{
    "pf2e-ranged-combat": {
        "config": {
            "schemaVersion": {
                "name": "概要模式",
                "hint": "与本模组相关联的系统版本"
            },
            "postFullAction": {
                "name": "发布宏中的完整动作",
                "hint": "执行模拟行动的宏时，将完整描述发送至聊天。"
            },
            "postFullAmmunition": {
                "name": "发布完整弹药描述",
                "hint": "远程武器使用非标准弹药射击时，将弹药道具发送至聊天。"
            },
            "preventFireNotLoaded": {
                "name": "未装填时禁止射击",
                "hint": "对于装填至少为1的武器，禁止骰攻击检定，除非角色已有该武器的装填状态。"
            },
            "advancedAmmunitionSystemPlayer": {
                "name": "进阶弹药系统",
                "hint": "（仅PC角色）追踪连发武器和再装填武器的弹药数量。若武器未装填，这会覆盖“禁止武器射击”的设置。"
            },
            "advancedThrownWeaponSystemPlayer": {
                "name": "进阶投掷武器系统",
                "hint": "（仅PC角色）使用后将投掷武器标记为“放开”，并在下一攻击前要求玩家拔出另一把武器。"
            },
            "requiredPermissionToShowMessages": {
                "name": "查看消息的最低权限",
                "hint": "本模组的部分功能会发送聊天信息，比如装填弹药。\n若玩家对执行动作的角色权限不足，本设置会对其隐藏此类聊天信息。"
            },
            "hideTokenIcons": {
                "name": "隐藏指示物效果图标",
                "hint": "隐藏本模组创建的指示物效果图标。"
            },
            "postActionToChat": {
                "name": "发送动作至聊天栏",
                "hint": "在运行模拟执行动作的宏时，发送一条简洁信息或完整动作至聊天栏。"
            },
            "postAmmunitionToChat": {
                "name": "发送弹药至聊天栏",
                "hint": "在使用远程武器射击时，发送简短信息或完整弹药物品描述。"
            },
            "category": {
                "chatControls": {
                    "header": "聊天栏管理",
                    "description": {
                        "main": "与发送至聊天栏相关的设置。",
                        "simple": "简洁：发送描述发生了什么的简短信息。",
                        "none": "禁止：不发送信息。",
                        "full": "详细：发送完整的动作或物品。"
                    }
                },
                "ammunitionSystemPlayer": {
                    "header": "弹药系统（玩家）",
                    "description": "管理模组在玩家进行远程攻击时检查和处理弹药的方式。"
                },
                "ammunitionSystemNPC": {
                    "header": "弹药系统（NPC）",
                    "description": {
                        "line1": "管理模组在NPC角色进行远程攻击时检查和处理弹药的方式。",
                        "line2": "请注意，进阶弹药系统是通过模组中的NPC武器配置宏来管理的。"
                    }
                },
                "ammunitionEffects": {
                    "header": "弹药效果",
                    "description": "启用时，模组将覆盖系统对弹药效果的处理。当武器使用带有效果的弹药射击时，该效果将应用于使用该弹药武器接下来的伤害掷骰。在射击后，骰掷伤害前改变武器的弹药将应用所击发弹药的效果，而不是武器所选择的弹药。"
                },
                "advancedThrownWeaponSystem": {
                    "header": "进阶投掷武器系统",
                    "description": {
                        "line2": "请注意，此处选项仅适用于玩家角色类型的角色。该功能可以使用模组中的NPC武器配置宏为NPC启用。",
                        "line1": "启用时，模组将处理成堆的投掷武器（如小刀和炸弹），所以取出/收起/存放将创建一个包含状态更新物品的新物品堆，其中。物品堆的其余部分将保持不变。如果状态更新物品已经存在一个物品堆，则物品将被移动到该物品堆中。"
                    }
                },
                "miscellaneous": {
                    "header": "杂项",
                    "description": "模组中不属于任何一个模块的其他设置。"
                }
            },
            "postToChat": {
                "none": "禁止",
                "simple": "简洁",
                "full": "详细"
            }
        },
        "huntPrey": {
            "warningNoAction": "{token}没有猎杀目标动作。",
            "maxTargetsOne": "一个",
            "maxTargetsTwo": "两个",
            "maxTargetsThree": "三个",
            "shareWithTwo": "他们可以与两个盟友共享效果。",
            "huntTwoTargets": "{token}指定{target1}和{target2}为猎杀目标。",
            "huntOneTarget": "{token}指定{target1}为猎杀目标。",
