Sandbox_CN = {
	Sandbox_CDDA_EnablePerkCDDA = "武术大师：",
	Sandbox_CDDA_EnablePerkCDDA_tooltip = "设置是否能够在游戏中获得武术大师特性。<br>该特性能够使玩家免疫摔跤手丧尸和狂暴丧尸兽的推击。",
	Sandbox_CDDA_CDDATraitKills = "需要的丧尸击杀数",
	Sandbox_CDDA_CDDATraitKills_tooltip = "设置需要击杀多少丧尸才能获得武术大师特性。<br>该特性能够使玩家免疫摔跤手丧尸和狂暴丧尸兽的推击。<br>仅在武术大师特性设为能被获取时有效。",
	Sandbox_CDDA_CDDAReqFitness = "技能需求 - 体格",
	Sandbox_CDDA_CDDAReqFitness_tooltip = "设置需要几级体格才能获得武术大师特性。<br>该特性能够使玩家免疫摔跤手丧尸和狂暴丧尸兽的推击。<br>仅在武术大师特性设为能被获取时有效。",
	Sandbox_CDDA_CDDAReqStrength = "技能需求 - 力量",
	Sandbox_CDDA_CDDAReqStrength_tooltip = "设置需要几级力量才能获得武术大师特性。<br>该特性能够使玩家免疫摔跤手丧尸和狂暴丧尸兽的推击。<br>仅在武术大师特性设为能被获取时有效。",
	Sandbox_CDDA_CDDAReqNimble = "技能需求 - 轻巧",
	Sandbox_CDDA_CDDAReqNimble_tooltip = "设置需要几级轻巧才能获得武术大师特性。<br>该特性能够使玩家免疫摔跤手丧尸和狂暴丧尸兽的推击。<br>仅在武术大师特性设为能被获取时有效。",
	Sandbox_CDDA_CDDAReqShortBlunt = "技能需求 - 短棍",
	Sandbox_CDDA_CDDAReqShortBlunt_tooltip = "设置需要几级短棍才能获得武术大师特性。<br>该特性能够使玩家免疫摔跤手丧尸和狂暴丧尸兽的推击。<br>仅在武术大师特性设为能被获取时有效。",
	Sandbox_CDDA_sandBoxOptionMOMACanHurt = "武术大师伤害：",
	Sandbox_CDDA_sandBoxOptionMOMACanHurt_tooltip = "设置武术大师是否可以造成额外伤害！赤手空拳或搭配MOD：Donazo's Fine Fisticuffs 或 Brutal Handwork",
	Sandbox_CDDA_sandBoxOptionMOMACanSay = "玩家随机说话：",
	Sandbox_CDDA_sandBoxOptionMOMACanSay_tooltip = "开启时玩家战斗时会随机说话并在头顶上显示出来。",
	Sandbox_CDDA_sandBoxOptionMOMATree = "对树木伤害：",
	Sandbox_CDDA_sandBoxOptionMOMATree = "设置对树木的伤害系数。<br> <RGB:1,1,0> 树木伤害系数 * 最大伤害",
	Sandbox_CDDA_sandBoxOptionMOMADoor = "对门的伤害：",
	Sandbox_CDDA_sandBoxOptionMOMAAverage = "平均伤害：",
	Sandbox_CDDA_sandBoxOptionMOMAAverageMinDamage = "最小平均伤害：",
	Sandbox_CDDA_sandBoxOptionMOMAAverageMaxDamage = "最大平均伤害：",
	Sandbox_CDDA_sandBoxOptionMOMAMinDamage = "最小伤害：",
	Sandbox_CDDA_sandBoxOptionMOMAMaxDamage = "最大伤害：",

	Sandbox_CDDA_NameTag = "显示丧尸种类：",
	Sandbox_CDDA_NameTag_tooltip = "设置是否在瞄准丧尸时显示其种类。<br>可以设为不显示。",
	Sandbox_CDDA_ZombieForAll = "附近玩家显示丧尸种类",
	Sandbox_CDDA_ZombieForAll_tooltip = "实验选项：<br>设置是否在瞄准丧尸时显示其种类。对所有玩家均有效。<br>",
	Sandbox_CDDA_SandBox = "覆盖沙盒模式丧尸设定",
	Sandbox_CDDA_SandBox_tooltip = "强制采用CDDA的丧尸设定。<br>若取消，游戏会尽量应用沙盒模式设定，但部分丧尸会无法出现",
