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IGUI_RU = {
IGUI_SearchMode_Categories_FishBait = "Приманки для рыб",
IGUI_SearchMode_Categories_ForestRarities = "Лесные редкости",
IGUI_SearchMode_Categories_WildHerbs = "Дикие травы",
IGUI_SearchMode_Categories_DeadAnimals = "Мёртвые животные",
}
UI_RU = {
UI_trait_knownrecipes = "Известные рецепты:",
UI_trait_moredesc_percent = "(%1%)",
UI_trait_moredesc_currentlybugged = "(!!! CURRENTLY BUGGED !!!)",
UI_trait_moredesc_grappleeffectiveness = "%1% Эффективность хватки",
UI_trait_moredesc_HPtoallconstructionsexceptwalls = "%1 HP ко всем конструкциям, кроме стен",
UI_trait_moredesc_Fasterbuildingspeed = "Увеличение скорости строительства",
UI_trait_moredesc_Fasterbarricadingspeed = "Немного увеличена скорость создания баррикад",
UI_trait_moredesc_gearswitchingspeed = "%1% скорости переключения передач",
UI_trait_moredesc_topspeed = "%1% максимальной скорости для всех транспортных средств",
UI_trait_moredesc_engineloudnessreversing = "%1% громкости двигателя при движении задним ходом",
UI_trait_moredesc_increasedreversingspeed = "Увеличение скорости движения задним ходом",
UI_trait_moredesc_acceleration = "%1% ускорения",
UI_trait_moredesc_reverseacceleration = "%1% ускорения заднего хода",
UI_trait_moredesc_maxspeed = "Максимальная скорость %1 MPH",
UI_trait_moredesc_nochangetoengineloudness = "Громкость работы двигателя не меняется",
UI_trait_moredesc_motionsickness = "(Увеличивается тем быстрее, чем быстрее едет транспортное средство, максимум %1% болезни)",
UI_trait_moredesc_panicexceptnightterrors = "%1% паники, кроме ночных кошмаров и фобий",
UI_trait_moredesc_doesntpanicfromzombiereanimating = "Не паникует от оживления зомби",
UI_trait_moredesc_stressfromlootingcorpses = "%1% стресса и несчастья от снятия предметов с трупов",
UI_trait_moredesc_nostressfromlootingzombies = "Нет стресса или несчастья от снятия предметов с трупов",
UI_trait_moredesc_footstepsoundradius = "%1% радиуса звука шагов",
UI_trait_moredesc_chancetotripvaultingfence = "%1% шанс споткнуться, когда бегом/спринтом перепрыгиваешь низкий забор или когда на тебя бросаются зомби",
UI_trait_moredesc_increasedchanceoffallwhenbumping = "Повышенный шанс падения при столкновении с зомби или выжившим",
UI_trait_moredesc_decreasedchanceoffallwhenbumping = "Уменьшается шанс падения при столкновении с зомби или выжившим",
UI_trait_moredesc_increasedchanceofinjurywhenopeningcan = "Повышенный шанс получить травму при открытии банки без консервного ножа",
UI_trait_moredesc_decreasedchanceofinjurywhenopeningcan = "Уменьшение шанса получить травму при открытии банки без консервного ножа",
UI_trait_moredesc_alsogivesblurryvision = "Дает нечеткое зрение",
UI_trait_moredesc_weaponsightsrangebonusatminimum = "Бонус дальности прицела оружия всегда имеет минимальное значение",
UI_trait_moredesc_maluscanberemovedbywearingglasses = "Недостаток можно устранить, надев очки",
UI_trait_moredesc_soundeffectsmuffled = "Некоторые звуковые эффекты будут приглушены",
UI_trait_moredesc_zombiesbehindvisiblelater = "Зомби, приближающиеся сзади, будут видны позже",
UI_trait_moredesc_canthearsound = "Не слышно звука. Радиопереговоры не отображаются",
UI_trait_moredesc_stillabletowatchtv = "Благодаря субтитрам вы можете смотреть телевизор.",
UI_trait_moredesc_perceptionradius = "Радиус восприятия %1%",
UI_trait_moredesc_zombiesbehindvisibleearlier = "Зомби, приближающиеся сзади, будут видны гораздо раньше",
UI_trait_moredesc_widerfieldofview = "Более широкое поле зрения",
UI_trait_moredesc_maxrangemodifieronweaponsights = "%1% максимальный модификатор дальности на оружейных прицелах",
UI_trait_moredesc_hunger = "%1% голода",
UI_trait_moredesc_chanceofnotbeinginjuredbyzombies = "%1% шанс не пострадать от зомби",
UI_trait_moredesc_chanceofgettingscratchedcutbytrees = "%1% шанс получить царапины/порезы от деревьев",
UI_trait_moredesc_unfitlosecondition = "Заменяется на «Не в форме», если тренировать фитнес до уровня %1",
UI_trait_moredesc_unfitgaincondition = "Приобретается, если фитнес ниже уровня %1",
UI_trait_moredesc_outofshapelosecondition = "Можно избавиться, тренируя фитнес до уровня %1",
UI_trait_moredesc_outofshapelosecondition2 = "Заменяется на «Негодный», если Фитнес опускается ниже уровня %1",
UI_trait_moredesc_outofshapegaincondition = "Приобретается, если фитнес опускается ниже уровня %1",
UI_trait_moredesc_speed = "%1% скорость",
UI_trait_moredesc_fitlosecondition = "Заменяется на «Атлетичный» при достижении уровня %1 Фитнес",
UI_trait_moredesc_fitlosecondition2 = "Пропадает, если фитнес ниже уровня %1",
UI_trait_moredesc_runningsprintingspeed = "%1% скорость бега/спринта",
UI_trait_moredesc_runningsprintingenduranceloss = "%1% потеря выносливости при беге/спринте из-за самой черты",
UI_trait_moredesc_athleticlosecondition = "Пропадает, если фитнес ниже %1",
UI_trait_moredesc_athleticgaincondition = "Можно получить, тренируя Фитнес до уровня %1",
UI_trait_moredesc_highercalorythresholdtogainweight = "Повышенный порог калорийности для набора веса, если текущий вес %1кг",
UI_trait_moredesc_chancetotripwhilerunvaulting = "%1% возможность споткнуться во время бега/спринта, перепрыгивая через низкий забор.",
UI_trait_moredesc_chancetotripfromlunge = "%1% шанс споткнуться, когда на тебя бросаются зомби",
UI_trait_moredesc_decreasedchancetotripfromlunge = "Уменьшен шанс споткнуться при атаке бросающихся зомби",
UI_trait_moredesc_increasedchanceoffallwhenbumping = "Слегка повышенный шанс упасть, столкнувшись с зомби или выжившим",
UI_trait_moredesc_increasedchancetofailatallfenceclimb = "Повышенный шанс не перелезть высокий забор или стену",
UI_trait_moredesc_enduranceregeneration = "%1% регенерации выносливости",
