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Update zh_cn for 1.20.1 #847

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Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,11 @@
sealed: "密封核心",
},

ancient_cypher: {
"": "远古杂件",
preset: "远古杂件:%s",
},

thought_knot: "结念绳",
spellbook: "法术书",
cypher: "杂件",
Expand Down Expand Up @@ -253,7 +258,7 @@

"itemGroup.hexcasting": {
hexcasting: "咒法学",
scrolls: "咒法学",
scrolls: "咒法学丨卷轴",
},

"gui.hexcasting": {
Expand Down Expand Up @@ -368,14 +373,38 @@
"": "法术环禁用操作列表",
"@Tooltip": "法术环中被禁用操作的资源位置;试图执行此类操作会导致事故",
},
greaterTeleportSplatsItems: {
"": "卓越传送散落物品",
"@Tooltip": "使用卓越传送时,玩家物品栏中的物品是否会飞出"
},
villagersOffendedByMindMurder: {
"": "村民会被意识剥除冒犯",
"@Tooltip": "村民是否会在其他村民被剥离意识时感到气愤",
},
traderScrollChance: {
"": "流浪商人交易卷轴概率",
"@Tooltip": "流浪商人出售远古卷轴的概率",
},
scrollInjectionsRaw: {
"": "卷轴战利品权重",
"@Tooltip": "将战利品表名与卷轴生成数量期望一一对应并罗列。在下列所有战利品表中生成卷轴的概率约50%,生成时会放入1到对应期望个数的卷轴。",
},
loreInjectionsRaw: {
"": "故事残卷战利品位置",
"@Tooltip": "应加入故事残卷的战利品表列表。",
},
loreChance: {
"": "故事残卷出现概率",
"@Tooltip": "上述战利品表中故事残卷出现的概率。",
},
cypherInjectionsRaw: {
"": "远古杂件战利品位置",
"@Tooltip": "应加入远古杂件的战利品表列表。",
},
cypherChance: {
"": "远古杂件出现概率",
"@Tooltip": "上述战利品表中远古杂件出现的概率。",
},
amethystShardModification: {
"": "紫水晶碎片掉落率变化量",
"@Tooltip": "采掘紫水晶簇时紫水晶碎片掉落数量相较原版的改变量",
Expand Down Expand Up @@ -494,6 +523,25 @@
"infinite_media": "无限",
},

loot_hex: {
"shatter": "粉碎",
"kindle": "燃焰",
"illuminate": "耀明",
"growth": "生长",
"lunge": "猛冲",
"sidestep": "侧闪",
"ascend": "升空",
"blink": "闪现",
"blastoff": "起飞",
"radar": "雷达",
"beckon": "召来",
"detonate": "引爆",
"shockwave": "冲击波",
"heat_wave": "热浪",
"wither_wave": "凋零波纹",
"flight_zone": "飞行区",
},

// TODO: post-eigengrau make these less anticlimactic
message: {
"cant_overcast": "这个咒术需求的媒质量比我有的还多……我应该再算几遍。",
Expand All @@ -517,6 +565,11 @@
sealed: "已密封",
},

scroll: {
needs_purchase: "购买以显示图案",
pattern_not_loaded: "放入物品栏以加载图案",
},

abacus: {
"": "%d",
reset: "重置为0",
Expand Down Expand Up @@ -557,6 +610,7 @@
media: "%d 紫水晶粉",
media_amount: "含有:%s(%s)",
"media_amount.advanced": "含有:%s/%s(%s)",
stored_hex: "咒术:",

list_contents: "[%s]",
null_iota: "NULL",
Expand Down Expand Up @@ -610,8 +664,12 @@

attributes: {
grid_zoom: "咒术网格大小",
media_consumption: "媒质消耗",
ambit_radius: "玩家影响范围半径",
sentinel_radius: "哨卫影响范围半径",
// TODO: the +1 is kind of janky
scry_sight: "探知视觉"
scry_sight: "探知视觉",
feeble_mind: "孱弱意识"
},

// Action localizations
Expand Down Expand Up @@ -1155,6 +1213,7 @@

// why is this called "hexcasting"?
hexcasting: "施法物品",
ancient_cyphers: "远古杂件",
phials: "媒质之瓶",
potions: "咒术药水",
pigments: "染色剂",
Expand Down Expand Up @@ -1495,6 +1554,11 @@
"crafting.desc": "$(italic)我们常说一句话,“魔法从不……”。它从不“就是行得通”,它不会随你操控。你不能光靠所谓魔法扔个火球,烧顿晚饭,或是把一帮劫匪变成青蛙和蜗牛。/$",
},

ancient_cyphers: {
"1": "在四处探险的过程中,我找到了一些$(l:items/hexcasting)$(item)杂件/$,似乎是古代的咒术师们制造后残存至今的。这些$(item)远古杂件/$的功能和我自己制作的基本一致:都不可再充能,其中$(media)媒质/$耗尽后也都会碎掉。两者间的不同点则在于:搜刮到的$(l:items/hexcasting)$(item)杂件/$的结构已经残破,我可以借此窥探其中的$(hex)咒术/$。",
"2": "这些物件大概很适合用来学新技巧——若要在授业解惑方面将古代的大师们排第二,就没人能称第一了。$(br2)此外,还可清除其中的$(hex)咒术/$换成我自己写的,如此就得到了能显示自身功能的施法物品。"
},

phials: {
"1": "我觉得……自然不愿意给我的研究留些余量的做法,令人非常不快。如果我手头只有$(l:items/amethyst)$(item)充能紫水晶/$,就算是最为基础的$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$也会消耗一整块水晶,没利用的$(media)媒质/$就被浪费了。$(br2)幸运的是,我找到了一种解决问题的方法。",
"2": "我找到了记载着一种注入了$(media)媒质/$的$(item)玻璃瓶/$的卷轴。施放$(hex)咒术/$时,法术会从这种试剂瓶中汲取$(media)媒质/$。液态的$(media)媒质/$便于按量使用,不会有媒质被浪费。它就和$(l:items/hexcasting)$(item)缀品/$的内部电池差不多,也一样可以用$(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)重新充能/$补充媒质。",
Expand Down Expand Up @@ -1809,7 +1873,7 @@
index_of: "移除栈顶元素,并将栈顶列表变为该元素在其中第一次出现的位置(从 0 开始)。若没有出现过则返回 -1。",
remove_from: "移除栈顶的数,而后移除栈顶列表中下标为该数(就是被移除的那个数)的元素。",
replace: "移除栈顶元素和栈顶的数,而后将栈顶列表中下标为该数(就是被移除的那个数)变为该元素。若该数越界则不进行操作。",
last_n_list: "移除$(italic)所给数/$个元素,并将这些元素加入列表并将该列表压入栈顶。",
last_n_list: "移除$(italic)所给数/$个元素,将这些元素加入列表并将该列表压入栈顶。",
splat: "移除栈顶列表,而后将其中元素全部压入栈顶。",
construct: "移除栈顶元素,将其加到栈顶列表的开头。",
deconstruct: "移除栈顶列表中的第一个元素,并将该元素压入栈顶。",
Expand Down
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