Automatic bundle update
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@@ -441,6 +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.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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@@ -508,6 +509,7 @@ 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.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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@@ -519,6 +521,7 @@ 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.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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@@ -606,6 +609,23 @@ 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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width = 宽度:
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height = 高度:
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@@ -2262,6 +2282,7 @@ unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对
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lst.read = 从连接的内存读取数字
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lst.write = 向连接的内存写入数字
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lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
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lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
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lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
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lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
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lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
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@@ -2299,6 +2320,7 @@ lst.effect = Create a particle effect.
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lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
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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.
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lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
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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.
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logic.nounitbuild = [red]此处不允许处理器操控单位去建设
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