Sandbox_CN = {
    Sandbox_MoreTraits = "More Traits",
    Sandbox_MoreTraits_PreparedMedicalBandageAmount = "绷带数量",
    Sandbox_MoreTraits_PreparedMedicalBandageAmount_tooltip = "充分准备：药物特质开局提供的绷带数量。",
    Sandbox_MoreTraits_PreparedCarGasToggle = "充分准备：车汽油罐",
    Sandbox_MoreTraits_PreparedCarGasToggle_tooltip = "切换充分准备：车特质是否开局携带汽油罐",
    Sandbox_MoreTraits_InjuredBurns = "受伤带有烧伤",
    Sandbox_MoreTraits_InjuredBurns_tooltip = "拥有受伤特质的玩家是否会带有烧伤作为随机伤口。<br>烧伤会使人被严重削弱，尤其是发生在腿上时。",
    Sandbox_MoreTraits_SpecializationXPPercent = "专精经验减成",
    Sandbox_MoreTraits_SpecializationXPPercent_tooltip = "选取专精特质的玩家，经验获取减少的比例。<br>设为0%禁用经验获取减成。",
    Sandbox_MoreTraits_LuckImpact = "幸运影响",
    Sandbox_MoreTraits_LuckImpact_tooltip = "幸运和不幸特质影响本mod特质的程度。<br>0%意味着幸运或不幸对特质不产生影响。",
    Sandbox_MoreTraits_AlcoholicFreeDrink = "酗酒开局饮料",
    Sandbox_MoreTraits_AlcoholicFreeDrink_tooltip = "选取酗酒特质的玩家开局拥有一瓶酒。",
    Sandbox_MoreTraits_BouncerEffectiveness = "保镖效率",
    Sandbox_MoreTraits_BouncerEffectiveness_tooltip = "拥有保镖特质的玩家触发效果的几率。<br>每时间刻计算一次，也就是每秒检查60次是否有两个或以上僵尸在玩家周围。<br>即使是极小的增加该数值都会导致保镖特质的过度强化。",
    Sandbox_MoreTraits_BouncerCooldown = "保镖冷却",
    Sandbox_MoreTraits_BouncerCooldown_tooltip = "保镖每次推开僵尸的间隔时间刻。<br>60时间刻=1秒<br>减少该数值会导致保镖特质的过度强化。",
    Sandbox_MoreTraits_WeightPackMule = "重量：背包骡子",
    Sandbox_MoreTraits_WeightPackMule_tooltip = "定义选取背包骡子的玩家的携带重量。<br>该值为应用力量加成前的基础数值。",
    Sandbox_MoreTraits_WeightPackMouse = "重量：背包鼠",
    Sandbox_MoreTraits_WeightPackMouse_tooltip = "定义选取背包鼠的玩家的携带重量。<br>该值为应用力量加成前的基础数值。",
    Sandbox_MoreTraits_WeightDefault = "重量：默认",
    Sandbox_MoreTraits_WeightDefault_tooltip = "定义未选取背包骡子或背包鼠的玩家的携带重量。<br>该值为应用力量加成前的基础数值。",
    Sandbox_MoreTraits_WeightGlobalMod = "重量：全局增益",
    Sandbox_MoreTraits_WeightGlobalMod_tooltip = "给予所有玩家携带重量加成。<br>可以设置为负数以减少所有玩家的携带重量。",
    Sandbox_MoreTraits_GymGoerPercent = "健身爱好者经验提升",
    Sandbox_MoreTraits_GymGoerPercent_tooltip = "拥有健身爱好者特质的玩家在健身时获得的额外体格/力量经验百分比。<br>设置为100%意味着没有额外经验获得。",
    Sandbox_MoreTraits_GraveRobberChance = "盗墓贼：战利品概率",