	Sandbox_CDDA_OutfitZ = "基于着装生成特定丧尸",
	Sandbox_CDDA_OutfitZ_tooltip = "是否生成特殊着装丧尸。<br> <RGB:0,1,1>如：警察，消防员，士兵，防化服，儿童等",
	
	Sandbox_CDDA_EvoFactor = "丧尸进化速率",
	Sandbox_CDDA_EvoFactor_tooltip = "数字越大进化越快，0则不进化",
	Sandbox_CDDA_CanScream= "尖叫丧尸：尖叫",
	Sandbox_CDDA_CanScreach= "尖啸丧尸：尖啸",
	Sandbox_CDDA_CanGrab= "肉钩丧尸：抓取",
	Sandbox_CDDA_CanDecayed= "腐朽丧尸：腐朽",
	Sandbox_CDDA_CanRevive= "死灵法尸：复活尸体",
	Sandbox_CDDA_EnumPush = "摔跤手丧尸：动作",
	Sandbox_CDDA_CDDA_EnumPush_option1 = "不推击",
	Sandbox_CDDA_CDDA_EnumPush_option2 = "推击后自身不会倒地",
	Sandbox_CDDA_CDDA_EnumPush_option3  = "推击后自身会倒地",
	Sandbox_CDDA_EnumBrute = "狂暴丧尸兽：动作",
	Sandbox_CDDA_CDDA_EnumBrute_option1 =  "不推击",
	Sandbox_CDDA_CDDA_EnumBrute_option2 = "推击后自身不会倒地",
	Sandbox_CDDA_CDDA_EnumBrute_option3  = "推击后自身会倒地",
	Sandbox_CDDA_CanShock= "放电丧尸：受击放电",
	Sandbox_CDDA_CanShock2= "放电丧尸：主动放电",
	Sandbox_CDDA_CanBoomer= "爆汁丧尸：增加压力",
	Sandbox_CDDA_CanBoomer2= "爆汁丧尸：可被瞬秒",
	Sandbox_CDDA_CanOpenDoor= "幸存者丧尸：开门",
	Sandbox_CDDA_CanFire= "消防员丧尸：免疫火焰",
	Sandbox_CDDA_CanChild= "儿童丧尸：增加抑郁",
	Sandbox_CDDA_CanBullets= "免疫子弹",
	Sandbox_CDDA_CanBullets_tooltip= "设置以下丧尸是否免疫枪弹：<br>警察丧尸、士兵丧尸、特警丧尸、丧尸浩克、丧尸巨兽、骷髅巨兽。<br>",
	Sandbox_CDDA_CDDA_CanBullets_option1 = "完全免疫（仅限单机）",
	Sandbox_CDDA_CDDA_CanBullets_option2 = "部分免疫（可多人）",
	Sandbox_CDDA_CDDA_CanBullets_option3 = "禁用免疫",
	Sandbox_CDDA_CanRadioactif= "防化员丧尸：放射性攻击",
	Sandbox_CDDA_CanRadioactif2= "防化员丧尸：放射性",
	Sandbox_CDDA_CanBite= "流涎啃噬者：啃咬",
	Sandbox_CDDA_CanNightmare= "梦魇丧尸：增加恐惧",
	Sandbox_CDDA_CanBurner= "燃烧丧尸：放火",
	Sandbox_CDDA_CanHulk= "丧尸浩克：猛冲",
	Sandbox_CDDA_Predator = "捕猎者丧尸：撕裂",
	Sandbox_CDDA_PredatorScream= "捕猎者丧尸：播放音效",

	Sandbox_CDDA_ZombiesFunc4 = "CDDA: 核心设置",
	Sandbox_CDDA_ZombiesFunc5 = "CDDA: 角色设置",
	Sandbox_CDDA_ZombiesFunc6 = "CDDA: 丧尸设置",
	Sandbox_CDDA_ZombiesFunc = "CDDA: 丧尸技能",
	Sandbox_CDDA_ZombiesFunc2 = "CDDA: 丧尸推倒1",
	Sandbox_CDDA_ZombiesFunc3 = "CDDA: 丧尸推倒2",
	Sandbox_CDDA_Zombies = "CDDA: 进阶丧尸设置",

	Sandbox_CDDA_ALERT = "调试输出：",
	Sandbox_CDDA_ALERT_tooltip = "激活该选项会在调试模式下向游戏日志输出丧尸位置。",
