Localization in es, zh, ja, ko, vi; map and events files end with a line break; no novel editor hub in docs

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cthangover committed 2026-10-23 20:54:49 +02:00
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mod_rpg_editor_name = Editor de mapas RPG
mod_rpg_editor_desc = Editor de mapas de casillas del mundo RPG: tres capas de casillas, la capa de colisiones y los eventos del mapa, con deshacer y vista previa en vivo en el juego en marcha.
tools/rpg_editor/title = Editor de mapas RPG
tools/rpg_editor/hint = Clic izq.: pintar · clic der.: borrar · Alt+clic izq.: tomar casilla · eventos: clic: seleccionar/arrastrar, doble clic: añadir, Supr: borrar · 1–5 capas · B/E/G pincel · rueda/Mayús+rueda, arrastrar con botón central: desplazar · Ctrl+rueda: zoom · Ctrl+Z/Y · Ctrl+S
tools/rpg_editor/layer_back = Fondo
tools/rpg_editor/layer_main = Principal
tools/rpg_editor/layer_front = Frente
tools/rpg_editor/layer_collision = Colisiones
tools/rpg_editor/layer_events = Eventos
tools/rpg_editor/tool_pencil = Lápiz
tools/rpg_editor/tool_eraser = Goma
tools/rpg_editor/tool_fill = Relleno
tools/rpg_editor/grid = Cuadrícula
tools/rpg_editor/zoom_in = Acercar
tools/rpg_editor/zoom_out = Alejar
tools/rpg_editor/undo = Deshacer
tools/rpg_editor/undo_tip = Deshacer el último cambio (Ctrl+Z)
tools/rpg_editor/redo = Rehacer
tools/rpg_editor/redo_tip = Rehacer (Ctrl+Y)
tools/rpg_editor/play = Jugar
tools/rpg_editor/play_tip = Guardar y recorrer el mapa desde su punto de inicio en el juego en marcha
tools/rpg_editor/play_no_scene = El juego no conoce la escena "{0}": revisa scenes/{0}.json en el mod del mapa.
tools/rpg_editor/scene_created = escena {0} creada
tools/rpg_editor/section_palette = Paleta
tools/rpg_editor/section_map = Mapa
tools/rpg_editor/section_spawn = Punto de inicio
tools/rpg_editor/section_encounters = Combates aleatorios
tools/rpg_editor/section_event = Evento
tools/rpg_editor/section_action = Qué hace
tools/rpg_editor/section_teleport = Teletransporte
tools/rpg_editor/map_id = Id
tools/rpg_editor/map_id_tip = El id del mapa es el nombre del archivo y el de la escena que muestra el mapa
tools/rpg_editor/map_name = Clave del nombre
tools/rpg_editor/map_name_tip = Clave de localización del nombre visible del mapa
tools/rpg_editor/tileset = Tileset
tools/rpg_editor/width = Ancho
tools/rpg_editor/height = Alto
tools/rpg_editor/resize = Aplicar tamaño
tools/rpg_editor/zoom = Zoom en el juego
tools/rpg_editor/zoom_tip = Píxeles de pantalla por píxel de casilla en el juego
tools/rpg_editor/x = X
tools/rpg_editor/y = Y
tools/rpg_editor/dir = Orientación
tools/rpg_editor/dir_down = Abajo
tools/rpg_editor/dir_left = Izquierda
tools/rpg_editor/dir_right = Derecha
tools/rpg_editor/dir_up = Arriba
tools/rpg_editor/encounter_steps = Cada ~N pasos
tools/rpg_editor/encounter_steps_tip = Número medio de pasos entre combates aleatorios; 0 los desactiva
tools/rpg_editor/encounter_groups = Grupos de enemigos
tools/rpg_editor/encounter_groups_tip = Ids de personajes, grupos separados por ";": por ejemplo slime; wolf,slime
tools/rpg_editor/no_event = Cambia a la capa Eventos y haz clic en un evento, o haz doble clic en una casilla vacía para añadir uno.
tools/rpg_editor/event_id = Id
tools/rpg_editor/sprite = Charset
tools/rpg_editor/sprite_tip = Ruta de la imagen en el grupo charsets: 3 fotogramas × 4 orientaciones
tools/rpg_editor/tile = Casilla
tools/rpg_editor/tile_tip = Índice del tileset que se dibuja cuando no hay charset; -1 para ninguno
tools/rpg_editor/trigger = Activación
tools/rpg_editor/trigger_action = Tecla de acción (E/F)
tools/rpg_editor/trigger_touch = Al pisarlo
tools/rpg_editor/solid = Sólido
tools/rpg_editor/solid_auto = Cuando se dibuja
tools/rpg_editor/solid_yes = Sí
tools/rpg_editor/solid_no = No
tools/rpg_editor/solid_tile = sólida
tools/rpg_editor/condition = Condición
tools/rpg_editor/condition_tip = Condición de escenario; el evento solo existe mientras se cumple
tools/rpg_editor/scenario = Escenario
tools/rpg_editor/scenario_tip = Ruta en el grupo scenarios, la extensión es opcional
tools/rpg_editor/commands = Líneas de escenario propias, se ejecutan después del escenario:
tools/rpg_editor/teleport_map = Mapa
tools/rpg_editor/teleport_map_tip = Id del mapa de destino; vacío con una casilla indicada significa este mapa
tools/rpg_editor/delete_event = Borrar evento
tools/rpg_editor/collision_block = Muro: siempre bloqueado
tools/rpg_editor/collision_open = Paso: siempre transitable
tools/rpg_editor/collision_auto = Auto: según las casillas
tools/rpg_editor/problem_tileset = El mapa "{0}" no tiene tileset.
