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mirror of https://github.com/zenorogue/hyperrogue.git synced 2025-08-31 09:47:56 +00:00

ZH translation updated

This commit is contained in:
Zeno Rogue
2025-07-11 22:00:40 +02:00
parent 56ee09fe1c
commit 8f283f6248
2 changed files with 460 additions and 24 deletions

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@@ -10162,7 +10162,7 @@ S("cursed walls", "przeklęte ściany")
S("curse percentage", "procent przeklętych wież")
S("The percentage of towers in Cursed Walls mode to be manned by Canyon Hags",
"jaka część wież na Przeklętych Skrzyżowaniu jest obsadzona przez Wiedźmy z Kanionu")
"Jaka część wież na Przeklętych Skrzyżowaniu jest obsadzona przez Wiedźmy z Kanionu")
S("land size in landscape structure", "wielkość krainy w trybie struktury pejzażu")
S("Each cell gets three coordinates, each of which change smoothly, using the same method as used for the generation of landscapes e.g. in Dragon Chasms. "

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@@ -30,7 +30,7 @@
N("Yeti", GEN_N, "雪人","","")
N("Icewolf", GEN_N, "冰狼","","")
N("Ranger", GEN_N, "游侠","","")
N("Rock Troll", GEN_N, "岩石巨魔","","")
N("Rock Troll", GEN_N, "岩石巨魔","","")
N("Goblin", GEN_N, "地精","","")
N("Sand Worm", GEN_N, "沙虫","","")
N("Sand Worm Tail", GEN_N, "沙虫尾","","")
@@ -46,21 +46,21 @@ N("Giant Ape", GEN_N, "巨猿","猿","只")
N("Slime Beast", GEN_N, "黏液兽","","")
N("Mirror Image", GEN_N, "镜像","","")
N("Mirage", GEN_N, "幻影","","")
N("Golem", GEN_N, "魔像","","")
N("Golem", GEN_N, "魔像","","")
N("Eagle", GEN_N, "雄鹰","","")
N("Seep", GEN_N, "渗怪","","")
N("Zombie", GEN_N, "僵尸","","")
N("Ghost", GEN_N, "鬼魂","","")
N("Necromancer", GEN_N, "死灵法师","","")
N("Shadow", GEN_N, "阴影","","")
N("Necromancer", GEN_N, "死灵法师","","")
N("Shadow", GEN_N, "阴影","","")
N("Tentacle", GEN_N, "触手","","")
N("Tentacle Tail", GEN_N, "触手尾","","")
N("Tentacle W", GEN_N, "触手 W","","")
N("Tentacle (withdrawing)", GEN_N, "触手 (收缩)","","")
N("Cultist", GEN_N, "邪教徒","","")
N("Fire Cultist", GEN_N, "烈焰邪教徒","","")
N("Greater Demon", GEN_N, "高等恶魔","","")
N("Lesser Demon", GEN_N, "低等恶魔","","")
N("Greater Demon", GEN_N, "高等恶魔","","")
N("Lesser Demon", GEN_N, "低等恶魔","","")
N("Ice Shark", GEN_N, "冰鲨","","")
N("Running Dog", GEN_N, "奔行犬","","")
N("Demon Shark", GEN_N, "恶魔鲨","","")
@@ -80,17 +80,17 @@ N("Shard", GEN_N, "裂片", "片","枚")
N("Necromancer's Totem", GEN_N, "死灵图腾","","")
N("Demon Daisy", GEN_N, "恶魔雏菊","","")
N("Statue of Cthulhu", GEN_N, "克苏鲁雕像","","")
N("Phoenix Feather", GEN_N, "凤凰羽毛","","")
N("Phoenix Feather", GEN_N, "凤凰羽毛","","")
N("Ice Sapphire", GEN_N, "冰蓝宝石","","")
N("Hyperstone", GEN_N, "双曲石","","")
N("Key", GEN_N, "钥匙","","")
N("Dead Orb", GEN_N, "失效法球","","")