	Sandbox_CDDA_UpdateZombieTag = "更新间隔：",
	Sandbox_CDDA_UpdateZombieTag_tooltip = "游戏更正丧尸种类的时间间隔。<br> <RGB:0,1,0> 数值越高间隔越长。",

	Sandbox_CDDA_KeepStand = "丧尸是否免疫推倒",
	Sandbox_CDDA_KeepStand_tooltip = " <RGB:0,1,0> 此处可以设置一些强力丧尸不会被玩家空手推倒。<br> <RGB:1,0.5,0> 如果是在游戏中途加入该MOD建议关闭该选项。<br>否则可能导致一些意外错误……",
	Sandbox_CDDA_KeepStandTough = "健壮丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandFat = "肥胖丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandObese = "肥硕丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandGrabber = "肉钩丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandWresller = "摔跤手丧尸：免疫推倒",
	##Sandbox_CDDA_KeepStandWresller_tooltip = " <RGB:1,0.5,0> 警告：由于进化，该丧尸变为狂暴丧尸兽后有可能会因变为跑尸而被绊倒。<br> 此时游戏会报错但可以忽视。",
	Sandbox_CDDA_KeepStandBrute = "狂暴丧尸兽：免疫推倒",
	##Sandbox_CDDA_KeepStandBrute_tooltip = " <RGB:1,0.5,0> 警告：该丧尸有可能会因为是跑尸而被绊倒。<br> 此时游戏会报错但可以忽视。",
	Sandbox_CDDA_KeepStandHazmat = "防化服丧尸：免疫推倒"
	Sandbox_CDDA_KeepStandFireFighter = "消防员丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandCop = "警察丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandSheriff = "警长丧尸：免疫推倒",
	##Sandbox_CDDA_KeepStandSheriff_tooltip = " <RGB:1,0.5,0> 警告：该丧尸有可能会因为是跑尸而被绊倒。<br> 此时游戏会报错但可以忽视。",
	Sandbox_CDDA_KeepStandSoldier = "士兵丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandSWAT = "特警丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandShockerBeast = "放电丧尸兽：免疫推倒",
	##Sandbox_CDDA_KeepStandShockerBeast_tooltip = " <RGB:1,0.5,0> 警告：该丧尸有可能会因为是跑尸而被绊倒。<br> 此时游戏会报错但可以忽视。",
	Sandbox_CDDA_KeepStandJuggernut = "丧尸巨兽：免疫推倒",
	Sandbox_CDDA_KeepStandSkeletalJuggernut = "骷髅巨兽：免疫推倒",
	Sandbox_CDDA_KeepStandHulk = "丧尸浩克：免疫推倒",
	##Sandbox_CDDA_KeepStandHulk_tooltip = " <RGB:1,0.5,0> 警告：该丧尸有可能会因为是跑尸而被绊倒。<br> 此时游戏会报错但可以忽视。",
	Sandbox_CDDA_KeepStandNormal = "普通丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandSkeleton = "骷髅：免疫推倒",
	Sandbox_CDDA_KeepStandFeral = "野性追猎者：免疫推倒",
	Sandbox_CDDA_KeepStandFeralSkeleton = "骷髅追猎者：免疫推倒",
	Sandbox_CDDA_KeepStandCrawler = "爬行丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandBiter = "流涎啃噬者：免疫推倒",
