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Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
1e7219f7d1
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@ -365,7 +365,7 @@ map.publish.confirm = 确定上传此地图?\n\n[lightgray]确定您同意Stea
|
||||
workshop.menu = 选择要对此项目进行的操作。
|
||||
workshop.info = 项目信息
|
||||
changelog = 更新日志(可选):
|
||||
updatedesc = 重写标题和描述
|
||||
updatedesc = 覆盖标题和描述
|
||||
eula = Steam最终用户许可协议
|
||||
missing = 此项目已被删除或转移。 \n[lightgray]链接已在创意工坊中被删除。
|
||||
publishing = [accent]正在发布…
|
||||
@ -387,10 +387,10 @@ editor.description = 描述:
|
||||
editor.nodescription = 地图需要至少4个字符的描述才能发布。
|
||||
editor.waves = 波次
|
||||
editor.rules = 规则
|
||||
editor.generation = 地形生成器
|
||||
editor.objectives = 任务
|
||||
editor.generation = 生成
|
||||
editor.objectives = 目标
|
||||
editor.ingame = 游戏内编辑
|
||||
editor.playtest = 试玩
|
||||
editor.playtest = 游戏内测试
|
||||
editor.publish.workshop = 上传到创意工坊
|
||||
editor.newmap = 新地图
|
||||
editor.center = 居中
|
||||
@ -401,8 +401,8 @@ editor.filters.type = 地图类型:
|
||||
editor.filters.search = 在特定关键词中进行搜索:
|
||||
editor.filters.author = 作者
|
||||
editor.filters.description = 描述
|
||||
editor.shiftx = 平移 X 轴坐标
|
||||
editor.shifty = 平移 Y 轴坐标
|
||||
editor.shiftx = x轴平移
|
||||
editor.shifty = y轴平移
|
||||
workshop = 创意工坊
|
||||
waves.title = 波次
|
||||
waves.remove = 移除
|
||||
@ -455,12 +455,12 @@ editor.errorheader = 此地图文件无效或已损坏。
|
||||
editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
|
||||
editor.update = 更新
|
||||
editor.randomize = 重新生成
|
||||
editor.moveup = Move Up
|
||||
editor.movedown = Move Down
|
||||
editor.copy = Copy
|
||||
editor.moveup = 上移
|
||||
editor.movedown = 下移
|
||||
editor.copy = 复制
|
||||
editor.apply = 应用
|
||||
editor.generate = 自动生成
|
||||
editor.sectorgenerate = 区块生成
|
||||
editor.sectorgenerate = 生成区块
|
||||
editor.resize = 改变尺寸
|
||||
editor.loadmap = 载入地图
|
||||
editor.savemap = 保存地图
|
||||
@ -504,8 +504,8 @@ toolmode.fillteams = 填充队伍
|
||||
toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
|
||||
toolmode.drawteams = 绘制队伍
|
||||
toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
|
||||
toolmode.underliquid = 液体下绘制
|
||||
toolmode.underliquid.description = 在液体下方绘制地板
|
||||
toolmode.underliquid = 水下地形
|
||||
toolmode.underliquid.description = 绘制位于液体下的地形
|
||||
|
||||
filters.empty = [lightgray]未创建生成器!用下方的按钮来创建。
|
||||
|
||||
@ -569,7 +569,7 @@ editor = 地图编辑器
|
||||
mapeditor = 地图编辑器
|
||||
|
||||
abandon = 放弃
|
||||
abandon.text = 这个区块及其资源会落入敌人之手。
|
||||
abandon.text = 这个区块及其资源将会落入敌手。
|
||||
locked = 锁定
|
||||
complete = [lightgray]解锁条件:
|
||||
requirement.wave = 在{1}坚持到第{0}波
|
||||
@ -584,43 +584,44 @@ research.multiplayer = 只有服务器创建者能研究科技。
|
||||
map.multiplayer = 只有服务器创建者能查看区块。
|
||||
uncover = 已解锁
|
||||
configure = 设定装运的物资
|
||||
objective.research.name = Research
|
||||
objective.produce.name = Obtain
|
||||
objective.item.name = Obtain Item
|
||||
objective.coreitem.name = Core Item
|
||||
objective.buildcount.name = Build Count
|
||||
objective.unitcount.name = Unit Count
|
||||
objective.destroyunits.name = Destroy Units
|
||||
objective.timer.name = Timer
|
||||
objective.destroyblock.name = Destroy Block
|
||||
objective.destroyblocks.name = Destroy Blocks
|
||||
objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
objective.research = [accent]研究任务:\n[]{0}[lightgray]{1}
|
||||
objective.produce = [accent]生产任务:\n[]{0}[lightgray]{1}
|
||||
objective.destroyblock = [accent]摧毁任务:\n[]{0}[lightgray]{1}
|
||||
objective.destroyblocks = [accent]摧毁任务: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||||
objective.item = [accent]生产任务: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||
objective.coreitem = [accent]移至核心任务:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||
objective.build = [accent]建造任务: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]建造单位任务: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]摧毁单位任务: [][lightgray]{0}[]x Units
|
||||
objective.enemiesapproaching = [accent]敌人将至: [lightgray]{0}[]
|
||||
|
||||
objective.research.name = 研究
|
||||
objective.produce.name = 获取
|
||||
objective.item.name = 获取物品
|
||||
objective.coreitem.name = 核心物品
|
||||
objective.buildcount.name = 建造数量
|
||||
objective.unitcount.name = 单位数量
|
||||
objective.destroyunits.name = 摧毁单位
|
||||
objective.timer.name = 计时器
|
||||
objective.destroyblock.name = 摧毁建筑
|
||||
objective.destroyblocks.name = 摧毁建筑
|
||||
objective.destroycore.name = 摧毁核心
|
||||
objective.commandmode.name = 指挥模式
|
||||
objective.flag.name = 标签
|
||||
marker.shapetext.name = 带形状文本
|
||||
marker.minimap.name = 小地图
|
||||
marker.shape.name = 形状
|
||||
marker.text.name = 文本
|
||||
marker.background = 背景
|
||||
marker.outline = 轮廓
|
||||
objective.research = [accent]研究:\n[]{0}[lightgray]{1}
|
||||
objective.produce = [accent]生产:\n[]{0}[lightgray]{1}
|
||||
objective.destroyblock = [accent]摧毁:\n[]{0}[lightgray]{1}
|
||||
objective.destroyblocks = [accent]摧毁:[lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||||
objective.item = [accent]获得:[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||
objective.coreitem = [accent]移动至核心:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||
objective.build = [accent]建造:[][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]建造单位:[][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]摧毁单位:[][lightgray]{0}[]x
|
||||
objective.enemiesapproaching = [accent]敌人来袭:[lightgray]{0}[]
|
||||
objective.destroycore = [accent]摧毁敌方核心
|
||||
objective.command = [accent]指挥单位
|
||||
objective.nuclearlaunch = [accent]⚠ 侦测到核弹发射: [lightgray]{0}
|
||||
announce.nuclearstrike = [red]⚠ 侦测到核打击入境 ⚠
|
||||
objective.nuclearlaunch = [accent]⚠ 侦测到核打击:[lightgray]{0}
|
||||
announce.nuclearstrike = [red]⚠ 核打击接近中 ⚠
|
||||
|
||||
loadout = 装运
|
||||
resources = 资源
|
||||
resources.max = 满额
|
||||
resources.max = 最大
|
||||
bannedblocks = 禁用建筑
|
||||
objectives = 任务目标
|
||||
bannedunits = 禁用单位
|
||||
@ -641,7 +642,8 @@ error.alreadyconnected = 已经建立连接。
|
||||
error.mapnotfound = 找不到地图文件!
|
||||
error.io = 网络I/O错误。
|
||||
error.any = 未知网络错误。
|
||||
error.bloom = 未能初始化特效。 \n您的设备可能不支持。
|
||||
error.bloom = 未能初始化光效。 \n您的设备可能不支持。
|
||||
|
||||
weather.rain.name = 降雨
|
||||
weather.snow.name = 降雪
|
||||
weather.sandstorm.name = 沙尘暴
|
||||
@ -670,8 +672,8 @@ sectors.underattack = [scarlet]遭到攻击![accent]{0}%损毁度
|
||||
sectors.underattack.nodamage = [scarlet]未占领
|
||||
sectors.survives = [accent]预测可守{0}波
|
||||
sectors.go = 进入
|
||||
sector.abandon = 放弃
|
||||
sector.abandon.confirm = 该区块核心将会自毁\n是否确定?