    Sandbox_MoreTraits_GraveRobberChance_tooltip = "拥有盗墓贼特质的玩家在僵尸尸体上找到额外战利品的机会。<br>设置为1000将会使所有被玩家击杀的僵尸身上拥有额外战利品。",
    Sandbox_MoreTraits_GraveRobberGuaranteedLoot = "盗墓贼：确定的额外战利品",
    Sandbox_MoreTraits_GraveRobberGuaranteedLoot_tooltip = "决定盗墓贼可以找到多少确定的额外战利品。<br>默认情况下，一个随机数值会被确定，增加这个数值会在计算时决定额外战利品。",
    Sandbox_MoreTraits_IndefatigableRecharge = "不死鸟冷却",
    Sandbox_MoreTraits_IndefatigableRecharge_tooltip = "不死鸟特质的能力冷却需要的天数。",
    Sandbox_MoreTraits_IndefatigableCuresInfection = "不死鸟治愈感染",
    Sandbox_MoreTraits_IndefatigableCuresInfection_tooltip = "不死鸟特质使用时是否治愈感染？<br>默认情况下，不死鸟不会治愈僵尸化。<br>提示：通过不死鸟治愈感染将会使其进入双倍冷却周期。",
    Sandbox_MoreTraits_IndefatigableCuresInfectionOnce = "不死鸟仅治愈一次感染",
    Sandbox_MoreTraits_IndefatigableCuresInfectionOnce_tooltip = "是否不死鸟治愈一次感染后不再治愈感染？<br>该设置仅在“不死鸟治愈感染”选项开启时有效。",
    Sandbox_MoreTraits_GordaniteEffectiveness = "戈登效果",
    Sandbox_MoreTraits_GordaniteEffectiveness_tooltip = "代表拥有戈登特质的玩家使用撬棍的效果的百分比。<br>设置为200%会使戈登特质效果翻倍。",
    Sandbox_MoreTraits_EvasiveChance = "闪避特质几率",
    Sandbox_MoreTraits_EvasiveChance_tooltip = "拥有闪避特质的玩家躲过攻击的几率。<br>设置为100%会使拥有闪避特质的玩家无视僵尸的攻击。",
    Sandbox_MoreTraits_EvasiveAnimation = "闪避取消动画",
	Sandbox_MoreTraits_EvasiveAnimation_tooltip = "当启用时，闪避特质激发时将不会显示受击动画。",
    Sandbox_MoreTraits_AlcoholicFrequency = "酗酒饮酒频率",
    Sandbox_MoreTraits_AlcoholicFrequency_tooltip = "拥有酗酒特质的玩家需要饮酒以满足需求的平均时间。<br>降低数值则酗酒特质需要更加频繁的饮酒以避免戒断反应。",
    Sandbox_MoreTraits_AlcoholicWithdrawal = "酗酒戒断",
    Sandbox_MoreTraits_AlcoholicWithdrawal_tooltip = "拥有酗酒特质的玩家多久不喝酒会导致戒断反应。<br>该数值应高于酗酒饮酒频率的值。",
    Sandbox_MoreTraits_SmokerStart = "嗜烟如命开局携带烟",
    Sandbox_MoreTraits_MartialScaling = "武术家修正",
    Sandbox_MoreTraits_MartialScaling_tooltip = "表示武术家在伤害上的修正有多大的百分比<br>设置该值为50%会减半所有伤害。",
    Sandbox_MoreTraits_ButterfingersChance = "黄油手概率",
    Sandbox_MoreTraits_ButterfingersChance_tooltip = "该数值代表拥有黄油手特质的玩家会手滑掉落物品的频率。<br>基础值为5，代表默认情况下两千分之五的几率会每游戏内分钟计算掉落。<br>降低该数值会导致玩家持续手滑。",
    Sandbox_MoreTraits_ScroungerChance = "拾荒者触发概率",
    Sandbox_MoreTraits_ScroungerChance_tooltip = "该数值代表拥有拾荒者特质的玩家在任何容器中找到额外物品的概率。<br>100%将会使所有容器都拥有额外物品。",