N("Dead Orb", GEN_N, "失效法球","","")
N("Fern Flower", GEN_N, "蕨花","","")
// ORBS: we are using a macro here
// ===============================
#define Orb(E, P) N("Orb of " E, GEN_N, P "法球","","")
#define Orb(E, P) N("Orb of " E, GEN_N, P "法球","","")
Orb("Yendor", "Yendor")
Orb("Storms", "风暴")
Orb("Flash", "闪光")
@@ -107,32 +107,32 @@ Orb("Thorns", "荆棘")
N("none", GEN_N, "","","")
N("ice wall", GEN_N, "冰墙","","")
N("great wall", GEN_N, "长城","","")
N("great wall", GEN_N, "长城","","")
N("red slime", GEN_N, "红黏液","","")
N("blue slime", GEN_N, "蓝黏液","","")
N("living wall", GEN_N, "生机墙","","")
N("living floor", GEN_N, "生机地板","","")
N("living wall", GEN_N, "生机墙","","")
N("living floor", GEN_N, "生机地板","","")
N("dead troll", GEN_N, "死掉的巨魔","","")
N("sand dune", GEN_N, "沙丘","","")
N("Magic Mirror", GEN_N, "魔镜","","")
N("Cloud of Mirage", GEN_N, "幻影云","","")
N("Thumper", GEN_N, "振鼓","","")
N("Bonfire", GEN_N, "篝火","","")
N("ancient grave", GEN_N, "古墓","","")
N("fresh grave", GEN_N, "新坟","","")
N("Magic Mirror", GEN_N, "魔镜","","")
N("Cloud of Mirage", GEN_N, "幻影云","","")
N("Thumper", GEN_N, "振鼓","","")
N("Bonfire", GEN_N, "篝火","","")
N("ancient grave", GEN_N, "古墓","","")
N("fresh grave", GEN_N, "新坟","","")
N("column", GEN_N, "石柱","","")
N("lake of sulphur", GEN_N, "硫磺湖","","")
N("lake", GEN_N, "湖泊","","")
N("frozen lake", GEN_N, "冰冻湖","","")
N("chasm", GEN_N, "裂缝","","")
N("big tree", GEN_N, "大树","","")
N("big tree", GEN_N, "大树","","")
N("tree", GEN_N, "","","")
// LANDS
// =====
N("Great Wall", GEN_N, "长城","","")
N("Crossroads", GEN_N, "交叉路口","","")
N("Great Wall", GEN_N, "长城","","")
N("Crossroads", GEN_N, "交叉路口","","")
N("Desert", GEN_N, "沙漠","","")
N("Icy Land", GEN_N, "冰霜之地","","")
N("Living Cave", GEN_N, "生机洞穴","","")
@@ -3153,7 +3153,7 @@ S( "This Orb halves the power usage of orbs which cost some "
// missing....
N("warp gate", GEN_N, "扭曲之门","","")
N("warp gate", GEN_N, "扭曲之门","","")
S("This gate separates the warped area from the normal land.",
"这道大门分隔正常地域与扭曲区域。")
S("You cannot move between the cells without dots here!",
@@ -9075,7 +9075,7 @@ S("error: this method works only in rectangular torus", "错误:该方法仅
S("set 20x20 torus", "设置20x20环面")
S("error: this method works only in cylinder", "错误:该方法仅在圆柱中起效")
S("set cylinder", "设置圆柱体")
S("error: not supported", "错误:nie działa")
S("error: not supported", "错误:不支持")
S("error: this method does not work in spherical geometry", "错误:该方法在球面几何中无效")
S("error: this method does not work in hyperbolic geometry", "错误:该方法在双曲几何中无效")
S("3D styles", "3D式样")
@@ -9174,3 +9174,439 @@ S("disabled in cheat mode", "作弊模式中不可解锁")
S("disabled in casual mode", "轻松模式中不可解锁")
S("not eligible due to current mode settings", "由于当前模式设置不可解锁")