|
||||
sector.abandon = 遗弃
|
||||
sector.abandon.confirm = 此区块核心将自毁。\n确认?
|
||||
sector.curcapture = 区块已占领
|
||||
sector.curlost = 区块已丢失
|
||||
sector.missingresources = [scarlet]建造核心所需资源不足
|
||||
@ -681,7 +683,7 @@ sector.lost = 区块[accent]{0}[white]已丢失!
|
||||
sector.captured = 区块[accent]{0}[white]已占领!
|
||||
sector.changeicon = 更改图标
|
||||
sector.noswitch.title = 无法切换区块
|
||||
sector.noswitch = 当前区块受袭击的时候,无法切换区块。\n\n区块: [accent]{0}[] 在 [accent]{1}[]
|
||||
sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块: [accent]{0}[] 位于 [accent]{1}[]
|
||||
sector.view = 查看区块
|
||||
|
||||
threat.low = 低度
|
||||
@ -723,7 +725,7 @@ sector.ruinousShores.description = 穿过荒地就是海滩。 \n这里曾经有
|
||||
sector.stainedMountains.description = 深入内陆地区便是山脉,这里目前还未被孢子污染。 \n敌人势力更加强大,别给他们的精锐部队留下喘息之机。\n\n这一地区分布着丰富的钛,试着开采并利用它。
|
||||
sector.overgrowth.description = 这里的孢子靠近它最初的发源地,因此得以疯狂生长。 \n\n敌人在此处建立了一个前哨站,建造尖刀单位来摧毁它。
|
||||
sector.tarFields.description = 产油区边缘,位于山脉和沙漠之间。 它是为数不多蕴藏了石油的地区之一。 \n尽管这里一片废墟,附近仍有一些危险的敌方单位。 不要低估他们。 \n\n[lightgray]尽你所能研究石油加工技术。
|
||||
sector.desolateRift.description = 非常危险的区块,资源丰富但空间狭窄,敌人也十分危险。 \n\n尽快离开,不要因敌人的进攻间隔太长而掉以轻心。
|
||||
sector.desolateRift.description = 非常危险的区块,资源丰富但空间狭窄,敌人也十分危险。 \n\n尽快发展与防御,不要因敌人的进攻间隔太长而掉以轻心。
|
||||
sector.nuclearComplex.description = 曾用来生产加工钍的设施,如今已变成了废墟。 \n这里有大量的敌人,不断搜寻着入侵者。\n\n[lightgray]研究钍以及它的各种用途。
|
||||
sector.fungalPass.description = 一边是高山,另一边是孢子丛生的平原。 \n这里有一个敌方的小型侦察基地,摧毁它。 \n\n使用尖刀和爬行者单位,摧毁两个核心。
|
||||
sector.biomassFacility.description = 孢子的发源地,有研究和生产孢子的原始设施。 \n[lightgray]设施损毁后,孢子散播了出去,原生生态系统完全无法抵挡这种外来物种。 \n\n研究这里的科技,培养孢子来制造燃料和聚合物。
|
||||
@ -731,20 +733,20 @@ sector.windsweptIslands.description = 海岸线之外坐落着这一串群岛。
|
||||
sector.extractionOutpost.description = 一座遥远的前哨,敌人建造它来向其他区块发射资源。 \n跨区块运输是征服这个星球不可或缺的一项技术。 \n\n摧毁敌人基地,研究发射台。
|
||||
sector.impact0078.description = 最初进入这个星系的星际运输船,残骸留在了这里。 \n\n尽量回收可以利用的资源,研究科技。
|
||||
sector.planetaryTerminal.description = 最终目标。 \n这座滨海基地有一个可以将核心发射到其他行星的建筑,防卫森严。 \n\n制造海军单位,尽快消灭敌人,研究发射建筑。
|
||||
sector.onset.name = 起始地区
|
||||
sector.aegis.name = Aegis
|
||||
sector.lake.name = Name
|
||||
sector.onset.name = 始发
|
||||
sector.aegis.name = 庇护
|
||||
sector.lake.name = 湖泊
|
||||
sector.intersect.name = Intersect
|
||||
sector.atlas.name = Atlas
|
||||
sector.split.name = Split
|
||||
sector.split.name = 分割
|
||||
sector.basin.name = Basin
|
||||
sector.onset.description = 指导地区。任务并没有规划完成,着陆后请等待进一步指示.
|
||||
sector.aegis.description = The enemy is protected by shields. An experimental shield breaker module has been detected in this sector.\nLocate this structure. Supply it with tungsten ammunition and destroy the enemy base.
|
||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||
sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
|
||||
sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
|
||||
sector.basin.description = {Temporary}\n\nThe last sector for now. Consider this a challenge level - more sectors will be added in a later release.
|
||||
sector.onset.description = 教学区块。区块目标未设立,等待进一步指示
|
||||
sector.aegis.description = 敌人被护盾保护。本区块发现一个实验性破盾模块\n定位这个建筑,输入钨并摧毁敌人基地.
|
||||
sector.lake.description = 这个区块的熔岩湖限制了大部分单位的移动,悬浮单位可能是唯一可行选择。\n尽快研究这个 [accent]飞船制造厂[]并生产一个 [accent]挣脱
|
||||
sector.intersect.description = 初步扫描显示这个区块可能会在登陆后受到来个多个方向的进攻。\n尽快设立防御并扩展。\n[accent]机甲[]单位可用于在这里的崎岖地形活动
|
||||
sector.atlas.description = 这个区块包含了各种地形,并需要多兵种配合来快速占领。\n升级单位也许是用于攻击这些更为牢固敌人基地所必须的。\n研究 [accent]电解机[]和[accent]坦克重构厂[]..
|
||||
sector.split.description = 这个区块分布着很少敌人,正好可以用来测试新的运输科技
|
||||
sector.basin.description = {临时}\n是当前的最高级区块。把这当成一个挑战! - 更多的区块将在之后发布
|
||||
|
||||
status.burning.name = 燃烧
|
||||
status.freezing.name = 冻结
|
||||
@ -752,7 +754,7 @@ status.wet.name = 潮湿
|
||||
status.muddy.name = 泥泞
|
||||
status.melting.name = 熔化
|
||||
status.sapped.name = 弱化
|
||||
status.electrified.name = 电磁紊乱
|
||||
status.electrified.name = 麻痹
|
||||
status.spore-slowed.name = 孢子减速
|
||||
status.tarred.name = 油浸
|
||||
status.overdrive.name = 过载
|
||||
@ -760,7 +762,7 @@ status.overclock.name = 超频
|
||||
status.shocked.name = 电击
|
||||
status.blasted.name = 爆炸
|
||||
status.unmoving.name = 静止
|
||||
status.boss.name = Boss
|
||||
status.boss.name = 守卫者
|
||||
|
||||
settings.language = 语言
|
||||
settings.data = 游戏数据
|
||||
@ -789,9 +791,9 @@ no = 否
|
||||
info.title = 详情
|
||||
error.title = [scarlet]发生了一个错误
|
||||
error.crashtitle = 发生了一个错误
|
||||
unit.nobuild = [scarlet]无法进行建造
|
||||
unit.nobuild = [scarlet]无法建造
|
||||
lastaccessed = [lightgray]上次操作:{0}
|
||||
lastcommanded = [lightgray]上次命令: {0}
|
||||
lastcommanded = [lightgray]上次指挥:{0}
|
||||
block.unknown = [lightgray]??
