You and nearby allies move much faster"
		//"citadel_ability_kali_disruptive_charge_desc"	"Provides a <span class=\"highlight\">large speed bonus</span> to you and nearby allies. The speed bonus decays over time."
		//"citadel_ability_kali_disruptive_charge_t2_desc"  "<span class=\"highlight\">{s:LifestealPercent}% Damage Lifesteal</span> for the duration of Pack Hunter"

		//"modifier_citadel_disruptive_charge"				"Pack Hunter"
		//"MoveSpeedBonusPercentStart_label"				"Speed Bonus"
		"MoveSpeedBonusPercentStart_prefix"				"+"
		"MoveSpeedBonusPercentStart_postfix"				"%"

		//"ability_kali_tornado_blade"			"Whirling Blade"
		//"ability_kali_tornado_blade_desc"		"Throw a blade that deals damage to everything around it.  <span class=\"highlight\">Press the skill's Ability key</span> to <span class=\"highlight\">stop</span> Whirling Blade in place and to <span class=\"highlight\">expand its size</span>.  Deals additional damage on expansion."

		//"ability_kali_trappers_bolo"			"Trapper's Delight"
		//"ability_kali_trappers_bolo_quip"		"Immobilize nearby enemies"
		//"ability_kali_trappers_bolo_desc"		"Throw a bolo that bounces between enemy heroes before returning to you. Victims will <span class=\"highlight\">slow down over {s:DebuffDelay}s</span> and then become <span class=\"highlight\">immobilized for {s:ImmobilizeDuration}s</span>. Bounces once per hero."
		//"ability_kali_trappers_bolo_t1_desc"	"Enemies hit by the bolo give <span class=\"highlight\">{s:ReverseLifeLeech}% Lifesteal</span> for <span class=\"highlight\">{s:ReverseLifeLeechDuration}s</span>"
		//"ability_kali_trappers_bolo_t3_desc"	"<span class=\"highlight\">Stun</span> enemies that are immobilized"
		//"BoloBounceCount_label"					"Max Bounces"

		//"BoloProcDamage_label"					"Damage on Immobilize"
		//"BoloHitDamage_label"						"Damage on Hit"

		//"modifier_citadel_bolo"					"Immobilizing..."
		"modifier_bolo_immobilized"				"被定身"
		//"modifier_bolo_leech"					"Leeching..."

		//-----------------------------------------------------------------------------
		// Hero Demoman
		//-----------------------------------------------------------------------------
		//"mortar_sentry_grenade"			"Mortar Sentry Grenade"

		//"ability_explosive_trap"		"Remote Bomb"
		//"ability_explosive_trap_desc"	"A bomb that launches everything it hits <span class=\"highlight\">up in the air</span>. Manually detonate by pressing <span class=\"highlight\">[1]</span> after arming.  Useful for <span class=\"highlight\">mobility</span>."
		//"ability_explosive_trap_t1_desc"		"ArmTime decreased by <span class=\"highlight\">{s:ArmTime}</span> and Blast Force <span class=\"highlight\">+{s:Force}</span>"
		//"ability_explosive_trap_t3_desc"		"Bomb throw range <span class=\"highlight\">+{s:ProjectileSpeedBonus}%</span> and damage <span class=\"highlight\">+{s:Damage}</span>"
		//"Force_label"								"Blast Force"

		//"citadel_ability_mortarsentry"					"Mortar Sentry"
		//"citadel_ability_mortarsentry_desc"				"Deploy a Sentry infront of {s:hero_name} that periodically launches mortars at enemies in the <span class=\"highlight\">target area</span>.  Deals reduced damage to boss types"
		//"citadel_ability_mortarsentry_t1_desc"	"Sentry health <span class=\"highlight\">+{s:Health}Hp </span> and Sentry Lifetime <span class=\"highlight\">+{s:TurretLifetime}s</span>"
		//"citadel_ability_mortarsentry_t2_desc"	"Ability charges <span class=\"highlight\">+{s:AbilityCharges}s</span> and search radius <span class=\"highlight\">+{s:SearchRadius}m</span>"
		//"citadel_ability_mortarsentry_t3_desc"	"Bombs per volley <span class=\"highlight\">+{s:GrenadesPerVolley}</span>"

		//"ability_mirv_grenade_buff"						"Mad Bomber"
		//"ability_mirv_grenade_buff_desc"				"Tempoarily turns {s:hero_name}'s primary weapon attack to explode in to a cluster of bombs."
		//"ability_mirv_grenade_buff_t1"			"Mad Bomber"
		//"ability_mirv_grenade_buff_t1_desc"		"Adds +{s:Grenades} bomb per cluster and +{s:AbilityDuration}s duration"
		//"ability_mirv_grenade_buff_t2"			"Potency"
		//"ability_mirv_grenade_buff_t2_desc"		"+{s:BlastDamage} damage per grenade and +{s:AbilityDuration}s duration"
		//"ability_mirv_grenade_buff_t3"			"Carpet Bombing"
		//"ability_mirv_grenade_buff_t3_desc"		"Infinite Shots while Mad Bomber is active"

		//"ability_carpetbomb_drone"						"Street Cleaner"
		//"ability_carpetbomb_drone_desc"					"Summon a drone that drops bombs as it flies.  The Drone moves towards the <span class=\"highlight\">aimed direction</span>.  Drone explodes in to a cluster of bombs when it expires"
		//"ability_carpetbomb_drone_t1_desc"		"Drone Life Time <span class=\"highlight\">+{s:DroneLifeTime}s</span>"
		//"ability_carpetbomb_drone_t2_desc"		"Ability Cooldown <span class=\"highlight\">{s:AbilityCooldown}s</span> and Drone Health <span class=\"highlight\">+{s:DroneHealth}</span>"
		//"ability_carpetbomb_drone_t3_desc"		"Bomb drop interval <span class=\"highlight\">{s:AttackRate}s</span> and Drone speed <span class=\"highlight\">+{s:DroneSpeed}</span>"

		//"modifier_consumed_armor_buff"		"Spirit and Bullet Armor"
		//"modifier_mirv_grenades"			"Mad Bomber"

		//-----------------------------------------------------------------------------

		//-----------------------------------------------------------------------------
		// Hero Hijack
		//-----------------------------------------------------------------------------

		//"citadel_ability_hijack_stacking_weapon_jammer"			"Weapon Jammer"
		//"citadel_ability_hijack_stacking_weapon_jammer_desc"	"Your bullets charge up a <span class=\"highlight\">Weapon Jammer</span> on enemy heroes that will give them a <span class=\"highlight\">percent chance to misfire</span> (bullet does not fire and they damage themselves)."
		//"citadel_modifier_passive_hijack_stacking_weapon_jammer"		"Gun Jammed"
		//"citadel_ability_surveillance_drone"				"Deploy Combat Drone"
		//"citadel_ability_surveillance_drone_desc"				"Deploys a fragile Combat Drone which has unique abilities."
		//"modifier_citadel_surveillance_drone_alive"			"Combat Drone Active"

		//"citadel_hijack_drone_extra_abilities"						"Combat Drone Abilities"
		//"citadel_ability_surveillance_drone_player_camera"			"Player Camera"
		//"citadel_ability_surveillance_drone_player_camera_desc"		"Switches Camera from Drone to Player"
		//"citadel_ability_drone_detecting_enemies"					"Drone Infrared Camera"
		//"citadel_ability_drone_detecting_enemies_desc"				"Outlines all enemy players (including hidden enemies) infront of where the drone is currently looking at."
		//"citadel_ability_surveillance_drone_camera"					"Drone Camera"
		//"citadel_ability_surveillance_drone_camera_desc"			"Switches Camera from Player to Drone"
		//"citadel_ability_drone_teleport"							"Drone Teleport"
		//"citadel_ability_drone_teleport_desc"						"Instant Cast: teleports Hijack below the drone after the cast delay."
		//"citadel_ability_surveillance_drone_crash"					"Drone Crash"
		//"citadel_ability_surveillance_drone_crash_desc"				"Crashes Drone into ground dealing AOE damage"
		//"citadel_ability_hijack_mind_control"						"Hack Enemy Units"
		//"citadel_ability_hijack_mind_control_desc"					"Changes the team of enemy NPC's in an area and gives them extra health and bonus weapon damage. {s:hero_name} and nearby allies gain half the gold bounty for each hacked unit."
		//"ability_hijack_richochet_projectile"						"Ricochet Dagger"
		//"ability_hijack_richochet_projectile_desc"					"Throws a dagger which bounces off walls and launches towards nearby enemies. Pierces and deals damage to any enemy units it hits. Damage increases after first bounce off wall."
		//"citadel_modifier_passive_hijack_weapon_jammer_buildup"					"Weapon Jammer"
		//"citadel_modifier_passive_hijack_weapon_jammer_buildup_desc"			"Weapon Jammer Building"
		//"modifier_citadel_hijack_weapon_jammer_proc"							"Weapon Jammed"
		//"modifier_citadel_hijack_weapon_jammer_proc_desc"						"Weapon has been Jammed"
		//"modifier_citadel_drone_spotted_enemy"									"Visible to Enemy"
		//"modifier_citadel_drone_spotted_enemy_desc"								"The enemy can see your position"
		//"citadel_ability_surveillance_drone_t2_desc"		"+<span class=\"highlight\">{s:CrashImpactRadius}</span> crash impact radius, +<span class=\"highlight\">{s:DroneCrashDamage}</span> drone crash damage"

