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Refine Chinese translations in bundle_zh_CN.properties (#12631)
* Refine Chinese translations in bundle_zh_CN.properties Updated various translations in the properties file for improved clarity and accuracy. * Update Chinese localization for various labels * Rename animated water settings to dynamic effects Updated animated water settings to reflect dynamic effects. * Update Chinese translations in bundle_zh_CN.properties
This commit is contained in:
@@ -50,7 +50,7 @@ mods.browser.add = 安装
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mods.browser.reinstall = 重新安装
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mods.browser.view-releases = 查看版本
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mods.browser.noreleases = [scarlet]找不到任何版本\n[accent]无法找到该模组的任何版本。请检查一下该模组的仓库是否发布了版本。
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mods.browser.current = [lightgray]Most recent commit
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mods.browser.current = [lightgray]最新提交
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mods.browser.latest = [lightgray][最新]
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mods.browser.releases = 版本
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mods.browser.fetching = 获取版本中...
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@@ -145,7 +145,7 @@ mods.initfailed = [red]⚠[] Mindustry 上一次启动失败。这可能是由
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mods = 模组
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mods.name = 模组:
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mods.none = [lightgray]未找到模组!
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mods.restore = Restore Failed
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mods.restore = 恢复失败
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mods.guide = 模组指南
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mods.report = 举报错误
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mods.openfolder = 打开文件夹
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@@ -164,7 +164,7 @@ mod.installed = [[已安装]
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mod.display = [gray]模组:[orange] {0}
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mod.enabled = [lightgray]已启用
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mod.disabled = [red]未启用
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mod.failed = [red]Failed
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mod.failed = [red]失败
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mod.multiplayer.compatible = [gray]支持多人游戏
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mod.disable = 禁用
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mod.version = 版本:
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@@ -1237,9 +1237,9 @@ stat.buildspeedmultiplier = 建造速度倍率
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stat.reactive = 反应
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stat.immunities = 免疫
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stat.healing = 治疗
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stat.status = Status Effect
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stat.status = 状态效果
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stat.efficiency = [stat]{0}% 效率
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stat.chance = [stat]{0}%[lightgray] chance of [white]
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stat.chance = [stat]{0}%[lightgray] 概率 [white]
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stat.hitsize = 碰撞箱大小
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stat.resettime = 重置时间
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@@ -1288,7 +1288,7 @@ ability.stat.minspeed = [stat]{0}格/秒[lightgray] 最低速度
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ability.stat.duration = [stat]{0} 秒[lightgray] 持续时间
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ability.stat.buildtime = [stat]{0} 秒[lightgray] 建造时间
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bar.displaytoolarge = 尺寸太大\n(Max:{0}x{0})
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bar.displaytoolarge = 尺寸太大\n(上限:{0}x{0})
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bar.onlycoredeposit = 仅可将资源丢入核心
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bar.drilltierreq = 需要更高级的钻头
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bar.nobatterypower = 电池电力储存不足
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@@ -1299,7 +1299,7 @@ bar.cargounitcap = 达到货运单位上限
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bar.drillspeed = 挖掘速度:{0}/秒
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bar.pumpspeed = 泵送速度:{0}/秒
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bar.efficiency = 效率:{0}%
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bar.yield = Yield: +{0}%
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bar.yield = 产量: +{0}%
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bar.boost = 超速:+{0}%
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bar.powerbuffer = 电池电力:{0}/{1}
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bar.powerbalance = 电力:{0}/秒
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@@ -1435,8 +1435,8 @@ setting.distinctcontrolgroups.name = 每单位限制一个编队
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setting.distinctcontrolgroups.description = 启用后,每个单位只能从属于一个编队。