|
||||
|
||||
stat.showinmap = <进入地图后显示>
|
||||
@ -836,7 +838,7 @@ stat.drillspeed = 基础钻探速度
|
||||
stat.boosteffect = 强化效果
|
||||
stat.maxunits = 最大单位数量
|
||||
stat.health = 生命值
|
||||
stat.armor = 装甲
|
||||
stat.armor = 护甲
|
||||
stat.buildtime = 建造时间
|
||||
stat.maxconsecutive = 连续放置限制
|
||||
stat.buildcost = 建造花费
|
||||
@ -861,7 +863,7 @@ stat.buildspeed = 建造速度
|
||||
stat.minespeed = 采矿速度
|
||||
stat.minetier = 可采集矿物
|
||||
stat.payloadcapacity = 载荷容量
|
||||
stat.abilities = 技能
|
||||
stat.abilities = 能力
|
||||
stat.canboost = 可助推
|
||||
stat.flying = 空中单位
|
||||
stat.ammouse = 弹药
|
||||
@ -881,12 +883,12 @@ ability.unitspawn = {0}单位工厂
|
||||
ability.shieldregenfield = 护盾再生场
|
||||
ability.movelightning = 闪电助推器
|
||||
ability.energyfield = 能量场:[accent]{0}[]伤害~[accent]{1}[]格/[accent]{2}[]目标
|
||||
bar.onlycoredeposit = 放置物品只能以核心为目标
|
||||
bar.onlycoredeposit = 仅核心可丢入资源
|
||||
|
||||
bar.drilltierreq = 需要更高级的钻头
|
||||
bar.noresources = 资源不足
|
||||
bar.corereq = 需要核心基座
|
||||
bar.corefloor = 需要核心地块
|
||||
bar.corefloor = 需要核心地板
|
||||
bar.cargounitcap = 达到货运单位上限
|
||||
bar.drillspeed = 挖掘速度:{0}/秒
|
||||
bar.pumpspeed = 泵送速度:{0}/秒
|
||||
@ -924,12 +926,12 @@ bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
||||
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
||||
bullet.knockback = [stat]{0}[lightgray]击退
|
||||
bullet.pierce = [stat]{0}[lightgray]x穿透
|
||||
bullet.infinitepierce = [stat]贯穿
|
||||
bullet.infinitepierce = [stat]无限穿透
|
||||
bullet.healpercent = [stat]{0}[lightgray]%修复
|
||||
bullet.healamount = [stat]{0}[lightgray] 直接修复
|
||||
bullet.healamount = [stat]{0}[lightgray] 修复量
|
||||
bullet.multiplier = [stat]{0}[lightgray]x装填倍数
|
||||
bullet.reload = [stat]{0}[lightgray]x开火速率
|
||||
bullet.range = [stat]{0}[lightgray] 格射程
|
||||
bullet.range = [stat]{0}[lightgray] 射程(格)
|
||||
|
||||
unit.blocks = 格
|
||||
unit.blockssquared = 格²
|
||||
@ -939,7 +941,7 @@ unit.liquidsecond = 液体/秒
|
||||
unit.itemssecond = 物品/秒
|
||||
unit.liquidunits = 液体
|
||||
unit.powerunits = 电力
|
||||
unit.heatunits = 热量单位
|
||||
unit.heatunits = 单位热量
|
||||
unit.degrees = 度
|
||||
unit.seconds = 秒
|
||||
unit.minutes = 分
|
||||
@ -993,8 +995,8 @@ setting.difficulty.hard = 困难
|
||||
setting.difficulty.insane = 疯狂
|
||||
setting.difficulty.name = 难度:
|
||||
setting.screenshake.name = 屏幕抖动
|
||||
setting.bloomintensity.name = 光彩强度
|
||||
setting.bloomblur.name = 光彩模糊
|
||||
setting.bloomintensity.name = 光效强度
|
||||
setting.bloomblur.name = 光效模糊
|
||||
setting.effects.name = 建筑特效
|
||||
setting.destroyedblocks.name = 显示已摧毁的建筑
|
||||
setting.blockstatus.name = 显示建筑状态
|
||||
@ -1037,7 +1039,7 @@ public.confirm.really = 如果您想与好友一起游戏,可以使用[green]
|
||||
public.beta = 请注意,测试版的游戏不能公开可见。
|
||||
uiscale.reset = UI缩放比例已更改。 \n点击“确定”来接受缩放比例的更改。 \n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。
|
||||
uiscale.cancel = 取消并退出
|
||||
setting.bloom.name = 光彩特效
|
||||
setting.bloom.name = 光效
|
||||
keybind.title = 重新绑定按键
|
||||
keybinds.mobile = [scarlet]除了基本的移动以外,大多数按键绑定在移动设备上无效。
|
||||
category.general.name = 常规
|
||||
@ -1110,68 +1112,68 @@ keybind.drop_unit.name = 释放单位
|
||||
keybind.zoom_minimap.name = 小地图缩放
|
||||
mode.help.title = 游戏模式说明
|
||||
mode.survival.name = 生存
|
||||
mode.survival.description = 通常的游戏模式,资源有限,自动生成敌人波次。 \n[gray]需要地图中有敌方出生点。
|
||||
mode.survival.description = 通常的游戏模式,资源有限,自动生成敌人波次。 \n[gray]需要地图中有敌方出生点和己方核心。
|
||||
mode.sandbox.name = 沙盒
|
||||
mode.sandbox.description = 无限资源,不会自动生成敌人波次。
|
||||
mode.editor.name = 地图编辑器
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = 与其他玩家对战。 \n[gray]需要地图中有至少2种不同颜色的核心。
|
||||
mode.attack.name = 进攻
|
||||
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有红色的核心。
|
||||
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有敌方队伍的核心。
|
||||
mode.custom = 自定义模式
|
||||
|
||||
rules.infiniteresources = 无限资源
|
||||
rules.onlydepositcore = 放置物品只能以核心为目标
|
||||
rules.reactorexplosions = 反应堆爆炸有破坏性
|
||||
rules.coreincinerates = 核心自动销毁多余的物品
|
||||
rules.onlydepositcore = 仅核心可放入资源
|
||||
rules.reactorexplosions = 反应堆爆炸
|
||||
rules.coreincinerates = 核心焚烧
|
||||
rules.disableworldprocessors = 禁用世界处理器
|
||||
rules.schematic = 允许使用蓝图
|
||||
rules.wavetimer = 波次计时器
|
||||
rules.waves = 波次
|
||||
rules.attack = 进攻模式
|
||||
rules.rtsai = RTS AI对手
|
||||
rules.rtsminsquadsize = 进攻队伍的最小规模
|
||||
rules.rtsmaxsquadsize = Max Squad Size
|
||||
rules.rtsminattackweight = 进攻的最低强度
|
||||
rules.cleanupdeadteams = 清除已战败队伍的建筑(PvP模式)
|
||||
rules.corecapture = 摧毁核心时将其俘获
|
||||
rules.rtsai = RTS AI
|
||||
rules.rtsminsquadsize = 最小部队规模
|
||||
rules.rtsmaxsquadsize = 最大部队规模
|
||||
rules.rtsminattackweight = 最低进攻强度
|
||||
rules.cleanupdeadteams = 清除已战败队伍的建筑
|
||||
rules.corecapture = 摧毁核心时将其占领
|
||||
rules.polygoncoreprotection = 根据核心位置平分可建造区域
|
||||
rules.placerangecheck = 放置范围检查
|
||||
rules.placerangecheck = 敌对建筑周围禁建
|
||||
rules.enemyCheat = 敌人(红队)无限资源
|
||||
rules.blockhealthmultiplier = 建筑生命值倍率
|
||||
rules.blockhealthmultiplier = 建筑生命倍率
|
||||
rules.blockdamagemultiplier = 建筑伤害倍率
|
||||
rules.unitbuildspeedmultiplier = 单位生产速度倍率
|
||||
rules.unithealthmultiplier = 单位生命值倍率
|
||||
rules.unithealthmultiplier = 单位生命倍率
|
||||
rules.unitdamagemultiplier = 单位伤害倍率
|
||||
rules.solarmultiplier = 太阳能发电倍率
|
||||
rules.unitcapvariable = 核心可增加单位上限
|
||||
rules.unitcap = 基础单位上限
|
||||
rules.limitarea = 限制地图有效区域
|
||||
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
||||
rules.wavespacing = 第一波延时:[lightgray](秒)
|
||||
rules.initialwavespacing = 初始波间隔:[lightgray] (sec)
|
||||
rules.wavespacing = 波次间隔:[lightgray](秒)
|
||||
rules.initialwavespacing = 第一波间隔:[lightgray] (秒)