tools/rpg_editor/problem_event_id = El evento en {0} no tiene id.
tools/rpg_editor/problem_event_duplicate = Dos eventos comparten el id "{0}".
tools/rpg_editor/tab_tiles = Casillas
tools/rpg_editor/tab_characters = Personajes
tools/rpg_editor/character_search = Buscar por nombre o id
tools/rpg_editor/place_npc = Colocar como PNJ
tools/rpg_editor/place_npc_tip = Pone al personaje en el mapa como un evento que habla con E/F; escribe sus frases en las líneas de escenario
tools/rpg_editor/place_enemy = Colocar como enemigo
tools/rpg_editor/place_enemy_tip = Pone al personaje en el mapa como enemigo: E/F inicia un combate con él y desaparece al ser vencido
tools/rpg_editor/characters_hint = Elige un personaje, pulsa un botón y haz clic en una casilla del mapa (clic derecho cancela). El charset se busca por el campo Charset del personaje o por la ruta de su retrato.
tools/rpg_editor/place_status = Haz clic en la casilla donde poner «{0}» (clic derecho cancela)
tools/rpg_editor/place_cancelled = Colocación del personaje cancelada
tools/rpg_editor/placed_npc = «{0}» colocado como PNJ: evento {1}
tools/rpg_editor/placed_enemy = «{0}» colocado como enemigo: evento {1}
tools/rpg_editor/icon = Icono
tools/rpg_editor/icon_tip = Imagen del grupo items (como el Sprite de un objeto) cuando no hay ni charset ni casilla
tools/rpg_editor/tab_items = Objetos
tools/rpg_editor/item_search = Buscar por nombre o id
tools/rpg_editor/items_hint = Elige un objeto, indica la cantidad, pulsa «Colocar» y haz clic en una casilla (clic derecho cancela). El jugador lo recoge al pisar la casilla; después desaparece.
tools/rpg_editor/item_count = Cantidad
tools/rpg_editor/item_count_tip = Cuántos recibe el jugador
tools/rpg_editor/place_item = Colocar
tools/rpg_editor/place_item_tip = Deja el objeto en el mapa: pisar la casilla lo recoge
tools/rpg_editor/item_found_line = Encontrado: {0} ×{1}
tools/rpg_editor/placed_item = «{0}» está en el mapa: evento {1}
tools/rpg_editor/picker_no_look = No se encontró imagen para el mapa, se muestra un marcador
tools/rpg_editor/problem_event_locked = El id de evento {0} ya lo usa un evento de otro archivo o mod: elige otro
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mod_rpg_editor_name = RPG マップエディター
mod_rpg_editor_desc = RPG ワールドのタイルマップエディター:3 つのタイルレイヤー、衝突レイヤー、マップのイベント。元に戻す機能と、実行中のゲームでのライブプレビュー付き。
tools/rpg_editor/title = RPG マップエディター
tools/rpg_editor/hint = 左クリック——描く · 右クリック——消す · Alt+左クリック——タイルを拾う · イベント:クリック——選択/ドラッグ、ダブルクリック——追加、Del——削除 · 1–5 レイヤー · B/E/G ブラシ · ホイール/Shift+ホイール、中ボタンドラッグ——スクロール · Ctrl+ホイールでズーム · Ctrl+Z/Y · Ctrl+S
tools/rpg_editor/layer_back = 背景
tools/rpg_editor/layer_main = メイン
tools/rpg_editor/layer_front = 前景
tools/rpg_editor/layer_collision = 衝突
tools/rpg_editor/layer_events = イベント
tools/rpg_editor/tool_pencil = 鉛筆
tools/rpg_editor/tool_eraser = 消しゴム
tools/rpg_editor/tool_fill = 塗りつぶし
tools/rpg_editor/grid = グリッド
tools/rpg_editor/zoom_in = 拡大
tools/rpg_editor/zoom_out = 縮小
tools/rpg_editor/undo = 元に戻す
tools/rpg_editor/undo_tip = 最後の編集を元に戻す(Ctrl+Z)
tools/rpg_editor/redo = やり直す
tools/rpg_editor/redo_tip = やり直す(Ctrl+Y)
tools/rpg_editor/play = プレイ
tools/rpg_editor/play_tip = 保存して、実行中のゲームで開始地点からマップを歩く
tools/rpg_editor/play_no_scene = ゲームはシーン「{0}」を知りません:マップの MOD の scenes/{0}.json を確認してください。
tools/rpg_editor/scene_created = シーン {0} を作成しました
tools/rpg_editor/section_palette = パレット
tools/rpg_editor/section_map = マップ
tools/rpg_editor/section_spawn = 開始地点
tools/rpg_editor/section_encounters = ランダムバトル
tools/rpg_editor/section_event = イベント
tools/rpg_editor/section_action = 動作
tools/rpg_editor/section_teleport = テレポート
tools/rpg_editor/map_id = Id
