Jump to content

Translation issues (EA REV. 662145)


cniumunto
  • Branch: Live Branch Version: Windows Fixed

There are some issues with the Chinese translation.
Below are these issues with their associated lines in zh_cn.po, and explanations of them (Because these issues are about Chinese translation and I am not sure how to explain some of them in English, I will explain them in Chinese):

 

Wrongly written characters:

Spoiler
  • him:

Associated lines:

Spoiler

#. Quip.dgn_huntprogress_quips.QUIP.huntprogressscreen:[embison,lost_during_miniboss]skeptical.1
msgctxt "Quip.dgn_huntprogress_quips.QUIP.huntprogressscreen:[embison,lost_during_miniboss]skeptical.1"
msgid "Try baiting out his attacks before you strike, that'll make him lose his cool!"
msgstr "在你出击前,先试试引诱出他的攻击,让它自乱阵脚!"

Explanation:

第二个“他”被误写为“它”

 

  • say:

Associated lines:

Spoiler

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_apothecary].6
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_apothecary].6"
msgid "!neutral\n !think\n <#BLUE>{name.npc_armorsmith}</> never seems to run out of things to say.\n !gesture\n ...Maybe that's because she repeats what <i>other</> people say, too."
msgstr "!neutral\n !think\n <#BLUE>{name.npc_armorsmith}</>好像永远都有数不完的话。\n !gesture\n ……也许是因为她同时也在重复<i>其他人</>说过的话。"

Explanation:

“数不完”应该是“说不完”的误写

 

Absence of characters:

Spoiler
  • Imbued Arboreels:

Associated lines:

Spoiler

#. STRINGS.NAMES_PLURAL.treel_elite
msgctxt "STRINGS.NAMES_PLURAL.treel_elite"
msgid "Imbued Arboreels"
msgstr "木栖鳗"

Explanation:

“木栖鳗”前方缺少“饱浸的”

 

  • The absence of a full stop:

Associated lines:

Spoiler

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,lost_last_run,role_apothecary].1
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,lost_last_run,role_apothecary].1"
msgid "!neutral\n !gesture\n Don't feel bad, Hunter.\n !gruffnod\n You did your best."
msgstr "!neutral\n !gesture\n 不要闷闷不乐哦,猎人\n !gruffnod\n 你已经很努力了。"

Explanation:

“猎人”后方缺少句号

 

Translation errors:

Spoiler
  • Spinning Drill:

Associated lines:

Spoiler

#. Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2B_ALT
msgctxt "Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2B_ALT"
msgid "agent:\n !neutral\n !point\n Yer <#RED>Spinning Drill</> (<p bind='Controls.Digital.DODGE' color=BTNICON_DARK> <p img='images/ui_ftf/arrow_right.tex' scale=0.4 color=BTNICON_DARK> <p bind='Controls.Digital.ATTACK_LIGHT' color=BTNICON_DARK>) will <#BLUE>{name.concept_focus_hit}</> if ya smack <#RED>2+ Enemies</> with it.\n !gesture\n You can also get <#BLUE>{name_multiple.concept_focus_hit}</> with most <#RED>Attacks</> if you hit with just the tip of yer <#RED>{name.weapon_polearm}</>."
msgstr "agent:\n !neutral\n !point\n 螺旋冲钻<#RED>Spinning Drill</>(<p bind='Controls.Digital.DODGE' color=BTNICON_DARK> <p img='images/ui_ftf/arrow_right.tex' scale=0.4 color=BTNICON_DARK> <p bind='Controls.Digital.ATTACK_LIGHT' color=BTNICON_DARK>)的<#BLUE>{name.concept_focus_hit}</>是同时打中<#RED>2+ 敌人</>。\n !gesture\n 对于其他大多数的<#RED>攻击</>,<#BLUE>{name_multiple.concept_focus_hit}</>是刚好用<#RED>{name.weapon_polearm}</>的尖端打到目标。"

Explanation:

译文中的“Spinning Drill”多余,且其对应的翻译“螺旋冲钻”未应用字体格式

 

  • Swarm:

Associated lines:

Spoiler

#. STRINGS.ITEMS.WEAPON.shotput_thatcher.name
msgctxt "STRINGS.ITEMS.WEAPON.shotput_thatcher.name"
msgid "Swarm's Spite"
msgstr "沼泽之怨"

Explanation:

此处译文中将“Swarm”翻译为“沼泽”,是采用了意译的方式翻译,还是将“Swarm(虫群)”误看为了“Swamp(沼泽)”?

 

  • Switch:

Associated lines:

Spoiler

#. STRINGS.NAMES.trap_toggleswitch
msgctxt "STRINGS.NAMES.trap_toggleswitch"
msgid "Switch"
msgstr "切换"

#. STRINGS.NAMES_PLURAL.trap_toggleswitch
msgctxt "STRINGS.NAMES_PLURAL.trap_toggleswitch"
msgid "Switches"
msgstr "开关"

#. STRINGS.NAMES_PLURALITY.trap_toggleswitch
msgctxt "STRINGS.NAMES_PLURALITY.trap_toggleswitch"
msgid "Switch|Switches"
msgstr "开关"

Explanation:

第1处的原文“Switch”是指在地图“破败的首都”中引入的转换开关陷阱,应与其复数形式一样被翻译为“开关”

 

Punctuation and space symbol issues:

Spoiler

Associated lines:

Spoiler

#. Convo.dgn_are_you_cold_market.HUB0.convo.giver.STATE_0.QUESTION_1
msgctxt "Convo.dgn_are_you_cold_market.HUB0.convo.giver.STATE_0.QUESTION_1"
msgid "...Isn't your chest cold?"
msgstr "......你的胸口不冷吗?"

#. Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.ANSWER_1
msgctxt "Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.ANSWER_1"
msgid "agent:\n !happy\n !shocked\n Why, <i>say!</i> You're just in time to try my NEW <#LEGENDARY>Limited Edition</> <#BLUE><i>{name.npc_doc_lastname}-Brand</i></> <#RED>Health Potion</>!\n !clap\n [recipe:limited_potion_refill] Only <#KONJUR>{ripoff_amount} {name.i_konjur}</> more than a regular <#RED>Potion</>! Get it while sssupplies last!"
msgstr "agent:\n !happy\n !shocked\n 怎么会,<i>好巧 !</i>你正好赶上品尝我最新的<#LEGENDARY>限量版</><#BLUE><i>{name.npc_doc_lastname}牌</i></><#RED>生命魔药</>!\n !clap\n [recipe:limited_potion_refill] 仅<#KONJUR>{ripoff_amount}{name.i_konjur}</>,只比普通版<#RED>魔药</>再多这一点!份数有限,预购从……嘶嘶速!"

#. Convo.dgn_challenge_eggzy_magpie.HUB0.convo.giver.STATE_0.ANSWER_2A
msgctxt "Convo.dgn_challenge_eggzy_magpie.HUB0.convo.giver.STATE_0.ANSWER_2A"
msgid "agent:\n !neutral\n !shrug\n <z 0.8>Kwee-kwee. Quawk kee!</z>\n !laugh\n <z 0.8><i>Caa-caa-caa-caa.</i></z>"
msgstr "agent:\n !neutral\n !shrug\n <z 0.8>唧-唧。呱叽!</z>\n !laugh\n <z 0.8><i>咔-咔-咔-咔。</i></z>"

#. Convo.dgn_challenge_grim_magpie.HUB0.convo.giver.STATE_0.ANSWER_1
msgctxt "Convo.dgn_challenge_grim_magpie.HUB0.convo.giver.STATE_0.ANSWER_1"
msgid "agent:\n !neutral\n !think\n <z 0.8>Quee? Quaw-kee...</z>\n !point\n <z 0.8>Kwee kwaa, <#RED>Quawk Coo Quep</>. Queep.</z>"
msgstr "agent:\n !neutral\n !think\n <z 0.8>叽? 嘎-叽……</z>\n !point\n <z 0.8>唧呱,<#RED>嘎啊咕啾</>。啾。</z>"

#. Convo.dgn_challenge_grim_magpie.HUB0.convo.giver.STATE_0.ANSWER_2B
msgctxt "Convo.dgn_challenge_grim_magpie.HUB0.convo.giver.STATE_0.ANSWER_2B"
msgid "agent:\n !think\n <z 0.8>Quee...</z>\n !point\n <z 0.8>Quaw, <#RED>Queep Queep Quep</>!</z>"
msgstr "agent:\n !think\n <z 0.8>叽叽……</z>\n !point\n <z 0.8>嘎,<#RED>啾-啾-啾</>!</z>"

#. Convo.dgn_challenge_owl_magpie.HUB0.convo.giver.STATE_0.ANSWER_2A
msgctxt "Convo.dgn_challenge_owl_magpie.HUB0.convo.giver.STATE_0.ANSWER_2A"
msgid "agent:\n !clap\n <z 0.8>Quaw, quaw quaw!</z>"
msgstr "agent:\n !clap\n <z 0.8>嘎, 嘎嘎!</z>"

#. Convo.dgn_challenge_thtchr_magpie.HUB0.convo.giver.STATE_0.ANSWER_2B
msgctxt "Convo.dgn_challenge_thtchr_magpie.HUB0.convo.giver.STATE_0.ANSWER_2B"
msgid "agent:\n !shrug\n <z 0.8>Queh? Quee quee.</z>"
msgstr "agent:\n !shrug\n <z 0.8>嘎咦? 叽——叽——。</z>"

#. Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_1
msgctxt "Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_1"
msgid "agent:\n !dubious\n --Now, you seem like someone who could use a bit of a pick-me-up. A refreshing <i>punch</i> of vim and vigour! A bit of insurance, you might say, in an unsssure w--"
msgstr "agent:\n !dubious\n ——看得出,你用得上一点提神饮品。 一口充满精神与活力<i>水果宾治</i>,帮你清心醒脑!甚至可以说,能为你的冒险上一份保险,,毕竟这是个动荡不安的世——"

#. Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_RESOURCES_1
msgctxt "Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_RESOURCES_1"
msgid "agent:\n !dubious\n --Now, you seem like a savvy <#BLUE>{player.species}</> who could use a bit of a pick-me-up. A refreshing <i>punch</i> of vim and vigour... a bit of, err...\n !shocked\n Now wait just a moment!\n !angry\n <i>I barely sssmell any <#KONJUR>{name.i_konjur}</> on you</i>."
msgstr "agent:\n !dubious\n——看得出,你是一位精明的<#BLUE>{player.species}</>,你该不会拒绝一杯提神饮品吧。 一口饱含精神与活力<i>水果宾治</i>,帮你清心醒脑……再为你的,呃…….\n !shocked\n 诶,稍等一下!\n !angry\n <i>从你身上,我几乎闻不到一点<#KONJUR>{name.i_konjur}</>的气味呢</i>。"

#. Convo.dgn_new_biome_meeting_market.HUB0.convo.giver.STATE_0.ANSWER_1B
msgctxt "Convo.dgn_new_biome_meeting_market.HUB0.convo.giver.STATE_0.ANSWER_1B"
msgid "agent:\n !neutral\n !shocked\n <i>(*sputter*)</> My <i>bangs</>?!\n !angry\n First of all, I doth not have <i>bangs</>, I hath a... a <i>cascade</> of silky locks that hangs roguishly upon my face.\n !eyeroll\n Second, I was talking about my new works of art. Obviously."
msgstr "agent:\n !neutral\n !shocked\n <i>(*噗*)</>我的<i>刘海</>?!\n !angry\n 第一点,我未有任何<i>刘海</>,我有的是一……一把<i>瀑布般</>柔顺的长发,顽皮地挂在了我的脸前。\n !eyeroll\n 第二点,我指的是我新作的艺术品。应该很明显吧。"

#. Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_2B
msgctxt "Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_2B"
msgid "agent:\n !angry\n Now hold on just a sssecond there!\n !dubious\n I'll let you in on a little secret. These woods are <i>danger</i>-ous.\n !think\n I'd hate to see fine folks like yourself in a pinch... so what sssay you buy one of these <#RED>Potions</> for the road, hm?"
msgstr "agent:\n !angry\n 喂,等等啊!\n !dubious\n 我告诉你个小秘密吧。这周围的丛林都<i>危机</i> 四伏。\n !think\n 我最不愿看到,像你这样的善良之人陷入困窘……所以,以防路上不时之需,你为何不买上一瓶<#RED>魔药</>呢,嗯?"

#. Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_SPACE_1
msgctxt "Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_SPACE_1"
msgid "agent:\n !dubious\n --Now, as I was sssaying last time, you seem like a savvy <#BLUE>{player.species}</> who could--\n !shocked\n WAIT! You already have a <#RED>{name.potion}</>?\n !disagree\n Bouncing <#RED>{name_multiple.cabbageroll}</> on a pogo stick, this just won't do!\n !dejected\n I can't sell you my <#RED>{name_multiple.potion}</> if you have nothing to carry them in."
msgstr "agent:\n !dubious\n ——听着, 就像我上次说的,你看着是一位精明的<#BLUE>{player.species}</>,用得上——\n !shocked\n 等等!你已经有一瓶<#RED>{name.potion}</>了吗?\n !disagree\n 真是<#RED>{name_multiple.cabbageroll}</>踩跳杆,绷上加绷。这是不行的!\n !dejected\n 你没东西装的话,要我如何卖给你<#RED>{name_multiple.potion}</>啊。"

#. Convo.first_dgn_visit_scout_owl.HUB0.convo.giver.STATE_0.QUESTION_1B
msgctxt "Convo.first_dgn_visit_scout_owl.HUB0.convo.giver.STATE_0.QUESTION_1B"
msgid "<i>Brr</i>. Feels a little breezy."
msgstr "<i>哆嗦</i>。 感觉凉风阵阵的。"

#. Convo.first_dgn_visit_scout_sdmnt.HUB0.convo.giver.STATE_0.QUESTION_2C
msgctxt "Convo.first_dgn_visit_scout_sdmnt.HUB0.convo.giver.STATE_0.QUESTION_2C"
msgid "Can you tell me about the {name.rot_boss} here?"
msgstr "能给我讲讲这里的{name.rot_boss}吗 ?"

#. Convo.twn_beautiful_future_scout.HUB0.convo.giver.STATE_0.ANSWER_1B
msgctxt "Convo.twn_beautiful_future_scout.HUB0.convo.giver.STATE_0.ANSWER_1B"
msgid "agent:\n !neutral\n !agree\n You're right. We can't undo what's happened, but that doesn't mean we can't build something new.\n !happy\n !gesture\n There's still room for beauty in change."
msgstr "agent:\n !neutral\n !agree\n 你说的对。我们无法收回已经发生的事 ,但这不代表我们就不能再创造出新的来。\n !happy\n !gesture\n 世界这么大,肯定不会缺少留给美好新事物的空间。"

#. Convo.twn_fn_unlocked_apothecary.ATTRACT2.convo.giver.STATE_0.ANSWER_4
msgctxt "Convo.twn_fn_unlocked_apothecary.ATTRACT2.convo.giver.STATE_0.ANSWER_4"
msgid "agent:\n !neutral\n !dubious\n <#BLUE>'The Brinks'</>?\n !disagree\n Whatever. Eating old, stale food sounds gross. What you need is a garden.\n !think\n You have the space for it-- I was able to clear out a perfect gardening area under all those weeds that were growing here before.\n !gesture\n I could teach you how to grow crops. Only...\n !shrug\n I don't have my <#RED>{name.farmtools}</>. A stinky old <#RED>{name.totolili}</> stole them from my yard.\n !gesture\n I was out looking for them when I ran into you. They're probably still in the <#BLUE>{name.thatcher_swamp}</> somewhere.\n player:\n {name.farmtools}, huh? I'll keep an eye out for them!"
msgstr "agent:\n !neutral\n !dubious\n <#BLUE>“荒滨”</>?\n !disagree\n 不管怎么说。要吃陈旧、过期的食物听着真恶心。你们需要一个菜园。\n !think\n 你们有充足的空地——我已经清理了之前在这里生长的杂草,腾出了一片完美的菜地。\n !gesture\n 我可以教你们怎么种作物。只是……\n !shrug\n 我没有了我的<#RED>{name.farmtools}</>。一只又丑又老的<#RED>{name.totolili}</>从我的院子里把它们偷走了。\n !gesture\n 我追出来找的时候,就遇上了你。它们现在应该还在<#BLUE>{name.thatcher_swamp}</>的某个角落。\n player:\n {name.farmtools}是吗? 我会留意找找的!"

#. Convo.twn_fn_unlocked_cook.ATTRACT1.cookingtools_indungeon.giver.STATE_0.END
msgctxt "Convo.twn_fn_unlocked_cook.ATTRACT1.cookingtools_indungeon.giver.STATE_0.END"
msgid "Don't worry, I'll keep looking!"
msgstr "别担心我会继续搜索的!"