|
||||
rules.buildcostmultiplier = 建造花费倍率
|
||||
rules.buildspeedmultiplier = 建造速度倍率
|
||||
rules.deconstructrefundmultiplier = 拆除返还倍率
|
||||
rules.waitForWaveToEnd = 等待敌人时间
|
||||
rules.waitForWaveToEnd = 等待波次结束
|
||||
rules.dropzoneradius = 敌人出生点禁区大小:[lightgray](格)
|
||||
rules.unitammo = 单位有弹药限制
|
||||
rules.enemyteam = 敌方队伍
|
||||
rules.playerteam = 玩家队伍
|
||||
rules.title.waves = 波次
|
||||
rules.title.resourcesbuilding = 资源和建造
|
||||
rules.title.enemy = AI 对手
|
||||
rules.title.enemy = AI 敌人
|
||||
rules.title.unit = 单位
|
||||
rules.title.experimental = 实验性
|
||||
rules.title.environment = 环境
|
||||
rules.title.teams = 队伍
|
||||
rules.title.planet = 星球
|
||||
rules.lighting = 迷雾
|
||||
rules.lighting = 环境光
|
||||
rules.fog = 战争迷雾
|
||||
rules.fire = 允许火焰产生并蔓延
|
||||
rules.anyenv = <Any>
|
||||
rules.anyenv = <任意>
|
||||
rules.explosions = 建筑/单位爆炸伤害
|
||||
rules.ambientlight = 迷雾颜色
|
||||
rules.ambientlight = 环境光颜色
|
||||
rules.weather = 天气
|
||||
rules.weather.frequency = 周期:
|
||||
rules.weather.always = 永久
|
||||
@ -1184,7 +1186,7 @@ content.block.name = 建筑
|
||||
content.status.name = 状态效果
|
||||
content.sector.name = 战役区块
|
||||
content.team.name = 派系
|
||||
wallore = (Wall)
|
||||
wallore = (墙)
|
||||
|
||||
item.copper.name = 铜
|
||||
item.lead.name = 铅
|
||||
@ -1194,7 +1196,7 @@ item.titanium.name = 钛
|
||||
item.thorium.name = 钍
|
||||
item.silicon.name = 硅
|
||||
item.plastanium.name = 塑钢
|
||||
item.phase-fabric.name = 相位织物
|
||||
item.phase-fabric.name = 相织物
|
||||
item.surge-alloy.name = 巨浪合金
|
||||
item.spore-pod.name = 孢子荚
|
||||
item.sand.name = 沙
|
||||
@ -1202,20 +1204,20 @@ item.blast-compound.name = 爆炸混合物
|
||||
item.pyratite.name = 硫化物
|
||||
item.metaglass.name = 钢化玻璃
|
||||
item.scrap.name = 废料
|
||||
item.fissile-matter.name = 裂变物质
|
||||
item.fissile-matter.name = 裂变产物
|
||||
item.beryllium.name = 铍
|
||||
item.tungsten.name = 钨
|
||||
item.oxide.name = 氧化物
|
||||
item.carbide.name = 碳化物
|
||||
item.dormant-cyst.name = 休眠囊肿
|
||||
item.dormant-cyst.name = Dormant Cyst
|
||||
|
||||
liquid.water.name = 水
|
||||
liquid.slag.name = 矿渣液
|
||||
liquid.slag.name = 矿渣
|
||||
liquid.oil.name = 石油
|
||||
liquid.cryofluid.name = 冷冻液
|
||||
liquid.neoplasm.name = 囊肿血浆
|
||||
liquid.arkycite.name = 芳油
|
||||
liquid.gallium.name = 镓液
|
||||
liquid.neoplasm.name = Neoplasm
|
||||
liquid.arkycite.name = Arkycite
|
||||
liquid.gallium.name = 镓
|
||||
liquid.ozone.name = 臭氧
|
||||
liquid.hydrogen.name = 氢气
|
||||
liquid.nitrogen.name = 氮气
|
||||
@ -1283,7 +1285,7 @@ unit.obviate.name = 消散
|
||||
block.parallax.name = 差扰光束
|
||||
block.cliff.name = 悬崖
|
||||
block.sand-boulder.name = 砂岩
|
||||
block.basalt-boulder.name = 玄武岩巨岩
|
||||
block.basalt-boulder.name = 玄武岩巨石
|
||||
block.grass.name = 草地
|
||||
block.molten-slag.name = 矿渣液
|
||||
block.pooled-cryofluid.name = 冷冻液
|
||||
@ -1295,11 +1297,11 @@ block.tendrils.name = 卷须
|
||||
block.sand-wall.name = 沙墙
|
||||
block.spore-pine.name = 孢子树
|
||||
block.spore-wall.name = 孢子墙
|
||||
block.boulder.name = 巨岩
|
||||
block.boulder.name = 巨石
|
||||
block.snow-boulder.name = 雪石
|
||||
block.snow-pine.name = 雪树
|
||||
block.shale.name = 页岩地
|
||||
block.shale-boulder.name = 页岩巨岩
|
||||
block.shale-boulder.name = 页岩巨石
|
||||
block.moss.name = 苔藓地
|
||||
block.shrubs.name = 灌木丛
|
||||
block.spore-moss.name = 孢子苔藓地
|
||||
@ -1370,17 +1372,17 @@ block.titanium-wall.name = 钛墙
|
||||
block.titanium-wall-large.name = 大型钛墙
|
||||
block.plastanium-wall.name = 塑钢墙
|
||||
block.plastanium-wall-large.name = 大型塑钢墙
|
||||
block.phase-wall.name = 相位墙
|
||||
block.phase-wall-large.name = 大型相位墙
|
||||
block.phase-wall.name = 相织布墙
|
||||
block.phase-wall-large.name = 大型相织布墙
|
||||
block.thorium-wall.name = 钍墙
|
||||
block.thorium-wall-large.name = 大型钍墙
|
||||
block.door.name = 门
|
||||
block.door-large.name = 大门
|
||||
block.duo.name = 双管炮
|
||||
block.scorch.name = 火焰炮
|
||||
block.scatter.name = 分裂炮
|
||||
block.hail.name = 冰雹炮
|
||||
block.lancer.name = 蓝瑟炮
|
||||
block.duo.name = 双管
|
||||
block.scorch.name = 火焰
|
||||
block.scatter.name = 分裂
|
||||
block.hail.name = 冰雹
|
||||
block.lancer.name = 蓝瑟
|
||||
block.conveyor.name = 传送带
|
||||
block.titanium-conveyor.name = 钛传送带
|
||||
block.plastanium-conveyor.name = 塑钢传送带
|
||||
@ -1395,7 +1397,7 @@ block.illuminator.name = 照明器
|
||||
block.overflow-gate.name = 溢流门
|
||||
block.underflow-gate.name = 反向溢流门
|
||||
block.silicon-smelter.name = 硅冶炼厂
|
||||
block.phase-weaver.name = 相位编织器
|
||||
block.phase-weaver.name = 相织布编织器
|
||||
block.pulverizer.name = 粉碎机
|
||||
block.cryofluid-mixer.name = 冷冻液混合器
|
||||
block.melter.name = 熔炉
|
||||
@ -1405,7 +1407,7 @@ block.separator.name = 分离机
|
||||
block.coal-centrifuge.name = 煤炭离心机
|
||||
block.power-node.name = 电力节点
|
||||
block.power-node-large.name = 大型电力节点
|
||||
block.surge-tower.name = 合金电力塔
|
||||
block.surge-tower.name = 巨浪电力塔
|
||||
block.diode.name = 二极管
|
||||
block.battery.name = 电池
|
||||
block.battery-large.name = 大型电池
|
||||
@ -1433,7 +1435,7 @@ block.tsunami.name = 海啸
|
||||
block.swarmer.name = 蜂群
|
||||
block.salvo.name = 齐射炮
|
||||
block.ripple.name = 浪涌
|
||||
block.phase-conveyor.name = 相位传送带桥
|
||||
block.phase-conveyor.name = 相织布传送带桥
|
||||
block.bridge-conveyor.name = 传送带桥
|
||||
block.plastanium-compressor.name = 塑钢压缩机
|
||||
block.pyratite-mixer.name = 硫化物混合器
|
||||
@ -1443,30 +1445,31 @@ block.solar-panel-large.name = 大型太阳能板
|
||||
block.oil-extractor.name = 石油钻井
|
||||
block.repair-point.name = 维修点
|
||||
block.repair-turret.name = 维修塔
|
||||
block.pulse-conduit.name = 脉冲管道
|
||||