tools/rpg_editor/map_id_tip = マップの id はファイル名であり、マップを表示するシーンの名前でもある
tools/rpg_editor/map_name = 名前のキー
tools/rpg_editor/map_name_tip = マップ表示名のローカライズキー
tools/rpg_editor/tileset = タイルセット
tools/rpg_editor/width = 幅
tools/rpg_editor/height = 高さ
tools/rpg_editor/resize = サイズを適用
tools/rpg_editor/zoom = ゲーム内の拡大率
tools/rpg_editor/zoom_tip = ゲームでタイル 1 ピクセルあたりの画面ピクセル数
tools/rpg_editor/x = X
tools/rpg_editor/y = Y
tools/rpg_editor/dir = 向き
tools/rpg_editor/dir_down = 下
tools/rpg_editor/dir_left = 左
tools/rpg_editor/dir_right = 右
tools/rpg_editor/dir_up = 上
tools/rpg_editor/encounter_steps = 約 N 歩ごと
tools/rpg_editor/encounter_steps_tip = ランダムバトルの間の平均歩数。0 で無効
tools/rpg_editor/encounter_groups = 敵のグループ
tools/rpg_editor/encounter_groups_tip = キャラクターの id。グループは「;」で区切る——例:slime; wolf,slime
tools/rpg_editor/no_event = イベントレイヤーに切り替えてイベントをクリックするか、空いたマスをダブルクリックして追加してください。
tools/rpg_editor/event_id = Id
tools/rpg_editor/sprite = キャラチップ
tools/rpg_editor/sprite_tip = charsets グループの画像パス:3 コマ × 4 方向
tools/rpg_editor/tile = タイル
tools/rpg_editor/tile_tip = キャラチップがないときに描くタイルセットの番号。-1 でなし
tools/rpg_editor/trigger = 起動
tools/rpg_editor/trigger_action = アクションキー(E/F)
tools/rpg_editor/trigger_touch = 踏んだとき
tools/rpg_editor/solid = 通れない
tools/rpg_editor/solid_auto = 描かれているとき
tools/rpg_editor/solid_yes = はい
tools/rpg_editor/solid_no = いいえ
tools/rpg_editor/solid_tile = 通れない
tools/rpg_editor/condition = 条件
tools/rpg_editor/condition_tip = シナリオの条件。真の間だけイベントが存在する
tools/rpg_editor/scenario = シナリオ
tools/rpg_editor/scenario_tip = scenarios グループ内のパス。拡張子は省略可
tools/rpg_editor/commands = シナリオの後に実行するインラインの行:
tools/rpg_editor/teleport_map = マップ
tools/rpg_editor/teleport_map_tip = 移動先マップの id。空でマスが指定されていればこのマップ
tools/rpg_editor/delete_event = イベントを削除
tools/rpg_editor/collision_block = 壁——常に通れない
tools/rpg_editor/collision_open = 通路——常に通れる
tools/rpg_editor/collision_auto = 自動——タイルに従う
tools/rpg_editor/problem_tileset = マップ「{0}」にタイルセットがありません。
tools/rpg_editor/problem_event_id = {0} にあるイベントに id がありません。
tools/rpg_editor/problem_event_duplicate = 2 つのイベントが同じ id「{0}」を使っています。
tools/rpg_editor/tab_tiles = タイル
tools/rpg_editor/tab_characters = キャラクター
tools/rpg_editor/character_search = 名前か id で検索
tools/rpg_editor/place_npc = NPC として配置
tools/rpg_editor/place_npc_tip = E/F で話すイベントとしてキャラクターをマップに置く。セリフはシナリオの行に書く
tools/rpg_editor/place_enemy = 敵として配置
tools/rpg_editor/place_enemy_tip = キャラクターを敵としてマップに置く:E/F でバトルが始まり、倒すと消える
tools/rpg_editor/characters_hint = キャラクターを選び、ボタンを押して、マップのマスをクリックします(右クリックでキャンセル)。キャラチップはキャラクターの Charset フィールドか肖像のパスで探します。
tools/rpg_editor/place_status = 「{0}」を置くマスをクリック(右クリックでキャンセル)
tools/rpg_editor/place_cancelled = キャラクターの配置をキャンセルしました
tools/rpg_editor/placed_npc = 「{0}」を NPC として配置:イベント {1}
tools/rpg_editor/placed_enemy = 「{0}」を敵として配置:イベント {1}
tools/rpg_editor/icon = アイコン
tools/rpg_editor/icon_tip = キャラチップもタイルもないときの items グループの画像(アイテムの Sprite と同じ)
tools/rpg_editor/tab_items = アイテム
tools/rpg_editor/item_search = 名前か id で検索
tools/rpg_editor/items_hint = アイテムを選び、数を決め、「配置」を押してマスをクリックします(右クリックでキャンセル)。プレイヤーはマスを踏むと拾い、その後は消えます。
tools/rpg_editor/item_count = 数
tools/rpg_editor/item_count_tip = プレイヤーが得る数
tools/rpg_editor/place_item = 配置
tools/rpg_editor/place_item_tip = アイテムをマップに置く:マスを踏むと拾える
tools/rpg_editor/item_found_line = 見つけた:{0} ×{1}
tools/rpg_editor/placed_item = 「{0}」をマップに置いた:イベント {1}
tools/rpg_editor/picker_no_look = マップ用の画像が見つからないため、マーカーを表示します
tools/rpg_editor/problem_event_locked = イベント id {0} は別のファイルか MOD のイベントが使っています——別の id にしてください
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mod_rpg_editor_name = RPG 맵 에디터
mod_rpg_editor_desc = RPG 월드의 타일 맵 에디터: 타일 레이어 3개, 충돌 레이어, 맵 이벤트. 되돌리기와 실행 중인 게임에서의 실시간 미리 보기 지원.