    Sandbox_MoreTraits_ScroungerLootModifier = "拾荒者战利品修正",
    Sandbox_MoreTraits_ScroungerLootModifier_tooltip = "该数值代表拥有拾荒者特质的玩家触发被动时找到物品的多少。<br>100%代表加倍找到的额外战利品。<br>额外物品的数值总会四舍五入，因此即使是一个物品也有概率会加倍。<br>该效果对例如香烟或弹药等物品时十分显著。",
    Sandbox_MoreTraits_ScroungerItemChance = "拾荒者物品概率",
    Sandbox_MoreTraits_ScroungerItemChance_tooltip = "该数值代表拾荒者加倍任何容器中物品的可能性。<br>例如：拾荒者触发概率是指在任何容器中拥有潜在额外战利品的概率。<br>一个容器触发该初始检测后，一系列检测会进行：每个该容器中的物品都会进行一次计算，来确定其是否会被加倍。<br>若该数值被设置为100%，那么每当拾荒者被动触发时，整个容器中物品都会被加倍。<br>如果拾荒者触发概率和拾荒者物品概率都被设置为100%，那么拥有拾荒者特质的玩家将会在所有容器中发现所有物品都被加倍了。",
    Sandbox_MoreTraits_IncomprehensiveChance = "不细致概率",
    Sandbox_MoreTraits_IncomprehensiveChance_tooltip = "拥有不细致特质的玩家在任何容器中找到更少物品的概率。<br>设置该值为100%会使得所有容器都减少一些物品。",
    Sandbox_MoreTraits_VagabondChance = "流浪汉概率",
    Sandbox_MoreTraits_VagabondChance_tooltip = "该数值代表拥有流浪汉特质的玩家在垃圾桶中找到额外食品的概率。<br>设置该值为100%会使所有垃圾桶都包含额外食品。",
    Sandbox_MoreTraits_VagabondGuaranteedExtraLoot = "流浪汉确定的额外战利品",
    Sandbox_MoreTraits_VagabondGuaranteedExtraLoot_tooltip = "拥有流浪汉特质的玩家会确保在垃圾桶中找到食物数的值。<br>默认情况下，会选定一个介于0到2之间的数值。该选项的值会添加到此范围中去。<br>（例：从0到2中摇出一个值，然后加上x，x就是这个选项。）",
    Sandbox_MoreTraits_QuickWorkerScaler = "工作迅速倍率",
    Sandbox_MoreTraits_QuickWorkerScaler_tooltip = "拥有快速工作特质的玩家在进行需时间操作时会有多少额外进度添加到操作中。<br>更高的数值会使需时间操作更快完成。<br>这是一个细粒度值，100转换为0.1在速度上的加成。",
    Sandbox_MoreTraits_IngenuitiveLimitAmount = "匠心独运限制数",
    Sandbox_MoreTraits_IngenuitiveLimitAmount_tooltip = "匠心独运所学习未知合成配方的比例。<br>会从所有可用配方中随机选取。",
    Sandbox_MoreTraits_IngenuitiveLimit = "匠心独运限制",
    Sandbox_MoreTraits_IngenuitiveLimit_tooltip = "限制匠心独运所给予的配方数。<br>默认情况下，匠心独运会给玩家所有配方。<br>开启该选项可以让你限制匠心独运特质所学到的数量。",
    Sandbox_MoreTraits_SlowWorkerScaler = "工作缓慢倍率",
    Sandbox_MoreTraits_SlowWorkerScaler_tooltip = "进行需时间工作时需要花费多少额外时间。<br>更高的数值会使需时间工作进行的更缓慢。<br>设置一个高数值会使其做所有事情都尤为缓慢——尤其是读书。",
    Sandbox_MoreTraits_MartialWeapons = "武术家允许武器推搡",
    Sandbox_MoreTraits_MartialWeapons_tooltip = "默认下，武术家将只在玩家无武器时造成伤害。<br>如果启用，玩家的推搡会造成伤害，即使是拿着武器的情况下。<br>如果禁用该选项，你仍可以在副手有东西时获益于武术家特质（例如手电筒、包之类）。仅会检查主手是否有装备。",
    Sandbox_MoreTraits_AntiqueChance = "古董收藏家概率X",