S("no achievements/leaderboards in this version", "该版本中无成就/排行榜")
// 13.1
// extra gameplay messages
//=========================
S("You phase through %the1!", "你穿过了%1")
S("You blow %the1 closer!", "你将%1吹得更近")
S("You cannot stay in place and shoot, those roses smell too nicely.",
"你不能原地射击,这些玫瑰花香得太迷人了。")
S("The roses smell nicely, but you are just too tired to care.",
"这些玫瑰花香得迷人,但你实在是太累了,无法在意。")
S("You crush %the1!", "你压扁了%1")
S("You punch %the1.", "你拳打%1。")
S("\"I wouldn't say killing that guard was not pleasant...\"", "“我不会说杀死那个守卫不愉快……”")
S("%1 the Knight", "骑士%1")
S("\n\nOrb charges gained on pickup: %1 (increased to %2 by %the3)",
"\n\n拾取时获得的法球充能:%1增加%3至%2"
)
S("\n\nOrb charges gained on pickup: %1", "拾取时获得的法球充能:%1")
S("\n\nActivation cost: %1 charges (reduced to %2 by %the3)\n",
"\n\n启动消耗:%1 (减少%3至%2)\n")
S("\n\nActivation cost: 1 charge\n", "\n\n启动消耗1充能\n")
S("\n\nActivation cost: %1 charges\n", "\n\n启动消耗:%1充能\n")
S("\n\nFrogs move first, and after they use their jumping power, they stun adjacent non-frog monsters which are not friendly to the player for 2 turns.",
"\n\n青蛙先行动使用跳跃能力后会在2回合内眩晕相邻的对玩家不友好的非青蛙怪物。")
S("Accessible only from %the1, %2, %3, or %4.\n", "仅可从%1、%2、%3或%4抵达。\n")
S("Accessible only from %the1, %2, %3, %4, or %5.\n", "仅可从 %1、%2、%3、%4或%5抵达。\n")
S("Alternative rule when %the1 is not in the game:\n",
"%1不在游戏中时的替代规则\n")
// custom land list mode / custom mode manager
//=============================================
S(
"In this mode, you can choose the lands you want to be in game. You can also customize their treasure rate and difficulty.\n\n"
"While the game automatically selects a list of lands by default, "
"based on whether it thinks they work well in the currently selected tiling, "
"you might not agree with this selection.\n\n"
"Note that, often, lands are enabled or disabled for a GOOD reason! Use at your own risk.\n\n"
"Just click on a land to configure it. If you are not in the custom land list mode, "
"this will restart the game. You can change the settings during a custom game, but it counts as a cheat.",
"在此模式中,你可以选择希望在游戏中出现的地域。你还可以自定义它们的宝藏出现率和难度。\n\n"
"虽然游戏会根据当前选择的平铺方式自动选择地域列表,但你可能不同意此选择。\n\n"
"请注意,通常情况下,地域的启用或禁用是有充分理由的!请自行承担风险。\n\n"
"只需单击一个地域即可对其进行配置。如果你不在自定义地域列表模式中,"
"这将重新启动游戏。你可以在自定义游戏的过程中更改设置,但这将被视为作弊。")
S("custom land list", "自定义地域列表")
S("land in game", "游戏中的地域")
S("customize", "自定义")
S(" (ON)", " (开启)")
S("treasure rate", "宝藏出现率")
S("treasure rate in %the1", "%1的宝藏出现率")
S("difficulty", "难度")
S("difficulty of %the1", "%1的难度")
S("wandering", ",漫游")
S("PTM runs", "纯策略模式游戏")
S("%the1: number of PTM runs", "%1纯策略模式游戏数")
S("PTM multiplier", "纯策略模式倍率")
S("%the1: PTM multiplier", "%1纯策略模式倍率")
S("test", "测试")
S("?", "?")