UI_trait_moredesc_doubledendurancelosswhenrunning = "Удвоенная потеря выносливости при ходьбе с большим весом или беге, спринте, перетаскивании трупов",
UI_trait_moredesc_falldamage = "%1% урона от падения. и немного увеличенный шанс перелома/глубокой раны от падения",
UI_trait_moredesc_slowerropeclimbingspeed = "Более низкая скорость подъема по веревке",
UI_trait_moredesc_cannotgainfitnessxptowardslevel = "Невозможно получить Фитнес XP на уровне %1",
UI_trait_moredesc_startingweight = "Стартовый вес равен %1",
UI_trait_moredesc_replacedbyobeseifweightgoesabove = "Заменяется на «Толстый», если вес превышает %1",
UI_trait_moredesc_lostifweightgoesbelow = "Пропадает, если вес становится ниже %1",
UI_trait_moredesc_includingnonpackagedandcookedfood = "Включая неупакованную и приготовленную пищу",
UI_trait_moredesc_meleedamage = "%1% урона, наносимого в ближнем бою",
UI_trait_moredesc_replacedbyveryunderweightifweightgoesbelow = "Заменяется на «Очень худой», если вес ниже %1",
UI_trait_moredesc_lostifweightgoesabove = "Пропадает, если вес становится выше %1",
UI_trait_moredesc_greatlyincreasedchancetofailatallfenceclimb = "Значительно повышается вероятность провалить перелезание через высокий забор",
UI_trait_moredesc_cannotgainxptowardsfitnesslevel7orhigher = "Невозможно получить Фитнес XP для уровней 7 и выше",
UI_trait_moredesc_characterwillstartlosinglife = "Персонаж начнет терять жизнь, если его вес ниже %1",
UI_trait_moredesc_replacedbyemaciatedifweightgoesbelow = "Заменяется на «Истощенный», если вес становится ниже %1",
UI_trait_moredesc_replacedbyunderweightifweightgoesbelow = "Заменяется на «Худой», если вес превышает %1",
UI_trait_moredesc_replacedbyveruunderweightifweightgoesabove = "Заменяется на «Очень худой», если вес превышает %1",
UI_trait_moredesc_replacedbyoverweightifweightgoesbelow = "Заменяется на «Избыточный вес», если вес ниже %1",
UI_trait_moredesc_knockbackpower = "%1% силы отбрасывания",
UI_trait_moredesc_canbegainedbytrainingstrengthtolevel = "Может быть получен при тренировке силы до уровня %1",
UI_trait_moredesc_replacedbystrongatlevel9strength = "Заменяется на «Сильный» при достижении %1 уровня силы",
UI_trait_moredesc_replacedbyfeebleatlevel2strength = "Заменяется на «Хилый» при достижении %1 уровня силы",
UI_trait_moredesc_canbelostbytrainingstrengthtolevel5 = "Может пропасть если тренировать силу до уровня %1",
UI_trait_moredesc_corpsesickness = "%1% трупная болезнь",
UI_trait_moredesc_chanceofcatchingacold = "%1% шанс подхватить простуду",
UI_trait_moredesc_coldstrength = "%1% силы простуды",
UI_trait_moredesc_coldprogressionspeed = "%1% скорость развития простуды",
UI_trait_moredesc_zombificationspeed = "%1% скорость зомбификации",
UI_trait_moredesc_claustrophobic = "Не впадает в панику в комнатах размером %1+ плитки. Чем меньше комната, тем быстрее нарастает паника",
UI_trait_moredesc_windpenaltywhenaimingwithguns = "%1% штрафа за ветер при прицеливании из оружия",
UI_trait_moredesc_accuracywithguns = "%1% точности при использовании оружия",
UI_trait_moredesc_critchancewithguns = "%1% шанс крита при использовании оружия",
UI_trait_moredesc_betteraimingdelay = "Улучшенная задержка прицеливания",
UI_trait_moredesc_tirednessrecoveryratewhensleeping = "%1% скорости восстановления усталости во время сна",
UI_trait_moredesc_tirednessrecoveryratewhilesleeping = "%1% усталости теряется во время сна",
UI_trait_moredesc_doesnotwakeupwhenreaching0tiredness = "Но не влияет на время сна, поэтому персонаж будет спать после достижения 0 усталости",
UI_trait_moredesc_needtosetanalarmtotakefulladvantage = "Ставьте будильник каждую ночь, чтобы использовать все преимущества черты",
UI_trait_moredesc_tirednesslossratewhileawake = "%1% усталости теряется во время бодрствования",
UI_trait_moredesc_sleepduration = "%1% продолжительности сна",
UI_trait_moredesc_hardertostartsleeping = "%1% скорость восстановления усталости во время сна",
UI_trait_moredesc_greatlydecreasedchanceofscratchbytrees = "Значительно снижен шанс получить царапины/порезы при ходьбе или беге между деревьями",
UI_trait_moredesc_chanceofbreakingfirekindling = "%1% шанс сломать хворост для костра",
UI_trait_moredesc_lightsfiresfaster = "Зажигает костры на ~%1% быстрее",
UI_trait_moredesc_gunaimweatherpenalty = "%1% штраф за погоду при прицеливании",
UI_trait_moredesc_severityofvehicleinjuries = "%1% тяжесть травм, полученных в результате ДТП",
UI_trait_moredesc_fractureseverity = "%1% тяжести переломов",
UI_trait_moredesc_allwoundshealmuchfaster = "Все остальные раны заживают намного быстрее",
UI_trait_moredesc_allwoundshealmuchslower = "Все остальные раны заживают гораздо медленнее",
UI_trait_moredesc_noeffectonexercisefatigue = "Не влияет на усталость от упражнений",
UI_trait_moredesc_xpforallskillsexcept = "%1% XP для всех навыков, кроме Фитнеса и Силы",
UI_trait_moredesc_readingspeed = "%1% скорости чтения",
UI_trait_moredesc_basespeedatstrongpanic = "%1 базовая скорость при сильной панике",
UI_trait_moredesc_basespeedatextremepanic = "%1 базовая скорость при экстремальной панике",
UI_trait_moredesc_stillcantgoabovemovespeedcap = "(По-прежнему нельзя превысить предел скорости перемещения.)",
UI_trait_moredesc_ifusingthenewstealthsystem = "При использовании новой системы стелса:",
UI_trait_moredesc_ifusingtheoldstealthsystem = "При использовании старой системы стелса:",
UI_trait_moredesc_chanceofbeingspottedbyazombie = "%1% шанс быть замеченным зомби",
UI_trait_moredesc_increasedminimumanbiantlight = "Незначительное увеличение минимальной освещенности, за исключением закрытых помещений",
UI_trait_moredesc_reducedvisoinconemalusindarkness = "Снижение остроты зрения в темноте",
UI_trait_moredesc_decreasedchanceoffailingatallfenceclimb = "Снижение шанса потерпеть неудачу при перелезании через высокий забор или стену",