    Sandbox_MoreTraits_AntiqueChance_tooltip = "古代物品的稀有度。<br>该值代表计算时的概率为X分之一。<br>更高数值意味着更少掉率。",
    Sandbox_MoreTraits_ForgivingDeprived = "更宽容的放逐",
    Sandbox_MoreTraits_ForgivingDeprived_tooltip = "选取放逐特质的玩家将仍会保有一个腰带。<br>在通常的游戏流程中，除非使用模组改动战利品表或者杀掉其他玩家，是极难获取腰带的。",
    Sandbox_MoreTraits_NonlethalAlcoholic = "非致命酗酒",
    Sandbox_MoreTraits_NonlethalAlcoholic_tooltip = "选取酗酒特质的玩家将不会死于酒精中毒，但是仍然会受周期性戒断反应困扰。",
    Sandbox_MoreTraits_SecondWindCooldown = "重振元气冷却",
    Sandbox_MoreTraits_SecondWindCooldown_tooltip = "需要多少天以使重振元气完成重新可用？",
	Sandbox_MoreTraits_GymGoerNoExerciseFatigue = "健身爱好者移除锻炼疲劳",
	Sandbox_MoreTraits_GymGoerNoExerciseFatigue_tooltip = "健身爱好者是否该移除锻炼疲劳？<br>如果取消选择该选项，拥有健身爱好者特质的玩家将正常遭受锻炼疲劳。",
	Sandbox_MoreTraits_HardyEndurance = "硬汉体力",
	Sandbox_MoreTraits_HardyEndurance_tooltip = "硬汉特质应给予多少额外体力？",
	Sandbox_MoreTraits_ImmunoChance = "免疫功能低下概率",
	Sandbox_MoreTraits_ImmunoChance_tooltip = "拥有免疫功能低下特质的玩家被僵尸攻击遭到感染的概率。<br>将该值设为100将会使所有僵尸攻击具有感染性。",
	Sandbox_MoreTraits_SuperImmuneWeakness = "超级免疫弱点",
	Sandbox_MoreTraits_SuperImmuneWeakness_tooltip = "如果开启该选项，在遭到数个感染的情况下超级免疫将无法保护你的身体。",
	Sandbox_MoreTraits_BouncerDistance = "保镖距离",
    Sandbox_MoreTraits_BouncerDistance_tooltip = "（按照块大小）距离玩家多远，保镖特质将开始尝试推开敌人。<br>降低该数值意味着保镖特质会在离玩家更近的距离发挥作用。",
	Sandbox_MoreTraits_AntiqueAnywhere = "古董收藏家任何地方",
	Sandbox_MoreTraits_AntiqueAnywhere_tooltip = "如果开启，古董收藏家特质将可以从任何地方找到稀有物品，而不是只能在箱子和金属货架上找到。",
	Sandbox_MoreTraits_HoarderCompatibility = "囤货者特质叠加",
	Sandbox_MoreTraits_HoarderCompatibility_tooltip = "如果你同时运行更多特质和拓展特质，它们都有修改携带重量的特质。<br>如果开启该选项，囤货者（来自拓展特质）和本mod中的携带重量特质（背包骡子/鼠）将会叠加。这意味着你从背包骡子/鼠得到的携带重量将会乘以1.25<br>如果关闭该选项，且你拥有两种特质（囤货者与背包骡子/鼠），它们哪个都有可能先运行，这意味着作者也不知道到底你的携带重量会被哪个特质计算。",

    Sandbox_MoreTraitsDynamic = "More Traits - Dynamic",
    Sandbox_MoreTraitsDynamic_PackMouse = "背包鼠",
    Sandbox_MoreTraitsDynamic_PackMule = "背包骡子",
    Sandbox_MoreTraitsDynamic_LeadFoot = "灌铅重踏",
    Sandbox_MoreTraitsDynamic_Indefatigable = "不死鸟",
    Sandbox_MoreTraitsDynamic_GymGoer = "健身爱好者",
    Sandbox_MoreTraitsDynamic_SecondWind = "重振元气",