		//"ExtraDamagePerBounce_label"						"Extra Damage per bounce"
		//"MindControlHealthBonus_label"					"Extra Health given to units"
		//"MisfireBuildupPercentPerShot_label"			"Buildup Percent Per Shot"
		//"CrashImpactRadius_label"						"Crash Damage Radius"
		//"DroneCrashDamage_label"						"Drone Crash Damage"
		//"DroneSpeed_label"							"Drone Speed"

		//"MaxUnitsMindControl_label"						"Max Units"
		//"PreBounceDamage_label"							"Pre-Bounce Damage"
		//"PostBounceDamage_label"						"Post-Bounce Damage"

		//"MisfireProcChance_label"						"Percent Chance enemy Misfires"
		//"UnitBonusDamagePercent_label"					"Damage increase percent"
		//"ability_hijack_richochet_projectile_t3_desc"	"<span class=\"highlight\">+{s:PreBounceDamage}</span> Pre-Bounce Damage. <span class=\"highlight\">+{s:PostBounceDamage}</span> Post-Bounce Damage."
		//"citadel_ability_hijack_mind_control_t1_desc"	"Hacked units deal an extra <span class=\"highlight\">{s:UnitBonusDamagePercent}</span>% damage"
		//"citadel_ability_hijack_mind_control_t3_2_desc"	"Hacked units deal an extra <span class=\"highlight\">{s:UnitBonusDamagePercent}</span>% damage"

		//"citadel_ability_drone_detecting_enemies_t3"		"Drone Infrared Camera"
		//"citadel_ability_drone_detecting_enemies_t3_desc"	"Enable Drone infrared Camera"

		//-----------------------------------------------------------------------------

		//-----------------------------------------------------------------------------

		//-----------------------------------------------------------------------------
		// Mecha Guy
		//-----------------------------------------------------------------------------

		//"citadel_ability_mechaguy_echo"						"Echo"
		//"citadel_ability_mechaguy_echo_desc"			"Afflicts a target with Echo. When the target takes damage, nearby enemies are slowed by <span class=\"highlight\">{s:SlowPercent}%</span> for <span class=\"highlight\">{s:SlowDuration}s</span>"
		//"citadel_ability_mechaguy_echo_t2_desc"			"Damage increases Echo duration by <span class=\"highlight\">{s:RefreshAmount}s</span>"
		//"citadel_ability_mechaguy_echo_t3_desc"			"Echo spreads to nearby enemies"

		"modifier_citadel_mechaguy_echo_slow"			"被减速"
		//"modifier_citadel_mechaguy_echo"				"Echo"


		//"citadel_ability_mechaguy_retaliate"			"Retaliate"
		//"citadel_ability_mechaguy_retaliate_desc"			"Charges a projectile for {s:AbilityDuration}s. Deals {s:Damage} + {s:DamageMultiplier}x damage taken while charging"

		//"citadel_ability_mechaguy_retaliate_t1_desc"			"Projectile gains {s:Radius}m explosion radius"
		//"citadel_ability_mechaguy_retaliate_t2_desc"			"+{s:DamageMultiplier}x damage multiplier"
		//"citadel_ability_mechaguy_retaliate_t3_desc"			"Heals for {s:HealPercent}% damage taken"

		//"modifier_citadel_mechaguy_retaliate"			"Retaliate"

		//"citadel_ability_mechaguy_double_edge"			"Double Edge"
		//"citadel_ability_mechaguy_double_edge_desc"			"Deals {s:Damage} damage to both you and your target"

		//"citadel_ability_mechaguy_double_edge_t2_desc"			"Deals {s:DamageHealthPercent}% of your health as additional damage"
		//"citadel_ability_mechaguy_double_edge_t3_desc"			"+{s:AbilityUnitTargetLimit} targets"

		//"citadel_ability_mechaguy_defense_field"		"Reactive Armor"
		//"citadel_ability_mechaguy_defense_field_desc"		"Fires defensive rockets at attackers, and build regeneration for every {s:RegenThreshold} damage taken"
		//"modifier_mechaguy_defense_field_aura_thinker"	"Reactive Armor"

		//"citadel_ability_mechaguy_defense_field_t2_desc"		"+{s:RegenPercent}% health recovery "







		//-----------------------------------------------------------------------------


		//-----------------------------------------------------------------------------
		// Duo
		//-----------------------------------------------------------------------------

		//"citadel_ability_duo_summon_drone"		"Summon"
		//"citadel_ability_duo_summon_drone_desc"	"Summons your drone."

		//"citadel_ability_duo_summon_drone_t1_desc"	"Drone also gets player items"
		//"citadel_ability_duo_summon_drone_t2_desc"	"Fire a barrage of rockets while in sentry mode"
		//"citadel_ability_duo_summon_drone_t3_desc"	"Immobilize targets in place in attack mode"

		//
		//"citadel_ability_duo_energy_link"		"Energy Link"
		//"citadel_ability_duo_energy_link_desc"		"A short range tether which heals your drone. Breaks if you walk out of range.<br><br>If targeting an enemy, deals damage instead."
		//"modifier_citadel_duo_energy_link"		"Energy Link"
		//"modifier_citadel_duo_energy_link_duration"	"Energy Link"


		//"citadel_ability_duo_energy_link_t2_desc"	"<span class=\"highlight\">+{s:ExternalBonusHealthRegen}</span> Regen<br><span class=\"highlight\">+{s:DPS}</span> DPS"
		//"citadel_ability_duo_energy_link_t3_desc"	"Applies damage and healing effects within {s:ZapDistance}m of target"

		//
		//"citadel_ability_duo_fusion_scalpel"	"Fusion Scalpel"
		//"citadel_ability_duo_fusion_scalpel_desc"	"Forms a link between you and your drone, dealing damage to enemies which touch it"

		//"modifier_citadel_duo_fusion_scalpel_target"	"Fusion Scalpel"

		//"citadel_ability_duo_fusion_scalpel_t2_desc"	"Slows enemies by <span class=\"highlight\">{s:SlowPercent}%</span> for {s:DebuffDuration}s"
		//"citadel_ability_duo_fusion_scalpel_t3_desc"	"Link with up to <span class=\"highlight\">{s:MaxAllyLinks}</span> nearby allies"

		//
		//"citadel_ability_duo_arc_cannon"		"Arc Cannon"
		//"citadel_ability_duo_arc_cannon_desc"		"Duo's drone sweeps its laser <span class=\"highlight\">{s:SweepCount} times</span> from the sky, dealing damage to anyone caught in its path."

		//"citadel_ability_duo_arc_cannon_t1_desc"		"Burns ground, dealing <span class=\"highlight\">{s:BurnDPS} dps</span> for <span class=\"highlight\">{s:BurnDuration}s</span>"
		//"citadel_ability_duo_arc_cannon_t3_desc"		"<span class=\"highlight\">+{s:SweepCount}</span> sweeps<br><span class=\"highlight\">{s:SweepInterval}s</span> between laser sweeps"


		//"citadel_modifier_duo_arc_cannon"		"Arc Cannon"

		//"citadel_ability_duo_grenade"					"Grenade"
		//"citadel_ability_duo_grenade_desc"			"Throw a grenade that explodes after {s:ArmingDuration}s"
		//"citadel_ability_duo_grenade_t3_desc"				"<span class=\"highlight\">+{s:AbilityCharges}</span> charges and Charge Delay <span class=\"highlight\">{s:AbilityCooldownBetweenCharge}s</span>"

		// Drone orders
		//"citadel_duo_drone_extra_abilities"		"Combat Drone Abilities"

		//"citadel_ability_duo_order"				"Order"
		//"citadel_ability_duo_order_attack"		"Attack"
		//"citadel_ability_duo_order_attack_desc"	"Orders your drone to attack a specific target. It will chase the target as needed to shoot the target"
		//"citadel_ability_duo_order_sentry"		"Sentry"
		//"citadel_ability_duo_order_sentry_desc"	"Orders your drone to guard an area. It will automatically attack any nearby threats"
		//"citadel_ability_duo_order_follow"		"Follow"
		//"citadel_ability_duo_order_follow_desc"	"Orders your drone to follow you. It will automatically attack anyone who shoots you, or anyone you shoot."
		//"citadel_ability_duo_order_cancel"		"Cancel"


		// UI
		//"modifier_duo_drone_health"				"Drone"

		// Drone
		//"citadel_modifier_duo_drone_tracker"				"Drone"

