Automatic bundle update
This commit is contained in:
@@ -148,6 +148,7 @@ mod.disable = 禁用
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mod.version = Version:
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mod.content = 內容:
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mod.delete.error = 無法刪除模組,檔案可能在使用中。
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mod.incompatiblegame = [red]遊戲版本過低
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mod.incompatiblemod = [red]無法兼容
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mod.blacklisted = [red]不支持
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@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]缺少前置模組
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mod.erroredcontent = [scarlet]內容錯誤
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mod.circulardependencies = [red]循環依賴錯誤
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mod.incompletedependencies = [red]依賴項缺失
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mod.requiresversion.details = 所需最低遊戲版本: [accent]{0}[]\n您的遊戲版本過低。此模組需要更新的遊戲版本(通常是beta/alpha版本)才能運作
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mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
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mod.blacklisted.details = 這個模組已被手動列入黑名單,因為它在此版本的遊戲中引起崩潰或其他問題。請勿使用。
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@@ -162,7 +164,9 @@ mod.missingdependencies.details = 此模組缺少依賴項:{0}
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mod.erroredcontent.details = 此模組在加載時引發錯誤。請求模組作者修復它們。
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mod.circulardependencies.details = 這個模組具有相互依賴的依賴項。
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mod.incompletedependencies.details = 由於無效或缺失的依賴項,此模組無法加載:{0}。
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mod.requiresversion = 需要遊戲版本:[red]{0}
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mod.errors = 載入內容時發生錯誤
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mod.noerrorplay = [scarlet]您使用了有問題的模組。[] 遊戲前請先停用相關模組或修正問題。
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mod.enable = 啟用
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@@ -179,6 +183,7 @@ mod.missing = 此存檔含有您最近更新或已解除安裝的模組。可能
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mod.preview.missing = 在工作坊發佈這個模組前,您必須新增預覽圖。\n在該模組的資料夾中加入一個名為[accent] preview.png[]的圖片並重試。
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mod.folder.missing = 只有資料夾形式的模組可以在工作坊上發布。\n要將模組轉換為資料夾,只需將其文件解壓縮到資料夾並刪除舊的.zip檔,然後重新啟動遊戲或重新載入模組。
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mod.scripts.disable = 您的裝置不支持包含指令檔的模組。您必須關閉這些模組才能進行遊戲。
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mod.dependencies.error = [scarlet]Mods are missing dependencies
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mod.dependencies.soft = (optional)
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mod.dependencies.download = Import
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@@ -204,7 +209,6 @@ campaign.none = [lightgray]選擇初始星球。\n星球隨時都可以切換。
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campaign.erekir = 更新、更精緻的內容。戰役大部分都是連貫性的。\n\n難度更高,但有高品質的地圖和整體的經驗。
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campaign.serpulo = 較舊的內容,經典的體驗。更加開放且有更多內容。\n\n有可能會有不平衡的地圖以及戰役機制,較不完美。
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campaign.difficulty = Difficulty
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completed = [accent]完成
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techtree = 科技樹
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techtree.select = 選擇科技樹
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@@ -261,8 +265,8 @@ servers.disclaimer = 社群伺服器[accent]不是[]由開發者擁有或管理
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servers.showhidden = 顯示被隱藏的伺服器
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server.shown = 已顯示
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server.hidden = 已隱藏
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viewplayer = 檢視玩家:[accent]{0}
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viewplayer = 檢視玩家:[accent]{0}
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trace = 追蹤玩家
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trace.playername = 玩家名稱:[accent]{0}
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trace.ip = IP:[accent]{0}
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@@ -275,11 +279,13 @@ trace.times.kicked = 踢除次數:[accent]{0}
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trace.ips = IP:
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trace.names = 名字:
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invalidid = 無效的客戶端 ID!請遞交錯誤回報。
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player.ban = 封鎖
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player.kick = 踢除
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player.trace = 追蹤
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player.admin = 切換管理員
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player.team = 切換隊伍
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server.bans = 封鎖
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server.bans.none = 沒有玩家被封鎖!