            "warningNoTarget": "没有选择目标。",
            "warningTooManyTargets": "你只能指定{maxTargets}为猎杀目标。",
            "shareWithOne": "他们可以与一个盟友共享效果。",
            "huntThreeTargets": "{token}指定{target1}、{target2}和{target3}为猎杀目标。",
            "unknownToken": "未知指示物",
            "precision": {
                "attackNumber": "攻击猎杀目标",
                "first": "第一",
                "second": "第二",
                "third": "第三",
                "subsequent": "后续"
            },
            "huntersEdge": {
                "flurry": "连击",
                "precision": "精准",
                "outwit": "机智"
            }
        },
        "thrownWeapons": {
            "warningNotEquipped": "{weapon}未被装备！",
            "warningNoAmmoLeft": "你已经没有{weapon}剩余了！"
        },
        "npcWeaponSystem": {
            "warningNpcOnly": "你只能对NPC使用此功能。",
            "dialog": {
                "title": "NPC武器配置",
                "legendGeneral": "通用",
                "mappingHint": "你可以将NPC的攻击配置到武器和弹药，模组将按照处理PC武器的方式处理它。",
                "labelWeapon": "武器",
                "weaponTypeMelee": "近战",
                "weaponTypeRanged": "远程",
                "labelAmmunition": "弹药",
                "done": "完成",
                "cancel": "取消",
                "hint": "你可以在这里设置PF2e Ranged Combat模组使用的NPC。",
                "enableAmmunition": "启用进阶弹药系统",
                "enableThrown": "启用进阶投掷武器系统",
                "legendMapping": "武器配置"
            }
        },
        "ammunitionSystem": {
            "fireWeapon": "{actor}击发了{ammunition}。",
            "fireWeaponRepeating": "{actor}使用了{ammunition} (尚余{remaining}/{capacity})。",
            "warning": {
                "noCompatibleAmmunition": "你没有装备可用于{weapon}的弹药。"
            },
            "select": {
                "title": "选择弹药",
                "loaded": "装填中的弹药",
                "header": {
                    "loaded": "已装填弹药",
                    "equipped": "装备弹药",
                    "current": "当前弹药"
                },
                "action": {
                    "switch": "选择要切换的弹药。",
                    "unload": "选择要卸载的弹药。",
                    "fire": "选择要击发的弹药。"
                },
                "option": {
                    "setAsAmmunition": "设置为弹药"
                }
            },
            "check": {
                "weaponNotLoaded": "{weapon}尚未装填。",
                "magazineNotLoaded": "{weapon}没有装填弹匣。",
                "magazineEmpty": "{weapon}的弹匣已空。",
                "chamberNotLoaded": "{weapon}的当前弹仓尚未装填。",
                "bothBarrelsNotEnough": "弹药不足以装填{weapon}的双管弹仓。",
                "noAmmunitionSelected": "未选择{weapon}的弹药。",
                "noAmmunitionRemaining": "{weapon}没有弹药剩余了。",
                "bothBarrelsNotLoaded": "{weapon}的双管弹仓尚未全部装填。"
            },
            "actions": {
                "consolidateAmmunition": {
                    "chatMessage": "{actor}合并了子弹。",
                    "chatActionInteract": "交互",
                    "infoAlreadyConsolidated": "你的连发弹药已合并！"
                },
                "nextChamber": {
                    "noCapacityWeapons": "你没有具备弹容特征的武器。",
                    "warningNotLoaded": "{weapon}尚未装填！",
                    "chatMessageSelectChamber": "{actor}选择用{ammunition}装填了{weapon}的一个弹仓。",
                    "chatMessageSelectNextChamber": "{actor}选择了{weapon}的下一个弹仓。",
                    "warningAlreadyLoaded": "{weapon}的一个弹仓已装填了所选{ammunition}！",
                    "warningAlreadySelected": "已经选择了{weapon}的一个已装填弹仓！"
                },
                "reload": {
                    "magazine": {
                        "warning": {
                            "noRepeatingWeapons": "你没有连发武器。",
