Sandbox_CN = {
	Sandbox_EvenMoreTraits = "Even More Traits",
	Sandbox_EvenMoreTraits_HomebodyName = "死宅",
	Sandbox_EvenMoreTraits_HomebodyTimeToActivate = "死宅：触发时间",
	Sandbox_EvenMoreTraits_HomebodyTimeToActivate_tooltip = "触发死宅时需要在室内停留的分钟数",
	Sandbox_EvenMoreTraits_HomebodyStressRecoveryModifier = "死宅：压力恢复倍率",
	Sandbox_EvenMoreTraits_HomebodyStressRecoveryModifier_tooltip = "死宅减免压力的倍率",
	Sandbox_EvenMoreTraits_HomebodyUnhappinessRecoveryModifier = "死宅：心情恢复倍率",
	Sandbox_EvenMoreTraits_HomebodyUnhappinessRecoveryModifier_tooltip = "死宅的心情减免效果的倍率",
	Sandbox_EvenMoreTraits_WandererName = "漫步者",
	Sandbox_EvenMoreTraits_BacktrackingCheck = "漫步者：路线检测",
	Sandbox_EvenMoreTraits_BacktrackingCheck_tooltip = "行走距离不远时关闭特质效果，例如：转着圈走或者顶着墙壁走时",
	Sandbox_EvenMoreTraits_WandererStressRecoveryModifier = "漫步者：压力恢复倍率",
	Sandbox_EvenMoreTraits_WandererStressRecoveryModifier_tooltip = "漫步者的心情减免效果的倍率",
	Sandbox_EvenMoreTraits_WandererUnhappinessRecoveryModifier = "漫步者：心情恢复倍率",
	Sandbox_EvenMoreTraits_WandererUnhappinessRecoveryModifier_tooltip = "作用于漫步者的心情恢复效果的倍率",
	Sandbox_EvenMoreTraits_CardioName = "心肺强健",
	Sandbox_EvenMoreTraits_CardioEnduranceLossModifier = "心肺强健：耐力消耗倍率",",
	Sandbox_EvenMoreTraits_CardioEnduranceLossModifier_tooltip = "作用于所有耐力消耗的全局倍率",
	Sandbox_EvenMoreTraits_CardioEnduranceGainModifier = "心肺强健：耐力获得倍率",
	Sandbox_EvenMoreTraits_CardioEnduranceGainModifier_tooltip = "作用于所有耐力获得的全局倍率",
	Sandbox_EvenMoreTraits_ComposureName = "心沉则灵",
	Sandbox_EvenMoreTraits_ComposureXPModifierMax = "心沉则灵：最大经验倍率",
	Sandbox_EvenMoreTraits_ComposureXPModifierMax_tooltip = "心沉则灵的最大倍率数值（以最小倍率数值为下限并随着惊慌程度降低）",
	Sandbox_EvenMoreTraits_ComposureXPModifierMin = "心沉则灵：最低经验倍率",
	Sandbox_EvenMoreTraits_ComposureXPModifierMin_tooltip = "心沉则灵在战斗起效时的最低经验倍率",
	Sandbox_EvenMoreTraits_QuicksilverName = "泻地水银",
	Sandbox_EvenMoreTraits_QuicksilverXPOnKill = "泻地水银：近战击杀时获取的灵活技能经验",
	Sandbox_EvenMoreTraits_QuicksilverXPOnKill_tooltip = "以近战击杀丧尸时获得灵活技能经验，获得的经验量会视乎灵活技能的等级而成比例提升",
	Sandbox_EvenMoreTraits_QuicksilverXPModifier = "泻地水银：经验倍率",
	Sandbox_EvenMoreTraits_QuicksilverXPModifier_tooltip = "作用于所有相关属性的全局经验倍率",
	Sandbox_EvenMoreTraits_QuicksilverXPModifierScaling = "泻地水银：经验倍率比例",
	Sandbox_EvenMoreTraits_QuicksilverXPModifierScaling_tooltip = "当被丧尸锁定，或身周3格距离内有丧尸时的经验倍率 \n（身周3格内的每1个丧尸会增加10%的经验；如果有丧尸追踪并企图攻击你，则每1个丧尸增加12%的经验）",
	Sandbox_EvenMoreTraits_NightRunnerName = "暗里见光",