		//-----------------------------------------------------------------------------

		//-----------------------------------------------------------------------------
		// Yamato
		//-----------------------------------------------------------------------------
		"citadel_ability_power_slash"		"剑客无情"
		"citadel_ability_power_slash_quip"	"为攻击充能,充满后对敌人造成巨大伤害"
		"citadel_ability_power_slash_desc"	"在 {s:AbilityCastDelay} 秒时间里蓄积杀伤力,之后使出<span class=\"highlight\">杀伤力满值的剑术攻击</span>。<br>按 {s:in_ability1} 或 {s:iv_attack} 可提前释放攻击,但造成的伤害会减少。"
		"power_slash_debuff"				"剑客无情"
		"SlashLength_label"					"攻击范围"
		//"SlashWideRadius_label"				"Power Stance Slash Radius"
		"SlashWideRadius_postfix"			"m"
		"SlashLength_postfix"				"m"
		//"RecoveryDuration_label"			"Recovery Time"
		//"RecoveryDuration_prefix"			""
		"RecoveryDuration_postfix"			"s"
		//"StanceWeaponRangeScale_label"		"Weapon Range"
		"StanceWeaponRangeScale_postfix"	"%"
		//"DamageMinDisplay_label"			"Min Damage"
		//"DamageMaxDisplay_label"			"Max Damage"
		//"ShortChargeDamagePct_label"			"Short Charge Dmg"
		"ShortChargeDamagePct_postfix"			"%"
		//"MediumChargeDamagePct_label"			"Medium Charge Dmg"
		"MediumChargeDamagePct_postfix"			"%"
		"FullChargeDamage_label"				"完全充能伤害"
		"citadel_ability_power_slash_t1_desc"	"在施法时获得 <span class=\"highlight\">+{s:BulletResist} 子弹抗性</span>"
		"citadel_ability_power_slash_t2_desc"	"施加 <span class=\"highlight\">{s:SlowPercent}% 移动减速</span>效果,持续 <span class=\"highlight\">{s:SlowDuration}s</span>"
		//"StaminaToRemove_label"				"Stamina Drain"

		"citadel_ability_flying_strike"			"飞跃进击"
		"citadel_ability_flying_strike_quip"	"飞向瞄准的敌人"
		"citadel_ability_flying_strike_desc"	"掷出抓钩,<span class=\"highlight\">将自已拉向敌人</span>,落地时<0>给目标造成伤害并令其减速</0>。"
		"citadel_ability_flying_strike/slow" "飞跃进击减速效果"
		//"citadel_ability_flying_strike/weapon_buff" "+Weapon Damage"
		"citadel_ability_flying_strike_t3_desc" "在击中目标后,<span class=\"highlight\">+{s:WeaponDamageBonus}</span> 武器伤害,持续 <span class=\"highlight\">{s:WeaponPowerIncreaseDuration}s</span>。"
		"yamato_flying_strike_t3_header"			"到达目标位置后:"

		"citadel_ability_infinity_slash"		"暗影变身术"
		"citadel_ability_infinity_slash_quip"	"变得无敌且更为强大"
		"citadel_ability_infinity_slash_desc"	"与大和的暗魂融为一体。在经过一开始的<span class=\"highlight\">无敌</span>蜕变后,你的<span class=\"highlight\">技能得到刷新,速度提升 60%</span>,武器拥有<span class=\"highlight\">无限弹药</span>,你还会获得<span class=\"highlight\">伤害抗性</span>,且<span class=\"highlight\">不受负面状态效果影响</span>。在此模式中你有不死之身。"
		//"citadel_ability_infinity_slash_buff_header" "Per Hero Hit"	
		"ShadowDuration_label"					"爆炸延迟"
		"ShadowDuration_postfix"				"s"
		//"PrepareTime_label"						"Prepare Time"
		"PrepareTime_postfix"					"s"
		"AbilitySpeedPct_label"					"技能冷却速度"
		"AbilitySpeedPct_prefix"				"+"
		"AbilitySpeedPct_postfix"				"%"

		"citadel_ability_infinity_slash/timer"	"隐藏形态"

		"citadel_ability_healing_slash"			"飞血狂刃"
		"citadel_ability_healing_slash_quip"	"伤害附近的敌人,击中敌人可以治疗自己"
		"citadel_ability_healing_slash_desc"	"砍杀面前的敌人,<span class=\"highlight\">对其造成伤害并降低其射速</span>。击中敌方英雄可获得<span class=\"highlight\">治疗</span>。"
		"citadel_ability_healing_slash/debuff"	"飞血狂刃"
		"HealMaxHealth_label"					"击中英雄时获得的治疗"
		"HealMaxHealth_postfix"					"% 最大生命值"
		"HealFixedHealth_label"					"击中英雄时获得的治疗"

		//-----------------------------------------------------------------------------

		//-----------------------------------------------------------------------------
		// Ballista
		//-----------------------------------------------------------------------------

		//"citadel_ability_ballista_shell_shotgun"	"Flak Cannon"
		//"citadel_ability_ballista_shell_shotgun_desc"	"Ballista wields a massive flak cannon, dealing damage and knocking back enemies in front of her.<br><br>Deals weapon damage"
		//"citadel_ability_ballista_shell_shotgun_t3_desc"	"Hitting <span class=\"highlight\">{s:TargetsToAddCharge}+</span> targets refunds charge"

		//"citadel_ability_ballista_bullet_storm"			"Bullet Storm"
		//"citadel_ability_ballista_bullet_storm_desc"			"Fires a shell into the air which explodes into a rain of shrapnel. Deals damage over time and slows."

		//"citadel_ability_ballista_bullet_storm/modifier_ballista_bullet_storm_aura/modifier_ballista_bullet_storm_debuff"		"Bullet Storm"

		//"citadel_ability_ballista_ammo_pack"			"Belt Feed"
		//"citadel_ability_ballista_ammo_pack_desc"			"Equips an ammo backpack, allowing rapid fire of heavy ballistic shells. Slows the user somewhat.<br><br>This can be cancelled by toggling off. Remaining shells will be lost."

		//"citadel_ability_ballista_ammo_pack_t1_desc"			"<span class=\"highlight\">+{s:ClipSize}</span> shells"

		//"modifier_citadel_ballista_ammo_pack_pickup_timer"		"Picking up ammo pack..."

		//"ability_teammate_armor_buff"					"Protective Shell"
		//"ability_teammate_armor_buff_desc"				"Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself."
		//"ability_teammate_armor_buff_t1_desc"	"Add movement speed bonus effect <span class=\"highlight\">+{s:SpeedBonus}m/s</span>"
		//"ability_teammate_armor_buff_t2_desc"	"Adds health regen effect <span class=\"highlight\">+{s:HealthRegenBonus}</span>"
		//"ability_teammate_armor_buff_t3_desc"	"Bullet Shield <span class=\"highlight\">+{s:BulletShieldHealth}</span> and Spirit Shield <span class=\"highlight\">+{s:TechShieldHealth}</span>"
		//"SpeedBonus_label"						"Movement Speed Bonus"
		"SpeedBonus_postfix"					"m/s"

		//"ability_teammate_armor_buff/modifier_consumed_armor_buff"	"Protective Shell"

		//"citadel_ability_ballista_mine_field"		"Mine Field"
		//"citadel_ability_ballista_mine_field_desc"		"Places a clister of proximity mines around the target area. Mines deal damage and slow their victims"
		//"citadel_ability_ballista_mine_field_t2_desc"		"<span class=\"highlight\">+{s:NumMines}</span> mines"

		//"citadel_ability_ballista_fusion_bomb"		"Fusion Bomb"
		//"citadel_ability_ballista_fusion_bomb_desc"		"Plants a fused bomb that deals light damage every second, until it explodes after {s:Fuse}."
		//"Fuse_label"							"Fuse length"
		"Fuse_postfix"						"s"
		//"TickDamage_label"					"Damage per bomb tick"
		//"BombDamagePercent_label"			"Target max health as damage"
		"BombDamagePercent_postfix"			"%"
		"MoveSpeedSlowPercent_label"		"移动减速"
		"MoveSpeedSlowPercent_postfix"		"%"

		"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_slow"	"减速"
		//"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_plant"	"Planting bomb..."
		//"citadel_ability_ballista_fusion_bomb/modifier_ballista_fusion_bomb_warning_aura/modifier_ballista_fusion_bomb_warning_target"	"Take cover!"