UI_trait_moredesc_slightlyincreasedropclimbingspeed = "Немного увеличена скорость лазания по веревке",
UI_trait_moredesc_aftercraftingdoesntreturnitems = "После крафтинга не возвращает использованные предметы в их первоначальный контейнер",
UI_trait_moredesc_includingtextonmapsandcaloryvaluesonfood = "Включая текст на картах или указание калорийности на упаковках с продуктами питания",
UI_trait_moredesc_hardertostartsleeping = "Тяжелее засыпать",
UI_trait_moredesc_xpforweaponskillsandaimingskill = "%1% XP для всех навыков оружия и навыка прицеливания",
UI_trait_moredesc_inventorytransferringtime = "%1% времени перемещения предметов в инвентаре",
UI_trait_moredesc_aimingdelaywithguns = "%1% задержки прицеливания с оружием",
UI_trait_moredesc_decreasedchanceofjammingguns = "Снижение шанса заклинивания оружия",
UI_trait_moredesc_increasedchanceofjammingguns = "Увеличение шанса заклинивания оружия",
UI_trait_moredesc_decreasedchancewoundwhenopeningacan = "Уменьшение шанса получить травму при открытии банки без консервного ножа",
UI_trait_moredesc_increasedchancewoundwhenopeningacan = "Увеличение шанса получить травму при открытии банки без консервного ножа",
UI_trait_moredesc_foodillnesschance = "%1% вероятность пищевого отравления",
UI_trait_moredesc_foodillnessduration = "Пищевое отравление длится в среднем ~ %1%",
UI_trait_moredesc_taintedwatermorepoisonous = "Грязная вода на %1% ядовитее",
UI_trait_moredesc_raweggsnevercausefoodillness = "Сырые яйца никогда не вызывают пищевое отравление",
UI_trait_moredesc_inventorytransferbloodyitemsfasterandstressfull = "Перемещение кровавых предметов в инвентаре происходит быстрее и вызывает стресс",
UI_trait_moredesc_endurancelosswhenrunningsprintingcarryingdragging = "%1% потери выносливости при беге, спринте, переносе тяжестей или перетаскивании трупов",
UI_trait_moredesc_endurancelosswhenswinging = "%1% потери выносливости при размахивании",
UI_trait_moredesc_loot = "%1% больше лута",
UI_trait_moredesc_chanceoffailingitemrepairs = "%1% шанс неудачного ремонта",
UI_trait_moredesc_fasteraxeswing = "Машет топором на %1 быстрее",
UI_trait_moredesc_axetreedamage = "%1 повреждение дерева топором",
UI_prof_moredesc_movespeedintrees = "%1% скорости передвижения между деревьями",
UI_prof_moredesc_startingregularityexercise = "Начните с %1% регулярности во всех фитнес и силовых упражнениях",
UI_trait_ThinSkinnedDesc = "Повышенная вероятность того, что царапины, рваные раны или укусы повредят кожу".
}
UI_trait_moredesc_canbelostbytrainingstrengthtolevel5 = "Can be lost by training Stength to level %1",
UI_trait_moredesc_tirednessrecoveryratewhensleeping = "%1% tiredness recovery rate when sleeping",
UI_trait_moredesc_tirednessrecoveryratewhilesleeping
UI_ShortSighted_Condition
IG_UI_PTBR.txt
IGUI_PTBR = {
IGUI_SearchMode_Categories_FishBait = "Iscas para Peixe",
IGUI_SearchMode_Categories_ForestRarities = "Raridades da Floresta",
IGUI_SearchMode_Categories_WildHerbs = "Ervas Silvestres",
IGUI_SearchMode_Categories_DeadAnimals = "Animais Mortos",
}
UI_PTBR = {
UI_trait_knownrecipes = "Receitas conhecidas:",
UI_trait_moredesc_percent = "(%1%)",
UI_trait_moredesc_currentlybugged = "(!!! ATUALMENTE COM BUG !!!)",
UI_trait_moredesc_grappleeffectiveness = "%1% de Eficácia ao Agarrar",
UI_trait_moredesc_HPtoallconstructionsexceptwalls = "%1 de HP para todas as construções, exceto paredes",
UI_trait_moredesc_Fasterbuildingspeed = "Velocidade de construção aumentada.",
UI_trait_moredesc_Fasterbarricadingspeed = "Velocidade de barricar ligeiramente aumentada.",
UI_trait_moredesc_gearswitchingspeed = "%1% de velocidade de troca de marcha",
UI_trait_moredesc_topspeed = "%1% de velocidade máxima para todos os veículos",
UI_trait_moredesc_engineloudnessreversing = "%1% do volume do motor ao dar ré",
UI_trait_moredesc_increasedreversingspeed = "Velocidade de ré aumentada.",
UI_trait_moredesc_acceleration = "%1% de aceleração",
UI_trait_moredesc_reverseacceleration = "%1% de aceleração em ré",
UI_trait_moredesc_maxspeed = "Velocidade máxima de %1 MPH",
UI_trait_moredesc_nochangetoengineloudness = "Nenhuma alteração no volume do motor",
UI_trait_moredesc_motionsickness = "(Aumenta quanto maior a velocidade do veículo, até um máximo de %1% de enjoo)",
UI_trait_moredesc_panicexceptnightterrors = "%1% de pânico, exceto para terrores noturnos e fobias",
UI_trait_moredesc_doesntpanicfromzombiereanimating = "Não entra em pânico com zumbis reanimando",
UI_trait_moredesc_stressfromlootingcorpses = "%1% de estresse e infelicidade ao saquear itens de cadáveres",
UI_trait_moredesc_nostressfromlootingzombies = "Nenhum estresse ou infelicidade ao saquear itens de cadáveres de zumbis",
UI_trait_moredesc_footstepsoundradius = "%1% do raio do som dos passos",
UI_trait_moredesc_chancetotripvaultingfence = "%1% de chance de tropeçar ao pular/correr sobre uma cerca baixa ou ser atacado por zumbis em investida",
UI_trait_moredesc_increasedchanceoffallwhenbumping = "Maior chance de cair ao esbarrar em um zumbi ou sobrevivente",
UI_trait_moredesc_decreasedchanceoffallwhenbumping = "Menor chance de cair ao esbarrar em um zumbi ou sobrevivente",
UI_trait_moredesc_increasedchanceofinjurywhenopeningcan = "Maior chance de se machucar ao abrir uma lata sem abridor",
UI_trait_moredesc_decreasedchanceofinjurywhenopeningcan = "Menor chance de se machucar ao abrir uma lata sem abridor",
UI_trait_moredesc_alsogivesblurryvision = "Também causa visão embaçada",
UI_trait_moredesc_weaponsightsrangebonusatminimum = "O bônus de alcance das miras de armas está sempre no valor mínimo",
UI_trait_moredesc_maluscanberemovedbywearingglasses = "Os efeitos negativos podem ser cancelados usando óculos",
UI_trait_moredesc_soundeffectsmuffled = "Alguns efeitos sonoros serão abafados.",