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setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
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setting.modcrashdisable.description = 启用后,若启动时模组崩溃,则会禁用所有模组以避免无休止的崩溃。
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setting.animatedwater.name = 动态液体
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setting.animatedwater.description = 是否开启液体表面的动画,如水和矿渣。
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setting.animatedwater.name = 动态效果
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setting.animatedwater.description = 是否显示水、矿渣和护盾等表面的动画。
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setting.playerindicators.name = 玩家指示器
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setting.playerindicators.description = 在地图上显示标记,来指示其他玩家的方向。
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setting.showpings.name = 显示标记
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@@ -1738,7 +1738,7 @@ rules.enemyteam = 敌方队伍
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rules.playerteam = 玩家队伍
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rules.title.waves = 波次
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rules.title.resourcesbuilding = 资源与建筑
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rules.title.enemy = 敌对阵营
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rules.title.enemy = 敌人
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rules.title.unit = 单位
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rules.title.experimental = 实验性
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rules.title.environment = 环境
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@@ -2831,7 +2831,7 @@ 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]打印文本[]后才会真正显示。
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lst.printchar = 向打印缓存添加一个 UTF-16 字符或内容图标。\n直到使用[accent]打印文本[]后才会真正显示。
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lst.format = 用一个值替换文本缓冲区中的下一个占位符。\n如果占位符模式无效,则不会执行任何操作。\n占位模式:"{[accent]number 0-9[]}"\n示例:\n[accent]打印 "test {0}"\n格式 “示例”。
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lst.format = 用一个值替换文本缓冲区中的下一个占位符。\n如果占位符模式无效,则不会执行任何操作。\n占位模式:"{[accent]number 0-9[]}"\n示例:\n[accent]打印 "test {0}"\n格式化 “示例”。
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lst.draw = 添加绘图操作到绘图缓存\n使用[accent]打印绘图[]后才会真正显示。
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lst.drawflush = 将绘图缓存中的[accent]绘图[]队列刷新到显示屏。
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lst.printflush = 将打印缓存中的[accent]打印[]队列刷新到信息板。
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@@ -2924,84 +2924,84 @@ lglobal.@clientMobile = 如果运行代码的客户端是移动端,则为 true
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lglobal.@clientMusicPlaying = 如果当前正在播放任何音乐,则为True
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lglobal.@clientCurrentMusic = 正在播放的当前音乐的名称,或为null
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lenum.type = 建筑和单位的类型,返回一个“类型”而非字符串\n例如对路由器使用,会返回[accent]@router[]
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lenum.shoot = 向某个位置瞄准/射击
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lenum.shootp = 根据提前量向某个单位或建筑瞄准/射击
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lenum.config = 建筑设置,例如分类器所设置的筛选物品种类
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lenum.enabled = 建筑是否已启用
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laccess.totalitems = 含有的物品总数。
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laccess.firstitem = 含有的第一个物品,若为空则返回 null。
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laccess.totalliquids = 含有的液体总量。
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laccess.totalpower = 对于能储电的建筑,指存储的电量;对于其他建筑,以0~1表示供电满足率。
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laccess.itemcapacity = 该建筑可容纳的最大物品数量。
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laccess.liquidcapacity = 该建筑可容纳的最大液体量。
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laccess.powercapacity = 该建筑可存储的最大电量。
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laccess.powernetstored = 相连接电网的总储电量。
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laccess.powernetcapacity = 相连接电网的总储电容量。
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laccess.powernetin = 相连接的电网每秒输入的电力。
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laccess.powernetout = 相连接的电网每秒输出的电力。
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laccess.ammo = 炮塔当前的弹药数量。
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laccess.ammocapacity = 炮塔的最大弹药量。
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laccess.currentammotype = 炮塔当前的弹药/液体
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laccess.memorycapacity = 内存块中的单元数量
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laccess.color = 照明器发光的颜色
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laccess.controller = 单位的控制方\n如果单位由处理器控制,返回对应的处理器\n如果单位在编队中,返回编队的领队\n其他情况,返回单位自身
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laccess.dead = 单位或建筑是否已被摧毁或者已失效
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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
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laccess.health = 当前生命值\n对于子弹,指其伤害值。
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laccess.maxhealth = 最大生命值\n对于子弹,指其基础伤害。
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laccess.heat = 耗热炮塔当前的热量值,范围为 0 到 1。
