Update bundle_zh_CN.properties(ready to merge) (#9690)
* Update bundle_zh_CN.properties(ready to merge) * small fix * translation fix * small fix and done
This commit is contained in:
@@ -152,17 +152,17 @@ mod.incompatiblemod = [red]不兼容
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mod.blacklisted = [red]不支持
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mod.unmetdependencies = [red]缺少前置模组
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mod.erroredcontent = [scarlet]内容错误
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mod.circulardependencies = [red]Circular Dependencies
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mod.incompletedependencies = [red]Incomplete Dependencies
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mod.circulardependencies = [red]循环依赖
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mod.incompletedependencies = [red]缺失依赖
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mod.requiresversion.details = 所需的最低游戏版本:[accent]{0}[]\n您的游戏版本过低。 这个模组需要更新的游戏版本(通常是beta/alpha版本)才能工作。
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mod.outdatedv7.details = 这个模组与最新版游戏不兼容。 作者必须更新它,并在[accent]mod.json[]文件中写入[accent]minGameVersion: 136[]。
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mod.blacklisted.details = 这个模组由于造成该版本游戏崩溃或其他原因被手动禁用了。 不要使用它。
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mod.requiresversion.details = 所需的最低游戏版本:[accent]{0}[]\n您的游戏版本过低。 此模组需要更新的游戏版本(通常是beta/alpha版本)才能工作。
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mod.outdatedv7.details = 此模组与最新版游戏不兼容。 作者必须更新它,并在[accent]mod.json[]文件中写入[accent]minGameVersion: 136[]。
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mod.blacklisted.details = 此模组由于造成该版本游戏崩溃或其他原因被手动禁用了。 不要使用它。
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mod.missingdependencies.details = 缺少前置模组:{0}
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mod.erroredcontent.details = 这个模组在游戏加载时发生了错误。 请通知模组作者修复它。
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mod.circulardependencies.details = This mod has dependencies that depends on each other.
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mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
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mod.requiresversion = Requires game version: [red]{0}
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mod.erroredcontent.details = 此模组在游戏加载时发生了错误。 请通知模组作者修复它。
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mod.circulardependencies.details = 此模组与其他模组相互依赖。
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mod.incompletedependencies.details = 由于依赖项无效或缺失,此模组无法加载:{0}.
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mod.requiresversion = 需要游戏版本: [red]{0}
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mod.errors = 读取内容时发生错误。
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mod.noerrorplay = [scarlet]您的模组发生了错误。 []禁用相关模组或修复错误后才能进入游戏。
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@@ -258,19 +258,19 @@ trace = 跟踪玩家
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trace.playername = 玩家名称:[accent]{0}
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trace.ip = IP地址:[accent]{0}
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trace.id = 玩家 ID:[accent]{0}
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trace.language = Language: [accent]{0}
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trace.language = 语言: [accent]{0}
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trace.mobile = 移动客户端:[accent]{0}
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trace.modclient = 自定义客户端:[accent]{0}
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trace.times.joined = 进入服务器次数: [accent]{0}
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trace.times.kicked = 踢出服务器次数: [accent]{0}
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trace.ips = IPs:
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trace.names = Names:
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trace.ips = 曾用IP:
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trace.names = 曾用名:
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invalidid = 无效的客户端ID!提交一个错误报告。
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player.ban = Ban
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player.kick = Kick
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player.trace = Trace
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player.admin = Toggle Admin
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player.team = Change Team
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player.ban = 封禁
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player.kick = 踢出
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player.trace = 追朔
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player.admin = 切换管理员
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player.team = 改变队伍
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server.bans = 黑名单
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server.bans.none = 没有被封禁的玩家!
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server.admins = 管理员
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@@ -287,8 +287,8 @@ confirmkick = 确定踢出玩家“{0}[white]”?
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confirmunban = 确定解封这名玩家?
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confirmadmin = 确定给予玩家“{0}[white]”管理员权限?
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confirmunadmin = 确定收回玩家“{0}[white]”的管理员权限?
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votekick.reason = Vote-Kick Reason
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votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
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votekick.reason = 投票踢出理由
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votekick.reason.message = 确定投票踢出玩家"{0}[white]"?\n如果是,请输入理由:
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joingame.title = 加入游戏
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joingame.ip = 地址:
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disconnect = 已断开连接
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@@ -306,7 +306,7 @@ server.invalidport = 无效的端口!