#. Convo.twn_fn_unlocked_cook.ATTRACT3.convo.giver.STATE_0.ANSWER_2
msgctxt "Convo.twn_fn_unlocked_cook.ATTRACT3.convo.giver.STATE_0.ANSWER_2"
msgid "agent:\n !neutral\n !shrug\n Ah... well, y'see, here's the thing... I can't cook if I don't have some ingredients to work with.\n !happy\n !think\n Why, to make anythin' decent I'd need, um... a <#RED>Squash</>, some <#RED>Berries</>, maybe some <#RED>Beans</>, and... let's see, um... some sorta <#RED>Fruit</>.\n !happy\n !gesture\n Now if I had those, I could whip up somethin' great! Doubt you'll find anythin' like that way out here, though."
msgstr "agent:\n !neutral\n !shrug\n 啊……嗯,你看嘛,事情是这样的……我还没法做饭,因为我没有食材呀。\n !happy\n !think\n 嗨,要想做出点像样的美食,我需要,嗯……一个<#RED>小南瓜</>、一点<#RED>浆果</>,也许再来些<#RED>豆子</>,还有……我想想,嗯……某 样<#RED>水果</>。\n !happy\n !gesture\n 假如我有这些的话,我能做出相当棒的料理!只不过,在这么偏僻的荒野里,你恐怕是找不到那样的东西喽。"

#. Convo.twn_fortify_armorsmith_2_intro.HUB0.convo.giver.STATE_0.ANSWER_1
msgctxt "Convo.twn_fortify_armorsmith_2_intro.HUB0.convo.giver.STATE_0.ANSWER_1"
msgid "agent:\n !neutral\n !dejected\n It... <i>does</>, actually.\n !think\n I've gotta admit, using <#RED>Frenzied Rot</> materials for armour is pretty groundbreaking.\n !neutral\n !disagree\n ...<i><z 0.7>Not that his ego needs any more boosting...</i></z>\n !happy\n !gesture\n But I think <#BLUE>{name.npc_lunn}</> and I could get the hang of it too, with a little practice!\n !point\n Let's do some upgrades on that new armour! Once we get it to <#RED>Level 9</>, I'll have a better feel for it.\n !clap\n Then I bet I could totally upgrade all your older armour to the same level!"
msgstr "agent:\n !neutral\n !dejected\n 它……<i>确实</>如此。\n !think\n 我不得不承认,使用<#RED>饱浸的落腐精</>素材是颇具开创性的做法。\n !neutral\n !disagree\n ...<i><z 0.7>到不像他的自负,那是一点也不需要再提升了……</i></z>\n !happy\n !gesture\n 但我觉得,只要稍加练习,我和<#BLUE>{name.npc_lunn}</>也能掌握这个技术!\n !point\n 我们一起给那件新护具做点升级吧!一旦把它提升到了<#RED>等级9</>,我对它就会有更好的手感。\n !clap\n 之后我敢说,我一定有能力把你的旧护具全都提高到同一个等级去!"

#. Convo.twn_fortify_blacksmith_1_intro.HUB0.convo.giver.STATE_0.ANSWER_2
msgctxt "Convo.twn_fortify_blacksmith_1_intro.HUB0.convo.giver.STATE_0.ANSWER_2"
msgid "agent:\n !neutral\n !think\n Workin' on that weapon till it's <#RED>fully upgraded</> should give me a feel fer how it's done.\n !gruffnod\n Just bring the goods over to the <#RED>Weapons Racks</> like usual. I'll take it from there."
msgstr "agent:\n !neutral\n !think\n 叫俺打磨打磨那个武器,等到它<#RED>完全升级</>, 就应当够俺领悟来它的制作工艺了。\n !gruffnod\n 跟平时一样,你把货物拿到<#RED>兵器架</>那里。俺会接手后续工作。"

#. Convo.twn_fortify_blacksmith_2_intro.HUB0.convo.giver.STATE_0.ANSWER_1
msgctxt "Convo.twn_fortify_blacksmith_2_intro.HUB0.convo.giver.STATE_0.ANSWER_1"
msgid "agent:\n !neutral\n !dubious\n Hm. Fine work. Very... creative.\n !think\n I'd be keen to work on it meself. Getting it up ta <#RED>Level 9</> should give me a feel fer it.\n !point\n Might give me some ideas fer upgradin' yer old weapons up to the same level, too."
msgstr "agent:\n !neutral\n !dubious\n 嗯。很精致。特别……有创意 。\n !think\n 俺想亲自打磨一番。把它提升到<#RED>等级9</>应该会给我些灵感。\n !point\n 说不准还有怎么样升级你那些旧武器的好主意嘞。"

#. Convo.twn_gems_intro_blacksmith.ATTRACT0.gems_intro.giver.STATE_0.ANSWER_4
msgctxt "Convo.twn_gems_intro_blacksmith.ATTRACT0.gems_intro.giver.STATE_0.ANSWER_4"
msgid "agent:\n !neutral\n !closedeyes\n Hmph. <z 0.7>Who wouldnae want ta know everythin' about <#KONJUR>{name_multiple.gem}</>? The way they shine and sparkle? <i>(sigh...)</></>\n !disagree\n !gesture\n ....Eh. I've picked up a few things here 'n there.\n !think\n 'Course, I could tell ye more about it if I had me <#RED>{name.gemtools}</>.\n !shrug\n But I lost 'em. So."
msgstr "agent:\n !neutral\n !closedeyes\n 哼嗯。<z 0.7>有谁不想知道有关<#KONJUR>{name_multiple.gem}</>?的一切呢?那般光彩夺目、熠熠闪亮的模样?<i>(哎……)</></>\n !disagree\n !gesture\n ……呃。俺零零碎碎地学过一些。\n !think\n 当然,如果俺的<#RED>{name.gemtools}</>还在,俺还能给你讲讲更多宝石的学问呢。\n !shrug\n 但俺把它们弄丢了。很遗憾。"

#. Convo.twn_gems_intro_blacksmith.ATTRACT0.gems_intro.giver.STATE_0.QUESTION_1
msgctxt "Convo.twn_gems_intro_blacksmith.ATTRACT0.gems_intro.giver.STATE_0.QUESTION_1"
msgid "Can you tell me anything about this? <i><#RED><z 0.7>(Show {name.npc_blacksmith} the Unidentified {name.gem})</z></></i>"
msgstr "这是什么你了解吗?<i><#RED><z 0.7>(给{name.npc_blacksmith}看未鉴定的!{name.gem})</z></></i>"

#. Convo.twn_mannequin_unlock_ea_temp_armorsmith.HUB0.convo.giver.STATE_0.ANSWER_1
msgctxt "Convo.twn_mannequin_unlock_ea_temp_armorsmith.HUB0.convo.giver.STATE_0.ANSWER_1"
msgid "agent:\n !clap\n A <#RED>Mannequin</>!\n !wavelunn\n <#BLUE>{name.npc_lunn}</> and I noticed you had to swap <i>allll</i> your <#RED>Equipment</> by hand in order to use a different loadout on a Hunt.\n !eyeroll\n That seemed <i>super</i> annoying, so we got <#BLUE>{name.npc_scout}</> to put the <#RED>Mannequin</> together to store whole outfits for easy swapping."
msgstr "agent:\n !clap\n 是<#RED>服装模特</>!\n !wavelunn\n 我和<#BLUE>{name.npc_lunn}</>注意到,为了能在狩猎中使用不同的着装组合,你不得不手动<i>一件一件地</i>更换<#RED>装备</>。\n !eyeroll\n 看起来<i>超</i>麻烦的,于是我们让<#BLUE>{name.npc_scout}</>组装了这个<#RED>服装模特</>,把你的着装搭配保存起来,方便更换。"

#. Convo.twn_mastery_explainer.ATTRACT0.convo.giver.STATE_0.ANSWER_3B
msgctxt "Convo.twn_mastery_explainer.ATTRACT0.convo.giver.STATE_0.ANSWER_3B"
msgid "agent:\n !neutral\n !dubious\n Knowledge an'bragging rights, of course-- what else would you want?\n !happy\n !laugh\n Ghe-he-he, {name.dojo_cough} just messing with you. I reward all studious Hunters with <#KONJUR>Treats</>...\n !shrug\n Like uh, <#KONJUR>{name_multiple.konjur_soul_lesser}</> and other goodies."
msgstr "agent:\n !neutral\n !dubious\n 当然是知识和向小伙伴炫耀的本钱——不然你还想要啥?\n !happy\n !laugh\n 嘿嘿嘿,{name.dojo_cough}逗你玩的。我会给每一名刻苦学习的猎人发放<#KONJUR>奖品</>……\n !shrug\n 诸如 ,嗯,<#KONJUR>{name_multiple.konjur_soul_lesser}</>之类,和其他好东西。"

#. Convo.twn_mastery_explainer.ATTRACT0.convo.giver.STATE_0.TALK2
msgctxt "Convo.twn_mastery_explainer.ATTRACT0.convo.giver.STATE_0.TALK2"
msgid "agent:\n [title:SPEAKER]\n [sound:Event.joinedTheParty] 0.5\n !gruffnod\n !happy\n That's me. Yer very own <#RED>{name.job_dojo}</>.\n [title:CLEAR]\n !neutral\n !cough\n Sorry for the hold up gettin' here.\n !very_sick\n {name.dojo_cough}\n !happy\n !point\n What d'ya say we make up for lost time and jump right into yer <#RED>Masteries</>?"
msgstr "agent:\n [title:SPEAKER]\n [sound:Event.joinedTheParty] 0.5\n !gruffnod\n !happy\n 正是本人。你的专属<#RED>{name.job_dojo}</>。\n [title:CLEAR]\n !neutral\n !cough\n 不好意思路上耽搁了。\n !very_sick\n {name.dojo_cough}\n !happy\n !point\n 让我们弥补上浪费的时间,现在就开启你的<#RED>精修课题</>吧,意下如何?"

#. Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2B_ALT
msgctxt "Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2B_ALT"
msgid "agent:\n !neutral\n !point\n Yer <#RED>Spinning Drill</> (<p bind='Controls.Digital.DODGE' color=BTNICON_DARK> <p img='images/ui_ftf/arrow_right.tex' scale=0.4 color=BTNICON_DARK> <p bind='Controls.Digital.ATTACK_LIGHT' color=BTNICON_DARK>) will <#BLUE>{name.concept_focus_hit}</> if ya smack <#RED>2+ Enemies</> with it.\n !gesture\n You can also get <#BLUE>{name_multiple.concept_focus_hit}</> with most <#RED>Attacks</> if you hit with just the tip of yer <#RED>{name.weapon_polearm}</>."
msgstr "agent:\n !neutral\n !point\n 螺旋冲钻<#RED>Spinning Drill</>(<p bind='Controls.Digital.DODGE' color=BTNICON_DARK> <p img='images/ui_ftf/arrow_right.tex' scale=0.4 color=BTNICON_DARK> <p bind='Controls.Digital.ATTACK_LIGHT' color=BTNICON_DARK>)的<#BLUE>{name.concept_focus_hit}</>是同时打中<#RED>2+ 敌人</>。\n !gesture\n 对于其他大多数的<#RED>攻击</>,<#BLUE>{name_multiple.concept_focus_hit}</>是刚好用<#RED>{name.weapon_polearm}</>的尖端打到目标。"

#. Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2C
msgctxt "Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2C"
msgid "agent:\n !neutral\n !dubious\n Eh, that's a standard issue <#RED>{name.weapon_polearm}</> from the Expedition <#RED>Rack</>, yeah?\n !point\n Then yer <#RED>Skill</> must be a melee <#RED>Crosscheck</> (<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>).\n !gruffnod\n If an <#RED>Enemy</> gets too close, hit <p bind='Controls.Digital.SKILL' color=BTNICON_DARK> to shove'em back and make some space."
msgstr "agent:\n !neutral\n !dubious\n 呃,你手中的是刚从营地武器<#RED>架</>取下的、一把标准的<#RED>{name.weapon_polearm}</>,对吧 ?\n !point\n 那你的<#RED>斗技</>就一定是<#RED>横枪猛推</>(<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>)了。\n !gruffnod\n 一旦有<#RED>敌人</>走得太近,就敲击<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>把它们推开,从而创造出行动的空间吧。"

#. Convo.twn_shop_armorsmith.HUB0.fortify_1.giver.STATE_0.OPT_CANCEL
msgctxt "Convo.twn_shop_armorsmith.HUB0.fortify_1.giver.STATE_0.OPT_CANCEL"
msgid "Nevermind."
msgstr "没有什么 。"

#. Convo.twn_shop_armorsmith.HUB1.fortify_2.giver.STATE_0.OPT_CANCEL
msgctxt "Convo.twn_shop_armorsmith.HUB1.fortify_2.giver.STATE_0.OPT_CANCEL"
msgid "Nevermind."
msgstr "没有什么 。"

#. Convo.twn_shop_blacksmith.HUB0.corestone_crafting.giver.STATE_0.TALK_CRAFT_CORESTONE_WEAPON
msgctxt "Convo.twn_shop_blacksmith.HUB0.corestone_crafting.giver.STATE_0.TALK_CRAFT_CORESTONE_WEAPON"
msgid "[recipe:corestone_weapon_recipe] Ye want me to make ye a <#RED>{corestone_weapon_name}</>?"
msgstr "[recipe:corestone_weapon_recipe] 你想让我帮你做一把<#RED>{corestone_weapon_name}</>?"

#. Convo.twn_shop_blacksmith.HUB1.fortify_1.giver.STATE_0.OPT_CANCEL
msgctxt "Convo.twn_shop_blacksmith.HUB1.fortify_1.giver.STATE_0.OPT_CANCEL"
msgid "Nevermind."
msgstr "没有什么 。"

#. Convo.twn_shop_blacksmith.HUB2.fortify_2.giver.STATE_0.OPT_CANCEL
msgctxt "Convo.twn_shop_blacksmith.HUB2.fortify_2.giver.STATE_0.OPT_CANCEL"
msgid "Nevermind."
msgstr "没有什么 。"

#. Convo.twn_toot_and_flitt_origin_scout.HUB0.convo.giver.STATE_0.ANSWER_4B
msgctxt "Convo.twn_toot_and_flitt_origin_scout.HUB0.convo.giver.STATE_0.ANSWER_4B"
msgid "agent:\n !happy\n !dubious\n <i>Maybe</i> now... if I got lucky. But definitely not in his prime."
msgstr "agent:\n !happy\n !dubious\n <i>有可能吧</i> ,如果是现在的话.……我运气还要足够好。但在他全盛的时期,绝对没戏。"

#. Convo.twn_weapon_weight_blacksmith.HUB0.convo.giver.STATE_0.ANSWER_2A
msgctxt "Convo.twn_weapon_weight_blacksmith.HUB0.convo.giver.STATE_0.ANSWER_2A"
msgid "agent:\n !neutral\n !gruffnod\n Aye, then. Ahem. <#RED>Heavy Weapons</>?\n !point\n Hefty. They do more <#RED>Damage</>.\n !dubious\n <#RED>Light Weapons</>? Less <#RED>Damage</>.\n !point\n Fast though. Less risky ta commit ta an <#RED>Attack</>.\n !shrug\n <#RED>Normal Weapon</>? Eh. Balanced."
msgstr "agent:\n !neutral\n !gruffnod\n 就是,那个,咳咳。<#RED>重型武器</>?\n !point\n 笨重。能打出更高的<#RED>伤害</>。\n !dubious\n <#RED>轻型武器</>?<#RED>伤害</>要低一些。\n !point\n 不过很敏捷。被<#RED>攻击</>反打的风险更低。\n !shrug\n <#RED>普通武器</>? 嗯。比较平均。"

#. Quest.after_insert_heart_scout_sdmnt.QUIP.chitchat:[has_killed_sedament,in_quest_after_insert_heart_scout_sdmnt,in_town,just_deposited_sedament_heart,role_scout]NOT[in_town].1
msgctxt "Quest.after_insert_heart_scout_sdmnt.QUIP.chitchat:[has_killed_sedament,in_quest_after_insert_heart_scout_sdmnt,in_town,just_deposited_sedament_heart,role_scout]NOT[in_town].1"
msgid "agent:\n !happy\n !nervous\n Umm, just as a heads-up, I haven't been given my script for this next part of the <#RED>Game</> yet. <#RED>Early Access</> and all.\n !neutral\n !think\n I think there's some upcoming story stuff in the works behind the scenes...\n !happy\n !gesture\n But that kind of puts me in an awkward position talking to you now, doesn't it?"
msgstr "agent:\n !happy\n !nervous\n嗯,就是预先提一嘴,我还没有拿到下一部分<#RED>游戏</>的台词。 因为<#RED>抢先体验</>之类的原因嘛。\n !neutral\n !think\n 我想,一些即将加入的故事相关内容应该正在幕后制作中……\n !happy\n !gesture\n 不过这现在就导致,我和你聊天的时候可能会无话可说。有点尴尬,是不是?"

#. Quest.dgn_do_you_live_here_potion.QUIP.chitchat:[in_quest_dgn_do_you_live_here_potion,location_treemon_forest,role_travelling_salesman].1
msgctxt "Quest.dgn_do_you_live_here_potion.QUIP.chitchat:[in_quest_dgn_do_you_live_here_potion,location_treemon_forest,role_travelling_salesman].1"
msgid "!happy\n !shocked\n Restore your mojo on the go-go!\n !greet\n {name.npc_doc_lastname}-brand <#RED>Health {name.potion}s</>!"
msgstr "!happy\n !shocked\n 一口下去,活力再续!\n !greet\n {name.npc_doc_lastname}牌<#RED>生命{name.potion}</>!"