UI_trait_moredesc_zombiesbehindvisiblelater = "Zumbis se aproximando por trás serão visíveis mais tarde",
UI_trait_moredesc_canthearsound = "Não é possível ouvir som. As informações do rádio não aparecem.",
UI_trait_moredesc_stillabletowatchtv = "Ainda é possível assistir TV devido às legendas.",
UI_trait_moredesc_perceptionradius = "%1% do raio de percepção",
UI_trait_moredesc_zombiesbehindvisibleearlier = "Zumbis se aproximando por trás serão visíveis muito mais cedo",
UI_trait_moredesc_widerfieldofview = "Campo de visão mais amplo",
UI_trait_moredesc_maxrangemodifieronweaponsights = "%1% de modificador de alcance máximo nas miras de armas",
UI_trait_moredesc_hunger = "%1% de fome",
UI_trait_moredesc_chanceofnotbeinginjuredbyzombies = "%1% de chance de não ser ferido por zumbis",
UI_trait_moredesc_chanceofgettingscratchedcutbytrees = "%1% de chance de ser arranhado/cortado por árvores",
UI_trait_moredesc_unfitlosecondition = "Pode se tornar Fora de Forma treinando Condicionamento Físico até o nível %1",
UI_trait_moredesc_unfitgaincondition = "Adquirido se o Condicionamento Físico estiver abaixo do nível %1",
UI_trait_moredesc_outofshapelosecondition = "Pode ser perdido treinando Condicionamento Físico até o nível %1",
UI_trait_moredesc_outofshapelosecondition2 = "Substituído por Fora de Forma se o Condicionamento Físico ficar abaixo do nível %1",
UI_trait_moredesc_outofshapegaincondition = "Adquirido se o Condicionamento Físico ficar abaixo do nível %1",
UI_trait_moredesc_speed = "%1% de velocidade",
UI_trait_moredesc_fitlosecondition = "Substituído por Atlético ao atingir o nível %1 de Condicionamento Físico",
UI_trait_moredesc_fitlosecondition2 = "Perdido se o Condicionamento Físico estiver abaixo do nível %1",
UI_trait_moredesc_runningsprintingspeed = "%1% de velocidade de corrida/sprint",
UI_trait_moredesc_runningsprintingenduranceloss = "%1% de perda de resistência ao correr/sprintar devido à própria característica",
UI_trait_moredesc_athleticlosecondition = "Perdido se o Condicionamento Físico estiver abaixo de %1",
UI_trait_moredesc_athleticgaincondition = "Pode ser adquirido treinando Condicionamento Físico até o nível %1",
UI_trait_moredesc_highercalorythresholdtogainweight = "Limite calórico maior para ganhar peso, se o peso atual for %1 kg",
UI_trait_moredesc_chancetotripwhilerunvaulting = "%1% de chance de tropeçar ao pular/correr sobre uma cerca baixa",
UI_trait_moredesc_chancetotripfromlunge = "%1% de chance de tropeçar ao ser atacado por zumbis durante uma corrida",
UI_trait_moredesc_decreasedchancetotripfromlunge = "Menor chance de tropeçar ao ser atacado por zumbis durante uma corrida",
UI_trait_moredesc_increasedchanceoffallwhenbumping = "Chance Ligeiramente maior de cair ao esbarrar em um zumbi ou sobrevivente",
UI_trait_moredesc_increasedchancetofailatallfenceclimb = "Maior chance de falhar ao escalar uma cerca ou parede alta",
UI_trait_moredesc_enduranceregeneration = "%1% de regeneração de resistência",
UI_trait_moredesc_doubledendurancelosswhenrunning = "Perda de resistência dobrada ao caminhar com peso pesado ou correr, sprintar, arrastar cadáveres",
UI_trait_moredesc_falldamage = "%1% de dano de queda e chance ligeiramente maior de fratura/ferida profunda por queda",
UI_trait_moredesc_slowerropeclimbingspeed = "Velocidade de escalada em corda mais lenta",
UI_trait_moredesc_cannotgainfitnessxptowardslevel = "Não é possível ganhar XP de Condicionamento Físico para o nível %1",
UI_trait_moredesc_startingweight = "O peso inicial é %1",
UI_trait_moredesc_replacedbyobeseifweightgoesabove = "Substituído por Obeso se o peso ultrapassar %1",
UI_trait_moredesc_lostifweightgoesbelow = "Perdido se o peso ficar abaixo de %1",
UI_trait_moredesc_includingnonpackagedandcookedfood = "Incluindo alimentos não embalados e alimentos cozidos.",
UI_trait_moredesc_meleedamage = "%1% de dano corpo a corpo",
UI_trait_moredesc_replacedbyveryunderweightifweightgoesbelow = "Substituído por Muito Abaixo do Peso se o peso ficar abaixo de %1",
UI_trait_moredesc_lostifweightgoesabove = "Perdido se o peso ultrapassar %1",
UI_trait_moredesc_greatlyincreasedchancetofailatallfenceclimb = "Chance muito maior de falhar ao escalar uma cerca alta",
UI_trait_moredesc_cannotgainxptowardsfitnesslevel7orhigher = "Não é possível ganhar XP de Condicionamento Físico para níveis 7 e superiores",
UI_trait_moredesc_characterwillstartlosinglife = "O personagem começará a perder vida se o peso estiver abaixo de %1",
UI_trait_moredesc_replacedbyemaciatedifweightgoesbelow = "Substituído por Emaciado se o peso ficar abaixo de %1",
UI_trait_moredesc_replacedbyunderweightifweightgoesbelow = "Substituído por Abaixo do Peso se o peso ficar acima de %1", -- Correção aqui
UI_trait_moredesc_replacedbyveruunderweightifweightgoesabove = "Substituído por Muito Abaixo do Peso se o peso ficar acima de %1",
UI_trait_moredesc_replacedbyoverweightifweightgoesbelow = "Substituído por Acima do Peso se o peso ficar abaixo de %1",
UI_trait_moredesc_knockbackpower = "%1% de poder de repulsão",
UI_trait_moredesc_canbegainedbytrainingstrengthtolevel = "Pode ser ganho treinando Força até o nível %1",
UI_trait_moredesc_replacedbystrongatlevel9strength = "Substituído por Forte ao atingir o nível %1 de Força",
UI_trait_moredesc_replacedbyfeebleatlevel2strength = "Substituído por Fraco ao atingir o nível %1 de Força",
UI_trait_moredesc_canbelostbytrainingstrengthtolevel5 = "Pode ser perdido treinando Força até o nível %1",
UI_trait_moredesc_corpsesickness = "%1% de enjoo por cadáver",
UI_trait_moredesc_chanceofcatchingacold = "%1% de chance de pegar um resfriado",
UI_trait_moredesc_coldstrength = "%1% de intensidade do resfriado",
UI_trait_moredesc_coldprogressionspeed = "%1% de velocidade de progressão do resfriado",
UI_trait_moredesc_zombificationspeed = "%1% de velocidade de zumbificação",
