168 lines
7.0 KiB
Properties
168 lines
7.0 KiB
Properties
mod_scenario_studio_name = 剧本工作室
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mod_scenario_studio_desc = 停靠在运行中游戏旁边的面板:暂停、单步并编辑正在播放的剧本,支持断点、带状态回滚的重启,以及写入模组或游戏专属层的实时修改。
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studio/title = 工作室
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studio/mode_author = 作者
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studio/mode_novice = 新手
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studio/close = 关闭工作室
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studio/state_running = 运行中
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studio/state_paused = 已暂停
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studio/pause = ‖ 暂停
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studio/step = ▶| 单步
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studio/continue = ▶ 继续
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studio/restart = ⟲ 重启 ▾
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studio/restart_scenario = 重新运行剧本(不回滚)
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studio/restart_rollback = 回滚状态后重新运行剧本
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studio/restart_scene = 重新进入场景
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studio/restart_from_label = 从当前标签继续
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studio/crumb_scene = 场景
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studio/crumb_scenario = 剧本
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studio/tab_now = 现在
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studio/tab_scene = 场景
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studio/tab_state = 状态
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studio/tab_log = 日志
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studio/tab_map = 地图
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studio/edits_go_to = 修改写入"{0}"层
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studio/after_line = 第 {0} 行之后
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studio/add_line = + 台词
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studio/add_choice = + 选项
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studio/add_jump = + 前往场景
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studio/new_line_text = 新台词
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studio/new_choice_text = 新选项
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studio/affects = 此修改影响
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studio/overrides = 覆盖
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studio/pending = 待应用的修改:{0}
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studio/no_pending = 没有修改
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studio/edit_text = 编辑文本
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studio/apply = 应用 ⟲
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studio/scope_own = 文件夹
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studio/scope_overlay = zip
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studio/scope_layer = 层
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studio/scope_readonly = 代码
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studio/cand_running = 运行中
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studio/cand_skipped = 已跳过
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studio/cand_completed = 已完成
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studio/cand_shadowed = 被遮蔽
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studio/cand_hint = 本场景的剧本按启动顺序排列:每个为何启动或没有启动。
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studio/run_now = 运行
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studio/reset_completed = 重置"已完成"
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studio/log_scene = 场景
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studio/log_skip = 跳过
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studio/log_scenario = 剧本
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studio/log_stop = 停止
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studio/log_edit = 编辑
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studio/state_hint = 可以修改这些值来测试另一个分支。
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studio/map_from = 来自
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studio/map_to = 从这里出发
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studio/map_go = 前往
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studio/map_new_scene = + 新场景
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studio/map_link = + 连接
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studio/node_here = 你在这里
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studio/node_visited = 已访问
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studio/node_next = 出口
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studio/node_new = 新
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studio/priority = 优先级 {0}
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studio/no_condition = 无条件
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studio/one_run = 仅一次
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studio/error_label_missing = 找不到标签 {0}
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studio/reason_completed = 仅一次,已完成
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studio/group_time = 时间
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studio/group_quests = 任务
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studio/group_inventory = 背包
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studio/group_dialog_vars = 对话变量
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studio/group_completed = 已完成的剧本
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studio/state_day = 日
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studio/state_hour = 时
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studio/value_yes = 是
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studio/log_text_enter = 进入了 {0}
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studio/log_text_condition = {0}:条件不成立
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studio/log_text_completed = {0}:已完成
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studio/log_text_started = {0} 已启动
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studio/log_text_breakpoint = 断点,第 {0} 行
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studio/log_text_applied = {0}:+{1} → {2}
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studio/quote = "{0}"
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studio/say_question = 问题
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studio/say_line = 台词
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studio/say_new = {0} · 新
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studio/moment_now = 当前画面
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studio/moment_answers = 回答
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studio/moment_next = 场景中的下一项