block.plated-conduit.name = 电镀管道
|
||||
block.phase-conduit.name = 相位流体管道桥
|
||||
block.pulse-conduit.name = 脉冲导管
|
||||
block.plated-conduit.name = 电镀导管
|
||||
block.phase-conduit.name = 相织布导管桥
|
||||
block.liquid-router.name = 流体路由器
|
||||
block.liquid-tank.name = 流体储存罐
|
||||
block.liquid-tank.name = 流体储罐
|
||||
block.liquid-container.name = 流体容器
|
||||
block.liquid-junction.name = 流体交叉器
|
||||
block.bridge-conduit.name = 流体导管桥
|
||||
block.bridge-conduit.name = 导管桥
|
||||
|
||||
block.rotary-pump.name = 回转泵
|
||||
block.thorium-reactor.name = 钍反应堆
|
||||
block.mass-driver.name = 质量驱动器
|
||||
block.blast-drill.name = 爆破钻头
|
||||
block.impulse-pump.name = 冲击泵
|
||||
block.impulse-pump.name = 脉冲泵
|
||||
block.thermal-generator.name = 热能发电机
|
||||
block.surge-smelter.name = 合金熔炉
|
||||
block.surge-smelter.name = 合金冶炼厂
|
||||
block.mender.name = 修理器
|
||||
block.mend-projector.name = 修理投影器
|
||||
block.mend-projector.name = 修理投影
|
||||
block.surge-wall.name = 合金墙
|
||||
block.surge-wall-large.name = 大型合金墙
|
||||
block.cyclone.name = 气旋
|
||||
block.fuse.name = 雷光
|
||||
block.shock-mine.name = 脉冲地雷
|
||||
block.overdrive-projector.name = 超速投影器
|
||||
block.force-projector.name = 力墙投影器
|
||||
block.overdrive-projector.name = 超速投影
|
||||
block.force-projector.name = 力墙投影
|
||||
block.arc.name = 电弧
|
||||
block.rtg-generator.name = RTG 发电机
|
||||
block.spectre.name = 幽灵
|
||||
@ -1492,134 +1495,135 @@ block.payload-void.name = 载荷黑洞
|
||||
block.payload-source.name = 载荷源
|
||||
block.disassembler.name = 解离机
|
||||
block.silicon-crucible.name = 热能坩埚
|
||||
block.overdrive-dome.name = 超速穹顶投射器
|
||||
block.overdrive-dome.name = 超速穹顶
|
||||
block.interplanetary-accelerator.name = 行星际加速器
|
||||
block.constructor.name = 构造器
|
||||
block.constructor.description = 制造尺寸不超过2x2方块的建筑。
|
||||
block.large-constructor.name = 大型构造器
|
||||
block.large-constructor.description = 制造尺寸不超过4x4方块的建筑。
|
||||
|
||||
block.constructor.name = 构筑器
|
||||
block.constructor.description = 构筑 1x1 至 2x2 大小的方块。
|
||||
block.large-constructor.name = 大型构筑器
|
||||
block.large-constructor.description = 构筑 3x3 至 4x4 大小的方块。
|
||||
block.deconstructor.name = 解构器
|
||||
block.deconstructor.description = 解构建筑与单位,并返还100%的制造成本。
|
||||
block.payload-loader.name = 荷载装载器
|
||||
block.payload-loader.description = 将液体和物品装载进方块中。
|
||||
block.payload-unloader.name = 荷载卸载器
|
||||
block.payload-unloader.description = 将液体和物品从方块中卸载。
|
||||
block.deconstructor.description = 解构方块和单位,返还100%资源。
|
||||
block.payload-loader.name = 载荷装载器
|
||||
block.payload-loader.description = 向载荷方块装载液体和物品。
|
||||
block.payload-unloader.name = 载荷卸载器
|
||||
block.payload-unloader.description = 从载荷方块卸载液体和物品。
|
||||
block.empty.name = 空
|
||||
block.rhyolite-crater.name = 流纹岩陨石坑
|
||||
block.rhyolite-crater.name = 流纹岩坑
|
||||
block.rough-rhyolite.name = 粗糙流纹岩
|
||||
block.regolith.name = 风化层
|
||||
block.yellow-stone.name = 黄岩
|
||||
block.carbon-stone.name = 碳岩
|
||||
block.ferric-stone.name = 铁岩
|
||||
block.ferric-craters.name = 铁岩陨石坑
|
||||
block.beryllic-stone.name = 绿柱岩
|
||||
block.crystalline-stone.name = 水晶岩
|
||||
block.crystal-floor.name = 水晶地
|
||||
block.yellow-stone-plates.name = 黄岩地
|
||||
block.red-stone.name = 红岩
|
||||
block.dense-red-stone.name = 致密红岩
|
||||
block.regolith.name = 流纹岩
|
||||
block.yellow-stone.name = 黄石
|
||||
block.carbon-stone.name = 碳石
|
||||
block.ferric-stone.name = 铁石
|
||||
block.ferric-craters.name = 铁陨石坑
|
||||
block.beryllic-stone.name = 铍石
|
||||
block.crystalline-stone.name = 晶石
|
||||
block.crystal-floor.name = 晶石地板
|
||||
block.yellow-stone-plates.name = 黄石地板
|
||||
block.red-stone.name = 红石
|
||||
block.dense-red-stone.name = 高密红石
|
||||
block.red-ice.name = 红冰
|
||||
block.arkycite-floor.name = 芳油池
|
||||
block.arkyic-stone.name = 芳岩
|
||||
block.rhyolite-vent.name = 流纹岩喷口
|
||||
block.carbon-vent.name = 碳喷口
|
||||
block.arkyic-vent.name = 芳油喷口
|
||||
block.yellow-stone-vent.name = 黄岩喷口
|
||||
block.red-stone-vent.name = 红岩喷口
|
||||
block.redmat.name = 红地皮
|
||||
block.bluemat.name = 蓝地皮
|
||||
block.core-zone.name = 核心地块
|
||||
block.arkycite-floor.name = Arkycite Floor
|
||||
block.arkyic-stone.name = Arkyic Stone
|
||||
block.rhyolite-vent.name = 流纹石喷口
|
||||
block.carbon-vent.name = 碳石喷口
|
||||
block.arkyic-vent.name = Arkyic Vent
|
||||
block.yellow-stone-vent.name = 黄石喷口
|
||||
block.red-stone-vent.name = 红石喷口
|
||||
block.redmat.name = 红地垫
|
||||
block.bluemat.name = 蓝地垫
|
||||
block.core-zone.name = 核心区
|
||||
block.regolith-wall.name = 风化墙
|
||||
block.yellow-stone-wall.name = 黄岩墙
|
||||
block.yellow-stone-wall.name = 黄石墙
|
||||
block.rhyolite-wall.name = 流纹岩墙
|
||||
block.carbon-wall.name = 碳墙
|
||||
block.ferric-stone-wall.name = 铁岩墙
|
||||
block.beryllic-stone-wall.name = 绿柱岩墙
|
||||
block.arkyic-wall.name = 芳岩墙
|
||||
block.crystalline-stone-wall.name = 水晶岩墙
|
||||
block.carbon-wall.name = 碳石墙
|
||||
block.ferric-stone-wall.name = 铁石墙
|
||||
block.beryllic-stone-wall.name = 铍石墙
|
||||
block.arkyic-wall.name = Arkyic Wall
|
||||
block.crystalline-stone-wall.name = 晶石墙
|
||||
block.red-ice-wall.name = 红冰墙
|
||||
block.red-stone-wall.name = 红岩墙
|
||||
block.red-stone-wall.name = 红石墙
|
||||
block.red-diamond-wall.name = 红钻墙
|
||||
block.redweed.name = 赤藻
|
||||
block.pur-bush.name = 粹木
|
||||
block.pur-bush.name = 紫灌木丛
|
||||
block.yellowcoral.name = 黄珊瑚
|
||||
block.carbon-boulder.name = 碳巨岩
|
||||
block.carbon-boulder.name = 碳石巨岩
|
||||
block.ferric-boulder.name = 铁巨岩
|
||||
block.beryllic-boulder.name = 绿柱巨岩
|
||||
block.yellow-stone-boulder.name = 黄巨岩
|
||||
block.arkyic-boulder.name = 芳巨岩
|
||||