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server.error = [scarlet]创建服务器错误。
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save.new = 新存档
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save.overwrite = 确定要覆盖这个存档吗?
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save.nocampaign = Individual save files from the campaign cannot be imported.
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save.nocampaign = 无法导入战役中的单个保存文件。
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overwrite = 覆盖
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save.none = 没有找到存档!
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savefail = 保存失败!
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@@ -344,23 +344,23 @@ open = 打开
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customize = 自定义规则
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cancel = 取消
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command = 指挥
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command.queue = [lightgray][Queuing]
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command.queue = [lightgray][排队中]
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command.mine = 挖矿
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command.repair = 维修
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command.rebuild = 重建
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command.assist = 协助建造
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command.move = 移动
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command.boost = Boost
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command.enterPayload = Enter Payload Block
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command.loadUnits = Load Units
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command.loadBlocks = Load Blocks
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command.unloadPayload = Unload Payload
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stance.stop = Cancel Orders
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stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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command.boost = 助推
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command.enterPayload = 进入载荷建筑
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command.loadUnits = 拾取单位
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command.loadBlocks = 拾取建筑
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command.unloadPayload = 卸载载荷
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stance.stop = 取消指令
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stance.shoot = 姿态: 射击
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stance.holdfire = 姿态: 停火
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stance.pursuetarget = 姿态: 追逐目标
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stance.patrol = 姿态: 路径巡逻
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stance.ram = 姿态: 冲锋\n[lightgray]径直移动,不进行寻路。
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openlink = 打开链接
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copylink = 复制链接
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back = 返回
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@@ -386,8 +386,8 @@ pausebuilding = 按[accent][[{0}][]键暂停建造
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resumebuilding = 按[scarlet][[{0}][]键恢复建造
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enablebuilding = 按[scarlet][[{0}][]键启用建造
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showui = UI已隐藏\n按[accent][[{0}][]键显示UI
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commandmode.name = [accent]Command Mode
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commandmode.nounits = [no units]
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commandmode.name = [accent]指挥模式
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commandmode.nounits = [无单位]
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wave = [accent]第{0}波
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wave.cap = [accent]波次 {0}/{1}
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wave.waiting = [lightgray]下一波倒计时:{0}秒
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@@ -441,7 +441,7 @@ editor.waves = 波次
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editor.rules = 规则
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editor.generation = 生成
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editor.objectives = 目标
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editor.locales = Locale Bundles
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editor.locales = 本地化语言包
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editor.ingame = 游戏内编辑
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editor.playtest = 游戏内测试
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editor.publish.workshop = 上传到创意工坊
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@@ -473,7 +473,7 @@ waves.max = 最大单位数
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waves.guardian = Boss
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waves.preview = 预览
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waves.edit = 编辑…
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waves.random = Random
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waves.random = 随机
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waves.copy = 复制到剪贴板
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waves.load = 从剪贴板读取
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waves.invalid = 剪贴板中的波次信息无效。
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@@ -484,12 +484,12 @@ waves.sort.reverse = 反向排序
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waves.sort.begin = 出场顺序
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waves.sort.health = 生命值
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waves.sort.type = 类型
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waves.search = Search waves...
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waves.filter = Unit Filter
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waves.search = 搜索波次...
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waves.filter = 单位过滤器
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waves.units.hide = 全部隐藏
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waves.units.show = 全部显示
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#these are intentionally in lower case(中文无关)
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#these are intentionally in lower case
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wavemode.counts = 数目
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wavemode.totals = 总数
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wavemode.health = 生命值
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@@ -498,7 +498,7 @@ editor.default = [lightgray]<默认>
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details = 详情…
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edit = 编辑…
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variables = 变量
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logic.globals = Built-in Variables
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logic.globals = 内置变量
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editor.name = 名称:
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editor.spawn = 生成单位
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editor.removeunit = 移除单位
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@@ -510,7 +510,7 @@ editor.errorlegacy = 此地图太旧了,旧的地图格式已不再支持。
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editor.errornot = 这不是地图文件。
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editor.errorheader = 此地图文件无效或已损坏。
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editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
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editor.errorlocales = Error reading invalid locale bundles.