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laccess.shield = 单位当前的护盾值。
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laccess.armor = 护甲值;每次受击时的固定伤害减免。
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laccess.efficiency = 建筑的运行效率,以 1 为标准值。
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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
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laccess.speed = 单位的最高速度(格/秒)
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laccess.size = 单位/建筑的大小或字符串的长度
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laccess.id = 单位/块/物品/液体的 ID。\n这是[accent]查询[]的反向操作。
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laccess.timescale = 影响建筑的时间缩放倍率,其中1为正常速度。
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laccess.rotation = 单位或炮塔的朝向角度(以度为单位)。\n对于大多数其他建筑,朝向值为 0 到 3。
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laccess.x = X 坐标(以格为单位)。
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laccess.y = Y 坐标(以格为单位)。
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laccess.velocityx = 单位的 X 轴速度,单位为格/秒。
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laccess.velocityy = 单位的 Y 轴速度,单位为格/秒。
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laccess.shootx = 单位或炮塔所瞄准目标的 X 坐标。
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laccess.shooty = 单位或炮塔所瞄准目标的 Y 坐标。
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laccess.camerax = 控制玩家镜头的 X 坐标。
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laccess.cameray = 控制玩家镜头的 Y 坐标。
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laccess.camerawidth = 控制玩家镜头的宽度(以格为单位)。
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laccess.cameraheight = 控制玩家镜头的高度(以格为单位)。
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laccess.displaywidth = 显示屏的宽度(以像素为单位)。
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laccess.displayheight = 显示屏的高度(以像素为单位)。
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laccess.buffersize = 显示器图形缓冲区中未处理的命令数。
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laccess.operations = 方块执行操作的次数。\n对于显示屏,返回[accent]打印绘图[]调用次数。
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laccess.size = 单位/建筑的大小或字符串的长度
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laccess.solid = 普通陆地单位是否不可通过该建筑。
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laccess.dead = 单位或建筑是否已被摧毁或者已失效
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laccess.range = 单位或炮塔的射程(以格为单位)。
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laccess.shooting = 单位或炮塔当前是否正在射击。
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laccess.boosting = 单位当前是否处于助推状态或正在飞越地形。
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laccess.minex = 单位所采矿物的 X 地块坐标,若未在采矿则为 -1。
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laccess.miney = 单位所采矿物的 Y 地块坐标,若未在采矿则为 -1。
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laccess.mining = 单位是否正在进行采矿。
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laccess.buildx = 单位正在建造的建筑 X 坐标,若未建造则为 -1。
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laccess.buildy = 单位正在建造的建筑 Y 坐标,若未建造则为 -1。
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laccess.pingx = 玩家标记的标记点位置的 X 坐标,若未标记则为 null。
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laccess.pingy = 玩家标记的标记点位置的 Y 坐标,若未标记则为 null。
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laccess.pingtext = 玩家标记的标记点文本内容,若无则为 null。
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laccess.building = 正在建造的建筑原始名称,若无则为 null。
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laccess.breaking = 正在拆除的建筑原始名称,若无则为 null。
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laccess.speed = 单位的最高速度(格/秒)
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laccess.team = 单位或建筑的队伍 ID。
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lenum.type = 建筑和单位的类型,返回一个“类型”而非字符串\n例如对路由器使用,会返回[accent]@router[]
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laccess.flag = 存储在单位身上的 flag。
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laccess.flying = 单位当前是否正在飞行。
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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
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laccess.controller = 单位的控制方\n如果单位由处理器控制,返回对应的处理器\n如果单位在编队中,返回编队的领队\n其他情况,返回单位自身
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laccess.name = 控制该单位的玩家名称,若无则为 null。
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laccess.payloadcount = 当前持有的有效载荷数量。
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laccess.payloadtype = 最后获取的有效载荷类型,若无则为 null。
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laccess.totalpayload = 所有持有的有效载荷的总大小。
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laccess.payloadcapacity = 单位或建筑所能承载的最大综合有效载荷大小。
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laccess.maxunits = 队伍能拥有的最大单位数。\n只能从核心中读取。
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laccess.totalitems = Total number of items contained.
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laccess.firstitem = First item contained, or null if empty.
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laccess.totalliquids = Total amount of liquid contained.
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laccess.totalpower = For blocks with a buffered power store, the amount of power stored; for other blocks, buffer fullness from 0 to 1.