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studio/moment_empty = 画面上什么都没有:没有剧本在运行,或者停在一条服务行上。
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studio/outcome_scene = 前往场景
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studio/outcome_action = 动作
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studio/outcome_end = 剧本结束
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studio/outcome_continue = 对话继续
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studio/outcome_broken = 无去向
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studio/edit = 编辑
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studio/choose_target = 选择去向 ▾
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studio/add_line_before = + 在问题前加台词
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studio/add_line_after = + 在后面加台词
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studio/add_option = + 回答
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studio/new_option_text = 新回答
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studio/next_waiting = {0} 正在排队等候
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studio/next_none = 本场景没有其他排队项
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studio/reason_condition_false = 头部条件不成立
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studio/applied_to = 已应用到"{0}",剧本已回滚并重启
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studio/bad_name = 名称:小写拉丁字母、数字和 _,以字母开头
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studio/ok = 确定
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studio/cancel = 取消
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studio/cand_failed = 失败
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studio/cand_none = 工作室开启期间该场景没有组装:请重新进入。
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studio/cand_queued = 排队中
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studio/edit_done = 完成
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studio/error_no_target = 回答无去向
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studio/error_unknown_command = 未知命令 {0}
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studio/exported = 层已导出为模组"{0}":把它加入游戏合集
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studio/log_end = 结束
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studio/log_text_ended = {0} 已结束
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studio/log_text_exported = 层已导出为模组 {0}
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studio/log_text_failed = {0}:无法创建
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studio/log_text_paused = 已暂停,第 {0} 行
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studio/log_text_scenario_created = 场景 {1} 的新剧本 {0}
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studio/log_text_scene_created = 新场景 {0}(剧本 {1})
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studio/log_text_shadowed = {0}:被遮蔽({1})
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studio/log_text_state = {0} = {1}
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studio/map_export = 把层导出为模组
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studio/new_scenario = + 为场景新建剧本
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studio/no_scenario = 还没有运行过剧本。进入一个场景,或在"场景"标签页启动一个。
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studio/prompt_edit_title = 新文本
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studio/prompt_export_title = 新模组的 id
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studio/prompt_scene_title = 新场景的名称
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studio/reason_failed = 无法创建事件,请查看 SCENE 日志
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studio/reason_queued = 以优先级 {0} 排队
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studio/reason_running = 正在运行
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studio/reason_shadowed = 被其他模组或层中同名的剧本遮蔽
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studio/run_failed = 无法启动:对话框正忙
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studio/scenario_created = 已在层中创建剧本"{0}":重新进入场景或启动它
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studio/scene_created = 已在层中创建场景"{0}"
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studio/state_held = 停住
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studio/state_idle = 无对话
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studio/step_needs_answer = 请先在对话中选择一个回答
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studio/target_end = 剧本结束
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studio/target_labels = 标签
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studio/target_scene = → 场景 {0}
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studio/target_scenes = 场景
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studio/via_layer = 层中的新场景
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studio/via_scenario = 来自 {0}
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studio/map_here = 你在这里
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studio/map_no_exits = 还没有剧本从这个场景通往别处:"+ 连接"可添加出口。
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studio/checkpoint = 检查点
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studio/checkpoint_save = 记住状态
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studio/checkpoint_restore = 回到检查点
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studio/checkpoint_saved = 已记住状态
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studio/checkpoint_restored = 已回到检查点
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studio/checkpoint_none = 没有保存的检查点
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studio/log_text_checkpoint_saved = {0} 中的检查点
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studio/log_text_checkpoint_restored = 回到 {0} 中的检查点
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studio/drag_next_line = 拖到另一行,让它下一个执行
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studio/next_line_failed = 对话无法从这一行继续
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studio/log_text_next_line = 下一行已移到 {0}
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studio/reload_assets = 资源
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studio/reload_assets_tip = 重新读取游戏期间放入模组或层 backgrounds/ 中的背景({0})
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studio/map_assets_hint = 把新背景放进你的模组或层的 backgrounds/({0}),然后按上方栏中的"资源"。旁边的 <background>_depth 用于光照。
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studio/assets_reloaded = 已重新读取资源:{0} 个背景,没有新的
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studio/assets_reloaded_new = 已重新读取资源:{0} 个背景,新增:{1}
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studio/log_text_assets_reloaded = 已重新读取资源:{0} 个背景,{1} 个新的
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studio/background_current = 当前场景的背景
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studio/backgrounds = 背景
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studio/background_item = 背景 {0} · {1}
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