- Updated Chinese texts (by zwwooooo)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6624 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-11-18 19:39:00 +00:00
parent 79a62c1750
commit 2ebc9ae65b
+14 -14
View File
@@ -1854,7 +1854,7 @@ STR16 pMilitiaButtonString[] =
L"自动", // auto place the militia troops for the player L"自动", // auto place the militia troops for the player
L"完成", // done placing militia troops L"完成", // done placing militia troops
L"遣散", // HEADROCK HAM 3.6: Disband militia L"遣散", // HEADROCK HAM 3.6: Disband militia
L"全部重新分配", // move all milita troops to unassigned pool // TODO.Translate L"全部重新分配", // move all milita troops to unassigned pool
}; };
STR16 pConditionStrings[] = STR16 pConditionStrings[] =
@@ -2315,8 +2315,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
L"僵尸: %d\n", // Zombies: %d\n L"僵尸: %d\n", // Zombies: %d\n
L"Background:", // TODO.Translate L"背景:", // TODO.Translate
L"Personality:", // TODO.Translate L"性格:", // TODO.Translate
}; };
@@ -3484,7 +3484,7 @@ STR16 pMapScreenInvenButtonHelpText[] =
L"|L|e|f|t |C|l|i|c|k: 切换是否显示套装包\n|R|i|g|h|t |C|l|i|c|k: 只显示套装包", // HEADROCK HAM 5: Filter Button L"|L|e|f|t |C|l|i|c|k: 切换是否显示套装包\n|R|i|g|h|t |C|l|i|c|k: 只显示套装包", // HEADROCK HAM 5: Filter Button
// 16 - 20 // 16 - 20
L"|L|e|f|t |C|l|i|c|k: 切换是否显示杂项物品\n|R|i|g|h|t |C|l|i|c|k: 只显示杂项物品", // HEADROCK HAM 5: Filter Button L"|L|e|f|t |C|l|i|c|k: 切换是否显示杂项物品\n|R|i|g|h|t |C|l|i|c|k: 只显示杂项物品", // HEADROCK HAM 5: Filter Button
L"|L|e|f|t |C|l|i|c|k: 切换搬运中的物品", // Flugente: move item display // TODO.Translate L"|L|e|f|t |C|l|i|c|k: 切换搬运中的物品", // Flugente: move item display
}; };
STR16 pMapScreenBottomFastHelp[] = STR16 pMapScreenBottomFastHelp[] =
@@ -5403,7 +5403,7 @@ STR16 zOptionsToggleText[] =
L"标记剩余敌人", L"标记剩余敌人",
L"显示LBE(携行具)物品", L"显示LBE(携行具)物品",
L"反转鼠标滚轮", //L"Invert mouse wheel", L"反转鼠标滚轮", //L"Invert mouse wheel",
L"保持佣兵间距", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate L"保持佣兵间距", // when multiple mercs are selected, they will try to keep their relative distances
L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments L"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5622,7 +5622,7 @@ STR16 gzGIOScreenText[] =
L"新命中率系统(NCTH", //L"New Chance to Hit System", L"新命中率系统(NCTH", //L"New Chance to Hit System",
L"改进的中断系统(IIS", //L"Improved Interrupt System", L"改进的中断系统(IIS", //L"Improved Interrupt System",
L"佣兵故事背景", //L"Merc Story Backgrounds", // TODO.Translate L"佣兵故事背景", //L"Merc Story Backgrounds",
L"生存模式与食物系统", L"生存模式与食物系统",
L"Bobby Ray 供货量", L"Bobby Ray 供货量",
}; };
@@ -5945,7 +5945,7 @@ STR16 pMessageStrings[] =
// Lock / release mouse in windowed mode (window boundary) // Lock / release mouse in windowed mode (window boundary)
L"鼠标已锁定,鼠标移动范围强制限制在游戏窗口内部区域。", // 104 L"鼠标已锁定,鼠标移动范围强制限制在游戏窗口内部区域。", // 104
L"鼠标已释放,鼠标移动范围不再受限于游戏窗口内部区域。", // 105 L"鼠标已释放,鼠标移动范围不再受限于游戏窗口内部区域。", // 105
L"保持佣兵间距开启", // TODO.Translate L"保持佣兵间距开启",
L"保持佣兵间距关闭", L"保持佣兵间距关闭",
}; };
@@ -6480,7 +6480,7 @@ STR16 New113HAMMessage[] =
L"要在战斗中合并两样物品,你必须先把它们捡起来。", // L"To merge two items during combat, you must pick them both up first.", L"要在战斗中合并两样物品,你必须先把它们捡起来。", // L"To merge two items during combat, you must pick them both up first.",
}; };
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. // TODO.Translate // HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
STR16 gzTransformationMessage[] = STR16 gzTransformationMessage[] =
{ {
L"没有可用的转换方案", //L"No available adjustments", L"没有可用的转换方案", //L"No available adjustments",