                            "fullyLoaded": "{weapon}的弹匣已装满。",
                            "alreadyMoreAmmo": "{weapon}当前弹匣已装填了{ammo}颗弹药。"
                        }
                    },
                    "warning": {
                        "noReloadableWeapons": "你没有可再装填的武器。",
                        "noMagazineLoaded": "{weapon}尚未装填弹匣！",
                        "magazineEmpty": "{weapon}的弹匣为空！",
                        "alreadyLoaded": "{weapon}已装填。",
                        "alreadyFullyLoaded": "{weapon}已装填满。",
                        "notEnoughAmmunition": "你为{weapon}选择的弹药数量为零。"
                    },
                    "performed": {
                        "weapon": "{actor}装填了{weapon}。",
                        "weaponAmmunition": "{actor}装填了{weapon}使用{ammunition}。",
                        "weaponAmmunitionCharges": "{actor}用{ammunition}装填了{weapon} ({charges}/{maxCharges})。"
                    }
                },
                "switchAmmunition": {
                    "warningNoWeaponUsesAmmunition": "你没有使用弹药的武器。",
                    "dialogTitle": "选择弹药"
                },
                "unload": {
                    "warningNotLoaded": "{weapon}尚未装填！",
                    "unloadWeaponAmmunition": "{actor}将{ammunition}从{weapon}上卸载。",
                    "unloadWeapon": "{actor}卸载{weapon}的弹药。",
                    "noLoadedWeapons": "你没有已装填的武器。"
                },
                "names": {
                    "reload": "装填",
                    "reloadMagazine": "装填弹匣",
                    "nextChamber": "下一个弹仓",
                    "unload": "卸载",
                    "clearJam": "清理卡弹"
                },
                "clearJam": {
                    "warningNoJammedWeapons": "{actor}未持有卡弹的武器。",
                    "clearJamMessage": "{actor}清理了{weapon}内的卡弹。",
                    "actionName": "卡弹清膛"
                }
            },
            "itemSelect": {
                "options": "选项"
            },
            "effect": {
                "config": {
                    "enable": {
                        "name": "启用弹药效果",
                        "hint": "使用先前击发的弹药效果覆盖系统的弹药效果"
                    },
                    "warningLevel": {
                        "hint": "当弹药效果可能无法像预期般应用时显示的警告级别。",
                        "name": "弹药效果警告级别"
                    }
                },
                "warning": {
                    "notMatched": {
                        "simple": "武器弹药与弹药效果不匹配。",
                        "verbose": "你的武器当前的弹药与应用于伤害掷骰的弹药不匹配。武器弹药可能在上一次攻击掷骰后被更换。"
                    },
                    "damageWithoutEffect": {
                        "simple": "武器伤害掷骰不包含弹药效果。",
                        "verbose": "你的武器当前的弹药具有某种效果，但它不适用于此次伤害掷骰。武器弹药可能在上一次次攻击掷骰后被更换，或者在没有进行攻击掷骰的情况下便投掷了伤害。"
                    },
                    "button": {
                        "ok": "确认",
                        "showSimple": "确认（显示简洁信息）",
                        "doNotShow": "确认（不显示信息）"
                    }
                }
            },
            "jammed": {
                "weaponJammed": "{weapon}已卡弹。"
            },
            "disabled": "由于PF2e系统7.7版本改变了弹药的处理方式，该功能已被暂时停用。它将在未来的更新中恢复。"
        },
        "utils": {
            "singleCharacterSelected": "你必须选择一个角色。",
            "warningDialog1": "你无法使用此动作：",
            "warningDialog2": "这是PF2e Ranged Combat模组提供的功能。",
            "warningDialog3": "你可以在<a href=\"https://github.com/JDCalvert/FVTT-PF2e-Ranged-Combat/blob/main/README.md\">这里</a>学习如何使用模组。",
            "buttonOK": "确认",
            "buttonDoNotShowAgain": "确认（不要再显示）",
            "migration": {