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editor.errorlocales = 读取无效本地化语言包时出错。
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editor.update = 更新
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editor.randomize = 重新生成
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editor.moveup = 上移
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@@ -522,7 +522,7 @@ editor.sectorgenerate = 生成区块
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editor.resize = 改变尺寸
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editor.loadmap = 载入地图
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editor.savemap = 保存地图
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editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
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editor.savechanges = [scarlet]您有未保存的更改!\n\n[]您想要保存他们吗?
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editor.saved = 已保存!
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editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。
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editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。
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@@ -561,8 +561,8 @@ toolmode.eraseores = 擦除矿脉
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toolmode.eraseores.description = 仅擦除矿脉,不影响其他物体。
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toolmode.fillteams = 填充队伍
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toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
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toolmode.fillerase = Fill Erase
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toolmode.fillerase.description = Erase blocks of the same type.
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toolmode.fillerase = 擦除同类
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toolmode.fillerase.description = 擦除同种种类的方块。
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toolmode.drawteams = 绘制队伍
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toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
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#未使用
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@@ -610,23 +610,23 @@ filter.option.floor2 = 内层地形
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filter.option.threshold2 = 内层比例
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filter.option.radius = 半径
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filter.option.percentile = 百分比
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locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
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locales.applytoall = Apply Changes To All Locales
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locales.addtoother = Add To Other Locales
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locales.rollback = Rollback to last applied
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locales.filter = Property filter
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locales.searchname = Search name...
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locales.searchvalue = Search value...
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locales.searchlocale = Search locale...
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locales.byname = By name
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locales.byvalue = By value
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locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
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locales.showmissing = Show properties that are missing in some locales
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locales.showsame = Show properties that have same values in different locales
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locales.viewproperty = View in all locales
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locales.viewing = Viewing property "{0}"
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locales.addicon = Add Icon
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locales.info = 在这里,您可以为特定语言添加本地化语言包到您的地图中。在本地化语言包中,每个文本属性都有一个名称和一个值。这些文本属性可以由世界处理器和游戏目标使用它们的名称。它们支持文本格式化(用实际值替换占位符)。\n\n[cyan]示例文本属性:\n[]名称: [accent]timer[]\值: [accent]示例计时器, 剩余时间: @[]\n\n[cyan]用法:\n[]将其设置为目标的文本: [accent]@timer\n\n[]在世界处理器中打印它:\n[accent]localeprint "timer"\n格式化时间\n[gray](时间是一个单独计算的变量)
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locales.deletelocale = 您确定要删除该本地化语言包吗?
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locales.applytoall = 将更改应用于所有本地化语言包
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locales.addtoother = 添加到其他本地化语言包
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locales.rollback = 回滚到上次应用的状态
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locales.filter = 文本属性过滤器
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locales.searchname = 搜索名称...
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locales.searchvalue = 搜索值...
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locales.searchlocale = 搜索本地化...
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locales.byname = 按名称
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locales.byvalue = 按值
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locales.showcorrect = 显示所有本地化语言包中存在并且在所有地方具有唯一值的文本属性
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locales.showmissing = 显示在某些本地化语言包中缺失的文本属性
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locales.showsame = 显示在不同本地化语言包中具有相同值的文本属性
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locales.viewproperty = 在所有本地化语言包中查看
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locales.viewing = 查看文本属性 "{0}"
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locales.addicon = 添加图标
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width = 宽度:
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height = 高度:
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@@ -679,11 +679,11 @@ objective.commandmode.name = 指挥模式
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objective.flag.name = 标签
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marker.shapetext.name = 带形状文本
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marker.point.name = Point
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marker.point.name = 点
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marker.shape.name = 形状
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marker.text.name = 文本
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marker.line.name = Line
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marker.quad.name = Quad
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marker.line.name = 线
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marker.quad.name = 四边形
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marker.background = 背景
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marker.outline = 轮廓
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@@ -771,8 +771,8 @@ sector.curlost = 区块已丢失
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sector.missingresources = [scarlet]建造核心所需资源不足
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sector.attacked = 区块[accent]{0}[white]受到攻击!
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sector.lost = 区块[accent]{0}[white]已丢失!
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sector.capture = Sector [accent]{0}[white]Captured!