	Sandbox_EvenMoreTraits_NightRunnerMinLightValue = "暗里见光：最低亮度数值",
	Sandbox_EvenMoreTraits_NightRunnerMinLightValue_tooltip = "当特质起效时游戏所允许的最低亮度数值 \n（作为参考：一般夜晚为0.3至0.5，阴天为0.8）",
	Sandbox_EvenMoreTraits_VitaminJunkieName = "维他命成瘾者",
	Sandbox_EvenMoreTraits_VitaminJunkieEnduranceGain = "维他命成瘾者：耐力恢复数值",
	Sandbox_EvenMoreTraits_VitaminJunkieEnduranceGain_tooltip = "服用维他命时回复的耐力量",
	Sandbox_EvenMoreTraits_VitaminJunkieEffectModifier = "维他命成瘾者：效果倍率",
	Sandbox_EvenMoreTraits_VitaminJunkieEffectModifier_tooltip = "回复与流失耐力的倍率",
	Sandbox_EvenMoreTraits_VitaminJunkieDurationModifier = "维他命成瘾者：持续时间倍率",
	Sandbox_EvenMoreTraits_VitaminJunkieDurationModifier_tooltip = "维他命成瘾者的效果持续时间的倍率 \n（该持续时间的倍率视乎情况变化，具体的英语原文数值请参考本mod在创意工坊讨论组内的置顶帖）",
	Sandbox_EvenMoreTraits_PlotArmorName = "主角光环",
	Sandbox_EvenMoreTraits_PlotArmorPreventCombatActivation = "主角光环：战斗行为会阻止该特质生效",
	Sandbox_EvenMoreTraits_PlotArmorPreventCombatActivation_tooltip = "在玩家远离丧尸，退出战斗一段时间之前阻止主角光环起效",
	Sandbox_EvenMoreTraits_ExpeditiousName = "雷厉风行",
	Sandbox_EvenMoreTraits_ExpeditiousRunningEnduranceLossModifier = "雷厉风行：奔跑耐力倍率",
	Sandbox_EvenMoreTraits_ExpeditiousRunningEnduranceLossModifier_tooltip = "奔跑时耐力流失的倍率",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingEnduranceLossMod = "雷厉风行：冲刺耐力倍率",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingEnduranceLossMod_tooltip = "冲刺时耐力流失的倍率",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingXpMod = "雷厉风行：冲刺经验倍率",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingXpMod_tooltip = "冲刺时获得经验的倍率",
	Sandbox_EvenMoreTraits_BerserkerName = "狂战士",
	Sandbox_EvenMoreTraits_BerserkerEnableFatigue = "狂战士：怒火将招致疲乏",
	Sandbox_EvenMoreTraits_BerserkerEnableFatigue_tooltip = "愤怒状态下会视乎玩家所回复的耐力量而产生少量疲劳<br>在狂战士的连杀数量回跌到0之前这个惩罚不会起效",
	Sandbox_EvenMoreTraits_BerserkerEnableHunger = "狂战士：怒火将招致饥饿",
	Sandbox_EvenMoreTraits_BerserkerEnableHunger_tooltip = "愤怒状态下会视乎玩家所回复的耐力量而产生少量饥饿",
	Sandbox_EvenMoreTraits_BerserkerShoutingNoise = "狂战士：战吼之声",
	Sandbox_EvenMoreTraits_BerserkerShoutingNoise_tooltip = "丧尸能不能听到狂战士发出的战吼声<br>（关闭该选项后狂战士的战吼仍会于头顶显示消息字幕。如要关闭消息字幕的显示请去模组选项菜单内修改设置）",
	Sandbox_EvenMoreTraits_BerserkerOnKillEnduranceGainModifier = "狂战士：耐力回复数值倍率",
	Sandbox_EvenMoreTraits_BerserkerOnKillEnduranceGainModifier_tooltip = "击杀敌人时获得耐力的倍率",
	Sandbox_EvenMoreTraits_BerserkerRageDamageMultiplier = "狂战士：愤怒增伤倍率",
	Sandbox_EvenMoreTraits_BerserkerRageDamageMultiplier_tooltip = "愤怒状态下增加的伤害的倍率",