S("custom mode manager", "自定义模式管理")
S("custom mode", "自定义模式")
S("recorded mode %1", "记录的模式 %1")
S("scores recorded", "记录的分数")
S("file to save:", "保存到文件:")
S("Mode saved to %1", "模式已保存到%1")
S("Failed to save mode to %1", "无法将模式保存到%1")
S("file to load:", "加载文件:")
S("Loaded mode from %1", "从%1加载模式")
S("Failed to load mode from %1", "无法从%1加载模式")
S("set mode sort order", "设置模式排序")
S("reverse order", "反向排序")
S("by number of scores", "按分数数量")
S("by Pure Tactics Mode score", "按纯战术模式分数")
S("by Yendor Challenge score", "按Yendor挑战分数")
S("alphabetically", "按字母顺序")
S(" scores: %1", " 分数: %1")
S(" Yendor: %1", " Yendor: %1")
S(" tactic: %1", " 战术: %1")
S("unused modes: %1", "未使用的模式: %1")
S("search for mode", "搜索模式")
S("unidentified modes", "未识别的模式")
// extra land structures
//=======================
S("landscape", "地貌")
S("excessive crossing walls", "过度交叉的墙壁")
S("regular walls", "普通墙壁")
S("cursed walls", "被诅咒的墙壁")
S("curse percentage", "诅咒比例")
S("The percentage of towers in Cursed Walls mode to be manned by Canyon Hags",
"在被诅咒的墙壁模式中,由峡谷妖婆占据的塔楼的比例")
S("land size in landscape structure", "地貌结构中的地域大小")
S("Each cell gets three coordinates, each of which change smoothly, using the same method as used for the generation of landscapes e.g. in Dragon Chasms. "
"Then, we find a cell of the bitruncated cubic honeycomb at these cordinates, and this cell determines which land it is. The bigger the value, the larger the lands.",
"每个格子有三个坐标,每个坐标平滑变化,使用与巨龙裂隙等地貌生成相同的方法。然后,我们在这些坐标处的双截角立方体蜂窝中找一个格块,它决定是哪个地域。数值越大,地域越大。")
// fundamental domain display mode
//=================================
// (seems I cannot find the Polish name of this)
S("display fundamental domains", "显示基本域")
S("fundamental domain", "基本域")
S("opacity of domain fill colors", "域填充颜色的不透明度")
S("boundary of the central domain", "中央域的边界")
S("boundary of the other domains", "其他域的边界")
S("gluing label color", "粘合标签颜色")
S("mirrored gluing label color", "镜像粘合标签颜色")
S("fundamental: fill faces", "基本域: 填充面")
S("gluing label distance", "粘合标签距离")
S("gluing label scale", "粘合标签缩放")
S("domain line quality", "域线质量")
S("fundamental: single edges", "基本域: 单边")
S("domain boundary width factor", "域边界宽度因子")
S("fundamental domain method", "基本域方法")
S("disabled", "已禁用")
S("do not construct or draw the fundamental domains", "不构建或绘制基本域")
S("corners", "角落")
S("find the shape automatically", "自动查找形状")
S("centers", "中心")
S("may produce less corners", "可能会产生更少的角落")
S("special", "特殊")
S("nice domains for specific quotient shapes", "针对特定商形状的优美域")
// VR quickmenu
S("VR quickmenu", "VR快速菜单")
S("These hotkeys can be activated at any time by pressing Alt+key. They are mostly useful when showing VR to someone. Demos can define extra hotkeys.",
"这些热键可以通过按Alt+键随时激活。它们在向他人展示VR时非常有用。演示可以定义额外的热键。"
)
S("increase camera speed", "加快相机速度")
S("decrease camera speed", "减慢相机速度")
S("increase absolute unit", "增大绝对单位")
S("decrease absolute unit", "减小绝对单位")
S("increase model size", "增大模型")
S("decrease model size", "减小模型")
S("increase Z-shift", "增大Z轴偏移")
S("decrease Z-shift", "减小Z轴偏移")
S("always show HUD", "始终显示HUD")
S("reset VR reference", "重置VR参考")
S("VR quickmenu help", "VR快速菜单帮助")
// new map editor interface
//==========================
S("ESC = menu", "ESC = 菜单")
S("teleport player", "传送玩家")
S("teleport where", "传送到哪里")
S("press Shift to clear", "按Shift键清除")
S("build on walls", "在墙上建造")
S("texture editor", "纹理编辑器")
S("save only the shapes", "保存形状")