		//-----------------------------------------------------------------------------
		// Viscous
		//-----------------------------------------------------------------------------
		"viscous_goo_grenade"							"爆汁魔球"
		"viscous_goo_grenade_desc"						"投掷出一个黏液球,能<span class=\"highlight\">造成伤害</span>并在地上留下一团团黏液污渍,对踏入污渍范围的敌人施加<span class=\"highlight\">移动减速</span>效果。"
		"viscous_goo_grenade_bounce_desc"				"连续攻击同一敌人伤害会减少。"
		"viscous_goo_grenade_quip"						"伤害敌人并污染环境"
		"viscous_goo_grenade_puddle_desc"				"黏液污渍会留在地上,并对踏入其范围的敌人施加<span class=\"highlight\">移动减速</span>效果。"
		"viscous_goo_grenade/modifier_viscous_goo_grenade_debuff"		"被减速"
		"viscous_goo_grenade_t2_desc"					"+{s:Damage} 伤害并 +{s:Radius}m 半径"
		"viscous_goo_grenade_t3_desc"					"弹跳 {s:MaxBounces} 次"
		"MaxBounces_label""弹跳次数"
		"PuddleRadius_label"							"黏液污渍半径"
		"PuddleRadius_postfix"							"m"
		"PuddleDuration_label"							"黏液污渍持续时间"
		"PuddleDuration_postfix"						"s"

		"viscous_restorative_goo"						"复原立方"
		"viscous_restorative_goo_desc"					"将目标包裹在具有修复力量的黏液立方之中,<span class=\"highlight\">清除减益效果,抵御伤害,并增加生命值恢复</span>。目标在立方体中时<span class=\"highlight\">无法采取任何新行动</span>。可用于自身。按下<span class=\"highlight\">{s:in_mantle}</span>提前脱离立方体。"
		"viscous_restorative_goo_quip"					"立方体是安全庇护所"
		"viscous_restorative_goo_t1_desc"				"增加移动速度和耐力恢复"
		"viscous_restorative_goo_buff_desc"				"脱离立方体后,目标在短时间内拥有更高的<span class=\"highlight\">移动速度和耐力恢复率</span>。"
		"PostCubeBuffDuration_label"					"增益持续时间"
		"PostCubeBuffDuration_postfix"					"s"
		"modifier_restorative_goo"						"复原立方"
		//"viscous_restorative_goo/modifier_restorative_goo/breakoutProgress"		"Breaking out"

		//"viscous_goo_puddle"							"Goo Form"
		//"viscous_goo_puddle_desc"						"Turn yourself into a puddle of goo, becoming <span class=\"highlight\">immune to harm</span> and <span class=\"highlight\">dealing damage to nearby enemies</span>."
		//"viscous_goo_puddle_t3_desc"					"[Not Yet Implemented]"

		"viscous_goo_bowling_ball"						"浓浆滚滚"
		"viscous_goo_bowling_ball_desc"					"化为一个巨型黏液球,在撞到敌人时可<span class=\"highlight\">造成伤害</span>并<span class=\"highlight\">使其眩晕</span>。黏液球还提供很高的<span class=\"highlight\">子弹</span>和<span class=\"highlight\">元灵</span>抗性,能从墙上反弹,并可进行<span class=\"highlight\">二段跳</span>。"
		"viscous_goo_bowling_ball_quip"					"滚来滚去,天翻地覆"
		"viscous_goo_bowling_ball_t3_desc"				"滚动时可施展技能并使用物品"

		"viscous_telepunch""绿水神拳"
		"viscous_telepunch_desc"						"在环境中变出一个拳头,<span class=\"highlight\">锤击</span>区域内的单位并令其飞向空中。将会对敌人<span class=\"highlight\">造成伤害</span>,在短时间内减少其冲刺距离,并使其<span class=\"highlight\">移动速度降低</span>。此技能被视为<span class=\"highlight\">轻度近战攻击</span>。"
		"viscous_telepunch_quip"						"用硕大的拳头把敌人打飞"
		"viscous_telepunch_t2_desc"						"+{s:Damage} 伤害并 +{s:SlowPercent}% 移动减速"
		"ImpactDuration_label"							"减速持续时间"
		"ImpactDuration_postfix"						"s"
		//"BonusDamageAmp_label"							"Increased Damage"
		"BonusDamageAmp_postfix"						"%"

		"viscous_gootapult""溅射炮"
		//"viscous_gootapult_desc"						"Charge up and launch yourself, dealing damage and leaving a slowing area on impact."

		//"GooSlowPercent_label"							"Puddle Slow Percent"
		"GooSlowPercent_postfix"						" %"
		"GooDuration_label""黏液污渍持续时间"
		"GooDuration_postfix"							"s"
		//"citadel_ability_viscous_ball_boost"			"Slam Ball"
		"RollingTime_label"								"滚动时间"
		"RollingTime_postfix"							"s"
		"CubeHealth_label"								"立方生命值"
		//"viscous_gootapult_hint"						"Launch!"
		//-----------------------------------------------------------------------------
		// Hero Sky Monk
		//-----------------------------------------------------------------------------
		//"hero_skymonk_role"			"Initiation"
		//"hero_skymonk_strengths"		"Crafty"

		//"skymonk_sky_duel"						"Sky Duel"
		//"ability_flying_nimbus"					"Flying Nimbus"
		//"skymonk_break_of_dawn"					"Break of Dawn"

		//"skymonk_pool_of_light"					"Pool of Light"
		//"modifier_pool_of_light_buff"				"Pool of Light"
		//"modifier_pool_of_light_debuff"			"Decreased Courage"

		//-----------------------------------------------------------------------------
		// Gunslinger
		//-----------------------------------------------------------------------------
		//"gunslinger_rapid_fire"				"Rapid Fire"
		//"gunslinger_rapid_fire_desc"		"Rapidly fire your guns at a target with perfect accuracy and 50% increased damage for {s:AbilityChannelTime}s.  Causes {s:hero_name} and the target to float if in the air."

		//"gunslinger_rocket_launcher"		"Rocket Launcher"
		//"gunslinger_rocket_launcher_desc"	"Equip a rocket launcher that fires explosive rockets.  Rocket blasts can launch enemies and {s:hero_name} into the air."

		//"gunslinger_tenacity"				"Tenacity"
		//"gunslinger_tenacity_desc"			"Gain {s:BulletLifestealPercent}% bullet life steal, increased by up to {s:LowHealthHealingScalePercent}% based on {s:hero_name}'s missing health."

		//"gunslinger_sleep_bomb"				"Sleep Bomb"
		//"gunslinger_sleep_bomb_desc"		"Throw out a sleep bomb that explodes on impact, creating an expanding cloud that sleeps enemies it touches."



		//-----------------------------------------------------------------------------
		// Spade
		//-----------------------------------------------------------------------------
		//"citadel_ability_spade_hat_trick"		"Hat Trick"
		//"citadel_ability_spade_hat_trick_desc"	"Spade throws her hat, striking enemies along its path. Deals additional damage with <span class=\"highlight\">successive hits</span><br><br>Restores all charges when cooldown completes."
		//"citadel_ability_spade_hat_trick_t1_desc"	"Reduce total cooldown by 1s per unit hit"
		//"citadel_ability_spade_hat_trick_t3_desc"	"Hero kills refill all charges"

		//"citadel_ability_spade_sleight_of_hand"	"Sleight of Hand"
		//"citadel_ability_spade_sleight_of_hand_desc"	"Stab a nearby enemy. If done from <span class=\"highlight\">behind</span>, heavily slows the target."
		//"StackDamage_label"					"Stack Damage"
				//"citadel_ability_spade_sleeve_toss"		"Sleeve toss"
		//"citadel_ability_spade_sleeve_toss_desc" "Spade pulls dove from her sleeve and throws it into the air. It will follow Spade's crosshair until detonation."
		"EffectDuration_label"					"减益持续时间"
		"EffectDuration_postfix"					"s"
		//"Projectiles_label"					" Projectiles"

		//"citadel_ability_spade_sleeve_toss/modifier_citadel_architect_lock_on"			"Movement deals damage!"
		//"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_sleeve_toss_card_draw"		"Sleeve Toss"
		//"DamagePerMeter_label" "Damage per meter"

		//"citadel_ability_spade_vanishing_act"	"Vanishing Act"
		//"citadel_ability_spade_vanishing_act_desc"	"Disappear from the world, becoming invisible and damage immune. The first action taken while under the effect gains <span class=\"highlight\">bonus damage</span>."
		//"citadel_ability_spade_vanishing_act_t3_desc"	"<span class=\"highlight\">+50%</span> bonus damage"

		//"citadel_ability_spade_puppeteer"		"Puppeteer"
		//"citadel_ability_spade_puppeteer_desc"	"Spade turns the target into a puppet, forcing them to <span class=\"highlight\">shoot nearby allies</span>. Control is reduced if no targets are in range.<br><br>Puppets take reduced damage while being controlled."

		//"citadel_ability_spade_draw"	"Draw"
		//"citadel_ability_spade_draw_desc"	"Spade draws a card from her deck. This card can be played, or used to add an effect to Sleeve Toss"
		//"citadel_ability_spade_draw_t2_desc"	"+100% card bonus"
		//"citadel_ability_spade_draw_t3_desc"	"Draw two cards"
		//"CardsDrawn_label"	"Cards Drawn"

		//"citadel_ability_spade_play"	"Play"
		//"citadel_ability_spade_play_desc"	"Plays your current card, gaining bonuses depending on which card is drawn.<br><br>BUG: Play your card to show upgrades in the shop"

		//"citadel_ability_spade_translocate"	"Smoke and Mirrors"
		//"citadel_ability_spade_translocate_desc"	"Spade marks an enemy hero's position. After a short duration, they will be returned to that spot."
		//"citadel_ability_spade_translocate_t3_desc"	"Disable armor after teleport"

		//"TeleportTime_label"	"Teleport Delay"
		"TeleportTime_postfix"	"s"

		//"citadel_ability_spade_translocate/modifier_citadel_spade_translocate"	"Returning..."