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laccess.itemcapacity = Maximum number of items this building can hold.
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laccess.liquidcapacity = Maximum amount of liquid this building can hold.
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laccess.powercapacity = Maximum amount of power this building can store.
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laccess.powernetstored = Total power stored in the connected power grid.
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laccess.powernetcapacity = Total power storage capacity of the connected power grid.
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laccess.powernetin = Power entering the connected power grid, per second.
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laccess.powernetout = Power leaving the connected power grid, per second.
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laccess.ammo = Current ammo count of a turret.
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laccess.ammocapacity = Maximum ammo count of a turret.
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laccess.health = Current health.\nFor bullets, their damage.
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laccess.maxhealth = Maximum health.\nFor bullets, the base damage.
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laccess.heat = Current heat of a turret that consumes heat, 0 to 1.
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laccess.shield = Current shield amount of a unit.
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laccess.armor = Armor value; flat damage reduction per hit.
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laccess.efficiency = Operating efficiency of a building, where 1 is nominal.
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laccess.timescale = Time scale multiplier affecting a building, where 1 is normal speed.
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laccess.rotation = Facing angle of a unit or turret, in degrees.\nFor most other buildings, the 0 to 3 orientation.
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laccess.x = X position, in tiles.
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laccess.y = Y position, in tiles.
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laccess.velocityx = X velocity of a unit, in tiles/sec.
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laccess.velocityy = Y velocity of a unit, in tiles/sec.
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laccess.shootx = X coordinate a unit or turret is aiming at.
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laccess.shooty = Y coordinate a unit or turret is aiming at.
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laccess.camerax = X position of the controlling player's camera.
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laccess.cameray = Y position of the controlling player's camera.
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laccess.camerawidth = Width of the controlling player's view, in tiles.
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laccess.cameraheight = Height of the controlling player's view, in tiles.
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laccess.solid = Whether this building blocks movement.
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laccess.range = Range of a unit or turret, in tiles.
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laccess.shooting = Whether a unit or turret is currently shooting.
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laccess.boosting = Whether a unit is currently boosting or flying over terrain.
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laccess.minex = X tile coordinate a unit is mining, or -1 if not mining.
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laccess.miney = Y tile coordinate a unit is mining, or -1 if not mining.
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laccess.mining = Whether a unit is currently mining.
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laccess.buildx = X tile coordinate a unit is building at, or -1 if not building.
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laccess.buildy = Y tile coordinate a unit is building at, or -1 if not building.
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laccess.pingx = X coordinate a player is pinging, or null if not pinging.
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laccess.pingy = Y coordinate a player is pinging, or null if not pinging.
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laccess.pingtext = Text of a player's current ping, or null if not pinging.
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laccess.building = Building a unit is currently constructing, or null.
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laccess.breaking = Building a unit is currently deconstructing, or null.
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laccess.team = Team ID of a unit or building.
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laccess.flag = Numeric flag value stored on a unit.
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laccess.flying = Whether a unit is currently airborne.
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laccess.name = Name of the player controlling this unit, or null.
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laccess.payloadcount = Number of payloads currently held.
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laccess.payloadtype = Type of the last payload picked up, or null.
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laccess.totalpayload = Combined size of all held payloads.
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laccess.payloadcapacity = Maximum combined payload size a unit or building can carry.
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laccess.selectedblock = Block currently selected by the controlling player, or null.
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laccess.selectedrotation = Build rotation currently selected by the controlling player, 0 to 3.
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laccess.bulletlifetime = Total lifetime of a bullet, in ticks.
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laccess.bullettime = Time a bullet has existed, in ticks.
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laccess.id = 单位/块/物品/液体的 ID。\n这是[accent]查询[]的反向操作。
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laccess.selectedblock = 玩家当前在建筑列表选中的方块,若无则为 null。
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laccess.selectedrotation = 玩家当前在建筑列表选择的建造旋转角度,范围为 0 到 3。
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laccess.bulletlifetime = 子弹可存在的总时长(以 tick 为单位)。
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laccess.bullettime = 子弹已存在的时长(以 tick 为单位)。
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lenum.enabled = 建筑是否已启用
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lenum.config = 建筑设置,例如分类器所设置的筛选物品种类
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laccess.color = 照明器发光的颜色
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lcategory.unknown = 未知
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lcategory.unknown.description = 未分类的指令
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@@ -3111,7 +3111,7 @@ unitradar.output = 找到的单位存入该变量
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control.of = 要控制的建筑
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control.unit = 要瞄准的单位或建筑
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control.shoot = 是否射击
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control.shoot = 射击?