#. Quest.dgn_grove_potion.QUIP.chitchat:[in_quest_dgn_grove_potion,location_owlitzer_forest,role_travelling_salesman].1
msgctxt "Quest.dgn_grove_potion.QUIP.chitchat:[in_quest_dgn_grove_potion,location_owlitzer_forest,role_travelling_salesman].1"
msgid "!happy\n !shocked\n Restore your mojo on the go-go!\n !greet\n {name.npc_doc_lastname}-brand <#RED>Health {name.potion}s</>!"
msgstr "!happy\n !shocked\n 一口下去,活力再续!\n !greet\n {name.npc_doc_lastname}牌<#RED>生命{name.potion}</>!"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_apothecary]NOT[wf_town_has_blacksmith].1
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_apothecary]NOT[wf_town_has_blacksmith].1"
msgid "!dubious\n Um. How have you lasted this long without a <#RED>{name.job_blacksmith}</>?"
msgstr "!dubious\n 嗯。这里一名<#RED>{name.job_blacksmith}</>也没有,你们是怎样坚持这么久的?"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_konjurist,upgradable_powers].1
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_konjurist,upgradable_powers].1"
msgid "!happy\n !point\n Whewie, you're <i>ripe</i> with <#KONJUR>{name.i_konjur}</> stink-- need an <#RED>Upgrade</>?"
msgstr "!happy\n !point\n 噗噗,你身上<#KONJUR>{name.i_konjur}</>的气味<i>真浓烈</i>——需要<#RED>升级</>吗?"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_konjurist].7
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_konjurist].7"
msgid "!happy\n !notebook\n Hmm...\n !think\n How interesting."
msgstr "!happy\n !notebook\n 嗯……\n !think\n 好有意思 。"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_market_magpie].6
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_market_magpie].6"
msgid "!happy\n !dubious\n <z 0.8>Quort.</>\n !think\n <z 0.8>Quee, quee.</>"
msgstr "!happy\n !dubious\n <z 0.8>吼特!.</>\n !think\n <z 0.8>啾,啾。</>"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].1
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].1"
msgid "agent:\n !neutral\n !think\n Hey, do you know about <#BLUE>{name_multiple.concept_focus_hit}</>?\n !point\n For a <#RED>{name.weapon_hammer}</> like yours, one way to <#BLUE>{name.concept_focus_hit}</> is to hit <#RED>2+ Targets</> at once."
msgstr "agent:\n !neutral\n !think\n 嘿,你知道<#BLUE>{name_multiple.concept_focus_hit}</>吗?\n !point\n 例如你的<#RED>{name.weapon_hammer}</> ,它的一个<#BLUE>{name.concept_focus_hit}</>的方法是同时命中<#RED>2+ 目标</>。"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].2
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].2"
msgid "agent:\n !neutral\n !think\n Hey Hunter, do you know how to do your <#BLUE>{name_multiple.concept_focus_hit}</>?\n !point\n For a <#RED>{name.weapon_hammer}</> like yours, one way to <#BLUE>{name.concept_focus_hit}</> is to fully charge your <#RED>Skill</> (<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>)."
msgstr "agent:\n !neutral\n !think\n 嘿,猎人,知道怎么<#BLUE>{name_multiple.concept_focus_hit}</>吗?\n !point\n 例如你的<#RED>{name.weapon_hammer}</> ,它的一种<#BLUE>{name.concept_focus_hit}</>的方法是将你的<#RED>斗技</> (<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>)蓄满力打出。"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].3
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].3"
msgid "agent:\n !neutral\n !think\n Oh, Hunter, do you know your <#BLUE>{name.concept_focus_hit}</> conditions?\n !point\n For a <#RED>{name.weapon_hammer}</> like that, one way to <#BLUE>{name.concept_focus_hit}</> is to fully charge your <#RED>Heavy Attack</> (<p bind='Controls.Digital.ATTACK_HEAVY' color=BTNICON_DARK>)."
msgstr "agent:\n !neutral\n !think\n 哦,猎人。你知道<#BLUE>{name.concept_focus_hit}</>的条件吗?\n !point\n 拿那个<#RED>{name.weapon_hammer}</>举例,其中一个<#BLUE>{name.concept_focus_hit}</>方法是打出满蓄力的<#RED>重攻击</> (<p bind='Controls.Digital.ATTACK_HEAVY' color=BTNICON_DARK>)。"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat]NOT[role_apothecary,role_armorsmith,role_blacksmith,role_cook,role_hunter,role_konjurist,role_market_magpie,role_market_merchant,role_scout,role_travelling_salesman].1
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat]NOT[role_apothecary,role_armorsmith,role_blacksmith,role_cook,role_hunter,role_konjurist,role_market_magpie,role_market_merchant,role_scout,role_travelling_salesman].1"
msgid "I shouldn't be saying this, please press F8 to report it!"
msgstr "我不应该说出这句话,请按F8 报告这个错误!"

#. Quest.twn_fallback_chat.QUIP.nothingtosay:[in_quest_twn_fallback_chat]NOT[role_apothecary,role_armorsmith,role_blacksmith,role_cook,role_hunter,role_konjurist,role_market_magpie,role_market_merchant,role_scout,role_travelling_salesman].1
msgctxt "Quest.twn_fallback_chat.QUIP.nothingtosay:[in_quest_twn_fallback_chat]NOT[role_apothecary,role_armorsmith,role_blacksmith,role_cook,role_hunter,role_konjurist,role_market_magpie,role_market_merchant,role_scout,role_travelling_salesman].1"
msgid "I shouldn't be saying this, please press F8 to report it."
msgstr "我不应该说出这句话,请按F8 报告这个错误。"

#. STRINGS.ITEMS.GEMS.LEVEL_UP_NOTIFICATION
msgctxt "STRINGS.ITEMS.GEMS.LEVEL_UP_NOTIFICATION"
msgid "{gem_name} Level Up!!!"
msgstr "{gem_name}升级了!!"

#. STRINGS.ITEMS.MATERIALS.ingot_sedament_tundra.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.ingot_sedament_tundra.name_multiple_fmt"
msgid "Stone Fortifying Ingot ({count})"
msgstr "硬石强化坚锭({count})"

#. STRINGS.ITEMS.MATERIALS.konjur_heart.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.konjur_heart.name_multiple_fmt"
msgid "{name_multiple.konjur_heart} ({count})"
msgstr "{name_multiple.konjur_heart}({count})"

#. STRINGS.ITEMS.MATERIALS.konjur_heart_bandicoot.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.konjur_heart_bandicoot.name_multiple_fmt"
msgid "{name.bandicoot} {name_multiple.konjur_heart} ({count})"
msgstr "{name.bandicoot}{name_multiple.konjur_heart}({count})"

#. STRINGS.ITEMS.MATERIALS.konjur_heart_megatreemon.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.konjur_heart_megatreemon.name_multiple_fmt"
msgid "{name.megatreemon} {name_multiple.konjur_heart} ({count})"
msgstr "{name.megatreemon}{name_multiple.konjur_heart}({count})"

#. STRINGS.ITEMS.MATERIALS.konjur_heart_owlitzer.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.konjur_heart_owlitzer.name_multiple_fmt"
msgid "{name.owlitzer} {name_multiple.konjur_heart} ({count})"
msgstr "{name.owlitzer}{name_multiple.konjur_heart}({count})"

#. STRINGS.ITEMS.MATERIALS.konjur_heart_sedament.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.konjur_heart_sedament.name_multiple_fmt"
msgid "{name.sedament} {name_multiple.konjur_heart} ({count})"
msgstr "{name.sedament}{name_multiple.konjur_heart}({count})"

#. STRINGS.ITEMS.MATERIALS.konjur_heart_thatcher.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.konjur_heart_thatcher.name_multiple_fmt"
msgid "{name.thatcher} {name_multiple.konjur_heart} ({count})"
msgstr "{name.thatcher}{name_multiple.konjur_heart}({count})"

#. STRINGS.ITEMS.MATERIALS.konjur_soul_greater.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.konjur_soul_greater.name_multiple_fmt"
msgid "{name_multiple.konjur_soul_greater} ({count})"
msgstr "{name_multiple.konjur_soul_greater}({count})"

#. STRINGS.ITEMS.MATERIALS.konjur_soul_lesser.name_multiple_fmt
msgctxt "STRINGS.ITEMS.MATERIALS.konjur_soul_lesser.name_multiple_fmt"
msgid "{name_multiple.konjur_soul_lesser} ({count})"
msgstr "{name_multiple.konjur_soul_lesser}({count})"

#. STRINGS.ITEMS.MATERIALS.seeker_boquet.desc
msgctxt "STRINGS.ITEMS.MATERIALS.seeker_boquet.desc"
msgid "A <#RED>{name.seeker}</> by any other name would smell like feet.\n\nFound in: <#RED>{name.thatcher_swamp}</>"
msgstr "但凡它换个名字,不叫<#RED>{name.seeker}</>,我都敢说,这闻起来简直就是臭脚丫子 。\n\n出产地:<#RED>{name.thatcher_swamp}</>"

#. STRINGS.ITEMS.MATERIALS.swarmy_arm.name
msgctxt "STRINGS.ITEMS.MATERIALS.swarmy_arm.name"
msgid "{name.swarmy_elite} Arm"
msgstr "{name.swarmy_elite}胳膊 "

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_cannon_clusterbomb.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_cannon_clusterbomb.desc"
msgid "<#RED>Mortar Shot</> is replaced with <#RED>Cluster Shot</> that shoots <#RED>1 {name.cannon_ammo}</> and bursts into clusters."
msgstr "用<#RED>簇弹炮击</>替换<#RED>迫击炮击</>,每次发射<#RED>1 颗{name.cannon_ammo}</>并爆散变成弹组。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_gourdo_weapon.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_gourdo_weapon.desc"
msgid "When <#RED>Healing</> more than 10 Health, deal that much <#RED>Damage</> in a large radius."
msgstr "每次<#RED>治疗</>量大于10 点生命值时,对大范围内目标造成同等数值的<#RED>伤害</>。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_shotput_spiked_rebound.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_shotput_spiked_rebound.desc"
msgid "<#RED>Rebounds</> back in the opposite direction after hitting a <#RED>Target</>.\n\n[WIP: Upgradable ability]."
msgstr "击中<#RED>目标</>后,向反方向<#RED>回弹</>。\n\n[设计中: 技能升级]."

#. STRINGS.ITEMS.POWERS.PLAYER.bad_luck_protection.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.bad_luck_protection.desc"
msgid "Gain <#RED>+{bonus}% Critical Chance</> each time you hit something.\n\nResets when you <#RED>Critical Hit</>."
msgstr "每次打中任意物体时,获得<#RED>+{bonus}% 会心率</>。\n\n<#RED>会心一击</>后重置。"

#. STRINGS.ITEMS.POWERS.PLAYER.ping.name
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.ping.name"
msgid "Ping!"
msgstr "乒!"

#. STRINGS.ITEMS.POWERS.PLAYER.pong.name
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.pong.name"
msgid "Pong!"
msgstr "乓!"

#. STRINGS.ITEMS.POWERS.PLAYER.revive_damage_bonus.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.revive_damage_bonus.desc"
msgid "Once per <#RED>{name.dungeon_room}</>, when you <#RED>{name.concept_revive}</> an <#RED>{name.concept_ally}</> gain <#RED>+{percent_per_revive}% {name.concept_damage}</> for the rest of the {name.run}."
msgstr "每小局<#RED>{name.dungeon_room}</>仅生效一次,当你<#RED>{name.concept_revive}</>一名<#RED>{name.concept_ally}</>时, 获得<#RED>+{percent_per_revive}%{name.concept_damage}</>,效果持续{name.run}全程。"

#. STRINGS.ITEMS.POWERS.PLAYER.sanguine_power.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.sanguine_power.desc"
msgid "Each time you <#RED>Kill</> an <#RED>Enemy</>, gain <#RED>+{bonus}% Critical Chance</> for <#RED>{time}</> seconds."
msgstr "每<#RED>击杀</>一只<#RED>敌人</>,获得<#RED>+{bonus}% 会心率</>,效果持续<#RED>{time}</> 秒。"

#. STRINGS.ITEMS.POWERS.SHIELD.shield.desc
msgctxt "STRINGS.ITEMS.POWERS.SHIELD.shield.desc"
msgid "When you have <#BLUE>4 Shield Segments</>, any <#RED>{name.concept_damage}</> taken is reduced to <#RED>{damage}</>, then removes all <#BLUE>Segments</>."
msgstr "拥有<#BLUE>4 护盾碎片</>时,受到的任何<#RED>{name.concept_damage}</>都将减至<#RED>{damage}</>,同时消耗掉全部<#BLUE>碎片</>。"

#. STRINGS.ITEMS.POWERS.SKILL.cannon_butt.desc
msgctxt "STRINGS.ITEMS.POWERS.SKILL.cannon_butt.desc"
msgid "Hit an enemy with the butt of your <#RED>{name.weapon_cannon}</>.\n\nOn hit, gain <#RED>1 {name.cannon_ammo}</>."
msgstr "用<#RED>{name.weapon_cannon}</>的炮尾攻击一只敌人。\n\n打中则填充<#RED>1 发炮弹</>。"

#. STRINGS.ITEMS.POWERS.SKILL.cannon_singlereload.desc
msgctxt "STRINGS.ITEMS.POWERS.SKILL.cannon_singlereload.desc"
msgid "Reload <#RED>1 {name.cannon_ammo}</>."
msgstr "装填<#RED>1 颗{name.cannon_ammo}</>。"

#. STRINGS.ITEMS.STRUCTURES.chair_swamp_2.desc
msgctxt "STRINGS.ITEMS.STRUCTURES.chair_swamp_2.desc"
msgid "Weee!"
msgstr "转耶!!"

#. STRINGS.ITEMS.TONICS.shrink.desc
msgctxt "STRINGS.ITEMS.TONICS.shrink.desc"
msgid "Some <#RED>Pearls</> make you larger... these <#RED>Pearls</> make you small.\n\n<#RED>{name_multiple.tonic}</> are automatically added to your <#RED>{name.potion}</> when equipped.\n\nEffects trigger after drinking."
msgstr "有的<#RED>珍珠</>会让你变大…… 而这些<#RED>珍珠</>会把你变小。\n\n装备<#RED>{name_multiple.tonic}</>时,它们将自动加入你的<#RED>{name.potion}</>。\n\n饮用后触发效果。"

#. STRINGS.ITEMS.WEAPON_MASTERY.POLEARM.polearm_focus_hits_tip.desc
msgctxt "STRINGS.ITEMS.WEAPON_MASTERY.POLEARM.polearm_focus_hits_tip.desc"
msgid "Deal extra <#RED>Damage</> by hitting a <#RED>Target</> with the tip of your <#RED>Spear</>, performing a <#BLUE>{name.concept_focus_hit}</>.\n*May be completed in <#BLUE>Town</>"
msgstr "用<#RED>长矛</>尖端打中<#RED>目标</>, 造成<#BLUE>{name.concept_focus_hit}</>提高<#RED>伤害</>。\n*可在<#BLUE>城镇</>内完成"

#. STRINGS.SLIDESHOW.INTRO.CAPTION_3
msgctxt "STRINGS.SLIDESHOW.INTRO.CAPTION_3"
msgid "\"—but they don't feel like magic.\"\n"
msgstr "“——但没有一件是美好的——‘像有魔法似的 ’。”\n"

#. STRINGS.UI.CONSOLESCREEN.LOCALEXECUTE
msgctxt "STRINGS.UI.CONSOLESCREEN.LOCALEXECUTE"
msgid "Local:"
msgstr "本地:"

#. STRINGS.UI.CONSOLESCREEN.REMOTEEXECUTE
msgctxt "STRINGS.UI.CONSOLESCREEN.REMOTEEXECUTE"
msgid "Remote:"
msgstr "远程:"

#. STRINGS.UI.CONTROLSCHEMEPOPUP.DESC
msgctxt "STRINGS.UI.CONTROLSCHEMEPOPUP.DESC"
msgid "Your control scheme is an important part of the hunt. We suggest using Mouse Aiming for more accurate and fluid control, however practice may be required.\n\nDon't worry, you can always change this in the Options menu."
msgstr "您的控制方案是狩猎的重要组成部分。我们建议使用鼠标瞄准来实现更精确、更流畅的控制,不过可能需要一些练习。\n\n别担心,您可以在 “选项 ”菜单中随时更改。"

#. STRINGS.UI.FEEDBACK_SCREEN.CATEGORY_PROMPT.OTHER
msgctxt "STRINGS.UI.FEEDBACK_SCREEN.CATEGORY_PROMPT.OTHER"
msgid "What happened?"
msgstr "发生什么事?"

#. STRINGS.UI.FORGEARMORSCREEN.MAX_SLOTS_HELPTEXT
msgctxt "STRINGS.UI.FORGEARMORSCREEN.MAX_SLOTS_HELPTEXT"
msgid "This armour can be crafted with a maximum of %s slot(s)."
msgstr "制作这件护具时,成品最多可拥有%s 个宝石孔。"

#. STRINGS.UI.FORGEWEAPONSCREEN.MAX_SLOTS_HELPTEXT
msgctxt "STRINGS.UI.FORGEWEAPONSCREEN.MAX_SLOTS_HELPTEXT"
msgid "This weapon can be crafted with a maximum of %s slot(s)."
msgstr "制作这种武器时,成品最多可含有%s 个宝石孔"

#. STRINGS.UI.FORGEWEAPONSCREEN.MAX_UPGRADES_HELPTEXT
msgctxt "STRINGS.UI.FORGEWEAPONSCREEN.MAX_UPGRADES_HELPTEXT"
msgid "This weapon can be upgraded a maximum of %s time(s)."
msgstr "这件武器最多能够升级%s 次。"

#. STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL
msgctxt "STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL"
msgid "DISCARD ALL (%d)"
msgstr "丢弃全部 (%d)"

#. STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL_DIALOG_TEXT
msgctxt "STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL_DIALOG_TEXT"
msgid "Discarding these items will remove them permanently from your inventory.\nAre you sure you want to remove all of this item?"
msgstr "丢弃这些物品会,从你的物品库存中永久移除它们。\n你确认要移除吗?"

#. STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL_DIALOG_TITLE
msgctxt "STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL_DIALOG_TITLE"
msgid "Discard %d items?"
msgstr "丢弃%d 物品吗?"

#. STRINGS.UI.INVENTORYSCREEN.DISCARD_DIALOG_TEXT
msgctxt "STRINGS.UI.INVENTORYSCREEN.DISCARD_DIALOG_TEXT"
msgid "Discarding this item will remove it permanently from your inventory.\nAre you sure you want to remove it?"
msgstr "丢弃这件物品,会从你的物品库存中永久地移除它。\n你确认要移除吗?"