		//"citadel_ability_spade_misdirection"	"Shadow Box"
		//"citadel_ability_spade_misdirection_desc"	"Creates a barrier which deals damage when crossed."

		//"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection/modifier_spade_misdirection_aura"	"Misdirection zone"
		//"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection"	"Misdirection"

		// Modifiers

		//"citadel_ability_spade_vanishing_act/modifier_citadel_spade_vanishing_act"	"Vanished"
		//"citadel_ability_spade_puppeteer/modifier_citadel_spade_pupeteer_puppet"	"Puppeted"
		"citadel_ability_spade_sleight_of_hand/modifier_slow_base"					"减速"
		//"citadel_ability_spade_hat_trick/modifier_citadel_spade_hattrick_tracker"	"Damage Stacks"
		//"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_rupture"			"Bleeding, don't move!"

		//
		// Cards
		//
		//"citadel_ability_spade_draw/modifier_citadel_spade_card"	"Cards"

		// Buffs
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_cooldown"	"Reduced Cooldown"
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weapon"	"Increased Attack Speed"
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_speed"	"Increased Move Speed"
		"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_regen"	"恢复"
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_strength"	"Strength"
		"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker"	"铜墙铁壁"
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_kingofclubs"	"Sleeve Toss Immobilizes"
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_hattrickdisarm"	"Hat Trick Disarms"

		// Debuffs
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_emp"		"Abilities Disabled"
		"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_root"		"被定身"
		"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_disarmed"		"缴械"
		"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_dot"		"流血"
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weakness"		"Bullet Armor Reduced"
		//"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker_debuff"		"Glitched"

		//-----------------------------------------------------------------------------
		// Yakuza
		//-----------------------------------------------------------------------------
		//"yakuza_shakedown"			"Shakedown"
		//"yakuza_shakedown_target"			"Shakedown"
		//"yakuza_shakedown_target_desc"		"Send a drone to lock an area down, rooting and damaging enemies in the area. The link between your drones shares a portion of the damage you take with a random rooted enemy."
		//"yakuza_shakedown_target_t2_desc"	"Ignore Channel Slowdown"
		//"ShareDamagePercent_label"			"Increased Damage Share"
		"ShareDamagePercent_postfix"		"%"
		"AbilityChannelTimeDisplay_label"	"施法持续时间"
		"AbilityChannelTimeDisplay_postfix"	"s"


		//"yakuza_kobun"				"Hired Muscle"
		//"yakuza_kobun_desc"		"Summons a subordinate gangster to follow a friendly unit and attack enemies closest to that target.  Double tap to self cast."
		//"SummonHealth_label"	"Gangster Health"
		//"SummonDPS_label"		"Gangster DPS"
		//"SummonCount_label"		"Gangsters Summoned"
		//"SummonLifetime_label"	"Gangster Lifetime"
		"SummonLifetime_postfix"	"s"
		//"SummonCasterHealthPct_prefix" "Gangster Health"
		//"SummonCasterHealthPct_label" "to Gangster Health"
		//"SummonCasterHealthPct_postfix" "% of The Boss' health"

		//"yakuza_protection_racket"		"Protection Racket"
		//"yakuza_protection_racket_desc"	"Create a protective force shield to protect an ally and increase their crit damage. Purges negative effects on the target when cast."
		 
		//"yakuza_protection_racket_t1_desc" "-{s:WeaponRecoilReduction}% Weapon Recoil, -{s:MoveWhileShootingSpeedPenaltyReductionPercent}% move speed reduction when shooting."

		//"MoveWhileShootingSpeedPenaltyReductionPercent_label" "Movement speed penalty while shooting reduction"

		//"yakuza_setting_sun"		"Setting Sun"
		//"yakuza_setting_sun_desc"	"Call down a precision Gamma Ray blast from orbit, hitting all units in the radius at every height regardless of cover. Units near the center of the beam take more damage."
		//"CenterDamage_label"		"Damage at the center"
		//"OuterDamage_label"			"Damage at the edge"
		//"SecondHit_label"			"Double Strike a random hero in range."

		//-----------------------------------------------------------------------------
		// Hero Bomber
		//-----------------------------------------------------------------------------

		//"modifier_charged_bomb"	"Charged Bomb"


		//-----------------------------------------------------------------------------
		// END HERO ABILITIES
		//-----------------------------------------------------------------------------

		// Weapon names
		"citadel_gun_damage"						"武器伤害"
		//"citadel_weapon_combo_melee"				"Melee Combo"
	
		"citadel_weapon_hero_yamato_set"			"思兄之切"
		"citadel_weapon_hero_inferno_set"			"火辣言辞"
		"citadel_weapon_hero_gigawatt_set"			"冷酷盘算"
		"citadel_weapon_hero_hornet_set"			"边缘人的复仇"
		"citadel_weapon_hero_orion_set"				"眷念故人愁"
		"citadel_weapon_hero_ghost_set"				"盖斯特先生的礼物"
		
		"citadel_weapon_hero_atlas_set"				"水落石出"
		"citadel_weapon_hero_atlas_set_desc"		"一次装填一发子弹。可遭打断。"
		
		"citadel_weapon_hero_wraith_set"			"日进斗金"

		"citadel_weapon_hero_forge_set"				"使命达成"
		"citadel_weapon_hero_forge_set_desc"		"随着枪达到全速运转状态,射速也跟着升高"
		
		"citadel_weapon_hero_bebop_set"				"羞辱之教训之"
		"citadel_weapon_hero_bebop_set_desc"		"发射连续的激光束,没有子弹飞出"

		"citadel_weapon_hero_nano_set"				"甜蜜谎言"
		"citadel_weapon_hero_dynamo_set"			"科幻超能力"
		"citadel_weapon_hero_kelvin_set"			"征途终点"
		"citadel_weapon_hero_viscous_set"			"深海使节"
		"citadel_weapon_hero_haze_set"				"批判与补过"
		"citadel_weapon_hero_chrono_set"			"行业秘密"
		"citadel_weapon_hero_shiv_set"				"烂尾同花顺"		
		"citadel_weapon_hero_tengu_set"				"猫咪奶爸的美梦"
		"citadel_weapon_hero_krill_set"				"黄色金丝雀"
		"citadel_weapon_hero_lash_set"				"长索传奇"
		"citadel_weapon_hero_warden_set"			"自由的代价"
		"citadel_weapon_hero_mirage_set"			"一诺千金"
		"citadel_weapon_hero_synth_set"				"不羁真我"
		
		//"citadel_weapon_hero_duo_set"				"Duo Gun"
		//"citadel_weapon_hero_heavy_set"				"Heavy Gun"
		//"citadel_weapon_hero_akimbo_set"			"Akimbo Gun"
		//"citadel_weapon_hero_gunslinger_set"		"Gunslinger Gun"
		//"citadel_weapon_hero_yakuza_set"			"Yakuza Boss Gun"
		//"citadel_weapon_hero_phalanx_set"			"Phalanx Gun"
		//"citadel_weapon_hero_kali_set"				"Kali Gun"
		//"citadel_weapon_hero_revenant_set"			"Revenant Gun"
		//"citadel_weapon_hero_demoman_set"			"Demoman Gun"
		//"citadel_weapon_hero_hijack_set"			"Hijack Gun"
		//"citadel_weapon_hero_mechaguy_set"			"Mechaguy Gun"
		//"citadel_weapon_hero_zealot_set"			"Zealotry Gun"
		//"citadel_weapon_hero_ballista_set"			"Ballista Gun"
		//"citadel_weapon_hero_apocalypse_set"		"Apocalypse Gun"
		//"citadel_weapon_hero_clawdril_set"			"Clawdril Gun"
		//"citadel_weapon_hero_coldmetal_set"			"Cold Metal Gun"
		//"citadel_weapon_hero_spade_set"				"Spade Dice Launcher"
		//"citadel_weapon_hero_rutger_set"			"Rutger Gun"
		//"citadel_weapon_hero_tokamak_set"			"Curie-ous Times"
		//"citadel_weapon_hero_tempest_set"			"Tempest Gun"
		"citadel_weapon_hero_wrecker_set"			"爆破颂歌"
		