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server.admins = 管理員
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@@ -372,7 +378,6 @@ stance.holdfire = 狀態: 停火
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stance.pursuetarget = 狀態:追逐目標
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stance.patrol = 狀態:路徑巡邏
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stance.ram = 狀態:衝鋒\n[lightgray]直線移動,不進行尋路。
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openlink = 開啟連結
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copylink = 複製連結
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back = 返回
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@@ -511,8 +516,8 @@ waves.units.show = 全部顯示
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wavemode.counts = 數量
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wavemode.totals = 總數
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wavemode.health = 生命值
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all = All
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all = All
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editor.default = [lightgray](預設)
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details = 詳細資訊……
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edit = 編輯……
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@@ -634,6 +639,7 @@ filter.option.radius = 半徑
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filter.option.percentile = 百分比
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filter.option.code = Code
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filter.option.loop = Loop
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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: {0}[]\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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@@ -724,7 +730,6 @@ objective.destroyunits = [accent]摧毀:[][lightgray]{0}[]x 單位
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objective.enemiesapproaching = [accent]的人在 [lightgray]{0} 到達[]
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objective.enemyescelating = [accent]敵人在[lightgray]{0}[]後擴大單位生產
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objective.enemyairunits = [accent]敵人在[lightgray]{0}[]後產生空軍單位
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objective.destroycore = [accent]摧毀敵人核心
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objective.command = [accent]指揮單位
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objective.nuclearlaunch = [accent]⚠ 偵測到核彈打擊: [lightgray]{0}
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@@ -768,6 +773,7 @@ weather.snowing.name = 降雪
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weather.sandstorm.name = 沙塵暴
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weather.sporestorm.name = 孢子風暴
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weather.fog.name = 霧
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campaign.playtime = \uf129 [lightgray]地區遊玩時間: {0}
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campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
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@@ -814,11 +820,13 @@ threat.medium = 中
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threat.high = 高
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threat.extreme = 極高
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threat.eradication = 毀滅性
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difficulty.casual = 休閒模式
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difficulty.easy = 簡單模式
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difficulty.normal = 普通模式
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difficulty.hard = 困難模式
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difficulty.eradication = 滅絕模式
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difficulty.enemyHealthMultiplier = Enemy Health: {0}
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difficulty.enemySpawnMultiplier = Enemy Amount: {0}
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difficulty.waveTimeMultiplier = Wave Timer: {0}
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@@ -879,6 +887,8 @@ sector.coastline.description = 偵測到海軍單位科技的遺跡。擊退敵
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sector.navalFortress.description = 敵人已在這個有天然防禦屏障的偏遠島嶼設置了一座海軍基地。摧毀它。獲得海上科技的進階科技。
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sector.cruxscape.name = Cruxscape
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sector.geothermalStronghold.name = Geothermal Stronghold
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#do not translate
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sector.facility32m.description = WIP, map submission by Stormride_R
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sector.taintedWoods.description = WIP, map submission by Stormride_R