    Sandbox_MoreTraitsDynamic_Hardy = "硬汉",
    Sandbox_MoreTraitsDynamic_Evasive = "闪避",
    Sandbox_MoreTraitsDynamic_NoodleLegs = "面条腿",
    Sandbox_MoreTraitsDynamic_Olympian = "奥运选手",
    Sandbox_MoreTraitsDynamic_Slowpoke = "慢吞吞",
    Sandbox_MoreTraitsDynamic_Fast = "快速",
    Sandbox_MoreTraitsDynamic_Swift = "迅捷",
    Sandbox_MoreTraitsDynamic_Flexible = "灵活",
    Sandbox_MoreTraitsDynamic_WellFitted = "百搭",
    Sandbox_MoreTraitsDynamic_Terminator = "终结者",
    Sandbox_MoreTraitsDynamic_Quiet = "安静",
    Sandbox_MoreTraitsDynamic_ProwessBlade = "擅长：刀剑",
    Sandbox_MoreTraitsDynamic_TavernBrawler = "酒馆斗士",
    Sandbox_MoreTraitsDynamic_ProwessBlunt = "擅长：棍棒",
    Sandbox_MoreTraitsDynamic_Thuggish = "凶残",
    Sandbox_MoreTraitsDynamic_Gordanite = "戈登",
    Sandbox_MoreTraitsDynamic_Bouncer = "保镖",
    Sandbox_MoreTraitsDynamic_GruntWorker = "蓝领工人",
    Sandbox_MoreTraitsDynamic_MartialArtist = "武术家",
    Sandbox_MoreTraitsDynamic_PracticedSwordsman = "剑士爱好者",
    Sandbox_MoreTraitsDynamic_ProwessSpear = "擅长：长矛",
    Sandbox_MoreTraitsDynamic_Wildsman = "野人",
    Sandbox_MoreTraitsDynamic_Scrapper = "拆解者",
    Sandbox_MoreTraitsDynamic_SlowWorker = "工作缓慢",
    Sandbox_MoreTraitsDynamic_FastWorker = "工作迅速",
    Sandbox_MoreTraitsDynamic_NaturalEater = "天然食物主义者",
    Sandbox_MoreTraitsDynamic_Ascetic = "苦行僧",
    Sandbox_MoreTraitsDynamic_Gourmand = "美食家",
    Sandbox_MoreTraitsDynamic_Tinkerer = "修补匠",
    Sandbox_MoreTraitsDynamic_ProwessGuns = "擅长：枪械",
    Sandbox_MoreTraitsDynamic_MotionSickenss = "晕动症 - 需要驾驶技能mod，否则将为静态",
    Sandbox_MoreTraitsDynamic_StudentDriver = "菜鸟司机 - 需要驾驶技能mod，否则将为静态",
    Sandbox_MoreTraitsDynamic_ExpertDriver = "专家司机 - 需要驾驶技能mod，否则将为静态",
    Sandbox_MoreTraitsDynamic_Graverobber = "盗墓贼 - 需要拾荒技能mod，否则将为静态",
    Sandbox_MoreTraitsDynamic_Vagabond = "流浪汉 - 需要拾荒技能mod，否则将为静态",
    Sandbox_MoreTraitsDynamic_Scrounger = "拾荒者 - 需要拾荒技能mod，否则将为静态",
    Sandbox_MoreTraitsDynamic_Incomprehensive = "不细致 - 需要拾荒技能mod，否则将为静态",
    Sandbox_MoreTraitsDynamic_AntiqueCollector = "古董收藏家 - 需要拾荒技能mod，否则将为静态",
}