		// Melee names
		"ability_melee_ghost"	"近战"
		"citadel_ability_melee_bull"			"近战"
		"citadel_ability_melee_gigawatt"		"近战"
		"citadel_ability_melee_engineer"		"近战"
		"ability_melee_heavy"					"近战"
		"citadel_ability_melee_hornet"			"近战"
		"ability_melee_archer"					"近战"
		"citadel_ability_melee_chrono"			"近战"
		"ability_melee_inferno"					"近战"
		"citadel_ability_melee_wraith"			"近战"
		"citadel_ability_melee_sumo"			"近战"
		"ability_melee_kelvin"					"近战"
		"ability_melee_viscous"					"近战"
		"ability_melee_astro"					"近战"
		"ability_melee_haze"					"近战"
		"citadel_ability_melee_bebop"			"近战"
		"ability_melee_nano"					"近战"
		"citadel_ability_melee_shiv"			"近战"
		"citadel_ability_melee_tengu"			"近战"
		"ability_melee_digger"					"近战"
		"citadel_ability_melee_kali"			"近战"
		"citadel_ability_melee_revenant"		"近战"
		"citadel_ability_melee_phalanx"			"近战"
		"citadel_ability_melee_demoman"			"近战"
		"ability_melee_zealot"		"近战"
		"ability_melee_lash"			"近战"
		"citadel_ability_melee_warden"	"近战"
		"citadel_ability_melee_apocalypse"		"近战"
		"citadel_ability_melee_clawdril"		"近战"
		"citadel_ability_melee_coldmetal"		"近战"
		"citadel_ability_melee_ballista"		"近战"
		"citadel_ability_melee_spade"			"近战"
		"citadel_ability_melee_tokamak"			"近战"
		"ability_melee_yamato"					"近战"
		"ability_melee_wrecker"					"近战"

		"hero_atlas_role"				"冲向敌人,近场作战"
		//"hero_ballista_role"			"Shields up to drop the bomb"
		"hero_bebop_role"				"钩住敌人,连续放招,一举制胜"
		"hero_chrono_role"				"扭曲时空"
		"hero_dynamo_role"				"令敌军寸步难行"
		"hero_forge_role"				"用炮塔控制战斗局面"
		//"hero_heavy_role"				"Heavy Weapon Expert"
		"hero_ghost_role"				"牺牲自己的生命值,然后从敌人那里吸回来"
		"hero_gigawatt_role"			"成群地电死敌军"
		"hero_haze_role"				"神出鬼没,一顿狂射"
		"hero_hornet_role"				"狙击毫无防备的敌人"
		"hero_inferno_role"				"放火烧敌,坐看其烈焰缠身"
		"hero_kelvin_role"				"让敌人如履薄冰,举步维艰"
		"hero_lash_role"				"向下俯冲,狠踏地面,冲击伤敌"
		"hero_krill_role"				"在敌人脚下钻洞,来去自如"
		"hero_orion_role"				"使出高超的远距离射击术"
		"hero_shiv_role"				"让对手血流不止,再一举击杀之"
		"hero_viscous_role"				"恣意翻滚,刀枪不入"
		"hero_warden_role"				"削弱敌人,追逐擒拿之"
		"hero_wraith_role"				"将孤立无援的目标一举歼灭"
		"hero_yamato_role"				"以精巧的手法祭出充能攻击"
		"hero_tengu_role"				"和一名幸运的队友组成强力搭档"
		"hero_mirage_role"				"发出一阵阵子弹,同时闪避子弹"
		"hero_synth_role"				"潜入敌军后方,乱其阵脚"
"hero_atlas_playstyle"          "亚伯拉姆斯身形壮硕、稳如泰山,适合打头阵。他常常闯进敌人中央,看着他们四散奔逃。要是敌人在他身上浪费子弹,他后头的队友们就可以无所顾忌地大举杀敌。"
        //"hero_ballista_playstyle"       "You know what people hate?  Being knocked back by a shotgun.  You know what they hate even more?  Being knocked back into a mine field.  Do you know what they hate even more than that?  Being atomized by a fusion bomb.  Ballista turns the battlefield into an explosive Rube Goldberg device."
        "hero_bebop_playstyle"          "比波普能以多种方式串联起他的技能,从而打乱敌人位置、拯救队友、在短时间内连连伤敌。当战斗形势不要求精微的招数时,他巨大的激光炮仍能解决不少问题。"
		"hero_chrono_playstyle"         "操控时间的本领让悖论在一对一的战斗中快人一步。她通过换位大法让敌人置于脉冲手雷的攻击、时间墙的阻隔,或是队友的包围之下,并凭此制霸沙场。"
        "hero_dynamo_playstyle"         "奇能博士一边保持着自己和队友的生命力,一边等待着他出场的时刻。想要重塑一场团战的局面,最好的办法就是在队友的完美配合下使出奇点大招。"
        "hero_forge_playstyle"			"不管是设立歼击区域还是将敌军一分为二,精确地放置武器对于麦金尼斯而言至关重要。她能帮助队伍战斗下去,使他们一旦确立作战方位便固若金汤。"
        "hero_ghost_playstyle"          "牺牲自己的活力以给敌人致命打击是盖斯特夫人的力量源泉。在奄奄一息之时,她可以吸走敌人的生命,让自己回春。"
        "hero_gigawatt_playstyle"       "老七最善于在小规模对峙中伺机而动。时机对了他便如风暴一般卷入战斗,用倾泻如注的闪电击倒敌人。"
        "hero_haze_playstyle"           "当暗影专心对付一个目标时,她能在战斗中立于不败之地。她偏好于一边倒的交战,避免自己受伤,然后来到毫无防备的敌人面前,将其歼灭。"
        "hero_hornet_playstyle"         "复仇女巫行动自如,能够从容不迫地对付敌人。她会一点点地消灭她的猎物,让其慢慢流血而死。只要有复仇女巫在,受伤的敌人不管离她多远都应该担心被她干掉。"
        "hero_inferno_playstyle"        "炽焱有许多慢慢伤害对手的办法,他会先放火烧敌,然后猛然降临给上致命一击。由于他行动起来总是火速前进,因此敌人无法逃脱他的熊熊烈焰。"
        //"hero_kali_playstyle"           "Kali is positively lethal with his boomerang, however if he misses catching the blade on it's return path his effectiveness reduces dramatically."
        "hero_kelvin_playstyle"         "是轻松取胜还是仓皇落败,全看能不能及时治疗队友、适时分裂对手。凯尔文四处游走,拖慢敌人,让自己的队伍能够掌控局面、占据优势,从而做到以上这一点。"
        "hero_lash_playstyle"           "神鞭不给敌人留下多少喘息空间,他要么从远处飞来,向毫无戒心的敌人宣战,要么在这些敌人狼狈奔逃时穷追不舍。"
        "hero_krill_playstyle"			"隧底双煞在地下钻来钻去,几乎总能占得先机;一旦他们朝着敌人袭来,后果可是不堪设想的。"
        //"hero_nano_playstyle"           "(in flux) Like any good politician, Nano turns people against each other and lets them do her dirty work before swooping in and claiming credit for everything."
        "hero_orion_playstyle"    		"灰爪是精明的捕猎者,他既拥有致命的精准度,又善于布置陷阱,还懂得找准巧妙的位置,因此他能拿下最难对付的敌手。"
        "hero_shiv_playstyle"           "西弗对公平对抗没兴趣,这也是为什么他偏好先以速攻速撤的战术来削弱敌人,然后再埋头作战,大举杀敌。"
        //"hero_tempest_playstyle"        "Much like how a child has no idea how a TV works, no one knows exactly HOW Tempest kills you.  Was it a tesla coil?  You didn't see a tesla coil.  Either way, you're dead and Tempest is laughing."
        "hero_viscous_playstyle"        "魔液凭借巧妙的闪躲和对治疗技能恰到好处的使用,令对手愤恨不已。凭此他可以承受住敌人最猛烈的攻击。"
        "hero_warden_playstyle"         "守望者在前排打头阵,他冲入战斗之中,阻止敌人有效作战。但守望者眼里的英勇之举在其他人看来却是鲁莽草率。他要是一个不留神,就会发现自己陷入了水深火热的境地中。"
        "hero_wraith_playstyle"         "灵魅精于一对一作战。她让一个个目标落单,眨眼间将其消灭,还没有人来得及报仇雪恨她就已经通过传送之术而逃之夭夭。"
        "hero_yamato_playstyle"         "大和使用精准的攻击来消灭对手。然而,这种颇具杀伤力的打法常常使她容易遭受敌人反攻,因此她需要将每一次出击都用在刀刃上。"
        //"hero_spade_playstyle"          "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."
		//"hero_tokamak_playstyle"	"Shooting Tokamak's weapon builds heat which bleeds off whenever the gun isn't shooting. High heat levels can be used to increase the power of some abilities."
		//"hero_rutger_playstyle"		"Rocket Launcher gives him some rocket-jumping capabilities, Force Field allows him to close off movement options, Cheat Death lets him turn bad fights around, and a Pulse released in the middle of a teamfight can dictate the outcome."
		"hero_synth_playstyle"		"口袋身材轻佻,配有一把强大的霰弹枪。他能够短暂地躲进一个神秘的旅行箱中,并通过飞行斗篷进行远距离传送,以此逃离近在眼前的敌人。"
		//"hero_slork_playstyle"		"Slork's weapon poisons all it hits. Primary fire hits all in a cone, and aimed fire shoots a dart which crits when hitting a poisoned target."
		"hero_tengu_playstyle"		"青藤具有能够拖慢和眩晕敌人的干扰性作战招数。和一名队友强强联手能使她发挥最大的杀敌效率,让她和搭档的武器得到强化,还能让两人得到同步治疗。"