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sector.capture.current = Sector Captured!
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sector.capture = 区块[accent]{0}[white]已占领!
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sector.capture.current = 区块已占领!
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sector.changeicon = 更改图标
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sector.noswitch.title = 无法切换区块
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sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块:[accent]{0}[]位于[accent]{1}[]
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@@ -947,7 +947,7 @@ stat.repairspeed = 修理速度
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stat.weapons = 武器
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stat.bullet = 子弹
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stat.moduletier = 模块等级
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stat.unittype = Unit Type
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stat.unittype = 单位类型
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stat.speedincrease = 提速
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stat.range = 范围
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stat.drilltier = 可钻探矿物
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@@ -994,46 +994,47 @@ stat.immunities = 免疫
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stat.healing = 治疗
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ability.forcefield = 力墙场
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ability.forcefield.description = Projects a force shield that absorbs bullets
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ability.forcefield.description = 投射一个能吸收子弹的力场护盾
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ability.repairfield = 修复场
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ability.repairfield.description = Repairs nearby units
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ability.repairfield.description = 修复附近的单位
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ability.statusfield = 状态场
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ability.statusfield.description = Applies a status effect to nearby units
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ability.unitspawn = 单位工厂
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ability.unitspawn.description = Constructs units
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ability.statusfield.description = 对附近的单位施加状态效果
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ability.unitspawn = 单位生成
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ability.unitspawn.description = 建造单位
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ability.shieldregenfield = 护盾再生场
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ability.shieldregenfield.description = Regenerates shields of nearby units
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ability.shieldregenfield.description = 再生附近单位的护盾
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ability.movelightning = 闪电助推器
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ability.movelightning.description = Releases lightning while moving
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ability.armorplate = Armor Plate
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ability.armorplate.description = Reduces damage taken while shooting
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ability.movelightning.description = 移动时释放闪电
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ability.armorplate = 装甲板
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ability.armorplate.description = 在射击时减少受到的伤害
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ability.shieldarc = 弧形护盾
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ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
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ability.shieldarc.description = 投射一个弧形的力场护盾,能吸收子弹
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ability.suppressionfield = 修复压制场
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ability.suppressionfield.description = Stops nearby repair buildings
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ability.energyfield = 能量场:
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ability.energyfield.description = Zaps nearby enemies
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ability.energyfield.healdescription = Zaps nearby enemies and heals allies
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ability.regen = Regeneration
|
||||
ability.regen.description = Regenerates own health over time
|
||||
ability.liquidregen = Liquid Absorption
|
||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||
ability.spawndeath = Death Spawns
|
||||
ability.spawndeath.description = Releases units on death
|
||||
ability.liquidexplode = Death Spillage
|
||||
ability.liquidexplode.description = Spills liquid on death
|
||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||
ability.suppressionfield.description = 使附近的修复建筑停止工作
|
||||
ability.energyfield = 能量场
|
||||
ability.energyfield.description = 对附近的敌人释放电击
|
||||
ability.energyfield.healdescription = 对附近的敌人释放电击,并治疗友方
|
||||
ability.regen = 再生
|
||||
ability.regen.description = 随着时间的推移恢复自己的生命值