S("load only the shapes", "加载形状")
S("save the map", "保存地图")
S("load the map", "加载地图")
S("Are you sure you want to restart? This will erase all shapes.",
"确定要重启吗?这将删除所有形状。")
S("complex tessellations", "复杂镶嵌")
S("patterns", "图案")
S("color group", "颜色组")
S("load current", "加载当前")
S("switch auto", "切换自动")
S("area", "区域")
S("camera", "相机")
S("Map settings", "地图设置")
// canvas color patterns
//=======================
S("no walls", "无墙壁")
S("rgb(r,g,b)\n", "rgb(r,g,b)\n")
S("indexed(f) (where f is a function of p, p=1 for red, 2 for green, 3 for blue)",
"indexed(f) 其中f是p的函数p=1为红色2为绿色3为蓝色")
S("random", "随机")
S("shape", "形状")
S("shape (mirror)", "形状 (镜像)")
S("threecolor", "三色")
S("dark landscape", "黑暗地貌")
S("Crystal cage", "晶体笼")
S("Crystal hyperplane", "晶体超平面")
S("Crystal honeycomb", "晶体蜂窝")
S("Crystal diagonal", "晶体对角")
// various settings
//==================
// configure scratch textures in 3D modes
S("wall/floor texture settings", "墙壁/地板纹理设置")
S("strength of the Escher texture (inside)", "埃舍尔纹理强度(内部)")
S("strength of the Escher texture (boundary)", "埃舍尔纹理强度(边界)")
S("strength of the Escher texture (boundary width)", "埃舍尔纹理强度(边界宽度)")
S("scratch alpha", "划痕透明度")
S("scratch brightness", "划痕亮度")
S("scratch length", "划痕长度")
S("the seed for scratch generation", "划痕生成的种子")
S("scratch width", "划痕宽度")
S("the number of scratches around", "周围划痕数")
S("the number of orthogonal scratches", "正交划痕数")
S("the number of parallel scratches", "平行划痕数")
S("the number of radial scratches", "径向划痕数")
S("the number of random scratches", "随机划痕数")
S("grid darkness", "网格暗度")
S("grid strength", "网格强度")
S("grid width", "网格宽度")
// projections and projection-related settings
S("rug projection", "地毯投影")
S("layered equidistant", "分层等距")
S("variant fisheye", "鱼眼变体")
S("polar coordinates", "极坐标")
S("offside parameter", "离场参数")
S("Do not center the projection on the player -- move the center offside. Useful in polar, where the value equal to offside2 can be used to center the projection on the player.",
"不要将投影中心放在玩家身上 - 将中心移到场外。在极坐标中,等于 offside2 的值可用于将投影中心放在玩家身上。")
S("offside parameter II", "离场参数 II")
S("In polar projection, what distance to display in the center. Use asinh(1) (in hyperbolic) to make it conformal in the center, "
"and pi to have the projection extend the same distance to the left, right, and upwards.",
"在极坐标投影中,中心显示的距离。使用 asinh(1)(在双曲线中)使其在中心处保形,并使用 pi 使投影向左、右和上方延伸相同的距离。")
S("off-center parameter", "离心参数")
S("This projection is obtained by composing gnomonic projection and inverse stereographic projection. This parameter changes the center "
"of the first projection (0 = gnomonic, 1 = stereographic). Use a value closer to 1 to make the projection more conformal.",
"此投影是通过组合日晷投影和逆球面投影获得的。此参数更改第一个投影的中心0 = 日晷1 = 球面)。使用更接近 1 的值使投影更保形。")
S("halve distances", "减半距离")
S("This option halves the distances of every point from the center. Useful in the Minkowski hyperboloid model, "
"to get a visualization of an alternative hyperboloid model based on Clifford algebras.",
"此选项将每个点与中心的距离减半。在闵可夫斯基超曲面模型中很有用,可以获得基于克利福德代数的替代超曲面模型的可视化。")
// geometry settings
S("Only works in orientable spaces", "仅在可定向空间中有效")
S("twisted current x E", "扭曲流 x E")
S("ERROR: failed to solve the twist values, the map will be incorrect",
"错误:无法解决扭曲值,地图将不正确")
S("The space you are currently in a twisted product space. ", "当前所在的空间是扭曲的乘积空间。")
S("apeirogon: consistent coloring", "apeirogon: 一致的着色")
