Sandbox_CN = {
    /***** Localized by @Oversights2006_ *****/
    
    /***** GENERAL *****/
    Sandbox_Bandits_General = "Bandits(后末日暴徒) 通用设定"
 
    Sandbox_Bandits.KillCounter = "启用暴徒击杀数统计"
	Sandbox_Bandits.KillCounter_tooltip = "这会切入角色信息菜单UI的代码进行修改。如遇兼容性问题，停用该选项"
    Sandbox_Bandits.StunlockHitSpeed = "玩家命中动画速度（数值越高，眩晕时间越短"
    Sandbox_Bandits.DensityScore = "基于区域的暴徒刷新率调整"
	Sandbox_Bandits.DensityScore_tooltip = "刷新率会依据区域调整：城镇区域将增加，野外区域则相反"
    Sandbox_Bandits.Surrender = "暴徒被击伤后有概率投降"
    Sandbox_Bandits.BleedOut = "暴徒被击伤可能会流血至死"
    Sandbox_Bandits.Infection = "暴徒被僵尸啃咬可能会致使感染并僵尸化"
    Sandbox_Bandits.LimitedEndurance = "限制暴徒的体力值"
	Sandbox_Bandits.LimitedEndurance_tooltip = "以免他们能够无休止的狂奔和攻击你"
    Sandbox_Bandits.RunAway = "暴徒被击伤可能会逃跑"
    Sandbox_Bandits.DestroyDoor = "暴徒是否可以破坏门"
    Sandbox_Bandits.SmashWindow = "暴徒是否可以打碎窗户"
    Sandbox_Bandits.RemoveBarricade = "暴徒是否可以移除门窗上的加固"
    Sandbox_Bandits.DestroyThumpable = "暴徒是否可以摧毁玩家制造的建筑物"
    Sandbox_Bandits.SabotageVehicles = "暴徒是否可以设计让玩家的载具罢工"
    Sandbox_Bandits.SabotageCrops = "强盗可能会毁坏玩家的庄稼"
    Sandbox_Bandits.Theft = "强盗可能会从您的基地偷窃物品"
    Sandbox_Bandits.EnterVehicles = "友军可进入球员车辆 [BUGGY]"
    Sandbox_Bandits.GeneratorCutoff = "暴徒是否可以关掉发电机"
    Sandbox_Bandits.BuildBridge = "暴徒是否可以横跨水面建桥"
    Sandbox_Bandits.BuildRoadblock = "土匪封锁道路"
    Sandbox_Bandits.Speak = "暴徒是否能会说话/语音"
	Sandbox_Bandits.Captions = "启用暴徒语音文本字幕"
    Sandbox_Bandits.SneakAtNight = "暴徒是否会在夜间潜行行动"
    Sandbox_Bandits.CarryTorches = "暴徒是否在夜间携带手电筒"
    Sandbox_Bandits.ArrivalSoundLevel = "猎杀型暴徒发出的声响程度"
    Sandbox_Bandits.ArrivalIcon = "使用带箭头图标指示暴徒的刷新位置"
    Sandbox_Bandits.ArrivalWakeUp = "猎杀型暴徒刷新时将会迫使玩家从睡眠中醒来"
	Sandbox_Bandits.ArrivalWakeUp_tooltip = "最好开启，避免刚睡醒就被围观死在床上"
    Sandbox_Bandits.ArrivaPanic = "猎杀型暴徒会短暂的使玩家恐慌"
    Sandbox_Bandits.GunReflexMin = "暴徒使用枪械时的最小瞄准时间(基于tick值)"
    Sandbox_Bandits.GunReflexRand = "暴徒使用枪械时的随机额外瞄准时间(基于tick值)"
    Sandbox_Bandits.PistolRange = "暴徒使用手枪时的最大射击距离(以游戏中的区块为单位)"
    Sandbox_Bandits.RifleRange = "暴徒使用步枪时的最大射击距离(以游戏中的区块为单位)"
 
    Sandbox_Bandits.HitModel = "Hitbox计算方式"
    Sandbox_Bandits.HitModel_tooltip = "此选项决定对人体造成伤害时的模型计算方式"
    Sandbox_Bandits.HitModel_option1 = "原版(兼容性更好)"    
    Sandbox_Bandits.HitModel_option2 = "模组自带"
 