UI_trait_moredesc_claustrophobic = "Não entra em pânico em salas com %1 ou mais espaços. Quanto menor a sala, mais rápido o pânico aumenta.",
UI_trait_moredesc_windpenaltywhenaimingwithguns = "%1% de penalidade de vento ao mirar com armas",
UI_trait_moredesc_accuracywithguns = "%1% de precisão com armas",
UI_trait_moredesc_critchancewithguns = "%1% de chance de crítico com armas",
UI_trait_moredesc_betteraimingdelay = "Melhor tempo de espera para mirar",
UI_trait_moredesc_tirednessrecoveryratewhensleeping = "%1% de taxa de recuperação de cansaço durante o sono",
UI_trait_moredesc_doesnotwakeupwhenreaching0tiredness = "Mas não afeta o tempo de sono, então o personagem continuará dormindo após atingir 0 de cansaço",
UI_trait_moredesc_needtosetanalarmtotakefulladvantage = "Defina um alarme todas as noites para aproveitar ao máximo a característica",
UI_trait_moredesc_tirednesslossratewhileawake = "%1% de taxa de perda de cansaço enquanto acordado",
UI_trait_moredesc_sleepduration = "%1% de duração do sono",
UI_trait_moredesc_hardertostartsleeping = "%1% de dificuldade para começar a dormir", -- Mantive a tradução anterior, pois parece ser um erro no original em inglês.
UI_trait_moredesc_greatlydecreasedchanceofscratchbytrees = "Chance muito menor de ser arranhado/lacerado ao andar ou correr por entre árvores",
UI_trait_moredesc_chanceofbreakingfirekindling = "%1% de chance de quebrar a lenha para fogueira",
UI_trait_moredesc_lightsfiresfaster = "Acende fogueiras ~%1% mais rápido",
UI_trait_moredesc_gunaimweatherpenalty = "%1% de penalidade climática na mira de armas",
UI_trait_moredesc_severityofvehicleinjuries = "%1% de severidade das lesões em veículos",
UI_trait_moredesc_fractureseverity = "%1% de severidade de fratura",
UI_trait_moredesc_allwoundshealmuchfaster = "Todas as outras feridas cicatrizam muito mais rápido",
UI_trait_moredesc_allwoundshealmuchslower = "Todas as outras feridas cicatrizam muito mais lentamente",
UI_trait_moredesc_noeffectonexercisefatigue = "Nenhum efeito na fadiga por exercício",
UI_trait_moredesc_xpforallskillsexcept = "%1% de XP para todas as habilidades, exceto Condicionamento Físico e Força",
UI_trait_moredesc_readingspeed = "%1% de velocidade de leitura",
UI_trait_moredesc_basespeedatstrongpanic = "%1 de velocidade base em Pânico Forte",
UI_trait_moredesc_basespeedatextremepanic = "%1 de velocidade base em Pânico Extremo",
UI_trait_moredesc_stillcantgoabovemovespeedcap = "(Ainda não é possível ultrapassar o limite de velocidade de movimento)",
UI_trait_moredesc_ifusingthenewstealthsystem = "Se estiver usando o novo sistema de furtividade:",
UI_trait_moredesc_ifusingtheoldstealthsystem = "Se estiver usando o sistema de furtividade antigo:",
UI_trait_moredesc_chanceofbeingspottedbyazombie = "%1% de chance de ser avistado por um zumbi",
UI_trait_moredesc_increasedminimumanbiantlight = "Luz ambiente mínima ligeiramente aumentada, exceto em salas fechadas",
UI_trait_moredesc_reducedvisoinconemalusindarkness = "Redução da penalidade do cone de visão na escuridão",
UI_trait_moredesc_thirst = "%1% de sede",
UI_trait_moredesc_decreasedchanceoffailingatallfenceclimb = "Menor chance de falhar ao escalar uma cerca ou parede alta",
UI_trait_moredesc_slightlyincreasedropclimbingspeed = "Velocidade de escalada em corda ligeiramente aumentada",
UI_trait_moredesc_aftercraftingdoesntreturnitems = "Após a fabricação, não retorna os itens usados ao seu contêiner original",
UI_trait_moredesc_includingtextonmapsandcaloryvaluesonfood = "Incluindo texto em mapas e valores calóricos em alimentos embalados",
UI_trait_moredesc_hardertostartsleeping = "Mais difícil de adormecer",
UI_trait_moredesc_xpforweaponskillsandaimingskill = "%1% de XP para todas as habilidades de armas e a habilidade de Mira",
UI_trait_moredesc_inventorytransferringtime = "%1% de tempo de transferência de inventário",
UI_trait_moredesc_aimingdelaywithguns = "%1% de atraso na mira com armas",
UI_trait_moredesc_decreasedchanceofjammingguns = "Menor chance de armas emperrarem",
UI_trait_moredesc_decreasedchancewoundwhenopeningacan = "Menor chance de se ferir ao abrir uma lata sem abridor",
UI_trait_moredesc_foodillnesschance = "%1% de chance de doença alimentar",
UI_trait_moredesc_foodillnessduration = "A doença alimentar dura ~%1% em média",
UI_trait_moredesc_taintedwatermorepoisonous = "Água contaminada é %1% mais venenosa",
UI_trait_moredesc_raweggsnevercausefoodillness = "Ovos crus nunca causam doença alimentar",
UI_trait_moredesc_inventorytransferbloodyitemsfasterandstressfull = "A transferência de inventário de itens ensanguentados é mais rápida e causa estresse",
UI_trait_moredesc_endurancelosswhenrunningsprintingcarryingdragging = "%1% de perda de resistência ao correr, sprintar, carregar carga pesada ou arrastar cadáveres",
UI_trait_moredesc_endurancelosswhenswinging = "%1% de perda de resistência ao balançar",
UI_trait_moredesc_loot = "%1% mais saque",
UI_trait_moredesc_chanceoffailingitemrepairs = "%1% de chance de falhar nos reparos de itens",
UI_trait_moredesc_fasteraxeswing = "Balança machados %1% mais rápido",
UI_trait_moredesc_axetreedamage = "%1 de dano de machado em árvores",
UI_prof_moredesc_movespeedintrees = "%1% de velocidade de movimento em árvores",
UI_prof_moredesc_startingregularityexercise = "Começa com %1% de regularidade em todos os exercícios de condicionamento físico e força",
UI_trait_ThinSkinnedDesc = "Maior chance de arranhões, lacerações ou mordidas romperem a pele.",
UI_trait_moredesc_decreasedchanceofjammingguns
UI_trait_moredesc_decreasedchancewoundwhenopeningacan
UI_ShortSighted_Condition
UI_trait_moredesc_tirednessrecoveryratewhilesleeping(just one line and others are tirednessrecoveryratewhensleeping, it may be a mistake)
Thanks.