#. STRINGS.UI.MAINSCREEN.CMDLINE_ARGS
msgctxt "STRINGS.UI.MAINSCREEN.CMDLINE_ARGS"
msgid "Launch Options: {args}"
msgstr "启动选项: {args}"

#. STRINGS.UI.MAINSCREEN.PROFILE_SECONDS
msgctxt "STRINGS.UI.MAINSCREEN.PROFILE_SECONDS"
msgid "Profiling game (%d)"
msgstr "分析游戏中(%d)"

#. STRINGS.UI.MAPSCREEN.CURRENT_ATTACK
msgctxt "STRINGS.UI.MAPSCREEN.CURRENT_ATTACK"
msgid "Current: <p img='images/icons_ftf/stat_weapon.tex' color=0 scale=1>%d"
msgstr "当前: <p img='images/icons_ftf/stat_weapon.tex' color=0 scale=1>%d"

#. STRINGS.UI.MAPSCREEN.CURRENT_DEFENSE
msgctxt "STRINGS.UI.MAPSCREEN.CURRENT_DEFENSE"
msgid "Current: <p img='images/ui_ftf/ic_stat_defend.tex' color=0 scale=1>%d"
msgstr "当前: <p img='images/ui_ftf/ic_stat_defend.tex' color=0 scale=1>%d"

#. STRINGS.UI.META_PROGRESS.REWARD_STATUS
msgctxt "STRINGS.UI.META_PROGRESS.REWARD_STATUS"
msgid "{reward}: {xp}/{xp_target} EXP"
msgstr "{reward}: {xp}/{xp_target} 经验"

#. STRINGS.UI.PAUSEMENU.CONNECT_SIDEBAR.INSTRUCTIONS
msgctxt "STRINGS.UI.PAUSEMENU.CONNECT_SIDEBAR.INSTRUCTIONS"
msgid "Activate a device to use for {player_name}:"
msgstr "激活一个设备,用于控制{player_name}:"

#. STRINGS.UI.PAUSEMENU.HOSTQUITSUBTITLE
msgctxt "STRINGS.UI.PAUSEMENU.HOSTQUITSUBTITLE"
msgid "Shut down server?"
msgstr "关闭服务器?"

#. STRINGS.UI.PAUSEMENU.QUITBODY
msgctxt "STRINGS.UI.PAUSEMENU.QUITBODY"
msgid "Leaving so soon?"
msgstr "这么快就走了?"

#. STRINGS.UI.PAUSEMENU.SAVEANDQUITTITLE
msgctxt "STRINGS.UI.PAUSEMENU.SAVEANDQUITTITLE"
msgid "Save and return to main menu?"
msgstr "保存并返回主菜单?"

#. STRINGS.UI.PLAYERSSCREEN.POPUP_BAN_TITLE
msgctxt "STRINGS.UI.PLAYERSSCREEN.POPUP_BAN_TITLE"
msgid "Ban %s?"
msgstr "拉黑%s?"

#. STRINGS.UI.QUANTITY
msgctxt "STRINGS.UI.QUANTITY"
msgid "{name} (x{count})"
msgstr "{name} (x{count})"

#. STRINGS.UI.STEAMUSERGROUPSWIDGET.MORE_NR_GAMES_TO_JOIN
msgctxt "STRINGS.UI.STEAMUSERGROUPSWIDGET.MORE_NR_GAMES_TO_JOIN"
msgid "%d+ games to join"
msgstr "%d+ 个游戏可加入"

#. STRINGS.UI.STEAMUSERGROUPSWIDGET.NR_GAMES_TO_JOIN
msgctxt "STRINGS.UI.STEAMUSERGROUPSWIDGET.NR_GAMES_TO_JOIN"
msgid "%d games to join"
msgstr "%d 个游戏可加入"

#. STRINGS.UI.STEAMUSERGROUPSWIDGET.ONE_GAME_TO_JOIN
msgctxt "STRINGS.UI.STEAMUSERGROUPSWIDGET.ONE_GAME_TO_JOIN"
msgid "1 game to join"
msgstr "1 个游戏可加入"

#. STRINGS.UI.TOOLTIPS.SHIELD_SEGMENTS.DESC
msgctxt "STRINGS.UI.TOOLTIPS.SHIELD_SEGMENTS.DESC"
msgid "Collect <#RED>4 Shield Segments</> to gain <#RED>Shield</>."
msgstr "集齐<#RED>4 护盾碎片</>后,获得<#RED>护盾</>。"

#. STRINGS.UI.UNITFRAME.SKILL_TOOLTIP
msgctxt "STRINGS.UI.UNITFRAME.SKILL_TOOLTIP"
msgid "<#RED>{name.concept_skill}:</> (<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>)\n%s\n%s"
msgstr "<#RED>{name.concept_skill}:</> (<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>)\n%s\n%s"

#. STRINGS.WEAPONS.FOCUS_HIT.BOW
msgctxt "STRINGS.WEAPONS.FOCUS_HIT.BOW"
msgid "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• Release your arrow just as your bowstring is fully extended"
msgstr "<#BLUE>{name.concept_focus_hit}:</BLUE>\n•在弓弦刚好完全拉紧时释放你的箭"

#. STRINGS.WEAPON_TIPS.FOCUS_HIT.POLEARM
msgctxt "STRINGS.WEAPON_TIPS.FOCUS_HIT.POLEARM"
msgid "<#BLUE>Focus Hit:</BLUE>\n• Hit an enemy with the tip of your {name.weapon_polearm}\n• Hit multiple enemies with the <#RED>Spinning Drill</RED> (<p bind='Controls.Digital.DODGE' color=LIGHT_TEXT>  <p img='images/ui_ftf/arrow_right.tex' color=0 scale=0.4>  <p bind='Controls.Digital.ATTACK_LIGHT' color=LIGHT_TEXT>)"
msgstr "<#BLUE>贯注打击:</BLUE>\n• 使用{name.weapon_polearm}尖端打中敌人\n• 使用<#RED>螺旋冲钻</RED>(<p bind='Controls.Digital.DODGE' color=LIGHT_TEXT>  <p img='images/ui_ftf/arrow_right.tex' color=0 scale=0.4>  <p bind='Controls.Digital.ATTACK_LIGHT' color=LIGHT_TEXT>)打中多只敌人"

Explanation:

Spoiler

Convo.dgn_are_you_cold_market.HUB0.convo.giver.STATE_0.QUESTION_1的译文中“你的”前方的省略号是6个点号,而不像大部分译文中一样是中文省略号
Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.ANSWER_1的译文中“好巧”与“!”之间有一个多余的空格
Convo.dgn_challenge_eggzy_magpie.HUB0.convo.giver.STATE_0.ANSWER_2A的译文中“呱叽”后方的感叹号是半角感叹号
Convo.dgn_challenge_grim_magpie.HUB0.convo.giver.STATE_0.ANSWER_1的译文中“<z 0.8>叽”后方的问号是半角问号,且该问号后方有一个多余的空格
Convo.dgn_challenge_grim_magpie.HUB0.convo.giver.STATE_0.ANSWER_2B的译文中“<#RED>啾-啾-啾</>”后方的感叹号是半角感叹号
Convo.dgn_challenge_owl_magpie.HUB0.convo.giver.STATE_0.ANSWER_2A的译文中“<z 0.8>嘎”后方的逗号是半角逗号,且该逗号后方有一个多余的空格
Convo.dgn_challenge_thtchr_magpie.HUB0.convo.giver.STATE_0.ANSWER_2B的译文中“嘎咦”后方的问号是半角问号,且该问号后方有一个多余的空格
Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_1的译文中“饮品。”与“一口”之间有一个多余的空格,“保险”后方有两个逗号
Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_RESOURCES_1的译文中“饮品吧。”与“一口”之间有一个多余的空格,“呃……”后方有一个多余的点号
Convo.dgn_new_biome_meeting_market.HUB0.convo.giver.STATE_0.ANSWER_1B的译文中“*噗*”两侧的圆括号是半角圆括号
Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_2B的译文中“嗯”后方的问号是半角问号
Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_SPACE_1的译文中“听着,”与“就像”之间有一个多余的空格
Convo.first_dgn_visit_scout_owl.HUB0.convo.giver.STATE_0.QUESTION_1B的译文中“<i>哆嗦</i>。”与“感觉”之间有一个多余的空格
Convo.first_dgn_visit_scout_sdmnt.HUB0.convo.giver.STATE_0.QUESTION_2C的译文中“吗”与“?”之间有一个多余的空格
Convo.twn_beautiful_future_scout.HUB0.convo.giver.STATE_0.ANSWER_1B的译文中“的事”与“,但”之间有一个多余的空格
Convo.twn_fn_unlocked_apothecary.ATTRACT2.convo.giver.STATE_0.ANSWER_4的译文中“是吗?”与“我会”之间有一个多余的空格
Convo.twn_fn_unlocked_cook.ATTRACT1.cookingtools_indungeon.giver.STATE_0.END的译文中“担心”与“我”之间缺少逗号
Convo.twn_fn_unlocked_cook.ATTRACT3.convo.giver.STATE_0.ANSWER_2的译文中“……某”与“样<#RED>水果</>”之间有一个多余的空格
Convo.twn_fortify_armorsmith_2_intro.HUB0.convo.giver.STATE_0.ANSWER_1的译文中“<i><z 0.7>到不像”前方的省略号是3个点号,而不像大部分译文中一样是中文省略号
Convo.twn_fortify_blacksmith_1_intro.HUB0.convo.giver.STATE_0.ANSWER_2的译文中“升级</>,”与“就应当”之间有一个多余的空格
Convo.twn_fortify_blacksmith_2_intro.HUB0.convo.giver.STATE_0.ANSWER_1的译文中“创意”与“。”之间有一个多余的空格
Convo.twn_gems_intro_blacksmith.ATTRACT0.gems_intro.giver.STATE_0.ANSWER_4的译文中“的一切”前方有一个多余的半角问号
Convo.twn_gems_intro_blacksmith.ATTRACT0.gems_intro.giver.STATE_0.QUESTION_1的译文中“未鉴定的”后方有一个无来由的全角感叹号
Convo.twn_mannequin_unlock_ea_temp_armorsmith.HUB0.convo.giver.STATE_0.ANSWER_1的译文中“是<#RED>服装模特</>”后方的感叹号是半角感叹号
Convo.twn_mastery_explainer.ATTRACT0.convo.giver.STATE_0.ANSWER_3B的译文中“诸如”与“,”之间有一个多余的空格
Convo.twn_mastery_explainer.ATTRACT0.convo.giver.STATE_0.TALK2的译文中“如何”后方的问号是半角问号
Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2B_ALT的译文中“2+”与“敌人”之间有一个多余的空格
Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2C的译文中“对吧”与“?”之间有一个多余的空格
Convo.twn_shop_armorsmith.HUB0.fortify_1.giver.STATE_0.OPT_CANCEL的译文中“什么”与“。”之间有一个多余的空格
Convo.twn_shop_armorsmith.HUB1.fortify_2.giver.STATE_0.OPT_CANCEL的译文中“什么”与“。”之间有一个多余的空格
Convo.twn_shop_blacksmith.HUB0.corestone_crafting.giver.STATE_0.TALK_CRAFT_CORESTONE_WEAPON的译文中“{corestone_weapon_name}</>”后方的问号是半角问号
Convo.twn_shop_blacksmith.HUB1.fortify_1.giver.STATE_0.OPT_CANCEL的译文中“什么”与“。”之间有一个多余的空格
Convo.twn_shop_blacksmith.HUB2.fortify_2.giver.STATE_0.OPT_CANCEL的译文中“什么”与“。”之间有一个多余的空格
Convo.twn_toot_and_flitt_origin_scout.HUB0.convo.giver.STATE_0.ANSWER_4B的译文中“的话”后方有一个多余的点号
Convo.twn_weapon_weight_blacksmith.HUB0.convo.giver.STATE_0.ANSWER_2A的译文中“<#RED>普通武器</>”后方的问号是半角问号,且该问号后方有一个多余的空格
Quest.after_insert_heart_scout_sdmnt.QUIP.chitchat:[has_killed_sedament,in_quest_after_insert_heart_scout_sdmnt,in_town,just_deposited_sedament_heart,role_scout]NOT[in_town].1的译文中“台词。”与“因为”之间有一个多余的空格
Quest.dgn_do_you_live_here_potion.QUIP.chitchat:[in_quest_dgn_do_you_live_here_potion,location_treemon_forest,role_travelling_salesman].1的译文中“{name.potion}</>”后方的感叹号是半角感叹号
Quest.dgn_grove_potion.QUIP.chitchat:[in_quest_dgn_grove_potion,location_owlitzer_forest,role_travelling_salesman].1的译文中“{name.potion}</>”后方的感叹号是半角感叹号
Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_apothecary]NOT[wf_town_has_blacksmith].1的译文中“的”后方的问号是半角问号
Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_konjurist,upgradable_powers].1的译文中“吗”后方的问号是半角问号
Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_konjurist].7的译文中“意思”与“。”之间有一个多余的空格
Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_market_magpie].6的译文中“吼特”后方有一个无来由的全角感叹号,且该感叹号后方有一个点号
Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].1的译文中“2+”与“目标”之间有一个多余的空格
Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].2的译文中“<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>”两侧的圆括号是半角圆括号
Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_scout,weapon_type_hammer]NOT[in_town].3的译文中“<p bind='Controls.Digital.ATTACK_HEAVY' color=BTNICON_DARK>”两侧的圆括号是半角圆括号
Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat]NOT[role_apothecary,role_armorsmith,role_blacksmith,role_cook,role_hunter,role_konjurist,role_market_magpie,role_market_merchant,role_scout,role_travelling_salesman].1的译文中“F8”与“报告”之间有一个多余的空格
Quest.twn_fallback_chat.QUIP.nothingtosay:[in_quest_twn_fallback_chat]NOT[role_apothecary,role_armorsmith,role_blacksmith,role_cook,role_hunter,role_konjurist,role_market_magpie,role_market_merchant,role_scout,role_travelling_salesman].1的译文中“F8”与“报告”之间有一个多余的空格
STRINGS.ITEMS.GEMS.LEVEL_UP_NOTIFICATION的原文中有3个感叹号,但译文中只有2个感叹号
STRINGS.ITEMS.MATERIALS.ingot_sedament_tundra.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.konjur_heart.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.konjur_heart_bandicoot.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.konjur_heart_megatreemon.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.konjur_heart_owlitzer.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.konjur_heart_sedament.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.konjur_heart_thatcher.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.konjur_soul_greater.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.konjur_soul_lesser.name_multiple_fmt的译文中“{count}”两侧的圆括号是半角圆括号
STRINGS.ITEMS.MATERIALS.seeker_boquet.desc的译文中“脚丫子”与“。”之间有一个多余的空格
STRINGS.ITEMS.MATERIALS.swarmy_arm.name的译文中“胳膊”后方有一个无来由的空格
STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_cannon_clusterbomb.desc的译文中“1”与“颗”之间有一个多余的空格
STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_gourdo_weapon.desc的译文中“10”与“点”之间有一个多余的空格
STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_shotput_spiked_rebound.desc的译文中“设计中”后方的冒号是半角冒号,且该冒号后方有一个多余的空格
STRINGS.ITEMS.POWERS.PLAYER.bad_luck_protection.desc的译文中“%”与“会心率”之间有一个多余的空格
STRINGS.ITEMS.POWERS.PLAYER.ping.name的译文中的感叹号是半角感叹号
STRINGS.ITEMS.POWERS.PLAYER.pong.name的译文中的感叹号是半角感叹号
STRINGS.ITEMS.POWERS.PLAYER.revive_damage_bonus.desc的译文中“时,”与“获得”之间有一个多余的空格
STRINGS.ITEMS.POWERS.PLAYER.sanguine_power.desc的译文中“%”与“会心率”之间有一个多余的空格
STRINGS.ITEMS.POWERS.SHIELD.shield.desc的译文中“4”与“护盾”之间有一个多余的空格
STRINGS.ITEMS.POWERS.SKILL.cannon_butt.desc的译文中“1”与“发”之间有一个多余的空格
STRINGS.ITEMS.POWERS.SKILL.cannon_singlereload.desc的译文中“1”与“颗”之间有一个多余的空格
STRINGS.ITEMS.STRUCTURES.chair_swamp_2.desc的原文中只有1个感叹号,但译文中有2个感叹号
STRINGS.ITEMS.TONICS.shrink.desc的译文中“变大……”与“而”之间有一个多余的空格
STRINGS.ITEMS.WEAPON_MASTERY.POLEARM.polearm_focus_hits_tip.desc的译文中“<#RED>目标</>”后方的逗号是半角逗号,且该逗号后方有一个多余的空格
STRINGS.SLIDESHOW.INTRO.CAPTION_3的译文中“似的”与“’。”之间有一个多余的空格
STRINGS.UI.CONSOLESCREEN.LOCALEXECUTE的译文中的冒号是半角冒号
STRINGS.UI.CONSOLESCREEN.REMOTEEXECUTE的译文中的冒号是半角冒号
STRINGS.UI.CONTROLSCHEMEPOPUP.DESC的译文中“在”后方与“选项”后方各有一个多余的空格
STRINGS.UI.FEEDBACK_SCREEN.CATEGORY_PROMPT.OTHER的译文中的问号是半角问号
STRINGS.UI.FORGEARMORSCREEN.MAX_SLOTS_HELPTEXT的译文中“%s”与“个”之间有一个多余的空格
STRINGS.UI.FORGEWEAPONSCREEN.MAX_SLOTS_HELPTEXT的译文中“%s”与“个”之间有一个多余的空格
STRINGS.UI.FORGEWEAPONSCREEN.MAX_UPGRADES_HELPTEXT的译文中“%s”与“次”之间有一个多余的空格
STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL的译文中“%d”两侧的圆括号是半角圆括号
STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL_DIALOG_TEXT的译文中第一个逗号的位置不正确(根据STRINGS.UI.INVENTORYSCREEN.DISCARD_DIALOG_TEXT的译文,第一个逗号的位置应该在“会”前方)
STRINGS.UI.INVENTORYSCREEN.DISCARD_ALL_DIALOG_TITLE的译文中“%d”与“物品”之间有一个多余的空格
STRINGS.UI.MAINSCREEN.CMDLINE_ARGS的译文中的冒号是半角冒号
STRINGS.UI.MAINSCREEN.PROFILE_SECONDS的译文中“%d”两侧的圆括号是半角圆括号
STRINGS.UI.MAPSCREEN.CURRENT_ATTACK的译文中“当前”后方的冒号是半角冒号
STRINGS.UI.MAPSCREEN.CURRENT_DEFENSE的译文中“当前”后方的冒号是半角冒号
STRINGS.UI.META_PROGRESS.REWARD_STATUS的译文中的冒号是半角冒号,且该冒号后方有一个多余的空格
STRINGS.UI.PAUSEMENU.CONNECT_SIDEBAR.INSTRUCTIONS的译文中的冒号是半角冒号
STRINGS.UI.PAUSEMENU.HOSTQUITSUBTITLE的译文中的问号是半角问号
STRINGS.UI.PAUSEMENU.QUITBODY的译文中的问号是半角问号
STRINGS.UI.PAUSEMENU.SAVEANDQUITTITLE的译文中的问号是半角问号
STRINGS.UI.PLAYERSSCREEN.POPUP_BAN_TITLE的译文中的问号是半角问号
STRINGS.UI.QUANTITY的译文中“x{count}”两侧的圆括号是半角圆括号
STRINGS.UI.STEAMUSERGROUPSWIDGET.MORE_NR_GAMES_TO_JOIN的译文中“%d+”与“个”之间有一个多余的空格
STRINGS.UI.STEAMUSERGROUPSWIDGET.NR_GAMES_TO_JOIN的译文中“%d”与“个”之间有一个多余的空格
STRINGS.UI.STEAMUSERGROUPSWIDGET.ONE_GAME_TO_JOIN的译文中“1”与“个”之间有一个多余的空格
STRINGS.UI.TOOLTIPS.SHIELD_SEGMENTS.DESC的译文中“4”与“护盾碎片”之间有一个多余的空格
STRINGS.UI.UNITFRAME.SKILL_TOOLTIP的译文中“<p bind='Controls.Digital.SKILL' color=BTNICON_DARK>”两侧的圆括号是半角圆括号
STRINGS.WEAPONS.FOCUS_HIT.BOW的译文中“{name.concept_focus_hit}”后方的冒号是半角冒号
STRINGS.WEAPON_TIPS.FOCUS_HIT.POLEARM的译文中两处“•”后方各有一个多余的空格
加密后的虫群台词中的标点符号部分是全角标点符号部分是半角标点符号,由于相关文本较多,不在此逐一列举
两端为各种括号的文本(如图标、带特殊格式的文本、引用其它字符串的文本等),其两端的括号前后与其它文本间是否有空格这一点,在所有的译文中是不一致的(例如,译文“没问题,{name.npc_scout}!”中“,”与“{”、“}”与“!”之间没有空格,但译文“额外 {name_multiple.upgrade_ingot} 掉落”中“外”与“{”、“}”与“掉”之间有空格),由于相关文本过多,无法在此逐一列举