    Sandbox_Bandits.OverallAccuracy = "暴徒使用枪械的精准度"
    Sandbox_Bandits.OverallAccuracy_tooltip = "此选项为全局变量，作用于所有类别/阵营的暴徒"
    Sandbox_Bandits.OverallAccuracy_option1 = "星球大战暴风兵"    
    Sandbox_Bandits.OverallAccuracy_option2 = "打个车库门都难"
    Sandbox_Bandits.OverallAccuracy_option3 = "有时候射得挺准"
    Sandbox_Bandits.OverallAccuracy_option4 = "职业射手还运好"
    Sandbox_Bandits.OverallAccuracy_option5 = "激光制导镭射眼"
 
    Sandbox_Bandits.DefenderSpawnHourlyChance = "占山为王型暴徒每小时刷新率(百分比)"
    Sandbox_Bandits.DefenderMaxOccupants = "建筑物内土匪防御者的最大数量"
    Sandbox_Bandits.BaseSpawnHourlyChance = "暴徒营地每小时刷新率(百分比)"
	Sandbox_Bandits.BaseSpawnHourlyChance_tooltip = "在地形允许的情况下，会随机挑选地方改造然后生成物品"
    Sandbox_Bandits.DefenderLootAmount = "占山为王型暴徒/营地的物资掉率"
 
	/***** Localized by @Oversights2006_ *****/
    /***** WAVES *****/
    Sandbox_Bandits = "Bandits(后末日暴徒) 详细设定"
    Sandbox_Bandits_Clan_1 = "暴徒类别1"
    Sandbox_Bandits_Clan_2 = "暴徒类别2"
    Sandbox_Bandits_Clan_3 = "暴徒类别3"
    Sandbox_Bandits_Clan_4 = "暴徒类别4"
    Sandbox_Bandits_Clan_5 = "暴徒类别5"
    Sandbox_Bandits_Clan_6 = "暴徒类别6"
    Sandbox_Bandits_Clan_7 = "暴徒类别7"
    Sandbox_Bandits_Clan_8 = "暴徒类别8"
    Sandbox_Bandits_Clan_9 = "暴徒类别9"
    Sandbox_Bandits_Clan_10 = "暴徒类别10"
    Sandbox_Bandits_Clan_11 = "暴徒类别11"
    Sandbox_Bandits_Clan_12 = "暴徒类别12"
    Sandbox_Bandits_Clan_13 = "暴徒类别13"
    Sandbox_Bandits_Clan_14 = "暴徒类别14"
    Sandbox_Bandits_Clan_15 = "暴徒类别15"
    Sandbox_Bandits_Clan_16 = "暴徒类别16"
 
    Sandbox_Bandits.WaveEnabled = "启用该类别的暴徒生成"
    Sandbox_Bandits.WaveEnabled_tooltip = "不启用这种NPC就不会被刷出来"
 
    Sandbox_Bandits.FriendlyChance = "友好几率(百分比)"
    Sandbox_Bandits.FriendlyChance_tooltip = "决定该类别的NPC有多大可能对玩家是友好的"
 
    Sandbox_Bandits.EnemyBehaviour = "行为逻辑"
    Sandbox_Bandits.EnemyBehaviour_tooltip = "决定这些NPC的行为模式"
    Sandbox_Bandits.EnemyBehaviour_option1 = "BANDIT: RANDOM"
    Sandbox_Bandits.EnemyBehaviour_option2 = "BANDIT: RAIDER"
    Sandbox_Bandits.EnemyBehaviour_option3 = "BANDIT: WANDERER"
    Sandbox_Bandits.EnemyBehaviour_option4 = "BANDIT: GUARD"
    Sandbox_Bandits.EnemyBehaviour_option5 = "BANDIT: THIEF"
    Sandbox_Bandits.EnemyBehaviour_option6 = "BANDIT: RANDOM (NO-RAIDER)"
    Sandbox_Bandits.EnemyBehaviour_option7 = "FRIENDLY: INDIFFERENT"
    Sandbox_Bandits.EnemyBehaviour_option8 = "FRIENDLY: COMPANION"
    Sandbox_Bandits.EnemyBehaviour_option9 = "FRIENDLY: RANDOM"
    Sandbox_Bandits.EnemyBehaviour_option10 = "RANDOM (BANDIT/FRIENDLY)"
 
    Sandbox_Bandits.FirstDay = "开始刷新期限"
    Sandbox_Bandits.FirstDay_tooltip = "在游戏时间内的多少天后能够被刷新出来"
 
    Sandbox_Bandits.LastDay = "停止刷新期限"
    Sandbox_Bandits.LastDay_tooltip = "在游戏时间内的多少天后不再能够被刷新出来"
 
    Sandbox_Bandits.SpawnDistance = "刷新距离"
    Sandbox_Bandits.SpawnDistance_tooltip = "决定每次在距离玩家多远的地方刷新出暴徒(以游戏中的区块为单位)"
 