	Sandbox_CDDA_KeepStandPredator = "捕猎者丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandNightmare = "梦魇丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandShocker = "放电丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandBurner = "燃烧丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandListener = "循声者丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandBoomer = "爆汁丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandChild = "儿童丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandMaster = "主宰丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandNecromancer = "死灵法尸：免疫推倒",
	Sandbox_CDDA_KeepStandDecayed = "腐朽丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandSurvivor = "幸存者丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandScreamer = "尖叫丧尸：免疫推倒",
	Sandbox_CDDA_KeepStandScreecher = "尖啸丧尸：免疫推倒",
	
	Sandbox_CDDA_ObeseSpawn = "肥硕丧尸生成",
	Sandbox_CDDA_SurvivorSpawn = "幸存者丧尸生成",
	Sandbox_CDDA_FireFighterSpawn = "消防员丧尸生成",
	Sandbox_CDDA_ChildSpawn = "儿童丧尸生成",
	Sandbox_CDDA_SheriffSpawn = "警长丧尸生成",
	Sandbox_CDDA_CopSpawn = "警察丧尸生成",
	Sandbox_CDDA_SwatSpawn = "特警丧尸生成",
	Sandbox_CDDA_SoldierSpawn = "士兵丧尸生成",
	Sandbox_CDDA_HazmatSpawn = "防化服丧尸生成",
	Sandbox_CDDA_PredatorSpawn = "捕猎者丧尸生成",
	Sandbox_CDDA_JuggernautSpawn = "丧尸巨兽生成",
	Sandbox_CDDA_SkeletalJuggernautSpawn = "骷髅巨兽生成",
	Sandbox_CDDA_HulkSpawn = "丧尸浩克生成",

	Sandbox_CDDA_RunnerZ = "野性追猎者生成率",
	Sandbox_CDDA_RunnerZ_tooltip = "速度：奔跑，血量：普通"
	Sandbox_CDDA_StrongZ = "健壮丧尸生成率",
	Sandbox_CDDA_StrongZ_tooltip = "速度：行走，血量：较高，无法推倒"
	Sandbox_CDDA_FatZ = "肥胖丧尸生成率",
	Sandbox_CDDA_FatZ_tooltip = "速度：蹒跚，血量：较高，无法推倒"
	Sandbox_CDDA_SkeletonZ = "骷髅生成率",
	Sandbox_CDDA_SkeletonZ_tooltip = "速度：行走，血量：低"
	Sandbox_CDDA_SkeletonRunnerZ = "骷髅追猎者生成率",
	Sandbox_CDDA_SkeletonRunnerZ_tooltip = "速度：奔跑，血量：低"
	Sandbox_CDDA_CrawlerZ = "爬行丧尸生成率",
	Sandbox_CDDA_CrawlerZ_tooltip = "速度：爬行，血量：普通"
	Sandbox_CDDA_WitchZ = "死灵法尸生成率",
	Sandbox_CDDA_WitchZ_tooltip = "速度：蹒跚，血量：普通 (会复活其附近的丧尸尸体)"