UI_trait_moredesc_decreasedchanceofjammingguns
UI_trait_moredesc_decreasedchancewoundwhenopeningacan
Those two should be fine they are in UI_EN.txt . I'm correcting the other two.
And just a heads up guys, I'm adding mod options and recipe grouping which will require more translations :
UI_moredesc_options_MoreDescriptionForTraits = "Mod More Description For Traits",
UI_moredesc_options_ShowMoreDescription = "Show more description",
UI_moredesc_options_Tooltip_ShowMoreDescription = "If not checked , no extra description will be added after the vanilla description",
UI_moredesc_options_ShowForagingStats = "Show Foraging stats",
UI_moredesc_options_Tooltip_ShowForagingStats = "If checked, will add foraging stats to the traits and professions descriptions",
UI_moredesc_options_ShowFreeRecipes = "Show free recipes ",
UI_moredesc_options_Tooltip_ShowFreeRecipes = "If checked, will add foraging free recipes to the traits and professions descriptions",
UI_moredesc_GrowingSeasons = "Growing Seasons",
UI_moredesc_GrowingSeason = "Growing Season",
UI_moredesc_AllExceptHemp = "all, except Hemp.",
UI_moredesc_MakeJarOf = "Make Jar of ",
UI_moredesc_Pickling = "Pickling",
UI_moredesc_Construct = "Construct",
UI_moredesc_Constructions = "Constructions",
UI_moredesc_Forging = "Forging",
UI_moredesc_Forge = "Forge",
UI_moredesc_Knitting = "Knitting",
UI_moredesc_Knit = "Knit",
And do note that it's crucial the "Forge" , "Knit" , "Construct" , "Growing Seasons" and "Make Jar of" translations precisely match the wording of the vanilla recipes translations, otherwise the recipe grouping will not work.
Sorry, it`s my mistake. The correct missing code shoule be "UI_trait_moredesc_increasedchanceofjammingguns" and "UI_trait_moredesc_increasedchancewoundwhenopeningacan".
I'm updating right away.
Could I ask about how the "Forge" , "Knit" , and the others working? What will happen if they don`t match the vanilla translations well? Will it make other people confuse or the program run incorrectly?In fact, b42 is just coming and there is no completed translation. I just searched in the vanilla translations and the translate mod, and find nothing matched well.
If the adverse effects is ledding people misunderstanding, it will be ok. I finished Chinese translation an hour ago and complete the test. It work well in the current version. Should I just put it up?
You're welcome !
If it doesn't match, it just won't group the recipes together in one line neatly, like so :
"Knitting : Balaclava, Socks, Wool Hat"
would be
"
Knit Balaclava
Knit Socks
Knit Woold Hat
"
without recipe grouping.
It's ok if it doesn't match, the mod would still work but some descriptions will be formatted less neatly.
Thanks for reply so quickly. I will put up Chinese translation and go bed. I will check message later if there is something wrong. It`s 2:14 am in China.
Thanks for taking us such a good mod.
UI_CN = {
UI_trait_knownrecipes = "已知配方 :",
UI_trait_moredesc_percent = "(%1%)",
UI_trait_moredesc_currentlybugged = "(!mod作者标记条目损坏!)",
UI_trait_moredesc_grappleeffectiveness = "%1% 攀爬效率",
UI_trait_moredesc_HPtoallconstructionsexceptwalls = "对所有建筑造成 %1 HP 伤害,除了墙壁",
UI_trait_moredesc_Fasterbuildingspeed = "提高建筑速度。",
UI_trait_moredesc_Fasterbarricadingspeed = "略微提高路障速度。",
UI_trait_moredesc_gearswitchingspeed = "%1% 装备切换速度",
UI_trait_moredesc_topspeed = "所有车辆的最高速度增加 %1%",
UI_trait_moredesc_engineloudnessreversing = "增加倒车时引擎的音量 %1%",
UI_trait_moredesc_increasedreversingspeed = "提高倒车速度。",
UI_trait_moredesc_acceleration = "%1% 加速度",
UI_trait_moredesc_reverseacceleration = "%1% 倒车加速度",
UI_trait_moredesc_maxspeed = "最高速度为 %1 MPH",
UI_trait_moredesc_nochangetoengineloudness = "引擎音量不变",
UI_trait_moredesc_motionsickness = "(车辆越快,晕车程度越高,最高可达 %1% 的晕车上限)",
UI_trait_moredesc_panicexceptnightterrors = "%1% 恐慌,但不包括夜惊和恐惧症",
UI_trait_moredesc_doesntpanicfromzombiereanimating = "不会因为僵尸复活而恐慌",
UI_trait_moredesc_stressfromlootingcorpses = "从尸体上取物会增加 %1% 压力和不快乐",
UI_trait_moredesc_nostressfromlootingzombies = "从尸体上取物不会增长压力或不快乐",
UI_trait_moredesc_footstepsoundradius = "%1% 脚步声半径",
UI_trait_moredesc_chancetotripvaultingfence = "在跑/冲刺翻越矮栅栏或被僵尸扑击时有 %1% 的几率摔倒",
UI_trait_moredesc_increasedchanceoffallwhenbumping = "增加与僵尸或幸存者碰撞时摔倒几率",
UI_trait_moredesc_decreasedchanceoffallwhenbumping = "减少与僵尸或幸存者碰撞时摔倒几率",