@@ -6892,7 +6892,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"I.M.P. 性格缺陷", L"I.M.P. 性格缺陷",
}; };
STR16 gzIMPDisabilityTraitEmailTextDeaf[] =// TODO.Translate STR16 gzIMPDisabilityTraitEmailTextDeaf[] =
{ {
L"我们觉得你肯定会因为这不是语音信息很高兴。", //L"We bet you're glad this isn't voicemail.", L"我们觉得你肯定会因为这不是语音信息很高兴。", //L"We bet you're glad this isn't voicemail.",
L"你不是小时候去迪厅去多了,就是离大规模火炮轰击太近,或者就是太老了。总之,你的队友最好开始学习手语了。", // L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", L"你不是小时候去迪厅去多了,就是离大规模火炮轰击太近,或者就是太老了。总之,你的队友最好开始学习手语了。", // L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.",
@@ -7163,7 +7163,7 @@ STR16 gzItemDescGenIndexes[] =
STR16 gzUDBButtonTooltipText[]= STR16 gzUDBButtonTooltipText[]=
{ {
L"|说|明|页|面:\n \n显示该物品基本的文字描述。", L"|说|明|页|面:\n \n显示该物品基本的文字描述。",
L"|常|规|性|能|页|面:\n \n显示该物品的详细性能数据。\n \nWeapons: Click again to see second page.", // TODO.Translate L"|常|规|性|能|页|面:\n \n显示该物品的详细性能数据。\n \n武器:再次点击进入第二页。",
L"|进|阶|性|能|页|面:\n \n显示使用该物品的额外效果。", L"|进|阶|性|能|页|面:\n \n显示使用该物品的额外效果。",
}; };
@@ -7569,7 +7569,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
L"\n \n每次会吃掉多少\n 百分比单位\n \n该数值越低越好", // L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", L"\n \n每次会吃掉多少\n 百分比单位\n \n该数值越低越好", // L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.",
L"\n \n可以改变相应量士气 \n \n该数值越高越好", // L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", L"\n \n可以改变相应量士气 \n \n该数值越高越好", // L"\n \nMorale is adjusted by this amount.\n \nHigher is better.",
L"\n \n这个物品随时间而便腐败\n 超过50%腐败会产生毒性 \n这是食物的霉变率\n \n该数值越低越好", // L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", L"\n \n这个物品随时间而便腐败\n 超过50%腐败会产生毒性 \n这是食物的霉变率\n \n该数值越低越好", // L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.",
L"当该附件装配到可以点射及自动射击的远程武\n器上时,会按照所述比例修正武器的后座力。\n后座力越小,枪口在瞄准目标扫射时越稳定。\n该值越低越好。",//L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", L"\n \n当该附件装配到可以点射及自动射击的远程武\n器上时,会按照所述比例修正武器的后座力。\n后座力越小,枪口在瞄准目标扫射时越稳定。\n该值越低越好。",//L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
}; };
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
@@ -7626,7 +7626,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
L"\n \n每回合自动冷却所降低的温度值。", L"\n \n每回合自动冷却所降低的温度值。",
L"\n \n当武器温度超过卡壳阈值时,\n卡壳将更容易发生。", L"\n \n当武器温度超过卡壳阈值时,\n卡壳将更容易发生。",
L"\n \n当武器温度超过损坏阈值时,\n武器将更容易损坏。", L"\n \n当武器温度超过损坏阈值时,\n武器将更容易损坏。",
L"这个武器的后座力大小因为所使用的弹药,附\n件,或内部构造而获得该比例大小的修正。如\n果没有点射或自动模式,这个值无效。\n后座力越小,枪口在瞄准目标扫射时越稳定。\n该值越低越好。",//L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", L"\n \n这个武器的后座力大小因为所使用的弹药,附\n件,或内部构造而获得该比例大小的修正。如\n果没有点射或自动模式,这个值无效。\n后座力越小,枪口在瞄准目标扫射时越稳定。\n该值越低越好。",//L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
}; };
// HEADROCK HAM 4: Text for the new CTH indicator. // HEADROCK HAM 4: Text for the new CTH indicator.
@@ -7788,7 +7788,7 @@ STR16 szCovertTextStr[]=
L"%s的伪装要被识破了。", // L"%s's disguise will not hold.", L"%s的伪装要被识破了。", // L"%s's disguise will not hold.",
L"%s在偷窃的时候被抓了!", // L"%s was caught stealing!", L"%s在偷窃的时候被抓了!", // L"%s was caught stealing!",
L"%s在试图调整%s的物品栏。", // L"%s tried to manipulate %s's inventory." L"%s在试图调整%s的物品栏。", // L"%s tried to manipulate %s's inventory."
L"%s太靠近精英士兵了。", // TODO.Translate L"%s太靠近精英士兵了。",
}; };
STR16 szCorpseTextStr[]= STR16 szCorpseTextStr[]=
@@ -7847,7 +7847,7 @@ STR16 szMTATextStr[]=
L"%s必须停止%s", //L"%s had to stop %s.", L"%s必须停止%s", //L"%s had to stop %s.",
}; };
STR16 szInventoryArmTextStr[]= // TODO.Translate STR16 szInventoryArmTextStr[]=
{ {
L"炸毁 (%d AP)", //L"Blow up (%d AP)", L"炸毁 (%d AP)", //L"Blow up (%d AP)",
L"炸毁", //L"Blow up", L"炸毁", //L"Blow up",