 

Incorrect key sign:

Spoiler

Associated lines:

Spoiler

#. Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2A
msgctxt "Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2A"
msgid "agent:\n !neutral\n !gruffnod\n Well, yer {name.tutorial_attack_light} is a simple forward jab. Reliable.\n !gesture\n Yer {name.tutorial_attack_heavy} launches you forward with a jumping thrust.\n !shrug\n And heck, since you're takin' the time to learn, I'll give you a <#RED>Combo</> that's not in the tooltip.\n !happy\n !point\n Three {name_multiple.tutorial_attack_light} followed by one {name.tutorial_attack_heavy}. Have fun."
msgstr "agent:\n !neutral\n !gruffnod\n 首先,你的<#RED>轻攻击</>(<p bind='Controls.Digital.ATTACK_LIGHT' color=0>是简单的前戳动作。很可靠。\n !gesture\n 而<#RED>重攻击</>(<p bind='Controls.Digital.ATTACK_LIGHT' color=0>)是跳起来的穿刺,会使你向前移动。\n !shrug\n 还有呢,既然你肯花时间学习,那我就叫你一套<#RED>连招</>,这在使用说明里可找不到哦。\n !happy\n !point\n 三次<#RED>轻攻击</>(<p bind='Controls.Digital.ATTACK_LIGHT' color=0>)接上一次<#RED>重攻击</>(<p bind='Controls.Digital.ATTACK_LIGHT' color=0>)。就好了,玩得开心点。"

#. Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2A_ALT
msgctxt "Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2A_ALT"
msgid "agent:\n !neutral\n !dejected\n Yer {name.tutorial_attack_light} is a forward jab.\n !shrug\n Yer {name.tutorial_attack_heavy} launches you forward with a jumping thrust."
msgstr "agent:\n !neutral\n !dejected\n <#RED>轻攻击</>(<p bind='Controls.Digital.ATTACK_LIGHT' color=0>)是前戳。\n !shrug\n <#RED>重攻击</>(<p bind='Controls.Digital.ATTACK_LIGHT' color=0>)是跳起来的穿刺,还会使你向前移动。"

#. STRINGS.NAMES.tutorial_attack_heavy
msgctxt "STRINGS.NAMES.tutorial_attack_heavy"
msgid "<#RED>Heavy Attack</> (<p bind='Controls.Digital.ATTACK_HEAVY' color=0>)"
msgstr "<#RED>重攻击</>(<p bind='Controls.Digital.ATTACK_HEAVY' color=0>)"

Explanation:

根据STRINGS.NAMES.tutorial_attack_heavy,Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2A与Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2A_ALT的原文中“Heavy Attack”一词后方的按键标志是重攻击键的按键标志(<p bind='Controls.Digital.ATTACK_HEAVY' color=0>),但译文中“重攻击”一词后方的按键标志是轻攻击键的按键标志(<p bind='Controls.Digital.ATTACK_LIGHT' color=0>)

 

(Spoiler alert for game players: The below contains spoilers for the original text and the encryption of Swarm's lines)
(对游戏玩家的剧透警告:以下内容包含对虫群台词的原文与加密方式的剧透)

Issues in Swarm's lines:

Spoiler

Associated lines:

Spoiler

#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_DASH_UPPERCUT_1_4
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_DASH_UPPERCUT_1_4"
msgid "You will succumb!"
msgstr "你必会屈服!"

#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_DEATH_2
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_DEATH_2"
msgid "Let us return... to the ichor..."
msgstr "让我们重归……圣血……"

#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_INTRO_1
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_INTRO_1"
msgid "We are stronger, stronger than you!"
msgstr "咱们变得更强,更强于你!"

#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_INTRO_3
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_INTRO_3"
msgid "Hear our sweet lament!\nFor our QUEEN, for the SLEEPING BEAST."
msgstr "聆听咱们甜美的悼辞!\n为了女王,为了沉睡的巨兽。"

#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_SWING_SMASH_1_4
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_SWING_SMASH_1_4"
msgid "All for QUEEN!"
msgstr "一切为了女王!"

#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_TAUNT_1
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_TAUNT_1"
msgid "You do not deserve the ichor!"
msgstr "你不配拥有圣血!"

#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_TAUNT_3
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_TAUNT_3"
msgid "We are chosen!"
msgstr "咱们是选中的!"

#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_TAUNT_4
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_TAUNT_4"
msgid "We protect QUEEN from you!"
msgstr "咱们要保卫女王向你出战!"

#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_DASH_UPPERCUT_1_4
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_DASH_UPPERCUT_1_4"
msgid "'chit'Scree'itchitch b'Uzzqq \nx'itchitchhh'itchitchrg!"
msgstr "iǐ muì vū kú!"

#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_DEATH_2
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_DEATH_2"
msgid "Q'Brry 'itchitchx w'Brry'itchitchws... \ny'Scree ym'Brr 'Uzzhm'Screew..."
msgstr "wàng bǒ ren hmóng luī…… xmèng cuè……"

#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_INTRO_1
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_INTRO_1"
msgid "B'Brr -CHRP- w'Brr xyw'Screesl'Brrw \nxyw'Screesl'Brrw ym-CHRP- s \n'chit'Scree'itchitch!"
msgstr "eán ren giàn ie lèng viáng,\nlèng viáng dú sǐ!"

#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_INTRO_3
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_INTRO_3"
msgid "M'Brr-CHRP- w 'Scree'itchitchw \nxb'Brr'Brry q-CHRP- r'Brrsy!\nK'Screew 'Scree'itchitchw \nV'itchitch'Brr'BrrS k'Screew ym'Brr \nXQ'Brr'BrrU'UzzSL G'Brr-CHRP- XY."
msgstr "qíng yīng eán ren yián rěi ie iào hí!\nbèi qe sǚ báng \nbèi qe hmén xmuì ie où xmòu。"

#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_SWING_SMASH_1_4
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_SWING_SMASH_1_4"
msgid "-CHRP- qq k'Screew V'itchitch'Brr'BrrS!"
msgstr "dí viè bèi qe sǔ báng!"

#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_1
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_1"
msgid "'chit'Scree'itchitch i'Scree s'Screey \ni'Brrx'Brrwa'Brr ym'Brr 'Uzzhm'Screew!"
msgstr "sǐ gú uèi dōng doǔ xmèng cuè!"

#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_3
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_3"
msgid "B'Brr -CHRP- w'Brr hm'Screex'Brrs!"
msgstr "eán ren xmì vuǎn emòng ie!"

#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_4
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_4"
msgid "B'Brr uw'Screey'Brrhy \nV'itchitch'Brr'BrrS kw'Screer \n'chit'Scree'itchitch!"
msgstr "eán ren dào gǎo bèi sǔ báng \nciàng sǐ hmū emàn!"

Explanation:

Spoiler

STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_DASH_UPPERCUT_1_4的译文中“iǐ”(从“你必(nǐ bì)”加密)有误,正确的密文应为“sǐ gì”
STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_DEATH_2的译文中将虫群的自称翻译为“我们”,然而其它虫群台词的译文中都将虫群的自称翻译为“咱们”
STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_INTRO_1的译文中“更强”后方的逗号在加密后被保留,然而STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher_elite.THATCHER_INTRO_3的译文中“女王”后方的逗号在加密后未被保留(注:英文原文在加密时不保留逗号)
STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_SWING_SMASH_1_4的译文中“sǔ”(从“女(nǚ)”加密)有误,正确的密文应为“sǚ”
STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_1译文中“doǔ”(从“有(yǒu)”加密)的声调应标注在o上
STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_3的译文中“vuǎn”(从“选(xuǎn)”加密)有误,正确的密文应为“cuǎn”
STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher_elite.THATCHER_TAUNT_4的译文中“sǔ”(从“女(nǚ)”加密)有误,正确的密文应为“sǚ”

(Spoiler alert for game players: The above contains spoilers for the original text and the encryption of Swarm's lines)
(对游戏玩家的剧透警告:以上内容包含对虫群台词的原文与加密方式的剧透)

 

Inconsistency issues:

Spoiler
  • head out (related to go to the hunt):

Associated lines:

Spoiler

#. Convo.twn_ascensions_explainer.HUB0.convo.giver.STATE_0.TALK_END
msgctxt "Convo.twn_ascensions_explainer.HUB0.convo.giver.STATE_0.TALK_END"
msgid "agent:\n !happy\n !agree\n {name.dojo_cough} Mhm.\n !neutral\n !point\n Oh yeah. You can select <#RED>Frenzy Levels</> on the map before you head out."
msgstr "agent:\n !happy\n !agree\n {name.dojo_cough}嗯。\n !neutral\n !point\n 哦对了。出发前,<#RED>狂暴等级</>是可以从地图上选择的。"

#. Convo.twn_frenzy_firstdone_scout.ATTRACT0.complete_frenzy.giver.STATE_0.ANSWER_4AB
msgctxt "Convo.twn_frenzy_firstdone_scout.ATTRACT0.complete_frenzy.giver.STATE_0.ANSWER_4AB"
msgid "agent:\n !neutral\n !nervous\n Yes... the locale isn't exactly pleasant. We'll have to travel out into the frozen wastelands.\n !point\n So pack a warm coat, and every scrap of bravery you have--\n !neutral\n !shrug\n The <#RED>{name_multiple.rot}</> strong enough to survive out there will not go down easily.\n !gesture\n I've marked out the two most likely <#RED>{name_multiple.rot_boss}</> locations on your map. We can head out whenever you're ready.\n !gruffnod\n We can still do this, Hunter. Let's get those <#KONJUR>{name_multiple.i_konjur_heart}</>!"
msgstr "agent:\n !neutral\n !nervous\n 是的……这几个地方可谓一点也不气候宜人。我们不得不踏上那一大片冰冻的废墟。\n !point\n 所以带上棉衣,也带上你每一分的勇气——\n !neutral\n !shrug\n 强壮到能在那里生存的<#RED>{name_multiple.rot}</>怕是不会被轻易打倒的。\n !gesture\n 我在你的地图上标出了两个最可能有<#RED>{name_multiple.rot_boss}</>的地点。等你准备好了我们随时可以出发。\n !gruffnod\n 我们还没有失败,猎人。让我们去把那几颗<#KONJUR>{name_multiple.i_konjur_heart}</>拿到手吧!"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_scout].3
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_scout].3"
msgid "!neutral\n !gesture\n Make sure to double check your gear before we head out.\n !happy\n !dubious\n I wouldn't want to have to fly back, y'know?"
msgstr "!neutral\n !gesture\n 出门前,务必二次检查一下你的装备。\n !happy\n !dubious\n 我可不想半路不得不飞回来,能体会吧?"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_scout].5
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_scout].5"
msgid "!happy\n !greet\n We can head out whenever you're ready.\n !gesture\n No rush."
msgstr "!happy\n !greet\n 等你准备好了,我们随时都能出发。\n !gesture\n 不用急。"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_scout].9
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_scout].9"
msgid "!happy\n !gesture\n Ready to head out?\n !neutral\n !thinking\n I think I'm ready. Wait, did I pack my--"
msgstr "!happy\n !gesture\n 要出发了吗?\n !neutral\n !thinking\n 我觉得我是准备好了。等下,我装没装我的——"

#. STRINGS.UI.ACTIONS.HEAD_OUT
msgctxt "STRINGS.UI.ACTIONS.HEAD_OUT"
msgid "Head Out?"
msgstr "要出发吗?"

#. STRINGS.UI.ACTIONS.HEAD_OUT_CONFIRM
msgctxt "STRINGS.UI.ACTIONS.HEAD_OUT_CONFIRM"
msgid "Head Out"
msgstr "出门"

Explanation:

翻译不一致(最后2处UI中的“Head Out”的译文应该需要保持一致;其它不确定)

 

  • health (related to player's health):

Associated lines:

Spoiler

#. Convo.dgn_mystery.ATTRACT6.lose_power_gain_health.giver.STATE_0.TALK_LOSE_POWER_GAIN_HEALTH
msgctxt "Convo.dgn_mystery.ATTRACT6.lose_power_gain_health.giver.STATE_0.TALK_LOSE_POWER_GAIN_HEALTH"
msgid "agent:\n !clap\n He! He! He! I've got an idea!\n Give me a <#RED>{name.concept_relic}</> of yours...\n !think\n And I'll give you some <#RED>Health</> of mine! He! He! He!\n Select and lose a <#RED>{name.concept_relic}</> to gain <#RED>Health</> depending on its <#RED>Rarity</>."
msgstr "agent:\n !clap\n 嘻!嘻!嘻!我有个主意!\n 给我你的一个<#RED>{name.concept_relic}</>……\n !think\n 而我会分你一些我的<#RED>生命值</>!嘻!嘻!嘻!\n 选择并失去一个<#RED>{name.concept_relic}</>,根据它的<#RED>稀有度</>获得<#RED>生命值</>。"

#. Convo.twn_ascensions_explainer.HUB0.convo.giver.STATE_0.OPT2A_RESPONSE
msgctxt "Convo.twn_ascensions_explainer.HUB0.convo.giver.STATE_0.OPT2A_RESPONSE"
msgid "agent:\n !neutral\n !think\n Eh, from what I understand, killing a <#RED>{name.rot_boss}'s</> like popping a water balloon.\n !shrug\n When you pop it, all that bottled up <#KONJUR>{name.konjur}</> spills out and makes <i>every</i> <#RED>{name.rot}</> in the area more powerful. We call that a <#RED>Frenzy Level</>.\n !point\n But 'ey, stronger <#RED>{name_multiple.rot}</> just mean more chance to show off the skills I taught ya.\n !happy\n !gesture\n Plus you'll get <#KONJUR>1 {name.i_konjur_heart}</> for each <#RED>{name.rot_boss}</> you defeat on a new level.\n !neutral\n !dubious\n Be warned though, <#RED>Reviving</> allies costs <#RED>Health</> on <#RED>Frenzy Level 2</> and above."
msgstr "agent:\n !neutral\n !think\n 呃,根据我的理解,击杀<#RED>{name.rot_boss}</>就和扎破水气球一样。\n !shrug\n 你一旦把气球扎破,里面积蓄的<#KONJUR>{name.konjur}</>就会全洒出来,使得这片区域里的<i>每一只</i><#RED>{name_rot}</>都变得更强力。我们称这种现象为<#RED>狂暴等级</>。\n !point\n 可是啊,<#RED>{name_multiple.rot}</>变强了又如何,不过是更多的机会而已,好让你把我教的技能全都华丽地施展一番。\n !happy\n !gesture\n 更何况,在每个新等级中击败一只<#RED>{name.rot_boss}</>,你还能多收获<#KONJUR>1颗{name.i_konjur_heart}</>嘞。\n !neutral\n !dubious\n 不过要提醒你,在<#RED>狂暴等级2</>及更高的等级中,<#RED>复活</>同伴会消耗<#RED>生命值</>。"

#. Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.EQUIPMENT.POTIONS
msgctxt "Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.EQUIPMENT.POTIONS"
msgid "agent:\n !neutral\n !point\n You can drink <#RED>Potions</> with <p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK> to restore a good chunk of yer <#RED>Health</>.\n !agree\n <#BLUE>{name.npc_scout}</> will make sure you always got <#RED>1 Potion</> with you when you start a Hunt, but use it sparingly.\n !dubious\n It's better to master <#RED>Dodging</> than it is to count on refills. {name.dojo_cough}"
msgstr "agent:\n !neutral\n !point\n 用<p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK>饮用<#RED>魔药</>,可恢复大量<#RED>生命值</>。\n !agree\n 每次狩猎开始时,<#BLUE>{name.npc_scout}</>都会确保你身上装好了<#RED>1瓶魔药</>,不过要精打细算着用啊。\n !dubious\n 与其总是指望魔药补给,不如早日熟练掌握<#RED>躲闪</>来得可靠。{name.dojo_cough}"

#. Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.GENERAL.FRENZIED_HUNTS
msgctxt "Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.GENERAL.FRENZIED_HUNTS"
msgid "agent:\n !neutral\n !point\n <#RED>Frenzied</> Hunts are tougher than regular Hunts, but you need them for progression-- they're the only way to get those precious <#KONJUR>{name_multiple.i_konjur_heart}</>.\n !dubious\n Be mindful, though. <#RED>Reviving</> allies is free on regular Hunts, but on <#RED>Frenzy Level 2</> and above, it'll cost you some <#RED>Health</> to pick up a friend.\n !happy\n !gruffnod\n If you're worried, don't be. <#RED>Frenzy Levels</> might be challenging, but you'll never be given access to one that's beyond your ability."
msgstr "agent:\n !neutral\n !point\n <#RED>狂暴</>的狩猎关卡比普通关卡的难度更高。但为了冒险能够进展,你仍需要完成这些关卡——那是获得重要宝物<#KONJUR>{name_multiple.i_konjur_heart}</>的唯一方式。\n !dubious\n 不过,需要留心的是。虽然在普通狩猎关卡中,<#RED>复活</>同伴无需代价,但<#RED>狂暴等级2</>及更高等级中,救起朋友就会消耗一些<#RED>生命值</>了。\n !happy\n !gruffnod\n 你不必感到担心。<#RED>狂暴等级</>虽然可能会给带去你不小的挑战,但我一定不会放行你进入超过你能力大小的等级。"

#. Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.GENERAL.REVIVE_MECHANICS
msgctxt "Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.GENERAL.REVIVE_MECHANICS"
msgid "agent:\n !neutral\n !point\n If one of yer fellow Hunters gets knocked out on a Hunt, you can get them back on their feet by approaching them and holding <p bind='Controls.Digital.ACTION' color=BTNICON_DARK>.\n !disagree\n You're vulnerable while you're reviving, and your friend will only come back with <#RED>33% Health</>... so watch yer backs.\n !gruffnod\n If you're hunting on <#RED>Frenzy Level 2</> or higher, you'll also lose some <#RED>Health</> as it transfers to your revived friend."
msgstr "agent:\n !neutral\n !point\n 假如在狩猎中,同行的猎人被打晕了,你可以走到他们身边,按住<p bind='Controls.Digital.ACTION' color=BTNICON_DARK>来帮他苏醒过来。\n !disagree\n 救人时不能战斗和躲避,你会很容易受到袭击,而你救起的朋友也只会恢复<#RED>33%生命值</>……所以说,千万要小心,不要被偷袭了。\n !gruffnod\n <#RED>狂暴等级2</>及以上的等级中,救人还会消耗一些<#RED>生命值</>。这些生命值从你这里扣除,传输给了你救起的朋友。"

#. Convo.wrld_game_intro_sequence.CHAT_DUNGEON0.game_intro.giver.STATE_0.OPT5_RESPONSE
msgctxt "Convo.wrld_game_intro_sequence.CHAT_DUNGEON0.game_intro.giver.STATE_0.OPT5_RESPONSE"
msgid "agent:\n !happy\n !agree\n Glad to hear it.\n !shocked\n Oh! And if your <#RED>Health</> gets low, don't forget you have a <#RED>Potion</> you can drink with <p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK>. \n !neutral\n !gesture\n You only have one, though, so use it wisely.\n !shocked\n Now let's get out there and save our crew!"
msgstr "agent:\n !happy\n !agree\n 听你这么说我很开心。\n !shocked\n 哦!还有如果你的<#RED>生命值</>越来越低了,别忘了你带着一瓶<#RED>魔药</>,可以用<p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK>喝掉它。\n !neutral\n !gesture\n 但这只有一瓶,所以记得把它用在刀刃上。\n !shocked\n 现在让我们向野外出发,去救援我们的队友!"

#. Quest.twn_repeatable_tutorials_dojo.TUTORIALS.EQUIPMENT.POTIONS
msgctxt "Quest.twn_repeatable_tutorials_dojo.TUTORIALS.EQUIPMENT.POTIONS"
msgid "agent:\n !neutral\n !point\n You can drink <#RED>Potions</> with <p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK> to restore a good chunk of yer <#RED>Health</>.\n !agree\n <#BLUE>{name.npc_scout}</> will make sure you always got <#RED>1 Potion</> with you when you start a Hunt, but use it sparingly.\n !dubious\n It's better to master <#RED>Dodging</> than it is to count on refills. {name.dojo_cough}"
msgstr "agent:\n !neutral\n !point\n 用<p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK>饮用<#RED>魔药</>,可恢复大量<#RED>生命值</>。\n !agree\n 每次狩猎开始时,<#BLUE>{name.npc_scout}</>都会确保你身上装好了<#RED>1瓶魔药</>,不过要精打细算着用啊。\n !dubious\n 与其总是指望魔药补给,不如早日熟练掌握<#RED>躲闪</>来得可靠。{name.dojo_cough}"

#. Quest.twn_repeatable_tutorials_dojo.TUTORIALS.GENERAL.FRENZIED_HUNTS
msgctxt "Quest.twn_repeatable_tutorials_dojo.TUTORIALS.GENERAL.FRENZIED_HUNTS"
msgid "agent:\n !neutral\n !point\n <#RED>Frenzied</> Hunts are tougher than regular Hunts, but you need them for progression-- they're the only way to get those precious <#KONJUR>{name_multiple.i_konjur_heart}</>.\n !dubious\n Be mindful, though. <#RED>Reviving</> allies is free on regular Hunts, but on <#RED>Frenzy Level 2</> and above, it'll cost you some <#RED>Health</> to pick up a friend.\n !happy\n !gruffnod\n If you're worried, don't be. <#RED>Frenzy Levels</> might be challenging, but you'll never be given access to one that's beyond your ability."
msgstr "agent:\n !neutral\n !point\n <#RED>狂暴</>的狩猎关卡比普通关卡的难度更高。但为了冒险能够进展,你仍需要完成这些关卡——那是获得重要宝物<#KONJUR>{name_multiple.i_konjur_heart}</>的唯一方式。\n !dubious\n 不过,需要留心的是。虽然在普通狩猎关卡中,<#RED>复活</>同伴无需代价,但<#RED>狂暴等级2</>及更高等级中,救起朋友就会消耗一些<#RED>生命值</>了。\n !happy\n !gruffnod\n 你不必感到担心。<#RED>狂暴等级</>虽然可能会给带去你不小的挑战,但我一定不会放行你进入超过你能力大小的等级。"

#. Quest.twn_repeatable_tutorials_dojo.TUTORIALS.GENERAL.REVIVE_MECHANICS
msgctxt "Quest.twn_repeatable_tutorials_dojo.TUTORIALS.GENERAL.REVIVE_MECHANICS"
msgid "agent:\n !neutral\n !point\n If one of yer fellow Hunters gets knocked out on a Hunt, you can get them back on their feet by approaching them and holding <p bind='Controls.Digital.ACTION' color=BTNICON_DARK>.\n !disagree\n You're vulnerable while you're reviving, and your friend will only come back with <#RED>33% Health</>... so watch yer backs.\n !gruffnod\n If you're hunting on <#RED>Frenzy Level 2</> or higher, you'll also lose some <#RED>Health</> as it transfers to your revived friend."
msgstr "agent:\n !neutral\n !point\n 假如在狩猎中,同行的猎人被打晕了,你可以走到他们身边,按住<p bind='Controls.Digital.ACTION' color=BTNICON_DARK>来帮他苏醒过来。\n !disagree\n 救人时不能战斗和躲避,你会很容易受到袭击,而你救起的朋友也只会恢复<#RED>33%生命值</>……所以说,千万要小心,不要被偷袭了。\n !gruffnod\n <#RED>狂暴等级2</>及以上的等级中,救人还会消耗一些<#RED>生命值</>。这些生命值从你这里扣除,传输给了你救起的朋友。"

#. STRINGS.ASCENSIONS.BOSS_HEALTH_BOOST
msgctxt "STRINGS.ASCENSIONS.BOSS_HEALTH_BOOST"
msgid "<p img='images/map_ftf/frenzy_6.tex' color=0> {name_multiple.rot_boss} have more Health"
msgstr "<p img='images/map_ftf/frenzy_6.tex' color=0> {name_multiple.rot_boss}有更多生命值"

#. STRINGS.ASCENSIONS.ENEMY_HEALTH_BOOST
msgctxt "STRINGS.ASCENSIONS.ENEMY_HEALTH_BOOST"
msgid "<p img='images/map_ftf/frenzy_4.tex' color=0> Enemies have more health"
msgstr "<p img='images/map_ftf/frenzy_4.tex' color=0> 精英怪有更高生命值"

#. STRINGS.ASCENSIONS.REVIVE_COST_1
msgctxt "STRINGS.ASCENSIONS.REVIVE_COST_1"
msgid "<p img='images/map_ftf/frenzy_revive_cost_1.tex' color=0 scale=1.4> Reviving costs Health"
msgstr "<p img='images/map_ftf/frenzy_revive_cost_1.tex' color=0 scale=1.4>复活将消耗生命值"

#. STRINGS.ITEMS.GEMS.damage_bonus_undamaged_target.slotted_desc
msgctxt "STRINGS.ITEMS.GEMS.damage_bonus_undamaged_target.slotted_desc"
msgid "Increases <#RED>{name.concept_damage}</> against targets with full <#RED>Health</>."
msgstr "提高对满<#RED>生命值</>的目标造成的<#RED>{name.concept_damage}</>。"

#. STRINGS.ITEMS.GEMS.max_health.name
msgctxt "STRINGS.ITEMS.GEMS.max_health.name"
msgid "Max Health {name.gem}"
msgstr "最大生命{name.gem}"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.desc"
msgid "Once per {name.dungeon_room} when you drop below a <#RED>Health</> threshold, <#RED>Heal</> a percentage of your <#RED>{name.powerdesc_maxhealth}</>."
msgstr "每次{name.dungeon_room}生效一次,当你的<#RED>生命值</>下降至低于一界线时,<#RED>治疗</>你一定百分比的<#RED>{name.powerdesc_maxhealth}</>。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.variables.heal_percent
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.variables.heal_percent"
msgid "Max Health healed"
msgstr "治疗总生命比例"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.variables.threshold_percent
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.variables.threshold_percent"
msgid "Health threshold"
msgstr "生命值界线"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_weapon.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_weapon.desc"
msgid "Once per {name.dungeon_room} when you drop below a <#RED>Health</> threshold, your <#RED>Skill</> hits twice for a period of time, gaining more time per kill."
msgstr "每次{name.dungeon_room}生效一次,当你的<#RED>生命值</>下降至低于一界线时,你的<#RED>斗技</>在一段时间内将打两下,每次击杀都会延长时间。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_weapon.variables.threshold_percent
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_weapon.variables.threshold_percent"
msgid "Health threshold"
msgstr "生命值界线"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_body.variables.missing_health_dealt_as_damage
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_body.variables.missing_health_dealt_as_damage"
msgid "Missing health added to damage"
msgstr "加入伤害的损失血量"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.desc"
msgid "When you would <#RED>Die</> wearing your hat, instead be reduced to <#RED>1 Health</> and drop your hat as a <#RED>Healing Pickup</>."
msgstr "当你本该<#RED>死亡</>时戴有此帽子,则会转为降至<#RED>1生命值</>并掉落帽子,掉了的帽子会变为一个<#RED>可拾起的治疗道具</>。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.variables.max_health_lost_per_pickup
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.variables.max_health_lost_per_pickup"
msgid "Max health lost per pickup"
msgstr "每次拾起减少的总生命"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.variables.max_health_percent
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.variables.max_health_percent"
msgid "Percent of max health healed"
msgstr "治疗与总生命比例"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_gourdo_weapon.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_gourdo_weapon.desc"
msgid "When <#RED>Healing</> more than 10 Health, deal that much <#RED>Damage</> in a large radius."
msgstr "每次<#RED>治疗</>量大于10 点生命值时,对大范围内目标造成同等数值的<#RED>伤害</>。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_body.variables.health_threshold
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_body.variables.health_threshold"
msgid "Health Threshold"
msgstr "生命值界限"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_mothball_waist.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_mothball_waist.desc"
msgid "Gain more <#RED>Health</> when <#RED>Healing</> near an <#RED>{name.concept_ally}</>."
msgstr "在<#RED>{name.concept_ally}</>身旁<#RED>治疗</>时,获得更多<#RED>生命值</>。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_slowpoke_head.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_slowpoke_head.desc"
msgid "Prevent <#RED>{name.concept_toxic} Damage</> when health is low."
msgstr "低生命值时阻挡<#RED>{name.concept_toxic}伤害</>。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_slowpoke_head.variables.low_health
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_slowpoke_head.variables.low_health"
msgid "Health Threshold"
msgstr "生命值界限"

#. STRINGS.ITEMS.POWERS.FOOD_POWER.heal_on_enter.desc
msgctxt "STRINGS.ITEMS.POWERS.FOOD_POWER.heal_on_enter.desc"
msgid "When you enter a new clearing, <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "进入新的空地时,<#RED>治疗</><#RED>{heal}点生命值</>。"

#. STRINGS.ITEMS.POWERS.FOOD_POWER.max_health.desc
msgctxt "STRINGS.ITEMS.POWERS.FOOD_POWER.max_health.desc"
msgid "Increase <#RED>Maximum Health</> by <#RED>{health}</>."
msgstr "提高<#RED>{health}</>点<#RED>最大生命</>。"

#. STRINGS.ITEMS.POWERS.FOOD_POWER.max_health_on_enter.desc
msgctxt "STRINGS.ITEMS.POWERS.FOOD_POWER.max_health_on_enter.desc"
msgid "When you enter a new clearing, gain <#RED>+{max_health} Maximum Health</> and <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "进入新空地时,获得<#RED>+{max_health} 最大生命</>并<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.FOOD_POWER.perfect_pairing.desc
msgctxt "STRINGS.ITEMS.POWERS.FOOD_POWER.perfect_pairing.desc"
msgid "Your <#RED>Potion</> will <#RED>Heal</> an additional <#RED>+{bonus_heal}% Health</>."
msgstr "你的<#RED>魔药</>会额外<#RED>治疗</><#RED>+{bonus_heal}%生命值</>。"