block.beryllic-boulder.name = 铍石巨岩
|
||||
block.yellow-stone-boulder.name = 黄石巨岩
|
||||
block.arkyic-boulder.name = Arkyic Boulder
|
||||
block.crystal-cluster.name = 水晶簇
|
||||
block.vibrant-crystal-cluster.name = 明亮水晶簇
|
||||
block.crystal-blocks.name = 水晶块
|
||||
block.crystal-orbs.name = 球状水晶
|
||||
block.crystalline-boulder.name = 水晶巨岩
|
||||
block.vibrant-crystal-cluster.name = 鲜艳水晶簇
|
||||
block.crystal-blocks.name = 晶石块
|
||||
block.crystal-orbs.name = 晶石球
|
||||
block.crystalline-boulder.name = 晶石巨岩
|
||||
block.red-ice-boulder.name = 红冰巨岩
|
||||
block.rhyolite-boulder.name = 流纹巨岩
|
||||
block.red-stone-boulder.name = 红巨岩
|
||||
block.graphitic-wall.name = 石墨矿墙
|
||||
block.silicon-arc-furnace.name = 电弧冶硅炉
|
||||
block.electrolyzer.name = 电解器
|
||||
block.atmospheric-concentrator.name = 氮气浓缩器
|
||||
block.oxidation-chamber.name = 氧化机
|
||||
block.electric-heater.name = 电能加热器
|
||||
block.slag-heater.name = 矿渣加热器
|
||||
block.phase-heater.name = 相位物加热器
|
||||
block.heat-redirector.name = 热重定向器
|
||||
block.red-stone-boulder.name = 红石巨岩
|
||||
block.graphitic-wall.name = 石墨墙
|
||||
block.silicon-arc-furnace.name = 电弧硅炉
|
||||
block.electrolyzer.name = 电解机
|
||||
block.atmospheric-concentrator.name = 大气收集器
|
||||
block.oxidation-chamber.name = 氧化室
|
||||
block.electric-heater.name = 电制热机
|
||||
block.slag-heater.name = 矿渣制热机
|
||||
block.phase-heater.name = 相织制热机
|
||||
block.heat-redirector.name = 热传输机
|
||||
block.slag-incinerator.name = 矿渣焚化炉
|
||||
block.carbide-crucible.name = 碳化物坩埚
|
||||
block.slag-centrifuge.name = 矿渣离心机
|
||||
block.surge-crucible.name = 合金坩埚
|
||||
block.cyanogen-synthesizer.name = 氰气合成器
|
||||
block.phase-synthesizer.name = 相位合成器
|
||||
block.heat-reactor.name = 热能反应堆
|
||||
block.cyanogen-synthesizer.name = 氰合成机
|
||||
block.phase-synthesizer.name = 相织布合成机
|
||||
block.heat-reactor.name = 热量反应堆
|
||||
block.beryllium-wall.name = 铍墙
|
||||
block.beryllium-wall-large.name = 大型铍墙
|
||||
block.tungsten-wall.name = 钨墙
|
||||
block.tungsten-wall-large.name = 大型钨墙
|
||||
block.blast-door.name = 防爆自动门
|
||||
block.blast-door.name = 防爆闸门
|
||||
block.carbide-wall.name = 碳化物墙
|
||||
block.carbide-wall-large.name = 大型碳化物墙
|
||||
block.reinforced-surge-wall.name = 加固合金墙
|
||||
block.reinforced-surge-wall-large.name = 大型加固合金墙
|
||||
block.shielded-wall.name = 力场盾墙
|
||||
block.reinforced-surge-wall.name = 强化合金墙
|
||||
block.reinforced-surge-wall-large.name = 大型强化合金墙
|
||||
block.shielded-wall.name = 盾墙
|
||||
block.radar.name = 雷达
|
||||
block.build-tower.name = 建造塔
|
||||
block.regen-projector.name = 再生投影器
|
||||
block.shockwave-tower.name = Shockwave Tower
|
||||
block.shockwave-tower.name = 震爆塔
|
||||
block.shield-projector.name = 护盾投影器
|
||||
block.large-shield-projector.name = 大型护盾投影器
|
||||
block.armored-duct.name = 装甲管道
|
||||
block.overflow-duct.name = 管道溢流门
|
||||
block.underflow-duct.name = Underflow Duct
|
||||
block.overflow-duct.name = 溢流管道
|
||||
block.underflow-duct.name = 反向溢流管
|
||||
block.duct-unloader.name = 管道装卸器
|
||||
block.surge-conveyor.name = 合金传送带
|
||||
block.surge-router.name = 合金路由器
|
||||
block.unit-cargo-loader.name = 单位物流装载器
|
||||
block.unit-cargo-unload-point.name = 单位物流卸载点
|
||||
block.reinforced-pump.name = 加固泵
|
||||
block.reinforced-conduit.name = 加固管道
|
||||
block.reinforced-liquid-junction.name = 加固流体交叉器
|
||||
block.reinforced-bridge-conduit.name = 加固流体导管桥
|
||||
block.reinforced-liquid-router.name = 加固流体路由器
|
||||
block.reinforced-liquid-container.name = 加固流体容器
|
||||
block.reinforced-liquid-tank.name = 加固流体储存罐
|
||||
block.beam-node.name = 光束节点
|
||||
block.beam-tower.name = 光束塔
|
||||
block.beam-link.name = 光束连接器
|
||||
block.reinforced-pump.name = 强化泵
|
||||
block.reinforced-conduit.name = 强化导管
|
||||
block.reinforced-liquid-junction.name = 强化流体交叉器
|
||||
block.reinforced-bridge-conduit.name = 强化流体带桥
|
||||
block.reinforced-liquid-router.name = 强化流体路由器
|
||||
block.reinforced-liquid-container.name = 强化流体容器
|
||||
block.reinforced-liquid-tank.name = 强化流体储罐
|
||||
block.beam-node.name = 激光节点
|
||||
block.beam-tower.name = 激光塔
|
||||
block.beam-link.name = 激光连接器
|
||||
block.turbine-condenser.name = 涡轮冷凝器
|
||||
block.chemical-combustion-chamber.name = 化学能发电机
|
||||
block.pyrolysis-generator.name = 热解发电机
|
||||
block.vent-condenser.name = 泉眼冷凝器
|
||||
block.cliff-crusher.name = 墙体粉碎机
|
||||
block.plasma-bore.name = 光束钻头
|
||||
block.large-plasma-bore.name = 大型光束钻头
|
||||
block.chemical-combustion-chamber.name = 化学燃烧室
|
||||
block.pyrolysis-generator.name = 热解发生器
|
||||
block.vent-condenser.name = 排气冷凝器
|
||||
block.cliff-crusher.name = 墙壁粉碎机
|
||||
block.plasma-bore.name = 等离子钻机
|
||||
block.large-plasma-bore.name = 大型等离子钻机
|
||||
block.impact-drill.name = 冲击钻头
|
||||
block.eruption-drill.name = 喷发钻头
|
||||
block.core-bastion.name = 碉堡核心
|
||||
block.core-citadel.name = 壁垒核心
|
||||
block.eruption-drill.name = 爆裂钻头
|
||||
block.core-bastion.name = 城堡核心
|
||||
block.core-citadel.name = 堡垒核心
|
||||
block.core-acropolis.name = 卫城核心
|
||||
block.reinforced-container.name = 加固容器
|
||||
block.reinforced-vault.name = 加固仓库
|
||||
block.reinforced-container.name = 强化容器
|
||||
block.reinforced-vault.name = 强化仓库
|
||||
block.breach.name = 撕裂
|
||||
block.sublimate.name = 升华
|
||||
block.titan.name = 泰坦
|
||||
@ -1627,28 +1631,29 @@ block.disperse.name = 驱离
|
||||
block.afflict.name = afflict
|
||||
block.lustre.name = 光辉
|
||||
block.scathe.name = scathe
|
||||
block.fabricator.name = 单位制造厂
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = 坦克重构厂
|
||||
block.mech-refabricator.name = 机甲重构厂
|
||||