|
||||
ability.liquidregen = 液体吸收
|
||||
ability.liquidregen.description = 吸收液体以治疗自身
|
||||
ability.spawndeath = 死亡产生单位
|
||||
ability.spawndeath.description = 死亡时释放单位
|
||||
ability.liquidexplode = 死亡溢液
|
||||
ability.liquidexplode.description = 死亡时释放液体
|
||||
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射速
|
||||
ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
|
||||
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
||||
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
||||
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
||||
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] 同类型修复量
|
||||
ability.stat.damagereduction = [stat]{0}%[lightgray] 伤害减免
|
||||
ability.stat.minspeed = [stat]{0} 格/秒[lightgray] 最低速度
|
||||
ability.stat.duration = [stat]{0} 秒[lightgray] 持续时间
|
||||
ability.stat.buildtime = [stat]{0} 秒[lightgray] 建造时间
|
||||
|
||||
|
||||
bar.onlycoredeposit = 仅核心可丢入资源
|
||||
bar.drilltierreq = 需要更高级的钻头
|
||||
@@ -1073,9 +1074,9 @@ bullet.splashdamage = [stat]{0}[lightgray]范围伤害~[stat] {1}[lightgray]格
|
||||
bullet.incendiary = [stat]燃烧
|
||||
bullet.homing = [stat]追踪
|
||||
bullet.armorpierce = [stat]穿甲
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
||||
bullet.suppression = [stat]{0}秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
||||
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
||||
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
||||
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
||||
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
||||
@@ -1129,7 +1130,7 @@ setting.backgroundpause.name = 游戏在后台时自动暂停
|
||||
setting.buildautopause.name = 自动暂停建造
|
||||
setting.doubletapmine.name = 双击采矿
|
||||
setting.commandmodehold.name = 长按保持指挥模式
|
||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
||||
setting.distinctcontrolgroups.name = 每单位限制一个编队
|
||||
setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
|
||||
setting.animatedwater.name = 动态液体
|
||||
setting.animatedshields.name = 动态力场
|
||||
@@ -1176,14 +1177,14 @@ setting.position.name = 显示玩家坐标
|
||||
setting.mouseposition.name = 显示鼠标坐标
|
||||
setting.musicvol.name = 音乐音量
|
||||
setting.atmosphere.name = 显示行星大气层
|
||||
setting.drawlight.name = Draw Darkness/Lighting
|
||||
setting.drawlight.name = 绘制阴影/光照
|
||||
setting.ambientvol.name = 环境音量
|
||||
setting.mutemusic.name = 禁用音乐
|
||||
setting.sfxvol.name = 音效音量
|
||||
setting.mutesound.name = 禁用音效
|
||||
setting.crashreport.name = 发送匿名的崩溃报告
|
||||
setting.savecreate.name = 自动创建存档
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.steampublichost.name = 公共游戏可见性
|
||||
setting.playerlimit.name = 玩家数量限制
|
||||
setting.chatopacity.name = 聊天界面不透明度
|
||||
setting.lasersopacity.name = 电力连接线不透明度
|
||||
@@ -1193,8 +1194,8 @@ setting.showweather.name = 显示天气效果
|
||||
setting.hidedisplays.name = 不显示逻辑绘图
|
||||
setting.macnotch.name = 立陶宛語
|
||||
setting.macnotch.description = 需要重新启动
|
||||
steam.friendsonly = Friends Only
|
||||
steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
||||
steam.friendsonly = 仅限好友
|
||||
steam.friendsonly.tooltip = 是否只有 Steam 好友才能加入您的游戏。\n取消选中此选项将使您的游戏公开 - 任何人都可以加入。
|
||||
public.beta = 请注意,测试版的游戏不能公开可见。
|
||||
uiscale.reset = UI缩放比例已更改。\n点击“确定”接受更改。\n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。
|
||||
uiscale.cancel = 取消并退出
|
||||
@@ -1203,7 +1204,7 @@ keybind.title = 重新绑定按键
|
||||
keybinds.mobile = [scarlet]除了基本的移动以外,大多数按键绑定在移动设备上无效。
|
||||
category.general.name = 常规
|
||||
category.view.name = 视图
|
||||
category.command.name = Unit Command
|
||||
category.command.name = 单位指挥
|
||||
category.multiplayer.name = 多人游戏
|
||||
category.blocks.name = 建筑选择
|
||||
placement.blockselectkeys = \n[lightgray]按键:[{0},
|
||||
@@ -1221,23 +1222,23 @@ keybind.mouse_move.name = 单位跟随鼠标
|
||||
keybind.pan.name = 鼠标控制镜头
|
||||
keybind.boost.name = 启动助推
|
||||
keybind.command_mode.name = 指挥模式
|
||||
keybind.command_queue.name = Unit Command Queue
|
||||
keybind.create_control_group.name = Create Control Group
|
||||
keybind.cancel_orders.name = Cancel Orders
|
||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.command_queue.name = 单位指挥队列
|
||||
keybind.create_control_group.name = 创建操控队伍
|
||||
keybind.cancel_orders.name = 取消指令
|
||||
keybind.unit_stance_shoot.name = 单位姿态:射击
|
||||
keybind.unit_stance_hold_fire.name = 单位姿态:停火
|
||||
keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
|
||||
keybind.unit_stance_patrol.name = 单位姿态:巡逻
|
||||
keybind.unit_stance_ram.name = 单位姿态:冲锋
|
||||
keybind.unit_command_move = 单位指挥:移动
|
||||
keybind.unit_command_repair = 单位指挥:修复
|
||||
keybind.unit_command_rebuild = 单位指挥:重建
|
||||
keybind.unit_command_assist = 单位指挥:协助
|
||||
keybind.unit_command_mine = 单位指挥:采矿
|
||||
keybind.unit_command_boost = 单位指挥:助推
|
||||
keybind.unit_command_load_units = 单位指挥:拾取单位
|
||||
keybind.unit_command_load_blocks = 单位指挥:拾取建筑
|
||||
keybind.unit_command_unload_payload = 单位指挥:卸载载荷
|
||||
keybind.rebuild_select.name = 重建建筑
|
||||
keybind.schematic_select.name = 框选建筑
|
||||
keybind.schematic_menu.name = 蓝图目录
|
||||
@@ -1301,12 +1302,12 @@ mode.pvp.description = 与其他玩家对战。 \n[gray]需要地图中有至少
|
||||
mode.attack.name = 进攻
|
||||
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有敌方队伍的核心。
|
||||
mode.custom = 自定义模式
|
||||
rules.invaliddata = Invalid clipboard data.
