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