UI_trait_moredesc_increasedchanceofinjurywhenopeningcan = "增加在没有开罐器的情况下打开罐头时受伤几率",
UI_trait_moredesc_decreasedchanceofinjurywhenopeningcan = "减少在没有开罐器的情况下打开罐头时受伤几率",
UI_trait_moredesc_alsogivesblurryvision = "导致视力模糊",
UI_trait_moredesc_weaponsightsrangebonusatminimum = "武器瞄准镜的额外射程始终处于最小值",
UI_trait_moredesc_maluscanberemovedbywearingglasses = "佩戴眼镜可以取消这些减益效果",
UI_trait_moredesc_soundeffectsmuffled = "某些音效会被削弱。",
UI_trait_moredesc_zombiesbehindvisiblelater = "从后方接近的僵尸会更晚的被发现",
UI_trait_moredesc_canthearsound = "无法听到声音。无线电杂音不会出现。",
UI_trait_moredesc_stillabletowatchtv = "由于有字幕,仍然可以看电视。",
UI_trait_moredesc_perceptionradius = "%1% 感知半径",
UI_trait_moredesc_zombiesbehindvisibleearlier = "从后方接近的僵尸会更早的被发现",
UI_trait_moredesc_widerfieldofview = "更宽的视野",
UI_trait_moredesc_maxrangemodifieronweaponsights = "%1% 武器瞄准镜的最大射程修正",
UI_trait_moredesc_hunger = "%1% 饥饿度",
UI_trait_moredesc_chanceofnotbeinginjuredbyzombies = "%1% 不被僵尸伤害的几率",
UI_trait_moredesc_chanceofgettingscratchedcutbytrees = "%1% 被树木刮伤/割伤的几率",
UI_trait_moredesc_unfitlosecondition = "通过健身使体格达到 %1 级会变成身体不好",
UI_trait_moredesc_unfitgaincondition = "如果体格低于 %1 级则会获得",
UI_trait_moredesc_outofshapelosecondition = "通过健身使体格达到 %1 级则会失去",
UI_trait_moredesc_outofshapelosecondition2 = "如果体格降至低于 %1 级则被身体很差取代",
UI_trait_moredesc_outofshapegaincondition = "如果体格降至低于 %1 级则会获得",
UI_trait_moredesc_speed = "%1% 速度",
UI_trait_moredesc_fitlosecondition = "体格达到 %1 级时被运动健将取代",
UI_trait_moredesc_fitlosecondition2 = "如果体格低于 %1 级则失去",
UI_trait_moredesc_runningsprintingspeed = "%1% 跑步/冲刺速度",
UI_trait_moredesc_runningsprintingenduranceloss = "%1% 跑步/冲刺耐力损失(由特性本身引起)",
UI_trait_moredesc_athleticlosecondition = "如果体格低于 %1 级则会失去",
UI_trait_moredesc_athleticgaincondition = "通过健身使体格达到 %1 级则会获得",
UI_trait_moredesc_highercalorythresholdtogainweight = "如果当前体重为 %1kg ,体重增加的卡路里阈值较高",
UI_trait_moredesc_chancetotripwhilerunvaulting = "%1% 在跑/冲刺翻越矮栅栏时跌倒的几率",
UI_trait_moredesc_chancetotripfromlunge = "%1% 被爬行僵尸扑倒的几率",
UI_trait_moredesc_decreasedchancetotripfromlunge = "减少被爬行僵尸扑倒的几率",
UI_trait_moredesc_increasedchanceoffallwhenbumping = "略微增加在碰撞僵尸或幸存者时摔倒的几率",
UI_trait_moredesc_increasedchancetofailatallfenceclimb = "增加攀爬高栅栏或墙壁的失败率",
UI_trait_moredesc_enduranceregeneration = "%1% 耐力恢复",
UI_trait_moredesc_doubledendurancelosswhenrunning = "携带重物行走、跑步、冲刺或拖动尸体时双倍耐力损失",
UI_trait_moredesc_falldamage = "%1% 坠落伤害,并略微增加因坠落导致的骨折/重伤几率",
UI_trait_moredesc_slowerropeclimbingspeed = "降低攀绳速度",
UI_trait_moredesc_cannotgainfitnessxptowardslevel = "体格达到 %1 级后无法获得经验值",
UI_trait_moredesc_startingweight = "起始体重为 %1",
UI_trait_moredesc_replacedbyobeseifweightgoesabove = "如果体重超过 %1,则被肥胖代替",
UI_trait_moredesc_lostifweightgoesbelow = "如果体重低于 %1,则失去",
UI_trait_moredesc_includingnonpackagedandcookedfood = "包括非包装食品和熟食。",
UI_trait_moredesc_meleedamage = "%1% 近战伤害",
UI_trait_moredesc_replacedbyveryunderweightifweightgoesbelow = "如果体重低于 %1,则被非常低体重代替",
UI_trait_moredesc_lostifweightgoesabove = "如果体重超过 %1,则失去"
UI_trait_moredesc_greatlyincreasedchancetofailatallfenceclimb = "大大增加了翻越高大栅栏或墙壁的失败率",
UI_trait_moredesc_cannotgainxptowardsfitnesslevel7orhigher = "无法获得体格的经验值使得等级提升到7或更高",
UI_trait_moredesc_characterwillstartlosinglife = "当角色体重低于 %1 时会开始流失生命值",
UI_trait_moredesc_replacedbyemaciatedifweightgoesbelow = "如果体重低于 %1kg,将被替换为瘦骨嶙峋",
UI_trait_moredesc_replacedbyunderweightifweightgoesbelow = "如果体重低于%1,则被替换为低体重",
UI_trait_moredesc_replacedbyveruunderweightifweightgoesabove = "如果体重高于%1,则被替换为超低体重",
UI_trait_moredesc_replacedbyoverweightifweightgoesbelow = "如果体重低于%1,则被替换为高体重",
UI_trait_moredesc_knockbackpower = "%1% 击退力",
UI_trait_moredesc_canbegainedbytrainingstrengthtolevel = "可以通过将力量训练到1级来获得",
UI_trait_moredesc_replacedbystrongatlevel9strength = "当力量达到%1级时,被替换为身强力壮",
UI_trait_moredesc_replacedbyfeebleatlevel2strength = "当力量达到%1级时,被替换为身体虚弱",
UI_trait_moredesc_canbelostbytrainingstrengthtolevel5 = "可以通过将力量训练到%1级而失去",
UI_trait_moredesc_corpsesickness = "%1% 尸体病进程",
UI_trait_moredesc_chanceofcatchingacold = "%1% 感冒的几率",
UI_trait_moredesc_coldstrength = "%1% 感冒程度",
UI_trait_moredesc_coldprogressionspeed = "%1% 感冒加重速度",
UI_trait_moredesc_zombificationspeed = "%1% 僵尸化速度",
UI_trait_moredesc_claustrophobic = "在小于%1+格的房间内不会惊慌。房间越小,惊慌增加得越快。",
UI_trait_moredesc_windpenaltywhenaimingwithguns = "%1% 枪械瞄准的风偏惩罚",
UI_trait_moredesc_accuracywithguns = "%1% 枪械精准度",