tools/rpg_editor/title = RPG 맵 에디터
tools/rpg_editor/hint = 좌클릭 — 그리기 · 우클릭 — 지우기 · Alt+좌클릭 — 타일 집기 · 이벤트: 클릭 — 선택/드래그, 더블클릭 — 추가, Del — 삭제 · 1–5 레이어 · B/E/G 브러시 · 휠/Shift+휠, 가운데 버튼 드래그 — 스크롤 · Ctrl+휠 확대/축소 · Ctrl+Z/Y · Ctrl+S
tools/rpg_editor/layer_back = 배경
tools/rpg_editor/layer_main = 메인
tools/rpg_editor/layer_front = 전경
tools/rpg_editor/layer_collision = 충돌
tools/rpg_editor/layer_events = 이벤트
tools/rpg_editor/tool_pencil = 연필
tools/rpg_editor/tool_eraser = 지우개
tools/rpg_editor/tool_fill = 채우기
tools/rpg_editor/grid = 격자
tools/rpg_editor/zoom_in = 확대
tools/rpg_editor/zoom_out = 축소
tools/rpg_editor/undo = 되돌리기
tools/rpg_editor/undo_tip = 마지막 편집 되돌리기 (Ctrl+Z)
tools/rpg_editor/redo = 다시 실행
tools/rpg_editor/redo_tip = 다시 실행 (Ctrl+Y)
tools/rpg_editor/play = 플레이
tools/rpg_editor/play_tip = 저장하고 실행 중인 게임에서 시작 지점부터 맵을 걸어 봅니다
tools/rpg_editor/play_no_scene = 게임이 장면 "{0}"을(를) 모릅니다: 맵이 있는 모드의 scenes/{0}.json을 확인하세요.
tools/rpg_editor/scene_created = 장면 {0} 생성됨
tools/rpg_editor/section_palette = 팔레트
tools/rpg_editor/section_map = 맵
tools/rpg_editor/section_spawn = 시작 지점
tools/rpg_editor/section_encounters = 랜덤 전투
tools/rpg_editor/section_event = 이벤트
tools/rpg_editor/section_action = 동작
tools/rpg_editor/section_teleport = 순간 이동
tools/rpg_editor/map_id = Id
tools/rpg_editor/map_id_tip = 맵 id는 파일 이름이자 맵을 보여 주는 장면의 이름
tools/rpg_editor/map_name = 이름 키
tools/rpg_editor/map_name_tip = 맵 표시 이름의 로컬라이즈 키
tools/rpg_editor/tileset = 타일셋
tools/rpg_editor/width = 너비
tools/rpg_editor/height = 높이
tools/rpg_editor/resize = 크기 적용
tools/rpg_editor/zoom = 게임 내 확대 배율
tools/rpg_editor/zoom_tip = 게임에서 타일 픽셀 하나당 화면 픽셀 수
tools/rpg_editor/x = X
tools/rpg_editor/y = Y
tools/rpg_editor/dir = 방향
tools/rpg_editor/dir_down = 아래
tools/rpg_editor/dir_left = 왼쪽
tools/rpg_editor/dir_right = 오른쪽
tools/rpg_editor/dir_up = 위
tools/rpg_editor/encounter_steps = 약 N걸음마다
tools/rpg_editor/encounter_steps_tip = 랜덤 전투 사이의 평균 걸음 수. 0이면 끕니다
tools/rpg_editor/encounter_groups = 적 그룹
tools/rpg_editor/encounter_groups_tip = 캐릭터 id, 그룹은 ";"로 구분 — 예: slime; wolf,slime
tools/rpg_editor/no_event = 이벤트 레이어로 바꾸고 이벤트를 클릭하거나, 빈 칸을 더블클릭해 추가하세요.
tools/rpg_editor/event_id = Id
tools/rpg_editor/sprite = 캐릭터 시트
tools/rpg_editor/sprite_tip = charsets 그룹의 그림 경로: 3프레임 × 4방향
tools/rpg_editor/tile = 타일
tools/rpg_editor/tile_tip = 캐릭터 시트가 없을 때 그리는 타일셋 번호. -1이면 없음
tools/rpg_editor/trigger = 발동
tools/rpg_editor/trigger_action = 액션 키 (E/F)
tools/rpg_editor/trigger_touch = 밟았을 때
tools/rpg_editor/solid = 통과 불가
tools/rpg_editor/solid_auto = 그려져 있을 때
tools/rpg_editor/solid_yes = 예
tools/rpg_editor/solid_no = 아니요
tools/rpg_editor/solid_tile = 통과 불가
tools/rpg_editor/condition = 조건
tools/rpg_editor/condition_tip = 시나리오 조건. 참인 동안에만 이벤트가 존재한다
tools/rpg_editor/scenario = 시나리오
tools/rpg_editor/scenario_tip = scenarios 그룹의 경로, 확장자는 생략 가능
tools/rpg_editor/commands = 시나리오 뒤에 실행할 인라인 줄:
tools/rpg_editor/teleport_map = 맵
tools/rpg_editor/teleport_map_tip = 대상 맵 id. 비어 있고 칸이 지정되면 이 맵
tools/rpg_editor/delete_event = 이벤트 삭제
tools/rpg_editor/collision_block = 벽 — 항상 막힘
tools/rpg_editor/collision_open = 통로 — 항상 지나갈 수 있음
tools/rpg_editor/collision_auto = 자동 — 타일에 따름
tools/rpg_editor/problem_tileset = 맵 "{0}"에 타일셋이 없습니다.
tools/rpg_editor/problem_event_id = {0}에 있는 이벤트에 id가 없습니다.
tools/rpg_editor/problem_event_duplicate = 두 이벤트가 같은 id "{0}"을(를) 씁니다.
tools/rpg_editor/tab_tiles = 타일
tools/rpg_editor/tab_characters = 캐릭터
tools/rpg_editor/character_search = 이름 또는 id로 검색
tools/rpg_editor/place_npc = NPC로 배치
tools/rpg_editor/place_npc_tip = 캐릭터를 E/F로 대화하는 이벤트로 맵에 놓습니다. 대사는 시나리오 줄에 쓰세요
tools/rpg_editor/place_enemy = 적으로 배치
tools/rpg_editor/place_enemy_tip = 캐릭터를 적으로 맵에 놓습니다: E/F로 전투가 시작되고, 쓰러뜨리면 사라집니다
tools/rpg_editor/characters_hint = 캐릭터를 고르고 버튼을 누른 뒤 맵의 칸을 클릭하세요(우클릭으로 취소). 캐릭터 시트는 캐릭터의 Charset 필드나 초상화 경로로 찾습니다.