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unitlocate.enemy = 是否搜寻敌方建筑(0 或 false 则搜寻己方建筑)
|
||||
unitlocate.found = 若找到,在该变量中存入 true;未找到则存入 false
|
||||
@@ -3154,7 +3154,7 @@ lenum.colori = 索引位置,用于线和四边形标记,索引零表示第
|
||||
lenum.wavetimer = 波次是否自动出现在计时器上。如果没有,按下播放按钮时会出现波次
|
||||
lenum.wave = 当前波数,可以是非波次模式下的任何值
|
||||
lenum.currentwavetime = 波次倒计时(以 tick 为单位)
|
||||
lenum.waves = 波次是否可以生成
|
||||
lenum.waves = 波次是否可生成
|
||||
lenum.wavesending = 是否可以通过播放按钮手动生成波次
|
||||
lenum.attackmode = 游戏是否为进攻模式
|
||||
lenum.wavespacing = 波次之间的时间间隔(以 tick 为单位)
|
||||
@@ -3221,8 +3221,8 @@ instruction.setrate = 设置速率
|
||||
instruction.fetch = 获取对象
|
||||
instruction.sync = 网络同步
|
||||
instruction.clientdata = 客户端数据
|
||||
instruction.getflag = 获取flag
|
||||
instruction.setflag = 设置flag
|
||||
instruction.getflag = 获取 flag
|
||||
instruction.setflag = 设置 flag
|
||||
instruction.setprop = 设置属性
|
||||
instruction.playsound = 播放音效
|
||||
instruction.playmusic = 播放音乐
|
||||
@@ -3253,8 +3253,8 @@ cutsceneaction.label.pan = 移动
|
||||
cutsceneaction.label.zoom = 缩放
|
||||
cutsceneaction.label.stop = 停止
|
||||
cutsceneaction.label.shake = 抖动
|
||||
cutsceneaction.label.gethud = 获取Hud
|
||||
cutsceneaction.label.sethud = 设置Hud
|
||||
cutsceneaction.label.gethud = 获取 Hud
|
||||
cutsceneaction.label.sethud = 设置 Hud
|
||||
fetchtype.label.unit = 单位
|
||||
fetchtype.label.player = 玩家控制单位
|
||||
fetchtype.label.core = 核心
|
||||
@@ -3294,8 +3294,8 @@ laccess.label.ammo = 弹药量
|
||||
laccess.label.ammocapacity = 弹药容量
|
||||
laccess.label.currentammotype = 当前弹药类型
|
||||
laccess.label.memorycapacity = 内存块单元数量
|
||||
laccess.label.health = 生命值
|
||||
laccess.label.maxhealth = 最大生命值
|
||||
laccess.label.health = 生命值/伤害
|
||||
laccess.label.maxhealth = 最大生命值/基础伤害
|
||||
laccess.label.heat = 热量
|
||||
laccess.label.shield = 护盾
|
||||
laccess.label.armor = 护甲
|
||||
@@ -3309,10 +3309,10 @@ laccess.label.velocityx = X轴移动速度
|
||||
laccess.label.velocityy = Y轴移动速度
|
||||
laccess.label.shootx = 射击X坐标
|
||||
laccess.label.shooty = 射击Y坐标
|
||||
laccess.label.camerax = 相机X坐标
|
||||
laccess.label.cameray = 相机Y坐标
|
||||
laccess.label.camerawidth = 相机宽度
|
||||
laccess.label.cameraheight = 相机高度
|
||||
laccess.label.camerax = 镜头X坐标
|
||||
laccess.label.cameray = 镜头Y坐标
|
||||
laccess.label.camerawidth = 镜头宽度
|
||||
laccess.label.cameraheight = 镜头高度
|
||||
laccess.label.displaywidth = 显示屏宽度
|
||||
laccess.label.displayheight = 显示屏高度
|
||||
laccess.label.buffersize = 缓冲区大小
|
||||
@@ -3321,18 +3321,18 @@ laccess.label.size = 大小/长度
|
||||
laccess.label.solid = 实体
|
||||
laccess.label.dead = 已摧毁/失效
|
||||
laccess.label.range = 雷达范围
|
||||
laccess.label.shooting = 射击状态
|
||||
laccess.label.boosting = 助推状态
|
||||
laccess.label.shooting = 射击?