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sector.atolls.description = WIP, map submission by Stormride_R
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@@ -890,7 +900,6 @@ sector.seaPort.description = WIP, map submission by inkognito626
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sector.weatheredChannels.description = WIP, map submission by Skeledragon
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sector.mycelialBastion.description = WIP, map submission by Skeledragon
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sector.onset.name = 啟程之處
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sector.aegis.name = 神盾領域
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sector.lake.name = 岩漿之湖
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@@ -1087,6 +1096,7 @@ ability.spawndeath = 死亡產生單位
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ability.spawndeath.description = 在死亡時產生單位
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ability.liquidexplode = 死亡溢液
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ability.liquidexplode.description = 在死亡時產生液體
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ability.stat.firingrate = [stat]{0}/秒[lightgray] 射擊速度
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ability.stat.regen = [stat]{0}[lightgray]生命恢復/秒
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ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
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@@ -1100,9 +1110,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray]傷害減免
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ability.stat.minspeed = [stat]{0} 格/秒[lightgray]最低速度
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ability.stat.duration = [stat]{0} 秒[lightgray]持續時間
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ability.stat.buildtime = [stat]{0} 秒[lightgray]建造時間
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bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
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bar.onlycoredeposit = 僅允許向核心放置物品
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bar.drilltierreq = 需要更好的鑽頭
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bar.nobatterypower = Insufficieny Battery Power
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@@ -1162,7 +1171,6 @@ bullet.range = [stat]{0}[lightgray]射程(格)
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bullet.notargetsmissiles = [stat] ignores missiles
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bullet.notargetsbuildings = [stat] ignores buildings
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unit.blocks = 格
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unit.blockssquared = 格²
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unit.powersecond = 能量單位/秒
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@@ -1302,11 +1310,13 @@ keybind.command_mode.name = 指揮模式
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keybind.command_queue.name = 單位指揮隊列
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keybind.create_control_group.name = 創建操控隊伍
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keybind.cancel_orders.name = 取消指令
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keybind.unit_stance_shoot.name = 單位狀態:射擊
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keybind.unit_stance_hold_fire.name = 單位狀態:停火
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keybind.unit_stance_pursue_target.name = 單位狀態:追逐目標
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keybind.unit_stance_patrol.name = 單位狀態:巡邏
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keybind.unit_stance_ram.name = 單位狀態:冲鋒
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keybind.unit_command_move.name = 單位指令:移動
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keybind.unit_command_repair.name = 單位指令:修理
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keybind.unit_command_rebuild.name = 單位指令:重建
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@@ -1318,6 +1328,7 @@ keybind.unit_command_load_blocks.name = 單位指令:裝載方塊
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keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
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keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
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keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
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keybind.rebuild_select.name = 重建區域
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keybind.schematic_select.name = 選擇區域
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keybind.schematic_menu.name = 藍圖目錄
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@@ -1382,9 +1393,9 @@ mode.pvp.description = 和其他玩家競爭、戰鬥。\n[gray]地圖中需要