S("In arbitrary tilings, apeirogons are internally represented as multiple tiles. This option ensures that all subtiles have the same color.",
"在任意平铺中apeirogon内部表示为多个格块。此选项确保所有子格块具有相同的颜色。")
S("apeirogon: hide grid edges", "apeirogon: 隐藏网格边缘")
S("In arbitrary tilings, apeirogons are internally represented as multiple tiles. This option hides the subtile edges.",
"在任意平铺中apeirogon内部表示为多个格块。此选项隐藏子格块的边缘。")
S("Connect the ends of the apeirogon segment with the boundary point using straight lines. This should be faster and, in most cases, actually more correct.",
"通过使用直线连接apeirogon段的端点和边界点。这应该更快并且在大多数情况下实际上更正确。")
S("failed to convert: ", "转换失败:") // (to tes format to use rule generator)
// Nil styles
S("six sides", "六边")
S("eight sides", "八边")
S("hex", "六边形")
// expansion mode settings
S("based on analysis", "基于分析")
S("3D rules", "3D规则")
S("generated rules", "生成规则")
S("built-in rules", "内置规则")
S("cell counting range", "格子计数范围")
S("max cells to count", "最大计数格子数")
S("Counting stops if that many cells are reached.", "计数在达到该数量的格子时停止。")
S("max distance to check", "最大检查距离")
S("Counting stops if this distance is reached.", "计数在达到该距离时停止。")
S("use analyzer if possible", "如果可能,使用分析器")
S("use sight range instead", "改用视野范围")
// Goldberg settings
S("cell area ratio (max/min)", "格子面积比(最大/最小)")
S("hex only", "仅六边形")
S("square only", "仅方形")
S("Goldberg mapping", "Goldberg映射")
S("linear", "线性")
S("straight lines remain straight", "保持直线平直")
S("equal-area", "等面积")
S("try to have tiles of equal area (tiles on corners will still be different)",
"尝试使格块面积相等(角落的格子仍然会有所不同)")
S("conformal", "保形")
S("try to get regularly shaped tiles", "尝试获得规则形状的格块")
S("gnomonic (vertex)", "日晷(顶点)")
S("regular in gnomonic projection (centered on pure vertex)", "在日晷投影中正规(以纯顶点为中心)")
S("gnomonic (face)", "日晷(面)")
S("regular in gnomonic projection (centered on pure face)", "在日晷投影中正规(以纯面为中心)")
S("tangent adjustment", "切线调整")
S("equal distances on the original edges", "原始边上等距")
// font selection
S("font to use:", "使用的字体:")
S("select font", "选择字体")
S("note: if using the Chinese translation, Noto Sans will override the options above it",
"注意如果使用中文翻译Noto Sans将覆盖上面的选项")
S("TTF font", "TTF字体")
S("OTF font", "OTF字体")
S("Chinese ASCII", "中文ASCII")
// boolean settings
S("on/off dialog/help", "开启/关闭对话框/帮助")
S("Enable this for a full dialog when editing some on/off settings (otherwise, the dialog is not shown, we just switch). "
"This lets you see an explanation of what the setting does. You can also press ALT while changing such settings.",
"在编辑某些开/关设置时启用此选项否则不会显示对话框只是切换。这使你能看到该设置功能的解释。你也可以在更改此类设置时按ALT键。")
S("enable", "启用")
S("switch", "切换")
S("set default", "设为默认")
// menu names of some of the settings below were translated before, but extra help about what they do was added
S("Do not show the 'find player' button even if the player seems to be lost.",
"即使玩家似乎不见了,也不要显示“寻找玩家”按钮。")
S("vsync", "垂直同步")
S("Disable if you want to see the actual framerate rendered by the engine.",
"如果你想看到引擎实际渲染的帧率,请禁用此选项。")
S("Buttons activate when they are pressed (by clicking), not when they are released.",
"按钮在(通过点击)按下时激活,而不是在释放时激活。")
S("Font size is set as a relation to screen size.", "字体大小根据屏幕大小的一定比例设置。")
S("This lets your operating system resize the window.", "这允许你的操作系统调整窗口大小。")
S("hollow mine symbols", "中空地雷符号")
S("markers on possible mines", "可能存在地雷的标记")
S("If set, only the important items and kills will be shown",
"如果启用,仅显示重要物品和击杀")
