From 8f283f624876286890cd967af688fdc33f5bfc9a Mon Sep 17 00:00:00 2001 From: Zeno Rogue Date: Fri, 11 Jul 2025 22:00:40 +0200 Subject: [PATCH] ZH translation updated --- language-pl.cpp | 2 +- language-zh.cpp | 482 +++++++++++++++++++++++++++++++++++++++++++++--- 2 files changed, 460 insertions(+), 24 deletions(-) diff --git a/language-pl.cpp b/language-pl.cpp index ab58ffe1..8e3e84a7 100644 --- a/language-pl.cpp +++ b/language-pl.cpp @@ -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. " diff --git a/language-zh.cpp b/language-zh.cpp index 09d6fb61..f225524f 100644 --- a/language-zh.cpp +++ b/language-zh.cpp @@ -30,7 +30,7 @@ N("Yeti", GEN_N, "雪人","雪","个") N("Icewolf", GEN_N, "冰狼","狼","条") N("Ranger", GEN_N, "游侠","侠","名") -N("Rock Troll", GEN_N, "岩石巨魔","岩","个") +N("Rock Troll", GEN_N, "岩石巨魔","魔","个") N("Goblin", GEN_N, "地精","地","个") N("Sand Worm", GEN_N, "沙虫","虫","条") N("Sand Worm Tail", GEN_N, "沙虫尾","虫","段") @@ -46,21 +46,21 @@ N("Giant Ape", GEN_N, "巨猿","猿","只") N("Slime Beast", GEN_N, "黏液兽","黏","头") N("Mirror Image", GEN_N, "镜像","镜","个") N("Mirage", GEN_N, "幻影","影","个") -N("Golem", GEN_N, "魔像","魔","个") +N("Golem", GEN_N, "魔像","像","个") N("Eagle", GEN_N, "雄鹰","鹰","只") N("Seep", GEN_N, "渗怪","渗","头") N("Zombie", GEN_N, "僵尸","尸","个") N("Ghost", GEN_N, "鬼魂","鬼","个") -N("Necromancer", GEN_N, "死灵法师","师","位") -N("Shadow", GEN_N, "阴影","阴","道") +N("Necromancer", GEN_N, "死灵法师","法","位") +N("Shadow", GEN_N, "阴影","影","道") N("Tentacle", GEN_N, "触手","触","条") N("Tentacle Tail", GEN_N, "触手尾","触","段") N("Tentacle W", GEN_N, "触手 W","触","段") N("Tentacle (withdrawing)", GEN_N, "触手 (收缩)","触","条") N("Cultist", GEN_N, "邪教徒","邪","名") N("Fire Cultist", GEN_N, "烈焰邪教徒","邪","名") -N("Greater Demon", GEN_N, "高等恶魔","恶","个") -N("Lesser Demon", GEN_N, "低等恶魔","恶","个") +N("Greater Demon", GEN_N, "高等恶魔","魔","个") +N("Lesser Demon", GEN_N, "低等恶魔","魔","个") N("Ice Shark", GEN_N, "冰鲨","鲨","条") N("Running Dog", GEN_N, "奔行犬","犬","条") N("Demon Shark", GEN_N, "恶魔鲨","鲨","条") @@ -80,17 +80,17 @@ N("Shard", GEN_N, "裂片", "片","枚") N("Necromancer's Totem", GEN_N, "死灵图腾","图","尊") N("Demon Daisy", GEN_N, "恶魔雏菊","菊","朵") N("Statue of Cthulhu", GEN_N, "克苏鲁雕像","雕","尊") -N("Phoenix Feather", GEN_N, "凤凰羽毛","凤","根") +N("Phoenix Feather", GEN_N, "凤凰羽毛","羽","根") N("Ice Sapphire", GEN_N, "冰蓝宝石","宝","枚") N("Hyperstone", GEN_N, "双曲石","石","块") N("Key", GEN_N, "钥匙","钥","把") -N("Dead Orb", GEN_N, "失效法球","失","枚") +N("Dead Orb", GEN_N, "失效法球","球","枚") N("Fern Flower", GEN_N, "蕨花","蕨","朵") // ORBS: we are using a macro here // =============================== -#define Orb(E, P) N("Orb of " E, GEN_N, P "法球","法","") +#define Orb(E, P) N("Orb of " E, GEN_N, P "法球","球","") Orb("Yendor", "Yendor") Orb("Storms", "风暴") Orb("Flash", "闪光") @@ -107,32 +107,32 @@ Orb("Thorns", "荆棘") N("none", GEN_N, "无","无","") N("ice wall", GEN_N, "冰墙","冰","堵") -N("great wall", GEN_N, "长城","长","道") +N("great wall", GEN_N, "长城","城","道") N("red slime", GEN_N, "红黏液","红","滩") N("blue slime", GEN_N, "蓝黏液","蓝","滩") -N("living wall", GEN_N, "生机墙","生","堵") -N("living floor", GEN_N, "生机地板","生","块") +N("living wall", GEN_N, "生机墙","墙","堵") +N("living floor", GEN_N, "生机地板","地","块") N("dead troll", GEN_N, "死掉的巨魔","死","只") N("sand dune", GEN_N, "沙丘","沙","个") -N("Magic Mirror", GEN_N, "魔镜","魔","面") -N("Cloud of Mirage", GEN_N, "幻影云","幻","块") -N("Thumper", GEN_N, "振鼓","振","面") -N("Bonfire", GEN_N, "篝火","篝","道") -N("ancient grave", GEN_N, "古墓","古","座") -N("fresh grave", GEN_N, "新坟","新","座") +N("Magic Mirror", GEN_N, "魔镜","镜","面") +N("Cloud of Mirage", GEN_N, "幻影云","云","块") +N("Thumper", GEN_N, "振鼓","鼓","面") +N("Bonfire", GEN_N, "篝火","火","道") +N("ancient grave", GEN_N, "古墓","墓","座") +N("fresh grave", GEN_N, "新坟","坟","座") N("column", GEN_N, "石柱","石","根") N("lake of sulphur", GEN_N, "硫磺湖","硫","片") N("lake", GEN_N, "湖泊","湖","片") N("frozen lake", GEN_N, "冰冻湖","冰","片") N("chasm", GEN_N, "裂缝","裂","条") -N("big tree", GEN_N, "大树","大","棵") +N("big tree", GEN_N, "大树","树","棵") N("tree", GEN_N, "树","树","棵") // LANDS // ===== -N("Great Wall", GEN_N, "长城","长","") -N("Crossroads", GEN_N, "交叉路口","交","") +N("Great Wall", GEN_N, "长城","城","") +N("Crossroads", GEN_N, "交叉路口","叉","") N("Desert", GEN_N, "沙漠","沙","") N("Icy Land", GEN_N, "冰霜之地","冰","") N("Living Cave", GEN_N, "生机洞穴","生","") @@ -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","扭","道") +N("warp gate", GEN_N, "扭曲之门","门","道") 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") \ No newline at end of file