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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
tools/rpg_editor/section_light = 光照
tools/rpg_editor/light_radius = 光照半径
tools/rpg_editor/light_radius_tip = 以格为单位;0 表示事件不发光。光在黄昏和夜晚可见
tools/rpg_editor/light_color = 光的颜色
tools/rpg_editor/light_color_tip = #rrggbb 或 #rrggbbaa(alpha 为强度);留空为默认暖色
tools/rpg_editor/ambient = 固定环境光
tools/rpg_editor/ambient_tip = #rrggbb:地图始终以此光照(点灯的房间);留空则随时间变化
tools/rpg_editor/autotile = 自动图块
tools/rpg_editor/view_topdown=俯视
tools/rpg_editor/view_isometric=等距