	
		//"hero_akimbo_lore"				"Though he was built by a lonely gunslinger, Akimbo was taught that he couldn't use a gun to solve all his problems.  This frustrated the robot outlaw immensely, but as time passed Akimbo realized that his human father was right.  A gun only solved about 75% of his problems.  To solve ALL his problems, he would need at least 2 guns." 
		"hero_astro_lore"				"有的人终其一生都梦想着能够搬去纽约。哈雷黛却不是这样的人。她满足地做着一名小镇警长,唯一一次动枪还是在县集市上表演射击。对于这样的职业生涯她乐在其中。接着谋杀案就发生了。\n\n作案手法可怖而残忍:受害者的胸腔被撕扯开,内脏好像被鸟琢过一样散乱一摊。哈雷黛追查到了凶手——一名四处游荡的民乐手,被媒体冠以“游吟杀手”的称号。但是当她与凶手对峙时,那人却砰然化作一团乌鸦飞走了。\n\n一晃 6 个月已过,虽然这座位于伊利诺伊州中部的小镇已不再被谋杀案所笼罩,但哈雷黛对案件的调查并没有停止。她相信游吟杀手正逃往纽约。等她抓到了凶手,她一定要亲手送那个王八蛋上西天。"
		"hero_atlas_lore"				"办事则雷利风行、处世则沉着冷静、喝酒则开怀痛饮,亚伯拉姆斯侦探多年来一直是纽约刑侦界的的大人物。从艺术品盗窃到人口失踪再到杀人献祭,亚伯拉姆斯可不是什么案子都接,他是什么案子都破。\n\n但他跟踪花心萝卜揭开隐秘情事的日子终于走到了尽头。一天他打开办公室大门,发现桌子上赫然放着宝书。\n\n一张字条上用黑玛瑙血写道“别让他们夺走宝书”,除此之外再无其他指示。亚伯拉姆斯还没搞清楚宝书是从哪来的,但有鉴于他的居所已遭闯入、他的办公室三次被人翻遍、他的车爆炸起火,将整件事查个水落石出关乎他的切身利益。"
		"hero_bebop_lore"				"比波普是由一个孀居的垃圾场看门女用双手做出来的,但他可不仅仅是个只会干粗活的破烂拼接人,他是她求之不得的宝贝儿子。白天,他俩会一起在废铁场干活儿,晚上则是共同聆听爵士乐。这种日复一日的生活,虽然算不上多舒心,但起码安稳。可是现在,给了比波普生命的人一病不起。要是雪莉小姐知道了比波普为了给她买药在晚上都从事着哪些行当,她肯定不答应,但是没有真相就没有伤害。"
		"hero_wrecker_lore"				"当异度风暴最初袭击纽约时,它不仅仅让全世界都陷入了一个新的神秘主义时代,还改变了地缘政治的面貌。从中情局雇佣的天眼神探在威胁势力喧宾夺主几十年前就令其无所遁形,到玄冥协议在烟雾缭绕的房间里一锤定音,数不清的战争和暴行得到遏止。倘若让其发生,那么历史将被重塑。但这并不意味着没有战争出现,只不过战争的方式发生了变化。\n\n超自然军事公司在此时赫然登场。这些公司利用外星生物和各种血魔法,得以绕过这个国家洞察万象的神启先知们设立的防范措施,这让他们能够为想要发动战争的国家充当代理人。\n\n破坏王就是这其中一名士兵。\n\n破坏王受雇于“埃尔特里奇战术方案”(菲尔法克斯实业的子公司),他本领超群,哪有丰厚赏金就往哪儿闯。人人都知道,让其他超自然军事公司望而却步的不法勾当,他反倒当仁不让。"
		"hero_chrono_lore"				"悖论,时间开了个小差造成的故障,也是臭名昭著的盗贼帮派的名字。这帮小偷会制定出精密复杂的作案手法,专门找最为有权有势的人物和机构下手,并以此为傲。他们将无数的文物、国家机密、名人验亲结果搞到手后,会做什么呢?将它们放到快闪博物馆里展示一番,以此向全世界宣告没有谁能躲得过他们的魔爪。\n\n帮会的每个成员都隐藏在谜团之中,他们戴上面具,用组织的名字称呼自己。他们无处不在,但又无处可寻。只要他们想盗取某样东西,就没有什么能拦得住他们。"
		"hero_dynamo_lore"				"身为科学家,奇能博士总保持着一颗好奇心。因此,当一道时空裂痕在中央公园豁开时,他是最先赶到现场调查的。虽然他预料到目睹如此壮观的景象将会改变他的生命,但他以为这种改变只是象征性的,而不是让他的身体原子化并缩减成一颗小小的、即将衰亡的星星。\n\n尽管他的身体已经湮灭,他的精神和求知欲却继续活了下来。作为哥伦比亚学院的终身教授,奇能博士希望一边研究他自身的状况,一边扛下授课任务,毕竟,他还要启发一颗颗年轻的头脑。"
		"hero_forge_lore"				"麦吉·麦金尼斯从小就很会造东西。4 岁时,她就能用积木搭出炫丽的建筑;10 岁时,她鼓捣出特制的灯光装置,还改造了电路,好为父母的结婚纪念日增添光彩;15 岁时,她设计出了一种机器,能从死者身上提炼出灵魂……这个机器要比她搭的积木房子稍微更引人注目一点。\n\n如今,身为菲尔法克斯实业军事研发部的总监,麦金尼斯把时间都花在机器车间里,而从不光顾实验室。她对理论没兴趣,在她眼里,科学是能用手触摸的魔法。"
		"hero_ghost_lore"				"吉安娜·盖斯特夫人曾一度是个炙手可热的万人迷。但随着时光飞逝,红颜渐褪,她跻身上流社会的逍遥日子也越来越离她远去。到最后,她沦为养老院里的孱弱阿婆,整天讲述着她曾经的辉煌。也就是在这时,守誓者出现了。守誓者是来自异域空间的强大魂灵,他给盖斯特夫人提供了寻回昔日浮华的办法。他可以帮她重获青春,而她要做的就只是从世人身上吸取精华以使青春常驻。\n\n盖斯特内心充满了挣扎。显然杀人可是个险恶的勾当,而且毫无疑问这个守誓者不是个可以信赖的家伙。可话虽如此,一想到能够再现青春时光,她就无法抗拒。因此,她心生一计:先跟守誓者定下契约,然后将他捆住,看着他,限制守誓者对她的影响力和吸引力。她仍然会给守誓者喂食,但怎么来由不着他,而是她说了算。\n\n然而,从最开始的几年到后来的几十年,盖斯特的力量已经衰减,而守誓者的胃口却胜过以往任何时候…… "
		"hero_gigawatt_lore"			"当神秘能量在地球上觉醒时,整个世界都变了……任何事情都有可能。但仅仅因为任何事情都有可能,并不代表任何事情都应该成为可能。因此政府制定了规则,也就是法律。是这些法律让美国公民们能够安全地享受超自然世界的种种好处。但受制于规则和法律的都是凡夫俗子,是平庸之辈,他们可不能跟老七相提并论。\n\n坊间流传着各种关于老七的谣言,试图去揣测他当年究竟干了什么,以至于被送到了永寂黑渊——专门关押世间最最危险的玄冥术士的地牢。但他受刑那天晚上所发生的事,是毫无疑问的。\n\n当晚有七国最强法师联合派出的护卫坐镇。创造这些护卫不仅是为了防止行刑时受到神秘力量的干扰,也是为了齐力毁灭老七的魂魄,以防日后再有人为继承他的衣钵而召唤之、复苏之或假以他法利用之。但一切都是徒劳的。\n\n围观者们胆颤心惊地目睹美军最强心术师的头颅像葡萄一样爆裂;他们尖叫着看到苏格兰场调查玄冥之术的头号警探——据称也是让老七落网的那个人——化为灰烬。老七的身体在束带之下猛烈地扭动,他的皮肤在诡异的电流下燃烧……然而他就是不死。他狂笑起来。\n\n他在笑声中挣脱了束缚。\n\n他在笑声中瞧见他的对手畏畏缩缩。\n\n他在笑声中把折磨他的人杀了个精光。\n\n他在笑声中品尝着多年没有呼吸到的新鲜空气。\n\n他在笑声中想象着等他到了纽约都要干些什么。"
		"hero_haze_lore"				"玄冥力量安全和调查委员会是个让中情局都显得透明的隐秘政府组织。抵御当地执法部门无力对抗的邪恶力量,保障国家安全,这全都依靠组成该委员会的男男女女和各种鬼神们。\n\n暗影是恶名昭彰的“睡魔作战队”的一员,她时常负责潜入观察对象的梦中,评估其威胁等级,必要的话还会让其陷入沉睡。"