S("apply color/pattern changes to canvas automatically",
"自动将颜色/图案更改应用于画布")
S("Computing projections using a GPU (vertex shader) is faster, but sometimes, some projections or their minor details are not available.",
"使用GPU顶点着色器计算投影速度更快但有时某些投影或其细节不可用。")
S("holiday options", "假日选项")
S("Special graphical effects on holidays.", "假日特别图形效果。")
S("Do not draw if their distance is greater than the sight range (although some points might be closer). This is faster.",
"如果中心的距离大于视野范围(尽管某些点可能更近),则不绘制该格。这更快。")
S(" With the keyboard, you can press Tab to invert the way the pushing direction leans, or Shift+Tab to decide based on how the view is rotated.",
" 如果使用键盘可以按Tab键反转推动方向或按Shift+Tab键根据视图的旋转方式进行决定。")
S("control the pushing direction with TAB", "使用TAB键控制推动方向")
S("If set, you control the off-hepetagon pushing direction with TAB. Otherwise, you control it by rotating the screen.",
"如果设置您可以使用TAB键控制离开七边形格时的推动方向。否则你可以通过旋转屏幕来控制它。")
S("Background particle effects, e.g., in the Blizzard.", "背景粒子效果,例如在暴风雪中的那种。")
S("Disable if you do not want particle effects and similar.", "如果不想要粒子效果和类似效果,请禁用此选项。")
S("In 3D modes, display all the walls, including the walls between adjacent wall tiles.",
"在3D模式中显示所有墙壁包括相邻墙块之间的墙壁。")
S("draw PC on the underlying map", "在底层地图上显示玩家")
S("allow access to all unlockable content", "解锁所有可解锁内容")
S("Disable this to make all line widths 1.", "禁用此选项以使所有线条宽度为1。")
S("When this setting is ON, grid lines and various line patterns are drawn as pipes.",
"如果此选项开启,网格线和各种线条图案将绘制为管道。")
S("Enables easier control of the camera for watching visualizations (when you are not playing the game).",
"更容易控制相机以便观看可视化(当你不在玩游戏时)。")
S("higher contrast", "更高对比度")
S("use higher contrast", "使用更高的对比度")
S("Use higher contrast for some terrain elements.", "令一些地形元素使用更高的对比度。")
// other new settings
// additional stereo mode
S("cylindrical", "圆柱形")
S("full vertical (not implemented in raycaster)", "完全垂直(在光线投射中未实现)")
S("map font scale", "地图字体缩放")
S("This affects the size of the characters on the ASCII map. This includes ASCII walls/monster display mode, the minimap, minefield values, and various debug features.",
"这会影响ASCII地图上字符的大小。这包括ASCII墙/怪物显示模式、迷你地图、雷区值和各种调试功能。")
S("menu line format", "菜单行格式")
S("Displays an arbitrary text instead of menu. You can use e.g. $(turncount) or $(gametime,2) to display the values of parameters and statistics.",
"显示任意文本而不是菜单。可以使用例如 $(turncount) 或 $(gametime,2) 来显示各种参数和统计信息的值。")
S("testing", "测试")
S("show turn count", "显示回合数")
S("display zeros in minefield", "显示雷区中的零")
S("never display zeros", "从不显示零")
S("only in 3D modes", "仅在3D模式下")
S("always display zeros", "始终显示零")
S("opacity of undiscovered minefield", "未发现的雷区不透明度")
S("3D modes only\n\n0 = invisible, 255 = fully opaque", "仅在3D模式下\n\n0 = 透明255 = 不透明")
S("semicasual", "半随意模式")
S("display save/load counts in exit screen", "在退出屏幕上显示保存/加载计数")
S(" saves: %1 loads: %2 branching: %3", " 保存:%1 加载:%2 分支:%3")
S("joystick initialization", "摇杆初始化")
S("do not use joysticks", "不使用摇杆")
S("fast", "快速")
S("do not wait until the joysticks are initialized", "不等待摇杆初始化")
S("wait", "等待")
S("wait until the joysticks are initialized", "等待摇杆初始化")
S("raw texture opacity", "原始纹理不透明度")
// other stuff:
S("not editable", "不可编辑")
// (used in the highscore list)
S("where", "位置")
S("zoom", "缩放")
// (this is about the displayed creature size)
S("changing this during shmup is counted as cheating", "在射击模式中更改此设置视为作弊")
S("single type+symmetry", "单类型+对称")