	Sandbox_EvenMoreTraits_PsychopathName = "心理变态狂",
	Sandbox_EvenMoreTraits_PsychopathDamageBonusScale = "心理变态狂：增伤比例",
	Sandbox_EvenMoreTraits_PsychopathDamageBonusScale_tooltip = "增伤比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_PsychopathCritDamageScale = "心理变态狂：暴击伤害比例",
	Sandbox_EvenMoreTraits_PsychopathCritDamageScale_tooltip = "暴击伤害比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_PsychopathCritChanceScale = "心理变态狂：暴击几率比例",
	Sandbox_EvenMoreTraits_PsychopathCritChanceScale_tooltip = "暴击几率比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_PsychopathDurabilityBonusScale = "心理变态狂：武器耐久度比例",
	Sandbox_EvenMoreTraits_PsychopathDurabilityBonusScale_tooltip = "武器耐久度比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_JuggernautName = "无畏重炮",
	Sandbox_EvenMoreTraits_JuggernautDamageBonusScale = "无畏重炮：增伤比例",
	Sandbox_EvenMoreTraits_JuggernautDamageBonusScale_tooltip = "增伤比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_JuggernautCritDamageScale = "无畏重炮：暴击伤害比例",
	Sandbox_EvenMoreTraits_JuggernautCritDamageScale_tooltip = "暴击伤害比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_JuggernautCritChanceScale = "无畏重炮：暴击几率比例",
	Sandbox_EvenMoreTraits_JuggernautCritChanceScale_tooltip = "额外暴击几率将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_JuggernautDurabilityBonusScale = "无畏重炮：耐久度比例",
	Sandbox_EvenMoreTraits_JuggernautDurabilityBonusScale_tooltip = "耐久度比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_SentimentalName = "多愁念旧",
	Sandbox_EvenMoreTraits_SentimentalLostItemMaximumUnhappiness = "多愁念旧：最坏心情",
	Sandbox_EvenMoreTraits_SentimentalLostItemMaximumUnhappiness_tooltip = "失去寄情旧物后，该特质停止起效所需的最低悲伤百分比",
	Sandbox_EvenMoreTraits_SentimentalItemGeneration = "多愁念旧：允许生成寄情旧物",
	Sandbox_EvenMoreTraits_SentimentalItemGeneration_tooltip = "可不可以通过用左手握住一截树枝五分钟来生成寄情旧物 \n（这一行为并不会重造先前的寄情旧物，而是会生成一个全新的）",
	Sandbox_EvenMoreTraits_NecrophobicName = "恐尸症",
	Sandbox_EvenMoreTraits_NecrophobicPanicScale = "恐尸症：惊慌比例",
	Sandbox_EvenMoreTraits_NecrophobicPanicScale_tooltip = "最低的起步惊慌比例将由该数值与追逐玩家的丧尸数量相乘后得到",
	Sandbox_EvenMoreTraits_AnorexicName = "厌食症",
	Sandbox_EvenMoreTraits_AnorexicCalorieGainModifier = "厌食症：卡路里摄入倍率",
	Sandbox_EvenMoreTraits_AnorexicCalorieGainModifier_tooltip = "摄入卡路里后体重提高的全局倍率",
	Sandbox_EvenMoreTraits_AnorexicCalorieMax = "厌食症：卡路里摄入极限",
	Sandbox_EvenMoreTraits_AnorexicCalorieMax_tooltip = "厌食症所能忍受的最大卡路里数值 \n（想要提高体重至少需要1600卡路里）",