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mode.attack.name = 進攻
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mode.attack.description = 目標是摧毀敵人的基地。\n[gray]地圖中需要有一個紅色核心。
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mode.custom = 自訂規則
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rules.invaliddata = 無效的剪貼板數據
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rules.hidebannedblocks = 隱藏禁用的建築
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rules.infiniteresources = 無限資源
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rules.onlydepositcore = 僅允許向核心放置物品
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rules.derelictrepair = 允許修復殘骸建築
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@@ -1422,7 +1433,6 @@ rules.unithealthmultiplier = 單位血量加成
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rules.unitdamagemultiplier = 單位傷害加成
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rules.unitcrashdamagemultiplier = 單位墜毀傷害倍率
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rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
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rules.solarmultiplier = 太陽能電加成
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rules.unitcapvariable = 核心限制單位上限
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rules.unitpayloadsexplode = 單位攜帶之負載與單位一起爆炸
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@@ -1465,6 +1475,7 @@ rules.weather = 天氣
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rules.weather.frequency = 頻率:
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rules.weather.always = 永遠
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rules.weather.duration = 持續時間:
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rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
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rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
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rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
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@@ -1777,6 +1788,7 @@ block.container.name = 容器
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block.launch-pad.name = 小型發射台
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block.advanced-launch-pad.name = Launch Pad
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block.landing-pad.name = Landing Pad
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block.segment.name = 片段
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block.ground-factory.name = 地面工廠
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block.air-factory.name = 航空工廠
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@@ -2005,7 +2017,6 @@ hint.launch.mobile = 一旦蒐集到足夠的資源,您可以透過選單中
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hint.schematicSelect = 按住[accent][[F][]鍵並拖曳以選取建築並複製、貼上。\n\n點擊[accent][滑鼠中鍵][]可以複製單一建築。
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hint.rebuildSelect = 按住[accent][[B][]鍵並拖曳以選取被摧毀的建築。\n這將自動重建它們。
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hint.rebuildSelect.mobile = 選擇\ue874複製按鈕,然後點擊\ue80f重建按鈕並拖曳以選取被摧毀的建築。\n這將自動重建它們。
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hint.conveyorPathfind = 在建造輸送帶時按下[accent][[L-Ctrl][]可以自動產生路徑。
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hint.conveyorPathfind.mobile = 啟用 \ue844 [accent]對角線模式[]可以在建造輸送帶時自動產生路徑。
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hint.boost = 按住[accent][[L-Shift][]可以帶著您的機甲一起飛越障礙物\n\n只有少數陸行機甲有推進器。
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@@ -2022,6 +2033,7 @@ hint.presetDifficulty = 此地區為[scarlet]高危險等級[]區域。\n[accent
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hint.coreIncinerate = 當任一物品的核心庫存滿了後,後續進入的同種資源會被[accent]銷毀[]。
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hint.factoryControl = 若要設置兵工廠的[accent]集結點[],在指揮模式中點選工廠,再右鍵點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
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hint.factoryControl.mobile = 若要設置兵工廠的[accent]集結點[],在指揮模式中選取工廠,再點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
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gz.mine = 接近在地上的\uf8c4 [accent]銅礦[],然後點擊它來開始挖掘。
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gz.mine.mobile = 接近地上的\uf8c4[accent]銅礦[],然後點擊它來開始挖掘。
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gz.research = 打開\ue875科技樹。\n研究\uf870[accent]機械鑽頭[],然後在右下角的選單中將其選取。\n點擊銅礦放置鑽頭。
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@@ -2042,6 +2054,7 @@ gz.zone1 = 這是敵人的出生點。
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gz.zone2 = 波次開始時,範圍內的所有建築都會被摧毀。
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gz.zone3 = 波次即將開始。\n做好準備。
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gz.finish = 建造更多砲塔,挖掘更多資源,\n擊退所有波次以[accent]佔領區域[]。
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onset.mine = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。\n\n使用[accent][[WASD]移動。