#. STRINGS.ITEMS.POWERS.FOOD_POWER.retail_therapy.desc
msgctxt "STRINGS.ITEMS.POWERS.FOOD_POWER.retail_therapy.desc"
msgid "When you enter a <#RED>Shop</>, <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "进入<#RED>店铺</>时,<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.FROST.frost_shatter_execute.desc
msgctxt "STRINGS.ITEMS.POWERS.FROST.frost_shatter_execute.desc"
msgid "Your attacks against <#RED>Frozen</> enemies with low <#RED>Health</> instantly <#RED>Kill</> them."
msgstr "你的攻击打中<#RED>冻结</>的低<#RED>生命值</>敌人时,会立即将其<#RED>击杀</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.advantage.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.advantage.desc"
msgid "Your <#RED>Attacks</> against <#RED>Enemies</> with <#RED>{rarity_text} Health</> are guaranteed to <#RED>Critical Hit</>."
msgstr "<#RED>攻击</><#RED>{rarity_text}生命值</>的<#RED>敌人</>时,必定能<#RED>会心一击</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.berserk.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.berserk.desc"
msgid "When you have less than <#RED>{health} Health</>, deal <#RED>+{bonus}% {name.concept_damage}</>."
msgstr "当你处于<#RED>{health}生命值</>以下时,造成<#RED>+{bonus}%{name.concept_damage}</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.bloodlust.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.bloodlust.desc"
msgid "When you enter a <#RED>Combat Room</>, <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "当你进入<#RED>战斗区域</>时,<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.bloodthirsty.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.bloodthirsty.desc"
msgid "<#RED>Heal {heal}%</> of <#RED>{name.concept_damage}</> you deal. Lose <#RED>{health_penalty}% Maximum Health</>.\n\nTake <#RED>{damage} {name.concept_damage}</> every <#RED>{time}</> seconds. <#RED>Bloodthirsty</> will never deal fatal <#RED>{name.concept_damage}</>."
msgstr "<#RED>治疗{heal}%</>你所造成的<#RED>{name.concept_damage}</>。失去<#RED>{health_penalty}%最大生命</>。\n\n每<#RED>{time}</>秒受到<#RED>{damage}{name.concept_damage}</>。<#RED>嗜血</>不会对你造成致命<#RED>{name.concept_damage}</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.fermented_brew.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.fermented_brew.desc"
msgid "Your <#RED>Potion</> heals for <#RED>Half</>, but also increases your <#RED>Maximum Health</> by the amount healed."
msgstr "你的<#RED>魔药</>治疗效果变为<#RED>一半</>,但它还能令你增加与治疗量相同的<#RED>最大生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.follow_your_nose.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.follow_your_nose.desc"
msgid "At the end of every room, a random exit is marked. If you go through the marked exit, <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "在每片区域的尽头,会随机标记一个出口。若你穿过标记的出口,则<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.giant_killer.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.giant_killer.desc"
msgid "Whenever you <#RED>Kill</> an <#RED>{name.elite_prefix} {name.rot}</> without taking damage from it, gain <#RED>{max_health} Maximum Health</>."
msgstr "每当你<#RED>击杀</>一只<#RED>{name.elite_prefix}{name.rot}</>,且它未能对你造成伤害时,获得<#RED>{max_health}最大生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.glass_cannon.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.glass_cannon.desc"
msgid "Gain <#RED>+{damage}% {name.concept_damage}</>.\n\nReduce <#RED>Maximum Health</> to <#RED>1</>.\n\nRemove this <#RED>{name.concept_relic}</> when <#RED>Revived</>."
msgstr "获得<#RED>+{damage}% {name.concept_damage}</>。\n\n<#RED>总生命值</>减少为<#RED>1</>。\n\n<#RED>复活</>后移除此<#RED>{name.concept_relic}</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.headhunter_heal.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.headhunter_heal.desc"
msgid "When you <#RED>Kill</> <#RED>{target} Enemies</> without taking any <#RED>Damage</>, <#RED>Heal</> yourself and all <#RED>Allies</> for <#RED>{heal} Health</>."
msgstr "当你<#RED>击杀</>了<#RED>{target}只敌人</>而没受任何<#RED>伤害</>时,为你和所有<#RED>同伴</><#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.heal_on_focus_kill.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.heal_on_focus_kill.desc"
msgid "When you use a <#BLUE>{name.concept_focus_hit}</> to <#RED>Kill</> an <#RED>Enemy</> or break something in the environment, <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "当你用<#BLUE>{name.concept_focus_hit}</><#RED>击杀</><#RED>敌人</>或破坏图中物体时,<#RED>治疗</><#RED>{heal} 点生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.heal_on_quick_rise.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.heal_on_quick_rise.desc"
msgid "When you <#RED>Quick Rise</>, <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "<#RED>快速起身</>时,<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.insult_to_injury.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.insult_to_injury.desc"
msgid "When you <#RED>Attack</> an <#RED>Enemy</> with low <#RED>Health</>, <#RED>Heal</> for <#RED>{heal_amount}</>."
msgstr "当你<#RED>攻击</>低<#RED>生命值</>的<#RED>敌人</>时,<#RED>治疗</><#RED>{heal_amount}</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.max_health_and_heal.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.max_health_and_heal.desc"
msgid "Gain <#RED>+{health} Maximum Health</> and <#RED>Heal</> to full."
msgstr "获得<#RED>+{health}最大生命</>并完全<#RED>治愈</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.max_health_wanderer.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.max_health_wanderer.desc"
msgid "Increase <#RED>Maximum Health</> by <#RED>{health}</>."
msgstr "提高<#RED>{health}</>点<#RED>最大生命</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.mulligan.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.mulligan.desc"
msgid "When you <#RED>Die</>, remove this <#RED>{name.concept_relic}</> and <#RED>Revive</> with <#RED>{heal}% Max Health</>."
msgstr "<#RED>死亡</>时,移除此<#RED>{name.concept_relic}</>并以<#RED>{heal}%总生命值</><#RED>复活</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.perfect_pairing.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.perfect_pairing.desc"
msgid "Your <#RED>{name.potion}</> will <#RED>Heal</> an additional <#RED>+{bonus_heal}% Health</>."
msgstr "你的<#RED>{name.potion}</>会额外<#RED>治疗</><#RED>+{bonus_heal}%生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.permanence.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.permanence.desc"
msgid "Reduce incoming damage by <#RED>{reduction}%</>. When you take damage, decrease your <#RED>Maximum Health</> by the same amount."
msgstr "受到伤害减少<#RED>{reduction}%</>。承受伤害时,降低相同数量的<#RED>最大生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.retail_therapy.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.retail_therapy.desc"
msgid "When you enter a <#RED>Shop</>, <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "进入<#RED>店铺</>时,<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.shake_it_off.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.shake_it_off.desc"
msgid "Grey damage, restore health, something something."
msgstr "灰色伤害,恢复生命,什么的。"

#. STRINGS.ITEMS.POWERS.PLAYER.solorevive.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.solorevive.desc"
msgid "When you are <#RED>alone</>, <#RED>{name.npc_scout}</> can <#RED>Revive</> you to <#RED>{heal}% Max Health</> once every <#RED>{time} seconds</>."
msgstr "<#RED>单人作战</>时,<#RED>{name.npc_scout}</>每<#RED>{time}秒</>能够<#RED>复活</>你一次,并恢复你<#RED>{heal}%最大生命</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.stop_loss.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.stop_loss.desc"
msgid "Gain <#RED>{max_health} Maximum Health</> at the start of each combat room. Lose <#RED>{health_loss} Maximum Health</> for every second you are in combat."
msgstr "每个战斗区域一开始,获得<#RED>{max_health}最大生命值</>。战斗进行时,每秒损失<#RED>{health_loss}最大生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.sword_beam.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.sword_beam.desc"
msgid "While you are at <#RED>more than half Health</>, your <#RED>Light Attack</> shoots <#RED>{rarity_text}</>."
msgstr "当你的<#RED>生命值高于一半</>时,你的<#RED>轻攻击</>会发出<#RED>{rarity_text}</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.twist_the_knife.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.twist_the_knife.desc"
msgid "Your <#RED>Attacks</> against <#RED>Enemies</> with low <#RED>Health</> have a <#RED>+{bonus}% Critical Chance</>."
msgstr "<#RED>攻击</>低<#RED>生命值</>的<#RED>敌人</>时,有<#RED>+{bonus}%会心率</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.undamaged_target.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.undamaged_target.desc"
msgid "Your <#RED>Attacks</> against <#RED>Enemies</> with full <#RED>Health</> deal <#RED>+{bonus}% {name.concept_damage}</>."
msgstr "对满<#RED>生命值</>的<#RED>敌人</>造成<#RED>+{bonus}%</> <#RED>攻击{name.concept_damage}</>。"

#. STRINGS.ITEMS.POWERS.POTION_POWER.bubbling_potion.desc
msgctxt "STRINGS.ITEMS.POWERS.POTION_POWER.bubbling_potion.desc"
msgid "Immediately <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "立即<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.POTION_POWER.misting_potion.desc
msgctxt "STRINGS.ITEMS.POWERS.POTION_POWER.misting_potion.desc"
msgid "<#RED>Heal</> for <#RED>{heal} Health</> every <#RED>{tick_time}</> seconds until you've been healed <#RED>{num_heals}</> times."
msgstr "每<#RED>{tick_time}</> 秒<#RED>治疗</><#RED>{heal} 点生命值</>,直到治疗够<#RED>{num_heals}</> 次。"

#. STRINGS.ITEMS.POWERS.POTION_POWER.soothing_potion.desc
msgctxt "STRINGS.ITEMS.POWERS.POTION_POWER.soothing_potion.desc"
msgid "Immediately <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "立即<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.SKILL.bananapeel.desc
msgctxt "STRINGS.ITEMS.POWERS.SKILL.bananapeel.desc"
msgid "<#RED>Heals</> for <#RED>{heal} Health</> when eaten.\n\nLeaves behind a <#RED>Banana Peel</> that inflicts <#RED>Knock Down</> on any target that steps on it.\n\nRegain <#RED>1 Banana</> for every <#RED>{damage_til_new_banana} {name.concept_damage}</> dealt."
msgstr "吃下时<#RED>治疗</><#RED>{heal}生命值</>。\n\n丢下一根<#RED>香蕉皮</>,会对任何踩到它的目标造成<#RED>倒地</>。\n\n每累计打出<#RED>{damage_til_new_banana}{name.concept_damage}</>,再获得<#RED>1根香蕉</>。"

#. STRINGS.ITEMS.POWERS.SKILL.hammer_totem.desc
msgctxt "STRINGS.ITEMS.POWERS.SKILL.hammer_totem.desc"
msgid "Sacrifice <#RED>{healthtocreate} Health</> to summon a <#RED>Hazard Idol</>.\n\n<#RED>Everything</> in a large radius of the <#RED>Idol</> deals <#RED>+{bonusdamagepercent}% {name.concept_damage}</>.\n\nThe Idol <#RED>Heals</> its destroyer for <#RED>{healthtocreate} Health</>."
msgstr "献出<#RED>{healthtocreate} 点生命值</>,召唤一个<#RED>灾害娃娃</>。\n\n在<#RED>娃娃</>附近的很大范围内,<#RED>一切事物</>都会获得<#RED>+{bonusdamagepercent}% {name.concept_damage}</>。\n\n娃娃被破坏时,为破坏者<#RED>治疗</><#RED>{healthtocreate} 点生命值</>。"

#. STRINGS.ITEMS.POWERS.SKILL.miniboss_gourdo.desc
msgctxt "STRINGS.ITEMS.POWERS.SKILL.miniboss_gourdo.desc"
msgid "Channel your inner seedling, restoring <#RED>{heal} Health</> to yourself and all <#RED>Allies</> within a medium radius.\n\nRegain <#RED>1 Stock</> for every <#RED>{damage_til_new_stock} {name.concept_damage}</> dealt, up to a maximum of <#RED>3 Stocks</>."
msgstr "呼唤你内心的小种芽,为自己和中等范围内的每名<#RED>同伴</>恢复<#RED>{heal}生命值</>。\n\n每打出<#RED>{damage_til_new_stock}{name.concept_damage}</>,补充<#RED>1棵种芽</>,上限为<#RED>3棵</>。"

#. STRINGS.ITEMS.WEATHERS.heal_on_kill_bow.desc
msgctxt "STRINGS.ITEMS.WEATHERS.heal_on_kill_bow.desc"
msgid "Kills using a {name.weapon_bow} Heal for {heal} Health."
msgstr "使用{name.weapon_bow}造成击杀为你会治疗{heal}生命值。"

#. STRINGS.ITEMS.WEATHERS.heal_on_kill_cannon.desc
msgctxt "STRINGS.ITEMS.WEATHERS.heal_on_kill_cannon.desc"
msgid "Kills using a {name.weapon_cannon} Heal for {heal} Health."
msgstr "使用{name.weapon_cannon}造成击杀为你会治疗{heal}生命值。"

#. STRINGS.ITEMS.WEATHERS.heal_on_kill_hammer.desc
msgctxt "STRINGS.ITEMS.WEATHERS.heal_on_kill_hammer.desc"
msgid "Kills using a {name.weapon_hammer} Heal for {heal} Health."
msgstr "使用{name.weapon_hammer}造成击杀为你会治疗{heal}生命值。"

#. STRINGS.ITEMS.WEATHERS.heal_on_kill_polearm.desc
msgctxt "STRINGS.ITEMS.WEATHERS.heal_on_kill_polearm.desc"
msgid "Kills using a {name.weapon_polearm} Heal for {heal} Health."
msgstr "使用{name.weapon_polearm}造成击杀为你会治疗{heal}生命值。"

#. STRINGS.ITEMS.WEATHERS.heal_on_kill_shotput.desc
msgctxt "STRINGS.ITEMS.WEATHERS.heal_on_kill_shotput.desc"
msgid "Kills using a {name.weapon_shotput} Heal for {heal} Health."
msgstr "使用{name.weapon_shotput}造成击杀为你会治疗{heal}生命值。"

#. STRINGS.NAMES.concept_health
msgctxt "STRINGS.NAMES.concept_health"
msgid "Health"
msgstr "生命值"

#. STRINGS.NAMES.powerdesc_maxhealth
msgctxt "STRINGS.NAMES.powerdesc_maxhealth"
msgid "Maximum Health"
msgstr "最大生命"

#. STRINGS.UI.EQUIPMENT_STATS.HP.name
msgctxt "STRINGS.UI.EQUIPMENT_STATS.HP.name"
msgid "HEALTH"
msgstr "生命值"

#. STRINGS.UI.GEMSCREEN.UNLOCK_POPUP.DESC
msgctxt "STRINGS.UI.GEMSCREEN.UNLOCK_POPUP.DESC"
msgid "{name.npc_blacksmith} has gifted you three new <#HEALTH>{name_multiple.gem}</>!\n\nAdded to your <#HEALTH>Inventory</>:\n- {name.concept_damage} α\n- {name.concept_runspeed} α\n- Max Health α\n\n{name_multiple.gem} can be set into any <#HEALTH>Weapon</> with <#HEALTH>{name.gem} Slots</> to magically alter its stats.\n\nAfter crafting a <#HEALTH>Weapon</>, try asking {name.npc_blacksmith} to set it with a <#HEALTH>{name.gem}</>."
msgstr "{name.npc_blacksmith}赠予了你三枚新<#HEALTH>{name_multiple.gem}</>!\n\n已放入你的<#HEALTH>物品库存</>。分别是:\n- {name.concept_damage}α\n- {name.concept_runspeed}α\n- 最大生命α\n\n{name_multiple.gem}可以装入带有<#HEALTH>{name.gem}孔</>的<#HEALTH>武器</>中,从而能神奇地改变武器属性。\n\n制作了新<#HEALTH>武器</>后,试着拜托{name.npc_blacksmith}为它镶入<#HEALTH>{name.gem}</>吧。"

#. STRINGS.UI.MAP_ICONS.POTION
msgctxt "STRINGS.UI.MAP_ICONS.POTION"
msgid "Quench your thirst and restore your health"
msgstr "解除口渴,回复生命"

#. STRINGS.UI.VENDING_MACHINE.INSUFFICIENT_FUNDS.HEALTH
msgctxt "STRINGS.UI.VENDING_MACHINE.INSUFFICIENT_FUNDS.HEALTH"
msgid "Full Health"
msgstr "生命已满"

Explanation:

翻译不一致

 

  • Health Potion:

Associated lines:

Spoiler

#. Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.ANSWER_1
msgctxt "Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.ANSWER_1"
msgid "agent:\n !happy\n !shocked\n Why, <i>say!</i> You're just in time to try my NEW <#LEGENDARY>Limited Edition</> <#BLUE><i>{name.npc_doc_lastname}-Brand</i></> <#RED>Health Potion</>!\n !clap\n [recipe:limited_potion_refill] Only <#KONJUR>{ripoff_amount} {name.i_konjur}</> more than a regular <#RED>Potion</>! Get it while sssupplies last!"
msgstr "agent:\n !happy\n !shocked\n 怎么会,<i>好巧 !</i>你正好赶上品尝我最新的<#LEGENDARY>限量版</><#BLUE><i>{name.npc_doc_lastname}牌</i></><#RED>生命魔药</>!\n !clap\n [recipe:limited_potion_refill] 仅<#KONJUR>{ripoff_amount}{name.i_konjur}</>,只比普通版<#RED>魔药</>再多这一点!份数有限,预购从……嘶嘶速!"

#. Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_2B
msgctxt "Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_2B"
msgid "agent:\n !shocked\n My, what a dissscerning eye you have! Why yes, my good chum!\n !clap\n Allow me to introduce you to my patented {name.npc_doc_lastname}-brand <#RED>Health Potion</>!"
msgstr "agent:\n !shocked\n 哟,好一双……嘶嘶识货的慧眼啊!你说对了,朋友!\n !clap\n 请让我为你介绍{name.npc_doc_lastname}牌<#RED>生命魔药</>!"

#. Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_RESOURCES_2
msgctxt "Convo.dgn_firstmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_RESOURCES_2"
msgid "!think\n My, what an awkward predicament we find ourselvesss in!\n !dejected\n I can't show you the wonder of my {name.npc_doc_lastname}-brand <#RED>Health {name.potion}s</> without appropriate compensssation!\n !shrug\n Sssuch is the fickle nature of the market, I suppose.\n !point\n Do come back for a <#RED>{name.potion}</> when you have <#KONJUR><p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}</>, won't you?"
msgstr "!think\n 我天,我们真是落入了相当尴尬的状况呢!\n !dejected\n 要是得不到足够的报酬,我可就没办法为你展示我这{name.npc_doc_lastname}牌<#RED>生命{name.potion}</>的神奇之处了!\n !shrug\n 我恐怕市场交易的本质就是如此,反复无常。\n !point\n 等你有了<#KONJUR><p img='images/ui_ftf_icons/konjur.tex'>{konjur_cost}{name.konjur}</>时,一定要回来这里,买瓶<#RED>{name.potion}</>,好吗?"

#. Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_1
msgctxt "Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_1"
msgid "agent:\n !clap\n Sssplendid, sssplendid!\n !gesture\n Then without further ado, allow me to introduce you to my patented {name.npc_doc_lastname}-brand <#RED>Health {name.potion}</>!\n !agree\n One sip with <p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK>'s guaranteed to <#RED>Heal</> your woundsss, clear your skin, and leave your breath minty fresh for that <i>ssspecial someone</i> back home.\n !shocked\n [recipe:admission_recipe] This veritable panacea <#RED>Health {name.potion}</> can be <i>yours</i> for only a modessst sum of <#KONJUR>{name.i_konjur}</>!"
msgstr "agent:\n !clap\n ……嘶嘶甚好,甚好!\n !gesture\n 那话不多说,请允许我向你介绍我已注册专利的{name.npc_doc_lastname}牌<#RED>生命{name.potion}</>!\n !agree\n 用<p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK>饮上一口,保证能<#RED>治疗</>你的创嘶嘶……伤;抚平你的疤痕;还会给你薄荷般清新的口气,让家中等候的<i>特别之人</i> 与你更亲近。\n !shocked\n [recipe:admission_recipe] 这瓶效果有保证的万灵<#RED>生命{name.potion}</>马上<i>属于你</i>,只要你肯付我一点点微不足道的<#KONJUR>{name.i_konjur}</>!"

#. Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_3A
msgctxt "Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_HAS_RESOURCES_3A"
msgid "agent:\n !laugh\n Ha-ha! You had me on the ropes, but I knew from the start you were a smart <#BLUE>{player.species}</>!\n !agree\n Enjoy your {name.npc_doc_lastname}-brand <#RED>Health {name.potion}</>, and may we deal again soon!"
msgstr "agent:\n !laugh\n 哈哈!你也确实让我煞费口舌,但我打一开始就知道,你会是一位明事理的<#BLUE>{player.species}</>!\n !agree\n 好好享用你的{name.npc_doc_lastname}牌<#RED>生命{name.potion}</>吧,愿早日再与你交易!"

#. Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_SPACE_1_MISSING_HEALTH
msgctxt "Convo.dgn_secondmeeting_potion.HUB0.convo.giver.STATE_0.ANSWER_NO_SPACE_1_MISSING_HEALTH"
msgid "!dubious\n Tell you what, why don't you take a moment to empty that flask of yours out with <p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK>?\n !clap\n Then I can top you up with some bonafide {name.npc_doc_lastname}-brand <#RED>Health Potion</> instead!"
msgstr "!dubious\n 听我的话。你何不花上片刻,用<p bind='Controls.Digital.USE_POTION' color=BTNICON_DARK>清空你的药瓶?\n !clap\n 这样,我不就能帮你换上货真价实的{name.npc_doc_lastname}牌<#RED>生命药水</>了嘛!"

#. Quest.dgn_do_you_live_here_potion.QUIP.chitchat:[in_quest_dgn_do_you_live_here_potion,location_treemon_forest,role_travelling_salesman].1
msgctxt "Quest.dgn_do_you_live_here_potion.QUIP.chitchat:[in_quest_dgn_do_you_live_here_potion,location_treemon_forest,role_travelling_salesman].1"
msgid "!happy\n !shocked\n Restore your mojo on the go-go!\n !greet\n {name.npc_doc_lastname}-brand <#RED>Health {name.potion}s</>!"
msgstr "!happy\n !shocked\n 一口下去,活力再续!\n !greet\n {name.npc_doc_lastname}牌<#RED>生命{name.potion}</>!"

#. Quest.dgn_grove_potion.QUIP.chitchat:[in_quest_dgn_grove_potion,location_owlitzer_forest,role_travelling_salesman].1
msgctxt "Quest.dgn_grove_potion.QUIP.chitchat:[in_quest_dgn_grove_potion,location_owlitzer_forest,role_travelling_salesman].1"
msgid "!happy\n !shocked\n Restore your mojo on the go-go!\n !greet\n {name.npc_doc_lastname}-brand <#RED>Health {name.potion}s</>!"
msgstr "!happy\n !shocked\n 一口下去,活力再续!\n !greet\n {name.npc_doc_lastname}牌<#RED>生命{name.potion}</>!"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,location_bandi_swamp,role_travelling_salesman].2
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,location_bandi_swamp,role_travelling_salesman].2"
msgid "!happy\n !gesture\n Don't get <i>bogged down</i> with inferior products!\n !point\n Buy {name.npc_doc_lastname}-brand <#RED>Health {name.potion}s</>, for all your recovery needs!"
msgstr "!happy\n !gesture\n 别陷到了<i>劣质产品</i>的泥沼里!\n !point\n 来买{name.npc_doc_lastname}牌<#RED>生命魔药</>吧,能满足你的一切恢复需求!"

#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_travelling_salesman].3
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,role_travelling_salesman].3"
msgid "!happy\n !greet\n {name.npc_doc_lastname}-brand <#RED>Health {name.potion}s</>!\n !shocked\n Restore your mojo on the go-go!"
msgstr "!happy\n !greet\n {name.npc_doc_lastname}牌<#RED>生命{name.potion}</>!\n !shocked\n 一口下去,活力再续!"

Explanation:

翻译不一致

 

  • max/maximum (health):

Associated lines:

Spoiler

#. STRINGS.ITEMS.GEMS.max_health.name
msgctxt "STRINGS.ITEMS.GEMS.max_health.name"
msgid "Max Health {name.gem}"
msgstr "最大生命{name.gem}"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.variables.heal_percent
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.variables.heal_percent"
msgid "Max Health healed"
msgstr "治疗总生命比例"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.variables.max_health_lost_per_pickup
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.variables.max_health_lost_per_pickup"
msgid "Max health lost per pickup"
msgstr "每次拾起减少的总生命"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.variables.max_health_percent
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_funguile_head.variables.max_health_percent"
msgid "Percent of max health healed"
msgstr "治疗与总生命比例"

#. STRINGS.ITEMS.POWERS.FOOD_POWER.max_health.desc
msgctxt "STRINGS.ITEMS.POWERS.FOOD_POWER.max_health.desc"
msgid "Increase <#RED>Maximum Health</> by <#RED>{health}</>."
msgstr "提高<#RED>{health}</>点<#RED>最大生命</>。"

#. STRINGS.ITEMS.POWERS.FOOD_POWER.max_health_on_enter.desc
msgctxt "STRINGS.ITEMS.POWERS.FOOD_POWER.max_health_on_enter.desc"
msgid "When you enter a new clearing, gain <#RED>+{max_health} Maximum Health</> and <#RED>Heal</> for <#RED>{heal} Health</>."
msgstr "进入新空地时,获得<#RED>+{max_health} 最大生命</>并<#RED>治疗</><#RED>{heal}生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.bloodthirsty.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.bloodthirsty.desc"
msgid "<#RED>Heal {heal}%</> of <#RED>{name.concept_damage}</> you deal. Lose <#RED>{health_penalty}% Maximum Health</>.\n\nTake <#RED>{damage} {name.concept_damage}</> every <#RED>{time}</> seconds. <#RED>Bloodthirsty</> will never deal fatal <#RED>{name.concept_damage}</>."
msgstr "<#RED>治疗{heal}%</>你所造成的<#RED>{name.concept_damage}</>。失去<#RED>{health_penalty}%最大生命</>。\n\n每<#RED>{time}</>秒受到<#RED>{damage}{name.concept_damage}</>。<#RED>嗜血</>不会对你造成致命<#RED>{name.concept_damage}</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.fermented_brew.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.fermented_brew.desc"
msgid "Your <#RED>Potion</> heals for <#RED>Half</>, but also increases your <#RED>Maximum Health</> by the amount healed."
msgstr "你的<#RED>魔药</>治疗效果变为<#RED>一半</>,但它还能令你增加与治疗量相同的<#RED>最大生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.giant_killer.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.giant_killer.desc"
msgid "Whenever you <#RED>Kill</> an <#RED>{name.elite_prefix} {name.rot}</> without taking damage from it, gain <#RED>{max_health} Maximum Health</>."
msgstr "每当你<#RED>击杀</>一只<#RED>{name.elite_prefix}{name.rot}</>,且它未能对你造成伤害时,获得<#RED>{max_health}最大生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.glass_cannon.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.glass_cannon.desc"
msgid "Gain <#RED>+{damage}% {name.concept_damage}</>.\n\nReduce <#RED>Maximum Health</> to <#RED>1</>.\n\nRemove this <#RED>{name.concept_relic}</> when <#RED>Revived</>."
msgstr "获得<#RED>+{damage}% {name.concept_damage}</>。\n\n<#RED>总生命值</>减少为<#RED>1</>。\n\n<#RED>复活</>后移除此<#RED>{name.concept_relic}</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.max_health_and_heal.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.max_health_and_heal.desc"
msgid "Gain <#RED>+{health} Maximum Health</> and <#RED>Heal</> to full."
msgstr "获得<#RED>+{health}最大生命</>并完全<#RED>治愈</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.max_health_wanderer.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.max_health_wanderer.desc"
msgid "Increase <#RED>Maximum Health</> by <#RED>{health}</>."
msgstr "提高<#RED>{health}</>点<#RED>最大生命</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.mulligan.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.mulligan.desc"
msgid "When you <#RED>Die</>, remove this <#RED>{name.concept_relic}</> and <#RED>Revive</> with <#RED>{heal}% Max Health</>."
msgstr "<#RED>死亡</>时,移除此<#RED>{name.concept_relic}</>并以<#RED>{heal}%总生命值</><#RED>复活</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.permanence.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.permanence.desc"
msgid "Reduce incoming damage by <#RED>{reduction}%</>. When you take damage, decrease your <#RED>Maximum Health</> by the same amount."
msgstr "受到伤害减少<#RED>{reduction}%</>。承受伤害时,降低相同数量的<#RED>最大生命值</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.solorevive.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.solorevive.desc"
msgid "When you are <#RED>alone</>, <#RED>{name.npc_scout}</> can <#RED>Revive</> you to <#RED>{heal}% Max Health</> once every <#RED>{time} seconds</>."
msgstr "<#RED>单人作战</>时,<#RED>{name.npc_scout}</>每<#RED>{time}秒</>能够<#RED>复活</>你一次,并恢复你<#RED>{heal}%最大生命</>。"

#. STRINGS.ITEMS.POWERS.PLAYER.stop_loss.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.stop_loss.desc"
msgid "Gain <#RED>{max_health} Maximum Health</> at the start of each combat room. Lose <#RED>{health_loss} Maximum Health</> for every second you are in combat."
msgstr "每个战斗区域一开始,获得<#RED>{max_health}最大生命值</>。战斗进行时,每秒损失<#RED>{health_loss}最大生命值</>。"

#. STRINGS.NAMES.powerdesc_maxhealth
msgctxt "STRINGS.NAMES.powerdesc_maxhealth"
msgid "Maximum Health"
msgstr "最大生命"

#. STRINGS.UI.GEMSCREEN.UNLOCK_POPUP.DESC
msgctxt "STRINGS.UI.GEMSCREEN.UNLOCK_POPUP.DESC"
msgid "{name.npc_blacksmith} has gifted you three new <#HEALTH>{name_multiple.gem}</>!\n\nAdded to your <#HEALTH>Inventory</>:\n- {name.concept_damage} α\n- {name.concept_runspeed} α\n- Max Health α\n\n{name_multiple.gem} can be set into any <#HEALTH>Weapon</> with <#HEALTH>{name.gem} Slots</> to magically alter its stats.\n\nAfter crafting a <#HEALTH>Weapon</>, try asking {name.npc_blacksmith} to set it with a <#HEALTH>{name.gem}</>."
msgstr "{name.npc_blacksmith}赠予了你三枚新<#HEALTH>{name_multiple.gem}</>!\n\n已放入你的<#HEALTH>物品库存</>。分别是:\n- {name.concept_damage}α\n- {name.concept_runspeed}α\n- 最大生命α\n\n{name_multiple.gem}可以装入带有<#HEALTH>{name.gem}孔</>的<#HEALTH>武器</>中,从而能神奇地改变武器属性。\n\n制作了新<#HEALTH>武器</>后,试着拜托{name.npc_blacksmith}为它镶入<#HEALTH>{name.gem}</>吧。"

Explanation:

翻译不一致

 

  • Plushie:

Associated lines:

Spoiler

#. STRINGS.ITEMS.DECOR.bonejaw_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.bonejaw_mid_plushies.name"
msgid "{name.bonejaw} Plushie"
msgstr "{name.bonejaw}公仔"

#. STRINGS.ITEMS.DECOR.fungoons_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.fungoons_sm_plushies.name"
msgid "{name.fungoons_generic} Plushie"
msgstr "{name.fungoons_generic}公仔"

#. STRINGS.ITEMS.DECOR.funguile_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.funguile_sm_plushies.name"
msgid "{name.funguile} Plushie"
msgstr "{name.funguile}公仔"

#. STRINGS.ITEMS.DECOR.gooseberry_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.gooseberry_sm_plushies.name"
msgid "{name.gooseberry} Plushie"
msgstr "{name.gooseberry}公仔"

#. STRINGS.ITEMS.DECOR.grimhollow_lrg_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.grimhollow_lrg_plushies.name"
msgid "{name.grimhollow} Plushie"
msgstr "{name.grimhollow}公仔"

#. STRINGS.ITEMS.DECOR.immorel_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.immorel_sm_plushies.name"
msgid "{name.immorel} Plushie"
msgstr "{name.immorel}公仔"

#. STRINGS.ITEMS.DECOR.quetz_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.quetz_mid_plushies.name"
msgid "{name.quetz} Plushie"
msgstr "{name.quetz}公仔"

#. STRINGS.ITEMS.DECOR.treel_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.treel_mid_plushies.name"
msgid "{name.treel} Plushie"
msgstr "{name.treel}公仔"

Explanation:

上次反馈该翻译不一致问题后部分相关译文中的“公仔”被修改为“毛绒公仔”,但上方列出的译文中的“公仔”未被修改

 

  • Smith's Tools:

Associated lines:

Spoiler

#. STRINGS.NAMES.weapontools0
msgctxt "STRINGS.NAMES.weapontools0"
msgid "Basic Smith's Tools"
msgstr "基础铁匠工具"

#. STRINGS.NAMES.weapontools1
msgctxt "STRINGS.NAMES.weapontools1"
msgid "Advanced Smith's Tools"
msgstr "高级铁匠工具套装"

#. STRINGS.NAMES.weapontools2
msgctxt "STRINGS.NAMES.weapontools2"
msgid "Master Smith's Tools"
msgstr "大师级铁匠工具套装"

Explanation:

翻译不一致

 

  • threshold:

Associated lines:

Spoiler

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.desc"
msgid "Once per {name.dungeon_room} when you drop below a <#RED>Health</> threshold, <#RED>Heal</> a percentage of your <#RED>{name.powerdesc_maxhealth}</>."
msgstr "每次{name.dungeon_room}生效一次,当你的<#RED>生命值</>下降至低于一界线时,<#RED>治疗</>你一定百分比的<#RED>{name.powerdesc_maxhealth}</>。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.variables.threshold_percent
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_head.variables.threshold_percent"
msgid "Health threshold"
msgstr "生命值界线"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_weapon.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_weapon.desc"
msgid "Once per {name.dungeon_room} when you drop below a <#RED>Health</> threshold, your <#RED>Skill</> hits twice for a period of time, gaining more time per kill."
msgstr "每次{name.dungeon_room}生效一次,当你的<#RED>生命值</>下降至低于一界线时,你的<#RED>斗技</>在一段时间内将打两下,每次击杀都会延长时间。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_weapon.variables.threshold_percent
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_bonejaw_weapon.variables.threshold_percent"
msgid "Health threshold"
msgstr "生命值界线"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_eggbert_body.variables.massive_hit_threshold
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_eggbert_body.variables.massive_hit_threshold"
msgid "Massive Hit Threshold"
msgstr "重大打击起始值"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_body.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_body.desc"
msgid "Gain <#BLUE>Shield</> at the start of a {name.dungeon_room} if under a <#RED>{name.concept_health}</> threshold."
msgstr "每一小局{name.dungeon_room}开始时,若<#RED>{name.concept_health}</>低于一定界线,获得<#BLUE>护盾</>。"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_body.variables.health_threshold
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_body.variables.health_threshold"
msgid "Health Threshold"
msgstr "生命值界限"

#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_slowpoke_head.variables.low_health
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_slowpoke_head.variables.low_health"
msgid "Health Threshold"
msgstr "生命值界限"

Explanation:

上次反馈该翻译不一致问题后相关译文并未得到修改(至少“界线”与“界限”应该需要得到统一)

 

  • transmute:

Associated lines:

Spoiler

#. STRINGS.UI.ACTIONS.SEED_GRINDER_OPEN
msgctxt "STRINGS.UI.ACTIONS.SEED_GRINDER_OPEN"
msgid "{name.interact_tap} Transmute Seeds"
msgstr "{name.interact_tap}转化种子"

#. STRINGS.UI.SEEDGRINDSCREEN.DESC
msgctxt "STRINGS.UI.SEEDGRINDSCREEN.DESC"
msgid "Transmute items into seeds."
msgstr "将物品转化成种子。"

#. STRINGS.UI.SEEDGRINDSCREEN.DROP_AREA_INFO_MATERIAL
msgctxt "STRINGS.UI.SEEDGRINDSCREEN.DROP_AREA_INFO_MATERIAL"
msgid "Transmute materials into seeds."
msgstr "将素材转化成种子。"

#. STRINGS.UI.SEEDGRINDSCREEN.DROP_AREA_INFO_SEED
msgctxt "STRINGS.UI.SEEDGRINDSCREEN.DROP_AREA_INFO_SEED"
msgid "Transmute seeds into other seeds."
msgstr "将种子转换为别的种子。"

#. STRINGS.UI.SEEDGRINDSCREEN.DROP_AREA_TITLE
msgctxt "STRINGS.UI.SEEDGRINDSCREEN.DROP_AREA_TITLE"
msgid "Transmute"
msgstr "转换"

#. STRINGS.UI.SEEDGRINDSCREEN.GRIND_BTN
msgctxt "STRINGS.UI.SEEDGRINDSCREEN.GRIND_BTN"
msgid "Transmute"
msgstr "转换"

#. STRINGS.UI.SEEDGRINDSCREEN.GRIND_HOTKEY
msgctxt "STRINGS.UI.SEEDGRINDSCREEN.GRIND_HOTKEY"
msgid "Transmute"
msgstr "转换"

#. STRINGS.UI.UNLOCKGRINDERPANEL.MATERIAL_DESC
msgctxt "STRINGS.UI.UNLOCKGRINDERPANEL.MATERIAL_DESC"
msgid "Learn how to transmute materials into seeds."
msgstr "学习如何将素材转化成种子。"

#. STRINGS.UI.UNLOCKGRINDERPANEL.SEED_DESC
msgctxt "STRINGS.UI.UNLOCKGRINDERPANEL.SEED_DESC"
msgid "Learn how to transmute one seed into another."
msgstr "学习如何将种子转化为另一种类。"

Explanation:

翻译不一致

 

  • while wearing no Armour:

Associated lines:

Spoiler

#. STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_eggzy.desc
msgctxt "STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_eggzy.desc"
msgid "Kill <#RED>{name.eggzy}</> in the <#BLUE>{name.eggzy_tundra}</> on <#RED>{name.ascension} Level 3</>, <#RED>alone</> while wearing no <#RED>Armour</>."
msgstr "<#RED>单人</>且不穿<#RED>护具</>,击杀<#BLUE>{name.eggzy_tundra}</><#RED>{name.ascension}等级3</>中的<#RED>{name.eggzy}</>。"

Explanation:

上次反馈该翻译不一致问题后部分相关译文被修改为“不穿护具的条件下”,但上方列出的译文未被修改

 


Steps to Reproduce

Set the language to Simplified Chinese.




User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

Hi, thank you for helping us improve our Chinese localization! The translator is reviewing the strings mentioned in your feedback. I will post here once the correction is in. 

Share this comment


Link to comment
Share on other sites


×
  • Create New...