	Sandbox_EvenMoreTraits_AnorexicCarbsGainModifier = "厌食症：碳水摄入倍率",
	Sandbox_EvenMoreTraits_AnorexicCarbsGainModifier_tooltip = "摄入碳水后体重提高的全局倍率",
	Sandbox_EvenMoreTraits_AnorexicCarbsMax = "厌食症：碳水摄入极限",
	Sandbox_EvenMoreTraits_AnorexicCarbsMax_tooltip = "厌食症所能忍受的最大碳水数值",
	Sandbox_EvenMoreTraits_AnorexicFatsGainModifier = "厌食症：脂肪摄入倍率",
	Sandbox_EvenMoreTraits_AnorexicFatsGainModifier_tooltip = "摄入脂肪后体重提高的全局倍率",
	Sandbox_EvenMoreTraits_AnorexicFatsMax = "厌食症：脂肪摄入极限",
	Sandbox_EvenMoreTraits_AnorexicFatsMax_tooltip = "厌食症所能忍受的最大脂肪数值",
	Sandbox_EvenMoreTraits_BloatName = "痴肥",
	Sandbox_EvenMoreTraits_BloatCalorieGainModifier = "痴肥：卡路里摄入倍率",
	Sandbox_EvenMoreTraits_BloatCalorieGainModifier_tooltip = "摄入卡路里后体重提高的全局倍率",
	Sandbox_EvenMoreTraits_BloatCalorieMin = "痴肥：最低卡路里",
	Sandbox_EvenMoreTraits_BloatCalorieMin_tooltip = "痴肥所能容忍的最低卡路里数值 \n（想要减去体重至少需要700卡路里）",
	Sandbox_EvenMoreTraits_BloatCarbsGainModifier = "痴肥：碳水摄入倍率",
	Sandbox_EvenMoreTraits_BloatCarbsGainModifier_tooltip = "摄入碳水后体重提高的全局倍率",
	Sandbox_EvenMoreTraits_BloatCarbsMin = "痴肥：最低碳水",
	Sandbox_EvenMoreTraits_BloatCarbsMin_tooltip = "痴肥所能容忍的最低碳水数值",
	Sandbox_EvenMoreTraits_BloatFatsGainModifier = "痴肥：脂肪摄入倍率",
	Sandbox_EvenMoreTraits_BloatFatsGainModifier_tooltip = "摄入脂肪后体重提高的全局倍率",
	Sandbox_EvenMoreTraits_BloatFatsMin = "痴肥：最低脂肪",
	Sandbox_EvenMoreTraits_BloatFatsMin_tooltip = "痴肥所能容忍的最低脂肪数值",
	Sandbox_EvenMoreTraits_StressEaterName = "压力性进食",
	Sandbox_EvenMoreTraits_StressEaterStressGainModifier = "压力性进食：压力增加倍率",
	Sandbox_EvenMoreTraits_StressEaterStressGainModifier_tooltip = "高度饥饿时获得压力的倍率",
	Sandbox_EvenMoreTraits_StressEaterHungerGainModifier = "压力性进食：饥饿增加倍率",
	Sandbox_EvenMoreTraits_StressEaterHungerGainModifier_tooltip = "高度压力下饥饿增加的倍率",
	Sandbox_EvenMoreTraits_RestrictiveName = "不喜拘束",
	Sandbox_EvenMoreTraits_RestrictiveEnablePositiveStats = "不喜拘束：启用正面属性",
	Sandbox_EvenMoreTraits_RestrictiveEnablePositiveStats_tooltip = "当防护率低时是否启用10%的耐力消耗减免",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset = "不喜拘束：惩罚预设",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_tooltip = "不喜拘束的预设数值",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option1 = "宽松",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option2 = "普通",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option3 = "严苛",
	Sandbox_EvenMoreTraits_ADHDName = "多动症",
	Sandbox_EvenMoreTraits_ADHDBoredomGainModifier = "多动症：无聊增加倍率",