    Sandbox_Bandits.SpawnHourlyChance = "每小时刷新率(百分比)"
    Sandbox_Bandits.SpawnHourlyChance_tooltip = "每小时内有多大概率会刷新指定阵营的暴徒"
 
    Sandbox_Bandits.GroupSize = "队伍成员数量"
    Sandbox_Bandits.GroupSize_tooltip = "决定每次刷出多少个NPC"
 
    Sandbox_Bandits.GroupName = "阵营归属"
    Sandbox_Bandits.GroupName_tooltip = "决定使用哪种阵营的外观"
	Sandbox_Bandits.GroupName_option1 = "绝望的居民                                                     \n 末日后的第一批幸存者，他们能活下来更多是因为运气"
    Sandbox_Bandits.GroupName_option2 = "精神病患者                                                                   \n 在其他人死于惊恐中时就跑出了路易斯维尔医院，这群人已经感受不到任何恐惧或痛苦了"
    Sandbox_Bandits.GroupName_option3 = "食人族                                                                       \n 起初靠着熟练的砍刀技巧活了下来，后来靠着高蛋白质的食物活了下来"
    Sandbox_Bandits.GroupName_option4 = "罪犯                                                                       \n 由于没有那些不必要的良心和道德约束，他们很容易在这种大灾难的环境里活下来"
    Sandbox_Bandits.GroupName_option5 = "逃犯                                                                           \n 在诺克斯监狱的暴乱后，这些犯人设法逃了出来并试图运营起他们的新社群"
    Sandbox_Bandits.GroupName_option6 = "警察                                                                             \n 服务人民，保护人民！这些人一开始就能合法的全副武装，但现在哪还有规矩可言？"
    Sandbox_Bandits.GroupName_option7 = "生存狂                                                                         \n 那些疯癫的人对世界末日的预期竟然如此准！他们从这场灾难的第一天开始就已经乐开了花"
    Sandbox_Bandits.GroupName_option8 = "老兵                                                                         \n 爱国者们会因战争爆发而变得更加坚定，他们知道如何对付新的敌人，以及捍卫自己的荣誉"
    Sandbox_Bandits.GroupName_option9 = "豪饮猎犬旅                                                   \n 每天都要一同去酒馆畅饮着欢唱友谊地久天长，这些家伙在末世中靠着相互合作活了下来"
    Sandbox_Bandits.GroupName_option10 = "猎人                                                                          \n 一群欢迎这场全新狩猎季节到来的人，不过他们并非真正的猎人"
    Sandbox_Bandits.GroupName_option11 = "神圣归取者                                                          \n 拥有十条戒律的新兴宗教团体"
    Sandbox_Bandits.GroupName_option12 = "政府科研人员                                              \n 得益于逆病毒药物和防护全面的装备让这群公务员免受侵害，不过现在他们已经不再想着如何拯救世界了"    
    Sandbox_Bandits.GroupName_option13 = "末日骑士                                                            \n 组织良好、执行严格的团体，专门劫掠各种物资，他们才不在乎有人会因此死去"    
    Sandbox_Bandits.GroupName_option14 = "私人武装                                                          \n 政府倒台前就已被军队除名。这些前军事人员可以获取几乎无穷无尽的武器和弹药"
    Sandbox_Bandits.GroupName_option15 = "死亡军团                                                            \n 人数众多、装备精良、极度危险，只有路易斯维尔最富有的大人物才能支撑得起如此规模团体的运转"
    Sandbox_Bandits.GroupName_option16 = "新秩序                                                            \n 在末世中组成的新世界政府，实地倡导重建恢复人类社会秩序"
	/***** Localized by @Oversights2006_ *****/
 
    Sandbox_Bandits.HasPistolChance = "携带手枪几率(百分比)"
    Sandbox_Bandits.HasPistolChance_tooltip = "决定NPC有多可能会装备有一把装弹好的手枪"
 
    Sandbox_Bandits.PistolMagCount = "手枪弹匣数量"
    Sandbox_Bandits.PistolMagCount_tooltip = "决定NPC会携带多少备用的手枪弹匣"
 
    Sandbox_Bandits.HasRifleChance = "携带步枪几率(百分比)"
    Sandbox_Bandits.HasRifleChance_tooltip = "决定NPC有多可能会装备有一把装弹好的步枪"
 
    Sandbox_Bandits.RifleMagCount = "步枪弹匣数量"
    Sandbox_Bandits.RifleMagCount_tooltip = "决定NPC会携带多少备用的步枪弹匣"
 
 
 
}