block.ship-refabricator.name = 飞船重构厂
|
||||
block.tank-assembler.name = 坦克装配厂
|
||||
block.ship-assembler.name = 飞船装配厂
|
||||
block.mech-assembler.name = 机甲装配厂
|
||||
block.reinforced-payload-conveyor.name = 加固载荷传送带
|
||||
block.reinforced-payload-router.name = 加固载荷路由器
|
||||
block.tank-assembler.name = 坦克组装厂
|
||||
block.ship-assembler.name = 飞船组装厂
|
||||
block.mech-assembler.name = 机甲组装厂
|
||||
block.reinforced-payload-conveyor.name = 强化载荷传送带
|
||||
block.reinforced-payload-router.name = 强化载荷路由器
|
||||
block.payload-mass-driver.name = 载荷质量驱动器
|
||||
block.small-deconstructor.name = 小型解构器
|
||||
block.canvas.name = 画布
|
||||
block.world-processor.name = 世界处理器
|
||||
block.world-cell.name = 世界内存元
|
||||
block.shield-breaker.name = 护盾破坏器 (临时翻译/贴图)
|
||||
block.shield-breaker.name = 破盾机 (临时翻译/贴图)
|
||||
block.tank-fabricator.name = 坦克制造厂
|
||||
block.mech-fabricator.name = 机甲制造厂
|
||||
block.ship-fabricator.name = 飞船制造厂
|
||||
block.prime-refabricator.name = 倍乘级单位升级厂
|
||||
block.prime-refabricator.name = 高级再重构工厂
|
||||
block.unit-repair-tower.name = 单位维修塔
|
||||
block.diffuse.name = 扩散
|
||||
block.basic-assembler-module.name = 基本装配厂模块
|
||||
|
||||
block.smite.name = Smite
|
||||
block.malign.name = Malign
|
||||
|
||||
@ -1738,14 +1743,14 @@ liquid.cryofluid.description = 用作反应堆、 炮塔和工厂的冷却剂。
|
||||
|
||||
block.derelict = \uf77e[lightgray]废墟
|
||||
block.armored-conveyor.description = 向前方输送物品,不接受侧面的输入,除非来自其他传送带。
|
||||
block.illuminator.description = 释放光线。
|
||||
block.illuminator.description = 提供照明。
|
||||
block.message.description = 保存文字信息,用于队友间进行交流。
|
||||
block.graphite-press.description = 将煤炭压缩为石墨。
|
||||
block.multi-press.description = 将煤炭压缩为石墨,需要水进行冷却。
|
||||
block.silicon-smelter.description = 将沙和煤炭精炼为硅。
|
||||
block.kiln.description = 将沙和铅熔炼为钢化玻璃。
|
||||
block.plastanium-compressor.description = 用石油和钛生产塑钢。
|
||||
block.phase-weaver.description = 用钍和沙合成相位织物。
|
||||
block.phase-weaver.description = 用钍和沙合成相织物。
|
||||
block.surge-smelter.description = 将钛、铅、硅和铜熔成成巨浪合金。
|
||||
block.cryofluid-mixer.description = 将水和细钛粉混合制成冷冻液。
|
||||
block.blast-mixer.description = 利用硫化物和孢子荚生产爆炸混合物。
|
||||
@ -1779,9 +1784,9 @@ block.surge-wall-large.description = 保护己方建筑,挡下敌方炮弹。
|
||||
block.door.description = 可以开关的墙。
|
||||
block.door-large.description = 可以开关的墙。
|
||||
block.mender.description = 定期修复附近的建筑。 \n可使用硅来提高范围和效率。
|
||||
block.mend-projector.description = 定期修复附近的建筑。 \n可使用相位织物来提高范围和效率。
|
||||
block.overdrive-projector.description = 提升附近建筑的工作效率。 \n可使用相位织物来提高范围和效率。
|
||||
block.force-projector.description = 在自身周围创建一个六边形力场,使里面的建筑和单位免受伤害。 \n承受过多伤害会导致过热,可以使用冷却液降温。 相位织物可用于增加护盾尺寸。
|
||||
block.mend-projector.description = 定期修复附近的建筑。 \n可使用相织物来提高范围和效率。
|
||||
block.overdrive-projector.description = 提升附近建筑的工作效率。 \n可使用相织物来提高范围和效率。
|
||||
block.force-projector.description = 在自身周围创建一个六边形力场,使里面的建筑和单位免受伤害。 \n承受过多伤害会导致过热,可以使用冷却液降温。 相织物可用于增加护盾尺寸。
|
||||
block.shock-mine.description = 对踩到它的敌人释放电弧进行攻击。
|
||||
block.conveyor.description = 将物品向前方输送。
|
||||
block.titanium-conveyor.description = 将物品向前方输送,比初级传送带更快。
|
||||
@ -1864,7 +1869,7 @@ block.parallax.description = 通过牵引光束拉扯空中目标,并对其造
|
||||
block.tsunami.description = 向敌人喷射强力的液体流。 使用水作弹药时能够自动灭火。
|
||||
block.silicon-crucible.description = 从沙子和煤中提炼硅,用硫化物作为附加热源。 在炙热地形上更高效。
|
||||
block.disassembler.description = 以低效率将矿渣液分离成微量的外来矿物成分。 能产生钍。
|
||||
block.overdrive-dome.description = 提高附近建筑物的工作效率。 需要相位织物和硅来工作。
|
||||
block.overdrive-dome.description = 提高附近建筑物的工作效率。 需要相织物和硅来工作。
|
||||
block.payload-conveyor.description = 运送大型载荷,例如从工厂生产的单位。
|
||||
block.payload-router.description = 将输入的载荷向3个方向轮流输出。
|
||||
block.ground-factory.description = 生产陆军单位。 产出的单位可以直接投入战场,也可以送入重构工厂进行升级。
|
||||
@ -1941,24 +1946,24 @@ lst.end = 跳转至第一条指令
|
||||
lst.wait = 等待指定的秒数
|
||||
lst.lookup = 根据ID查阅一种物品/液体/单位/建筑\n各个分类中的项目总数是\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||
lst.jump = 根据条件判断,决定是否跳转至另一条指令
|
||||
lst.unitbind = 绑定某个类型的下一个单位\n并保存至[accent]@unit[]
|
||||
lst.unitbind = 绑定某个类型的下一个单位,或直接绑定指定的单位\n并保存至[accent]@unit[]
|
||||
lst.unitcontrol = 控制已绑定的单位
|
||||
lst.unitradar = 让绑定的单位搜寻感知范围内的其他单位
|
||||
lst.unitlocate = 让绑定的单位搜寻整个地图中特定的建筑或位置
|
||||
lst.getblock = 从任意位置获取地块数据
|
||||
lst.getblock = 获取任意位置的地块数据
|
||||
lst.setblock = 设置任意位置的地块数据
|
||||
lst.spawnunit = 在某个位置生成单位
|
||||
lst.applystatus = 为一个单位添加或清除某个状态效果
|
||||
lst.spawnwave = 在任意位置生成一波敌人\n不记录在波数计数
|
||||
lst.explosion = 在某个位置制造爆炸
|
||||
lst.setrate = 在指令/时间tick的时间下设置处理器处理速度
|
||||
lst.spawnunit = 在指定位置生成单位
|
||||
lst.applystatus = 添加或清除单位的一个状态效果
|
||||
lst.spawnwave = 在任意位置生成一波敌人\n并不记录在波数计数器中
|
||||
lst.explosion = 在某个位置生成爆炸
|
||||
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度
|
||||
lst.fetch = 按索引查找单位、核心、玩家或建筑物\n索引从 0 开始,以其返回的计数结束
|
||||
lst.packcolor = 将[0,1]范围内的RGBA分量整合成单个数字,用于绘图或规则设置
|
||||
lst.setrule = 设置游戏规则
|
||||
lst.flushmessage = 根据文本缓存中的内容,在屏幕上显示一条信息。\n上一条信息结束后才会执行
|
||||
lst.cutscene = 控制玩家游戏镜头
|
||||
lst.setflag = 设置一个全局flag,并可被所有处理器读取
|
||||
lst.getflag = 检查某个全局flag是否被设置
|
||||
lst.setrule = 设置地图规则
|
||||
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束
|
||||
lst.cutscene = 控制玩家游戏视角
|
||||
lst.setflag = 设置一个可以被所有处理器读取的全局flag
|
||||
lst.getflag = 检查是否设置了全局flag
|
||||
|
||||
logic.nounitbuild = [red]此处不允许处理器操控单位去建设
|
||||
|
||||
@ -1992,7 +1997,7 @@ lcategory.world.description = 控制世界的各类设置
|
||||
|
||||
graphicstype.clear = 用指定的颜色填充整个显示屏
|
||||
graphicstype.color = 设置后续画图操作所使用的颜色
|
||||
graphicstype.col = 整合后的色彩信息。\n以[accent]%[]开头的十六进制代码形式。\n例如:[accent]%ff0000[]代表红色。
|
||||
graphicstype.col = 颜色代码。\n为以[accent]%[]开头的十六进制代码形式。\n举例: [accent]%ff0000[] 为[red]红色
|
||||
graphicstype.stroke = 设置线条宽度