                "multipleAmmunitions.consoleInfo": "PF2e Ranged Combat - 开始迁移 1：多种弹药更新",
                "thrownWeaponGroups.consoleInfo": "PF2e Ranged Combat - 开始迁移 2：投掷武器组",
                "huntedPrey.consoleInfo": "PF2e Ranged Combat - 开始迁移 3：猎杀目标系列"
            }
        },
        "actions": {
            "alchemicalCrossbow": {
                "warningAlreadyLoaded": "{token}的{weapon}已装填{bomb}。",
                "bombWillBeReturned": "{bomb}将被退回物品栏。",
                "usesWillBeWasted": "剩余{bomb}将被浪费。",
                "loadInsteadDialogTitle": "{weapon}已被装填",
                "weaponIsLoadedWithCharges": "{weapon}已装填{bomb}，{charges}/{maxCharges}可用。",
                "loadInstead": "确定要装填{bomb}吗?",
                "buttonLoad": "装填",
                "buttonDoNotLoad": "不要装填",
                "lesser": "次等",
                "tokenLoadsWeaponWithBomb": "{token}用{bomb}装填了{weapon}。",
                "warningWeaponNotLoaded": "{token}的{weapon}尚未装填炼金炸弹。",
                "shouldUnloadDialogTitle": "{bomb}已废弃",
                "shouldUnloadDialogRestWasted": "剩余炸弹将被浪费。",
                "shouldUnloadInstead": "确定从{weapon}中卸载{bomb}吗？",
                "buttonUnload": "确定卸载",
                "buttonDoNotUnload": "不要卸载",
                "tokenUnloadsBombFromWeapon": "{token}从{weapon}中卸载{bomb}。",
                "warningNoAlchemicalCrossbow": "{token}没有炼金弩。",
                "warningNoLesserAlchemicalBombs": "{token}没有能造成能量伤害的次级炼金炸弹。"
            },
            "alchemicalShot": {
                "warningNoFeat": "{actor}不具备炼金射击专长。",
                "warningNotWieldingProperWeapon": "{{actor}没有持握火器或弩。",
                "warningNoAlchenicalBombs": "{token}没有炼金炸弹。",
                "tokenPoursBombIntoWeapon": "{token}将{bomb}的内容物倒入{weapon}。",
                "alchemicalShot": "炼金射击",
                "warningNoAlchemicalBombs": "{actor}没有炼金炸弹。",
                "pourBombIntoWeapon": "{actor}将{bomb}的成分混合进{weapon}中。"
            },
            "riskyReload": {
                "warningNotWieldingProperWeapon": "{actor}并未持用一把火器。",
                "weaponJammed": "危险装填且打击失败后，{actor}的武器已哑火卡弹！"
            }
        },
        "linkCompanion": {
            "linkedCompanion": "{companion}现在是{master}的伙伴。",
            "noAnimalCompanionFeat": "{actor}没有动物伙伴游侠专长。",
            "noTarget": "你必须选取一个目标作为你的动物伙伴。",
            "rangersAnimalCompanion": "{actor}的动物伙伴",
            "masterfulAnimalCompanion": "{actor}的大师伙伴"
        },
        "feat": {
            "fakeOut": {
                "config": {
                    "dc": {
                        "enemyDC": "敌人AC",
                        "name": "空枪嘲弄DC",
                        "hint": "使用空枪嘲弄动作时需要掷骰对抗的DC。标准的协助DC在重制前是20，在重制后是15，尽管某一流行房规使用的是敌人的AC。"
                    },
                    "description": "控制模组如何处理空枪嘲弄自动化。",
                    "fireWeapon": {
                        "hint": "是否在使用空枪嘲弄时让武器开火，PFS规则明确规定你不能这么做。",
                        "name": "空枪武器开火"
                    }
                },
                "name": "空枪嘲弄",
                "noWeapon": "{actor}并未在挥舞已装填火器或弩。",
                "noTarget": "你必须选择一个目标。",
                "result": {
                    "success": "你对盟友的检定给予 +{bonus}环境加值。",
                    "failure": "你对盟友的协助失败。",
                    "criticalFailure": "你的盟友的检定获得-1环境减值。"
                }
            }
        },
        "module-name": "PF2e远程战斗",
        "dialog": {
            "button": {
                "cancel": "取消"
            }
        },
        "weaponSystem": {
            "carried": {
                "worn": "穿戴",
                "stowed": "存放",
                "equipped": "装备"
            }
        }
    }
}