	Sandbox_CDDA_BruteZ = "狂暴丧尸兽生成率",
	Sandbox_CDDA_BruteZ_tooltip = "速度：奔跑，血量：高 (攻击时会推击玩家)"
	Sandbox_CDDA_WrestlerZ = "摔跤手丧尸生成率",
	Sandbox_CDDA_WrestlerZ_tooltip = "速度：行走，血量：高 (攻击时会推击玩家)"
	Sandbox_CDDA_ScreamerZ = "尖叫丧尸生成率",
	Sandbox_CDDA_ScreamerZ_tooltip = "速度：行走，血量：普通 (在追击玩家时会发出尖叫)"
	Sandbox_CDDA_ScreecherZ = "尖啸丧尸生成率",
	Sandbox_CDDA_ScreecherZ_tooltip = "速度：行走，血量：普通 (在追击玩家时会发出更大声的尖叫)",
	Sandbox_CDDA_SurvivorZ = "幸存者丧尸生成率",
	Sandbox_CDDA_SurvivorZ_tooltip = "速度：行走，血量：普通，感知：寻路+开门"
	Sandbox_CDDA_ListenerZ = "循声者丧尸生成率",
	Sandbox_CDDA_ListenerZ_tooltip = "速度：行走，血量：普通，视觉：较差，听觉：灵敏"
	Sandbox_CDDA_BiterZ = "流涎啃噬者生成率",
	Sandbox_CDDA_BiterZ_tooltip = "速度：行走，血量：普通 (攻击会对玩家颈部造成深伤口)<br> 以下特性对该效果有附加影响：细皮嫩肉、 免疫低下、皮糙肉厚"
	Sandbox_CDDA_GrabberZ = "肉钩丧尸生成率",
	Sandbox_CDDA_GrabberZ_tooltip = "速度：行走，血量：普通 (能够抓住玩家使之减速)"
	Sandbox_CDDA_MasterZ = "主宰丧尸生成率",
	Sandbox_CDDA_MasterZ_tooltip = "速度：蹒跚，血量：普通 (能够进化附近的丧尸)"
	Sandbox_CDDA_NormalZ = "普通丧尸生成率",
	Sandbox_CDDA_NormalZ_tooltip = "速度：行走，血量：普通"
	Sandbox_CDDA_DecayedZ = "腐朽丧尸生成率",
	Sandbox_CDDA_DecayedZ_tooltip = "速度：蹒跚，血量：普通",
	Sandbox_CDDA_BoomerZ = "爆汁丧尸生成率",
	Sandbox_CDDA_BoomerZ_tooltip = "速度：行走，血量：普通 <br>该丧尸被击杀后会爆出大量汁液，玩家身体会被打湿，产生严重不适。<br>如果拥有和平主义或畏首畏尾特性，会产生更多的忧郁和压力，无所畏惧特性则不会感到不开心，只会感到愤怒。<br>……荒谬",
	Sandbox_CDDA_ShockerZ = "放电丧尸生成率",
	Sandbox_CDDA_ShockerZ_tooltip = "速度：行走，血量：普通 <br>在强雷暴的影响下，有些丧尸产生了放电的能力。<br>触碰或用导电的武器攻击这些丧尸会使你触电。<br>你会损失一定的生命值，手部会被烧伤。<br>若具备生命强韧或坚定不移特性，则不会被电击，只失去生命值。",
	Sandbox_CDDA_ShockerBeast = "放电丧尸兽生成率",
	Sandbox_CDDA_ShockerBeast_tooltip = "速度：奔跑，血量：高 <br>在强雷暴的影响下，有些丧尸产生了放电的能力。<br>触碰或用导电的武器攻击这些丧尸会使你触电。<br>你会损失一定的生命值，手部会被烧伤。<br>若具备生命强韧或坚定不移特性，则不会被电击，只失去生命值。,<br> 攻击时会推击玩家<LINE> <RGB:0,1,0.5> ",
	Sandbox_CDDA_Nightmare = "梦魇丧尸生成率",
	Sandbox_CDDA_Nightmare_tooltip = "速度：奔跑，血量：低 <br>会恐吓玩家，将恐惧和压力提高到100%。",
	Sandbox_CDDA_Burner = "燃烧丧尸生成率",
	Sandbox_CDDA_Burner_tooltip = " <RGB:0,0.5,1> 燃烧丧尸：<br>当子弹不足以阻止末日来临之时，军队开始尝试使用火焰。<br>他们的失败造就了这只带着防毒面具的躯壳，焦黑的色军装后背早已被撕裂成碎片。<br>它的喷火器仍然摇摇晃晃地挂在身侧，并连接在身后所背着的汽油罐上，汽油罐中的液体不断滴落在地上。<br>该丧尸会点燃玩家。<LINE> <RGB:0,1,0.5> ",

}