|
||||
rules.invaliddata = 无效剪贴板数据。
|
||||
rules.hidebannedblocks = 隐藏禁用的建筑
|
||||
|
||||
rules.infiniteresources = 无限资源
|
||||
rules.onlydepositcore = 仅核心可放入资源
|
||||
rules.derelictrepair = Allow Derelict Block Repair
|
||||
rules.derelictrepair = 允许修复残骸建筑
|
||||
rules.reactorexplosions = 反应堆爆炸
|
||||
rules.coreincinerates = 核心焚烧
|
||||
rules.disableworldprocessors = 禁用世界处理器
|
||||
@@ -1315,8 +1316,8 @@ rules.wavetimer = 波次计时器
|
||||
rules.wavesending = 波次可跳波
|
||||
rules.waves = 波次
|
||||
rules.attack = 进攻模式
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
rules.buildai = 基础建筑者 AI
|
||||
rules.buildaitier = 建筑者 AI 等级
|
||||
rules.rtsai = RTS AI
|
||||
rules.rtsminsquadsize = 最小部队规模
|
||||
rules.rtsmaxsquadsize = 最大部队规模
|
||||
@@ -1332,10 +1333,10 @@ rules.unitbuildspeedmultiplier = 单位生产速度倍率
|
||||
rules.unitcostmultiplier = 单位生产花费倍率
|
||||
rules.unithealthmultiplier = 单位生命倍率
|
||||
rules.unitdamagemultiplier = 单位伤害倍率
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
||||
rules.solarmultiplier = 太阳能发电倍率
|
||||
rules.unitcapvariable = 核心可增加单位上限
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitpayloadsexplode = 单位携带载荷与单位一起爆炸
|
||||
rules.unitcap = 基础单位上限
|
||||
rules.limitarea = 限制地图有效区域
|
||||
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
||||
@@ -1345,7 +1346,7 @@ rules.buildcostmultiplier = 建造花费倍率
|
||||
rules.buildspeedmultiplier = 建造速度倍率
|
||||
rules.deconstructrefundmultiplier = 拆除返还倍率
|
||||
rules.waitForWaveToEnd = 等待波次结束
|
||||
rules.wavelimit = Map Ends After Wave
|
||||
rules.wavelimit = 地图在有限波次后结束
|
||||
rules.dropzoneradius = 敌人出生点禁区大小:[lightgray](格)
|
||||
rules.unitammo = 单位有弹药限制
|
||||
rules.enemyteam = 敌方队伍
|
||||
@@ -2339,8 +2340,8 @@ lst.getblock = 获取任意位置的地块数据
|
||||
lst.setblock = 设置任意位置的地块数据
|
||||
lst.spawnunit = 在指定位置生成单位
|
||||
lst.applystatus = 添加或清除单位的一个状态效果
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
lst.weathersense = 检查特定种类的天气当前是否启用。
|
||||
lst.weatherset = 设置当前状态为特定类型天气。
|
||||
lst.spawnwave = 在任意位置生成一波敌人\n并不记录在波数计数器中
|
||||
lst.explosion = 在某个位置生成爆炸
|
||||
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度
|
||||
@@ -2349,50 +2350,51 @@ lst.packcolor = 将[0,1]范围内的RGBA分量整合成单个数字,用于绘
|
||||
lst.setrule = 设置地图规则
|
||||
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束
|
||||
lst.cutscene = 控制玩家游戏视角
|
||||
lst.setflag = 设置一个可以被所有处理器读取的全局flag
|
||||
lst.getflag = 检查是否设置了全局flag
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.setflag = 设置一个可以被所有处理器读取的全局标志。
|
||||
lst.getflag = 检查是否设置了全局标志。
|
||||
lst.setprop = 设置单位或建筑物的属性。
|
||||
lst.effect = 创建一个粒子效果。
|
||||
lst.sync = 在网络中同步一个变量。\n最多每秒调用10次。
|
||||
lst.makemarker = 在世界中创建一个新的逻辑标记。\n必须提供一个用于标识此标记的ID。\n目前每个世界限制最多20000个标记。
|
||||
lst.setmarker = 为标记设置属性。\n使用的ID必须与制作标记指令中的相同。
