Automatic bundle update
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@@ -438,6 +438,7 @@ editor.waves = 波次:
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editor.rules = 規則:
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editor.generation = 自動生成:
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editor.objectives = Objectives
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editor.locales = Locale Bundles
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editor.ingame = 在遊戲中編輯
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editor.playtest = 測試
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editor.publish.workshop = 在工作坊上發佈
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@@ -505,6 +506,7 @@ editor.errorlegacy = 此地圖太舊,並使用不支援的舊地圖格式。
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editor.errornot = 這不是地圖檔。
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editor.errorheader = 此地圖檔無效或已損毀。
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editor.errorname = 地圖沒有定義名稱。
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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 = 隨機化
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editor.moveup = Move Up
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@@ -516,6 +518,7 @@ editor.sectorgenerate = 產生地區
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editor.resize = 調整大小
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editor.loadmap = 載入地圖
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editor.savemap = 儲存地圖
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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 = 已儲存!
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editor.save.noname = 您的地圖沒有名稱!在「地圖資訊」畫面設定一個名稱。
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editor.save.overwrite = 您的地圖覆寫了內建的地圖!在「地圖資訊」畫面設定其他名稱。
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@@ -603,6 +606,23 @@ filter.option.floor2 = 次要地板
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filter.option.threshold2 = 次要閾值
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filter.option.radius = 半徑
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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 = 寬度:
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height = 長度:
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@@ -2248,6 +2268,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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lst.read = [accent]讀取[]記憶體中的一項數值
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lst.write = [accent]寫入[]一項數值到記憶體中
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lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
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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 = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
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lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
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lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
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@@ -2285,6 +2306,7 @@ 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]單位建造邏輯已被禁止。
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