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Update bundle_zh_CN.properties(ready to merge) #9690
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Has this been reviewed at all; can anyone confirm that this translation should be merged? |
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看看你的
stance.pursuetarget = Stance: Pursue Target | ||
stance.patrol = Stance: Patrol Path | ||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding | ||
command.boost = 冲刺 |
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stat.canboost = 可助推
参考以上原有翻译,这里的boost(包括下面的几个)仍然是Nova等单位助推飞行的意思。
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding | ||
command.boost = 冲刺 | ||
command.enterPayload = 进入载荷建筑 | ||
command.loadUnits = 装载单位 |
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对load的翻译,我有一个建议:装载 -> 拾取
ability.shieldregenfield = 护盾再生场 | ||
ability.shieldregenfield.description = Regenerates shields of nearby units | ||
ability.shieldregenfield.description = 对附近的单位再生护盾 |
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再生附近单位的护盾
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed | ||
ability.stat.duration = [stat]{0} sec[lightgray] duration | ||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time | ||
ability.suppressionfield.description = 阻止附近的修复建筑运作 |
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使附近的修复建筑停止工作
ability.suppressionfield.description = 阻止附近的修复建筑运作 | ||
ability.energyfield = 能量场 | ||
ability.energyfield.description = 对附近的敌人释放电击 | ||
ability.energyfield.healdescription = 对附近的敌人释放电击,并治疗盟友 |
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考虑“盟友”->“友方”?
“盟友”给人一种游戏具有同盟队伍功能的错觉, 但是你知道anuke的.
ability.liquidregen.description = 吸收液体以恢复自身 | ||
ability.spawndeath = 死亡产生单位 | ||
ability.spawndeath.description = 死亡时释放单位 | ||
ability.liquidexplode = 液体爆炸 |
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ability.liquidexplode = Death Spillage
"液体爆炸"是按字段名译的吗... 这里给出建议: 死亡溢液, 死亡产生液体
其实我很想写尸爆或者死亡爆浆之类的:D
@@ -1176,14 +1177,14 @@ setting.position.name = 显示玩家坐标 | |||
setting.mouseposition.name = 显示鼠标坐标 | |||
setting.musicvol.name = 音乐音量 | |||
setting.atmosphere.name = 显示行星大气层 | |||
setting.drawlight.name = Draw Darkness/Lighting | |||
setting.drawlight.name = 绘制黑暗/光照 |
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Darkness -> 阴影
@@ -1129,7 +1130,7 @@ setting.backgroundpause.name = 游戏在后台时自动暂停 | |||
setting.buildautopause.name = 自动暂停建造 | |||
setting.doubletapmine.name = 双击采矿 | |||
setting.commandmodehold.name = 长按保持指挥模式 | |||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit | |||
setting.distinctcontrolgroups.name = 每单位限制一个控制组 |
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"控制组"是直译, 没有问题.
但是这部分既然是RTS元素, 还是提个翻译建议: 控制组 -> 编队
后面所有含controlgroup的同上
keybind.unit_command_rebuild = 单位指挥:重建 | ||
keybind.unit_command_assist = 单位指挥:协助 | ||
keybind.unit_command_mine = 单位指挥:采矿 | ||
keybind.unit_command_boost = 单位指挥:冲刺 |
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boost问题, 同上
这里可以看到如果译为冲刺, 就容易和keybind.unit_stance_ram.name = 单位姿态:冲锋
产生歧义了
@@ -2408,7 +2410,7 @@ laccess.dead = 单位或建筑是否已被摧毁或者已失效 | |||
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中,返回[accent]@ctrlFormation[]\n其他情况,返回0 | |||
laccess.progress = 进度,0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度 | |||
laccess.speed = 单位的最高速度(格/秒) | |||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation. | |||
laccess.id = 单位/块/物品/液体的ID。\n这是查找操作的反向操作。 |
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laccess.id = 单位/块/物品/液体的ID。\n这是 Lookup 的反向操作。
Lookup作为逻辑语言中的关键字, 不应译出.
@Anuken the translation is polished and able to merge now |
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