	Sandbox_EvenMoreTraits_ADHDBoredomGainModifier_tooltip = "无聊增加的全局倍率",
	Sandbox_EvenMoreTraits_ADHDBoredomFromActionsModifier = "多动症：进行重复行为时增加的无聊倍率",
	Sandbox_EvenMoreTraits_ADHDBoredomFromActionsModifier_tooltip = "进行重复行为时无聊增加的倍率，好比读书与拆解物品时",
	Sandbox_EvenMoreTraits_ADHDBoredomFromReadingModifier = "多动症：读书时增加的无聊倍率",
	Sandbox_EvenMoreTraits_ADHDBoredomFromReadingModifier_tooltip = "读书时单独增加的无聊倍率，这一倍率将与进行重复行为增加的无聊倍率相乘",
	Sandbox_EvenMoreTraits_PTSDName = "创伤后应激障碍",
	Sandbox_EvenMoreTraits_PTSDStressLossModifier = "创伤后应激障碍：压力流失倍率",
	Sandbox_EvenMoreTraits_PTSDStressLossModifier_tooltip = "压力流失时的全局倍率",
	Sandbox_EvenMoreTraits_PTSDStressFromPanicModifier = "创伤后应激障碍：惊慌时获得压力的倍率",
	Sandbox_EvenMoreTraits_PTSDStressFromPanicModifier_tooltip = "当处于高度恐慌时获得压力的倍率",
	Sandbox_EvenMoreTraits_PTSDSmokerLossModifier = "创伤后应激障碍：嗜烟如命在抽烟时降低压力的倍率",
	Sandbox_EvenMoreTraits_PTSDStressLossModifier_tooltip = "拥有嗜烟如命特质时抽烟降低压力的倍率",
	Sandbox_EvenMoreTraits_PTSDSmokerGainMod = "创伤后应激障碍：嗜烟如命无烟可抽时压力提高的倍率",
	Sandbox_EvenMoreTraits_PTSDSmokerGainMod_tooltip = "拥有嗜烟如命特质却不抽烟时压力提高的倍率",
	Sandbox_EvenMoreTraits_PTSDSmokerLossMod = "创伤后应激障碍：嗜烟如命在抽烟时降低压力的倍率",
	Sandbox_EvenMoreTraits_PTSDSmokerLossMod_tooltip = "拥有嗜烟如命特质时抽烟降低压力的倍率",
	Sandbox_EvenMoreTraits_AddictName = "瘾君子",
	Sandbox_EvenMoreTraits_AddictWithdrawlPenaltiesModifier = "瘾君子：戒断反应的惩罚倍率",
	Sandbox_EvenMoreTraits_AddictWithdrawlPenaltiesModifier_tooltip = "戒断反应的倍率",
	Sandbox_EvenMoreTraits_AddictWithdrawlTimeScaleModifier = "瘾君子：戒断反应的时长倍率",
	Sandbox_EvenMoreTraits_AddictWithdrawlTimeScaleModifier_tooltip = "戒断反应的时长倍率，默认时长为游戏内的4天 \n（你必须熬到戒断反应结束才能开始康复）",
	Sandbox_EvenMoreTraits_AddictRecoverySpeedModifier = "瘾君子：康复时长倍率",
	Sandbox_EvenMoreTraits_AddictRecoverySpeedModifier_tooltip = "戒掉1点毒瘾所需的时长倍率，默认为游戏内的1小时 \n（你只有在撑过戒断反应之后才会开始摆脱毒瘾）",
	Sandbox_EvenMoreTraits_AddictRelapseEnabled = "瘾君子：启用复发",
	Sandbox_EvenMoreTraits_AddictRelapseEnabled_tooltip = "短时间内服用过多药物时会不会导致复发",
	Sandbox_EvenMoreTraits_InsanityName = "神智错乱",
	Sandbox_EvenMoreTraits_InsanityStressGainModifier = "神智错乱：压力增加倍率",
	Sandbox_EvenMoreTraits_InsanityStressGainModifier_tooltip = "压力增加的全局倍率",
	Sandbox_EvenMoreTraits_InsanityStressLossModifier = "神智错乱：压力缓解倍率",
	Sandbox_EvenMoreTraits_InsanityStressLossModifier_tooltip = "压力缓解的全局倍率",
	Sandbox_EvenMoreTraits_InsanityUnhappinessGainModifier = "神智错乱：悲伤增加倍率",
	Sandbox_EvenMoreTraits_InsanityUnhappinessGainModifier_tooltip = "悲伤增加的全局倍率",