|
||||
lst.localeprint = 将地图本地化文本属性值添加到文本缓冲区中。\n要在地图编辑器中设置地图本地化包,请检查 [accent]地图信息 > 本地化包[]。\n如果客户端是移动设备,则尝试首先打印以 ".mobile" 结尾的属性。
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
lglobal.null = null
|
||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||
lglobal.@e = The mathematical constant e (2.718...)
|
||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||
lglobal.@time = Playtime of current save, in milliseconds
|
||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||
lglobal.@second = Playtime of current save, in seconds
|
||||
lglobal.@minute = Playtime of current save, in minutes
|
||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||
lglobal.@mapw = Map width in tiles
|
||||
lglobal.@maph = Map height in tiles
|
||||
lglobal.sectionMap = Map
|
||||
lglobal.sectionGeneral = General
|
||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||
lglobal.sectionProcessor = Processor
|
||||
lglobal.sectionLookup = Lookup
|
||||
lglobal.@this = The logic block executing the code
|
||||
lglobal.@thisx = X coordinate of block executing the code
|
||||
lglobal.@thisy = Y coordinate of block executing the code
|
||||
lglobal.@links = Total number of blocks linked to this processors
|
||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||
lglobal.@client = True if the code is running on a client connected to a server
|
||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||
lglobal.@clientUnit = Unit of client running the code
|
||||
lglobal.@clientName = Player name of client running the code
|
||||
lglobal.@clientTeam = Team ID of client running the code
|
||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||
lglobal.@pi = 数学常数 pi (3.141...)
|
||||
lglobal.@e = 数学常数 e (2.718...)
|
||||
lglobal.@degToRad = 将角度制转换为弧度制
|
||||
lglobal.@radToDeg = 将弧度制转换为角度制
|
||||
lglobal.@time = 当前保存的游戏时间,以毫秒为单位
|
||||
lglobal.@tick = 当前保存的游戏时间,以tick为单位(1秒 = 60 tick)
|
||||
lglobal.@second = 当前保存的游戏时间,以秒为单位
|
||||
lglobal.@minute = 当前保存的游戏时间,以分钟为单位
|
||||
lglobal.@waveNumber = 如果启用了波次,则为当前波次编号
|
||||
lglobal.@waveTime = 波次的倒计时计时器,以秒为单位
|
||||
lglobal.@mapw = 地图宽度(单位:格)
|
||||
lglobal.@maph = 地图高度(单位:格)
|
||||
lglobal.sectionMap = 地图
|
||||
lglobal.sectionGeneral = 通用
|
||||
lglobal.sectionNetwork = 网络/客户端 [仅限世界处理器]
|
||||
lglobal.sectionProcessor = 处理器
|
||||
lglobal.sectionLookup = 查找
|
||||
lglobal.@this = 执行代码的逻辑块
|
||||
lglobal.@thisx = 执行代码的逻辑块的 X 坐标
|
||||
lglobal.@thisy = 执行代码的逻辑块的 Y 坐标
|
||||
lglobal.@links = 连接到此处理器的总块数
|
||||
lglobal.@ipt = 处理器每 tick 的执行速度(每秒 60 tick)
|
||||
lglobal.@unitCount = 游戏中单位内容的类型总数;与查找指令一起使用
|
||||
lglobal.@blockCount = 游戏中块内容的类型总数;与查找指令一起使用
|
||||
lglobal.@itemCount = 游戏中物品内容的类型总数;与查找指令一起使用
|
||||