|
||||
laccess.label.boosting = 助推?
|
||||
laccess.label.minex = 采矿X坐标
|
||||
laccess.label.miney = 采矿Y坐标
|
||||
laccess.label.mining = 采矿状态
|
||||
laccess.label.mining = 采矿?
|
||||
laccess.label.buildx = 建造于X坐标
|
||||
laccess.label.buildy = 建造于Y坐标
|
||||
laccess.label.pingx = 标记点X坐标
|
||||
laccess.label.pingy = 标记点Y坐标
|
||||
laccess.label.pingtext = 标记点文本
|
||||
laccess.label.building = 建造状态
|
||||
laccess.label.breaking = 破坏状态
|
||||
laccess.label.building = 建造的建筑
|
||||
laccess.label.breaking = 破坏的建筑
|
||||
laccess.label.speed = 速度
|
||||
laccess.label.team = 队伍
|
||||
laccess.label.type = 类型
|
||||
@@ -3380,7 +3380,7 @@ lmarkercontrol.label.fontsize = 字体大小
|
||||
lmarkercontrol.label.textheight = 文本高度
|
||||
lmarkercontrol.label.textalign = 文本对齐
|
||||
lmarkercontrol.label.linealign = 线对齐
|
||||
lmarkercontrol.label.labelflags = flag标签
|
||||
lmarkercontrol.label.labelflags = flag 标签
|
||||
lmarkercontrol.label.texture = 纹理
|
||||
lmarkercontrol.label.texturesize = 纹理大小
|
||||
lmarkercontrol.label.posi = 位置
|
||||
@@ -3388,7 +3388,7 @@ lmarkercontrol.label.uvi = 纹理位置范围
|
||||
lmarkercontrol.label.colori = 颜色
|
||||
logicrule.label.currentwavetime = 波次倒计时
|
||||
logicrule.label.wavetimer = 有波次计时器?
|
||||
logicrule.label.waves = 波次是否可以生成
|
||||
logicrule.label.waves = 波次可生成?
|
||||
logicrule.label.wave = 当前波数
|
||||
logicrule.label.wavespacing = 波次间隔
|
||||
logicrule.label.wavesending = 手动生成波次?
|
||||
@@ -3398,7 +3398,7 @@ logicrule.label.dropzoneradius = 敌人出生点半径
|
||||
logicrule.label.unitcap = 单位上限
|
||||
logicrule.label.maparea = 地图大小和有效范围
|
||||
logicrule.label.lighting = 启用环境光?
|
||||
logicrule.label.cangameover = 游戏可否结束
|
||||
logicrule.label.cangameover = 游戏可结束?
|
||||
logicrule.label.ambientlight = 环境光颜色
|
||||
logicrule.label.unitlight = 单位光
|
||||
logicrule.label.solarmultiplier = 太阳能板效率
|
||||
@@ -3431,7 +3431,7 @@ lunitcontrol.label.itemtake = 从建筑取出物品
|
||||
lunitcontrol.label.paydrop = 卸下载荷
|
||||
lunitcontrol.label.paytake = 拾取载荷
|
||||
lunitcontrol.label.payenter = 进入载荷
|
||||
lunitcontrol.label.flag = 赋予单位flag
|
||||
lunitcontrol.label.flag = 赋予单位 flag
|
||||
lunitcontrol.label.mine = 采集矿物
|
||||
lunitcontrol.label.build = 建造建筑
|
||||
lunitcontrol.label.getblock = 用坐标获取类型
|
||||
|
||||
Reference in New Issue
Block a user