tools/rpg_editor/place_status = "{0}"을(를) 놓을 칸을 클릭하세요 (우클릭으로 취소)
tools/rpg_editor/place_cancelled = 캐릭터 배치를 취소했습니다
tools/rpg_editor/placed_npc = "{0}"을(를) NPC로 배치: 이벤트 {1}
tools/rpg_editor/placed_enemy = "{0}"을(를) 적으로 배치: 이벤트 {1}
tools/rpg_editor/icon = 아이콘
tools/rpg_editor/icon_tip = 캐릭터 시트도 타일도 없을 때 쓰는 items 그룹의 그림(아이템의 Sprite와 같음)
tools/rpg_editor/tab_items = 아이템
tools/rpg_editor/item_search = 이름 또는 id로 검색
tools/rpg_editor/items_hint = 아이템을 고르고 개수를 정한 뒤 "배치"를 누르고 칸을 클릭하세요(우클릭으로 취소). 플레이어가 칸을 밟으면 줍고, 그다음엔 사라집니다.
tools/rpg_editor/item_count = 개수
tools/rpg_editor/item_count_tip = 플레이어가 받는 개수
tools/rpg_editor/place_item = 배치
tools/rpg_editor/place_item_tip = 아이템을 맵에 놓습니다: 칸을 밟으면 줍습니다
tools/rpg_editor/item_found_line = 발견: {0} ×{1}
tools/rpg_editor/placed_item = "{0}"이(가) 맵에 놓였습니다: 이벤트 {1}
tools/rpg_editor/picker_no_look = 맵용 그림을 찾지 못해 표식을 표시합니다
tools/rpg_editor/problem_event_locked = 이벤트 id {0}은(는) 다른 파일이나 모드의 이벤트가 쓰고 있습니다 — 다른 것을 고르세요
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mod_rpg_editor_name = Trình sửa bản đồ RPG
mod_rpg_editor_desc = Trình sửa bản đồ ô cho thế giới RPG: ba lớp ô, lớp va chạm và sự kiện trên bản đồ, có hoàn tác và xem trước trực tiếp trong game đang chạy.
tools/rpg_editor/title = Trình sửa bản đồ RPG
tools/rpg_editor/hint = Chuột trái — vẽ · chuột phải — xóa · Alt+chuột trái — lấy ô · sự kiện: nhấp — chọn/kéo, nhấp đúp — thêm, Del — xóa · 1–5 lớp · B/E/G bút · cuộn/Shift+cuộn, kéo chuột giữa — di chuyển · Ctrl+cuộn thu phóng · Ctrl+Z/Y · Ctrl+S
tools/rpg_editor/layer_back = Nền
tools/rpg_editor/layer_main = Chính
tools/rpg_editor/layer_front = Phía trước
tools/rpg_editor/layer_collision = Va chạm
tools/rpg_editor/layer_events = Sự kiện
tools/rpg_editor/tool_pencil = Bút chì
tools/rpg_editor/tool_eraser = Tẩy
tools/rpg_editor/tool_fill = Tô
tools/rpg_editor/grid = Lưới
tools/rpg_editor/zoom_in = Phóng to
tools/rpg_editor/zoom_out = Thu nhỏ
tools/rpg_editor/undo = Hoàn tác
tools/rpg_editor/undo_tip = Hoàn tác thay đổi cuối (Ctrl+Z)
tools/rpg_editor/redo = Làm lại
tools/rpg_editor/redo_tip = Làm lại (Ctrl+Y)
tools/rpg_editor/play = Chơi
tools/rpg_editor/play_tip = Lưu và đi trên bản đồ từ điểm xuất phát trong game đang chạy
tools/rpg_editor/play_no_scene = Game không biết cảnh "{0}": hãy kiểm tra scenes/{0}.json trong mod của bản đồ.
tools/rpg_editor/scene_created = đã tạo cảnh {0}
tools/rpg_editor/section_palette = Bảng màu
tools/rpg_editor/section_map = Bản đồ
tools/rpg_editor/section_spawn = Điểm xuất phát
tools/rpg_editor/section_encounters = Trận đấu ngẫu nhiên
tools/rpg_editor/section_event = Sự kiện
tools/rpg_editor/section_action = Tác dụng
tools/rpg_editor/section_teleport = Dịch chuyển
tools/rpg_editor/map_id = Id
tools/rpg_editor/map_id_tip = Id của bản đồ là tên tệp và cũng là tên cảnh hiển thị bản đồ
tools/rpg_editor/map_name = Khóa tên
tools/rpg_editor/map_name_tip = Khóa bản địa hóa của tên hiển thị bản đồ
tools/rpg_editor/tileset = Tileset
tools/rpg_editor/width = Chiều rộng
tools/rpg_editor/height = Chiều cao
tools/rpg_editor/resize = Áp dụng kích thước
tools/rpg_editor/zoom = Thu phóng trong game
tools/rpg_editor/zoom_tip = Số điểm ảnh màn hình cho mỗi điểm ảnh ô trong game
tools/rpg_editor/x = X
tools/rpg_editor/y = Y
tools/rpg_editor/dir = Hướng nhìn
tools/rpg_editor/dir_down = Xuống
tools/rpg_editor/dir_left = Trái
tools/rpg_editor/dir_right = Phải
tools/rpg_editor/dir_up = Lên
tools/rpg_editor/encounter_steps = Khoảng mỗi N bước
tools/rpg_editor/encounter_steps_tip = Số bước trung bình giữa các trận đấu ngẫu nhiên; 0 để tắt
tools/rpg_editor/encounter_groups = Nhóm kẻ địch
tools/rpg_editor/encounter_groups_tip = Id nhân vật, các nhóm tách bằng ";" — ví dụ slime; wolf,slime
tools/rpg_editor/no_event = Chuyển sang lớp Sự kiện và nhấp vào một sự kiện, hoặc nhấp đúp vào ô trống để thêm.