	Sandbox_EvenMoreTraits_InsanityUnhappinessLossModifier = "神智错乱：悲伤平复倍率",
	Sandbox_EvenMoreTraits_InsanityUnhappinessLossModifier_tooltip = "悲伤平复的全局倍率",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsEnabled = "神智错乱：启用情绪波动",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsEnabled_tooltip = "角色的情绪是否会波动",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsIntensityModifier = "神智错乱：情绪波动强度倍率",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsIntensityModifier_tooltip = "情绪波动所导致的悲伤/压力倍率",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsFrequencyModifier = "神智错乱：情绪波动发生频率的倍率",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsFrequencyModifier_tooltip = "情绪波动发生的频率的倍率 \n（默认为游戏内每90到180分钟，设置越高则发作越频繁）",
	Sandbox_EvenMoreTraits_InsanityItemRejectionEnabled = "神智错乱：启用抗拒物品",
	Sandbox_EvenMoreTraits_InsanityItemRejectionEnabled_tooltip = "角色是否会对物品有抗拒行为并拒绝持有它们",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCanForceTrip = "神智错乱：抗拒物品是否会导致摔跤",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCanForceTrip_tooltip = "模组是否会强制玩家摔跤以避免对跑动机制的滥用",
	Sandbox_EvenMoreTraits_InsanityItemRejectionFrequencyModifier = "神智错乱：物品抗拒发生频率的倍率",
	Sandbox_EvenMoreTraits_InsanityItemRejectionFrequencyModifier_tooltip = "物品抗拒的发生频率的倍率 \n（默认为冷却结束后游戏内的1天，设置越高则发作越频繁）",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCooldown = "神智错乱：物品抗拒的冷却时间",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCooldown_tooltip = "再次抗拒一件物品之前最少需要经过这么长时间",
	Sandbox_EvenMoreTraits_InsanityDillusionsEnabled = "神智错乱：启用妄想",
	Sandbox_EvenMoreTraits_InsanityDillusionsEnabled_tooltip = "在进行动作时角色是否会有微小的几率自己取消动作",
	Sandbox_EvenMoreTraits_InsanityManiaEnabled = "神智错乱：启用躁狂",
	Sandbox_EvenMoreTraits_InsanityManiaEnabled_tooltip = "只有废物才会关闭这个！",
	Sandbox_EvenMoreTraits_InsanityManiaCooldown = "神智错乱：躁狂冷却时间",
	Sandbox_EvenMoreTraits_InsanityManiaCooldown_tooltip = "躁狂再次发作之前最少需要经过这么长时间",
	Sandbox_EvenMoreTraits_InsanityManiaFrequency = "神智错乱：躁狂发作频率",
	Sandbox_EvenMoreTraits_InsanityManiaFrequency_tooltip = "躁狂症状发作频率的倍率 \n（默认为冷却结束后游戏内每480分钟1次，设置越高则发作越频繁）",
	Sandbox_EvenMoreTraits_InsanityManiaDurationModifier = "神智错乱：躁狂持续时间倍率",
	Sandbox_EvenMoreTraits_InsanityManiaDurationModifier_tooltip = "躁狂症状的持续时间的倍率 \n（默认为游戏内每150到210分钟）",
	Sandbox_EvenMoreTraits_InsanityManiaTrippingChanceModifier = "神智错乱：躁狂时摔跤的几率的倍率",
	Sandbox_EvenMoreTraits_InsanityManiaTrippingChanceModifier_tooltip = "躁狂状态当中角色摔跤的几率的全局倍率 （默认为跑步与冲刺时更容易摔跤，但步行时也一样有可能）",