|
||||
graphicstype.line = 绘制线段
|
||||
graphicstype.rect = 绘制实心矩形
|
||||
@ -2090,7 +2095,7 @@ unitlocate.group = 所搜寻的建筑分类
|
||||
|
||||
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
|
||||
lenum.stop = 停止移动/采矿/建造动作
|
||||
lenum.unbind = 完全禁用逻辑控制。\n恢复标准AI。
|
||||
lenum.unbind = 停用单位的逻辑控制\n恢复常规AI
|
||||
lenum.move = 移动到某个位置
|
||||
lenum.approach = 靠近某个位置至一定的距离内
|
||||
lenum.pathfind = 寻路移动至敌人出生点
|
||||
|
@ -150,8 +150,8 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
||||
maxX = Math.min(Mathf.ceil((x + width + 1f) / unitSize), bounds), maxY = Math.min(Mathf.ceil((y + height + 1f) / unitSize), bounds);
|
||||
float progX = x % unitSize, progY = y % unitSize;
|
||||
|
||||
Lines.stroke(2f);
|
||||
Draw.color(Pal.gray, parentAlpha);
|
||||
Lines.stroke(3f);
|
||||
Draw.color(Pal.darkestGray, parentAlpha);
|
||||
|
||||
for(int x = minX; x <= maxX; x++) Lines.line(progX + x * unitSize, minY * unitSize, progX + x * unitSize, maxY * unitSize);
|
||||
for(int y = minY; y <= maxY; y++) Lines.line(minX * unitSize, progY + y * unitSize, maxX * unitSize, progY + y * unitSize);
|
||||
@ -248,8 +248,24 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
||||
Lines.stroke(4f);
|
||||
Draw.color(remove ? Pal.remove : Pal.accent, parentAlpha);
|
||||
|
||||
Fill.square(x1, y1, 8f, 45f);
|
||||
Fill.square(x2, y2, 8f, 45f);
|
||||
|
||||
float dist = Math.abs(x1 - x2) / 2f;
|
||||
Lines.curve(x1, y1, x1 + dist, y1, x2 - dist, y2, x2, y2, Math.max(4, (int) (Mathf.dst(x1, y1, x2, y2) / 4f)));
|
||||
float cx1 = x1 + dist;
|
||||
float cx2 = x2 - dist;
|
||||
Lines.curve(x1, y1, cx1, y1, cx2, y2, x2, y2, Math.max(4, (int) (Mathf.dst(x1, y1, x2, y2) / 4f)));
|
||||
|
||||
float progress = (Time.time % (60 * 4)) / (60 * 4);
|
||||
|
||||
float t2 = progress * progress;
|
||||
float t3 = progress * t2;
|
||||
float t1 = 1 - progress;
|
||||
float t13 = t1 * t1 * t1;
|
||||
float kx1 = t13 * x1 + 3 * progress * t1 * t1 * cx1 + 3 * t2 * t1 * cx2 + t3 * x2;
|
||||
float ky1 = t13 *y1 + 3 * progress * t1 * t1 * y1 + 3 * t2 * t1 * y2 + t3 * y2;
|
||||
|
||||
Fill.circle(kx1, ky1, 6f);
|
||||
|
||||
Draw.reset();
|
||||
}
|
||||
@ -375,21 +391,23 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
||||
setTransform(false);
|
||||
setClip(false);
|
||||
|
||||
add(conParent = new Connector(true)).size(unitSize);
|
||||
add(new ImageButton(Icon.move, new ImageButtonStyle(){{
|
||||
up = Tex.whiteui;
|
||||
imageUpColor = Color.black;
|
||||
}})).color(Pal.accent).height(unitSize).growX().get().addCaptureListener(mover = new Mover());
|
||||
add(conChildren = new Connector(false)).size(unitSize);
|
||||
add(conParent = new Connector(true)).size(unitSize, unitSize * 2);
|
||||
table(Tex.whiteui, t -> {
|
||||
float pad = (unitSize - 32f) / 2f - 4f;
|
||||
t.margin(pad);
|
||||
t.touchable(() -> Touchable.enabled);
|
||||
t.setColor(Pal.gray);
|
||||
|
||||
row().table(Tex.buttonSelectTrans, t -> {
|
||||
t.labelWrap(obj.typeName()).grow()
|
||||
.style(Styles.outlineLabel)
|
||||
.color(Pal.accent).align(Align.left).padLeft(6f)
|
||||
.ellipsis(true).get().setAlignment(Align.left);
|
||||
t.labelWrap(obj.typeName())
|
||||
.style(Styles.outlineLabel)
|
||||
.left().grow().get()
|
||||
.setAlignment(Align.left);
|
||||
|
||||
t.row();
|
||||
|
||||
t.table(b -> {
|
||||
b.right().defaults().size(32f).pad((unitSize - 32f) / 2f - 4f);
|
||||
b.left().defaults().size(40f);
|
||||
|
||||
b.button(Icon.pencilSmall, () -> {
|
||||
BaseDialog dialog = new BaseDialog("@editor.objectives");
|
||||
dialog.cont.pane(Styles.noBarPane, list -> list.top().table(e -> {
|
||||
@ -406,8 +424,9 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
||||
dialog.show();
|
||||
});
|
||||
b.button(Icon.trashSmall, () -> removeTile(this));
|
||||
}).growY().fillX();
|
||||
}).grow().colspan(3);
|
||||
}).left().grow();
|
||||
}).growX().height(unitSize * 2).get().addCaptureListener(mover = new Mover());
|
||||
add(conChildren = new Connector(false)).size(unitSize, unitSize * 2);
|
||||
|
||||
setSize(getPrefWidth(), getPrefHeight());
|
||||
pos(x, y);
|
||||
@ -496,14 +515,15 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
||||
|
||||
public Connector(boolean findParent){
|
||||
super(new ButtonStyle(){{
|
||||
down = findParent ? Tex.buttonEdgeDown1 : Tex.buttonEdgeDown3;
|
||||
up = findParent ? Tex.buttonEdge1 : Tex.buttonEdge3;
|
||||
over = findParent ? Tex.buttonEdgeOver1 : Tex.buttonEdgeOver3;
|
||||
down = findParent ? Tex.buttonSideLeftDown : Tex.buttonSideRightDown;
|
||||
up = findParent ? Tex.buttonSideLeft : Tex.buttonSideRight;
|
||||
over = findParent ? Tex.buttonSideLeftOver : Tex.buttonSideRightOver;
|
||||
}});
|
||||
|
||||
this.findParent = findParent;
|
||||
|
||||
clearChildren();
|
||||
|
||||
addCaptureListener(new InputListener(){
|
||||
int conPointer = -1;
|
||||
|
||||
@ -552,6 +572,22 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
||||
tile() != other.tile();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void draw(){
|
||||
super.draw();
|
||||
float cx = x + width / 2f;
|
||||
float cy = y + height / 2f;
|
||||
|
||||
// these are all magic numbers tweaked until they looked good in-game, don't mind them.
|
||||
Lines.stroke(3f, Pal.accent);
|
||||
if(findParent){
|
||||
Lines.line(cx, cy + 9f, cx + 9f, cy);
|
||||
Lines.line(cx + 9f, cy, cx, cy - 9f);
|
||||
}else{
|
||||
Lines.square(cx, cy, 9f, 45f);
|
||||
}
|
||||
}
|
||||
|
||||
public ObjectiveTile tile(){
|
||||
return ObjectiveTile.this;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user