tools/rpg_editor/event_id = Id
tools/rpg_editor/sprite = Charset
tools/rpg_editor/sprite_tip = Đường dẫn hình trong nhóm charsets: 3 khung × 4 hướng
tools/rpg_editor/tile = Ô
tools/rpg_editor/tile_tip = Số ô của tileset được vẽ khi không có charset; -1 là không có
tools/rpg_editor/trigger = Kích hoạt
tools/rpg_editor/trigger_action = Phím hành động (E/F)
tools/rpg_editor/trigger_touch = Khi bước lên
tools/rpg_editor/solid = Chặn đường
tools/rpg_editor/solid_auto = Khi được vẽ
tools/rpg_editor/solid_yes = Có
tools/rpg_editor/solid_no = Không
tools/rpg_editor/solid_tile = chặn đường
tools/rpg_editor/condition = Điều kiện
tools/rpg_editor/condition_tip = Điều kiện kịch bản; sự kiện chỉ tồn tại khi điều kiện đúng
tools/rpg_editor/scenario = Kịch bản
tools/rpg_editor/scenario_tip = Đường dẫn trong nhóm scenarios, có thể bỏ phần mở rộng
tools/rpg_editor/commands = Các dòng kịch bản riêng, chạy sau kịch bản:
tools/rpg_editor/teleport_map = Bản đồ
tools/rpg_editor/teleport_map_tip = Id bản đồ đích; để trống mà có ô thì là bản đồ này
tools/rpg_editor/delete_event = Xóa sự kiện
tools/rpg_editor/collision_block = Tường — luôn bị chặn
tools/rpg_editor/collision_open = Lối đi — luôn đi được
tools/rpg_editor/collision_auto = Tự động — theo các ô
tools/rpg_editor/problem_tileset = Bản đồ "{0}" không có tileset.
tools/rpg_editor/problem_event_id = Sự kiện ở {0} không có id.
tools/rpg_editor/problem_event_duplicate = Hai sự kiện dùng chung id "{0}".
tools/rpg_editor/tab_tiles = Ô
tools/rpg_editor/tab_characters = Nhân vật
tools/rpg_editor/character_search = Tìm theo tên hoặc id
tools/rpg_editor/place_npc = Đặt làm NPC
tools/rpg_editor/place_npc_tip = Đặt nhân vật lên bản đồ như một sự kiện nói chuyện bằng E/F; viết lời thoại trong các dòng kịch bản
tools/rpg_editor/place_enemy = Đặt làm kẻ địch
tools/rpg_editor/place_enemy_tip = Đặt nhân vật lên bản đồ làm kẻ địch: E/F bắt đầu trận đấu với nó, nó biến mất khi bị đánh bại
tools/rpg_editor/characters_hint = Chọn một nhân vật, nhấn nút rồi nhấp vào một ô trên bản đồ (chuột phải để hủy). Charset được tìm theo trường Charset của nhân vật hoặc theo đường dẫn chân dung.
tools/rpg_editor/place_status = Nhấp vào ô để đặt "{0}" (chuột phải để hủy)
tools/rpg_editor/place_cancelled = Đã hủy đặt nhân vật
tools/rpg_editor/placed_npc = "{0}" đã đặt làm NPC: sự kiện {1}
tools/rpg_editor/placed_enemy = "{0}" đã đặt làm kẻ địch: sự kiện {1}
tools/rpg_editor/icon = Biểu tượng
tools/rpg_editor/icon_tip = Hình trong nhóm items (như Sprite của vật phẩm) khi không có charset lẫn ô
tools/rpg_editor/tab_items = Vật phẩm
tools/rpg_editor/item_search = Tìm theo tên hoặc id
tools/rpg_editor/items_hint = Chọn một vật phẩm, đặt số lượng, nhấn "Đặt" và nhấp vào một ô (chuột phải để hủy). Người chơi nhặt nó khi bước lên ô; sau đó nó biến mất.