	Sandbox_EvenMoreTraits_InsanityManiaItemDroppingFrequencyModifier = "神智错乱：躁狂时乱丢物品的频率的倍率",
	Sandbox_EvenMoreTraits_InsanityManiaItemDroppingFrequencyModifier_tooltip = "躁狂状态当中角色乱丢物品的发生几率的倍率",
	Sandbox_EvenMoreTraits_TemperatureLargestModifier = "体温类特质：最高数值",
	Sandbox_EvenMoreTraits_TemperatureLargestModifier_tooltip = "天生隔温，燥热体质，虚寒体质等三项特质的倍率所能设置的最高数值",
	Sandbox_EvenMoreTraits_TemperatureSmallestModifier = "体温类特质：最低数值",
	Sandbox_EvenMoreTraits_TemperatureSmallestModifier_tooltip = "天生隔温，燥热体质，虚寒体质等三项特质的倍率所能设置的最低数值",
	Sandbox_EvenMoreTraits_AmbitiousName = "贪多嚼得烂",
	Sandbox_EvenMoreTraits_AmbitiousXPBase = "贪多嚼得烂：合成技能的基础经验倍率",
	Sandbox_EvenMoreTraits_AmbitiousXPBase_tooltip = "合成物品时获得经验的倍率",
	Sandbox_EvenMoreTraits_AmbitiousXPScale = "贪多嚼得烂：经验比例数值",
	Sandbox_EvenMoreTraits_AmbitiousXPScale_tooltip = "各项合成技能的等级为基础经验倍率额外附加的经验",
	Sandbox_EvenMoreTraits_AnabolicName = "激素高昂",
	Sandbox_EvenMoreTraits_AnabolicXPModifier = "激素高昂：基础经验倍率",
	Sandbox_EvenMoreTraits_AnabolicXPModifier_tooltip = "获取力量与体格经验的倍率",
	Sandbox_EvenMoreTraits_AnabolicEnduranceLossModifier = "激素高昂：健身消耗耐力倍率",
	Sandbox_EvenMoreTraits_AnabolicEnduranceLossModifier_tooltip = "健身时消耗的体力的倍率",
	Sandbox_EvenMoreTraits_SpartanName = "斯巴达人",
	Sandbox_EvenMoreTraits_SpartanDamageBonusScale = "斯巴达人：增伤比例",
	Sandbox_EvenMoreTraits_SpartanDamageBonusScale_tooltip = "增伤比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_SpartanDurabilityBonusScale = "斯巴达人：武器耐久度奖励比例",
	Sandbox_EvenMoreTraits__tooltip = "武器耐久度的奖励比例将由该数值与玩家的技能等级相乘后得到",
	Sandbox_EvenMoreTraits_CodependantName = "社交依存",
    Sandbox_EvenMoreTraits_CodependantUnhappinessModifier = "社交依存：悲伤倍率",
    Sandbox_EvenMoreTraits_CodependantUnhappinessModifier_tooltip = "社交依存引发的悲伤的倍率",
	Sandbox_EvenMoreTraits_BetrayedName = "遇人不淑",
	Sandbox_EvenMoreTraits_BetrayedStressModifier = "遇人不淑：压力倍率",
	Sandbox_EvenMoreTraits_BetrayedStressModifier_tooltip = "遇人不淑引发的压力的倍率",
	Sandbox_EvenMoreTraits_BushmanName = "丛林人",
    Sandbox_EvenMoreTraits_BushmanXPBonus = "丛林人：生存类技能经验基础倍率",
    Sandbox_EvenMoreTraits_BushmanXPBonus_tooltip = "获取生存类技能的经验的倍率",
    Sandbox_EvenMoreTraits_BushmanXPBonusMax = "丛林人：生存类技能经验最大加成数值",
    Sandbox_EvenMoreTraits_BushmanXPBonusMax_tooltip = "随时间推移而加在基础倍率上的最大加成",
    Sandbox_EvenMoreTraits_BushmanXPBonusTime = "丛林人：加成需要经过多久时间才最大化",
    Sandbox_EvenMoreTraits_BushmanXPBonusTime_tooltip = "需要经过游戏里的多少天加成才会最大化。该时间将线性缩短",
}