		"hero_hornet_lore"				"复仇女巫曾是塞勒姆审巫案中约翰·霍桑的受害人。在第一场异度风暴(也就是让大众领略到了超自然力量的那次事件)降临时,她的魂魄被带回了尘世。\n\n她孤“魂”奋战,对抗着“人性联盟”——一个由霍桑的后代建立的女巫裁判所。复仇女巫力图保护超自然世界,使其免受霍桑之流的侵扰。为了达到目的,就算杀的人堆积如山她也毫不畏惧。"
		"hero_inferno_lore"				"曾经,炽焱和大多数少年一样,狂傲、叛逆而又冲动。但和大多数少年不一样的是,他是来自异域空间的生物,他有着能驾驭火焰的超自然力量。很显然:他的青葱岁月是在一次次纵火、谋杀和毁尸灭迹中度过的。不过那都是往事了。如今炽焱已长大成人,他的性情也温和了不少。他开开心心地在酒吧工作,听着现场音乐,跟有趣的人聊天。话虽这么说,只要酒吧里有人寻衅滋事、拳脚相加,他可不怕施展曾经练就的技能。"
		"hero_kelvin_lore"				"凯尔文是声明显赫的探险科学家,探索并了解未知世界是他一生的追求。因此当有传言称北极地区隐藏着第八座星际大门时,凯尔文自然以最快的速度组建了远征队。凯尔文召集了他这一代最优秀的科学家,团队在众人欢呼雀跃中启航了。\n\n然而他们从此再没有回来。\n\n一年半以后,一艘拖网渔船发现了凯尔文被冰封的遗体,他紧握着一块带有发光铭文的石头。船员一点点凿开封住凯尔文的冰,希望能凑近看他的遗体,结果凯尔文张开了双眼,令他们大惊失色。他们检查了他的生命迹象,结果他没有脉搏。他们试图包扎他敞开的伤口,结果却没有鲜血。然而,凯尔文却反常地“活着”。\n\n他已经完全不记得在远征时发生了什么,因此他要寻找答案。"
		"hero_lash_lore"				"雅各布·神鞭是个混蛋。"
		"hero_krill_lore"				"隧底双煞是“地道暗鼠”的成员,这是个利用地下隧道网络推动纽约各区之间非法商贸活动的组织。虽然纽约地下世界的居民们大都尊重地道暗鼠的活计,但时不时就有帮派试图利用地道系统来解决私人恩怨……这时隧底双煞就会出手,提醒纽约客们在暗鼠的地盘撒野会有什么好下场。"
		"hero_nano_lore"				"卡厉可曾获《时代》杂志“全球最危险女性”的“美誉”。她是个充满神秘感的玄冥军火商,在一场冲突中只要哪一方出价高,她就把武器卖给哪一方。\n\n虽然她的批评者们(和好友们)不无道理地指出她泯灭良知,但她并非没有自己的原则……不管这些原则有多么冷酷无情、精打细算。"
		"hero_orion_lore"				"卫斯理·灰爪是“拜克斯特协会”的创始成员。他花了将近 40 年的时光捕杀那些猎食人类的怪物,最后决定让他人接手,并放下了他的弓箭。灰爪从前的职业生涯意味着他总是没有太多时间陪伴妻儿,如今儿子也已成家,他意识到这是与亲爱的家人共享天伦之乐的最后机会。\n\n退休的生活很适合卫斯理。他弥补了不曾守候在夫人身旁的时光。他宠溺着孙儿们。他每周三都为一大家子做晚饭。他过得很快乐。\n\n接着他便接到了那个该死的电话。\n\n政府部门称那是场意外……大火吞没了他儿子的房子,没人来得及逃出来。但卫斯理知道事情没这么简单。他的儿媳是伊克斯星人,她可以用意念扑灭火焰。即便他们的尸体被火烧过,凶手也肯定是先置他们于死地再纵火的。\n\n至此,灰爪再一次拿起了弓箭,等他追查到了是谁下此毒手,定叫他血债血偿。"
		"hero_shiv_lore"				"西弗是怪物猎人的国际团体“拜克斯特协会”的忠实成员。他游走于北美大地,捕杀那些猎食人类的怪物。\n\n虽然他桀骜不驯的个性和违法犯罪的过去让协会里一些较为传统的成员心存疑虑,但没人能否认他手到擒来的本事。"
		"hero_viscous_lore"				"百慕大三角从来就不是荒诞传说。它是大西洋之下的隐秘网络。大多数时候,从这一星际大门逃离出来的东西并不危险(比如尼斯湖水怪),不过现在,某个仅被称作“大反派”的黑暗而凶险之物在海洋中作祟,这让海中的居民们心惊胆战。\n\n但其中一位居民——一只能通灵的海葵决定做点什么。它召唤出幽灵般的黏液状身体,好让它能在海面上穿行。魔液竭尽所能地试图召唤守护神,以使深海家园免受潜伏在底部的不速之客侵扰。"
		"hero_warden_lore"				"大多数人以为超自然力量是 50 年前降临到这个世界的。他们错了。超自然力量的存在已经塑造了好几代人的传说。只要有人害怕阴影,就有人一生都在阴影中奋战。\n\n守望者的家族曾世代都是好战的炼金术士,他们一直都担心某一天将要应对神秘的末日灾难,因而训练着自己。不过随着时间的流逝,这一训诫的重要性似乎变得越来越不那么重要。昔日被这个家族的人当作是衷心告诫的东西慢慢地被当成了迷信的祖辈们讲述的轶事。\n\n当星际大门在中央公园开启的时候,守望者的父母意识到不仅他们从小听到的是真的,而且他们还对此毫无准备。为了不让下一代人在危机之下措手不及,他们从守望者出生那天起就把他训练成超自然力量的无情摧手。目的只有一个:让守护神们永远不要再闯入这个世界。"
		"hero_wraith_lore"				"灵魅是纽约博彩界的巨擘。她的组织是个公开得不能再公开的秘密。不过,靠着一次次的贿赂、要挟、勒索,灵魅知道她是凌驾于法律之上的。"
		"hero_yamato_lore"				"出身于黑道世家的香织和哥哥大和从小就知道,待父亲去世后,他俩注定要掌管“第七月”。多年来他们平起平坐地经营着这个组织,大举获利、屡创佳绩,还计划着向美国扩张。他们的想法很简单:香织留在日本,维持大本营的业务,而大和则奔赴美国,创立国际分支。只是这对兄妹没有料想到,这一计划让一些不安的下属们难以接受,他们一想到要在日本要听从香织的统领就甚是心烦。接着就发生了一场迅速而血腥的叛变。大和为了保护香织而丢了性命,不过他确保了香织和几个忠臣能够逃离日本,前往美国。当香织来到美国的时候,原本要见大和的联系人迎接了香织及其随扈。由于不熟悉日本男女的名字,那人便管她叫大和。香织本想纠正他,但她随后决定,将哥哥的记忆永远留存下来的最好办法就是继承他的名字,实现他的梦想。"   
		"hero_tengu_lore"				"当屋顶上的那只石兽突然活过来时,它都不知道究竟是怎么回事……它只知道一个成年的人类和一个小小的人类正受到伤害。所以它飞速赶去营救,把攻击者打了个落荒而逃。那个小小的人类向它说了声谢谢,还问它叫什么名字,但它没有名字。于是小小人类就说:“那我就叫你‘青藤’吧!”石兽当时身上爬满了常青藤,它觉得这名字有点太直白了,但为了小小人类,还是决定接受它。\n\n那两个人类问青藤是否原因跟他们回家,好让他们答谢它,于是青藤跟着他们走了。那天晚上青藤了解到了很多事情。那一家人姓阿若悠。那个小小人类叫索菲亚。他们管一盘美味佳肴叫“磨丰果”。不过最重要的是,她了解到袭击那两个人类的家伙们叫“门多萨集团”,他们到处害人,像阿若悠一家那样的好人。\n\n自阿若悠一家收留青藤那天起已经过了 18 年。这些年里,她视捣毁门多萨集团、解放西语哈勒姆区为己任。不过,把将近 20 年的时间全都花在一桩事业上的问题在于,达成目标后就无所适从了。生平第一次,青藤准备好要走出西语哈勒姆区,看看世间除了追讨公道还有什么。"
		"hero_synth_lore"				"艾伦·菲尔法克斯是菲尔法克斯实业的头号继承人。艾伦 18 岁生日当天惨遭枪击,倒地不起。自那之后的五年里这家伙就一直隐姓埋名地活着。艾伦不知道是谁在试图阻止自己继承父母的公司……但是在菲尔法克斯实业这个利欲横流的贼窝里,谁都有嫌疑。\n\n艾伦改称自己为“口袋”,并竭力隐藏自己的真实身份。这么做不仅仅是为了保护自己,也是为了寻找脱离父母的、只属于自己的认同感。"
		"hero_mirage_lore"				"金尼是当代世界较为奇异的族群之一。他们拥有强大的法力,但施展有度。他们没法保持人形超过 48 分钟,这之后就不得不回到躯壳里。正因如此,大多数金尼会雇佣人类守卫,负责接送、保护、陪伴他们。\n\n蜃景就是这样一个守卫。他受雇于金尼大使那沙拉·迪昂,目前在纽约参与外交任务。金尼们希望能通过跟美国政府协商买下怀俄明州一部分土地,好让金尼族建立属于自己的主权国家。"



	}
}