tools/rpg_editor/item_count = Số lượng
tools/rpg_editor/item_count_tip = Người chơi nhận được bao nhiêu
tools/rpg_editor/place_item = Đặt
tools/rpg_editor/place_item_tip = Đặt vật phẩm lên bản đồ: bước lên ô sẽ nhặt được
tools/rpg_editor/item_found_line = Tìm thấy: {0} ×{1}
tools/rpg_editor/placed_item = "{0}" nằm trên bản đồ: sự kiện {1}
tools/rpg_editor/picker_no_look = Không tìm thấy hình cho bản đồ, hiển thị một điểm đánh dấu
tools/rpg_editor/problem_event_locked = Id sự kiện {0} đã được một sự kiện ở tệp hoặc mod khác dùng — hãy chọn id khác
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mod_rpg_editor_name = RPG 地图编辑器
mod_rpg_editor_desc = RPG 世界的瓦片地图编辑器:三层瓦片、碰撞层和地图事件,支持撤销,并在运行中的游戏里实时预览。
tools/rpg_editor/title = RPG 地图编辑器
tools/rpg_editor/hint = 左键——绘制 · 右键——擦除 · Alt+左键——吸取瓦片 · 事件:点击——选择/拖动,双击——添加,Del——删除 · 1–5 切换图层 · B/E/G 画笔 · 滚轮/Shift+滚轮、中键拖动——滚动 · Ctrl+滚轮缩放 · Ctrl+Z/Y · Ctrl+S
tools/rpg_editor/layer_back = 背景层
tools/rpg_editor/layer_main = 主层
tools/rpg_editor/layer_front = 前景层
tools/rpg_editor/layer_collision = 碰撞
tools/rpg_editor/layer_events = 事件
tools/rpg_editor/tool_pencil = 铅笔
tools/rpg_editor/tool_eraser = 橡皮
tools/rpg_editor/tool_fill = 填充
tools/rpg_editor/grid = 网格
tools/rpg_editor/zoom_in = 放大
tools/rpg_editor/zoom_out = 缩小
tools/rpg_editor/undo = 撤销
tools/rpg_editor/undo_tip = 撤销上一次编辑(Ctrl+Z)
tools/rpg_editor/redo = 重做
tools/rpg_editor/redo_tip = 重做(Ctrl+Y)
tools/rpg_editor/play = 试玩
tools/rpg_editor/play_tip = 保存,并在运行中的游戏里从出生点开始走这张地图
tools/rpg_editor/play_no_scene = 游戏不认识场景"{0}":请检查地图所在模组中的 scenes/{0}.json。
tools/rpg_editor/scene_created = 已创建场景 {0}
tools/rpg_editor/section_palette = 调色板
tools/rpg_editor/section_map = 地图
tools/rpg_editor/section_spawn = 出生点
tools/rpg_editor/section_encounters = 随机战斗
tools/rpg_editor/section_event = 事件
tools/rpg_editor/section_action = 效果
tools/rpg_editor/section_teleport = 传送
tools/rpg_editor/map_id = Id
tools/rpg_editor/map_id_tip = 地图 id 就是文件名,也是显示该地图的场景名
tools/rpg_editor/map_name = 名称键
tools/rpg_editor/map_name_tip = 地图显示名称的本地化键
tools/rpg_editor/tileset = 瓦片集
tools/rpg_editor/width = 宽度
tools/rpg_editor/height = 高度
tools/rpg_editor/resize = 应用尺寸
tools/rpg_editor/zoom = 游戏内缩放
tools/rpg_editor/zoom_tip = 游戏中每个瓦片像素对应的屏幕像素
tools/rpg_editor/x = X
tools/rpg_editor/y = Y
tools/rpg_editor/dir = 朝向
tools/rpg_editor/dir_down = 下
tools/rpg_editor/dir_left = 左
tools/rpg_editor/dir_right = 右
tools/rpg_editor/dir_up = 上
tools/rpg_editor/encounter_steps = 约每 N 步
tools/rpg_editor/encounter_steps_tip = 两次随机战斗之间的平均步数;0 表示关闭
tools/rpg_editor/encounter_groups = 敌人组
tools/rpg_editor/encounter_groups_tip = 角色 id,用";"分隔各组——例如 slime; wolf,slime
tools/rpg_editor/no_event = 切换到事件层并点击一个事件,或双击空格子来添加一个。
tools/rpg_editor/event_id = Id
tools/rpg_editor/sprite = 行走图
tools/rpg_editor/sprite_tip = charsets 组中的图片路径:3 帧 × 4 个朝向
tools/rpg_editor/tile = 瓦片
tools/rpg_editor/tile_tip = 没有行走图时绘制的瓦片集编号;-1 表示无
tools/rpg_editor/trigger = 触发
tools/rpg_editor/trigger_action = 动作键(E/F)
tools/rpg_editor/trigger_touch = 踩上去
tools/rpg_editor/solid = 实体
tools/rpg_editor/solid_auto = 绘制时
tools/rpg_editor/solid_yes = 是
tools/rpg_editor/solid_no = 否
tools/rpg_editor/solid_tile = 实体
tools/rpg_editor/condition = 条件
tools/rpg_editor/condition_tip = 剧本条件;只有条件成立时事件才存在
tools/rpg_editor/scenario = 剧本
tools/rpg_editor/scenario_tip = scenarios 组中的路径,扩展名可省略
tools/rpg_editor/commands = 内联剧本行,在剧本之后执行:
tools/rpg_editor/teleport_map = 地图
tools/rpg_editor/teleport_map_tip = 目标地图 id;为空且设置了格子表示本地图
tools/rpg_editor/delete_event = 删除事件
tools/rpg_editor/collision_block = 墙——始终阻挡
tools/rpg_editor/collision_open = 通道——始终可走
tools/rpg_editor/collision_auto = 自动——取决于瓦片
tools/rpg_editor/problem_tileset = 地图"{0}"没有瓦片集。
tools/rpg_editor/problem_event_id = 位于 {0} 的事件没有 id。
tools/rpg_editor/problem_event_duplicate = 两个事件使用了相同的 id"{0}"。
tools/rpg_editor/tab_tiles = 瓦片
tools/rpg_editor/tab_characters = 角色
tools/rpg_editor/character_search = 按名称或 id 搜索
tools/rpg_editor/place_npc = 放置为 NPC
tools/rpg_editor/place_npc_tip = 把角色作为按 E/F 对话的事件放到地图上;它的台词写在剧本行中
tools/rpg_editor/place_enemy = 放置为敌人
tools/rpg_editor/place_enemy_tip = 把角色作为敌人放到地图上:按 E/F 与它战斗,被击败后消失
tools/rpg_editor/characters_hint = 选择一个角色,按下按钮,再点击地图上的格子(右键取消)。行走图按角色的 Charset 字段或其立绘路径查找。
tools/rpg_editor/place_status = 点击要放置"{0}"的格子(右键取消)
tools/rpg_editor/place_cancelled = 已取消放置角色
tools/rpg_editor/placed_npc = "{0}"已作为 NPC 放置:事件 {1}
tools/rpg_editor/placed_enemy = "{0}"已作为敌人放置:事件 {1}
tools/rpg_editor/icon = 图标
tools/rpg_editor/icon_tip = items 组中的图片(与物品的 Sprite 相同),在既没有行走图也没有瓦片时使用
tools/rpg_editor/tab_items = 物品