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onset.mine.mobile = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。
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onset.research = 打開\ue875科技樹。\n研究\uf73e[accent]渦輪冷凝器[],然後將其放置在噴口上。\n這將產生[accent]電力[]。
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@@ -2066,7 +2079,6 @@ onset.cores = 可以在[accent]核心地磚[]上建立新的核心。\n新的核
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onset.detect = 敵軍將在 2 分鐘內發現您。\n設置防禦、開採礦物和建造生產設施。
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onset.commandmode = 按住[accent]Shift[]進入[accent]指揮模式[]。\n[accent]左鍵點擊並拖曳[]以選擇單位。\n[accent]右鍵點擊[]以命令所選單位移動或進攻。
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onset.commandmode.mobile = 按下[accent]指揮按鈕[]進入[accent]指揮模式[]。\n長按一秒,然後[accent]拖曳[]以選擇單位。\n[accent]點擊[]以命令所選單位移動或進攻。
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aegis.tungsten = 鎢可以使用[accent]衝擊鑽頭[]來開採。\n此結構需要[accent]水[]和[accent]電力[]。
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split.pickup = 某些物品可以被核心單位撿起。\n撿起這個[accent]容器[],然後放到[accent]重物裝載機[]上。\n(預設撿起與放下的按鍵分別是 [[ 和 ] )
|
||||
@@ -2075,7 +2087,6 @@ split.acquire = 您必須獲取一些鎢才能建造單位。
|
||||
split.build = 單位必須被運送到牆的另一邊。\n在牆的兩側各放一個[accent]重物質量驅動器[]。\n通過按壓其中一個來設置連結,然後選擇另一個。
|
||||
split.container = 類似於容器,單位也可以使用[accent]重物質量驅動器[]進行運輸。\n將一個單位兵工廠放置在重物裝載機旁邊以裝載它們,然後將它們送到牆的另一側以進攻敵方基地。
|
||||
|
||||
|
||||
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
|
||||
item.copper.details = 銅,蕈孢星上異常常見的金屬。加工前結構脆弱。
|
||||
item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和液體運輸方塊。
|
||||
@@ -2097,6 +2108,8 @@ item.spore-pod.description = 孢子莢,從大氣中汲取孢子而合成。用
|
||||
item.spore-pod.details = 充滿孢子。很可能是人造生物。會釋放對其他生物有毒的氣體。極具侵略性。特定情況下極為易燃。
|
||||
item.blast-compound.description = 用於炸彈和高爆彈的混合物。
|
||||
item.pyratite.description = 用於至燃武器和燃燒型發電機的物質。
|
||||
|
||||
#Erekir
|
||||
item.beryllium.description = 用於熾熱之境的建築和彈藥。
|
||||
item.tungsten.description = 用於鑽頭、裝甲和彈藥。在建造更先進的建築有其必要性。
|
||||
item.oxide.description = 作為熱導體和絕緣體。
|
||||
@@ -2106,6 +2119,8 @@ liquid.water.description = 最常見的液體。常用於冷卻機器和廢物
|
||||
liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器向敵方單位噴灑。
|
||||
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
||||
liquid.cryofluid.description = 一種安定,無腐蝕性的液體。具有很高的比熱,廣泛的用作工廠、砲台、或反應爐的冷卻劑。
|
||||
|
||||
#Erekir
|
||||
liquid.arkycite.description = 用於發電與合成材料的化學反應。
|
||||
liquid.ozone.description = 用於材料製造的氧化劑,以及作為燃料。有中度爆炸性。
|
||||
liquid.hydrogen.description = 用於資源開採、單位製造與建築修復。易燃。
|
||||
@@ -2271,6 +2286,8 @@ block.large-logic-display.description = 顯示由處理器輸出的任意圖像
|
||||
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||
block.interplanetary-accelerator.description = 巨大的電磁砲塔。將核心加速至脫離速度以在其他星球部署。
|
||||
block.repair-turret.description = 持續修復最靠近的受損單位。能使用冷卻劑。
|
||||
|
||||
#Erekir
|
||||
block.core-bastion.description = 基地的核心。具有裝甲。一旦所有基地核心被摧毀,此區域即戰敗。
|
||||
block.core-citadel.description = 基地的核心。裝甲厚實。儲存的資源比核心:碉堡更多。
|
||||
block.core-acropolis.description = 基地的核心。裝甲極佳。儲存的資源比核心:壁壘更多。
|
||||
@@ -2367,7 +2384,6 @@ block.radar.description = 逐漸顯示大範圍內的地形和敵方單位。需
|
||||
block.shockwave-tower.description = 在一定範圍內破壞和摧毀敵方砲彈。需要氰氣。
|
||||
block.canvas.description = 顯示使用預設調色板的簡單圖像。可編輯。
|
||||
|
||||
|
||||
unit.dagger.description = 發射普通子彈攻擊附近敵人。
|
||||
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
|
||||
unit.fortress.description = 發射遠程迫砲攻擊地面目標。
|
||||
@@ -2473,6 +2489,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
||||
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.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
lglobal.null = null
|
||||
@@ -2480,6 +2497,7 @@ 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
|
||||
@@ -2488,22 +2506,27 @@ 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
|
||||
@@ -2517,9 +2540,9 @@ lenum.shoot = 對該位置開火
|
||||
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
||||
lenum.config = 建築設置,例如分類器篩选的物品種類
|
||||
lenum.enabled = 確認該建築是否啟用
|
||||
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.memorycapacity = Number of cells in a memory block.
|
||||
|
||||
laccess.color = 照明燈顏色
|
||||
laccess.controller = 單位的控制者。受處理器控制時回傳處理器。\n在隊形中回傳領導的單位。\n否則回傳單位自己。
|
||||
laccess.dead = 單位或建築是否已死亡或不存在。
|
||||
@@ -2646,6 +2669,7 @@ unitlocate.building = 回傳找到的建築為變數
|
||||
unitlocate.outx = 回傳 X 座標
|
||||
unitlocate.outy = 回傳 Y 座標
|
||||
unitlocate.group = 搜索建築種類
|
||||
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = 預設AI
|
||||
@@ -2668,6 +2692,7 @@ lenum.build = 建造一個建築
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = 單位是否在指定範圍內
|
||||
lenum.boost = 使用推進器
|
||||
|
||||
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.
|
||||
@@ -2675,6 +2700,7 @@ 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.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||
lenum.currentwavetime = Wave countdown in ticks.
|
||||
|
||||
Reference in New Issue
Block a user