UI_trait_moredesc_critchancewithguns = "%1% 枪械暴击几率",
UI_trait_moredesc_betteraimingdelay = "更低的瞄准延迟",
UI_trait_moredesc_tirednessrecoveryratewhensleeping = "%1% 睡眠时的疲劳恢复率",
UI_trait_moredesc_tirednessrecoveryratewhilesleeping = "%1% 睡眠时的疲劳恢复率",
UI_trait_moredesc_doesnotwakeupwhenreaching0tiredness = "但不会影响睡眠时间,所以角色会在疲劳度达到0后继续睡着",
UI_trait_moredesc_needtosetanalarmtotakefulladvantage = "每晚设置闹钟以充分利用此特性",
UI_trait_moredesc_tirednesslossratewhileawake = "%1% 清醒时的疲劳损失率",
UI_trait_moredesc_sleepduration = "%1% 睡眠持续时间",
UI_trait_moredesc_hardertostartsleeping = " 1% 入睡困难度",
UI_trait_moredesc_greatlydecreasedchanceofscratchbytrees = "大大降低了在树木间行走或奔跑时被划伤/割伤的几率",
UI_trait_moredesc_chanceofbreakingfirekindling = "%1% 损坏浪费生火材料的几率",
UI_trait_moredesc_lightsfiresfaster = "点燃火焰的速度提高约%1%",
UI_trait_moredesc_gunaimweatherpenalty = "%1% 枪械瞄准的天气惩罚",
UI_trait_moredesc_severityofvehicleinjuries = "%1% 车祸损伤严重程度",
UI_trait_moredesc_fractureseverity = "%1% 骨折严重程度",
UI_trait_moredesc_allwoundshealmuchfaster = "所有伤口愈合得更快",
UI_trait_moredesc_allwoundshealmuchslower = "所有伤口愈合得更慢",
UI_trait_moredesc_noeffectonexercisefatigue = "对锻炼疲劳没有影响",
UI_trait_moredesc_xpforallskillsexcept = "%1% 除了体格和力量外的所有技能经验值",
UI_trait_moredesc_readingspeed = "%1% 阅读速度",
UI_trait_moredesc_basespeedatstrongpanic = "%1 强恐慌下的基础速度",
UI_trait_moredesc_basespeedatextremepanic = "%1 极端恐慌下的基础速度",
UI_trait_moredesc_stillcantgoabovemovespeedcap = "(仍然不能超过移动速度上限)",
UI_trait_moredesc_ifusingthenewstealthsystem = "如果使用新的隐身系统 :",
UI_trait_moredesc_ifusingtheoldstealthsystem = "如果使用旧的隐身系统 :",
UI_trait_moredesc_chanceofbeingspottedbyazombie = "%1% 被僵尸发现的几率",
UI_trait_moredesc_increasedminimumanbiantlight = "略微增加了最低环境光亮,封闭房间除外",
UI_trait_moredesc_reducedvisoinconemalusindarkness = "减少了黑暗中的视野惩罚",
UI_trait_moredesc_thirst = "%1% 口渴",
UI_trait_moredesc_decreasedchanceoffailingatallfenceclimb = "降低了攀爬高栅栏或墙壁失败的几率",
UI_trait_moredesc_slightlyincreasedropclimbingspeed = "略微提高了绳索攀爬速度",
UI_trait_moredesc_aftercraftingdoesntreturnitems = "制作完成后不将使用过的物品放回原来的容器",
UI_trait_moredesc_includingtextonmapsandcaloryvaluesonfood = "包括地图上的文本或包装食品上的卡路里值",
UI_trait_moredesc_hardertostartsleeping = "更难入睡",
UI_trait_moredesc_xpforweaponskillsandaimingskill = "%1% 所有近战武器技能和瞄准技能的经验值",
UI_trait_moredesc_inventorytransferringtime = "%1% 转移物品时间",
UI_trait_moredesc_aimingdelaywithguns = "%1% 枪械瞄准延迟",
UI_trait_moredesc_decreasedchanceofjammingguns = "降低枪械卡壳几率",
UI_trait_moredesc_increasedchanceofjammingguns = "增加枪械卡壳几率",
UI_trait_moredesc_decreasedchancewoundwhenopeningacan = "减少在没有开罐器的情况下打开罐头时受伤的几率",
UI_trait_moredesc_increasedchancewoundwhenopeningacan = "增加在没有开罐器的情况下打开罐头时受伤的几率",
UI_trait_moredesc_foodillnesschance = "%1% 食物中毒几率",
UI_trait_moredesc_foodillnessduration = "%1% 食物中毒的平均持续时间",
UI_trait_moredesc_taintedwatermorepoisonous = "受污染的水毒性增加 %1%",
UI_trait_moredesc_raweggsnevercausefoodillness = "生鸡蛋永远不会引起食物中毒",
UI_trait_moredesc_inventorytransferbloodyitemsfasterandstressfull = "更快地转移血腥物品并且造成压力",
UI_trait_moredesc_endurancelosswhenrunningsprintingcarryingdragging = "%1% 跑步、冲刺、携带重物或拖拽尸体时的耐力损失",
UI_trait_moredesc_endurancelosswhenswinging = "%1% 挥动武器时的耐力损失",
UI_trait_moredesc_loot = "%1% 更高的战利品掉落率",
UI_trait_moredesc_chanceoffailingitemrepairs = "%1% 物品修理失败的几率",
UI_trait_moredesc_fasteraxeswing = "挥斧速度提高 %1%",
UI_trait_moredesc_axetreedamage = "%1% 用斧头砍树的伤害",
UI_prof_moredesc_movespeedintrees = "%1% 树林中的移动速度",
UI_prof_moredesc_startingregularityexercise = "初始具备 %1% 的健身(体格和力量)纪律"
UI_trait_ThinSkinnedDesc = "增加皮肤被划伤、割伤或咬破的几率。"
UI_ShortSighted_Condition = "可以通过戴眼镜消除Debuff"
UI_moredesc_options_MoreDescriptionForTraits = "为特质提供更多描述",
UI_moredesc_options_ShowMoreDescription = "显示更多描述",
UI_moredesc_options_Tooltip_ShowMoreDescription = "如果未选中,则不会在原版描述后添加额外描述",
UI_moredesc_options_ShowForagingStats = "显示对采集的影响",
UI_moredesc_options_Tooltip_ShowForagingStats = "如果选中,将在特质和职业描述中添加显示对采集的影响",
UI_moredesc_options_ShowFreeRecipes = "显示掌握的配方",
UI_moredesc_options_Tooltip_ShowFreeRecipes = "如果选中,将在特质和职业描述中添加掌握的配方",
UI_moredesc_GrowingSeasons = "作物生长季节",
UI_moredesc_GrowingSeason = "作物生长季节",
UI_moredesc_AllExceptHemp = "除了大麻以外的全部",
UI_moredesc_MakeJarOf = "制作罐装食品",
UI_moredesc_Pickling = "腌制",
UI_moredesc_Construct = "建筑",
UI_moredesc_Constructions = "建筑",
UI_moredesc_Forging = "锻造",
UI_moredesc_Forge = "锻造",
UI_moredesc_Knitting = "编织",
UI_moredesc_Knit = "编织",
}