tools/rpg_editor/item_search = 按名称或 id 搜索
tools/rpg_editor/items_hint = 选择物品,设置数量,按"放置"并点击格子(右键取消)。玩家踩上格子即可拾取,之后它就消失了。
tools/rpg_editor/item_count = 数量
tools/rpg_editor/item_count_tip = 玩家获得的数量
tools/rpg_editor/place_item = 放置
tools/rpg_editor/place_item_tip = 把物品放到地图上:踩上格子即可拾取
tools/rpg_editor/item_found_line = 找到:{0} ×{1}
tools/rpg_editor/placed_item = "{0}"放在地图上:事件 {1}
tools/rpg_editor/picker_no_look = 没有找到地图用的图片,显示为标记
tools/rpg_editor/problem_event_locked = 事件 id {0} 已被其他文件或模组的事件占用——请换一个
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@@ -3,7 +3,7 @@
"name": "RPG Map Editor",
"version": "1.0.0",
"author": "ct",
"description": "Editor of the rpg mod's tile maps (maps/*.json): paints the back, main and front tile layers and the collision layer with a pencil, an eraser and a flood fill from the tileset palette, places and edits map events (look, trigger, scenario, inline commands, teleport, condition), sets the map size, spawn and random encounters. Undo/redo, live update of the running world after saving, play from the spawn. Opens from the main menu tools, the novel editor hub and the in-game toolbar.",
"description": "Editor of the rpg mod's tile maps (maps/*.json): paints the back, main and front tile layers and the collision layer with a pencil, an eraser and a flood fill from the tileset palette, places and edits map events (look, trigger, scenario, inline commands, teleport, condition), sets the map size, spawn and random encounters. Undo/redo, live update of the running world after saving, play from the spawn. Opens from the main menu tools and the in-game toolbar.",
"category": "tools, editor",
"sources": [
"src/**/*.cs"
+3 -3
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@@ -98,19 +98,19 @@ namespace Cthangover.Tools.RpgEditor
/// <summary>Mod-relative path of the editor's events file of a map: <c>map_events/&lt;id&gt;/events.json</c>.</summary>
public static string EventsPath(string mapId) => $"{RpgMapEventResolver.Directory}/{mapId}/events.json";
/// <summary>The map file text: cells written into rows, nulls left out, indented, LF line breaks on every OS.</summary>
/// <summary>The map file text: cells written into rows, nulls left out, indented, LF line breaks on every OS, a final one.</summary>
public string ToJson()
{
Grid.WriteTo(Map);
var data = new FileData<RpgMap> { Kind = "rpg_map", Items = new List<RpgMap> { Map } };
return JsonSerializer.Serialize(data, JsonOptionsProvider.WriteIndentedIgnoreNullOptions).Replace("\r\n", "\n");
return JsonSerializer.Serialize(data, JsonOptionsProvider.WriteIndentedIgnoreNullOptions).Replace("\r\n", "\n") + "\n";
}
/// <summary>The events file text (<see cref="EventsPath"/>): the own events, nulls left out, indented.</summary>
public string EventsToJson()
{
var data = new RpgMapEventFile { Events = Events };
return JsonSerializer.Serialize(data, JsonOptionsProvider.WriteIndentedIgnoreNullOptions).Replace("\r\n", "\n");
return JsonSerializer.Serialize(data, JsonOptionsProvider.WriteIndentedIgnoreNullOptions).Replace("\r\n", "\n") + "\n";
}
/// <summary>Remembers the current state as one undo step and forgets the redo branch.</summary>
+1 -1
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@@ -7,7 +7,7 @@ namespace Cthangover.Tools.RpgEditor
/// <summary>
/// Registers the RPG map editor as a tool: the kernel's tool factory finds
/// every <see cref="IToolProvider"/>, so the editor appears in the main
/// menu's tool block, the novel editor hub and (with
/// menu's tool block and (with
/// <see cref="RpgMapEditorToolBoxButton"/>) the in-game toolbar.
/// </summary>
public class RpgMapEditorToolProvider : IToolProvider
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@@ -223,6 +223,8 @@ namespace Cthangover.Tools.RpgEditor.Tests
ModAssert.True(json.Contains("\"Kind\": \"rpg_map\""), "the file declares its kind");
ModAssert.False(json.Contains("\"Events\""), "the map file holds no events");
ModAssert.True(eventsJson.Contains("\"Events\""), "the events file holds them");
ModAssert.False(eventsJson.Contains("IsSolid"), "the computed solidity is not written");
ModAssert.True(json.EndsWith("}\n") && eventsJson.EndsWith("}\n"), "both files end with a line break");
ModAssert.False(eventsJson.Contains("\"Scenario\""), "empty fields are left out");
ModAssert.Equal("map_events/test_map/events.json", RpgMapDocument.EventsPath("test_map"), "the editor's events file of the map");
ModAssert.Equal(0, RpgMapDocument.Load(json).Events.Count, "a map without an events file has no events");