lglobal.@liquidCount = 游戏中液体内容的类型总数;与查找指令一起使用
|
||||
lglobal.@server = 如果代码正在服务器上运行或单人游戏中运行,则为真,否则为假
|
||||
lglobal.@client = 如果代码正在连接到服务器的客户端上运行,则为真
|
||||
lglobal.@clientLocale = 运行代码的客户端的区域设置。例如:en_US
|
||||
lglobal.@clientUnit = 运行代码的客户端的单位
|
||||
lglobal.@clientName = 运行代码的客户端的玩家名称
|
||||
lglobal.@clientTeam = 运行代码的客户端的团队 ID
|
||||
lglobal.@clientMobile = 如果运行代码的客户端在移动设备上,则为真,否则为假
|
||||
|
||||
|
||||
logic.nounitbuild = [red]此处不允许处理器操控单位去建设
|
||||
|
||||
@@ -2408,7 +2410,7 @@ laccess.dead = 单位或建筑是否已被摧毁或者已失效
|
||||
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中,返回[accent]@ctrlFormation[]\n其他情况,返回0
|
||||
laccess.progress = 进度,0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度
|
||||
laccess.speed = 单位的最高速度(格/秒)
|
||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||
laccess.id = 单位/块/物品/液体的ID。\n这是 Lookup 的反向操作。
|
||||
|
||||
lcategory.unknown = 未知
|
||||
lcategory.unknown.description = 未分类的指令
|
||||
@@ -2436,7 +2438,7 @@ graphicstype.poly = 绘制实心正多边形
|
||||
graphicstype.linepoly = 绘制正多边形轮廓
|
||||
graphicstype.triangle = 绘制实心三角形
|
||||
graphicstype.image = 画出某个游戏内容的图像\n例如[accent]@router[]或者[accent]@dagger[]
|
||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||
graphicstype.print = 从打印缓冲区绘制文本。\n清除打印缓冲区。
|
||||
|
||||
lenum.always = 无条件跳转
|
||||
lenum.idiv = 整数除法,返回不带小数的商
|
||||
@@ -2456,7 +2458,7 @@ lenum.xor = 按位异或
|
||||
lenum.min = 取较小值
|
||||
lenum.max = 取较大值
|
||||
lenum.angle = 返回向量的辐角(角度制)
|
||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||
lenum.anglediff = 返回两个角度之间的绝对距离(角度制)。
|
||||
lenum.len = 返回向量的长度
|
||||
|
||||
lenum.sin = 正弦(角度制)
|
||||
@@ -2531,7 +2533,7 @@ lenum.unbind = 停用单位的逻辑控制\n恢复常规AI
|
||||
lenum.move = 移动到某个位置
|
||||
lenum.approach = 靠近某个位置至一定的距离内
|
||||
lenum.pathfind = 寻路移动至敌人出生点
|
||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
||||
lenum.autopathfind = "自动寻找最近的敌方核心或敌人生成点。\n这与波次中的敌人寻路相同。"
|
||||
lenum.target = 向某个位置瞄准/射击
|
||||
lenum.targetp = 根据提前量向某个目标瞄准/射击
|
||||
lenum.itemdrop = 将携带的物品放入一座建筑
|
||||
@@ -2545,10 +2547,11 @@ lenum.build = 建造建筑
|
||||
lenum.getblock = 获取某个坐标处的建筑及其类型\n坐标需要在单位的感知范围内\n无建筑的地面返回[accent]@air[],墙壁返回[accent]@solid[]
|
||||
lenum.within = 检查单位是否接近了某个位置
|
||||
lenum.boost = 开始/停止助推
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
||||
lenum.texture = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果 printFlush 设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
||||
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
|
||||
lenum.autoscale = 是否根据玩家的缩放级别缩放标记。
|
||||
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
||||
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
||||
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
||||
|
||||
|
||||
Reference in New Issue
Block a user