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Update Translation_zh-Hans.ini #312
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@@ -99,6 +99,8 @@ MapLoader.ReadLocalVariables.InvalidSyntax=无效的局部变量语法 {0}: {1}, | |
| MapLoader.ReadTubes.InvalidTube=无效隧道入口: {0} | ||
| MapSetup.MapLoadErrors.Title=加载地图错误 | ||
| MapSetup.MapLoadErrors.Description=加载地图时遇到一个或多个错误:@@{0} | ||
| MapSetup.ManyMapLoadErrors.Title=加载地图时出现错误 | ||
| MapSetup.ManyMapLoadErrors.Description=加载地图时出现大量的错误。详情请查阅地编目录下的 MapEditorLog.log 文件。 | ||
| MapLoader.ReadAircraft.AircraftOutsideOfMap=警告: 地图中的飞行器 "{0}" ({1}) 被放置在超出正常地图区域的错误坐标 {2}, {3}。 | ||
| MapLoader.ReadUnits.UnitOutsideOfMap=警告: 地图中的载具 "{0}" ({1}) 被放置在超出正常地图区域的错误坐标 {2}, {3}。 | ||
| MapLoader.ReadInfantry.InfantryOutsideOfMap=警告: 地图中的步兵 "{0}" ({1}) 被放置在超出正常地图区域的错误坐标 {2}, {3}。 | ||
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@@ -131,6 +133,8 @@ Map.CheckForIssues.InvalidTriggerActionHouse=触发 '{0}' 中的一个或多个 | |
| Map.CheckForIssues.InvalidTriggerOwner=触发 '{0}' 定义的所属方 '{1}' 不存在。 | ||
| Map.CheckForIssues.TriggerTooManyActions=触发 '{0}' 拥有超过 {1} 个结果!这会导致游戏崩溃!请考虑将其分离成多个触发。 | ||
| Map.CheckForIssues.SpecialWaypointUsed=地图使用了路径点 #{0}。 在泰伯利亚之日, 这种路径点有特殊用途 (WAYPT_SPECIAL)。将这种路径点作为正常路径点使用会导致它被游戏自动移动位置。 | ||
| Map.CheckForIssues.BuildingExists.InvalidTriggerSetup=触发 '{0}' 使用了建筑存在作为条件 {1} ({2}), 但是触发所属方 '{3}' 既没有提前放置对应建筑或建筑节点, 也没有能部署变为对应建筑的单位。 @您是否忘记设置成正确的所属方或者给所属方的小队类型中添加单位? | ||
| Map.CheckForIssues.MismatchedDifficultyForEnableTrigger=触发 "{0}" 难度设置为 "{1}", 但是被触发 "{2}" 其难度设置为 "{3}" 所启用。 | ||
| CheckForAITriggerTeamWithMaxZeroIssue.TeamTypeMax=作战小队 '{0}', 关联了 AI触发 '{1}', 但是其最大数量为0。这将阻止 AI 建造这支小队。 | ||
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| ; ************************************************* | ||
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@@ -222,7 +226,7 @@ KeyboardCommands.PlaceTerrainBelowCursor=在光标下方放置地形 | |
| KeyboardCommands.FillTerrain=填充区域 (仅 1x1 地块) | ||
| KeyboardCommands.CloneObject=克隆对象 (自定义) | ||
| KeyboardCommands.OverlapObjects=重叠对象 (自定义) | ||
| KeyboardCommands.ViewMegamap=View Megamap | ||
| KeyboardCommands.ViewMegamap=查看大地图 | ||
| KeyboardCommands.GenerateTerrain=生成地形 | ||
| KeyboardCommands.ConfigureTerrainGenerator=地形生成器选项 | ||
| KeyboardCommands.PlaceTunnel=绘制隧道 | ||
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@@ -1910,7 +1914,7 @@ TriggerEventType.Half Health (Any Source).Description=关联对象受到「任 | |
| TriggerEventType.Quarter Health (Any Source).Name=红色生命值(任何伤害来源) | ||
| TriggerEventType.Quarter Health (Any Source).Description=关联对象受到「任何来源」(包括碎片)的伤害使得生命值变为红色时,此事件被满足。首次启动后,若单位受到任何「扰动」(移动、受到伤害、被选中等...),也会被满足。 | ||
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| TriggerEventType.Attacked By.Name=被特定所属方攻击 | ||
| TriggerEventType.Attacked By.Description=当受到特定所属方某些单位的攻击时,此事件被满足。若物体直接被该攻击摧毁则无法触发。 | ||
| TriggerEventType.Attacked By.Description=当关联对象受到特定所属方某些单位的攻击时,此事件被满足。若物体直接被该攻击摧毁则无法触发。 | ||
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| TriggerEventType.Ambient Light Below.Name=环境照明 <= | ||
| TriggerEventType.Ambient Light Below.Description=当环境亮度(Ambient)低于某一指定值时,此事件被满足。填正整数,是[Lighting]中对应数值的一百倍,如50对应0.5。可以检测超级武器引发的亮度变化。 | ||
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| TriggerEventType.Ambient Light Above.Name=环境照明 >= | ||
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@@ -2383,7 +2387,31 @@ SetMapDifficultySettingsWindow.lblTeamDelayHard.Text=困难: | |
| SetMapDifficultySettingsWindow.lblTeamDelayMedium.Text=中等: | ||
| SetMapDifficultySettingsWindow.lblTeamDelayEasy.Text=简单: | ||
| SetMapDifficultySettingsWindow.btnApply.Text=应用 | ||
| SetMapDifficultySettings.InvalidTeamDelay.Title=无效的小队延迟 | ||
| SetMapDifficultySettings.InvalidTeamDelay.Description=一个或多个小队延迟值无效。小队延迟必须是正整数。 | ||
| SetMapDifficultySettings.Apply.Title=成功! | ||
| SetMapDifficultySettings.Apply.Description=难度设置已成功设置。请保存地图以确保写入。 | ||
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| TriggersWindow.UnknownSpeech=\s- 未知语音 | ||
| CloneName=\s(副本) | ||
| Trigger.CloneName=\s(副本) | ||
| TaskForce.CloneName=\s(副本) | ||
| TeamType.CloneName=\s(副本) | ||
| Script.CloneName=\s(副本) | ||
| TeamTypes.Global=(全局)\s | ||
| CloneName=\s(副本) | ||
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| MegamapWindow.EscToClose=按 ESC 关闭 | ||
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| TagsWindow.lblDescription.Text=标签允许触发与对象绑定以及正常响应触发。@@大部分情况下仅推荐使用触发编辑器窗口直接处理对应标签。@不建议手动修改标签除非你知道自己在做什么! | ||
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| TagsWindow.lblTags.Text=标签: | ||
| TagsWindow.btnNewTag.Text=新建标签 | ||
| TagsWindow.btnCloneTag.Text=复制标签 | ||
| TagsWindow.btnDeleteTag.Text=删除标签 | ||
| TagsWindow.lblSelectedTag.Text=当前标签: | ||
| TagsWindow.lblName.Text=名称: | ||
| TagsWindow.lblTrigger.Text=触发: | ||
| TagsWindow.lblPersistence.Text=重复类型: | ||
| TagsWindow.Type0=0 - 单次,任一关联单位 | ||
| TagsWindow.Type1=1 - 单次,全部关联单位 | ||
| TagsWindow.Type2=2 - 重复,任一关联单位 | ||
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I can't get it